Minor Settlement (Market) |
No. |
Building |
Create Time |
Create Cost |
Effects |
Garrison Units |
Recruitable Units |
1 |
|
Minor Settlement (Market) Level 1
Hellenistic Hamlet
Small communities thrive through shared endeavour.
|
4 |
1800 |
+1% wealth from all sources (regions_in_this_province)
114 wealth from subsistence (this_building)
+1 growth per turn (this_province)
+1 army recruitment capacity (this_province)
+1% research rate (this_faction)
+10 line of sight across borders (this_region)
+0.1% 1st, 2nd and 3rd Class (this_building)
+1 army recruitment capacity (this_province)
+10 line of sight across borders (this_region)
|
|
|
2 |
|
Minor Settlement (Market) Level 2
Civil Settlement
Careful planning can sow the seeds of greatness.
|
6 |
2700 |
-1 food (this_region)
150 wealth from subsistence (this_building)
+1 growth per turn (this_province)
+1 public order per turn (this_province)
+1 army recruitment capacity (this_province)
[NOT DISPLAYED] Drives the road levels between settlements (this_region)
-2% upkeep for all land units (local armies)
+12 line of sight across borders (this_region)
+0.7% 1st and 2nd Class (this_building)
+0.1% 3rd and 4th Class (this_building)
+1 army recruitment capacity (this_province)
[NOT DISPLAYED] Drives the road levels between settlements (this_region)
+12 line of sight across borders (this_region)
|
|
|
3 |
|
Minor Settlement (Market) Level 2
Hellenistic Village
For most people, their village is the whole world.
|
6 |
2700 |
-2 food (this_region)
+8% wealth from all sources (regions_in_this_province)
225 wealth from subsistence (this_building)
+1 growth per turn (this_province)
+1 army recruitment capacity (this_province)
+1% research rate (this_faction)
[NOT DISPLAYED] Drives the road levels between settlements (this_region)
+10 line of sight across borders (this_region)
+1 army recruitment capacity (this_province)
[NOT DISPLAYED] Drives the road levels between settlements (this_region)
+10 line of sight across borders (this_region)
|
|
|
4 |
|
Minor Settlement (Market) Level 2
Market Settlement
"Have you tried Anatolios' olives this season? So plump and juicy!"
|
6 |
2700 |
-1 food (this_region)
+5% wealth from all commerce (regions_in_this_province)
150 wealth from local commerce (this_building)
+1 growth per turn (this_province)
+1 army recruitment capacity (this_province)
[NOT DISPLAYED] Drives the road levels between settlements (this_region)
+12 line of sight across borders (this_region)
+0.1% 1st and 2nd Class (this_building)
+0.7% 3rd and 4th Class (this_building)
+1 army recruitment capacity (this_province)
[NOT DISPLAYED] Drives the road levels between settlements (this_region)
+12 line of sight across borders (this_region)
|
|
|
5 |
|
Minor Settlement (Market) Level 2
Farming Settlement
Demeter blesses those who tend the earth.
|
6 |
2700 |
-1 food (this_region)
225 wealth from farming (agriculture) (this_building)
+5% wealth from agriculture (regions_in_this_province)
+2 growth per turn (this_province)
+1 army recruitment capacity (this_province)
[NOT DISPLAYED] Drives the road levels between settlements (this_region)
+12 line of sight across borders (this_region)
+0.7% 2nd and 3rd Class (this_building)
+0.1% 1st and 4th Class Citizens (this_building)
+1 army recruitment capacity (this_province)
[NOT DISPLAYED] Drives the road levels between settlements (this_region)
+12 line of sight across borders (this_region)
|
|
|
6 |
|
Minor Settlement (Market) Level 3
Hellenistic Komai
Successful villages attract trade and settlers, and grow as a result.
|
10 |
3900 |
-4 food (this_region)
+12% wealth from all sources (regions_in_this_province)
282 wealth from subsistence (this_building)
+2 growth per turn (this_province)
-4 public order(squalor) (this_province)
+1 army recruitment capacity (this_province)
+2% research rate (this_faction)
[NOT DISPLAYED] Drives the road levels between settlements (this_region)
+10 line of sight across borders (this_region)
+1 army recruitment capacity (this_province)
[NOT DISPLAYED] Drives the road levels between settlements (this_region)
+10 line of sight across borders (this_region)
|
|
|
7 |
|
Minor Settlement (Market) Level 3
Market Town
Barter is a form of combat where both parties may walk away the victor.
|
10 |
3900 |
-4 food (this_region)
+10% wealth from all commerce (regions_in_this_province)
275 wealth from local commerce (this_building)
+2 growth per turn (this_province)
+1 army recruitment capacity (this_province)
[NOT DISPLAYED] Drives the road levels between settlements (this_region)
+12 line of sight across borders (this_region)
+0.5% 1st and 2nd Class (this_building)
+1% 3rd and 4th Class (this_building)
+1 army recruitment capacity (this_province)
[NOT DISPLAYED] Drives the road levels between settlements (this_region)
+12 line of sight across borders (this_region)
|
|
|
8 |
|
Minor Settlement (Market) Level 3
Farming Town
A profitable surplus is the work of many hands.
|
10 |
3900 |
-2 food (this_region)
338 wealth from farming (agriculture) (this_building)
+10% wealth from agriculture (regions_in_this_province)
+3 growth per turn (this_province)
+1 army recruitment capacity (this_province)
[NOT DISPLAYED] Drives the road levels between settlements (this_region)
+12 line of sight across borders (this_region)
+1% 2nd and 3rd Class (this_building)
+0.5% 1st and 4th Class Citizens (this_building)
+1 army recruitment capacity (this_province)
[NOT DISPLAYED] Drives the road levels between settlements (this_region)
+12 line of sight across borders (this_region)
|
|
|
9 |
|
Minor Settlement (Market) Level 3
Civil Town
Straight roads and straighter governors make for a better town.
|
10 |
3900 |
-4 food (this_region)
+4% wealth from all sources (regions_in_this_province)
250 wealth from subsistence (this_building)
+1 growth per turn (this_province)
+2 public order per turn (this_province)
+1 army recruitment capacity (this_province)
[NOT DISPLAYED] Drives the road levels between settlements (this_region)
-5% upkeep for all land units (local armies)
+12 line of sight across borders (this_region)
+1% 1st and 2nd Class (this_building)
+0.5% 3rd and 4th Class (this_building)
+1 army recruitment capacity (this_province)
[NOT DISPLAYED] Drives the road levels between settlements (this_region)
+12 line of sight across borders (this_region)
|
|
|
10 |
|
Minor Settlement (Market) Level 4
Market Colony
Silk from the east, garum from west: all things flow into the market.
|
16 |
6300 |
-6 food (this_region)
+15% wealth from all commerce (regions_in_this_province)
375 wealth from local commerce (this_building)
+3 growth per turn (this_province)
+1 army recruitment capacity (this_province)
[NOT DISPLAYED] Drives the road levels between settlements (this_region)
+12 line of sight across borders (this_region)
+0.7% 1st and 2nd Class (this_building)
+1.5% 3rd and 4th Class (this_building)
+1 army recruitment capacity (this_province)
[NOT DISPLAYED] Drives the road levels between settlements (this_region)
+12 line of sight across borders (this_region)
|
|
|
11 |
|
Minor Settlement (Market) Level 4
Farming Colony
"Thanks to old Lycurgus, we may all be landowners."
|
16 |
6300 |
-3 food (this_region)
450 wealth from farming (agriculture) (this_building)
+15% wealth from agriculture (regions_in_this_province)
+4 growth per turn (this_province)
+1 army recruitment capacity (this_province)
[NOT DISPLAYED] Drives the road levels between settlements (this_region)
+12 line of sight across borders (this_region)
+1.5% 2nd and 3rd Class (this_building)
+0.7% 1st and 4th Class Citizens (this_building)
+1 army recruitment capacity (this_province)
[NOT DISPLAYED] Drives the road levels between settlements (this_region)
+12 line of sight across borders (this_region)
|
|
|
12 |
|
Minor Settlement (Market) Level 4
Civil Colony
Built in the image of its mother city, now superior in wealth and order.
|
16 |
6300 |
-8 food (this_region)
+6% wealth from all sources (regions_in_this_province)
350 wealth from subsistence (this_building)
+1 growth per turn (this_province)
+3 public order per turn (this_province)
+1 army recruitment capacity (this_province)
[NOT DISPLAYED] Drives the road levels between settlements (this_region)
-7% upkeep for all land units (local armies)
+12 line of sight across borders (this_region)
+1.5% 1st and 2nd Class (this_building)
+0.7% 3rd and 4th Class (this_building)
+1 army recruitment capacity (this_province)
[NOT DISPLAYED] Drives the road levels between settlements (this_region)
+12 line of sight across borders (this_region)
|
|
|
13 |
|
Minor Settlement (Market) Level 4
Hellenistic Town
For settlers and traders, towns are home to opportunities undreamt of in villages.
|
16 |
6480 |
-6 food (this_region)
+16% wealth from all sources (regions_in_this_province)
338 wealth from subsistence (this_building)
+2 growth per turn (this_province)
-8 public order(squalor) (this_province)
+1 army recruitment capacity (this_province)
+2% research rate (this_faction)
[NOT DISPLAYED] Drives the road levels between settlements (this_region)
Noble Philanthropy Edict:
-4% building construction costs (this_province)
Tax Harvesting Edict:
+6% tax rate (this_province)
+10 line of sight across borders (this_region)
+1 army recruitment capacity (this_province)
[NOT DISPLAYED] Drives the road levels between settlements (this_region)
+10 line of sight across borders (this_region)
|
|
|