Central Market
When a single piece is worth more than a man, you know you're in the right trade.Eventually, no matter where they came from, goods had to end up at market in order to be sold. As such, markets sprang up close to natural harbours, and where rivers forked or roads met - and naturally settlements followed. Although the marketplaces themselves became semi-permanent spaces, what was sold very much depended on what was available in quantity, what could be transported, or what caught the eye of a particular trader at a particular time. At this point in history, and somewhat unsurprisingly, supply and demand operated only in the most basic of forms. Bearing in mind the time and distances involved, and knowledge of the outside world required, there was no guarantee that what a customer wanted would be available next time, or indeed that either party would be present or even still alive when the next market was held.
Communal Grounds
Building Name Central Market |
Level Name att_bld_barbarian_civic_market_general_5_legendary_celts |
Building Chain Communal Grounds |
Building Level 5 |
Create Time 6 |
Create Cost 14000 |
Effects
Enables agent recruitment: Spies (province_to_province_own)Road Development: 30 (region_to_region_own)
Wealth: +15% from commercial buildings (province_to_regions_own_in_adjacent_province)
Wealth: 3000 from commerce (building_to_building_own)
Public order: -8 (province_to_province_own)
Squalor: +6 (region_to_region_own)
Provides Garrison Army
No Garrison Units
Recruitable Units
No Recruitable Units
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