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 |
---|---|---|---|---|---|
Minor Settlement | I | Hamlet | Income generated: +40 Growth: +20 Grants 1 construction slot in the settlement |
800 2 turns |
Minor Settlement |
II | Village | Income generated: 50 Control: +1 Growth: +40 Grants 2 construction slots in the settlement |
1600 3 turns |
Minor Settlement, 1 Population Surplus | |
III | Town | Control: +1 Growth: +60 Adds Walls to the settlement Grants 3 construction slots in the settlement |
3200 4 turns |
Minor Settlement, 2 Population Surplus | |
Provincial Capital | I | Hamlet | Income generated: +40 Growth: +20 Grants 1 construction slot in the settlement |
800 2 turns |
Major Settlement, not the faction capital (Couronne) |
II | Village | Income generated: 60 Control: +1 Growth: +40 Grants 2 construction slots in the settlement |
1600 3 turns |
Major Settlement, 1 Population Surplus, not the faction capital (Couronne) | |
III | Town | Income generated: 80 Control: +1 Growth: +60 Grants 3 construction slots in the settlement |
3200 4 turns |
Major Settlement, 2 Population Surplus, not the faction capital (Couronne) | |
IV | City | Income generated: 100 Control: +2 Growth: +80 Grants 5 construction slots in the settlement |
4800 5 turns |
Major Settlement, 4 Population Surplus, not the faction capital (Couronne) | |
V | Duchy Capital | Income generated: 120 Control: +2 Growth: +100 Grants 7 construction slots in the settlement |
7200 6 turns |
Major Settlement, 5 Population Surplus, not the faction capital (Couronne) | |
Couronne | I | Hamlet | Control: +1 (local province) Growth: +10 Income from all buildings: +30% (all regions in this province) Income from all buildings: +15% (all regions in adjaent provinces) Grants 1 construction slot in the settlement |
800 2 turns |
Can only be built in Couronne |
II | Couronne (Village) | Control: +2 (local province) Growth: +20 Income from all buildings: +35% (all regions in this province) Income from all buildings: +18% (all regions in adjaent provinces) Grants 2 construction slots in the settlement |
1600 3 turns |
Can only be built in Couronne | |
III | Couronne (Town) | Control: +3 (local province) Growth: +30 Income from all buildings: +40% (all regions in this province) Income from all buildings: +20% (all regions in adjaent provinces) Grants 3 construction slots in the settlement |
3200 4 turns |
Can only be built in Couronne | |
IV | Couronne (City) | Control: +4 (local province) Growth: +40 Income from all buildings: +45% (all regions in this province) Income from all buildings: +23% (all regions in adjaent provinces) Grants 4 construction slots in the settlement |
4800 5 turns |
Can only be built in Couronne | |
V | Couronne (Duchy Capital) | Control: +5 (local province) Growth: +50 Income from all buildings: +50% (all regions in this province) Income from all buildings: +25% (all regions in adjaent provinces) Grants 5 construction slots in the settlement |
7200 6 turns |
Can only be built in Couronne |
Port[ | ]
Chain | Tier | Building | Effect | Cost | Requirements |
---|---|---|---|---|---|
Port | I | Bretonnian Fishery | Income generated: 100 Growth: +10 |
1000 1 turn |
Coastal settlement |
III | Bretonnian Fishing Harbour | Income generated: 200 Growth: +20 |
2000 3 turns |
Coastal settlement | |
V | Bretonnian Fishing Port | Income generated: 400 Growth: +30 |
3000 4 turns |
Coastal settlement, Major Settlement | |
Special Port | I | Bordeleaux Port | Income generated: 300 Growth: +10 |
1000 1 turn |
Can only be built in Bordeleaux |
III | Bordeleaux Harbour | Income generated: 600 Growth: +20 Additional tradable resources produced: +5% (factionwide) |
6000 4 turns |
Can only be built in Bordeleaux | |
V | Manann's Dry Docks | Chivalry: +50 Income generated: 1200 Growth: +30 Additional tradable resources produced: +10% (factionwide) |
13500 6 turns |
Can only be built in Bordeleaux |
Military Recruitment[ | ]
Chain | Tier | Building | Effect | Cost | Requirements |
---|---|---|---|---|---|
Barracks | I | Training Field | Unlocks recruitment of: | 1000 1 turn |
|
II | Rally Field | Unlocks recruitment of: | 2000 2 turns |
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III | Barracks | Unlocks recruitment of: | 4000 3 turns |
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IV | Royal Barracks | Unlocks recruitment of: | 5000 4 turns |
Major Settlement | |
Stables | I | Stables | Unlocks recruitment of: | 2500 2 turns |
|
II | Livery | Unlocks recruitment of: | 5000 3 turns |
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III | Royal Stables | Paladin Hero capacity: +1 | 7500 4 turns |
||
IV | Pegasus aerie | Paladin Hero capacity: +1 | 10000 5 turns |
Major Settlement | |
V | Royal Menagerie | Paladin Hero capacity: +2 | 12000 6 turns |
Major Settlement |
Military Support[ | ]
Chain | Tier | Building | Effect | Cost | Requirements |
---|---|---|---|---|---|
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) Unlocks recruitment of: |
4000 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) Unlocks recruitment of: |
6000 2 turns |
Major Settlement | |
Worship | II | Grail Shrine | Praying: +10% chance of removing negative character traits of any Lord garrisoned within this settlement each turn Untainted: +2 Untainted in adjacent provinces: +1 |
3500 2 turns |
|
III | Grail Chapel | Praying: +20% chance of removing negative character traits of any Lord garrisoned within this settlement each turn Damsel Hero capacity: +1 Untainted: +3 Untainted in adjacent provinces: +2 |
5500 3 turns |
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V | Cathedral of the Lady | Chivalry: +20 Praying: +30% chance of removing negative character traits of any Lord garrisoned within this settlement each turn Lord recruit rank +1 (factionwide) Damsel Hero capacity: +1 Untainted: +4 Untainted in adjacent provinces: +3 |
8000 5 turns |
Major Settlement | |
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 |
4000 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 |
6000 4 turns |
Major Settlement | |
Bretonnian Culture | V | Couronne Tournament Grounds | Chivalry: +20 Income generated: 1000 Control: +10 Unit experience: +2 for cavalry unit recruits (all characters) |
15000 6 turns |
Can only be built in Couronne |
Grail Abbey | V | Abbey of the Grail Companions | Chivalry: +50 Hero recruit rank: +2 for Paladins (all provinces) Charge bonus: +10% for cavalry units (all forces) Vigour loss reduction for cavalry units (all forces) Melee defence: +5 for Grail Vow units (all forces) |
10000 6 turns |
Can only be built in Couronne |
Fay Tower | III | Tower of the Enchantress | Chivalry: +50 Winds of Magic power reserve: +20 (all forces) Hero recruit rank: +2 for Damsels (all provinces) Reduction in Vampiric and Chaos corruption: +2 (all regions) |
7000 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 |
---|---|---|---|---|---|
Garrison | II | Guard House | Enemy Hero action success chance: -10% | 1500 2 turns |
Minor Settlement |
III | City Watch | Enemy Hero action success chance: -15% | 3000 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 |
? 8 turns |
|
Walls | II | Basic Walls | Improved tower projectiles: Arrows Leadership: +2 when under siege (local armies) Enemy Hero action success chance: -10% Siege holdout time: +2 |
2500 3 turns |
Major Settlement, not the faction capital (Couronne) |
III | Tall walls | Improved tower projectiles: Blessed Stones Leadership: +4 when under siege (local armies) Enemy Hero action success chance: -15% Siege holdout time: +3 |
5000 4 turns |
Major Settlement, not the faction capital (Couronne) | |
IV | Reinforced Walls | Improved tower projectiles: Carcasses Leadership: +6 when under siege (local armies) Enemy Hero action success chance: -20% Siege holdout time: +4 |
7500 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.
Choosing between farms and industry, the farms will provide +50% gold and some small growth bonuses with the downside of being impacted by the peasant economy. The industry buildings are immune to the peasant economy and provide defensive bonuses, but produce less income. Generally, farms are the recommended course since later in the game the player can work around using peasant units especially with the boosted income; however a strategy employing overloaded peasant units in the early game might use the industry path.
Chain | Tier | Building | Effect | Cost | Requirements |
---|---|---|---|---|---|
Farming | I | Fields | Income generated: 300 Affected by Peasant Economy |
500 1 turn |
|
II | Farm | Income generated: 450 Income from Industry: -50% (local region) Affected by Peasant Economy |
1500 2 turns |
Windmill | |
III | Landed Estate | Income generated: 600 Income from Industry: -100% (local region) Affected by Peasant Economy |
2500 3 turns |
Water Wheel | |
Milling | II | Windmill | Income from Farms: +25% (local region) Growth: +2 (all adjacent provinces) Growth: +5 Local recruitment capacity: +1 |
500 2 turns |
Fields |
III | Water Wheel | Income from Farms: +50% (local region) Growth: +5 (all adjacent provinces) Growth: +10 Local recruitment capacity: +2 |
1500 3 turns |
Farm | |
Industry | I | Weaving house | Income generated: 200 | 1000 1 turn |
|
II | Clothier | Income generated: 300 Income from Farms: -50% (local region) |
2000 2 turns |
Cellar | |
III | Tailors | Income generated: 400 Income from Farms: -100% (local region) |
3000 3 turns |
Storehouse | |
Storage | II | Cellar | Income from Industry: +25% (local region) Campaign movement range: +10% for own armies starting their turn in this region Ammunition: +20% when under siege (local armies) Siege holdout time: +1 Local recruitment capacity: +1 |
1000 2 turns |
Weaving house |
III | Storehouse | Income from Industry: +50% (local region) Campaign movement range: +15% for own armies starting their turn in this region Ammunition: +50% when under siege (local armies) Siege holdout time: +2 Local recruitment capacity: +2 |
2000 3 turns |
Clothier | |
Hostelry | II | Tap Room | Control: +2 Control: +1 in your adjacent provinces |
1500 2 turns |
|
III | Tavern | Control: +3 Control: +2 in your adjacent provinces |
3000 3 turns |
||
IV | Coaching Inn | Control: +4 Control: +3 in your adjacent provinces |
4500 4 turns |
Major Settlement | |
V | Brothel | Income generated: 50 Control: +5 Control: +4 in your adjacent provinces |
6000 5 turns |
Extra cost: 20 Chivalry, Major Settlement | |
Healing | I | Pox Shelter | Growth: +10 Casualty replenishment rate: +2% |
2000 2 turns |
|
II | Sanctuary | Growth: +20 Casualty replenishment rate: +3% |
3000 3 turns |
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III | Apothecary | Growth: +30 Casualty replenishment rate: +4% |
4000 4 turns |
||
Pottery Production | I | Clay Pit | Income generated: 100 Pottery resource production: 20 kilnful |
750 2 turns |
Pottery |
II | Pottery Maker | Income generated: 150 Pottery resource production: 30 kilnful |
1500 3 turns |
Pottery | |
III | Kilns | Income generated: 200 Pottery resource production: 45 kilnful |
2500 4 turns |
Pottery | |
[[File:]] Iron Production |
I | Iron Mining Pit | Income generated: 100 Pottery resource production: 20 ingots Recruitment cost: -20% for Peasant Mobs, Men-at-Arms with swords, Battle Pilgrims and Foot Squires units |
? ? turns |
Iron |
II | Iron Mine | Income generated: 150 Pottery 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 |
? ? turns |
Iron | |
III | Iron Smelter | Income generated: 200 Pottery 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 |
? ? turns |
Iron | |
[[File:]] Spices Production |
I | Spice Market | Income generated: 100 Dyes resource production: 20 ounces |
750 2 turns |
Spices |
II | Spice Trading Post | Income generated: 150 Dyes resource production: 30 ounces |
1500 3 turns |
Spices | |
III | Eastern Bazaar | Income generated: 200 Dyes resource production: 45 ounces |
2500 4 turns |
Spices | |
Dye Production | I | Cinnabar Mining Pit | Income generated: 100 Dyes resource production: 28 ounces |
750 2 turns |
Dyes |
II | Cinnabar Mine | Income generated: 150 Dyes resource production: 42 ounces |
1500 3 turns |
Dyes | |
III | Dyemaker | Income generated: 200 Dyes resource production: 64 ounces |
2500 4 turns |
Dyes | |
[[File:]] Saltmaking |
I | Brine Mining Pit | Income generated: 100 Salt resource production: 20 barrels |
750 2 turns |
Salt |
II | Brine Mine | Income generated: 150 Salt resource production: 30 barrels |
1500 3 turns |
Salt | |
III | Saltworks | Income generated: 200 Salt resource production: 45 barrels |
2500 4 turns |
Salt | |
Bordeleaux Winemaking | I | Morceaux Valley Orchards | Growth: +20 Control: +3 (local province) Wine resource production: 42 barrels |
500 2 turns |
Can only be built in Bordeleaux |
II | Morceaux Valley Vineyards | Growth: +30 Control: +4 (local province) Wine resource production: 64 barrels |
1000 3 turns |
Can only be built in Bordeleaux | |
III | Morceaux Valley Vintners | Growth: +40 Control: +5 (local province) Wine resource production: 96 barrels |
2000 4 turns |
Can only be built in Bordeleaux | |
IV | Bordeleaux Wine Market | Growth: +50 Control: +8 (local province) Wine resource production: 144 barrels |
3750 5 turns |
Can only be built in Bordeleaux |
Special Buildings[ | ]
Building | Effect | Cost | Requirements |
---|---|---|---|
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 |
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 |
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 |