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buildings centralized_mint

Viktor Tarnholm edited this page Oct 15, 2026 · 12 revisions

Centralized Mint

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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)

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.

What it does

Show 18 effects that apply only in some circumstances

Excludes: building this rules out Local Mint (Civic). Choose deliberately: this is not reversible by demolition in every case.

Great Mint (Civic)

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.

What it does

Show 21 effects that apply only in some circumstances

Traits and retinue

Traits

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
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%

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