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IsaacCAT

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Preface: This is an example of how collaboration tools can improve development. This suggestion started with the last DD where the ability to build ports was introduced. @Mr. Wiggles made a request for someone to post a suggestion on the Senatus Populusque and during this weekend we have discussed many options in this thread. I want to thank @Decius , @Bovrick , @ChrisAdams3997 , @Ketchup & friends , @Vohen , @Marcus Pica and everyone else who has read and participated in the discussion for this proposal. I also want to thank Devs for promoting this collaborative tool that is the SPQR, it is so much fun.

Observation: as many others before me have said, trade is not routed in the territory and it feels very unrealistic. With the possibility to build ports I have an idea for a fun mechanic that incorporates ports, routes and trade.

Suggestion:

Use ports above level 2 as hubs for the nation long-haul trade.

How:
  1. Nations without ports or below level 2 ports will remain as they are, with trade flowing from each province capital to their destination. The traders will use existing trade routes to reach their destination.
  2. Ports above level 2 will concentrate long haul trade from all province's capitals. This will be automatic and give a bonus to the player as maritime trade is better handled and protected. All long-haul routes will be routed with the nearest port above level 2 as a way-point or hub. If there are more than one port above level 2 it will route to the nearest one.
  3. In case of a blockade of a hub port, all routes of that port will be rerouted to another port above 2 while blockaded. If there is no another port above level 2 the trade will resume as in point 1. Blockades are useful because they negate the trading bonus of ports for the blockaded player.
  4. The player will be able to reroute some trade by building ports above level 2 closest to the provincial capitals (only trade that its route is made shorter going through the new hub will switch ports).
This way, the player has an incentive to upgrade ports while trade routes are affected by ports.

Ports levels:

Only ports above level 2 will reroute trade and their bonus will be the following:

Port level 1:
Fishermen port
No boats construction allowed
Allows for some commerce and production
You can build it anywhere with a free building slot

Port Level 2:
City Port
Allows for trireme construction
Migration Attraction +0.10
Allows for internal commerce
You can only build it in cities

Port Level 3:
Big City Port
Allows for bigger ships construction
Migration Attraction +0.10
Pop Migration Speed +0.10
Ship Recruit Speed: +10.00%
Allows for international commerce, rerouting all nearest long-haul trade routes through them and adding +5% to all trade routes routed through this port
Local base trade routes +1,00%.
You can only build it in cities with access to deep waters and natural shelter

Port Level 4:
Metropolis Port
Allows for biggest ship construction
Migration Attraction +0.20
Pop Migration Speed +0.20
Ship Recruit Speed: +20.00%
Allows for international commerce, rerouting all nearest long-haul trade routes through them and adding +10% to all trade routes routed through this port
Local base trade routes +2,00%.
You can only build it in metropolis with access to deep waters and natural shelter

Port Level 5:
Alexandria type of ultimate Port
Allows for biggest ship construction
Migration Attraction +0.30
Pop Migration Speed +0.30
Ship Recruit Speed: +30.00%
Allows for international commerce, rerouting all nearest long-haul trade routes through them and adding +15% to all trade routes routed through this port
Local base trade routes +3,00%.
You can only build it in metropolis with access to deep waters, natural shelter and being a provincial capital

Distance calculation:

Distance can be calculated once and before loading the game.

If we weight every terrain and sea tile with distances, for example like this:
  • sea tile: 1d
  • inland river: 2d
  • farmland and plain: 3d
  • Forest and jungle: 4d
  • marshland, hill and desert: 5d
  • Mountain: 6d
The find path algorithm to find the shortest distance between all territories can be run beforehand and stored in a table like this (because the distance between territory X to territory Y is the same if you measure it from X to Y or from Y to X we only need half the table):

Shortest Distance TableTerritory ...nTerritory 2Territory ... 1
Territory 12312-
Territory 245--
Territory ....n---

This table will be stored in game and loaded only once at the start.

Then trade routes distance can be calculated as a call to the table between origin and final territories Trade Route Distance = Distance (Territory 1, Territory 2).

If there are ports above level 2, to assign a trade route to a Port the program will choose the available port with lower distance:

Distance (Territory 1, Port 1 Territory) + Distance (Port 1 Territory, Territory 2)
Distance (Territory 1, Port 2 Territory) + Distance (Port 2 Territory, Territory 2)

The creation/destruction/blockade of ports will affect trade routes way points. But will not change distance calculations. Every month end the program will check if all trade routes are going through the shortest route using the available ports above level 2.

This check is not an algorithm of shortest path (it has been already calculated and stored in the table), only a distance comparison. If one port is unavailable due to destruction or blockade, it will not appear in the comparison. The same, if a new port is created, it will appear. Thus, for each trade route, each month end this comparison will occur:

Distance is calculated as: Distance (Territory origin, Port n Territory) + Distance (Port n Territory, Territory end)

This will also allow to take into account transportation costs as function of distance. The nation is not concerned about this cost, as it is a matter of traders and we are only busy capturing as much revenue from them by protecting their maritime trades through our ports. However we can use it to change the tax on exports by reducing the profit made by the traders as I explained in this suggestion Playing with taxes and currency.


Trade Map:

The game should show trade routed with this system on the trade map for all provinces.


Example:

For simplicity this example only uses one province trade representation, all provinces should be represented.

A nation without ports above level 2 will have trade routes represented like this for each capital province:

1607837818568.png


The same nation with only one port above level 2 will have all its long-haul routes redirected through that port:

1607837818704.png


This rerouting will be automatic, without the player intervention. If this port would be ever blockaded, all long-haul trade routes will be rerouted to another port if available or loose their bonus.

The player, could upgrade another port above level 2 that will automatically capture all long-haul trade routes nearest to it:


1607837818845.png


When calculating nearest distance, the program considers the origin but also the destination points. In the example above, the new port upgraded is closest to the provincial capital but not all routes go through it because the other port above level 2 makes routes shorter.

Acknowledgements and further suggestions on trade:

This post is only about trade routing. Many others have made suggestions on trade before me and I have got ideas from them. I cannot list all here as there are too many.

This system ties in with other suggestions I have made on making trade more fun and less frustrating:

 
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Mr. Wiggles

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Main ports as links in the trading chain was exactly what I was thinking, too!
I'd also add something to not make lesser level ports insignificant a part as shypyards. Like a bonus vs piracy or better trade efficiency in the maritime region (explained by lesser sea routes, not represented on the map).
Im not entirely sure about the capturing trade routes just by having the highest level port in the province, it is a good idea for adding some sort of competition though.

Trade is a do ut des thing, example: copper and other minerals were going from the british islands to the mainland, they imported goods like wine. I'd say it is time to expand upon eu4's trade system and finally implement two-ways trade routes. And this leads to...

Finally, how is trade collected? I'd say the most realistic way is by having the trade split between your cities' population, each city having a trade-attraction weight based on their pops numbers and type. Dont know if it is doable though.

I see one problem: trade is, by definition, moving goods in time and space searching for a better price. The trade weight generated by the population should simulate the demand part, but what about the traders? They worked and moved goods way beyond their nation borders, should we think something about that or scrap this idea entirely and just say the goods you collect in your ports are the goods your merchants will trade all over the mediterranean?
In short: what about the middlemen?
 
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Decius

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Hope this suggestion pushes the priority of trade in terms of future update plans and the devs can get inspiration from it!
Thanks @IsaacCAT for the effort to create this suggestion and the constructive discussion beforehand! :)
 
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IsaacCAT

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Main ports as links in the trading chain was exactly what I was thinking, too!
I'd also add something to not make lesser level ports insignificant a part as shypyards. Like a bonus vs piracy or better trade efficiency in the maritime region (explained by lesser sea routes, not represented on the map).
Im not entirely sure about the capturing trade routes just by having the highest level port in the province, it is a good idea for adding some sort of competition though.

Trade is a do ut des thing, example: copper and other minerals were going from the british islands to the mainland, they imported goods like wine. I'd say it is time to expand upon eu4's trade system and finally implement two-ways trade routes. And this leads to...

Finally, how is trade collected? I'd say the most realistic way is by having the trade split between your cities' population, each city having a trade-attraction weight based on their pops numbers and type. Dont know if it is doable though.

I see one problem: trade is, by definition, moving goods in time and space searching for a better price. The trade weight generated by the population should simulate the demand part, but what about the traders? They worked and moved goods way beyond their nation borders, should we think something about that or scrap this idea entirely and just say the goods you collect in your ports are the goods your merchants will trade all over the mediterranean?
In short: what about the middlemen?

Your questions are very valid but need another post. Many have sought POP's demand driven trade. A trade simulation outside nations could be nice, with characters of many nations being part of an international trade system. But I think this is more an idea for VIC3 than for I:R.
 
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IsaacCAT

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Hope this suggestion pushes the priority of trade in terms of future update plans and the devs can get inspiration from it!
Thanks @IsaacCAT for the effort to create this suggestion and the constructive discussion beforehand! :)

Thank you! It was a blast. It is a good mind exercise and I hope It give devs that extra boost to move things forward as you say.
 
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cristofolmc

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I like It. But I still have an issue with trade goods trade directly with a single trade route from the middle east directly to london. I think its the missing thing or issue to be adressed in your suggestion.

But I think ports + trade distance could easily be the points that link trade routes together creating access to trade goods from afar in surplus, to reach the corners of the map when there is no sea connection.
 
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Vohen

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Mr. Wiggles

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Your questions are very valid but need another post. Many have sought POP's demand driven trade. A trade simulation outside nations could be nice, with characters of many nations being part of an international trade system. But I think this is more an idea for VIC3 than for I:R.
Why Victoria 3? afaik Vic2 does not even have a trade system, just an abstract global market where nations ranked higher in prestige could acquire resources before the others, top down.
It would be more akin of a revamped eu4 trade system, with actual pops being the main driven rather than merchants envoys.
 
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IsaacCAT

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Why Victoria 3? afaik Vic2 does not even have a trade system, just an abstract global market where nations ranked higher in prestige could acquire resources before the others, top down.
It would be more akin of a revamped eu4 trade system, with actual pops being the main driven rather than merchants envoys.
Ok I think about a suggestion. Let's see what comes up.
 

IsaacCAT

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I like It. But I still have an issue with trade goods trade directly with a single trade route from the middle east directly to london. I think its the missing thing or issue to be adressed in your suggestion.
Ports as hubs should work for all nations. Then from a port above level 2 in London the trade route will go to another port above level 2 in Alexandria. The flying arrows will go from provincial capital to port, then to another port and finally to the destination provincial capital. Both nations will have trade bonuses for directing trade through their ports.
And the map will look more like real trade logistics hubs.
 
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IsaacCAT

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I have made this suggestion to improve on this idea, please go and comment before I post it on the SPQR: