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{{Version| | {{Version|2.0}} | ||
[[Territories]] can be upgraded with a variety of '''infrastructure''' to improve the {{icon|pop output}} output and {{icon|happiness}} happiness of their pops, as well as its accessibility and defensibility, at the cost of {{icon|wealth}} gold. Investing in infrastructure can significantly improve a country's {{icon|wealth}} income, {{icon|manpower}} manpower, {{icon|research points}} research, and more, and is generally most effective in more highly populated territories. | [[Territories]] can be upgraded with a variety of '''infrastructure''' to improve the {{icon|pop output}} output and {{icon|happiness}} happiness of their pops, as well as its accessibility and defensibility, at the cost of {{icon|wealth}} gold. Investing in infrastructure can significantly improve a country's {{icon|wealth}} income, {{icon|manpower}} manpower, {{icon|research points}} research, and more, and is generally most effective in more highly populated territories. | ||
== Buildings == | == Buildings == | ||
{{SVersion| | {{SVersion|2.0}} | ||
A wide variety of different '''buildings''' can be built in [[territories]] to give a wide variety of local modifiers, such as improving pop {{icon|pop output}} output and {{icon|happiness}} happiness, adjusting the ratio of pop classes, driving {{icon|assimilation}} assimilation and {{icon|conversion}} conversion, increasing the local {{icon|pop cap}} population capacity, adding {{icon|fort level}} fortifications to the area, and more. The buildings available depend on the territory's [[territory rank|rank]], with different sets available to {{icon|settlement}} settlements and {{icon|city}} cities/{{icon|metropolis}} metropolises; some of the {{icon|settlement}} settlement buildings are also restricted based on the [[trade goods|trade good]] that the territory produces. | A wide variety of different '''buildings''' can be built in [[territories]] to give a wide variety of local modifiers, such as improving pop {{icon|pop output}} output and {{icon|happiness}} happiness, adjusting the ratio of pop classes, driving {{icon|assimilation}} assimilation and {{icon|conversion}} conversion, increasing the local {{icon|pop cap}} population capacity, adding {{icon|fort level}} fortifications to the area, building {{icon|port}} port facilities for ships, and more. The buildings available depend on the territory's [[territory rank|rank]], with different sets available to {{icon|settlement}} settlements and {{icon|city}} cities/{{icon|metropolis}} metropolises; some of the {{icon|settlement}} settlement buildings are also restricted based on the [[trade goods|trade good]] that the territory produces. | ||
Every building has an associated {{icon|wealth}} gold cost and {{icon|time}} build time, which are modified by the {{icon|build cost}} '''build cost''' and {{icon|build time}} '''build time''' modifiers, respectively. Each territory can only build one building at a time, though it is possible to make a queue of buildings to construct. Once it is built, buildings do not cost any maintenance or upkeep. Any building in any owned territory can be torn down instantly at any time, which returns '''1/4th''' of the its {{icon|build cost}} build cost to the treasury (regardless of when or by whom the building was built | Every building has an associated {{icon|wealth}} gold cost and {{icon|time}} build time, which are modified by the {{icon|build cost}} '''build cost''' and {{icon|build time}} '''build time''' modifiers, respectively. Each territory can only build one building at a time, though it is possible to make a queue of buildings to construct. Once it is built, buildings do not cost any maintenance or upkeep. Any building in any owned territory can be torn down instantly at any time, which returns '''1/4th''' of the its current {{icon|build cost}} build cost to the treasury (also affected by the {{icon|build cost}} build cost modifier), regardless of when or by whom the building was built. Some [[events]] and [[mission]] results may automatically construct a building in a territory. | ||
''' | '''All''' | ||
{| class="mildtable" | {| class="mildtable" | ||
! !! Building | ! !! Building | ||
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! {{icon|cost}} Cost | ! {{icon|cost}} Cost | ||
! {{icon|time}} Time | ! {{icon|time}} Time | ||
! | ! Notes | ||
|- id = "Fortress" | |- id = "Fortress" | ||
| {{icon|fortress|50px}} || Fortress | | {{icon|fortress|50px}} || Fortress | ||
| | | | ||
* {{icon|manpower}} {{red|-5%}} Local manpower | |||
* {{icon|fort level}} {{green|+1}} Fort level | * {{icon|fort level}} {{green|+1}} Fort level | ||
| ''' | * {{icon|fort defense}} {{green|+5%}} Local fort defense | ||
| | * {{icon|civilization}} {{green|+1%}} Local civilization level | ||
| | | '''150''' | ||
|- id = " | | 720 days | ||
| {{icon| | | Adds {{icon|fort level}} 1 fort level to the territory. | ||
| | See {{icon|fort}} [[Fort]] for other effects.<br> | ||
* {{icon| | Cost is additionally modified by the {{icon|fort cost}} '''Fortress Building Cost''' modifier. | ||
* {{icon| | |- id = "Port" | ||
| ''' | | {{icon|port building|50px}} || Port | ||
| | |||
* {{icon|population capacity}} {{green|+1}} Population capacity | |||
* {{icon|ship recruit speed}} {{green|+15%}} Ship recruit speed | |||
* {{icon|migration attraction}} {{green|+0.1}} Migration attraction | |||
* {{icon|migration speed}} {{green|+0.1}} Migration speed | |||
| '''150''' | |||
| 180 days | | 180 days | ||
| | | Can only be built on {{icon|coast}} coasts, or where ports exist at the start of the game. | ||
Adds {{icon|port}} 1 port level to the territory.<br> | |||
See {{icon|port}} [[Port]] for other effects. | |||
|} | |} | ||
''' | '''City/Metropolis only''' | ||
{| class="mildtable" | {| class="mildtable" | ||
! !! Building | ! !! Building | ||
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! {{icon|cost}} Cost | ! {{icon|cost}} Cost | ||
! {{icon|time}} Time | ! {{icon|time}} Time | ||
! | ! Notes | ||
|- id = " | |- id = "Aqueduct" | ||
| {{icon| | | {{icon|aqueduct|50px}} || Aqueduct | ||
| | | | ||
* {{icon| | *{{icon|pop cap}} {{green|+4}} Population capacity | ||
| ''' | | '''150''' | ||
| 180 days | | 180 days | ||
| | | | ||
Requires at least {{icon|civilization}} '''30''' civilization value | |||
|- id = "Granary" | |- id = "Granary" | ||
| {{icon|granary|50px}} || Granary | | {{icon|granary|50px}} || Granary | ||
| | | | ||
* {{icon|civilization}} {{green|+2%}} Local civilization level | |||
* {{icon|food capacity}} {{green|+200}} Provincial food capacity | * {{icon|food capacity}} {{green|+200}} Provincial food capacity | ||
| ''' | | '''100''' | ||
| 180 days | | 180 days | ||
| | | | ||
|- id = "Library" | |- id = "Library" | ||
| {{icon|library|50px}} || Library | | {{icon|library|50px}} || Library | ||
| | | | ||
*{{icon| | * {{icon|research points}} {{green|+5%}} Local research points | ||
*{{icon| | * {{icon|civilization}} {{green|+2%}} Local civilization level | ||
| ''' | * {{icon|conversion}} {{green|+2.5%}} Pop conversion speed | ||
| '''100''' | |||
| 180 days | | 180 days | ||
| | | | ||
|- id = " | |- id = "Market" | ||
| {{icon| | | {{icon|market|50px}} || Marketplace | ||
| | | | ||
*{{icon| | * {{icon|civilization|28px}} {{green|+2%}} Local civilization level | ||
*{{icon| | * {{icon|assimilation}} {{green|+2.5%}} Population assimilation speed | ||
| ''' | * {{icon|base trade routes}} {{green|+2.5%}} Local base trade routes | ||
| '''100''' | |||
| 180 days | | 180 days | ||
| | | | ||
|- id = " | |- id = "Training Camp" | ||
| {{icon| | | {{icon|training camp|50px}} || Training Camp | ||
| | | | ||
*{{icon| | * {{icon|manpower}} {{green|+10%}} Local manpower | ||
*{{icon| | * {{icon|civilization}} {{green|+2%}} Local civilization level | ||
| ''' | | '''100''' | ||
| 180 days | | 180 days | ||
| | | | ||
|- id = " | |- id = "Tax Office" | ||
| {{icon| | | {{icon|tax office|50px}} || Tax Office | ||
| | | | ||
*{{icon| | * {{icon|national tax}} {{green|+10%}} Local tax | ||
*{{icon| | * {{icon|civilization}} {{green|+2%}} Local civilization level | ||
| '''100''' | |||
| ''' | |||
| 180 days | | 180 days | ||
| | | | ||
|- id = "Earthworks" | |||
| {{icon|earthworks|50px}} || Earthworks | |||
| | |||
* {{icon|pop cap}} {{red|-10%}} Population capacity | |||
* {{icon|fort defense}} {{green|+25%}} Local fort defense | |||
* {{icon|attrition}} {{green|+1.00}} Hostile attrition | |||
* {{icon|combat width}} {{red|-3.00}} Combat width | |||
| '''150''' | |||
| 1440 days | |||
| Limit 1 per territory. <br>Requires the {{icon|invention}} Fortified Camps {{icon|mil}} Martial invention<br>Requires at least {{icon|fort level}} 1 fort level. | |||
|- id = "Foundry" | |||
| {{icon|foundry|50px}} || Foundry | |||
| | |||
* {{icon|local tax}} {{green|+25%}} Local Tax | |||
* {{icon|research points}} {{green|+25%}} Local Research Points | |||
* {{icon|civilization}} {{green|+5%}} Local civilization level | |||
* {{icon|slaves for surplus}} {{green|-4}} slaves need for resource surplus | |||
| '''300''' | |||
| 180 days | |||
| Limit 1 per territory. <br>Requires the {{icon|invention}} Blacksmith Apprentices {{icon|mil}} Martial invention. | |||
|- id = "Temple" | |- id = "Temple" | ||
| {{icon|temple|50px}} || Temple | | {{icon|temple|50px}} || Great Temple | ||
| | |||
* {{icon|province loyalty}} {{green|+0.05}} Territory provincial loyalty | |||
* {{icon|state religion happiness}} {{green|+10%}} State religion happiness | |||
* {{icon|civilization|28px}} {{green|+5%}} Local civilization level | |||
* {{icon|conversion}} {{green|+2.00}} Pop conversion speed | |||
| '''300''' | |||
| 360 days | |||
| Limit 1 per territory. <br>Requires the {{icon|invention}} Open Religion {{icon|rel}} Religious invention. | |||
|- id = "Theater" | |||
| {{icon|theater|50px}} || Grand Theater | |||
| | | | ||
*{{icon| | * {{icon|province loyalty}} {{green|+0.05}} Territory provincial loyalty | ||
*{{icon| | * {{icon|primary culture happiness}} {{green|+10%}} Integrated culture happiness | ||
| ''' | * {{icon|civilization|28px}} {{green|+5%}} Local civilization level | ||
* {{icon|assimilation}} {{green|+2.00}} Pop assimilation speed | |||
| '''300''' | |||
| 360 days | |||
| Limit 1 per territory. <br>Requires {{icon|invention}} Gradual Economic Integration {{icon|ora}} Oratory invention. | |||
|- id = "Academy" | |||
| {{icon|academy|50px}} || Academy | |||
| | |||
* {{icon|civilization}} {{green|+3%}} Local civilization level | |||
* {{icon|civilization}} {{green|+0.01%}} Monthly civilization change | |||
* {{icon|noble happiness}} {{green|+4%}} Local noble happiness | |||
* {{icon|noble ratio}} {{green|+5%}} Local noble desired ratio | |||
| '''150''' | |||
| 180 days | | 180 days | ||
| | | Limit 3 per territory. | ||
|- id = "Court of Law" | |||
|- id = " | | {{icon|court of law|50px}} || Court of Law | ||
| {{icon| | |||
| | | | ||
*{{icon| | * {{icon|province loyalty}} {{green|+0.01}} Territory provincial loyalty | ||
*{{icon| | * {{icon|civilization}} {{green|+3%}} Local civilization level | ||
| ''' | * {{icon|citizen happiness}} {{green|+6%}} Local citizen happiness | ||
* {{icon|citizen ratio}} {{green|+10%}} Local citizen desired ratio | |||
| '''150''' | |||
| 180 days | | 180 days | ||
| | | Limit 3 per territory. | ||
|- id = "Forum" | |||
|- id = " | | {{icon|forum|50px}} || Forum | ||
| {{icon| | | | ||
| | * {{icon|civilization}} {{green|+3%}} Local civilization level | ||
*{{icon| | * {{icon|food}} {{green|+2.5%}} Local monthly food modifier | ||
| ''' | * {{icon|freeman happiness}} {{green|+6%}} Local freemen happiness | ||
* {{icon|freeman ratio}} {{green|+10%}} Local freemen desired ratio | |||
| '''150''' | |||
| 180 days | | 180 days | ||
| | | Limit 3 per territory. | ||
|- id = "Mill" | |||
| {{icon|mill|50px}} || Mill | |||
| | | | ||
* | * {{icon|civilization|28px}} {{green|+3%}} Local civilization level | ||
* {{icon|slave output}} {{green|+6%}} Local slave output | |||
* {{icon|slave happiness}} {{green|+6%}} Local slave happiness | |||
* {{icon|slave ratio}} {{green|+10%}} Local slave desired ratio | |||
| '''150''' | |||
| 180 days | |||
| Limit 3 per territory. | |||
|- | |- | ||
|} | |} | ||
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! {{icon|cost}} Cost | ! {{icon|cost}} Cost | ||
! {{icon|time}} Time | ! {{icon|time}} Time | ||
! | ! Notes | ||
|- id = "Barracks" | |- id = "Barracks" | ||
| {{icon|barracks|50px}} || Barracks | | {{icon|barracks|50px}} || Barracks | ||
| | | | ||
* {{icon|manpower|28px}} {{green|+20%}} Local manpower | * {{icon|manpower|28px}} {{green|+20%}} Local manpower | ||
* {{icon|civilization|28px}} {{green|+5%}} Local civilization level | |||
* {{icon|migration speed}} {{red|-25%}} Pop migration speed | |||
* {{icon|freeman happiness}} {{green|+8%}} Local freemen happiness | * {{icon|freeman happiness}} {{green|+8%}} Local freemen happiness | ||
* {{icon|freeman ratio}} {{green|+15%}} Local freemen desired ratio | * {{icon|freeman ratio}} {{green|+15%}} Local freemen desired ratio | ||
| ''' | | '''200''' | ||
| 180 days | | 180 days | ||
|Settlement | | Limit 1 per territory. | ||
| | |- id = "Mine" | ||
| {{icon|mine|50px}} || Mine | |||
| | |||
* {{icon|civilization|28px}} {{green|+5%}} Local civilization level | |||
* {{icon|slaves for surplus}} {{green|-5}} Slaves needed for local surplus | |||
* {{icon|migration speed}} {{red|-25%}} Pop migration speed | |||
| '''200''' | |||
| 730 days | |||
| Limit 1 per territory. | |||
|- id = "Tribal Settlement" | |||
| {{icon|tribal settlement|50px}} || Tribal Settlement | |||
| | |||
* {{icon|pop cap|28px}} {{green|+10%}} Population capacity | |||
* {{icon|citizen ratio}} {{red|-2.5%}} Local citizen desired ratio | |||
* {{icon|tribesman output}} {{green|+30%}} Local tribesmen output | |||
* {{icon|tribesman happiness}} {{green|+8%}} Local tribesmen happiness | |||
| '''200''' | |||
| 730 days | |||
| Limit 1 per territory. | |||
|- id = "Slave Estate" | |- id = "Slave Estate" | ||
| {{icon|slave estate|50px}} || Slave Estate | | {{icon|slave estate|50px}} || Slave Estate | ||
| | | | ||
*{{icon| | * {{icon|civilization|28px}} {{green|+5%}} Local civilization level | ||
*{{icon|food}} {{green|+50%}} Local monthly food modifier | * {{icon|migration speed}} {{red|-25%}} Pop migration speed | ||
*{{icon|slave output}} {{green|+30%}} Local slave output | * {{icon|food}} {{green|+50%}} Local monthly food modifier | ||
| ''' | * {{icon|slave output}} {{green|+30%}} Local slave output | ||
| '''200''' | |||
| 730 days | | 730 days | ||
| | | Limit 1 per territory. | ||
|- id = "Farming Settlement" | |- id = "Farming Settlement" | ||
| {{icon|farming settlement|50px}} || Farming Settlement | | {{icon|farming settlement|50px}} || Farming Settlement | ||
| | | | ||
*{{icon| | * {{icon|civilization|28px}} {{green|+5%}} Local civilization level | ||
*{{icon|slaves for surplus}} {{green|-5}} Slaves needed for local surplus | * {{icon|slaves for surplus}} {{green|-5}} Slaves needed for local surplus | ||
*{{icon| | * {{icon|migration speed}} {{red|-25%}} Migration speed | ||
* {{icon|food}} {{green|+50%}} Local monthly food modifier | |||
| '''200''' | |||
|- | |||
*{{icon| | |||
| ''' | |||
| 730 days | | 730 days | ||
| | | Limit 1 per territory. | ||
|- id = "Provincial Legation" | |- id = "Provincial Legation" | ||
| {{icon|provincial legation|50px}} || Provincial Legation | | {{icon|provincial legation|50px}} || Provincial Legation | ||
| | | | ||
*{{icon|migration speed}} {{green|+75%}} Pop migration speed | * {{icon|migration speed}} {{green|+75%}} Pop migration speed | ||
*{{icon|assimilation}} {{green|+ | * {{icon|assimilation}} {{green|+15%}} Pop assimilation speed | ||
| ''' | | '''200''' | ||
| 180 days | | 180 days | ||
| | | Limit 1 per territory. | ||
|- | |- | ||
|} | |} | ||
=== Building slots === | === Building slots === | ||
{{icon|building slots}} The number of buildings that can be built in any particular territory is limited by that territory's number of '''building slots'''. Each building takes up 1 slot, including those under construction, and no buildings can be built in a territory that has filled up all its slots. Territories that have more buildings than their number of permitted slots | {{icon|building slots}} The number of buildings that can be built in any particular territory is limited by that territory's number of '''building slots'''. Each building takes up 1 slot, including those under construction, and no buildings can be built in a territory that has filled up all its slots. Territories that have more buildings than their number of permitted slots - for instance, after losing population during a sack - will lose any buildings over the limit. {{icon|wonder}} Wonders also take up a building slot, and require at least one empty building slot to begin construction. | ||
{{icon|settlement}} Settlements | {{icon|settlement}} Settlements normally only have '''1''' building slot (though settlement buildings are in general stronger than other buildings), which can be increased by the {{icon|building slots}} '''global settlement building slots''' modifier to a maximum of '''2''' by researching the {{icon|invention}} Rural Planning {{icon|civic}} Civic invention (though each settlement building will still have its territory cap of one). Building slots mostly become relevant when settlements are upgraded to {{icon|city}} cities, which gives a base of '''2''' extra building slots and an additional '''1''' for every {{icon|population}} '''10''' pops in the city. If a city is further upgraded to a {{icon|metropolis}} metropolis the base number of building slots is increased to '''4'''. Other important sources of building slots in {{icon|city}} cities and {{icon|metropolis}} metropolises, given by the {{icon|building slots}} '''local city building slots''' and {{icon|building slots}} '''global city building slots''' modifier, include: | ||
* {{green|+1}} for the {{icon|capital}} country capital | * {{green|+1}} for the {{icon|capital}} country capital | ||
* {{green|+1}} for {{icon|holy site}} holy sites | * {{green|+1}} for {{icon|holy site}} holy sites | ||
* {{green|+1}} for all {{icon|city}} cities with the {{icon|invention}} Urban Planning | * {{green|+1}} for all {{icon|city}} cities with a {{icon|wonder}} tier 3 wonder with the [[File:Gw effect civil engineering.png|28px]] Engineering effect | ||
* {{green|+2}} for all {{icon|city}} cities with a {{icon|wonder}} tier 4 wonder with the [[File:Gw effect civil engineering.png|28px]] Engineering effect | |||
* {{green|+2}} for all {{icon|city}} cities with the {{icon|invention}} Urban Planning {{icon|civic}} Civic invention | |||
* {{green|+1}} for all {{icon|city}} cities with the {{icon|military tradition}} Legacy of the Builders military tradition ([[Levantine and Arabian traditions]]) | * {{green|+1}} for all {{icon|city}} cities with the {{icon|military tradition}} Legacy of the Builders military tradition ([[Levantine and Arabian traditions]]) | ||
* {{green|+1}} for each {{icon|religious investment}} Make Religious Endowments religious province investment | |||
== Great wonders == | |||
{{main|Great wonders}} | |||
{{icon|wonder}} '''Great wonders''' are special buildings that can be constructed in territories and give powerful bonuses to their local [[province]] or owner. Unlike standard buildings, wonders can be customized with various designs, materials, and effects, and are a significant investment that only the large and wealthy empires will be able to afford. As the centerpiece and defining feature of the local area, each territory can normally only support one great wonder, though certain wonders that are built by event can coexist with each other in the same territory. Uniquely, wonders usually give strong nation-wide effects that grow over time as the wonder's fame and prestige increases. | |||
At the start of the game, there are a number of ancient wonders scattered all over the map, from the Temple of Jupiter Optimus Maximus in Rome to the Great Pyramids of Giza and the University of Taxila. Building additional wonders requires the '''[[Heirs of Alexander]]''' DLC. | |||
==Roads== | ==Roads== | ||
{{SVersion| | {{SVersion|2.0}} | ||
[[File:Roads.png|thumb|right|Roads built by a Roman army.]] | [[File:Roads.png|thumb|right|Roads built by a Roman army.]] | ||
{{icon|road}} '''Roads''' can be built by {{icon|army}} armies to connect two adjacent [[territories]] at the cost of {{icon|wealth}} gold, reducing the {{icon|movement cost}} movement cost by '''50%''' and effectively doubling the army movement speed between them, making them highly desirable for larger empires that would benefit from being able to move armies between their provinces more quickly. In addition to the army movement bonuses, connecting a territory to the road network also gives a minor boost to development, [[trade]], and pop mobility, making them useful to build in highly populated developed territories as well as connecting frontier areas. Roads also appear graphically on the map as the network is built and extended, generally being most prominent on the terrain mapmode; if a road is built over a river, a bridge will appear. Unlike with buildings, roads are not associated with individual territories, but instead with pairs of adjacent territories (including possibly those connected over a strait); it is therefore possible (and common) for a territory to be a part of multiple different road segments. For every road connecting a territory to one of its adjacent territories, a territory will get the following stackable modifiers: | {{icon|road}} '''Roads''' can be built by {{icon|army}} armies to connect two adjacent [[territories]] at the cost of {{icon|wealth}} gold, reducing the {{icon|movement cost}} movement cost by '''50%''' and effectively doubling the army movement speed between them, making them highly desirable for larger empires that would benefit from being able to move armies between their provinces more quickly. In addition to the army movement bonuses, connecting a territory to the road network also gives a minor boost to development, [[trade]], and pop mobility, making them useful to build in highly populated developed territories as well as connecting frontier areas. Roads also appear graphically on the map as the network is built and extended, generally being most prominent on the terrain mapmode; if a road is built over a river, a bridge will appear. Unlike with buildings, roads are not associated with individual territories, but instead with pairs of adjacent territories (including possibly those connected over a strait); it is therefore possible (and common) for a territory to be a part of multiple different road segments. For every road connecting a territory to one of its adjacent territories, a territory will get the following stackable modifiers: | ||
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* {{icon|demotion}} {{green|+1%}} Pop Demotion Speed | * {{icon|demotion}} {{green|+1%}} Pop Demotion Speed | ||
* {{icon|migration attraction}} {{green|+0.05}} Migration Attraction | * {{icon|migration attraction}} {{green|+0.05}} Migration Attraction | ||
* {{icon|migration speed}} {{green|+0. | * {{icon|migration speed}} {{green|+0.1}} Pop Migration Speed | ||
* {{icon|base trade routes}} {{green|+ | * {{icon|base trade routes}} {{green|+5%}} Local Base Trade Routes Modifier | ||
There are two ways to build roads - | There are two ways to build roads - a special, cheaper method for countries with access to {{icon|military tradition}} [[Italic traditions|Italic tradition groups]], and more generic one that is available to all countries. Once a road is built, it cannot be removed or destroyed, even if the territories it connects are completely depopulated. | ||
===Regular roads=== | ===Regular roads=== | ||
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* The army either has no commander, or its commander is loyal (i.e. has at least {{icon|loyalty}} '''34''' loyalty) | * The army either has no commander, or its commander is loyal (i.e. has at least {{icon|loyalty}} '''34''' loyalty) | ||
When the {{icon|build road}} build road toggle is on, road construction will begin when the unit moves from one territory to another, as long as both territories either owned and controlled by the army's owner or one of their {{icon|subject}} subjects, or are uncolonized. When the army arrives in that other territory, if | Any type of army, even {{icon|levy}} levies and {{icon|mercenaries}} mercenaries, can build roads, if they meet all of the requirements. | ||
When the {{icon|build road}} build road toggle is on, road construction will begin when the unit moves from one territory to another, as long as both territories either owned and controlled by the army's owner or one of their {{icon|subject}} subjects, or are uncolonized (including [[uninhabitable]] territories, though not [[impassable terrain]]). When the army arrives in that other territory, if the two territories do not already have a road between them, the road will be instantly built at a base cost of {{icon|wealth}} {{red|50}} gold. This cost is affected by the {{icon|road cost}} '''build roads cost''' modifier, given only by the {{icon|civ}} Civic inventions {{icon|invention}} Gromatici ({{icon|road cost}} {{green|-25%}}) and {{icon|invention}} De Architectura ({{icon|road cost}} {{green|-15%}}). If the army has at least {{icon|engineers}} 1 engineer cohort, the cost of building a road is instead lowered to to {{icon|wealth}} {{red|10}} gold (not affected by any modifiers). | |||
While{{icon|build road}} building roads, the following modifiers are applied to the army: | While{{icon|build road}} building roads, the following modifiers are applied to the army: | ||
* {{icon|morale}} {{red|−25%}} Morale of Armies | * {{icon|morale}} {{red|−25%}} Morale of Armies | ||
* {{icon|movement speed without road}} {{red|−70%}} Army movement without roads | * {{icon|movement speed without road}} {{red|−70%}} Army movement without roads | ||
* {{icon|army maintenance}} {{red|+120%}} | * {{icon|army maintenance}} {{red|+120%}} Legion maintenance cost | ||
The toggle will be turned off if the army becomes ineligible to build roads, or if the army finishes moving to a new territory without a road on the traversed connection and the country does not have enough money to build a road. | The toggle will be turned off if the army becomes ineligible to build roads, or if the army finishes moving to a new territory without a road on the traversed connection and the country does not have enough money to build a road. | ||
=== | === Military roads === | ||
If a country has access to {{icon|military tradition}} [[Italic traditions|Roman traditions]] (in the Italic traditions group), adopting the '''Roman Roads''' tradition will give access to the special {{icon|build road}} '''Build Military Road''' toggle, even if it does not currently meet the technology requirements for building roads normally. {{icon|build road}} Building military roads is largely the same as building regular roads, with the main differences that the road-building army can be smaller, requiring only {{icon|army size}} '''5''' [[land units|cohorts]], but must be a {{icon|legion}} legion, and that each road costs only {{icon|cost}} {{red|25}} gold per territory connection. However, note that the cost is '''not''' affected by the {{icon|road cost}} build roads cost modifier. As with normal road building, the cost is lowered to to {{icon|wealth}} {{red|10}} gold (also not affected by any modifiers) if the army has at least {{icon|engineers}} 1 engineer cohort. | |||
In addition, a reduced set of modifiers is applied to the road-building army, without the increased maintenance cost or morale penalty: | |||
* {{icon|movement speed without road}} {{red|−70%}} Army movement without roads | * {{icon|movement speed without road}} {{red|−70%}} Army movement without roads | ||
== Forts == | == Forts == | ||
{{SVersion| | {{SVersion|2.0}} | ||
{{see also|Siege}} | {{see also|Siege}} | ||
{{icon|fort}} '''Forts''' can be built in territories to block the advance of enemy armies and protect important cities and strategic points from being easily captured. The size of a fort is determined by its | {{icon|fort}} '''Forts''' can be built in territories to block the advance of enemy armies and protect important cities and strategic points from being easily captured. The size of a fort is determined by its '''fort level''', where '''1''' is the minimum and 0 indicates the lack of a fort, and every {{icon|fortress}} fortress building giving '''1''' fort level. This means that settlements are typically restricted to a fort level of 1, while cities and metropolises are able to support larger forts. The higher the fort level, the harder it is for an enemy army to successfully take the fort. | ||
To fully occupy a province, the attacker must besiege its {{icon|province capital}} capital and any forts in the province, after which the rest will be automatically occupied after a few days. An unprotected territory takes only 15 days to occupy, while one with a fort will take multiple months to siege down unless the attacking army launches an {{icon|assault ability}} assault (usually taking heavy casualties). Each fort level gives {{red|-1}} to siege progress and provides the base {{icon|garrison}} '''garrison''' of '''500''' per fort level, adjusted by the '''garrison size''' modifier. A besieging army needs to have at least '''2000''' men per each fort level to begin a siege, no matter how big the garrison is. Assaulting a fort will damage the garrison, and as soon as it reaches 0, the fort will fall. When it falls (or a new fort level is built), its garrison will start replenishing at a rate of '''10%''' of the max garrison per month. | |||
In addition, forts exert a '''zone of control''' (ZoC) over adjacent territories. An army that enters a hostile zone of control will not be able to progress further, and must either proceed to the fort and besiege it or return to the territory they came from. {{flag|Barbarians}} ignore all zones of control and can move freely, but territories in the zone of control of a friendly fort will not lose {{icon|civilization}} civilization value if occupied. Friendly forts also negate {{icon|attrition}} attrition from deserts or winter, and will automatically occupy any enemy-controlled territories in its zone of control unless there is a hostile army there. | |||
Every {{icon|fort}} fort level costs a base of {{icon|wealth}} {{red|0.40}} gold in maintenance each month, adjusted by the {{icon|fort maintenance}} '''fort maintenance''' modifier, except for the first capital fort. | |||
Every province has a certain {{icon|fort}} '''fort infrastructure capacity''' value, with default capacity of '''5'''. The first fort in a territory uses up '''3''' points of capacity, while subsequent fort levels only use '''1''', and exceeding the limit gives a {{icon|fort maintenance}} {{red|+25%}} maintenance modifier for all forts in the province by for every point over the limit. This means, with the default limit of 5, two level 1 forts in one province would use 6 points and cost <math>0.4*1.25 = 0.5</math> each per month in maintenance ({{icon|wealth}} 1 in total), while a single level 2 fort costs {{icon|wealth}} 0.8 gold per month to maintain. Capacity can be increased through the {{icon|military investment}} Fortify Province province investment, several {{icon|military tradition}} military traditions, some {{icon|invention}} inventions, and a {{icon|wonder}} wonder effect. | |||
Every territory in the province gets {{icon|unrest}} {{green|-0.25}} unrest for every used fort infrastructure point, which means spreading forts out over a number of territories is much more efficient at suppressing unrest than concentrating them in a single territory, even if more expensive. As maintaining forts can be costly, it is often a good idea to remove extraneous forts that no longer serve any meaningful defensive and unrest-suppressing purpose. | |||
=== Border forts === | === Border forts === | ||
{{see also|Colonization}} | {{see also|Colonization}} | ||
A country | A country that has adopted the {{icon|military tradition}} '''Castra''' military tradition from the [[Italic traditions|Italic tribe traditions]] tree can have an army build a {{icon|border fort}} '''border fort''' in an owned frontier or neighbouring uncolonized territory. An army can do this action if it meets all the following conditions: | ||
* The unit is an {{icon|army}} army | * The unit is an {{icon|army}} army | ||
* The army has a loyal commander (defined as {{icon|loyalty}} 34 loyalty or higher). | * The army has a loyal commander (defined as {{icon|loyalty}} 34 loyalty or higher). | ||
* The army is not in combat, moving, sieging, or exiled. | * The army is not in combat, moving, sieging, or exiled. | ||
* The army has at least {{icon|army size}} '''5''' cohorts, including at least one that is not {{icon|cohort loyalty}} loyal to anyone. | * The army has at least {{icon|army size}} '''5''' cohorts, including at least one that is not {{icon|cohort loyalty}} loyal to anyone. (This requirement implictly means that {{icon|mercenaries}} mercenaries cannot be used) | ||
* The territory the army is in: | * The territory the army is in: | ||
** Doesn't already have a {{icon|fortress}} fortress | ** Doesn't already have a {{icon|fortress}} fortress | ||
第294行: | 第338行: | ||
When the ability is activated, the country loses {{icon|manpower}} {{red|3000}} manpower and builds a {{icon|fortress}} fortress in the territory. The country then gains ownership of the province if it was previously uncolonized, in which case the territory will also gain a {{icon|freemen}} freeman pop of the primary culture and religion. Finally, one random cohort becomes {{icon|cohort loyalty}} loyal to the commander, unless the general is the ruler of a non-republic, in which case the country gains {{icon|tyranny}} {{red|1}} tyranny instead. This ability can notably be used to [[colonization|colonize]] territories even if there is no neighbouring territory with a dominant integrated culture and state religion. | When the ability is activated, the country loses {{icon|manpower}} {{red|3000}} manpower and builds a {{icon|fortress}} fortress in the territory. The country then gains ownership of the province if it was previously uncolonized, in which case the territory will also gain a {{icon|freemen}} freeman pop of the primary culture and religion. Finally, one random cohort becomes {{icon|cohort loyalty}} loyal to the commander, unless the general is the ruler of a non-republic, in which case the country gains {{icon|tyranny}} {{red|1}} tyranny instead. This ability can notably be used to [[colonization|colonize]] territories even if there is no neighbouring territory with a dominant integrated culture and state religion. | ||
== Ports == | |||
{{SVersion|2.0}} | |||
{{icon|port}} '''Ports''' are buildings that can be built in any {{icon|coast}} coastal territories, as well as certain inland territories on {{icon|river}} major rivers (those that begin the game with a {{icon|port}} port). They allow {{icon|ship}} ships to dock (including quickly embarking and disembarking troops), be built, repair, and supply, and are important for any nation that seeks to maintain a significant navy. The number of ports in a territory is the territory's '''port level''', which in addition to the effects from the port buildings themselves also determines what types of ships it can build and repair: the light {{icon|liburnian}} liburnians and {{icon|trireme}} triremes only require a level 1 port, the medium {{icon|tetrere}} tetreres and {{icon|hexere}} hexeres require at least level 3 ports, while the very heavy {{icon|octere}} octeres and {{icon|mega-polyreme}} mega-polyremes can only be built and repaired at ports that are at least level 5. | |||
In addition to effects from the building itself, every {{icon|coast}} coastal territory with at least one port gets the following modifiers: | |||
* {{icon|supply limit}} {{green|+5%}} Supply Limit | |||
* {{icon|promotion}} {{green|+10%}} Pop Promotion Speed | |||
For each territory in a province that has at least one port, the province also gets the following modifier: | |||
* {{icon|migration speed}} {{green|+2.5%}} Pop Migration Speed | |||
Note that neither of these effects stack if territory has more than one port. | |||
=== Pirate havens === | |||
Certain ports are home to {{icon|pirates}} '''pirate havens''' where groups of pirates are based from. These pirate havens are present in certain ports at the beginning of the game, and in addition to giving an economic boost of {{icon|local tax}} {{green|+20%}} Local Tax and {{icon|pop growth}} {{green|+0.01%}} Local Population Growth to their territory they host '''pirate [[navy|fleets]]''', always composed of all light ships, which can rented out as naval mercenaries at times of war. When not being hired pirate fleets will eventually grow restless and go on raids, at which point the fleet while become hostile to all other navies and travel to nearby unfortified ports to '''plunder''' them, giving {{icon|local tax}} {{red|-25%}} Local Tax and {{icon|demotion}} {{green|+10%}} Demotion Speed to the plundered territories. | |||
If pirates grow to be too much of a problem, their havens can be destroyed using the {{icon|root out pirates}} '''Root Out Pirates''' army ability on any controlled territory once the anti-pirate [[laws|law]] has been passed, including those belonging to other countries that have been occupied in a {{icon|war}} war. This will remove the modifier (including its beneficial modifiers) and destroy the associated pirate fleet, even if it is currently out on a raid. Alternatively, pirates can be actively encouraged by passing the pro-pirate law, which will create a new {{icon|pirates}} pirate haven in one of the country's ports to increase its prosperity and provide more available naval mercenaries at the expense of the nearby coasts. | |||
Destroying all ports in a pirate haven will also force any local pirate/mercenary fleets to disband, though this will not remove the pirate haven itself. If the port is ever rebuilt, the pirate fleet will eventually reappear. | |||
<br> | |||
[[Category:经济]] | [[Category:经济]] | ||
{{economy navbox}} | {{economy navbox}} |
2022年3月3日 (四) 17:34的版本
Territories can be upgraded with a variety of infrastructure to improve the output and
happiness of their pops, as well as its accessibility and defensibility, at the cost of
gold. Investing in infrastructure can significantly improve a country's
income,
manpower,
research, and more, and is generally most effective in more highly populated territories.
Buildings
A wide variety of different buildings can be built in territories to give a wide variety of local modifiers, such as improving pop output and
happiness, adjusting the ratio of pop classes, driving
assimilation and
conversion, increasing the local
population capacity, adding
fortifications to the area, building
port facilities for ships, and more. The buildings available depend on the territory's rank, with different sets available to
settlements and
cities/
metropolises; some of the
settlement buildings are also restricted based on the trade good that the territory produces.
Every building has an associated gold cost and
build time, which are modified by the
build cost and
build time modifiers, respectively. Each territory can only build one building at a time, though it is possible to make a queue of buildings to construct. Once it is built, buildings do not cost any maintenance or upkeep. Any building in any owned territory can be torn down instantly at any time, which returns 1/4th of the its current
build cost to the treasury (also affected by the
build cost modifier), regardless of when or by whom the building was built. Some events and mission results may automatically construct a building in a territory.
All
Building | Province modifiers | ![]() |
![]() |
Notes | |
---|---|---|---|---|---|
![]() |
Fortress | 150 | 720 days | Adds ![]() See | |
![]() |
Port | 150 | 180 days | Can only be built on ![]() Adds |
City/Metropolis only
Settlement Only
Building slots
The number of buildings that can be built in any particular territory is limited by that territory's number of building slots. Each building takes up 1 slot, including those under construction, and no buildings can be built in a territory that has filled up all its slots. Territories that have more buildings than their number of permitted slots - for instance, after losing population during a sack - will lose any buildings over the limit.
Wonders also take up a building slot, and require at least one empty building slot to begin construction.
Settlements normally only have 1 building slot (though settlement buildings are in general stronger than other buildings), which can be increased by the
global settlement building slots modifier to a maximum of 2 by researching the
Rural Planning
Civic invention (though each settlement building will still have its territory cap of one). Building slots mostly become relevant when settlements are upgraded to
cities, which gives a base of 2 extra building slots and an additional 1 for every
10 pops in the city. If a city is further upgraded to a
metropolis the base number of building slots is increased to 4. Other important sources of building slots in
cities and
metropolises, given by the
local city building slots and
global city building slots modifier, include:
- +1 for the
country capital
- +1 for
holy sites
- +1 for all
cities with a
tier 3 wonder with the
Engineering effect
- +2 for all
cities with a
tier 4 wonder with the
Engineering effect
- +2 for all
cities with the
Urban Planning
Civic invention
- +1 for all
cities with the
Legacy of the Builders military tradition (Levantine and Arabian traditions)
- +1 for each
Make Religious Endowments religious province investment
Great wonders
- 主条目:Great wonders
Great wonders are special buildings that can be constructed in territories and give powerful bonuses to their local province or owner. Unlike standard buildings, wonders can be customized with various designs, materials, and effects, and are a significant investment that only the large and wealthy empires will be able to afford. As the centerpiece and defining feature of the local area, each territory can normally only support one great wonder, though certain wonders that are built by event can coexist with each other in the same territory. Uniquely, wonders usually give strong nation-wide effects that grow over time as the wonder's fame and prestige increases.
At the start of the game, there are a number of ancient wonders scattered all over the map, from the Temple of Jupiter Optimus Maximus in Rome to the Great Pyramids of Giza and the University of Taxila. Building additional wonders requires the Heirs of Alexander DLC.
Roads
Roads can be built by
armies to connect two adjacent territories at the cost of
gold, reducing the
movement cost by 50% and effectively doubling the army movement speed between them, making them highly desirable for larger empires that would benefit from being able to move armies between their provinces more quickly. In addition to the army movement bonuses, connecting a territory to the road network also gives a minor boost to development, trade, and pop mobility, making them useful to build in highly populated developed territories as well as connecting frontier areas. Roads also appear graphically on the map as the network is built and extended, generally being most prominent on the terrain mapmode; if a road is built over a river, a bridge will appear. Unlike with buildings, roads are not associated with individual territories, but instead with pairs of adjacent territories (including possibly those connected over a strait); it is therefore possible (and common) for a territory to be a part of multiple different road segments. For every road connecting a territory to one of its adjacent territories, a territory will get the following stackable modifiers:
+0.001% Monthly Civilization Change
+2.5% Pop Conversion Speed
+2.5% Pop Assimilation Speed
+2.5% Pop Promotion Speed
+1% Pop Demotion Speed
+0.05 Migration Attraction
+0.1 Pop Migration Speed
+5% Local Base Trade Routes Modifier
There are two ways to build roads - a special, cheaper method for countries with access to Italic tradition groups, and more generic one that is available to all countries. Once a road is built, it cannot be removed or destroyed, even if the territories it connects are completely depopulated.
Regular roads
Most countries need to reach at least Level 5 of civic advances to begin building roads.
Roads can be built using the Build Road unit ability toggle, which can be activated if all of the following conditions are met:
- The unit is an
army
- The army has at least
10 cohorts
- The army is not in combat, moving, or exiled
- The army is in a territory that is owned by the current country, or by one of its
subjects
- The army either has no commander, or its commander is loyal (i.e. has at least
34 loyalty)
Any type of army, even levies and
mercenaries, can build roads, if they meet all of the requirements.
When the build road toggle is on, road construction will begin when the unit moves from one territory to another, as long as both territories either owned and controlled by the army's owner or one of their
subjects, or are uncolonized (including uninhabitable territories, though not impassable terrain). When the army arrives in that other territory, if the two territories do not already have a road between them, the road will be instantly built at a base cost of
50 gold. This cost is affected by the
build roads cost modifier, given only by the
Civic inventions
Gromatici (
-25%) and
De Architectura (
-15%). If the army has at least
1 engineer cohort, the cost of building a road is instead lowered to to
10 gold (not affected by any modifiers).
While building roads, the following modifiers are applied to the army:
The toggle will be turned off if the army becomes ineligible to build roads, or if the army finishes moving to a new territory without a road on the traversed connection and the country does not have enough money to build a road.
Military roads
If a country has access to Roman traditions (in the Italic traditions group), adopting the Roman Roads tradition will give access to the special
Build Military Road toggle, even if it does not currently meet the technology requirements for building roads normally.
Building military roads is largely the same as building regular roads, with the main differences that the road-building army can be smaller, requiring only
5 cohorts, but must be a
legion, and that each road costs only
25 gold per territory connection. However, note that the cost is not affected by the
build roads cost modifier. As with normal road building, the cost is lowered to to
10 gold (also not affected by any modifiers) if the army has at least
1 engineer cohort.
In addition, a reduced set of modifiers is applied to the road-building army, without the increased maintenance cost or morale penalty:
Forts
- 参见:Siege
Forts can be built in territories to block the advance of enemy armies and protect important cities and strategic points from being easily captured. The size of a fort is determined by its fort level, where 1 is the minimum and 0 indicates the lack of a fort, and every
fortress building giving 1 fort level. This means that settlements are typically restricted to a fort level of 1, while cities and metropolises are able to support larger forts. The higher the fort level, the harder it is for an enemy army to successfully take the fort.
To fully occupy a province, the attacker must besiege its capital and any forts in the province, after which the rest will be automatically occupied after a few days. An unprotected territory takes only 15 days to occupy, while one with a fort will take multiple months to siege down unless the attacking army launches an
assault (usually taking heavy casualties). Each fort level gives -1 to siege progress and provides the base
garrison of 500 per fort level, adjusted by the garrison size modifier. A besieging army needs to have at least 2000 men per each fort level to begin a siege, no matter how big the garrison is. Assaulting a fort will damage the garrison, and as soon as it reaches 0, the fort will fall. When it falls (or a new fort level is built), its garrison will start replenishing at a rate of 10% of the max garrison per month.
In addition, forts exert a zone of control (ZoC) over adjacent territories. An army that enters a hostile zone of control will not be able to progress further, and must either proceed to the fort and besiege it or return to the territory they came from. 蛮族 ignore all zones of control and can move freely, but territories in the zone of control of a friendly fort will not lose
civilization value if occupied. Friendly forts also negate
attrition from deserts or winter, and will automatically occupy any enemy-controlled territories in its zone of control unless there is a hostile army there.
Every fort level costs a base of
0.40 gold in maintenance each month, adjusted by the
fort maintenance modifier, except for the first capital fort.
Every province has a certain fort infrastructure capacity value, with default capacity of 5. The first fort in a territory uses up 3 points of capacity, while subsequent fort levels only use 1, and exceeding the limit gives a
+25% maintenance modifier for all forts in the province by for every point over the limit. This means, with the default limit of 5, two level 1 forts in one province would use 6 points and cost [math]\displaystyle{ 0.4*1.25 = 0.5 }[/math] each per month in maintenance (
1 in total), while a single level 2 fort costs
0.8 gold per month to maintain. Capacity can be increased through the
Fortify Province province investment, several
military traditions, some
inventions, and a
wonder effect.
Every territory in the province gets -0.25 unrest for every used fort infrastructure point, which means spreading forts out over a number of territories is much more efficient at suppressing unrest than concentrating them in a single territory, even if more expensive. As maintaining forts can be costly, it is often a good idea to remove extraneous forts that no longer serve any meaningful defensive and unrest-suppressing purpose.
Border forts
- 参见:Colonization
A country that has adopted the Castra military tradition from the Italic tribe traditions tree can have an army build a
border fort in an owned frontier or neighbouring uncolonized territory. An army can do this action if it meets all the following conditions:
- The unit is an
army
- The army has a loyal commander (defined as
34 loyalty or higher).
- The army is not in combat, moving, sieging, or exiled.
- The army has at least
5 cohorts, including at least one that is not
loyal to anyone. (This requirement implictly means that
mercenaries cannot be used)
- The territory the army is in:
When the ability is activated, the country loses 3000 manpower and builds a
fortress in the territory. The country then gains ownership of the province if it was previously uncolonized, in which case the territory will also gain a
freeman pop of the primary culture and religion. Finally, one random cohort becomes
loyal to the commander, unless the general is the ruler of a non-republic, in which case the country gains
1 tyranny instead. This ability can notably be used to colonize territories even if there is no neighbouring territory with a dominant integrated culture and state religion.
Ports
Ports are buildings that can be built in any
coastal territories, as well as certain inland territories on
major rivers (those that begin the game with a
port). They allow
ships to dock (including quickly embarking and disembarking troops), be built, repair, and supply, and are important for any nation that seeks to maintain a significant navy. The number of ports in a territory is the territory's port level, which in addition to the effects from the port buildings themselves also determines what types of ships it can build and repair: the light
liburnians and
triremes only require a level 1 port, the medium
tetreres and
hexeres require at least level 3 ports, while the very heavy
octeres and
mega-polyremes can only be built and repaired at ports that are at least level 5.
In addition to effects from the building itself, every coastal territory with at least one port gets the following modifiers:
For each territory in a province that has at least one port, the province also gets the following modifier:
Note that neither of these effects stack if territory has more than one port.
Pirate havens
Certain ports are home to pirate havens where groups of pirates are based from. These pirate havens are present in certain ports at the beginning of the game, and in addition to giving an economic boost of
+20% Local Tax and
+0.01% Local Population Growth to their territory they host pirate fleets, always composed of all light ships, which can rented out as naval mercenaries at times of war. When not being hired pirate fleets will eventually grow restless and go on raids, at which point the fleet while become hostile to all other navies and travel to nearby unfortified ports to plunder them, giving
-25% Local Tax and
+10% Demotion Speed to the plundered territories.
If pirates grow to be too much of a problem, their havens can be destroyed using the Root Out Pirates army ability on any controlled territory once the anti-pirate law has been passed, including those belonging to other countries that have been occupied in a
war. This will remove the modifier (including its beneficial modifiers) and destroy the associated pirate fleet, even if it is currently out on a raid. Alternatively, pirates can be actively encouraged by passing the pro-pirate law, which will create a new
pirate haven in one of the country's ports to increase its prosperity and provide more available naval mercenaries at the expense of the nearby coasts.
Destroying all ports in a pirate haven will also force any local pirate/mercenary fleets to disband, though this will not remove the pirate haven itself. If the port is ever rebuilt, the pirate fleet will eventually reappear.