03.04 · City, buildings and development

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

  1. Select the building in the City and open the Specialisations tab; the three branches are listed as tabs.
  2. Compare each branch's current effect with its next level; verify the production, battle or time effect against these tables.
  3. Meet the building level requirement (2, 5, 8, 11, 14) and check the cost.
  4. Start the upgrade; only one specialisation job runs per village, while stage development continues in its own queue.

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