Marble | ||||||
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No. | Building | Create Time | Create Cost | Effects | Garrison Units | Recruitable Units |
1 |
Marble Level 1 Village (Marble Pit) "Did you hear? They’re building a new temple! We'd better expand…" |
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2 | 1000 |
-5% construction costs (regions_in_this_province) 100 wealth from mining (industry) (this_building) +1 growth per turn (this_province) +1 public order per turn (all provinces) 40 marble (this_building) +12 line of sight across borders (this_region) |
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2 |
Marble Level 2 Settlement (Marble Quarry) A good quarrymaster gleans the balance between quality and quantity. |
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3 | 1400 |
-10% construction costs (regions_in_this_province) -1 food (this_region) 150 wealth from mining (industry) (this_building) +2 growth per turn (this_province) +2 public order per turn (all provinces) 80 marble (this_building) [NOT DISPLAYED] Drives the road levels between settlements (this_region) +12 line of sight across borders (this_region) |
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3 |
Marble Level 3 Town (Marble Cutter) It takes years of apprenticeship to perfect the art of stonemasonry. |
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5 | 1900 |
-15% construction costs (regions_in_this_province) -4 food (this_region) 200 wealth from mining (industry) (this_building) +3 growth per turn (this_province) +3 public order per turn (all provinces) 120 marble (this_building) [NOT DISPLAYED] Drives the road levels between settlements (this_region) +12 line of sight across borders (this_region) |
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4 |
Marble Level 4 Large Town (Marble Architect) "See there! A statue worthy of Phidias himself!" |
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8 | 2500 |
-20% construction costs (regions_in_this_province) -8 food (this_region) 300 wealth from mining (industry) (this_building) +4 growth per turn (this_province) +4 public order per turn (all provinces) 160 marble (this_building) [NOT DISPLAYED] Drives the road levels between settlements (this_region) +12 line of sight across borders (this_region) |
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