menu
HomeHome / Divide et Impera / Eastern Rebels / Buildings / Port Buildings
Eastern Rebels Eastern Rebels Buildings

Port Buildings




Port

Port
Fishing Port
Fishmongers' Lane
Seafood Market
Military Pier
Naval Yard
Drydock
Harbour
Trading Port
Seaside Market
Port
No. Building Create Time Create Cost Effects Garrison Units Recruitable Units
1 Port Port Level 1
Port
The sea-road leads to the wider world.
4 1650 45 wealth from maritime commerce (this_building)
2 Harbour Port Level 2
Harbour
Safe haven from pirates and storms, and a place to trade.
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)
+0.3% 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: +1 food (this_province)
Import Food Edict: -8% local farming income (this_province)
Import Food Edict: +1 growth (this_province)
3 Military Pier Port Level 2
Military Pier
Where warships gather, and armies embark for conquest and spoils.
6 2250 105 wealth from manufacturing (industry) (this_building)
4 Fishing Port Port Level 2
Fishing Port
Fish is always a welcome meal on any table.
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)
5 Trading Port Port Level 3
Trading Port
A bustling centre of trade moving goods from east and west.
10 4950 -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)
+0.5% 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: +1 food (this_province)
Import Food Edict: -12% local farming income (this_province)
Import Food Edict: +2 growth (this_province)
6 Naval Yard Port Level 3
Naval Yard
Ships built and outfitted for war need a home port.
10 3000 210 wealth from manufacturing (industry) (this_building)
-4 public order(squalor) (this_province)
7 Fishmongers' Lane Port Level 3
Fishmongers' Lane
Salted or dried fish can be sent far beyond the ports at which they were landed.
10 3150 7 food (this_region)
75 wealth from maritime commerce (this_building)
-4 public order(squalor) (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)
8 Seaside Market Port Level 4
Seaside Market
All the world can be bought or sold on these wharves.
16 9027 -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)
9 Drydock Port Level 4
Drydock
The home of the fleet, where mastery of the sea is planned.
16 4500 315 wealth from manufacturing (industry) (this_building)
-10 public order(squalor) (this_province)
Level I ship hulls (+5% health) upon recruitment (this_buildings_province_to_adjacent_sea_regions)
10 Seafood Market Port Level 4
Seafood Market
All the world can be bought or sold on these wharves.
16 4860 11 food (this_region)
90 wealth from maritime commerce (this_building)
-10 public order(squalor) (this_province)
Bread and Games Edict:
1 food (this_province)
Supplies: +7 (this_building)
Export Food Edict: -4 food (this_province)
Export Food Edict: +7% local farming income (this_province)
Export Food Edict: -3 growth (this_province)
Facebook