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Port Buildings




Port

Port
Fishing Port
Fishmongers
Forum Piscarium
Military Wharf
Drydock
Portus Classis
Shipwright
Docks
Coastal Patrol
Harbour
Trading Port
Emporium
Port
No. Building Create Time Create Cost Effects Garrison Units Recruitable Units
1 Port Port Level 1
Port
A port is a gateway to the world of trade and military adventure.
4 1500 45 wealth from maritime commerce (this_building)
2 Harbour Port Level 2
Harbour
When ships can find safe haven, the people will prosper.
6 2850 90 wealth from local commerce (this_building)
180 wealth from maritime commerce (this_building)
[NOT DISPLAYED] Drives the road levels between settlements (this_region)
+0.5% Foreigner Population (this_building)
Supply Line: +2 Region(s) (this_building)
Supply Storage: +200 (this_building)
[NOT DISPLAYED] Drives the road levels between settlements (this_region)
Import Food Edict: +1 food (this_province)
Import Food Edict: -8% local farming income (this_province)
Import Food Edict: +1 growth (this_province)
3 Shipwright Port Level 2
Shipwright
The rule of law allows trade to flourish, even at sea.
6 2700 158 wealth from manufacturing (industry) (this_building)
+10% wealth from maritime commerce (regions_in_this_province)
4 Military Wharf Port Level 2
Military Wharf
He who commands the sea goes where he wills, and fights where he wills.
6 2700 158 wealth from manufacturing (industry) (this_building)
5 Fishing Port Port Level 2
Fishing Port
Fish are always good, but fish sauce is more welcome still to a good Roman!
6 2250 5 food (this_region)
60 wealth from maritime commerce (this_building)
Supplies: +7 (this_building)
Export Food Edict: -2 food (this_province)
Export Food Edict: +3% local farming income (this_province)
Export Food Edict: -1 growth (this_province)
6 Trading Port Port Level 3
Trading Port
Without trade, the people cannot flourish and enjoy prosperity.
10 4650 -4 food (this_region)
180 wealth from local commerce (this_building)
360 wealth from maritime commerce (this_building)
[NOT DISPLAYED] Drives the road levels between settlements (this_region)
+0.7% Foreigner Population (this_building)
Supply Line: +2 Region(s) (this_building)
Supply Storage: +200 (this_building)
[NOT DISPLAYED] Drives the road levels between settlements (this_region)
Import Food Edict: +1 food (this_province)
Import Food Edict: -12% local farming income (this_province)
Import Food Edict: +2 growth (this_province)
7 Docks Port Level 3
Docks
Within the timber is a ship waiting to be born.
10 4500 315 wealth from manufacturing (industry) (this_building)
+20% wealth from maritime commerce (regions_in_this_province)
-4 public order(squalor) (this_province)
8 Drydock Port Level 3
Drydock
A drydock aids the construction and maintenance of any battlefleet.
10 3150 315 wealth from manufacturing (industry) (this_building)
-4 public order(squalor) (this_province)
9 Fishmongers Port Level 3
Fishmongers
Fish, to different degrees of freshness, can feed a whole city.
10 2850 7 food (this_region)
75 wealth from maritime commerce (this_building)
-4 public order(squalor) (this_province)
Supplies: +7 (this_building)
Export Food Edict: -3 food (this_province)
Export Food Edict: +5% local farming income (this_province)
Export Food Edict: -2 growth (this_province)
10 Coastal Patrol Port Level 4
Coastal Patrol
Trade is the lifeblood of an empire, even more than military might.
16 9000 473 wealth from manufacturing (industry) (this_building)
+40% wealth from maritime commerce (regions_in_this_province)
-10 public order(squalor) (this_province)
Level I ship hulls (+5% health) upon recruitment (this_buildings_province_to_adjacent_sea_regions)
[HIDDEN] Add this effect with scope province_to_sea_region to give morale to sea units (this_buildings_province_to_adjacent_sea_regions)
[HIDDEN] Add this effect with scope province_to_sea_region to give morale to sea units (this_buildings_province_to_adjacent_sea_regions)
11 Portus Classis Port Level 4
Portus Classis
The fleet headquarters embodies both symbolic and practical seapower.
16 4500 473 wealth from manufacturing (industry) (this_building)
-10 public order(squalor) (this_province)
Level II ship hulls (+10% health) upon recruitment (this_buildings_province_to_adjacent_sea_regions)
[HIDDEN] Add this effect with scope province_to_sea_region to give morale to sea units (this_buildings_province_to_adjacent_sea_regions)
[HIDDEN] Add this effect with scope province_to_sea_region to give morale to sea units (this_buildings_province_to_adjacent_sea_regions)
12 Forum Piscarium Port Level 4
Forum Piscarium
The bounty of Neptune's depths feeds both gourmets and gutter-trash.
16 4320 11 food (this_region)
90 wealth from maritime commerce (this_building)
-10 public order(squalor) (this_province)
Bread and Games Edict:
1 food (this_province)
Supplies: +7 (this_building)
Export Food Edict: -4 food (this_province)
Export Food Edict: +7% local farming income (this_province)
Export Food Edict: -3 growth (this_province)
13 Emporium Port Level 4
Emporium
What cannot be bought is not worth buying.
16 8568 -10 food (this_region)
360 wealth from local commerce (this_building)
720 wealth from maritime commerce (this_building)
[NOT DISPLAYED] Drives the road levels between settlements (this_region)
Commercial Stimulation Edict:
+10% wealth from all commerce buildings (this_province)
+1% Foreigner Population (this_building)
Supply Line: +2 Region(s) (this_building)
Supply Storage: +200 (this_building)
[NOT DISPLAYED] Drives the road levels between settlements (this_region)
Import Food Edict: +2 food (this_province)
Import Food Edict: -15% local farming income (this_province)
Import Food Edict: +2 growth (this_province)
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