B - This article is considered a B-class article on the wiki quality scale
- 1 Assessment
- 2 Thalassocracy
- 3 Trade goods
- 4 Nice rewrite
- 5 Capital nodes
- 6 Marginal effect of tradepower
- 7 Merchant value boost
- 8 30% mercantile for triggered modifier
- 9 Foreign trade power
- 10 Trade power
- 11 details needed
- 12 Portugal
- 13 Move trade node
- 14 Youtube tutorial
- 15 Caravan Power
- 16 Revision
- 17 Merchants from Colonial Nations
- 18 Move "Privateering" section to "Trade power sources: Light ships"?
- 19 wrong information
- 20 Merchants from CN
- 21 Removed bit about marginal relative ship trade power
- 22 Ship Trade Power Propagation (age ability)
- 23 What is the modifer that increases outgoing value when a merchant is steering trade value?
This page is very close to a featured article assessment. A bit of expansion of the strategy section and it'll be upgraded to FA. Most importantly, there should always be text between any two headers, even if they're of different order. For example there's currently nothing between "controlling trade nodes" and "trade power share". ~ Meneth (talk) 17:52, 27 October 2013 (CET)
- Something that also needs to be fixed is some silly capitalization several places in the article. ~ Meneth (talk) 17:27, 6 November 2013 (CET)
Confirm Thalassocracy national decision is available to more than just Hansa, Venice, and Genoa. I don't know the specific requirements for it to show up. Unsigned comment by 126.96.36.199
I think a separate trade good page is needed in which it lists in detail showing how demand and supply of an trade good is calculated. Also it can include were each trade good can be located. This info can be found in common/00_prices. -- unsigned comment
- At its current length, a separate trade goods page would not make sense, but it may well make sense in the future if that section is expanded. ~ Meneth (talk) 08:33, 29 August 2013 (CEST)
Evil4Zerggin, Nice rewrite of this page. There are a lot of people on the forums who clearly don't understand the very basics of trade, and I think the page should begin with a simple overview of the default trade mechanisms, followed by a section on actions available (effectively merchant actions. I'll do a bit of a structural edit on this. If you don't like it, undo it and we can move it into the talk page. Lord Canterbury (talk) 23:25, 29 August 2013 (CEST)
- I had a quick gander at the structure and jigged the headings/content to make a bit more sense, but please feel free to take a crack at it beyond what I've done. There's a lot that can still be improved.--• General Baker (Talk | Contribs) • 02:53, 30 October 2013 (CET)
According to the article
"Every nation will automatically collect trade income from the trade node containing its capital"
Playing my first game, I thought the first and most important thing you should do would be to put a merchant in the capital node to collect, but if it's collecting automatically, then that is a possibly inefficient use of a merchant? I think the article could gain from clarifying this point.
- Added clarification to the 'Collecting in Capital section' John69Doe (talk) 20:53, 5 December 2013 (CET)
Marginal effect of tradepower
I want to be able to calculate the marginal effectiveness of increasing tradepower in a node, so as better to calculate where to send my trade ships. Anyone have suggestions on how to put together such a formula?
- I've added a note. --Evil4Zerggin (talk) 20:54, 15 December 2013 (CET)
- Thanks. I'll fill out examples to make sure I understand the formulas. I'd be interested in making a Python program that would allocate trade ships in order to optimize trade revenue. If that starts to take shape it might be worth splitting into a different page. --Pookles (talk) 17:03, 16 December 2013 (CET)
- Evil4Zerggin, please take a look at the marginal outgoing trade section. I think you had some incorrect terms in your original, but correct me if I'm wrong. --Pookles (talk) 21:11, 16 December 2013 (CET)
Merchant value boost
- Merchants steering trade apply their bonus to the trade value leaving the node on the link they're steering towards. They don't affect retained value and merchants collecting also don't boost value at all. Thrawcheld (talk) 04:07, 18 March 2015 (CET)
30% mercantile for triggered modifier
Foreign trade power
How is it determined if this modifier is applied or not?188.8.131.52 18:29, 13 August 2014 (CEST)
Hey, I'm new to this wiki. So, I've noticed that the article presents domestic trade power as if it were global trade power, doesn't explain the concept of domestic trade power at all, and completely forgoes including a table of the actual global trade power bonuses. Is this intentional or just a serious oversight? Tiggurix (talk) 05:55, 17 August 2014 (CEST)
(for example, no unsteered trade will go from Mexico to Nippon until the Pacific route is explored).
What exactly does "explored" mean for a route? Is it enough for all the sea regions that it passes through to be explored?
The Portuguese Trade Company should be fixed, as the event now requires the standard indian_trade_co modifier to be set in order to fire.
Move trade node
- There's a button on the province window for each of your provinces other than your current main trade node, like the one for changing capital. Thrawcheld (talk) 04:03, 18 March 2015 (CET)
- Countries get caravan power in shore nodes if a merchant is steering trade towards an inland node. (England also gets caravan power in Champagne if a merchant is steering trade towads the English Channel.) – Lillebror (talk) 16:23, 3 June 2015 (CEST)
The article mentions that wealth of nations is required. However, even in the basic game, caravan power is part of idea sets (trade, plutocratic). What does this do without wealth of nations? Nothing? Where can I even find any info in the vanilla game on caravan power of a provice? Or is it of a trade node? Best, YeOldHinnerk 4.12.2019
- Caravan power does nothing without the Wealth of Nations DLC, thus the ideas have no effect. With Wealth of Nations enabled you can find the effects of caravan power in the trade nodes. – Lillebror (talk) 11:48, 4 December 2019 (UTC)
I'm making an extensive revision of the article since many topics here require updating. I'm also making short videos about trade issues in the game. Feel free to watch and comment. --E boyd (talk) 17:59, 5 July 2015 (CEST)
- If you want to link to the videos for further documentation in an external links section at the end then please go ahead. Dauth (talk) 18:07, 5 July 2015 (CEST)
Merchants from Colonial Nations
I haven't El Dorado. Common Sense gives colonial merchants for colonial subjects. You can't see any merchant icon at subject tab. You can see all merchant from upper panel (next to Power Projection). It can be a code bug (CS doesn't give merchant) or visual bug (merchant icon must be there). http://steamcommunity.com/sharedfiles/filedetails/?id=791497926 — Preceding unsigned comment added by 184.108.40.206 (Talk) 16:21, 1 November 2016 (CEST)
- It's an El Dorado feature. ~ SolSys (talk) 16:36, 1 November 2016 (CET)
- Same thing, Steam version, Common Sense and Art of War, playing as Castille brings me to around 10 merchants. Ironman, steam in online mode and all. I can send screenshots.
Move "Privateering" section to "Trade power sources: Light ships"?
Might it be worthwhile to move Privateering to Trade power sources, or even Light ships? I was going to, but I decided not to, since trade power is added to the "pirate" nation, rather than the nation that owns the fleet. What do people think? --AlphaMikeOmega (talk) 16:37, 5 November 2016 (CET)
as far as i can see there is a misstake in the section about downstream trade power.
- An amount equivalent to 20% of the nation's provincial trade power (plus light ships) is added to the total trade power of that nation in every immediate upstream node where it is denoted as transfers from traders downstream.
i looked this up in game and it does not seam to include trade power gained from light ships. Also something worth pointing out that it looks to me like you can only get downstream trade power from 1 node even if you have several possible downstream nodes. — Preceding unsigned comment added by Zulco (talk) 03:32, 16 February 2017 (CET)
- I've removed the hint on the light ships.
- The trade power can come from serveral trade nodes downstream. Their provincial trade power is summed. – Lillebror (talk) 11:49, 16 February 2017 (CET)
Merchants from CN
I own Common Sense and Art of War. When my Colonial Nations reach 10 provinces, I get extra merchants. This contradicts the article, which states that this feature is only provided by El Dorado DLC. My edit correcting El Dorado DLC thing was reversed by SolSys. Just saying.
Removed bit about marginal relative ship trade power
I'm not sure exactly what metric it was meant to calculate but as far as I can tell it was both pointless and also not successfully calculated by the given formula. It also doesn't need to be mentioned that increasing trade power from ships increases total trade power; this is pretty obvious. IoannesBarbarus (talk) 23:50, 14 August 2017 (CEST)
- I totally agree with you that this part is redundant.--Addvaluejack (talk) 00:59, 15 August 2017 (CEST)
Ship Trade Power Propagation (age ability)
In my test, there were 20 caravels in the Beijing tradenode (50.0 trade power) and with powerful tradeships age ability, 2.0 trade power gained in the Xi'an tradenode(upstream of Beijing). So, 2.0/50.0 = 4% gained. Maybe base 20% × modifier 20% = 4%. But I'm not sure Paradox intended this minor bonus compare with other age abilities. Too small like chinaware trading bonus before 1.23 patch. — Preceding unsigned comment added by MJLee (talk) 16:02, 28 December 2017 (UTC)
What is the modifer that increases outgoing value when a merchant is steering trade value?
The tooltip of a trade direction shows "ottomans increases outgoing value by: 6.80%", and indeed the outgoing value is amplified by this. It seems that this modifier is not covered in this article. 2001:B011:4005:351C:501A:A67:E0F6:9792 15:23, 20 December 2019 (UTC)