| |
 |
Excavation |
Health: 600 |
Cost:
50
 |
|
Production: 7 |
Upgrades:
Masonry Guild, Stone Export |
Description:
The Gauri rely heavily on stone, and thus employ enormous
Excavations to supply their strongholds. By cutting deep shafts directly
into the earth, the Gauri are able to obtain enormous blocks of solid
rock critical for use in their structures and military constructs.
|
 |
Masonry Guild |
Health: 800 |
Cost:
65
 |
|
Production:
14 |
Upgrades:
None |
Research: |
Tier I:
200 |
Time: 30 |
Journeymen: |
Frontline; Repair +3; Req: Council / Nationalist |
Skilled Labor: |
Building;
Structure Cost -15%; Req: Council / Nationalist |
Fitted Stones: |
Building;
Health +25%; Req: Council / Nat |
Tier 2:
350 |
|
Fortified Walls: |
Building;
Health +25%
Req: Skilled Labor, Fitted Stones, Council / Nationalist |
Ramparts: |
Wall;
Resist Siege +20%; Req: Journeymen,
Skilled Labor, Council / Nationalist |
Description:
Filled with endless industry and the clamor of hammer and pick on
stone, Masonry Guilds employ only the finest Gauri laborers to improve
both the quality and quantity of the stone extracted from Excavations,
thus doubling output.
|
 |
Stone Export |
Health: 800 |
Cost:
65
 |
|
Production: 8
6 |
Upgrades:
None |
Research: |
Tier I:
200 |
Time: 30 |
Journeymen: |
Frontline; Repair +3; Req: Council / Nationalist |
Skilled Labor: |
Building;
Structure Cost -15%; Req: Council / Nationalist |
Fitted Stones: |
Building;
Health +25%; Req: Council / Nat |
Tier 2:
350 |
|
Fortified Walls: |
Building;
Health +25%
Req: Skilled Labor, Fitted Stones, Council / Nationalist |
Ramparts: |
Wall;
Resist Siege +20%; Req: Journeymen,
Skilled Labor, Council / Nationalist |
Description:
Though Gauri are loath to part with their stone, occasionally
production is such that it is profitable to sell stone to foreign
prospectors. Thus, Excavations are at times reconfigured into Stone
Exports that serve both production and distribution needs. Though Stone
Exports yield no raw materials for the stronghold, they do bring in a
tidy profit.
|
 |
Lumber Yard |
Health: 600 |
Cost:
75
 |
|
Production: 7 |
Upgrades:
Carpentry Guild, Wood Export |
Description:
Gauri prefer stone to wood, but nevertheless require timber in
the frames of their enormous structures and complex machines. As such,
the Gauri, like the other races, rely on Lumber Yards to organize and
centralize wood gathering.
|
 |
Carpentry Guild |
Health: 800 |
Cost:
95
 |
|
Production: 14 |
Upgrades:
None |
Research: |
Tier I:
250 |
Time: 30 |
Composite Bows
|
Archer; Range +4; Req: Council / Nationalist |
Dragonbone Bows |
Archer; RV +2; Req: Council /
Nationalist |
Billeting |
Archer;
Recruit Cost -15%; Req: Council |
Whitesteel Weapons: |
Archer;
AV +2; Req: Nationalist |
Tier 2:
400 |
|
Khaldunite Arrows: |
Archer;
AV +5 ;
Req: Composite Bows, Dragonbone Bows, Council / Nationalist |
Magic Arrows: |
Archer;
AV +5 ;
Req: Dragonbone Bows,
Billeting, Council |
Flaming Arrows: |
Archer;
AV +5 ;
Req: Dragonbone Bows, Whitesteel Weapons, Nationalist |
Description:
The Gauri guild system provides training and guidance of
apprentice workers, thus ensuring that critical knowledge is not lost.
As applied to wood gathering, this produces the Carpentry Guild, whose
secret methods and techniques double the wood production of an ordinary
Lumber Yard.
|
 |
Wood Export |
Health: 800 |
Cost:
95
 |
|
Production: 12
6 |
Upgrades:
None |
Research: |
Tier I:
250 |
Time: 30 |
Composite Bows
|
Archer; Range +4; Req: Council / Nationalist |
Dragonbone Bows |
Archer; RV +2; Req: Council /
Nationalist |
Billeting |
Archer;
Recruit Cost -15%; Req: Council |
Whitesteel Weapons: |
Archer;
AV +2; Req: Nationalist |
Tier 2:
400 |
|
Khaldunite Arrows: |
Archer;
AV +5 ;
Req: Composite Bows, Dragonbone Bows, Council / Nationalist |
Magic Arrows: |
Archer;
AV +5 ;
Req: Dragonbone Bows,
Billeting, Council |
Flaming Arrows: |
Archer;
AV +5 ;
Req: Dragonbone Bows, Whitesteel Weapons, Nationalist |
Description:
Always eager to convert wood into more practical purposes, the
Gauri use Wood Exports to vend their excess production to private
purchasers and foreign agents. Though Wood Exports produce no wood for
the stronghold, they help support the local economy.
|
 |
Ironwright |
Health: 600 |
Cost:
100
 |
|
Production: 7 |
Upgrades:
Armory Guild, Iron Export |
Description:
The bellowing furnaces and ever-turning bears of Gauri
Ironwrights have been known to inspire awe in foreign visitors. To the
Gauri, Ironwrights are simply a standard part of everyday life,
producing both the iron necessary for buildings and constructs, and the
hand-crafted weaponry for which the Gauri are known.
|
 |
Armory Guild |
Health: 800 |
Cost:
130
 |
|
Production:
14 |
Upgrades:
None |
Research: |
Tier I:
300 |
Time: 30 |
Boot Camp:
|
Infantry; Health +20%; Req: Council |
Billeting:
|
Infantry;
Recruit Cost -15%; Req: Nationalist |
Whitesteel Weapons: |
Infantry;
AV +2; Req: Council / Nationalist |
Whitesteel Armor: |
Infantry;
DV +2; Req: Council / Nationalist |
Tier 2:
450 |
|
Khaldunite Weapons: |
Infantry;
AV +5 ;
Req: Whitesteel Weapons, Whitesteel Armor, Council / Nationalist |
Magic Weapons: |
Infantry;
AV +5 ;
Req: Whitesteel Weapons,
Boot Camp, Council |
Magic Armor: |
Infantry;
Resist Range +20%; Req: Whitesteel Weapons,
Billeting, Nationalist |
Description:
The most prestigious of all Gauri guilds is the Armory Guild,
which produces not only the highest quality iron in all Khaldun, but
also the finest weapons to be had. Through special alchemic formulae
and ingenious devices, the Armory Guild produces twice the iron as an
Ironwright, yet requires no additional space or laborers.
|
 |
Iron Export |
Health: 800 |
Cost:
130
 |
|
Production: 16 6 |
Upgrades:
None |
Research: |
Tier I:
300 |
Time: 30 |
Boot Camp:
|
Infantry; Health +20%; Req: Council |
Billeting:
|
Infantry;
Recruit Cost -15%; Req: Nationalist |
Whitesteel Weapons: |
Infantry;
AV +2; Req: Council / Nationalist |
Whitesteel Armor: |
Infantry;
DV +2; Req: Council / Nationalist |
Tier 2:
450 |
|
Khaldunite Weapons: |
Infantry;
AV +5 ;
Req: Whitesteel Weapons, Whitesteel Armor, Council / Nationalist |
Magic Weapons: |
Infantry;
AV +5 ;
Req: Whitesteel Weapons,
Boot Camp, Council |
Magic Armor: |
Infantry;
Resist Range +20%; Req: Whitesteel Weapons,
Billeting, Nationalist |
Description:
Gauri iron is always in high demand, and thus the Gauri often
trade domestic production for gold-generating Iron Exports. These
facilitate the sale of iron and generate a fine income for the
stronghold.
|
 |
Exchange |
Health: 600 |
Cost:
125
 |
|
Production:
20
-1
-1
-1 |
Upgrades:
Warehouse, Factory |
Description:
Though Gauri are perhaps best known for their great works in
stone and their fine weapons, Gauri artisans also produce beautiful
artistry from wood, iron, and stone to be sold in Exchanges.
|
 |
Warehouse |
Health: 800 |
Cost:
155
 |
|
Production: 35
-2
-2
-2 |
Upgrades:
None |
Support:
|
Adds +5 to settlement's Supply Range |
Description:
Redirecting the efforts of local artisans to improve the quality
of the supplies used by warriors in the field, Warehouses both improve
the supply range of a stronghold and produce commodities that, while
less profitable than those made in Workshops, nevertheless produce some
income.
|
 |
Factory |
Health: 800 |
Cost:
155
 |
|
Production:
+3 +3
+3 |
Upgrades:
None |
Description:
Gauri Factories pay private laborers to join in the processing of
raw goods into commodities to be used by the stronghold. Though this is
expensive, it helps to increase the flow of materials necessary for
building and maintaining structures and armies.
|
 |
Garrison |
Health: 600 |
Cost:
80
 |
|
Production: +1 Unit Limit |
Upgrades:
None |
Research: |
Tier I:
300 |
Time: 30 |
Stable Master:
|
Cavalry; Health +15%; Req: Council / Nat |
Whitesteel Weapons: |
Cavalry;
AV +2; Req: Council / Nationalist |
Whitesteel Armor: |
Cavalry;
DV +2; Req: Council / Nationalist |
Tier 2:
450 |
|
Khaldunite Weapons: |
Cavalry;
AV +5 ;
Req: Whitesteel Weapons, Whitesteel Armor, Council / Nationalist |
Magic Weapons: |
Cavalry;
AV +5 ;
Req: Whitesteel Weapons,
Stable Master, Council |
Balanced Weapons: |
Cavalry;
AV +3; Req: Whitesteel Weapons,
Stable Master, Nationalist |
Description:
Gauri Garrisons are invariably raucous places. Occupied
primarily by Hammers and their foul-smelling urossi mounts, Garrisons
nevertheless give all military units a place to meet and discuss
strategy. As a result, they allow for the deployment of Trackers as
scouts, and for an increase in the number of companies in the field.
|
 |
Archive |
Health: 600 |
Cost:
120
 |
|
Production: 3 |
Upgrades:
University |
Description:
Because of the great respect the Gauri have for the past, many
Gauri strongholds gather detailed writings containing the experiments
and discussions of learned Gauri from all Ages. By studying these
writings, Gauri are able to train themselves in the scientific arts
necessary for extracting Khaldunite and constructing the devices used by
Runemasters.
|
 |
University |
Health: 800 |
Cost:
150
 |
|
Production: 5 |
Upgrades:
None |
Research: |
Tier I:
500 |
Time: 30 |
Khaldunite Armor:
|
Frontline;
Resist Melee +20%; Req: Council / Nat |
Magic Armor:
|
Infantry;
Resist Range +20%; Req: Council |
Onyx Rings: |
Frontline;
Resist Fire +20%; Req: Nationalist |
Description:
The greatest Gauri Archives achieve the status of Universities,
centers of learning that produce great progress in Khaldunite extraction
and in the use of runes.
|
 |
Reliquary |
Health: 600 |
Cost:
120
 |
|
Production: 3 |
Upgrades:
Pantheon |
Description:
The Gauri venerate many spirits, including the Saadya and many Kohan,
but also ancestors and pagan elemental forces. To hold icons and relics
of these spirits, the Gauri construct honey-combed Reliquaries, which
serve as a central place of worship, and also attract spiritual energy.
|
 |
Pantheon |
Health: 800 |
Cost:
150
 |
|
Production: 5 |
Upgrades:
None |
Research: |
Tier I:
500 |
Time: 30 |
Proselytize |
Frontline;
Resupply Rate -15%; Req: Nat |
Opal Rings: |
Frontline;
Attack Rate -20%; Req: Council |
Blessing Speed |
Frontline;
Speed Max +10%; Req: Nationalist |
Blessing Valor |
Frontline;
AV +1; Morale +1; Req: Council |
Description:
Far more elaborate than humble Reliquaries, Gauri Pantheons are
enormously elaborate structures with a special niche for every spirit
venerated in the Gauri faith. Drawing pilgrims from great distances,
Pantheons bring additional mana and attract those rare faithful capable
of attaining higher spiritual understanding.
|
 |
Outpost |
Health: 1500 |
Cost:
100
 |
Militia:
Forge: 4
Spear: 4
Anvil: 4 |
Ranges:
Guard Range: 22
Detection Range: 30
Supply Range: 30 |
Production: -4 |
Upgrades:
Fort |
Description:
Outposts lack the permanence that the Gauri normally invest in
their structures, and are used instead as resupply points with a fairly
small number of defenders. Because the Gauri are such effective
builders, they are confident that any lost Outposts can be reconstructed
with ease.
|
 |
Fort |
Health: 2250 |
Cost:
100
 |
Militia:
Forge: 4
Spear: 8
Anvil: 8 |
Ranges:
Guard Range: 24
Detection Range: 34
Supply Range: 34 |
Production: -6 |
Upgrades:
None |
Description:
Gauri Forts have thick and high walls and are defended by many
proud warriors. Designed both to control key locations and to serve as
staging grounds and supply depots, Forts are critical to securing and
expanding territory.
|
 |
Mine, Gold |
Health: 750 |
Cost:
90
 |
|
Production: 25 |
Upgrades:
Gold Mine Upgrade |
|
 |
Mine, Gold Upgrade |
Health: 1000 |
Cost:
90
 |
|
Production: 40 |
Upgrades:
None |
|
 |
Mine, Iron |
Health: 750 |
Cost:
90
 |
|
Production: 10 |
Upgrades:
Iron Mine Upgrade |
|
 |
Mine, Iron Upgrade |
Health: 1000 |
Cost:
90
 |
|
Production: 15 |
Upgrades:
None |
|
 |
Mine, Mana (Khaldunite Mine) |
Health: 750 |
Cost:
105
 |
|
Production: 4 |
Upgrades:
Mana Mine Upgrade |
|
 |
Mine, Mana Upgrade (Khaldunite Spire) |
Health: 1000 |
Cost:
105
 |
|
Production: 8 |
Upgrades:
None |
|
 |
Mine, Stone |
Health: 750 |
Cost:
45
 |
|
Production: 10 |
Upgrades:
Stone Mine Upgrade |
|
 |
Mine, Stone Upgrade |
Health: 1000 |
Cost:
45
 |
|
Production: 15 |
Upgrades:
None |
|
 |
Mine, Wood (Ironwood Camp) |
Health: 750 |
Cost:
65
 |
|
Production: 10 |
Upgrades:
Wood Mine Upgrade |
|
 |
Mine, Wood Upgrade (Ironwood Mill) |
Health: 1000 |
Cost:
65
 |
|
Production: 15 |
Upgrades:
None |
|
| |
|