Reminder: There are buildings that do have requirements attached to them.
Buildings Players are allowed a max of three buildings per week
Tiers are unlocked through construction of upgrades and the completion of previous Tier buildings
i.e. In order for Tier 2 to be unlocked, all buildings of Tier 1 must be built (with the coastal/river buildings counted only for specific provinces with such access)
Tier 1 Buildings (1,000 each)
Unlocked by construction of Mead Hall (automatically unlocked)
Bonuses: Increases income by 2,000 and +1 to defensive rolls when besieged
- Settled Farmers: +10% estate income
- Earthen Ditch: +1 siege defence
- Armed Peasants: -1 hostile raiding rolls across all provinces
- Local Blacksmith: -5% troop upkeep and recruitment cost
- Small Garrison: Adds ten soldiers (5 archers and 5 light infantry) to the garrison of each province you own.
- Coastal Clearing (coastal or river only): 5% discount on the purchase and maintenance of ships.
Tier 2 Buildings (2,500 each)
Unlocked by Chieftain's Longhouse upgrade (2,500)
Bonuses: Increases income by 4,000, unlocks Economic Ventures (see Economic Ventures tab), and +1 to defensive rolls when besieged
- Large Farmsteads: +10% estate income
- Wooden Palisade: +1 siege defence
- Fortified Villages: -1 hostile raiding rolls across all provinces, -1 additional bonus in primary residence
- Weapon and Armoursmiths: - 5% troop upkeep and recruitment cost.
- Double Garrisons: Adds a further ten soldiers (5 archers and 5 light infantry) to the garrison of each province you own.
- Fishing Wharf (coastal or river only): +5% estate income, 5% further discount on the purchase and maintenance of ships.
Tier 3 Buildings (5,000 each)
Unlocked by Chieftain's Great Hall upgrade (5,000)
Increases income by 6,000 and +2 to defensive rolls when besieged
- Sworn Vassals: +10% estate income
- Wooden Walls: +2 siege defence
- Town Guard: Immovable garrison of 30 Archers and 20 Heavy Infantry added to this holding.
- Frankish Smiths: -10% troop upkeep and recruitment costs.
- Merchant's Wharf (coastal or river only): +5% estate income, 5% further discount on the purchase and maintenance of ships.
Economic Ventures Economic Ventures
Players may choose one of four specialty ventures, once a year, for additional income
- Mines
- Sea Trade
- Fisheries
- Animal Pastures
- Trade outpost
One of these costs 2,000 gold and are unlocked after Tier 2 upgrade. Players may do up to two ventures per year.
Each year, a roll from these buildings, ranging from 500 to 3,000 gold (rounded to the nearest hundredth), is made to add additional income, which can be claimed the following year.
Keeps and Burhs Keeps
Players are permitted to build additional keeps (Max number of 5) which will cost 5,000
Keeps can be built anywhere within the realm. It is wise for players to state where each holding (province based) in said realm.
These additional keeps will only have access to three Tier 1 buildings and cannot be built up beyond Tier 1 bonuses
The Tier 1 Income bonus of 1,000 gold will change to 500
When the head of a household dies, the appointed heir may have the majority of those holds were built, but each son must have at least 1 hold in their possession as a result of the will.
Burhs
Burhs are fortifications mad of wood and are garrisoned by small numbers of men in order to exert control over a region
There will be three types of Burhs (small, medium and large), each will require a certain amount of men in order for them to be properly garrisoned
The garrisons will be from the personal militaries of the players that own/control them
Small Burh will require 20 men for a garrison and will offer +2 to defensive rolls (cost: 2,000 gold)
Medium Burh will require 50 men for a garrison and will offer a +4 to defensive rolls (cost: 4,000 gold)
Large Burh will require 80 men for a garrison and will offer a +6 to defensive rolls (cost: 6,000 gold)
Players may use 100 of their own men for defensive purposes (10 small burhs, 4 medium burhs, 2 large burhs or an assortment of such)
If no men are garrisoned at these forts, they will surrender automatically to any attacking army