Wealth of Nations hope - Dynamic Trade Routes

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danchops

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I really hope the upcoming Wealth of Nations DLC has some form of dynamic trade routes. It would be fabulous to be able to either reverse the direction of trade between two nodes (in order to, say, make trade flow from Antwerpen to London or from Panama to Mexico) to to create entirely new connections between nodes (so, if for example Japan colonizes the Philipines, then it could route trade from there to Nippon.) Of course, you'd have to work to ensure that no closed loops form, but that should be relatively easy to arrange. Either prevent any action that would close a loop or make it such that when a loop is closed, some other connection in the loop dissipates (perhaps the connection carrying the smallest amount of trade?)

Dynamic trade routes would allow for the sandbox altering history approach that permeates the rest of the game to come to trade as well.
 

Great One

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I hope they develop a more advanced model for different trade goods. Perhaps a trade mini game of sorts. It is nice to get a random bonus that turns on/off for having a particular trade good, but it would be cooler if there was real supply/demand for various trade goods and monopolizing a particular good could drive up prices. Having specialized trade goods which are unlocked by technology and building a manufactory of some kind (perhaps requiring raw materials) would also be cool.
 

AQJ

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i still don't exactly know what i'm getting from building manufactures
i just use them as money dumps

Even MOAR moneyz! Seriously though: Manipulating supply on high demand goods can give a nifty profit, or perhaps it can push you over the top for some of the "Trading in" -bonuses which can be quite nice
 

oblio-

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I think the trade system is one of the most polished aspects of the game.

The building system however is not. It really needs a rehaul to fit better in with the trade system. As you said here above, one doesn't really know why we build manufactories, just that we do to spend cash. They add some manpower but really that much and they give you more money but by the time you can afford them you don't really need more money.
 

General Baker

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I really hope the upcoming Wealth of Nations DLC has some form of dynamic trade routes. It would be fabulous to be able to either reverse the direction of trade between two nodes (in order to, say, make trade flow from Antwerpen to London or from Panama to Mexico) to to create entirely new connections between nodes (so, if for example Japan colonizes the Philipines, then it could route trade from there to Nippon.) Of course, you'd have to work to ensure that no closed loops form, but that should be relatively easy to arrange. Either prevent any action that would close a loop or make it such that when a loop is closed, some other connection in the loop dissipates (perhaps the connection carrying the smallest amount of trade?)

Dynamic trade routes would allow for the sandbox altering history approach that permeates the rest of the game to come to trade as well.
Plus One to this, my god.
 

sinkingmist

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I thought it was nearly impossible to an engine limitation, according to the M&T team.
What modders can do and what the actual devs can do are on wholly different playing fields.
 

Ame

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I hope trade nodes remain roughly the same but you could pick where your ships and your caravans direct your trade. For example if I manage to colonize as an unlikely non-atlantic power allow me to direct it to west Africa then Timbuktu then Tripoli then my capital node. In 1.3 and before the aim of the game was just to collect trade in the colonial nodes by dominating those for me because Spain took whatever I tried to direct back to the old world.
 

wanderlust33

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I really hope the upcoming Wealth of Nations DLC has some form of dynamic trade routes. It would be fabulous to be able to either reverse the direction of trade between two nodes (in order to, say, make trade flow from Antwerpen to London or from Panama to Mexico) to to create entirely new connections between nodes (so, if for example Japan colonizes the Philipines, then it could route trade from there to Nippon.) Of course, you'd have to work to ensure that no closed loops form, but that should be relatively easy to arrange. Either prevent any action that would close a loop or make it such that when a loop is closed, some other connection in the loop dissipates (perhaps the connection carrying the smallest amount of trade?)

Dynamic trade routes would allow for the sandbox altering history approach that permeates the rest of the game to come to trade as well.

Definitely +1. This would also make "trade range" a real thing, as the maximum distance between directly trading nodes. Closed loops can be dealt with demand-side pricing (i.e., prices for goods aren't the same worldwide) as well as some attrition in terms of the trade value that goes between nodes (i.e., if you are bringing 150 trade value from Ceylon to Antwerp only 135 arrives). A closed loop would fall apart.
 

grisamentum

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i still don't exactly know what i'm getting from building manufactures
i just use them as money dumps

Actually the most important thing you get from them is manpower.

Manufacturies increase goods produced, and:

Province Manpower per year = ((Base Manpower)*(1/40)*(Goods Produced) + Flat Building Bonus)*(Local Efficiency + Global Efficiency)