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Minor Settlement (Trained Slaves) Buildings




Minor Settlement (Trained Slaves)

Roman Hamlet (Trained Slaves)
Roman Village (Trained Slaves)
Roman Small Town (Trained Slaves)
Roman Town (Trained Slaves)
Minor Settlement (Trained Slaves)
No. Building Create Time Create Cost Effects Garrison Units Recruitable Units
1 Roman Hamlet (Trained Slaves) Minor Settlement (Trained Slaves) Level 1
Roman Hamlet (Trained Slaves)
Communities thrive and grow on common ground and interests.
4 1950 128 wealth from local commerce (this_building)
+2 growth per turn (this_province)
+1 army recruitment capacity (this_province)
Reduces slave population decline (this_province)
+15% wealth generated by slaves (this_province)
-10% slave unrest (all provinces)
+10 line of sight across borders (this_region)
+0.1% 1st, 2nd and 3rd Class (this_building)
10 trained slaves (this_building)
+1 army recruitment capacity (this_province)
+10 line of sight across borders (this_region)
2 Roman Village (Trained Slaves) Minor Settlement (Trained Slaves) Level 2
Roman Village (Trained Slaves)
Beyond the grandeur, the Roman world is one of villages, not great cities.
6 3450 -3 food (this_region)
168 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)
Reduces slave population decline (this_province)
+30% wealth generated by slaves (this_province)
-20% slave unrest (all provinces)
+10 line of sight across borders (this_region)
+0.5% 1st, 2nd and 3rd Class (this_building)
25 trained slaves (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 Roman Small Town (Trained Slaves) Minor Settlement (Trained Slaves) Level 3
Roman Small Town (Trained Slaves)
Small towns breed ambitious men.
10 4650 -5 food (this_region)
212 wealth from local commerce (this_building)
+4 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)
Reduces slave population decline (this_province)
+45% wealth generated by slaves (this_province)
-30% slave unrest (all provinces)
+10 line of sight across borders (this_region)
+0.7% 1st, 2nd and 3rd Class (this_building)
60 trained slaves (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 Roman Town (Trained Slaves) Minor Settlement (Trained Slaves) Level 4
Roman Town (Trained Slaves)
Wherever there is a town, there is the Roman world.
16 6660 -10 food (this_region)
254 wealth from local commerce (this_building)
+5 growth per turn (this_province)
-10 public order(squalor) (this_province)
+1 army recruitment capacity (this_province)
[NOT DISPLAYED] Drives the road levels between settlements (this_region)
Reduces slave population decline (this_province)
+60% wealth generated by slaves (this_province)
-40% slave unrest (all provinces)
Commercial Stimulation Edict:
+15% wealth generated by slaves (this_province)
+10 line of sight across borders (this_region)
+1% 1st, 2nd and 3rd Class (this_building)
120 trained slaves (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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