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HomeHome / Radious Total War Mod / Syracuse (Hannibal at the Gates) / Buildings / Marble Buildings
Marble
No. Building Create Time Create Cost Effects Garrison Units Recruitable Units
1 Village (Marble Pit) Marble Level 1
Village (Marble Pit)
"Did you hear? They’re building a new temple! We'd better expand…"
2 1000 -10% construction costs (regions_in_this_province)
120 wealth from mining (industry) (this_building)
+1 growth per turn (this_province)
40 marble (this_building)
+12 line of sight across borders (this_region)
2 Settlement (Marble Quarry) Marble Level 2
Settlement (Marble Quarry)
A good quarrymaster gleans the balance between quality and quantity.
3 1400 -20% construction costs (regions_in_this_province)
170 wealth from mining (industry) (this_building)
+2 growth per turn (this_province)
+2 public order per turn (this_province)
80 marble (this_building)
[NOT DISPLAYED] Drives the road levels between settlements (this_region)
+12 line of sight across borders (this_region)
3 Town (Marble Cutter) Marble Level 3
Town (Marble Cutter)
It takes years of apprenticeship to perfect the art of stonemasonry.
5 2400 -30% construction costs (regions_in_this_province)
-4 food (this_region)
220 wealth from mining (industry) (this_building)
+3 growth per turn (this_province)
+4 public order per turn (this_province)
120 marble (this_building)
[NOT DISPLAYED] Drives the road levels between settlements (this_region)
+12 line of sight across borders (this_region)
4 Colony (Marble Architect) Marble Level 4
Colony (Marble Architect)
"See there! A statue worthy of Phidias himself!"
8 3000 -40% construction costs (regions_in_this_province)
-7 food (this_region)
300 wealth from mining (industry) (this_building)
+4 growth per turn (this_province)
+6 public order per turn (this_province)
160 marble (this_building)
[NOT DISPLAYED] Drives the road levels between settlements (this_region)
+12 line of sight across borders (this_region)
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