Home / Divide et Impera / Ptolemaic Rebels (Macedonian Wars) / Buildings / Minor Settlement (Marble) Buildings
Ptolemaic Rebels (Macedonian Wars) Buildings
Minor Settlement (Marble) Buildings
Minor Settlement (Marble)
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Minor Settlement (Marble) | ||||||
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No. | Building | Create Time | Create Cost | Effects | Garrison Units | Recruitable Units |
1 |
Minor Settlement (Marble) Level 1 Hellenistic Hamlet (Marble) Small communities thrive through shared endeavour. |
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4 | 1500 |
-1% construction costs (all regions) 153 wealth from manufacturing (industry) (this_building) +1 growth per turn (this_province) +1 army recruitment capacity (this_province) +1% research rate (this_faction) 10 marble (this_building) +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) |
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2 |
Minor Settlement (Marble) Level 2 Hellenistic Village (Marble) For most people, their village is the whole world. |
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6 | 2100 |
-2% construction costs (all regions) -2 food (this_region) 203 wealth from manufacturing (industry) (this_building) +1 growth per turn (this_province) +1 army recruitment capacity (this_province) +1% research rate (this_faction) 25 marble (this_building) [NOT DISPLAYED] Drives the road levels between settlements (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) [NOT DISPLAYED] Drives the road levels between settlements (this_region) +10 line of sight across borders (this_region) |
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3 |
Minor Settlement (Marble) Level 3 Hellenistic Komai (Marble) Successful villages attract trade and settlers, and grow as a result. |
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10 | 2850 |
-3% construction costs (all regions) -4 food (this_region) 254 wealth from manufacturing (industry) (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) 60 marble (this_building) [NOT DISPLAYED] Drives the road levels between settlements (this_region) +10 line of sight across borders (this_region) +0.7% 1st, 2nd and 3rd Class (this_building) +1 army recruitment capacity (this_province) [NOT DISPLAYED] Drives the road levels between settlements (this_region) +10 line of sight across borders (this_region) |
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4 |
Minor Settlement (Marble) Level 4 Hellenistic Town (Marble) For settlers and traders, towns are home to opportunities undreamt of in villages. |
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16 | 4680 |
-4% construction costs (all regions) -6 food (this_region) 305 wealth from manufacturing (industry) (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) 120 marble (this_building) [NOT DISPLAYED] Drives the road levels between settlements (this_region) Noble Philanthropy Edict: -4% building construction costs (this_province) Tax Harvesting Edict: +3% tax rate (this_province) +10 line of sight across borders (this_region) +1% 1st, 2nd and 3rd Class (this_building) +1 army recruitment capacity (this_province) [NOT DISPLAYED] Drives the road levels between settlements (this_region) +10 line of sight across borders (this_region) |
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