| |
 |
Quarry |
Health: 500 |
Cost:
50
 |
|
Production: 6 |
Upgrades:
Mining Post, Stone Market |
Description:
Cut deeply into the earth, Quarries provide settlements with
much-needed stone for use in maintaining larger structures and more
powerful walls.
|
 |
Mining Post |
Health: 750 |
Cost:
65
 |
|
Production:
12 |
Upgrades:
None |
Research: |
Tier I:
200 |
Time: 30 |
Journeymen: |
Frontline; Repair +3; Req: Cey / Cou / Nat / Roy |
Skilled Labor: |
Building;
Structure Cost -15%; Req: Cey / Cou / Nat / Roy |
Fitted Stones: |
Building;
Health +25%; Req: Cey / Cou / Nat / Roy |
Tier 2:
350 |
|
Fortified Walls: |
Building;
Health +25%
Req: Skilled Labor, Journeymen / Fitted Stones, Ceyah / Council / Nationalist |
Strong Foundations:
|
Building;
Resist Siege +20%; Req: Journeymen,Skilled Labor, Ceyah / Royalist |
Ramparts: |
Wall;
Resist Siege +20%; Req: Journeymen,
Skilled Labor, Council / Nationalist / Roy |
Description:
By applying principles of rational organization and divide labor
to the normally haphazard mining techniques, Mining Posts double the
output of Quarries and enable settlements to maintain even more
significant structures.
|
 |
Stone Market |
Health: 750 |
Cost:
65
 |
|
Production: 12
4 |
Upgrades:
None |
Research: |
Tier I:
200 |
Time: 30 |
Journeymen: |
Frontline; Repair +3; Req: Cey / Cou / Nat / Roy |
Skilled Labor: |
Building;
Structure Cost -15%; Req: Cey / Cou / Nat / Roy |
Fitted Stones: |
Building;
Health +25%; Req: Cey / Cou / Nat / Roy |
Tier 2:
350 |
|
Fortified Walls: |
Building;
Health +25%
Req: Skilled Labor, Journeymen / Fitted Stones, Ceyah / Council / Nationalist |
Strong Foundations: |
Building;
Resist Siege +20%; Req: Journeymen,
Skilled Labor, Ceyah / Royalist |
Ramparts: |
Wall;
Resist Siege +20%; Req: Journeymen,
Skilled Labor, Council / Nationalist / Roy |
Description:
Rather than providing stone for use within the settlement and its
environs, a Stone Market attracts private speculators to Quarries and
allows the extracted stone to be sold at a tidy profit, providing the
settlement with steady income.
|
 |
Woodmill |
Health: 500 |
Cost:
75
 |
|
Production: 6 |
Upgrades:
Sawmill, Wood Market |
Description:
Woodmills centralize the lumber harvesting operations of a Human
settlement, allowing for a production of surplus wood supplies to be
applied toward supporting armies or other structures.
|
 |
Sawmill |
Health: 750 |
Cost:
95
 |
|
Production: 12 |
Upgrades:
None |
Research: |
Tier I:
250 |
Time: 30 |
Composite Bows
|
Archer; Range +4; Req: Cey / Cou / Nat / Roy |
Dragonbone Bows |
Archer; RV +2; Req: Cey / Cou / Nat
/ Roy |
Billeting |
Archer;
Recruit Cost -15%; Req: Council |
Shadowsteel Weapons: |
Archer;
DV +2; Req: Ceyah |
Whitesteel Weapons: |
Archer;
DV +2; Req: Nationalist |
Whitesteel Armor: |
Archer;
DV +2; Req: Royalist |
Tier 2:
400 |
|
Diseased Arrows: |
Archer; Flesh Rot; Req: Dragonbone
Bows, Shadowsteel Weapons, Ceyah |
Khaldunite Arrows: |
Archer;
AV +5 ;
Req: Composite Bows, Dragonbone Bows, Council / Nat / Roy |
Magic Arrows: |
Archer;
AV +5 ;
Req: Dragonbone Bows,
Billeting / Whitesteel Weapons, Council / Roy |
Flaming Arrows: |
Archer;
AV +5 ;
Req: Dragonbone Bows, Composite Bows / Whitesteel Weapons, Ceyah / Nationalist |
Description:
Utilizing advance techniques and a larger structure, Sawmills
increase the efficiency, and accordingly the output, of Woodmills.
|
 |
Wood Market |
Health: 750 |
Cost:
95
 |
|
Production: 18
4 |
Upgrades:
None |
Research: |
Tier I:
250 |
Time: 30 |
Composite Bows
|
Archer; Range +4; Req: Cey / Cou / Nat / Roy |
Dragonbone Bows |
Archer; RV +2; Req: Cey / Cou / Nat
/ Roy |
Billeting |
Archer;
Recruit Cost -15%; Req: Council |
Shadowsteel Weapons: |
Archer;
DV +2; Req: Ceyah |
Whitesteel Weapons: |
Archer;
DV +2; Req: Nationalist |
Whitesteel Armor: |
Archer;
DV +2; Req: Royalist |
Tier 2:
400 |
|
Diseased Arrows: |
Archer; Flesh Rot; Req: Dragonbone
Bows, Shadowsteel Weapons, Ceyah |
Khaldunite Arrows: |
Archer;
AV +5 ;
Req: Composite Bows, Dragonbone Bows, Council / Nat / Roy |
Magic Arrows: |
Archer;
AV +5 ;
Req: Dragonbone Bows,
Billeting / Whitesteel Weapons, Council / Roy |
Flaming Arrows: |
Archer;
AV +5 ;
Req: Dragonbone Bows, Composite Bows / Whitesteel Weapons, Ceyah / Nationalist |
Description:
Through restructuring the Woodmill, it is possible to turn it
into an export-oriented Wood Market. Though a Wood Market produces no
lumber for local consumption, it nevertheless provides a settlement with
a steady income.
|
 |
Blacksmith |
Health: 500 |
Cost:
100
 |
|
Production: 6 |
Upgrades:
Foundry, Iron Market |
Description:
Blacksmiths are critical for the smelting of iron and the
production of weapons necessary for fielding a significant battlefield
presence. Hence, settlements without Blacksmiths tend not to last long.
|
 |
Foundry |
Health: 750 |
Cost:
130
 |
|
Production:
12 |
Upgrades:
None |
Research: |
Tier I:
300 |
Time: 30 |
Boot Camp:
|
Infantry; Health +20%; Req: Ceyah /Council |
Billeting:
|
Infantry;
Recruit Cost -15%; Req: Nationalist |
Entrench Tactics: |
Infantry;
DV +1; Entrench Time -20%; Req: Roy |
Whitesteel Weapons: |
Infantry;
AV +2; Req: Council / Nat / Roy |
Whitesteel Armor: |
Infantry;
DV +2; Req: Council / Nat / Roy |
Shadowsteel Armor: |
Infantry;
DV +2; Req: Ceyah |
Shadowsteel Weapons: |
Infantry;
AV +2; Req: Ceyah |
Tier 2:
450 |
|
Diseased Weapons: |
Infantry;
Flesh Rot;
Req: Shadowsteel Weapons, Shadowsteel Armor, Ceyah |
Khaldunite Weapons: |
Infantry;
AV +5 ;
Req: Whitesteel Weapons, Whitesteel Armor, Council / Nat / Roy |
Shocktroops: |
Infantry;
AV +1; Speed Max +20%;
Req: Whitesteel Weapons, Entrench Tactics, Royalist |
Dark Ritual: |
Infantry;
AV +3; Req: Shadowsteel Weapons, Boot Camp, Ceyah |
Magic Weapons: |
Infantry;
AV +5 ;
Req: Whitesteel Weapons,
Boot Camp, Council |
Magic Armor: |
Infantry;
Resist Range +20%; Req: Whitesteel Weapons,
Billeting, Nationalist |
Description:
The soot-spewing smokestacks of Foundries are a sign of the
progress of Human civilization. By employing much larger, much hotter
furnaces, Foundries are able to smelt iron much more efficiently and
quickly, thus doubling the output of a humble Blacksmith.
|
 |
Iron Market |
Health: 750 |
Cost:
130
 |
|
Production: 24
4 |
Upgrades:
None |
Research: |
Tier I:
300 |
Time: 30 |
Boot Camp:
|
Infantry; Health +20%; Req: Ceyah /Council |
Billeting:
|
Infantry;
Recruit Cost -15%; Req: Nationalist |
Whitesteel Weapons: |
Infantry;
AV +2; Req: Council / Nat / Roy |
Whitesteel Armor: |
Infantry;
DV +2; Req: Council / Nat / Roy |
Shadowsteel Armor: |
Infantry;
DV +2; Req: Ceyah |
Shadowsteel Weapons: |
Infantry;
AV +2; Req: Ceyah |
Tier 2:
450 |
|
Diseased Weapons: |
Infantry;
Flesh Rot;
Req: Shadowsteel Weapons, Shadowsteel Armor, Ceyah |
Khaldunite Weapons: |
Infantry;
AV +5 ;
Req: Whitesteel Weapons, Whitesteel Armor, Council / Nat / Roy |
Shocktroops: |
Infantry;
AV +1; Speed Max +20%;
Req: Whitesteel Weapons, Entrench Tactics, Royalist |
Dark Ritual: |
Infantry;
AV +3; Req: Shadowsteel Weapons, Boot Camp, Ceyah |
Magic Weapons: |
Infantry;
AV +5 ;
Req: Whitesteel Weapons,
Boot Camp, Council |
Magic Armor: |
Infantry;
Resist Range +20%; Req: Whitesteel Weapons,
Billeting, Nationalist |
Description:
Some settlements, either by virtue of a secure position or out of
a need for an increased income stream, convert their Blacksmiths to
export-oriented Iron Markets. Though this leaves the settlement without
much-needed ore, the merchants at the Iron Markets can nevertheless
still be induced to forge weapons when the settlement needs them.
|
 |
Market |
Health: 500 |
Cost:
125
 |
|
Production:
20
-1
-1
-1 |
Upgrades:
Bank, Bazaar |
Description:
By serving as a central meeting place for buyers and sellers,
Markets not only improve the economic activity of a settlement, but also
enable sale of excess basic commodities by the settlement, providing a
steady income.
|
 |
Bank |
Health: 750 |
Cost:
155
 |
|
Production: 25 |
Upgrades:
None |
Description:
Critical to highly advanced economies, Banks provide loans and
facilitate long-distance sales. The resulting increase in trade and
shipping provides significant increases in tax revenues for a
settlement.
|
 |
Bazaar |
Health: 750 |
Cost:
155
 |
|
Production:
60
-4
-4
-4 |
Upgrades:
None |
Description:
Sprawling and chaotic, Bazaars succeed not through any dint of
reason, but rather simply by providing enormous area for trade of basic
commodities. A large Bazaar enables a settlement to export substantial
quantities of resources in exchange for gold.
|
 |
Barracks |
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: Cey /Council / Nat |
Whitesteel Weapons: |
Cavalry;
AV +2; Req: Council / Nat / Roy |
Whitesteel Armor: |
Cavalry;
DV +2; Req: Council / Nat / Roy |
Shadowsteel Armor: |
Cavalry;
DV +2; Req: Ceyah |
Shadowsteel Weapons: |
Cavalry;
AV +2; Req: Ceyah |
Tier 2:
450 |
|
Cavalry Tactics: |
Cavalry;
Speed Max +20%; Req: Shadowsteel Weapons / Whitesteel
Weapons, Stable Master / Billeting, Ceyah / Royalist |
Diseased Weapons: |
Cavalry;
Flesh Rot;
Req: Shadowsteel Weapons, Shadowsteel Armor, Ceyah |
Khaldunite Weapons: |
Cavalry;
AV +5 ;
Req: Whitesteel Weapons, Whitesteel Armor, Council / Nat / Roy |
Magic Weapons: |
Cavalry;
AV +5 ;
Req: Whitesteel Weapons,
Stable Master, Council |
Balanced Weapons: |
Cavalry;
AV +3; Req: Whitesteel Weapons,
Stable Master, Nationalist |
Description:
Barracks provide the necessary space for practicing cavalry
maneuvers, and thus allow Human settlements to deploy mounted warriors.
Moreover, by providing a central structure responsible for the
disposition of military units, Barracks increase the number of companies
that can be managed in the field.
|
 |
Library |
Health: 500 |
Cost:
120
 |
|
Production: 3 |
Upgrades:
Mage Tower |
Description:
Libraries serve as hubs of knowledge and wisdom in the war-torn
world of Khaldun. The scholars resident at Libraries aid settlements in
the accumulation of free-floating mana energies, and furthermore help to
train Warmages for combat.
|
 |
Mage Tower |
Health: 750 |
Cost:
150
 |
|
Production: 7 |
Upgrades:
None |
Research: |
Tier I:
500 |
Time: 30 |
Khaldunite Armor:
|
Frontline;
Resist Melee +20%; Req: Cey / Council / Nat / Roy |
Magic Armor:
|
Infantry;
Resist Range +20%; Req: Council / Roy |
Jade Rings: |
Frontline;
Resist Magic +20%; Req: Ceyah |
Onyx Rings: |
Frontline;
Resist Fire +20%; Req: Nat |
Description:
By redirecting general studies into focused work on magic, Mage
Towers convert Libraries into far more practical structures that produce
considerably more mana energy and allow for the training of superior
wizards.
|
 |
Shrine |
Health: 500 |
Cost:
120
 |
|
Production: 3 |
Upgrades:
Temple |
Description:
Shrines have long served as humble centers for the religious
devotion of Human worshippers. They also provide training for the
faithful, preparing Clerics to serve on the field of battle.
|
 |
Temple |
Health: 750 |
Cost:
150
 |
|
Production: 7 |
Upgrades:
None |
Research: |
Tier I:
500 |
Time: 30 |
Proselytize |
Frontline;
Resupply Rate -15%; Req: Cey / Nat / Roy |
Onyx Rings: |
Frontline;
Resist Fire +20%; Req: Ceyah |
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 |
Blessing Life |
Frontline;
Health +10%; Req: Royalist |
Description:
Seeking to better venerate the Creator and the Saadya, Humans
have invested great wealth in constructing massive Temples. These
Temples hold more worshippers and house religious texts and spiritual
experts capable of training not only Clerics, but other faith-warriors.
|
 |
Outpost |
Health: 1300 |
Cost:
100
 |
Militia:
Bowman: 4
Swordsman: 4 |
Ranges:
Guard Range: 24
Detection Range: 26
Supply Range: 26 |
Production: -4 |
Upgrades:
Fort |
Description:
Outposts provide Human kingdoms with advanced bases from which to
survey the nearby land. They are also useful in providing forward
defenses.
|
 |
Fort |
Health: 1950 |
Cost:
100
 |
Militia:
Bowman: 8
Swordsman: 8 |
Ranges:
Guard Range: 24
Detection Range: 30
Supply Range: 30 |
Production: -6 |
Upgrades:
None |
Description:
Fortresses are imposing edifices of solid stone, capable of being
manned with large numbers of militiamen and of supplying advance forces.
Fortresses are critical for controlling important territory, and are
thus a staple of those kingdoms with the fortitude to conquer their
neighbors.
|
 |
Mine, Gold |
Health: 500 |
Cost:
100
 |
|
Production: 30 |
Upgrades:
Gold Mine Upgrade |
|
 |
Mine, Gold Upgrade |
Health: 750 |
Cost:
100
 |
|
Production:
45 |
Upgrades:
None |
|
 |
Mine, Iron |
Health: 500 |
Cost:
100
 |
|
Production: 10 |
Upgrades:
Iron Mine Upgrade |
|
 |
Mine, Iron Upgrade |
Health: 750 |
Cost:
100
 |
|
Production: 15 |
Upgrades:
None |
|
 |
Mine, Mana (Khaldunite Mine) |
Health: 500 |
Cost:
120
 |
|
Production: 4 |
Upgrades:
Mana Mine Upgrade |
|
 |
Mine, Mana Upgrade (Khaldunite 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 |
|
| |
|