Metalworkers
3 levels, each replacing the one before it: you upgrade in place rather than building alongside.
Toolmakers' Workshop (Industry) → Metalwork Artisans (Industry) → Metalworking District (Industry)
Levels at a glance
| Level | Cost | Build time | Minimum settlement | Upgrades to | Level | Cost | Build time | Minimum settlement | Upgrades to | ||
|---|---|---|---|---|---|---|---|---|---|---|---|
| Toolmakers' Workshop (Industry) | 2,600 | 3 | large town | Metalwork Artisans (Industry) | Metalwork Artisans (Industry) | 5,200 | 4 | city | Metalworking District (Industry) | ||
| Metalworking District (Industry) | 7,800 | 6 | large city | — |
Costs in denarii, build time in turns.
Toolmakers' Workshop (Industry)

The game ships no picture of its own for this level and shows the Local Barter picture instead.
For the basic tools that makes the world work.
This workshop allows artisans to create tools for local use. Our artisans excel at creating household utensils, practical tools, and sometimes evene decorative items, that improve our daily life. This workshop generates modest wealth through commerce and provides employment for citizens who might otherwise turn to less productive pursuits.
The workers here have even developed the unique skill of looking extremely busy whenever tax collectors visit, while simultaneously producing just enough metal tools to keep the governor from turning the workshop into a public lavatory.
| Cost | 2,600 denarii | Build time | 3 turns | Minimum settlement | large town | Upgrades to | Metalwork Artisans (Industry) |
Requirements: all of these must hold before this level can be built.
- Local Barter or a higher level is built here
- Only one heavy industry building allowed
- Government Building (Dependency, Indirect Rule, Direct Rule or Homeland)
- Requires resource copper, tin, lead, iron or iron supplied factionwide
What it does
- -1 population growth
- -1 public order (happiness)
Show 9 effects that apply only in some circumstances
- +8 taxable income, only when the region has neither Iron nor Lead
- +10 taxable income, only when the region has Iron or Lead
- +1 trade income, only when the region has Tin and the region has no Copper
- +1 trade income, only when the region has no Tin and the region has Copper
- +2 trade income, only when the region has Tin and the region has Copper
- Additional tax bonus due to resources: lead or iron (both can be supplied factionwide), only when the region has Iron or Lead
- Additional trade bonus due to resources: tin or copper (Having both tin and copper stacks)(both can be supplied factionwide), only when the region has Tin and the region has no Copper
- Additional trade bonus due to resources: tin or copper (Having both tin and copper stacks)(both can be supplied factionwide), only when the region has no Tin and the region has Copper
- Maximum trade bonus due to both resources required for bronze: tin and copper, only when the region has Tin and the region has Copper
Metalwork Artisans (Industry)

The game ships no picture of its own for this level and shows the Local Market picture instead.
Well-established metal work networks fuel diverse craftwork, creating specialized artisan class and a wider market reach.
While philosophers debate whether a bronze pot exists when nobody's looking at it, our craftsmen are too busy making them to care!
Our expanded metalworks now employ dozens of skilled craftsmen creating everything from wine cups to jewelry, oil lamps to measuring weights. While nobles prefer precious metals for their adornments, these more accessible materials allow even common citizens to own metal goods. The workshop's increasingly sophisticated techniques require specialized tools and training, creating a class of master craftsmen whose skills are passed from generation to generation.
Our master craftsmen can transform a lump of imported copper into objects so beautiful that clients often ask, "Are you sure this isn't gold?" to which we reply, "Yes, absolutely certain, but we'll charge you as if it were anyway!"
| Cost | 5,200 denarii | Build time | 4 turns | Minimum settlement | city | Upgrades to | Metalworking District (Industry) |
Requirements: all of these must hold before this level can be built.
- Local Market or a higher level is built here
- Only one heavy industry building allowed
- Government Building (Dependency, Indirect Rule, Direct Rule or Homeland)
- Requires resource copper, tin, lead, iron or iron supplied factionwide
What it does
- -1 population growth
- -2 public order (happiness)
Show 10 effects that apply only in some circumstances
- +12 taxable income, only when the region has neither Iron nor Lead
- +16 taxable income, only when the region has Iron or Lead
- +1 trade income, only when the region has neither Tin nor Copper
- +2 trade income, only when the region has Tin and the region has no Copper
- +2 trade income, only when the region has no Tin and the region has Copper
- +3 trade income, only when the region has Tin and the region has Copper
- Additional tax bonus due to resources: lead or iron (both can be supplied factionwide), only when the region has Iron or Lead
- Additional trade bonus due to resources: tin or copper (Having both tin and copper stacks)(both can be supplied factionwide), only when the region has Tin and the region has no Copper
- Additional trade bonus due to resources: tin or copper (Having both tin and copper stacks)(both can be supplied factionwide), only when the region has no Tin and the region has Copper
- Maximum trade bonus due to both resources required for bronze: tin and copper, only when the region has Tin and the region has Copper
Metalworking District (Industry)

The game ships no picture of its own for this level and shows the Forum picture instead.
Extensive metal work here sustains advanced iron, bronze, tin, copper and lead production.
An entire disctrict of the city forever covered in soot and ringing with the clanking of hammers. While other regions brag about what comes out of their mines, we take pride over what comes out of our workshops! Our master craftsmen are now so skilled they can fashion a bronze eagle so realistic that actual eagles have attempted to mate with it (an embarrassing incident we no longer discuss in public)
Merchant ships now prioritize our harbor for their valuable cargoes of tin, copper, and other metals, feeding our sophisticated foundry operations. Master artisans, having perfected techniques through generations of knowledge, produce bronze work of such quality that distant rulers commission pieces regardless of the cost. Beyond simple tarde, this industry has transformed the identity and its international standing, attracting talented craftsmen from abroad who further enrich the metalworking traditions in the settlement. The tax revenue generated supports public works and civic improvements throughout the region, bringing benefits to all.
The regional governor recently attempted to tax our profits at a higher rate but mysteriously received a gift of a beautifully crafted bronze statue with suspiciously sharp edges and a note reading "accidents happen."
| Cost | 7,800 denarii | Build time | 6 turns | Minimum settlement | large city |
Requirements: all of these must hold before this level can be built.
- Forum or a higher level is built here
- Only one heavy industry building allowed
- Government Building (Dependency, Indirect Rule, Direct Rule or Homeland)
- Requires resource copper, tin, lead, iron or iron supplied factionwide
What it does
- -2 population growth
- -4 public order (happiness)
Show 10 effects that apply only in some circumstances
- +18 taxable income, only when the region has neither Iron nor Lead
- +24 taxable income, only when the region has Iron or Lead
- +2 trade income, only when the region has neither Tin nor Copper
- +3 trade income, only when the region has Tin and the region has no Copper
- +3 trade income, only when the region has no Tin and the region has Copper
- +4 trade income, only when the region has Tin and the region has Copper
- Additional tax bonus due to resources: lead or iron (both can be supplied factionwide), only when the region has Iron or Lead
- Additional trade bonus due to resources: tin or copper (Having both tin and copper stacks)(both can be supplied factionwide), only when the region has Tin and the region has no Copper
- Additional trade bonus due to resources: tin or copper (Having both tin and copper stacks)(both can be supplied factionwide), only when the region has no Tin and the region has Copper
- Maximum trade bonus due to both resources required for bronze: tin and copper, only when the region has Tin and the region has Copper
