Military buildings can be constructed in all castle, city and temple holdings as long as the barony has the required terrain. Military buildings specialize in increasing your levy, strengthening stationed Men At Arms, or providing other military advantages. Some buildings have additional effects if the county culture has certain traditions.
All military buildings have their upgrades unlocked through the following innovations:
Barracks are sturdy buildings with the sole purpose of housing and readying local levies for war.
— In-game description
”
Construction time
3 years
Terrain requirements
This building can only be built in the following terrain:
Terrain
Able to construct
Desert
—
Desert Mountains
—
Drylands
Farmlands
Floodplains
—
Forest
Hills
Jungle
Mountains
Oasis
—
Plains
Steppe
Taiga
Wetlands
Barracks provide levies as well as support stationed heavy infantry and spearmen men-at-arms. -10% Gold cost for hosting Grand Tournament in holding.
Upgrades
Level
Holding effects
County effects
Realm effects
Stationed regiments bonus
Description
Wooden Barracks
+100 Levies
-1 Danger
+20% Heavy Infantry Damage
+20% Spearmen Damage
To house levies as they ready for war, they need at least a roof over their head. These simple wooden barracks, thrown together in a hurry by 'willing' carpenters and woodsmen, offer decent protection from the elements... Well, unless it rains.
Levying Grounds
+175 Levies
-2 Danger
+30% Heavy Infantry Damage
+30% Spearmen Damage
By clearing a large swathe of land of any obstructions, we can muster our soldiers in one place for division into units. The clear vision also allows for easier spotting of deserters.
Stone Barracks
+250 Levies
-3 Danger
+40% Heavy Infantry Damage
+20% Heavy Infantry Toughness
+40% Spearmen Damage
+20% Spearmen Toughness
The sturdier stone barracks offer significantly more protection from the elements, and the carrying of the stones is great training for our men! A 'team-building' exercise, if you will.
Mobile Camps
+325 Levies
-4 Danger
+10% Levy Reinforcement Rate
+50% Heavy Infantry Damage
+30% Heavy Infantry Toughness
+50% Spearmen Damage
+30% Spearmen Toughness
The nature of the barrack is to be mobile, and what better way to stay mobile than to use sturdy and durable leather tents? Those farmers didn't need their livestock anyway!
Smithies
+400 Levies
-5 Danger
+1% Levy Size
+1% Garrison Size
+15% Levy Reinforcement Rate
+60% Heavy Infantry Damage
+40% Heavy Infantry Toughness
+60% Spearmen Damage
+40% Spearmen Toughness
By enlisting camp smiths to maintain our levies' rusted spears and bent forks, we significantly increase our chances of success, even though the smiths might have preferred something just a little bit more prestigious.
Training Grounds
+475 Levies
-6 Danger
+2% Levy Size
+2% Garrison Size
+20% Levy Reinforcement Rate
+70% Heavy Infantry Damage
+50% Heavy Infantry Toughness
+70% Spearmen Damage
+50% Spearmen Toughness
By putting up training dummies and obstacle courses, we can sift the chaff from the wheat – and that way we know which men to put at the front of the formations...
Conscription Centers
+550 Levies
-7 Danger
+3% Levy Size
+3% Garrison Size
+25% Levy Reinforcement Rate
+80% Heavy Infantry Damage
+60% Heavy Infantry Toughness
+80% Spearmen Damage
+60% Spearmen Toughness
By constructing dedicated conscription centers in all nearby villages, we ensure a steady stream of ill-willed, alcoholized troublemakers to swell our ranks.
Permanent Barracks
+625 Levies
-8 Danger
+4% Levy Size
+4% Garrison Size
+30% Levy Reinforcement Rate
+90% Heavy Infantry Damage
+70% Heavy Infantry Toughness
+90% Spearmen Damage
+70% Spearmen Toughness
While we often have to move our levies at a moment's notice, the construction of permanent and well-built barracks allow us a place to house the more elite soldiers and officers, should they happen by.
Smelting ore in furnaces and hammering metal into desired shapes, smithies provide nearby communities with essential tools and weapons.
— In-game description
”
Construction time
3 years
Blacksmiths can be built in any terrain and provide support to stationed men-at-arms and increase holding taxes, levy reinforcement rate, and knight effectiveness. -50% Gold cost for hosting Grand Tournament Duel contest in holding.
Upgrades
Level
Holding effects
County effects
Realm effects
Stationed regiments bonus
Description
Bloomeries
+4% Holding Taxes
+10% Levy Reinforcement Rate
+1% Knight Effectiveness
+15% Men-at-Arms Damage
Throughout the countryside, smoke rises from the bloomeries, simple structures with walls made of heat resistant clay and stones, where a mix of charcoal and crushed iron ore is added from the open top to make sponge iron.
Bellows
+8% Holding Taxes
+15% Levy Reinforcement Rate
+2% Knight Effectiveness
+20% Men-at-Arms Damage
Crafted from sturdy animal skin, bellows are usually operated by a blacksmith's apprentice, constantly pumping a strong current of air into the fires.
Drawplate
+12% Holding Taxes
+20% Levy Reinforcement Rate
+3% Knight Effectiveness
+25% Men-at-Arms Damage
+15% Men-at-Arms Toughness
A device that aids the blacksmiths in fabricating wire for chainmail. Pieces of heated iron are drawn through successively smaller holes, a much easier way of working than laboriously hammering it out on the forge.
Blacksmith Districts
+16% Holding Taxes
+25% Levy Reinforcement Rate
+4% Knight Effectiveness
+30% Men-at-Arms Damage
+20% Men-at-Arms Toughness
Blacksmiths are strongly encouraged to practice their craft outside of densely populated areas. As innovations in metal production allow them to work almost constantly, the dissatisfaction of the nearby populace rises with each clang of a hammer and each roaring fire in the night."
Trip Hammers
+20% Holding Taxes
+30% Levy Reinforcement Rate
+5% Knight Effectiveness
Increased quality of sponsored Inspirations
+35% Men-at-Arms Damage
+25% Men-at-Arms Toughness
Powered by a water wheel or unlucky apprentices, a simple rotating cam raises the hammer, then allows it fall down naturally in a steady rhythm.
Goldsmithies
+24% Holding Taxes
+35% Levy Reinforcement Rate
+6% Knight Effectiveness
Increased quality of sponsored Inspirations
+40% Men-at-Arms Damage
+30% Men-at-Arms Toughness
The addition of rooms for casting and working gold and silver, each with their own specially designed workbenches and forges, makes working with jewelry and plating with precious metals much easier.
Blast Furnaces
+28% Holding Taxes
+40% Levy Reinforcement Rate
+7% Knight Effectiveness
Increased quality of sponsored Inspirations
+45% Men-at-Arms Damage
+35% Men-at-Arms Toughness
Blast furnaces run hot day-round, smelting iron, lead, and copper. The quality of the metal they produce is beyond excellent.
Cast iron
+32% Holding Taxes
+45% Levy Reinforcement Rate
+8% Knight Effectiveness
Increased quality of sponsored Inspirations
+50% Men-at-Arms Damage
+40% Men-at-Arms Toughness
Slightly weaker, but much cheaper to produce than with other methods, cast iron is used to produce a wide array of tools like plowshares, nails or harrows.
These farms are dedicated to the breeding and raising of camels for use by the military, as well as by local peasants in their daily toil. Camels are flexible and sturdy mounts, ideally suited to a harsh desert climate.
— In-game description
”
Construction time
3 years
Terrain requirements
This building can only be built in the following terrain:
Terrain
Able to construct
Desert
Desert Mountains
Drylands
—
Farmlands
—
Floodplains
Forest
—
Hills
—
Jungle
—
Mountains
—
Oasis
Plains
—
Steppe
—
Taiga
—
Wetlands
—
Camelry provide levies, monthly tax, supply limit, knight effectiveness, as well as support to stationed light cavalry and camel cavalry men-at-arms.
Upgrades
Level
Cost
Requirements
Holding effects
County effects
Realm effects
Stationed regiments bonus
Description
Camel Breeders
150 Gold
—
+75 Levies
+0.1 Monthly Tax
—
+2% Knight Effectiveness
+10% Light Cavalry Damage
+5% Light Cavalry Pursuit
+20% Camel Cavalry Damage
+10% Camel Cavalry Pursuit
These farms are dedicated to the breeding and raising of camels for use by the military, as well as by local peasants in their daily toil. Camels are flexible and sturdy mounts, ideally suited to a harsh desert climate.
Scouting Posts
250 Gold
Barracks
+125 Levies
+0.2 Monthly Tax
+200 Supply Limit
+4% Knight Effectiveness
+20% Light Cavalry Damage
+10% Light Cavalry Pursuit
+40% Camel Cavalry Damage
+20% Camel Cavalry Pursuit
Camel riders regularly travel between the scouting posts, carrying with them supplies and news about current ongoings.
Bowmakers
340 Gold
Holding is at least level 2
Burhs
+175 Levies
+0.2 Monthly Tax
+200 Supply Limit
+6% Knight Effectiveness
+30% Light Cavalry Damage
+15% Light Cavalry Pursuit
+5% Light Cavalry Toughness
+5% Light Cavalry Screen
+60% Camel Cavalry Damage
+30% Camel Cavalry Pursuit
+20% Camel Cavalry Toughness
+10% Camel Cavalry Screen
Camel cavalry do well when the riders are equipped with bows, and local bowmakers ensure a steady supply of archery equipment.
Camel Markets
500 Gold
—
+225 Levies
+0.3 Monthly Tax
+200 Supply Limit
+8% Knight Effectiveness
+40% Light Cavalry Damage
+20% Light Cavalry Pursuit
+10% Light Cavalry Toughness
+10% Light Cavalry Screen
+80% Camel Cavalry Damage
+40% Camel Cavalry Pursuit
+40% Camel Cavalry Toughness
+20% Camel Cavalry Screen
The market is always bustling with activity, with merchants trading hundreds of camels a day. This ensures that our breeders get access to the most resilient and enduring specimen.
Nomadic Recruitment Grounds
750 Gold
Holding is at least level 3
Castle Baileys
+275 Levies
+0.4 Monthly Tax
+200 Supply Limit
+10% Knight Effectiveness
+50% Light Cavalry Damage
+25% Light Cavalry Pursuit
+15% Light Cavalry Toughness
+15% Light Cavalry Screen
+100% Camel Cavalry Damage
+50% Camel Cavalry Pursuit
+60% Camel Cavalry Toughness
+30% Camel Cavalry Screen
The fierce desert nomads make excellent soldiers, but they don't work for free. By providing them with superior mounts as payment, we ensure their loyalty in future conflicts.
Military Stables
1110 Gold
—
+325 Levies
+0.5 Monthly Tax
+20% Hostile raid time
+200 Supply Limit
+12% Knight Effectiveness
+60% Light Cavalry Damage
+30% Light Cavalry Pursuit
+20% Light Cavalry Toughness
+20% Light Cavalry Screen
+120% Camel Cavalry Damage
+60% Camel Cavalry Pursuit
+80% Camel Cavalry Toughness
+40% Camel Cavalry Screen
Large and sturdy stables house our prized war camels, protecting them from both thieves and the harshness of the desert.
Armorers
1600 Gold
Holding is level 4
Royal Armory
+375 Levies
+0.5 Monthly Tax
+20% Hostile raid time
+200 Supply Limit
+14% Knight Effectiveness
+70% Light Cavalry Damage
+35% Light Cavalry Pursuit
+25% Light Cavalry Toughness
+25% Light Cavalry Screen
+140% Camel Cavalry Damage
+70% Camel Cavalry Pursuit
+100% Camel Cavalry Toughness
+50% Camel Cavalry Screen
Making armor for camels is not an easy task, but the reward is well worth it. A charge by fearsome fully-armored camels can make any horse-based army turn their tail and flee.
Advanced Breeders
2240 Gold
—
+425 Levies
+0.6 Monthly Tax
+20% Hostile raid time
+200 Supply Limit
+16% Knight Effectiveness
+80% Light Cavalry Damage
+40% Light Cavalry Pursuit
+30% Light Cavalry Toughness
+30% Light Cavalry Screen
+160% Camel Cavalry Damage
+80% Camel Cavalry Pursuit
+120% Camel Cavalry Toughness
+60% Camel Cavalry Screen
Scientists from all around have gathered here to try and breed the hardiest and intelligent types of camel they possibly can. With proper offices and a large herd of animals, they have created impressive beasts of war!
Anybody can wield a crude weapon and strike his fellow man. Almost anybody can gather a crude-weapon-wielding peasant mob. But only from the delicate harmony of a well-raised horse, a skillful warrior, and a suitable weapon, led by the finest of commanders, an unrivaled fighting force to sweep across the Earth can arise.
— In-game description
”
Construction time
3 years
Terrain requirements
This building can only be built in the following terrain:
Terrain
Able to construct
Desert
—
Desert Mountains
—
Drylands
—
Farmlands
—
Floodplains
—
Forest
—
Hills
—
Jungle
—
Mountains
—
Oasis
—
Plains
—
Steppe
Taiga
—
Wetlands
—
Horse Herds provide levies, movement speed, as well as support to stationed light cavalry and archer cavalry men-at-arms.
Upgrades
Level
Cost
Requirements
Holding effects
County effects
Realm effects
Stationed regiments bonus
Descriptions
Wild Horse Taming
100 Gold
—
+75 Levies
—
+2% Army Movement Speed
+2% Raiding Movement Speed
+10% Light Cavalry Toughness
+10% Light Cavalry Damage
+5% Archer Cavalry Toughness
+10% Archer Cavalry Damage
+10% Archer Cavalry Screen
+10% Archer Cavalry Pursuit
Horses that can survive on their own in harsh terrain have remarkable instincts. So instead of breaking them, we shall use their aptitude to help our warriors.
Leather Horse Whips
150 Gold
Barracks
+125 Levies
—
+4% Army Movement Speed
+4% Raiding Movement Speed
+20% Light Cavalry Toughness
+20% Light Cavalry Damage
+10% Archer Cavalry Toughness
+20% Archer Cavalry Damage
+20% Archer Cavalry Screen
+20% Archer Cavalry Pursuit
Instead of hurting the horses with crude tools like spurs, our warriors use whips with a leather loop tied around riders' wrists. After using the whip, the warrior lets it hang loosely, freeing his hands.
Horse Archer Saddles
195 Gold
Holding is at least level 2
Burhs
+175 Levies
—
+6% Army Movement Speed
+6% Raiding Movement Speed
+30% Light Cavalry Toughness
+30% Light Cavalry Damage
+15% Archer Cavalry Toughness
+30% Archer Cavalry Damage
+30% Archer Cavalry Screen
+30% Archer Cavalry Pursuit
Saddles with high stirrups, deep seats, high saddle pommels, and cantle allow our warriors to keep riding while entirely focused on shooting arrows at our enemies.
Piercing Arrowheads
275 Gold
—
+225 Levies
—
+8% Army Movement Speed
+8% Raiding Movement Speed
+40% Light Cavalry Toughness
+40% Light Cavalry Damage
+20% Archer Cavalry Toughness
+40% Archer Cavalry Damage
+40% Archer Cavalry Screen
+40% Archer Cavalry Pursuit
Felling the usually unarmored mounts is much easier than targeting and wounding the enemy riders.
Leather Horse Armor
400 Gold
Holding is at least level 3
Castle Baileys
+275 Levies
—
+10% Army Movement Speed
+10% Raiding Movement Speed
+50% Light Cavalry Toughness
+50% Light Cavalry Damage
+25% Archer Cavalry Toughness
+50% Archer Cavalry Damage
+50% Archer Cavalry Screen
+50% Archer Cavalry Pursuit
Suits of light armor protect the whole animal without limiting the horse's movement and fortitude.
Composite Recurved Bows
580 Gold
—
+325 Levies
—
+12% Army Movement Speed
+12% Raiding Movement Speed
+60% Light Cavalry Toughness
+60% Light Cavalry Damage
+30% Archer Cavalry Toughness
+60% Archer Cavalry Damage
+60% Archer Cavalry Screen
+60% Archer Cavalry Pursuit
Composite bows, made from wood, animal horn, and sinew, bound together by animal glue, are the perfect weapons for our supreme mounted archers.
Spare Horses
825 Gold
Holding is level 4
Royal Armory
+375 Levies
—
+14% Army Movement Speed
+14% Raiding Movement Speed
+70% Light Cavalry Toughness
+70% Light Cavalry Damage
+35% Archer Cavalry Toughness
+70% Archer Cavalry Damage
+70% Archer Cavalry Screen
+70% Archer Cavalry Pursuit
When the warhorse becomes tired, the rider dismounts and switches to another. The used mount continues to travel alongside the rider and the rest of the spare horses, albeit without the rider's weight. Such an approach allows our armies to cover enormous distances and be able to constantly scout ahead of the main force.
Rules of Equine Warfare
1145 Gold
—
+425 Levies
—
+16% Army Movement Speed
+16% Raiding Movement Speed
+80% Light Cavalry Toughness
+80% Light Cavalry Damage
+40% Archer Cavalry Toughness
+80% Archer Cavalry Damage
+80% Archer Cavalry Screen
+80% Archer Cavalry Pursuit
"See to it that your men keep their crupper hanging loose on their mounts and the bit of their bridle out of the mouth, except when you allow them to hunt. That way, they won't be able to gallop off at their whim. Having established these rules, see to it you seize and beat any man who breaks them. Any man who ignores this decree, cut off his head where he stands."
A simple training ground where lightly armored infantry is readied for war.
— In-game description
”
Construction time
2 years
Militia Camps can be built in any terrain and provide levies as well as support to stationed skirmishers, archers, and crossbowmen men-at-arms.
Upgrades
Level
Holding effects
County effects
Realm effects
Stationed regiments bonus
Description
Hide Tents
+100 Levies
-1 Danger
+20% Archer Damage
+20% Skirmisher Damage
+20% Skirmisher Pursuit
Upon calling levies, they are gathered into rudimentary camps where they get to sleep in simple tents. While not the most comfortable, it is a cheap and portable type of camp.
Camp Cooks
+175 Levies
-2 Danger
+30% Archer Damage
+30% Skirmisher Damage
+30% Skirmisher Pursuit
By assigning a portion of the levies to collect and prepare food for the rest, more men are lured in from the countryside – drawn in by the smell of food.
Training Fields
+250 Levies
-3 Danger
+40% Archer Damage
+15% Archer Toughness
+40% Skirmisher Damage
+15% Skirmisher Toughness
+40% Skirmisher Pursuit
+15% Skirmisher Screen
Archery targets and dummies give the levies both distraction and a modicum of training, before being thrown into the heat of battle.
Watchposts
+325 Levies
-4 Danger
+200 Supply Limit
+5% Control Growth
+50% Archer Damage
+20% Archer Toughness
+50% Skirmisher Damage
+20% Skirmisher Toughness
+50% Skirmisher Pursuit
+20% Skirmisher Screen
Watch posts act as beacons, outlooks, and natural gathering spots. Even when not in times of muster, guards are always stationed here.
Camp Smiths
+400 Levies
-5 Danger
+400 Supply Limit
+10% Control Growth
-4.00% Men-at-Arms Maintenance
+60% Archer Damage
+25% Archer Toughness
+60% Skirmisher Damage
+25% Skirmisher Toughness
+60% Skirmisher Pursuit
+25% Skirmisher Screen
The camp smiths do simple repairs and keep horses shoed.
Mustering Halls
+475 Levies
-6 Danger
+600 Supply Limit
+15% Control Growth
-4.80% Men-at-Arms Maintenance
+70% Archer Damage
+30% Archer Toughness
+70% Skirmisher Damage
+30% Skirmisher Toughness
+70% Skirmisher Pursuit
+30% Skirmisher Screen
Dedicated mustering halls placed in every village makes it much easier to press levies into service.
Militia Barracks
+550 Levies
-7 Danger
+800 Supply Limit
+20% Control Growth
-5.60% Men-at-Arms Maintenance
+80% Archer Damage
+35% Archer Toughness
+80% Skirmisher Damage
+35% Skirmisher Toughness
+80% Skirmisher Pursuit
+35% Skirmisher Screen
Each town now has its own militia barracks, where weapons are stored should they be needed. The barracks also act as a meeting place for the officers responsible for the muster.
Levying Squares
+625 Levies
-8 Danger
+1000 Supply Limit
+25% Control Growth
-6.40% Men-at-Arms Maintenance
+90% Archer Damage
+40% Archer Toughness
+90% Skirmisher Damage
+40% Skirmisher Toughness
+90% Skirmisher Pursuit
+40% Skirmisher Screen
The larger levying squares provide not only a place for soldiers to gather, but also one to train for upcoming battles.
A series of outposts skirt all significant settlements in this province, providing an early warning system in case of raids or animal attacks.
— In-game description
”
Construction time
2 years
Terrain requirements
This building can only be built in the following terrain:
Terrain
Able to construct
Desert
Desert Mountains
Drylands
—
Farmlands
—
Floodplains
—
Forest
Hills
—
Jungle
Mountains
Oasis
—
Plains
—
Steppe
Taiga
Wetlands
Outposts provide levies, defender advantage, and monthly control growth. Increased Hunt Sighting chance for Hunt activities hosted in holding.
Upgrades
Level
Holding effects
County effects
Stationed regiments bonus
Description
Lookout Towers
+50 Levies
+0.12 Monthly Tax
+10% Hostile Raid Time
+2 Defender Advantage
-1 Danger
+10% Archer Damage
+15% Archer Toughness
+10% Skirmisher Damage
+15% Skirmisher Toughness
+15% Skirmisher Screen
To track animals (and incoming raids), a series of outlooks are manned by vigilant guardsmen. If a dangerous beast is spotted, it doesn't take long for word to spread so that vulnerable cattle can be hurried to safety.
Military Outposts
+75 Levies
+0.20 Monthly Tax
+20% Hostile Raid Time
+4 Defender Advantage
-2 Danger
+0.10 Monthly Control Growth
+12% Archer Damage
+20% Archer Toughness
+12% Skirmisher Damage
+20% Skirmisher Toughness
+20% Skirmisher Screen
Along the many roads and winding paths, there are several outposts, manned by guards in the employ of local merchants. Their presence ensures that the area remains peaceful and safe, free of highwaymen.
Hidden Weapons Caches
+100 Levies
+0.27 Monthly Tax
+30% Hostile Raid Time
+6 Defender Advantage
-3 Danger
+0.10 Monthly Control Growth
+15% Archer Damage
+25% Archer Toughness
+15% Skirmisher Damage
+25% Skirmisher Toughness
+25% Skirmisher Screen
One advantage of living in rough terrain is the ability to camouflage just about anything. Should a raid stumble by, locals can arm themselves with weapons from numerous hidden caches.
Palisade Outposts
+125 Levies
+0.35 Monthly Tax
+40% Hostile Raid Time
+8 Defender Advantage
-4 Danger
+0.10 Monthly Control Growth
+17% Archer Damage
+30% Archer Toughness
+17% Skirmisher Damage
+30% Skirmisher Toughness
+30% Skirmisher Screen
The rickety old outposts have now been replaced by sturdy and tough palisade towers. What more, they are almost perfectly hidden in the rough terrain.
Levying Posts
+150 Levies
+0.42 Monthly Tax
+50% Hostile Raid Time
+10 Defender Advantage
-5 Danger
+5% Garrison Size
+0.10 Monthly Control Growth
+20% Archer Damage
+35% Archer Toughness
+20% Skirmisher Damage
+35% Skirmisher Toughness
+35% Skirmisher Screen
Near each tower now lies a levying post. In times of muster, levied peasants can safely gather near where they can find both weapon and protection.
Frontier Outposts
+175 Levies
+0.50 Monthly Tax
+60% Hostile Raid Time
+12 Defender Advantage
-6 Danger
+5% Garrison Size
+0.10 Monthly Control Growth
+22% Archer Damage
+40% Archer Toughness
+22% Skirmisher Damage
+40% Skirmisher Toughness
+40% Skirmisher Screen
Contrary to the well-hidden outposts, the frontier variety is meant as a deterrent. Constructed out of tougher materials, the sheer size of these towers is enough to make any raider turn their heels.
Scouting Stations
+200 Levies
+0.57 Monthly Tax
+70% Hostile Raid Time
+14 Defender Advantage
-7 Danger
+5% Garrison Size
+0.10 Monthly Control Growth
+25% Archer Damage
+45% Archer Toughness
+25% Skirmisher Damage
+45% Skirmisher Toughness
+45% Skirmisher Screen
To ensure that our scouts are well-fed and can travel light, we have erected a series of strategically-placed scouting outposts. Well-hidden from the prying eyes of the enemy, these buildings allow unparalleled intelligence to be gathered in times of invasion.
Fortified Outposts
+225 Levies
+0.65 Monthly Tax
+80% Hostile Raid Time
+16 Defender Advantage
-8 Danger
+5% Garrison Size
+0.10 Monthly Control Growth
+15% Control Growth
+27% Archer Damage
+50% Archer Toughness
+27% Skirmisher Damage
+50% Skirmisher Toughness
+50% Skirmisher Screen
Imposing stone-hewn outposts now rise towards the skies, making their presence felt by the soldiers and caravan guards housed within.
The regimental grounds not only contain several buildings designed to house large amounts of levies but is also connected to a vast swathe of land for them to train for war.
— In-game description
”
Construction time
5 years
Terrain requirements
This building can only be built in Farmlands and Floodplains terrain.
Regimental Grounds provide levies, levy reinforcement rate, monthly control growth, men-at-arms maintenance as well as support to damage and toughness for stationed men-at-arms.
Upgrades
Level
Holding effects
County effects
Realm effects
Stationed regiments bonus
Description
Regimental Clearings
+150 Levies
-1 Danger
+20% Levy Reinforcement Rate
-1.60% Men-at-Arms Maintenance
+15% Men-at-Arms Damage
+15% Men-at-Arms Toughness
Large swathes of land are readied for the arrival of levies, providing ample space for tents and practice.
Quartermaster's Offices
+275 Levies
-2 Danger
+30% Levy Reinforcement Rate
+5% Control Growth
-2.40% Men-at-Arms Maintenance
+20% Men-at-Arms Damage
+20% Men-at-Arms Toughness
The quartermaster's office houses administrators that ensure that each levied soldier has a place, a sleeping spot, and a weapon to point towards the enemy.
Semi-permanent Housing
+400 Levies
-3 Danger
+40% Levy Reinforcement Rate
+5% Control Growth
-3.20% Men-at-Arms Maintenance
+25% Men-at-Arms Damage
+25% Men-at-Arms Toughness
Wooden barracks are not very resistant but keep the local levies dry and warm - mostly.
Regimental Barracks
+525 Levies
-4 Danger
+2% Levy Size
+50% Levy Reinforcement Rate
+5% Control Growth
-4.00% Men-at-Arms Maintenance
+30% Men-at-Arms Damage
+30% Men-at-Arms Toughness
Sturdy stone barracks line the edges of the dedicated military training fields. Truly staggering amounts of levies can be readied here.
Military Granaries
+650 Levies
+1000 Supply Limit
-5 Danger
+2% Levy Size
+60% Levy Reinforcement Rate
+5% Control Growth
-4.80% Men-at-Arms Maintenance
+35% Men-at-Arms Damage
+35% Men-at-Arms Toughness
Granaries dedicated to feeding the levies stand ready year-round, making the raising of troops nearly effortless.
Blacksmiths
+775 Levies
+1000 Supply Limit
-6 Danger
+2% Levy Size
+70% Levy Reinforcement Rate
+5% Control Growth
-5.60% Men-at-Arms Maintenance
+40% Men-at-Arms Damage
+40% Men-at-Arms Toughness
Several smithies are contracted around the outskirts of the grounds, supporting the levies with weapons and repairs.
Officers' Lodgings
+900 Levies
+1000 Supply Limit
-7 Danger
+2% Levy Size
+80% Levy Reinforcement Rate
+5% Control Growth
-6.40% Men-at-Arms Maintenance
+1 Number of Knights
+45% Men-at-Arms Damage
+45% Men-at-Arms Toughness
The officers' lodgings are built to higher standards than regular barracks, as both an acknowledgement of the officers' valor and as a goal the troops should aspire to reach.
Expanded Grounds
+1025 Levies
+1000 Supply Limit
-8 Danger
+2% Levy Size
+90% Levy Reinforcement Rate
+5% Control Growth
-7.20% Men-at-Arms Maintenance
-1.00% Army Gold Maintenance
+1 Number of Knights
+50% Men-at-Arms Damage
+50% Men-at-Arms Toughness
The regimental grounds not only contain several buildings designed to house large amounts of levies but are also connected to a vast swathe of land for them to train for war.
Rounceys, pack horses, and other beasts of burden need a dedicated building. Stables also ensure that fresh mounts are available to anyone who can afford them.
— In-game description
”
Construction time
3 years
Stables can be built in any terrain and provide levies, an army and entourage speed increase as well as support to stationed light cavalry and heavy cavalry men-at-arms. Starting at level 4 they allow access to the Superior Mounts travel option.
Upgrades
Level
Holding effects
Realm effects
Stationed regiments bonus
Description
Small Stables
+100 Levies
+1% Army Movement Speed
+1% Travel Speed
+20% Light Cavalry Damage
+15% Light Cavalry Pursuit
+20% Heavy Cavalry Damage
A small building fit for a couple of horses is a natural center for any holding, as well as the first and the last stop for any mounted visitor.
Dedicated Manure Shovels
+175 Levies
+2% Army Movement Speed
+2% Travel Speed
+30% Light Cavalry Damage
+20% Light Cavalry Pursuit
+30% Heavy Cavalry Damage
The increased number of stationed animals requires not only more workers, but also more efficient workers. Introducing: the manure shovel, a marvel of engineering!
Hay Barracks
+250 Levies
+3% Army Movement Speed
+3% Travel Speed
+40% Light Cavalry Damage
+20% Light Cavalry Toughness
+25% Light Cavalry Pursuit
+40% Heavy Cavalry Damage
+20% Heavy Cavalry Toughness
A set of simple hay storages ensures a steady supply of food for horses outside of the grazing period.
Courier Stations
+325 Levies
+4% Army Movement Speed
+4% Travel Speed
Enables the Superior Mounts Travel Option
+50% Light Cavalry Damage
+30% Light Cavalry Toughness
+30% Light Cavalry Pursuit
+50% Heavy Cavalry Damage
+30% Heavy Cavalry Toughness
With enough stationed horses and stagecoaches spread around the area, one can travel day and night with important missives, perishable goods, and other urgent needs.
Stable Hands Quarters
+400 Levies
+5% Army Movement Speed
+5% Travel Speed
Enables the Superior Mounts Travel Option
+60% Light Cavalry Damage
+40% Light Cavalry Toughness
+35% Light Cavalry Pursuit
+15% Light Cavalry Screen
+60% Heavy Cavalry Damage
+40% Heavy Cavalry Toughness
+15% Heavy Cavalry Pursuit
+15% Heavy Cavalry Screen
The addition of simple quarters in which the workers can sleep keeps them out of the horse pens, making life more comfortable for man and beast alike.
Drainage Channels
+475 Levies
+6% Army Movement Speed
+6% Travel Speed
Enables the Superior Mounts Travel Option
+70% Light Cavalry Damage
+50% Light Cavalry Toughness
+40% Light Cavalry Pursuit
+20% Light Cavalry Screen
+70% Heavy Cavalry Damage
+50% Heavy Cavalry Toughness
+20% Heavy Cavalry Pursuit
+20% Heavy Cavalry Screen
Channels carved in the ground of the stables keep the horses dry and cozy, almost effortlessly.
Farrier's Guilds
+550 Levies
+7% Army Movement Speed
+7% Travel Speed
Enables the Superior Mounts Travel Option
+80% Light Cavalry Damage
+60% Light Cavalry Toughness
+45% Light Cavalry Pursuit
+25% Light Cavalry Screen
+80% Heavy Cavalry Damage
+60% Heavy Cavalry Toughness
+25% Heavy Cavalry Pursuit
+25% Heavy Cavalry Screen
The amount of work and skill required to properly care for the hooves encourages the growth of farrier's guilds, tirelessly making, adjusting and repairing horseshoes.
Stud Farms
+625 Levies
+8% Army Movement Speed
+8% Travel Speed
Enables the Superior Mounts Travel Option
+90% Light Cavalry Damage
+70% Light Cavalry Toughness
+50% Light Cavalry Pursuit
+30% Light Cavalry Screen
+90% Heavy Cavalry Damage
+70% Heavy Cavalry Toughness
+30% Heavy Cavalry Pursuit
+30% Heavy Cavalry Screen
The addition of dedicated facilities for grooming and caring for the most prized examples of equine perfection support the breeding of new, magnificent steeds, and make the ones we have almost glitter.
Placed in hilly terrain on the ocean's coast, where the monsoon winds first impact the land, wind furnaces smelt world famous steel of impeccable quality.
— In-game description
”
Construction time
3 years
Wind Furnaces can only be built by cultures with the Wootz Steel innovation. They may only be constructed in India, and the county must either be coastal or share a realm with the ruler of the county of Vemulavada. Losing control of the mine will not disable the Wind Furnace but will prevent it from being upgraded. They provide monthly taxes and powerful support for stationed men-at-arms.
Upgrades
Level
Holding effects
Stationed regiments bonus
Realm effects
Description
Small Wind Furnaces
+0.5 Monthly Tax
+20% Stationed Men-at-Arms Damage
+20% Stationed Men-at-Arms Toughness
Furnaces oriented directly towards the west, so they can catch and use as much as possible of the incident wind.
Reusable Tuyeres
+0.8 Monthly Tax
+40% Stationed Men-at-Arms Damage
+40% Stationed Men-at-Arms Toughness
Tuyeres, the metal air intakes into the furnace, are carefully fitted into the middle to give a measure of air stability inside, negating the effects of gusting. For the next smelt they are reused by being placed at the bottom of the front walls, allowing the slag to flow out of furnaces.
Clay Front Walls
+1.1 Monthly Tax
+60% Stationed Men-at-Arms Damage
+60% Stationed Men-at-Arms Toughness
+3% Knight Effectiveness
The clay front walls of the furnaces are neatly designed to withstand both the heat and the slag formation during smelting, while also being easily broken at the end of the smelt.
Preheat Procedures
+1.4 Monthly Tax
+80% Stationed Men-at-Arms Damage
+80% Stationed Men-at-Arms Toughness
+4% Knight Effectiveness
Increased quality of sponsored Armor and Weapon inspirations
A long preheat, which allows the charcoal to properly burn, followed by the gradual addition of an ore and charcoal mixture, is finished by additional intake of charcoal.
Curved Rear Walls
+1.7 Monthly Tax
+100% Stationed Men-at-Arms Damage
+100% Stationed Men-at-Arms Toughness
+5% Knight Effectiveness
Increased quality of sponsored Armor and Weapon inspirations
Supported by the two upright stones, the curvature of the permanent rear wall limits the contact with hot and corrosive slag, enabling the furnace to work for longer without needing a full rebuild.
Longer Front Walls
+2.0 Monthly Tax
+120% Stationed Men-at-Arms Damage
+120% Stationed Men-at-Arms Toughness
+6% Knight Effectiveness
Increased quality of sponsored Armor and Weapon inspirations
Lengthened front walls allow an increase in the amount of steel made in each smelt, while still keeping other dimensions the same, and thus the superb properties of the furnaces and steel.
Charcoal Burners
+2.3 Monthly Tax
+140% Stationed Men-at-Arms Damage
+140% Stationed Men-at-Arms Toughness
+7% Knight Effectiveness
Increased quality of sponsored Armor and Weapon inspirations
Further from the coast than the furnaces, a line of charcoal burners are constantly heating wood to supply the expanding industry.
Iron Ore Processing
+2.6 Monthly Tax
+160% Stationed Men-at-Arms Damage
+160% Stationed Men-at-Arms Toughness
+8% Knight Effectiveness
Increased quality of sponsored Armor and Weapon inspirations
By crushing the ore more thoroughly, and roasting it before placing it into the furnaces, bigger yields of even greater quality can be achieved.
Fletchers, bowyers, and carpenters work in these shops to construct siege weapons and to provide troops with supplies for prolonged campaigns.
— In-game description
”
Construction time
5 years
Workshops require the Advanced Bowmaking innovation. They can be built in any terrain and provide monthly taxes, as well as support to stationed siege weapon men-at-arms, archers, crossbowmen, and skirmishers. They reduce the maintenance cost of archers, crossbowmen, and skirmishers regiments. Starting at level 5, they provide Cultural Fascination Progress.
Upgrades
Level
Holding effects
Realm effects
Stationed regiments bonus
Description
Shooting Ranges
+0.3 Monthly Tax
-1.6% Archer Maintenance
-1.6% Skirmisher Maintenance
+0.05 Stationed Man-at-Arms Siege Progress
+5% Stationed Siege Weapon Effectiveness
A large area has been cleared of obstacles to accommodate archers or siege engineers with a space to try out their goods and practice their skills.
Ropewalks
+0.5 Monthly Tax
-2.4% Archer Maintenance
-2.4% Skirmisher Maintenance
+0.1 Stationed Man-at-Arms Siege Progress
+10% Stationed Siege Weapon Effectiveness
Day and night, in a long narrow ditch partially sheltered from elements, workers are laying and braiding rope and string, both plant or animal-based.
String Storages
+0.7 Monthly Tax
-3.2% Archer Maintenance
-3.2% Skirmisher Maintenance
+0.15 Stationed Man-at-Arms Siege Progress
+15% Stationed Siege Weapon Effectiveness
+20% Stationed Archer Damage
+20% Stationed Skirmisher Damage
A dedicated storage facility keeps a ready-to-use stock for bows, crossbows, and torsion siege weapons.
Tunneler's Guild
+0.9 Monthly Tax
-4.0% Archer Maintenance
-4.0% Skirmisher Maintenance
+0.2 Stationed Man-at-Arms Siege Progress
+20% Stationed Siege Weapon Effectiveness
+40% Stationed Archer Damage
+40% Stationed Skirmisher Damage
While appearing deceitfully simple, tunneling during sieges is an occupation that requires a lot of dedication and expertise. Those who survived their first siege can share the knowledge and practical skills with eager volunteers.
Fletcher's Guild
+1.1 Monthly Tax
-4.8% Archer Maintenance
-4.8% Skirmisher Maintenance
+5% Cultural Fascination Progress
+0.25 Stationed Man-at-Arms Siege Progress
+25% Stationed Siege Weapon Effectiveness
+60% Stationed Archer Damage
+60% Stationed Skirmisher Damage
No longer part of the bowyer's guild due to increased demand for both weapons and ammunition, a separate fletcher's guild tirelessly provides all the arrows needed to sustain the troops in the field.
Mathematicians Halls
+1.3 Monthly Tax
-5.6% Archer Maintenance
-5.6% Skirmisher Maintenance
+10% Cultural Fascination Progress
+0.3 Stationed Man-at-Arms Siege Progress
+30% Stationed Siege Weapon Effectiveness
+80% Stationed Archer Damage
+80% Stationed Skirmisher Damage
Repeated trial and error adjustments to torsion engine parameters, made to achieve better accuracy and range, have led some of our siege engineers to start writing down their successful methods. Their parchments now fill whole halls, alive with commotion and discussion.
Standardized Weapon Dimension
+1.5 Monthly Tax
-6.4% Archer Maintenance
-6.4% Skirmisher Maintenance
+15% Cultural Fascination Progress
+0.35 Stationed Man-at-Arms Siege Progress
+35% Stationed Siege Weapon Effectiveness
+100% Stationed Archer Damage
+100% Stationed Skirmisher Damage
With ledgers filled with desired lengths of various wooden beams, we can finally ensure that a projectile weighing 90 kilograms is thrown exactly 300 meters. Under ideal weather conditions. Most of the time.
Powderhouses
+1.7 Monthly Tax
-7.2% Archer Maintenance
-7.2% Skirmisher Maintenance
+20% Cultural Fascination Progress
+0.4 Stationed Man-at-Arms Siege Progress
+40% Stationed Siege Weapon Effectiveness
+120% Stationed Archer Damage
+120% Stationed Skirmisher Damage
A detached, sturdy building with a strict entry policy serves as a storage for terrifying amounts of gunpowder, to be used either for powerful breaching charges in the tunnel warfare or as a propellant for bombards.
Hillside Grazing Lands can only be constructed in the yellow region. Warrior Lodges can only be constructed ibn the light pink region.
Depending on region, there are two types of hillside military buildings that can be built on hills, mountains, or desert mountains terrain - one for cavalry, the other for infantry. Unlike the other military buildings, these can also be built in tribal holdings (up to level 2).
Unsuitable for farming and largely covered in grass and other plants that can be consumed by horses these hills have mainly been put to use for grazing.
— In-game description
”
Construction time
2 years
Hillside Grazing Lands provide levies, taxes, as well as support stationed light cavalry, heavy cavalry and, archer cavalry men-at-arms.
Upgrades
Level
Holding effects
Stationed regiments bonus
Description
Hill Pastures
+75 Levies
+0.125 Monthly Tax
+10% Light Cavalry Damage
+10% Heavy Cavalry Damage
+10% Archer Cavalry Damage
Large open outside areas are ideal for use as pastures for horses of all sizes and types. Anyone with a horse has the right to make use of these grazing lands, supporting agriculture as well as local cavalrymen.
Graziers
+125 Levies
+0.2 Monthly Tax
+20% Light Cavalry Damage
+5% Light Cavalry Toughness
+20% Heavy Cavalry Damage
+5% Heavy Cavalry Toughness
+20% Archer Cavalry Damage
+5% Archer Cavalry Toughness
As horse raising becomes even more important to the local economy this pastureland now supports a large group of people dealing with herding the animals.
Expanded Grazing Area
+175 Levies
+0.275 Monthly Tax
+4 Men-at-Arms Screen
+30% Light Cavalry Damage
+10% Light Cavalry Toughness
+30% Heavy Cavalry Damage
+10% Heavy Cavalry Toughness
+30% Archer Cavalry Damage
+10% Archer Cavalry Toughness
While this is an area that naturally lends itself to grazing there are still ways in which the available area can be expanded. Trees can be cut down and rocks removed, reclamation of land from nature never really stops.
Horse Farms
+225 Levies
+0.35 Monthly Tax
+6 Men-at-Arms Screen
+40% Light Cavalry Damage
+15% Light Cavalry Toughness
+40% Heavy Cavalry Damage
+15% Heavy Cavalry Toughness
+40% Archer Cavalry Damage
+15% Archer Cavalry Toughness
Any usable farmland in this area is eventually bought up by the horse farmers for whom the vegetables and small produce can help support their growing workforce.
Small Horse Ranches
+275 Levies
+0.425 Monthly Tax
+8 Men-at-Arms Screen
+50% Light Cavalry Damage
+20% Light Cavalry Toughness
+50% Heavy Cavalry Damage
+20% Heavy Cavalry Toughness
+50% Archer Cavalry Damage
+20% Archer Cavalry Toughness
Over time a number of dedicated ranches, where horses are being bred, fed and trained have become an integral part of the local economy.
Horse Markets
+325 Levies
+0.5 Monthly Tax
+12 Men-at-Arms Screen
+60% Light Cavalry Damage
+25% Light Cavalry Toughness
+60% Heavy Cavalry Damage
+25% Heavy Cavalry Toughness
+60% Archer Cavalry Damage
+25% Archer Cavalry Toughness
Horse trading is a natural part of keeping and breeding mounts. As the business develops a number more or less permanent horse market towns will start to form from season to season.
Horse Marshals
+375 Levies
+0.575 Monthly Tax
+16 Men-at-Arms Screen
+70% Light Cavalry Damage
+30% Light Cavalry Toughness
+70% Heavy Cavalry Damage
+30% Heavy Cavalry Toughness
+70% Archer Cavalry Damage
+30% Archer Cavalry Toughness
In order to breed and feed high quality warhorses there is a need of someone who will take care of their various ailments and injuries as well as assess their quality in a systematic way. As horse raising becomes increasingly important in this area so does the horse marshal who will tend to the mounts.
Large Horse Ranches
+425 Levies
+0.65 Monthly Tax
+20 Men-at-Arms Screen
+80% Light Cavalry Damage
+35% Light Cavalry Toughness
+80% Heavy Cavalry Damage
+35% Heavy Cavalry Toughness
+80% Archer Cavalry Damage
+35% Archer Cavalry Toughness
Over time all grazing land has been consolidated under a number of great ranches, responsible for breeding and training large numbers of strong war horses.
Personal bonds forged on the battlefields deserve halls of commemoration, where warriors of old can share their wondrous yet believable tales with dreamy-eyed youngsters.
— In-game description
”
Construction time
2 years
Warrior Lodges provide levies, as well as support stationed heavy infantry, spearmen, and skirmisher men-at-arms.
Upgrades
Level
Holding effects
Stationed regiments bonus
Description
Trophy Halls
+100 Levies
-1 Danger
+15% Heavy Infantry Damage
+15% Spearmen Damage
+15% Skirmisher Damage
Life on the battlefield and human memory are both fleeting things, whereas a wall where each lodge member can hang their treasured trophies will stand for much, much longer.
Squire Quarters
+175 Levies
-2 Danger
+20% Heavy Infantry Damage
+10% Heavy Infantry Toughness
+20% Spearmen Damage
+10% Spearmen Toughness
+20% Skirmisher Damage
+10% Skirmisher Toughness
A modest equipment storage and an established rigorous training schedule are all that's needed for those too young to remember battles of the past to learn from those too old to join ranks in the future.
Feasting Halls
+250 Levies
-3 Danger
+4 Men-at-Arms Pursuit
+25% Heavy Infantry Damage
+12% Heavy Infantry Toughness
+25% Spearmen Damage
+12% Spearmen Toughness
+25% Skirmisher Damage
+12% Skirmisher Toughness
The addition of feasting halls, always brimming with food and laughter, addresses the rising number of celebrated battles in this warrior lodge.
Formation Fighting Fields
+325 Levies
-4 Danger
+6 Men-at-Arms Pursuit
+30% Heavy Infantry Damage
+15% Heavy Infantry Toughness
+30% Spearmen Damage
+15% Spearmen Toughness
+30% Skirmisher Damage
+15% Skirmisher Toughness
On dedicated fields that mirror terrains where armies clash, groups of warriors can learn how to fight and maneuver as a cohesive unit. Troops trained here are a formidable force, having learned to trust both their commanders and men in the ranks next to them.
Warriors Graves
+400 Levies
-5 Danger
+8 Men-at-Arms Pursuit
+35% Heavy Infantry Damage
+17% Heavy Infantry Toughness
+35% Spearmen Damage
+17% Spearmen Toughness
+35% Skirmisher Damage
+17% Skirmisher Toughness
With sacred grounds secured for burial, venerated members of this warrior lodge can safely rest forever, no longer confined to the foreign, cold ground of a battlefield... while at the same time serving as an inspiration for generations of warriors to come.
Commemoration Halls
+475 Levies
-6 Danger
+12 Men-at-Arms Pursuit
+40% Heavy Infantry Damage
+20% Heavy Infantry Toughness
+40% Spearmen Damage
+20% Spearmen Toughness
+40% Skirmisher Damage
+20% Skirmisher Toughness
In these halls, well-paid troubadours and poets are lauding the deeds of the bravest of warriors. When sufficient crowds assemble - or a sufficiently wealthy patron wishes - whole spectacles take place, reenacting the famous and victorious battles of the past.
Library of Warriors
+550 Levies
-7 Danger
+16 Men-at-Arms Pursuit
+45% Heavy Infantry Damage
+22% Heavy Infantry Toughness
+45% Spearmen Damage
+22% Spearmen Toughness
+45% Skirmisher Damage
+22% Skirmisher Toughness
Generations of young trainees have been learning here, but only from the surviving and still-present warriors. Now the troves of accumulated, and only sometimes conflicting, knowledge can be accessed by almost anybody for a small fee.
Visitors Quarters
+625 Levies
-8 Danger
+20 Men-at-Arms Pursuit
+50% Heavy Infantry Damage
+25% Heavy Infantry Toughness
+50% Spearmen Damage
+25% Spearmen Toughness
+50% Skirmisher Damage
+25% Skirmisher Toughness
These halls have become a venerated destination of profane pilgrimages, known and dreamed about far and wide by aspiring and seasoned warriors alike.