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Massalia (Hannibal at the Gates) Massalia (Hannibal at the Gates) Buildings

Minor Settlement (Marble) Buildings




Minor Settlement (Marble)

Hellenistic Hamlet (Marble)
Hellenistic Village (Marble)
Hellenistic Komai (Marble)
Hellenistic Town (Marble)
Minor Settlement (Marble)
No. Building Create Time Create Cost Effects Garrison Units Recruitable Units
1 Hellenistic Hamlet (Marble) Minor Settlement (Marble) Level 1
Hellenistic Hamlet (Marble)
Small communities thrive through shared endeavour.
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)
2 Hellenistic Village (Marble) Minor Settlement (Marble) Level 2
Hellenistic Village (Marble)
For most people, their village is the whole world.
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)
3 Hellenistic Komai (Marble) Minor Settlement (Marble) Level 3
Hellenistic Komai (Marble)
Successful villages attract trade and settlers, and grow as a result.
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)
4 Hellenistic Town (Marble) Minor Settlement (Marble) Level 4
Hellenistic Town (Marble)
For settlers and traders, towns are home to opportunities undreamt of in villages.
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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