menu
HomeHome / Divide et Impera / Iceni (Imperator Augustus) / Buildings / City Centre Buildings
Iceni (Imperator Augustus) Iceni (Imperator Augustus) Buildings

City Centre Buildings




City Centre

Commons
Loremaster's Hut
Bards' Grove
Bardic Circle
Chieftain's Hold
Warlord's Hold
Great Hall
Storage Pit
Souterrain
Smokehouse
Meeting Hall
Tavern
Mead Hall
Slave Trader
Slave Market
Central Slave Pens
Farmer's Market
Public Market
Great Fair
Warhorse Pens
Warhorse Breeder
Warhorse Ranch
Wargames
Veteran's Hall
Chieftan's Gathering
City Centre
No. Building Create Time Create Cost Effects Garrison Units Recruitable Units
1 Commons City Centre Level 1
Commons
A little common ground is vital in any settlement.
4 1200 75 wealth from entertainment (culture) (this_building)
+1 public order per turn (this_province)
+0.1% 1st Class Citizen (this_building)
2 Wargames City Centre Level 2
Wargames
A place of learning and training, this building increases the experience of garrisoned Generals and units.
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)
3 Slave Trader City Centre Level 2
Slave Trader
Captives are the spoils of war.
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)
4 Warhorse Pens City Centre Level 2
Warhorse Pens
A good mount is not just a companion in battle, but a sign of wealth.
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)
5 Meeting Hall City Centre Level 2
Meeting Hall
A tribe that drinks together, stays together!
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)
6 Loremaster's Hut City Centre Level 2
Loremaster's Hut
Wise words are worth hearing, even if wisdom is unpalatable.
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)
7 Storage Pit City Centre Level 2
Storage Pit
A full belly is most welcome in the depths of winter.
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)
8 Farmer's Market City Centre Level 2
Farmer's Market
A good harvest can bring many rewards.
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)
9 Chieftain's Hold City Centre Level 2
Chieftain's Hold
A clever chieftain does what is best for his people.
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)
10 Slave Market City Centre Level 3
Slave Market
Some men are born free, but not all die that way.
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)
11 Warhorse Breeder City Centre Level 3
Warhorse Breeder
Masterful husbandry can result in horses with the perfect traits for its role.
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)
12 Tavern City Centre Level 3
Tavern
Ale is not a solitary pursuit!
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)
13 Bards' Grove City Centre Level 3
Bards' Grove
Many voices raised as one: the voice of the people.
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)
14 Souterrain City Centre Level 3
Souterrain
The depths of the earth are a safe place to store food.
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)
15 Public Market City Centre Level 3
Public Market
A little banter and trade is profitable to all.
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)
16 Warlord's Hold City Centre Level 3
Warlord's Hold
With great power comes great responsibility.
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)
17 Veteran's Hall City Centre Level 3
Veteran's Hall
A place of learning and training, this building increases the experience of garrisoned Generals and units.
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)
18 Warhorse Ranch City Centre Level 4
Warhorse Ranch
It is said that heavy cavalry can shake the very ground with their gallop.
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)
19 Mead Hall City Centre Level 4
Mead Hall
Raise a horn to the gods! And be thankful!
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)
20 Bardic Circle City Centre Level 4
Bardic Circle
Through song and poetry the glorious dead are honoured.
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)
21 Smokehouse City Centre Level 4
Smokehouse
A live calf may not last the winter. A smoked one will.
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)
22 Great Fair City Centre Level 4
Great Fair
Goods from the furthest reaches come to many shores.
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)
23 Great Hall City Centre Level 4
Great Hall
Power is a curious thing: it must be seen to be believed.
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)
24 Central Slave Pens City Centre Level 4
Central Slave Pens
A central location for the buying, selling, housing and display of all types of slaves.
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)
25 Chieftan's Gathering City Centre Level 4
Chieftan's Gathering
A place of learning and training, this building increases the experience of garrisoned Generals and units.
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)
Facebook