Roma Faction
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No. | Building | Create Time | Create Cost | Effects | Garrison Units | Recruitable Units |
1 |
City Centre Level 1 Public Forum More than just a marketplace, the forum is the hub of all society. |
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4 | 1200 |
75 wealth from entertainment (culture) (this_building) +1 public order per turn (this_province) +0.1% All Population Classes (this_building) |
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2 |
City Centre Level 2 Warhorse Pens A good mount is not just a companion in battle, but a sign of wealth. |
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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) |
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3 |
City Centre Level 2 Delicatessen Where would a Roman be without the finer things in life to adorn his dinner table? |
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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) |
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4 |
City Centre Level 2 Wine Trader Hic! |
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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) |
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5 |
City Centre Level 2 Cattle Trader The easiest way of keeping meat fresh is to keep it alive. |
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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) |
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6 |
City Centre Level 2 Slave Trader Slaves are the sinews of an empire. Nothing can be achieved without them. |
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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) |
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7 |
City Centre Level 2 Supply Pit It is never a bad idea to stockpile salt, grain, and supplies. |
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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) |
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8 |
City Centre Level 2 Library A library is the memory of an entire people. |
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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) |
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9 |
City Centre Level 2 Amphitheatre A good death met with dignity shows the virtues of a proper Roman life. |
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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) |
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10 |
City Centre Level 3 Warhorse Breeder Masterful husbandry can result in horses with the perfect traits for its role. |
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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) |
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11 |
City Centre Level 3 Taberna Fine dining and good drinking are welcome accomplishments of civilisation. |
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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) |
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12 |
City Centre Level 3 Wine Shop An honest wine merchant is always happy to drink his own wares. |
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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) |
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13 |
City Centre Level 3 Slaughterhouse The appetites of the people must be fed. |
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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) |
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14 |
City Centre Level 3 Graecostadium A Greek slave is not just a strong back, but a good mind too. |
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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) |
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15 |
City Centre Level 3 Supply Warehouse It is always a good idea to stockpile salt, grain, and supplies. |
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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) |
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16 |
City Centre Level 3 Archives When all is recorded and remembered, society can be organised. |
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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) |
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17 |
City Centre Level 3 Gladiator School Whipped with rods, burned by fire, and taught to handle the blade. |
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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) |
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18 |
City Centre Level 4 Forum Cuppedinis If you cannot buy it, you did not really want to eat it in the first place. |
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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) |
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19 |
City Centre Level 4 Forum Vinarium Grapes grow everywhere, but wine flows only where it is bought. |
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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) |
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20 |
City Centre Level 4 Forum Boarium If it walks upon four legs, the discerning gourmand can find it here. |
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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) |
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21 |
City Centre Level 4 Supply Complex You have accumulated enough resources to last a long while... even if besieged. |
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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) |
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22 |
City Centre Level 4 Scriptorium A book copied is a civilisation strengthened. |
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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) |
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23 |
City Centre Level 4 Circus There is blood and glory on the sands, for all men to see. |
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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) |
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24 |
City Centre Level 4 Central Slave Complex A central location for the buying, selling, housing and display of all types of slaves. |
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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) |
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25 |
City Centre Level 4 Warhorse Ranch It is said that heavy cavalry can shake the very ground with their gallop. |
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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) |
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26 |
City Centre Level 5 Colosseum Which is more important: grain for the bakeries, or sand for the arena? |
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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) |
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27 |
City Centre Level 5 Circus Maximus It's more than racing: supporting a team is life, death and eternal loyalty for the fans… |
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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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