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User:Evil4Zerggin/Trade rewrite

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Trade and production of trade goods are two of the three main sources of income for a country, the third being [[Economy|taxes]]. Every province produces trade goods, which give Production income to their owner directly. The trade value of the goods then enters a system of [[trade nodes]], where it is steered and eventually collected by Merchants as Trade income. == Trade nodes == {{Main|Trade node}} The provinces of the world are divided into a set of trade nodes. A trade node does not exist in a single province; it is the entire collection of its provinces. Every trade node has a predefined set of downstream nodes, except for two end nodes. == Merchants == Merchants are used to collect and steer trade. Merchants must be stationed at a trade node to do their work, and can only travel a distance defined by a country's Trade Range. === Getting merchants === Every country has a base of 2 Merchants. Permanent means of acquiring more include: * The following ideas give +1 Merchant each: ** Free Merchants (Plutocracy Ideas) ** Free Trade (Trade Ideas) ** Overseas Merchants (Trade Ideas) ** Additional Merchants (Expansion Ideas) * Completing the Trade Ideas group also grants +1 Merchant. * The following countries have an unique idea that gives +1 Merchant: ** Hansa ** Netherlands ** Novgorod ** Oman ** Portugal * Merchant Republics have +1 Merchant. == Local trade value == Money enters the trade system through local production of goods, which is represented by the Trade Value of a province, measured in ducats. The base Trade Value of a province is the price of the good it produces times the quantity of Goods Produced. Modifiers are then applied to create the net Trade Value for the province. The Local Trade Value of a node is the sum of the Trade Value of its provinces. Note that all values listed in provinces are yearly. === Prices === The price of a good is the base price of the good times demand divided by supply. Base price is 3 for "luxury" goods and 2 for other goods. Supply and demand are computed on a global level; each province contributes supply of a single good based on its Good Produced and contributes demand for most goods based on a variety of factors. Demand has both a lower and upper cap. The total global trade value of a good is therefore equal to the base price times demand and does not depend on the amount of supply. == Production income == Local Trade Value also produces Production income for the owner of the province directly; this income is modified by Production Efficiency. == Trade power == Manipulation of trade is done via Trade Power. For the most part, Trade Power is a zero-sum game; it does not affect the total amount of Trade Value in the system, but only where that Trade Value eventually ends up---if the Trade Power of all countries doubled, nothing would change. Trade Power is local to each trade node. Trade Power can be used either to collect from a node, or to pull trade forward (downstream). A country controls Local Trade Value and Incoming Trade Value (that is, from upstream nodes) of a trade node proportional to the share of the Trade Power they have there. === Getting trade power === A country's Trade Power in a trade node is determined by: * '''Provincial Trade Power.''' Every province contributes an amount of trade power to their owner's country in the local trade node. Coastal provinces and historical centers of trade have more trade power. Trade buildings increase trade power. Mercantilism provides a bonus to provincial trade power. * '''Light Ships.''' Light ships increase Trade Power in the trade node to which they are sent at a base of 3.0 per ship, increasing with more advanced models. * '''Merchants.''' Merchants increase Trade Power by 2.0 in the trade node to which they are sent. However, this is really a token amount and not the main purpose of merchants. Trade Power is modified by any modifiers of that name, but also by half of a country's Trade Efficiency. === Transferring trade power === 20% of a country's Trade Power in a node is added to each immediately upstream node, provided the country already has Trade Power in that upstream node. === Collecting === Collecting from a Trade Node converts the country's share of the Trade Value directly into ducats. The amount of ducats produced is modified by Trade Income, which is itself modified by Trade Efficiency. Capitals automatically collect from their local trade node; stationing a Merchant there gives a +10% modifier to the amount of ducats produced. Merchants are required to collect from trade nodes other than their country's capital; doing so halves the country's Trade Power in that node. === Pulling and steering trade === If a country does not collect from a trade node, but does collect from a downstream node, the country's Trade Power there is used to pull trade forward. The steered Trade Value leaves the node as Outgoing Trade Value and is added to downstream nodes as Incoming Trade Value. Assigning a Merchant allows the country to steer this outgoing trade along a particular outgoing link. A Merchant steers a proportion of the outgoing trade equal to its country's share of the Trade Power used for steering in that node. Note that only Merchants can steer trade---countries without Merchants in a trade node can pull trade forward, but cannot influence which link the trade travels on. If no Merchant is present at a node, outgoing trade is divided evenly on the outgoing links (?) ==== Boost ==== 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: {| class = "wikitable" ! Number of Merchants !! Boost |- | 0 || 0.0% |- | 1 || +20.0% |- | 2 || +30.0% |- | 3 || +36.6% |- | 4 || +41.6% |- | 5 or more || +45.6% |} == Embargo == {{expand}} Embargo is in 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 nodes they both have trade power in. Important facts about embargoing: * If the target nation is a rival, embargo has no effect on the trade efficiency (and by extension, income) of the nation issuing the embargo. If the target nation is not a rival, embargo also reduces the issuing nation's trade. * Embargo works by capping the total amount of trade power a nation can have in the trade node. This not only reduces their ability to prevent trade from leaving a node or being steered elsewhere, but also reduces the amount of income gained if it is a node they are collecting in. * There are ideas/events/decisions that can increase embargo efficiency. Additionally, England's national idea group gives you 100% embargo efficiency when complete. == Strategy == === Producing trade value === The best place for a country 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 20% multiplier for doing so. Thus, Trade Power largely comes from provinces and Light Ships. Increasing one's share of Trade Power in a node is therefore best done by: * Increasing the country's Trade Power in that trade node: ** Sending Light Ships to that node. ** Conquering provinces in that node. ** Constructing trade buildings in that node. * Decreasing other countries' Trade Power in that trade node: ** Sinking other countries' Light Ships at that node. ** Conquering provinces in that node. ** Embargo? ==== 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. * The capital's trade node, where Trade Power is more effective. === Distributing merchants === Merchants are best sent where their country controls the most Trade Value, since the amount of income (when collecting) or steered trade (when steering) is proportional to the Trade Value controlled. ==== Collecting trade in capital ==== 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. The halved Trade Power will never decrease income by more than half relative to having full Trade Power, so 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 there. === 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 ''always'' collect---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. * Otherwise, it is better to collect. == Trade goods == Every province produces a single trade good. Controlling at least 20% of the global trade in a resource will give the country a modifier "Trading in #RESOURCE#", which gives a national bonus. You can check market share on the ledger. Producing the most of a particular trade good will make a country the "production leader" of that trade good, and will provide a 10% bonus to goods produced of that type. === Gold === Gold is a special "trade" good. Gold does not produce any Trade Value; instead, it is converted directly into ducats. A country that gains more than 10% of its income from gold will suffer inflation. === List of trade goods === {|class = "wikitable" ! Trade good !! Base price !! Trading in 20% bonus |- ! colspan = "3" | Base resources |- | Grain || 2 || +25% army force limit |- | Wine || 3 || -25% stability cost |- | Wool || 2 || -5% ship cost |- | Cloth || 2 || -25% mercenary maintenance |- | Fish || 2 || -1% revolt risk |- | Fur || 3 || +1 prestige/year |- | Salt || 2 || -10% army maintenance |- | Naval Supplies || 2 || +25% fleet force limit |- ! colspan = "3" | Metal resources |- | Copper || 2 || +10% regiment build speed |- | Gold || n/a || n/a |- | Iron || 2 || -5% regiment cost |- ! colspan = "3" | African resources |- | Slaves || 2 || +10% tariffs |- | Ivory || 3 || +2 diplomatic reputation |- ! colspan = "3" | Eastern resources |- | Tea || 3 || -33% advisor cost |- | Chinaware || 3 || +0.25 legitimacy per year |- | Spices || 3 || +10% spy offense |- ! colspan = "3" | New World resources |- | Coffee || 3 || +10% defensiveness |- | Cotton || 2 || +25% colonist effectiveness |- | Sugar || 3 || -10% cost of reducing war exhaustion |- | Tobacco || 3 || +25% spy defense |}