Lead |
No. |
Building |
Create Time |
Create Cost |
Effects |
Garrison Units |
Recruitable Units |
1 |
 |
Lead Level 1
Farmstead (Lead Mine)
"We heat the rock, apply cold vinegar and BOOM! All the lead you can eat."
|
2 |
1200 |
100 wealth from mining (industry) (this_building)
+1 growth per turn (this_province)
+1 public order per turn (sanitation) (all provinces)
40 lead (this_building)
+12 line of sight across borders (this_region)
|
|
|
2 |
 |
Lead Level 2
Village (Trench Mine)
Shallow mining is less dangerous, but also less lucrative.
|
3 |
1800 |
-1 food (this_region)
150 wealth from mining (industry) (this_building)
+2 growth per turn (this_province)
+2 public order per turn (sanitation) (all provinces)
80 lead (this_building)
[NOT DISPLAYED] Drives the road levels between settlements (this_region)
+12 line of sight across borders (this_region)
|
|
|
3 |
 |
Lead Level 3
Town (Shaft Mine)
"Dig deeper, you dogs! You’re not done 'til I say so!"
|
5 |
2800 |
-4 food (this_region)
200 wealth from mining (industry) (this_building)
+3 growth per turn (this_province)
+3 public order per turn (sanitation) (all provinces)
120 lead (this_building)
[NOT DISPLAYED] Drives the road levels between settlements (this_region)
+12 line of sight across borders (this_region)
|
|
|
4 |
 |
Lead Level 4
Pagus (Sluiced Mine)
Water reveals what stone conceals.
|
8 |
4300 |
-8 food (this_region)
300 wealth from mining (industry) (this_building)
+5% wealth from industry (regions_in_this_province)
+4 growth per turn (this_province)
+4 public order per turn (sanitation) (all provinces)
160 lead (this_building)
[NOT DISPLAYED] Drives the road levels between settlements (this_region)
+12 line of sight across borders (this_region)
|
|
|