Yukino Emp Garrison
First of all this is a garrison mod
The second includes building overhauls, including basic interior buildings, city defense buildings, and guardian buildings (torch icons), as well as outpost buildings for allies.
(excluding military buildings)
Let me briefly introduce which garrison are there?
Large towns:
(8) Village Lv1:
1 Captain of the Empire
2 Imperial Swordsmen
2 Imperial Spearmen – No Shield
1 Imperial Crossbowman
2 archers
(10) Village Lv2:
1 Captain of the Empire
1 Imperial Greatswords
2 Imperial Swordsmen
1 Imperial Halberdier
2 Imperial Spearmen – Equip Shield
2 Imperial Crossbowmen
1 Imperial Knight
(12) Town Lv3:
1 Imperial General
1 Imperial Greatswords
2 Imperial Swordsmen (Allied Forces)
1 Imperial Halberdier
2 Imperial Spearmen (Combined Forces)
2 Imperial Musketeers
2 Empire Hunters
1 Imperial Knight (the third combined army unit)
(12) City Lv4:
1 Imperial General (with Imperial Pegasus)
1 Imperial Greatswords (Allied Forces)
2 Imperial Swordsmen (Allied Forces)
1 Imperial Halberdier (Combined Forces)
2 Imperial Spearmen (Combined Forces)
2 Imperial Musketeers (United Forces)
2 Imperial Hunters>Elite Troops<
1 Imperial Knight (the third combined army unit)
(12) City-state Lv5:
1 Imperial General (with Imperial Griffin)
1 Imperial Greatswords (Allied Forces)
2 Imperial Swordsmen>Elite Unit<
1 Imperial Halberdier (Combined Forces)
2 Imperial Spearmen (Combined Forces)
2 Imperial Musketeers >Elite Troops<
1 Imperial Guard Knights>Elite Troops<
Large city defense:
(6) Basic City Wall Lv1:
1 Hero who casts magic (with armored warhorse)
2 Imperial Swordsmen
2 Imperial Spearmen
1 Imperial Crossbowman
(4) Towering City Wall Lv2:
1 Hero who unleashes magic (with Imperial Pegasus)
1 Imperial Greatswords
1 Imperial Halberdier
1 Imperial Musketeer
(4) Fortified City Wall Lv3:
1 Hero who casts magic (with Imperial Griffin)
1 Imperial Greatswords (Allied Forces)
1 Imperial Halberdier (Combined Forces)
1 Imperial Musketeer (Combined Forces)
Guardian Sequence:
Night Watch Outpost (4):
1 Imperial Swordsman (Combined Army Unit)
1 Imperial Spearmen (Combined Forces)
1 Imperial Crossbowman (Combined Forces)
1 Pistol Cavalry (Combined Forces)
Armored Warden (4):
1 Imperial Greatswords (Allied Forces)
1 Imperial Halberdier (Combined Forces)
1 Imperial Musketeer (Combined Forces)
1 Imperial Grenade Cavalry (Combined Forces)
Elite Watchmen (4):
1 The Reik’s Guard of Gentry >Elite Troops<
1 Royal Griffin Knights of Altdorf >Elite Troops<
1 Bright Sun Rockets>Elite Troops<
1 Black Lion Car Barrier>Elite Troop<
Farmland building provides 1 spear infantry garrison
Fiscal building provides 1 long-range infantry garrison
Frontier roads provide 1 long-range cavalry garrison
The Tavern sequence provides a combined garrison of 2-4 troops
The following are some of the architectural effects:
Private Farm Lv3:
(all provinces)
Development: +8
(province)
When the total financial value is higher than 5000:
Recruitment cost: -15%
(Army in the province)
When development is higher than 200 per turn or has a population surplus of 5:
Troop Weight: +10%
(province)
When there is an enemy lord in the province:
Local Recruitment Capacity: +1
Industrial sequence:
Tailor’s Guild Lv3:
(all armies within the faction)
Armor: +2
Health: +1%
(Army of your province)
Troop Magic Screen: +250
Hotel Sequence Lv3:
Horse shop:
Mastery: +8
(Province and neighboring provinces)
Mastery: +4
(Army of your province)
Troop Leadership: +4
Troop fatigue rate: -2%
Transportation Sequence Lv2:
Close the door:
(all provinces)
Development: +4
All buildings production value: +5%
Maintenance fee: -2%
Port sequence:
Port Royal Lv3:
(all characters in the faction)
Replenishment in non-own territory: +1%
For more effects, please check the picture content (if you don’t understand, please leave a message; I will @ and answer it for you when I have time)