VI Inn

From Totalwar.org
Revision as of 21:01, 3 March 2011 by Drone (talk | contribs) (added category)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to: navigation, search
Inn
Construction Stats
Building Cost: 400
Turns to Build: 2
Build Tree Placement
Province Bonus Stats
Notes: Allows for Mercenaries
Building Card:

The Inn is required to hire mercenaries for your armies. This will allow you to plug gaps in your armies that your native troops cannot fill. This is a good way for the Irish to get Archers with their longer missile range, or the Scots to get armour piercing melee troops.


To hire mercenaries in a province, open the troop recruitment window. If an Inn is present, there will be an option tab to hire mercenaries. This tab will show you all of the mercenary units that are available at the moment. Select the ones you want to buy and purchase them. (immediately available?)


The closer to the frontlines your Inn is, the more mercenaries it will attract. The Inn itself has a +40 magnetism value for attracting mercenary units. Other buildings will have a negative effect on the availability of mercenaries. The more advanced the province fortress, the fewer mercenaries will be available. The Warrior Hold has -5 magnetism, the Stockade and Fortified Village have -10 magnetism, the Fort has -15 magnetism, and the Keep has -20 magnetism. The Court of Law and Royal Mint buildings have -10 magnetism, symbolizing the order that these buildings bestow.



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