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Harbour Italian Rebels (Samnite Wars)Italian Rebels (Samnite Wars) Port Level 2

Harbour

When ships can find safe haven, the people will prosper.

Any port needs a safe anchorage and a harbour where cargoes are manhandled onto ships. Greeks and Romans had different approaches: the Greeks adapted to the local environment, while Romans tended to bend nature to their wills. This is clear in their harbour designs. As the Roman Empire grew, harbours had to be built as disembarkation points, sometimes in areas where there was no natural inlet, bay or easy landing spot. In such cases Roman engineers set out to remake the coastline, and they created artificial harbours for their ships. Using wood, concrete and huge stone blocks, they built dams, piers, wharfs, sea walls and even artificial islands to protect harbours. Trajan’s extraordinary harbour at Centumcellae had a large basin dug into the shoreline of the River Tiber, all enclosed by huge walls. It was also connected by canal to Ostia further down the river.

Port

Port
Port
(rome_port_1)
Port Level 0
Fishing Port
Fishing Port
(rome_port_fish_2)
Port Level 1
Fishmonger
Fishmonger
(rome_port_fish_3)
Port Level 2
Forum Piscarium
Forum Piscarium
(rome_port_fish_4)
Port Level 3
Military Wharf
Military Wharf
(rome_port_military_2)
Port Level 1
Drydock
Drydock
(rome_port_military_3)
Port Level 2
Portus Classis
Portus Classis
(rome_port_military_4)
Port Level 3
Shipwright
Shipwright
(rome_port_patrol_2)
Port Level 1
Docks
Docks
(rome_port_patrol_3)
Port Level 2
Coastal Patrol
Coastal Patrol
(rome_port_patrol_4)
Port Level 3
Harbour
Harbour
(rome_port_trade_2)
Port Level 1
Trading Port
Trading Port
(rome_port_trade_3)
Port Level 2
Emporium
Emporium
(rome_port_trade_4)
Port Level 3
Harbour

Building Name

Harbour

Level Name

rome_port_trade_2

Building Chain

Port

Building Level

2

Create Time

3

Create Cost

1700

Effects

-1 food (this_region)
60 wealth from local commerce (this_building)
120 wealth from maritime commerce (this_building)

Provides Garrison Army

80 Raiding Hemiolia - Levy Skirmishers
80 Raiding Hemiolia - Levy Skirmishers
Raiding Hemiolia - Levy Skirmishers
(Ita_Skirm_One_Halfer)
Missile Ship

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
80 Raiding Hemiolia - Levy Skirmishers
Light Ship / Missile Ship / (Ita_Skirm_One_Halfer)
Raiding Hemiolia - Levy Skirmishers
These swift, manoeuvrable ships are a useful scouting force for any admiral.

These levies are armed with javelins, and skirmish in front of the main battle line.

80 330 330 402 6 32 80 7 7 8 24 3 37 15 45 25
2
100 Pursuit Trihemiolia - Levy Skirmishers
Light Ship / Missile Ship / (Ita_Skirm_Two_Halfer)
Pursuit Trihemiolia - Levy Skirmishers
Fast, relatively powerful pursuit ships, well able to hunt down pirates and other seagoing scum.

These levies are armed with javelins, and skirmish in front of the main battle line.

100 450 450 585 7 32 80 7 7 8 24 3 37 15 45 25
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