Left Panel
Lead
No. Building Create Time Create Cost Effects Garrison Units Recruitable Units
1 Farmstead (Lead Mine) Lead Level 1
Farmstead (Lead Mine)
"We heat the rock, apply cold vinegar and BOOM! All the lead you can eat."
2 1200 100 wealth from mining (industry) (this_building)
+1 growth per turn (this_province)
+1 public order per turn (sanitation) (all provinces)
40 lead (this_building)
+12 line of sight across borders (this_region)
2 Village (Trench Mine) Lead Level 2
Village (Trench Mine)
Shallow mining is less dangerous, but also less lucrative.
3 1800 -1 food (this_region)
150 wealth from mining (industry) (this_building)
+2 growth per turn (this_province)
+2 public order per turn (sanitation) (all provinces)
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 2800 -4 food (this_region)
200 wealth from mining (industry) (this_building)
+3 growth per turn (this_province)
+3 public order per turn (sanitation) (all provinces)
120 lead (this_building)
[NOT DISPLAYED] Drives the road levels between settlements (this_region)
+12 line of sight across borders (this_region)
4 Pagus (Sluiced Mine) Lead Level 4
Pagus (Sluiced Mine)
Water reveals what stone conceals.
8 4300 -8 food (this_region)
300 wealth from mining (industry) (this_building)
+5% wealth from industry (regions_in_this_province)
+4 growth per turn (this_province)
+4 public order per turn (sanitation) (all provinces)
160 lead (this_building)
[NOT DISPLAYED] Drives the road levels between settlements (this_region)
+12 line of sight across borders (this_region)