Spice | ||||||
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No. | Building | Create Time | Create Cost | Effects | Garrison Units | Recruitable Units |
1 |
Spice Level 1 Village (Spice Depot) Strange, exotic - even sensuous - smells fill the air. |
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2 | 1100 |
200 wealth from local commerce (this_building) +1 growth per turn (this_province) 40 spices (this_region) +2% slave unrest (this_province) +2% tariff income from trade agreements (this_faction) +12 line of sight across borders (this_region) |
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2 |
Spice Level 2 Settlement (Large Spice Depot) Spice, medicine and incense are prized throughout the world. |
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3 | 1700 |
-2 food (this_region) 350 wealth from local commerce (this_building) +2 growth per turn (this_province) 80 spices (this_region) [NOT DISPLAYED] Drives the road levels between settlements (this_region) +4% slave unrest (this_province) +4% tariff income from trade agreements (this_faction) +12 line of sight across borders (this_region) |
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3 |
Spice Level 3 Town (Spice Producer) The spice must flow. |
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5 | 3000 |
-4 food (this_region) 500 wealth from local commerce (this_building) +3 growth per turn (this_province) 120 spices (this_region) [NOT DISPLAYED] Drives the road levels between settlements (this_region) +6% slave unrest (this_province) +6% tariff income from trade agreements (this_faction) +12 line of sight across borders (this_region) |
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4 |
Spice Level 4 Colony (Master Spice Producer) Spice, medicine and incense are prized throughout the world. |
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8 | 5600 |
-8 food (this_region) 650 wealth from local commerce (this_building) +4 growth per turn (this_province) 160 spices (this_region) [NOT DISPLAYED] Drives the road levels between settlements (this_region) +8% slave unrest (this_province) +8% tariff income from trade agreements (this_faction) +12 line of sight across borders (this_region) |
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