So then you collect in Seville.True but I liberated Granada and conquered parts of Spain and Portugal so the argument that Mediterranean countries like Savoy cannot colonize because Spain owns the Straits of Gibraltar is pretty shitty.
This could be a good idea, but it might be too much work to implement triggered directional changes and still avoid having any looping paths.Idea:
Make conquering the Straits make trade flow TO Genoa instead of FROM.
Solved. That is, be decision you should be able to change the trade flow.
And that's already modeled in the game. The Mediterranean powers can steer trade going around the Cape of Good Hope up through Timbuktu to Tunis.You are thinking as if every route is predefined. It would have been entirely possible for Venice to push its trade into Mali and it progress up the Niger River to the Venetian trade posts that they had in Northern Africa during the time.
Gibralter only became important because Spain/Portugal dominated trade from the colonies in the Mediterranean.
It sounds like a lot of people aren't understanding the limitations of the trade node system. Because of the increase in wealth when trade moves between nodes, you can't have reversed or circular paths because then the amount of money from trade will increase in a loop to infinity (and makes the game crash). Having a fixed nodal network is a limitation of the engine. Because of this, some abstractions are necessary. Right now, the trade model does much better at simulating trading patterns and shifts in global trade rather well. You already have the shift from the Silk Road to Indian Ocean trade and then later around the Cape of Good Hope, the shift of the global economic hub from the Mediterranean to the Atlantic European coast after the wealth of the New World comes into play, and the competition among the western colonial powers for their shares of the colonial wealth. Improvements could be made, yes, but making changes to a complex nodal network like this isn't as simple as everyone seems to think it is.
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