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No. | Building | Create Time | Create Cost | Effects | Garrison Units | Recruitable Units |
1 |
City Centre Level 1 Eastern City Centre At the heart of a settlement is law, trade, and paperwork. |
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4 | 1200 |
75 wealth from entertainment (culture) (this_building) +1 public order per turn (this_province) +0.1% 1st Class Citizen (this_building) |
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2 |
City Centre Level 2 Eastern Library Control memory of the past, and you control the present and future. |
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6 | 1800 |
75 wealth from entertainment (culture) (this_building) +5% research rate (this_faction) [NOT DISPLAYED] Drives the road levels between settlements (this_region) +0.3% 1st Class Citizen (this_building) [NOT DISPLAYED] Drives the road levels between settlements (this_region) |
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3 |
City Centre Level 2 Warhorse Pens A good mount is not just a companion in battle, but a sign of wealth. |
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6 | 3900 |
+5% wealth from agriculture (regions_in_this_province) 150 wealth from local commerce (this_building) -3% cavalry unit recruitment cost (this_province) [NOT DISPLAYED] Drives the road levels between settlements (this_region) Level I horses (+5% cavalry speed) upon recruitment (this_province) +0.3% 1st Class Citizen (this_building) 1 Warhorse (this_building) -6% provincial income (building upkeep) (regions_in_this_province) Requires the Warhorse resource (this_building) [NOT DISPLAYED] Drives the road levels between settlements (this_region) |
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4 |
City Centre Level 2 Eastern Spice Trader Spice, medicine and incense are prized throughout the world. |
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6 | 2550 |
+10% wealth from all commerce (regions_in_this_province) 150 wealth from local commerce (this_building) [NOT DISPLAYED] Drives the road levels between settlements (this_region) [NOT DISPLAYED] Drives the road levels between settlements (this_region) Import Food Edict: +1 food (this_province) Import Food Edict: -8% local farming income (this_province) Import Food Edict: +1 growth (this_province) |
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5 |
City Centre Level 2 Eastern Market Commerce fuels growth and wealth for a community and its people. |
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6 | 2100 |
5 food (this_region) +10% wealth from farming (agriculture) (regions_in_this_province) 150 wealth from local commerce (this_building) [NOT DISPLAYED] Drives the road levels between settlements (this_region) +2% tariff income from trade agreements (this_faction) +0.3% 2nd Class Citizen (this_building) +0.1% Foreigner Population (this_building) [NOT DISPLAYED] Drives the road levels between settlements (this_region) |
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6 |
City Centre Level 2 Eastern Governor's Palace Local administration, governing a community and its surrounding network. |
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6 | 2250 |
150 wealth from entertainment (culture) (this_building) +3 public order per turn (this_province) +1 experience for new dignitaries (this_province) [NOT DISPLAYED] Drives the road levels between settlements (this_region) +0.5% 1st Class Citizen (this_building) [NOT DISPLAYED] Drives the road levels between settlements (this_region) |
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7 |
City Centre Level 2 Eastern Slave Trader Slavery is common practice and can be found in every town. |
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6 | 4050 |
75 wealth from local commerce (this_building) [NOT DISPLAYED] Drives the road levels between settlements (this_region) Reduces slave population decline (this_province) +25% wealth generated by slaves (this_province) -5% building construction costs (regions_in_this_province) -2 slave unrest (this_province) +0.1% 1st Class Citizen (this_building) +0.5% Foreigner Population (this_building) [NOT DISPLAYED] Drives the road levels between settlements (this_region) Sell Slaves Edict: -5% slave population (this_province) |
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8 |
City Centre Level 2 Eastern Wrestling Arena The earliest of spectator sports, wrestling is an ancient tradition. |
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6 | 2100 |
75 wealth from entertainment (culture) (this_building) +5 public order per turn (this_province) [NOT DISPLAYED] Drives the road levels between settlements (this_region) +0.2% 1st Class Citizen (this_building) +0.3% 2nd Class Citizen (this_building) -5% provincial income (building upkeep) (regions_in_this_province) [NOT DISPLAYED] Drives the road levels between settlements (this_region) |
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9 |
City Centre Level 2 Supply Pit It is never a bad idea to stockpile salt, grain, and supplies. |
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6 | 3300 |
+10% wealth from agriculture (regions_in_this_province) 112 wealth from subsistence (this_building) +2% army replenishment (regions_in_this_province) [NOT DISPLAYED] Drives the road levels between settlements (this_region) -10% attritional losses when under siege (your_characters_in_this_region) +0.2% 1st Class Citizen (this_building) +0.3% 2nd Class Citizen (this_building) Supply Line: +3 Region(s) (this_building) Supply Storage: +200 (this_building) 1 grain (this_building) [NOT DISPLAYED] Drives the road levels between settlements (this_region) |
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10 |
City Centre Level 3 Eastern Clay Tablet Archives A safeguard of history and philosophy through the ages. |
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10 | 3000 |
120 wealth from entertainment (culture) (this_building) +10% research rate (this_faction) [NOT DISPLAYED] Drives the road levels between settlements (this_region) +0.5% 1st Class Citizen (this_building) [NOT DISPLAYED] Drives the road levels between settlements (this_region) |
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11 |
City Centre Level 3 Warhorse Breeder Masterful husbandry can result in horses with the perfect traits for its role. |
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10 | 6900 |
-2 food (this_region) +10% wealth from agriculture (regions_in_this_province) 250 wealth from local commerce (this_building) -4% cavalry unit recruitment cost (this_province) [NOT DISPLAYED] Drives the road levels between settlements (this_region) Level II horses (+10% cavalry speed) upon recruitment (this_province) +0.5% 1st Class Citizen (this_building) 3 Warhorse (this_building) -9% provincial income (building upkeep) (regions_in_this_province) Requires the Warhorse resource (this_building) [NOT DISPLAYED] Drives the road levels between settlements (this_region) |
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12 |
City Centre Level 3 Eastern Spice Market The spice must flow. |
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10 | 5100 |
+20% wealth from all commerce (regions_in_this_province) 350 wealth from local commerce (this_building) -4 public order(squalor) (this_province) [NOT DISPLAYED] Drives the road levels between settlements (this_region) [NOT DISPLAYED] Drives the road levels between settlements (this_region) Import Food Edict: +1 food (this_province) Import Food Edict: -12% local farming income (this_province) Import Food Edict: +2 growth (this_province) |
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13 |
City Centre Level 3 Eastern Bazaar In all the hubbub, the world is there for a handful of gold. |
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10 | 3600 |
10 food (this_region) +20% wealth from farming (agriculture) (regions_in_this_province) 350 wealth from local commerce (this_building) -4 public order(squalor) (this_province) [NOT DISPLAYED] Drives the road levels between settlements (this_region) +4% tariff income from trade agreements (this_faction) +0.5% 2nd Class Citizen (this_building) +0.2% Foreigner Population (this_building) [NOT DISPLAYED] Drives the road levels between settlements (this_region) |
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14 |
City Centre Level 3 Eastern Satrap's Palace The satrap speaks in the king's voice; lesser men listen carefully. |
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10 | 3750 |
-4 food (this_region) 275 wealth from entertainment (culture) (this_building) +5 public order per turn (this_province) +2 experience for new dignitaries (this_province) [NOT DISPLAYED] Drives the road levels between settlements (this_region) +1% 1st Class Citizen (this_building) [NOT DISPLAYED] Drives the road levels between settlements (this_region) |
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15 |
City Centre Level 3 Eastern Slave Auctioneer The world is carried on backs sold to the highest bidder. |
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10 | 8542 |
-4 food (this_region) +10% wealth from agriculture (regions_in_this_province) 150 wealth from local commerce (this_building) -3 public order(squalor) (this_province) [NOT DISPLAYED] Drives the road levels between settlements (this_region) Reduces slave population decline (this_province) +50% wealth generated by slaves (this_province) -10% building construction costs (regions_in_this_province) -3 slave unrest (this_province) Commercial Stimulation Edict: +10% wealth generated by slaves (this_province) Commercial Stimulation Edict: Moderate reduction in slave population decline (this_province) Commercial Stimulation Edict: -10 slave unrest (this_province) +0.1% 1st Class Citizen (this_building) +1% Foreigner Population (this_building) 1 trained slaves (this_building) Requires the Trained Slaves resource (this_building) [NOT DISPLAYED] Drives the road levels between settlements (this_region) Sell Slaves Edict: -10% slave population (this_province) |
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16 |
City Centre Level 3 Eastern Polo Pitch A game of war, masquerading as a noble sport. |
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10 | 3900 |
150 wealth from entertainment (culture) (this_building) +10 public order per turn (this_province) [NOT DISPLAYED] Drives the road levels between settlements (this_region) +0.3% 1st Class Citizen (this_building) +0.5% 2nd Class Citizen (this_building) -8% provincial income (building upkeep) (regions_in_this_province) [NOT DISPLAYED] Drives the road levels between settlements (this_region) |
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17 |
City Centre Level 3 Supply Warehouse It is always a good idea to stockpile salt, grain, and supplies. |
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10 | 6450 |
-3 food (this_region) +20% wealth from agriculture (regions_in_this_province) 130 wealth from subsistence (this_building) +4% army replenishment (regions_in_this_province) [NOT DISPLAYED] Drives the road levels between settlements (this_region) +1 siege hold-out time (this_region) -20% attritional losses when under siege (your_characters_in_this_region) +0.3% 1st Class Citizen (this_building) +0.5% 2nd Class Citizen (this_building) Supply Line: +3 Region(s) (this_building) Supply Storage: +200 (this_building) 5 grain (this_building) 1 salt (this_building) Requires the Salt resource (this_building) [NOT DISPLAYED] Drives the road levels between settlements (this_region) |
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18 |
City Centre Level 4 Central Slave Quarters A central location for the buying, selling, housing and display of all types of slaves. |
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16 | 12000 |
-8 food (this_region) +15% wealth from agriculture (regions_in_this_province) +10% wealth from industry (regions_in_this_province) 200 wealth from local commerce (this_building) -6 public order(squalor) (this_province) [NOT DISPLAYED] Drives the road levels between settlements (this_region) Reduces slave population decline (this_province) +75% wealth generated by slaves (this_province) -10% building construction costs (regions_in_this_province) -4 slave unrest (this_province) Commercial Stimulation Edict: +15% wealth generated by slaves (this_province) Commercial Stimulation Edict: Moderate reduction in slave population decline (this_province) +0.2% 1st Class Citizen (this_building) +1.5% Foreigner Population (this_building) 5 trained slaves (this_building) Requires the Trained Slaves resource (this_building) [NOT DISPLAYED] Drives the road levels between settlements (this_region) Sell Slaves Edict: -15% slave population (this_province) |
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19 |
City Centre Level 4 Warhorse Ranch It is said that heavy cavalry can shake the very ground with their gallop. |
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16 | 11156 |
-6 food (this_building) +15% wealth from agriculture (regions_in_this_province) 425 wealth from local commerce (this_building) -8% cavalry unit recruitment cost (this_province) [NOT DISPLAYED] Drives the road levels between settlements (this_region) Level III horses (+20% cavalry speed) upon recruitment (this_province) +1% 1st Class Citizen (this_building) 5 Warhorse (this_building) -12% provincial income (building upkeep) (regions_in_this_province) Requires the Warhorse resource (this_building) [NOT DISPLAYED] Drives the road levels between settlements (this_region) |
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20 |
City Centre Level 4 Eastern Spice Bazaar Exotic spices and wonders from afar bring wealth and marvels! |
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16 | 11322 |
+40% wealth from all commerce (regions_in_this_province) 650 wealth from local commerce (this_building) -10 public order(squalor) (this_province) [NOT DISPLAYED] Drives the road levels between settlements (this_region) Commercial Stimulation Edict: +5% wealth from all commerce buildings (this_province) Commercial Stimulation Edict: +4 public order from luxuries (this_province) [NOT DISPLAYED] Drives the road levels between settlements (this_region) Import Food Edict: +2 food (this_province) Import Food Edict: -15% local farming income (this_province) Import Food Edict: +2 growth (this_province) |
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21 |
City Centre Level 4 Eastern Caravanserai Merchants from across the world trade goods and gossip. |
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16 | 7200 |
15 food (this_region) +40% wealth from farming (agriculture) (regions_in_this_province) 650 wealth from local commerce (this_building) -10 public order(squalor) (this_province) [NOT DISPLAYED] Drives the road levels between settlements (this_region) +6% tariff income from trade agreements (this_faction) Commercial Stimulation Edict: +10% wealth from all commerce buildings (this_province) +1% 2nd Class Citizen (this_building) +0.3% Foreigner Population (this_building) Requires the Salt resource (this_building) [NOT DISPLAYED] Drives the road levels between settlements (this_region) |
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22 |
City Centre Level 4 Eastern Royal Palace Those who are not awed are certainly very stupid, or very dead. |
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16 | 7560 |
-10 food (this_region) 425 wealth from entertainment (culture) (this_building) +7 public order per turn (this_province) +3 experience for new dignitaries (this_province) [NOT DISPLAYED] Drives the road levels between settlements (this_region) Tax Harvesting Edict: +4% tax rate (this_province) +1.5% 1st Class Citizen (this_building) [NOT DISPLAYED] Drives the road levels between settlements (this_region) |
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23 |
City Centre Level 4 Eastern Majore Field The game is one thing, winning quite another. |
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16 | 9720 |
200 wealth from entertainment (culture) (this_building) +20 public order per turn (this_province) [NOT DISPLAYED] Drives the road levels between settlements (this_region) Bread and Games Edict: +20% wealth generated by cultural buildings (this_province) Bread and Games Edict: +4 public order (this_province) +0.4% 1st Class Citizen (this_building) +1% 2nd Class Citizen (this_building) -10% provincial income (building upkeep) (regions_in_this_province) [NOT DISPLAYED] Drives the road levels between settlements (this_region) |
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24 |
City Centre Level 4 Supply Complex You have accumulated enough resources to last a long while... even if besieged. |
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16 | 10965 |
-8 food (this_region) +30% wealth from agriculture (regions_in_this_province) 180 wealth from subsistence (this_building) +6% army replenishment (regions_in_this_province) [NOT DISPLAYED] Drives the road levels between settlements (this_region) +2 siege hold-out time (this_region) -40% attritional losses when under siege (your_characters_in_this_region) Bread and Games Edict: +3 growth per turn (this_province) +0.4% 1st Class Citizen (this_building) +1% 2nd Class Citizen (this_building) Supply Line: +3 Region(s) (this_building) Supply Storage: +200 (this_building) 5 grain (this_building) 5 salt (this_building) Requires the Salt resource (this_building) [NOT DISPLAYED] Drives the road levels between settlements (this_region) |
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25 |
City Centre Level 4 Eastern Danesgah The wisdom of the kings and their advisors must be preserved for all. |
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16 | 6840 |
180 wealth from entertainment (culture) (this_building) +20% research rate (this_faction) [NOT DISPLAYED] Drives the road levels between settlements (this_region) +1% 1st Class Citizen (this_building) [NOT DISPLAYED] Drives the road levels between settlements (this_region) |
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