• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

Don Wing

Second Lieutenant
54 Badges
Mar 11, 2005
147
196
  • Stellaris: Distant Stars
  • Europa Universalis IV: Mandate of Heaven
  • Knights of Honor
  • Europa Universalis IV: Third Rome
  • Surviving Mars
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris: Synthetic Dawn
  • Age of Wonders III
  • Europa Universalis IV: Cradle of Civilization
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Europa Universalis IV: Rule Britannia
  • Steel Division: Normandy 44
  • Europa Universalis IV: Dharma
  • Stellaris: Megacorp
  • Europa Universalis IV: Golden Century
  • Imperator: Rome
  • Hearts of Iron IV: Expansion Pass
  • Imperator: Rome Sign Up
  • Stellaris: Ancient Relics
  • Age of Wonders: Planetfall
  • Hearts of Iron IV: La Resistance
  • Stellaris: Federations
  • Imperator: Rome - Magna Graecia
  • Victoria 3 Sign Up
  • Cities: Skylines
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Res Publica
  • Rome Gold
  • Victoria 2
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Rome: Vae Victis
  • War of the Roses
  • Crusader Kings II
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • Hearts of Iron IV: Cadet
  • Europa Universalis IV: Rights of Man
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
This expansion is amazing, great improvment and overall enjoyability.

The changes in ports, the capabiliy of building them are great, the bonus also are good, but incomplete.

The ports MUST have a Trade route value, if even roads give this bonus ( wich is great) Ports must ( more than should) have this,

  • +2.5% Local base trade routes are given by markets, perhaps designer dont want to replace the markets by spammig ports, that could be a reason, so I suggest a +1.5% local trade route per port level.
OR
  • If this still dont stand, perhaps it could be added to the FIRST port, as today some bonus like +5% Supply Limit, only stand in the first port, so here ot could give +2.5% Local base trade routes or even more to this first port.
For long range trade, a coastal city should always prefeer to have a port rather than a market, that´s why it should give some kind of bonus to this.

Also I have notice that ports are UN-META and many times I demolish them to build more usable buildings, that´s why it requires a modification.

Best regards.
 
Last edited:
  • 5Like
  • 1
Reactions:

Stuffinacan

Recruit
Mar 11, 2021
5
18
Agreed, perhaps ports themselves could even be somewhat modular, not all ports are the same or as substantial and especially during this era in history. The game ought to reflect this.

The simplest and lamest implementation would be to create a few new buildings to represent different types of ports with different buffs
Ex- Military/Ship building Port, Trading Port, Storage/Supply (?) etc

Honestly the trade system is still too underdone for ports to actually function as they historically did. The easiest "issue" to highlight is how abstract exporting and importing goods really is. For example no mind is paid to HOW goods get to where they are going, I could be a landlocked nation in the middle of Germania, but as long as I'm within diplomatic distance I can export some stone to another landlocked nation in Britannia or to my neighbor for the SAME PRICE and quite literally ignore this route for the rest of the game, and if the route is cancelled it just gets taken by some nation in Iberia for the SAME PRICE centuries later.

How does the stone get there? What route do the merchants take? what about the hundreds of miles of savage woodland they must traverse? What about the hostile nation they must travel through? Why would a stone deprived nation pay me just the same for a nation with an abundance? Why dont prices change, ever?

The very fact that imperator has no answer for these questions is an issue. The game doesn't need to be vicky 2 to have a compelling trade system, but the problem is, the trade system really isn't compelling at all, just a necessity which they made as easy as possible with no substance or even RP value. Yeah I conquered all of Germania and have access to an unimaginable quantity of natural resources, just accept a few trade requests and watch my income increase by a few points a month, no substance.

For ports to matter, not only does there need to be some modularity and customization to the ports themselves, the way the game treats exporting, importing and resources in general needs to get away from this horribly simplistic and quite frankly boring system. The solution isn't a new system that's tedious and useless, I don't want Imperator to be a cumbersome logistics simulator, but to have the game actually give weight to the necessities and problems of sending horses halfway across the known world. Imagine being able to open up the trade map mode, click on a province and see the route the caravan is taking, see what ports they decide utilize, the risks they are taking, what cities they going towards, the risks and possible loss of profits.

Maybe you own the entire Mediterranean as Rome, but pirates are still plaguing your internal trade routes through certain patches of the sea, now those traders from the east who have travelled so far to reach Rome are getting picked off, not only creating diplomatic tension, but causing unrest at home and a dip in profits. Now you have to conduct an anti piracy campaign to protect your trade. In this way, ports would be concrete in nature, now I can't just import grain to an undeveloped, portless region and not pay mind to a dip in profits, or the lengthy trade route over land, which would facilitate me and the AI to build a port for traders to access the region, and maybe ill even expand the port so take in more goods. Maybe a stretch of coast is so lengthy and lacking in ports, traders avoid taking the route due to a concern for running out of supplies at sea, so instead they take a somewhat less direct route to stay safe before continuing on, causing -again- a slight dip in profit.

Ports and trade need to be fixed for sure
 
  • 7Like
Reactions:

Don Wing

Second Lieutenant
54 Badges
Mar 11, 2005
147
196
  • Stellaris: Distant Stars
  • Europa Universalis IV: Mandate of Heaven
  • Knights of Honor
  • Europa Universalis IV: Third Rome
  • Surviving Mars
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris: Synthetic Dawn
  • Age of Wonders III
  • Europa Universalis IV: Cradle of Civilization
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Europa Universalis IV: Rule Britannia
  • Steel Division: Normandy 44
  • Europa Universalis IV: Dharma
  • Stellaris: Megacorp
  • Europa Universalis IV: Golden Century
  • Imperator: Rome
  • Hearts of Iron IV: Expansion Pass
  • Imperator: Rome Sign Up
  • Stellaris: Ancient Relics
  • Age of Wonders: Planetfall
  • Hearts of Iron IV: La Resistance
  • Stellaris: Federations
  • Imperator: Rome - Magna Graecia
  • Victoria 3 Sign Up
  • Cities: Skylines
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Res Publica
  • Rome Gold
  • Victoria 2
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Rome: Vae Victis
  • War of the Roses
  • Crusader Kings II
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • Hearts of Iron IV: Cadet
  • Europa Universalis IV: Rights of Man
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
Agree, Nowdays the port is a mere Military one, that some inmigrants could use...

- Ports MUST give some trade value, and perhaps some food modifier to the territory and the current bonuses.

For the trade suggestions descripted above, I agree with them, In the old " Europa universalis Rome" you needed an access to the goods, for importing or exporting them, that sould be redesigned.

- TRADE OPEN BORDERS, would be a defaut diplomatic option to countries, where this allows to trade tith this nation AND allow trades to pass throught this land.
- Perhaps a fee could be paid to the passed-by country

- The goods prices could be easily changed by production and demand, using the current "base price".
 
  • 2Like
Reactions:

Stuffinacan

Recruit
Mar 11, 2021
5
18
Agree, Nowdays the port is a mere Military one, that some inmigrants could use...

- Ports MUST give some trade value, and perhaps some food modifier to the territory and the current bonuses.

For the trade suggestions descripted above, I agree with them, In the old " Europa universalis Rome" you needed an access to the goods, for importing or exporting them, that sould be redesigned.

- TRADE OPEN BORDERS, would be a defaut diplomatic option to countries, where this allows to trade tith this nation AND allow trades to pass throught this land.
- Perhaps a fee could be paid to the passed-by country

- The goods prices could be easily changed by production and demand, using the current "base price".
I like the idea of a border trading policy for sure. Borders and trading rights were definitely historically a big deal and had a major impact on ancient economies and foreign policy.
 

Dayvit78

Lt. General
50 Badges
Apr 11, 2017
1.392
2.385
  • Victoria 3 Sign Up
  • Europa Universalis 4: Emperor
  • Imperator: Rome Deluxe Edition
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: Third Rome
  • Europa Universalis IV: Rights of Man
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Mandate of Heaven
  • Crusader Kings III
  • Imperator: Rome
  • Imperator: Rome - Magna Graecia
  • Crusader Kings II: Rajas of India
  • Europa Universalis IV
  • Crusader Kings II: Jade Dragon
  • Europa Universalis IV: Pre-order
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Mare Nostrum
  • Crusader Kings II: The Republic
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Rule Britannia
  • Europa Universalis IV: Res Publica
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Conclave
  • Crusader Kings II: Reapers Due
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Golden Century
  • Crusader Kings II: Monks and Mystics
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Cradle of Civilization
  • Europa Universalis IV: Dharma
  • Crusader Kings II: Holy Fury
  • Imperator: Rome Sign Up
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Art of War
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sword of Islam
  • Hearts of Iron III Collection
  • Darkest Hour
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • For the Motherland
  • Semper Fi
  • Arsenal of Democracy
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Victoria 2
I still prefer the old system of fixed ports - not taking a building slot. Because natural harbors are very important. And it's not fun having ports in every single province. As others have said, I just delete them all anyway. There's barely any benefit currently.

But you should have an option to build port related buildings - like trade warehouses, military shipyard, etc. So I agree with your idea.
 
  • 2
Reactions:

schultz

Major
107 Badges
Dec 4, 2002
573
348
  • Cities: Skylines - After Dark
  • Warlock: Master of the Arcane
  • Warlock 2: The Exiled
  • Warlock 2: Wrath of the Nagas
  • 500k Club
  • Cities: Skylines
  • Europa Universalis III: Collection
  • Europa Universalis IV: El Dorado
  • Mount & Blade: Warband
  • Crusader Kings II: Way of Life
  • Pillars of Eternity
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Victoria 2: Heart of Darkness
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Cities: Skylines - Snowfall
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV Sign-up
  • Stellaris Sign-up
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: No Step Back
  • Europa Universalis IV: Wealth of Nations
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Europa Universalis III
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Crusader Kings II
  • Europa Universalis IV: Call to arms event
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Europa Universalis III Complete
  • Europa Universalis IV: Res Publica
  • Semper Fi
  • Sword of the Stars
  • Sword of the Stars II
  • Victoria 2
I like the idea of modular ports.
Something similar to the way ports are represented in TW Rome: Fishing Ports, Military Ports, Trade Ports.
The larger a port becomes, the more functions it can handle.
Ports can even get upgrades, such as lighthouses, moles, drydocks, etc.

What I do NOT like is the ability to be able to build a port in any coastal territory.
Geography dictates where ports will be feasible. Territories with the "natural harbor" modifier should allow ports at full cost. Territories without that modifier should have immensely increased building costs, as it would be necessary to dredge and construct breakwaters. Plus, ports built in territories without the natural harbor modifier should have an upkeep cost.
 
  • 2Like
  • 2
Reactions: