ANNUAL TRADE EVENTS
MAJOR TRADE EVENT TABLE
The leaders of certain trade organizations reap the rewards of their hard work. Some merchants are more active and some are less. Certain states and organizations signed profitable deals and agreements. Trade is flourishing in their realms.
1. Thriving trade routes bring in hitherto unseen revenue for the realm, this year. (
+1 econ, +1Tech and +1 Morale for 1 year )
2. Astronomically prosperous trade raises the morale of the entire populous... (
+1 Morale +1Tech for 1 year )
3. Excellent trade aids commerce at every level... (
+1 eco for one year)
4. Trade is flourishing, huge incomes. (
+1 Tech for 1 year )
5. Trade is flourishing
6. Trade is average this year.
7. Trade is average this year.
8. Traders break even.
9. Pirates and Bandits took all the profit (
-1 Morale for 1 year 1 in 2 chance of effect)
10. Crippling losses by traders. (
-1 Morale, - 1 eco for 1 year)
NOTE: Good RP will regularly affect these rolls.
MAJOR trade events:
*
Bremen: consistent and good trade RP, lots of good agreements, prime chairman of Hansa, Imperial Trade Commissioner, excellent RP of trade war (-3 to the roll)
A
10 is rolled
7. Trade is average this year.
*
Denmark: consistent and good trade RP, part of newly formed Genista and most active part of it, new Sund due imposed (-2 to the roll)
A
3 is rolled
1. Thriving trade routes bring in hitherto unseen revenue for the realm, this year. (
+1 econ, +1Tech and +1 Morale for 1 year )
*
Pommern: consistent trade RP, lots of good agreements, leader of WHU… modesty doesn’t allow me to enumerate more of my qualities

(-2 to the roll)
A
7 is rolled
5. Trade is flourishing
*
Friesland: consistent and good trade RP, very skillful play etc. although not very good spot but indeed smart and intelligent RP keep it up and modifiers will improve J (-1 to the roll)
A
9 is rolled
8. Traders break even.
*
Aragon, little trade RP, fight Venice Tixini or you loose it

(straight roll)
A
2 is rolled
2. Astronomically prosperous trade raises the morale of the entire populous... (
+1 Morale +1Tech for 1 year )
note to BzAl: all Eco bonuses and loses are semi-permanent, it means that max nation eco rises/drops by one for one year.
Some nations are not as active as others but still their merchants are quite active or those countries simply occupy important spots. They may have also signed some good agreements or are part of certain trade organizations.
1. Good trade raises the morale of the populous......... (
+1Tech and +1eco for 1 year )
2. Good trade aids the artisans........... (
+1eco for 1 year )
3. Trade is flourishing, huge incomes (
+1 Tech for 1 year )
4. Trade is flourishing.
5. Trade is average this year
6. Trade is average this year
7. Traders break even.
8. Pirates and Bandits took all the profit (
-1 Morale for 1 year 1 in 4 chance of effect )
9. Bad losses by traders. (
-1 Morale for 1 year 1 in 2 chance of effect
- 1 econ for one year)
10. Bad losses by traders. Your nations incompetance seems to blame (
-1 Moral, 1 in 4 chance of effect,
-1 tech 1 in 2 chance of effect, - 1 eco for one year )
NOTE: Good RP will regularly affect these rolls.
Minor trade events:
*
Gelre: member of Hansa, active and finally RPs trade (-1 to the roll)
A
8 is rolled
7. Traders break even.
*
Pfaltz: melancholy not only touched Erich but also Pfaltzan merchants (straight roll)
A
4 is rolled
4. Trade is flourishing.
*
Portugal: RP trade, active, slowly stepping up on the trade ladder (-2 to the roll)
A
5 is rolled
3. Trade is flourishing, huge incomes (
+1 Tech for 1 year )
*
Mameluks : trade roll justified for earlier incarnation as Hedjaz (-1 o he roll)
A
2 is rolled
1. Good trade raises the morale of the populous......... (
+1Tech and +1eco for 1 year )
*
Siberia: nice RP and interaction with others. (-1 to the roll)
A
3 is rolled
2. Good trade aids the artisans........... (
+1eco for 1 year )
*
Golden Horde: some trade RP, good spots etc. (-1 to the roll)
A
2 is rolled
1. Good trade raises the morale of the populous......... (
+1Tech and +1eco for 1 year )
*
Venice: hehe Wulf is slowly rebuilding Venetian treading empire after defeats it suffered because of Mongols (-2 to the roll)
A
4 is rolled
2. Good trade aids the artisans........... (
+1eco for 1 year )
*
Oman: ahhh little trade RP but (straight roll) justified
A
8 is rolled
8. Pirates and Bandits took all the profit (
-1 Morale for 1 year 1 in 4 chance of effect (rolled 1) )
*
England: great RP during formation of Genista (-1 to the roll)
A
6 is rolled
5. Trade is average this year
*
Castille: great RP during formation of Genista and earlier achievements (-2 to the roll)
A
8 is rolled
6. Trade is average this year
*
Latvia: part of Genista but little trade RP but (straight roll) justified
A
1 is rolled
1. Good trade raises the morale of the populous......... (
+1Tech and +1eco for 1 year )
*
Burgundy: leader of TE, no trade RP but still (straight roll) justified
A
7 is rolled
7. Traders break even.
note to BzAli all Eco bonuses/looses are semi-permanent, it means that max nation eco rises/falls by one for one year
All rolls were done by Rebelodicus
NOTES:
If there is no RP in the setting up and
continued use of the agreement there will be penalties to the roll. With excellent or good play, the opposite will be the case.
If an alliance, trade agreement or anything else springs from nowhere, there will quite probably be a bad event (or simply bad modifier) if I notice.
Any complaints or comments and suggestions on these events send to my (
Longinus') PM inbox, please.
If you decide to play the trade aspect of the game, RP it. Otherwise, there
will be
negative modifiers upon the rolls (Trade is collapsing, merchants are being pushed back etc.) or simply there will be no roll for them.
Massive production of trade agreements is okay but will often lead nowhere.
Thank You for attention
Longinus, Your friendly trading auto-bot
