Trade income - RTR-Imperium-Surrectum/ris-wiki GitHub Wiki
Trade income
A settlement's trade income is the total of all its trade routes. Routes run over land and over sea. The ships sailing on the campaign map show the sea routes; they earn nothing themselves. A richer route has more ships on it.
What makes a route worth more
- Goods the other side lacks. A good only counts if the partner does not have it. Each trade good has a trade value, and more of it is worth more.
- Population. Two big towns trade a little more than two small ones. Goods matter far more.
- Trade bonus. Every point of trade bonus a settlement has adds 10% to all its routes. Building pages list these points as "trade income". They come from Traders and many industries. Traders give inland settlements far more than coastal ones: +15 to +20 at the top level, against +5. Governors with trading skills add their bonus on top. The total can go below zero, and then the town earns less than its routes' base value.
- Who the partner is.
| Partner | Land route | Sea route |
|---|---|---|
| Your own settlements, allies, protectorates, factions you have trade rights with | full value | full value |
| Any other faction | ⅓ | ½ |
| A faction you are at war with | nothing | nothing |
Land trade
- A settlement trades with every neighbouring settlement across a land border. Rebel settlements do not trade.
- Goods you send count twice as much as goods you receive.
- Distance does not matter.
- Roads multiply land routes, but only as far as the neighbour's roads allow:
| Your roads | Neighbour has no roads | Neighbour has Roads | Neighbour has Paved Roads or Highways |
|---|---|---|---|
| Roads | ×1 | ×1 | ×1 |
| Paved Roads | ×1 | ×2 | ×2 |
| Highways | ×1 | ×2 | ×3 |
Sea trade
- The port sets how many sea routes a settlement has:
| Port | Sea routes |
|---|---|
| Trade Port | 1 |
| Shipwright | 2 |
| Dockyard | 3 |
| The Cothon of Carthage | 3 |
Three is the most any settlement can have.
- Each route goes to the most profitable port in reach, not the nearest. Own and allied ports usually win, because foreign ones count at half value. The partner must have a port.
- A settlement never trades by sea with a neighbour it already trades with over land.
- Longer voyages are worth less: a port twice as far away is worth half as much.
- Goods sent by sea count once, not twice as on land.
- The receiving port earns 20% of the route as an import, on top. The sender keeps the full value. At the start of the campaign, Rome's sea route to Capua earns Rome 288 and Capua 58.
- When two ports pick each other, each earns its own route plus 20% of the other's.
What cuts trade
These come from each settlement's Region Information building:
- Blockaded: −10 trade bonus (−100%).
- Under siege: −5 trade bonus (−50%) and a lower trade level. Both linger for a few turns after the siege is lifted.
- No government building: −15 trade bonus (−150%) until a government is built or being built.
- Empire size: in an empire of 2 or more settlements, every settlement loses trade bonus. Settlements without a Governor's Palace lose 1. Settlements with a Governor's Palace or higher lose more as the empire grows:
| Settlements in your empire | Trade bonus lost with a Governor's Palace |
|---|---|
| 2–4 | −2 |
| 5–29 | −3 |
| 30–100 | −4 |
| 101–400 | −5 |
| 401 or more | −6 |
Raising trade income
- Hold goods your neighbours do not have.
- Build roads at both ends of a land route. Highways pay ×3 only next to Paved Roads or better.
- Stay at peace with trade partners, and get alliances or trade rights.
- Build ports up to Dockyard for three sea routes.
- Build Traders and industries that give trade bonus, enough to outweigh the empire-size loss.
- Your capital gains +2 trade bonus while Jewellery Exports or Spices Exports is built anywhere in your empire.