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Town (Spice Producer) Saxoni (Empire Divided)Saxoni (Empire Divided) Spice Level 3

Town (Spice Producer)

The spice must flow.

In ancient times, the kingdoms of southern Arabia and the Horn of Africa were the major suppliers of frankincense to the Mediterranean world. The so-called ‘Incense Route’ started in the southernmost part of the Arabian Peninsula, in a region known to the Greeks as ‘Eudaemon Arabia’ (‘Elevated Arabia’), beginning in Marib and Gherrea and passing through Qataban and Ma'in before reaching Nabataean Petra and beyond. It also served as a connection between India and the Mediterranean super-powers. Trade along the route was very lucrative and Arabia flourished as a result, with some of its cities becoming extremely wealthy in the process. Unfortunately, with success, envy follows inevitably, and so the Arabian cities became targets for many great conquerors, including Alexander. However, no one managed to capture them during their heyday, although most eventually fell to other powers by the end of the 2nd century BC, with the discovery of a direct sea route to India. Once Greeks and Romans began to bypass its land routes, southern Arabia’s wealth and power slowly but steadily declined. The Kingdom of Saba was one of the first to collapse, giving way to the Himyarite Kingdom, while Nabataea lasted longer through Hellenisation and alliance with the burgeoning Roman Empire.

Spice

Farmstead (Spice Depot)
Farmstead (Spice Depot)
(barb_spice_1)
Spice Level 0
Village (Large Spice Depot)
Village (Large Spice Depot)
(barb_spice_2)
Spice Level 1
Town (Spice Producer)
Town (Spice Producer)
(barb_spice_3)
Spice Level 2
Pagus (Master Spice Producer)
Pagus (Master Spice Producer)
(barb_spice_4)
Spice Level 3
Town (Spice Producer)

Building Name

Town (Spice Producer)

Level Name

barb_spice_3

Building Chain

Spice

Building Level

3

Create Time

5

Create Cost

3000

Effects

-4 food (this_region)
500 wealth from local commerce (this_building)
+3 growth per turn (this_province)
120 spices (this_region)
[NOT DISPLAYED] Drives the road levels between settlements (this_region)
+6% slave unrest (this_province)
+6% tariff income from trade agreements (this_faction)
+12 line of sight across borders (this_region)

Provides Garrison Army

No Garrison Units

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
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
2
120 Saxoni Bows
Missile Infantry / Missile Infantry / (3c_Sax_Saxon_Bows)
Saxoni Bows
A rain of arrows to slim down enemy numbers before the charge.
120 300 300 35 125 6 15 9 24 3 13 10 45 30
3
160 Saxoni Raiders
Melee Infantry / Melee Infantry / (3c_Sax_Saxon_Raiders)
Saxoni Raiders
The first raid is a rite of passage, a coming of age for the Saxoni man.
160 380 380 34 26 16 48 60 45 35
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