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Human - Buildings


[Lore] [Units] [Buildings]
[Ceyah] [Council] [Nationalists] [Royalists]
 

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

See Glossary for Building Resistances
 

 

Settlement

Village
Health: 1300 Cost: 100 Company Limit: +2
Production: 18 Militia:
Bowman: 6
Pikeman: 6
Ranges:
Guard Range: 38
Detection Range: 40
Supply Range: 40
Upgrades:
Town
Walls: None

Description:
All Human settlements begin as Villages. Villages are small, capable of containing only a single structure beside the town center, and have virtually no defenses.
 

 
Town
Health: 2600 Cost: 120 Company Limit: +1
Production: 30 Militia:
Bowman: 6
Pikeman: 6
Ranges:
Guard Range: 38
Detection Range: 44
Supply Range: 44
Upgrades:
City
Walls: Health: 750; DV: 2

Description:
As Human settlements grow, they become Towns, which can hold several buildings and have improved defenses. Towns dot the landscape of Human kingdoms and are the most common level of settlement development.
 

 
City
Health: 5200 Cost: 240 Company Limit: +1
Production: 40 Militia:
Bowman: 8
Pikeman: 8
Ranges:
Guard Range: 38
Detection Range: 48
Supply Range: 48
Upgrades:
Citadel
Walls: Health: 1000; DV: 4

Description:
Rare are the great Cities of Humans, teeming with workers and militia members, and surrounded by thick walls. Cities are hubs of economic and industrial activity in Human kingdoms.
 

 
Citadel
Health: 6500 Cost: 360 Company Limit: +1
Production: 48 Militia:
Bowman: 8
Pikeman: 10
Ranges:
Guard Range: 38
Detection Range: 53
Supply Range: 53
Upgrades:
None
Walls: Health: 1500; DV: 6

Description:
Citadels are the most developed form of Human settlement. Their almost impregnable walls cover an enormous area, providing plenty of room for development. Dozens of workers and militia members ensure the Citadel’s smooth operation, helping it boom with economic productivity. Citadels are the capitals of Human kingdoms.
 

 

Quarry

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

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

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

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

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

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

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

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

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
 

Values Based On 1.2.3.0

 

 






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