menu
HomeHome / Divide et Impera / Pergamon / Buildings / City Centre Buildings
Pergamon Pergamon Buildings

City Centre Buildings




City Centre

Agora
Supply Pit
Supply Warehouse
Supply Complex
Warhorse Pens
Warhorse Breeder
Warhorse Ranch
Amphitheatron
Odeon
Hippodrome
Grain Market
Makra Stoa
Deigma
Travellers' Lodge
Inn
Pandocheion
Library
Lykeion
Akademia
Library of Pergamon
Slave Trader
Slave Market
Central Slave Quarters
Wine Trader
Wine Shop
Wine Market
City Centre
No. Building Create Time Create Cost Effects Garrison Units Recruitable Units
1 Agora 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 Library 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 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 Travellers' Lodge 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 Wine Trader 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 Grain Market 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 Slave Trader 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 Amphitheatron 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 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 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)
11 Inn 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 Wine Shop 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 Makra Stoa 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 Slave Market 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 Odeon 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 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)
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 Lykeion 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 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)
19 Pandocheion 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 Wine Market 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 Deigma 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 Hippodrome 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 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)
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 Akademia 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 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 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 Library of Pergamon 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)
Facebook