Imperator - Development Diary #8 - 16th of July 2018

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Johan

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Hello everyone and welcome to the 8th development diary for Imperator. Today we’ll talk about trade system in the game.

The trade in Imperator is about getting access to goods for your cities to make them better, and meanwhile earn money on trade happening. A Trade-Route is import of one trade-goods from another province, either foreign or your own, where it is in surplus, to one of your provinces.

You can always import any trade goods you have a surplus of from your other provinces, but from foreign nations you need to have negotiated trade access first, and if you fight a war against each other, the import will be cancelled.

A province can only export if that province provides a surplus, ie, if it in total produces more than 1 of that trade-goods. A city produces 1 trade-goods, and for each additional 30 population it produces an additional +1 trade goods. There is no limit to how how many exports a province has, other than the amount of surplus goods it has.

You can always import a trade-goods if you already have a surplus of it, and that gives you a smaller additional bonus.

Surplus in the capital province gives a special bonus on the country level and Surplus is clearly indicated in the UI.

Only the capital city in each province gets the benefit of the stacked goods. The other provinces gets counted as they have access to 1 of the trade-goods. Only the province stacking bonus can be applied multiple times, so you can import 20 grain if you so desire to keep up a huge population.

Please remember that creating a new import route costs you civic power!

As default you can import one trade goods to your capital province.

There are multiple ways to get more allowed import routes to your provinces. Larger nations get more import routes to their capitals, there are ideas that allow more import, and there are inventions that can either increase all provinces trade routes or the capitals. There is also economic policies for trade, where you can forgo your income from trade for having more trade routes, or the opposite.

Income from Trade uses something we call Commerce in this game. Each commerce level building in a city provides +20% commerce to that city, and citizens will also provide a level of commerce. Trade Income is based upon total amount of trade-routes in & out in province multiplied by commerce.

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The List of tradegoods include the following..

Grain, Salt, Iron, Horses, Wine, Wood, Amber, Stone, Fish, Spices, Elephants, Base Metals, Precious Metals, Steppe Horses, Livestock, Earthenware, Dyes, Furs, Olives, Leather, Woad, Marble, Honey, Incense, Hemp, Vegetables, Gemstones, Camels, Glass, Silk, Dates, Cloth, Papyrus, Wild Game


Next week we’ll talk about Diplomacy, or more specifically about opinions,
 
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Income from Trade uses something we call Commerce in this game. Each commerce level building in a city provides +20% commerce to that city, and citizens will also provide a level of commerce. Trade Income is based upon total amount of trade-routes in & out in province multiplied by commerce.
Does that mean importing stuff gives trade income, or can a province importing a lot of stuff potentially have a negative trade income?
 
Will their be a separate dev diary on how these trade goods are used? Do they need to be present in order for certain buildings to function or for certain types of pops (freemen, citizens, ect.) to grow? What does the province/nation youre importing from get in return for its export? Is it like HOI3 where you just import until you run out of money, or like HOI4 where you import using some sort of ethereal means of exchange, or is it just the upfront cost of civic power?
 
Are Bonuses at province level shared between every countries which own cities in that province?

Does Maritime Power affect trade in any way?

Edit: it seems the bonus is given to the countries who owns the "capital city". Like Syracuse for East Sicily. @Johan , can you confirm this ? Is the capital "fixed" or is the biggest city around? That is: could be Naxos became the capital city in E.Sicily if it has enough inhabitants ?
 
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Larger nations get more import routes to their capitals, there are ideas that allow more import, and there are inventions that can either increase all provinces trade routes or the capitals.

So you kept the system in which you have to choose between two invention paths?
 
It sounds like the optimal strategy is to send everything to the capital for commerce and empire wide buffs.
Yes but you have only limited amount of trade routes so there is limits to how much you can trade to your capital.

Ideas boost trade. Is this the first mention of idea groups in IR ?

It was mentioned before in the DD about monarch points as you get extra monarch points if your national ideas are compitable with your government.
 
Yes but you have only limited amount of trade routes so there is limits to how much you can trade to your capital.
But the trade routes are limited for your whole country, or?
So there is no sense to spread out trade but to send everything to the capital when you have a free route.
 
It sounds like the optimal strategy is to send everything to the capital for commerce and empire wide buffs.

Encouraging empires to amass the bounty of their conquered lands into opulence at the expense of the wider populace seems like exactly what an Antiquity game should do!
 
But the trade routes are limited for your whole country, or?
So there is no sense to spread out trade but to send everything to the capital when you have a free route.
Limit is province based not capital based. But as far as I understand capital province will get extra trade routes the bigger you are while other provinces will not.
 
I guess trade goods can't be depleted, like overforaging the area, or depleting the mine, or hunting dodos to extinction?