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Production structuresEdit

Production structures are primarily involved with the task of training units. Although a few of them can function like enhancements and some also host valuable upgrades and abilities, their most valuable function is still the conversion of resources gathered from economic structures into peasants, warriors, and other assistants.

Name

Abilities

Resource
cost

Requirements

Special remarks

Small City

Ronsmallc
  • Trains Citizens and Slaves.
  • Extends your borders
  • Generates a small trickle of food and timber.
  • Can summon Mobs.
  • Base cost:
    Timber: 120
    Food: 60
  • Ramp:
    Food: 5
  • 1 Level of Administration Civic per City beyond your first.
  • Seleucids can build 2 Small Cities instead of 1 upon researching Gubernatio Civic.
  • Required to built Enhancement-type structures, as well as certain Production structures
  • Build a Pyramid-type wonder to increase your cities
  • -75% cost for Seleucids.
  • +5 of Timber; Food and Metal each for Pontics.
  • +10 of Wealth for Macedonians

Large City

Roncity
  • Trains Citizens and Slaves.
  • Extends your borders
  • Generates a small trickle of food and timber.
  • Can summon Mobs.
  • Base cost:
    Timber: 120
    Food: 60
  • Ramp:
    Food: 5
  • 1 Level of Administration Civic per City beyond your first
  • 5 different structures within Small City radius.
  • Build a Pyramid-type wonder to increase your cities
  • All settlements constructed upgrade automatically to Large Cities for Bactrians
  • +5 of Timber; Food and Metal each for Pontics.
  • +10 of Wealth for Macedonians

Urbs

Mrto

(Romans )

  • Trains Citizens and Slaves.
  • Extends your borders
  • Generates a small trickle of Food Food and Timber Timber.
  • Can summon Mobs.
  • Base cost:
    Timber: 120
    Food: 60
  • Ramp:
    Food: 5
  • Hellenistic Age???
  • Sovrain Civic
  • 1 Level of Administration Civic per City beyond your first
  • 9 different structures within Small City radius.
  • Build a Pyramid-type wonder to increase your cities
  • +5 of Timber; Food and Metal each for Pontics.
  • +10 of Wealth for Macedonians

Assembly

Aeropagus
  • Base:
    Timber: 60
    Wealth: 30
  • Ramp:
    Wealth: 2
  • Gubernatio Civic

Peasant Dwellings

Insulae
  • Trains Low-level foot units
  • Has a weak attack against enemy units
  • Base:
    Timber: 30
  • Census Military
  • Gubernatio Civic

Tower 
House

Towerhouse

(Sabaeans
and
Armenians)

  • Trains Low-level foot units.
  • Is stronger and has more armour than Peasant Dwellings.
  • Base:
    Timber: 30
  • Ramp:
    Wealth: 2
  • Defen Mileng
  • Inf1 Mileng

Outpost

Outpost icon
  • Extensive LOS with ability to detect cloaked units.
  • Trains mercenaries
  • Can be built anywhere, including hostile territory.
  • Base:
    Timber: 60
  • Ramp:
    Timber: 4
    Metal: 2

Stockade

London
  • Is stronger and has more armour than Outpost.
  • Extensive LOS with ability to detect cloaked units.
  • Trains mercenaries
  • Can be built anywhere, including hostile territory.
  • Base:
    Timber: 80
    Metal: 60
  • Ramp:
    Timber: 15
    Metal: 15
  • Standingarmy Military
  • Off Mileng

Not available for:

  • Sarmatians
  • Suebi
  • Nabataeans

Barracks

Barracks
  • Trains foot units
  • Base:
    Timber: 120
  • Ramp:
    Timber: 25
  • Heraldry Military

Fortified 
Barracks

Fortbarracks
  • Trains foot units
  • Stronger than Barracks, and can attack enemies.
  • Base:
    Timber: 140Wealth: 60
  • Ramp:
  • Wealth: 25
  • Standingarmy Military
  • Off Mileng

Castra

Castra.j

(Romans)

  • Trains foot units
  • Stronger than Barracks, and can attack enemies.
  • Base:
    Timber: 140
    Wealth: 60
  • Ramp:
  • Wealth: 25
  • Standingarmy Military
  • Off Mileng

Noble 
Residence

Noble residence icon

(all, except Sarmatians, Sabaeans, Numidians)

  • Trains high-level units
  • Infantry and cavalry may be trained alike from this building
  • Base:
    Timber: 60
    Wealth: 120
  • Ramp:
  • Wealth: 40
  • Mercs Military

Syssiton

Syssiton

(Chremonidean League)

  • Trains high-level units
  • Infantry and cavalry may be trained alike from this building
  • Base:
    Timber: 60
    Wealth: 40
  • Ramp:
  • Wealth: 10
  • Mercs Military
  • Offen Mileng

Broch

Broch

(Britons)

  • Contributes +2 Wp Wonder Point bonus.
  • Trains high-level units
  • Infantry and cavalry may be trained alike from this building
  • Base:
    Metal: 130
    Timber: 60
  • Ramp:
  • Wealth: 40
  • Inf1 Mileng

Stable

Stable
  • Trains cavalry.
  • Base:
    Timber: 120
  • Ramp:
    Timber: 25
  • Mercs Military

Meeting 
House

Meethouse
  • Sets your capital.
  • Hosts Policy research.
  • Trains elite units and spawns patriots as long as proper Policy upgrades were conducted.
  • Base:
    Timber: 150
    Wealth: 200
  • Must be built within the radius of a city
  • Captured along with its host city.
  • This building automatically transfers your capital to its host city.
  • Can be built by Chremonidean League in any city beyond its second one to set the location of its secondary capital
  • Can be built for free by Suebi.

Palace

Phallus

(All, except
Suebi,
Lusitanians,
Nabataeans and
Sarmatians)

  • Sets your capital.
  • Hosts Policy research.
  • Trains elite units and spawns patriots as long as proper Policy upgrades were conducted.
  • Has extensive LOS, can detect hidden enemies and attack them.
  • Contributes +1 Wp Wonder Point bonus.
  • Base:
    Timber: 150
    Wealth: 200
  • Offen Mileng
  • Must be built within the radius of a city
  • Captured along with its host city.
  • This building automatically transfers your capital to its host city.
  • Can be built by Chremonidean League in any city beyond its second one to set the location of its secondary capital

Fort

Fort rom
  • Very powerful point defence, but costly and vulnerable to siege attacks.
  • Conducts Strategy and Tactics upgrades.
  • Trains Officers and spies.
  • Base:
    Metal: 300
    Wealth: 100
  • Ramp:
    Metal: ?
    Wealth: ?
  • Feudals Military
  • Can attack enemies, and is not captured
  • Can't be built too close to another fort or a non-friendly border.
  • +3 range for Getae
  • 50% cheaper, built 25% faster with +3 added border push and available from the start for Macedonians.
  • 5 x 5 layout.

Citadel

Citadel

(All, except
Suebi
, Nabataeans and
Sarmatians)

  • Very powerful point defence, but costly and vulnerable to siege attacks.
  • Conducts Strategy and Tactics upgrades.
  • Trains Officers and spies.
  • Base:
    Metal: 300
    Wealth: 100
  • Ramp:
    Metal: x
    Wealth: y
  • Standingarmy Military
  • Defen Mileng
  • Can attack enemies, and is not captured
  • Can't be built too close to another fort or a non-friendly border.
  • +3 range for Getae
  • 50% cheaper, built 25% faster with +3 added border push and available from the start for Macedonians.
  • 8 x 8 layout.

Siege 
Workshop

Assédio
  • Constructs siege equipment and supply wagons.
  • Base:
    Timber: 60
    Metal: 60
  • Ramp:
    Timber: 25
  • Mercs Military

Dock

Estaleiro
  • Constructs merchant marine fleet and light warships
  • Required to transport land units by boat
  • Base:
    Timber: 60
  • Ramp:
    Timber: 25
  • Coinage Commerce

NoteEdit

Although their primary task isn't to create more units, some Enhancements, Defensive structures and Economic structures can create units, but usually these units are meant to be used primarily as support units, not combat.

EnhancementsEdit

Enhancements are special buildings that primarilly handle providing buffs and conducting research, such as at the Civic Centre , that enhance your faction further. Usually only one instance of each building may be erected per city.

Name

Abilities

Resource
cost

Requirements

Special remarks

Civic Centre

Zivikkentrum
  • Conducts research for Science Science, Commerce Commerce, Civic Administration, and Military Military; as well as trunk technologies.
  • Base cost:
    Timber: 60
  • Ramp:
    Timber: 2
  • 1 per settlement
Built cheaper and faster for Pergamenes.

Sawmill

Sawmill
  • Base:
    Food: x
    Metal: yR
  • Ramp:
    Food: x
    Metal: yR
  • 1 per settlement

Forge
Foundry

  • Improves Metal Metal output of all mines in its host city
  • Hosts upgrades for Metallurgy and Supply .
  • Base:
    Timber;120
    Wealth: 80
  • Ramp:
    Timber; 4
  • 1 per settlement

Granary

Gran

(all except Sarmatians)

  • Base:
    Timber;120
    Wealth: 80
  • Ramp:
    Timber; 4
  • 1 per settlement

Market

Market
  • Trains merchants and caravans
  • Creates a small stream of Wealth Wealth, and can be used to buy and sell resources
  • Base:
    Timber: 80
  • Ramp:
    Timber: 3
  • Coinage Commerce

Temple

Creligious
  • Increases your Cities' tactical strength, and their ability to push Borders.
  • Conducts Taxation and Religion research.
  • Trains Priests.
  • Base:
    Timber: 80
  • Ramp:
    Timber: 3
  • 1 per settlement

Cultural 
Centre

42669625236
  • Creates a notable stream of Wealth Wealth.
  • Contributes +1 Wp Wonder Point bonus.
  • Can heal nearby units.
  • Inf1 Mileng

Sporting 
Centre

Marathon
  • Creates a stream of Krateia Influence.
  • Contributes +1 Wp Wonder Point bonus.
  • Doubles the number of Mobs spawned from Cities.
  • Popul Mileng

Burial 
Tomb

Tombs

(Numidians and Macedonians)

  • Creates a stream of Krateia Influence, based on the number of units that you have lost.
  • Religion upgrades undertaken increase Krateia Influence yield.
  • Base:
    Wealth: 120Timber; 80
  • Ramp:
    Wealth: 8
  • +1 Krateia Influence for every 10 units lost in battle.
  • Religion increases the rate, to a max of +1 Krateia Influence for every 7 units lost.
  • This bonus doesn't work for non-Numidian, non-Macedonian factions.
  • WARNING: Each Burial Tomb grants a cool 500Wealth whenever it is destroyed!

Great Atroshan
Ekklesia

(Parthians)
  • Cheaper, quicker to build, and also ability to detect stealthed units
  • Increases your Cities' tactical strength, and their ability to push Borders.
  • Conducts Taxation and Religion research.
  • Trains Priests.
  • Contributes +1 Wp Wonder Point bonus.
  • Base:
    Timber: 70
  • Ramp:
    Wealth: 1

Defensive structuresEdit

What more can we say?
The main task of Defensive structures is to function as point defences to help defend your settlements from attack and kill intruders.

Name

Abilities

Resource
cost

Requirements

Special remarks

Watchtower

City
  • Basic point defence.
  • Base cost:
    Timber: 50
    Metal: 50
  • Ramp:
    Timber: 15
    Metal: 15
  • Census Military
  • Build a Pyramid-type wonder to increase your cities
  • Added range for Getae

Guard
Tower

Stockade rom

(all excelt Sarmatians , Suebi and Nabataeans)

  • Advanced point defence, stronger than Watchtower.
  • Can hold a.larger garrison.
  • Base cost:
    Wealth: 80
    Metal: 50
  • Ramp:
    Wealth: 15
    Metal: 15
  • Standingarmy Military
  • Defen Mileng
  • Build a Pyramid-type wonder to increase your cities.
  • Added range for Getae

Economic structuresEdit

Economic structures are just that — their primary task is to drag resources you can use to either create more buildings, or create minions from them to impose your will and ultimately win the game.

Name

Abilities

Resource
cost

Special remarks

Mine

Mine
  • Extracts metal Metal from mountains and cliffs.
  • Base:
    Timber: 50
  • Ramp:
    Timber: 20

Woodcutter's Camp

Woodcut
  • Extracts timber Timber from forests.
  • Base:
    Food: 50
  • Ramp:
    Food: 20

Farm

Farm

(all except Sarmatians)

  • Generates food Food.
  • Base:
    Timber: 40
  • Ramp:
    Timber: 4

WondersEdit

See here .

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