@DeletedUser40744836 (talk | contribs) (→Main Settlement Buildings: Added walls icon) |
@DeletedUser40744836 (talk | contribs) (→Military Recruitment: Added hero icon) |
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| Building 3 rank = III |
| Building 3 rank = III |
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| Building 3 page = Royal Stables |
| Building 3 page = Royal Stables |
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− | | Building 3 effects =[[Paladin]] [[Hero]] capacity: +1 |
+ | | Building 3 effects =[[File:Agent.png]][[Paladin]] [[Hero]] capacity: +1 |
[[File:Siege_defence.png]]Unlocks recruitment of: |
[[File:Siege_defence.png]]Unlocks recruitment of: |
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:[[Questing Knights]] |
:[[Questing Knights]] |
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| Building 4 rank = IV |
| Building 4 rank = IV |
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| Building 4 page = Pegasus Aerie |
| Building 4 page = Pegasus Aerie |
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− | | Building 4 effects =[[Paladin]] [[Hero]] capacity: +1 |
+ | | Building 4 effects =[[File:Agent.png]][[Paladin]] [[Hero]] capacity: +1 |
[[File:Siege_defence.png]]Unlocks recruitment of: |
[[File:Siege_defence.png]]Unlocks recruitment of: |
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:[[Grail Knights]] |
:[[Grail Knights]] |
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| Building 5 rank = V |
| Building 5 rank = V |
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| Building 5 page = Royal Menagerie |
| Building 5 page = Royal Menagerie |
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− | | Building 5 effects =[[Paladin]] [[Hero]] capacity: +2 |
+ | | Building 5 effects =[[File:Agent.png]][[Paladin]] [[Hero]] capacity: +2 |
[[File:Siege_defence.png]]Unlocks recruitment of: |
[[File:Siege_defence.png]]Unlocks recruitment of: |
||
:[[Royal Pegasus Knights]] (requires building: [[Armoury]]) |
:[[Royal Pegasus Knights]] (requires building: [[Armoury]]) |
Revision as of 10:59, 12 September 2017
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 | Growth: +20 Grants 1 construction slot in the settlement |
800 2 turns |
Minor Settlement |
II | Village | 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 | Adds Walls to the settlement Growth: +20 Grants 1 construction slot in the settlement |
800 2 turns |
Major Settlement, not the faction capital (Couronne) |
II | Village | Adds Walls to the settlement 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 | Adds Walls to the settlement 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 | Adds Walls to the settlement Control: +2 Growth: +80 Grants 4 construction slots in the settlement |
4800 5 turns |
Major Settlement, 4 Population Surplus, not the faction capital (Couronne) | |
V | Duchy Capital | Adds Walls to the settlement Control: +2 Growth: +100 Grants 5 construction slots in the settlement |
7200 6 turns |
Major Settlement, 5 Population Surplus, not the faction capital (Couronne) |
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 |
||
III | Barracks | Unlocks recruitment of: | 4000 3 turns |
||
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 |
||
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 | Unlocks recruitment of:
|
4000 1 turn |
|
V | Siege Workshop | 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 Reduction in Vampiric and Chaos corruption: +2 Reduction in Vampiric and Chaos corruption 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 Reduction in Vampiric and Chaos corruption: +3 Reduction in Vampiric and Chaos corruption in adjacent provinces: +2 Damsel Hero capacity: +1 |
5500 3 turns |
||
V | Cathedral of the Lady | Chivalry: +20 Praying: +30% chance of removing negative character traits of any Lord garrisoned within this settlement each turn Reduction in Vampiric and Chaos corruption: +4 Reduction in Vampiric and Chaos corruption in adjacent provinces: +3 Damsel Hero capacity: +1
|
8000 5 turns |
Major Settlement | |
Smithy | II | Smithy | Unlocks recruitment of:
|
4000 3 turns |
|
IV | Armoury | Global recruitment capacity: +1 Local recruitment capacity: +1
|
6000 4 turns |
Major Settlement |
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 | |
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.
Chain | Tier | Building | Effect | Cost | Requirements |
---|---|---|---|---|---|
Farming | I | Fields | Income generated: 250 Affected by Peasant Economy |
1000 1 turn |
|
II | Farm | Income generated: 300 Affected by Peasant Economy
|
2000 2 turns |
Windmill | |
III | Landed Estate | Income generated: 350 Income from Industry: -100% (local region) Affected by Peasant Economy |
3000 3 turns |
Water Wheel | |
Milling | II | Windmill | Income from Farms: +25% (local region) Growth: +2 (all adjacent provinces) Growth: +5 Local recruitment capacity: +1 |
1000 2 turns |
Fields |
III | Water Wheel | Income from Farms: +50% (local region) Growth: +5 (all adjacent provinces) Growth: +10 Local recruitment capacity: +2 |
2000 3 turns |
Farm | |
Industry | I | Weaving House | Income generated: 150 | 1000 1 turn |
|
II | Clothier | Income generated: 225 | 2000 2 turns |
Cellar | |
III | Tailors | Income generated: 300 Income from Farms: -100% (local region) |
3000 3 turns |
Storehouse | |
Storage | II | Cellar | Income from Industry: +25% (local 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) 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 |
||
III | Apothecary | Growth: +30 Casualty replenishment rate: +4% |
4000 4 turns |
Special Buildings
Building | Effect | Cost | Requirements |
---|---|---|---|
Morceaux Valley Orchards |
Growth: +20 Public order: +3 (local province) Wine resource production: 42 barrels |
500 money 2 turns |
|
Morceaux Valley Vineyards |
Growth: +30 Public order: +4 (local province) Wine resource production: 64 barrels |
1000 money 3 turns |
|
Morceaux Valley Vintners |
Growth: +40 Public order: +5 (local province) Wine resource production: 96 barrels |
2000 money 4 turns |
|
Bordeleaux Wine Market |
Growth: +50 Public order: +8 (local province) Wine resource production: 144 barrels |
3750 money 5 turns |
|
Couronne (Hamlet) |
Buildings construction slots: 1 Income from all buildings: +60% Income from all buildings in adjacent provinces: +30% Siege holdout time: +2 Growth: +10 Public order: +1 (local province) Provides settlement walls (requiring siege warfare to conquer) |
800 money 2 turns |
|
Couronne (Village) |
Buildings construction slots: 2 Income from all buildings: +70% Income from all buildings in adjacent provinces: +35% Siege holdout time: +2 Growth: +20 Public order: +2 (local province) Provides settlement walls (requiring siege warfare to conquer) |
1600 money 3 turns |
|
Couronne (Town) |
Buildings construction slots: 3 Income from all buildings: +80% Income from all buildings in adjacent provinces: +40% Siege holdout time: +2 Growth: +30 Public order: +3 (local province) Provides settlement walls (requiring siege warfare to conquer) |
3200 money 4 turns |
|
Couronne (City) |
Buildings construction slots: 4 Income from all buildings: +90% Income from all buildings in adjacent provinces: +45% Siege holdout time: +2 Growth: +40 Public order: +4 (local province) Provides settlement walls (requiring siege warfare to conquer) |
4800 money 5 turns |
|
Couronne (Duchy Capital) |
Buildings construction slots: 5 Income from all buildings: +100% Income from all buildings in adjacent provinces: +50% Siege holdout time: +2 Growth: +50 Public order: +5 (local province) Provides settlement walls (requiring siege warfare to conquer) |
7200 money 6 turns |
|
Bretonnian Fishery |
Income generated: 200 Growth: +10 |
1000 money 1 turns |
Coastal settlement |
Bretonnian Fishing Harbour |
Income generated: 400 Growth: +20 |
4000 money 3 turns | |
Bretonnian Fishing Port |
Income generated: 800 Growth: +30 |
9000 money 5 turns | |
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 |