Contents.Producing trade value Trade value is the sum of locally produced goods and the inputs from trade nodes flowing in (upstream), and minus the value forwarded to other trade nodes (downstream). To increase the trade value of a node a player can:. Increase goods produced, by:. developing base production in owned provinces;. building manufactories and furnaces;. giving provinces to trade companies;. accumulating positive goods produced modifiers, e.g.
Plutocratic ideas;. increase the amount of trade flowing in from upstream through trade steering towards it or again through increasing goods produced upstream; or. decrease the amount of trade flowing out downstream, by far the hardest to accomplish.Because merchants increase trade steered out of a node, by far the most lucrative method of increasing trade is to place merchants in a chain of controlled nodes so that each merchant compounds the value of trade it passes on to the next.Controlling trade nodes. This section may contain outdated information that is inaccurate for the current of the game. The last version it was verified as up to date for was 1.24.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. This section may contain outdated information that is inaccurate for the current of the game. The last version it was verified as up to date for was 1.25.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. This section may contain outdated information that is inaccurate for the current of the game. The last version it was verified as up to date for was 1.25.The marginal trade power share with respect to trade power in a node isFor 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.Collecting If collecting, the marginal revenue collected (i.e. This section may contain outdated information that is inaccurate for the current of the game.
The last version it was verified as up to date for was 1.23. 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 18% 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.See also.
“What we’re trying to do is strengthen trading nations, because here is the problem for all the trading nations in the game: you don’t have any depth,” Thomas Johansson, design lead on Europa Universalis 4, explained. “You don’t have any manpower. We’re trying to strengthen that play style to a certain extent to give benefits to being a trading nation.”That’s the overriding goal of the upcoming Wealth of Nations expansion to the. While EU4 already refined its approach to the economy quite a bit, it did not go far enough to re-create the dynamics that gave rise to powerful trade empires like Great Britain, the Dutch, and Venice.
Now, with Wealth of Nations, Johansson wants to give them more tools to become powerful, but also steer them into long and bloody trade wars.Johansson explains that the most recent EU4 expansion, was “big picture” improvements and changes. Wealth of Nations, by contrast, is a comprehensive series of refinements. By tweaking just about every aspect of trade and diplomacy to promote more conflict and competition for trade, Johansson hopes to leave players shocked at how differently EU4 will play in Wealth of Nations. The biggest new feature in Wealth of Nations is the national trade company, like the British or Dutch East India Companies. They will, Johansson argues, paint a much more realistic portrait of colonial expansion than EU4 does at the moment.“Colonial nations have lots of colonists they send over.
They form colonial states. They mind their own business, but what they do and how you manage them can blow up in your face in one form or another,” Johansson says. “But trading in the Indian Ocean was more like taking control over the trade routes in an area rather than just conquering large swaths of territory.”Enter the East India Companies. Unlike traditional colonies, they don’t contribute taxes and manpower. But if you assign them provinces, they provide huge bonuses to local trade power, giving the mother nation a greater slice of the pie in a given region and more ability to steer trade. They also don’t require the same kind of investment that a regular colony does.
Where typical colonies often necessitate full-scale invasion and occupation, trade companies can cherry-pick a bit more and accomplish their mission without pulling their sponsor into a major colonial effort. While the getting is goodIt’s a cool twist on the colonial model, but both Fraser Brown and I admitted we were disappointed that East India Companies can not get out of control the way they did historically. The British East India Company, for instance, basically started conquering India by itself, presenting the British government with a fait accompli. The Company and their mistreated Indian army also sparked the 1857 Mutiny.We asked Johansson about this, and he understood why we were so fascinated by the idea. But it’s also a simulational element that might be more at home in a game like Victoria 2 than EU4, which is more about giving players control of historical forces.
This is a trade-off Paradox Development Studio often face: when does something make for a more interesting model of the world, but a less fun game? With trade companies, they remain tools in the hands of players, and not independent operators.Still, because they are so dependent on their parent nation, trade companies should give rise to more conflict. A trade-company dominated region is effectively unguarded and open to predation by any other power, meaning that they require active defense and protection from the homeland. That should pull more countries into conflict as they prey on one another’s trade provinces.Local trade domination is also more important.
“Colonizing by trade empire is going to be more surgical. You take that province, that one, and that one. We’re dividing Asia into areas just like we did with colonial regions.
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So, you’re going to have Indian, Indonesian, and Chinese trade regions. If you dominate the trade, or if your trading company dominates trade within a certain area, then that’s going to give you an extra merchant.”Johansson really wants trading nations to be spending more time fighting and thriving than they did in the base release of EU4. Trade wars, for instance, have been set up to last generations and invite recurring conflict between trade nations.“We’re going to change around how the trade dispute war goal works because now it just expires after the truce expires. With Wealth of Nations, you’re stuck in this peace deal if you lose the war,” Johansson explained. Cycle of violenceSo if you pick a trade fight with another power and lose, your peace settlement is much more open-ended. You are stuck transferring trade power to the winner until you eventually say, “enough is enough” and break the deal. But the moment you do that, your adversary gets a new casus belli that lets them renew the war.
It could be a very vicious circle.“So if you lose the trade conflict, you actually have to become stronger and then be able to stand up to yourself,” Johansson says. “We’re trying to get to a point where we’re trying to create more layered conflicts.
We want multiple wars. Trading powers should fight each other. Major powers should fight each other.”The one group that might find life gets a little easier in the new expansion is merchant republics. Johansson points out that Venice, which was one of the most powerful Renaissance trade powers, is basically a sitting-duck for Austrian conquest. That’s both somewhat ahistorical, and not really how a merchant republic should be handled within the game. So Wealth of Nations is refining their role.“We want to give an incentive regarding more interesting play in the merchant republics,” Johansson says. “We also want to give an incentive to preserve them so that, if you have a merchant republic trading in a trade node, their strength in trade power is going to translate into bonuses for production for all the other nations living there.”Taken separately, these may all sound like small changes.
But they could have huge ramifications for how Europa Universalis IV works, as the trade, colonization, and militarist strategies become more intertwined. When Wealth of Nations comes out this spring, every great power will ignore the trade game at its peril.
This article may contain outdated information that is inaccurate for the current of the game. It was last updated for1.21.See also:Trade nodes are 77 static 'locations' on the where can be conducted utilizing merchants. The province containing a trade node must be discovered before merchants can be sent there, but trade nodes are not otherwise tied to specific provinces. Instead, nodes are tied to a collective of provinces, each contributing its trade value to determine the overall local wealth generated for the node.
The node value can be modified by improving base production wealth, trade goods, constructing or steering trade to and from the node.As a general rule, controlling more territory in a node helps in gaining high within that node, although this could also be achieved by controlling only provinces with trade modifiers (i.e. Estuary or center of trade). Other means of increasing trade power involve sending merchants or a fleet of light ships to the node. Picking certain or opportunities to increase mercantilism will improve the effectiveness of taking land for its trade power.
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Your pious Merchant will work towards spreading the One True Faith in this Node.A religious centre will be established in the node, automatically spreading the religion of the merchant's nation through the node. Can only be activated when the trade node is in a, and with a 50% or more share of the trade power in said node.Centers of Trade Centers of Trade are those provinces within trade nodes that have a larger impact on the flow of goods and money than their development alone would warrant. They come in two types, inland and coastal, and each has three levels, with bonuses dependent on the level they've been upgraded to. Which provinces contain centers of trade is visible on the trade map mode and are designated with a small box containing a merchant's awning stall and an appropriate roman numeral I, II, or III. Centers of trade are also visible on the building interface of the individual provinces where it takes up the two lower rightmost building slots.
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.
Eu4 Trade Value
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.
I think it depends on geography, I don't think that sending trade up or down itself affects your income, because up is good and down is bad or opposite. Due to my small and incomplete experience of this game, u want to place your merchant in way that they transfer power (money) from one point to place where u can collect it. In my example where I play Venice, I start from Crimea, transfer it to Constantinople, then to Ragusa and from there to Venice, notice when u open trade map view u can select sending destination. At default my merchant would transfer trade from Crimea to Kiev, which then would go to Poland and I would not benefit from it.I also think in theory longer your trade combination is more u should get in the end of the line, of course that would require number of merchants.I am sorry if i am wrong and did not get it right, just shearing my findings.Respect.
Let's take a look at the trade value of province, Stockholm. It is comprised of two values, the Goods Produced, and the Good Price. Here we have highlighted the Goods Produced factor, and what it consists of. Goods produced is primarily made of the Base Production value of the province, where each point gives 0.20 extra goods produced. That number makes up the Base Goods Produced, which can be higher in some provinces.
The Base Goods Produced is then multiplied by other factors. A common one is 'trading by merchant republics or trade companies', which increases the goods produced in a given province.
Here, Novgorod and L端beck are the merchant republics in question. The factor in question is the trade power share the merchant republic/trade company has in that trade node. When there are multiple of such traders, their shares are added together.
Here is another province, the most valuable province in terms of production in the game for a very long time. Dalaskogen has only 1 production, giving it 0.20 goods produced, but it also has another modifier, called Stora Kopparberget. It adds another 5 goods produced to this province, which is equivalent to 25 base production! So that makes the Base Goods Produced of Dalaskogen 5.2 per year. This is then multiplied by two factors, first the 'trading by merchant republics or trade companies', as discussed earlier, and the Production Leader multiplier. Since we are the world leader in Copper production, all our provinces which produce copper get this modifier. The same effect happens to all goods you are production leader in.
Important to note is that the percental modifiers are added together and then multiplied with the Base Goods Produced, not multiplied sequentially. This produces different results than sequential multiplication would. In the end, the Goods Produced number shown is the amount of goods produced every year. Yes, every year, not every month. Make sure to keep that in mind.
Trade value and what comprises it works on a yearly basis. Weird, but that's Paradox's choice. Trade GoodsLast section we discussed how much goods are being produced in any given province.
Now we have to understand that a province specializes in something. For example, Stockholm specializes in Grain. Well, the flavor text explains that it is not actually grain but a generic good to represent foodstuffs. So it could also include vegetables and such.
Eu4 Trade Power
Well, food is important, but not that fancy, so the price is relatively low, 2 ducats per good. This value fluctuates over time, but will remain relatively low. What is important and may confuse those who know a thing or two about markets is that this price is the same everywhere. It doesn't change with the seasons or across the oceans, only over the course of the game. It is a constant factor. Trade Steering covers the effects of Demand and Supply across oceans, and the seasonal fluctuation is not taken into account.
More random price fluctuations aren't in this game. But Stockholm, like a lot of provinces, produces low-value Grain. Our old friend Dalaskogen is doing a little better. His Copper is worth 3 ducats. Once again, Copper also includes some not-copper metals, but that distinction is understandable.
A lot of you remember the event around mil tech 6-7, when a random nation with tech 7 discovers Copper Cannons, and the price of copper goes up by 50%, to 4.50 ducats. That is one example of events changing the price of goods as the game progresses. There is also the english event that either changes the wool price negatively, or reduces english trade power in India permanently. There are plenty of other events changing good price scattered throughout the game. For a full list, see 'http://www.eu4wiki.com/Tradegoods.
ProductionNow we can talk about Trade Value. Trade Value is the monetary representation of the value of the goods that are being transported around in the game. It's a bit easier to simulate goods around the world if it is a simple number. That is all what trade value is. But how much trade power are we talking about? In Stockholm's case, 2.05 ducats per year.
That number is nothing more than the multiplication of the Goods Produced and the Good Price. Not a lot, but that is what Stockholm's goods are worth. This number is used for both the production income of the owner, and the local income of the trade node, but we will talk about that later. First, let's take a look at Dalaskogen again. Dalaskogen is amazing. It's Stora Kopparberget is insane, and here is on full display why. Where-as the average province of Stockholm only produces 2.05 ducats a year, Dalaskogen produces 17.56 ducats a year!
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That is almost 9 times as much. Almost 1.5 ducats a month from a single province. Norway players, pay attention. But everybody can take a lesson from this. A base increase in the Goods Produced of a province is usually very potent. But remember that this doesn't simply go into your coffers, because. Trade Value is used for Production and for Local.
Production is what the province's owner gets. Here we see that your national production efficiency is applied to the trade value, and that result is then affected by the local autonomy.
Keep that in mind. This is an example of sequential multiplication. Something else to keep in mind is that the number you are seeing in the province window is the monthly production income, but the tooltip shows the yearly values. Once again, Paradox likes to make trade more confusing for some reason. What you should take away from this is that you want local autonomy kept low in provinces with high trade value, if you care about your production income.
The Trade Value map mode is, like the Development map mode, not very well put together. The thought is nice, but when your map mode needs an explanation, you could have done a better job. Anyway, the light red is the lowest trade value. The dark red has more than 3 trade value, the yellow has 5 or more. Green has 10+ trade value, and there are only 3 provinces in the game in 1444 with that much trade value. Two are in Ming, with 10+ base production and producing Silk (4 ducats in price).
The other, the highest trade value in game start with a 4.36 advantage over, is 4 development Copper producing Dalaskogen. I said Stora Kopparberget is insane. Finally, purple produces gold and has a trade value of 0. Don't worry, we will start simple. Welcome to the Baltic Sea. Unlike the Mediteranean Spaghetti or even the Great North Atlantic Clusterfuck, trade up here is calm and peaceful.
And calm and peaceful things are easy to study. For example, do you see this thing floating in the Northern Baltic Sea?
That is the trade node. You don't need to have the trade node map open, and we won't for now. Just click on it, and look at the Baltic Sea trade node. Seems like a lot of information, right? Don't worry, we can shrink that down to what we want to know.
If you hover over the 'Local' tab, you will see this. This is a list of every province in the trade node. It also shows us the trade value of each province.
You can see our friend Dalaskogen all the way up there, being ridiculously wealthy. All the people in these provinces are selling their wares, and traders are selling their wares in the regional markets.
All in all, these wares are worth 5.33 ducats per month. This happens in every trade node in the world. In every trade node, the people produce stuff, and they sell that on to traders, and those traders sell it in the regional markets.
The total value of those goods, or that trade value if you will, is put in the 'Local' tab. That is where all the trade money in the world is coming from. You might see that there are no modifiers put on these values. The autonomy of a province has no impact on it's trade value.
No matter how little the government is involved in that province, people will continue to produce stuff and sell it on to pay for their bread and stuff. That is all you need to know about 'Local'. I will use the most powerful trading nation in the Baltic Sea as an example: the Teutonic Order. Their provincial trade power is simply the total sum of their province's trade power. I will talk about your province's trade power later. This sum is your base trade power. This is a representation of the markets, harbours, ports, cities, etc.
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Eu4 How To Change Capital
In the nation. The places where local traders go to sell their wares and buy wares they can sell for more somewhere else. Where trade happens. You might imagine how the owner of those places might put some interesting taxes and tariffs in policy to convince traders to do one thing. There are also governmental trading organizations, and other stuff.
That is more than 8 times as much! And Stockholm is a pretty good city.
How can this be? Well, there are two very potent factors at work here.
Firstly, there is the Center of Trade. A center of trade is a permanent province modifier which gives an extra 10 base trade power. Remember how Stora Kopparberget was insane because of the base goods produced it gives? Well, this is the trade power equivalent. The difference is that centers of trade are quite common. In fact, Merchant Republics can make their own, one Trading Post in every trade node that isn't their home one. But there are multiple types of Centers of Trade.
The most well known is the Coastal Center of Trade, or CCT for short. There are also Inland Center of Trade, or ICT, and Estuaries. In uncolonized provinces, you can find a Important Natural Harbor (INH) along the coastline.
The most famous is Gold Coast in the Ivory Coast trade node, West Africa. But there are a lot of these.
However, this does mean that whoever controls one of these Centers of Trade has a lot of trade power, despite the amount of provinces you own. Always aim for provinces with these modifiers. They show up on the map in the trade node map mode. Highlighted is the Additional Base Trade Power. This is the additional base trade power you can get in trade nodes. Every nation with a present merchant gets an additional 2 base trade power.
You can also get additional base trade power from light ships. The extra trade power from light ships is dependent on the hull size of that ship.
The simplest light ship grants 2 extra trade power, and the most advanced 5. The factor is 0.25 per hullsize, well kinda. More information at 'under Types. Here we see what nations are doing with their trade power.
A green arrow shows us they are transferring trade power out, onwards. A gold plus sign shows us they are collecting here.
Because Teutonic Order is collecting here without a merchant, we can deduce that this is their home node. Every nation collects by default in their home node. Everywhere else, they transfer. They can transfer in two directions, however. A blue arrow shows us that the nation is using their trade power there to get a little bit of that trade power and send it upstream. You can't actually transfer trade value in trade nodes downstream from your home node.
But if you scroll up you can see that transferring trade power into your node gives you a bonus modifier. We will get more in depth in this in a later tutorial, which specializes in trade power and trade nodes. We are only interested in trade value here, and are already majorly side-tracked.
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