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

Making aqueducts run and baths just a little bit more dangerous by spreading lead through the empire, one pipe at a time.
This region provides the empire with a steady flow of lead, filling pipes, tiles, and, occasionally, that weird little trinket you don’t really need but feel good buying.
As lead spreads throughout the nation, so does your people luxury, after all, how else would they drink water or pretend to care about their sanitation?
The pipes may leak a bit, but that’s just the price of progress.
| Cost | 13,000 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 Lead
- No Lead Exports (Special exports) is built anywhere in your empire
- Any Government except Dependency (Indirect Rule, Direct Rule or Homeland)
- Deep Mining Complex (Industry) or a higher level is built here
- Paved Roads or Trading Port (River Ports or Ports) or River Port or above
- Only one special (metal) exports building allowed
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
- -5 public order (happiness)
- -3 population growth
- (Faction) Water and Sanitation buildings (tier 3-5) gain +1 health (does not stack with local lead)
- (Faction) Metalworkers gain a tax bonus (does not stack with local lead, iron or iron supply)
Show 22 effects that apply only in some circumstances
- mine resource +3, only when a government building is built or being built here
- Mining income from coal: +15 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 coal: +30 per turn, only when the region has Coal, the region's Coal quantity is 2 and a government building is built or being built here
- Mining income from copper: +30 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: +60 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: +90 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 gold: +45 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: +90 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: +135 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 iron: +15 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: +30 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: +45 per turn, only when the region has Iron, the region's Iron quantity is 3 and a government building is built or being built here
- Mining income from lead: +15 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: +30 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: +45 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: +45 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: +90 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: +135 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 silver: +180 per turn, only when the region has Silver, the region's Silver quantity is 4 and a government building is built or being built here
- Mining income from tin: +30 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: +60 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: +90 per turn, only when the region has Tin, the region's Tin quantity is 3 and a government building is built or being built here
