Difference between revisions of "Buildings"

From BattleMaster Wiki
Jump to navigation Jump to search
(Added recruiting centers)
Line 26: Line 26:
  
 
==Academy==
 
==Academy==
Makes the [[Training#At_the_Academy|skill training]] action available. Can only be built in cities. ''(and strongholds?)''
+
Makes the [[Training#At_the_Academy|skill training]] action available. Can only be built in cities and strongholds.
  
 
==Weapon/Armour Smiths==
 
==Weapon/Armour Smiths==

Revision as of 22:27, 16 January 2007

Throughout your realm, various buildings, workshops and other craftsmen offer their services to you and your unit. Especially cities often contain many different buildings that you can put to use. The price shown below for building each type of building is only a guideline. The cost will vary based on the number of buildings already in the region, the type of region, and possibly other factors as well.

Recruiting Centers

Allows recruiting of troops from the region. When building a recruiting center, the region lord can only choose from Normal, Infantry, Archery, or Cavalry. If a specific type of center is attempted, there is a chance that suitable equipment or specialists will not be found, and the construction attempt will fail. If it fails, then most of the money invested will be returned. If a Normal recruiting center is selected, there is a small chance that a Mixed Infantry or Special Forces center will be produced instead. The region lord cannot explicitly choose to build a Mixed Infantry or Special Forces recruiting center.

The total number of recruits that can be trained and available in a recruiting center at any one time is a function of the size of the center. When a new recruiting center is constructed, it is size 1 and can hold a maximum of 25 troops. The total number doubles each time it is enlarged. For example, a size 2 recruiting center can hold 50 troops, and a size 3 can hold 100 troops. The maximum size of a recruiting center is related to the type of region in which it is located.

Scouts Guild

Allows recruitment of scouts. Unable to be built in cities. Cost: 170 gold, Upkeep: 2 gold

Cartbuilders

Makes carts. Cost: 60 gold, Upkeep: 1 gold

Houses of Healing

Allow the recruitment of healers. Cost: 310 gold, Upkeep: 5 gold

Creates banners. Cost: 150 gold, Upkeep: 2 gold

Siege Engine Workshop

Constructs siege engines. Can only be built in cities.

Traders Supplies

Builds caravans. Cost: 190 gold, Upkeep: 3 gold

Academy

Makes the skill training action available. Can only be built in cities and strongholds.

Weapon/Armour Smiths

Makes it possible to repair equipment in the region. Can only be built in townsland, city, and stronghold regions.

Marketplace

Allows traders to engage in trade deals with themselves, regardless of what the region has. Can only be built in townsland, city, and stronghold regions.

Tournament Grounds

Allows tournaments to be held in the region. Can only be built in townsland, city, and stronghold regions. Cost varies from region to region, Upkeep: 3 gold

This article is a stub or placeholder. The BattleMaster Wiki is a collaborative effort, and you can help expand it by adding to this article.