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Provincial Capital Buildings




Provincial Capital

Barbarian City
Barbarian Fortified City
Barbarian Hundred
Barbarian Oppidium
Barbarian Economic Oppidium
Barbarian Fortified Oppidium
Barbarian Garrison Hundred
Barbarian Fortified Oppidium
Barbarian Economic Oppidium
Barbarian Oppidium
Barbarian Trade Hundred
Barbarian Fortified Oppidium
Barbarian Economic Oppidium
Barbarian Oppidium
Provincial Capital
No. Building Create Time Create Cost Effects Garrison Units Recruitable Units
1 Barbarian City Provincial Capital Level 1
Barbarian City
Together we are stronger.
4 2250 -2 food (this_region)
+5% wealth from all sources (regions_in_this_province)
338 wealth from subsistence (this_building)
+1 growth per turn (this_province)
+1 army recruitment capacity (this_province)
[NOT DISPLAYED] Used for settlements to identify the presence of 8m walls (Barbarian) (this_region)
+10 line of sight across borders (this_region)
+0.1% All Population Classes (this_building)
+1 army recruitment capacity (this_province)
[NOT DISPLAYED] Used for settlements to identify the presence of 8m walls (Barbarian) (this_region)
+10 line of sight across borders (this_region)
2 Barbarian Fortified City Provincial Capital Level 2
Barbarian Fortified City
A strong tribe deserves a strong home.
6 4050 -5 food (this_region)
+10% wealth from all sources (regions_in_this_province)
563 wealth from subsistence (this_building)
+2 growth per turn (this_province)
+1 army recruitment capacity (this_province)
[NOT DISPLAYED] Drives the road levels between settlements (this_region)
((NOT DISPLAYED)) (this_region)
[NOT DISPLAYED] Used for settlements to identify the presence of 8m walls (Barbarian) (this_region)
+10 line of sight across borders (this_region)
+0.5% 1st, 2nd and 3rd Class (this_building)
+1 army recruitment capacity (this_province)
[NOT DISPLAYED] Drives the road levels between settlements (this_region)
((NOT DISPLAYED)) (this_region)
[NOT DISPLAYED] Used for settlements to identify the presence of 8m walls (Barbarian) (this_region)
+10 line of sight across borders (this_region)
3 Barbarian Trade Hundred Provincial Capital Level 3
Barbarian Trade Hundred
This city has become a crossroads of commerce and trade goods, enriching the tribe.
10 7000 +3 artillery on walls (this_region)
-6 food (this_region)
+40% wealth from all sources (regions_in_this_province)
900 wealth from subsistence (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)
((NOT DISPLAYED)) (this_region)
[NOT DISPLAYED] Used for settlements to identify the presence of 8m walls (Barbarian) (this_region)
+10 line of sight across borders (this_region)
+1% 3rd Class Citizen (this_building)
+0.5% 1st and 2nd Class (this_building)
+1 army recruitment capacity (this_province)
+3 artillery on walls (this_region)
[NOT DISPLAYED] Drives the road levels between settlements (this_region)
((NOT DISPLAYED)) (this_region)
[NOT DISPLAYED] Used for settlements to identify the presence of 8m walls (Barbarian) (this_region)
+10 line of sight across borders (this_region)
dei_corruption_hidden (this_faction)
4 Barbarian Garrison Hundred Provincial Capital Level 3
Barbarian Garrison Hundred
As a bastion of the chieftan, this city stands strong against the enemy.
10 7000 +3 artillery on walls (this_region)
-7 food (this_region)
+10% wealth from all sources (regions_in_this_province)
563 wealth from subsistence (this_building)
+2 growth per turn (this_province)
-3 public order(squalor) (this_province)
+2 army recruitment capacity (this_province)
[NOT DISPLAYED] Drives the road levels between settlements (this_region)
+1 siege hold-out time (this_region)
((NOT DISPLAYED)) (this_region)
[NOT DISPLAYED] Used for settlements to identify the presence of 8m walls (Barbarian) (this_region)
+10 line of sight across borders (this_region)
+0.5% 3rd Class Citizen (this_building)
+1% 1st and 2nd Class (this_building)
+2 army recruitment capacity (this_province)
+3 artillery on walls (this_region)
[NOT DISPLAYED] Drives the road levels between settlements (this_region)
((NOT DISPLAYED)) (this_region)
[NOT DISPLAYED] Used for settlements to identify the presence of 8m walls (Barbarian) (this_region)
+10 line of sight across borders (this_region)
dei_corruption_hidden (this_faction)
5 Barbarian Hundred Provincial Capital Level 3
Barbarian Hundred
Stout walls keep out many unwanted visitors.
10 6600 +3 artillery on walls (this_region)
-6 food (this_region)
+20% wealth from all sources (regions_in_this_province)
788 wealth from subsistence (this_building)
+3 growth per turn (this_province)
-3 public order(squalor) (this_province)
+1 army recruitment capacity (this_province)
[NOT DISPLAYED] Drives the road levels between settlements (this_region)
((NOT DISPLAYED)) (this_region)
[NOT DISPLAYED] Used for settlements to identify the presence of 8m walls (Barbarian) (this_region)
+10 line of sight across borders (this_region)
+0.7% 1st, 2nd and 3rd Class (this_building)
+1 army recruitment capacity (this_province)
+3 artillery on walls (this_region)
[NOT DISPLAYED] Drives the road levels between settlements (this_region)
((NOT DISPLAYED)) (this_region)
[NOT DISPLAYED] Used for settlements to identify the presence of 8m walls (Barbarian) (this_region)
+10 line of sight across borders (this_region)
6 Barbarian Economic Oppidium Provincial Capital Level 4
Barbarian Economic Oppidium
This city has become a crossroads of commerce and trade goods, enriching the tribe.
16 12240 +6 artillery on walls (this_region)
-10 food (this_region)
+60% wealth from all sources (regions_in_this_province)
1350 wealth from subsistence (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)
((NOT DISPLAYED)) (this_region)
[NOT DISPLAYED] Used for settlements to identify the presence of 8m walls (Barbarian) (this_region)
+10 line of sight across borders (this_region)
+1.5% 3rd Class Citizen (this_building)
+0.75% 1st and 2nd Class (this_building)
+1 army recruitment capacity (this_province)
+6 artillery on walls (this_region)
[NOT DISPLAYED] Drives the road levels between settlements (this_region)
((NOT DISPLAYED)) (this_region)
[NOT DISPLAYED] Used for settlements to identify the presence of 8m walls (Barbarian) (this_region)
+10 line of sight across borders (this_region)
dei_corruption_hidden (this_faction)
7 Barbarian Fortified Oppidium Provincial Capital Level 4
Barbarian Fortified Oppidium
As a bastion of the chieftan, this city stands strong against the enemy.
16 12240 +6 artillery on walls (this_region)
-12 food (this_region)
+30% wealth from all sources (regions_in_this_province)
788 wealth from subsistence (this_building)
+3 growth per turn (this_province)
-9 public order(squalor) (this_province)
+2 army recruitment capacity (this_province)
[NOT DISPLAYED] Drives the road levels between settlements (this_region)
+2 siege hold-out time (this_region)
((NOT DISPLAYED)) (this_region)
[NOT DISPLAYED] Used for settlements to identify the presence of 8m walls (Barbarian) (this_region)
+15 line of sight across borders (this_region)
+0.75% 3rd Class Citizen (this_building)
+1.5% 1st and 2nd Class (this_building)
+2 army recruitment capacity (this_province)
+6 artillery on walls (this_region)
[NOT DISPLAYED] Drives the road levels between settlements (this_region)
((NOT DISPLAYED)) (this_region)
[NOT DISPLAYED] Used for settlements to identify the presence of 8m walls (Barbarian) (this_region)
+15 line of sight across borders (this_region)
dei_corruption_hidden (this_faction)
8 Barbarian Oppidium Provincial Capital Level 4
Barbarian Oppidium
All a man could want is within.
16 10863 +6 artillery on walls (this_region)
-10 food (this_region)
+40% wealth from all sources (regions_in_this_province)
1012 wealth from subsistence (this_building)
+4 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)
((NOT DISPLAYED)) (this_region)
[NOT DISPLAYED] Used for settlements to identify the presence of 8m walls (Barbarian) (this_region)
Migration Edict:
+1 growth per turn (this_province)
+10 line of sight across borders (this_region)
+1 army recruitment capacity (this_province)
+6 artillery on walls (this_region)
[NOT DISPLAYED] Drives the road levels between settlements (this_region)
((NOT DISPLAYED)) (this_region)
[NOT DISPLAYED] Used for settlements to identify the presence of 8m walls (Barbarian) (this_region)
+10 line of sight across borders (this_region)
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