Detailed instructions for use are in the User's Guide.
[. . . ] Information in this document, including URL and other Internet Web site references, is subject to change without notice. The example companies, organizations, products, people and events depicted herein are fictitious unless otherwise noted. No association with any real company, organization, product, person or event is intended or should be inferred. Complying with all applicable copyright laws is the responsibility of the user. [. . . ] The demand for more powerful mine shaft pumps to pull out water and push in fresh air eventually led to steam engines.
Lumber Camp
The Lumber Camp is used to deposit wood and research woodgathering improvements. Build Lumber Camps near forests to gather wood faster.
The great forests of Dark Age Europe were an important natural resource that was converted into wood for building and firewood for fuel. With one man above ground and one in the pit, a long iron saw was used to rip boards from the log. In the Middle Ages, better technology was developed to use water or animal power to drive iron saws and increase productivity.
Dock
The Dock is used to build ships, research naval technology, and trade with other civilizations. Dock units can be garrisoned inside the Dock if you set a gather point there while the units are being created. For more information about trading, see Chapter V.
The emergence of deep-draft merchant ships led to the construction of docks where these ships could tie up and unload. Ships of this new design could not be dragged ashore easily for unloading. Associated with docks were the shipyards where ships were built.
Fish Trap
Fish Traps provide a renewable source of food. Fish Traps are available in the Feudal Age, after you build a Fishing Ship. Fish Traps are built in the water by Fishing Ships, which then gather food from them. Each Fish Trap provides a limited amount of food before it collapses and must be rebuilt. When a Fish Trap collapses, the Fishing Ship assigned to it moves to the Fish Trap and becomes idle. To rebuild the Fish Trap, select the Fishing Ship, and then right-click the expired Fish Trap.
Dried and salted fish were valuable commodities in the Middle Ages because they were a source of protein that could be transported and stored. Cod caught off Iceland and Norway was an especially valuable resource. Fishing technology improvements included the fish trap that allowed the netting of fish migrating up rivers and in coastal areas.
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Market
The Market lets you trade by land with other players, buy and sell resources, and offer resources to other players as tribute. It is also used to research technology that improves your communication with allies and decreases the cost of commodity trading and tributes. For more information about the Market, see Chapter V.
As the Dark Ages gave way to better economic conditions, the exchange of produce and craft goods increased. Towns of all sizes set aside an area for a market where farmers and tradesmen could set up stalls for selling their merchandise. One or more days each week were designated market days and became the social highlight of the typical workweek. The market was also a place for the exchange of ideas, entertainment (bards, acrobats, musicians), and the spreading of news.
Blacksmith
The Blacksmith lets you improve the attack strength and armor of your infantry, archers, cavalry, and towers. You must have a Blacksmith before you can build a Siege Workshop.
Iron-working technology had been learned by the barbarian tribes of Europe prior to the fall of Rome and was carried forward into the Dark Ages. Iron working was done at the blacksmith, named partially for the black iron worked there and for the black soot that covered the workers each day. [. . . ] This left the ship dry and accessible to workmen from all directions.
Shipwright
Shipwright (at the Dock) decreases the amount of wood required to build ships.
Men who built and designed ships were called shipwrights. Their value to sea coast communities increased as the demand for sea trade and war ships increased. Expert shipwrights built sturdier ships at a lower cost.
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Chapter VIII - Technologies
Appendi
ECONOMIC
Town Center House Mill Mining Camp Lumber Camp Dock Farm Fish Trap Market Blacksmith Monastery University Wonder III I I I I I I II II II III III IV I II II III III II I II III I II III IV IV
x
Cost: W=wood, S=stone, G=gold
Building Attributes
AGE COST
275W 30W 100W 100W 100W 150W 60W 100W 175W 150W 175W 200W 1000 W, S, G 175W 175W 175W 650S 200W 30S 2W 5S 5S 25W, 25S 125S, 25W 125S, 25W 125S, 25W 125S, 100G
HIT PTS
2400 900 1000 1000 1000 1800 480 50 2100 2100 2100 2100 4800 1200 1500 1500 4800 2100 2750 250 1800 3000 500 1020 1500 2250 2220
ATTACK GARRISON RANGE
5 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 11 0 0 0 0 0 0 5 6 7 120 15 0 0 0 0 10* 0 0 0 0 10* 0 0 10* 10* 10* 20 10* 0 0 0 0 0 5 5 5 5 6 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 8 0 0 0 0 0 0 8 8 8 8
MILITARY
Barracks Stable Archery Range Castle Siege Workshop Gate Palisade Wall Stone Wall Fortified Wall Outpost Watch Tower Guard Tower Keep Bombard Tower
* Units can be garrisoned here only if a gather point is set on the building while units are being created. Units garrisoned in towers, Town Centers, and Castles add attack and range.
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Unit Attributes
INFANTRY
Militia Man-at-Arms Long Swordsman 2H Swordsman Champion Spearman Pikeman Berserk Elite Berserk Samurai Elite Samurai Teutonic Knight Elite Teutonic Knight Throwing Axeman E Throwing Axeman Woad Raider Elite Woad Raider Huskarl Elite Huskarl
Pts ack mor nge ed Special Cost Hit Att Ar R a Spe 60F, 20G 40 4 0/0 0 S 60F, 20G 45 6 0/0 0 M Attack bonus vs. [. . . ]