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Cost:
70
+ 0
+
Gold income: 7
Crystal income: 0
Mood: 0
Karma: 0
Population growth: 0
Health recovery: 0
Tower health: 0
Tower damage: 0
Terrain:
Plains: no
Forests: no
Hills: yes
Swamps: no
Income +7. Iron income +2. Marble income +4. Mithril income +6. Can only be built on a hill.
Prerequisite building, that must be constructed in the capital: Diggers Guild.
Effects
Changes the chance of event #7 by +30%
Changes the chance of event #514 by +10%
Changes the chance of event #521 by +5%
Changes the chance of event #528 by +2%
|
Cost:
75
+ 0
Gold income: 7
Crystal income: 0
Mood: 0
Karma: 0
Population growth: 0
Health recovery: 0
Tower health: 0
Tower damage: 0
Terrain:
Plains: yes
Forests: no
Hills: no
Swamps: no
Income +7. Can only be built on a plain.
Prerequisite building, that must be constructed in the capital: Farmers Market.
Effects
Changes the chance of event #1048 by +50%
|
Cost:
100
+ 0
Gold income: 10
Crystal income: 0
Mood: 1
Karma: 0
Population growth: 0
Health recovery: 0
Tower health: 0
Tower damage: 0
Terrain:
Plains: yes
Forests: no
Hills: no
Swamps: no
Mill Upgrade. Income +10. Population mood +1. Increases the morale of province defenders by 2.
Effects
Changes the morale of the province guards by +2
Changes the chance of event #243 by +40%
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Cost:
50
+ 0
Gold income: 2
Crystal income: 0
Mood: 0
Karma: 0
Population growth: 0
Health recovery: 0
Tower health: 0
Tower damage: 0
Terrain:
Plains: yes
Forests: yes
Hills: yes
Swamps: yes
Income +2. Access to the stronghold's shops and treasury from this province.
Prerequisite building, that must be constructed in the capital: Armory.
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Cost:
70
+ 0
+
Gold income: 7
Crystal income: 0
Mood: 0
Karma: 0
Population growth: 0
Health recovery: 0
Tower health: 0
Tower damage: 0
Terrain:
Plains: yes
Forests: yes
Hills: yes
Swamps: yes
Storehouse Upgrade. Income +7. Access to the stronghold's shops and treasury from this province.
Effects
Changes the chance of event #14 by +20%
Changes the chance of event #708 by +50%
Changes the chance of event #745 by +40%
Changes the chance of event #759 by +20%
|
Cost:
20
+ 0
Gold income: 0
Crystal income: 0
Mood: 0
Karma: 0
Population growth: 2
Health recovery: 0
Tower health: 0
Tower damage: 0
Terrain:
Plains: yes
Forests: yes
Hills: yes
Swamps: yes
Increases population growth. Reduces the risk of famine in this province.
Prerequisite building, that must be constructed in the capital: Pottery.
Effects
Changes the chance of event #1 by -50%
|
Cost:
25
+ 0
Gold income: 3
Crystal income: 0
Mood: 0
Karma: 0
Population growth: 0
Health recovery: 0
Tower health: 0
Tower damage: 0
Terrain:
Plains: yes
Forests: yes
Hills: yes
Swamps: yes
Income +3. Improves population mood by 1 if there is a Theater built in the stronghold. Increases the morale of province defenders by 1.
Prerequisite building, that must be constructed in the capital: Inn.
Effects
Increases mood by +1 if the castle has a building Theater
Changes the morale of the province guards by +1
|
Cost:
50
+ 0
Gold income: 6
Crystal income: 0
Mood: 0
Karma: 0
Population growth: 0
Health recovery: 0
Tower health: 0
Tower damage: 0
Terrain:
Plains: yes
Forests: yes
Hills: yes
Swamps: yes
Pub Upgrade. Income +6. If there is a Theater or a Brewery in the stronghold, population mood increases by 1. Increases the morale of province defenders by 2.
Prerequisite building, that must be constructed in the capital: Merchant Court.
Effects
Increases mood by +1 if the castle has a building Theater
Increases mood by +1 if the castle has a building Brewery
Changes the morale of the province guards by +2
Changes the chance of event #666 by -25%
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Cost:
70
+ 0
Gold income: 12
Crystal income: 0
Mood: 0
Karma: 0
Population growth: 0
Health recovery: 0
Tower health: 0
Tower damage: 0
Terrain:
Plains: yes
Forests: yes
Hills: yes
Swamps: yes
Tavern Upgrade. Income +12. If there is a Theater or a Brewery in the stronghold, population mood increases by 1. If there is a Gambling House in the stronghold, income increases by 2. Increases the morale of province defenders by 4.
Effects
Increases mood by +1 if the castle has a building Theater
Increases mood by +1 if the castle has a building Brewery
Increases income by +2 if the castle has a building Gambling House
Changes the morale of the province guards by +4
Changes the chance of event #666 by -50%
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Cost:
40
+ 5
Gold income: 0
Crystal income: 0
Mood: 0
Karma: 0
Population growth: 0
Health recovery: 0
Tower health: 0
Tower damage: 0
Terrain:
Plains: yes
Forests: yes
Hills: yes
Swamps: yes
Access to the stronghold's library from this province.
Prerequisite building, that must be constructed in the capital: Sages Guild.
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Cost:
40
+ 5
+
Gold income: 0
Crystal income: 0
Mood: 0
Karma: 1
Population growth: 3
Health recovery: 10
Tower health: 0
Tower damage: 0
Terrain:
Plains: yes
Forests: yes
Hills: yes
Swamps: yes
Increases population growth. Speeds up restoration of unit hit points by 10%. Reduces the risk of an epidemic in this province.
Effects
Changes the chance of event #8 by -50%
Changes the chance of event #219 by -50%
|
Cost:
50
+ 15
+
Gold income: 0
Crystal income: 1
Mood: 2
Karma: 0
Population growth: 5
Health recovery: 10
Tower health: 0
Tower damage: 0
Terrain:
Plains: yes
Forests: yes
Hills: yes
Swamps: yes
Yields 1 gem per turn. Significantly increases population growth. Speeds up restoration of unit hit points by 10%. Population mood +2.
Effects
There is a building drawing (Level: 2, Rarity: 3)
|
Cost:
100
+ 30
+
Gold income: 0
Crystal income: 0
Mood: 0
Karma: 0
Population growth: 0
Health recovery: 0
Tower health: 0
Tower damage: 0
Terrain:
Plains: yes
Forests: yes
Hills: yes
Swamps: yes
Doubles gem income from this province.
Effects
There is a building drawing (Level: 3, Rarity: 3)
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Cost:
150
+ 30
+
Gold income: 5
Crystal income: 2
Mood: 5
Karma: 0
Population growth: 0
Health recovery: 0
Tower health: 0
Tower damage: 0
Terrain:
Plains: yes
Forests: yes
Hills: yes
Swamps: yes
Income +5. Yields 2 gems per turn. Population mood +5. Increases the morale of province defenders by 3.
Effects
There is a building drawing (Level: 3, Rarity: 3)
Changes the morale of the province guards by +3
|
Cost:
200
+ 30
+
Gold income: 3
Crystal income: 3
Mood: 3
Karma: 0
Population growth: 3
Health recovery: 15
Tower health: 0
Tower damage: 0
Terrain:
Plains: yes
Forests: yes
Hills: yes
Swamps: yes
Income +3. Yields 3 gems per turn. Increases population growth. Speeds up restoration of unit hit points by 15%. Population mood +3.
Effects
There is a building drawing (Level: 3, Rarity: 4)
|
Cost:
150
+ 0
+
Gold income: 15
Crystal income: 0
Mood: 0
Karma: 0
Population growth: 0
Health recovery: 0
Tower health: 0
Tower damage: 0
Terrain:
Plains: no
Forests: no
Hills: yes
Swamps: no
Income +15. Iron income +4. Marble income +8. Mithril income +12. Can only be built on a hill.
Effects
There is a building drawing (Level: 3, Rarity: 2)
Changes the chance of event #7 by +30%
Changes the chance of event #514 by +20%
Changes the chance of event #521 by +10%
Changes the chance of event #528 by +5%
|
Cost:
40
+ 10
+
Gold income: 0
Crystal income: 3
Mood: 0
Karma: 0
Population growth: 0
Health recovery: 10
Tower health: 0
Tower damage: 0
Terrain:
Plains: no
Forests: no
Hills: no
Swamps: yes
Yields 3 gems per turn. Speeds up restoration of unit hit points by 10%. Can only be built in a swamp.
Effects
There is a building drawing (Level: 2, Rarity: 3)
|
Cost:
70
+ 0
Gold income: 8
Crystal income: 0
Mood: 0
Karma: 0
Population growth: 0
Health recovery: 0
Tower health: 0
Tower damage: 0
Terrain:
Plains: no
Forests: no
Hills: no
Swamps: yes
Income +8. Can only be built in a swamp. Reduces gem income by a third.
Prerequisite building, that must be constructed in the capital: Herbalists Guild.
|
Cost:
100
+ 0
+
Gold income: 12
Crystal income: 0
Mood: 0
Karma: 0
Population growth: 0
Health recovery: 0
Race: Dwarves
Tower health: 0
Tower damage: 0
Terrain:
Plains: no
Forests: no
Hills: yes
Swamps: no
Mine Upgrade. Income +12. Iron income +6. Marble income +8. Mithril income +10. Can only be built on a hill.
Effects
Changes the chance of event #7 by +40%
Changes the chance of event #514 by +20%
Changes the chance of event #521 by +10%
Changes the chance of event #528 by +5%
Changes the chance of event #261 by +50%
|
Cost:
100
+ 0
Gold income: 15
Crystal income: 0
Mood: 0
Karma: 0
Population growth: 0
Health recovery: 0
Race: Halflings
Tower health: 0
Tower damage: 0
Terrain:
Plains: yes
Forests: no
Hills: no
Swamps: no
Mill Upgrade. Income +15. Reduces the risk of famine in this province.
Prerequisite building, that must be constructed in the capital: Halfling's Suburb.
Effects
Changes the chance of event #1 by -35%
Changes the chance of event #14 by +20%
Changes the chance of event #1048 by +35%
|
Cost:
190
+ 15
+
Gold income: 0
Crystal income: 2
Mood: 1
Karma: 0
Population growth: 3
Health recovery: 10
Race: Elves
Tower health: 0
Tower damage: 0
Terrain:
Plains: no
Forests: yes
Hills: no
Swamps: no
Yields 2 gems per turn. Population mood +1. Increases population growth. If there is a Crystal Garden in the stronghold, population mood increases by 1. Increases the morale of province defenders by 4.
Prerequisite building, that must be constructed in the capital: Elven Quarter.
Effects
Increases mood by +1 if the castle has a building Crystal Garden
Changes the morale of the province guards by +4
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