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ページの作成:「{{Version|1.2}}{{Buildings nav}} A Barony is the lowest rank of landed titles and the only rank that is not playable (although they may be held by playable characters…」
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A Barony is the lowest rank of landed [[title]]s and the only rank that is not playable (although they may be held by playable characters). Each [[county]] has 1-8 baronies, ownership of which is always tied to the county (baronies will always be in the same realm as the county). Baronies may be sparsely populated or have a holding.

== Capital ==
There are 2 types of capitals which a barony can be:
# [[File:County capital.png|30px]] The county capital is the primary barony of a county. Its holding can never be destroyed and is always owned by the ruler who holds the county title. County capitals allow the construction of an additional building and have {{green|+1}} {{iconify|fort level}}.
# [[File:Realm capital.png|30px]] The realm capital is the barony where a ruler and its court resides and is always inherited by the primary heir. The realm capital can only be moved once per lifetime unless it's the de jure capital of the primary title. It also produces an additional {{green|+1}} {{icon|gold}} tax. Each barony within the same de jure duchy as the realm capital will gain {{green|+10%}} {{iconify|levies}}. The realm capital cannot be moved during a war.

== Holdings ==
Each barony may have a holding, which represents the main settlement inside it and is required to be able to use the barony. Constructing a new holding will create a title for that barony, which may be held or given to another character. Baronies you hold that are not the county capital can be granted to a low noble to lower your domain limit. All holdings are constructed at level 1 and can be upgraded up to level 4. Constructing or upgrading a holding takes 5 years.
* Constructing a feudal/clan holding requires 400 {{iconify|gold}}
* Upgrading a feudal/clan holding to level 2 requires 550 {{iconify|gold}}
* Upgrading a feudal/clan holding to level 3 requires 700 {{iconify|gold}}
* Upgrading a feudal/clan holding to level 4 requires 850 {{iconify|gold}}
* Upgrading a tribal holding requires 200 {{iconify|gold}} and 400 {{iconify|prestige}}
* Tribal holdings cannot be constructed but feudal and clan rulers can turn them into Castle ones at the cost of 500 {{iconify|gold}}

Constructing a Temple holding will raise {{iconify|Fervor}} by 1 and grant its county title holder 500 {{iconify|piety}} regardless of which ruler funded it.
{| class="mildtable" style="text-align: center;"
! Holding
! Level
! {{icon|gold}} Monthly tax
! {{iconify|Levies}}
! {{iconify|Garrison}}
! {{iconify|Fort level}}
! {{icon|innovation}} Required innovation
! width=40% | Description
! Can be directly held by
|-
| rowspan=4 style="text-align: left;" | [[File:Holding castle.png]] Castle
| style="text-align: left;" | Motte
| {{green|+0.4}}
| {{green|+175}}
| {{green|+250}}
| {{green|+1}}
| style="text-align: left;" | {{iconify|Mottes}}
| style="text-align: left;" | ''This small but formidable fortification is situated upon a raised earthwork.''
| rowspan=4 | Feudal<br>Clan<br>Holy Order
|-
| style="text-align: left;" | Keep
| {{green|+0.7}}
| {{green|+325}}
| {{green|+750}}
| {{green|+4}}
| style="text-align: left;" | {{iconify|Battlements}}
| style="text-align: left;" | ''The Keep (or Donjon) is a large tower serving as a fortified residence and last line of defense.''
|-
| style="text-align: left;" | Concentric Castle
| {{green|+1}}
| {{green|+475}}
| {{green|+1250}}
| {{green|+8}}
| style="text-align: left;" | {{iconify|Hoardings}}
| style="text-align: left;" | ''The Concentric Castle is surrounded by two or more walls, the inner one higher than the outer one.''
|-
| style="text-align: left;" | Fortress
| {{green|+1.3}}
| {{green|+625}}
| {{green|+1750}}
| {{green|+13}}
| style="text-align: left;" | {{iconify|Machicolations}}
| style="text-align: left;" | ''The Fortress is the epitome of defense, able to both repel enemy assaults and house a large military.''
|-
| rowspan=4 style="text-align: left;" | [[File:Holding city.png]] City
| style="text-align: left;" | Village Center
| {{green|+0.8}}
| {{green|+75}}
| {{green|+150}}
| '''0'''
| style="text-align: left;" | {{iconify|City Planning}}
| style="text-align: left;" | ''A populous city which houses a large number of burghers, merchants, and hard-working townsfolk.''
| rowspan=4 | Republic<br>Holy Order
|-
| style="text-align: left;" | Large City
| {{green|+1.4}}
| {{green|+125}}
| {{green|+300}}
| '''0'''
| style="text-align: left;" | {{iconify|Manorialism}}
| style="text-align: left;" | ''This city has attracted the attention of traders and craftsmen from all around, with wealthy merchants setting up shop and diligent craftsmen erecting new houses almost daily.''
|-
| style="text-align: left;" | City Center
| {{green|+2}}
| {{green|+175}}
| {{green|+450}}
| '''0'''
| style="text-align: left;" | {{iconify|Windmills}}
| style="text-align: left;" | ''No longer content with just occupying its original area, the city now subsumes nearby farmland into its prosperous center. The city is vast and full of wealth and opportunity.''
|-
| style="text-align: left;" | Bustling Metropolis
| {{green|+2.6}}
| {{green|+225}}
| {{green|+1050}}
| '''0'''
| style="text-align: left;" | {{iconify|Cranes}}
| style="text-align: left;" | ''This city is known far and wide for the bountiful opportunities that lie within — it is said that even the lowliest peasant can find fortune here. Houses line the streets for as far as the eye can see, with carts and animals busy transporting goods wherever you look.''
|-
| rowspan=4 style="text-align: left;" | [[File:Holding church.png]] Temple
| style="text-align: left;" | Shrine
| {{green|+0.5}}
| {{green|+125}}
| {{green|+150}}
| '''0'''
| style="text-align: left;" | {{iconify|City Planning}}
| style="text-align: left;" | ''A place of worship ruled by the clergy, surrounded by a town of faithful peasants.''
| rowspan=4 | Theocracy<br>Lay Clergy
|-
| style="text-align: left;" | Temple Grounds
| {{green|+0.9}}
| {{green|+225}}
| {{green|+450}}
| '''0'''
| style="text-align: left;" | {{iconify|Manorialism}}
| style="text-align: left;" | ''A temple sits at the center of the village, carefully constructed by local craftsmen to show their dedication to the faith.''
|-
| style="text-align: left;" | House of Worship
| {{green|+1.3}}
| {{green|+325}}
| {{green|+750}}
| '''0'''
| style="text-align: left;" | {{iconify|Windmills}}
| style="text-align: left;" | ''While the temple can take in a lot of worshipers, that is not its only purpose — it also has to house the clergy, support a large library and protect relics. With the addition of the house of worship there's always plenty of room for the faithful to pray.''
|-
| style="text-align: left;" | Grand Temple
| {{green|+1.7}}
| {{green|+425}}
| {{green|+1050}}
| '''0'''
| style="text-align: left;" | {{iconify|Cranes}}
| style="text-align: left;" | ''Not satisfied with a small and modest temple, local artisans and architects have worked together to create a true work of art. This grand temple seemingly calls down the power of heaven itself into any worshiper who enters its glorious halls.''
|-
| rowspan=2 style="text-align: left;" | [[File:Holding tribal.png]] Tribe
| style="text-align: left;" | Tribal Hold
| {{green|+0.2}}
| {{green|+250}}
| {{green|+250}}
| {{green|+1}}
| style="text-align: left;" | {{icon|yes}} None
| style="text-align: left;" | ''Constructed out of logs and rough-hewn stone, this hold is imposing despite its small size.''
| rowspan=2 | Tribal
|-
| style="text-align: left;" | Fortified Tribal Hold
| {{green|+0.5}}
| {{green|+400}}
| {{green|+500}}
| {{green|+2}}
| style="text-align: left;" | {{iconify|Planned Assemblies}}
| style="text-align: left;" | ''The fortified hold takes its inspiration from feudal castles, adding many new defensive elements.''
|}

Giving away a holding that cannot be controlled does not grant {{iconify|Stress}} regardless of traits.

== Special buildings ==
{{main|Special buildings}}
{{#lst:Special buildings|intro}}
== Duchy buildings ==
{{main|Duchy buildings}}
{{#lst:Duchy buildings|intro}}
== Buildings ==
Based on the terrain of the Barony, each Holding has access to a number of '''buildings'''. Regular buildings primarily focus on increasing taxes and levies, with some secondary effects such as increasing fortifications or increasing supply, and can be upgraded once the required level of Development is reached. Buildings can be constructed by a Baron, its Direct Liege or any Liege higher in hierarchy.

By default, a barony can have up to 3 buildings. County Capitals have 4 buildings, and buildings created by decisions also add an additional slot.

=== Tribe buildings ===
Tribes have only 4 buildings types of 2 buildings each available, but most buildings benefit the entire realm <ref name="r_bug">As of patch 1.1 all realm bonuses only apply to the holder's domain, rather their realm and their lieges realm (which their realm is part of) <code>https://forum.paradoxplaza.com/forum/threads/ck-iii-canterbury-cathedral-realm-bonus-not-applied-release-version-1-03.1424999/</code> </ref>. All buildings are lost if the tribe is converted into a Castle holding.
* Level 1 buildings cost 75 {{iconify|Gold}} and 200 {{iconify|Prestige}}
* Level 2 buildings cost 100 {{iconify|Gold}} and 300 {{iconify|Prestige}}
{| class="mildtable plainlist"
! Type
! Building
! Holding effects
! Realm <ref name="r_bug" /> effects
! County effects
! Time
! Required Innovation
! width=35% | Description
|-
| rowspan=2 style="text-align: center; | Gathering Halls<br>[[File:Building longhouses.png]]
| Longhouses
| {{icon|levies}} {{green|+100}} Levies
| {{icon|prestige}} {{green|+0.2}} Monthly Prestige
| {{icon|control}} {{green|+0.2}} Monthly Control
| {{icon|time}} 5 years
| None
| ''Longhouses are large enough to accommodate important meetings between elders. Laws and policies are determined here.''
|-
| Grand Halls
| {{icon|levies}} {{green|+175}} Levies
| {{icon|prestige}} {{green|+0.5}} Monthly Prestige
| {{icon|control}} {{green|+0.4}} Monthly Control
| {{icon|time}} 5 years
| {{iconify|Barracks}}
| ''Grand halls host a central stage, where a chief or warlord can deliver rousing speeches.''
|-
| rowspan=2 style="text-align: center; | Markets<br>[[File:Building market villages.png]]
| Trading Outposts
|
* {{icon|gold}} {{green|+0.4}} Monthly Tax
* {{icon|supply}} {{green|+500}} Supply Limit
|
|
| {{icon|time}} 2 years
| None
| ''Trading outposts offer the opportunity for tribesmen and traders to meet and barter.''
|-
| Market Villages
|
* {{icon|gold}} {{green|+0.7}} Monthly Tax
* {{icon|supply}} {{green|+1000}} Supply Limit
|
|
| {{icon|time}} 2 years
| {{iconify|City Planning}}
| ''By letting traders into their villages, the tribesmen within are able to set up lucrative deals.''
|-
| rowspan=2 style="text-align: center; | Palisades<br>[[File:Building palisades.png]]
| Simple Palisade
|
* {{icon|advantage}} {{green|+2}} Defender Advantage
* {{icon|fort level}} {{green|+1}} Fort Level
* {{icon|levies}} {{green|+100}} Levies
* {{icon|garrison}} {{green|+150}} Garrison
|
* {{icon|damage}} {{green|+4%}} Archer Damage
* {{icon|toughness}} {{green|+2%}} Archer Toughness
* {{icon|damage}} {{green|+4%}} Spearmen Damage
* {{icon|toughness}} {{green|+2%}} Spearmen Toughness
|
| {{icon|time}} 3 years
| None
| ''Simple palisades offer limited protection, while effective against skirmishes they are less reliable against larger groups of enemies.''
|-
| Walls & Ditches
|
* {{icon|advantage}} {{green|+4}} Defender Advantage
* {{icon|fort level}} {{green|+2}} Fort Level
* {{icon|levies}} {{green|+175}} Levies
* {{icon|garrison}} {{green|+300}} Garrison
|
* {{icon|damage}} {{green|+8%}} Archer Damage
* {{icon|toughness}} {{green|+4%}} Archer Toughness
* {{icon|damage}} {{green|+8%}} Spearmen Damage
* {{icon|toughness}} {{green|+4%}} Spearmen Toughness
|
| {{icon|time}} 3 years
| {{iconify|Mottes}}
| ''Outer ditches combined with stone-reinforced palisade walls offer decent protection against sieges.''
|-
| rowspan=2 style="text-align: center; | War Camps<br>[[File:Building warcamps.png]]
| Sparring Grounds
| {{icon|levies}} {{green|+150}} Levies
|
* {{icon|damage}} {{green|+4%}} Light Footmen Damage
* {{icon|toughness}} {{green|+2%}} Light Footmen Toughness
* {{icon|damage}} {{green|+4%}} Armored Footmen Damage
* {{icon|toughness}} {{green|+2%}} Armored Footmen Toughness
* {{icon|knight}} {{green|+1}} Number of Knights
* {{icon|knight}} {{green|+10%}} Knight Effectiveness
|
| {{icon|time}} 5 years
| None
| ''Training equipment, arenas and wooden walls define the sparring grounds, warriors go here to hone their skills.''
|-
| Warrior Lodges
| {{icon|levies}} {{green|+275}} Levies
|
* {{icon|damage}} {{green|+8%}} Light Footmen Damage
* {{icon|toughness}} {{green|+4%}} Light Footmen Toughness
* {{icon|damage}} {{green|+8%}} Armored Footmen Damage
* {{icon|toughness}} {{green|+4%}} Armored Footmen Toughness
* {{icon|knight}} {{green|+2}} Number of Knights
* {{icon|knight}} {{green|+20%}} Knight Effectiveness
|
| {{icon|time}} 5 years
| {{iconify|Barracks}}
| ''Only the greatest fighters are allowed into a warrior lodge, their mere presence is inspiring.''
|}

=== Holding buildings ===
Holding buildings can only be constructed in City or Temple Holdings. All of them require 225 {{iconify|Gold}} and 3 years to build or upgrade and the same Innovation as the Holding level they require.
<!-- Transclusion used by Piety page. -->
<!-- Located outside of the table otherwise it does not display properly on the trascluding pages. -->
<includeonly>
<section begin=MonasteriesPietyGain />{{green|+0.1}} per level<section end=MonasteriesPietyGain />
</includeonly>
{| class="mildtable plainlist"
! Type
! Building
! Monthly Tax
! County effects
! Realm effects
! Required holding level
! width=45% | Description
|-
| rowspan=8 style="text-align: center; | Guilds<br>[[File:Building guild halls.png]]
| Guild Halls
| {{green|+0.3}}
| {{icon|development}} {{green|+5%}} Monthly Development
|
| [[File:Holding city.png|24px]] Village Center
| ''The city provides all major guilds and burgher families with ample locale to organize and practice their crafts.''
|-
| Carver's Guilds
| {{green|+0.5}}
| {{icon|development}} {{green|+10%}} Monthly Development
|
| [[File:Holding city.png|24px]] Village Center
| ''Carvers produce items out of wood or bone, such as frames, decorations or tools. They also carve heraldic shields, making the guild popular among the nobility.''
|-
| Carpenter's Guilds
| {{green|+0.7}}
| {{icon|development}} {{green|+15%}} Monthly Development
|
| [[File:Holding city.png|24px]] Large City
| ''Carpenters work with construction, primarily using timber as their material of choice. Their services are sought-after by both nobles and clergy, especially for the beautiful trim jointery they make for churches and estates.''
|-
| Hunter's Guilds
| {{green|+0.9}}
| {{icon|development}} {{green|+20%}} Monthly Development
|
| [[File:Holding city.png|24px]] Large City
| ''Hunters trade in meat and skins, with their services enabling both butchers and tanners to do their crafts. The finest skins naturally befall the most prestigious noble families.''
|-
| Mason's Guilds
| {{green|+1.1}}
| {{icon|development}} {{green|+25%}} Monthly Development
|
| [[File:Holding city.png|24px]] City Center
| ''Masons work with stone, both for construction and sculpture. Their skill is widely sought after, as their expertise is invaluable when constructing fortifications.''
|-
| Tailor's Guilds
| {{green|+1.3}}
| {{icon|development}} {{green|+30%}} Monthly Development
|
| [[File:Holding city.png|24px]] City Center
| ''Tailors wield needle, thread, and cloth as their weapons of choice. With their unparalleled skills, they produce beautiful garments for the nobility.''
|-
| Glassworker's Guilds
| {{green|+1.5}}
| {{icon|development}} {{green|+35%}} Monthly Development
|
| [[File:Holding city.png|24px]] Bustling Metropolis
| ''Glassworkers create fascinating items out of glass, everything from goblets to window panes. Having items made out of glass is very prestigious, making their services highly desirable.''
|-
| Artisan's Guilds
| {{green|+1.7}}
| {{icon|development}} {{green|+40%}} Monthly Development
|
| [[File:Holding city.png|24px]] Bustling Metropolis
| ''Artisans use a multitude of materials not only to produce works of art but also entirely new innovations. Their ingenuity and refined skill is drawing the attention of high nobles everywhere.''
|-
| rowspan=8 style="text-align: center; | Monasteries<br>[[File:Building monastic schools.png]]
| Prayer Halls
| {{green|+0.2}}
| {{icon|control}} {{green|+0.1}} Monthly Control
| {{green|+0.1}} Monthly Piety
| [[File:Holding church.png|24px]] Shrine
| ''The prayer halls host sermons and allow for a place of silent contemplation.''
|-
| Monastic Schools
| {{green|+0.4}}
| {{icon|control}} {{green|+0.2}} Monthly Control
| {{green|+0.2}} Monthly Piety
| [[File:Holding church.png|24px]] Shrine
| ''This school teaches many subjects and is a rare center of high learning, but the students enrolled here primarily study to prepare themselves for future careers in the clergy.''
|-
| Libraries
| {{green|+0.5}}
| {{icon|control}} {{green|+0.3}} Monthly Control
| {{green|+0.3}} Monthly Piety
| [[File:Holding church.png|24px]] Temple Grounds
| ''The monastery library is full of books, ranging from small treatises to vast tomes on theology. Truly a treasure trove of knowledge is held within its walls.''
|-
| Pilgrim's Quarters
| {{green|+0.7}}
| {{icon|control}} {{green|+0.4}} Monthly Control
| {{green|+0.4}} Monthly Piety
| [[File:Holding church.png|24px]] Temple Grounds
| ''Vary pilgrims are allowed to stay and rest in the pilgrim's quarters should they seek shelter during their long journeys. Here they are also treated to food, drink, and sometimes even a bath.''
|-
| Infirmaries
| {{green|+0.8}}
| {{icon|control}} {{green|+0.5}} Monthly Control
| {{green|+0.5}} Monthly Piety
| [[File:Holding church.png|24px]] House of Worship
| ''In times of war or plague, the infirmaries offer a second chance to poor afflicted victims, presuming they make it there in time.'
|-
| Copying Chambers
| {{green|+1}}
| {{icon|control}} {{green|+0.6}} Monthly Control
| {{green|+0.6}} Monthly Piety
| [[File:Holding church.png|24px]] House of Worship
| ''Devoted scribes work all day long copying sacred texts in the copying chambers. Even by night, they work, illuminated by nothing but candles and the moon, all in their quest for knowledge.''
|-
| Hospices
| {{green|+1.1}}
| {{icon|control}} {{green|+0.7}} Monthly Control
| {{green|+0.7}} Monthly Piety
| [[File:Holding church.png|24px]] Grand Temple
| ''Hospices offer long-term care for those who would otherwise not make it. The chronically ill, the disabled, and sometimes even those afflicted by demons are welcome.''
|-
| Cloisters
| {{green|+1.3}}
| {{icon|control}} {{green|+0.8}} Monthly Control
| {{green|+0.8}} Monthly Piety
| [[File:Holding church.png|24px]] Grand Temple
| ''The cloister forms a solid barrier against the outside world, effectively separating the life of those within its walls from the peasants outside.''
|}

=== Terrain buildings ===
; Buildings by terrain
The following table shows building terrain availability. Only generic buildings are included. For the ''type'' column, use the following key:
* '''E''': [[#Economic buildings|economic]]
* '''EM''': [[#Economic buildings with military bonuses|economic with military bonuses]]
* '''M''': [[#Military buildings|military]]
* '''F''': [[#Fort buildings|fort]]

<nowiki>*</nowiki> Tradeports can be built in any terrain as long as province is coastal.

{|class="wikitable mw-datatable sortable" style="text-align: center;" width=100%
! Building
! Type
! {{iconify|Desert}}
! {{icon|Desert Mountains}}<br>Desert Mountains
! {{iconify|Drylands}}
! {{iconify|Farmlands}}
! {{iconify|Floodplains}}
! {{iconify|Forest}}
! {{iconify|Hills}}
! {{iconify|Jungle}}
! {{iconify|Mountains}}
! {{iconify|Oasis}}
! {{iconify|Plains}}
! {{iconify|Steppe}}
! {{iconify|Taiga}}
! {{iconify|Wetlands}}

|-
| style="text-align: left;" | [[#Barracks|Barracks]]
| M
| <!-- Desert -->-
| <!-- Desert Mountains -->-
| <!-- Drylands -->{{icon|yes}}
| <!-- Farmlands -->{{icon|yes}}
| <!-- Floodplains -->-
| <!-- Forest -->{{icon|yes}}
| <!-- Hills -->{{icon|yes}}
| <!-- Jungle -->{{icon|yes}}
| <!-- Mountains -->{{icon|yes}}
| <!-- Oasis -->-
| <!-- Plains -->{{icon|yes}}
| <!-- Steppe -->{{icon|yes}}
| <!-- Taiga -->{{icon|yes}}
| <!-- Wetlands -->{{icon|yes}}

|-
| style="text-align: left;" | [[#Camelry|Camelry]]
| M
| <!-- Desert -->{{icon|yes}}
| <!-- Desert Mountains -->{{icon|yes}}
| <!-- Drylands -->-
| <!-- Farmlands -->-
| <!-- Floodplains -->{{icon|yes}}
| <!-- Forest -->-
| <!-- Hills -->-
| <!-- Jungle -->-
| <!-- Mountains -->-
| <!-- Oasis -->{{icon|yes}}
| <!-- Plains -->-
| <!-- Steppe -->-
| <!-- Taiga -->-
| <!-- Wetlands -->-

|-
| style="text-align: left;" | [[#Desert Agriculture|Desert Agriculture]]
| E
| <!-- Desert -->{{icon|yes}}
| <!-- Desert Mountains -->-
| <!-- Drylands -->{{icon|yes}}
| <!-- Farmlands -->-
| <!-- Floodplains -->-
| <!-- Forest -->-
| <!-- Hills -->-
| <!-- Jungle -->-
| <!-- Mountains -->-
| <!-- Oasis -->{{icon|yes}}
| <!-- Plains -->-
| <!-- Steppe -->-
| <!-- Taiga -->-
| <!-- Wetlands -->-

|-
| style="text-align: left;" | [[#Elephantry|Elephantry]]
| EM
| <!-- Desert -->-
| <!-- Desert Mountains -->-
| <!-- Drylands -->-
| <!-- Farmlands -->-
| <!-- Floodplains -->-
| <!-- Forest -->-
| <!-- Hills -->-
| <!-- Jungle -->{{icon|yes}}
| <!-- Mountains -->-
| <!-- Oasis -->-
| <!-- Plains -->-
| <!-- Steppe -->-
| <!-- Taiga -->-
| <!-- Wetlands -->-

|-
| style="text-align: left;" | [[#Farms & Fields|Farms & Fields]]
| E
| <!-- Desert -->-
| <!-- Desert Mountains -->-
| <!-- Drylands -->{{icon|yes}}
| <!-- Farmlands -->{{icon|yes}}
| <!-- Floodplains -->{{icon|yes}}
| <!-- Forest -->-
| <!-- Hills -->-
| <!-- Jungle -->-
| <!-- Mountains -->-
| <!-- Oasis -->-
| <!-- Plains -->{{icon|yes}}
| <!-- Steppe -->-
| <!-- Taiga -->-
| <!-- Wetlands -->-

|-
| style="text-align: left;" | [[#Forest Forts|Forest Forts]]
| F
| <!-- Desert -->-
| <!-- Desert Mountains -->-
| <!-- Drylands -->-
| <!-- Farmlands -->-
| <!-- Floodplains -->-
| <!-- Forest -->{{icon|yes}}
| <!-- Hills -->-
| <!-- Jungle -->-
| <!-- Mountains -->-
| <!-- Oasis -->-
| <!-- Plains -->-
| <!-- Steppe -->-
| <!-- Taiga -->{{icon|yes}}
| <!-- Wetlands -->-

|-
| style="text-align: left;" | [[#Forestries|Forestries]]
| E
| <!-- Desert -->-
| <!-- Desert Mountains -->-
| <!-- Drylands -->-
| <!-- Farmlands -->-
| <!-- Floodplains -->-
| <!-- Forest -->{{icon|yes}}
| <!-- Hills -->-
| <!-- Jungle -->{{icon|yes}}
| <!-- Mountains -->-
| <!-- Oasis -->-
| <!-- Plains -->-
| <!-- Steppe -->-
| <!-- Taiga -->{{icon|yes}}
| <!-- Wetlands -->-

|-
| style="text-align: left;" | [[#Hill Farms|Hill Farms]]
| EM
| <!-- Desert -->-
| <!-- Desert Mountains -->-
| <!-- Drylands -->-
| <!-- Farmlands -->-
| <!-- Floodplains -->-
| <!-- Forest -->-
| <!-- Hills -->{{icon|yes}}
| <!-- Jungle -->-
| <!-- Mountains -->-
| <!-- Oasis -->-
| <!-- Plains -->-
| <!-- Steppe -->-
| <!-- Taiga -->-
| <!-- Wetlands -->-

|-
| style="text-align: left;" | [[#Hill Forts|Hill Forts]]
| F
| <!-- Desert -->-
| <!-- Desert Mountains -->{{icon|yes}}
| <!-- Drylands -->-
| <!-- Farmlands -->-
| <!-- Floodplains -->-
| <!-- Forest -->-
| <!-- Hills -->{{icon|yes}}
| <!-- Jungle -->-
| <!-- Mountains -->{{icon|yes}}
| <!-- Oasis -->-
| <!-- Plains -->-
| <!-- Steppe -->-
| <!-- Taiga -->-
| <!-- Wetlands -->-

|-
| style="text-align: left;" | [[#Hunting Grounds|Hunting Grounds]]
| EM
| <!-- Desert -->-
| <!-- Desert Mountains -->-
| <!-- Drylands -->{{icon|yes}}
| <!-- Farmlands -->-
| <!-- Floodplains -->-
| <!-- Forest -->{{icon|yes}}
| <!-- Hills -->{{icon|yes}}
| <!-- Jungle -->{{icon|yes}}
| <!-- Mountains -->-
| <!-- Oasis -->-
| <!-- Plains -->{{icon|yes}}
| <!-- Steppe -->{{icon|yes}}
| <!-- Taiga -->{{icon|yes}}
| <!-- Wetlands -->{{icon|yes}}

|-
| style="text-align: left;" | [[#Manor Houses|Manor Houses]]
| E
| <!-- Desert -->-
| <!-- Desert Mountains -->-
| <!-- Drylands -->-
| <!-- Farmlands -->{{icon|yes}}
| <!-- Floodplains -->-
| <!-- Forest -->-
| <!-- Hills -->-
| <!-- Jungle -->-
| <!-- Mountains -->-
| <!-- Oasis -->-
| <!-- Plains -->-
| <!-- Steppe -->-
| <!-- Taiga -->-
| <!-- Wetlands -->-

|-
| style="text-align: left;" | [[#Military Camps|Military Camps]]
| M
| <!-- Desert -->{{icon|yes}}
| <!-- Desert Mountains -->{{icon|yes}}
| <!-- Drylands -->{{icon|yes}}
| <!-- Farmlands -->{{icon|yes}}
| <!-- Floodplains -->{{icon|yes}}
| <!-- Forest -->{{icon|yes}}
| <!-- Hills -->{{icon|yes}}
| <!-- Jungle -->{{icon|yes}}
| <!-- Mountains -->{{icon|yes}}
| <!-- Oasis -->{{icon|yes}}
| <!-- Plains -->{{icon|yes}}
| <!-- Steppe -->{{icon|yes}}
| <!-- Taiga -->{{icon|yes}}
| <!-- Wetlands -->{{icon|yes}}

|-
| style="text-align: left;" | [[#Orchards|Orchards]]
| EM
| <!-- Desert -->-
| <!-- Desert Mountains -->-
| <!-- Drylands -->-
| <!-- Farmlands -->-
| <!-- Floodplains -->{{icon|yes}}
| <!-- Forest -->-
| <!-- Hills -->-
| <!-- Jungle -->-
| <!-- Mountains -->-
| <!-- Oasis -->{{icon|yes}}
| <!-- Plains -->-
| <!-- Steppe -->-
| <!-- Taiga -->-
| <!-- Wetlands -->-

|-
| style="text-align: left;" | [[#Outposts|Outposts]]
| M
| <!-- Desert -->{{icon|yes}}
| <!-- Desert Mountains -->{{icon|yes}}
| <!-- Drylands -->-
| <!-- Farmlands -->-
| <!-- Floodplains -->-
| <!-- Forest -->{{icon|yes}}
| <!-- Hills -->-
| <!-- Jungle -->{{icon|yes}}
| <!-- Mountains -->{{icon|yes}}
| <!-- Oasis -->-
| <!-- Plains -->-
| <!-- Steppe -->{{icon|yes}}
| <!-- Taiga -->{{icon|yes}}
| <!-- Wetlands -->{{icon|yes}}

|-
| style="text-align: left;" | [[#Pastoral Lands|Pastoral Lands]]
| EM
| <!-- Desert -->{{icon|yes}}
| <!-- Desert Mountains -->{{icon|yes}}
| <!-- Drylands -->{{icon|yes}}
| <!-- Farmlands -->{{icon|yes}}
| <!-- Floodplains -->{{icon|yes}}
| <!-- Forest -->-
| <!-- Hills -->{{icon|yes}}
| <!-- Jungle -->{{icon|yes}}
| <!-- Mountains -->{{icon|yes}}
| <!-- Oasis -->{{icon|yes}}
| <!-- Plains -->{{icon|yes}}
| <!-- Steppe -->{{icon|yes}}
| <!-- Taiga -->-
| <!-- Wetlands -->-

|-
| style="text-align: left;" | [[#Quarries|Quarries]]
| E
| <!-- Desert -->-
| <!-- Desert Mountains -->{{icon|yes}}
| <!-- Drylands -->-
| <!-- Farmlands -->-
| <!-- Floodplains -->-
| <!-- Forest -->-
| <!-- Hills -->-
| <!-- Jungle -->-
| <!-- Mountains -->{{icon|yes}}
| <!-- Oasis -->-
| <!-- Plains -->-
| <!-- Steppe -->-
| <!-- Taiga -->-
| <!-- Wetlands -->-

|-
| style="text-align: left;" | [[#Regimental Grounds|Regimental Grounds]]
| M
| <!-- Desert -->-
| <!-- Desert Mountains -->-
| <!-- Drylands -->-
| <!-- Farmlands -->{{icon|yes}}
| <!-- Floodplains -->{{icon|yes}}
| <!-- Forest -->-
| <!-- Hills -->-
| <!-- Jungle -->-
| <!-- Mountains -->-
| <!-- Oasis -->-
| <!-- Plains -->-
| <!-- Steppe -->-
| <!-- Taiga -->-
| <!-- Wetlands -->-

|-
| style="text-align: left;" | [[#Tradeport|Tradeport]]
| E
| <!-- Desert -->{{icon|yes}}*
| <!-- Desert Mountains -->{{icon|yes}}*
| <!-- Drylands -->{{icon|yes}}*
| <!-- Farmlands -->{{icon|yes}}*
| <!-- Floodplains -->{{icon|yes}}*
| <!-- Forest -->{{icon|yes}}*
| <!-- Hills -->{{icon|yes}}*
| <!-- Jungle -->{{icon|yes}}*
| <!-- Mountains -->{{icon|yes}}*
| <!-- Oasis -->{{icon|yes}}*
| <!-- Plains -->{{icon|yes}}*
| <!-- Steppe -->{{icon|yes}}*
| <!-- Taiga -->{{icon|yes}}*
| <!-- Wetlands -->{{icon|yes}}*

|-
| style="text-align: left;" | [[#Walls & Towers|Walls & Towers]]
| F
| <!-- Desert -->-
| <!-- Desert Mountains -->-
| <!-- Drylands -->-
| <!-- Farmlands -->{{icon|yes}}
| <!-- Floodplains -->-
| <!-- Forest -->-
| <!-- Hills -->-
| <!-- Jungle -->-
| <!-- Mountains -->-
| <!-- Oasis -->-
| <!-- Plains -->{{icon|yes}}
| <!-- Steppe -->-
| <!-- Taiga -->-
| <!-- Wetlands -->{{icon|yes}}

|-
| style="text-align: left;" | [[#Watchtowers|Watchtowers]]
| F
| <!-- Desert -->{{icon|yes}}
| <!-- Desert Mountains -->-
| <!-- Drylands -->{{icon|yes}}
| <!-- Farmlands -->-
| <!-- Floodplains -->{{icon|yes}}
| <!-- Forest -->-
| <!-- Hills -->-
| <!-- Jungle -->{{icon|yes}}
| <!-- Mountains -->-
| <!-- Oasis -->{{icon|yes}}
| <!-- Plains -->-
| <!-- Steppe -->{{icon|yes}}
| <!-- Taiga -->-
| <!-- Wetlands -->-

|-
| style="text-align: left;" | [[#Wetlands Farms|Wetland Farms]]
| E
| <!-- Desert -->-
| <!-- Desert Mountains -->-
| <!-- Drylands -->-
| <!-- Farmlands -->-
| <!-- Floodplains -->-
| <!-- Forest -->-
| <!-- Hills -->-
| <!-- Jungle -->-
| <!-- Mountains -->-
| <!-- Oasis -->-
| <!-- Plains -->-
| <!-- Steppe -->-
| <!-- Taiga -->-
| <!-- Wetlands -->{{icon|yes}}
|}

; Overview on building bonuses
The table shows monthly tax and levies for all buildings within this section at level 1.
{|class="wikitable mw-datatable sortable"
! Building
! data-sort-type="number" | Income
! data-sort-type="number" | Levies
|-
| [[#Barracks|Barracks]]
| —
| {{Building levies|good|1}}
|-
| [[#Camelry|Camelry]]
| —
| {{Building levies|small|1}}
|-
| [[#Desert Agriculture|Desert Agriculture]]
| {{Building tax|poor|1}}
| —
|-
| [[#Elephantry|Elephantry]]
| {{Building tax|poor|1}}
| —
|-
| [[#Farms & Fields|Farms & Fields]]
| {{Building tax|good|1}}
| —
|-
| [[#Forest Forts|Forest Forts]]
|
|
|-
| [[#Forestries|Forestries]]
| {{Building tax|normal|1}}
| —
|-
| [[#Hill Farms|Hill Farms]]
| {{Building tax|normal|1}}
| —
|-
| [[#Hill Forts|Hill Forts]]
|
|
|-
| [[#Hunting Grounds|Hunting Grounds]]
| {{Building tax|poor|1}}
| —
|-
| [[#Manor Houses|Manor Houses]]
| {{Building tax|excellent|1}}
| —
|-
| [[#Military Camps|Military Camps]]
| —
| {{Building levies|normal|1}}
|-
| [[#Orchards|Orchards]]
|
|
|-
| [[#Outposts|Outposts]]
| {{Building tax|normal|1}}
| {{Building levies|small|1}}
|-
| [[#Pastoral Lands|Pastoral Lands]]
| {{Building tax|poor|1}}
| {{Building levies|poor|1}}
|-
| [[#Quarries|Quarries]]
| {{Building tax|poor|1}}
| —
|-
| [[#Regimental Grounds|Regimental Grounds]]
| —
| {{Building levies|excellent|1}}
|-
| [[#Tradeport|Tradeport]]
| {{Building tax|normal|1}}
| —
|-
| [[#Walls & Towers|Walls & Towers]]
|
|
|-
| [[#Watchtowers|Watchtowers]]
|
|
|-
| [[#Wetlands Farms|Wetland Farms]]
| {{Building tax|normal|1}}
| —
|}

==== Economic buildings ====
{{main|Economic buildings}}
{{#lst:Economic buildings|intro}}
==== Economic buildings with military bonuses ====
Although the following buildings are considered economic buildings in terms of upgrades, they also provide substantial military bonuses in their own right.

===== Elephantry =====
{{go to top}}
{{building box
| file=Building elephant pens.png
| desc=Elephants are kept and trained here. They make excellent beasts of burden, useful for both work and war.
}}

; Construction time
: {{construction time|slow}}

; Terrain requirements
: {{terrain requirement
| mode = sentence
| jungle = yes
}}

; Upgrades
<tabber>
Game information=

{|class="mildtable plainlist" width=100%;
! Level
! Cost
! Requirements
! Holding effects
! County effects
! Realm effects
|-
! 1
| {{Building cost|normal|1}}
| —
|
* {{Building tax|poor|1|roundingnote=yes}}
* {{Building speed|good|1}}<ref>Tooltip in game rounds down. See {{cite file|game\common\script_values\00_building_values.txt}}, <code>@good_build_speed_base = -0.025</code>.</ref>
| —
|
* {{icon|knight}} {{green|+1}} Number of Knights
* {{icon|knight}} {{green|+2%}} Knight Effectiveness
* {{icon|damage}} {{green|+2}} Heavy Cavalry Damage
|-
! 2
| {{Building cost|normal|2}}
| {{iconify|Crop Rotation}}
|
* {{Building tax|poor|2}}
* {{Building speed|good|2}}
| —
|
* {{icon|knight}} {{green|+1}} Number of Knights
* {{icon|knight}} {{green|+4%}} Knight Effectiveness
* {{icon|damage}} {{green|+4}} Heavy Cavalry Damage
|-
! 3
| {{Building cost|normal|3}}
|
* Holding is at least level 2
* {{iconify|Manorialism}}
|
* {{Building tax|poor|3}}
* {{Building speed|good|3}}
| {{icon|gold}} {{green|−2%}} Building Construction Gold Cost
|
* {{icon|knight}} {{green|+2}} Number of Knights
* {{icon|knight}} {{green|+6%}} Knight Effectiveness
* {{icon|damage}} {{green|+6}} Heavy Cavalry Damage
* {{icon|toughness}} {{green|+4}} Heavy Cavalry Toughness
|-
! 4
| {{Building cost|normal|4}}
| —
|
* {{Building tax|poor|4}}
* {{Building speed|good|4}}
| {{icon|gold}} {{green|−2%}} Building Construction Gold Cost
|
* {{icon|knight}} {{green|+2}} Number of Knights
* {{icon|knight}} {{green|+8%}} Knight Effectiveness
* {{icon|damage}} {{green|+8}} Heavy Cavalry Damage
* {{icon|toughness}} {{green|+4}} Heavy Cavalry Toughness
|-
! 5
| {{Building cost|normal|5}}
|
* Holding is at least level 3
* {{iconify|Windmills}}
|
* {{Building tax|poor|5}}
* {{Building speed|good|5}}
| {{icon|gold}} {{green|−2%}} Building Construction Gold Cost
|
* {{icon|knight}} {{green|+3}} Number of Knights
* {{icon|knight}} {{green|+10%}} Knight Effectiveness
* {{icon|damage}} {{green|+10}} Heavy Cavalry Damage
* {{icon|toughness}} {{green|+4}} Heavy Cavalry Toughness
|-
! 6
| {{Building cost|normal|6}}
| —
|
* {{Building tax|poor|6}}
* {{Building speed|good|6}}
| {{icon|gold}} {{green|−2%}} Building Construction Gold Cost
|
* {{icon|knight}} {{green|+3}} Number of Knights
* {{icon|knight}} {{green|+12%}} Knight Effectiveness
* {{icon|damage}} {{green|+12}} Heavy Cavalry Damage
* {{icon|toughness}} {{green|+6}} Heavy Cavalry Toughness
|-
! 7
| {{Building cost|normal|7}}
|
* Holding is level 4
* {{iconify|Cranes}}
|
* {{Building tax|poor|7}}
* {{Building speed|good|7}}
|
* {{icon|gold}} {{green|−2%}} Building Construction Gold Cost
* {{icon|development}} {{green|+5%}} Monthly Development
|
* {{icon|knight}} {{green|+4}} Number of Knights
* {{icon|knight}} {{green|+14%}} Knight Effectiveness
* {{icon|damage}} {{green|+12}} Heavy Cavalry Damage
* {{icon|toughness}} {{green|+6}} Heavy Cavalry Toughness
|-
! 8
| {{Building cost|normal|8}}
| —
|
* {{Building tax|poor|8}}
* {{Building speed|good|8}}
|
* {{icon|gold}} {{green|−2%}} Building Construction Gold Cost
* {{icon|development}} {{green|+5%}} Monthly Development
|
* {{icon|knight}} {{green|+4}} Number of Knights
* {{icon|knight}} {{green|+16%}} Knight Effectiveness
* {{icon|damage}} {{green|+16}} Heavy Cavalry Damage
* {{icon|toughness}} {{green|+6}} Heavy Cavalry Toughness
|}
|-|
Description=
{|class="mildtable plainlist" width=100%;
! Level
! Name
! Internal ID
! Description
|-
! 1
| Elephant Pens
| elephant_pens_01
| ''These sturdy stables can keep even the most unruly elephant secured.''
|-
! 2
| Elephant Traps
| elephant_pens_02
| ''New elephants are collected by trapping them using various means, such as pits or snares. Sometimes a female elephant will even be used as bait.''
|-
! 3
| Elephant Training Grounds
| elephant_pens_03
| ''Elephants are not easy beasts to teach, but in the training grounds, the most experienced trainers do their utmost to provide the crown with beasts of war.''
|-
! 4
| Elephant Riding Grounds
| elephant_pens_04
| ''In the riding grounds, elephants are put to the test, carrying both crew, armor, and equipment.''
|-
! 5
| Overseer's Offices
| elephant_pens_05
| ''The overseers are responsible for the welfare of the elephants, and by constructing proper offices for them, their efficiency is ensured.''
|-
! 6
| Elephant Hospitals
| elephant_pens_06
| ''Specialized elephant hospitals are large enough to accommodate even the largest male, saving the lives of animals that would otherwise surely be lost.''
|-
! 7
| Elephant Sanctuaries
| elephant_pens_07
| ''By designating large areas of the jungle as sanctuaries for the elephants, we ensure that we lose fewer animals to poaching and that the population stays stable.''
|-
! 8
| Elephant Breeders
| elephant_pens_08
| ''The elephant breeders ensure that new calves are born and raised only from the best and most healthy stock.''
|}
</tabber>

===== Hunting grounds =====
{{go to top}}
{{building box
| file=Building hunting grounds.png
| desc=Dotted throughout these lands are several large lodges where hunters of wild game can gather and plan their excursions.
}}

; Construction time
: {{construction time|quick}}

; Terrain requirements
: {{terrain requirement
| mode = table
| drylands = yes
| forest = yes
| hills = yes
| jungle = yes
| plains = yes
| steppe = yes
| taiga = yes
| wetlands = yes
}}

; Upgrades
<tabber>
Game information=

{|class="mildtable plainlist" width=100%;
! Level
! Cost
! Requirements
! Holding effects
! County effects
! Realm effects
|-
! 1
| {{Building cost|cheap|1}}
| —
|
* {{Building tax|poor|1|roundingnote=yes}}
* {{Building advantage|normal|1}}
| —
|
* {{icon|damage}} {{green|+1}} Light Cavalry Damage
* {{icon|pursuit}} {{green|+1}} Light Cavalry Pursuit
|-
! 2
| {{Building cost|cheap|2}}
| {{iconify|Crop Rotation}}
|
* {{Building tax|poor|2}}
* {{Building advantage|normal|2}}
* {{Building levies|poor|2}}
| —
|
* {{icon|damage}} {{green|+2}} Light Cavalry Damage
* {{icon|pursuit}} {{green|+2}} Light Cavalry Pursuit
* {{icon|screen}} {{green|+1}} Light Cavalry Screen
* {{icon|toughness}} {{green|+1}} Light Cavalry Toughness
* {{icon|pursuit}} {{green|+2%}} Skirmisher Pursuit
|-
! 3
| {{Building cost|cheap|3}}
|
* Holding is at least level 2
* {{iconify|Manorialism}}
|
* {{Building tax|poor|3}}
* {{Building advantage|normal|3}}
* {{Building levies|poor|3}}
* {{icon|time}} {{green|+10%}} Hostile raid time
| —
|
* {{icon|damage}} {{green|+3}} Light Cavalry Damage
* {{icon|pursuit}} {{green|+3}} Light Cavalry Pursuit
* {{icon|screen}} {{green|+1}} Light Cavalry Screen
* {{icon|toughness}} {{green|+1}} Light Cavalry Toughness
* {{icon|pursuit}} {{green|+2%}} Skirmisher Pursuit
|-
! 4
| {{Building cost|cheap|4}}
| —
|
* {{Building tax|poor|4}}
* {{Building advantage|normal|4}}
* {{Building levies|poor|4}}
* {{icon|time}} {{green|+15%}} Hostile raid time
| —
|
* {{icon|damage}} {{green|+4}} Light Cavalry Damage
* {{icon|pursuit}} {{green|+4}} Light Cavalry Pursuit
* {{icon|screen}} {{green|+2}} Light Cavalry Screen
* {{icon|toughness}} {{green|+2}} Light Cavalry Toughness
* {{icon|pursuit}} {{green|+2%}} Skirmisher Pursuit
|-
! 5
| {{Building cost|cheap|5}}
|
* Holding is at least level 3
* {{iconify|Windmills}}
|
* {{Building tax|poor|5}}
* {{Building advantage|normal|5}}
* {{Building levies|poor|5}}
* {{icon|time}} {{green|+15%}} Hostile raid time
| —
|
* {{icon|damage}} {{green|+5}} Light Cavalry Damage
* {{icon|pursuit}} {{green|+5}} Light Cavalry Pursuit
* {{icon|screen}} {{green|+2}} Light Cavalry Screen
* {{icon|toughness}} {{green|+2}} Light Cavalry Toughness
* {{icon|pursuit}} {{green|+2%}} Skirmisher Pursuit
* {{icon|gold}} {{green|−1%}} Men-at-Arms maintenance
|-
! 6
| {{Building cost|cheap|6}}
| —
|
* {{Building tax|poor|6}}
* {{Building advantage|normal|6}}
* {{Building levies|poor|6}}
* {{icon|time}} {{green|+20%}} Hostile raid time
| —
|
* {{icon|damage}} {{green|+6}} Light Cavalry Damage
* {{icon|pursuit}} {{green|+6}} Light Cavalry Pursuit
* {{icon|screen}} {{green|+3}} Light Cavalry Screen
* {{icon|toughness}} {{green|+3}} Light Cavalry Toughness
* {{icon|pursuit}} {{green|+2%}} Skirmisher Pursuit
* {{icon|gold}} {{green|−1%}} Men-at-Arms maintenance
|-
! 7
| {{Building cost|cheap|7}}
|
* Holding is level 4
* {{iconify|Cranes}}
*
|
* {{Building tax|poor|7}}
* {{Building advantage|normal|7}}
* {{Building levies|poor|7}}
* {{icon|time}} {{green|+20%}} Hostile raid time
| {{icon|development}} {{green|+2%}} Monthly development
|
* {{icon|damage}} {{green|+7}} Light Cavalry Damage
* {{icon|pursuit}} {{green|+7}} Light Cavalry Pursuit
* {{icon|screen}} {{green|+3}} Light Cavalry Screen
* {{icon|toughness}} {{green|+3}} Light Cavalry Toughness
* {{icon|pursuit}} {{green|+2%}} Skirmisher Pursuit
* {{icon|gold}} {{green|−1%}} Men-at-Arms maintenance
|-
! 8
| {{Building cost|cheap|8}}
| —
|
* {{Building tax|poor|8}}
* {{Building advantage|normal|8}}
* {{Building levies|poor|8}}
* {{icon|time}} {{green|+30%}} Hostile raid time
| {{icon|development}} {{green|+2%}} Monthly development
|
* {{icon|damage}} {{green|+8}} Light Cavalry Damage
* {{icon|pursuit}} {{green|+8}} Light Cavalry Pursuit
* {{icon|screen}} {{green|+4}} Light Cavalry Screen
* {{icon|toughness}} {{green|+4}} Light Cavalry Toughness
* {{icon|pursuit}} {{green|+2%}} Skirmisher Pursuit
* {{icon|gold}} {{green|−1%}} Men-at-Arms maintenance
|}
|-|
Description=
{|class="mildtable plainlist" width=100%;
! Level
! Name
! Internal ID
! Description
|-
! 1
| Hunter's Lodges
| hunting_grounds_01
| ''Hunters convene in these lodges to plan their excursions into the wilderness, and they also serve as places to keep trophies and meet up after a successful hunt.''
|-
! 2
| Hound Pens
| hunting_grounds_02
| ''The hound pens breed swift dogs that make excellent companions for the hunt. A whole host of hounds are usually brought along for each hunt.''
|-
! 3
| Aviaries
| hunting_grounds_03
| ''The second most important companion for a hunter is the bird of prey, many of which are kept in the aviaries.''
|-
! 4
| Hunting Towers
| hunting_grounds_04
| ''To track and spot prey, sentinels watch in towers all over the lands, reporting their sightings back to the hunters.''
|-
! 5
| Hunter's Stables
| hunting_grounds_05
| ''A successful hunter is always in need of a fast, though and fearless mount. The hunter's stables provide specialized breeds that do well on long treks.''
|-
! 6
| Ranger's Huts
| hunting_grounds_06
| ''Rangers prowl the hunting grounds in search of prey. While they work along, they are more than capable of taking down smaller prey by themselves.''
|-
! 7
| Hunting Reserves
| hunting_grounds_07
| ''A large swathe of land is designated as a reserve, which prevents non-authorized hunters from hunting within. This ensures that there's always plenty of prey for the official huntsmen, though a few poachers sometimes slip by...''
|-
! 8
| Gamekeeper's Lodges
| hunting_grounds_08
| ''The gamekeepers are responsible for the well-being of the lands and all the animals therein. Whenever nobles decide to go hunting, the gamekeepers know where to send them so that their hunt finds a quarry.''
|}
</tabber>

===== Orchards =====
{{go to top}}
{{building box
| file=Building orchards.png
| desc=Thanks to the unique properties of the soil, these orchards produce particularly sweet and delicious fruits and berries.
}}

; Construction time
: {{construction time|standard}}

; Terrain requirements
: {{terrain requirement
| mode = sentence
| floodplains = yes
| oasis = yes
}}

; Upgrades
<tabber>
Game information=

{|class="mildtable plainlist" width=100%;
! Level
! Cost
! Requirements
! Holding effects
! County effects
! Realm effects
|-
! 1
| {{Building cost|expensive|1}}
| —
|
* {{Building tax|normal|1|roundingnote=yes}}
* {{Building levies|small|1}}
| —
| —
|-
! 2
| {{Building cost|expensive|2}}
| {{iconify|Crop Rotation}}
|
* {{Building tax|normal|2}}
* {{Building levies|small|2}}
* {{icon|levies}} {{green|+1%}} Levy reinforcement rate
| —
| —
|-
! 3
| {{Building cost|expensive|3}}
|
* Holding is at least level 2
* {{iconify|Manorialism}}
|
* {{Building tax|normal|3}}
* {{Building levies|small|3}}
* {{icon|levies}} {{green|+1%}} Levy reinforcement rate
* {{icon|supply}} {{green|+1%}} Supply limit
| —
| —
|-
! 4
| {{Building cost|expensive|4}}
| —
|
* {{Building tax|normal|4}}
* {{Building levies|small|4}}
* {{icon|levies}} {{green|+1%}} Levy reinforcement rate
* {{icon|supply}} {{green|+1%}} Supply limit
| {{icon|development}} {{green|+2%}} Monthly development
| —
|-
! 5
| {{Building cost|expensive|5}}
|
* Holding is at least level 3
* {{iconify|Windmills}}
|
* {{Building tax|normal|5}}
* {{Building levies|small|5}}
* {{icon|levies}} {{green|+1%}} Levy reinforcement rate
* {{icon|supply}} {{green|+1%}} Supply limit
|
* {{icon|development}} {{green|+2%}} Monthly development
* {{icon|levies}} {{green|+2%}} Levy size
| —
|-
! 6
| {{Building cost|expensive|6}}
| —
|
* {{Building tax|normal|6}}
* {{Building levies|small|6}}
* {{icon|levies}} {{green|+1%}} Levy reinforcement rate
* {{icon|supply}} {{green|+1%}} Supply limit
* {{icon|supply}} {{green|+1000}} Supply limit
|
* {{icon|development}} {{green|+2%}} Monthly development
* {{icon|levies}} {{green|+2%}} Levy size
| —
|-
! 7
| {{Building cost|expensive|7}}
|
* Holding is level 4
* {{iconify|Cranes}}
*
|
* {{Building tax|normal|7}}
* {{Building levies|small|7}}
* {{icon|levies}} {{green|+1%}} Levy reinforcement rate
* {{icon|supply}} {{green|+1%}} Supply limit
* {{icon|supply}} {{green|+1000}} Supply limit
|
* {{icon|development}} {{green|+2%}} Monthly development
* {{icon|levies}} {{green|+2%}} Levy size
| {{icon|prestige}} {{green|+0.1}} Monthly prestige
|-
! 8
| {{Building cost|expensive|8}}
| —
|
* {{Building tax|normal|8}}
* {{Building levies|small|8}}
* {{icon|levies}} {{green|+1%}} Levy reinforcement rate
* {{icon|supply}} {{green|+1%}} Supply limit
* {{icon|supply}} {{green|+1000}} Supply limit
|
* {{icon|development}} {{green|+5%}} Monthly development
* {{icon|levies}} {{green|+2%}} Levy size
| {{icon|prestige}} {{green|+0.1}} Monthly prestige
|}
|-|
Description=
{|class="mildtable plainlist" width=100%;
! Level
! Name
! Internal ID
! Description
|-
! 1
| Fruit Orchards
| orchards_01
| ''The fruit orchards, while small, produce a decent and succulent harvest.''
|-
! 2
| Berry Groves
| orchards_02
| ''Rows of berry bushes break the monotony of fruit-bearing trees.''
|-
! 3
| Fruit Tree Plantations
| orchards_03
| ''A large, neatly spaced out area full of well-pruned trees, all bearing fruit or nuts.''
|-
! 4
| Beekeepers
| orchards_04
| ''By interspersing apiaries among the trees there is not only a yield of honey, but the entire orchard seems to become more fertile.''
|-
! 5
| Nut Tree Rows
| orchards_05
| ''In addition to fruit trees, rows of nut-bearing trees reach into the distance.''
|-
! 6
| Mixed Gardens
| orchards_06
| ''All kinds of trees, both local and imported, are distributed within the orchard — guaranteeing a fruitful yield regardless of circumstance.''
|-
! 7
| Grand Orchards
| orchards_07
| ''As far as the eye can see, there is row upon row of fruit-bearing trees.''
|-
! 8
| Grafted Trees
| orchards_08
| ''By grafting certain trees together, the propagation of slow-growing fruits and nuts is much enhanced.''
|}
</tabber>

===== Pastoral lands =====
{{go to top}}
{{building box
| file=Building pastures.png
| desc=A significant portion of this province is dedicated to animal husbandry and as grazing lands for herds of pastoral animals.
}}

; Construction time
: {{construction time|quick}}

; Terrain requirements
: {{terrain requirement
| mode = table
| desert = yes
| desert mountains = yes
| drylands = yes
| farmlands = yes
| floodplains = yes
| forest = no
| hills = yes
| jungle = yes
| mountains = yes
| oasis = yes
| plains = yes
| steppe = yes
| taiga = no
| wetlands = no
}}

; Upgrades
<tabber>
Game information=

{|class="mildtable plainlist" width=100%;
! Level
! Cost
! Requirements
! Holding effects
! County effects
! Realm effects
|-
! 1
| {{Building cost|normal|1}}
| —
|
* {{Building levies|poor|1}}
* {{Building tax|poor|1|roundingnote=yes}}
| —
| —
|-
! 2
| {{Building cost|normal|2}}
| {{iconify|Crop Rotation}}
|
* {{Building levies|poor|2}}
* {{Building tax|poor|2}}
* {{icon|supply}} {{green|+500}} Supply limit
| —
| —
|-
! 3
| {{Building cost|normal|3}}
|
* Holding is at least level 2
* {{iconify|Manorialism}}
|
* {{Building levies|poor|3}}
* {{Building tax|poor|3}}
* {{icon|supply}} {{green|+500}} Supply limit
* {{icon|levies}} {{green|+10%}} Levy reinforcement rate
| —
| —
|-
! 4
| {{Building cost|normal|4}}
| —
|
* {{Building levies|poor|4}}
* {{Building tax|poor|4}}
* {{icon|supply}} {{green|+500}} Supply limit
* {{icon|levies}} {{green|+10%}} Levy reinforcement rate
* {{icon|development}} {{green|+2%}} Monthly development
| —
| —
|-
! 5
| {{Building cost|normal|5}}
|
* Holding is at least level 3
* {{iconify|Windmills}}
|
* {{Building levies|poor|5}}
* {{Building tax|poor|5}}
* {{icon|supply}} {{green|+500}} Supply limit
* {{icon|levies}} {{green|+10%}} Levy reinforcement rate
* {{icon|development}} {{green|+2%}} Monthly development
* {{icon|garrison}} {{green|+5%}} Garrison size
| —
| —
|-
! 6
| {{Building cost|normal|6}}
| —
|
* {{Building levies|poor|6}}
* {{Building tax|poor|6}}
* {{icon|supply}} {{green|+500}} Supply limit
* {{icon|levies}} {{green|+10%}} Levy reinforcement rate
* {{icon|development}} {{green|+2%}} Monthly development
* {{icon|garrison}} {{green|+5%}} Garrison size
| {{icon|popular opinion}} {{green|+2}} Popular opinion
| —
|-
! 7
| {{Building cost|normal|7}}
|
* Holding is level 4
* {{iconify|Cranes}}
|
* {{Building levies|poor|7}}
* {{Building tax|poor|7}}
* {{icon|supply}} {{green|+500}} Supply limit
* {{icon|levies}} {{green|+10%}} Levy reinforcement rate
* {{icon|development}} {{green|+2%}} Monthly development
* {{icon|garrison}} {{green|+5%}} Garrison size
| {{icon|popular opinion}} {{green|+2}} Popular opinion
|
* {{icon|toughness}} {{green|+1}} Light Cavalry Toughness
* {{icon|toughness}} {{green|+2}} Heavy Cavalry Toughness
|-
! 8
| {{Building cost|normal|8}}
| —
|
* {{Building levies|poor|8}}
* {{Building tax|poor|8}}
* {{icon|supply}} {{green|+2500}} Supply limit<ref>{{cite file|00_terrain_specific_buildings.txt}}, {{cite file|pastures_08}}, <code>supply_limit = 2500</code></ref>
* {{icon|levies}} {{green|+15%}} Levy reinforcement rate
* {{icon|development}} {{green|+2%}} Monthly development
* {{icon|garrison}} {{green|+5%}} Garrison size
| {{icon|popular opinion}} {{green|+2}} Popular opinion
|
* {{icon|toughness}} {{green|+1}} Light Cavalry Toughness
* {{icon|toughness}} {{green|+2}} Heavy Cavalry Toughness
|}
|-|
Description=
{|class="mildtable plainlist" width=100%;
! Level
! Name
! Internal ID
! Description
|-
! 1
| Pastures
| pastures_01
| ''Pastures are used by local peasants to keep smaller animals, such as sheep or goats.''
|-
! 2
| Homesteads
| pastures_02
| ''Homesteads house peasant farmers, who grow grain and keep animals for their own use.''
|-
! 3
| Meadows
| pastures_03
| ''Meadows are used both for grazing, and to produce hay for tougher times.''
|-
! 4
| Coops
| pastures_04
| ''Coops house easy-to-keep fowl, prized for both their eggs and meat.''
|-
! 5
| Livestock Pens
| pastures_05
| ''The livestock pens are sturdy enough to keep larger animals contained and secure.''
|-
! 6
| Apiaries
| pastures_06
| ''Between the forest and the fields, bees housed in apiaries produce much sought-after honey.''
|-
! 7
| Corrals
| pastures_07
| ''The large and spacious corrals make keeping horses and similar beasts of burden simple.''
|-
! 8
| Cattle Ranches
| pastures_08
| ''Ranches are ideal for housing large herds of cattle, providing ample grazing and space to move.''
|}
</tabber>

==== Military buildings ====
{{main|Military buildings}}
{{#lst:Military buildings|intro}}
==== Fort buildings ====
Fort buildings can only be constructed in Castle Holdings built in certain terrain.
* Level 1 buildings cost 150 {{iconify|Gold}}
* Level 2 buildings cost 225 {{iconify|Gold}}
* Level 3 buildings cost 300 {{iconify|Gold}}
* Level 4 buildings cost 375 {{iconify|Gold}}
* Level 5 buildings cost 450 {{iconify|Gold}}
* Level 6 buildings cost 525 {{iconify|Gold}}
* Level 7 buildings cost 600 {{iconify|Gold}}
* Level 8 buildings cost 675 {{iconify|Gold}}

{| class="mildtable plainlist"
! Building type
! Level
! {{iconify|Fort Level}}
! {{iconify|Garrison}}
! {{icon|advantage}} Defender Advantage
! Holding effects
! County effects
! Realm effects
! Terrain
! Construction time
|-
| rowspan=8 style="text-align: center; | Forest Forts<br>[[File:Building ramparts.png]]
| Log Forts
| style="text-align: center; | {{green|+1}}
| style="text-align: center; | {{green|+150}}
| style="text-align: center; | '''0'''
| {{icon|levies}} {{green|+100}} Levies
|
|
| rowspan=8 |
* {{iconify|Forest}}
* {{iconify|Taiga}}
| rowspan=8 | {{icon|time}} 3 years
|-
| Earth Ramparts
| style="text-align: center; | {{green|+2}}
| style="text-align: center; | {{green|+300}}
| style="text-align: center; | '''0'''
|
* {{icon|levies}} {{green|+175}} Levies
* {{icon|gold}} {{green|+2%}} Holding Taxes
|
|
|-
| Traps & Ditches
| style="text-align: center; | {{green|+3}}
| style="text-align: center; | {{green|+450}}
| style="text-align: center; | {{green|+2}}
|
* {{icon|levies}} {{green|+250}} Levies
* {{icon|gold}} {{green|+2%}} Holding Taxes
|
|
|-
| Rampart Walls
| style="text-align: center; | {{green|+4}}
| style="text-align: center; | {{green|+600}}
| style="text-align: center; | {{green|+2}}
|
* {{icon|levies}} {{green|+325}} Levies
* {{icon|gold}} {{green|+2%}} Holding Taxes
| {{icon|time}} {{green|+10%}} Hostile Raid Time
|
|-
| Embrasures
| style="text-align: center; | {{green|+5}}
| style="text-align: center; | {{green|+750}}
| style="text-align: center; | {{green|+2}}
|
* {{icon|levies}} {{green|+400}} Levies
* {{icon|gold}} {{green|+2%}} Holding Taxes
| {{icon|time}} {{green|+10%}} Hostile Raid Time
| {{icon|damage}} {{green|+2}} Archer Damage
|-
| Fieldworks
| style="text-align: center; | {{green|+6}}
| style="text-align: center; | {{green|+900}}
| style="text-align: center; | {{green|+4}}
|
* {{icon|levies}} {{green|+475}} Levies
* {{icon|gold}} {{green|+2%}} Holding Taxes
| {{icon|time}} {{green|+10%}} Hostile Raid Time
|
* {{icon|damage}} {{green|+2}} Archer Damage
* {{icon|damage}} {{green|+1}} Skirmisher Damage
|-
| Crenellated Rampart Walls
| style="text-align: center; | {{green|+7}}
| style="text-align: center; | {{green|+1050}}
| style="text-align: center; | {{green|+4}}
|
* {{icon|levies}} {{green|+550}} Levies
* {{icon|gold}} {{green|+2%}} Holding Taxes
| {{icon|time}} {{green|+10%}} Hostile Raid Time
|
* {{icon|damage}} {{green|+2}} Archer Damage
* {{icon|damage}} {{green|+1}} Skirmisher Damage
* {{icon|toughness}} {{green|+1}} Archer Toughness
|-
| Forest Fortresses
| style="text-align: center; | {{green|+8}}
| style="text-align: center; | {{green|+1200}}
| style="text-align: center; | {{green|+4}}
|
* {{icon|levies}} {{green|+625}} Levies
* {{icon|gold}} {{green|+2%}} Holding Taxes
| {{icon|time}} {{green|+10%}} Hostile Raid Time
|
* {{icon|damage}} {{green|+3}} Archer Damage
* {{icon|damage}} {{green|+1}} Skirmisher Damage
* {{icon|toughness}} {{green|+1}} Archer Toughness
|-
| rowspan=8 style="text-align: center; | Hill Forts<br>[[File:Building hill forts.png]]
| Small Hill Fort
| style="text-align: center; | {{green|+2}}
| style="text-align: center; | {{green|+250}}
| style="text-align: center; | {{green|+2}}
|
|
|
| rowspan=8 |
* {{iconify|Desert Mountains}}
* {{iconify|Hills}}
* {{iconify|Mountains}}
| rowspan=8 | {{icon|time}} 5 years
|-
| Simple Earthworks
| style="text-align: center; | {{green|+4}}
| style="text-align: center; | {{green|+500}}
| style="text-align: center; | {{green|+4}}
|
| {{icon|control}} {{green|+10%}} Monthly Control
|
|-
| Ditches
| style="text-align: center; | {{green|+6}}
| style="text-align: center; | {{green|+750}}
| style="text-align: center; | {{green|+6}}
|
| {{icon|control}} {{green|+10%}} Monthly Control
| {{icon|toughness}} {{green|+1}} Spearmen Toughness
|-
| Stockades
| style="text-align: center; | {{green|+8}}
| style="text-align: center; | {{green|+1000}}
| style="text-align: center; | {{green|+8}}
|
|
* {{icon|control}} {{green|+10%}} Monthly Control
* {{icon|levies}} {{green|+2%}} Levy Size
| {{icon|toughness}} {{green|+1}} Spearmen Toughness
|-
| Guardhouses
| style="text-align: center; | {{green|+10}}
| style="text-align: center; | {{green|+1250}}
| style="text-align: center; | {{green|+10}}
|
|
* {{icon|control}} {{green|+15%}} Monthly Control
* {{icon|levies}} {{green|+2%}} Levy Size
| {{icon|toughness}} {{green|+1}} Spearmen Toughness
|-
| External Walls
| style="text-align: center; | {{green|+12}}
| style="text-align: center; | {{green|+1500}}
| style="text-align: center; | {{green|+12}}
|
|
* {{icon|control}} {{green|+15%}} Monthly Control
* {{icon|levies}} {{green|+2%}} Levy Size
|
* {{icon|toughness}} {{green|+1}} Spearmen Toughness
* {{icon|damage}} {{green|+2}} Spearmen Damage
|-
| Large Hill Fort
| style="text-align: center; | {{green|+14}}
| style="text-align: center; | {{green|+1750}}
| style="text-align: center; | {{green|+14}}
|
|
* {{icon|control}} {{green|+15%}} Monthly Control
* {{icon|levies}} {{green|+2%}} Levy Size
|
* {{icon|toughness}} {{green|+2}} Spearmen Toughness
* {{icon|damage}} {{green|+2}} Spearmen Damage
|-
| Complex Earthworks
| style="text-align: center; | {{green|+16}}
| style="text-align: center; | {{green|+2000}}
| style="text-align: center; | {{green|+16}}
|
|
* {{icon|control}} {{green|+20%}} Monthly Control
* {{icon|levies}} {{green|+2%}} Levy Size
|
* {{icon|toughness}} {{green|+2}} Spearmen Toughness
* {{icon|damage}} {{green|+2}} Spearmen Damage
|-
| rowspan=8 style="text-align: center; | Walls & Towers<br>[[File:Building curtain walls.png]]
| Bastion & Curtain Walls
| style="text-align: center; | {{green|+1}}
| style="text-align: center; | {{green|+150}}
| style="text-align: center; | '''0'''
| {{icon|gold}} {{green|+0.2}} Monthly Tax
|
|
| rowspan=8 |
* {{iconify|Farmlands}}
* {{iconify|Plains}}
* {{iconify|Wetlands}}
| rowspan=8 | {{icon|time}} 3 years
|-
| Bailey
| style="text-align: center; | {{green|+2}}
| style="text-align: center; | {{green|+300}}
| style="text-align: center; | '''0'''
| {{icon|gold}} {{green|+0.4}} Monthly Tax
| {{icon|supply}} {{green|+300}} Supply Limit
|
|-
| Wall Towers
| style="text-align: center; | {{green|+3}}
| style="text-align: center; | {{green|+450}}
| style="text-align: center; | '''0'''
| {{icon|gold}} {{green|+0.5}} Monthly Tax
| {{icon|supply}} {{green|+300}} Supply Limit
| {{icon|damage}} {{green|+1}} Archer Damage
|-
| Second Curtain Wall
| style="text-align: center; | {{green|+4}}
| style="text-align: center; | {{green|+600}}
| style="text-align: center; | '''0'''
| {{icon|gold}} {{green|+0.7}} Monthly Tax
| {{icon|supply}} {{green|+300}} Supply Limit
| {{icon|damage}} {{green|+1}} Archer Damage
|-
| Zwinger
| style="text-align: center; | {{green|+5}}
| style="text-align: center; | {{green|+750}}
| style="text-align: center; | {{green|+4}}
| {{icon|gold}} {{green|+0.8}} Monthly Tax
| {{icon|supply}} {{green|+300}} Supply Limit
| {{icon|damage}} {{green|+1}} Archer Damage
|-
| Outer Baileys
| style="text-align: center; | {{green|+6}}
| style="text-align: center; | {{green|+900}}
| style="text-align: center; | {{green|+4}}
| {{icon|gold}} {{green|+1}} Monthly Tax
|
* {{icon|supply}} {{green|+300}} Supply Limit
* {{icon|supply}} {{green|+2%}} Supply Limit
| {{icon|damage}} {{green|+1}} Archer Damage
|-
| Trace Italienne
| style="text-align: center; | {{green|+7}}
| style="text-align: center; | {{green|+1050}}
| style="text-align: center; | {{green|+4}}
| {{icon|gold}} {{green|+1.1}} Monthly Tax
|
* {{icon|supply}} {{green|+300}} Supply Limit
* {{icon|supply}} {{green|+2%}} Supply Limit
| {{icon|damage}} {{green|+1}} Archer Damage
|-
| Ravelins & Cavaliers
| style="text-align: center; | {{green|+8}}
| style="text-align: center; | {{green|+1200}}
| style="text-align: center; | {{green|+4}}
| {{icon|gold}} {{green|+1.3}} Monthly Tax
|
* {{icon|supply}} {{green|+300}} Supply Limit
* {{icon|supply}} {{green|+2%}} Supply Limit
| {{icon|damage}} {{green|+1}} Archer Damage
|-
| rowspan=8 style="text-align: center; | Watchtowers<br>[[File:Building watchtowers.png]]
| Mudbrick Towers
| style="text-align: center; | {{green|+1}}
| style="text-align: center; | {{green|+150}}
| style="text-align: center; | {{green|+2}}
|
|
|
| rowspan=8 |
* {{iconify|Desert}}
* {{iconify|Drylands}}
* {{iconify|Floodplains}}
* {{iconify|Jungle}}
* {{iconify|Oasis}}
* {{iconify|Steppe}}
| rowspan=8 | {{icon|time}} 3 years
|-
| Tower Houses
| style="text-align: center; | {{green|+2}}
| style="text-align: center; | {{green|+300}}
| style="text-align: center; | {{green|+4}}
|
| {{icon|time}} {{green|+10%}} Hostile Raid Time
|
|-
| Wooden Watchtowers
| style="text-align: center; | {{green|+3}}
| style="text-align: center; | {{green|+450}}
| style="text-align: center; | {{green|+6}}
|
| {{icon|time}} {{green|+10%}} Hostile Raid Time
| {{icon|damage}} {{green|+2}} Archer Damage
|-
| Small Mudbrick Keeps
| style="text-align: center; | {{green|+4}}
| style="text-align: center; | {{green|+600}}
| style="text-align: center; | {{green|+8}}
| {{icon|supply}} {{green|+300}} Supply Limit
| {{icon|time}} {{green|+10%}} Hostile Raid Time
| {{icon|damage}} {{green|+2}} Archer Damage
|-
| Stone Watchtowers
| style="text-align: center; | {{green|+5}}
| style="text-align: center; | {{green|+750}}
| style="text-align: center; | {{green|+10}}
| {{icon|supply}} {{green|+300}} Supply Limit
| {{icon|time}} {{green|+15%}} Hostile Raid Time
| {{icon|damage}} {{green|+2}} Archer Damage
|-
| Loopholes
| style="text-align: center; | {{green|+6}}
| style="text-align: center; | {{green|+900}}
| style="text-align: center; | {{green|+12}}
| {{icon|supply}} {{green|+300}} Supply Limit
|
* {{icon|time}} {{green|+15%}} Hostile Raid Time
* {{icon|supply}} {{green|+5%}} Supply Limit
|
* {{icon|damage}} {{green|+3}} Archer Damage
* {{icon|toughness}} {{green|+1}} Archer Toughness
|-
| Peel Towers
| style="text-align: center; | {{green|+7}}
| style="text-align: center; | {{green|+1050}}
| style="text-align: center; | {{green|+14}}
| {{icon|supply}} {{green|+600}} Supply Limit
|
* {{icon|time}} {{green|+15%}} Hostile Raid Time
* {{icon|supply}} {{green|+5%}} Supply Limit
|
* {{icon|damage}} {{green|+3}} Archer Damage
* {{icon|toughness}} {{green|+1}} Archer Toughness
|-
| Domed Towers
| style="text-align: center; | {{green|+8}}
| style="text-align: center; | {{green|+1200}}
| style="text-align: center; | {{green|+16}}
| {{icon|supply}} {{green|+600}} Supply Limit
|
* {{icon|time}} {{green|+20%}} Hostile Raid Time
* {{icon|supply}} {{green|+5%}} Supply Limit
|
* {{icon|damage}} {{green|+3}} Archer Damage
* {{icon|toughness}} {{green|+1}} Archer Toughness
|}

== References ==
<references />

{{Mechanics navbox}}
[[Category:Realm]]

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