Pirate Fortress (TWS2)
Pirate Fortress (TWS2) | |
---|---|
Chain | Naval Type |
Requires | Buildings: |
Enables | - |
Spawned Defence Forces | - |
Basic Building Statistics | |
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 |
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.