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Gauri - Buildings


[Lore] [Units] [Buildings]
[Council] [Nationalists]
 

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

See Glossary for Building Resistances
 

 

Stronghold

Village
Health: 1500 Cost: 100 Company Limit: +2
Production: 16 1 Militia:
Forge: 4
Spear: 6
Anvil: 6
Ranges:
Guard Range: 38
Detection Range: 42
Supply Range: 42
Upgrades:
Town
Walls: None

Description:
Hewn from solid stone whenever possible, or with great boulders brought from afar by Packbeasts, Gauri Villages are the simplest of their strongholds. Too small to hold many structures and lacking the permanence of more developed strongholds, Villages must either develop or risk easy capture.
 

 
Town
Health: 3000 Cost: 110 Company Limit: +1
Production: 28  1 1 Militia:
Forge: 4
Spear: 6
Anvil: 6
Ranges:
Guard Range: 38
Detection Range: 46
Supply Range: 46
Upgrades:
City
Walls: Health: 800; DV: 3

Description:
Gauri Towns are larger and more reinforced than the less developed Towns. With thicker walls and more spacious grounds, Villages can support more builders and militia, as well as additional structures.
 

 
City
Health: 6000 Cost: 220 Company Limit: +1
Production: 36  1  1  1 Militia:
Forge: 4
Spear: 8
Anvil: 8
Ranges:
Guard Range: 38
Detection Range: 50
Supply Range: 50
Upgrades:
Citadel
Walls: Health: 1100; DV: 5

Description:
With their deep foundations and enormous walls, Gauri Cities loom like hills wherever they are built. Their size allows for effective commerce in the ores and precious metals extracted within, and for large numbers of defenders and workers to ensure that the Cities function effectively and safely.
 

 
Citadel
Health: 7500 Cost: 330 Company Limit: +1
Production: 40  1  1  1  1 Militia:
Forge: 4
Spear: 8
Anvil: 10
Ranges:
Guard Range: 38
Detection Range: 55
Supply Range: 55
Upgrades:
None
Walls: Health: 1700; DV: 7

Description:
The greatest of all Gauri structures, Citadels are enormous and stately, built with stone ancient and unbreakable, surrounded by walls so thick and high that none would ever dare try to breach them. Citadels hold numerous buildings, dozens of workers and militia members, and thrive with social and economic vitality.
 

 

Quarry

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.
 
 

Woodmill

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.
 
 

Blacksmith

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.
 
 

Market

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.
 
 

Barracks

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.
 
 

Library

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.
 
 

Shrine

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

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

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
 

Values Based On 1.2.3.0

 

 






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Dan "Chimaeros" Genovese
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