menu
HomeHome / Total War: Rome II / Arevaci (Hannibal at the Gates) / Buildings / Spice Buildings
Spice
No. Building Create Time Create Cost Effects Garrison Units Recruitable Units
1 Farmstead (Spice Depot) Spice Level 1
Farmstead (Spice Depot)
Strange, exotic - even sensuous - smells fill the air.
2 1100 200 wealth from local commerce (this_building)
+1 growth per turn (this_province)
40 spices (this_region)
+2% slave unrest (this_province)
+2% tariff income from trade agreements (this_faction)
+12 line of sight across borders (this_region)
2 Village (Large Spice Depot) Spice Level 2
Village (Large Spice Depot)
Spice, medicine and incense are prized throughout the world.
3 1700 -2 food (this_region)
350 wealth from local commerce (this_building)
+2 growth per turn (this_province)
80 spices (this_region)
[NOT DISPLAYED] Drives the road levels between settlements (this_region)
+4% slave unrest (this_province)
+4% tariff income from trade agreements (this_faction)
+12 line of sight across borders (this_region)
3 Town (Spice Producer) Spice Level 3
Town (Spice Producer)
The spice must flow.
5 3000 -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)
4 Pagus (Master Spice Producer) Spice Level 4
Pagus (Master Spice Producer)
Spice, medicine and incense are prized throughout the world.
8 5600 -8 food (this_region)
650 wealth from local commerce (this_building)
+4 growth per turn (this_province)
160 spices (this_region)
[NOT DISPLAYED] Drives the road levels between settlements (this_region)
+8% slave unrest (this_province)
+8% tariff income from trade agreements (this_faction)
+12 line of sight across borders (this_region)
Facebook