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Alterac Resurgent Sheet and Mechanisms

Jul 14th, 2020 (edited)
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  1. -The Headland, the town of Dawnholme
  2. Plains and Forest
  3. -Garside Homestead/Noble Manor
  4. -Town Hall
  5. -Town Walls and Gatehouses
  6. -Farming Estates
  7. -Windmill
  8. -Herbalist's Hut
  9. -Hunting Lodge
  10. -Barracks
  11. -Scout Towers
  12. -Lumbermill
  13. -Improved Blacksmith
  14. -Stables
  15. -Leatherworker's Workshop
  16. -Dungeon
  17. -Warehouse for goods
  18. -Alliance Garrison
  19. -Prisoner Camp
  20.  
  21. -Southern Alterac Mountains
  22. Mountains, Silver and Lead Ore
  23. -Silver and Lead Mine Complex
  24. -Scout Tower
  25.  
  26. -Darrow Hill
  27. Plains and Forest, Iron Ore
  28. -Herbalist's Hut
  29. -Hunting Lodge
  30. -Farms
  31. -Iron Mine
  32. -Leatherworker's Workshop
  33. -Lumbermill
  34. -Windmill
  35.  
  36. -Gavin’s Naze
  37. Plains and Forest
  38. -Herbalist's Hut
  39. -Hunting Lodge
  40. -Farms
  41. -Lumbermill
  42. -Leatherworker's Workshop
  43. -Windmill
  44.  
  45. -Sofera's Naze
  46. Plains and Forest
  47. -Hunting Lodge
  48. -Farms
  49. -Lumbermill
  50. -Leatherworker's Workshop
  51. -Mercenary Camp
  52. -Windmill
  53.  
  54.  
  55. -Strahnbrad Hills
  56. Forest, Oil
  57. -Noble Manor
  58. -Hunting Lodge
  59. -Farms
  60. -Windmill
  61. -Scout Towers
  62.  
  63. -Stormwind City, Southfield Estate
  64. Plains, Wine, Cannot be upgraded
  65. -Noble Manor
  66. -Farms
  67.  
  68.  
  69. Troops:
  70. Total: 65 Footmen, 50 Pikemen, 50 Archers, 20 Crossbowmen, 10 Knights, 45 Bandit Rogues, 80 City Guards (Dawnholme)
  71. -10/10 Elite Royal Foot Guards
  72. -10/10 Elite Alteraci Rangers
  73. -20/20 Veteran Footmen
  74. -40/40 Veteran Archers
  75. -20/20 Kul Tiran Swashbucklers, Veteran Pikemen
  76. -5/5 Knights of Gravis, Veteran Knights
  77. -5/5 Regular Knights
  78. -15/15 Benedict's Blood Alley Boys, Veteran Footmen
  79. -20/20 Veteran Pikemen
  80. -10/10 Regular Pikemen
  81. -15/15 Sir Alan Radan's Men, Veteran Bandit Rogues
  82. -20/20 Lyion's Rogues, Regular Bandit Rogues
  83. -10/20 Veteran Crossbowmen
  84. -10/10 Regular Footmen
  85. -10/10 Regular Bandit Rogues
  86. -10/10 Raethan's Regular Footmen
  87. -80/80 City Guards
  88.  
  89. Vassals and Allies:
  90. Total: 110 Footmen, 70 Archers, 15 Knights, 20 City Guards
  91. -30/30 Green Footmen, Stonedon, vassal
  92. -10/10 Green Archers, Stonedon, vassal
  93. -10/10 Green Footmen, Durnholde Lady Edith Imswit/Petty Nobles, vassal
  94. -5/5 Green Knights, Durnholde Lady Edith Imswit/Petty Nobles, vassal
  95. -10/10 Regular Knights, Durnholde Keep, ally
  96. -40/40 Regular Footmen, Durnholde Keep, ally
  97. -30/30 Regular Archers, Durnholde Keep, ally
  98. -20/20 Green Footmen, Tarren Mill, ally
  99. -20/20 Green Archers, Tarren Mill, ally
  100. -20/20 City Guards, Tarren Mill, ally
  101. -10/10 Regular Footmen, Barov Estate, ally
  102. -10/10 Regular Archers, Barov Estate, ally
  103.  
  104. Troops on deployment:
  105. None
  106.  
  107.  
  108. Specialists and Mages hired:
  109. -Jon Boyd, Pyromancer. Boyd is a Pyromance, a mage specialised in fire spells. He knows how to weave fire and cast it upon his enemies.
  110. Pyromancy, Fireball, Fire Bolt, Fire Wall
  111. -Luke Williams, Arcanist Bodyguard. Williams knows defensive spells and is capable of protecting those he needs to.
  112. Slow, Mana Shield, Magic Arrow
  113. -Madam Judy Martin, Naturalist. Martin is a healer with plenty of knowledge to push the nature to hear her words and will.
  114. Entangling Roots, Nature Speak, Corpse Explosion
  115. -Bertrand Reynolds, Occultist. Reynolds condition hinders his magic, but he has a brilliant mind when it comes to spells and research.
  116. Paralysis Touch, Silence, Bone Wall, Bone Spear, ???
  117. -Tissandra of Stratholme, Charm Witch. Tissandra is capable of influencing minds and preventing others from doing the same.
  118. Confuse, Dominate Mind, Soothe.
  119.  
  120.  
  121. Resources:
  122. 0 Wealth
  123. 4 Supplies
  124. 530 Peasants
  125.  
  126. Gained Per Season
  127. 15 Wealth
  128. 2 Supplies
  129.  
  130. Wealth is the combined value of all currency, trade goods and items that you can sell. With Wealth you can train troops, build new structures to your holdings and upgrade them.
  131.  
  132. Supplies represent equipment, food, arms and armour etc. that are used every day.
  133.  
  134. Peasants are free workers who don't yet have a job. Peasants are used to build structures and upgrade them. They are also used to train troops from. If you have Peasants that doesn’t mean that they are idle, they are doing odd jobs while waiting for proper work.
  135.  
  136. You may exchange Wealth to Supplies with 1:2 rate and Supplies to Wealth with 2:1 rate.
  137.  
  138. Troop Explanation
  139.  
  140. Troops have four levels of veterancy. Green, Regular, Veteran and Elite. Veterancy levels explain the quality of the troops, their ability to fight and their morale. Troops that have fought in battle can have their veterancy level raised.
  141.  
  142. -Militia
  143. Peasants who have taken up some arms and armour and are willing to defend their homes. Poor in combat, but can overwhelm the enemies in combat with pure numbers.
  144.  
  145. -City Guard
  146. A step above the militia. Armed and armoured with halberds and bits of plate and mail. Effective in groups and to uphold law.
  147.  
  148. -Footmen
  149. Basic soldiers armed with sword and shield and armoured with plate and mail. Effective when in groups or formation
  150.  
  151. -Pikemen
  152. Basic soldiers armed with a pike and secondary weapon and armoured with plate and mail. Effective when in groups or formation
  153.  
  154. -Bandit Rogues
  155. Bandit Rogues are hybrid melee and ranged infantry. Armed with swords, axes and javelins and armoured with mail. The Bandit Rogues excel at skirmishing and ambushing their enemies.
  156.  
  157. -Archers
  158. Basic ranged troops. Have light armour and longbows. Excel in massed volleys.
  159.  
  160. -Crossbowmen
  161. Basic ranged troops. Have light armour and crossbows. Slower rate of fire than Archers, but far better armour penetration.
  162.  
  163. -Handgunners
  164. Specialised ranged troops. Have light armour and matchlocks. Slow rate of fire, but excellent armour penetration. Ineffective in rain.
  165.  
  166. -Pistoliers
  167. Specialised gunpowder skirmishers. Have light armour, swords and carry several matchlock pistols each. Short range, fast fire rate, good armour penetration. Ineffective in rain.
  168.  
  169. -Rocket troops
  170. Rocket troops are specialist ranged troops. They fire volleys of rockets to seven hundred yards away. Cannot defend themselves in melee. Inaccurate, but can saturate the target with shrapnel. Terribly noisy and causes fear in the enemies. Excel in massed volleys.
  171.  
  172. -Mounted Sergeants
  173. Light cavalry of the Alliance. Carry spear and shield and armoured with half-plate. Poorman’s Knights as they lack the charge strength, comparable to mounted Footmen. Excels as scouts and flankers.
  174.  
  175. -Knights
  176. The heavy hitters of Alliance. Extremely well trained and equipped. Most devastating thing the Alliance can put on the battlefield. Charge from Knights is rarely resisted by normal foes.
  177.  
  178. Troop Prices
  179.  
  180. -10 Militia, 0 Wealth, 10 Peasants, Requires Barracks or Town Hall
  181. -10 Footmen, 1 Wealth, 10 Peasants, Upkeep 1 Supply per Season
  182. -10 Pikemen, 1 Wealth, 10 Peasants, Upkeep 1 Supply per Season, Requires Lieutenant Beckston to train them
  183. -10 Bandit Rogues, 1 Wealth, 10 Peasants, Upkeep 1 Supply per Season, Requires Sir Radan to train them
  184. -10 Archers, 1 Wealth, 10 Peasants, Upkeep 1 Supply per Season
  185. -10 Crossbowmen, 2 Wealth, 10 Peasants, Upkeep 1 Supply per Season, Requires Barracks
  186. -10 Handgunners, 3 Wealth, 10 Peasants, Upkeep 2 Supply per Season, Requires Barracks, Gunsmith's Workshop
  187. -10 Pistoliers, 3 Wealth, 10 Peasants, Upkeep 1 Supply per Season, Requires Barracks, Gunsmith's Workshop
  188. -10 Rocket troops, 4 Wealth, 10 Peasants, Upkeep 3 Supply per Season, Requires Krix Wiklish to train them
  189. -5 Mounted Sergeants 4 Wealth, 5 Peasants, Upkeep 2 Supply per Season, Requires Stables and Barracks
  190. -5 Knight, 10 Wealth, 5 Peasants, Upkeep 3 Supply per Season, Requires Stables and Castle
  191. -20 City Guards, 1 Wealth, 20 Peasants, No Upkeep
  192.  
  193. All troops are trained at Regular veterancy level. When training troops, you may upgrade or downgrade the troops with following price changes, rounding up:
  194.  
  195. Green -50% Wealth cost
  196. Veteran +100% Wealth cost
  197.  
  198. Training new troops always takes a season to finish, but troops in training can defend themselves at Green veterancy.
  199.  
  200. Troops who have taken very light casualties get automatic reinforcements to be at full strength at the start of next season. Troops that have taken heavy casualties require you to spend Peasants to reinforce them fully.
  201.  
  202. Elite troops can be upgraded into Epic units. Epic troops are the best of the best, but after being upgraded, they cannot be reinforced if they take casualties. The cost to upgrade Elite troops into Epic troops is +200% Wealth of the base cost, rounding up.
  203.  
  204. Elite Footmen ---> Royal Foot Guards, these footmen hold both a ceremonial and protective role. Renowned footmen of Alterac who were handpicked from the most promising footmen available in Alterac.
  205.  
  206. Elite Archers ---> Alteraci Rangers, best archers and outdoorsmen in Alterac were recruited into this small organisation. Alteraci Rangers patrolled the mountains and hidden passes keeping the Kingdom safe.
  207.  
  208. Spies and informants
  209.  
  210. Lady Nalice and Eligius are recruiting spies and informants from loyal Alteracis and from your soldiers.
  211.  
  212. 8 Recruits
  213. Sahvan
  214.  
  215. Mercenaries
  216.  
  217. Mercenaries are troops that have usually higher hiring cost and upkeep. The upkeep can be either Wealth or Supply, or even both in some cases. Mercenaries are troops that are always ready, if hired at the start of the season, they are immediately available. What mercenaries are available for hire depends on who is nearby, is there anything special going on and how well known Alric is.
  218.  
  219. Mercenaries don't get reinforcements at the start of a new season regularly.
  220.  
  221. Available Mercenaries:
  222. -Stonemason Mercenaries, 30 Regular Bandit Rogues, Drudgemoor, Morgan, Surena Caledon. 3 Wealth, Upkeep 2 Supply Per Season
  223. -Stonemason Footmen, 20 Veteran Footmen. 3 Wealth, Upkeep 2 Supply Per Season
  224. -Stonemason Footmen, 30 Regular Footmen. 3 Wealth, Upkeep 2 Supply Per Season
  225. -Stonemason Footmen, 30 Regular Footmen. 3 Wealth, Upkeep 2 Supply Per Season
  226. -Stonemason Pikemen, 20 Regular Pikemen. 2 Wealth, Upkeep 1 Supply Per Season
  227. -Stonemason Crossbows, 20 Veteran Crossbowmen. 2 Wealth, Upkeep 2 Supply Per Season
  228. -Stonemason Crossbows, 20 Regular Crossbowmen. 1 Wealth, Upkeep 2 Supply Per Season
  229. -Stonemason Handgunners, 20 Regular Handgunners. 5 Wealth, Upkeep 3 Supply Per Season
  230. -Stonemason Pistoliers, 10 Veteran Pistoliers. 3 Wealth, Upkeep 1 Supply Per Season
  231. -Stonemason Pistoliers, 20 Regular Pistoliers. 4 Wealth, Upkeep 2 Supply Per Season
  232. -Stonemason Mounted Sergeants, 10 Regular Mounted Sergeants. 6 Wealth, Upkeep 3 Supply Per Season
  233. -Stonemason Knights, 5 Veteran Knights. 8 Wealth, Upkeep 2 Supply Per Season
  234.  
  235. Mages for hire:
  236. -Marisa du'Paige, Frost Mage. 2 Wealth, Upkeep 2 Wealth Per Season
  237. -Lady Ellen, Evoker, 1 Wealth, Upkeep 1 Wealth and 1 Supply Per Season
  238. -Lisa, Fire Conjurer, 3 Wealth, Upkeep 1 Supply Per Season
  239. -Esmerald Worthing, Blood Wizard, 5 Supplies, Upkeep 2 Wealth Per Season
  240. -Delano Morisett, Warlock, 1 Wealth 1 Supply, Upkeep 1 Supply Per Season
  241. -Mary, Witch, 1 Wealth, Upkeep 1 Supply Per Season
  242. -Vivian of Dalaran, Sorcerer, 1 Wealth, Upkeep 1 Wealth Per Season
  243. -Constance of Andorhal, Sorcerer, 1 Wealth, Upkeep 2 Supply Per Season
  244.  
  245. Krix Wiklish investments and inventory:
  246. Krix Wiklish can build you the things and gadgets you require, but first he needs some investment. With the goblin attention span being short, you don’t exactly know what you will get when you invest in their work. By giving more Wealth to Krix Wiklish, more potential items and weapons can be purchased.
  247.  
  248. Investments: 13 Wealth
  249.  
  250. Inventory:
  251. -Geared Speed Regulator, +1 Supply per Windmill or Mine in your control
  252. -Goblin rockets, allow recruitment of Rocket Troops
  253.  
  254. Wiklish is preparing to work on the oil rig
  255. Wiklish is working on industrial tools and equipment
  256.  
  257. Arms and armour can be bought for your officers and other named characters.
  258.  
  259. Offered armour from Southshore:
  260. >Half-plate, 1 Wealth, lighter and nimbler armour on level of normal footmen armour
  261. >Full-plate, 1 Wealth, better protection than standard armour of footmen
  262. >Knightly plate, 3 Wealth, good protection and suitable for knights on horseback
  263. >Masterwork plate. 5 Wealth, really good protection with good mobility of the lighter armours
  264.  
  265. Melondras' offerings:
  266. >Melondras’ Masterwork Armour, 10 Wealth, masterwork armour made to fit the user perfectly. The best there is, the best there was, the best there ever will be.
  267.  
  268. Garrick Blacksteel’s offering:
  269. >Masterwork Dark Iron Armour, 5 Wealth, masterwork armour which is heavier than equivalent human plate mail, but provides better protection.
  270. >Dark Iron Arms and Armour, 3 Wealth, well-crafted armour fit for human soldiers that is superior to other armours outside of masterworks. Built in sets of ten.
  271. >Dark Iron Firelances, 5 Wealth, superior long-range jezzails for Handgunners. Very accurate and disregards armour. Built in sets of ten.
  272.  
  273. Duskwood offerings:
  274. >Spider Web Thread, 2 Wealth. Strong thread to be weaved into gambesons and arming jackets, provides more protection against cuts and blows. Upgrades existing armour. Acquired in sets of ten.
  275. >Giant Spider Poison, 2 Wealth. Strong poison that numbs and confuses the target. Strong against unarmoured. Large creatures need larger doses. Upgrades existing weapons. Acquired in sets of ten.
  276.  
  277. Southshore shipyards:
  278.  
  279. -Trade Cog
  280. Small ship for coastal and riverine trade. Good for moving goods and men around, but are poor fighting ships.
  281.  
  282. -Arrow Cog
  283. Small ship for coastal and riverine warfare. Raised forecastle gives arches a good line of fire and the trained sailors can defend their ship as well.
  284.  
  285. -Trade Carrack
  286. Small ocean worthy trade ship. Good at moving large amounts of goods for long distances. Can defend itself, but aren't suitable for true warfare.
  287.  
  288. Ship costs:
  289. -Trade Cog, 10 Wealth, 10 Peasants, Upkeep 5 Supply per Season
  290. -Arrow Cog, 15 Wealth, 20 Peasants, Upkeep 7 Supply per Season
  291. -Trade Carrack, 30 Wealth, 40 Peasants, Upkeep 10 Supply per Season
  292.  
  293. Holding Upgrade Types:
  294.  
  295. Garside Homestead, +1 Supply per Season, Special
  296. Your home since fall of the Kingdom of Alterac. Can be upgraded to Noble Manor.
  297.  
  298. Noble Manor, +2 Supply per Season, Leadership bonus
  299. A fitting home for a noble in the countryside. Can be upgraded to Fortified Noble Manor.
  300.  
  301. Fortified Noble Manor, +2 Supply per Season, Leadership bonus, Defence bonus.
  302. A fitting, but fortified home for a noble in the countryside.
  303.  
  304. Farms, +1 Supply per Season, Autumn harvest
  305. Basic farms of the peasants. Produces few trade goods and single harvest once a year. Can be upgraded to Improved Farms
  306.  
  307. Improved Farms, +2 Supply per Season, Autumn harvest
  308. Improved farms for the peasants, Produces more trade goods and a better harvest once a year. Can be upgraded to Farming Estates.
  309.  
  310. Farming Estates, +4 Supply per Season, Autumn harvest
  311. Well built, maintained and organized farms. Produces a lot of trade goods and a plentiful harvest once a year.
  312.  
  313. Farms produce a harvest after every autumn season. Each harvest produces 1d6 Wealth. For example 3 Farms would produce 3d6 Wealth. For harvest to happen, the farm has to be operational at the start of the Spring season. Harvest represents the taxes and profits gained from the farmers.
  314.  
  315. Improved Farms give +1 to the harvest Wealth
  316. Farming Estates give +3 to the harvest Wealth
  317.  
  318. Windmill, +1 Supple per Season, Produces high quality flour
  319. A purpose built windmill to avoid wastage during the milling process.
  320.  
  321. Lumbermill, +1 Wealth per Season, Produces lumber
  322. Harvests lumber from the woods and turns them into logs for further production. Can be upgraded to Sawmill.
  323.  
  324. Sawmill, +2 Wealth per Season, Produces planks
  325. Harvests lumber from the woods and turns the lumber into planks. Can be upgraded to Powered Sawmill.
  326.  
  327. Powered Sawmill, +3 Wealth per Season, Produces planks
  328. Harvests lumber from the woods and turns the lumber into planks. Is powered with high quality Dwarven steam power.
  329.  
  330. Herbalist’s Hut, +1 Supply per Season, Produces simple medicines
  331. Herbalisms has been important part of the human culture for thousands of years. Even with modern magic making healing easier, not all villages have access to that. For them herbalists are best they can get. Can be upgraded to Alchemist’s Hut
  332.  
  333. Alchemist’s Hut, -1 Supply per Season, Produces potions and potent medicines
  334. Alchemist’s require fresh intake of supplies for their potions. To make the strongest potions, you need multiple different herbs. Can be upgraded into Alchemist’s Workshop.
  335.  
  336. Alchemist’s Workshop, -3 Supply per Season, Produces strong potions and potent medicines
  337. A Master Alchemist requires a workshop to work in. From there the Alchemist can make the most deadly poisons and most potent healing potions.
  338.  
  339. Hunting Lodge, +1 Supply per Season
  340. Hunters have these small lodges scattered around the woods. As they wander around the forests, they use these as shelter before they return with their caught prices. Can be upgraded into Leatherworker’s Workshop
  341.  
  342. Leatherworker’s Workshop, +1 Supply and +1 Wealth per season
  343. The hunters continue to bring skins and furs to the leatherworkers who make them into clothing and sell them for some profit.
  344.  
  345. Blacksmith, +1 Supply per Season
  346. A simple blacksmith beating plate back in shape, making nails and resharpening tools and swords. Can be upgraded into Improved Blacksmith.
  347.  
  348. Improved Blacksmith, +2 Supply per Season, Improved arms and armour
  349. Improved workshop for the blacksmiths to work in. Results in better equipment for your troops. Can be upgraded into a Foundry.
  350.  
  351. Foundry, +2 Supply per Season, Masterwork arms and armour.
  352. High quality foundry allows the blacksmiths to shape the materials in a way that in normal workshops you couldn’t. This results in masterwork level of quality.
  353.  
  354. Gunsmith's Workshop, -2 Supply per Season, allows the production of matchlocks for Handgunners
  355.  
  356. Ore Mine, +X Wealth per Season, Accidents can happen
  357. Simple mine for the miners to work in. Produces low quantities of ore. Can be upgraded into Ore Mine Complex.
  358.  
  359. Ore Mine Complex, +X Wealth per Season, Accidents will happen rarely
  360. Well maintained mine for the miners to work in. Produces average quantities of ore. Can be upgraded into Deep Ore Mine Complex.
  361.  
  362. Deep Ore Mine Complex, +X Wealth per Season, Accidents can happen
  363. A mine complex that digs very deep. Produces large quantities of ore, but is more dangerous to work in than normal mine complex.
  364.  
  365. Wealth gained from mines depends on the ore mined. The Wealth gained here are for normal Mines, with Mine Complex doubling them and Deep Mine Complex tripling them.
  366.  
  367. Copper, Tin and other lesser metals +1
  368. Iron +2
  369. Coal +2
  370. Mithril +3
  371. Thorium +4
  372. Silver +4
  373. Gold +5
  374. Gems +6
  375.  
  376. Stables, -1 Supply per Season, 10 horses
  377. Stables provide enough space for 10 horses. Can be upgraded to Major Stables.
  378.  
  379. Major Stables, -2 Supply per Season, 20 horses
  380. Major Stables provide enough space for 20 horses. Can be upgraded to Grand Stables
  381.  
  382. Grand Stables, -3 Supply per Season, 40 horses
  383. Grand Stables provide enough space for 40 horses.
  384.  
  385. Mustering Field, -1 Supply per Season, allows training of troops
  386. Training place for the soldiers. Troops gather there to train and wait for further orders. Can be upgraded into Barracks.
  387.  
  388. Barracks, -2 Supply per Season, allows training of troops
  389. Large structure where the soldiers live when not soldiering outside. Has armouries and other important facilities inside it.
  390.  
  391. Town Hall, Governing bonus
  392. Central structure in all towns. Number of clerks and other paperpusher's work here to keep everything in order.
  393.  
  394. Keep, Governing bonus, Defence bonus
  395. Improvement from the defenceless Town Hall. Nobles usually use Keeps as their homes if Noble Manors aren’t available. Can be upgraded into Castle
  396.  
  397. Castle, Governing bonus, Large Defence bonus, Leadership bonus
  398. Castles project power into a large area. They are a perfect home for martially inclined nobles. From the Castle they can defend and govern large territory easily.
  399.  
  400. Scout Tower, Defence bonus
  401. Scout Towers allow the defending troops to spot the enemy from far distances allowing the defenders to be ready. Can be upgraded to either Guard Tower or Cannon Tower.
  402.  
  403. Guard Tower, Large Defence Bonus
  404. Guard Tower has a number of crossbow armed guards inside it. These crossbows can then engage both ground and air targets. Simple upgrade over Scout Tower.
  405.  
  406. Cannon Tower, Huge Defence Bonus
  407. Cannon Tower has a cannon on a rotating platform on top of it. This great weapon can defeat any enemy that comes to its range. Can engage only ground targets.
  408.  
  409. Town Walls and Gate
  410. Low walls to keep ruffians and other unwanted people away with a simple gate to provide entry. Can be upgraded into City Walls and Gates
  411.  
  412. City Walls and Gates
  413. Heavier set of walls circle the city. Tall and strong enough to withstand siege weapons and to allow troops moving on them.
  414.  
  415. Abbey
  416. A place of worship. Holy Light is venerated here. Big enough for small towns. Can be upgraded into Church.
  417.  
  418. Church
  419. A place of worship. Holy Light is venerated here. Big enough for towns and small cities. Can be upgraded into a Cathedral.
  420.  
  421. Cathedral
  422. A place of worship. Holy Light is venerated here. Cathedrals are huge buildings with enough space for thousands of people. Only the greatests of cities have them.
  423.  
  424. Mercenary Camp
  425. Place where mercenaries collect to camp and winter from time to time. Allows hiring of more diverse set of mercenaries.
  426.  
  427. Holding Upgrade Prices and Requirements:
  428.  
  429. -Farms, 5 Wealth, -10 Peasants, Requires plains or farmlands
  430. -Improved Farms, 5 Wealth, -10 Peasants, Requires plains or farmlands
  431. -Farming Estates, 8 Wealth, -10 Peasants, Requires plains or farmlands
  432. -Windmill, 5 Wealth, -5 Peasants, Requires Farms
  433. -Noble Manor, 8 Wealth, -5 Peasants
  434. -Fortified Noble Manor, 15 Wealth
  435. -Lumbermill, 4 Wealth, -10 Peasants, Requires forests
  436. -Sawmill, 8 Wealth, -10 Peasants, Requires forests
  437. -Powered Sawmill, 10 Wealth, Requires Dwarven expertise, Requires forests
  438. -Herbalist’s Hut, 5 Wealth, 5- Peasants, Requires forests
  439. -Alchemist’s Hut, 12 Wealth, -5 Peasants, Requires forests
  440. -Alchemist’s Workshop, 15 Wealth, Requires Master Alchemist, Requires forests
  441. -Hunting Lodge, 3 Wealth, -5 Peasants, Requires forests
  442. -Leatherworker’s Workshop, 5 Wealth, -10 Peasants
  443. -Blacksmith, 8 Wealth, -5 Peasants
  444. -Improved Blacksmith, 10 Wealth, -5 Peasants
  445. -Foundry, 20 Wealth, -10 Peasants, Requires a Master Smith
  446. -Gunsmith's Workshop, 10 Wealth, -10 Peasants, Requires Foundry, Alchemist’s Workshop
  447. -Mine, 5 Wealth, -30 Peasants, Requires found ore
  448. -Mine Complex, 20 Wealth, -50 Peasants, Requires found ore
  449. -Deep Mine Complex, 20 Wealth, -50 Peasants, Requires Dwarven expertise, Requires found ore
  450. -Stables, 5 Wealth, -5 Peasants
  451. -Major Stables, 10 Wealth, -5 Peasants
  452. -Grand Stables, 10 Wealth, -5 Peasants
  453. -Mustering Field, 3 Wealth
  454. -Barracks, 10 Wealth, -10 Peasants
  455. -Town Hall, 20 Wealth, -5 Peasants, Requires village or town
  456. -Keep, 20 Wealth, -10 Peasants, Requires town or city
  457. -Castle, 30 Wealth, -10 Peasants, Requires town or city
  458. -Scout Tower, 4 Wealth
  459. -Guard Tower, 10 Wealth, -10 Peasants
  460. -Cannon Tower, 20 Wealth, -10 Peasants
  461. -Town Walls and Gate, 12 Wealth, Requires a town or a city
  462. -City Walls and Gate, 18 Wealth, Requires a city
  463. -Abbey, 15 Wealth, Requires a town
  464. -Church, 15 Wealth, -5 Peasants, Requires a town or a city
  465. -Cathedral, 15 Wealth, -5 Peasants, Requires a city
  466.  
  467. Holding Terrain Types
  468. Colour Codes:
  469. Blue, Kingdom of Lordaeron
  470. Purple, Dalaran
  471. Orange, Prince Alric
  472. Red, The Syndicate
  473. White, Dwarves
  474. Brown, Crushridge Ogres
  475. Grey, Unknown or unclaimed
  476. Light Blue, Frostwolf Clan
  477.  
  478. 1. Dalaran, City, Special
  479. 2. Lordamere Fields, Farmlands, Forest
  480. 3. Misty Shore, Farmlands, Forest
  481. 4 .Hillsbrad Fields, Town, Farmlands, Forest
  482. 5. Azureload Mine, Iron Ore
  483. 6. Western Strand, Farmlands
  484. 7. Southshore, Town, Farmland
  485. 8. Central Hillsbrad Foothills, Farmlands
  486. 9. Tarren Mill, Town, Forest, Farmlands
  487. 10. Gavin’s Naze, Forest, Farmlands
  488. 11. Darrow Hill, Forest, Farmlands
  489. 12. The Headland, Forest, Farmlands
  490. 13. Sofera’s Naze, Forest, Farmlands
  491. 14. Strahnbrad Hills, Forest, Oil
  492. 15. Eastern Strand, Farmlands
  493. 16. Dun Garok, Dwarven Hold
  494. 17. Durnholde Keep, Forest, Farmlands
  495. 18. South Durnholde Hills, Forest
  496. 19. North Durnholde Hills
  497. 20. Western Hinterlands
  498. 21. Chillwind Pass
  499. 22. Eastern Alterac Hills
  500. 23. Southern Alterac Mountains
  501. 24. South-Western Alterac Mountains
  502. 25. North-Western Alterac Mountains
  503. 26. North Alterac Mountains
  504. 27. Gallow’s Corner, Forest
  505. 28. Southern Alterac Valley, Forest, Farmlands
  506. 29. Central Alterac Valley
  507. 30. Ruins of Alterac
  508. 31. Northern Alterac Valley, Forest, Farmlands
  509. 32. Strahnbrad, Town, Forest, Farmlands
  510. 33. The Uplands, Forest, Farmlands
  511. 34. Eastern Uplands Hills, Forest
  512. 35. Western Uplands Hills, Forest
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