Your Construction Options |
Homes
| While all land houses some peasants, setting aside acreage
specifically for the purpose of housing can help to increase your total
population. All provinces should set aside a portion of your land for
residential areas.
|
Mines
| Because mining is a fairly stable and self-sufficient
operation, Mines provide you with a small but steady source of income. Mines
provide a source of income above and beyond standard tax revenues.
|
Farms
| Food is vital to the growth of any and every province.
Without it, your peasants and military will starve! It is important that you
keep an adequate portion of your land as farms, or you will find your province
quickly fall to ruins.
|
Mills
| Mills are all about building better buildings. Your mills
make the building process much more efficient and help you to construct
buildings more cheaply.
|
Armouries
| Armouries give your men better facilities with which to
train themselves into a stronger fighting force. Over long run, this allows
to you build better troops at lower costs.
|
Barracks
| Barracks help train your troops and keep them in better
shape. In combat, this allows your men to conduct battle more quickly and
return home more hastily.
|
Strongholds
| Another source of training and development, Strongholds
provide a locale from which your men can learn the most advanced in combat
techniques, giving them a unique edge in combat when attacking other provinces.
|
Guard Stations
| By providing centralized areas to regroup and conduct
battle, Guard Stations help to strengthen your defensive capabilities and
ensure that your men have every advantage possible defending your lands.
|
Banks
| By creating a central place for monetary transactions,
you can increase the overall efficiency of your economy. Banks help boost
overall income -- and thus taxes collection -- in your society, while also
protecting your gold from would-be looters.
|
Hospitals
| Hospitals are a valuable way to keep your military in good
health. Oftentimes in battle, you will find many of your soldiers wounded,
but not killed. Without Hospitals, these men will often perish without
treatment. With them, your men may be saved.
|
Guilds
| Alas, Wizards are needed to cast your spells, and Wizards
can only be trained at these Guilds. Developing a powerful army of Wizards
takes time and patience, as well as many of these Guilds.
|
Towers
| Your Towers serve as a locale for your wizards and mages to
work to develop runes. They allow you to produce new runes each day, giving
you the ability to cast spells.
|
Watchtowers
| Watchtowers serve as watchposts for potential problems
within your lands, mostly caused by thieves. Having an array of Watchtowers
can help protect your land from infiltration.
|
Schools
| Schools are vital to making your peasantry smarter and
poised for studies in the intellectual arts. Having Schools helps give
your people the fundamentals needed to advance in the sciences.
|
Universities
| The ultimate locale for students, your Universities will help
provide them the resources they need to learn the arts and sciences that will
give your province an edge in the future.
|
Stables
| Stables help breed, train and house War Horses which can be
used by your military to strength your offense. More can be learned about
War Horses within Chapter III, "Going To War".
|
The Actual Numbers |
The term "%" below refers to the percentage of
land you have of that kind of building. For example, if you have 10% of your
buildings as Barracks, "% * 2" would refer to 20%. |
Homes
| Houses 30 People (Non-Homes House 15 People) |
Mines
| Earns $30 Per Day |
Farms
| Produces 60 Bushels Per Day |
Mills
| Decrease Building Costs by % * 4 (60% Max) |
Armouries
| Decrease Military Training Costs by % * 2 (40% Max) |
Barracks
| Lowers Attack Time by % * 2.5 (50% Max) |
Strongholds
| Increase Offensive Strength by % * 2 (60% Max) |
Guard Stations
| Increase Defense by % * 2 (60% Max) |
Banks
| Increase Income by % * 1.5 (No Max) Protect % * 4 Gold from Thievery (60% Max) |
Hospitals
| Decrease Combat Losses by % * 4 (60% Max) |
Guilds
| 1% Chance of Training a Wizard Daily |
Towers
| Produces 10 Runes Per Day |
Watchtowers
| % * 3 Chance of Catching Enemy Thieves (30% Max) Lower Thief Training Costs by % * 2 (40% Max) |
Schools
| Increase Science Effectiveness by % * 2 (60% Max) |
Universities
| Decrease Learning Costs by % * 4 (60% Max) |
Stables
| Produces One Horse Per Day (Max 100 Horses Per Stable) |