I'd like to preface by saying that I'm neither a professional coder, nor content designer, so please take this with a grain of salt. Any constructive criticism to how this feature could be practically implemented is much appreciated, although it might not add much depth, I think it would make the world feel more alive while working within the constraints of the base EUIV game.
In my eyes, development represents the population of a province in terms of their wealth, production capacity, and peasantry to fight for you. The numbers can be a bit arbitrary but I think most people land on a similar general interpretation. Now one of the most clinically underrated parts of the game is trade because, for the most part, it's just not a priority to conquering land. I'd love to see a more dynamic, expanded trading system (would love some DLC that featured it), and next patch would be a good place to implement it. Specifically, one thing that never made much sense to me was the concept of specific, one-way trade paths to Europe. Sure, historically it makes sense for Europeans to funnel back all their conquered riches but there are already war goals to transfer trade power. Moreover, Europa is an alternate history game and there are plenty of what-ifs that the current trade system can deny. Like "what if" all the worlds riches flowed to South Africa? The current answer is simply, "No. Why would Europeans send goods there? Why would Americans send goods there?"
Basically, I don't like the concept of set end nodes or one way paths of trade. Instead, I propose that trade routes should travel to land with higher development, specifically higher base tax, because more wealth is concentrated in those areas and trade generally flows towards the wealthy and powerful. Trade nodes would flow towards high development by default (most likely Europe) but what if a nation outpaced the growth of European cities? Development between trade nodes can be compared and a decision could be taken to shift the flow of trade (i.e. Lubeck has more development than any connected node, 75% retained trade value, is not an end node, etc.) and if the total development in one node is greater than a node downstream of it, the flow of trade will reverse.
For example, the North Sea node flows directly into the Lubeck node at the game start because of the higher total development.
If the provinces in the North Sea node were sufficiently developed so that total province development North Sea > total province development Lubeck, then the Lubeck wealth would flow towards the North Sea.
However, both nodes are connected to the English Channel.
Assuming the English Channel still has a higher development than both, Lubeck and North Sea trade would still flow towards the English Channel.
Another node, Reims, flows towards the English channel.
In this hyopthetical, let's say that the Reims node gets a higher total province development than the English channel node.
Now, all the trade from the English Channel will flow towards Reims, making it a new end node unless, etc. etc.
You can see that this can get very complicated very quickly, which I have a feeling would be harder to code than I might expect, but quote me if you have any expertise.
Note: I said higher development here instead of higher base tax. They're interchangeable at this point.
This additional use for development can make it more profitable to develop provinces than go to war, make the world feel more alive, and give incentive to check a trade map mode. In addition, it makes it more viable to place your capital anywhere on the planet to make the seat of your historical empire the center of the world. You want Europe to be your slave basin that send precious gold and silver to your mega palace on Midway? You got it. One possible roadblock I foresee is that it will be harder to make trade actually flow properly, but this would also encourage players to develop their colonies if they want strong trade income.
There are several extra bonuses, maluses, or events that could help reinforce traditional, historical trade routes, maintain or deteriorate routes that don't make sense, etc. At this point, it's not totally fleshed out but that's what the thread is for. I'd like to hear comments on the current proposed alternate trade (pros and cons), suggestions that could improve the EUIV trade system in general (keeping in mind the game's limitations), and whether or not this is actually feasible from a technical standpoint (or how it could be made possible). The end goal is to make the suggestions reasonable enough that they could actually be inserted into the game we all love.
Similar thread: https://forum.paradoxplaza.com/forum/threads/trade-nodes.1321357/
In my eyes, development represents the population of a province in terms of their wealth, production capacity, and peasantry to fight for you. The numbers can be a bit arbitrary but I think most people land on a similar general interpretation. Now one of the most clinically underrated parts of the game is trade because, for the most part, it's just not a priority to conquering land. I'd love to see a more dynamic, expanded trading system (would love some DLC that featured it), and next patch would be a good place to implement it. Specifically, one thing that never made much sense to me was the concept of specific, one-way trade paths to Europe. Sure, historically it makes sense for Europeans to funnel back all their conquered riches but there are already war goals to transfer trade power. Moreover, Europa is an alternate history game and there are plenty of what-ifs that the current trade system can deny. Like "what if" all the worlds riches flowed to South Africa? The current answer is simply, "No. Why would Europeans send goods there? Why would Americans send goods there?"
Basically, I don't like the concept of set end nodes or one way paths of trade. Instead, I propose that trade routes should travel to land with higher development, specifically higher base tax, because more wealth is concentrated in those areas and trade generally flows towards the wealthy and powerful. Trade nodes would flow towards high development by default (most likely Europe) but what if a nation outpaced the growth of European cities? Development between trade nodes can be compared and a decision could be taken to shift the flow of trade (i.e. Lubeck has more development than any connected node, 75% retained trade value, is not an end node, etc.) and if the total development in one node is greater than a node downstream of it, the flow of trade will reverse.
For example, the North Sea node flows directly into the Lubeck node at the game start because of the higher total development.
If the provinces in the North Sea node were sufficiently developed so that total province development North Sea > total province development Lubeck, then the Lubeck wealth would flow towards the North Sea.
However, both nodes are connected to the English Channel.
Assuming the English Channel still has a higher development than both, Lubeck and North Sea trade would still flow towards the English Channel.
Another node, Reims, flows towards the English channel.
In this hyopthetical, let's say that the Reims node gets a higher total province development than the English channel node.
Now, all the trade from the English Channel will flow towards Reims, making it a new end node unless, etc. etc.
You can see that this can get very complicated very quickly, which I have a feeling would be harder to code than I might expect, but quote me if you have any expertise.
Note: I said higher development here instead of higher base tax. They're interchangeable at this point.
This additional use for development can make it more profitable to develop provinces than go to war, make the world feel more alive, and give incentive to check a trade map mode. In addition, it makes it more viable to place your capital anywhere on the planet to make the seat of your historical empire the center of the world. You want Europe to be your slave basin that send precious gold and silver to your mega palace on Midway? You got it. One possible roadblock I foresee is that it will be harder to make trade actually flow properly, but this would also encourage players to develop their colonies if they want strong trade income.
There are several extra bonuses, maluses, or events that could help reinforce traditional, historical trade routes, maintain or deteriorate routes that don't make sense, etc. At this point, it's not totally fleshed out but that's what the thread is for. I'd like to hear comments on the current proposed alternate trade (pros and cons), suggestions that could improve the EUIV trade system in general (keeping in mind the game's limitations), and whether or not this is actually feasible from a technical standpoint (or how it could be made possible). The end goal is to make the suggestions reasonable enough that they could actually be inserted into the game we all love.
Similar thread: https://forum.paradoxplaza.com/forum/threads/trade-nodes.1321357/
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