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HomeHome / Total War: Rome II / Marcomanni (Empire Divided) / Buildings / Tribal Oppidum
Tribal Oppidum Marcomanni (Empire Divided)Marcomanni (Empire Divided) Provincial Capital Level 4

Tribal Oppidum

All a man could want is within.

As barbarian society developed, the need for larger settlements to house more people increased. This gave rise to fortified settlements, which tended to be built on areas with natural defences such as hilltops, cliffs or river banks. These were fortified with stone or wooden defences, setting them apart from the smaller settlements of the tribes. Some historians argue that the addition of fortifications was not a defensive decision but was, in fact, a matter of prestige. A tribe could have more than one of these fortified settlements and their sizes varied significantly. Julius Caesar made a study of the Gauls and named their fortified settlements 'oppidum', noting that the differing sizes seemed to show the hierarchy within each tribe.

Provincial Capital

Settlement
Settlement
(3c_barb_city_1)
Provincial Capital Level 0
Fortified Settlement
Fortified Settlement
(3c_barb_city_2)
Provincial Capital Level 1
Hundred
Hundred
(3c_barb_city_3)
Provincial Capital Level 2
Industrial Oppidum
Industrial Oppidum
(3c_barb_city_industry_4)
Provincial Capital Level 3
Trade Oppidum
Trade Oppidum
(3c_barb_city_trade_4)
Provincial Capital Level 3
Tribal Oppidum
Tribal Oppidum
(3c_barb_city_tribal_4)
Provincial Capital Level 3
Tribal Oppidum

Building Name

Tribal Oppidum

Level Name

3c_barb_city_tribal_4

Building Chain

Provincial Capital

Building Level

4

Create Time

8

Create Cost

7100

Require Technology

Lawgivers Appointed
Lawgivers Appointed

Effects

+3 artillery on walls (this_region)
-8 food (this_region)
+12% wealth from all sources (regions_in_this_province)
800 wealth from subsistence (this_building)
+9 growth per turn (this_province)
+8 public order per turn (this_province)
[NOT DISPLAYED] Drives the road levels between settlements (this_region)
+3 squalor (this_region)
((NOT DISPLAYED)) (this_region)
[NOT DISPLAYED] Used for settlements to identify the presence of 8m walls (Barbarian) (this_region)
+12 line of sight across borders (this_region)

Provides Garrison Army

40 German Bastion Ballista
40 German Bastion Ballista
40 German Bastion Ballista
German Bastion Ballista
(3c_Ger_Ballista_Bastion)
Field Artillery
160 Germanic Axe Warriors
160 Germanic Axe Warriors
Germanic Axe Warriors
(3c_Ger_Germanic_Axe_Warriors)
Melee Infantry
120 Germanic Hurlers
120 Germanic Hurlers
Germanic Hurlers
(3c_Ger_Germanic_Hurlers)
Missile Infantry
160 Germanic Swordsmen
160 Germanic Swordsmen
Germanic Swordsmen
(3c_Ger_Germanic_Swordsmen)
Melee Infantry
40 German Bastion Onager
40 German Bastion Onager
German Bastion Onager
(3c_Ger_Onager_Bastion)
Field Artillery
40 German Bastion Scorpion
40 German Bastion Scorpion
40 German Bastion Scorpion
German Bastion Scorpion
(3c_Ger_Scorpion_Bastion)
Fixed Artillery
160 Spear Levy
160 Spear Levy
Spear Levy
(3c_Ger_Spear_Levy)
Spear Infantry
160 Wolf Warriors
160 Wolf Warriors
Wolf Warriors
(3c_Marc_Wolf_Warriors)
Melee Infantry

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 Germanic Band
Melee Infantry / Melee Infantry / (3c_Ger_Germanic_Band)
Germanic Band
Above all, a band of warriors are loyal to their chief.
160 290 290 29 26 22 48 40 50 30
2
120 Germanic Hurlers
Missile Infantry / Missile Infantry / (3c_Ger_Germanic_Hurlers)
Germanic Hurlers
A rain of stones can lead to rash decisions.
120 250 250 20 150 7 25 8 24 3 32 30 45 25
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