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Strategic Port Buildings




Strategic Port

Port of Alexandria
Port of Alexandria
Port of Alexandria
Port of Alexandria
Strategic Port
No. Building Create Time Create Cost Effects Garrison Units Recruitable Units
1 Port of Alexandria Strategic Port Level 1
Port of Alexandria
Pharos stands watch.
4 1650 68 wealth from maritime commerce (this_building)
2 Port of Alexandria Strategic Port Level 2
Port of Alexandria
Pharos stands watch.
6 3150 5 food (this_region)
158 wealth from manufacturing (industry) (this_building)
90 wealth from maritime commerce (this_building)
Level I ship hulls (+5% health) upon recruitment (this_buildings_province_to_adjacent_sea_regions)
+0.5% All Population Classes (this_building)
Supply Line: +2 Region(s) (this_building)
Supply Storage: +200 (this_building)
3 Port of Alexandria Strategic Port Level 3
Port of Alexandria
Pharos stands watch.
10 4350 8 food (this_region)
315 wealth from manufacturing (industry) (this_building)
112 wealth from maritime commerce (this_building)
-4 public order(squalor) (this_province)
Level II ship hulls (+10% health) upon recruitment (this_buildings_province_to_adjacent_sea_regions)
Increased experience level for some units (this_building)
Commercial Stimulation Edict:
+2 food from trade (this_province)
+0.7% All Population Classes (this_building)
Supply Line: +2 Region(s) (this_building)
Supply Storage: +200 (this_building)
4 Port of Alexandria Strategic Port Level 4
Port of Alexandria
Pharos stands watch.
16 6660 8 food (this_region)
473 wealth from manufacturing (industry) (this_building)
140 wealth from maritime commerce (this_building)
-10 public order(squalor) (this_province)
Level III ship hulls (+20% health) upon recruitment (this_buildings_province_to_adjacent_sea_regions)
Increased experience level for some units (this_building)
[HIDDEN] Add this effect with scope province_to_sea_region to give morale to sea units (this_buildings_province_to_adjacent_sea_regions)
Noble Philanthropy Edict:
-12% ship building costs (this_province)
Commercial Stimulation Edict:
+2 food from trade (this_province)
+1% All Population Classes (this_building)
Supply Line: +2 Region(s) (this_building)
Supply Storage: +200 (this_building)
[HIDDEN] Add this effect with scope province_to_sea_region to give morale to sea units (this_buildings_province_to_adjacent_sea_regions)
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