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Seaside Market Massyli (Hannibal at the Gates)Massyli (Hannibal at the Gates) Port Level 4

Seaside Market

All the world can be bought or sold on these wharves.

Harbours were vital in the ancient world, offering a safe refuge from pirates and storms and a place for trade. Although most ships hugged the coastlines, loading and unloading goods needed a sheltered harbour. A natural bay would do, but the construction of docks and wharfs, and sheltering sea walls made sea-going life much easier. Harbours were colossal undertakings, but the long-term benefits far outweighed the labour and costs involved.

Port

Port
Port
(rom_EASTERN_port_1)
Port Level 0
Fishing Port
Fishing Port
(rom_EASTERN_port_food_2)
Port Level 1
Fishmongers' Lane
Fishmongers' Lane
(rom_EASTERN_port_food_3)
Port Level 2
Seafood Market
Seafood Market
(rom_EASTERN_port_food_4)
Port Level 3
Military Pier
Military Pier
(rom_EASTERN_port_military_2)
Port Level 1
Naval Yard
Naval Yard
(rom_EASTERN_port_military_3)
Port Level 2
Drydock
Drydock
(rom_EASTERN_port_military_4)
Port Level 3
Harbour
Harbour
(rom_EASTERN_port_trade_2)
Port Level 1
Trading Port
Trading Port
(rom_EASTERN_port_trade_3)
Port Level 2
Seaside Market
Seaside Market
(rom_EASTERN_port_trade_4)
Port Level 3
Seaside Market

Building Name

Seaside Market

Level Name

rom_EASTERN_port_trade_4

Building Chain

Port

Building Level

4

Create Time

16

Create Cost

9027

Require Resource

Silk
Silk

Require Technology

Trade Language
Trade Language

Effects

-10 food (this_region)
360 wealth from local commerce (this_building)
720 wealth from maritime commerce (this_building)
[NOT DISPLAYED] Drives the road levels between settlements (this_region)
Commercial Stimulation Edict:
+10% wealth from all commerce buildings (this_province)
+0.7% Foreigner Population (this_building)
Supply Line: +2 Region(s) (this_building)
Supply Storage: +200 (this_building)
[NOT DISPLAYED] Drives the road levels between settlements (this_region)
Import Food Edict: +2 food (this_province)
Import Food Edict: -15% local farming income (this_province)
Import Food Edict: +2 growth (this_province)

Provides Garrison Army

80 Raiding Hemiolia - Qasatim Afrikanim
80 Raiding Hemiolia - Qasatim Afrikanim
80 Raiding Hemiolia - Qasatim Afrikanim
80 Raiding Hemiolia - Qasatim Afrikanim
Raiding Hemiolia - Qasatim Afrikanim
(Eas_Raiding_Hemolia_Afr)
Missile Ship

Recruitable Units

Recruitable Units Lv. 0
No. Unit Sol. Costom Cost Recru. Cost Unkeep Cost Ship HP. Ship Spd. Msl. Dmg. Rng. Sht. /min Amo. Mle. Atk. Mle. Dmg. Chg. Mle. Def. Arm. HP. Mor.
1
60 Assault Dieres - Dorkim Afrikanim
Light Ship / Melee Ship / (Eas_Assault_Bireme_Afr)
Assault Dieres - Dorkim Afrikanim
A bireme is a 30 meter long oared warship (galley) with two decks of oars, thought to have been invented by the Phoenicians in the 8th century BCE. Often called a liburnia in later Roman fleets, these swift yet durable warships are excellent for boarding actions and coastal patrols.

(African Marines)

60 938 938 501 4 21 9 17 62 1 24 60
2
100 Pursuit Trihemiolia - Qasatim Afrikanim
Light Ship / Missile Ship / (Eas_Pursuit_Hemolia_Afr)
Pursuit Trihemiolia - Qasatim Afrikanim
The trihemiolia is a lighter version of the trireme, with two and a half rows of oars. Developed by the Rhodians, it has been their favoured ship design for centuries and is an ideal pirate hunter, able to keep up with lighter raiding ships.

(African Archers)

100 812 812 585 4 9 165 5 31 17 9 11 46 3 21 50
3
80 Raiding Hemiolia - Qasatim Afrikanim
Light Ship / Missile Ship / (Eas_Raiding_Hemolia_Afr)
Raiding Hemiolia - Qasatim Afrikanim
A hemiolia is a light and fast raiding ship developed in the 4th century BCE, favoured by pirates but also used by navies as a light patrol ship. It has one and a half rows of oars, making it faster and more powerful than earlier uniremes.

(African Archers)

80 688 688 402 4 9 165 5 31 17 9 11 46 3 21 50
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