“ | Fortification used to train your unique unit. Unique building of the Bulgarians. | ” |
—In-game description |
The Krepost (Крепост,[1] "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 10 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 extra number of arrows a Krepost can fire, when it is garrisoned with 20 units of the same type available to the Bulgarians:
Unit type | Base attack | When unupgraded | When fully upgraded* |
---|---|---|---|
Villager | 5 | 10 | 7 |
Archer | 4 | 8 | 13 |
Cavalry Archer | 6 | 12 | 16 |
- * includes Fletching, Bodkin Arrow, Bracer, Chemistry, Thumb Ring, and Heavy Cavalry Archer upgrade
Buildings comparison[]
The Krepost has the damage output of a Castle, but the hit points of an Imperial Age Donjon. It trains only the civilization's unique unit, just like the Donjon. The Bulgarian Castle only lacks Hoardings. While neither Kreposts nor Castles can be converted, the Donjon can. Sicilians also lack Architecture, making Donjons even weaker.
Buildings | Donjon | Krepost | Castle |
---|---|---|---|
Population | 0 | 20 | 20 |
Cost | 75 wood, 175 stone | 350 stone | 650 stone |
Time | 90 seconds | 150 seconds | 200 seconds |
Size | 2x2 | 3x3 | 4x4 |
Hit Points | 1500 2250 3250 |
2600 | 4800 |
Garrison | 10 | 20 | 20 |
Garrison Heal Rate | 0.1 HP/s | 0.2 HP/s | 0.2 HP/s |
Additional Projectiles | Min 1; Max 7 Min 3; Max 11 |
Min 4; Max 20 | Min 4; Max 20 |
Pierce Attack | 5 | 10 | 11 |
Primary Projectile Attack Bonus |
+7 vs Ships +2 vs Spearmen +1 vs Camels |
+2 vs Spearmen | +2 vs Spearmen |
Secondary Projectile Attack Bonus |
+7 vs Ships +5 vs Stone Defense +1 vs Camels |
+10 vs Ships +10 vs Stone Defense +1 vs Camels |
+11 vs Ships +11 vs Stone Defense +1 vs Camels |
Range | 8 | 7 | 8 |
Armor Melee/Pierce/Building |
2/8/0 3/9/0 |
8/11/8 | 8/11/8 |
Line of Sight | 10 | 10 | 11 |
Heated Shot effect (equal for all projectiles) |
Gains +9 vs Ships | Gains +4 vs Ships | Gains +4 vs Ships |
Additional | Can be built by Serjeants +3 attack after Arrowslits Has Armor class: Stone defense |
Cannot be converted Has Armor class: Castle |
Cannot be converted Has Armor class: Castle |
Common[]
- Rate of Fire: 2
- Minimum Range: 1 - eliminated by Murder Holes
- Accuracy: 100%
- Projectile Speed: 7
- Upgrades: Ballistics, Chemistry, Masonry and Archicture, Fletching to Bracer, Conscription, Herbal Medicine
Further statistics[]
As Kreposts are unique to the Bulgarians, only technologies that are available to them are shown in the following table:
Unit strengths and weaknesses | |
---|---|
Strong vs. | Ships, archers, Monks, frail melee units |
Weak vs. | Rams, Trebuchets, Bombard Cannons, Tarkans, Huskarls, War Elephants, Cannon Galleons |
Upgrades | |
Hit points | Masonry (+10%) Architecture (+10%) |
Attack | Fletching (+1) Bodkin Arrow (+1) Bracer (+1) Chemistry (+1) Heated Shot (+4 attack against ships) |
Range | Fletching (+1) Bodkin Arrow (+1) Bracer (+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) |
Civilization bonuses[]
- Bulgarians: Fletching, Bodkin Arrow, and Bracer cost -50% food.
Team bonuses[]
- Bulgarians: Fletching, Bodkin Arrow, and Bracer are researched 80% faster.
- Georgians: Kreposts cost 25% fewer resources to repair.
- Lithuanians: Researching Herbal Medicine is 20% faster.
- Malians: University technologies that benefit Kreposts are researched 80% faster.
- Portuguese: Technologies that benefit Kreposts are researched 25% faster.
Trainable units[]
Clicking on the icon links to the corresponding page.
- Orange: Buildings
- Purple: Unique units
→ | → | → | ||||
→ |
Konniks must still be upgraded at the Castle.
Changelog[]
The Last Khans[]
- 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.
- Kreposts have 9 main arrow damage, and 11 secondary arrows damage.
- The building icon was updated.[When?]
Dawn of the Dukes[]
- With update 54480, Kreposts have 10 main arrow damage, and 10 secondary arrows damage.
Trivia[]
- Kasbah does not affect Kreposts.
- The Krepost and the Fortified Church are the only unique buildings that cannot be converted.