What do the 30 specialisation modules give?
Compare the per-level effect and cost profile of the modules in every building's three branches at a glance.
How it works
- Every building has one module in each of the military, production and logistics branches: 10 buildings × 3 branches = 30 modules; each module has at most 5 levels.
- The effect grows linearly with level: Saw Mastery gives 5% wood at level 1 and 25% at level 5.
- The module requirement is the building level: 2 + current module level × 3 → 2 for level 1, then 5, 8, 11 and 14.
- Production percentages feed the production chain, attack and defence percentages the battle resolution, and the fortification percentage the wall score; Siege Trenches add 3% to fortification on top of defence.
- Modules with a minus sign shorten time: Remount Herd cuts cavalry training time and Mounted Road Patrol cuts the return march of surviving troops by 3% per level.
- The Battle Formation Yurt starts formation slots at 3 and adds +1 per level, up to 5.
Step by step
- Select the building in the City and open the Specialisations tab; the three branches are listed as tabs.
- Compare each branch's current effect with its next level; verify the production, battle or time effect against these tables.
- Meet the building level requirement (2, 5, 8, 11, 14) and check the cost.
- Start the upgrade; only one specialisation job runs per village, while stage development continues in its own queue.
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