You are currently viewing an old revision of this page. Don't you want to see the latest version of this page ?
index
- Buildings #
>Town Hall:
>

>
> Provides basic storage and wood production. Also determines the maximum number of buildings in a city.
> Only one can be built in each city.
> Cannot be totally demolished or destroyed.
>
>Woodcutter’s Hut:
>
>
>
> Produces wood. Any bordering woods, Cottages and Sawmills will increase productivity.
>
>Quarry:
>

>
> Produces Stone. Productivity can be increased by bordering Rocks, Cottages and Stonemasons.
>
>Iron Mine:
>

>
> Produces iron. Any bordering ore deposits, Cottages and Foundries will increase productivity.
>
>Farm:
>

>
> Produces food. Any bordering grassland, lakes, Cottages and Mills will increase productivity.
>
>Cottage:
>

>
> Increases the construction speed of all build orders in a city. Also increases productivity of bordering resource buildings.
>
>Sawmill:
>

>
> Increases the efficiency of bordering Woodcutter’s Huts and wood storage capacity of any bordering Storage.
>
>Stonemason:
>

>
> Increases the efficiency of bordering Quarries and stone storage capacity of any bordering Storage.
>
>Foundry:
>

> Increases the efficiency of bordering Ore Mines and iron storage capacity of bordering Storage.
>
> Mill:
>

>
> Increases the efficiency of bordering Farms and food storage capacity of any bordering Storage.
>
> Storage:
>

>
> Increases the storage capacity for all resources. Enhanced by any bordering Sawmill, Stonemason, Mill or Foundry.
>
>Castle:
>

>
> Construction of the Castle allows a lord to loot and conquer other cities. Note this in turn allows their holdings to be looted and conquered.
> Allows the creation of armies larger than 5,000 Units.
> Allows the plundering of other cities.
> Allows lord to attack and to siege any city with a Castle.
> Allows division of army into 10 smaller armies.
> Only one can be built in each city.
> Cannot be totally demolished or destroyed.
>
> Barracks:
>

>
> Increases the maximum army size of a city. Also increases the recruitment speed of all bordering Training Grounds, Stables and Workshops.
>
> City Guard House:
>

>
> Allows recruitment of City Guards and, if upgraded, increases their recruitment speed. Placing a Barracks beside a City Guard House will also increase recruitment speed.
>
> Training Ground:
>

>
> Allows recruitment of infantry units and, if upgraded, increases their recruitment speed. Placing a Barracks beside a Training Ground will also increase recruitment speed.
>

> Allows to Recruit Cavalry Units and increases their Recruitment Speed. By placing Barracks nearby the Recruitment Speed can be further increased.
>

> Allows to Recruit Siege Units and increases their Recruitment Speed. By placing Barracks nearby the Recruitment Speed can be further increased.
>

> Collects Taxes. The Tax Income can be increased by connecting Marketplaces.
>

> Allows the Transport of Resources between Cities and enables you to trade with other player by land. Also increases the Tax Income of connected Buildings.
>

> Increases the Defense of Infantry and Cavalry Units against Looting and the Defense of Scouts against Scouting.
>

> Increases the Defense of Infantry and Cavalry Units if the City is under attack.
>

> Increases the time before incomming attacks can be spotted. (Basis Time without look-out tower).
>

> Increases the Defense of Siege Units if the City is under Attack
>

> The Hideout keeps the stored resources safe from looting und scouting. Its Capacity can be increased by bordering woods.
>
- Units #

> Armed with Halberds they are patroling the City Streets and enforcing Law and Order. They do not leave the City and can only defend.
>

> With keen eyes and sharp arrows Hunters are deadly to every oncomming Infantry from afar. They are the backbone of your army and especially useful for defending castles.
>

> These defensive units utilizes their long pikes to knock off enemy Cavalry Units of their Horses.
>

> Templars are known for their sturdy shields and unshakeable code of honor. They are living Bulwarks that can even redirect magic attacks onto their enemies.
>

> Fearsome sounds the Berserks Warcry before he charges the enemy lines with his baneful Axes. His aggressivness makes him a feared offensive unit.
>

> Fearsome sounds the Berserker Warcry before he charges the enemy lines with his baneful Axes. His aggressivness makes him a feared offensive unit.
>

> With his devestating attack spells he can get even well equiped warriors into serious trouble, but be advised to protect him from enemy attacks.
>

> The Crossbowman is adept in using his Crossbow while being mounted. With his great Range he excels at killing enemy Cavalry Units.
>

> You can recognize the holy banners of the paladins even from afar. Faithful they will protect Kings and even whole armies against their magic arch-enemies.
>

> Knights are heavily armed and can deal devestating blows when attacking an enemy city. They are best suited for Looting Cities, as they are swift, strong and can carry a large amount of Loot.
>

> These powerful and feared Mages spread terror amongst enemies from atop of their Horses. They are expensive but compensate for this with devestating attacks.
>

> There is no City Gate that can withstand the Forces of 10 men and a steel head for too long. But as heavy as the ram is, its movement speed is very slow.
>

> The Catapult is best for besieging enemy cities. If your enemy is well entrenched the key to victory lies within destroying the defense bit by bit.
>

> On towers high above the City, Balistas are a major threat for every Unit that tries to besiege the City.
>

> The Baron can capture a foreign city with castle, but he also can settle down a new city.
>