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

Minor Settlement (Market) Buildings




Minor Settlement (Market)

Eastern Hamlet
Garrison Settlement
Garrison Town
Garrison Large Town
Trade Settlement
Trade Town
Trade Large Town
Minor Settlement (Market)
No. Building Create Time Create Cost Effects Garrison Units Recruitable Units
1 Eastern Hamlet Minor Settlement (Market) Level 1
Eastern Hamlet
A small community founded for common goals and in shared beliefs.
4 1800 +1% wealth from all sources (regions_in_this_province)
114 wealth from subsistence (this_building)
30 wealth from local commerce (this_building)
+1 growth per turn (this_province)
+1 army recruitment capacity (this_province)
+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 Garrison Settlement Minor Settlement (Market) Level 2
Garrison Settlement
Sometimes it's important to remind people who is really in charge.
6 2700 -2 food (this_region)
+2% wealth from all sources (regions_in_this_province)
150 wealth from subsistence (this_building)
+1 growth per turn (this_province)
+2 public order per turn (this_province)
+1 army recruitment capacity (this_province)
[NOT DISPLAYED] Drives the road levels between settlements (this_region)
-2% upkeep for all land units (local armies)
+14 line of sight across borders (this_region)
+0.7% 1st and 2nd Class (this_building)
+0.1% 3rd and 4th Class (this_building)
+1 army recruitment capacity (this_province)
[NOT DISPLAYED] Drives the road levels between settlements (this_region)
+14 line of sight across borders (this_region)
3 Eastern Village Minor Settlement (Market) Level 2
Eastern Village
An established village, growing by hard toil and devout effort.
6 2850 -2 food (this_region)
+8% wealth from all sources (regions_in_this_province)
225 wealth from subsistence (this_building)
57 wealth from local commerce (this_building)
+1 growth per turn (this_province)
+1 army recruitment capacity (this_province)
[NOT DISPLAYED] Drives the road levels between settlements (this_region)
+10 line of sight across borders (this_region)
+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 Trade Settlement Minor Settlement (Market) Level 2
Trade Settlement
Local traders are the first pillar of any community.
6 2700 -1 food (this_region)
+5% wealth from all sources (regions_in_this_province)
75 wealth from subsistence (this_building)
150 wealth from local commerce (this_building)
+2 growth per turn (this_province)
+1 army recruitment capacity (this_province)
[NOT DISPLAYED] Drives the road levels between settlements (this_region)
+12 line of sight across borders (this_region)
+0.1% 1st and 2nd Class (this_building)
+0.7% 3rd and 4th Class (this_building)
+1 army recruitment capacity (this_province)
[NOT DISPLAYED] Drives the road levels between settlements (this_region)
+12 line of sight across borders (this_region)
5 Eastern Small Town Minor Settlement (Market) Level 3
Eastern Small Town
A thriving community with trade to attract new settlers.
10 4050 -4 food (this_region)
+12% wealth from all sources (regions_in_this_province)
282 wealth from subsistence (this_building)
90 wealth from local commerce (this_building)
+2 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)
+10 line of sight across borders (this_region)
+1 army recruitment capacity (this_province)
[NOT DISPLAYED] Drives the road levels between settlements (this_region)
+10 line of sight across borders (this_region)
6 Trade Town Minor Settlement (Market) Level 3
Trade Town
A bustling hotpot, alive with the hoots of water-sellers and camel traders.
10 3900 -4 food (this_region)
+10% wealth from all sources (regions_in_this_province)
75 wealth from subsistence (this_building)
300 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)
+12 line of sight across borders (this_region)
+0.5% 1st and 2nd Class (this_building)
+1% 3rd and 4th Class (this_building)
+1 army recruitment capacity (this_province)
[NOT DISPLAYED] Drives the road levels between settlements (this_region)
+12 line of sight across borders (this_region)
7 Garrison Town Minor Settlement (Market) Level 3
Garrison Town
A garrison's stability nurtures a growing town.
10 3900 -6 food (this_region)
+4% wealth from all sources (regions_in_this_province)
225 wealth from subsistence (this_building)
+1 growth per turn (this_province)
+4 public order per turn (this_province)
+1 army recruitment capacity (this_province)
[NOT DISPLAYED] Drives the road levels between settlements (this_region)
-5% upkeep for all land units (local armies)
+14 line of sight across borders (this_region)
+1% 1st and 2nd Class (this_building)
+0.5% 3rd and 4th Class (this_building)
+1 army recruitment capacity (this_province)
[NOT DISPLAYED] Drives the road levels between settlements (this_region)
+14 line of sight across borders (this_region)
8 Eastern Town Minor Settlement (Market) Level 4
Eastern Town
A prosperous centre for trade and commerce full of opportunity for the right people.
16 6840 -6 food (this_region)
+16% wealth from all sources (regions_in_this_province)
338 wealth from subsistence (this_building)
113 wealth from local commerce (this_building)
+2 growth per turn (this_province)
-8 public order(squalor) (this_province)
+1 army recruitment capacity (this_province)
[NOT DISPLAYED] Drives the road levels between settlements (this_region)
Conscription Edict:
-4 unit recruitment capacity (this_province)
Tax Harvesting Edict:
+6% tax rate (this_province)
+10 line of sight across borders (this_region)
+1 army recruitment capacity (this_province)
[NOT DISPLAYED] Drives the road levels between settlements (this_region)
+10 line of sight across borders (this_region)
9 Trade Large Town Minor Settlement (Market) Level 4
Trade Large Town
In the greatest bazaars, anything can be bought... and it's a seller's market.
16 6300 -6 food (this_region)
+15% wealth from all sources (regions_in_this_province)
75 wealth from subsistence (this_building)
450 wealth from local commerce (this_building)
+4 growth per turn (this_province)
+1 army recruitment capacity (this_province)
[NOT DISPLAYED] Drives the road levels between settlements (this_region)
+12 line of sight across borders (this_region)
+0.7% 1st and 2nd Class (this_building)
+1.5% 3rd and 4th Class (this_building)
+1 army recruitment capacity (this_province)
[NOT DISPLAYED] Drives the road levels between settlements (this_region)
+12 line of sight across borders (this_region)
10 Garrison Large Town Minor Settlement (Market) Level 4
Garrison Large Town
A peaceful, busy metropolis, ensured by the sword.
16 6300 -8 food (this_region)
+6% wealth from all sources (regions_in_this_province)
300 wealth from subsistence (this_building)
+1 growth per turn (this_province)
+6 public order per turn (this_province)
+1 army recruitment capacity (this_province)
[NOT DISPLAYED] Drives the road levels between settlements (this_region)
-7% upkeep for all land units (local armies)
+14 line of sight across borders (this_region)
+1.5% 1st and 2nd Class (this_building)
+0.7% 3rd and 4th Class (this_building)
+1 army recruitment capacity (this_province)
[NOT DISPLAYED] Drives the road levels between settlements (this_region)
+14 line of sight across borders (this_region)
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