Port | ||||||
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No. | Building | Create Time | Create Cost | Effects | Garrison Units | Recruitable Units |
1 |
Port Level 1 Port The landlubber finds sea legs in the same place as gold and glory. |
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4 | 1500 |
68 wealth from maritime commerce (this_building) |
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2 |
Port Level 2 Harbour A rough sea is no place to keep a valuable vessel. |
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6 | 1950 |
105 wealth from manufacturing (industry) (this_building) |
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3 |
Port Level 2 Fishermen's Huts The salmon of wisdom calls to fishermen. |
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6 | 2400 |
5 food (this_region) 90 wealth from maritime commerce (this_building) Supplies: +7 (this_building) Export Food Edict: -2 food (this_province) Export Food Edict: +3% local farming income (this_province) Export Food Edict: -1 growth (this_province) |
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4 |
Port Level 3 Boatyard Taming the waters is a noble goal. |
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10 | 2700 |
210 wealth from manufacturing (industry) (this_building) -8% provincial income (building upkeep) (regions_in_this_province) |
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5 |
Port Level 3 Fishing Village The gods provide the bounty of the oceans. |
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10 | 3000 |
7 food (this_region) 112 wealth from maritime commerce (this_building) -4 public order(squalor) (this_province) Commercial Stimulation Edict: +5% wealth from all commerce buildings (this_province) Supplies: +7 (this_building) Export Food Edict: -3 food (this_province) Export Food Edict: +5% local farming income (this_province) Export Food Edict: -2 growth (this_province) |
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