|“||Fortification used to train your unique unit. Unique building of the Bulgarians.||”|
The Krepost (Крепост, "Fortress") is a military building and defensive structure in Age of Empires II: Definitive Edition that is unique to the Bulgarians and becomes available once the Castle Age is reached. It is a lesser version of the Castle which can train Konniks, garrison units for protection, and supports 20 population but cannot research technologies.
Tactics and placement
Kreposts are cheap fortifications that can be used for attacking an enemy or for defending a location. In a similar way to Castles, they can garrison 20 units and support 20 population, but they are weaker (though they are also almost half the price of a Castle). Kreposts can train Konniks, but cannot research technologies or train Petards and Trebuchets.
Used offensively, Kreposts may outperform Castles, since they are created in less time, and the player can make almost two of them for the same price of a normal Castle. Also, the training time of Konniks in both buildings is the same, which means it is more convenient to make two Krepost instead of one Castle if the player wants to spam Konniks. It is better for Bulgarians to perform "Krepost Drops" instead of a normal Castle Drop against an opponent. Like the Castle, this building fires more arrows when garrisoning Villagers or archers inside.
Defensively, as Kreposts have less attack, range, and HP than Castles and cannot make Trebuchets, it is preferable in most cases to make regular Castles for this purpose instead; unless the player either does not have enough stone for the Castle, or wants to cover more area with the same resources in order to gain or retain some map control. Siege units can take down Kreposts in about half the time it takes to destroy a Castle, and they can more easily outrange them. Of course, like Castles and Towers, it is better to place a defensive Krepost on a choke point, behind an obstacle (like walls, cliffs or a forest) in order to protect them from non-ranged attacks, or in an elevation.
The Krepost covers the building prerequisite in order to advance to the Imperial Age, as it counted by the game as a "Castle", so if the player wants to advance quickly to the Imperial Age, they may consider constructing it instead of other buildings.
Attack and range damage
An empty Krepost is able to fire five arrows at a time, with a base damage of 9 each. Garrisoning either Villagers or archers adds additional arrows to the Krepost's fire, up to maximum of 21. One base arrow and 20 additional arrows are fired. The Krepost inherently already has 4 "power", which is listed in the attack with parentheses. Not all garrisoned units add the same number of arrows, their value is generally dependent on two factors: attack and Rate of Fire. The more damage output the garrisoned units have, the higher the number of arrows fired.
The following table shows the maximum number of arrows a Krepost can fire, when it is garrisoned with units of the same type:
|Unit type||Number of units required||Number of arrows fired when unupgraded||Number of arrows fired when fully upgraded*|
|Villager||20||15 (10 extra)||12 (7 extra)|
|Archer||20||12 (7 extra)||18 (13 extra)|
|Cavalry Archer||20||17 (12 extra)||21 (16 extra)|
- includes Fletching, Bodkin Arrow, Bracer, Chemistry, Thumb Ring, and Heavy Cavalry Archer upgrade
As Kreposts are unique to the Bulgarians, only technologies that are available to them are shown in the following table:
|Building strengths and weaknesses|
|Strong vs.||Ships, archers, Monks, frail melee units|
|Weak vs.||Rams, Trebuchets, Bombard Cannons, Tarkans, Huskarls, War Elephants, Cannon Galleons|
|Hit points|| Masonry (+10%)|
|Attack|| Fletching (+1)|
Bodkin Arrow (+1)
Heated Shot (+4 attack against ships)
|Range|| Fletching (+1)|
Bodkin Arrow (+1)
Murder Holes (eliminates minimum range)
|Accuracy||Ballistics (hit moving targets)|
|Armor|| Masonry (+1/+1, +3 building armor)|
Architecture (+1/+1, +3 building armor)
|Line of Sight|| Town Watch (+4)|
Town Patrol (+4)
|Construction speed||Treadmill Crane (+20%)|
|Work rate||Conscription (+33%)|
|Other||Herbal Medicine (garrisoned units heal faster)|
- A team containing Bulgarians: Fletching, Bodkin Arrow, and Bracer are researched faster.
- A team containing Lithuanians: Researching Herbal Medicine is 20% faster.
- A team containing Malians: University technologies that benefit Kreposts are researched 80% faster.
- Initially, Kreposts have a size of 4x4 tiles and can be converted. Kreposts converted by non–Bulgarians civilizations cannot train Konniks.
- With update 34055, Kreposts have a size of 3x3 tiles and cannot be converted.
Dawn of the Dukes
- With update 54480, the damage of the Krepost's main arrow increases from 9 to 10, and the damage of secondary arrows decreases from 11 to 10.
- Kasbah does not affect Kreposts.
- The Krepost is the only unique building that cannot be converted.
|Buildings in Age of Empires II|
|House · Monastery · Wonder|
|Economic||Town Center · Dock · Fish Trap · Mill · Farm · Market · Lumber Camp · Mining Camp · Feitoria · Folwark|
|Research||Blacksmith · University|
|Barracks · Archery Range · Stable · Siege Workshop · Castle · Harbor · Krepost · Donjon|
|Tower||Outpost · Watch Tower · Guard Tower · Keep · Bombard Tower|
|Wall||Palisade Wall · Stone Wall · Fortified Wall · Palisade Gate · Gate|