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Minor Settlement (Marble) Buildings




Minor Settlement (Marble)

Roman Hamlet (Marble)
Roman Village (Marble)
Roman Small Town (Marble)
Roman Town (Marble)
Minor Settlement (Marble)
No. Building Create Time Create Cost Effects Garrison Units Recruitable Units
1 Roman Hamlet (Marble) Minor Settlement (Marble) Level 1
Roman Hamlet (Marble)
Communities thrive and grow on common ground and interests.
4 1500 -1% construction costs (all regions)
153 wealth from manufacturing (industry) (this_building)
+1 growth per turn (this_province)
+1 army recruitment capacity (this_province)
10 marble (this_building)
+10 line of sight across borders (this_region)
+0.1% 1st, 2nd and 3rd Class (this_building)
+1 army recruitment capacity (this_province)
+10 line of sight across borders (this_region)
2 Roman Village (Marble) Minor Settlement (Marble) Level 2
Roman Village (Marble)
Beyond the grandeur, the Roman world is one of villages, not great cities.
6 2100 -2% construction costs (all regions)
-2 food (this_region)
203 wealth from manufacturing (industry) (this_building)
+2 growth per turn (this_province)
+1 army recruitment capacity (this_province)
25 marble (this_building)
[NOT DISPLAYED] Drives the road levels between settlements (this_region)
+10 line of sight across borders (this_region)
+0.5% 1st, 2nd and 3rd Class (this_building)
+1 army recruitment capacity (this_province)
[NOT DISPLAYED] Drives the road levels between settlements (this_region)
+10 line of sight across borders (this_region)
3 Roman Small Town (Marble) Minor Settlement (Marble) Level 3
Roman Small Town (Marble)
Small towns breed ambitious men.
10 2850 -3% construction costs (all regions)
-4 food (this_region)
254 wealth from manufacturing (industry) (this_building)
+2 growth per turn (this_province)
-4 public order(squalor) (this_province)
+1 army recruitment capacity (this_province)
60 marble (this_building)
[NOT DISPLAYED] Drives the road levels between settlements (this_region)
+10 line of sight across borders (this_region)
+0.7% 1st, 2nd and 3rd Class (this_building)
+1 army recruitment capacity (this_province)
[NOT DISPLAYED] Drives the road levels between settlements (this_region)
+10 line of sight across borders (this_region)
4 Roman Town (Marble) Minor Settlement (Marble) Level 4
Roman Town (Marble)
Wherever there is a town, there is the Roman world.
16 4500 -4% construction costs (all regions)
-6 food (this_region)
305 wealth from manufacturing (industry) (this_building)
+3 growth per turn (this_province)
-8 public order(squalor) (this_province)
+1 army recruitment capacity (this_province)
120 marble (this_building)
[NOT DISPLAYED] Drives the road levels between settlements (this_region)
Tax Harvesting Edict:
+3% tax rate (this_province)
Commercial Stimulation Edict:
+6% wealth from industry buildings (this_province)
+10 line of sight across borders (this_region)
+1% 1st, 2nd and 3rd Class (this_building)
+1 army recruitment capacity (this_province)
[NOT DISPLAYED] Drives the road levels between settlements (this_region)
+10 line of sight across borders (this_region)
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