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Development rules reference

Culture costs, age research and Realm objectives in the current development build. The numbers are provisional.

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Costs use displayed resources and include the named culture's price changes once. A zero means that resource is not charged. Availability also depends on age, producer, ownership and other match requirements. Timers are simulation seconds.

Latin Kingdoms#

Hold and smash: fortification, heavy warfare and shock. Slow to move: mounted units are slower and markets cost more.

Latin Kingdoms buildings#

Item Food Wood Gold Stone
Farm 0 27 0 0
House 0 40 0 0
Storehouse 0 50 0 0
Town Hall 0 150 0 50
Barracks 0 100 0 0
Range 0 100 0 0
Stable 0 120 0 0
Siege Workshop 0 140 0 0
Tower 0 60 0 50
Keep 0 100 0 120
Market 0 165 0 0
Wall 0 0 0 4.5
Gate 0 20 0 40
Palisade 0 3 0 0
Great Work 1000 1000 1000 1000

Latin Kingdoms units#

Item Food Wood Gold Stone
Villager 25 0 0 0
Levy 35 10 0 0
Spear 25 20 0 0
Bow 20 30 0 0
Scout 55 0 0 0
Ram 0 90 40 0
Caravan 0 70 40 0
Skirmisher 25 25 0 0
Heavy Cavalry 63 0 49.5 0
Trebuchet 0 130 90 0
Knight Retinue 80 0 75 0
Arbalester 25 20 35 0

Eastern Realms#

Form and endure: discipline, combined arms and position. Costly brute force: siege engines cost more.

Eastern Realms buildings#

Item Food Wood Gold Stone
Farm 0 30 0 0
House 0 40 0 0
Storehouse 0 50 0 0
Town Hall 0 150 0 50
Barracks 0 100 0 0
Range 0 100 0 0
Stable 0 120 0 0
Siege Workshop 0 140 0 0
Tower 0 54 0 45
Keep 0 100 0 120
Market 0 150 0 0
Wall 0 0 0 5
Gate 0 20 0 40
Palisade 0 3 0 0
Great Work 1000 1000 1000 1000

Eastern Realms units#

Item Food Wood Gold Stone
Villager 25 0 0 0
Levy 35 10 0 0
Spear 22.5 18 0 0
Bow 20 30 0 0
Scout 55 0 0 0
Ram 0 103.5 46 0
Caravan 0 70 40 0
Skirmisher 25 25 0 0
Heavy Cavalry 70 0 55 0
Trebuchet 0 149.5 103.5 0
Cataphract 80 0 70 0
Shield Guard 45 10 25 0

Sultanate Realms#

Trade and maneuver: trade, maneuver and knowledge. Not the toughest front line: levies and spearmen cost more and fortifications fall sooner.

Sultanate Realms buildings#

Item Food Wood Gold Stone
Farm 0 30 0 0
House 0 40 0 0
Storehouse 0 50 0 0
Town Hall 0 150 0 50
Barracks 0 100 0 0
Range 0 100 0 0
Stable 0 120 0 0
Siege Workshop 0 140 0 0
Tower 0 60 0 50
Keep 0 100 0 120
Market 0 127.5 0 0
Wall 0 0 0 5
Gate 0 20 0 40
Palisade 0 3 0 0
Great Work 1000 1000 1000 1000

Sultanate Realms units#

Item Food Wood Gold Stone
Villager 25 0 0 0
Levy 38.5 11 0 0
Spear 27.5 22 0 0
Bow 20 30 0 0
Scout 55 0 0 0
Ram 0 90 40 0
Caravan 0 63 36 0
Skirmisher 25 25 0 0
Heavy Cavalry 70 0 55 0
Trebuchet 0 130 90 0
Guard Cavalry 70 0 60 0
Composite Archer 25 30 20 0

Steppe Confederacies#

Raid and outmaneuver: mobility, pillage and manipulation. The weakest at static defense: fortifications fall sooner and towers and walls cost more.

Steppe Confederacies buildings#

Item Food Wood Gold Stone
Farm 0 30 0 0
House 0 40 0 0
Storehouse 0 50 0 0
Town Hall 0 150 0 50
Barracks 0 100 0 0
Range 0 100 0 0
Stable 0 120 0 0
Siege Workshop 0 140 0 0
Tower 0 72 0 60
Keep 0 100 0 120
Market 0 150 0 0
Wall 0 0 0 6
Gate 0 20 0 40
Palisade 0 3 0 0
Great Work 1000 1000 1000 1000

Steppe Confederacies units#

Item Food Wood Gold Stone
Villager 25 0 0 0
Levy 35 10 0 0
Spear 25 20 0 0
Bow 20 30 0 0
Scout 49.5 0 0 0
Ram 0 90 40 0
Caravan 0 70 40 0
Skirmisher 25 25 0 0
Heavy Cavalry 70 0 55 0
Trebuchet 0 130 90 0
Horse Archer 45 35 10 0
Steppe Lancer 60 0 15 0

Age research#

Age Food Wood Gold Stone Seconds
Territorial 400 0 200 0 60
Kingdom 1000 0 600 0 120
High Medieval 1500 0 1000 400 180

Population and Realm objectives#

Rule Value
Population cap per ruler 150
Towns 3
Town majority 2
Capture seconds 30
Opening seconds 600
Dominion countdown seconds 300