Spice |
No. |
Building |
Create Time |
Create Cost |
Effects |
Garrison Units |
Recruitable Units |
1 |
 |
Spice Level 1
Farmstead (Spice Depot)
Strange, exotic - even sensuous - smells fill the air.
|
2 |
1100 |
200 wealth from local commerce (this_building)
+1 growth per turn (this_province)
40 spices (this_region)
+2% slave unrest (this_province)
+2% tariff income from trade agreements (this_faction)
+12 line of sight across borders (this_region)
|
|
|
2 |
 |
Spice Level 2
Village (Large Spice Depot)
Spice, medicine and incense are prized throughout the world.
|
3 |
1700 |
-2 food (this_region)
350 wealth from local commerce (this_building)
+2 growth per turn (this_province)
80 spices (this_region)
[NOT DISPLAYED] Drives the road levels between settlements (this_region)
+4% slave unrest (this_province)
+4% tariff income from trade agreements (this_faction)
+12 line of sight across borders (this_region)
|
|
|
3 |
 |
Spice Level 3
Town (Spice Producer)
The spice must flow.
|
5 |
3000 |
-4 food (this_region)
500 wealth from local commerce (this_building)
+3 growth per turn (this_province)
120 spices (this_region)
[NOT DISPLAYED] Drives the road levels between settlements (this_region)
+6% slave unrest (this_province)
+6% tariff income from trade agreements (this_faction)
+12 line of sight across borders (this_region)
|
|
|
4 |
 |
Spice Level 4
Pagus (Master Spice Producer)
Spice, medicine and incense are prized throughout the world.
|
8 |
5600 |
-8 food (this_region)
650 wealth from local commerce (this_building)
+4 growth per turn (this_province)
160 spices (this_region)
[NOT DISPLAYED] Drives the road levels between settlements (this_region)
+8% slave unrest (this_province)
+8% tariff income from trade agreements (this_faction)
+12 line of sight across borders (this_region)
|
|
|