Rome (Rise of the Republic) Faction
Port | ||||||
---|---|---|---|---|---|---|
No. | Building | Create Time | Create Cost | Effects | Garrison Units | Recruitable Units |
1 |
Port Level 1 Port A port is a gateway to the world of trade and military adventure. |
|||||
2 | 800 |
30 wealth from maritime commerce (this_building) |
||||
2 |
Port Level 2 Military Wharf He who commands the sea goes where he wills, and fights where he wills. |
|||||
3 | 2100 |
-1 food (this_region) +2 public order per turn (this_province) -10% naval unit recruitment cost (this_buildings_province_to_adjacent_sea_regions) |
||||
3 |
Port Level 2 Civil Port The rule of law allows trade to flourish, even at sea. |
|||||
3 | 1700 |
5 food (this_region) 50 wealth from maritime commerce (this_building) -2 public order per turn (squalor) (this_province) +2% tariff income from trade agreements (this_faction) |
||||
4 |
Port Level 3 Drydock A drydock aids the construction and maintenance of any battlefleet. |
|||||
5 | 3800 |
-4 food (this_region) +4 public order per turn (this_province) -20% naval unit recruitment cost (this_buildings_province_to_adjacent_sea_regions) |
||||
5 |
Port Level 3 Civil Docks A fresh catch gets a good price in both town and city. |
|||||
5 | 3400 |
7 food (this_region) 75 wealth from maritime commerce (this_building) -3 public order per turn (squalor) (this_province) +4% tariff income from trade agreements (this_faction) |
||||
6 |
Port Level 4 Military Port The fleet headquarters embodies both symbolic and practical seapower. |
|||||
8 | 5900 |
-8 food (this_region) +8 public order per turn (this_province) -30% naval unit recruitment cost (this_buildings_province_to_adjacent_sea_regions) |
||||
7 |
Port Level 4 Harbour When ships can find safe haven, the people will prosper. |
|||||
8 | 5600 |
9 food (this_region) 100 wealth from maritime commerce (this_building) -4 public order per turn (squalor) (this_province) +6% tariff income from trade agreements (this_faction) |
|
|
|