Several questions on caravans and trade routes ._.
> A caravan can move 2 provinces, that means at most, 2 central provinces worth of land. For example if I made a bazaar at West Jian, my caravan can reach until East Qi as the distance between is 2 provinces? :O
> How many resource types can one single caravan hold?
> "+{x} coins of trade revenue" means income to the one sending the caravan, right?
> Only a Bazaar is needed to make a caravan, but the receiver needn't have a bazaar. Asking to check on Caravan creation--as it does say that the receiver doesn't need one
REMEMBER: The Trade Route 'shifts' the resource to your neighbour, depriving you from its benefits! So, for example, to provide Iron's benefit to both yourself AND your neighbour, you would require 2 Iron Mines (one for yourself, one for the other guy). Also, when the Caravan is en route, you do not receive its resource's benefits either!
> Most resources are localized right? Like if we have 2 iron mines, but in different provinces, we can only trade the one which is in the same province as our Bazaar-Caravan right? Which means the 'example's note is to the local resources, not 'all resources in total'?
Caravans cross up to 2 Provinces per Turn and cost no Coins of Upkeep when en route to their destination. Caravan movements are done at the end of a Turn, alongside Research, Hero Employment and so on.
> How much is their upkeep? @_@
Provinces of Qin, Jian, Song (Yue, Qin, Jian and Zhao on Expanded Map), on the far west of the Land of Han, can send their caravans to a faraway land where the Great City of Cashgrab lies. It takes a Caravan 5 Seasons total to get to Cashgrab and back to you.
._. sorry guys.
Also 5 seasons is 5 turns.
Unfortunately, there is certain risk that the Caravan might get lost or be plundered by some unscrupulous bandits. This chance is 10% per each Season en route to Cashgrab (you will be notified if this unfortunate event happens).
> If it manages to "hit" cashgrab, then a trade route is established and there will be no more 10% risk for the trade to be dismantled after those 5 seasons of travel?
> Can we send soldiers alongside the caravan (who will drain upkeep) to lower the unfortunate % chance? You can update what'll happen if we lack the money to support it (ie losing lands/getting raided)
Like, since soldiers are slower than caravans, send them to the edge of the map as caravan escort? Or make an 'armed caravan' which will act as spearmen/archers if attacked or raided by enemy soldiers?
> Can't people NOT from the West send caravans (but pay that 100 coin tax and all) instead of just the western states? As in anyone else who isn't from Qin, Jian, Zhong, etc.
I feel guilty because of owning 80% of it ._.
Cashgrab also offers some stuff that will surely be appreciated by your own subjects.
Lentils: Provides +2 to Max.Army limit. Purchase price: 700 Coins (or in exchange for Copper or Tea).
Spices: Provides +1 to Max.Army limit and boosts Taxes in whole Province by 40%. Purchase price: 1400 Coins (or in exchange for Jade or Salt).
Scriptures: Provides +5 RP per Turn. Purchase price: 2100 Coins (or in exchange for Lacquer).
Glassware: Boosts Taxes in whole Province by 80%. Purchase price: 2100 Coins (or in exchange for Lacquer).
> Can we have an example of how permanent these will be? I don't understand the trade route myself that much, since it is 5 seasons trade travel.