Roma Faction
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No. | Building | Create Time | Create Cost | Effects | Garrison Units | Recruitable Units |
1 |
Port Level 1 Port A port is a gateway to the world of trade and military adventure. |
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4 | 1500 |
45 wealth from maritime commerce (this_building) |
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2 |
Port Level 2 Harbour When ships can find safe haven, the people will prosper. |
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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) |
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3 |
Port Level 2 Shipwright The rule of law allows trade to flourish, even at sea. |
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6 | 2700 |
158 wealth from manufacturing (industry) (this_building) +10% wealth from maritime commerce (regions_in_this_province) |
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4 |
Port Level 2 Military Wharf He who commands the sea goes where he wills, and fights where he wills. |
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6 | 2700 |
158 wealth from manufacturing (industry) (this_building) |
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5 |
Port Level 2 Fishing Port Fish are always good, but fish sauce is more welcome still to a good Roman! |
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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) |
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6 |
Port Level 3 Trading Port Without trade, the people cannot flourish and enjoy prosperity. |
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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) |
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7 |
Port Level 3 Docks Within the timber is a ship waiting to be born. |
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10 | 4500 |
315 wealth from manufacturing (industry) (this_building) +20% wealth from maritime commerce (regions_in_this_province) -4 public order(squalor) (this_province) |
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8 |
Port Level 3 Drydock A drydock aids the construction and maintenance of any battlefleet. |
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10 | 3150 |
315 wealth from manufacturing (industry) (this_building) -4 public order(squalor) (this_province) |
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9 |
Port Level 3 Fishmongers Fish, to different degrees of freshness, can feed a whole city. |
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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) |
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10 |
Port Level 4 Coastal Patrol Trade is the lifeblood of an empire, even more than military might. |
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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) |
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11 |
Port Level 4 Portus Classis The fleet headquarters embodies both symbolic and practical seapower. |
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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) |
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12 |
Port Level 4 Forum Piscarium The bounty of Neptune's depths feeds both gourmets and gutter-trash. |
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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) |
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13 |
Port Level 4 Emporium What cannot be bought is not worth buying. |
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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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