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owgrunt

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A few notes on the trade system. Why don't we have trade routes?

I would like to start by saying that the current system is playable and in some ways interesting. That said, most of us seem to think that it could be more enjoyable and... flexible.

With WoN well under way, I don't suppose any extreme suggestions could be adopted. PI has already stated that it will not be a major overhaul but rather something to make the current system more important. Still I'd like to talk about how it could be improved.

I'm clearly not the cleverest person on the forum, so would be glad if someone told me why my suggestions are stupid and impossible to implement =)

My biggest problem is that the direction the trade flows is fixed and there is no way to change that. As a result, some nations are favored over the others. It seems that the only reason Antwerpen is an end node are the Netherlands. But there are no Netherlands in 1444, aren't there? And I think there is no reason Hansa could not become something like Netherlands (in the hands of a human player, of course). Or Novgorod, for that matter, if it does not get swallowed by Muscovy.

And there is that American and Indian/Chinese trade. The set up does not favor Iberian countries so much any more, but now there is that Western Europe trade node, and that means that you don't have to venture on the costly business of setting up colonies, you just need to send more ships to that nod. That does seem a bit odd as the colonial nations were restricted to trade only with their overlord. Smuggling, however severe, could have amounted only to a fraction of all the colonial trade.

We are getting to the point. As it has already been mentioned, trade routes are not ever-present like ocean current. So why don't make them dynamic?

Why cannot we have a route between (technically) any node and any other node?

Let me explain what I mean.

How did trade work? If we put it simply (and if I am not mistaken), goods from some area are gatherd in a kind of hub (port, trading city). Traders then would go to this place (trade nod?) to buy those goods there. Then they would take them to their base (let it be only their base), from where those goods would be sold to other places.

What do you need to do that? You need

1) ability to buy (good relations to the country or just owning it)
2) ability to transfer goods (necessary naval technology, knowledge of the area, naval bases, good relationships to the countries owning important trading hubs)
3) people to do the job

How do I imagine that? In order to establish a trade route, you need first of all to have good relationships with a country you are trading with. You will get to transfer their trade power and give them a share of profit in return. There is room for some nice scheming/diplomacy between trading nations to get concessions. Or you can just conquer/protectorate the buggers, and get all of their trade.

Then you need to be able to move all those goods to your (trade?) capital. Whether you can do it or not, depends on your diplomatic technology, ideas, navy tradition. Having provinces (bases) or fleet basing rights along the route also helps.

And then you may need to spend a trader to establish that route.

Trading companies could help with this, may be by gathering all the trade value in one place, and then sending it to mother county, using fewer merchants.


That way it would matter much less where exactly on the world map you are situated, you still can lead your trading nation to prosperity, which would be challenging, but interesting to do.


I understand that it is much more complicated and difficult to implement. I am not sure if it is possible to implement at all. I also suppose it can be flawed.

Still it would be so nice to have something like this.
 
Last edited:

Fenxis

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IMHO having a more pure civ/sandbox model makes more sense (esp if you become a westernized asian superpower) but having such malleable trade setup would really upset the balance of some nations that rely on trade income. I think most of the mechanisms in your post are very regional and don't are that great on a global scale and commercial enterprise is outside the scope of the game. I would like to see the flow of trade flow to the zones with the highest tax income (with hidden fudge factors if necessary). This would mean that Europe would have a natural headstart and advantage in this regard but if, as a non-Euro nation, you are able to spam the buildings trade could start coming to you. I like that the trade routes are fixed as it promotes historical conquests; as the Ottomans you really to conquer Alexandria (and surrounding provinces) in order to steer trade into Constantinople (and brings about conflict with Venice, etc).

Note: having rich non-Euro trade nodes is possible; as Japan (Beijing capital) I've turned it into the richest trade node in the world when I last played at ~1775. If I took over more of malaysia I could move my capital there for even bigger bonuses.
 

Heliocon

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Why not give trade routes some elasticity? Like for example say I have 75% of trade power in a node, I can then dictate which subsequent trade node the trade will flow to. For example if I dominate trade in Brazil I could choose to route it over to the coast of Mauritias (sp)? or to the north sea or the Caribbean? This would remove the problem of all trade having to pass through the north sea where all that matters is how many ships you have.
 

ByteJunk

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This would remove the problem of all trade having to pass through the north sea where all that matters is how many ships you have.
From a historical perspective, trade winds make sense. We're talking about the Age of Discovery/Age of Sail time frame, and most early navigation required coastal landmarks. Even latter, it wasn't possible to just point a galleon against the dominant winds and will it to move forward. Colonization itself was in part determined by how easy it was to reach that region in the first place.

So it's surely possible to change the system so it becomes more flexible, at the expense of realism. I'm not really fond of that idea.
 
Last edited:

knoddy

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Why not give trade routes some elasticity? Like for example say I have 75% of trade power in a node, I can then dictate which subsequent trade node the trade will flow to. For example if I dominate trade in Brazil I could choose to route it over to the coast of Mauritias (sp)? or to the north sea or the Caribbean? This would remove the problem of all trade having to pass through the north sea where all that matters is how many ships you have.

this is pretty much what i was thinking. Make it so that you have to have a merchant steering, and a high % of tradepower, and you can choose which node to send it to (within reason)
 

wilcoxchar

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The main problem with the suggestions of bilateral, elastic, or dynamic trade steering is that the system can't handle circular paths in the trade network. With the increase in the wealth of the nodes from trade flow between nodes, that would create an infinite loop and crash the game.
 

knoddy

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The main problem with the suggestions of bilateral, elastic, or dynamic trade steering is that the system can't handle circular paths in the trade network. With the increase in the wealth of the nodes from trade flow between nodes, that would create an infinite loop and crash the game.

hence the reason they should limit it, Node A can only be forwarded to B, C or D, you can only choose 1, (and the AI might choose a different one) but if they limit it properly it would mean that you cant make circles lol
 

wilcoxchar

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hence the reason they should limit it, Node A can only be forwarded to B, C or D, you can only choose 1, (and the AI might choose a different one) but if they limit it properly it would mean that you cant make circles lol
Which is precisely what the current system does...