Difference between revisions of "MTW Fort"

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|turns= 4
 
|turns= 4
 
|allows= [[MTW Motte|Motte]], [[MTW Keep|Keep]], [[MTW Bowyer|Bowyer]], [[MTW Spearmaker|Spearmaker]], [[MTW Siege Engineer|Siege Engineer]], [[MTW Town Watch|Town Watch]], [[MTW Trading Post|Trading Post]], [[MTW Royal Palace|Royal Palace]], [[MTW Horse Farmer|Horse Farmer]]
 
|allows= [[MTW Motte|Motte]], [[MTW Keep|Keep]], [[MTW Bowyer|Bowyer]], [[MTW Spearmaker|Spearmaker]], [[MTW Siege Engineer|Siege Engineer]], [[MTW Town Watch|Town Watch]], [[MTW Trading Post|Trading Post]], [[MTW Royal Palace|Royal Palace]], [[MTW Horse Farmer|Horse Farmer]]
|units= [[MTW Highland Clansmen|Highland Clansmen]], [[MTW Vikings|Vikings]], [[MTW Peasants|Peasants]], [[MTW Bedouin Camel Warriors|Bedouin Camel Warriors]], [[MTW Woodsmen|Woodsmen]], [[MTW Jobbagy|Jobbagy]], [[MTW Slav Warriors|Slav Warriors]], [[MTW Viking Thralls|Viking Thralls]]
+
|units= [[MTW Highland Clansmen|Highland Clansmen]], [[MTW Vikings|Vikings]], [[MTW Peasants|Peasants]], [[MTW Muslim Peasants|Muslim Peasants]], [[MTW Bedouin Camel Warriors|Bedouin Camel Warriors]], [[MTW Woodsmen|Woodsmen]], [[MTW Jobbagy|Jobbagy]], [[MTW Slav Warriors|Slav Warriors]], [[MTW Viking Thralls|Viking Thralls]]
 
|happy= unknown
 
|happy= unknown
 
|card= }}
 
|card= }}
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{{MTW_Building_Navbar}}
 
{{MTW_Building_Navbar}}
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[[Category:MTW building|Fort]]

Latest revision as of 17:57, 2 March 2011

Fort
Construction Stats
Building Cost: 400
Turns to Build: 4
Build Tree Placement
Allows: Motte, Keep, Bowyer, Spearmaker, Siege Engineer, Town Watch, Trading Post, Royal Palace, Horse Farmer
Units: Highland Clansmen, Vikings, Peasants, Muslim Peasants, Bedouin Camel Warriors, Woodsmen, Jobbagy, Slav Warriors, Viking Thralls
Province Bonus Stats
Happiness Bonus: unknown
Building Card:

The Fort is the first building in the castle line. It is required for many of the Level 1 buildings, and necessary to move on to the higher level buildings.


As a defensive structure, the Fort isn't much. It consists of a wooden stockade with a gate. 240 troops can be garrisoned in the Fort.


Establishing a Fort (or any building in the castle line) has some effect on the province happiness, but it is unclear how much as this is hardcoded.


The Fort has a -10 magnetism value for mercenary recruitment.


TBD - when do arrow towers start? gate, wall, tower hitpoints needed.



Medieval: Total War | Grand Campaign : Buildings
Level One Fort | Motte | Bailey | Inn | Royal Palace | Port | Trading Post | Improved Farmland I | Horse Farmer | Town Watch | Spearmaker | Bowyer | Siege Engineer | Watchtower | Border Fort | Mine
Level Two Keep | Curtain Wall | Ballista Towers | Gunsmith | Church | Chapter House | Mosque | Ribat | Royal Court | Shipwright | Merchant | Improved Farmland II | Horse Breeder | Town Guard | Swordsmith | Spearmaker's Workshop | Armourer | Bowyer's Workshop | Siege Engineer's Workshop | Tavern
Level Three Castle | Ringwall | Catapult Towers | Bell Foundry | Gunsmith's Workshop | Monastery | Metalsmith | Royal Estate | Chancellery | Dockyard | Merchant's Guild | Improved Farmland III | Town Guard | Horse Breeders Guild | Swordsmith's Workshop | Spearmaker's Guild | Armourer's Workshop | Bowyer's Guild | Siege Engineer's Guild | Alehouse | Brothel
Level Four Citadel | Barbican | Demi-culverin Towers | Cannon Foundry | Gunsmith's Guild | Reliquary | Cathedral | University | Grand Mosque | Metalsmith's Workshop | Baronial Court | Constable's Palace | Admiralty | Shipbuilder's Guild | Master Merchant | Improved Farmland IV | Master Horse Breeder | Town Militia | Swordsmith's Guild | Master Spearmaker | Armourer's Guild | Master Bowyer | Master Siege Engineer | Mine Complex | Drinking Den | Stew
Level Five Fortress | Culverin Towers | Siege Cannon Towers | Master Foundry | Master Gunsmith | College of Surgeons | Military Academy | Metalsmith's Guild | Master Metalsmith | Baronial Estate | Marshal's Palace | Master Shipbuilder | County Militia | Master Swordsmith | Master Armourer | Rookery | Bawdyhouse