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HomeHome / Total War: Rome II / Rome (Rise of the Republic) / Buildings / Port Buildings
Port
No. Building Create Time Create Cost Effects Garrison Units Recruitable Units
1 Port 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 Military Wharf 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 Civil Port 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 Drydock 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 Civil Docks 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 Military Port 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 Harbour 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)
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