![]() ![]() ![]() The Hospital is where clerics and healers tend wounded soldiers so that their wounds will quickly heal and they can return to duty. Only one Garrison Stables can be built in each fort. Garrison Stables increase recruitment growth for the Main Stables by 25%. Only one Garrison Barracks can be built in each fort. ![]() Garrison Barracks increase recruitment growth for the Main Barracks by 25%. Only one Garrison Archery Range can be built in each fort. An Engineers' Workshop reduces the cost of building construction by 10%.Ī Garrison Archery Range increases recruitment growth for the Main Archery Range by 25%. Here is where educated engineers and architects make their necessary calculations so that construction projects progress quickly and on budget. Only one Citadel can be built in each fort. A Citadel increases the time of the siege of the fort by 3 days. When the enemy storms the outer walls of the fort, its defenders retreat to the citadel, where they can maintain the defencse for many days more. Alchemist's Laboratory provides a +10 bonus to Energy for all generals. The wise alchemist stores magic in glass vials, so that it can be unleashed on the battlefield at the descive mooment. Only one Main Stables can be built in total. The Main Stables allow recruitment of and provide weekly recruitment growth for Mounted Scouts, Paladins, Cuirassiers, Hedge Knights, Raiders, and Light Cavalry (if available). Spacious stables meant to house battle horses and other mounts. Only one Main Barracks can be built in total. The Main Barracks allow recruitment of and provide weekly recruitment growth for Conscripts, Footmen, Spearmen, Convicts, Champions, and Shield Bearers (if available). Only one Main Archery Range can be built in total. The Main Archery Range allows recruitment of and provides weekly recruitment growth for Archers, Rangers, Bandits, Marksmen, Slingers, and Headhunters(if available). ![]()
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