Copper Industry
A single-level building: there is nothing to upgrade it into.
Copper Exports (Special exports)

Copper’s the secret sauce of wealth, trade it, use it, wear it.
The copper market is where wealth flows as freely as the molten metal itself.
Traders swap ingots, crafted goods, and, let’s be honest, a fair amount of gossip. Copper may not be the flashiest metal, but it’s the one that keeps everything ticking: from armor for your soldiers to the cups in your kitchen.
It’s a bustling hub of industry, commerce, and endless haggling for that extra shiny trinket.
| Cost | 14,000 denarii | Build time | 10 turns | Minimum settlement | city |
Requirements: all of these must hold before this level can be built.
- Forum or a higher level is built here
- The region has Copper
- Any Government except Dependency (Indirect Rule, Direct Rule or Homeland)
- Deep Mining Complex (Industry) or a higher level is built here
- Only one special (metal) exports building allowed
- No Copper Exports (Special exports) is built anywhere in your empire
- Paved Roads or Trading Port (River Ports or Ports) or River Port or above
What it does
"True income is below | IGNORE:" on the building card. The number the game prints after that label is this level's mining value (listed below as *mining income*, or as a *mine resource* bonus added to the mine's), and it is a multiplier, not money. Each turn the settlement earns 5 × that value × the worth of the region's minerals (each mineral's trade value times how much of it the region holds). The card labels the raw number IGNORE because the money you actually get is written out on the card lines underneath it: *Mining income from …: +N per turn*.
- +2 trade income
- -3 public order (happiness)
- -2 population growth
- (Faction) Weaponsmiths gain +1 armour (does not stack with local copper, iron, flax, livestock)
- (Faction) Metalworkers gain a trade bonus, this bonus is further increased if tin is also available (locally or supplied)
- (Faction) Mints gain a tax bonus (does not stack with local copper, silver)
Show 23 effects that apply only in some circumstances
- mine resource +4, only when a government building is built or being built here
- Mining income from coal: +20 per turn, only when the region has Coal, the region's Coal quantity is 1 and a government building is built or being built here
- Mining income from copper: +40 per turn, only when the region has Copper, the region's Copper quantity is 1 and a government building is built or being built here
- Mining income from copper: +80 per turn, only when the region has Copper, the region's Copper quantity is 2 and a government building is built or being built here
- Mining income from copper: +120 per turn, only when the region has Copper, the region's Copper quantity is 3 and a government building is built or being built here
- Mining income from copper: +160 per turn, only when the region has Copper, the region's Copper quantity is 4 and a government building is built or being built here
- Mining income from copper: +200 per turn, only when the region has Copper, the region's Copper quantity is 5 and a government building is built or being built here
- Mining income from gold: +60 per turn, only when the region has Gold, the region's Gold quantity is 1 and a government building is built or being built here
- Mining income from gold: +120 per turn, only when the region has Gold, the region's Gold quantity is 2 and a government building is built or being built here
- Mining income from gold: +180 per turn, only when the region has Gold, the region's Gold quantity is 3 and a government building is built or being built here
- Mining income from gold: +240 per turn, only when the region has Gold, the region's Gold quantity is 4 and a government building is built or being built here
- Mining income from iron: +20 per turn, only when the region has Iron, the region's Iron quantity is 1 and a government building is built or being built here
- Mining income from iron: +40 per turn, only when the region has Iron, the region's Iron quantity is 2 and a government building is built or being built here
- Mining income from iron: +80 per turn, only when the region has Iron, the region's Iron quantity is 4 and a government building is built or being built here
- Mining income from lead: +20 per turn, only when the region has Lead, the region's Lead quantity is 1 and a government building is built or being built here
- Mining income from lead: +40 per turn, only when the region has Lead, the region's Lead quantity is 2 and a government building is built or being built here
- Mining income from lead: +60 per turn, only when the region has Lead, the region's Lead quantity is 3 and a government building is built or being built here
- Mining income from silver: +60 per turn, only when the region has Silver, the region's Silver quantity is 1 and a government building is built or being built here
- Mining income from silver: +120 per turn, only when the region has Silver, the region's Silver quantity is 2 and a government building is built or being built here
- Mining income from silver: +180 per turn, only when the region has Silver, the region's Silver quantity is 3 and a government building is built or being built here
- Mining income from tin: +40 per turn, only when the region has Tin, the region's Tin quantity is 1 and a government building is built or being built here
- Mining income from tin: +80 per turn, only when the region has Tin, the region's Tin quantity is 2 and a government building is built or being built here
- Mining income from tin: +200 per turn, only when the region has Tin, the region's Tin quantity is 5 and a government building is built or being built here
