I know that with everybody waiting for Royal Court, nobody is taking much about a trading focus DLC, but I think it would be a great adition to the game. This is how I think it should be implemented:
TRADE REGIONS: a trade regions should be a large map region, at least as big as two kingdoms, but maybe as large as an empire. Trade is only possible between neighboring trade regions. The trade regions and its possible neighbors should be fixed, all other trade configuration should be dynamic (trade routes, trade value, trade capitals, etc).
TRADE CAPITALS: every trade region should have one TRADE CAPITAL. The trade capital is a very important center of trade in the TRADE REGION. Controlling it means having a lot of control over the trade income and trade routes. The realm who controls this capital should be TRADE CONTROLLER.
How do you define the TRADE CAPITAL? The trade capital should go to the most developed city in the TRADE REGION. This means there should be a dispute over realms on who have the most development in the region. This also means there is an extra incentive to try to improve the development of your capital or to try to conquest a rich center of trade (like Constantinople).
TRADE ROUTES: trade routes should spontaneously form between two TRADE CAPITALS of neighboring TRADE REGIONS. So, trade routes are DYNAMIC and not static like in EU4. Like in CK2, having a trade route pass over your territory is beneficial and should increase your income and chances to improve development. For trade routes to form, a certain TRADE SCORE should be reached.
The path TRADE ROUTES also depends on the TRADE COST each country in this path should have. This cost should be determined by geography (ex.: plains are better than mountains), type (travel over sea is cheaper than land), country control and trade infrastructure.
The number TRADE ROUTES a TRADE REGION gets depends mostly on the TRADE SCORE between regions: after the first route, every extra TRADE ROUTE would demand more score to form.
TRADE SCORE: each TRADE REGION have a specific score with each neighboring TRADE REGION. To determine this score, we start with the default TRADE VALUE of a TRADE REGION.
The TRADE VALUE is determined by some modifiers: 1) the sum of all development in the region (richer more populated region = more trade), 2) the amount of TRADE ROUTES that arrive in the region, 3) the stewardship score of the TRADE CONTROLLER, 4) if the same TRADE CONTROLLER controls more than one TRADE CAPITAL, it will have penalty. It will also have a penalty if this is not in your home duchy and outside your dejure land; 5) maybe a TRADE GOODS modifier.
The TRADE ROUTES will prefer to flow between the highest TRADE VALUES, but the final TRADE SCORE also has modifiers: 1) the TRADE COST will diminish the SCORE, 2) the opinion between the TRADE CONTROLLERS (trade will flow more easily through realms with good relations) also diminish the score, 3) war between the TRADE CONTROLLERs should be very negative as well.
DEVELOPMENT REWORK: for this idea to work, there should be an overhaul in how do countries increase development. As you know, the revival of trade in Europe is heavily tied with the grow of population and city grow. Perhaps the introduction of: specials laws, special innovations (agricultural revolution), creation of corporations as special vassals, ways to interact with the merchant class, etc. Basically ways the player can pursue a TALL strategy.
FINAL THOUGHTS AND WHY I THINK THIS IS GREAT FOR THE GAME: this suggestion can change the way wars are fought and can give new ways to play the game. Perhaps starving an enemy of trade is a viable strategy? A plot to sway a neighboring realm can be greater to your economy than a violent war. Even supporting a claimant in a neighboring kingdom could significantly boost your economy (since opinion increases trade). It is also historical, as the crusades increased trade in the mediterranean for europe and trade did increase in the game time frame.
This also opens the door for a myriad of great additions to the game: slavery, piracy, naval warfare, playable merchant republics with unique mechanics, plots to steal silkworms, etc.
TRADE REGIONS: a trade regions should be a large map region, at least as big as two kingdoms, but maybe as large as an empire. Trade is only possible between neighboring trade regions. The trade regions and its possible neighbors should be fixed, all other trade configuration should be dynamic (trade routes, trade value, trade capitals, etc).
TRADE CAPITALS: every trade region should have one TRADE CAPITAL. The trade capital is a very important center of trade in the TRADE REGION. Controlling it means having a lot of control over the trade income and trade routes. The realm who controls this capital should be TRADE CONTROLLER.
How do you define the TRADE CAPITAL? The trade capital should go to the most developed city in the TRADE REGION. This means there should be a dispute over realms on who have the most development in the region. This also means there is an extra incentive to try to improve the development of your capital or to try to conquest a rich center of trade (like Constantinople).
TRADE ROUTES: trade routes should spontaneously form between two TRADE CAPITALS of neighboring TRADE REGIONS. So, trade routes are DYNAMIC and not static like in EU4. Like in CK2, having a trade route pass over your territory is beneficial and should increase your income and chances to improve development. For trade routes to form, a certain TRADE SCORE should be reached.
The path TRADE ROUTES also depends on the TRADE COST each country in this path should have. This cost should be determined by geography (ex.: plains are better than mountains), type (travel over sea is cheaper than land), country control and trade infrastructure.
The number TRADE ROUTES a TRADE REGION gets depends mostly on the TRADE SCORE between regions: after the first route, every extra TRADE ROUTE would demand more score to form.
TRADE SCORE: each TRADE REGION have a specific score with each neighboring TRADE REGION. To determine this score, we start with the default TRADE VALUE of a TRADE REGION.
The TRADE VALUE is determined by some modifiers: 1) the sum of all development in the region (richer more populated region = more trade), 2) the amount of TRADE ROUTES that arrive in the region, 3) the stewardship score of the TRADE CONTROLLER, 4) if the same TRADE CONTROLLER controls more than one TRADE CAPITAL, it will have penalty. It will also have a penalty if this is not in your home duchy and outside your dejure land; 5) maybe a TRADE GOODS modifier.
The TRADE ROUTES will prefer to flow between the highest TRADE VALUES, but the final TRADE SCORE also has modifiers: 1) the TRADE COST will diminish the SCORE, 2) the opinion between the TRADE CONTROLLERS (trade will flow more easily through realms with good relations) also diminish the score, 3) war between the TRADE CONTROLLERs should be very negative as well.
DEVELOPMENT REWORK: for this idea to work, there should be an overhaul in how do countries increase development. As you know, the revival of trade in Europe is heavily tied with the grow of population and city grow. Perhaps the introduction of: specials laws, special innovations (agricultural revolution), creation of corporations as special vassals, ways to interact with the merchant class, etc. Basically ways the player can pursue a TALL strategy.
FINAL THOUGHTS AND WHY I THINK THIS IS GREAT FOR THE GAME: this suggestion can change the way wars are fought and can give new ways to play the game. Perhaps starving an enemy of trade is a viable strategy? A plot to sway a neighboring realm can be greater to your economy than a violent war. Even supporting a claimant in a neighboring kingdom could significantly boost your economy (since opinion increases trade). It is also historical, as the crusades increased trade in the mediterranean for europe and trade did increase in the game time frame.
This also opens the door for a myriad of great additions to the game: slavery, piracy, naval warfare, playable merchant republics with unique mechanics, plots to steal silkworms, etc.