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HomeHome / Divide et Impera / Octavius (Imperator Augustus) / Buildings / Port Buildings
Port
No. Building Create Time Create Cost Effects Garrison Units Recruitable Units
1 Port Port Level 1
Port
A port is a gateway to the world of trade and military adventure.
4 1500 45 wealth from maritime commerce (this_building)
2 Harbour Port Level 2
Harbour
When ships can find safe haven, the people will prosper.
6 2850 90 wealth from local commerce (this_building)
180 wealth from maritime commerce (this_building)
[NOT DISPLAYED] Drives the road levels between settlements (this_region)
+0.5% Foreigner Population (this_building)
Supply Line: +2 Region(s) (this_building)
Supply Storage: +200 (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)
3 Shipwright Port Level 2
Shipwright
The rule of law allows trade to flourish, even at sea.
6 2700 158 wealth from manufacturing (industry) (this_building)
+10% wealth from maritime commerce (regions_in_this_province)
4 Military Wharf Port Level 2
Military Wharf
He who commands the sea goes where he wills, and fights where he wills.
6 2700 158 wealth from manufacturing (industry) (this_building)
5 Fishing Port Port Level 2
Fishing Port
Fish are always good, but fish sauce is more welcome still to a good Roman!
6 2250 5 food (this_region)
60 wealth from maritime commerce (this_building)
Supplies: +7 (this_building)
Export Food Edict: -2 food (this_province)
Export Food Edict: +3% local farming income (this_province)
Export Food Edict: -1 growth (this_province)
6 Trading Port Port Level 3
Trading Port
Without trade, the people cannot flourish and enjoy prosperity.
10 4650 -4 food (this_region)
180 wealth from local commerce (this_building)
360 wealth from maritime commerce (this_building)
[NOT DISPLAYED] Drives the road levels between settlements (this_region)
+0.7% Foreigner Population (this_building)
Supply Line: +2 Region(s) (this_building)
Supply Storage: +200 (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)
7 Docks Port Level 3
Docks
Within the timber is a ship waiting to be born.
10 4500 315 wealth from manufacturing (industry) (this_building)
+20% wealth from maritime commerce (regions_in_this_province)
-4 public order(squalor) (this_province)
8 Drydock Port Level 3
Drydock
A drydock aids the construction and maintenance of any battlefleet.
10 3150 315 wealth from manufacturing (industry) (this_building)
-4 public order(squalor) (this_province)
9 Fishmongers Port Level 3
Fishmongers
Fish, to different degrees of freshness, can feed a whole city.
10 2850 7 food (this_region)
75 wealth from maritime commerce (this_building)
-4 public order(squalor) (this_province)
Supplies: +7 (this_building)
Export Food Edict: -3 food (this_province)
Export Food Edict: +5% local farming income (this_province)
Export Food Edict: -2 growth (this_province)
10 Coastal Patrol Port Level 4
Coastal Patrol
Trade is the lifeblood of an empire, even more than military might.
16 9000 473 wealth from manufacturing (industry) (this_building)
+40% wealth from maritime commerce (regions_in_this_province)
-10 public order(squalor) (this_province)
Level I ship hulls (+5% health) upon recruitment (this_buildings_province_to_adjacent_sea_regions)
[HIDDEN] Add this effect with scope province_to_sea_region to give morale to sea units (this_buildings_province_to_adjacent_sea_regions)
[HIDDEN] Add this effect with scope province_to_sea_region to give morale to sea units (this_buildings_province_to_adjacent_sea_regions)
11 Portus Classis Port Level 4
Portus Classis
The fleet headquarters embodies both symbolic and practical seapower.
16 4500 473 wealth from manufacturing (industry) (this_building)
-10 public order(squalor) (this_province)
Level II ship hulls (+10% health) upon recruitment (this_buildings_province_to_adjacent_sea_regions)
[HIDDEN] Add this effect with scope province_to_sea_region to give morale to sea units (this_buildings_province_to_adjacent_sea_regions)
[HIDDEN] Add this effect with scope province_to_sea_region to give morale to sea units (this_buildings_province_to_adjacent_sea_regions)
12 Forum Piscarium Port Level 4
Forum Piscarium
The bounty of Neptune's depths feeds both gourmets and gutter-trash.
16 4320 11 food (this_region)
90 wealth from maritime commerce (this_building)
-10 public order(squalor) (this_province)
Bread and Games Edict:
1 food (this_province)
Supplies: +7 (this_building)
Export Food Edict: -4 food (this_province)
Export Food Edict: +7% local farming income (this_province)
Export Food Edict: -3 growth (this_province)
13 Emporium Port Level 4
Emporium
What cannot be bought is not worth buying.
16 8568 -10 food (this_region)
360 wealth from local commerce (this_building)
720 wealth from maritime commerce (this_building)
[NOT DISPLAYED] Drives the road levels between settlements (this_region)
Commercial Stimulation Edict:
+10% wealth from all commerce buildings (this_province)
+1% Foreigner Population (this_building)
Supply Line: +2 Region(s) (this_building)
Supply Storage: +200 (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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