After Ports as Trade Hubs | Paradox Interactive Forums (paradoxplaza.com) some players (@Mr. Wiggles @Vohen @cristofolmc ) have requested a bolder and more comprehensive proposal for trade. I think I have an idea and because @Elmaz has said that we will have a ranking on the week from the 28th of December to the 3rd of January, I think we have the time to discuss the pros and cons before posting on the SPQR. Thus, please comment on this suggestion in order to improve it before submitting it:
Trade Merchants:
National products are sold and bought from trade merchants that monopolize trade through hubs and are independent of nations.
Every port and marketplace above level 2 (cities and metropolis) will have a trade merchant hub (EDITED)if at least it can capture 5 trades:
Trade merchants can buy/sell other trade merchants from other cities, modifying the size of the trade merchant. The algorithm to buy/sell trade merchant between families is dependent on those families' wealth.
The player does not have a say on merchants growth. They represent the merchant families that dominate trade in the city, and they will remain even after invasions. Thus, the player could have trade merchants from foreign families with different cultures and religions.
Characters and trade cartels:
Originally, a trade merchant is from one family from the same nation where the trade merchant is located.
Characters can have jobs in a trade merchant, like having a holding. That gives them base power and income.
The player does not have a say on merchant membership or family ownership.
Nations and trade merchants:
Nations will tax trade routes originated and destined to its provincials' capitals as they do now.
Having a trade merchant inside the nation will give a new tax to the nation, extracted from all trades that go through that city, including foreign trades.
For all trades, if a nation does not have a trade merchant or there are nearer foreign trade merchant, trade routes will be captured by these foreign trade merchants.
This will be represented by three or two trade routes flying arrows:
Trade window: (EDITED)
The nation will sell all its products and ask for its desired import products in the provincial trade window. The trade merchants will arrange and negotiate all the trades on behalf of the nation. As it is now, you will only import as many goods per province as you have trade routes on each province. You will make an ordered list with priorities so the traders can get your most demanded products as they are available.
The nation will negotiate with merchants on the trade window, something ala mercenary window:
The trade merchant board of representatives are:
This is merely aesthetic, because you only negotiate trades, nothing personal to the representatives, but I think it is very nice to see their faces.
Products and trade merchants:
Of course, the same rules as there are now for products will apply to trade merchants. If there is no supply of products in your naval/diplo range, you will not be able to obtain that product.
But for everything else, the trade merchants will arrange all the trade routes, and no need to worry again for trade routes being discontinued. They own all the trades!
EDITED: changed cartel for merchant. Changed trade window text.
Trade Merchants:
National products are sold and bought from trade merchants that monopolize trade through hubs and are independent of nations.
Every port and marketplace above level 2 (cities and metropolis) will have a trade merchant hub (EDITED)
- They capture outgoing trade function of distance between provincial capital where the goods are produced and the trade merchant city (marketplace or port above level 2).
- They capture incoming trade function of distance between trade merchant city hub (marketplace or port above level 2) and the province capital where the goods are destined.
Trade merchants can buy/sell other trade merchants from other cities, modifying the size of the trade merchant. The algorithm to buy/sell trade merchant between families is dependent on those families' wealth.
The player does not have a say on merchants growth. They represent the merchant families that dominate trade in the city, and they will remain even after invasions. Thus, the player could have trade merchants from foreign families with different cultures and religions.
Characters and trade cartels:
Originally, a trade merchant is from one family from the same nation where the trade merchant is located.
Characters can have jobs in a trade merchant, like having a holding. That gives them base power and income.
The player does not have a say on merchant membership or family ownership.
Nations and trade merchants:
Nations will tax trade routes originated and destined to its provincials' capitals as they do now.
Having a trade merchant inside the nation will give a new tax to the nation, extracted from all trades that go through that city, including foreign trades.
For all trades, if a nation does not have a trade merchant or there are nearer foreign trade merchant, trade routes will be captured by these foreign trade merchants.
This will be represented by three or two trade routes flying arrows:
- from provincial capital to the origin trade merchant hub
- from origin trade merchant hub to destination trade merchant hub (if the first trade merchant is also the nearest to the destination provincial capital, there will be only one trade merchant hub)
- From destination trade merchant hub to destination provincial capital
Trade window: (EDITED)
The nation will sell all its products and ask for its desired import products in the provincial trade window. The trade merchants will arrange and negotiate all the trades on behalf of the nation. As it is now, you will only import as many goods per province as you have trade routes on each province. You will make an ordered list with priorities so the traders can get your most demanded products as they are available.
The nation will negotiate with merchants on the trade window, something ala mercenary window:
- Check the head of family owner of the merchant guild. If its from your nation and it is loyal, you gain more influence points for that trade merchant. Check the family wealth. You could help the merchant family to increase its wealth so they can expand their business abroad buying other families merchant posts.
- Select each trade network to show its trade lines on the map. Your nation will have more influence on those trade merchants that your nation contribute more trade lines.
- Increase influence by reducing taxes on the trades in our nation of that trade merchant or decrease influence but get more revenues from trades.
- Use influence to embargo another nation trades own by that trade merchant (possible CB from that nation)
- Use influence to set your trades priority before other nations of that trade merchant (other nations with trades with this merchant will have less opinion of you)
- Use influence to ask trade merchant to buy another trade merchant guild that you are interested that they merge with (they could ask more money)
The head of family from the most powerful trade merchants of your nation (if any)The head of family from the most powerful trade merchants on naval reach of your nationThe head of family from the most powerful trade merchants on diplomatic reach of your nation
Products and trade merchants:
Of course, the same rules as there are now for products will apply to trade merchants. If there is no supply of products in your naval/diplo range, you will not be able to obtain that product.
But for everything else, the trade merchants will arrange all the trade routes, and no need to worry again for trade routes being discontinued. They own all the trades!
EDITED: changed cartel for merchant. Changed trade window text.
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