Minor Settlement (Market) |
No. |
Building |
Create Time |
Create Cost |
Effects |
Garrison Units |
Recruitable Units |
1 |
|
Minor Settlement (Market) Level 1
Eastern Hamlet
A small community founded for common goals and in shared beliefs.
|
4 |
1800 |
+1% wealth from all sources (regions_in_this_province)
114 wealth from subsistence (this_building)
30 wealth from local commerce (this_building)
+1 growth per turn (this_province)
+1 army recruitment capacity (this_province)
+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 (Market) Level 2
Garrison Settlement
Sometimes it's important to remind people who is really in charge.
|
6 |
2700 |
-2 food (this_region)
+2% wealth from all sources (regions_in_this_province)
150 wealth from subsistence (this_building)
+1 growth per turn (this_province)
+2 public order per turn (this_province)
+1 army recruitment capacity (this_province)
[NOT DISPLAYED] Drives the road levels between settlements (this_region)
-2% upkeep for all land units (local armies)
+14 line of sight across borders (this_region)
+0.7% 1st and 2nd Class (this_building)
+0.1% 3rd and 4th Class (this_building)
+1 army recruitment capacity (this_province)
[NOT DISPLAYED] Drives the road levels between settlements (this_region)
+14 line of sight across borders (this_region)
|
|
|
3 |
|
Minor Settlement (Market) Level 2
Eastern Village
An established village, growing by hard toil and devout effort.
|
6 |
2850 |
-2 food (this_region)
+8% wealth from all sources (regions_in_this_province)
225 wealth from subsistence (this_building)
57 wealth from local commerce (this_building)
+1 growth per turn (this_province)
+1 army recruitment capacity (this_province)
[NOT DISPLAYED] Drives the road levels between settlements (this_region)
+10 line of sight across borders (this_region)
+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 (Market) Level 2
Trade Settlement
Local traders are the first pillar of any community.
|
6 |
2700 |
-1 food (this_region)
+5% wealth from all sources (regions_in_this_province)
75 wealth from subsistence (this_building)
150 wealth from local commerce (this_building)
+2 growth per turn (this_province)
+1 army recruitment capacity (this_province)
[NOT DISPLAYED] Drives the road levels between settlements (this_region)
+12 line of sight across borders (this_region)
+0.1% 1st and 2nd Class (this_building)
+0.7% 3rd and 4th Class (this_building)
+1 army recruitment capacity (this_province)
[NOT DISPLAYED] Drives the road levels between settlements (this_region)
+12 line of sight across borders (this_region)
|
|
|
5 |
|
Minor Settlement (Market) Level 3
Eastern Small Town
A thriving community with trade to attract new settlers.
|
10 |
4050 |
-4 food (this_region)
+12% wealth from all sources (regions_in_this_province)
282 wealth from subsistence (this_building)
90 wealth from local commerce (this_building)
+2 growth per turn (this_province)
-4 public order(squalor) (this_province)
+1 army recruitment capacity (this_province)
[NOT DISPLAYED] Drives the road levels between settlements (this_region)
+10 line of sight across borders (this_region)
+1 army recruitment capacity (this_province)
[NOT DISPLAYED] Drives the road levels between settlements (this_region)
+10 line of sight across borders (this_region)
|
|
|
6 |
|
Minor Settlement (Market) Level 3
Trade Town
A bustling hotpot, alive with the hoots of water-sellers and camel traders.
|
10 |
3900 |
-4 food (this_region)
+10% wealth from all sources (regions_in_this_province)
75 wealth from subsistence (this_building)
300 wealth from local commerce (this_building)
+3 growth per turn (this_province)
+1 army recruitment capacity (this_province)
[NOT DISPLAYED] Drives the road levels between settlements (this_region)
+12 line of sight across borders (this_region)
+0.5% 1st and 2nd Class (this_building)
+1% 3rd and 4th Class (this_building)
+1 army recruitment capacity (this_province)
[NOT DISPLAYED] Drives the road levels between settlements (this_region)
+12 line of sight across borders (this_region)
|
|
|
7 |
|
Minor Settlement (Market) Level 3
Garrison Town
A garrison's stability nurtures a growing town.
|
10 |
3900 |
-6 food (this_region)
+4% wealth from all sources (regions_in_this_province)
225 wealth from subsistence (this_building)
+1 growth per turn (this_province)
+4 public order per turn (this_province)
+1 army recruitment capacity (this_province)
[NOT DISPLAYED] Drives the road levels between settlements (this_region)
-5% upkeep for all land units (local armies)
+14 line of sight across borders (this_region)
+1% 1st and 2nd Class (this_building)
+0.5% 3rd and 4th Class (this_building)
+1 army recruitment capacity (this_province)
[NOT DISPLAYED] Drives the road levels between settlements (this_region)
+14 line of sight across borders (this_region)
|
|
|
8 |
|
Minor Settlement (Market) Level 4
Eastern Town
A prosperous centre for trade and commerce full of opportunity for the right people.
|
16 |
6840 |
-6 food (this_region)
+16% wealth from all sources (regions_in_this_province)
338 wealth from subsistence (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)
[NOT DISPLAYED] Drives the road levels between settlements (this_region)
Conscription Edict:
-4 unit recruitment capacity (this_province)
Tax Harvesting Edict:
+6% tax rate (this_province)
+10 line of sight across borders (this_region)
+1 army recruitment capacity (this_province)
[NOT DISPLAYED] Drives the road levels between settlements (this_region)
+10 line of sight across borders (this_region)
|
|
|
9 |
|
Minor Settlement (Market) Level 4
Trade Large Town
In the greatest bazaars, anything can be bought... and it's a seller's market.
|
16 |
6300 |
-6 food (this_region)
+15% wealth from all sources (regions_in_this_province)
75 wealth from subsistence (this_building)
450 wealth from local commerce (this_building)
+4 growth per turn (this_province)
+1 army recruitment capacity (this_province)
[NOT DISPLAYED] Drives the road levels between settlements (this_region)
+12 line of sight across borders (this_region)
+0.7% 1st and 2nd Class (this_building)
+1.5% 3rd and 4th Class (this_building)
+1 army recruitment capacity (this_province)
[NOT DISPLAYED] Drives the road levels between settlements (this_region)
+12 line of sight across borders (this_region)
|
|
|
10 |
|
Minor Settlement (Market) Level 4
Garrison Large Town
A peaceful, busy metropolis, ensured by the sword.
|
16 |
6300 |
-8 food (this_region)
+6% wealth from all sources (regions_in_this_province)
300 wealth from subsistence (this_building)
+1 growth per turn (this_province)
+6 public order per turn (this_province)
+1 army recruitment capacity (this_province)
[NOT DISPLAYED] Drives the road levels between settlements (this_region)
-7% upkeep for all land units (local armies)
+14 line of sight across borders (this_region)
+1.5% 1st and 2nd Class (this_building)
+0.7% 3rd and 4th Class (this_building)
+1 army recruitment capacity (this_province)
[NOT DISPLAYED] Drives the road levels between settlements (this_region)
+14 line of sight across borders (this_region)
|
|
|