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All Resources can be dropped off here. Produces Villagers, Scouts, and increases your maximum Population. Adds additional attacks while garrisoned.
Non-Capital Town Centers can't detect stealth or disguises.
Use a Villager to build a Feudal Age Landmark. Requires 400 Food, 200 Gold
Use a Villager to build a Castle Age Landmark. Requires 1200 Food, 600 Gold
Use a Villager to build a Imperial Age Landmark. Requires 2400 Food, 1200 Gold
Returns Villagers, Highland Cattle, and Kirkmen garrisoned in this structure back to their previous task or location.
Returns all Villagers, Highland Cattle, and Kirkmen seeking shelter back to their previous task or location.
Alerts and orders all nearby Villagers, Highland Cattle, and Kirkmen to automatically seek shelter in the nearest garrisonable building.
Villagers are automatically recruited at no cost as long as there is spare Villager Capacity. Villager Capacity is increased by constructing more Longhouses.
Toggle On to resume producing Villagers at this Town Center.
Recruit a Völur that will establish a Sacred Grove on the target Relic which increases the armor of nearby units by +1 and Berserkers are automatically recruited over time. The Sacred Grove health regenerates at 5/s if no enemies are nearby for at least 30 seconds. Limited to 3 Sacred Groves.
Infantry gain 10% health and charge range is increased by 2 tiles.
Villager recruitment speed reduced by 2 seconds and Longhouse attachment cost reduced by 20%.
All technologies cost 15% less and Smithy/Loom research 45 seconds faster.
Ships and Siege Weapons cost 8% less.
Villagers gather 10% faster and get +5 carry capacity.
Melee Infantry gain +5 torch damage and +1 tile torch attack range.
Sacred Groves produce Berserkers 15% faster.
Forge Welding: Increases damage of all infantry, cavalry and emplacements by +1.
Bone Ash Steel: Increases damage of all infantry, cavalry and emplacements by +1.
Crucible Steel: Increases damage of all infantry, cavalry and emplacements by +1.