SlumsThe downfall of every empire begins here.
Along with magnificent temples, sprawling plazas and shiny palaces, any big ancient city contained a fair share of run-down districts. These slums of the ancient world often came to be due to a sudden influx of outsiders. The newcomers either tried to find their luck in the city or simply sought safety, but many of them faced a life of poverty and misery instead. Ramshackle buildings stood along intertwining alleyways, where muggers lurked at night waiting to pounce on their sorry victims. ‘Proper’ folk, especially the very rich ones, usually avoided such places and would probably not dare visit them without the company of loyal attendants.
Slum Level 0
Effects-6 food (this_region)
+1 growth per turn (this_province)
-6 public order per turn (squalor) (this_province)
-2% light unit recruitment cost (this_province)
Provides Garrison Army
No Garrison Units
No Recruitable Units