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HomeHome / Total War: Attila / Visigothic Kingdom (The Last Roman) / Buildings / Cattle Farm
Cattle Farm Visigothic Kingdom (The Last Roman)Visigothic Kingdom (The Last Roman) Agriculture Level 4

Cattle Farm

The cow, oblivious, will never know its bovine benefit to mankind.

In the ancient world cattle were an expensive and precious commodity to any farmer, and people rarely ate them except during religious feasts. Instead, oxen were used as beasts of burden for transport and to work on farms, where their manure was also used to raise the crops. Cattle trading was big business; the size of a herd was an old measure of wealth from before coinage became standardised. Food production was one of the driving forces behind Roman expansionism. Wherever their armies went, they needed a continuous supply of animals for food to support them. It was because of this that Rome developed animal husbandry throughout its Empire in order to increase yields and feed its vast armies.

Agriculture

Fields
Fields
(bel_bld_all_agriculture_generic_1)
Agriculture Level 0
Wheat Fields
Wheat Fields
(bel_bld_all_agriculture_grain_2)
Agriculture Level 1
Wheat Farm
Wheat Farm
(bel_bld_all_agriculture_grain_3)
Agriculture Level 2
Wheat Mills
Wheat Mills
(bel_bld_all_agriculture_grain_4)
Agriculture Level 3
Cattle Herd
Cattle Herd
(bel_bld_all_agriculture_livestock_2)
Agriculture Level 1
Cattle Pens
Cattle Pens
(bel_bld_all_agriculture_livestock_3)
Agriculture Level 2
Cattle Farm
Cattle Farm
(bel_bld_all_agriculture_livestock_4)
Agriculture Level 3
Cattle Farm

Building Name

Cattle Farm

Level Name

bel_bld_all_agriculture_livestock_4

Building Chain

Agriculture

Building Level

4

Create Time

5

Create Cost

4000

Effects

Wealth: 500 from animal husbandry (building_to_building_own)
Additional wealth: +75 from animal husbandry per local fertility level (building_to_building_own)
Food: +70 from animal husbandry (region_to_region_own)
Additional food: +11 per local fertility level (region_to_region_own)
Public order: -5 (province_to_province_own)
Squalor: +5 (region_to_region_own)

Provides Garrison Army

No Garrison Units

Recruitable Units

No Recruitable Units
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