River Ports
2 levels, each replacing the one before it: you upgrade in place rather than building alongside.
River Ports → Inland Trade centre
Levels at a glance
| Level | Cost | Build time | Minimum settlement | Upgrades to | Level | Cost | Build time | Minimum settlement | Upgrades to | ||
|---|---|---|---|---|---|---|---|---|---|---|---|
| River Ports | 5,000 | 4 | large town | Inland Trade centre | Inland Trade centre | 7,500 | 6 | city | — |
Costs in denarii, build time in turns.
River Ports

River Ports are important in the development of trade transport and communication.
River Ports played an important role in the economy of the ancient world. Most of the important fluvial ways of today were used just as heavily in ancient times and enabled the transport of valuable and numerous tradable goods, from food to tin.
| Cost | 5,000 denarii | Build time | 4 turns | Minimum settlement | large town | Upgrades to | Inland Trade centre |
Requirements: all of these must hold before this level can be built.
- The region has a Navigable river
- Government Building (Dependency, Indirect Rule, Direct Rule or Homeland)
- Only one port building allowed
What it does
- taxable income -10 to -2, depending on how many settlements your empire holds
Show 4 effects that apply only in some circumstances
- trade level +1, except when the region's climate is Sub artic or Alpine and it is winter
- +1 trade income, only when the region has Grain, Timber, Stone or Marble, but not when the region's climate is Sub artic or Alpine and it is winter
- Additional trade bonus due to bulk resources: grain, timber, stone, marble, only when the region has Grain, Timber, Stone or Marble
- Due to extreme climate this building's effects are disabled during winter, only when the region's climate is Sub artic or Alpine and it is winter
Inland Trade centre

A Merchants' District is the commercial hub of many provinces. Anything imaginable is available to a man with gold in his purse. Artisans, carpenters, wheelmakers, and innkeepers all ply their trades here. Workshops employed both citizens and slaves. Artisans formed guilds and collectively improved their area.
The growth of fluvial trade led the Romans to improve their infrastructure. The inlands ports became very elaborated and were included in some oppida. Centred on a great jetty, the most important were place under the blessing of the divinities, who were later symbolized with big statues, like in Geneva. Moreover, this development also led to the establishment of a complete customs system all along the rivers.
| Cost | 7,500 denarii | Build time | 6 turns | Minimum settlement | city |
Requirements: all of these must hold before this level can be built.
- The region has a Navigable river
- Government Building (Dependency, Indirect Rule, Direct Rule or Homeland)
- Only one port building allowed
What it does
- taxable income -12 to -4, depending on how many settlements your empire holds
Show 5 effects that apply only in some circumstances
- trade level +2, except when the region's climate is Sub artic or Alpine and it is winter
- +1 trade income, only when the region has Grain, Timber, Stone or Marble, but not when the region's climate is Sub artic or Alpine and it is winter
- +1 population growth, except when the region's climate is Sub artic or Alpine and it is winter
- Additional trade bonus due to bulk resources: grain, timber, stone, marble, only when the region has Grain, Timber, Stone or Marble
- Due to extreme climate this building's effects are disabled during winter, only when the region's climate is Sub artic or Alpine and it is winter
Traits and retinue
Traits
| Trait | Building | Points | Chance | ||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|
| Publicani - Minority Share Tax Farmer | River Ports or above | +1 | 15% |
