Speaking of buildings, let’s check if we have any already.
We do! Before I explain them, let’s take a look at towns.
This is the town of Derry. There is exactly one town in every province. Besides this, there are a number of villages, monasteries and farms. In coastal provinces there is also a coastal village. Towns are where you build armies, and it’s what is keeping the province yours. To conquer a province you have to take the town.
Now, Derry here gives us a few resources, you can see them at the bottom, beneath the line of men. From left to right, we have piety, gold, books, and in the second row, food and labor. The game uses the former 3 as global resources, we’ll check them out later. Food and labor is for the given province only. Resources are collected or spent about every 5 seconds.
The line of men above the resources are the serfs in the town. These are your recruiting pool. One unit of troops consumes one serf. Right now Ulster(town names wont be used) can hold 9 serfs, and we have 7 now. It’s easier to see without the buildings tab in the way, you’ll see later. You keep getting more serfs until the town is full. The more food a town has, the faster that goes.
Food is also the rate at which the town supplies fill up, more is better. The line of grain at the very bottom represent the supplies. Right now we have 100/100, meaning we can’t hold more. Certain buildings can increase this limit. If your town is sieged, the food supplies determine how long it’ll be before they surrender. You’ll also need supplies to give to armies, more on that in a different update.
Labor is how fast a town constructs buildings. Most of the lower tier buildings need 100 points of labor put into them, while more advanced buildings take many times that. If you want a highly developed town, such as your capitol, you’ll want to get as much labor as possible. Right now we have 4 labor which is quite good considering we have no villages. Every village in a province gives one point of labor, a farm gives food, and a monastery gives piety. In Ulster there are 3 farms, 3 monasteries and one coastal village. Pretty bad actually, since we won’t be able to get bonuses that would apply to villages, such as the tax collector. A mix of the three types is better. The coastal village gives 1 gold.
Alright, on to buildings.
As the political view told us, we have a town garrison.
Town Watch House(I’ll be introducing units and buildings like this, the description is lifted from the manual. And yeah, I call them something different since watch house sounds a bit silly.)
The Town Watch House holds the Town Guards. The larger the town, the greater the number of guards stationed there. Town Guards are very strong and are very helpful during enemy assaults.
These give a free heavy infantry unit in a defense of the town. These guys are very good, almost able to defend a town on their own against very early armies. And since there’s a limit to how many troops you can station as defenders, a free unit is always nice.
We also have:
The Stable is required to train mounted units within the town.
As it says, this is needed for training cavalry. Now, because we got this for free, the requirements are glossed over. We could demolish it, and then we would need a granary to rebuild it.
The Inn provides basic space for travellers and workers. It also increases the number of serfs in the Province. Citizens spend some time here drinking ale and singing, increasing the town’s overall happiness.
Upgradable to: Hostel.
+1 workers in all villages, +2 happiness in the Province
Pretty much a must usually, though we don’t get any workers out of it due to having no villages. Happiness is chance to rebel, so keeping it positive is a good idea.
The Church increases and raises Piety in the Province. It also raises the price for religious conversions in the Province.
Upgradable to: Cathedral.
+1 Books in town, +1 Piety in the monasteries.
If you want to convert a province, it’s a good idea to demolish any religious buildings first. They’ll be useless after you convert it anyway I think.
There are also some buildings we can construct, shown in the middle of the screenshot. Buildings are divided into three groups: military, civilian and advanced structures. The advanced structures all require other buildings to be built first.
In Ulster we can build:
The training Grounds are required to train any military units other than peasants.
Couldn’t have said it better myself.
Tax Collectors Office
The Tax Collectors Office is the office os the King’s tax collectors. It increases the town’s gold income. (well it would if we had any villages.)
+1 gold in all villages, -1 happiness.
This and an inn is usually the 2 first buildings I build. But without villages, it’s useless for us, so we might as well save that 1 point of happiness.
The Tool Smithy supplies the town with quality tools. It increases the number of workers available in the Province.
+1 worker in town.
It’s also the requirement for many buildings. It’s a must-have.
The Granary increases the town’s food storage. Increased food storage allows the town to endure enemy sieges for a much longer period of time.
+1 food in the town, +100 extra food storage in the Province.
The Fishmonger increases the food supply in the town.
required province feature: Fishery.
Upgradable to: Docks.
+1 food in the coastal village.
Not much food given, but the docks are important for later buildings.
And that’s everything about towns. Next, lets look at the global resources.
Most important is gold. It’s also the easiest to get, fortunately. Pretty much everything you do takes gold; troops, buildings, knights and sometimes diplomacy. Right now our income is looking a bit shabby: 2 from towns, 3 from the king’s financial skills and 1 from the church (though I have no idea why we are getting money from them, wasn’t it the other way around?) On the other hand we are losing 10 gold to wages for the sole general we have. We’ll fix this in a bit. At the bottom there are 3 piles of gold, representing tax levels: No taxes, normal taxes and high taxes. Regardless of what we set it to, we don’t have enough citizens yet to actually get anything. To the right of that, we have war taxes. This option gives a lump sum of gold, at the cost of nationwide unhappiness. This could make you win the war, but you might have to fight rebels for a long time afterwards.
Piety is the second most important resource, used for a couple of things, but not as much as gold. Converting provinces or your nation’s faith takes piety, as does priests actions. Generally I find that as a catholic nation, you always have enough piety, unless you’re fighting a lot of infidels.
Books are much more difficult to get, but needed nonetheless. Their primary use is for promoting knights, sort of like buying a level for one of them. You’ll need 1000 books for that though and right now we’re getting one. It’s a luxury resource.
Now, take a look in the top left corner of the screen, that’s the kingdom power. Kingdom power is great. You’ll want it maxed at all times. It gives 2 things: Money and happiness. It goes from -5 to +5, and to increase it you pay gold and piety. Right now it would cost us 395 gold and 100 piety to increase our power to 1. The higher it is the more happiness it gives, at a set rate. The great thing about it is the money it gives: That is based on your population, so the more provinces the more money. And it pay exponentially with kingdom power level. I tried it out, and for Ulster it gives about 1 gold at level 1, but 16 at level 5. Anything above 10 is a considerable source of gold. So unless there are any objections, I’ll be increasing this all the time.