For ease, I have divided up the building trees into sub categories based on the resources which grant their building. It should be stated that this system will see great fluctuation between even neighbouring cities. The best bonuses of resource rich regions will be when the markets (and relevant guilds) are upgraded, as the bonuses will snowball until a single city will be generating enough wealth to cover the costs of an entire stack by themselves.
Layout is such: Tree name - required resources/previous build tree - affects
The Metals
Especially powerful for Qohor, as they are able to access higher levels of Iron and Steel Forges, and thus able to field well-upgraded units.
Copper Works - Copper - trade income
Bronze Works - Bronze - trade income
Iron Forges - Iron - trade income, troop cost reduction
Steel Works - Iron - trade income, unlocks blacksmiths
Mines - Rare Metals/Precious Metals - mine income
Coin Mint - rare metals - trade income, unlocks banks
Jewelers - precious metals - trade income, happiness bonus
Construction
A universally useful group of buildings for any faction/city, whether it be a small village or a huge city.
Lumber Mill - wood - wood building cost reduction
Stone Quarry - stone - stone building cost reduction
Marble Quarry - marble - unlocks statues
City Works - wood, stone, marble - wood and stone building cost reduction, unlocks wall defenses
The Textiles
Braavos and Tyrosh will find the most benefits from these, given their access to the higher tiers of textile factories due to the special snails that live in their respective waters.
Textile Farms - textiles - trade income
Silk Farms - silk - trade income
Wool Factory - sheep pastures - trade income
Textile Factories - textile farms/silk farms/wool factory, dyes - trade income, happiness bonus
Winemaking
Ghiscari factions, who initially access sour fruits, will find this less relevant. However others will be able to make a good buck from the making (and consumption) of their grapes.
Vineyards - sweet fruits - trade income, unlocks wine press
Orchards - sour fruits - trade income, unlocks wine press
Wine Press - sweet/sour fruits - trade income, happiness
Edible Gold
Spices by themselves should be a priority for any perspective conqueror, especially should they get a good merchant to trade it. And salt retains its position as invaluable for the growth of other revenue streams.
Salt Evaporation - salt - trade income
Spice Farms - spices - trade income
Glass Blower - glass - trade income
Hunting
While it might not seem a particularly pressing avenue to go down, the benefits that hunting will bring with its unlocking of the archer bonus chain will help factions who rely on native/rural troops like Ib - or Dothraki who decide to adopt the settlement edict - or have powerful missile troops, like Myr, Dothraki, or Essaria.
Wild Hunting - wild boars - trade income, happiness bonus, unlocks archery range
Pelt Hunting - wild boars - trade income, unlocks pelt curing, unlocks archery range
Meat Curing - wild hunting/sheep pastures/cattle pastures, salt - trade income, happiness bonus
Pelt Curing - pelt hunting, salt - trade income
Grain
A simple income bonus from these human innovations with simple grain, these chains also see their bonuses grow with the level of the standard farm, which allows an ever growing income from these humble chains.
Bakery - grain - tax income
Brewery - grain - tax income, happiness bonus
The Meat
Keeping and breeding herds of animals have not just been part of most cultures, but in certain situations have developed them. Especially useful for horse-based armies or those looking to get themselves some exotic troops
Sheep Pastures - sheep - tax income, unlocks Wool Factory, unlocks meat curing
Cattle Pastures - cattle - tax income, unlocks pelt curing, unlocks meat curing
Horse Pastures - horse - trade income, unlocks stables
Camel Pastures - camel - trade income, unlocks eastern trade lanes, unlocks camel training
Elephant Pastures - elephants - trade income, unlocks elephant training
Water
Closely linked with seafaring or island cultures, the hunting of the beings of the oceans has been the staple of many a people. And since the bonuses increase with the ports, this revenue stream will only increase.
Fisheries - fish - tax income
Whaling - whales - tax income, happiness bonus
Slaves
The lifeblood of most of the great cities, slavery played a part in the growth of the great empires of our own histories, from Sparta to Britain. Serving in a closed circuit, the exploitation of slavery may end up playing the core reason for a faction's victory, especially if said faction enjoys a harpy for a sigil.
Slave Breeding - slaves - tax income, unlocks slave domestic training, unlocks slave military training
Slave domestic training - slave breeding - tax income, happiness bonus
Slave trading - slaves - trade income
Industry
Your staple chains for the growth of a city - and thus the economy - which now are only as developed as the resource chains that have been built.
Trade Market - strategic resources, industry buildings - trade income based on all resources and industrial buildings constructed
Farms - none - population bonus, additional bonuses require grain |