City Centre | ||||||
---|---|---|---|---|---|---|
No. | Building | Create Time | Create Cost | Effects | Garrison Units | Recruitable Units |
1 |
City Centre Level 1 Agora The agora is a place of politics, religion and trade. |
|||||
4 | 1200 |
75 wealth from entertainment (culture) (this_building) +1 public order per turn (this_province) +0.1% All Population Classes (this_building) |
|
|||
2 |
City Centre Level 2 Library Knowledge and philosophy feed the soul. |
|||||
6 | 1800 |
75 wealth from entertainment (culture) (this_building) +6% research rate (this_faction) [NOT DISPLAYED] Drives the road levels between settlements (this_region) +0.2% 1st Class Citizen (this_building) [NOT DISPLAYED] Drives the road levels between settlements (this_region) |
|
|||
3 |
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 |
City Centre Level 2 Travellers' Lodge Inns, or pandocheion, cater to the needs of weary travellers. |
|||||
6 | 2100 |
5 food (this_region) 75 wealth from entertainment (culture) (this_building) +1 experience for all new agents (this_province) [NOT DISPLAYED] Drives the road levels between settlements (this_region) +0.1% 2nd Class Citizen (this_building) +0.5% Foreigner Population (this_building) [NOT DISPLAYED] Drives the road levels between settlements (this_region) |
|
|||
5 |
City Centre Level 2 Wine Trader Fine wines always command a high price. |
|||||
6 | 2850 |
+10% wealth from all commerce (regions_in_this_province) 60 wealth from local commerce (this_building) +2 growth per turn (this_province) -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% 3rd Class Citizen (this_building) +0.5% Foreigner Population (this_building) [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) |
|
|||
6 |
City Centre Level 2 Grain Market Grain feeds the city; well-fed men do their betters' bidding. |
|||||
6 | 2700 |
+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) +0.5% 3rd Class Citizen (this_building) [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) |
|
|||
7 |
City Centre Level 2 Slave Trader Born or sold into service, the plight of slaves remains the same. |
|||||
6 | 4200 |
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) +0.5% Foreigner Population (this_building) [NOT DISPLAYED] Drives the road levels between settlements (this_region) Sell Slaves Edict: -5% slave population (this_province) |
|
|||
8 |
City Centre Level 2 Amphitheatron All good plays are dedicated to the gods. |
|||||
6 | 2100 |
100 wealth from entertainment (culture) (this_building) +5 public order per turn (this_province) [NOT DISPLAYED] Drives the road levels between settlements (this_region) +0.1% 1st Class Citizen (this_building) +1% 2nd Class Citizen (this_building) +0.2% 3rd Class Citizen (this_building) [NOT DISPLAYED] Drives the road levels between settlements (this_region) |
|
|||
9 |
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 |
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) |
|
|||
11 |
City Centre Level 3 Inn There is nothing more welcome at the end of a day's travel than a comfortable inn. |
|||||
10 | 3750 |
11 food (this_region) 90 wealth from entertainment (culture) (this_building) +5% wealth from agriculture (regions_in_this_province) -4 public order(squalor) (this_province) +2 experience for all new agents (this_province) [NOT DISPLAYED] Drives the road levels between settlements (this_region) +0.2% 2nd Class Citizen (this_building) +1% Foreigner Population (this_building) [NOT DISPLAYED] Drives the road levels between settlements (this_region) |
|
|||
12 |
City Centre Level 3 Wine Shop Much of what is wrong with life can be cured by good wine. |
|||||
10 | 6000 |
+20% wealth from all commerce (regions_in_this_province) 120 wealth from local commerce (this_building) +4 growth per turn (this_province) -6 public order(squalor) (this_province) [NOT DISPLAYED] Drives the road levels between settlements (this_region) +12% tariff income from trade agreements (this_faction) +1% 3rd Class Citizen (this_building) +1% Foreigner Population (this_building) [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 |
City Centre Level 3 Makra Stoa A great colonnade, where grain merchants can ply their trade. |
|||||
10 | 5400 |
+20% wealth from farming (agriculture) (regions_in_this_province) 300 wealth from local commerce (this_building) -4 public order(squalor) (this_province) [NOT DISPLAYED] Drives the road levels between settlements (this_region) +1% 3rd Class Citizen (this_building) [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) |
|
|||
14 |
City Centre Level 3 Slave Market Slaves from across the world are bought and sold: meat to the grinder. |
|||||
10 | 8925 |
-4 food (this_region) +10% wealth from agriculture (regions_in_this_province) 130 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 slave unrest (this_province) +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) |
|
|||
15 |
City Centre Level 3 Odeon Music and poetry should have a home in a civilised city. |
|||||
10 | 3750 |
-4 food (this_region) 140 wealth from entertainment (culture) (this_building) +10 public order per turn (this_province) [NOT DISPLAYED] Drives the road levels between settlements (this_region) +0.2% 1st Class Citizen (this_building) +1.3% 2nd Class Citizen (this_building) +0.4% 3rd Class Citizen (this_building) [NOT DISPLAYED] Drives the road levels between settlements (this_region) |
|
|||
16 |
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) 150 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) |
|
|||
17 |
City Centre Level 3 Lykeion Argument and debate may grow heated, but in that fire knowledge is forged. |
|||||
10 | 3150 |
120 wealth from entertainment (culture) (this_building) +12% research rate (this_faction) [NOT DISPLAYED] Drives the road levels between settlements (this_region) +0.4% 1st Class Citizen (this_building) +0.1% 2nd Class Citizen (this_building) -8% provincial income (building upkeep) (regions_in_this_province) [NOT DISPLAYED] Drives the road levels between settlements (this_region) |
|
|||
18 |
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) |
|
|||
19 |
City Centre Level 4 Pandocheion The greatest inns are always found on well-travelled routes. |
|||||
16 | 7200 |
17 food (this_region) 125 wealth from entertainment (culture) (this_building) +10% wealth from agriculture (regions_in_this_province) -10 public order(squalor) (this_province) +3 experience for all new agents (this_province) [NOT DISPLAYED] Drives the road levels between settlements (this_region) Commercial Stimulation Edict: +10% wealth from all commerce buildings (this_province) +0.3% 2nd Class Citizen (this_building) +2% Foreigner Population (this_building) Requires the Salt resource (this_building) [NOT DISPLAYED] Drives the road levels between settlements (this_region) |
|
|||
20 |
City Centre Level 4 Wine Market When the merchant goes to so much trouble, isn't it rude not to drink his wares? |
|||||
16 | 13770 |
+40% wealth from all commerce (regions_in_this_province) 270 wealth from local commerce (this_building) +6 growth per turn (this_province) -8 public order(squalor) (this_province) [NOT DISPLAYED] Drives the road levels between settlements (this_region) +24% tariff income from trade agreements (this_faction) Bread and Games Edict: +2 public order (this_province) Commercial Stimulation Edict: +2 public order from luxuries (this_province) +2% 3rd Class Citizen (this_building) +2% Foreigner Population (this_building) [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 |
City Centre Level 4 Deigma The corn exchange sets the price of food, and of starvation. |
|||||
16 | 12240 |
+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) Commercial Stimulation Edict: +3 food from trade (this_province) +2% 3rd Class Citizen (this_building) Requires the Salt resource (this_building) [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) |
|
|||
22 |
City Centre Level 4 Hippodrome Is there anything more exciting than a day at the races? |
|||||
16 | 9000 |
-10 food (this_region) 220 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) +0.3% 1st Class Citizen (this_building) +1.5% 2nd Class Citizen (this_building) +0.6% 3rd Class Citizen (this_building) [NOT DISPLAYED] Drives the road levels between settlements (this_region) |
|
|||
23 |
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) 200 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) |
|
|||
24 |
City Centre Level 4 Akademia If the wealthy buy education it will be of more use than more wine… |
|||||
16 | 7020 |
250 wealth from entertainment (culture) (this_building) +24% research rate (this_faction) [NOT DISPLAYED] Drives the road levels between settlements (this_region) Noble Philanthropy Edict: -6% building construction costs (this_province) +0.6% 1st Class Citizen (this_building) +0.2% 2nd Class Citizen (this_building) -12% provincial income (building upkeep) (regions_in_this_province) [NOT DISPLAYED] Drives the road levels between settlements (this_region) |
|
|||
25 |
City Centre Level 4 Central Slave Quarters A central location for the buying, selling, housing and display of all types of slaves. |
|||||
16 | 15300 |
-8 food (this_region) +15% wealth from agriculture (regions_in_this_province) +10% wealth from industry (regions_in_this_province) 180 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) Commercial Stimulation Edict: -20 slave unrest (this_province) +2% 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) |
|
|||
26 |
City Centre Level 5 Library of Pergamon Behold! The greatest library in the world! Almost… |
|||||
24 | 15930 |
+58% research rate (this_faction) [NOT DISPLAYED] Drives the road levels between settlements (this_region) +2 influence per turn for your political party (this_faction) +1% 1st Class Citizen (this_building) +0.5% 2nd Class Citizen (this_building) -30% provincial income (building upkeep) (regions_in_this_province) [NOT DISPLAYED] Drives the road levels between settlements (this_region) |
|
|
|