Port | ||||||
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No. | Building | Create Time | Create Cost | Effects | Garrison Units | Recruitable Units |
1 |
Port Level 1 Port A gateway to the world, the colonies, trade and to war's terrors. |
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4 | 1650 |
45 wealth from maritime commerce (this_building) |
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2 |
Port Level 2 Harbour Harbours provide and promote trade, whilst giving shelter from pirates and storms. |
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6 | 3150 |
90 wealth from local commerce (this_building) 180 wealth from maritime commerce (this_building) [NOT DISPLAYED] Drives the road levels between settlements (this_region) Supply Line: +1 Region(s) (this_building) Supply Storage: +100 (this_building) [NOT DISPLAYED] Drives the road levels between settlements (this_region) Import Food Edict: +1 food (this_province) Import Food Edict: -8% local farming income (this_province) Import Food Edict: +1 growth (this_province) |
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3 |
Port Level 2 Shipwright Sea legs can be found when there is glory and gold to be gained. |
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6 | 2700 |
105 wealth from manufacturing (industry) (this_building) +10% wealth from maritime commerce (regions_in_this_province) Level I ship hulls (+5% health) upon recruitment (this_buildings_province_to_adjacent_sea_regions) |
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4 |
Port Level 2 Fishing Port The rich bounty of the sea can feed many people. |
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6 | 2550 |
5 food (this_region) 60 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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5 |
Port Level 3 Trading Port Ships from far away lands bring necessities and luxuries to trade. |
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10 | 5100 |
-4 food (this_region) 180 wealth from local commerce (this_building) 360 wealth from maritime commerce (this_building) [NOT DISPLAYED] Drives the road levels between settlements (this_region) Commercial Stimulation Edict: +5% wealth from all commerce buildings (this_province) Supply Line: +1 Region(s) (this_building) Supply Storage: +100 (this_building) [NOT DISPLAYED] Drives the road levels between settlements (this_region) Import Food Edict: +1 food (this_province) Import Food Edict: -12% local farming income (this_province) Import Food Edict: +2 growth (this_province) |
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6 |
Port Level 3 Docks Command of the sea requires a powerful navy. |
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10 | 4350 |
210 wealth from manufacturing (industry) (this_building) +20% wealth from maritime commerce (regions_in_this_province) Level II ship hulls (+10% health) upon recruitment (this_buildings_province_to_adjacent_sea_regions) Noble Philanthropy Edict: -3% ship building costs (this_province) -8% provincial income (building upkeep) (regions_in_this_province) |
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7 |
Port Level 3 Fishmonger A fresh catch gets a good price in both town and city. |
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10 | 3300 |
8 food (this_region) 75 wealth from maritime commerce (this_building) -4 public order(squalor) (this_province) Commercial Stimulation Edict: +2 food from trade (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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