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. With the Horse Lords DLC, they can also be built by local rulers along the Silk Road.
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).
Merchant republic trade posts have a base cost of 150 to build and take 12 months. The cost is increased by 30% times the distance to the closest republic holding. 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 to embargo another Republic.
Upgrading the Merchant Port building increases the trade value of the associated trade zone, increasing the income of the patrician and the republic as a whole.
|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|
Upgrading the Merchant Enclave increases the tax income of any cities in the province, enriching the county's owner.
|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|
Upgrading the garrison makes the trade post more difficult to besiege, and increases the realm's retinue cap by a small amount.
|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 trade posts
The Horse Lords DLC allows any ruler to build trade posts along the Silk Road land route between China and Europe. Silk Road trade posts can only be built by the owner of a province, and cost only 50 gold to build.
The Silk Road is visible in the Economy and Trade Zone map modes. 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.
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 can have both standard trade post buildings and silk road buildings, if their owner is a merchant republic.
|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