Difference between revisions of "Buildings"
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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. | 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. | ||
− | == | + | ==Recruitment Centres== |
− | Allows recruiting of troops from the region. When building a recruiting | + | Allows recruiting of troops from the region. When building a recruiting centre, the region lord can only choose from Normal, [[Unit#Infantry|Infantry]], [[Unit#Archers|Archery]], or [[Unit#Cavalry|Cavalry]]. If 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 [[Unit#Mixed_Infantry|Mixed Infantry]] or [[Unit#Special_Forces|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 | + | 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. |
==Scouts Guild== | ==Scouts Guild== |
Revision as of 17:15, 9 February 2007
Contents
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.
Recruitment Centres
Allows recruiting of troops from the region. When building a recruiting centre, the region lord can only choose from Normal, Infantry, Archery, or Cavalry. If 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.
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
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 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
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