| Provincial Capital | ||||||
|---|---|---|---|---|---|---|
| No. | Building | Create Time | Create Cost | Effects | Garrison Units | Recruitable Units |
| 1 |
Provincial Capital Level 1 Settlement Together we are stronger. |
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| 2 | 1500 |
+6% wealth from all sources (regions_in_this_province) 200 wealth from subsistence (this_building) +3 growth per turn (this_province)[NOT DISPLAYED] Used for settlements to identify the presence of 8m walls (Barbarian) (this_region) +12 line of sight across borders (this_region) |
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| 2 |
Provincial Capital Level 2 Fortified Settlement A strong tribe deserves a strong home. |
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| 3 | 2700 |
-1 food (this_region) +8% wealth from all sources (regions_in_this_province) 300 wealth from subsistence (this_building) +5 growth per turn (this_province) +2 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 8m walls (Barbarian) (this_region) +12 line of sight across borders (this_region) |
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| 3 |
Provincial Capital Level 3 Hundred Stout walls keep out many unwanted visitors. |
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| 5 | 4400 |
+3 artillery on walls (this_region) -4 food (this_region) +10% wealth from all sources (regions_in_this_province) 400 wealth from subsistence (this_building) +7 growth per turn (this_province) +4 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 8m walls (Barbarian) (this_region) +12 line of sight across borders (this_region) |
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| 4 |
Provincial Capital Level 4 Tribal Oppidum All a man could want is within. |
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| 8 | 7100 |
+6 artillery on walls (this_region) -8 food (this_region) +12% wealth from all sources (regions_in_this_province) 800 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 8m walls (Barbarian) (this_region) +12 line of sight across borders (this_region) |
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| 5 |
Provincial Capital Level 4 Trade Oppidum All a man could want is within. |
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| 8 | 7100 |
+6 artillery on walls (this_region) -8 food (this_region) +20% wealth from all commerce (regions_in_this_province) 800 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 8m walls (Barbarian) (this_region) +12 line of sight across borders (this_region) |
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| 6 |
Provincial Capital Level 4 Industry Oppidum All a man could want is within. |
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| 8 | 7100 |
+6 artillery on walls (this_region) -8 food (this_region) +20% wealth from industry (regions_in_this_province) 800 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 8m walls (Barbarian) (this_region) +12 line of sight across borders (this_region) |
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+6% wealth from all sources (regions_in_this_province)
+3 growth per turn (this_province)
+12 line of sight across borders (this_region)
-1 food (this_region)
+2 public order per turn (this_province)
[NOT DISPLAYED] Drives the road levels between settlements (this_region)
((NOT DISPLAYED)) (this_region)
+3 artillery on walls (this_region)
+20% wealth from all commerce (regions_in_this_province)