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Ck2 making a merchant republic
Ck2 making a merchant republic













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.

ck2 making a merchant 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.

ck2 making a merchant republic

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.

ck2 making a merchant republic

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).

  • 3.1 Trans-Saharan Trade Route buildings.
  • 3 Trans-Saharan Trade Route trade posts.














  • Ck2 making a merchant republic