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Buildings

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.

Contents

BuildingsEdit

Military

Building Province modifiers Territory
  Training Camp
  •   +10% Local manpower
City
  Fortress
  •   +1 Fort level
City/Settlement
  Barracks
  •   +25% Population capacity
  •   +20% Local manpower
  •   +20% Local freemen happiness
  •   +15% Local freemen desired ratio
Settlement
  Foundry
  •   +5% Starting experience
  •   +1% Population output
City

Economic/Management

Building Province modifiers Territory
  Market
  •   +25% Commerce value
City
  Tax Office
  •   +10% Local tax
City
  Court of Law
  •   +0.02 Territory provincial loyalty
City
  Academy
  •   +7.50% Research points
  •   +0.50 Pop promotion speed
City

Population

Building Province modifiers Territory
  Granary
  •   +200 Provincial food capacity
City
  Library
  •   +3% Local citizen happiness
  •   +6% Local citizen desired ratio
City
  Forum
  •   +3% Local freemen happiness
  •   +6% Local freemen desired ratio
City
  Mill
  •   +3% Local slave output
  •   +3% Local slave happiness
  •   +6% Local slave desired ratio
City
  Temple
  •   +3% State religion happiness
  •   +1.00 Pop conversion speed
City
  Theater
  •   +3% Primary culture happiness
  •   +1.00 Pop assimilation speed
City
  Aqueduct
  •   +4 Population capacity
City

Settlement Only

Building Requirements Province modifiers Territory
  Slave Estate none
  •   +25% Population capacity
  •   +50% Local monthly food modifier
  •   +40% Local slave output
Settlement
  Mine Produces  ,  ,  ,   or  
  •   +25% Population capacity
  •   -5 Slaves needed for local surplus
Settlement
  Farming Settlement Produces  ,  ,   or  
  •   +25% Population capacity
  •   -5 Slaves needed for local surplus
  •   +50% Local monthly food modifier
Settlement
  Tribal Settlement None
  •   +25% Population capacity
  •   +40% Local tribesmen output
  •   +20% Local tribesmen happiness
Settlement
  Provincial Legation None
  •   +75% Pop migration speed
  •   +0.20 Pop assimilation speed
Settlement

Territory building limitEdit

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.

RoadsEdit

 
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 roadsEdit

Most countries need at least   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   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   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 roadsEdit

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   25 gold per province.

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

  • Army movement without roads: -70%

Border fortsEdit

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   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   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 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   1 tyranny instead.

Domestic policy State Characters Attributes Position Culture Government Laws National ideas Rebellion Religion Technology
Economic policy Buildings Economy Population Trade Trade goods Food
Provinces Region Province Territories Colonization
Military Military traditions Army Siege Assault Land units Land warfare Naval warfare
Foreign policy Treaties Warfare Casus belli Diplomacy Subject nations Barbarians
Script Events Decisions Missions