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HomeHome / Total War: Attila / Westphalia (Age of Charlemagne) / Buildings / Irrigated Fields
Irrigated Fields Westphalia (Age of Charlemagne)Westphalia (Age of Charlemagne) Farm Level 4

Irrigated Fields

Sometimes the earth needs a little assistance.

Basic irrigation systems were widespread in the ancient world because they were simple to maintain. Perennial irrigation was rarer, and required longer canal systems, a method of storage, and better maintenance to ensure that silt and salt build-up was kept in check. River systems supplied water to the surrounding arable land through a system of canals, closed off by dykes and sluice gates. Water was stored in reservoirs, either natural or man-made, and then lifted into the irrigation channels. While this was a labour-intensive task, the results of such toil were remarkable and hugely beneficial to harvests.

Farm

Farmstead
Farmstead
(att_bld_barbarian_farm_1)
Farm Level 0
Fields
Fields
(att_bld_barbarian_farm_agriculture_2)
Farm Level 1
Enclosed Fields
Enclosed Fields
(att_bld_barbarian_farm_agriculture_3)
Farm Level 2
Irrigated Fields
Irrigated Fields
(att_bld_barbarian_farm_agriculture_4)
Farm Level 3
Goat Herd
Goat Herd
(att_bld_barbarian_farm_chickens_2)
Farm Level 1
Goat Pens
Goat Pens
(att_bld_barbarian_farm_chickens_3)
Farm Level 2
Goat Barns
Goat Barns
(att_bld_barbarian_farm_chickens_4)
Farm Level 3
Pastures
Pastures
(att_bld_barbarian_farm_livestock_2)
Farm Level 1
Livestock Herd
Livestock Herd
(att_bld_barbarian_farm_livestock_3)
Farm Level 2
Livestock Pens
Livestock Pens
(att_bld_barbarian_farm_livestock_4)
Farm Level 3
Irrigated Fields

Building Name

Irrigated Fields

Level Name

att_bld_barbarian_farm_agriculture_4

Building Chain

Farm

Building Level

4

Create Time

5

Create Cost

4000

Effects

Wealth: 80 from agriculture (building_to_building_own)
Additional wealth: +75 from agriculture per local fertility level (building_to_building_own)
Food: +40 from agriculture (region_to_region_own)
Additional food: +28 per local fertility level (region_to_region_own)
Public order: -5 (province_to_province_own)
Squalor: +4 (region_to_region_own)
Army recruitment capacity: +1 (province_to_province_own)

Provides Garrison Army

No Garrison Units

Recruitable Units

No Recruitable Units
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