Difference between revisions of "Trade post"

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(Silk Road)
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{{Version|Sons of Abraham}}
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{{Version|Horse Lords}}
  
 
[[File:Trade_post_holding.jpg|right|frame|A trade post holding]]
 
[[File:Trade_post_holding.jpg|right|frame|A trade post holding]]
  
[[File:Trade post.png]] '''Trade posts''' can be built by [[Merchant Republic]]s in coastal provinces, with [[The Republic]] DLC.
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[[File:Trade post.png]] '''Trade posts''' can be built by [[Merchant Republic]]s in coastal provinces, with [[The Republic]] DLC. The [[Horse Lords]] DLC allows any ruler to build trade posts along the Silk Road land route between China and Europe.  
 
   
 
   
 
Trade posts are income-generating [[holdings]] but do '''not''' add to demense holding totals.
 
Trade posts are income-generating [[holdings]] but do '''not''' add to demense holding totals.
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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 to embargo another Republic.
 
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 to embargo another Republic.
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The Silk Road is visible in the Economy and Trade Zone map modes. Silk Road trade posts can only be built by the owner of a province. If a Silk Road province is occupied during a war, trade will be unable to flow through it to provinces further west - instead, alternate Silk Road paths will receive increased income. Both the trade zone controlled by the province owner and the total trade value along the entire route affect income.
  
 
==Base stats==
 
==Base stats==
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==Upgrades==
 
==Upgrades==
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The first three types of upgrades can only be built in a coastal Merchant Republic trade zone, while the last type is limited to Silk Road provinces. Coastal Silk Road provinces can have all four types of upgrades, if their owner is a Merchant Republic.
  
 
===Port===
 
===Port===
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| Garrison 2
 
| Garrison 2
 
|}
 
|}
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===Silk Road Buildings===
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{| class="wikitable" style = "width: 65em; text-align:center"
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|-
 +
! Name
 +
! Price
 +
! Build time
 +
! Effects
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! Requirements
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|-
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! Silk Road Trading Post
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| 200
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| 150
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| +5 Trade Route wealth <br> +1 Trade Post income <br> +10 Trade Zone value
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| No level 1+ Trade Post within 100 distance
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|-
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! Silk Road Market
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| 400
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| 300
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| +9 Trade Route wealth <br> +3 Trade Post income <br> +20 Trade Zone value <br> +1 fort level
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| Silk Road Trading Post <br> No level 2+ Trade Post within 200 distance
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|-
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! Major Silk Road City
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| 800
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| 600
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| +30 Trade Route wealth <br> +5 Trade Post income <br> +60 Trade Zone value <br> +3 fort level
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| Silk Road Market <br> No level 3 Trade Post within 500 distance
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|}
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[[Category:Holdings]]
 
[[Category:Holdings]]
 
[[Category:Merchant republics]]
 
[[Category:Merchant republics]]
 
{{HoldingsNavbox}}
 
{{HoldingsNavbox}}

Revision as of 19:01, 9 August 2015

A trade post holding

Trade post.png Trade posts can be built by Merchant Republics in coastal provinces, with The Republic DLC. The Horse Lords DLC allows any ruler to build trade posts along the Silk Road land route between China and Europe.

Trade posts are income-generating holdings but do not add to demense holding totals.

Trade posts have a base cost of 150 to build and take 12 months. Base costs are modified by distance and local liege opinion. Each Patrician can only 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).

Trade posts are owned by families within each Republic, and contiguous trade posts of the same family form Trade Zones. A trade post and a trade zone provide income to the owning family based on the wealth of the holdings and counties connected to the trade zone.

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 to embargo another Republic.

The Silk Road is visible in the Economy and Trade Zone map modes. Silk Road trade posts can only be built by the owner of a province. If a Silk Road province is occupied during a war, trade will be unable to flow through it to provinces further west - instead, alternate Silk Road paths will receive increased income. Both the trade zone controlled by the province owner and the total trade value along the entire route affect income.

Base stats

Characteristic Value
Icon wealth.png Income 6
Fort level.png Fort level 0
Levy.png Levies 0

Upgrades

The first three types of upgrades can only be built in a coastal Merchant Republic trade zone, while the last type is limited to Silk Road provinces. Coastal Silk Road provinces can have all four types of upgrades, if their owner is a Merchant Republic.

Port

Name Price Build time Effects Requirements
Merchant Port 1 100 182 +10 trade value
Merchant Port 2 150 274 +15 trade value Merchant Port 1
Merchant Port 3 200 365 +20 trade value Merchant Port 2

Enclave

Name Price Build time Effects Requirements
Merchant Enclave 1 100 182 +1 tax income
Merchant Enclave 2 150 274 +1.5 tax income Merchant Enclave 1
Merchant Enclave 3 200 365 +2 tax income
scouting = yes
Merchant Enclave 2

Garrison

Name Price Build time Effects Requirements
Garrison 1 100 182 +20 retinue cap
+100 garrison size
+1 fort level
Garrison 2 150 274 +30 retinue cap
+150 garrison size
+2 fort level
Garrison 1
Garrison 3 200 365 +50 retinue cap
+200 garrison size
+3 fort level
Garrison 2

Silk Road Buildings

Name Price Build time Effects Requirements
Silk Road Trading Post 200 150 +5 Trade Route wealth
+1 Trade Post income
+10 Trade Zone value
No level 1+ Trade Post within 100 distance
Silk Road Market 400 300 +9 Trade Route wealth
+3 Trade Post income
+20 Trade Zone value
+1 fort level
Silk Road Trading Post
No level 2+ Trade Post within 200 distance
Major Silk Road City 800 600 +30 Trade Route wealth
+5 Trade Post income
+60 Trade Zone value
+3 fort level
Silk Road Market
No level 3 Trade Post within 500 distance
Settlements
Special holdings