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Climate
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Climate sits alongside terrain: a region has one of each. Where a climate does anything, it is usually through the farming level the rainfed farming chain grants, which is higher in dry climates than wet ones.
| Climate | Regions | Builds | Blocks | Effects | Units | Climate | Regions | Builds | Blocks | Effects | Units |
|---|---|---|---|---|---|---|---|---|---|---|---|
| Alpine | 0 | — | 21 | 25 | — | Arid | 0 | — | 6 | 4 | — |
| Continental | 0 | 5 | 5 | 10 | — | Humid sub tropical | 0 | — | — | 10 | — |
| Mediterranean | 0 | — | — | 10 | — | Oceanic | 0 | 5 | 5 | 10 | — |
| Sub artic | 0 | — | 21 | 25 | — | Temperate | 0 | 5 | 5 | 10 | — |
Alpine
No region carries this tag.
- Blocks: 21 building levels: Large Colony, Irrigation Ditches (Crops), Basin Irrigation (Crops), Canal Network (Crops), Irrigation Aqueducts (Crops), Irrigated Great Estates (Crops), Land Clearance (Crops), Contour Furrows (Crops), Runoff Water Collection (Crops), Crop Rotation (Crops), Great Estates (Crops), Slash and Burn (Crops), Assart Clearings (Crops), Rotational Grove Fields (Crops), Lowland Deforestation (Crops), Reclaimed Woodland Estates (Crops), Marsh Drainage Channels (Crops), Reclamation Embankments (Crops), Drainage Pumps (Crops), River Diversion Dyke (Crops), Reclaimed land Estates (Crops)
- Numeric effects where it is present: military construction time -40% (Region Information Scroll); religious construction time -40% (Region Information Scroll); defensive construction time -40% (Region Information Scroll); other construction time -40% (Region Information Scroll)
- Numeric effects it withholds (granted only where it is absent): military construction time -20% (Region Information Scroll); religious construction time -20% (Region Information Scroll); defensive construction time -20% (Region Information Scroll); other construction time -20% (Region Information Scroll); trade fleet +1 (Trade Port); trade income -1 (Trade Port); taxable income -8 to -4 (Trade Port); population growth +1 (Trade Port); trade fleet +2 (Shipwright); trade income -2 (Shipwright); taxable income -14 to -7 (Shipwright); population growth +1 (Shipwright); trade income -2 (Dockyard); taxable income -18 to -9 (Dockyard); population growth +1 (Dockyard); trade income -2 (The Cothon of Carthage); trade level +1 (River Ports); trade income +1 (River Ports); trade level +2 (Inland Trade centre); trade income +1 (Inland Trade centre); population growth +1 (Inland Trade centre)
- Withholds: 5 units other tags would otherwise give
Arid
No region carries this tag.
- Blocks: 6 building levels: Large Colony, Land Clearance (Crops), Contour Furrows (Crops), Runoff Water Collection (Crops), Crop Rotation (Crops), Great Estates (Crops)
- Numeric effects where it is present: trade income +2 (Large Camel Herd (Rural)); trade income +3 (Camels Supply (Rural))
- Numeric effects it withholds (granted only where it is absent): trade income +1 (Large Camel Herd (Rural)); trade income +2 (Camels Supply (Rural))
Continental
No region carries this tag.
- Lets you build: 5 building levels: Land Clearance (Crops), Contour Furrows (Crops), Runoff Water Collection (Crops), Crop Rotation (Crops), Great Estates (Crops)
- Blocks: 5 building levels: Irrigation Ditches (Crops), Basin Irrigation (Crops), Canal Network (Crops), Irrigation Aqueducts (Crops), Irrigated Great Estates (Crops)
- Numeric effects where it is present: farming level +2 (Land Clearance (Crops)); farming level +3 to +4 (Contour Furrows (Crops)); farming level +4 to +5 (Runoff Water Collection (Crops)); farming level +6 to +7 (Crop Rotation (Crops)); farming level +7 to +8 (Great Estates (Crops))
- Numeric effects it withholds (granted only where it is absent): farming level +1 (Land Clearance (Crops)); farming level +2 to +3 (Contour Furrows (Crops)); farming level +3 to +4 (Runoff Water Collection (Crops)); farming level +5 to +6 (Crop Rotation (Crops)); farming level +6 to +7 (Great Estates (Crops))
Temperate
No region carries this tag.
- Lets you build: 5 building levels: Land Clearance (Crops), Contour Furrows (Crops), Runoff Water Collection (Crops), Crop Rotation (Crops), Great Estates (Crops)
- Blocks: 5 building levels: Irrigation Ditches (Crops), Basin Irrigation (Crops), Canal Network (Crops), Irrigation Aqueducts (Crops), Irrigated Great Estates (Crops)
- Numeric effects where it is present: farming level +2 (Land Clearance (Crops)); farming level +3 to +4 (Contour Furrows (Crops)); farming level +4 to +5 (Runoff Water Collection (Crops)); farming level +6 to +7 (Crop Rotation (Crops)); farming level +7 to +8 (Great Estates (Crops))
- Numeric effects it withholds (granted only where it is absent): farming level +1 (Land Clearance (Crops)); farming level +2 to +3 (Contour Furrows (Crops)); farming level +3 to +4 (Runoff Water Collection (Crops)); farming level +5 to +6 (Crop Rotation (Crops)); farming level +6 to +7 (Great Estates (Crops))
Humid sub tropical
No region carries this tag.
- Numeric effects where it is present: farming level +2 (Land Clearance (Crops)); farming level +3 to +4 (Contour Furrows (Crops)); farming level +4 to +5 (Runoff Water Collection (Crops)); farming level +6 to +7 (Crop Rotation (Crops)); farming level +7 to +8 (Great Estates (Crops))
- Numeric effects it withholds (granted only where it is absent): farming level +1 (Land Clearance (Crops)); farming level +2 to +3 (Contour Furrows (Crops)); farming level +3 to +4 (Runoff Water Collection (Crops)); farming level +5 to +6 (Crop Rotation (Crops)); farming level +6 to +7 (Great Estates (Crops))
Mediterranean
No region carries this tag.
- Numeric effects where it is present: farming level +2 (Land Clearance (Crops)); farming level +3 to +4 (Contour Furrows (Crops)); farming level +4 to +5 (Runoff Water Collection (Crops)); farming level +6 to +7 (Crop Rotation (Crops)); farming level +7 to +8 (Great Estates (Crops))
- Numeric effects it withholds (granted only where it is absent): farming level +1 (Land Clearance (Crops)); farming level +2 to +3 (Contour Furrows (Crops)); farming level +3 to +4 (Runoff Water Collection (Crops)); farming level +5 to +6 (Crop Rotation (Crops)); farming level +6 to +7 (Great Estates (Crops))
Oceanic
No region carries this tag.
- Lets you build: 5 building levels: Land Clearance (Crops), Contour Furrows (Crops), Runoff Water Collection (Crops), Crop Rotation (Crops), Great Estates (Crops)
- Blocks: 5 building levels: Irrigation Ditches (Crops), Basin Irrigation (Crops), Canal Network (Crops), Irrigation Aqueducts (Crops), Irrigated Great Estates (Crops)
- Numeric effects where it is present: farming level +2 (Land Clearance (Crops)); farming level +3 to +4 (Contour Furrows (Crops)); farming level +4 to +5 (Runoff Water Collection (Crops)); farming level +6 to +7 (Crop Rotation (Crops)); farming level +7 to +8 (Great Estates (Crops))
- Numeric effects it withholds (granted only where it is absent): farming level +1 (Land Clearance (Crops)); farming level +2 to +3 (Contour Furrows (Crops)); farming level +3 to +4 (Runoff Water Collection (Crops)); farming level +5 to +6 (Crop Rotation (Crops)); farming level +6 to +7 (Great Estates (Crops))
Sub artic
No region carries this tag.
- Blocks: 21 building levels: Large Colony, Irrigation Ditches (Crops), Basin Irrigation (Crops), Canal Network (Crops), Irrigation Aqueducts (Crops), Irrigated Great Estates (Crops), Land Clearance (Crops), Contour Furrows (Crops), Runoff Water Collection (Crops), Crop Rotation (Crops), Great Estates (Crops), Slash and Burn (Crops), Assart Clearings (Crops), Rotational Grove Fields (Crops), Lowland Deforestation (Crops), Reclaimed Woodland Estates (Crops), Marsh Drainage Channels (Crops), Reclamation Embankments (Crops), Drainage Pumps (Crops), River Diversion Dyke (Crops), Reclaimed land Estates (Crops)
- Numeric effects where it is present: military construction time -40% (Region Information Scroll); religious construction time -40% (Region Information Scroll); defensive construction time -40% (Region Information Scroll); other construction time -40% (Region Information Scroll)
- Numeric effects it withholds (granted only where it is absent): military construction time -20% (Region Information Scroll); religious construction time -20% (Region Information Scroll); defensive construction time -20% (Region Information Scroll); other construction time -20% (Region Information Scroll); trade fleet +1 (Trade Port); trade income -1 (Trade Port); taxable income -8 to -4 (Trade Port); population growth +1 (Trade Port); trade fleet +2 (Shipwright); trade income -2 (Shipwright); taxable income -14 to -7 (Shipwright); population growth +1 (Shipwright); trade income -2 (Dockyard); taxable income -18 to -9 (Dockyard); population growth +1 (Dockyard); trade income -2 (The Cothon of Carthage); trade level +1 (River Ports); trade income +1 (River Ports); trade level +2 (Inland Trade centre); trade income +1 (Inland Trade centre); population growth +1 (Inland Trade centre)
- Withholds: 5 units other tags would otherwise give
