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PossibleTango

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Honestly, it the only thing I don't like about the game atm of the current features. It would be awesome if it was more dynamic and not just click and get this, this, and this. Plus it's extremely annoying with all the small nations not wanting to trade at all. It would be awesome if trade was more dynamic and flowing, have citizens setup their own trade networks, etc. I'm not really sure how it can be revamped but I just don't enjoy the current way it is setup.
 
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IsaacCAT

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Here is a question how would one want Trade to be reworked.
My latest iteration on how to improve trade:

 
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unmerged(446641)

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My latest iteration on how to improve trade:

Wow that would be great. The “trade attractiveness” mechanic in particular would be a significant improvement imo.
 
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IsaacCAT

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Wow that would be great. The “trade attractiveness” mechanic in particular would be a significant improvement imo.
The objective is to simulate trade and give agency to the player to improve it indirectly. Trade is not created by the player, it exists in the World and is shaped and transformed as the world changes. The player can actively influence trade through changing the world (roads, ports, invading nations, employing merchants, etc...)

My critique to trade as it is now:
  1. The player has to set the routes manually
  2. The routes are mostly static, and when affected by war they require point 1)
  3. The player cannot affect to whom is selling its goods (choose trading partner or steal markets from other players)
 

unmerged(446641)

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The objective is to simulate trade and give agency to the player to improve it indirectly. Trade is not created by the player, it exists in the World and is shaped and transformed as the world changes. The player can actively influence trade through changing the world (roads, ports, invading nations, employing merchants, etc...)

My critique to trade as it is now:
  1. The player has to set the routes manually
  2. The routes are mostly static, and when affected by war they require point 1)
  3. The player cannot affect to whom is selling its goods (choose trading partner or steal markets from other players)
Agreed
Another thing I’d add is how trade goods magically appear in its destination.

It would be exciting if those storms, that give ignorable attrition to navies, could also throw trade off for a few months. (Weren’t ship wrecks common in this time period?)
Barbarian uprisings stealing goods and enemy factions capturing merchant vessels would make the game feel more alive and dynamic as your purse is squeezed trying to build watchtowers, hire armed escorts or make navies for patrol.
 
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Daft

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Agreed
Another thing I’d add is how trade goods magically appear in its destination.

It would be exciting if those storms, that give ignorable attrition to navies, could also throw trade off for a few months. (Weren’t ship wrecks common in this time period?)
Barbarian uprisings stealing goods and enemy factions capturing merchant vessels would make the game feel more alive and dynamic as your purse is squeezed trying to build watchtowers, hire armed escorts or make navies for patrol.

I think such a system should have some risk-reward type decisions though.

Dedicating manpower to safeguarding trade routes for example?
 
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