Merchant Outpost |
|
---|---|
Chunk Area |
1 x 1 |
Required Technology: |
Trading |
Build Cost |
35,000 |
Coin Upkeep Per Day |
3,000 |
Hammer Cost |
2,000 |
Score Points |
3,000 |
Hit Points |
500 |
Limit per Town |
Unlimited |
The Merchant Outpost is a special structure that you can only build when you have the Mercantilism government. It's basically a Trade Outpost and it will also generate a Trade Good which will be repoed on the Trade Repo event. The benefit of this structure is that you can build this structure up to 2 zones away of your cultural areas. However, when someone founds a town nearby, or the culture gets claimed by another town, the structure will be destroyed and they can build a Trade Outpost ontop of it. This is also the case if your town expands into this zone. Also each Town can support 2 Trade Outposts, Fishing Boats, Merchant Outposts or Merchant Ships per era. So if you are in the 3rd era you are allowed to build 6 Trade Outposts, Fishing Boats, Merchant Outposts or Merchant Ships.
The Merchant outpost is a Tile Improvement.
See the pages on Trade Goods for more information.
Whenever the structure is done building it will spawn a Trade Goodie inside the item frame. You require to be a town's founder, leader or assistant or the Civilization's founder or leader. Note: They can only retrieve the goodie if they have permissions on the plot.
After you retrieve the goodie you will have to put it in one of the item frame inside your Capitol or Town-Hall.
If you want to build a merchant outpost you require the Mercantilism government and the outpost has to be in a claimed town outpost. To claim a town's outpost you require to run the command [/t claim outpost]. You can only do this outside of your own culture and will cost 5,000 coins in upkeep per claimed outpost per day.