Sobre Europa Universalis IV.
As experiências de verdadeira exploração, comércio, guerra e diplomacia serão trazidas à vida neste título épico, rico em riqueza estratégica e tática. Prepare-se para se juntar a uma comunidade mundial de mais de meio milhão de jogadores e experimentar o drama e a tensão que apenas o grande estágio da história pode fornecer. Após o sucesso da estratégia aclamada pela crítica / RPG Crusader Kings II, o Paradox Development Studio está pronto para levá-lo a mundos antigos e novos - cada um para sua tomada.
Europa Universalis IV Principais características:
Sobre o Paradox Development Studio.
Sobre o Paradox Development Studio.
O Paradox Development Studio é o desenvolvedor por trás de frases de estratégia de sucesso, como Crusader Kings, Europa Universalis, Hearts of Iron & amp; Victoria. O jogo de estratégia / RPG Crusader Kings II é aclamado pela crítica e um dos jogos mais votados de 2012, de acordo com Metacritic. O Paradox Development Studio está atualmente trabalhando no próximo jogo de construção do Empire Europa Universalis IV que lançará o 13 de agosto de 2013. O estúdio é um dos principais desenvolvedores de jogos de estratégia com foco em PC de renome internacional desde 1995. Hoje, o estúdio baseado em Estocolmo é o centro de uma vasta comunidade de fãs e moders ambos, com um alcance que abrange todo o mundo e uma forte presença nos Estados Unidos e na Europa.
Paradox Development Studios acredita no poder do jogo de estratégia sandbox - um tipo especial de experiência onde você define seus próprios objetivos e decide quais ferramentas você usará para alcançá-los. Os jogos da Sandbox oferecem uma liberdade inigualável para criar seu próprio destino e escrever suas próprias histórias. Quando você joga nossos jogos, nós queremos que você sinta que o destino do mundo realmente está de suas mãos - e apenas você decide o que significa esse destino.
Os jogos Paradox Development Studios podem ser apreciados solo ou multiplayer - até 32 pessoas podem competir, cooperar ou conspirar em nossos ricos jogos históricos. Paradox Development Studio também é um grande adepto do conteúdo criado pelo usuário; Todos os nossos jogos podem ser modificados para combinar com o desejo do seu coração. Continuar a reinventar e avançar cada um desses, bem como criar títulos totalmente novos, é apenas uma maneira de o estúdio manter sua comunidade de mais de 500.000 membros voltando para mais. Tão importante é a paixão do estúdio pela estratégia rica, compartilhada por seus fãs, e seu legado de fornecer jogos tão profundos e desafiadores que cada um oferece centenas de horas de jogabilidade.
Requisitos de sistema.
Requisitos do sistema para Windows:
Requisitos do sistema recomendados: Sistema operacional: Vista / Windows 7 / Windows 8 Processador: Intel® Pentium® IV 2.4 GHz ou AMD 3500+ Memória: 2 GB de RAM Espaço do disco rígido: 2 GB HD Graphics espaciais: NVIDIA® GeForce 8800 ou ATI Radeon® X1900, é necessária uma memória de vídeo de 1024 MB. Placa de som: placa de som compatível com X direto DirectX®: 9.0c Suporte do controlador: mouse, teclado e alto-falantes de 3 botões Requisitos especiais para vários jogadores: conexão à Internet ou LAN para multiplayer Multijogador: até 32 outros jogadores no modo multiplayer.
Requisitos mínimos do sistema: Sistema operacional: Vista / Windows 7 / Windows 8 Processador: Intel® Pentium® IV 2,4 GHz eller AMD 3500+ Memória: 2 GB de RAM Espaço do disco rígido: 2 GB HD Space Video: NVIDIA® GeForce 8800 ou ATI Radeon® X1900, é necessária uma memória de vídeo de 512 mb. Som: placa de som compatível com X direto DirectX®: 9.0c Suporte do controlador: mouse, teclado e alto-falantes de 3 botões Requisitos especiais para vários jogadores: conexão à Internet ou LAN para multiplayer Multijogador: até 32 outros jogadores no modo multiplayer.
© 2012 Paradox Interactive. "Europa Universalis IV" é uma marca registrada da Paradox Interactive. Todos os direitos reservados.
PEGI 12: linguagem ruim, jogabilidade on-line da violência | ESRB T: Referência de Drogas, Linguagem Suave, Tempos Sexuais Suave, Violência Suave.
As classificações de PEGI só são aplicáveis na Europa, enquanto a ESRB é apenas nos Estados Unidos.
Sistema comercial europa universalis 4
Este artigo pode conter informações desatualizadas que são imprecisas para a atual do jogo. Foi atualizado pela última vez para 1.13.
Este artigo aborda a rede comercial e a renda comercial. Para informações sobre produtos comerciais e sua produção e valor, veja.
Comércio e produção de bens comerciais são duas das três fontes principais para um país, sendo o terceiro. Cada província produz, que dá renda diretamente ao proprietário. O valor comercial dos bens entra então num sistema de, onde é dirigido e eventualmente coletado pelos comerciantes como receita comercial.
O sistema comercial no jogo pode ser resumido da seguinte forma:
Em todo o mundo estão conectados para formar uma rede global de comércio. Cada nó hospeda a atividade comercial de um grupo de províncias associadas geograficamente. O dinheiro nesta rede de comércio global pode fluir entre nós comerciais em rotas comerciais unidirecionais, bem como terminar em nós finais. Essas conexões entre nós comerciais são fixas e não podem ser alteradas durante o decorrer do jogo. representa a soma mensal de bens comerciais produzidos localmente e entrantes em um nó comercial. O valor comercial é gerado a partir da quantidade e preço produzido em cada província. Todas as províncias acumulam seu valor comercial no valor comercial total de seu nó comercial associado. A guia comercial fornece um valor de comércio agregado em um nó enquanto o modo de mapa de comércio exibe uma lista de dicas de ferramentas produzidas localmente separadamente dos bons valores de comércio recebido. é um número bruto que representa o controle de um país sobre o comércio em um nó. O poder comercial bruto de um país em relação ao poder comercial total de todos os países presentes no nó determina o que acontecerá com o valor comercial em cada nó. O poder é usado para reter o valor comercial dentro do nó (se a nação está coletando com um comerciante ou seu nó doméstico), ou transferi-lo para a frente na rede comercial (se a nação for dirigindo a partir daí com um comerciante ou Não é seu nó inicial e não possui comerciante). O poder comercial é gerado por províncias e comerciantes. Certos, eventos e modificadores também podem afetar o poder comercial de um país em um nó. pode ser enviado para um nó comercial para coletar uma porção do valor comercial do nó proporcional à participação da nação no poder comercial no nó ou orientar o valor comercial do nó em uma determinada direção. Nó comercial [] Veja também:
As províncias do mundo estão divididas em regiões que estão associadas a um nó comercial.
Cada nó comercial tem um conjunto predefinido de nós a montante e a jusante, cujo valor comercial pode fluir de e para, respectivamente. Todo o valor comercial que entra em um nó comercial a partir do upstream será coletado lá ou transferido a jusante para outro nó comercial. A coleta em um nó comercial converte a participação de um país no valor comercial diretamente em ducados.
O valor comercial vem de duas fontes, valor comercial local e valor comercial recebido. O valor comercial local é produzido pelas províncias subjacentes. Os valores recebidos são provenientes dos nós a montante.
As nações que têm poder comercial em um nó têm influência sobre o valor comercial do nó proporcional à sua participação no poder comercial total.
Essa influência é exercida de duas maneiras:
Coleta de valor comercial: a participação nacional do valor comercial é transformada em renda. Isso acontece automaticamente se o nó for o nó inicial, ou se um comerciante for despachado para fazê-lo. A coleta de comércio em um nó não doméstico reduzirá para metade o poder comercial da nação nesse nó. Valor de comércio de exportação de transporte: o compartilhamento nacional de valor comercial é enviado para um dos nós a jusante. Se uma nação não está coletando em um nó, sua parcela de valor comercial será enviada para um dos nó conectado diretamente. O nó de destino é escolhido automaticamente, mas é configurável se um comerciante for despachado para "transferência de energia comercial" (nome incorreto).
O nó doméstico é o nó comercial em que reside a principal cidade comercial de uma nação. Todas as nações coletarão automaticamente sua parcela de valor comercial de seus nós domésticos e enviará valor comercial para isso de outros nós, se possível. A principal porta comercial geralmente está localizada na capital de uma nação, mas pode ser movida para 200 com o DLC.
Todos os nós não domésticos são classificados como domésticos ou estrangeiros. Um nó é rotulado como doméstico se 20% do poder comercial provincial for detido pelo país. Para estes fins, um nó doméstico é considerado doméstico ... A distinção entra em jogo em dois casos:
certas idéias, tradições, etc. dão bônus ao poder comercial especificamente em nós de negociação, se uma nação o encontrar sofre uma penalidade de -1% para o poder comercial por ponto de sobreexpressão em nós estrangeiros, mas não em nós domésticos.
Se uma nação não está coletando em um nó, nem qualquer nó a jusante, mesmo através de múltiplos saltos, não é elegível para influenciar o valor comercial neste nó. A parte do valor comercial da nação é então redistribuída entre as nações que são elegíveis. Assim, o poder comercial da nação neste nó é efetivamente desperdiçado. A nação ainda pode se beneficiar. Enviar um tal nó para coletar ou transferir irá tornar a nação elegível para o valor comercial de forma normal.
Valor comercial [] Veja também:
O valor comercial representa ducados (dinheiro) na rede comercial.
Valor comercial local []
O valor comercial local de um nó é a soma do valor comercial de todas as províncias pertencentes ao nó. A nível provincial, o valor comercial é a quantidade de bens locais produzidos multiplicada pelo preço. No modo de mapa comercial, o mouse sobre um nó comercial abrirá uma caixa mostrando o valor comercial local.
Valor total do comércio []
O valor total do comércio em um nó comercial é a soma do valor comercial local (das províncias), do valor comercial recebido (dos nós de negociação a montante), menos o valor comercial de saída (para nós de comércio a jusante). O valor comercial total é distribuído entre países com poder comercial no nó. O valor comercial total dos nós comerciais pode ser encontrado na categoria Subdiretórios / Trade Nodes na lista de nós comerciais. O resumo do valor de comércio pode ser encontrado no painel de exibição de nó comercial como uma dica de ferramenta que mostra o valor de comércio retido que é o valor de comércio total menos o valor comercial de saída.
Múltiplo bônus mercante []
Além de orientar o valor do comércio de saída através de um link de saída específico, cada comerciante aplica um impulso ao valor comercial desse link --- ou seja, o valor comercial negociado aumenta em uma porcentagem conforme ele passa entre os dois nós, de modo que o O valor comercial entrante do nó a jusante é maior do que o valor comercial de saída correspondente do nó a montante. Isso afeta todo o comércio nesse link, não apenas o país do comerciante, então vários comerciantes podem impulsionar o comércio no mesmo link. O impulso total é:
Merchants Boost Cumulativo 0 0,0% 0,0% 1 + 5,0% + 5,0% 2 + 2,5% + 7,5% 3 + 1,6% + 9,1% 4 + 1,2% + 10,3% 5 + 1,0% + 11,3%
Ter mais de cinco comerciantes não aumentará ainda mais o impulso. O impulso é modificado pela direção do comércio do país: por exemplo, se o país do primeiro comerciante tiver + 20% de direção comercial, o aumento do comerciante será aumentado para + 6,0%. Atualmente, a ordem do comerciante não é triada, então o comerciante com a direção comercial mais alta não será necessariamente o primeiro.
O poder comercial determina a participação do controle sobre o valor comercial de uma nação em um nó.
participação nacional do valor comercial = (valor local + valor recebido) * tradepower / TotalTradepower.
Esse valor pode ser coletado (transformado em renda), ou ser transportado a jusante.
Fontes de energia comercial []
O poder comercial de um país em um nó comercial é determinado por:
Poder comercial provincial [] Centros históricos de comércio e outros modificadores provinciais do poder comercial em 1444.
Cada província contribui com uma quantidade de poder comercial para o país do seu controlador no nó do comércio local. O valor exato e os cálculos relevantes podem ser vistos em vista na categoria Comércio. O poder comercial básico é de 0,2 por desenvolvimento da província. ganham poder de comércio de bônus se forem designados como centros de comércio (+10), importante porto natural (+10), estuários dos rios (+10) ou pedágios de som (+20). Estes são indicados por ícones especiais visíveis no mapa comercial e ao selecionar a província em questão. O poder comercial da província está sujeito a vários modificadores globais (por exemplo, + 2% por ponto do mercantilismo de uma nação) e locais (por exemplo, as províncias costeiras recebem + 25% de bônus de poder comercial). O comércio também oferece bônus de poder comercial (até + 125%).
As repúblicas mercantes têm a opção de construir 1 postagem comercial (+10) por nó comercial em uma província de propriedade (exceto o nó inicial) para -50 pontos de adm. Modificadores de poder do comércio provincial [] Algumas idéias e políticas melhoram o poder comercial provincial. Traditions Ideas Bonuses Policies + 25% & # x2014; Idéia colonial 2: idéia continental Mazoviana do Comércio Continental 7: Emporium Central & # x2014; + 20% & # x2014; Idéia Gujarati 5: Hub do Comércio do Oceano Índico Idéia Hanseática 6: Contribuições Regularizadas Idéia Valaquica 2: Restrição de Comércio Exterior & # x2014; & # x2014; + 15% Idéia circassiana 2: Comerciantes de Genoa Cliente Estado idéia 5: Privilégios mercantis Kanem Bornuan idéia 7: Deveres no Sahara Trade Yarkandi idéia 7: Encorajar Tarim Trade & # x2014; + 10% Tradições Kutai Tradições Lan Na Tradições de Pegu Tradições de Rostov Tradições de Wurzburgian Idéia de Espionagem 3: Vetting Ideia de Amago 5: Dominar o Comércio Costeiro Idéia andina 2: Rede de Estradas de Montanha Ideia Bremish 5: Porto de Vegesack Idéia da Horda de Ouro 4: Proteger as Rotas Comerciais Kongo Idéia 5: O Triângulo Comércio Malvi idéia 7: Malwa Opium Orleanaise idéia 2: Porto de Orleans Sami idéia 4: Incentiva o crescimento do mercado de inverno Idéia Savoyard 6: Alpine Tolls Silesian idéia 6: Hanseatic Ties Spanish idéia 5: Treasure Fleet & # x2014 ; & # x2014; Transferências de comerciantes a jusante []
Qualquer nação que tenha pelo menos 10 pontos de poder de comércio provinciais no nó goza da propagação desse poder a montante. Um montante equivalente a 20% do poder comercial provincial da nação é adicionado ao poder comercial total dessa nação em cada nó imediato a montante, onde é denotado como transferências de comerciantes a jusante.
O mercantilismo proporciona um bônus ao poder de comércio provincial igual ao dobro da porcentagem de mercantilismo. O alto mercantilismo aumenta o desejo de liberdade em sujeitos coloniais até 25%.
O mercantilismo base inicial é de 10%, mas alguns países começam com 25%:
Certos eventos, decisões e missões dão aumentos ou diminuições permanentes ao mercantilismo, alguns desses são:
Empresa de comércio [] Artigo principal:
Províncias em obter + 100% de poder de comércio provincial. Existem 15 regiões em toda a Ásia e África que podem ter uma empresa comercial. . Os nós com empresas comerciais neles contam como nós de comércio doméstico e podem ser coletados por um comerciante sem incorrer em penalidades por excesso de extensão.
Navios ligeiros [] Proteja comércio []
Um país pode aumentar seu poder comercial em marítimo (não-interior) enviando seus navios leves na missão de Proteger o Comércio. aumentar o poder comercial no nó comercial em que eles estão protegendo o comércio por uma base variando de 2 por navio (Barque, tecnologia diplomática 2) até 5 por navio (Grande fragata, tecnologia diplomática 26).
Nome Descrição 2 Barque 2 8 10 10 O Barque foi um pequeno veleiro, originalmente usado para comércio. Adaptá-los à guerra proporcionou uma alternativa menor e mais rápida às carracas maiores. 9 Caravel 2.5 10 13 10 A caravela era um pequeno navio muito manobrável que podia navegar com uma alta precisão em longas viagens de descoberta. Embora os modelos variassem, uma caravela tinha uma vela, uma vela maior quadrada e uma mola de latey. Seu tamanho menor limitou o número de armas a bordo, mas também significava que este navio leve poderia explorar águas e estuários litorais rasos. Vasco Da Gama, Cabot, Colombo e Magalhães usaram caravelas durante suas viagens do final do século 15 e início do século XVI. 15 Early Frigate 3 12 15 10 Com o aumento do comércio no exterior, havia uma necessidade de um navio de escolta rápido para fornecer uma jornada segura. As fragatas adiantadas foram desenvolvidas para isso. Eles eram navios de guerra mais pequenos e mais magros com uma plataforma de armas e protegiam a pirataria em águas perigosas. 19 Fragata 3,5 16 20 10 Com o passar do tempo, a fragata evoluiu. Ele se tornou maior e fortemente armado, às vezes com duas plataformas de armas. A combinação de velocidade e força de fogo da fragata significava que poderia ultrapassar qualquer navio com mais armas e superar navios mais rápidos. A frota construída pela Commonwealth de Inglaterra na década de 1650 consistiu quase exclusivamente de fragatas. 23 Fragata pesada 4 20 25 10 Dois navios de pavimento que normalmente transportam cerca de 40 armas. 26 Grande fragata 5 24 30 10 Um tipo maior de fragata, transportando armas adicionais.
Note que cada navio leve também aumenta a potência comercial total no nó, de modo que o aumento relativo por navio leve é:
Assim, por exemplo, adicionar um único navio com uma potência comercial de 2 para um nó com uma potência comercial total de 20 seria um aumento relativo de 2 / (20 + 2) = 0.0909 & # x2026 ;, enquanto adiciona um segundo navio desse tipo para o nó seria um aumento relativo de 2 / (22 + 2) = 0,0833 & # x2026 ;.
Alguns bônus para enviar o poder comercial são:
para proteger as missões comerciais só podem ser enviadas para onde o país já possui e o que é encontrado. A limitação no intervalo de oferta se aplica mesmo quando o atrito naval é removido na tecnologia diplomática 22. Se as permissões, um país pode enviar um nó sem qualquer poder comercial inicial e depois acompanhar os navios leves que protegem o comércio (desde que estejam dentro intervalo de fornecimento). Uma boa maneira de providenciar uma faixa de oferta favorável é ganhar de uma nação próxima do nó comercial alvo.
Outras fontes de poder comercial [] Merchant Presente: A presença de um comerciante aumenta o poder comercial de uma nação em +2. Principal porta comercial na área: uma nação obtém +5 de potência comercial no nó doméstico. fornecem a sua soberania com 50% de seu poder comercial, enquanto outras nações podem ser persuadidas (através da diplomacia) ou forçadas (através da guerra) a transferir até 50% de seu poder comercial também (os acordos de transferência comercial não possuem mais um espaço de relacionamento diplomático ). Como nota, as uniões e vassalos pessoais não transferem o poder comercial para o seu suzerain. Como tal, os vassalos e as uniões pessoais podem direcionar o comércio para longe de uma rota preferida ou de um nó comercial doméstico. No entanto, o suzerain pode exigir 50% do poder comercial do seu vassalo, com o custo do desejo da liberdade. Modificadores de poder comercial [] Modificador de poder de comércio global [] Algumas idéias e políticas melhoram o poder de comércio global. Idéias de tradições Políticas de bônus + 20% Idéia de expansão 7: comerciantes competitivos Idéia de comércio 1: prática de comércio sagaz Ideia aragonesa 5: Empresas de comerciantes fretadas & # x2014; + 15% & # x2014; Danziger idéia 2: Vistula River Trade Hamburger idéia 1: Hanseatic City Romanian idéia 6: Phanariote Traders & # x2014; + 10% M & # xFC tradições nster Tradições de Theodoro Tradições venezianas Antemoro idéia 6: Fortalecer o controle sobre o comércio de escravos Idéia árabe 5: Comerciantes beduinos Arawak idéia 3: Orinoco Comércio Ideia bizantina 5: Classe mercante bizantina Cham idéia 3: Conexões indianas do sul Ideia Chimu 6: Economia Especializada Idéia Gutnish 4: Reconstruir o Comércio idéia Hanseática 1: O Fim dos Irmãos Victuais Holstein idéia 6: O Comércio de Dois Mares Hormuz idéia 5: Manter Trading Monopólio Sultanato indiano idéia 5: Igualdade sob a Lei Idéia Mesoamericana 2: Ideia Altepetl Milanese 6: Princes Comerciantes Mogadisqueira idéia 3: Comércio Africano Oriental de Ouro Najdi idéia 3: Navios do Deserto Ideia norueguesa 5: Aproveite a Oportunidade Ogasawara idéia 6: Melhorando o Nakasendo Pagarruyung idéia 2: Comércio de ouro Idéia portuguesa 3: Feitorias Idéia pskoviana 6: Artes e ofícios de Pskov Idéia ruteniana 4: Ideia oriental e ocidental de Songhai 1: Ouro A Sal Comércio Sulawesi idéia 6: Entrepot of Trade Idéia Vijayanagar 1: Promoção do Comércio Idéia da África Ocidental 3: Kola Nuts ambição bereber ambição de Jaunpuri ambição de Pomerânia ambição de Swahili expansão diplomática: embaixadas comerciais exploração-inovadora: negligência benigna + 5% & # x2014; Mamluk idéia 1: Red Sea Trade Ideia nacional 4: Contrato Lei Novgorod idéia 4: Controle do Hanontático Kontor & # x2014; & # x2014; Modificador do poder de comércio interno [] O nó doméstico e os nós onde uma nação possui o maior poder de comércio provincial são considerados domésticos. As províncias ultramarinas e as províncias da empresa comercial contam. O poder de comércio interno refere-se ao poder comercial desses nós. Os nós de comércio interno não sofrem de excesso de extensão. Algumas idéias e políticas melhoram o poder de comércio interno. Tradições Idéias Bônus Políticas + 25% Tradições Muiscanas tradições coreanas Ashikaga idéia 4: Tosen-Bugyo Beloozero idéia 4: Northern Trade idéia húngara 6: Fortalecer as cidades Iroquois idéia 3: Keepers of the Eastern Door Timurid idéia 6: Controle da Estrada da Seda Zambezi idéia 3: Controle do Comércio Zambezi & # x2014; & # x2014; + 20% & # x2014; Ando idéia 2: Ainu Trade Mutapan idéia 6: Controlando o Mutapan Riches Ouchi idéia 2: Coreano Trade Ragusan idéia 2: Centro de Comércio Trebizondian idéia 6: Terminus da Silk Road & # x2014; + 15% & # x2014; Medri Bahri idéia 6: Promover o Mar Vermelho Comércio Otomo idéia 4: Congratulando-se com o Nanban Trade Utsunomiya idéia 3: Barreira de Shirakawa & # x2014; & # x2014; + 10% Tradições afegãs Tradições de Danziger Tradições de Hausan Tradições de Kono tradições de K & apositate Andhra idéia 7: Encorajar Coromandel Trade Baluch idéia 5: Controlar o Overland Trade idéia ducal francesa 1: Men of Trade idéia alemã 2: Fr & # xFC; hlings & # x2212; und Herbstmesse Granada idéia 4: Estreito de Gibraltar Isshiki idéia 1: Shugo de Tango Hejazi idéia 2: Mar Vermelho Comércio Pacífico Noroeste idéia 4: Potlatch Feast Shan idéia 4: Controle do Gem Trade Idéia siberiana 2: Siberiano Fur Trade Shoni ambição ambição cingalesa Yarkandi ambição & # x2014; Modificador de poder de comércio exterior [] Os nós comerciais que não são domésticos são considerados estrangeiros e sofrerão penalidades de excesso de extensão. O poder comercial no exterior se refere ao poder comercial desses nós. O poder comercial no exterior recebe os seguintes bônus: Traditions Ideas Bonuses Policies + 30% & # x2014; & # x2014; & # x2014; Plutocratic-Trade: Trade Kontor Network + 15% & # x2014; & # x2014; & # x2014; Aristocrático-Comércio: Política de Conexões Comerciais Comércio Naval: Publicações Negociadas Fortificadas + 10% Tradições de Hormuz Tradições de Ragusan Idéia de Couronian 3: Ducado do Mercantilismo Idéia genovesa 3: Reconstruindo Comércio Genovês Idéia de Hosokawa 3: Sakai City Idéia Jônica 6: Entrep & # xF4; t do Mediterrâneo Oriental & # x2014; & # x2014; -1% igual a excesso de extensão, este modificador não está encapsulado (pelo menos 300%). Direção comercial []
A direção comercial é aplicada como um bônus multiplicativo para o poder comercial usado para a direção ao determinar a qual o comércio de nó de saída é conduzido.
A direção comercial é aumentada por certas idéias e políticas. Políticas de bônus de idéias de tradições + 33% & # x2014; Ideia omaniana 1: Preferência do comerciante local e # x2014; & # x2014; + 25% Idéia comercial 6: Manipulação comercial Idéia Navarra 5: Comércio transfroneno Idéia 3 de Pomerânia: Portos do Norte & # x2014; Defesa-Comércio: A Lei de Neutralidade Armada + 20% Tradições de Gujarati Tradições de Kutai Tradições de Ryukyuan Ideia aragonesa 3: Comércio mediterrâneo Idéia de Huron 3: Birchbark Canoes Ideia Mapuche 4: Mapuche Weaving Pattani idéia 2: Comércio do Mar do Sul Pskovian idéia 7: Pskov Before All Outros Shimazu idéia 6: Okinawa Comércio Danziger ambição ambição norueguesa ambição de Orissan ambição de Transilvânia Expansão de comércio: incentivo da Marinha Mercante + 15% Idéia árabe 1: Comércio do Oceano Índico Idéia canadense 6: Legado do Império Idéia de Luxemburgo 3: A idéia do Moselle Trade Ouchi 5: Diplomacia Mercantil & # x2014; & # x2014; + 10% Tradições bengalas Tradições bretão Tradições de Hansa Tradições irlandesas Tradições de Cracóvia Tradições do sultanato malaio Tradições de Medri Bahri Tradições de Orleanaise Idéia croata 2: Pérola do Adriático Granada Ideia 4: Estreito de Gibraltar Idéia de Javan 4: Comércio pan-asiático Ideia da Silésia 4: Raubritter Sulawesi idéia 1: Intra-Asian Trade Network & # x2014; + 5% & # x2014; Idéia nacional 6: Status Mercantil & # x2014; & # x2014;
Cada ponto da tradição naval também aumenta a eficiência da direção comercial em 1%.
Poder de caravana [] Nota: Os valores são exibidos sob os modificadores de país da interface do governo, mesmo sem DLC de Riqueza das Nações, mas sem efeito nos nós comerciais.
Uma nação dirigindo, voltando ou coletando (somente na principal porta comercial) um nó do comércio interior recebe o poder comercial de bônus. O poder da caravana é um desenvolvimento total / 3 e max. Às 50.
Ganhe + 33% de bônus no poder da Caravana.
O poder da caravana é aumentado por certas ideias e políticas. Pode exceder 50 com esses bônus. Políticas de bônus de idéias de tradições + 33% & # x2014; & # x2014; & # x2014; Influência Naval: A Lei de Cooperação + 25% & # x2014; Ideia plutocrática 6: cidades livres Trade idea 7: Fast Negotiations & # x2014; & # x2014; + 20% Tradições do ar Tradições de Baden Tradições de Lorena Tradições de Maravi Tradições de Sadiyan Ideia berbere 3: Trans & # x2212; Comércio saariano Idéia de Dali 2: A rota do chá-cavalo Ideia de Hausan 4: Sarakunan Kasuwa Khivan idéia 3: Oásis de Merv Nizhny Novgorod idéia 1: Na Confluência de Gigantes Odoyev idéia 7: Fortalecer o comércio do rio Oka Idéia persa 4: Melhorar a Estrada da Seda Idéia de Songhai 7: Trans-Sahara Trade Tumbuka idéia 5: Comércio inter-africano Yarkandi idéia 1: Northern Silk Road & # x2014; & # x2014; + 15% Kangra ideia 5: Fortalecer o Comércio da Montanha & # x2014; & # x2014; + 10% & # x2014; Idéia Nubiana 4: Incentive o Comércio de Longa Distância e # x2014; & # x2014; Embargo[]
Embargo é uma opção na tela de diplomacia que permite que um país aproveite seu poder comercial contra outra nação, diminuindo o poder comercial da nação em nós de comércio compartilhado. A tela de comércio mostra ícones para cada nação embargada e aqueles que emboscam sua nação. Colocar o ícone do mouse sobre cada nação quebra as penalidades em cada nó comercial compartilhado.
Embargar um país tem os seguintes efeitos:
O país defensor sofre uma penalidade para o poder comercial em todos os nós comerciais que ambos os países têm poder dentro. A magnitude básica da penalidade é metade do poder de comércio do atacante compartilhado no nó comercial antes do embargo. Essa penalidade é multiplicativa com outros modificadores. A opinião do país defensor do país atacante é modificada em -15. O defensor também ganha uma disputa comercial casus belli contra o atacante, a menos que o embargo seja mútuo. A eficiência comercial do país atacante sofre uma penalidade de -5%, a menos que o defensor seja um rival. Os embargos não contam contra o limite da Relação Diplomática. O país atacante ganha até +10 projeções de poder se o alvo for um rival, o valor dependendo de quão severamente o embargo afetar o comércio do alvo.
A eficiência de Embargo pode ser aumentada pelo seguinte:
Políticas de bônus de idéias de tradições + 33% & # x2014; & # x2014; & # x2014; + 25% & # x2014; Ideia de espionagem 6: Privateers & # x2014; Offensive-Trade: The Anti-Smuggling Act + 10% & # x2014; Betsimisaraka idéia 2: Pirate Ports Idéia cipriota 7: Raid Comércio turco Idéia malgaxe 3: Pirate Ports Mountain Montenegro idéia 4: Balkan Gusars Naxian idéia 3: Archipelago de Oportunidades Pomeranian idéia 1: Legacy of Pirates & # x2014; & # x2014; Comerciantes []
Os comerciantes são usados para alterar o comportamento padrão da rota comercial ao colecionar ou negociar de direção. Os comerciantes devem estar estacionados em um nó comercial para fazer seu trabalho e só podem percorrer uma distância definida por um país, que aumenta com, e.
Observe que empregar comerciantes não é obrigatório para que o sistema comercial funcione. Toda nação irá coletar automaticamente do seu nó doméstico, e enviar o comércio para ele, se possível. Os comerciantes são normalmente:
coletando nodos que não sejam o nó doméstico, a direção do comércio, ou seja, controlando a forma como o valor comercial de saída é transferido a jusante, como pré-requisito para o envio para proteger o comércio de nós onde a nação não possui poder comercial inicial. Ganhando comerciantes []
Todo país tem uma base de 2 comerciantes. Os meios permanentes para adquirir mais incluem:
Tradições Idéias Bônus Políticas +1 Tradições americanas Tradições búlgaras Tradições catalãs Tradições de Hormuz Tradições de Pegu Tradições de Pskovian Idéia de expansão 2: Comerciantes adicionais Ideia plutocrática 4: Comerciantes livres Idéia de comércio 2: idéia de Comércio Livre 5: Comerciantes no exterior Ideia de Ando 4: Expansão do Comércio Ideia Arakanese 3: Bay of Bengal Trade Idéia canadense 2: The Hudson Bay Company Idéia Candarid 1: Conexões Genovês Dithmarscher idéia 3: Missões Comerciais Ideia holandesa 2: Dutch Trading Spirit Ideia estoniana 5: Báltico Trade Gujarati idéia 7: Gujarati Diaspora Desce na África Gutnish idéia 5: Gutnish Merchant Adventurers Ideia hanseática 2: Forças fortes Obrigação Holstein idéia 4: Kieler Umschlag Huron idéia 1: Great Lakes Trade Javan idéia 4: Pan-Asia Comércio Kievan idéia 6: Suporte Traders locais Malanan sultanato idéia 1: Oceano Índico Comércio maliano idéia 6: Procure Novos Mercados para o Sal Mogadishan idéia 1: Comércio do Oceano Índico Idéia Molucca 3: Agentes do Comércio Novgorod idéia 4: Controle do Hanseático Kontor Ideia de Omã 7: Expansão dos contatos comerciais Ideia de Ouchi 4: Os comerciantes da cidade de Hakata Pattani idéia 5: Entrep & # xF4; t Idéia de Pomerânia 2: Comerciantes de Pomerânia Idéia de português 4: Encorajar a idéia Bandeirantes Sami 3: Regular o comércio com os sulistas Shoni Idéia 4: Cidade de Nagasaki Idéia cingalesa 3: Pérola do Oceano Índico Idéia do sul da Índia 7: comerciantes comerciantes Idéia de Sumatra 5: comerciantes do oceano Índico Tumbuka idéia 7: Bem-vindo Swahili Merchants Full Trade Focus ambição Ashanti ambição do centro da Índia ambição galega ambição interlactual Ionian ambição Odoyev ambição Aristocratic-Trade: Trade Connections Policy Defensive-Trade: A Lei de Neutralidade Armada As Nações recebem um comerciante para cada um deles que controlam com a maioria do poder comercial provincial em uma região. Os países recebem 1 comerciante para cada nação colonial com pelo menos 10 províncias. Escala de comércio []
Os comerciantes só podem chegar a nós a esta distância de uma província de cored (ou uma província de uma nação sujeita ou uma nação que concede direitos de Bases Navais). A distância é medida para a província central do nó, visível no modo de mapa comercial. A faixa de comércio de base é aumentada pela tecnologia diplomática (100 no tech 1 e 400 no tech 32) e algumas decisões e idéias.
Trade Range é aumentado por certas idéias e políticas. Políticas de bônus de idéias de tradições + 33% & # x2014; Ryukyuan idéia 4: Commercialism marítimo & # x2014; & # x2014; + 30% & # x2014; & # x2014; & # x2014; + 25% Trade idea 3: Merchant Adventures & # x2014; & # x2014; + 20% & # x2014; Ideia de Ayutthayan 5: Promoção de links comerciais Gujarati idéia 2: Jain Conexões Kono idéia 6: Comércio com a Ásia Continental Idéia mesoamericana 7: Obsidiana e Jade Mogadishan idéia 1: Comércio do Oceano Índico Pacific Northwest idéia 2: Dugout Canoes South Indian idéia 1: Comerciantes de Southern India & # x2014; Naval-Exploration: Cartographers Qualificados + 15% Tradições das tradições Hansa Sumatran & # x2014; & # x2014; & # x2014; + 10% & # x2014; Idéia holandesa 2: Dutch Trading Spirit Mamluk idéia 1: Red Sea Trade & # x2014; & # x2014; Ações do comerciante []
Os comerciantes podem ser enviados para um nó comercial para realizar uma das duas missões (conforme indicado na interface do jogo):
Coletar do comerciante de conjuntos comerciais para converter o valor comercial em renda comercial. O comerciante enviado para coletar do nó comercial concede um bônus de + 10% para a receita comercial. Note-se que as nações irão coletar automaticamente dos seus nós domésticos, mesmo que não tenham um presente comercial. A coleta de renda comercial a partir de um nó não doméstico leva à metade o poder comercial do país nesse nó. (A dica de ferramenta mostra uma penalidade de adição para exibir uma penalidade de 50% aplicada de forma multiplicativa após todos os bônus. Por exemplo, se uma nação tiver um modificador de poder comercial de + 40% antes da penalidade de coleta, a penalidade listada será -50% * 140% is, -70% .) Transfer trade power (This is a misnomer) Allows the user to steer trade value. This allows the nation to choose the downstream link to transport value to. The destination link can be selected in Trade mapmode. Note that in the case of no merchant presence, the nation will still transport value to some link, but this default link is not configurable. Every steering merchant grants a nation +10% bonus to trade power in home node (capped at +100% for 10 merchants) but that applies only if no merchant is collecting in a non-home node. Trade income[]
The trade income a nation collects in a trade node is calculated as follows:
Trade efficiency is added as a bonus modifier to . Base trade efficiency is defined by diplomatic technology but it can also be increased by certain ideas and policies (capped at +200% ).
Privateering[] Main article:
Any fleet that contains light ships can be sent on a privateering mission to any trade node within trade range. The fleet will hoist the Jolly Roger and add the trade power of its light ships (plus a bonus) to a dummy "pirate" nation in the node, thus reducing the trade power share of everyone in the node - including their controller, though a portion of the trade value lost this way is returned to the controller, listed in accounts as "spoils of war". Unlike protecting trade, privateers can be sent to nodes a nation has no power in, making it a way of weakening the nation's enemies or gaining revenue from nodes it can't touch otherwise. Privateering a rival's trade generates .
Hunt pirates[] Main article:
This mission is available to fleets which contain at least one ship that isn't a transport. Fleets containing heavy ships or light ships may hunt pirates in any non-inland ; however, fleets containing only galleys (as well as fleets which are a mixture of galleys and transports) can only hunt pirates in nodes where all nearby sea provinces are .
Pirate-hunting fleets reduce the trade power taken by the dummy "pirates" nation in the chosen trade node by reducing their . They do not actually damage or take damage from any ships.
See also[] References[] See in /Europa Universalis IV/common/static_modifiers/00_static_modifiers. txt ().
This article may contain outdated information that is inaccurate for the current of the game. It was last updated for 1.18.
This is a guide to help improve understanding of trading in .
Producing trade value[]
The best place for a country to produce Trade Value is at the upstream end of a chain of Trade Nodes they control. The Trade Value can then be boosted as it moves down the chain.
Controlling trade nodes[] Trade power share[]
Control of a trade node is dictated by a country's Trade Power share in that node. Thus, to control a desired node, a country should increase its Trade Power share in that node. Merchants only provide a token amount of Trade Power, and sending power upstream is extremely inefficient due to the -80% penalty (stacks multiplicatively, not additively, with other modifiers) for doing so. Thus, Trade Power largely comes from provinces and Light Ships. Effective ways on increasing one's share of Trade Power in a node therefore include:
Sending Light Ships to that node and sinking the Light Ships of other countries. Constructing trade buildings in important centers of trade in that node. Since several buildings give a percentage increase to trade power, provinces with base increases from estuaries or centers of trade will benefit more . Conquering provinces in that node. If the node still has un-colonized provinces, colonization is an alternative. Embargoing other countries at that node.
Countries with low Trade Power share in a node benefit more from increasing their own Trade Power there than reducing the Trade Power of other countries. Likewise, countries with high Trade Power share in a node benefit more from reducing the Trade Power share of other countries than increasing their own Trade Power, although it is important to note that highly monopolized trade nodes increases the efficiency, adding the need to hunt pirates to avoid losing power and money; Conquering provinces is an attractive option to increase the trade power as it allows a country to do both (increasing their own Trade Power and reducing the Trade Power of other countries) at the same time.
Desirable trade nodes[]
Desirable trade nodes to control include:
Nodes with high Trade Value, whether from local production or from upstream nodes. Nodes with less competition from other countries, so that fewer resources need be expended to control the node. Nodes connected closely with other controlled nodes, to take maximum advantage of boost. End nodes, from which no money can be steered. Nodes downstream from the trade capital. The trade capital's node, where Trade Power is more effective.
Trade nodes that are critical to the global network include:
Gulf of Aden is a bottleneck for nearly all seabound trade from India and China to Europe. It determines whether trade flows to Alexandria and the Mediterranean, to Hormuz and the Middle East, or around Africa to the Americas and western Europe. (Indus is also important, since there's a link to Hormuz, but less so for European powers since value from there finds its way to the Mediterranean by a much shorter route.) Ivory Coast controls whether Asian and African trade flows to the Americas, to Tunisia, or to the various European nodes (Seville, Bordeaux, or the English Channel). Trade from the Americas collects primarily on the East coast; the best node to focus on is the Caribbean. From there, trade can end up in Sevilla (from the Caribbean directly), Bordeaux (from the Caribbean and Gulf of St. Lawrence), the English Channel (from Chesapeake Bay), or the North Sea/Denmark (from the Gulf of St. Lawrence). Though there are no end nodes in East Asia, almost all of the trade can be funneled into either Beijing in the north or Malacca in the south, and then routed from there to one's main trade port. Alternatively, Asian and Indian countries with strong navies and trade steering may be able to push trade across the Indian Ocean to Zanzibar and collect trade there, eventually steering trade south from the Gulf of Aden as well. Central Asian countries can use inland trading bonuses to earn a sizeable income from the paths of the Silk Road, pushing trade from Central China and the Asian Steppes through Samarkand to Persia. Embargoing[] It is rarely worth embargoing a country that is not a rival: Given that the attacker is willing to embargo the defender, they probably don't care about the diplomatic penalty for declaring rivals either. The Trade Efficiency penalty for embargoing without declaring a rival is only worth it if the defender is a serious enough competitor to the attacker. But any such competitor is probably worth declaring as a rival anyhow, assuming they are a valid rival. Embargoing a rival grants , while embargoing other countries does not. Embargoes are most effective when: The attacker already has a large but not overwhelming Trade Power share in the trade node(s)---about 50 to 80% before the embargo is best. The defender has most or all of the remaining Trade Power share. As embargoes give a penalty to Trade Efficiency and the number or rivals is limited, only a few countries can be efficiently embargoed at a time. The maximum absolute increase in Trade Power share at the base Embargo Efficiency is achieved when the attacker has a 65.4% share before the embargo. In this case, embargoing all of the other countries at that trade node increases the Trade Power share by 8.3% to 73.7%. Countries with the largest Trade Power share that are performing a competing action should be targeted first—this removes the largest portion of competing Trade Power. If collecting, all other countries are competing. If pulling trade or steering, all countries that are collecting or steering in an undesired direction are competing. It is important to note, however, that embargoes are global. Be sure to check all of the relevant trade nodes before choosing whether or not to embargo a country, as countries which have shared interests in one node may have competing interests in another. Distributing merchants[]
Merchants are best sent where their country controls the most Trade Power, since the amount of income (when collecting) or steered trade (when steering) is proportional to the Trade Power controlled.
Collecting trade in capital[]
The capital trade node (or main trade port, with ) collects trade automatically, regardless whether a merchant is active there or not. Sending a merchant to collect in the capital merely adds an additional +10% Trade Income to that specific capital trade node, which is a bonus not granted to other nodes when collecting. Collecting in the capital is generally only worth it for countries that have Trade Power concentrated in fewer trade nodes than they have Merchants.
Stationing a Merchant in the capital increases the income there by 10%, whereas collecting with a Merchant in another node halves the Trade Power. Thus, in most cases a country would have to control more than five times as much Trade Value in the capital as another node to justify stationing a Merchant in the capital. For instance: If a country has 10 ducats worth of Trade Value in their main trade node and 2 ducats in another node, stationing a Merchant in their home node would increase their income by 10% to 11ducats, while stationing that same merchant in the other node would add 1 ducat to the 10 they're getting from their main trade port, giving them a total of 11 as well.
Where to steer trade[]
Merchants set to steer trade have two effects; these will determine whether it is worth using a merchant to steer trade at a particular node.
Steering Merchants determine which direction trade leaves a node. If a node only has one outgoing link, or trade is already being steered in a favorable direction, then a Merchant is not necessary, though increasing Trade Power can increase the proportion of Trade Value pulled forward. Light Ships can only be sent to nodes where the country already has Trade Power; however, a country with no Trade Power in a node can send a Merchant there, then follow up with Light Ships. Using Merchants to boost is generally better done: Near the end of a controlled chain of nodes, since this is where the amount of Trade Value to be boosted is often greatest. Where there are not already other Merchants boosting trade, since each Merchant increases boost by less than the last. Collecting versus steering[]
Ultimately, Trade Value has to be collected to be of any use. In most cases, it is better for a country to collect and gain 100% of their controlled Trade Value in a node than to send it downstream to somewhere that other countries will take a cut out of. However, if a country dominates the downstream node as well, the boost for steering trade can result in a net benefit. Therefore, some rules of thumb for collecting versus steering at a trade node are:
If a country has no Merchants or capital downstream of the node, they should collect on that node---transferring Trade Power upstream is extremely inefficient. If a country dominates trade downstream of the node all the way to a collector, then the boost may outweigh the cut taken by other countries along the way, and steering trade may be a good idea. As of Patch 1.2, the boost is relatively small, so near-complete dominance is required to make steering the better choice. If a country has enough Merchants and controls multiple trade nodes, it is advisable not to steer directly to the trade capital, but to make the money pass trough as many other nodes as possible, since it multiplies the amount of money by passing through a node. Moving the Trade Capital[]
It is advisable that a country moves its trade capital to an end-node (from which no money can be steered) over the course of the game. The end nodes available in the game are:
To be able to move its trade capital, a country must spend 200 diplomatic power. It is recommended that the player expands towards one of these wealthier nodes through the course of the game, and to make sure they have at least one center of trade in said node and enough light ships to be able to protect trade effectively against other powers in the area.
The marginal trade power share with respect to trade power in a node is.
For example, if a country controls 25% of a trade node that has 150 total trade power, the marginal increase in trade power share per trade power is (1 - 0.25) / 150 = 0.5%. Keep in mind that own trade power refers to the net trade power, not base trade power, and is affected by e. g. Trade Efficiency and the halving for collecting outside the capital.
If collecting, the marginal revenue collected (i. e. actual ducats) is.
"Trade value" is the sum of incoming and local trade value.
For example, if a country is collecting in its capital's trade node, the change in actual ducats generated per unit of trade power would be calculated as follows:
total trade power = Ptotal = 150 net trade power after modifiers = POwn_net = 37.5 net trade power share = POwn_share = POwn_net /Ptotal = .25 incoming trade value = Vincoming = 5 local trade value = Vlocal = 5 trade value = Vtotal = Vlocal+Vincoming = 5+5 = 10 trade revenue modifiers = rmodifiers = 0 trade revenue = R d(R)/d(POwn_net) = (100% + rmodifiers) * Vtotal * (1 - POwn_share) / Ptotal d(R)/d(POwn_net) = (100% + 0) * 10 * (1 - .25) / 150 d(R)/d(POwn_net) = .05.
This country would gain .05 ducats more each month if it added 1 trade power. If it added 100 trade power, the marginal change for another 1 trade power would be .018 ducats.
d(R)/d(POwn_net) = (100% + rmodifiers) * Vtotal * (1 - POwn_share) / Ptotal d(R)/d(POwn_net) = (100% + 0) * 10 * (1 - (37.5+100)/250) / (150+100) d(R)/d(POwn_net) = (100% + 0) * 10 * (1 - .55) / 250 d(R)/d(POwn_net) = .018 Forwarding[]
(Discrepancy between this section and previous correct information in the wiki: If a nation is not collecting in a node, nor any node downstream, even through multiple hops, then it is not eligible to influence trade value in this node. The nation's share of trade value is then redistributed among nations that are eligible. Thus trade power of the nation in this node is effectively wasted.)
Note that there is a difference between forwarding and steering power. Forwarding power is the total power of all nations not collecting in a node and determines how much total trade value is forwarded as opposed to retained. Only nations with a Merchant at a node have steering power.
The marginal steered value (in a particular direction) is determined as a share of the forwarded value and power. Merchant boost is also applied here.
Each nation that is not collecting at the node has only forwarding power. In this case, the effect on total steered value in any direction from base power is:
Each nation with a (non-collecting) merchant at the node has both forwarding and steering power. The effect on total steered value in the desired direction from base power is then:
Trade goods[] All of the value gained from improving trade good production will come from higher provincial value income and the larger value in trade nodes. Building a manufactory is the primary method to increase the amount of trade goods produced in a province. Manufactories should be prioritized in provinces with more valuable , then in provinces with high production. Increasing the amount of trade goods produced will also increase the total trade value of the province's trade node. It may be worth prioritizing building manufactories from provinces in trade nodes that the player is setup to harvest via trade. The "trading in" bonus from controlling a 20% trade share in a certain good ranges from entirely useless (dyes' +33% heir chance if playing as the Ottomans, a republic, or a theocracy) to potentially game-changing (ivory's +2 to diplomatic reputation). It may be worth using these as a reference for where to expand, and in some cases, they may even make low-income goods more desirable than high-income ones. Plan accordingly. Note that one doesn't actually need to control the production of a good to obtain the "trading in" bonus; what's more important is having high trade power in nodes where the good is produced. European trade goods[]
The best European trade goods are cloth, copper (early - to mid-game) and iron (mid - to late-game). Due to price events cloth gets +35% price and iron gets +50% by endgame. Copper also has +50% price between military tech 7 and 18, and remains at +15% afterwards. It is wise to prioritize building production buildings and manufactories on provinces producing iron, copper and cloth, and to avoid building them in provinces that produce wool, fish and grain. By late-game the price of wool and fish will decline by up to -30% and -20% , respectively. Salt is also relatively valuable to begin with, and increases by +10% about midway through the game. In a long run, mostly if planning to colonize North America, fur is going to get massive bonuses.
Colonial and Asian trade goods[]
Silk, ivory, cocoa, dyes, sugar, cotton, coffee, and tobacco are the best trade goods as they have price-increasing events that boost their prices further at different points throughout the game. Dyes start with relatively high price and gets +25% price increase mid-game, but will likely drop back to its normal value around 1700 when the "" event fires. Spices and chinaware both get +50% price increases mid-game, but decrease by -40% and -50% respectively later on.
A trader can amass money or send it further, in hope of making a larger profit.
To control trade, you use merchants. There is a base number of two per each country. This number can be increased through ideas (especially Trade that provides three extra merchants) and decisions. Furthermore, merchant republics have one more base merchant. You dispatch merchants to trade nodes (only within your trade range modified by diplomatic technology and ideas), where they attempt to seize as much control over the local trade route as possible.
You can order a merchant to do either of two things:
Collect money Steer the trade, conforming with the route, over to the next center.
The larger your control over a given trade node, the larger percentage of the money, coming from the total, you receive. What you want to do, then, is establish a transfer route from the starting point A, through B, to C, where you have great control and where you are going to collect the money (much more than if you collected it in points A and B, where your share in the market is low). How much money you are going to collect for yourself, depends on the current trade power.
Trade Power is a key factor of how much you actually are going to get. Note that it is not a value that has bearing on the amount of money in a node (that is what trade value is for). Trade power determines how much of the entire pie you are going to get. This value varies for each trade center (although some modifiers, e. g. for high stability, are global for all nodes). Trade power depends on the following factors:
Provinces, the more provinces you have in a given region, the higher the trade power, for the local node, you are going to generate. That is why it is immensely important to hold a stronghold in the distant regions e. g. in very rich India. Additionally, coastal provinces in the middle of the trade are going to generate higher TP than the remaining ones. Erecting new buildings also increases TP. Mercantilismo. The current percentage multiplied by two is an additional TP generated by each province. Mercantilism can be modified by means of events. Half of the Trade Efficiency is an additional percentage of the Trade Power. Efficiency cannot exceed 200% (i. e. 100% of TP) Modifiers of the idea, system advisors, stability. Merchants, Each merchant increases TP by 2 in the region that he has been dispatched to. Trade steering. A merchant that sends money on, increases Trade Power in the next center. The effects cumulate, up to five merchants . And so, the first one increases trade power by 20%, the second one by 30%, the third one by 36.6%, fourth by 41.6% and fifth by 45.6. Note that merchants do not need to (and technically speaking cannot) be from the same country. This is the basis for establishing a good trade node. Send money from the weaker nodes, to the ones where you have a bigger share to increase income generated there. Determine how to best establish a transfer to maximize profits. A good solution will be to establish e. g. two three-layer node. But, sometimes, one long node, or three shorter ones, may turn out to be a better solution. Remember about transferring your money to the appropriate node! It is an element that is easy to overlook. Note that, in the above screenshot, directly next to the trade center in Gold Coast, right on the routes, there are small windows. Clicking any of these selects the direction in which you want to transfer money. And so, in the screenshot, money is being transferred to the North-East towards Mauretania, and on to Seville. It is easy to make an oversight here, which will result in money being sent into completely different trade point where you do not have any merchants, and in wasting all money! So, make sure that your node sends your money in the correct way. Ships. Each light ship that patrols the sea trade route increases the generated trade power. The base value is 3 per each ship but, this amount increases with each better ship model. It is an immensely effective way to increase income from trade so, build big fleet and try to determine, manually, the ratio of the number of ships to the navy financing in the budget that generates the highest income. The better you finance the navy, the better this influences the income from trade. So, it may turn out that it is more economical to spend more money on the navy, than make apparent savings by curbing the financing.
You should collect money where it is most effective after the establishment of the entire node, i. e. it is the ideal situation when it is a trade node with high trade value from production and from steering, and also very high trade power coming from market control (the more negligible the competition the easier it is to control, you will receive a lion's share in the market, somewhat by default, in the nod that your Capital belongs to.
Eventually, the game puts a merchant in the trade center of the capital to collect money there. Money in the capital is always collected automatically and the merchant presence modifies it only by 10%. Therefore, the most effective solution is to remove the merchant from there and put him in another node that you have strong control over. You need to take into consideration the fact that this will pretty much decrease the local trade power there but, if it still stays on a high level, this will be anyways more effective than the additional 10% from the capital. In general terms, a good solution for trade are two transfer routes, one that ends in the center that the capital belongs to and the other ending in another center, which you exercise vast control over.
To maximize your share in a trade center, you can consider imposing embargo on another country. Embargo will decrease this country's trade power in nodes, in which both of you have trade power. This will increase the income of the remaining countries from these nodes. The imposed penalty is a half of the owned TP in any other trade center. Isto é, the more power you have over a given center, the more effective the embargo is. Embargo effectiveness can be additionally increased by 33% by the Privateers idea from the Espionage group. Furthermore, England has a national idea that increases the effectiveness of embargo by 100%.
Embargo wil come with the decrease in the opinion of the other country by 15. Furthermore, each imposed embargo decreases trade effectiveness by 5%. This penalty can be avoided if you name another country your opponent.
Controlling the market comes with very nice bonuses.
For controlling the market of certain goods, you can receive special bonuses. If you are the leader of the world production, you will receive a 10% rise to the production of these goods. If you, on the other hand, control at least 20% of the world trade of these goods, you will receive a special bonus, which depends on the type of the goods. These bonuses are really big and worth obtaining. For example, controlling grain market, will increase the limit of the army by 25%, and controlling wine market wil decrease stability cost by 25%. Gold is the exception here because it provides no bonus. You can find detailed information about that in the log (Hotkey - L).
In this video I go over everything you need to know about the trading system in Europa Universalis 4, from the inception of trade value in provinces, to advanced strategies used to maximize trading income.
Trade in Europa Universalis IV.
Other Trade-Based Gameplay Mechanics.
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Trade zones, trade nodes, trade value, and other confusing concepts distilled down into a bumbling, incoherent guide. Check out the EU4 wiki for more.
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Trade steering is used for two primary purposes. To move trade from areas where you have low power to areas where you are dominant, and to move trade from a node to the node where your capital is to avoid taking a trade power penalty. Trade being pushed downstream occurs wihtout a merchant in nodes other than your capital, but you cannot change which direction trade flows downstream unless you have a merchant there.
Here is an example of a game where trade steering is useful:
In this game I have roughly 50 percent power in both the Tunis and the Sevilla nodes, but my capital is in Sevilla. Because of this, the best course is to move trade downstream from Tunis, which sends 2.5 gold out of 5 to the Sevilla trade node. In Sevilla, I can capture 50 percent of that trade and get a total of 1.25 gold from the tunis node, times my actual income modifiers. On the other hand, if I tried to collect trade in tunis, i would take a 55 percent penalty to trade power, leaving me with only around 25 percent power. That would let me collect only .66 gold times Actual income. Trade steering is twice as good here. If I had no merchant at all, my power would push trade downstream, but aragon would make that travel to genoa instead of Seville. I would lose out on ALL income.
This is what the trade map looks like with no merchant:
I get absolutely nothing from the Tunis trade node, because I have no merchant there. This is caused by Aragon steering trade toward Genoa.
While it is possible to steer trade upstream, it is virtually useless to use a merchant to do so because the trade power penalty is severe. Steer trade downstream, not upstream.
Instead, you should relocate your capital to a the node that is furthest downstream which you dominate, and then direct trade there.
Should you always steer trade to your capital? NÃO!
Usually you will want to direct trade downstream, but not always. You don't direct trade through nodes where other players/AI have a lot more trade power than you, especially your enemies.
One good example of a situation where directing trade would be a bad idea occurred in my most recent game as Netherlands. I had a large number of colonies in the Chesapeake bay node. However, if I directed trade downstream, it would have been collected by England or Norway, in The North Sea and London nodes between Chesapeake Bay and Antwerpen. Instead, it was better to just collect trade.
Many people will tell you that you should extract trade only at your capital. This is FALSE. Here is an example of how much you can pull out of a non-capital trade node, without investing any ideas in trade. This is more than even in my capital.
The key to note is that I control 93.5 percent trade power, even with the large penalty to trade from collecting without a capital present:
This is because the trade penalty for collecting from a non-capital node is a trade power penalty, which means if you still have a higher percent power in a non-capital node than in your capital after the penalty, you should definitely collect there.
Data napisania: 2 września 2013 o 9:44.
Date Posted: 21 Dec, 2013 1:51pm.
Star and Crescent - 50 new Muslim themed event pictures, as well as several new events for the Muslim nations.
Unit packs have now been repackaged as content packs, but can still be purchased individually. They can be found under the expansion they were released with.
Native Americans Unit Pack.
Europa Universalis IV: Third Rome is now available! Press the image for more information.
Paradox Interactive, EUROPA UNIVERSALIS® Copyright© [2013] Paradox Interactive AB All rights reserved.
Use your economic strategy to crush history in EUIV.
The last expansion to the empire management grand strategy game EU4 was called Conquest of Paradise and it changed the world. No, really, for a game that can focus on exploration, knowing what the "New World" looked like was less fun than sending your ships into the unknown. Randomizing the map west of Europe was a big feature that vastly changed your strategy, and the release of Conquest of Paradise last month was huge for Thomas Johansson - the lead designer on EU4 - and the rest of the team. In contrast, Wealth of Nations will be a smaller expansion full of tiny features and tweaks that will improve the trade systems Europa Universalis IV. Wealth of Nations is set for release in Spring 2014.
Johansson's trade system was a big departure from the series previous iterations. In the new system, there are abstracted trade nodes set up around the world map in fixed locations. Players manipulated trade by sending merchants or ships to exert pressure on the node and move wealth to your country. While the system was cool to observe and change, players started to run up against certain weird variables that Johansson aims to fix with Wealth of Nations.
"The Polish player would almost always conquer the Teutonic Order first and move their capital," Johansson explained. "But in Wealth of Nations, you'll be able to set a trade capital to earn the most money from the Baltic Sea trade node while keeping your political capital in Krakow."
Trade capitals are a small feature, sure, but they will do a lot to enhance the historic feel of the game - that's what EU is about. Also true to history, you'll be able to use privateers to disrupt the trade of your rivals. These won't be new units to build, but the light ship category will have a "send privateers" mission available similar to how "protect trade" works now. Once selected these ships won't divert any trade income back to you - they are pirates after all - but will instead sluice income away from the trade node at a greater multiplier.
Of course, using privateers will give your enemies cause to declare war against you - the trade war "casus belli" or "CB" as Johansson calls it and the results of trade wars will also be vastly different in Wealth of Nations. In EU4 vanilla, sending trade power to the victor of war had a five year time limit, but the expansion will make that concession permanent until cancelled or another trade war is fought. That one tweak alone will vastly change the strategies of nations focused on dominating trade because a defeat could cripple you for a very long time.
Trade companies are another new feature, but Johansson admitted the exact details are still in flux. You will get a random event that will trigger the formation of a trade company - the British East India Company was a common example - and you'll be able to designate the trade nodes that company will have jurisdiction over. Once you take over a certain amount of trade in that region, you'll be rewarded with a merchant - a huge boost.
The details are all subject to change, as I said, but the implication is clear that Johansson wants to revise the trade system in EU4. I got the impression from early previews and conversations with him that successfully modeling a fun trade system was a large goal of his for EU4, and it was largely a success. Now with Wealth of Nations, Johansson has the chance to make it even more true to the history of Europa Universalis.
Look for Wealth of Nations on Steam in April or March 2014. It likely won't cost as much as Conquest of Paradise, so it will be an easy way to upgrade your game without too much investment.
About Paradox Development Studio.
Strategy is our game.
Paradox Development Studio is the developers behind successful strategy franchices such as Crusader Kings, Europa Universalis, Hearts of Iron & Victoria. Their strategy/RPG game Crusader Kings II is critically acclaimed and one of the highest rated games 2012 according to Metacritic. Paradox Development Studio is currently working on the upcoming empire building game Europa Universalis IV that will release the 13th of August, 2013. The studio has been a leading developer of globally renowned, PC-focused strategy games since 1995. Today the Stockholm-based studio is the center of a vast community of fans and modders both, with a reach that spans the entire globe and a strong presence in the United States and Europe.
Paradox Development Studios believes in the power of the sandbox strategy game – a special kind of experience where you set your own goals and decide which tools you will use to reach them. Sandbox games give you unparalleled freedom to create your own destiny and write your own stories. When you play our games, we want you to feel that the fate of the world really does lie in your hands – and only you decide what that fate means.
Paradox Development Studios games can be enjoyed solo or multiplayer – up to 32 people can compete, co-operate or conspire in our rich historical games. Paradox Development Studio is also a big supporter of user created content; all of our games can be modded to match your heart’s desire. Continuing to re-invent and advance each of these, as well as create all-new titles, is just one way the studio keeps it's 500,000+ member community coming back for more. Just as important is the studio's passion for rich strategy, shared by their fans, and their legacy of providing games so deep and challenging that each offers hundreds of hours of gameplay.
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This article needs to be updated . Please update this article to reflect recent events or newly available information. (August 2016)
Europa Universalis IV is a in the series, developed by and published by . The game was released on 13 August 2013. It's a strategy game where players control a nation from the through the (1444 to 1821 ), conducting trade, administration, , , and warfare.
The game itself is an interactive map of Earth divided into the that compose nations. Each of these contribute to their country either positively or negatively, as can both provide resources to a nation and serve as a point of unrest and rebellion. The gameplay requires the player to lead a nation by finding a balance of military, , and . The player does so through their choices as sovereign of their nation, and through the spending of resources available to them: Prestige, Stability, (Ducats), Manpower, Legitimacy for Monarchies, Tradition for , Devotion for Theocracies, Horde Unity for Hordes and Monarch Power (Administrative, Diplomatic, Military).
Players can choose to conquer the world by military might, become a colonial superpower, establish trade dominance, etc. The game is a sandbox environment, and while there is no strict rule on winning the game, a loss occurs when the player's nation is removed, or annexed, from the map. is a large aspect of the game, as creating vassal states and tributaries, improving opinions and monitoring expansion and coalitions is vital to a player’s survival. Espionage can also be employed against enemy states in order to claim their territory, or incite in their , as well as other dubious methods. Combat can be done on both land and sea, and it attempts to simulate real world factors such as morale, discipline, competency of leaders, terrain, and supply lines.
Many major are present in and influence the game and provide distinct bonuses to their practitioners. Players can employ missionaries to convert their or can engage in policies of universal religious freedom. The faith makes use of the Papacy, which can allow a nation to have control over the or to use their influence for other rewards. Technological advancements are invested in over time, and will require the expense of monarch points.
Administrative technologies unlocks advancements such as increased productivity, new forms of government, new buildings, and the national idea system. Diplomatic technology unlocks advancements such as naval units, improvements in trade, new buildings, and improved colonial expansion. Military technology unlocks advancements such as land units, improved morale, combat tactics, and new buildings.
Gameplay is influenced by random events that arise each year for the player. These events can be either helpful or a hindrance. Some of these random events are driven by factual history pertaining to an individual country, while some are there to force a player to make tough decisions, and otherwise to enhance the flavor of the game. Players can choose to play single player mode versus the AI, or multiplayer over a LAN or the Internet against a mix of human and AI opponents. Single player also has the option of "Ironman" mode, which locks several settings such as difficulty, and removes the control of saving the game from the player. This means that any mistakes are irreversible. It is, however, the only way to receive any of the achievements that can be won.
Expansions and mods[]
All are optional, and may be applied to the base game in any combination. The largest DLCs come in the form of expansions, which significantly alter the mechanics and features of the game. There are also flavour packs (which add new events and minor mechanics, usually specific to one nation), music packs (which add more backing music) and cosmetic packs (which affect unit models, portraits and the map). There are also three e-books which have no impact on the game itself, but coincided with the release of expansions.
Expansions are often accompanied by a coinciding free patch to the game, which as well as adding fixes to the mechanics, also adds some content in the theme of the expansion.
Conquest of Paradise[]
Conquest of Paradise focuses on the . It adds an expansion to the mechanics of tribal nations, most prominently ones. It also adds a random new world generator which randomizes the landscape of and . The accompanying patch also added colonial regions, and new starting nations as well as many other small additions and fixes. Released 11 January 2014.
Wealth of Nations[]
Wealth of Nations includes new mechanics for trade and . The most prominent additions also include trade companies, privateering, and construction of the , , and canals. The accompanying patch included a new rival system, policies, and extra designs. Released 29 May 2014.
Res Publica focuses on governance and trade. New mechanics pertaining to elections are introduced, along with election events for the Dutch republics and a national focus. The Republican Dictatorship form of government is also included. The accompanying patch included extra idea groups and Merchant Republic factions. Released on 16 July 2014.
This expansion focuses on military mechanics. It expands on the and the , improves diplomacy (especially surrounding conflict and ), expands vassal mechanics and adds new options for waging war. The accompanying patch amongst other things overhauled rebel mechanics, improved the map and added large interface, AI and gameplay improvements. The map improvements increased the number of on the game map, in which previously lacked detail, such as and . It was released on 30 October 2014.
El Dorado, named after the mythical , improves largely on the nations of and . This includes , and religions, a "doom counter" for the Central American tribes, improved mechanics and added events. Exploration and colonisation of these areas is also expanded upon - for example, the is added and can explore into to search for the . A custom nation designer is included. The accompanying patch included new events for and , improved terrain and general improvements to gameplay. It was released on 26 February 2015.
Common Sense, named after the famous pamphlet written by Thomas Paine, focuses on , and internal development. New religious gameplay is added, focusing on and . are added, and a special parliamentary government is granted to England. The coinciding patch included new religions, improvements to the system and a reworking of the system. The number of building slots were also decreased, but the existing ones made more powerful. It was released on 9 June 2015.
The Cossacks, named after the , adds additional options and a wide variety of internal politics for peacetime. Primarily this is represented through the "Estate" system, which allows to be assigned noble landholders, the church, , and more in return for various bonuses and modifiers. Additionally, The adds mechanics for government types and adds mechanics to the religion. It was released on 1 December 2015.
Mare Nostrum, translated as "Our Sea" in Latin, was the Roman name for the Mediterranean Sea. As its name suggests, this expansion introduces new content connected to , trade and espionage. Now one can put ships on a naval mission or on a hunting naval mission. One can also create trade leagues, offer to other countries to fight and a new timeline feature where one can at any point through the campaign click it and watch how the world has evolved throughout the game. The accompanying patch made significant changes to espionage, added new map modes, two new systems for states, territories, and , as well as various new for and . It was released on 5 April 2016.
Rights of Man is the ninth expansion for Europa Universalis IV. It was announced on 19 August 2016. It was released on 11 October 2016 along with the 1.18 "Prussia" patch. The DLC and patch included a new Great Powers system where the eight most powerful nations were listed as "Great Powers" and could access new features such as making minor nations break their with other Great Powers. The patch also included new governments for and the , and a massive reworking of the technology system called the Institutions, which add penalties to any nation which hasn't embraced a given institution (such as , , etc.), and made the process of '' obsolete.
Mandate of Heaven[]
Mandate of Heaven, named after the , focuses on improving the region and contains new mechanics for , along with the ability of surrounding states to claim the title of the . There are also new Chinese meritocracy mechanics, the ability of tribes to raise , and a new system with events that allow Japan to become more or open in character. Outside of East Asia, there are now 'Ages' that focus gameplay on distinct historical periods in the , including Ages focusing on the of the Americas, the and in Europe, French-style , and the occurring in France and the Americas. The free 'Ming' 1.20 patch includes a new absolutism mechanic along with a province devastation feature. The expansion was released on 6 April 2017.
Aside from the official expansion packs, third-party are freely available. Most mods are available from the . The mods can modify or remove existing features, and add new features, such as new unit models or new gameplay mechanics.[]
Europa Universalis IV has a large following of . Popular mods include (which added history from 2 AD to 9999), (which adapted the world from the series into the game), and complete overhauls such as .[]
Reception[] Critical reception[]
Europa Universalis IV was met with generally favourable reviews, receiving a score of 87/100 on aggregate website . Critics praised the improvements from Europa Universalis III, especially the new mechanics and graphics. T. J. Hafer of described the game as an "engrossing simulation that conquers the common ground between your average Civilization V player and the long-time devotees of grand strategy". Negative feedback focused on the tutorials, combat mechanics and bugs. Nicholas Pellegatta acknowledged these bugs and other issues were likely to be addressed in later patches and expansions.
In 2013 Europa Universalis IV won the "Golden Horseshoe" award in the category of "Game of the Year" on the Polish website gikz. pl. It also won "Best Strategy" and "Best Historical" in Game Debate's 2013 awards.
As of February 2014, Europa Universalis IV had sold over 300,000 copies. By January 2016, over 900,000 games were registered on Steam. As of June 21, 2016, over 1 million copies have been sold.
In May 2017, Paradox Interactive normalized the prices of the game worldwide and its other products to account for the games being cheaper than intended in many non-western nations. This has led to massive backlash and boycotts by people from the affected nations, including a massive increase in negative user reviews on Steam in the following weeks.
Trade strategy.
This article may contain outdated information that is inaccurate for the current version of the game. It was last updated for 1.18.
This is a guide to help improve understanding of trading in EU4.
Producing trade value Edit.
The best place for a country to produce Trade Value is at the upstream end of a chain of Trade Nodes they control. The Trade Value can then be boosted as it moves down the chain.
Controlling trade nodes Edit.
Trade power share Edit.
Control of a trade node is dictated by a country's Trade Power share in that node. Thus, to control a desired node, a country should increase its Trade Power share in that node. Merchants only provide a token amount of Trade Power, and sending power upstream is extremely inefficient due to the -80% penalty (stacks multiplicatively, not additively, with other modifiers) for doing so. Thus, Trade Power largely comes from provinces and Light Ships. Effective ways on increasing one's share of Trade Power in a node therefore include:
Sending Light Ships to that node and sinking the Light Ships of other countries. Constructing trade buildings in important centers of trade in that node. Since several buildings give a percentage increase to trade power, provinces with base increases from estuaries or centers of trade will benefit more . Conquering provinces in that node. If the node still has un-colonized provinces, colonization is an alternative. Embargoing other countries at that node.
Countries with low Trade Power share in a node benefit more from increasing their own Trade Power there than reducing the Trade Power of other countries. Likewise, countries with high Trade Power share in a node benefit more from reducing the Trade Power share of other countries than increasing their own Trade Power, although it is important to note that highly monopolized trade nodes increases the privateer efficiency, adding the need to hunt pirates to avoid losing power and money; Conquering provinces is an attractive option to increase the trade power as it allows a country to do both (increasing their own Trade Power and reducing the Trade Power of other countries) at the same time.
Desirable trade nodes Edit.
Desirable trade nodes to control include:
Nodes with high Trade Value, whether from local production or from upstream nodes. Nodes with less competition from other countries, so that fewer resources need be expended to control the node. Nodes connected closely with other controlled nodes, to take maximum advantage of boost. End nodes, from which no money can be steered. Nodes downstream from the trade capital. The trade capital's node, where Trade Power is more effective.
Trade nodes that are critical to the global network include:
Gulf of Aden is a bottleneck for nearly all seabound trade from India and China to Europe. It determines whether trade flows to Alexandria and the Mediterranean, to Hormuz and the Middle East, or around Africa to the Americas and western Europe. (Indus is also important, since there's a link to Hormuz, but less so for European powers since value from there finds its way to the Mediterranean by a much shorter route.) Ivory Coast controls whether Asian and African trade flows to the Americas, to Tunisia, or to the various European nodes (Seville, Bordeaux, or the English Channel). Trade from the Americas collects primarily on the East coast; the best node to focus on is the Caribbean. From there, trade can end up in Sevilla (from the Caribbean directly), Bordeaux (from the Caribbean and Gulf of St. Lawrence), the English Channel (from Chesapeake Bay), or the North Sea/Denmark (from the Gulf of St. Lawrence). Though there are no end nodes in East Asia, almost all of the trade can be funneled into either Beijing in the north or Malacca in the south, and then routed from there to one's main trade port. Alternatively, Asian and Indian countries with strong navies and trade steering may be able to push trade across the Indian Ocean to Zanzibar and collect trade there, eventually steering trade south from the Gulf of Aden as well. Central Asian countries can use inland trading bonuses to earn a sizeable income from the paths of the Silk Road, pushing trade from Central China and the Asian Steppes through Samarkand to Persia.
Embargoing Edit.
It is rarely worth embargoing a country that is not a rival: Given that the attacker is willing to embargo the defender, they probably don't care about the diplomatic penalty for declaring rivals either. The Trade Efficiency penalty for embargoing without declaring a rival is only worth it if the defender is a serious enough competitor to the attacker. But any such competitor is probably worth declaring as a rival anyhow, assuming they are a valid rival. Embargoing a rival grants Power Projection, while embargoing other countries does not. Embargoes are most effective when: The attacker already has a large but not overwhelming Trade Power share in the trade node(s)—about 50 to 80% before the embargo is best. The defender has most or all of the remaining Trade Power share. As embargoes give a penalty to Trade Efficiency and the number or rivals is limited, only a few countries can be efficiently embargoed at a time. The maximum absolute increase in Trade Power share at the base Embargo Efficiency is achieved when the attacker has a 65.4% share before the embargo. In this case, embargoing all of the other countries at that trade node increases the Trade Power share by 8.3% to 73.7%. Countries with the largest Trade Power share that are performing a competing action should be targeted first—this removes the largest portion of competing Trade Power. If collecting, all other countries are competing. If pulling trade or steering, all countries that are collecting or steering in an undesired direction are competing. It is important to note, however, that embargoes are global. Be sure to check all of the relevant trade nodes before choosing whether or not to embargo a country, as countries which have shared interests in one node may have competing interests in another.
Distributing merchants Edit.
Merchants are best sent where their country controls the most Trade Power, since the amount of income (when collecting) or steered trade (when steering) is proportional to the Trade Power controlled.
Collecting trade in capital Edit.
The capital trade node (or main trade port, with Wealth of Nations) collects trade automatically, regardless whether a merchant is active there or not. Sending a merchant to collect in the capital merely adds an additional +10% Trade Income to that specific capital trade node, which is a bonus not granted to other nodes when collecting. Collecting in the capital is generally only worth it for countries that have Trade Power concentrated in fewer trade nodes than they have Merchants.
Stationing a Merchant in the capital increases the income there by 10%, whereas collecting with a Merchant in another node halves the Trade Power. Thus, in most cases a country would have to control more than five times as much Trade Value in the capital as another node to justify stationing a Merchant in the capital. For instance: If a country has 10 ducats worth of Trade Value in their main trade node and 2 ducats in another node, stationing a Merchant in their home node would increase their income by 10% to 11 ducats, while stationing that same merchant in the other node would add 1 ducat to the 10 they're getting from their main trade port, giving them a total of 11 as well.
Where to steer trade Edit.
Merchants set to steer trade have two effects; these will determine whether it is worth using a merchant to steer trade at a particular node.
Steering Merchants determine which direction trade leaves a node. If a node only has one outgoing link, or trade is already being steered in a favorable direction, then a Merchant is not necessary, though increasing Trade Power can increase the proportion of Trade Value pulled forward. Light Ships can only be sent to nodes where the country already has Trade Power; however, a country with no Trade Power in a node can send a Merchant there, then follow up with Light Ships. Using Merchants to boost is generally better done: Near the end of a controlled chain of nodes, since this is where the amount of Trade Value to be boosted is often greatest. Where there are not already other Merchants boosting trade, since each Merchant increases boost by less than the last.
Collecting versus steering Edit.
Ultimately, Trade Value has to be collected to be of any use. In most cases, it is better for a country to collect and gain 100% of their controlled Trade Value in a node than to send it downstream to somewhere that other countries will take a cut out of it. However, if a country dominates the downstream node as well, the boost for steering trade can result in a net benefit. Therefore, some rules of thumb for collecting versus steering at a trade node are:
If a country has no Merchants or capital downstream of the node, they should collect on that node---transferring Trade Power upstream is extremely inefficient. If a country dominates trade downstream of the node all the way to a collector, then the boost may outweigh the cut taken by other countries along the way, and steering trade may be a good idea. As of Patch 1.2, the boost is relatively small, so near-complete dominance is required to make steering the better choice. If a country has enough Merchants and controls multiple trade nodes, it is advisable not to steer directly to the trade capital, but to make the money pass trough as many other nodes as possible, since it multiplies the amount of money by passing through a node.
Moving the Trade Capital Edit.
It is advisable that a country moves its trade capital to an end-node (from which no money can be steered) over the course of the game. The end nodes available in the game are:
To be able to move its trade capital, a country must spend 200 diplomatic power. It is recommended that the player expands towards one of these wealthier nodes through the course of the game, and to make sure they have at least one center of trade in said node and enough light ships to be able to protect trade effectively against other powers in the area.
Marginals Edit.
The marginal trade power share with respect to trade power in a node is.
For example, if a country controls 25% of a trade node that has 150 total trade power, the marginal increase in trade power share per trade power is (1 - 0.25) / 150 = 0.5%. Keep in mind that own trade power refers to the net trade power, not base trade power, and is affected by e. g. Trade Efficiency and the halving for collecting outside the capital.
Collecting Edit.
If collecting, the marginal revenue collected (i. e. actual ducats) is.
"Trade value" is the sum of incoming and local trade value.
For example, if a country is collecting in its capital's trade node, the change in actual ducats generated per unit of trade power would be calculated as follows:
This country would gain .05 ducats more each month if it added 1 trade power. If it added 100 trade power, the marginal change for another 1 trade power would be .018 ducats.
Forwarding Edit.
(Discrepancy between this section and previous correct information in the wiki: If a nation is not collecting in a node, nor any node downstream, even through multiple hops, then it is not eligible to influence trade value in this node. The nation's share of trade value is then redistributed among nations that are eligible. Thus trade power of the nation in this node is effectively wasted.)
Note that there is a difference between forwarding and steering power. Forwarding power is the total power of all nations not collecting in a node and determines how much total trade value is forwarded as opposed to retained. Only nations with a Merchant at a node have steering power.
The marginal steered value (in a particular direction) is determined as a share of the forwarded value and power. Merchant boost is also applied here.
Each nation that is not collecting at the node has only forwarding power. In this case, the effect on total steered value in any direction from base power is:
Each nation with a (non-collecting) merchant at the node has both forwarding and steering power. The effect on total steered value in the desired direction from base power is then:
All of the value gained from improving trade good production will come from higher provincial production value income and the larger trade value in trade nodes. Building a manufactory is the primary method to increase the amount of trade goods produced in a province. Manufactories should be prioritized in provinces with more valuable trade goods, then in provinces with high production. Increasing the amount of trade goods produced will also increase the total trade value of the province's trade node. It may be worth prioritizing building manufactories from provinces in trade nodes that the player is setup to harvest via trade. The "trading in" bonus from controlling a 18% trade share in a certain good ranges from entirely useless (dyes' +33% heir chance if playing as the Ottomans, a republic, or a theocracy) to potentially game-changing (ivory's +2 to diplomatic reputation). It may be worth using these as a reference for where to expand, and in some cases, they may even make low-income goods more desirable than high-income ones. Plan accordingly. Note that one doesn't actually need to control the production of a good to obtain the "trading in" bonus; what's more important is having high trade power in nodes where the good is produced.
European trade goods Edit.
The best European trade goods are cloth, copper (early - to mid-game) and iron (mid - to late-game). Due to price events cloth gets +35% price and iron gets +50% by endgame. Copper also has +50% price between military tech 7 and 18, and remains at +15% afterwards. It is wise to prioritize building production buildings and manufactories on provinces producing iron, copper and cloth, and to avoid building them in provinces that produce wool, fish and grain. By late-game the price of wool and fish will decline by up to -30% and -20% , respectively. Salt is also relatively valuable to begin with, and increases by +10% about midway through the game. In a long run, mostly if planning to colonize North America, fur is going to get massive bonuses.
Comércio.
This article may contain outdated information that is inaccurate for the current version of the game. It was last updated for 1.22.
Trade and production of trade goods are two of the three main sources of income for a country, the third being taxes. Every province produces trade goods, which give production income to their owner directly. The trade value of the goods then enters a system of trade nodes, where it is steered and eventually collected by merchants as trade income.
The trade system in game can be summarized as follows:
Trade nodes across the world are connected to form a global network of trade. Each node hosts the trade activity of a group of geographically associated provinces. Money in this global trade network can flow between trade nodes in unidirectional trade routes as well as terminate at end nodes. These connections between trade nodes are fixed and cannot be altered during the course of play. Trade value represents the monthly sum of locally produced and incoming trade goods in a trade node. Trade value is generated from the quantity and price of produced trade goods in each province. All provinces pool their trade value into the total trade value of their associated trade node. The trade tab provides an aggregate trade value in a node while the trade map mode displays a tooltip listing locally produced goods separately from incoming trade good values. Trade power is a number representing a country's control over trade in a node. The trade power of a country as a proportion of the total trade power of all countries present in the node determines what will happen to the trade value in each node. Power is used either to retain trade value within the node (if the nation is collecting with a merchant or at its home node), or to transfer it forward in the trade network (if the nation is steering from there with a merchant, or it's not its home node and it has no merchant). Trade power is generated by provinces, light ships, and merchants. Certain ideas, events and modifiers can also affect a country's trade power in a node. Merchants can be sent to a trade node to collect a portion of the node's trade value proportional to the nation's share of trade power in the node, or steer the node's trade value in a particular direction.
All trade income ultimately originates as provincial trade value .
Local trade value Edit.
The trade value of a province is equal to local goods produced × the price of the trade good that the province produces. This value can be seen in the province window. Trade value determines production income, but it is not itself affected by either production efficiency or local autonomy. See Trade goods § Goods produced for the details of goods produced; for trade purposes, the most noteworthy modifier is that merchant republics and trade companies give a bonus – in all provinces in the node, not just their own – to goods produced proportional to their share of trade power in a node, up to +50% .
The trade value of all provinces in the same trade node is added together to determine the local trade value of the node. This can be seen in the node's window, as well as the ledger and the trade tab.
Total trade value Edit.
The total trade value in a trade node is the sum of local trade value and incoming trade value from upstream trade nodes. For details of incoming trade value, see § Transferring trade below.
Each land province in the world belongs to exactly one trade node . The trade value from a province is added to the node's local trade value. In addition, most nodes have one or more other incoming nodes , and one or more other outgoing nodes . In this way all nodes are connected in a global network, with a handful (e. g. California, Siam, and Ethiopia) being origin nodes with nothing upstream of them, and three (English Channel, Genoa, and Venice) being end nodes with nothing downstream of them.
Relative trade power: competition over trade value Edit.
Nations use trade power to compete in manipulating the flow of trade value in several ways. The absolute amount of trade power is unimportant; what is important is the relative proportion of trade power wielded by a country and others it is cooperating with, compared to all countries it is competing with.
Each country's trade power is increased by their global trade power modifier for all uses.
Collecting trade Edit.
Each country has a main trade city . This is the same as the capital at the start of the game, and usually stays that way. In the trade node that this province belongs to, the country gets an extra +5 trade power and automatically collects trade. With the Wealth of Nations expansion, the main trade city can be changed at the cost of 200 diplomatic power. If the capital and main trade city are the same, moving the capital also moves the main trade city for free.
Countries can also collect trade by sending a merchant. In this case, the country's trade power is reduced by −50% . This is a multiplicative modifier, applied after all other modifiers. [1]
When collecting trade in a node, the country is allocated a portion of the node's total trade value equal to.
This amount is then multiplied by 1 + the country's trade efficiency, and that number of ducats is added to the country's treasury as trade income.
Each country collecting trade competes with all other countries collecting trade and all countries transferring trade.
Transferring trade Edit.
A country with trade power in a node who either has a merchant present and set to steer, or is not collecting there but is collecting in a node somewhere downstream (no matter how many hops away), is transferring. There are two stages to transferring trade:
Countries use trade power to increase the share of trade value that leaves the node ( outgoing trade value ). Countries transferring with merchants use their trade power to increase the share of outgoing trade value that flows into one particular outgoing node.
Pulling trade value forward Edit.
All countries transferring trade pool their trade power to pull trade out of the node. The amount of outgoing trade value is equal to.
At this stage, all countries transferring trade cooperate with each other, and compete with those collecting.
Steering trade Edit.
Each country transferring with a merchant present selects an outgoing node to steer trade to (the player does this from the trade map mode). All countries steering in a particular direction cooperate with each other, and compete with those steering in other directions as well as those collecting, whereas they neither compete nor cooperate at this stage with countries transferring but not steering. The amount of trade value steered towards a particular node is.
In this equation, "modified trade power" means the country's trade power multiplied by 1 + its trade steering modifier. If this would be a division by zero (i. e. no trade power is used to steer), it is instead set to.
In other words, if no one is steering in any direction, trade value is divided equally between all outgoing nodes.
There are two important consequences of this equation:
Countries that are not steering with a merchant have no influence whatsoever over the direction in which trade flows. They only influence how much trade value leaves the node. If the amount of trade power used to steer towards a particular outgoing node is zero, then value of trade steered there is zero (unless it is zero for all outgoing nodes). In other words, if there are merchants steering, but one outgoing node has no merchants steering to it, then that node receives no transferred trade value at all . If only one country is steering, all trade leaving the node goes to the node that country selected, no matter how tiny their trade power is.
Multiple merchant bonus Edit.
In addition to steering outgoing trade value through a particular outgoing link, each merchant applies a boost to the trade value on that link—that is, the steered trade value increases by a percentage as it passes between the two nodes, so that the incoming trade value of the downstream node is larger than the corresponding outgoing trade value of the upstream node. This affects all trade on that link, not just the merchant's country, so multiple merchants can boost trade on the same link. The total boost is:
Having more than five merchants will not increase the boost further. The boost is modified by the country's trade steering: for example, if the first merchant's country has +20% trade steering the boost from the merchant will be increased to +6.0%. Currently the merchant order is unsorted, so the merchant with the highest trade steering will not necessarily be first.
Provincial trade power Edit.
Every province contributes an amount of trade power to its controller's country in the local trade node. The exact amount and relevant calculations can be seen in province view under Trade category. It is determined by the following factors:
Provincial trade power modifiers Edit.
Certain ideas and policies improve provincial trade power.
Colonial idea 2: Continental Trade Mazovian idea 7: Central Emporium.
Mamluk ambition.
Gujarati idea 5: Hub of the Indian Ocean Trade Hanseatic idea 6: Regularized Contributions Wallachian idea 2: Foreign Trade Restriction.
Tverian traditions.
Ainu idea 3: Southern Traders Circassian idea 2: Merchants Of Genoa Client State idea 5: Mercantile Privileges Kanem Bornuan idea 7: Duties on Sahara Trade Yarkandi idea 7: Encourage Tarim Trade.
Huron ambition.
Kutai traditions Lan Na traditions Pegu traditions Rostov traditions Shirvani traditions Wurzburgian traditions.
Espionage idea 3: Vetting Amago idea 5: Dominate the Coastal Trade Andean idea 2: Mountain Roads Network Bremish idea 5: Vegesack Harbor Butuan idea 5: Balangay Golden Horde idea 4: Secure the Trade Routes Kongo idea 5: The Triangle Trade Malvi idea 7: Malwa Opium Orleanaise idea 2: Port of Orleans Sami idea 4: Encourage growth of the Winter Market Savoyard idea 6: Alpine Tolls Silesian idea 6: Hanseatic Ties Spanish idea 5: Treasure Fleet.
Transfers from traders downstream Edit.
Any nation that has at least 10 provincial trade power in the node enjoys the propagation of that power upstream . An amount equivalent to 20% of the nation's provincial trade power is added to the total trade power of that nation in every immediate upstream node, where it is denoted as transfers from traders downstream . Global trade power modifiers do not apply to the amount considered for propagation, but are applied in the upstream node instead. [2]
Trade company Edit.
A country that owns a province in a trade node that is not in their home node but is in a trade company region can add it to a trade company. Provinces in trade companies get +100% local trade power. There are 15 trade company regions throughout Asia and Africa. Nodes with trade companies in them count as domestic trade nodes and can be collected at by a merchant without incurring penalties for overextension.
Protect trade Edit.
A country may increase its trade power in maritime (non-inland) trade nodes by sending its light ships on Protect Trade mission. Ships can only be sent to protect trade in coastal nodes where the country already has trade power or a merchant. Each light ship increases trade power in the trade node in which they are protecting trade, the amount depending on how advanced it is; higher technology unlocks better light ships. Having the ships out of port for the Protect Trade mission costs −1 sailor per ship per month.
Some bonuses to ship trade power are:
No ideas or policies currently affect ship trade power.
Supply range Edit.
Light ships on protect trade missions can only be sent to trade nodes where the country already has trade power and the supply range is met. The limitation on supply range applies even when naval attrition is removed at diplomatic tech 22. If the trade range permits, a country can send a merchant to a node without any initial trade power and then follow up with light ships protecting trade (as long as these are within supply range). A good way to arrange for a favorable supply range is by gaining fleet basing rights from a nation in the vicinity of the target trade node.
Other sources of trade power Edit.
Merchant Present: The presence of a merchant increases a nation's trade power by +2 . Main trade port in area: A nation gets additional +5 trade power in its home node. Colonial nations provide their overlord with 50% of their trade power. With Mare Nostrum, members of a trade league: provide 50% of their trade power to the leader of the league provide an extra +0.025% trade steering to the leader of the league (cumulative with the bonus from other members) get an additional +20% ship trade power. Other nations can be persuaded (through diplomacy) or forced (through war) to enter into a Transfer Trade Power relation, which does not count towards the diplomatic relations limit. This transfers one country's trade power to another: a transfer enforced in a truce transfers 50%, while a diplomatically arranged transfer can transfer any amount from zero to 50%. Personal unions and vassals do not transfer trade power to their suzerain. With Common Sense, countries that have vassals or marches have a subject interaction for them to divert trade , which transfers 100% of their vassal's trade power, at a cost of +30% liberty desire.
Merchants are envoys used to alter the default trade route behaviour by collecting or steering trade. Merchants must be stationed at a trade node to do their work and can only travel a distance defined by a country's trade range, which increases with diplomatic technology, idea groups, and national ideas.
Trade with no merchant Edit.
In the absence of merchants:
In the country's home node, the country will collect trade. In non-home nodes that are not upstream from any nodes where the country is collecting trade, their trade power does not affect the flow of trade. It still propagates upstream if the country has at least 10 provincial trade power. In all other nodes, trade power is used to pull trade forward, increasing the share of trade value transferred . There is no influence on the direction of trade, only the amount transferred.
Merchant actions Edit.
Merchants can be sent to a trade node to perform one of two missions (as denoted in game interface):
Collect from Trade : Use the country's trade power to retain trade in the node, and turn it into income. This gives a bonus +10% trade efficiency in that node. In the country's home node, this also gives a bonus +2 trade power. In other nodes, this gives a multiplicative penalty of −50% trade power. [1] Transfer Trade Power : Use the country's trade power to pull trade forward in the trade network, and simultaneously to influence trade to flow preferentially into one of the downstream nodes (see § Steering trade above). The player can choose the direction to steer trade in using the trade map mode. (The name of this mission is a misnomer, as it is trade value that is being steered, not trade power.)
Although merchants steering provide no additional trade power on their own, they allow the country to send light ships to protect trade where they otherwise could not due to lacking trade power.
Gaining merchants Edit.
Every country has a base of 2 merchants. Permanent means of acquiring more include:
American traditions Bulgarian traditions Catalan traditions Hormuz traditions Pegu traditions Pskovian traditions.
Expansion idea 2: Additional Merchants Plutocratic idea 4: Free Merchants Trade idea 2: Free Trade Trade idea 5: Overseas Merchants Ando idea 4: Trade Expansion Arakanese idea 3: Bay of Bengal Trade Butuan idea 3: Butuan Trade Connections Canadian idea 2: The Hudson Bay Company Candarid idea 1: Genoese Connections Caspian idea 7: Promote Foreign Trade Dithmarscher idea 3: Trade Missions Dutch idea 2: Dutch Trading Spirit Estonian idea 5: Baltic Trade Gujarati idea 7: Gujarati Diaspora Descends on Africa Gutnish idea 5: Gutnish Merchant Adventurers Hanseatic idea 2: Strong League Obligations Holstein idea 4: Kieler Umschlag Huron idea 1: Great Lakes Trade Javan idea 4: Pan-Asia Trade Kievan idea 6: Support Local Traders Malayan sultanate idea 1: Indian Ocean Trade Malian idea 6: Seek New Markets for Salt Mogadishan idea 1: Indian Ocean Trade Moluccan idea 3: Agents of Trade Novgorod idea 4: Control of the Hanseatic Kontor Omani idea 7: Expansion of Trade Contacts Ouchi idea 4: The Merchants of Hakata City Pattani idea 5: Entrepôt Pomeranian idea 2: Pomeranian Merchants Portuguese idea 4: Encourage the Bandeirantes Sami idea 3: Regulate Trade with the Southerners Shirvani idea 7: Merchants of Baku Shoni idea 4: Nagasaki City Sinhalese idea 3: Pearl of the Indian Ocean South Indian idea 7: Merchant Capitalists Sumatran idea 5: Merchants of The Indian Ocean Tumbuka idea 7: Welcome Swahili Merchants Yemeni idea 6: Promoting the Yemeni Trade Ports.
Full Trade Focus Ashanti ambition Central Indian ambition Galician ambition Interlacustrine ambition Ionian ambition Odoyev ambition.
Aristocratic-Trade: Trade Connections Policy Defensive-Trade: The Armed Neutrality Act.
Merchant republics have +1 merchant. Some events can give a national modifier that temporarily provides +1 merchant. The “East India Trade Company” decision gives +1 merchant. This requires being a country with a European capital and the Global Trade instutition embraced, at least two ports, and one province in the East Asian Trade Ports region owned. The Netherlands has “Found Oost-Indische Compagnie” instead, which has different requirements, but likewise gives an extra merchant. Countries that control one of a number of trade nodes have the “Confirm Thalassocracy” decision (requires all maritime ideas and control of several specific trade nodes), which gives +1 merchant. With Wealth of Nations, a country gets +1 merchant for each trade company they control with the majority of the provincial trade power in a region. With El Dorado, a country gets +1 merchant for each colonial nation with at least 10 provinces. With The Cossacks, the Tengri religion with syncretic faith Zoroastrian provides +1 merchant.
Trade range Edit.
Merchants can only reach nodes at this distance from a cored province (or a cored province of a subject nation or a nation granting Naval Basing Rights). The distance is measured to the central province of the node, visible on the trade map mode. Base trade range is increased by Diplomatic technology (100 at tech 1 and 400 at tech 32) and some decisions and ideas.
Trade Range is increased by certain ideas and policies.
Ryukyuan idea 4: Maritime Commercialism.
Portuguese traditions.
Swahili traditions.
Trade idea 3: Merchant Adventures.
Ayutthayan idea 5: Promotion of Trading links Gujarati idea 2: Jain Connections Kono idea 6: Trade With Continental Asia Mesoamerican idea 7: Obsidian and Jade Mogadishan idea 1: Indian Ocean Trade Pacific Northwest idea 2: Dugout Canoes South Indian idea 1: Merchants of Southern India.
Naval-Exploration: Skilled Cartographers.
Traditions of The Hansa Sumatran traditions.
Dutch idea 2: Dutch Trading Spirit Mamluk idea 1: Red Sea Trade.
Trade policies Edit.
A nation can set a trade policy in any node where they have a merchant present. There is no cost to setting this policy and it can be changed every 12 months. Policies available to all nations are:
Maximize Profits: +5% Trade Power (Default policy). Hostile Trading: +25% Spy network construction with all other nations with their home node or a merchant located there. Improve inland routes: +10% Siege ability and +1 Artillery bonus versus forts for all provinces in the node (Only possible with more than 50% share of the trade power in the node). Establish communities: +15% Improve relations with all other nations with their home node or a merchant located there.
There is also a trade policy exclusively available to Muslim nations:
Propagate religion: A religious centre will be established in the node, automatically spreading the religion of the merchant's nation through the node. Can only be activated when the trade node is in a trade company region, and with a 50% or more share of the trade power in said node.
Global trade power modifier Edit.
Certain ideas and policies improve global trade power.
Italian (cU) traditions.
Expansion idea 7: Competitive Merchants Trade idea 1: Shrewd Commerce Practice Aragonese idea 5: Chartered Merchant Companies.
Gujarati ambition.
Danziger idea 2: Vistula River Trade Hamburger idea 1: Hanseatic City Romanian idea 6: Phanariote Traders.
Date ambition.
Münster traditions Traditions of Theodoro Venetian traditions.
Antemoro idea 6: Strengthen control over the Slave Trade Arabian idea 5: Bedouin Traders Arawak idea 3: Orinoco Trade Butuan idea 2: Northern Nusantara Byzantine idea 5: Byzantine Merchant Class Cham idea 3: South Indian Connections Chimu idea 6: Specialized Economy Gutnish idea 4: Rebuild the Trade Hanseatic idea 1: The End of the Victual Brothers Holstein idea 6: The Trade of Two Seas Hormuz idea 5: Maintain Trading Monopoly Indian Sultanate idea 5: Equality Under the Law Mesoamerican idea 2: Altepetl Milanese idea 6: Merchant Princes Mogadishan idea 3: East African Gold Trade Najdi idea 3: Ships of the Desert Norwegian idea 5: Seize the Opportunity Ogasawara idea 6: Improving the Nakasendo Pagarruyung idea 2: Gold Trade Portuguese idea 3: Feitorias Pskovian idea 6: Arts and Crafts of Pskov Rassid idea 3: Coffea Arabica Ruthenian idea 4: East and West Songhai idea 1: Gold To Salt Trade Sulawesi idea 6: Entrepot of Trade Vijayanagar idea 1: Promotion of Trade West African idea 3: Kola Nuts Yemeni idea 2: Coffea Arabica.
Berber ambition Cebu ambition Jaunpuri ambition Pomeranian ambition Swahili ambition.
Diplomatic-Expansion: Commercial Embassies Exploration-Innovative: Benign Neglect.
Mamluk idea 1: Red Sea Trade National idea 4: Contract Law Novgorod idea 4: Control of the Hanseatic Kontor.
Each colonial nation (of at least 10 provinces) provides +5% global trade power to its overlord. Prestige provides between −15% and +15% global trade power. Stability provides between −3% and +3% global trade power. Power projection provides between 0 and +20% global trade power. Reformed religion Fervor power Trade provides +10% global trade power modifier with Wealth of Nations DLC active.
Domestic trade power Edit.
A country's home node and nodes where a nation has the highest provincial trade power are considered domestic . Overseas provinces and trade company provinces can still be domestic. Domestic trade power refers to trade power in these nodes.
Certain ideas and policies improve domestic trade power.
Muiscan traditions Korean traditions.
Ashikaga idea 4: Tosen-Bugyo Beloozero idea 4: Northern Trade Hungarian idea 6: Strengthen the Towns Iroquois idea 3: Keepers of the Eastern Door Lur idea 2: Jadda-ye Atabak Timurid idea 6: Control of the Silk Road Transoxianian idea 6: Entrepôt of the Silk Road Zambezi idea 3: Control of the Zambezi Trade.
Ando idea 2: Ainu Trade Mutapan idea 6: Controlling the Mutapan Riches Ouchi idea 2: Korean Trade Ragusan idea 2: Center of Trade Trebizondian idea 6: Terminus of the Silk Road.
Kutai ambition.
Medri Bahri idea 6: Promote the Red Sea Trade Otomo idea 4: Welcoming the Nanban Trade Utsunomiya idea 3: Barrier of Shirakawa.
Afghan traditions Danziger traditions Hausan traditions Kono traditions K'iche traditions.
Andhra idea 7: Encourage Coromandel Trade Baluch idea 5: Control the Overland Trade French ducal idea 1: Men of Trade German idea 2: Frühlings− und Herbstmesse Granada idea 4: Strait of Gibraltar Isshiki idea 1: Shugo of Tango Hejazi idea 2: Red Sea Trade Pacific Northwest idea 4: Potlatch Feast Shan idea 4: Control of the Gem Trade Siberian idea 2: Siberian Fur Trade Sistani idea 5: Overland Trade Routes.
Butuan ambition Shoni ambition Sinhalese ambition Yarkandi ambition.
Trade power abroad Edit.
Trade nodes that are not domestic are considered abroad and will suffer from over-extension penalties. Trade power abroad refers to trade power in these nodes. Overextension imposes a penalty of −1% trade power abroad per percentage point.
Trade power abroad receives the following bonuses:
Plutocratic-Trade: Trade Kontor Network.
Aristocratic-Trade: Trade Connections Policy Naval-Trade: Fortified Trading Posts.
Hadramhi traditions Hormuz traditions Ragusan traditions.
Couronian idea 3: Duchy of Mercantilism Genoese idea 3: Rebuilding Genoese Trade Hosokawa idea 3: Sakai City Ionian idea 6: Entrepôt of the Eastern Mediterranean.
Mercantilism Edit.
Mercantilism provides the following effects (per percentage point):
+2% Local trade power +0.5% Embargo efficiency +0.25% Liberty desire (in colonial subjects) Wile most nations start the campaign with a base value of 10% mercantilism, a handful of nations begin with a higher starting base of 25% :
‘Promote Mercantilism’ increases mercantilism by 1% for 100 diplomatic power (only with ‘Mare Nostrum’ DLC enabled).
Certain events, decisions and missions give permanent increases or decreases to mercantilism, some of these are:
Trade steering Edit.
Trade steering is increased by certain ideas and policies.
Omani idea 1: Local Merchant Preference.
Mamluk traditions.
Trade idea 6: Trade Manipulation Navarran idea 5: Cross-Pyrenean Trade Pomeranian idea 3: Northern Ports.
Defensive-Trade: The Armed Neutrality Act.
Gujarati traditions Kutai traditions Ryukyuan traditions.
Aragonese idea 3: Mediterranean trade Huron idea 3: Birchbark Canoes Mapuche idea 4: Mapuche Weaving Pattani idea 2: South China Sea Trade Pskovian idea 7: Pskov Before All Others Shimazu idea 6: Okinawa Trade.
Danziger ambition Norwegian ambition Orissan ambition Transylvanian ambition.
Trade-Expansion: Encouragement of Merchant Navy.
Somali traditions.
Arabian idea 1: Indian Ocean Trade Canadian idea 6: Legacy of the Empire Luxembourg idea 3: The Moselle Trade Ouchi idea 5: Mercantile Diplomacy.
Bengali traditions Breton traditions Traditions of The Hansa Irish traditions Krakowian traditions Malayan sultanate traditions Medri Bahri traditions Orleanaise traditions.
Croatian idea 2: Pearl of the Adriatic Granada idea 4: Strait of Gibraltar Javan idea 4: Pan-Asia Trade Silesian idea 4: Raubritter Sulawesi idea 1: Intra-Asian Trade Network.
Burgundian ambition.
National idea 6: Mercantile Status.
Each point of navy tradition increases trade steering by 1% . With Mare Nostrum, the leader of a trade league gets +2.5% trade steering per member of the league.
Caravan power Edit.
A nation steering from, towards or collecting (only in main trading port) an inland trade node receives bonus trade power. This bonus, called caravan power, is a percentage equal to total development ÷ 3, to a maximum of +50% .
Caravan power is increased by certain ideas and policies. Can exceed 50 with these bonus.
Naval-Influence: The Cooperation Act.
Plutocratic idea 6: Free Cities Trade idea 7: Fast Negotiations.
Air traditions Baden traditions Lorraine traditions Maravi traditions Sadiyan traditions.
Berber idea 3: Trans−Saharan Trade Caspian idea 4: Protect the Caspian Trade Dali idea 2: The Tea-Horse Route Hausan idea 4: Sarakunan Kasuwa Khivan idea 3: Oasis of Merv Nizhny Novgorod idea 1: At The Confluence Of Giants Odoyev idea 7: Strengthen the Oka River Trade Persian idea 4: Improve the Silk Road Shirvani idea 5: Caspian Trade Songhai idea 7: Trans-Sahara Trade Tumbuka idea 5: Inter-African Trade Yarkandi idea 1: Northern Silk Road.
Pskovian traditions.
Kangra idea 5: Strengthen the Mountain Trade.
Nubian idea 4: Encourage Long-Distance Trade.
Merchant republics gain +33% bonus to Caravan power.
Trade efficiency Edit.
Trade efficiency is added as a bonus modifier to trade income. Base trade efficiency is defined by diplomatic technology but it can also be increased by certain ideas and policies (capped at +200% ).
ruler with ‘Entrepreneur’ personality Constitutional Republic Dutch Republic Free City Trading City Trader as advisor Zoroastrian religion Njord deity ( Norse religion) Surya deity ( Hindu religion) Fervent focus on trade ( Reformed religion) Tengri religion syncretic faith Sunni.
Parliament issue: Reduce trade regulations with discovered ‘East Indian Trade Route’
(depends on influence and loyalty)
ruler with ‘Indulgent’ personality during the Aristocratic Coup disaster.
Trade-Administrative: Importation Act Trade-Quality: Cloth Quality Edict.
Tuscan idea 5: Porto Franco.
Dutch ambition.
Ando traditions Aragonese traditions Beloozero traditions Butuan traditions Canadian traditions Danziger traditions Genoese traditions Irish traditions Italian traditions Kongo traditions Krakowian traditions Neapolitan traditions Ragusan traditions Shoni traditions Sinhalese traditions Venetian traditions Württemberger traditions Yarkandi traditions.
Trade idea 4: National Trade Policy Air idea 1: Taghlamt Al-Haasa idea 5: Entrepot of India Anatolian idea 5: Caravanserais Arakanese idea 7: Arakanese Trade Contracts Bahmani idea 4: Karimis Bengali idea 2: Ganges-Brahmaputra Confluence Beninese idea 7: Regulation of Trade Berber idea 3: Trans−Saharan Trade Bremish idea 4: Free Imperial City of Bremen Burgundian idea 5: Integrate the Towns in the Estates General Butua idea 7: Vashambadzi Carib idea 1: River Trade Cham idea 6: Agarwood Chickasaw idea 5: Slave Raids Circassian idea 3: Circassian Grain Trade English idea 4: The Navigation Acts Greek idea 5: Control the Mediterranean Trade Gujarati idea 6: Foreign Merchants set up Factories Hadramhi idea 4: Encouraging the Incense Trade Hormuz idea 1: A Vast Emporium Imagawa idea 2: Control of Tokaido Ionian idea 4: Gate to the Adriatic Javan idea 7: Terracotta Banking System Kaffan idea 7: Trade Reform Kazani idea 7: End Western Domination Khivan idea 5: Amu Darya Khmer idea 4: River Trade Khorasani idea 7: Protect the Caravan Routes Kongolese idea 7: The Ivory Trade Kutai idea 1: Earliest Indic State Ladakh idea 7: Invite Far-Away Traders Laotian idea 6: Southern Silk Road Malagasy idea 6: Control of the Foreign Traders Malian idea 7: West African Slave Trade Malvi idea 3: Protect the Delhi-Surat Trade Route Mamluk idea 7: Monopoly Ports Medri Bahri idea 1: Kings of the Sea Ming idea 5: Restore the Salt Monopoly Mogadishan idea 5: Mogadishan Currency Moldavian idea 7: Moldavian Trade Moluccan idea 1: The Spice Islands Mutapan idea 6: Curva Nizhny Novgorod idea 6: Open Up The River Trade Omani idea 4: Port Security Improvements Orissan idea 6: Encourage the Salt Trade Ottoman idea 6: Tulip Period Pegu idea 1: Riches of Pegu Permian idea 4: Great Perm Polotskian idea 5: Trade Hub Pomeranian idea 6: Dominate the Baltic Portuguese idea 7: Open up the Guilds Pueblo idea 4: Cotton Weaving Punjabi idea 2: Encourage Indo−Persian Trade Rajput idea 7: Rajput Trading Houses Rassid idea 7: Secure the Yemeni Trading Monopolies Rostov idea 4: Entrepot of Russia Ryukyuan idea 5: Sign Trade Agreements Sadiyan idea 5: Dihang Samtskhe idea 5: Protect the Trade Routes Siddi idea 6: Konkan Trade Silesian idea 5: Via Regia Sligonian idea 1: Promote the Trade Somali idea 5: Indian Ocean Trade Sukhothai idea 3: Sawankalok Ware Sumatran idea 1: Reliance on Trade Swahili idea 1: Indian Ocean Trade Tapuian idea 6: Open Trade Routes Tarascan idea 3: Merchant-Officials Theodorian idea 4: Port Avlita Tirhuti idea 2: Gateway to India Tverian idea 1: Tverian Merchants Venetian idea 3: Stato da Màr Vindhyan idea 6: Diamond Mines Yemeni idea 3: Control of the Red Sea.
Andean ambition Couronian ambition Estonian ambition Gutnish ambition Ambition of The Hansa Kono ambition Navarran ambition Ouchi ambition Pagarruyung ambition Pattani ambition South Indian ambition Sulawesi ambition Tumbuka ambition.
Innovative-Trade: The Banking System Maritime-Offensive: Naval Convoy System Naval-Administrative: Harbor Administration Naval-Trade: Fortified Trading Posts Offensive-Trade: The Anti-Smuggling Act Trade-Economic: The Statute of Monopolies Trade-Expansion: Encouragement of Merchant Navy.
Huron traditions Portuguese traditions.
German idea 2: Frühlings - und Herbstmesse Mesoamerican idea 7: Obsidian and Jade West African idea 6: The Great River.
Embargoing is an option in the diplomacy screen that allows a country to leverage their trade power against another nation's, decreasing that nation's trade power in shared trade nodes. The trade screen shows icons for each nation embargoed and those embargoing your nation. Placing the mouse over each nation icon breaks down the penalties in each shared trade node.
Embargoing a country has the following effects: [5]
The defending country suffers a penalty to trade power in all trade nodes that both countries have power in. The base magnitude of the penalty is half of the attacker's trade power share in the trade node before the embargo. This penalty stacks multiplicatively with other modifiers. The defending country's opinion of the attacking country is modified by −15 . The defender also gains a Trade Dispute casus belli against the attacker unless the embargo is mutual. The attacking country's trade efficiency suffers a −5% penalty unless the defender is a rival. Embargoes do not count against the Diplomatic Relation limit. The attacking country gains up to +10 power projection if the target is a rival, the amount depending on how severely the embargo affects the target's trade.
Embargo Efficiency can be increased by the following:
English traditions.
Espionage idea 6: Privateers.
Offensive-Trade: The Anti-Smuggling Act.
Betsimisaraka idea 2: Pirate Ports Cebu idea 5: 'The Place for Trading' Cypriot idea 7: Raid Turkish Commerce Malagasy idea 3: Pirate Ports Mindanao idea 7: Pirates of Mindanao Montenegrin idea 4: Balkan Gusars Naxian idea 3: Archipelago Of Opportunities Pomeranian idea 1: Legacy of Pirates.
Any fleet that contains light ships can be sent on a privateering mission to any trade node within trade range. The fleet will hoist the Jolly Roger and add the trade power of its light ships (plus a bonus) to a dummy "pirate" nation in the node, thus reducing the trade power share of everyone in the node – including their controller, though a portion of the trade value lost this way is returned to the controller, listed in accounts as "spoils of war". This effectively behaves as though they are collecting. Unlike protecting trade, privateers can be sent to nodes a nation has no power in, making it a way of weakening the nation's enemies or gaining revenue from nodes it can't touch otherwise. Privateering a rival's trade generates power projection.
Hunt pirates Edit.
This mission is available to fleets which contain at least one ship that isn't a transport. Fleets containing heavy ships or light ships may hunt pirates in any non-inland trade node; however, fleets containing only galleys (as well as fleets which are a mixture of galleys and transports) can only hunt pirates in nodes where all nearby sea provinces are inland seas.
Pirate-hunting fleets reduce the trade power taken by the dummy "pirates" nation in the chosen trade node by reducing their privateer efficiency. They do not actually damage or take damage from any ships.
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