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Harbour (ROTS)

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Revision as of 23:12, 6 February 2013 by Arima (talk | contribs) (Created page with " {{TWS2 Building|image=Image:Harbour ROTS.png |Chain=Port Type |Requires='''Buildings''':<li>[[Coastal Village (ROTS)|Coastal Villag...")
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Harbour (ROTS)
File:Harbour ROTS.png
Chain Port Type
Requires Buildings:
  • Coastal Village
  • Enables Buildings:
  • Trading Port
  • Units:
  • Trade Ship
  • Attendants Light Ship
  • Attendants Medium Ship
  • Attendants Large Ship
  • Spawned Defence Forces -
    Basic Building Statistics
  • Cost: 900
  • Improves export capacity (increases trade values) by +80
  • +200 to wealth from ports in this province
  • +3 per turn to town growth from trade within this province
  • +1 to possible trade routes (sea)
  • Recruitment capacity (ship under construction): +1
  • Clan Effects -
    See main article; FotS Buildings


    Description

    The sailor takes ship, eager to be away from a wife in this port.

    Building a harbour, or improving on what nature has already given, provides basic warship building capabilities. The harbour can also handle more maritime trade, encouraging the local economy.

    Surprisingly for an island nation with such a long coastline, the Japanese never developed into a maritime power. Sea battles never really evolved beyond boarding actions, but this did give Japan an advantage when it came to piracy. Booty and loot are no use at all at the bottom of the sea. Japan developed both a pirate tradition and a pirate problem. Japanese pirates were the bane of Chinese coastal shipping for centuries, something that bothered the central and provincial governments not one jot. This provoked severe reprisals from the Chinese from time to time, but without ever solving the piracy issue. There was simply too much money to be made as a pirate. As always happens, some pirates eventually managed to become rich enough that they were seen as respectable. Gold washed away all sins in the end, and remade the pirates as "sea lords".

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