Beast Hall
#BestiaryBeast training and medical support. Enables cavalry and Medics.
Description
❖Haven where legendary creatures are tamed and prepared for war. Provides +10 beast/cavalry capacity (1.15x scaling). Consumes 10 Food + 5 Herbs maintenance. Requires FieldMedicine research.
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The Beast Hall houses creatures whispered about in legends - dire wolves, horned colossi, drakes, and more. Beastmasters dedicate their lives to understanding these majestic beings, forging bonds of trust and respect that transcend the natural order. The Hall echoes with the roars, cries, and songs of creatures shaped by magic and nature alike. Mechanically, the Bestiary provides +10 beast/cavalry training capacity (1.15x scaling), consumes 10 Food + 5 Herbs maintenance, requires FieldMedicine research (Tier 4), costs 600 Gold, 300 Wood, 150 Stone, 150 Herbs, 200 Food (1.25x scaling). Also enables Medic population type.
Creation
Requirements
Must be present (NOT consumed)
Costs
Consumed when created
Maintenance
Periodic Costs
Consumed repeatedly over time
Effects
All values are RATIOS. +% = bonus, -% = penalty. Effects multiply other systems.
Strategic Context
❖Advisory information only. Does not affect gameplay mechanics.
Advantages
- + +10 beast/cavalry capacity (1.15x ratio)
- + Enables WargRiders, Leviathans, elite cavalry
- + Enables Medic population type
- + High scoring value (45 points, 1.3x ratio)
Disadvantages
- - Consumes 10 Food + 5 Herbs per tick
- - Requires FieldMedicine research (Tier 4)
- - Expensive construction (600 Gold)
- - High ongoing maintenance
Warnings
- ! Ensure stable Food and Herbs supply
- ! Required for many elite cavalry units
- ! Essential for Medic epidemic prevention
Synergies
Countered By
Scaling
Beast capacity scales at 1.15x per level. Maintenance does not scale.