Roman Town

Cost 3,500
Repair cost 1,400
Repair cost if ruined 2,800
  • Tax Harvesting Edict: +6% tax rate
  • Romanisation Edict: +2 conversion to Latin culture
  • +1 army recruitment capacity
  • +16% wealth from all sources
  • 300 wealth from subsistence
  • +4 growth per turn
  • -10 public order per turn (squalor)
  • -8 food
Building Chain (Antony's Rome (Emperor Edition), Lepidus' Rome (Emperor Edition), Octavian's Rome (Emperor Edition), Pompey's Rome (Emperor Edition), Rome, Rome (Caesar in Gaul), Rome (Hannibal at the Gates))
Description

Wherever the Romans went they not only conquered but also settled and built communities. They used stone and brick to construct colonies that were meant to last. Colonial towns developed from small hamlets and villages, some of which already existed, becoming centres of regional administration and commerce. The planned provincial towns or 'civitates' were built in a square grid pattern with stone peripheral walls for protection. The smaller 'vici' were less formal, often growing up outside Roman army camps in order to supply soldiers with the comforts and pleasures of home.