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Irrigated Farming (crops)

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

Irrigation Ditches (Crops) โ†’ Basin Irrigation (Crops) โ†’ Canal Network (Crops) โ†’ Irrigation Aqueducts (Crops) โ†’ Irrigated Great Estates (Crops)

Levels at a glance

Level Cost Build time Minimum settlement Upgrades to
Irrigation Ditches (Crops) 1,500 4 town Basin Irrigation (Crops)
Basin Irrigation (Crops) 3,000 5 large town Canal Network (Crops)
Canal Network (Crops) 5,000 7 city Irrigation Aqueducts (Crops)
Irrigation Aqueducts (Crops) 7,500 9 large city Irrigated Great Estates (Crops)
Irrigated Great Estates (Crops) 10,000 11 huge city โ€”

Costs in denarii, build time in turns.

Irrigation Ditches (Crops)

Irrigation Ditches (Crops)

Simple ditches irrigate farmland, enabling basic cultivation

Civilization begins with irrigation, and irrigation begins with a ditch. With these channels directing precious water from nearby rivers or lakes to our fields, we are advancing beyond mere subsistence. With food to spare we may attract more people to the region. The maintenance of these waterworks should not be neglected and will cost some tax revenue.

Note: Some levels may have both positive and negative growth modifiers due to modding limitations. All effects apply, so +3 growth and -0.5 growth means +2.5 total growth.

Strategy

Irrigated farming is one of the best farming options in terms of growth potential and income. Every level slightly increases maintenance costs (tax penalty). Its farming bonus (+1 = +80 income on average & +0.5 growth) is increased if the region has grain resource, and sulphur has the same effect on tiers 3-5. Irrigated farming offers a trade bonus for cash crops (fruits, olives, grapes, papyrus, cotton, flax, dates), increased at tier 5. At tiers 4-5, the slave trade hub resource enables a tax bonus.

Availability

Irrigated farming is available only in regions with water sources (river, lake, springs, oasis). Not available in sub-arctic, alpine, oceanic, temperate and continental climates. Also not available in forest and wetlands terrain.

Limited to:

Tier 5: river valley, floodplains, grassland

Tier 4: mountain valley, plateau

Tier 3: hills

Tier 2: steppe, desert, small islands/rocky coast

Tier 1: mountains, karst terrain

Cost 1,500 denarii
Build time 4 turns
Minimum settlement town
Upgrades to Basin Irrigation (Crops)

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

What it does

  • +2 farming level
  • -1 taxable income
Show 4 effects that apply only in some circumstances

Basin Irrigation (Crops)

Basin Irrigation (Crops)

Using basins to flood and fertilize fields boosts crop yields

As water is plentiful in this region, our farmers have begun to construct embankments around fields nearest to rivers to create basins that can be strategically flooded. Certain crops like wheat, barley and pulses thrive when they get their feet wet. The water streaming into these basins also deposits river silt, fertilizing the fields. While these basins produce food crops in bulk, higher lying fields are used for other crops. The embankments are vulnerable to erosion and need constant maintenance.

Note: Some levels may have both positive and negative growth modifiers due to modding limitations. All effects apply, so +3 growth and -0.5 growth means +2.5 total growth.

Strategy

Irrigated farming is one of the best farming options in terms of growth potential and income. Every level slightly increases maintenance costs (tax penalty). Its farming bonus (+1 = +80 income on average & +0.5 growth) is increased if the region has grain resource, and sulphur has the same effect on tiers 3-5. Irrigated farming offers a trade bonus for cash crops (fruits, olives, grapes, papyrus, cotton, flax, dates), increased at tier 5. At tiers 4-5, the slave trade hub resource enables a tax bonus.

Availability

Irrigated farming is available only in regions with water sources (river, lake, springs, oasis). Not available in sub-arctic, alpine, oceanic, temperate and continental climates. Also not available in forest and wetlands terrain.

Limited to:

Tier 5: river valley, floodplains, grassland

Tier 4: mountain valley, plateau

Tier 3: hills

Tier 2: steppe, desert, small islands/rocky coast

Tier 1: mountains, karst terrain

Cost 3,000 denarii
Build time 5 turns
Minimum settlement large town
Upgrades to Canal Network (Crops)

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

What it does

  • -2 taxable income
Show 6 effects that apply only in some circumstances

Canal Network (Crops)

Canal Network (Crops)

A large canal network enables large-scale agriculture

The state has decreed that new irrigation works be put into place in this region. With this support, a network of canals has been built beyond anything the farmers could have managed on their own. Not any one person understands the full workings of the great network of dikes, sluices, and embankments. Our waterworks have evolved from a humble ditch into a symbol of the power of the state. And also much like the state, it has grown very expensive to maintain.

Note: Some levels may have both positive and negative growth modifiers due to modding limitations. All effects apply, so +3 growth and -0.5 growth means +2.5 total growth.

Strategy

Irrigated farming is one of the best farming options in terms of growth potential and income. Every level slightly increases maintenance costs (tax penalty). Its farming bonus (+1 = +80 income on average & +0.5 growth) is increased if the region has grain resource, and sulphur has the same effect on tiers 3-5. Irrigated farming offers a trade bonus for cash crops (fruits, olives, grapes, papyrus, cotton, flax, dates), increased at tier 5. At tiers 4-5, the slave trade hub resource enables a tax bonus.

Availability

Irrigated farming is available only in regions with water sources (river, lake, springs, oasis). Not available in sub-arctic, alpine, oceanic, temperate and continental climates. Also not available in forest and wetlands terrain.

Limited to:

Tier 5: river valley, floodplains, grassland

Tier 4: mountain valley, plateau

Tier 3: hills

Tier 2: steppe, desert, small islands/rocky coast

Tier 1: mountains, karst terrain

Cost 5,000 denarii
Build time 7 turns
Minimum settlement city
Upgrades to Irrigation Aqueducts (Crops)

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

What it does

  • -3 taxable income
Show 5 effects that apply only in some circumstances

Irrigation Aqueducts (Crops)

Irrigation Aqueducts (Crops)

Irrigation aqueducts support burgeoning estates

Though our waterworks were already extensive, good land remained underutilised just beyond the reach of canal, sluice and waterwheel. To properly exploit this outlying land, advanced engineering was required. Aqueducts were raised to tap into even more sources of freshwater and bring it where it was lacking. The fields are increasingly worked by slaves who also maintain the vast structures watering the land.

Note: Some levels may have both positive and negative growth modifiers due to modding limitations. All effects apply, so +3 growth and -0.5 growth means +2.5 total growth.

Strategy

Irrigated farming is one of the best farming options in terms of growth potential and income. Every level slightly increases maintenance costs (tax penalty). Its farming bonus (+1 = +80 income on average & +0.5 growth) is increased if the region has grain resource, and sulphur has the same effect on tiers 3-5. Irrigated farming offers a trade bonus for cash crops (fruits, olives, grapes, papyrus, cotton, flax, dates), increased at tier 5. At tiers 4-5, the slave trade hub resource enables a tax bonus.

Availability

Irrigated farming is available only in regions with water sources (river, lake, springs, oasis). Not available in sub-arctic, alpine, oceanic, temperate and continental climates. Also not available in forest and wetlands terrain.

Limited to:

Tier 5: river valley, floodplains, grassland

Tier 4: mountain valley, plateau

Tier 3: hills

Tier 2: steppe, desert, small islands/rocky coast

Tier 1: mountains, karst terrain

Cost 7,500 denarii
Build time 9 turns
Minimum settlement large city
Upgrades to Irrigated Great Estates (Crops)

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

What it does

  • -4 taxable income
Show 7 effects that apply only in some circumstances

Irrigated Great Estates (Crops)

Irrigated Great Estates (Crops)

Vast, slave-worked estates that are highly productive but cause social unrest

Over time these lands have needed much investment to make them truly profitable, and so those who can invest the most have come to acquire the land. Here on their great Latifundia, our elites see their wealth increase, thanks to thousands of slaves labouring well-watered fields stretching to the horizon. The overseers have become experts in disciplining slaves and maintaining the irrigation works built over generations. The dispossessed farmers have had no choice but to seek employment in the cities.

Note: Some levels may have both positive and negative growth modifiers due to modding limitations. All effects apply, so +3 growth and -0.5 growth means +2.5 total growth.

Strategy

Irrigated farming is one of the best farming options in terms of growth potential and income, though potential is limited for factions unable to build great estates. Every level slightly increases maintenance costs (tax penalty). Its farming bonus (+1 = +80 income on average & +0.5 growth) is increased if the region has grain resource, and sulphur has the same effect on tiers 3-5. Irrigated farming offers a trade bonus for cash crops (fruits, olives, grapes, papyrus, cotton, flax, dates), increased at tier 5. At tiers 4-5, the slave trade hub resource enables a tax bonus.

Availability

Irrigated farming is available only in regions with water sources (river, lake, springs, oasis). Not available in sub-arctic, alpine, oceanic, temperate and continental climates. Also not available in forest and wetlands terrain.

Limited to:

Tier 5: river valley, floodplains, grassland

Tier 4: mountain valley, plateau

Tier 3: hills

Tier 2: steppe, desert, small islands/rocky coast

Tier 1: mountains, karst terrain

Cost 10,000 denarii
Build time 11 turns
Minimum settlement huge city

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

What it does

  • -1 population growth
  • -2 public order (happiness)
Show 8 effects that apply only in some circumstances

Traits and retinue

Traits

Trait Building Points Chance
Administrator Irrigation Ditches (Crops) or above +1 30%
Estate Owner Irrigation Ditches (Crops) or above +2, +3 20โ€“80%
Grower Irrigation Ditches (Crops) or above +1 100%
Investing in the Countryside Irrigation Ditches (Crops) or above +1 100%
Publicani - Minority Share Tax Farmer Basin Irrigation (Crops) or above +1 10%

Retinue

Member Building Chance
Agricultural Expert Basin Irrigation (Crops) or above 1%
Agriculturalist Irrigation Ditches (Crops) or above 2%
Agriculturalist Canal Network (Crops) or above 1%
Agriculturalist Irrigation Aqueducts (Crops) or above 2%
Brewer Irrigation Ditches (Crops) or above 4%
Gardener Basin Irrigation (Crops) or above 2%
Overseer Irrigation Ditches (Crops) or above 2%
Pious Plutocrat Irrigation Ditches (Crops) or above 1%
Priest of Cybele Basin Irrigation (Crops) or above 7%
Priestess of Tanit Basin Irrigation (Crops) or above 7%
Ptolemaic Farming Advisor Basin Irrigation (Crops) or above 1%
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