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) +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) |
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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 Military Wharf Where warships gather and troops embark for conquest. |
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6 | 3150 |
105 wealth from manufacturing (industry) (this_building) Level I ship hulls (+5% health) upon recruitment (this_buildings_province_to_adjacent_sea_regions) |
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5 |
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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6 |
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) +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) |
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7 |
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) -8% provincial income (building upkeep) (regions_in_this_province) |
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8 |
Port Level 3 Drydock Drydocks enable speedy production of even the greatest warships. |
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10 | 4350 |
210 wealth from manufacturing (industry) (this_building) Level II ship hulls (+10% health) upon recruitment (this_buildings_province_to_adjacent_sea_regions) -8% provincial income (building upkeep) (regions_in_this_province) |
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9 |
Port Level 3 Fishmonger A fresh catch gets a good price in both town and city. |
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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) |
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10 |
Port Level 4 Neosoikoi Well-equipped docks enable the construction of great fleets. |
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16 | 7560 |
315 wealth from manufacturing (industry) (this_building) +40% wealth from maritime commerce (regions_in_this_province) Level III ship hulls (+20% health) upon recruitment (this_buildings_province_to_adjacent_sea_regions) Noble Philanthropy Edict: -6% ship building costs (this_province) -10% provincial income (building upkeep) (regions_in_this_province) |
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11 |
Port Level 4 Military Port There is one business here: war, and the ships needed to wage it. |
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16 | 6660 |
315 wealth from manufacturing (industry) (this_building) Level III ship hulls (+20% health) upon recruitment (this_buildings_province_to_adjacent_sea_regions) Noble Philanthropy Edict: -12% ship building costs (this_province) -10% provincial income (building upkeep) (regions_in_this_province) |
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12 |
Port Level 4 Fish Market Once dried and salted, fish can be traded far and wide. |
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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) |
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13 |
Port Level 4 Emporion If something cannot be bought or sold here, no one wants it! |
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16 | 9180 |
-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) |
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