![]() Grant the representative a city within your coastal county, thus making him your vassal: The ruler will have to pay more gold and will suffer a small opinion penalty with the remaining burghers.Agree to house the Radhanite traders: The ruler will have to pay around 120 gold, but in return, they will gain 50 Prestige, and a modifier lasting for 50 years giving +5.00 income and +10 city tax: Radhanite trade route.While owning one of the counties housing the Silk Road, a ruler may receive a visit from a Radhanite merchant, representative of a Jewish community of traders. Owning a county neighboring the Silk Road gives access to a number of events. Сounty that changes ownership (after a war, after a title grant) does not lose any Trade Post located in it, unless Trade Post was destroyed during the war. Instead, the trade benefits will slowly decrease with time, and then return to their normal levels after the occupation ends and business resumes. Unlike the earlier system, benefits of the Silk Road won't cease with the occupation of a county located upstream in the chain of provinces neighboring the Silk Road. However, any Post within it that lies within an occupied county will lose 0.5 Commercial Value for each day of occupation. Just as with the Merchant Republic-style Trade Posts, a Trade Zone in the Silk Road won't suffer directly from a war. ![]() While not very significant or useful when said ruler is in an expansion phase or has to defend their territory, in peacetime it allows them to build up their demesne more quickly and to stockpile wealth for war. In addition, it gives a bonus to Technology spread (starting at 25%).Īn Imperial Trade Deal with the Emperor of China doubles the income, the tax bonus and the commercial value of any trade posts within the lucky ruler's country. Trade Office: These add a slight bonus to monthly prestige and retinue size.Guarding Post: Successor to a similar building in earlier versions of the Silk Road, it gives several hundred percent garrison size bonus, starting at 200%, fortification levels, and a small bonus to Commercial Value.It gives bonuses to Trade Post base income, and adds +25/+50/+100 Commercial Value to the Trade Zone, further improving the income bonus of the region. Market: With 3 upgrade levels, this is the main building of any Trade Post.The buildings that can now be constructed to enhance a Trade Post are: However, they won't be able to exceed a certain limit, which is equal to 1+ their Technology level in Commercial Practices. Trade Posts are now more important, as they received additional building options and are more scarce the tax bonus given by the mere existence of the Road has been increased from a factor of 5 to 10Īny ruler owning a county that is considered an important area for Silk Trade is able to build a Trade Post in it for the cost of 50 gold. With patch 2.8, the Silk Road has been totally revamped. It can be doubled with an Imperial Trade Deal. It determines the income bonus of all regions in and surrounding the trade zone in which the Silk Road passes. It is determined by a number of factors, primarily the buildings of each Trade Post within the same trade zone. Commercial Value: A shared aspect with the Merchant Republic trade system.Commercial values of each trade post within it are summed up to give the value of the Trade Zone. ![]()
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