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

Northern Germanic buildings

59 building chains of the Northern Germanic subculture (Barbarian 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 Danes Geats Jutes Saxons

Horde buildings

Community

6 levels · unlocks Alani Heavy Cataphracts, Sarmatian Cataphract Lancers, Noble Germanic Swordsmen, Alani Warriors, Taifali Cavalry, Nordic Spear Masters, Pictish Axemen, Fianna, Cateran Brigade, Agathyrsi Warriors, Elite Agathyrsi Warriors, Elite Agathyrsi Cavalry

  1. Lavish Tents

    Ruin · 1,500 gold · 2 turns

    • Wealth: 150 from culture
    • Food consumption: -10
    • Integrity: +3
  2. Storyteller's Tent (from Lavish Tents)

    Level 1 · 3,000 gold · 3 turns

    • Wealth: 300 from culture
    • Food consumption: -20
    • Integrity: +3
    • Research rate: +5% (factionwide)
  3. Loremaster's Quarters (from Storyteller's Tent)

    Level 2 · 5,000 gold · 4 turns

    • Enables agent recruitment: Priests
    • Wealth: 525 from culture
    • Food consumption: -40
    • Integrity: +7
    • Research rate: +10% (factionwide)
    • Needs technology: Local Traditions

    Unlocks

  4. Gathering of Elders (from Loremaster's Quarters)

    Level 3 · 8,000 gold · 5 turns

    • Enables agent recruitment: Priests
    • Wealth: 850 from culture
    • Food consumption: -80
    • Integrity: +9
    • Research rate: +15% (factionwide)
    • Needs technology: Royal Household
  5. Noblemen's Camp (from Lavish Tents)

    Level 1 · 3,000 gold · 3 turns

    • Wealth: 300 from culture
    • Food consumption: -20
    • Integrity: +9
  6. Royal Pavilion (from Noblemen's Camp)

    Level 2 · 5,000 gold · 4 turns

    • Enables agent recruitment: Champions
    • Wealth: 525 from culture
    • Food consumption: -40
    • Integrity: +13
    • Needs technology: Sacred King

    Unlocks

  7. Royal Encampment (from Royal Pavilion)

    Level 3 · 8,000 gold · 5 turns

    • Enables agent recruitment: Champions
    • Wealth: 850 from culture
    • Food consumption: -80
    • Integrity: +17
    • Needs technology: Royal Council

    Unlocks

Industry

9 levels · unlocks Onager, Onager, Captured Cheiroballistra, Celtic Onager, Onager

  1. Artisan

    Ruin · 1,000 gold · 1 turn

    • Wealth: 250 from industry
  2. Bone Carver (from Artisan)

    Level 1 · 1,500 gold · 2 turns

    • Wealth: 500 from industry
    • Integrity: -3
    • Needs technology: Labour Service
  3. Bone Crafter (from Bone Carver)

    Level 2 · 2,500 gold · 3 turns

    • Wealth: 850 from industry
    • Integrity: -6
    • Needs technology: Exchange of Expertise
  4. Bone Crafters' League (from Bone Crafter)

    Level 3 · 4,000 gold · 4 turns

    • Wealth: 1350 from industry
    • Integrity: -10
    • Needs technology: Tithes or Payment in Gold or Payment in Gold or Payment in Gold
  5. Wickermaker (from Artisan)

    Level 1 · 1,500 gold · 2 turns

    • Wealth: 300 from industry
    • Wealth: +4% from commercial buildings
    • Integrity: -2
    • Needs technology: Community Property
  6. Basket Weaver (from Wickermaker)

    Level 2 · 2,500 gold · 3 turns

    • Wealth: 525 from industry
    • Wealth: +7% from commercial buildings
    • Integrity: -4
    • Needs technology: Craft Specialisation
  7. Basket Weavers' League (from Basket Weaver)

    Level 3 · 4,000 gold · 4 turns

    • Wealth: 850 from industry
    • Wealth: +10% from commercial buildings
    • Integrity: -8
    • Needs technology: Family Workshops
  8. Cart Wheeler (from Artisan)

    Level 1 · 1,500 gold · 2 turns

    • Wealth: 300 from industry
    • Integrity: -2
    • Horde building construction cost: -4%
    • Needs technology: Land Laws

    Unlocks

  9. Cart Maker (from Cart Wheeler)

    Level 2 · 2,500 gold · 3 turns

    • Wealth: 525 from industry
    • Integrity: -4
    • Horde building construction cost: -7%
    • Needs technology: Craft Specialisation
  10. Wagon Maker (from Cart Maker)

    Level 3 · 4,000 gold · 4 turns

    • Wealth: 850 from industry
    • Integrity: -8
    • Horde building construction cost: -10%
    • Needs technology: Exchange of Expertise

Military Recruitment

5 levels · unlocks Germanic Brigands, Nordic Brigands, Celtic Band, Alani Cavalry Warriors, Sarmatian Mounted Skirmishers, Sarmatian Shock Cavalry, Germanic Band, Nordic Band, Germanic Mounted Warband, Nordic Mounted Raiders, Frankish Skirmishers, Barbed Skirmishers, Celtic Axe Band, Celtic Woodrunners, Alani Mounted Bows, Slavic Levy Skirmishers, Slavic Axe Levy, Slavic Raiders, Horse Cutters, Germanic Bows, Nordic Bows, Celtic Bows, Cataphract Archers, Slavic Levy Archers, Gardingi Cavalry, Germanic Crossbowmen, Geoguth Javelinmen, Wolf Coats, Chnodomar's Raiders, Celtic Crossbows, Poison Archers, Salian Frankish Lancers, Germanic Lancers, Gothic Lancers, Vandal Raiders, Viking Raiders, Barbed Lancers, Celtic Cavalry Raiders, Agathyrsi Warriors, Followers of Veles, Slavic Ambushers, Gothic Falxmen, Vandal Berserkers, Hearth Guard, Hirdmen, Norse Berserkers, Huscarls, Viking Raider Cavalry, Burgundian Mounted Axemen, Godansmen, Mormaer Cavalry

  1. Raiders' Gathering

    Ruin · 1,500 gold · 2 turns

    • Army recruitment capacity: +1

    Unlocks

  2. Hunters' Camp (from Raiders' Gathering)

    Level 1 · 3,000 gold · 3 turns

    • Food consumption: -10
    • Army recruitment capacity: +1
    • Needs technology: Regional Defence Force

    Unlocks

  3. Archery Range (from Hunters' Camp)

    Level 2 · 5,000 gold · 4 turns

    • Food consumption: -30
    • Army recruitment capacity: +1
    • Needs technology: Foreign Siege Methods

    Unlocks

  4. Hunters' Encampment (from Archery Range)

    Level 3 · 8,000 gold · 5 turns

    • Food consumption: -60
    • Army recruitment capacity: +2
    • Needs technology: Advanced Siegecraft

    Unlocks

  5. Sparring Fields (from Hunters' Camp)

    Level 2 · 5,000 gold · 4 turns

    • Food consumption: -30
    • Army recruitment capacity: +1
    • Needs technology: Standardised Equipment

    Unlocks

  6. Warriors' Encampment (from Sparring Fields)

    Level 3 · 8,000 gold · 5 turns

    • Food consumption: -60
    • Army recruitment capacity: +2
    • Needs technology: Organised Armour Production

    Unlocks

Nomadic Settlement

3 levels · unlocks Germanic Levy, Nordic Levy, Germanic Hurlers, Scavenger Mob, Scattershot Hurlers, Celtic Levy, Sarmatian Band, Slavic Levy Spearmen, Nordic Hurlers, Germanic Pikes, Nordic Pikemen, Thrall Skirmishers, Horse Hewers, Gazehounds, Gothic Levy, Sarmatian Spears, Freemen, Saxon Spears, Thrall Spears, Slavic Warriors

  1. Shelters

    Ruin · 3,000 gold · 2 turns

    • Tax rate: -5% (all hordes)
    • Integrity: -1 (all hordes)
    • Horde growth: +1

    Unlocks

  2. Tent Camp (from Shelters)

    Level 1 · 6,000 gold · 3 turns

    • Wealth: 450 from subsistence
    • Tax rate: -5% (all hordes)
    • Food consumption: -40
    • Integrity: -1 (all hordes)
    • Horde growth: +3

    Unlocks

  3. Wagon Laager (from Tent Camp)

    Level 2 · 9,000 gold · 5 turns

    • Wealth: 750 from subsistence
    • Tax rate: -5% (all hordes)
    • Food consumption: -80
    • Integrity: -1 (all hordes)
    • Horde growth: +5
    • Needs technology: Bailiffs or Elite Dominance or Elite Dominance or Elite Dominance

    Unlocks

  4. Horde Encampment (from Wagon Laager)

    Level 3 · 12,000 gold · 7 turns

    • Wealth: 1000 from subsistence
    • Tax rate: -5% (all hordes)
    • Food consumption: -130
    • Integrity: -1 (all hordes)
    • Horde growth: +7
    • Needs technology: Local Nobility

Community

9 levels

  1. Communal Grounds

    Ruin · 1,500 gold · 2 turns

    • Wealth: 200 from commerce
  2. Trading Ground (from Communal Grounds)

    Level 1 · 2,500 gold · 3 turns

    • Enables agent recruitment: Spies
    • Wealth: 400 from commerce
    • Integrity: -1
    • Wealth: +2% from all horde buildings
  3. Traders' Camp (from Trading Ground)

    Level 2 · 5,000 gold · 4 turns

    • Enables agent recruitment: Spies
    • Wealth: 700 from commerce
    • Integrity: -2
    • Wealth: +5% from all horde buildings
    • Needs technology: Community Markets
  4. Fairground (from Traders' Camp)

    Level 3 · 8,000 gold · 5 turns

    • Enables agent recruitment: Spies
    • Wealth: 1100 from commerce
    • Integrity: -4
    • Wealth: +10% from all horde buildings
    • Needs technology: Tolls & Customs
  5. Hostage Pens (from Communal Grounds)

    Level 1 · 3,000 gold · 3 turns

    • Wealth: +5% from industrial buildings
    • Wealth: 300 from commerce
    • Integrity: -1
    • Sacking, Looting and Razing income: +5%
  6. Slave Trader (from Hostage Pens)

    Level 2 · 5,000 gold · 4 turns

    • Wealth: +10% from industrial buildings
    • Wealth: 525 from commerce
    • Integrity: -2
    • Sacking, Looting and Razing income: +10%
    • Needs technology: Tolls & Customs
  7. Slave Market (from Slave Trader)

    Level 3 · 8,000 gold · 5 turns

    • Wealth: +15% from industrial buildings
    • Wealth: 850 from commerce
    • Integrity: -4
    • Sacking, Looting and Razing income: +15%
    • Needs technology: Royal Minting
  8. Storage Wagons (from Communal Grounds)

    Level 1 · 3,000 gold · 3 turns

    • Wealth: +5% from animal husbandry buildings
    • Food: +30 from reserves
    • Growth: +2 when encamped
  9. Storage Pit (from Storage Wagons)

    Level 2 · 5,000 gold · 4 turns

    • Wealth: +10% from animal husbandry buildings
    • Food: +40 from reserves
    • Growth: +4 when encamped
    • Needs technology: Land for Loyalty
  10. Subterranean Caches (from Storage Pit)

    Level 3 · 8,000 gold · 5 turns

    • Wealth: +15% from animal husbandry buildings
    • Food: +50 from reserves
    • Growth: +6 when encamped
    • Needs technology: Local Nobility

Herders

6 levels

  1. Herders' Camp

    Ruin · 1,000 gold · 1 turn

    • Wealth: 100 from animal husbandry
    • Food: +40 from animal husbandry
  2. Goat Herd (from Herders' Camp)

    Level 1 · 1,500 gold · 2 turns

    • Wealth: 120 from animal husbandry
    • Additional wealth: +18 from animal husbandry per local fertility level
    • Food: +55 from animal husbandry
    • Additional food: +5 per local fertility level
    • Integrity: -1
  3. Goat Pens (from Goat Herd)

    Level 2 · 2,500 gold · 3 turns

    • Wealth: 200 from animal husbandry
    • Additional wealth: +30 from animal husbandry per local fertility level
    • Food: +75 from animal husbandry
    • Additional food: +7 per local fertility level
    • Integrity: -2
    • Needs technology: Community Property
  4. Goat Herders' Camp (from Goat Pens)

    Level 3 · 4,000 gold · 4 turns

    • Wealth: 300 from animal husbandry
    • Additional wealth: +50 from animal husbandry per local fertility level
    • Food: +100 from animal husbandry
    • Additional food: +10 per local fertility level
    • Integrity: -5
    • Needs technology: Manoral Lands
  5. Sheep Flock (from Herders' Camp)

    Level 1 · 1,500 gold · 2 turns

    • Wealth: 200 from animal husbandry
    • Additional wealth: +40 from animal husbandry per local fertility level
    • Food: +30 from animal husbandry
    • Additional food: +5 per local fertility level
    • Integrity: -1
  6. Sheep Pens (from Sheep Flock)

    Level 2 · 2,500 gold · 3 turns

    • Wealth: 350 from animal husbandry
    • Additional wealth: +70 from animal husbandry per local fertility level
    • Food: +40 from animal husbandry
    • Additional food: +6 per local fertility level
    • Integrity: -2
    • Needs technology: Labour Service
  7. Shepherds' Camp (from Sheep Pens)

    Level 3 · 4,000 gold · 4 turns

    • Wealth: 550 from animal husbandry
    • Additional wealth: +110 from animal husbandry per local fertility level
    • Food: +50 from animal husbandry
    • Additional food: +7 per local fertility level
    • Integrity: -5
    • Needs technology: Serfdom or Advanced Agriculture or Advanced Agriculture or Advanced Agriculture

Recruitment and military

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: Community Markets
  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: Royal Minting
  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: Mastery of Terrain
  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: Martial Culture or Alani Martial Culture or Frankish Martial Culture or Ostrogothic Martial Culture or Vandal Martial Culture or Visigothic Martial Culture or Celtic Warrior Culture or Slavic Assimilation
  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: Community Markets
  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: Royal Minting

Economy

Communal Grounds

15 levels · unlocks Freemen, Celtic Berserkers, Slavic Warriors, Slavic Ambushers, Gothic Palatina Defectors, Hearth Guard, Antrustriones Cavalry Guard, Noble Germanic Swordsmen, Hirdmen, Huscarls, Protectores Defectors, Cateran Brigade, Fianna, Pictish Swordsmen, Nordic Spear Masters, Royal Anstrutiones, Taifali Cavalry, Chosen Warriors, Burgundian Mounted Axemen, Horse Whisperers, King's Warband, Black Blades, Sarmatian Cataphract Lancers, Alani Heavy Cataphracts, Vandal Berserkers, Norse Berserkers, Godansmen, Gothic Falxmen, Heroic Cavalry, Agathyrsi Warriors, Light Moorish Cavalry, Wolf Coats, Followers of Veles, Royal Suebi Cavalry, Gardingi Cavalry, Elite Agathyrsi Cavalry, Chnodomar's Raiders

  1. Town Centre

    Ruin · 2,000 gold · 3 turns

    • Wealth: 225 from commerce
    • Public order: +3
  2. Meeting Hall (from Town Centre)

    Level 1 · 3,000 gold · 4 turns

    • Wealth: 300 from culture
    • Food consumption: -20
    • Public order: +7

    Unlocks

  3. Warlord's Hold (from Meeting Hall)

    Level 2 · 5,000 gold · 5 turns

    • Enables agent recruitment: Champions
    • Wealth: 500 from culture
    • Food consumption: -50
    • Public order: +10
    • Needs technology: Sacred King

    Unlocks

  4. Warlord's Keep (from Warlord's Hold)

    Level 3 · 8,000 gold · 6 turns

    • Enables agent recruitment: Champions
    • Wealth: 825 from culture
    • Food consumption: -100
    • Unit experience: +1 for all recruits
    • Public order: +13
    • Army recruitment capacity: +1
    • Needs technology: Royal Council

    Unlocks

  5. Warlord's Castle (from Warlord's Keep)

    Level 4 · 15,000 gold · 8 turns

    • Enables agent recruitment: Champions
    • Maximum amount of active Champions increased by +1 (factionwide)
    • Wealth: 1500 from culture
    • Food consumption: -150
    • Unit experience: +2 for all recruits
    • Public order: +16
    • Public order: +1 from established authority (all provinces)
    • Army recruitment capacity: +2
    • Needs technology: Patrimonial Monarch

    Unlocks

  6. Great Hall (from Meeting Hall)

    Level 2 · 4,000 gold · 5 turns

    • Wealth: 500 from culture
    • Food consumption: -50
    • Public order: +7
    • Research rate: +10% (factionwide)
    • Needs technology: Local Traditions

    Unlocks

  7. Hall of Elders (from Great Hall)

    Level 3 · 6,000 gold · 6 turns

    • Wealth: 825 from culture
    • Food consumption: -100
    • Public order: +9
    • Research rate: +15% (factionwide)
    • Needs technology: Royal Household

    Unlocks

  8. Tavern (from Meeting Hall)

    Level 2 · 5,000 gold · 5 turns

    • Wealth: 1000 from culture
    • Food consumption: -50
    • Public order: +13
    • Immigration public order penalties: -15%
    • Squalor: +3
    • Needs technology: Local Traditions

    Unlocks

  9. Mead Hall (from Tavern)

    Level 3 · 8,000 gold · 6 turns

    • Wealth: 1650 from culture
    • Food consumption: -100
    • Public order: +17
    • Immigration public order penalties: -30%
    • Squalor: +6
    • Needs technology: Royal Household

    Unlocks

  10. Market Stalls (from Town Centre)

    Level 1 · 2,500 gold · 4 turns

    • Enables agent recruitment: Spies
    • Wealth: 750 from commerce
    • Public order: -1
    • Squalor: +1
  11. Amber Trader (from Market Stalls)

    Level 2 · 5,000 gold · 5 turns

    • Enables agent recruitment: Spies
    • Road Development: 20
    • Wealth: 1500 from commerce
    • Public order: -2
    • Squalor: +2
    • Needs technology: Tolls & Customs

    Unlocks

  12. Amber Market (from Amber Trader)

    Level 3 · 8,000 gold · 6 turns

    • Enables agent recruitment: Spies
    • Road Development: 30
    • Wealth: 2500 from commerce
    • Public order: -4
    • Squalor: +4
    • Needs technology: Royal Minting
  13. Trade Depot (from Market Stalls)

    Level 2 · 4,000 gold · 5 turns

    • Enables agent recruitment: Spies
    • Wealth: +5% from all buildings (province to each region)
    • Wealth: 625 from commerce
    • Food: +40 from commerce
    • Public order: -2
    • Squalor: +2
    • Needs technology: Community Markets
  14. Fairground (from Trade Depot)

    Level 3 · 6,000 gold · 6 turns

    • Enables agent recruitment: Spies
    • Wealth: +10% from all buildings (province to each region)
    • Wealth: 1000 from commerce
    • Food: +60 from commerce
    • Public order: -4
    • Squalor: +4
    • Needs technology: Tolls & Customs
  15. Slave Trader (from Market Stalls)

    Level 2 · 4,000 gold · 5 turns

    • Enables agent recruitment: Spies
    • Wealth: +10% from industrial buildings (province to each region)
    • Wealth: 875 from commerce
    • Public order: -2
    • Squalor: +2
    • Needs technology: Tolls & Customs
  16. Slave Market (from Slave Trader)

    Level 3 · 6,000 gold · 6 turns

    • Enables agent recruitment: Spies
    • Wealth: +15% from industrial buildings (province to each region)
    • Wealth: 1450 from commerce
    • Public order: -4
    • Squalor: +4
    • Needs technology: Royal Minting

Farm

9 levels · unlocks Salian Frankish Lancers, Sarmatian Mounted Skirmishers, Nordic Hurlers, Thrall Skirmishers, Germanic Hurlers, Scattershot Hurlers, Celtic Brigands, Alani Cavalry Warriors, Alani Mounted Tribesmen, Bagaudae, Nordic Skirmishers, Frankish Skirmishers, Barbed Skirmishers, Celtic Bows, Slavic Levy Skirmishers, Germanic Crossbowmen, Gothic Archers, Geoguth Javelinmen, Ebdani Raiders, Germanic Mounted Warband, Nordic Mounted Raiders, Saxon Mounted Warband, Celtic Cavalry Raiders, Alani Mounted Bows, Sarmatian Shock Cavalry, Sarmatian Heavy Cavalry, Slavic Raiders, Germanic Lancers, Gothic Lancers, Saxon Lancers, Cataphract Archers, Vandal Raiders, Viking Raiders, Barbed Lancers, Mormaer Cavalry, Ebdani Cavalry Raiders, Viking Raider Cavalry

  1. Farmstead

    Ruin · 1,000 gold · 2 turns

    • Wealth: 60 from agriculture
    • Additional wealth: +18 from agriculture per local fertility level
    • Food: +16 from agriculture
    • Additional food: +5 per local fertility level

    Unlocks

  2. Fields (from Farmstead)

    Level 1 · 1,500 gold · 3 turns

    • Wealth: 30 from agriculture
    • Additional wealth: +25 from agriculture per local fertility level
    • Food: +20 from agriculture
    • Additional food: +14 per local fertility level
    • Public order: -1

    Unlocks

  3. Enclosed Fields (from Fields)

    Level 2 · 2,500 gold · 4 turns

    • Wealth: 50 from agriculture
    • Additional wealth: +45 from agriculture per local fertility level
    • Food: +30 from agriculture
    • Additional food: +20 per local fertility level
    • Public order: -3
    • Squalor: +2
    • Needs technology: Labour Service

    Unlocks

  4. Irrigated Fields (from Enclosed Fields)

    Level 3 · 4,000 gold · 5 turns

    • Wealth: 80 from agriculture
    • Additional wealth: +75 from agriculture per local fertility level
    • Food: +40 from agriculture
    • Additional food: +28 per local fertility level
    • Public order: -5
    • Squalor: +4
    • Army recruitment capacity: +1
    • Needs technology: Serfdom or Advanced Agriculture or Advanced Agriculture or Advanced Agriculture
  5. Goat Herd (from Farmstead)

    Level 1 · 1,500 gold · 3 turns

    • Wealth: 175 from animal husbandry
    • Additional wealth: +25 from animal husbandry per local fertility level
    • Food: +40 from animal husbandry
    • Additional food: +6 per local fertility level
    • Public order: -1
  6. Goat Pens (from Goat Herd)

    Level 2 · 2,500 gold · 4 turns

    • Wealth: 300 from animal husbandry
    • Additional wealth: +45 from animal husbandry per local fertility level
    • Food: +55 from animal husbandry
    • Additional food: +9 per local fertility level
    • Public order: -3
    • Squalor: +2
    • Needs technology: Community Property
  7. Goat Barns (from Goat Pens)

    Level 3 · 4,000 gold · 5 turns

    • Wealth: 450 from animal husbandry
    • Additional wealth: +75 from animal husbandry per local fertility level
    • Food: +70 from animal husbandry
    • Additional food: +12 per local fertility level
    • Public order: -5
    • Squalor: +4
    • Army recruitment capacity: +1
    • Needs technology: Manoral Lands
  8. Pastures (from Farmstead)

    Level 1 · 1,500 gold · 3 turns

    • Wealth: 180 from animal husbandry
    • Additional wealth: +54 from animal husbandry per local fertility level
    • Food: +20 from animal husbandry
    • Additional food: +6 per local fertility level
    • Public order: -1

    Unlocks

  9. Livestock Herd (from Pastures)

    Level 2 · 2,500 gold · 4 turns

    • Wealth: 320 from animal husbandry
    • Additional wealth: +96 from animal husbandry per local fertility level
    • Food: +30 from animal husbandry
    • Additional food: +8 per local fertility level
    • Public order: -3
    • Squalor: +2
    • Horse breeding I: +5% battle speed for cavalry unit recruits
    • Needs technology: Manoral Lands

    Unlocks

  10. Livestock Pens (from Livestock Herd)

    Level 3 · 4,000 gold · 5 turns

    • Wealth: 500 from animal husbandry
    • Additional wealth: +150 from animal husbandry per local fertility level
    • Food: +40 from animal husbandry
    • Additional food: +10 per local fertility level
    • Public order: -5
    • Squalor: +4
    • Horse breeding II: +10% battle speed for cavalry unit recruits
    • Army recruitment capacity: +1
    • Needs technology: Serfdom or Advanced Agriculture or Advanced Agriculture or Advanced Agriculture

    Unlocks

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: Master Craftsmen or Advanced Silverwork or Advanced Silverwork or Advanced Silverwork

Industry

15 levels · unlocks Gothic Levy, Germanic Band, Nordic Band, Celtic Axe Band, Slavic Axe Levy, Horse Hewers, Suebi Warriors, Germanic Bows, Nordic Bows, Onager, Onager, Captured Cheiroballistra, Celtic Onager, Celtic Bows, Onager, Slavic Levy Archers, Onager, Celtic Crossbows, Celtic Archers, Large Onager, Large Onager, Poison Archers, Germanic Brigands, Nordic Brigands, Langobard Clubmen, Celtic Band, Nordic Axe Warband, Alani Warriors, Slavic Large Shields, Horse Cutters, Burgundian Axemen, Nordic Axe Warriors

  1. Artisan

    Ruin · 2,000 gold · 2 turns

    • Wealth: 300 from industry
    • Needs technology: Warrior Aristocracy

    Unlocks

  2. Wickermaker (from Artisan)

    Level 1 · 3,000 gold · 3 turns

    • Wealth: 450 from industry
    • Wealth: +4% from commercial buildings (province to each region)
    • Public order: -2
    • Needs technology: Community Property
  3. Basket Weaver (from Wickermaker)

    Level 2 · 4,500 gold · 4 turns

    • Wealth: 750 from industry
    • Wealth: +7% from commercial buildings (province to each region)
    • Public order: -4
    • Squalor: +3
    • Needs technology: Craft Specialisation
  4. Basket Weavers' Guild (from Basket Weaver)

    Level 3 · 6,500 gold · 5 turns

    • Wealth: 1250 from industry
    • Wealth: +10% from commercial buildings (province to each region)
    • Public order: -8
    • Squalor: +6
    • Needs technology: Family Workshops
  5. Bone Carver (from Artisan)

    Level 1 · 3,000 gold · 3 turns

    • Wealth: 750 from industry
    • Public order: -3
    • Needs technology: Labour Service

    Unlocks

  6. Bone Crafter (from Bone Carver)

    Level 2 · 4,500 gold · 4 turns

    • Wealth: 1200 from industry
    • Public order: -5
    • Squalor: +4
    • Needs technology: Exchange of Expertise
  7. Bone Crafters' Guild (from Bone Crafter)

    Level 3 · 6,500 gold · 5 turns

    • Wealth: 2000 from industry
    • Public order: -10
    • Squalor: +8
    • Needs technology: Tithes or Payment in Gold or Payment in Gold or Payment in Gold
  8. Wood Carver (from Artisan)

    Level 1 · 3,000 gold · 3 turns

    • Wealth: 350 from industry
    • Public order: -2
    • Needs technology: Roman Logistics System or Nordic Shipbuilding Techniques

    Unlocks

  9. Carpenter (from Wood Carver)

    Level 2 · 4,500 gold · 4 turns

    • Wealth: 600 from industry
    • Public order: -5
    • Squalor: +3
    • Fletching I: +5% ammunition for missile unit recruits
    • Needs technology: Foreign Siege Methods

    Unlocks

  10. Carpenters' Guild (from Carpenter)

    Level 3 · 6,500 gold · 5 turns

    • Wealth: 900 from industry
    • Public order: -10
    • Squalor: +6
    • Fletching II: +10% ammunition for missile unit recruits
    • Army recruitment capacity: +1
    • Needs technology: Advanced Siegecraft

    Unlocks

  11. Clay Pit (from Artisan)

    Level 1 · 3,000 gold · 3 turns

    • Construction cost: -4% (province to each region)
    • Wealth: 450 from industry
    • Public order: -2
    • Needs technology: Land Laws
  12. Lime Maker (from Clay Pit)

    Level 2 · 4,500 gold · 4 turns

    • Construction cost: -7% (province to each region)
    • Wealth: 750 from industry
    • Public order: -4
    • Squalor: +3
    • Needs technology: Craft Specialisation
  13. Plastermaker (from Lime Maker)

    Level 3 · 6,500 gold · 5 turns

    • Construction cost: -10% (province to each region)
    • Wealth: 1250 from industry
    • Public order: -8
    • Squalor: +6
    • Needs technology: Exchange of Expertise
  14. Smithy (from Artisan)

    Level 1 · 3,000 gold · 3 turns

    • Wealth: 350 from industry
    • Public order: -2
    • Needs technology: Militarised Society

    Unlocks

  15. Steel Forge (from Smithy)

    Level 2 · 4,500 gold · 4 turns

    • Wealth: 600 from industry
    • Public order: -5
    • Squalor: +3
    • Armour smithing I: +5% armour for all unit recruits
    • Weaponsmithing I: +5% melee damage for all unit recruits
    • Needs technology: Standardised Equipment

    Unlocks

  16. Smiths' Guild (from Steel Forge)

    Level 3 · 6,500 gold · 5 turns

    • Wealth: 900 from industry
    • Public order: -10
    • Squalor: +6
    • Armour smithing II: +10% armour for all unit recruits
    • Weaponsmithing II: +10% melee damage for all unit recruits
    • Army recruitment capacity: +1
    • Needs technology: Organised Armour Production

Royal Household (Town)

4 levels · unlocks Freemen, Gothic Palatina Defectors, Hearth Guard, Antrustriones Cavalry Guard, Noble Germanic Swordsmen, Hirdmen, Huscarls, Protectores Defectors, Cateran Brigade, Fianna, Celtic Berserkers, Pictish Swordsmen, Slavic Warriors, Slavic Ambushers, Nordic Spear Masters, Royal Anstrutiones, Taifali Cavalry, Chosen Warriors, Horse Whisperers, King's Warband, Black Blades, Burgundian Mounted Axemen, Alani Heavy Cataphracts, Sarmatian Cataphract Lancers

  1. Chieftain's House

    Ruin · 2,000 gold · 3 turns

    • Wealth: 225 from culture
    • Public order: +3
  2. Chieftain's Hall (from Chieftain's House)

    Level 1 · 3,000 gold · 4 turns

    • Wealth: 300 from culture
    • Food consumption: -20
    • Public order: +7
  3. Chieftain's Hold (from Chieftain's Hall)

    Level 2 · 5,000 gold · 5 turns

    • Enables agent recruitment: Champions
    • Wealth: 500 from culture
    • Food consumption: -50
    • Public order: +10
    • Needs technology: Sacred King

    Unlocks

  4. Chieftain's Keep (from Chieftain's Hold)

    Level 3 · 8,000 gold · 6 turns

    • Enables agent recruitment: Champions
    • Wealth: 825 from culture
    • Food consumption: -100
    • Unit experience: +1 for all recruits
    • Public order: +13
    • Army recruitment capacity: +1
    • Needs technology: Royal Council

    Unlocks

  5. Chieftain's Castle (from Chieftain's Keep)

    Level 4 · 15,000 gold · 8 turns

    • Enables agent recruitment: Champions
    • Maximum amount of active Champions increased by +1 (factionwide)
    • Wealth: 1500 from culture
    • Food consumption: -150
    • Unit experience: +2 for all recruits
    • Public order: +16
    • Public order: +1 from established authority (all provinces)
    • Army recruitment capacity: +2
    • Needs technology: Patrimonial Monarch

    Unlocks

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: New Aristocracy

    Unlocks

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: New Aristocracy

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: Tithes or Payment in Gold or Payment in Gold or Payment in Gold

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: Master Craftsmen or Advanced Silverwork or Advanced Silverwork or Advanced Silverwork
  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: Master Craftsmen or Advanced Silverwork or Advanced Silverwork or Advanced Silverwork

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: Master Craftsmen or Advanced Silverwork or Advanced Silverwork or Advanced Silverwork
  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: Master Craftsmen or Advanced Silverwork or Advanced Silverwork or Advanced Silverwork

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: Master Craftsmen or Advanced Silverwork or Advanced Silverwork or Advanced Silverwork

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: Family Workshops
  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: Family Workshops

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: Tithes or Payment in Gold or Payment in Gold or Payment in Gold

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: Master Craftsmen or Advanced Silverwork or Advanced Silverwork or Advanced Silverwork

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: New Aristocracy

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: Tithes or Payment in Gold or Payment in Gold or Payment in Gold
  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: Tithes or Payment in Gold or Payment in Gold or Payment in Gold

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: Family Workshops

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
  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
  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

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: Land for Loyalty
  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: New Aristocracy
  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: Land for Loyalty
  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: New Aristocracy

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: Land for Loyalty
  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: New Aristocracy

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
  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
  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

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: Land for Loyalty
  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: New Aristocracy
  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: Land for Loyalty
  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: New Aristocracy

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: Land for Loyalty
  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: New Aristocracy

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: Land for Loyalty
  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: New Aristocracy
  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: Land for Loyalty
  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: New Aristocracy
  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: Land for Loyalty
  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: New Aristocracy

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: Land for Loyalty
  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: New Aristocracy

Religion

6 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: Land for Loyalty
  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: New Aristocracy
  5. Sacred Grove (from Sacred Ground)

    Level 1 · 3,000 gold · 3 turns

    • Food consumption: -20
    • Growth: +1
    • Public order: +2
    • Religious influence: +1 Germanic paganism
  6. Sacred Forest (from Sacred Grove)

    Level 2 · 5,000 gold · 4 turns

    • Food consumption: -30
    • Growth: +1
    • Public order: +3
    • Religious influence: +2 Germanic paganism
    • Needs technology: Land for Loyalty
  7. Irminsul (from Sacred Forest)

    Level 3 · 8,000 gold · 5 turns

    • Enables agent recruitment: Priests
    • Food consumption: -50
    • Growth: +2
    • Public order: +4
    • Religious influence: +3 Germanic paganism
    • Needs technology: New Aristocracy

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: Land for Loyalty
  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: New Aristocracy
  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: New Aristocracy
  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: New Aristocracy
  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: New Aristocracy
  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: New Aristocracy

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: Land for Loyalty
  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: New Aristocracy

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: Land for Loyalty
  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: New Aristocracy
  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: Land for Loyalty
  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: New Aristocracy

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: Land for Loyalty
  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: New Aristocracy

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
  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
  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

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: Land for Loyalty
  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: New Aristocracy
  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: Land for Loyalty
  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: New Aristocracy

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: Land for Loyalty
  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: New Aristocracy

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: Land for Loyalty
  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: New Aristocracy

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: Land for Loyalty
  4. Ancestral Altar (from Shamanic Circle)

    Level 3 · 8,000 gold · 5 turns

    • Enables agent recruitment: Priests
    • Religious influence: +4 Tengrism
    • Needs technology: New Aristocracy

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: Land for Loyalty
  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: New Aristocracy

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: Land for Loyalty
  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: New Aristocracy

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: Land for Loyalty
  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: New Aristocracy

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 Germanic Levy, Nordic Levy, Persian Levy, Limitanei Borderguards, Scavenger Mob, Young Wolves, Celtic Levy, Sarmatian Band, Slavic Levy Spearmen, Warhounds, Sarmatian Spears, Saxon Spears, Thrall Spears, Burgundian Warhounds, Celtic Woodrunners, Gazehounds, Germanic Pikes, Nordic Pikemen

  1. Ruined City

    Ruin

  2. Burg (from Ruined City)

    Level 1 · 3,000 gold · 4 turns

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

    Unlocks

  3. Small City (from Burg)

    Level 2 · 6,000 gold · 5 turns

    • Road Development: 4
    • Wealth: 400 from subsistence
    • Food consumption: -35
    • Growth: +4
    • Public order: +3
    • Squalor: +1
    • Number of picks a defender can make when choosing wall-mounted artillery in pre-battle. Used as region bonuses.
    • Needs technology: Land Laws

    Unlocks

  4. City (from Small City)

    Level 3 · 9,000 gold · 6 turns

    • Road Development: 6
    • Wealth: 500 from subsistence
    • Food consumption: -70
    • Growth: +6
    • 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: Bailiffs or Elite Dominance or Elite Dominance or Elite Dominance
  5. Large City (from City)

    Level 4 · 12,000 gold · 7 turns

    • Road Development: 8
    • Wealth: 600 from subsistence
    • Food consumption: -120
    • Growth: +8
    • 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: Local Nobility

Town

4 levels · unlocks Nordic Levy, Germanic Levy, Persian Levy, Limitanei Borderguards, Scavenger Mob, Young Wolves, Celtic Levy, Sarmatian Band, Slavic Levy Spearmen, Warhounds, Sarmatian Spears, Saxon Spears, Thrall Spears, Burgundian Warhounds, Celtic Woodrunners, Gazehounds, Germanic Pikes, Nordic Pikemen

  1. Ruined Village

    Ruin

  2. Torp (from Ruined Village)

    Level 1 · 2,400 gold · 3 turns

    • Road Development: 1
    • Wealth: 150 from subsistence

    Unlocks

  3. Village (from Torp)

    Level 2 · 3,600 gold · 4 turns

    • Road Development: 2
    • Wealth: 200 from subsistence
    • Food consumption: -15
    • Growth: +1
    • Public order: +1
    • Needs technology: Land Laws

    Unlocks

  4. Town (from Village)

    Level 3 · 4,800 gold · 5 turns

    • Road Development: 3
    • Wealth: 250 from subsistence
    • Food consumption: -30
    • Growth: +2
    • Public order: +2
    • Needs technology: Bailiffs or Elite Dominance or Elite Dominance or Elite Dominance
  5. Fortified Town (from Town)

    Level 4 · 6,000 gold · 6 turns

    • Road Development: 4
    • Wealth: 300 from subsistence
    • Food consumption: -60
    • Growth: +3
    • Public order: +3
    • Squalor: +1
    • Number of picks a defender can make when choosing wall-mounted artillery in pre-battle. Used as region bonuses.
    • Needs technology: Local Nobility

City Sanitation

3 levels

  1. Granary

    Ruin · 2,500 gold · 3 turns

    • Food: +30 from reserves
    • Sanitation: +3
  2. Stores (from Granary)

    Level 1 · 3,000 gold · 4 turns

    • Food: +50 from reserves
    • Sanitation: +5
  3. Souterrain (from Stores)

    Level 2 · 4,000 gold · 5 turns

    • Food: +70 from reserves
    • Sanitation: +7
    • Needs technology: Land for Loyalty
  4. Smokehouse (from Souterrain)

    Level 3 · 6,000 gold · 6 turns

    • Food: +90 from reserves
    • Sanitation: +9
    • Needs technology: Local Nobility

Town Sanitation

3 levels

  1. Well

    Ruin · 1,500 gold · 2 turns

    • Growth: +3
    • Sanitation: +2
    • Sanitation: +1 to all regions in this province (province to each region)
  2. Troughs (from Well)

    Level 1 · 2,500 gold · 3 turns

    • Growth: +5
    • Sanitation: +3
    • Sanitation: +2 to all regions in this province (province to each region)
  3. Dikes (from Troughs)

    Level 2 · 4,000 gold · 4 turns

    • Growth: +7
    • Sanitation: +4
    • Sanitation: +3 to all regions in this province (province to each region)
    • Needs technology: Labour Service
  4. Canals (from Dikes)

    Level 3 · 6,000 gold · 5 turns

    • Growth: +9
    • Sanitation: +5
    • Sanitation: +4 to all regions in this province (province to each region)
    • Needs technology: Land for Loyalty

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.