Difference between revisions of "Infrastructure"

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{{Version|1.0}}
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Both '''buildings''' and populations units are tied to [[Territories]]. [[Population|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.
 
 
Both, '''buildings''' and populations units, are tied to [[cities]]. [[Population|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.
 
The capital starts with 1 fort by default. Any building, except the capital fort, can be torn down at any time for free.
  
==Building types==  
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== Buildings ==
{| class="mildtable plainlist"
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{{SVersion|1.4}}
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'''Military'''
 +
{| class="mildtable"
 +
! !! Building
 +
! Province modifiers
 +
! Territory
 +
|-
 +
| [[File:Building military.png|50px]] || Training Camp
 +
|
 +
* {{icon|Manpower|28px}} {{green|+10%}} Local manpower
 +
|City
 +
|-
 +
| [[File:Building fortress.png|50px]] || Fortress
 +
|
 +
* [[File:Fortification.png|28px]] {{green|+1}} Fort level
 +
|City/Settlement
 +
|-
 +
| [[File:Building barracks.png|50px]] || Barracks
 +
|
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* {{icon|pop cap|28px}} {{green|+25%}} Population capacity
 +
* {{icon|manpower|28px}} {{green|+20%}} Local manpower
 +
* {{icon|freeman happiness}} {{green|+20%}} Local freemen happiness
 +
* {{icon|freeman ratio}} {{green|+15%}} Local freemen desired ratio
 +
|Settlement
 +
|-
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| [[File:Building foundry.png|50px]] || Foundry
 +
|
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* [[File:Local start experience.png|28px]] {{green|+5%}}  Starting experience
 +
* [[File:Local population output.png|28px]] {{green|+1%}} Population output
 +
|City
 +
|}
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'''Economic/Management'''
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{| class="mildtable"
 +
! !! Building
 +
! Province modifiers
 +
! Territory
 +
|-
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| [[File:Building market.png|50px]] || Market
 +
|
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* {{icon|commerce value}} {{green|+25%}} Commerce value
 +
|City
 +
|-
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| [[File:Building town hall.png|50px]] || Tax Office
 +
|
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* {{icon|national tax}} {{green|+10%}} Local tax
 +
|City
 +
|-
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| [[File:Building court.png|50px]] || Court of Law
 +
|
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* {{icon|province loyalty}} {{green|+0.02}} Territory provincial loyalty
 +
|City
 +
|-
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| [[File:Building academy.png|50px]] || Academy
 +
|
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* [[File:Research points modifier.png|28px]] {{green|+7.50%}}  Research points
 +
* {{icon|promotion}} {{green|+0.50}} Pop promotion speed
 +
|City
 +
|}
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'''Population'''
 +
{| class="mildtable"
 +
! !! Building
 +
! Province modifiers
 +
! Territory
 +
|-
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| [[File:Building granary.png|50px]] || Granary
 +
|
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* {{icon|food capacity}} {{green|+200}} Provincial food capacity
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|City
 +
|-
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| [[File:Building library.png|50px]] || Library
 +
|
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*{{icon|citizen happiness}} {{green|+3%}} Local citizen happiness
 +
*{{icon|citizen ratio}} {{green|+6%}} Local citizen desired ratio
 +
|City
 +
|-
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| [[File:Building forum.png|50px]] || Forum
 +
|
 +
*{{icon|freeman happiness}} {{green|+3%}} Local freemen happiness
 +
*{{icon|freeman ratio}} {{green|+6%}} Local freemen desired ratio
 +
|City
 +
|-
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| [[File:Building mill.png|50px]] || Mill
 +
|
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*{{icon|slave output}} {{green|+3%}} Local slave output
 +
*{{icon|slave happiness}}  {{green|+3%}} Local slave happiness
 +
*{{icon|slave ratio}}  {{green|+6%}} Local slave desired ratio
 +
|City
 +
|-
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| [[File:Building temple.png|50px]] || Temple
 +
|
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*[[File:State religion.png|28px]] {{green|+3%}} State religion happiness
 +
*[[File:Conversion speed.png|28px]] {{green|+1.00}} Pop conversion speed
 +
|City
 +
|-
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| [[File:Building theater.png|50px]] || Theater
 +
|
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*[[File:Happiness.png|28px]] {{green|+3%}} Primary culture happiness
 +
*[[File:Assimilation speed.png|28px]] {{green|+1.00}} Pop assimilation speed
 +
|City
 +
|-
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| [[File:Building aqueduct.png|50px]] || Aqueduct
 +
|
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*{{icon|pop cap|28px}} {{green|+4}} Population capacity
 +
|City
 +
|-
 +
|}
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'''Settlement Only'''
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{| class="mildtable"
 
! !! Building
 
! !! Building
! Province modifiers
+
! Requirements
 +
! Province modifiers  
 +
! Territory
 
|-
 
|-
| [[File:Building commerce.png]] || Marketplace
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| [[File:Building slave estate.png|50px]] || Slave Estate
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| none
 
|
 
|
* {{icon|Local tax|24px}} {{green|+5%}} Local tax
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*{{icon|pop cap|28px}} {{green|+25%}} Population capacity
* {{icon|Commerce income|24px}} {{green|+5%}} Commerce income
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*{{icon|food}} {{green|+50%}} Local monthly food modifier
* {{green|+1%}} Local civilization level
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*{{icon|slave output}} {{green|+40%}} Local slave output
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|Settlement
 
|-
 
|-
| [[File:Building military.png]] || Training Camp
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| [[File:Building mine.png|50px]] || Mine
| {{icon|Manpower|24px}} {{green|+10%}} Local manpower
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| Produces {{icon|Base Metals}}, {{icon|Iron}}, {{icon|Marble}}, {{icon|Precious Metals}} or {{icon|Stone}}
 +
|
 +
*{{icon|pop cap|28px}} {{green|+25%}} Population capacity
 +
*{{icon|slaves for surplus}} {{green|-5}} Slaves needed for local surplus
 +
|Settlement
 
|-
 
|-
| [[File:Building fortress.png]] || Fortress
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| [[File:Building farm estate.png|50px]] || Farming Settlement
| {{green|+1}} Fort level
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| Produces {{icon|Fish}}, {{icon|Grain}}, {{icon|Livestock}} or {{icon|Vegetables}}
 +
|
 +
*{{icon|pop cap|28px}} {{green|+25%}} Population capacity
 +
*{{icon|slaves for surplus}} {{green|-5}} Slaves needed for local surplus
 +
*{{icon|food}} {{green|+50%}} Local monthly food modifier
 +
|Settlement
 +
|-
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| [[File:Building tribal settlement.png|50px]] || Tribal Settlement
 +
| None
 +
|
 +
*{{icon|pop cap|28px}} {{green|+25%}} Population capacity
 +
*{{icon|tribesman output}} {{green|+40%}} Local tribesmen output
 +
*{{icon|tribesman happiness}} {{green|+20%}} Local tribesmen happiness
 +
|Settlement
 
|-
 
|-
| [[File:Building population.png]] || Granary
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| [[File:Building local forum.png|50px]] || Provincial Legation
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| None
 
|
 
|
* {{icon|Local population growth |24px}} {{green|+0.06%}} Local population growth
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*[[File:Local migration speed.png|28px]] {{green|+75%}} Pop migration speed
* {{icon|happiness|24px}} {{green|+2.5%}} Local slave happiness
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*[[File:Assimilation speed.png|28px]] {{green|+0.20}} Pop assimilation speed
 +
|Settlement
 +
|-
 
|}
 
|}
  
Each building type costs a {{icon|cost|24px}} {{red|100}} gold and can be built multiple times, the province modifiers are summed.
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== Territory building limit ==
 
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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.
===City building limit===
 
Each city can have at least 1 building, and each additional 10 pops in that city allows another building level.
 
The capital city starts with one extra building slot that is used by the default capital fort.
 
1 additional building slot per city may be gained through the tech 18 Civic Invention 'Urban Planning'.
 
  
 
==Roads==
 
==Roads==
 
[[File:Roads.png|thumb|right|Roads built by a Roman army.]]
 
[[File:Roads.png|thumb|right|Roads built by a Roman army.]]
 
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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. A territory where road network is built will also receive a bonus of 2.5% to conversion and assimilation speed, as well as a 0.25 bonus to migration attraction.
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]].
 
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===
 
===Regular roads===
Regular countries need a [[Technology#Civic_Advances|civic advances]] level strictly higher than 6.
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Most countries need at least {{icon|civ}} 5 [[Technology#Civic advances|civic advances]].
  
Once this is done, all their armies satisfying these requirements can be used to build a road:
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Building a road is a toggle button on the interface, which can be activated if the following are all true:
* Must have at least 10 [[land units|cohorts]]
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* The army has at least 10 [[land units|cohorts]].
* Must not be in combat
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* The army is not in combat, moving, sieging, or exiled.
* Must not be moving
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* The army is in a territory that is owned and not occupied.
* Must not be exiled
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* The army either has no commander, or its commander is loyal (defined as {{icon|loyalty}} 34 loyalty or higher).
* 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 {{icon|Martial}} 20 Military power 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.
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If these requirements are met, the army's owner can then move the army to another territory, which is either owned and not occupied, or uncolonized. When the army arrives in that other territory, if those territories don't already have a road between them, the road will be built at the cost of {{icon|treasury}} 50 gold.
  
 
While the road is being built, the following modifiers are applied to the army:
 
While the road is being built, the following modifiers are applied to the army:
*Army Movement Without Roads: {{red|-90%}}
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*Army movement without roads: {{red|−70%}}
*Army Maintenance Cost: {{red|+120%}} (for a total of 220% regular maintenance cost)
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*Army maintenance cost: {{red|+120%}} (for a total of 220% regular maintenance cost)
*Morale of Armies {{red|-20%}}
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*Morale: {{red|−20%}}
  
If, for any reason, the road cannot be built, the {{icon|Martial}} Military power cost will be refunded.
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The toggle will be turned off if the army is ineligible to build roads, if the country doesn't have enough money to build a road, or it ends up in a territory it can't build any more roads from.
  
 
===Roman roads===
 
===Roman roads===
Countries with the Italic traditions have to pick ''Roman Roads'' from the [[Italic traditions#Roman_path|Roman path]].
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Countries with Italic military traditions have to pick ''Roman Roads'' from the [[Italic traditions#Roman path|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 [[land units|cohorts]]. All other conditions are identical.
  
Once this is done, the only difference with the regular roads builder is that the army can be smaller, with at least 5 [[land units|cohorts]]. All other conditions are identical.
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The mechanic for building the roads is the same, but the cost is lower, at only {{icon|cost}} 25 gold per province.
  
The mechanic for building the roads is the same, but the cost of lower, at only {{icon|Martial}} 10 Military power.
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While the road is being built, the following modifiers are applied to the army:
 +
*Army movement without roads: {{red|-70%}}
  
While the road is being built, the following modifiers are applied to the army:
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== Border forts ==
*Army movement without roads: {{red|-90%}}
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A country with the Italic military tradition “Castra” (from the Roman path) can have an army build a '''border fort'''. An army can do this if the following are all true:
 +
*The army has a loyal commander (defined as {{icon|loyalty}} 34 loyalty or higher).
 +
*The army is not in combat, moving, sieging, or exiled.
 +
*The army has at least 5 cohorts, including at least one that is not loyal to anyone.
 +
*The territory the army is in:
 +
**Doesn't already have a fort;
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**Is uncolonized or borders foreign territory;
 +
**Has a free building slot;
 +
**Borders an owned and unoccupied territory; and
 +
**Is not next to any other owned territory with a fort in it.
  
== References ==
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When the ability is activated, the country loses {{icon|manpower}} {{red|3000}} manpower, then builds a fort in the territory. The country then gains ownership of the province if it wasn't already owned, in which case it also gains a {{icon|freemen}} Freemen pop of primary culture and religion. Finally, one random cohort becomes loyal to the commander, unless the general is the ruler of a non-republic, in which case the country gains {{icon|tyranny}} {{red|1}} tyranny instead.
<references />
 
  
 
[[Category:Economy]]
 
[[Category:Economy]]
 
{{economy navbox}}
 
{{economy navbox}}
 
{{MechanicsNavbox}}
 
{{MechanicsNavbox}}

Revision as of 12:26, 24 July 2020

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

Military

Building Province modifiers Territory
Building military.png Training Camp
  • Manpower.png +10% Local manpower
City
Building fortress.png Fortress
  • Fortification.png +1 Fort level
City/Settlement
Building barracks.png Barracks
  • Population capacity +25% Population capacity
  • Manpower.png +20% Local manpower
  • Freeman happiness +20% Local freemen happiness
  • Freeman ratio +15% Local freemen desired ratio
Settlement
Building foundry.png Foundry
  • Local start experience.png +5% Starting experience
  • Local population output.png +1% Population output
City

Economic/Management

Building Province modifiers Territory
Building market.png Market
  • Commerce value.png +25% Commerce value
City
Building town hall.png Tax Office
  • National tax +10% Local tax
City
Building court.png Court of Law
  • Province loyalty +0.02 Territory provincial loyalty
City
Building academy.png Academy
  • Research points modifier.png +7.50% Research points
  • Promotion +0.50 Pop promotion speed
City

Population

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

Settlement Only

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

Territory building limit

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

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. A territory where road network is built will also receive a bonus of 2.5% to conversion and assimilation speed, as well as a 0.25 bonus to migration attraction.

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

Most countries need at least Civic power.png 5 civic advances.

Building a road is a toggle button on the interface, which can be activated if the following are all true:

  • The army has at least 10 cohorts.
  • The army is not in combat, moving, sieging, or exiled.
  • The army is in a territory that is owned and not occupied.
  • The army either has no commander, or its commander is loyal (defined as Loyalty.png 34 loyalty or higher).

If these requirements are met, the army's owner can then move the army to another territory, which is either owned and not occupied, or uncolonized. When the army arrives in that other territory, if those territories don't already have a road between them, the road will be built at the cost of Treasury.png 50 gold.

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: −20%

The toggle will be turned off if the army is ineligible to build roads, if the country doesn't have enough money to build a road, or it ends up in a territory it can't build any more roads from.

Roman roads

Countries with Italic military 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 is lower, at only Cost 25 gold per province.

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

  • Army movement without roads: -70%

Border forts

A country with the Italic military tradition “Castra” (from the Roman path) can have an army build a border fort. An army can do this if the following are all true:

  • The army has a loyal commander (defined as Loyalty.png 34 loyalty or higher).
  • The army is not in combat, moving, sieging, or exiled.
  • The army has at least 5 cohorts, including at least one that is not loyal to anyone.
  • The territory the army is in:
    • Doesn't already have a fort;
    • Is uncolonized or borders foreign territory;
    • Has a free building slot;
    • Borders an owned and unoccupied territory; and
    • Is not next to any other owned territory with a fort in it.

When the ability is activated, the country loses Manpower.png 3000 manpower, then builds a fort in the territory. The country then gains ownership of the province if it wasn't already owned, in which case it also gains a Freemen Freemen pop of primary culture and religion. Finally, one random cohort becomes loyal to the commander, unless the general is the ruler of a non-republic, in which case the country gains Tyranny 1 tyranny instead.