Left Panel
Gold
No. Building Create Time Create Cost Effects Garrison Units Recruitable Units
1 Village (Gold Mine) Gold Level 1
Village (Gold Mine)
To uncover the earth’s most beauteous of gifts, one must delve deep.
2 1400 200 wealth from mining (industry) (this_building)
+5% wealth from mining (industry) (all regions)
+1 growth per turn (this_province)
+12 line of sight across borders (this_region)
2 Settlement (Trench Mine) Gold Level 2
Settlement (Trench Mine)
Open-pit mining enables the land to be easily milked of its resources.
3 3400 -1 food (this_region)
350 wealth from mining (industry) (this_building)
+10% wealth from mining (industry) (all regions)
+2 growth per turn (this_province)
[NOT DISPLAYED] Drives the road levels between settlements (this_region)
+12 line of sight across borders (this_region)
3 Town (Shaft Mine) Gold Level 3
Town (Shaft Mine)
Rich veins of ore can be accessed via deep tunnels and shafts.
5 6500 -4 food (this_region)
500 wealth from mining (industry) (this_building)
+15% wealth from mining (industry) (all regions)
+3 growth per turn (this_province)
[NOT DISPLAYED] Drives the road levels between settlements (this_region)
+12 line of sight across borders (this_region)
4 Colonia (Sluiced Mine) Gold Level 4
Colonia (Sluiced Mine)
Controlling the flow of water scours the soil to reveal ore deposits.
8 11800 -8 food (this_region)
700 wealth from mining (industry) (this_building)
+20% wealth from mining (industry) (all regions)
+5% wealth from all commerce (regions_in_this_province)
+4 growth per turn (this_province)
[NOT DISPLAYED] Drives the road levels between settlements (this_region)
+12 line of sight across borders (this_region)