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unmerged(60985)

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Although the trade system implemented in the previous versions was pretty good and original, maybe it could be improved taking into consideration several factors. I have written down some options:

1. Trade with colonies is reflected in the importance of a trade centre. But if there were a colony or even a trade post of a strong navy and trade power nearby, burglars could make a good business, so some traffic could be diverted to other country’s trade centre; maybe other factors like trade routes blocked or routes too long and without scales, could influence in the percentage it escapes to our control. Burglar’s trade could be diminished increasing the fortress level or the naval units presented in the area.

2. Colonies were not usually allowed to trade among themselves (the thirteen colonies before the independence were not allowed to import sugar in their own ships from the British Caribbean for example), so no trade centres should be in the colonies un less it is allowed (Spain accepted it till around 1720). Instead of that maybe should be created like regional trade distribution centres, they will not work as a normal one but the colony where is located will grow faster and will have more income. Trade centres in colonies should no accept merchants from other country (except burglars of course), unless you choose to allow colonies to trade with them (maybe after a war). The colonies will grow faster, but the importance of your home trade centre will decrease

3. Instead of the merchants system (you get a certain number of merchants each year), it should be change into a new concept where you can not choose where the merchants go, but you can open consulates in different trade centres (or provinces to divert part of their trade traffic to your trade centre) where you can back the private trade. The traffic level and the importance of the route will depend on your policies supporting trade opening consulates, naval and trade technology, control of certain products and the demand already existing in certain trade centre (it could be reflected statistically in a number of trade companies or commercial ships existing in the different countries). A trade advisor could indicate you where your merchants want you to act, opening consulates to compete with other ones in better conditions, declare war (they will create a “cassus belli” very easily as they have done in many times) to open markets in case its markets are very protected.

4. Other option could be that trade centres should be had unlimited room for merchants, but so the benefits should be shared among all merchants present in that centre each month. The importance of each merchant is not the same; it will depend on proximity to the trade centre, trade technology, product demand (what products are in your home trade centre), level of mercantilism, scales in the route in case of long routes. The numbers of merchants you have will depend on the same factors currently exist.

I have other ideas but maybe it is too much, too boring or too late.
 

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Johan already said that they will keep the old trade system. Oh well, i hope at least some changes will be done to it :).
 

unmerged(60985)

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Maybe it is too late to change just a few changes to make it more real. It doesn´t have to make the game more difficult. There will be changes in almost every aspect, so the economy management, which has been the engine of History should be improved as well, although it iwas one of the best developed in these kind of games. :rolleyes:
 

unmerged(60985)

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Maybe it is too late for a global redesign but just a few changes will make it more real. It doesn´t have to make the game more difficult. There will be changes in almost every aspect, so the economy management, which has been the engine of History should be improved as well, although it iwas one of the best developed in these kind of games. :rolleyes:
 

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vassel said:
3. Instead of the merchants system (you get a certain number of merchants each year), it should be change into a new concept where you can not choose where the merchants go, but you can open consulates in different trade centres (or provinces to divert part of their trade traffic to your trade centre) where you can back the private trade. The traffic level and the importance of the route will depend on your policies supporting trade opening consulates, naval and trade technology, control of certain products and the demand already existing in certain trade centre (it could be reflected statistically in a number of trade companies or commercial ships existing in the different countries). A trade advisor could indicate you where your merchants want you to act, opening consulates to compete with other ones in better conditions, declare war (they will create a “cassus belli” very easily as they have done in many times) to open markets in case its markets are very protected.

4. Other option could be that trade centres should be had unlimited room for merchants, but so the benefits should be shared among all merchants present in that centre each month. The importance of each merchant is not the same; it will depend on proximity to the trade centre, trade technology, product demand (what products are in your home trade centre), level of mercantilism, scales in the route in case of long routes. The numbers of merchants you have will depend on the same factors currently exist.

I have other ideas but maybe it is too much, too boring or too late.
Sounds good, but yes, too late :p. Though regarding no3 would there be a limit to how many consulates (consuls?) you could open (send?), rathere like the limit on the number of merchants.

One thing that really annoys me though is the huge -3% hit for trade agreements.
 

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*sigh* I fear very much that the trading system has been left relatively unchanged from EUII. Certainly the screenies give that impression. I suppose traderoutes will have to wait 'till EU-IV :(
 

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IIRC Johan declared in some interwiew that trade is going to be the same.
 

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Okawoa said:
The topic of trade has had many, many talented debates and ideas.

precisely :( :)
 

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I just hope the whole "merchant replacement" micromanagement is dealt with. I find it the most tiresome and unrewarding part of EU2.
 

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knul said:
I just hope the whole "merchant replacement" micromanagement is dealt with. I find it the most tiresome and unrewarding part of EU2.
Same.

I also believe that it should be abstracted to the point of AI control of trading; the French king in 1453 did not have the ability to set exactly what trading income was made and where.
 

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Fulcrumvale said:
I also believe that it should be abstracted to the point of AI control of trading; the French king in 1453 did not have the ability to set exactly what trading income was made and where.
The problem with that view is that if you take a look at the game, a lot of it isn't the stuff kings did: precisily leading troops, determining army makeup, dictating colonization, construction (to a degree). If you want to make the game realistic, you soon have no game at all! :)

Let's face it, in reality kings didn't govern their nations from a satellite point of view, did they?

About the gameplay issue. I don't think trade should be automated, I think it should be redesigned completely. But as that doesn't seem to happen, I'm in favour of automation/any other working solution.
 

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We should have trade routes between countries and between trade centers :D

Also, in a somewhat related point, supply and demand should be flexible from country to country and production income should reflect local supply and demand, but I guess this is asking too much...
 

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Fulcrumvale said:
Same.

I also believe that it should be abstracted to the point of AI control of trading; the French king in 1453 did not have the ability to set exactly what trading income was made and where.
No but capable ministers like Richelieu did (while the King was off fornicating or hunting), and you are not supposed to be the king, but the grey eminince behind the throne ;).
 
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Hm, but you are not really playing "kings" in EU 2. You are playing "countries" in a more abstract sense. That's how I understand it ...

Absolutely right.

However, in EUIII I am going to play as the leader of my nation, and do as he or she might have done, and then when he or she dies, do the same for the successor, whoever/whatever that may be.

It makes for a much richer game, as one monarch may be (for example) a devout Catholic, whereas his son or daughter may be a staunch Protestant, and then I shall go and change the state religion and fight a civil war or two and then colonise Canada and.. and.... :D:D:D
 

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Let me guess, when you played MTW, if your character was a drunkard, you would only play drunk, and if he had a tatse for blood ....;)

Roleplaying a game has nothing to do with being a grey eminence or not.
 
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Okawoa said:
The topic of trade has had many, many talented debates and ideas. Trust me, they won't add it.


Maybe they could at least add a few refinements to the "auto send utility".
Like a couple of "qualifiers" specifying choices like "Place it in the cheapest center", or "place it to maximize return" or something. It's often impossible to use this function because it will spend all your money while you are busy with something else.