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#################### FUTURE IDEAS: #################### Oddansbay Gemstone Refinery Wyvern Sanctuary of Verne Harpylen Hunt monument in the Harpy Hills Give Anbenncost a city monument, make Imperial Palace only useable by the Emperor Deepwoods monument for wood elves + emerald orcs (single monument usable by both to reduce bloat) #################### #ALENIC FRONTIER #################### Mustering Grounds of Freecestir (Arbaran) 245/A46: Freecestir has been a settlement of great importance ever since the pivotal role it played in the defeat of the Sorcerer-King. Freecestir's strategic location at the crossroads between Escann and the rest of Cannor means that it has frequently served as a mustering ground for armies (and adventurers) seeking to gain glory in Escann and beyond, as well as a stopping point for trade passing between the two regions. T1: +10% Local Trade Power, +15% Local Supply Limit Modifier, +10% Local Manpower Modifier in Area, +25% Prestige from Land Battles T2: +20% Local Trade Power, +25% Local Supply Limit Modifier, +20% Local Manpower Modifier in Area, +50% Prestige from Land Battles, +5% Land Force Limit Modifier T3: +33% Local Trade Power, +50% Local Supply Limit Modifier, +33% Local Manpower Modifier in Area, +100% Prestige from Land Battles, +10% Land Force Limit Modifier Upon T2 upgrade: add military advisor Edmund of Freecestir, +10% Land Force Limit Modifier, culture Arbarani, religion Regent Court, 50% off, to advisor pool Castle Gaweton (Gawed) 221/A13: Gaweton has been the traditional home of the kings of Gawed for its history. While Gaweton itself is not as developed as Lorentainé in the south, it is still a powerful symbol of the continuing legitimacy of the Gawedi Kings. T1: +10% Local Fort Defense, +5% Production Efficiency in Area, +0.25 Yearly Legitimacy/+0.10 Republican Tradition/+0.25 Yearly Devotion/+0.25 Yearly Horde Unity T2: +20% Local Fort Defense, +1 Local Hostile Attrition, +10% Production Efficiency in Area, +0.5 Yearly Legitimacy/+0.20 Republican Tradition/+0.5 Yearly Devotion/+0.5 Yearly Horde Unity, -5% Province War Score Cost T3: +33% Local Fort Defense, +2 Local Hostile Attrition, +15% Production Efficiency in Area, +1 Yearly Legitimacy/+0.30 Republican Tradition/+1 Yearly Devotion/+1 Yearly Horde Unity, -10% Province War Score Cost #################### #ALENIC REACH #################### Bayvic, Grandest City of the Reach 723/Z28: Bayvic has long been a large and influential city along the Alenic Reach, but with the recent orcish invasion of Escann, it has grown into an even bigger city. Any aspiring trader or conqueror would do well to respect the economic influence wielded by Bayvic. T1: -5% Local Development Cost, +10% Local Goods Produced Modifier, +5% Sailors Modifier, +2.5% Galley Combat Ability T2: -10% Local Development Cost, +15% Local Goods Produced Modifier, +10% Sailors Modifier, +5% Galley Combat Ability T3: -15% Local Development Cost, +25% Local Goods Produced Modifier, +15% Sailors Modifier, +10% Galley Combat Ability, +1 Blockade Impact on Siege Upon T3 upgrade: +3 Production and +3 Manpower Icewind Palace of Commerce (Celmaldor) 696/Z22: After the landing of the elves in Celmaldor, one of the largest elven clans, the Icewinds, eventually took power and began to develop the city of Celmaldor into a proper trading port to rival others along the Alenic Reach and Dalr. In the Palace of Commerce, the most magnificent building constructed by the Icewinds, Celmaldorian merchants gather to discuss business and development of the city. T1: +5 Local Trade Power, +5% Local Trade Value, +5% Light Ship Combat Ability, +10% Ship Trade Power T2: +10 Local Trade Power, +10% Local Trade Value, +10% Light Ship Combat Ability, +15% Ship Trade Power T3: +15 Local Trade Power, +15% Local Trade Value, +1 Available Building Slots, +15% Light Ship Combat Ability, +20% Ship Trade Power, +1 Merchant Upon T3 upgrade: Start construction of 15 Light Ships for 50% of the cost and 25% of the time. #################### #BUSINOR #################### Toref Citadel (Eborthil) 35/A47: The Isle of Tef could be argued to be a fortress by merit of natural geography alone, but the Toref Citadel makes it into an indisputable fact. Built in antiquity by the Kheteratans at the height of their empire, then later improved with extensive dockyards when conquered by the Castanorians, the Toref Citadel makes attacking the Isle of Tef an infuriating process to any would-be conqueror. T1: +25% Local Sailors Modifier, +15% Local Defensiveness, +25% Blockade Force Required, +3 Hostile Fleet Attrition, +25% Local Hostile Disembark Speed in Area, T2: +50% Local Sailors Modifier, +25% Local Defensiveness, +50% Blockade Force Required, +5 Hostile Fleet Attrition, +50% Local Hostile Disembark Speed in Area, +5% Marines Force Limit Modifier T3: +100% Local Sailors Modifier, +50% Local Defensiveness, +100% Blockade Force Required, +10 Hostile Fleet Attrition, +100% Local Hostile Disembark Speed in Area, +10% Marines Forcelimit Modifier #################### #DALR #################### Staple Port of Konungrhavn (Bjarnrik) 956/Z08: At the mouth of the Rafn river, Konungrhavn has always been the staple port of Bjarnrik. Trade on the Giant's Grave Sea has shuffled from east to west and back, rarely moving past the Dragon Coast because of the dangerous seas and those borne upon them. T1: -5% Local Development Cost, +5 Local Trade Power, +10% Local Goods Produced, +10% Colonial Range T2: -10% Local Development Cost, +10 Local Trade Power, +15% Local Goods Produced, +15% Colonial Range, +2.5% Ship Durability T3: -15% Local Development Cost, +15 Local Trade Power, +25% Local Goods Produced, +25% Colonial Range, +5% Ship Durability, -15% Morale Hit When Ship Sunk #################### #DAMESCROWN #################### Beepeck, The Largest Small City 151/A12: Beepeck and its halfling population serve as the gatekeepers of the Dameshead, exerting a large influence on trade and movement around its waters. Beepeck is also one of the most built up cities in all of Halann, due to the halfling urban design of stacking their houses upon one another. T1: -5% Local Development Cost, +5 Local Trade Power, +10% Local Production Efficiency in Area, +15% Embargo Efficiency, +5% Global Trade Power T1: -10% Local Development Cost, +10 Local Trade Power, +15% Local Production Efficiency in Area, +25% Embargo Efficiency, +10% Global Trade Power T1: -15% Local Development Cost, +15 Local Trade Power, +20% Local Production Efficiency in Area, +50% Embargo Efficiency, +15% Global Trade Power, +1 Merchant Grand Exchange of Damescrown 234/A25: The Grand Exchange is the largest market forum in Anbennar, surpassing even those of Anbenncost in selection and grandeur. The CLSTC, the largest mercantile company in the world, is headquartered in Damescrown due to the city's incredible mercantile significance. T1: +5 Local Trade Power, +5% Local Goods Produced in Area, +5% Trade Steering T2: +10 Local Trade Power, +10% Local Goods Produced in Area, +10% Trade Steering, -0.50 Interest Per Annum T3: +15 Local Trade Power, +15% Local Goods Produced in Area, +15% Trade Steering, -1 Interest Per Annum, +5% Burghers Loyalty Equilibrium Temple of Ara (Ara Temple) A53/249: Ara (also known as lady luck) is the goddess of trade and fortune. Her followers were responsible for setting up the first human mint and currency, allowing ancient Castanor to move from its reliance on dwarven coinage. The largest temple to Ara in Cannor is found in the Dameshead, geographically between the cities of Vertesk and Damescrown and only a short distance away from other important cities. T1: -5% Local Development Cost, -1 Unrest in Area, +5% Local Tax Modifier in Area, +0.50 Tolerance of the True Faith, +2.5% Trade Efficiency, +2.5% National Tax Modifier T2: -10% Local Development Cost, -3 Unrest in Area, +10% Local Tax Modifier in Area, +1 Tolerance of the True Faith, +5% Trade Efficiency, +5% National Tax Modifier T3: -15% Local Development Cost, -5 Unrest in Area, +15% Local Tax Modifier in Area, +1.50 Tolerance of the True Faith, +10% Trade Efficiency, +10% National Tax Modifier Upon T2 upgrade: add permanent province modifier religious_center Upon T3 upgrade: add permanent province modifier RC_emulant_ara_2 for 50 years #################### #DARAVAN'S FOLLY #################### Nathalaire, City of Pirates 451/A74: Nathalaire is a city renowned for its patronage of agents skilled in the arts of espionage and information, as well as being a haven for pirates. The city is named after the Cannorian goddess Nathalalyne, who is the patron and protector of the city. T1: +5 Local Trade Power, +25% Local Sailors Modifier, -15% Local Ship Build Time, +10% Spy Network Construction, +10% Privateer Efficiency, -10% Diplomatic Advisor Cost T2: +10 Local Trade Power, +50% Local Sailors Modifier, -25% Local Ship Build Time, +15% Spy Network Construction, +15% Privateer Efficiency, -15% Diplomatic Advisor Cost T3: +15 Local Trade Power, +100% Local Sailors Modifier, -33% Local Ship Build Time, +25% Spy Network Construction, +25% Privateer Efficiency, -25% Diplomatic Advisor Cost Upon T2 upgrade: Receive T3 Spymaster diplomatic advisor "Nara, The Grey Fox" of Nathalarey culture and Regent Court faith that is 50% off #################### #DRAGON COAST #################### Nimscodd Academy (Nimscodd) 169/A06: Nimscodd Academy was founded back when the Gnomish Hierarchy still ruled as the undisputed masters of the Dragon Coast, with a particular focus on engineering and artificery. It is here, on the isle of Nimscodd, that the secrects of artificery were first unraveled. T1: -10% Local Development Cost, +10% Local Institution Spread, +7.5% Innovativeness Gain, +2.5% Artificers Loyalty Equilibrium T2: -15% Local Development Cost, +20% Local Institution Spread, -2.5% Tech Cost, +15% Innovativeness Gain, +5% Artificers Loyalty Equilibrium, +2.5% Artifiers Influence, +2 Static Artificer Capacity T3: -25% Local Development Cost, +33% Local Institution Spread, -5% Tech Cost, +25% Innovativeness Gain, +10% Artificers Loyalty Equilibrium, +5% Artifiers Influence, +3 Static Artificer Capacity Upon T1/T2/T3 Upgrade: Add 5/10/15 Artificer Loyalty Portroy Merchants Guild (Portnamm) 126/A19: The Portroy Merchants Guild of Portnamm is the foremost mercantile organization of Portnamm, and exerts a large amount of influence upon the local politics of the city. Beyond Portnamm itself, the guild is infamous for its ruthless tactics at maintaining its trading influence within the surrounding waters of Portnamm. T1: +10% Local Production Efficiency, +2.5% Trade Efficiency, +5% Ship Tradepower Propagation T2: +15% Local Production Efficiency, +5 Local Trade Power, +5% Trade Efficiency, +10% Ship Tradepower Propagation, +2.5% Burghers Loyalty Equilibrium T3: +25% Local Production Efficiency, +10 Local Trade Power, +10% Trade Efficiency, +15% Ship Tradepower Propagation, +5% Burghers Loyalty Equilibrium, +1 Merchants Upon T2 upgrade: add T3 trader "Jarnolt Iondo" 50% off of Creek Gnome culture and regent court faith to the advisor pool Kobildzex Guild of Trapsmiths (Bluescale/Kobildzan) 189/Z38: The Kobold Guild of Trapsmiths has existed within the Kobold realms of the Dragon Coast for many years, yet they have never had a formal home. Deep in the heart of the Dragonheights in Soxun Kobildzex, a guild hall for them to practice their art shall be made. (Requires 15 Development and Kobold acceptance) T1: +10% Local Production Efficiency, +10% Local Defensiveness, +0.50 Attrition for Enemies, +10% Hostile Core Creation Cost on us T2: +15% Local Production Efficiency, +20% Local Defensiveness, +1 Attrition for Enemies, +15% Hostile Core Creation Cost on us, +5% Fort Defense T1: +25% Local Production Efficiency, +33% Local Defensiveness, +1.50 Attrition for Enemies, +25% Hostile Core Creation Cost on us, +10% Fort Defense The Dragonhoard (Bluescale/Kobildzan) 189/Z38: Kobolds are essentially small dragons. Dragons, by their very nature, like gold. Where does a dragon put all the gold they find? In a hoard of couse. The largest hoard of gold in all of the Dragondepths (and perhaps all of Cannor as well) is located here, in Soxun Kobildzex. As greed begets greed, the more the hoard grows, so too does the desire for even more wealth grow alongside it. T1: -5% Local Development Cost, +5% Local Goods Produced Modifier, +0.25 Tolerance of the True Faith, +20% Looting Speed T2: -10% Local Development Cost, +10% Local Goods Produced Modifier, +0.5 Tolerance of the True Faith, +33% Looting Speed T3: -15% Local Development Cost, +15% Local Goods Produced Modifier, +1 Tolerance of the True Faith, +50% Looting Speed #################### #EAST DAMESHEAD #################### Imperial Palace of Anbenncóst 8/A38: Anbenncóst is the beating heart of the Empire of Anbennar, and the place to which all emperors must make their way to in order to be coronated. It is the largest city in the world in 1444, and is the residence of many successful adventuring heroes. Anbenncóst is also home to the Order of Chroniclers, a group of scholars and historians dedicated to collecting and scribing the world into their encyclopedia. T1: +10% Local Fort Defense, -5% Local Development Cost, +0.25 Yearly Legitimacy/+0.10 Republican Tradition/+0.25 Yearly Devotion/+0.25 Yearly Horde Unity T2: +20% Local Fort Defense, -10% Local Development Cost, +5% Imperial Authority Gain, +5 Max Absolutism, +0.50 Yearly Legitimacy/+0.20 Yearly Republican Tradition/+0.5 Yearly Devotion/+0.5 Yearly Horde Unity T3: +33% Local Fort Defense, -15% Local Development Cost, +10% Imperial Authority Gain, +10 Max Absolutism, +5% Administrative Efficiency, +1 Yearly Legitimacy/+0.30 Yearly Republican Tradition/+1 Yearly Devotion/+1 Yearly Horde Unity Port Munas, The Little Anbenncóst (Moonhaven) 52/A31: The capital of the elven electorate of Moonhaven, Port Munas is situated to control the trade that flows into the Dameshead. Despite being owned by the elven electorate, the city shares more in common culturally with Anbenncóst to its north than with the rest of Moonhaven itself. T1: +25% Local Sailors Modifier, +15% Local Ship Repair Speed, +25% Local Blockade Force Required, +5% Sailor Recovery Speed, +10% Colonial Range T2: +50% Local Sailors Modifier, +25% Local Ship Repair Speed, +50% Local Blockade Force Required, +10% Sailor Recovery Speed, +15% Colonial Range, +3 Placed Merchant Power T3: +100% Local Sailors Modifier, +50% Local Ship Repair Speed, +100% Local Blockade Force Required, +15% Sailor Recovery Speed, +25% Colonial Range, +5 Placed Merchant Power Upon T3 Upgrade: add permanent province modifier "adu_trade_hub" Silver Spires of the Silver Moon (Silvelar) 328/A42: The Silver Moon is one of the Dame's greatest temples, with its spires sparkling in the sunlight to produce a most bewitching effect - an optical illusion that causes those who gaze upon it to mistake it for pure silver, warped and hammered into a lances that pierce the clouds themselves. Its existence is a testament to Silvelar's construction industry, which facilitated the development of the Silver Moon from a simple temple to a grand monument - an enterprise three centuries in the making, and one begun by an elf priest whose name remains lost to the ages. T1: -10% Local Gold Depletion Chance Modifier, -5% Local Development Cost, +0.5 Local Goods Produced, -0.10 Monthly Gold Inflation Modifier, +5% Global Tax Modifier T1: -20% Local Gold Depletion Chance Modifier, -10% Local Development Cost, +1 Local Goods Produced, -0.20 Monthly Gold Inflation Modifier, +10% Global Tax Modifier T1: -30% Local Gold Depletion Chance Modifier, -15% Local Development Cost, +1.5 Local Goods Produced, +1 Local Available Buildings, -0.30 Monthly Gold Inflation Modifier, +15% Global Tax Modifier Upon T2 upgrade: add T3 half off Gnomish Treasurer "Royy Doodlebug" with culture City Gnome and religion Regent Court to advisor pool The Hall of the Gallant (Menibór) 569/A55: The dream of every adventurer from Menibór is to have their statues and names featured in the hallowed corridors of the Hall of the Gallant, a vast memorial dedicated to those heroes that lost their lives fighting for glory and justice. With names and busts dating back ot before the Dragonwake, it is the most well known and respected edifice in the city. T1: +10% Local Tax Modifier, +2.5% Adventurers Estate Loyalty Equilibrium, +0.10 Yearly Prestige T2: +15% Local Tax Modifier, +5% Adventurers Estate Loyalty Equilibrium, +2.5% Adventurers Estate Influence, +0.25 Yearly Prestige T3: +25% Local Tax Modifier, +10% Adventurers Estate Loyalty Equilibrium, +5% Adventurers Estate Influence, +0.50 Yearly Prestige, +1 Free Administrative Policy Upon T1 Upgrade: Gain +10 Prestige Upon T2 Upgrade: Gain +15 Prestige Upon T3 Upgrade: Gain +25 Prestige and 300 Splendor The Moonmount Library (Damish Temple) 4/A41: The Moonmount mountain is home to both the famous Temple of the Highest Moon and the Moonmount Library, the latter of which is one of the oldest standing libraries in the world and filled with texts ranging from history, religious treatises to magical tomes and more. T1: +15% Local Institution Spread, -2.5% Technology Cost, -5% Advisor Costs T2: +25% Local Institution Spread, 5% Technology Cost, -10% Advisor Costs, +1 Advisor Pool T3: +50% Local Institution Spread, +1 Local Possible Buildings, -10% Technology Cost, -15% Advisor Costs, +2 Advisor Pool Upon T2 upgrade: add T3 half off philosopher advisor of East Damerian culture and Regent Court faith Temple of the Highest Moon (Damish Temple) 4/A41: The Temple of the Highest Moon is the largest temple in cannor dedicated to the goddess of tolerance, harvests, and magic: the Dame. Due to its location, it is also the highest temple in Cannor, due to its location near the summit of the Moonmount. T1: -5% Local Development Cost, -1 Unrest in Area, +5% Local Production Efficiency in Area, +0.50 Tolerance of the True Faith T2: -10% Local Development Cost, -3 Unrest in Area, +10% Local Production Efficiency in Area, +1 Tolerance of the True Faith, +1 Tolerance of Heretics, -2.5% Idea Cost T3: -15% Local Development Cost, -5 Unrest in Area, +15% Local Production Efficiency in Area, +1.50 Tolerance of the True Faith, +2 Tolerance of Heretics, +1 Tolerance of Heretics Capacity, -5% Idea Cost Upon T2 upgrade: add permanent province modifier religious_center Upon T3 upgrade: add permanent province modifier RC_emulant_dame_1 for 30 years #################### #ESMARIA #################### Vanbury Steel Foundry (Telgeir) 911/A62: Telgeir is home to the immense and influential Vanbury Guild, an ancient dynasty originally from Gawed. When the dynasty moved to their current 1444 home in Telgeir, they brought with them their traditions of smithing and armor-making, leading up to what is today the Vanbury Steel Foundry. T1: +10% Local Goods Produced, +0.25 Local Goods Produced, +0.05 Infantry Fire T2: +25% Local Goods Produced, +0.5 Local Goods Produced, +0.10 Infantry Fire, -2.5% Fire Damage Received T3: +33% Local Goods Produced, +1 Local Goods Produced, +0.15 Infantry Fire, -5% Fire Damage Received Upon T3 upgrade: +2 Production, create a level 1 Center of Trade in Telgeir Giberd Academy of Engineering 271/A81: The Giberd Engineering Academy (technically just the Giberd *Civil* Engineering Academy but the name was too long) serves to teach the citizens of the Empire about the techniques and ideas found within gnomish craftsmanship, and to hone the skills of all aspiring artisans. Many of the foremost developments in urban design have originated from Giberd thanks to this academy. T1: +10% Local Production Efficiency, -2.5% Construction Cost, -5% Construction Time, +0.10 Yearly Prestige T2: +15% Local Production Efficiency, -5% Construction Cost, -10% Construction Time, +0.25 Yearly Prestige T1: +25% Local Production Efficiency, -10% Construction Cost, -15% Construction Time, -15% Great Project Upgrade Cost, +0.50 Yearly Prestige Temple of Ryala (Ryalan Temple) 265/A43: Rylana is Castellos' virginal daughter, and the goddess of true love, beauty, courtship, and chastity. Her temple worships her and honors her tenets. T1: -5% Local Development Cost, -1 Unrest in Area, +5% Local Tax Modifier in Area, +0.50 Tolerance of the True Faith, +0.50 Diplomatic Reputation T2: -10% Local Development Cost, -3 Unrest in Area, +10% Local Tax Modifier in Area, +1 Tolerance of the True Faith, +1 Diplomatic Reputation, +1 Diplomatic Relations T3: -15% Local Development Cost, -5 Unrest in Area, +15% Local Tax Modifier in Area, +1.50 Tolerance of the True Faith, +1.50 Diplomatic Reputation, +2 Diplomatic Relations Upon T2 upgrade: add permanent province modifier religious_center Upon T3 upgrade: add permanent province modifier favored_RC.21 for 50 years The Imperial Archives (Konwell) 275/A35: Traditionally the seat of the Imperial Archives, the city of Konwell has always been a hotspot for Anbennarian scholars, where books were safe from the frequent fires in Anbenncost. T1: +15% Local Institution Growth, -10% Administrative Advisor Cost, -2.5% Administrative Technology Cost T2: +25% Local Institution Growth, -15% Administrative Advisor Cost, -2.5% Idea Cost, -5% Administrative Technology Cost T3: +50% Local Institution Growth, -25% Administrative Advisor Cost, -5% Idea Cost, -10% Administrative Technology Cost Seinathil Institute of Song 916/A90: The Seinathil Institute of Song was formed by exiled creatives from the Konwell Institute, and is the institution of choice that any aspiring bard in Cannor aims to learn at. T1: -2 Local Unrest, +10% Local Production Efficiency, +2.5% Recover Army Morale Speed, -0.01 Monthly War Exhaustion T2: -4 Local Unrest, +15% Local Production Efficiency, +5% Recover Army Morale Speed, -0.03 Monthly War Exhaustion, -10% Fabricate Claims Cost T3: -8 Local Unrest, +20% Local Production Efficiency, +10% Recover Army Morale Speed, -0.05 Monthly War Exhaustion, -20% Fabricate Claims Cost #################### #FORLORN VALE #################### Temple of Munas (Ibevar) 352/A32: The elves of Ibevar seek to build their planned temple to Munas Moonsinger, the god of travel, music, and the seas who saved the elven Remnant Fleet and ended their 1000-year voyage after the loss of their homeland in the Day of Ashen Skies. T1: -5% Local Development Cost, -1 Unrest in Area, +5% Local Tax Modifier in Area, +0.50 Tolerance of the True Faith, +5% Religious Unity T2: -10% Local Development Cost, -3 Unrest in Area, +10% Local Tax Modifier in Area, +1 Tolerance of the True Faith, +1 Tolerance of Heathens, +10% Religious Unity T3: -15% Local Development Cost, -5 Unrest in Area, +15% Local Tax Modifier in Area, +1.50 Tolerance of the True Faith, +2 Tolerance of Heathens, +1 Tolerance of Heathens Capacity, +15% Religious Unity Upon T2 upgrade: add permanent province modifier religious_center Upon T3 upgrade: add permanent province modifier favored_RC.30 for 50 years #################### #GERUDIAN COAST #################### The Ebonsteel Armory (Urviksten) 984/Z15: The prize of Urviksten, and of Black Castanor in the past, the Ebonsteel Armory is a vast foundry, blacksmith, and armory supplying high quality weapons and armor made of Ebonsteel, a dark, naturally alloyed metal found throughout Urviksten. T1: -5% Local Development Cost, +10% Local Supply Limit Modifier, +0.5 Local Goods Produced, +0.05 Infantry Shock, -2.5% Infantry Cost T2: -10% Local Development Cost, +20% Local Supply Limit Modifier, +1 Local Allowed Number of Buildings, +1 Local Goods Produced, +0.1 Infantry Shock, -5% Infantry Cost, -2.5% Shock Damage Received T3: -15% Local Development Cost, +33% Local Supply Limit Modifier, +2 Local Allowed Number of Buildings, +1.5 Local Goods Produced, +0.15 Infantry Shock, -10% Infantry Cost, -5% Shock Damage Received #################### #INNER CASTANOR #################### Hammerhome Artificers Guild (Requires Dwarven, Gnomish, or Escanni culture) 854/Z36: In 1846, various prominent dwarven artificers such as Kelgrim Kazdoran founded the Dwarven Artificers Guild in Hammerhome as a response to the immense pressure and influence from the gnomish artificer circles to think and invent their way. T1: +10% Local Production Efficiency, +2.5% Artificers Estate Loyalty, +2.5% Special Unit Force Limit, +2.5% Land Fire Damage T2: +15% Local Production Efficiency, +5% Artificers Estate Loyalty, +2.5% Artificers Estate Influence, +5% Special Unit Force Limit, +5% Land Fire Damage T3: +25% Local Production Efficiency, +10% Artificers Estate Loyalty, +5% Artificers Estate Influence, +10% Special Unit Force Limit, +10% Land Fire Damage Upon T1 upgrade: change trade goods to glass Upon T2 upgrade: add 50% off T3 Natural Scientist advisor "Kelgrim Kazdoran" of Silver Dwarf culture and Ancestor Worship faith to advisor pool Upon T3 upgrade: create a level 1 Center of Trade Throne of the Sorceror-King 833/A27: Nichmer, more commonly known as the Sorcerer King was a former advisor of Korbarid origin to the Empire of Castanor. Using dark magics he enthralled Castan the Enthralled and used him to wage war on the rest of Cannor, in what would later be known as the War of the Sorcerer King. Before the war broke out however, Nichmer commissioned a grand thone for himself in Castonath, one that would demonstrate his power as the new and legitimate ruler of Castanor. T1: +10% Local Defensiveness in Area, +0.25 Yearly Absolutism T2: +15% Local Defensiveness in Area, +0.5 Yearly Absolutism, +5 Max Absolutism T2: +25% Local Defensiveness in Area, +1 Yearly Absolutism, +10 Max Absolutism, +1 Free Policy #################### #LENCENOR #################### Mage Academy of Lorentainé (Lorent) 67/A01: Lorent has always been home to many mages and mage schools, but none that were fully under the control of the Lorentish Crown until the Lorentish king built a royal mage academy in the capital of Lorent, Lorentainé. T1: -5% Local Development Cost, +10% Local Defensiveness, +2.5% Mages Loyalty Equilibrium T2: -10% Local Development Cost, +20% Local Defensiveness, +5% Mages Loyalty Equilibrium, +2.5% Mages Influence T3: -15% Local Development Cost, +33% Local Defensiveness, +10% Mages Loyalty Equilibrium, +5% Mages Influence, -2.5% All Powers Cost Upon T2 upgrade: add 50% off Court Mage advisor "Elduvar of Lorentainé" of Moon Elf culture and Regent Court faith to advisor pool New Adea Naval School (Lorent) 82/A01: The Shrouded Coast was never particularly rich in resources, yet its strategic location on a protected waterway with easy access to inland seas and the open waves of the Lament means that it is a prime location for a naval academy to educate the next generation of captains and admirals. T1: -10% Local Development Cost, +25% Local Sailors Modifier, -5% Admiral Cost, +25% Naval Tradition From Battle T2: -15% Local Development Cost, +50% Local Sailors Modifier, -10% Admiral Cost, +50% Naval Tradition From Battle, +10% Ship Capture Chance T3: -25% Local Development Cost, +100% Local Sailors Modifier, -15% Admiral Cost, +100% Naval Tradition From Battle, +20% Ship Capture Chance, +1 Leaders Without Upkeep Upon T3 upgrade: Add 4 Production and Create a level 1 Center of Trade in New Adea Westport, Gateway to Aelantir (Deranne) 112/A02: Deranne has many ports along its coastline for merchants, adventurers, and explorers alike, but none more prominent or influential than Westport. Many Derranians hope to use the resources and location of Westport to fuel explorations of the ruins of Aelantir, for riches and glory alike. T1: +25% Local Sailors Modifier, +10% Colonial Range, +10 Colonial Growth T2: +50% Local Sailors Modifier, +25% Colonial Range, +15 Colonial Growth T3: +100% Local Sailors Modifier, +33% Colonial Range, +25 Colonial Growth Upon T2 upgrade: gain advisor "Albert of Westport" T3 Navigator with Derranic Culture and Regent Court Faith who is 50% off The Temple of Minara (Minaran Temple) 97/A10: The goddess of (lesser) love, Minara is said to have been uplifted into godhood by Ryala after Ryala witnessed and was impressed with Minara's skills at lovemaking. Her temple is dedicated to, uh, things related to Minara's uplifting. T1: -5% Local Development Cost, -1 Unrest in Area, +5% Local Tax Modifier in Area, +0.50 Tolerance of the True Faith, +5% Improve Relations T2: -10% Local Development Cost, -3 Unrest in Area, +10% Local Tax Modifier in Area, +1 Tolerance of the True Faith, +10% Improve Relations, -5% Aggressive Expansion T3: -15% Local Development Cost, -5 Unrest in Area, +15% Local Tax Modifier in Area, +1.50 Tolerance of the True Faith, +15% Improve Relations, -10% Aggressive Expansion Upon T2 upgrade: add religious_center permanent province modifier #################### #NOT CANNORIAN #################### Grain Port of Koroshesh (Elizna) 463/U05: The Port of Koroshesh is the main location for all exports from the Mother's Sorrow Estuary, and the main location where Kheteratan grain is shipped to Cannor. Regardless of what happens to the North Salahad, the grain must flow. T1: -10% Local Development Cost, +10% Local Trade Power, -5% Transport Cost T2: -15% Local Development Cost, +20% Local Trade Power, +0.25 Local Goods Produced in Area, -10% Transport Cost, +5% Transport Combat Ability T3: -25% Local Development Cost, +33% Local Trade Power, +1 Local Available Building Slots, +0.5 Local Goods Produced in Area, -15% Transport Cost, +10% Transport Combat Ability, +5% Disengagement Chance Upon T3 upgrade: add permanent province modifier "grain_production_improved" Zornarakel Naval Shipyard (Elizna) (Requires at least 20 Development) 494/U05: The Zornartakel Naval Harbor at Baqtkhet's Retreat is an extensive military harbor designed to be a complete installation for the construction of ships, the training of sailors, and the harboring of freight. The position of the Naval Harbor on the southern side of the island of Elzina allows for natural protection against sudden storms in the Sea of Eliz, or from enemy fleets. T1: +25% Local Sailors Modifier, -10% Local Ship Cost, +10 Naval Force Limit T2: +50% Local Sailors Modifier, +0.5 Local Goods Produced, -15% Local Ship Cost, +25% Local Ship Repair, +15 Naval Force Limit T3: +100% Local Sailors Modifier, +1 Local Goods Produced, -25% Local Ship Cost, +50% Local Ship Repair, +25 Naval Force Limit, -10% Naval Barrage Cost Upon T1 upgrade: change trade goods to Naval Supplies, change province capital (but not name) to Zornarakel Temple of the Elements (Deshak) (Requires Khetist religion group to be followed) 382/U06: Established by an unknown ancient civilization long before Deshak was founded, the Temple of the Elements is claimed to have been built on the site where the Planetouched first came to existence. It continues to stand as one of the most prominent houses of worship in Akan. T1: +10% Local Tax Modifier, +1% Missionary Strength T2: +15% Local Tax Modifier, +2% Missionary Strength, +1 Missionaries T3: +25% Local Tax Modifier, +3% Missionary Strength, +1 Missionaries, -20% Enforce Religion Cost Great Library of Aquatbar (Marblehead) 536/U15: When goblins first entered Aqatbar, they were stunned by the size and contents of its library. The library of Aquatbar contains a large collection of historical documents, scientific and religious texts, copies of ancient and contemporary Bulwari literature, and more. T1: +10% Local Institution Growth, -2.5% Advisor Cost, +10% Innovativeness T2: +20% Local Institution Growth, -5% Advisor Cost, +20% Innovativeness, -2.5% Tech Cost T3: +33% Local Institution Growth, -10% Advisor Cost, +33% Innovativeness, -5% Tech Cost, +25% Female Advisor Chance Ekha Harbor (Ekha) 402/U08: The Ekhan people have always lived and died with their existences focused on the sea, and the great Ekhan Harbor exemplifies this. Ekhan sailors and ships have always proven themselves to be quite strong indeed. T1: +25% Local Sailors Modifier, +10% Local Ship Build Speed T2: +50% Local Sailors Modifier, +20% Local Ship Build Speed +2.5% Heavy Ship Combat Ability, +2.5% Light Ship Combat Ability, +2.5% Galley Combat Ability T2: +100% Local Sailors Modifier, +33% Local Ship Build Speed +5% Heavy Ship Combat Ability, +5% Light Ship Combat Ability, +5% Galley Combat Ability Dasmati Halls of Reverence (Dasmatus) (must be Old Sun Cult OR have Bulwari culture present and accepted) 5668/F56: The Halls of Reverence are where the Maqeti people buried their former kings, honored for their achievements in the struggle against the gnollish slavers that once hunted them. T1: +10% Local Defensiveness, +5% Global Garrison Size, +0.25 Yearly Legitimacy/+0.10 Yearly Republican Tradition/+0.25 Yearly Devotion/+0.25 Yearly Horde Unity, +0.25 Meritocracy T2: +20% Local Defensiveness, +10% Global Garrison Size, +0.5 Yearly Legitimacy/+0.20 Yearly Republican Tradition/+0.5 Yearly Devotion/+0.5 Yearly Horde Unity, +0.5 Meritocracy -10% Establish Holy Order Cost T3: +33% Local Defensiveness, +15% Global Garrison Size, +1 Yearly Legitimacy/+0.30 Yearly Republican Tradition/+1 Yearly Devotion/+1 Yearly Horde Unity, +1 Meritocracy, -20% Establish Holy Order Cost Pyramids of Khet (Kheterata) 475/U01: Kheterata is an ancient land, older than nearly every other known civilization on the Cannorian continent. The Pyramids of Khet, only a short distance outside of the great metropolis of Kheterat itself, has enthralled countless generations of artists and thinkers from all around the world. They are a true wonder to behold. (Starts at T2) T1: +5% Local Production Efficiency in Area, -5% Construction Cost, -5% Construction Time T2: +10% Local Production Efficiency in Area, -7.5% Construction Cost, -10% Construction Time, +0.5 Diplomatic Reputation T3: +15% Local Production Efficiency in Area, -10% Construction Cost, -15% Construction Time, +1 Diplomatic Reputation #################### #THE BORDERS #################### Deepwater Harbor of Sorncell (Celliande) 413/A56: The Coastal Town of Sorncell has an excellent deepwater port that has been in continuous use since ancient times. Large and heavy ships, either merchantmen or warships, could easily enter the harbor and dock safely. Further, because of this natural port, Sorncell's local economy is built around shipbuilding and sailing. T1: -10% Local Shipbuilding Time, +25% Local Sailors Modifier, +2.5% Heavy Ship Combat Ability, -10% Heavy Ship Costs T2: -20% Local Shipbuilding Time, +0.5 Local Goods Produced, +50% Local Sailors Modifier, +5% Heavy Ship Combat Ability, -15% Heavy Ship Costs T3: -33% Local Shipbuilding Time, +1 Local Goods Produced, +100% Local Sailors Modifier, +10% Heavy Ship Combat Ability, -25% Heavy Ship Costs, +1 Blockade Impact on Siege Upon T2, T3 upgrades: +2 Local Production Upon T2 upgrade: Change tradegood to Naval Supplies Upon T3 upgrade: Start construction of 10 Heavy Ships for 50% of the cost and 25% of the time. #################### #SOUTH CASTANOR #################### The Feather Academy (Marrhold) 895/B36: Griffons are local to the mountainous lands around the Serpentspine, and particularly around Marrhold. The Marrodic peoples are the only group of humans in Cannor to have successfully tamed Griffons and learned to fly them. To teach others - mostly from Marrhold but also promising candidates from the rest of Escann - The Feather Academy was created. T1: +15% Local Institution Spread, +10% Local Defensiveness, +2.5% Movement Speed T2: +25% Local Institution Spread, +20% Local Defensiveness, +25% Cavalry Flanking Ability, +5% Movement Speed T3: +50% Local Institution Spread, +33% Local Defensiveness, +1 Local Available Buildings, +50% Cavalry Flanking Ability, +10% Movement Speed, +1 Land Leader Maneuver Esthíli Academy of Magic 821/B54: The Esthíli Academy of Magic is the foremost magical education institution in all of Escann. In all of Cannor, only the Mage Academy of Lorentainé is able to compete with it. T1: -5% Local Development Cost, +10% Local Defensiveness, +2.5% Mages Loyalty Equilibrium T2: -10% Local Development Cost, +20% Local Defensiveness, +5% Mages Loyalty Equilibrium, +2.5% Mages Influence T3: -15% Local Development Cost, +33% Local Defensiveness, +10% Mages Loyalty Equilibrium, +5% Mages Influence, +1 Monarch Military Skill Upon T2 upgrade: add 50% off T3 Court Mage advisor "Thindobar Magefist" of Silver Dwarf Culture and Ancestor Worship faith to advisor pool Upon T1 upgrade: change province trade good to Damestear (permanent), begin the upgrade chain Bladeskeep 817/B33: Bladeskeep is the historic home of the Order of the Bladestewards and the historic capital of the Blademarches, and served as both a base and a fortress to the many warriors of the blade for centuries during Escann's high medieval period. T1: +10% Local Defensiveness, +10% Local Manpower Modifier in Area, -0.01 Monthly Autonomy Change, +5% Nobles Loyalty Equilibrium T2: +20% Local Defensiveness, +20% Local Manpower Modifier in Area, -0.02 Monthly Autonomy Change, +7.5% Nobles Loyalty Equilibrium, +2.5% Nobles Influence T3: +33% Local Defensiveness, +33% Local Manpower Modifier in Area, -0.03 Monthly Autonomy Change, +10% Nobles Loyalty Equilibrium, +5% Nobles Influence, +2.5% Administrative Efficiency #################### #WEST CASTANOR #################### Escanni Academy of War (Ancardia) 777/B35: Founded in 1630, the Ancardi War School (later renamed to the Escanni Academy of War in 1718), became the foremost military academy in all of Cannor. The academy's founding members were descended from the Escanni Knights of the Sapphire Eye, who in feudal Escann safeguarded the realm and fought as champions for their country to settle disputes rather than war. T1: +10% Local Institution Spread, -0.1% Yearly Army Professionalism, +0.15% Drill Gain Modifier T2: +20% Local Institution Spread, -0.3% Yearly Army Professionalism, +0.30% Drill Gain Modifier T3: +33% Local Institution Spread, -0.5% Yearly Army Professionalism, +0.50% Drill Gain Modifier, +1 Leaders Without Upkeep Longlance Knights Academy (Adenica) 774/B58: Caylen Longlance - a name synonymous with 'hero' and 'knight' to the many children who grew up hearing tales of his honorable deeds and valiant actions in the long War of the Sorcerer-King - is considered by many to be the first modern knight. As such, the foundation of an academy in his name dedicated to teaching proper knightly conduct and martial skills is downright reasonable. T1: -5% Local Development Cost, +10% Local Institution Growth, +0.05 Cavalry Shock, -0.01% Yearly Army Tradition T2: -10% Local Development Cost, +20% Local Institution Growth, +0.10 Cavalry Shock, -0.03% Yearly Army Tradition T3: -15% Local Development Cost, +33% Local Institution Growth, +0.20 Cavalry Shock, -0.05% Yearly Army Tradition, +1 Land Leader Shock Upon T2 Upgrade: add military advisor "Rican of Longlance", +10% Morale of Armies, culture Adenic, religion Regent Court, 50% off, to advisor pool #################### #WEST DAMESHEAD #################### The Imperial Dockyard (Neckcliffe) 26/A22: Since Anbennar's Founding, Neckcliffe has been the primary port of call for the Imperial Navy due to its natural harbor and strategic position. T1: +15% Local Ship Repair Speed, -15% Local Ship Recruit Speed, +10% Local Sailors Modifier in Area, +5% Naval Force Limit Modifier T2: +25% Local Ship Repair Speed, -25% Local Ship Recruit Speed, +20% Local Sailors Modifier in Area, +10% Naval Force Limit Modifier, +25% Flagship Morale T3: +50% Local Ship Repair Speed, -33% Local Ship Recruit Speed, +33% Local Sailors Modifier in Area, +15% Naval Force Limit Modifier, +50% Flagship Morale, +1 Naval Combat Bonus Off Owned Coast Upon T2 upgrade: add a 50% off level 3 Naval Reformer named "Frederic of Neckcliffe" of West Damerian culture and Regent Court faith to the advisor pool