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Slave Trader NerviiNervii Commons Level 2

Slave Trader

Captives are the spoils of war.

In the ancient world, prisoners of war were often sold into slavery. Those captured by barbarians were just as unlucky as those taken by the 'civilised' races. Many of the Celtic words for slave have their roots in the Latin word 'captus', meaning captive, and this may be an indication that the custom of taking slaves was introduced to the tribes by either the Romans or the Greeks. These civilisations held very different views on slavery. In Greece a slave, be he born into servitude or captured as a prisoner of war, could never become a Greek citizen. The Romans on the other hand, gave their slaves complete freedom after manumission, becoming a 'libertus' - gaining political freedom and even the opportunity to run for public office.

Commons

Commons
Commons
(barb_commons_1)
Commons Level 0
Chieftain's Hold
Chieftain's Hold
(barb_commons_chieftan_2)
Commons Level 1
Warlord's Hold
Warlord's Hold
(barb_commons_chieftan_3)
Commons Level 2
Great Hall
Great Hall
(barb_commons_chieftan_4)
Commons Level 3
High King's Hold
High King's Hold
(barb_commons_chieftan_5)
Commons Level 4
Loremaster's Hut
Loremaster's Hut
(barb_commons_lore_2)
Commons Level 1
Bard's Grove
Bard's Grove
(barb_commons_lore_3)
Commons Level 2
Bardic Circle
Bardic Circle
(barb_commons_lore_4)
Commons Level 3
Farmers' Market
Farmers' Market
(barb_commons_market_2)
Commons Level 1
Public Market
Public Market
(barb_commons_market_3)
Commons Level 2
Great Fair
Great Fair
(barb_commons_market_4)
Commons Level 3
Slave Trader
Slave Trader
(barb_commons_slave_2)
Commons Level 1
Slave Market
Slave Market
(barb_commons_slave_3)
Commons Level 2
Storage Pit
Storage Pit
(barb_commons_storage_2)
Commons Level 1
Souterrain
Souterrain
(barb_commons_storage_3)
Commons Level 2
Smokehouse
Smokehouse
(barb_commons_storage_4)
Commons Level 3
Slave Trader

Building Name

Slave Trader

Level Name

barb_commons_slave_2

Building Chain

Commons

Building Level

2

Create Time

3

Create Cost

4000

Effects

+10% wealth from agriculture (regions_in_this_province)
+10% wealth from industry (regions_in_this_province)
100 wealth from local commerce (this_building)
-4 public order per turn (squalor) (this_province)
[NOT DISPLAYED] Drives the road levels between settlements (this_region)
Reduces slave population decline (this_province)
+25% wealth generated by slaves (this_province)

Provides Garrison Army

No Garrison Units

Recruitable Units

No Recruitable Units
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