Centralized Mint
2 levels, each replacing the one before it: you upgrade in place rather than building alongside.
State Mint (Civic) → Great Mint (Civic)
Levels at a glance
| Level | Cost | Build time | Minimum settlement | Upgrades to | Excludes | |
|---|---|---|---|---|---|---|
| State Mint (Civic) | 10,000 | 5 | city | Great Mint (Civic) | Local Mint (Civic) | |
| Great Mint (Civic) | 17,500 | 10 | huge city | — | — |
Costs in denarii, build time in turns.
State Mint (Civic)

The game ships no picture of its own for this level and shows the Great Academy (Civic) picture instead.
A State Mint strengthens control and boosts the economy, but they remind the locals that independence is still a distant dream.
He who controls the coin, controls the people.
A Centralized Mint is a statement of authority. No matter where you are in the empire, the coin is the same, and it bears the mark of the ruling faction. By centralizing the mint, the ruling faction maintains control over the currency, thus unifying trade, at least for now, and ensuring that all wealth flows back to the capital. Of course, the locals in more far away lands ruled by us won’t be happy about it, and unrest may rise as they grumble about the foreign designs and the subtle reminder of their dependence. Still, the economic benefits are undeniable, as long as you keep things under control.
Also, let’s be honest: no one really likes paying with someone else’s face on their coins for too long.
Historically, the mint was a source of wealth and control. The Ptolemies, for example, tried to make an inner economy and only allowed to use their coins. The mint in many cases was a symbol of independence. In case of Bosporan Kingdom, during the time of consolidation of power, kings allowed mint only in the capital, while before there were at least 5-6 another mints. The decentralization of the kingdom in the II BCE, even without any written sources, could be seen through the sudden appearance of new minting locations. The person who controlled the mint influenced all others who used those coins, as he decided: what will be on coin (propaganda), from which metal it will be made, and how much was the coin worth.
| Cost | 10,000 denarii | Build time | 5 turns | Minimum settlement | city | Upgrades to | Great Mint (Civic) |
Requirements: all of these must hold before this level can be built.
- You play a Phoenician, Gallic, Iberian, Celtiberian, Caucasian, Anatolian, Illyrian, Egyptian, Thracian, Iranian, Arab, Indian, Greek, Western Hellenistic, Eastern Hellenistic or Roman faction
- Forum or a higher level is built here
- Only one civic building allowed
- Not Autonomous Mint
- Direct Rule or Homeland
What it does
Show 18 effects that apply only in some circumstances
- +10 taxable income, only when the region has neither Copper nor Silver, no Copper Exports (Special exports) is built anywhere in your empire and you play a Phoenician, Gallic, Iberian, Celtiberian, Caucasian, Anatolian, Illyrian, Egyptian, Thracian, Iranian, Arab, Indian, Greek, Western Hellenistic, Eastern Hellenistic or Roman faction
- +14 taxable income, only when you play a Phoenician, Gallic, Iberian, Celtiberian, Caucasian, Anatolian, Illyrian, Egyptian, Thracian, Iranian, Arab, Indian, Greek, Western Hellenistic, Eastern Hellenistic or Roman faction, and either the region has Copper or Copper Exports (Special exports) is built somewhere in your empire, and the region has no Silver
- +14 taxable income, only when you play a Phoenician, Gallic, Iberian, Celtiberian, Caucasian, Anatolian, Illyrian, Egyptian, Thracian, Iranian, Arab, Indian, Greek, Western Hellenistic, Eastern Hellenistic or Roman faction, the region has no Copper, no Copper Exports (Special exports) is built anywhere in your empire and the region has Silver
- +14 taxable income, only when you play a Phoenician, Gallic, Iberian, Celtiberian, Caucasian, Anatolian, Illyrian, Egyptian, Thracian, Iranian, Arab, Indian, Greek, Western Hellenistic, Eastern Hellenistic or Roman faction, and either the region has Copper or Copper Exports (Special exports) is built somewhere in your empire, and the region has Silver
- Additional tax bonus due to resources: silver, copper, only when you play a Phoenician, Gallic, Iberian, Celtiberian, Caucasian, Anatolian, Illyrian, Egyptian, Thracian, Iranian, Arab, Indian, Greek, Western Hellenistic, Eastern Hellenistic or Roman faction, and either the region has Copper or Copper Exports (Special exports) is built somewhere in your empire, and the region has no Silver
- Additional tax bonus due to resources: silver, copper, only when you play a Phoenician, Gallic, Iberian, Celtiberian, Caucasian, Anatolian, Illyrian, Egyptian, Thracian, Iranian, Arab, Indian, Greek, Western Hellenistic, Eastern Hellenistic or Roman faction, the region has no Copper, no Copper Exports (Special exports) is built anywhere in your empire and the region has Silver
- Additional tax bonus due to resources: silver, copper, only when you play a Phoenician, Gallic, Iberian, Celtiberian, Caucasian, Anatolian, Illyrian, Egyptian, Thracian, Iranian, Arab, Indian, Greek, Western Hellenistic, Eastern Hellenistic or Roman faction, and either the region has Copper or Copper Exports (Special exports) is built somewhere in your empire, and the region has Silver
- No additional tax bonus due to lack of resources: silver, copper, only when you play a Phoenician, Gallic, Iberian, Celtiberian, Caucasian, Anatolian, Illyrian, Egyptian, Thracian, Iranian, Arab, Indian, Greek, Western Hellenistic, Eastern Hellenistic or Roman faction, the region has neither Copper nor Silver and no Copper Exports (Special exports) is built anywhere in your empire
- +1 trade income, only when you play a Phoenician, Gallic, Iberian, Celtiberian, Caucasian, Anatolian, Illyrian, Egyptian, Thracian, Iranian, Arab, Indian, Greek, Western Hellenistic, Eastern Hellenistic or Roman faction and the region has neither Gold nor Silver
- +2 trade income, only when you play a Phoenician, Gallic, Iberian, Celtiberian, Caucasian, Anatolian, Illyrian, Egyptian, Thracian, Iranian, Arab, Indian, Greek, Western Hellenistic, Eastern Hellenistic or Roman faction, the region has no Gold and the region has Silver
- +2 trade income, only when you play a Phoenician, Gallic, Iberian, Celtiberian, Caucasian, Anatolian, Illyrian, Egyptian, Thracian, Iranian, Arab, Indian, Greek, Western Hellenistic, Eastern Hellenistic or Roman faction, the region has Gold and the region has no Silver
- +2 trade income, only when you play a Phoenician, Gallic, Iberian, Celtiberian, Caucasian, Anatolian, Illyrian, Egyptian, Thracian, Iranian, Arab, Indian, Greek, Western Hellenistic, Eastern Hellenistic or Roman faction, the region has Gold and the region has Silver
- Additional trade bonus due to resources: gold, silver, only when you play a Phoenician, Gallic, Iberian, Celtiberian, Caucasian, Anatolian, Illyrian, Egyptian, Thracian, Iranian, Arab, Indian, Greek, Western Hellenistic, Eastern Hellenistic or Roman faction, the region has Gold and the region has no Silver
- Additional trade bonus due to resources: gold, silver, only when you play a Phoenician, Gallic, Iberian, Celtiberian, Caucasian, Anatolian, Illyrian, Egyptian, Thracian, Iranian, Arab, Indian, Greek, Western Hellenistic, Eastern Hellenistic or Roman faction, the region has no Gold and the region has Silver
- Additional trade bonus due to resources: gold, silver, only when you play a Phoenician, Gallic, Iberian, Celtiberian, Caucasian, Anatolian, Illyrian, Egyptian, Thracian, Iranian, Arab, Indian, Greek, Western Hellenistic, Eastern Hellenistic or Roman faction, the region has Gold and the region has Silver
- No additional trade bonus due to lack of resources: gold, silver, only when you play a Phoenician, Gallic, Iberian, Celtiberian, Caucasian, Anatolian, Illyrian, Egyptian, Thracian, Iranian, Arab, Indian, Greek, Western Hellenistic, Eastern Hellenistic or Roman faction and the region has neither Gold nor Silver
- +1 public order (law), only when you play a Phoenician, Gallic, Iberian, Celtiberian, Caucasian, Anatolian, Illyrian, Egyptian, Thracian, Iranian, Arab, Indian, Greek, Western Hellenistic, Eastern Hellenistic or Roman faction
- This place of coin-making serves no purpose to our people. Take what can be carried and burn it down, only when you do not play a Phoenician, Gallic, Iberian, Celtiberian, Caucasian, Anatolian, Illyrian, Egyptian, Thracian, Iranian, Arab, Indian, Greek, Western Hellenistic, Eastern Hellenistic or Roman faction
Excludes: building this rules out Local Mint (Civic). Choose deliberately: this is not reversible by demolition in every case.
Great Mint (Civic)

The game ships no picture of its own for this level and shows the Academy (Civic) picture instead.
An Imperial Mint strengthens control and boosts the economy, not just of this city, but of the realm
This city has been granted the highest honour, to produce the coinage that fuels our empire.
The royal mints are usually established in very important, as well as very secure cities. This also means that whoever the regional governor was, he controlled a source of great wealth and ideological importance, making him an important and dangerous figure.
| Cost | 17,500 denarii | Build time | 10 turns | Minimum settlement | huge city |
Requirements: all of these must hold before this level can be built.
- You play a Phoenician, Gallic, Iberian, Celtiberian, Caucasian, Anatolian, Illyrian, Egyptian, Thracian, Iranian, Arab, Indian, Greek, Western Hellenistic, Eastern Hellenistic or Roman faction
- Great Forum or a higher level is built here
- Only one civic building allowed
- Direct Rule or Homeland
- This building requires empire size 6 or above to be constructed
What it does
Show 21 effects that apply only in some circumstances
- +1 public order (law), only when the region has no Gold and you play a Phoenician, Gallic, Iberian, Celtiberian, Caucasian, Anatolian, Illyrian, Egyptian, Thracian, Iranian, Arab, Indian, Greek, Western Hellenistic, Eastern Hellenistic or Roman faction
- +2 public order (law), only when the region has Gold and you play a Phoenician, Gallic, Iberian, Celtiberian, Caucasian, Anatolian, Illyrian, Egyptian, Thracian, Iranian, Arab, Indian, Greek, Western Hellenistic, Eastern Hellenistic or Roman faction
- Additional law bonus due to resource: gold, only when the region has Gold and you play a Phoenician, Gallic, Iberian, Celtiberian, Caucasian, Anatolian, Illyrian, Egyptian, Thracian, Iranian, Arab, Indian, Greek, Western Hellenistic, Eastern Hellenistic or Roman faction
- No additional law bonus due to lack of resource: gold, only when the region has no Gold and you play a Phoenician, Gallic, Iberian, Celtiberian, Caucasian, Anatolian, Illyrian, Egyptian, Thracian, Iranian, Arab, Indian, Greek, Western Hellenistic, Eastern Hellenistic or Roman faction
- +14 taxable income, only when the region has neither Copper nor Silver, no Copper Exports (Special exports) is built anywhere in your empire and you play a Phoenician, Gallic, Iberian, Celtiberian, Caucasian, Anatolian, Illyrian, Egyptian, Thracian, Iranian, Arab, Indian, Greek, Western Hellenistic, Eastern Hellenistic or Roman faction
- +20 taxable income, only when you play a Phoenician, Gallic, Iberian, Celtiberian, Caucasian, Anatolian, Illyrian, Egyptian, Thracian, Iranian, Arab, Indian, Greek, Western Hellenistic, Eastern Hellenistic or Roman faction, and either the region has Copper or Copper Exports (Special exports) is built somewhere in your empire, and the region has no Silver
- +20 taxable income, only when you play a Phoenician, Gallic, Iberian, Celtiberian, Caucasian, Anatolian, Illyrian, Egyptian, Thracian, Iranian, Arab, Indian, Greek, Western Hellenistic, Eastern Hellenistic or Roman faction, the region has no Copper, no Copper Exports (Special exports) is built anywhere in your empire and the region has Silver
- +20 taxable income, only when you play a Phoenician, Gallic, Iberian, Celtiberian, Caucasian, Anatolian, Illyrian, Egyptian, Thracian, Iranian, Arab, Indian, Greek, Western Hellenistic, Eastern Hellenistic or Roman faction, and either the region has Copper or Copper Exports (Special exports) is built somewhere in your empire, and the region has Silver
- Additional tax bonus due to resources: silver, copper, only when you play a Phoenician, Gallic, Iberian, Celtiberian, Caucasian, Anatolian, Illyrian, Egyptian, Thracian, Iranian, Arab, Indian, Greek, Western Hellenistic, Eastern Hellenistic or Roman faction, and either the region has Copper or Copper Exports (Special exports) is built somewhere in your empire, and the region has no Silver
- Additional tax bonus due to resources: silver, copper, only when you play a Phoenician, Gallic, Iberian, Celtiberian, Caucasian, Anatolian, Illyrian, Egyptian, Thracian, Iranian, Arab, Indian, Greek, Western Hellenistic, Eastern Hellenistic or Roman faction, the region has no Copper, no Copper Exports (Special exports) is built anywhere in your empire and the region has Silver
- Additional tax bonus due to resources: silver, copper, only when you play a Phoenician, Gallic, Iberian, Celtiberian, Caucasian, Anatolian, Illyrian, Egyptian, Thracian, Iranian, Arab, Indian, Greek, Western Hellenistic, Eastern Hellenistic or Roman faction, and either the region has Copper or Copper Exports (Special exports) is built somewhere in your empire, and the region has Silver
- No additional tax bonus due to lack of resources: silver, copper, only when you play a Phoenician, Gallic, Iberian, Celtiberian, Caucasian, Anatolian, Illyrian, Egyptian, Thracian, Iranian, Arab, Indian, Greek, Western Hellenistic, Eastern Hellenistic or Roman faction, the region has neither Copper nor Silver and no Copper Exports (Special exports) is built anywhere in your empire
- +2 trade income, only when you play a Phoenician, Gallic, Iberian, Celtiberian, Caucasian, Anatolian, Illyrian, Egyptian, Thracian, Iranian, Arab, Indian, Greek, Western Hellenistic, Eastern Hellenistic or Roman faction and the region has neither Gold nor Silver
- +3 trade income, only when you play a Phoenician, Gallic, Iberian, Celtiberian, Caucasian, Anatolian, Illyrian, Egyptian, Thracian, Iranian, Arab, Indian, Greek, Western Hellenistic, Eastern Hellenistic or Roman faction, the region has no Gold and the region has Silver
- +3 trade income, only when you play a Phoenician, Gallic, Iberian, Celtiberian, Caucasian, Anatolian, Illyrian, Egyptian, Thracian, Iranian, Arab, Indian, Greek, Western Hellenistic, Eastern Hellenistic or Roman faction, the region has Gold and the region has no Silver
- +3 trade income, only when you play a Phoenician, Gallic, Iberian, Celtiberian, Caucasian, Anatolian, Illyrian, Egyptian, Thracian, Iranian, Arab, Indian, Greek, Western Hellenistic, Eastern Hellenistic or Roman faction, the region has Gold and the region has Silver
- Additional trade bonus due to resources: gold, silver, only when you play a Phoenician, Gallic, Iberian, Celtiberian, Caucasian, Anatolian, Illyrian, Egyptian, Thracian, Iranian, Arab, Indian, Greek, Western Hellenistic, Eastern Hellenistic or Roman faction, the region has Gold and the region has no Silver
- Additional trade bonus due to resources: gold, silver, only when you play a Phoenician, Gallic, Iberian, Celtiberian, Caucasian, Anatolian, Illyrian, Egyptian, Thracian, Iranian, Arab, Indian, Greek, Western Hellenistic, Eastern Hellenistic or Roman faction, the region has no Gold and the region has Silver
- Additional trade bonus due to resources: gold, silver, only when you play a Phoenician, Gallic, Iberian, Celtiberian, Caucasian, Anatolian, Illyrian, Egyptian, Thracian, Iranian, Arab, Indian, Greek, Western Hellenistic, Eastern Hellenistic or Roman faction, the region has Gold and the region has Silver
- No additional trade bonus due to lack of resources: gold, silver, only when you play a Phoenician, Gallic, Iberian, Celtiberian, Caucasian, Anatolian, Illyrian, Egyptian, Thracian, Iranian, Arab, Indian, Greek, Western Hellenistic, Eastern Hellenistic or Roman faction and the region has neither Gold nor Silver
- This place of coin-making serves no purpose to our people. Take what can be carried and burn it down, only when you do not play a Phoenician, Gallic, Iberian, Celtiberian, Caucasian, Anatolian, Illyrian, Egyptian, Thracian, Iranian, Arab, Indian, Greek, Western Hellenistic, Eastern Hellenistic or Roman faction
Traits and retinue
Traits
| Trait | Building | Points | Chance | Trait | Building | Points | Chance | Trait | Building | Points | Chance |
|---|---|---|---|---|---|---|---|---|---|---|---|
| Administrator | State Mint (Civic) | +1 | 2% | Apprentice Trader | State Mint (Civic) | +1 | 1% | Aspiring Politician | State Mint (Civic) | +1 | 3% |
| Cultured | State Mint (Civic) | +1 | 3% | Epistates Komes | State Mint (Civic) | +1 | 2% | Flexible | State Mint (Civic) | +1 | 1% |
| Ioeutes | State Mint (Civic) | +1 | 3% | Mildly Extravagant | State Mint (Civic) | +1 | 3% | Optimate Sympathiser | State Mint (Civic) | +1 | 40% |
| Optimate Sympathiser | Great Mint (Civic) | +2 | 50% | Strikes His Own Coins | State Mint (Civic) | +1 | 10% | Understanding of Logistics | State Mint (Civic) | +1 | 1% |
| Understanding of Strategy | State Mint (Civic) | +1 | 1% | Understands Mathematics | State Mint (Civic) | +1 | 3% |
Retinue
| Member | Building | Chance | Member | Building | Chance | Member | Building | Chance | Member | Building | Chance |
|---|---|---|---|---|---|---|---|---|---|---|---|
| Accountant | State Mint (Civic) | 2% | Freeman Clerk | State Mint (Civic) | 3% | Numismatist | State Mint (Civic) | 1% | Scribe Steward | State Mint (Civic) or above | 4% |
| Treasurer | State Mint (Civic) | 3% |
