FERRVM·ET·FLVCTVS
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Early Access

Manufactories

Every manufactory in the game: where you can build it, what it needs, what it costs and how many workers it takes.

All numbers are the current values and may still change. How the economy works

For every manufactory

Farming and breeding

Latifundium

An estate that grows food for the population.

Where to build

  • Ground: Plain
  • Field population density, level 1–3
  • +20 % yield on a field with a deposit of Food

Production

  • Makes Food: working factor × 0.5–1 per round
  • The yield varies with the season and the field's latitude.
  • Worker loss: 0–1 % per round

Costs

  • Build: 100,000 Money
  • Upkeep per round: 1,500 Money
  • Build time: 1 round
Levels and workplaces
Level Cost Citizens at most Slaves at most Working factor at most
Level 1 100,000 250 1,000 83
Level 2 +25,000 550 2,250 125
Level 3 +25,000 1,000 4,000 167
Fully upgraded, in all: 150,000 money

Cattle farm

Keeps livestock and supplies wool for the weaving mill.

Where to build

  • Ground: Plain, Hill, Steppe, Savanna
  • Field population density, level 1–3
  • +15 % yield on a field with a deposit of Wool

Production

  • Makes Wool: working factor × 0.3–0.7 per round
  • Worker loss: 0–1 % per round

Costs

  • Build: 75,000 Money
  • Upkeep per round: 1,000 Money
  • Build time: 1 round
Levels and workplaces
Level Cost Citizens at most Slaves at most Working factor at most
Level 1 75,000 250 1,000 83
Level 2 +18,750 550 2,250 125
Level 3 +18,750 1,000 4,000 167
Fully upgraded, in all: 112,500 money

Horse stud

Breeds horses for mounted troops.

Where to build

  • Ground: Plain, Hill, Steppe, Savanna
  • Field population density, level 1–3
  • +50 % yield on a field with a deposit of Horses

Production

  • Makes Horses: working factor × 4–8 per round
  • Worker loss: 0–1 % per round

Costs

  • Build: 125,000 Money
  • Upkeep per round: 1,000 Money
  • Build time: 1 round
Levels and workplaces
Level Cost Citizens at most Slaves at most Working factor at most
Level 1 125,000 250 1,000 83
Level 2 +31,250 550 2,250 125
Level 3 +31,250 1,000 4,000 167
Fully upgraded, in all: 187,500 money

Myrrh field

A field where myrrh, a luxury, is harvested.

Where to build

  • A field with a deposit of Myrrh. The ground does not matter.
  • Field population density, level 1–3

Production

  • Makes Myrrh: 10–40 per round, regardless of the working factor
  • Only works from working factor 75.
  • Harvests in 4 months of the year only.
  • No worker loss

Costs

  • Build: 100,000 Money
  • Upkeep per round: 500 Money
  • Build time: 1 round
Levels and workplaces
Level Cost Citizens at most Slaves at most Working factor at most
Level 1 100,000 250 1,000 83
Level 2 +25,000 550 2,250 125
Level 3 +25,000 1,000 4,000 167
Fully upgraded, in all: 150,000 money

Raw materials

Timber camp

Fells wood in the forest, for ships and fortresses.

Where to build

  • Ground: Forest
  • Field population density, level 1–3

Production

  • Makes Wood: working factor × 2–5 per round
  • Worker loss: 1–4 % per round

Costs

  • Build: 100,000 Money
  • Upkeep per round: 1,500 Money
  • Build time: 1 round
Levels and workplaces
Level Cost Citizens at most Slaves at most Working factor at most
Level 1 100,000 250 1,000 83
Level 2 +25,000 550 2,250 125
Level 3 +25,000 1,000 4,000 167
Fully upgraded, in all: 150,000 money

Quarry

Cuts stone in the mountains, for fortresses and projectiles.

Where to build

  • Ground: Mountain
  • Field population density, level 1–2

Production

  • Makes Stone: working factor × 2–6 per round
  • Worker loss: 2–8 % per round

Costs

  • Build: 100,000 Money
  • Upkeep per round: 1,500 Money
  • Build time: 1 round
Levels and workplaces
Level Cost Citizens at most Slaves at most Working factor at most
Level 1 100,000 250 1,000 83
Level 2 +25,000 550 2,250 125
Level 3 +25,000 1,000 4,000 167
Fully upgraded, in all: 150,000 money

Salt works

Boils salt from a salt deposit. Without salt the population grows more slowly.

Where to build

  • A field with a deposit of Salt. The ground does not matter.
  • Field population density, level 1–3

Production

  • Makes Salt: working factor × 0.2–0.4 per round
  • Worker loss: 1–3 % per round

Costs

  • Build: 200,000 Money
  • Upkeep per round: 1,500 Money
  • Build time: 1 round
Levels and workplaces
Level Cost Citizens at most Slaves at most Working factor at most
Level 1 200,000 250 1,000 83
Level 2 +50,000 550 2,250 125
Level 3 +50,000 1,000 4,000 167
Fully upgraded, in all: 300,000 money

Mines

Ore mine

Mines ore, the armoury's raw material.

Where to build

  • A field with a deposit of Ore. The ground does not matter.
  • Field population density, level 1–9

Production

  • Makes Ore: working factor × 0.23–0.68 per round
  • Worker loss: 3–10 % per round

Costs

  • Build: 350,000 Money
  • Upkeep per round: 15,000 Money
  • Build time: 1 round
Levels and workplaces
Level Cost Citizens at most Slaves at most Working factor at most
Level 1 350,000 250 1,000 83
Level 2 +87,500 550 2,250 125
Level 3 +87,500 1,000 4,000 167
Fully upgraded, in all: 525,000 money

Oil well

Extracts oil for ships and fire missiles.

Where to build

  • A field with a deposit of Oil. The ground does not matter.
  • Field population density, level 1–9

Production

  • Makes Oil: working factor × 0.15–0.45 per round
  • Worker loss: 3–10 % per round

Costs

  • Build: 350,000 Money
  • Upkeep per round: 15,000 Money
  • Build time: 1 round
Levels and workplaces
Level Cost Citizens at most Slaves at most Working factor at most
Level 1 350,000 250 1,000 83
Level 2 +87,500 550 2,250 125
Level 3 +87,500 1,000 4,000 167
Fully upgraded, in all: 525,000 money

Gold mine

Mines gold, a luxury and the mint's raw material.

Where to build

  • A field with a deposit of Gold. The ground does not matter.
  • Field population density, level 1–9

Production

  • Makes Gold: working factor × 0.1–0.3 per round
  • Worker loss: 3–10 % per round

Costs

  • Build: 350,000 Money
  • Upkeep per round: 15,000 Money
  • Build time: 1 round
Levels and workplaces
Level Cost Citizens at most Slaves at most Working factor at most
Level 1 350,000 250 1,000 83
Level 2 +87,500 550 2,250 125
Level 3 +87,500 1,000 4,000 167
Fully upgraded, in all: 525,000 money

Crimson pit

Yields crimson, a luxury.

Where to build

  • A field with a deposit of Crimson. The ground does not matter.
  • Field population density, level 1–9

Production

  • Makes Crimson: working factor × 0.1–0.3 per round
  • Worker loss: 3–10 % per round

Costs

  • Build: 350,000 Money
  • Upkeep per round: 15,000 Money
  • Build time: 1 round
Levels and workplaces
Level Cost Citizens at most Slaves at most Working factor at most
Level 1 350,000 250 1,000 83
Level 2 +87,500 550 2,250 125
Level 3 +87,500 1,000 4,000 167
Fully upgraded, in all: 525,000 money

Amber pit

Yields amber, a luxury.

Where to build

  • A field with a deposit of Amber. The ground does not matter.
  • Field population density, level 1–9

Production

  • Makes Amber: working factor × 0.1–0.3 per round
  • Worker loss: 3–10 % per round

Costs

  • Build: 350,000 Money
  • Upkeep per round: 15,000 Money
  • Build time: 1 round
Levels and workplaces
Level Cost Citizens at most Slaves at most Working factor at most
Level 1 350,000 250 1,000 83
Level 2 +87,500 550 2,250 125
Level 3 +87,500 1,000 4,000 167
Fully upgraded, in all: 525,000 money

Workshops

Weaving mill

Weaves wool into textiles for ships, armour and fire missiles.

Where to build

  • Ground: Plain, Hill, Steppe, Savanna
  • Field population density, level 3–9

Production

  • Makes Textiles: working factor × 0.5–2 per round
  • Takes from the stores: 2 Wool → 1 Textiles
  • Worker loss: 0–1 % per round

Costs

  • Build: 200,000 Money
  • Upkeep per round: 15,000 Money
  • Build time: 1 round
Levels and workplaces
Level Cost Citizens at most Slaves at most Working factor at most
Level 1 200,000 250 1,000 83
Level 2 +50,000 550 2,250 125
Level 3 +50,000 1,000 4,000 167
Fully upgraded, in all: 300,000 money

Armoury

Makes armour points, which you need for troops, training, ships and fortresses.

Where to build

  • Ground: Plain, Hill
  • Field population density, level 4–9

Production

  • Makes Armour points: working factor × 10–30 per round
  • Takes from the stores: 1 Ore + 5 Textiles + 5 Wood → 100 Armour points
  • Worker loss: 1–2 % per round

Costs

  • Build: 500,000 Money
  • Upkeep per round: 25,000 Money
  • Build time: 1 round
Levels and workplaces
Level Cost Citizens at most Slaves at most Working factor at most
Level 1 500,000 250 1,000 83
Level 2 +125,000 550 2,250 125
Level 3 +125,000 1,000 4,000 167
Fully upgraded, in all: 750,000 money

Missile works

Makes projectiles from stone and wood. They are only used once battles exist.

Where to build

  • Ground: Plain, Hill
  • Field population density, level 4–9

Production

  • Makes Projectiles: working factor × 1–3 per round
  • Takes from the stores: 50 Stone + 50 Wood → 100 Projectiles
  • Worker loss: 0–1 % per round

Costs

  • Build: 300,000 Money
  • Upkeep per round: 20,000 Money
  • Build time: 1 round
Levels and workplaces
Level Cost Citizens at most Slaves at most Working factor at most
Level 1 300,000 250 1,000 83
Level 2 +75,000 550 2,250 125
Level 3 +75,000 1,000 4,000 167
Fully upgraded, in all: 450,000 money

Incendiary works

Makes fire missiles from oil and textiles. They are only used once battles exist.

Where to build

  • Ground: Plain, Hill
  • Field population density, level 4–9

Production

  • Makes Fire missiles: working factor × 0.5–2 per round
  • Takes from the stores: 10 Oil + 15 Textiles → 100 Fire missiles
  • Worker loss: 1–2 % per round

Costs

  • Build: 300,000 Money
  • Upkeep per round: 10,000 Money
  • Build time: 1 round
Levels and workplaces
Level Cost Citizens at most Slaves at most Working factor at most
Level 1 300,000 250 1,000 83
Level 2 +75,000 550 2,250 125
Level 3 +75,000 1,000 4,000 167
Fully upgraded, in all: 450,000 money

Mint

Strikes coins from gold.

Where to build

  • Ground: Plain, Hill, Steppe, Savanna, Forest, Mountain
  • Field population density, level 1–9

Production

  • Makes Money: 350,000–1,350,000 per round, regardless of the working factor
  • Takes from the stores: 1 Gold → 35,000–45,000 Money
  • Only works from working factor 100. A full crew reaches that from level 2 only.
  • No worker loss

Costs

  • Build: 350,000 Money
  • Upkeep per round: 3,000 Money
  • Build time: 1 round
Levels and workplaces
Level Cost Citizens at most Slaves at most Working factor at most
Level 1 350,000 250 1,000 83
Level 2 +87,500 550 2,250 125
Level 3 +87,500 1,000 4,000 167
Fully upgraded, in all: 525,000 money

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