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Pirate Fortress (TWS2)

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Revision as of 19:49, 3 January 2013 by Arima (talk | contribs) (Description)
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Pirate Fortress (TWS2)
Pirate Fortress S2TW.png
Chain Naval Type
Requires Buildings:
  • Pirate Lair
  • Arts:
  • Naval Expertise
  • Enables -
    Spawned Defence Forces -
    Basic Building Statistics
  • Increase to trade income (tariffs only)
  • +5 experience for ship crew recruits
  • Clan Effects -
    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

    The Best Provinces for recruiting Warships are those that have both a Pirate Fortress and a Drydock as 5 Initial Experience makes a huge difference in battle.

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