Western Roman buildings
57 building chains of the Western 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
Western Roman Empire
Recruitment and military

Military Recruitment
9 levels · unlocks Levis Armaturae, Cohors, Scout Equites, Contarii, Equites Dalmatae, Scholae Palatinae, Excubitores Cavalry Guard, Palatina, Foederati Spears, Herculiani Seniores, Funditores, Sagittarii, Ballistarii, Exploratores, Ravenna Elite Ballistarii, Noble Foederati Javelinmen
Military Recruitment
9 levels · unlocks Levis Armaturae, Cohors, Scout Equites, Contarii, Equites Dalmatae, Scholae Palatinae, Excubitores Cavalry Guard, Palatina, Foederati Spears, Herculiani Seniores, Funditores, Sagittarii, Ballistarii, Exploratores, Ravenna Elite Ballistarii, Noble Foederati Javelinmen

Rally Field
Ruin · 2,000 gold · 2 turns
Army recruitment capacity: +1- Needs technology: Professional Soldiery
Unlocks

Cavalry Corral (from Rally Field)
Level 1 · 3,000 gold · 3 turns · upkeep 200
Army recruitment capacity: +1- Needs technology: Functional Specialisation
Unlocks

Cavalry Stables (from Cavalry Corral)
Level 2 · 5,000 gold · 4 turns · upkeep 600
Army recruitment capacity: +1- Needs technology: Imperial Transport Service
Unlocks

Cavalry Compound (from Cavalry Stables)
Level 3 · 8,000 gold · 5 turns · upkeep 1,000
Army recruitment capacity: +2- Needs technology: Elite Privileges
Unlocks

Infantry Grounds (from Rally Field)
Level 1 · 3,000 gold · 3 turns · upkeep 200
Army recruitment capacity: +1- Needs technology: Functional Specialisation
Unlocks

Infantry Barracks (from Infantry Grounds)
Level 2 · 5,000 gold · 4 turns · upkeep 600
Army recruitment capacity: +1- Needs technology: Military Standardisation
Unlocks

Infantry Compound (from Infantry Barracks)
Level 3 · 8,000 gold · 5 turns · upkeep 1,000
Army recruitment capacity: +2- Needs technology: Elite Privileges
Unlocks

Skirmisher Range (from Rally Field)
Level 1 · 3,000 gold · 3 turns · upkeep 200
Army recruitment capacity: +1- Needs technology: Functional Specialisation
Unlocks

Skirmisher Barracks (from Skirmisher Range)
Level 2 · 5,000 gold · 4 turns · upkeep 400
Army recruitment capacity: +1- Needs technology: Imperial Transport Service
Unlocks

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

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

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

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

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

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

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

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

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

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

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
Port
10 levels

Ruined Docks
Ruin

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

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

Fishing Wharf (from Fishing Jetties)
Level 3 · 5,000 gold · 6 turns
Wealth: 750 from maritime commerce
Food: +70 from fishing
Public order: -4
Squalor: +4- Needs technology: Local Exchange or Contractual Regulations or Provincial Authority

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

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

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

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

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

Trade Wharf (from Trade Jetties)
Level 3 · 5,000 gold · 6 turns
Road Development: 25
Wealth: 750 from commerce
Wealth: 750 from maritime commerce
Public order: -4
Squalor: +4- Needs technology: Local Exchange or Contractual Regulations or Provincial Authority

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
Gemstone Production
3 levels · unlocks Bejewelled Nobles

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

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

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

Gem Market (from Gem Trader)
Level 3 · 11,500 gold · 8 turns
Public order: -4
Resource production: 160 gemstones
Squalor: +6- Needs technology: Commerce Laws or State Monopolies or Decentralised State

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

Ruined Trade Docks
Ruin

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

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

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

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

Administration
7 levels
Administration
7 levels

Capitol
Ruin · 2,000 gold · 2 turns
Wealth: 300 from culture
Food consumption: -10
Public order: +3

Governor's House (from Capitol)
Level 1 · 3,000 gold · 3 turns
Wealth: 300 from culture
Wealth: +5% from all buildings (province to each region)
Food consumption: -20
Public order: +9

Governor's Estate (from Governor's House)
Level 2 · 5,000 gold · 4 turns
Enables agent recruitment: Champions
Wealth: 500 from culture
Wealth: +7% from all buildings (province to each region)
Food consumption: -50
Public order: +13- Needs technology: Legal Science

Governor's Palace (from Governor's Estate)
Level 3 · 8,000 gold · 5 turns
Enables agent recruitment: Champions
Wealth: 900 from culture
Wealth: +10% from all buildings (province to each region)
Food consumption: -100
Public order: +17- Needs technology: New Aristocracy

Royal Court (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
Wealth: +10% from all buildings (province to each region)
Food consumption: -100
Public order: +17
Public order: +1 (all provinces)- Needs technology: Hereditary Monarchy

Statue (from Capitol)
Level 1 · 3,000 gold · 3 turns
Unit experience: +1 for all recruits
Public order: +5

Monument (from Statue)
Level 2 · 5,000 gold · 4 turns
Unit experience: +2 for all recruits
Public order: +7- Needs technology: Domain of Law or Barbarian Enclaves

Triumphal Arch (from Monument)
Level 3 · 8,000 gold · 5 turns
Unit experience: +3 for all recruits
Public order: +9- Needs technology: State Authority or New Aristocracy

Agriculture
9 levels
Agriculture
9 levels

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

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

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

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

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

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

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

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

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

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
City Centre
15 levels

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

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

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

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

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

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

Scriptorium (from Forum)
Level 1 · 3,000 gold · 3 turns
Wealth: 450 from culture
Food consumption: -20
Research rate: +5% (factionwide)

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

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

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

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

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

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

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

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

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
City Industry
6 levels

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

Pewter Caster (from Workshops)
Level 1 · 1,500 gold · 2 turns
Wealth: 900 from industry
Public order: -2
Squalor: +2

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

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

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

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

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
Dye Production
3 levels

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

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

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

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

Fur Production
3 levels
Fur Production
3 levels

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

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

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

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

Goldmine
6 levels
Goldmine
6 levels

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

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

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

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

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

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

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

Iron Production
6 levels
Iron Production
6 levels

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

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

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

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

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

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

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

Lead Production
3 levels
Lead Production
3 levels

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

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

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

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

Marble Production
6 levels
Marble Production
6 levels

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

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

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

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

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

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

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

Olive Production
3 levels
Olive Production
3 levels

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

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

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

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

Salt Production
3 levels
Salt Production
3 levels

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

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

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

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

Silk Road
3 levels
Silk Road
3 levels

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

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

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

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

Town Industry
6 levels
Town Industry
6 levels

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

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

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

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

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

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

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
Wine Production
6 levels

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

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

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

Fruit Dryer (from Fruit Plantation)
Level 3 · 8,000 gold · 8 turns
Food: +170 from agriculture
Public order: +5
Resource production: 20 wine
Squalor: +5- Needs technology: Taxes in Kind or Imperial Logothetes

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

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

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

Wood Production
3 levels
Wood Production
3 levels

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

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

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

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

Eastern Christianity
3 levels
Eastern Christianity
3 levels

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

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

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

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

Eastern Christianity
2 levels
Eastern Christianity
2 levels

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

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

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

Judaism
3 levels
Judaism
3 levels

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

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

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

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

Judaism
2 levels
Judaism
2 levels

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

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

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

Religion
4 levels
Religion
4 levels

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

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

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

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

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
Religion
6 levels

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

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

Arian Basilica (from Arian Church)
Level 2 · 7,000 gold · 5 turns · upkeep 1,000
Enables agent recruitment: Priests
Public order: +7
Religious influence: +7 Arian Christianity- Needs technology: Canonical Law or Civil Construction Programme

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

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

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

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
Religion
3 levels

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

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

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

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
Religion
4 levels

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

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

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

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

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
Religion
6 levels

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

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

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

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

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

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

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
Religion
3 levels

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

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

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

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
Religion
4 levels

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

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

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

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

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

Religion
6 levels
Religion
6 levels

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

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

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

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

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

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

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
Religion
3 levels

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

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

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

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
Religion
3 levels

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

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

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

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
Religion
7 levels

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

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

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

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

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

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

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

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
Religion
3 levels

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

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

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

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
Religion
6 levels

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

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

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

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

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

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

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
Religion
3 levels

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

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

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

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
Religion
4 levels

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

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

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

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

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
Religion
6 levels

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

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

Greek Basilica (from Greek Church)
Level 2 · 7,000 gold · 5 turns · upkeep 1,000
Enables agent recruitment: Priests
Public order: +7
Religious influence: +7 Greek Christianity- Needs technology: Canonical Law or Civil Construction Programme

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

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

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

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
Religion
3 levels

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

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

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

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
Religion
0 levels

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

Religion
3 levels
Religion
3 levels

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

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

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

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
Religion
3 levels

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

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

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

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
Religion
3 levels

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

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

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

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
Religion
3 levels

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

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

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

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
Religion
3 levels

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

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

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

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
Religion
3 levels

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

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

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

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

Religion
3 levels
Religion
3 levels

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

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

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

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

Semitic Paganism
3 levels
Semitic Paganism
3 levels

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

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

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

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

Semitic Paganism
2 levels
Semitic Paganism
2 levels

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

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

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

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

Ruined City
Ruin

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

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

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 Intermarital Regulations

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 Barbarian Enclaves

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

Ruined Village
Ruin

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

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

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 Intermarital Regulations

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 Barbarian Enclaves

City Waterworks
6 levels
City Waterworks
6 levels

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)

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)

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

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

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)

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

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

Garrison
3 levels
Garrison
3 levels

Guardhouse
Ruin · 1,500 gold · 2 turns
Food consumption: -10
Public order: +3

Garrison Encampment (from Guardhouse)
Level 1 · 2,400 gold · 3 turns
Food consumption: -20
Public order: +5

Garrison Quarters (from Garrison Encampment)
Level 2 · 4,200 gold · 4 turns
Food consumption: -40
Public order: +7

Veteran Garrison Quarters (from Garrison Quarters)
Level 3 · 7,000 gold · 4 turns
Food consumption: -80
Public order: +9

Town Waterworks
3 levels
Town Waterworks
3 levels

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)

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)

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

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.