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Arverni Arverni Technologies

Construction

Names may be forgotten, great buildings last forever.

Construction
No. Technology research_points cost_per_round Requires Effects Enables
1 Earth Works Construction Tier 1
Earth Works
An enemy should break on ramparts like waves on the shore.
200 0 Celtic Field Systems
  • -3% building construction costs (all regions)
  • +1 growth per turn (all provinces)
  • -2% provincial capital and minor settlement main chain construction costs (all regions)
Under Floor Drainage Raised Site
2 Raised Site Construction Tier 2
Raised Site
A few feet of earth, moved to the right place, stops all flooding.
300 0 Earth Works
  • -3% building construction costs (all regions)
  • +2% wealth from industry (all regions)
Tax Labour Hundred
3 Under Floor Drainage Construction Tier 2
Under Floor Drainage
Who wants to live in a damp building?
300 0 Earth Works
  • -3% building construction costs (all regions)
  • +3 growth per turn (all provinces)
  • -1 provincial capital and minor settlement main chain construction times (all regions)
Reservoir
4 Tax Labour Construction Tier 3
Tax Labour
Taxes must be paid, in coin, in kind or in simple, brute labour.
500 0 Raised Site
  • -5% building construction costs (all regions)
  • +3% wealth from industry (all regions)
Large Defences Stone Footing Shaft Mine Slave Market
5 Stone Footing Construction Tier 4
Stone Footing
Solid building starts with firm, durable foundations.
1000 0 Tax Labour
  • -5% building construction costs (all regions)
  • +4% wealth from industry (all regions)
Dry Stone Construction Mineral Spring
6 Large Defences Construction Tier 4
Large Defences
All the people should be able to shelter when attackers come a' raiding.
1000 0 Tax Labour
  • -5% building construction costs (all regions)
  • -3% provincial capital and minor settlement main chain construction costs (all regions)
Double Wall Construction Town (Amber Trader) Town (Glass Maker) Town (Shaft Mine) Town (Grain Irrigated Farm) Town (Shaft Mine) Town (Leather Workshop) Town (Timber Yard) Town (Marble Cutter) Town (Mola Olieria) Town (Dye Works) Town (Silk Market) Town (Spice Producer) Town Town (Winemaker)
7 Double Wall Construction Construction Tier 5
Double Wall Construction
Defences should make the attackers pay for their temerity.
1600 0 Large Defences
  • -7% building construction costs (all regions)
  • -4% provincial capital and minor settlement main chain construction costs (all regions)
  • -1 provincial capital and minor settlement main chain construction times (all regions)
Enclosed Settlement Sluiced Mine
8 Dry Stone Construction Construction Tier 5
Dry Stone Construction
Some buildings deserve permanence and strength.
1600 0 Stone Footing
  • -7% building construction costs (all regions)
  • +6% wealth from industry (all regions)
Enclosed Settlement Pagus (Amber Road) Pagus (Master Glass Maker) Pagus (Sluiced Mine) Pagus (Grain Estate) Pagus (Sluiced Mine) Pagus (Master Leather Workshop) Pagus (Timber Trader) Pagus (Marble Architect) Pagus (Olive Oil Trader) Pagus (Master Dye Works) Pagus (Silk Road) Pagus (Master Spice Producer) Farm Pagus Tribal Pagus Canals Pagus (Master Winemaker)
9 Enclosed Settlement Construction Tier 6
Enclosed Settlement
A wall defines the boundaries of home and the wild.
2500 0 Double Wall Construction Dry Stone Construction
  • -7% building construction costs (all regions)
  • +2 growth in all regions per turn (all provinces)
  • -5% provincial capital and minor settlement main chain construction costs (all regions)
Industry Oppidum Trade Oppidum Tribal Oppidum Sacred Spring
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