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Eastern Seraglio Even the mightiest of leaders needs somewhere to refresh themselves and indulge in all the pleasures of the flesh. A Seraglio is located close to the seat of power in many cities of the East. It is where an established leader keeps his many wives and numerous lovers, a pleasure palace where he can retire from the tiresome burdens of state. Guarded by eunuchs and run by the senior women in the harem, these are even places where Eastern leaders can establish comfortable offices, choosing to meet their officials and diplomats in secrecy. The drawback is that sometimes the eunuchs and women manage to wield great power over weaker-minded leaders and can influence their masters decisions... |
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Foundry A Foundry can produce all the metalware, including most standard weapons, needed for a large city. For governments, however, it is a place where large quantities of arms can be produced to a set quality - arrowheads and spear points, for example, can be cast in the vast number required for an army and all will be uniform. Likewise, swords can be made to the same high standard: they will not break in combat and will have a keen edge. A Foundry will also help the development of Armourers, Weaponsmiths and Bowyers, and may also contribute to the beginnings of formal engineering skills among the locals. |
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Epic Stone Walls These truly awesome walls should keep any enemy at bay and give a sense of security to the whole population. This is the ultimate defensive structure for any city in an empire - a vast, extremely well built stone wall that towers over any enemy army. Construction is very slow and extremely expensive, but the social and military value of the wall when it is finished is immense. It proves to everyone that the empire is powerful and determined to guarantee security to a vast population.
A city wall of this size is extremely difficult to breach and can be a severe stumbling block to the plans of any conqueror. Armies will sometimes change the route of their advance rather than waste time battering against such a strong defensive |
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Stables Stables are needed for the care and training of all warhorses. This is the basic building required for cavalry units. The stables can be upgraded and improved to produce a wide variety of units, including horse archers and heavily armoured cavalry. Horses are far too valuable to ever be used for farming (oxen, donkeys or even slaves provide nearly all the pulling power for ploughs) so are specially bred and trained for war. Horses are a status symbol for the ruling classes who can afford them, especially in areas where farming land is scarce. Horse-using cultures are nearly always highly stratified, with a notable 'aristocratic' element to them. |
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Agora The Agora is a developed market with good trade links that creates taxable wealth in the city. It is a big, permanent market built in a city to serve the needs of the whole population. A large city needs a constant flow of goods and produce on a regular basis so this market becomes a trading centre for everything: daily bread, medicine, drink, entertainment and other "services". Produce is brought in from the surrounding regions, craftsmen have an outlet to sell their wares, and stalls are more or less permanent shops. Even exotic goods from distant goods can be found there. The constant flow of people and exchange of news means that strong opinions are often expressed here - and powerful, influential people may even get to hear them... |
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Imperial Palace This is an awe-inspiring building, which expresses political and military might expressed in solid marble. It defines exactly who is in control and where power lies within an Empire. An Imperial Palace is usually built only in the largest city of an empire. It is the ultimate government building, created for the use of a plenipotentiary governor. It has luxurious - even royal - apartments fit for the personal use of an emperor or king, and it is also a power base for an empire. An Imperial Palace will promote the best farms in the region, along with an effective treasury, the study of medicine, and the latest technology in armour, cavalry and siege weapons. It also encourages the very best in academic study in its locale, as only the very best will do for those who live and work here. This building links all government functions and produces the best kind of diplomat: a man who can survive intrigues in this hotbed of intrigue and factionalism can survive anywhere! |
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Dockyard A Dockyard can construct the largest of ships, and acts as a port bringing trade and wealth to the city. It can build a large variety of ships and help to improve the popular naval vessels used for a trading, fishing and a fighting navy. It even has the facilities to build quinqueremes, some of the largest practical warships afloat. It also attracts the talented people needed to develop naval tactics: veterans who can pass on hard-won knowledge about using their ships in battle to the next generation of naval commanders. A Dockyard, of course, includes all of the facilities of a Port, and has the men and tools to keep channels clear and navigable. By tradition, Greeks are often seen as the best sailors in the world and it is not unusual for them to be hired as overseers in Dockyards, even in times of war. |
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Stone Amphitheatre This stone amphitheatre creates a sense of belonging to the Roman world in a community, by allowing Games to be staged in a settlement. Although small in size, the fact that proper gladiatorial events can be staged here is an important part of making a settlement part of Rome. The locals can properly feel like Romans as a result, even if they have never visited the Eternal City. The amphitheatre also allows the local leaders to show off their wealth and curry political favour. A sponsor's social status can increase dramatically if the games are impressive, especially if he can link them to some worthy ancestor by throwing 'funerary' games. A small show featuring 80 gladiators fighting over three days - with suitable public feasting - can cost the accumulated fortune of an entire family. |
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Basic Roads Roads are vital to control, allowing armies to move rapidly to meet any threat. These roads are minor, but brought up to a military standard where necessary. They are ancient tracks worn into the landscape, created by generations of locals to link hamlets and farms. They tend to follow the natural features of the land and follow raised contours between fords, and easily bridged points on rivers, literally the 'the path of least resistance', but one that is also unlikely to flood. Military engineers improve these ancient ways a little with simple bridges, a stony roadbed in marshy places and by cutting back vegetation. They are not ideal roads for military forces wanting to cover long distances but are certainly better than nothing. |
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Chirugeon A Chirugeon provides high-quality medical care, although his patients may see him as a butcher rather than a healer! Chirugeons - or surgeons - are healers who use their hands to let blood, set bones, extract teeth, lance boils, cut out gout and burn visible diseases from the skin. They are very "hands-on", "kill or cure" medical practitioners! Some may make sick individuals take a course of ice cold baths to force the malady from the body. The profession of chirugeon is quite distinct from the more intellectually-based physicians and doctors, because their remedies are usually entirely practical and will not involve potions or offerings to the Gods. A chirugeon may cause more pain to the patient than any ailment, but they have a surprising degree of success in surgical procedures. |
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Armourer An Armourer increases the quality of armour supplied to all troops trained in a settlement. He is a highly specialist smith who concentrates on producing the armour required by local warriors: shields, scale or ring mail shirts, cuirasses, greaves and helmets. He will have a good supply of metal from local blacksmiths and small-scale foundries, and it is his skill that creates something strong, light, comfortable and capable of deflecting an arrow or sword strike. A good Armourer is prized by any people, and is usually very rewarded for his work. He is usually able to afford a large household of servants, slaves and apprentices. |
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Trader A basic trading post for a settlement, allowing the locals to sell their goods. A Trader is at the heart of the economy in any small town. It is these individuals who respond to the local populations need to buy or sell almost anything. They will buy goods cheap, transport them (at no small risk sometimes), and sell dear, taking what profit they can. All of these activities make people's lives richer, and can be taxed to boot! |
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Urban Amphitheatre The Games in this amphitheatre can be quite elaborate, and just having such a venue shows that this town is part of the Roman world. This amphitheatre is built in the larger cities controlled by Rome. These large arenas hold a sizeable number of spectators, and the local people can gather to watch a truly awesome spectacle and witness acts of bravery and virtue by gladiators - because if mere gladiators can be brave, how much braver are true Romans? In this way, the Games become part of the social glue of being Roman. Amphitheatres are also the scene of "votive games", held specifically to please and thank the Gods when danger threatens. In typical Roman fashion, however, the expensive Votive Games are often not held until after the Gods have really done their bit and actually helped in a crisis! Urban Amphitheatres often lead to the establishment of Gladiator Barracks where training for the Games takes place. |
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Slave Market Slaves are a necessary part of the economy and trade in them can be very profitable. Slaves are usually prisoners captured in battles or raids. Slaves will have some obvious value: youth, strength, a skill or just great beauty. They are sold on to a slave dealer at the nearest large town who takes them to Market and displays the wares to the public. Citizens may distrust the slave trader - "Would you buy a used slave from this man?" - and be suspicious that they are being cheated somehow, so usually laws protect buyers from purchasing defective slaves. Few laws exist to protect slaves from defective masters.
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Circus Maximus The Circus is a prestige building, and the skills it requires also aid and encourage the training of the very best cavalry forces. Spills, thrills, accidents and crashes provide the ultimate in entertainment for the residents of many cities.
The Circus is a true spectacle, the main attraction being the chariot racing and the chance for the crowds to lose themselves in the excitement of it all. Chariots are pulled by two, three or four horses but on special occasions there might be up to ten horses per vehicle! The charioteers are famous, feted throughout the city and welcome everywhere. There is substantial betting on teams and fanatical followings for the factions "colours". Deaths are common among the drivers as they try to control horses at the gallop and balance the very light chariots around the tight corners of the long oval circuit - all the while avoiding collisions with the other teams. Deaths among the spectators are not unknown as racing fans' passions get out of hand!
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