Silk |
No. |
Building |
Create Time |
Create Cost |
Effects |
Garrison Units |
Recruitable Units |
1 |
 |
Silk Level 1
Village (Silk Trader)
To acquire the finest goods, one must travel many leagues.
|
2 |
1100 |
+5% wealth from all commerce (all regions)
100 wealth from local commerce (this_building)
+1 growth per turn (this_province)
40 textiles (this_building)
+12 line of sight across borders (this_region)
|
|
|
2 |
 |
Silk Level 2
Settlement (Silk Caravan)
"We came by way of Antioch. Interesting food."
|
3 |
1700 |
-1 food (this_region)
+10% wealth from all commerce (all regions)
150 wealth from local commerce (this_building)
+2 growth per turn (this_province)
+1 public order per turn (this_province)
80 textiles (this_building)
[NOT DISPLAYED] Drives the road levels between settlements (this_region)
+12 line of sight across borders (this_region)
|
|
|
3 |
 |
Silk Level 3
Town (Silk Market)
As trade routes expand, luxuries become more commonplace.
|
5 |
3000 |
-4 food (this_region)
+15% wealth from all commerce (all regions)
200 wealth from local commerce (this_building)
+3 growth per turn (this_province)
+2 public order per turn (this_province)
120 textiles (this_building)
[NOT DISPLAYED] Drives the road levels between settlements (this_region)
+12 line of sight across borders (this_region)
|
|
|
4 |
 |
Silk Level 4
Colonia (Silk Road)
Silk, religion, knowledge… the Silk Road's gifts are never mundane.
|
8 |
5600 |
-8 food (this_region)
+20% wealth from all commerce (all regions)
250 wealth from local commerce (this_building)
+3 growth per turn (this_province)
+3 public order per turn (this_province)
160 textiles (this_building)
[NOT DISPLAYED] Drives the road levels between settlements (this_region)
+12 line of sight across borders (this_region)
|
|
|