Royal stables train some of the finest mounted warriors available to any army. Horses and men are well looked after - at least when compared to the conditions footsoldiers are expected to endure - as horses are valuable animals! Farriers, weapon makers and specialised armourers are also found here, allowing many types of cavalry to be trained. The stables can be improved when the settlement becomes larger.
Great King's Stables
The Great King's stables are the best cavalry buildings available. Any type of horseman trained here has been given the best practical education, mount and war gear that his people can provide. He has also been housed in some comfort, because a horseman is a natural nobleman and should expect to be well treated! The most talented horsebreakers, farriers, weapon makers and specialised armourers are also found here, making it possible to produce any kind of cavalry unit.
RangesPractice Field
Learning to skirmish effectively requires an open space where lightly armed and armoured warriors can safely practice with missile weapons. There are also the tactics of movement and disengagement to be passed on, all of which need space - by contrast a swordsman can be taught wherever there is enough room to swing a blade!
Archery Range
Archery is a skill that takes time and patience to perfect: the strength to use a bow well is only acquired through long hours of practice. Most recruits know how to use a bow from hunting, but this is different from using a bow in battle. An archery range gives the space for bowmen to further develop their skills and practice group tactics.
TradersTrader
The trader sells some local produce to other settlements increasing - in a small way - the wealth of the community. Trade carries risks, but it is an excellent way of increasing wealth, because settlements and peoples flourish when they are mutually supporting and not attempting to be entirely self sufficient. Trade can, of course, be taxed. It can also be improved when this building is upgraded.
Market
As a settlement grows the returns on trade improve too, as long as merchants are encouraged to do business. A proper market allows locals to trade and brings in outside traders too. It's a place for people to meet, buy and sell, and catch up on gossip. Many goods are available, including information - at the right price. Trade can, of course, be taxed. It can also be improved when this building is upgraded.
Great Market
Trade flourishes where it is encouraged. The great market is a meeting place as much as a trading centre, and almost anything can be bought here, when the price is right. In the hustle and bustle of this busy place anything and everything is for sale, even a man's secrets - or his sudden death! Trade can, of course, be taxed. It can also be improved when this building is upgraded.
Guildhall
If it can't be bought or sold somewhere among the traders in and around the guildhall then 'it' probably isn't worth bothering about, whatever it might be. This is the great centre of all business in a city, a place where goods from across the known world can be found. Anything - even a man's loyalty, his secrets or his death - can be bought when the price is right. Such extensive trading activity can, of course, be taxed
Smiths
Blacksmith
A blacksmith provides superior quality weaponry for any warriors from this settlement. His skills in metal working are exceptional, far beyond those of ordinary smiths who make agricultural implements. He is an important man in the community, as good weapons are always valued by the men who have to use them. A Blacksmith who can make a strong sword that won't break or bend in combat is a great asset to his people.
Weaponsmith
A weaponsmith produces superb weaponry. His work is highly valued by military men - a well-made can sword often mean the difference between life and death! His skills ensure that any warriors from this settlement will be formidable indeed!
Foundry
A foundry is the final metalworking development found only in the larger cities: a factory where very high quality armour and weaponry can be produced quickly, and in quantity. Any troops trained in this city will be equipped to the highest standard possible, making them formidable in combat, providing of course, that they are well motivated and properly commanded!
PortsPort
A port brings trade and wealth to a settlement, and allows the construction of simple ships. Access to the sea is vital for all long distance trade. The sea lanes are the true highways of the world, and carrying goods by ship is the only way to move them in bulk and make a profit. Indeed, it is usually cheaper and quicker to send a cargo halfway across the world by sea than to the next settlement in a cart! Militarily, ports are important because they have the men and equipment needed to build a fleet.
Shipwright
A shipwright can build the bigger ships needed for a strong fleet, while the improved port facilities allow more goods to be landed at and forwarded from the settlement. As a port grows, wealth flows into a province, and all manner of goods become available to the people. Militarily, the improvements in ship-building usually lead to better ship-handling and tactics.
Dockyard
A dockyard has the skilled craftsmen needed to construct the best ship designs available, while the port can speedily handle many merchant vessels. Local merchants can easily send their cargoes to almost any port in the world, adding greatly to the wealth of the city. In return exotic goods from all over the world pass through these docks.
Water SupplyCesspits and Cesspools
Cesspits improve - slightly - the level of cleanliness in a settlement by providing each dwelling with a pit for all their rubbish and ordure. These reeking holes have to be emptied from time to time and the contents or 'nightsoil' dumped elsewhere, a job that usually falls to the poorest or most unloved members of the community. While cesspits do at least mean that filth is removed from people's immediate living area, they can still flood in times of heavy rains, depositing everything back inside people's homes! Cesspits can be improved to Cesspools as a settlement grows.
Open Sewers and Large Open Sewers
Open sewers are little better than broad gutters in the streets, where everyone throws their rubbish, ordure, dead dogs, and everything else unwanted. They're a popular spot for dumping awkward drunks too! Mostly, the rubbish and filth are washed out of the settlement, making the place a little cleaner (if no sweeter smelling). In practice, they actually flush much of the waste of a town away from rich people's homes towards poor people's homes! Unfortunately, when it rains too heavily the place will flood and every repulsive lump of, well, whatever, will float back to its original owner or next door neighbour. On balance, though, open sewers probably do make a town a better, healthier place to live in, providing that you live at the top of a slope. Open Sewers can be improved to become Large Open Sewers to meet the demands of a growing settlement.
FarmsLand Clearance
An improvement on slash-and-burn farming around a settlement, land clearances allow a surplus of food and encourage population growth. Subsistence farming, where people can only just feed themselves and their families, does not free people to do anything more than scrabble for a living. However, if agriculture improves even marginally, there will be growth in a settlement. This kind of farming can be upgraded as the settlement grows.
Communal Farming
Once slash-and-burn agriculture has worn out the land, one response is for farming communities to organise, and work collectively. Communal farming produces a surplus through minor economies of scale: tools and resources are pooled, and everyone works as a team to gather the harvest. Individual failures are minimised by these methods, and the increased output adds to population growth. This kind of farming can be upgraded as the settlement grows.
Crop Rotation
Crop rotation and basic land management stop farms from becoming rapidly exhausted. By changing field usage every year and allowing land to lie fallow or be used as pasture, the goodness of the land is slowly restored. Crop yields and surpluses improve as a result, and the increased output adds to population growth.
TavernsTavern
Drink! Drink! Drink! Life is short! The tavern fire is warm! There are heroic stories to tell! Let everyone hear how great it is to be one of our people! A Tavern is the perfect place for everyone to enjoy themselves, and let worries be drowned in ale and mead. Any man who leaves without a smile on his face and an urge to empty his bladder hasn't really been drinking like a true warrior! A Tavern can be replaced as the settlement grows in size and stature.
Bardic Circle
The bards' tales remind old warriors of their glories, inspire young men to battle, and remind everyone about belonging to a great people! Good companionship and strong ale wash away troubles, and the bards' stories entertain everyone and keep out the cold of the long winters' nights. This is a place for competitions in stories bravely retold, for salty insults to outsiders to be further elaborated upon, and for all to laugh and drink until sunrise!
첫댓글 누군가 나대신 해석해주시오<--넌 할수 있냐? (순간 도주)ㄴ(-_ㅡ)ㄱ=3=3
번역좀 혀봐
번역쉽지 않나요? 이까이꺼.....후다닥(100m 1초만에 돌파하며 도주중)