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City Centre Buildings




City Centre

Public Forum
Supply Pit
Supply Warehouse
Supply Complex
Warhorse Pens
Warhorse Breeder
Warhorse Ranch
Circus Maximus
Amphitheatre
Gladiator School
Circus
Circus Maximus
Colosseum
Cattle Trader
Slaughterhouse
Forum Boarium
Delicatessen
Taberna
Forum Cuppedinis
Library
Archives
Scriptorium
Slave Trader
Graecostadium
Central Slave Complex
Wine Trader
Wine Shop
Forum Vinarium
City Centre
No. Building Create Time Create Cost Effects Garrison Units Recruitable Units
1 Public Forum City Centre Level 1
Public Forum
More than just a marketplace, the forum is the hub of all society.
4 1200 75 wealth from entertainment (culture) (this_building)
+1 public order per turn (this_province)
+0.1% All Population Classes (this_building)
2 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)
3 Delicatessen City Centre Level 2
Delicatessen
Where would a Roman be without the finer things in life to adorn his dinner table?
6 1950 4 food (this_region)
+5% wealth from agriculture (regions_in_this_province)
75 wealth from local commerce (this_building)
[NOT DISPLAYED] Drives the road levels between settlements (this_region)
+0.3% 2nd Class Citizen (this_building)
[NOT DISPLAYED] Drives the road levels between settlements (this_region)
4 Wine Trader City Centre Level 2
Wine Trader
Hic!
6 2700 +5% wealth from all commerce (regions_in_this_province)
300 wealth from local commerce (this_building)
[NOT DISPLAYED] Drives the road levels between settlements (this_region)
+5% tariff income from trade agreements (this_faction)
+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: -8% local farming income (this_province)
Import Food Edict: +1 growth (this_province)
5 Cattle Trader City Centre Level 2
Cattle Trader
The easiest way of keeping meat fresh is to keep it alive.
6 2400 +10% wealth from livestock (agriculture) (regions_in_this_province)
180 wealth from local commerce (this_building)
[NOT DISPLAYED] Drives the road levels between settlements (this_region)
+0.5% 3rd Class Citizen (this_building)
Requires the Livestock resource (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 Slave Trader City Centre Level 2
Slave Trader
Slaves are the sinews of an empire. Nothing can be achieved without them.
6 4650 +5% wealth from industry (regions_in_this_province)
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)
+0.3% 3rd Class Citizen (this_building)
[NOT DISPLAYED] Drives the road levels between settlements (this_region)
Sell Slaves Edict: -5% slave population (this_province)
7 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)
8 Library City Centre Level 2
Library
A library is the memory of an entire people.
6 1800 75 wealth from entertainment (culture) (this_building)
+5% research rate (this_faction)
[NOT DISPLAYED] Drives the road levels between settlements (this_region)
+0.5% 1st Class Citizen (this_building)
[NOT DISPLAYED] Drives the road levels between settlements (this_region)
9 Amphitheatre City Centre Level 2
Amphitheatre
A good death met with dignity shows the virtues of a proper Roman life.
6 2250 75 wealth from entertainment (culture) (this_building)
+6 public order per turn (this_province)
[NOT DISPLAYED] Drives the road levels between settlements (this_region)
+0.3% 3rd Class Citizen (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 Taberna City Centre Level 3
Taberna
Fine dining and good drinking are welcome accomplishments of civilisation.
10 2700 7 food (this_region)
+10% wealth from agriculture (regions_in_this_province)
100 wealth from local commerce (this_building)
-4 public order(squalor) (this_province)
[NOT DISPLAYED] Drives the road levels between settlements (this_region)
+0.5% 2nd Class Citizen (this_building)
[NOT DISPLAYED] Drives the road levels between settlements (this_region)
12 Wine Shop City Centre Level 3
Wine Shop
An honest wine merchant is always happy to drink his own wares.
10 5700 +10% wealth from all commerce (regions_in_this_province)
500 wealth from local commerce (this_building)
[NOT DISPLAYED] Drives the road levels between settlements (this_region)
+10% tariff income from trade agreements (this_faction)
+2% 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 Slaughterhouse City Centre Level 3
Slaughterhouse
The appetites of the people must be fed.
10 4800 +20% wealth from livestock (agriculture) (regions_in_this_province)
400 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)
Requires the Salt resource (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 Graecostadium City Centre Level 3
Graecostadium
A Greek slave is not just a strong back, but a good mind too.
10 8925 -4 food (this_region)
+10% wealth from agriculture (regions_in_this_province)
+7% wealth from industry (regions_in_this_province)
120 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)
+0.5% 3rd Class Citizen (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 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)
140 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)
16 Archives City Centre Level 3
Archives
When all is recorded and remembered, society can be organised.
10 2850 -4 food (this_region)
120 wealth from entertainment (culture) (this_building)
+10% research rate (this_faction)
[NOT DISPLAYED] Drives the road levels between settlements (this_region)
+1% 1st Class Citizen (this_building)
[NOT DISPLAYED] Drives the road levels between settlements (this_region)
17 Gladiator School City Centre Level 3
Gladiator School
Whipped with rods, burned by fire, and taught to handle the blade.
10 6000 -4 food (this_region)
150 wealth from entertainment (culture) (this_building)
+12 public order per turn (this_province)
[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)
18 Forum Cuppedinis City Centre Level 4
Forum Cuppedinis
If you cannot buy it, you did not really want to eat it in the first place.
16 5580 13 food (this_region)
+20% wealth from agriculture (regions_in_this_province)
125 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:
+10% wealth from all commerce buildings (this_province)
+0.7% 2nd Class Citizen (this_building)
Requires the Salt resource (this_building)
[NOT DISPLAYED] Drives the road levels between settlements (this_region)
19 Forum Vinarium City Centre Level 4
Forum Vinarium
Grapes grow everywhere, but wine flows only where it is bought.
16 13005 +15% wealth from all commerce (regions_in_this_province)
650 wealth from local commerce (this_building)
[NOT DISPLAYED] Drives the road levels between settlements (this_region)
+20% tariff income from trade agreements (this_faction)
Bread and Games Edict:
+4 public order (this_province)
Commercial Stimulation Edict:
+4 public order from luxuries (this_province)
+3% 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)
20 Forum Boarium City Centre Level 4
Forum Boarium
If it walks upon four legs, the discerning gourmand can find it here.
16 10557 +40% wealth from livestock (agriculture) (regions_in_this_province)
780 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)
21 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)
180 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)
22 Scriptorium City Centre Level 4
Scriptorium
A book copied is a civilisation strengthened.
16 6300 -10 food (this_region)
180 wealth from entertainment (culture) (this_building)
+20% research rate (this_faction)
[NOT DISPLAYED] Drives the road levels between settlements (this_region)
Romanisation Edict:
+2 conversion to Latin culture (this_province)
+2% 1st Class Citizen (this_building)
[NOT DISPLAYED] Drives the road levels between settlements (this_region)
23 Circus City Centre Level 4
Circus
There is blood and glory on the sands, for all men to see.
16 11628 -10 food (this_region)
270 wealth from entertainment (culture) (this_building)
+24 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)
+0.7% 3rd Class Citizen (this_building)
[NOT DISPLAYED] Drives the road levels between settlements (this_region)
24 Central Slave Complex City Centre Level 4
Central Slave Complex
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)
+0.7% 3rd Class Citizen (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)
25 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)
400 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)
26 Colosseum City Centre Level 5
Colosseum
Which is more important: grain for the bakeries, or sand for the arena?
24 19845 500 wealth from entertainment (culture) (this_building)
+15 public order per turn (this_province)
+2 experience for new champions (all provinces)
[NOT DISPLAYED] Drives the road levels between settlements (this_region)
Bread and Games Edict:
+35% wealth generated by cultural buildings (this_province)
Tax Harvesting Edict:
+5 public order from tax harvest (this_province)
+1% 3rd Class Citizen (this_building)
Requires the Trained Slaves resource (this_building)
[NOT DISPLAYED] Drives the road levels between settlements (this_region)
27 Circus Maximus City Centre Level 5
Circus Maximus
It's more than racing: supporting a team is life, death and eternal loyalty for the fans…
24 20655 200 wealth from entertainment (culture) (this_building)
+37 public order per turn (this_province)
[NOT DISPLAYED] Drives the road levels between settlements (this_region)
+10% cavalry morale upon recruitment (local province)
Bread and Games Edict:
+35% wealth generated by cultural buildings (this_province)
Tax Harvesting Edict:
+5 public order from tax harvest (this_province)
+1% 3rd Class Citizen (this_building)
Requires the Trained Slaves resource (this_building)
[NOT DISPLAYED] Drives the road levels between settlements (this_region)
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