buildings hemp_cultivation - RTR-Imperium-Surrectum/ris-wiki GitHub Wiki

Hemp Production

โ† all buildings ยท wiki index

3 levels, each replacing the one before it: you upgrade in place rather than building alongside.

Hemp Farm (Rural) โ†’ Hemp Plantation and Ropemaker (Rural) โ†’ Cordage Exports (Rural)

Levels at a glance

Level Cost Build time Minimum settlement Upgrades to
Hemp Farm (Rural) 600 2 town Hemp Plantation and Ropemaker (Rural)
Hemp Plantation and Ropemaker (Rural) 1,800 3 large town Cordage Exports (Rural)
Cordage Exports (Rural) 5,400 5 city โ€”

Costs in denarii, build time in turns.

Hemp Farm (Rural)

Hemp Farm (Rural)

A small hemp farm.

A wonderous fiberous plant has been steadily spreading west across the world, and what better use could it have than to make for some strong ropes. This small farm has specialized in growing hemp and it has become a boon to the fledgling town's economy. Old women sit in the sun and earn some coppers by weaving the hemp into ropes, small cords, bags, sails, fishing nets, bowstrings and sometimes even clothing.

In Iberia and northern Africa meanwhile the hemp plant has not yet appeared, however these areas have something even better, Esparto grass. In the semi-arid hills and plains these resilient prickly shrubs both grow naturally as well as being cultivated. The leaves are harvested with a special stick and after drying and weaving it makes good baskets and the very finest ropes for ships, as esparto ropes are resistant to salt and regular wear and tear. Besides baskets and ropes esparto is also made into slings such as the balearic slingers use!

Cost 600 denarii
Build time 2 turns
Minimum settlement town
Upgrades to Hemp Plantation and Ropemaker (Rural)

Requirements: all of these must hold before this level can be built.

What it does

  • +6 taxable income

Hemp Plantation and Ropemaker (Rural)

Hemp Plantation and Ropemaker (Rural)

A sizeable hemp farm with a ropemakers workshop.

Twisting ropes is no glorious profession but being a ropemaker at least bring the satisfaction of knowing ones creations are making other people's jobs a little easier. At least hemp is not a difficult crop to grow and the ropemaking itself also requires no high learning, but it does require deft hands and patience. The ropemaker has certainly acquired these attributes as his hands have twisted enough cordage for a fleet and a half!

In Iberia and northern Africa meanwhile the hemp plant has not yet appeared, however these areas have something even better, Esparto grass. In the semi-arid hills and plains these resilient prickly shrubs both grow naturally as well as being cultivated. The leaves are harvested with a special stick and after drying and weaving it makes good baskets and the very finest ropes for ships, as esparto ropes are resistant to salt and regular wear and tear. Besides baskets and ropes esparto is also made into slings such as the balearic slingers use!

Cost 1,800 denarii
Build time 3 turns
Minimum settlement large town
Upgrades to Cordage Exports (Rural)

Requirements: all of these must hold before this level can be built.

What it does

  • +12 taxable income
Show 4 effects that apply only in some circumstances
  • +1 public order (happiness), only when the region is not in the Iberian, Libyan or Numidian areas of recruitment and you play an Indian or Scythian faction
  • Additional happiness as people of your culture enjoy using hemp for intoxication, only when the region is not in the Iberian, Libyan or Numidian areas of recruitment and you play an Indian or Scythian faction
  • +1 trade income, only when the region is in the Iberian, Libyan or Numidian areas of recruitment
  • Additional trade bonus due to esparto grass instead of hemp in Iberia, Mauretania and Libya, only when the region is in the Iberian, Libyan or Numidian areas of recruitment

Cordage Exports (Rural)

Cordage Exports (Rural)

The ropes and sails made here now tie together our fleet and so help tie our empire together.

What started as a small hemp farm has now become a major industry supplying the naval equipment that our navy, the mercantile fleet and humble fishermen depend on. Like the Fates spin the the cord of life so here the fates of maritime communities all along our coasts are spun, and it must be said their product is a considerably more reliable than that of the Moirai.

In Iberia and northern Africa meanwhile the hemp plant has not yet appeared, however these areas have something even better, Esparto grass. In the semi-arid hills and plains these resilient prickly shrubs both grow naturally as well as being cultivated. The leaves are harvested with a special stick and after drying and weaving it makes good baskets and the very finest ropes for ships, as esparto ropes are resistant to salt and regular wear and tear. Besides baskets and ropes esparto is also made into slings such as the balearic slingers use!

Cost 5,400 denarii
Build time 5 turns
Minimum settlement city

Requirements: all of these must hold before this level can be built.

What it does

  • +16 taxable income
  • (Faction) Ports gain +1 special attack for ships (does not stack with local hemp, but can stack with pitch and timber on higher level ports)
Show 5 effects that apply only in some circumstances
  • +2 public order (happiness), only when the region is not in the Iberian, Libyan or Numidian areas of recruitment and you play an Indian or Scythian faction
  • Additional happiness as people of your culture enjoy using hemp for intoxication, only when the region is not in the Iberian, Libyan or Numidian areas of recruitment and you play an Indian or Scythian faction
  • +1 trade income, only when the region is not in the Iberian, Libyan or Numidian areas of recruitment
  • +2 trade income, only when the region is in the Iberian, Libyan or Numidian areas of recruitment
  • Additional trade bonus due to esparto grass instead of hemp in Iberia, Mauretania and Libya, only when the region is in the Iberian, Libyan or Numidian areas of recruitment
โš ๏ธ **GitHub.com Fallback** โš ๏ธ