Any formula for profitable Trade edicts?

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StefanFan

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Hey guys

Are any of you using formulas to calculate the profitability of trade edicts in a state? I am trying to figure out a bullet proof method of picking a profitable state trade edict quickly. Which doesn't include passing a month without an edict, then restarting and passing the same month with an edict :D

Cheers
 

bly08

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Look at the total trade power of the node and how much more the +50% edict would bring. For example if Constantinople has 250 total trade power with 10 ducats of trade value remaining in the node, and running Protect Trade in Hudavendigar increases trade power by 25, you would make roughly 10% (25/250) of 10 ducats (increased further by other trade modifiers), or 1 ducat extra every month from collecting.

To be more exact, multiple the added trade power from the edict by your trade power modifiers (prestige, transfer bonus, etc) and your resulting income by the trade efficiency modifiers. If that's more than the maintenance cost then the edict is profitable. Keep in mind that the displayed trade power in provinces is the modified amount, the base value is usually much lower.

A good rule of thumb is: it's always worth it if there's a center of trade/estuary or high development province with a marketplace.

This is too much of a generalization. Higher dev = higher maintenance cost. Both the edict and the marketplace modifies the base trade power value so one has nothing to do with the other.
 
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StefanFan

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Look at the total trade power of the node and how much more the +50% edict would bring. For example if Constantinople has 250 total trade power with 10 ducats of trade value remaining in the node, and running Protect Trade in Hudavendigar increases trade power by 25, you would make roughly 10% (25/250) of 10 ducats (increased further by other trade modifiers, but only slightly), or 1 ducat extra every month from collecting. If that's more than the maintenance cost then the edict is profitable. Keep in mind that the displayed trade power in provinces is the modified amount, the base value is usually much lower.



This is too much of a generalization. Higher dev = higher maintenance cost. Both the edict and the marketplace modifies the base trade power value so one has nothing to do with the other.
I have already read about that formula, I am trying to build an excel calculator, just started: http://prntscr.com/hq9azy
I will finish it tomorrow, it's too late now, I was thinking that maybe somebody has a working formula.
 

Badesumofu

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A good rule of thumb is: it's always worth it if there's a center of trade/estuary or high development province with a marketplace.

The edict only multiplies base trade power, so having marketplaces or not has no relevance. Higher dev is a very poor way to asses as well since that also increases the cost of the edict.

The real rule of thumb is that it's almost never worth using. If the value to power ratio in the node is high and you aren't dominating the node, or the state is one with very low maintenance (ie your capital state), or you have a situation where there is an abnormally high proportion of CoTs (maybe the CoT is the only province in the state you own) in your state then it can be worth it.

Turn it on and see if it makes you more than it costs. It's rare enough that I mostly just don't think about it.
 

StefanFan

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I am a micromanager guy, so I'd rather rely on a formula :p I write down in excels when I have to check edicts, when I have to check provinces for something, when I have to check etc, etc. And I just check the things I have done, so I know what's next.
 

Kergan

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This is too much of a generalization. Higher dev = higher maintenance cost. Both the edict and the marketplace modifies the base trade power value so one has nothing to do with the other.


True, but there's also something to be said about upstream trade power and denying ducats to your neighbors.

Once you're swimming in ducats it's usually better to keep the manpower (or defensive) edit on at all times.
 

StefanFan

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Not sure how many mistakes have I made in the formulas, but here it is, a basic trade edict profitability calculator in excel. You only need to fill the uncolored fields, all the others are formulas. The calculator does not cover all possibilities, but for me it's enough if I want to have a quick idea. Feel free to improve it, I probably will too.

EDIT: The WOT cells qualify or disqualify the node for the trade edict. Red means you will loose money, green means you will win.
 

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  • Trade Edict Calculator.xlsx
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bbqftw

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When I only owned constantinople and it was a contested node at 60%, it was not profitable to run the edict.

Basically I would say it is never worth it unless you got some low dev cot even then its probably only marginally worth
 

bly08

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Not sure how many mistakes have I made in the formulas, but here it is, a basic trade edict profitability calculator in excel. You only need to fill the uncolored fields, all the others are formulas. The calculator does not cover all possibilities, but for me it's enough if I want to have a quick idea. Feel free to improve it, I probably will too.

EDIT: The WOT cells qualify or disqualify the node for the trade edict. Red means you will loose money, green means you will win.

The provincial trade power gained from running the edict needs to be multiplied by trade power modifiers. Otherwise it looks good, the trade value cells need to be slightly adjusted.
 

StefanFan

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The provincial trade power gained from running the edict needs to be multiplied by trade power modifiers. Otherwise it looks good, the trade value cells need to be slightly adjusted.
I think I forgot that, thanks!
Hm, I think I rushed in with the answer, and what I thought it was my mistake it's something I can't really find... On A15 for example, you have A6+50 in the formula, which is the old TP bonus + the new edict TP bonus.
 
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Yxklyx

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When I only owned constantinople and it was a contested node at 60%, it was not profitable to run the edict.

Basically I would say it is never worth it unless you got some low dev cot even then its probably only marginally worth

Yeah, I agree I think it's never worth it unless perhaps the state has 2 or 3 center of trades. As for the others:

1. Advancement Effort - this could be useful for printing press if you are far away, otherwise not much.
2. Centralization Effort - no
3. Defensive Edict - very rarely worth it - Maybe if you're fighting a much larger opponent like Ming.
4. Encourage Development - yes
5. Feudal De Jure Law - not really for my playstyle - very very rarely.
6. Religion Enforced - have not used
7. Edict of Absolutism - have not used
8. Promote Military Recruitment - useful I suppose but have not used
9. Protect Trade - not really
10. Enforce Religious Unity - very useful
 

StefanFan

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Yeah, I agree I think it's never worth it unless perhaps the state has 2 or 3 center of trades. As for the others:

3. Defensive Edict - very rarely worth it - Maybe if you're fighting a much larger opponent like Ming.
Maybe in multiplayer? Regarding the trade edict, I think it has a margin where they are always profitable. You don't need them if you control the node overwhelmingly, and you also don't need them if you have a too small percentage of the node. Of course, it matters where is the node and what can you do with it too.
 

bly08

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I think I forgot that, thanks!
Hm, I think I rushed in with the answer, and what I thought it was my mistake it's something I can't really find... On A15 for example, you have A6+50 in the formula, which is the old TP bonus + the new edict TP bonus.

It's modified by the local TP efficiency but the final value needs to be multiplied by the national trade power modifiers (steering bonus, prestige, etc) before A22.

eu4_278.png
 

bbqftw

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De jure actually good as you can practically suppress all revolts in first age. On territories you just unstate to instant cancel the edict, same with defensiveness.

Edicts are actually more useful on territories for that reason.