Minor Settlement (Marble) |
No. |
Building |
Create Time |
Create Cost |
Effects |
Garrison Units |
Recruitable Units |
1 |
|
Minor Settlement (Marble) Level 1
Hellenistic Hamlet (Marble)
Small communities thrive through shared endeavour.
|
4 |
1500 |
-1% construction costs (all regions)
153 wealth from manufacturing (industry) (this_building)
+1 growth per turn (this_province)
+1 army recruitment capacity (this_province)
+1% research rate (this_faction)
10 marble (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 |
|
Minor Settlement (Marble) Level 2
Hellenistic Village (Marble)
For most people, their village is the whole world.
|
6 |
2100 |
-2% construction costs (all regions)
-2 food (this_region)
203 wealth from manufacturing (industry) (this_building)
+1 growth per turn (this_province)
+1 army recruitment capacity (this_province)
+1% research rate (this_faction)
25 marble (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 |
|
Minor Settlement (Marble) Level 3
Hellenistic Komai (Marble)
Successful villages attract trade and settlers, and grow as a result.
|
10 |
2850 |
-3% construction costs (all regions)
-4 food (this_region)
254 wealth from manufacturing (industry) (this_building)
+2 growth per turn (this_province)
-4 public order(squalor) (this_province)
+1 army recruitment capacity (this_province)
+2% research rate (this_faction)
60 marble (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 |
|
Minor Settlement (Marble) Level 4
Hellenistic Town (Marble)
For settlers and traders, towns are home to opportunities undreamt of in villages.
|
16 |
4680 |
-4% construction costs (all regions)
-6 food (this_region)
305 wealth from manufacturing (industry) (this_building)
+2 growth per turn (this_province)
-8 public order(squalor) (this_province)
+1 army recruitment capacity (this_province)
+2% research rate (this_faction)
120 marble (this_building)
[NOT DISPLAYED] Drives the road levels between settlements (this_region)
Noble Philanthropy Edict:
-4% building construction costs (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)
|
|
|