Military Industrial Complex
4 levels, each replacing the one before it: you upgrade in place rather than building alongside.
Training Grounds → Basic Armoury → Barracks and Armoury → Barracks and Foundry Complex
Levels at a glance
| Level | Cost | Build time | Minimum settlement | Upgrades to | Excludes | |
|---|---|---|---|---|---|---|
| Training Grounds | 3,000 | 4 | town | Basic Armoury | Local Garrisons | |
| Basic Armoury | 6,000 | 6 | large town | Barracks and Armoury | Local Garrisons | |
| Barracks and Armoury | 10,000 | 7 | city | Barracks and Foundry Complex | Local Garrisons | |
| Barracks and Foundry Complex | 13,000 | 10 | large city | — | Local Garrisons |
Costs in denarii, build time in turns.
Training Grounds

Where recruits learn to march, wield arms, and become the heart of the Republic’s army.
Here, the humble sons of Rome become the backbone of her empire, molded with discipline as their shield and unity as their sword.
The Training Grounds serve as the very beginning of a soldier’s journey into the ranks of the legion. Under the stern gaze of veteran centurions, the raw recruits learn to march as one, hold the line, and wield the essential tools of a legionary. Though the facility is humble, its purpose is noble: to ingrain unity, discipline, and the Roman way of warfare into each recruit.
As these men drill in formation and learn the value of unbreakable ranks, they become the stones in the wall of Rome’s invincible legions.
Strategy
Unit recruitment requires more than just these barracks. To recruit units from your factional roster you either need a homeland government and these barracks OR a direct rule/indirect rule AND a colony OR the factional unit. While local units (AOR-Area of Recruitment, units with the diadem icon) often require less direct forms of government. See the Region Information Scroll for the AOR units that this region offers and hover over the units to see the requirements for recruitment.
| Cost | 3,000 denarii | Build time | 4 turns | Minimum settlement | town | Upgrades to | Basic Armoury |
Requirements: all of these must hold before this level can be built.
- Government Building (Dependency, Indirect Rule, Direct Rule or Homeland) and no level of Garrison is built or being built here; or the settlement is not on an island (among other conditions); or the settlement is on an island and this settlement is your capital
What it does
- taxable income -7 to -3, depending on how many settlements your empire holds
Recruitment: unlocks 3 units. Which of them you can actually raise depends on your faction, your government and the region.
- Celtic Light Cavalry
- Celtic Spearmen
- Celtic Swordsmen
Excludes: building this rules out Local Garrisons. Choose deliberately: this is not reversible by demolition in every case.
Basic Armoury

A fortified hub of training, providing Roman troops with superior arms and strategies for battlefield dominance.
At the Basic Armoury, men are tempered with iron and skill, prepared to serve not just with courage but with cunning on the battlefield.
Here, the Training Grounds meet their evolution, as raw recruits gain access to better arms and the skills to wield them effectively. In the Basic Armoury, each soldier is equipped with tools crafted to advance the might of Rome. Instructors, who’ve seen the dust and sweat of many campaigns, impart advanced combat skills and tactical thinking to ensure these soldiers become not just strong but strategically sharp.
From here, they march with weapons and training that bring respect, and often fear, to Rome’s name on every front.
Strategy
Unit recruitment requires more than just these barracks. To recruit units from your factional roster you either need a homeland government and these barracks OR a direct rule/indirect rule AND a colony OR the factional unit. While local units (AOR-Area of Recruitment, units with the diadem icon) often require less direct forms of government. See the Region Information Scroll for the AOR units that this region offers and hover over the units to see the requirements for recruitment.
| Cost | 6,000 denarii | Build time | 6 turns | Minimum settlement | large town | Upgrades to | Barracks and Armoury |
Requirements: all of these must hold before this level can be built.
- Government Building (Dependency, Indirect Rule, Direct Rule or Homeland) and no level of Garrison is built or being built here; or the settlement is not on an island (among other conditions); or the settlement is on an island and this settlement is your capital
What it does
- taxable income -10 to -6, depending on how many settlements your empire holds
Recruitment: unlocks 3 units. Which of them you can actually raise depends on your faction, your government and the region.
- Celtic Light Cavalry
- Celtic Spearmen
- Celtic Swordsmen
Excludes: building this rules out Local Garrisons. Choose deliberately: this is not reversible by demolition in every case.
Barracks and Armoury

The heart of military excellence, crafting elite soldiers with the best Rome has to offer.
From these barracks stride Rome’s finest, clad in iron and ambition, ready to make their mark on history.
The Barracks and Armoury form the military core of the settlement, where seasoned soldiers are armed with the Republic’s finest weapons and armor. Skilled blacksmiths transform iron and bronze into shields, swords, and helmets worthy of the finest heavy infantry, archers, and cavalry. It is here that the Republic's elite warriors are readied, with the echo of hammer strikes and the hiss of cooling steel serving as a constant reminder of Rome's readiness for conquest.
Only the best emerge from these walls, ready to honour Rome with courage and steel.
Strategy
Unit recruitment requires more than just these barracks. To recruit units from your factional roster you either need a homeland government and these barracks OR a direct rule/indirect rule AND a colony OR the factional unit. While local units (AOR-Area of Recruitment, units with the diadem icon) often require less direct forms of government. See the Region Information Scroll for the AOR units that this region offers and hover over the units to see the requirements for recruitment.
| Cost | 10,000 denarii | Build time | 7 turns | Minimum settlement | city | Upgrades to | Barracks and Foundry Complex |
Requirements: all of these must hold before this level can be built.
- Government Building (Dependency, Indirect Rule, Direct Rule or Homeland) and no level of Garrison is built or being built here; or the settlement is not on an island (among other conditions); or the settlement is on an island and this settlement is your capital
What it does
- taxable income -12 to -8, depending on how many settlements your empire holds
- recruits gain 1 experience
Recruitment: unlocks 3 units. Which of them you can actually raise depends on your faction, your government and the region.
- Celtic Light Cavalry
- Celtic Spearmen
- Celtic Swordsmen
Excludes: building this rules out Local Garrisons. Choose deliberately: this is not reversible by demolition in every case.
Barracks and Foundry Complex

The height of Rome’s military power, producing elite troops and war machines to uphold the Republic’s honour and might.
Behold, the pinnacle of Roman might, where the iron of Rome is forged into legions, and her ambitions into reality.
The Barracks and Foundry Complex stands as the zenith of Roman military engineering and organization. This towering fortress of war is where the finest warriors are readied and outfitted with advanced arms, from devastating siege engines to armor that gleams like Roman pride. It is a place of thunderous industry, where the Republic’s commitment to dominion is forged in metal and flesh. Here, Rome’s most elite forces gather, embodying her unrelenting will to bring all nations under her banner.
This complex is not just a building; it is a declaration of Rome’s unstoppable march toward greatness.
Strategy
Unit recruitment requires more than just these barracks. To recruit units from your factional roster you either need a homeland government and these barracks OR a direct rule/indirect rule AND a colony OR the factional unit. While local units (AOR-Area of Recruitment, units with the diadem icon) often require less direct forms of government. See the Region Information Scroll for the AOR units that this region offers and hover over the units to see the requirements for recruitment.
| Cost | 13,000 denarii | Build time | 10 turns | Minimum settlement | large city |
Requirements: all of these must hold before this level can be built.
- Government Building (Dependency, Indirect Rule, Direct Rule or Homeland) and no level of Garrison is built or being built here; or the settlement is not on an island (among other conditions); or the settlement is on an island and this settlement is your capital
What it does
- taxable income -14 to -10, depending on how many settlements your empire holds
- recruits gain 1 experience
Show 3 effects that apply only in some circumstances
- extra recruitment points +1, only when Foundry (Industry) or a higher level is not built here
- extra recruitment points +2, only when Foundry (Industry) or a higher level is built here
- 1 additional recruitment point due to having a foundry in this city, only when Foundry (Industry) or a higher level is built here
Recruitment: unlocks 3 units. Which of them you can actually raise depends on your faction, your government and the region.
- Celtic Light Cavalry (1 experience)
- Celtic Spearmen (1 experience)
- Celtic Swordsmen (1 experience)
Excludes: building this rules out Local Garrisons. Choose deliberately: this is not reversible by demolition in every case.
Traits and retinue
Traits
| Trait | Building | Points | Chance | Trait | Building | Points | Chance | Trait | Building | Points | Chance |
|---|---|---|---|---|---|---|---|---|---|---|---|
| Optimate Sympathiser | Barracks and Armoury | +1 | 50% | Optimate Sympathiser | Barracks and Foundry Complex | +2 | 60% | Tamias | Basic Armoury or above | +2 | 12% |
Retinue
| Member | Building | Chance | Member | Building | Chance | Member | Building | Chance | Member | Building | Chance |
|---|---|---|---|---|---|---|---|---|---|---|---|
| "The Companion" Instructor | Barracks and Armoury or above | 1% | Armourer | Barracks and Armoury or above | 2% | Beastmaster | Barracks and Armoury or above | 2% | Bodyguard | Barracks and Armoury or above | 2% |
| Cook | Barracks and Armoury or above | 2% | Famous Warrior | Barracks and Armoury or above | 2% | Foodtaster | Barracks and Armoury or above | 2% | Galloper | Barracks and Armoury or above | 2% |
| Marcus Vitruvius Pollio | Basic Armoury or above | 40% | Master of Archers | Basic Armoury or above | 1% | Master of Archers | Barracks and Armoury or above | 2% | Master of Horse | Barracks and Armoury or above | 2% |
| Military Engineer | Basic Armoury or above | 4% | Mistress | Barracks and Armoury or above | 2% | Over-Protective Nanny | Barracks and Armoury or above | 1% | Palatine Guard | Barracks and Armoury | 3% |
| Priest of Aram | Barracks and Armoury or above | 7% | Priest of Ares | Barracks and Armoury or above | 2% | Priest of Astarte | Barracks and Armoury or above | 2% | Priest of Cybele | Barracks and Armoury or above | 7% |
| Priest of Dioscuri | Barracks and Armoury or above | 2% | Priest of Hayk | Barracks and Armoury or above | 7% | Priest of Herakles | Barracks and Armoury or above | 2% | Priest of Hermes | Barracks and Armoury or above | 2% |
| Priest of Khursun | Barracks and Armoury or above | 10% | Priest of Mars | Barracks and Armoury or above | 7% | Priest of Mehr | Barracks and Armoury or above | 10% | Priest of Nemesis | Barracks and Armoury or above | 2% |
| Priest of Tork Angegh | Barracks and Armoury or above | 7% | Priest of Zalmoxis | Barracks and Armoury or above | 10% | Priest of Zeus | Barracks and Armoury or above | 7% | Priestess of Athena | Barracks and Armoury or above | 2% |
| Priestess of Eirene | Barracks and Armoury or above | 2% | Priestess of Hebe | Barracks and Armoury or above | 2% | Priestess of Hera | Barracks and Armoury or above | 2% | Priestess of Persephone | Barracks and Armoury or above | 2% |
| Quartermaster | Basic Armoury or above | 2% | Quartermaster | Barracks and Armoury or above | 2% | Scout | Barracks and Armoury or above | 2% | Steppe Archer | Basic Armoury or above | 1% |
