Trade post
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 or Jade Dragon 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.
Contents
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 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 to embargo another Republic.
Base stats
Characteristic | Value | |
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Income | 6 |
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Fort level | 0 |
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Levies | 0 |
Requirements
All Trade post[1] building lines share the same basic requirements as described below.
Building | Level 1 | Level 2 | Level 3 |
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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 |
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Garrison |
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Merchant Enclave |
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Merchant Port |
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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 only be built by the owner of a province, 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 |
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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 |
References
- ↑ Trade post buildings data is located at /Crusader Kings II/common/buildings/00_tradepost.txt.