Minor Settlement (Marble) | ||||||
---|---|---|---|---|---|---|
No. | Building | Create Time | Create Cost | Effects | Garrison Units | Recruitable Units |
1 |
Minor Settlement (Marble) Level 1 Eastern Hamlet (Marble) A small community founded for common goals and in shared beliefs. |
|||||
4 | 1500 |
-1% construction costs (all regions) 153 wealth from manufacturing (industry) (this_building) 30 wealth from local commerce (this_building) +1 growth per turn (this_province) +1 army recruitment capacity (this_province) 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 Eastern Village (Marble) An established village, growing by hard toil and devout effort. |
|||||
6 | 2100 |
-2% construction costs (all regions) -2 food (this_region) 203 wealth from manufacturing (industry) (this_building) 57 wealth from local commerce (this_building) +1 growth per turn (this_province) +1 army recruitment capacity (this_province) 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 Eastern Small Town (Marble) A thriving community with trade to attract new settlers. |
|||||
10 | 3000 |
-3% construction costs (all regions) -4 food (this_region) 255 wealth from manufacturing (industry) (this_building) 85 wealth from local commerce (this_building) +2 growth per turn (this_province) -4 public order(squalor) (this_province) +1 army recruitment capacity (this_province) 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 Eastern Town (Marble) A prosperous centre for trade and commerce full of opportunity for the right people. |
|||||
16 | 5040 |
-4% construction costs (all regions) -6 food (this_region) 305 wealth from manufacturing (industry) (this_building) 113 wealth from local commerce (this_building) +2 growth per turn (this_province) -8 public order(squalor) (this_province) +1 army recruitment capacity (this_province) 120 marble (this_building) [NOT DISPLAYED] Drives the road levels between settlements (this_region) Tax Harvesting Edict: +3% tax rate (this_province) Commercial Stimulation Edict: +6% wealth from industry buildings (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) |
|
|
|
|
|