Harbour Improvement
A single-level building: there is nothing to upgrade it into.
Harbour Improvement

This building allows constructing one level above the max natural port level.
Sometimes nature does not provide what we need, and in such cases the ingenuity of man must make up the difference. Safe harbours near places of production are essential for our commerce, as secure naval bases are to our projection of power. So, for coastlines that lack good, or any, natural harbours we need to help nature by constructing artifical moles and breakwaters jutting out to carve out a safe refuge from the hostile sea. Of course this will be costly, but the trade profits should hopefully make it worthwhile.
Strategy
This building allows constructing one level above the max natural port level. See the region information scroll or the building browser to see what level of port this region can reach without the Harbour improvement. Note: This building will be automatically destroyed after construction is completed.
| Cost | 10,000 denarii | Build time | 6 turns | Minimum settlement | large town |
Requirements: all of these must hold before this level can be built.
- Depends on the region's harbour and what is built here (see the full conditions below)
Show the full conditions
- Any one of these:
- All of these:
- The settlement is coastal
- Government Building (Dependency, Indirect Rule, Direct Rule or Homeland)
- River Ports or a higher level is not built here
- Not when:
- The region has no natural harbour and Trade Port or a higher level is built here
- Not when:
- The region has natural harbour up to Trade Port and Shipwright or a higher level is built here
- Not when:
- The region has natural harbour up to Shipwright and Dockyard or a higher level is built here
- The region has no natural harbour
- The region has natural harbour up to Trade Port, any level of Ports is built here and Governor's Palace or a higher level is built here
- The region has natural harbour up to Shipwright, Shipwright or a higher level is built here and Pro-Consul's Palace or a higher level is built here
- All of these:
What it does
Show 3 effects that apply only in some circumstances
- Enables building a Trade Port (tier 1) in this region which would otherwise not be able to build a seaport, only when the region has no natural harbour
- Enables building a Shipwright (tier 2) in this region which would otherwise be limited to tier 1, only when the region has natural harbour up to Trade Port
- Enables building a Dockyard (tier 3) in this region which would otherwise be limited to tier 2, only when the region has natural harbour up to Shipwright
Excludes: building this rules out River Ports at River Ports or above. Choose deliberately: this is not reversible by demolition in every case.
