Unofficial fan reference · Total War: Attila game data, Steam build 25370302

Eastern Roman buildings

56 building chains of the Eastern Roman subculture (Roman 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.

Built by Eastern Roman Empire

Recruitment and military

Military Recruitment

9 levels · unlocks Cohors, Levis Armaturae, Scout Equites, Contarii, Equites Dalmatae, Scholae Palatinae, Excubitores Cavalry Guard, Palatina, Numeroi, Hetaireia Guards, Menaulatoi, Funditores, Sagittarii, Ballistarii, Equites Sagittarii, Exploratores, Imperial Dromedarii

  1. Rally Field

    Ruin · 2,000 gold · 2 turns

    • Army recruitment capacity: +1
    • Needs technology: Professional Soldiery

    Unlocks

  2. Cavalry Corral (from Rally Field)

    Level 1 · 3,000 gold · 3 turns · upkeep 200

    • Army recruitment capacity: +1
    • Needs technology: Functional Specialisation

    Unlocks

  3. Cavalry Stables (from Cavalry Corral)

    Level 2 · 5,000 gold · 4 turns · upkeep 600

    • Army recruitment capacity: +1
    • Needs technology: Imperial Transport Service

    Unlocks

  4. Cavalry Compound (from Cavalry Stables)

    Level 3 · 8,000 gold · 5 turns · upkeep 1,000

    • Army recruitment capacity: +2
    • Needs technology: Elite Privileges

    Unlocks

  5. Infantry Grounds (from Rally Field)

    Level 1 · 3,000 gold · 3 turns · upkeep 200

    • Army recruitment capacity: +1
    • Needs technology: Functional Specialisation

    Unlocks

  6. Infantry Barracks (from Infantry Grounds)

    Level 2 · 5,000 gold · 4 turns · upkeep 600

    • Army recruitment capacity: +1
    • Needs technology: Military Standardisation

    Unlocks

  7. Infantry Compound (from Infantry Barracks)

    Level 3 · 8,000 gold · 5 turns · upkeep 1,000

    • Army recruitment capacity: +2
    • Needs technology: Elite Privileges

    Unlocks

  8. Skirmisher Range (from Rally Field)

    Level 1 · 3,000 gold · 3 turns · upkeep 200

    • Army recruitment capacity: +1
    • Needs technology: Functional Specialisation

    Unlocks

  9. Skirmisher Barracks (from Skirmisher Range)

    Level 2 · 5,000 gold · 4 turns · upkeep 400

    • Army recruitment capacity: +1
    • Needs technology: Imperial Transport Service

    Unlocks

  10. Skirmisher Compound (from Skirmisher Barracks)

    Level 3 · 8,000 gold · 5 turns · upkeep 800

    • Army recruitment capacity: +2
    • Needs technology: Federate Forces

    Unlocks

Military Upgrades

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

  1. Supply Storage

    Ruin · 2,000 gold · 2 turns

    • Unit experience: +1 for all recruits
  2. 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: Military Provisions
  3. 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: Weapon Manufactories
  4. 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: Defensive Logistics
  5. 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: Military Provisions
  6. 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: Weapon Manufactories
  7. Master 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: Defensive Logistics
  8. 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: Military Provisions

    Unlocks

  9. 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: Weapon Manufactories

    Unlocks

  10. 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: Defensive Logistics

Port

10 levels

  1. Ruined Docks

    Ruin

  2. Jetty (from Ruined Docks)

    Level 1 · 2,000 gold · 2 turns

    • Wealth: 225 from maritime commerce
  3. 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
  4. 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: Local Exchange or Contractual Regulations or Provincial Authority
  5. 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: Commerce Laws or Centralised Civil Service or Tax Farming
  6. Military Jetties (from Jetty)

    Level 2 · 3,000 gold · 4 turns

    • Navy recruitment capacity: +1
    • Squalor: +2
  7. 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: Imperial Transport Service
  8. 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: Federate Forces
  9. 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
  10. 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: Local Exchange or Contractual Regulations or Provincial Authority
  11. 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: Commerce Laws or Centralised Civil Service or Tax Farming

Economy

Gemstone Production

3 levels · unlocks Bejewelled Nobles

  1. Gem Deposit

    Ruin · 2,500 gold · 2 turns

    • Resource production: 20 gemstones
  2. Gem Cutter (from Gem Deposit)

    Level 1 · 4,000 gold · 4 turns

    • Public order: -1
    • Resource production: 40 gemstones
    • Squalor: +2

    Unlocks

  3. Gem Trader (from Gem Cutter)

    Level 2 · 7,000 gold · 6 turns

    • Public order: -2
    • Resource production: 80 gemstones
    • Squalor: +4
  4. Gem Market (from Gem Trader)

    Level 3 · 11,500 gold · 8 turns

    • Public order: -4
    • Resource production: 160 gemstones
    • Squalor: +6
    • Needs technology: Commerce Laws or State Monopolies or Decentralised State

Spice Trading Port

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

  1. Ruined Trade Docks

    Ruin

  2. 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
  3. 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
  4. 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

  5. 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: Commerce Laws or State Monopolies or Decentralised State

    Unlocks

Administration

7 levels

  1. Capitol

    Ruin · 2,000 gold · 2 turns

    • Wealth: 300 from culture
    • Food consumption: -10
    • Public order: +3
  2. Governor's House (from Capitol)

    Level 1 · 3,000 gold · 3 turns

    • Wealth: 300 from culture
    • Food consumption: -20
    • Tax rate: +4%
    • Public order: +9
  3. Governor's Estate (from Governor's House)

    Level 2 · 5,000 gold · 4 turns

    • Enables agent recruitment: Champions
    • Wealth: 500 from culture
    • Food consumption: -50
    • Tax rate: +6%
    • Public order: +13
    • Needs technology: Domain of Law or Codification of Laws
  4. Governor's Palace (from Governor's Estate)

    Level 3 · 8,000 gold · 5 turns

    • Enables agent recruitment: Champions
    • Wealth: 900 from culture
    • Food consumption: -100
    • Tax rate: +8%
    • Public order: +17
    • Needs technology: State Authority or Byzantine Bureaucracy
  5. Imperial Palace (from Governor's Palace)

    Level 4 · 15,000 gold · 8 turns

    • Enables agent recruitment: Champions
    • Maximum amount of active Champions increased by +1 (factionwide)
    • Wealth: 2000 from culture
    • Food consumption: -100
    • Tax rate: +8%
    • Public order: +17
    • Public order: +1 (all provinces)
    • Needs technology: Byzantine State Authority
  6. Banking House (from Capitol)

    Level 1 · 3,000 gold · 3 turns

    • Wealth: +10% from commercial buildings (province to each region)
    • Trade income: +2% trade agreement tariffs (factionwide)
    • Food consumption: -15
    • Public order: +3
  7. Mint (from Banking House)

    Level 2 · 5,000 gold · 4 turns

    • Wealth: +15% from commercial buildings (province to each region)
    • Trade income: +4% trade agreement tariffs (factionwide)
    • Food consumption: -35
    • Public order: +3
    • Needs technology: Domain of Law or State Construction Programme
  8. Treasury (from Mint)

    Level 3 · 8,000 gold · 5 turns

    • Wealth: +20% from commercial buildings (province to each region)
    • Trade income: +6% trade agreement tariffs (factionwide)
    • Food consumption: -75
    • Public order: +3
    • Needs technology: State Authority or Byzantine Bureaucracy

Agriculture

12 levels

  1. 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
  2. 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
  3. 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: Regional Traditions
  4. Wheat Mills (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: Land Tenancy
  5. Cattle Herd (from Fields)

    Level 1 · 1,500 gold · 2 turns

    • Wealth: 200 from animal husbandry
    • Additional wealth: +50 from animal husbandry per local fertility level
    • Food: +40 from animal husbandry
    • Additional food: +10 per local fertility level
    • Public order: -1
    • Squalor: +1
  6. Cattle Pens (from Cattle Herd)

    Level 2 · 2,500 gold · 3 turns

    • Wealth: 300 from animal husbandry
    • Additional wealth: +100 from animal husbandry per local fertility level
    • Food: +55 from animal husbandry
    • Additional food: +15 per local fertility level
    • Public order: -3
    • Squalor: +3
    • Needs technology: Tributary Servants
  7. Cattle Farm (from Cattle Pens)

    Level 3 · 4,000 gold · 4 turns

    • Wealth: 500 from animal husbandry
    • Additional wealth: +150 from animal husbandry per local fertility level
    • Food: +70 from animal husbandry
    • Additional food: +20 per local fertility level
    • Public order: -5
    • Squalor: +5
    • Needs technology: Long Lease Contracts
  8. 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
  9. 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: Tributary Servants
  10. 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: Long Lease Contracts
  11. 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
  12. 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: Regional Traditions
  13. 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: Long Lease Contracts

City Centre

15 levels

  1. Forum

    Ruin · 2,000 gold · 2 turns

    • Wealth: 225 from commerce
    • Public order: +3
  2. Auditorium (from Forum)

    Level 1 · 3,000 gold · 3 turns

    • Wealth: 300 from culture
    • Food consumption: -30
    • Public order: +7
    • Religious influence: +1 Roman paganism
  3. Amphitheatre (from Auditorium)

    Level 2 · 5,000 gold · 4 turns

    • Wealth: 500 from culture
    • Food consumption: -50
    • Public order: +15
    • Religious influence: +2 Roman paganism
    • Squalor: +2
    • Needs technology: Civil Construction Programme or Natural Philosophy
  4. Circus (from Amphitheatre)

    Level 3 · 8,000 gold · 5 turns

    • Wealth: 825 from culture
    • Food consumption: -100
    • Public order: +21
    • Religious influence: +3 Roman paganism
    • Squalor: +4
    • Needs technology: Moulded Architecture or State Construction Programme
  5. Theatre (from Auditorium)

    Level 2 · 5,000 gold · 4 turns

    • Wealth: 1000 from culture
    • Food consumption: -50
    • Public order: +10
    • Religious influence: +3 Roman paganism
    • Squalor: +1
    • Needs technology: Civil Construction Programme or Natural Philosophy
  6. Great Theatre (from Theatre)

    Level 3 · 8,000 gold · 5 turns

    • Wealth: 1650 from culture
    • Food consumption: -100
    • Public order: +13
    • Religious influence: +5 Roman paganism
    • Squalor: +2
    • Needs technology: Moulded Architecture or State Construction Programme
  7. Scriptorium (from Forum)

    Level 1 · 3,000 gold · 3 turns

    • Wealth: 450 from culture
    • Food consumption: -20
    • Research rate: +5% (factionwide)
  8. Library (from Scriptorium)

    Level 2 · 5,000 gold · 4 turns

    • Wealth: 750 from culture
    • Food consumption: -40
    • Research rate: +10% (factionwide)
    • Needs technology: Natural Philosophy or Legal Training
  9. Imperial Library (from Library)

    Level 3 · 8,000 gold · 5 turns

    • Wealth: 1250 from culture
    • Food consumption: -80
    • Research rate: +20% (factionwide)
    • Needs technology: Moulded Architecture or Legal Science
  10. Tabernae (from Forum)

    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
  11. Food Market (from Tabernae)

    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: Local Exchange or Contractual Regulations or Provincial Authority
  12. Food Emporium (from Food Market)

    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: +90 from commerce
    • Public order: -4
    • Squalor: +6
    • Needs technology: Regional Exchange or Commerce Law or Local Trade Venues
  13. Slave Market (from Tabernae)

    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: Regional Exchange or Commerce Law or Local Trade Venues
  14. Slave Emporium (from Slave Market)

    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: Commerce Laws or Centralised Civil Service or Tax Farming
  15. Wine Market (from Tabernae)

    Level 2 · 5,000 gold · 4 turns

    • Enables agent recruitment: Spies
    • Road Development: 20
    • Wealth: +10% from cultural buildings (province to each region)
    • Wealth: 1200 from commerce
    • Public order: -2
    • Squalor: +3
    • Needs technology: Regional Exchange or Commerce Law or Local Trade Venues
  16. Wine Emporium (from Wine Market)

    Level 3 · 8,000 gold · 5 turns

    • Enables agent recruitment: Spies
    • Road Development: 25
    • Wealth: +15% from cultural buildings (province to each region)
    • Wealth: 2000 from commerce
    • Public order: -4
    • Squalor: +6
    • Needs technology: Commerce Laws or Centralised Civil Service or Tax Farming

City Industry

6 levels

  1. Workshops

    Ruin · 1,000 gold · 1 turn

    • Wealth: 375 from industry
  2. Pewter Caster (from Workshops)

    Level 1 · 1,500 gold · 2 turns

    • Wealth: 900 from industry
    • Public order: -2
    • Squalor: +2
  3. Pewter Artisans (from Pewter Caster)

    Level 2 · 2,500 gold · 3 turns

    • Wealth: 1500 from industry
    • Public order: -5
    • Squalor: +5
    • Needs technology: Specialised Craftsmen
  4. Pewter Manufacture (from Pewter Artisans)

    Level 3 · 4,000 gold · 4 turns

    • Wealth: 2500 from industry
    • Public order: -10
    • Squalor: +10
    • Needs technology: Hereditary Careers
  5. Adobe Dryer (from Workshops)

    Level 1 · 1,500 gold · 2 turns

    • Wealth: 450 from industry
    • Wealth: 450 from commerce
    • Public order: -2
    • Squalor: +2
  6. 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: Specialised Craftsmen
  7. 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: Hereditary Careers

Dye Production

3 levels

  1. 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
  2. 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
  3. 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
  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: Craft Organisations

Fur Production

3 levels

  1. Hunting Grounds

    Ruin · 2,500 gold · 2 turns

    • Wealth: 100 from commerce
    • Food: +30 from animal husbandry
    • Resource production: 20 furs
  2. 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
  3. 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
  4. 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: Taxes in Kind or Imperial Logothetes

Goldmine

6 levels

  1. 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
  2. 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
  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
  4. 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: State Monopolies or Decentralised State
  5. Small Gold Mine (from Gold Veins)

    Level 1 · 4,000 gold · 4 turns

    • Wealth: 1200 from industry
    • Public order: -5
    • Squalor: +3
  6. Gold Mine (from Small Gold Mine)

    Level 2 · 7,000 gold · 6 turns

    • Wealth: 1500 from industry
    • Public order: -10
    • Squalor: +6
  7. Deep Gold Mine (from Gold Mine)

    Level 3 · 11,500 gold · 8 turns

    • Wealth: 2500 from industry
    • Public order: -15
    • Squalor: +10
    • Needs technology: Craft Organisations

Iron Production

6 levels

  1. Iron Smelter

    Ruin · 2,000 gold · 2 turns

    • Resource production: 20 iron
  2. 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
  3. 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
  4. 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: Specialised Industry
  5. 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
  6. 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
  7. 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: Specialised Industry

Lead Production

3 levels

  1. 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
  2. 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
  3. 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
  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: Specialised Industry

Marble Production

6 levels

  1. Marble Stonecutter

    Ruin · 1,500 gold · 2 turns

    • Resource production: 20 marble
  2. 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
  3. 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
  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: Craft Organisations
  5. 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
  6. 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
  7. 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: Craft Organisations

Olive Production

3 levels

  1. 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
  2. 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
  3. 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
  4. 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: Taxes in Kind or Imperial Logothetes

Salt Production

3 levels

  1. Salt Deposit

    Ruin · 2,000 gold · 2 turns

    • Wealth: 120 from industry
    • Food: +30 from reserves
    • Resource production: 20 salt
  2. 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
  3. 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
  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: Craft Organisations

Silk Road

3 levels

  1. 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
  2. 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
  3. 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
  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: Commerce Laws or State Monopolies or Decentralised State

Town Industry

6 levels

  1. Local Industry

    Ruin · 1,000 gold · 1 turn

    • Wealth: 375 from industry
  2. 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
  3. 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: Regional Traditions
  4. 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: Hereditary Careers
  5. Tanner (from Local Industry)

    Level 1 · 1,500 gold · 2 turns

    • Wealth: 600 from industry
    • Wealth: +5% from animal husbandry buildings (province to each region)
    • Public order: -2
    • Squalor: +2
  6. Leatherworker (from Tanner)

    Level 2 · 2,500 gold · 3 turns

    • Wealth: 1000 from industry
    • Wealth: +10% from animal husbandry buildings (province to each region)
    • Public order: -4
    • Squalor: +4
    • Needs technology: Specialised Craftsmen
  7. Leather Manufacture (from Leatherworker)

    Level 3 · 4,000 gold · 4 turns

    • Wealth: 1650 from industry
    • Wealth: +15% from animal husbandry buildings (province to each region)
    • Public order: -10
    • Squalor: +10
    • Needs technology: Hereditary Careers

Wine Production

6 levels

  1. Orchards

    Ruin · 2,500 gold · 2 turns

    • Food: +50 from agriculture
    • Public order: +3
    • Resource production: 20 wine
  2. Fruit Orchard (from Orchards)

    Level 1 · 3,000 gold · 4 turns

    • Food: +90 from agriculture
    • Public order: +3
    • Resource production: 20 wine
    • Squalor: +1
  3. 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
  4. 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: Taxes in Kind or Imperial Logothetes
  5. Vineyard (from Orchards)

    Level 1 · 4,000 gold · 4 turns

    • Food: +50 from agriculture
    • Public order: +5
    • Resource production: 40 wine
    • Squalor: +1
  6. Grape Press (from Vineyard)

    Level 2 · 7,000 gold · 6 turns

    • Food: +70 from agriculture
    • Public order: +7
    • Resource production: 80 wine
    • Squalor: +3
  7. 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: Taxes in Kind or Imperial Logothetes

Wood Production

3 levels

  1. Prime Forest

    Ruin · 2,000 gold · 2 turns

    • Wealth: +5% from industrial buildings (province to each region)
    • Resource production: 20 timber
  2. Woodcutter (from Prime Forest)

    Level 1 · 3,000 gold · 4 turns

    • Wealth: +10% from industrial buildings (province to each region)
    • Resource production: 40 timber
  3. Logging Camp (from Woodcutter)

    Level 2 · 5,000 gold · 6 turns

    • Wealth: +15% from industrial buildings (province to each region)
    • Resource production: 80 timber
  4. 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: Specialised Industry

Religion

Eastern Christianity

3 levels

  1. 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
  2. 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
  3. 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
  4. 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

  1. 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
  2. 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
  3. 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

  1. 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)
  2. 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)
  3. 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)
  4. 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

  1. 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)
  2. 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)
  3. 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

  1. Arian Patriarchal Chapel

    Ruin · 2,500 gold · 3 turns · upkeep 200

    • Public order: +3
    • Religious influence: +3 Arian Christianity
  2. 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
  3. 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
    • Needs technology: Canonical Law
  4. 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
    • Needs technology: Ecclesiastical Jurisdiction
  5. 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
    • Needs technology: Divine Right

Religion

6 levels

  1. Arian Chapel

    Ruin · 2,500 gold · 3 turns · upkeep 200

    • Public order: +3
    • Religious influence: +3 Arian Christianity
  2. 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
  3. 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: Canonical Law or Civil Construction Programme
  4. 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: Ecclesiastical Jurisdiction or State Construction Programme
  5. 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
  6. 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: Canonical Law or Civil Construction Programme
  7. 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: Ecclesiastical Jurisdiction or State Construction Programme

Religion

3 levels

  1. Arian Baptistry

    Ruin · 2,000 gold · 2 turns · upkeep 100

    • Public order: +2
    • Religious influence: +1 Arian Christianity
  2. Arian Shrine (from Arian Baptistry)

    Level 1 · 3,000 gold · 3 turns · upkeep 200

    • Public order: +3
    • Religious influence: +2 Arian Christianity
  3. Arian Martyrium (from Arian Shrine)

    Level 2 · 5,000 gold · 4 turns · upkeep 400

    • Public order: +4
    • Religious influence: +3 Arian Christianity
    • Needs technology: Civil Construction Programme
  4. 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: Canonical Law or State Construction Programme

Religion

4 levels

  1. Latin Patriarchal Chapel

    Ruin · 2,500 gold · 3 turns · upkeep 200

    • Public order: +3
    • Religious influence: +3 Latin Christianity
  2. 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
  3. 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
    • Needs technology: Canonical Law
  4. 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
    • Needs technology: Ecclesiastical Jurisdiction
  5. 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
    • Needs technology: Divine Right

Religion

6 levels

  1. Latin Chapel

    Ruin · 2,500 gold · 3 turns · upkeep 200

    • Public order: +3
    • Religious influence: +3 Latin Christianity
  2. 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
  3. 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: Canonical Law or Civil Construction Programme
  4. 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: Ecclesiastical Jurisdiction or State Construction Programme
  5. 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
  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: Canonical Law or Civil Construction Programme
  7. 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: Ecclesiastical Jurisdiction or State Construction Programme

Religion

3 levels

  1. Latin Baptistry

    Ruin · 2,000 gold · 2 turns · upkeep 100

    • Public order: +2
    • Religious influence: +1 Latin Christianity
  2. Latin Shrine (from Latin Baptistry)

    Level 1 · 3,000 gold · 3 turns · upkeep 200

    • Public order: +3
    • Religious influence: +2 Latin Christianity
  3. Latin Martyrium (from Latin Shrine)

    Level 2 · 5,000 gold · 4 turns · upkeep 400

    • Public order: +4
    • Religious influence: +3 Latin Christianity
    • Needs technology: Civil Construction Programme
  4. 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: Canonical Law or State Construction Programme

Religion

4 levels

  1. Cairnstones

    Ruin · 2,500 gold · 3 turns

    • Food consumption: -20
    • Public order: +2
    • Religious influence: +3 Celtic paganism
  2. 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
  3. 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: Civil Construction Programme
  4. 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: State Construction Programme
  5. 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

  1. Holy Grounds

    Ruin · 2,000 gold · 2 turns

    • Public order: +1
    • Religious influence: +1 Celtic paganism
  2. 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)
  3. 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: Civil Construction Programme
  4. 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: State Construction Programme
  5. Sacred Well (from Holy Grounds)

    Level 1 · 3,000 gold · 3 turns · upkeep 60

    • Public order: +2
    • Religious influence: +2 Celtic paganism
  6. Sacred Marsh (from Sacred Well)

    Level 2 · 5,000 gold · 4 turns · upkeep 120

    • Public order: +3
    • Religious influence: +3 Celtic paganism
    • Needs technology: Civil Construction Programme
  7. 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: State Construction Programme

Religion

3 levels

  1. Hunters' Shrine

    Ruin · 2,500 gold · 3 turns

    • Food consumption: -20
    • Public order: +2
    • Religious influence: +3 Germanic paganism
  2. 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
  3. 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: Civil Construction Programme
  4. 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: State Construction Programme

Religion

3 levels

  1. Sacred Ground

    Ruin · 2,000 gold · 2 turns

    • Public order: +1
    • Religious influence: +1 Germanic paganism
  2. 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)
  3. 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: Civil Construction Programme
  4. 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: State Construction Programme

Religion

7 levels

  1. Consecrated Ground

    Ruin · 2,500 gold · 3 turns

    • Food consumption: -30
    • Public order: +3
    • Religious influence: +3 Roman paganism
  2. 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
  3. 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: Civil Construction Programme
  4. 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: State Construction Programme
  5. 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: State Construction Programme
  6. 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: State Construction Programme
  7. 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: State Construction Programme
  8. 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: State Construction Programme

Religion

3 levels

  1. Statue of the Divine

    Ruin · 2,000 gold · 2 turns

    • Religious influence: +1 Roman paganism
  2. Sculpture of the Divine (from Statue of the Divine)

    Level 1 · 3,000 gold · 3 turns

    • Religious influence: +2 Roman paganism
  3. Column of the Divine (from Sculpture of the Divine)

    Level 2 · 5,000 gold · 4 turns

    • Religious influence: +3 Roman paganism
    • Needs technology: Civil Construction Programme
  4. Altar of the Di Superi (from Column of the Divine)

    Level 3 · 8,000 gold · 5 turns

    • Religious influence: +4 Roman paganism
    • Needs technology: State Construction Programme

Religion

6 levels

  1. Manichaeist Chapel

    Ruin · 2,500 gold · 3 turns

    • Food consumption: -30
    • Religious influence: +3 Manichaeism
  2. 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
  3. 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: Civil Construction Programme
  4. 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: State Construction Programme
  5. 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
  6. 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: Civil Construction Programme
  7. 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: State Construction Programme

Religion

3 levels

  1. Shrine of Mani

    Ruin · 2,000 gold · 2 turns

    • Food consumption: -10
    • Immigration public order penalties: -2%
    • Religious influence: +1 Manichaeism
  2. 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
  3. 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: Civil Construction Programme
  4. 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: State Construction Programme

Religion

4 levels

  1. Greek Patriarchal Chapel

    Ruin · 2,500 gold · 3 turns · upkeep 200

    • Public order: +3
    • Religious influence: +3 Greek Christianity
  2. 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
  3. 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
    • Needs technology: Canonical Law
  4. 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
    • Needs technology: Ecclesiastical Jurisdiction
  5. 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
    • Needs technology: Divine Right

Religion

6 levels

  1. Greek Chapel

    Ruin · 2,500 gold · 3 turns · upkeep 200

    • Public order: +3
    • Religious influence: +3 Greek Christianity
  2. 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
  3. 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: Canonical Law or Civil Construction Programme
  4. 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: Ecclesiastical Jurisdiction or State Construction Programme
  5. 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)
  6. 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: Canonical Law or Civil Construction Programme
  7. 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: Ecclesiastical Jurisdiction or State Construction Programme

Religion

3 levels

  1. Greek Baptistry

    Ruin · 2,000 gold · 2 turns · upkeep 100

    • Public order: +2
    • Religious influence: +1 Greek Christianity
  2. Greek Shrine (from Greek Baptistry)

    Level 1 · 3,000 gold · 3 turns · upkeep 200

    • Public order: +3
    • Religious influence: +2 Greek Christianity
  3. Greek Martyrium (from Greek Shrine)

    Level 2 · 5,000 gold · 4 turns · upkeep 400

    • Public order: +4
    • Religious influence: +3 Greek Christianity
    • Needs technology: Civil Construction Programme
  4. 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: Canonical Law or State Construction Programme

Religion

0 levels

  1. 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

  1. Lightning Shrine

    Ruin · 2,500 gold · 3 turns

    • Religious influence: +3 Tengrism
  2. Sky Shrine (from Lightning Shrine)

    Level 1 · 4,000 gold · 4 turns

    • Enables agent recruitment: Priests
    • Religious influence: +5 Tengrism
  3. Celestial Temple (from Sky Shrine)

    Level 2 · 7,000 gold · 5 turns

    • Enables agent recruitment: Priests
    • Religious influence: +7 Tengrism
    • Needs technology: Civil Construction Programme
  4. 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: State Construction Programme

Religion

3 levels

  1. Totem Carver

    Ruin · 2,000 gold · 2 turns

    • Religious influence: +1 Tengrism
  2. Shaman's Tent (from Totem Carver)

    Level 1 · 3,000 gold · 3 turns

    • Religious influence: +2 Tengrism
  3. Shamanic Circle (from Shaman's Tent)

    Level 2 · 5,000 gold · 4 turns

    • Religious influence: +3 Tengrism
    • Needs technology: Civil Construction Programme
  4. Ancestral Altar (from Shamanic Circle)

    Level 3 · 8,000 gold · 5 turns

    • Enables agent recruitment: Priests
    • Religious influence: +4 Tengrism
    • Needs technology: State Construction Programme

Religion

3 levels

  1. 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)
  2. 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)
  3. 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: Civil Construction Programme
  4. 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: State Construction Programme

Religion

3 levels

  1. Holy Brazier

    Ruin · 2,500 gold · 3 turns

    • Food consumption: -30
    • Public order: +3
    • Religious influence: +3 Zoroastrianism
  2. 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
  3. 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: Civil Construction Programme
  4. 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: State Construction Programme

Religion

3 levels

  1. Sacred Site

    Ruin · 2,000 gold · 2 turns

    • Food consumption: -10
    • Public order: +1
    • Religious influence: +1 Zoroastrianism
  2. Sacred Hill (from Sacred Site)

    Level 1 · 3,000 gold · 3 turns

    • Food consumption: -20
    • Public order: +2
    • Religious influence: +2 Zoroastrianism
  3. Hilltop Shrine (from Sacred Hill)

    Level 2 · 5,000 gold · 4 turns

    • Food consumption: -30
    • Public order: +3
    • Religious influence: +3 Zoroastrianism
    • Needs technology: Civil Construction Programme
  4. 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: State Construction Programme

Religion

3 levels

  1. 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)
  2. 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)
  3. 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)
  4. 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

  1. 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
  2. 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
  3. 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
  4. 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

  1. 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
  2. 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
  3. 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
  4. 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

  1. Minor Stelae Field

    Ruin · 1,500 gold · 2 turns

    • Food: +10
    • Public order: +2
    • Religious influence: +3 Semitic Paganism
  2. 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
  3. 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 Limitanei Borderguards, Persian Levy, Germanic Levy, Nordic Levy, Slavic Levy Spearmen

  1. Ruined City

    Ruin

  2. Civitas (from Ruined City)

    Level 1 · 3,000 gold · 5 turns

    • Road Development: 10
    • Wealth: 300 from subsistence
    • Food consumption: -30
    • Growth: +2
    • Public order: +2
    • Squalor: +1
    • Number of picks a defender can make when choosing wall-mounted artillery in pre-battle. Used as region bonuses.

    Unlocks

  3. Municipium (from Civitas)

    Level 2 · 6,000 gold · 6 turns

    • Road Development: 30
    • Wealth: 400 from subsistence
    • Food consumption: -60
    • Growth: +4
    • Public order: +3
    • Squalor: +2
    • Number of picks a defender can make when choosing wall-mounted artillery in pre-battle. Used as region bonuses.
    • Needs technology: Roman Ethics or Roman Philosophy
  4. Urbs (from Municipium)

    Level 3 · 9,000 gold · 7 turns

    • Road Development: 60
    • Wealth: 500 from subsistence
    • Food consumption: -100
    • Growth: +6
    • Public order: +4
    • Squalor: +3
    • Number of picks a defender can make when choosing wall-mounted artillery in pre-battle. Used as region bonuses.
    • Needs technology: Maintenance of Order or Hereditary Offices
  5. Metropolis (from Urbs)

    Level 4 · 12,000 gold · 8 turns

    • Road Development: 80
    • Wealth: 600 from subsistence
    • Food consumption: -140
    • Growth: +8
    • Public order: +5
    • Squalor: +4
    • Number of picks a defender can make when choosing wall-mounted artillery in pre-battle. Used as region bonuses.
    • Needs technology: State Maintenance or State Construction Programme

Town

4 levels · unlocks Limitanei Borderguards, Persian Levy, Germanic Levy, Nordic Levy, Slavic Levy Spearmen

  1. Ruined Village

    Ruin

  2. Vicus (from Ruined Village)

    Level 1 · 2,400 gold · 4 turns

    • Road Development: 5
    • Wealth: 150 from subsistence
    • Food consumption: -10

    Unlocks

  3. Colonia (from Vicus)

    Level 2 · 3,600 gold · 5 turns

    • Road Development: 15
    • Wealth: 200 from subsistence
    • Food consumption: -20
    • Growth: +1
    • Public order: +1
    • Needs technology: Roman Ethics or Roman Philosophy
  4. Town (from Colonia)

    Level 3 · 4,800 gold · 6 turns

    • Road Development: 30
    • Wealth: 250 from subsistence
    • Food consumption: -40
    • Growth: +2
    • Public order: +2
    • Squalor: +1
    • Needs technology: Maintenance of Order or Hereditary Offices
  5. Fortified Town (from Town)

    Level 4 · 6,000 gold · 7 turns

    • Road Development: 40
    • Wealth: 300 from subsistence
    • Food consumption: -80
    • Growth: +3
    • Public order: +3
    • Squalor: +2
    • Number of picks a defender can make when choosing wall-mounted artillery in pre-battle. Used as region bonuses.
    • Needs technology: State Maintenance or State Construction Programme

City Waterworks

6 levels

  1. Waterworks

    Ruin · 2,000 gold · 1 turn · upkeep 25

    • Public order: +1
    • Sanitation: +3
    • Sanitation: +2 to all regions in this province (province to each region)
  2. Reservoir (from Waterworks)

    Level 1 · 3,000 gold · 2 turns · upkeep 50

    • Public order: +2
    • Sanitation: +8 to all regions in this province (province to each region)
  3. Aqueduct (from Reservoir)

    Level 2 · 5,000 gold · 3 turns · upkeep 100

    • Public order: +3
    • Sanitation: +12 to all regions in this province (province to each region)
    • Needs technology: Concrete or Maintenance of Order
  4. Aqueduct Network (from Aqueduct)

    Level 3 · 8,000 gold · 4 turns · upkeep 200

    • Public order: +4
    • Sanitation: +16 to all regions in this province (province to each region)
    • Needs technology: Improved Plumbing or State Maintenance
  5. Latrines (from Waterworks)

    Level 1 · 3,000 gold · 2 turns · upkeep 50

    • Growth: +7
    • Sanitation: +6
    • Sanitation: +4 to all regions in this province (province to each region)
  6. Sewers (from Latrines)

    Level 2 · 5,000 gold · 3 turns · upkeep 100

    • Growth: +10
    • Sanitation: +9
    • Sanitation: +5 to all regions in this province (province to each region)
    • Needs technology: Concrete or Maintenance of Order
  7. Cloaca (from Sewers)

    Level 3 · 8,000 gold · 4 turns · upkeep 200

    • Growth: +13
    • Sanitation: +12
    • Sanitation: +6 to all regions in this province (province to each region)
    • Needs technology: Improved Plumbing or State Maintenance

Town Waterworks

3 levels

  1. Fountain

    Ruin · 1,000 gold · 1 turn

    • Wealth: 150 from culture
    • Food consumption: -10
    • Public order: +1
    • Sanitation: +2
    • Sanitation: +2 to all regions in this province (province to each region)
  2. Bath House (from Fountain)

    Level 1 · 1,500 gold · 2 turns

    • Wealth: 300 from culture
    • Food consumption: -20
    • Public order: +2
    • Sanitation: +3
    • Sanitation: +4 to all regions in this province (province to each region)
  3. Balnae (from Bath House)

    Level 2 · 2,500 gold · 3 turns

    • Wealth: 500 from culture
    • Food consumption: -30
    • Public order: +3
    • Sanitation: +5
    • Sanitation: +5 to all regions in this province (province to each region)
    • Needs technology: Concrete or Maintenance of Order
  4. Thermae (from Balnae)

    Level 3 · 4,000 gold · 4 turns

    • Wealth: 825 from culture
    • Food consumption: -40
    • Public order: +4
    • Sanitation: +6
    • Sanitation: +7 to all regions in this province (province to each region)
    • Needs technology: Improved Plumbing or State Maintenance

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.