Specializations

A specialization is a permanent path you choose for a building as it matures. Nine buildings open a specialization choice when they reach a set level: you pick one of two or three paths and sharpen your holding in that direction. The choice stays for the Age, and two of your holdings can take different paths in the same building.

How it works

  • When a building reaches the threshold level, the choice opens on the City screen.
  • The choice can't be undone. Once you choose a specialization, it stays in that building in that holding for the whole Age.
  • Choosing is optional and there's no rush; until you choose, there's no effect, and you can choose whenever you like.
  • A specialization belongs to the holding: if you have two holdings, you choose separately in each.
  • Two effects that do the same job (for example, carry bonuses from two different buildings) multiply with each other.
  • A conquered holding passes its specializations on to its new owner.

All specializations

BuildingLevelSpecializationWhat it does
Sawmill8Ram beamsRams cost a quarter less to build.
Sawmill8Shipwright's timberBoats cost a quarter less to build.
Sawmill8WainwrightYour army and your caravan carry more.
Quarry10Trebuchet shotYour trebuchets wreck deeper: a rival's building drops more levels.
Quarry10Wall stoneKnocking down one level of your wall takes a quarter more rams.
Foundry9Armor forgeThe garrison defending your holding fights a tenth harder.
Foundry9FarrierYour cavalry moves a seventh faster. Raids are shorter and get intercepted less.
Foundry9Weapon forgeSwordsmen cost a fifth less to train.
Farm11Cash cropTrades on the world market yield more: the road toll shrinks.
Farm11RationsGrain upkeep for infantry and cavalry drops by a fifth. The same Farm feeds a bigger army.
Barracks12ArmoryWhen a raid comes, your garrison fights with more staying power.
Barracks12Provision storeGrain upkeep for Barracks units drops by a quarter. The same Farm feeds a bigger army.
Barracks12Supply wagonsYour army carries more: the same raid comes home fuller.
Stable8Heavy cavalryYour riders' defense rises by a quarter. Cavalry earns its keep at home, too.
Stable8Light cavalryYour riders move a fifth faster. Raids are shorter and get intercepted less.
Stable8Scout horsesYour scouts move one and a half times faster; you pick your target with fresher intel.
Workshop9SiegecraftEach of your rams counts as one and a half; walls fall faster.
Workshop9Demolition lineEach of your trebuchets counts as one and a half; a rival's buildings are wrecked deeper.
Shipyard11Galley fleetYour boats carry half again as many troops; you reach an altar at sea with the same army and fewer boats.
Shipyard11Merchant fleetTrades on the world market yield a fifth more: the road toll shrinks.
Wall11Lookout towerThe wall's sentry spots a raid much earlier; warning time grows two and a half times.
Wall11MoatThe cooldown on digging a trench is halved. You can dig again against raids that come one after another.
Wall11Thick stoneKnocking down one wall level takes four rams instead of three. Sieges drag on.

Paths and play styles

Each specialization complements a play style. A few examples:

  • Raider: Light cavalry in the Stable or Farrier in the Foundry makes your riders faster; Supply wagons in the Barracks and Wainwright in the Sawmill carry more plunder home from every raid.
  • Besieger: Siegecraft in the Workshop strengthens your rams, and Demolition line your trebuchets; Ram beams in the Sawmill makes rams cheaper, and Trebuchet shot in the Quarry increases demolition.
  • Defender: Armory in the Barracks and Armor forge in the Foundry strengthen your garrison; Thick stone in the Wall and Wall stone in the Quarry harden your wall against rams, Lookout tower warns you of raids earlier, and Moat lets you dig trenches more often.
  • Trader: Cash crop in the Farm and Merchant fleet in the Shipyard shrink the road toll at the world market; carry specializations help your caravans too.
  • Seafarer: Galley fleet in the Shipyard fits more soldiers into your boats, and Shipwright's timber in the Sawmill makes boats cheaper.
  • Grand army: Rations in the Farm and Provision store in the Barracks lighten your infantry's grain cost.

Combining trade specializations

The road toll on the world market rate shrinks with trade specializations: Cash crop, Merchant fleet and the level 15 exchange for that resource multiply with each other. The rate never gives you back more than you put in (World market).