Caucasian buildings
58 building chains of the Caucasian subculture (Eastern culture) in the Grand Campaign. Tap one for each level's cost, build time, upkeep, effects, the technology it needs and the units it unlocks.
Recruitment and military

Military Recruitment
3 levels · unlocks Persian Cataphracts, Camel Warriors, Desert Mounted Skirmishers, Persian Mounted Warriors, Persian Mounted Bowmen, Arabic Horsemen, Garamantian Lancers, Indian Elephants, Savaran Cavalry, Camel Lancers, Dune Lancers, Himyarite Shotelai, Armoured Himyarite Shotelai, Zhayedan Immortal Cavalry, Pushtighban Cataphracts, Noble Numidian Cavalry, Kushite Mounted Shotelai, Armoured Indian Elephants, Sandstorm Lancers
Military Recruitment
3 levels · unlocks Persian Cataphracts, Camel Warriors, Desert Mounted Skirmishers, Persian Mounted Warriors, Persian Mounted Bowmen, Arabic Horsemen, Garamantian Lancers, Indian Elephants, Savaran Cavalry, Camel Lancers, Dune Lancers, Himyarite Shotelai, Armoured Himyarite Shotelai, Zhayedan Immortal Cavalry, Pushtighban Cataphracts, Noble Numidian Cavalry, Kushite Mounted Shotelai, Armoured Indian Elephants, Sandstorm Lancers

Cavalry Corral
Ruin · 2,500 gold · 2 turns
Army recruitment capacity: +1- Needs technology: Kataphractoi
Unlocks

Azadan Barracks (from Cavalry Corral)
Level 1 · 4,000 gold · 3 turns
Food consumption: -20
Army recruitment capacity: +1- Needs technology: Persian Military Legacy
Unlocks

Azadan Compound (from Azadan Barracks)
Level 2 · 7,000 gold · 4 turns
Food consumption: -50
Army recruitment capacity: +1- Needs technology: War Elephant Husbandry
Unlocks

Royal Stables (from Azadan Compound)
Level 3 · 11,500 gold · 5 turns · upkeep 1,200
Food consumption: -100
Army recruitment capacity: +2- Needs technology: Military Aristocracy
Unlocks

Military Recruitment
3 levels · unlocks Persian Bows, Desert Hurlers, Afar Swordsmen, Dailamite Warriors, Persian Skirmishers, Desert Legionary Defectors, Desert Bowmen, Baltha Warriors, Baltha Defenders, Naft Throwers, Elite Nubian Archers, Badiya Skirmishers, Jamal al-Rumha, Immortals, Royal Persian Archers, Kushite Shotelai, Hetaireia Guards, Desert Palatina Defectors
Military Recruitment
3 levels · unlocks Persian Bows, Desert Hurlers, Afar Swordsmen, Dailamite Warriors, Persian Skirmishers, Desert Legionary Defectors, Desert Bowmen, Baltha Warriors, Baltha Defenders, Naft Throwers, Elite Nubian Archers, Badiya Skirmishers, Jamal al-Rumha, Immortals, Royal Persian Archers, Kushite Shotelai, Hetaireia Guards, Desert Palatina Defectors

Training Grounds
Ruin · 2,000 gold · 2 turns
Army recruitment capacity: +1- Needs technology: Kataphractoi
Unlocks

Infantry Quarters (from Training Grounds)
Level 1 · 3,000 gold · 3 turns
Food consumption: -20
Army recruitment capacity: +1- Needs technology: Forced Conscription
Unlocks

Infantry Barracks (from Infantry Quarters)
Level 2 · 5,000 gold · 4 turns
Food consumption: -50
Army recruitment capacity: +1- Needs technology: Military Settlement
Unlocks

Royal Barracks (from Infantry Barracks)
Level 3 · 8,000 gold · 5 turns · upkeep 1,000
Food consumption: -100
Army recruitment capacity: +2- Needs technology: Military Aristocracy
Unlocks

Military Recruitment
3 levels · unlocks Paighan Band, Desert Tribesmen, Ashum, Persian Hurlers, Persian Scouts, Desert Raiders, Persian Brigade, Tanukhid Pikes, Desert Pikes, Adana Trackers, Persian Camel Raiders, Mavia’s Lancers, Mavia’s Chargers, Mavia’s Chosen, al-Rahrain, Noble al-Rahrain, T'or Warriors, Elite T'or Warriors, Rumha Skirmishers, Rumha Warriors, Persian Camel Archers, Kurdish Archers, Tanukhid Ambushers, Adana Marksmen, Jamal al-Baltha, Afar Camel Riders
Military Recruitment
3 levels · unlocks Paighan Band, Desert Tribesmen, Ashum, Persian Hurlers, Persian Scouts, Desert Raiders, Persian Brigade, Tanukhid Pikes, Desert Pikes, Adana Trackers, Persian Camel Raiders, Mavia’s Lancers, Mavia’s Chargers, Mavia’s Chosen, al-Rahrain, Noble al-Rahrain, T'or Warriors, Elite T'or Warriors, Rumha Skirmishers, Rumha Warriors, Persian Camel Archers, Kurdish Archers, Tanukhid Ambushers, Adana Marksmen, Jamal al-Baltha, Afar Camel Riders

Levy Camp
Ruin · 1,500 gold · 2 turns
Army recruitment capacity: +1- Needs technology: Kataphractoi
Unlocks

Levy Centre (from Levy Camp)
Level 1 · 2,400 gold · 3 turns
Food consumption: -10
Army recruitment capacity: +1- Needs technology: Forced Conscription
Unlocks

Militia Encampment (from Levy Centre)
Level 2 · 4,200 gold · 4 turns
Food consumption: -20
Army recruitment capacity: +1- Needs technology: Persian Military Legacy
Unlocks

Militia Compound (from Militia Encampment)
Level 3 · 7,000 gold · 5 turns · upkeep 800
Food consumption: -50
Army recruitment capacity: +2- Needs technology: Military Settlement
Unlocks

Military Upgrades
9 levels · unlocks Onager, Onager, Onager, Large Onager, Large Onager, Cheiroballistra
Military Upgrades
9 levels · unlocks Onager, Onager, Onager, Large Onager, Large Onager, Cheiroballistra

Supply Storage
Ruin · 2,000 gold · 2 turns
Unit experience: +1 for all recruits

Armourer (from Supply Storage)
Level 1 · 3,000 gold · 3 turns
Unit experience: +1 for all recruits
Public order: -2
Squalor: +2
Armour smithing I: +5% armour for all unit recruits
Shield crafting I: +5% shield effectiveness for shield-bearing unit recruits- Needs technology: Equipment Law

Armoury (from Armourer)
Level 2 · 5,000 gold · 4 turns
Unit experience: +1 for all recruits
Public order: -4
Squalor: +4
Armour smithing II: +10% armour for all unit recruits
Shield crafting II: +10% shield effectiveness for shield-bearing unit recruits- Needs technology: State-Funded Supplies

Royal Armoury (from Armoury)
Level 3 · 8,000 gold · 5 turns
Unit experience: +1 for all recruits
Public order: -8
Squalor: +8
Armour smithing III: +15% armour for all unit recruits
Shield crafting III: +15% shield effectiveness for shield-bearing unit recruits- Needs technology: New Supply System & Armament Stores

Blacksmith (from Supply Storage)
Level 1 · 3,000 gold · 3 turns
Unit experience: +1 for all recruits
Public order: -2
Squalor: +2
Weaponsmithing I: +5% melee damage for all unit recruits- Needs technology: Equipment Law

Weaponsmith (from Blacksmith)
Level 2 · 5,000 gold · 4 turns
Unit experience: +1 for all recruits
Public order: -4
Squalor: +4
Weaponsmithing II: +10% melee damage for all unit recruits- Needs technology: State-Funded Supplies

Royal Weaponsmith (from Weaponsmith)
Level 3 · 8,000 gold · 5 turns
Unit experience: +1 for all recruits
Public order: -8
Squalor: +8
Weaponsmithing III: +15% melee damage for all unit recruits- Needs technology: New Supply System & Armament Stores

Carpenter (from Supply Storage)
Level 1 · 3,000 gold · 3 turns
Unit experience: +1 for all recruits
Hull strength: +5%
Public order: -2
Squalor: +2
Fletching I: +5% ammunition for missile unit recruits
Number of picks a defender can make when choosing wall-mounted artillery in pre-battle. Used as region bonuses.- Needs technology: Equipment Law
Unlocks

Carpentry Workshop (from Carpenter)
Level 2 · 5,000 gold · 4 turns
Unit experience: +1 for all recruits
Hull strength: +10%
Public order: -4
Squalor: +4
Fletching II: +10% ammunition for missile unit recruits
Number of picks a defender can make when choosing wall-mounted artillery in pre-battle. Used as region bonuses.- Needs technology: Regimentation of Equipment
Unlocks

Siege Workshop (from Carpentry Workshop)
Level 3 · 8,000 gold · 5 turns
Unit experience: +1 for all recruits
Hull strength: +20%
Public order: -8
Squalor: +8
Fletching III: +15% ammunition for missile unit recruits
Number of picks a defender can make when choosing wall-mounted artillery in pre-battle. Used as region bonuses.- Needs technology: New Supply System & Armament Stores

Port
10 levels
Port
10 levels

Ruined Docks
Ruin

Jetty (from Ruined Docks)
Level 1 · 2,000 gold · 2 turns
Wealth: 225 from maritime commerce

Fishing Jetties (from Jetty)
Level 2 · 3,000 gold · 4 turns
Wealth: 450 from maritime commerce
Food: +50 from fishing
Public order: -2
Squalor: +2

Fishing Wharf (from Fishing Jetties)
Level 3 · 5,000 gold · 6 turns
Wealth: 750 from maritime commerce
Food: +70 from fishing
Public order: -4
Squalor: +4- Needs technology: Private Ventures

Fishing Port (from Fishing Wharf)
Level 4 · 8,000 gold · 8 turns
Wealth: 1250 from maritime commerce
Food: +90 from fishing
Public order: -6
Squalor: +6- Needs technology: Improved Taxation System or Systemised Laws & Taxation

Military Jetties (from Jetty)
Level 2 · 3,000 gold · 4 turns
Navy recruitment capacity: +1
Squalor: +2

Military Wharf (from Military Jetties)
Level 3 · 5,000 gold · 6 turns
Unit experience: +1 for all ship recruits
Navy recruitment capacity: +1
Squalor: +4- Needs technology: Persian Military Legacy

Military Port (from Military Wharf)
Level 4 · 8,000 gold · 8 turns
Unit experience: +2 for all ship recruits
Navy recruitment capacity: +2
Squalor: +6- Needs technology: Military Aristocracy

Trade Jetties (from Jetty)
Level 2 · 3,000 gold · 4 turns
Road Development: 15
Wealth: 450 from commerce
Wealth: 450 from maritime commerce
Public order: -2
Squalor: +2

Trade Wharf (from Trade Jetties)
Level 3 · 5,000 gold · 6 turns
Road Development: 25
Wealth: 750 from commerce
Wealth: 750 from maritime commerce
Public order: -4
Squalor: +4- Needs technology: Private Ventures

Trade Port (from Trade Wharf)
Level 4 · 8,000 gold · 8 turns
Road Development: 40
Wealth: 1250 from commerce
Wealth: 1250 from maritime commerce
Public order: -6
Squalor: +6- Needs technology: Improved Taxation System or Systemised Laws & Taxation
Economy

Gemstone Production
3 levels · unlocks Bejewelled Nobles
Gemstone Production
3 levels · unlocks Bejewelled Nobles

Gem Deposit
Ruin · 2,500 gold · 2 turns
Resource production: 20 gemstones

Gem Cutter (from Gem Deposit)
Level 1 · 4,000 gold · 4 turns
Public order: -1
Resource production: 40 gemstones
Squalor: +2
Unlocks

Gem Trader (from Gem Cutter)
Level 2 · 7,000 gold · 6 turns
Public order: -2
Resource production: 80 gemstones
Squalor: +4

Gem Market (from Gem Trader)
Level 3 · 11,500 gold · 8 turns
Public order: -4
Resource production: 160 gemstones
Squalor: +6- Needs technology: Tax Reforms

Spice Trading Port
4 levels · unlocks März Archers, Spice Warriors, Mounted März Archers, Spice Guard
Spice Trading Port
4 levels · unlocks März Archers, Spice Warriors, Mounted März Archers, Spice Guard

Ruined Trade Docks
Ruin

Oriental Docks (from Ruined Trade Docks)
Level 1 · 2,000 gold · 2 turns
Road Development: 10
Wealth: 150 from maritime commerce
Resource production: 20 spices

Oriental Harbour (from Oriental Docks)
Level 2 · 3,000 gold · 4 turns
Road Development: 20
Wealth: 300 from maritime commerce
Public order: -2
Resource production: 40 spices
Squalor: +2

Oriental Port (from Oriental Harbour)
Level 3 · 5,000 gold · 6 turns
Road Development: 30
Wealth: 500 from maritime commerce
Public order: -4
Resource production: 80 spices
Squalor: +4
Unlocks

Spice Trading Port (from Oriental Port)
Level 4 · 8,000 gold · 8 turns
Road Development: 35
Wealth: 825 from maritime commerce
Public order: -6
Resource production: 160 spices
Squalor: +6- Needs technology: Systemised Laws & Taxation
Unlocks

Agriculture
12 levels
Agriculture
12 levels

Fields
Ruin · 1,000 gold · 1 turn
Wealth: 30 from agriculture
Additional wealth: +30 from agriculture per local fertility level
Food: +10 from agriculture
Additional food: +8 per local fertility level

Wheat Fields (from Fields)
Level 1 · 1,500 gold · 2 turns
Wealth: 30 from agriculture
Additional wealth: +30 from agriculture per local fertility level
Food: +20 from agriculture
Additional food: +18 per local fertility level
Public order: -1
Squalor: +1

Wheat Farm (from Wheat Fields)
Level 2 · 2,500 gold · 3 turns
Wealth: 50 from agriculture
Additional wealth: +50 from agriculture per local fertility level
Food: +30 from agriculture
Additional food: +26 per local fertility level
Public order: -3
Squalor: +3- Needs technology: Fixed Land Taxation

Wheat Querns (from Wheat Farm)
Level 3 · 4,000 gold · 4 turns
Wealth: 80 from agriculture
Additional wealth: +80 from agriculture per local fertility level
Food: +40 from agriculture
Additional food: +34 per local fertility level
Public order: -5
Squalor: +5- Needs technology: Agricultural Intensification

Camel Herd (from Fields)
Level 1 · 1,500 gold · 2 turns
Wealth: 300 from animal husbandry
Food: +70 from animal husbandry
Public order: -1
Squalor: +1

Camel Farm (from Camel Herd)
Level 2 · 2,500 gold · 3 turns
Wealth: 500 from animal husbandry
Food: +100 from animal husbandry
Public order: -3
Squalor: +3- Needs technology: Intensive Agriculture

Camel Ranch (from Camel Farm)
Level 3 · 4,000 gold · 4 turns
Wealth: 825 from animal husbandry
Food: +130 from animal husbandry
Public order: -5
Squalor: +5- Needs technology: Perennial Agriculture

Horse Breeder (from Fields)
Level 1 · 1,500 gold · 2 turns
Wealth: 240 from animal husbandry
Additional wealth: +70 from animal husbandry per local fertility level
Food: +30 from animal husbandry
Additional food: +6 per local fertility level
Public order: -1
Squalor: +1
Horse breeding I: +5% battle speed for cavalry unit recruits

Stables (from Horse Breeder)
Level 2 · 2,500 gold · 3 turns
Wealth: 420 from animal husbandry
Additional wealth: +125 from animal husbandry per local fertility level
Food: +40 from animal husbandry
Additional food: +8 per local fertility level
Public order: -3
Squalor: +3
Horse breeding II: +10% battle speed for cavalry unit recruits- Needs technology: Fixed Land Taxation

Nisean Stables (from Stables)
Level 3 · 4,000 gold · 4 turns
Wealth: 650 from animal husbandry
Additional wealth: +200 from animal husbandry per local fertility level
Food: +50 from animal husbandry
Additional food: +10 per local fertility level
Public order: -5
Squalor: +5
Horse breeding III: +15% battle speed for cavalry unit recruits- Needs technology: Agricultural Intensification

Sheep Flock (from Fields)
Level 1 · 1,500 gold · 2 turns
Wealth: 450 from animal husbandry
Additional wealth: +60 from animal husbandry per local fertility level
Food: +30 from animal husbandry
Additional food: +5 per local fertility level
Public order: -1
Squalor: +1

Sheep Pens (from Sheep Flock)
Level 2 · 2,500 gold · 3 turns
Wealth: 780 from animal husbandry
Additional wealth: +105 from animal husbandry per local fertility level
Food: +40 from animal husbandry
Additional food: +6 per local fertility level
Public order: -3
Squalor: +3- Needs technology: Fixed Land Taxation

Sheep Barn (from Sheep Pens)
Level 3 · 4,000 gold · 4 turns
Wealth: 1250 from animal husbandry
Additional wealth: +165 from animal husbandry per local fertility level
Food: +50 from animal husbandry
Additional food: +7 per local fertility level
Public order: -5
Squalor: +5- Needs technology: Agricultural Intensification

City Centre
17 levels
City Centre
17 levels

Plaza
Ruin · 2,000 gold · 2 turns
Wealth: 225 from commerce
Public order: +3

Courthouse (from Plaza)
Level 1 · 3,000 gold · 3 turns
Wealth: 150 from culture
Food consumption: -20
Public order: +7

Polo Pitch (from Courthouse)
Level 2 · 5,000 gold · 4 turns
Wealth: 500 from culture
Food consumption: -50
Public order: +15
Squalor: +2- Needs technology: Social Ethics

Majore Field (from Polo Pitch)
Level 3 · 8,000 gold · 5 turns
Wealth: 825 from culture
Food consumption: -100
Public order: +21
Squalor: +4- Needs technology: Tax Reforms

Gardens (from Courthouse)
Level 2 · 5,000 gold · 4 turns
Agent recruit experience: +1
Wealth: 300 from culture
Food consumption: -20
Public order: +7- Needs technology: Reformed Bureaucracy

Imperial Gardens (from Gardens)
Level 3 · 8,000 gold · 5 turns
Agent recruit experience: +2
Wealth: 500 from culture
Food consumption: -40
Public order: +13- Needs technology: Legal Theory & Practice

Palace (from Courthouse)
Level 2 · 5,000 gold · 4 turns
Enables agent recruitment: Champions
Wealth: 600 from culture
Food consumption: -60
Tax rate: +5%
Public order: +10- Needs technology: Reformed Bureaucracy

Grand Palace (from Palace)
Level 3 · 8,000 gold · 5 turns
Enables agent recruitment: Champions
Wealth: 1200 from culture
Food consumption: -80
Tax rate: +10%
Public order: +13- Needs technology: Legal Theory & Practice

Imperial Palace (from Grand Palace)
Level 4 · 15,000 gold · 8 turns
Enables agent recruitment: Champions
Maximum amount of active Champions increased by +1 (factionwide)
Wealth: 2500 from culture
Food consumption: -160
Tax rate: +18%
Public order: +16
Public order: +1 from established authority (all provinces)- Needs technology: Divine Sanction

Library (from Courthouse)
Level 2 · 5,000 gold · 4 turns
Wealth: 800 from culture
Food consumption: -40
Research rate: +10% (factionwide)- Needs technology: Control of Institutions

Academy (from Library)
Level 3 · 8,000 gold · 5 turns
Wealth: 1250 from culture
Food consumption: -80
Research rate: +20% (factionwide)- Needs technology: Circulation of Laws

Bazaar (from Plaza)
Level 1 · 2,500 gold · 3 turns
Enables agent recruitment: Spies
Road Development: 10
Wealth: +5% from all buildings (province to each region)
Wealth: 750 from commerce
Public order: -1
Squalor: +2

Food Trader (from Bazaar)
Level 2 · 4,000 gold · 4 turns
Enables agent recruitment: Spies
Road Development: 15
Wealth: +10% from agricultural and animal husbandry buildings (province to each region)
Wealth: 250 from commerce
Food: +70 from commerce
Public order: -2
Squalor: +3- Needs technology: Private Ventures

Food Market (from Food Trader)
Level 3 · 6,000 gold · 5 turns
Enables agent recruitment: Spies
Road Development: 20
Wealth: +15% from agricultural and animal husbandry buildings (province to each region)
Wealth: 400 from commerce
Food: +70 from commerce
Public order: -4
Squalor: +6- Needs technology: Standardisation of Currency

Slave Trader (from Bazaar)
Level 2 · 4,000 gold · 4 turns
Enables agent recruitment: Spies
Road Development: 15
Wealth: +10% from industrial buildings (province to each region)
Wealth: 875 from commerce
Public order: -2
Squalor: +3- Needs technology: Standardisation of Currency

Slave Market (from Slave Trader)
Level 3 · 6,000 gold · 5 turns
Enables agent recruitment: Spies
Road Development: 20
Wealth: +15% from industrial buildings (province to each region)
Wealth: 1450 from commerce
Public order: -4
Squalor: +6- Needs technology: Systemised Laws & Taxation

Spice Market (from Bazaar)
Level 2 · 5,000 gold · 4 turns
Enables agent recruitment: Spies
Road Development: 20
Wealth: +10% from commercial buildings (province to each region)
Wealth: 1200 from commerce
Public order: -2
Squalor: +3- Needs technology: Standardisation of Currency

Oriental Market (from Spice Market)
Level 3 · 8,000 gold · 5 turns
Enables agent recruitment: Spies
Road Development: 25
Wealth: +15% from commercial buildings (province to each region)
Wealth: 2000 from commerce
Public order: -4
Squalor: +6- Needs technology: Systemised Laws & Taxation

City Industry
6 levels
City Industry
6 levels

Workshops
Ruin · 1,000 gold · 1 turn
Wealth: 375 from industry

Tilemaker (from Workshops)
Level 1 · 1,500 gold · 2 turns
Wealth: 750 from industry
Wealth: +5% from cultural buildings (province to each region)
Public order: -2
Squalor: +2

Mosaic Cutter (from Tilemaker)
Level 2 · 2,500 gold · 3 turns
Wealth: 1250 from industry
Wealth: +10% from cultural buildings (province to each region)
Public order: -5
Squalor: +5- Needs technology: Improved Processing Techniques

Mosaic Workshop (from Mosaic Cutter)
Level 3 · 4,000 gold · 4 turns
Wealth: 2000 from industry
Wealth: +15% from cultural buildings (province to each region)
Public order: -10
Squalor: +10- Needs technology: Labour Reforms

Adobe Dryer (from Workshops)
Level 1 · 1,500 gold · 2 turns
Wealth: 450 from industry
Wealth: 450 from commerce
Public order: -2
Squalor: +2

Adobe Maker (from Adobe Dryer)
Level 2 · 2,500 gold · 3 turns
Wealth: 750 from industry
Wealth: 750 from commerce
Public order: -5
Squalor: +5- Needs technology: Certificates & Seals

Adobe Kilns (from Adobe Maker)
Level 3 · 4,000 gold · 4 turns
Wealth: 1250 from industry
Wealth: 1250 from commerce
Public order: -10
Squalor: +10- Needs technology: Improved Processing Techniques

Dye Production
3 levels
Dye Production
3 levels

Dye Tubs
Ruin · 2,500 gold · 2 turns
Wealth: +2% from commercial buildings (province to each region)
Wealth: +2% from industrial buildings (province to each region)
Resource production: 20 purple dye

Dye Maker (from Dye Tubs)
Level 1 · 4,000 gold · 4 turns
Wealth: +4% from commercial buildings (province to each region)
Wealth: +4% from industrial buildings (province to each region)
Resource production: 40 purple dye
Squalor: +2

Dye Works (from Dye Maker)
Level 2 · 7,000 gold · 6 turns
Wealth: +6% from commercial buildings (province to each region)
Wealth: +6% from industrial buildings (province to each region)
Resource production: 80 purple dye
Squalor: +4

Dye Factory (from Dye Works)
Level 3 · 11,500 gold · 8 turns
Wealth: +8% from commercial buildings (province to each region)
Wealth: +8% from industrial buildings (province to each region)
Resource production: 160 purple dye
Squalor: +6- Needs technology: Tax Reforms

Fur Production
3 levels
Fur Production
3 levels

Hunting Grounds
Ruin · 2,500 gold · 2 turns
Wealth: 100 from commerce
Food: +30 from animal husbandry
Resource production: 20 furs

Hunting Lodges (from Hunting Grounds)
Level 1 · 4,000 gold · 4 turns
Wealth: 200 from commerce
Food: +50 from animal husbandry
Resource production: 40 furs
Squalor: +1

Fur Trader (from Hunting Lodges)
Level 2 · 7,000 gold · 6 turns
Wealth: 300 from commerce
Food: +70 from animal husbandry
Resource production: 80 furs
Squalor: +3

Fur Market (from Fur Trader)
Level 3 · 11,500 gold · 8 turns
Wealth: 500 from commerce
Food: +90 from animal husbandry
Resource production: 160 furs
Squalor: +5- Needs technology: Perennial Agriculture

Goldmine
6 levels
Goldmine
6 levels

Gold Veins
Ruin · 2,500 gold · 2 turns
Wealth: 600 from industry
Wealth: +10% from commercial buildings (province to each region)
Public order: -2
Squalor: +1

Goldsmith (from Gold Veins)
Level 1 · 4,000 gold · 4 turns
Wealth: 1200 from commerce
Trade income: +5% trade agreement tariffs (factionwide)
Public order: -5
Squalor: +3

Jewelsmith (from Goldsmith)
Level 2 · 7,000 gold · 6 turns
Wealth: 2000 from commerce
Trade income: +10% trade agreement tariffs (factionwide)
Public order: -10
Squalor: +6

Jeweller (from Jewelsmith)
Level 3 · 11,500 gold · 8 turns
Wealth: 3000 from commerce
Trade income: +15% trade agreement tariffs (factionwide)
Public order: -15
Squalor: +10- Needs technology: Tax Reforms

Small Gold Mine (from Gold Veins)
Level 1 · 4,000 gold · 4 turns
Wealth: 1200 from industry
Public order: -5
Squalor: +3

Gold Mine (from Small Gold Mine)
Level 2 · 7,000 gold · 6 turns
Wealth: 1500 from industry
Public order: -10
Squalor: +6

Deep Gold Mine (from Gold Mine)
Level 3 · 11,500 gold · 8 turns
Wealth: 2500 from industry
Public order: -15
Squalor: +10- Needs technology: Royal Workshops

Iron Production
6 levels
Iron Production
6 levels

Iron Smelter
Ruin · 2,000 gold · 2 turns
Resource production: 20 iron

Weaponsmith (from Iron Smelter)
Level 1 · 4,000 gold · 4 turns
Recruitment cost: -5% for land units
Public order: -1
Resource production: 20 iron
Squalor: +2
Army recruitment capacity: +1

Forge (from Weaponsmith)
Level 2 · 7,000 gold · 6 turns
Recruitment cost: -10% for land units
Public order: -2
Resource production: 20 iron
Squalor: +4
Army recruitment capacity: +1

Grand Forge (from Forge)
Level 3 · 11,500 gold · 8 turns
Recruitment cost: -15% for land units
Public order: -4
Resource production: 20 iron
Squalor: +6
Army recruitment capacity: +2- Needs technology: Royal Workshops

Toolmaker (from Iron Smelter)
Level 1 · 3,000 gold · 4 turns
Wealth: +5% from industrial and agricultural buildings (province to each region)
Public order: -1
Resource production: 40 iron
Squalor: +2

Ironsmith (from Toolmaker)
Level 2 · 5,000 gold · 6 turns
Wealth: +10% from industrial and agricultural buildings (province to each region)
Public order: -2
Resource production: 80 iron
Squalor: +4

Foundry (from Ironsmith)
Level 3 · 8,000 gold · 8 turns
Wealth: +15% from industrial and agricultural buildings (province to each region)
Public order: -4
Resource production: 160 iron
Squalor: +6- Needs technology: Royal Workshops

Lead Production
3 levels
Lead Production
3 levels

Lead Deposit
Ruin · 2,000 gold · 2 turns
Construction cost: -5% for sanitation buildings (province to each region)
Wealth: +5% from industrial buildings (province to each region)
Resource production: 20 lead

Lead Mine (from Lead Deposit)
Level 1 · 3,000 gold · 4 turns
Construction cost: -10% for sanitation buildings (province to each region)
Wealth: +10% from industrial buildings (province to each region)
Public order: -1
Resource production: 40 lead
Squalor: +2

Lead Smelter (from Lead Mine)
Level 2 · 5,000 gold · 6 turns
Construction cost: -20% for sanitation buildings (province to each region)
Wealth: +15% from industrial buildings (province to each region)
Public order: -2
Resource production: 80 lead
Squalor: +4

Glass Workshop (from Lead Smelter)
Level 3 · 8,000 gold · 8 turns
Construction cost: -40% for sanitation buildings (province to each region)
Wealth: +20% from industrial buildings (province to each region)
Public order: -4
Resource production: 160 lead
Squalor: +6- Needs technology: Royal Workshops

Marble Production
6 levels
Marble Production
6 levels

Marble Stonecutter
Ruin · 1,500 gold · 2 turns
Resource production: 20 marble

Column Carver (from Marble Stonecutter)
Level 1 · 3,000 gold · 4 turns
Construction cost: -5% (province to each region)
Wealth: +5% from cultural buildings (province to each region)
Public order: -1
Resource production: 20 marble
Religious influence: +1 state religion
Squalor: +2

Statue Carver (from Column Carver)
Level 2 · 5,000 gold · 6 turns
Construction cost: -10% (province to each region)
Wealth: +10% from cultural buildings (province to each region)
Public order: -2
Resource production: 20 marble
Religious influence: +2 state religion
Squalor: +4

Sculptor (from Statue Carver)
Level 3 · 8,000 gold · 8 turns
Construction cost: -15% (province to each region)
Wealth: +20% from cultural buildings (province to each region)
Public order: -4
Resource production: 20 marble
Religious influence: +3 state religion
Squalor: +6- Needs technology: Labour Reforms

Small Marble Quarry (from Marble Stonecutter)
Level 1 · 3,000 gold · 4 turns
Wealth: 600 from industry
Public order: -2
Resource production: 40 marble
Squalor: +2

Marble Quarry (from Small Marble Quarry)
Level 2 · 5,000 gold · 6 turns
Wealth: 1000 from industry
Public order: -4
Resource production: 80 marble
Squalor: +4

Marble Quarry Complex (from Marble Quarry)
Level 3 · 8,000 gold · 8 turns
Wealth: 1650 from industry
Public order: -8
Resource production: 160 marble
Squalor: +6- Needs technology: Labour Reforms

Olive Production
3 levels
Olive Production
3 levels

Olive Trees
Ruin · 1,500 gold · 2 turns
Wealth: +5% from commercial buildings (province to each region)
Food: +50 from reserves
Resource production: 20 olive oil

Olive Orchards (from Olive Trees)
Level 1 · 3,000 gold · 4 turns
Wealth: +10% from commercial buildings (province to each region)
Food: +90 from reserves
Resource production: 40 olive oil
Squalor: +1

Olive Press (from Olive Orchards)
Level 2 · 5,000 gold · 6 turns
Wealth: +15% from commercial buildings (province to each region)
Food: +130 from reserves
Resource production: 80 olive oil
Squalor: +3

Olive Oil Mill (from Olive Press)
Level 3 · 8,000 gold · 8 turns
Wealth: +20% from commercial buildings (province to each region)
Food: +170 from reserves
Resource production: 160 olive oil
Squalor: +5- Needs technology: Perennial Agriculture

Salt Production
3 levels
Salt Production
3 levels

Salt Deposit
Ruin · 2,000 gold · 2 turns
Wealth: 120 from industry
Food: +30 from reserves
Resource production: 20 salt

Saltworks (from Salt Deposit)
Level 1 · 3,000 gold · 4 turns
Wealth: 240 from industry
Food: +50 from reserves
Public order: -1
Resource production: 40 salt
Squalor: +2

Large Saltworks (from Saltworks)
Level 2 · 5,000 gold · 6 turns
Wealth: 450 from industry
Food: +70 from reserves
Public order: -2
Resource production: 80 salt
Squalor: +4

Salt Trading Post (from Large Saltworks)
Level 3 · 8,000 gold · 8 turns
Wealth: 900 from industry
Food: +90 from reserves
Public order: -4
Resource production: 160 salt
Squalor: +6- Needs technology: Royal Workshops

Silk Road
3 levels
Silk Road
3 levels

Silk Road Resthouse
Ruin · 2,500 gold · 2 turns
Road Development: 10
Wealth: +5% from commercial buildings (province to each region)
Resource production: 20 textiles

Silk Road Tradehouse (from Silk Road Resthouse)
Level 1 · 4,000 gold · 4 turns
Road Development: 20
Wealth: +10% from commercial buildings (province to each region)
Public order: -1
Resource production: 40 textiles
Squalor: +2

Silk Road Market (from Silk Road Tradehouse)
Level 2 · 7,000 gold · 6 turns
Road Development: 30
Wealth: +15% from commercial buildings (province to each region)
Public order: -2
Resource production: 80 textiles
Squalor: +4

Silk Road Bazaar (from Silk Road Market)
Level 3 · 11,500 gold · 8 turns
Road Development: 35
Wealth: +20% from commercial buildings (province to each region)
Public order: -4
Resource production: 160 textiles
Squalor: +6- Needs technology: Improved Taxation System or Systemised Laws & Taxation

Town Centre
6 levels
Town Centre
6 levels

Town Commons
Ruin · 2,000 gold · 1 turn
Wealth: 450 from commerce
Public order: +3

Caravan Shelter (from Town Commons)
Level 1 · 3,000 gold · 2 turns
Wealth: +5% from commerce (province to each region)
Wealth: 450 from commerce
Trade income: +1% trade agreement tariffs (factionwide)
Food consumption: -10

Caravan Lodgehouse (from Caravan Shelter)
Level 2 · 5,000 gold · 3 turns
Wealth: +10% from commerce (province to each region)
Wealth: 750 from commerce
Trade income: +2% trade agreement tariffs (factionwide)
Food consumption: -20
Public order: -2
Squalor: +2- Needs technology: Trade Taxes & Customs

Caravanserai (from Caravan Lodgehouse)
Level 3 · 8,000 gold · 4 turns
Wealth: +20% from commerce (province to each region)
Wealth: 1250 from commerce
Trade income: +3% trade agreement tariffs (factionwide)
Food consumption: -40
Public order: -4
Squalor: +4- Needs technology: Standardisation of Currency

Noble Estate (from Town Commons)
Level 1 · 3,000 gold · 2 turns
Food consumption: -10
Tax rate: +2%
Public order: +5- Needs technology: Centralised Authority

Magistrate's Palace (from Noble Estate)
Level 2 · 5,000 gold · 3 turns
Food consumption: -20
Tax rate: +4%
Public order: +7- Needs technology: Control of Institutions

Governor's Palace (from Magistrate's Palace)
Level 3 · 8,000 gold · 4 turns
Food consumption: -40
Tax rate: +6%
Public order: +9- Needs technology: Circulation of Laws

Town Industry
6 levels
Town Industry
6 levels

Local Industry
Ruin · 1,000 gold · 1 turn
Wealth: 375 from industry

Quarry (from Local Industry)
Level 1 · 1,500 gold · 2 turns
Construction cost: -5% (province to each region)
Wealth: 600 from industry
Public order: -2
Squalor: +2

Stone Cutter (from Quarry)
Level 2 · 2,500 gold · 3 turns
Construction cost: -10% (province to each region)
Wealth: 1000 from industry
Public order: -4
Squalor: +4- Needs technology: Improved Processing Techniques

Builder's Workshop (from Stone Cutter)
Level 3 · 4,000 gold · 4 turns
Construction cost: -15% (province to each region)
Wealth: 1650 from industry
Public order: -10
Squalor: +10- Needs technology: Labour Reforms

Threadmaker (from Local Industry)
Level 1 · 1,500 gold · 2 turns
Wealth: 900 from industry
Public order: -2
Squalor: +2

Weaver (from Threadmaker)
Level 2 · 2,500 gold · 3 turns
Wealth: 1500 from industry
Public order: -4
Squalor: +4- Needs technology: Certificates & Seals

Carpet Maker (from Weaver)
Level 3 · 4,000 gold · 4 turns
Wealth: 2500 from industry
Public order: -8
Squalor: +8- Needs technology: Improved Processing Techniques

Wine Production
6 levels
Wine Production
6 levels

Orchards
Ruin · 2,500 gold · 2 turns
Food: +50 from agriculture
Public order: +3
Resource production: 20 wine

Fruit Orchard (from Orchards)
Level 1 · 3,000 gold · 4 turns
Food: +90 from agriculture
Public order: +3
Resource production: 20 wine
Squalor: +1

Fruit Plantation (from Fruit Orchard)
Level 2 · 5,000 gold · 6 turns
Food: +130 from agriculture
Public order: +4
Resource production: 20 wine
Squalor: +3

Fruit Dryer (from Fruit Plantation)
Level 3 · 8,000 gold · 8 turns
Food: +170 from agriculture
Public order: +5
Resource production: 20 wine
Squalor: +5- Needs technology: Perennial Agriculture

Vineyard (from Orchards)
Level 1 · 4,000 gold · 4 turns
Food: +50 from agriculture
Public order: +5
Resource production: 40 wine
Squalor: +1

Grape Press (from Vineyard)
Level 2 · 7,000 gold · 6 turns
Food: +70 from agriculture
Public order: +7
Resource production: 80 wine
Squalor: +3

Winery (from Grape Press)
Level 3 · 11,500 gold · 8 turns
Food: +90 from agriculture
Public order: +9
Resource production: 160 wine
Squalor: +5- Needs technology: Perennial Agriculture

Wood Production
3 levels
Wood Production
3 levels

Prime Forest
Ruin · 2,000 gold · 2 turns
Wealth: +5% from industrial buildings (province to each region)
Resource production: 20 timber

Woodcutter (from Prime Forest)
Level 1 · 3,000 gold · 4 turns
Wealth: +10% from industrial buildings (province to each region)
Resource production: 40 timber

Logging Camp (from Woodcutter)
Level 2 · 5,000 gold · 6 turns
Wealth: +15% from industrial buildings (province to each region)
Resource production: 80 timber

Lumber Camp (from Logging Camp)
Level 3 · 8,000 gold · 8 turns
Wealth: +20% from industrial buildings (province to each region)
Resource production: 160 timber- Needs technology: Labour Reforms
Religion

Eastern Christianity
3 levels
Eastern Christianity
3 levels

Monks' Quarters
Ruin · 1,500 gold · 2 turns
Enables agent recruitment: Priests
Corruption: -1% of current value
Food consumption: -30
Public order: +3
Religious influence: +4 Eastern Christianity
Religious osmosis: +1 Eastern Christianity

Cave Church (from Monks' Quarters)
Level 1 · 3,000 gold · 3 turns
Enables agent recruitment: Priests
Corruption: -2% of current value
Food consumption: -60
Public order: +5
Religious influence: +6 Eastern Christianity
Religious osmosis: +1 Eastern Christianity

Rock-Cut Church (from Cave Church)
Level 2 · 4,500 gold · 4 turns
Enables agent recruitment: Priests
Corruption: -3% of current value
Food consumption: -90
Public order: +7
Religious influence: +8 Eastern Christianity
Religious osmosis: +1 Eastern Christianity

Cathedral of Zion (from Rock-Cut Church)
Level 3 · 6,000 gold · 5 turns
Enables agent recruitment: Priests
Maximum amount of active Priests increased by +1 (factionwide)
Corruption: -4% of current value
Food consumption: -125
Public order: +10
Religious influence: +10 Eastern Christianity
Religious osmosis: +1 Eastern Christianity

Eastern Christianity
2 levels
Eastern Christianity
2 levels

Desert Hermitage
Ruin · 1,500 gold · 2 turns
Food consumption: -10
Upkeep cost: -10% for all units in region
Public order: +2
Religious influence: +3 Eastern Christianity

Stylite Column (from Desert Hermitage)
Level 1 · 3,000 gold · 3 turns
Food consumption: -30
Upkeep cost: -20% for all units in region (local armies)
Public order: +4
Religious influence: +5 Eastern Christianity

Clifftop Monastery (from Stylite Column)
Level 2 · 4,500 gold · 4 turns
Food consumption: -50
Upkeep cost: -30% for all units in region (local armies)
Public order: +6
Religious influence: +7 Eastern Christianity

Judaism
3 levels
Judaism
3 levels

Torah Shrine
Ruin · 1,500 gold · 2 turns
Enables agent recruitment: Priests
Food consumption: -30
Public order: +3
Religious influence: +4 Judaism
Religious osmosis: +1 Judaism
Research rate: +5% (factionwide)

Mishnah House (from Torah Shrine)
Level 1 · 3,000 gold · 3 turns
Enables agent recruitment: Priests
Food consumption: -60
Public order: +5
Religious influence: +6 Judaism
Religious osmosis: +1 Judaism
Research rate: +10% (factionwide)

Talmud Centre (from Mishnah House)
Level 2 · 4,500 gold · 4 turns
Enables agent recruitment: Priests
Food consumption: -90
Public order: +7
Religious influence: +8 Judaism
Religious osmosis: +1 Judaism
Research rate: +15% (factionwide)

Synagogue of the Chosen (from Talmud Centre)
Level 3 · 6,000 gold · 5 turns
Enables agent recruitment: Priests
Maximum amount of active Priests increased by +1 (factionwide)
Food consumption: -125
Public order: +10
Religious influence: +10 Judaism
Religious osmosis: +1 Judaism
Research rate: +20% (factionwide)

Judaism
2 levels
Judaism
2 levels

River Mikve
Ruin · 1,500 gold · 2 turns
Food consumption: -10
Public order: +2
Religious influence: +3 Judaism
Sanitation: +2 to all regions in this province (province to each region)

Buried Mikve (from River Mikve)
Level 1 · 3,000 gold · 3 turns
Food consumption: -30
Public order: +4
Religious influence: +5 Judaism
Sanitation: +4 to all regions in this province (province to each region)

Monumental Mikve (from Buried Mikve)
Level 2 · 4,500 gold · 4 turns
Food consumption: -50
Public order: +6
Religious influence: +7 Judaism
Sanitation: +6 to all regions in this province (province to each region)

Religion
4 levels
Religion
4 levels

Arian Patriarchal Chapel
Ruin · 2,500 gold · 3 turns · upkeep 200
Public order: +3
Religious influence: +3 Arian Christianity

Arian Patriarchal Church (from Arian Patriarchal Chapel)
Level 1 · 4,000 gold · 4 turns · upkeep 600
Enables agent recruitment: Priests
Public order: +5
Religious influence: +5 Arian Christianity

Arian Patriarchal Basilica (from Arian Patriarchal Church)
Level 2 · 7,000 gold · 5 turns · upkeep 1,000
Enables agent recruitment: Priests
Public order: +7
Religious influence: +7 Arian Christianity

Arian Partriarchal Cathedral (from Arian Patriarchal Basilica)
Level 3 · 11,500 gold · 6 turns · upkeep 1,500
Enables agent recruitment: Priests
Public order: +10
Religious influence: +10 Arian Christianity

Arian Patriarchal See (from Arian Partriarchal Cathedral)
Level 4 · 25,000 gold · 8 turns · upkeep 3,000
Enables agent recruitment: Priests
Maximum amount of active Priests increased by +1 (factionwide)
Public order: +15
Religious influence: +15 Arian Christianity
Religious influence: +1 state religion (all regions)
Religious osmosis: +1 Arian Christianity

Religion
6 levels
Religion
6 levels

Arian Chapel
Ruin · 2,500 gold · 3 turns · upkeep 200
Public order: +3
Religious influence: +3 Arian Christianity

Arian Church (from Arian Chapel)
Level 1 · 4,000 gold · 4 turns · upkeep 600
Enables agent recruitment: Priests
Public order: +5
Religious influence: +5 Arian Christianity

Arian Basilica (from Arian Church)
Level 2 · 7,000 gold · 5 turns · upkeep 1,000
Enables agent recruitment: Priests
Public order: +7
Religious influence: +7 Arian Christianity- Needs technology: Social Ethics

Arian Cathedral (from Arian Basilica)
Level 3 · 11,500 gold · 6 turns · upkeep 1,500
Enables agent recruitment: Priests
Public order: +10
Religious influence: +10 Arian Christianity- Needs technology: Tax Reforms

Arian Hermitage (from Arian Chapel)
Level 1 · 4,000 gold · 4 turns · upkeep 600
Enables agent recruitment: Priests
Wealth: +5% from agricultural and animal husbandry buildings (province to each region)
Food: +30 from agriculture
Religious influence: +4 Arian Christianity
Religious osmosis: +1 Arian Christianity

Arian Monastery (from Arian Hermitage)
Level 2 · 7,000 gold · 5 turns · upkeep 1,000
Enables agent recruitment: Priests
Wealth: +10% from agricultural and animal husbandry buildings (province to each region)
Food: +40 from agriculture
Religious influence: +5 Arian Christianity
Religious osmosis: +2 Arian Christianity- Needs technology: Social Ethics

Monastic Estates (from Arian Monastery)
Level 3 · 11,500 gold · 6 turns · upkeep 1,500
Enables agent recruitment: Priests
Maximum amount of active Priests increased by +1 (factionwide)
Wealth: +15% from agricultural and animal husbandry buildings (province to each region)
Food: +50 from agriculture
Religious influence: +6 Arian Christianity
Religious osmosis: +3 Arian Christianity- Needs technology: Tax Reforms

Religion
3 levels
Religion
3 levels

Arian Baptistry
Ruin · 2,000 gold · 2 turns · upkeep 100
Public order: +2
Religious influence: +1 Arian Christianity

Arian Shrine (from Arian Baptistry)
Level 1 · 3,000 gold · 3 turns · upkeep 200
Public order: +3
Religious influence: +2 Arian Christianity

Arian Martyrium (from Arian Shrine)
Level 2 · 5,000 gold · 4 turns · upkeep 400
Public order: +4
Religious influence: +3 Arian Christianity- Needs technology: Social Ethics

Arian Sanctuary (from Arian Martyrium)
Level 3 · 8,000 gold · 5 turns · upkeep 600
Enables agent recruitment: Priests
Public order: +5
Religious influence: +4 Arian Christianity- Needs technology: Tax Reforms

Religion
4 levels
Religion
4 levels

Latin Patriarchal Chapel
Ruin · 2,500 gold · 3 turns · upkeep 200
Public order: +3
Religious influence: +3 Latin Christianity

Latin Patriarchal Church (from Latin Patriarchal Chapel)
Level 1 · 4,000 gold · 4 turns · upkeep 600
Enables agent recruitment: Priests
Public order: +4
Religious influence: +7 Latin Christianity

Latin Patriarchal Basilica (from Latin Patriarchal Church)
Level 2 · 7,000 gold · 5 turns · upkeep 1,000
Enables agent recruitment: Priests
Public order: +6
Religious influence: +9 Latin Christianity

Latin Patriarchal Cathedral (from Latin Patriarchal Basilica)
Level 3 · 11,500 gold · 6 turns · upkeep 1,500
Enables agent recruitment: Priests
Public order: +8
Religious influence: +12 Latin Christianity

Latin Patriarchal See (from Latin Patriarchal Cathedral)
Level 4 · 25,000 gold · 8 turns · upkeep 3,000
Enables agent recruitment: Priests
Maximum amount of active Priests increased by +1 (factionwide)
Public order: +12
Religious influence: +15 Latin Christianity
Religious influence: +1 state religion (all regions)
Religious osmosis: +1 Latin Christianity

Religion
6 levels
Religion
6 levels

Latin Chapel
Ruin · 2,500 gold · 3 turns · upkeep 200
Public order: +3
Religious influence: +3 Latin Christianity

Latin Church (from Latin Chapel)
Level 1 · 4,000 gold · 4 turns · upkeep 600
Enables agent recruitment: Priests
Public order: +4
Religious influence: +6 Latin Christianity

Latin Basilica (from Latin Church)
Level 2 · 7,000 gold · 5 turns · upkeep 1,000
Enables agent recruitment: Priests
Public order: +6
Religious influence: +9 Latin Christianity- Needs technology: Social Ethics

Latin Cathedral (from Latin Basilica)
Level 3 · 11,500 gold · 6 turns · upkeep 1,500
Enables agent recruitment: Priests
Public order: +8
Religious influence: +12 Latin Christianity- Needs technology: Tax Reforms

Latin Hermitage (from Latin Chapel)
Level 1 · 4,000 gold · 4 turns · upkeep 600
Enables agent recruitment: Priests
Religious influence: +4 Latin Christianity
Religious osmosis: +1 Latin Christianity
Sanitation: +6

Latin Monastery (from Latin Hermitage)
Level 2 · 7,000 gold · 5 turns · upkeep 1,000
Enables agent recruitment: Priests
Religious influence: +5 Latin Christianity
Religious osmosis: +2 Latin Christianity
Sanitation: +10- Needs technology: Social Ethics

Monastic Hospice (from Latin Monastery)
Level 3 · 11,500 gold · 6 turns · upkeep 1,500
Enables agent recruitment: Priests
Maximum amount of active Priests increased by +1 (factionwide)
Religious influence: +6 Latin Christianity
Religious osmosis: +3 Latin Christianity
Sanitation: +15- Needs technology: Tax Reforms

Religion
3 levels
Religion
3 levels

Latin Baptistry
Ruin · 2,000 gold · 2 turns · upkeep 100
Public order: +2
Religious influence: +1 Latin Christianity

Latin Shrine (from Latin Baptistry)
Level 1 · 3,000 gold · 3 turns · upkeep 200
Public order: +3
Religious influence: +2 Latin Christianity

Latin Martyrium (from Latin Shrine)
Level 2 · 5,000 gold · 4 turns · upkeep 400
Public order: +4
Religious influence: +3 Latin Christianity- Needs technology: Social Ethics

Latin Sanctuary (from Latin Martyrium)
Level 3 · 8,000 gold · 5 turns · upkeep 600
Enables agent recruitment: Priests
Public order: +5
Religious influence: +4 Latin Christianity- Needs technology: Tax Reforms

Religion
4 levels
Religion
4 levels

Cairnstones
Ruin · 2,500 gold · 3 turns
Food consumption: -20
Public order: +2
Religious influence: +3 Celtic paganism

Serpent Stone (from Cairnstones)
Level 1 · 4,000 gold · 4 turns
Enables agent recruitment: Priests
Food consumption: -40
Public order: +3
Religious influence: +5 Celtic paganism

Stone Circle (from Serpent Stone)
Level 2 · 7,000 gold · 5 turns
Enables agent recruitment: Priests
Food consumption: -60
Public order: +4
Religious influence: +7 Celtic paganism- Needs technology: Social Ethics

Temple of Camulos (from Stone Circle)
Level 3 · 11,500 gold · 6 turns
Enables agent recruitment: Priests
Maximum amount of active Priests increased by +1 (factionwide)
Food consumption: -80
Public order: +5
Religious influence: +10 Celtic paganism- Needs technology: Tax Reforms

Temple of Belenus (from Temple of Camulos)
Level 4 · 13,000 gold · 6 turns
Enables agent recruitment: Priests
Food consumption: -140
Public order: +5
Public order: +1 from established authority (factionwide)
Religious influence: +13 Celtic paganism
Religious osmosis: +5 Celtic paganism

Religion
6 levels
Religion
6 levels

Holy Grounds
Ruin · 2,000 gold · 2 turns
Public order: +1
Religious influence: +1 Celtic paganism

Symbol Stones (from Holy Grounds)
Level 1 · 3,000 gold · 3 turns
Religious influence: +1 Celtic paganism
Religious osmosis: +1 Celtic paganism
Sanitation: +1 to all regions in this province (province to each region)

Celtic Burial Site (from Symbol Stones)
Level 2 · 5,000 gold · 4 turns
Religious influence: +1 Celtic paganism
Religious osmosis: +1 Celtic paganism
Sanitation: +2 to all regions in this province (province to each region)- Needs technology: Social Ethics

Celtic Barrows (from Celtic Burial Site)
Level 3 · 8,000 gold · 5 turns
Religious influence: +2 Celtic paganism
Religious osmosis: +1 Celtic paganism
Sanitation: +3 to all regions in this province (province to each region)- Needs technology: Tax Reforms

Sacred Well (from Holy Grounds)
Level 1 · 3,000 gold · 3 turns · upkeep 60
Public order: +2
Religious influence: +2 Celtic paganism

Sacred Marsh (from Sacred Well)
Level 2 · 5,000 gold · 4 turns · upkeep 120
Public order: +3
Religious influence: +3 Celtic paganism- Needs technology: Social Ethics

Sacrificial Grounds (from Sacred Marsh)
Level 3 · 8,000 gold · 5 turns · upkeep 240
Enables agent recruitment: Priests
Unit experience: +1 for all recruits
Public order: +3
Religious influence: +4 Celtic paganism- Needs technology: Tax Reforms

Religion
3 levels
Religion
3 levels

Hunters' Shrine
Ruin · 2,500 gold · 3 turns
Food consumption: -20
Public order: +2
Religious influence: +3 Germanic paganism

Warriors' Shrine (from Hunters' Shrine)
Level 1 · 4,000 gold · 4 turns
Enables agent recruitment: Priests
Food consumption: -40
Public order: +3
Religious influence: +5 Germanic paganism

Blood Altar (from Warriors' Shrine)
Level 2 · 7,000 gold · 5 turns
Enables agent recruitment: Priests
Food consumption: -60
Public order: +4
Religious influence: +7 Germanic paganism- Needs technology: Social Ethics

Temple of Wodan (from Blood Altar)
Level 3 · 11,500 gold · 6 turns
Enables agent recruitment: Priests
Maximum amount of active Priests increased by +1 (factionwide)
Food consumption: -80
Public order: +5
Religious influence: +10 Germanic paganism- Needs technology: Tax Reforms

Religion
3 levels
Religion
3 levels

Sacred Ground
Ruin · 2,000 gold · 2 turns
Public order: +1
Religious influence: +1 Germanic paganism

Germanic Standing Stone (from Sacred Ground)
Level 1 · 3,000 gold · 3 turns
Religious influence: +1 Germanic paganism
Religious osmosis: +1 Germanic paganism
Sanitation: +1 to all regions in this province (province to each region)

Germanic Burial Site (from Germanic Standing Stone)
Level 2 · 5,000 gold · 4 turns
Religious influence: +1 Germanic paganism
Religious osmosis: +1 Germanic paganism
Sanitation: +2 to all regions in this province (province to each region)- Needs technology: Social Ethics

Germanic Barrows (from Germanic Burial Site)
Level 3 · 8,000 gold · 5 turns
Religious influence: +2 Germanic paganism
Religious osmosis: +1 Germanic paganism
Sanitation: +3 to all regions in this province (province to each region)- Needs technology: Tax Reforms

Religion
7 levels
Religion
7 levels

Consecrated Ground
Ruin · 2,500 gold · 3 turns
Food consumption: -30
Public order: +3
Religious influence: +3 Roman paganism

Sacred Shrine (from Consecrated Ground)
Level 1 · 4,000 gold · 4 turns
Enables agent recruitment: Priests
Food consumption: -60
Public order: +5
Religious influence: +5 Roman paganism

Temple Precinct (from Sacred Shrine)
Level 2 · 7,000 gold · 5 turns
Enables agent recruitment: Priests
Food consumption: -90
Public order: +7
Religious influence: +7 Roman paganism- Needs technology: Social Ethics

Imperial Cult Basilica (from Temple Precinct)
Level 3 · 11,500 gold · 6 turns
Enables agent recruitment: Priests
Maximum amount of active Priests increased by +1 (factionwide)
Food consumption: -125
Public order: +10
Religious influence: +8 Roman paganism
Religious osmosis: +1 Roman paganism- Needs technology: Tax Reforms

Basilica of Hermes (from Temple Precinct)
Level 3 · 11,500 gold · 6 turns
Enables agent recruitment: Priests
Agent recruit experience: +1 for spies
Wealth: +20% from commercial buildings (province to each region)
Food consumption: -125
Public order: +10
Religious influence: +10 Roman paganism- Needs technology: Tax Reforms

Basilica of Isis (from Temple Precinct)
Level 3 · 11,500 gold · 6 turns
Enables agent recruitment: Priests
Wealth: +15% from agricultural buildings (province to each region)
Food consumption: -125
Growth: +4
Public order: +10
Religious influence: +10 Roman paganism- Needs technology: Tax Reforms

Serapeum (from Temple Precinct)
Level 3 · 11,500 gold · 6 turns
Enables agent recruitment: Priests
Wealth: +20% from cultural buildings (province to each region)
Food consumption: -125
Public order: +10
Religious influence: +10 Roman paganism- Needs technology: Tax Reforms

Basilica of Sol Invictus (from Temple Precinct)
Level 3 · 11,500 gold · 6 turns
Enables agent recruitment: Champions
Enables agent recruitment: Priests
Food consumption: -125
Unit experience: +1 for all recruits
Public order: +8
Religious influence: +10 Roman paganism- Needs technology: Tax Reforms

Religion
3 levels
Religion
3 levels

Statue of the Divine
Ruin · 2,000 gold · 2 turns
Religious influence: +1 Roman paganism

Sculpture of the Divine (from Statue of the Divine)
Level 1 · 3,000 gold · 3 turns
Religious influence: +2 Roman paganism

Column of the Divine (from Sculpture of the Divine)
Level 2 · 5,000 gold · 4 turns
Religious influence: +3 Roman paganism- Needs technology: Social Ethics

Altar of the Di Superi (from Column of the Divine)
Level 3 · 8,000 gold · 5 turns
Religious influence: +4 Roman paganism- Needs technology: Tax Reforms

Religion
6 levels
Religion
6 levels

Manichaeist Chapel
Ruin · 2,500 gold · 3 turns
Food consumption: -30
Religious influence: +3 Manichaeism

Manichaeist Temple (from Manichaeist Chapel)
Level 1 · 4,000 gold · 4 turns
Enables agent recruitment: Priests
Food consumption: -60
Immigration public order penalties: -5%
Religious influence: +5 Manichaeism

Manichaeist Temple Complex (from Manichaeist Temple)
Level 2 · 7,000 gold · 5 turns
Enables agent recruitment: Priests
Food consumption: -90
Immigration public order penalties: -10%
Religious influence: +7 Manichaeism- Needs technology: Social Ethics

Manichaeist Basilica (from Manichaeist Temple Complex)
Level 3 · 11,500 gold · 6 turns
Enables agent recruitment: Priests
Food consumption: -125
Immigration public order penalties: -20%
Religious influence: +10 Manichaeism- Needs technology: Tax Reforms

Manichaeist Hermitage (from Manichaeist Chapel)
Level 1 · 4,000 gold · 4 turns
Enables agent recruitment: Priests
Wealth: 300 from culture
Wealth: +5% from cultural buildings (province to each region)
Food consumption: -60
Religious influence: +4 Manichaeism
Religious osmosis: +1 Manichaeism

Manichaeist Monastery (from Manichaeist Hermitage)
Level 2 · 7,000 gold · 5 turns
Enables agent recruitment: Priests
Wealth: 500 from culture
Wealth: +10% from cultural buildings (province to each region)
Food consumption: -90
Religious influence: +5 Manichaeism
Religious osmosis: +2 Manichaeism- Needs technology: Social Ethics

Manichaeist Library (from Manichaeist Monastery)
Level 3 · 11,500 gold · 6 turns
Enables agent recruitment: Priests
Maximum amount of active Priests increased by +1 (factionwide)
Wealth: 750 from culture
Wealth: +20% from cultural buildings (province to each region)
Food consumption: -125
Religious influence: +6 Manichaeism
Religious osmosis: +3 Manichaeism- Needs technology: Tax Reforms

Religion
3 levels
Religion
3 levels

Shrine of Mani
Ruin · 2,000 gold · 2 turns
Food consumption: -10
Immigration public order penalties: -2%
Religious influence: +1 Manichaeism

Moon Shrine (from Shrine of Mani)
Level 1 · 3,000 gold · 3 turns
Food consumption: -20
Immigration public order penalties: -4%
Religious influence: +2 Manichaeism

Sun Shrine (from Moon Shrine)
Level 2 · 5,000 gold · 4 turns
Food consumption: -30
Immigration public order penalties: -6%
Religious influence: +3 Manichaeism- Needs technology: Social Ethics

Shrine of Light (from Sun Shrine)
Level 3 · 8,000 gold · 5 turns
Enables agent recruitment: Priests
Food consumption: -40
Immigration public order penalties: -10%
Religious influence: +4 Manichaeism- Needs technology: Tax Reforms

Religion
4 levels
Religion
4 levels

Greek Patriarchal Chapel
Ruin · 2,500 gold · 3 turns · upkeep 200
Public order: +3
Religious influence: +3 Greek Christianity

Greek Patriarchal Church (from Greek Patriarchal Chapel)
Level 1 · 4,000 gold · 4 turns · upkeep 600
Enables agent recruitment: Priests
Public order: +5
Religious influence: +5 Greek Christianity

Greek Patriarchal Basilica (from Greek Patriarchal Church)
Level 2 · 7,000 gold · 5 turns · upkeep 1,000
Enables agent recruitment: Priests
Public order: +7
Religious influence: +7 Greek Christianity

Greek Patriarchal Cathedral (from Greek Patriarchal Basilica)
Level 3 · 11,500 gold · 6 turns · upkeep 1,500
Enables agent recruitment: Priests
Public order: +10
Religious influence: +10 Greek Christianity

Greek Patriarchal See (from Greek Patriarchal Cathedral)
Level 4 · 25,000 gold · 8 turns · upkeep 3,000
Enables agent recruitment: Priests
Maximum amount of active Priests increased by +1 (factionwide)
Public order: +15
Religious influence: +15 Greek Christianity
Religious influence: +1 state religion (all regions)
Religious osmosis: +1 Greek Christianity

Religion
6 levels
Religion
6 levels

Greek Chapel
Ruin · 2,500 gold · 3 turns · upkeep 200
Public order: +3
Religious influence: +3 Greek Christianity

Greek Church (from Greek Chapel)
Level 1 · 4,000 gold · 4 turns · upkeep 600
Enables agent recruitment: Priests
Public order: +5
Religious influence: +5 Greek Christianity

Greek Basilica (from Greek Church)
Level 2 · 7,000 gold · 5 turns · upkeep 1,000
Enables agent recruitment: Priests
Public order: +7
Religious influence: +7 Greek Christianity- Needs technology: Social Ethics

Greek Cathedral (from Greek Basilica)
Level 3 · 11,500 gold · 6 turns · upkeep 1,500
Enables agent recruitment: Priests
Public order: +10
Religious influence: +10 Greek Christianity- Needs technology: Tax Reforms

Greek Hermitage (from Greek Chapel)
Level 1 · 4,000 gold · 4 turns · upkeep 600
Enables agent recruitment: Priests
Religious influence: +4 Greek Christianity
Religious osmosis: +1 Greek Christianity
Research rate: +4% (factionwide)

Greek Monastery (from Greek Hermitage)
Level 2 · 7,000 gold · 5 turns · upkeep 1,000
Enables agent recruitment: Priests
Religious influence: +5 Greek Christianity
Religious osmosis: +2 Greek Christianity
Research rate: +15% (factionwide)- Needs technology: Social Ethics

Greek Monastic School (from Greek Monastery)
Level 3 · 11,500 gold · 6 turns · upkeep 1,500
Enables agent recruitment: Priests
Maximum amount of active Priests increased by +1 (factionwide)
Religious influence: +6 Greek Christianity
Religious osmosis: +3 Greek Christianity
Research rate: +25% (factionwide)- Needs technology: Tax Reforms

Religion
3 levels
Religion
3 levels

Greek Baptistry
Ruin · 2,000 gold · 2 turns · upkeep 100
Public order: +2
Religious influence: +1 Greek Christianity

Greek Shrine (from Greek Baptistry)
Level 1 · 3,000 gold · 3 turns · upkeep 200
Public order: +3
Religious influence: +2 Greek Christianity

Greek Martyrium (from Greek Shrine)
Level 2 · 5,000 gold · 4 turns · upkeep 400
Public order: +4
Religious influence: +3 Greek Christianity- Needs technology: Social Ethics

Greek Sanctuary (from Greek Martyrium)
Level 3 · 8,000 gold · 5 turns · upkeep 600
Enables agent recruitment: Priests
Public order: +5
Religious influence: +4 Greek Christianity- Needs technology: Tax Reforms

Religion
0 levels
Religion
0 levels

Shrine of a Dark Cult
Ruin · 10,000 gold · 5 turns
Wealth: 800 from culture
Wealth: +30% from immigration
Public order: +20
Immigration public order penalties: -30%
Religious influence: +6 minor religions
Religious osmosis: +2 Minor Religions
Squalor: +12

Religion
3 levels
Religion
3 levels

Lightning Shrine
Ruin · 2,500 gold · 3 turns
Religious influence: +3 Tengrism

Sky Shrine (from Lightning Shrine)
Level 1 · 4,000 gold · 4 turns
Enables agent recruitment: Priests
Religious influence: +5 Tengrism

Celestial Temple (from Sky Shrine)
Level 2 · 7,000 gold · 5 turns
Enables agent recruitment: Priests
Religious influence: +7 Tengrism- Needs technology: Social Ethics

Temple of the Eternal Sky (from Celestial Temple)
Level 3 · 11,500 gold · 6 turns
Enables agent recruitment: Priests
Maximum amount of active Priests increased by +1 (factionwide)
Religious influence: +10 Tengrism- Needs technology: Tax Reforms

Religion
3 levels
Religion
3 levels

Totem Carver
Ruin · 2,000 gold · 2 turns
Religious influence: +1 Tengrism

Shaman's Tent (from Totem Carver)
Level 1 · 3,000 gold · 3 turns
Religious influence: +2 Tengrism

Shamanic Circle (from Shaman's Tent)
Level 2 · 5,000 gold · 4 turns
Religious influence: +3 Tengrism- Needs technology: Social Ethics

Ancestral Altar (from Shamanic Circle)
Level 3 · 8,000 gold · 5 turns
Enables agent recruitment: Priests
Religious influence: +4 Tengrism- Needs technology: Tax Reforms

Religion
3 levels
Religion
3 levels

Burial Platform
Ruin · 2,500 gold · 3 turns
Religious influence: +1 Zoroastrianism
Sanitation: +2
Sanitation: +1 to all regions in this province (province to each region)

Tower of Silence (from Burial Platform)
Level 1 · 4,000 gold · 4 turns
Enables agent recruitment: Priests
Religious influence: +1 Zoroastrianism
Religious osmosis: +1 Zoroastrianism
Sanitation: +3
Sanitation: +2 to all regions in this province (province to each region)

Ossuary (from Tower of Silence)
Level 2 · 7,000 gold · 5 turns
Enables agent recruitment: Priests
Religious influence: +2 Zoroastrianism
Religious osmosis: +1 Zoroastrianism
Sanitation: +4
Sanitation: +3 to all regions in this province (province to each region)- Needs technology: Social Ethics

Astudan (from Ossuary)
Level 3 · 11,500 gold · 6 turns
Enables agent recruitment: Priests
Religious influence: +3 Zoroastrianism
Religious osmosis: +1 Zoroastrianism
Sanitation: +5
Sanitation: +4 to all regions in this province (province to each region)- Needs technology: Tax Reforms

Religion
3 levels
Religion
3 levels

Holy Brazier
Ruin · 2,500 gold · 3 turns
Food consumption: -30
Public order: +3
Religious influence: +3 Zoroastrianism

Fire Altar (from Holy Brazier)
Level 1 · 4,000 gold · 4 turns
Enables agent recruitment: Priests
Food consumption: -60
Public order: +5
Religious influence: +5 Zoroastrianism

Fire Temple (from Fire Altar)
Level 2 · 7,000 gold · 5 turns
Enables agent recruitment: Priests
Food consumption: -90
Public order: +7
Religious influence: +7 Zoroastrianism- Needs technology: Social Ethics

Temple of Great Fires (from Fire Temple)
Level 3 · 11,500 gold · 6 turns
Enables agent recruitment: Priests
Maximum amount of active Priests increased by +1 (factionwide)
Food consumption: -125
Public order: +12
Religious influence: +10 Zoroastrianism- Needs technology: Tax Reforms

Religion
3 levels
Religion
3 levels

Sacred Site
Ruin · 2,000 gold · 2 turns
Food consumption: -10
Public order: +1
Religious influence: +1 Zoroastrianism

Sacred Hill (from Sacred Site)
Level 1 · 3,000 gold · 3 turns
Food consumption: -20
Public order: +2
Religious influence: +2 Zoroastrianism

Hilltop Shrine (from Sacred Hill)
Level 2 · 5,000 gold · 4 turns
Food consumption: -30
Public order: +3
Religious influence: +3 Zoroastrianism- Needs technology: Social Ethics

Pirangah (from Hilltop Shrine)
Level 3 · 8,000 gold · 5 turns
Enables agent recruitment: Priests
Food consumption: -50
Public order: +4
Religious influence: +4 Zoroastrianism- Needs technology: Tax Reforms

Religion
3 levels
Religion
3 levels

Sacred Grove of Perun
Ruin · 1,500 gold · 2 turns
Food consumption: -20
Replenishment: +5%
Public order: +2
Religious influence: +3 Slavic paganism
Religious osmosis: +1 Slavic paganism
Enables the Last Stand ability for all Slavic units. (armies in province)

Shrine of Perun (from Sacred Grove of Perun)
Level 1 · 3,000 gold · 3 turns
Enables agent recruitment: Priests
Food consumption: -40
Replenishment: +10%
Public order: +3
Religious influence: +5 Slavic paganism
Religious osmosis: +2 Slavic paganism
Enables the Last Stand ability for all Slavic units. (armies in province)

Sanctuary of Perun (from Shrine of Perun)
Level 2 · 4,500 gold · 4 turns
Enables agent recruitment: Priests
Food consumption: -60
Replenishment: +15%
Public order: +4
Religious influence: +7 Slavic paganism
Religious osmosis: +3 Slavic paganism
Enables the Last Stand ability for all Slavic units. (armies in province)

Temple of Perun (from Sanctuary of Perun)
Level 3 · 6,000 gold · 5 turns
Enables agent recruitment: Priests
Food consumption: -80
Replenishment: +20%
Public order: +5
Religious influence: +10 Slavic paganism
Religious osmosis: +4 Slavic paganism
Enables the Last Stand ability for all Slavic units. (armies in province)

Religion
3 levels
Religion
3 levels

Sacred Grove of Mokosh
Ruin · 2,000 gold · 2 turns
Food consumption: -10
Irrigation: +1 fertility bonus in this province
Growth: +1
Public order: +1
Religious influence: +1 Slavic paganism

Shrine of Mokosh (from Sacred Grove of Mokosh)
Level 1 · 3,000 gold · 3 turns
Food consumption: -20
Irrigation: +1 fertility bonus in this province
Growth: +1
Public order: +2
Religious influence: +2 Slavic paganism

Sanctuary of Mokosh (from Shrine of Mokosh)
Level 2 · 5,000 gold · 4 turns
Food consumption: -30
Irrigation: +2 fertility bonus in this province
Growth: +2
Public order: +3
Religious influence: +3 Slavic paganism

Temple of Mokosh (from Sanctuary of Mokosh)
Level 3 · 8,000 gold · 5 turns
Enables agent recruitment: Priests
Food consumption: -50
Irrigation: +3 fertility bonus in this province
Growth: +3
Public order: +4
Religious influence: +4 Slavic paganism

Semitic Paganism
3 levels
Semitic Paganism
3 levels

Altar of the Ibex
Ruin · 1,500 gold · 2 turns
Enables agent recruitment: Priests
Wealth: +10% from agricultural and animal husbandry buildings (province to each region)
Food consumption: -30
Public order: +3
Religious influence: +3 Semitic Paganism
Religious osmosis: +1 Semitic Paganism

Shrine of Athtar (from Altar of the Ibex)
Level 1 · 3,000 gold · 3 turns
Enables agent recruitment: Priests
Wealth: +20% from agricultural and animal husbandry buildings (province to each region)
Food consumption: -60
Public order: +5
Religious influence: +5 Semitic Paganism
Religious osmosis: +1 Semitic Paganism

Temple of the Moon (from Shrine of Athtar)
Level 2 · 4,500 gold · 4 turns
Enables agent recruitment: Priests
Wealth: +30% from agricultural and animal husbandry buildings (province to each region)
Food consumption: -90
Public order: +7
Religious influence: +7 Semitic Paganism
Religious osmosis: +1 Semitic Paganism

Enclosure of Almaqah (from Temple of the Moon)
Level 3 · 6,000 gold · 5 turns
Enables agent recruitment: Priests
Maximum amount of active Priests increased by +1 (factionwide)
Wealth: +40% from agricultural and animal husbandry buildings (province to each region)
Food consumption: -125
Public order: +10
Religious influence: +10 Semitic Paganism
Religious osmosis: +1 Semitic Paganism

Semitic Paganism
2 levels
Semitic Paganism
2 levels

Minor Stelae Field
Ruin · 1,500 gold · 2 turns
Food: +10
Public order: +2
Religious influence: +3 Semitic Paganism

Colonnade of the Zodiac (from Minor Stelae Field)
Level 1 · 3,000 gold · 3 turns
Food: +20
Public order: +4
Religious influence: +5 Semitic Paganism

Large Stelae Field (from Colonnade of the Zodiac)
Level 2 · 4,500 gold · 4 turns
Food: +30
Public order: +6
Religious influence: +7 Semitic Paganism
Public order, sanitation and settlements

City
4 levels · unlocks Persian Levy, Desert Levy, Limitanei Borderguards, Amazigh Spearmen
City
4 levels · unlocks Persian Levy, Desert Levy, Limitanei Borderguards, Amazigh Spearmen

Ruined City
Ruin

Small City (from Ruined City)
Level 1 · 3,000 gold · 5 turns
Road Development: 10
Wealth: 300 from subsistence
Food consumption: -30
Growth: +2
Public order: +3
Squalor: +1
Number of picks a defender can make when choosing wall-mounted artillery in pre-battle. Used as region bonuses.
Unlocks

City (from Small City)
Level 2 · 6,000 gold · 6 turns
Road Development: 20
Wealth: 400 from subsistence
Food consumption: -60
Growth: +4
Public order: +4
Squalor: +2
Number of picks a defender can make when choosing wall-mounted artillery in pre-battle. Used as region bonuses.- Needs technology: Cultural Assimilation

Large City (from City)
Level 3 · 9,000 gold · 7 turns
Road Development: 50
Wealth: 500 from subsistence
Food consumption: -100
Growth: +6
Public order: +5
Squalor: +3
Number of picks a defender can make when choosing wall-mounted artillery in pre-battle. Used as region bonuses.- Needs technology: Division of Lands
Unlocks

Royal City (from Large City)
Level 4 · 12,000 gold · 8 turns
Road Development: 60
Wealth: 600 from subsistence
Food consumption: -140
Growth: +8
Public order: +6
Squalor: +4
Number of picks a defender can make when choosing wall-mounted artillery in pre-battle. Used as region bonuses.- Needs technology: New Administrative System

Town
4 levels · unlocks Persian Levy, Desert Levy, Limitanei Borderguards, Amazigh Spearmen
Town
4 levels · unlocks Persian Levy, Desert Levy, Limitanei Borderguards, Amazigh Spearmen

Ruined Village
Ruin

Hamlet (from Ruined Village)
Level 1 · 2,400 gold · 4 turns
Road Development: 5
Wealth: 150 from subsistence
Food consumption: -10
Unlocks

Village (from Hamlet)
Level 2 · 3,600 gold · 5 turns
Road Development: 10
Wealth: 200 from subsistence
Food consumption: -20
Growth: +1
Public order: +2- Needs technology: Cultural Assimilation

Town (from Village)
Level 3 · 4,800 gold · 6 turns
Road Development: 30
Wealth: 250 from subsistence
Food consumption: -40
Growth: +2
Public order: +3
Squalor: +1- Needs technology: Division of Lands
Unlocks

Country Town (from Town)
Level 4 · 6,000 gold · 7 turns
Road Development: 40
Wealth: 300 from subsistence
Food consumption: -80
Growth: +3
Public order: +4
Squalor: +2
Number of picks a defender can make when choosing wall-mounted artillery in pre-battle. Used as region bonuses.- Needs technology: New Administrative System

Sanitation
6 levels
Sanitation
6 levels

Waterworks
Ruin · 2,000 gold · 1 turn
Public order: +1
Sanitation: +2
Sanitation: +2 to all regions in this province (province to each region)

Public Baths (from Waterworks)
Level 1 · 3,000 gold · 2 turns
Wealth: 450 from culture
Food consumption: -20
Public order: +3
Sanitation: +3
Sanitation: +4 to all regions in this province (province to each region)

Hamam (from Public Baths)
Level 2 · 5,000 gold · 3 turns
Wealth: 750 from culture
Food consumption: -40
Public order: +5
Sanitation: +5
Sanitation: +5 to all regions in this province (province to each region)- Needs technology: Social Ethics

Royal Hamam (from Hamam)
Level 3 · 8,000 gold · 4 turns
Wealth: 1250 from culture
Food consumption: -80
Public order: +7
Sanitation: +6
Sanitation: +7 to all regions in this province (province to each region)- Needs technology: New Administrative System

Windcatcher (from Waterworks)
Level 1 · 3,000 gold · 2 turns
Food: +50 from reserves
Sanitation: +5

Shabestan (from Windcatcher)
Level 2 · 5,000 gold · 3 turns
Food: +70 from reserves
Sanitation: +7- Needs technology: Social Ethics

Yakhchal (from Shabestan)
Level 3 · 8,000 gold · 4 turns
Food: +90 from reserves
Sanitation: +9- Needs technology: New Administrative System

Sanitation
3 levels
Sanitation
3 levels

Well
Ruin · 1,000 gold · 1 turn · upkeep 20
Growth: +3
Public order: +1
Sanitation: +2
Sanitation: +2 to all regions in this province (province to each region)

Canals (from Well)
Level 1 · 1,500 gold · 2 turns · upkeep 40
Growth: +5
Public order: +2
Sanitation: +3
Sanitation: +4 to all regions in this province (province to each region)

Qanat Network (from Canals)
Level 2 · 2,500 gold · 3 turns · upkeep 75
Growth: +7
Public order: +3
Sanitation: +5
Sanitation: +5 to all regions in this province (province to each region)- Needs technology: Division of Lands

Fountains (from Qanat Network)
Level 3 · 4,000 gold · 4 turns · upkeep 150
Growth: +9
Public order: +4
Sanitation: +6
Sanitation: +7 to all regions in this province (province to each region)- Needs technology: New Administrative System
In the game's own words, from the tables building_levels, building_culture_variants, building_effects_junction, building_units_allowed, building_upgrades_junction and building_level_required_technology_junctions (Steam build 25370302). Wealth is the game's figure before taxes; costs are before skill, technology and difficulty modifiers.