Is there an approach to secure the ''global trade'' origin province...

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BaronNoir

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If you are England, it's very straightfoward to say the least, but I mean as Korea or Japan or a minor quite far from end nodes ?

(I managed to get it once as Korea, and was rather surprised to say the least)
 

Zephyrum

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Develop like crazy, raise mercantilism, get all sorts of trade power modifiers, make merchants move to your provinces, conquer an end node...

If desparate, rush loads of light ships, and privateer a major node like Ivory Coast, Caribbean, Constantinople. Will significantly weaken the trade power downstream.
 

TheMeInTeam

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Lots of manufactories and steering to hike the value in a node up as much as possible. I've seen it in Bengal, Beijing, Nippon, Constantinople, Novgorod, Zanzibar and Panama nodes in addition to the typical Genoa/Channel/Sevilla. Most of those were induced by my manufactory spam, with the exception of AI Ming getting it in Beijing once when Europe's end nodes were unusually evenly split.
 
I

indika_tates

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It's quite easy. If you're the strongest trade power of the richest node the institution is granted to you.

Code:
can_start = {
        is_year = 1600
        is_island = no
        OR = {
            has_province_modifier = center_of_trade_modifier
            has_province_modifier = inland_center_of_trade_modifier
            is_capital = yes
            highest_value_trade_node = yes
        }
        owner = {
            any_active_trade_node = {
                is_strongest_trade_power = PREV
                highest_value_trade_node = yes
            }
        }

    }
    start_chance = 25        #in 100 for when a province can_start

Already discussed on: https://forum.paradoxplaza.com/forum/index.php?threads/global-trades-spawning-location.975481/
 
I

indika_tates

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But manufactories over counting houses and the like ?
Manufactories increases goods produced.

About the disagrees of my previous post I suggest the one who did it to learn to read properly. It's the game code not my opinion. If you see the previous post I linked it appeared on Bergenshus because the Hamburger player had the strongest TP in the richest node. The code says it's guaranteed to you but not where.
 
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I

indika_tates

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Production efficiency doesn't increase the trade value.

Edit: I was wrong. It may be as I said on earlier patches but nowadays it's not.

https://eu4.paradoxwikis.com/Production

A list of things you can do to increase trade value of a trade node:

1) Develop provinces (DIP)
2) Goods produced modifier (Ideas, traditions). GB, Portugal, Plutocratic ideas, policies and so on.
3) Buildings. Factories add a flat modifier (quite useful on provinces with high autonomy).
4) Steer trade.
5) Being a merchant republic and/or trade company in a node with a significant portion of the total TP.

And that's it. And if you notice something is that production generates earnings twice. A part directly to you for being the producer and the amount you earn from it from the trade node. So being England with the highest TP of the English channel node and increased production values from what I said before is the easiest way to be filthy rich.

Buildings + trade efficiency + mercantilism + COT's + proper steering + naval tradition + huge trading navy + policies = Infinite money.
 
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BoomKidneyShot

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Edit: No, you're mistaken. Trade value is only effected by the amount of goods produced. Production efficiency does increase production income from the goods produced, but not trade value.
 
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TheMeInTeam

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??

Of course it does!!

https://eu4.paradoxwikis.com/Production

A list of things you can do to increase trade value of a trade node:

1) Develop provinces (DIP)
2) Production efficiency percentage (% from tech and ideas). It increases the amount of goods.
3) Goods produced modifier (Ideas, traditions). GB, Portugal, Plutocratic and so on.
4) Buildings. Factories add a flat modifier (quite useful on provinces with high autonomy). Counting houses add a flat percentage (%).
5) Steer trade.
6) Being a merchant republic and/or trade company in a node with a significant portion of the total TP.

And that's it.

The wiki states that the factors going into trade value are market price, goods produced, and event modifiers to goods.

Production efficiency does not appear to contribute directly to trade value whatsoever, it increases production income.

Manufactories increase goods produced as if you developed the DIP in province 5 times. Counting houses give you more money based on goods produced, but do not increase goods produced and thus do not increase trade value. Only development, manufactories, some merchant republic stuff, and a native council building will do that.
 

BaronNoir

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Manufactories and counting houses increases both the value of a trade node so it's the way to go.

About the disagrees of my previous post I suggest the one who did it to learn to read properly. It's the game code not my opinion. If you see the previous post I linked it appeared on Bergenshus because the Hamburger player had the strongest TP in the richest node. The code says it's guaranteed to you but not where.

Actually, that you are 100% guaranteed to have it if you are the strongest player in the strongest node is very useful. But while being the strongest player is not very hard, having the strongest node might be complex...
 

rinehime

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??

Of course it does!!

https://eu4.paradoxwikis.com/Production

A list of things you can do to increase trade value of a trade node:

1) Develop provinces (DIP)
2) Production efficiency percentage (% from tech, ideas and policies). It increases the amount of goods you produce.
3) Goods produced modifier (Ideas, traditions). GB, Portugal, Plutocratic ideas, policies and so on.
4) Buildings. Factories add a flat modifier (quite useful on provinces with high autonomy). Counting houses add a flat percentage (%).
5) Steer trade.
6) Being a merchant republic and/or trade company in a node with a significant portion of the total TP.

And that's it.

No, 2) and 4) are wrong, look at you wiki link again.
Factories do increase trade value, Counting houses do not - they only increase production efficiency, i.e. your local income from Provincial Trade Value.

TradeValue = GoodsProduced * Price
GoodsProduced = (0.2*DIP_dev + 1(if ManufactoryPresent) + ProvinceModifiers) * (1+%Modifiers)
%Modifiers come from Trade leader, merchants present, ideas, and siege/occupied/devastation/etc. Production efficiency is not in that list.

Provincial Trade Value (i.e. from Goods Produced) is completely unaffected by autonomy. Provincial Trade Power IS, which indirectly affects TV at a node through transferring/steering.

Of course the wiki could be wrong (not the first time....) and I don't have the game open to check the tooltips / math....
 
I

indika_tates

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No, 2) and 4) are wrong, look at you wiki link again.
Factories do increase trade value, Counting houses do not - they only increase production efficiency, i.e. your local income from Provincial Trade Value.

TradeValue = GoodsProduced * Price
GoodsProduced = (0.2*DIP_dev + 1(if ManufactoryPresent) + ProvinceModifiers) * (1+%Modifiers)
%Modifiers come from Trade leader, merchants present, ideas, and siege/occupied/devastation/etc. Production efficiency is not in that list.

Provincial Trade Value (i.e. from Goods Produced) is completely unaffected by autonomy. Provincial Trade Power IS, which indirectly affects TV at a node through transferring/steering.

Of course the wiki could be wrong (not the first time....) and I don't have the game open to check the tooltips / math....

You're right. Sometimes the wiki is confusing. There is a way to test it. Hire a production advisor and check the changes between goods produced each month with/without him. The result is the same. But I think it has changed some time ago where the trade values skyrocketed late game.
 

TheMeInTeam

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You're right. Sometimes the wiki is confusing. There is a way to test it. Hire a production advisor and check the changes between goods produced each month with/without him. The result is the same. But I think it has changed some time ago where the trade values skyrocketed late game.

Before development the trade building line increased trade value straight up, and manufactories were still a thing. Coupled with more multiplication/jump in trade nodes you could do some pretty disgusting stuff in early patches (assuming you weren't just rigging NI + idea group picks to achieve negative land maintenance :p), but it's been a long time since then.