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HomeHome / Total War: Rome II / Masaesyli / Buildings / Royal Sanctuary
Royal Sanctuary MasaesyliMasaesyli Religious Level 2

Royal Sanctuary

A shrine to honoured ancestors and rulers, and a reminder of history.

Veneration of ancestors and the worship of royalty, living and dead, were commonplace throughout the ancient world. The details varied, with ancestors being worshipped almost as household gods, to temple complexes and great tombs being constructed in remembrance of powerful rulers. Interment of kings and rulers was common. In Persian traditions, bodies could be placed in stone monuments, such as the tomb of Cyrus the Great at Pasargadae. Rock monuments and tombs, which housed Achaemenid rulers such as Darius the Great, dominated their landscapes. The point of these great structures, however, was always the same: a clear and simple reminder to ordinary people that their rulers were powerful and had a history of being powerful. The dead were intended to be 'awe-full'.

Religious

Shrine
Shrine
(dk_num_religious_1)
Religious Level 0
Shrine of Baal Hammon
Shrine of Baal Hammon
(dk_num_religious_baal_2)
Religious Level 1
Temple of Baal Hammon
Temple of Baal Hammon
(dk_num_religious_baal_3)
Religious Level 2
Precinct of Baal Hammon
Precinct of Baal Hammon
(dk_num_religious_baal_4)
Religious Level 3
Royal Sanctuary
Royal Sanctuary
(dk_num_religious_royal_2)
Religious Level 1
Royal Tomb
Royal Tomb
(dk_num_religious_royal_3)
Religious Level 2
Royal Mausoleum
Royal Mausoleum
(dk_num_religious_royal_4)
Religious Level 3
Madghacen
Madghacen
(dk_num_religious_royal_5)
Religious Level 4
Altar of the Sun
Altar of the Sun
(dk_num_religious_sun_2)
Religious Level 1
Temple of the Sun
Temple of the Sun
(dk_num_religious_sun_3)
Religious Level 2
Temple of the Great Sun
Temple of the Great Sun
(dk_num_religious_sun_4)
Religious Level 3
Royal Sanctuary

Building Name

Royal Sanctuary

Level Name

dk_num_religious_royal_2

Building Chain

Religious

Building Level

2

Create Time

3

Create Cost

1900

Effects

+3 Desert Nomadic cultural influence (this_region)
-1 food (this_region)
+3 public order per turn (this_province)
+2% unit morale upon recruitment (this_province)
Bread and Games Edict:
+5% wealth generated by all commerce buildings (this_province)

Provides Garrison Army

No Garrison Units

Recruitable Units

No Recruitable Units
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