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Massyli (Hannibal at the Gates) Massyli (Hannibal at the Gates) Buildings

Minor Settlement (Silk) Buildings




Minor Settlement (Silk)

Eastern Hamlet (Silk)
Eastern Village (Silk)
Eastern Small Town (Silk)
Eastern Town (Silk)
Minor Settlement (Silk)
No. Building Create Time Create Cost Effects Garrison Units Recruitable Units
1 Eastern Hamlet (Silk) Minor Settlement (Silk) Level 1
Eastern Hamlet (Silk)
A small community founded for common goals and in shared beliefs.
4 1650 +1% wealth from all commerce (all regions)
254 wealth from local commerce (this_building)
+1 growth per turn (this_province)
+1 army recruitment capacity (this_province)
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)
2 Eastern Village (Silk) Minor Settlement (Silk) Level 2
Eastern Village (Silk)
An established village, growing by hard toil and devout effort.
6 2700 -2 food (this_region)
+3% wealth from all commerce (all regions)
507 wealth from local commerce (this_building)
+1 growth per turn (this_province)
+1 army recruitment capacity (this_province)
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)
3 Eastern Small Town (Silk) Minor Settlement (Silk) Level 3
Eastern Small Town (Silk)
A thriving community with trade to attract new settlers.
10 5100 -4 food (this_region)
+6% wealth from all commerce (all regions)
1012 wealth from local commerce (this_building)
+2 growth per turn (this_province)
-4 public order(squalor) (this_province)
+1 army recruitment capacity (this_province)
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)
4 Eastern Town (Silk) Minor Settlement (Silk) Level 4
Eastern Town (Silk)
A prosperous centre for trade and commerce full of opportunity for the right people.
16 10251 -6 food (this_region)
+12% wealth from all commerce (all regions)
2025 wealth from local commerce (this_building)
+2 growth per turn (this_province)
-8 public order(squalor) (this_province)
+1 army recruitment capacity (this_province)
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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