Thursday 15 February 2018

نظام التجارة العالمية ونيفرزاليس 4


نظام التجارة يوروبا ونيفرزاليس 4
يوروبا ونيفرزاليس الرابع هو استراتيجية استراتيجية كبيرة وضعتها بارادوس ديفيلوبمنت ستوديو ونشرتها بارادوس التفاعلية، تتمة ل 2007 يوروبا ونيفرزاليس الثالث. ويهدف هذا يوروبا ونيفرزاليس إيف ويكي كمخزن يوروبا ونيفرزاليس الرابع المعرفة ذات الصلة، ومفيدة لكلا اللاعبين الجدد والخبرة وللطرق.
تريد أن تساعد في تحسين ويكي؟
يمكن لأي شخص المساهمة في ويكي. إذا كنت تريد أن تصبح مساهما يرجى تسجيل (على الرغم من أنك يمكن أيضا تحرير مجهول)، وتحقق من الصفحة المطلوبة العمل. إذا كنت بقعة أي شيء في حاجة إلى تحسين، لا تتردد في إجراء تحرير. إذا كنت تخطط لإجراء أي تغييرات كبيرة فمن المستحسن أن تقرأ المبادئ التوجيهية نمط أولا.

حول يوروبا ونيفرزاليس إيف.
إن تجارب الاستكشاف والتجربة والحرب والدبلوماسية الحقيقية ستستمر في الحياة في هذا اللقب الملحمي الذي يتسم بالعمق الاستراتيجي والتكتيكي الغني. الاستعداد للانضمام إلى مجتمع في جميع أنحاء العالم من أكثر من نصف مليون لاعب وتجربة الدراما والتوتر التي فقط المرحلة الكبرى من التاريخ يمكن أن توفر. بعد نجاح الاستراتيجية الانتقادات اللاذعة / آر بي جي الصليبي الملوك الثاني، استوديو التنمية بارادوس على استعداد ليأخذك إلى عوالم القديمة والجديدة - كل واحد لك لاتخاذ.
يوروبا ونيفرزاليس إيف الميزات الرئيسية:
حول استوديو التنمية بارادوس.
حول استوديو التنمية بارادوس.
استوديو تنمية المفارقة هو المطورين وراء الامتيازات الاستراتيجية الناجحة مثل الصليبي الملوك، أوروبا ونيفرزاليس، قلوب الحديد & أمب؛ فيكتوريا. استراتيجيتها / آر بي جي لعبة الصليبي الملوك الثاني هو الانتقادات اللاذعة واحدة من أعلى تصنيف الألعاب 2018 وفقا ل ميتاكريتيك. يعمل بارادوس ديفيلوبمنت ستوديو حاليا على لعبة بناء الإمبراطورية القادمة يوروبا ونيفرزاليس إيف التي ستطلق سراح 13 أغسطس 2018. وكان الاستوديو المطور الرائد للألعاب الاستراتيجية الشهيرة عالميا، وتركز على الكمبيوتر منذ عام 1995. اليوم استوديو مقرها ستوكهولم هو مركز مجموعة واسعة من المشجعين و مودرز على حد سواء، مع متناول التي تمتد في جميع أنحاء العالم ووجود قوي في الولايات المتحدة وأوروبا.
وتعتقد استوديوهات تنمية المفارقة في قوة لعبة استراتيجية رمل - نوع خاص من الخبرة حيث يمكنك تعيين الأهداف الخاصة بك وتحديد الأدوات التي سوف تستخدم للوصول إليها. ألعاب رمل تعطيك الحرية لا مثيل لها لإنشاء مصيرك وكتابة القصص الخاصة بك. عندما تلعب مبارياتنا، نريد منك أن تشعر بأن مصير العالم حقا تقع في يديك - وفقط عليك أن تقرر ما هذا المصير يعني.
يمكن الاستمتاع بمفارقة الألعاب استوديوهات الألعاب منفردا أو متعددة - ما يصل إلى 32 شخصا يمكن أن تتنافس، تتعاون أو تتآمر في الألعاب التاريخية الغنية لدينا. تطوير المفارقة ستوديو هو أيضا مؤيد كبير من المحتوى الذي تم إنشاؤه المستخدم. كل من مبارياتنا يمكن أن تكون مضاءة لتتناسب مع رغبة قلبك. الاستمرار في إعادة اختراع وتقدم كل من هذه، فضلا عن خلق عناوين جديدة تماما، هو مجرد وسيلة واحدة الاستوديو يبقي انها 500،000+ أعضاء المجتمع يعود لأكثر من ذلك. بنفس القدر من الأهمية هو شغف الاستوديو للاستراتيجية الغنية، المشتركة من قبل معجبيهم، وإرثهم من توفير ألعاب عميقة جدا وتحديا أن كل يقدم مئات الساعات من اللعب.
متطلبات النظام.
متطلبات نظام ويندوز:
الموصى بها متطلبات النظام: نظام التشغيل: ويندوز فيستا / ويندوز 7 / ويندوز 8 المعالج: Intel® Pentium® إيف 2.4 غيغاهيرتز أو أمد 3500+ الذاكرة: 2 غيغابايت من ذاكرة الوصول العشوائي مساحة القرص الثابت: 2 غيغابايت هد الفضاء الرسومات: نفيديا غيفورس 8800 أو آتي Radeon® X1900، 1024mb ذاكرة الفيديو المطلوبة. بطاقة الصوت: كرت الصوت المباشر المتوافق مع X ديريكتكس: 9.0c دعم وحدة التحكم: 3-زر الماوس ولوحة المفاتيح ومكبرات الصوت متطلبات متعددة متعددة: اتصال إنترنت أو شبكة محلية متعددة متعددة: ما يصل إلى 32 لاعبين آخرين في وضع متعددة.
الحد الأدنى لمتطلبات النظام: نظام التشغيل: ويندوز فيستا / ويندوز 7 / ويندوز 8 المعالج: Intel® Pentium® إيف 2.4 غيغاهيرتز إيلر أمد 3500+ الذاكرة: 2 غيغابايت من ذاكرة الوصول العشوائي مساحة القرص الثابت: 2 غيغابايت هد الفضاء الفيديو: NVIDIA® جيفورس 8800 أو آتي Radeon® X1900، 512MB ذاكرة الفيديو المطلوبة. الصوت: بطاقة الصوت المتوافقة X المباشر: 9.0c دعم وحدة التحكم: 3-زر الماوس ولوحة المفاتيح ومكبرات الصوت متطلبات متعددة متعددة: اتصال إنترنت أو لان متعددة متعددة: ما يصل إلى 32 لاعبين آخرين في وضع متعددة.
© 2018 بارادوس التفاعلية. "يوروبا ونيفرزاليس إيف" هي علامة تجارية مسجلة لشركة بارادوس إنتيراكتيف. كل الحقوق محفوظة.
بيجي 12: لغة سيئة، العنف اللعب عبر الإنترنت | إسرب T: مرجع المخدرات، لغة معتدلة، موضوعات جنسية خفيفة، عنف معتدل.
تنطبق تقييمات بيجي فقط في أوروبا، في حين أن إسرب هو فقط في الولايات المتحدة.

نظام التجارة يوروبا ونيفرزاليس 4
الموقع الرسمي [europauniversalis4]
يوروبا ونيفرزاليس إيف ويكي [eu4wiki]
يوروبا ونيفرزاليس إيف يوميات التنمية الأرشيف [forum. paradoxplaza]
الموقع الرسمي [europauniversalis4]
يوروبا ونيفرزاليس إيف ويكي [eu4wiki]
يوروبا ونيفرزاليس إيف يوميات التنمية الأرشيف [forum. paradoxplaza]
الموقع الرسمي [europauniversalis4]
يوروبا ونيفرزاليس إيف ويكي [eu4wiki]
يوروبا ونيفرزاليس إيف يوميات التنمية الأرشيف [forum. paradoxplaza]
شراء هذه اللعبة بالفعل.
1 пользователь посчитал этот обзор забавным.
أنت غير متصل حاليا،
Играл в пиратку، а после приобрел лицензию в поддержку разработчикам.

التجارة.
قد تحتوي هذه المقالة على معلومات قديمة غير دقيقة للإصدار الحالي من اللعبة. تم آخر تحديث له ل 1.22.
وتمثل التجارة وإنتاج السلع التجارية مصدرين رئيسيين للدخل لبلد ما، والثالث هو الضرائب. كل مقاطعة تنتج السلع التجارية، والتي تعطي الدخل الإنتاج لصاحبها مباشرة. ثم تدخل القيمة التجارية للبضائع إلى نظام من العقد التجارية، حيث يتم توجيهها وجمعها في نهاية المطاف من قبل التجار كدخل تجاري.
ويمكن تلخيص النظام التجاري في اللعبة على النحو التالي:
وترتبط العقود التجارية في جميع أنحاء العالم لتشكل شبكة عالمية من التجارة. وتستضيف كل عقدة النشاط التجاري لمجموعة من المقاطعات المرتبطة جغرافيا. المال في هذه الشبكة التجارية العالمية يمكن أن تتدفق بين العقد التجارية في اتجاهات التجارة أحادي الاتجاه وكذلك إنهاء في العقد نهاية. هذه الوصلات بين العقد التجارية ثابتة ولا يمكن تغييرها أثناء اللعب. وتمثل القيمة التجارية المبلغ الشهري للسلع التجارية المنتجة محليا والواردة في عقدة تجارية. وتولد القيمة التجارية من كمية وسعر السلع التجارية المنتجة في كل مقاطعة. وتجمع جميع المحافظات قيمتها التجارية في القيمة التجارية الإجمالية لعقدة التجارة المرتبطة بها. توفر علامة التبويب التجارة قيمة تجارية مجمعة في عقدة بينما يعرض وضع الخريطة التجارية تلميح يتضمن قائمة السلع المنتجة محليا بشكل منفصل عن القيم الجيدة للتجارة الواردة. وتمثل القوة التجارية رقما يمثل رقابة البلد على التجارة في العقدة. وتحدد القوة التجارية للبلد كنسبة من إجمالي القدرة التجارية لجميع البلدان الموجودة في العقدة ما سيحدث لقيمة التجارة في كل عقدة. وتستخدم الطاقة إما للاحتفاظ بالقيمة التجارية داخل العقدة (إذا كانت الدولة تجمع مع تاجر أو في عقدة منزلها)، أو نقلها إلى الأمام في الشبكة التجارية (إذا كانت الدولة تتوجه من هناك مع التاجر، أو انها وليس عقدة المنزل وليس لديها التاجر). يتم توليد الطاقة التجارية من قبل المحافظات والسفن الخفيفة، والتجار. ويمكن أن تؤثر بعض الأفكار والأحداث والمعدلات أيضا على القدرة التجارية للبلد في العقدة. ويمكن إرسال التجار إلى عقدة تجارية لجمع جزء من القيمة التجارية للعقد يتناسب مع حصة الدولة من القوة التجارية في العقدة، أو توجيه القيمة التجارية للعقدة في اتجاه معين.
وينشأ كل دخل التجارة في نهاية المطاف كقيمة تجارية للمقاطعات.
قيمة التجارة المحلية تحرير.
القيمة التجارية للمقاطعة تساوي السلع المحلية المنتجة × سعر السلعة التجارية التي تنتجها المقاطعة. يمكن رؤية هذه القيمة في نافذة المحافظة. وتحدد القيمة التجارية دخل الإنتاج، ولكنها لا تتأثر نفسها إما بكفاءة الإنتاج أو بالاستقلالية المحلية. أنظر السلع التجارية § السلع المنتجة لتفاصيل السلع المنتجة؛ أما بالنسبة لألغراض التجارية، فإن أهم معدل هو أن الجمهوريات التجارية والشركات التجارية تعطي مكافأة - في جميع المحافظات في العقدة، وليس فقط الخاصة بها - إلى السلع المنتجة بما يتناسب مع حصتها من القوة التجارية في العقدة، بما يصل إلى 50٪ .
وتضاف القيمة التجارية لجميع المحافظات في نفس العقدة التجارية معا لتحديد قيمة التجارة المحلية للعقدة. ويمكن رؤية ذلك في نافذة العقدة، وكذلك دفتر الأستاذ وعلامة التبويب التجارة.
إجمالي قيمة التجارة تحرير.
وتمثل القيمة الإجمالية للتجارة في العقدة التجارية مجموع قيمة التجارة المحلية والقيمة التجارية الواردة من العقد التجارية في المراحل التمهيدية. لمزيد من التفاصيل حول القيمة التجارية الواردة، انظر § نقل التجارة أدناه.
كل مقاطعة أرض في العالم ينتمي إلى عقدة تجارية واحدة بالضبط. وتضاف القيمة التجارية من مقاطعة إلى قيمة التجارة المحلية للعقدة. وبالإضافة إلى ذلك، فإن معظم العقد لديها واحدة أو أكثر من العقد الواردة الأخرى، واحد أو أكثر من العقد المنتهية ولايته الأخرى. وبهذه الطريقة ترتبط جميع العقد في شبكة عالمية، مع حفنة (مثل كاليفورنيا، سيام، وإثيوبيا) كونها العقد الأصلية مع أي شيء المنبع منها، وثلاثة (القناة الإنجليزية، جنوة، والبندقية) يجري إنهاء العقد مع أي شيء المصب منهم.
القدرة التجارية النسبية: المنافسة على القيمة التجارية تحرير.
وتستخدم الدول القوة التجارية للتنافس في التعامل مع تدفق القيمة التجارية بعدة طرق. والمبلغ المطلق للسلطة التجارية غير مهم؛ والمهم هو النسبة النسبية للسلطة التجارية التي يمارسها بلد وآخر يتعاون معها، مقارنة بجميع البلدان التي يتنافس معها.
وتزداد القوة التجارية لكل بلد بمعدلات القوة التجارية العالمية لجميع الاستخدامات.
جمع التجارة تحرير.
ولكل بلد مدينة تجارية رئيسية. هذا هو نفس العاصمة في بداية اللعبة، وعادة ما يبقى على هذا النحو. في العقدة التجارية التي تنتمي إليها هذه المقاطعة، يحصل البلد على قوة تجارية إضافية +5 ويجمع التجارة تلقائيا. ومع توسع ثروة الأمم، يمكن تغيير المدينة التجارية الرئيسية على حساب 200 سلطة دبلوماسية. إذا كانت العاصمة والمدينة التجارية الرئيسية هي نفسها، ونقل العاصمة أيضا نقل المدينة التجارية الرئيسية مجانا.
ويمكن للبلدان أيضا جمع التجارة عن طريق إرسال التاجر. في هذه الحالة، يتم تخفيض الطاقة التجارية للبلاد بنسبة -50٪. هذا هو معدل مضاعف، تطبق بعد جميع المعدلات الأخرى. [1]
عند جمع التجارة في عقدة، يتم تخصيص جزء من القيمة الإجمالية الإجمالية للعقد يساوي البلد.
ثم يتم ضرب هذا المبلغ في 1 + كفاءة التجارة في البلاد، وهذا العدد من الدوقات يضاف إلى خزينة البلاد كدخل التجارة.
وينافس كل بلد يجمع التجارة مع جميع البلدان الأخرى التي تجمع التجارة وجميع البلدان التي تنقل التجارة.
نقل التجارة تحرير.
فالبلد الذي يمتلك قوة تجارية في عقدة يملك إما تاجرا قائما ويوضع في التوجيه أو لا يجمع هناك ولكنه يجمع في عقدة في مكان ما في اتجاه ما بعد النهر (بغض النظر عن عدد القفزات بعيدا)، يتم نقله. هناك مرحلتان لنقل التجارة:
وتستخدم البلدان القوة التجارية لزيادة حصة القيمة التجارية التي تترك العقدة (القيمة التجارية الصادرة). وتستخدم البلدان التي تنتقل مع التجار سلطتها التجارية لزيادة حصة القيمة التجارية الصادرة التي تتدفق إلى عقدة واحدة معينة.
سحب القيمة التجارية إلى الأمام تحرير.
جميع البلدان التي تنقل التجارة تجمع قوتها التجارية لسحب التجارة خارج العقدة. ومبلغ قيمة التجارة الصادرة يساوي.
وفي هذه المرحلة، تتعاون جميع البلدان التي تنتقل التجارة مع بعضها البعض، وتتنافس مع تلك المجموعات.
توجيه التجارة تحرير.
كل بلد نقل مع التاجر الحاضر يختار عقدة الصادرة لتوجيه التجارة ل (لاعب يفعل ذلك من وضع خريطة التجارة). وتتعاون جميع البلدان التي تتجه في اتجاه معين مع بعضها البعض، وتتنافس مع تلك التوجيهات في اتجاهات أخرى، فضلا عن تلك التي تجمع، في حين أنها لا تتنافس ولا تتعاون في هذه المرحلة مع البلدان التي تنقل ولكن لا التوجيه. مبلغ القيمة التجارية الموجهة نحو عقدة معينة هو.
في هذه المعادلة، "القوة التجارية المعدلة" تعني قوة التجارة في البلاد مضروبة في 1 + معدل التوجيه التجاري. إذا كان هذا سيكون تقسيم صفرا (أي لا تستخدم قوة تجارية لتوجيه)، فإنه يتم تعيين بدلا من ذلك إلى.
وبعبارة أخرى، إذا لم يكن هناك أي توجيه في أي اتجاه، وتقسم قيمة التجارة بالتساوي بين جميع العقد المنتهية ولايته.
هناك عبارتان مهمتان لهذه المعادلة:
فالبلدان التي لا تتوجه إلى التاجر ليس لها أي تأثير على الاتجاه الذي تتدفق فيه التجارة. أنها تؤثر فقط كم القيمة التجارية يترك العقدة. وإذا كان مقدار القدرة التجارية المستعملة للتوجيه نحو عقدة صادرة معينة صفر، تكون قيمة التجارة موجهة إلى صفر (ما لم تكن صفرا بالنسبة إلى جميع العقد الصادرة). وبعبارة أخرى، إذا كان هناك التجار التوجيه، ولكن عقدة واحدة المنتهية ولايته لا التجار توجيه إلى ذلك، ثم أن عقدة يتلقى أي قيمة التجارة المنقولة على الإطلاق. إذا كان بلد واحد فقط هو التوجيه، وجميع التجارة ترك عقدة يذهب إلى العقدة التي اختارها البلد، مهما كانت صغيرة قوتها التجارية.
مكافأة التاجر متعددة تحرير.
وبالإضافة إلى توجيه قيمة التجارة الصادرة من خلال وصلة خاصة معينة، فإن كل تاجر يطبق دفعة للقيمة التجارية على ذلك الارتباط، أي أن قيمة التجارة الموجهة تزداد بنسبة مئوية عند مرورها بين العقدتين، قيمة العقدة المصب أكبر من قيمة التجارة الصادرة المقابلة من عقدة المنبع. وهذا يؤثر على جميع التجارة على هذا الرابط، وليس فقط بلد التاجر، لذلك التجار متعددة يمكن أن تعزز التجارة على نفس الرابط. مجموع دفعة هو:
وجود أكثر من خمسة التجار لن تزيد من دفعة أخرى. يتم تعديل دفعة من قبل توجيه التجارة في البلاد: على سبيل المثال، إذا كان بلد التاجر الأول لديها + 20٪ التجارة توجيه القيادة من التاجر سيتم زيادة إلى + 6.0٪. حاليا أمر التاجر غير مفلس، وبالتالي فإن التاجر مع أعلى التوجيه التجاري لن يكون بالضرورة أولا.
السلطة التجارية المقاطعة تحرير.
وتساهم كل مقاطعة بمبلغ من الطاقة التجارية لبلد مراقبها في عقدة التجارة المحلية. ويمكن رؤية المبلغ الدقيق والحسابات ذات الصلة في وجهة نظر المقاطعة تحت فئة التجارة. ويتحدد ذلك بالعوامل التالية:
المقاطعات معدلات الطاقة التجارة تحرير.
فبعض الأفكار والسياسات تحسن القدرة التجارية للمقاطعات.
فكرة الاستعمارية 2: التجارة كونتيننتال فكرة مازوفيان 7: المتجر المركزي.
الطموح المملوكي.
فكرة الغوجاراتية 5: محور التجارة المحيط الهندي فكرة هانزيتيك 6: المساهمات المنتظمة فكرة والاشيان 2: تقييد التجارة الخارجية.
تقاليد تفيريان.
إينو فكرة 3: التجار الجنوبيين الشركسية فكرة 2: التجار من جنوة العميل فكرة الدولة 5: امتيازات التجارية كانم بورنوان فكرة 7: واجبات على الصحراء التجارة ياركاندي فكرة 7: تشجيع تجارة تاريم.
هورون الطموح.
تقاليد كوتاي التقاليد لان نا التقاليد بيغو تقاليد روستوف التقاليد الشرفاني التقاليد ورزبورغ.
فكرة التجسس 3: فحص فكرة أماغو 5: تهيمن على التجارة الساحلية فكرة الأنديز 2: شبكة الطرق الجبلية فكرة بريميش 5: فيجيزاك فكرة بوتشان هاربور 5: بالانغاي فكرة الحشد الذهبي 4: تأمين الطرق التجارية كونغو فكرة 5: المثلث التجارة مالفي فكرة 7 : مالوا الأفيون أورلانيس فكرة 2: بورت أورليانز سامي فكرة 4: تشجيع نمو السوق الشتوية سافويارد فكرة 6: جبال الألب تولس سيليزيا فكرة 6: العلاقات الهانزية فكرة الاسبانية 5: أسطول الكنز.
التحويلات من التجار المصب تحرير.
وتتمتع أي دولة لديها ما لا يقل عن 10 قوة تجارية إقليمية في العقدة بانتشار تلك السلطة في اتجاه المنبع. ويضاف مبلغ يعادل 20 في المائة من القوة التجارية للمقاطعات في البلد إلى مجموع القوة التجارية لتلك الدولة في كل عقدة مباشرة في اتجاه المنبع، حيث يشار إليها على أنها تحويلات من التجار في اتجاه المجرى. ولا تنطبق معدلات القدرة التجارية العالمية على المبلغ المعتبر للانتشار، ولكنها تطبق في العقدة الصاعدة بدلا من ذلك. [2]
القدرة على العمر - قوية ترادشيبس مكافأة:
+ 20٪ انتشار السفن التجارية: كما أضاف 20٪ × 20٪ من تجارة السفن أيضا إلى عقدة المنبع.
شركة التجارة تحرير.
البلد الذي يملك مقاطعة في عقدة تجارية ليست في عقدة الوطن ولكن في منطقة شركة تجارية يمكن إضافته إلى شركة تجارية. المقاطعات في الشركات التجارية الحصول على + 100٪ قوة التجارة المحلية. هناك 15 منطقة شركة تجارية في جميع أنحاء آسيا وأفريقيا. العقد مع شركات التجارة فيها تعتبر العقد التجارية المحلية ويمكن جمعها من قبل التاجر دون فرض عقوبات على الإفراط في التوسع.
حماية التجارة تحرير.
ويمكن لأي بلد أن يزيد من قوته التجارية في العقد التجارية البحرية (غير الداخلية) بإرسال سفن خفيفة تابعة له في مهمة حماية التجارة. ولا يمكن إرسال السفن إلا لحماية التجارة في العقد الساحلية حيث يكون للبلاد بالفعل قوة تجارية أو تاجر. كل سفينة خفيفة تزيد من القوة التجارية في العقدة التجارية التي تحمي التجارة، والمبلغ اعتمادا على مدى تقدمه؛ التكنولوجيا العالية يفتح أفضل السفن الخفيفة. وجود السفن من ميناء لبعثة تكاليف حماية التجارة -1 بحار لكل سفينة شهريا.
بعض العلاوات لسفينة التجارة هي:
لا توجد أفكار أو سياسات تؤثر حاليا على قوة تجارة السفن.
مجموعة التوريد تحرير.
ولا يمكن إرسال السفن الخفيفة على بعثات التجارة المحمية إلا إلى العقد التجارية حيث يكون للبلاد بالفعل قوة تجارية ويتم الوفاء بمجموعة الإمدادات. ينطبق القيد على نطاق العرض حتى عندما يتم إزالة الاستنزاف البحري في التكنولوجيا الدبلوماسية 22. إذا سمح النطاق التجاري، يمكن لأي بلد أن يرسل تاجر إلى عقدة دون أي قوة تجارية أولية ومن ثم المتابعة مع السفن الخفيفة حماية التجارة (طالما هذه هي ضمن نطاق العرض). وهناك طريقة جيدة لترتيب مجموعة توريد مواتية تتمثل في الحصول على حقوق أسطول الأسطول من دولة بالقرب من العقدة التجارية المستهدفة.
مصادر أخرى للسلطة التجارية تحرير.
التاجر الحالي: وجود تاجر يزيد من قوة التجارة في البلاد من قبل +2. الميناء التجاري الرئيسي في المنطقة: أمة يحصل على +5 قوة تجارية إضافية في عقدة الوطن. وتوفر الدول المستعمرة لفرلها 50٪ من قوتها التجارية. مع مار نوستروم، وأعضاء في الدوري التجاري: توفير 50٪ من قوتهم التجارية لزعيم الدوري توفير اضافية + 0.025٪ توجيه التجارة لزعيم الدوري (التراكمي مع مكافأة من أعضاء آخرين) الحصول على + 20٪ قوة تجارة السفن. ويمكن إقناع دول أخرى (من خلال الدبلوماسية) أو إجبار (من خلال الحرب) على الدخول في علاقة نقل السلطة التجارية، التي لا تحسب في حدود العلاقات الدبلوماسية. وهذا يحول القوة التجارية لبلد ما إلى أخرى: نقل يتم تنفيذه في عملية نقل هدنة بنسبة 50٪، في حين أن النقل الذي يتم ترتيبه بشكل دبلوماسي يمكن أن ينقل أي مبلغ من صفر إلى 50٪. لاتحول النقابات والأوساط الشخصية السلطة التجارية إلى سوسرين. مع الشعور المشترك، الدول التي لديها مسيرات أو مسيرات لها تفاعل الموضوع بالنسبة لهم لتحويل التجارة، الذي ينقل 100٪ من قوة تجارتها، بتكلفة + 30٪ رغبة الحرية.
التجار هم مبعوثون يستخدمون لتغيير سلوك مسار التجارة الافتراضي عن طريق جمع أو توجيه التجارة. يجب أن يكون التجار متمركزين في عقدة تجارية للقيام بعملهم، ولا يمكن أن يسافروا سوى مسافة يحددها النطاق التجاري للبلاد، وهو ما يزيد مع التكنولوجيا الدبلوماسية ومجموعات الأفكار والأفكار الوطنية.
التجارة مع أي تاجر تحرير.
في غياب التجار:
في عقدة الوطن في البلاد، فإن البلاد جمع التجارة. في العقد غير المنزلية التي ليست من أعلى المنبع من أي عقد حيث تقوم البلاد بجمع التجارة، فإن قوتها التجارية لا تؤثر على تدفق التجارة. ولا تزال تنتشر في اتجاه المنبع إذا كان لدى البلد ما لا يقل عن 10 من القوة التجارية للمقاطعات. وفي جميع العقد الأخرى، تستخدم القوة التجارية لسحب التجارة إلى الأمام، مما يزيد من حصة القيمة التجارية المحولة. ليس هناك تأثير على اتجاه التجارة، إلا أن المبلغ المحول.
إجراءات التاجر تحرير.
يمكن إرسال التجار إلى عقدة تجارية لأداء واحدة من بعثتين (كما يدل على واجهة اللعبة):
جمع من التجارة: استخدام القوة التجارية للبلاد للاحتفاظ التجارة في العقدة، وتحويلها إلى الدخل. وهذا يعطي مكافأة + 10٪ كفاءة التجارة في تلك العقدة. في عقدة الوطن في البلاد، وهذا يعطي أيضا مكافأة + التجارة السلطة. في العقد الأخرى، وهذا يعطي عقوبة مضاعفة من -50٪ قوة تجارية. [1] نقل الطاقة التجارية: استخدام القوة التجارية للبلاد لسحب التجارة إلى الأمام في الشبكة التجارية، وفي وقت واحد للتأثير على التجارة لتدفق تفضيلي في واحدة من العقد المصب (انظر § التجارة التوجيهية أعلاه). يمكن للاعب اختيار الاتجاه لتوجيه التجارة في استخدام وضع خريطة التجارة. (اسم هذه المهمة هو تسمية خاطئة، حيث أنها قيمة تجارية يتم توجيهها وليس قوة تجارية).
وعلى الرغم من أن التوجيه التجاري لا يوفر أي قوة تجارية إضافية من تلقاء نفسها، فإنها تسمح للبلد بإرسال السفن الخفيفة لحماية التجارة حيث أنها لا يمكن أن تكون بسبب عدم وجود قوة تجارية.
اكتساب التجار تحرير.
كل بلد لديه قاعدة من اثنين من التجار. وتشمل الوسائل الدائمة للحصول على المزيد:
التقاليد الأمريكية التقاليد البلغارية التقاليد الكاتالونية تقاليد هرمز تقاليد بيغو التقاليد بسكوفيان.
فكرة التوسع 2: التجار إضافية فكرة بلوتوقراطية 4: التجارة الحرة فكرة التجارة 2: التجارة الحرة فكرة التجارة 5: التجار في الخارج أندو فكرة 4: توسيع التجارة فكرة أراكانيس 3: خليج البنغال التجارة فكرة بوتشان 3: بوتشان التجارة اتصالات فكرة الكندية 2: شركة خليج هدسون فكرة كاندريد 1: اتصالات جينويز فكرة قزوين 7: تعزيز التجارة الخارجية ديثمارشر فكرة 3: البعثات التجارية فكرة الهولندية 2: روح التجارة الهولندية الاستونية فكرة 5: التجارة البلطيق فكرة الغوجاراتية 7: الغوجاراتية الشتات ينزل على أفريقيا فكرة غوتنيش 5: غوتنيش التاجر المغامرين الهانزية فكرة 2: التزامات دوري قوي فكرة هولشتاين 4: كييلر أومسكلاغ هورون فكرة 1: التجارة البحيرات الكبرى فكرة جوان 4: التجارة آسيا التجارة فكرة كيان 6: دعم التجار المحليين فكرة سلطنة عمان 1: تجارة المحيط الهندي فكرة مالي 6: أسواق الملح فكرة مقديشان 1: تجارة المحيط الهندي فكرة مولوكان 3: وكلاء التجارة نوفغورود فكرة 4: السيطرة على فكرة الهانزية العمانية فكرة 7: توسيع الاتصالات التجارية أوشي فكرة 4: ميرتش النمل من هاكاتا مدينة باتاني فكرة 5: إنتربوت فكرة بوميرانيان 2: البوميرانيون التجار فكرة البرتغالية 4: تشجيع بانديرانتيس فكرة سامي 3: تنظيم التجارة مع الجنوبيين فكرة الشرفاني 7: التجار من باكو شوني فكرة 4: مدينة ناغازاكي السنهالية فكرة 3: المحيط الهندي جنوب الهند فكرة 7: رؤوس الأموال التجار سوماتران فكرة 5: التجار من المحيط الهندي فكرة تومبوكا 7: ترحيب السواحيلي التجار فكرة اليمنية 6: تعزيز الموانئ التجارية اليمنية.
التركيز التجارة الكاملة طموح آشانتي طموح الهندي وسط طموح غاليسيان إنتيرلاكوسترين الطموح الطموح الأيوني أودوييف الطموح.
التجارة الأرستقراطية: سياسة الاتصالات التجارية الدفاع - التجارة: قانون الحياد المسلح.
لدى الجمهوريات التجارية تاجر 1+. يمكن لبعض الأحداث إعطاء معدل وطني يوفر مؤقتا 1+ التاجر. قرار "شركة الهند الشرقية للتجارة" يعطي +1 التاجر. وهذا يتطلب كونها دولة ذات عاصمة أوروبية، وأنشأت منظمة التجارة العالمية، وميناءين على الأقل، ومقاطعة واحدة في منطقة موانئ التجارة في شرق آسيا. هولندا لديها "وجدت أوست-إنديش كومباغني" بدلا من ذلك، والتي لديها متطلبات مختلفة، ولكن يعطي أيضا تاجر إضافي. البلدان التي تتحكم في واحدة من عدد من العقد التجارية لديها قرار "تأكيد ثالاسوكريسي" (يتطلب كل الأفكار البحرية والسيطرة على عدة عقد تجارية محددة)، والتي تعطي +1 التاجر. مع ثروة الأمم، بلد يحصل على التاجر +1 لكل شركة تجارية أنها تسيطر مع غالبية السلطة التجارية المقاطعة في المنطقة. مع إل دورادو، بلد يحصل على +1 التاجر لكل دولة الاستعمارية مع ما لا يقل عن 10 محافظات. مع القوزاق، الدين تنغري مع الإيمان المفرد الزرادشتية يوفر +1 التاجر.
تعديل نطاق التجارة.
يمكن للتجار الوصول فقط العقد على هذه المسافة من مقاطعة محفور (أو مقاطعة محفور من دولة موضوع أو دولة تمنح حقوق باسينغ البحرية). تقاس المسافة إلى المقاطعة المركزية للعقدة، مرئية على وضع خريطة التجارة. يزداد نطاق التجارة الأساسية من خلال التكنولوجيا الدبلوماسية (100 في التكنولوجيا 1 و 400 في التكنولوجيا 32) وبعض القرارات والأفكار.
يتم زيادة نطاق التجارة من خلال أفكار وسياسات معينة.
فكرة ريوكيوان 4: التجارة البحرية.
التقاليد البرتغالية.
التقاليد السواحلية.
فكرة التجارة 3: مغامرات التاجر.
أيوثايان فكرة 5: تعزيز الروابط التجارية الفكرة الغوجاراتية 2: جاين اتصالات كونو فكرة 6: التجارة مع القارة القارية آسيا فكرة أمريكا الوسطى 7: فكرة سبج و اليشم مقديشان 1: المحيط الهندي التجارة المحيط الهادئ شمال غرب فكرة 2: دوجوت الزوارق جنوب الهند فكرة 1: التجار من جنوب الهند.
الاستكشاف البحري: رسامو الخرائط المهرة.
تقاليد تقاليد هانزا سوماتران.
الفكرة الهولندية 2: روح التجارة الهولندية فكرة المملوكية 1: تجارة البحر الأحمر.
سياسات التجارة تحرير.
يمكن لأمة أن تضع سياسة تجارية في أي عقدة حيث لديهم تاجر موجود. لا توجد تكلفة لوضع هذه السياسة ويمكن تغييرها كل 12 شهرا. السياسات المتاحة لجميع الدول هي:
تعظيم الأرباح: + 5٪ قوة التجارة (السياسة الافتراضية). تجارة معادية: + 25٪ بناء شبكة تجسس مع جميع الدول الأخرى مع عقدة المنزل أو التاجر الموجود هناك. تحسين الطرق الداخلية: + 10٪ القدرة الحصار و +1 مكافأة المدفعية مقابل الحصون لجميع المحافظات في العقدة (ممكن فقط مع حصة أكثر من 50٪ من القوة التجارية في العقدة). تأسيس المجتمعات: + 15٪ تحسين العلاقات مع جميع الدول الأخرى مع عقدة منزلهم أو التاجر الموجود هناك.
وهناك أيضا سياسة تجارية متاحة حصرا للدول الإسلامية:
نشر الدين: سيتم إنشاء مركز ديني في العقدة، ونشر تلقائيا دين الأمة التاجر من خلال عقدة. لا يمكن تفعيلها إلا عندما تكون العقدة التجارية في منطقة شركة تجارية، مع حصة 50٪ أو أكثر من القوة التجارية في العقدة المذكورة.
معدل قوة التجارة العالمية تعديل.
بعض الأفكار والسياسات تحسن قوة التجارة العالمية.
الإيطالية (سو) التقاليد.
فكرة التوسع 7: التجار تنافسية فكرة التجارة 1: داهية التجارة الممارسة أراغونيز فكرة 5: شركات تاجر تشارترد.
طموح الغوجاراتية.
فكرة دانزيجر 2: فيستولا نهر التجارة همبرغر فكرة 1: مدينة الهانزية فكرة الرومانية 6: فاناريوت التجار.
تاريخ الطموح.
تقاليد مونستر تقاليد ثيودورو البندقية.
أنتيمورو فكرة 6: تعزيز السيطرة على تجارة الرقيق الفكرة العربية 5: البدو التجار أراواك فكرة 3: أورينوكو التجارة فكرة بوتشان 2: شمال نوسانتارا الفكرة البيزنطية 5: فئة التاجر البيزنطي تشام فكرة 3: جنوب الهند الاتصالات فكرة تشيمو 6: الاقتصاد المتخصصة فكرة غوتنيش 4: إعادة بناء فكرة الهانزية التجارية 1: نهاية الاخوة الفاضلين فكرة هولشتاين 6: التجارة بين البحار هورمز فكرة 5: الحفاظ على تجارة احتكار السلطنة الهندية فكرة 5: المساواة بموجب القانون فكرة أمريكا الوسطى 2: ألتيبلل فكرة ميلان 6: التاجر برينسس مقديشان فكرة 3: تجارة الذهب في شرق أفريقيا فكرة نجدي 3: سفن الصحراء فكرة النرويجية 5: اغتنام الفرصة أوغاساوارا فكرة 6: تحسين ناكاسيندو باغارويونغ فكرة 2: تجارة الذهب الفكرة البرتغالية 3: فيتورياس بسكوفيان فكرة 6: الفنون والحرف من بسكوف راسيد فكرة 3: كوفيا أرابيكا روثينيان الفكرة 4: الشرق والغرب سونغاي فكرة 1: الذهب لتجارة الملح سولاويسي فكرة 6: منظم التجارة فيجاياناغار فكرة 1: تعزيز التجارة فكرة غرب أفريقيا 3: كولا المكسرات فكرة اليمنية 2: كوفيا أرابيكا.
طموح البربر طموح سيبو جونبوري الطموح طموح البوميراني الطموح السواحلية.
التوسع الدبلوماسي: السفارات التجارية الاستكشاف-المبتكرة: إهمال حميدة.
الفكرة المملوكية 1: تجارة البحر الأحمر الفكرة الوطنية 4: قانون العقود نوفغورود الفكرة 4: السيطرة على الهانزية كونتور.
كل أمة استعمارية (من عشر مقاطعات على الأقل) توفر + 5٪ قوة تجارية عالمية إلى أفرلورد لها. يوفر برستيج بين -15٪ و + 15٪ قوة التجارة العالمية. يوفر الاستقرار بين -3٪ و + 3٪ قوة التجارة العالمية. يوفر إسقاط الطاقة بين 0 و + 20٪ قوة التجارة العالمية. إصلاح الدين فيرفور السلطة التجارة يوفر + 10٪ معدل قوة التجارة العالمية مع الثروة الأمم دلك نشطة.
قوة التجارة المحلية تحرير.
وتعتبر عقدة البلد وعقده حيث تمتلك الدولة أعلى قوة تجارية في المقاطعات محلية. المحافظات في الخارج والمحافظات شركة التجارة يمكن أن يكون لا يزال المحلي. وتشير قوة التجارة الداخلية إلى القوة التجارية في هذه العقد.
بعض الأفكار والسياسات تحسن قوة التجارة المحلية.
تقاليد مويسكان التقاليد الكورية.
أشيكاجا فكرة 4: توسن-بوجيو بيلوزيرو فكرة 4: التجارة الشمالية فكرة المجرية 6: تعزيز المدن إيروقويز فكرة 3: حراس الباب الشرقي فكرة لور 2: جده يي أتاباك فكرة تيموريد 6: السيطرة على طريق الحرير الفكرة الترانزوكسيانية 6: إنتربوت من طريق الحرير زامبيزي فكرة 3: السيطرة على تجارة زامبيزي.
أندو فكرة 2: إينو التجارة موتابان فكرة 6: السيطرة على ثروات موتابان فكرة أوشي 2: التجارة الكورية راجوسان فكرة 2: مركز التجارة تريبيزونديان فكرة 6: محطات طريق الحرير.
كوتاي الطموح.
مدري بهري فكرة 6: تعزيز تجارة البحر الأحمر أوتومو فكرة 4: الترحيب نانبان التجارة أوتسونوميا فكرة 3: حاجز شيراكاوا.
التقاليد الأفغانية تقاليد دانزيجر تقاليد هوسان تقاليد كونو تقاليد K'iche.
أندرا فكرة 7: تشجيع كورومانديل التجارة فكرة البلوش 5: السيطرة على التجارة البرية فكرة الدوق الفرنسية 1: رجال التجارة فكرة الألمانية 2: Frühlings - أوند هيربستميس فكرة غرناطة 4: مضيق جبل إسهيكي فكرة 1: شوغو من التانغو فكرة حجازي 2: الأحمر البحر التجارة المحيط الهادئ شمال غرب فكرة 4: بوتلاتش العيد شان فكرة 4: السيطرة على جوهرة التجارة فكرة سيبيريا 2: سيبيريا فور تريد سيستاني فكرة 5: الطرق التجارية برا.
بوتشان الطموح شوني الطموح الطموح السنهالي طموح ياركاندي.
قوة التجارة في الخارج تحرير.
والعقود التجارية غير المحلية تعتبر في الخارج وستعاني من عقوبات مفرطة التمديد. وتشير القوة التجارية في الخارج إلى القوة التجارية في هذه العقد. ويفرض التوسع الزائد عقوبة بنسبة -1٪ من القوة التجارية في الخارج لكل نقطة مئوية.
تتلقی الطاقة التجاریة في الخارج المکافآت التالیة:
بلوتوكراتيك التجارة: التجارة شبكة كونتور.
الأرستقراطية التجارة: التجارة الاتصالات السياسة البحرية التجارة: محصنة تجارة المشاركات.
تقاليد هرمحي تقاليد هرمز تقاليد راجوسان.
فكرة كورونيان 3: دوقية ميركانتيليسم فكرة الجينوي 3: إعادة بناء جينويز التجارة هوسوكاوا فكرة 3: مدينة ساكاي فكرة الأيونية 6: إنتربوت من شرق البحر الأبيض المتوسط.
ميركانتيليسم تحرير.
وتوفر التركات التجارية الآثار التالية (لكل نقطة مئوية):
+ 2٪ قوة التجارة المحلية + 0.5٪ كفاءة الحظر + 0.25٪ رغبة الليبرالية (في الموضوعات المستعمرة) هل تبدأ معظم الدول الحملة بقيمة قاعدية بنسبة 10٪ ميركانتيليسم، حفنة من الدول تبدأ بقاعدة انطلاق أعلى بنسبة 25٪
"تعزيز التجارة" يزيد من الزئبق بنسبة 1٪ ل 100 سلطة دبلوماسية (فقط مع 'مار نوستروم' دلك تمكين).
بعض الأحداث والقرارات والبعثات تعطي زيادات أو نقصان دائمة للزئبق، وبعضها:
توجيه التجارة تحرير.
ويزداد توجيه التجارة ببعض الأفكار والسياسات.
الفكرة العمانية 1: تفضيل التاجر المحلي.
التقاليد المملوكية.
فكرة التجارة 6: التلاعب التجارة فكرة نافاران 5: عبر بيرينان التجارة فكرة كلب صغير صغير 3: الموانئ الشمالية.
Defensive-Trade: The Armed Neutrality Act.
Gujarati traditions Kutai traditions Ryukyuan traditions.
Aragonese idea 3: Mediterranean trade Huron idea 3: Birchbark Canoes Mapuche idea 4: Mapuche Weaving Pattani idea 2: South China Sea Trade Pskovian idea 7: Pskov Before All Others Shimazu idea 6: Okinawa Trade.
Danziger ambition Norwegian ambition Orissan ambition Transylvanian ambition.
Trade-Expansion: Encouragement of Merchant Navy.
Somali traditions.
Arabian idea 1: Indian Ocean Trade Canadian idea 6: Legacy of the Empire Luxembourg idea 3: The Moselle Trade Ouchi idea 5: Mercantile Diplomacy.
Bengali traditions Breton traditions Traditions of The Hansa Irish traditions Krakowian traditions Malayan sultanate traditions Medri Bahri traditions Orleanaise traditions.
Croatian idea 2: Pearl of the Adriatic Granada idea 4: Strait of Gibraltar Javan idea 4: Pan-Asia Trade Silesian idea 4: Raubritter Sulawesi idea 1: Intra-Asian Trade Network.
Burgundian ambition.
National idea 6: Mercantile Status.
Each point of navy tradition increases trade steering by 1% . With Mare Nostrum, the leader of a trade league gets +2.5% trade steering per member of the league.
Caravan power Edit.
A nation steering from, towards or collecting (only in main trading port) an inland trade node receives bonus trade power. This bonus, called caravan power, is a percentage equal to total development ÷ 3, to a maximum of +50% .
Caravan power is increased by certain ideas and policies. Can exceed 50 with these bonus.
Naval-Influence: The Cooperation Act.
Plutocratic idea 6: Free Cities Trade idea 7: Fast Negotiations.
Air traditions Baden traditions Lorraine traditions Maravi traditions Sadiyan traditions.
Berber idea 3: Trans−Saharan Trade Caspian idea 4: Protect the Caspian Trade Dali idea 2: The Tea-Horse Route Hausan idea 4: Sarakunan Kasuwa Khivan idea 3: Oasis of Merv Nizhny Novgorod idea 1: At The Confluence Of Giants Odoyev idea 7: Strengthen the Oka River Trade Persian idea 4: Improve the Silk Road Shirvani idea 5: Caspian Trade Songhai idea 7: Trans-Sahara Trade Tumbuka idea 5: Inter-African Trade Yarkandi idea 1: Northern Silk Road.
Pskovian traditions.
Kangra idea 5: Strengthen the Mountain Trade.
Nubian idea 4: Encourage Long-Distance Trade.
Merchant republics gain +33% bonus to Caravan power.
Trade efficiency Edit.
Trade efficiency is added as a bonus modifier to trade income. Base trade efficiency is defined by diplomatic technology but it can also be increased by certain ideas and policies (capped at +200% ).
ruler with ‘Entrepreneur’ personality Constitutional Republic Dutch Republic Free City Trading City Trader as advisor Zoroastrian religion Njord deity ( Norse religion) Surya deity ( Hindu religion) Fervent focus on trade ( Reformed religion) Tengri religion syncretic faith Sunni.
Parliament issue: Reduce trade regulations with discovered ‘East Indian Trade Route’
(depends on influence and loyalty)
ruler with ‘Indulgent’ personality during the Aristocratic Coup disaster.
Trade-Administrative: Importation Act Trade-Quality: Cloth Quality Edict.
Tuscan idea 5: Porto Franco.
Dutch ambition.
Ando traditions Aragonese traditions Beloozero traditions Butuan traditions Canadian traditions Danziger traditions Genoese traditions Irish traditions Italian traditions Kongo traditions Krakowian traditions Neapolitan traditions Ragusan traditions Shoni traditions Sinhalese traditions Venetian traditions Württemberger traditions Yarkandi traditions.
Trade idea 4: National Trade Policy Air idea 1: Taghlamt Al-Haasa idea 5: Entrepot of India Anatolian idea 5: Caravanserais Arakanese idea 7: Arakanese Trade Contracts Bahmani idea 4: Karimis Bengali idea 2: Ganges-Brahmaputra Confluence Beninese idea 7: Regulation of Trade Berber idea 3: Trans−Saharan Trade Bremish idea 4: Free Imperial City of Bremen Burgundian idea 5: Integrate the Towns in the Estates General Butua idea 7: Vashambadzi Carib idea 1: River Trade Cham idea 6: Agarwood Chickasaw idea 5: Slave Raids Circassian idea 3: Circassian Grain Trade English idea 4: The Navigation Acts Greek idea 5: Control the Mediterranean Trade Gujarati idea 6: Foreign Merchants set up Factories Hadramhi idea 4: Encouraging the Incense Trade Hormuz idea 1: A Vast Emporium Imagawa idea 2: Control of Tokaido Ionian idea 4: Gate to the Adriatic Javan idea 7: Terracotta Banking System Kaffan idea 7: Trade Reform Kazani idea 7: End Western Domination Khivan idea 5: Amu Darya Khmer idea 4: River Trade Khorasani idea 7: Protect the Caravan Routes Kongolese idea 7: The Ivory Trade Kutai idea 1: Earliest Indic State Ladakh idea 7: Invite Far-Away Traders Laotian idea 6: Southern Silk Road Malagasy idea 6: Control of the Foreign Traders Malian idea 7: West African Slave Trade Malvi idea 3: Protect the Delhi-Surat Trade Route Mamluk idea 7: Monopoly Ports Medri Bahri idea 1: Kings of the Sea Ming idea 5: Restore the Salt Monopoly Mogadishan idea 5: Mogadishan Currency Moldavian idea 7: Moldavian Trade Moluccan idea 1: The Spice Islands Mutapan idea 6: Curva Nizhny Novgorod idea 6: Open Up The River Trade Omani idea 4: Port Security Improvements Orissan idea 6: Encourage the Salt Trade Ottoman idea 6: Tulip Period Pegu idea 1: Riches of Pegu Permian idea 4: Great Perm Polotskian idea 5: Trade Hub Pomeranian idea 6: Dominate the Baltic Portuguese idea 7: Open up the Guilds Pueblo idea 4: Cotton Weaving Punjabi idea 2: Encourage Indo−Persian Trade Rajput idea 7: Rajput Trading Houses Rassid idea 7: Secure the Yemeni Trading Monopolies Rostov idea 4: Entrepot of Russia Ryukyuan idea 5: Sign Trade Agreements Sadiyan idea 5: Dihang Samtskhe idea 5: Protect the Trade Routes Siddi idea 6: Konkan Trade Silesian idea 5: Via Regia Sligonian idea 1: Promote the Trade Somali idea 5: Indian Ocean Trade Sukhothai idea 3: Sawankalok Ware Sumatran idea 1: Reliance on Trade Swahili idea 1: Indian Ocean Trade Tapuian idea 6: Open Trade Routes Tarascan idea 3: Merchant-Officials Theodorian idea 4: Port Avlita Tirhuti idea 2: Gateway to India Tverian idea 1: Tverian Merchants Venetian idea 3: Stato da Màr Vindhyan idea 6: Diamond Mines Yemeni idea 3: Control of the Red Sea.
Andean ambition Couronian ambition Estonian ambition Gutnish ambition Ambition of The Hansa Kono ambition Navarran ambition Ouchi ambition Pagarruyung ambition Pattani ambition South Indian ambition Sulawesi ambition Tumbuka ambition.
Innovative-Trade: The Banking System Maritime-Offensive: Naval Convoy System Naval-Administrative: Harbor Administration Naval-Trade: Fortified Trading Posts Offensive-Trade: The Anti-Smuggling Act Trade-Economic: The Statute of Monopolies Trade-Expansion: Encouragement of Merchant Navy.
Huron traditions Portuguese traditions.
German idea 2: Frühlings - und Herbstmesse Mesoamerican idea 7: Obsidian and Jade West African idea 6: The Great River.
Embargoing is an option in the diplomacy screen that allows a country to leverage their trade power against another nation's, decreasing that nation's trade power in shared trade nodes. The trade screen shows icons for each nation embargoed and those embargoing your nation. Placing the mouse over each nation icon breaks down the penalties in each shared trade node.
Embargoing a country has the following effects: [5]
The defending country suffers a penalty to trade power in all trade nodes that both countries have power in. The base magnitude of the penalty is half of the attacker's trade power share in the trade node before the embargo. This penalty stacks multiplicatively with other modifiers. The defending country's opinion of the attacking country is modified by −15 . The defender also gains a Trade Dispute casus belli against the attacker unless the embargo is mutual. The attacking country's trade efficiency suffers a −5% penalty unless the defender is a rival. Embargoes do not count against the Diplomatic Relation limit. The attacking country gains up to +10 power projection if the target is a rival, the amount depending on how severely the embargo affects the target's trade.
Embargo Efficiency can be increased by the following:
English traditions.
Espionage idea 6: Privateers.
Offensive-Trade: The Anti-Smuggling Act.
Betsimisaraka idea 2: Pirate Ports Cebu idea 5: 'The Place for Trading' Cypriot idea 7: Raid Turkish Commerce Malagasy idea 3: Pirate Ports Mindanao idea 7: Pirates of Mindanao Montenegrin idea 4: Balkan Gusars Naxian idea 3: Archipelago Of Opportunities Pomeranian idea 1: Legacy of Pirates.
Any fleet that contains light ships can be sent on a privateering mission to any trade node within trade range. The fleet will hoist the Jolly Roger and add the trade power of its light ships (plus a bonus) to a dummy "pirate" nation in the node, thus reducing the trade power share of everyone in the node – including their controller, though a portion of the trade value lost this way is returned to the controller, listed in accounts as "spoils of war". This effectively behaves as though they are collecting. Unlike protecting trade, privateers can be sent to nodes a nation has no power in, making it a way of weakening the nation's enemies or gaining revenue from nodes it can't touch otherwise. Privateering a rival's trade generates power projection.
Hunt pirates Edit.
This mission is available to fleets which contain at least one ship that isn't a transport. Fleets containing heavy ships or light ships may hunt pirates in any non-inland trade node; however, fleets containing only galleys (as well as fleets which are a mixture of galleys and transports) can only hunt pirates in nodes where all nearby sea provinces are inland seas.
Pirate-hunting fleets reduce the trade power taken by the dummy "pirates" nation in the chosen trade node by reducing their privateer efficiency. They do not actually damage or take damage from any ships.

Trade system europa universalis 4


This article may contain outdated information that is inaccurate for the current of the game. It was last updated for 1.13.
This article deals with the trade network and trade income. For information about trade goods and their production and value, see .
Trade and production of trade goods are two of the three main sources of for a country, the third being . Every province produces , which give income to their owner directly. The trade value of the goods then enters a system of , where it is steered and eventually collected by merchants as trade income.
The trade system in game can be summarized as follows:
across the world are connected to form a global network of trade. Each node hosts the trade activity of a group of geographically associated provinces. Money in this global trade network can flow between trade nodes in unidirectional trade routes as well as terminate at end nodes. These connections between trade nodes are fixed and cannot be altered during the course of play. represents the monthly sum of locally produced and incoming trade goods in a trade node. Trade value is generated from the quantity and price of produced in each province. All provinces pool their trade value into the total trade value of their associated trade node. The trade tab provides an aggregate trade value in a node while the trade map mode displays a tool tip listing locally produced separately from incoming trade good values. is a raw number representing a country's control over trade in a node. The raw trade power of a country over the total trade power of all countries present in the node determines what will happen to the trade value in each node. Power is used either to retain trade value within the node (if the nation is collecting with a merchant or at its home node), or to transfer it forward in the trade network (if the nation is steering from there with a merchant, or it's not its home node and it has no merchant). Trade power is generated by provinces, , and merchants. Certain , events and modifiers can also affect a country's trade power in a node. can be sent to a trade node to collect a portion of the node's trade value proportional to the nation's share of trade power in the node, or steer the node's trade value in a particular direction. Trade nodes[] See also:
The provinces in the world are divided into regions that are each associated with a trade node.
Every trade node has a predefined set of upstream and downstream nodes, which trade value can flow from and to, respectively. All trade value entering a trade node from upstream will either be collected there or transferred downstream to another trade node. Collecting in a trade node converts a country's share of trade value there directly into ducats.
Trade value come from two sources, local trade value and incoming trade value. Local trade value are produced by the underlying provinces. Incoming are values that come from upstream nodes.
Nations which have trade power in a node have influence over the node's trade value proportional to their share of total trade power.
This influence is exercised in one of two ways:
Collect trade value : national share of trade value is turned into income. This happens automatically if the node is the home node, or if a merchant is dispatched to do so. Collecting trade in a non-home node will halve the trade power of the nation in that node. Transport forward trade value : national share of trade value is sent forward to one of the downstream nodes. If a nation is not collecting in a node, then its share of trade value will be sent away to one of the directly connected node. The destination node is chosen automatically, but it is configurable if a merchant is dispatched to "transfer trade power"(misnomer).
Home node is the trade node in which a nation's main trading city resides. All nations will automatically collect their share of trade value from their home nodes, and send trade value towards it from other nodes if possible. The main trade port is typically located in a nation's capital, but it can be moved for 200 with the DLC.
All non-home nodes are classified as domestic or foreign. A node is labeled domestic if 20% of the provincial trade power is held by the nation. For these purposes a home node is considered domestic.. The distinction comes into play in two cases:
certain ideas, traditions etc. give bonus to trade power specifically in or trade nodes, if a nation encounters it suffers a -1% penalty to trade power per point of overextension in foreign nodes but not in domestic nodes.
If a nation is not collecting in a node, nor any node downstream, even through multiple hops, then it is not eligible to influence trade value in this node. The nation's share of trade value is then redistributed among nations that are eligible. Thus trade power of the nation in this node is effectively wasted. The nation can still benefit from though. Sending a to such a node either to collect or transfer will make nation eligible for trade value in a normal way.
Trade value[] See also:
Trade value represents ducats (money) in the trade network.
Local trade value[]
The local trade value of a node is the sum of the trade value of all provinces belonging to the node. On a provincial level, trade value is the amount of local goods produced multiplied by their price. In the trade map mode hovering the mouse over a trade node will open a box showing the local trade value.
Total trade value[]
Total trade value in a trade node is the sum of local trade value (from provinces), incoming trade value (from upstream trade nodes), minus outgoing trade value (to downstream trade nodes). Total trade value is distributed among countries with trade power in the node. Total trade value of trade nodes can be found in the under Trade/Trade Nodes category in the list of trade nodes. The summary of trade value can be found in the trade node view panel as a tooltip which shows the retained trade value that is total trade value less outgoing trade value .
Multiple merchant bonus[]
In addition to steering outgoing trade value through a particular outgoing link, each merchant applies a boost to the trade value on that link---that is, the steered trade value increases by a percentage as it passes between the two nodes, so that the incoming trade value of the downstream node is larger than the corresponding outgoing trade value of the upstream node. This affects all trade on that link, not just the merchant's country, so multiple merchants can boost trade on the same link. The total boost is:
Merchants Boost Cumulative 0 0.0% 0.0% 1 +5.0% +5.0% 2 +2.5% +7.5% 3 +1.6% +9.1% 4 +1.2% +10.3% 5 +1.0% +11.3%
Having more than five merchants will not increase the boost further. The boost is modified by the country's trade steering: for example, if the first merchant's country has +20% trade steering the boost from the merchant will be increased to +6.0%. Currently the merchant order is unsorted, so the merchant with the highest trade steering will not necessarily be first.
Trade power determines the share of control over trade value of a nation in a node.
national share of trade value = (local value + incoming value) * tradepower / TotalTradepower.
This value can either be collected (turned into income), or be transported downstream.
Trade power sources[]
A country's trade power in a trade node is determined by:
Provincial trade power[] Historical centers of trade and other provincial trade power modifiers in 1444.
Every province contributes an amount of trade power to its controller's country in the local trade node. The exact amount and relevant calculations can be seen in view under Trade category. The base trade power is 0.2 per province development. gain bonus trade power if they are designated as centers of trade ( +10 ), important natural harbor ( +10 ), river estuaries ( +10 ) or sound tolls ( +20 ). These are denoted by special icons visible on the trade map, and when selecting the province in question. Trade power of the province is subject to various modifiers both global (e. g. +2% per point of a nation's mercantilism) and local (e. g. coastal provinces get +25% trade power bonus). Trade also provide trade power bonus (up to +125% ).
Merchant republics have the option of building 1 trade post ( +10 ) per trade node in an owned province (except the home node) for -50 adm points. Provincial trade power modifiers[] Certain ideas and policies improve provincial trade power. Traditions Ideas Bonuses Policies +25% ‗ Colonial idea 2: Continental Trade Mazovian idea 7: Central Emporium ‗ +20% ‗ Gujarati idea 5: Hub of the Indian Ocean Trade Hanseatic idea 6: Regularized Contributions Wallachian idea 2: Foreign Trade Restriction ‗ ‗ +15% Circassian idea 2: Merchants Of Genoa Client State idea 5: Mercantile Privileges Kanem Bornuan idea 7: Duties on Sahara Trade Yarkandi idea 7: Encourage Tarim Trade ‗ +10% Kutai traditions Lan Na traditions Pegu traditions Rostov traditions Wurzburgian traditions Espionage idea 3: Vetting Amago idea 5: Dominate the Coastal Trade Andean idea 2: Mountain Roads Network Bremish idea 5: Vegesack Harbor Golden Horde idea 4: Secure the Trade Routes Kongo idea 5: The Triangle Trade Malvi idea 7: Malwa Opium Orleanaise idea 2: Port of Orleans Sami idea 4: Encourage growth of the Winter Market Savoyard idea 6: Alpine Tolls Silesian idea 6: Hanseatic Ties Spanish idea 5: Treasure Fleet ‗ ‗ Transfers from traders downstream[]
Any nation that has at least 10 provincial trade power points in the node enjoys the propagation of that power upstream. An amount equivalent to 20% of the nation's provincial trade power is added to the total trade power of that nation in every immediate upstream node where it is denoted as transfers from traders downstream.
Mercantilism provides a bonus to provincial trade power equal to double the listed mercantilism percentage. High mercantilism increases liberty desire in colonial subjects up to 25%.
The initial base mercantilism is 10% but some countries start with 25% :
Certain events, decisions and missions give permanent increases or decreases to mercantilism, some of these are:
Trade company[] Main article:
Provinces in get +100% provincial trade power. There are 15 regions throughout Asia and Africa which may have a trade company. . Nodes with trade companies in them count as domestic trade nodes and can be collected at by a merchant without incurring penalties for overextension.
Light ships[] Protect trade[]
A country may increase its trade power in maritime (non-inland) by sending its light ships on Protect Trade mission. increase trade power in the trade node in which they are protecting trade by a base ranging from 2 per ship (Barque, diplomatic technology 2) up to 5 per ship (Great frigate, diplomatic technology 26).
Name Description 2 Barque 2 8 10 10 The Barque was a small sailing ship, originally used for trade. Adapting these for warfare provided a smaller and faster alternative to the larger carracks. 9 Caravel 2.5 10 13 10 The caravel was a small, very maneuverable ship which could sail with a high precision on long discovery journeys. Although designs varied, a caravel had a foresail, a square mainsail and lateen mizzen. Its smaller size limited the number of guns on board, but it also meant that this light ship could explore shallow coastal waters and estuaries. Vasco Da Gama, Cabot, Columbus and Magellan used caravels during their late 15th century and early 16th century voyages. 15 Early Frigate 3 12 15 10 With the increasing overseas trade, there was a need for a fast escort vessel to provide safe journey. The early frigates were developed for this. They were smaller, leaner ships of war with one gun deck, and provided protection from piracy in dangerous waters. 19 Frigate 3.5 16 20 10 As time passed, the frigate evolved. It became larger and heavily armed, sometimes with two gun decks. The frigate's combination of speed and firepower meant that it could outrun any ship with more guns and outgun any faster ships. The fleet built by the Commonwealth of England in the 1650s consisted almost exclusively of frigates. 23 Heavy Frigate 4 20 25 10 Two decked vessels normally carrying about 40 guns. 26 Great frigate 5 24 30 10 A larger type of frigate, carrying additional guns.
Note that each light ship also increases the total trade power in the node, so the relative increase per light ship is:
Thus for example, adding a single ship with a trade power of 2 to a node with a total trade power of 20 would be a relative increase of 2/(20+2) = 0.0909…, while adding a second such ship to the node would be a relative increase of 2/(22+2) = 0.0833….
Some bonuses to ship trade power are:
on protect trade missions can only be sent to where the country already has and the is met. The limitation on supply range applies even when naval attrition is removed at diplomatic tech 22. If the permits, a country can send a to a node without any initial trade power and then follow up with light ships protecting trade (as long as these are within supply range). A good way to arrange for a favorable supply range is by gaining from a nation in the vicinity of the target trade node.
Other sources of trade power[] Merchant Present: The presence of a merchant increases a nation's trade power by +2 . Main trade port in area: A nation gets additional +5 trade power in its home node. provide their overlord with 50% of their trade power, while other nations can be persuaded (through diplomacy) or forced (through war) to transfer up to 50% of their trade power as well (trade transfer agreements no longer take a diplomatic relationship slot). As a note, personal unions and vassals do not transfer trade power to their suzerain. As such, vassals and personal unions may direct trade away from a preferred route or home trade node. However, the suzerain may demand 50% of their vassal's trade power, at a cost of liberty desire. Trade power modifiers[] Global trade power modifier[] Certain ideas and policies improve global trade power. Traditions Ideas Bonuses Policies +20% Expansion idea 7: Competitive Merchants Trade idea 1: Shrewd Commerce Practice Aragonese idea 5: Chartered Merchant Companies ‗ +15% ‗ Danziger idea 2: Vistula River Trade Hamburger idea 1: Hanseatic City Romanian idea 6: Phanariote Traders ‗ +10% Münster traditions Traditions of Theodoro Venetian traditions Antemoro idea 6: Strengthen control over the Slave Trade Arabian idea 5: Bedouin Traders Arawak idea 3: Orinoco Trade Byzantine idea 5: Byzantine Merchant Class Cham idea 3: South Indian Connections Chimu idea 6: Specialized Economy Gutnish idea 4: Rebuild the Trade Hanseatic idea 1: The End of the Victual Brothers Holstein idea 6: The Trade of Two Seas Hormuz idea 5: Maintain Trading Monopoly Indian Sultanate idea 5: Equality Under the Law Mesoamerican idea 2: Altepetl Milanese idea 6: Merchant Princes Mogadishan idea 3: East African Gold Trade Najdi idea 3: Ships of the Desert Norwegian idea 5: Seize the Opportunity Ogasawara idea 6: Improving the Nakasendo Pagarruyung idea 2: Gold Trade Portuguese idea 3: Feitorias Pskovian idea 6: Arts and Crafts of Pskov Ruthenian idea 4: East and West Songhai idea 1: Gold To Salt Trade Sulawesi idea 6: Entrepot of Trade Vijayanagar idea 1: Promotion of Trade West African idea 3: Kola Nuts Berber ambition Jaunpuri ambition Pomeranian ambition Swahili ambition Diplomatic-Expansion: Commercial Embassies Exploration-Innovative: Benign Neglect +5% ‗ Mamluk idea 1: Red Sea Trade National idea 4: Contract Law Novgorod idea 4: Control of the Hanseatic Kontor ‗ ‗ Domestic trade power modifier[] Home node and nodes where a nation has the highest provincial trade power are considered domestic. Both oversea provinces and trade company provinces count. Domestic trade power refers to trade power in these nodes. Domestic trade nodes do not suffer from overextension. Certain ideas and policies improve domestic trade power. Traditions Ideas Bonuses Policies +25% Muiscan traditions Korean traditions Ashikaga idea 4: Tosen-Bugyo Beloozero idea 4: Northern Trade Hungarian idea 6: Strengthen the Towns Iroquois idea 3: Keepers of the Eastern Door Timurid idea 6: Control of the Silk Road Zambezi idea 3: Control of the Zambezi Trade ‗ ‗ +20% ‗ Ando idea 2: Ainu Trade Mutapan idea 6: Controlling the Mutapan Riches Ouchi idea 2: Korean Trade Ragusan idea 2: Center of Trade Trebizondian idea 6: Terminus of the Silk Road ‗ +15% ‗ Medri Bahri idea 6: Promote the Red Sea Trade Otomo idea 4: Welcoming the Nanban Trade Utsunomiya idea 3: Barrier of Shirakawa ‗ ‗ +10% Afghan traditions Danziger traditions Hausan traditions Kono traditions K'iche traditions Andhra idea 7: Encourage Coromandel Trade Baluch idea 5: Control the Overland Trade French ducal idea 1: Men of Trade German idea 2: Frühlings− und Herbstmesse Granada idea 4: Strait of Gibraltar Isshiki idea 1: Shugo of Tango Hejazi idea 2: Red Sea Trade Pacific Northwest idea 4: Potlatch Feast Shan idea 4: Control of the Gem Trade Siberian idea 2: Siberian Fur Trade Shoni ambition Sinhalese ambition Yarkandi ambition ‗ Foreign trade power modifier[] Trade nodes that are not domestic are considered foreign and will suffer from over-extension penalties. Trade power abroad refers to trade power in these nodes. Trade power abroad receives following bonuses: Traditions Ideas Bonuses Policies +30% ‗ ‗ ‗ Plutocratic-Trade: Trade Kontor Network +15% ‗ ‗ ‗ Aristocratic-Trade: Trade Connections Policy Naval-Trade: Fortified Trading Posts +10% Hormuz traditions Ragusan traditions Couronian idea 3: Duchy of Mercantilism Genoese idea 3: Rebuilding Genoese Trade Hosokawa idea 3: Sakai City Ionian idea 6: Entrepôt of the Eastern Mediterranean ‗ ‗ -1% equal to overextension, this modifier is uncapped (at least to 300%). Trade steering[]
Trade steering is applied as a multiplicative bonus to trade power used for steering when determining which outgoing node trade is steered to.
Trade steering is increased by certain ideas and policies. Traditions Ideas Bonuses Policies +33% ‗ Omani idea 1: Local Merchant Preference ‗ ‗ +25% Trade idea 6: Trade Manipulation Navarran idea 5: Cross-Pyrenean Trade Pomeranian idea 3: Northern Ports ‗ Defensive-Trade: The Armed Neutrality Act +20% Gujarati traditions Kutai traditions Ryukyuan traditions Aragonese idea 3: Mediterranean trade Huron idea 3: Birchbark Canoes Mapuche idea 4: Mapuche Weaving Pattani idea 2: South China Sea Trade Pskovian idea 7: Pskov Before All Others Shimazu idea 6: Okinawa Trade Danziger ambition Norwegian ambition Orissan ambition Transylvanian ambition Trade-Expansion: Encouragement of Merchant Navy +15% Arabian idea 1: Indian Ocean Trade Canadian idea 6: Legacy of the Empire Luxembourg idea 3: The Moselle Trade Ouchi idea 5: Mercantile Diplomacy ‗ ‗ +10% Bengali traditions Breton traditions Traditions of The Hansa Irish traditions Krakowian traditions Malayan sultanate traditions Medri Bahri traditions Orleanaise traditions Croatian idea 2: Pearl of the Adriatic Granada idea 4: Strait of Gibraltar Javan idea 4: Pan-Asia Trade Silesian idea 4: Raubritter Sulawesi idea 1: Intra-Asian Trade Network ‗ +5% ‗ National idea 6: Mercantile Status ‗ ‗
Each point of naval tradition also increases trade steering efficiency by 1% .
Caravan power[] Note: The values are displayed under country modifiers of the government interface even without Wealth of Nations DLC, but without effect in the trade nodes.
A nation steering from, towards or collecting (only in main trading port) an inland trade node receives bonus trade power. Caravan power is total development/3 and maxed at 50.
gain +33% bonus to Caravan power.
Caravan power is increased by certain ideas and policies. Can exceed 50 with these bonus. Traditions Ideas Bonuses Policies +33% ‗ ‗ ‗ Naval-Influence: The Cooperation Act +25% ‗ Plutocratic idea 6: Free Cities Trade idea 7: Fast Negotiations ‗ ‗ +20% Air traditions Baden traditions Lorraine traditions Maravi traditions Sadiyan traditions Berber idea 3: Trans−Saharan Trade Dali idea 2: The Tea-Horse Route Hausan idea 4: Sarakunan Kasuwa Khivan idea 3: Oasis of Merv Nizhny Novgorod idea 1: At The Confluence Of Giants Odoyev idea 7: Strengthen the Oka River Trade Persian idea 4: Improve the Silk Road Songhai idea 7: Trans-Sahara Trade Tumbuka idea 5: Inter-African Trade Yarkandi idea 1: Northern Silk Road ‗ ‗ +15% Kangra idea 5: Strengthen the Mountain Trade ‗ ‗ +10% ‗ Nubian idea 4: Encourage Long-Distance Trade ‗ ‗ Embargo[]
Embargoing is an option in the diplomacy screen that allows a country to leverage their trade power against another nation's, decreasing that nation's trade power in shared trade nodes. The trade screen shows icons for each nation embargoed and those embargoing your nation. Placing the mouse over each nation icon breaks down the penalties in each shared trade node.
Embargoing a country has the following effects:
The defending country suffers a penalty to trade power in all trade nodes that both countries have power in. The base magnitude of the penalty is half of the attacker's trade power share in the trade node before the embargo. This penalty stacks multiplicatively with other modifiers. The defending country's opinion of the attacking country is modified by -15 . The defender also gains a Trade Dispute casus belli against the attacker unless the embargo is mutual. The attacking country's trade efficiency suffers a -5% penalty unless the defender is a rival. Embargoes do not count against the Diplomatic Relation limit. The attacking country gains up to +10 power projection if the target is a rival, the amount depending on how severely the embargo affects the target's trade.
Embargo Efficiency can be increased by the following:
Traditions Ideas Bonuses Policies +33% ‗ ‗ ‗ +25% ‗ Espionage idea 6: Privateers ‗ Offensive-Trade: The Anti-Smuggling Act +10% ‗ Betsimisaraka idea 2: Pirate Ports Cypriot idea 7: Raid Turkish Commerce Malagasy idea 3: Pirate Ports Montenegrin idea 4: Balkan Gusars Naxian idea 3: Archipelago Of Opportunities Pomeranian idea 1: Legacy of Pirates ‗ ‗ Merchants[]
Merchants are used to alter the default trade route behavior by collecting or steering trade. Merchants must be stationed at a trade node to do their work and can only travel a distance defined by a country's , which increases with , , and .
Note that employing merchants is not obligatory for trade system to function. Every nation will automatically collect from its home node, and send trade towards it if possible. Merchants are normally :
collecting in nodes other than home node, trade steering, that is, controlling by which way outgoing trade value is transferred downstream, as a prerequisite for sending to protect trade in nodes where nation has no initial trade power. Gaining merchants[]
Every country has a base of 2 merchants. Permanent means of acquiring more include:
Traditions Ideas Bonuses Policies +1 American traditions Bulgarian traditions Catalan traditions Hormuz traditions Pegu traditions Pskovian traditions Expansion idea 2: Additional Merchants Plutocratic idea 4: Free Merchants Trade idea 2: Free Trade Trade idea 5: Overseas Merchants Ando idea 4: Trade Expansion Arakanese idea 3: Bay of Bengal Trade Canadian idea 2: The Hudson Bay Company Candarid idea 1: Genoese Connections Dithmarscher idea 3: Trade Missions Dutch idea 2: Dutch Trading Spirit Estonian idea 5: Baltic Trade Gujarati idea 7: Gujarati Diaspora Descends on Africa Gutnish idea 5: Gutnish Merchant Adventurers Hanseatic idea 2: Strong League Obligations Holstein idea 4: Kieler Umschlag Huron idea 1: Great Lakes Trade Javan idea 4: Pan-Asia Trade Kievan idea 6: Support Local Traders Malayan sultanate idea 1: Indian Ocean Trade Malian idea 6: Seek New Markets for Salt Mogadishan idea 1: Indian Ocean Trade Moluccan idea 3: Agents of Trade Novgorod idea 4: Control of the Hanseatic Kontor Omani idea 7: Expansion of Trade Contacts Ouchi idea 4: The Merchants of Hakata City Pattani idea 5: Entrepôt Pomeranian idea 2: Pomeranian Merchants Portuguese idea 4: Encourage the Bandeirantes Sami idea 3: Regulate Trade with the Southerners Shoni idea 4: Nagasaki City Sinhalese idea 3: Pearl of the Indian Ocean South Indian idea 7: Merchant Capitalists Sumatran idea 5: Merchants of The Indian Ocean Tumbuka idea 7: Welcome Swahili Merchants Full Trade Focus Ashanti ambition Central Indian ambition Galician ambition Interlacustrine ambition Ionian ambition Odoyev ambition Aristocratic-Trade: Trade Connections Policy Defensive-Trade: The Armed Neutrality Act Nations get +1 merchant for each they control with the majority of the provincial trade power in a region. Countries receive +1 merchant for each colonial nation with at least 10 provinces. Trade range[]
Merchants can only reach nodes at this distance from a cored province (or a cored province of a subject nation or a nation granting Naval Basing Rights). The distance is measured to the central province of the node, visible on the trade map mode. Base trade range is increased by Diplomatic technology (100 at tech 1 and 400 at tech 32) and some decisions and ideas.
Trade Range is increased by certain ideas and policies. Traditions Ideas Bonuses Policies +33% ‗ Ryukyuan idea 4: Maritime Commercialism ‗ ‗ +30% ‗ ‗ ‗ +25% Trade idea 3: Merchant Adventures ‗ ‗ +20% ‗ Ayutthayan idea 5: Promotion of Trading links Gujarati idea 2: Jain Connections Kono idea 6: Trade with Continental Asia Mesoamerican idea 7: Obsidian and Jade Mogadishan idea 1: Indian Ocean Trade Pacific Northwest idea 2: Dugout Canoes South Indian idea 1: Merchants of Southern India ‗ Naval-Exploration: Skilled Cartographers +15% Traditions of The Hansa Sumatran traditions ‗ ‗ ‗ +10% ‗ Dutch idea 2: Dutch Trading Spirit Mamluk idea 1: Red Sea Trade ‗ ‗ Merchant actions[]
Merchants can be sent to a trade node to perform one of two missions (as denoted in game interface):
Collect from trade sets merchant to convert trade value into trade income. The merchant sent to collect from trade node grants a +10% bonus to trade income. Note that nations will automatically collect from their home nodes even if they do not have a merchant present. Collecting trade income from a non-home node halves the country's trade power in that node. (The tooltip shows additive penalty to display -50% penalty applied multiplicatively after all bonuses. For example, if a nation has a +40% trade power modifier before the collecting penalty, the listed penalty will be -50%*140%, that is, -70% .) Transfer trade power (This is a misnomer) Allows the user to steer trade value. This allows the nation to choose the downstream link to transport value to. The destination link can be selected in Trade mapmode. Note that in the case of no merchant presence, the nation will still transport value to some link, but this default link is not configurable. Every steering merchant grants a nation +10% bonus to trade power in home node (capped at +100% for 10 merchants) but that applies only if no merchant is collecting in a non-home node. Trade income[]
The trade income a nation collects in a trade node is calculated as follows:
Trade efficiency is added as a bonus modifier to . Base trade efficiency is defined by diplomatic technology but it can also be increased by certain ideas and policies (capped at +200% ).
Privateering[] Main article:
Any fleet that contains light ships can be sent on a privateering mission to any trade node within trade range. The fleet will hoist the Jolly Roger and add the trade power of its light ships (plus a bonus) to a dummy "pirate" nation in the node, thus reducing the trade power share of everyone in the node - including their controller, though a portion of the trade value lost this way is returned to the controller, listed in accounts as "spoils of war". Unlike protecting trade, privateers can be sent to nodes a nation has no power in, making it a way of weakening the nation's enemies or gaining revenue from nodes it can't touch otherwise. Privateering a rival's trade generates .
Hunt pirates[] Main article:
This mission is available to fleets which contain at least one ship that isn't a transport. Fleets containing heavy ships or light ships may hunt pirates in any non-inland ; however, fleets containing only galleys (as well as fleets which are a mixture of galleys and transports) can only hunt pirates in nodes where all nearby sea provinces are .
Pirate-hunting fleets reduce the trade power taken by the dummy "pirates" nation in the chosen trade node by reducing their . They do not actually damage or take damage from any ships.
See also[] References[] See in /Europa Universalis IV/common/static_modifiers/00_static_modifiers. txt ().
This article may contain outdated information that is inaccurate for the current of the game. It was last updated for 1.18.
This is a guide to help improve understanding of trading in .
Producing trade value[]
The best place for a country to produce Trade Value is at the upstream end of a chain of Trade Nodes they control. The Trade Value can then be boosted as it moves down the chain.
Controlling trade nodes[] Trade power share[]
Control of a trade node is dictated by a country's Trade Power share in that node. Thus, to control a desired node, a country should increase its Trade Power share in that node. Merchants only provide a token amount of Trade Power, and sending power upstream is extremely inefficient due to the -80% penalty (stacks multiplicatively, not additively, with other modifiers) for doing so. Thus, Trade Power largely comes from provinces and Light Ships. Effective ways on increasing one's share of Trade Power in a node therefore include:
Sending Light Ships to that node and sinking the Light Ships of other countries. Constructing trade buildings in important centers of trade in that node. Since several buildings give a percentage increase to trade power, provinces with base increases from estuaries or centers of trade will benefit more . Conquering provinces in that node. If the node still has un-colonized provinces, colonization is an alternative. Embargoing other countries at that node.
Countries with low Trade Power share in a node benefit more from increasing their own Trade Power there than reducing the Trade Power of other countries. Likewise, countries with high Trade Power share in a node benefit more from reducing the Trade Power share of other countries than increasing their own Trade Power, although it is important to note that highly monopolized trade nodes increases the efficiency, adding the need to hunt pirates to avoid losing power and money; Conquering provinces is an attractive option to increase the trade power as it allows a country to do both (increasing their own Trade Power and reducing the Trade Power of other countries) at the same time.
Desirable trade nodes[]
Desirable trade nodes to control include:
Nodes with high Trade Value, whether from local production or from upstream nodes. Nodes with less competition from other countries, so that fewer resources need be expended to control the node. Nodes connected closely with other controlled nodes, to take maximum advantage of boost. End nodes, from which no money can be steered. Nodes downstream from the trade capital. The trade capital's node, where Trade Power is more effective.
Trade nodes that are critical to the global network include:
Gulf of Aden is a bottleneck for nearly all seabound trade from India and China to Europe. It determines whether trade flows to Alexandria and the Mediterranean, to Hormuz and the Middle East, or around Africa to the Americas and western Europe. (Indus is also important, since there's a link to Hormuz, but less so for European powers since value from there finds its way to the Mediterranean by a much shorter route.) Ivory Coast controls whether Asian and African trade flows to the Americas, to Tunisia, or to the various European nodes (Seville, Bordeaux, or the English Channel). Trade from the Americas collects primarily on the East coast; the best node to focus on is the Caribbean. From there, trade can end up in Sevilla (from the Caribbean directly), Bordeaux (from the Caribbean and Gulf of St. Lawrence), the English Channel (from Chesapeake Bay), or the North Sea/Denmark (from the Gulf of St. Lawrence). Though there are no end nodes in East Asia, almost all of the trade can be funneled into either Beijing in the north or Malacca in the south, and then routed from there to one's main trade port. Alternatively, Asian and Indian countries with strong navies and trade steering may be able to push trade across the Indian Ocean to Zanzibar and collect trade there, eventually steering trade south from the Gulf of Aden as well. Central Asian countries can use inland trading bonuses to earn a sizeable income from the paths of the Silk Road, pushing trade from Central China and the Asian Steppes through Samarkand to Persia. Embargoing[] It is rarely worth embargoing a country that is not a rival: Given that the attacker is willing to embargo the defender, they probably don't care about the diplomatic penalty for declaring rivals either. The Trade Efficiency penalty for embargoing without declaring a rival is only worth it if the defender is a serious enough competitor to the attacker. But any such competitor is probably worth declaring as a rival anyhow, assuming they are a valid rival. Embargoing a rival grants , while embargoing other countries does not. Embargoes are most effective when: The attacker already has a large but not overwhelming Trade Power share in the trade node(s)---about 50 to 80% before the embargo is best. The defender has most or all of the remaining Trade Power share. As embargoes give a penalty to Trade Efficiency and the number or rivals is limited, only a few countries can be efficiently embargoed at a time. The maximum absolute increase in Trade Power share at the base Embargo Efficiency is achieved when the attacker has a 65.4% share before the embargo. In this case, embargoing all of the other countries at that trade node increases the Trade Power share by 8.3% to 73.7%. Countries with the largest Trade Power share that are performing a competing action should be targeted first‗this removes the largest portion of competing Trade Power. If collecting, all other countries are competing. If pulling trade or steering, all countries that are collecting or steering in an undesired direction are competing. It is important to note, however, that embargoes are global. Be sure to check all of the relevant trade nodes before choosing whether or not to embargo a country, as countries which have shared interests in one node may have competing interests in another. Distributing merchants[]
Merchants are best sent where their country controls the most Trade Power, since the amount of income (when collecting) or steered trade (when steering) is proportional to the Trade Power controlled.
Collecting trade in capital[]
The capital trade node (or main trade port, with ) collects trade automatically, regardless whether a merchant is active there or not. Sending a merchant to collect in the capital merely adds an additional +10% Trade Income to that specific capital trade node, which is a bonus not granted to other nodes when collecting. Collecting in the capital is generally only worth it for countries that have Trade Power concentrated in fewer trade nodes than they have Merchants.
Stationing a Merchant in the capital increases the income there by 10%, whereas collecting with a Merchant in another node halves the Trade Power. Thus, in most cases a country would have to control more than five times as much Trade Value in the capital as another node to justify stationing a Merchant in the capital. For instance: If a country has 10 ducats worth of Trade Value in their main trade node and 2 ducats in another node, stationing a Merchant in their home node would increase their income by 10% to 11ducats, while stationing that same merchant in the other node would add 1 ducat to the 10 they're getting from their main trade port, giving them a total of 11 as well.
Where to steer trade[]
Merchants set to steer trade have two effects; these will determine whether it is worth using a merchant to steer trade at a particular node.
Steering Merchants determine which direction trade leaves a node. If a node only has one outgoing link, or trade is already being steered in a favorable direction, then a Merchant is not necessary, though increasing Trade Power can increase the proportion of Trade Value pulled forward. Light Ships can only be sent to nodes where the country already has Trade Power; however, a country with no Trade Power in a node can send a Merchant there, then follow up with Light Ships. Using Merchants to boost is generally better done: Near the end of a controlled chain of nodes, since this is where the amount of Trade Value to be boosted is often greatest. Where there are not already other Merchants boosting trade, since each Merchant increases boost by less than the last. Collecting versus steering[]
Ultimately, Trade Value has to be collected to be of any use. In most cases, it is better for a country to collect and gain 100% of their controlled Trade Value in a node than to send it downstream to somewhere that other countries will take a cut out of. However, if a country dominates the downstream node as well, the boost for steering trade can result in a net benefit. Therefore, some rules of thumb for collecting versus steering at a trade node are:
If a country has no Merchants or capital downstream of the node, they should collect on that node---transferring Trade Power upstream is extremely inefficient. If a country dominates trade downstream of the node all the way to a collector, then the boost may outweigh the cut taken by other countries along the way, and steering trade may be a good idea. As of Patch 1.2, the boost is relatively small, so near-complete dominance is required to make steering the better choice. If a country has enough Merchants and controls multiple trade nodes, it is advisable not to steer directly to the trade capital, but to make the money pass trough as many other nodes as possible, since it multiplies the amount of money by passing through a node. Moving the Trade Capital[]
It is advisable that a country moves its trade capital to an end-node (from which no money can be steered) over the course of the game. The end nodes available in the game are:
To be able to move its trade capital, a country must spend 200 diplomatic power. It is recommended that the player expands towards one of these wealthier nodes through the course of the game, and to make sure they have at least one center of trade in said node and enough light ships to be able to protect trade effectively against other powers in the area.
The marginal trade power share with respect to trade power in a node is.
For example, if a country controls 25% of a trade node that has 150 total trade power, the marginal increase in trade power share per trade power is (1 - 0.25) / 150 = 0.5%. Keep in mind that own trade power refers to the net trade power, not base trade power, and is affected by e. g. Trade Efficiency and the halving for collecting outside the capital.
If collecting, the marginal revenue collected (i. e. actual ducats) is.
"Trade value" is the sum of incoming and local trade value.
For example, if a country is collecting in its capital's trade node, the change in actual ducats generated per unit of trade power would be calculated as follows:
total trade power = Ptotal = 150 net trade power after modifiers = POwn_net = 37.5 net trade power share = POwn_share = POwn_net /Ptotal = .25 incoming trade value = Vincoming = 5 local trade value = Vlocal = 5 trade value = Vtotal = Vlocal+Vincoming = 5+5 = 10 trade revenue modifiers = rmodifiers = 0 trade revenue = R d(R)/d(POwn_net) = (100% + rmodifiers) * Vtotal * (1 - POwn_share) / Ptotal d(R)/d(POwn_net) = (100% + 0) * 10 * (1 - .25) / 150 d(R)/d(POwn_net) = .05.
This country would gain .05 ducats more each month if it added 1 trade power. If it added 100 trade power, the marginal change for another 1 trade power would be .018 ducats.
d(R)/d(POwn_net) = (100% + rmodifiers) * Vtotal * (1 - POwn_share) / Ptotal d(R)/d(POwn_net) = (100% + 0) * 10 * (1 - (37.5+100)/250) / (150+100) d(R)/d(POwn_net) = (100% + 0) * 10 * (1 - .55) / 250 d(R)/d(POwn_net) = .018 Forwarding[]
(Discrepancy between this section and previous correct information in the wiki: If a nation is not collecting in a node, nor any node downstream, even through multiple hops, then it is not eligible to influence trade value in this node. The nation's share of trade value is then redistributed among nations that are eligible. Thus trade power of the nation in this node is effectively wasted.)
Note that there is a difference between forwarding and steering power. Forwarding power is the total power of all nations not collecting in a node and determines how much total trade value is forwarded as opposed to retained. Only nations with a Merchant at a node have steering power.
The marginal steered value (in a particular direction) is determined as a share of the forwarded value and power. Merchant boost is also applied here.
Each nation that is not collecting at the node has only forwarding power. In this case, the effect on total steered value in any direction from base power is:
Each nation with a (non-collecting) merchant at the node has both forwarding and steering power. The effect on total steered value in the desired direction from base power is then:
Trade goods[] All of the value gained from improving trade good production will come from higher provincial value income and the larger value in trade nodes. Building a manufactory is the primary method to increase the amount of trade goods produced in a province. Manufactories should be prioritized in provinces with more valuable , then in provinces with high production. Increasing the amount of trade goods produced will also increase the total trade value of the province's trade node. It may be worth prioritizing building manufactories from provinces in trade nodes that the player is setup to harvest via trade. The "trading in" bonus from controlling a 20% trade share in a certain good ranges from entirely useless (dyes' +33% heir chance if playing as the Ottomans, a republic, or a theocracy) to potentially game-changing (ivory's +2 to diplomatic reputation). It may be worth using these as a reference for where to expand, and in some cases, they may even make low-income goods more desirable than high-income ones. Plan accordingly. Note that one doesn't actually need to control the production of a good to obtain the "trading in" bonus; what's more important is having high trade power in nodes where the good is produced. European trade goods[]
The best European trade goods are cloth, copper (early - to mid-game) and iron (mid - to late-game). Due to price events cloth gets +35% price and iron gets +50% by endgame. Copper also has +50% price between military tech 7 and 18, and remains at +15% afterwards. It is wise to prioritize building production buildings and manufactories on provinces producing iron, copper and cloth, and to avoid building them in provinces that produce wool, fish and grain. By late-game the price of wool and fish will decline by up to -30% and -20% , respectively. Salt is also relatively valuable to begin with, and increases by +10% about midway through the game. In a long run, mostly if planning to colonize North America, fur is going to get massive bonuses.
Colonial and Asian trade goods[]
Silk, ivory, cocoa, dyes, sugar, cotton, coffee, and tobacco are the best trade goods as they have price-increasing events that boost their prices further at different points throughout the game. Dyes start with relatively high price and gets +25% price increase mid-game, but will likely drop back to its normal value around 1700 when the "" event fires. Spices and chinaware both get +50% price increases mid-game, but decrease by -40% and -50% respectively later on.
A trader can amass money or send it further, in hope of making a larger profit.
To control trade, you use merchants. There is a base number of two per each country. This number can be increased through ideas (especially Trade that provides three extra merchants) and decisions. Furthermore, merchant republics have one more base merchant. You dispatch merchants to trade nodes (only within your trade range modified by diplomatic technology and ideas), where they attempt to seize as much control over the local trade route as possible.
You can order a merchant to do either of two things:
Collect money Steer the trade, conforming with the route, over to the next center.
The larger your control over a given trade node, the larger percentage of the money, coming from the total, you receive. What you want to do, then, is establish a transfer route from the starting point A, through B, to C, where you have great control and where you are going to collect the money (much more than if you collected it in points A and B, where your share in the market is low). How much money you are going to collect for yourself, depends on the current trade power.
Trade Power is a key factor of how much you actually are going to get. Note that it is not a value that has bearing on the amount of money in a node (that is what trade value is for). Trade power determines how much of the entire pie you are going to get. This value varies for each trade center (although some modifiers, e. g. for high stability, are global for all nodes). Trade power depends on the following factors:
Provinces, the more provinces you have in a given region, the higher the trade power, for the local node, you are going to generate. That is why it is immensely important to hold a stronghold in the distant regions e. g. in very rich India. Additionally, coastal provinces in the middle of the trade are going to generate higher TP than the remaining ones. Erecting new buildings also increases TP. Mercantilism. The current percentage multiplied by two is an additional TP generated by each province. Mercantilism can be modified by means of events. Half of the Trade Efficiency is an additional percentage of the Trade Power. Efficiency cannot exceed 200% (i. e. 100% of TP) Modifiers of the idea, system advisors, stability. Merchants, Each merchant increases TP by 2 in the region that he has been dispatched to. Trade steering. A merchant that sends money on, increases Trade Power in the next center. The effects cumulate, up to five merchants . And so, the first one increases trade power by 20%, the second one by 30%, the third one by 36.6%, fourth by 41.6% and fifth by 45.6. Note that merchants do not need to (and technically speaking cannot) be from the same country. This is the basis for establishing a good trade node. Send money from the weaker nodes, to the ones where you have a bigger share to increase income generated there. Determine how to best establish a transfer to maximize profits. A good solution will be to establish e. g. two three-layer node. But, sometimes, one long node, or three shorter ones, may turn out to be a better solution. Remember about transferring your money to the appropriate node! It is an element that is easy to overlook. Note that, in the above screenshot, directly next to the trade center in Gold Coast, right on the routes, there are small windows. Clicking any of these selects the direction in which you want to transfer money. And so, in the screenshot, money is being transferred to the North-East towards Mauretania, and on to Seville. It is easy to make an oversight here, which will result in money being sent into completely different trade point where you do not have any merchants, and in wasting all money! So, make sure that your node sends your money in the correct way. Ships. Each light ship that patrols the sea trade route increases the generated trade power. The base value is 3 per each ship but, this amount increases with each better ship model. It is an immensely effective way to increase income from trade so, build big fleet and try to determine, manually, the ratio of the number of ships to the navy financing in the budget that generates the highest income. The better you finance the navy, the better this influences the income from trade. So, it may turn out that it is more economical to spend more money on the navy, than make apparent savings by curbing the financing.
You should collect money where it is most effective after the establishment of the entire node, i. e. it is the ideal situation when it is a trade node with high trade value from production and from steering, and also very high trade power coming from market control (the more negligible the competition the easier it is to control, you will receive a lion's share in the market, somewhat by default, in the nod that your Capital belongs to.
Eventually, the game puts a merchant in the trade center of the capital to collect money there. Money in the capital is always collected automatically and the merchant presence modifies it only by 10%. Therefore, the most effective solution is to remove the merchant from there and put him in another node that you have strong control over. You need to take into consideration the fact that this will pretty much decrease the local trade power there but, if it still stays on a high level, this will be anyways more effective than the additional 10% from the capital. In general terms, a good solution for trade are two transfer routes, one that ends in the center that the capital belongs to and the other ending in another center, which you exercise vast control over.
To maximize your share in a trade center, you can consider imposing embargo on another country. Embargo will decrease this country's trade power in nodes, in which both of you have trade power. This will increase the income of the remaining countries from these nodes. The imposed penalty is a half of the owned TP in any other trade center. I. e. the more power you have over a given center, the more effective the embargo is. Embargo effectiveness can be additionally increased by 33% by the Privateers idea from the Espionage group. Furthermore, England has a national idea that increases the effectiveness of embargo by 100%.
Embargo wil come with the decrease in the opinion of the other country by 15. Furthermore, each imposed embargo decreases trade effectiveness by 5%. This penalty can be avoided if you name another country your opponent.
Controlling the market comes with very nice bonuses.
For controlling the market of certain goods, you can receive special bonuses. If you are the leader of the world production, you will receive a 10% rise to the production of these goods. If you, on the other hand, control at least 20% of the world trade of these goods, you will receive a special bonus, which depends on the type of the goods. These bonuses are really big and worth obtaining. For example, controlling grain market, will increase the limit of the army by 25%, and controlling wine market wil decrease stability cost by 25%. Gold is the exception here because it provides no bonus. You can find detailed information about that in the log (Hotkey - L).
In this video I go over everything you need to know about the trading system in Europa Universalis 4, from the inception of trade value in provinces, to advanced strategies used to maximize trading income.
Trade in Europa Universalis IV.
Other Trade-Based Gameplay Mechanics.
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Trade zones, trade nodes, trade value, and other confusing concepts distilled down into a bumbling, incoherent guide. Check out the EU4 wiki for more.
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Trade steering is used for two primary purposes. To move trade from areas where you have low power to areas where you are dominant, and to move trade from a node to the node where your capital is to avoid taking a trade power penalty. Trade being pushed downstream occurs wihtout a merchant in nodes other than your capital, but you cannot change which direction trade flows downstream unless you have a merchant there.
Here is an example of a game where trade steering is useful:
In this game I have roughly 50 percent power in both the Tunis and the Sevilla nodes, but my capital is in Sevilla. Because of this, the best course is to move trade downstream from Tunis, which sends 2.5 gold out of 5 to the Sevilla trade node. In Sevilla, I can capture 50 percent of that trade and get a total of 1.25 gold from the tunis node, times my actual income modifiers. On the other hand, if I tried to collect trade in tunis, i would take a 55 percent penalty to trade power, leaving me with only around 25 percent power. That would let me collect only .66 gold times Actual income. Trade steering is twice as good here. If I had no merchant at all, my power would push trade downstream, but aragon would make that travel to genoa instead of Seville. I would lose out on ALL income.
This is what the trade map looks like with no merchant:
I get absolutely nothing from the Tunis trade node, because I have no merchant there. This is caused by Aragon steering trade toward Genoa.
While it is possible to steer trade upstream, it is virtually useless to use a merchant to do so because the trade power penalty is severe. Steer trade downstream, not upstream.
Instead, you should relocate your capital to a the node that is furthest downstream which you dominate, and then direct trade there.
Should you always steer trade to your capital? NO!
Usually you will want to direct trade downstream, but not always. You don't direct trade through nodes where other players/AI have a lot more trade power than you, especially your enemies.
One good example of a situation where directing trade would be a bad idea occurred in my most recent game as Netherlands. I had a large number of colonies in the Chesapeake bay node. However, if I directed trade downstream, it would have been collected by England or Norway, in The North Sea and London nodes between Chesapeake Bay and Antwerpen. Instead, it was better to just collect trade.
Many people will tell you that you should extract trade only at your capital. This is FALSE. Here is an example of how much you can pull out of a non-capital trade node, without investing any ideas in trade. This is more than even in my capital.
The key to note is that I control 93.5 percent trade power, even with the large penalty to trade from collecting without a capital present:
This is because the trade penalty for collecting from a non-capital node is a trade power penalty, which means if you still have a higher percent power in a non-capital node than in your capital after the penalty, you should definitely collect there.
Data napisania: 2 września 2018 o 9:44.
Date Posted: 21 Dec, 2018 @ 1:51pm.
Star and Crescent - 50 new Muslim themed event pictures, as well as several new events for the Muslim nations.
Unit packs have now been repackaged as content packs, but can still be purchased individually. They can be found under the expansion they were released with.
Native Americans Unit Pack.
Europa Universalis IV: Third Rome is now available! Press the image for more information.
Paradox Interactive, EUROPA UNIVERSALIS® Copyright© [2018] Paradox Interactive AB All rights reserved.
Use your economic strategy to crush history in EUIV.
The last expansion to the empire management grand strategy game EU4 was called Conquest of Paradise and it changed the world. No, really, for a game that can focus on exploration, knowing what the "New World" looked like was less fun than sending your ships into the unknown. Randomizing the map west of Europe was a big feature that vastly changed your strategy, and the release of Conquest of Paradise last month was huge for Thomas Johansson - the lead designer on EU4 - and the rest of the team. In contrast, Wealth of Nations will be a smaller expansion full of tiny features and tweaks that will improve the trade systems Europa Universalis IV. Wealth of Nations is set for release in Spring 2017.
Johansson's trade system was a big departure from the series previous iterations. In the new system, there are abstracted trade nodes set up around the world map in fixed locations. Players manipulated trade by sending merchants or ships to exert pressure on the node and move wealth to your country. While the system was cool to observe and change, players started to run up against certain weird variables that Johansson aims to fix with Wealth of Nations.
"The Polish player would almost always conquer the Teutonic Order first and move their capital," Johansson explained. "But in Wealth of Nations, you'll be able to set a trade capital to earn the most money from the Baltic Sea trade node while keeping your political capital in Krakow."
Trade capitals are a small feature, sure, but they will do a lot to enhance the historic feel of the game - that's what EU is about. Also true to history, you'll be able to use privateers to disrupt the trade of your rivals. These won't be new units to build, but the light ship category will have a "send privateers" mission available similar to how "protect trade" works now. Once selected these ships won't divert any trade income back to you - they are pirates after all - but will instead sluice income away from the trade node at a greater multiplier.
Of course, using privateers will give your enemies cause to declare war against you - the trade war "casus belli" or "CB" as Johansson calls it and the results of trade wars will also be vastly different in Wealth of Nations. In EU4 vanilla, sending trade power to the victor of war had a five year time limit, but the expansion will make that concession permanent until cancelled or another trade war is fought. That one tweak alone will vastly change the strategies of nations focused on dominating trade because a defeat could cripple you for a very long time.
Trade companies are another new feature, but Johansson admitted the exact details are still in flux. You will get a random event that will trigger the formation of a trade company - the British East India Company was a common example - and you'll be able to designate the trade nodes that company will have jurisdiction over. Once you take over a certain amount of trade in that region, you'll be rewarded with a merchant - a huge boost.
The details are all subject to change, as I said, but the implication is clear that Johansson wants to revise the trade system in EU4. I got the impression from early previews and conversations with him that successfully modeling a fun trade system was a large goal of his for EU4, and it was largely a success. Now with Wealth of Nations, Johansson has the chance to make it even more true to the history of Europa Universalis.
Look for Wealth of Nations on Steam in April or March 2017. It likely won't cost as much as Conquest of Paradise, so it will be an easy way to upgrade your game without too much investment.
About Paradox Development Studio.
Strategy is our game.
Paradox Development Studio is the developers behind successful strategy franchices such as Crusader Kings, Europa Universalis, Hearts of Iron & Victoria. Their strategy/RPG game Crusader Kings II is critically acclaimed and one of the highest rated games 2018 according to Metacritic. Paradox Development Studio is currently working on the upcoming empire building game Europa Universalis IV that will release the 13th of August, 2018. The studio has been a leading developer of globally renowned, PC-focused strategy games since 1995. Today the Stockholm-based studio is the center of a vast community of fans and modders both, with a reach that spans the entire globe and a strong presence in the United States and Europe. 
Paradox Development Studios believes in the power of the sandbox strategy game ‘ a special kind of experience where you set your own goals and decide which tools you will use to reach them. Sandbox games give you unparalleled freedom to create your own destiny and write your own stories. When you play our games, we want you to feel that the fate of the world really does lie in your hands ‘ and only you decide what that fate means.
Paradox Development Studios games can be enjoyed solo or multiplayer ‘ up to 32 people can compete, co-operate or conspire in our rich historical games. Paradox Development Studio is also a big supporter of user created content; all of our games can be modded to match your heart’s desire. Continuing to re-invent and advance each of these, as well as create all-new titles, is just one way the studio keeps it's 500,000+ member community coming back for more. Just as important is the studio's passion for rich strategy, shared by their fans, and their legacy of providing games so deep and challenging that each offers hundreds of hours of gameplay.
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This article needs to be updated . Please update this article to reflect recent events or newly available information. (August 2018)
Europa Universalis IV is a in the series, developed by and published by . The game was released on 13 August 2018. It's a strategy game where players control a nation from the through the (1444 to 1821 ), conducting trade, administration, , , and warfare.
The game itself is an interactive map of Earth divided into the that compose nations. Each of these contribute to their country either positively or negatively, as can both provide resources to a nation and serve as a point of unrest and rebellion. The gameplay requires the player to lead a nation by finding a balance of military, , and . The player does so through their choices as sovereign of their nation, and through the spending of resources available to them: Prestige, Stability, (Ducats), Manpower, Legitimacy for Monarchies, Tradition for , Devotion for Theocracies, Horde Unity for Hordes and Monarch Power (Administrative, Diplomatic, Military).
Players can choose to conquer the world by military might, become a colonial superpower, establish trade dominance, etc. The game is a sandbox environment, and while there is no strict rule on winning the game, a loss occurs when the player's nation is removed, or annexed, from the map. is a large aspect of the game, as creating vassal states and tributaries, improving opinions and monitoring expansion and coalitions is vital to a player’s survival. Espionage can also be employed against enemy states in order to claim their territory, or incite in their , as well as other dubious methods. Combat can be done on both land and sea, and it attempts to simulate real world factors such as morale, discipline, competency of leaders, terrain, and supply lines.
Many major are present in and influence the game and provide distinct bonuses to their practitioners. Players can employ missionaries to convert their or can engage in policies of universal religious freedom. The faith makes use of the Papacy, which can allow a nation to have control over the or to use their influence for other rewards. Technological advancements are invested in over time, and will require the expense of monarch points.
Administrative technologies unlocks advancements such as increased productivity, new forms of government, new buildings, and the national idea system. Diplomatic technology unlocks advancements such as naval units, improvements in trade, new buildings, and improved colonial expansion. Military technology unlocks advancements such as land units, improved morale, combat tactics, and new buildings.
Gameplay is influenced by random events that arise each year for the player. These events can be either helpful or a hindrance. Some of these random events are driven by factual history pertaining to an individual country, while some are there to force a player to make tough decisions, and otherwise to enhance the flavor of the game. Players can choose to play single player mode versus the AI, or multiplayer over a LAN or the Internet against a mix of human and AI opponents. Single player also has the option of "Ironman" mode, which locks several settings such as difficulty, and removes the control of saving the game from the player. This means that any mistakes are irreversible. It is, however, the only way to receive any of the achievements that can be won.
Expansions and mods[]
All are optional, and may be applied to the base game in any combination. The largest DLCs come in the form of expansions, which significantly alter the mechanics and features of the game. There are also flavour packs (which add new events and minor mechanics, usually specific to one nation), music packs (which add more backing music) and cosmetic packs (which affect unit models, portraits and the map). There are also three e-books which have no impact on the game itself, but coincided with the release of expansions.
Expansions are often accompanied by a coinciding free patch to the game, which as well as adding fixes to the mechanics, also adds some content in the theme of the expansion.
Conquest of Paradise[]
Conquest of Paradise focuses on the . It adds an expansion to the mechanics of tribal nations, most prominently ones. It also adds a random new world generator which randomizes the landscape of and . The accompanying patch also added colonial regions, and new starting nations as well as many other small additions and fixes. Released 11 January 2017.
Wealth of Nations[]
Wealth of Nations includes new mechanics for trade and . The most prominent additions also include trade companies, privateering, and construction of the , , and canals. The accompanying patch included a new rival system, policies, and extra designs. Released 29 May 2017.
Res Publica focuses on governance and trade. New mechanics pertaining to elections are introduced, along with election events for the Dutch republics and a national focus. The Republican Dictatorship form of government is also included. The accompanying patch included extra idea groups and Merchant Republic factions. Released on 16 July 2017.
This expansion focuses on military mechanics. It expands on the and the , improves diplomacy (especially surrounding conflict and ), expands vassal mechanics and adds new options for waging war. The accompanying patch amongst other things overhauled rebel mechanics, improved the map and added large interface, AI and gameplay improvements. The map improvements increased the number of on the game map, in which previously lacked detail, such as and . It was released on 30 October 2017.
El Dorado, named after the mythical , improves largely on the nations of and . This includes , and religions, a "doom counter" for the Central American tribes, improved mechanics and added events. Exploration and colonisation of these areas is also expanded upon - for example, the is added and can explore into to search for the . A custom nation designer is included. The accompanying patch included new events for and , improved terrain and general improvements to gameplay. It was released on 26 February 2018.
Common Sense, named after the famous pamphlet written by Thomas Paine, focuses on , and internal development. New religious gameplay is added, focusing on and . are added, and a special parliamentary government is granted to England. The coinciding patch included new religions, improvements to the system and a reworking of the system. The number of building slots were also decreased, but the existing ones made more powerful. It was released on 9 June 2018.
The Cossacks, named after the , adds additional options and a wide variety of internal politics for peacetime. Primarily this is represented through the "Estate" system, which allows to be assigned noble landholders, the church, , and more in return for various bonuses and modifiers. Additionally, The adds mechanics for government types and adds mechanics to the religion. It was released on 1 December 2018.
Mare Nostrum, translated as "Our Sea" in Latin, was the Roman name for the Mediterranean Sea. As its name suggests, this expansion introduces new content connected to , trade and espionage. Now one can put ships on a naval mission or on a hunting naval mission. One can also create trade leagues, offer to other countries to fight and a new timeline feature where one can at any point through the campaign click it and watch how the world has evolved throughout the game. The accompanying patch made significant changes to espionage, added new map modes, two new systems for states, territories, and , as well as various new for and . It was released on 5 April 2018.
Rights of Man is the ninth expansion for Europa Universalis IV. It was announced on 19 August 2018. It was released on 11 October 2018 along with the 1.18 "Prussia" patch. The DLC and patch included a new Great Powers system where the eight most powerful nations were listed as "Great Powers" and could access new features such as making minor nations break their with other Great Powers. The patch also included new governments for and the , and a massive reworking of the technology system called the Institutions, which add penalties to any nation which hasn't embraced a given institution (such as , , etc.), and made the process of '' obsolete.
Mandate of Heaven[]
Mandate of Heaven, named after the , focuses on improving the region and contains new mechanics for , along with the ability of surrounding states to claim the title of the . There are also new Chinese meritocracy mechanics, the ability of tribes to raise , and a new system with events that allow Japan to become more or open in character. Outside of East Asia, there are now 'Ages' that focus gameplay on distinct historical periods in the , including Ages focusing on the of the Americas, the and in Europe, French-style , and the occurring in France and the Americas. The free 'Ming' 1.20 patch includes a new absolutism mechanic along with a province devastation feature. The expansion was released on 6 April 2017.
Aside from the official expansion packs, third-party are freely available. Most mods are available from the . The mods can modify or remove existing features, and add new features, such as new unit models or new gameplay mechanics.[]
Europa Universalis IV has a large following of . Popular mods include (which added history from 2 AD to 9999), (which adapted the world from the series into the game), and complete overhauls such as .[]
Reception[] Critical reception[]
Europa Universalis IV was met with generally favourable reviews, receiving a score of 87/100 on aggregate website . Critics praised the improvements from Europa Universalis III, especially the new mechanics and graphics. T. J. Hafer of described the game as an "engrossing simulation that conquers the common ground between your average Civilization V player and the long-time devotees of grand strategy". Negative feedback focused on the tutorials, combat mechanics and bugs. Nicholas Pellegatta acknowledged these bugs and other issues were likely to be addressed in later patches and expansions.
In 2018 Europa Universalis IV won the "Golden Horseshoe" award in the category of "Game of the Year" on the Polish website gikz. pl. It also won "Best Strategy" and "Best Historical" in Game Debate's 2018 awards.
As of February 2017, Europa Universalis IV had sold over 300,000 copies. By January 2018, over 900,000 games were registered on Steam. As of June 21, 2018, over 1 million copies have been sold.
In May 2017, Paradox Interactive normalized the prices of the game worldwide and its other products to account for the games being cheaper than intended in many non-western nations. This has led to massive backlash and boycotts by people from the affected nations, including a massive increase in negative user reviews on Steam in the following weeks.

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