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Roman Town Defensores Senatus (Hannibal at the Gates)Defensores Senatus (Hannibal at the Gates) Minor Settlement (Market) Level 4

Roman Town

Wherever there is a town, there is the Roman world.

Wherever the Romans went they not only conquered but also settled and built communities. They used stone and brick to construct colonies that were meant to last. Colonial towns developed from small hamlets and villages, some of which already existed, becoming centres of regional administration and commerce. The planned provincial towns or 'civitates' were built in a square grid pattern with stone peripheral walls for protection. The smaller 'vici' were less formal, often growing up outside Roman army camps in order to supply soldiers with the comforts and pleasures of home.

Minor Settlement (Market)

Roman Hamlet
Roman Hamlet
(rom_ROMAN_city_minor_township_1)
Minor Settlement (Market) Level 0
Civil Settlement
Civil Settlement
(rome_town_civil_2)
Minor Settlement (Market) Level 1
Civil Town
Civil Town
(rome_town_civil_3)
Minor Settlement (Market) Level 2
Civil Colonia
Civil Colonia
(rome_town_civil_4)
Minor Settlement (Market) Level 3
Farming Settlement
Farming Settlement
(rome_town_farm_2)
Minor Settlement (Market) Level 1
Farming Town
Farming Town
(rome_town_farm_3)
Minor Settlement (Market) Level 2
Farming Colonia
Farming Colonia
(rome_town_farm_4)
Minor Settlement (Market) Level 3
Market Settlement
Market Settlement
(rome_town_trade_2)
Minor Settlement (Market) Level 1
Market Town
Market Town
(rome_town_trade_3)
Minor Settlement (Market) Level 2
Market Colonia
Market Colonia
(rome_town_trade_4)
Minor Settlement (Market) Level 3
Roman Town

Building Name

Roman Town

Level Name

rom_ROMAN_city_minor_township_4

Building Chain

Minor Settlement (Market)

Building Level

4

Create Time

16

Create Cost

6300

Require Resource

Marble
Marble

Effects

-6 food (this_region)
+16% wealth from all sources (regions_in_this_province)
338 wealth from subsistence (this_building)
+3 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)
Tax Harvesting Edict:
+6% tax rate (this_province)
Romanisation Edict:
+2 conversion to Latin culture (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)

Provides Garrison Army

175 Italian Slingers
175 Italian Slingers
175 Italian Slingers
175 Italian Slingers
Italian Slingers
(GAR_Ita_Citizen_Javelinmen)
Missile Infantry
100 Italian  Horsemen
100 Italian  Horsemen
100 Italian  Horsemen
Italian Horsemen
(GAR_Ita_Garrisoned_Horsemen)
Melee Cavalry
200 Italian Swordsmen
200 Italian Swordsmen
200 Italian Swordsmen
200 Italian Swordsmen
200 Italian Swordsmen
200 Italian Swordsmen
Italian Swordsmen
(GAR_Ita_Garrisoned_Swordsmen)
Melee Infantry
200 Italian Town Guard
200 Italian Town Guard
Italian Town Guard
(GAR_Ita_Town_Guard)
Spear Infantry

Recruitable Units

No Recruitable Units
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