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Pracovníci: Carrier.","entity":{"key":"building:trading_post:0","kind":"building","names":{"cs_CZ":"Obchodní stanice","de_DE":"Handelsposten","el_GR":"Trading Post","en":"Trading Post","es_ES":"Puesto comercial","fr_FR":"Comptoir de commerce","hu_HU":"Trading Post","it_IT":"Punto di scambio","ja_JP":"交易所","ko_KR":"교역소","la_LA":"Trading Post","nl_NL":"Trading Post","pl_PL":"Placówka handlowa","pt_BR":"Posto de Trocas","pt_PT":"Trading Post","ru_RU":"Торговый пост","sk_SK":"Trh","sv_SE":"Trading Post","th_TH":"สถานีการค้า","tr_TR":"Ticaret Noktası","uk_UA":"Trading Post","zh_CN":"贸易站","zh_TW":"貿易站"},"descriptions":{"cs_CZ":"Sídlí tady dopravce, který převáží zboží mezi městy. Města musí mít obchodní centrum aby si mohl založit obchodní stezku.","de_DE":"Beherbergt einen Träger, der Waren von dieser Stadt in andere Städte transportieren kann. 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The other towns must also have a Trading Post in order to set up a route.","ja_JP":"運送屋が配置され、町からほかの町へと物資を運ぶ。交易路を設定するには、送る先の町にも交易所を設置する必要がある。","ko_KR":"상품을 이 마을에서 다른 마을로 운반할 수 있는 짐꾼이 있는 곳입니다. 교역로를 설정하려면 다른 마을에 교역소가 있어야 합니다.","la_LA":"Houses a Carrier who can move goods from this town to other towns. The other towns must also have a Trading Post in order to set up a route.","nl_NL":"Houses a Carrier who can move goods from this town to other towns. The other towns must also have a Trading Post in order to set up a route.","pl_PL":"Miejsce pracy przewoźnika, który transportuje towary z tego miasta do innych. Pozostałe miasta muszą dysponować także placówką handlową, aby możliwe było wyznaczenie trasy.","pt_BR":"Abriga um Transportador que leva mercadorias desta cidade para outras. As outras cidades também precisam ter um Posto de Trocas para estabelecer uma rota.","pt_PT":"Houses a Carrier who can move goods from this town to other towns. The other towns must also have a Trading Post in order to set up a route.","ru_RU":"Здесь работает носильщик, способный перемещать товары из этого города в другие. Для создания маршрута в других городах также должна быть лавка.","sk_SK":"Ubytováva nosiča, ktorý preváža tovar z mesta do iného mesta. Iné mestá tiež musia mať trh na nastavenie obchodnej cesty.","sv_SE":"This is a Trading Post.","th_TH":"เป็นที่พักอาศัยให้นักขนส่งซึ่งสามารถเคลื่อนย้ายสินค้าจากเมืองนี้ไปยังเมืองอื่นๆ ได้ เมืองอื่นจะต้องมีสถานีการค้าด้วย ถึงจะสามารถสร้างเส้นทางได้","tr_TR":"Şehirlerinin arasında eşya taşıyabilen bir Hamala ev sahipliği yapar. Şehirler arasında ticaret rotası oluşturmak için ikisinde de Ticaret Noktası inşa edilmelidir.","uk_UA":"Houses a Carrier who can move goods from this town to other towns. The other towns must also have a Trading Post in order to set up a route.","zh_CN":"容纳一名搬运工，可以将所在城镇的物资运送到其他城镇。其他城镇也需有一个贸易站才可互相建立贸易线。","zh_TW":"容納一名搬運工，可以將所在城鎮的物資運送到其他城鎮。其他城鎮也需要有一個貿易站才可互相建立貿易線。"},"image":"/assets/journal/e76db64560462ab5b8c04678.png","tier":null,"maxStack":null,"availability":"registered","playerPage":true,"nameLocales":["cs_CZ","de_DE","el_GR","en","es_ES","fr_FR","hu_HU","it_IT","ja_JP","ko_KR","la_LA","nl_NL","pl_PL","pt_BR","pt_PT","ru_RU","sk_SK","sv_SE","th_TH","tr_TR","uk_UA","zh_CN","zh_TW"],"paths":{"en":"/world-journal/buildings/trading-post","de_DE":"/de/weltenbuch/gebäude/handelsposten","fr_FR":"/fr/journal-du-monde/bâtiments/comptoir-de-commerce","es_ES":"/es/diario-del-mundo/edificios/puesto-comercial","it_IT":"/it/diario-del-mondo/edifici/punto-di-scambio","ru_RU":"/ru/журнал-мира/постройки/торговый-пост","uk_UA":"/uk/журнал-світу/будівлі/trading-post","pl_PL":"/pl/dziennik-świata/budynki/placówka-handlowa","cs_CZ":"/cs/deník-světa/budovy/obchodní-stanice","sk_SK":"/sk/denník-sveta/budovy/trh-d357631e","hu_HU":"/hu/világnapló/épületek/trading-post","el_GR":"/el/ημερολόγιο-κόσμου/κτίρια/trading-post","nl_NL":"/nl/wereldjournaal/gebouwen/trading-post","sv_SE":"/sv/världsdagbok/byggnader/trading-post","tr_TR":"/tr/dünya-günlüğü/binalar/ticaret-noktası","pt_BR":"/pt-br/diário-do-mundo/construções/posto-de-trocas","pt_PT":"/pt/diário-do-mundo/edifícios/trading-post","ja_JP":"/ja/世界の手帳/建物/交易所","ko_KR":"/ko/세계-일지/건물/교역소","zh_CN":"/zh-cn/世界手册/建筑/贸易站","zh_TW":"/zh-tw/世界手冊/建築/貿易站","th_TH":"/th/บ-นท-กโลก/ส-งปล-กสร-าง/สถาน-การค-า","la_LA":"/la/liber-mundi/aedificia/trading-post"}},"articles":[],"answer":{"key":"building:trading_post:0","ask":"unlock","clauses":[{"say":"built","ids":["construction_resource:resource:lumber","construction_resource:resource:stone"]},{"say":"unlockedBy","ids":["work_recipe:recipe:research:trading_post:0"]},{"say":"workers","ids":["job:carrier"]}]},"playerAnswers":{"schema":1,"game":"romestead","buildId":"25128773","dataVersion":"361b2d3b6606b011ae7584f4b184be93310f1d9111dabae2c6aac533fc5ada6a","language":"en","locale":"cs_CZ","playerState":"not-observed","selection":{"entity":"building:trading_post:0"},"owner":{"entity":"building:trading_post:0","kind":"building","name":"Obchodní stanice","href":"/cs/deník-světa/budovy/obchodní-stanice","apiHref":"/api/page?path=%2Fcs%2Fden%C3%ADk-sv%C4%9Bta%2Fbudovy%2Fobchodn%C3%AD-stanice","answersHref":"/api/player-answers?entity=building%3Atrading_post%3A0&locale=cs_CZ"},"page":1,"pages":1,"pageSize":20,"total":5,"rows":[{"id":"mechanic:citizens:decoration_appeal","title":"Decoration proximity, direct stat bonuses and building appeal","statement":"Decorations affect intersecting building footprints through native world-unit radii. 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The two normalized hidden test definitions keep that classification.","DecorationsSController registers every building returned by GetBuildingsIntersectingCircleArea without a town filter. Newly created buildings scan existing decorations with the reciprocal rectangle-circle test.","RegisterDecoration stores appeal per decoration instance when the building's appeal channel exists, then registers direct CitizenStatBonuses under the same spawn GUID independently of the appeal channel.","Building appeal sums instance values and caps them with MathF.Min. The helper uses the configured step curve or the native five-entry fallback and the configured happiness-per-step value.","At the default curve and unit step, appeal 6, 16 and 32 contribute happiness 1, 2 and 3 respectively. Those are calculated contributions when the actual appeal reaches those values, not free rank bonuses.","The resulting appeal happiness is an additive Citizen_Happiness modifier. Direct statues add to efficiency/expertise; the existing happiness formula subsequently affects both stats through its separate multiplier contribution.","Removing or upgrading a decoration unregisters the old instance's appeal and direct modifiers, then recomputes affected citizen stats. Registration/load and building-creation paths use the actual native footprint and radius.","Building modifiers are copied into assigned citizens by the existing stat-composition pass. An unrelated nearby citizen does not receive this modifier merely by standing inside the decoration circle."],"unknowns":["Placed decoration instances, building footprint, native appeal cap, configuration/world modifiers and actual citizen-slot assignments are live inputs.","Prototype registration and a stored numeric effect do not by themselves establish an ordinary player unlock or a current active 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Job fit combines those retained levels with effective efficiency, expertise and the selected controller's rules.","status":"operative-rule","language":"en","fields":{"assignedJob":"slot.Model.JobBaseId","firstAssignmentLevel":1,"generationJobKeys":["job:baker","job:blacksmith","job:carpenter","job:digger","job:farmer","job:leatherworker","job:lumberjack","job:merchant","job:miner","job:philosopher","job:potter"],"jobFitInputs":["effective Citizen_Efficiency","effective Citizen_Expertise","matching job level and experience","construction upgrade rank cap","current recipe/controller","effective experience gain and food cost","workplace/town/aura modifiers"],"jobKeys":["job:baker","job:blacksmith","job:carpenter","job:carrier","job:catapult:operator","job:digger","job:farmer","job:leatherworker","job:lumberjack","job:merchant","job:miner","job:philosopher","job:potter","job:priest","job:sculptor","job:unemployed"],"jobLevelCaps":{"job:baker":[4,7,10],"job:blacksmith":[4,7,10],"job:carpenter":[3,6,8,10],"job:carrier":[4,7,10],"job:catapult:operator":[0],"job:digger":[3,6,8,10],"job:farmer":[4,7,10],"job:leatherworker":[4,7,10],"job:lumberjack":[3,6,8,10],"job:merchant":[4,7,10],"job:miner":[3,6,8,10],"job:philosopher":[4,10],"job:potter":[5,10],"job:priest":[10],"job:sculptor":[10],"job:unemployed":[0]},"unassignment":"clear HomeBuildingId, CitizenSlotId and CurrentJob; preserve JobExperience","workerMapping":"native building CitizenSlots -> JobId and AssociatedJobId -> actual citizen"},"conditions":["AssignCitizenToSlot sets the home/slot/current-job fields, creates a level-one entry only when that job is absent, links the citizen to the job instance, recalculates stats and invokes the building/job assignment callbacks.","The low-level assignment method logs an already-set home building as a warning rather than treating that warning as a universal rejection. Caller-level admission and transfer rules remain separate.","Unassignment clears the current job and instance/controller associations, but does not delete or reset the per-job experience dictionary.","All 16 native job records remain, including their exact rank-based caps, god association and generation flag. Unemployed and catapult-operator caps of zero are not rewritten to the level caps of production jobs.","Ordinary work uses the existing efficiency curve, matching-job level multiplier, expertise quality and ordered experience award. Scripted carpentry, farming, autonomous mills and other controllers retain their explicit variants.","Training gifts and native TryAddJobLevel use their own admission and final-cap path; they do not reroll citizen base stats or replace all job histories.","Base birth specialization and a displayed profession are different facts. Changing jobs alone does not turn a generic base into a legendary profession base."],"unknowns":["A useful comparison requires the candidate citizens' actual stored job histories, current effective stats, target workplace rank, recipe and inventory state.","The native mapping supports an informed job choice but does not supply a universal best-citizen 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stat composition, hunger and happiness","statement":"Citizen hunger and happiness contribute to named modifier fields; the final stat calculation adds multiplier contributions to one before multiplying the combined base and bonuses.","status":"operative-rule","language":"en","fields":{"aggregates":{"A":"sum(Additive)","AM":"1 + sum(AdditiveMultiplier)","BM":"sum(BaseMultiplier)","BonusM":"1 + sum(BonusMultiplier)","M":"1 + sum(Multiplier)"},"applicationOrder":["reset modifiers","building modifiers","refresh town auras when a town resolves","citizen auras","global citizen auras","hunger modifiers","happiness modifiers from the then-calculated happiness"],"happinessMultiplierContribution":{"atLeastOne":"Lerp(0.03f, 3f, h / 100f)","fromZeroBelowOne":0,"negative":"Lerp(-0.02f, -0.99f, -h / 100f)"},"hungerBrackets":[{"condition":"h >= 1","efficiencyMultiplier":-1,"happinessAdditive":-10,"loyaltyGainAdditive":-1},{"condition":"h > 0.75","efficiencyMultiplier":-0.75,"happinessAdditive":-8,"loyaltyGainAdditive":-0.75},{"condition":"h > 0.5","efficiencyMultiplier":-0.5,"happinessAdditive":-6,"loyaltyGainAdditive":-0.5},{"condition":"h > 0.25","efficiencyMultiplier":-0.25,"happinessAdditive":-4,"loyaltyGainAdditive":-0.15},{"condition":"h > 0.1","efficiencyMultiplier":-0.1,"happinessAdditive":-2,"loyaltyGainAdditive":-0.05},{"condition":"h > 0.05","efficiencyMultiplier":-0.05,"happinessAdditive":-1,"loyaltyGainAdditive":0}],"statFormula":"clamp((BaseValue + (A * AM + BaseValue * BM) * BonusM) * M, MinValue, MaxValue)"},"conditions":["Choose one hunger bracket in descending order; at or below 0.05 there is no hunger modifier. The loyalty field is an Additive contribution to Citizen_LoyaltyGain, not a subtraction from stored loyalty.","Both happiness branches affect Citizen_Efficiency and Citizen_Expertise. Their Lerp input is not independently clamped by CitizenHelper.","An efficiency Multiplier contribution of -0.5 reduces the aggregate M by 0.5; it does not multiply efficiency by negative one half.","Stat.Recalculate uses native binary32 operation order, then MathF.Max(MathF.Min(MaxValue, y), MinValue). Bounds and the initial base come from native StatDescription.","Adding building stats copies their modifiers, not an arbitrary replacement of the citizen's base value.","StatsBaseMethods.Get creates a missing stat using its native description default. It is not equivalent to an unknown value of zero."],"unknowns":["The citizen's base description, aura rows, building/town/global modifiers and current hunger are required for a numeric result.","Current aura state and effective stat totals are player-state inputs. Unknown values must remain 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construction materials and completion order","statement":"Construction-site completion counts physical entities' construction-material aggregates in the site's tile rectangle, consumes matching entities or bucket contents, removes the site and spawns its declared construction.","status":"operative-rule","language":"en","fields":{"adjacentBuildMatch":"same ConstructionId","adjacentBuildRadiusTiles":1.45,"bucketHandling":"empty consumed contents, retain and move bucket entity","materialPlane":"entity ConstructionMaterials aggregate in the site rectangle","playerRoadRadiusFlag":"more_roads_built","positiveRequirementsOnly":true},"conditions":["TryBuildConstructionSite requires an existing site/world and a construction with SpawnedId. A missing recorded town is replaced with the closest town, or the orphan site is removed when no town can be found.","Only positive declared resource requirements enter the remaining-resource dictionary. ServerOnly entities are skipped. Each matching entity subtracts its whole aggregate from remaining requirements; that entity is marked for removal or, if it contains a bucket resource, for emptying.","If resources remain and DisableConstructionMaterialRequirements is false, completion returns before resource removal. Ordinary inventory item stacks and loose world-item records do not become construction materials merely by sharing a resource name.","A contributing non-bucket world entity is removed whole with ConsumedResource. A contributing bucket is emptied; this path does not split off a remainder from a larger contributing aggregate.","For Building, Entity and Decoration constructions, retained entities, players and world items are moved out of the footprint. Main-area FreeTiles handling can also remove non-health immovable blockers. Other construction types do not use that move-out branch.","The site is removed before SpawnConstruction. A player build passes that player's entity identity as ownership context; a citizen build uses the fixed non-player owner sentinel and no player quest-event identity.","If BuildNearbyConstructions is enabled, same-ID neighboring sites within an inflated tile rectangle are attempted once with further chaining disabled. Dirt-road player builds add more_roads_built to the 1.45-tile inflation. Each neighboring attempt rechecks its materials but does not require its own accumulated progress threshold in this direct call."],"unknowns":["Actual entities, aggregate quantities, site/world/town state and configuration are required for a live result.","A passed material check is not proof of successful final spawning or a complete upgrade/refund rule. Use the accepted construction and predecessor contracts for costs and identities."],"questions":[{"id":"Q02","href":"/api/player-answers?question=Q02&locale=cs_CZ"},{"id":"Q09","href":"/api/player-answers?question=Q09&locale=cs_CZ"},{"id":"Q19","href":"/api/player-answers?question=Q19&locale=cs_CZ"}],"relatedRules":[{"id":"mechanic:citizens:decoration_appeal","href":"/api/player-answers?rule=mechanic%3Acitizens%3Adecoration_appeal&locale=cs_CZ"},{"id":"mechanic:construction:placement_flow","href":"/api/player-answers?rule=mechanic%3Aconstruction%3Aplacement_flow&locale=cs_CZ"},{"id":"mechanic:construction:progress_lifecycle","href":"/api/player-answers?rule=mechanic%3Aconstruction%3Aprogress_lifecycle&locale=cs_CZ"},{"id":"mechanic:materials:marble_zero_yield","href":"/api/player-answers?rule=mechanic%3Amaterials%3Amarble_zero_yield&locale=cs_CZ"},{"id":"mechanic:workplaces:carpenter_resources","href":"/api/player-answers?rule=mechanic%3Aworkplaces%3Acarpenter_resources&locale=cs_CZ"},{"id":"mechanic:workplaces:material_storage","href":"/api/player-answers?rule=mechanic%3Aworkplaces%3Amaterial_storage&locale=cs_CZ"}],"entities":[{"entity":"building:bakery:0","kind":"building","name":"Pekárna","href":"/cs/deník-světa/budovy/pekárna","apiHref":"/api/page?path=%2Fcs%2Fden%C3%ADk-sv%C4%9Bta%2Fbudovy%2Fpek%C3%A1rna","answersHref":"/api/player-answers?entity=building%3Abakery%3A0&locale=cs_CZ","role":"applies-to"},{"entity":"building:bakery:1","kind":"building","name":"Pekárna - 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The shared geometry predicate exists, but the reviewed server create/build/item handlers do not all call it.","status":"operative-rule","language":"en","fields":{"blueprintClientRejects":"ConstructionValidEnum.Invalid","carpenterEligibilityRequires":"ConstructionValidEnum.Valid","placementItemCost":"one item from the current player's character inventory","serverValidatorReferenceSearch":"construction-server-validator-references","townCoreClearanceTiles":64},"conditions":["PlacingConstruction.Place calls HasConditionsMet before its chosen placement callback. Building/decorative biome checks and selected proximity checks run there; a hard Invalid area rejects the placement, while Obstructed alone does not.","CreateConstructionSite checks the complete space predicate for Invalid, then sends a blueprint using the main area's width and height. Server creation resolves the peer's world, removes intersecting sites and records the supplied blueprint; that handler does not invoke ServerIsValidConstructionPosition.","The named server predicate has one native caller outside its own definition: the carpenter's IsConstructionSiteValid. That helper requires a resolved construction/world and the complete shared result to equal Valid.","The ordinary server build path independently checks site/world, resolvable spawn and physical construction materials, then consumes/moves entities and spawns the construction. It does not repeat the full shared geometry or the client's biome/proximity checks in this path.","TryPlaceConstruction resolves a usable placement item and its construction, checks a valid town only when RequiresTown demands one, expends one item and spawns. It does not run blueprint progress or the full shared geometry predicate.","The client town-core selector uses max(abs(dx)-townWidth/2, abs(dy)-townWidth/2), including width on both axes, against both existing towns and town-starting blueprints. SetConstruction registers a 64-tile minimum when CanStartTown is true."],"unknowns":["These findings describe the pinned handlers and their reference set. They do not authorize treating every network entry point as a fully validated placement or replacing the accepted settlement geometry model with one UI status.","Actual biome, footprints, source items, town membership and obstruction state remain player inputs. Blueprint placement is distinct from being ready to complete it."],"questions":[{"id":"Q19","href":"/api/player-answers?question=Q19&locale=cs_CZ"}],"relatedRules":[{"id":"mechanic:citizens:decoration_appeal","href":"/api/player-answers?rule=mechanic%3Acitizens%3Adecoration_appeal&locale=cs_CZ"},{"id":"mechanic:construction:client_area_status","href":"/api/player-answers?rule=mechanic%3Aconstruction%3Aclient_area_status&locale=cs_CZ"},{"id":"mechanic:construction:materials_and_completion","href":"/api/player-answers?rule=mechanic%3Aconstruction%3Amaterials_and_completion&locale=cs_CZ"},{"id":"mechanic:controls:catapult_variant_absence","href":"/api/player-answers?rule=mechanic%3Acontrols%3Acatapult_variant_absence&locale=cs_CZ"},{"id":"mechanic:controls:construction_variants","href":"/api/player-answers?rule=mechanic%3Acontrols%3Aconstruction_variants&locale=cs_CZ"},{"id":"mechanic:workplaces:carpenter_construction","href":"/api/player-answers?rule=mechanic%3Aworkplaces%3Acarpenter_construction&locale=cs_CZ"}],"entities":[{"entity":"building:bakery:0","kind":"building","name":"Pekárna","href":"/cs/deník-světa/budovy/pekárna","apiHref":"/api/page?path=%2Fcs%2Fden%C3%ADk-sv%C4%9Bta%2Fbudovy%2Fpek%C3%A1rna","answersHref":"/api/player-answers?entity=building%3Abakery%3A0&locale=cs_CZ","role":"applies-to"},{"entity":"building:bakery:1","kind":"building","name":"Pekárna - 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