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There
are two categories of structures, rural and military. Rural
structures focus on developing a stronger economy to facilitate
improvements, future growth and/or expansion. In the same
regard, military structures focus on increasing the efficiency
of your army in a variety of areas to better enable you to
either fend off potential invaders or maybe to aid you in
overcoming your opponent in an offensive assault.
Note : A turn is equal to 0.5 game months (1
real life hour)
Rural |
Structure Name |
Max (%) |
Effect / Output |
Farms
|
7.5 %
|
Each farm produces 50 bushels per turn |
Market Places
|
10.0 %
|
Increased revenue %*6 |
Cathedrals
|
10.0 %
|
Trains mages per turn based on %. 7.5*%
chance of spell success |
Towers
|
10.0 %
|
Each tower produces 1 mana stone per
turn |
Temples
|
10.0 %
|
%*7.5 chance that hostile spells will
fail. %*10 to identify the spell caster |
Guild Halls
|
10.0 %
|
Trains blackguards per turn based on
%. 7.5*% chance of espionage success |
Sentry Towers
|
10.0 %
|
%*7.5 hostile espionage will fail.
%*10 to identify those performing the operation |
Academies
|
7.5 %
|
Reduces realm research costs by %*6 |
Fortress
|
10.0 %
|
Reduced land losses by %*3. Reduce
resource losses by %*4 |
Catacombs
|
7.5 %
|
%*6 reduction in serf/mage/blackguard
losses due to hostile sorcery/espionage |
Torture Chambers
|
10.0 %
|
Increase approval rating by % |
Military |
Structure Name |
Max (%) |
Effect / Output |
Barracks
|
5.0 %
|
Increases offensive rating by %*4 |
Stables
|
5.0 %
|
Reduces military return time by %*5 |
Siege Workshops
|
5.0 %
|
Produces trebuchets per turn based
on %. Determines maximum trebuchet capacity |
Docks
|
5.0 %
|
Produces transports per turn based
on %. Determines maximum transport capacity |
Fortified Walls
|
10.0 %
|
Increases defensive rating by %*1.5 |
Moats
|
10.0 %
|
Delays attackers return time by %*4.
Increases defensive rating by % |
Forges
|
10.0 %
|
Reduce military training costs by %*3 |
Armouries
|
7.5 %
|
Reduce military wages by %*6 |
Apothecaries
|
10.0 %
|
%*4 less military losses due to sorcery/espionage/combat |
Guard Houses
|
5.0 %
|
Reduces desertion losses by %*10. Increases
morale by % |


Approval rating can raise the buildings efficiency
more than its allowed. For example the maximum percentage of
guilds is 10% assuming 100% approval rating (regardless is it's
15% etc). However if you had a 120% approval rating you would
in essence have 12% guilds
Torture Chamber is the only structure whose productivity is
not affected by the Approval Rating
If you are above 100% density, 10% of the overpopulated serfs
will leave each year until the serf population reaches the maximum
population
Serf growth bonuses will be given to total serfs under 20,000.
This will help serfs growths at low levels
If you are overpopulated the following occurs : Reduce from
unskilled, reduce from each structure equally (first from trained,
then untrained). If the realm is still overpopulated, it will
then reduce from the military. First taking from the Militia,
then randomly from the rest of your army (first from those at
home, then from those that are away). Preference will always
be to military buildings. You will lose rural structures first.
Structure percentages are based on the total population rather
than the max population limit. This facilitates a more consistent
efficiency.
If draft is above 75%, you will automatically untrain military
for serfs (there has to be a minimum 25% serfs compared to
total population)
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