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HomeHome / Total War: Attila / Garamantians / Technologies / Royal Workshops
Royal Workshops GaramantiansGaramantians Civil Tier 13

Royal Workshops

More, and better, goods will be produced. By royal decree.

Over time, the Sassanids reformed many institutions so that more of the empire could be controlled by a central authority. In the beginning, however, the monarchy operated similarly to its Parthian predecessors, with satraps being almost independent kingdoms that fed support back into the state. Ardashir I began building new 'royal' cities and renaming old ones, creating territories that were loyal to the Shahanshah and not to over-powerful nobles. He was able to place his own men and labour forces in these cities, creating a loyal populace. Although they were still semi-independent, royal cities were nevertheless unified by state administration, and not reliant on the whims of noble and minor kings. There is evidence that the newly settled people were apportioned a division of land, as evidenced by a Sassanid deputy, vested with authority over Dura, owning an estate just outside the city. Despite this increase in central state control, the Shahanshah continued to promote the policy of religious tolerance instituted by the Parthians whilst championing Zoroastrianism as the official state religion at the same time. This religious tolerance was borne out in the royal cities, where the majority of the artisan class (masons, woodworkers, stone cutters, etc.) were Christian. These artisans, unless in a royal workshop, belonged to private 'corporations', which worked much like early guilds or unions. Artisans, particularly Christian ones, were able obtain exemption from military service as a perk of their craft. This was not a boon granted to the peasantry, who were levied wholesale to fight in the Shahanshah's wars.

Royal Workshops

Node Set

Civil Tier 13

research_points

0

cost_per_round

0

Effects

Tax rate: +5% (factionwide)
Public order: +1 from bureaucratic reforms (all provinces)
Construction cost: -10% for industrial and agricultural buildings (faction_to_region_own_unseen)
Wealth: +5% from industrial and agricultural buildings (faction_to_region_own_unseen)
Requires
Requires Technologies Labour ReformsLabour Reforms Perennial AgriculturePerennial Agriculture
Enables
Enables Buildings Deep Gold MineDeep Gold Mine
Grand ForgeGrand Forge
FoundryFoundry
Glass WorkshopGlass Workshop
Salt Trading PostSalt Trading Post
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