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N Katsyev

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Trade Event Trial Format/New Rules : READ

It had to happen...

But its certainly not a bad thing, its time for some slight tweaks and modernizations to our beloved trade event system. This is a combination of a new table (to be unvieled with coming events) done by our precious cuddly pommie, JG and some accompanying rules and procedures that i've tossed about. Nothing is permanent, and this is trial, so breathe easy if your first impulse is to scream and make people cry. I should also add, that much of what is below was already considered in just such a light when figuring trade result modifiers and is really not new, just simply being stated for all to view.

NEW TABLE: The new table is actually a combination of the old major and minor events table, while also keeping some more nasty surprises in its lower reaches. Majors and minors are not completely removed however and i'll explain this below.

MAJOR AND MINOR EVENTS:: Certain countries will stay retain an advantage and major status. Countries given major status are those that have for an appreciable amount of time dedicated themselves strongly to economic improvement, the creation of solid trade ties and practices, have natural inherent advantages (access to valuable resources, major trade routes, etc.), and continue to work toward keeping all these as established norms. Major event countries will recieve a bonus of +1 to their decided upon modifier and have no choice but to recieve a trade event if they are played. NOTE: Major trading countries shall also be rougly considered on region (think EU2 CoT), with only one major per region (if deserving). This to limit the number at the top and increase competition. Following may be a list of regions, i'm also toying with the idea when such regions are clearly defined of allowing one country with bordering influence to occupy two or more regions therefore reducing competition.

Permanent Presence:: Some countries are so economically important and influential that they will be given a straight roll regardless of player choice at event time on the table. This straight roll will be unmodified and their trading actions will be not be put into consideration. War, event and inflation modifiers will effect these rolls. NOTE: Permanents that wish for full consideration need register like everyone else.

Registering: For all countries not deemed Permanent or Major they have the choice whether or not their realm will be included in the trade events. Upon joining a player will be asked via pm if they wish to take part in the trading system and therefore obligate themselves to a certain level of rp to lessen the chances of recieving bad modifiers. This is a choice that can be altered at any time by a PM to N Katsyev's box. For people already registered, a cancellation of registration shall become effective AFTER the next trade event result.

Rolling: Rolling will be done on a number spread from 1 to 12 for reasons of increasing the chance for a bit of luck to seep in. Rolls of 11 will be re-rolled with a -1 modifier, while rolls of 12 shall be re-rolled with a +1 modifier. 11 and 12 modifiers may cancel each other out, but will never go beyond -1/+1.

Trade Summaries: Trade summaries are vitally important if one chooses to register to recieve trade events. Trade summaries give myself as the trade mod a unique view into the workings of your country, your's. Send them via email to nkatsyev@yahoo.com (Please include the words "Trade Summary" in your email subject line for filter reasons - and NOT my pm box). If you feel in the end that something was mis-represented or not included come the results and you didn't send a trade summary, its nobody's fault but your own. Dishonesty or mis-representation shall also be strictly punished. As my predecessor in this role so often said, use your common sense!

Inflation: Event induced inflation is a serious state of affairs and has harsh mechanical effects that make it necessary for them also to be represented in the trade events. If a country is at the time of the trade event experiencing inflation they will recieve an automatic -2 modifier. If a country is at the time of the trade event having experienced inflation in the preceding year, but not currently, there will be an automatic -1 modifier.

War: Depending upon the circumstances war could have a definite and powerful, often negative impact upon one's economy. For countries with sea access and without a navy or allies navies of size or strength for instance to guarantee safety of merchant shipping this could be a terrible time. War modifiers will range from +1 to -2, the longer the war goes on, the more chance of a worse modifier.

Events: When requesting events, consider trade event modifiers as possible results. Likewise, they can be handed out in negative circumstances as well. NOTE: To be implemented only by decision of our event mod

Role-Play: And finally the modifier that you as the player have the most control over and that can have the most effect! For countries choosing to play the trade game, role play is very necessary to continue recieving positive modifiers. Whether this be through signed treaties, a particularly good story about the acitivities of merchants or other economic activity, the choice is really yours. Lack of role-play over time will reduce the positive effects you used to enjoy and may eventually result in negative modifiers for continued neglect and attention.

Modifier Note: Nothing is completely set in stone (or really hard stone anyway) and all modifiers will ultimately be more of a guideline than a definite depending upon special circumstances and considerations.

Remember, I operate GMT + 8


DO NOT SPAM THIS THREAD OR THE POWERS OF MOD INDUCED FIRE AND BRIMSTONE SHALL RAIN DOWN UPON YOUR PEASANT HEADS! PM to mods, particularly me with questions or comments. :)
 
Last edited:

N Katsyev

Field Marshal
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Major
Bremen (Northern Germany)
Piemonte (Italia)
Portugal (Iberia)
Pskov (Russia)

Permanent
Algiers (NPC)
Aragon (NPC)
Bremen
Burgundy
Castille (NPC)
England
France
Ottoman Empire (NPC)
Mamelukes
Piemonte (through major status)
Portugal
Pskov (through major status)
Venice


Registered
Naples (via pm)
Piemonte (through major status)
Pommern (via summary)
Pskov (through major status)
Vladimir-Suzdal (via pm)
France (via summary)
Frisien (via pm/summary)
 
Last edited:

N Katsyev

Field Marshal
43 Badges
Aug 31, 2002
2.582
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- TRADE EVENTS -
1453


tn_mchanger.jpg

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.

TABLE:

-1 or lower. Its hard to imagine things getting any worse, an entire country seems to have fallen into the most miserable state and the people simply will not tolerate this amount of mis-management and hardship any longer.
-1 current econ,
-1 starting econ for 1 year/4turns,
-1 tech for 1 year/4 turns,
-1 morale for 1 year/4 turns,
Minor Rebellion Event tirggered.

0, 1. Catastrophically bad choices of investment by merchants, rampant corruption, wide-scale theft, and the disastrous financial ineptitude of the Realm's government are all to blame for this year's woeful losses. Business empires collapse overnight. Hungry mouths will go unfed.
-1 current econ,
-1 starting econ for 1 year/4turns,
-1 tech for 1 year/4 turns,
-1 morale for 1 year/4 turns.

2. Clumsily chosen markets, general corruption, petty theft and incompetence by the Realm's government are blamed for a marked downturn in profits.
-1 current econ,
-1 starting econ for 1 year/4turns,
-1 morale for 1 year/4 turns.

3-4. A stodgy market season brings in barely enough to justify the merchants turning up with their wares.
-1 morale for 1 year/4 turns.

5-6. Traders break even.
(no effect)

7-8. Traders turn a tidy profit. Not much, but enough to set a little aside and make plans for the future.
+1 morale for 1 year/4 turns.

9. The markets are bustling. Everyone is agreed that profits are up on last year's season. The Head of State's tax-collectors circle and swoop.
+1 current econ,
+1 starting econ for 1 year/4 turns,
+1 morale for 1 year/4 turns.

10, 11. The markets are booming like never before. Hitherto unknown profits are brought in by the merchants, who stamp their names on the history of commerce forever. Dynastic fortunes are made overnight. Massive profits mean massive tax revenues, and the Head of State creams off a handsome sum by anyone's reckoning.
+1 current econ,
+1 starting econ for 1 year/4 turns,
+1 tech for 1 year/4 turns,
+1 morale for 1 year/4 turns.

>12 or higher. Sometimes, when things are going well, dramatically well, they surprise all involved and get even better. Luck, favorable conditions, wise trading practices, a flury of activity no matter what the cause in the view of some self-proclaimed expert or another the result is the same - a dramatic turn for the better.
+1 current econ,
+1 starting econ for 1 year/4 turns,
+1 tech for 1 year/4 turns,
+2 morale for 1 year/4 turns.

Results:
Algiers: The war continues to drag on and massive build up of her armies only increases the economic strain. The end of the war with Aragon is viewed positively but many fear Castille will be a much harder nut to crack. The inflation problem has been finally brought under control but some effects still linger. It seems that as long as her fleet is strong, Algiers' vast commercial network may just weather the storm. MODIFIERS: (-1 inflation, -1 war, +1 major) First Roll: 11 (-1) Second Roll: 8 - 2 = 6 : 5-6. Traders break even.
(no effect)

Bremen: Still quiet in the Baltic, the Hansa looks forward to interacting with her cities in a newly awakened Sweden. Being at the centre of affeluent the Hansa organization provides Bremen with certain and very important securities. MODIFIERS: (+1 major, +2 RP Effects) First Roll: 4 + 3 = 7 : 7-8. Traders turn a tidy profit. Not much, but enough to set a little aside and make plans for the future.
+1 morale for 1 year/4 turns.

Burgundy: Powerful Burgundy sits astride wealthy lands, regions and trade routes. Little threat of war only adds to general confidence. MODIFIERS: (No mechanical - not registered) Roll: 10 : 10, 11. The markets are booming like never before. Hitherto unknown profits are brought in by the merchants, who stamp their names on the history of commerce forever. Dynastic fortunes are made overnight. Massive profits mean massive tax revenues, and the Head of State creams off a handsome sum by anyone's reckoning.
+1 current econ,
+1 starting econ for 1 year/4 turns,
+1 tech for 1 year/4 turns,
+1 morale for 1 year/4 turns.

Castille: Castille is freshly into a new war, though she has taken loans from abroad the extra money floating about is giving all the benefits so far without the negatives of inflation. How long this can last however is a question that many speculate upon in the cities. For now however this wealthy kingdom, her fleet intact feels secure and confident. MODIFIERS: (+1 War, +1 RP Effects) Roll: 1 + 2 = 3 : 3-4. A stodgy market season brings in barely enough to justify the merchants turning up with their wares.
-1 morale for 1 year/4 turns.

England: Quiet times and recovery, loans still owed. MODIFIERS: (No mechanical - not registered) Roll: 8 : 7-8. Traders turn a tidy profit. Not much, but enough to set a little aside and make plans for the future.
+1 morale for 1 year/4 turns.

Fez: Troubles in nieghboring Algeria, war and hostile fleets in the major sea-lines approcahing her from her trading partners in the east are both troublesome. Still, profitible deals have been and are being made. The present may not be optimal, but opportunity seems just over the horizon. MODIFIERS: (-1 war, +2 RP Effects) Roll: 10 + 1 = 11 : 10, 11. The markets are booming like never before. Hitherto unknown profits are brought in by the merchants, who stamp their names on the history of commerce forever. Dynastic fortunes are made overnight. Massive profits mean massive tax revenues, and the Head of State creams off a handsome sum by anyone's reckoning.
+1 current econ,
+1 starting econ for 1 year/4 turns,
+1 tech for 1 year/4 turns,
+1 morale for 1 year/4 turns.

France: Heavily populated and wealthy lands make France a consideration in any circumstance. MODIFIERS: (No mechanical effect - Not Registered) Roll: 8 : 7-8. Traders turn a tidy profit. Not much, but enough to set a little aside and make plans for the future.
+1 morale for 1 year/4 turns.

Mamelukes: Egypt, primarily Alexandria competes with the Ottoman Empire for the benefits of making up the western ends of the great eastern caravan routes. She has made deals throughout North Africa to increase her dominance and is clearly heading to primary position in the region. MODIFIERS: (+3 RP Effects) First Roll: 12 (+1) Second Roll: 11 (-1) Third Roll: 2 + 3 = 5 : 5-6. Traders break even.
(no effect)

Moldavia: Negotiations with the rest of the Danube Trade Syndicate continue, however some fear that more deals will mean less opportunity to tax and tariff their sole control over the mouth of the river on the Black Sea. For now however the money steadily comes in, Moldavia-Wallachia enjoys its respite and peace. MODIFIERS: (+2 RP Effects) Roll: 6 + 2 = 8 : 7-8. Traders turn a tidy profit. Not much, but enough to set a little aside and make plans for the future.
+1 morale for 1 year/4 turns.

Ottoman Empire: Control over the Bospherous and therefore of all trade coming into out of and really within the Black Sea gives the Turkish Empire great opportunity. MODIFIERS: (No Mechanical - Not Registered) First Roll: 12 (+1) Second Roll: 7 + 1 = 8 : 7-8. Traders turn a tidy profit. Not much, but enough to set a little aside and make plans for the future.
+1 morale for 1 year/4 turns.

Piemonte: Her rich home provinces combined with growing influence in the Meditteranean and particularly North Africa are two powerful components to Piemonte's success. Lack of serious competition from Venice in the east is continually beneficial. MODIFIERS: (+1 major, +2 RP Effects) Roll: 10 + 3 = 13 : >12 or higher. Sometimes, when things are going well, dramatically well, they surprise all involved and get even better. Luck, favorable conditions, wise trading practices, a flury of activity no matter what the cause in the view of some self-proclaimed expert or another the result is the same - a dramatic turn for the better.
+1 current econ,
+1 starting econ for 1 year/4 turns,
+1 tech for 1 year/4 turns,
+2 morale for 1 year/4 turns.

Pskov: Marriage between the ruling houses of Pskov-Novgorod and Tver brings a whole new era of precieved stability, with stability comes confidence and activity. A vast territory for resource gathering, continued explorations, and token merchant acitivity on top of years of reform and projects creates a solid economic base. MODIFIERS: (+1 major, +2 RP Effects) Roll : 1 + 3 = 3-4. A stodgy market season brings in barely enough to justify the merchants turning up with their wares.
-1 morale for 1 year/4 turns.

Teutonic Order: Newly active after a brief period of seculusion, the Teutonic Order is still feeling out her economic condition and ties. MODIFIERS: (none, new player) Roll: 5 : 5-6. Traders break even.
(no effect)

General Notes:

Whatever the cause, very very few trade summaries were recieved. Of those few, only two were properly emailed, a big thank you to the those two players, you know who you are. I'm also considering adding a Q&A section to this thread, so if you have any questions as i'm sure there will be, please send them to either my email listed above or my pm box. Thanks a lot!
 

N Katsyev

Field Marshal
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- TRADE EVENTS -
1454


tn_mchanger.jpg

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.

TABLE:

-1 or lower. Its hard to imagine things getting any worse, an entire country seems to have fallen into the most miserable state and the people simply will not tolerate this amount of mis-management and hardship any longer.
-1 current econ,
-1 starting econ for 1 year/4turns,
-1 tech for 1 year/4 turns,
-1 morale for 1 year/4 turns,
Minor Rebellion Event tirggered.

0, 1. Catastrophically bad choices of investment by merchants, rampant corruption, wide-scale theft, and the disastrous financial ineptitude of the Realm's government are all to blame for this year's woeful losses. Business empires collapse overnight. Hungry mouths will go unfed.
-1 current econ,
-1 starting econ for 1 year/4turns,
-1 tech for 1 year/4 turns,
-1 morale for 1 year/4 turns.

2. Clumsily chosen markets, general corruption, petty theft and incompetence by the Realm's government are blamed for a marked downturn in profits.
-1 current econ,
-1 starting econ for 1 year/4turns,
-1 morale for 1 year/4 turns.

3-4. A stodgy market season brings in barely enough to justify the merchants turning up with their wares.
-1 morale for 1 year/4 turns.

5-6. Traders break even.
(no effect)

7-8. Traders turn a tidy profit. Not much, but enough to set a little aside and make plans for the future.
+1 morale for 1 year/4 turns.

9. The markets are bustling. Everyone is agreed that profits are up on last year's season. The Head of State's tax-collectors circle and swoop.
+1 current econ,
+1 starting econ for 1 year/4 turns,
+1 morale for 1 year/4 turns.

10, 11. The markets are booming like never before. Hitherto unknown profits are brought in by the merchants, who stamp their names on the history of commerce forever. Dynastic fortunes are made overnight. Massive profits mean massive tax revenues, and the Head of State creams off a handsome sum by anyone's reckoning.
+1 current econ,
+1 starting econ for 1 year/4 turns,
+1 tech for 1 year/4 turns,
+1 morale for 1 year/4 turns.

>12 or higher. Sometimes, when things are going well, dramatically well, they surprise all involved and get even better. Luck, favorable conditions, wise trading practices, a flury of activity no matter what the cause in the view of some self-proclaimed expert or another the result is the same - a dramatic turn for the better.
+1 current econ,
+1 starting econ for 1 year/4 turns,
+1 tech for 1 year/4 turns,
+2 morale for 1 year/4 turns.

Results:

Algiers: The war seems as though it will never end, even smashing victories have not yet brought conclusion. They have however brought much needed security, or at least percieved security. Inflation is a continuing problem, yet measures are being taken to combat it. What effect they will have on an exhausted land however is still anyone's guess. MODIFIERS: (-1 inflation, -2 war, +1 major, +2 RP Effects) Roll: 8 : 7-8. Traders turn a tidy profit. Not much, but enough to set a little aside and make plans for the future.
+1 morale for 1 year/4 turns.

Burgundy: Internal strife makes the roads that much more dangerous, makes the future that much less dependable. MODIFIERS: (-1 war) Roll: 9 - 1 = 8 : 7-8. Traders turn a tidy profit. Not much, but enough to set a little aside and make plans for the future.
+1 morale for 1 year/4 turns.

Castille: Revolutions, exodus, and poor fortune in battle have all spelt a dismal picture for this largest and most powerful of the Iberian Kingdoms. The pessimists wonder if the Kingdom can ever truly recover, the optimistis point to divine favour for ultimate victory. MODIFIERS: (-3 war) Roll: 10 - 3 = 7 : 7-8. Traders turn a tidy profit. Not much, but enough to set a little aside and make plans for the future.
+1 morale for 1 year/4 turns.

England: With her loans paid and deals made abroad, things are pleasantly quiet and trends move about their general motions.. MODIFIERS: (No mechanical - not registered) First Roll: 12, Second Roll: 1 + 1 = 2 : 2. Clumsily chosen markets, general corruption, petty theft and incompetence by the Realm's government are blamed for a marked downturn in profits.
-1 current econ,
-1 starting econ for 1 year/4turns,
-1 morale for 1 year/4 turns.

Fez: Her strong economic preformance in previous years is threatened by war and inflation. Still, the fortunes have war have been nothing to complain about and the negative effects are somewhat smoothed over. MODIFIERS: (-1 war, -1 inflation, +1 RP Effects) Roll: 10 - 1 = 9 : 9. The markets are bustling. Everyone is agreed that profits are up on last year's season. The Head of State's tax-collectors circle and swoop.
+1 current econ,
+1 starting econ for 1 year/4 turns,
+1 morale for 1 year/4 turns.

France: Heavily populated and wealthy lands make France a consideration in any circumstance. People look at the civil war in Burgundy with noted interest. MODIFIERS: (No mechanical effect - Not Registered) Roll: 3 :
3-4. A stodgy market season brings in barely enough to justify the merchants turning up with their wares.
-1 morale for 1 year/4 turns.

Macedonia: The lands of Macedonia have once more opened up to the surrounding world. Already she has begun making deals to get access to both the Danubian lands and into the adriatic. MODIFIERS (+1 RP Effects) Roll: 2 + 1 = 3 : 3-4. A stodgy market season brings in barely enough to justify the merchants turning up with their wares.
-1 morale for 1 year/4 turns.

Mamelukes: The wealthy lands of Egypt, even with revolution in their lands have proved to be a regional powerhouse. Activity and clever positioning has put this realm in the position to usurp Constantinople's traditional position of importance in the region. MODIFIERS: (+3 RP Effects, -1 event effects) First Roll: 11 (-1) Second Roll: 3 + 1 = 4 : 3-4. A stodgy market season brings in barely enough to justify the merchants turning up with their wares.
-1 morale for 1 year/4 turns.
Special Mamelukes attain permanent status

Ottoman Empire: Control over the Bospherous and therefore of all trade coming into out of and really within the Black Sea gives the Turkish Empire great opportunity. MODIFIERS: (No Mechanical - Not Registered) Roll: 1 : 0, 1. Catastrophically bad choices of investment by merchants, rampant corruption, wide-scale theft, and the disastrous financial ineptitude of the Realm's government are all to blame for this year's woeful losses. Business empires collapse overnight. Hungry mouths will go unfed.
-1 current econ,
-1 starting econ for 1 year/4turns,
-1 tech for 1 year/4 turns,
-1 morale for 1 year/4 turns.

Persia: Emerging from revolution, thus invigorated as all things are in birth, Persia has taken the first few steps to achieving the prosperity that her people have so desired. MODIFIERS: (+1 rp effects) First Roll: 11 (-1), Second Roll: 6 -1 +1 = 6 : 5-6. Traders break even.
(no effect)

Piemonte: Piemonte, vigorous centre of the ITU sits in a powerful position. Her influence in the entire Mediterranean region only continues to grow and her rich homelands promise in themselves a certain degree of prosperity. MODIFIERS: (+1 major, +2 RP Effects) Roll: 2 + 3 = 5 : 5-6. Traders break even.
(no effect)

Pommern: Bremen has grown quiet, leaving the Pommeranians a place to start making themselves known again. The WHU/Hansa cooperation controls nearly all vital points of the Baltic and Pommern can use new initiative to profit from this once more. MODIFIERS: (+1 rp affects) First Roll: 12 (+1) Second Roll: 12 (negated) Third Roll: 3 + 2 = 5 : 5-6. Traders break even.
(no effect)

Portugal: Vibrant Portugal, her traditional position gives her great advantages and King Joao has been wise to capitalize upon them as his predecessor did before him. New deals are made, old ones are re-considered and the frontiers are being pushed. A powerful navy only sweetens the deal. MODIFIERS: (+2 rp affects, +1 major) Roll: 7 + 3 = 10 : 10, 11. The markets are booming like never before. Hitherto unknown profits are brought in by the merchants, who stamp their names on the history of commerce forever. Dynastic fortunes are made overnight. Massive profits mean massive tax revenues, and the Head of State creams off a handsome sum by anyone's reckoning.
+1 current econ,
+1 starting econ for 1 year/4 turns,
+1 tech for 1 year/4 turns,
+1 morale for 1 year/4 turns.

Pskov: Explorations in the north and new endeavours fuel activity. Rumours of new trade routes in Finland provides a certain degree of speculation in the major markets, more importantly in the important guilds such as those of the Trubetskoi. Peace, exploration, colonization, none of these can be negative. MODIFIERS: (+1 major, +2 RP Effects) First Roll : 12 (+1), Second Roll: 7 + 4 = 11 10, 11. The markets are booming like never before. Hitherto unknown profits are brought in by the merchants, who stamp their names on the history of commerce forever. Dynastic fortunes are made overnight. Massive profits mean massive tax revenues, and the Head of State creams off a handsome sum by anyone's reckoning.
+1 current econ,
+1 starting econ for 1 year/4 turns,
+1 tech for 1 year/4 turns,
+1 morale for 1 year/4 turns.

Suzdal: Things are largely quiet on the trade front out in the frozen taiga on the borders of civilization. Still Suzdal controls a strong trade and even has outposts to the east in the Hordelands of Kazan, her deals with Pskov and Novgorod are of significant importance. MODIFIERS: (+1 RP affects) Roll: 3 + 1 = 4 : 3-4. A stodgy market season brings in barely enough to justify the merchants turning up with their wares.
-1 morale for 1 year/4 turns.

Teutonic Order: Absolute silence out of the Order, things begin to stagnate. MODIFIERS: (-1 rp affects) Roll: 5 - 1 = 4 : 3-4. A stodgy market season brings in barely enough to justify the merchants turning up with their wares.
-1 morale for 1 year/4 turns.

Tunisia: Tunis takes great stock in her history, indeed she is basing her future prosperity upon it. Economic hardship in the west looms dangerously but for now all is positive. MODIFIERS: (+2 rp affects) First Roll: 12 (+1) Second Roll: 3 + 3 = 6 : 5-6. Traders break even.
(no effect)

General Notes:

I think I had more trade summaries this time than ever previously, thanks for the effort, its really appreciated. :)
 
Last edited:

N Katsyev

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- TRADE EVENTS -
1455


tn_mchanger.jpg

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.

TABLE:

-1 or lower. Its hard to imagine things getting any worse, an entire country seems to have fallen into the most miserable state and the people simply will not tolerate this amount of mis-management and hardship any longer.
-1 current econ,
-1 starting econ for 1 year/4turns,
-1 tech for 1 year/4 turns,
-1 morale for 1 year/4 turns,
Minor Rebellion Event tirggered.

0, 1. Catastrophically bad choices of investment by merchants, rampant corruption, wide-scale theft, and the disastrous financial ineptitude of the Realm's government are all to blame for this year's woeful losses. Business empires collapse overnight. Hungry mouths will go unfed.
-1 current econ,
-1 starting econ for 1 year/4turns,
-1 tech for 1 year/4 turns,
-1 morale for 1 year/4 turns.

2. Clumsily chosen markets, general corruption, petty theft and incompetence by the Realm's government are blamed for a marked downturn in profits.
-1 current econ,
-1 starting econ for 1 year/4turns,
-1 morale for 1 year/4 turns.

3-4. A stodgy market season brings in barely enough to justify the merchants turning up with their wares.
-1 morale for 1 year/4 turns.

5-6. Traders break even.
(no effect)

7-8. Traders turn a tidy profit. Not much, but enough to set a little aside and make plans for the future.
+1 morale for 1 year/4 turns.

9. The markets are bustling. Everyone is agreed that profits are up on last year's season. The Head of State's tax-collectors circle and swoop.
+1 current econ,
+1 starting econ for 1 year/4 turns,
+1 morale for 1 year/4 turns.

10, 11. The markets are booming like never before. Hitherto unknown profits are brought in by the merchants, who stamp their names on the history of commerce forever. Dynastic fortunes are made overnight. Massive profits mean massive tax revenues, and the Head of State creams off a handsome sum by anyone's reckoning.
+1 current econ,
+1 starting econ for 1 year/4 turns,
+1 tech for 1 year/4 turns,
+1 morale for 1 year/4 turns.

>12 or higher. Sometimes, when things are going well, dramatically well, they surprise all involved and get even better. Luck, favorable conditions, wise trading practices, a flury of activity no matter what the cause in the view of some self-proclaimed expert or another the result is the same - a dramatic turn for the better.
+1 current econ,
+1 starting econ for 1 year/4 turns,
+1 tech for 1 year/4 turns,
+2 morale for 1 year/4 turns.

Results:
Algiers: The war is finally over, but it will no doubt be some time before the people of the Almohad Empire fully realize this. Many effects still linger, the navy and army have both been utterly destroyed, bandits seem to run freely and the coasts cannot be guaranteed to be secure. Not all is negative though, the Almohads may now draw fully upon the wealth of Fez and her new monarch shows a particular talent for administration. There's a note of confidence in the populace, beneath all the cynicism, one day, the empire will be glorious again. MODIFIERS: (-1 inflation, -1 war, +1 major, +2 RP Effects) First Roll: 9 + 1 = 10 : 10, 11. The markets are booming like never before. Hitherto unknown profits are brought in by the merchants, who stamp their names on the history of commerce forever. Dynastic fortunes are made overnight. Massive profits mean massive tax revenues, and the Head of State creams off a handsome sum by anyone's reckoning.
+1 current econ,
+1 starting econ for 1 year/4 turns,
+1 tech for 1 year/4 turns,
+1 morale for 1 year/4 turns.

Burgundy: The negative effects of the civil war continue and all the related problems. MODIFIERS: (-1 war) First Roll: 10 - 1 = 9 : 9. The markets are bustling. Everyone is agreed that profits are up on last year's season. The Head of State's tax-collectors circle and swoop.
+1 current econ,
+1 starting econ for 1 year/4 turns,
+1 morale for 1 year/4 turns.

Cologne: Once more active this little Principality on the Rhine seeks her place. MODIFIERS: (+1 rp effects) First Roll: 3 + 1 = 4 : 3-4. A stodgy market season brings in barely enough to justify the merchants turning up with their wares.
-1 morale for 1 year/4 turns.

England: Jolly old England enjoys trade tries with the victorious Portugese realm. MODIFIERS: (No mechanical - not registered) First Roll: 7 : 7-8. Traders turn a tidy profit. Not much, but enough to set a little aside and make plans for the future.
+1 morale for 1 year/4 turns.

France: There's war in the east and the south, the rich lands of French King however are thankful that for once they aren't intricately involved. MODIFIERS: (No mechanical effect - Not Registered) First Roll: 5 : 5-6. Traders break even.
(no effect)

Mamelukes: Egypt, legendary for its inherent wealth benefits from trade links in the west and her increasing competition with the Turks for access to eastern goods. MODIFIERS: (+2 rp effects) First Roll: 6 + 2 = 8 : 7-8. Traders turn a tidy profit. Not much, but enough to set a little aside and make plans for the future.
+1 morale for 1 year/4 turns.

Naples: The location of considerable strife in the past and always greedily watched as potential land for expansion, the lands of southern Italy enjoy a period of relative peace. MODIFIERS: (no effect) First Roll: 4 : 3-4. A stodgy market season brings in barely enough to justify the merchants turning up with their wares.
-1 morale for 1 year/4 turns.

Ottoman Empire: The Osmanli Turks seem to bide their time and gain strength while milking the wealth and inherent benefits of their conquered territories. MODIFIERS: (No mechanical effect - Not Registered) First Roll: 8 : 7-8. Traders turn a tidy profit. Not much, but enough to set a little aside and make plans for the future.
+1 morale for 1 year/4 turns.

Piemonte: The clever merchants of Piemonte have established a mini-trade empire in North Africa, benefiting greatly from the roller coaster fortunes of the Almohads. The ITU continues to prosper. MODIFIERS: (+1 major, +2 RP Effects) Roll: 4 + 3 = 7 : 7-8. Traders turn a tidy profit. Not much, but enough to set a little aside and make plans for the future.
+1 morale for 1 year/4 turns.

Pommern: It seems the only major events effecting the Pommeranians of late have been events not even happening in their own territory. Her soldiers march west to take part in the Lotharingian conflict and her merchants hope that their journey may bring some activity to her rather quiet markets. MODIFIERS: (none) Roll: 5 : 5-6. Traders break even.
(no effect)

Portugal: If one were to combine exotic colonial holdings, rich homelands, recent wartime victors, well thought trade contacts and the most powerful fleet in the world they would have a brilliant recipe for mercantile success, they would also have described the position of the Portugese Kingdom. MODIFIERS: (+3 rp affects, + 1 major) Roll: 5 + 4 = 9 : 9. The markets are bustling. Everyone is agreed that profits are up on last year's season. The Head of State's tax-collectors circle and swoop.
+1 current econ,
+1 starting econ for 1 year/4 turns,
+1 morale for 1 year/4 turns.

Pskov: The relatively productive farmlands of Tver have now been integrated, the conquest of Ryazan was finished in a summer and the colonization of the Kolskeey peninsula only opens more lands for exploitation for these sister cities of North Western Russia. MODIFIERS: (+1 major, +1 RP Effects) First Roll : 8 + 2 = 10 10, 11. The markets are booming like never before. Hitherto unknown profits are brought in by the merchants, who stamp their names on the history of commerce forever. Dynastic fortunes are made overnight. Massive profits mean massive tax revenues, and the Head of State creams off a handsome sum by anyone's reckoning.
+1 current econ,
+1 starting econ for 1 year/4 turns,
+1 tech for 1 year/4 turns,
+1 morale for 1 year/4 turns.

Suzdal: There is sufficient hope among the people of Vladimir and Suzdal that the recent and easily won victory over Ryazan shall bring matching prosperity to the taiga. MODIFIERS: (no effect) Roll: 10 : 10, 11. The markets are booming like never before. Hitherto unknown profits are brought in by the merchants, who stamp their names on the history of commerce forever. Dynastic fortunes are made overnight. Massive profits mean massive tax revenues, and the Head of State creams off a handsome sum by anyone's reckoning.
+1 current econ,
+1 starting econ for 1 year/4 turns,
+1 tech for 1 year/4 turns,
+1 morale for 1 year/4 turns.

Teutonic Order: The utter stagnation of the economy and lack of influence from either abroad or from the german ruling class is beginning to create serious dissent among the baltic and ugric population. MODIFIERS: (-2 rp affects) Roll: 8 - 2 = 4 : 5-6. Traders break even.
(no effect)

Venice: The Doge had before now done much to repair this once broken city. People hope these revitalizing programs continue. MODIFIERS: (No mechanical effect - not registered) First Roll: 5 : 5-6. Traders break even.
(no effect)


General Notes:

Its been really quiet lately for all of us, I hope everyone had a great holiday season.

Also, as a note to the other mods, the Teutons have been inactive since about day one, I was tempted to give them a rebellion regardless. I'd like to suggest this one for the order of the boot.
 
Last edited:

N Katsyev

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- TRADE EVENTS -
1456


tn_mchanger.jpg

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.

TABLE:

-1 or lower. Its hard to imagine things getting any worse, an entire country seems to have fallen into the most miserable state and the people simply will not tolerate this amount of mis-management and hardship any longer.
-1 current econ,
-1 starting econ for 1 year/4turns,
-1 tech for 1 year/4 turns,
-1 morale for 1 year/4 turns,
Minor Rebellion Event tirggered.

0, 1. Catastrophically bad choices of investment by merchants, rampant corruption, wide-scale theft, and the disastrous financial ineptitude of the Realm's government are all to blame for this year's woeful losses. Business empires collapse overnight. Hungry mouths will go unfed.
-1 current econ,
-1 starting econ for 1 year/4turns,
-1 tech for 1 year/4 turns,
-1 morale for 1 year/4 turns.

2. Clumsily chosen markets, general corruption, petty theft and incompetence by the Realm's government are blamed for a marked downturn in profits.
-1 current econ,
-1 starting econ for 1 year/4turns,
-1 morale for 1 year/4 turns.

3-4. A stodgy market season brings in barely enough to justify the merchants turning up with their wares.
-1 morale for 1 year/4 turns.

5-6. Traders break even.
(no effect)

7-8. Traders turn a tidy profit. Not much, but enough to set a little aside and make plans for the future.
+1 morale for 1 year/4 turns.

9. The markets are bustling. Everyone is agreed that profits are up on last year's season. The Head of State's tax-collectors circle and swoop.
+1 current econ,
+1 starting econ for 1 year/4 turns,
+1 morale for 1 year/4 turns.

10, 11. The markets are booming like never before. Hitherto unknown profits are brought in by the merchants, who stamp their names on the history of commerce forever. Dynastic fortunes are made overnight. Massive profits mean massive tax revenues, and the Head of State creams off a handsome sum by anyone's reckoning.
+1 current econ,
+1 starting econ for 1 year/4 turns,
+1 tech for 1 year/4 turns,
+1 morale for 1 year/4 turns.

>12 or higher. Sometimes, when things are going well, dramatically well, they surprise all involved and get even better. Luck, favorable conditions, wise trading practices, a flury of activity no matter what the cause in the view of some self-proclaimed expert or another the result is the same - a dramatic turn for the better.
+1 current econ,
+1 starting econ for 1 year/4 turns,
+1 tech for 1 year/4 turns,
+2 morale for 1 year/4 turns.

Results:
Bremen After a period of inactivity that some feared was bordering on stagnation, Bremen has taken her first steps to re-invigorate the Hansa of which she is the heart. Prospects east and west and considerable, and Bremen is in the right place to take advantage. MODIFIERS: (+1 rp effects, +1 major) First Roll: 9 + 2 = 11 : 10, 11. The markets are booming like never before. Hitherto unknown profits are brought in by the merchants, who stamp their names on the history of commerce forever. Dynastic fortunes are made overnight. Massive profits mean massive tax revenues, and the Head of State creams off a handsome sum by anyone's reckoning.
+1 current econ,
+1 starting econ for 1 year/4 turns,
+1 tech for 1 year/4 turns,
+1 morale for 1 year/4 turns.

Burgundy: Things seem to have improved over the last year in Burgundy. Still it is only a fragile and relevant calm. MODIFIERS: (none) First Roll: 3 = 9 : 3-4. A stodgy market season brings in barely enough to justify the merchants turning up with their wares.
-1 morale for 1 year/4 turns.

England: England's goals have had less to do with her merchants and more to do with her soldiers and diplomats of late. With things how they are in the south, this is hardly surprising. MODIFIERS: (none - not registered) First Roll: 4 : 3-4. A stodgy market season brings in barely enough to justify the merchants turning up with their wares.
-1 morale for 1 year/4 turns.

France: While thing in the east look dim, France has made considerable progress and a solid relationship with Portugal. Not only do they keep up a steady trade, but have jointly begun to strengthen and modernize the French fleet. MODIFIERS: (+1 rp) First Roll: 8 + 1 = 9 :
9. The markets are bustling. Everyone is agreed that profits are up on last year's season. The Head of State's tax-collectors circle and swoop.
+1 current econ,
+1 starting econ for 1 year/4 turns,
+1 morale for 1 year/4 turns.

Frisien: This small Republic has laboured considerably to make herself known. To boot, that not only includes acting as an irritant to an already mortally occupied Burgundy, but has made herself known upon the trade routes of Northern Europe. She has made significant deals with both the Danish government and a Russian trade organization on behalf of the Pskov Kremlin, both of which offer considerable opportunities for profit and continued development. MODIFIERS: (+2 rp) First Roll: 9 + 2 = 11 : 10, 11. The markets are booming like never before. Hitherto unknown profits are brought in by the merchants, who stamp their names on the history of commerce forever. Dynastic fortunes are made overnight. Massive profits mean massive tax revenues, and the Head of State creams off a handsome sum by anyone's reckoning.
+1 current econ,
+1 starting econ for 1 year/4 turns,
+1 tech for 1 year/4 turns,
+1 morale for 1 year/4 turns.

Mamelukes: Egypt sits astride the long established connection between Europe and the East, from this she can only benefit. MODIFIERS: (none, not registered) First Roll: 9 = 9 :
9. The markets are bustling. Everyone is agreed that profits are up on last year's season. The Head of State's tax-collectors circle and swoop.
+1 current econ,
+1 starting econ for 1 year/4 turns,
+1 morale for 1 year/4 turns.

Naples: Politically Naples has plenty on her plate and proximity to the ITU trade in North Africa offers plenty of potential for opportunistic Neapolitans. Initiative however must be taken. MODIFIERS: (-1 rp effects) First Roll: 8 - 1 = 7 : 7-8. Traders turn a tidy profit. Not much, but enough to set a little aside and make plans for the future.
+1 morale for 1 year/4 turns.

Piemonte: Nothing but bad omens for Piemonte and the ITU of late. Piemonte itself is still trapped in the turmoil wrought by its close connections to the Lotharingian conflict. The ITU's chairman is aging and his abilities and competence are beginning to suffer. A general lack of activity only further offers sad prospects. MODIFIERS: (+1 major, -2 RP Effects) Roll: 1 - 1 = 0 : 0, 1. Catastrophically bad choices of investment by merchants, rampant corruption, wide-scale theft, and the disastrous financial ineptitude of the Realm's government are all to blame for this year's woeful losses. Business empires collapse overnight. Hungry mouths will go unfed.
-1 current econ,
-1 starting econ for 1 year/4turns,
-1 tech for 1 year/4 turns,
-1 morale for 1 year/4 turns.

Pommern: The Gryphon dominians straddle northern Europe from Hannover to the frigid swamps of Ingria, contained within are decent Pommeranian ports, Baltic grainharbours and maybe most importantly the historically significant trade centre of Visby on the island of Gotland. However mercantile activity has been poor, the Hansa and WHU both having slowed considerably lately. MODIFIERS: (none) First Roll: 1 : 0, 1. Catastrophically bad choices of investment by merchants, rampant corruption, wide-scale theft, and the disastrous financial ineptitude of the Realm's government are all to blame for this year's woeful losses. Business empires collapse overnight. Hungry mouths will go unfed.
-1 current econ,
-1 starting econ for 1 year/4turns,
-1 tech for 1 year/4 turns,
-1 morale for 1 year/4 turns.

Pskov: The harsh reconstruction of Ryazan has been a marked success. New Kremlin pushes for colonization have been few however the White Sea itself is an active area, the traders of which have begun to make their first ties abroad, in Norway. In the Baltic the Novgorod chapter of the WHU remains active and seeks closer ties with the Hansa while the Kremlin offers contracts for Frisien livestock which could lead to greater relationship in the future. MODIFIERS: (+1 major, +2 RP Effects)
First Roll : 1 + 3 = 4 3-4. A stodgy market season brings in barely enough to justify the merchants turning up with their wares.
-1 morale for 1 year/4 turns.

Venice: Still the Venetians have much work ahead of them to re-claim their former glory. MODIFIERS: (No mechanical effect - not registered) First Roll: 6 : 5-6. Traders break even.
(no effect)

General Notes:

I'm not sure if these will be our last trade events or not. Whatever the case its been a great run and an enjoyable position. :) Finally, these results will most certainly be memorable, it seems people were really on with the dice or really off with them this time around, three 1's in a row. :eek: