menu
HomeHome / Divide et Impera / Massalia (Hannibal at the Gates) / Buildings / Minor Settlement (Copper) Buildings
Massalia (Hannibal at the Gates) Massalia (Hannibal at the Gates) Buildings

Minor Settlement (Copper) Buildings




Minor Settlement (Copper)

Hellenistic Hamlet (Copper)
Hellenistic Village (Copper)
Trade Hub (Copper)
Fortified Town (Copper)
Minor Settlement (Copper)
No. Building Create Time Create Cost Effects Garrison Units Recruitable Units
1 Hellenistic Hamlet (Copper) Minor Settlement (Copper) Level 1
Hellenistic Hamlet (Copper)
Small communities thrive through shared endeavour.
4 1875 168 wealth from manufacturing (industry) (this_building)
+1 growth per turn (this_province)
-2% heavy unit recruitment cost (this_province)
+1 army recruitment capacity (this_province)
+1% research rate (this_faction)
10 copper (this_building)
+10 line of sight across borders (this_region)
+0.1% 1st, 2nd and 3rd Class (this_building)
10 copper (this_building)
+1 army recruitment capacity (this_province)
+10 line of sight across borders (this_region)
2 Hellenistic Village (Copper) Minor Settlement (Copper) Level 2
Hellenistic Village (Copper)
For most people, their village is the whole world.
6 3225 -2 food (this_region)
338 wealth from manufacturing (industry) (this_building)
+2 growth per turn (this_province)
-4% heavy unit recruitment cost (this_province)
+1 army recruitment capacity (this_province)
+1% research rate (this_faction)
25 copper (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)
25 copper (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)
3 Trade Hub (Copper) Minor Settlement (Copper) Level 3
Trade Hub (Copper)
Successful villages attract trade and settlers, and grow as a result.
10 4425 -4 food (this_region)
507 wealth from manufacturing (industry) (this_building)
+3 growth per turn (this_province)
-4 public order(squalor) (this_province)
+1 army recruitment capacity (this_province)
+2% research rate (this_faction)
100 copper (this_building)
[NOT DISPLAYED] Drives the road levels between settlements (this_region)
+10 line of sight across borders (this_region)
+0.6% 1st, 2nd and 3rd Class (this_building)
100 copper (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)
4 Fortified Town (Copper) Minor Settlement (Copper) Level 4
Fortified Town (Copper)
There is a line between craft and art which the greatest smiths straddle.
16 6390 -6 food (this_region)
507 wealth from manufacturing (industry) (this_building)
+5 growth per turn (this_province)
-8 public order(squalor) (this_province)
-6% heavy unit recruitment cost (this_province)
+1 army recruitment capacity (this_province)
120 copper (this_building)
[NOT DISPLAYED] Drives the road levels between settlements (this_region)
+1 siege hold-out time (this_region)
+10 line of sight across borders (this_region)
+0.7% 1st, 2nd and 3rd Class (this_building)
120 copper (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)
Facebook