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  1. #1

    Default Trade

    Does anyone know what's the best order to build buildings of trade?
    For example should you build a fairground before build a port or shipwright?
    Also - How can you tell which regions would be most prosperous for trade. If it doesn't
    have much trade income in the beginning what do you look for that tells you to build the economy there?
    I go to the stats page on the income screen, but I'm having a hard time understanding.
    It.
    "This is no way for a leader to behave, but in battle it's beyond belief."

  2. #2

    Default Re: Trade

    Check the number of exports and imports i think. also count how many tradable recources there are. i belive ports are most effective. so if your province isnt landlocked, build ports to increase tradefleets then markets and fair grounds.
    randomness
    aww hell no

  3. #3

    Default Re: Trade

    Ports are more valuable than they may seem at first glance. The stats/income page doesn't reflect accurately the increased income for some reason. I noticed that if I were to build a port at, I think, it was Edinburgh, that the income would go up around 50 fl. but after building it the income from trade shot up over 200. The warehouse is usually the most profitable investment. I am rather ignoring markets at present and am not even thinking about recruiting merchants (don't know if I'll bother in my present game) at turn 50. The most profitalbe approach is to build a network of good trading cities with advanced docks and warehouses. To get big cities they must grow. To grow they need land improvements, health improvements and good generals. Obviously, low taxes stimulate growth. Don't forget to build roads. Some mines are much more profitable, so I check to see how long it will be before I recoup the initial investment.

    Experience seems to be the best teacher as to which provinces become the most wealthy. Some castles when converted to cities become very wealthy. Metz can easily surpass Paris and because of the mines there it can rival a seaport. I am of the opinion that most castles should be converted and that only a small number of strategically located citadels are necessary.

  4. #4
    Member Member The Dread Pirate Roberts's Avatar
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    Cool Re: Trade

    Farms have a few benefits often looked over in the rush to get the big money from trade.

    They keep pumping cash even when your trade gets disrupted. Which is quite often when pirates blockade your port or you go to war with the very people you are trading.

    Merchants also when used internally are much like mini-me farmers in that their income is slow and steady even in times of war. Placed strategically at key locations they can really pump in the money. Use them to hunt down lesser merchants and the cash grab can be useful. The problem I have with the last two strategies is keeping up with all the strategic pawns.

    Mines again another key steady income when the trade goes bad.

    Now assume that your trade is good, that you have a fleet that can protect your ports then sea trade is normally the biggest money earner that doesn't have reputation repercussions (sacking enemy capitals is fun, worth heaps, but it is deemed a tad uncivilised. Most of all with ports watch out for those shifty rebel pirates.
    Looking for pieces of eight.

  5. #5
    Merciless Mauler Member TheLastPrivate's Avatar
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    Default Re: Trade

    First upgrade of farms (land clearance) provides the best bang for the buck imo. After than, the merchan's wharf provide the bigger benefit after some trade routes are established.


    Gae Ma Ki Byung:
    Possibly the earliest full-armored heavy cavalry in human history, deployed by the Goguryeo from the 3rd century A.D.

  6. #6

    Default Re: Trade

    A Many Thanks
    "This is no way for a leader to behave, but in battle it's beyond belief."

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