Difference between revisions of "Buildings"

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(→‎Recruitment Centres: added more info on RCs, from the moderated list)
(→‎Recruitment Centres: consistency *thwack*)
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* Low regional population prevents recruits from being trained.
 
* Low regional population prevents recruits from being trained.
 
* Low regional production prevents recruits from being trained.  It should be 80% or higher.
 
* Low regional production prevents recruits from being trained.  It should be 80% or higher.
* Centers with higher ratings recruit slower.
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* Centres with higher ratings recruit slower.
* Cavalry and Special Forces centers recruit even slower.
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* Cavalry and Special Forces centres recruit even slower.
  
 
It is ''not'' dependent on the following:
 
It is ''not'' dependent on the following:

Revision as of 00:35, 20 October 2009

Throughout your realm, various buildings, workshops and other craftsmen offer their services to you and your unit. Cities especially often contain many different buildings that you can put to use. The price shown below for constructing 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.

Recruitment Centres

Recruitment Centres (spelled "Recruitment Centers" in the game) allow you to recruit troops from the region. When building a recruiting centre, the region lord can only choose from Normal, Infantry, Archery, or Cavalry. If the construction of a specific type of centre 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 centre is selected, there is a small chance that a Mixed Infantry or Special Forces centre will be produced instead. The region lord cannot explicitly choose to build a Mixed Infantry or Special Forces recruiting centre.

The total number of recruits that can be trained and available in a recruiting centre at any one time is a function of the size of the centre. When a new recruiting centre 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 centre can hold 50 troops, and a size 3 can hold 100 troops. The maximum size of a recruiting centre is related to the type of region in which it is located.

Recruitment centres can be damaged, and there is no direct way to repair them if this occurs. They will repair themselves over time though, if the production in the region is high enough.

The rate at which a recruitment centre is replenished is dependent on a number of factors including:

  • Low regional population prevents recruits from being trained.
  • Low regional production prevents recruits from being trained. It should be 80% or higher.
  • Centres with higher ratings recruit slower.
  • Cavalry and Special Forces centres recruit even slower.

It is not dependent on the following:

  • Building damage.

So if you have a really high quality Special Forces center, you will get very few recruits per day. For instance, Castle Ubent has a size 3 Special Force recruitment center that trains 2 recruits a day. The region is currently at full population and at 100% production.

Scouts Guild

Allows recruitment of scouts. Cannot 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 city and stronghold regions. Cost varies from region to region, Upkeep: 3 gold

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