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Nomad Camps KatpatukaKatpatuka Agricultural Level 1

Nomad Camps

Life-giving water: always a welcome thing.

Canals were a common feature of regions without major waterways or where the annual flow was insufficient to supply farms and communities with the water needed to sustain life. Whatever the source, water often needed to be carried great distances to reach the people, animals and farmland that depended on it. As a precious commodity in hot climates, water control was a matter of vital importance. Reservoirs were used to store water for particularly dry times. Eventually, sophisticated water channelling systems were developed and carefully graded to manage flow. Once the water had reached its destination, sluices directed the water to the surrounding farms.

Agricultural

Nomad Camps
Nomad Camps
(rom_EASTERN_outskirts_minor_1)
Agricultural Level 0
Limited Warhorse Breeding
Limited Warhorse Breeding
(rom_EASTERN_Warbreed_2)
Agricultural Level 1
Limited Warhorse Breeding
Limited Warhorse Breeding
(rom_EASTERN_Warbreed_3)
Agricultural Level 2
Limited Warhorse Breeding
Limited Warhorse Breeding
(rom_EASTERN_Warbreed_4)
Agricultural Level 3
Farm
Farm
(rom_EASTERN_outskirts_minor_farming_2)
Agricultural Level 1
Irrigated Farm
Irrigated Farm
(rom_EASTERN_outskirts_minor_farming_3)
Agricultural Level 2
Farm Estate
Farm Estate
(rom_EASTERN_outskirts_minor_farming_4)
Agricultural Level 3
Qanat
Qanat
(rom_EASTERN_outskirts_minor_water_2)
Agricultural Level 1
Well
Well
(rom_EASTERN_outskirts_minor_water_3)
Agricultural Level 2
Fountain
Fountain
(rom_EASTERN_outskirts_minor_water_4)
Agricultural Level 3
Grain Pits
Grain Pits
(east_agriculture_granary_2)
Agricultural Level 1
Grain Silo
Grain Silo
(east_agriculture_granary_3)
Agricultural Level 2
Granary
Granary
(east_agriculture_granary_4)
Agricultural Level 3
Nomad Camps

Building Name

Nomad Camps

Level Name

rom_EASTERN_outskirts_minor_1

Building Chain

Agricultural

Building Level

1

Create Time

2

Create Cost

1200

Effects

2 food (this_region)
60 wealth from farming (agriculture) (this_building)
+2% unit replenishment (regions_in_this_province)
+0.1% 3rd Class Citizen (this_building)
Export Food Edict: -1 food (this_province)
Export Food Edict: +3% local farming income (this_province)
Export Food Edict: -1 growth (this_province)

Provides Garrison Army

No Garrison Units

Recruitable Units

No Recruitable Units
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