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HomeHome / Radious Total War Mod / Parthian Nobles (Imperator Augustus) / Buildings / Master Trader
Master Trader Parthian Nobles (Imperator Augustus)Parthian Nobles (Imperator Augustus) Town Centre Level 4

Master Trader

The shrewd trader shares arak and renews old friendships before the purse is opened.

Spices were highly valued commodities, both for local consumption and trade with other peoples. Trade along what would become the Silk and Spice Roads began almost at the start of civilisation with the rise of farming and trade amongst Neolithic communities. It was not until Arab and Phoenician traders began trading spices and other luxury goods, such as gold, precious stones, silks and fine textiles, that fixed routes and markets began to appear. As well as spices to flavour foods, other items were traded, including those considered essential for religious rites, such as frankincense - tree resin which gives off a strong aroma when burned. Myrrh was also highly valued for its uses as a medicine and for mummification.

Town Centre

Trading Post
Trading Post
(east_town_centre_1)
Town Centre Level 0
Travelling Wrestlers
Travelling Wrestlers
(east_town_centre_game_2)
Town Centre Level 1
Wrestling Field
Wrestling Field
(east_town_centre_game_3)
Town Centre Level 2
Game Field
Game Field
(east_town_centre_game_4)
Town Centre Level 3
Trader
Trader
(east_town_centre_trade_2)
Town Centre Level 1
Trade Caravan
Trade Caravan
(east_town_centre_trade_3)
Town Centre Level 2
Master Trader
Master Trader
(east_town_centre_trade_4)
Town Centre Level 3
Master Trader

Building Name

Master Trader

Level Name

east_town_centre_trade_4

Building Chain

Town Centre

Building Level

4

Create Time

8

Create Cost

4300

Require Resource

Silk
Silk

Require Technology

Trade Language
Trade Language

Effects

6 food (this_region)
300 wealth from local commerce (this_building)
-3 public order per turn (squalor) (this_province)

Provides Garrison Army

No Garrison Units

Recruitable Units

Recruitable Units Lv. 1
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
160 Hillmen
Melee Infantry / Melee Infantry / (Eas_Hillmen)
Hillmen
Unschooled in formal warfare, these hillmen are canny fighters if used correctly.
160 310 270 25 34 11 42 52 65 35
2
90 Horse Skirmishers
Cavalry / Missile Cavalry / (Eas_Horse_Skirm)
Horse Skirmishers
These horsemen are useful, swift-moving skirmishers, well able to harass an enemy.
90 390 390 30 75 8 18 12 36 18 37 49 90 25
3
120 Eastern Javelinmen
Missile Infantry / Missile Infantry / (Eas_Javelinmen)
Eastern Javelinmen
These skirmishers harass an enemy line with javelins, screening their comrades in the process.
120 500 500 32 70 9 18 7 23 3 31 52 50 20
4
90 Median Cavalry
Cavalry / Melee Cavalry / (Eas_Median_Cav)
Median Cavalry
These fine cavalrymen are well able to handle themselves in the cut and thrust of melee.
90 610 610 29 29 31 77 87 110 50
5
160 Parthian Swordsmen
Melee Infantry / Melee Infantry / (Eas_Par_Sword)
Parthian Swordsmen
Once their javelins have struck, these Parthians are able to finish off any survivors.
160 740 740 32 36 31 81 92 70 60
6
160 Persian Hoplites
Melee Infantry / Spear Infantry / (Eas_Persian_Hoplites)
Persian Hoplites
An idea like hoplites is worth copying, even if Greek "liberty" weakens a man…
160 520 520 20 29 16 64 90 70 40
7
120 Persian Light Archers
Missile Infantry / Missile Infantry / (Eas_Persian_Light_Archers)
Persian Light Archers
Archers should be valued for the ability to strike down a distant foe.
120 410 410 35 145 7 30 8 23 4 6 27 50 20
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