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HomeHome / Radious Total War Mod / Garamantia (Hannibal at the Gates) / Buildings / Leather Buildings
Leather
No. Building Create Time Create Cost Effects Garrison Units Recruitable Units
1 Village (Tannery) Leather Level 1
Village (Tannery)
A noisome thing, leathercraft, but the business of war hungers for it.
2 1000 120 wealth from manufacturing (industry) (this_building)
+1 growth per turn (this_province)
40 leather (this_building)
+12 line of sight across borders (this_region)
2 Settlement (Open Air Tannery) Leather Level 2
Settlement (Open Air Tannery)
"The neighbours hate the smell, but they'd complain louder with no wineskins."
3 1400 170 wealth from manufacturing (industry) (this_building)
+2 growth per turn (this_province)
+2 public order per turn (this_province)
80 leather (this_building)
[NOT DISPLAYED] Drives the road levels between settlements (this_region)
+12 line of sight across borders (this_region)
3 Town (Leather Workshop) Leather Level 3
Town (Leather Workshop)
Good, hardened leather can turn a blow and keep a man from death.
5 2400 -4 food (this_region)
220 wealth from manufacturing (industry) (this_building)
+3 growth per turn (this_province)
+3 public order per turn (this_province)
120 leather (this_building)
[NOT DISPLAYED] Drives the road levels between settlements (this_region)
Level I armour (+5% armour) upon recruitment (this_province)
+12 line of sight across borders (this_region)
4 Large Town (Master Leather Workshop) Leather Level 4
Large Town (Master Leather Workshop)
"A cuirass fit for a Consul of Rome."
8 3000 -7 food (this_region)
270 wealth from manufacturing (industry) (this_building)
+4 growth per turn (this_province)
+4 public order per turn (this_province)
160 leather (this_building)
[NOT DISPLAYED] Drives the road levels between settlements (this_region)
Level I armour (+5% armour) upon recruitment (this_province)
Level I shields (+5% shield effectiveness) upon recruitment (this_province)
+12 line of sight across borders (this_region)
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