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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). 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.
There are 2 types of capitals which a barony can be:
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 +1
fort level.
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 +1
tax. Each barony within the same de jure duchy as the realm capital will gain +10%
levies. The realm capital cannot be moved during a war.
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
gold
- Upgrading a feudal/clan holding to level 2 requires 550
gold
- Upgrading a feudal/clan holding to level 3 requires 700
gold
- Upgrading a feudal/clan holding to level 4 requires 850
gold
- Upgrading a tribal holding requires 200
gold and 400
prestige
- Tribal holdings cannot be constructed but feudal and clan rulers can turn them into Castle ones at the cost of 500
gold
Constructing a Temple holding will raise
Fervor by 1 and grant its county title holder 500
piety regardless of which ruler funded it.
Holding
|
Level
|
Monthly tax
|
Levies
|
Garrison
|
Fort level
|
Required innovation
|
Description
|
Can be directly held by
|
Castle
|
Motte
|
+0.4
|
+175
|
+250
|
+1
|
Mottes
|
This small but formidable fortification is situated upon a raised earthwork.
|
Feudal Clan Holy Order
|
Keep
|
+0.7
|
+325
|
+750
|
+4
|
Battlements
|
The Keep (or Donjon) is a large tower serving as a fortified residence and last line of defense.
|
Concentric Castle
|
+1
|
+475
|
+1250
|
+8
|
Hoardings
|
The Concentric Castle is surrounded by two or more walls, the inner one higher than the outer one.
|
Fortress
|
+1.3
|
+625
|
+1750
|
+13
|
Machicolations
|
The Fortress is the epitome of defense, able to both repel enemy assaults and house a large military.
|
City
|
Village Center
|
+0.8
|
+75
|
+150
|
0
|
City Planning
|
A populous city which houses a large number of burghers, merchants, and hard-working townsfolk.
|
Republic Holy Order
|
Large City
|
+1.4
|
+125
|
+300
|
0
|
Manorialism
|
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.
|
City Center
|
+2
|
+175
|
+450
|
0
|
Windmills
|
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.
|
Bustling Metropolis
|
+2.6
|
+225
|
+1050
|
0
|
Cranes
|
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.
|
Temple
|
Shrine
|
+0.5
|
+125
|
+150
|
0
|
City Planning
|
A place of worship ruled by the clergy, surrounded by a town of faithful peasants.
|
Theocracy Lay Clergy
|
Temple Grounds
|
+0.9
|
+225
|
+450
|
0
|
Manorialism
|
A temple sits at the center of the village, carefully constructed by local craftsmen to show their dedication to the faith.
|
House of Worship
|
+1.3
|
+325
|
+750
|
0
|
Windmills
|
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.
|
Grand Temple
|
+1.7
|
+425
|
+1050
|
0
|
Cranes
|
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.
|
Tribe
|
Tribal Hold
|
+0.2
|
+250
|
+250
|
+1
|
None
|
Constructed out of logs and rough-hewn stone, this hold is imposing despite its small size.
|
Tribal
|
Fortified Tribal Hold
|
+0.5
|
+400
|
+500
|
+2
|
Planned Assemblies
|
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
Stress regardless of traits.
Special buildings[編集 | ソースを編集]
- メイン記事へ: Special buildings
Many Counties in the game feature slots for Special Buildings. This is in addition to any Building or Duchy Building slot that the county may have. Each Barony in the game only has 1 Special Building.
One of the following grants at most +1 Special building slot:
Duchy buildings[編集 | ソースを編集]
- メイン記事へ: Duchy buildings
Duchy buildings can only be constructed by a feudal or clan ruler in the de jure capital of a
Duchy and can only be used if the character holds the associated duchy title. Note that all duchy buildings may be built in any terrain, apart from royal reserves. All duchy buildings take
5 years to construct or upgrade and have 3 levels.
- Initial construction (level 1) costs
300 gold
- Upgrading to level 2 costs
400 gold
- Upgrading to level 3 costs
500 gold
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[編集 | ソースを編集]
Tribes have only 4 buildings types of 2 buildings each available, but most buildings benefit the entire realm [1]. All buildings are lost if the tribe is converted into a Castle holding.
- Level 1 buildings cost 75
Gold and 200
Prestige
- Level 2 buildings cost 100
Gold and 300
Prestige
Type
|
Building
|
Holding effects
|
Realm [1] effects
|
County effects
|
Time
|
Required Innovation
|
Description
|
Gathering Halls
|
Longhouses
|
+100 Levies
|
+0.2 Monthly Prestige
|
+0.2 Monthly Control
|
5 years
|
None
|
Longhouses are large enough to accommodate important meetings between elders. Laws and policies are determined here.
|
Grand Halls
|
+175 Levies
|
+0.5 Monthly Prestige
|
+0.4 Monthly Control
|
5 years
|
Barracks
|
Grand halls host a central stage, where a chief or warlord can deliver rousing speeches.
|
Markets
|
Trading Outposts
|
+0.4 Monthly Tax
+500 Supply Limit
|
|
|
2 years
|
None
|
Trading outposts offer the opportunity for tribesmen and traders to meet and barter.
|
Market Villages
|
+0.7 Monthly Tax
+1000 Supply Limit
|
|
|
2 years
|
City Planning
|
By letting traders into their villages, the tribesmen within are able to set up lucrative deals.
|
Palisades
|
Simple Palisade
|
+2 Defender Advantage
+1 Fort Level
+100 Levies
+150 Garrison
|
+4% Archer Damage
+2% Archer Toughness
+4% Spearmen Damage
+2% Spearmen Toughness
|
|
3 years
|
None
|
Simple palisades offer limited protection, while effective against skirmishes they are less reliable against larger groups of enemies.
|
Walls & Ditches
|
+4 Defender Advantage
+2 Fort Level
+175 Levies
+300 Garrison
|
+8% Archer Damage
+4% Archer Toughness
+8% Spearmen Damage
+4% Spearmen Toughness
|
|
3 years
|
Mottes
|
Outer ditches combined with stone-reinforced palisade walls offer decent protection against sieges.
|
War Camps
|
Sparring Grounds
|
+150 Levies
|
+4% Light Footmen Damage
+2% Light Footmen Toughness
+4% Armored Footmen Damage
+2% Armored Footmen Toughness
+1 Number of Knights
+10% Knight Effectiveness
|
|
5 years
|
None
|
Training equipment, arenas and wooden walls define the sparring grounds, warriors go here to hone their skills.
|
Warrior Lodges
|
+275 Levies
|
+8% Light Footmen Damage
+4% Light Footmen Toughness
+8% Armored Footmen Damage
+4% Armored Footmen Toughness
+2 Number of Knights
+20% Knight Effectiveness
|
|
5 years
|
Barracks
|
Only the greatest fighters are allowed into a warrior lodge, their mere presence is inspiring.
|
Holding buildings[編集 | ソースを編集]
Holding buildings can only be constructed in City or Temple Holdings. All of them require 225
Gold and 3 years to build or upgrade and the same Innovation as the Holding level they require.
Type
|
Building
|
Monthly Tax
|
County effects
|
Realm effects
|
Required holding level
|
Description
|
Guilds
|
Guild Halls
|
+0.3
|
+5% Monthly Development
|
|
Village Center
|
The city provides all major guilds and burgher families with ample locale to organize and practice their crafts.
|
Carver's Guilds
|
+0.5
|
+10% Monthly Development
|
|
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
|
+0.7
|
+15% Monthly Development
|
|
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
|
+0.9
|
+20% Monthly Development
|
|
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
|
+1.1
|
+25% Monthly Development
|
|
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
|
+1.3
|
+30% Monthly Development
|
|
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
|
+1.5
|
+35% Monthly Development
|
|
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
|
+1.7
|
+40% Monthly Development
|
|
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.
|
Monasteries
|
Prayer Halls
|
+0.2
|
+0.1 Monthly Control
|
+0.1 Monthly Piety
|
Shrine
|
The prayer halls host sermons and allow for a place of silent contemplation.
|
Monastic Schools
|
+0.4
|
+0.2 Monthly Control
|
+0.2 Monthly Piety
|
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
|
+0.5
|
+0.3 Monthly Control
|
+0.3 Monthly Piety
|
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
|
+0.7
|
+0.4 Monthly Control
|
+0.4 Monthly Piety
|
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
|
+0.8
|
+0.5 Monthly Control
|
+0.5 Monthly Piety
|
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
|
+1
|
+0.6 Monthly Control
|
+0.6 Monthly Piety
|
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
|
+1.1
|
+0.7 Monthly Control
|
+0.7 Monthly Piety
|
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
|
+1.3
|
+0.8 Monthly Control
|
+0.8 Monthly Piety
|
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[編集 | ソースを編集]
- Buildings by terrain
The following table shows building terrain availability. Only generic buildings are included. For the type column, use the following key:
* Tradeports can be built in any terrain as long as province is coastal.
- Overview on building bonuses
The table shows monthly tax and levies for all buildings within this section at level 1.
Economic buildings[編集 | ソースを編集]
- メイン記事へ: Economic buildings
Each type of terrain has a possible selection of economic buildings. Every barony type may build economic buildings suitable to their terrain.
All economic buildings provide monthly tax and have their upgrades unlocked via the following innovations:
Innovation
|
Era
|
Levels
|
Crop Rotation
|
Tribal
|
2+
|
Manorialism
|
Early Medieval
|
3+
|
Windmills
|
High Medieval
|
5+
|
Cranes
|
Late Medieval
|
7+
|
Note that there are also economic buildings with substantial military bonuses alongside gold.
Economic buildings with military bonuses[編集 | ソースを編集]
Although the following buildings are considered economic buildings in terms of upgrades, they also provide substantial military bonuses in their own right.
|
“ |
Elephants are kept and trained here. They make excellent beasts of burden, useful for both work and war.
— In-game description
|
” |
|
- Construction time
5 years
- Terrain requirements
- This building can only be built in
Jungle terrain.
- Upgrades
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.
|
Hunting grounds[編集 | ソースを編集]
|
“ |
Dotted throughout these lands are several large lodges where hunters of wild game can gather and plan their excursions.
— In-game description
|
” |
|
- Construction time
2 years
- Terrain requirements
- This building can only be built in the following terrain:
Terrain
|
Able to construct
|
Desert |
—
|
Desert Mountains |
—
|
Drylands |
|
Farmlands |
—
|
Floodplains |
—
|
Forest |
|
Hills |
|
Jungle |
|
Mountains |
—
|
Oasis |
—
|
Plains |
|
Steppe |
|
Taiga |
|
Wetlands |
|
- Upgrades
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.
|
|
“ |
Thanks to the unique properties of the soil, these orchards produce particularly sweet and delicious fruits and berries.
— In-game description
|
” |
|
- Construction time
3 years
- Terrain requirements
- This building can only be built in {{{Expansion depth limit exceeded}}}
Floodplains and
Oasis terrain.
- Upgrades
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.
|
Pastoral lands[編集 | ソースを編集]
|
“ |
A significant portion of this province is dedicated to animal husbandry and as grazing lands for herds of pastoral animals.
— In-game description
|
” |
|
- Construction time
2 years
- Terrain requirements
- This building can only be built in the following terrain:
Terrain
|
Able to construct
|
Desert |
|
Desert Mountains |
|
Drylands |
|
Farmlands |
|
Floodplains |
|
Forest |
—
|
Hills |
|
Jungle |
|
Mountains |
|
Oasis |
|
Plains |
|
Steppe |
|
Taiga |
—
|
Wetlands |
—
|
- Upgrades
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.
|
Military buildings[編集 | ソースを編集]
- メイン記事へ: Military buildings
Military buildings can be constructed in all castle, city and temple holdings as long as the barony has the required terrain. Military buildings specialize in increasing your levy, making your Men At Arms more powerful, or providing other military advantages. Note that all military buildings have their upgrades unlocked through the following innovations:
Innovation
|
Era
|
Levels
|
Barracks
|
Tribal
|
2+
|
Burhs
|
Early Medieval
|
3+
|
Castle Baileys
|
High Medieval
|
5+
|
Royal Armory
|
Late Medieval
|
7+
|
Note that there are also economic buildings with substantial military bonuses.
Fort buildings[編集 | ソースを編集]
Fort buildings can only be constructed in Castle Holdings built in certain terrain.
- Level 1 buildings cost 150
Gold
- Level 2 buildings cost 225
Gold
- Level 3 buildings cost 300
Gold
- Level 4 buildings cost 375
Gold
- Level 5 buildings cost 450
Gold
- Level 6 buildings cost 525
Gold
- Level 7 buildings cost 600
Gold
- Level 8 buildings cost 675
Gold
Building type
|
Level
|
Fort Level
|
Garrison
|
Defender Advantage
|
Holding effects
|
County effects
|
Realm effects
|
Terrain
|
Construction time
|
Forest Forts
|
Log Forts
|
+1
|
+150
|
0
|
+100 Levies
|
|
|
Forest
Taiga
|
3 years
|
Earth Ramparts
|
+2
|
+300
|
0
|
+175 Levies
+2% Holding Taxes
|
|
|
Traps & Ditches
|
+3
|
+450
|
+2
|
+250 Levies
+2% Holding Taxes
|
|
|
Rampart Walls
|
+4
|
+600
|
+2
|
+325 Levies
+2% Holding Taxes
|
+10% Hostile Raid Time
|
|
Embrasures
|
+5
|
+750
|
+2
|
+400 Levies
+2% Holding Taxes
|
+10% Hostile Raid Time
|
+2 Archer Damage
|
Fieldworks
|
+6
|
+900
|
+4
|
+475 Levies
+2% Holding Taxes
|
+10% Hostile Raid Time
|
+2 Archer Damage
+1 Skirmisher Damage
|
Crenellated Rampart Walls
|
+7
|
+1050
|
+4
|
+550 Levies
+2% Holding Taxes
|
+10% Hostile Raid Time
|
+2 Archer Damage
+1 Skirmisher Damage
+1 Archer Toughness
|
Forest Fortresses
|
+8
|
+1200
|
+4
|
+625 Levies
+2% Holding Taxes
|
+10% Hostile Raid Time
|
+3 Archer Damage
+1 Skirmisher Damage
+1 Archer Toughness
|
Hill Forts
|
Small Hill Fort
|
+2
|
+250
|
+2
|
|
|
|
Desert Mountains
Hills
Mountains
|
5 years
|
Simple Earthworks
|
+4
|
+500
|
+4
|
|
+10% Monthly Control
|
|
Ditches
|
+6
|
+750
|
+6
|
|
+10% Monthly Control
|
+1 Spearmen Toughness
|
Stockades
|
+8
|
+1000
|
+8
|
|
+10% Monthly Control
+2% Levy Size
|
+1 Spearmen Toughness
|
Guardhouses
|
+10
|
+1250
|
+10
|
|
+15% Monthly Control
+2% Levy Size
|
+1 Spearmen Toughness
|
External Walls
|
+12
|
+1500
|
+12
|
|
+15% Monthly Control
+2% Levy Size
|
+1 Spearmen Toughness
+2 Spearmen Damage
|
Large Hill Fort
|
+14
|
+1750
|
+14
|
|
+15% Monthly Control
+2% Levy Size
|
+2 Spearmen Toughness
+2 Spearmen Damage
|
Complex Earthworks
|
+16
|
+2000
|
+16
|
|
+20% Monthly Control
+2% Levy Size
|
+2 Spearmen Toughness
+2 Spearmen Damage
|
Walls & Towers
|
Bastion & Curtain Walls
|
+1
|
+150
|
0
|
+0.2 Monthly Tax
|
|
|
Farmlands
Plains
Wetlands
|
3 years
|
Bailey
|
+2
|
+300
|
0
|
+0.4 Monthly Tax
|
+300 Supply Limit
|
|
Wall Towers
|
+3
|
+450
|
0
|
+0.5 Monthly Tax
|
+300 Supply Limit
|
+1 Archer Damage
|
Second Curtain Wall
|
+4
|
+600
|
0
|
+0.7 Monthly Tax
|
+300 Supply Limit
|
+1 Archer Damage
|
Zwinger
|
+5
|
+750
|
+4
|
+0.8 Monthly Tax
|
+300 Supply Limit
|
+1 Archer Damage
|
Outer Baileys
|
+6
|
+900
|
+4
|
+1 Monthly Tax
|
+300 Supply Limit
+2% Supply Limit
|
+1 Archer Damage
|
Trace Italienne
|
+7
|
+1050
|
+4
|
+1.1 Monthly Tax
|
+300 Supply Limit
+2% Supply Limit
|
+1 Archer Damage
|
Ravelins & Cavaliers
|
+8
|
+1200
|
+4
|
+1.3 Monthly Tax
|
+300 Supply Limit
+2% Supply Limit
|
+1 Archer Damage
|
Watchtowers
|
Mudbrick Towers
|
+1
|
+150
|
+2
|
|
|
|
Desert
Drylands
Floodplains
Jungle
Oasis
Steppe
|
3 years
|
Tower Houses
|
+2
|
+300
|
+4
|
|
+10% Hostile Raid Time
|
|
Wooden Watchtowers
|
+3
|
+450
|
+6
|
|
+10% Hostile Raid Time
|
+2 Archer Damage
|
Small Mudbrick Keeps
|
+4
|
+600
|
+8
|
+300 Supply Limit
|
+10% Hostile Raid Time
|
+2 Archer Damage
|
Stone Watchtowers
|
+5
|
+750
|
+10
|
+300 Supply Limit
|
+15% Hostile Raid Time
|
+2 Archer Damage
|
Loopholes
|
+6
|
+900
|
+12
|
+300 Supply Limit
|
+15% Hostile Raid Time
+5% Supply Limit
|
+3 Archer Damage
+1 Archer Toughness
|
Peel Towers
|
+7
|
+1050
|
+14
|
+600 Supply Limit
|
+15% Hostile Raid Time
+5% Supply Limit
|
+3 Archer Damage
+1 Archer Toughness
|
Domed Towers
|
+8
|
+1200
|
+16
|
+600 Supply Limit
|
+20% Hostile Raid Time
+5% Supply Limit
|
+3 Archer Damage
+1 Archer Toughness
|