[Suggestions for a complimentary system that both maintains current trade node setup while introducing a dynamic element to trade routes.]
-- Trade Map Recap CKII/EUIV --
In the trade map mode of EUIV, we can see the general trends of trade during the time period. In CKII, we can see both the dominant trade power in a particular province and trade routes (silk road) that can be disrupted by conflict and redirected along another route.
Suggested here would be a combination of the two.
For UI purposes, the trade map would show the nodes as usual, and when a particular node is selected, it will be highlighted (the other trade nodes grayed out), and the provinces and sea tiles will be colored with the local predominant trade powers (collecting customs/mercantilism) and any dynamic trade routes established between two trade nodes in the world.
-- Trade Ventures --
While trade nodes lead, eventually, to an end node for both practical mathematical concerns (avoiding game-breaking feedback loops) as well as historically modelling trade to Europe, temporary dynamic trade routes can be established via a new light ship mission option, "trade venture" in distant/downstream nodes.
When a light ship engages in a "trade venture" between two nodes, starting from a coastal province, an initial investment is deducted from the nation's coffers (cost dependent upon distances and whether or not it's within the nation's normal trade range). It's an investment.
Like the exploration mission, the ship(s) travel to the chosen node. The path will then be visible when either the start or end trade nodes for the trade route is selected. En route, upon arrival/while at the selected node, and on the return trip, various events can occur that will affect how much profit will be brought back (as well as potential relations/trade war CB generation upon nations in the node?). In each province that the trade venture stops, that nation will receive a little lump sum (based on their mercantilism level?).
When the trade venture returns to the starting port, a lump sum will be earned (what the venture brought back from goods exported to foreign node), a temporary increase in trade power will be granted in starting province (imported exotic goods sold in the node), and a temporary resource effect (akin to the "trading in _____" bonus) will be awarded to the nation for a successful trade venture.
Since the trade venture is based on province start, a landlocked Austria, for example, can build and send ships from a Dutch vassal to profit from trading ventures to their valuable trade node.
Ships from other nations on privateering missions can engage in combat with trade ventures, even if the two nations are not at war; a successful privateer will seize the wealth and share a cut with their national sponsor. When passing through straights, the predominant trade power/owner of the toll will receive a slight cut as well.
In general, this could model the risky endeavors of distant trade, the dynamics of piracy in the Caribbean, and the potential undermining of closed colonial trade and mercantilism for nations on less favorable trade nodes.
-- Caravan Routes --
Over land, a nation can likewise send a trade venture via caravan route (similar to conquistador exploration mission); however, longer routes will be significantly less profitable when taking into account the many customs duties that a caravan will be likely to pay in the process. In this way, the primary benefits will come in increased trade power from exotic goods (also helps limit trade income passing downstream) and their short-term resource effects.
These routes will try to avoid zones of conflict (like CKII) and higher tariffs.
-- Trade Map Recap CKII/EUIV --
In the trade map mode of EUIV, we can see the general trends of trade during the time period. In CKII, we can see both the dominant trade power in a particular province and trade routes (silk road) that can be disrupted by conflict and redirected along another route.
Suggested here would be a combination of the two.
For UI purposes, the trade map would show the nodes as usual, and when a particular node is selected, it will be highlighted (the other trade nodes grayed out), and the provinces and sea tiles will be colored with the local predominant trade powers (collecting customs/mercantilism) and any dynamic trade routes established between two trade nodes in the world.
-- Trade Ventures --
While trade nodes lead, eventually, to an end node for both practical mathematical concerns (avoiding game-breaking feedback loops) as well as historically modelling trade to Europe, temporary dynamic trade routes can be established via a new light ship mission option, "trade venture" in distant/downstream nodes.
When a light ship engages in a "trade venture" between two nodes, starting from a coastal province, an initial investment is deducted from the nation's coffers (cost dependent upon distances and whether or not it's within the nation's normal trade range). It's an investment.
Like the exploration mission, the ship(s) travel to the chosen node. The path will then be visible when either the start or end trade nodes for the trade route is selected. En route, upon arrival/while at the selected node, and on the return trip, various events can occur that will affect how much profit will be brought back (as well as potential relations/trade war CB generation upon nations in the node?). In each province that the trade venture stops, that nation will receive a little lump sum (based on their mercantilism level?).
When the trade venture returns to the starting port, a lump sum will be earned (what the venture brought back from goods exported to foreign node), a temporary increase in trade power will be granted in starting province (imported exotic goods sold in the node), and a temporary resource effect (akin to the "trading in _____" bonus) will be awarded to the nation for a successful trade venture.
Since the trade venture is based on province start, a landlocked Austria, for example, can build and send ships from a Dutch vassal to profit from trading ventures to their valuable trade node.
Ships from other nations on privateering missions can engage in combat with trade ventures, even if the two nations are not at war; a successful privateer will seize the wealth and share a cut with their national sponsor. When passing through straights, the predominant trade power/owner of the toll will receive a slight cut as well.
In general, this could model the risky endeavors of distant trade, the dynamics of piracy in the Caribbean, and the potential undermining of closed colonial trade and mercantilism for nations on less favorable trade nodes.
-- Caravan Routes --
Over land, a nation can likewise send a trade venture via caravan route (similar to conquistador exploration mission); however, longer routes will be significantly less profitable when taking into account the many customs duties that a caravan will be likely to pay in the process. In this way, the primary benefits will come in increased trade power from exotic goods (also helps limit trade income passing downstream) and their short-term resource effects.
These routes will try to avoid zones of conflict (like CKII) and higher tariffs.
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