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Silk
No. Building Create Time Create Cost Effects Garrison Units Recruitable Units
1 Village (Silk Trader) Silk Level 1
Village (Silk Trader)
To acquire the finest goods, one must travel many leagues.
2 1100 +5% wealth from all commerce (all regions)
100 wealth from local commerce (this_building)
+1 growth per turn (this_province)
40 textiles (this_building)
+12 line of sight across borders (this_region)
2 Settlement (Silk Caravan) Silk Level 2
Settlement (Silk Caravan)
"We came by way of Antioch. Interesting food."
3 1700 -1 food (this_region)
+10% wealth from all commerce (all regions)
150 wealth from local commerce (this_building)
+2 growth per turn (this_province)
+1 public order per turn (this_province)
80 textiles (this_building)
[NOT DISPLAYED] Drives the road levels between settlements (this_region)
+12 line of sight across borders (this_region)
3 Town (Silk Market) Silk Level 3
Town (Silk Market)
As trade routes expand, luxuries become more commonplace.
5 3000 -4 food (this_region)
+15% wealth from all commerce (all regions)
200 wealth from local commerce (this_building)
+3 growth per turn (this_province)
+2 public order per turn (this_province)
120 textiles (this_building)
[NOT DISPLAYED] Drives the road levels between settlements (this_region)
+12 line of sight across borders (this_region)
4 Colonia (Silk Road) Silk Level 4
Colonia (Silk Road)
Silk, religion, knowledge… the Silk Road's gifts are never mundane.
8 5600 -8 food (this_region)
+20% wealth from all commerce (all regions)
250 wealth from local commerce (this_building)
+3 growth per turn (this_province)
+3 public order per turn (this_province)
160 textiles (this_building)
[NOT DISPLAYED] Drives the road levels between settlements (this_region)
+12 line of sight across borders (this_region)