Settlement (Grain Farms)Feeding a city requires agriculture on a larger scale.
Along with water, food is one of the basic human needs. When a population’s staple diet is bread, being able to effectively manage its production is an essential skill. In the ancient world, common threats such as warfare, flooding or drought could ruin a harvest. By storing excess grain from successful harvests a nation not only ensured its own safety, but also enabled it to assist others – making grain a powerful diplomatic tool. Consequently, control of its granaries was often the issue at the centre of internal power struggles. This is vividly demonstrated by the discovery of model granaries buried along with their owners to demonstrate the deceased’s agricultural power.
Village (Grain Fields)
Grain Level 0
Building NameSettlement (Grain Farms)
Effects2 food (all regions in adjacent provinces)
2 food (all regions in local province) (regions_in_this_province)
60 wealth from farming (agriculture) (this_building)
+20% wealth from farming (agriculture) (regions_in_this_province)
+2 growth per turn (this_province)
[NOT DISPLAYED] Drives the road levels between settlements (this_region)
+12 line of sight across borders (this_region)
Provides Garrison Army
|Recruitable Units Lv. 0|
|No.||Unit||Sol.||Costom Cost||Recru. Cost||Unkeep Cost||Ship HP.||Ship Spd.||Msl. Dmg.||Rng.||Sht. /min||Amo.||Mle. Atk.||Mle. Dmg.||Chg.||Mle. Def.||Arm.||HP.||Mor.|
Melee Infantry / Spear Infantry / (Emp_Rom_Vigiles)
These spear-armed garrison troops are also the town watch, riot squad and firemen.
Missile Infantry / Missile Infantry / (Rom_Leves)
Even a poor man can throw a javelin with skill.