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Export Descr Buildings
Export Descr Buildings
;############################################################
;###################### CORE BUILDINGS ########################
;############################################################
building core_building
{
; convert_to core_castle_building
levels wooden_pallisade wooden_wall stone_wall large_stone_wall
huge_stone_wall
{
wooden_pallisade city requires factions { gondor, northern_european,
mesoamerican, middle_eastern, eastern_european, greek, southern_european, } and
hidden_resource unlocked
{
capability
{
wall_level 0
tower_level 1
recruits_morale_bonus bonus 2 requires event_counter
is_the_ai 1
law_bonus bonus 1
law_bonus bonus 5 requires factions { turks, sicily, } and
event_counter reunited_kingdom 1
recruitment_slots 1
population_growth_bonus bonus -1 requires event_counter
is_the_ai 1
}
material wooden
construction 4
cost 1300
settlement_min village
upgrades
{
wooden_wall
}
}
wooden_wall city requires factions { gondor, northern_european,
mesoamerican, middle_eastern, eastern_european, greek, southern_european, }
{
capability
{
wall_level 1
gate_strength 1
tower_level 2
recruits_morale_bonus bonus 2 requires event_counter
is_the_ai 1
law_bonus bonus 1
law_bonus bonus 5 requires factions { turks, sicily, } and
event_counter reunited_kingdom 1
recruitment_slots 1
recruit_pool "Snow Trolls" 1 0.032 1 0 requires
factions { portugal, } and hidden_resource Rhudaur and hidden_resource ResD
population_growth_bonus bonus -2 requires event_counter
is_the_ai 1
}
material wooden
construction 7
cost 2300
settlement_min town
upgrades
{
stone_wall
}
}
stone_wall city requires factions { gondor, northern_european, turks,
venice, spain, russia, khand, eastern_european, greek, southern_european, } and
event_counter evil_khand 1
{
capability
{
wall_level 2
tower_level 2
gate_strength 1
recruits_morale_bonus bonus 3 requires event_counter
is_the_ai 1
law_bonus bonus 1
law_bonus bonus 5 requires factions { turks, sicily, } and
event_counter reunited_kingdom 1
recruitment_slots 1
recruit_pool "Snow Trolls" 1 0.032 1 0 requires
factions { portugal, } and hidden_resource Rhudaur and hidden_resource ResD
{
capability
{
recruit_pool "Lorien Scouts" 1 0.066 1 0 requires
factions { ireland, } and region_religion elven 33
recruit_pool "Lorien Lancers" 1 0.045 1 0 requires
factions { ireland, } and region_religion elven 75 and hidden_resource Vale and
hidden_resource ResH
recruit_pool "Lorien Lancers" 1 0.045 1 0 requires
factions { ireland, } and region_religion elven 75 and hidden_resource Mirkwood
and hidden_resource ResL
recruit_pool "Lorien Scouts" 1 0.066 1 0 requires
factions { mongols, } and region_religion elven 33 and event_counter elven_union 1
and hidden_resource Vale
recruit_pool "Lorien Lancers" 1 0.045 1 0 requires
factions { mongols, } and region_religion elven 75 and hidden_resource Vale and
hidden_resource ResH and event_counter elven_union 1
recruit_pool "Lorien Lancers" 1 0.045 1 0 requires
factions { mongols, } and region_religion elven 75 and hidden_resource Mirkwood
and hidden_resource ResL and event_counter elven_union 1
}
material wooden
construction 7
cost 4100
settlement_min town
upgrades
{
barons_stables
}
}
barons_stables castle requires factions { milan, denmark, spain,
sicily, turks, } and building_present_min_level castle_hall c_city_hall and
building_present_min_level smith armourer and event_counter nd_rk 1
{
capability
{
recruit_pool "Gondor Cavalry Militia" 1 0.122 3 0
requires factions { sicily, } and region_religion islam 25
recruit_pool "Gondor Cavalry Militia" 1 0.122 3 0
requires factions { turks, } and region_religion islam 25 and event_counter
reunited_kingdom 1 and hidden_resource GondorWest or hidden_resource GondorEast
recruit_pool "Gondor Cavalry Militia" 1 0.122 3 0
requires factions { denmark, } and region_religion islam 25 and event_counter
amroths_take_over 1 and hidden_resource GondorWest or hidden_resource GondorEast
recruit_pool "Gondor Cavalry" 1 0.09 2 0 requires
factions { sicily, } and region_religion islam 50
recruit_pool "Gondor Cavalry" 1 0.09 2 0 requires
factions { turks, } and region_religion islam 50 and event_counter
reunited_kingdom 1 and hidden_resource GondorWest or hidden_resource GondorEast
recruit_pool "Gondor Cavalry" 1 0.09 2 0 requires
factions { denmark, } and region_religion islam 50 and event_counter
amroths_take_over 1 and hidden_resource GondorWest or hidden_resource GondorEast
recruit_pool "Amrothian Squires" 1 0.098 2 1
requires factions { sicily, turks, } and region_religion islam 33 and
event_counter reunited_kingdom 1 and not hidden_resource Cardolan and not
hidden_resource Arthedain and not hidden_resource GondorWest and not
hidden_resource GondorEast
recruit_pool "Sea-ward Lancers" 1 0.098 2 0 requires
factions { denmark, } and region_religion islam 50
recruit_pool "Sea-ward Lancers" 1 0.098 2 0 requires
factions { sicily, turks, } and region_religion islam 50 and event_counter
reunited_kingdom 1 and not hidden_resource Cardolan and not hidden_resource
Arthedain and not hidden_resource GondorWest and not hidden_resource GondorEast
{
capability
{
recruit_pool "Lorien Scouts" 1 0.036 1 0 requires
factions { ireland, } and region_religion elven 33
recruit_pool "Lorien Lancers" 1 0.028 1 0 requires
factions { ireland, } and region_religion elven 75 and hidden_resource Vale and
hidden_resource ResH
recruit_pool "Lorien Lancers" 1 0.028 1 0 requires
factions { ireland, } and region_religion elven 75 and hidden_resource Mirkwood
and hidden_resource ResL
recruit_pool "Lorien Scouts" 1 0.036 1 0 requires
factions { mongols, } and region_religion elven 33 and event_counter elven_union 1
and hidden_resource Vale
recruit_pool "Lorien Lancers" 1 0.028 1 0 requires
factions { mongols, } and region_religion elven 75 and hidden_resource Vale and
hidden_resource ResH and event_counter elven_union 1
recruit_pool "Lorien Lancers" 1 0.028 1 0 requires
factions { mongols, } and region_religion elven 75 and hidden_resource Mirkwood
and hidden_resource ResL and event_counter elven_union 1
law_bonus bonus 1
}
material wooden
construction 4
cost 2100
settlement_min town
upgrades
{
muster_ground_ancillary
}
}
muster_ground_ancillary city requires factions { aztecs,
teutonic_order, timurids, khand, } and building_present_min_level hinterland_farms
farms
{
capability
{
recruit_pool "Dunnish Derfelmen" 1 0.084 2 0
requires factions { aztecs, } and region_religion wildmen 25
recruit_pool "Brehins Sword-Wielders" 1 0.084 2 0
requires factions { aztecs, } and region_religion wildmen 25
recruit_pool "Dunnish Warspear-Throng" 1 0.084 2 0
requires factions { aztecs, } and region_religion wildmen 35
recruit_pool "Dunlending Raiders" 1 0.084 2 0
requires factions { aztecs, } and region_religion wildmen 35
recruit_pool "Dunnish Speutamen" 1 0.084 2 0
requires factions { aztecs, } and region_religion wildmen 35
recruit_pool "Dunhird Feudkeepers" 1 0.084 2 0
requires factions { aztecs, } and region_religion wildmen 35
recruit_pool "Clan Hunters" 1 0.084 2 0 requires
factions { aztecs, } and region_religion wildmen 25
recruit_pool "Huntmasters" 1 0.076 1 0 requires
factions { aztecs, } and region_religion wildmen 40 and hidden_resource mountains
recruit_pool "Dunlending Horsemen" 1 0.084 2 0
requires factions { aztecs, } and region_religion wildmen 25
recruit_pool "Greyflood Raiders" 1 0.068 2 0
requires factions { teutonic_order, } and region_religion wildmen 25
recruit_pool "Greyflood Axemen" 1 0.068 2 0 requires
factions { teutonic_order, } and region_religion wildmen 25
recruit_pool "River Spearmen" 1 0.068 2 0 requires
factions { teutonic_order, } and region_religion wildmen 35
recruit_pool "River Swordsmen" 1 0.068 2 0 requires
factions { teutonic_order, } and region_religion wildmen 35
recruit_pool "River Archers" 1 0.068 2 0 requires
factions { teutonic_order, } and region_religion wildmen 35
recruit_pool "River Scouts" 1 0.068 2 0 requires
factions { teutonic_order, } and region_religion wildmen 25
recruit_pool "Greyflood Horsemen" 1 0.068 2 0
requires factions { teutonic_order, } and region_religion wildmen 25
law_bonus bonus 1
}
material wooden
construction 5
cost 2700
settlement_min town
upgrades
{
military_camp
}
}
military_camp city requires factions { aztecs, teutonic_order,
timurids, khand, } and building_present_min_level hinterland_farms farms and
building_present_min_level smith armourer
{
convert_to 0
capability
{
recruit_pool "Dunnish Derfelmen" 1 0.092 2 1
requires factions { aztecs, } and region_religion wildmen 25
recruit_pool "Brehins Sword-Wielders" 1 0.092 3 1
requires factions { aztecs, } and region_religion wildmen 25
recruit_pool "Dunnish Warspear-Throng" 1 0.10 3 1
requires factions { aztecs, } and region_religion wildmen 35
recruit_pool "Dunlending Raiders" 1 0.092 3 1
requires factions { aztecs, } and region_religion wildmen 35
recruit_pool "Dunnish Speutamen" 1 0.092 3 1
requires factions { aztecs, } and region_religion wildmen 35
recruit_pool "Dunhird Feudkeepers" 1 0.092 2 0
requires factions { aztecs, } and region_religion wildmen 35
recruit_pool "Clan Hunters" 1 0.10 2 0 requires
factions { aztecs, } and region_religion wildmen 25
recruit_pool "Huntmasters" 1 0.068 2 0 requires
factions { aztecs, } and region_religion wildmen 40 and hidden_resource mountains
recruit_pool "Dunlending Horsemen" 1 0.092 2 0
requires factions { aztecs, } and region_religion wildmen 25
recruit_pool "Wulfingir" 1 0.084 2 0 requires
factions { aztecs, } and region_religion wildmen 50
law_bonus bonus 1
cavalry_bonus 1 requires factions { khand, }
}
material wooden
construction 12
cost 4800
settlement_min town
upgrades
{
military_hub
}
}
military_hub city requires factions { khand, } and
building_present_min_level smith armourer and building_present_min_level
hinterland_farms farms+1 and building_present_min_level smith armourer
{
convert_to 0
capability
{
recruit_pool "Dunnish Derfelmen" 1 0.092 2 1
requires factions { aztecs, } and region_religion wildmen 25
recruit_pool "Brehins Sword-Wielders" 1 0.092 3 1
requires factions { aztecs, } and region_religion wildmen 25
recruit_pool "Dunnish Warspear-Throng" 1 0.092 3 1
requires factions { aztecs, } and region_religion wildmen 35
recruit_pool "Dunlending Raiders" 1 0.092 3 1
requires factions { aztecs, } and region_religion wildmen 35
recruit_pool "Dunnish Speutamen" 1 0.092 3 1
requires factions { aztecs, } and region_religion wildmen 35
recruit_pool "Dunhird Feudkeepers" 1 0.092 2 0
requires factions { aztecs, } and region_religion wildmen 35
recruit_pool "Clan Hunters" 1 0.10 2 0 requires
factions { aztecs, } and region_religion wildmen 25
recruit_pool "Huntmasters" 1 0.076 2 0 requires
factions { aztecs, } and region_religion wildmen 40 and hidden_resource mountains
recruit_pool "Dunlending Horsemen" 1 0.092 2 0
requires factions { aztecs, } and region_religion wildmen 25
recruit_pool "Wulfingir" 1 0.084 2 0 requires
factions { aztecs, } and region_religion wildmen 50
law_bonus bonus 1
}
material wooden
construction 4
cost 1900
settlement_min village
upgrades
{
c_muster_ground_ancillary
}
}
c_muster_ground_ancillary castle requires factions { aztecs,
teutonic_order, timurids, khand, } and building_present_min_level hinterland_farms
farms
{
capability
{
recruit_pool "Dunnish Derfelmen" 1 0.114 2 0
requires factions { aztecs, } and region_religion wildmen 25
recruit_pool "Brehins Sword-Wielders" 1 0.114 2 0
requires factions { aztecs, } and region_religion wildmen 25
recruit_pool "Dunnish Warspear-Throng" 1 0.114 2 0
requires factions { aztecs, } and region_religion wildmen 35
recruit_pool "Dunlending Raiders" 1 0.114 2 0
requires factions { aztecs, } and region_religion wildmen 35
recruit_pool "Dunnish Speutamen" 1 0.114 2 0
requires factions { aztecs, } and region_religion wildmen 35
recruit_pool "Dunhird Feudkeepers" 1 0.114 2 0
requires factions { aztecs, } and region_religion wildmen 35
recruit_pool "Clan Hunters" 1 0.114 2 0 requires
factions { aztecs, } and region_religion wildmen 25
recruit_pool "Huntmasters" 1 0.106 1 0 requires
factions { aztecs, } and region_religion wildmen 40 and hidden_resource mountains
recruit_pool "Dunlending Horsemen" 1 0.114 2 0
requires factions { aztecs, } and region_religion wildmen 25
law_bonus bonus 1
}
material wooden
construction 5
cost 2500
settlement_min village
upgrades
{
c_military_camp
}
}
c_military_camp castle requires factions { aztecs, teutonic_order,
timurids, khand, } and building_present_min_level hinterland_farms farms and
building_present_min_level smith armourer
{
convert_to 0
capability
{
recruit_pool "Dunnish Derfelmen" 1 0.122 2 1
requires factions { aztecs, } and region_religion wildmen 25
recruit_pool "Brehins Sword-Wielders" 1 0.122 3 1
requires factions { aztecs, } and region_religion wildmen 25
recruit_pool "Dunnish Warspear-Throng" 1 0.122 3 1
requires factions { aztecs, } and region_religion wildmen 35
recruit_pool "Dunlending Raiders" 1 0.122 3 1
requires factions { aztecs, } and region_religion wildmen 35
recruit_pool "Dunnish Speutamen" 1 0.122 3 1
requires factions { aztecs, } and region_religion wildmen 35
recruit_pool "Dunhird Feudkeepers" 1 0.122 2 0
requires factions { aztecs, } and region_religion wildmen 35
recruit_pool "Clan Hunters" 1 0.122 2 0 requires
factions { aztecs, } and region_religion wildmen 25
recruit_pool "Huntmasters" 1 0.106 2 0 requires
factions { aztecs, } and region_religion wildmen 40 and hidden_resource mountains
recruit_pool "Dunlending Horsemen" 1 0.122 2 0
requires factions { aztecs, } and region_religion wildmen 25
recruit_pool "Wulfingir" 1 0.114 2 0 requires
factions { aztecs, } and region_religion wildmen 50
law_bonus bonus 1
cavalry_bonus 1 requires factions { khand, }
}
material wooden
construction 10
cost 4500
settlement_min village
upgrades
{
c_military_hub
}
}
c_military_hub castle requires factions { khand, } and
building_present_min_level smith armourer and building_present_min_level
hinterland_farms farms+1 and building_present_min_level smith armourer
{
convert_to 0
capability
{
recruit_pool "Dunnish Derfelmen" 1 0.122 2 1
requires factions { aztecs, } and region_religion wildmen 25
recruit_pool "Brehins Sword-Wielders" 1 0.122 3 1
requires factions { aztecs, } and region_religion wildmen 25
recruit_pool "Dunnish Warspear-Throng" 1 0.122 3 1
requires factions { aztecs, } and region_religion wildmen 35
recruit_pool "Dunlending Raiders" 1 0.122 3 1
requires factions { aztecs, } and region_religion wildmen 35
recruit_pool "Dunnish Speutamen" 1 0.122 3 1
requires factions { aztecs, } and region_religion wildmen 35
recruit_pool "Dunhird Feudkeepers" 1 0.122 2 0
requires factions { aztecs, } and region_religion wildmen 35
recruit_pool "Clan Hunters" 1 0.122 2 0 requires
factions { aztecs, } and region_religion wildmen 25
recruit_pool "Huntmasters" 1 0.106 2 0 requires
factions { aztecs, } and region_religion wildmen 40 and hidden_resource mountains
recruit_pool "Dunlending Horsemen" 1 0.122 2 0
requires factions { aztecs, } and region_religion wildmen 25
recruit_pool "Wulfingir" 1 0.114 2 0 requires
factions { aztecs, } and region_religion wildmen 50
law_bonus bonus 1
recruits_exp_bonus bonus 1 requires event_counter is_the_ai 1
}
material wooden
construction 5
cost 1900
settlement_min town
upgrades
{
city_watch
}
}
city_watch city requires factions { byzantium, england, hre, gundabad,
hungary, ireland, milan, mongols, moors, norway, poland, portugal, russia,
scotland, sicily, denmark, spain, venice, turks, } and building_present_min_level
city_hall council_chambers and building_present_min_level smith blacksmith and
event_counter nd_rk 1
{
capability
{
recruit_pool "Mountain-Orc Hunters" 1 0.04 2 0
requires factions { gundabad, } and region_religion catholic 35 and
hidden_resource mountains
recruit_pool "Snow-Orc Spearmen" 1 0.04 2 0 requires
factions { gundabad, } and region_religion catholic 45
recruit_pool "Snow-Orc Raiders" 1 0.04 2 0 requires
factions { gundabad, } and region_religion catholic 45
law_bonus bonus 1
recruits_exp_bonus bonus 1 requires event_counter is_the_ai 1
}
material wooden
construction 7
cost 3700
settlement_min large_town
upgrades
{
militia_drill_square
}
}
militia_drill_square city requires factions { byzantium, england, hre,
gundabad, hungary, ireland, milan, mongols, moors, norway, poland, portugal,
russia, scotland, sicily, denmark, spain, venice, turks, } and
building_present_min_level city_hall city_hall and building_present_min_level smith
armourer and event_counter nd_rk 1
{
capability
{
recruit_pool "Mountain-Orc Hunters" 1 0.048 2 0
requires factions { gundabad, } and region_religion catholic 35 and
hidden_resource mountains
recruit_pool "Snow-Orc Spearmen" 1 0.048 2 0
requires factions { gundabad, } and region_religion catholic 45
recruit_pool "Snow-Orc Raiders" 1 0.048 2 0 requires
factions { gundabad, } and region_religion catholic 45
law_bonus bonus 1
recruits_exp_bonus bonus 1 requires event_counter is_the_ai
1
}
material wooden
construction 4
cost 1900
settlement_min village
upgrades
{
drill_square
}
}
drill_square castle requires factions { byzantium, england, hre,
gundabad, hungary, ireland, milan, mongols, moors, norway, poland, portugal,
russia, scotland, sicily, denmark, spain, venice, turks, } and
building_present_min_level castle_hall c_council_chambers and
building_present_min_level smith blacksmith and event_counter nd_rk 1
{
capability
{
recruit_pool "Mountain-Orc Hunters" 1 0.07 2 0
requires factions { gundabad, } and region_religion catholic 35
law_bonus bonus 1
recruits_exp_bonus bonus 1 requires event_counter is_the_ai
1
}
material wooden
construction 6
cost 3700
settlement_min town
upgrades
{
barracks
}
}
barracks castle requires factions { byzantium, england, hre, gundabad,
hungary, ireland, milan, mongols, moors, norway, poland, portugal, russia,
scotland, sicily, denmark, spain, venice, turks, } and building_present_min_level
castle_hall c_city_hall and building_present_min_level smith armourer and
event_counter nd_rk 1
{
capability
{
recruit_pool "Mountain-Orc Hunters" 1 0.105 2 0
requires factions { gundabad, } and region_religion catholic 35 and
hidden_resource mountains
recruit_pool "Snow-Orc Spearmen" 1 0.105 2 0
requires factions { gundabad, } and region_religion catholic 45
recruit_pool "Snow-Orc Raiders" 1 0.105 2 0 requires
factions { gundabad, } and region_religion catholic 45
}
material wooden
construction 3
cost 1500
settlement_min village
upgrades
{
archery_range
}
}
archery_range castle requires factions { byzantium, spain, england,
hre, gundabad, hungary, ireland, milan, mongols, moors, norway, poland, russia,
scotland, sicily, venice, turks, } and building_present_min_level castle_hall
c_council_chambers and building_present_min_level smith blacksmith and
event_counter nd_rk 1
{
capability
{
recruit_pool "Snow-Orc Scouts" 1 0.105 2 0 requires
factions { gundabad, } and region_religion catholic 45
}
material wooden
construction 5
cost 2900
settlement_min town
upgrades
{
marksmans_range
}
}
marksmans_range castle requires factions { ireland, mongols, } and
building_present_min_level castle_hall c_city_hall and building_present_min_level
smith armourer
{
capability
{
recruit_pool "Snow-Orc Scouts" 1 0.082 2 0 requires
factions { gundabad, } and region_religion catholic 45
}
material wooden
construction 7
cost 4800
settlement_min town
upgrades
{
bowyer
}
}
bowyer castle requires factions { } and building_present_min_level
core_castle_building wooden_castle
{
capability
{
}
material wooden
construction 5
cost 1800
settlement_min village
upgrades
{
}
}
}
plugins
{
}
}
building c_missiles
{
convert_to missiles
levels c_practice_range c_archery_range c_marksmans_range c_bowyer
{
c_practice_range city requires factions { byzantium, england, hre,
gundabad, hungary, ireland, milan, mongols, moors, norway, poland, russia,
scotland, sicily, denmark, spain, venice, turks, } and event_counter nd_rk 1
{
capability
{
recruit_pool "Snow-Orc Scouts" 2 0.044 2 0 requires
factions { gundabad, } and region_religion catholic 45
}
material wooden
construction 4
cost 1500
settlement_min town
upgrades
{
c_archery_range
}
}
c_archery_range city requires factions { byzantium, england, spain,
hre, gundabad, hungary, ireland, milan, mongols, moors, norway, poland, russia,
scotland, sicily, venice, turks, } and building_present_min_level city_hall
council_chambers and building_present_min_level smith blacksmith and event_counter
nd_rk 1
{
capability
{
recruit_pool "Snow-Orc Scouts" 1 0.048 2 0 requires
factions { gundabad, } and region_religion catholic 45
}
material wooden
construction 5
cost 2900
settlement_min large_town
upgrades
{
c_marksmans_range
}
}
c_marksmans_range city requires factions { ireland, mongols, } and
building_present_min_level city_hall city_hall and building_present_min_level smith
armourer
{
capability
{
recruit_pool "Snow-Orc Scouts" 1 0.052 2 0 requires
factions { gundabad, } and region_religion catholic 45
building forest_camps
{
levels hunting_camp lumber_camp
{
hunting_camp requires factions { turks, normans, } and hidden_resource
forest
{
capability
{
recruit_pool "Woodland Hunters" 1 0.028 1 0 requires
factions { normans, } and region_religion wildmen 10
recruit_pool "Woodland Hunters" 1 0.028 1 0 requires
factions { turks, } and region_religion islam 10
free_upkeep bonus 2
income_bonus bonus 32 requires factions { turks, sicily, }
income_bonus bonus 32 requires factions { normans, } and
not event_counter bree_military 1
income_bonus bonus 48 requires factions { normans, } and
event_counter bree_military 1
}
material wooden
construction 3
cost 1000
settlement_min village
upgrades
{
lumber_camp
}
}
lumber_camp requires factions { turks, normans, } and hidden_resource
forest
{
capability
{
recruit_pool "Woodland Hunters" 1 0.04 1 0 requires
factions { normans, } and region_religion wildmen 10
recruit_pool "Lumbermen" 1 0.06 2 0 requires
factions { normans, } and region_religion wildmen 10
recruit_pool "Woodland Hunters" 1 0.04 1 0 requires
factions { turks, } and region_religion islam 10
recruit_pool "Lumbermen" 1 0.06 2 0 requires
factions { turks, } and region_religion islam 10
recruit_pool "Brehins Sword-Wielders" 1 0.045 2 0
requires factions { normans, } and event_counter scouring_shire 1
free_upkeep bonus 2
income_bonus bonus 32 requires factions { turks, sicily, }
income_bonus bonus 32 requires factions { normans, } and
not event_counter bree_military 1
income_bonus bonus 48 requires factions { normans, } and
event_counter bree_military 1
}
material wooden
construction 5
cost 2000
settlement_min village
upgrades
{
}
}
}
plugins
{
}
}
;############################################################
;###################### TROLL CAGES #######################
;############################################################
building troll_cages
{
levels troll_cage troll_breeder troll_training_ground
{
troll_cage requires factions { england, hre, gundabad, poland,
france, } and hidden_resource trolls and building_present_min_level smith
blacksmith and building_present_min_level city_hall council_chambers or
building_present_min_level castle_hall c_council_chambers
{
capability
{
recruit_pool "Half-Trolls" 1 0.036 1 0 requires
factions { gundabad, } and region_religion catholic 55
recruit_pool "Trolls" 1 0.032 1 0 requires factions
{ poland, england, france, }
recruit_pool "Trolls" 1 0.052 1 0 requires factions
{ hre, }
income_bonus bonus 100 requires event_counter is_the_ai 1
}
material wooden
construction 7
cost 3000
settlement_min town
upgrades
{
troll_breeder
}
}
troll_breeder requires factions { england, hre, gundabad, poland,
france, } and hidden_resource trolls and building_present_min_level smith armourer
and building_present_min_level city_hall council_chambers or
building_present_min_level castle_hall c_council_chambers
{
capability
{
recruit_pool "Half-Trolls" 1 0.044 1 0 requires
factions { gundabad, } and region_religion catholic 55
recruit_pool "Great Beasts" 1 0.032 1 0 requires
factions { england, } and hidden_resource Mordor
recruit_pool "Trolls" 1 0.06 1 0 requires factions {
hre, }
recruit_pool "Trolls" 1 0.04 1 0 requires factions {
poland, england, france, }
recruit_pool "Snow Trolls" 1 0.032 1 0 requires
factions { gundabad, }
income_bonus bonus 100 requires event_counter is_the_ai 1
}
material wooden
construction 8
cost 6000
settlement_min large_town
upgrades
{
troll_training_ground
}
}
troll_training_ground requires factions { england, hre, gundabad,
poland, france, } and hidden_resource trolls and building_present_min_level smith
armourer and building_present_min_level city_hall mayors_palace or
building_present_min_level castle_hall c_mayors_palace
{
capability
{
recruit_pool "Half-Trolls" 1 0.056 1 0 requires
factions { gundabad, } and region_religion catholic 55
recruit_pool "Great Beasts" 1 0.04 1 0 requires
factions { england, } and hidden_resource Mordor
recruit_pool "Olog-hai" 1 0.032 1 0 requires
factions { england, }
recruit_pool "Trolls" 1 0.068 1 0 requires factions
{ hre, }
recruit_pool "Trolls" 1 0.048 1 0 requires factions
{ poland, england, france, }
recruit_pool "Snow Trolls" 1 0.04 1 0 requires
factions { gundabad, }
recruit_pool "Olog-hai" 1 0.032 1 0 requires
factions { france, poland, hre, gundabad, portugal, } and hidden_resource Mordor
income_bonus bonus 100 requires event_counter is_the_ai 1
}
material wooden
construction 10
cost 11000
settlement_min large_town
upgrades
{
}
}
}
plugins
{
}
}
;########################################################
;################ MUMAKIL TRAINING GROUND #################
;########################################################
building mumakil
{
levels mumakil_training_ground
{
mumakil_training_ground requires factions { spain, } and event_counter
harad_united 1 and hidden_resource mumak
{
capability
{
recruit_pool "Mumakil" 1 0.025 1 0 requires factions
{ spain, }
income_bonus bonus 100 requires event_counter is_the_ai 1
}
material wooden
construction 12
cost 9000
settlement_min town
upgrades
{
}
}
}
plugins
{
}
}
;############################################################
;######################### SIEGE ##########################
;############################################################
building siege
{
convert_to castle_siege
levels ballista_range catapult_range siege_works
{
ballista_range city requires factions { sicily, milan, scotland, turks,
byzantium, spain, venice, england, france, hre, gundabad, portugal, mongols, moors,
denmark, poland, russia, ireland, saxons, normans, aztecs, timurids, hungary,
teutonic_order, norway, united, khand, } and building_present_min_level
hinterland_farms farms
{
convert_to 0
capability
{
recruit_pool "Elven Ballista" 1 0.02 2 0 requires
factions { mongols, ireland, saxons, } and region_religion elven 33
recruit_pool "Westron Ballista" 1 0.02 2 0 requires
factions { normans, aztecs, teutonic_order, } and region_religion wildmen 25
recruit_pool "Westron Ballista" 1 0.02 2 0 requires
factions { timurids, milan, scotland, byzantium, } and region_religion northmen 25
recruit_pool "Westron Ballista" 1 0.028 2 0 requires
factions { spain, } and region_religion orthodox 25
recruit_pool "Westron Ballista" 1 0.028 2 0 requires
factions { russia, } and region_religion kings 25
recruit_pool "Westron Ballista" 1 0.028 2 0 requires
factions { venice, } and region_religion orthodox 25
recruit_pool "Westron Ballista" 1 0.028 2 0 requires
factions { khand, } and not event_counter civil_war 1 and region_religion orthodox
25
recruit_pool "Westron Ballista" 1 0.028 2 0 requires
factions { khand, } and event_counter civil_war 1 and region_religion nomadic 25
recruit_pool "Westron Ballista" 1 0.036 2 0 requires
factions { sicily, denmark, turks, } and region_religion islam 25
recruit_pool "Snaga Ballista" 1 0.048 2 0 requires
factions { england, poland, hre, gundabad, portugal, france, } and region_religion
catholic 25
recruit_pool "Dwarven Ballista" 1 0.044 2 0 requires
factions { moors, norway, hungary, } and region_religion dwarven 25
income_bonus bonus 50 requires event_counter is_the_ai 1
}
material wooden
construction 5
cost 2500
settlement_min town
upgrades
{
catapult_range
}
}
catapult_range city requires factions { sicily, milan, scotland, turks,
byzantium, spain, venice, england, france, hre, gundabad, portugal, mongols, moors,
denmark, poland, russia, ireland, saxons, normans, aztecs, timurids, hungary,
teutonic_order, norway, united, khand, } and building_present_min_level
masons_lodge master_lodge and building_present_min_level smith blacksmith
{
convert_to 1
capability
{
recruit_pool "Elven Ballista" 1 0.032 2 0 requires
factions { mongols, ireland, saxons, } and region_religion elven 33
recruit_pool "Westron Ballista" 1 0.024 2 0 requires
factions { normans, aztecs, teutonic_order, } and region_religion wildmen 25
recruit_pool "Westron Ballista" 1 0.032 2 0 requires
factions { timurids, milan, scotland, byzantium, } and region_religion northmen 25
recruit_pool "Westron Ballista" 1 0.04 2 0 requires
factions { spain, } and region_religion orthodox 25
recruit_pool "Westron Ballista" 1 0.04 2 0 requires
factions { russia, } and region_religion kings 25
recruit_pool "Westron Ballista" 1 0.04 2 0 requires
factions { venice, } and region_religion orthodox 25
recruit_pool "Westron Ballista" 1 0.04 2 0 requires
factions { khand, } and not event_counter civil_war 1 and region_religion orthodox
25
recruit_pool "Westron Ballista" 1 0.04 2 0 requires
factions { khand, } and event_counter civil_war 1 and region_religion nomadic 25
recruit_pool "Westron Ballista" 1 0.048 2 0 requires
factions { sicily, denmark, turks, } and region_religion islam 25
recruit_pool "Snaga Ballista" 1 0.06 2 0 requires
factions { england, poland, hre, gundabad, portugal, france, } and region_religion
catholic 25
recruit_pool "Dwarven Ballista" 1 0.075 2 0 requires
factions { moors, norway, hungary, } and region_religion dwarven 25
recruit_pool "Dwarven Ballista" 1 0.05 2 0 requires
factions { normans, } and region_religion wildmen 25 and event_counter
bree_mercenary 1
recruit_pool "Mordor Catapult" 1 0.02 1 0 requires
factions { england, poland, } and region_religion catholic 25 and hidden_resource
trolls
recruit_pool "Mordor Catapult" 0.999 0.02 0.999 0
requires factions { england, poland, } and region_religion catholic 25 and not
hidden_resource trolls
recruit_pool "Elven Catapult" 1 0.02 1 0 requires
factions { mongols, ireland, saxons, } and region_religion elven 33
recruit_pool "Westron Catapult" 1 0.02 1 0 requires
factions { normans, aztecs, teutonic_order, } and region_religion wildmen 25
recruit_pool "Westron Catapult" 1 0.02 1 0 requires
factions { timurids, milan, scotland, byzantium, } and region_religion northmen 25
recruit_pool "Westron Catapult" 1 0.028 1 0 requires
factions { spain, } and region_religion orthodox 25
recruit_pool "Westron Catapult" 1 0.028 1 0 requires
factions { russia, } and region_religion kings 25
recruit_pool "Westron Catapult" 1 0.028 1 0 requires
factions { venice, } and region_religion orthodox 25
recruit_pool "Westron Catapult" 1 0.028 1 0 requires
factions { khand, } and not event_counter civil_war 1 and region_religion orthodox
25
recruit_pool "Westron Catapult" 1 0.028 1 0 requires
factions { khand, } and event_counter civil_war 1 and region_religion nomadic 25
recruit_pool "Westron Catapult" 1 0.036 1 0 requires
factions { sicily, denmark, turks, } and region_religion islam 25
recruit_pool "Snaga Catapult" 1 0.048 1 0 requires
factions { england, poland, hre, gundabad, portugal, france, } and region_religion
catholic 25
recruit_pool "Misty Mangonel" 1 0.040 1 0 requires
factions { hre, } and region_religion catholic 25
recruit_pool "Dwarven Catapult" 1 0.044 1 0 requires
factions { moors, norway, hungary, } and region_religion dwarven 25
recruit_pool "Dwarven Catapult" 1 0.024 1 0 requires
factions { normans, } and region_religion wildmen 25 and event_counter
bree_mercenary 1
income_bonus bonus 50 requires event_counter is_the_ai 1
}
material wooden
construction 5
cost 4000
settlement_min town
upgrades
{
siege_works
}
}
siege_works city requires factions { sicily, denmark, turks, russia, }
and building_present_min_level masons_lodge grand_lodge and
building_present_min_level smith armourer and event_counter nd_rk 1
{
convert_to 2
capability
{
recruit_pool "Gondor Trebuchet" 1 0.048 1 0 requires
factions { sicily, denmark, turks, } and region_religion islam 25
recruit_pool "Gondor Trebuchet" 1 0.048 1 0 requires
factions { russia, } and region_religion kings 25
recruit_pool "Westron Ballista" 1 0.06 2 0 requires
factions { sicily, denmark, turks, } and region_religion islam 25
recruit_pool "Westron Catapult" 1 0.048 1 0 requires
factions { sicily, denmark, turks, } and region_religion islam 25
;############################################################
;######################## ECONOMY #########################
;############################################################
building masons_lodge
{
levels lodge master_lodge grand_lodge north_lodge south_lodge
{
lodge requires factions { all, }
{
capability
{
construction_cost_bonus_stone bonus 15
construction_cost_bonus_wooden bonus 15
taxable_income_bonus bonus 15
construction_time_bonus_other bonus 20
construction_time_bonus_defensive bonus 20
construction_time_bonus_religious bonus 20
population_loyalty_bonus bonus 4
}
material wooden
construction 2
cost 950
settlement_min village
upgrades
{
master_lodge
}
}
master_lodge requires factions { all, }
{
capability
{
construction_cost_bonus_stone bonus 25
construction_cost_bonus_wooden bonus 25
taxable_income_bonus bonus 25
construction_time_bonus_other bonus 35
construction_time_bonus_defensive bonus 35
construction_time_bonus_religious bonus 35
population_loyalty_bonus bonus 7
recruit_pool "Journeymen" 1 0.072 1 0 requires
factions { normans, } and region_religion wildmen 25
recruit_pool "Dunnish Warspear-Throng" 1 0.068 1 0
requires factions { normans, } and event_counter scouring_shire 1
}
material wooden
construction 4
cost 3250
settlement_min village
upgrades
{
grand_lodge
}
}
grand_lodge requires factions { all, }
{
capability
{
construction_cost_bonus_stone bonus 35
construction_cost_bonus_wooden bonus 35
taxable_income_bonus bonus 35
construction_time_bonus_other bonus 50
construction_time_bonus_defensive bonus 50
construction_time_bonus_religious bonus 50
population_loyalty_bonus bonus 10
recruit_pool "Journeymen" 1 0.08 2 0 requires
factions { normans, } and region_religion wildmen 25
recruit_pool "Dunnish Warspear-Throng" 1 0.075 1 0
requires factions { normans, } and event_counter scouring_shire 1
}
material wooden
construction 6
cost 5550
settlement_min large_town
upgrades
{
north_lodge
south_lodge
}
}
north_lodge city requires factions { turks, } and hidden_resource
Arthedain and hidden_resource ResE
{
capability
{
construction_cost_bonus_stone bonus 40
construction_cost_bonus_wooden bonus 40
taxable_income_bonus bonus 40
construction_time_bonus_other bonus 60
construction_time_bonus_defensive bonus 60
construction_time_bonus_religious bonus 60
population_loyalty_bonus bonus 12
recruit_pool "Journeymen" 1 0.08 2 0 requires
factions { normans, } and region_religion wildmen 25
recruit_pool "Dunnish Warspear-Throng" 1 0.075 1 0
requires factions { normans, } and event_counter scouring_shire 1
}
material wooden
construction 1
cost 1000
settlement_min large_town
upgrades
{
}
}
south_lodge requires factions { sicily, denmark, russia, } and
hidden_resource GondorEast and hidden_resource ResC
{
capability
{
construction_cost_bonus_stone bonus 40
construction_cost_bonus_wooden bonus 40
taxable_income_bonus bonus 40
construction_time_bonus_other bonus 60
construction_time_bonus_defensive bonus 60
construction_time_bonus_religious bonus 60
population_loyalty_bonus bonus 12
recruit_pool "Journeymen" 1 0.08 2 0 requires
factions { normans, } and region_religion wildmen 25
recruit_pool "Dunnish Warspear-Throng" 1 0.075 1 0
requires factions { normans, } and event_counter scouring_shire 1
}
material wooden
construction 1
cost 1000
settlement_min large_town
upgrades
{
}
}
}
plugins
{
}
}
building port
{
levels port shipwright elf_haven dockyard naval_drydock
{
port city requires factions { gondor, northern_european, mesoamerican,
middle_eastern, eastern_european, greek, southern_european, }
{
capability
{
recruit_pool "Human Boat" 1 0.056 1 0 requires
factions { spain, aztecs, portugal, scotland, byzantium, mongols, ireland, } and
hidden_resource boats
recruit_pool "Human Boat" 1 0.056 1 0 requires
factions { khand, } and hidden_resource boats and event_counter khand_loyal 1
recruit_pool "Human Boat" 1 0.056 1 0 requires
factions { venice, } and hidden_resource boats and event_counter naval_clan_joins 1
}
material wooden
construction 6
cost 4000
settlement_min town
upgrades
{
shipwright
elf_haven
}
}
shipwright city requires factions { sicily, byzantium, milan, scotland,
turks, mongols, ireland, saxons, middle_eastern, denmark, teutonic_order, }
{
capability
{
recruit_pool "Human Boat" 1 0.064 2 0 requires
factions { spain, aztecs, portugal, scotland, byzantium, mongols, ireland, } and
hidden_resource boats
recruit_pool "Human Boat" 1 0.064 2 0 requires
factions { khand, } and hidden_resource boats and event_counter khand_loyal 1
recruit_pool "Human Boat" 1 0.064 2 0 requires
factions { venice, } and hidden_resource boats and event_counter naval_clan_joins 1
}
material wooden
construction 8
cost 6000
settlement_min large_town
upgrades
{
dockyard
}
}
elf_haven city requires factions { hungary, } and event_counter
luin_ring_rejected 1
{
capability
{
recruit_pool "Human Boat" 1 0.064 2 0 requires
factions { spain, aztecs, portugal, scotland, byzantium, mongols, ireland, } and
hidden_resource boats
recruit_pool "Human Boat" 1 0.064 2 0 requires
factions { khand, } and hidden_resource boats and event_counter khand_loyal 1
recruit_pool "Human Boat" 1 0.064 2 0 requires
factions { venice, } and hidden_resource boats and event_counter naval_clan_joins 1
}
material wooden
construction 8
cost 6000
settlement_min town
upgrades
{
dockyard
}
}
dockyard city requires factions { sicily, scotland, turks, saxons,
russia, denmark, byzantium, }
{
capability
{
recruit_pool "Human Boat" 1 0.064 2 1 requires
factions { spain, aztecs, portugal, scotland, byzantium, mongols, ireland, } and
hidden_resource boats
recruit_pool "Human Boat" 1 0.064 2 1 requires
factions { khand, } and hidden_resource boats and event_counter khand_loyal 1
recruit_pool "Human Boat" 1 0.064 2 1 requires
factions { venice, } and hidden_resource boats and event_counter naval_clan_joins 1
trade_base_income_bonus bonus 1
recruitment_cost_bonus_naval bonus 2 requires factions
{ denmark, russia, saxons, }
trade_fleet 4
}
material wooden
construction 10
cost 9500
settlement_min city
upgrades
{
naval_drydock
}
}
naval_drydock city requires factions { saxons, russia, } and
hidden_resource havenport
{
capability
{
recruit_pool "Human Boat" 1 0.064 2 2 requires
factions { spain, aztecs, portugal, scotland, byzantium, mongols, ireland, } and
hidden_resource boats
recruit_pool "Human Boat" 1 0.064 2 2 requires
factions { khand, } and hidden_resource boats and event_counter khand_loyal 1
recruit_pool "Human Boat" 1 0.064 2 2 requires
factions { venice, } and hidden_resource boats and event_counter naval_clan_joins 1
}
material wooden
construction 6
cost 4000
settlement_min village
upgrades
{
c_shipwright
c_elf_haven
}
}
c_shipwright castle requires factions { sicily, byzantium, milan,
scotland, turks, mongols, ireland, saxons, middle_eastern, denmark, teutonic_order,
}
{
capability
{
recruit_pool "Human Boat" 1 0.064 2 0 requires
factions { spain, aztecs, portugal, scotland, byzantium, mongols, ireland, } and
hidden_resource boats
recruit_pool "Human Boat" 1 0.064 2 0 requires
factions { khand, } and hidden_resource boats and event_counter khand_loyal 1
recruit_pool "Human Boat" 1 0.064 2 0 requires
factions { venice, } and hidden_resource boats and event_counter naval_clan_joins 1
}
material wooden
construction 8
cost 6000
settlement_min town
upgrades
{
c_dockyard
}
}
c_elf_haven castle requires factions { hungary, } and event_counter
luin_ring_rejected 1
{
capability
{
recruit_pool "Human Boat" 1 0.064 2 0 requires
factions { spain, aztecs, portugal, scotland, byzantium, mongols, ireland, } and
hidden_resource boats
recruit_pool "Human Boat" 1 0.064 2 0 requires
factions { khand, } and hidden_resource boats and event_counter khand_loyal 1
recruit_pool "Human Boat" 1 0.064 2 0 requires
factions { venice, } and hidden_resource boats and event_counter naval_clan_joins 1
}
material wooden
construction 8
cost 6000
settlement_min village
upgrades
{
c_dockyard
}
}
c_dockyard castle requires factions { sicily, scotland, turks, saxons,
russia, denmark, byzantium, }
{
capability
{
recruit_pool "Human Boat" 1 0.064 2 1 requires
factions { spain, aztecs, portugal, scotland, byzantium, mongols, ireland, } and
hidden_resource boats
recruit_pool "Human Boat" 1 0.064 2 1 requires
factions { khand, } and hidden_resource boats and event_counter khand_loyal 1
recruit_pool "Human Boat" 1 0.064 2 1 requires
factions { venice, } and hidden_resource boats and event_counter naval_clan_joins 1
building dorwinion_market
{
levels entry_market advanced_market
{
entry_market city requires factions { byzantium, } and hidden_resource
Rhun and hidden_resource ResL and event_counter dorwinion_men 1
{
capability
{
trade_base_income_bonus bonus 3
}
material wooden
construction 6
cost 2300
settlement_min town
upgrades
{
advanced_market
}
}
advanced_market city requires factions { byzantium, } and
hidden_resource Rhun and hidden_resource ResL
{
capability
{
agent_limit merchant 2 requires factions { byzantium, }
agent merchant 2 requires factions { byzantium, }
trade_base_income_bonus bonus 4
free_upkeep bonus 3
}
material wooden
construction 8
cost 4300
settlement_min large_town
upgrades
{
}
}
}
plugins
{
}
}
building dorwinion_academy
{
levels war_academy war_university
{
war_academy castle requires factions { byzantium, } and
hidden_resource Rhun and hidden_resource ResK and event_counter dorwinion_elf 1
{
capability
{
retrain_cost_bonus bonus 1
recruits_morale_bonus bonus 3
recruitment_slots 6
}
material wooden
construction 6
cost 2300
settlement_min town
upgrades
{
war_university
}
}
war_university castle requires factions { byzantium, } and
hidden_resource Rhun and hidden_resource ResK
{
capability
{
retrain_cost_bonus bonus 1
archer_bonus 1
cavalry_bonus 1
recruits_morale_bonus bonus 6
recruitment_slots 6
}
material wooden
construction 9
cost 4300
settlement_min large_town
upgrades
{
}
}
}
plugins
{
}
}
building hinterland_roads
{
levels roads paved_roads highways
{
roads requires factions { northern_european, middle_eastern,
mesoamerican, eastern_european, greek, southern_european, gondor, } and
hidden_resource roads or event_counter elven_union 1
{
capability
{
trade_base_income_bonus bonus 2
road_level 0
religion_level bonus 1 requires event_counter is_the_ai 1
}
material wooden
construction 4
cost 1750
settlement_min village
upgrades
{
paved_roads
}
}
paved_roads requires factions { northern_european, middle_eastern,
mesoamerican, eastern_european, greek, southern_european, gondor, } and
building_present_min_level masons_lodge lodge and hidden_resource roads or
event_counter elven_union 1
{
capability
{
recruit_pool "Greenway Cavalry" 1 0.064 1 0 requires
factions { normans, } and region_religion wildmen 50
recruit_pool "Dunlending Horsemen" 1 0.08 1 0
requires factions { normans, } and event_counter scouring_shire 1
recruit_pool "Greenway Shieldmen" 1 0.072 1 0
requires factions { normans, } and region_religion wildmen 50
trade_base_income_bonus bonus 3
road_level 1
religion_level bonus 1 requires event_counter is_the_ai 1
}
material stone
construction 9
cost 6000
settlement_min town
upgrades
{
highways
}
}
highways requires factions { gondor, southern_european, russia, turks,
normans, } and building_present_min_level masons_lodge grand_lodge and
event_counter bree_allied 1 and hidden_resource roads or event_counter elven_union
1
{
capability
{
recruit_pool "Greenway Cavalry" 1 0.08 1 1 requires
factions { normans, } and region_religion wildmen 50
recruit_pool "Greenway Shieldmen" 1 0.08 1 1
requires factions { normans, } and region_religion wildmen 50
recruit_pool "Dunlending Horsemen" 1 0.10 1 0
requires factions { normans, } and event_counter scouring_shire 1
trade_base_income_bonus bonus 4
road_level 2
religion_level bonus 1 requires event_counter is_the_ai 1
}
material stone
construction 12
cost 12000
settlement_min large_town
upgrades
{
}
}
}
plugins
{
}
}
;############################################################
;###################### POPULATION ########################
;############################################################
building hinterland_farms
{
convert_to hinterland_farms
levels farms farms+1 farms+2 farms+3
{
farms requires factions { sicily, milan, scotland, turks, byzantium,
spain, venice, england, france, hre, gundabad, portugal, mongols, moors, denmark,
poland, russia, ireland, saxons, normans, aztecs, timurids, hungary,
teutonic_order, norway, united, khand, }
{
convert_to 0
capability
{
farming_level 1
income_bonus bonus 5
recruit_pool "Dunlending Raiders" 1 0.05 1 0
requires factions { normans, } and event_counter scouring_shire 1
}
material wooden
construction 3
cost 1100
settlement_min village
upgrades
{
farms+1
}
}
farms+1 requires factions { sicily, milan, scotland, turks, byzantium,
spain, venice, england, france, hre, gundabad, portugal, mongols, moors, denmark,
poland, russia, ireland, saxons, normans, aztecs, timurids, hungary,
teutonic_order, norway, united, khand, }
{
convert_to 1
capability
{
farming_level 2
income_bonus bonus 5
recruit_pool "Dunlending Raiders" 1 0.05 1 0
requires factions { normans, } and event_counter scouring_shire 1
free_upkeep bonus 2 requires factions { normans, }
}
material wooden
construction 5
cost 2100
settlement_min town
upgrades
{
farms+2
}
}
farms+2 requires factions { sicily, milan, scotland, turks, byzantium,
spain, venice, england, france, hre, gundabad, portugal, mongols, denmark, poland,
russia, ireland, saxons, normans, aztecs, timurids, teutonic_order, united,
khand, }
{
convert_to 2
capability
{
farming_level 3
income_bonus bonus 10
recruit_pool "Dunlending Raiders" 1 0.05 1 0
requires factions { normans, } and event_counter scouring_shire 1
free_upkeep bonus 3 requires factions { normans, }
}
material wooden
construction 7
cost 4500
settlement_min large_town
upgrades
{
farms+3
}
}
farms+3 requires factions { sicily, milan, scotland, turks, byzantium,
spain, venice, england, france, hre, gundabad, portugal, mongols, denmark, poland,
russia, ireland, saxons, normans, united, khand, }
{
convert_to 3
capability
{
farming_level 4
income_bonus bonus 10
recruit_pool "Dunlending Raiders" 1 0.05 1 0
requires factions { normans, } and event_counter scouring_shire 1
free_upkeep bonus 4 requires factions { normans, }
}
material wooden
construction 10
cost 6700
settlement_min city
upgrades
{
}
}
}
plugins
{
}
}
building breed
{
levels breed breed+1 breed+2
{
breed city requires factions { sicily, byzantium, milan, scotland,
aztecs, normans, united, denmark, teutonic_order, timurids, turks, } and
building_present_min_level hinterland_farms farms
{
capability
{
recruit_pool "Farmhand Pikemen" 1 0.048 1 0 requires
factions { sicily, byzantium, milan, scotland, aztecs, normans, united, denmark,
teutonic_order, timurids, turks, }
population_growth_bonus bonus 1 requires factions { sicily,
byzantium, milan, scotland, aztecs, normans, united, denmark, teutonic_order,
timurids, turks, }
}
material wooden
construction 4
cost 1800
settlement_min village
upgrades
{
breed+1
}
}
breed+1 city requires factions { sicily, byzantium, milan, scotland,
aztecs, normans, united, denmark, teutonic_order, timurids, turks, } and
building_present_min_level hinterland_farms farms+1
{
capability
{
recruit_pool "Farmhand Pikemen" 1 0.064 2 0 requires
factions { sicily, byzantium, milan, scotland, aztecs, normans, united, denmark,
teutonic_order, timurids, turks, }
population_growth_bonus bonus 2 requires factions { sicily,
byzantium, milan, scotland, aztecs, normans, united, denmark, teutonic_order,
timurids, turks, }
}
material wooden
construction 6
cost 3500
settlement_min town
upgrades
{
breed+2
}
}
breed+2 city requires factions { sicily, byzantium, milan, scotland,
aztecs, normans, united, denmark, teutonic_order, timurids, turks, } and
building_present_min_level hinterland_farms farms+2
{
capability
{
recruit_pool "Farmhand Pikemen" 1 0.08 3 0 requires
factions { sicily, byzantium, milan, scotland, aztecs, normans, united, denmark,
teutonic_order, timurids, turks, }
population_growth_bonus bonus 3 requires factions { sicily,
byzantium, milan, scotland, aztecs, normans, united, denmark, teutonic_order,
timurids, turks, }
}
material wooden
construction 8
cost 5000
settlement_min large_town
upgrades
{
}
}
}
plugins
{
}
}
building caravan
{
levels caravan_stop trading_post caravanersary
{
caravan_stop city requires factions { byzantium, venice, scotland,
normans, } and building_present_min_level market corn_exchange and
building_present_min_level hinterland_roads roads
{
capability
{
trade_base_income_bonus bonus 1
trade_base_income_bonus bonus 2 requires factions
{ byzantium, } and event_counter dorwinion_men 1
population_growth_bonus bonus 1 requires factions
{ normans, }
income_bonus bonus 50
}
material wooden
construction 4
cost 1550
settlement_min town
upgrades
{
trading_post
}
}
trading_post city requires factions { byzantium, venice, scotland,
normans, } and building_present_min_level market market
{
capability
{
trade_base_income_bonus bonus 3
trade_base_income_bonus bonus 4 requires factions
{ byzantium, } and event_counter dorwinion_men 1
population_growth_bonus bonus 2 requires factions
{ normans, }
income_bonus bonus 120
recruit_pool "Merchant Infantry" 1 0.052 1 0
requires factions { normans, } and region_religion wildmen 65
;############################################################
;######################## GUILDS ##########################
;############################################################
building guild_assassins_muslim_guild
{
levels eastern_assassins_guild m_eastern_assassins_guild
gm_eastern_assassins_guild
{
eastern_assassins_guild requires factions { england, france, hre,
gundabad, portugal, poland, aztecs, russia, teutonic_order, }
{
capability
{
recruit_pool "Raider Warband" 1 0.096 1 0 requires
factions { hre, portugal, poland, england, }
recruit_pool "Raider Skirmishers" 1 0.096 1 0
requires factions { hre, portugal, poland, england, }
recruit_pool "Raider Warband" 1 0.048 1 0 requires
factions { gundabad, france, }
recruit_pool "Raider Skirmishers" 1 0.048 1 0
requires factions { gundabad, france, }
recruit_pool "Isenmach Axemen" 0 0.02
0.5 0 requires factions { aztecs, }
recruit_pool "Wulfingir" 0 0.02 0.5
0 requires factions { aztecs, }
recruit_pool "Wulfingir Pikes" 0
0.02 0.5 0 requires factions { aztecs, }
recruit_pool "Dunlending Raiders" 0
0.02 0.5 0 requires factions { aztecs, }
recruit_pool "Dunnish Derfelmen"
0 0.02 0.5 0 requires factions { aztecs, }
recruit_pool "Dunnish Warspear-Throng"
0 0.02 0.5 0 requires factions { aztecs, }
recruit_pool "Brehins Sword-Wielders"
0 0.02 0.5 0 requires factions { aztecs, }
recruit_pool "Greyflood Axemen"
0 0.02 0.5 0 requires factions { teutonic_order, }
recruit_pool "Minhiriath Warriors"
0 0.02 0.5 0 requires factions { teutonic_order, }
recruit_pool "Moot Keepers" 0 0.02
0.5 0 requires factions { teutonic_order, }
recruit_pool "River Spearmen" 0 0.02
0.5 0 requires factions { teutonic_order, }
recruit_pool "River Swordsmen" 0 0.02
0.5 0 requires factions { teutonic_order, }
recruit_pool "Azrazair Warriors" 0 0.02
0.5 0 requires factions { russia, }
recruit_pool "Abrazanim Nardutarik"
0 0.02 0.5 0 requires factions { russia, }
recruit_pool "Rozadan Footmen"
0 0.02 0.5 0 requires factions { russia, }
recruit_pool "Rozadan Halberdiers"
0 0.02 0.5 0 requires factions { russia, }
recruit_pool "Abrazanim Narduzagar" 0
0.02 0.5 0 requires factions { russia, }
}
material wooden
construction 4
cost 1500
settlement_min village
upgrades
{
m_eastern_assassins_guild
}
}
m_eastern_assassins_guild requires factions { england, france, hre,
gundabad, portugal, poland, aztecs, russia, teutonic_order, }
{
capability
{
recruit_pool "Raider Warband" 1 0.112 2 0 requires
factions { hre, portugal, poland, england, }
recruit_pool "Raider Skirmishers" 1 0.112 2 0
requires factions { hre, portugal, poland, england, }
recruit_pool "Raider Warband" 1 0.048 2 0 requires
factions { gundabad, france, }
recruit_pool "Raider Skirmishers" 1 0.048 2 0
requires factions { gundabad, france, }
recruit_pool "Isenmach Axemen" 0
0.02 0.5 0 requires factions { aztecs, }
recruit_pool "Wulfingir" 0 0.02 0.5
0 requires factions { aztecs, }
recruit_pool "Wulfingir Pikes" 0
0.02 0.5 0 requires factions { aztecs, }
recruit_pool "Dunlending Raiders" 0
0.02 0.5 0 requires factions { aztecs, }
recruit_pool "Dunnish Derfelmen"
0 0.02 0.5 0 requires factions { aztecs, }
recruit_pool "Dunnish Warspear-Throng"
0 0.02 0.5 0 requires factions { aztecs, }
recruit_pool "Brehins Sword-Wielders"
0 0.02 0.5 0 requires factions { aztecs, }
recruit_pool "Greyflood Axemen"
0 0.02 0.5 0 requires factions { teutonic_order, }
recruit_pool "Minhiriath Warriors"
0 0.02 0.5 0 requires factions { teutonic_order, }
recruit_pool "Moot Keepers" 0 0.02
0.5 0 requires factions { teutonic_order, }
recruit_pool "River Spearmen" 0 0.02
0.5 0 requires factions { teutonic_order, }
recruit_pool "River Swordsmen" 0 0.02
0.5 0 requires factions { teutonic_order, }
recruit_pool "Azrazair Warriors" 0 0.02
0.5 0 requires factions { russia, }
recruit_pool "Abrazanim Nardutarik"
0 0.02 0.5 0 requires factions { russia, }
recruit_pool "Rozadan Footmen"
0 0.02 0.5 0 requires factions { russia, }
recruit_pool "Rozadan Halberdiers"
0 0.02 0.5 0 requires factions { russia, }
recruit_pool "Abrazanim Narduzagar" 0
0.02 0.5 0 requires factions { russia, }
}
material wooden
construction 5
cost 1750
settlement_min town
upgrades
{
abbey_o
}
}
abbey_o city requires factions { aztecs, teutonic_order, normans, }
{
capability
{
religion_level bonus 5
religion_level bonus 1 requires factions { aztecs, } and
hidden_resource mountains
religion_level bonus 1 requires factions { normans, } and
hidden_resource grassland
religion_level bonus 1 requires factions
{ teutonic_order, } and hidden_resource forest
recruits_morale_bonus bonus 3
happiness_bonus bonus 2
recruit_pool "Warchanters" 1 0.088 2 0 requires
factions { aztecs, teutonic_order, } and region_religion wildmen 40
}
material wooden
construction 7
cost 2800
settlement_min large_town
upgrades
{
cathedral_o
}
}
cathedral_o city requires factions { normans, } and event_counter
bree_mercenary 1
{
capability
{
religion_level bonus 5
religion_level bonus 1 requires factions { aztecs, } and
hidden_resource mountains
religion_level bonus 1 requires factions { normans, } and
hidden_resource grassland
religion_level bonus 1 requires factions
{ teutonic_order, } and hidden_resource forest
recruits_morale_bonus bonus 3
happiness_bonus bonus 2
recruit_pool "Warchanters" 1 0.08 2 1 requires
factions { aztecs, teutonic_order, } and region_religion wildmen 40
recruit_pool "Dunnish Warspear-Throng" 1 0.04 1 0
requires factions { normans, }
recruit_pool "Rhudaur Warriors" 1 0.04 1 0 requires
factions { normans, }
recruit_pool "Saralainn Mercenaries" 1 0.04 1 0
requires factions { normans, }
}
material wooden
construction 8
cost 5000
settlement_min large_town
upgrades
{
huge_cathedral_o
}
}
huge_cathedral_o city requires factions { normans, } and event_counter
bree_mercenary 1
{
capability
{
religion_level bonus 6
religion_level bonus 1 requires factions { aztecs, } and
hidden_resource mountains
religion_level bonus 1 requires factions { normans, } and
hidden_resource grassland
religion_level bonus 1 requires factions
{ teutonic_order, } and hidden_resource forest
recruits_morale_bonus bonus 3
happiness_bonus bonus 2
recruit_pool "Warchanters" 1 0.08 2 1 requires
factions { aztecs, teutonic_order, } and region_religion wildmen 40
recruit_pool "Dunnish Warspear-Throng" 1 0.04 1 0
requires factions { normans, }
recruit_pool "Rhudaur Warriors" 1 0.04 1 0 requires
factions { normans, }
recruit_pool "Saralainn Mercenaries" 1 0.04 1 0
requires factions { normans, }
recruit_pool "Privateer Cavalry" 1 0.032 1 0 requires
factions { normans, }
recruit_pool "Privateer Axemen" 1 0.032 1 0 requires
factions { normans, }
}
material wooden
construction 10
cost 6500
settlement_min city
upgrades
{
}
}
}
plugins
{
}
}
building temple_c_orthodox
{
religion wildmen
levels small_church_o church_o abbey_o cathedral_o huge_cathedral_o
{
small_church_o castle requires factions { aztecs, teutonic_order,
normans, }
{
capability
{
religion_level bonus 1
religion_level bonus 1 requires factions { aztecs, } and
hidden_resource mountains
religion_level bonus 1 requires factions { normans, } and
hidden_resource grassland
religion_level bonus 1 requires factions
{ teutonic_order, } and hidden_resource forest
}
material wooden
construction 2
cost 1000
settlement_min village
upgrades
{
church_o
}
}
church_o castle requires factions { aztecs, teutonic_order, normans, }
{
capability
{
happiness_bonus bonus 1
religion_level bonus 3
religion_level bonus 1 requires factions { aztecs, } and
hidden_resource mountains
religion_level bonus 1 requires factions { normans, } and
hidden_resource grassland
religion_level bonus 1 requires factions
{ teutonic_order, } and hidden_resource forest
recruit_pool "Warchanters" 1 0.064 1 0 requires
factions { aztecs, teutonic_order, } and region_religion wildmen 40
}
material wooden
construction 5
cost 1750
settlement_min town
upgrades
{
abbey_o
}
}
abbey_o castle requires factions { aztecs, teutonic_order, normans, }
{
capability
{
religion_level bonus 5
religion_level bonus 1 requires factions { aztecs, } and
hidden_resource mountains
religion_level bonus 1 requires factions { normans, } and
hidden_resource grassland
religion_level bonus 1 requires factions
{ teutonic_order, } and hidden_resource forest
recruits_morale_bonus bonus 3
happiness_bonus bonus 2
recruit_pool "Warchanters" 1 0.08 2 1 requires
factions { aztecs, teutonic_order, } and region_religion wildmen 40
}
material wooden
construction 7
cost 2800
settlement_min large_town
upgrades
{
cathedral_o
}
}
cathedral_o castle requires factions { normans, } and event_counter
bree_mercenary 1
{
capability
{
religion_level bonus 5
religion_level bonus 1 requires factions { aztecs, } and
hidden_resource mountains
religion_level bonus 1 requires factions { normans, } and
hidden_resource grassland
religion_level bonus 1 requires factions
{ teutonic_order, } and hidden_resource forest
recruits_morale_bonus bonus 3
happiness_bonus bonus 2
recruit_pool "Warchanters" 1 0.08 2 1 requires
factions { aztecs, teutonic_order, } and region_religion wildmen 40
recruit_pool "Dunnish Warspear-Throng" 1 0.04 1 0
requires factions { normans, }
recruit_pool "Rhudaur Warriors" 1 0.04 1 0 requires
factions { normans, }
recruit_pool "Saralainn Mercenaries" 1 0.04 1 0
requires factions { normans, }
}
material wooden
construction 8
cost 5000
settlement_min city
upgrades
{
huge_cathedral_o
}
}
huge_cathedral_o castle requires factions { normans, } and
event_counter bree_mercenary 1
{
capability
{
religion_level bonus 6
religion_level bonus 1 requires factions { aztecs, } and
hidden_resource mountains
religion_level bonus 1 requires factions { normans, } and
hidden_resource grassland
religion_level bonus 1 requires factions
{ teutonic_order, } and hidden_resource forest
recruits_morale_bonus bonus 3
happiness_bonus bonus 2
recruit_pool "Warchanters" 1 0.08 2 1 requires
factions { aztecs, teutonic_order, } and region_religion wildmen 40
recruit_pool "Dunnish Warspear-Throng" 1 0.04 1 0
requires factions { normans, }
recruit_pool "Rhudaur Warriors" 1 0.04 1 0 requires
factions { normans, }
recruit_pool "Saralainn Mercenaries" 1 0.04 1 0
requires factions { normans, }
recruit_pool "Privateer Cavalry" 1 0.032 1 0 requires
factions { normans, }
recruit_pool "Privateer Axemen" 1 0.032 1 0 requires
factions { normans, }
}
material wooden
construction 10
cost 6500
settlement_min large_city
upgrades
{
}
}
}
plugins
{
}
}
;
; DWARVES
;
building temple_muslim
{
religion dwarven
levels small_masjid masjid minareted_masjid
{
small_masjid city requires factions { moors, hungary, norway, }
{
capability
{
religion_level bonus 1
religion_level bonus 1 requires factions { moors, hungary,
norway, } and hidden_resource mountains
}
material wooden
construction 3
cost 1500
settlement_min village
upgrades
{
masjid
}
}
masjid city requires factions { moors, hungary, norway, }
{
capability
{
happiness_bonus bonus 1
religion_level bonus 3
religion_level bonus 1 requires factions { moors, hungary,
norway, } and hidden_resource mountains
}
material wooden
construction 6
cost 3000
settlement_min town
upgrades
{
minareted_masjid
}
}
minareted_masjid city requires factions { moors, hungary, norway, }
{
capability
{
religion_level bonus 5
religion_level bonus 1 requires factions { moors, hungary,
norway, } and hidden_resource mountains
construction_cost_bonus_stone bonus 10
taxable_income_bonus bonus 10
happiness_bonus bonus 2
}
material wooden
construction 9
cost 6000
settlement_min large_town
upgrades
{
}
}
}
plugins
{
}
}
building temple_c_muslim
{
religion dwarven
levels small_masjid masjid minareted_masjid
{
small_masjid castle requires factions { moors, hungary, norway, }
{
capability
{
religion_level bonus 1
religion_level bonus 1 requires factions { moors, hungary,
norway, } and hidden_resource mountains
}
material wooden
construction 3
cost 1500
settlement_min village
upgrades
{
masjid
}
}
masjid castle requires factions { moors, hungary, norway, }
{
capability
{
happiness_bonus bonus 1
religion_level bonus 3
religion_level bonus 1 requires factions { moors, hungary,
norway, } and hidden_resource mountains
}
material wooden
construction 6
cost 3000
settlement_min town
upgrades
{
minareted_masjid
}
}
minareted_masjid castle requires factions { moors, hungary, norway, }
{
capability
{
religion_level bonus 5
religion_level bonus 1 requires factions { moors, hungary,
norway, } and hidden_resource mountains
construction_cost_bonus_stone bonus 10
taxable_income_bonus bonus 10
happiness_bonus bonus 2
}
material wooden
construction 9
cost 6000
settlement_min large_town
upgrades
{
}
}
}
plugins
{
}
}
;############################################################
;######################## TAVERNS #########################
;############################################################
building taverns
{
levels brothel inn tavern coaching_house pleasure_palace
{
brothel city requires factions { sicily, milan, scotland, turks,
byzantium, spain, venice, england, france, hre, gundabad, portugal, mongols, moors,
denmark, poland, russia, ireland, saxons, aztecs, timurids, hungary,
teutonic_order, norway, united, khand, normans, }
{
capability
{
agent spy 0
agent_limit spy 1
happiness_bonus bonus 1
recruit_pool "Dwarven Travellers" 1 0.08 2 0 requires
factions { timurids, } and event_counter roads_are_safe 1
recruit_pool "Clan Axemen" 1 0.12 2 0 requires
factions { normans, } and event_counter scouring_shire 1
}
material wooden
construction 2
cost 800
settlement_min village
upgrades
{
inn
}
}
inn city requires factions { sicily, milan, scotland, turks, byzantium,
spain, venice, england, france, hre, gundabad, portugal, mongols, moors, denmark,
poland, russia, ireland, saxons, aztecs, timurids, hungary, teutonic_order, norway,
united, khand, normans, }
{
capability
{
agent spy 0
agent_limit spy 2
happiness_bonus bonus 2
recruit_pool "Dwarven Travellers" 1 0.09 2 0 requires
factions { timurids, } and event_counter roads_are_safe 1 and hidden_resource Vale
recruit_pool "Dwarven Travellers" 0.999 0.09 0.999 0
requires factions { timurids, } and event_counter roads_are_safe 1 and not
hidden_resource Vale
recruit_pool "Clan Axemen" 1 0.12 2 0 requires
factions { normans, } and event_counter scouring_shire 1
}
material wooden
construction 3
cost 1000
settlement_min town
upgrades
{
tavern
}
}
tavern city requires factions { sicily, milan, scotland, turks,
byzantium, spain, venice, england, france, hre, gundabad, portugal, mongols, moors,
denmark, poland, russia, ireland, saxons, hungary, norway, united, khand,
normans, }
{
capability
{
agent spy 0
agent_limit spy 3
happiness_bonus bonus 3
recruit_pool "Dwarven Travellers" 1 0.10 2 0 requires
factions { timurids, } and event_counter roads_are_safe 1 and hidden_resource Vale
recruit_pool "Dwarven Travellers" 0.999 0.10 0.999 0
requires factions { timurids, } and event_counter roads_are_safe 1 and not
hidden_resource Vale
recruit_pool "Clan Axemen" 1 0.12 2 0 requires
factions { normans, } and event_counter scouring_shire 1
}
material wooden
construction 4
cost 1200
settlement_min large_town
upgrades
{
coaching_house
}
}
coaching_house city requires factions { sicily, milan, scotland, turks,
byzantium, spain, venice, england, france, hre, gundabad, portugal, mongols, moors,
denmark, poland, russia, ireland, saxons, hungary, norway, united, khand, }
{
capability
{
agent spy 0
agent_limit spy 4
happiness_bonus bonus 4
recruit_pool "Dwarven Travellers" 1 0.11 2 0 requires
factions { timurids, } and event_counter roads_are_safe 1 and hidden_resource Vale
recruit_pool "Dwarven Travellers" 0.999 0.11 0.999 0
requires factions { timurids, } and event_counter roads_are_safe 1 and not
hidden_resource Vale
recruit_pool "Clan Axemen" 1 0.12 2 0 requires
factions { normans, } and event_counter scouring_shire 1
}
material wooden
construction 5
cost 1500
settlement_min city
upgrades
{
pleasure_palace
}
}
pleasure_palace city requires factions { sicily, milan, scotland,
turks, byzantium, spain, venice, england, france, hre, gundabad, portugal, mongols,
moors, denmark, poland, russia, ireland, saxons, hungary, norway, united, khand, }
{
capability
{
agent spy 0
agent_limit spy 5
happiness_bonus bonus 5
recruit_pool "Dwarven Travellers" 1 0.12 2 0 requires
factions { timurids, } and event_counter roads_are_safe 1 and hidden_resource Vale
recruit_pool "Dwarven Travellers" 0.999 0.12 0.999 0
requires factions { timurids, } and event_counter roads_are_safe 1 and not
hidden_resource Vale
recruit_pool "Clan Axemen" 1 0.12 2 0 requires
factions { normans, } and event_counter scouring_shire 1
}
material wooden
construction 6
cost 2000
settlement_min large_city
upgrades
{
}
}
}
plugins
{
}
}
building city_hall
{
convert_to castle_hall
levels town_hall council_chambers city_hall mayors_palace
{
town_hall city requires factions { sicily, milan, scotland, turks,
byzantium, spain, venice, england, france, hre, gundabad, portugal, mongols, moors,
denmark, poland, russia, ireland, saxons, normans, aztecs, timurids, hungary,
teutonic_order, norway, united, khand, }
{
capability
{
recruit_pool "Uruk Overseers" 1 0.08 1 0 requires
factions { hre, } and region_religion catholic 40
recruit_pool "Uruk-hai Raiders" 1 0.08 1 0 requires
factions { france, } and region_religion catholic 33 and event_counter is_the_ai
1
recruit_pool "Uruk Reavers" 1 0.08 1 0 requires
factions { france, } and region_religion catholic 33 and event_counter is_the_ai
1
recruit_pool "Uruk-hai Archers" 1 0.08 1 0 requires
factions { france, } and region_religion catholic 33 and event_counter is_the_ai
1
recruit_pool "Royal Swan-Guard" 0 0.028 0.05 0
requires factions { sicily, denmark, } and hidden_resource GondorWest and
hidden_resource ResL
recruit_pool "Royal Swan-Guard" 0 0.028 0.05 0
requires factions { sicily, denmark, } and hidden_resource GondorWest and
hidden_resource ResK
recruit_pool "Royal Swan-Guard" 0 0.028 0.05 0
requires factions { sicily, denmark, } and hidden_resource GondorWest and
hidden_resource ResM
recruit_pool "Royal Swan-Guard" 0 0.028 0.05 0
requires factions { sicily, denmark, } and hidden_resource GondorWest and
hidden_resource ResI
recruit_pool "Royal Swan-Guard" 0 0.028 0.05 0
requires factions { sicily, denmark, } and hidden_resource GondorWest and
hidden_resource ResF
recruit_pool "Royal Swan-Guard" 0 0.028 0.05 0
requires factions { denmark, }
recruit_pool "Haradrim Archers" 0 0.064 1 0 requires
factions { russia, } and hidden_resource Harad and hidden_resource ResA
recruit_pool "Haradrim Spearmen" 0 0.064 1 0
requires factions { russia, } and hidden_resource Harad and hidden_resource ResA
recruit_pool "Dunedain Bodyguard" 0 0.01 0.05 0
requires factions { turks, }
recruit_pool "Gondor Bodyguard" 0 0.01 0.05 0
requires factions { sicily, }
recruit_pool "Gondor Bodyguard" 0 0.01 0.05 0
requires factions { turks, } and event_counter reunited_kingdom 1
recruit_pool "Royal Swan-Guard" 0 0.01 0.05 0
requires factions { sicily, denmark, } and hidden_resource GondorWest and
hidden_resource ResL and hidden_resource ResK
recruit_pool "Royal Swan-Guard" 0 0.01 0.05 0
requires factions { sicily, turks, } and event_counter reunited_kingdom 1
recruit_pool "Skin-Changers" 0 0.01 0.05 0 requires
factions { timurids, }
recruit_pool "Breeland Bodyguard" 0 0.01 0.05 0
requires factions { normans, }
recruit_pool "Elbereths Sentinels" 0 0.01 0.05 0
requires factions { ireland, }
recruit_pool "Royal Guardsmen" 0 0.01 0.05 0
requires factions { scotland, }
recruit_pool "High Paladins" 0 0.01 0.05 0 requires
factions { byzantium, }
recruit_pool "Durins Guard" 0 0.01 0.05 0 requires
factions { moors, }
recruit_pool "Zenith Guard" 0 0.01 0.05 0 requires
factions { norway, }
recruit_pool "Tumunzahar Nobles" 0 0.01 0.05 0
requires factions { hungary, }
recruit_pool "Calaquendi Lords" 0 0.01 0.05 0
requires factions { saxons, }
recruit_pool "Tawar Areiniyr" 0 0.01 0.05 0 requires
factions { mongols, }
recruit_pool "Elder Guildsmen" 0 0.01 0.05 0
requires factions { teutonic_order, }
recruit_pool "Brehins Oathband" 0 0.01 1 0 requires
factions { aztecs, }
recruit_pool "Uruk Bodyguard" 0 0.01 0.05 0 requires
factions { england, }
recruit_pool "Uruk Bodyguard" 0 0.01 0.05 0 requires
factions { poland, }
recruit_pool "Uruk-hai Bodyguards" 0 0.01 0.05 0
requires factions { france, }
recruit_pool "Rohan Bodyguard" 0 0.01 0.05 0
requires factions { milan, }
recruit_pool "Goblin Bodyguards" 0 0.01 0.05 0
requires factions { hre, }
recruit_pool "Angmar Bodyguards" 0 0.01 0.05 0
requires factions { portugal, }
recruit_pool "Mountain Guard" 0 0.01 0.05 0 requires
factions { gundabad, }
recruit_pool "Naru n'Aru Household Guard" 0 0.01 0.05
0 requires factions { russia, }
recruit_pool "Black Snake Guard" 0 0.01 0.05 0
requires factions { spain, }
recruit_pool "Loke Rim Bodyguard" 0 0.01 0.05 0
requires factions { venice, }
recruit_pool "Variag Nobles" 0 0.01 0.05 0 requires
factions { khand, }
recruit_pool "Vineyard Levies" 1 0.096 2 0 requires
factions { byzantium, } and region_religion northmen 25
recruit_pool "Vineyard Bowmen" 1 0.096 2 0 requires
factions { byzantium, } and region_religion northmen 25
recruit_pool "Coastal Wardens" 1 0.096 2 0 requires
factions { turks, } and region_religion islam 25 and hidden_resource coast and
event_counter reunited_kingdom 1
recruit_pool "Peasant Militia" 1 0.112 2 0 requires
factions { milan, } and region_religion northmen 15
recruit_pool "Peasant Militia" 1 0.09 2 0 requires
factions { aztecs, } and event_counter dunland_homeland 1 and hidden_resource Rohan
recruit_pool "Peasant Scouts" 1 0.08 2 0 requires
factions { aztecs, } and event_counter dunland_homeland 1 and hidden_resource Rohan
recruit_pool "Peasant Scouts" 1 0.112 2 0 requires
factions { milan, } and region_religion northmen 15
recruit_pool "Breeland Militia" 1 0.08 2 0 requires
factions { normans, } and region_religion wildmen 25 and not resource sugar
recruit_pool "Archer Militia" 1 0.08 2 0 requires
factions { normans, } and region_religion wildmen 25 and not resource sugar
recruit_pool "Bandits" 1 0.08 2 0 requires factions
{ normans, } and event_counter scouring_shire 1
recruit_pool "Steppe Tribesmen" 1 0.08 1 0 requires
factions { khand, } and not event_counter civil_war 1 and region_religion orthodox
15
recruit_pool "Steppe Archers" 1 0.08 1 0 requires
factions { khand, } and not event_counter civil_war 1 and region_religion orthodox
15
recruit_pool "Marauders" 1 0.12 2 0 requires
factions { khand, } and not event_counter civil_war 1 and region_religion orthodox
15
recruit_pool "Steppe Tribesmen" 1 0.08 1 0 requires
factions { khand, } and event_counter civil_war 1 and region_religion nomadic 15
recruit_pool "Steppe Archers" 1 0.12 1 0 requires
factions { khand, } and event_counter civil_war 1 and region_religion nomadic 15
law_bonus bonus 1
recruitment_slots 2
free_upkeep bonus 2 requires factions { sicily, milan,
scotland, byzantium, spain, venice, england, france, hre, gundabad, portugal,
mongols, moors, denmark, poland, russia, ireland, saxons, normans, hungary, norway,
united, khand, }
free_upkeep bonus 3 requires factions { turks,
teutonic_order, aztecs, timurids, }
}
material wooden
construction 2
cost 1000
settlement_min village
upgrades
{
council_chambers
}
}
council_chambers city requires factions { sicily, milan, scotland,
turks, byzantium, spain, venice, england, france, hre, gundabad, portugal, mongols,
moors, denmark, poland, russia, ireland, saxons, normans, aztecs, timurids,
hungary, teutonic_order, norway, united, khand, }
{
capability
{
recruit_pool "Uruk Overseers" 1 0.08 1 0 requires
factions { hre, } and region_religion catholic 40
recruit_pool "Uruk-hai Raiders" 1 0.08 1 0 requires
factions { france, } and region_religion catholic 33 and event_counter is_the_ai
1
recruit_pool "Uruk Reavers" 1 0.08 1 0 requires
factions { france, } and region_religion catholic 33 and event_counter is_the_ai
1
recruit_pool "Uruk-hai Archers" 1 0.08 1 0 requires
factions { france, } and region_religion catholic 33 and event_counter is_the_ai
1
recruit_pool "Royal Swan-Guard" 0 0.028 0.05 0
requires factions { sicily, denmark, } and hidden_resource GondorWest and
hidden_resource ResL
recruit_pool "Royal Swan-Guard" 0 0.028 0.05 0
requires factions { sicily, denmark, } and hidden_resource GondorWest and
hidden_resource ResK
recruit_pool "Royal Swan-Guard" 0 0.028 0.05 0
requires factions { sicily, denmark, } and hidden_resource GondorWest and
hidden_resource ResM
recruit_pool "Royal Swan-Guard" 0 0.028 0.05 0
requires factions { sicily, denmark, } and hidden_resource GondorWest and
hidden_resource ResI
recruit_pool "Royal Swan-Guard" 0 0.028 0.05 0
requires factions { sicily, denmark, } and hidden_resource GondorWest and
hidden_resource ResF
recruit_pool "Royal Swan-Guard" 0 0.028 0.05 0
requires factions { denmark, }
recruit_pool "Haradrim Archers" 0 0.064 1 0 requires
factions { russia, } and hidden_resource Harad and hidden_resource ResA
recruit_pool "Haradrim Spearmen" 0 0.064 1 0
requires factions { russia, } and hidden_resource Harad and hidden_resource ResA
recruit_pool "Dunedain Bodyguard" 0 0.01 0.05 0
requires factions { turks, }
recruit_pool "Gondor Bodyguard" 0 0.01 0.05 0
requires factions { sicily, }
recruit_pool "Gondor Bodyguard" 0 0.01 0.05 0
requires factions { turks, } and event_counter reunited_kingdom 1
recruit_pool "Royal Swan-Guard" 0 0.01 0.05 0
requires factions { sicily, denmark, } and hidden_resource GondorWest and
hidden_resource ResL and hidden_resource ResK
recruit_pool "Royal Swan-Guard" 0 0.01 0.05 0
requires factions { sicily, turks, } and event_counter reunited_kingdom 1
recruit_pool "Skin-Changers" 0 0.01 0.05 0 requires
factions { timurids, }
recruit_pool "Breeland Bodyguard" 0 0.01 0.05 0
requires factions { normans, }
recruit_pool "Elbereths Sentinels" 0 0.01 0.05 0
requires factions { ireland, }
recruit_pool "Royal Guardsmen" 0 0.01 0.05 0
requires factions { scotland, }
recruit_pool "High Paladins" 0 0.01 0.05 0 requires
factions { byzantium, }
recruit_pool "Durins Guard" 0 0.01 0.05 0 requires
factions { moors, }
recruit_pool "Zenith Guard" 0 0.01 0.05 0 requires
factions { norway, }
recruit_pool "Tumunzahar Nobles" 0 0.01 0.05 0
requires factions { hungary, }
recruit_pool "Calaquendi Lords" 0 0.01 0.05 0
requires factions { saxons, }
recruit_pool "Tawar Areiniyr" 0 0.01 0.05 0 requires
factions { mongols, }
recruit_pool "Elder Guildsmen" 0 0.01 0.05 0
requires factions { teutonic_order, }
recruit_pool "Brehins Oathband" 0 0.01 1 0 requires
factions { aztecs, }
recruit_pool "Uruk Bodyguard" 0 0.01 0.05 0 requires
factions { england, }
recruit_pool "Uruk Bodyguard" 0 0.01 0.05 0 requires
factions { poland, }
recruit_pool "Uruk-hai Bodyguards" 0 0.01 0.05 0
requires factions { france, }
recruit_pool "Rohan Bodyguard" 0 0.01 0.05 0
requires factions { milan, }
recruit_pool "Goblin Bodyguards" 0 0.01 0.05 0
requires factions { hre, }
recruit_pool "Angmar Bodyguards" 0 0.01 0.05 0
requires factions { portugal, }
recruit_pool "Mountain Guard" 0 0.01 0.05 0 requires
factions { gundabad, }
recruit_pool "Naru n'Aru Household Guard" 0 0.01 0.05
0 requires factions { russia, }
recruit_pool "Black Snake Guard" 0 0.01 0.05 0
requires factions { spain, }
recruit_pool "Loke Rim Bodyguard" 0 0.01 0.05 0
requires factions { venice, }
recruit_pool "Variag Nobles" 0 0.01 0.05 0 requires
factions { khand, }
recruit_pool "Vineyard Levies" 1 0.096 2 0 requires
factions { byzantium, } and region_religion northmen 25
recruit_pool "Vineyard Bowmen" 1 0.096 2 0 requires
factions { byzantium, } and region_religion northmen 25
recruit_pool "Coastal Wardens" 1 0.096 2 0 requires
factions { turks, } and region_religion islam 25 and hidden_resource coast and
event_counter reunited_kingdom 1
recruit_pool "Peasant Militia" 1 0.112 2 0 requires
factions { milan, } and region_religion northmen 15
recruit_pool "Peasant Militia" 1 0.09 2 0 requires
factions { aztecs, } and event_counter dunland_homeland 1 and hidden_resource Rohan
recruit_pool "Peasant Scouts" 1 0.08 2 0 requires
factions { aztecs, } and event_counter dunland_homeland 1 and hidden_resource Rohan
recruit_pool "Peasant Scouts" 1 0.112 2 0 requires
factions { milan, } and region_religion northmen 15
recruit_pool "Breeland Militia" 1 0.088 2 0 requires
factions { normans, } and region_religion wildmen 25 and not resource sugar
recruit_pool "Archer Militia" 1 0.088 2 0 requires
factions { normans, } and region_religion wildmen 25 and not resource sugar
recruit_pool "Bandits" 1 0.08 2 0 requires factions
{ normans, } and event_counter scouring_shire 1
recruit_pool "Steppe Tribesmen" 1 0.08 1 0 requires
factions { khand, } and not event_counter civil_war 1 and region_religion orthodox
15
recruit_pool "Steppe Archers" 1 0.08 1 0 requires
factions { khand, } and not event_counter civil_war 1 and region_religion orthodox
15
recruit_pool "Marauders" 1 0.12 2 0 requires
factions { khand, } and not event_counter civil_war 1 and region_religion orthodox
15
recruit_pool "Steppe Tribesmen" 1 0.08 1 0 requires
factions { khand, } and event_counter civil_war 1 and region_religion nomadic 15
recruit_pool "Steppe Archers" 1 0.12 1 0 requires
factions { khand, } and event_counter civil_war 1 and region_religion nomadic 15
law_bonus bonus 2
recruitment_slots 3
free_upkeep bonus 3 requires factions { sicily, milan,
scotland, byzantium, spain, venice, england, france, hre, gundabad, portugal,
mongols, moors, denmark, poland, russia, ireland, saxons, normans, hungary, norway,
united, khand, }
free_upkeep bonus 4 requires factions { turks,
teutonic_order, aztecs, timurids, }
population_health_bonus bonus 1
}
material wooden
construction 5
cost 2600
settlement_min town
upgrades
{
city_hall
}
}
city_hall city requires factions { sicily, milan, scotland, turks,
byzantium, spain, venice, england, france, hre, gundabad, portugal, mongols, moors,
denmark, poland, russia, ireland, saxons, normans, hungary, norway, united, khand,
timurids, teutonic_order, aztecs, }
{
capability
{
recruit_pool "Uruk Overseers" 1 0.08 1 0 requires
factions { hre, } and region_religion catholic 40
recruit_pool "Uruk-hai Raiders" 1 0.08 1 0 requires
factions { france, } and region_religion catholic 33 and event_counter is_the_ai
1
recruit_pool "Uruk Reavers" 1 0.08 1 0 requires
factions { france, } and region_religion catholic 33 and event_counter is_the_ai
1
recruit_pool "Uruk-hai Archers" 1 0.08 1 0 requires
factions { france, } and region_religion catholic 33 and event_counter is_the_ai
1
recruit_pool "Royal Swan-Guard" 0 0.028 0.05 0
requires factions { sicily, denmark, } and hidden_resource GondorWest and
hidden_resource ResL
recruit_pool "Royal Swan-Guard" 0 0.028 0.05 0
requires factions { sicily, denmark, } and hidden_resource GondorWest and
hidden_resource ResK
recruit_pool "Royal Swan-Guard" 0 0.028 0.05 0
requires factions { sicily, denmark, } and hidden_resource GondorWest and
hidden_resource ResM
recruit_pool "Royal Swan-Guard" 0 0.028 0.05 0
requires factions { sicily, denmark, } and hidden_resource GondorWest and
hidden_resource ResI
recruit_pool "Royal Swan-Guard" 0 0.028 0.05 0
requires factions { sicily, denmark, } and hidden_resource GondorWest and
hidden_resource ResF
recruit_pool "Royal Swan-Guard" 0 0.028 0.05 0
requires factions { denmark, }
recruit_pool "Haradrim Archers" 0 0.064 1 0 requires
factions { russia, } and hidden_resource Harad and hidden_resource ResA
recruit_pool "Haradrim Spearmen" 0 0.064 1 0
requires factions { russia, } and hidden_resource Harad and hidden_resource ResA
recruit_pool "Dunedain Bodyguard" 0 0.01 0.05 0
requires factions { turks, }
recruit_pool "Gondor Bodyguard" 0 0.01 0.05 0
requires factions { sicily, }
recruit_pool "Gondor Bodyguard" 0 0.01 0.05 0
requires factions { turks, } and event_counter reunited_kingdom 1
recruit_pool "Royal Swan-Guard" 0 0.01 0.05 0
requires factions { sicily, denmark, } and hidden_resource GondorWest and
hidden_resource ResL and hidden_resource ResK
recruit_pool "Royal Swan-Guard" 0 0.01 0.05 0
requires factions { sicily, turks, } and event_counter reunited_kingdom 1
recruit_pool "Skin-Changers" 0 0.01 0.05 0 requires
factions { timurids, }
recruit_pool "Breeland Bodyguard" 0 0.01 0.05 0
requires factions { normans, }
recruit_pool "Elbereths Sentinels" 0 0.01 0.05 0
requires factions { ireland, }
recruit_pool "Royal Guardsmen" 0 0.01 0.05 0
requires factions { scotland, }
recruit_pool "High Paladins" 0 0.01 0.05 0 requires
factions { byzantium, }
recruit_pool "Durins Guard" 0 0.01 0.05 0 requires
factions { moors, }
recruit_pool "Zenith Guard" 0 0.01 0.05 0 requires
factions { norway, }
recruit_pool "Tumunzahar Nobles" 0 0.01 0.05 0
requires factions { hungary, }
recruit_pool "Calaquendi Lords" 0 0.01 0.05 0
requires factions { saxons, }
recruit_pool "Tawar Areiniyr" 0 0.01 0.05 0 requires
factions { mongols, }
recruit_pool "Elder Guildsmen" 0 0.01 0.05 0
requires factions { teutonic_order, }
recruit_pool "Brehins Oathband" 0 0.01 1 0 requires
factions { aztecs, }
recruit_pool "Uruk Bodyguard" 0 0.01 0.05 0 requires
factions { england, }
recruit_pool "Uruk Bodyguard" 0 0.01 0.05 0 requires
factions { poland, }
recruit_pool "Uruk-hai Bodyguards" 0 0.01 0.05 0
requires factions { france, }
recruit_pool "Rohan Bodyguard" 0 0.01 0.05 0
requires factions { milan, }
recruit_pool "Goblin Bodyguards" 0 0.01 0.05 0
requires factions { hre, }
recruit_pool "Angmar Bodyguards" 0 0.01 0.05 0
requires factions { portugal, }
recruit_pool "Mountain Guard" 0 0.01 0.05 0 requires
factions { gundabad, }
recruit_pool "Naru n'Aru Household Guard" 0 0.01 0.05
0 requires factions { russia, }
recruit_pool "Black Snake Guard" 0 0.01 0.05 0
requires factions { spain, }
recruit_pool "Loke Rim Bodyguard" 0 0.01 0.05 0
requires factions { venice, }
recruit_pool "Variag Nobles" 0 0.01 0.05 0 requires
factions { khand, }
recruit_pool "Vineyard Levies" 1 0.096 2 0 requires
factions { byzantium, } and region_religion northmen 25
recruit_pool "Vineyard Bowmen" 1 0.096 2 0 requires
factions { byzantium, } and region_religion northmen 25
recruit_pool "Coastal Wardens" 1 0.096 2 0 requires
factions { turks, } and region_religion islam 25 and hidden_resource coast and
event_counter reunited_kingdom 1
recruit_pool "Peasant Militia" 1 0.112 2 0 requires
factions { milan, } and region_religion northmen 15
recruit_pool "Peasant Militia" 1 0.09 2 0 requires
factions { aztecs, } and event_counter dunland_homeland 1 and hidden_resource Rohan
recruit_pool "Peasant Scouts" 1 0.08 2 0 requires
factions { aztecs, } and event_counter dunland_homeland 1 and hidden_resource Rohan
recruit_pool "Peasant Scouts" 1 0.112 2 0 requires
factions { milan, } and region_religion northmen 15
recruit_pool "Breeland Militia" 1 0.096 2 0 requires
factions { normans, } and region_religion wildmen 25 and not resource sugar
recruit_pool "Archer Militia" 1 0.096 2 0 requires
factions { normans, } and region_religion wildmen 25 and not resource sugar
recruit_pool "Bandits" 1 0.08 2 0 requires factions
{ normans, } and event_counter scouring_shire 1
recruit_pool "Steppe Tribesmen" 1 0.08 1 0 requires
factions { khand, } and not event_counter civil_war 1 and region_religion orthodox
15
recruit_pool "Steppe Archers" 1 0.08 1 0 requires
factions { khand, } and not event_counter civil_war 1 and region_religion orthodox
15
recruit_pool "Marauders" 1 0.12 2 0 requires
factions { khand, } and not event_counter civil_war 1 and region_religion orthodox
15
recruit_pool "Steppe Tribesmen" 1 0.08 1 0 requires
factions { khand, } and event_counter civil_war 1 and region_religion nomadic 15
recruit_pool "Steppe Archers" 1 0.12 1 0 requires
factions { khand, } and event_counter civil_war 1 and region_religion nomadic 15
law_bonus bonus 3
recruitment_slots 4
free_upkeep bonus 4 requires factions { sicily, milan,
scotland, byzantium, spain, venice, england, france, hre, gundabad, portugal,
mongols, moors, denmark, poland, russia, ireland, saxons, normans, hungary, norway,
united, khand, }
free_upkeep bonus 5 requires factions { turks,
teutonic_order, aztecs, timurids, }
population_health_bonus bonus 2
}
material wooden
construction 7
cost 3600
settlement_min large_town
upgrades
{
mayors_palace
}
}
mayors_palace city requires factions { sicily, milan, scotland, turks,
byzantium, spain, venice, england, france, hre, gundabad, portugal, mongols, moors,
denmark, poland, russia, ireland, saxons, normans, hungary, norway, united,
khand, }
{
capability
{
recruit_pool "Uruk Overseers" 1 0.08 1 0 requires
factions { hre, } and region_religion catholic 40
recruit_pool "Uruk-hai Raiders" 1 0.08 1 0 requires
factions { france, } and region_religion catholic 33 and event_counter is_the_ai
1
recruit_pool "Uruk Reavers" 1 0.08 1 0 requires
factions { france, } and region_religion catholic 33 and event_counter is_the_ai
1
recruit_pool "Uruk-hai Archers" 1 0.08 1 0 requires
factions { france, } and region_religion catholic 33 and event_counter is_the_ai
1
recruit_pool "Royal Swan-Guard" 0 0.028 0.05 0
requires factions { sicily, denmark, } and hidden_resource GondorWest and
hidden_resource ResL
recruit_pool "Royal Swan-Guard" 0 0.028 0.05 0
requires factions { sicily, denmark, } and hidden_resource GondorWest and
hidden_resource ResK
recruit_pool "Royal Swan-Guard" 0 0.028 0.05 0
requires factions { sicily, denmark, } and hidden_resource GondorWest and
hidden_resource ResM
recruit_pool "Royal Swan-Guard" 0 0.028 0.05 0
requires factions { sicily, denmark, } and hidden_resource GondorWest and
hidden_resource ResI
recruit_pool "Royal Swan-Guard" 0 0.028 0.05 0
requires factions { sicily, denmark, } and hidden_resource GondorWest and
hidden_resource ResF
recruit_pool "Royal Swan-Guard" 0 0.028 0.05 0
requires factions { denmark, }
recruit_pool "Haradrim Archers" 0 0.064 1 0 requires
factions { russia, } and hidden_resource Harad and hidden_resource ResA
recruit_pool "Haradrim Spearmen" 0 0.064 1 0
requires factions { russia, } and hidden_resource Harad and hidden_resource ResA
recruit_pool "Dunedain Bodyguard" 0 0.01 0.05 0
requires factions { turks, }
recruit_pool "Gondor Bodyguard" 0 0.01 0.05 0
requires factions { sicily, }
recruit_pool "Gondor Bodyguard" 0 0.01 0.05 0
requires factions { turks, } and event_counter reunited_kingdom 1
recruit_pool "Royal Swan-Guard" 0 0.01 0.05 0
requires factions { sicily, denmark, } and hidden_resource GondorWest and
hidden_resource ResL and hidden_resource ResK
recruit_pool "Royal Swan-Guard" 0 0.01 0.05 0
requires factions { sicily, turks, } and event_counter reunited_kingdom 1
recruit_pool "Skin-Changers" 0 0.01 0.05 0 requires
factions { timurids, }
recruit_pool "Breeland Bodyguard" 0 0.01 0.05 0
requires factions { normans, }
recruit_pool "Elbereths Sentinels" 0 0.01 0.05 0
requires factions { ireland, }
recruit_pool "Royal Guardsmen" 0 0.01 0.05 0
requires factions { scotland, }
recruit_pool "High Paladins" 0 0.01 0.05 0 requires
factions { byzantium, }
recruit_pool "Durins Guard" 0 0.01 0.05 0 requires
factions { moors, }
recruit_pool "Zenith Guard" 0 0.01 0.05 0 requires
factions { norway, }
recruit_pool "Tumunzahar Nobles" 0 0.01 0.05 0
requires factions { hungary, }
recruit_pool "Calaquendi Lords" 0 0.01 0.05 0
requires factions { saxons, }
recruit_pool "Tawar Areiniyr" 0 0.01 0.05 0 requires
factions { mongols, }
recruit_pool "Elder Guildsmen" 0 0.01 0.05 0
requires factions { teutonic_order, }
recruit_pool "Brehins Oathband" 0 0.01 1 0 requires
factions { aztecs, }
recruit_pool "Uruk Bodyguard" 0 0.01 0.05 0 requires
factions { england, }
recruit_pool "Uruk Bodyguard" 0 0.01 0.05 0 requires
factions { poland, }
recruit_pool "Uruk-hai Bodyguards" 0 0.01 0.05 0
requires factions { france, }
recruit_pool "Rohan Bodyguard" 0 0.01 0.05 0
requires factions { milan, }
recruit_pool "Goblin Bodyguards" 0 0.01 0.05 0
requires factions { hre, }
recruit_pool "Angmar Bodyguards" 0 0.01 0.05 0
requires factions { portugal, }
recruit_pool "Mountain Guard" 0 0.01 0.05 0 requires
factions { gundabad, }
recruit_pool "Naru n'Aru Household Guard" 0 0.01 0.05
0 requires factions { russia, }
recruit_pool "Black Snake Guard" 0 0.01 0.05 0
requires factions { spain, }
recruit_pool "Loke Rim Bodyguard" 0 0.01 0.05 0
requires factions { venice, }
recruit_pool "Variag Nobles" 0 0.01 0.05 0 requires
factions { khand, }
recruit_pool "Vineyard Levies" 1 0.096 2 0 requires
factions { byzantium, } and region_religion northmen 25
recruit_pool "Vineyard Bowmen" 1 0.096 2 0 requires
factions { byzantium, } and region_religion northmen 25
recruit_pool "Coastal Wardens" 1 0.096 2 0 requires
factions { turks, } and region_religion islam 25 and hidden_resource coast and
event_counter reunited_kingdom 1
recruit_pool "Peasant Militia" 1 0.112 2 0 requires
factions { milan, } and region_religion northmen 15
recruit_pool "Peasant Militia" 1 0.09 2 0 requires
factions { aztecs, } and event_counter dunland_homeland 1 and hidden_resource Rohan
recruit_pool "Peasant Scouts" 1 0.08 2 0 requires
factions { aztecs, } and event_counter dunland_homeland 1 and hidden_resource Rohan
recruit_pool "Peasant Scouts" 1 0.112 2 0 requires
factions { milan, } and region_religion northmen 15
recruit_pool "Breeland Militia" 1 0.096 2 1 requires
factions { normans, } and region_religion wildmen 25 and not resource sugar
recruit_pool "Archer Militia" 1 0.096 2 1 requires
factions { normans, } and region_religion wildmen 25 and not resource sugar
recruit_pool "Bandits" 1 0.08 2 0 requires factions
{ normans, } and event_counter scouring_shire 1
recruit_pool "Steppe Tribesmen" 1 0.08 1 0 requires
factions { khand, } and not event_counter civil_war 1 and region_religion orthodox
15
recruit_pool "Steppe Archers" 1 0.08 1 0 requires
factions { khand, } and not event_counter civil_war 1 and region_religion orthodox
15
recruit_pool "Marauders" 1 0.12 2 0 requires
factions { khand, } and not event_counter civil_war 1 and region_religion orthodox
15
recruit_pool "Steppe Tribesmen" 1 0.08 1 0 requires
factions { khand, } and event_counter civil_war 1 and region_religion nomadic 15
recruit_pool "Steppe Archers" 1 0.12 1 0 requires
factions { khand, } and event_counter civil_war 1 and region_religion nomadic 15
law_bonus bonus 4
recruitment_slots 5
free_upkeep bonus 5 requires factions { sicily, milan,
scotland, byzantium, spain, venice, england, france, hre, gundabad, portugal,
mongols, moors, denmark, poland, russia, ireland, saxons, normans, hungary, norway,
united, khand, }
free_upkeep bonus 6 requires factions { turks,
teutonic_order, aztecs, timurids, }
population_health_bonus bonus 3
}
material wooden
construction 9
cost 4900
settlement_min city
upgrades
{
}
}
}
plugins
{
}
}
building castle_hall
{
convert_to city_hall
levels c_town_hall c_council_chambers c_city_hall c_mayors_palace
{
c_town_hall castle requires factions { sicily, milan, scotland, turks,
byzantium, spain, venice, england, france, hre, gundabad, portugal, mongols, moors,
denmark, poland, russia, ireland, saxons, normans, aztecs, timurids, hungary,
teutonic_order, norway, united, khand, }
{
capability
{
recruit_pool "Uruk Overseers" 1 0.08 1 0 requires
factions { hre, } and region_religion catholic 40
recruit_pool "Uruk-hai Raiders" 1 0.08 1 0 requires
factions { france, } and region_religion catholic 33 and event_counter is_the_ai
1
recruit_pool "Uruk Reavers" 1 0.08 1 0 requires
factions { france, } and region_religion catholic 33 and event_counter is_the_ai
1
recruit_pool "Uruk-hai Archers" 1 0.08 1 0 requires
factions { france, } and region_religion catholic 33 and event_counter is_the_ai
1
recruit_pool "Royal Swan-Guard" 0 0.028 0.05 0
requires factions { sicily, denmark, } and hidden_resource GondorWest and
hidden_resource ResL
recruit_pool "Royal Swan-Guard" 0 0.028 0.05 0
requires factions { sicily, denmark, } and hidden_resource GondorWest and
hidden_resource ResK
recruit_pool "Royal Swan-Guard" 0 0.028 0.05 0
requires factions { sicily, denmark, } and hidden_resource GondorWest and
hidden_resource ResM
recruit_pool "Royal Swan-Guard" 0 0.028 0.05 0
requires factions { sicily, denmark, } and hidden_resource GondorWest and
hidden_resource ResI
recruit_pool "Royal Swan-Guard" 0 0.028 0.05 0
requires factions { sicily, denmark, } and hidden_resource GondorWest and
hidden_resource ResF
recruit_pool "Royal Swan-Guard" 0 0.028 0.05 0
requires factions { denmark, }
recruit_pool "Haradrim Archers" 0 0.064 1 0 requires
factions { russia, } and hidden_resource Harad and hidden_resource ResA
recruit_pool "Haradrim Spearmen" 0 0.064 1 0
requires factions { russia, } and hidden_resource Harad and hidden_resource ResA
recruit_pool "Dunedain Bodyguard" 0 0.01 0.05 0
requires factions { turks, }
recruit_pool "Gondor Bodyguard" 0 0.01 0.05 0
requires factions { sicily, }
recruit_pool "Gondor Bodyguard" 0 0.01 0.05 0
requires factions { turks, } and event_counter reunited_kingdom 1
recruit_pool "Royal Swan-Guard" 0 0.01 0.05 0
requires factions { sicily, denmark, } and hidden_resource GondorWest and
hidden_resource ResL and hidden_resource ResK
recruit_pool "Royal Swan-Guard" 0 0.01 0.05 0
requires factions { sicily, turks, } and event_counter reunited_kingdom 1
recruit_pool "Skin-Changers" 0 0.01 0.05 0 requires
factions { timurids, }
recruit_pool "Breeland Bodyguard" 0 0.01 0.05 0
requires factions { normans, }
recruit_pool "Elbereths Sentinels" 0 0.01 0.05 0
requires factions { ireland, }
recruit_pool "Royal Guardsmen" 0 0.01 0.05 0
requires factions { scotland, }
recruit_pool "High Paladins" 0 0.01 0.05 0 requires
factions { byzantium, }
recruit_pool "Durins Guard" 0 0.01 0.05 0 requires
factions { moors, }
recruit_pool "Zenith Guard" 0 0.01 0.05 0 requires
factions { norway, }
recruit_pool "Tumunzahar Nobles" 0 0.01 0.05 0
requires factions { hungary, }
recruit_pool "Calaquendi Lords" 0 0.01 0.05 0
requires factions { saxons, }
recruit_pool "Tawar Areiniyr" 0 0.01 0.05 0 requires
factions { mongols, }
recruit_pool "Elder Guildsmen" 0 0.01 0.05 0
requires factions { teutonic_order, }
recruit_pool "Brehins Oathband" 0 0.01 1 0 requires
factions { aztecs, }
recruit_pool "Uruk Bodyguard" 0 0.01 0.05 0 requires
factions { england, }
recruit_pool "Uruk Bodyguard" 0 0.01 0.05 0 requires
factions { poland, }
recruit_pool "Uruk-hai Bodyguards" 0 0.01 0.05 0
requires factions { france, }
recruit_pool "Rohan Bodyguard" 0 0.01 0.05 0
requires factions { milan, }
recruit_pool "Goblin Bodyguards" 0 0.01 0.05 0
requires factions { hre, }
recruit_pool "Angmar Bodyguards" 0 0.01 0.05 0
requires factions { portugal, }
recruit_pool "Mountain Guard" 0 0.01 0.05 0 requires
factions { gundabad, }
recruit_pool "Naru n'Aru Household Guard" 0 0.01 0.05
0 requires factions { russia, }
recruit_pool "Black Snake Guard" 0 0.01 0.05 0
requires factions { spain, }
recruit_pool "Loke Rim Bodyguard" 0 0.01 0.05 0
requires factions { venice, }
recruit_pool "Variag Nobles" 0 0.01 0.05 0 requires
factions { khand, }
law_bonus bonus 1
recruitment_slots 3
free_upkeep bonus 2 requires factions { sicily, milan,
scotland, byzantium, spain, venice, england, france, hre, gundabad, portugal,
mongols, moors, denmark, poland, russia, ireland, saxons, normans, hungary, norway,
united, khand, }
free_upkeep bonus 3 requires factions { turks,
teutonic_order, aztecs, timurids, }
}
material wooden
construction 2
cost 1000
settlement_min village
upgrades
{
c_council_chambers
}
}
c_council_chambers castle requires factions { sicily, milan, scotland,
turks, byzantium, spain, venice, england, france, hre, gundabad, portugal, mongols,
moors, denmark, poland, russia, ireland, saxons, normans, aztecs, timurids,
hungary, teutonic_order, norway, united, khand, }
{
capability
{
recruit_pool "Uruk Overseers" 1 0.08 1 0 requires
factions { hre, } and region_religion catholic 40
recruit_pool "Uruk-hai Raiders" 1 0.08 1 0 requires
factions { france, } and region_religion catholic 33 and event_counter is_the_ai
1
recruit_pool "Uruk Reavers" 1 0.08 1 0 requires
factions { france, } and region_religion catholic 33 and event_counter is_the_ai
1
recruit_pool "Uruk-hai Archers" 1 0.08 1 0 requires
factions { france, } and region_religion catholic 33 and event_counter is_the_ai
1
recruit_pool "Royal Swan-Guard" 0 0.028 0.05 0
requires factions { sicily, denmark, } and hidden_resource GondorWest and
hidden_resource ResL
recruit_pool "Royal Swan-Guard" 0 0.028 0.05 0
requires factions { sicily, denmark, } and hidden_resource GondorWest and
hidden_resource ResK
recruit_pool "Royal Swan-Guard" 0 0.028 0.05 0
requires factions { sicily, denmark, } and hidden_resource GondorWest and
hidden_resource ResM
recruit_pool "Royal Swan-Guard" 0 0.028 0.05 0
requires factions { sicily, denmark, } and hidden_resource GondorWest and
hidden_resource ResI
recruit_pool "Royal Swan-Guard" 0 0.028 0.05 0
requires factions { sicily, denmark, } and hidden_resource GondorWest and
hidden_resource ResF
recruit_pool "Royal Swan-Guard" 0 0.028 0.05 0
requires factions { denmark, }
recruit_pool "Haradrim Archers" 0 0.064 1 0 requires
factions { russia, } and hidden_resource Harad and hidden_resource ResA
recruit_pool "Haradrim Spearmen" 0 0.064 1 0
requires factions { russia, } and hidden_resource Harad and hidden_resource ResA
recruit_pool "Dunedain Bodyguard" 0 0.01 0.05 0
requires factions { turks, }
recruit_pool "Gondor Bodyguard" 0 0.01 0.05 0
requires factions { sicily, }
recruit_pool "Gondor Bodyguard" 0 0.01 0.05 0
requires factions { turks, } and event_counter reunited_kingdom 1
recruit_pool "Royal Swan-Guard" 0 0.01 0.05 0
requires factions { sicily, denmark, } and hidden_resource GondorWest and
hidden_resource ResL and hidden_resource ResK
recruit_pool "Royal Swan-Guard" 0 0.01 0.05 0
requires factions { sicily, turks, } and event_counter reunited_kingdom 1
recruit_pool "Skin-Changers" 0 0.01 0.05 0 requires
factions { timurids, }
recruit_pool "Breeland Bodyguard" 0 0.01 0.05 0
requires factions { normans, }
recruit_pool "Elbereths Sentinels" 0 0.01 0.05 0
requires factions { ireland, }
recruit_pool "Royal Guardsmen" 0 0.01 0.05 0
requires factions { scotland, }
recruit_pool "High Paladins" 0 0.01 0.05 0 requires
factions { byzantium, }
recruit_pool "Durins Guard" 0 0.01 0.05 0 requires
factions { moors, }
recruit_pool "Zenith Guard" 0 0.01 0.05 0 requires
factions { norway, }
recruit_pool "Tumunzahar Nobles" 0 0.01 0.05 0
requires factions { hungary, }
recruit_pool "Calaquendi Lords" 0 0.01 0.05 0
requires factions { saxons, }
recruit_pool "Tawar Areiniyr" 0 0.01 0.05 0 requires
factions { mongols, }
recruit_pool "Elder Guildsmen" 0 0.01 0.05 0
requires factions { teutonic_order, }
recruit_pool "Brehins Oathband" 0 0.01 1 0 requires
factions { aztecs, }
recruit_pool "Uruk Bodyguard" 0 0.01 0.05 0 requires
factions { england, }
recruit_pool "Uruk Bodyguard" 0 0.01 0.05 0 requires
factions { poland, }
recruit_pool "Uruk-hai Bodyguards" 0 0.01 0.05 0
requires factions { france, }
recruit_pool "Rohan Bodyguard" 0 0.01 0.05 0
requires factions { milan, }
recruit_pool "Goblin Bodyguards" 0 0.01 0.05 0
requires factions { hre, }
recruit_pool "Angmar Bodyguards" 0 0.01 0.05 0
requires factions { portugal, }
recruit_pool "Mountain Guard" 0 0.01 0.05 0 requires
factions { gundabad, }
recruit_pool "Naru n'Aru Household Guard" 0 0.01 0.05
0 requires factions { russia, }
recruit_pool "Black Snake Guard" 0 0.01 0.05 0
requires factions { spain, }
recruit_pool "Loke Rim Bodyguard" 0 0.01 0.05 0
requires factions { venice, }
recruit_pool "Variag Nobles" 0 0.01 0.05 0 requires
factions { khand, }
law_bonus bonus 2
recruitment_slots 4
free_upkeep bonus 3 requires factions { sicily, milan,
scotland, byzantium, spain, venice, england, france, hre, gundabad, portugal,
mongols, moors, denmark, poland, russia, ireland, saxons, normans, hungary, norway,
united, khand, }
free_upkeep bonus 4 requires factions { turks,
teutonic_order, aztecs, timurids, }
population_health_bonus bonus 1
}
material wooden
construction 4
cost 2100
settlement_min town
upgrades
{
c_city_hall
}
}
c_city_hall castle requires factions { sicily, milan, scotland, turks,
byzantium, spain, venice, england, france, hre, gundabad, portugal, mongols, moors,
denmark, poland, russia, ireland, saxons, normans, hungary, norway, united, khand,
timurids, teutonic_order, aztecs, }
{
capability
{
recruit_pool "Uruk Overseers" 1 0.08 2 0 requires
factions { hre, } and region_religion catholic 40
recruit_pool "Uruk-hai Raiders" 1 0.08 1 0 requires
factions { france, } and region_religion catholic 33 and event_counter is_the_ai
1
recruit_pool "Uruk Reavers" 1 0.08 1 0 requires
factions { france, } and region_religion catholic 33 and event_counter is_the_ai
1
recruit_pool "Uruk-hai Archers" 1 0.08 1 0 requires
factions { france, } and region_religion catholic 33 and event_counter is_the_ai
1
recruit_pool "Dunedain Bodyguard" 0 0.028 1 0
requires factions { turks, } and hidden_resource Cardolan and hidden_resource ResM
recruit_pool "Royal Swan-Guard" 0 0.028 0.05 0
requires factions { sicily, denmark, } and hidden_resource GondorWest and
hidden_resource ResL
recruit_pool "Royal Swan-Guard" 0 0.028 0.05 0
requires factions { sicily, denmark, } and hidden_resource GondorWest and
hidden_resource ResK
recruit_pool "Royal Swan-Guard" 0 0.028 0.05 0
requires factions { sicily, denmark, } and hidden_resource GondorWest and
hidden_resource ResM
recruit_pool "Royal Swan-Guard" 0 0.028 0.05 0
requires factions { sicily, denmark, } and hidden_resource GondorWest and
hidden_resource ResI
recruit_pool "Royal Swan-Guard" 0 0.028 0.05 0
requires factions { sicily, denmark, } and hidden_resource GondorWest and
hidden_resource ResF
recruit_pool "Royal Swan-Guard" 0 0.028 0.05 0
requires factions { denmark, }
recruit_pool "Haradrim Archers" 0 0.064 1 0 requires
factions { russia, } and hidden_resource Harad and hidden_resource ResA
recruit_pool "Haradrim Spearmen" 0 0.064 1 0
requires factions { russia, } and hidden_resource Harad and hidden_resource ResA
recruit_pool "Dunedain Bodyguard" 0 0.01 0.05 0
requires factions { turks, }
recruit_pool "Gondor Bodyguard" 0 0.01 0.05 0
requires factions { sicily, }
recruit_pool "Gondor Bodyguard" 0 0.01 0.05 0
requires factions { turks, } and event_counter reunited_kingdom 1
recruit_pool "Royal Swan-Guard" 0 0.01 0.05 0
requires factions { sicily, denmark, } and hidden_resource GondorWest and
hidden_resource ResL and hidden_resource ResK
recruit_pool "Royal Swan-Guard" 0 0.01 0.05 0
requires factions { sicily, turks, } and event_counter reunited_kingdom 1
recruit_pool "Skin-Changers" 0 0.01 0.05 0 requires
factions { timurids, }
recruit_pool "Breeland Bodyguard" 0 0.01 0.05 0
requires factions { normans, }
recruit_pool "Elbereths Sentinels" 0 0.01 0.05 0
requires factions { ireland, }
recruit_pool "Royal Guardsmen" 0 0.01 0.05 0
requires factions { scotland, }
recruit_pool "High Paladins" 0 0.01 0.05 0 requires
factions { byzantium, }
recruit_pool "Durins Guard" 0 0.01 0.05 0 requires
factions { moors, }
recruit_pool "Zenith Guard" 0 0.01 0.05 0 requires
factions { norway, }
recruit_pool "Tumunzahar Nobles" 0 0.01 0.05 0
requires factions { hungary, }
recruit_pool "Calaquendi Lords" 0 0.01 0.05 0
requires factions { saxons, }
recruit_pool "Tawar Areiniyr" 0 0.01 0.05 0 requires
factions { mongols, }
recruit_pool "Elder Guildsmen" 0 0.01 0.05 0
requires factions { teutonic_order, }
recruit_pool "Brehins Oathband" 0 0.01 1 0 requires
factions { aztecs, }
recruit_pool "Uruk Bodyguard" 0 0.01 0.05 0 requires
factions { england, }
recruit_pool "Uruk Bodyguard" 0 0.01 0.05 0 requires
factions { poland, }
recruit_pool "Uruk-hai Bodyguards" 0 0.01 0.05 0
requires factions { france, }
recruit_pool "Rohan Bodyguard" 0 0.01 0.05 0
requires factions { milan, }
recruit_pool "Goblin Bodyguards" 0 0.01 0.05 0
requires factions { hre, }
recruit_pool "Angmar Bodyguards" 0 0.01 0.05 0
requires factions { portugal, }
recruit_pool "Mountain Guard" 0 0.01 0.05 0 requires
factions { gundabad, }
recruit_pool "Naru n'Aru Household Guard" 0 0.01 0.05
0 requires factions { russia, }
recruit_pool "Black Snake Guard" 0 0.01 0.05 0
requires factions { spain, }
recruit_pool "Loke Rim Bodyguard" 0 0.01 0.05 0
requires factions { venice, }
recruit_pool "Variag Nobles" 0 0.01 0.05 0 requires
factions { khand, }
law_bonus bonus 3
recruitment_slots 5
free_upkeep bonus 4 requires factions { sicily, milan,
scotland, byzantium, spain, venice, england, france, hre, gundabad, portugal,
mongols, moors, denmark, poland, russia, ireland, saxons, normans, aztecs, hungary,
teutonic_order, norway, united, khand, }
free_upkeep bonus 5 requires factions { turks,
teutonic_order, aztecs, timurids, }
population_health_bonus bonus 2
}
material wooden
construction 6
cost 3400
settlement_min large_town
upgrades
{
c_mayors_palace
}
}
c_mayors_palace castle requires factions { sicily, milan, scotland,
turks, byzantium, spain, venice, england, france, hre, gundabad, portugal, mongols,
moors, denmark, poland, russia, ireland, saxons, normans, hungary, norway, united,
khand, }
{
capability
{
recruit_pool "Uruk Overseers" 1 0.08 2 1 requires
factions { hre, } and region_religion catholic 40
recruit_pool "Uruk-hai Raiders" 1 0.08 1 0 requires
factions { france, } and region_religion catholic 33 and event_counter is_the_ai
1
recruit_pool "Uruk Reavers" 1 0.08 1 0 requires
factions { france, } and region_religion catholic 33 and event_counter is_the_ai
1
recruit_pool "Uruk-hai Archers" 1 0.08 1 0 requires
factions { france, } and region_religion catholic 33 and event_counter is_the_ai
1
recruit_pool "Dunedain Bodyguard" 0 0.028 1 0
requires factions { turks, } and hidden_resource Cardolan and hidden_resource ResM
recruit_pool "Royal Swan-Guard" 0 0.028 0.05 0
requires factions { sicily, denmark, } and hidden_resource GondorWest and
hidden_resource ResL
recruit_pool "Royal Swan-Guard" 0 0.028 0.05 0
requires factions { sicily, denmark, } and hidden_resource GondorWest and
hidden_resource ResK
recruit_pool "Royal Swan-Guard" 0 0.028 0.05 0
requires factions { sicily, denmark, } and hidden_resource GondorWest and
hidden_resource ResM
recruit_pool "Royal Swan-Guard" 0 0.028 0.05 0
requires factions { sicily, denmark, } and hidden_resource GondorWest and
hidden_resource ResI
recruit_pool "Royal Swan-Guard" 0 0.028 0.05 0
requires factions { sicily, denmark, } and hidden_resource GondorWest and
hidden_resource ResF
recruit_pool "Royal Swan-Guard" 0 0.028 0.05 0
requires factions { denmark, }
recruit_pool "Haradrim Archers" 0 0.064 1 0 requires
factions { russia, } and hidden_resource Harad and hidden_resource ResA
recruit_pool "Haradrim Spearmen" 0 0.064 1 0
requires factions { russia, } and hidden_resource Harad and hidden_resource ResA
recruit_pool "Dunedain Bodyguard" 0 0.01 0.05 0
requires factions { turks, }
recruit_pool "Gondor Bodyguard" 0 0.01 0.05 0
requires factions { sicily, }
recruit_pool "Gondor Bodyguard" 0 0.01 0.05 0
requires factions { turks, } and event_counter reunited_kingdom 1
recruit_pool "Royal Swan-Guard" 0 0.01 0.05 0
requires factions { sicily, denmark, } and hidden_resource GondorWest and
hidden_resource ResL and hidden_resource ResK
recruit_pool "Royal Swan-Guard" 0 0.01 0.05 0
requires factions { sicily, turks, } and event_counter reunited_kingdom 1
recruit_pool "Skin-Changers" 0 0.01 0.05 0 requires
factions { timurids, }
recruit_pool "Breeland Bodyguard" 0 0.01 0.05 0
requires factions { normans, }
recruit_pool "Elbereths Sentinels" 0 0.01 0.05 0
requires factions { ireland, }
recruit_pool "Royal Guardsmen" 0 0.01 0.05 0
requires factions { scotland, }
recruit_pool "High Paladins" 0 0.01 0.05 0 requires
factions { byzantium, }
recruit_pool "Durins Guard" 0 0.01 0.05 0 requires
factions { moors, }
recruit_pool "Zenith Guard" 0 0.01 0.05 0 requires
factions { norway, }
recruit_pool "Tumunzahar Nobles" 0 0.01 0.05 0
requires factions { hungary, }
recruit_pool "Calaquendi Lords" 0 0.01 0.05 0
requires factions { saxons, }
recruit_pool "Tawar Areiniyr" 0 0.01 0.05 0 requires
factions { mongols, }
recruit_pool "Elder Guildsmen" 0 0.01 0.05 0
requires factions { teutonic_order, }
recruit_pool "Brehins Oathband" 0 0.01 1 0 requires
factions { aztecs, }
recruit_pool "Uruk Bodyguard" 0 0.01 0.05 0 requires
factions { england, }
recruit_pool "Uruk Bodyguard" 0 0.01 0.05 0 requires
factions { poland, }
recruit_pool "Uruk-hai Bodyguards" 0 0.01 0.05 0
requires factions { france, }
recruit_pool "Rohan Bodyguard" 0 0.01 0.05 0
requires factions { milan, }
recruit_pool "Goblin Bodyguards" 0 0.01 0.05 0
requires factions { hre, }
recruit_pool "Angmar Bodyguards" 0 0.01 0.05 0
requires factions { portugal, }
recruit_pool "Mountain Guard" 0 0.01 0.05 0 requires
factions { gundabad, }
recruit_pool "Naru n'Aru Household Guard" 0 0.01 0.05
0 requires factions { russia, }
recruit_pool "Black Snake Guard" 0 0.01 0.05 0
requires factions { spain, }
recruit_pool "Loke Rim Bodyguard" 0 0.01 0.05 0
requires factions { venice, }
recruit_pool "Variag Nobles" 0 0.01 0.05 0 requires
factions { khand, }
law_bonus bonus 4
recruitment_slots 6
free_upkeep bonus 5 requires factions { sicily, milan,
scotland, byzantium, spain, venice, england, france, hre, gundabad, portugal,
mongols, moors, denmark, poland, russia, ireland, saxons, normans, hungary, norway,
united, khand, }
free_upkeep bonus 6 requires factions { turks,
teutonic_order, aztecs, timurids, }
population_health_bonus bonus 3
}
material wooden
construction 8
cost 4500
settlement_min city
upgrades
{
}
}
}
plugins
{
}
}
;############################################################
;############### UNIQUE RECRUITMENT BUILDINGS ###############
;############################################################
building teleri_barracks
{
levels teleri_barracks teleri_barracks_upg
{
teleri_barracks city requires factions { saxons, } and hidden_resource
watercourse and event_counter mithlond_controlled 1
{
capability
{
law_bonus bonus 1
recruit_pool "Lindar Guards" 1 0.032 1 0 requires
factions { saxons, } and region_religion elven 33 and event_counter
mithlond_controlled 1
recruit_pool "Lindar Bowmen" 1 0.032 1 0 requires
factions { saxons, } and region_religion elven 33 and event_counter
mithlond_controlled 1
recruit_pool "Lindon Longspears" 1 0.028 1 0
requires factions { saxons, } and region_religion elven 33 and event_counter
mithlond_controlled 1 and hidden_resource Lindon and hidden_resource ResE
recruit_pool "Lindon Longspears" 1 0.028 1 0
requires factions { saxons, } and region_religion elven 33 and event_counter
mithlond_controlled 1 and hidden_resource Lindon and hidden_resource ResC
recruit_pool "Lindon Longspears" 1 0.028 1 0
requires factions { saxons, } and region_religion elven 33 and event_counter
mithlond_controlled 1 and hidden_resource Lindon and hidden_resource ResF
}
material wooden
construction 5
cost 2500
settlement_min town
upgrades
{
teleri_barracks_upg
}
}
teleri_barracks_upg city requires factions { saxons, } and
hidden_resource watercourse and event_counter mithlond_controlled 1 and
building_present_min_level city_hall council_chambers and
building_present_min_level smith armourer
{
capability
{
law_bonus bonus 2
recruit_pool "Lindar Guards" 1 0.036 1 0 requires
factions { saxons, } and region_religion elven 33 and event_counter
mithlond_controlled 1
recruit_pool "Lindar Bowmen" 1 0.036 1 0 requires
factions { saxons, } and region_religion elven 33 and event_counter
mithlond_controlled 1
recruit_pool "Lindon Longspears" 1 0.036 1 0
requires factions { saxons, } and region_religion elven 33 and event_counter
mithlond_controlled 1 and hidden_resource Lindon and hidden_resource ResE
recruit_pool "Lindon Longspears" 1 0.036 1 0
requires factions { saxons, } and region_religion elven 33 and event_counter
mithlond_controlled 1 and hidden_resource Lindon and hidden_resource ResC
recruit_pool "Lindon Longspears" 1 0.036 1 0
requires factions { saxons, } and region_religion elven 33 and event_counter
mithlond_controlled 1 and hidden_resource Lindon and hidden_resource ResF
law_bonus bonus 1
}
material wooden
construction 4
cost 1750
settlement_min village
upgrades
{
fiefdom_barracks
}
}
fiefdom_barracks requires factions { sicily, denmark, turks, } and
hidden_resource GondorEast and hidden_resource ResL and event_counter nd_rk 1 and
event_counter amroths_take_over 1 and building_present_min_level city_hall
council_chambers and building_present_min_level smith blacksmith
{
capability
{
recruit_pool "Pinnath Gelin Cavalry" 1 0.056 1 0
requires factions { sicily, denmark, turks, } and event_counter pinnath_fief 1
recruit_pool "Anfalas Pikemen" 1 0.064 1 0 requires
factions { sicily, denmark, turks, } and event_counter anfalas_fief 1
recruit_pool "Blackroot Vale Archers" 1 0.072 1 0
requires factions { sicily, denmark, turks, } and event_counter blackroot_fief 1
recruit_pool "Lossarnach Axemen" 1 0.056 1 0 requires
factions { sicily, denmark, turks, } and event_counter lossarnach_fief 1
recruit_pool "Lossarnach Axeguards" 1 0.064 1 0
requires factions { sicily, denmark, turks, } and event_counter lossarnach_fief 1
recruit_pool "Lamedon Clansmen" 1 0.072 1 0 requires
factions { sicily, denmark, turks, } and event_counter lamedon_fief 1
recruit_pool "Lebennin Marines" 1 0.072 1 0 requires
factions { sicily, denmark, turks, } and event_counter lebennin_fief 1
recruit_pool "Ithilien Rangers" 1 0.048 1 0 requires
factions { sicily, denmark, turks, } and event_counter ithilien_fief 1
recruit_pool "Harondor Mercenaries" 1 0.056 1 0
requires factions { sicily, denmark, turks, } and event_counter harondor_fief 1
recruit_pool "Guards of Osgiliath" 1 0.048 1 0
requires factions { sicily, denmark, turks, } and event_counter osgil_fief 1
recruit_pool "Osgiliath Veterans" 1 0.048 1 0
requires factions { sicily, denmark, turks, } and event_counter osgil_fief 1
recruit_pool "Pelargir Marines" 1 0.056 1 0 requires
factions { sicily, denmark, turks, } and event_counter pelargir_fief 1
recruit_pool "Ethir Cav" 1 0.064 1 0 requires
factions { sicily, denmark, turks, } and event_counter anduin_fief 1
recruit_pool "Ringlovale Swordsmen" 1 0.064 1 0
requires factions { sicily, denmark, turks, } and event_counter ringlo_fief 1
recruit_pool "Amrothian Squires" 1 0.08 1 0 requires
factions { sicily, denmark, turks, } and event_counter belfalas_fief 1
recruit_pool "White Knights" 1 0.056 1 0 requires
factions { sicily, denmark, turks, } and event_counter belfalas_fief 1
recruit_pool "Talon Knights" 1 0.048 1 0 requires
factions { sicily, denmark, turks, } and event_counter amroth_fief 1
recruit_pool "Knights of the Silver Swan" 1 0.048 1 0
requires factions { sicily, denmark, turks, } and event_counter amroth_fief 1
law_bonus bonus 2
}
material wooden
construction 8
cost 3500
settlement_min village
upgrades
{
}
}
}
plugins
{
}
}
building orocarni_clan_hall
{
levels orocarni_clan_hall orocarni_royal_hall
{
orocarni_clan_hall requires factions { moors, khand, } and
hidden_resource orocarni_hall and event_counter good_khand_two 1
{
capability
{
recruit_pool "Stiffbeard Archers" 1 0.048 1 0
requires factions { moors, } and region_religion dwarven 33
recruit_pool "Stonefoot Spearmen" 1 0.048 1 0
requires factions { moors, } and region_religion dwarven 33
recruit_pool "Stiffbeard Archers" 1 0.04 1 0
requires factions { khand, } and region_religion nomadic 33
recruit_pool "Stonefoot Spearmen" 1 0.04 1 0
requires factions { khand, } and region_religion nomadic 33
recruitment_slots bonus 1
free_upkeep bonus 2
}
material wooden
construction 4
cost 3000
settlement_min village
upgrades
{
orocarni_royal_hall
}
}
orocarni_royal_hall requires factions { moors, khand, } and
hidden_resource orocarni_hall and building_present_min_level smith armourer and
event_counter good_khand_two 1
{
capability
{
recruit_pool "Stiffbeard Archers" 1 0.056 1 1
requires factions { moors, } and region_religion dwarven 33
recruit_pool "Stonefoot Spearmen" 1 0.056 1 1
requires factions { moors, } and region_religion dwarven 33
recruit_pool "Iron Fist Hammers" 1 0.04 1 0 requires
factions { moors, } and region_religion dwarven 66
recruit_pool "Blacklock Engineers" 1 0.04 1 0
requires factions { moors, } and region_religion dwarven 66
recruit_pool "Stiffbeard Archers" 1 0.048 1 1
requires factions { khand, } and region_religion nomadic 33
recruit_pool "Stonefoot Spearmen" 1 0.048 1 1
requires factions { khand, } and region_religion nomadic 33
recruit_pool "Orocarni Warriors" 1 0.044 1 0
requires factions { khand, } and region_religion nomadic 66
recruit_pool "Iron Fist Hammers" 1 0.032 1 0
requires factions { khand, } and region_religion nomadic 66
recruit_pool "Blacklock Engineers" 1 0.032 1 0
requires factions { khand, } and region_religion nomadic 66
recruitment_slots bonus 2
free_upkeep bonus 3
}
material wooden
construction 7
cost 6000
settlement_min town
upgrades
{
}
}
}
plugins
{
}
}
building KD_Unity_Hall
{
levels KD_Unity_Hall
{
KD_Unity_Hall requires factions { norway, moors, hungary, } and
hidden_resource hall_of_seven
{
capability
{
recruit_pool "Firebeard Warriors" 1 0.048 2 0
requires factions { norway, } ;and event_counter khazad_BM_Reinforcements_Arrived
1
recruit_pool "Broadbeam Marksmen" 1 0.028 1 0
requires factions { norway, } ;and event_counter khazad_BM_Reinforcements_Arrived 1
recruit_pool "Longbeard Phalanx" 1 0.038 2 0
requires factions { norway, } ;and event_counter khazad_BM_Reinforcements_Arrived
1
recruit_pool "Longbeard Swordsmen" 1 0.038 2 0
requires factions { norway, } ;and event_counter khazad_BM_Reinforcements_Arrived
1
recruit_pool "Longbeard Crossbows" 1 0.038 2 0
requires factions { norway, } ;and event_counter khazad_BM_Reinforcements_Arrived
1
recruit_pool "Stonefoot Spearmen" 1 0.024 2 0
requires factions { norway, } ;and event_counter khazad_E_Reinforcements_Arrived 1
recruit_pool "Stiffbeard Archers" 1 0.024 2 0
requires factions { norway, } ;and event_counter khazad_E_Reinforcements_Arrived 1
recruit_pool "Iron Fist Hammers" 1 0.032 1 0
requires factions { norway, } ;and event_counter khazad_IH_Reinforcements_Arrived
1
recruit_pool "Blacklock Engineers" 1 0.029 2 0
requires factions { norway, } ;and event_counter khazad_BM_Reinforcements_Arrived
1 and event_counter khazad_IH_Reinforcements_Arrived 1 and event_counter
khazad_E_Reinforcements_Arrived 1
recruit_pool "Firebeard Warriors" 1 0.048 2 0
requires factions { norway, } and event_counter is_the_ai 1
recruit_pool "Broadbeam Marksmen" 1 0.028 1 0
requires factions { norway, } and event_counter is_the_ai 1
recruit_pool "Longbeard Phalanx" 1 0.038 2 0
requires factions { norway, } and event_counter is_the_ai 1
recruit_pool "Longbeard Swordsmen" 1 0.038 2 0
requires factions { norway, } and event_counter is_the_ai 1
recruit_pool "Longbeard Crossbows" 1 0.038 2 0
requires factions { norway, } and event_counter is_the_ai 1
recruit_pool "Stonefoot Spearmen" 1 0.024 2 0
requires factions { norway, } and event_counter is_the_ai 1
recruit_pool "Stiffbeard Archers" 1 0.024 2 0
requires factions { norway, } and event_counter is_the_ai 1
recruit_pool "Iron Fist Hammers" 1 0.032 1 0
requires factions { norway, } and event_counter is_the_ai 1
recruit_pool "Blacklock Engineers" 1 0.029 2 0
requires factions { norway, } and event_counter is_the_ai 1
}
material wooden
construction 5
cost 4000
settlement_min town
upgrades
{
}
}
}
plugins
{
}
}
building house_of_kings
{
levels house_of_kings
{
house_of_kings city requires factions { turks, sicily, denmark, russia,
} and hidden_resource Arthedain and hidden_resource ResE and event_counter
house_of_kings_ready 1
{
capability
{
recruit_pool "Tirith Aear Wardens" 1 0.04 1 0 requires
factions { denmark, } and region_religion islam 75 and event_counter
amroths_take_over 1
recruit_pool "Tirith Aear Knights" 1 0.04 1 0 requires
factions { denmark, } and region_religion islam 75 and event_counter
amroths_take_over 1
recruit_pool "Naru n'Aru Royal Knights" 1 0.04 1 0
requires factions { russia, } and region_religion kings 75
recruit_pool "Naru n'Aru Royal Guard" 1 0.04 1 0
requires factions { russia, } and region_religion kings 75
recruit_pool "Sons of Numenor" 1 0.04 1 0 requires
factions { sicily, turks, } and region_religion islam 75 and event_counter
reunited_kingdom 1
recruit_pool "Fountain Guard" 1 0.04 1 0 requires
factions { sicily, denmark, } and region_religion islam 75
recruit_pool "Fountain Guard" 1 0.04 1 0 requires
factions { turks, } and region_religion islam 75 and event_counter
reunited_kingdom 1
recruits_morale_bonus bonus 5
law_bonus bonus 5
income_bonus bonus 50
}
material wooden
construction 10
cost 10000
settlement_min city
upgrades
{
}
}
}
plugins
{
}
}
building dunedain_camp
{
levels dunedain_camp dunedain_outpost
{
dunedain_camp requires factions { normans, saxons, } and
hidden_resource dunedain_camp and not event_counter scouring_shire 1 and
event_counter bree_neutral 1 or event_counter bree_allied 1
{
capability
{
recruit_pool "Dunedain Rangers" 1 0.024 1 0 requires
factions { normans, } and not event_counter scouring_shire 1
recruit_pool "Dunedain Wardens" 1 0.032 1 0 requires
factions { normans, } and not event_counter scouring_shire 1
recruit_pool "Dunedain Wardens" 1 0.04 1 0 requires
factions { saxons, }
recruit_pool "Dunedain Scouts" 1 0.036 1 0 requires
factions { saxons, }
recruitment_slots bonus 1
free_upkeep bonus 2
}
material wooden
construction 4
cost 1700
settlement_min village
upgrades
{
dunedain_outpost
}
}
dunedain_outpost requires factions { normans, } and event_counter
bree_military 1 and not event_counter scouring_shire 1
{
capability
{
recruit_pool "Dunedain Rangers" 1 0.028 1 0 requires
factions { normans, } and not event_counter scouring_shire 1
recruit_pool "Dunedain Wardens" 1 0.036 1 0 requires
factions { normans, } and not event_counter scouring_shire 1
recruit_pool "Sworn Horsemen" 1 0.032 1 0 requires
factions { normans, } and not event_counter scouring_shire 1
recruit_pool "Dunedain Blademasters" 1 0.032 1 0
requires factions { normans, } and not event_counter scouring_shire 1
recruitment_slots bonus 2
free_upkeep bonus 3
}
material wooden
construction 6
cost 2800
settlement_min town
upgrades
{
}
}
}
plugins
{
}
}
building elven_alliance_camp
{
levels elven_alliance_camp
{
elven_alliance_camp requires factions { ireland, mongols, } and
event_counter elven_union 1 and hidden_resource Vale or hidden_resource Mirkwood
and event_counter elven_union 1
{
capability
{
recruit_pool "Beorning Warriors" 1 0.076 2 0
requires factions { mongols, ireland, }
recruit_pool "Silvan Marchwardens" 1 0.028 1 0
requires factions { mongols, ireland, } and hidden_resource ResL
recruit_pool "Greenwood Foresters" 1 0.036 1 0
requires factions { mongols, ireland, } and hidden_resource Mirkwood
recruit_pool "Woodmen Wardens" 1 0.068 2 0 requires
factions { mongols, ireland, }
recruit_pool "Woodmen Warriors" 1 0.076 2 0 requires
factions { mongols, ireland, }
recruit_pool "Woodmen Trackers" 1 0.076 2 0 requires
factions { mongols, ireland, }
recruit_pool "Vale Defenders" 1 0.06 1 0 requires
factions { mongols, ireland, } and hidden_resource mountains
}
material wooden
construction 4
cost 1700
settlement_min village
upgrades
{
}
}
}
plugins
{
}
}
building umbar_control_camp
{
levels umbar_suppression_camp umbar_control_camp
{
umbar_suppression_camp requires factions { russia, } and
hidden_resource umbar_slave
{
capability
{
recruit_pool "Southron Lancers" 1 0.048 2 0 requires
factions { russia, } and hidden_resource Harad
recruit_pool "Southron Lancers" 1 0.048 2 0 requires
factions { russia, } and hidden_resource Harad and hidden_resource ResF
recruit_pool "Southron Lancers" 1 0.048 2 0 requires
factions { russia, } and hidden_resource GondorEast and hidden_resource ResF
recruit_pool "Southron Pikemen" 1 0.048 2 0 requires
factions { russia, } and hidden_resource Harad
recruit_pool "Southron Pikemen" 1 0.048 2 0 requires
factions { russia, } and hidden_resource Harad and hidden_resource ResF
recruit_pool "Southron Pikemen" 1 0.048 2 0 requires
factions { russia, } and hidden_resource GondorEast and hidden_resource ResF
}
plugins
{
}
}
building rhudaur_barracks
{
levels rhudaur_camp rhudaur_barracks
{
rhudaur_camp requires factions { portugal, }
{
capability
{
recruit_pool "Rhudaur Savages" 1 0.08 1 0 requires
factions { portugal, } and region_religion catholic 25
recruit_pool "Rhudaur Pikemen" 1 0.08 1 0 requires
factions { portugal, } and region_religion catholic 25
}
material wooden
construction 4
cost 3250
settlement_min village
upgrades
{
rhudaur_barracks
}
}
rhudaur_barracks requires factions { portugal, } and
building_present_min_level smith armourer
{
capability
{
recruit_pool "Rhudaur Savages" 1 0.096 2 0 requires
factions { portugal, } and region_religion catholic 25
recruit_pool "Rhudaur Pikemen" 1 0.096 2 0 requires
factions { portugal, } and region_religion catholic 25
recruit_pool "Rhudaur Warriors" 1 0.08 1 0 requires
factions { portugal, } and region_religion catholic 50
recruit_pool "Rhudaur Huscarles" 1 0.08 1 0 requires
factions { portugal, } and region_religion catholic 50
}
plugins
{
}
}
building Mt_Gram_Stables
{
levels Gram1 Gram2
{
Gram1 requires factions { portugal, }
{
capability
{
recruit_pool "Warg Javelins" 1 0.08 2 0 requires
factions { portugal, } and region_religion catholic 25
recruit_pool "Warg Raiders" 1 0.08 2 0 requires
factions { portugal, } and region_religion catholic 25
}
material wooden
construction 4
cost 3000
settlement_min town
upgrades
{
Gram2
}
}
Gram2 requires factions { portugal, } and building_present_min_level
smith armourer
{
capability
{
recruit_pool "Warg Javelins" 1 0.096 2 0 requires
factions { portugal, } and region_religion catholic 25
recruit_pool "Warg Raiders" 1 0.096 2 0 requires
factions { portugal, } and region_religion catholic 25
recruit_pool "Mount Gram Marauders" 1 0.08 1 0
requires factions { portugal, } and region_religion catholic 50
recruit_pool "Mount Gram Raiders" 1 0.08 1 0
requires factions { portugal, } and region_religion catholic 50
}
material wooden
construction 7
cost 4000
settlement_min large_town
upgrades
{
}
}
}
plugins
{
}
}
building numenorean_tower
{
levels numenorean_tower numenorean_castle
{
numenorean_tower requires factions { england, russia, } and
hidden_resource Mordor and hidden_resource ResD and building_present_min_level
smith blacksmith
{
capability
{
recruit_pool "Temple Wards" 1 0.02 1 0 requires
factions { england, } and region_religion catholic 75
recruit_pool "Temple Marksmen" 1 0.02 1 0 requires
factions { england, } and region_religion catholic 75
recruit_pool "Temple Wards" 1 0.02 1 0 requires
factions { russia, } and region_religion kings 75 and event_counter mordor_dead
1
recruit_pool "Temple Marksmen" 1 0.02 1 0 requires
factions { russia, } and region_religion kings 75 and event_counter mordor_dead
1
recruitment_slots 2 requires factions { england, russia, }
income_bonus bonus 50 requires event_counter is_the_ai 1
}
material wooden
construction 8
cost 5500
settlement_min village
upgrades
{
numenorean_castle
}
}
numenorean_castle requires factions { england, russia, } and
hidden_resource Mordor and hidden_resource ResD and building_present_min_level
smith armourer
{
capability
{
recruit_pool "Temple Wards" 1 0.028 2 0 requires
factions { england, } and region_religion catholic 75
recruit_pool "Temple Marksmen" 1 0.028 2 0 requires
factions { england, } and region_religion catholic 75
recruit_pool "Temple Knights" 1 0.028 1 0 requires
factions { england, } and region_religion catholic 75
recruit_pool "Temple Wards" 1 0.028 1 0 requires
factions { russia, } and region_religion kings 75 and event_counter mordor_dead 1
recruit_pool "Temple Marksmen" 1 0.028 1 0 requires
factions { russia, } and region_religion kings 75 and event_counter mordor_dead 1
recruit_pool "Temple Knights" 1 0.024 1 0 requires
factions { russia, } and region_religion kings 75 and event_counter mordor_dead 1
weapon_melee_blade 1 requires factions { england, russia, }
weapon_missile_mechanical bonus 1 requires factions
{ england, russia, }
recruitment_slots 3 requires factions { england, russia, }
income_bonus bonus 50 requires event_counter is_the_ai 1
}
material wooden
construction 11
cost 7500
settlement_min village
upgrades
{
}
}
}
plugins
{
}
}
building inquisitions_outpost
{
levels inquisitions_outpost inquisitions_headquarters
{
inquisitions_outpost requires factions { khand, } and hidden_resource
Mordor and hidden_resource ResL and event_counter evil_khand 1
{
capability
{
recruit_pool "Temple Wards" 1 0.02 1 0 requires
factions { khand, }
recruit_pool "Temple Marksmen" 1 0.02 1 0 requires
factions { khand, }
recruitment_slots 2 requires factions { khand, }
}
material wooden
construction 8
cost 5500
settlement_min village
upgrades
{
inquisitions_headquarters
}
}
inquisitions_headquarters requires factions { khand, } and
building_present_min_level smith armourer and building_present_min_level city_hall
city_hall or building_present_min_level castle_hall c_city_hall
{
capability
{
recruit_pool "Temple Wards" 1 0.028 2 0 requires
factions { khand, }
recruit_pool "Temple Marksmen" 1 0.028 2 0 requires
factions { khand, }
recruit_pool "Great Beasts" 1 0.02 1 0 requires
factions { khand, }
recruitment_slots 3 requires factions { khand, }
}
material wooden
construction 11
cost 7500
settlement_min village
upgrades
{
}
}
}
plugins
{
}
}
building mil_education
{
levels mil_education
{
mil_education requires factions { sicily, denmark, turks, } and
event_counter nd_rk 1 and not building_present_min_level gov_education
gov_education
{
capability
{
recruitment_slots bonus 1 requires factions { sicily,
denmark, turks, }
law_bonus bonus 1 requires factions { sicily, denmark,
turks, }
}
material wooden
construction 4
cost 2800
settlement_min town
upgrades
{
}
}
}
plugins
{
}
}
building gov_education
{
levels gov_education
{
gov_education requires factions { sicily, denmark, turks, } and
event_counter nd_rk 1 and not building_present_min_level mil_education
mil_education
{
capability
{
trade_base_income_bonus bonus 1 requires factions { sicily,
denmark, turks, }
law_bonus bonus 1 requires factions { sicily, denmark,
turks, }
}
material wooden
construction 4
cost 2800
settlement_min town
upgrades
{
}
}
}
plugins
{
}
}
building dunedain_barracks
{
convert_to c_dunedain_barracks
levels dunedain_warcamp dunedain_barracks dunedain_armoury
{
dunedain_warcamp city requires factions { turks, }
{
capability
{
recruit_pool "Local Militia" 1 0.06 2 0 requires
factions { turks, } and region_religion islam 25
recruit_pool "Local Archers" 1 0.06 2 0 requires
factions { turks, } and region_religion islam 25
recruit_pool "Dunedain Wardens" 1 0.032 1 0 requires
factions { turks, } and region_religion islam 33 and hidden_resource Arthedain or
hidden_resource Cardolan or hidden_resource Rhudaur
recruit_pool "Dunedain Scouts" 1 0.028 1 0 requires
factions { turks, } and region_religion islam 33 and hidden_resource Arthedain or
hidden_resource Cardolan or hidden_resource Rhudaur
recruit_pool "Dunedain Rangers" 1 0.024 1 0 requires
factions { turks, } and region_religion islam 50 and hidden_resource Arthedain or
hidden_resource Cardolan or hidden_resource Rhudaur
law_bonus bonus 1
}
material wooden
construction 4
cost 2100
settlement_min village
upgrades
{
dunedain_barracks
}
}
dunedain_barracks city requires factions { turks, } and
building_present_min_level smith blacksmith
{
capability
{
recruit_pool "Local Militia" 1 0.076 2 0 requires
factions { turks, } and region_religion islam 25
recruit_pool "Local Archers" 1 0.076 2 0 requires
factions { turks, } and region_religion islam 25
recruit_pool "Dunedain Wardens" 1 0.032 1 0 requires
factions { turks, } and region_religion islam 33 and hidden_resource Arthedain or
hidden_resource Cardolan or hidden_resource Rhudaur
recruit_pool "Dunedain Scouts" 1 0.028 1 0 requires
factions { turks, } and region_religion islam 33 and hidden_resource Arthedain or
hidden_resource Cardolan or hidden_resource Rhudaur
recruit_pool "Dunedain Cavalry" 1 0.022 1 0 requires
factions { turks, } and region_religion islam 50 and hidden_resource Arthedain or
hidden_resource Cardolan or hidden_resource Rhudaur
recruit_pool "Dunedain Rangers" 1 0.03 1 0 requires
factions { turks, } and region_religion islam 50 and hidden_resource Arthedain or
hidden_resource Cardolan or hidden_resource Rhudaur
recruit_pool "Dunedain Blademasters" 1 0.024 1 0
requires factions { turks, } and region_religion islam 65 and hidden_resource
Arthedain or hidden_resource Cardolan or hidden_resource Rhudaur
recruit_pool "Dunedain Armsmen" 1 0.024 1 0 requires
factions { turks, } and region_religion islam 65 and hidden_resource Arthedain or
hidden_resource Cardolan or hidden_resource Rhudaur
recruit_pool "Dunedain Wardens" 1 0.016 1 0 requires
factions { turks, } and region_religion islam 33 and event_counter is_the_ai 1 and
hidden_resource Arthedain or hidden_resource Cardolan or hidden_resource Rhudaur
recruit_pool "Dunedain Scouts" 1 0.016 1 0 requires
factions { turks, } and region_religion islam 33 and event_counter is_the_ai 1 and
hidden_resource Arthedain or hidden_resource Cardolan or hidden_resource Rhudaur
recruit_pool "Dunedain Rangers" 1 0.016 1 0 requires
factions { turks, } and region_religion islam 50 and event_counter is_the_ai 1 and
hidden_resource Arthedain or hidden_resource Cardolan or hidden_resource Rhudaur
recruit_pool "Dunedain Blademasters" 1 0.016 1 0
requires factions { turks, } and region_religion islam 33 and event_counter
is_the_ai 1 and hidden_resource Arthedain or hidden_resource Cardolan or
hidden_resource Rhudaur
recruit_pool "Dunedain Armsmen" 1 0.016 1 0 requires
factions { turks, } and region_religion islam 33 and event_counter is_the_ai 1 and
hidden_resource Arthedain or hidden_resource Cardolan or hidden_resource Rhudaur
recruit_pool "Dunedain Cavalry" 1 0.016 1 0 requires
factions { turks, } and region_religion islam 50 and event_counter is_the_ai 1 and
hidden_resource Arthedain or hidden_resource Cardolan or hidden_resource Rhudaur
law_bonus bonus 2
}
material wooden
construction 6
cost 3200
settlement_min town
upgrades
{
dunedain_armoury
}
}
dunedain_armoury city requires factions { turks, } and event_counter
arnor_restored 1 and building_present_min_level smith armourer
{
capability
{
recruit_pool "Local Militia" 1 0.076 2 0 requires
factions { turks, } and region_religion islam 25
recruit_pool "Local Archers" 1 0.076 2 0 requires
factions { turks, } and region_religion islam 25
recruit_pool "Dunedain Wardens" 1 0.032 1 0 requires
factions { turks, } and region_religion islam 33 and hidden_resource Arthedain or
hidden_resource Cardolan or hidden_resource Rhudaur
recruit_pool "Dunedain Scouts" 1 0.028 1 0 requires
factions { turks, } and region_religion islam 33 and hidden_resource Arthedain or
hidden_resource Cardolan or hidden_resource Rhudaur
recruit_pool "Dunedain Cavalry" 1 0.022 1 0 requires
factions { turks, } and region_religion islam 50 and hidden_resource Arthedain or
hidden_resource Cardolan or hidden_resource Rhudaur
recruit_pool "Dunedain Rangers" 1 0.022 1 0 requires
factions { turks, } and region_religion islam 50 and hidden_resource Arthedain or
hidden_resource Cardolan or hidden_resource Rhudaur
recruit_pool "Dunedain Blademasters" 1 0.024 1 0
requires factions { turks, } and region_religion islam 65 and hidden_resource
Arthedain or hidden_resource Cardolan or hidden_resource Rhudaur
recruit_pool "Dunedain Armsmen" 1 0.024 1 0 requires
factions { turks, } and region_religion islam 65 and hidden_resource Arthedain or
hidden_resource Cardolan or hidden_resource Rhudaur
recruit_pool "Dunedain Wardens" 1 0.032 1 0 requires
factions { turks, } and event_counter is_the_ai 1 and region_religion islam 33 and
hidden_resource Arthedain or hidden_resource Cardolan or hidden_resource Rhudaur
recruit_pool "Dunedain Scouts" 1 0.028 1 0 requires
factions { turks, } and event_counter is_the_ai 1 and region_religion islam 33 and
hidden_resource Arthedain or hidden_resource Cardolan or hidden_resource Rhudaur
recruit_pool "Dunedain Cavalry" 1 0.022 1 0 requires
factions { turks, } and event_counter is_the_ai 1 and region_religion islam 50 and
hidden_resource Arthedain or hidden_resource Cardolan or hidden_resource Rhudaur
recruit_pool "Dunedain Rangers" 1 0.022 1 0 requires
factions { turks, } and event_counter is_the_ai 1 and region_religion islam 50 and
hidden_resource Arthedain or hidden_resource Cardolan or hidden_resource Rhudaur
recruit_pool "Dunedain Blademasters" 1 0.024 1 0
requires factions { turks, } and event_counter is_the_ai 1 and region_religion
islam 65 and hidden_resource Arthedain or hidden_resource Cardolan or
hidden_resource Rhudaur
recruit_pool "Dunedain Armsmen" 1 0.024 1 0 requires
factions { turks, } and event_counter is_the_ai 1 and region_religion islam 65 and
hidden_resource Arthedain or hidden_resource Cardolan or hidden_resource Rhudaur
law_bonus bonus 3
}
material wooden
construction 8
cost 5200
settlement_min large_town
upgrades
{
}
}
}
plugins
{
}
}
building c_dunedain_barracks
{
convert_to dunedain_barracks
levels c_dunedain_warcamp c_dunedain_barracks c_dunedain_armoury
{
c_dunedain_warcamp castle requires factions { turks, }
{
capability
{
recruit_pool "Local Militia" 1 0.09 2 0 requires
factions { turks, } and region_religion islam 25
recruit_pool "Local Archers" 1 0.09 2 0 requires
factions { turks, } and region_religion islam 25
recruit_pool "Dunedain Wardens" 1 0.062 1 0 requires
factions { turks, } and region_religion islam 33 and hidden_resource Arthedain or
hidden_resource Cardolan or hidden_resource Rhudaur
recruit_pool "Dunedain Scouts" 1 0.058 1 0 requires
factions { turks, } and region_religion islam 33 and hidden_resource Arthedain or
hidden_resource Cardolan or hidden_resource Rhudaur
recruit_pool "Dunedain Rangers" 1 0.034 1 0 requires
factions { turks, } and region_religion islam 50 and hidden_resource Arthedain or
hidden_resource Cardolan or hidden_resource Rhudaur
recruit_pool "Dunedain Wardens" 1 0.038 1 0 requires
factions { turks, } and region_religion islam 33 and event_counter is_the_ai 1 and
hidden_resource Arthedain or hidden_resource Cardolan or hidden_resource Rhudaur
recruit_pool "Dunedain Scouts" 1 0.038 1 0 requires
factions { turks, } and region_religion islam 33 and event_counter is_the_ai 1 and
hidden_resource Arthedain or hidden_resource Cardolan or hidden_resource Rhudaur
recruit_pool "Dunedain Rangers" 1 0.03 1 0 requires
factions { turks, } and region_religion islam 50 and event_counter is_the_ai 1 and
hidden_resource Arthedain or hidden_resource Cardolan or hidden_resource Rhudaur
law_bonus bonus 1
}
material wooden
construction 3
cost 1900
settlement_min village
upgrades
{
c_dunedain_barracks
}
}
c_dunedain_barracks castle requires factions { turks, } and
building_present_min_level smith armourer
{
capability
{
recruit_pool "Local Militia" 1 0.106 2 0 requires
factions { turks, } and region_religion islam 25
recruit_pool "Local Archers" 1 0.106 2 0 requires
factions { turks, } and region_religion islam 25
recruit_pool "Dunedain Wardens" 1 0.062 1 0 requires
factions { turks, } and region_religion islam 33 and hidden_resource Arthedain or
hidden_resource Cardolan or hidden_resource Rhudaur
recruit_pool "Dunedain Scouts" 1 0.058 1 0 requires
factions { turks, } and region_religion islam 33 and hidden_resource Arthedain or
hidden_resource Cardolan or hidden_resource Rhudaur
recruit_pool "Dunedain Cavalry" 1 0.046 1 0 requires
factions { turks, } and region_religion islam 50 and hidden_resource Arthedain or
hidden_resource Cardolan or hidden_resource Rhudaur
recruit_pool "Dunedain Rangers" 1 0.046 1 0 requires
factions { turks, } and region_religion islam 50 and hidden_resource Arthedain or
hidden_resource Cardolan or hidden_resource Rhudaur
recruit_pool "Dunedain Blademasters" 1 0.054 1 0
requires factions { turks, } and region_religion islam 65 and hidden_resource
Arthedain or hidden_resource Cardolan or hidden_resource Rhudaur
recruit_pool "Dunedain Armsmen" 1 0.054 1 0 requires
factions { turks, } and region_religion islam 65 and hidden_resource Arthedain or
hidden_resource Cardolan or hidden_resource Rhudaur
recruit_pool "Dunedain Wardens" 1 0.026 1 0 requires
factions { turks, } and region_religion islam 33 and event_counter is_the_ai 1 and
hidden_resource Arthedain or hidden_resource Cardolan or hidden_resource Rhudaur
recruit_pool "Dunedain Scouts" 1 0.026 1 0 requires
factions { turks, } and region_religion islam 33 and event_counter is_the_ai 1 and
hidden_resource Arthedain or hidden_resource Cardolan or hidden_resource Rhudaur
recruit_pool "Dunedain Rangers" 1 0.026 1 0 requires
factions { turks, } and region_religion islam 50 and event_counter is_the_ai 1 and
hidden_resource Arthedain or hidden_resource Cardolan or hidden_resource Rhudaur
recruit_pool "Dunedain Blademasters" 1 0.026 1 0
requires factions { turks, } and region_religion islam 33 and event_counter
is_the_ai 1 and hidden_resource Arthedain or hidden_resource Cardolan or
hidden_resource Rhudaur
recruit_pool "Dunedain Armsmen" 1 0.026 1 0 requires
factions { turks, } and region_religion islam 33 and event_counter is_the_ai 1 and
hidden_resource Arthedain or hidden_resource Cardolan or hidden_resource Rhudaur
recruit_pool "Dunedain Cavalry" 1 0.026 1 0 requires
factions { turks, } and region_religion islam 50 and event_counter is_the_ai 1 and
hidden_resource Arthedain or hidden_resource Cardolan or hidden_resource Rhudaur
law_bonus bonus 2
}
material wooden
construction 4
cost 3000
settlement_min town
upgrades
{
c_dunedain_armoury
}
}
c_dunedain_armoury castle requires factions { turks, } and
event_counter arnor_restored 1 and building_present_min_level smith armourer
{
capability
{
recruit_pool "Local Militia" 1 0.106 2 0 requires
factions { turks, } and region_religion islam 25
recruit_pool "Local Archers" 1 0.106 2 0 requires
factions { turks, } and region_religion islam 25
recruit_pool "Dunedain Wardens" 1 0.062 1 0 requires
factions { turks, } and region_religion islam 33 and hidden_resource Arthedain or
hidden_resource Cardolan or hidden_resource Rhudaur
recruit_pool "Dunedain Scouts" 1 0.058 1 0 requires
factions { turks, } and region_religion islam 33 and hidden_resource Arthedain or
hidden_resource Cardolan or hidden_resource Rhudaur
recruit_pool "Dunedain Cavalry" 1 0.046 1 0 requires
factions { turks, } and region_religion islam 50 and hidden_resource Arthedain or
hidden_resource Cardolan or hidden_resource Rhudaur
recruit_pool "Dunedain Rangers" 1 0.046 1 0 requires
factions { turks, } and region_religion islam 50 and hidden_resource Arthedain or
hidden_resource Cardolan or hidden_resource Rhudaur
recruit_pool "Dunedain Blademasters" 1 0.054 1 0
requires factions { turks, } and region_religion islam 65 and hidden_resource
Arthedain or hidden_resource Cardolan or hidden_resource Rhudaur
recruit_pool "Dunedain Armsmen" 1 0.054 1 0 requires
factions { turks, } and region_religion islam 65 and hidden_resource Arthedain or
hidden_resource Cardolan or hidden_resource Rhudaur
recruit_pool "Dunedain Wardens" 1 0.03 1 0 requires
factions { turks, } and event_counter is_the_ai 1 and region_religion islam 33 and
hidden_resource Arthedain or hidden_resource Cardolan or hidden_resource Rhudaur
recruit_pool "Dunedain Scouts" 1 0.03 1 0 requires
factions { turks, } and event_counter is_the_ai 1 and region_religion islam 33 and
hidden_resource Arthedain or hidden_resource Cardolan or hidden_resource Rhudaur
recruit_pool "Dunedain Cavalry" 1 0.03 1 0 requires
factions { turks, } and event_counter is_the_ai 1 and region_religion islam 50 and
hidden_resource Arthedain or hidden_resource Cardolan or hidden_resource Rhudaur
recruit_pool "Dunedain Rangers" 1 0.03 1 0 requires
factions { turks, } and event_counter is_the_ai 1 and region_religion islam 50 and
hidden_resource Arthedain or hidden_resource Cardolan or hidden_resource Rhudaur
recruit_pool "Dunedain Blademasters" 1 0.03 1 0
requires factions { turks, } and event_counter is_the_ai 1 and region_religion
islam 65 and hidden_resource Arthedain or hidden_resource Cardolan or
hidden_resource Rhudaur
recruit_pool "Dunedain Armsmen" 1 0.03 1 0 requires
factions { turks, } and event_counter is_the_ai 1 and region_religion islam 65 and
hidden_resource Arthedain or hidden_resource Cardolan or hidden_resource Rhudaur
law_bonus bonus 3
}
material wooden
construction 8
cost 5200
settlement_min town
upgrades
{
}
}
}
plugins
{
}
}
;##################################################################################
###############################
;###################################### Mank's Improved Barrow-Downs
#############################################
;##################################################################################
###############################
building hinterland_downs
{
levels barrow_downs restored_crypts
{
barrow_downs requires factions { slave, normans, turks, united, } and
hidden_resource hr_none
{
capability
{
happiness_bonus bonus -2
law_bonus bonus -1
recruit_pool "Rebel Barrow Wights" 1 0.032 1 0
requires factions { portugal, england, } and region_religion catholic 50
}
material wooden
construction 6
cost 4200
settlement_min village
upgrades
{
restored_crypts
}
}
restored_crypts requires factions { slave, normans, turks, united, }
and hidden_resource Cardolan and hidden_resource ResI
{
capability
{
happiness_bonus bonus 2
law_bonus bonus 1
recruits_morale_bonus bonus 1
recruit_pool "Dunedain Steelbowmen" 1 0.025 1 0
requires factions { normans, turks, } and event_counter bree_military 1
}
material wooden
construction 8
cost 7500
settlement_min town
upgrades
{
}
}
}
plugins
{
}
}
building health
{
levels public_baths aqueduct
{
public_baths requires factions { all, } and building_present_min_level
city_hall town_hall or building_present_min_level castle_hall c_town_hall
{
capability
{
population_health_bonus bonus 1
happiness_bonus bonus 1
}
material wooden
construction 4
cost 2000
settlement_min village
upgrades
{
aqueduct
}
}
aqueduct requires factions { all, } and building_present_min_level
city_hall council_chambers or building_present_min_level castle_hall
c_council_chambers
{
capability
{
population_health_bonus bonus 2
happiness_bonus bonus 1
retrain_cost_bonus bonus 2
}
material wooden
construction 6
cost 4000
settlement_min village
upgrades
{
}
}
}
plugins
{
}
}
building bank
{
levels merchant_bank merchant_vault
{
merchant_bank city requires factions { sicily, scotland, turks, moors,
denmark, normans, byzantium, hungary, norway, } and building_present_min_level
market great_market
{
capability
{
trade_base_income_bonus bonus 1
income_bonus bonus 100 requires factions { sicily,
scotland, turks, moors, denmark, byzantium, hungary, norway, }
recruit_pool "Merchant Cavalry" 0 0.02 1 0 requires
factions { norway, hungary, } and region_religion dwarven 50
income_bonus bonus 80 requires factions { normans, } and
not event_counter bree_military 1
income_bonus bonus 120 requires factions { normans, } and
event_counter bree_military 1
}
material wooden
construction 4
cost 4000
settlement_min city
upgrades
{
merchant_vault
}
}
merchant_vault city requires factions { sicily, scotland, turks, moors,
denmark, normans, byzantium, hungary, norway, } and building_present_min_level
market merchants_quarter
{
capability
{
trade_base_income_bonus bonus 2
income_bonus bonus 160 requires factions { sicily,
scotland, turks, moors, denmark, byzantium, hungary, norway, }
recruit_pool "Merchant Cavalry" 0 0.028 1 0 requires
factions { norway, hungary, } and region_religion dwarven 50
income_bonus bonus 100 requires factions { normans, } and
not event_counter bree_military 1
income_bonus bonus 160 requires factions { normans, } and
event_counter bree_military 1
}
material wooden
construction 8
cost 8000
settlement_min large_city
upgrades
{
}
}
}
plugins
{
}
}
building winery
{
levels winery great_winery
{
winery requires factions { byzantium, } and resource wine
{
capability
{
trade_base_income_bonus bonus 1
income_bonus bonus 65 requires factions { byzantium, }
religion_level bonus 1 requires factions { byzantium, }
happiness_bonus bonus 1 requires factions { byzantium, }
}
material wooden
construction 6
cost 4000
settlement_min village
upgrades
{
great_winery
}
}
great_winery requires factions { byzantium, } and
building_present_min_level hinterland_farms farms+2
{
capability
{
trade_base_income_bonus bonus 2
income_bonus bonus 250 requires factions { byzantium, }
population_growth_bonus bonus 1 requires factions
{ byzantium, }
religion_level bonus 2 requires factions { byzantium, }
happiness_bonus bonus 2 requires factions { byzantium, }
}
material wooden
construction 8
cost 6000
settlement_min village
upgrades
{
}
}
}
plugins
{
}
}
building fishery
{
levels fishery fish_market
{
fishery requires factions { teutonic_order, } and resource fish
{
capability
{
trade_base_income_bonus bonus 1
income_bonus bonus 80 requires factions { teutonic_order, }
religion_level bonus 1 requires factions
{ teutonic_order, }
recruitment_cost_bonus_naval bonus 1 requires factions
{ teutonic_order, }
}
material wooden
construction 3
cost 1250
settlement_min village
upgrades
{
fish_market
}
}
fish_market requires factions { teutonic_order, } and
building_present_min_level hinterland_farms farms+2
{
capability
{
trade_base_income_bonus bonus 2
religion_level bonus 2 requires factions
{ teutonic_order, }
income_bonus bonus 150 requires factions
{ teutonic_order, }
population_growth_bonus bonus 1
recruitment_cost_bonus_naval bonus 2 requires factions
{ teutonic_order, }
}
material wooden
construction 6
cost 3250
settlement_min village
upgrades
{
}
}
}
plugins
{
}
}
building apiary
{
levels apiary apiary_complex
{
apiary requires factions { timurids, } and resource marble
{
capability
{
trade_base_income_bonus bonus 1
income_bonus bonus 80 requires factions { timurids, }
religion_level bonus 1 requires factions { timurids, }
}
material wooden
construction 3
cost 1250
settlement_min village
upgrades
{
apiary_complex
}
}
apiary_complex requires factions { timurids, } and
building_present_min_level hinterland_farms farms+2
{
capability
{
trade_base_income_bonus bonus 2
religion_level bonus 2 requires factions { timurids, }
income_bonus bonus 150 requires factions { timurids, }
population_growth_bonus bonus 1
}
material wooden
construction 6
cost 3250
settlement_min village
upgrades
{
}
}
}
plugins
{
}
}
building dunland_hunting
{
levels dunland_hunting dunland_hunting_complex
{
dunland_hunting requires factions { aztecs, } and resource furs
{
capability
{
trade_base_income_bonus bonus 1
income_bonus bonus 80 requires factions { aztecs, }
religion_level bonus 1 requires factions { aztecs, }
}
material wooden
construction 3
cost 1250
settlement_min village
upgrades
{
dunland_hunting_complex
}
}
dunland_hunting_complex requires factions { aztecs, } and
building_present_min_level hinterland_farms farms+2
{
capability
{
trade_base_income_bonus bonus 2
religion_level bonus 2 requires factions { aztecs, }
income_bonus bonus 150 requires factions { aztecs, }
population_growth_bonus bonus 1
}
material wooden
construction 6
cost 3250
settlement_min village
upgrades
{
}
}
}
plugins
{
}
}
building dale_elven_warcamp
{
levels dale_elven_warcamp
{
dale_elven_warcamp requires factions { scotland, } and event_counter
dale_elves_join_war 1 and hidden_resource forest and hidden_resource Mirkwood or
hidden_resource Rhovanion or hidden_resource Rhun
{
capability
{
recruit_pool "Woodland Scouts" 1 0.06 1 0 requires
factions { scotland, } and event_counter dale_allied_elves 1 and event_counter
dale_elves_militia 1
recruit_pool "Woodland Wardens" 1 0.06 1 0 requires
factions { scotland, } and event_counter dale_allied_elves 1 and event_counter
dale_elves_militia 1
recruit_pool "Woodland Sentinels" 1 0.044 1 0
requires factions { scotland, } and event_counter dale_allied_elves 1 and
event_counter dale_elves_militia 1 and event_counter dale_elves_elite 1
recruit_pool "Elder Council" 1 0.044 1 0 requires
factions { scotland, } and event_counter dale_allied_elves 1 and event_counter
dale_elves_militia 1 and event_counter dale_elves_elite 1
law_bonus bonus 1 requires factions { scotland, }
trade_base_income_bonus bonus 2 requires factions
{ scotland, }
income_bonus bonus -100
}
material wooden
construction 6
cost 5500
settlement_min village
upgrades
{
}
}
}
plugins
{
}
}
building dale_dwarven_warcamp
{
levels dale_dwarven_warcamp
{
dale_dwarven_warcamp requires factions { scotland, } and event_counter
dale_dwarves_join_war 1 and hidden_resource mountains and hidden_resource
Logathavuld or hidden_resource Rhovanion or hidden_resource Rhun
{
capability
{
recruit_pool "Erebor Infantry" 1 0.06 1 0 requires
factions { scotland, } and event_counter dale_allied_dwarves 1 and event_counter
dale_dwarves_militia 1
recruit_pool "Erebor Axethrowers" 1 0.06 1 0
requires factions { scotland, } and event_counter dale_allied_dwarves 1 and
event_counter dale_dwarves_militia 1
recruit_pool "Kings Shields" 1 0.044 1 0 requires
factions { scotland, } and event_counter dale_allied_dwarves 1 and event_counter
dale_dwarves_militia 1 and event_counter dale_dwarves_elite 1
recruit_pool "Kings Axes" 1 0.044 1 0 requires
factions { scotland, } and event_counter dale_allied_dwarves 1 and event_counter
dale_dwarves_militia 1 and event_counter dale_dwarves_elite 1
law_bonus bonus 1 requires factions { scotland, }
armour 4 requires factions { scotland, } and event_counter
dale_allied_dwarves 1
income_bonus bonus -100
}
material wooden
construction 6
cost 5500
settlement_min village
upgrades
{
}
}
}
plugins
{
}
}
;############################################################
;######################## LANDMARKS #########################
;############################################################
building hinterland_gwaith_i_mirdain_guild
{
levels gwaith_i_mirdain_guild m_gwaith_i_mirdain_guild
{
gwaith_i_mirdain_guild city requires factions { saxons, } and
hidden_resource hr_none
{
capability
{
population_growth_bonus bonus 5 requires factions { saxons,
mongols, ireland, }
construction_cost_bonus_stone bonus 20 requires factions
{ saxons, mongols, ireland, }
construction_cost_bonus_wooden bonus 20 requires factions {
saxons, mongols, ireland, }
taxable_income_bonus bonus 20 requires factions { saxons,
mongols, ireland, }
construction_time_bonus_other bonus 15 requires factions
{ saxons, mongols, ireland, }
construction_time_bonus_defensive bonus 15 requires
factions { saxons, mongols, ireland, }
construction_time_bonus_religious bonus 15 requires
factions { saxons, mongols, ireland, }
armour 5 requires factions { mongols, ireland, }
population_growth_bonus bonus -3 requires factions { hre, }
and event_counter is_the_ai 1
trade_base_income_bonus bonus 1
}
material wooden
construction 10
cost 15000
settlement_min village
upgrades
{
m_gwaith_i_mirdain_guild
}
}
m_gwaith_i_mirdain_guild city requires factions { saxons, } and
hidden_resource Eregion and hidden_resource ResD and building_present_min_level
smith armourer and building_present_min_level city_hall council_chambers and
building_present_min_level masons_lodge master_lodge
{
capability
{
recruit_pool "Eregion Smiths" 1 0.032 1 0 requires
factions { saxons, } and region_religion elven 80
trade_base_income_bonus bonus 1
armour 5 requires factions { mongols, ireland, }
armour 6 requires factions { saxons, }
}
material wooden
construction 12
cost 20000
settlement_min town
upgrades
{
}
}
}
plugins
{
}
}
building hinterland_unique1
{
levels ecthelion great_gates great_walls orthanc chamber stair thorin barad
gate
{
ecthelion requires factions { slave, } and hidden_resource hr_none
{
capability
{
retrain_cost_bonus bonus 1 requires factions { sicily, denmark,
turks, }
recruit_pool "Tirith Aear Wardens" 1 0.04 1 0 requires
factions { denmark, } and region_religion islam 75
recruit_pool "Tirith Aear Knights" 1 0.04 1 0 requires
factions { denmark, } and region_religion islam 75
recruit_pool "Fountain Guard" 1 0.048 1 0 requires
factions { sicily, turks, denmark, } and region_religion islam 75
recruit_pool "Naru n'Aru Royal Knights" 1 0.04 1 0
requires factions { russia, } and region_religion kings 75
recruit_pool "Naru n'Aru Royal Guard" 1 0.04 1 0
requires factions { russia, } and region_religion kings 75
recruit_pool "Gondor Infantry" 1 0.08 1 0 requires
factions { sicily, } and event_counter is_the_ai 1
recruit_pool "Gondor Spearmen" 1 0.08 1 0 requires
factions { sicily, } and event_counter is_the_ai 1
agent_limit diplomat 2
agent diplomat 0
}
material wooden
construction 12
cost 15000
settlement_min village
upgrades
{
great_gates
}
}
great_gates requires factions { slave, } and hidden_resource hr_none
{
capability
{
gate_strength 5
; gate_defences 2
}
material wooden
construction 2
cost 7500
settlement_min village
upgrades
{
great_walls
}
}
great_walls requires factions { slave, } and hidden_resource hr_none
{
capability
{
tower_level 2
law_bonus bonus 1 requires factions { sicily, turks, }
}
material wooden
construction 15
cost 26000
settlement_min village
upgrades
{
orthanc
}
}
orthanc requires factions { slave, } and hidden_resource hr_none
{
capability
{
recruit_pool "Tirith Aear Wardens" 1 0.04 1 0 requires
factions { denmark, } and region_religion islam 75 and event_counter
amroths_take_over 1
recruit_pool "Tirith Aear Knights" 1 0.04 1 0 requires
factions { denmark, } and region_religion islam 75 and event_counter
amroths_take_over 1
recruit_pool "Orthanc Guard" 1 0.055 1 0 requires factions
{ france, } and event_counter france_allied_aztecs 1
recruit_pool "Orthanc Guard" 1 0.05 1 0 requires factions
{ turks, }
recruit_pool "Orthanc Sentries" 1 0.072 2 0 requires
factions { france, } and event_counter france_allied_aztecs 1
recruit_pool "Orthanc Sentries" 1 0.06 1 0 requires factions
{ turks, }
recruit_pool "Naru n'Aru Royal Knights" 1 0.04 1 0
requires factions { russia, } and region_religion kings 75
recruit_pool "Naru n'Aru Royal Knights" 1 0.04 1 0
requires factions { russia, } and region_religion kings 75
recruit_pool "Naru n'Aru Royal Guard" 1 0.04 1 0
requires factions { russia, } and region_religion kings 75
recruit_pool "Dunnish Warspear-Throng" 1 0.08 1 0 requires
factions { france, } and event_counter france_allied_aztecs 1
recruit_pool "Huntmasters" 1 0.08 1 0 requires factions
{ france, } and event_counter france_allied_aztecs 1
recruit_pool "Dunlending Horsemen" 1 0.12 2 0 requires
factions { france, } and event_counter france_allied_aztecs 1
recruit_pool "Dunnish Speutamen" 1 0.12 2 0 requires
factions { france, } and event_counter france_allied_aztecs 1
recruit_pool "Nazg Hai" 1 0.048 1 0 requires factions
{ france, } and event_counter saruman_ring_event 1
recruit_pool "Greyflood Raiders" 1 0.068 2 0
requires factions { france, } and event_counter france_allied_teutonic 1
recruit_pool "Greyflood Horsemen" 1 0.068 2 0
requires factions { france, } and event_counter france_allied_teutonic 1
recruit_pool "Angren Raiders" 1 0.064 1 0 requires
factions { france, } and event_counter france_allied_teutonic 1
retrain_cost_bonus bonus 1 requires factions { france, }
free_upkeep bonus 7 requires factions { france, }
law_bonus bonus 2 requires factions { france, }
gate_strength 3
agent_limit diplomat 2
agent_limit spy 2
agent diplomat 0
agent spy 1
}
material wooden
construction 16
cost 18000
settlement_min village
upgrades
{
chamber
}
}
chamber requires factions { slave, } and hidden_resource hr_none
{
capability
{
retrain_cost_bonus bonus 1 requires factions { hre, gundabad,
norway, }
law_bonus bonus 12 requires event_counter is_the_ai 1
agent_limit diplomat 2
agent diplomat 0
}
material wooden
construction 8
cost 21000
settlement_min village
upgrades
{
stair
}
}
stair requires factions { slave, } and hidden_resource hr_none
{
capability
{
trade_base_income_bonus bonus 4 requires factions { norway,
moors, hungary, }
recruit_pool "Grimborn Reavers" 1 0.028 1 0 requires
factions { england, portugal, }
free_upkeep bonus 2 requires factions { norway, moors,
hungary, }
income_bonus bonus 350 requires factions { norway, moors,
hungary, }
}
material wooden
construction 4
cost 9200
settlement_min village
upgrades
{
thorin
}
}
thorin requires factions { slave, } and hidden_resource hr_none
{
capability
{
law_bonus bonus 2 requires factions { hungary, moors, norway, }
retrain_cost_bonus bonus 1 requires factions { hungary, moors,
norway, }
recruit_pool "Sons of the Fallen" 1 0.028 1 0
requires factions { norway, moors, hungary, }
recruit_pool "Dwarven Travellers" 1 0.048 1 0
requires factions { norway, moors, hungary, }
recruit_pool "Grimborn Reavers" 1 0.028 1 0 requires
factions { england, portugal, }
agent_limit diplomat 2
agent diplomat 0
}
material wooden
construction 6
cost 18000
settlement_min village
upgrades
{
barad
}
}
barad requires factions { slave, } and hidden_resource hr_none
{
capability
{
recruit_pool "Tirith Aear Wardens" 1 0.04 1 0 requires
factions { denmark, } and region_religion islam 75 and event_counter
amroths_take_over 1
recruit_pool "Tirith Aear Knights" 1 0.04 1 0 requires
factions { denmark, } and region_religion islam 75 and event_counter
amroths_take_over 1
law_bonus bonus 1 requires factions { england, }
retrain_cost_bonus bonus 1 requires factions { england, }
tower_level 2
recruit_pool "Saurons Will" 1 0.02 1 0 requires
factions { england, } and region_religion catholic 75
recruit_pool "Naru n'Aru Royal Knights" 1 0.04 1 0
requires factions { russia, } and region_religion kings 75
recruit_pool "Naru n'Aru Royal Guard" 1 0.04 1 0
requires factions { russia, } and region_religion kings 75
recruit_pool "Nazg Hai" 1 0.048 1 0 requires factions
{ france, } and event_counter saruman_ring_event 1
agent_limit diplomat 2
recruitment_slots 2
agent diplomat 0
}
material wooden
construction 26
cost 34000
settlement_min village
upgrades
{
gate
}
}
gate requires factions { slave, } and hidden_resource hr_none
{
capability
{
recruit_pool "Southron Lancers" 1 0.08 2 0 requires factions
{ england, } and event_counter mordor_harad_allied 1
recruit_pool "Southron Warband" 1 0.08 2 1 requires factions
{ england, } and event_counter mordor_harad_allied 1
recruit_pool "Loke-Gamp Rim" 1 0.05 1 1 requires factions
{ england, } and event_counter mordor_rhun_allied 1
recruit_pool "Loke-Innas Rim" 1 0.05 1 0 requires factions {
england, } and event_counter mordor_rhun_allied 1
recruit_pool "Marauders" 1 0.12 2 0 requires
factions { england, } and event_counter khand_is_allied 1
recruit_pool "Morannon Guard" 1 0.03 1 0 requires
factions { england, }
recruit_pool "Variag Lancers" 1 0.07 1 0 requires
factions { england, } and event_counter khand_is_allied 1
recruit_pool "Balchoth Tribesmen" 1 0.08 1 0
requires factions { england, } and event_counter mordor_rhun_allied 1
recruit_pool "Southron Pikemen" 1 0.07 1 0 requires
factions { england, } and event_counter mordor_harad_allied 1
recruit_pool "Udege Marines" 1 0.06 1 0 requires
factions { england, } and event_counter mordor_rhun_allied 1
recruit_pool "Daritai Crossbowmen" 1 0.07 1 0
requires factions { england, } and event_counter mordor_rhun_allied 1
recruit_pool "Southron Archers" 1 0.08 1 0 requires
factions { england, } and event_counter mordor_harad_allied 1
recruit_pool "Muhad Tribesmen" 1 0.05 1 0 requires
factions { england, } and event_counter mordor_harad_allied 1
recruit_pool "Nomad Warriors" 1 0.07 1 0 requires
factions { england, } and event_counter khand_is_allied 1
recruit_pool "Khandish Raiders" 1 0.08 1 0 requires
factions { england, } and event_counter khand_is_allied 1
recruit_pool "Variag Bowmen" 1 0.06 1 0 requires
factions { england, } and event_counter khand_is_allied 1
gate_strength 4
recruitment_slots 2
}
material wooden
construction 8
cost 15000
settlement_min village
upgrades
{
}
}
}
plugins
{
}
}
building hinterland_unique2
{
levels hornburg hall elrond_house gilraen teeth moon tirith_aear amon_sul
thranduil_caverns
{
hornburg requires factions { slave, } and hidden_resource hr_none
{
capability
{
recruit_pool "Tirith Aear Wardens" 1 0.04 1 0 requires
factions { denmark, } and region_religion islam 75 and event_counter
amroths_take_over 1
recruit_pool "Tirith Aear Knights" 1 0.04 1 0 requires
factions { denmark, } and region_religion islam 75 and event_counter
amroths_take_over 1
recruit_pool "Helmingas" 1 0.096 2 0 requires
factions { milan, }
recruit_pool "Naru n'Aru Royal Knights" 1 0.04 1 0
requires factions { russia, } and region_religion kings 75
recruit_pool "Naru n'Aru Royal Guard" 1 0.04 1 0
requires factions { russia, } and region_religion kings 75
gate_strength 3
}
material wooden
construction 14
cost 12500
settlement_min village
upgrades
{
hall
}
}
hall requires factions { slave, } and hidden_resource hr_none
{
capability
{
recruit_pool "Tirith Aear Wardens" 1 0.04 1 0 requires
factions { denmark, } and region_religion islam 75 and event_counter
amroths_take_over 1
recruit_pool "Tirith Aear Knights" 1 0.04 1 0 requires
factions { denmark, } and region_religion islam 75 and event_counter
amroths_take_over 1
law_bonus bonus 1 requires factions { milan, }
recruit_pool "Meduseld Doorwards" 1 0.044 1 0
requires factions { milan, }
recruit_pool "Royal Guard" 1 0.064 1 0 requires
factions { milan, }
recruit_pool "Eored Skirmishers" 1 0.072 1 0
requires factions { milan, } and event_counter is_the_ai 1
recruit_pool "Naru n'Aru Royal Knights" 1 0.04 1 0
requires factions { russia, } and region_religion kings 75
recruit_pool "Naru n'Aru Royal Guard" 1 0.04 1 0
requires factions { russia, } and region_religion kings 75
agent_limit diplomat 2
agent diplomat 0
}
material wooden
construction 6
cost 8500
settlement_min village
upgrades
{
elrond_house
}
}
elrond_house requires factions { slave, } and hidden_resource hr_none
{
capability
{
recruit_pool "Tirith Aear Wardens" 1 0.04 1 0 requires
factions { denmark, } and region_religion islam 75 and event_counter
amroths_take_over 1
recruit_pool "Tirith Aear Knights" 1 0.04 1 0 requires
factions { denmark, } and region_religion islam 75 and event_counter
amroths_take_over 1
agent spy 1
agent_limit spy 2
law_bonus bonus 1 requires factions { saxons, }
recruit_pool "Elderinwe Tirno" 1 0.024 1 1 requires
factions { saxons, } and region_religion elven 75
recruit_pool "Elderinwe Roquen" 1 0.024 1 1 requires
factions { saxons, } and region_religion elven 75
recruit_pool "Lindar Guards" 1 0.064 1 0 requires
factions { saxons, } and event_counter is_the_ai 1
recruit_pool "Lindar Bowmen" 1 0.064 1 0 requires
factions { saxons, } and event_counter is_the_ai 1
recruit_pool "Naru n'Aru Royal Knights" 1 0.04 1 0
requires factions { russia, } and region_religion kings 75
recruit_pool "Naru n'Aru Royal Guard" 1 0.04 1 0
requires factions { russia, } and region_religion kings 75
agent_limit diplomat 2
agent diplomat 1
}
material wooden
construction 16
cost 25000
settlement_min village
upgrades
{
gilraen
}
}
gilraen requires factions { slave, } and hidden_resource hr_none
{
capability
{
}
material wooden
construction 2
cost 2400
settlement_min village
upgrades
{
teeth
}
}
teeth requires factions { slave, } and hidden_resource hr_none
{
capability
{
recruit_pool "Tirith Aear Wardens" 1 0.04 1 0 requires
factions { denmark, } and region_religion islam 75 and event_counter
amroths_take_over 1
recruit_pool "Tirith Aear Knights" 1 0.04 1 0 requires
factions { denmark, } and region_religion islam 75 and event_counter
amroths_take_over 1
tower_level 2
law_bonus bonus 1 requires factions { england, }
recruit_pool "Naru n'Aru Royal Knights" 1 0.04 1 0
requires factions { russia, } and region_religion kings 75
recruit_pool "Naru n'Aru Royal Guard" 1 0.04 1 0
requires factions { russia, } and region_religion kings 75
}
material wooden
construction 6
cost 12500
settlement_min village
upgrades
{
moon
}
}
moon requires factions { slave, } and hidden_resource hr_none
{
capability
{
recruit_pool "Tirith Aear Wardens" 1 0.04 1 0 requires
factions { denmark, } and region_religion islam 75 and event_counter
amroths_take_over 1
recruit_pool "Tirith Aear Knights" 1 0.04 1 0 requires
factions { denmark, } and region_religion islam 75 and event_counter
amroths_take_over 1
law_bonus bonus 1
recruitment_slots 2
gate_strength 4
free_upkeep bonus 3 requires factions { sicily, denmark,
england, turks, }
happiness_bonus bonus 2 requires factions { sicily,
denmark, england, turks, }
recruit_pool "Minas Ithil Guardians" 1 0.048 2 0
requires factions { sicily, denmark, turks, } and region_religion islam 35
recruit_pool "Minas Ithil Guardians" 1 0.048 2 0
requires factions { normans, milan, byzantium, scotland, } and event_counter
ithil_allied 1
recruit_pool "Morgul Chosen" 1 0.02 1 0 requires
factions { england, } and region_religion catholic 75
recruit_pool "Naru n'Aru Royal Knights" 1 0.04 1 0
requires factions { russia, } and region_religion kings 75
recruit_pool "Naru n'Aru Royal Guard" 1 0.04 1 0
requires factions { russia, } and region_religion kings 75
recruit_pool "Southron Lancers" 1 0.104 2 0 requires
factions { england, } and event_counter mordor_harad_allied 1
recruit_pool "Southron Warband" 1 0.12 2 1 requires factions
{ england, } and event_counter mordor_harad_allied 1
recruit_pool "Loke-Gamp Rim" 1 0.08 1 1 requires factions
{ england, } and event_counter mordor_rhun_allied 1
recruit_pool "Loke-Innas Rim" 1 0.08 1 0 requires factions {
england, } and event_counter mordor_rhun_allied 1
recruit_pool "Marauders" 1 0.16 2 0 requires
factions { england, } and event_counter khand_is_allied 1
recruit_pool "Variag Lancers" 1 0.104 1 0 requires
factions { england, } and event_counter khand_is_allied 1
recruit_pool "Marauders" 1 0.12 2 0 requires
factions { england, } and event_counter khand_is_allied 1
recruit_pool "Balchoth Tribesmen" 1 0.08 1 0
requires factions { england, } and event_counter mordor_rhun_allied 1
recruit_pool "Southron Pikemen" 1 0.07 1 0 requires
factions { england, } and event_counter mordor_harad_allied 1
recruit_pool "Udege Marines" 1 0.06 1 0 requires
factions { england, } and event_counter mordor_rhun_allied 1
recruit_pool "Daritai Crossbowmen" 1 0.07 1 0
requires factions { england, } and event_counter mordor_rhun_allied 1
recruit_pool "Southron Archers" 1 0.08 1 0 requires
factions { england, } and event_counter mordor_harad_allied 1
recruit_pool "Muhad Tribesmen" 1 0.05 1 0 requires
factions { england, } and event_counter mordor_harad_allied 1
recruit_pool "Nomad Warriors" 1 0.07 1 0 requires
factions { england, } and event_counter khand_is_allied 1
recruit_pool "Khandish Raiders" 1 0.08 1 0 requires
factions { england, } and event_counter khand_is_allied 1
recruit_pool "Variag Bowmen" 1 0.06 1 0 requires
factions { england, } and event_counter khand_is_allied 1
}
material wooden
construction 6
cost 12500
settlement_min village
upgrades
{
tirith_aear
}
}
tirith_aear requires factions { slave, } and hidden_resource hr_none
{
capability
{
recruit_pool "Amrothian Squires" 1 0.07 1 0 requires
factions { denmark, } and event_counter is_the_ai 1
recruit_pool "Sea-ward Lancers" 1 0.07 1 0 requires
factions { denmark, } and event_counter is_the_ai 1
recruit_pool "Tirith Aear Wardens" 1 0.04 2 0 requires
factions { denmark, turks, } and region_religion islam 80
recruit_pool "Tirith Aear Knights" 1 0.04 2 0
requires factions { denmark, turks, } and region_religion islam 80
recruit_pool "Tirith Aear Wardens" 1 0.028 2 0
requires factions { sicily, } and region_religion islam 80 and event_counter
reunited_kingdom 1
recruit_pool "Tirith Aear Knights" 1 0.028 2 0
requires factions { sicily, } and region_religion islam 80 and event_counter
reunited_kingdom 1
recruit_pool "Naru n'Aru Royal Knights" 1 0.04 1 0
requires factions { russia, } and region_religion kings 75
recruit_pool "Naru n'Aru Royal Guard" 1 0.04 1 0
requires factions { russia, } and region_religion kings 75
retrain_cost_bonus bonus 1 requires factions { denmark, }
law_bonus bonus 2 requires factions { denmark, sicily,
turks, }
recruitment_slots 4 requires factions { denmark, }
agent_limit diplomat 2
agent diplomat 0
}
material wooden
construction 5
cost 4000
settlement_min village
upgrades
{
amon_sul
}
}
amon_sul requires factions { slave, } and hidden_resource hr_none
{
capability
{
recruit_pool "Tirith Aear Wardens" 1 0.04 1 0 requires
factions { denmark, } and region_religion islam 75 and event_counter
amroths_take_over 1
recruit_pool "Tirith Aear Knights" 1 0.04 1 0 requires
factions { denmark, } and region_religion islam 75 and event_counter
amroths_take_over 1
recruit_pool "Naru n'Aru Royal Knights" 1 0.04 1 0
requires factions { russia, } and region_religion kings 75
recruit_pool "Naru n'Aru Royal Guard" 1 0.04 1 0
requires factions { russia, } and region_religion kings 75
free_upkeep bonus 4 requires factions { turks, }
free_upkeep bonus 5 requires factions { turks, } and
event_counter is_the_ai 1
recruitment_slots 4 requires factions { turks, }
agent_limit diplomat 2
agent diplomat 0
}
material wooden
construction 5
cost 4000
settlement_min village
upgrades
{
thranduil_caverns
}
}
thranduil_caverns requires factions { slave, } and hidden_resource
hr_none
{
capability
{
recruit_pool "Woodland Warriors" 1 0.056 1 0
requires factions { mongols, } and event_counter is_the_ai 1
recruit_pool "Woodland Scouts" 1 0.064 1 0 requires
factions { mongols, } and event_counter is_the_ai 1
trade_base_income_bonus bonus 4 requires factions
{ ireland, mongols, }
gate_strength 4 requires factions { ireland, mongols, }
and event_counter elven_union 1
income_bonus bonus 250 requires factions { ireland,
mongols, } and event_counter elven_union 1
free_upkeep bonus 5 requires factions { ireland,
mongols, } and event_counter elven_union 1
happiness_bonus bonus 4 requires factions { ireland,
mongols, } and event_counter elven_union 1
agent_limit diplomat 2
agent diplomat 0
}
material wooden
construction 4
cost 1000
settlement_min village
upgrades
{
}
}
}
plugins
{
}
}
building hinterland_unique3
{
levels ice_tower goblin_cavern girion thrain vintner khan_tent serpent_palace
wulfs_hall
{
ice_tower requires factions { slave, } and hidden_resource hr_none
{
capability
{
recruit_pool "Tirith Aear Wardens" 1 0.04 1 0 requires
factions { denmark, } and region_religion islam 75 and event_counter
amroths_take_over 1
recruit_pool "Tirith Aear Knights" 1 0.04 1 0 requires
factions { denmark, } and region_religion islam 75 and event_counter
amroths_take_over 1
law_bonus bonus 2 requires factions { portugal, }
retrain_cost_bonus bonus 1 requires factions { portugal, }
free_upkeep bonus 3 requires factions { portugal, }
faction_capability
{
taxable_income_bonus bonus 5
construction_cost_bonus_wooden bonus 5
construction_cost_bonus_wooden bonus 20 requires factions {
byzantium, } and event_counter dorwinion_men 1
construction_cost_bonus_stone bonus 20 requires factions
{ byzantium, } and event_counter dorwinion_men 1
construction_time_bonus_defensive 20 requires factions
{ byzantium, } and event_counter dorwinion_elf 1
construction_time_bonus_other 20 requires factions
{ byzantium, } and event_counter dorwinion_elf 1
construction_time_bonus_religious 20 requires factions
{ byzantium, } and event_counter dorwinion_elf 1
trade_base_income_bonus bonus 5 requires factions
{ byzantium, } and event_counter dorwinion_men 1
}
material wooden
construction 6
cost 12500
settlement_min village
upgrades
{
khan_tent
}
}
khan_tent requires factions { slave, } and hidden_resource hr_none
{
capability
{
recruit_pool "Tirith Aear Wardens" 1 0.04 1 0 requires
factions { denmark, } and region_religion islam 75 and event_counter
amroths_take_over 1
recruit_pool "Tirith Aear Knights" 1 0.04 1 0 requires
factions { denmark, } and region_religion islam 75 and event_counter
amroths_take_over 1
law_bonus bonus 2 requires factions { venice, }
retrain_cost_bonus bonus 1 requires factions { venice, }
recruit_pool "Naru n'Aru Royal Knights" 1 0.04 1 0
requires factions { russia, } and region_religion kings 75
recruit_pool "Naru n'Aru Royal Guard" 1 0.04 1 0
requires factions { russia, } and region_religion kings 75
building hinterland_awakening
{
levels durin_hall durin_hall_rebuilt durin_hall_mockery
{
durin_hall requires factions { slave, } and hidden_resource hr_none
{
capability
{
trade_base_income_bonus bonus 1
recruits_morale_bonus bonus 2 requires factions
{ eastern_european, }
}
material wooden
construction 14
cost 12500
settlement_min village
upgrades
{
durin_hall_rebuilt
durin_hall_mockery
}
}
durin_hall_rebuilt requires factions { southern_european, }
{
capability
{
law_bonus bonus 3 requires factions { southern_european, }
retrain_cost_bonus bonus 2 requires factions
{ southern_european, }
trade_base_income_bonus bonus 2 requires factions
{ southern_european, }
recruit_pool "Hammers of Gundabad" 1 0.05 1 0
requires factions { southern_european, }
free_upkeep bonus 3
}
material stone
construction 15
cost 1500
settlement_min village
upgrades
{
}
}
durin_hall_mockery requires factions { gundabad, } and event_counter
gundabad_win 1
{
capability
{
law_bonus bonus 3 requires factions { gundabad, }
population_growth_bonus bonus 2 requires factions
{ gundabad, }
armour 4 requires factions { gundabad, }
building hinterland_tharbad_bridge
{
levels ruined_bridge rebuilt_bridge
{
ruined_bridge requires factions { slave, } and hidden_resource hr_none
{
capability
{
happiness_bonus bonus -5 requires factions { all, }
}
material wooden
construction 4
cost 1000
settlement_min village
upgrades
{
rebuilt_bridge
}
}
rebuilt_bridge requires factions { slave, turks, denmark, sicily,
normans, russia, } and hidden_resource Cardolan and hidden_resource ResH and
event_counter bree_allied 1
{
capability
{
recruit_pool "Tirith Aear Wardens" 1 0.04 1 0 requires
factions { denmark, } and region_religion islam 75 and event_counter
amroths_take_over 1
recruit_pool "Tirith Aear Knights" 1 0.04 1 0 requires
factions { denmark, } and region_religion islam 75 and event_counter
amroths_take_over 1
trade_base_income_bonus bonus 4
income_bonus bonus 610
happiness_bonus bonus 5 requires factions { all, }
recruit_pool "Tharbad Royal Guard" 1 0.048 1 0
requires factions { turks, denmark, sicily, } and region_religion islam 25
recruit_pool "Tharbad Royal Guard" 1 0.048 1 0
requires factions { normans, }
recruit_pool "Naru n'Aru Royal Knights" 1 0.04 1 0
requires factions { russia, } and region_religion kings 75
recruit_pool "Naru n'Aru Royal Guard" 1 0.04 1 0
requires factions { russia, } and region_religion kings 75
}
material wooden
construction 10
cost 15000
settlement_min town
upgrades
{
}
}
}
plugins
{
}
}
;############################################################
;####################### ENEDWAITH #######################
;############################################################
building clan_hall
{
levels clan_hall great_clan_hall
{
clan_hall city requires factions { teutonic_order, } and
hidden_resource Enedwaith and hidden_resource ResE
{
capability
{
recruit_pool "Moot Keepers" 1 0.032 1 0 requires
factions { teutonic_order, } and region_religion wildmen 50
recruit_pool "Guardians of Enedwaith" 1 0.02 1 0
requires factions { teutonic_order, } and event_counter is_the_ai 1
law_bonus bonus 1 requires factions { teutonic_order, }
happiness_bonus bonus 1 requires factions { teutonic_order,
}
religion_level bonus 1 requires factions
{ teutonic_order, }
agent_limit diplomat 2
agent diplomat 0
}
material wooden
construction 5
cost 4000
settlement_min large_town
upgrades
{
great_clan_hall
}
}
great_clan_hall city requires factions { teutonic_order, } and
hidden_resource Enedwaith and hidden_resource ResE and event_counter
enedwaith_is_united 1
{
capability
{
recruit_pool "Moot Keepers" 1 0.068 1 0 requires
factions { teutonic_order, } and region_religion wildmen 25
recruit_pool "Guardians of Enedwaith" 1 0.032 1 0
requires factions { teutonic_order, } and region_religion wildmen 50
law_bonus bonus 2 requires factions { teutonic_order, }
happiness_bonus bonus 2 requires factions { teutonic_order,
}
religion_level bonus 1 requires factions
{ teutonic_order, }
weapon_melee_blade 2 requires factions { teutonic_order, }
weapon_missile_mechanical bonus 1 requires factions
{ teutonic_order, }
recruits_morale_bonus bonus 2 requires factions
{ teutonic_order, }
agent_limit diplomat 2
agent diplomat 0
}
material wooden
construction 8
cost 6000
settlement_min large_town
upgrades
{
}
}
}
plugins
{
}
}
building enedwaith_union_hall
{
levels enedwaith_union_hall
{
enedwaith_union_hall requires factions { teutonic_order, aztecs, } and
hidden_resource enedwaith_united and event_counter enedwaith_is_united 1
{
capability
{
recruit_pool "Guardians of Dunland" 1 0.04 1 0
requires factions { aztecs, } and region_religion wildmen 70
recruit_pool "Guardians of Enedwaith" 1 0.04 1 0
requires factions { teutonic_order, } and region_religion wildmen 70
law_bonus bonus 1 requires factions { teutonic_order,
aztecs, }
weapon_melee_blade 1 requires factions { teutonic_order,
aztecs, }
weapon_missile_mechanical bonus 1 requires factions
{ teutonic_order, aztecs, }
}
material wooden
construction 7
cost 5500
settlement_min village
upgrades
{
}
}
}
plugins
{
}
}
building cardolan_administration
{
levels cardolan_administration
{
cardolan_administration requires factions { turks, } and
hidden_resource Cardolan
{
capability
{
law_bonus bonus 2 requires factions { turks, }
population_growth_bonus bonus 1 requires factions
{ turks, }
income_bonus bonus 50
}
material wooden
construction 5
cost 3000
settlement_min village
upgrades
{
}
}
}
plugins
{
}
}
building arthedain_administration
{
levels arthedain_administration
{
arthedain_administration requires factions { turks, } and
hidden_resource Arthedain
{
capability
{
law_bonus bonus 2 requires factions { turks, }
population_growth_bonus bonus 1 requires factions
{ turks, }
income_bonus bonus 50
}
material wooden
construction 5
cost 3000
settlement_min village
upgrades
{
}
}
}
plugins
{
}
}
building isengard_barracks
{
convert_to c_isengard_barracks
levels isengard_barracks_lvl1 isengard_barracks_lvl2 isengard_barracks_lvl3
{
isengard_barracks_lvl1 city requires factions { france, } and
event_counter isengard_barracks_lvl1_ready 1
{
capability
{
recruit_pool "Uruk-hai Archers" 1 0.10 2 0 requires
factions { france, } and region_religion catholic 33
recruit_pool "Warg Marauders" 1 0.084 1 0 requires
factions { france, } and region_religion catholic 33
recruit_pool "Uruk-hai Raiders" 1 0.10 2 0 requires
factions { france, } and region_religion catholic 33
recruit_pool "Uruk Reavers" 1 0.10 2 0 requires
factions { france, } and region_religion catholic 33
law_bonus bonus 1 requires factions { france, }
income_bonus bonus 50 requires event_counter is_the_ai 1
}
material wooden
construction 5
cost 1900
settlement_min village
upgrades
{
isengard_barracks_lvl2
}
}
building c_isengard_barracks
{
convert_to isengard_barracks
levels c_isengard_barracks_lvl1 c_isengard_barracks_lvl2
c_isengard_barracks_lvl3
{
c_isengard_barracks_lvl1 castle requires factions { france, } and
event_counter isengard_barracks_lvl1_ready 1
{
capability
{
recruit_pool "Uruk-hai Raiders" 1 0.13 2 0 requires
factions { france, } and region_religion catholic 33
recruit_pool "Uruk Reavers" 1 0.13 2 0 requires
factions { france, } and region_religion catholic 33
recruit_pool "Warg Marauders" 1 0.114 1 0 requires
factions { france, } and region_religion catholic 33
recruit_pool "Uruk-hai Archers" 1 0.13 2 0 requires
factions { france, } and region_religion catholic 33
law_bonus bonus 1 requires factions { france, }
income_bonus bonus 50 requires event_counter is_the_ai 1
}
material wooden
construction 4
cost 1900
settlement_min village
upgrades
{
c_isengard_barracks_lvl2
}
}
;############################################################
;####################### PALANTIRI ########################
;############################################################
building hinterland_palantir
{
levels elostirion_palantir orthanc_palantir anor_palantir ithil_palantir
mirror_of_galadriel
{
elostirion_palantir requires factions { slave, } and hidden_resource
hr_none
{
capability
{
}
faction_capability
{
construction_cost_bonus_stone bonus 5 requires factions
{ southern_european, }
construction_cost_bonus_wooden bonus 5 requires factions
{ southern_european, }
taxable_income_bonus bonus 5 requires factions
{ southern_european, }
happiness_bonus bonus 2 requires factions { gondor, russia,
greek, }
trade_base_income_bonus bonus 1 requires factions { gondor,
russia, }
retrain_cost_bonus bonus 1 requires factions { gondor,
russia, }
}
material wooden
construction 1
cost 100000
settlement_min village
upgrades
{
orthanc_palantir
}
}
orthanc_palantir requires factions { slave, } and hidden_resource
hr_none
{
capability
{
}
faction_capability
{
construction_cost_bonus_stone bonus 5 requires factions
{ southern_european, }
construction_cost_bonus_wooden bonus 5 requires factions
{ southern_european, }
taxable_income_bonus bonus 5 requires factions
{ southern_european, }
happiness_bonus bonus 2 requires factions { gondor, russia,
greek, }
trade_base_income_bonus bonus 1 requires factions { gondor,
russia, }
retrain_cost_bonus bonus 1 requires factions { gondor,
russia, }
}
material wooden
construction 1
cost 100000
settlement_min village
upgrades
{
anor_palantir
}
}
anor_palantir requires factions { slave, } and hidden_resource hr_none
{
capability
{
}
faction_capability
{
construction_cost_bonus_stone bonus 5 requires factions
{ southern_european, }
construction_cost_bonus_wooden bonus 5 requires factions
{ southern_european, }
taxable_income_bonus bonus 5 requires factions
{ southern_european, }
happiness_bonus bonus 2 requires factions { gondor, russia,
greek, }
trade_base_income_bonus bonus 1 requires factions { gondor,
russia, }
retrain_cost_bonus bonus 1 requires factions { gondor,
russia, }
}
material wooden
construction 1
cost 100000
settlement_min village
upgrades
{
ithil_palantir
}
}
ithil_palantir requires factions { slave, } and hidden_resource
hr_none
{
capability
{
construction_cost_bonus_stone bonus 5 requires factions
{ southern_european, }
construction_cost_bonus_wooden bonus 5 requires factions
{ southern_european, }
taxable_income_bonus bonus 5 requires factions
{ southern_european, }
weapon_melee_blade 1 requires factions { gondor, greek,
eastern_european, mesoamerican, middle_eastern, northern_european, }
trade_base_income_bonus bonus 1 requires factions
{ middle_eastern, mesoamerican, northern_european, }
}
faction_capability
{
construction_cost_bonus_stone bonus 5 requires factions
{ southern_european, }
construction_cost_bonus_wooden bonus 5 requires factions
{ southern_european, }
taxable_income_bonus bonus 5 requires factions
{ southern_european, }
happiness_bonus bonus 2 requires factions { gondor, russia,
greek, }
trade_base_income_bonus bonus 1 requires factions { gondor,
russia, }
retrain_cost_bonus bonus 1 requires factions { gondor,
russia, }
}
material wooden
construction 1
cost 100000
settlement_min village
upgrades
{
mirror_of_galadriel
}
}
mirror_of_galadriel requires factions { slave, } and hidden_resource
hr_none
{
capability
{
}
material wooden
construction 1
cost 100000
settlement_min village
upgrades
{
}
}
}
plugins
{
}
}
building hinterland_green_book_02
{
levels green_book_Angle green_book_Imladris green_book_cardolan
green_book_Bree green_book_weather_hills green_book_barrow_downs
green_book_Minhiriath green_book_eryn_vorn green_book_Eregion
{
green_book_Angle requires factions { slave, } and hidden_resource
hr_none
{
capability
{
law_bonus bonus 20 requires event_counter is_the_ai 1
}
material wooden
construction 1
cost 100000
settlement_min village
upgrades
{
green_book_Imladris
}
}
green_book_Imladris requires factions { slave, } and hidden_resource
hr_none
{
capability
{
law_bonus bonus 20 requires event_counter is_the_ai 1
}
material wooden
construction 1
cost 100000
settlement_min village
upgrades
{
green_book_cardolan
}
}
green_book_cardolan requires factions { slave, } and hidden_resource
hr_none
{
capability
{
law_bonus bonus 20 requires event_counter is_the_ai 1
}
material wooden
construction 1
cost 100000
settlement_min village
upgrades
{
green_book_Bree
}
}
green_book_Bree requires factions { slave, } and hidden_resource
hr_none
{
capability
{
law_bonus bonus 20 requires event_counter is_the_ai 1
}
material wooden
construction 1
cost 100000
settlement_min village
upgrades
{
green_book_weather_hills
}
}
green_book_weather_hills requires factions { slave, } and
hidden_resource hr_none
{
capability
{
law_bonus bonus 20 requires event_counter is_the_ai 1
}
material wooden
construction 1
cost 100000
settlement_min village
upgrades
{
green_book_barrow_downs
}
}
green_book_barrow_downs requires factions { slave, } and
hidden_resource hr_none
{
capability
{
law_bonus bonus 20 requires event_counter is_the_ai 1
}
material wooden
construction 1
cost 100000
settlement_min village
upgrades
{
green_book_Minhiriath
}
}
green_book_Minhiriath requires factions { slave, } and hidden_resource
hr_none
{
capability
{
law_bonus bonus 20 requires event_counter is_the_ai 1
}
material wooden
construction 1
cost 100000
settlement_min village
upgrades
{
green_book_eryn_vorn
}
}
green_book_eryn_vorn requires factions { slave, } and hidden_resource
hr_none
{
capability
{
law_bonus bonus 20 requires event_counter is_the_ai 1
}
material wooden
construction 1
cost 100000
settlement_min village
upgrades
{
green_book_Eregion
}
}
green_book_Eregion requires factions { slave, } and hidden_resource
hr_none
{
capability
{
law_bonus bonus 20 requires event_counter is_the_ai 1
}
material wooden
construction 1
cost 100000
settlement_min village
upgrades
{
}
}
}
plugins
{
}
}
building hinterland_green_book_03
{
levels green_book_Dunland green_book_Enedwaith green_book_pukel_lands
green_book_grey_mountains green_book_Withered_Heath green_book_misty_mountains
green_book_Nan_Curunir green_book_Dale green_book_Erebor
{
green_book_Dunland requires factions { slave, } and hidden_resource
hr_none
{
capability
{
law_bonus bonus 20 requires event_counter is_the_ai 1
}
material wooden
construction 1
cost 100000
settlement_min village
upgrades
{
green_book_Enedwaith
}
}
green_book_Enedwaith requires factions { slave, } and hidden_resource
hr_none
{
capability
{
law_bonus bonus 20 requires event_counter is_the_ai 1
}
material wooden
construction 1
cost 100000
settlement_min village
upgrades
{
green_book_pukel_lands
}
}
green_book_pukel_lands requires factions { slave, } and hidden_resource
hr_none
{
capability
{
law_bonus bonus 20 requires event_counter is_the_ai 1
}
material wooden
construction 1
cost 100000
settlement_min village
upgrades
{
green_book_grey_mountains
}
}
green_book_grey_mountains requires factions { slave, } and
hidden_resource hr_none
{
capability
{
law_bonus bonus 20 requires event_counter is_the_ai 1
}
material wooden
construction 1
cost 100000
settlement_min village
upgrades
{
green_book_Withered_Heath
}
}
green_book_Withered_Heath requires factions { slave, } and
hidden_resource hr_none
{
capability
{
law_bonus bonus 20 requires event_counter is_the_ai 1
}
material wooden
construction 1
cost 100000
settlement_min village
upgrades
{
green_book_misty_mountains
}
}
green_book_misty_mountains requires factions { slave, } and
hidden_resource hr_none
{
capability
{
law_bonus bonus 20 requires event_counter is_the_ai 1
}
material wooden
construction 1
cost 100000
settlement_min village
upgrades
{
green_book_Nan_Curunir
}
}
green_book_Nan_Curunir requires factions { slave, } and
hidden_resource hr_none
{
capability
{
law_bonus bonus 20 requires event_counter is_the_ai 1
}
material wooden
construction 1
cost 100000
settlement_min village
upgrades
{
green_book_Dale
}
}
green_book_Dale requires factions { slave, } and hidden_resource
hr_none
{
capability
{
law_bonus bonus 20 requires event_counter is_the_ai 1
}
material wooden
construction 1
cost 100000
settlement_min village
upgrades
{
green_book_Erebor
}
}
green_book_Erebor requires factions { slave, } and hidden_resource
hr_none
{
capability
{
law_bonus bonus 20 requires event_counter is_the_ai 1
}
material wooden
construction 1
cost 100000
settlement_min village
upgrades
{
}
}
}
plugins
{
}
}
building hinterland_green_book_04
{
levels green_book_Esgaroth green_book_Iron_Hills green_book_Logathavuld
green_book_rhun green_book_Taur_Romen green_book_sea_rhun green_book_Dorwinion
green_book_Rhovanion green_book_brown_lands
{
green_book_Esgaroth requires factions { slave, } and hidden_resource
hr_none
{
capability
{
law_bonus bonus 20 requires event_counter is_the_ai 1
}
material wooden
construction 1
cost 100000
settlement_min village
upgrades
{
green_book_Iron_Hills
}
}
green_book_Iron_Hills requires factions { slave, } and hidden_resource
hr_none
{
capability
{
law_bonus bonus 20 requires event_counter is_the_ai 1
}
material wooden
construction 1
cost 100000
settlement_min village
upgrades
{
green_book_Logathavuld
}
}
green_book_Logathavuld requires factions { slave, } and hidden_resource
hr_none
{
capability
{
law_bonus bonus 20 requires event_counter is_the_ai 1
}
material wooden
construction 1
cost 100000
settlement_min village
upgrades
{
green_book_rhun
}
}
green_book_rhun requires factions { slave, } and hidden_resource
hr_none
{
capability
{
law_bonus bonus 20 requires event_counter is_the_ai 1
}
material wooden
construction 1
cost 100000
settlement_min village
upgrades
{
green_book_Taur_Romen
}
}
green_book_Taur_Romen requires factions { slave, } and hidden_resource
hr_none
{
capability
{
law_bonus bonus 20 requires event_counter is_the_ai 1
}
material wooden
construction 1
cost 100000
settlement_min village
upgrades
{
green_book_sea_rhun
}
}
green_book_sea_rhun requires factions { slave, } and hidden_resource
hr_none
{
capability
{
law_bonus bonus 20 requires event_counter is_the_ai 1
}
material wooden
construction 1
cost 100000
settlement_min village
upgrades
{
green_book_Dorwinion
}
}
green_book_Dorwinion requires factions { slave, } and hidden_resource
hr_none
{
capability
{
law_bonus bonus 20 requires event_counter is_the_ai 1
}
material wooden
construction 1
cost 100000
settlement_min village
upgrades
{
green_book_Rhovanion
}
}
green_book_Rhovanion requires factions { slave, } and hidden_resource
hr_none
{
capability
{
law_bonus bonus 20 requires event_counter is_the_ai 1
}
material wooden
construction 1
cost 100000
settlement_min village
upgrades
{
green_book_brown_lands
}
}
green_book_brown_lands requires factions { slave, } and
hidden_resource hr_none
{
capability
{
law_bonus bonus 20 requires event_counter is_the_ai 1
}
material wooden
construction 1
cost 100000
settlement_min village
upgrades
{
}
}
}
plugins
{
}
}
building hinterland_green_book_05
{
levels green_book_emyn_muil green_book_Mirkwood green_book_anduin_vale
green_book_gladden_fields green_book_Lothlorien green_book_rohan green_book_Wold
green_book_Mordor green_book_morgul_vale
{
green_book_emyn_muil requires factions { slave, } and hidden_resource
hr_none
{
capability
{
law_bonus bonus 20 requires event_counter is_the_ai 1
}
material wooden
construction 1
cost 100000
settlement_min village
upgrades
{
green_book_Mirkwood
}
}
green_book_Mirkwood requires factions { slave, } and hidden_resource
hr_none
{
capability
{
law_bonus bonus 20 requires event_counter is_the_ai 1
}
material wooden
construction 1
cost 100000
settlement_min village
upgrades
{
green_book_anduin_vale
}
}
green_book_anduin_vale requires factions { slave, } and hidden_resource
hr_none
{
capability
{
law_bonus bonus 20 requires event_counter is_the_ai 1
}
material wooden
construction 1
cost 100000
settlement_min village
upgrades
{
green_book_gladden_fields
}
}
green_book_gladden_fields requires factions { slave, } and
hidden_resource hr_none
{
capability
{
law_bonus bonus 20 requires event_counter is_the_ai 1
}
material wooden
construction 1
cost 100000
settlement_min village
upgrades
{
green_book_Lothlorien
}
}
green_book_Lothlorien requires factions { slave, } and hidden_resource
hr_none
{
capability
{
law_bonus bonus 20 requires event_counter is_the_ai 1
}
material wooden
construction 1
cost 100000
settlement_min village
upgrades
{
green_book_rohan
}
}
green_book_rohan requires factions { slave, } and hidden_resource
hr_none
{
capability
{
law_bonus bonus 20 requires event_counter is_the_ai 1
}
material wooden
construction 1
cost 100000
settlement_min village
upgrades
{
green_book_Wold
}
}
green_book_Wold requires factions { slave, } and hidden_resource
hr_none
{
capability
{
law_bonus bonus 20 requires event_counter is_the_ai 1
}
material wooden
construction 1
cost 100000
settlement_min village
upgrades
{
green_book_Mordor
}
}
green_book_Mordor requires factions { slave, } and hidden_resource
hr_none
{
capability
{
law_bonus bonus 20 requires event_counter is_the_ai 1
}
material wooden
construction 1
cost 100000
settlement_min village
upgrades
{
green_book_morgul_vale
}
}
green_book_morgul_vale requires factions { slave, } and
hidden_resource hr_none
{
capability
{
law_bonus bonus 20 requires event_counter is_the_ai 1
}
material wooden
construction 1
cost 100000
settlement_min village
upgrades
{
}
}
}
plugins
{
}
}
building hinterland_green_book_06
{
levels green_book_nurn green_book_Haradwaith green_book_Umbar
green_book_Khand green_book_osgiliath green_book_anorien green_book_anfalas
green_book_pinnath_gelin green_book_lossarnach
{
green_book_nurn requires factions { slave, } and hidden_resource
hr_none
{
capability
{
law_bonus bonus 20 requires event_counter is_the_ai 1
}
material wooden
construction 1
cost 100000
settlement_min village
upgrades
{
green_book_Haradwaith
}
}
green_book_Haradwaith requires factions { slave, } and hidden_resource
hr_none
{
capability
{
law_bonus bonus 20 requires event_counter is_the_ai 1
}
material wooden
construction 1
cost 100000
settlement_min village
upgrades
{
green_book_Umbar
}
}
green_book_Umbar requires factions { slave, } and hidden_resource hr_none
{
capability
{
law_bonus bonus 20 requires event_counter is_the_ai 1
}
material wooden
construction 1
cost 100000
settlement_min village
upgrades
{
green_book_Khand
}
}
green_book_Khand requires factions { slave, } and hidden_resource
hr_none
{
capability
{
law_bonus bonus 20 requires event_counter is_the_ai 1
}
material wooden
construction 1
cost 100000
settlement_min village
upgrades
{
green_book_osgiliath
}
}
green_book_osgiliath requires factions { slave, } and hidden_resource
hr_none
{
capability
{
law_bonus bonus 20 requires event_counter is_the_ai 1
}
material wooden
construction 1
cost 100000
settlement_min village
upgrades
{
green_book_anorien
}
}
green_book_anorien requires factions { slave, } and hidden_resource
hr_none
{
capability
{
law_bonus bonus 20 requires event_counter is_the_ai 1
}
material wooden
construction 1
cost 100000
settlement_min village
upgrades
{
green_book_anfalas
}
}
green_book_anfalas requires factions { slave, } and hidden_resource
hr_none
{
capability
{
law_bonus bonus 20 requires event_counter is_the_ai 1
}
material wooden
construction 1
cost 100000
settlement_min village
upgrades
{
green_book_pinnath_gelin
}
}
green_book_pinnath_gelin requires factions { slave, } and
hidden_resource hr_none
{
capability
{
law_bonus bonus 20 requires event_counter is_the_ai 1
}
material wooden
construction 1
cost 100000
settlement_min village
upgrades
{
green_book_lossarnach
}
}
green_book_lossarnach requires factions { slave, } and hidden_resource
hr_none
{
capability
{
law_bonus bonus 20 requires event_counter is_the_ai 1
}
material wooden
construction 1
cost 100000
settlement_min village
upgrades
{
}
}
}
plugins
{
}
}
building hinterland_green_book_07
{
levels green_book_belfalas green_book_lebennin green_book_lamedon
green_book_ethring green_book_Ithilien green_book_Harondor green_book_Morthond
green_book_Mirlond green_book_Dagorlad
{
green_book_belfalas requires factions { slave, } and hidden_resource
hr_none
{
capability
{
law_bonus bonus 20 requires event_counter is_the_ai 1
}
material wooden
construction 1
cost 100000
settlement_min village
upgrades
{
green_book_lebennin
}
}
green_book_lebennin requires factions { slave, } and hidden_resource
hr_none
{
capability
{
law_bonus bonus 20 requires event_counter is_the_ai 1
}
material wooden
construction 1
cost 100000
settlement_min village
upgrades
{
green_book_lamedon
}
}
green_book_lamedon requires factions { slave, } and hidden_resource hr_none
{
capability
{
law_bonus bonus 20 requires event_counter is_the_ai 1
}
material wooden
construction 1
cost 100000
settlement_min village
upgrades
{
green_book_ethring
}
}
green_book_ethring requires factions { slave, } and hidden_resource
hr_none
{
capability
{
law_bonus bonus 20 requires event_counter is_the_ai 1
}
material wooden
construction 1
cost 100000
settlement_min village
upgrades
{
green_book_Ithilien
}
}
green_book_Ithilien requires factions { slave, } and hidden_resource
hr_none
{
capability
{
law_bonus bonus 20 requires event_counter is_the_ai 1
}
material wooden
construction 1
cost 100000
settlement_min village
upgrades
{
green_book_Harondor
}
}
green_book_Harondor requires factions { slave, } and hidden_resource
hr_none
{
capability
{
law_bonus bonus 20 requires event_counter is_the_ai 1
}
material wooden
construction 1
cost 100000
settlement_min village
upgrades
{
green_book_Morthond
}
}
green_book_Morthond requires factions { slave, } and hidden_resource
hr_none
{
capability
{
law_bonus bonus 20 requires event_counter is_the_ai 1
}
material wooden
construction 1
cost 100000
settlement_min village
upgrades
{
green_book_Mirlond
}
}
green_book_Mirlond requires factions { slave, } and hidden_resource
hr_none
{
capability
{
law_bonus bonus 20 requires event_counter is_the_ai 1
}
material wooden
construction 1
cost 100000
settlement_min village
upgrades
{
green_book_Dagorlad
}
}
green_book_Dagorlad requires factions { slave, } and hidden_resource
hr_none
{
capability
{
law_bonus bonus 20 requires event_counter is_the_ai 1
}
material wooden
construction 1
cost 100000
settlement_min village
upgrades
{
}
}
}
plugins
{
}
}
building hinterland_green_book_08
{
levels green_book_Fangorn green_book_Tolfalas green_book_Andrast
green_book_cair_andros green_book_celebrant
{
green_book_Fangorn requires factions { slave, } and hidden_resource
hr_none
{
capability
{
law_bonus bonus 20 requires event_counter is_the_ai 1
}
material wooden
construction 1
cost 100000
settlement_min village
upgrades
{
green_book_Tolfalas
}
}
green_book_Tolfalas requires factions { slave, } and hidden_resource
hr_none
{
capability
{
law_bonus bonus 20 requires event_counter is_the_ai 1
}
material wooden
construction 1
cost 100000
settlement_min village
upgrades
{
green_book_Andrast
}
}
green_book_Andrast requires factions { slave, } and hidden_resource hr_none
{
capability
{
law_bonus bonus 20 requires event_counter is_the_ai 1
}
material wooden
construction 1
cost 100000
settlement_min village
upgrades
{
green_book_cair_andros
}
}
green_book_cair_andros requires factions { slave, } and
hidden_resource hr_none
{
capability
{
law_bonus bonus 20 requires event_counter is_the_ai 1
}
material wooden
construction 1
cost 100000
settlement_min village
upgrades
{
green_book_celebrant
}
}
green_book_celebrant requires factions { slave, } and hidden_resource
hr_none
{
capability
{
law_bonus bonus 20 requires event_counter is_the_ai 1
}
material wooden
construction 1
cost 100000
settlement_min village
upgrades
{
}
}
}
plugins
{
}
}
building hinterland_glittering_caves
{
levels glittering_caves_empty glittering_caves_completed
glittering_caves_upgraded glittering_caves_abandoned
{
glittering_caves_empty castle requires factions { }
{
capability
{
happiness_bonus bonus -3 requires factions { milan, } and
event_counter rohan_dwarves_turmoil 1
}
material stone
construction 1
cost 0
settlement_min village
upgrades
{
glittering_caves_completed
}
}
glittering_caves_completed castle requires factions { }
{
capability
{
free_upkeep bonus 2 requires factions { milan, }
recruit_pool "Guard of the Caves" 1 0.048 1 0 requires
factions { milan, }
construction_cost_bonus_stone bonus 10 requires factions
{ milan, }
construction_cost_bonus_wooden bonus 10 requires factions {
milan, }
taxable_income_bonus bonus 10 requires factions { milan, }
}
material stone
construction 1
cost 0
settlement_min village
upgrades
{
glittering_caves_upgraded
}
}
glittering_caves_upgraded castle requires factions { }
{
capability
{
construction_cost_bonus_stone bonus 10 requires factions
{ milan, norway, hungary, moors, }
construction_cost_bonus_wooden bonus 10 requires factions {
milan, norway, hungary, moors, }
taxable_income_bonus bonus 10 requires factions { milan,
norway, hungary, moors, }
free_upkeep bonus 2 requires factions { milan, norway,
hungary, moors, }
income_bonus bonus 100 requires factions { milan, norway,
hungary, moors, }
population_growth_bonus bonus 1 requires factions { milan,
norway, hungary, moors, }
recruit_pool "Guard of the Caves" 1 0.08 1 0 requires
factions { milan, }
recruit_pool "Dwarven Labourers" 1 0.096 1 0
requires factions { norway, hungary, moors, } and region_religion dwarven 20
trade_base_income_bonus bonus 1 requires factions
{ milan ,norway, hungary, moors, }
armour 4 requires factions { milan, }
gate_strength 5
}
faction_capability
{
taxable_income_bonus bonus 5 requires factions { milan, }
construction_cost_bonus_stone bonus 5 requires factions
{ milan, }
}
material stone
construction 1
cost 0
settlement_min village
upgrades
{
glittering_caves_abandoned
}
}
glittering_caves_abandoned castle requires factions { }
{
capability
{
happiness_bonus bonus -1 requires factions { milan, }
}
material stone
construction 1
cost 0
settlement_min village
upgrades
{
}
}
}
plugins
{
}
}
;;;; Unused Info Buildings (Green Book)
; green_book_Angmar - green_book_lamedon - green_book_Andrast -
;------------------------------------------------------------------------
;--- Building Lines (156 out 256) ---------------------------------------
;------------------------------------------------------------------------
; academic -- Cultural Buildings
; admiralty -- Admiralty
; amon_sul -- Amon Sûl
; art -- Art
; art_castle -- Art
; bank -- Banks
; barracks -- Barracks
; c_equestrian -- Stables
; c_missiles -- Ranges
; c_professional_military -- Military Academy
; caravan -- Caravans
; carrock -- The Carrock
; castle_academic -- Cultural Buildings
; castle_barracks -- Barracks
; castle_dunedain_barracks -- Encampment
; castle_dunedain_militia_barracks -- Militia Barracks
; castle_hall -- Castle Hall
; castle_meso_barracks -- Barracks
; castle_port -- Ports
; castle_siege -- Siege
; castle_tower -- Improved Towers
; castle_woodcutting_isengard -- Woodcutting
; city_hall -- Town Hall
; clan_hall -- Halls of Alcfud
; convert_to_castle -- Castle
; convert_to_city -- City
; core_building -- Walls
; core_castle_building -- Castle
; dorwinion_academy -- Dorwinion Academy
; dorwinion_market -- Wine Depositories
; dragon_inn -- The Green Dragon
; dunedain_barracks -- Encampment
; dunedain_camp -- Dúnedain Encampment
; dunedain_militia_barracks -- Militia Barracks
; elf_flora_buildings -- Plant Preservation
; elven_alliance_camp -- Silvan Gathering
; enedwaith_union_hall -- Union Guild
; equestrian -- Stables
; fiefdom_barracks -- Fiefdom Barracks
; fishery -- Fishery
; forest_camps -- Woodland Camps
; fort_barracks -- Fort-town Posts
; garrison_hall -- Garrison Quarters
; garrison_hall_castle -- Garrison Quarters
; girion -- Palace of Girion
; goblin_cavern -- Goblin Caverns
; gondor_academic -- Education
; gondor_castle_academic -- Education
; guild_assassins_muslim_guild -- Fighters Pit
; guild_avengers_guild -- Avengers Guild
; guild_greek_dance_guild -- Dance Guild
; guild_greek_history_guild -- History Guild
; guild_horse_breeders_guild -- Horse Breeders' Guild
; guild_merchants_guild -- Merchants' Guild
; guild_swordsmiths_guild -- Warrior's Guild
; guild_thiefs_guild -- Thieves' Guild
; guild_woodsmens_guild -- Archer's Guild
; guldur -- Castle of Dol Guldur
; hall_of_brotherhood -- Hall of the Brotherhooddd
; health -- Sanitation
; hinterland_barad -- Barad Dur
; hinterland_barrow_downs -- Barrow-downs
; breed -- Livestock Farming
; hinterland_castle_roads -- Roads
; hinterland_chamber -- Chamber of Mazarbul
; hinterland_downs -- Downs
; hinterland_ecthelion -- Tower of Ecthelion
; hinterland_elrond_house -- Elrond's House
; hinterland_farms -- Food Production
; hinterland_gate -- Black Gate
; hinterland_gilraen -- Gilraen's Memorial
; hinterland_great_gates -- Gates of Minas Tirith
; hinterland_great_walls -- Othram
; hinterland_gwaith_i_mirdain_guild -- Smith Guild
; hinterland_hall -- The Golden Hall
; hinterland_hornburg -- Hornburg
; hinterland_green_book_01 -- Atlas of Middle-earth
; hinterland_green_book_02 -- Atlas of Middle-earth
; hinterland_green_book_03 -- Atlas of Middle-earth
; hinterland_green_book_04 -- Atlas of Middle-earth
; hinterland_green_book_05 -- Atlas of Middle-earth
; hinterland_green_book_06 -- Atlas of Middle-earth
; hinterland_green_book_07 -- Atlas of Middle-earth
; hinterland_green_book_08 -- Atlas of Middle-earth
; hinterland_mines -- Mines
; hinterland_moon -- Tower of the Moon
; hinterland_orthanc -- Orthanc
; hinterland_palantir -- The Palantíri
; hinterland_rebuilt_bridge -- Royal Tharbad Bridge
; hinterland_restored_crypts -- Restored Crypts
; hinterland_roads -- Roads
; hinterland_ruined_bridge -- Ruined Tharbad Bridge
; hinterland_stair -- Bridge of Khazad Dum
; hinterland_teeth -- Towers of the Teeth
; hinterland_tharbad_bridge -- Tharbad Bridge
; hinterland_thorin -- Thorin's Hall
; hinterland_unique1 -- Unique Buildings
; hinterland_unique2 -- Unique Buildings
; hinterland_unique3 -- Unique Buildings
; hobbit -- Smials
; ice_tower -- Barad Heleg
; icon_art -- Construction Art
; inquisitions_headquarters -- Inquisition
; inquisitions_outpost -- Inquisition
; KD_Unity_Hall -- Hall of the Seven
; khan_tent -- Tent of the Khan
; khand_outpost_peace -- Khand Outposts
; khand_outpost_war -- Khand Outposts
; market -- Trade
; masons_lodge -- Master Builders
; meso_barracks -- Barracks
; missiles -- Ranges
; mithril_mines -- Mithril Mines
; mumakil -- Mûmakil Drill Square
; music -- Music
; numenorean_castle -- Black Númenóreans
; numenorean_tower -- Black Númenóreans
; orocarni_clan_hall -- Orocarni Clan Halls
; pillar_ruins -- Ruins of the Pillar
; pony -- The Prancing Pony
; port -- Ports
; professional_military -- Military Academy
; rhudaur_barracks -- Rhudaur Camp
; sea_trade -- Sea Trade
; serpent_palace -- Black Palace
; siege -- Siege
; smith -- Smiths
; taverns -- Entertainment
; temple_catholic -- Shrines of Melkor
; temple_catholic_castle -- Shrines of Melkor
; temple_muslim -- Pleasure
; temple_muslim_castle -- Pleasure
; temple_orthodox -- Gathering Halls
; temple_orthodox_castle -- Gathering Halls
; thrain -- Throne of Thráin
; thranduil_caverns -- Caverns of Mirkwood
; tirith_aear -- Tirith Aear
; tourney -- Tourney
; tower -- Improved Towers
; troll_cages -- Beast Cages
; umbar_control_camp -- Slave Outposts
; urban_equestrian -- Horse Racing
; vintner -- The Vintner Court
; winery -- Winery
; wulfs_hall -- Wulf's Hall