Changes

Jump to navigation Jump to search

Trade post

4,475 bytes added, 2 months ago
m
Merchant republic trade posts
{{version|23.80}}
[[File:Trade_post_holding.jpg|right|frame|A merchant republic trade post holding]]
[[File:Trade post.png]] '''Trade posts''' are income-generating [[holdings]] that do not count toward a ruler's [[demesne]] limit. They can be built by [[merchant republic]]s in coastal provinces (including provinces they do not own). With the {{icon|hl}}[[Horse Lords]] or {{icon|jd}} [[Jade Dragon]] DLC, they can also be built by local rulers along the [[Silk Road]]or the Trans-Saharan Trade Route.
Contiguous trade posts with the same owner create [[trade zone]]s. Large, rich trade zones boost the income of their trade posts, along with the income of cities in the zone's provinces.
Each [[patrician]] can build a limited number of trade posts based upon the size of his [[family palace]], the number of dynastic men he has in his court, and the level of Trade Practices [[technology]] in the republic's capital (not the patrician's capital, should the two be different).
Merchant republic trade posts have a base cost of 150 wealth to build and take 12 months. The cost is increased by 30% times the [[distance]] to the closest ''settlement'' controlled by the builder of the trade post. (For landless patricians, the distance is calculated from the location of their court, which is usually the republic's capital.) The distance is calculated by sea unless the province is adjacent. The cost is also modified by 40% times the province's top liege's opinion of the builder. When built trade posts must be connected by sea to your capital so if the capital is in Venice, trade posts cannot be built in the Indian Ocean.
Republics with a trade post in a county have a 'Seize City' CB on the local city, subject to various constraints.
Feudal rulers with trade posts in their land receive an Embargo [[Casus Belli]] on the Republic, which if successful will raze the trade posts within their borders for a handsome payout. Rulers also have random event chains to attempt to destroy a trade post within their [[demesne]] or to demand a bribe from the post's family. Additionally, one Merchant Republic can offer monetary inducements to a Kingdom or Empire to embargo another Republic. One Merchant Republic can not own a trade post in territory controlled by a rival Merchant Republic, such trade posts will be removed ''without any notification''.
===Base stats===
=== Requirements ===
All Trade Merchant republic trade post<ref>Trade Merchant republic and Silk Road trade post buildings data is located at {{path|common/buildings/00_tradepost.txt}}.</ref> building lines share the same basic requirements as described below.
{| class="wikitable plainlist" style = "width: 50em; text-align:center"
=== Upgrades ===
{| class= "mildtable sortable plainlist" width=60%
! width=10% | Building Line
! width=10% | Level I !! width=10% | Level II !! width=10% | Level III
</pre>
* The product result of the above formula is rounded (.5 is rounded up).* "Palace bonus " is determined by the number of extra trade posts granted by the main building upgrade in a patrician's [[Family Palace]] (+0, +3, +6, +9 respectively).
* The Trade Practices [[technology]] bonus is a multiplier with the following values at each level: -0.667/-0.333/0.00/0.10/0.20/0.30/0.40/0.50
''Example'': a patrician with level 4 in Trade Practices in the republic's capital, a Grand Palace (level IV upgrade), 3 sons, 1 brother and no other living unlanded adult male family member is expected to have (1+9+4)*1.10=15.4 i.e. 15 trading posts.
== Silk Road trade posts ==
:{{main|Silk Road}}
The [[Horse Lords]] or [[Jade Dragon]] DLCs allow any ruler to build trade posts '''at specific provinces''' along the Silk Road land route between China and Europe. Silk Road trade posts can be owned by either the owner of a province or a patrician, and cost 50 gold to build.
Note that even without trade posts, Silk Road provinces receive passive boosts to taxes from castles, cities and temples.
===Silk Road buildings===
 
{{Update}}
 
Coastal Silk Road provinces which are considered important locations can have both standard trade post buildings and Silk Road buildings, if their owner is a merchant republic.
| +30% garrison size, <br> +15% tech spread rate, <br> +40 Trade value, <br> +2 Trade route wealth, <br> +0.03 military tech points, <br> +0.03 economic tech points, <br> +0.03 cultural tech points
| Radhanite Quarter 2, <br> Israelite culture group <br> or Jewish religion <br> or Khazar culture, <br> Trade practices 4
|}
 
==Trans-Saharan Trade Route trade posts==
 
[[File:Trade routes.png|500px|thumb|right|The Trans-Saharan Trade Route in yellow, in the western half of the map (West and Central Africa); provinces that can have Trade Posts are in orange.]]
 
Introduced in [[Patch 3.0]] alongside map changes to North and sub-Saharan Africa, these trade posts also require [[Horse Lords]] or [[Jade Dragon]] DLCs. They operate similarly to the Silk Road trade posts, but with some differences.
 
Like the Silk Road, the Trans-Saharan Trade Routes are visible in the Economy and Trade Zone map modes. Occupation or siege also reduces the value of trade flowing through the province, by 10% and 25% respectively. Both the trade zone controlled by the province owner and the total trade value along the entire route affect income.
 
However, unlike the Silk Road, provinces do not receive as large a passive boost to taxes from castles, cities and temples. This means that the value of the Trans-Saharan Trade Route is largely found in Trade Post provinces, and among those, in provinces where special production buildings<ref>Trans-Saharan Trade Route trade post buildings data is located at {{path|common/buildings/01_tradepost.txt}}.</ref> can be constructed.
 
===Trans-Saharan Trade Route buildings===
 
Like coastal Silk Road provinces, coastal Trans-Saharan Trade Route buildings can have both standard trade post buildings and Trans-Saharan Trade Route buildings, if their owner is a merchant republic. However, as the three coastal Trans-Saharan Trade Route provinces (Anti-Atlas, Cebta, and Tripolitana) lack the ability to build any Trans-Saharan production buildings, the difference is less pronounced as compared to the Silk Road provinces.
 
Notably, none of the Trans-Saharan Trade Route buildings add any Garrison or Fort level to the provinces. The trade post holdings must be protected by the main holdings of the province.
 
The most valuable of these provinces, the Gold Production provinces of Bure and Bambuk, will periodically give out gold to whomever owns them; the gold will eventually deplete, rendering the Gold production buildings in the province inactive, and adding inflation modifiers to the province.
 
{| class="wikitable" style = "width: 65em; text-align:left"
|-
! Name
! Price
! Build time
! Effects
! Requirements
|-
! Saharan Trade Post
| 200
| 150
| +1 Trade route wealth, <br> +20 Trade value
| Trade practices 1, <br> Not one of the Trans-Saharan Gold production or Salt production provinces
|-
! Saharan Trade Market
| 400
| 300
| +2 Trade route wealth, <br> +40 Trade value, <br> +1 fort level
| Saharan Trading Post, <br> Trade practices 2
|-
! Saharan Trade City
| 800
| 600
| +4 Trade route wealth, <br> +60 Trade value, <br> +1 fort level
| Saharan Trading Center, <br> Trade practices 4
|-
! Gold Field
| 100
| 182
| +5 Trade route wealth, <br> +100 Trade value, <br> +.25 Monthly Prestige <br><br> This building is only active when the province does not have the Depleted Gold Mine province modifier
| Be one of the Trans-Saharan Gold production provinces
* Bure
* Bambuk
|-
! Gold Mine 2
| 400
| 365
| +10 Trade route wealth, <br> +150 Trade value, <br> +.5 Monthly Prestige <br><br> This building is only active when the province does not have the Depleted Gold Mine province modifier
| Gold Field, <br> Trade practices 1, <br> Construction 1
|-
! Large Gold Mine 3
| 1000
| 730
| +15 Trade route wealth, <br> +200 Trade value, <br> +1 Monthly Prestige <br><br> This building is only active when the province does not have the Depleted Gold Mine province modifier
| Gold Mine 2, <br> Trade practices 2, <br> Construction 2
|-
! Salt Mine
| 250
| 182
| +5 Trade route wealth, <br> +60 Trade value, <br> +.25 Monthly Prestige <br> +0.01 military tech points
| Construction 2 <br> Be one of the Trans-Saharan Salt production provinces
* Aoudaghost
* Taghaza
|-
! Cloth Market
| 200
| 182
| +5 Trade route wealth, <br> +75 Trade value, <br> +.25 Monthly Prestige <br> +0.01 economy tech points
| Trade practices 1, <br> Be the Trans-Saharan Cloth production province
* Timbuktu
|}
Autopatrol
60
edits

Navigation menu