Textile Production
3 levels, each replacing the one before it: you upgrade in place rather than building alongside.
Weavery (Urban) → Textile Factory (Urban) → Luxury Clothiers Quarter(Urban)
Levels at a glance
| Level | Cost | Build time | Minimum settlement | Upgrades to | Level | Cost | Build time | Minimum settlement | Upgrades to | ||
|---|---|---|---|---|---|---|---|---|---|---|---|
| Weavery (Urban) | 1,200 | 2 | large town | Textile Factory (Urban) | Textile Factory (Urban) | 3,200 | 5 | city | Luxury Clothiers Quarter(Urban) | ||
| Luxury Clothiers Quarter(Urban) | 6,400 | 8 | large city | — |
Costs in denarii, build time in turns.
Weavery (Urban)

A small textile workshop has been established, where wool and linen are transformed into garments fit for mere mortals. Simple clothes for simple folks, but it's a start.
Even the gods need new tunics!
A modest beginning for textile production, where local spinners and weavers are hard at work, weaving dreams into every bolt of cloth. Simple tunics, cloaks, and linens emerge, one thread at a time, with the occasional fancy pattern thrown in for a bit of pride.
The locals imagine a future where even the wealthy and powerful might drape themselves in fabrics made right here. It's a small start, but a hopeful one, and already the air is thick with the promise of cozy cloaks, sturdy tunics, and perhaps a daring attempt at a toga.
Who knows? Someday, these humble weavers may cloth kings!
| Cost | 1,200 denarii | Build time | 2 turns | Minimum settlement | large town | Upgrades to | Textile Factory (Urban) |
Requirements: all of these must hold before this level can be built.
- Local Barter or a higher level is built here, Only one urban industry building allowed, Government Building (Dependency, Indirect Rule, Direct Rule or Homeland) and the region has Sheep; or the region has Flax or Cotton
What it does
- +4 taxable income
- +1 trade income
Textile Factory (Urban)

A large textile industry is thriving, weaving fine fabrics that bring both warmth and profit.
Cloth, glorious cloth! Enough to clothe an army, or two.
With more looms and more hands at work, our textile production in the region is booming. Rows of bolts, tunics, and cloaks fill the shelves, creating a buzz among traders who come from far and wide to purchase finely woven garments, fit for citizens and soldiers alike.
At one time, the creation of fine goods was the work of individual craftsmen, most operating alone or with a small group of family helpers.
Now, textile production has grown to a bustling operation, with slaves, craftsmen, and the occasional overseer ensuring the fabric flows without end. Cloth in every color and pattern rolls out, ready to clothe soldiers, citizens, and perhaps the odd noble.
With each bolt of cloth, we gain not only warmth but reputation, and every thread we weave strengthens our ties to the world beyond.
| Cost | 3,200 denarii | Build time | 5 turns | Minimum settlement | city | Upgrades to | Luxury Clothiers Quarter(Urban) |
Requirements: all of these must hold before this level can be built.
- Local Market or a higher level is built here, Government Building (Dependency, Indirect Rule, Direct Rule or Homeland) and the region has Sheep; or the region has Flax or Cotton
What it does
- +8 taxable income
Show 3 effects that apply only in some circumstances
- +2 trade income, only when the region has neither Purple Dye nor Dyes
- +3 trade income, only when the region has Purple Dye or Dyes
- Additional +10% trade bonus due to resources: dyes or purple dye, only when the region has Purple Dye or Dyes
Luxury Clothiers Quarter(Urban)

The game ships no picture of its own for this level and shows the Forum picture instead.
A massive textile industry dominates the region, crafting goods that kings and generals would fight to wear.
Linens and wools so fine, you could convince the high priest to wear them!
Our textile production has grown into a respected institution, and word has spread that we create garments so exquisite, even the gods might envy a robe woven here.
Linen, wool, silk, fur and even cotton are worked with such precision and flair that these fabrics are admired and sought after across the land. Artisans now weave pieces of near-legendary quality, while traders line up for a chance to carry our fabrics to far-off cities.
As the many looms keep pace with demand, every fine thread spun adds to the allure of this region and the prestige of those who wear its finery.
| Cost | 6,400 denarii | Build time | 8 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, Government Building (Dependency, Indirect Rule, Direct Rule or Homeland) and the region has Sheep; or the region has Flax or Cotton
What it does
- +12 taxable income
Show 7 effects that apply only in some circumstances
- +4 trade income, only when the region has Purple Dye and the region has Dyes
- +3 trade income, only when the region has Purple Dye and the region has no Dyes
- +3 trade income, only when the region has no Purple Dye and the region has Dyes
- +2 trade income, only when the region has neither Purple Dye nor Dyes
- Additional +10% trade bonus due to resources: dyes or purple dye, only when the region has Purple Dye and the region has no Dyes
- Additional +10% trade bonus due to resources: dyes or purple dye, only when the region has no Purple Dye and the region has Dyes
- Additional +20% trade bonus due to resources: dyes and purple dye, only when the region has Purple Dye and the region has Dyes
Traits and retinue
Retinue
| Member | Building | Chance | |||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|
| Weaver | Weavery (Urban) or above | 1% |
