1000ad Glossary T
by: Aztexia
- Thief Research
- For every 1% increase in thief strength research, you will have a corresponding 1% increase done by your thieves in attack, defense and damage done.
- Thieves
- Thieves can steal information about other empires. They can poison water,
thus killing army and population. They can also set fire to burn buildings and
steal goods from an attacked empire. Only thieves defend against thief attacks.
You can only have 1 thief per town center.
Attack Points 50 Defense Points 55 Months to train 10 Required to train 1000 gold Upkeep food 5 Upkeep gold 25
- Toolmakers
-
Land Used: 2 plains Building Cost: 6 wood, 2 iron and 200 gold Workers Needed: 10 Production: 1 tool every month Consumption: 2 wood and 2 iron to produce 1 tool Notes: each tool maker provides 6 builders that can construct buildings.
- Tools
- Tools are produced by tool makers. Tools are needed for builders to construct buildings. One builder needs one tool so that he can build something. If there are not enough tools for builders, only those with tools will be constructing buildings. Tools use up twice a year in May and October, so you need to produce more tools when needed. Each tool maker needs 2 wood and 2 iron to produce 1 tool. Usually if producing tools 20% production should ensure you do not fall below your toolmakers requirements.
- Tournament Strategy
-
1000ad Tournament Strategy Guides Barbarian Byzantine Chinese Frank Inca Japanese Mongol Turk Viking Zulu
- Tower
- A tower is not a unit but a building that serves defensive purpose. It
cannot attack and is used only for defense. There is no upkeep cost for
tower.
Land Used: 4 plains Building Cost: 20 wood, 20 iron and 400 gold Workers Needed: None Notes: provides 50 defense points
- Town Centre
-
Land Used: 25 plains Building Cost: 100 wood, 40 iron and 2500 gold Workers Needed: None Notes: 1 town center provides housing for 10 people and 10 army and allows 2 army units to be trained. It can also store 1000 supplies.Each town center provides 6 explorers.
- Trade
- Trade is a key element to the game, especially in an alliance based game where it can help to overcome some disadvantages for low economy civilisations.
- Trained Peasants
- Very weak unit that does not need weapons and can be trained very fast
Attack Points 1 Defense Points 2 Months to train 1 Required to train nothing Land taken 1 Upkeep food 0.1 Upkeep gold 0.1
- Turk
- Unique Unit: Camel Cavalry
Pluses
Horseman: +1 attack and +1 defense points, -1 gold per turn, -2 turns to train
Markets: +75 trades a turn
Mage Tower: +0.5 research produced
Stable: +1 horse produced for same cost
Minuses
5% more food for exploring
10% slower population increase
Farms: -1 food produced
- Turns
- Depedning on the game you are playing you will be able to accumulate a different amount of turns each game round. On standard you will be able to store a maximum of 300 turns, and these are accumulated every 10 minutes. On tournament you can accumulate a maximum of 500 turns but they accumulare every 5 minutes while on Test you can store a maximum of 800 turns which accumulare every 10 minutes.
About the Author
Aztexia is a former 1000ad player and currently maintains this 1000ad Helpsite which includes a 1000ad Glossary of common words used in the game.
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