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blobdomp

Second Lieutenant
On Probation
45 Badges
Oct 9, 2018
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so im thinking of the current trade system. of course in many way it not represent real trade (you steal from others not exchange). But even so I want to think of way to make it work given current system. here is ideas.

-(from another thread) less trade power from trade goods. this makes trade power from center of trade and ships more important so with few provinces you can own most of node.
-smaller trade nodes. if you want to do colonize only game as Portugal for example, you give half your income to Spain. Smaller trade nodes means medium sized powers can dominate a trade node.
this also makes trade empire more interesting even when not huge as trade moves around
-I am not a coder so i dont know if possible, but a way to change direction of nodes. so if i am ottoman and own ragusa node I can make it flow into Constantinople instead of other way. the problem is that it can mess up the chain of trade nodes and create circular area.

if you have other idea you share
 
Upvote 0
On each of your points
-Exporting the right resources was also important to trade in history, and if you want to own most of the trade power in a region and only have a few provinces in that trade node you can just make it a trade center, TC it, and develop it
-That would give minor powers in plenty of regions more trade income then they should have
-You could make infinite money loops with dynamic trade flow
 
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On each of your points
-Exporting the right resources was also important to trade in history, and if you want to own most of the trade power in a region and only have a few provinces in that trade node you can just make it a trade center, TC it, and develop it
-That would give minor powers in plenty of regions more trade income then they should have
-You could make infinite money loops with dynamic trade flow
-yes but in game it is boring, because it basically equates to just wanting to have lots of land in ode to get TP.
-"should have" you are wring. minor power should be allowed to have trade income disproportionate to size. who are you to determine how much they should have?
-i acknowledged this you bring nothing new
 
-Not really, if you own the main trade centers in a trade node you get a lot of it’s trade power
-That doesn’t mean a large amount of minors at all should be getting a lot of income
 
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-Not really, if you own the main trade centers in a trade node you get a lot of it’s trade power
-That doesn’t mean a large amount of minors at all should be getting a lot of income
-not enough. in my suggestion you own a lot more
-why not huh? why shouldnt minors if they are well placed get lots of trade power?
 
-(from another thread) less trade power from trade goods.
I don't understand this. Do you mean less trade value from trade goods? Or less trade power from individual regions that aren't trade centres?
Anyway right now my understanding of a trade-oriented kingdom/nation, is one that specialises in light ships, trade power and efficiency, and either colonies or (trade posts if you're a plutocratic republic). And merchants too of course.

Trade is abstracted out of the game so that the 'value' you get from a province's goods can be considered entry tariffs at your home node rather than direct ownership of the goods. You can take the 'trade value' and revenue generation literally, but I find it hard to. The game's 'mercantalism' mechanic does reflect a kind of beggar-my-neighbour attitude to trade that was common (unfortunately).
 
I don't understand this. Do you mean less trade value from trade goods? Or less trade power from individual regions that aren't trade centres?
Anyway right now my understanding of a trade-oriented kingdom/nation, is one that specialises in light ships, trade power and efficiency, and either colonies or (trade posts if you're a plutocratic republic). And merchants too of course.

Trade is abstracted out of the game so that the 'value' you get from a province's goods can be considered entry tariffs at your home node rather than direct ownership of the goods. You can take the 'trade value' and revenue generation literally, but I find it hard to. The game's 'mercantalism' mechanic does reflect a kind of beggar-my-neighbour attitude to trade that was common (unfortunately).
i mean less trade power from trade goods, exactly what i said. value stays the same. in my other thread i said they should base give nothing, and at 100 mercantilism give you the trade power they give in current version at 0 mercantilism