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No. | Building | Create Time | Create Cost | Effects | Garrison Units | Recruitable Units |
1 |
City Centre Level 1 Commons A little common ground is vital in any settlement. |
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4 | 1200 |
75 wealth from entertainment (culture) (this_building) +1 public order per turn (this_province) +0.1% 1st Class Citizen (this_building) |
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2 |
City Centre Level 2 Wargames A place of learning and training, this building increases the experience of garrisoned Generals and units. |
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6 | 2250 |
+2% empire maintenance (this_faction) +1 experience rank(s) for light infantry recruits (this_province) +0.3% 1st Class Citizen (this_building) +1 recruited general experience level (this_province) -8% provincial income (building upkeep) (regions_in_this_province) +1 experience per turn for garrisoned generals (this_building) |
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3 |
City Centre Level 2 Slave Trader Captives are the spoils of war. |
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6 | 5250 |
-2 food (this_region) 75 wealth from local commerce (this_building) [NOT DISPLAYED] Drives the road levels between settlements (this_region) Reduces slave population decline (this_province) +25% wealth generated by slaves (this_province) -5% building construction costs (regions_in_this_province) -2 slave unrest (this_province) [NOT DISPLAYED] Drives the road levels between settlements (this_region) Sell Slaves Edict: -5% slave population (this_province) |
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4 |
City Centre Level 2 Warhorse Pens A good mount is not just a companion in battle, but a sign of wealth. |
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6 | 3900 |
+5% wealth from agriculture (regions_in_this_province) 150 wealth from local commerce (this_building) -3% cavalry unit recruitment cost (this_province) [NOT DISPLAYED] Drives the road levels between settlements (this_region) Level I horses (+5% cavalry speed) upon recruitment (this_province) +0.1% 1st and 2nd Class (this_building) 1 Warhorse (this_building) -6% provincial income (building upkeep) (regions_in_this_province) Requires the Warhorse resource (this_building) [NOT DISPLAYED] Drives the road levels between settlements (this_region) |
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5 |
City Centre Level 2 Meeting Hall A tribe that drinks together, stays together! |
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6 | 2100 |
75 wealth from entertainment (culture) (this_building) +3 public order per turn (this_province) [NOT DISPLAYED] Drives the road levels between settlements (this_region) +0.2% 1st Class Citizen (this_building) +0.1% 3rd Class Citizen (this_building) [NOT DISPLAYED] Drives the road levels between settlements (this_region) |
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6 |
City Centre Level 2 Loremaster's Hut Wise words are worth hearing, even if wisdom is unpalatable. |
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6 | 1350 |
45 wealth from entertainment (culture) (this_building) +2% research rate (this_faction) +0.3% 3rd Class Citizen (this_building) -5% provincial income (building upkeep) (regions_in_this_province) |
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7 |
City Centre Level 2 Storage Pit A full belly is most welcome in the depths of winter. |
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6 | 3300 |
+15% wealth from agriculture (regions_in_this_province) 75 wealth from subsistence (this_building) +2% army replenishment (regions_in_this_province) [NOT DISPLAYED] Drives the road levels between settlements (this_region) -10% attritional losses when under siege (your_characters_in_this_region) +0.3% 3rd Class Citizen (this_building) 1 grain (this_building) [NOT DISPLAYED] Drives the road levels between settlements (this_region) Import Food Edict: +1 food (this_province) Import Food Edict: -8% local farming income (this_province) Import Food Edict: +1 growth (this_province) |
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8 |
City Centre Level 2 Farmer's Market A good harvest can bring many rewards. |
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6 | 2700 |
+10% wealth from agriculture (regions_in_this_province) 225 wealth from local commerce (this_building) [NOT DISPLAYED] Drives the road levels between settlements (this_region) +0.3% 2nd Class Citizen (this_building) [NOT DISPLAYED] Drives the road levels between settlements (this_region) Import Food Edict: +1 food (this_province) Import Food Edict: -8% local farming income (this_province) Import Food Edict: +1 growth (this_province) |
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9 |
City Centre Level 2 Chieftain's Hold A clever chieftain does what is best for his people. |
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6 | 2250 |
-2 public order(squalor) (this_province) +1 experience for new dignitaries (this_province) [NOT DISPLAYED] Drives the road levels between settlements (this_region) +2% tax rate (this_province) +0.3% 1st Class Citizen (this_building) [NOT DISPLAYED] Drives the road levels between settlements (this_region) |
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10 |
City Centre Level 3 Slave Market Some men are born free, but not all die that way. |
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10 | 10710 |
-4 food (this_region) +10% wealth from agriculture (regions_in_this_province) 150 wealth from local commerce (this_building) -3 public order(squalor) (this_province) [NOT DISPLAYED] Drives the road levels between settlements (this_region) Reduces slave population decline (this_province) +50% wealth generated by slaves (this_province) -10% building construction costs (regions_in_this_province) -3 slave unrest (this_province) Commercial Stimulation Edict: -10 slave unrest (this_province) 1 trained slaves (this_building) Requires the Trained Slaves resource (this_building) [NOT DISPLAYED] Drives the road levels between settlements (this_region) Sell Slaves Edict: -10% slave population (this_province) |
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11 |
City Centre Level 3 Warhorse Breeder Masterful husbandry can result in horses with the perfect traits for its role. |
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10 | 6900 |
-2 food (this_region) +10% wealth from agriculture (regions_in_this_province) 250 wealth from local commerce (this_building) -4% cavalry unit recruitment cost (this_province) [NOT DISPLAYED] Drives the road levels between settlements (this_region) Level II horses (+10% cavalry speed) upon recruitment (this_province) +0.2% 1st and 2nd Class (this_building) 3 Warhorse (this_building) -9% provincial income (building upkeep) (regions_in_this_province) Requires the Warhorse resource (this_building) [NOT DISPLAYED] Drives the road levels between settlements (this_region) |
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12 |
City Centre Level 3 Tavern Ale is not a solitary pursuit! |
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10 | 5850 |
-4 food (this_region) 120 wealth from entertainment (culture) (this_building) +6 public order per turn (this_province) [NOT DISPLAYED] Drives the road levels between settlements (this_region) +0.3% 1st Class Citizen (this_building) +0.2% 3rd Class Citizen (this_building) [NOT DISPLAYED] Drives the road levels between settlements (this_region) |
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13 |
City Centre Level 3 Bards' Grove Many voices raised as one: the voice of the people. |
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10 | 4050 |
90 wealth from entertainment (culture) (this_building) +4% research rate (this_faction) +0.1% 1st Class Citizen (this_building) +0.7% 3rd Class Citizen (this_building) -10% provincial income (building upkeep) (regions_in_this_province) |
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14 |
City Centre Level 3 Souterrain The depths of the earth are a safe place to store food. |
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10 | 6450 |
-4 food (this_region) +30% wealth from agriculture (regions_in_this_province) 112 wealth from subsistence (this_building) +4% army replenishment (regions_in_this_province) [NOT DISPLAYED] Drives the road levels between settlements (this_region) +1 siege hold-out time (this_region) -20% attritional losses when under siege (your_characters_in_this_region) +0.5% 3rd Class Citizen (this_building) 5 grain (this_building) 1 salt (this_building) Requires the Salt resource (this_building) [NOT DISPLAYED] Drives the road levels between settlements (this_region) Import Food Edict: +1 food (this_province) Import Food Edict: -12% local farming income (this_province) Import Food Edict: +2 growth (this_province) |
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15 |
City Centre Level 3 Public Market A little banter and trade is profitable to all. |
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10 | 4500 |
+15% wealth from agriculture (regions_in_this_province) +5% wealth from industry (regions_in_this_province) 325 wealth from local commerce (this_building) -4 public order(squalor) (this_province) [NOT DISPLAYED] Drives the road levels between settlements (this_region) +0.5% 2nd Class Citizen (this_building) [NOT DISPLAYED] Drives the road levels between settlements (this_region) Import Food Edict: +1 food (this_province) Import Food Edict: -12% local farming income (this_province) Import Food Edict: +2 growth (this_province) |
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16 |
City Centre Level 3 Warlord's Hold With great power comes great responsibility. |
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10 | 7800 |
-4 public order(squalor) (this_province) +2 experience for new dignitaries (this_province) [NOT DISPLAYED] Drives the road levels between settlements (this_region) +4% tax rate (this_province) +0.5% 1st Class Citizen (this_building) [NOT DISPLAYED] Drives the road levels between settlements (this_region) |
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17 |
City Centre Level 3 Veteran's Hall A place of learning and training, this building increases the experience of garrisoned Generals and units. |
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10 | 7800 |
+4% empire maintenance (this_faction) +2 experience rank(s) for light infantry recruits (this_province) +0.5% 1st Class Citizen (this_building) +2 recruited general experience level (this_province) -12% provincial income (building upkeep) (regions_in_this_province) +1 experience per turn for garrisoned generals (this_building) |
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18 |
City Centre Level 4 Warhorse Ranch It is said that heavy cavalry can shake the very ground with their gallop. |
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16 | 11156 |
-6 food (this_building) +15% wealth from agriculture (regions_in_this_province) 450 wealth from local commerce (this_building) -8% cavalry unit recruitment cost (this_province) [NOT DISPLAYED] Drives the road levels between settlements (this_region) Level III horses (+20% cavalry speed) upon recruitment (this_province) +0.3% 1st and 2nd Class (this_building) 5 Warhorse (this_building) -12% provincial income (building upkeep) (regions_in_this_province) Requires the Warhorse resource (this_building) [NOT DISPLAYED] Drives the road levels between settlements (this_region) |
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19 |
City Centre Level 4 Mead Hall Raise a horn to the gods! And be thankful! |
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16 | 10251 |
-6 food (this_region) 150 wealth from entertainment (culture) (this_building) +8 public order per turn (this_province) [NOT DISPLAYED] Drives the road levels between settlements (this_region) Bread and Games Edict: +20% wealth generated by cultural buildings (this_province) Bread and Games Edict: +2 public order (this_province) +0.4% 1st Class Citizen (this_building) +0.3% 3rd Class Citizen (this_building) [NOT DISPLAYED] Drives the road levels between settlements (this_region) |
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20 |
City Centre Level 4 Bardic Circle Through song and poetry the glorious dead are honoured. |
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16 | 7200 |
180 wealth from entertainment (culture) (this_building) +8% research rate (this_faction) Bread and Games Edict: +4 public order (this_province) +0.2% 1st Class Citizen (this_building) +1% 3rd Class Citizen (this_building) -15% provincial income (building upkeep) (regions_in_this_province) |
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21 |
City Centre Level 4 Smokehouse A live calf may not last the winter. A smoked one will. |
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16 | 13158 |
-10 food (this_region) +50% wealth from agriculture (regions_in_this_province) 150 wealth from subsistence (this_building) +6% army replenishment (regions_in_this_province) [NOT DISPLAYED] Drives the road levels between settlements (this_region) +2 siege hold-out time (this_region) -40% attritional losses when under siege (your_characters_in_this_region) Migration Edict: +2 growth per turn (this_province) +0.7% 3rd Class Citizen (this_building) 5 grain (this_building) 5 salt (this_building) Requires the Salt resource (this_building) [NOT DISPLAYED] Drives the road levels between settlements (this_region) Import Food Edict: +2 food (this_province) Import Food Edict: -15% local farming income (this_province) Import Food Edict: +2 growth (this_province) |
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22 |
City Centre Level 4 Great Fair Goods from the furthest reaches come to many shores. |
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16 | 9720 |
+25% wealth from agriculture (regions_in_this_province) +10% wealth from industry (regions_in_this_province) 500 wealth from local commerce (this_building) -10 public order(squalor) (this_province) [NOT DISPLAYED] Drives the road levels between settlements (this_region) Commercial Stimulation Edict: +10% wealth from all commerce buildings (this_province) +1% 2nd Class Citizen (this_building) Requires the Salt resource (this_building) [NOT DISPLAYED] Drives the road levels between settlements (this_region) Import Food Edict: +2 food (this_province) Import Food Edict: -15% local farming income (this_province) Import Food Edict: +2 growth (this_province) |
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23 |
City Centre Level 4 Great Hall Power is a curious thing: it must be seen to be believed. |
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16 | 13770 |
-8 public order(squalor) (this_province) +3 experience for new dignitaries (this_province) [NOT DISPLAYED] Drives the road levels between settlements (this_region) +8% tax rate (this_province) Tribute Collection Edict: +4% tax rate (this_province) +1% 1st Class Citizen (this_building) [NOT DISPLAYED] Drives the road levels between settlements (this_region) |
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24 |
City Centre Level 4 Central Slave Pens A central location for the buying, selling, housing and display of all types of slaves. |
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16 | 15300 |
-8 food (this_region) +15% wealth from agriculture (regions_in_this_province) +10% wealth from industry (regions_in_this_province) 180 wealth from local commerce (this_building) -6 public order(squalor) (this_province) [NOT DISPLAYED] Drives the road levels between settlements (this_region) Reduces slave population decline (this_province) +75% wealth generated by slaves (this_province) -10% building construction costs (regions_in_this_province) -4 slave unrest (this_province) Commercial Stimulation Edict: +15% wealth generated by slaves (this_province) Commercial Stimulation Edict: Moderate reduction in slave population decline (this_province) Commercial Stimulation Edict: -20 slave unrest (this_province) 5 trained slaves (this_building) Requires the Trained Slaves resource (this_building) [NOT DISPLAYED] Drives the road levels between settlements (this_region) Sell Slaves Edict: -15% slave population (this_province) |
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25 |
City Centre Level 4 Chieftan's Gathering A place of learning and training, this building increases the experience of garrisoned Generals and units. |
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16 | 13770 |
+6% empire maintenance (this_faction) +3 experience rank(s) for light infantry recruits (this_province) +1% 1st Class Citizen (this_building) +3 recruited general experience level (this_province) -15% provincial income (building upkeep) (regions_in_this_province) +2 experience per turn for garrisoned generals (this_building) |
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