Silk | ||||||
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No. | Building | Create Time | Create Cost | Effects | Garrison Units | Recruitable Units |
1 |
Silk Level 1 Village (Silk Trader) To acquire the finest goods, one must travel many leagues. |
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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) |
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2 |
Silk Level 2 Settlement (Silk Caravan) "We came by way of Antioch. Interesting food." |
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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) |
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3 |
Silk Level 3 Town (Silk Market) As trade routes expand, luxuries become more commonplace. |
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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) |
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4 |
Silk Level 4 Colonia (Silk Road) Silk, religion, knowledge… the Silk Road's gifts are never mundane. |
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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) |
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