Patrie / Divide et Impera / Rebelles égyptiens (Imperator Augustus) / Bâtiments / Centre-ville Bâtiments
Centre-ville | ||||||
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No. | Building | Create Time | Create Cost | Effects | Garrison Units | Recruitable Units |
1 |
Centre-ville Level 1 Agora L'Agora était un lieu politique, religieux et commercial. |
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4 | 1200 |
75 de richesse provenant du divertissement (culture) (this_building) +1 d'ordre public par tour (this_province) +0.1% All Population Classes (this_building) |
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2 |
Centre-ville Level 2 Bibliothèque Le savoir et la philosophie nourrissent l'âme. |
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6 | 1800 |
75 de richesse provenant du divertissement (culture) (this_building) +6% de taux de recherche (this_faction) [NOT DISPLAYED] Drives the road levels between settlements (this_region) +0.2% 1st Class Citizen (this_building) [NOT DISPLAYED] Drives the road levels between settlements (this_region) |
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3 |
Centre-ville Level 2 Warhorse Pens A good mount is not just a companion in battle, but a sign of wealth. |
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6 | 3900 |
+5% de richesse provenant de l'agriculture (regions_in_this_province) 150 de richesse provenant du commerce local (this_building) -3% de coût de recrutement des unités de cavalerie (this_province) [NOT DISPLAYED] Drives the road levels between settlements (this_region) Chevaux de niveau I (+5% de vitesse de la cavalerie) dès le recrutement (this_province) +0.3% 1st Class Citizen (this_building) 1 Warhorse (this_building) -6% provincial income (building upkeep) (regions_in_this_province) Requires the Warhorse resource (this_building) [NOT DISPLAYED] Drives the road levels between settlements (this_region) |
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4 |
Centre-ville Level 2 Auberge des voyageurs Les auberges, ou pandocheion, satisfont les besoins des travailleurs fatigués. |
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6 | 2100 |
5 de nourriture (this_region) 75 de richesse provenant du divertissement (culture) (this_building) +1 d'expérience pour les nouveaux agents (this_province) [NOT DISPLAYED] Drives the road levels between settlements (this_region) +0.1% 2nd Class Citizen (this_building) +0.5% Foreigner Population (this_building) [NOT DISPLAYED] Drives the road levels between settlements (this_region) |
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5 |
Centre-ville Level 2 Négociant en vin De bons vins engendrent toujours un prix élevé. |
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6 | 2850 |
+10% de richesse provenant de tout le commerce (regions_in_this_province) 60 de richesse provenant du commerce local (this_building) +2 de croissance par tour (this_province) -4 d'ordre public par tour (misère) (this_province) [NOT DISPLAYED] Drives the road levels between settlements (this_region) +4% de revenu tarifaire des accords commerciaux (this_faction) +0.5% 3rd Class Citizen (this_building) +0.5% Foreigner Population (this_building) [NOT DISPLAYED] Drives the road levels between settlements (this_region) Import Food Edict: +1 food (this_province) Import Food Edict: -8% local farming income (this_province) Import Food Edict: +1 growth (this_province) |
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6 |
Centre-ville Level 2 Marché aux céréales Les céréales nourrissent la cité et des hommes bien nourris font de meilleurs commerçants. |
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6 | 2700 |
+10% de richesse provenant des fermes (agriculture) (regions_in_this_province) 150 de richesse provenant du commerce local (this_building) [NOT DISPLAYED] Drives the road levels between settlements (this_region) +0.5% 3rd Class Citizen (this_building) [NOT DISPLAYED] Drives the road levels between settlements (this_region) Import Food Edict: +1 food (this_province) Import Food Edict: -8% local farming income (this_province) Import Food Edict: +1 growth (this_province) |
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7 |
Centre-ville Level 2 Marchand d'esclaves Nés ou vendus au service d'autrui, le sort des esclaves reste inchangé. |
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6 | 4200 |
75 de richesse provenant du commerce local (this_building) [NOT DISPLAYED] Drives the road levels between settlements (this_region) Réduit le déclin de la population d'esclaves (this_province) +25% de richesse générée par les esclaves (this_province) -5% de coûts de construction des bâtiments (regions_in_this_province) -2 d'agitation des esclaves (this_province) +0.5% Foreigner Population (this_building) [NOT DISPLAYED] Drives the road levels between settlements (this_region) Sell Slaves Edict: -5% slave population (this_province) |
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8 |
Centre-ville Level 2 Amphithéâtre Toutes les bonnes pièces sont dédiées aux dieux. |
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6 | 2100 |
100 de richesse provenant du divertissement (culture) (this_building) +5 d'ordre public par tour (this_province) [NOT DISPLAYED] Drives the road levels between settlements (this_region) +0.1% 1st Class Citizen (this_building) +1% 2nd Class Citizen (this_building) +0.2% 3rd Class Citizen (this_building) [NOT DISPLAYED] Drives the road levels between settlements (this_region) |
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9 |
Centre-ville Level 2 Supply Pit It is never a bad idea to stockpile salt, grain, and supplies. |
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6 | 3300 |
+10% de richesse provenant de l'agriculture (regions_in_this_province) 112 de richesse provenant de la subsistance (this_building) +2% de reconstitution d'armées (regions_in_this_province) [NOT DISPLAYED] Drives the road levels between settlements (this_region) -10% de pertes dues à l'usure lors d'un siège subi (your_characters_in_this_region) +0.2% 1st Class Citizen (this_building) +0.3% 2nd Class Citizen (this_building) Supply Line: +3 Region(s) (this_building) Supply Storage: +200 (this_building) 1 grain (this_building) [NOT DISPLAYED] Drives the road levels between settlements (this_region) |
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10 |
Centre-ville Level 3 Lycée Les arguments et les débats peuvent s'échauffer mais en ce feu se forge le savoir. |
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10 | 3150 |
120 de richesse provenant du divertissement (culture) (this_building) +12% de taux de recherche (this_faction) [NOT DISPLAYED] Drives the road levels between settlements (this_region) +0.4% 1st Class Citizen (this_building) +0.1% 2nd Class Citizen (this_building) -8% provincial income (building upkeep) (regions_in_this_province) [NOT DISPLAYED] Drives the road levels between settlements (this_region) |
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11 |
Centre-ville Level 3 Warhorse Breeder Masterful husbandry can result in horses with the perfect traits for its role. |
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10 | 6900 |
-2 de nourriture (this_region) +10% de richesse provenant de l'agriculture (regions_in_this_province) 250 de richesse provenant du commerce local (this_building) -4% de coût de recrutement des unités de cavalerie (this_province) [NOT DISPLAYED] Drives the road levels between settlements (this_region) Chevaux de niveau II (+10% de vitesse de la cavalerie) dès le recrutement (this_province) +0.5% 1st Class Citizen (this_building) 3 Warhorse (this_building) -9% provincial income (building upkeep) (regions_in_this_province) Requires the Warhorse resource (this_building) [NOT DISPLAYED] Drives the road levels between settlements (this_region) |
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12 |
Centre-ville Level 3 Auberge Il n'y a rien de plus agréable à la fin d'une journée de voyage qu'une confortable auberge. |
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10 | 3750 |
11 de nourriture (this_region) 90 de richesse provenant du divertissement (culture) (this_building) +5% de richesse provenant de l'agriculture (regions_in_this_province) -4 d'ordre public par tour (misère) (this_province) +2 d'expérience pour les nouveaux agents (this_province) [NOT DISPLAYED] Drives the road levels between settlements (this_region) +0.2% 2nd Class Citizen (this_building) +1% Foreigner Population (this_building) [NOT DISPLAYED] Drives the road levels between settlements (this_region) |
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13 |
Centre-ville Level 3 Boutique de vin Beaucoup de problèmes de la vie quotidienne se règlent avec une bonne cuvée. |
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10 | 6000 |
+20% de richesse provenant de tout le commerce (regions_in_this_province) 120 de richesse provenant du commerce local (this_building) +4 de croissance par tour (this_province) -6 d'ordre public par tour (misère) (this_province) [NOT DISPLAYED] Drives the road levels between settlements (this_region) +12% de revenu tarifaire des accords commerciaux (this_faction) +1% 3rd Class Citizen (this_building) +1% Foreigner Population (this_building) [NOT DISPLAYED] Drives the road levels between settlements (this_region) Import Food Edict: +1 food (this_province) Import Food Edict: -12% local farming income (this_province) Import Food Edict: +2 growth (this_province) |
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14 |
Centre-ville Level 3 Makra Stoa Une grande colonnade où les marchands de céréales peuvent exercer leur commerce. |
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10 | 5400 |
+20% de richesse provenant des fermes (agriculture) (regions_in_this_province) 300 de richesse provenant du commerce local (this_building) -4 d'ordre public par tour (misère) (this_province) [NOT DISPLAYED] Drives the road levels between settlements (this_region) +1% 3rd Class Citizen (this_building) [NOT DISPLAYED] Drives the road levels between settlements (this_region) Import Food Edict: +1 food (this_province) Import Food Edict: -12% local farming income (this_province) Import Food Edict: +2 growth (this_province) |
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15 |
Centre-ville Level 3 Marché aux esclaves Les esclaves, de par le monde, s'achètent et se vendent : de la viande à l'abattoir. |
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10 | 8925 |
-4 de nourriture (this_region) +10% de richesse provenant de l'agriculture (regions_in_this_province) 130 de richesse provenant du commerce local (this_building) -3 d'ordre public par tour (misère) (this_province) [NOT DISPLAYED] Drives the road levels between settlements (this_region) Réduit le déclin de la population d'esclaves (this_province) +50% de richesse générée par les esclaves (this_province) -10% de coûts de construction des bâtiments (regions_in_this_province) -3 d'agitation des esclaves (this_province) Édit de stimulation du commerce : -10 d'agitation servile (this_province) +1% Foreigner Population (this_building) 1 trained slaves (this_building) Requires the Trained Slaves resource (this_building) [NOT DISPLAYED] Drives the road levels between settlements (this_region) Sell Slaves Edict: -10% slave population (this_province) |
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16 |
Centre-ville Level 3 Odéon La musique et la poésie devraient avoir leur place dans une cité civlisée. |
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10 | 3750 |
-4 de nourriture (this_region) 140 de richesse provenant du divertissement (culture) (this_building) +10 d'ordre public par tour (this_province) [NOT DISPLAYED] Drives the road levels between settlements (this_region) +0.2% 1st Class Citizen (this_building) +1.3% 2nd Class Citizen (this_building) +0.4% 3rd Class Citizen (this_building) [NOT DISPLAYED] Drives the road levels between settlements (this_region) |
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17 |
Centre-ville Level 3 Supply Warehouse It is always a good idea to stockpile salt, grain, and supplies. |
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10 | 6450 |
-3 de nourriture (this_region) +20% de richesse provenant de l'agriculture (regions_in_this_province) 150 de richesse provenant de la subsistance (this_building) +4% de reconstitution d'armées (regions_in_this_province) [NOT DISPLAYED] Drives the road levels between settlements (this_region) +1 de résistance au siège (this_region) -20% de pertes dues à l'usure lors d'un siège subi (your_characters_in_this_region) +0.3% 1st Class Citizen (this_building) +0.5% 2nd Class Citizen (this_building) Supply Line: +3 Region(s) (this_building) Supply Storage: +200 (this_building) 5 grain (this_building) 1 salt (this_building) Requires the Salt resource (this_building) [NOT DISPLAYED] Drives the road levels between settlements (this_region) |
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18 |
Centre-ville Level 4 Central Slave Quarters A central location for the buying, selling, housing and display of all types of slaves. |
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16 | 15300 |
-8 de nourriture (this_region) +15% de richesse provenant de l'agriculture (regions_in_this_province) +10% de richesse provenant de l'industrie (regions_in_this_province) 180 de richesse provenant du commerce local (this_building) -6 d'ordre public par tour (misère) (this_province) [NOT DISPLAYED] Drives the road levels between settlements (this_region) Réduit le déclin de la population d'esclaves (this_province) +75% de richesse générée par les esclaves (this_province) -10% de coûts de construction des bâtiments (regions_in_this_province) -4 d'agitation des esclaves (this_province) +15% de richesse générée par les esclaves (this_province) Édit de stimulation du commerce : Réduction moyenne du déclin du nombre d'esclaves (this_province) Édit de stimulation du commerce : -20 d'agitation servile (this_province) +2% Foreigner Population (this_building) 5 trained slaves (this_building) Requires the Trained Slaves resource (this_building) [NOT DISPLAYED] Drives the road levels between settlements (this_region) Sell Slaves Edict: -15% slave population (this_province) |
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19 |
Centre-ville Level 4 Warhorse Ranch It is said that heavy cavalry can shake the very ground with their gallop. |
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16 | 11156 |
-6 de nourriture (this_building) +15% de richesse provenant de l'agriculture (regions_in_this_province) 425 de richesse provenant du commerce local (this_building) -8% de coût de recrutement des unités de cavalerie (this_province) [NOT DISPLAYED] Drives the road levels between settlements (this_region) Chevaux de niveau III (+20% de vitesse de la cavalerie) dès le recrutement (this_province) +1% 1st Class Citizen (this_building) 5 Warhorse (this_building) -12% provincial income (building upkeep) (regions_in_this_province) Requires the Warhorse resource (this_building) [NOT DISPLAYED] Drives the road levels between settlements (this_region) |
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20 |
Centre-ville Level 4 Pandocheion On trouve toujours les meilleures auberges sur les chemins les plus fréquentés. |
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16 | 7200 |
17 de nourriture (this_region) 125 de richesse provenant du divertissement (culture) (this_building) +10% de richesse provenant de l'agriculture (regions_in_this_province) -10 d'ordre public par tour (misère) (this_province) +3 d'expérience pour les nouveaux agents (this_province) [NOT DISPLAYED] Drives the road levels between settlements (this_region) Édit sur la stimulation commerciale : +10% de richesse grâce aux bâtiments commerciaux (this_province) +0.3% 2nd Class Citizen (this_building) +2% Foreigner Population (this_building) Requires the Salt resource (this_building) [NOT DISPLAYED] Drives the road levels between settlements (this_region) |
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21 |
Centre-ville Level 4 Marché aux vins Quand le marchand se donne tant de mal, n'est-il pas impoli de ne pas consommer sa production ? |
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16 | 13770 |
+40% de richesse provenant de tout le commerce (regions_in_this_province) 270 de richesse provenant du commerce local (this_building) +6 de croissance par tour (this_province) -8 d'ordre public par tour (misère) (this_province) [NOT DISPLAYED] Drives the road levels between settlements (this_region) +24% de revenu tarifaire des accords commerciaux (this_faction) Édit sur le pain et les jeux : +2 d'ordre public (this_province) Édit de stimulation du commerce : +2 d'ordre public grâce aux produits de luxe (this_province) +2% 3rd Class Citizen (this_building) +2% Foreigner Population (this_building) [NOT DISPLAYED] Drives the road levels between settlements (this_region) Import Food Edict: +2 food (this_province) Import Food Edict: -15% local farming income (this_province) Import Food Edict: +2 growth (this_province) |
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22 |
Centre-ville Level 4 Deigma Le marché aux céréales détermine le prix de la nourriture, et donc de la famine. |
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16 | 12240 |
+40% de richesse provenant des fermes (agriculture) (regions_in_this_province) 650 de richesse provenant du commerce local (this_building) -10 d'ordre public par tour (misère) (this_province) [NOT DISPLAYED] Drives the road levels between settlements (this_region) Édit de stimulation du commerce : +3 de nourriture provenant du commerce (this_province) +2% 3rd Class Citizen (this_building) Requires the Salt resource (this_building) [NOT DISPLAYED] Drives the road levels between settlements (this_region) Import Food Edict: +2 food (this_province) Import Food Edict: -15% local farming income (this_province) Import Food Edict: +2 growth (this_province) |
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23 |
Centre-ville Level 4 Hippodrome Y a-t-il quelque chose de plus divertissant qu'une journée aux courses ? |
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16 | 9000 |
-10 de nourriture (this_region) 220 de richesse provenant du divertissement (culture) (this_building) +20 d'ordre public par tour (this_province) [NOT DISPLAYED] Drives the road levels between settlements (this_region) Édit sur le pain et les jeux : +20% de richesse générée par tous les bâtiments culturels (this_province) Édit sur le pain et les jeux : +4 d'ordre public (this_province) +0.3% 1st Class Citizen (this_building) +1.5% 2nd Class Citizen (this_building) +0.6% 3rd Class Citizen (this_building) [NOT DISPLAYED] Drives the road levels between settlements (this_region) |
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24 |
Centre-ville Level 4 Supply Complex You have accumulated enough resources to last a long while... even if besieged. |
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16 | 10965 |
-8 de nourriture (this_region) +30% de richesse provenant de l'agriculture (regions_in_this_province) 200 de richesse provenant de la subsistance (this_building) +6% de reconstitution d'armées (regions_in_this_province) [NOT DISPLAYED] Drives the road levels between settlements (this_region) +2 de résistance au siège (this_region) -40% de pertes dues à l'usure lors d'un siège subi (your_characters_in_this_region) Édit sur le pain et les jeux : +3 de croissance par tour (this_province) +0.4% 1st Class Citizen (this_building) +1% 2nd Class Citizen (this_building) Supply Line: +3 Region(s) (this_building) Supply Storage: +200 (this_building) 5 grain (this_building) 5 salt (this_building) Requires the Salt resource (this_building) [NOT DISPLAYED] Drives the road levels between settlements (this_region) |
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25 |
Centre-ville Level 4 Académie Si les riches achètent leur éducation, elle leur sera plus utile que davantage de vin. |
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16 | 7020 |
250 de richesse provenant du divertissement (culture) (this_building) +24% de taux de recherche (this_faction) [NOT DISPLAYED] Drives the road levels between settlements (this_region) Édit de philanthropie noble : -6% de coûts de construction des bâtiments (this_province) +0.6% 1st Class Citizen (this_building) +0.2% 2nd Class Citizen (this_building) -12% provincial income (building upkeep) (regions_in_this_province) [NOT DISPLAYED] Drives the road levels between settlements (this_region) |
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