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This page lists all Bretonnian buildings.

Main Settlement Buildings[]

While the first 3 tiers of both types of settlement are quite similar, the provincial capitals provide a stronger garrison and earlier walls.


Chain Tier Building Effect Cost Requirements
Bretonnia city.png
Minor Settlement
I Hamlet Income generated: +40
Growth.pngGrowth: +20
Construction.pngGrants 1 construction slot in the settlement

Siege defence.pngProvides garrison:

1 Foot Squires
1 Men-at-Arms (Shields)
3 Spearmen-at-Arms (Shields)
3 Peasant Bowmen
Icon treasury.png 800
Icon hourglass.png 2 turns
Minor Settlement
II Village Income generated: 50
Public order.pngControl: +1
Growth.pngGrowth: +40
Construction.pngGrants 2 construction slots in the settlement

Siege defence.pngProvides garrison:

2 Foot Squires
2 Men-at-Arms (Shields)
3 Spearmen-at-Arms (Shields)
3 Peasant Bowmen
Icon treasury.png 1600
Icon hourglass.png 3 turns
Minor Settlement, 1 Population Surplus
III Town Public order.pngControl: +1
Growth.pngGrowth: +60
Siege defence.pngAdds Walls to the settlement
Construction.pngGrants 3 construction slots in the settlement

Siege defence.pngProvides garrison:

1 Knights of the Realm
2 Foot Squires
2 Men-at-Arms (Shields)
1 Paladin
3 Spearmen-at-Arms (Shields)
3 Peasant Bowmen
Icon treasury.png 3200
Icon hourglass.png 4 turns
Minor Settlement, 2 Population Surplus
Bretonnia city.png
Provincial Capital
I Hamlet Income generated: +40
Growth.pngGrowth: +20
Construction.pngGrants 1 construction slot in the settlement

Siege defence.pngProvides garrison:

1 Foot Squires
1 Men-at-Arms (Shields)
3 Spearmen-at-Arms (Shields)
3 Peasant Bowmen
Icon treasury.png 800
Icon hourglass.png 2 turns
Major Settlement, not the faction capital (Couronne)
II Village Income generated: 60
Public order.pngControl: +1
Growth.pngGrowth: +40
Construction.pngGrants 2 construction slots in the settlement

Siege defence.pngProvides garrison:

2 Foot Squires
2 Men-at-Arms (Shields)
3 Spearmen-at-Arms (Shields)
3 Peasant Bowmen
Icon treasury.png 1600
Icon hourglass.png 3 turns
Major Settlement, 1 Population Surplus, not the faction capital (Couronne)
III Town Income generated: 80
Public order.pngControl: +1
Growth.pngGrowth: +60
Construction.pngGrants 3 construction slots in the settlement

Siege defence.pngProvides garrison:

1 Knights of the Realm
2 Foot Squires
2 Men-at-Arms (Shields)
1 Paladin
3 Spearmen-at-Arms (Shields)
3 Peasant Bowmen
Icon treasury.png 3200
Icon hourglass.png 4 turns
Major Settlement, 2 Population Surplus, not the faction capital (Couronne)
IV City Income generated: 100
Public order.pngControl: +2
Growth.pngGrowth: +80
Construction.pngGrants 5 construction slots in the settlement

Siege defence.pngProvides garrison:

1 Knights of the Realm
4 Foot Squires
1 Paladin
2 Spearmen-at-Arms (Shields)
3 Peasant Bowmen
Icon treasury.png 4800
Icon hourglass.png 5 turns
Major Settlement, 4 Population Surplus, not the faction capital (Couronne)
V Duchy Capital Income generated: 120
Public order.pngControl: +2
Growth.pngGrowth: +100
Construction.pngGrants 7 construction slots in the settlement

Siege defence.pngProvides garrison:

1 Knights of the Realm
1 Pegasus Knights
3 Foot Squires
1 Paladin
2 Men-at-Arms (Polearm)
3 Peasant Bowmen
Icon treasury.png 7200
Icon hourglass.png 6 turns
Major Settlement, 5 Population Surplus, not the faction capital (Couronne)
Bretonnia city couronne.png
Couronne
I Hamlet Public order.pngControl: +1 (local province)
Growth.pngGrowth: +10
Income.pngIncome from all buildings: +30% (all regions in this province)
Income.pngIncome from all buildings: +15% (all regions in adjaent provinces)
Construction.pngGrants 1 construction slot in the settlement

Siege defence.pngProvides garrison:

1 Field Trebuchet
2 Knights of the Realm
2 Mounted Yeomen
1 Men-at-Arms (Shields)
3 Spearmen-at-Arms (Shields)
3 Peasant Bowmen
Icon treasury.png 800
Icon hourglass.png 2 turns
Can only be built in Couronne
II Couronne (Village) Public order.pngControl: +2 (local province)
Growth.pngGrowth: +20
Income.pngIncome from all buildings: +35% (all regions in this province)
Income.pngIncome from all buildings: +18% (all regions in adjaent provinces)
Construction.pngGrants 2 construction slots in the settlement

Siege defence.pngProvides garrison:

1 Field Trebuchet
2 Knights of the Realm
2 Mounted Yeomen
2 Men-at-Arms (Shields)
3 Spearmen-at-Arms (Shields)
4 Peasant Bowmen
Icon treasury.png 1600
Icon hourglass.png 3 turns
Can only be built in Couronne
III Couronne (Town) Public order.pngControl: +3 (local province)
Growth.pngGrowth: +30
Income.pngIncome from all buildings: +40% (all regions in this province)
Income.pngIncome from all buildings: +20% (all regions in adjaent provinces)
Construction.pngGrants 3 construction slots in the settlement

Siege defence.pngProvides garrison:

1 Field Trebuchet
3 Knights of the Realm
1 Mounted Yeomen
2 Pegasus Knights
2 Men-at-Arms (Shields)
3 Spearmen-at-Arms (Shields)
4 Peasant Bowmen
Icon treasury.png 3200
Icon hourglass.png 4 turns
Can only be built in Couronne
IV Couronne (City) Public order.pngControl: +4 (local province)
Growth.pngGrowth: +40
Income.pngIncome from all buildings: +45% (all regions in this province)
Income.pngIncome from all buildings: +23% (all regions in adjaent provinces)
Construction.pngGrants 4 construction slots in the settlement

Siege defence.pngProvides garrison:

1 Field Trebuchet
1 Grail Knights
4 Knights of the Realm
2 Pegasus Knights
1 Foot Squires
2 Men-at-Arms (Shields)
3 Spearmen-at-Arms (Shields)
4 Peasant Bowmen
Icon treasury.png 4800
Icon hourglass.png 5 turns
Can only be built in Couronne
V Couronne (Duchy Capital) Public order.pngControl: +5 (local province)
Growth.pngGrowth: +50
Income.pngIncome from all buildings: +50% (all regions in this province)
Income.pngIncome from all buildings: +25% (all regions in adjaent provinces)
Construction.pngGrants 5 construction slots in the settlement

Siege defence.pngProvides garrison:

1 Field Trebuchet
2 Grail Knights
3 Knights of the Realm
2 Pegasus Knights
2 Foot Squires
2 Men-at-Arms (Shields)
2 Spearmen-at-Arms (Shields)
4 Peasant Bowmen
Icon treasury.png 7200
Icon hourglass.png 6 turns
Can only be built in Couronne

Port[]

Chain Tier Building Effect Cost Requirements
Empire port.png
Port
I Bretonnian Fishery Icon income plus.pngIncome generated: 100
Growth.pngGrowth: +10
Icon treasury.png 1000
Icon hourglass.png 1 turn
Coastal settlement
III Bretonnian Fishing Harbour Icon income plus.pngIncome generated: 200
Growth.pngGrowth: +20
Icon treasury.png 2000
Icon hourglass.png 3 turns
Coastal settlement
V Bretonnian Fishing Port Icon income plus.pngIncome generated: 400
Growth.pngGrowth: +30
Icon treasury.png 3000
Icon hourglass.png 4 turns
Coastal settlement, Major Settlement
Bretonnia mananns dry dock.png
Special Port
I Bordeleaux Port Icon income plus.pngIncome generated: 300
Growth.pngGrowth: +10
Icon treasury.png 1000
Icon hourglass.png 1 turn
Can only be built in Bordeleaux
III Bordeleaux Harbour Icon income plus.pngIncome generated: 600
Growth.pngGrowth: +20
Resource.pngAdditional tradable resources produced: +5% (factionwide)
Icon treasury.png 6000
Icon hourglass.png 4 turns
Can only be built in Bordeleaux
V Manann's Dry Docks Chivalry positive.png Chivalry: +50
Icon income plus.pngIncome generated: 1200
Growth.pngGrowth: +30
Resource.pngAdditional tradable resources produced: +10% (factionwide)
Icon treasury.png 13500
Icon hourglass.png 6 turns
Can only be built in Bordeleaux

Military Recruitment[]

Chain Tier Building Effect Cost Requirements
Bretonnia barracks.png
Barracks
I Training Field Siege defence.pngUnlocks recruitment of:
Men-at-Arms
Spearmen-at-Arms
Icon treasury.png 1000
Icon hourglass.png 1 turn
II Rally Field Siege defence.pngUnlocks recruitment of:
Men-at-Arms (Shields)
Spearmen-at-Arms (Shields)
Icon treasury.png 2000
Icon hourglass.png 2 turns
III Barracks Siege defence.pngUnlocks recruitment of:
Men-at-Arms (Polearm)
Icon treasury.png 4000
Icon hourglass.png 3 turns
IV Royal Barracks Siege defence.pngUnlocks recruitment of:
Foot Squires
Icon treasury.png 5000
Icon hourglass.png 4 turns
Major Settlement
Bretonnia stables.png
Stables
I Stables Siege defence.pngUnlocks recruitment of:
Mounted Yeomen
Mounted Yeomen Archers
Icon treasury.png 2500
Icon hourglass.png 2 turns
II Livery Siege defence.pngUnlocks recruitment of:
Knights Errant
Paladin (Hero)
Icon treasury.png 5000
Icon hourglass.png 3 turns
III Royal Stables Agent.pngPaladin Hero capacity: +1

Siege defence.pngUnlocks recruitment of:

Questing Knights
Knights of the Realm
Icon treasury.png 7500
Icon hourglass.png 4 turns
IV Pegasus aerie Agent.pngPaladin Hero capacity: +1

Siege defence.pngUnlocks recruitment of:

Grail Knights
Pegasus Knights
Icon treasury.png 10000
Icon hourglass.png 5 turns
Major Settlement
V Royal Menagerie Agent.pngPaladin Hero capacity: +2

Siege defence.pngUnlocks recruitment of:

Royal Pegasus Knights
Royal Hippogryph Knights
Icon treasury.png 12000
Icon hourglass.png 6 turns
Major Settlement

Military Support[]

Chain Tier Building Effect Cost Requirements
Bretonnia carpenter.png
Carpentry
II Carpenter's Workshop Reload time reduction: +10% when under siege (local armies)
Construction cost: -5% for all buildings (all regions in this province)
Siege defence.pngUnlocks recruitment of:
Field Trebuchet
Icon treasury.png 4000
Icon hourglass.png 1 turn
V Siege Workshop Reload time reduction: +10% when under siege (local armies)
Construction cost: -5% for all buildings (all regions in this province)
Siege defence.pngUnlocks recruitment of:
Blessed Field Trebuchet
Icon treasury.png 6000
Icon hourglass.png 2 turns
Major Settlement
Bretonnia worship.png
Worship
II Grail Shrine Brt amber bundle.png Praying: +10% chance of removing negative character traits of any Lord garrisoned within this settlement each turn
Untainted: +2
Untainted in adjacent provinces: +1

Siege defence.pngProvides garrison:

1 Grail Knights
Icon treasury.png 3500
Icon hourglass.png 2 turns
III Grail Chapel Brt amber bundle.png Praying: +20% chance of removing negative character traits of any Lord garrisoned within this settlement each turn
Agent.pngDamsel Hero capacity: +1
Untainted: +3
Untainted in adjacent provinces: +2

Siege defence.pngUnlocks recruitment of:

Battle Pilgrims
Grail Reliquae
Damsel (Hero)

Siege defence.pngProvides garrison:

1 Grail Knights
Icon treasury.png 5500
Icon hourglass.png 3 turns
V Cathedral of the Lady Chivalry positive.png Chivalry: +20
Brt amber bundle.png Praying: +30% chance of removing negative character traits of any Lord garrisoned within this settlement each turn
Lord recruit rank +1 (factionwide)
Agent.pngDamsel Hero capacity: +1
Untainted: +4
Untainted in adjacent provinces: +3

Siege defence.pngUnlocks recruitment of:

Grail Guardians

Siege defence.pngProvides garrison:

1 Grail Knights
1 Damsel (Heavens)
Icon treasury.png 8000
Icon hourglass.png 5 turns
Major Settlement
Bretonnia armourer.png
Smithy
II Smithy Melee defence: +5 for all units when defending (local armies)
Construction cost: -5% for all buildings (all regions in this province)
Armour: +5% for all units when defending (local armies)
Local recruitment capacity: +1
Icon treasury.png 4000
Icon hourglass.png 3 turns
IV Armoury Melee defence: +10 for all units when defending (local armies)
Construction cost: -5% for all buildings (all regions in this province)
Armour: +2 for all units (all armies)
Armour: +10 for all units when defending (local armies)
Global recruitment capacity: +1
Local recruitment capacity: +1
Icon treasury.png 6000
Icon hourglass.png 4 turns
Major Settlement
Bretonnia tournament grounds.png
Bretonnian Culture
V Couronne Tournament Grounds Chivalry positive.png Chivalry: +20
Icon income plus.pngIncome generated: 1000
Public order.pngControl: +10
Experience.pngUnit experience: +2 for cavalry unit recruits (all characters)
Icon treasury.png 15000
Icon hourglass.png 6 turns
Can only be built in Couronne
Bretonnia abbey of the grail companions.png
Grail Abbey
V Abbey of the Grail Companions Chivalry positive.png Chivalry: +50
Agent.pngHero recruit rank: +2 for Paladins (all provinces)
Charge.pngCharge bonus: +10% for cavalry units (all forces)
Vigour.pngVigour loss reduction for cavalry units (all forces)
Defence.pngMelee defence: +5 for Grail Vow units (all forces)
Icon treasury.png 10000
Icon hourglass.png 6 turns
Can only be built in Couronne
Bretonnia tower of the enchantress.png
Fay Tower
III Tower of the Enchantress Chivalry positive.png Chivalry: +50
Magic.pngWinds of Magic power reserve: +20 (all forces)
Wizard.pngHero recruit rank: +2 for Damsels (all provinces)
Religion.pngReduction in Icon corruption vmp.pngVampiric and Icon corruption chs.pngChaos corruption: +2 (all regions)
Icon treasury.png 7000
Icon hourglass.png 5 turns
Can only be built in Carcassonne

Defence[]

It is worth noting that for Minor Settlements, the defensive buildings do not add walls. These are instead added by upgrading the main settlement building to tier III. In practice, this means Brettonian factions have access to walls in their minor settlements sooner, cheaper, and without having to build the defensive buildings.


Chain Tier Building Effect Cost Requirements
Empire garrison.png
Garrison
II Guard House Agent.pngEnemy Hero action success chance: -10%

Siege defence.pngProvides garrison:

1 Foot Squires
2 Spearmen-at-Arms
2 Peasant Bowmen
Icon treasury.png 1500
Icon hourglass.png 2 turns
Minor Settlement
III City Watch Agent.pngEnemy Hero action success chance: -15%

Siege defence.pngProvides garrison:

2 Foot Squires
2 Spearmen-at-Arms (Shields)
2 Peasant Bowmen
Icon treasury.png 3000
Icon hourglass.png 3 turns
Minor Settlement
[[File:]]
Patrols
III Night Watch Control: -50% penalty due to presence or lack of corruption
Untainted: +1
Discoverability of Skaven Under-Cities: +40
Icon treasury.png ?
Icon hourglass.png 8 turns
Empire walls.png
Walls
II Basic Walls Archer.pngImproved tower projectiles: Arrows
Morale.pngLeadership: +2 when under siege (local armies)
Agent.pngEnemy Hero action success chance: -10%
Siege defence.pngSiege holdout time: +2

Siege defence.pngProvides garrison:

1 Field Trebuchet
2 Men-at-Arms (Shields)
2 Spearmen-at-Arms
2 Peasant Bowmen
Icon treasury.png 2500
Icon hourglass.png 3 turns
Major Settlement, not the faction capital (Couronne)
III Tall walls Archer.pngImproved tower projectiles: Blessed Stones
Morale.pngLeadership: +4 when under siege (local armies)
Agent.pngEnemy Hero action success chance: -15%
Siege defence.pngSiege holdout time: +3

Siege defence.pngProvides garrison:

1 Field Trebuchet
2 Battle Pilgrims
2 Spearmen-at-Arms (Shields)
2 Peasant Bowmen
Icon treasury.png 5000
Icon hourglass.png 4 turns
Major Settlement, not the faction capital (Couronne)
IV Reinforced Walls Archer.pngImproved tower projectiles: Carcasses
Morale.pngLeadership: +6 when under siege (local armies)
Agent.pngEnemy Hero action success chance: -20%
Siege defence.pngSiege holdout time: +4

Siege defence.pngProvides garrison:

1 Field Trebuchet
2 Foot Squires
2 Spearmen-at-Arms (Shields)
2 Peasant Bowmen
Icon treasury.png 7500
Icon hourglass.png 5 turns
Major Settlement, not the faction capital (Couronne)

Infrastructure[]

For Bretonnian factions, Farms provide income and unit recruitment. The role fulfilled by farms in other factions (providing growth and casualty replenishment bonuses) is instead provided by milling buildings and healing buildings.

There are also a series of interdependent buildings for Bretonnian infrastructure. Farming buildings require milling buildings, and industry buildings require storage buildings, and vice versa for both cases. The top tiers of both these pairs also completely remove the income generated from the other pair.


Chain Tier Building Effect Cost Requirements
Empire farm.png
Farming
I Fields Icon income plus.pngIncome generated: 300
Peasant.pngAffected by Peasant Economy

Siege defence.pngUnlocks recruitment of:

Peasant Mob
Peasant Bowmen
Icon treasury.png 500
Icon hourglass.png 1 turn
II Farm Icon income plus.pngIncome generated: 450
Income.png Income from Industry: -50% (local region)
Peasant.png Affected by Peasant Economy

Siege defence.pngUnlocks recruitment of:

Peasant Bowmen (Fire Arrows)
Peasant Bowmen (Pox Arrows)
Icon treasury.png 1500
Icon hourglass.png 2 turns
Windmill
III Landed Estate Icon income plus.pngIncome generated: 600
Income.png Income from Industry: -100% (local region)
Peasant.png Affected by Peasant Economy
Icon treasury.png 2500
Icon hourglass.png 3 turns
Water Wheel
Bretonnia milling.png
Milling
II Windmill Income.png Income from Farms: +25% (local region)
Growth.pngGrowth: +2 (all adjacent provinces)
Growth.pngGrowth: +5
Army.pngLocal recruitment capacity: +1
Icon treasury.png 500
Icon hourglass.png 2 turns
Fields
III Water Wheel Income.png Income from Farms: +50% (local region)
Growth.pngGrowth: +5 (all adjacent provinces)
Growth.pngGrowth: +10
Army.pngLocal recruitment capacity: +2
Icon treasury.png 1500
Icon hourglass.png 3 turns
Farm
Empire industry.png
Industry
I Weaving house Icon income plus.pngIncome generated: 200 Icon treasury.png 1000
Icon hourglass.png 1 turn
II Clothier Icon income plus.pngIncome generated: 300
Income.png Income from Farms: -50% (local region)
Icon treasury.png 2000
Icon hourglass.png 2 turns
Cellar
III Tailors Icon income plus.pngIncome generated: 400
Income.png Income from Farms: -100% (local region)
Icon treasury.png 3000
Icon hourglass.png 3 turns
Storehouse
Bretonnia storage.png
Storage
II Cellar Income.png Income from Industry: +25% (local region)
Campaign movement.pngCampaign movement range: +10% for own armies starting their turn in this region
Ammo.pngAmmunition: +20% when under siege (local armies)
Siege defence.pngSiege holdout time: +1
Army.pngLocal recruitment capacity: +1
Icon treasury.png 1000
Icon hourglass.png 2 turns
Weaving house
III Storehouse Income.png Income from Industry: +50% (local region)
Campaign movement.pngCampaign movement range: +15% for own armies starting their turn in this region
Ammo.pngAmmunition: +50% when under siege (local armies)
Siege defence.pngSiege holdout time: +2
Army.pngLocal recruitment capacity: +2
Icon treasury.png 2000
Icon hourglass.png 3 turns
Clothier
Bretonnia tavern.png
Hostelry
II Tap Room Public order.pngControl: +2
Public order.pngControl: +1 in your adjacent provinces
Icon treasury.png 1500
Icon hourglass.png 2 turns
III Tavern Public order.pngControl: +3
Public order.pngControl: +2 in your adjacent provinces
Icon treasury.png 3000
Icon hourglass.png 3 turns
IV Coaching Inn Public order.pngControl: +4
Public order.pngControl: +3 in your adjacent provinces
Icon treasury.png 4500
Icon hourglass.png 4 turns
Major Settlement
V Brothel Icon income plus.pngIncome generated: 50
Public order.pngControl: +5
Public order.pngControl: +4 in your adjacent provinces
Icon treasury.png 6000
Icon hourglass.png 5 turns
Extra cost: 20 Chivalry, Major Settlement
Bretonnia healing.png
Healing
I Pox Shelter Growth.pngGrowth: +10
Replenishment.pngCasualty replenishment rate: +2%
Icon treasury.png 2000
Icon hourglass.png 2 turns
II Sanctuary Growth.pngGrowth: +20
Replenishment.pngCasualty replenishment rate: +3%
Icon treasury.png 3000
Icon hourglass.png 3 turns
III Apothecary Growth.pngGrowth: +30
Replenishment.pngCasualty replenishment rate: +4%
Icon treasury.png 4000
Icon hourglass.png 4 turns
Empire pottery.png
Pottery Production
I Clay Pit Icon income plus.pngIncome generated: 100
Resource pottery.pngPottery resource production: 20 kilnful
Icon treasury.png 750
Icon hourglass.png 2 turns
Pottery
II Pottery Maker Icon income plus.pngIncome generated: 150
Resource pottery.pngPottery resource production: 30 kilnful
Icon treasury.png 1500
Icon hourglass.png 3 turns
Pottery
III Kilns Icon income plus.pngIncome generated: 200
Resource pottery.pngPottery resource production: 45 kilnful
Icon treasury.png 2500
Icon hourglass.png 4 turns
Pottery
[[File:]]
Iron Production
I Iron Mining Pit Icon income plus.pngIncome generated: 100
Resource iron.pngPottery resource production: 20 ingots
Recruitment cost: -20% for Peasant Mobs, Men-at-Arms with swords, Battle Pilgrims and Foot Squires units
Icon treasury.png ?
Icon hourglass.png ? turns
Iron
II Iron Mine Icon income plus.pngIncome generated: 150
Resource iron.pngPottery resource production: 30 ingots
Recruitment cost: -25% for Peasant Mobs, Men-at-Arms with swords, Battle Pilgrims and Foot Squires units
Recruit rank: +1 for Peasant Mobs, Men-at-Arms with swords, Battle Pilgrims and Foot Squires units
Icon treasury.png ?
Icon hourglass.png ? turns
Iron
III Iron Smelter Icon income plus.pngIncome generated: 200
Resource iron.pngPottery resource production: 45 ingots
Upkeep: -3% for Peasant Mobs, Men-at-Arms with swords, Battle Pilgrims and Foot Squires units (all armies)
Recruitment cost: -30% for Peasant Mobs, Men-at-Arms with swords, Battle Pilgrims and Foot Squires units
Recruit rank: +2 for Peasant Mobs, Men-at-Arms with swords, Battle Pilgrims and Foot Squires units
Icon treasury.png ?
Icon hourglass.png ? turns
Iron
[[File:]]
Spices Production
I Spice Market Icon income plus.pngIncome generated: 100
Resource spices.pngDyes resource production: 20 ounces
Icon treasury.png 750
Icon hourglass.png 2 turns
Spices
II Spice Trading Post Icon income plus.pngIncome generated: 150
Resource spices.pngDyes resource production: 30 ounces
Icon treasury.png 1500
Icon hourglass.png 3 turns
Spices
III Eastern Bazaar Icon income plus.pngIncome generated: 200
Resource spices.pngDyes resource production: 45 ounces
Icon treasury.png 2500
Icon hourglass.png 4 turns
Spices
Empire cinnabar.png
Dye Production
I Cinnabar Mining Pit Icon income plus.pngIncome generated: 100
Resource dyes.pngDyes resource production: 28 ounces
Icon treasury.png 750
Icon hourglass.png 2 turns
Dyes
II Cinnabar Mine Icon income plus.pngIncome generated: 150
Resource dyes.pngDyes resource production: 42 ounces
Icon treasury.png 1500
Icon hourglass.png 3 turns
Dyes
III Dyemaker Icon income plus.pngIncome generated: 200
Resource dyes.pngDyes resource production: 64 ounces
Icon treasury.png 2500
Icon hourglass.png 4 turns
Dyes
[[File:]]
Saltmaking
I Brine Mining Pit Icon income plus.pngIncome generated: 100
Resource salt.pngSalt resource production: 20 barrels
Icon treasury.png 750
Icon hourglass.png 2 turns
Salt
II Brine Mine Icon income plus.pngIncome generated: 150
Resource salt.pngSalt resource production: 30 barrels
Icon treasury.png 1500
Icon hourglass.png 3 turns
Salt
III Saltworks Icon income plus.pngIncome generated: 200
Resource salt.pngSalt resource production: 45 barrels
Icon treasury.png 2500
Icon hourglass.png 4 turns
Salt
Bretonnia bordeleaux wine market.png
Bordeleaux Winemaking
I Morceaux Valley Orchards Growth.pngGrowth: +20
Public order.pngControl: +3 (local province)
Resource wine.pngWine resource production: 42 barrels
Icon treasury.png 500
Icon hourglass.png 2 turns
Can only be built in Bordeleaux
II Morceaux Valley Vineyards Growth.pngGrowth: +30
Public order.pngControl: +4 (local province)
Resource wine.pngWine resource production: 64 barrels
Icon treasury.png 1000
Icon hourglass.png 3 turns
Can only be built in Bordeleaux
III Morceaux Valley Vintners Growth.pngGrowth: +40
Public order.pngControl: +5 (local province)
Resource wine.pngWine resource production: 96 barrels
Icon treasury.png 2000
Icon hourglass.png 4 turns
Can only be built in Bordeleaux
IV Bordeleaux Wine Market Growth.pngGrowth: +50
Public order.pngControl: +8 (local province)
Resource wine.pngWine resource production: 144 barrels
Icon treasury.png 3750
Icon hourglass.png 5 turns
Can only be built in Bordeleaux

Special Buildings[]

Building Effect Cost Requirements
Wh main emp resource iron military.png
Master Swordsmith's Forge
Recruitment cost for Bretonnian swordsmen and knights: -20%
Unit experience level increase for Bretonnian Swordsmen and Knights: +3
4000 money
3 turns
Iron
Wh main emp resource pastures military.png
Warhorse Breeder's Stables
Recruitment cost for Bretonnian horse units: -20%
Unit experience level increase for Bretonnian Horse Units: +3
4000 money
3 turns
Pastures
Wh main emp resource timber military.png
Woodworker's Shop
Recruitment cost for Bretonnian bowmen and spearmen: -20%
Unit experience level increase for Bretonnian Bowmen and Spearmen: +3
4000 money
3 turns
Timber
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