Roma
The Eternal City.Even in the ancient world, cities grew up in places where people had already been living for a long time because the sites were defensible, controlled river crossings, had natural resources nearby or were safe from floods and other natural disasters. Cities, despite their rulers’ best intentions, were rarely planned. There might be sections where public buildings stood by broad, open streets and temples were laid out in magnificent splendour, and patrician dwellings hid rich opulence behind bland frontages. But equally likely, if you walked a few paces in the wrong direction, you would be guaranteed to find a maze of twisty backstreets, cheek-by-jowl houses, and run-down slums, alehouses, whorehouses and slaughterhouses, all jostling for what little space there was within the walls. The city was the world in miniature, with all the wonder and squalor that implied. Romans and Greeks equally could take civic pride in their urbanity and sophistication, and at the same moment be a little disgusted by the dirt and tawdriness of the back streets only yards away.
Ancient Capital
Building Name Roma |
Level Name dei_main_city_ROME_2 |
Building Chain Ancient Capital |
Building Level 2 |
Create Time 6 |
Create Cost 3900 |
Effects
-5 food (this_region)+10% wealth from all sources (regions_in_this_province)
844 wealth from subsistence (this_building)
+3 growth per turn (this_province)
+1 army recruitment capacity (this_province)
[NOT DISPLAYED] Drives the road levels between settlements (this_region)
((NOT DISPLAYED)) (this_region)
[NOT DISPLAYED] Used for settlements to identify the presence of 15m walls (Hellenic / Roman / Eastern) (this_region)
+10 line of sight across borders (this_region)
+0.5% 1st, 2nd and 3rd Class (this_building)
+1 army recruitment capacity (this_province)
Ostia: +200 wealth (trade) (this_building)
Campus Martius: [[col:green]]Barracks (this_building)
[NOT DISPLAYED] Drives the road levels between settlements (this_region)
((NOT DISPLAYED)) (this_region)
[NOT DISPLAYED] Used for settlements to identify the presence of 15m walls (Hellenic / Roman / Eastern) (this_region)
+10 line of sight across borders (this_region)
Provides Garrison Army
(GAR_Gre_Armed_Citizens_Roman)
Melee Infantry
(GAR_Gre_Citizen_Militia_Roman)
Hoplite/Pike Infantry
(GAR_Gre_Local_Archers_Roman)
Missile Infantry
(GAR_Ita_Garrisoned_Horsemen)
Melee Cavalry
(GAR_Ita_Garrisoned_Swordsmen)
Melee Infantry
Recruitable Units
Recruitable Units Lv. 0 | ||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
No. | Unit | Sol. | Costom Cost | Recru. Cost | Unkeep Cost | Ship HP. | Ship Spd. | Msl. Dmg. | Rng. | Sht. /min | Amo. | Mle. Atk. | Mle. Dmg. | Chg. | Mle. Def. | Arm. | HP. | Mor. |
1 |
Melee Infantry / Spear Infantry / (Rom_Hastati) Hastati (Early) (Camillian Light Spear Maniple) These young men are the armoured front line of a Roman legion. |
|||||||||||||||||
200 | 770 | 770 | 30 | 9 | 11 | 73 | 8 | 20 | 55 | |||||||||
2 |
Melee Infantry / Spear Infantry / (Rom_Principes) Principes (Early) (Camillan Heavy Spear Maniple) Wealthy, older Roman citizens, the principes are a heavy infantry force. |
|||||||||||||||||
200 | 1102 | 1102 | 32 | 9 | 11 | 79 | 14 | 20 | 60 | |||||||||
3 |
Melee Infantry / Hoplite/Pike Infantry / (Rom_Triarii) Triarii (Early) (Camillan Veteran Maniple) Wealth, experience and age make these battle-hardened veterans a fearsome force. |
|||||||||||||||||
200 | 1231 | 1231 | 32 | 9 | 15 | 70 | 16 | 20 | 65 | |||||||||
4 |
Missile Infantry / Missile Infantry / (Rom_Velites) Velites (Polybian Skirmishers) These javelin-armed skirmishers are fast moving and lightly armoured. |
|||||||||||||||||
175 | 519 | 519 | 15 | 90 | 8 | 5 | 26 | 10 | 11 | 56 | 3 | 20 | 50 |
Disqus |
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