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Forum Games and Roleplaying / Re: Fiefdoms @ War: Turn 0
« on: July 05, 2012, 06:41:56 pm »Spoiler: Buildings List (click to show/hide)
Buildings
Unless otherwise stated, only one building may be constructed per territory. Unless otherwise stated, resource requirements mean that the resource must be present in that territory.
NB: Until technology improves a player's infrastructure, only one industrial building may be built per territory. This building may be improved, but a territory can only support so many different industries without advanced infrastructure.
Palace: £1000. Generates £500/turn. Only one may exist per empire. Conquered palaces are destroyed. Constructing a new palace destroys the old one and relocates the capital. All sides start with a palace. Palace income and only palace income counts as basic income for the purposes of determining bonuses or penalties based on basic income (e.g. from resource bonuses, forges etc). All other building revenue bonuses count as industry bonuses (e.g. the flat fees from owning farms and mines).
Farms: £500. Requires grain or similar. Generates £100/turn. Tech: Agriculture I (Public)
Improved Farm. £1000. Requires and replaces Farm. Increases the industry bonus from the Farm by +£200. Tech: Agriculture II
Stables: £1000. Requires horses or similar. Generates £200/turn. Tech: Agriculture I (Public)
Hunting Lodge: £1000. Requires game or similar. Generates £200/turn. Tech: Agriculture I (Public)
Pasture: £1000. Requires cattle or similar. Generates £200/turn. Tech: Agriculture I (Public)
Mines: £1000. Requires iron, copper, coal, stone or other minable resources. Generates £200/turn. Tech: Mining I (Public)
Forge: £400. Requires mines. Generates an industry bonus of 32% over basic income per turn. Stacks with but does not multiply with any other industry bonuses. Tech: Metalworking I If main industry is mining, does not take up an industry slot.
Smithy: £600. Requires and replaces forge. Increases bonus to basic income from +32% to +50%. Bonus increases by a further +4% for each of the following resources it has access to; Iron, Coal. Bonus increases by a further +6% for the following resources it has access to; Copper, Silver, Gold. Tech: Metalworking II.
Smelter: £1000. Upkeep £50. Requires iron, copper or coal. Provides an industry bonus of +50% to basic income. Bonus improves by 5% with access to each resource; iron, copper, coal. Counts as a separate industry to the mining and metalworking industries. Tech: Metallurgy I
Bronzeworks: £1500. Upkeep £100. Requires and replaces Smelter. Improves industry bonus to 75% of base income. Bonus of 5% for access to iron, coal. Bonus of 10% for access to copper. Tech: Metallurgy II
Glassmakers: £200. Upkeep £10. Must be built on a coast. Provides a +25% industry bonus to base income. Provides the glass resource. Tech: Glassmaking I
Glassworks: £500. Upkeep £30. Requires and replaces glassmakers. Increases industry bonus to 42% of basic income. Provides the glass resource. Tech: Glassmaking II
Artists: £200. Upkeep £10. Produces the Art trade good resource. Provides a +25% industry bonus to base income. Tech: Aesthetic Sense I.
Artist's Studio: £500. Upkeep £30. Requires and replaces Artists. Increases the industry bonus to 42%. Tech: Aesthetic Sense II.
Artistsi Guild: £1250. Upkeep £75. Requires and replaces Artist's Studio. Increases the industry bonus to 75%. Tech: Aesthetic Sense III.
Hideworkers: £200. Upkeep £10. Requires game, pork, cattle, sheep, ivory, horses or camels. Produces an industry bonus of 30% of basic income. Tech: Leathercraft I
Tannery: £500. Upkeep £30. Requires and replaces Hideworkers. Increases industry bonus to 48% of basic income. Tech: Leathercraft II.
Brewery: £200. Upkeep £10. Requires Farm. Provides industry bonus of 20% over basic income. Provides Beer resource. Tech: Fermentation I
Brewer's Guild: £500. Upkeep £30. Requires and replaces Brewery. Increases industry bonus to 42% of basic income. Provides the Beer resource. Tech: Fermentation II
Bakery: £200. Upkeep £20. Requires Farm. Provides industry bonus of 30% over basic income. Tech: Fermentation I
Baker's Guild: £500. Upkeep £50. Requires and replaces Bakery. Increases industry bonus to 50% of basic income. Tech: Fermentation II
Windmill: £1000. Requires Farm. Provides an industry bonus of £200. Counts as a new industry. Tech: Mechanics II
Slavers: £500. Produces the Slaves resource. Produces an industry bonus of £200/turn. Reduces loyalty in the region by -1. Tech: Slavery I
Walls: £300. Upkeep £10/turn. Provides a bonus of +6 to all defense vs ground units within the territory. Siege Resist 1. Tech: Masonry I (Public)
Fortifications: £500. Upkeep £20/turn. Requires and replaces Walls. Provides a bonus of +10 to defense vs ground units within the territory. Siege Resist 2. Tech: Masonry II.
Keep: £800. Upkeep £40. Requires and replaces Fortifications. Provides a defensive bonus of +15 vs ground units within the territory. Siege Resist 4. Tech: Masonry III.
Sea Wall: £400, upkeep £15/turn. Provides a bonus of +10 vs naval units. Techs: Coastal Defences I, Masonry I
Fishery: £500. Requires fish. Generates £100/turn. Tech: Sea Travel I (Public)
Deep Fishery: £500. Requires and replaces fishery. Generates an additional +£100/turn. Tech: Sea Travel II.
Sawmill: £500. Requires lumber. Generates £100/turn. Tech: Machinery I
Workshop: £500. Requires iron, copper or lumber. Provides a bonus of 28% to basic income. Bonus increases by 4% for each resource the workshop has access to; iron, copper, lumber. Tech: Machinery I
Powered Sawmill: £1000. Requires and replaces sawmill. Generates £200/turn. Tech: Machinery II.
Powered Workshop: £750. Requires and replaces Workshop. Improves bonus to basic income from 28% to 70%. Bonus increases by 12% for each resource the workshop has access to; iron, copper, lumber. Tech: Machinery II.
Machine Shop: £1000. Upkeep £50. Requires and replaces Powered Workshop. Industry bonus increases to 110% of basic income. Bonus increases by 15% with access to each of the following resources; iron, copper, lumber. Tech: Mechanics III
Ranch: £500. Requires and replaces Pasture, Stables or Hunting Lodge. Generates an additional +£100 per turn. Tech: Animal Husbandry
* With Ivory, Ranches allow recruitment of war elephants.
Shrine: £300. Upkeep £10. One per religion in the region, requires a religion present to build. +1 to territory Loyalty. Tech: Organised Religion (Public)
A small local shrine to pray at and hold services.
Marketplace: £300. Upkeep £50/turn. Improves bonus to basic income by 10%. Bonus increases by 2% for each common resource the marketplace has access to. Bonus increases by 8% for each of the following rare resources; spices, gold, incense, silk, slaves. Bonus increases by 5% for access to manufactured trade goods (e.g. cloth, beer, pottery, art). Requires: Marketing I
Unless otherwise stated, only one building may be constructed per territory. Unless otherwise stated, resource requirements mean that the resource must be present in that territory.
NB: Until technology improves a player's infrastructure, only one industrial building may be built per territory. This building may be improved, but a territory can only support so many different industries without advanced infrastructure.
Palace: £1000. Generates £500/turn. Only one may exist per empire. Conquered palaces are destroyed. Constructing a new palace destroys the old one and relocates the capital. All sides start with a palace. Palace income and only palace income counts as basic income for the purposes of determining bonuses or penalties based on basic income (e.g. from resource bonuses, forges etc). All other building revenue bonuses count as industry bonuses (e.g. the flat fees from owning farms and mines).
Farms: £500. Requires grain or similar. Generates £100/turn. Tech: Agriculture I (Public)
Improved Farm. £1000. Requires and replaces Farm. Increases the industry bonus from the Farm by +£200. Tech: Agriculture II
Stables: £1000. Requires horses or similar. Generates £200/turn. Tech: Agriculture I (Public)
Hunting Lodge: £1000. Requires game or similar. Generates £200/turn. Tech: Agriculture I (Public)
Pasture: £1000. Requires cattle or similar. Generates £200/turn. Tech: Agriculture I (Public)
Mines: £1000. Requires iron, copper, coal, stone or other minable resources. Generates £200/turn. Tech: Mining I (Public)
Forge: £400. Requires mines. Generates an industry bonus of 32% over basic income per turn. Stacks with but does not multiply with any other industry bonuses. Tech: Metalworking I If main industry is mining, does not take up an industry slot.
Smithy: £600. Requires and replaces forge. Increases bonus to basic income from +32% to +50%. Bonus increases by a further +4% for each of the following resources it has access to; Iron, Coal. Bonus increases by a further +6% for the following resources it has access to; Copper, Silver, Gold. Tech: Metalworking II.
Smelter: £1000. Upkeep £50. Requires iron, copper or coal. Provides an industry bonus of +50% to basic income. Bonus improves by 5% with access to each resource; iron, copper, coal. Counts as a separate industry to the mining and metalworking industries. Tech: Metallurgy I
Bronzeworks: £1500. Upkeep £100. Requires and replaces Smelter. Improves industry bonus to 75% of base income. Bonus of 5% for access to iron, coal. Bonus of 10% for access to copper. Tech: Metallurgy II
Glassmakers: £200. Upkeep £10. Must be built on a coast. Provides a +25% industry bonus to base income. Provides the glass resource. Tech: Glassmaking I
Glassworks: £500. Upkeep £30. Requires and replaces glassmakers. Increases industry bonus to 42% of basic income. Provides the glass resource. Tech: Glassmaking II
Artists: £200. Upkeep £10. Produces the Art trade good resource. Provides a +25% industry bonus to base income. Tech: Aesthetic Sense I.
Artist's Studio: £500. Upkeep £30. Requires and replaces Artists. Increases the industry bonus to 42%. Tech: Aesthetic Sense II.
Artistsi Guild: £1250. Upkeep £75. Requires and replaces Artist's Studio. Increases the industry bonus to 75%. Tech: Aesthetic Sense III.
Hideworkers: £200. Upkeep £10. Requires game, pork, cattle, sheep, ivory, horses or camels. Produces an industry bonus of 30% of basic income. Tech: Leathercraft I
Tannery: £500. Upkeep £30. Requires and replaces Hideworkers. Increases industry bonus to 48% of basic income. Tech: Leathercraft II.
Brewery: £200. Upkeep £10. Requires Farm. Provides industry bonus of 20% over basic income. Provides Beer resource. Tech: Fermentation I
Brewer's Guild: £500. Upkeep £30. Requires and replaces Brewery. Increases industry bonus to 42% of basic income. Provides the Beer resource. Tech: Fermentation II
Bakery: £200. Upkeep £20. Requires Farm. Provides industry bonus of 30% over basic income. Tech: Fermentation I
Baker's Guild: £500. Upkeep £50. Requires and replaces Bakery. Increases industry bonus to 50% of basic income. Tech: Fermentation II
Windmill: £1000. Requires Farm. Provides an industry bonus of £200. Counts as a new industry. Tech: Mechanics II
Slavers: £500. Produces the Slaves resource. Produces an industry bonus of £200/turn. Reduces loyalty in the region by -1. Tech: Slavery I
Walls: £300. Upkeep £10/turn. Provides a bonus of +6 to all defense vs ground units within the territory. Siege Resist 1. Tech: Masonry I (Public)
Fortifications: £500. Upkeep £20/turn. Requires and replaces Walls. Provides a bonus of +10 to defense vs ground units within the territory. Siege Resist 2. Tech: Masonry II.
Keep: £800. Upkeep £40. Requires and replaces Fortifications. Provides a defensive bonus of +15 vs ground units within the territory. Siege Resist 4. Tech: Masonry III.
Sea Wall: £400, upkeep £15/turn. Provides a bonus of +10 vs naval units. Techs: Coastal Defences I, Masonry I
Fishery: £500. Requires fish. Generates £100/turn. Tech: Sea Travel I (Public)
Deep Fishery: £500. Requires and replaces fishery. Generates an additional +£100/turn. Tech: Sea Travel II.
Sawmill: £500. Requires lumber. Generates £100/turn. Tech: Machinery I
Workshop: £500. Requires iron, copper or lumber. Provides a bonus of 28% to basic income. Bonus increases by 4% for each resource the workshop has access to; iron, copper, lumber. Tech: Machinery I
Powered Sawmill: £1000. Requires and replaces sawmill. Generates £200/turn. Tech: Machinery II.
Powered Workshop: £750. Requires and replaces Workshop. Improves bonus to basic income from 28% to 70%. Bonus increases by 12% for each resource the workshop has access to; iron, copper, lumber. Tech: Machinery II.
Machine Shop: £1000. Upkeep £50. Requires and replaces Powered Workshop. Industry bonus increases to 110% of basic income. Bonus increases by 15% with access to each of the following resources; iron, copper, lumber. Tech: Mechanics III
Ranch: £500. Requires and replaces Pasture, Stables or Hunting Lodge. Generates an additional +£100 per turn. Tech: Animal Husbandry
* With Ivory, Ranches allow recruitment of war elephants.
Shrine: £300. Upkeep £10. One per religion in the region, requires a religion present to build. +1 to territory Loyalty. Tech: Organised Religion (Public)
A small local shrine to pray at and hold services.
Marketplace: £300. Upkeep £50/turn. Improves bonus to basic income by 10%. Bonus increases by 2% for each common resource the marketplace has access to. Bonus increases by 8% for each of the following rare resources; spices, gold, incense, silk, slaves. Bonus increases by 5% for access to manufactured trade goods (e.g. cloth, beer, pottery, art). Requires: Marketing I
Spoiler: Units (click to show/hide)
Basic Unit Types
Militia Infantry
Spearmen: £210. Attack 7, Defense 9. Upkeep £20/turn.
Unarmoured or lightly armoured militia with spears. Minimal training.
Light Infantry
Archers: £500. Attack 12, Defense 18. Upkeep £50/turn.
Unarmoured infantry trained in the use of shortbows and/or slings.
Light Macemen: £500. Attack 14, Defense 16. Requires iron or copper. Upkeep £50/turn.
Lightly armoured infantry with metal clubs.
Pikemen: £600. Attack 12, Defense 14. Upkeep £65. Requires iron or copper. +10 general modifier vs cavalry & heavies.
Lightly armoured infantry with extra-long spears aimed at anti-cavalry combat.
Light Axemen: £625. Attack 19, Defense 15. Requires iron or copper. Upkeep £60/turn.
Lightly armoured infantry with metal axes.
Light Swordsmen: £650. Attack 18, Defense 18. Requires iron. Upkeep £70/turn.
Lightly armoured infantry with swords, usually better trained than ordinary soldiers.
Heavy Infantry
Longbowmen: £840. Attack 16, Defence 24. Upkeep £85/turn.
Lightly armoured or unarmoured infantry trained in the use of longbows.
Heavy Mace: £840. Attack 19, Defence 21. Requires iron or copper. Upkeep £85/turn.
Heavily armoured (usually metal) infantry with heavy metal clubs.
Heavy Axe: £1050. Attack 25, Defence 20. Requires iron or copper. Upkeep £105/turn.
Heavily armoured infantry with large metal axes.
Heavy Sword: £1100. Attack 23, Defence 23. Requires iron. Upkeep £115/turn.
Heavily armoured infantry with large swords, or swords and shields. Usually better trained than normal soldiers.
Mounted Units/Cavalry
Light Cavalry: £900. Attack 22, Defence 15. Negates infantry modifiers by 4. Requires horses. Retreat chance 15%. Upkeep £90/turn.
Lightly armoured men on fast, light horses with spears.
Heavy Cavalry: £1400. Attack 28, Defence 20. Negates infantry modifiers by 8. Requires horses. Requires stables. Retreat chance 10%. Upkeep £150/turn.
Better armoured men on heavier horses bred specially for war, usually with some leather barding. Typically also spears, long clubs or similar reached weapons.
Non-Cavalry Heavy Units
No mundane heavies yet available.
Machine & Siege Units
Catapult: £750. Attack 15, Defense 15. Siege Power 3. Ranged. Tech: Mathematics
Mundane Flying Units
No Mundane Flying Units yet available.
Fantastic or Summoned Creatures
Phantom Warriors: £260. Attack 15, Defence 15. Upkeep £25/turn. Illusion, Shock, Summoned (Sorcery). Tech: Phantom Warriors
Spells and Casters
Sorcerer: £1200. Attack 9, Defence 9. Upkeep £100/turn. Caster[Sorcery], Support. Tech: Sorcery [Foundation]
Navy
Trireme: £500. Attack 10, Defence 10. Movement 2. Can carry up to 2 units. Negates ground troop modifiers by 4. Upkeep £70/turn.
A light ship with three masts, three joined hulls and banks of oars. Not designed for long voyages or carrying large amounts pf crew.
Galleon: £750. Attack 15, Defence 15. Movement 3. Can carry up to 3 units. Negates ground troop modifiers by 6. Upkeep £90/turn.
Other
Caravan: £1000. No attack, Defence 10. No upkeep. A caravan sent to another territory to conduct a trade mission will generate £300 per territory distance from the originating territory to the destination. e.g. A caravan sent to literally the next territory over will generate a £300 lump sum. A caravan sent to a destination 5 territories away will generate £1500 in revenue. Crossing ocean territories via ship count as 3 territories/ocean region for the purposes of calculating revenue (i.e. if you cross 2 land regions and 2 ocean regions, it counts as crossing 8 territories and you gain £2400 in revenue). Travelling the 'long way round' will not gain any more cash upon arrival - you will only gain money based on the shortest distance the caravan could have travelled, taking into account blockades and enemy empires in the path.
Caravans travel at a movement rate of 2 and can pass through neutral territories without requiring masking or bribery. Caravan missions can only be sent to player territories. Caravans from a particular side cannot have one of their own side's territories as the final destination (internal trade is presumed to be free). Successfully destroying a caravan, on the other hand, will net you £800 free of charge.
NB: A single unit may be attached to a caravan as a caravan guard. Passing through neutral territories with a caravan guard will incur a charge of £50 per caravan+guard. If you mount an invasion with troops posing as caravan guard, the neutral territory will immediately attack your 'guards' on principle, even if they are not the country being invaded.
Engineer: £500. Attack 10, Defence 10. Upkeep £50. Support, Siege I Engineers can build roads. A single engineer takes two turns to build a road in a neutral or owned territory. Engineers can stack to complete tasks more quickly. Engineers cannot build roads in enemy territories. Engineers can travel without masking or bribery through neutral territories, provided they are not part of an invasion force. Researching additional technologies may unlock further uses for engineers.
Engineers are a Siege Power 1 unit, which means that if they are stacked with an invading army that comes up against defenders behind a city wall, the bonus for the city wall is negated. This does not count vs fortifications, castles, fortresses, citadels or any more powerful defences. The siege level can be improved with research. Engineers may also add to the Siege Resist of defences. Engineers are a support unit; they will always go into battle last if they can help it. See Siege Warfare for more details.
Diplomat: £500. Cannot attack, Defense 0. Upkeep: £20. Free passage, Scout. Halves passage costs for stacked units. Support. Tech: Diplomacy I.
See the Diplomacy section for details.
Spy: £300. Cannot attack, Defense 0. Move 3. Upkeep £10. Invisible.
See the Espionage section for details.
Scout: £50. Defenseless, Move 2. Upkeep: £5. Free Passage, Scout.
Special: Scouts may travel freely through neutral territories without paying passage costs. They reveal the presence of any non-invisible units in any territories they enter. Scouting consumes 1 Movement and will provide a summary of those territories, provided they are not attacked and killed. Scouting reports will be either Economic or Military in nature, providing a level of detail based on scouting tech level.
Special 2: Scouts may be killed without save as a free action by military units in any area it passes through or is resident in. As a rule of thumb, neutral armies will not kill scouts.
Priests: £200. Attack 0, Defense 0. Upkeep £10. Support. Tech: Organised Religion
Special: Priests have one function to start with, though this may be improved with technology. Priests may pass through neutral regions freely without paying passage costs. Priests may only be recruited in regions with their religion present.
Proselytism: Priests can spread their religion to new regions. Priests have a 100% chance of spreading religion to a faithless territory, and the chance decreases by 20% for each religion already present. Priests are destroyed by this process whether they succeed or not; successful priests stay to guide their flocks, unsuccessful ones are lynch mobbed.
Militia Infantry
Spearmen: £210. Attack 7, Defense 9. Upkeep £20/turn.
Unarmoured or lightly armoured militia with spears. Minimal training.
Light Infantry
Archers: £500. Attack 12, Defense 18. Upkeep £50/turn.
Unarmoured infantry trained in the use of shortbows and/or slings.
Light Macemen: £500. Attack 14, Defense 16. Requires iron or copper. Upkeep £50/turn.
Lightly armoured infantry with metal clubs.
Pikemen: £600. Attack 12, Defense 14. Upkeep £65. Requires iron or copper. +10 general modifier vs cavalry & heavies.
Lightly armoured infantry with extra-long spears aimed at anti-cavalry combat.
Light Axemen: £625. Attack 19, Defense 15. Requires iron or copper. Upkeep £60/turn.
Lightly armoured infantry with metal axes.
Light Swordsmen: £650. Attack 18, Defense 18. Requires iron. Upkeep £70/turn.
Lightly armoured infantry with swords, usually better trained than ordinary soldiers.
Heavy Infantry
Longbowmen: £840. Attack 16, Defence 24. Upkeep £85/turn.
Lightly armoured or unarmoured infantry trained in the use of longbows.
Heavy Mace: £840. Attack 19, Defence 21. Requires iron or copper. Upkeep £85/turn.
Heavily armoured (usually metal) infantry with heavy metal clubs.
Heavy Axe: £1050. Attack 25, Defence 20. Requires iron or copper. Upkeep £105/turn.
Heavily armoured infantry with large metal axes.
Heavy Sword: £1100. Attack 23, Defence 23. Requires iron. Upkeep £115/turn.
Heavily armoured infantry with large swords, or swords and shields. Usually better trained than normal soldiers.
Mounted Units/Cavalry
Light Cavalry: £900. Attack 22, Defence 15. Negates infantry modifiers by 4. Requires horses. Retreat chance 15%. Upkeep £90/turn.
Lightly armoured men on fast, light horses with spears.
Heavy Cavalry: £1400. Attack 28, Defence 20. Negates infantry modifiers by 8. Requires horses. Requires stables. Retreat chance 10%. Upkeep £150/turn.
Better armoured men on heavier horses bred specially for war, usually with some leather barding. Typically also spears, long clubs or similar reached weapons.
Non-Cavalry Heavy Units
No mundane heavies yet available.
Machine & Siege Units
Catapult: £750. Attack 15, Defense 15. Siege Power 3. Ranged. Tech: Mathematics
Mundane Flying Units
No Mundane Flying Units yet available.
Fantastic or Summoned Creatures
Phantom Warriors: £260. Attack 15, Defence 15. Upkeep £25/turn. Illusion, Shock, Summoned (Sorcery). Tech: Phantom Warriors
Spells and Casters
Sorcerer: £1200. Attack 9, Defence 9. Upkeep £100/turn. Caster[Sorcery], Support. Tech: Sorcery [Foundation]
Navy
Trireme: £500. Attack 10, Defence 10. Movement 2. Can carry up to 2 units. Negates ground troop modifiers by 4. Upkeep £70/turn.
A light ship with three masts, three joined hulls and banks of oars. Not designed for long voyages or carrying large amounts pf crew.
Galleon: £750. Attack 15, Defence 15. Movement 3. Can carry up to 3 units. Negates ground troop modifiers by 6. Upkeep £90/turn.
Other
Caravan: £1000. No attack, Defence 10. No upkeep. A caravan sent to another territory to conduct a trade mission will generate £300 per territory distance from the originating territory to the destination. e.g. A caravan sent to literally the next territory over will generate a £300 lump sum. A caravan sent to a destination 5 territories away will generate £1500 in revenue. Crossing ocean territories via ship count as 3 territories/ocean region for the purposes of calculating revenue (i.e. if you cross 2 land regions and 2 ocean regions, it counts as crossing 8 territories and you gain £2400 in revenue). Travelling the 'long way round' will not gain any more cash upon arrival - you will only gain money based on the shortest distance the caravan could have travelled, taking into account blockades and enemy empires in the path.
Caravans travel at a movement rate of 2 and can pass through neutral territories without requiring masking or bribery. Caravan missions can only be sent to player territories. Caravans from a particular side cannot have one of their own side's territories as the final destination (internal trade is presumed to be free). Successfully destroying a caravan, on the other hand, will net you £800 free of charge.
NB: A single unit may be attached to a caravan as a caravan guard. Passing through neutral territories with a caravan guard will incur a charge of £50 per caravan+guard. If you mount an invasion with troops posing as caravan guard, the neutral territory will immediately attack your 'guards' on principle, even if they are not the country being invaded.
Engineer: £500. Attack 10, Defence 10. Upkeep £50. Support, Siege I Engineers can build roads. A single engineer takes two turns to build a road in a neutral or owned territory. Engineers can stack to complete tasks more quickly. Engineers cannot build roads in enemy territories. Engineers can travel without masking or bribery through neutral territories, provided they are not part of an invasion force. Researching additional technologies may unlock further uses for engineers.
Engineers are a Siege Power 1 unit, which means that if they are stacked with an invading army that comes up against defenders behind a city wall, the bonus for the city wall is negated. This does not count vs fortifications, castles, fortresses, citadels or any more powerful defences. The siege level can be improved with research. Engineers may also add to the Siege Resist of defences. Engineers are a support unit; they will always go into battle last if they can help it. See Siege Warfare for more details.
Diplomat: £500. Cannot attack, Defense 0. Upkeep: £20. Free passage, Scout. Halves passage costs for stacked units. Support. Tech: Diplomacy I.
See the Diplomacy section for details.
Spy: £300. Cannot attack, Defense 0. Move 3. Upkeep £10. Invisible.
See the Espionage section for details.
Scout: £50. Defenseless, Move 2. Upkeep: £5. Free Passage, Scout.
Special: Scouts may travel freely through neutral territories without paying passage costs. They reveal the presence of any non-invisible units in any territories they enter. Scouting consumes 1 Movement and will provide a summary of those territories, provided they are not attacked and killed. Scouting reports will be either Economic or Military in nature, providing a level of detail based on scouting tech level.
Special 2: Scouts may be killed without save as a free action by military units in any area it passes through or is resident in. As a rule of thumb, neutral armies will not kill scouts.
Priests: £200. Attack 0, Defense 0. Upkeep £10. Support. Tech: Organised Religion
Special: Priests have one function to start with, though this may be improved with technology. Priests may pass through neutral regions freely without paying passage costs. Priests may only be recruited in regions with their religion present.
Proselytism: Priests can spread their religion to new regions. Priests have a 100% chance of spreading religion to a faithless territory, and the chance decreases by 20% for each religion already present. Priests are destroyed by this process whether they succeed or not; successful priests stay to guide their flocks, unsuccessful ones are lynch mobbed.
Spoiler: Technologies (click to show/hide)
Adaptive Farming I: Allows construction of Farms without the resource requirement.
Infrastructure II: Increases your Industry Limit to 2/territory.
Mechanics I: Allows construction of Sawmills, Workshops.
Mechanics II: Allows construction of Powered Sawmill, Powered Workshop, Windmill.
Mechanics III: Allows construction of Machine Shop.
Masonry II: Allows construction of Fortifications.
Masonry III: Allows construction of Keeps.
Mathematics: Allows recruitment of Catapults. Gateway tech for Philosophy, Masonry IV, Mechanics IV.
Coastal Defences I: With Masonry I, allows construction of Sea Walls.
Metalworking I: Allows recruitment of light and heavy macemen, axemen, swordsmen. Allows construction of basic smithies.
Metalworking II: Allows construction of Smithies.
Metallurgy I: Allows construction of Smelters.
Animal Husbandry I: Allows construction of Ranches.
Agriculture II: Allows construction of Improved Farms.
Adaptive Farming II: Allows construction of Improved Farms without the resource requirement.
Marketplaces: Allows construction of marketplaces.
Glazing I: Allows construction of Glassmakers.
Glazing II: Allows construction of Glassworks.
Fermentation I: Allows construction of Bakery, Brewery.
Fermentation II: Allows construction of Bakers' Guild, Brewers' Guild.
Aesthetic Sense I: Allows construction of Artists.
Aesthetic Sense II: Allows construction of Artist's Studio.
Aesthetic Sense III: Allows construction of Artists' Guild.
Leathercraft I: Allows construction of Hideworkers.
Leathercraft II: Allows construction of Tanneries.
Diplomacy I: Can build diplomats. Diplomat Hero Promotion.
Diplomacy II. Improves diplomatic operations.
Espionage I: Can build spies. Spymaster Hero Promotion.
Weaponsmithy I: Improves all light infantry/cavalry attack rolls by 1, all heavy infantry/cavalry attack rolls by 2. Swordmaster I Hero promotion.
Weaponsmithy II: Improves all light infantry/cavalry attack rolls by 1, all heavy infantry/cavalry attack rolls by 2. Swordmaster II Hero promotion.
Armoury I: Improves all light infantry/cavalry defense rolls by 1, all heavy infantry/cavalry defense rolls by 2. Shieldmaster I Hero promotion.
Armoury II: Improves all light infantry/cavalry defense rolls by 1, all heavy infantry/cavalry defense rolls by 2. Shieldmaster II Hero promotion.
Ranged Training I: Can build javelineers. Ranger Hero Promotion.
Infantry Training I: Can build skirmishers, phalanx. Guerilla, Raider Hero Promotions.
Infantry Training II: Can build tortoise phalanx, pikemen.
Sea Travel II: Can build galleons, construct Deep Fishery.
Slavery I: Improves base capture chance for units passively by 5%. Can construct Slavers building.
Sorcery [Foundation]: Can build sorcerers. Sorcerer Hero Promotion.
Phantom Warriors: Can summon Phantom Warriors. Requires Sorcerer.
Public Domain Technologies
Infrastructure I: Increases basic economy investment cap to £2500 (basic revenue of £250/turn).
Archery I: Allows construction of slingers, archers, longbowmen.
Mining I: Allows construction of basic mines.
Agriculture I: Allows construction of basic farms, stables.
Masonry I: Allows construction of walls.
Sea Travel I: Allows construction of triremes, Fisheries.
Scouting I: Allows recruitment of scouts.
Organised Religion: Allows recruitment of Priests, construction of Shrines, founding of a religion.
Infrastructure II: Increases your Industry Limit to 2/territory.
Mechanics I: Allows construction of Sawmills, Workshops.
Mechanics II: Allows construction of Powered Sawmill, Powered Workshop, Windmill.
Mechanics III: Allows construction of Machine Shop.
Masonry II: Allows construction of Fortifications.
Masonry III: Allows construction of Keeps.
Mathematics: Allows recruitment of Catapults. Gateway tech for Philosophy, Masonry IV, Mechanics IV.
Coastal Defences I: With Masonry I, allows construction of Sea Walls.
Metalworking I: Allows recruitment of light and heavy macemen, axemen, swordsmen. Allows construction of basic smithies.
Metalworking II: Allows construction of Smithies.
Metallurgy I: Allows construction of Smelters.
Animal Husbandry I: Allows construction of Ranches.
Agriculture II: Allows construction of Improved Farms.
Adaptive Farming II: Allows construction of Improved Farms without the resource requirement.
Marketplaces: Allows construction of marketplaces.
Glazing I: Allows construction of Glassmakers.
Glazing II: Allows construction of Glassworks.
Fermentation I: Allows construction of Bakery, Brewery.
Fermentation II: Allows construction of Bakers' Guild, Brewers' Guild.
Aesthetic Sense I: Allows construction of Artists.
Aesthetic Sense II: Allows construction of Artist's Studio.
Aesthetic Sense III: Allows construction of Artists' Guild.
Leathercraft I: Allows construction of Hideworkers.
Leathercraft II: Allows construction of Tanneries.
Diplomacy I: Can build diplomats. Diplomat Hero Promotion.
Diplomacy II. Improves diplomatic operations.
Espionage I: Can build spies. Spymaster Hero Promotion.
Weaponsmithy I: Improves all light infantry/cavalry attack rolls by 1, all heavy infantry/cavalry attack rolls by 2. Swordmaster I Hero promotion.
Weaponsmithy II: Improves all light infantry/cavalry attack rolls by 1, all heavy infantry/cavalry attack rolls by 2. Swordmaster II Hero promotion.
Armoury I: Improves all light infantry/cavalry defense rolls by 1, all heavy infantry/cavalry defense rolls by 2. Shieldmaster I Hero promotion.
Armoury II: Improves all light infantry/cavalry defense rolls by 1, all heavy infantry/cavalry defense rolls by 2. Shieldmaster II Hero promotion.
Ranged Training I: Can build javelineers. Ranger Hero Promotion.
Infantry Training I: Can build skirmishers, phalanx. Guerilla, Raider Hero Promotions.
Infantry Training II: Can build tortoise phalanx, pikemen.
Sea Travel II: Can build galleons, construct Deep Fishery.
Slavery I: Improves base capture chance for units passively by 5%. Can construct Slavers building.
Sorcery [Foundation]: Can build sorcerers. Sorcerer Hero Promotion.
Phantom Warriors: Can summon Phantom Warriors. Requires Sorcerer.
Public Domain Technologies
Infrastructure I: Increases basic economy investment cap to £2500 (basic revenue of £250/turn).
Archery I: Allows construction of slingers, archers, longbowmen.
Mining I: Allows construction of basic mines.
Agriculture I: Allows construction of basic farms, stables.
Masonry I: Allows construction of walls.
Sea Travel I: Allows construction of triremes, Fisheries.
Scouting I: Allows recruitment of scouts.
Organised Religion: Allows recruitment of Priests, construction of Shrines, founding of a religion.
Spoiler: Hero Promotions (click to show/hide)
Diplomat: £500. Increases upkeep by £20. Allows the hero to act as a diplomat. In situations where a diplomat would be expelled/return to its home territories, the hero must also be expelled/returned. A diplomat hero can resist expulsion if he is able to lead troops in a fight to resist it. In situations where a diplomat would be killed, the diplomat hero is instead captured. Tech: Diplomacy I.
Spymaster: £500. Increases upkeep by £20. Allows the hero to move invisibly in the same manner as Spies (can be detected in the same fashions) and can compile reports of territories it passes through as a scout would. The hero can at any point during its movement for the turn spawn a new spy in whatever territory it is in at the usual cost for purchasing a spy (£300, paying £10/turn upkeep thereafter). The new spy will take 1 turn to recruit as usual, unless double hiring costs are paid as for mercenaries. This promotion does not allow the Hero to otherwise act as a Spy. Tech: Espionage I.
High Priest: £1000. Upkeep increase £100. The High Priest promotion allows the Hero to act like a priest in all its functions, with the notable exception that when it would be destroyed as a result of priestly action (other than making a proselytism attempt) the unit is instead either captured (20% chance) or sent back to its side's capital. High Priests are not destroyed by proselytism and instead remain in the territory they have converted. Tech: Organised Religion
Sorcerer: £1200. Increases upkeep by £100. Allows the hero to act as a sorcerer for the purposes of spellcasting and summoning. The hero's attack and defense bonuses do not increase. He is able to serve as a caster for sorcery and gains any other benefits available to a srocerer. Sorcerer heroes may not fight directly, except against other heroes. Tech: Sorcery [Foundation]
Guerilla: £250. Increases upkeep by £10. The hero gains expertise laying ambushes and fighting defensively as a footsoldier. His defensive bonus to leading infantry increases by 3. Tech: Infantry Training I.
Raider: £250. Increases upkeep by £10. The hero trains for quick charges and brutal attacks during raids as a footsoldier. His offensive bonus to leading infantry increases by 3. Tech: Infantry Training I.
Ranger: £400. Increases upkeep by £20. The hero gains expertise fighting with ranged weaponry such as javelins and bows. His offensive and defensive bonuses to leading ranged units increase by 3. Tech: Ranged Training I.
Mariner: £400. Increases upkeep by £20. The hero gains expertise fighting aboard ship and in ship-to-ship combat. His offensive and defensive bonuses to leading naval or amphibious units incfrease by 3. Tech: Mariners.
Charger: £250. Increases upkeep by £10. The hero gains expertise leading cavalry charges. His offensive bonus to leading cavalry increases by 3. Tech: Cavalry Tactics I
Evader: £250. Increases upkeep by £10. The hero gains expertise leading cavalry in evasive movements and retreats. His defensive bonus to leading cavalry increases by 3. Tech: Cavalry Tactics I
Swordmaster I: £120. Increases upkeep by £5. The hero achieves a proficiency with his chosen weapon on the attack. His personal attack score in single combat increases by 2. Tech: Weaponsmithy I
Swordmaster II: £200. Increases upkeep by £10. The hero achieves a proficiency with his chosen weapon on the attack. His personal attack score in single combat increases by 2. Tech: Weaponsmithy II
Shieldmaster I: £120. Increases upkeep by £5. The hero achieves a proficiency with shield, armour or dodging on the defensive. His personal defence score in single combat increases by 2. Tech: Armoury I.
Shieldmaster II: £200. Increases upkeep by £10. The hero achieves a proficiency with shield, armour or dodging on the defensive. His personal defence score in single combat increases by 2. Tech: Armoury II.
Spymaster: £500. Increases upkeep by £20. Allows the hero to move invisibly in the same manner as Spies (can be detected in the same fashions) and can compile reports of territories it passes through as a scout would. The hero can at any point during its movement for the turn spawn a new spy in whatever territory it is in at the usual cost for purchasing a spy (£300, paying £10/turn upkeep thereafter). The new spy will take 1 turn to recruit as usual, unless double hiring costs are paid as for mercenaries. This promotion does not allow the Hero to otherwise act as a Spy. Tech: Espionage I.
High Priest: £1000. Upkeep increase £100. The High Priest promotion allows the Hero to act like a priest in all its functions, with the notable exception that when it would be destroyed as a result of priestly action (other than making a proselytism attempt) the unit is instead either captured (20% chance) or sent back to its side's capital. High Priests are not destroyed by proselytism and instead remain in the territory they have converted. Tech: Organised Religion
Sorcerer: £1200. Increases upkeep by £100. Allows the hero to act as a sorcerer for the purposes of spellcasting and summoning. The hero's attack and defense bonuses do not increase. He is able to serve as a caster for sorcery and gains any other benefits available to a srocerer. Sorcerer heroes may not fight directly, except against other heroes. Tech: Sorcery [Foundation]
Guerilla: £250. Increases upkeep by £10. The hero gains expertise laying ambushes and fighting defensively as a footsoldier. His defensive bonus to leading infantry increases by 3. Tech: Infantry Training I.
Raider: £250. Increases upkeep by £10. The hero trains for quick charges and brutal attacks during raids as a footsoldier. His offensive bonus to leading infantry increases by 3. Tech: Infantry Training I.
Ranger: £400. Increases upkeep by £20. The hero gains expertise fighting with ranged weaponry such as javelins and bows. His offensive and defensive bonuses to leading ranged units increase by 3. Tech: Ranged Training I.
Mariner: £400. Increases upkeep by £20. The hero gains expertise fighting aboard ship and in ship-to-ship combat. His offensive and defensive bonuses to leading naval or amphibious units incfrease by 3. Tech: Mariners.
Charger: £250. Increases upkeep by £10. The hero gains expertise leading cavalry charges. His offensive bonus to leading cavalry increases by 3. Tech: Cavalry Tactics I
Evader: £250. Increases upkeep by £10. The hero gains expertise leading cavalry in evasive movements and retreats. His defensive bonus to leading cavalry increases by 3. Tech: Cavalry Tactics I
Swordmaster I: £120. Increases upkeep by £5. The hero achieves a proficiency with his chosen weapon on the attack. His personal attack score in single combat increases by 2. Tech: Weaponsmithy I
Swordmaster II: £200. Increases upkeep by £10. The hero achieves a proficiency with his chosen weapon on the attack. His personal attack score in single combat increases by 2. Tech: Weaponsmithy II
Shieldmaster I: £120. Increases upkeep by £5. The hero achieves a proficiency with shield, armour or dodging on the defensive. His personal defence score in single combat increases by 2. Tech: Armoury I.
Shieldmaster II: £200. Increases upkeep by £10. The hero achieves a proficiency with shield, armour or dodging on the defensive. His personal defence score in single combat increases by 2. Tech: Armoury II.
Spoiler: Resources (click to show/hide)
Game - Game adds 5% to your basic revenue per turn. Hunting Lodges can be built in regions containing game.
Grain - Grain adds 5% to your basic revenue per turn. Farms can be built in regions containing grain.
Wine - Wine adds 5% to your basic revenue per turn. Farms can be built in regions containing wine.
Spices - Spices add 10% to your basic revenue per turn. Farms can be built in regions containing spices. Luxury item.
Pork/Cattle/Sheep - Pork, cattle or sheep add 5% to your basic revenue per turn. Pastures can be built in regions containing pork, cattle or sheep.
Ivory - Ivory adds 5% to your basic revenue per turn. Hunting Camps can be built in regions containing ivory. With a Ranch, ivory enables recruitment of war elephants.
Horses - Horses add 5% to your basic revenue per turn. Stables can be built in regions containing horses. Cavalry units may be recruited in regions containing horses at a 10% discount. This does not affect upkeep.
Lumber - Lumber adds 5% to your basic revenue per turn. Sawmills can be built in regions containing lumber. Archery units may be recruited in regions containing lumber at a 10% discount. This does not affect upkeep.
Silk - Silk adds 10% to your basic revenue per turn. Farms can be built in regions containing silk. Luxury item.
Copper - Copper does not add revenue on its own, but is a strategic metal. Mines can be built in regions containing copper.
Iron - Iron does not add revenue on its own, but is a strategic metal. Mines can be built in regions containing iron.
Rock Oi l- Rock Oil does not add revenue on its own, but is a strategic resource. Your researchers are sure they could find a use for it with some direction.
Coal - Coal adds 5% to your basic revenue per turn. Mines can be built in regions containing coal.
Stone - Stone does not add revenue on its own, but is a strategic mineral. Mines can be built in regions containing stone. Walls and similar defensive structures in regions containing stone may be built at a 25% discount. This does not affect upkeep.
Marble - Marble adds 5% to your basic revenue per turn. Mines can be built in regions containing stone. Religious structures in regions containing marble may be built at a 10% discount. This does not affect upkeep.
Silver - Silver adds 5% to your basic revenue per turn. Mines can be built in regions containing silver.
Gold - Gold adds 10% to your basic revenue per turn. Mines can be built in regions containing gold. Luxury item.
Gems - Gems add 5% to your basic revenue per turn. Mines can be built in regions containing gems.
Fish - Fish adds 5% to your basic revenue per turn. Fisheries can be built in regions containing fish.
Manufactured Items/Trade Goods
Trade goods typically add a bonus of 5% each to marketplace production.
Pottery - Produced by pottery industry buildings.
Beer - Produced by breweries.
Cloth - Produced by weaving industry buildings.
Glass - Produced by glassmakers.
Art - Produced by artists.
Slaves - Produced by slavery industry buildings. Luxury item.
Grain - Grain adds 5% to your basic revenue per turn. Farms can be built in regions containing grain.
Wine - Wine adds 5% to your basic revenue per turn. Farms can be built in regions containing wine.
Spices - Spices add 10% to your basic revenue per turn. Farms can be built in regions containing spices. Luxury item.
Pork/Cattle/Sheep - Pork, cattle or sheep add 5% to your basic revenue per turn. Pastures can be built in regions containing pork, cattle or sheep.
Ivory - Ivory adds 5% to your basic revenue per turn. Hunting Camps can be built in regions containing ivory. With a Ranch, ivory enables recruitment of war elephants.
Horses - Horses add 5% to your basic revenue per turn. Stables can be built in regions containing horses. Cavalry units may be recruited in regions containing horses at a 10% discount. This does not affect upkeep.
Lumber - Lumber adds 5% to your basic revenue per turn. Sawmills can be built in regions containing lumber. Archery units may be recruited in regions containing lumber at a 10% discount. This does not affect upkeep.
Silk - Silk adds 10% to your basic revenue per turn. Farms can be built in regions containing silk. Luxury item.
Copper - Copper does not add revenue on its own, but is a strategic metal. Mines can be built in regions containing copper.
Iron - Iron does not add revenue on its own, but is a strategic metal. Mines can be built in regions containing iron.
Rock Oi l- Rock Oil does not add revenue on its own, but is a strategic resource. Your researchers are sure they could find a use for it with some direction.
Coal - Coal adds 5% to your basic revenue per turn. Mines can be built in regions containing coal.
Stone - Stone does not add revenue on its own, but is a strategic mineral. Mines can be built in regions containing stone. Walls and similar defensive structures in regions containing stone may be built at a 25% discount. This does not affect upkeep.
Marble - Marble adds 5% to your basic revenue per turn. Mines can be built in regions containing stone. Religious structures in regions containing marble may be built at a 10% discount. This does not affect upkeep.
Silver - Silver adds 5% to your basic revenue per turn. Mines can be built in regions containing silver.
Gold - Gold adds 10% to your basic revenue per turn. Mines can be built in regions containing gold. Luxury item.
Gems - Gems add 5% to your basic revenue per turn. Mines can be built in regions containing gems.
Fish - Fish adds 5% to your basic revenue per turn. Fisheries can be built in regions containing fish.
Manufactured Items/Trade Goods
Trade goods typically add a bonus of 5% each to marketplace production.
Pottery - Produced by pottery industry buildings.
Beer - Produced by breweries.
Cloth - Produced by weaving industry buildings.
Glass - Produced by glassmakers.
Art - Produced by artists.
Slaves - Produced by slavery industry buildings. Luxury item.



