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

Minor Settlement (Trained Slaves) Buildings




Minor Settlement (Trained Slaves)

Hellenistic Hamlet (Trained Slaves)
Hellenistic Village (Trained Slaves)
Hellenistic Komai (Trained Slaves)
Hellenistic Town (Trained Slaves)
Minor Settlement (Trained Slaves)
No. Building Create Time Create Cost Effects Garrison Units Recruitable Units
1 Hellenistic Hamlet (Trained Slaves) Minor Settlement (Trained Slaves) Level 1
Hellenistic Hamlet (Trained Slaves)
Small communities thrive through shared endeavour.
4 1950 128 wealth from local commerce (this_building)
+2 growth per turn (this_province)
+1 army recruitment capacity (this_province)
Reduces slave population decline (this_province)
+15% wealth generated by slaves (this_province)
-10% slave unrest (all provinces)
+10 line of sight across borders (this_region)
+0.1% 1st, 2nd and 3rd Class (this_building)
10 trained slaves (this_building)
+1 army recruitment capacity (this_province)
+10 line of sight across borders (this_region)
2 Hellenistic Village (Trained Slaves) Minor Settlement (Trained Slaves) Level 2
Hellenistic Village (Trained Slaves)
For most people, their village is the whole world.
6 3450 -3 food (this_region)
180 wealth from local commerce (this_building)
+3 growth per turn (this_province)
+1 army recruitment capacity (this_province)
[NOT DISPLAYED] Drives the road levels between settlements (this_region)
Reduces slave population decline (this_province)
+30% wealth generated by slaves (this_province)
-20% slave unrest (all provinces)
+10 line of sight across borders (this_region)
+0.5% 1st, 2nd and 3rd Class (this_building)
25 trained slaves (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 (Trained Slaves) Minor Settlement (Trained Slaves) Level 3
Hellenistic Komai (Trained Slaves)
Successful villages attract trade and settlers, and grow as a result.
10 4650 -5 food (this_region)
212 wealth from local commerce (this_building)
+4 growth per turn (this_province)
-4 public order(squalor) (this_province)
+1 army recruitment capacity (this_province)
[NOT DISPLAYED] Drives the road levels between settlements (this_region)
Reduces slave population decline (this_province)
+45% wealth generated by slaves (this_province)
-30% slave unrest (all provinces)
+10 line of sight across borders (this_region)
+0.7% 1st, 2nd and 3rd Class (this_building)
60 trained slaves (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 (Trained Slaves) Minor Settlement (Trained Slaves) Level 4
Hellenistic Town (Trained Slaves)
For settlers and traders, towns are home to opportunities undreamt of in villages.
16 6660 -10 food (this_region)
254 wealth from local commerce (this_building)
+5 growth per turn (this_province)
-10 public order(squalor) (this_province)
+1 army recruitment capacity (this_province)
[NOT DISPLAYED] Drives the road levels between settlements (this_region)
Reduces slave population decline (this_province)
+60% wealth generated by slaves (this_province)
-40% slave unrest (all provinces)
Commercial Stimulation Edict:
+15% wealth generated by slaves (this_province)
+10 line of sight across borders (this_region)
+1% 1st, 2nd and 3rd Class (this_building)
120 trained slaves (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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