Sulphur Industry
3 levels, each replacing the one before it: you upgrade in place rather than building alongside.
Sulphur Mine (Industry) → Extensive Sulphur Mine (Industry) → Sulphur Fumigant Exports (Industry)
Levels at a glance
| Level | Cost | Build time | Minimum settlement | Upgrades to | Level | Cost | Build time | Minimum settlement | Upgrades to | ||
|---|---|---|---|---|---|---|---|---|---|---|---|
| Sulphur Mine (Industry) | 1,200 | 2 | large town | Extensive Sulphur Mine (Industry) | Extensive Sulphur Mine (Industry) | 3,000 | 3 | city | Sulphur Fumigant Exports (Industry) | ||
| Sulphur Fumigant Exports (Industry) | 13,000 | 6 | large city | — |
Costs in denarii, build time in turns.
Sulphur Mine (Industry)

Smells horrible, but very usefull.
Sulphur, the smelly rock of the gods. It stinks, it burns, and it can be a little too “mystical” for comfort.
Miners brave toxic fumes and volcanic lava (the worst job, really) to harvest this magical substance. And once they do, sulphur finds its way into everything from medicines, to fumigants to protect crops from pests. It is even used to ritually cleanse temples, meaning they would literally smell of brimstone.
| Cost | 1,200 denarii | Build time | 2 turns | Minimum settlement | large town | Upgrades to | Extensive Sulphur Mine (Industry) |
Requirements: all of these must hold before this level can be built.
- Local Barter or a higher level is built here
- The region has Sulphur
- Only one heavy industry building allowed
- Government Building (Dependency, Indirect Rule, Direct Rule or Homeland)
What it does
- +1 trade income
- +1 farming level
- -1 population growth
- -1 public order (happiness)
Show 2 effects that apply only in some circumstances
- +3 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
Extensive Sulphur Mine (Industry)

The game ships no picture of its own for this level and shows the Local Market picture instead.
Sulphur: Deep Sulphur mine, hell itself for slaves.
Sulphur: the stinky savior of health and crops. It’s great for keeping pests away, purifying your skin, and ensuring your fields don’t turn into a sad pile of wilted plants.
Scrapping the volcanic vents has long since exhausted all the surface deposits and the miners now have to go down into the hot underworld itself to get to the magical rock.”
| Cost | 3,000 denarii | Build time | 3 turns | Minimum settlement | city | Upgrades to | Sulphur Fumigant Exports (Industry) |
Requirements: all of these must hold before this level can be built.
- You play a Phoenician, Caucasian, Anatolian, Egyptian, Iranian, Indian, Greek, Western Hellenistic, Eastern Hellenistic, Roman, Ethiopian, Arab, Libyan or Iberian faction
- Local Market or a higher level is built here
- The region has Sulphur
- Government Building (Dependency, Indirect Rule, Direct Rule or Homeland)
What it does
- +1 trade income
- +2 farming level
- -1 population growth
- -1 public order (happiness)
Show 2 effects that apply only in some circumstances
- +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
Sulphur Fumigant Exports (Industry)

The game ships no picture of its own for this level and shows the Forum picture instead.
A site that supplies the empire with Sulphur for its crops.
This region is the sulphur supplier of the empire, making sure everyone who can afford it can benefit from its magic. On the great estates and on the farms of the more learned farmers the use of fumigants to protoct the crops from pests is rapidly catching on and experiments are being run on using sulphur to enrich the soil itself.
Meanwhile the miners here, many of them children and the enslaved, breathe poisonous fumes and dig into active volcanoes to make this all possible. Still, the land prospers, and that’s what matters, right?
| Cost | 13,000 denarii | Build time | 6 turns | Minimum settlement | large city |
Requirements: all of these must hold before this level can be built.
- You play a Phoenician, Caucasian, Anatolian, Egyptian, Iranian, Indian, Greek, Western Hellenistic, Eastern Hellenistic, Roman, Ethiopian, Arab, Libyan or Iberian faction
- Large Forum or a higher level is built here
- The region has Sulphur
- Any Government except Dependency (Indirect Rule, Direct Rule or Homeland)
What it does
- +2 trade income
- +2 farming level
- -2 population growth
- -2 public order (happiness)
- (Faction) Crop farms (tier 3-5) gain +1 farming (income & growth) (does not stack with local grain or sulphur)
Show 2 effects that apply only in some circumstances
- +10 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 |
|---|---|---|---|---|---|---|---|---|---|---|---|
| Administrator | Sulphur Mine (Industry) or above | +1 | 80–100% | Apprentice Trader | Sulphur Mine (Industry) or above | +1 | 80% | Grower | Extensive Sulphur Mine (Industry) or above | +1 | 3% |
