Infrastructure

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Revision as of 22:19, 5 May 2019 by LeSingeAffame (talk | contribs) (Roads: More information, separated regular countries with roman countries)
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Buildings are build in cities and give a local bonus depending on the type of building. Additionally the capital starts with 1 fort by default. All kind of buildings can be torn down at any time for free leaving a spot for another type of building. A building costs 100 gold to build by default, and the cost can be influenced by various factors such as events and inventions.

Building Types

In-game Icon Building Province modifiers
Building commerce.png Marketplace +5% Local Tax, +5% Commerce Income, +1% Local Civilization Level.
Building military.png Training Camp +10% Local Manpower.
Building fortress.png Fortress +1 Fort Level.
Building population.png Granary +0.06% Population Growth and +2.5% Local Slave Happiness.

Each building type can be built multiple times, so if you have 4 slots in your city, you can fill them all with Granaries if you so desire. Of course you can order the building of multiple buildings in a city at once, and they will be built in a queue.

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 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 MilitaryTraditions other than Italic Traditions. The other is for countries with the Italic Traditions.

Regular Roads

Regular 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 20 Military power.png 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.

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

  • Army Movement Without Roads: -90%
  • Army Maintenance Cost: +120% (for a total of 220% regular maintenance cost)
  • Morale of Armies -20%

If, for any reason, the road cannot be built, the Military power.png Military Power cost will be refunded.

Roman Roads

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 apply.

The mechanic for building the roads is the same, but the cost of lower, at only 10 Military power.png Military Power.

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

  • Army Movement Without Roads: -90%

References