Relative newbie to the game and only just really getting to grips with the trade mechanism; but as a super important part of European (and world) history, I think there's scope to deliver much more on the detail.
For example:
Trade goods - At the moment I see that provinces have trade goods, trade goods have value, and that value combines with production levels to determine how much value is put into a trade node to be collected / forwarded.
I'd like to see an economic system whereby I can set the level of my production across the trade goods that I'd like to keep for myself and sell (if I'm a producer) or the maximum level of imports I want to take in (if I'm a consumer). National stockpiles could be managed so that you can plan ahead and stock up for war, or just deny the limited resources to rivals. Some stockpiled goods (grain, fish perhaps) would have modifiers to decrease them on top of consumption (ie, they rot) whereas some would last until used.
Trade agreements - making it possible to sell to the open market or favour trade with chosen nations to improve relations and guarantee them supply. Equally, you should be able to set trade policies that specifically deny direct trades of certain goods to certain powers. It gives you some ability wage economic warfare. Anything sold on the open market of course can not be guaranteed to go into the hands of friends / stay out of enemies ports. Agreements could be set at a % above or below the open market price, exchanging ducats for political tension (or vice versa) and meaning you're not forever micromanaging prices.
Agreements on certain goods might confer bonusses to military power etc (e.g. buying weapons from a more advanced power increases my advancement) - or perhaps you could just convert certain types of goods directly into monarch points.
Trade prices - supply and demand, locally, regionally and globally should contribute to fluctuation of trade prices. Large wars (your own or others) could disrupt production and the flow of trade causing price hikes. Enemies taking control of strategic resources becomes a reason to want to intervene in wars, enforce peace settlements, or change diplomatic focus to favour other nations.
Wars taking place in trade regions may negatively (or positively) affect local trade prices too, regardless of whether the trading nations are actively part of the war.
Trade nodes and steering - Is it possible that rather than these being fixed lines from the beginning, that they are dynamically generated depending on actual trading activity? Or at least trade routes are hidden until both start and end nodes are discovered by the nation.
New trade node for Ireland - I haven't fully explored the game map yet, but it seems odd that the north sea trade node is responsible for Ireland due to its location - suggest an Irish sea node perhaps - apart from Irish/Scottish nations being able to collect from it, trade could be steered into it to avoid North Sea or English Channel nodes, or out of it to both of those nodes and possible the west coast of France or northern coast of Spain.
For example:
Trade goods - At the moment I see that provinces have trade goods, trade goods have value, and that value combines with production levels to determine how much value is put into a trade node to be collected / forwarded.
I'd like to see an economic system whereby I can set the level of my production across the trade goods that I'd like to keep for myself and sell (if I'm a producer) or the maximum level of imports I want to take in (if I'm a consumer). National stockpiles could be managed so that you can plan ahead and stock up for war, or just deny the limited resources to rivals. Some stockpiled goods (grain, fish perhaps) would have modifiers to decrease them on top of consumption (ie, they rot) whereas some would last until used.
Trade agreements - making it possible to sell to the open market or favour trade with chosen nations to improve relations and guarantee them supply. Equally, you should be able to set trade policies that specifically deny direct trades of certain goods to certain powers. It gives you some ability wage economic warfare. Anything sold on the open market of course can not be guaranteed to go into the hands of friends / stay out of enemies ports. Agreements could be set at a % above or below the open market price, exchanging ducats for political tension (or vice versa) and meaning you're not forever micromanaging prices.
Agreements on certain goods might confer bonusses to military power etc (e.g. buying weapons from a more advanced power increases my advancement) - or perhaps you could just convert certain types of goods directly into monarch points.
Trade prices - supply and demand, locally, regionally and globally should contribute to fluctuation of trade prices. Large wars (your own or others) could disrupt production and the flow of trade causing price hikes. Enemies taking control of strategic resources becomes a reason to want to intervene in wars, enforce peace settlements, or change diplomatic focus to favour other nations.
Wars taking place in trade regions may negatively (or positively) affect local trade prices too, regardless of whether the trading nations are actively part of the war.
Trade nodes and steering - Is it possible that rather than these being fixed lines from the beginning, that they are dynamically generated depending on actual trading activity? Or at least trade routes are hidden until both start and end nodes are discovered by the nation.
New trade node for Ireland - I haven't fully explored the game map yet, but it seems odd that the north sea trade node is responsible for Ireland due to its location - suggest an Irish sea node perhaps - apart from Irish/Scottish nations being able to collect from it, trade could be steered into it to avoid North Sea or English Channel nodes, or out of it to both of those nodes and possible the west coast of France or northern coast of Spain.
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