Home / Divide et Impera / Massalia (Hannibal at the Gates) / Buildings / Minor Settlement (Silk) Buildings
Massalia (Hannibal at the Gates) Buildings
Minor Settlement (Silk) Buildings
Minor Settlement (Silk)
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Minor Settlement (Silk) | ||||||
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No. | Building | Create Time | Create Cost | Effects | Garrison Units | Recruitable Units |
1 |
Minor Settlement (Silk) Level 1 Hellenistic Hamlet (Silk) Small communities thrive through shared endeavour. |
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4 | 1650 |
+1% wealth from all commerce (all regions) 225 wealth from local commerce (this_building) +1 growth per turn (this_province) +1 army recruitment capacity (this_province) +1% research rate (this_faction) 10 textiles (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 (Silk) Level 2 Hellenistic Village (Silk) For most people, their village is the whole world. |
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6 | 2550 |
-2 food (this_region) +3% wealth from all commerce (all regions) 450 wealth from local commerce (this_building) +1 growth per turn (this_province) +1 army recruitment capacity (this_province) +1% research rate (this_faction) 25 textiles (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 (Silk) Level 3 Hellenistic Komai (Silk) Successful villages attract trade and settlers, and grow as a result. |
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10 | 4350 |
-4 food (this_region) +6% wealth from all commerce (all regions) 900 wealth from local commerce (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 textiles (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 (Silk) Level 4 Hellenistic Town (Silk) For settlers and traders, towns are home to opportunities undreamt of in villages. |
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16 | 9900 |
-6 food (this_region) +12% wealth from all commerce (all regions) 1800 wealth from local commerce (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 textiles (this_building) [NOT DISPLAYED] Drives the road levels between settlements (this_region) Bread and Games Edict: +6% wealth generated by cultural buildings (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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