

Harbour
Safe haven from pirates and storms, and a place to trade.Harbours were vital in the ancient world, offering a safe refuge from pirates and storms and a place for trade. Although most ships hugged the coastlines, loading and unloading goods needed a sheltered harbour. A natural bay would do, but the construction of docks and wharfs, and sheltering sea walls made sea-going life much easier. Harbours were colossal undertakings, but the long-term benefits far outweighed the labour and costs involved.
Port
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Building Name Harbour |
Level Name east_port_trade_2 |
Building Chain Port |
Building Level 2 |
Create Time 3 |
Create Cost 2000 |
Effects



Provides Garrison Army
Recruitable Units
Recruitable Units Lv. 0 | ||||||||||||||||||
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No. | Unit | Sol. | Costom Cost | Recru. Cost | Unkeep Cost | Ship HP. | Ship Spd. | Msl. Dmg. | Rng. | Sht. /min | Amo. | Mle. Atk. | Mle. Dmg. | Chg. | Mle. Def. | Arm. | HP. | Mor. |
1 |
Light Ship / Missile Ship / (Eas_Javelinmen_One_Halfer) Raiding Hemiolia - Eastern Javelinmen These swift, manoeuvrable ships are a useful scouting force for any admiral. These skirmishers harass an enemy line with javelins, screening their comrades in the process. |
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80 | 440 | 440 | 467 | 6 | 41 | 80 | 7 | 7 | 8 | 24 | 3 | 37 | 15 | 45 | 20 | |||
2 |
Light Ship / Missile Ship / (Eas_Javelinmen_Two_Halfer) Pursuit Trihemiolia - Eastern Javelinmen Fast, relatively powerful pursuit ships, well able to hunt down pirates and other seagoing scum. These skirmishers harass an enemy line with javelins, screening their comrades in the process. |
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100 | 570 | 570 | 650 | 7 | 41 | 80 | 7 | 7 | 8 | 24 | 3 | 37 | 15 | 45 | 20 |
Disqus |
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