buildings liberation - RTR-Imperium-Surrectum/ris-wiki GitHub Wiki
Government (liberation)
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A single-level building: there is nothing to upgrade it into.
Abandon Settlement

A choice has been made to grant the citizens of this settlement full autonomy!
By choosing this policy, you will abandon this settlement, withdrawing your garrison from it at the end of this turn!
Sometimes, withdrawal is the best option for a general. Our Republic reach is never without limit, and holding every conquered town comes at a cost, in grain, in coin, in soldiers who might be better used elsewhere. Rather than lose men and treasure defending a place of little worth, commanders often have to pull back, leaving the population to fend for itself.
Such decisions are rarely made lightly. A garrison withdrawn is a city lost, and a city lost may not remain empty for long. If old loyalties still burn beneath the surface, the departure of one master often means the return of another.
Strategy
By constructing this building, your garrison will withdraw from this settlement at the end of the turn. The population will rise against what remains of your authority, and any troops left behind will be expelled. Should this settlement lie within the historical heartland of another faction that still survives, it has a strong chance of falling back under that faction's rule.
| Cost | 100 denarii |
| Build time | 1 turn |
| Minimum settlement | town |
Requirements: all of these must hold before this level can be built.
- Only one government building allowed
- This settlement is not your capital
- Not Homeland region
No direct effects.
Excludes: building this rules out Homeland at Homeland or above. Choose deliberately: this is not reversible by demolition in every case.
Traits and retinue
Traits
| Trait | Building | Points | Chance |
|---|---|---|---|
| Liberator | Abandon Settlement | +1 | 100% |
| Popularis Sympathiser | Abandon Settlement | +2 | 80% |