VI Armourers Guild

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Armourer's Guild
Construction Stats
Building Cost: 800
Turns to Build: 8
Build Tree Placement
Prerequisites: Keep, Armourer's Workshop
Province Bonus Stats
Troop Upgrade: +3 armour
Building Card:

The Armourer's Guild is the third and final armour improvement building. Unlike regular MTW, Iron is required to build the Armourer line in the Viking campaign. Units recruited or retrained in a province with an Armourer's Guild gains +3 to their armour statistic.



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