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2019年4月1日 (一) 11:19的版本
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 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 | |
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Income | 6 | |
Fort level | 0 | |
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 |
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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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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
- 主条目: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
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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 | +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
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 to use. They operate similarly to the Silk Road route, with some differences.
Like the Silk Road, the Trans-Saharan Trade Route is 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.
Different from 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 Trans-Saharan Trade Route largely can be found in Trade Post provinces, and of 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 the ability to build the Trans-Saharan production buildings, the difference is less pronounced than with 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 |
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Saharan Trade Post | 200 | 150 | +1 Trade route wealth, +20 Trade value |
Trade practices 1, Not be 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
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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
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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
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