Rainfed Farming (crops)
5 levels, each replacing the one before it: you upgrade in place rather than building alongside.
Land Clearance (Crops) → Contour Furrows (Crops) → Runoff Water Collection (Crops) → Crop Rotation (Crops) → Great Estates (Crops)
Levels at a glance
| Level | Cost | Build time | Minimum settlement | Upgrades to | Level | Cost | Build time | Minimum settlement | Upgrades to | ||
|---|---|---|---|---|---|---|---|---|---|---|---|
| Land Clearance (Crops) | 1,200 | 3 | town | Contour Furrows (Crops) | Contour Furrows (Crops) | 2,400 | 4 | large town | Runoff Water Collection (Crops) | ||
| Runoff Water Collection (Crops) | 4,200 | 6 | city | Crop Rotation (Crops) | Crop Rotation (Crops) | 6,400 | 8 | large city | Great Estates (Crops) | ||
| Great Estates (Crops) | 8,600 | 10 | huge city | — |
Costs in denarii, build time in turns.
Land Clearance (Crops)

Clearing the land to make basic fields for crops
Now that the land has been cleared and level fields created, the real work of feeding the people begins. This land can provide enough food for a modest town. But occasional droughts or heavy rainstorms may cause failed harvests. If the community seeks a more stable food supply, further improvements will be necessary.
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
Rainfed farming is a good growth option but loses out to irrigated farming on higher tiers. Potential is limited for factions unable to build great estates. Its farming bonus (+1 = +80 income & +0.5 growth) is increased in particularly wet climates (oceanic, temperate, continental). When built in Northern Europe, tiers 1&2 are as good as irrigated farming at a lower price. It gains additional bonus if the region has grain or sulphur (tiers 3-5). Rainfed farming offers a trade bonus for cash crops (fruits, olives, grapes, flax), increased at tier 5. At tiers 4-5, the slave trade hub resource enables a tax bonus.
Availability
Available in regions where irrigation is not possible or unnecessary due to plentiful rainfall. Not available in desert terrain, fully arid climate, sub-arctic and alpine climates. Also not available in forest and wetlands terrain.
Limited to:
Tier 5: river valley, floodplains, grassland, mountain valley, plateau
Tier 4: hills
Tier 3: small islands/rocky coast
Tier 2: steppe, karst terrain
Tier 1: mountains
| Cost | 1,200 denarii | Build time | 3 turns | Minimum settlement | town | Upgrades to | Contour Furrows (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 or Desert, the region's climate is not Arid, Sub artic or Alpine and the region's water source is not River, Springs, Lake, Oasis or Aquifer; or the region's terrain is not Forest, Wetlands or Desert, the region's climate is not Arid, Sub artic or Alpine, the region's water source is not Aquifer and the region's climate is Continental, Temperate or Oceanic
What it does
Show 7 effects that apply only in some circumstances
- +1 farming level, only when the region's climate is not Continental, Temperate, Oceanic, Mediterranean or Humid sub tropical
- +2 farming level, only when the region's climate is Continental, Temperate, Oceanic, Mediterranean or Humid sub tropical
- +1 trade income, only when the region has Fruits, Olives, Grapes or Flax
- Additional +1 farming due to climate with sufficient rainfall, only when the region's climate is Continental, Temperate, Oceanic, Mediterranean or Humid sub tropical
- 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, flax, only when the region has Fruits, Olives, Grapes or Flax
Contour Furrows (Crops)

Digging channels along contours to improve water retention and crop yields.
In this environment, farmers must guard against both too much and too little water. They have dug shallow channels along the natural contours of the landscape that help keep rainwater on the fields for longer. Additional channels going down the slopes drain excess water when rain is too heavy. In hilly areas, this leads to terrace agriculture. The result is more control over our fields and more consistent output.
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
Rainfed farming is a good growth option but loses out to irrigated farming on higher tiers. Potential is limited for factions unable to build great estates. Its farming bonus (+1 = +80 income & +0.5 growth) is increased in particularly wet climates (oceanic, temperate, continental). When built in Northern Europe, tiers 1&2 are as good as irrigated farming at a lower price. It gains additional bonus if the region has grain or sulphur (tiers 3-5). Rainfed farming offers a trade bonus for cash crops (fruits, olives, grapes, flax), increased at tier 5. At tiers 4-5, the slave trade hub resource enables a tax bonus.
Availability
Available in regions where irrigation is not possible or unnecessary due to plentiful rainfall. Not available in desert terrain, fully arid climate, sub-arctic and alpine climates. Also not available in forest and wetlands terrain.
Limited to:
Tier 5: river valley, floodplains, grassland, mountain valley, plateau
Tier 4: hills
Tier 3: small islands/rocky coast
Tier 2: steppe, karst terrain
Tier 1: mountains
| Cost | 2,400 denarii | Build time | 4 turns | Minimum settlement | large town | Upgrades to | Runoff Water Collection (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 or Desert, the region's climate is not Arid, Sub artic or Alpine and the region's water source is not River, Springs, Lake, Oasis or Aquifer; or the region's terrain is not Forest, Wetlands or Desert, the region's climate is not Arid, Sub artic or Alpine, the region's water source is not Aquifer and the region's climate is Continental, Temperate or Oceanic
- The region's terrain is not Mountains
What it does
Show 9 effects that apply only in some circumstances
- +2 farming level, only when the region's climate is not Continental, Temperate, Oceanic, Mediterranean or Humid sub tropical and the region has no Grain
- +3 farming level, only when the region's climate is Continental, Temperate, Oceanic, Mediterranean or Humid sub tropical and the region has no Grain
- +3 farming level, only when the region's climate is not Continental, Temperate, Oceanic, Mediterranean or Humid sub tropical and the region has Grain
- +4 farming level, only when the region's climate is Continental, Temperate, Oceanic, Mediterranean or Humid sub tropical and the region has Grain
- +1 trade income, only when the region has Fruits, Olives, Grapes or Flax
- Additional +1 farming due to climate with sufficient rainfall, only when the region's climate is Continental, Temperate, Oceanic, Mediterranean or Humid sub tropical
- 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, flax, only when the region has Fruits, Olives, Grapes or Flax
Runoff Water Collection (Crops)

Collecting rainwater runoff from the fields for later use.
Being dependent on the weather gods leaves many farmers wishing for insurance. Their prayers have been partially answered by constructing reservoirs that hold run-off from the fields to be used during droughts. Of course, these reserves may not be enough, especially in drier climates, yet it is a considerable improvement nonetheless.
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
Rainfed farming is a good growth option but loses out to irrigated farming on higher tiers. Potential is limited for factions unable to build great estates. Its farming bonus (+1 = +80 income & +0.5 growth) is increased in particularly wet climates (oceanic, temperate, continental). When built in Northern Europe, tiers 1&2 are as good as irrigated farming at a lower price. It gains additional bonus if the region has grain or sulphur (tiers 3-5). Rainfed farming offers a trade bonus for cash crops (fruits, olives, grapes, flax), increased at tier 5. At tiers 4-5, the slave trade hub resource enables a tax bonus.
Availability
Available in regions where irrigation is not possible or unnecessary due to plentiful rainfall. Not available in desert terrain, fully arid climate, sub-arctic and alpine climates. Also not available in forest and wetlands terrain.
Limited to:
Tier 5: river valley, floodplains, grassland, mountain valley, plateau
Tier 4: hills
Tier 3: small islands/rocky coast
Tier 2: steppe, karst terrain
Tier 1: mountains
| Cost | 4,200 denarii | Build time | 6 turns | Minimum settlement | city | Upgrades to | Crop Rotation (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 or Desert, the region's climate is not Arid, Sub artic or Alpine and the region's water source is not River, Springs, Lake, Oasis or Aquifer; or the region's terrain is not Forest, Wetlands or Desert, the region's climate is not Arid, Sub artic or Alpine, the region's water source is not Aquifer and the region's climate is Continental, Temperate or Oceanic
- The region's terrain is not Mountains, Steppe or Karst terrain
What it does
Show 12 effects that apply only in some circumstances
- +3 farming level, only when the region's climate is not Continental, Temperate, Oceanic, Mediterranean or Humid sub tropical, the region has neither Grain nor Sulphur and no Sulphur Fumigant Exports (Industry) is built anywhere in your empire
- +4 farming level, only when the region's climate is Continental, Temperate, Oceanic, Mediterranean or Humid sub tropical, the region has neither Grain nor Sulphur and no Sulphur Fumigant Exports (Industry) is built anywhere in your empire
- +4 farming level, only when the region's climate is not Continental, Temperate, Oceanic, Mediterranean or Humid sub tropical, the region has Grain, no Sulphur Fumigant Exports (Industry) is built anywhere in your empire and the region has no Sulphur
- +4 farming level, only when the region's climate is not Continental, Temperate, Oceanic, Mediterranean or Humid sub tropical, and the region has no Grain, and either Sulphur Fumigant Exports (Industry) is built somewhere in your empire or the region has Sulphur
- +4 farming level, only when the region's climate is not Continental, Temperate, Oceanic, Mediterranean or Humid sub tropical, and the region has Grain, and either Sulphur Fumigant Exports (Industry) is built somewhere in your empire or the region has Sulphur
- +5 farming level, only when the region's climate is Continental, Temperate, Oceanic, Mediterranean or Humid sub tropical, and the region has no Grain, and either Sulphur Fumigant Exports (Industry) is built somewhere in your empire or the region has Sulphur
- +5 farming level, only when the region's climate is Continental, Temperate, Oceanic, Mediterranean or Humid sub tropical, the region has Grain, no Sulphur Fumigant Exports (Industry) is built anywhere in your empire and the region has no Sulphur
- +5 farming level, only when the region's climate is Continental, Temperate, Oceanic, Mediterranean or Humid sub tropical, and the region has Grain, and either Sulphur Fumigant Exports (Industry) is built somewhere in your empire or the region has Sulphur
- +1 trade income, only when the region has Fruits, Olives, Grapes or Flax
- Additional +1 farming due to climate with sufficient rainfall, only when the region's climate is Continental, Temperate, Oceanic, Mediterranean or Humid sub tropical
- 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, flax, only when the region has Fruits, Olives, Grapes or Flax
Crop Rotation (Crops)

Rotating crops replenishes the soil and ensures the most efficient landuse
Beyond managing water resources, the soil itself also requires management. Over generations, farmers have discovered that yields improve when they alternate crops and allow fields to rest occasionally. While a field lies fallow, animals may be grazed there, giving even better results. Many wealthier landowners have started employing slave labour significantly, increasing profits but displacing free farmers.
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
Rainfed farming is a good growth option but loses out to irrigated farming on higher tiers. Potential is limited for factions unable to build great estates. Its farming bonus (+1 = +80 income & +0.5 growth) is increased in particularly wet climates (oceanic, temperate, continental). When built in Northern Europe, tiers 1&2 are as good as irrigated farming at a lower price. It gains additional bonus if the region has grain or sulphur (tiers 3-5). Rainfed farming offers a trade bonus for cash crops (fruits, olives, grapes, flax), increased at tier 5. At tiers 4-5, the slave trade hub resource enables a tax bonus.
Availability
Available in regions where irrigation is not possible or unnecessary due to plentiful rainfall. Not available in desert terrain, fully arid climate, sub-arctic and alpine climates. Also not available in forest and wetlands terrain.
Limited to:
Tier 5: river valley, floodplains, grassland, mountain valley, plateau
Tier 4: hills
Tier 3: small islands/rocky coast
Tier 2: steppe, karst terrain
Tier 1: mountains
| Cost | 6,400 denarii | Build time | 8 turns | Minimum settlement | large city | Upgrades to | 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 or Desert, the region's climate is not Arid, Sub artic or Alpine and the region's water source is not River, Springs, Lake, Oasis or Aquifer; or the region's terrain is not Forest, Wetlands or Desert, the region's climate is not Arid, Sub artic or Alpine, the region's water source is not Aquifer and the region's climate is Continental, Temperate or Oceanic
- The region's terrain is not Mountains, Steppe, Karst terrain or Small islands and rocky coast
- 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
Show 14 effects that apply only in some circumstances
- +5 farming level, only when the region's climate is not Continental, Temperate, Oceanic, Mediterranean or Humid sub tropical, 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's climate is Continental, Temperate, Oceanic, Mediterranean or Humid sub tropical, 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's climate is not Continental, Temperate, Oceanic, Mediterranean or Humid sub tropical, the region has Grain, no Sulphur Fumigant Exports (Industry) is built anywhere in your empire and the region has no Sulphur
- +6 farming level, only when the region's climate is not Continental, Temperate, Oceanic, Mediterranean or Humid sub tropical, and the region has no Grain, and either Sulphur Fumigant Exports (Industry) is built somewhere in your empire or the region has Sulphur
- +6 farming level, only when the region's climate is not Continental, Temperate, Oceanic, Mediterranean or Humid sub tropical, and the region has Grain, and either Sulphur Fumigant Exports (Industry) is built somewhere in your empire or the region has Sulphur
- +7 farming level, only when the region's climate is Continental, Temperate, Oceanic, Mediterranean or Humid sub tropical, and the region has no Grain, and either Sulphur Fumigant Exports (Industry) is built somewhere in your empire or the region has Sulphur
- +7 farming level, only when the region's climate is Continental, Temperate, Oceanic, Mediterranean or Humid sub tropical, the region has Grain, no Sulphur Fumigant Exports (Industry) is built anywhere in your empire and the region has no Sulphur
- +7 farming level, only when the region's climate is Continental, Temperate, Oceanic, Mediterranean or Humid sub tropical, and the region has Grain, and either Sulphur Fumigant Exports (Industry) is built somewhere in your empire or the region has Sulphur
- +1 trade income, only when the region has Fruits, Olives, Grapes or Flax
- +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 climate with sufficient rainfall, only when the region's climate is Continental, Temperate, Oceanic, Mediterranean or Humid sub tropical
- 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, flax, only when the region has Fruits, Olives, Grapes or Flax
- 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
Great Estates (Crops)

Endless farmlands now stretch across the landscape enriching the elite and the country
Over time the farms in this region have come together to form extensive Latifundia. This process has not always been pretty, many nobles have engaged in subterfuge, threats, and bribery to expand their holdings. The fields are sown with both grain and cash crops and worked by cheap slaves, the natural byproduct of our conquests. The result is a highly productive, and highly taxable, agricultural sector. Nearly every year brings a bountiful harvest to support our large urban population.
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
Rainfed farming is a good growth option but loses out to irrigated farming on higher tiers. Potential is limited for factions unable to build great estates. Its farming bonus (+1 = +80 income & +0.5 growth) is increased in particularly wet climates (oceanic, temperate, continental). When built in Northern Europe, tiers 1&2 are as good as irrigated farming at a lower price. It gains additional bonus if the region has grain or sulphur (tiers 3-5). Rainfed farming offers a trade bonus for cash crops (fruits, olives, grapes, flax), increased at tier 5. At tiers 4-5, the slave trade hub resource enables a tax bonus.
Availability
Available in regions where irrigation is not possible or unnecessary due to plentiful rainfall. Not available in desert terrain, fully arid climate, sub-arctic and alpine climates. Also not available in forest and wetlands terrain.
Limited to:
Tier 5: river valley, floodplains, grassland, mountain valley, plateau
Tier 4: hills
Tier 3: small islands/rocky coast
Tier 2: steppe, karst terrain
Tier 1: mountains
| Cost | 8,600 denarii | Build time | 10 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 or Desert, the region's climate is not Arid, Sub artic or Alpine and the region's water source is not River, Springs, Lake, Oasis or Aquifer; or the region's terrain is not Forest, Wetlands or Desert, the region's climate is not Arid, Sub artic or Alpine, the region's water source is not Aquifer and the region's climate is Continental, Temperate or Oceanic
- The region's terrain is not Mountains, Steppe, Karst terrain, Small islands and rocky coast or Hills
- 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
- -2 public order (happiness)
Show 14 effects that apply only in some circumstances
- +6 farming level, only when the region's climate is not Continental, Temperate, Oceanic, Mediterranean or Humid sub tropical, the region has neither Grain nor Sulphur and no Sulphur Fumigant Exports (Industry) is built anywhere in your empire
- +7 farming level, only when the region's climate is Continental, Temperate, Oceanic, Mediterranean or Humid sub tropical, the region has neither Grain nor Sulphur and no Sulphur Fumigant Exports (Industry) is built anywhere in your empire
- +7 farming level, only when the region's climate is not Continental, Temperate, Oceanic, Mediterranean or Humid sub tropical, the region has Grain, no Sulphur Fumigant Exports (Industry) is built anywhere in your empire and the region has no Sulphur
- +7 farming level, only when the region's climate is not Continental, Temperate, Oceanic, Mediterranean or Humid sub tropical, and the region has no Grain, and either Sulphur Fumigant Exports (Industry) is built somewhere in your empire or the region has Sulphur
- +7 farming level, only when the region's climate is not Continental, Temperate, Oceanic, Mediterranean or Humid sub tropical, and the region has Grain, and either Sulphur Fumigant Exports (Industry) is built somewhere in your empire or the region has Sulphur
- +8 farming level, only when the region's climate is Continental, Temperate, Oceanic, Mediterranean or Humid sub tropical, and the region has no Grain, and either Sulphur Fumigant Exports (Industry) is built somewhere in your empire or the region has Sulphur
- +8 farming level, only when the region's climate is Continental, Temperate, Oceanic, Mediterranean or Humid sub tropical, the region has Grain, no Sulphur Fumigant Exports (Industry) is built anywhere in your empire and the region has no Sulphur
- +8 farming level, only when the region's climate is Continental, Temperate, Oceanic, Mediterranean or Humid sub tropical, and the region has Grain, and either Sulphur Fumigant Exports (Industry) is built somewhere in your empire or the region has Sulphur
- +2 trade income, only when the region has Fruits, Olives, Grapes or Flax
- +10 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 climate with sufficient rainfall, only when the region's climate is Continental, Temperate, Oceanic, Mediterranean or Humid sub tropical
- 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, flax, only when the region has Fruits, Olives, Grapes or Flax
- 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 | Land Clearance (Crops) or above | +1 | 30% | Estate Owner | Land Clearance (Crops) or above | +2 | 5–80% | Grower | Land Clearance (Crops) or above | +1 | 100% |
| Investing in the Countryside | Land Clearance (Crops) or above | +1 | 100% | Publicani - Minority Share Tax Farmer | Contour Furrows (Crops) or above | +1 | 15% |
Retinue
| Member | Building | Chance | Member | Building | Chance | Member | Building | Chance | Member | Building | Chance |
|---|---|---|---|---|---|---|---|---|---|---|---|
| Agricultural Expert | Contour Furrows (Crops) or above | 1% | Agriculturalist | Land Clearance (Crops) or above | 2% | Agriculturalist | Contour Furrows (Crops) or above | 1% | Gardener | Contour Furrows (Crops) or above | 2% |
| Overseer | Land Clearance (Crops) or above | 2% | Overseer | Contour Furrows (Crops) or above | 2% | Pious Aristocrat | Land Clearance (Crops) or above | 2% | Priestess of Tanit | Contour Furrows (Crops) or above | 7% |
| Ptolemaic Farming Advisor | Contour Furrows (Crops) or above | 1% |
