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Merchant Colony (TWS2)

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Merchant Colony (TWS2)
Merchant Colony S2TW.png
Chain Naval Type
Requires -
Enables Buildings:
  • Pirate Lair
  • Warehouses
  • Spawned Defence Forces -
    Basic Building Statistics
  • Cost: 1000
  • +1 experience for ship crew recruits
  • Clan Effects
  • +3% to trade income (tariffs only)
  • See main article; FotS Buildings


    Description

    Where men gather, purses grow fat.

    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!

    Other Information

    When you want to upgrade a Merchant Colony, two choices are presented to you.

    • Piracy Branch: Increases quality of Warship Crews.
    • Mercantile Branch: Increases Trade Income and enables building of Red Seal Ships.

    Players that want a Strong Navy should go with the Piracy Branch while those that want more trade income should go with the Mercantile Branch.

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