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economy
Some resource exploitation building chains include a special export/supply level at the end of their chain that offer unique strategic bonuses. You can only build one of each type across your realm. Effects on other buildings will, in moost cases, also be fulfilled by the resource being available locally, in which case the bonuses will not stack if you also have a export level built in your faction. These buildings will specify in their effects what regions they affect. (Faction) mean it affects all regions factionwide, or all specified buildings factionwide, (Capital) means it only affects your capital. Controlling and developing key settlements is essential to unlocking these powerful features:
Lead: +5% health bonus to all sanitation (tier 3-5) buildings, tax bonus for all Metalworkers.
Wine: +5% happiness factionwide.
Tin: +10% trade bonus factionwide, +10% trade to all Metalworkers (stacks with copper).
Copper: +10% trade to Metalworkers factionwide (stacks with tin), +1 armour for all blacksmiths (does not stack with other resources), tax bonus for all mints (central and local).
Iron: Enables Weaponsmith and Metalworkers construction anywhere, +1 weapon and +1 armour for all weaponsmiths (does not stack with other resources, except for weapons with coal), tax bonus for all Metalworkers (does not stack with lead).
Purple Dye: +5% law bonus to all cities (minor, large, huge), 10% trade bonus for all textiles buildings (tier 2-3, stacks with dyes on tier 3).
Dyes: 10% trade bonus for all textiles buildings (tier 2-3, stacks with purple dye on tier 3).
Marble: 10% construction cost reduction for all temples, 10% construction cost reduction for civic buildings in your capital.
Horses: Enables factional heavy cavalry recruitment factionwide, enables races on all racing & athletics buildings, enables upgrading racing & athletics buildings anywhere (tier 3-4).
Camels: Enables factional camel units production factionwide, enables races on all racing & athletics buildings (tier 1 some factions, tier 2 all factions).
Papyrus: law bonus for all law courts (tier 2-3) and academies (tier 2-3) (does not stack with parchment).
Livestock (parchment): law bonus for all law courts (tier 2-3) and academies (tier 2-3) (does not stack with papyrus).
Salt: +10% trade for all (tier 2-5) animal husbandry farms, +10% trade for all fish salting buildings, enables tier 3 fish salting buildings (some factions), and +2% tax bonus factionwide.
Silk: +10% trade bonus factionwide.
Incense: +10% happiness factionwide.
Amber: +10% culture conversion bonus factionwide.
Medicinal herbs & Perfumes: +5% health to all healers (tier 2-3, can stack with other resources on tier 3).
Wild Animals: +5% happiness bonus factionwide, bonus happiness for all arena's (Romans).
Pitch, Bitumen & Tars: +1 attack for ships on all ports (can stack with timber and hemp).
Hemp: +1 attack for ships on all ports (can stack with timber and pitch).
Timber: +1 attack for ships on all ports (can stack with pitch and hemp), -1% construction cost for most civilian buildings.
Slave Trade: +0.5% growth in homeland regions, tax bonus for all crop farms (tier 4-5, 3 for qanat), all mines, all stone quarries, all marble quarries, all salt exploitation, all sulphur exploitation, bonus happiness for all arena's (Romans), but -5% happiness factionwide.
Sulphur: +1 farming for cropfarms (tier 3-5, does not stack with grain/elephants).
Stone: +1 construction point in your capital, but also -10% tax in capital.
Honey: +2 health (10% happiness and 1% growth) in your capital.
Jewelry: +20% trade bonus in your capital.
Olive Oil: +1% population growth bonus in your capital.
Spices: +20% trade bonus in your capital.
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