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Drauga - Buildings


[Lore] [Units] [Buildings]
[Nationalists] [Royalists]
 

[Enclave] [Quarry] [Woodmill] [Blacksmith] [Market]
[Barracks] [Library] [Shrine] [Outpost] [Mine]

See Glossary for Building Resistances
 

 

Enclave

Village
Health: 1200 Cost: 100 Company: +2
Production: 16 Militia:
Impaler: 6
Raider: 8
Ranges:
Guard Range: 38
Detection Range: 40
Supply Range: 40
Upgrades:
Town
Walls: None

Description:
Drauga Villages are the most basic form of their enclaves. Little more than temporary settlements, Villages support only a single structure and have almost no economy or defense. Sadly, in recent years the Drauga have possessed little more than these rudimentary homes.
 

 
Town
Health: 2400 Cost: 110 Company: +1
Production: 28 Militia:
Impaler: 6
Raider: 8
Ranges:
Guard Range: 38
Detection Range: 44
Supply Range: 44
Upgrades:
City
Walls: Health: 650; DV: 1

Description:
More substantial and permanent enclaves become Towns, with stronger walls and room for more structures. With their greater degree of stability, Towns can produce more effective economies. Moreover, they are large enough to support a greater number of permanent warriors to protect them.
 

 
City
Health: 4800 Cost: 220 Company: +1
Production: 36 Militia:
Impaler: 10
Raider: 10
Ranges:
Guard Range: 38
Detection Range: 48
Supply Range: 48
Upgrades:
Citadel
Walls: Health: 800; DV: 3

Description:
Few Drauga enclaves ever become Cities, which are capable of sustaining an entire tribe. Many buildings, workers, and warriors can fit within the high and strong walls of Drauga cities, enabling both strong defense and thriving economies. Cities are extremely rare for the Drauga, whose violent and tribal nature makes such large enclaves frequently unmanageable.
 

 
Citadel
Health: 7200 Cost: 330 Company: +1
Production: 40 Militia:
Impaler: 10
Raider: 12
Ranges:
Guard Range: 38
Detection Range: 53
Supply Range: 53
Upgrades:
None
Walls: Health: 1200; DV: 5

Description:
The greatest of all Drauga enclaves become Citadels. There has been no Citadel since the mighty unifier of the tribes, Karg, built one on the grounds of his victory over his many adversaries. Nevertheless, legends tell of an enclave surrounded by impregnable walls and filled with all manner of buildings, equipped with dozens of workers and enough brave warriors to turn back any host. Wealth flowed from the Citadel in great abundance.
 

 

Quarry

Stone Pit
Health: 500 Cost: 50
 
Production: 6
Upgrades:
Great Dig, Stone Trade
Description:
The most basic means of extracting stone is a great Stone Pit dug in the ground, filled with the sweat and groans of hard labor. Though Stone Pits lack the sophisticated equipment used by other races, the Drauga make up for it with their inexhaustible strength.
 
 
Great Dig
Health: 750 Cost: 65  
Production: 12
Upgrades:
None
Research:
Tier I: 200 Time: 30
Journeymen: Frontline; Repair +3; Req: Nat / Royalist
Skilled Labor: Building; Structure Cost -15%; Req: Nat / Royalist
Fitted Stones: Building; Health +25%; Req: Nat / Royalist
Tier 2: 350
Fortified Walls: Building; Health +25% Req: Skilled Labor, Fitted Stones, Nationalist
Strong Foundations: Building; Resist Siege +20%; Req: Journeymen,
Skilled Labor, Royalist
Ramparts: Wall; Resist Siege +20%; Req: Journeymen,
Skilled Labor, Req: Nationalist / Royalist
Description:
To supply enclaves with more stone, Great Digs are often created. Larger and more ambitious than Stone Pits, the work of Great Digs is never done -- there is always more to be dug, more to be carved. Despite their frustrating endless labor, Great Digs succeed in supplying enclaves with twice the stone of traditional Stone Pits.
 
 
Stone Trade
Health: 750 Cost: 65  
Production: 10  5
Upgrades:
None
Research:
Tier I: 200 Time: 30
Journeymen: Frontline; Repair +3; Req: Nat / Royalist
Skilled Labor: Building; Structure Cost -15%; Req: Nat / Royalist
Fitted Stones: Building; Health +25%; Req: Nat / Royalist
Tier 2: 350
Fortified Walls: Building; Health +25% Req: Skilled Labor, Fitted Stones, Nationalist
Strong Foundations: Building; Resist Siege +20%; Req: Journeymen,
Skilled Labor, Royalist
Ramparts: Wall; Resist Siege +20%; Req: Journeymen,
Skilled Labor, Req: Nationalist / Royalist
Description:
To help support the economy of their enclaves, Stone Trades exchange the raw stone extracted from Stone Pits for gold from foreigners and private merchants.
 
 

Woodmill

Wood Harvest
Health: 500 Cost: 75
 
Production: 6
Upgrades:
Logging Hut, Wood Trade
Description:
When dozens of Drauga laborers are set loose with sharp axes, their sheer determination produces a great Wood Harvest. Felling trees and cutting them down to usable forms, Wood Harvests provide the Drauga with much needed wood supplies.
 
 
Logging Hut
Health: 750 Cost: 95  
Production: 12
Upgrades:
None
Research:
Tier I: 250 Time: 30
Composite Bows Archer; Range +4; Req: Nationalist / Royalist
Dragonbone Bows Archer; RV +2; Req: Nationalist / Royalist
Whitesteel Armor: Archer; DV +2; Req: Royalist
Whitesteel Weapons: Archer; AV +2; Req: Nationalist
Tier 2: 400
Khaldunite Arrows: Archer; AV +5; Req: Composite Bows, Dragonbone Bows, Nationalist / Royalist
Magic Arrows: Archer; AV +5; Req: Dragonbone Bows,
Whitesteel Armor, Royalist
Flaming Arrows: Archer; AV +5; Req: Dragonbone Bows, Whitesteel Weapons, Nationalist
Description:
The slightly more sophisticated Logging Hut improves on the Wood Harvest by structuring the harvesters as if they were warriors competing for honor. Driven on by each other’s accomplishments, the Drauga within Logging Huts produce twice the wood as their Wood Harvest peers.
 
 
Wood Trade
Health: 750 Cost: 95  
Production: 15  5
Upgrades:
None
Research:
Tier I: 250 Time: 30
Composite Bows Archer; Range +4; Req: Nationalist / Royalist
Dragonbone Bows Archer; RV +2; Req: Nationalist / Royalist
Whitesteel Armor: Archer; DV +2; Req: Royalist
Whitesteel Weapons: Archer; AV +2; Req: Nationalist
Tier 2: 400
Khaldunite Arrows: Archer; AV +5; Req: Composite Bows, Dragonbone Bows, Nationalist / Royalist
Magic Arrows: Archer; AV +5; Req: Dragonbone Bows,
Whitesteel Armor, Royalist
Flaming Arrows: Archer; AV +5; Req: Dragonbone Bows, Whitesteel Weapons, Nationalist
Description:
Wood Trades sell off the hard labor of wood cutters. This brooks no complaints from most Drauga, who consider manual work completely without honor anyway, but many laborers complain bitterly about seeing their resources traded for gold.
 
 

Blacksmith

Metal Works
Health: 500 Cost: 100
 
Production: 7
Upgrades:
Forge, Iron Trade
Description:
The smoke and ash of the Metal Works cover the Drauga laborers in black grime and leave many burnt and scarred. Nevertheless, Metal Works serve to provide the iron used in reinforcing the bone weapons used by Drauga warriors.
 
 
Forge
Health: 750 Cost: 130  
Production: 14
Upgrades:
None
Research:
Tier I: 300 Time: 30
Billeting: Infantry; Recruit Cost -15%; Req: Nationalist
Entrench Tactics: Infantry; DV +1; Entrench Time -20%; Royalist
Whitesteel Weapons: Infantry; AV +2; Req: Nationalist / Royalist
Whitesteel Armor: Infantry; DV +2; Req: Nationalist / Royalist
Tier 2: 450
Khaldunite Weapons: Infantry; AV +5; Req: Whitesteel Weapons, Whitesteel Armor, Nationalist / Royalist
Shocktroops: Infantry; AV +1; Speed Max +20%; Req: Whitesteel Weapons, Entrench Tactics, Royalist
Magic Armor: Infantry; Resist Range +20%; Req: Whitesteel Weapons, Billeting, Nationalist
Description:
With greater organization, hotter flames, with more sweat and pain, Forges produce twice the iron as Metal Works. No price is too great to pay to arm warriors for honorable combat.
 
 
Iron Trade
Health: 750 Cost: 130  
Production: 20  6
Upgrades:
None
Research:
Tier I: 300 Time: 30
Billeting: Infantry; Recruit Cost -15%; Req: Nationalist
Entrench Tactics: Infantry; DV +1; Entrench Time -20%; Royalist
Whitesteel Weapons: Infantry; AV +2; Req: Nationalist / Royalist
Whitesteel Armor: Infantry; DV +2; Req: Nationalist / Royalist
Tier 2: 450
Khaldunite Weapons: Infantry; AV +5; Req: Whitesteel Weapons, Whitesteel Armor, Nationalist / Royalist
Shocktroops: Infantry; AV +1; Speed Max +20%; Req: Whitesteel Weapons, Entrench Tactics, Royalist
Magic Armor: Infantry; Resist Range +20%; Req: Whitesteel Weapons, Billeting, Nationalist
Description:
By facilitating the bartering of iron for gold, Iron Trades reduce the availability of metal for use in weapons and structures, but nevertheless provide the Drauga with the hard currency often needed for other purposes.
 
 

Market

Barter House
Health: 500 Cost: 125
 
Production: 20  -1  -1  -1
Upgrades:
Trade Hall, Workshop
Description:
Barter Houses attract merchants from far and wide who are willing to purchase raw materials in exchange for gold. Though Barter Houses often have a feel of exploitation, the Drauga view them as a necessary means to obtaining the gold needed for fielding armies.
 
 
Trade Hall
Health: 750 Cost: 155  
Production: 2  -4  -4  12
Upgrades:
None
Description:
Trade Halls are larger and more prominent than Barter Houses, and thus attract speculators willing to trade in more substantial quantities of raw materials. Enabling the selling of these commodities for gold, Trade Halls provide a substantial income for enclaves.
 
 
Workshop
Health: 750 Cost: 155  
Production: -5 +4  +4  +4
Upgrades:
None
Description:
Through the savage alchemy of hard work and crude machinery, Workshops consume wood for blazing fires that extract iron from raw stone. Despite the normal Drauga disdain for laborers, those who stoke the fires of Workshops are given a grudging respect.
 
 

Barracks

Proving Grounds
Health: 500 Cost: 80  
Production: +1 Unit Limit
Upgrades:
None
Research:
Tier I: 300 Time: 30
Billeting: Cavalry; Recruit Cost -20%; Req: Royalist
Stable Master: Cavalry; Health +15%; Req: Nationalist
Whitesteel Armor: Cavalry; DV +2; Req: Nat / Royalist
Whitesteel Weapons: Cavalry; AV +2; Req: Nat / Royalist
Tier 2: 450
Khaldunite Weapons: Cavalry; AV +5; Req: Whitesteel Weapons, Whitesteel Armor, Nat / Royalist
Cavalry Tactics: Cavalry; Speed Max +20%; Req: Whitesteel Weapons, Billeting, Royalist
Balanced Weapons: Cavalry; AV +3; Req: Whitesteel Weapons, Stable Master, Nationalist
Description:
The ritual battles of the Proving Grounds are critical for establishing the one place in the Drauga social hierarchy. Those who would advise armies come here to prove their worth, and once they have done so, their leadership helps to maintain additional companies in the field.
 
 

Library

Ancestral Hall
Health: 500 Cost: 120
 
Production: 3
Upgrades:
Spirit Walk
Description:
A gathering place for Elders, Ancestral Halls produce incredible amounts of oral lore. It is in Ancestral Halls that the sagas of great warriors are remembered, and here, too, are the secrets of Drauga spell-craft. Those who come to Ancestral Halls bring offerings of sacred Khaldunite, providing the rare resource to enclaves.
 
 
Spirit Walk
Health: 750 Cost: 150  
Production: 6
Upgrades:
None
Research:
Tier I: 500 Time: 30
Khaldunite Armor: Frontline; Resist Melee +20%; Req: Nat / Roy
Magic Armor: Infantry; Resist Range +20%; Req: Royalist
Onyx Rings: Frontline; Resist Fire +20%; Req: Nationalist
Description:
Believing the greatest secrets of Khaldun to be hidden within the bodies of the dead, Spirit Walks are home to elite Elders who divine the future and learn the past through study of the spirits hidden within plants and animals. Because of their great prestige, Spirit Walks attract twice the offerings of Khaldunite.
 
 

Shrine

Tribal Totem
Health: 500 Cost: 120
 
Production: 3
Upgrades:
Spirit Totem
Description:
Marking the great achievements of Drauga heroes, Tribal Totems serve as the focal point for Drauga spiritual energy. By drawing in the mana used by Huntmasters in their rituals, Tribal Totems allow these Drauga females to practice their secret crafts and learn their savage ways.
 
 
Spirit Totem
Health: 750 Cost: 150  
Production: 6
Upgrades:
None
Research:
Tier I: 500 Time: 30
Proselytize Frontline; Resupply Rate -15%; Req: Nat / Roy
Blessing Speed Frontline; Speed Max +10%; Req: Nationalist
Blessing Life Frontline; Health +10%; Req: Royalist
Description:
By drawing upon not only those tribe members still living, but also those dead, Spirit Totems increase the mana gathered by Tribal Totems and allow the Huntmasters to engage in even more potent rites.
 
 

Outpost

Outpost
Health: 1200 Cost: 80 Militia:
Impaler: 4
Raider: 4
Ranges:
Guard Range: 22
Detection Range: 26
Supply Range: 26
Production: -4
Upgrades:
Fort
Description:
Outposts are built by the much-derided Crafters, but despite their provenance, prove critical to the warlike Drauga, for they can provide supplies to advance raiding parties and offer a safe haven to fall back to.
 
 
Fort
Health: 1800 Cost: 80 Militia:
Impaler: 8
Raider: 8
Ranges:
Guard Range: 24
Detection Range: 30
Supply Range: 30
Production: -6
Upgrades:
None
Description:
Fortresses are impressive structures of wood and stone and are the pride of Drauga Crafters. They are powerfully built and difficult to destroy and can house many warriors and supply even more.
 
 

Mine

Mine, Gold
Health: 500 Cost: 100  
Production: 25
Upgrades:
Gold Mine Upgrade
 
Mine, Gold Upgrade
Health: 750 Cost: 100  
Production: 40
Upgrades:
None
 
Mine, Iron
Health: 500 Cost: 90  
Production: 10
Upgrades:
Iron Mine Upgrade
 
Mine, Iron Upgrade
Health: 750 Cost: 90  
Production: 15
Upgrades:
None
 
Mine, Mana
Health: 500 Cost: 120  
Production: 4
Upgrades:
Mana Mine Upgrade
 
Mine, Mana Upgrade (Mana Spire)
Health: 750 Cost: 120  
Production: 8
Upgrades:
None
 
Mine, Stone
Health: 500 Cost: 50  
Production: 10
Upgrades:
Stone Mine Upgrade
 
Mine, Stone Upgrade
Health: 750 Cost: 50  
Production: 15
Upgrades:
None
 
Mine, Wood (Ironwood Camp)
Health: 500 Cost: 75  
Production: 10
Upgrades:
Wood Mine Upgrade
 
Mine, Wood Upgrade (Ironwood Mill)
Health: 750 Cost: 75  
Production: 15
Upgrades:
None
 

Values Based On 1.2.3.0

 

 






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Dan "Chimaeros" Genovese
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