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Walls and machines

Health is structure health. Speed is in tiles per hour when pushed by the minimum crew; more crew pushes faster, up to twice as fast. Damage is per shot (per log or per pour for hoardings, per swing for the ram). A ram’s swings also take a fifth off a dam’s strength.

Name Health Speed Crew (min to max) Range Reload hours Damage to troops Damage to buildings Ammunition
Gatehouse 780              
Log Hoarding 400   1 to 2   0.85 111 18 Log, holds 20
Oil Hoarding 400   1 to 2   0.45 164 25 Canola Oil, holds 8
Palisade / Wall 310              
Wall Tower 1220              
Round Tower 1500              
Trebuchet 150   2 to 3 10 to 32 0.55 45 (splash 1.4) 174 Siege stone, holds 10
Ballista 110 1 1 to 2 3 to 22 0.8 70 (splash 0.7) 32 Ballista bolt, holds 10
Field Infirmary 90 0.9 1 to 1          
Battering Ram 235 6.5 2 to 4   0.35 (swing)   62  
Catapult 200 3 2 to 3 4 to 16 0.8 54 (splash 1.4) 298 Siege stone, holds 8
Siege Tower 200 2 2 to 6          

Other buildings have 40 health per tile of footprint, between 60 and 400. A District Center has 2300.

A construction site starts with 15% of the building’s health and grows to 80% as it’s built. Hits knock its progress back first, and the materials that went into that progress are lost; once the progress is gone they wear down the base, and the site falls when that’s gone too. Your troops only attack a site when you send them at it.

A crew fetches ammunition from stores and workshops within 12 tiles. Haulers bring it too while the machine is within 5 tiles of its owner’s roads.

Generated from the mod’s blueprints.