I got bored and gave myself a few more merchants(just because), using the trade route listed in the OP. I'm not done with this yet, I still have 80 years left.
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Wait, did you cheat to get merchants, or is that income legit?
I got bored and gave myself a few more merchants(just because), using the trade route listed in the OP. I'm not done with this yet, I still have 80 years left.
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Start: 2 Merchants
Trade Idea: 3 Merchants
Expansion Idea: 1 Merchant
Plutocratic Idea: 1 Merchant
India Trade Company Decision: 1 Merchant
Merchant Republic: 1 Merchant
Confirm Thallocracy (Merchant Republic Idea): 1 Merchant
The Hansa Ideas: 1 merchant
England could get 10 if they convert to a merchant republic (diplomacy cb a republic then lose and convert to noble republic... You get a decision to convert to merchant)
England has an easier time conquering the route. Hansa does get the best trade ideas and decisions in the game though I think. Any suggestions for Portugal
- Jerich
A question I've got while building my trade route. Being Venice, I've chosen to go from Ivory cast to Caribbean and Chesapeake, and noticed an odd thing: AI's that were pushing trade in Ivory coast downstream would push it in the same direction as me. When merchant slips and sends it along the coast (to Safi, I think?), all AI's send it there, when I change it to Caribbean then switch and help me (and give those so valuable at this point +23%).
Anyone else noticed this?
That is certainly not the case, since: 1) Outgoing trade gains percentage bonus only when it is redirected by merchantCan't say for sure, but they may have had power in the node w/ no actual merchant there to direct trade. As such (unless they have a capital and are collecting there) you can more or less use their trade power to direct trade as you wish.
I changed/modded the base value of the amount of merchants you get, so its not legit.Wait, did you cheat to get merchants, or is that income legit?
A question I've got while building my trade route. Being Venice, I've chosen to go from Ivory cast to Caribbean and Chesapeake, and noticed an odd thing: AI's that were pushing trade in Ivory coast downstream would push it in the same direction as me. When merchant slips and sends it along the coast (to Safi, I think?), all AI's send it there, when I change it to Caribbean then switch and help me (and give those so valuable at this point +23%).
Anyone else noticed this?
Merchants who send it along the coast send it to Mauritanian Coast node, so that they can then pull it to Seville. If you route it to the Caribbean, it is a valid route for all those Europeans.That is certainly not the case, since: 1) Outgoing trade gains percentage bonus only when it is redirected by merchant
and, well, 2) Only Mali has provinces in the node other than myself (and they collect, obviously).
That is not what I have observed so far.Also, I am pretty sure that if someone redirects without merchant, then the outgoing trade they pull is evenly split between all possible directions.
That is not what I have observed so far.
Merchants who send it along the coast send it to Mauritanian Coast node, so that they can then pull it to Seville. If you route it to the Caribbean, it is a valid route for all those Europeans.
That is not what I have observed so far.
Oh, I see, that explains it, thank you.It's true only if they are the only one steering trade. (or at least if no one has a merchant steering). In any other case ,the direction they steer in is determined by a competition between the countries with a merchant steering (affected by trade steering).
Basically, if you don't put a merchant, you let others decide where to steer.
Yeah biggest flaw of this trade system is that your income is determined later on by the location of your capital, no matter how hard you try as Venice unless you move your capital to Antwerpen it's mathematically impossible for you to beat trade country with capital there.Oh damn, I'm too slow, and I wouldn't be able to beat this with Venice anyway.
So I did some math on the highest theoretical income possible.
Let's assume each province has an annual trade value of 10 (reasonable with a manufactory). Income is maximized by having all trade in every node being boosted by five merchants in whatever direction is the most jumps from an end node. So California, which has 25 provinces and is 19 jumps away from Antwerpen by the longest possible path, ultimately yields (25*10/12)*(1.45)^19 = 26231 gold per month in Antwerpen. Summing over all trade nodes, the monthly gold in Antwerpen is 171090 (oh, and 25 in Venice).
Now, if the nation doing all this is the Netherlands, we can multiply this by (100% (base) + 100% (tech) + 10% (merchant present) + 10% Importation Act + 20% East India Trade Route + 10% Reformed + 10% Dutch Republic + 5% Hire Privateers + 2.5% Navigation Act + 2.5% House of Trade + 2.5% Merchant Shipping +2% Statute of Monopolies + 15% Dutch NI + 20% Trade Ideas) = 309.5%, for a total monthly trade income of 532,704.
You mean 25k in Venice?
Do the Dutch have enough merchants (at 10, or 11 if you say formed it as the Hansa) to do all that?
If you didn't make that many changes I think you can just load my save in your mod and see it for yourself.Bored of ridiculous trade incomes?
Try New Economy mod!
[/shameless self-publicism]
But I would really like to see how high people can get their trade incomes in my mod (and how they do it), with lower Merchant Boost effect (down to 5% from 20%), but some more valuable actual goods (ranging in price from less than 1 to about 30 ducats!).
I was going to download your save Myrten but it asks me to download a .exe in order to get it, so I won't.
Would you please share your trade route? It would certainly help me in my Netherlands game.o
Nice calculation, but I guess Hansa would get more out of it then Netherlands. Other thing worth noticing is that prices of various goods differ which means that trade value can vary a lot and assigning each province 10 TV is huge simplification.So I did some math on the highest theoretical income possible.
Let's assume each province has an annual trade value of 10 (reasonable with a manufactory). Income is maximized by having all trade in every node being boosted by five merchants in whatever direction is the most jumps from an end node. So California, which has 25 provinces and is 19 jumps away from Antwerpen by the longest possible path, ultimately yields (25*10/12)*(1.45)^19 = 26231 gold per month in Antwerpen. Summing over all trade nodes, the monthly gold in Antwerpen is 171090 (oh, and 25 in Venice).
Now, if the nation doing all this is the Netherlands, we can multiply this by (100% (base) + 100% (tech) + 10% (merchant present) + 10% Importation Act + 20% East India Trade Route + 10% Reformed + 10% Dutch Republic + 5% Hire Privateers + 2.5% Navigation Act + 2.5% House of Trade + 2.5% Merchant Shipping +2% Statute of Monopolies + 15% Dutch NI + 20% Trade Ideas) = 309.5%, for a total monthly trade income of 532,704.