Trade zone

From Crusader Kings II Wiki
Jump to navigation Jump to search
The trade zone map in 1066 (with Silk Road from Horse Lords/ Jade Dragon DLC in yellow)

Trade zone.png A trade zone is a contiguous set of provinces whose trade posts are owned by the same character. Trade zones give a bonus to city income and trade post income. Trade zones scale super-linearly, such that it's better to have a single 6-province trade zone than two 3-province trade zones.

Patrician family trade zones can be viewed by clicking on the trade zone map mode (G) and then clicking on a republic while holding down the Ctrl key.

Contiguity[edit]

For trade zone purposes, control of a sea province is determined by which family owns the most trade posts pointing into that sea province. If there is a tie, the sea zone is considered neutral: no family owns it, and no trade posts can be connected through it. If the sea zone is controlled by a family, all trade posts in adjoining land provinces are connected, regardless of port locations.

Trade value[edit]

The value of the trade zone is based on the income and holdings in the provinces with trade posts. Trade zone value also receives a large bonus from being connected to the republic's capital. Some buildings increase trade value as well.

Income bonus[edit]

The trade zone bonus approaches +100% as the Trade Value approaches infinity.

Cities and trade posts within a trade zone receive a percentage bonus to their income depending on the trade value (TV) of the trade zone. Note that this bonus is halved for cities.

Trade Zone Bonus = (TV * 100) / (TV + 200)

Disease spread[edit]

With DLC icon Reaper's Due.png Reaper's Due DLC, trade zones can help spread epidemics. Wealthy rulers should consider fortifying their trade zone provinces with upgraded hospitals.

Technology spread[edit]

Technology spreads unidirectionally from trade posts to the merchant republic capital.