
Originally Posted by
Kobal2fr
It's a bit complicated.
For trade routes, this is how I've gathered it works : only trade ports in your capital region, and regions directly connected to it by land routes get to trade with other factions. Each trade port in the capital (and connected) regions gives you a certain number of available trade routes (I think it starts off at 2, and goes up to 4 with tech). So, if you are playing as, say, the French, only France works at first. If you capture say, the United Provinces, their starting port won't trade until you've also got Flanders from the Spaniards. On the other hand, the Ottoman Empire starts with god knows how many working trade routes (I think land bridges, such as the one in the Dardanelles straights, work as a connection).
An interesting side effect from this is that Britain starts with a useless trade port, the one in Ireland. Turn it into a shipyard ASAP, and convert the shipyard on the mainland into a trade port.
If a province is not directly linked to your capital, then a trade port there will not be useful at all (except maybe as a source of town wealth), unless the province also has a plantation (sugar, coffee, furs etc..., but not wood, weaver & smith). In that case, you *need* a trade port to import it back to the home theatre, where it will then be exported through trade (I don't think trade goods like sugar create money unless you sell them).
Meaning if you capture the pirate islands in the Carribean (Antigua & Trinidad), you'd better destroy their shipyards and convert them to trade ports.
Note also that these regions only need the one port to export, more won't help if I'm not mistaken. Any other port should be used as shipyards or fishing ports.
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