Unofficial fan reference · game data patch 9.0.4 (Oct 15, 2026)

Radious Bretonnia units

74 Bretonnia units Radious Total War Mod changes against patch 9.0.4, 32 it adds, and 60 skills, 139 buildings and 47 technologies. Vanilla → Radious: green makes the unit stronger or cheaper, red weaker or dearer.

Units

UnitMen / HPArmourMelee atk / defWeapon (base + AP)Cost (campaign / MP)Other changes
Henri le Massifwh2_dlc14_brt_cha_henri_le_massif_013,788 → 4,90085 → 9645 → 4145 → 50135 → 195255 → 310600 → 750600 → 750Missile block 35% → 50%; Bonus vs large 20 → 24; Charge bonus 40 → 52
Henri le Massifwh2_dlc14_brt_cha_henri_le_massif_316,164 → 6,41090 → 10245 → 4635 → 52140 → 205270 → 3251,5501,550Bonus vs large 20 → 26; Charge bonus 75 → 100; Mass 2,800 → 2,900
Henri le Massifwh2_dlc14_brt_cha_henri_le_massif_414,476 → 5,610105 → 11845 → 4345 → 54135 → 195255 → 310850 → 950850 → 950Missile block 35% → 50%; Bonus vs large 20 → 24; Charge bonus 70 → 85; Mass 2,000 → 2,100
Repanse de Lyonessewh2_dlc14_brt_cha_repanse_de_lyonesse_014,168 → 4,95090 → 10445 → 4457 → 58150 → 190290 → 340850 → 900850 → 900Bonus vs infantry 20 → 28; Charge bonus 40 → 54; Upkeep 213 → 130
Repanse de Lyonessewh2_dlc14_brt_cha_repanse_de_lyonesse_114,816 → 5,560110 → 12245 → 4757 → 60150 → 190290 → 3401,100 → 1,1501,100 → 1,150Bonus vs infantry 20 → 28; Charge bonus 65 → 90; Mass 2,300 → 2,400; Upkeep 275 → 140
Felixwh2_pro08_neu_cha_felix14,168 → 5,46070 → 9050 → 5955 → 66115 → 170265 → 315800800Bonus vs infantry 20 → 30; Charge bonus 35 → 52
Gotrekwh2_pro08_neu_cha_gotrek15,902 → 6,8200 → 347050 → 56120 → 165350 → 3951,1001,150 → 1,100Bonus vs large 35 → 40; Charge bonus 65 → 70; Mass 1,500 → 1,600; Spell resistance 35% → 30%
Blessed Field Trebuchetswh_dlc07_brt_art_blessed_field_trebuchet_044,512 → 6,04015 → 2810 → 126 → 8228850 → 1,100800 → 1,000Leadership 40 → 44; Charge bonus 5 → 8; Mass 2,100 → 2,600; Range 440 m → 470 m; Ammunition 25 → 42; Missile base damage 70 → 80; Missile AP damage 270 → 280; Upkeep 213 → 115
Grail Guardianswh_dlc07_brt_cav_grail_guardians_032 → 608,064 → 11,700120 → 12842 → 4558 → 5524 → 3336 → 141,900 → 1,7001,850 → 1,700Missile block 35% → 60%; Leadership 85 → 90; Bonus vs large 0 → 14; Charge bonus 50 → 88; Mass 1,300 → 1,400; Upkeep 475 → 185; Ward save 0% → 5%; New: Worthy Foe
Knights Errantwh_dlc07_brt_cav_knights_errant_0606,180 → 8,70080 → 8428 → 302821 → 239700700Missile block 35% → 50%; Leadership 60 → 65; Charge bonus 55 → 60; Mass 1,100 → 1,200; Upkeep 175 → 120
Questing Knightswh_dlc07_brt_cav_questing_knights_0606,960 → 9,90090 → 12040 → 4239 → 4214 → 1138 → 331,100 → 1,0501,100 → 1,050Charge bonus 40 → 68; Mass 1,100 → 1,200; Upkeep 275 → 140; Physical resistance 0% → 5%; Fire resistance 0% → 20%
Royal Hippogryph Knightswh_dlc07_brt_cav_royal_hippogryph_knights_012 → 88,112 → 13,68090 → 8046 → 4536 → 4435 → 38100 → 782,200 → 2,0002,200 → 2,000Leadership 80 → 75; Charge bonus 50 → 80; Mass 2,100 → 2,200; Upkeep 550 → 195; Ward save 0% → 5%
Royal Pegasus Knightswh_dlc07_brt_cav_royal_pegasus_knights_0246,744 → 10,56080 → 9842 → 413642 → 43191,6001,600Missile block 35% → 55%; Bonus vs large 15 → 12; Charge bonus 75 → 78; Upkeep 400 → 175; Ward save 0% → 5%
Alberic de Bordeleauxwh_dlc07_brt_cha_alberic_bordeleaux_014,168 → 4,90090 → 10457 → 6240 → 50290 → 350150 → 1851,000 → 1,100750 → 1,100Missile block 35% → 55%; Leadership 75 → 80; Bonus vs large 30 → 32; Charge bonus 60 → 55; Upkeep 250 → 125
Alberic de Bordeleauxwh_dlc07_brt_cha_alberic_bordeleaux_114,792 → 5,460110 → 12257 → 6340 → 52290 → 350150 → 1851,200 → 1,3001,000 → 1,300Missile block 35% → 55%; Leadership 75 → 80; Bonus vs large 30 → 32; Mass 2,300 → 2,400; Upkeep 300 → 125
Alberic de Bordeleauxwh_dlc07_brt_cha_alberic_bordeleaux_215,216 → 5,86090 → 10457 → 6540 → 53290 → 355150 → 1901,350 → 1,5001,250 → 1,500Missile block 35% → 55%; Leadership 75 → 80; Bonus vs large 30 → 32; Upkeep 367 → 130
Alberic de Bordeleauxwh_dlc07_brt_cha_alberic_bordeleaux_316,604 → 6,81090 → 10452 → 5735 → 46155 → 195300 → 3551,6501,600 → 1,650Leadership 75 → 80; Bonus vs large 30 → 32; Charge bonus 75 → 100; Mass 3,100 → 3,200; Upkeep 425 → 135; Missile resistance 15% → 20%
Damsel (Beasts)wh_dlc07_brt_cha_damsel_beasts_013,420 → 3,90015 → 2834 → 3522 → 25200 → 22585 → 1151,000250 → 700Leadership 55 → 60; Speed 40 → 38; Charge bonus 15 → 22; Upkeep 250 → 125; Quest battle cap (main_units.multiplayer_qb_cap) 2 → 3
Damsel (Beasts)wh_dlc07_brt_cha_damsel_beasts_213,848 → 4,41040 → 5234 → 3722 → 27200 → 22585 → 1151,200500 → 800Leadership 55 → 60; Charge bonus 35 → 45; Mass 2,400 → 2,500; Upkeep 300 → 135; Quest battle cap (main_units.multiplayer_qb_cap) 2 → 3
Damsel (Beasts)wh_dlc07_brt_cha_damsel_beasts_314,404 → 4,51015 → 2840 → 3826 → 28200 → 22585 → 1151,300550 → 850Leadership 55 → 60; Speed 95 → 100; Mass 2,200 → 2,300; Upkeep 310 → 140; Quest battle cap (main_units.multiplayer_qb_cap) 2 → 3
Damsel (Life)wh_dlc07_brt_cha_damsel_life_013,420 → 3,90015 → 2834 → 3522 → 25200 → 22585 → 1151,000250 → 700Leadership 55 → 60; Speed 40 → 38; Charge bonus 15 → 22; Upkeep 250 → 125; Quest battle cap (main_units.multiplayer_qb_cap) 2 → 3
Damsel (Life)wh_dlc07_brt_cha_damsel_life_213,848 → 4,41040 → 5234 → 3722 → 27200 → 22585 → 1151,200500 → 800Leadership 55 → 60; Charge bonus 35 → 45; Mass 2,400 → 2,500; Upkeep 300 → 135; Quest battle cap (main_units.multiplayer_qb_cap) 2 → 3
Damsel (Life)wh_dlc07_brt_cha_damsel_life_314,404 → 4,51015 → 2840 → 3826 → 28200 → 22585 → 1151,300550 → 850Leadership 55 → 60; Speed 95 → 100; Mass 2,200 → 2,300; Upkeep 310 → 140; Quest battle cap (main_units.multiplayer_qb_cap) 2 → 3
Fay Enchantresswh_dlc07_brt_cha_fay_enchantress_013,688 → 4,30015 → 3838 → 4034 → 43200 → 235100 → 1251,200550 → 1,050Charge bonus 30 → 40; Upkeep 300 → 135; Spell resistance 25% → 20%
Fay Enchantresswh_dlc07_brt_cha_fay_enchantress_114,576 → 5,11015 → 3846 → 4334 → 46200 → 235100 → 1251,500 → 1,400850 → 1,150Charge bonus 74 → 85; Mass 2,400 → 2,500; Upkeep 375 → 140
The Green Knightwh_dlc07_brt_cha_green_knight_015,274 → 6,0100 → 6060 → 6250 → 580 → 200430 → 3601,500 → 2,0001,500 → 2,000Missile block 35% → 60%; Speed 84 → 85; Charge bonus 85 → 110; Mass 2,700 → 2,800; Physical resistance 55% → 60%; Spell resistance 0% → 30%; New: Fey Regeneration
Prophetess (Life)wh_dlc07_brt_cha_prophetess_013,688 → 4,10015 → 3234 → 3730200 → 22585 → 1151,000350 → 1,000Charge bonus 30 → 35; Upkeep 300 → 130
Prophetess (Life)wh_dlc07_brt_cha_prophetess_214,168 → 4,51040 → 5234 → 3930 → 32200 → 22585 → 1151,200600 → 1,200Charge bonus 50 → 65; Mass 2,400 → 2,500; Upkeep 300 → 140
Prophetess (Life)wh_dlc07_brt_cha_prophetess_314,464 → 4,66015 → 3234 → 4030 → 33200 → 22585 → 1151,350750 → 1,350Charge bonus 60 → 70; Upkeep 300 → 145
Prophetess (Beasts)wh_dlc07_brt_cha_prophetess_beasts_013,688 → 4,10015 → 3234 → 3730200 → 22585 → 1151,000350 → 1,000Charge bonus 30 → 35; Upkeep 300 → 130
Prophetess (Beasts)wh_dlc07_brt_cha_prophetess_beasts_214,168 → 4,51040 → 5234 → 3930 → 32200 → 22585 → 1151,200600 → 1,200Charge bonus 50 → 65; Mass 2,400 → 2,500; Upkeep 300 → 140
Prophetess (Beasts)wh_dlc07_brt_cha_prophetess_beasts_314,464 → 4,66015 → 3234 → 4030 → 33200 → 22585 → 1151,350750 → 1,350Charge bonus 60 → 70; Upkeep 300 → 145
Prophetess (Heavens)wh_dlc07_brt_cha_prophetess_heavens_013,688 → 4,10015 → 3234 → 3730200 → 22585 → 1151,000350 → 1,000Charge bonus 30 → 35; Upkeep 300 → 130
Prophetess (Heavens)wh_dlc07_brt_cha_prophetess_heavens_214,168 → 4,51040 → 5234 → 3930 → 32200 → 22585 → 1151,200600 → 1,200Charge bonus 50 → 65; Mass 2,400 → 2,500; Upkeep 300 → 140
Prophetess (Heavens)wh_dlc07_brt_cha_prophetess_heavens_314,464 → 4,66015 → 3234 → 4030 → 33200 → 22585 → 1151,350750 → 1,350Charge bonus 60 → 70; Upkeep 300 → 145
Battle Pilgrimswh_dlc07_brt_inf_battle_pilgrims_01208,280 → 16,20030 → 4832 → 3733 → 4425 → 306600 → 770600 → 770Leadership 75 → 80; Charge bonus 18 → 22; Upkeep 150 → 110
Foot Squireswh_dlc07_brt_inf_foot_squires_01208,280 → 15,00070 → 8028 → 4226 → 409 → 1326 → 30750 → 850725 → 850Charge bonus 18 → 33; Upkeep 188 → 125; Missile resistance 0% → 10%
Grail Reliquaewh_dlc07_brt_inf_grail_reliquae_013,474 → 5,75040 → 5224 → 2528 → 323015400 → 700400 → 700Leadership 75 → 85; Charge bonus 12 → 34; Mass 700 → 750; Upkeep 125 → 105; Missile resistance 0% → 15%; Spell resistance 0% → 25%
Men-at-Armswh_dlc07_brt_inf_men_at_arms_11207,800 → 15,00030 → 522726 → 3720 → 266 → 4250 → 450250 → 450Leadership 45 → 38; Charge bonus 10 → 13; Upkeep 63 → 75
Men-at-Arms (Shields)wh_dlc07_brt_inf_men_at_arms_21207,800 → 15,00030 → 5227 → 2834 → 4020 → 276 → 4300 → 580300 → 580Missile block 55% → 60%; Leadership 45 → 42; Charge bonus 10 → 14; Upkeep 81 → 85
Peasant Bowmen (Fire Arrows)wh_dlc07_brt_inf_peasant_bowmen_1904,860 → 10,35015 → 281014 → 20193450450Leadership 36 → 32; Charge bonus 3 → 6; Range 160 m → 170 m; Ammunition 22 → 34; Missile base damage 21 → 23; Missile AP damage 2 → 1; Upkeep 113 → 90
Peasant Bowmen (Pox Arrows)wh_dlc07_brt_inf_peasant_bowmen_2904,860 → 10,35015 → 2810 → 1114 → 21193450 → 500450 → 500Leadership 36 → 32; Charge bonus 3 → 7; Range 160 m → 170 m; Ammunition 22 → 34; Missile base damage 16 → 17; Upkeep 113 → 85
Spearmen-at-Armswh_dlc07_brt_inf_spearmen_at_arms_11207,800 → 13,20030 → 5218 → 2130 → 3617 → 205 → 6250 → 350250 → 350Leadership 45 → 38; Bonus vs large 15 → 14; Charge bonus 4 → 6; Upkeep 63 → 65
Peasant Mobwh_dlc07_brt_peasant_mob_01608,640 → 17,60015 → 281810 → 14124 → 3100125 → 100Leadership 36 → 30; Charge bonus 8 → 10; Upkeep 25 → 20
Field Trebuchetswh_main_brt_art_field_trebuchet44,512 → 5,80015 → 28106228650 → 900600 → 800Leadership 40 → 35; Charge bonus 5 → 6; Mass 2,100 → 2,600; Ammunition 22 → 36; Missile base damage 40 → 65; Missile AP damage 145 → 165; Upkeep 163 → 100
Grail Knightswh_main_brt_cav_grail_knights48 → 607,296 → 11,4001203834 → 4118 → 2928 → 111,850 → 1,5001,850 → 1,500Missile block 35% → 55%; Leadership 80 → 75; Bonus vs large 18 → 12; Charge bonus 75 → 88; Mass 1,300 → 1,400; Upkeep 462 → 180; Ward save 0% → 5%
Knights of the Realmwh_main_brt_cav_knights_of_the_realm606,720 → 9,600100 → 11232 → 3628 → 2930 → 2510 → 11950 → 900950 → 900Missile block 35% → 45%; Bonus vs large 12 → 10; Charge bonus 65 → 68; Mass 1,100 → 1,200; Upkeep 238 → 125
Mounted Yeomenwh_main_brt_cav_mounted_yeomen_0605,520 → 8,70030 → 5226 → 2226 → 31217 → 5400 → 600400 → 600Missile block 35% → 45%; Leadership 50 → 42; Charge bonus 36 → 40; Mass 600 → 650; Upkeep 100 → 75
Mounted Yeomen Archerswh_main_brt_cav_mounted_yeomen_1604,980 → 8,40030 → 521816 → 2119 → 203 → 2500 → 600500 → 600Leadership 45 → 44; Charge bonus 15 → 22; Mass 600 → 650; Ammunition 18 → 30; Missile base damage 16 → 17; Missile AP damage 3 → 4; Upkeep 125 → 75
Pegasus Knightswh_main_brt_cav_pegasus_knights246,264 → 10,08080 → 923632 → 3142 → 44141,100 → 1,2001,100 → 1,200Missile block 35% → 55%; Bonus vs large 15 → 8; Charge bonus 75 → 68; Upkeep 275 → 160
Damsel (Heavens)wh_main_brt_cha_damsel_013,420 → 3,90015 → 2834 → 3522 → 25200 → 22585 → 1151,000250 → 850Leadership 55 → 60; Speed 40 → 38; Charge bonus 15 → 22; Upkeep 250 → 130; Quest battle cap (main_units.multiplayer_qb_cap) 2 → 3
Damsel (Heavens)wh_main_brt_cha_damsel_213,848 → 4,41040 → 5234 → 3722 → 27200 → 22585 → 1151,200500 → 1,000Leadership 55 → 60; Charge bonus 35 → 45; Mass 2,400 → 2,500; Upkeep 300 → 140; Quest battle cap (main_units.multiplayer_qb_cap) 2 → 3
Damsel (Heavens)wh_main_brt_cha_damsel_314,404 → 4,51015 → 2840 → 3826 → 28200 → 22585 → 1151,300550 → 1,050Leadership 55 → 60; Speed 95 → 100; Mass 2,200 → 2,300; Upkeep 310 → 145; Quest battle cap (main_units.multiplayer_qb_cap) 2 → 3
King Louen Leoncoeurwh_main_brt_cha_king_louen_leoncoeur_014,288 → 5,00090 → 1026050 → 52300 → 340150 → 1951,000 → 1,2001,000 → 1,500Missile block 35% → 55%; Upkeep 250 → 155
King Louen Leoncoeurwh_main_brt_cha_king_louen_leoncoeur_116,640 → 6,36090 → 9860 → 5550 → 45170 → 210310 → 3402,000 → 1,8002,000 → 1,950Bonus vs infantry 0 → 16; Charge bonus 75 → 105; Mass 3,300 → 3,400; Upkeep 500 → 165; Missile resistance 15% → 20%
King Louen Leoncoeurwh_main_brt_cha_king_louen_leoncoeur_214,900 → 5,560110 → 12060 → 6250 → 54300 → 340150 → 1951,350 → 1,3001,250 → 1,650Missile block 35% → 55%; Charge bonus 75 → 90; Mass 2,300 → 2,400; Upkeep 312 → 165
King Louen Leoncoeurwh_main_brt_cha_king_louen_leoncoeur_315,216 → 5,86090 → 9660 → 6350 → 55300 → 340150 → 1951,500 → 1,4501,500 → 1,800Missile block 35% → 55%; Charge bonus 85 → 95; Upkeep 375 → 165
King Louen Leoncoeurwh_main_brt_cha_king_louen_leoncoeur_416,404 → 6,36090 → 9652 → 5335 → 44150 → 190290 → 3201,850 → 1,6001,850 → 1,900Bonus vs infantry 0 → 14; Charge bonus 75 → 105; Mass 3,100 → 3,200; Upkeep 425 → 165; Missile resistance 15% → 20%
Lordwh_main_brt_cha_lord_014,068 → 4,80090 → 1025448 → 51290 → 340140 → 1951,000600 → 1,000Missile block 35% → 55%; Upkeep 250 → 145
Lordwh_main_brt_cha_lord_216,304 → 6,51090 → 9652 → 4635 → 42150 → 190290 → 3151,5001,450 → 1,500Charge bonus 75 → 95; Mass 2,900 → 3,000; Upkeep 375 → 150; Missile resistance 15% → 20%
Lordwh_main_brt_cha_lord_314,980 → 5,66090 → 9654 → 5648 → 54290 → 340140 → 1951,200 → 1,3501,100 → 1,350Missile block 35% → 55%; Charge bonus 85 → 90; Upkeep 300 → 155
Lordwh_main_brt_cha_lord_414,680 → 5,310110 → 12054 → 5548 → 53290 → 340140 → 1951,200850 → 1,200Missile block 35% → 55%; Charge bonus 75 → 80; Mass 2,100 → 2,200; Upkeep 300 → 160
Paladinwh_main_brt_cha_paladin_013,688 → 4,60085 → 1024540 → 45255 → 310135 → 1801,000400 → 1,000Missile block 35% → 50%; Leadership 65 → 70; Bonus vs infantry 0 → 22; Bonus vs large 20 → 0; Charge bonus 40 → 50; Upkeep 250 → 125; Quest battle cap (main_units.multiplayer_qb_cap) 2 → 3
Paladinwh_main_brt_cha_paladin_314,464 → 5,21085 → 9645 → 4740 → 47255 → 310135 → 1801,350875 → 1,100Missile block 35% → 50%; Leadership 65 → 70; Bonus vs infantry 0 → 22; Bonus vs large 20 → 0; Charge bonus 85 → 90; Upkeep 337 → 150; Quest battle cap (main_units.multiplayer_qb_cap) 2 → 3
Paladinwh_main_brt_cha_paladin_414,176 → 4,910105 → 12045 → 4640 → 46255 → 310135 → 1801,200650 → 1,050Missile block 35% → 50%; Leadership 65 → 70; Bonus vs infantry 0 → 22; Bonus vs large 20 → 0; Charge bonus 70 → 85; Mass 2,100 → 2,200; Upkeep 300 → 135; Quest battle cap (main_units.multiplayer_qb_cap) 2 → 3
Men-at-Arms (Polearms)wh_main_brt_inf_men_at_arms1207,920 → 15,00030 → 5222 → 2540 → 417 → 818 → 19450 → 500450 → 500Leadership 50 → 42; Bonus vs large 18 → 17; Charge bonus 6 → 10; Upkeep 113 → 80
Peasant Bowmenwh_main_brt_inf_peasant_bowmen904,860 → 10,35015 → 281014 → 20193400400Leadership 36 → 30; Charge bonus 3 → 5; Range 160 m → 170 m; Ammunition 22 → 34; Missile base damage 16 → 18; Missile AP damage 3 → 4; Upkeep 100 → 80
Spearmen-at-Arms (Shields)wh_main_brt_inf_spearmen_at_arms1207,800 → 14,40030 → 5220 → 2338 → 3917 → 205 → 6300 → 390300 → 390Missile block 55% → 65%; Leadership 45 → 40; Bonus vs large 15 → 14; Charge bonus 4 → 8; Upkeep 81 → 70
Defenders of the Fleur-de-lis (Knights Errant)wh_pro04_brt_cav_knights_errant_ror_0606,180 → 9,60080 → 9436 → 3336 → 3821 → 249 → 10900 → 850900 → 850Charge bonus 55 → 65; Mass 1,100 → 1,200; Upkeep 225 → 140; Missile resistance 0% → 15%; Per-unit cap (main_units.multiplayer_cap) 1 → 3
Knights of the Lionhearted (Knights of the Realm)wh_pro04_brt_cav_knights_of_the_realm_ror_0606,720 → 10,800100 → 11641 → 3936 → 4130 → 2610 → 121,200 → 1,1001,200 → 1,100Missile block 35% → 50%; Bonus vs large 12 → 10; Charge bonus 65 → 80; Mass 1,100 → 1,200; Upkeep 300 → 160; Spell resistance 0% → 15%; Per-unit cap (main_units.multiplayer_cap) 1 → 3
Wardens of Montfort (Mounted Yeomen Archers)wh_pro04_brt_cav_mounted_yeomen_ror_0604,980 → 8,70030 → 5624 → 2322 → 2919 → 203 → 2750 → 770750 → 770Leadership 55 → 50; Charge bonus 25 → 36; Mass 600 → 650; Range 125 m → 130 m; Ammunition 18 → 36; Missile base damage 16 → 18; Missile AP damage 3 → 5; Upkeep 188 → 90; Missile resistance 0% → 10%; Per-unit cap (main_units.multiplayer_cap) 1 → 3
The Companions of Quenelles (Questing Knights)wh_pro04_brt_cav_questing_knights_ror_0606,960 → 11,40090 → 12850 → 4649 → 5014 → 1238 → 341,450 → 1,2501,450 → 1,250Leadership 85 → 80; Bonus vs large 10 → 0; Charge bonus 40 → 72; Melee attack interval 4.2 s → 4.3 s; Mass 1,100 → 1,200; Upkeep 363 → 170; Physical resistance 0% → 5%; Fire resistance 20% → 40%; Per-unit cap (main_units.multiplayer_cap) 1 → 3
The Holy Wardens of La Maisontaal (Battle Pilgrims)wh_pro04_brt_inf_battle_pilgrims_ror_01208,280 → 16,80030 → 5641 → 3933 → 4636 → 378 → 6800 → 900800 → 900Leadership 85 → 90; Bonus vs infantry 5 → 0; Charge bonus 22 → 25; Upkeep 200 → 125; Fire resistance 0% → 25%; Per-unit cap (main_units.multiplayer_cap) 1 → 3
Beastslayers of Bastonne (Foot Squires)wh_pro04_brt_inf_foot_squires_ror_01208,280 → 15,60080 → 8631 → 3652 → 558 → 1328 → 23950 → 960925 → 960Leadership 80 → 75; Bonus vs large 22 → 18; Charge bonus 8 → 23; Upkeep 237 → 130; Missile resistance 0% → 10%; Per-unit cap (main_units.multiplayer_cap) 1 → 3

New units in Radious

  • Hermit Knightrws_main_unit_brt_hermit_knight1 modelHealth5,880Armour122Leadership75Speed34Melee attack59Melee defence59Weapon strength (base + AP)490Charge bonus65Missile resistance %20Multiplayer cost1,300
  • Hermit Knight (Barded Warhorse)rws_main_unit_brt_hermit_knight_barded_warhorse1 modelHealth6,730Armour122Leadership80Speed84Melee attack65Melee defence65Weapon strength (base + AP)490Charge bonus99Missile resistance %20Multiplayer cost1,700
  • King's Royal Knightsbrt_royal_guard_cav60 modelsHealth10,200Armour130Leadership75Speed84Melee attack40Melee defence44Weapon strength (base + AP)44Charge bonus80Physical resistance %5Fire resistance %20Multiplayer cost1,450
  • King's Own Swordsbrt_royal_guard_inf100 modelsHealth14,000Armour112Leadership75Speed30Melee attack44Melee defence48Weapon strength (base + AP)44Charge bonus21Physical resistance %5Fire resistance %20Multiplayer cost1,300
  • King's Royal Halberdiersbrt_royal_halb100 modelsHealth14,000Armour112Leadership75Speed30Melee attack40Melee defence50Weapon strength (base + AP)41Charge bonus19Physical resistance %5Fire resistance %20Multiplayer cost1,250
  • King's Royal Longbowmenbrt_royal_longbows90 modelsHealth12,150Armour52Leadership75Speed30Melee attack30Melee defence33Weapon strength (base + AP)38Charge bonus11Missile damage (base + AP)26Range185Physical resistance %5Fire resistance %20Multiplayer cost1,100
  • Chevaliers De Couronnewh_brt_chev_cou60 modelsHealth11,400Armour120Leadership80Speed84Melee attack44Melee defence50Weapon strength (base + AP)46Charge bonus85Missile resistance %10Ward save %5Multiplayer cost1,650
  • Chevaliers De Couronne (Foot)wh_brt_chev_cou_foot100 modelsHealth15,000Armour116Leadership80Speed30Melee attack46Melee defence52Weapon strength (base + AP)44Charge bonus24Missile resistance %10Ward save %5Multiplayer cost1,400
  • Crossbow Brigandswh_brt_cross90 modelsHealth11,250Armour38Leadership52Speed33Melee attack17Melee defence27Weapon strength (base + AP)27Charge bonus8Missile damage (base + AP)23Range160Multiplayer cost650
  • Dismounted Grail Knightswh_brt_dis_grail100 modelsHealth15,000Armour120Leadership80Speed30Melee attack47Melee defence52Weapon strength (base + AP)46Charge bonus25Ward save %5Multiplayer cost1,450
  • Dismounted Knights of the Realmwh_brt_dis_realm120 modelsHealth16,200Armour102Leadership70Speed30Melee attack41Melee defence46Weapon strength (base + AP)40Charge bonus19Multiplayer cost1,100
  • Chevaliers Rampantswh_brt_errant_cav60 modelsHealth9,600Armour92Leadership70Speed84Melee attack34Melee defence32Weapon strength (base + AP)34Charge bonus62Multiplayer cost800
  • Chevaliers Rampants (Spears)wh_brt_errant_inf120 modelsHealth15,600Armour92Leadership65Speed30Melee attack38Melee defence43Weapon strength (base + AP)37Charge bonus18Multiplayer cost900
  • Champions of the Ladywh_brt_heroes_cav60 modelsHealth12,300Armour130Leadership90Speed84Melee attack48Melee defence56Weapon strength (base + AP)48Charge bonus95Missile resistance %10Magic resistance %20Multiplayer cost1,800
  • Champions of the Lady (Great Swords)wh_brt_heroes_heavyinf100 modelsHealth15,500Armour126Leadership90Speed30Melee attack49Melee defence57Weapon strength (base + AP)48Charge bonus32Missile resistance %10Magic resistance %20Multiplayer cost1,700
  • Champions of the Lady (Shields)wh_brt_heroes_shieldinf100 modelsHealth15,500Armour126Leadership90Speed30Melee attack47Melee defence52Weapon strength (base + AP)47Charge bonus23Missile resistance %10Magic resistance %20Multiplayer cost1,750
  • Knights of the Birth Swordwh_brt_knights_birth60 modelsHealth11,400Armour92Leadership75Speed84Melee attack44Melee defence46Weapon strength (base + AP)42Charge bonus72Physical resistance %5Fire resistance %20Multiplayer cost1,200
  • Knights of the Birth Sword (Foot)wh_brt_knights_birth_foot120 modelsHealth15,600Armour92Leadership70Speed28Melee attack44Melee defence44Weapon strength (base + AP)42Charge bonus35Physical resistance %5Fire resistance %20Multiplayer cost1,150
  • The Lady's Horse Archerswh_brt_lady60 modelsHealth9,600Armour62Leadership70Speed92Melee attack29Melee defence32Weapon strength (base + AP)33Charge bonus38Missile damage (base + AP)26Range130Multiplayer cost1,000
  • Bretonnian Macemenwh_brt_mace120 modelsHealth15,600Armour72Leadership58Speed30Melee attack37Melee defence41Weapon strength (base + AP)35Charge bonus18Multiplayer cost800
  • Battle Pilgrims (Great Weapons)wh_brt_men_sw120 modelsHealth16,200Armour48Leadership80Speed30Melee attack40Melee defence47Weapon strength (base + AP)39Charge bonus27Multiplayer cost790
  • Cultists of Manannwh_brt_pil100 modelsHealth14,000Armour74Leadership80Speed30Melee attack43Melee defence43Weapon strength (base + AP)42Charge bonus27Physical resistance %20Fire resistance %20Multiplayer cost1,350
  • Black Guards of Morrwh_brt_pilgrims100 modelsHealth15,000Armour116Leadership85Speed30Melee attack46Melee defence53Weapon strength (base + AP)45Charge bonus28Physical resistance %5Ward save %5Multiplayer cost1,550
  • Black Guards of Morr (Halberds)wh_brt_pilgrims_morr100 modelsHealth15,000Armour116Leadership85Speed30Melee attack44Melee defence58Weapon strength (base + AP)43Charge bonus22Physical resistance %5Ward save %5Multiplayer cost1,600
  • Chevaliers D’Honneurwh_brt_quest_cav60 modelsHealth11,400Armour120Leadership80Speed84Melee attack43Melee defence46Weapon strength (base + AP)45Charge bonus84Magic resistance %25Ward save %5Multiplayer cost1,600
  • Chevaliers D’Honneur (Swords)wh_brt_quest_inf100 modelsHealth15,000Armour116Leadership80Speed30Melee attack45Melee defence50Weapon strength (base + AP)43Charge bonus23Magic resistance %25Ward save %5Multiplayer cost1,370
  • Ribaldswh_brt_riba120 modelsHealth15,000Armour80Leadership70Speed30Melee attack37Melee defence41Weapon strength (base + AP)36Charge bonus20Missile resistance %10Multiplayer cost820
  • Scourge of Manannwh_brt_sco_man100 modelsHealth15,000Armour80Leadership85Speed30Melee attack45Melee defence51Weapon strength (base + AP)44Charge bonus30Physical resistance %20Magic resistance %20Multiplayer cost1,500
  • Yeomen on Footwh_brt_squires90 modelsHealth11,700Armour40Leadership52Speed30Melee attack19Melee defence29Weapon strength (base + AP)29Charge bonus9Missile damage (base + AP)24Range170Multiplayer cost800
  • Bretonnian Swordsmenwh_brt_swords120 modelsHealth15,600Armour72Leadership58Speed30Melee attack35Melee defence43Weapon strength (base + AP)35Charge bonus16Multiplayer cost750
  • Chevaliers Rampants (Great Axes)wh_brt_errant_axe120 modelsHealth15,600Armour92Leadership65Speed30Melee attack43Melee defence42Weapon strength (base + AP)39Charge bonus30Multiplayer cost925
  • Chevaliers D’Honneur (Great Axes)wh_brt_quest_axe100 modelsHealth15,000Armour116Leadership80Speed30Melee attack48Melee defence49Weapon strength (base + AP)45Charge bonus35Magic resistance %25Ward save %5Multiplayer cost1,400

Skills

Chivalric Code
  • −Weapon strength: +12% for Grail Knights, Grail Guardians, Royal Pegasus Knights, and Royal Hippogryph Knights units (Rank 7 and above) (Lord's army)
  • +Weapon strength: +8% for Grail Knights, Grail Guardians, Royal Pegasus Knights, and Royal Hippogryph Knights units (Rank 7 and above) (Lord's army)
Guided by the Lady
  • −Missile strength: +12% for Peasant Bowmen, Mounted Yeomen Archers, and Field Trebuchet units (Rank 7 and above) (Lord's army)
  • +Missile strength: +8% for Peasant Bowmen, Mounted Yeomen Archers, and Field Trebuchet units (Rank 7 and above) (Lord's army)
Lordly Conqueror
  • +Level 1: Casualty replenishment rate: +2% (Lord's army)
  • +Level 2: Casualty replenishment rate: +4% (Lord's army)
  • +Level 3: Casualty replenishment rate: +6% (Lord's army)
Bailiff
  • +Local recruitment capacity: +1 (local province)
Barded Warhorse
  • +Passive Ability: "For the King! Charge", while this Mount is equipped, for Cavalry units (all units in army)
Barded Warhorse
  • +Passive Ability: "For the King! Charge", while this Mount is equipped, for Cavalry units (all units in army)
Hippogryph
  • Rank: 14 → 18
Bannerman
  • −Weapon strength: +8% for Mounted Yeomen, Knights Errant, Knights of the Realm, Questing Knights, Grail Knights, and Grail Guardians units (Hero's army)
  • +Weapon strength: +6% for Mounted Yeomen, Knights Errant, Knights of the Realm, Questing Knights, Grail Knights, and Grail Guardians units (Hero's army)
Suleman
  • +Passive Ability: "For the King! Charge", while this Mount is equipped, for Cavalry units (all units in army)
Low-Born Militia
  • −Level 2: Melee defence: +4 for Peasant Mob, Men-at-Arms, and Spearmen-at-Arms units (Lord's army)
  • −Level 3: Melee defence: +6 for Peasant Mob, Men-at-Arms, and Spearmen-at-Arms units (Lord's army)
  • +Level 2: Melee defence: +6 for Peasant Mob, Men-at-Arms, and Spearmen-at-Arms units (Lord's army)
  • +Level 3: Melee defence: +8 for Peasant Mob, Men-at-Arms, and Spearmen-at-Arms units (Lord's army)
Glorfinial's Progeny
  • −Level 2: Weapon strength: +6% for Mounted Yeomen, Knights Errant, Knights of the Realm, Questing Knights, Grail Knights, and Grail Guardians units (Lord's army)
  • −Level 3: Weapon strength: +12% for Mounted Yeomen, Knights Errant, Knights of the Realm, Questing Knights, Grail Knights, and Grail Guardians units (Lord's army)
  • +Level 2: Weapon strength: +4% for Mounted Yeomen, Knights Errant, Knights of the Realm, Questing Knights, Grail Knights, and Grail Guardians units (Lord's army)
  • +Level 3: Weapon strength: +8% for Mounted Yeomen, Knights Errant, Knights of the Realm, Questing Knights, Grail Knights, and Grail Guardians units (Lord's army)
Engines of War
  • −Level 1: Missile strength: +4% for Field Trebuchet units (Lord's army)
  • −Level 2: Missile strength: +6% for Field Trebuchet units (Lord's army)
  • −Level 3: Missile strength: +8% for Field Trebuchet units (Lord's army)
  • +Level 1: Missile strength: +3% for Field Trebuchet units (Lord's army)
  • +Level 2: Missile strength: +5% for Field Trebuchet units (Lord's army)
  • +Level 3: Missile strength: +7% for Field Trebuchet units (Lord's army)
Barded Warhorse
  • +Passive Ability: "For the King! Charge", while this Mount is equipped, for Cavalry units (all units in army)
Royal Pegasus
  • +Passive Ability: "Cleanse Them in the Name of the Lady", while this Mount is equipped, for Flying units (all units in army)
  • Rank: 8 → 10
Tempete
  • Rank: 14 → 18
Aspiring Knights
  • −Weapon strength: +12% for Foot Squire units (Lord's army)
  • +Weapon strength: +10% for Foot Squire units (Lord's army)
Champions of Bordeleaux
  • −Bonus vs Large: +15 for Knights of the Realm units (Lord's army)
  • +Bonus vs Large: +10 for Knights of the Realm units (Lord's army)
Sacred Duty
  • −Recruit rank: +2 for Grail Knights and Grail Guardians units (Lord's army)
  • +Recruit rank: +1 for Grail Knights and Grail Guardians units (Lord's army)
Barded Warhorse
  • Rank: 5 → 8
Royal Pegasus
  • Rank: 13 → 15
Barded Warhorse
  • Rank: 5 → 8
Royal Pegasus
  • Rank: 13 → 15
Barded Warhorse
  • Rank: 5 → 8
Royal Pegasus
  • Rank: 13 → 15
Barded Warhorse
  • +Passive Ability: "For the King! Charge", while this Mount is equipped, for Cavalry units (all units in army)
Royal Pegasus
  • +Passive Ability: "Cleanse Them in the Name of the Lady", while this Mount is equipped, for Flying units (all units in army)
Hippogryph
  • Rank: 14 → 18
Royal Pegasus
  • +Passive Ability: "Cleanse Them in the Name of the Lady", while this Mount is equipped, for Flying units (all units in army)
Beaquis
  • Rank: 14 → 18
Fount of Honour
  • −Recruit rank: +2 for Knights of the Realm and Questing Knights units (Lord's army)
  • −Upkeep: -25% for Knights of the Realm and Questing Knights units (Lord's army)
  • +Upkeep: -15% for Knights of the Realm and Questing Knights units (Lord's army)
  • +Recruit rank: +1 for Knights of the Realm and Questing Knights units (Lord's army)
Barded Warhorse
  • +Passive Ability: "For the King! Charge", while this Mount is equipped, for Cavalry units (all units in army)
Pegasus
  • +Passive Ability: "Cleanse Them in the Name of the Lady", while this Mount is equipped, for Flying units (all units in army)
Barded Warhorse Mountnew
  • +Mount: Barded Warhorse
  • +Passive Ability: "For the King! Charge", while this Mount is equipped, for Cavalry units (all units in army)
The Way of the Penitentnew
  • +Corruption: -4 (local province)
  • +Charge bonus: +10
  • +Speed: +10%
  • +Melee attack: +6
  • +Melee defence: +6
  • +Enables "Blinding" Attacks
  • +Attribute: Strider
  • +Passive ability: "Worthy Foe"
Chainbreakersnew
  • +Level 1: Enemy Morale -5 when fighting against Chaos, Skaven and Dark Elf faction (local region)
  • +Level 1: Weapon Strength: +6% when fighting against Chaos, Skaven and Dark Elf factions (Lord's army)
  • +Level 2: Enemy Morale -10 when fighting against Chaos, Skaven and Dark Elf faction (local region)
  • +Level 2: Weapon Strength: +8% when fighting against Chaos, Skaven and Dark Elf factions (Lord's army)
Radiant Soulnew
  • +Level 1: Spell resistance: 5% (Lord's army)
  • +Level 1: Corruption: -3 (local province)
  • +Level 1: Enemy Morale -5 when fighting against Vampire and Vampire Count factions (local region)
  • +Level 2: Spell resistance: 10% (Lord's army)
  • +Level 2: Corruption: -6 (local province)
  • +Level 2: Enemy Morale -10 when fighting against Vampire and Vampire Count factions (local region)
Undying Loyaltynew
  • +Attribute: Unbreakable
  • +Armour: +10
For Honor and Justicenew
  • +Morale +10 for Peasant units (Lord's army)
  • +Morale +5 for Knight units (Lord's army)
Rallying the Peasantsnew
  • +Level 1: Melee Attack +2 for melee Peasant units (Lord's army)
  • +Level 1: Melee Defence +2 for melee Peasant units (Lord's army)
  • +Level 2: Melee Attack +4 for melee Peasant units (Lord's army)
  • +Level 2: Melee Defence +4 for melee Peasant units (Lord's army)
  • +Level 3: Melee Attack +8 for melee Peasant units (Lord's army)
  • +Level 3: Melee Defence +8 for melee Peasant units (Lord's army)
Preparing for Battlenew
  • +Level 1: Ammunition: +10% (Lord's army)
  • +Level 1: Reload Time Reduction: +5% (Lord's army)
  • +Level 2: Ammunition: +15% (Lord's army)
  • +Level 2: Reload Time Reduction: +10% (Lord's army)
  • +Level 3: Ammunition: +20% (Lord's army)
  • +Level 3: Reload Time Reduction: +15% (Lord's army)
Ardent Furynew
  • +Level 1: Speed: +2% for Yeomen, Squire and Knight Errant units (Lord's army)
  • +Level 1: Charge Bonus +5 for Yeomen, Squire and Knight Errant units (Lord's army)
  • +Level 1: Melee Attack +1 for Yeomen, Squire and Knight Errant units (Lord's army)
  • +Level 2: Speed: +3% for Yeomen, Squire and Knight Errant units (Lord's army)
  • +Level 2: Charge Bonus +10 for Yeomen, Squire and Knight Errant units (Lord's army)
  • +Level 2: Melee Attack +3 for Yeomen, Squire and Knight Errant units (Lord's army)
  • +Level 3: Speed: +5% for Yeomen, Squire and Knight Errant units (Lord's army)
  • +Level 3: Charge Bonus +15 for Yeomen, Squire and Knight Errant units (Lord's army)
  • +Level 3: Melee Attack +5 for Yeomen, Squire and Knight Errant units (Lord's army)
The Dukedom's Nobilitynew
  • +Level 1: Melee Attack +3 for Cavalry and Infantry units with the Knights Vow or Questing Vow (Lord's army)
  • +Level 1: Charge Bonus +5 for Cavalry and Infantry units with the Knights Vow or Questing Vow (Lord's army)
  • +Level 1: Armour: +3 for Cavalry and Infantry units with the Knights Vow or Questing Vow (Lord's army)
  • +Level 2: Melee Attack +6 for Cavalry and Infantry units with the Knights Vow or Questing Vow (Lord's army)
  • +Level 2: Charge Bonus +10 for Cavalry and Infantry units with the Knights Vow or Questing Vow (Lord's army)
  • +Level 2: Armour: +6 for Cavalry and Infantry units with the Knights Vow or Questing Vow (Lord's army)
  • +Level 3: Melee Attack +10 for Cavalry and Infantry units with the Knights Vow or Questing Vow (Lord's army)
  • +Level 3: Charge Bonus +15 for Cavalry and Infantry units with the Knights Vow or Questing Vow (Lord's army)
  • +Level 3: Armour: +10 for Cavalry and Infantry units with the Knights Vow or Questing Vow (Lord's army)
Deliverance Comesnew
  • +Level 1: Speed: +3% for Flying units (Lord's army)
  • +Level 1: Weapon Strength: +5% for Flying units (Lord's army)
  • +Level 2: Speed: +6% for Flying units (Lord's army)
  • +Level 2: Weapon Strength: +7% for Flying units (Lord's army)
  • +Level 3: Speed: +10% for Flying units (Lord's army)
  • +Level 3: Weapon Strength: +9% for Flying units (Lord's army)
Puriyfing the Landnew
  • +Level 1: Melee Attack +4 for Paladins and Infantry and Cavalry units with the Grail Vow (Excluding Royal Pegasus Knight and Royal Hippogryph Knight units) (Lord's army)
  • +Level 1: Melee Defence +4 for Paladins and Infantry and Cavalry units with the Grail Vow (Excluding Royal Pegasus Knight and Royal Hippogryph Knight units) (Lord's army)
  • +Level 1: Ward Save: +2% for Infantry, Cavalry and Paladin units with the Grail Vow (Excluding Royal Pegasus Knight and Royal Hippogryph Knight units) (Lord's army)
  • +Level 2: Melee Attack +8 for Paladins and Infantry and Cavalry units with the Grail Vow (Excluding Royal Pegasus Knight and Royal Hippogryph Knight units) (Lord's army)
  • +Level 2: Melee Defence +8 for Paladins and Infantry and Cavalry units with the Grail Vow (Excluding Royal Pegasus Knight and Royal Hippogryph Knight units) (Lord's army)
  • +Level 2: Ward Save: +4% for Infantry, Cavalry and Paladin units with the Grail Vow (Excluding Royal Pegasus Knight and Royal Hippogryph Knight units) (Lord's army)
  • +Level 3: Melee Attack +12 for Paladins and Infantry and Cavalry units with the Grail Vow (Excluding Royal Pegasus Knight and Royal Hippogryph Knight units) (Lord's army)
  • +Level 3: Melee Defence +12 for Paladins and Infantry and Cavalry units with the Grail Vow (Excluding Royal Pegasus Knight and Royal Hippogryph Knight units) (Lord's army)
  • +Level 3: Ward Save: +5% for Infantry, Cavalry and Paladin units with the Grail Vow (Excluding Royal Pegasus Knight and Royal Hippogryph Knight units) (Lord's army)
Vows of Protectionnew
  • +Level 1: Income from Farms: +4% (local region)
  • +Level 2: Income from Farms: +8% (local region)
  • +Level 3: Income from Farms: +10% (local region)
  • +Level 3: Income from Industry: +5% (local region)
Consecrated Landsnew
  • +Level 1: Growth: +8 (local province)
  • +Level 2: Growth: +20 (local province)
  • +Level 3: Growth: +36 (local province)
Shadow Steed (Ancillary)new
    Dolorous Blade (Ancilary)new
      Goblet of the Lady (Ancillary)new
        Ancient Plate Armour (Ancillary)new
          Lady's Favornew
          • +Level 1: Leadership: +5 (Hero's army)
          • +Level 1: Spell resistance: 4% (Hero's army)
          • +Level 2: Leadership: +10 (Hero's army)
          • +Level 2: Spell resistance: 8% (Hero's army)
          • +Level 3: Leadership: +15 (Hero's army)
          • +Level 3: Spell resistance: 10% (Hero's army)
          Guardian of the Realmnew
          • +Level 1: Melee attack: +3 (Hero's army)
          • +Level 1: Melee defence: +6 (when fighting in own or allied territory) (Hero's army)
          • +Level 2: Melee attack: +6 (Hero's army)
          • +Level 2: Melee defence: +12 (when fighting in own or allied territory) (Hero's army)
          • +Level 3: Melee attack: +9 (Hero's army)
          • +Level 3: Melee defence: +18 (when fighting in own or allied territory) (Hero's army)
          Ancient Wisdomnew
          • +Level 1: Ambush success chance: +20% (when in own or allied territory) (Hero's army)
          • +Level 1: Campaign movement range: +10% (accompanying Lord)
          • +Level 2: Ambush success chance: +40% (when in own or allied territory) (Hero's army)
          • +Level 2: Campaign movement range: +20% (accompanying Lord)
          • +Level 3: Ambush success chance: +60% (when in own or allied territory) (Hero's army)
          • +Level 3: Campaign movement range: +30% (accompanying Lord)
          Fey Resiliencenew
          • +Level 1: Attrition: -5% casualties suffered from all attrition (Hero's army)
          • +Level 1: Ward save: +2% (Hero's army)
          • +Level 2: Attrition: -10% casualties suffered from all attrition (Hero's army)
          • +Level 2: Ward save: +4% (Hero's army)
          • +Level 3: Attrition: -15% casualties suffered from all attrition (Hero's army)
          • +Level 3: Ward save: +6% (Hero's army)
          Champion of the Grailnew
          • +Level 1: Charge bonus: +6 (Hero's army)
          • +Level 1: Weapon strength: +3% (when fighting against the forces of evil) (Hero's army)
          • +Level 2: Charge bonus: +12 (Hero's army)
          • +Level 2: Weapon strength: +6% (when fighting against the forces of evil) (Hero's army)
          • +Level 3: Charge bonus: +18 (Hero's army)
          • +Level 3: Weapon strength: +10% (when fighting against the forces of evil) (Hero's army)
          Loyalty of the Landnew
          • +Control: +6 (all provinces)
          • +Recruit rank: +2 for all units (all armies factionwide)
          • +Recruitment cost: -10% (all armies factionwide)
          Storm of Renewalnew
          • +Bound Cataclysm Spell: "Storm of Renewal"
          • +Max Two Uses: "Storm of Renewal"
          Famed Hunternew
          • +Anti-Large Bonus: +10 for all Cavalry and Flying units (Lord's army)
          • +Attribute: Immune to Psychology
          Ready for Battlenew
          • +Anti-Infantry Bonus: +8 for all melee Infantry units (Lord's army)
          • +Missile Damage: +7% for all Ranged units (Lord's army)
          • +Reload Time Reduction: +8% for Trebuchet units (Lord's army)
          Noblesse Obligenew
          • +Morale: +7 for Peasant units (Lord's army)
          • +Construction cost: -7% for all buildings (local region)
          • +Control: +4 (local province)

          Buildings

          • −Converts the Climate of the region to Temperate (only while this building is present)
          Bokha PalaceBretonnia
          • −Income from all buildings: +50% (local province)
          • +Income from all buildings: +40% (local province)
          • Cost: 10000 → 16000
          • Units: 0 → 6
          • −Chivalry: +20 per turn (Bretonnia only)
          • −Income generated: 800
          • −Recruit rank: +2 for Cavalry units (all characters)
          • +Chivalry: +30 per turn (Bretonnia only)
          • +Income generated: 1200
          • +Recruit rank: +1 for Cavalry units (all characters)
          • Cost: 8000 → 15000
          • Units: 0 → 8
          • Cost: 6000 → 7000
          • Units: 1 → 4
          Copher DocksBretonnia
          • −Income generated: 200
          • +Income generated: 250
          • +Control: +1
          • Cost: 2000 → 1500
          • Units: 1 → 0
          • −Growth: +20
          • +Growth: +25
          • +Control: +2
          • Cost: 6000 → 3000
          • Units: 1 → 3
          • −Income generated: 500
          • +Income generated: 600
          • Cost: 6000 → 8000
          • Units: 0 → 4
          • −Attrition: -10% when under siege (armies in region)
          • −Growth: +20
          • +Attrition: -15% when under siege (armies in region)
          • +Growth: +30
          • +Income generated: 50
          • +Allows settlements to perform a Garrison Sally Attack with +600 range (local region)
          • Cost: 1000 → 1500
          • Turns: 3 → 2
          • −Defensive supplies: +1000
          • −Attrition: -10% when under siege (armies in region)
          • −Growth: +40
          • −Control: +2
          • +Defensive supplies: +1250
          • +Attrition: -15% when under siege (armies in region)
          • +Growth: +50
          • +Control: +3
          • +Income generated: 100
          • +Allows settlements to perform a Garrison Sally Attack with +800 range (local region)
          • Cost: 2000 → 3000
          • Units: 0 → 3
          • −Defensive supplies: +1000
          • −Grants 6 construction slots in the settlement
          • −Attrition: -10% when under siege (armies in region)
          • −Growth: +60
          • −Control: +3
          • +Grants 5 construction slots in the settlement
          • +Defensive supplies: +1500
          • +Attrition: -15% when under siege (armies in region)
          • +Growth: +70
          • +Control: +4
          • +Income generated: 150
          • +Allows settlements to perform a Garrison Sally Attack with +1000 range (local region)
          • Cost: 4000 → 4500
          • Units: 0 → 3
          • −Defensive supplies: +1000
          • −Grants 8 construction slots in the settlement
          • −Attrition: -10% when under siege (armies in region)
          • −Growth: +80
          • −Control: +4
          • +Grants 7 construction slots in the settlement
          • +Defensive supplies: +1750
          • +Attrition: -15% when under siege (armies in region)
          • +Growth: +90
          • +Control: +5
          • +Income generated: 200
          • +Allows settlements to perform a Garrison Sally Attack with +1250 range (local region)
          • Cost: 8000 → 7000
          • Units: 0 → 5
          • −Defensive supplies: +1000
          • −Grants 9 construction slots in the settlement
          • −Attrition: -10% when under siege (armies in region)
          • −Control: +5
          • +Grants 11 construction slots in the settlement
          • +Defensive supplies: +2000
          • +Attrition: -15% when under siege (armies in region)
          • +Control: +6
          • +Income generated: 250
          • +Allows settlements to perform a Garrison Sally Attack with +1500 range (local region)
          • Cost: 16000 → 10000
          • Units: 0 → 5
          • Cost: 2000 → 1500
          • −Recruitment cost: -20% for Pegasus Knights, Royal Pegasus Knights and Royal Hippogryph Knights units (local province)
          • −Income generated: 100
          • +Recruitment cost: -10% for Pegasus Knights, Royal Pegasus Knights and Royal Hippogryph Knights units (local province)
          • +Income generated: 150
          • Cost: 500 → 750
          • Turns: 1 → 2
          • −Recruitment cost: -25% for Pegasus Knights, Royal Pegasus Knights and Royal Hippogryph Knights units (local province)
          • −Income generated: 150
          • +Recruitment cost: -15% for Pegasus Knights, Royal Pegasus Knights and Royal Hippogryph Knights units (local province)
          • +Income generated: 200
          • Cost: 1000 → 2000
          • Turns: 2 → 3
          • −Recruitment cost: -30% for Pegasus Knights, Royal Pegasus Knights and Royal Hippogryph Knights units (local province)
          • −Recruit rank: +2 for Pegasus Knights, Royal Pegasus Knights and Royal Hippogryph Knights units (local province)
          • −Income generated: 200
          • +Recruitment cost: -20% for Pegasus Knights, Royal Pegasus Knights and Royal Hippogryph Knights units (local province)
          • +Recruit rank: +1 for Pegasus Knights, Royal Pegasus Knights and Royal Hippogryph Knights units (local province)
          • +Income generated: 280
          • Cost: 2000 → 3000
          • Turns: 3 → 4
          • −Income generated: 100
          • +Income generated: 150
          • Cost: 500 → 750
          • Turns: 1 → 2
          Cinnabar MineBretonnia
          • −Income generated: 150
          • +Income generated: 200
          • Cost: 1000 → 2000
          • Turns: 2 → 3
          DyemakerBretonnia
          • −Income generated: 200
          • +Income generated: 280
          • Cost: 2000 → 3000
          • Turns: 3 → 4
          Hunting CampBretonnia
          • −Growth: +5
          • +Growth: +6
          Hunting LodgeBretonnia
          • −Growth: +8
          • +Growth: +9
          • Cost: 1000 → 2000
          TanneryBretonnia
          • −Growth: +10
          • +Growth: +12
          • Cost: 2000 → 3000
          Gem MineshaftBretonnia
          • −Income generated: 200
          • +Income generated: 400
          • Cost: 500 → 1000
          • Turns: 2 → 3
          Gem MineBretonnia
          • −Income generated: 400
          • +Income generated: 550
          • Cost: 1000 → 2500
          • Turns: 3 → 4
          • −Income generated: 600
          • +Income generated: 700
          • Cost: 2000 → 5000
          • Turns: 4 → 5
          • −Income generated: 200
          • +Income generated: 300
          • Cost: 500 → 1000
          • Turns: 2 → 3
          Gold MineBretonnia
          • −Income generated: 400
          • +Income generated: 500
          • Cost: 1000 → 2500
          • Turns: 3 → 4
          Gold SmelterBretonnia
          • −Income generated: 600
          • +Income generated: 700
          • Cost: 2000 → 5000
          • Turns: 4 → 5
          • −Recruitment cost: -20% for Peasant Mobs, Men-at-Arms with Swords, Battle Pilgrims and Foot Squires units (local province)
          • −Income generated: 100
          • +Recruitment cost: -10% for Peasant Mobs, Men-at-Arms with Swords, Battle Pilgrims and Foot Squires units (local province)
          • +Income generated: 150
          • Cost: 500 → 750
          Iron MineBretonnia
          • −Recruitment cost: -25% for Peasant Mobs, Men-at-Arms with Swords, Battle Pilgrims and Foot Squires units (local province)
          • −Income generated: 150
          • +Recruitment cost: -15% for Peasant Mobs, Men-at-Arms with Swords, Battle Pilgrims and Foot Squires units (local province)
          • +Income generated: 200
          • Cost: 1000 → 2000
          Iron SmelterBretonnia
          • −Recruitment cost: -30% for Peasant Mobs, Men-at-Arms with Swords, Battle Pilgrims and Foot Squires units (local province)
          • −Recruit rank: +2 for Peasant Mobs, Men-at-Arms with Swords, Battle Pilgrims and Foot Squires units (local province)
          • −Income generated: 200
          • +Recruitment cost: -20% for Peasant Mobs, Men-at-Arms with Swords, Battle Pilgrims and Foot Squires units (local province)
          • +Recruit rank: +1 for Peasant Mobs, Men-at-Arms with Swords, Battle Pilgrims and Foot Squires units (local province)
          • +Income generated: 250
          • Cost: 2000 → 3000
          Stone CutterBretonnia
          • −Income generated: 100
          • +Income generated: 150
          • Cost: 500 → 750
          • Turns: 1 → 2
          Marble QuarryBretonnia
          • −Income generated: 150
          • +Income generated: 200
          • Cost: 1000 → 2000
          • Turns: 2 → 3
          MasonBretonnia
          • −Income generated: 200
          • +Income generated: 250
          • Cost: 2000 → 3000
          • Turns: 3 → 4
          • −Income generated: 100
          • +Income generated: 150
          • Cost: 500 → 750
          • Turns: 1 → 2
          • −Income generated: 150
          • +Income generated: 200
          • Cost: 1000 → 2000
          • Turns: 2 → 3
          • −Income generated: 200
          • +Income generated: 280
          • Cost: 2000 → 3000
          • Turns: 3 → 4
          • −Income generated: 100
          • +Income generated: 150
          • Cost: 500 → 750
          • Turns: 1 → 2
          • −Income generated: 150
          • +Income generated: 200
          • Cost: 1000 → 2000
          • Turns: 2 → 3
          • −Income generated: 200
          • +Income generated: 280
          • Cost: 2000 → 3000
          • Turns: 3 → 4
          • −Recruitment cost: -20% for Knights Errant, Knights of the Realm, Grail Knights, Questing Knights and Grail Guardian units (local province)
          • −Income generated: 100
          • +Recruitment cost: -10% for Knights Errant, Knights of the Realm, Grail Knights, Questing Knights and Grail Guardian units (local province)
          • +Income generated: 150
          • −Recruitment cost: -25% for Knights Errant, Knights of the Realm, Grail Knights, Questing Knights and Grail Guardian units (local province)
          • −Income generated: 150
          • +Recruitment cost: -15% for Knights Errant, Knights of the Realm, Grail Knights, Questing Knights and Grail Guardian units (local province)
          • +Income generated: 200
          • Cost: 1000 → 2000
          Cattle RanchBretonnia
          • −Recruitment cost: -30% for Knights Errant, Knights of the Realm, Grail Knights, Questing Knights and Grail Guardian units (local province)
          • −Recruit rank: +2 for Knights Errant, Knights of the Realm, Grail Knights, Questing Knights and Grail Guardian units (local province)
          • −Income generated: 200
          • +Recruitment cost: -20% for Knights Errant, Knights of the Realm, Grail Knights, Questing Knights and Grail Guardian units (local province)
          • +Recruit rank: +1 for Knights Errant, Knights of the Realm, Grail Knights, Questing Knights and Grail Guardian units (local province)
          • +Income generated: 250
          • Cost: 2000 → 3000
          Clay PitBretonnia
          • −Income generated: 100
          • +Income generated: 150
          • Cost: 500 → 750
          • Turns: 1 → 2
          Pottery MakerBretonnia
          • −Income generated: 150
          • +Income generated: 200
          • Cost: 1000 → 2000
          • Turns: 2 → 3
          KilnsBretonnia
          • −Income generated: 200
          • +Income generated: 280
          • Cost: 2000 → 3000
          • Turns: 3 → 4
          • −Income generated: 100
          • +Income generated: 150
          • Cost: 500 → 750
          • Turns: 1 → 2
          Brine MineBretonnia
          • −Income generated: 150
          • +Income generated: 200
          • Cost: 1000 → 2000
          • Turns: 2 → 3
          SaltworksBretonnia
          • −Income generated: 200
          • +Income generated: 280
          • Cost: 2000 → 3000
          • Turns: 3 → 4
          Spice MarketBretonnia
          • −Income generated: 100
          • +Income generated: 150
          • Cost: 500 → 600
          • Turns: 1 → 2
          • −Income generated: 150
          • +Income generated: 200
          • Cost: 1000 → 2000
          • Turns: 2 → 3
          • −Income generated: 200
          • +Income generated: 280
          • Cost: 2000 → 3000
          • Turns: 3 → 4
          Woodman's HutBretonnia
          • −Recruitment cost: -20% for Bowmen, Mounted Yeomen, Spearmen-at-Arms, Men-at-Arms (Polearms) and Trebuchet units (local province)
          • −Income generated: 100
          • +Recruitment cost: -10% for Bowmen, Mounted Yeomen, Spearmen-at-Arms, Men-at-Arms (Polearms) and Trebuchet units (local province)
          • +Income generated: 150
          • Cost: 500 → 750
          • Turns: 1 → 2
          Timber MillBretonnia
          • −Recruitment cost: -25% for Bowmen, Mounted Yeomen, Spearmen-at-Arms, Men-at-Arms (Polearms) and Trebuchet units (local province)
          • −Income generated: 150
          • +Recruitment cost: -15% for Bowmen, Mounted Yeomen, Spearmen-at-Arms, Men-at-Arms (Polearms) and Trebuchet units (local province)
          • +Income generated: 200
          • Cost: 1000 → 2000
          • Turns: 2 → 3
          LumberyardBretonnia
          • −Recruitment cost: -30% for Bowmen, Mounted Yeomen, Spearmen-at-Arms, Men-at-Arms (Polearms) and Trebuchet units (local province)
          • −Recruit rank: +2 for Bowmen, Mounted Yeomen, Spearmen-at-Arms, Men-at-Arms (Polearms) and Trebuchet units (local province)
          • −Income generated: 200
          • +Recruitment cost: -20% for Bowmen, Mounted Yeomen, Spearmen-at-Arms, Men-at-Arms (Polearms) and Trebuchet units (local province)
          • +Recruit rank: +1 for Bowmen, Mounted Yeomen, Spearmen-at-Arms, Men-at-Arms (Polearms) and Trebuchet units (local province)
          • +Income generated: 280
          • Cost: 2000 → 3000
          • Turns: 3 → 4
          OrchardsBretonnia
          • −Income generated: 100
          • +Income generated: 150
          • Cost: 500 → 750
          • Turns: 1 → 2
          VineyardBretonnia
          • −Income generated: 150
          • +Income generated: 200
          • Cost: 1000 → 2000
          • Turns: 2 → 3
          VintnerBretonnia
          • −Income generated: 200
          • +Income generated: 250
          • Cost: 2000 → 3000
          • Turns: 3 → 4
          Night WatchBretonnia
          • Cost: 1500 → 2000
          Watch HouseBretonnia
          • Cost: 2000 → 3000
          • Cost: 3000 → 4000
          • −Recruitment cost: -30% for Pegasus Knights, Royal Pegasus Knights and Royal Hippogryph Knights units
          • −Upkeep: -5% for Pegasus Knights, Royal Pegasus Knights and Royal Hippogryph Knights units (all armies)
          • −Recruit rank: +2 for Pegasus Knights, Royal Pegasus Knights and Royal Hippogryph Knights units
          • +Recruitment cost: -20% for Pegasus Knights, Royal Pegasus Knights and Royal Hippogryph Knights units
          • +Upkeep: -4% for Pegasus Knights, Royal Pegasus Knights and Royal Hippogryph Knights units (all armies)
          • +Recruit rank: +1 for Pegasus Knights, Royal Pegasus Knights and Royal Hippogryph Knights units
          • Units: 0 → 3
          • −Income from all buildings: +5% (local province)
          • +Income from all buildings: +40% (local province)
          • Cost: 10000 → 16000
          • −Growth: +20
          • +Growth: +30
          • +Income generated: 50
          • +Allows settlements to perform a Garrison Sally Attack with +600 range (local region)
          • Cost: 1000 → 800
          • Turns: 3 → 2
          • −Defensive supplies: +1000
          • +Defensive supplies: +1250
          • +Income generated: 100
          • +Allows settlements to perform a Garrison Sally Attack with +800 range (local region)
          • Units: 0 → 3
          • −Defensive supplies: +1000
          • −Grants 6 construction slots in the settlement
          • +Grants 5 construction slots in the settlement
          • +Defensive supplies: +1500
          • +Income generated: 150
          • +Allows settlements to perform a Garrison Sally Attack with +1000 range (local region)
          • Units: 0 → 3
          • −Defensive supplies: +1000
          • −Grants 8 construction slots in the settlement
          • +Grants 7 construction slots in the settlement
          • +Defensive supplies: +1750
          • +Income generated: 200
          • +Allows settlements to perform a Garrison Sally Attack with +1250 range (local region)
          • Cost: 8000 → 7000
          • Units: 0 → 5
          • −Defensive supplies: +1000
          • −Grants 9 construction slots in the settlement
          • +Grants 11 construction slots in the settlement
          • +Defensive supplies: +2000
          • +Income generated: 250
          • +Allows settlements to perform a Garrison Sally Attack with +1500 range (local region)
          • Cost: 16000 → 8500
          • Units: 0 → 5
          • Cost: 2000 → 4000
          • Cost: 4000 → 5000
          Animal StoreBretonnia
          • −Income generated: 100
          • +Income generated: 150
          • Cost: 500 → 1000
          • Turns: 1 → 2
          Tusk MarketBretonnia
          • −Income generated: 150
          • +Income generated: 200
          • Cost: 1000 → 1500
          • Turns: 2 → 3
          Tusk CompoundBretonnia
          • −Income generated: 200
          • +Income generated: 250
          • Cost: 2000 → 2500
          • Turns: 3 → 4
          • Cost: 750 → 1000
          • Units: 2 → 3
          Rally FieldBretonnia
          • Cost: 1500 → 2000
          • Units: 4 → 8
          BarracksBretonnia
          • Cost: 2500 → 4500
          • Units: 5 → 13
          • Cost: 4000 → 7000
          • Units: 6 → 12
          • −Construction cost: -5% for all buildings (local province)
          • +Construction cost: -4% for all buildings (local province)
          • Cost: 2000 → 4000
          • Turns: 3 → 1
          • −Construction cost: -10% for all buildings (local province)
          • +Construction cost: -8% for all buildings (local province)
          • Cost: 10000 → 6000
          • Turns: 6 → 2
          FieldsBretonnia
          • Cost: 500 → 1000
          • Units: 2 → 5
          FarmBretonnia
          • −Income from Industry: -50% (local region)
          • +Income from Industry: -20% (local region)
          • +Control: +1
          • Cost: 1000 → 2000
          • Units: 4 → 7
          Landed EstateBretonnia
          • −Income from Industry: -100% (local region)
          • +Income from Industry: -40% (local region)
          • +Control: +2
          • Cost: 1500 → 3000
          • Units: 4 → 6
          WindmillBretonnia
          • −Income from Farms: +25% (local region)
          • −Growth: +5
          • +Income from Farms: +10% (local region)
          • +Growth: +10
          • Cost: 1500 → 1000
          Water WheelBretonnia
          • −Income from Farms: +50% (local region)
          • −Growth: +10
          • +Income from Farms: +20% (local region)
          • +Growth: +15
          City WatchBretonnia
          • +Control: +1
          Pox ShelterBretonnia
          • −Growth: +10
          • +Growth: +15
          • +Chance of a plague spreading: -5%
          • Cost: 1000 → 2000
          • Turns: 1 → 2
          SanctuaryBretonnia
          • −Growth: +20
          • +Growth: +25
          • +Chance of a plague spreading: -10%
          • Cost: 1500 → 3000
          • Turns: 2 → 3
          ApothecaryBretonnia
          • −Casualty replenishment rate: +4% (armies in province)
          • −Growth: +30
          • +Casualty replenishment rate: +5% (armies in province)
          • +Growth: +35
          • +Chance of a plague spreading: -15%
          • Cost: 2000 → 4000
          • Turns: 3 → 4
          Weaving HouseBretonnia
          • −Income generated: 200
          • +Income generated: 300
          • Cost: 500 → 1200
          ClothierBretonnia
          • −Income from Farms: -50% (local region)
          • −Income generated: 300
          • +Income from Farms: -20% (local region)
          • +Income generated: 430
          • Cost: 1000 → 2400
          TailorsBretonnia
          • −Income from Farms: -100% (local region)
          • −Income generated: 400
          • +Income from Farms: -40% (local region)
          • +Income generated: 560
          • Cost: 1500 → 4000
          CellarBretonnia
          • −Campaign movement range: +10% for own armies starting their turn in this region
          • −Income from Industry: +25% (local region)
          • +Campaign movement range: +5% for own armies starting their turn in this province (armies in province)
          • +Income from Industry: +10% (local region)
          • Cost: 1500 → 1000
          • Turns: 3 → 2
          StorehouseBretonnia
          • −Campaign movement range: +15% for own armies starting their turn in this region
          • −Income from Industry: +50% (local region)
          • +Campaign movement range: +10% for own armies starting their turn in this province (armies in province)
          • +Income from Industry: +20% (local region)
          • Turns: 4 → 3
          • −Income generated: 100
          • +Income generated: 250
          • Cost: 1500 → 2000
          • −Income generated: 300
          • +Income generated: 400
          • Turns: 4 → 3
          • −Income generated: 500
          • +Income generated: 800
          • +Control: +2
          • Cost: 6000 → 4000
          • Turns: 6 → 5
          HamletBretonnia
          • −Grants 1 construction slot in the settlement
          • −Income generated: 40
          • +Grants 2 construction slots in the settlement
          • +Income generated: 100
          • +Allows settlements to perform a Garrison Sally Attack with +600 range (local region)
          • Cost: 1000 → 800
          • Turns: 3 → 2
          VillageBretonnia
          • −Defensive supplies: +1000
          • −Grants 2 construction slots in the settlement
          • −Income generated: 60
          • −Growth: +40
          • +Grants 4 construction slots in the settlement
          • +Defensive supplies: +1250
          • +Income generated: 150
          • +Growth: +30
          • +Allows settlements to perform a Garrison Sally Attack with +800 range (local region)
          • Cost: 2000 → 1600
          • Units: 0 → 1
          TownBretonnia
          • −Defensive supplies: +1000
          • −Grants 3 construction slots in the settlement
          • −Income generated: 80
          • −Growth: +60
          • −Control: +1
          • +Grants 5 construction slots in the settlement
          • +Defensive supplies: +1500
          • +Income generated: 200
          • +Growth: +40
          • +Control: +2
          • +Allows settlements to perform a Garrison Sally Attack with +1000 range (local region)
          • Units: 0 → 6
          CityBretonnia
          • −Defensive supplies: +1000
          • −Grants 5 construction slots in the settlement
          • −Income generated: 100
          • −Growth: +80
          • −Control: +2
          • +Grants 7 construction slots in the settlement
          • +Defensive supplies: +1750
          • +Income generated: 250
          • +Growth: +50
          • +Control: +3
          • +Allows settlements to perform a Garrison Sally Attack with +1250 range (local region)
          • Cost: 8000 → 7000
          • Units: 0 → 5
          Duchy CapitalBretonnia
          • −Defensive supplies: +1000
          • −Grants 7 construction slots in the settlement
          • −Income generated: 120
          • −Growth: +100
          • −Control: +2
          • +Grants 9 construction slots in the settlement
          • +Defensive supplies: +2000
          • +Income generated: 300
          • +Growth: +60
          • +Control: +3
          • +Allows settlements to perform a Garrison Sally Attack with +1500 range (local region)
          • Cost: 16000 → 9500
          • Units: 0 → 8
          HamletBretonnia
          • −Income generated: 40
          • −Growth: +20
          • +Income generated: 80
          • +Growth: +15
          • Cost: 1000 → 800
          • Turns: 3 → 2
          VillageBretonnia
          • −Defensive supplies: +1000
          • −Income generated: 60
          • −Growth: +40
          • +Defensive supplies: +1250
          • +Income generated: 130
          • +Growth: +25
          • +Adds defences to the settlement (battles fought here will be unwalled settlement battles)
          • Cost: 2000 → 1600
          TownBretonnia
          • −Defensive supplies: +1000
          • −Income generated: 80
          • −Growth: +60
          • −Control: +1
          • +Defensive supplies: +1500
          • +Income generated: 180
          • +Growth: +40
          • +Control: +2
          • +Adds defences to the settlement (battles fought here will be unwalled settlement battles)
          • Units: 0 → 4
          SmithyBretonnia
          • −Construction cost: -5% for all buildings (local province)
          • −Armour: +5 when defending (armies in region)
          • −Melee defence: +5 when defending (armies in region)
          • +Construction cost: -4% for all buildings (local province)
          • +Armour: +4 when defending (armies in region)
          • +Melee defence: +4 when defending (armies in region)
          • Cost: 2000 → 4000
          • Units: 0 → 2
          ArmouryBretonnia
          • −Construction cost: -5% for all buildings (local province)
          • −Armour: +2 (all armies)
          • −Armour: +10 when defending (armies in region)
          • −Melee defence: +10 when defending (armies in region)
          • +Construction cost: -4% for all buildings (local province)
          • +Armour: +4 (armies in province)
          • +Armour: +8 when defending (armies in region)
          • +Melee defence: +8 when defending (armies in region)
          • Cost: 5000 → 6000
          • Turns: 5 → 4
          • Units: 0 → 6
          StablesBretonnia
          • Cost: 750 → 2500
          • Turns: 1 → 2
          LiveryBretonnia
          • Cost: 1500 → 5000
          • Turns: 2 → 3
          Royal StablesBretonnia
          • +Hero recruit rank: +1 for Paladins
          • Cost: 2500 → 7500
          • Turns: 3 → 4
          • Units: 5 → 9
          Pegasus AerieBretonnia
          • +Lord recruit rank: +1
          • +Hero recruit rank: +2 for Paladins
          • Cost: 4000 → 10000
          • Turns: 4 → 5
          • Units: 7 → 13
          • +Lord recruit rank: +2
          • +Hero recruit rank: +3 for Paladins
          • Cost: 8000 → 12000
          • Turns: 5 → 6
          • Units: 9 → 14
          Tap RoomBretonnia
          • −Control: +2
          • +Control: +4
          • +Research rate: +3
          TavernBretonnia
          • −Control: +3
          • +Control: +6
          • +Research rate: +5
          • Cost: 2000 → 3000
          • Units: 0 → 1
          Coaching InnBretonnia
          • −Control: +4
          • +Control: +8
          • +Research rate: +7
          • Cost: 3000 → 5000
          • Units: 0 → 1
          BrothelBretonnia
          • −Income generated: 50
          • −Control: +5
          • +Income generated: 75
          • +Control: +10
          • +Research rate: +10
          • Cost: 4000 → 6000
          • Units: 0 → 1
          Basic WallsBretonnia
          • Cost: 2000 → 2500
          • Turns: 4 → 3
          Tall WallsBretonnia
          • +Control: +1
          • Cost: 4000 → 5000
          • Turns: 5 → 4
          • +Control: +2
          • Cost: 6000 → 7500
          • Turns: 6 → 5
          Grail ShrineBretonnia
          • −Praying: +10% chance of removing negative character traits of any Lord garrisoned within this settlement each turn
          • +Praying: +20% chance of removing negative character traits of any Lord garrisoned within this settlement each turn
          • Cost: 2000 → 4000
          • Units: 0 → 2
          Grail ChapelBretonnia
          • −Praying: +20% chance of removing negative character traits of any Lord garrisoned within this settlement each turn
          • +Praying: +40% chance of removing negative character traits of any Lord garrisoned within this settlement each turn
          • +Hero recruit rank: +1 for Damsels
          • +Lord recruit rank: +1
          • Cost: 3000 → 6000
          • Units: 2 → 4
          • −Chivalry: +20 per turn
          • −Praying: +30% chance of removing negative character traits of any Lord garrisoned within this settlement each turn
          • −Lord recruit rank: +1 (factionwide)
          • +Chivalry: +30 per turn
          • +Praying: +60% chance of removing negative character traits of any Lord garrisoned within this settlement each turn
          • +Lord recruit rank: +2
          • +Hero recruit rank: +3 for Damsels
          • Cost: 10000 → 9000
          • Turns: 6 → 5
          • Units: 3 → 8
          • −Chivalry: +50 per turn
          • +Chivalry: +60 per turn
          • Units: 0 → 6
          • −Corruption: -2 (all provinces)
          • −Chivalry: +50 per turn
          • +Corruption: -2 (factionwide)
          • +Chivalry: +60 per turn
          • Cost: 6000 → 8500
          • Units: 0 → 4
          • −Recruitment cost: -20% for Peasant Mobs, Men-at-Arms with Swords, Battle Pilgrims and Foot Squires units
          • −Upkeep: -5% for Peasant Mobs, Men-at-Arms with Swords, Battle Pilgrims and Foot Squires units (all armies)
          • −Hero recruit rank: +1 for Paladins (factionwide)
          • +Recruitment cost: -10% for Peasant Mobs, Men-at-Arms with Swords, Battle Pilgrims and Foot Squires units
          • +Upkeep: -4% for Peasant Mobs, Men-at-Arms with Swords, Battle Pilgrims and Foot Squires units (all armies)
          • +Hero recruit rank: +2 for Paladins (factionwide)
          • Cost: 10000 → 16000
          • Turns: 6 → 7
          • Units: 0 → 4
          • +Income generated: 50
          • +Allows settlements to perform a Garrison Sally Attack with +600 range (local region)
          • Cost: 1000 → 800
          • −Defensive supplies: +1000
          • −Growth: +40
          • +Defensive supplies: +1250
          • +Growth: +35
          • +Income generated: 100
          • +Allows settlements to perform a Garrison Sally Attack with +800 range (local region)
          • Cost: 2000 → 1600
          • Turns: 3 → 4
          • Units: 0 → 3
          • −Defensive supplies: +1000
          • −Grants 6 construction slots in the settlement
          • −Growth: +60
          • +Grants 5 construction slots in the settlement
          • +Defensive supplies: +1500
          • +Growth: +55
          • +Income generated: 150
          • +Allows settlements to perform a Garrison Sally Attack with +1000 range (local region)
          • Turns: 4 → 5
          • Units: 0 → 3
          • −Defensive supplies: +1000
          • −Grants 8 construction slots in the settlement
          • −Growth: +80
          • +Grants 7 construction slots in the settlement
          • +Defensive supplies: +1750
          • +Growth: +75
          • +Income generated: 200
          • +Allows settlements to perform a Garrison Sally Attack with +1250 range (local region)
          • Cost: 8000 → 7000
          • Turns: 5 → 6
          • Units: 0 → 5
          • −Defensive supplies: +1000
          • −Growth: +100
          • +Defensive supplies: +2000
          • +Growth: +90
          • +Income generated: 250
          • +Allows settlements to perform a Garrison Sally Attack with +1500 range (local region)
          • Cost: 16000 → 9500
          • Turns: 6 → 7
          • Units: 0 → 5
          • −Income generated: 40
          • +Income generated: 150
          • +Allows settlements to perform a Garrison Sally Attack with +600 range (local region)
          • Cost: 1000 → 800
          • −Defensive supplies: +1000
          • −Income generated: 60
          • −Growth: +40
          • +Defensive supplies: +1250
          • +Income generated: 230
          • +Growth: +35
          • +Allows settlements to perform a Garrison Sally Attack with +800 range (local region)
          • Cost: 2000 → 1600
          • Turns: 3 → 4
          • Units: 0 → 3
          • −Defensive supplies: +1000
          • −Grants 6 construction slots in the settlement
          • −Income generated: 80
          • −Growth: +60
          • +Grants 5 construction slots in the settlement
          • +Defensive supplies: +1500
          • +Income generated: 320
          • +Growth: +55
          • +Allows settlements to perform a Garrison Sally Attack with +1000 range (local region)
          • Turns: 4 → 5
          • Units: 0 → 6
          • −Defensive supplies: +1000
          • −Grants 8 construction slots in the settlement
          • −Income generated: 100
          • −Growth: +80
          • +Grants 7 construction slots in the settlement
          • +Defensive supplies: +1750
          • +Income generated: 420
          • +Growth: +75
          • +Allows settlements to perform a Garrison Sally Attack with +1250 range (local region)
          • Cost: 8000 → 7000
          • Turns: 5 → 6
          • Units: 0 → 5
          • −Defensive supplies: +1000
          • −Income generated: 120
          • −Growth: +100
          • +Defensive supplies: +2000
          • +Income generated: 500
          • +Growth: +90
          • +Allows settlements to perform a Garrison Sally Attack with +1500 range (local region)
          • Cost: 16000 → 9500
          • Turns: 6 → 7
          • Units: 0 → 5
          • +Income generated: 50
          • +Allows settlements to perform a Garrison Sally Attack with +600 range (local region)
          • Cost: 1000 → 800
          • −Defensive supplies: +1000
          • −Growth: +40
          • +Defensive supplies: +1250
          • +Growth: +35
          • +Income generated: 100
          • +Allows settlements to perform a Garrison Sally Attack with +800 range (local region)
          • Cost: 2000 → 1600
          • Turns: 3 → 4
          • Units: 0 → 3
          • −Defensive supplies: +1000
          • −Grants 6 construction slots in the settlement
          • −Growth: +60
          • +Grants 5 construction slots in the settlement
          • +Defensive supplies: +1500
          • +Growth: +50
          • +Income generated: 150
          • +Allows settlements to perform a Garrison Sally Attack with +1000 range (local region)
          • Turns: 4 → 5
          • Units: 0 → 3
          • −Defensive supplies: +1000
          • −Grants 8 construction slots in the settlement
          • −Growth: +80
          • +Grants 7 construction slots in the settlement
          • +Defensive supplies: +1750
          • +Growth: +70
          • +Income generated: 200
          • +Allows settlements to perform a Garrison Sally Attack with +1250 range (local region)
          • Cost: 8000 → 7000
          • Turns: 5 → 6
          • Units: 0 → 5
          • −Defensive supplies: +1000
          • −Growth: +100
          • +Defensive supplies: +2000
          • +Growth: +90
          • +Income generated: 250
          • +Allows settlements to perform a Garrison Sally Attack with +1500 range (local region)
          • Cost: 16000 → 9500
          • Turns: 6 → 7
          • Units: 0 → 5

          Technologies

          • −Leadership: +5 for Lords and embedded Heroes
          • +Leadership: +4 for Lords and embedded Heroes
          • −Growth: +4
          • −Income from Province Capital/Settlement buildings: +3%
          • +Growth: +5
          • +Income from Province Capital/Settlement buildings: +4%
          • −Melee attack: +10 for Peasant Mob units
          • −Construction cost: -5% for Infrastructure buildings
          • −Recruitment cost: -10% for Peasant Mob units
          • +Melee attack: +8 for Peasant Mob units
          • +Construction cost: -4% for Infrastructure buildings
          • +Recruitment cost: -5% for Peasant Mob units
          • +Casualty replenishment rate: +2%
          • −Melee defence: +5 for Battle Pilgrims and Grail Reliquae units
          • +Melee defence: +6 for Battle Pilgrims and Grail Reliquae units
          • +Lord recruit rank: +2
          • +Hero recruit rank: +3 for Paladins
          Temple TithesBretonnia
          • −Hero recruit rank: +2 for Paladins
          • +Hero recruit rank: +3 for Paladins
          • −Diplomatic relations: +50 with Humans, High Elves and Lizardmen
          • +Diplomatic relations: +40 with Humans, High Elves and Lizardmen
          • −Diplomatic relations: +50 with Dwarfs
          • +Diplomatic relations: +40 with Dwarfs
          AlmshousesBretonnia
          • +Control: +1
          Town CensusBretonnia
          • +Vigour loss reduction: -10% for Cavalry units
          • −Income from Timber industry: +50%
          • +Income from Timber industry: +40%
          Longer SpearsBretonnia
          • −Melee attack: +5 for Spearmen-at-Arms, Men-at-Arms (Polearms) and Mounted Yeomen units
          • −Weapon strength: +10% for Spearmen-at-Arms, Men-at-Arms (Polearms) and Mounted Yeomen units
          • +Melee attack: +4 for Spearmen-at-Arms, Men-at-Arms (Polearms) and Mounted Yeomen units
          • +Weapon strength: +5% for Spearmen-at-Arms, Men-at-Arms (Polearms) and Mounted Yeomen units
          • −Diplomatic relations: +30 with Empire, Kislev and Southern Realms
          • +Diplomatic relations: +25 with Empire, Kislev and Southern Realms
          • −Tradable resources produced: +5%
          • −Income from trade tariffs: +5%
          • +Tradable resources produced: +4%
          • +Income from trade tariffs: +4%
          • −Tradable resources produced: +5%
          • −Income from trade tariffs: +10%
          • +Tradable resources produced: +4%
          • +Income from trade tariffs: +8%
          • −Upkeep: -5% for non-Knight units
          • +Upkeep: -4% for non-Knight units
          • −Missile strength: +10% for Peasant Bowmen and Mounted Yeomen Archers units
          • −Ammunition: +15%
          • +Missile strength: +5% for Peasant Bowmen and Mounted Yeomen Archers units
          • +Ammunition: +20%
          • −Diplomatic relations: +50 with Wood Elves
          • +Diplomatic relations: +40 with Wood Elves
          • −Leadership: +5 when laying siege or encircling
          • +Leadership: +4 when laying siege or encircling
          • +Each of your regions can sustain 1 extra peasant unit(s)
          Wider PloughsBretonnia
          • −Construction cost: -5% for Infrastructure buildings
          • +Construction cost: -4% for Infrastructure buildings
          • +Each of your regions can sustain 1 extra peasant unit(s)
          Hay StoresBretonnia
          • −Construction cost: -15% for Bretonnian Stable and Pasture buildings
          • −Construction time: -35% for Bretonnian Stable and Pasture buildings
          • +Construction cost: -10% for Bretonnian Stable and Pasture buildings
          • +Construction time: -25% for Bretonnian Stable and Pasture buildings
          • −Melee attack: +5 for Lords and embedded Heroes
          • +Melee attack: +4 for Lords and embedded Heroes
          • −Construction cost: -5% for all buildings
          • +Construction cost: -4% for all buildings
          • −Upkeep: -5% for Infantry units
          • +Upkeep: -3% for Infantry units
          • +Each of your regions can sustain 1 extra peasant unit(s)
          Water PumpsBretonnia
          • +Lord recruit rank: +2
          • +Hero recruit rank: +3 for Damsels
          Blinker HoodsBretonnia
          • −Leadership: +5 for Knight units
          • +Leadership: +4 for Knight units
          • −Chivalry: +4 for every victory against Greenskins
          • +Chivalry: +3 for every victory against Greenskins
          • −Chivalry: +4 for every victory against Norsca
          • −Leadership: +8 when fighting against Norsca
          • +Chivalry: +2 for every victory against Norsca
          • +Leadership: +5 when fighting against Norsca
          • −Chivalry: +4 for every victory against Vampire Counts
          • −Leadership: +8 when fighting against Vampire Counts
          • +Chivalry: +3 for every victory against Vampire Counts
          • +Leadership: +5 when fighting against Vampire Counts
          • −Armour-piercing weapon damage: +4 when fighting against Warriors of Chaos, Chaos Dwarfs and Daemons of Chaos
          • −Chivalry: +4 for every victory against Warriors of Chaos, Chaos Dwarfs and Daemons of Chaos
          • −Leadership: +8 when fighting against Warriors of Chaos, Chaos Dwarfs, Norsca and Daemons of Chaos
          • +Armour-piercing weapon damage: +7 when fighting against Warriors of Chaos, Chaos Dwarfs and Daemons of Chaos
          • +Chivalry: +3 for every victory against Warriors of Chaos, Chaos Dwarfs and Daemons of Chaos
          • +Leadership: +5 when fighting against Warriors of Chaos, Chaos Dwarfs, Norsca and Daemons of Chaos
          • −Missile strength: +10% when fighting against Beastmen
          • −Chivalry: +4 for every victory against Beastmen Warherds
          • −Leadership: +8 when fighting against Beastmen
          • +Missile strength: +5% when fighting against Beastmen
          • +Chivalry: +2 for every victory against Beastmen Warherds
          • +Leadership: +5 when fighting against Beastmen
          • −Income from Iron, Gem and Gold Mines: +15%
          • +Income from Iron, Gem and Gold Mines: +10%
          • −Armour: +8 for Knight units
          • −Income from Industry: +15%
          • +Armour: +5 for Knight units
          • +Income from Industry: +8%
          • −Chivalry: +5 for every victory against Greenskins
          • −Leadership: +10 during subterranean intercept battles
          • −Weapon strength: +10% when fighting against Greenskins
          • +Chivalry: +4 for every victory against Greenskins
          • +Leadership: +5 during subterranean intercept battles
          • +Weapon strength: +5% when fighting against Greenskins
          • −Chivalry: +5 for every victory against Norsca
          • −Melee attack: +5 when fighting against Norsca
          • −Melee defence: +10 when fighting against Norsca
          • +Chivalry: +3 for every victory against Norsca
          • +Melee attack: +4 when fighting against Norsca
          • +Melee defence: +8 when fighting against Norsca
          • −Leadership: +8 when fighting against Wood Elves
          • −Diplomatic relations: -50 with Wood Elves
          • −Chivalry: +4 for every victory against Wood Elves
          • +Leadership: +5 when fighting against Wood Elves
          • +Diplomatic relations: -40 with Wood Elves
          • +Chivalry: +2 for every victory against Wood Elves
          • −Leadership: +8 when fighting against Dark Elves
          • −Melee defence: +5 when fighting against Dark Elves
          • −Chivalry: +4 for every victory against Dark Elves
          • +Leadership: +5 when fighting against Dark Elves
          • +Melee defence: +6 when fighting against Dark Elves
          • +Chivalry: +2 for every victory against Dark Elves
          • −Leadership: +8 when fighting against Skaven
          • −Corruption: -1 (all provinces)
          • −Chivalry: +4 for every victory against Skaven
          • +Leadership: +5 when fighting against Skaven
          • +Corruption: -2 (all provinces)
          • +Chivalry: +2 for every victory against Skaven
          • −Income from Industry: +10%
          • +Income from Industry: +8%
          • −Income from Industry: +5%
          • +Income from Industry: +4%
          Glazing KilnsBretonnia
          • −Income from Pottery, Dye and Salt industry: +50%
          • −Income from Industry: +10%
          • +Income from Pottery, Dye and Salt industry: +40%
          • +Income from Industry: +5%
          • −Weapon strength: +12% for Sword Infantry and all Knight units
          • +Weapon strength: +6% for Sword Infantry and all Knight units
          • −Leadership: +8 when fighting against Tomb Kings
          • −Melee attack: +5 when fighting against Tomb Kings
          • −Chivalry: +4 for every victory against Tomb Kings
          • +Leadership: +5 when fighting against Tomb Kings
          • +Melee attack: +4 when fighting against Tomb Kings
          • +Chivalry: +2 for every victory against Tomb Kings
          • −Leadership: +8 when fighting against Vampire Coast
          • −Chivalry: +4 for every victory against Vampire Coast
          • +Leadership: +5 when fighting against Vampire Coast
          • +Chivalry: +3 for every victory against Vampire Coast
          • −Income from Industry: +5%
          • −Research rate: +5
          • +Income from Industry: +4%
          • +Research rate: +10
          SeamstressesBretonnia
          • −Income from Industry: +10%
          • −Recruitment cost: -10%
          • +Income from Industry: +8%
          • +Recruitment cost: -5%
          • +Lord recruit rank: +2
          • +Hero recruit rank: +3 for Damsels
          • −Melee attack: +5 for Knights units
          • −Melee defence: +5 for Knight units
          • +Melee attack: +4 for Knights units
          • +Melee defence: +6 for Knight units