This building introduces special Orders. The building level improves different statistics for each Order. Thieves' Guild - costs of minting coins and enables sabotage. Templar Knights - recruitment costs for offensive units (Axemen, Light Cavalry, Mounted Archers, Rams, Catapults, Berserkers) are reduced . Teutonic Knights - Recruitment costs for defensive units (Spearmen, Swordsmen, Archers, Heavy Cavalry, Trebuchets) are reduced.
Hall of Orders
The Hall of Orders lets you choose between three Orders, each of which has its own advantages.
The three Orders are:
- Order of the Templar Knights :
This Order gives you the ability to train Berserker units, a mighty warrior! The Order also reduces the cost of Axe Fighter, Light Cavalry, Mounted Archer, Ram, Catapult and Berserker by 1% per level of the Hall of Orders.
- Order of the Teutonic Knights :
This Order gives you the ability to train Trebuchet, a giant siege weapon set to destroy! The Order also reduces the cost of Spearman, Swordsman, Archer, Heavy Cavalry and Trebuchet by 1% per level of the Hall of Orders.
- Guild of Thieves:
This Order unlocks the technology Sabotage, which lets your spies sabotage your enemies' villages. (This requires at least 3 spies to send) The Order also reduces the cost for minting coins in the Academy by 1% per level of the Hall of Orders.
Please note that spies sent on a sabotage mission will always die regardless of the sabotage outcome (successful/unsuccessful).
Note: If you are dissatisfied with your order, you can easily reset it, and choose another order. It costs 200.000 resources of each resource.
The Hall of Orders becomes available when your Headquarters have reached level 25.
Hall of Orders Overview
Hall of Orders Research
|Hall of Orders research information|
|10||Foundation||Researching this technology will increase the building's hit points by 50%|
The maximum level of the Hall of Orders is 10.
|Level 1 - 5||Level 6 - 10|
|Press on each building level to see a bigger image.|