Difference between revisions of "Trade post"

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{{Version|Sons of Abraham}}
+
{{version|3.0}}
  
[[File:Trade post.png]] '''Trade posts''' can be built by [[Merchant Republic]]s in coastal provinces, with [[The Republic]] DLC.
+
[[File:Trade_post_holding.jpg|right|frame|A merchant republic trade post holding]]
 
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).
+
[[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.
  
Trade posts are owned by families within each Republic, and contiguous trade posts of the same family from [[Trade zone|Trade Zone]]s. 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.
+
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.
 +
 
 +
== 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.
 
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.
+
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.
  
==Upgrades==
+
===Base stats===
  
Port
+
{| class="wikitable" style="text-align:center"
 +
|-
 +
!
 +
!Characteristic
 +
!Value
 +
|-
 +
![[File:Icon wealth.png]]
 +
!Income
 +
|6
 +
|-
 +
![[File:Fort level.png]]
 +
!Fort level
 +
|0
 +
|-
 +
![[File:Levy.png]]
 +
!Levies
 +
|0
 +
|}
  
{| class="wikitable" style = "width: 65em; text-align:center"
+
=== Requirements ===
 +
All Merchant republic trade post<ref>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"
 +
! Building
 +
! Level 1 !! Level 2 !! Level 3
 +
|-
 +
! Cost
 +
| 100 || 150 || 200
 +
|-
 +
! Construction time
 +
| 182 || 274 || 365
 
|-
 
|-
! Name
+
! Lot Requirements
! Price
+
|
! Build time
+
| Building level 1
! Effects
+
| Building level 2
! Requirements
+
|}
 +
 
 +
=== Upgrades ===
 +
{| class= "mildtable sortable plainlist" width=60%
 +
! width=10% | Building Line
 +
! width=10% | Level I !! width=10% | Level II !! width=10% | Level III
 +
 
 
|-
 
|-
! Merchant Port 1
+
| ''Garrison''
| 100
+
|
| 182
+
* {{green|+1}} Fort level
| +10 trade value
+
* {{green|+100}} Garrison size
 +
* {{green|+20}} Retinue cap
 +
|
 +
* {{green|+2}} Fort level
 +
* {{green|+150}} Garrison size
 +
* {{green|+30}} Retinue cap
 
|
 
|
 +
* {{green|+3}} Fort level
 +
* {{green|+200}} Garrison size
 +
* {{green|+50}} Retinue cap
 +
 
|-
 
|-
! Merchant Port 2
+
| ''Merchant Enclave''
| 150
+
|
| 274
+
* {{green|+1}} Tax income
| +15 trade value
+
|
| Merchant Port 1
+
* {{green|+1.5}} Tax income
 +
|
 +
* {{green|+2}} Tax income
 +
* {{icon|yes}} enables ''Scouting''
 +
 
 
|-
 
|-
! Merchant Port 3
+
| ''Merchant Port''
| 200
+
|
| 365
+
* {{green|+10}} Trade value
| +20 trade value
+
|
| Merchant Port 2
+
* {{green|+15}} Trade value
|}
+
|
 +
* {{green|+20}} Trade value
 +
 
 +
|}<!-- table end -->
 +
 
 +
=== Trade Post limit ===
 +
The trade post limit of a given [[patrician]] is calculated using the following formula:
 +
 
 +
<pre>
 +
Trade post limit = (1 + PalaceBonus + Number of unlanded adult male dynasty members in court) * (1 + Trade Practices technology bonus)
 +
</pre>
 +
 
 +
* 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|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 [[Keyboard shortcuts#Map modes|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.
  
Enclave
+
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.
  
 
{| class="wikitable" style = "width: 65em; text-align:center"
 
{| class="wikitable" style = "width: 65em; text-align:center"
Line 54: Line 129:
 
! Requirements
 
! Requirements
 
|-
 
|-
! Merchant Enclave 1
+
! Silk Road Trading Post
| 100
+
| 200
| 182
+
| 150
| +1 tax income
+
| +1 Trade route wealth, <br> +30 Trade value
|
+
| Trade practices 1
 +
|-
 +
! Silk Road Market
 +
| 400
 +
| 300
 +
| +2 Trade route wealth, <br> +50 Trade value, <br> +1 fort level
 +
| Silk Road Trading Post, <br> Trade practices 2
 +
|-
 +
! Major Silk Road City
 +
| 800
 +
| 600
 +
| +4 Trade route wealth, <br> +70 Trade value, <br> +1 fort level
 +
| Silk Road Market, <br> Trade practices 4
 +
|-
 +
! Trade Offices 1
 +
| 200
 +
| 600
 +
| +25% tech spread rate, <br> +0.25 monthly prestige, <br> +50 retinue size
 +
| Trade practices 1
 +
|-
 +
! Trade Offices 2
 +
| 600
 +
| 600
 +
| +0.5 monthly prestige, <br> +100 retinue size
 +
| Trade Offices 1, <br> Trade practices 2
 +
|-
 +
! Trade Offices 3
 +
| 1200
 +
| 600
 +
| +1.75 monthly prestige, <br> +150 retinue size
 +
| Trade Offices 2, <br> Trade practices 4
 +
|-
 +
! Mercenary Garrison 1
 +
| 200
 +
| 600
 +
| +300% garrison size, <br> +5 Trade value
 +
| Trade practices 1
 +
|-
 +
! Mercenary Garrison 2
 +
| 400
 +
| 600
 +
| +300% garrison size, <br> +10 Trade value, <br> +1 fort level
 +
| Mercenary Garrison 1, <br> Trade practices 2
 +
|-
 +
! Mercenary Garrison 3
 +
| 600
 +
| 600
 +
| +300% garrison size, <br> +15 Trade value, <br> +1 fort level
 +
| Mercenary Garrison 2, <br> Trade practices 4
 
|-
 
|-
! Merchant Enclave 2
+
! Radhanite Quarter 1
 
| 150
 
| 150
| 274
+
| 400
| +1.5 tax income
+
| +10% garrison size, <br> +5% tech spread rate, <br> +10 Trade value, <br> +0.5 Trade route wealth, <br> +0.01 military tech points, <br> +0.01 economic tech points, <br> +0.01 cultural tech points
| Merchant Enclave 1
+
| Israelite culture group <br> or Jewish religion <br> or Khazar culture, <br> Trade practices 1
 
|-
 
|-
! Merchant Enclave 3
+
! Radhanite Quarter 2
| 200
+
| 250
| 365
+
| 600
| +2 tax income <br> scouting = yes
+
| +20% garrison size, <br> +10% tech spread rate, <br> +20 Trade value, <br> +1 Trade route wealth, <br> +0.02 military tech points, <br> +0.02 economic tech points, <br> +0.02 cultural tech points
| Merchant Enclave 2
+
| Radhanite Quarter 1, <br> Israelite culture group <br> or Jewish religion <br> or Khazar culture, <br> Trade practices 3
 +
|-
 +
! Radhanite Quarter 3
 +
| 350
 +
| 800
 +
| +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
 
|}
 
|}
  
Garrison
+
==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===
  
{| class="wikitable" style = "width: 65em; text-align:center"
+
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
 
! Name
Line 83: Line 228:
 
! Requirements
 
! Requirements
 
|-
 
|-
! Garrison 1
+
! 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
 
| 100
 
| 182
 
| 182
| +20 [[retinue]] cap <br> +100 garrison size <br> +1 fort level
+
| +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
 
|-
 
|-
! Garrison 2
+
! Salt Mine
| 150
+
| 250
| 274
+
| 182
| +30 retinue cap <br> +150 garrison size <br> +2 fort level
+
| +5 Trade route wealth, <br> +60 Trade value, <br> +.25 Monthly Prestige <br> +0.01 military tech points
| Garrison 1
+
| Construction 2 <br> Be one of the Trans-Saharan Salt production provinces
 +
* Aoudaghost
 +
* Taghaza
 
|-
 
|-
! Garrison 3
+
! Cloth Market
 
| 200
 
| 200
| 365
+
| 182
| +50 retinue cap <br> +200 garrison size <br> +3 fort level
+
| +5 Trade route wealth, <br> +75 Trade value, <br> +.25 Monthly Prestige <br> +0.01 economy tech points
| Garrison 2
+
| Trade practices 1, <br> Be the Trans-Saharan Cloth production province
 +
* Timbuktu
 
|}
 
|}
 +
 +
==References==
 +
<references />
  
 
[[Category:Holdings]]
 
[[Category:Holdings]]
 
[[Category:Merchant republics]]
 
[[Category:Merchant republics]]
 
{{HoldingsNavbox}}
 
{{HoldingsNavbox}}

Latest revision as of 01:15, 14 November 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[edit]

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[edit]

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

Requirements[edit]

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[edit]

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[edit]

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[edit]

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[edit]

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[edit]

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[edit]

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.

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[edit]

  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