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The following tables were 'borrowed' from a news article on turn 2.
Since the originator believed it information that should be deciminated amongst all players, I have elected to post it here.
I have taken the liberty of giving it my own fromat.

[If the ally of Dr. Dirt (I'm guessing Abaddon -- both are from Florida) would like to take credit, he can sign Erk's guestbook. I would, of course, also like to know where Dr. Dirt came across this information.]


Blacksmith (BKS)
Cost
City Only?
Race Specific?
Gold: 800 Wood: 200 Stone: 200
No
No
Required Buildings: (Town Hall) Affects: Shire
Description: With a blacksmith forging weapons and armour, a wider variety of units may now be recruited. Allows improved foot units. new basic units.


The following seems to be more of a best guess than anything else.
I might let you know when I have one how good your guess is.


Barracks (BAR)
Cost
City Only?
Race Specific?
Gold: 201-1000 Wood: 201-1000 Stone: 50
No
No
Required Buildings: (Blacksmith?) Affects: Shire
Description: better foot units. allows good foot units.
Castle Level 1(CA1) Cost: Special - No Cost Race Specific:No City Only:Yes Required Buildings: None Affects Shire Description: Basic Castle.=20 Docks (DOC) Cost: Gold:500 Wood:100 Stone:50 Race Specific:?? City Only:?? Required Buildings: ?? Affects Shire basic ships, gold bonus=20 Church (CHR) Cost: Gold:1000 Wood:300 Stone:500 Race Specific:No City Only:Yes=20 Required Buildings:(Town Hall)=20 Affects Entire empire Description:The spires of this place of worship make it a prominent=20 structure. It increases morale throughout your kingdom and also=20 allows units who draw strength from the gods.=20 Increases morale, allows Clerics=20 Granary (GRA) Cost: Gold:300 Wood:300 Stone:200 Race Specific:No City Only:No=20 Required Buildings:(Town Hall)=20 Affects Region Description:A storage area increasing food production in the region=20 by decreasing spoilage.=20 Increases food production=20 Infirmary (INF) Cost: Gold:500 Wood:200 Stone:200 Race Specific:No City Only:No=20 Required Buildings:(Town Hall)=20 Affects Region=20 Description:The healers of the infirmary have a 20% chance of=20 healing any wounded at the end of a victorious battle. Prevents=20 outbreaks of the plague and disease.=20 reduces battle casualties, stops disease=20 Inn (INN) Cost: Gold:800 Wood:300 Stone:200 Race Specific:No City Only:No=20 Required Buildings:(Town Hall)=20 Affects Region =20 Description:This traveller's roadhouse increases both taxes and=20 morale in the region.=20 Increases taxes, food production and morale=20 Library (LIB) Cost: Gold:1800 Wood:200 Stone:500 Race Specific:No City Only:No=20 Required Buildings:(Town Hall)=20 Affects Shire =20 Description:Books and scrolls containing much knowledge are used by=20 scholars in this building to increase the speed of research.=20 Increases magical research, allows Apprentices=20 Lumber Mill (LMI) Cost: Gold:600 Wood:600 Stone:50 Race Specific:No City Only:No Required Buildings:(Town Hall) Affects Region Description:The amount of trees which are turned into useful timber is increased by this building. Increases wood production=20 Market Place (MAR) Cost: Gold:600 Wood:200 Stone:200 Race Specific:No City Only:No Required Buildings:(Town Hall) Affects Entire empire=20 Description:This trade centre increases taxes and food across your kingdom. Increases taxes and food production=20 Moat (MOA) Cost: Gold:1300 Wood:200 Stone:300 Race Specific:No City Only:No Required Buildings:(Town Hall) Affects Shire Description:This water barrier between enemies and your town increases its defensive value. It also prevents the devastating effects of floods in the town. Increases defense . Paths (PAT) Cost: Gold:500 Wood:50 Race Specific:No City Only:No=20 Required Buildings:(Town Hall)=20 Affects Region =20 Description:Paths make transport easier reducing movement costs to=20 1MP for the entire region, no matter what terrain type. They do not=20 negate the effect of winter.=20 Drops MP cost to 1. Tavern (TAV) Cost: Gold:400 Wood:150 Stone:50 Race Specific:No City Only:No=20 Required Buildings:(Town Hall)=20 Affects Region =20 Description:The drinking and merriment inside this building allows=20 increases in food, taxes and morale throughout the region.=20 Local Resource Benefit Percent:(Gold:2 Food:2)=20 Local Morale Benefit:0.15=20 Town Hall (TOW) Cost: Gold:1000 Wood:450 Stone:450 Race Specific:No City Only:No=20 Required Buildings: None Affects Shire Description: The centrepiece of any community, the hall founds the town and hence allows other buildings to be constructed around it.=20 Well (WEL) Cost: Gold:600 Wood:200 Stone:200 Race Specific:No City Only:No=20 Required Buildings:(Town Hall)=20 Affects Region =20 Description:This water supply for the town will increase the health=20 and hence the growth of this region's peasant population.=20 Increases population growth . Well, I guess you can see he got me the "dirt" on this game. Yuk, Yuk, yuk!!!