Buildings

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Both, buildings and populations units, are tied to Territories. Population units are the basic generator of research points, commerce value points, manpower (points) and base tax points. Buildings then add modifiers to the points generated by the pops to obtain the total generated amount. The total amount of possible buildings in a city depend on the amount of pops living in it.

The capital starts with 1 fort by default. Any building, except the capital fort, can be torn down at any time for free.

Buildings[edit]

Military

Building Province modifiers City/Settlement
Building military.png Training Camp Manpower.png +10% Local manpower City
Building fortress.png Fortress +1 Fort level City/Settlement
Building barracks.png Barracks
  • Freemen ratio.png +15% Local desired freemen ratio
  • Happiness +20% Local freemen happiness
  • Manpower.png +20% Local manpower modifier
  • Population capacity.png +20% Population capacity modifier
Settlement
Building foundry.png Foundry
  • Local start experience.png +5% Local start experience
  • Local ship recruit speed.png +10% Local ship recruit speed
  • Cohort recruit speed.png +10% Local cohort recruit speed
City

Economical/Management

Building Province modifiers City/Settlement
Building market.png Market Commerce modifier.png +25% Local commerce value modifier City
Building town hall.png Tax Office Tax modifier.png +10% Local tax modifier City
Building court.png Court of Law
  • Monthly state loyalty.png +0.02 Monthly state loyalty
City
Building academy.png Academy
  • Local start experience.png +2.5% Local research points modifier
  • Research points modifier.png +0.50 Local pop promotion speed
City

Population

Building Province modifiers City/Settlement
Building granary.png Granary Global food capacity.png +200 Provincial food capacity City
Building library.png Library
  • Pop citizen.png +3% Local citizen happiness
  • Citizen ratio.png +6% Local desired citizen ratio
City
Building forum.png Forum
  • Pop freemen.png +3% Local freemen happiness
  • Freemen ratio.png +6% Local desired freemen ratio
City
Building mill.png Mill
  • Pop slaves.png +3% Local slave happiness
  • Slave output.png +3% Local slave output
  • Slave ratio.png +6% Local desired slave ratio
City
Building theater.png Theater
  • Pop happy.png +3% Primary culture happiness
  • Assimilation speed.png +1.00 Pop assimilation speed
City
Building temple.png Temple
  • State religion.png +3% State religion happiness
  • Conversion speed.png +1.00 Pop conversion speed
City
Building aquaduct.png Aqueduct
  • Population capacity.png +4 Local population capacity
City

Settlement

Building Requirements Province modifiers City/Settlement
Building slave estate.png Slave Estate none
  • Monthly food.png +50% Local monthly food modifier
  • Slave output.png +40% Local slave output
  • Population capacity.png +25% Population capacity modifier
Settlement
Building mine.png Mine Produces Base metals, Iron, Marble, Precious metals or Stone
  • Goods from slaves.png -5 Local slaves needed for surplus
  • Population capacity.png +25% Population capacity modifier
Settlement
Building farm estate.png Farming Settlement Produces Fish, Grain, Livestock or Vegetables
  • Monthly food.png +50% Local monthly food modifier
  • Goods from slaves.png -5 Local slaves needed for surplus
  • Population capacity.png +25% Population capacity modifier
Settlement
Building tribal settlement.png Tribal Settlement None
  • Tribesmen happiness.png +20% Local tribesmen happiness
  • Tribesmen output.png +40% Local tribesmen output
  • Population capacity.png +25% Population capacity modifier
Settlement
Building local forum.png Provincial Legation None
  • Local migration speed.png +75% Local migration speed modifier
  • Assimilation speed.png +0.20 Pop assimilation speed
Settlement

Territory building limit[edit]

Settlements get 1 building slot and this cannot be increased. When settlements are upgraded to cities they get 2 extra building slots and this increases by 1 every 10 pops in the city. If the city is further upgraded to a metropolis there is now 4 extra building slots instead of 2.

Roads[edit]

Roads built by a Roman army.

Roads are buildings visible on the map that increase army movement speed by 50%. If a road is built over a river, a bridge will appear.

There are two ways to build roads, one for countries with any military traditions other than Italic traditions. The other is for countries with the Italic traditions.

Regular roads[edit]

Most countries need a civic advances level strictly higher than 6.

Once this is done, all their armies satisfying these requirements can be used to build a road:

  • Must have at least 10 cohorts
  • Must not be in combat
  • Must not be moving
  • Must not be exiled
  • Must be next to a province held by the same country. These two provinces cannot already have a road between them.
  • Must have a commander, whose loyalty is strictly higher than 33.

If these requirements are met, the army's owner can pay Cost 50 gold to start the road construction. By then moving the army to another province, and waiting for the army to arrive to that other province, the road will be built.

While the road is being built, the following modifiers are applied to the army:

  • Army Movement Without Roads: -70%
  • Army Maintenance Cost: +120% (for a total of 220% regular maintenance cost)
  • Morale of Armies -20%

Roman roads[edit]

Countries with the Italic traditions have to pick Roman Roads from the Roman path.

Once this is done, the only difference with the regular roads builder is that the army can be smaller, with at least 5 cohorts. All other conditions are identical.

The mechanic for building the roads is the same, but the cost of lower, at only Cost 25 gold.

While the road is being built, the following modifiers are applied to the army:

  • Army movement without roads: -70%
Concepts BuildingsColonizationTradeTrade goodsTaxProductionPopulation
Domestic policy Characters Attributes Culture Government Laws National ideas Rebellion Religion Technology
Economic policy Buildings Economy Population Trade Trade goods
Provinces Region Province Cities Colonization
Warfare Military traditions Army Land units Land warfare Naval warfare
Foreign policy Treaties Casus belli Diplomacy Subject nations