Trade Route Hub
From the Mediterranean to India, all trade eventually passes through here.Even in the ancient world, cities grew up in places where people had already been living for a long time because the sites were defensible, controlled river crossings, had natural resources nearby or were safe from floods and other natural disasters. Cities, despite their rulers’ best intentions, were rarely planned. There might be sections where public buildings stood by broad, open streets and temples were laid out in magnificent splendour, and patrician dwellings hid rich opulence behind bland frontages. But equally likely, if you walked a few paces in the wrong direction, you would be guaranteed to find a maze of twisty backstreets, cheek-by-jowl houses, and run-down slums, alehouses, whorehouses and slaughterhouses, all jostling for what little space there was within the walls. The city was the world in miniature, with all the wonder and squalor that implied. Romans and Greeks equally could take civic pride in their urbanity and sophistication, and at the same moment be a little disgusted by the dirt and tawdriness of the back streets only yards away.
Trading Space
Building Name Trade Route Hub |
Level Name rom_EASTERN_public_trader_4 |
Building Chain Trading Space |
Building Level 4 |
Create Time 16 |
Create Cost 16200 |
Require Resource Silk |
Require Technology Fixed Tariffs |
Effects
+1% empire maintenance (this_faction)-10% construction costs (regions_in_this_province)
+3 Persian cultural influence (this_region)
+40% wealth from all commerce (regions_in_this_province)
250 wealth from local commerce (this_building)
+6 growth per turn (this_province)
-8 public order(squalor) (this_province)
+10% tariff income from trade agreements (this_faction)
+0.7% 2nd Class Citizen (this_building)
+0.5% Foreigner Population (this_building)
Provides Garrison Army
No Garrison Units
Recruitable Units
No Recruitable Units
Disqus |
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