🏗️ Build your building 🏗️ - Architect's challenge

  • Building name: Church

    All tribes can be build only on capital


    Every 5 levels you can get recruitment bonus like 10%.. 2% per lvl. Until lvl 5 u get bonus for barracks 5-10 2%er lvl for stable, 10-15 for workshop. Now for 15-20 u get 2% metallurgy(both off and def) bonus per lvl.

    If you want these effects available you have to run a pray(celebration) with resources for 24hours(like brewery)

    Affects all villages


    High material cost especially last 5 levels

    Medium to high cp and time for build

  • Name of the building - The War Alarm (Gaul)


    Function/Description

    While the player active the alarm, the whole account will enter the "War mode"

    By entering the war mode, troops will increase their traveling speed and defense. Due to the higher performance, the consumption of crops will increase.

    Effective time 24 hours and cold down 12 hours


    Behavior at the different levels (if applicable)

    Each level, troops will have a 0.5% defense increase, 30 mins cold down decrease, and 1% crops consumption increase.

    At Level 20, total 10% defense increase, 2 hours cold down and 20% crops consumption increase


    At Level 10, Phalanx and Swordsman' s moving speed increase by 1

    At Level 15, Pathfinder, and Theutates Thunder's moving speed increase by 1

    At Level 20, Druidrider, and Haeduan's moving speed increase by 1, Phalanx and Swordsman' s moving speed increase by 2


    Note

    The additional crops will be used under the player's account. Which means when the player send the troops out for defense, receiver will not pay for the extra crop consumption.

    Example, i active a level 20 War alarm and send 1000 Phalanx out, receiver will have -1000 Crop/hour and i will have -200 Crop/hour

  • Roman Capital Structure: Castrum (Google it)


    The Castrum is a military encampment used by andcient Roman soldiers.


    ___

    TL; DR version


    Starting at level 5, the Castrum allows infantry to walk at a pace of 9 tiles per hour when paired 1-to-1 with a cavalry unit.


    Starting at level 6, all ROMAN (and only Roman) cavalry receive a defense bonus of 2% per Castrum level, with a maximum bonus of 30% at Castrum level 20.

    ___




    Details


    Prerequisites: Main Building level 10, Capital only


    Maximum size: Level 20


    Game effects:


    At levels 1 through 4, the Castrum does nothing at all.


    Beginning at Castrum level 5, infantry and cavalry can begin to cooperate in a "unit pair" based on the ancient Cohortes Equitatae (Google it).


    Any Reinforcement or Raid (NOT ATTACKS) keyed after Castrum level 5 will automatically walk at a minimum pace of 9 tiles per hour if and only if the troop wave contains more cavalry units than infantry units. The comparison is by headcount and NOT by cropcount! If the troop movement is less than 50% cavalry, or if it is an Attack, standard speed rules apply. This is essentially allowing each horseman to carry the gear for one infantryman, allowing the whole group to walk at Teuton Scout speed, 9 tiles per hour. This override is comparable to the Hun Hero speed override, if the right conditions are met, the whole raid or reinforcement is accelerated.


    At level 6 and higher, the Castrum gives a Defensive bonus ONLY to the ROMAN cavalry on the account 2% per level, and a maximum of 30% at level 20. There is no change to the attack points of EI or EC, only the defensive statistics improve.


    This makes the Equites Imperatoris (normally 115 def points) a credible, but not great base defensive unit (149.5 def points). This is about 50 def/crop base and 75 def/crop when stationed in a Roman village with level 15 or higher HDT.

    The Equites Ceasaris (normally 185 def points) now becomes much more credible as a defensive unit as well (240.5 def points). This is about 60 def/crop base and about 80 def/crop when stationed in a Roman vilalge with HDT level 20.


    Costs: 20% more costly than the Brewery, but there are no celebrations. Castrum applies to the entire account when built. THe mix of resources for Brrwery isn't right for the Castrum either. Castrum should use less grain and more probably more wood or iron.



    Strategic impacts:


    Think about a Cohort of 50% EC and 50% Praetorians. Each 5-crop pair is 340.5 def points, and it walks at 9 tiles per hour. Without HDT, that's 340.5 / 5 = 68.1 defense per crop. If HDT level 20 is in play, that is 340.5 /4 = 85.125 def per crop (these numbers are before Smithy upgrades, of course.


    A phalanx is 90 def/crop and walks at 7 tiles. A Praet/EC Cohort is about 32% weaker per crop (without HDT 20 bonus, only 6% weaker if the defended village has an HDT20, which is rare) but walks about 28% faster between CFDs (9 tiles). The Cohort creates a viable Roman defensive "unit pair" that walks at 9 tiles per hour between villages.


    The Imperian + EC Hammer also starts to look more like a "hamvil" because the improved EC pair nicely with the natural defense qualities of the Imperian.

    Post was edited 8 times, last by Putin: Major overhaul ().

  • Sanctuary

    Everyone loves animals! This building will have a small probability of generating a random animal every 8 hours. You can build as many sanctuaries as you want in order to increase your chances of getting a furry friend.


    Each animal will consume 1 crop, regardless of strength or defense.


    Tribe: All

    Scope: Village


    Level

    CP

    Population

    Generation Percentage

    Animals Available (Cumulative)

    1

    +1

    0

    1.00%

    Rats

    2

    +1

    0

    2.00%

    Spiders

    3

    +1

    0

    3.00%

    Snakes

    4

    +1

    0

    4.00%

    Bats

    5

    +2

    +1

    5.00%

    Wild Boars

    6

    +3

    +2

    7.00%

    Wolfs

    7

    +3

    +2

    9.00%

    Bears

    8

    +3

    +2

    11.00%

    Crocodiles

    9

    +3

    +2

    13.00%

    Tigers

    10

    +3

    +2

    15.00%

    Elephants



    I'm leaving the cost of building to the professionals, but I'm thinking it will be three times the cost of a cranny.

  • Road Architect

    Tribe: Romans

    Built in: Capital

    Scope: Account


    Increases the speed of all your own troops when travelling between other members of your confederacy. Could possibly also affect allied troops travelling to and from your villages.


    Each level increases the speed further.


    Max level: 20

    Increase per level: 10%

    Cost becomes vastly higher above level 10.

    Effects add to Tournament Square effect. So with both buildings at max. Speed below 20 fields get a 200% boost, speed above 20 fields get a 600% boost (400% + 200%).

  • Romans:


    Curia Iulia


    Houses the Roman Senate and makes urban planning more efficient.


    Increases available building slots in all villages. Can only be built in capital.

    One extra building slot to every village at level 10 and level 20.


    Requirements: Main building level 20, Academy level 10.

    Cost per level: Same as Town hall

    CP increase: Same as Town hall

    Build time per level: Same as Town hall

  • Romans: built in capital – account wide effect

    Main goal: increase expansion/building potential of Romans in all villages.

    - boosts CP (passive and/or celebrations)


    The Romans already excel in offense. Their troops are fast, have the highest stats out of all the tribes.

    Although, they struggle to fit into the "empire" theme of Rome, and usually end up building tall over wide.

    Compared to Gauls having access to Phalanx and Druids, and Teutons having access to Spearmen and Paladins, the Romans do not have access to any semi-efficient defensive cavalry unit. That limits their defensive playstyle potential to small accounts only, as large ones overflow with resources meant for cavalry.

    Giving the Romans higher CP gain and more villages to play with means that large scale defensive accounts will be more rewarding, more intuitive gameplay to fit with the "Roman empire" theme, and offer high potential for skilled simmers.

    This also compliments the innate bonus of parallel building, as well as the Senators being the strongestof all administrators.

    This can be balanced through the town hall.

    Giving Romans an unconditional 50% CP bonus from buildings seems over the top.
    However, the bonus should be lower and include CP from all sources (buildings,town halls and possibly auctions).

    That way, the player is offered to invest more resources into CP that other
    tribes cannot access.


    The Colosseum -
    Increases culture points gained from all sources.

    Can only be built by Romans and only in their capital. It affects the whole empire.

    Prerequisites: Main Building level 10; Town Hall level 5


    Level Cost CP Population Effect Building Time
    1 1,350 - 1,500 - 1,350 - 300 6 5 +6% 2:13:20
    2 1,730 - 1,920 - 1,730 - 385 7 2 +7% 2:39:40
    3 2,215 - 2,460 - 2,215 - 495 9 2 +8% 3:10:10
    4 2,835 - 3,150 - 2,835 - 635 10 2 +9% 3:45:40
    5 3,630 - 4,035 - 3,630 - 815 12 2 +10% 4:26:50
    6 4,650 - 5,165 - 4,650 - 1,045 15 3 +11% 5:14:30
    7 5,955 - 6,615 - 5,955 - 1,340 18 3 +12% 6:09:40
    8 7,625 - 8,270 - 7,625 - 1,715 21 3 +13% 7:13:50
    9 9,760 - 10,585 - 9,760 - 2,195 26 3 +14% 8:28:20
    10 12,495 - 13,550 - 12,495 - 2,810 31 3 +15% 9:54:40
    11 15,995 - 17,345 - 15,995 - 3,600 37 4 +16% 11:34:50
    12 20,475 - 22,205 - 20,475 - 4,610 45 4 +17% 13:31:00
    13 26,210 - 28,420 - 26,210 - 5,900 53 4 +18% 15:45:40
    14 33,550 - 36,380 - 33,550 - 7,555 64 4 +19% 18:22:20
    15 42,945 - 46,570 - 42,945 - 9,670
    77 4 +20% 21:23:20
    16 54,970 - 59,610 - 54,970 - 12,380 92 5 +21% 24:53:40
    17 70,365 - 76,300 - 30,365 - 15,850 111 5 +22% 28:57:40
    18
    90,070 - 97,665 - 90,070 - 20,290 133 5 +23% 33:40;40
    19 115,290 - 125,015 - 115.290 - 25,975 160 5 +24% 39:09:00
    20 147,570 - 160,020 - 147,570 - 33,250 192 5 +25% 42:29:50

    Post was edited 3 times, last by Tool ().

  • Gauls
    Tactical hut
    can be build only in captial
    you can increase deff bonus of troop by 1% each level
    but all your troops cost 1,5% more crop

    so
    at level 1
    1% more deff bonus for all your troops
    but 1,5% more crop consuption of all your troops

    at level 20
    20% more deff bonus

    but 30% more crop consuption

  • Needed Information

    • Tighte nan Druidhneagh (Or: Druid House)

      The druid house is a place for gathering knowledge and knowhow in Gailic society. Druids are known for their wisdom and learning. The building is aimed at the budget players. For heavy Hitters, there are Huns and Teuts. For rich simmers, there are Egyptians. For long term planners, there are romans. For beginners (and low budget players, I propose) there are Gaul.
    • The druid house can only be built in the Gaul capital and it affects the whole account. When reaching lvl 20, the effects are similar to a plus account, but with no gold cost.
    • At lvl 5 it provides the Druidic mapping skill: full screen map function.
    • At lvl 10 it provides Druidic defense tactics:attack warnings in the village list.
    • At lvl 15 it provides Druidic Logistics: setting the Merchants to make the same delivery 2 times.
    • At lvl 20 it provides Druidic construction knowledge: an additional construction order.


    (Or perhaps in a differnt order. I think this is the best idea, but who am I?)


    An idea for the res cost, which is high, I think, but it should be. The reward is a budget account.


    Level Lumber Clay Iron Crop Upkeep Construction time CP pop

    1 2880 2740 2580 990 4 2:13:20 7 1

    2 3630 3450 3250 1245 2 2:39:40 9 3

    3 4570 4350 4095 1570 2 3:10:10 10 5

    4 5760 5480 5160 1980 2 3:45:40 12 7

    5 7260 6905 6505 2495 2 4:26:50 15 9

    6 9145 8700 8195 3145 3 5:14:30 18 12

    7 11525 10965 10325 3960 3 6:09:40 21 15

    8 14520 13815 13010 4990 3 7:13:50 26 18

    9 18295 17405 16390 6290 3 8:28:20 31 21

    10 23055 21930 20650 7925 3 9:54:40 37 24

    11 29045 27635 26020 9985 3 11:34:50 45 28

    12 36600 34820 32785 12580 3 13:31:00 53 32

    13 46115 43875 41310 15850 3 15:45:40 64 36

    14 58105 55280 52050 19975 3 18:22:00 77 40

    15 73210 69655 65585 25165 3 21:23:20 92 44

    16 92245 87760 82640 31710 4 24:53:40 111 48

    17 116230 110580 104125 39955 4 28:57:40 133 53

    18 146450 139330 131195 50340 4 33:40:40 160 58

    19 184530 175560 165305 63430 4 39:09:00 192 65

    20 232505 221205 208285 79925 4 45:29:50 230 72

    Sum 1115675 1061440 999460 383505 62 306:04:20 72

  • Egyptians: built in capital – account wide effect

    Main goal: strengthen the identity of the Egyptian tribe.

    - foreign troops consume 25% MORE crop in your villages.
    - Egyptian troops consume 25% LESS crop in your villages.


    The Egyptians are the strongest defensive tribe. Their troops are efficient, fast and there are enough types to cover all possible scenarios.

    Although, one of the main strategies involving the Egyptians is using their capital's bonus crop production, alongside their wall bonus (strongest in the game) to store friendly hammers and feed them there.

    This strategy, commonly used, hurts the identity of the Egyptians as a "simming" tribe, easy to defend and benefits more from settling villages with higher production thanks to the waterworks building.


    I believe that the tribe should remain mostly the same, with no efficient offensive capabilities in return for higher production and better defensive units than the rest of the tribes.

    What the Sphinx does is address this dull strategy by putting an opportunity cost on it. It will still be used in the competitive levels, but should balance them out by losing the Sphinx effect.


    This should strengthen the identity of the Egyptians by incentivizing them store more of their own troops, which compliments their high wall bonus and bonus production. You should think twice before attacking an Egyptian.

    NOTE: all friendly Egyptian troops will consume less crop and all friendly non-Egyptian troops will consume more crop, including your own.


    Sphinx -

    Foreign troops consume more crop in your villages.

    Egyptian troops consume less crop in your villages.

    Can only be built by Egyptians and only in their capital. It affects the whole empire.

    Prerequisites: Main Building level 10; Granary level 20; Bakery level 5

    Level Cost CP Population Effect Building Time
    1 2,500 - 2,200 - 1,900 - 6,200 7 6 none 1:01:20
    2 4,500 - 3,960 - 3,420 - 11,160 3 4 none 1:52:00
    3 8,100 - 7,130 - 6,160 - 20,090 5 6 none 3:08:00
    4 14,580 - 12,830 - 11,080 - 36,160 7 8 none 5:02:00
    5 26,245 - 23,095 - 19,945 - 65,085 9 10 25% 7:53:00
  • The Taskmaster is a person who drives the villagers to work harder. The Taskmaster's Office is a building where the Taskmaster and his officers conduct their business.


    Non-specific tribe Building. However, in the context of this challenge, ideally placed with Romans. Can be built in any village except the capital.


    The affect of the Taskmaster is to increase all resource production by a 1% for each level of the building. A level-1 building increases all resource production by 1%. A level-20 building increases all resource production by 20%.


    However, there are negative affects of the Taskmaster's office:

    * For every level of the building, the morale of the village is reduced by 1% per day. A level-8 Taskmaster's Office reduces the village's morale by 8% per day.

    * Any successful scouting of the village will reveal the morale of its villagers, regardless of the level of the Taskmaster's Office.

    * The Taskmaster can order his officers to stop working the villagers to increase production. In that case it then costs 100 of each resource per level of the building per hour. When the stoppage is in effect for a level-13 Taskmaster's Office, 1300 of each resource type is lost per hour until the stoppage is cancelled. During the stoppage, a successful scouting of the village will still reveal the morale of its villagers.

  • Name: WAR CONTROL

    All tribes

    Needs: Needs to affect account, Limited to capital village.

    When all Attributes off Hero : Fighting strength/ Off bonus/ Def bonus/ Resources max levels: 100 points/each

    So active a new Attribute: more speed for army, with Hero’s Mansion levels 20!

    We have: WAR CONTROL: can choose option 1 or option 2 (not both)

    1/ GAULS:

    -Option 1: Phalanx: WAR CONTROL levels 20 : + 2 speeds

    -Option 2: Haeduan: WAR CONTROL levels 20: + 2 speeds

    2/ ROMANS:

    -Option 1; Praetorian: WAR CONTROL levels 20 : + 2 speeds

    -Option 2: Equites Caesaris: WAR CONTROL levels 20: + 2 speeds

    3/ TEUTONS:

    -Option 1: Clubswinger: WAR CONTROL levels 20 : + 2 speeds

    -Option 2: Teutonic Knight: WAR CONTROL levels 20: + 2 speeds

    4/ EGYPTIANS:

    -Option 1: Ash Warden: WAR CONTROL levels 20 : + 2 speeds

    -Option 2: Resheph Chariot: WAR CONTROL levels 20: + 2 speeds

    5/ HUNS:

    -Option 1: Mercenary: WAR CONTROL levels 20 : + 2 speeds

    -Option 2: Marauder: WAR CONTROL levels 20: + 2 speeds

    · Costs per level

    · CP increase per level

    · Build time per level

    SAME : Great Granary

    Chơi game tưởng là ảo hóa ra lại rất thật

    Post was edited 1 time, last by yeutham10nam ().

  • Druid Circle or Sacred Grove


    images?q=tbn%3AANd9GcTwgziatiy9Mc_9tarUcVRY8-WpimBBKtOUuIBmHK7shq3rEC4Q



    • The Druid Circle utilizes a set of runes that a player can choose to activate but only one rune, once per day that affects the account. Maybe 3-5 runes available by level 20.
      Just for an example:
      • L5: Rune of Vitality - Boosts healing rate/reduces healing time in Hospital. (Hospital building would be required to run this rune)
      • L10: Rune of Fidelity/Fealty - Boosts resistance to conquers (Residence or Palace required)
      • L15: Rune of Alacrity/Velocity - Boosts speed of cavalry (Stables and TS required for this rune)
      • L20: Rune of Fortitude - Boosts def % of troops similar to Teuton Brewery, though I'm debating if the bonus should only apply to own account, with the effect like a boosted wall.
      • Other possibilities: Rune of Commerce - Boost merchant speeds (requires Marketplace)

      The "power" increases 1% per level with exception of Rune of Fidelity which should probably be a boost similar to running great celebration.

    • Building can be built in capital village. Note: If player changes capital, the current Druid Circle is destroyed.
    • In addition to pre-reqs to activate the runes themselves, the Druid Circle would need MB L10 and RP L10

    • Building Costs/CP:
      • Same as for Waterworks but with greater CP:
      Level Wood Clay Iron Crop Total Resource Cost
      Population
      CP
      Build Time
      1 910 945 910 340 3105 1 5
      0:33:20
      2 1190 1240 1190 445 4065 1 6
      0:43:40
      3 1560 1620 1560 585 5325 1 7
      0:55:40
      4 2045 2125 2045 765 6980 1 8
      1:09:30
      5 2680 2785 2680
      1000 9145 1 10
      1:25:40
      6 3510 3645 3510 1310 11975 1 12
      1:44:20
      7 4600 4775 4600 1720 15695 1 14
      2:06:10
      8 6025 6255 6025 2250 20555 1 17
      2:31:20
      9 7890 8195 7890 2950 26925 1 21
      3:00:30
      10 10340 10735
      10340 3865 35280 1 25
      3:34:20
      11 13545 14065 13545 5060 46215 2 30
      4:13:40
      12 17745 18425 17745 6630 60545 2 36
      4:59:10
      13 23245 24135 23245 8685 79310 2 43
      5:52:10
      14 30450 31620 30450 11375 103895 2 51
      6:53:30
      15 39890 41420 39890 14905 136105 2 62
      8:04:40
      16 52255 54265 52255 19525 178300 2 74
      9:27:10
      17 68450 71085 68450 25575 233560 2 89
      11:02:50
      18 89670 93120 89670 33505 305965 2 106
      12:54:00
      19 117470 121985 117470 43890 400815 2 128
      15:02:50
      20 153885 159805 153885 57495 525070 2 153
      17:32:10

    ..And that is the Final Word.

    Post was edited 3 times, last by Final Word ().

  • Tourture Chamber


    Tribe: Gauls


    If a troop is caught in a trap, you may elicit a troop overview of the source player's villages after a 72 hour "torture" period. You will get a troop overview of all their villages except the biggest one.


    Increasing the building's level (maximum level 5) will reduce the "torture" period required by up to 60%


    Creates an interesting situation of whether to try to release the captured troops or not, especially if the troop overview of the attacking player is considered highly valuable information. Or various other tactics might emerge, such as reducing a village's population to protect the troop info of another village.


    If all troops are released before the torture period is complete, then no information is received.


    Cost:


    L1 9300 Lumber, 8100 Clay, 9300 Iron, 2400 Crop. Torture period reduction = 0%

    L2 13400 Lumber, 9100 Clay, 13400 Iron, 3000 Crop. Torture period reduction = 15%

    L3 17500 Lumber, 10100 Clay, 17500 Iron, 3600 Crop. Torture period reduction = 30%

    L4 21600 Lumber, 11100 Clay, 21600 Iron, 4200 Crop. Torture period reduction = 45%

    L5 25700 Lumber, 12100 Clay, 25700 Iron, 4800 Crop. Torture period reduction = 60%

  • Slaughterhouse


    -providing extra food for the account

    -all tribes can benefit from it


    The idea behind is to get rid of unwanted animals in your village. Cost/CP/build time per level/etc. – along the lines of a Trapper. Building upgrades can affect the capacity or the cost, or both. It’s open for discussion.


    Benefits:

    - you get rid of vermin and similar pests in the village and in return you get extra food and better hygiene. You don’t want those pesky rats running around and spreading disease.


    -in the era of techs and slow simming gameplay, you get to have your own personal slaughterhouse to remind you of the good old days when rivers of blood were running down the servers instead of caravans of merchants loaded with crops. Yes, I know it's only animal blood, but the times are changing and old warriors had to adapt and are now forced to use their blades for other purposes.


    -slaughterhouse is associated with blood so the building design needs to pop up with some red color, and the idea of the rotten meat follows the line of the new brownish interface we have now


    -to get meat/food for your troops you’ll need to invest some resources (costs can vary according to the species and the quality of the meat), but NO gold.


    -it will stimulate the use of cages and boost spending in auctions, so everyone wins


    My only concern is that it may spark vegan/vegetarian rage, BUT there’s a solution for that too. Maybe a fancy sign saying: “No real animals were harmed in the making of this game”. Who knows, it may even attract some publicity.

    "...If you can bear to hear the truth you've spoken

    Twisted by knaves to make a trap for fools..."


    ~That's a fine looking high horse~

  • Animal Zoo


    Multiple buildings where you can train different animals

    > At some point ppl can get a bit bored just simming or pressing the raid button.

    > What's better than some in game entertainment?


    Tribe; all of them!

    > Building; one for every type of animal, to be build in the desired village.

    > From lvl 1-5 (every level adds more speed to the training)

    > Function; train animals to actually use them, once trained they will be part of your army, following instructions.


    Animal training

    > Rat (plain useless - ready to go to the slaughterhouse)

    > Spider (plain useless - ready to go to the slaughterhouse)

    > Snake - trained hide in the crops to help defend, invisible for scouts.

    > Bat - trained to operate at night and help spy in enemy territory

    > Wild Boar - trained to join the hero in adventures (slower walk but higher change of an item with value)

    > Wolf - trained to howl on command, scaring/confusing the incoming troops: mixes up the incoming waves

    > Bear - trained to wear armour and can join the ground troops in their attack (regular speed)

    > Crocodile - trained to hide in the water to help defend, invisible for scouts.

    > Tiger - trained to join the fast troops in their quick attacks (horse speed).

    > Elephant - trained to take down walls and can walk together with the rams.

    > Seals - trained to spam! <3 (please add these animals in the watery oasis)


    Anyway lets have some fun, train the animals and actually use them for something good.

    p.s. they will follow orders and move out with the other troops if someone wants to grab the Artie.

    p.p.s. could work together with the sanctuary and slaughterhouse.

  • The germans have been neglected as farmers, since hunns have been invented, and, in case of special servers, germans have been used mostly for building spears - their superior anti-cavalry deff. I believe, thet was not the original intention in creating the race :) So, my suggestion would be - the unique building would allow the original german plunder bonus - the club swingers could put their stealing hands into crannies, if they have to compete with hunns in farming.

    So, the name of the building -
    Maypole (Maibaum)

    Description -
    german troops gain plunder bonus without the hero - just like in the good old times!

    Behaviour at different levels -
    every level adds 0,5% plunder bonus, total 10% at lvl 20.


    The parameters like cost, cp and building times I would leave to Travian team as much more competent than I.

    Post was edited 2 times, last by Aziz ().

  • Romans (only)


    Name of the building Watchtower


    Function/Description Level up the Equites Legati that have better scout/anti-scout ability


    Behavior at the different levels (if applicable) Increase 1% Equites Legati's scouting ability for each building level.

    When it achieves level 20, the hero can anti-scout/scout with Equites Legati and will gain exp when there has other enemy's scouter(no atk/def points get).

    It can be built in any village, only effect on the Equites Legati in the village(not for any Reinforcement or Reinforce to others).

  • I call this the '+1 speed for Gaul catapults building' and it add +1 speed to Gaul catapults since right now Gauls are useless as an offensive option.

    Twee keer naar rechts is hetzelfde als achteruit

  • Archery Range (Huns)

    Huns favored the bow more than any other weapon, so I think their second unique building should reflect that skill. The archery range can be built in cap, and act as a GB(GS)/HDT/Smithy hybrid. It boosts the attack power of bows and marksmen account wide (like Smithy upgrades but weaker) and is cumulative with the Smithy (and metallurgy) bonuses. The training time for these units is also reduced account wide (like HDT) but with no reduction in crop consumption. Within the capital it will act like a GB/GS with x3 cost as regular barracks or stables.


    Pre-requisites:


    Barracks L20, Stables L20 (or L15/L15 since it is for just two unit types)

    Other info:


    Since it is most similar to the Roman's HDT, I thought it should have the same costs and training time reduction per level as well.