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  1. #1
    jản's Avatar █ kept in suspense █
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    Icon3 TATW Strategy Guide (Economy, Building, Military, Defence, Expansion, Traits)

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    'THIRD AGE - TOTAL WAR'
    -- a general Strategy Guide for the tactical Campaign Map --
    ---- for TATW and all other M2TW games too of course ----

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    Introduction You always wanted to beat the game on VH/VH but you've been kicked ass
    after turn 20. Or have you beaten the game on VH/VH and want to share
    some of your strategies. Than you are totally right here!

    This thread is for everybody who wants to improve the efficiency of his faction
    during the tactical phase of the game. it is concerning important topics
    like building a stable economy and army, organizing your recruitment and defense
    and plan and execute a safe expansion of your kingdom.
    the basis for the strategies and tactics are:

    • a total clean vanilla game version (without any additional submods, strat changes ...)
    • gameplay on VH/VH and with no unnecessary military rush tactics
    • no cheating (at all - that means no toggle_fow, character_reset ...)
    • only global/general strategies and tactics (not for each single faction)
    • don't link to any sub-mods or strat fixes, that will make changes in the game

    >> this is for everybody that wants to play the game like the TATW dev's released it

    everybody is invited to post collected strategy tipps here, that can be added in this
    first post in the fitting section below. but please don't just post one tiny tipp. just
    collect them and post them together - or at least update your post.

    ███ i hope we will gather a proper strategy guide that can help everybody in a way! ███

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    Directory
    > ECONOMY / TRADE / MONEY / DIPLOMACY

    > BUILDING


    > MILITARY


    > DEFENCE


    > EXPANSION


    > TRAITS / RETINUES

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    Secrets of TATW For Secrets and Special Options that TATW (and M2TW + mods) have to offer go here:

    >>> twcenter.net/forums/showthread.php?p=6635098 <<<


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    ~~~~~~~~~~~~~

    ECONOMY / TRADE / MONEY / DIPLOMACY
    ~~~~~~~~~~~~~

    • conclude trade rights to other factions
    • alliances with all good factions if you are playing the "good" should be considered and vice versa
      Click to view content: 

      to get alliances you should think of some different facts:

      > the reputation and other stats of your faction leader effecting the negotiations
      > the diplomacy rank of your diplomat
      > the relation to the faction
      > than your faction_standings (from the descr_strat.txt) effect the chance of successful negotiations

      Ways to try to get alliances:


      > the easiest way is to trade a (or in some cases two) settlement(s) against an alliance
      (no matter what settlement - could be even far far away)
      (but the longer the campaign is running already, the settlement has to be a bigger one - no village )
      (by the way - it is no bad idea to conquer back settlement and give them to its original owner)

      > than money is a good argument - again it depends how far you are in your campaign.
      but for me it always worked with about 20.000+ mixed with map-informations or other stuff you have to offer

      > i don't know if this is true but offering to attack an enemy faction does never help your
      negotiations - on the contrary - it seems to have bad effect on your reputation the same way as
      rejected negotiations (opportunism seems to be a bad thing in middle earth - it is something that humans do and humans are really bad )


      Diplomacy Tipps (thanks to Withwnar)
    • don't walk through anyone's land unless you have Military Access
    • fight the enemies of those you wish to impress
    • improving relations with a faction will/can? also improve those with their allies
    • executing prisoners lowers your global standing, releasing them raises it (I think)
    • offer them gifts - Map Info costs you nothing
    • Tributes - 1000 per turn for 10 turns can work well, if you're really trying to get on someone's good side, if you can afford it

      Generally, your relationship with any faction drops over time. It's a matter of making sure that you don't
      do anything to make it drop faster and occasionally doing things to bump it up. Gifting money and regions
      work wonders but it will steadily drop back down if you do nothing further.

      One thing I found that's good to know: if you're trying to swap a region for, say, an Alliance, and they won't
      buy it then give them the region as a gift. Then propose an Alliance (in the same session). They're so pleased
      with you for giving them that region that they'll be more than happy to agree (hopefully). Of course, if they then
      refuse then you've 'wasted' that region.

      Management
    • keep the corruption low and the population raise high by building cultural buildings and keeping a low distance to your capital
      (maybe change your capitol to the actual center of your whole kingdom)
    • get rid of useless garrisons
    • raise taxes - ''set all towns to highest tax level (but the tax symbol should not be red) unless you
      want to encourage growth of the the settlement.'' (thanks to Tharros)

    • ''selling map information is also a good way to get some money in early game.'' (thanks to Kaas)
    • (getting money by doing a good and fair diplomacy in a whole is a way to get money. but be aware
      of extort the other faction, because that could lower their relation to you and your global reputation as well.)


    • always try to put a general (with the right traits) in your settlements because
      mostly he increases the trade income or at least the public order and happiness
    • to keep the trade cash flow make sure your trading partners are have enough economic wealth for that
      > always support your allies but help them with defending their lands against enemy invasion and
      maybe conquer back settlements from the enemy which you can give them as a gift afterwards
      (for big cities that will give them an economic boost in some cases)


    • conquer enemy or rebel settlements to sack them AND sell buildings that you don't need
      (you earn money for pulling down buildings)
    • >>> if you don't really need that settlement you can sell all sell-able buildings and than exchange
      for money, alliances, ceasefires, map-informations, military access and so on


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    ~~~~~~~~~~~~~

    BUILDING
    ~~~~~~~~~~~~~

    Buildings that should be build and why:

    • roads // (increases trade amount AND military and trading-ways traveling range)
    • ''build roads everywhere first. You are going to be moving a lot of armies so they are extremely important and not very expensive.'' (thanks to Tharros)
    • farms // (no great direct financial effect - but more immigration is a result - that means more tax income)
    • mines // (where possible)
    • ports/harbors // (when faction and settlement supports that)
    • markets // (only slight income-increase but population growth the results higher tax income)
    • settlement upgrades // (increasing population and tax income)
      (''Hovering your mouse over the population number in the building scroll will show how much
      population has to increase before you can upgrade.'' - thanks to MadTiest)
    • ''use the settlement details scroll to see the effects of buildings (grey/transparent icons)'' (thanks to MadTiest)


    Buildings that maybe don't need to be build and why:


    • Markets/Ports/Harbors // (some of them only increase the income very slightly of about 30 to 100 a round) but:
      Click to view content: 
      You should build at least a market and a port in every settlement, because trade goes two ways. you can't just look at the initial income of the settlement that you are building trade in. You also have to consider the income boost from trade later on in your other settlements because of your investment in trade in that particular settlement. you should check the 'settlement info tab' for that. (thanks to Mystific)
    • Blacksmiths // (upgrades available only for very few units)
    • Tower Upgrades // only build them where they are needed (borders, capitals ...)
    • Guilds // depends on your goals/strategy - because they cost 1000+
    • Inns/Taverns and brothels because they can cause bad traits for governors that administrate the settlement



    Culture growth instructions:

    the following things help to increase the culture that is needed for unit recruitment:

    > culture raising buildings (town hall, town watch, theaters, brothels, inns, school, university or eqiuvalents)
    > borders to own countries
    > developed street between settlement
    > developed sea trading routes
    > markets
    > harbors/ports and merchants wharf
    > available settlement upgrades (wall-upgrade) must be build

    > a general/family member in the settlement
    > low corruption
    > low taxes
    > high population growth
    > over 100% public order & happiness
    > good health
    > available education buildings
    > some troops (minimum full free upkeep-unit-slot)
    > no enemy troops in this settlement or ship at your port
    > no enemy spies in your settlement (put own spies in that city) or around it

    List of Culture Requirements to recruit units:
    Click to view content: 
    Dale

    * 10 Dale Militia
    * 15 Ballista
    * 15 Free Archers
    * 15 Northmen Cavalry
    * 20 Dale Spearmen
    * 25 Catapult
    * 30 Beorings
    * 30 Dale Archers
    * 30 Dale Axemen
    * 30 Dale Swordsmen
    * 30 Knights of Rhovanion
    * 40 Nobles of Rhovanion
    * 50 Esgaroth Warriors
    * 50 Knights of Dale
    * 60 Dale Man at Arms
    * 60 Noble Swordsmen

    Dwarves

    * 10 Dwarven Miners
    * 15 Axethrowers
    * 15 Ballista
    * 20 Dwarven Warriors
    * 25 Catapult
    * 30 Dwarven Axemen
    * 30 Dwarven Halberdmen
    * 30 Iron Crossbowmen
    * 40 Vault Wardens
    * 60 Iron Guard

    Eriador

    * 10 Lumber Men
    * 15 Bree-Land Riders
    * 15 Ballista
    * 15 Eriador Hunters
    * 20 Suburb Militia
    * 20 Town Militia
    * 25 Catapult
    * 30 Bandits
    * 30 Eriador Scouts
    * 30 Ranger Sentries
    * 40 Greenway Guardsmen

    Gondor

    * 10 Gondor Militia
    * 15 Gondor Cavalry Militia
    * 15 Ballista
    * 15 Archer Militia
    * 25 Catapult
    * 40 Gondor Archers
    * 40 Gondor Cavalry
    * 40 Gondor Infantry
    * 40 Gondor Spearmen
    * 40 Trebuchet
    * 50 Citadel Guard

    Harad

    * 10 Haradrim Spearmen
    * 15 Haradrim Archers
    * 15 Ballista
    * 15 Southron Lancers
    * 25 Catapult
    * 30 Muhad Tribesmen
    * 30 Haradrim Raiders
    * 30 Southron Archers
    * 30 Southron Warband
    * 40 Hasharii
    * 40 Southron Pikemen
    * 60 Dismounted Serpent Guard
    * 60 Serpent Guard

    High Elves

    * 10 Elven Infantry
    * 15 Light Elven Archers
    * 15 Ballista
    * 25 Catapult
    * 30 Elven Archers
    * 40 Eldar Lancers
    * 50 Eldar Spearmen
    * 50 Eldar Swordsmen
    * 60 Eldar Archers
    * 60 Warriors of Mithlond

    Isengard

    * 10 Snaga Skirmishers
    * 15 Ballista
    * 15 Snaga Archers
    * 25 Catapult
    * 25 Uruk-Hai Raiders
    * 30 Uruk-Hai Archers
    * 30 Warg Riders
    * 40 Uruk-Hai Infantry
    * 40 Uruk-Hai Pikemen
    * 50 Uruk-Hai Crossbow
    * 60 Berserkers

    Mordor

    * 10 Orc Band
    * 15 Ballista
    * 15 Scouts
    * 20 Orc Raiders
    * 25 Troll Catapult
    * 30 Orc Maulers
    * 30 Morannon Guard
    * 30 Orc Archers
    * 40 Uruk Halberds
    * 40 Mountain Trolls
    * 50 Olog-Hai
    * 50 Uruk Archers
    * 60 Uruks

    Orcs of the Misty Mountains

    * 10 Snaga Skirmishers
    * 15 Ballista
    * 15 Snaga Archers
    * 20 Goblin Infantry
    * 25 Catapult
    * 30 Goblin Archers
    * 30 Heavy Goblin Halberd
    * 40 Cave Trolls
    * 40 Heavy Goblin Infantry
    * 50 Heavy Goblin Archers

    Rhun

    * 10 Balchoth Tribesmen
    * 15 Clan Hunters
    * 15 Ballista
    * 15 Variag Raiders
    * 20 Clansmen
    * 25 Catapult
    * 30 Dismounted Variags
    * 30 Horse Guard
    * 30 Clan Crossbowmen
    * 30 Clan Warriors
    * 40 Clan Guard
    * 50 Lôke-Nar Rim
    * 50 Lôke-Gamp Rim
    * 60 Lôke-Innas Rim
    * 60 Lôke-Flag Rim

    Rohan

    * 10 Eorling Militia
    * 15 Eorling Archers
    * 15 Ballista
    * 15 Scouts
    * 20 Eorling Axemen
    * 25 Catapult
    * 30 Eorling Swordsmen
    * 30 Éored Horsearchers
    * 30 Rohan Riders
    * 30 Rohan Spearmen
    * 40 Dismounted Éored Lancers
    * 50 Éored Heavy Lancers
    * 60 Dismounted Royal Guard
    * 60 Éored Heavy Lancers

    Silvan Elves

    * 10 Silvan Spearmen
    * 15 Light Elven Archers
    * 15 Ballista
    * 20 Forest Wardens
    * 25 Catapult
    * 30 Sentinels of the Woodland Realms
    * 30 Silvan Horsearchers
    * 50 Silvan Heavy Spearmen
    * 50 Silvan Heavy Swordsmen
    * 60 Silvan Heavy Archers

    (thanks to axnsan and Withwnar)

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    ~~~~~~~~~~~~~
    MILITARY
    ~~~~~~~~~~~~~

    • always plan your battles if it is possible - use spies and watchtowers to observe incoming enemies and
      setup a special army for them (dont just build the best cavalry to face a whole stack of pikes - even simple
      spear militia can do a great job on very expensive late cavalry)
    • ''don't try to built the most advanced barracks everywhere, just in a few military centers near the frontlines'' (thanks to MadTiest)

    • built recruitment buildings only where you need them (on stategic important points or near a enemy border)
    • ''if you need your army in another location it might be cheaper to disband the army and built a new one
      where you need it (if it takes 7-8 turns to move)'' (thanks to MadTiest)
      (use Mercenaries too if possible instead of traveling far distances)



    • use your faction leader and his successor in battles to make use of their special traits
      (that increases the chance of winning, prevent own units from early withdraw, causes experience points
      and a good reputation when winning a battle)


    • sometimes ransom is a way to get good money but causes related traits to the concerning general and
      your faction leader
    • withdraw can save important troops
    • ''When you are starting a campaign of military conquest, keep in mind that you'll lose units in the battles
      and that you might have to leave some units in the conquered settlements to defend it or keep the public
      order and happiness up.'' (thanks to MadTiest)

    • use spy's to open gates (the more spies in an enemy settlement the higher the chance that tey open the gates during an attack)


    • try to starve out an enemy settlement during a siege - because it lowers the amount of soldiers in a unit
      or maybe they just surrender without fighting after a few turns (8 on citadells and so on) (thanks to Archaon)
      > you even can leave the siege and siege the settlement again right after to starve them out for another few turns



    • conflate your single units to make space for new units in your garrison (drag&drop or just press <M>)
    • use the land-surface as an advantage for your troops in battle -- some units have advantages in forests,
      archers are good at shooting from a higher position
    • use spies and assassins to eliminate enemy generals during a invasion (called by Sauron on one of your cities)
      to to make the units rebel and disappear without even fight against them


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    ~~~~~~~~~~~~~
    DEFENCE
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    • ''always use the free upkeep allowed in your settlements'' - maybe disband useless units in regions
      that are not in danger (thanks to MadTiest)
      (Walls, Wall Upgrades, Settlement Upgrades and Tourney Fields increases the free upkeep value!)


    • build a lot of watchtowers when possible - especially near your borders to foreign regions and in
      "foggy" areas (to see the enemy moves - maybe in your direction)


    • put a good mixtures of especially missile infantry, pikemen and sword/axe infantry with shields in
      your settlements to defend them (maybe some cavalry to attack them outside of the walls, but
      don't leave your settlement through the front gate!!!)


    • try to put a general in a settlement before a siege (they keep the troop morale up and some of
      them have special defense traits / retinues)


    • kill rebels in your regions because they decrease public order and happiness

    ( > during a siege battle always make sure your towers are shooting )
    ( (even if there are no flags on the top of them, you can ensure shooting towers: )
    ( a stopped unit on a wall activates the direct tower to the left AND the right of them )


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    ~~~~~~~~~~~~~
    EXPANSION
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    • take only rebel settlements at the beginning


    • be sure to have military access to allied territory which you are crossing because your relations will suffer
      dramatically otherwise (read at top of this thread how to get alliances, which are required for military access)


    • prevent war with neutral/friendly factions as long as possible
      (or even cease fire to factions you are in war with to not provoke strike backs)


    • try to expand in save directions (to allies, coasts, mountains, water, rivers, map-borders)


    • sacking settlements can get you good money but will decreases tax income in further turns and
      lower the generals/faction leaders stats when doing it every time


    • use spies to first explore rebel and enemy territory before you go to conquer them (to plan your army setup and to avoid to meet an enemy accidentally)
    • and put spies in enemy settlements to decrease public order and happiness


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    ~~~~~~~~~~~~~
    TRAITS / RETINUES
    ~~~~~~~~~~~~~

    • you should watch your generals traits and retinues and place them right in your settlements
    • traits for tax and trade-increase and for reduced building costs should be places right inside settlements
    • traits that decrease tax and trade income should be put outside settlements
    • different actions result different traits and retinues

    Click to view content: 
    o VnVs that increase tax income should be placed in high population settlements
    o ones that raise trade income should be placed in settlements that have many resources
    o ones that raise law should be moved to new conquered settlements
    o ones that raise hapiness should be placed in the middle of your kingdom to enable low garrisons. (thanks to Archaon)

    some of the retinues are transferable!! (drag&drop)
    (go here for a short description for that)


    • Traits/Retinues short guide:

    Click to view content: 
    The mechanics of acquiring traits hasn't really changed from vanilla for a lot of them:

    for the old traits that are included; most of them have a simple way to acquire them; if you don't mind
    the micromanaging:

    > Finishing a construction of mines/farms/markets on a turn where the settlement where the construction
    will complete is run on very high taxes gives a good chance to give 'understands mining'/'understands mining'/
    'good taxeman' respectively to the city's governor.

    > Repeating this for the next tier of buildings scores a good chance to get the 'expert at' series of traits.

    > Basically you should have your youngest generals run around the map for a few turns, trying to plan the
    completion of these type of buildings so that when they arrive in the settlement; you can put taxes to very
    high and the building completes the next turn. Before you know it you will have the best administrators in
    whole of middle earth to sit on the throne of your main cities.

    > After the 'expert' series of traits you can't really develop them further in this way; so it is better to
    delay the construction of further markets/farms/mines for 50 years or so and then do another tour with
    your youngest generals ; so that when your first generation dies you can replace them with a second
    wave of up and coming yups.

    > After two generations it gets harder to repeat the cycle because you will have all stuff built/ stuff is too
    expensive to justify the investment.

    You can still exterminate cities with your warlord of terror now and then though; and then send a respected young whippersnapper in to pick up some traits in the first few years and restore the city's population before sending them back to a more important settlement. (thanks to Hollow Bow)


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    Last edited by King Kong; December 28, 2011 at 08:31 AM. Reason: UPDATE (1.4.1)

  2. #2
    Citizen
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    Default Re: -- TATW Strategy Guide for the tactical Campaign Map --

    Wait, how can I drag retinues? And what effect does that have?

  3. #3
    jản's Avatar █ kept in suspense █
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    Default Re: -- TATW Strategy Guide for the tactical Campaign Map --

    //
    Wait, how can I drag retinues? And what effect does that have?
    that are mostly objects or persons.

    go to the royal military acedemy's retinue page to view
    all retinues of all factions. there is a category "Transferable".

    if a general of yours have a transferable retinue than put him
    in one garrison or settlement together with another general
    and simply drag&drop that retinue.

    //
    Last edited by jản; May 06, 2009 at 10:43 AM.

  4. #4
    MadTiest's Avatar Miles
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    Default Re: -- TATW Strategy Guide for the tactical Campaign Map --

    I'm mentioned

    Good idea, some people seem to buy M2TW just for TATW so I'm sure a lot of people will find this useful.

    A few other things I already mentioned but might as well repeat here:
    -Ballistas can be very useful for defenece. When enemy units are on the wall, try to pin them down with your infantry and fire ballista bolts into the crowd.
    -Use the settlement details scroll to see the effects of buildings (grey/transparant icons)
    -Flank the enemy, every TW player knows about flanking but completely new players might not: Once enemy units are engaged in combat with your units, attack them with different units (preferably cavalry) from the sides or rear. This will often result in the enemies routing. Leave room for these units to escape, otherwise they might fight to the death.
    -Hovering your mouse over the population number in the building scroll will show how much population has to increase before you can upgrade.
    -When you are starting a campaign of military conquest, keep in mind that you'll lose units in the battles, and might have to leave some units in the conquered settlements. So you might want to bring at least a full stack, otherwise your conquests will be halted by the need to bring in reinforcements. You can also sent spies ahead to see what culture the settlement you're going to conquer has so you'll know whether or not you'll be albe to replenish your army at the settlement.


    EDIT
    these facts are updated in the first post of this threat.
    but please respect that this threat is only for strategies
    on the tactical campaign map - not for battle tactics.

    jan
    Last edited by jản; May 06, 2009 at 10:42 AM.

  5. #5
    Kaas's Avatar Civis
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    Default Re: -- TATW Strategy Guide -- Economy / Building / Military / Defence / Expansion / Traits --

    selling map information is also a good way to get some money in early game.

    Quote Originally Posted by MadTiest View Post

    -Hovering your mouse over the population number in the building scroll will show how much population has to increase before you can upgrade.
    I believe this is also showed by hovering your mouse over the population increase in the building scroll


    EDIT

    these facts are updated in the first post of this threat.
    Last edited by jản; May 06, 2009 at 11:42 AM.

  6. #6

    Default Re: -- TATW Strategy Guide -- Economy / Building / Military / Defence / Expansion / Traits --

    @jan I know it's something really minor, but i think you've mixed two terms. Military tactics, the art of organizing an army, are the techniques for using weapons or military units in combination for engaging and defeating an enemy in battle. (wikipedia), that means the battle map (flanking etc.)

    Strategy would be the term you want to use in your first post, it would refer to the campaign map, to know what troops to recruit and where to recruit them, what buildings to build and how to spend your money. Strategy is different from tactics. In military terms, tactics is concerned with the conduct of an engagement while strategy is concerned with how different engagements are linked. In other words, how a battle is fought is a matter of tactics: whether it should be fought at all is a matter of strategy (wikipedia).

    Just saying this because you got me confused when you told Mad not to speak about the battle map, when this thread was supposed to be a tactic guide thread .
    Last edited by grumpygoat; May 06, 2009 at 12:29 PM.

  7. #7

    Default Re: -- TATW Strategy Guide -- Economy / Building / Military / Defence / Expansion / Traits --

    All this information seems to be entirely independent of Third Age. Only very few tips were relevant. Some things like the suggestion to make a trade monopoly don't really even apply to Third Age.

    I think you'll waste too much time reinventing the wheel by making a general strategy guide. There are tons of articles for MTW2 that you could just copy here. I'd focus on things specific to Third Age.

  8. #8

    Default Re: -- TATW Strategy Guide -- Economy / Building / Military / Defence / Expansion / Traits --

    Quote Originally Posted by Lap View Post
    All this information seems to be entirely independent of Third Age. Only very few tips were relevant. Some things like the suggestion to make a trade monopoly don't really even apply to Third Age.

    I think you'll waste too much time reinventing the wheel by making a general strategy guide. There are tons of articles for MTW2 that you could just copy here. I'd focus on things specific to Third Age.
    I half agree with you. I think ALL the information needs to be about Third Age but the game definitely needs a strategy guide.

    I have tried all the races and powers, at all levels and for some reason can't even build a full stack of troops. Not one. The money/manpower supply is laughable so much so that I've given up playing for the time being. The most troops I have ever been able to afford is 3/4 stack (Gondor) and that gets overwhelmed by Orcs. If I could manually play the battles it wouldn't be so bad but the mod is so bugged it just CTD's so I can only autoresolve. The money/economic system seems completely arbitrary, one minute i'm showing a massive profit and the next I'm deep in the red...

    Now I somehow may have accidentally found a loophole that means I am playing on 'unproductive pauper' level but to my mind the costs are way too high for units, manpower/growth is also way to low (a fact that never seems to trouble your enemies) and as soon as you neccesarily need to move troops out of towns from your starting quota unrest occurs. It makes it impossible to play. When someone mentioned 'a full stack' in a previous post I nearly laughed. Personally, I think the Elves & Dwarves should be immune from unrest. It never happened in Tolkien (apart from one notable example in Gondolin) as they have an unswerving faith in loyalty & duty and should only concern Men & Orcs (whom, it is known, fall far too easily into shadow).
    (also the 'manage everything' AI seems desperate to throw you into civil chaos)

    If anyone has any advice or has heard this before please help... the game is beautiful but at the moment completely unplayable for me..

  9. #9
    Lagbug's Avatar Laetus
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    Default Re: -- TATW Strategy Guide -- Economy / Building / Military / Defence / Expansion / Traits --

    Quote Originally Posted by sjworthington View Post

    I have tried all the races and powers, at all levels and for some reason can't even build a full stack of troops. Not one. The money/manpower supply is laughable so much so that I've given up playing for the time being.
    Gondor is an expensive faction, especially cavalry. Are you sure you have fiddled with tax levels?. You should also consider expanding early on with rebel settlements to gain territorries and taxes. Build an infastructure of roads,mines,harbors, markets where they are most profitable early on. Start building your units once you have a defined goal in mind. If you build them little by little you will loose on upkeeps. Have you read the guide? Follow the tips in economy, some are quite useful. The AI has a script that boosts its economy, growth, order and other stuff due to the fact that your opponents don't have a human brain to give any real strategic fight. Thats why they aren't bothered much with money, growth, etc.

  10. #10

    Default Re: -- TATW Strategy Guide -- Economy / Building / Military / Defence / Expansion / Traits --

    Quote Originally Posted by sjworthington View Post
    I have tried all the races and powers, at all levels and for some reason can't even build a full stack of troops. Not one. The money/manpower supply is laughable so much so that I've given up playing for the time being. The most troops I have ever been able to afford is 3/4 stack (Gondor) and that gets overwhelmed by Orcs. If I could manually play the battles it wouldn't be so bad but the mod is so bugged it just CTD's so I can only autoresolve. The money/economic system seems completely arbitrary, one minute i'm showing a massive profit and the next I'm deep in the red...

    Now I somehow may have accidentally found a loophole that means I am playing on 'unproductive pauper' level but to my mind the costs are way too high for units, manpower/growth is also way to low (a fact that never seems to trouble your enemies) and as soon as you neccesarily need to move troops out of towns from your starting quota unrest occurs. It makes it impossible to play. When someone mentioned 'a full stack' in a previous post I nearly laughed...

    If anyone has any advice or has heard this before please help... the game is beautiful but at the moment completely unplayable for me..
    Well I don't know why you can't play the battles. It's not a problem with the mod itself as evidenced by the large number of people on this forum who are able to play it without any problems (myself included). There must be an issue relating to your specific install and/or setup.

    I can understand some of your pain if you're forced to auto-resolve all the time. The auto-resolve is a harsh mistress. I know that I win battles all the time (sometimes by a large margin) in the open field, that I would have been crushed had I auto-resolved them. You may want to consider playing the Dwarves as they are seemingly built to exploit the auto-resolve calculator.

    As for money/unrest, some basic advice that seems to work for me:
    - make sure you are taking advantage of free upkeep in your settlements. If a unit has a dark gray background while sitting in your settlement, then it has free upkeep, if it doesn't, then it is costing you money every single turn.
    - make sure every town can produce militia. In order to get free upkeep, the settlement has to be capable of actually building the unit in question. So if you want to station a militia unit there for free, the town has to have a militia building. This extends to every unit type. If you plan to station archers at a fort to defend it, then it will be worth it to build a Bowyer there so you can get free upkeep for them.
    - make trade agreements with everyone you aren't at war with.
    - build roads basically everywhere.
    - don't build any buildings you don't need. don't produce units that cost you money in places you don't need..
    - if a settlement doesn't have a governor, set it to Growth build. This will lower taxes and keep the people happy.
    - feel free to demolish any buildings you don't want/need. You'll get a bit of money back for them.
    - make sure you do your missions. They can get you a decent amount of free money/units.
    - capture any rebel settlements you think you can take.
    - pay attention to culture. If you take over a settlement and it is low in your faction's culture, build a culture increasing building right away.

  11. #11

    Default Re: -- TATW Strategy Guide -- Economy / Building / Military / Defence / Expansion / Traits --

    Roads(normal Dirt roads. Paved roads are always worth building) are something of a trap early. You want them, yes, but not immediately. Eventually trade income via roads and markets will become massive via trade agreements, and the movement is a help, but for many places farms will get you the most immediate income. Watch the Settlement Details pane as you put various buildings in. See where you're getting the most cash and build accordingly.

    Also, remember that Generals are NEVER counted as free upkeep. Get them out there fighting and have them earn their pay! Generals cost a lot to maintain, after all.

  12. #12

    Default Re: -- TATW Strategy Guide -- Economy / Building / Military / Defence / Expansion / Traits --

    Quote Originally Posted by Bloodly View Post
    Also, remember that Generals are NEVER counted as free upkeep. Get them out there fighting and have them earn their pay! Generals cost a lot to maintain, after all.
    But even the lamest general increase tax revenue, even more when he gains proper traits and skills. Now little trick: Send your Gen to battle to get him chivalry stars (Noble in battle) occupy city (Firm ruler), develope somewhat those skills, than send him to undeveloped city set taxes to low and start building (remembering to switch to highest taxes one turn before building finishes) an develope skills like Noble in rule and justice sense.
    Now the trick: Game can show only 10 chivalry stars but your Gen can get more. Something like 12 chivalry points give 3 points in population growth. (7 or 8 chivalry give 2 points in population growth)


    Traits/Skills of depicted general:
    Loyal beyond question +3 Respect
    Noble in Battle +2 Respect
    Noble Ruler +5 Respect
    Obediently Active +1 Respect
    Serves Justice +3 Respect
    =
    equals 14 Respect

  13. #13

    Default Re: -- TATW Strategy Guide -- Economy / Building / Military / Defence / Expansion / Traits --

    1) use spy's to open gates and to swing the assault in your favor.

    2) try to starve out the settlement as it lowers their numbers if they attack OR it can save a battle if they submit.

    3) VnVs that increase tax income should be placed in high population settlements, ones that raise trade income should be placed in settlements that have many resources, ones that raise law should be moved to new conquered settlements, ones that raise hapiness should be placed in the middle of your kingdom to enable low garrisons.

    4) archers are more valuable in defensive battles as they can sit on walls and hit the enemy on approach and lower moral causing quick rout, and in field they can sit behind a line of infantry (who are in defensive stance) and cause the same effect plus your line will not pursue routing units (on defensive stance) giving archers the chance to hit them again, and agian if they choose to return. when archers are out of ammo they are effective in flanking manouvers.
    In TA:TW archers have good range, lots of ammo, and high secondary attack.

    EDIT

    these facts are updated in the first post of this threat.

  14. #14

    Default Re: -- TATW Strategy Guide -- Economy / Building / Military / Defence / Expansion / Traits --

    Quote Originally Posted by jản View Post
    [*] raise taxes - ''set all towns to highest tax level (but the tax symbol should not be red) unless you want to
    encourage growth of the the settlement.'' (thanks to Tharros)
    I don't agree with that. I always set my tax levels low at beginning and begin to raise them only when needed because population growth is after all the most important thing to keep in mind. For me raising taxes is short term solution, but keeping population growth high breeds you lots of new fresh taxpayers and thus make your economy skyrocket when needed.

    It also makes public order much higher which means you don't necessarily need as much garrisons in cities which are not vulnerable to enemy.

    So keep taxes as low as your economy allows during peaceful times and only raise them under serious threat.
    Last edited by Haerski; May 15, 2009 at 01:17 PM.
    We have developed speed but we have shut ourselves in: machinery that gives abundance has left us in want. Our knowledge has made us cynical, our cleverness hard and unkind. We think too much and feel too little: More than machinery we need humanity; More than cleverness we need kindness and gentleness. Without these qualities, life will be violent and all will be lost.
    - Charlie Chaplin

  15. #15

    Default Re: -- TATW Strategy Guide -- Economy / Building / Military / Defence / Expansion / Traits --

    Well then, some TATW specific stuff:

    The two main "religions" in this mod, good & evil require a quite different style of playing, as they're numbers and stats differ greatly;
    - Good: Your advantage lies in morale and equipment, yet you build a lot slower and have a lot less units (half as much as the bad guys at best). Therefore DO NOT play offensive at the beginning, as they will bleed your armies dry on open field. You may be able to conquer some settlements, but you wont be able to hold them.
    Plan every step, make heavy use of spies to look for gaps in the enemies masses. Strike there, fast and hard, to give them no chance to fetch your weakened army with another fullstack the turn after.

    - Evil (Especially when playing Orc factions): Your advantage lies in numbers. Your morale sucks, and so do most of your units, so dont expect to win even 1:1 odds easily. The key is to build and sustain massive armies, that support each other. If your first strike fails, at least the second strike kills. DO NOT play defensive, as good will certainly crush you if given the time. Roam the Enemies lands, striking at smaller armies and weakly defended settlements. Your big time comes with the 2nd and 3rd baracks, which unlocks powerful units. Till then, keep your enemies distracted by constant attacks.

    - Culture Recruitment: In TATW, you cant recruit units in cities/castles, until your specific influence (Followers of Melkor, Northmen, Elves a.s.o) is at least 25%. So keep in mind that you wont be able to refresh your troops right after conquering settlements in which your influence is too low.
    You'll have to defend them with the weakened army till reinforcements arrive or the influence is high enough

    - Culture Buildings: To get Influence (needed to recruit units), you may want to build special influence buildings in captured settlements. Look for x% Culture in the building description

    ~~~~~~~~~~~~~~~|>Deus ex Machinegun<|~~~~~~~~~~~~~~~~~~

  16. #16
    Withwnar's Avatar Script To The Waist
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    Default Re: -- TATW Strategy Guide -- Economy / Building / Military / Defence / Expansion / Traits --

    That's a good overview Fulgrim. Just a small correction on the 25% culture before recruitment: Silvans can start recruiting at 10% and archers at 15%. I don't know about the other factions.

  17. #17

    Default Re: -- TATW Strategy Guide -- Economy / Building / Military / Defence / Expansion / Traits --

    Quote Originally Posted by Withwnar View Post
    That's a good overview Fulgrim. Just a small correction on the 25% culture before recruitment: Silvans can start recruiting at 10% and archers at 15%. I don't know about the other factions.
    May be. I actually just looked into it in my dwarf campaign where it was 25% and my Gondor one where it was something >20 so i thought it would be that way for every faction.
    If thats not the case, maybe we could post a list here with the actual %-score needed for the different factions

    ~~~~~~~~~~~~~~~|>Deus ex Machinegun<|~~~~~~~~~~~~~~~~~~

  18. #18
    Withwnar's Avatar Script To The Waist
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    Default Re: -- TATW Strategy Guide -- Economy / Building / Military / Defence / Expansion / Traits --

    Quote Originally Posted by Fulgrim88 View Post
    maybe we could post a list here with the actual %-score needed for the different factions
    The Royal Military Academy contains it but you can only see it for one unit at a time. It's under the Requires Condition column. eg. "region_religion numenorian 10".

    There's a link to that site as a sticky in this forum, in case anyone missed it. Really good site.

    Yeah, a list could be useful. You can also find out in-game by reading building descriptions (eg. via the building browser).

  19. #19

    Default Re: -- TATW Strategy Guide -- Economy / Building / Military / Defence / Expansion / Traits --

    @ Jan + co

    Great thread, and lots of useful info. Thanks for all your efforts. I'm downloading 1.1 now, so I'll have to start a new campaign, which will give me the chance to implement some of your tips!

    I'm an experienced M2TW player, but your post has given me some fresh ideas. I'm sure the more inexperienced players will find ALL this info invaluable. Try and ignore the few "criticisms", and keep up the good work! Not only have you "re-invented the wheel", you've added some kick-ass chrome hub-caps as well

  20. #20
    axnsan's Avatar Protector Domesticus
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    Default Re: -- TATW Strategy Guide -- Economy / Building / Military / Defence / Expansion / Traits --

    a list of culture requirements, in brute form, taken directly from the game files.
    if anyone has the patience to clean it up, feel free to do so
    if you don't know the in game name of an unit on the list just ask

    WARNING: 90,000+ characters inside spoiler

    Spoiler Alert, click show to read: 
    ;############################################################
    ;############ CASTLE STABLES FOR MORE EXPERIENCE ############
    ;############################################################
    building equestrian
    {
    convert_to c_equestrian
    levels stables knights_stables barons_stables earls_stables kings_stables
    {
    stables castle requires factions { sicily, milan, scotland, turks, middle_eastern, france, greek, }
    {
    convert_to 0
    capability
    {
    recruit_pool "Dol Amroth Knights" 1 0.25 2 0 requires factions { sicily, } and region_religion numenorian 15
    recruit_pool "Southron Lancers" 1 0.25 2 0 requires factions { spain, } and region_religion catholic 15
    recruit_pool "Northmen Cavalry" 1 0.25 2 0 requires factions { scotland, } and region_religion northmen 15
    recruit_pool "Bree Land Riders" 1 0.25 2 0 requires factions { turks, } and region_religion northmen 15
    recruit_pool "rohan scouts" 1 0.34 3 0 requires factions { milan, } and region_religion northmen 15
    recruit_pool "Variag Raiders" 1 0.34 3 0 requires factions { venice, } and region_religion catholic 15
    }
    material wooden
    construction 4
    cost 1200
    settlement_min town
    upgrades
    {
    knights_stables
    }
    }
    knights_stables castle requires factions { sicily, milan, scotland, turks, middle_eastern, france, greek, }
    {
    convert_to 1
    capability
    {
    recruit_pool "Eldar Cavalry" 1 0.2 2 1 requires factions { egypt, } and region_religion orthodox 40
    recruit_pool "Silvan Horsearchers" 1 0.2 2 1 requires factions { mongols, } and region_religion orthodox 30
    recruit_pool "Dol Amroth Knights" 1 0.5 4 1 requires factions { sicily, } and region_religion numenorian 15
    recruit_pool "Southron Lancers" 1 0.34 3 1 requires factions { spain, } and region_religion catholic 15
    recruit_pool "Raiders Cavalry" 1 0.25 2 1 requires factions { spain, } and region_religion catholic 30
    recruit_pool "Northmen Cavalry" 1 0.25 2 1 requires factions { scotland, } and region_religion northmen 15
    recruit_pool "Knights of Rhovanion" 1 0.34 3 1 requires factions { scotland, } and region_religion northmen 30
    recruit_pool "Wargs" 1 0.2 2 1 requires factions { france, } and region_religion catholic 30
    recruit_pool "Bree Land Riders" 1 0.25 2 1 requires factions { turks, } and region_religion northmen 15
    recruit_pool "Ranger Sentries" 1 0.25 2 1 requires factions { turks, } and region_religion northmen 30
    recruit_pool "rohan scouts" 1 0.25 2 1 requires factions { milan, } and region_religion northmen 15
    recruit_pool "rohan rider" 1 0.34 3 1 requires factions { milan, } and region_religion northmen 30
    recruit_pool "Rohan Horsearchers" 1 0.25 2 1 requires factions { milan, } and region_religion northmen 30
    recruit_pool "Variag Raiders" 1 0.25 3 1 requires factions { venice, } and region_religion catholic 15
    recruit_pool "Mounted Clanguard" 1 0.25 3 1 requires factions { venice, } and region_religion catholic 30
    }
    material wooden
    construction 5
    cost 2400
    settlement_min large_town
    upgrades
    {
    barons_stables
    }
    }
    barons_stables castle requires factions { sicily, milan, scotland, middle_eastern, france, } and event_counter large_city_barracks 1
    {
    convert_to 2
    capability
    {
    recruit_pool "Dol Amroth Knights" 1 0.25 2 1 requires factions { sicily, } and region_religion numenorian 15
    recruit_pool "Gondor Cavalry" 1 0.5 4 1 requires factions { sicily, } and region_religion numenorian 40
    recruit_pool "Swan Knights" 1 0.34 3 1 requires factions { sicily, } and hidden_resource amroth
    recruit_pool "Southron Lancers" 1 0.5 4 1 requires factions { spain, } and region_religion catholic 15
    recruit_pool "Raiders Cavalry" 1 0.34 3 1 requires factions { spain, } and region_religion catholic 30
    recruit_pool "Beastmaster Cav" 1 0.34 3 1 requires factions { spain, } and hidden_resource desert
    recruit_pool "Northmen Cavalry" 1 0.2 2 1 requires factions { scotland, } and region_religion northmen 15
    recruit_pool "Knights of Rhovanion" 1 0.25 2 1 requires factions { scotland, } and region_religion northmen 30
    recruit_pool "Knights of Dale" 1 0.34 2 1 requires factions { scotland, } and region_religion northmen 50
    recruit_pool "Wargs" 1 0.34 3 1 requires factions { france, } and region_religion catholic 30
    recruit_pool "rohan scouts" 1 0.2 2 1 requires factions { milan, } and region_religion northmen 15
    recruit_pool "rohan rider" 1 0.34 3 1 requires factions { milan, } and region_religion northmen 30
    recruit_pool "Rohan Horsearchers" 1 0.25 2 1 requires factions { milan, } and region_religion northmen 30
    recruit_pool "eorlingas" 1 0.34 3 1 requires factions { milan, } and region_religion northmen 50
    recruit_pool "rohirrim" 1 0.34 3 1 requires factions { milan, } and hidden_resource riddermark
    recruit_pool "Variag Raiders" 1 0.25 3 1 requires factions { venice, } and region_religion catholic 15
    recruit_pool "Mounted Clanguard" 1 0.25 3 1 requires factions { venice, } and region_religion catholic 30
    recruit_pool "Kataphracts" 1 0.25 3 1 requires factions { venice, } and region_religion catholic 60
    }
    material wooden
    construction 6
    cost 4800
    settlement_min city
    upgrades
    {
    earls_stables
    }
    }
    earls_stables castle requires factions { milan, spain, } and event_counter huge_city_barracks 1
    {
    convert_to 3
    capability
    {
    recruit_pool "Southron Lancers" 1 0.25 2 1 requires factions { spain, } and region_religion catholic 15
    recruit_pool "Raiders Cavalry" 1 0.34 3 1 requires factions { spain, } and region_religion catholic 30
    recruit_pool "Beastmaster Cav" 1 0.34 3 1 requires factions { spain, } and hidden_resource desert
    recruit_pool "Mumakil" 3 0.08 2 1 requires factions { spain, } and hidden_resource desert
    recruit_pool "Serpent Guard" 1 0.34 3 1 requires factions { spain, } and region_religion catholic 60
    recruit_pool "rohan scouts" 1 0.18 2 1 requires factions { milan, } and region_religion northmen 15
    recruit_pool "rohan rider" 1 0.34 3 1 requires factions { milan, } and region_religion northmen 30
    recruit_pool "Rohan Horsearchers" 1 0.25 2 1 requires factions { milan, } and region_religion northmen 30
    recruit_pool "eorlingas" 1 0.34 3 1 requires factions { milan, } and region_religion northmen 60
    recruit_pool "rohirrim" 1 0.34 3 1 requires factions { milan, } and hidden_resource riddermark
    recruit_pool "Royal Guard" 1 0.34 3 1 requires factions { milan, } and hidden_resource edoras
    recruit_pool "Rohan Heavy Horsearchers" 1 0.34 3 1 requires factions { milan, } and hidden_resource fold
    }
    material wooden
    construction 7
    cost 9600
    settlement_min large_city
    upgrades
    {
    kings_stables
    }
    }
    kings_stables castle requires factions { }
    {
    convert_to 4
    capability
    {
    }
    material wooden
    construction 8
    cost 9600
    settlement_min large_city
    upgrades
    {
    }
    }
    }
    plugins
    {
    }
    }
    building c_equestrian
    {
    convert_to equestrian
    levels c_stables c_knights_stables c_barons_stables c_earls_stables c_kings_stables
    {
    c_stables city requires factions { sicily, milan, scotland, turks, middle_eastern, france, greek, }
    {
    convert_to 0
    capability
    {
    recruit_pool "Dol Amroth Knights" 1 0.25 2 0 requires factions { sicily, } and region_religion numenorian 15
    recruit_pool "Southron Lancers" 1 0.25 2 0 requires factions { spain, } and region_religion catholic 15
    recruit_pool "Northmen Cavalry" 1 0.25 2 0 requires factions { scotland, } and region_religion northmen 15
    recruit_pool "Bree Land Riders" 1 0.25 2 0 requires factions { turks, } and region_religion northmen 15
    recruit_pool "rohan scouts" 1 0.34 3 0 requires factions { milan, } and region_religion northmen 15
    recruit_pool "Variag Raiders" 1 0.34 3 0 requires factions { venice, } and region_religion catholic 15
    }
    material wooden
    construction 4
    cost 1200
    settlement_min large_town
    upgrades
    {
    c_knights_stables
    }
    }
    c_knights_stables city requires factions { sicily, milan, scotland, turks, middle_eastern, france, greek, }
    {
    convert_to 1
    capability
    {
    recruit_pool "Eldar Cavalry" 1 0.2 2 0 requires factions { egypt, } and region_religion orthodox 40
    recruit_pool "Silvan Horsearchers" 1 0.2 2 0 requires factions { mongols, } and region_religion orthodox 30
    recruit_pool "Dol Amroth Knights" 1 0.5 4 0 requires factions { sicily, } and region_religion numenorian 15
    recruit_pool "Southron Lancers" 1 0.34 3 0 requires factions { spain, } and region_religion catholic 15
    recruit_pool "Raiders Cavalry" 1 0.25 2 0 requires factions { spain, } and region_religion catholic 30
    recruit_pool "Northmen Cavalry" 1 0.25 2 0 requires factions { scotland, } and region_religion northmen 15
    recruit_pool "Knights of Rhovanion" 1 0.34 3 0 requires factions { scotland, } and region_religion northmen 30
    recruit_pool "Wargs" 1 0.2 2 0 requires factions { france, } and region_religion catholic 30
    recruit_pool "Bree Land Riders" 1 0.25 2 0 requires factions { turks, } and region_religion northmen 15
    recruit_pool "Ranger Sentries" 1 0.25 2 0 requires factions { turks, } and region_religion northmen 30
    recruit_pool "rohan scouts" 1 0.25 2 0 requires factions { milan, } and region_religion northmen 15
    recruit_pool "rohan rider" 1 0.34 3 0 requires factions { milan, } and region_religion northmen 30
    recruit_pool "Rohan Horsearchers" 1 0.25 2 0 requires factions { milan, } and region_religion northmen 30
    recruit_pool "Variag Raiders" 1 0.25 3 0 requires factions { venice, } and region_religion catholic 15
    recruit_pool "Mounted Clanguard" 1 0.25 3 0 requires factions { venice, } and region_religion catholic 30
    }
    material wooden
    construction 5
    cost 2400
    settlement_min city
    upgrades
    {
    c_barons_stables
    }
    }
    c_barons_stables city requires factions { sicily, milan, scotland, middle_eastern, france, } and event_counter large_city_barracks 1
    {
    convert_to 2
    capability
    {
    recruit_pool "Dol Amroth Knights" 1 0.25 2 0 requires factions { sicily, } and region_religion numenorian 15
    recruit_pool "Gondor Cavalry" 1 0.5 4 0 requires factions { sicily, } and region_religion numenorian 40
    recruit_pool "Swan Knights" 1 0.34 3 0 requires factions { sicily, } and hidden_resource amroth
    recruit_pool "Southron Lancers" 1 0.5 4 0 requires factions { spain, } and region_religion catholic 15
    recruit_pool "Raiders Cavalry" 1 0.34 3 0 requires factions { spain, } and region_religion catholic 30
    recruit_pool "Beastmaster Cav" 1 0.34 3 0 requires factions { spain, } and hidden_resource desert
    recruit_pool "Northmen Cavalry" 1 0.2 2 0 requires factions { scotland, } and region_religion northmen 15
    recruit_pool "Knights of Rhovanion" 1 0.25 2 0 requires factions { scotland, } and region_religion northmen 30
    recruit_pool "Knights of Dale" 1 0.34 2 0 requires factions { scotland, } and region_religion northmen 50
    recruit_pool "Wargs" 1 0.34 3 0 requires factions { france, } and region_religion catholic 30
    recruit_pool "rohan scouts" 1 0.2 2 0 requires factions { milan, } and region_religion northmen 15
    recruit_pool "rohan rider" 1 0.34 3 0 requires factions { milan, } and region_religion northmen 30
    recruit_pool "Rohan Horsearchers" 1 0.25 2 0 requires factions { milan, } and region_religion northmen 30
    recruit_pool "eorlingas" 1 0.34 3 0 requires factions { milan, } and region_religion northmen 50
    recruit_pool "rohirrim" 1 0.34 3 0 requires factions { milan, } and hidden_resource riddermark
    recruit_pool "Variag Raiders" 1 0.25 3 0 requires factions { venice, } and region_religion catholic 15
    recruit_pool "Mounted Clanguard" 1 0.25 3 0 requires factions { venice, } and region_religion catholic 30
    recruit_pool "Kataphracts" 1 0.25 3 0 requires factions { venice, } and region_religion catholic 60
    }
    material wooden
    construction 6
    cost 4800
    settlement_min large_city
    upgrades
    {
    c_earls_stables
    }
    }
    c_earls_stables city requires factions { milan, spain, } and event_counter huge_city_barracks 1
    {
    convert_to 3
    capability
    {
    recruit_pool "Southron Lancers" 1 0.25 2 0 requires factions { spain, } and region_religion catholic 15
    recruit_pool "Raiders Cavalry" 1 0.34 3 0 requires factions { spain, } and region_religion catholic 30
    recruit_pool "Beastmaster Cav" 1 0.34 3 0 requires factions { spain, } and hidden_resource desert
    recruit_pool "Mumakil" 3 0.08 2 0 requires factions { spain, } and hidden_resource desert
    recruit_pool "Serpent Guard" 1 0.34 3 0 requires factions { spain, } and region_religion catholic 60
    recruit_pool "rohan scouts" 1 0.18 2 0 requires factions { milan, } and region_religion northmen 15
    recruit_pool "rohan rider" 1 0.34 3 0 requires factions { milan, } and region_religion northmen 30
    recruit_pool "Rohan Horsearchers" 1 0.25 2 0 requires factions { milan, } and region_religion northmen 30
    recruit_pool "eorlingas" 1 0.34 3 0 requires factions { milan, } and region_religion northmen 60
    recruit_pool "rohirrim" 1 0.34 3 0 requires factions { milan, } and hidden_resource riddermark
    recruit_pool "Royal Guard" 1 0.34 3 0 requires factions { milan, } and hidden_resource edoras
    recruit_pool "Rohan Heavy Horsearchers" 1 0.34 3 0 requires factions { milan, } and hidden_resource fold
    }
    material wooden
    construction 7
    cost 9600
    settlement_min large_city
    upgrades
    {
    c_kings_stables
    }
    }
    c_kings_stables city requires factions { }
    {
    convert_to 4
    capability
    {
    }
    material wooden
    construction 8
    cost 9600
    settlement_min large_city
    upgrades
    {
    }
    }
    }
    plugins
    {
    }
    }
    ;############################################################
    ;#################### CITY BARRACKS #######################
    ;############################################################
    building barracks
    {
    convert_to castle_barracks
    levels town_watch town_guard city_watch militia_drill_square militia_barracks army_barracks royal_armoury
    {
    town_watch city requires factions { gondor, northern_european, middle_eastern, eastern_european, greek, southern_european, }
    {
    convert_to 1
    capability
    {
    recruit_pool "Dismounted Kofm" 1 0.5 3 0 requires factions { sicily, } and region_religion numenorian 10
    recruit_pool "Desert Spearmen" 1 0.5 3 0 requires factions { spain, } and region_religion catholic 10
    recruit_pool "Miners" 1 0.5 3 0 requires factions { moors, } and region_religion islam 10
    recruit_pool "Orc Band" 1 0.5 4 0 requires factions { england, } and region_religion catholic 10
    recruit_pool "Dale Militia" 1 0.5 3 0 requires factions { scotland, } and region_religion northmen 10
    recruit_pool "Snaga Skirmishers" 1 0.5 3 0 requires factions { hre, france, } and region_religion catholic 10
    recruit_pool "Dunlendings" 1 0.18 2 0 requires factions { france, } and hidden_resource dunland
    recruit_pool "High Sword" 1 0.25 2 0 requires factions { egypt, } and region_religion orthodox 10
    recruit_pool "Silvan Spear" 1 0.25 2 0 requires factions { mongols, } and region_religion orthodox 10
    recruit_pool "Lumber Men" 1 0.5 3 0 requires factions { turks, } and region_religion northmen 10
    recruit_pool "militia" 1 0.5 3 0 requires factions { milan, } and region_religion northmen 10
    recruit_pool "Balchoth Horde" 1 0.5 3 0 requires factions { venice, } and region_religion catholic 10
    law_bonus bonus 1
    }
    material wooden
    construction 3
    cost 1200
    settlement_min town
    upgrades
    {
    town_guard
    }
    }
    town_guard city requires factions { gondor, northern_european, middle_eastern, eastern_european, greek, southern_european, }
    {
    convert_to 2
    capability
    {
    recruit_pool "Dismounted Kofm" 1 0.5 4 0 requires factions { sicily, } and region_religion numenorian 10
    recruit_pool "Axemen of Lossarnach" 1 0.34 3 0 requires factions { sicily, } and hidden_resource lossarnach
    recruit_pool "Marines" 1 0.34 3 0 requires factions { sicily, } and hidden_resource pelargir
    recruit_pool "Desert Spearmen" 1 0.34 3 0 requires factions { spain, } and region_religion catholic 10
    recruit_pool "Corsairs" 1 0.34 3 0 requires factions { spain, } and hidden_resource coast
    recruit_pool "Miners" 1 0.34 3 0 requires factions { moors, } and region_religion islam 10
    recruit_pool "Dwarven Warriors" 1 0.5 4 0 requires factions { moors, } and region_religion islam 20
    recruit_pool "Orc Band" 1 0.34 3 0 requires factions { england, } and region_religion catholic 10
    recruit_pool "Mordor Orcs" 1 0.5 4 0 requires factions { england, } and region_religion catholic 20
    recruit_pool "Dale Militia" 1 0.34 3 0 requires factions { scotland, } and region_religion northmen 10
    recruit_pool "Esgaroth Town Guards" 1 0.34 3 0 requires factions { scotland, } and hidden_resource esgaroth
    recruit_pool "Dale Spearmen" 1 0.34 3 0 requires factions { scotland, } and region_religion northmen 20
    recruit_pool "Snaga Skirmishers" 1 0.5 4 0 requires factions { hre, france, } and region_religion catholic 10
    recruit_pool "Goblin Orcs" 1 0.5 4 0 requires factions { hre, } and region_religion catholic 20
    recruit_pool "High Sword" 1 0.34 3 0 requires factions { egypt, } and region_religion orthodox 10
    recruit_pool "Silvan Spear" 1 0.25 2 0 requires factions { mongols, } and region_religion orthodox 10
    recruit_pool "Silvan Sword" 1 0.25 2 0 requires factions { mongols, } and region_religion orthodox 20
    recruit_pool "Dunlendings" 1 0.34 3 0 requires factions { france, } and hidden_resource dunland
    recruit_pool "Lumber Men" 1 0.25 2 0 requires factions { turks, } and region_religion northmen 10
    recruit_pool "Town Militia" 1 0.25 3 0 requires factions { turks, } and region_religion northmen 20
    recruit_pool "Suburb Militia" 1 0.34 3 0 requires factions { turks, } and region_religion northmen 20
    recruit_pool "militia" 1 0.34 3 0 requires factions { milan, } and region_religion northmen 10
    recruit_pool "Rohan Axemen" 1 0.34 3 0 requires factions { milan, } and region_religion northmen 20
    recruit_pool "Balchoth Horde" 1 0.34 3 0 requires factions { venice, } and region_religion catholic 10
    recruit_pool "Easterling Clansmen" 1 0.34 3 0 requires factions { venice, } and region_religion catholic 20
    law_bonus bonus 2
    }
    material wooden
    construction 4
    cost 1600
    settlement_min large_town
    upgrades
    {
    city_watch
    }
    }
    city_watch city requires factions { gondor, northern_european, middle_eastern, eastern_european, greek, southern_european, }
    {
    convert_to 3
    capability
    {
    recruit_pool "Dismounted Kofm" 1 0.25 2 0 requires factions { sicily, } and region_religion numenorian 10
    recruit_pool "Axemen of Lossarnach" 1 0.34 3 0 requires factions { sicily, } and hidden_resource lossarnach
    recruit_pool "Marines" 1 0.34 3 0 requires factions { sicily, } and hidden_resource pelargir
    recruit_pool "Gondor Spearmen" 1 0.34 3 0 requires factions { sicily, } and region_religion numenorian 40
    recruit_pool "Desert Spearmen" 1 0.25 2 0 requires factions { spain, } and region_religion catholic 10
    recruit_pool "Corsairs" 1 0.5 4 0 requires factions { spain, } and hidden_resource coast
    recruit_pool "Southron Spearmen" 1 0.5 4 0 requires factions { spain, } and region_religion catholic 30
    recruit_pool "Beastmaster" 1 0.34 3 0 requires factions { spain, } and region_religion catholic 30
    recruit_pool "Miners" 1 0.25 2 0 requires factions { moors, } and region_religion islam 10
    recruit_pool "Dwarven Warriors" 1 0.5 4 0 requires factions { moors, } and region_religion islam 20
    recruit_pool "Clan Warriors" 1 0.34 3 0 requires factions { moors, } and region_religion islam 30
    recruit_pool "Axemen of Erebor" 1 0.34 3 0 requires factions { moors, } and hidden_resource erebor
    recruit_pool "Dwarven Halberdmen" 1 0.34 3 0 requires factions { moors, } and region_religion islam 30
    recruit_pool "Dragonslayers" 1 0.2 2 0 requires factions { moors, } and hidden_resource grey_mountains
    recruit_pool "Orc Band" 1 0.34 3 0 requires factions { england, } and region_religion catholic 10
    recruit_pool "Mordor Orcs" 1 0.5 4 0 requires factions { england, } and region_religion catholic 20
    recruit_pool "2handed Orcs" 1 0.34 3 0 requires factions { england, } and region_religion catholic 30
    recruit_pool "Morannon Guard" 1 0.25 2 0 requires factions { england, } and region_religion catholic 30
    recruit_pool "Dale Militia" 1 0.25 2 0 requires factions { scotland, } and region_religion northmen 10
    recruit_pool "Esgaroth Town Guards" 1 0.34 3 0 requires factions { scotland, } and hidden_resource esgaroth
    recruit_pool "Dale Spearmen" 1 0.34 3 0 requires factions { scotland, } and region_religion northmen 20
    recruit_pool "Dale Swordsmen" 1 0.34 3 0 requires factions { scotland, } and region_religion northmen 30
    recruit_pool "Dale Axemen" 1 0.34 3 0 requires factions { scotland, } and region_religion northmen 30
    recruit_pool "Snaga Skirmishers" 1 0.34 3 0 requires factions { hre, france, } and region_religion catholic 10
    recruit_pool "Goblin Orcs" 1 0.34 3 0 requires factions { hre, } and region_religion catholic 20
    recruit_pool "Moria Halberd" 1 0.34 3 0 requires factions { hre, } and region_religion catholic 30
    recruit_pool "High Sword" 1 0.25 2 0 requires factions { egypt, } and region_religion orthodox 10
    recruit_pool "Elf Spear" 1 0.2 2 0 requires factions { egypt, } and region_religion orthodox 50
    recruit_pool "Silvan Spear" 1 0.25 2 0 requires factions { mongols, } and region_religion orthodox 10
    recruit_pool "Silvan Sword" 1 0.25 2 0 requires factions { mongols, } and region_religion orthodox 20
    recruit_pool "Silvan Heavy Spearmen" 1 0.2 2 0 requires factions { mongols, } and region_religion orthodox 50
    recruit_pool "Uruk-Hai Raiders" 1 0.5 4 0 requires factions { france, } and region_religion catholic 25
    recruit_pool "Dunlendings" 1 0.5 4 0 requires factions { france, } and hidden_resource dunland
    recruit_pool "Lumber Men" 1 0.2 2 0 requires factions { turks, } and region_religion northmen 10
    recruit_pool "Town Militia" 1 0.2 2 0 requires factions { turks, } and region_religion northmen 20
    recruit_pool "Suburb Militia" 1 0.34 3 0 requires factions { turks, } and region_religion northmen 20
    recruit_pool "Bandits" 1 0.34 3 0 requires factions { turks, } and region_religion northmen 30
    recruit_pool "militia" 1 0.25 2 0 requires factions { milan, } and region_religion northmen 10
    recruit_pool "Rohan Axemen" 1 0.25 2 0 requires factions { milan, } and region_religion northmen 20
    recruit_pool "Dismounted Eored Lancers" 1 0.25 2 0 requires factions { milan, } and region_religion northmen 30
    recruit_pool "Special Axemen" 1 0.25 2 0 requires factions { milan, } and hidden_resource riddermark
    recruit_pool "Balchoth Horde" 1 0.34 3 0 requires factions { venice, } and region_religion catholic 10
    recruit_pool "Easterling Clansmen" 1 0.25 2 0 requires factions { venice, } and region_religion catholic 20
    recruit_pool "Halberdiers" 1 0.34 3 0 requires factions { venice, } and region_religion catholic 40
    recruit_pool "Rhunnic Swordsmen" 1 0.34 3 0 requires factions { venice, } and region_religion catholic 30
    law_bonus bonus 3
    }
    material wooden
    construction 5
    cost 3200
    settlement_min city
    upgrades
    {
    militia_drill_square
    }
    }
    militia_drill_square city requires factions { gondor, northern_european, middle_eastern, eastern_european, greek, southern_european, } and event_counter large_city_barracks 1
    {
    convert_to 4
    capability
    {
    recruit_pool "Dismounted Kofm" 1 0.15 1 0 requires factions { sicily, } and region_religion numenorian 10
    recruit_pool "Axemen of Lossarnach" 1 0.34 3 0 requires factions { sicily, } and hidden_resource lossarnach
    recruit_pool "Marines" 1 0.34 3 0 requires factions { sicily, } and hidden_resource pelargir
    recruit_pool "Gondor Spearmen" 1 0.5 4 0 requires factions { sicily, } and region_religion numenorian 40
    recruit_pool "Gondor Infantry" 1 0.5 4 0 requires factions { sicily, } and region_religion numenorian 40
    recruit_pool "Kingsguard" 1 0.2 2 0 requires factions { sicily, } and region_religion numenorian 50
    recruit_pool "Desert Spearmen" 1 0.15 1 0 requires factions { spain, } and region_religion catholic 10
    recruit_pool "Southron Spearmen" 1 0.5 4 0 requires factions { spain, } and region_religion catholic 30
    recruit_pool "Beastmaster" 1 0.5 4 0 requires factions { spain, } and region_religion catholic 30
    recruit_pool "Corsairs" 1 0.34 3 0 requires factions { spain, } and hidden_resource coast
    recruit_pool "Southron Pikemen" 1 0.5 4 0 requires factions { spain, } and region_religion catholic 40
    recruit_pool "Hasharii" 1 0.34 3 0 requires factions { spain, } and region_religion catholic 40
    recruit_pool "Miners" 1 0.25 2 0 requires factions { moors, } and region_religion islam 10
    recruit_pool "Dwarven Warriors" 1 0.5 4 0 requires factions { moors, } and region_religion islam 20
    recruit_pool "Clan Warriors" 1 0.34 3 0 requires factions { moors, } and region_religion islam 30
    recruit_pool "Axemen of Erebor" 1 0.34 3 1 requires factions { moors, } and hidden_resource erebor
    recruit_pool "Dwarven Halberdmen" 1 0.25 2 0 requires factions { moors, } and region_religion islam 30
    recruit_pool "Dwarven Pikemen" 1 0.34 3 0 requires factions { moors, } and region_religion islam 40
    recruit_pool "Dragonslayers" 1 0.34 3 0 requires factions { moors, } and hidden_resource grey_mountains
    recruit_pool "Orc Band" 1 0.25 2 0 requires factions { england, } and region_religion catholic 10
    recruit_pool "Mordor Orcs" 1 0.5 4 0 requires factions { england, } and region_religion catholic 20
    recruit_pool "2handed Orcs" 1 0.34 3 0 requires factions { england, } and region_religion catholic 30
    recruit_pool "Morannon Guard" 1 0.34 3 0 requires factions { england, } and region_religion catholic 30
    recruit_pool "Mordor Halberd" 1 0.34 3 0 requires factions { england, } and region_religion catholic 40
    recruit_pool "Dale Militia" 1 0.25 2 0 requires factions { scotland, } and region_religion northmen 10
    recruit_pool "Esgaroth Town Guards" 1 0.34 3 0 requires factions { scotland, } and hidden_resource esgaroth
    recruit_pool "Dale Spearmen" 1 0.34 3 0 requires factions { scotland, } and region_religion northmen 20
    recruit_pool "Dale Swordsmen" 1 0.25 2 0 requires factions { scotland, } and region_religion northmen 30
    recruit_pool "Dale Axemen" 1 0.34 3 0 requires factions { scotland, } and region_religion northmen 30
    recruit_pool "Nobles of Rhovanion" 1 0.34 3 0 requires factions { scotland, } and region_religion northmen 40
    recruit_pool "Snaga Skirmishers" 1 0.25 2 0 requires factions { hre, france, } and region_religion catholic 10
    recruit_pool "Goblin Orcs" 1 0.25 2 0 requires factions { hre, } and region_religion catholic 20
    recruit_pool "Moria Halberd" 1 0.34 3 0 requires factions { hre, } and region_religion catholic 30
    recruit_pool "Moria Orcs" 1 0.34 3 0 requires factions { hre, } and region_religion catholic 40
    recruit_pool "High Sword" 1 0.25 2 0 requires factions { egypt, } and region_religion orthodox 10
    recruit_pool "Elf Spear" 1 0.2 2 0 requires factions { egypt, } and region_religion orthodox 50
    recruit_pool "Elf Sword" 1 0.2 2 0 requires factions { egypt, } and region_religion orthodox 50
    recruit_pool "Silvan Spear" 1 0.25 2 0 requires factions { mongols, } and region_religion orthodox 10
    recruit_pool "Silvan Sword" 1 0.25 2 0 requires factions { mongols, } and region_religion orthodox 20
    recruit_pool "Silvan Heavy Spearmen" 1 0.2 2 0 requires factions { mongols, } and region_religion orthodox 50
    recruit_pool "Silvan Heavy Swordsmen" 1 0.2 2 0 requires factions { mongols, } and region_religion orthodox 50
    recruit_pool "Dunlendings" 1 0.5 4 0 requires factions { france, } and hidden_resource dunland
    recruit_pool "Uruk-Hai Raiders" 1 0.34 3 0 requires factions { france, } and region_religion catholic 25
    recruit_pool "Uruk-Hai Infantry" 1 0.5 4 0 requires factions { france, } and region_religion catholic 40
    recruit_pool "Uruk-Hai Pikemen" 1 0.5 4 0 requires factions { france, } and region_religion catholic 40
    recruit_pool "Lumber Men" 1 0.2 2 0 requires factions { turks, } and region_religion northmen 10
    recruit_pool "Town Militia" 1 0.2 2 0 requires factions { turks, } and region_religion northmen 20
    recruit_pool "Suburb Militia" 1 0.34 3 0 requires factions { turks, } and region_religion northmen 20
    recruit_pool "Bandits" 1 0.34 3 0 requires factions { turks, } and region_religion northmen 30
    recruit_pool "Greenway Guardsmen" 1 0.34 3 0 requires factions { turks, } and region_religion northmen 40
    recruit_pool "militia" 1 0.2 2 0 requires factions { milan, } and region_religion northmen 10
    recruit_pool "Rohan Axemen" 1 0.25 2 0 requires factions { milan, } and region_religion northmen 20
    recruit_pool "Dismounted Eored Lancers" 1 0.34 3 0 requires factions { milan, } and region_religion northmen 30
    recruit_pool "Special Axemen" 1 0.25 2 0 requires factions { milan, } and hidden_resource riddermark
    recruit_pool "warriors" 1 0.34 3 0 requires factions { milan, } and region_religion northmen 40
    recruit_pool "Dismounted Royal Guard" 1 0.34 3 0 requires factions { milan, } and hidden_resource edoras
    recruit_pool "Balchoth Horde" 1 0.25 2 0 requires factions { venice, } and region_religion catholic 10
    recruit_pool "Easterling Clansmen" 1 0.25 2 0 requires factions { venice, } and region_religion catholic 20
    recruit_pool "Halberdiers" 1 0.34 3 0 requires factions { venice, } and region_religion catholic 40
    recruit_pool "Rhunnic Swordsmen" 1 0.34 3 0 requires factions { venice, } and region_religion catholic 30
    recruit_pool "Rhunnic Pikemen" 1 0.34 3 0 requires factions { venice, } and region_religion catholic 50
    law_bonus bonus 3
    }
    material wooden
    construction 6
    cost 4800
    settlement_min large_city
    upgrades
    {
    militia_barracks
    }
    }
    militia_barracks city requires factions { gondor, scotland, middle_eastern, eastern_european, egypt, southern_european, } and event_counter huge_city_barracks 1
    {
    convert_to 4
    capability
    {
    recruit_pool "Dismounted Kofm" 1 0.15 1 0 requires factions { sicily, } and region_religion numenorian 10
    recruit_pool "Axemen of Lossarnach" 1 0.25 3 0 requires factions { sicily, } and hidden_resource lossarnach
    recruit_pool "Marines" 1 0.34 3 0 requires factions { sicily, } and hidden_resource pelargir
    recruit_pool "Gondor Spearmen" 1 0.5 4 0 requires factions { sicily, } and region_religion numenorian 40
    recruit_pool "Gondor Infantry" 1 0.5 4 0 requires factions { sicily, } and region_religion numenorian 40
    recruit_pool "Kingsguard" 1 0.34 3 0 requires factions { sicily, } and region_religion numenorian 50
    recruit_pool "Dismounted Swan Knights" 1 0.34 3 0 requires factions { sicily, } and hidden_resource amroth
    recruit_pool "Fountain Guard" 1 0.34 3 0 requires factions { sicily, } and hidden_resource minas_tirith
    recruit_pool "Desert Spearmen" 1 0.15 1 0 requires factions { spain, } and region_religion catholic 10
    recruit_pool "Southron Spearmen" 1 0.5 4 0 requires factions { spain, } and region_religion catholic 30
    recruit_pool "Corsairs" 1 0.34 3 0 requires factions { spain, } and hidden_resource coast
    recruit_pool "Southron Pikemen" 1 0.5 4 0 requires factions { spain, } and region_religion catholic 40
    recruit_pool "Hasharii" 1 0.34 3 0 requires factions { spain, } and region_religion catholic 40
    recruit_pool "Beastmaster" 1 0.5 4 0 requires factions { spain, } and region_religion catholic 30
    recruit_pool "Dismounted Serpent Guard" 1 0.5 4 0 requires factions { spain, } and region_religion catholic 60
    recruit_pool "Miners" 1 0.25 2 0 requires factions { moors, } and region_religion islam 10
    recruit_pool "Dwarven Warriors" 1 0.34 3 0 requires factions { moors, } and region_religion islam 20
    recruit_pool "Clan Warriors" 1 0.34 3 0 requires factions { moors, } and region_religion islam 30
    recruit_pool "Axemen of Erebor" 1 0.34 3 1 requires factions { moors, } and hidden_resource erebor
    recruit_pool "Dwarven Halberdmen" 1 0.25 2 0 requires factions { moors, } and region_religion islam 30
    recruit_pool "Dwarven Pikemen" 1 0.34 3 0 requires factions { moors, } and region_religion islam 40
    recruit_pool "Dragonslayers" 1 0.34 3 1 requires factions { moors, } and hidden_resource grey_mountains
    recruit_pool "Iron Guard" 1 0.5 4 0 requires factions { moors, } and region_religion islam 60
    recruit_pool "Orc Band" 1 0.25 2 0 requires factions { england, } and region_religion catholic 10
    recruit_pool "Mordor Orcs" 1 0.5 4 0 requires factions { england, } and region_religion catholic 20
    recruit_pool "2handed Orcs" 1 0.34 3 0 requires factions { england, } and region_religion catholic 30
    recruit_pool "Morannon Guard" 1 0.34 3 0 requires factions { england, } and region_religion catholic 30
    recruit_pool "Mordor Halberd" 1 0.34 3 0 requires factions { england, } and region_religion catholic 40
    recruit_pool "Mordor Uruks" 1 0.34 3 0 requires factions { england, } and region_religion catholic 60
    recruit_pool "Dale Militia" 1 0.25 2 0 requires factions { scotland, } and region_religion northmen 10
    recruit_pool "Esgaroth Town Guards" 1 0.34 3 0 requires factions { scotland, } and hidden_resource esgaroth
    recruit_pool "Dale Spearmen" 1 0.34 3 0 requires factions { scotland, } and region_religion northmen 20
    recruit_pool "Dale Swordsmen" 1 0.2 2 0 requires factions { scotland, } and region_religion northmen 30
    recruit_pool "Dale Axemen" 1 0.34 3 0 requires factions { scotland, } and region_religion northmen 30
    recruit_pool "Dale Man-at-Arms" 1 0.34 3 0 requires factions { scotland, } and region_religion northmen 60
    recruit_pool "Nobles of Rhovanion" 1 0.34 3 0 requires factions { scotland, } and region_religion northmen 40
    recruit_pool "Noble Swordsmen" 1 0.34 3 0 requires factions { scotland, } and region_religion northmen 60
    recruit_pool "High Sword" 1 0.25 2 0 requires factions { egypt, } and region_religion orthodox 10
    recruit_pool "Elf Spear" 1 0.2 2 0 requires factions { egypt, } and region_religion orthodox 50
    recruit_pool "Elf Sword" 1 0.2 2 0 requires factions { egypt, } and region_religion orthodox 50
    recruit_pool "Elf Nobel" 1 0.2 2 0 requires factions { egypt, } and region_religion orthodox 60
    recruit_pool "Snaga Skirmishers" 1 0.25 2 0 requires factions { france, } and region_religion catholic 10
    recruit_pool "Dunlendings" 1 0.5 4 0 requires factions { france, } and hidden_resource dunland
    recruit_pool "Uruk-Hai Raiders" 1 0.5 4 0 requires factions { france, } and region_religion catholic 25
    recruit_pool "Uruk-Hai Infantry" 1 0.5 4 0 requires factions { france, } and region_religion catholic 40
    recruit_pool "Uruk-Hai Pikemen" 1 0.5 4 0 requires factions { france, } and region_religion catholic 40
    recruit_pool "Berserkers" 1 0.34 3 0 requires factions { france, } and region_religion catholic 60
    recruit_pool "militia" 1 0.15 2 0 requires factions { milan, } and region_religion northmen 10
    recruit_pool "Rohan Axemen" 1 0.25 2 0 requires factions { milan, } and region_religion northmen 20
    recruit_pool "spearmens" 1 0.25 2 0 requires factions { milan, } and region_religion northmen 30
    recruit_pool "warriors" 1 0.34 3 0 requires factions { milan, } and region_religion northmen 40
    recruit_pool "Dismounted Royal Guard" 1 0.34 3 0 requires factions { milan, } and region_religion northmen 60
    recruit_pool "Balchoth Horde" 1 0.2 2 0 requires factions { venice, } and region_religion catholic 10
    recruit_pool "Easterling Clansmen" 1 0.2 2 0 requires factions { venice, } and region_religion catholic 20
    recruit_pool "Halberdiers" 1 0.25 2 0 requires factions { venice, } and region_religion catholic 40
    recruit_pool "Rhunnic Pikemen" 1 0.34 3 0 requires factions { venice, } and region_religion catholic 50
    recruit_pool "Rhunnic Swordsmen" 1 0.25 2 0 requires factions { venice, } and region_religion catholic 30
    recruit_pool "Rhunnic Elite Infantry" 1 0.34 3 0 requires factions { venice, } and region_religion catholic 60
    law_bonus bonus 3
    }
    material wooden
    construction 7
    cost 9600
    settlement_min huge_city
    upgrades
    {
    army_barracks
    }
    }
    army_barracks city requires factions { }
    {
    convert_to 4
    capability
    {
    law_bonus bonus 3
    }
    material wooden
    construction 7
    cost 12000
    settlement_min huge_city
    upgrades
    {
    royal_armoury
    }
    }
    royal_armoury city requires factions { }
    {
    convert_to 4
    capability
    {
    law_bonus bonus 3
    }
    material wooden
    construction 8
    cost 15000
    settlement_min huge_city
    upgrades
    {
    }
    }
    }
    plugins
    {
    }
    }
    ;############################################################
    ;########## CASTLE BARRACKS FOR MORE EXPERIENCE #############
    ;############################################################
    building castle_barracks
    {
    convert_to barracks
    levels mustering_hall garrison_quarters drill_square barracks armoury
    {
    mustering_hall castle requires factions { gondor, northern_european, middle_eastern, eastern_european, greek, southern_european, }
    {
    capability
    {
    recruit_pool "Dismounted Kofm" 1 0.5 3 0 requires factions { sicily, } and region_religion numenorian 10
    recruit_pool "Desert Spearmen" 1 0.5 3 0 requires factions { spain, } and region_religion catholic 10
    recruit_pool "Miners" 1 0.5 3 1 requires factions { moors, } and region_religion islam 10
    recruit_pool "Orc Band" 1 0.5 4 0 requires factions { england, } and region_religion catholic 10
    recruit_pool "Dale Militia" 1 0.5 3 0 requires factions { scotland, } and region_religion northmen 10
    recruit_pool "Snaga Skirmishers" 1 0.5 3 0 requires factions { hre, france, } and region_religion catholic 10
    recruit_pool "Dunlendings" 1 0.18 2 0 requires factions { france, } and hidden_resource dunland
    recruit_pool "High Sword" 1 0.25 2 0 requires factions { egypt, } and region_religion orthodox 10
    recruit_pool "Silvan Spear" 1 0.25 2 0 requires factions { mongols, } and region_religion orthodox 10
    recruit_pool "Lumber Men" 1 0.5 3 0 requires factions { turks, } and region_religion northmen 10
    recruit_pool "militia" 1 0.5 3 0 requires factions { milan, } and region_religion northmen 10
    recruit_pool "Balchoth Horde" 1 0.5 3 0 requires factions { venice, } and region_religion catholic 10
    }
    material wooden
    construction 3
    cost 1200
    settlement_min village
    upgrades
    {
    garrison_quarters
    }
    }
    garrison_quarters castle requires factions { gondor, northern_european, middle_eastern, eastern_european, greek, southern_european, }
    {
    convert_to 0
    capability
    {
    recruit_pool "Dismounted Kofm" 1 0.5 4 1 requires factions { sicily, } and region_religion numenorian 10
    recruit_pool "Axemen of Lossarnach" 1 0.34 3 1 requires factions { sicily, } and hidden_resource lossarnach
    recruit_pool "Marines" 1 0.34 3 0 requires factions { sicily, } and hidden_resource pelargir
    recruit_pool "Desert Spearmen" 1 0.34 3 1 requires factions { spain, } and region_religion catholic 10
    recruit_pool "Corsairs" 1 0.34 3 1 requires factions { spain, } and hidden_resource coast
    recruit_pool "Miners" 1 0.34 3 1 requires factions { moors, } and region_religion islam 10
    recruit_pool "Dwarven Warriors" 1 0.5 4 1 requires factions { moors, } and region_religion islam 20
    recruit_pool "Orc Band" 1 0.34 3 1 requires factions { england, } and region_religion catholic 10
    recruit_pool "Mordor Orcs" 1 0.5 4 1 requires factions { england, } and region_religion catholic 20
    recruit_pool "Dale Militia" 1 0.34 3 1 requires factions { scotland, } and region_religion northmen 10
    recruit_pool "Esgaroth Town Guards" 1 0.34 3 1 requires factions { scotland, } and hidden_resource esgaroth
    recruit_pool "Dale Spearmen" 1 0.34 3 1 requires factions { scotland, } and region_religion northmen 20
    recruit_pool "Snaga Skirmishers" 1 0.5 4 1 requires factions { hre, france, } and region_religion catholic 10
    recruit_pool "Goblin Orcs" 1 0.5 4 1 requires factions { hre, } and region_religion catholic 20
    recruit_pool "High Sword" 1 0.34 3 1 requires factions { egypt, } and region_religion orthodox 10
    recruit_pool "Silvan Spear" 1 0.25 2 1 requires factions { mongols, } and region_religion orthodox 10
    recruit_pool "Silvan Sword" 1 0.25 2 1 requires factions { mongols, } and region_religion orthodox 20
    recruit_pool "Dunlendings" 1 0.34 3 0 requires factions { france, } and hidden_resource dunland
    recruit_pool "Lumber Men" 1 0.25 2 1 requires factions { turks, } and region_religion northmen 10
    recruit_pool "Town Militia" 1 0.25 3 1 requires factions { turks, } and region_religion northmen 20
    recruit_pool "Suburb Militia" 1 0.34 3 1 requires factions { turks, } and region_religion northmen 20
    recruit_pool "militia" 1 0.34 3 1 requires factions { milan, } and region_religion northmen 10
    recruit_pool "Rohan Axemen" 1 0.34 3 1 requires factions { milan, } and region_religion northmen 20
    recruit_pool "Balchoth Horde" 1 0.34 3 1 requires factions { venice, } and region_religion catholic 10
    recruit_pool "Easterling Clansmen" 1 0.34 3 1 requires factions { venice, } and region_religion catholic 20
    }
    material wooden
    construction 4
    cost 1600
    settlement_min town
    upgrades
    {
    drill_square
    }
    }
    drill_square castle requires factions { gondor, northern_european, middle_eastern, eastern_european, greek, southern_european, }
    {
    convert_to 1
    capability
    {
    recruit_pool "Dismounted Kofm" 1 0.25 2 1 requires factions { sicily, } and region_religion numenorian 10
    recruit_pool "Axemen of Lossarnach" 1 0.34 3 1 requires factions { sicily, } and hidden_resource lossarnach
    recruit_pool "Marines" 1 0.34 3 0 requires factions { sicily, } and hidden_resource pelargir
    recruit_pool "Gondor Spearmen" 1 0.34 3 1 requires factions { sicily, } and region_religion numenorian 40
    recruit_pool "Desert Spearmen" 1 0.25 2 1 requires factions { spain, } and region_religion catholic 10
    recruit_pool "Corsairs" 1 0.5 4 1 requires factions { spain, } and hidden_resource coast
    recruit_pool "Southron Spearmen" 1 0.5 4 1 requires factions { spain, } and region_religion catholic 30
    recruit_pool "Beastmaster" 1 0.34 3 1 requires factions { spain, } and region_religion catholic 30
    recruit_pool "Miners" 1 0.25 2 1 requires factions { moors, } and region_religion islam 10
    recruit_pool "Dwarven Warriors" 1 0.5 4 1 requires factions { moors, } and region_religion islam 20
    recruit_pool "Clan Warriors" 1 0.34 3 1 requires factions { moors, } and region_religion islam 30
    recruit_pool "Axemen of Erebor" 1 0.34 3 1 requires factions { moors, } and hidden_resource erebor
    recruit_pool "Dwarven Halberdmen" 1 0.34 3 1 requires factions { moors, } and region_religion islam 30
    recruit_pool "Dragonslayers" 1 0.2 2 0 requires factions { moors, } and hidden_resource grey_mountains
    recruit_pool "Orc Band" 1 0.34 3 1 requires factions { england, } and region_religion catholic 10
    recruit_pool "Mordor Orcs" 1 0.5 4 1 requires factions { england, } and region_religion catholic 20
    recruit_pool "2handed Orcs" 1 0.34 3 1 requires factions { england, } and region_religion catholic 30
    recruit_pool "Morannon Guard" 1 0.25 2 1 requires factions { england, } and region_religion catholic 30
    recruit_pool "Dale Militia" 1 0.25 2 1 requires factions { scotland, } and region_religion northmen 10
    recruit_pool "Esgaroth Town Guards" 1 0.34 3 1 requires factions { scotland, } and hidden_resource esgaroth
    recruit_pool "Dale Spearmen" 1 0.34 3 1 requires factions { scotland, } and region_religion northmen 20
    recruit_pool "Dale Swordsmen" 1 0.34 3 1 requires factions { scotland, } and region_religion northmen 30
    recruit_pool "Dale Axemen" 1 0.34 3 1 requires factions { scotland, } and region_religion northmen 30
    recruit_pool "Snaga Skirmishers" 1 0.34 3 1 requires factions { hre, france, } and region_religion catholic 10
    recruit_pool "Goblin Orcs" 1 0.34 3 1 requires factions { hre, } and region_religion catholic 20
    recruit_pool "Moria Halberd" 1 0.34 3 1 requires factions { hre, } and region_religion catholic 30
    recruit_pool "High Sword" 1 0.25 2 1 requires factions { egypt, } and region_religion orthodox 10
    recruit_pool "Elf Spear" 1 0.2 2 1 requires factions { egypt, } and region_religion orthodox 50
    recruit_pool "Silvan Spear" 1 0.25 2 1 requires factions { mongols, } and region_religion orthodox 10
    recruit_pool "Silvan Sword" 1 0.25 2 1 requires factions { mongols, } and region_religion orthodox 20
    recruit_pool "Silvan Heavy Spearmen" 1 0.2 2 1 requires factions { mongols, } and region_religion orthodox 50
    recruit_pool "Uruk-Hai Raiders" 1 0.5 4 1 requires factions { france, } and region_religion catholic 25
    recruit_pool "Dunlendings" 1 0.5 4 1 requires factions { france, } and hidden_resource dunland
    recruit_pool "Lumber Men" 1 0.2 2 1 requires factions { turks, } and region_religion northmen 10
    recruit_pool "Town Militia" 1 0.2 2 1 requires factions { turks, } and region_religion northmen 20
    recruit_pool "Suburb Militia" 1 0.34 3 1 requires factions { turks, } and region_religion northmen 20
    recruit_pool "Bandits" 1 0.34 3 1 requires factions { turks, } and region_religion northmen 30
    recruit_pool "militia" 1 0.25 2 1 requires factions { milan, } and region_religion northmen 10
    recruit_pool "Rohan Axemen" 1 0.25 2 1 requires factions { milan, } and region_religion northmen 20
    recruit_pool "Dismounted Eored Lancers" 1 0.25 2 1 requires factions { milan, } and region_religion northmen 30
    recruit_pool "Special Axemen" 1 0.25 2 1 requires factions { milan, } and hidden_resource riddermark
    recruit_pool "Balchoth Horde" 1 0.34 3 1 requires factions { venice, } and region_religion catholic 10
    recruit_pool "Easterling Clansmen" 1 0.25 2 1 requires factions { venice, } and region_religion catholic 20
    recruit_pool "Halberdiers" 1 0.34 3 1 requires factions { venice, } and region_religion catholic 40
    recruit_pool "Rhunnic Swordsmen" 1 0.34 3 1 requires factions { venice, } and region_religion catholic 30
    }
    material wooden
    construction 5
    cost 3200
    settlement_min large_town
    upgrades
    {
    barracks
    }
    }
    barracks castle requires factions { gondor, northern_european, middle_eastern, eastern_european, greek, southern_european, } and event_counter large_city_barracks 1
    {
    convert_to 2
    capability
    {
    recruit_pool "Dismounted Kofm" 1 0.25 2 1 requires factions { sicily, } and region_religion numenorian 10
    recruit_pool "Axemen of Lossarnach" 1 0.34 3 1 requires factions { sicily, } and hidden_resource lossarnach
    recruit_pool "Marines" 1 0.34 3 0 requires factions { sicily, } and hidden_resource pelargir
    recruit_pool "Gondor Spearmen" 1 0.5 4 1 requires factions { sicily, } and region_religion numenorian 40
    recruit_pool "Gondor Infantry" 1 0.5 4 1 requires factions { sicily, } and region_religion numenorian 40
    recruit_pool "Kingsguard" 1 0.2 2 1 requires factions { sicily, } and region_religion numenorian 50
    recruit_pool "Desert Spearmen" 1 0.25 2 1 requires factions { spain, } and region_religion catholic 10
    recruit_pool "Southron Spearmen" 1 0.5 4 1 requires factions { spain, } and region_religion catholic 30
    recruit_pool "Beastmaster" 1 0.5 4 1 requires factions { spain, } and region_religion catholic 30
    recruit_pool "Corsairs" 1 0.34 3 1 requires factions { spain, } and hidden_resource coast
    recruit_pool "Southron Pikemen" 1 0.5 4 1 requires factions { spain, } and region_religion catholic 40
    recruit_pool "Hasharii" 1 0.34 3 1 requires factions { spain, } and region_religion catholic 40
    recruit_pool "Miners" 1 0.25 2 1 requires factions { moors, } and region_religion islam 10
    recruit_pool "Dwarven Warriors" 1 0.5 4 1 requires factions { moors, } and region_religion islam 20
    recruit_pool "Clan Warriors" 1 0.34 3 1 requires factions { moors, } and region_religion islam 30
    recruit_pool "Axemen of Erebor" 1 0.34 3 1 requires factions { moors, } and hidden_resource erebor
    recruit_pool "Dwarven Halberdmen" 1 0.25 2 1 requires factions { moors, } and region_religion islam 30
    recruit_pool "Dwarven Pikemen" 1 0.34 3 1 requires factions { moors, } and region_religion islam 40
    recruit_pool "Dragonslayers" 1 0.34 3 1 requires factions { moors, } and hidden_resource grey_mountains
    recruit_pool "Orc Band" 1 0.25 2 1 requires factions { england, } and region_religion catholic 10
    recruit_pool "Mordor Orcs" 1 0.5 4 1 requires factions { england, } and region_religion catholic 20
    recruit_pool "2handed Orcs" 1 0.34 3 1 requires factions { england, } and region_religion catholic 30
    recruit_pool "Morannon Guard" 1 0.34 3 1 requires factions { england, } and region_religion catholic 30
    recruit_pool "Mordor Halberd" 1 0.34 3 1 requires factions { england, } and region_religion catholic 40
    recruit_pool "Dale Militia" 1 0.25 2 1 requires factions { scotland, } and region_religion northmen 10
    recruit_pool "Esgaroth Town Guards" 1 0.34 3 1 requires factions { scotland, } and hidden_resource esgaroth
    recruit_pool "Dale Spearmen" 1 0.34 3 1 requires factions { scotland, } and region_religion northmen 20
    recruit_pool "Dale Swordsmen" 1 0.25 2 1 requires factions { scotland, } and region_religion northmen 30
    recruit_pool "Dale Axemen" 1 0.34 3 1 requires factions { scotland, } and region_religion northmen 30
    recruit_pool "Nobles of Rhovanion" 1 0.34 3 1 requires factions { scotland, } and region_religion northmen 40
    recruit_pool "Snaga Skirmishers" 1 0.25 2 1 requires factions { hre, france, } and region_religion catholic 10
    recruit_pool "Goblin Orcs" 1 0.25 2 1 requires factions { hre, } and region_religion catholic 20
    recruit_pool "Moria Halberd" 1 0.34 3 1 requires factions { hre, } and region_religion catholic 30
    recruit_pool "Moria Orcs" 1 0.34 3 1 requires factions { hre, } and region_religion catholic 40
    recruit_pool "High Sword" 1 0.25 2 1 requires factions { egypt, } and region_religion orthodox 10
    recruit_pool "Elf Spear" 1 0.2 2 1 requires factions { egypt, } and region_religion orthodox 50
    recruit_pool "Elf Sword" 1 0.2 2 1 requires factions { egypt, } and region_religion orthodox 50
    recruit_pool "Silvan Spear" 1 0.25 2 1 requires factions { mongols, } and region_religion orthodox 10
    recruit_pool "Silvan Sword" 1 0.25 2 1 requires factions { mongols, } and region_religion orthodox 20
    recruit_pool "Silvan Heavy Spearmen" 1 0.2 2 1 requires factions { mongols, } and region_religion orthodox 50
    recruit_pool "Silvan Heavy Swordsmen" 1 0.2 2 1 requires factions { mongols, } and region_religion orthodox 50
    recruit_pool "Dunlendings" 1 0.5 4 1 requires factions { france, } and hidden_resource dunland
    recruit_pool "Uruk-Hai Raiders" 1 0.34 3 1 requires factions { france, } and region_religion catholic 25
    recruit_pool "Uruk-Hai Infantry" 1 0.5 4 1 requires factions { france, } and region_religion catholic 40
    recruit_pool "Uruk-Hai Pikemen" 1 0.5 4 1 requires factions { france, } and region_religion catholic 40
    recruit_pool "Lumber Men" 1 0.2 2 1 requires factions { turks, } and region_religion northmen 10
    recruit_pool "Town Militia" 1 0.2 2 1 requires factions { turks, } and region_religion northmen 20
    recruit_pool "Suburb Militia" 1 0.34 3 1 requires factions { turks, } and region_religion northmen 20
    recruit_pool "Bandits" 1 0.34 3 1 requires factions { turks, } and region_religion northmen 30
    recruit_pool "Greenway Guardsmen" 1 0.34 3 1 requires factions { turks, } and region_religion northmen 40
    recruit_pool "militia" 1 0.2 2 1 requires factions { milan, } and region_religion northmen 10
    recruit_pool "Rohan Axemen" 1 0.25 2 1 requires factions { milan, } and region_religion northmen 20
    recruit_pool "Dismounted Eored Lancers" 1 0.34 3 1 requires factions { milan, } and region_religion northmen 30
    recruit_pool "Special Axemen" 1 0.25 2 1 requires factions { milan, } and hidden_resource riddermark
    recruit_pool "warriors" 1 0.34 3 1 requires factions { milan, } and region_religion northmen 40
    recruit_pool "Dismounted Royal Guard" 1 0.34 3 1 requires factions { milan, } and hidden_resource edoras
    recruit_pool "Balchoth Horde" 1 0.25 2 1 requires factions { venice, } and region_religion catholic 10
    recruit_pool "Easterling Clansmen" 1 0.25 2 1 requires factions { venice, } and region_religion catholic 20
    recruit_pool "Halberdiers" 1 0.34 3 1 requires factions { venice, } and region_religion catholic 40
    recruit_pool "Rhunnic Swordsmen" 1 0.34 3 1 requires factions { venice, } and region_religion catholic 30
    recruit_pool "Rhunnic Pikemen" 1 0.34 3 1 requires factions { venice, } and region_religion catholic 50
    }
    material wooden
    construction 6
    cost 4800
    settlement_min city
    upgrades
    {
    armoury
    }
    }
    armoury castle requires factions { gondor, scotland, middle_eastern, eastern_european, egypt, southern_european, } and event_counter huge_city_barracks 1
    {
    convert_to 3
    capability
    {
    recruit_pool "Dismounted Kofm" 1 0.25 2 1 requires factions { sicily, } and region_religion numenorian 10
    recruit_pool "Axemen of Lossarnach" 1 0.25 3 1 requires factions { sicily, } and hidden_resource lossarnach
    recruit_pool "Marines" 1 0.34 3 0 requires factions { sicily, } and hidden_resource pelargir
    recruit_pool "Gondor Spearmen" 1 0.5 4 1 requires factions { sicily, } and region_religion numenorian 40
    recruit_pool "Gondor Infantry" 1 0.5 4 1 requires factions { sicily, } and region_religion numenorian 40
    recruit_pool "Kingsguard" 1 0.34 3 1 requires factions { sicily, } and region_religion numenorian 50
    recruit_pool "Dismounted Swan Knights" 1 0.34 3 1 requires factions { sicily, } and hidden_resource amroth
    recruit_pool "Fountain Guard" 1 0.34 3 1 requires factions { sicily, } and hidden_resource minas_tirith
    recruit_pool "Desert Spearmen" 1 0.25 2 1 requires factions { spain, } and region_religion catholic 10
    recruit_pool "Southron Spearmen" 1 0.5 4 1 requires factions { spain, } and region_religion catholic 30
    recruit_pool "Corsairs" 1 0.34 3 1 requires factions { spain, } and hidden_resource coast
    recruit_pool "Southron Pikemen" 1 0.5 4 1 requires factions { spain, } and region_religion catholic 40
    recruit_pool "Hasharii" 1 0.34 3 1 requires factions { spain, } and region_religion catholic 40
    recruit_pool "Beastmaster" 1 0.5 4 1 requires factions { spain, } and region_religion catholic 30
    recruit_pool "Dismounted Serpent Guard" 1 0.5 4 1 requires factions { spain, } and region_religion catholic 60
    recruit_pool "Miners" 1 0.25 2 1 requires factions { moors, } and region_religion islam 10
    recruit_pool "Dwarven Warriors" 1 0.34 3 1 requires factions { moors, } and region_religion islam 20
    recruit_pool "Clan Warriors" 1 0.34 3 1 requires factions { moors, } and region_religion islam 30
    recruit_pool "Axemen of Erebor" 1 0.34 3 1 requires factions { moors, } and hidden_resource erebor
    recruit_pool "Dwarven Halberdmen" 1 0.25 2 1 requires factions { moors, } and region_religion islam 30
    recruit_pool "Dwarven Pikemen" 1 0.34 3 1 requires factions { moors, } and region_religion islam 40
    recruit_pool "Dragonslayers" 1 0.34 3 1 requires factions { moors, } and hidden_resource grey_mountains
    recruit_pool "Iron Guard" 1 0.5 4 1 requires factions { moors, } and region_religion islam 60
    recruit_pool "Orc Band" 1 0.25 2 1 requires factions { england, } and region_religion catholic 10
    recruit_pool "Mordor Orcs" 1 0.5 4 1 requires factions { england, } and region_religion catholic 20
    recruit_pool "2handed Orcs" 1 0.34 3 1 requires factions { england, } and region_religion catholic 30
    recruit_pool "Morannon Guard" 1 0.34 3 1 requires factions { england, } and region_religion catholic 30
    recruit_pool "Mordor Halberd" 1 0.34 3 1 requires factions { england, } and region_religion catholic 40
    recruit_pool "Mordor Uruks" 1 0.34 3 1 requires factions { england, } and region_religion catholic 60
    recruit_pool "Dale Militia" 1 0.25 2 1 requires factions { scotland, } and region_religion northmen 10
    recruit_pool "Esgaroth Town Guards" 1 0.34 3 1 requires factions { scotland, } and hidden_resource esgaroth
    recruit_pool "Dale Spearmen" 1 0.34 3 1 requires factions { scotland, } and region_religion northmen 20
    recruit_pool "Dale Swordsmen" 1 0.2 2 1 requires factions { scotland, } and region_religion northmen 30
    recruit_pool "Dale Axemen" 1 0.34 3 1 requires factions { scotland, } and region_religion northmen 30
    recruit_pool "Dale Man-at-Arms" 1 0.34 3 1 requires factions { scotland, } and region_religion northmen 60
    recruit_pool "Nobles of Rhovanion" 1 0.34 3 1 requires factions { scotland, } and region_religion northmen 40
    recruit_pool "Noble Swordsmen" 1 0.34 3 1 requires factions { scotland, } and region_religion northmen 60
    recruit_pool "High Sword" 1 0.25 2 1 requires factions { egypt, } and region_religion orthodox 10
    recruit_pool "Elf Spear" 1 0.2 2 1 requires factions { egypt, } and region_religion orthodox 50
    recruit_pool "Elf Sword" 1 0.2 2 1 requires factions { egypt, } and region_religion orthodox 50
    recruit_pool "Elf Nobel" 1 0.2 2 1 requires factions { egypt, } and region_religion orthodox 60
    recruit_pool "Snaga Skirmishers" 1 0.25 2 1 requires factions { france, } and region_religion catholic 10
    recruit_pool "Dunlendings" 1 0.5 4 1 requires factions { france, } and hidden_resource dunland
    recruit_pool "Uruk-Hai Raiders" 1 0.5 4 1 requires factions { france, } and region_religion catholic 25
    recruit_pool "Uruk-Hai Infantry" 1 0.5 4 1 requires factions { france, } and region_religion catholic 40
    recruit_pool "Uruk-Hai Pikemen" 1 0.5 4 1 requires factions { france, } and region_religion catholic 40
    recruit_pool "Berserkers" 1 0.34 3 1 requires factions { france, } and region_religion catholic 60
    recruit_pool "militia" 1 0.15 2 1 requires factions { milan, } and region_religion northmen 10
    recruit_pool "Rohan Axemen" 1 0.25 2 1 requires factions { milan, } and region_religion northmen 20
    recruit_pool "spearmens" 1 0.25 2 1 requires factions { milan, } and region_religion northmen 30
    recruit_pool "warriors" 1 0.34 3 1 requires factions { milan, } and region_religion northmen 40
    recruit_pool "Dismounted Royal Guard" 1 0.34 3 1 requires factions { milan, } and region_religion northmen 60
    recruit_pool "Balchoth Horde" 1 0.2 2 1 requires factions { venice, } and region_religion catholic 10
    recruit_pool "Easterling Clansmen" 1 0.2 2 1 requires factions { venice, } and region_religion catholic 20
    recruit_pool "Halberdiers" 1 0.25 2 1 requires factions { venice, } and region_religion catholic 40
    recruit_pool "Rhunnic Pikemen" 1 0.34 3 1 requires factions { venice, } and region_religion catholic 50
    recruit_pool "Rhunnic Swordsmen" 1 0.25 2 1 requires factions { venice, } and region_religion catholic 30
    recruit_pool "Rhunnic Elite Infantry" 1 0.34 3 1 requires factions { venice, } and region_religion catholic 60
    }
    material wooden
    construction 7
    cost 9600
    settlement_min large_city
    upgrades
    {
    }
    }
    }
    plugins
    {
    }
    }
    ;############################################################
    ;######## USE CASTLE MISSILES FOR MORE EXPERIENCE ##########
    ;############################################################
    building missiles
    {
    convert_to c_missiles
    levels bowyer practice_range archery_range marksmans_range
    {
    bowyer castle requires factions { gondor, northern_european, middle_eastern, eastern_european, greek, southern_european, }
    {
    convert_to 0
    capability
    {
    recruit_pool "Militia Archers" 1 0.34 3 0 requires factions { sicily, } and region_religion numenorian 15
    recruit_pool "Harad Archers" 1 0.34 3 0 requires factions { spain, } and region_religion catholic 15
    recruit_pool "Axethrowers" 1 0.25 2 0 requires factions { moors, } and region_religion islam 15
    recruit_pool "Elf Archer" 1 0.34 3 0 requires factions { egypt, mongols, } and region_religion orthodox 15
    recruit_pool "Mordor Scouts" 1 0.34 3 0 requires factions { england, } and region_religion catholic 15
    recruit_pool "Free Archers" 1 0.34 3 0 requires factions { scotland, } and region_religion northmen 15
    recruit_pool "Snaga Archers" 1 0.34 3 0 requires factions { hre, france, } and region_religion catholic 15
    recruit_pool "Eriador Hunters" 1 0.34 3 0 requires factions { turks, } and region_religion northmen 15
    recruit_pool "archers" 1 0.34 3 0 requires factions { milan, } and region_religion northmen 15
    recruit_pool "Easterling Archers" 1 0.34 3 0 requires factions { venice, } and region_religion catholic 15
    }
    material wooden
    construction 3
    cost 1200
    settlement_min town
    upgrades
    {
    practice_range
    }
    }
    practice_range castle requires factions { gondor, northern_european, middle_eastern, eastern_european, greek, southern_european, }
    {
    convert_to 1
    capability
    {
    recruit_pool "Militia Archers" 1 0.34 3 1 requires factions { sicily, } and region_religion numenorian 15
    recruit_pool "Gondor Archers" 1 0.25 2 1 requires factions { sicily, } and region_religion numenorian 40
    recruit_pool "Harad Archers" 1 0.34 3 1 requires factions { spain, } and region_religion catholic 15
    recruit_pool "Corsair Archers" 1 0.5 4 1 requires factions { spain, } and hidden_resource coast
    recruit_pool "Axethrowers" 1 0.34 3 1 requires factions { moors, } and region_religion islam 15
    recruit_pool "Iron Crossbowmen" 1 0.25 2 1 requires factions { moors, } and region_religion islam 30
    recruit_pool "Elf Archer" 1 0.25 2 1 requires factions { egypt, mongols, } and region_religion orthodox 15
    recruit_pool "Elf Archer2" 1 0.34 3 1 requires factions { egypt, } and region_religion orthodox 30
    recruit_pool "Silvan Archer" 1 0.34 3 1 requires factions { mongols, } and region_religion orthodox 30
    recruit_pool "Mordor Scouts" 1 0.25 2 0 requires factions { england, } and region_religion catholic 15
    recruit_pool "Mordor Archers" 1 0.34 3 0 requires factions { england, } and region_religion catholic 30
    recruit_pool "Free Archers" 1 0.25 2 1 requires factions { scotland, } and region_religion northmen 15
    recruit_pool "Dale Archers" 1 0.34 3 1 requires factions { scotland, } and region_religion northmen 30
    recruit_pool "Beoring" 1 0.34 3 1 requires factions { scotland, } and region_religion northmen 30
    recruit_pool "Snaga Archers" 1 0.25 2 1 requires factions { hre, france, } and region_religion catholic 15
    recruit_pool "Goblin Archers" 1 0.34 3 1 requires factions { hre, } and region_religion catholic 30
    recruit_pool "Uruk-Hai Archers" 1 0.34 3 1 requires factions { france, } and region_religion catholic 30
    recruit_pool "Eriador Hunters" 1 0.2 2 1 requires factions { turks, } and region_religion northmen 15
    recruit_pool "Hobbit Archers" 1 0.34 3 1 requires factions { turks, } and hidden_resource hobbits
    recruit_pool "Eriador Scouts" 1 0.25 3 1 requires factions { turks, } and region_religion northmen 30
    recruit_pool "archers" 1 0.5 4 1 requires factions { milan, } and region_religion northmen 15
    recruit_pool "rohirrim archers" 1 0.34 3 1 requires factions { milan, } and hidden_resource hornburg
    recruit_pool "Easterling Archers" 1 0.25 2 1 requires factions { venice, } and region_religion catholic 15
    recruit_pool "Rhunnic Crossbowmen" 1 0.2 2 1 requires factions { venice, } and region_religion catholic 30
    recruit_pool "Dismounted Variags" 1 0.34 3 1 requires factions { venice, } and region_religion catholic 30
    }
    material wooden
    construction 4
    cost 2400
    settlement_min large_town
    upgrades
    {
    archery_range
    }
    }
    archery_range castle requires factions { sicily, scotland, turks, middle_eastern, eastern_european, greek, } and event_counter large_city_barracks 1
    {
    convert_to 2
    capability
    {
    recruit_pool "Militia Archers" 1 0.34 3 1 requires factions { sicily, } and region_religion numenorian 15
    recruit_pool "Gondor Archers" 1 0.34 3 1 requires factions { sicily, } and region_religion numenorian 40
    recruit_pool "Ithilien Rangers" 1 0.34 3 1 requires factions { sicily, } and hidden_resource ithilien
    recruit_pool "Harad Archers" 1 0.2 2 1 requires factions { spain, } and region_religion catholic 15
    recruit_pool "Corsair Archers" 1 0.34 3 1 requires factions { spain, } and hidden_resource coast
    recruit_pool "Southron Archers" 1 0.5 4 1 requires factions { spain, } and region_religion catholic 30
    recruit_pool "Elf Archer" 1 0.2 2 1 requires factions { egypt, mongols, } and region_religion orthodox 15
    recruit_pool "Elf Archer2" 1 0.2 2 1 requires factions { egypt, } and region_religion orthodox 30
    recruit_pool "Elf Archer3" 1 0.25 2 1 requires factions { egypt, } and region_religion orthodox 60
    recruit_pool "Silvan Archer" 1 0.25 2 1 requires factions { mongols, } and region_religion orthodox 30
    recruit_pool "Elf Guard" 1 0.25 2 1 requires factions { mongols, } and region_religion orthodox 60
    recruit_pool "Mordor Scouts" 1 0.2 2 0 requires factions { england, } and region_religion catholic 15
    recruit_pool "Mordor Archers" 1 0.25 3 0 requires factions { england, } and region_religion catholic 30
    recruit_pool "Uruk Archers" 1 0.34 3 0 requires factions { england, } and region_religion catholic 50
    recruit_pool "Free Archers" 1 0.25 2 1 requires factions { scotland, } and region_religion northmen 15
    recruit_pool "Dale Archers" 1 0.34 3 1 requires factions { scotland, } and region_religion northmen 30
    recruit_pool "Beoring" 1 0.34 3 1 requires factions { scotland, } and region_religion northmen 30
    recruit_pool "Esgaroth Warriors" 1 0.5 4 1 requires factions { scotland, } and region_religion northmen 50
    recruit_pool "Snaga Archers" 1 0.2 2 1 requires factions { hre, france, } and region_religion catholic 15
    recruit_pool "Goblin Archers" 1 0.25 3 1 requires factions { hre, } and region_religion catholic 30
    recruit_pool "Moria Archers" 1 0.34 3 1 requires factions { hre, } and region_religion catholic 50
    recruit_pool "Uruk-Hai Archers" 1 0.34 3 1 requires factions { france, } and region_religion catholic 30
    recruit_pool "Uruk-Hai Crossbow" 1 0.34 3 1 requires factions { france, } and region_religion catholic 50
    recruit_pool "Eriador Hunters" 1 0.2 2 1 requires factions { turks, } and region_religion northmen 15
    recruit_pool "Hobbit Archers" 1 0.34 3 1 requires factions { turks, } and hidden_resource hobbits
    recruit_pool "Eriador Scouts" 1 0.25 2 1 requires factions { turks, } and region_religion northmen 30
    recruit_pool "Dunedain Rangers" 1 0.34 3 1 requires factions { turks, } and hidden_resource dunedain
    recruit_pool "Easterling Archers" 1 0.2 2 1 requires factions { venice, } and region_religion catholic 15
    recruit_pool "Dismounted Variags" 1 0.2 2 1 requires factions { venice, } and region_religion catholic 30
    recruit_pool "Rhunnic Crossbowmen" 1 0.25 2 1 requires factions { venice, } and region_religion catholic 30
    recruit_pool "Rhunnic Elite Archers" 1 0.25 2 1 requires factions { venice, } and region_religion catholic 50
    }
    material wooden
    construction 5
    cost 4800
    settlement_min city
    upgrades
    {
    marksmans_range
    }
    }
    marksmans_range castle requires factions { greek, } and event_counter large_city_barracks 1
    {
    convert_to 3
    capability
    {
    recruit_pool "Elf Archer" 1 0.2 2 2 requires factions { egypt, mongols, } and region_religion orthodox 15
    recruit_pool "Elf Archer2" 1 0.25 2 2 requires factions { egypt, } and region_religion orthodox 30
    recruit_pool "Elf Archer3" 1 0.34 3 2 requires factions { egypt, } and region_religion orthodox 60
    recruit_pool "Silvan Archer" 1 0.25 2 2 requires factions { mongols, } and region_religion orthodox 30
    recruit_pool "Elf Guard" 1 0.34 3 2 requires factions { mongols, } and region_religion orthodox 60
    }
    material wooden
    construction 6
    cost 8400
    settlement_min large_city
    upgrades
    {
    }
    }
    }
    plugins
    {
    }
    }
    building c_missiles
    {
    convert_to missiles
    levels c_bowyer c_practice_range c_archery_range c_marksmans_range
    {
    c_bowyer city requires factions { gondor, northern_european, middle_eastern, eastern_european, greek, southern_european, }
    {
    convert_to 0
    capability
    {
    recruit_pool "Militia Archers" 1 0.34 3 0 requires factions { sicily, } and region_religion numenorian 15
    recruit_pool "Harad Archers" 1 0.34 3 0 requires factions { spain, } and region_religion catholic 15
    recruit_pool "Axethrowers" 1 0.25 2 0 requires factions { moors, } and region_religion islam 15
    recruit_pool "Elf Archer" 1 0.34 3 0 requires factions { egypt, mongols, } and region_religion orthodox 15
    recruit_pool "Mordor Scouts" 1 0.34 3 0 requires factions { england, } and region_religion catholic 15
    recruit_pool "Free Archers" 1 0.34 3 0 requires factions { scotland, } and region_religion northmen 15
    recruit_pool "Snaga Archers" 1 0.34 3 0 requires factions { hre, france, } and region_religion catholic 15
    recruit_pool "Eriador Hunters" 1 0.34 3 0 requires factions { turks, } and region_religion northmen 15
    recruit_pool "archers" 1 0.34 3 0 requires factions { milan, } and region_religion northmen 15
    recruit_pool "Easterling Archers" 1 0.34 3 0 requires factions { venice, } and region_religion catholic 15
    }
    material wooden
    construction 3
    cost 1200
    settlement_min large_town
    upgrades
    {
    c_practice_range
    }
    }
    c_practice_range city requires factions { gondor, northern_european, middle_eastern, eastern_european, greek, southern_european, }
    {
    convert_to 1
    capability
    {
    recruit_pool "Militia Archers" 1 0.34 3 0 requires factions { sicily, } and region_religion numenorian 15
    recruit_pool "Gondor Archers" 1 0.25 2 0 requires factions { sicily, } and region_religion numenorian 40
    recruit_pool "Harad Archers" 1 0.34 3 0 requires factions { spain, } and region_religion catholic 15
    recruit_pool "Corsair Archers" 1 0.5 4 0 requires factions { spain, } and hidden_resource coast
    recruit_pool "Axethrowers" 1 0.34 3 0 requires factions { moors, } and region_religion islam 15
    recruit_pool "Iron Crossbowmen" 1 0.25 2 0 requires factions { moors, } and region_religion islam 30
    recruit_pool "Elf Archer" 1 0.25 2 0 requires factions { egypt, mongols, } and region_religion orthodox 15
    recruit_pool "Elf Archer2" 1 0.34 3 0 requires factions { egypt, } and region_religion orthodox 30
    recruit_pool "Silvan Archer" 1 0.34 3 0 requires factions { mongols, } and region_religion orthodox 30
    recruit_pool "Mordor Scouts" 1 0.25 2 0 requires factions { england, } and region_religion catholic 15
    recruit_pool "Mordor Archers" 1 0.34 3 0 requires factions { england, } and region_religion catholic 30
    recruit_pool "Free Archers" 1 0.25 2 0 requires factions { scotland, } and region_religion northmen 15
    recruit_pool "Dale Archers" 1 0.34 3 0 requires factions { scotland, } and region_religion northmen 30
    recruit_pool "Beoring" 1 0.34 3 0 requires factions { scotland, } and region_religion northmen 30
    recruit_pool "Snaga Archers" 1 0.25 2 0 requires factions { hre, france, } and region_religion catholic 15
    recruit_pool "Goblin Archers" 1 0.34 3 0 requires factions { hre, } and region_religion catholic 30
    recruit_pool "Uruk-Hai Archers" 1 0.34 3 0 requires factions { france, } and region_religion catholic 30
    recruit_pool "Eriador Hunters" 1 0.2 2 0 requires factions { turks, } and region_religion northmen 15
    recruit_pool "Hobbit Archers" 1 0.34 3 0 requires factions { turks, } and hidden_resource hobbits
    recruit_pool "Eriador Scouts" 1 0.25 3 0 requires factions { turks, } and region_religion northmen 30
    recruit_pool "archers" 1 0.5 4 0 requires factions { milan, } and region_religion northmen 15
    recruit_pool "rohirrim archers" 1 0.34 3 0 requires factions { milan, } and hidden_resource hornburg
    recruit_pool "Easterling Archers" 1 0.25 2 0 requires factions { venice, } and region_religion catholic 15
    recruit_pool "Rhunnic Crossbowmen" 1 0.2 2 0 requires factions { venice, } and region_religion catholic 30
    recruit_pool "Dismounted Variags" 1 0.34 3 0 requires factions { venice, } and region_religion catholic 30
    }
    material wooden
    construction 4
    cost 2400
    settlement_min city
    upgrades
    {
    c_archery_range
    }
    }
    c_archery_range city requires factions { sicily, scotland, turks, middle_eastern, eastern_european, greek, } and event_counter large_city_barracks 1
    {
    convert_to 2
    capability
    {
    recruit_pool "Militia Archers" 1 0.34 3 0 requires factions { sicily, } and region_religion numenorian 15
    recruit_pool "Gondor Archers" 1 0.34 3 0 requires factions { sicily, } and region_religion numenorian 40
    recruit_pool "Ithilien Rangers" 1 0.34 3 0 requires factions { sicily, } and hidden_resource ithilien
    recruit_pool "Harad Archers" 1 0.2 2 0 requires factions { spain, } and region_religion catholic 15
    recruit_pool "Corsair Archers" 1 0.34 3 0 requires factions { spain, } and hidden_resource coast
    recruit_pool "Southron Archers" 1 0.5 4 0 requires factions { spain, } and region_religion catholic 30
    recruit_pool "Elf Archer" 1 0.2 2 0 requires factions { egypt, mongols, } and region_religion orthodox 15
    recruit_pool "Elf Archer2" 1 0.2 2 0 requires factions { egypt, } and region_religion orthodox 30
    recruit_pool "Elf Archer3" 1 0.25 2 0 requires factions { egypt, } and region_religion orthodox 60
    recruit_pool "Silvan Archer" 1 0.25 2 0 requires factions { mongols, } and region_religion orthodox 30
    recruit_pool "Elf Guard" 1 0.25 2 0 requires factions { mongols, } and region_religion orthodox 60
    recruit_pool "Mordor Scouts" 1 0.2 2 0 requires factions { england, } and region_religion catholic 15
    recruit_pool "Mordor Archers" 1 0.25 3 0 requires factions { england, } and region_religion catholic 30
    recruit_pool "Uruk Archers" 1 0.34 3 0 requires factions { england, } and region_religion catholic 50
    recruit_pool "Free Archers" 1 0.25 2 0 requires factions { scotland, } and region_religion northmen 15
    recruit_pool "Dale Archers" 1 0.34 3 0 requires factions { scotland, } and region_religion northmen 30
    recruit_pool "Beoring" 1 0.34 3 0 requires factions { scotland, } and region_religion northmen 30
    recruit_pool "Esgaroth Warriors" 1 0.5 4 0 requires factions { scotland, } and region_religion northmen 50
    recruit_pool "Snaga Archers" 1 0.2 2 0 requires factions { hre, france, } and region_religion catholic 15
    recruit_pool "Goblin Archers" 1 0.25 3 0 requires factions { hre, } and region_religion catholic 30
    recruit_pool "Moria Archers" 1 0.34 3 0 requires factions { hre, } and region_religion catholic 50
    recruit_pool "Uruk-Hai Archers" 1 0.34 3 0 requires factions { france, } and region_religion catholic 30
    recruit_pool "Uruk-Hai Crossbow" 1 0.34 3 0 requires factions { france, } and region_religion catholic 50
    recruit_pool "Eriador Hunters" 1 0.2 2 0 requires factions { turks, } and region_religion northmen 15
    recruit_pool "Hobbit Archers" 1 0.34 3 0 requires factions { turks, } and hidden_resource hobbits
    recruit_pool "Eriador Scouts" 1 0.25 2 0 requires factions { turks, } and region_religion northmen 30
    recruit_pool "Dunedain Rangers" 1 0.34 3 0 requires factions { turks, } and hidden_resource dunedain
    recruit_pool "Easterling Archers" 1 0.2 2 0 requires factions { venice, } and region_religion catholic 15
    recruit_pool "Dismounted Variags" 1 0.2 2 0 requires factions { venice, } and region_religion catholic 30
    recruit_pool "Rhunnic Crossbowmen" 1 0.25 2 0 requires factions { venice, } and region_religion catholic 30
    recruit_pool "Rhunnic Elite Archers" 1 0.25 2 0 requires factions { venice, } and region_religion catholic 50
    Last edited by axnsan; May 16, 2009 at 05:18 AM.

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