Provincial Capital |
No. |
Building |
Create Time |
Create Cost |
Effects |
Garrison Units |
Recruitable Units |
1 |
 |
Provincial Capital Level 1
Settlement
Together we are stronger.
|
2 |
1500 |
+6% wealth from all sources (regions_in_this_province)
200 wealth from subsistence (this_building)
+3 growth per turn (this_province)
[NOT DISPLAYED] Used for settlements to identify the presence of 8m walls (Barbarian) (this_region)
+12 line of sight across borders (this_region)
|
|
|
2 |
 |
Provincial Capital Level 2
Fortified Settlement
A strong tribe deserves a strong home.
|
3 |
2700 |
-1 food (this_region)
+8% wealth from all sources (regions_in_this_province)
300 wealth from subsistence (this_building)
+5 growth per turn (this_province)
+2 public order per turn (this_province)
[NOT DISPLAYED] Drives the road levels between settlements (this_region)
+1 squalor (this_region)
((NOT DISPLAYED)) (this_region)
[NOT DISPLAYED] Used for settlements to identify the presence of 8m walls (Barbarian) (this_region)
+12 line of sight across borders (this_region)
|
|
|
3 |
 |
Provincial Capital Level 3
Hundred
Stout walls keep out many unwanted visitors.
|
5 |
4400 |
+2 artillery on walls (this_region)
-4 food (this_region)
+10% wealth from all sources (regions_in_this_province)
400 wealth from subsistence (this_building)
+7 growth per turn (this_province)
+4 public order per turn (this_province)
[NOT DISPLAYED] Drives the road levels between settlements (this_region)
+2 squalor (this_region)
((NOT DISPLAYED)) (this_region)
[NOT DISPLAYED] Used for settlements to identify the presence of 8m walls (Barbarian) (this_region)
+12 line of sight across borders (this_region)
|
|
|
4 |
 |
Provincial Capital Level 4
Tribal Oppidum
All a man could want is within.
|
8 |
7100 |
+3 artillery on walls (this_region)
-8 food (this_region)
+12% wealth from all sources (regions_in_this_province)
800 wealth from subsistence (this_building)
+9 growth per turn (this_province)
+8 public order per turn (this_province)
[NOT DISPLAYED] Drives the road levels between settlements (this_region)
+3 squalor (this_region)
((NOT DISPLAYED)) (this_region)
[NOT DISPLAYED] Used for settlements to identify the presence of 8m walls (Barbarian) (this_region)
+12 line of sight across borders (this_region)
|
|
|
5 |
 |
Provincial Capital Level 4
Trade Oppidum
All a man could want is within.
|
8 |
7100 |
+3 artillery on walls (this_region)
-8 food (this_region)
+20% wealth from all commerce (regions_in_this_province)
800 wealth from subsistence (this_building)
+9 growth per turn (this_province)
+8 public order per turn (this_province)
[NOT DISPLAYED] Drives the road levels between settlements (this_region)
+3 squalor (this_region)
((NOT DISPLAYED)) (this_region)
[NOT DISPLAYED] Used for settlements to identify the presence of 8m walls (Barbarian) (this_region)
+12 line of sight across borders (this_region)
|
|
|
6 |
 |
Provincial Capital Level 4
Industrial Oppidum
All a man could want is within.
|
8 |
7100 |
+3 artillery on walls (this_region)
-8 food (this_region)
+20% wealth from industry (regions_in_this_province)
800 wealth from subsistence (this_building)
+9 growth per turn (this_province)
+8 public order per turn (this_province)
[NOT DISPLAYED] Drives the road levels between settlements (this_region)
+4 squalor (this_region)
((NOT DISPLAYED)) (this_region)
[NOT DISPLAYED] Used for settlements to identify the presence of 8m walls (Barbarian) (this_region)
+12 line of sight across borders (this_region)
|
|
|