Marble |
No. |
Building |
Create Time |
Create Cost |
Effects |
Garrison Units |
Recruitable Units |
1 |
 |
Marble Level 1
Village (Marble Pit)
"Did you hear? They’re building a new temple! We'd better expand…"
|
2 |
1000 |
-5% construction costs (regions_in_this_province)
100 wealth from mining (industry) (this_building)
+1 growth per turn (this_province)
+1 public order per turn (all provinces)
40 marble (this_building)
+12 line of sight across borders (this_region)
|
|
|
2 |
 |
Marble Level 2
Settlement (Marble Quarry)
A good quarrymaster gleans the balance between quality and quantity.
|
3 |
1400 |
-10% construction costs (regions_in_this_province)
-1 food (this_region)
125 wealth from mining (industry) (this_building)
+2 growth per turn (this_province)
+2 public order per turn (all provinces)
80 marble (this_building)
[NOT DISPLAYED] Drives the road levels between settlements (this_region)
+12 line of sight across borders (this_region)
|
|
|
3 |
 |
Marble Level 3
Town (Marble Cutter)
It takes years of apprenticeship to perfect the art of stonemasonry.
|
5 |
1900 |
-15% construction costs (regions_in_this_province)
-4 food (this_region)
150 wealth from mining (industry) (this_building)
+3 growth per turn (this_province)
+3 public order per turn (all provinces)
120 marble (this_building)
[NOT DISPLAYED] Drives the road levels between settlements (this_region)
+12 line of sight across borders (this_region)
|
|
|
4 |
 |
Marble Level 4
Colony (Marble Architect)
"See there! A statue worthy of Phidias himself!"
|
8 |
2500 |
-20% construction costs (regions_in_this_province)
-8 food (this_region)
200 wealth from mining (industry) (this_building)
+4 growth per turn (this_province)
+4 public order per turn (all provinces)
160 marble (this_building)
[NOT DISPLAYED] Drives the road levels between settlements (this_region)
+12 line of sight across borders (this_region)
|
|
|