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Economic Buildings




Economic

Enclosed Land
Limited Warhorse Breeding
Limited Warhorse Breeding
Limited Warhorse Breeding
Cattle Pens
Cattle Farm
Cattle Ranch
Field
Farm
Lynchet
Clay Pit
Potter
Potter's Workshop
Nomad Camp
Wagon Camp
Royal Camp
Brine Distiller
Salt Kiln
Salt Workshop
Goldsmith
Mint
Jewelsmith
Reservoir
Well
Canals
Sewage Ditch
Drainage Ditch
River Drainage
Economic
No. Building Create Time Create Cost Effects Garrison Units Recruitable Units
1 Enclosed Land Economic Level 1
Enclosed Land
The creature that does not wander is safe.
2 1050 1 food (this_region)
45 wealth from farming (agriculture) (this_building)
+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)
2 Goldsmith Economic Level 2
Goldsmith
The beauty of gold is more than its worth.
6 2700 180 wealth from manufacturing (industry) (this_building)
+5% wealth from all sources (regions_in_this_province)
-2 public order(squalor) (this_province)
3 Nomad Camp Economic Level 2
Nomad Camp
Under the god's sky all brave men are free.
6 1500 4 food (this_region)
+5% wealth from livestock (agriculture) (regions_in_this_province)
+0.3% 3rd Class Citizen (this_building)
Supply Storage: +80 (this_building)
Supplies: base * 0.1% (this_building)
4 Cattle Pens Economic Level 2
Cattle Pens
A herd provides more than food.
4 1650 2 food (this_region)
105 wealth from livestock (agriculture) (this_building)
+0.3% 3rd Class Citizen (this_building)
Supplies: +8 + base * 0.2% (this_building)
Export Food Edict: -2 food (this_province)
Export Food Edict: +5% local farming income (this_province)
Export Food Edict: -1 growth (this_province)
5 Limited Warhorse Breeding Economic Level 2
Limited Warhorse Breeding
Even a small settlement can encourage the breeding and trade of these rare horses.
6 1500 -2 food (regions_in_this_province)
150 wealth from livestock (agriculture) (this_building)
+2% cavalry charge bonus upon recruitment (this_province)
+0.1% 1st and 2nd Class (this_building)
1 Warhorse (this_building)
Requires the Warhorse resource (this_building)
6 Clay Pit Economic Level 2
Clay Pit
Many beautiful items can be made from simple clay.
6 1800 1 food (this_region)
150 wealth from manufacturing (industry) (this_building)
+0.1% 2nd Class Citizen (this_building)
7 Sewage Ditch Economic Level 2
Sewage Ditch
Even the wildest man knows not to deficate where he eats.
6 1950 +1 growth per turn (this_province)
+5 public order per turn (sanitation) (this_province)
+4% unit replenishment (regions_in_this_province)
+0.3% 3rd Class Citizen (this_building)
-5% provincial income (building upkeep) (regions_in_this_province)
8 Brine Distiller Economic Level 2
Brine Distiller
The mighty ocean provides more than fish.
6 2850 +5% wealth from livestock (agriculture) (regions_in_this_province)
150 wealth from local commerce (this_building)
-2 public order(squalor) (this_province)
Requires the Salt resource (this_building)
Requires the Salt resource (this_building)
9 Field Economic Level 2
Field
We must gather the fruits of the field.
4 1500 4 food (this_region)
60 wealth from farming (agriculture) (this_building)
+0.3% 3rd Class Citizen (this_building)
Supplies: +5 + base * 0.4% (this_building)
Export Food Edict: -2 food (this_province)
Export Food Edict: +5% local farming income (this_province)
Export Food Edict: -1 growth (this_province)
10 Reservoir Economic Level 2
Reservoir
Water is the bringer of life and must be respected.
6 1950 +10% wealth from farming (agriculture) (regions_in_this_province)
+1 growth per turn (this_province)
+0.3% 3rd Class Citizen (this_building)
-5% provincial income (building upkeep) (regions_in_this_province)
11 Cattle Farm Economic Level 3
Cattle Farm
When food is plentiful there is money to be made in cattle.
8 2550 4 food (this_region)
200 wealth from livestock (agriculture) (this_building)
-4 public order(squalor) (this_province)
+0.7% 3rd Class Citizen (this_building)
Supplies: +8 + base * 0.2% (this_building)
2 livestock (this_building)
Export Food Edict: -3 food (this_province)
Export Food Edict: +7% local farming income (this_province)
Export Food Edict: -2 growth (this_province)
12 Wagon Camp Economic Level 3
Wagon Camp
The people travel as one, and fight as one.
10 2250 7 food (this_region)
+10% wealth from livestock (agriculture) (regions_in_this_province)
-4 public order(squalor) (this_province)
+0.7% 3rd Class Citizen (this_building)
Supply Storage: +80 (this_building)
Supplies: base * 0.1% (this_building)
13 Limited Warhorse Breeding Economic Level 3
Limited Warhorse Breeding
Even a small settlement can encourage the breeding and trade of these rare horses.
10 2400 -4 food (regions_in_this_province)
225 wealth from livestock (agriculture) (this_building)
-2 public order(squalor) (this_province)
+5% cavalry charge bonus upon recruitment (this_province)
+0.2% 1st and 2nd Class (this_building)
1 Warhorse (this_building)
Requires the Warhorse resource (this_building)
14 Potter Economic Level 3
Potter
The potter's art is a valuable one.
10 3000 1 food (this_region)
300 wealth from manufacturing (industry) (this_building)
-4 public order(squalor) (this_province)
+0.2% 2nd Class Citizen (this_building)
15 Drainage Ditch Economic Level 3
Drainage Ditch
A small runoff that allows the town's sewage to clear.
10 3150 +2 growth per turn (this_province)
+6 public order per turn (sanitation) (this_province)
+6% unit replenishment (regions_in_this_province)
+0.7% 3rd Class Citizen (this_building)
-8% provincial income (building upkeep) (regions_in_this_province)
16 Salt Kiln Economic Level 3
Salt Kiln
A little salt is useful, a lot is profitable.
10 4050 +10% wealth from livestock (agriculture) (regions_in_this_province)
225 wealth from local commerce (this_building)
-4 public order(squalor) (this_province)
Requires the Salt resource (this_building)
Requires the Salt resource (this_building)
17 Farm Economic Level 3
Farm
If we take care of the land, it will take care of us.
8 2100 7 food (this_region)
75 wealth from farming (agriculture) (this_building)
-4 public order(squalor) (this_province)
+0.1% 1st Class Citizen (this_building)
+0.7% 3rd Class Citizen (this_building)
Supplies: +5 + base * 0.4% (this_building)
Export Food Edict: -3 food (this_province)
Export Food Edict: +7% local farming income (this_province)
Export Food Edict: -2 growth (this_province)
18 Well Economic Level 3
Well
From beneath the ground comes life giving water.
10 3150 +20% wealth from farming (agriculture) (regions_in_this_province)
+1 growth per turn (this_province)
+1 siege hold-out time (this_region)
+0.7% 3rd Class Citizen (this_building)
-8% provincial income (building upkeep) (regions_in_this_province)
19 Mint Economic Level 3
Mint
Coins mean less bloodletting come market day.
10 3900 250 wealth from manufacturing (industry) (this_building)
+10% wealth from all sources (regions_in_this_province)
-4 public order(squalor) (this_province)
20 Cattle Ranch Economic Level 4
Cattle Ranch
Much can be learnt about a man from his bulls.
12 4320 7 food (this_region)
290 wealth from livestock (agriculture) (this_building)
-8 public order(squalor) (this_province)
Bread and Games Edict:
1 food (this_province)
+0.1% 1st Class Citizen (this_building)
+1% 3rd Class Citizen (this_building)
Supplies: +8 + base * 0.2% (this_building)
5 livestock (this_building)
Export Food Edict: -3 food (this_province)
Export Food Edict: +9% local farming income (this_province)
Export Food Edict: -5 growth (this_province)
21 Royal Camp Economic Level 4
Royal Camp
"And yet I live humbly, because I am a river of gold to my people…"
16 4860 13 food (this_region)
+20% wealth from livestock (agriculture) (regions_in_this_province)
-8 public order(squalor) (this_province)
+0.1% 1st Class Citizen (this_building)
+1% 3rd Class Citizen (this_building)
Supply Storage: +80 (this_building)
Supplies: base * 0.1% (this_building)
Requires the Livestock resource (this_building)
22 Limited Warhorse Breeding Economic Level 4
Limited Warhorse Breeding
Even a small settlement can encourage the breeding and trade of these rare horses.
16 4140 -6 food (regions_in_this_province)
300 wealth from livestock (agriculture) (this_building)
-6 public order(squalor) (this_province)
+8% cavalry charge bonus upon recruitment (this_province)
Bread and Games Edict:
1 food (this_province)
+0.3% 1st and 2nd Class (this_building)
1 Warhorse (this_building)
Requires the Warhorse resource (this_building)
23 Potter's Workshop Economic Level 4
Potter's Workshop
Many hands make light work.
16 7380 1 food (this_region)
700 wealth from manufacturing (industry) (this_building)
-8 public order(squalor) (this_province)
Commercial Stimulation Edict:
+10% wealth from all commerce buildings (this_province)
+0.3% 2nd Class Citizen (this_building)
Requires the Salt resource (this_building)
24 River Drainage Economic Level 4
River Drainage
The gods made rivers to clean both man and earth.
16 7560 +3 growth per turn (this_province)
+8 public order per turn (sanitation) (this_province)
+8% unit replenishment (regions_in_this_province)
Bread and Games Edict:
+4 public order (this_province)
+0.1% 1st Class Citizen (this_building)
+1% 3rd Class Citizen (this_building)
-10% provincial income (building upkeep) (regions_in_this_province)
25 Salt Workshop Economic Level 4
Salt Workshop
Salt goods are highly valued by men from the south.
16 8280 +20% wealth from livestock (agriculture) (regions_in_this_province)
450 wealth from local commerce (this_building)
-10 public order(squalor) (this_province)
Commercial Stimulation Edict:
+4 public order from luxuries (this_province)
Requires the Salt resource (this_building)
Requires the Salt resource (this_building)
26 Lynchet Economic Level 4
Lynchet
A well-tended field produces superior crops.
12 3600 14 food (this_region)
90 wealth from farming (agriculture) (this_building)
-8 public order(squalor) (this_province)
Bread and Games Edict:
4 food (this_province)
+0.2% 1st Class Citizen (this_building)
+1% 3rd Class Citizen (this_building)
Supplies: +5 + base * 0.4% (this_building)
Export Food Edict: -5 food (this_province)
Export Food Edict: +9% local farming income (this_province)
Export Food Edict: -3 growth (this_province)
27 Canals Economic Level 4
Canals
To bend water to our will is a great power indeed.
16 7560 +40% wealth from farming (agriculture) (regions_in_this_province)
+2 growth per turn (this_province)
+2 siege hold-out time (this_region)
Migration Edict:
+1 growth per turn (this_province)
+0.1% 1st Class Citizen (this_building)
+1% 3rd Class Citizen (this_building)
-10% provincial income (building upkeep) (regions_in_this_province)
28 Jewelsmith Economic Level 4
Jewelsmith
From the bowels of the earth come these glittering treasures.
16 7740 300 wealth from manufacturing (industry) (this_building)
+20% wealth from all sources (regions_in_this_province)
-10 public order(squalor) (this_province)
Commercial Stimulation Edict:
+16% wealth from industry buildings (this_province)
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