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4 levels, each replacing the one before it: you upgrade in place rather than building alongside.
Trade Port โ Shipwright โ Dockyard โ The Cothon of Carthage
| Level | Cost | Build time | Minimum settlement | Upgrades to | |
|---|---|---|---|---|---|
| Trade Port | 2,500 | 4 | town | Shipwright | |
| Shipwright | 6,000 | 6 | city | Dockyard | |
| Dockyard | 12,500 | 10 | large city | โ | |
| The Cothon of Carthage | 15,000 | 12 | large city | โ |
Costs in denarii, build time in turns.

A port brings trade and wealth to a settlement, and allows the construction of simple ships. Access to the sea is vital for all long distance trade. The sea lanes are the true highways of the world, and carrying goods by ship is the only way to move them cheaply enough to make a profit. Indeed, it is usually cheaper and quicker to send a cargo halfway across the world by sea than to the next city in a cart!
Militarily, ports are important because they have the men and equipment needed to build a fleet.
| Cost | 2,500 denarii |
| Build time | 4 turns |
| Minimum settlement | town |
| Upgrades to | Shipwright |
Requirements: all of these must hold before this level can be built.
- The settlement is coastal
- Only one port building allowed
- Government Building (Dependency, Indirect Rule, Direct Rule or Homeland)
- The region has natural harbour up to Trade Port, natural harbour up to Shipwright or natural harbour up to Dockyard, or a Harbour Improvement has been completed here
What it does
Show 16 effects that apply only in some circumstances
- trade fleet of 1, except when the region's climate is Sub artic or Alpine and it is winter
- -8 taxable income, only when the region has none of Timber, Pitch, Bitumen & Tars or Hemp, but not when the region's climate is Sub artic or Alpine and it is winter
- -4 taxable income, only when the region has neither Timber nor Hemp and the region has Pitch, Bitumen & Tars, but not when the region's climate is Sub artic or Alpine and it is winter
- -4 taxable income, only when the region has neither Timber nor Pitch, Bitumen & Tars and the region has Hemp, but not when the region's climate is Sub artic or Alpine and it is winter
- -4 taxable income, only when the region has Timber and the region has neither Pitch, Bitumen & Tars nor Hemp, but not when the region's climate is Sub artic or Alpine and it is winter
- -4 taxable income, only when the region has no Timber, the region has Pitch, Bitumen & Tars and the region has Hemp, but not when the region's climate is Sub artic or Alpine and it is winter
- -4 taxable income, only when the region has Timber, the region has Pitch, Bitumen & Tars and the region has no Hemp, but not when the region's climate is Sub artic or Alpine and it is winter
- -4 taxable income, only when the region has Timber, the region has no Pitch, Bitumen & Tars and the region has Hemp, but not when the region's climate is Sub artic or Alpine and it is winter
- -4 taxable income, only when the region has Timber, the region has Pitch, Bitumen & Tars and the region has Hemp, but not when the region's climate is Sub artic or Alpine and it is winter
- improves other weapons (1), only when the region has Timber, Hemp or Pitch, Bitumen & Tars, or Timber Exports (Rural), Cordage Exports (Rural) or Pitch Exports (Industry) is built somewhere in your empire
- +1 population growth, only when the region has Fish, but not when the region's climate is Sub artic or Alpine and it is winter
- Bardaxema is the western terminus of the wootz steel trade and can build iron exports without local iron or mines, only when the region is an iron trade centre
- Due to extreme climate this building's effects are disabled during winter, only when the region's climate is Sub artic or Alpine and it is winter
- Growth bonus is due to resource: fish, only when the region has Fish, but not when the region's climate is Sub artic or Alpine and it is winter
- Special attack bonus +1 from at least 1 of: timber, hemp, pitch, only when the region has Timber, Hemp or Pitch, Bitumen & Tars, or Timber Exports (Rural), Cordage Exports (Rural) or Pitch Exports (Industry) is built somewhere in your empire
- Tax penalty due to maintenance costs reduced due to local: timber, hemp, pitch, only when the region has Timber, Pitch, Bitumen & Tars or Hemp
Recruitment: unlocks 4 units. Which of them you can actually raise depends on your faction, your government and the region.
- Biremes (3 experience)
- Boats (3 experience)
- Large Boats (3 experience)
- Triremes (3 experience)

A shipwright can build the warships needed for a strong fleet, while the improved port facilities allow more goods to be landed at and forwarded from the settlement.
As a port grows wealth flows into the town, and all manner of goods become available to the people.
Militarily, the improvements in ship-building usually lead to better ship-handling and tactics.
| Cost | 6,000 denarii |
| Build time | 6 turns |
| Minimum settlement | city |
| Upgrades to | Dockyard |
Requirements: all of these must hold before this level can be built.
- The settlement is coastal
- Only one port building allowed
- Government Building (Dependency, Indirect Rule, Direct Rule or Homeland)
- The region has natural harbour up to Shipwright or natural harbour up to Dockyard; or a Harbour Improvement has been completed here and the region has natural harbour up to Trade Port
What it does
Show 29 effects that apply only in some circumstances
- trade fleet of 2, only when the region's climate is not Sub artic or Alpine, or it is not winter, or the region is your faction's own homeland, or this settlement is your capital
- -14 taxable income, only when the region has none of Timber, Pitch, Bitumen & Tars or Hemp, but not when the region's climate is Sub artic or Alpine and it is winter
- -7 taxable income, only when the region has neither Timber nor Hemp and the region has Pitch, Bitumen & Tars, but not when the region's climate is Sub artic or Alpine and it is winter
- -7 taxable income, only when the region has neither Timber nor Pitch, Bitumen & Tars and the region has Hemp, but not when the region's climate is Sub artic or Alpine and it is winter
- -7 taxable income, only when the region has Timber and the region has neither Pitch, Bitumen & Tars nor Hemp, but not when the region's climate is Sub artic or Alpine and it is winter
- -7 taxable income, only when the region has no Timber, the region has Pitch, Bitumen & Tars and the region has Hemp, but not when the region's climate is Sub artic or Alpine and it is winter
- -7 taxable income, only when the region has Timber, the region has Pitch, Bitumen & Tars and the region has no Hemp, but not when the region's climate is Sub artic or Alpine and it is winter
- -7 taxable income, only when the region has Timber, the region has no Pitch, Bitumen & Tars and the region has Hemp, but not when the region's climate is Sub artic or Alpine and it is winter
- -7 taxable income, only when the region has Timber, the region has Pitch, Bitumen & Tars and the region has Hemp, but not when the region's climate is Sub artic or Alpine and it is winter
- improves other weapons (1), only when either the region has Timber or Timber Exports (Rural) is built somewhere in your empire, and the region has neither Hemp nor Pitch, Bitumen & Tars, and neither Cordage Exports (Rural) nor Pitch Exports (Industry) is built anywhere in your empire
- improves other weapons (1), only when the region has neither Timber nor Hemp, and neither Timber Exports (Rural) nor Cordage Exports (Rural) is built anywhere in your empire, and either the region has Pitch, Bitumen & Tars or Pitch Exports (Industry) is built somewhere in your empire
- improves other weapons (1), only when the region has neither Timber nor Pitch, Bitumen & Tars, and neither Timber Exports (Rural) nor Pitch Exports (Industry) is built anywhere in your empire, and either the region has Hemp or Cordage Exports (Rural) is built somewhere in your empire
- improves other weapons (2), only when either the region has Timber or Timber Exports (Rural) is built somewhere in your empire, and either the region has Hemp or Cordage Exports (Rural) is built somewhere in your empire, and the region has no Pitch, Bitumen & Tars, and no Pitch Exports (Industry) is built anywhere in your empire
- improves other weapons (2), only when either the region has Timber or Timber Exports (Rural) is built somewhere in your empire, and either the region has Pitch, Bitumen & Tars or Pitch Exports (Industry) is built somewhere in your empire, and the region has no Hemp, and no Cordage Exports (Rural) is built anywhere in your empire
- improves other weapons (2), only when either the region has Hemp or Cordage Exports (Rural) is built somewhere in your empire, and either the region has Pitch, Bitumen & Tars or Pitch Exports (Industry) is built somewhere in your empire, and the region has no Timber, and no Timber Exports (Rural) is built anywhere in your empire
- improves other weapons (2), only when either the region has Hemp or Cordage Exports (Rural) is built somewhere in your empire, and either the region has Pitch, Bitumen & Tars or Pitch Exports (Industry) is built somewhere in your empire, and either the region has Timber or Timber Exports (Rural) is built somewhere in your empire
- +1 population growth, only when the region has Fish, but not when the region's climate is Sub artic or Alpine and it is winter
- Massalia and Gades are the great transit ports of the western tin trade and can build tin exports without local tin or mines, only when the region is a tin trade centre
- Bardaxema is the western terminus of the wootz steel trade and can build iron exports without local iron or mines, only when the region is an iron trade centre
- Due to extreme climate this building's effects are disabled during winter, only when the region's climate is Sub artic or Alpine and it is winter
- Growth bonus is due to resource: fish, only when the region has Fish, but not when the region's climate is Sub artic or Alpine and it is winter
- Special attack bonus +1 from at least 1 of: timber, hemp, pitch, only when either the region has Timber or Timber Exports (Rural) is built somewhere in your empire, and the region has neither Hemp nor Pitch, Bitumen & Tars, and neither Cordage Exports (Rural) nor Pitch Exports (Industry) is built anywhere in your empire
- Special attack bonus +1 from at least 1 of: timber, hemp, pitch, only when the region has neither Timber nor Hemp, and neither Timber Exports (Rural) nor Cordage Exports (Rural) is built anywhere in your empire, and either the region has Pitch, Bitumen & Tars or Pitch Exports (Industry) is built somewhere in your empire
- Special attack bonus +1 from at least 1 of: timber, hemp, pitch, only when the region has neither Timber nor Pitch, Bitumen & Tars, and neither Timber Exports (Rural) nor Pitch Exports (Industry) is built anywhere in your empire, and either the region has Hemp or Cordage Exports (Rural) is built somewhere in your empire
- Special attack bonus +2 from at least 2 of: timber, hemp, pitch, only when either the region has Timber or Timber Exports (Rural) is built somewhere in your empire, and either the region has Hemp or Cordage Exports (Rural) is built somewhere in your empire, and the region has no Pitch, Bitumen & Tars, and no Pitch Exports (Industry) is built anywhere in your empire
- Special attack bonus +2 from at least 2 of: timber, hemp, pitch, only when either the region has Timber or Timber Exports (Rural) is built somewhere in your empire, and either the region has Pitch, Bitumen & Tars or Pitch Exports (Industry) is built somewhere in your empire, and the region has no Hemp, and no Cordage Exports (Rural) is built anywhere in your empire
- Special attack bonus +2 from at least 2 of: timber, hemp, pitch, only when either the region has Hemp or Cordage Exports (Rural) is built somewhere in your empire, and either the region has Pitch, Bitumen & Tars or Pitch Exports (Industry) is built somewhere in your empire, and the region has no Timber, and no Timber Exports (Rural) is built anywhere in your empire
- Special attack bonus +2 from at least 2 of: timber, hemp, pitch, only when either the region has Hemp or Cordage Exports (Rural) is built somewhere in your empire, and either the region has Pitch, Bitumen & Tars or Pitch Exports (Industry) is built somewhere in your empire, and either the region has Timber or Timber Exports (Rural) is built somewhere in your empire
- Tax penalty due to maintenance costs reduced due to local: timber, hemp, pitch, only when the region has Timber, but not when the region's climate is Sub artic or Alpine and it is winter; or the region has Pitch, Bitumen & Tars or Hemp
Recruitment: unlocks 5 units. Which of them you can actually raise depends on your faction, your government and the region.
- Biremes (3 experience)
- Boats (3 experience)
- Large Boats (3 experience)
- Quinquiremes (3 experience)
- Triremes (3 experience)

A Dockyard has the equipment and skilled craftsmen needed to construct the largest and most advanced warships afloat, while the port can speedily handle many merchant vessels.
The city's merchants can easily send their cargoes to any port in the world, adding greatly to the wealth of the city and in return exotic goods from all over the world pass through the docks.
The Dockyard can produce any warship required by the fleet, and even provide the crews of slave rowers required by these large and powerful ships.
| Cost | 12,500 denarii |
| Build time | 10 turns |
| Minimum settlement | large city |
Requirements: all of these must hold before this level can be built.
- You play a Phoenician, Iberian, Libyan, Caucasian, Arab, Ethiopian, Indian, Anatolian, Iranian, Greek, Western Hellenistic, Eastern Hellenistic, Roman, Illyrian or Egyptian faction
- The settlement is coastal
- Only one port building allowed
- Government Building (Dependency, Indirect Rule, Direct Rule or Homeland)
- The region has natural harbour up to Dockyard; or a Harbour Improvement has been completed here and the region has natural harbour up to Shipwright
What it does
- trade fleet of 3
Show 28 effects that apply only in some circumstances
- -18 taxable income, only when the region has none of Timber, Pitch, Bitumen & Tars or Hemp, but not when the region's climate is Sub artic or Alpine and it is winter
- -9 taxable income, only when the region has neither Timber nor Hemp and the region has Pitch, Bitumen & Tars, but not when the region's climate is Sub artic or Alpine and it is winter
- -9 taxable income, only when the region has neither Timber nor Pitch, Bitumen & Tars and the region has Hemp, but not when the region's climate is Sub artic or Alpine and it is winter
- -9 taxable income, only when the region has Timber and the region has neither Pitch, Bitumen & Tars nor Hemp, but not when the region's climate is Sub artic or Alpine and it is winter
- -9 taxable income, only when the region has no Timber, the region has Pitch, Bitumen & Tars and the region has Hemp, but not when the region's climate is Sub artic or Alpine and it is winter
- -9 taxable income, only when the region has Timber, the region has Pitch, Bitumen & Tars and the region has no Hemp, but not when the region's climate is Sub artic or Alpine and it is winter
- -9 taxable income, only when the region has Timber, the region has no Pitch, Bitumen & Tars and the region has Hemp, but not when the region's climate is Sub artic or Alpine and it is winter
- -9 taxable income, only when the region has Timber, the region has Pitch, Bitumen & Tars and the region has Hemp, but not when the region's climate is Sub artic or Alpine and it is winter
- improves other weapons (1), only when either the region has Timber or Timber Exports (Rural) is built somewhere in your empire, and the region has neither Hemp nor Pitch, Bitumen & Tars, and neither Cordage Exports (Rural) nor Pitch Exports (Industry) is built anywhere in your empire
- improves other weapons (1), only when the region has neither Timber nor Hemp, and neither Timber Exports (Rural) nor Cordage Exports (Rural) is built anywhere in your empire, and either the region has Pitch, Bitumen & Tars or Pitch Exports (Industry) is built somewhere in your empire
- improves other weapons (1), only when the region has neither Timber nor Pitch, Bitumen & Tars, and neither Timber Exports (Rural) nor Pitch Exports (Industry) is built anywhere in your empire, and either the region has Hemp or Cordage Exports (Rural) is built somewhere in your empire
- improves other weapons (2), only when either the region has Timber or Timber Exports (Rural) is built somewhere in your empire, and either the region has Hemp or Cordage Exports (Rural) is built somewhere in your empire, and the region has no Pitch, Bitumen & Tars, and no Pitch Exports (Industry) is built anywhere in your empire
- improves other weapons (2), only when either the region has Timber or Timber Exports (Rural) is built somewhere in your empire, and either the region has Pitch, Bitumen & Tars or Pitch Exports (Industry) is built somewhere in your empire, and the region has no Hemp, and no Cordage Exports (Rural) is built anywhere in your empire
- improves other weapons (2), only when either the region has Hemp or Cordage Exports (Rural) is built somewhere in your empire, and either the region has Pitch, Bitumen & Tars or Pitch Exports (Industry) is built somewhere in your empire, and the region has no Timber, and no Timber Exports (Rural) is built anywhere in your empire
- improves other weapons (3), only when either the region has Timber or Timber Exports (Rural) is built somewhere in your empire, and either the region has Hemp or Cordage Exports (Rural) is built somewhere in your empire, and either the region has Pitch, Bitumen & Tars or Pitch Exports (Industry) is built somewhere in your empire
- +1 population growth, only when the region has Fish, but not when the region's climate is Sub artic or Alpine and it is winter
- Massalia and Gades are the great transit ports of the western tin trade and can build tin exports without local tin or mines, only when the region is a tin trade centre
- Bardaxema is the western terminus of the wootz steel trade and can build iron exports without local iron or mines, only when the region is an iron trade centre
- Due to extreme climate this building's effects are disabled during winter, only when the region's climate is Sub artic or Alpine and it is winter
- Growth bonus is due to resource: fish, only when the region has Fish, but not when the region's climate is Sub artic or Alpine and it is winter
- Special attack bonus +1 from at least 1 of: timber, hemp, pitch, only when either the region has Timber or Timber Exports (Rural) is built somewhere in your empire, and the region has neither Hemp nor Pitch, Bitumen & Tars, and neither Cordage Exports (Rural) nor Pitch Exports (Industry) is built anywhere in your empire
- Special attack bonus +1 from at least 1 of: timber, hemp, pitch, only when the region has neither Timber nor Hemp, and neither Timber Exports (Rural) nor Cordage Exports (Rural) is built anywhere in your empire, and either the region has Pitch, Bitumen & Tars or Pitch Exports (Industry) is built somewhere in your empire
- Special attack bonus +1 from at least 1 of: timber, hemp, pitch, only when the region has neither Timber nor Pitch, Bitumen & Tars, and neither Timber Exports (Rural) nor Pitch Exports (Industry) is built anywhere in your empire, and either the region has Hemp or Cordage Exports (Rural) is built somewhere in your empire
- Special attack bonus +2 from at least 2 of: timber, hemp, pitch, only when either the region has Timber or Timber Exports (Rural) is built somewhere in your empire, and either the region has Hemp or Cordage Exports (Rural) is built somewhere in your empire, and the region has no Pitch, Bitumen & Tars, and no Pitch Exports (Industry) is built anywhere in your empire
- Special attack bonus +2 from at least 2 of: timber, hemp, pitch, only when either the region has Timber or Timber Exports (Rural) is built somewhere in your empire, and either the region has Pitch, Bitumen & Tars or Pitch Exports (Industry) is built somewhere in your empire, and the region has no Hemp, and no Cordage Exports (Rural) is built anywhere in your empire
- Special attack bonus +2 from at least 2 of: timber, hemp, pitch, only when either the region has Hemp or Cordage Exports (Rural) is built somewhere in your empire, and either the region has Pitch, Bitumen & Tars or Pitch Exports (Industry) is built somewhere in your empire, and the region has no Timber, and no Timber Exports (Rural) is built anywhere in your empire
- Special attack bonus +3 from all 3: timber and hemp and pitch, only when either the region has Timber or Timber Exports (Rural) is built somewhere in your empire, and either the region has Hemp or Cordage Exports (Rural) is built somewhere in your empire, and either the region has Pitch, Bitumen & Tars or Pitch Exports (Industry) is built somewhere in your empire
- Tax penalty due to maintenance costs reduced due to local: timber, hemp, pitch, only when the region has Timber, but not when the region's climate is Sub artic or Alpine and it is winter; or the region has Pitch, Bitumen & Tars or Hemp
Recruitment: unlocks 5 units. Which of them you can actually raise depends on your faction, your government and the region.
- Biremes (3 experience)
- Boats (3 experience)
- Large Boats (3 experience)
- Quinquiremes (3 experience)
- Triremes (3 experience)

A unique Dockyard suitable for a sea-trading empire
Carthage is one of the greatest ports in the known world and it shows. Its protected harbour is the envy of any sea-faring people. The rectangular outer harbour is protected by a seawall with only a narrow opening for ships to pass, this opening can be closed with a boom if needed. This large, well equipped, outer harbour is used for trading vessels.
The circular inner harbour used for Carthage's navy is even more impressive, only accessible from the outer harbour and through another easily defensible opening it safely harbour Punic naval might. In the centre there is an island that houses the admirals headquarters, while all along the island and the outer ring of the harbour war galleys can be stored in sheds, with slipways allowing them to put to sea whenever needed. Above these sheds are warehouses holding enormous stores of naval equipment.
| Cost | 15,000 denarii |
| Build time | 12 turns |
| Minimum settlement | large city |
Requirements: no faction you can play is able to build this level.
What it does
- trade fleet of 3
- -12 taxable income
Show 23 effects that apply only in some circumstances
- +2 trade income, only when you play a Phoenician faction, the region has neither Tin nor Purple Dye and neither Tin Exports (Special exports) nor Purple Dye Exports (Industry) is built anywhere in your empire
- +3 trade income, only when you play a Phoenician faction, and either the region has Tin or Tin Exports (Special exports) is built somewhere in your empire, and the region has no Purple Dye, and no Purple Dye Exports (Industry) is built anywhere in your empire
- +3 trade income, only when you play a Phoenician faction, and the region has no Tin, and no Tin Exports (Special exports) is built anywhere in your empire, and either the region has Purple Dye or Purple Dye Exports (Industry) is built somewhere in your empire
- +4 trade income, only when you play a Phoenician faction, and either the region has Tin or Tin Exports (Special exports) is built somewhere in your empire, and either the region has Purple Dye or Purple Dye Exports (Industry) is built somewhere in your empire
- improves other weapons (1), only when either the region has Timber or Timber Exports (Rural) is built somewhere in your empire, and the region has neither Hemp nor Pitch, Bitumen & Tars, and neither Cordage Exports (Rural) nor Pitch Exports (Industry) is built anywhere in your empire
- improves other weapons (1), only when the region has neither Timber nor Hemp, and neither Timber Exports (Rural) nor Cordage Exports (Rural) is built anywhere in your empire, and either the region has Pitch, Bitumen & Tars or Pitch Exports (Industry) is built somewhere in your empire
- improves other weapons (1), only when the region has neither Timber nor Pitch, Bitumen & Tars, and neither Timber Exports (Rural) nor Pitch Exports (Industry) is built anywhere in your empire, and either the region has Hemp or Cordage Exports (Rural) is built somewhere in your empire
- improves other weapons (2), only when either the region has Timber or Timber Exports (Rural) is built somewhere in your empire, and either the region has Hemp or Cordage Exports (Rural) is built somewhere in your empire, and the region has no Pitch, Bitumen & Tars, and no Pitch Exports (Industry) is built anywhere in your empire
- improves other weapons (2), only when either the region has Timber or Timber Exports (Rural) is built somewhere in your empire, and either the region has Pitch, Bitumen & Tars or Pitch Exports (Industry) is built somewhere in your empire, and the region has no Hemp, and no Cordage Exports (Rural) is built anywhere in your empire
- improves other weapons (2), only when either the region has Hemp or Cordage Exports (Rural) is built somewhere in your empire, and either the region has Pitch, Bitumen & Tars or Pitch Exports (Industry) is built somewhere in your empire, and the region has no Timber, and no Timber Exports (Rural) is built anywhere in your empire
- improves other weapons (3), only when either the region has Timber or Timber Exports (Rural) is built somewhere in your empire, and either the region has Hemp or Cordage Exports (Rural) is built somewhere in your empire, and either the region has Pitch, Bitumen & Tars or Pitch Exports (Industry) is built somewhere in your empire
- No additional trade bonus due to lack of supplied tin and purple dye, only when you play a Phoenician faction, the region has neither Tin nor Purple Dye and neither Tin Exports (Special exports) nor Purple Dye Exports (Industry) is built anywhere in your empire
- Additional trade bonus due to resource supplied: tin or purple dye (gain the other one for a stacking bonus), only when you play a Phoenician faction, and either the region has Tin or Tin Exports (Special exports) is built somewhere in your empire, and the region has no Purple Dye, and no Purple Dye Exports (Industry) is built anywhere in your empire
- Additional trade bonus due to resource supplied: tin or purple dye (gain the other one for a stacking bonus), only when you play a Phoenician faction, and the region has no Tin, and no Tin Exports (Special exports) is built anywhere in your empire, and either the region has Purple Dye or Purple Dye Exports (Industry) is built somewhere in your empire
- Additional trade bonus due to both resource supplied: tin and purple dye, only when you play a Phoenician faction, and either the region has Tin or Tin Exports (Special exports) is built somewhere in your empire, and either the region has Purple Dye or Purple Dye Exports (Industry) is built somewhere in your empire
- Special attack bonus +1 from at least 1 of: timber, hemp, pitch, only when either the region has Timber or Timber Exports (Rural) is built somewhere in your empire, and the region has neither Hemp nor Pitch, Bitumen & Tars, and neither Cordage Exports (Rural) nor Pitch Exports (Industry) is built anywhere in your empire
- Special attack bonus +1 from at least 1 of: timber, hemp, pitch, only when the region has neither Timber nor Hemp, and neither Timber Exports (Rural) nor Cordage Exports (Rural) is built anywhere in your empire, and either the region has Pitch, Bitumen & Tars or Pitch Exports (Industry) is built somewhere in your empire
- Special attack bonus +1 from at least 1 of: timber, hemp, pitch, only when the region has neither Timber nor Pitch, Bitumen & Tars, and neither Timber Exports (Rural) nor Pitch Exports (Industry) is built anywhere in your empire, and either the region has Hemp or Cordage Exports (Rural) is built somewhere in your empire
- Special attack bonus +2 from at least 2 of: timber, hemp, pitch, only when either the region has Timber or Timber Exports (Rural) is built somewhere in your empire, and either the region has Hemp or Cordage Exports (Rural) is built somewhere in your empire, and the region has no Pitch, Bitumen & Tars, and no Pitch Exports (Industry) is built anywhere in your empire
- Special attack bonus +2 from at least 2 of: timber, hemp, pitch, only when either the region has Timber or Timber Exports (Rural) is built somewhere in your empire, and either the region has Pitch, Bitumen & Tars or Pitch Exports (Industry) is built somewhere in your empire, and the region has no Hemp, and no Cordage Exports (Rural) is built anywhere in your empire
- Special attack bonus +2 from at least 2 of: timber, hemp, pitch, only when either the region has Hemp or Cordage Exports (Rural) is built somewhere in your empire, and either the region has Pitch, Bitumen & Tars or Pitch Exports (Industry) is built somewhere in your empire, and the region has no Timber, and no Timber Exports (Rural) is built anywhere in your empire
- Special attack bonus +3 from all 3: timber and hemp and pitch, only when either the region has Timber or Timber Exports (Rural) is built somewhere in your empire, and either the region has Hemp or Cordage Exports (Rural) is built somewhere in your empire, and either the region has Pitch, Bitumen & Tars or Pitch Exports (Industry) is built somewhere in your empire
- Tax penalty due to maintenance costs reduced due to local: timber, hemp, pitch, only when the region has Timber, but not when the region's climate is Sub artic or Alpine and it is winter; or the region has Pitch, Bitumen & Tars or Hemp
Recruitment: unlocks 5 units. Which of them you can actually raise depends on your faction, your government and the region.
- Biremes (3 experience)
- Boats (3 experience)
- Large Boats (3 experience)
- Quinquiremes (3 experience)
- Triremes (3 experience)
| Trait | Building | Points | Chance |
|---|---|---|---|
| Administrator | Trade Port or above | +2 | 100% |
| Apprentice Trader | Trade Port or above | +1 | 100% |
| Massalian Naval Tradition | Shipwright or above | +1 | 100% |
| Phoenician Naval Tradition | Shipwright or above | +1 | 100% |
| Publicani - Minority Share Tax Farmer | Trade Port or above | +1 | 10% |
| Rhodian Naval Tradition | Shipwright or above | +1 | 100% |
| Tyrian Admiral | Shipwright or above | +1 | 5% |
| Member | Building | Chance |
|---|---|---|
| Antigonus of Carystus | Trade Port or above | 40% |
| Eudoxus of Cyzicus | Dockyard or above | 40% |
| Fisherman | Trade Port or above | 2% |
| Garum Chef | Trade Port or above | 1% |
| Grain Merchant | above Trade Port | 1% |
| Grain Speculator | above Trade Port | 1% |
| Hannibal the Rhodian | Shipwright or above | 40% |
| Hippalus | Trade Port or above | 40% |
| Merchant | Trade Port or above | 1% |
| Old Seadog | Shipwright or above | 3% |
| Phoenician Shipwright | Shipwright or above | 10% |
| Polyxenidas | Dockyard or above | 40% |
| Priest of Haurvatat | Shipwright or above | 7% |
| Priest of Haurvatat | Shipwright or above | 2% |
| Priest of Neptune | Shipwright or above | 2โ7% |
| Priest of Neptune | Shipwright or above | 7% |
| Priest of Niord | Shipwright or above | 2% |
| Priest of Pontus | Shipwright or above | 2% |
| Priest of Proteus | Shipwright or above | 2% |
| Priest of Thamigasados | Shipwright or above | 7% |
| Priest of Thamigasados | Shipwright or above | 2% |
| Priest of Yamm | Shipwright or above | 5% |
| Priestess of Amphirite | Shipwright or above | 2% |
| Priestess of Nabia | Shipwright or above | 2% |
| Priestess of Tsovinar | Shipwright or above | 2% |
| Rhodian Cartographer | Shipwright or above | 2% |
| Salt Trader | Trade Port or above | 2% |
| Shipwright | Shipwright or above | 3% |
| Silver Merchant | Shipwright or above | 1% |
| Spice Merchant | Trade Port or above | 1% |
| Syracusan Shipwright | Shipwright or above | 2% |