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.
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.
|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|
|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 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 3||200||365||+50 retinue cap
+200 garrison size
+3 fort level
Silk Road Buildings
|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