Buildings: Difference between revisions
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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. | 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. | ||
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==Tournament Grounds== | ==Tournament Grounds== | ||
Allows [[tournament]]s to be held in the region. Can only be built in city and stronghold regions. Upkeep: 3 gold | Allows [[tournament]]s to be held in the region. Can only be built in city and stronghold regions. Upkeep: 3 gold | ||
[[Category:Manual]] | [[Category:Manual]] | ||
[[Category:Economy]] | [[Category:Economy]] |
Revision as of 20:21, 19 March 2010
{{{RightTOC}}} 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 Centers
Recruitment Centers train peasants from the region to be soldiers, who can then be recruited in the realm's capital. When building a recruiting center, the region lord can only choose from Normal, Infantry, Archery, or Cavalry. If the construction of 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.
Recruitment centers can be damaged, and there is no direct way to repair them if this occurs. They will be repaired automatically over time though, if the production in the region is high enough.
The rate at which a recruitment center is replenished is variable. Some of the things that can slow down the training of recruits include:
- Low regional population prevents recruits from being trained.
- Low regional production prevents recruits from being trained.
- Centers with higher ratings recruit slower.
- Cavalry and Special Forces centers 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, a stronghold with a size 3 Special Forces recruitment center may train 2 recruits a day.
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
Banner Manufacture
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 directly with other traders in that region, without needing to involve the lord. Can only be built in a townsland, city, and stronghold regions.
Tournament Grounds
Allows tournaments to be held in the region. Can only be built in city and stronghold regions. Upkeep: 3 gold