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Taksashila Taksashila Buildings

City Centre Buildings




City Centre

Eastern City Centre
Supply Pit
Supply Warehouse
Supply Complex
Warhorse Pens
Warhorse Breeder
Warhorse Ranch
Eastern Wrestling Arena
Eastern Polo Pitch
Eastern Majore Field
Eastern Governor's Palace
Eastern Satrap's Palace
Eastern Royal Palace
Eastern Spice Trader
Eastern Spice Market
Eastern Spice Bazaar
Eastern Library
Eastern Clay Tablet Archives
Eastern Danesgah
Eastern Slave Trader
Eastern Slave Auctioneer
Central Slave Quarters
Eastern Market
Eastern Bazaar
Eastern Caravanserai
City Centre
No. Building Create Time Create Cost Effects Garrison Units Recruitable Units
1 Eastern City Centre City Centre Level 1
Eastern City Centre
At the heart of a settlement is law, trade, and paperwork.
4 1200 75 wealth from entertainment (culture) (this_building)
+1 public order per turn (this_province)
+0.1% 1st Class Citizen (this_building)
2 Eastern Library City Centre Level 2
Eastern Library
Control memory of the past, and you control the present and future.
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)
3 Warhorse Pens City Centre Level 2
Warhorse Pens
A good mount is not just a companion in battle, but a sign of wealth.
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)
4 Eastern Spice Trader City Centre Level 2
Eastern Spice Trader
Spice, medicine and incense are prized throughout the world.
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)
5 Eastern Market City Centre Level 2
Eastern Market
Commerce fuels growth and wealth for a community and its people.
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)
6 Eastern Governor's Palace City Centre Level 2
Eastern Governor's Palace
Local administration, governing a community and its surrounding network.
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)
7 Eastern Slave Trader City Centre Level 2
Eastern Slave Trader
Slavery is common practice and can be found in every town.
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)
8 Eastern Wrestling Arena City Centre Level 2
Eastern Wrestling Arena
The earliest of spectator sports, wrestling is an ancient tradition.
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)
9 Supply Pit City Centre Level 2
Supply Pit
It is never a bad idea to stockpile salt, grain, and supplies.
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)
10 Eastern Clay Tablet Archives City Centre Level 3
Eastern Clay Tablet Archives
A safeguard of history and philosophy through the ages.
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)
11 Warhorse Breeder City Centre Level 3
Warhorse Breeder
Masterful husbandry can result in horses with the perfect traits for its role.
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)
12 Eastern Spice Market City Centre Level 3
Eastern Spice Market
The spice must flow.
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)
13 Eastern Bazaar City Centre Level 3
Eastern Bazaar
In all the hubbub, the world is there for a handful of gold.
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)
14 Eastern Satrap's Palace City Centre Level 3
Eastern Satrap's Palace
The satrap speaks in the king's voice; lesser men listen carefully.
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)
15 Eastern Slave Auctioneer City Centre Level 3
Eastern Slave Auctioneer
The world is carried on backs sold to the highest bidder.
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)
16 Eastern Polo Pitch City Centre Level 3
Eastern Polo Pitch
A game of war, masquerading as a noble sport.
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)
17 Supply Warehouse City Centre Level 3
Supply Warehouse
It is always a good idea to stockpile salt, grain, and supplies.
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)
18 Central Slave Quarters City Centre Level 4
Central Slave Quarters
A central location for the buying, selling, housing and display of all types of slaves.
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)
19 Warhorse Ranch City Centre Level 4
Warhorse Ranch
It is said that heavy cavalry can shake the very ground with their gallop.
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)
20 Eastern Spice Bazaar City Centre Level 4
Eastern Spice Bazaar
Exotic spices and wonders from afar bring wealth and marvels!
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)
21 Eastern Caravanserai City Centre Level 4
Eastern Caravanserai
Merchants from across the world trade goods and gossip.
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)
22 Eastern Royal Palace City Centre Level 4
Eastern Royal Palace
Those who are not awed are certainly very stupid, or very dead.
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)
23 Eastern Majore Field City Centre Level 4
Eastern Majore Field
The game is one thing, winning quite another.
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)
24 Supply Complex City Centre Level 4
Supply Complex
You have accumulated enough resources to last a long while... even if besieged.
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)
25 Eastern Danesgah City Centre Level 4
Eastern Danesgah
The wisdom of the kings and their advisors must be preserved for all.
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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