Rise of the Moderns/Buildings

==Production structures==
Production structures are primarily involved with the task of training units. Although a few of them can function like enhancements and some also host valuable upgrades and abilities, their most valuable function is still the conversion of resources gathered from economic structures into peasants, warriors, and other assistants.
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Note that in Rise of the Moderns, the garrison value of big settlements has been increased - now, Cities and Major Cities can hold as many as 20 and 32 units respectively.
In addition, cities now function as recruitment buildings for military units - but gunpowder units may be manufactured only within non-Town settlements. Units such as Swordsmen, Levy Archers and Spearmen can still be recruited from any Settlement within your control as long as they are available to you for recruitment.
==Economic structures==
Economic structures are just that — their primary task is to drag resources you can use to either create more buildings, or create minions from them to impose your will and ultimately win the game.
					
					
==Enhancements==
While not directly involved in defensive or production duty, enhancements are vital infrastructure which allow access to upgrades which improve your faction's power — be it economic, military, or otherwise.Some of these Enhancement buildings are very powerful buildings that function like Wonders — not only do they provide very powerful boosts to your civilisation, but they also can contribute a small Wonder point bonus of at least 1 (for the Military-Industrial Complex, it is 2).
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===Note===
1. Once Missionaries is researched, Sanctuaries can be upgraded further to provide the following benefits:
*Basilica: Basilicae produce +60 Wealth, but also produce a great deal of it when destroyed by the enemy.
*Church: Has a LOS that increases with your Science level. Is built fairly quickly.
*Sobor: Can detect hidden units, but has an added Knowledge cost of 1
*Temple: Has +3 armour, but is built more slowly.
*Mosque: Can't be captured if the city is taken, but has an added Knowledge cost of 1
2. This build system is utilised in Cormodagor .
===Wonders===
See here.
==Fortifications==
What more can we say?The main task of Fortifications is to function as point defences to help defend your settlements from attack and kill intruders.
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==See also==
*Buildings for Rise of Napoleon
*Buildings for The Age of Conquest
Category:Rise of the Moderns