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Difference between revisions of "Pirate Fortress (TWS2)"

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(Pirate Fortress VS Sawmills)
 
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  {{TWS2 Building|image=[[Image:Pirate Fortress S2TW.png]]
 
  {{TWS2 Building|image=[[Image:Pirate Fortress S2TW.png]]
 
  |Chain=[[:Category:TWS2_Building#Naval_Chain|Naval Type]]
 
  |Chain=[[:Category:TWS2_Building#Naval_Chain|Naval Type]]
  |Requires='''Buildings''':<li>[[Pirate Lair (TWS2)|Pirate Lair]]</li>'''Arts''':<li>[[Naval Expertise]]</li>
+
  |Requires='''Buildings''':<li>[[Pirate Lair (TWS2)|Pirate Lair]]</li>
 +
'''Arts''':<li>[[Naval Expertise]]</li>
 
  |Enables=-
 
  |Enables=-
 
  |Spawned Defence Forces=-
 
  |Spawned Defence Forces=-
  |Basic Building Statistics=<li>Increase to trade income (tariffs only)</li><li>+5 experience for ship crew recruits</li>
+
  |Basic Building Statistics=<li>Cost: 2500</li>
  |Clan Effects=-
+
<li>+5 experience for ship crew recruits</li>
 +
  |Clan Effects=<li>+3% to trade income (tariffs only)</li>
 
}}
 
}}
  
 
==Description==
 
==Description==
One day, the pirate may call himself "Sea Lord".
+
'''One day, the pirate may call himself "Sea Lord".'''
  
 
This small mercantile port adds to the trade income of the province, and also provides experienced crews for any vessels constructed here. Trade and piracy are two sides of the same coin: the legitimate and illicit transfer of goods. The colony can be further developed into a wealthy mercantile enterprise, or piracy can be encouraged. The second course of action does not benefit trade, but does provide hardy and extremely experienced crews for newly constructed ships.
 
This small mercantile port adds to the trade income of the province, and also provides experienced crews for any vessels constructed here. Trade and piracy are two sides of the same coin: the legitimate and illicit transfer of goods. The colony can be further developed into a wealthy mercantile enterprise, or piracy can be encouraged. The second course of action does not benefit trade, but does provide hardy and extremely experienced crews for newly constructed ships.
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|}
 
|}
  
Although the [[Sawmills_(TWS2)|Sawmills]] reduce the cost of recruiting ships to 70%, this is actually an inferior bonus for building a Navy as the Best Provinces for recruiting Warships are actually those that have both a Pirate Fortress and a [[Drydock_(TWS2)|Drydock]] since a warship with 5 Initial Experience will make a huge difference in battle than a warship built at a 70% construction cost.
+
Although the [[Sawmills_(TWS2)|Sawmills]] reduce the cost of recruiting ships to 70%, this is actually an inferior bonus for building a Navy as the Best Provinces for recruiting Warships are actually those that have both a Pirate Fortress and a [[Drydock_(TWS2)|Drydock]] since a warship with +5 Initial Experience will make a huge difference in battle than a warship built at a 70% recruitment cost.
  
 
[[Category:TWS2 Building]]
 
[[Category:TWS2 Building]]

Latest revision as of 23:34, 6 February 2013

Pirate Fortress (TWS2)
Pirate Fortress S2TW.png
Chain Naval Type
Requires Buildings:
  • Pirate Lair
  • Arts:
  • Naval Expertise
  • Enables -
    Spawned Defence Forces -
    Basic Building Statistics
  • Cost: 2500
  • +5 experience for ship crew recruits
  • Clan Effects
  • +3% to trade income (tariffs only)
  • See main article; FotS Buildings


    Description

    One day, the pirate may call himself "Sea Lord".

    This small mercantile port adds to the trade income of the province, and also provides experienced crews for any vessels constructed here. Trade and piracy are two sides of the same coin: the legitimate and illicit transfer of goods. The colony can be further developed into a wealthy mercantile enterprise, or piracy can be encouraged. The second course of action does not benefit trade, but does provide hardy and extremely experienced crews for newly constructed ships.

    Piracy was a terrible problem in Japan during the Sengoku Jidai, often crippling trade. There was, of course, a lack of central authority, and the local lords often used pirates to further their own ends, if only by encouraging attacks upon neighbours. On more than one occasion at least one neighbour grew extremely angry: from time to time the Chinese descended on particular pirate havens and dispensed summary justice, tinged with a little outright vengeance!

    Pirate Fortress VS Sawmills

    Pirate Fortress Sawmills
    Recruitment Cost 100% 70%
    Crew Experience 5 0

    Although the Sawmills reduce the cost of recruiting ships to 70%, this is actually an inferior bonus for building a Navy as the Best Provinces for recruiting Warships are actually those that have both a Pirate Fortress and a Drydock since a warship with +5 Initial Experience will make a huge difference in battle than a warship built at a 70% recruitment cost.