Barren Land
Barren Land is a part of your territory which hasn't been built on. Awaiting land management, a few people may live on these acres of land, using tents as a shelter. These people will draw their food from the land they inhabit, which allows them to fill their daily needs by themselves.
Effect : No Peasants required to work on this land.
Effect : Provides space for 15 people (per Acre of buildable Land)
Effect : Produces 15 rations of wheat(per Acre of buildable Land)
Havens
Havens are buildings specialized in housing people of your Kingdom. However, the construction of these buildings forces you to use space typically allocated to agriculture or industrial infrastructure, thus removing Havens from the list of resource-producing buildings. Havens also substantially increase birth rates, by providing your people with a better lifestyle.
Effect : No Peasants required to work in this building.
Effect : Houses +10 citizen (per Haven.)
Effect : Increases birth rate by 3%.
Farmsteads
It is vital to provide good food to your Peasants in order for them to work efficiently, and necessary for your Army to be able to achieve their military tasks. Each Kingdom Citizen has to consume a ration of Wheat daily to maintain their health level. Farmsteads provide Wheat, the main source of energy for inhabitants of each Kingdom. The "Fertile Lands" spell potentially increases the Farmsteads' efficiency.
Effet : Produces 250 rations of Wheat (per Farmstead.)
Markets
Just like Mercadian markets, your Markets are well-known trading crossroads, and generate daily a small amount of Gold. Markets also supply your Peasants with the goods they require each and every day, increasing their efficiency while working, thus boosting the taxes perceived throughout your Kingdom.
Effect : Produces 30 Gold Coins daily (per Market.)
Effect : Increases taxes perceived by 1%
Guilds
Built with the powerful Guilds of Ravnica in mind, Guilds allow Battlemages to channel their magical powers more efficiently and increase their protection against Mana burns that may occur when a spell fizzles. Guilds are also required for casting personal spells.
Effect : Increases your Battlemages' efficiency by 3%.
Effect : Decreases losses when Mana is burnt by 4%.
Towers
Towers are gigantic buildings whose infrastructure reminds of the shape of the Pillar of the Paruns used to condensate earthen energy into Mana. A single Tower produces a small amount of Mana daily, which then can be used by Battlemages to cast their spells.
Effect : Produces 10 Mana daily (per Tower.)
Holds
Holds are huge buildings built following dwarven techniques. From Holds, you will be able to send your Squires in expeditions using less resources, also teaching your population the art of building while doing the most out of the least.
Effect : Reduces Expeditions' cost by 3%.
Effect : Reduces building cost by 3%.
Circles of Protection
Circles of Protectin are powerful artifacts, known to exist since the very origins of Dominia. Built on your lands, they protect your troops in combat - be it offenssive or defensive - and help reduce your military losses.
Effect : Decreases Combat losses by 4%.
Forcefields
Forcefields are artifacts that unleash a protective aura over your Kingdom, deceiving enemy Battlemages trying to cast malicious spells against you, thus vastly increasing your magical defenses.
Effect : Stops 2% of the spells cast against your Kingdom.
Barracks
Barracks prepare the equipment of troops you plan to send in combat, in order to have them reach their military target faster and with less downtime.
Effect : Increases your troops' speed by 1,5%.
(NOTE : Une antienne, c'est un chant/un refrain, une chanson; dur à construire. Si t'as une idée de carte qui pourrait remplacer ça, fais signe. Dans le pire des cas on leur colle Cathédrales, bâties sur le modèles de Cathedral of Serra, au sein desquelles seraient formés des troubadours afin de chanter des antiennes au combat.)
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Cathédrales
Construites sur le modèle des nombreuses mais légendaires Cathédrales de Serra, les Cathédrales permettent à une partie de vos soldats d'apprendre l'art du chant d'antiennes sacrées, dans le but de motiver le reste de vos troupes, les poussant ainsi à partir au combat avec conviction et assurance.
Effet : Augmente l'efficacité offensive de tes troupes de 1,5%.
Cathedrals
Built following the image of the numerous yet legendary Cathedrals of Serra, Cathedrals allow a portion of your military to learn the art of chanting holy anthems, to motivate your troops and thus push them to fight with more conviction.
Effect : Increases your troops' offensive efficiency by 1,5%.
Strongholds
By offering better defensive cover, you increase your Kingdom's overall protection.
Effect : Increases the defensive efficiency of your troops by 1%.
Guard Stations
Guard Stations are very particular buildings; they will not prevent your opponents from trespassing your defenses, but will keep a part of your Kingdom untouched from the enemies' assaults, be it a Plunder or an Annexion.
Effect : Protects 2% of your Kingdom from enemy attacks.
Weaponries
Weaponries are buildings dedicated to improving your troops' training, whether they be Specialists or Elites, and also help diminish training costs.
Effect : Decreases your troops' training costs by 1.5%.
Effect : Decreases your troops' upkeep costs by 3%.
Academies
Built following the schematics of the prestigious Tolarian Academy, your Academies are a source of knowledge for your kingdom to exploit to their maximum potential.
Effect : Generates five Scrolls daily (per Academy.)
Effect : Increases Sciences' efficiency by 1%.
Workshops
Workshops remind of the famous and gigantic Mishra's Workshop. Every day, Shukos are constructed, and stored in a large room until used by your army.
Effect : Produces 2 Shukos daily (per Workshop.)
Effect : Holds room for up to 85 Shukos (per Workshop.)
Magic Schools
Tolarian Magic Schools are famous across all planes. Built with the same concept in mind, these Magic Schools improve the methods used to train BattleMages.
Effect : Decreases your Battlemages' training costs by 3%.
Effect : Decreases spellcasting costs by 1%.
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