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HomeHome / Divide et Impera / Lusotannan Tribal Council (Hannibal at the Gates) / Buildings / City Centre Buildings
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)
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