Post by Vaklu on Sept 7, 2014 5:24:30 GMT
CITY BUILDINGS
Unless a different price is listed in the description, all buildings cost 6 Gold to build.
Splendor Buildings
Monument: +1 Splendor. 6 Gold, 1 Stone
Magnificent Gardens: +2 Splendor, city must be adjacent to fresh water. 10 Gold.
Palace: +2 Splendor, requires Architect Retinue. 8 Gold, 1 Wood, 2 Stone.
Commercial Buildings
Trading House: allows 1 land trade route
Tax Assessor: +2 gold/turn for every land trade route from this district
Slave Block: Prisoners of war can be sold, 100 prisoners/turn for 1 gold/turn (more blocks allows more to be sold per turn)
Mint: doubles output of a single Gold or Silver node (does not stack)
Stock Exchange: +1 gold/turn per active trade building (Trading House or Trade Port) in the city, -1 gold/turn per inactive trade building
Army Buildings
Militia Drill Square: +3 City Levy if mobilized. 10 Gold
Town Watch: 1 free City Levy unit (no mobilization cost)
Military Academy: 1 Permanent Retinue slot that must be filled by General, 1 professional slot
Siege Workshop: Unlocks Siege Engineers and Sappers
District Wall: stone walls and basic defenses. 10 Gold, 2 Stone
District Palisade: wooden walls and basic defenses. 6 Gold, 1 Wood
Harbor Buildings
Trade Port: allows 1 sea trade route, 5 Conscripted Squadrons if mobilized
Arsenal: 5 Professional navy slots, -1 Wood/turn upkeep
Naval Academy: 1 Permanent Retinue slot that must be filled by Admiral
Fishing Harbor: 2 food slots, 5 Conscripted Squadrons if mobilized
Customs House: Every sea trade route from this district generates an additional +2 gold/turn
Workshops
Carpenters' Guild: Doubles output of a single Wood node (1 node generates +2/turn, does not stack)
Ironworks: Doubles output of a single Iron node (1 node counts for 4 slots, does not stack), 6 Gold, 1 Stone
Foundry: unlocks Artillery. 10 Gold, 1 Stone
Powder Mill: activates a saltpeter node. 10 Gold
Watermills: +1 slot or +1/turn of any resource already present in realm, must be adjacent to fresh water.
Imperial Buildings (requires Emperor approval to activate effects)
Surv-Akur Garrison: boosts city defenses with elite troops and light artillery, can station up to 3 Surv-Akur units, 1 Surv-Akur General retinue.
Imperial Castle: requires active Surv-Akur Garrison and must be in same district, heavily fortified, independently recruits Surv-Akur units and can station up to 5. 10 Gold, 4 Stone.
Survaekom Embassy: +1 Splendor, 1 Imperial Councilor retinue, attracts Survaekom officials. 6 Gold, 1 Stone
Imperial Palace: +6 Splendor, the Emperor himself may move his court here for an extended visit. 24 Gold, 6 Stone
Surv-Vyaez Port: supply/recruitment point for imperial navy, includes powerful shore battery, 1 Surv-Vyaez Admiral retinue. 6 Gold, 2 Stone.
Imperial Mint: uses all owned Silver/Gold nodes, +5 gold/turn per node. 8 Gold, 2 Stone
Imperial Mail Station: brings news from the South, better defense against Subterfuge Actions, 1 Imperial Secretary retinue.
Vaekirate Buildings (requires Vaekir approval to activate effects)
Temple: +2 Splendor, Priest retinue. 8 Gold, 1 Stone. Temple School (Temple Upgrade): +1 Gold in taxes and +1 City Levy. 3 Gold, 1 Stone.
Cathedral: +5 Splendor, High Priest retinue 15 Gold, 3 Stone.
Vaekirate Library: +1 Splendor, 1 Scholar retinue 6 Gold, 1 Stone. Library School (Library Upgrade): Retinues can attend to gain bonus positives traits based on classes.3 Gold, 1 Stone.
Vaekirate College: +3 Splendor, Tovenaar Retinue 20 Gold, 5 Stone.
Reliquery: Vaekirate may store a Relic in your town, making it a pilgrimage site, benefits depend on Relic, 5 Zealot Levies if mobilized. 8 Gold, 2 Stone.
Monastery: +2 Splendor, independently recruits and stations Aedak Zealot units, 1 Warrior-Monk retinue, 3 Zealot Levies if mobilized. 10 Gold, 3 Stone.
Warden Hostel: 200 Warden Garrison. Stone fortifications. Espionage bonus vs. Heresy and Rebellion. Provides +1 gold/turn per active land trade route in the city. 8 Gold, 1 Stone
Heirschaar Compound: Fortified position constructed outside manors, can station up to 3 Heirschaar units, 1 Heirschaar Commander retinue. 8 Gold, 2 Stone.
MANOR UPGRADES
- Keep Tiers
1) Longhall- Wooden, poor defense, 2 turns hold out. Free
2) Wooden Keep - Wooden, average defense, 4 turns hold out. 8 Gold, 2 Wood
3) Tower Keep- Stone, good defense,1 Permanent Retinue slot that must be filled by a Warrior, 6 turns hold out. 12 Gold, 2 Stone
4) Stronghold- Stone, strong defense, 10 turns hold out. 16 Gold, 4 Stone
5) Citadel- A miniature castle unto itself. Excellent defense, 12 turns hold out. 20 Gold, 6 Stone
- Wall Tiers
1) Palisades: Small, wooden, poor defense, required for Tier 2 upgrades. 4 Gold, 1 Wood
2) Outer Defenses: A moat or ditch, traps, and exterior watchtowers make the Manor more difficult to assault, required for Tier 3 upgrades. 8 Gold, 2 Wood
3) Stone Reinforcement: The palisades are thickened and essential structures like gatehouses and towers are built out of stone, required for Tier 4 upgrades. 10 Gold, 1 Stone
4) Stone Wall: Medium, stone, good defense, required for Tier 5 upgrades 12 Gold, 3 Stone
5) Double Wall: large, stone, strong defense. 16 Gold, 6 Stone
- Barracks Tiers
1) Bunkhouse: 5 slots, -1 gold/turn. 4 Gold
2) Garrison Quarters: 8 slots, -2 gold/turn. 6 Gold, 1 Stone
3) Barracks: 12 slots, -4 gold/turn. 10 Gold, 2 stone
4) Military Complex: 20 slots, -8 gold/turn. 14 Gold, 3 Stone
5) General Staff Headquarters: 20 slots, 2 permanent retinue slots for Generals, -10 gold/turn. 20 Gold, 4 Stone
- Armory Tiers
1) Blacksmith: Crossbowmen, Light Infantry, Longbowmen, Siege Engineers. 4 Gold
2) Armourer: Pike Square, Halberdiers, Horse Archers, Lancers. 6 Gold
3) Master Armourer: Knights, Dragoons, Shieldwall Infantry, Musketeers. 8 Gold, 1 Stone
4) Castle Foundry: Sappers, Swivel Gunners, All Artillery. 12 Gold, 2 Stone
5) Grandmaster Smith's Workshop: Every Monarch, Warrior, and General retinue in the kingdom gets a named master-crafted item (PM mod). 24 Gold, 4 Stone
- Stable Tiers
1) Horselines- Basic mounts for all Cavalry. 4 Gold
2) Stables- Improved Speed for Cavalry. 8 Gold, 1 Stone
3) Master Horse Breeder- Improved Charge for Cavalry. 12 Gold, 2 Stone
4) Exotic Mount Trainer: Choose Gryphons (can fly short distances in battle), Wargs (extremely maneuverable), or Warbulls (devastating charge). 18 Gold, 3 Stone
5) Giant Beast Trainer: Monarch, General, and Warrior retinues gain giant mounts (elephants, mammoths, basilisks, golems, etc). 30 Gold, 5 Stone
- Settlement Tiers
1) Peasant Hovels: 2 gold/turn, 4 Peasant Levy if mobilized (negates income). 10 Gold
2) County Fields: 4 Gold/turn, 6 Peasant Levy if mobilized (negates income). 16 Gold, 1 Wood
3) Wallside Villages: 4 gold/turn, 10 Peasant Levy if mobilized (negates income). 22 Gold, 3 Wood
4) Castle Town: 6 gold/turn, 10 Peasant Levy and 4 City Levy if mobilized (negates income). 30 Gold, 5 Wood
5) Castle City: 8 gold/turn, 10 Peasant Levy and 6 City Levy if mobilized (negates income). 38 Gold, 7 Wood, 3 Stone
- Luxury Tiers
1) Barebones: 1 Splendor. 8 Gold
2) Comfortable: 3 Splendor. 12 Gold
3) Wealthy: 6 Splendor. 18 Gold, 1 Stone
4) Luxurious: 8 Splendor. 24 Gold, 2 Stone
5) Extravagent: 10 Splendor. 32 Gold, 3 Stone
Unless a different price is listed in the description, all buildings cost 6 Gold to build.
Splendor Buildings
Monument: +1 Splendor. 6 Gold, 1 Stone
Magnificent Gardens: +2 Splendor, city must be adjacent to fresh water. 10 Gold.
Palace: +2 Splendor, requires Architect Retinue. 8 Gold, 1 Wood, 2 Stone.
Commercial Buildings
Trading House: allows 1 land trade route
Tax Assessor: +2 gold/turn for every land trade route from this district
Slave Block: Prisoners of war can be sold, 100 prisoners/turn for 1 gold/turn (more blocks allows more to be sold per turn)
Mint: doubles output of a single Gold or Silver node (does not stack)
Stock Exchange: +1 gold/turn per active trade building (Trading House or Trade Port) in the city, -1 gold/turn per inactive trade building
Army Buildings
Militia Drill Square: +3 City Levy if mobilized. 10 Gold
Town Watch: 1 free City Levy unit (no mobilization cost)
Military Academy: 1 Permanent Retinue slot that must be filled by General, 1 professional slot
Siege Workshop: Unlocks Siege Engineers and Sappers
District Wall: stone walls and basic defenses. 10 Gold, 2 Stone
District Palisade: wooden walls and basic defenses. 6 Gold, 1 Wood
Harbor Buildings
Trade Port: allows 1 sea trade route, 5 Conscripted Squadrons if mobilized
Arsenal: 5 Professional navy slots, -1 Wood/turn upkeep
Naval Academy: 1 Permanent Retinue slot that must be filled by Admiral
Fishing Harbor: 2 food slots, 5 Conscripted Squadrons if mobilized
Customs House: Every sea trade route from this district generates an additional +2 gold/turn
Workshops
Carpenters' Guild: Doubles output of a single Wood node (1 node generates +2/turn, does not stack)
Ironworks: Doubles output of a single Iron node (1 node counts for 4 slots, does not stack), 6 Gold, 1 Stone
Foundry: unlocks Artillery. 10 Gold, 1 Stone
Powder Mill: activates a saltpeter node. 10 Gold
Watermills: +1 slot or +1/turn of any resource already present in realm, must be adjacent to fresh water.
Imperial Buildings (requires Emperor approval to activate effects)
Surv-Akur Garrison: boosts city defenses with elite troops and light artillery, can station up to 3 Surv-Akur units, 1 Surv-Akur General retinue.
Imperial Castle: requires active Surv-Akur Garrison and must be in same district, heavily fortified, independently recruits Surv-Akur units and can station up to 5. 10 Gold, 4 Stone.
Survaekom Embassy: +1 Splendor, 1 Imperial Councilor retinue, attracts Survaekom officials. 6 Gold, 1 Stone
Imperial Palace: +6 Splendor, the Emperor himself may move his court here for an extended visit. 24 Gold, 6 Stone
Surv-Vyaez Port: supply/recruitment point for imperial navy, includes powerful shore battery, 1 Surv-Vyaez Admiral retinue. 6 Gold, 2 Stone.
Imperial Mint: uses all owned Silver/Gold nodes, +5 gold/turn per node. 8 Gold, 2 Stone
Imperial Mail Station: brings news from the South, better defense against Subterfuge Actions, 1 Imperial Secretary retinue.
Vaekirate Buildings (requires Vaekir approval to activate effects)
Temple: +2 Splendor, Priest retinue. 8 Gold, 1 Stone. Temple School (Temple Upgrade): +1 Gold in taxes and +1 City Levy. 3 Gold, 1 Stone.
Cathedral: +5 Splendor, High Priest retinue 15 Gold, 3 Stone.
Vaekirate Library: +1 Splendor, 1 Scholar retinue 6 Gold, 1 Stone. Library School (Library Upgrade): Retinues can attend to gain bonus positives traits based on classes.3 Gold, 1 Stone.
Vaekirate College: +3 Splendor, Tovenaar Retinue 20 Gold, 5 Stone.
Reliquery: Vaekirate may store a Relic in your town, making it a pilgrimage site, benefits depend on Relic, 5 Zealot Levies if mobilized. 8 Gold, 2 Stone.
Monastery: +2 Splendor, independently recruits and stations Aedak Zealot units, 1 Warrior-Monk retinue, 3 Zealot Levies if mobilized. 10 Gold, 3 Stone.
Warden Hostel: 200 Warden Garrison. Stone fortifications. Espionage bonus vs. Heresy and Rebellion. Provides +1 gold/turn per active land trade route in the city. 8 Gold, 1 Stone
Heirschaar Compound: Fortified position constructed outside manors, can station up to 3 Heirschaar units, 1 Heirschaar Commander retinue. 8 Gold, 2 Stone.
MANOR UPGRADES
- Keep Tiers
1) Longhall- Wooden, poor defense, 2 turns hold out. Free
2) Wooden Keep - Wooden, average defense, 4 turns hold out. 8 Gold, 2 Wood
3) Tower Keep- Stone, good defense,1 Permanent Retinue slot that must be filled by a Warrior, 6 turns hold out. 12 Gold, 2 Stone
4) Stronghold- Stone, strong defense, 10 turns hold out. 16 Gold, 4 Stone
5) Citadel- A miniature castle unto itself. Excellent defense, 12 turns hold out. 20 Gold, 6 Stone
- Wall Tiers
1) Palisades: Small, wooden, poor defense, required for Tier 2 upgrades. 4 Gold, 1 Wood
2) Outer Defenses: A moat or ditch, traps, and exterior watchtowers make the Manor more difficult to assault, required for Tier 3 upgrades. 8 Gold, 2 Wood
3) Stone Reinforcement: The palisades are thickened and essential structures like gatehouses and towers are built out of stone, required for Tier 4 upgrades. 10 Gold, 1 Stone
4) Stone Wall: Medium, stone, good defense, required for Tier 5 upgrades 12 Gold, 3 Stone
5) Double Wall: large, stone, strong defense. 16 Gold, 6 Stone
- Barracks Tiers
1) Bunkhouse: 5 slots, -1 gold/turn. 4 Gold
2) Garrison Quarters: 8 slots, -2 gold/turn. 6 Gold, 1 Stone
3) Barracks: 12 slots, -4 gold/turn. 10 Gold, 2 stone
4) Military Complex: 20 slots, -8 gold/turn. 14 Gold, 3 Stone
5) General Staff Headquarters: 20 slots, 2 permanent retinue slots for Generals, -10 gold/turn. 20 Gold, 4 Stone
- Armory Tiers
1) Blacksmith: Crossbowmen, Light Infantry, Longbowmen, Siege Engineers. 4 Gold
2) Armourer: Pike Square, Halberdiers, Horse Archers, Lancers. 6 Gold
3) Master Armourer: Knights, Dragoons, Shieldwall Infantry, Musketeers. 8 Gold, 1 Stone
4) Castle Foundry: Sappers, Swivel Gunners, All Artillery. 12 Gold, 2 Stone
5) Grandmaster Smith's Workshop: Every Monarch, Warrior, and General retinue in the kingdom gets a named master-crafted item (PM mod). 24 Gold, 4 Stone
- Stable Tiers
1) Horselines- Basic mounts for all Cavalry. 4 Gold
2) Stables- Improved Speed for Cavalry. 8 Gold, 1 Stone
3) Master Horse Breeder- Improved Charge for Cavalry. 12 Gold, 2 Stone
4) Exotic Mount Trainer: Choose Gryphons (can fly short distances in battle), Wargs (extremely maneuverable), or Warbulls (devastating charge). 18 Gold, 3 Stone
5) Giant Beast Trainer: Monarch, General, and Warrior retinues gain giant mounts (elephants, mammoths, basilisks, golems, etc). 30 Gold, 5 Stone
- Settlement Tiers
1) Peasant Hovels: 2 gold/turn, 4 Peasant Levy if mobilized (negates income). 10 Gold
2) County Fields: 4 Gold/turn, 6 Peasant Levy if mobilized (negates income). 16 Gold, 1 Wood
3) Wallside Villages: 4 gold/turn, 10 Peasant Levy if mobilized (negates income). 22 Gold, 3 Wood
4) Castle Town: 6 gold/turn, 10 Peasant Levy and 4 City Levy if mobilized (negates income). 30 Gold, 5 Wood
5) Castle City: 8 gold/turn, 10 Peasant Levy and 6 City Levy if mobilized (negates income). 38 Gold, 7 Wood, 3 Stone
- Luxury Tiers
1) Barebones: 1 Splendor. 8 Gold
2) Comfortable: 3 Splendor. 12 Gold
3) Wealthy: 6 Splendor. 18 Gold, 1 Stone
4) Luxurious: 8 Splendor. 24 Gold, 2 Stone
5) Extravagent: 10 Splendor. 32 Gold, 3 Stone