Tavern

Taverns (and their Industrial Era counterparts, the speakeasy) represent the entertainment districts of your cities. Only 3 may be built at a time, and they may be built only in cities with 5 or more buildings in them. 
==Functions==
Taverns do the following:
*Firstly, they are areas of intrigue - you can recruit Spies, Partisans and Terrorists from them, as well as research Attrition upgrades from them.
*Secondly - especially for European nations dependent on gunpowder levies - they can be a useful way of increasing the development level of your cities, by providing you with an option for increasing the size of your cities so that you can then access levies such as the Blackstump Brigades.
:Regardless of the name, the function of the building remains the same.
==Units trained==
*Spy - cloaked agent, capable of bribing, creation of informants and counterintelligence.
*Terrorist (Imperial Era only) - a slow-moving, weak unit with a powerful ranged attack trained at your Tavern. Asian, Islamic and Indian factions do not train agents, but have their own units to train from their own national projects.
*Freikorps [3]: a stronger militia unit with the ability to serve along with the army. Freikorps however are easily scattered by cavalry.
Note the following:
*Diplomats - Terrorism is not the way forward for several nations - in place of Terrorists, the Indians, Malays and Austrians instead recruit Diplomats.
*The Palace Complex recruits Assassins, which don't move as fast as the Agent.
*The Sirdars' Divan recruits Thugs, who use a melee attack instead of a ranged gun attack to kill their quarry.
*Scholars (Age of Conquest only)
Also, the Tavern can be split down into different buildings:
===Alternate names and variants===
*A Salon is the main entertainment centre of Austria and France. It has one benefit, and that is it can be built early on. Otherwise, it can be a potential handicap because it consumes Knowledge in its construction, as opposed to other basic resources, ie Timber or Wealth, and it too must be constructed in a Large City (not a Town/Small City).
*In contrast the Tavern and the Rest House proper requires Level 1 Commerce (Canal Networks) to be constructed. But while Taverns can be built early on in the Colonial Era, Rest Houses may be built only during the Mercantile Era.
*The Indo-Arabian equivalent of the Tavern/Salon, the Khan must be built in a large city, just like its Austro-French equivalent, the Salon. However, it is built more slowly than a Tavern or a Salon, but will have some garrison space and some armour. In the event of a battle, the Khan can be garrisoned with units, where it can then be used as a firing position on the enemy. Note that more than one Khan can be built in a single settlement, thus providing factions such as the Egyptians or the Indians a viable strategy of turning each city they have into a veritable Stalingrad, since Khans - like Taverns and Rest Houses - consume Wealth and Timber as opposed to Food and Metal, the standard resources used to build Towers and Forts.
==Technologies hosted==
===Attrition ===
====Patriotism====
"Every post is honorable in which a man can serve his country."—George Washington
*Increases attrition to Level 1
*Grants a one-time increase of happiness if you are the first one to research it. The amount of happiness is 1% per level of Civic research, ergo having attained Utilitarianism results in a gain of 3%.
Cost	Requirements	Leads to
*50	
* 
*  	
*
====Social Contract====
"What man loses by the social contract is an unlimited right to everything; what he gains is the proprietorship of all he possesses." —Jean Jacques Rousseau
*Increases attrition levels to Level 2
Cost	Requirements	Leads to
*80; 120	
* 
*  	
* 
*
====Ideological Fervour====
"A man who has nothing which he is willing to fight for is a miserable creature who has no chance of being free."—John Stuart Mill
*Increases attrition to Level 3.
*Decreases happiness by 6%
*(opens up Level 3 cav mercs)
Cost	Requirements	Leads to
*100; 250	
* 
* [3]
* 	
* 
*
====Blood and Soil====
"To wish for the greatness of one's fatherland is to wish evil to one's neighbours."—Voltaire
*Increases attrition ot Level 4.
*Decreases happiness by 4*u% where u is the number of technologies researched at your university.
*(opens up Level 5 cav mercs)
Cost	Requirements	Leads to
*180; 350	
* 
* 
*   	
==Notes==
In Cormodagor, the following designations have been projected:
*Tavern - built chiefly by Human factions.
*Khan - built mainly by Haradrim and Rhunic factions
Taverns and Khans are not constructed by non-Human factions, nor are their main units - Spies - trained by non-Human factions, in no small part because Diplomats are preferred.
The Tavern line does not host Attrition technologies - those are still hosted by Towers.
Category:Buildings
Category:Game mechanics