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Satrap Kerta Nabatea (Imperator Augustus)Nabatea (Imperator Augustus) Provincial Capital Level 3

Satrap Kerta

A flourishing province brings its governor prosperity.

Though the empires of the east had relied on client kings to indirectly administer their provinces for some time, satraps came into existence in their particular form under the Persian Achaemenid Empire. The divine associations attributed to kingship meant that the men appointed to rule their domains were instead called satraps, essentially governors who ruled in the Great King’s name. Despite this lesser status, they remained responsible for every aspect of administration from taxation to defence, and had miniature courts that reflected their power. Such autonomy decreased the administrative burden on the Great King but provided ample opportunity for rebellion when central power weakened.

Provincial Capital

City
City
(east_city_1)
Provincial Capital Level 0
Royal Large City
Royal Large City
(east_city_royal_2)
Provincial Capital Level 1
Royal Kerta
Royal Kerta
(east_city_royal_3)
Provincial Capital Level 2
Royal Karka
Royal Karka
(east_city_royal_4)
Provincial Capital Level 3
Satrap Large City
Satrap Large City
(east_city_satrap_2)
Provincial Capital Level 1
Satrap Kerta
Satrap Kerta
(east_city_satrap_3)
Provincial Capital Level 2
Satrap Karka
Satrap Karka
(east_city_satrap_4)
Provincial Capital Level 3
Satrap Kerta

Building Name

Satrap Kerta

Level Name

east_city_satrap_3

Building Chain

Provincial Capital

Building Level

3

Create Time

5

Create Cost

3400

Require Technology

Qanat
Qanat

Effects

+3 artillery on walls (this_region)
-4 food (this_region)
+10% wealth from all sources (regions_in_this_province)
320 wealth from subsistence (this_building)
+7 growth per turn (this_province)
+4 public order per turn (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 15m walls (Hellenic / Roman / Eastern) (this_region)
+12 line of sight across borders (this_region)

Provides Garrison Army

120 Archers
120 Archers
120 Archers
120 Archers
Archers
(Afr_Archers)
Missile Infantry
40 African Bastion Ballista
40 African Bastion Ballista
African Bastion Ballista
(Afr_Ballista_Bastion)
Field Artillery
160 Large Shield Warriors
160 Large Shield Warriors
160 Large Shield Warriors
160 Large Shield Warriors
160 Large Shield Warriors
160 Large Shield Warriors
Large Shield Warriors
(Afr_Large_Shield_Warriors)
Spear Infantry
160 Levy Spearmen
160 Levy Spearmen
160 Levy Spearmen
160 Levy Spearmen
Levy Spearmen
(Afr_Levy_Spear)
Spear Infantry
40 African Bastion Scorpion
40 African Bastion Scorpion
African Bastion Scorpion
(Afr_Scorpion_Bastion)
Fixed Artillery

Recruitable Units

Recruitable Units Lv. 0
No. Unit Sol. Costom Cost Recru. Cost Unkeep Cost Ship HP. Ship Spd. Msl. Dmg. Rng. Sht. /min Amo. Mle. Atk. Mle. Dmg. Chg. Mle. Def. Arm. HP. Mor.
1
160 Levy Spearmen
Melee Infantry / Spear Infantry / (Afr_Levy_Spear)
Levy Spearmen
Levies are plentiful, and can stand in battle when properly commanded.
160 290 260 14 29 11 60 62 65 25
2
160 Tribesmen of the Oasis of Augila
Melee Infantry / Melee Infantry / (Afr_Melee1)
Tribesmen of the Oasis of Augila
Warriors, prevalently Nasamones, form these units coming from this vast and ancient oasis, located 250 km from the Gulf of Syrtis
160 500 500 24 36 20 55 73 65 50
3
160 Garamantian Desert Spearmen
Melee Infantry / Spear Infantry / (Afr_Spear1)
Garamantian Desert Spearmen
What is today pure desert, it was, centuries ago, the land of oasis and aquifers capable of supporting the Kingdom and for this reason in order to be defended at any cost...
160 420 420 21 29 18 62 73 65 50
4
120 Tribal Slingers
Missile Infantry / Missile Infantry / (Afr_Tribal_Slingers)
Tribal Slingers
Even the smallest pebble is dangerous, in the right hands.
120 480 480 20 155 7 35 7 23 3 31 52 50 20
5
160 Desert Axemen
Melee Infantry / Melee Infantry / (Mro_Desert_Axemen)
Desert Axemen

160 540 540 27 34 26 58 52 65 45
Recruitable Units Lv. 1
No. Unit Sol. Costom Cost Recru. Cost Unkeep Cost Ship HP. Ship Spd. Msl. Dmg. Rng. Sht. /min Amo. Mle. Atk. Mle. Dmg. Chg. Mle. Def. Arm. HP. Mor.
6
160 Tribal Clubs
Melee Infantry / Melee Infantry / (Mro_Tribal_Clubs)
Tribal Clubs
Levied tribesmen with clubs can beat down an opponent in large numbers.
160 350 350 25 36 15 60 25 65 40
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