rdfs:comment
| - An Animists' Guild is a type of Town Building. It can only be constructed by the High Elves, High Men, Nomads, Orcs, Beastmen, Dark Elves, Draconians and Trolls. A town must contain both the Stables and Temple before it can construct an Animists' Guild. The Animists' Guild's base construction cost is File:Icon Production.png .
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abstract
| - An Animists' Guild is a type of Town Building. It can only be constructed by the High Elves, High Men, Nomads, Orcs, Beastmen, Dark Elves, Draconians and Trolls. A town must contain both the Stables and Temple before it can construct an Animists' Guild. The Animists' Guild's base construction cost is File:Icon Production.png . The Animists' Guild provides three different continuous effects that are extremely potent in any town. As a religious building, the Animists' Guild reduces Unrest in the town by 1. It also produces an amount of File:Icon Food.png equal to the number of citizens in this town that are currently assigned to Farmer duty. Finally, whenever a damaged unit is stationed in the town, it will heal at a very high rate of about 20-30% of its total File:Icon Hits.png each turn! This makes the Animists' Guild a useful structure to have in any town, but for some races it has further importance. Nomads and Beastmen both get access to some useful units from this structure (but only when the Barracks is present as well). The High Elves, Nomads, Orcs and Dark Elves require the Animists' Guild as one of the components for the Fantastic Stable - which produces even more powerful units. The Animists' Guild requires an Upkeep Cost of File:Icon Gold.png per turn for its maintenance - making it one of the most expensive buildings. However, this cost is usually justified as payment for the awesome bonuses the structure provides. If you're pressed for Gold, an Animists' Guild can be sold back for File:Icon Gold.png .
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