Mines
2 levels, each replacing the one before it: you upgrade in place rather than building alongside.
Mines (Industry) → Deep Mining Complex (Industry)
Levels at a glance
| Level | Cost | Build time | Minimum settlement | Upgrades to | Level | Cost | Build time | Minimum settlement | Upgrades to | ||
|---|---|---|---|---|---|---|---|---|---|---|---|
| Mines (Industry) | 5,000 | 4 | large town | Deep Mining Complex (Industry) | Deep Mining Complex (Industry) | 12,000 | 8 | city | — |
Costs in denarii, build time in turns.
Mines (Industry)

Mines are needed to exploit the natural wealth of a province, although the dangerous underground work costs the lives of many slaves.
A blessing for those who reap the riches of the Earth, and for those who tax the reapers! Mines are needed to exploit the natural wealth of a province, although the dangerous underground work costs the lives of many slaves.
Most mines are not very deep, as they are dug by back-breaking labour and follow the richest seams of ore into hillsides (drift mining), rather than having vertical mine shafts.
Note on the effects
The mining value of these Mines is 15 in provinces with gold, 12 in provinces with silver (and no gold), and 9 elsewhere. Due to a modding limitation the value shown under the effects does not reflect the actual profit of this building, which also depends on what minable resources are present and in what quantities.
Tip: To see the actual profit put this building in the building queue (and only that one) and look at the 'Settlement income' tab to see the true effect highlighted in green.
| Cost | 5,000 denarii | Build time | 4 turns | Minimum settlement | large town | Upgrades to | Deep Mining Complex (Industry) |
Requirements: all of these must hold before this level can be built.
- Government Building (Dependency, Indirect Rule, Direct Rule or Homeland), Only one heavy industry building allowed, Roads or a higher level is built here and the region has Gold; or the region has Silver, Iron, Copper, Lead, Tin or Coal
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 public order (happiness)
- -1 population growth
Show 8 effects that apply only in some circumstances
- mining income 15, only when the region has Gold
- mining income 12, only when the region has Silver and the region has no Gold
- mining income 9, only when the region has neither Silver nor Gold
- mine resource -15, only when the region has Gold and no government building is built or being built here
- mine resource -12, only when the region has Silver, the region has no Gold and no government building is built or being built here
- mine resource -9, only when the region has neither Silver nor Gold and no government building is built or being built here
- +4 taxable income, only when the region has Slave Trade
- Tax bonus is due to local slave trade or factionwide supply, only when the region has Slave Trade
Deep Mining Complex (Industry)

These deeper Mines exploit the wealth of a region more efficiently, allowing seams of ore to be dug out even below the water table.
In addition to the miners, teams of slaves are used to lift water out of the workings using treadmill-powered waterwheels. Working in a mine like this is usually a deferred death sentence.
The wealth extracted by these mines is more than enough to make a handsome profit and pay for a constant influx of new slave labourers.
Note on the effects
The mining value of the Deep Mining Complex is 25 in provinces with gold, 20 in provinces with silver (and no gold), and 15 elsewhere. Due to a modding limitation the value shown under the effects does not reflect the actual profit of this building, which also depends on what minable resources are present and in what quantities.
Tip: To see the actual profit put this building in the building queue (and only that one) and look at the 'Settlement income' tab to see the true effect highlighted in green.
| Cost | 12,000 denarii | Build time | 8 turns | Minimum settlement | city |
Requirements: all of these must hold before this level can be built.
- Government Building (Dependency, Indirect Rule, Direct Rule or Homeland), Only one heavy industry building allowed, Paved Roads or Trading Port (River Ports or Ports) or River Port or above and the region has Gold; or the region has Silver, Iron, Copper, Lead, Tin or Coal
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*.
- -4 public order (happiness)
- -2 population growth
Show 8 effects that apply only in some circumstances
- mining income 25, only when the region has Gold
- mining income 20, only when the region has Silver and the region has no Gold
- mining income 15, only when the region has neither Silver nor Gold
- mine resource -25, only when the region has Gold and no government building is built or being built here
- mine resource -20, only when the region has Silver, the region has no Gold and no government building is built or being built here
- mine resource -15, only when the region has neither Silver nor Gold and no government building is built or being built here
- +8 taxable income, only when the region has Slave Trade
- Tax bonus is due to local slave trade or factionwide supply, only when the region has Slave Trade
Traits and retinue
Traits
| Trait | Building | Points | Chance | Trait | Building | Points | Chance | Trait | Building | Points | Chance |
|---|---|---|---|---|---|---|---|---|---|---|---|
| Engineer | Mines (Industry) or above | +1 | 3% | Miner | Mines (Industry) or above | +1 | 3% | Negotiatores - Local Lender | Mines (Industry) or above | +1 | 2% |
Retinue
| Member | Building | Chance | Member | Building | Chance | Member | Building | Chance | |||
|---|---|---|---|---|---|---|---|---|---|---|---|
| Geomancer | Mines (Industry) or above | 3% | Goldsmith | Mines (Industry) or above | 1% | Mining Engineer | Mines (Industry) or above | 2% |
