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Qanat Massyli (Hannibal at the Gates)Massyli (Hannibal at the Gates) Industrial Level 2

Qanat

Underground channels can securely carry water vast distances.

Qanats are a series of shafts connected by sloping tunnels that channel water underground over great distances. Dug deep into hills and mountains to take advantage of the higher water table, water is directed out into distribution canals. Being underground, little water is lost due to evaporation and so qanats provide a clean water supply relatively safe from natural disaster and sabotage. Following their development during the early 1st millennium BC, qanats spread rapidly across Africa and Asia. An overly-steep one would let the water flow too fast, draining the source and eroding the tunnel; if it were too shallow the water would not flow at all. Successful development of a qanat network required skilled artisans to locate potential water sources, plan routes, dig passageways to the right gradient and then keep them clear.

Industrial

Outskirts
Outskirts
(rom_EASTERN_outskirts_1)
Industrial Level 0
Adobe Maker
Adobe Maker
(rom_EASTERN_outskirts_industry_2)
Industrial Level 1
Adobe Drier
Adobe Drier
(rom_EASTERN_outskirts_industry_3)
Industrial Level 2
Adobe Kiln
Adobe Kiln
(rom_EASTERN_outskirts_industry_4)
Industrial Level 3
Windcatcher
Windcatcher
(rom_EASTERN_outskirts_sanitation_2)
Industrial Level 1
Shabestan
Shabestan
(rom_EASTERN_outskirts_sanitation_3)
Industrial Level 2
Yakhchal
Yakhchal
(rom_EASTERN_outskirts_sanitation_4)
Industrial Level 3
Qanat
Qanat
(rom_EASTERN_outskirts_water_2)
Industrial Level 1
Well
Well
(rom_EASTERN_outskirts_water_3)
Industrial Level 2
Fountain
Fountain
(rom_EASTERN_outskirts_water_4)
Industrial Level 3
Qanat

Building Name

Qanat

Level Name

rom_EASTERN_outskirts_water_2

Building Chain

Industrial

Building Level

2

Create Time

6

Create Cost

1800

Require Technology

Qanat
Qanat

Effects

+3% wealth from agriculture (regions_in_this_province)
+1 growth per turn (this_province)
+4% unit replenishment (regions_in_this_province)
+0.1% Foreigner Population (this_building)
+0.5% 1st, 2nd and 3rd Class (this_building)
-5% provincial income (building upkeep) (regions_in_this_province)

Provides Garrison Army

No Garrison Units

Recruitable Units

No Recruitable Units
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