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Both the trade zone controlled by the province owner and the total trade value along the entire route affect income. Occupation or siege also reduces the value of trade flowing through the province, by 10% and 25% respectively.
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Like the Silk Road, the Trans-Saharan Trade Routes are visible in the Economy and Trade Zone map modes. They operate similarly to the Silk Road trade posts, but with some differences.
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Introduced in Patch 3.0 alongside map changes to North and sub-Saharan Africa, these trade posts also require Horse Lords or Jade Dragon DLCs. The Trans-Saharan Trade Route in yellow, in the western half of the map (West and Central Africa) provinces that can have Trade Posts are in orange.
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Note that the Radhanite buildings will disappear if their owner ceases to meet the requirements. Silk Road buildings Ĭoastal Silk Road provinces which are considered important locations can have both standard trade post buildings and Silk Road buildings, if their owner is a merchant republic. Note that even without trade posts, Silk Road provinces receive passive boosts to taxes from castles, cities and temples. If a Silk Road province is occupied or is being sieged during a war, the value of trade flowing through the province will be reduced by 10% if under siege and 25% for occupation. The Silk Road is visible in the Economy and Trade Zone map modes. Silk Road trade posts can be owned by either the owner of a province or a patrician, and cost 50 gold to build. The Horse Lords or Jade Dragon DLCs allow any ruler to build trade posts at specific provinces along the Silk Road land route between China and Europe.
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Trade post limit = (1 + PalaceBonus + Number of unlanded adult male dynasty members in court + CapitalBonus) * (1 + Trade Practices technology bonus) The trade post limit of a given patrician is calculated using the following formula: One Merchant Republic can not own a trade post in territory controlled by a rival Merchant Republic, such trade posts will be removed without any notification.Īll Merchant republic trade post building lines share the same basic requirements as described below. Additionally, one Merchant Republic can offer monetary inducements to a Kingdom or Empire to embargo another Republic. Rulers also have random event chains to attempt to destroy a trade post within their demesne or to demand a bribe from the post's family. Republics with a trade post in a county have a 'Seize City' CB on the local city, subject to various constraints.įeudal rulers with trade posts in their land receive an Embargo Casus Belli on the Republic, which if successful will raze the trade posts within their borders for a handsome payout. When built trade posts must be connected by sea to your capital so if the capital is in Venice, trade posts cannot be built in the Indian Ocean. The cost is also modified by 40% times the province's top liege's opinion of the builder. (For landless patricians, the distance is calculated from the location of their court, which is usually the republic's capital.) The distance is calculated by sea unless the province is adjacent. The cost is increased by 30% times the distance to the closest settlement controlled by the builder of the trade post. Merchant republic trade posts have a base cost of 150 wealth to build and take 12 months. Merchant republic trade posts Įach patrician can build a limited number of trade posts based upon the size of his family palace, the number of dynastic men he has in his court, and the level of Trade Practices technology in the republic's capital (not the patrician's capital, should the two be different).