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​灌​漑​農​地 ​メ​ロ​エ​メ​ロ​エ ​農​業 Level 3

​灌​漑​農​地

With careful planning, water brings abundance.

Agriculture in dry climes was and remains a difficult endeavour. Water and its proper use are the crucial factors: rivers and flood plains might be good for growing crops, but a flood can wash away good soil instead of renewing the land. In more arid areas, farmers are reliant on canals and qanats for irrigation, and water must be managed carefully. Good farmland is often at a premium. Farms produced wheat, barley, olives and wine, as well enabled the husbandry of cattle, goats and sheep. Despite apparently unpromising land, many eastern states, including Parthia and Persia, had a strong agricultural base.

日本語化: JapanTotalWarとは

​農​業

​遊​牧​民​キ​ャ​ン​プ
​遊​牧​民​キ​ャ​ン​プ
(rom_EASTERN_outskirts_minor_1)
​農​業 Level 0
Limited Warhorse Breeding
Limited Warhorse Breeding
(rom_EASTERN_Warbreed_2)
​農​業 Level 1
Limited Warhorse Breeding
Limited Warhorse Breeding
(rom_EASTERN_Warbreed_3)
​農​業 Level 2
Limited Warhorse Breeding
Limited Warhorse Breeding
(rom_EASTERN_Warbreed_4)
​農​業 Level 3
​農​場
​農​場
(rom_EASTERN_outskirts_minor_farming_2)
​農​業 Level 1
​灌​漑​農​地
​灌​漑​農​地
(rom_EASTERN_outskirts_minor_farming_3)
​農​業 Level 2
​荘​園
​荘​園
(rom_EASTERN_outskirts_minor_farming_4)
​農​業 Level 3
​カ​ナー​ト
​カ​ナー​ト
(rom_EASTERN_outskirts_minor_water_2)
​農​業 Level 1
​井​戸
​井​戸
(rom_EASTERN_outskirts_minor_water_3)
​農​業 Level 2
​噴​水
​噴​水
(rom_EASTERN_outskirts_minor_water_4)
​農​業 Level 3
​穀​物​貯​蔵​穴
​穀​物​貯​蔵​穴
(east_agriculture_granary_2)
​農​業 Level 1
​穀​物​サ​イ​ロ
​穀​物​サ​イ​ロ
(east_agriculture_granary_3)
​農​業 Level 2
​穀​物​倉​庫
​穀​物​倉​庫
(east_agriculture_granary_4)
​農​業 Level 3
​灌​漑​農​地

Building Name

​灌​漑​農​地

Level Name

rom_EASTERN_outskirts_minor_farming_3

Building Chain

​農​業

Building Level

3

Create Time

8

Create Cost

2400

Require Technology

Crop Rotation
Crop Rotation

Effects

8 ​食​料 (this_region)
105 ​農​耕(​農​業)​に​よ​る​収​入 (this_building)
-4 ​ター​ン​毎​の​治​安(​不​衛​生) (this_province)
+0.2% 1st Class Citizen (this_building)
+0.5% 3rd Class Citizen (this_building)
Supplies: +5 + base * 0.4% (this_building)
Export Food Edict: -3 food (this_province)
Export Food Edict: +7% local farming income (this_province)
Export Food Edict: -2 growth (this_province)

Provides Garrison Army

No Garrison Units

Recruitable Units

No Recruitable Units
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