Towers can be built in a large proximity of the player's keep and close to an ally's keep. They require the presence of a single-tiled wall from any side direction in order to be accessible for infantry. Tower engines (ballistae and mangonels) can also be installed on top of larger towers.
Garrisoning units atop a tower gain height advantage: enemy projectiles from lower heights have a tendency to miss and they only inflict half of their damage. Braziers can also be placed on a tower, further improving the combat capabilities of archers and Arabian bowmen by allowing them to ignite pitch ditches.
Towers can be damaged with rocks, melee attacks and bashes from the battering ram, creating holes in it. On critically low health, the tower crumbles, burying or sending all units on top fly. When a tower is destroyed without crumbling, all of its defenders lose half of their health as fall damage. Tunnelers may also undermine the foundation of smaller towers, causing heavy damage.
Towers can be repaired to full health by selecting and manually repairing it, just like gatehouses. The repair cost is proportional to damage dealt. Partial repairs are not allowed.
Variants[]
Tower | Description | Cost | Health | Repair cost |
---|---|---|---|---|
Lookout Tower | A very cheap and tall Arabic-style tower with limited garrison space and health. | 10 stone | 250 | 1 stone / 25 hp |
Perimeter Turret | A small, solid square tower with limited garrison space and medium height. | 10 stone | 1000 | 1 stone / 100 hp |
Defense Turret | A larger variant of the perimeter turret with lots of health and surface area. | 15 stone | 1500 | 1 stone / 100 hp |
Square Tower | A robust large tower, capable of hosting tower engines and up to 36 units. Immune to tunnels. | 35 stone | 1600 | 1 stone / 45 hp |
Round Tower | The most massive tower in the game, capable of hosting tower engines. Immune to tunnels. | 40 stone | 2000 | 1 stone / 50 hp |