In TGC buildings will have a slightly diferent use in unit recruitment.
Barracks:
Barracks wont unlock/make available any kind of unit. The task of barracks will be the gathering and train (recruit) units. Higher the level of barracks in town means more recruitment slots available per turn.
Those could be between 1 to 5 in higher level barracks! Armouries:
The question that lead us in the armouries and their significance in recruitment was: How can you recruit a unit that uses chain mail when your town does not produse chain mail at all!
In TGC mod units start (tier 1) with a variety of armors , from totaly unarmored to "cataphract" style ones!
So each level of armoury will unlock that units that will start with the kind of armor that armoury produses. The same time units that can be upgraded will benefit from this new advandage. Not all units have armor upgrades though. Armor upgrades depend of each unit's social status, the kind of warfare it uses etc... Pallaces/imperial barracks:
Those buildings will be placed in each faction's capital ONLY and they will be available from the begining. All King's men will be recruited in those buildings from the start but in a very slow rate of recruitment and under heavy financial burden. Most of King's men units have no armor upgrades because theyare suposed to use the best equipment their ruler can provide to them. But in some cases they do have armor upgrades. In these cases players will have to build the proper armoury in the capital in order to have access to that upgrade. Other buildings: Stables:
Stables are like armouries. A cavalry unit needs horses. So in order to unlock cavalry units armouries wont be the only building that will required!
Stables are the other!
Most factions wont have to upgrade the stables to have access to better horsemen. Land estates:
Nobles were primary land owners. Those lands will be the proper building to have access to those men. Just like King'smen if such a unit will have an armor upgrade then the player must build the proper armoury in the city that recruited them to have it! Ports:
There will be two kind of ports in game.
The trade ports will produse much income but they will provide small coastal ships. Naval bases:
Not all factions will have strong fleets. But those who will they will have to build forified naval bases to have access in better ships if there will be such ships in their roster. Taverns or mercenary camps:
Urban based factions will have taverns. Steppe based factions will have camps.
In TGC mercenaries that will be available in every province under events or under AOR system will require a building that will gather them. Cities size:
The size of each settlement will be essensial to how many units that will be stationed there ,will have a free upkeep.
The bigest size suports more free upkeep units. Slave Markets:
These buildings will allow certain factions (Islamic mostly) to have an extensive slave unit roster. Siege workshop:
Siege machines/artilery will require a spesial building.
Last edited by AnthoniusII; June 21, 2014 at 07:18 AM.