Irrigated Farming (crops)
5 levels, each replacing the one before it: you upgrade in place rather than building alongside.
Irrigation Ditches (Crops) → Basin Irrigation (Crops) → Canal Network (Crops) → Irrigation Aqueducts (Crops) → Irrigated Great Estates (Crops)
Levels at a glance
| Level | Cost | Build time | Minimum settlement | Upgrades to | Level | Cost | Build time | Minimum settlement | Upgrades to | ||
|---|---|---|---|---|---|---|---|---|---|---|---|
| Irrigation Ditches (Crops) | 1,500 | 4 | town | Basin Irrigation (Crops) | Basin Irrigation (Crops) | 3,000 | 5 | large town | Canal Network (Crops) | ||
| Canal Network (Crops) | 5,000 | 7 | city | Irrigation Aqueducts (Crops) | Irrigation Aqueducts (Crops) | 7,500 | 9 | large city | Irrigated Great Estates (Crops) | ||
| Irrigated Great Estates (Crops) | 10,000 | 11 | huge city | — |
Costs in denarii, build time in turns.
Irrigation Ditches (Crops)

Simple ditches irrigate farmland, enabling basic cultivation
Civilization begins with irrigation, and irrigation begins with a ditch. With these channels directing precious water from nearby rivers or lakes to our fields, we are advancing beyond mere subsistence. With food to spare we may attract more people to the region. The maintenance of these waterworks should not be neglected and will cost some tax revenue.
Note: Some levels may have both positive and negative growth modifiers due to modding limitations. All effects apply, so +3 growth and -0.5 growth means +2.5 total growth.
Strategy
Irrigated farming is one of the best farming options in terms of growth potential and income. Every level slightly increases maintenance costs (tax penalty). Its farming bonus (+1 = +80 income on average & +0.5 growth) is increased if the region has grain resource, and sulphur has the same effect on tiers 3-5. Irrigated farming offers a trade bonus for cash crops (fruits, olives, grapes, papyrus, cotton, flax, dates), increased at tier 5. At tiers 4-5, the slave trade hub resource enables a tax bonus.
Availability
Irrigated farming is available only in regions with water sources (river, lake, springs, oasis). Not available in sub-arctic, alpine, oceanic, temperate and continental climates. Also not available in forest and wetlands terrain.
Limited to:
Tier 5: river valley, floodplains, grassland
Tier 4: mountain valley, plateau
Tier 3: hills
Tier 2: steppe, desert, small islands/rocky coast
Tier 1: mountains, karst terrain
| Cost | 1,500 denarii | Build time | 4 turns | Minimum settlement | town | Upgrades to | Basin Irrigation (Crops) |
Requirements: all of these must hold before this level can be built.
- Government Building (Dependency, Indirect Rule, Direct Rule or Homeland)
- Only one farm building allowed
- The region's terrain is not Forest or Wetlands
- The region's climate is not Sub artic, Alpine, Oceanic, Temperate or Continental
- The region's water source is River, Springs, Lake or Oasis
What it does
- +2 farming level
- -1 taxable income
Show 4 effects that apply only in some circumstances
- +1 trade income, only when the region has Fruits, Olives, Grapes, Papyrus, Cotton, Flax or Dates
- From tier 2 onwards this line will gain +1 farming due to resource: grain, only when the region has Grain
- From tier 3 onwards this line will gain +1 farming due to resource: sulphur, only when either Sulphur Fumigant Exports (Industry) is built somewhere in your empire or the region has Sulphur, and the region has no Grain
- Trade bonus due to resources: fruits, olives, grapes, papyrus, cotton, flax, dates, only when the region has Fruits, Olives, Grapes, Papyrus, Cotton, Flax or Dates
Basin Irrigation (Crops)

Using basins to flood and fertilize fields boosts crop yields
As water is plentiful in this region, our farmers have begun to construct embankments around fields nearest to rivers to create basins that can be strategically flooded. Certain crops like wheat, barley and pulses thrive when they get their feet wet. The water streaming into these basins also deposits river silt, fertilizing the fields. While these basins produce food crops in bulk, higher lying fields are used for other crops. The embankments are vulnerable to erosion and need constant maintenance.
Note: Some levels may have both positive and negative growth modifiers due to modding limitations. All effects apply, so +3 growth and -0.5 growth means +2.5 total growth.
Strategy
Irrigated farming is one of the best farming options in terms of growth potential and income. Every level slightly increases maintenance costs (tax penalty). Its farming bonus (+1 = +80 income on average & +0.5 growth) is increased if the region has grain resource, and sulphur has the same effect on tiers 3-5. Irrigated farming offers a trade bonus for cash crops (fruits, olives, grapes, papyrus, cotton, flax, dates), increased at tier 5. At tiers 4-5, the slave trade hub resource enables a tax bonus.
Availability
Irrigated farming is available only in regions with water sources (river, lake, springs, oasis). Not available in sub-arctic, alpine, oceanic, temperate and continental climates. Also not available in forest and wetlands terrain.
Limited to:
Tier 5: river valley, floodplains, grassland
Tier 4: mountain valley, plateau
Tier 3: hills
Tier 2: steppe, desert, small islands/rocky coast
Tier 1: mountains, karst terrain
| Cost | 3,000 denarii | Build time | 5 turns | Minimum settlement | large town | Upgrades to | Canal Network (Crops) |
Requirements: all of these must hold before this level can be built.
- Government Building (Dependency, Indirect Rule, Direct Rule or Homeland)
- Only one farm building allowed
- The region's terrain is not Forest, Wetlands, Mountains or Karst terrain
- The region's climate is not Sub artic, Alpine, Oceanic, Temperate or Continental
- The region's water source is River, Springs, Lake or Oasis
What it does
- -2 taxable income
Show 6 effects that apply only in some circumstances
- +3 farming level, only when the region has no Grain
- +4 farming level, only when the region has Grain
- +1 trade income, only when the region has Fruits, Olives, Grapes, Papyrus, Cotton, Flax or Dates
- Additional +1 farming due to resource: grain, only when the region has Grain
- From tier 3 onwards this line will gain +1 farming due to resource: sulphur, only when either Sulphur Fumigant Exports (Industry) is built somewhere in your empire or the region has Sulphur, and the region has no Grain
- Trade bonus due to resources: fruits, olives, grapes, papyrus, cotton, flax, dates, only when the region has Fruits, Olives, Grapes, Papyrus, Cotton, Flax or Dates
Canal Network (Crops)

A large canal network enables large-scale agriculture
The state has decreed that new irrigation works be put into place in this region. With this support, a network of canals has been built beyond anything the farmers could have managed on their own. Not any one person understands the full workings of the great network of dikes, sluices, and embankments. Our waterworks have evolved from a humble ditch into a symbol of the power of the state. And also much like the state, it has grown very expensive to maintain.
Note: Some levels may have both positive and negative growth modifiers due to modding limitations. All effects apply, so +3 growth and -0.5 growth means +2.5 total growth.
Strategy
Irrigated farming is one of the best farming options in terms of growth potential and income. Every level slightly increases maintenance costs (tax penalty). Its farming bonus (+1 = +80 income on average & +0.5 growth) is increased if the region has grain resource, and sulphur has the same effect on tiers 3-5. Irrigated farming offers a trade bonus for cash crops (fruits, olives, grapes, papyrus, cotton, flax, dates), increased at tier 5. At tiers 4-5, the slave trade hub resource enables a tax bonus.
Availability
Irrigated farming is available only in regions with water sources (river, lake, springs, oasis). Not available in sub-arctic, alpine, oceanic, temperate and continental climates. Also not available in forest and wetlands terrain.
Limited to:
Tier 5: river valley, floodplains, grassland
Tier 4: mountain valley, plateau
Tier 3: hills
Tier 2: steppe, desert, small islands/rocky coast
Tier 1: mountains, karst terrain
| Cost | 5,000 denarii | Build time | 7 turns | Minimum settlement | city | Upgrades to | Irrigation Aqueducts (Crops) |
Requirements: all of these must hold before this level can be built.
- Government Building (Dependency, Indirect Rule, Direct Rule or Homeland)
- Only one farm building allowed
- The region's terrain is not Forest, Wetlands, Mountains, Karst terrain, Steppe, Desert or Small islands and rocky coast
- The region's climate is not Sub artic, Alpine, Oceanic, Temperate or Continental
- The region's water source is River, Springs, Lake or Oasis
What it does
- -3 taxable income
Show 5 effects that apply only in some circumstances
- +5 farming level, only when the region has neither Grain nor Sulphur and no Sulphur Fumigant Exports (Industry) is built anywhere in your empire
- +6 farming level, only when the region has Grain or Sulphur, or Sulphur Fumigant Exports (Industry) is built somewhere in your empire
- +1 trade income, only when the region has Fruits, Olives, Grapes, Papyrus, Cotton, Flax or Dates
- Additional +1 farming due to resources: grain, sulphur, only when the region has Grain or Sulphur, or Sulphur Fumigant Exports (Industry) is built somewhere in your empire
- Trade bonus due to resources: fruits, olives, grapes, papyrus, cotton, flax, dates, only when the region has Fruits, Olives, Grapes, Papyrus, Cotton, Flax or Dates
Irrigation Aqueducts (Crops)

Irrigation aqueducts support burgeoning estates
Though our waterworks were already extensive, good land remained underutilised just beyond the reach of canal, sluice and waterwheel. To properly exploit this outlying land, advanced engineering was required. Aqueducts were raised to tap into even more sources of freshwater and bring it where it was lacking. The fields are increasingly worked by slaves who also maintain the vast structures watering the land.
Note: Some levels may have both positive and negative growth modifiers due to modding limitations. All effects apply, so +3 growth and -0.5 growth means +2.5 total growth.
Strategy
Irrigated farming is one of the best farming options in terms of growth potential and income. Every level slightly increases maintenance costs (tax penalty). Its farming bonus (+1 = +80 income on average & +0.5 growth) is increased if the region has grain resource, and sulphur has the same effect on tiers 3-5. Irrigated farming offers a trade bonus for cash crops (fruits, olives, grapes, papyrus, cotton, flax, dates), increased at tier 5. At tiers 4-5, the slave trade hub resource enables a tax bonus.
Availability
Irrigated farming is available only in regions with water sources (river, lake, springs, oasis). Not available in sub-arctic, alpine, oceanic, temperate and continental climates. Also not available in forest and wetlands terrain.
Limited to:
Tier 5: river valley, floodplains, grassland
Tier 4: mountain valley, plateau
Tier 3: hills
Tier 2: steppe, desert, small islands/rocky coast
Tier 1: mountains, karst terrain
| Cost | 7,500 denarii | Build time | 9 turns | Minimum settlement | large city | Upgrades to | Irrigated Great Estates (Crops) |
Requirements: all of these must hold before this level can be built.
- Government Building (Dependency, Indirect Rule, Direct Rule or Homeland)
- Only one farm building allowed
- The region's terrain is not Forest, Wetlands, Mountains, Karst terrain, Steppe, Desert, Small islands and rocky coast or Hills
- The region's climate is not Sub artic, Alpine, Oceanic, Temperate or Continental
- The region's water source is River, Springs, Lake or Oasis
- You play a Roman, Iranian, Egyptian, Western Hellenistic, Eastern Hellenistic, Indian, Phoenician, Anatolian (other than Paphlagonia) or Greek (other than Greek City States) faction, or Paeonia, Bithynia, Cabyle, Odrysian Kingdom, Kush, Nigirians, Armenia, Armenia Minor, Colchians, Iberians, Sophene, Commagene, Carmo, Asta, Arse or Chorasmia
What it does
- -4 taxable income
Show 7 effects that apply only in some circumstances
- +7 farming level, only when the region has neither Grain nor Sulphur and no Sulphur Fumigant Exports (Industry) is built anywhere in your empire
- +8 farming level, only when the region has Grain or Sulphur, or Sulphur Fumigant Exports (Industry) is built somewhere in your empire
- +1 trade income, only when the region has Fruits, Olives, Grapes, Papyrus, Cotton, Flax or Dates
- +5 taxable income, only when the region has Slave Trade or Slave Trading Hub (Urban) is built somewhere in your empire
- Additional +1 farming due to resources: grain, sulphur, only when the region has Grain or Sulphur, or Sulphur Fumigant Exports (Industry) is built somewhere in your empire
- Trade bonus due to resources: fruits, olives, grapes, papyrus, cotton, flax, dates, only when the region has Fruits, Olives, Grapes, Papyrus, Cotton, Flax or Dates
- Tax bonus is due to local slave trade or factionwide supply, only when the region has Slave Trade or Slave Trading Hub (Urban) is built somewhere in your empire
Irrigated Great Estates (Crops)

Vast, slave-worked estates that are highly productive but cause social unrest
Over time these lands have needed much investment to make them truly profitable, and so those who can invest the most have come to acquire the land. Here on their great Latifundia, our elites see their wealth increase, thanks to thousands of slaves labouring well-watered fields stretching to the horizon. The overseers have become experts in disciplining slaves and maintaining the irrigation works built over generations. The dispossessed farmers have had no choice but to seek employment in the cities.
Note: Some levels may have both positive and negative growth modifiers due to modding limitations. All effects apply, so +3 growth and -0.5 growth means +2.5 total growth.
Strategy
Irrigated farming is one of the best farming options in terms of growth potential and income, though potential is limited for factions unable to build great estates. Every level slightly increases maintenance costs (tax penalty). Its farming bonus (+1 = +80 income on average & +0.5 growth) is increased if the region has grain resource, and sulphur has the same effect on tiers 3-5. Irrigated farming offers a trade bonus for cash crops (fruits, olives, grapes, papyrus, cotton, flax, dates), increased at tier 5. At tiers 4-5, the slave trade hub resource enables a tax bonus.
Availability
Irrigated farming is available only in regions with water sources (river, lake, springs, oasis). Not available in sub-arctic, alpine, oceanic, temperate and continental climates. Also not available in forest and wetlands terrain.
Limited to:
Tier 5: river valley, floodplains, grassland
Tier 4: mountain valley, plateau
Tier 3: hills
Tier 2: steppe, desert, small islands/rocky coast
Tier 1: mountains, karst terrain
| Cost | 10,000 denarii | Build time | 11 turns | Minimum settlement | huge city |
Requirements: all of these must hold before this level can be built.
- Government Building (Dependency, Indirect Rule, Direct Rule or Homeland)
- Only one farm building allowed
- The region's terrain is not Forest, Wetlands, Mountains, Karst terrain, Steppe, Desert, Small islands and rocky coast, Hills, Mountain valley or Plateau
- The region's climate is not Sub artic, Alpine, Oceanic, Temperate or Continental
- The region's water source is River, Springs, Lake or Oasis
- You play a Roman, Iranian, Egyptian, Western Hellenistic, Eastern Hellenistic, Indian, Phoenician, Anatolian (other than Paphlagonia) or Greek (other than Greek City States) faction, or Paeonia, Bithynia, Cabyle, Odrysian Kingdom, Kush, Nigirians, Armenia, Armenia Minor, Colchians, Iberians, Sophene, Commagene, Carmo, Asta, Arse or Chorasmia
What it does
- -1 population growth
- -2 public order (happiness)
Show 8 effects that apply only in some circumstances
- +9 farming level, only when the region has neither Grain nor Sulphur and no Sulphur Fumigant Exports (Industry) is built anywhere in your empire
- +10 farming level, only when the region has Grain or Sulphur, or Sulphur Fumigant Exports (Industry) is built somewhere in your empire
- +2 trade income, only when the region has Fruits, Olives, Grapes, Papyrus, Cotton, Flax or Dates
- +10 taxable income, only when the region has Slave Trade or Slave Trading Hub (Urban) is built somewhere in your empire
- -5 taxable income, only when the region has no Slave Trade and no Slave Trading Hub (Urban) is built anywhere in your empire
- Additional +1 farming due to resources: grain, sulphur, only when the region has Grain or Sulphur, or Sulphur Fumigant Exports (Industry) is built somewhere in your empire
- Trade bonus due to resources: fruits, olives, grapes, papyrus, cotton, flax, dates, only when the region has Fruits, Olives, Grapes, Papyrus, Cotton, Flax or Dates
- Tax bonus is due to local slave trade or factionwide supply, only when the region has Slave Trade or Slave Trading Hub (Urban) is built somewhere in your empire
Traits and retinue
Traits
| Trait | Building | Points | Chance | Trait | Building | Points | Chance | Trait | Building | Points | Chance |
|---|---|---|---|---|---|---|---|---|---|---|---|
| Administrator | Irrigation Ditches (Crops) or above | +1 | 30% | Estate Owner | Irrigation Ditches (Crops) or above | +2, +3 | 20–80% | Grower | Irrigation Ditches (Crops) or above | +1 | 100% |
| Investing in the Countryside | Irrigation Ditches (Crops) or above | +1 | 100% | Publicani - Minority Share Tax Farmer | Basin Irrigation (Crops) or above | +1 | 10% |
Retinue
| Member | Building | Chance | Member | Building | Chance | Member | Building | Chance | Member | Building | Chance |
|---|---|---|---|---|---|---|---|---|---|---|---|
| Agricultural Expert | Basin Irrigation (Crops) or above | 1% | Agriculturalist | Irrigation Ditches (Crops) or above | 2% | Agriculturalist | Canal Network (Crops) or above | 1% | Agriculturalist | Irrigation Aqueducts (Crops) or above | 2% |
| Brewer | Irrigation Ditches (Crops) or above | 4% | Gardener | Basin Irrigation (Crops) or above | 2% | Overseer | Irrigation Ditches (Crops) or above | 2% | Pious Plutocrat | Irrigation Ditches (Crops) or above | 1% |
| Priest of Cybele | Basin Irrigation (Crops) or above | 7% | Priestess of Tanit | Basin Irrigation (Crops) or above | 7% | Ptolemaic Farming Advisor | Basin Irrigation (Crops) or above | 1% |
