Artificial Natural Harbor
Make Maritime Powers Great Again
Several port buildings have been added to the game, unlocked through different technologies in different ages. Please refer to the in-game tech tree for details.
The following introduces the age, building requirements, and brief bonuses of each building. The content is not complete, so please check in-game for specifics.
Royal Dockyard Headquarters — Age 2 — Capital+Port — Port capacity+shipbuilding+naval presence
Pilgrimage Port — Age 2 — City+Port — Port capacity+conversion+local proximity+clergy strength
United Fishing Port — Age 1 — Town+Port — Port capacity+food+peasant strength
Chamber of Commerce Free Trade Port — Age 2 — Town+Market Center+Port — Port capacity+local proximity+trade
National Free Trade Port — Age 3 — Town+Market Center+Port — Port capacity+local proximity+trade — upgrade from Chamber of Commerce Free Trade Port
Transoceanic Free Trade Port — Age 4 — Town+Market Center+Port — Port capacity+local proximity+trade — upgrade from National Free Trade Port
A pilgrimage port has special requirements: your state religion must have a holy site, and more than 50% of the local population must follow your state religion.
Most ports have both Market Center and Capital bonuses, which can help you plan the locations of your capitals and market centers.
This mod does not consider balance; the building effects are very powerful.
All buildings in this mod cannot be used by AI.
Supports Chinese, Japanese, and English.
——————————
02.11
Modified the conditions for the Free Trade Port, allowing it to be built in cities, and enhanced the effects of each building. Now they all provide a maritime presence.
Revisions:
Old revisions of this mod are available below. Click the link to download.