Trade
Increase your settlements income with the addition of the trader structure and its subsequent enhancements. To gain the most from your trader structure, you should also construct roads, paved roads, and highways as availability arises. The trade structures also provide a small boost to your settlements population growth. The forum, available at the minor city level, also enables the recruitment of the assassin, which can be used to terminate enemy (or even ally) leaders in armies or towns as well as wandering diplomats. Note also that trade structures are the prerequisites for other buildings, such as blacksmiths, health, academies, and amphitheaters.
| Building | City Level | Benefits |
| Trader | Town | Increase in tradable goods; population growth bonus: 0.5% |
| Market | Large Town | Increase in tradable goods; population growth bonus: 0.5%; enables recruitment of spy. |
| Forum | Minor City | Increase in tradable goods; population growth bonus: 0.5%; enables recruitment of assassin. |
| Great Forum | Large City | Increase in tradable goods; population growth bonus: 1% |
| Curia | Huge City | Increase in tradable goods; population growth bonus: 1%; public order bonus due to happiness: 10% |
Weapons
The weapons-line of structures enhances your melee, cavalry, and ranged units weaponry and armor. After adding a blacksmith, armourer, or foundry to your settlement, retrain present soldiers to receive the enhanced weapons and armor. Your settlement must have a trader to build a blacksmith; a market to build an armourer; and a great forum to build a foundry.
| Building | City Level | Prerequisite | Benefits |
| Blacksmith | Large Town | Trader | Provides upgrade to light weapons +1; upgrade to heavy weapons +1 |
| Armourer | Minor City | Market | Provides upgrade to light weapons +1; upgrade to heavy weapons +1; upgrades to missile weapons +1; upgrades to armor +1 |
| Foundry | Huge City | Great Forum | Provides upgrade to light weapons +2; upgrade to heavy weapons +2; upgrades to missile weapons +2; upgrades to armor +2 |
Naval
The naval structures offer two primary benefits. Build the port, shipwright, and dockyard to enable the training of naval units, the bireme, trireme, and quinquireme. Utilize your naval fleet to protect your ports and trade lanes and, conversely, to disrupt your enemys (or allys) ports and trade lanes. Blockading an adversarys port can significantly reduce the affected citys income. But the naval structures are also essential to generate income via sea trade. Each new naval structure increases the number of trade fleets available from that settlement. Upgrade each settlement in the trade route to maximize income for each of those settlements.
| Building | City Level | Benefits |
| Port | Large Town | Provides trade fleets available: 1; enables training of bireme. |
| Shipwright | Minor City | Provides trade fleets available: 2; enables training of trireme. |
| Dockyard | Large City | Provides trade fleets available: 3; enables training of quinquireme. |
Health
The public health structures, as you might expect, help keep your citizens healthy. After building a trader in your large town, get the sewers up and running to receive the initial public health bonus. Constructing the health structures as you reach new population levels can help keep the unhealthy limitations to your population growth more under control.
| Building | City Level | Prerequisite | Benefits |
| Sewers | Large Town | Trader | Provides public health bonus: 5%. |
| Public Bath | Minor City | Market | Provides public health bonus: 10%. |
| Aqueduct | Large City | Forum | Provides public health bonus: 15%. |
| City Plumbing | Huge City | Great Forum | Provides public health bonus: 20%. |
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