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Minor Settlement (Marble) Buildings




Minor Settlement (Marble)

Eastern Hamlet (Marble)
Eastern Village (Marble)
Eastern Small Town (Marble)
Eastern Town (Marble)
Minor Settlement (Marble)
No. Building Create Time Create Cost Effects Garrison Units Recruitable Units
1 Eastern Hamlet (Marble) 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 Eastern Village (Marble) 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 Eastern Small Town (Marble) 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 Eastern Town (Marble) 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)
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