VI Fort

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Fort
Construction Stats
Building Cost: 1000
Turns to Build: 4
Build Tree Placement
Prerequisites: Fortified Village
Allows: Motte, Bailey, Keep, Bowyer, Master Blacksmith, Armourer's Workshop, Metalsmith's Workshop, Siege Engineer, Trading Post, Cunny Warren, Rookery, Royal Palace, Court of Law, Catholic Chapel, Shipwright
Province Bonus Stats
Happiness Bonus: unknown
Building Card:

The Fort is the fourth building in the castle line. It is required for many of the Level 4 buildings, and necessary to move on to the highest level buildings.


320 troops can be garrisoned in the basic Fort.


The Fort has a -15 magnetism value for mercenary recruitment.


TBD - when does the castle get the gate? Fortified Village? When do arrow towers kick in? need gate and wall hit points



Medieval: Total War | Viking Invasion : Buildings
Level One Warrior Hold | Muster Field | Port | Brothel | Tavern | Abbey | Forest Clearing | Watchtower | Mine | Inn | Christian Shrine | Pagan Shrine
Level Two Stockade | Drinking Hall | Royal Hall | Blacksmith | Boat Builder | Stew | Alehouse | Border Fort | Mine Complex
Level Three Fortified Village | Trader | Mead Hall | Royal Mint | Armourer | Metalsmith | Slipway | Bawdyhouse | Drinking Den | Butts | Stables | Basic Farms | Pagan Sacrificial Shrine
Level Four Fort | Motte | Bailey | Siege Engineer | Trading Post | Royal Palace | Court of Law | Master Blacksmith | Armourer's Workshop | Metalsmith's Workshop | Shipwright | Cunny Warren | Rookery | Bowyer | Horse Farmer | Improved Farmland +20% | Catholic Chapel
Level Five Keep | Curtain Walls | Ballista Towers | Siege Engineer's Workshop | Merchant | Royal Court | Royal Armoury | Armourer's Guild | Metalsmith's Guild | Bowyer's Workshop | Horse Breeder | Improved Farmland +40% | Catholic Church | Cathedral