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

Marshland Reclamation Farming (crops)

โ† all buildings ยท wiki index

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

Marsh Drainage Channels (Crops) โ†’ Reclamation Embankments (Crops) โ†’ Drainage Pumps (Crops) โ†’ River Diversion Dyke (Crops) โ†’ Reclaimed land Estates (Crops)

Levels at a glance

Level Cost Build time Minimum settlement Upgrades to
Marsh Drainage Channels (Crops) 2,400 4 town Reclamation Embankments (Crops)
Reclamation Embankments (Crops) 4,800 6 large town Drainage Pumps (Crops)
Drainage Pumps (Crops) 8,200 9 city River Diversion Dyke (Crops)
River Diversion Dyke (Crops) 11,800 11 large city Reclaimed land Estates (Crops)
Reclaimed land Estates (Crops) 15,400 13 huge city โ€”

Costs in denarii, build time in turns.

Marsh Drainage Channels (Crops)

Marsh Drainage Channels (Crops)

The initial, costly digging of canals to begin draining marshland.

Our people have long endured living next to these stinking and unhealthy marshes, but some have also seen the opportunity that these wetlands represent. If only the water could be drained a little, then fertile land could be uncovered, its soil enriched with centuries worth of deposited silt and plant life. By digging ditches similar to those used for irrigation, we can begin the work of draining these marshes. Such a work is lengthy and expensive, but as the philosophers say, a mountain can be levelled one stone at a time, so surely a swamp can be emptied one spadeful at a time.

Marshland reclamation farming is available here because this is a wetlands region, and your faction has the technological knowhow to drain it.

Note on the effects

Some levels of this building chain might have both positive and negative growth modifiers on the same building, this is due to a modding limitation. In these cases, all effects apply. So if it says +3 growth and -0.5 growth, your total growth is +2.5.

Tip: put any building in the building queue (and only that one) and look at the 'Settlement income' and 'Settlement details' tabs to see its complete effects highlighted in green and red.

Cost 2,400 denarii
Build time 4 turns
Minimum settlement town
Upgrades to Reclamation Embankments (Crops)

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

What it does

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

Reclamation Embankments (Crops)

Reclamation Embankments (Crops)

Embankments to hold back water and reclaim more fertile swampland.

In these marshes, the state has smelled the opportunity to greatly increase revenues and to gain new lands to hand out to loyal settlers, all without the risks of military conquest. By intersecting the waterlogged land with stout embankments, we have gained greater control over the water levels that were previously so fickle. Some fields can be drained completely, while others may be intentionally flooded occasionally to act like irrigation basins. By doing so, we are changing a swampy wasteland into a new fertile land that supports our growing civilization.

Marshland reclamation farming is available here because this is a wetlands region, and your faction has the technological knowhow to drain it.

Note on the effects

Some levels of this building chain might have both positive and negative growth modifiers on the same building, this is due to a modding limitation. In these cases, all effects apply. So if it says +3 growth and -0.5 growth, your total growth is +2.5.

Tip: put any building in the building queue (and only that one) and look at the 'Settlement income' and 'Settlement details' tabs to see its complete effects highlighted in green and red.

Cost 4,800 denarii
Build time 6 turns
Minimum settlement large town
Upgrades to Drainage Pumps (Crops)

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

What it does

  • -1 population growth
  • -4 taxable income
Show 6 effects that apply only in some circumstances

Drainage Pumps (Crops)

Drainage Pumps (Crops)

An organized system of dikes and pumps to reclaim large areas of land

In the low areas, where the water seems determined to gather and stay, the wiles of man may yet coax it away. With the labour of man and beast, wheels are turned to pump it all out. Some of these pumps are great waterwheels with buckets scooping the water up, while others employ an ingenious screw some mathematician from Syracuse claims to have invented, yet we know our people were already using it before he was even born. With such technologies, far more marshland can be drained and be brought under the plow.

Marshland reclamation farming is available here because this is a wetlands region, and your faction has the technological knowhow to drain it.

Note on the effects

Some levels of this building chain might have both positive and negative growth modifiers on the same building, this is due to a modding limitation. In these cases, all effects apply. So if it says +3 growth and -0.5 growth, your total growth is +2.5.

Tip: put any building in the building queue (and only that one) and look at the 'Settlement income' and 'Settlement details' tabs to see its complete effects highlighted in green and red.

Cost 8,200 denarii
Build time 9 turns
Minimum settlement city
Upgrades to River Diversion Dyke (Crops)

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

What it does

  • -1 population growth
  • -6 taxable income
Show 5 effects that apply only in some circumstances

River Diversion Dyke (Crops)

River Diversion Dyke (Crops)

Dams rerout rivers to limit the inflow of water

The next, admittedly expensive, step in draining this marshland is limiting the inflow of water. By strategically placing strong dams in the surrounding streams and, where necessary, by wholly redirecting stretches of river, we can get the water away from these wetlands and towards areas that can better use it. This equalizing effort does not extend to the ownership of the reclaimed lands, however, as the most wealthy tradesmen and the military elite have acquired the rights to it.

Marshland reclamation farming is available here because this is a wetlands region, and your faction has the technological knowhow to drain it.

Note on the effects

Some levels of this building chain might have both positive and negative growth modifiers on the same building, this is due to a modding limitation. In these cases, all effects apply. So if it says +3 growth and -0.5 growth, your total growth is +2.5.

Tip: put any building in the building queue (and only that one) and look at the 'Settlement income' and 'Settlement details' tabs to see its complete effects highlighted in green and red.

Cost 11,800 denarii
Build time 11 turns
Minimum settlement large city
Upgrades to Reclaimed land Estates (Crops)

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

What it does

  • -2 population growth
  • -8 taxable income
Show 8 effects that apply only in some circumstances

Reclaimed land Estates (Crops)

Reclaimed land Estates (Crops)

Vast estates on what was previously a marshland

As it has now been practically drained, this land is no longer a literal swamp, though perhaps in figurative sense it still is as the nobility has been drawn to it as were the flies before. The elite has profited greatly from speculating in the reclamation projects and have bought up the land to set up new Latifundia worked by contract farmers and slaves. From what was previously a useless and dangerous morass, a bounty of goods now flows. Though without careful attention to the drainage works it could all sink back into a mire.

Marshland reclamation farming is available here because this is a wetlands region, and your faction has the technological knowhow to drain it.

Note on the effects

Some levels of this building chain might have both positive and negative growth modifiers on the same building, this is due to a modding limitation. In these cases, all effects apply. So if it says +3 growth and -0.5 growth, your total growth is +2.5.

Tip: put any building in the building queue (and only that one) and look at the 'Settlement income' and 'Settlement details' tabs to see its complete effects highlighted in green and red.

Cost 15,400 denarii
Build time 13 turns
Minimum settlement huge city

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

What it does

  • +1 population health
  • -5 population growth
  • -8 taxable income
  • -2 public order (happiness)
  • Wetlands penalty to health is now reduced due to advanced reclamation
Show 7 effects that apply only in some circumstances

Traits and retinue

Traits

Trait Building Points Chance
Administrator Marsh Drainage Channels (Crops) or above +1 30%
Grower Marsh Drainage Channels (Crops) or above +1 100%

Retinue

Member Building Chance
Agricultural Expert Marsh Drainage Channels (Crops) or above 1%
Agriculturalist Marsh Drainage Channels (Crops) or above 2%
Overseer Marsh Drainage Channels (Crops) or above 2%
Pious Aristocrat Marsh Drainage Channels (Crops) or above 2%
โš ๏ธ **GitHub.com Fallback** โš ๏ธ