buildings jewelry - RTR-Imperium-Surrectum/ris-wiki GitHub Wiki
4 levels, each replacing the one before it: you upgrade in place rather than building alongside.
Jewellery Crafter (Industry) → Artisan Jeweller (Industry) → Jewellers Quarter (Industry) → Jewellery Exports (Industry)
| Level | Cost | Build time | Minimum settlement | Upgrades to | |
|---|---|---|---|---|---|
| Jewellery Crafter (Industry) | 2,500 | 3 | large town | Artisan Jeweller (Industry) | |
| Artisan Jeweller (Industry) | 5,000 | 5 | city | Jewellers Quarter (Industry) | |
| Jewellers Quarter (Industry) | 7,500 | 6 | large city | Jewellery Exports (Industry) | |
| Jewellery Exports (Industry) | 12,500 | 9 | huge city | — |
Costs in denarii, build time in turns.

The game ships no picture of its own for this level and shows the Local Barter picture instead.
Tinkering with valuable materials to make beautiful trinkets.
Deep in the earth, nature has hidden treasures that make emperors giddy and merchants rub their hands together in greedy anticipation. Even more so when they are turned into the fashion of status.
Whether precious metals or fiery ruby or mysterious emerald, they all promise untold wealth, power, and maybe even some magical protection (or at least a good excuse to flaunt them at dinner parties). These deposits are the starting point for the region's jewelry industry, where raw rocks are pulled from the earth and then handed over to artisans with a keen eye for turning them into glittering symbols of fortune and favor.
Jewellers provided the ancient world with one of the most potent methods of displaying wealth and status. The art of smithing precious metals was re-introduced to the western Mediterranean from the east, which also acted as the source for most of the raw ingredients.
The inevitable associations with far off places made jewellery all the more prestigious, as ownership signalled extensive trade connections. In time, the Greco-Roman world developed its own unique styles with ever increasing sophistication.
The cameo, a method of carving a layered gem with a raised relief of contrasting colour, is arguably the finest example, and was highly sought after at the time.
| Cost | 2,500 denarii |
| Build time | 3 turns |
| Minimum settlement | large town |
| Upgrades to | Artisan Jeweller (Industry) |
Requirements: all of these must hold before this level can be built.
- Local Barter or a higher level is built here, Only one heavy industry building allowed, Government Building (Dependency, Indirect Rule, Direct Rule or Homeland) and the region has Gemstones; or the region has Gold or Silver
What it does
- +1 public order (happiness)
Show 6 effects that apply only in some circumstances
- +1 trade income, only when the region has none of Gold, Silver or Elephants and the region has Gemstones, Amber or Glass
- +1 trade income, only when the region has Gold, Silver or Elephants and the region has none of Gemstones, Amber or Glass
- +2 trade income, only when the region has Gold, Silver or Elephants and the region has Gemstones, Amber or Glass
- No additional trade bonus due to only base jewellery resources: gold, silver, elephants (ivory). But no decoration jewellery resources: gemstones, amber, glass, only when the region has Gold, Silver or Elephants and the region has none of Gemstones, Amber or Glass
- No additional trade bonus due to only decoration jewellery resources: gemstones, amber, glass. But no base jewellery resources: gold, silver, elephants (ivory), only when the region has none of Gold, Silver or Elephants and the region has Gemstones, Amber or Glass
- Additional trade bonus due to both base jewellery resources: gold, silver, elephants (ivory), and decoration jewellery resources: gemstones, amber, glass, only when the region has Gold, Silver or Elephants and the region has Gemstones, Amber or Glass

The game ships no picture of its own for this level and shows the Local Market picture instead.
Turning out shiny things that will make anyone’s eyes water.
Once plucked from the earth, these humble stones ans shiny metals are ready to become the stars of the show.
Enter the gem cutters, goldsmiths, artists, and precision fanatics who can turn a dull rock into a shiny bauble worthy of the gods. These workshops hum with the sound of chisels and files as each gem is sliced and polished to perfection.
Whether it's a crown for the Basileus or a ring for his favorite champion, each gem is given the royal treatment, making the once ordinary stone as brilliant as its new owner’s ego. The jeweller will have even greater opportunities to create items of opulence if they can get their hands on exotic fine materials like ivory, amber, coloured glass or the gems of the distant east.
| Cost | 5,000 denarii |
| Build time | 5 turns |
| Minimum settlement | city |
| Upgrades to | Jewellers Quarter (Industry) |
Requirements: all of these must hold before this level can be built.
- Local Market or a higher level is built here, Only one heavy industry building allowed, Government Building (Dependency, Indirect Rule, Direct Rule or Homeland) and the region has Gemstones; or the region has Gold or Silver
What it does
- +1 public order (happiness)
- -1 population growth
Show 6 effects that apply only in some circumstances
- +3 trade income, only when the region has none of Gold, Silver or Elephants and the region has Gemstones, Amber or Glass
- +3 trade income, only when the region has Gold, Silver or Elephants and the region has none of Gemstones, Amber or Glass
- +4 trade income, only when the region has Gold, Silver or Elephants and the region has Gemstones, Amber or Glass
- No additional trade bonus due to only base jewellery resources: gold, silver, elephants (ivory). But no decoration jewellery resources: gemstones, amber, glass, only when the region has Gold, Silver or Elephants and the region has none of Gemstones, Amber or Glass
- No additional trade bonus due to only decoration jewellery resources: gemstones, amber, glass. But no base jewellery resources: gold, silver, elephants (ivory), only when the region has none of Gold, Silver or Elephants and the region has Gemstones, Amber or Glass
- Additional trade bonus due to both base jewellery resources: gold, silver, elephants (ivory), and decoration jewellery resources: gemstones, amber, glass, only when the region has Gold, Silver or Elephants and the region has Gemstones, Amber or Glass

The game ships no picture of its own for this level and shows the Forum picture instead.
Where gold and gems meet, and the rich get richer.
In the jeweller's hands, gold is more than a shiny metal or a coin to be traded about, it's the stuff of dreams (and sometimes nightmares if you don’t get your proportions right).
Here, gold and silver are meticulously crafted into more than just jewellry; they are symbols of status, power, and probably a little bit of divine favor.
Whether it's a ring that shows you're richer than your neighbor, or a brooch that says you're one of the wealthiest, this is where your nation’s elite comes to adorn themselves.
The jeweller isn’t just making baubles; they’re making statements.
| Cost | 7,500 denarii |
| Build time | 6 turns |
| Minimum settlement | large city |
| Upgrades to | Jewellery Exports (Industry) |
Requirements: all of these must hold before this level can be built.
- Forum or a higher level is built here, Only one heavy industry building allowed, Government Building (Dependency, Indirect Rule, Direct Rule or Homeland) and the region has Gemstones; or the region has Gold or Silver
What it does
- +2 public order (happiness)
- -2 population growth
Show 6 effects that apply only in some circumstances
- +4 trade income, only when the region has none of Gold, Silver or Elephants and the region has Gemstones, Amber or Glass
- +4 trade income, only when the region has Gold, Silver or Elephants and the region has none of Gemstones, Amber or Glass
- +5 trade income, only when the region has Gold, Silver or Elephants and the region has Gemstones, Amber or Glass
- No additional trade bonus due to only base jewellery resources: gold, silver, elephants (ivory). But no decoration jewellery resources: gemstones, amber, glass, only when the region has Gold, Silver or Elephants and the region has none of Gemstones, Amber or Glass
- No additional trade bonus due to only decoration jewellery resources: gemstones, amber, glass. But no base jewellery resources: gold, silver, elephants (ivory), only when the region has none of Gold, Silver or Elephants and the region has Gemstones, Amber or Glass
- Additional trade bonus due to both base jewellery resources: gold, silver, elephants (ivory), and decoration jewellery resources: gemstones, amber, glass, only when the region has Gold, Silver or Elephants and the region has Gemstones, Amber or Glass

The game ships no picture of its own for this level and shows the Large Forum picture instead.
These jewels might not make you immortal, but they will certainly make you look like you’re trying.
The sparkle of this land isn't just in the gems, gold and silver themselves, but in the hands of skilled artisans who turn these shiny rocks into the most sought-after treasures in the empire.
Whether it’s a flashy necklace or a crown fit for a conqueror, jewellry from this region is traded far and wide, ensuring the land’s prominence in the marketplace of luxury.
These jewels might not make you immortal, but they will certainly make you look like you’re trying.
This region now supplies your capital with the most elaborated pieces of jewellry, generating additional income for its trade.
| Cost | 12,500 denarii |
| Build time | 9 turns |
| Minimum settlement | huge city |
Requirements: all of these must hold before this level can be built.
- Great Forum or a higher level is built here, no Jewellery Exports (Industry) is built anywhere in your empire, Any Government except Dependency (Indirect Rule, Direct Rule or Homeland) and the region has Gemstones; or the region has Gold or Silver
What it does
- +2 public order (happiness)
- -2 population growth
- (Capital) Trade bonus: +20%
Show 6 effects that apply only in some circumstances
- +5 trade income, only when the region has none of Gold, Silver or Elephants and the region has Gemstones, Amber or Glass
- +5 trade income, only when the region has Gold, Silver or Elephants and the region has none of Gemstones, Amber or Glass
- +7 trade income, only when the region has Gold, Silver or Elephants and the region has Gemstones, Amber or Glass
- No additional trade bonus due to only base jewellery resources: gold, silver, elephants (ivory). But no decoration jewellery resources: gemstones, amber, glass, only when the region has Gold, Silver or Elephants and the region has none of Gemstones, Amber or Glass
- No additional trade bonus due to only decoration jewellery resources: gemstones, amber, glass. But no base jewellery resources: gold, silver, elephants (ivory), only when the region has none of Gold, Silver or Elephants and the region has Gemstones, Amber or Glass
- Additional trade bonus due to both base jewellery resources: gold, silver, elephants (ivory), and decoration jewellery resources: gemstones, amber, glass, only when the region has Gold, Silver or Elephants and the region has Gemstones, Amber or Glass
| Trait | Building | Points | Chance |
|---|---|---|---|
| Administrator | Jewellery Crafter (Industry) or above | +1 | 80–100% |
| Apprentice Trader | Jewellery Crafter (Industry) or above | +1 | 80% |
| Optimate Sympathiser | Jewellery Crafter (Industry) or above | +1 | 25–100% |
| Member | Building | Chance |
|---|---|---|
| Amber Trader | Jewellery Crafter (Industry) or above | 2% |
| Specialized Artisan | Artisan Jeweller (Industry) or above | 2% |