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Royal City GaramantiaGaramantia Provincial Capital Level 4

Royal City

A shining city, a seat of power and a source of pride…

Even in the ancient world, cities grew up in places where people had already been living for a long time because the sites were defensible, controlled river crossings, had natural resources nearby or were safe from floods and other natural disasters. Cities, despite their rulers’ best intentions, were rarely planned. There might be sections where public buildings stood by broad, open streets and temples were laid out in magnificent splendour, and patrician dwellings hid rich opulence behind bland frontages. But equally likely, if you walked a few paces in the wrong direction, you would be guaranteed to find a maze of twisty backstreets, cheek-by-jowl houses, and run-down slums, alehouses, whorehouses and slaughterhouses, all jostling for what little space there was within the walls. The city was the world in miniature, with all the wonder and squalor that implied. Romans and Greeks equally could take civic pride in their urbanity and sophistication, and at the same moment be a little disgusted by the dirt and tawdriness of the back streets only yards away.

Provincial Capital

Small City
Small City
(dk_all_city_1)
Provincial Capital Level 0
City
City
(dk_all_city_2)
Provincial Capital Level 1
Large City
Large City
(dk_all_city_3)
Provincial Capital Level 2
Royal City
Royal City
(dk_all_city_4)
Provincial Capital Level 3
Royal City

Building Name

Royal City

Level Name

dk_all_city_4

Building Chain

Provincial Capital

Building Level

4

Create Time

8

Create Cost

7100

Effects

+6 artillery on walls (this_region)
-8 food (this_region)
+12% wealth from all sources (regions_in_this_province)
500 wealth from subsistence (this_building)
+9 growth per turn (this_province)
+8 public order per turn (this_province)
[NOT DISPLAYED] Drives the road levels between settlements (this_region)
((NOT DISPLAYED)) (this_region)
[NOT DISPLAYED] Used for settlements to identify the presence of 15m walls (Hellenic / Roman / Eastern) (this_region)
+12 line of sight across borders (this_region)

Provides Garrison Army

120 Archers
120 Archers
Archers
(Afr_Archers)
Missile Infantry
40 African Bastion Ballista
40 African Bastion Ballista
40 African Bastion Ballista
African Bastion Ballista
(Afr_Ballista_Bastion)
Field Artillery
160 Levy Spearmen
160 Levy Spearmen
Levy Spearmen
(Afr_Levy_Spear)
Spear Infantry
40 African Bastion Onager
40 African Bastion Onager
African Bastion Onager
(Afr_Onager_Bastion)
Field Artillery
40 African Bastion Scorpion
40 African Bastion Scorpion
40 African Bastion Scorpion
African Bastion Scorpion
(Afr_Scorpion_Bastion)
Fixed Artillery
120 Tribesmen
120 Tribesmen
Tribesmen
(Afr_Tribesmen)
Missile Infantry

Recruitable Units

No Recruitable Units
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