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Lead Buildings




Lead

Village (Lead Mine)
Settlement (Trench Mine)
Town (Shaft Mine)
Colonia (Sluiced Mine)
Lead
No. Building Create Time Create Cost Effects Garrison Units Recruitable Units
1 Village (Lead Mine) Lead Level 1
Village (Lead Mine)
"We heat the rock, apply cold vinegar and BOOM! All the lead you can eat."
2 1200 120 wealth from mining (industry) (this_building)
+1 growth per turn (this_province)
40 lead (this_building)
+12 line of sight across borders (this_region)
2 Settlement (Trench Mine) Lead Level 2
Settlement (Trench Mine)
Shallow mining is less dangerous, but also less lucrative.
3 1800 170 wealth from mining (industry) (this_building)
+2 growth per turn (this_province)
80 lead (this_building)
[NOT DISPLAYED] Drives the road levels between settlements (this_region)
+12 line of sight across borders (this_region)
3 Town (Shaft Mine) Lead Level 3
Town (Shaft Mine)
"Dig deeper, you dogs! You’re not done 'til I say so!"
5 3200 -4 food (this_region)
220 wealth from mining (industry) (this_building)
+3 growth per turn (this_province)
120 lead (this_building)
[NOT DISPLAYED] Drives the road levels between settlements (this_region)
Level I armour (+5% armour) upon recruitment (this_province)
Level I weapons (+5% melee attack) upon recruitment (this_province)
+12 line of sight across borders (this_region)
4 Colonia (Sluiced Mine) Lead Level 4
Colonia (Sluiced Mine)
Water reveals what stone conceals.
8 4800 -7 food (this_region)
300 wealth from mining (industry) (this_building)
+5% wealth from industry (regions_in_this_province)
+4 growth per turn (this_province)
160 lead (this_building)
[NOT DISPLAYED] Drives the road levels between settlements (this_region)
Level II armour (+10% armour) upon recruitment (this_province)
Level II shields (+10% shield effectiveness) upon recruitment (this_province)
Level II weapons (+10% melee attack) upon recruitment (this_province)
+12 line of sight across borders (this_region)
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