Difference between revisions of "Trade post"

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(Trans-Saharan Trade Route trade posts)
(Trans-Saharan Trade Route buildings)
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| Trade practices 1, <br> Not be one of the Trans-Saharan Gold production or Salt production provinces
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| Trade practices 1, <br> Not one of the Trans-Saharan Gold production or Salt production provinces
 
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Revision as of 04:53, 2 August 2019

A merchant republic trade post holding

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 republics in coastal provinces (including provinces they do not own). With the Horse Lords.pngHorse Lords or Jade Dragon.png 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 zones. Large, rich trade zones boost the income of their trade posts, along with the income of cities in the zone's provinces.

Merchant republic trade posts

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.

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.

Base stats

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

Requirements

All Merchant republic trade post[1] building lines share the same basic requirements as described below.

Building Level 1 Level 2 Level 3
Cost 100 150 200
Construction time 182 274 365
Lot Requirements Building level 1 Building level 2

Upgrades

Building Line Level I Level II Level III
Garrison
  • +1 Fort level
  • +100 Garrison size
  • +20 Retinue cap
  • +2 Fort level
  • +150 Garrison size
  • +30 Retinue cap
  • +3 Fort level
  • +200 Garrison size
  • +50 Retinue cap
Merchant Enclave
  • +1 Tax income
  • +1.5 Tax income
  • +2 Tax income
  • Yes enables Scouting
Merchant Port
  • +10 Trade value
  • +15 Trade value
  • +20 Trade value

Trade Post limit

The trade post limit of a given patrician is calculated using the following formula:

Trade post limit = (1 + PalaceBonus + Number of unlanded adult male dynasty members in court) * (1 + Trade Practices technology bonus)
  • The 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 article: 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.

The Silk Road is visible in the Economy and Trade Zone map modes. If a Silk Road province is occupied or is being sieged during a war, the value of trade flowing through the province will be reduced by 10% if under siege and 25% for occupation. Both the trade zone controlled by the province owner and the total trade value along the entire route affect income.

Note that even without trade posts, Silk Road provinces receive passive boosts to taxes from castles, cities and temples.

Silk Road buildings

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.

Name Price Build time Effects Requirements
Silk Road Trading Post 200 150 +1 Trade route wealth,
+30 Trade value
Trade practices 1
Silk Road Market 400 300 +2 Trade route wealth,
+50 Trade value,
+1 fort level
Silk Road Trading Post,
Trade practices 2
Major Silk Road City 800 600 +4 Trade route wealth,
+70 Trade value,
+1 fort level
Silk Road Market,
Trade practices 4
Trade Offices 1 200 600 +25% tech spread rate,
+0.25 monthly prestige,
+50 retinue size
Trade practices 1
Trade Offices 2 600 600 +0.5 monthly prestige,
+100 retinue size
Trade Offices 1,
Trade practices 2
Trade Offices 3 1200 600 +1.75 monthly prestige,
+150 retinue size
Trade Offices 2,
Trade practices 4
Mercenary Garrison 1 200 600 +300% garrison size,
+5 Trade value
Trade practices 1
Mercenary Garrison 2 400 600 +300% garrison size,
+10 Trade value,
+1 fort level
Mercenary Garrison 1,
Trade practices 2
Mercenary Garrison 3 600 600 +300% garrison size,
+15 Trade value,
+1 fort level
Mercenary Garrison 2,
Trade practices 4
Radhanite Quarter 1 150 400 +10% garrison size,
+5% tech spread rate,
+10 Trade value,
+0.5 Trade route wealth,
+0.01 military tech points,
+0.01 economic tech points,
+0.01 cultural tech points
Israelite culture group
or Jewish religion
or Khazar culture,
Trade practices 1
Radhanite Quarter 2 250 600 +20% garrison size,
+10% tech spread rate,
+20 Trade value,
+1 Trade route wealth,
+0.02 military tech points,
+0.02 economic tech points,
+0.02 cultural tech points
Radhanite Quarter 1,
Israelite culture group
or Jewish religion
or Khazar culture,
Trade practices 3
Radhanite Quarter 3 350 800 +30% garrison size,
+15% tech spread rate,
+40 Trade value,
+2 Trade route wealth,
+0.03 military tech points,
+0.03 economic tech points,
+0.03 cultural tech points
Radhanite Quarter 2,
Israelite culture group
or Jewish religion
or Khazar culture,
Trade practices 4

Trans-Saharan Trade Route trade posts

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[2] 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, but will also deplete, rendering the Gold production buildings on the province inactive, and hand out inflation province modifiers.

Name Price Build time Effects Requirements
Saharan Trade Post 200 150 +1 Trade route wealth,
+20 Trade value
Trade practices 1,
Not one of the Trans-Saharan Gold production or Salt production provinces
Saharan Trade Market 400 300 +2 Trade route wealth,
+40 Trade value,
+1 fort level
Saharan Trading Post,
Trade practices 2
Saharan Trade City 800 600 +4 Trade route wealth,
+60 Trade value,
+1 fort level
Saharan Trading Center,
Trade practices 4
Gold Field 100 182 +5 Trade route wealth,
+100 Trade value,
+.25 Monthly Prestige

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,
+150 Trade value,
+.5 Monthly Prestige

This building is only active when the province does not have the Depleted Gold Mine province modifier
Gold Field,
Trade practices 1,
Construction 1
Large Gold Mine 3 1000 730 +15 Trade route wealth,
+200 Trade value,
+1 Monthly Prestige

This building is only active when the province does not have the Depleted Gold Mine province modifier
Gold Mine 2,
Trade practices 2,
Construction 2
Salt Mine 250 182 +5 Trade route wealth,
+60 Trade value,
+.25 Monthly Prestige
+0.01 military tech points
Construction 2
Be one of the Trans-Saharan Salt production provinces
  • Aoudaghost
  • Taghaza
Cloth Market 200 182 +5 Trade route wealth,
+75 Trade value,
+.25 Monthly Prestige
+0.01 economy tech points
Trade practices 1,
Be the Trans-Saharan Cloth production province
  • Timbuktu

References

  1. Merchant republic and Silk Road trade post buildings data is located at /Crusader Kings II/common/buildings/00_tradepost.txt.
  2. Trans-Saharan Trade Route trade post buildings data is located at /Crusader Kings II/common/buildings/01_tradepost.txt.
Settlements
Special holdings