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  1. #1

    Default Re: Odd facts about trade

    Apparently having even a single port blockaded results in a complete shutdown of trade. I don't know if this has been fixed.

  2. #2
    Medevil Member Dead Guy's Avatar
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    Default Re: Odd facts about trade

    Trade, especially with other nations, does not seem to "re-route". For example, the Mughals lost the region where their "home" port was located, and my trade income with them was lost though I still had the agreement. Even when they took the very same region back the trade didn't come back. There where numerous other routes that I could connect to them.

    Nevermind the fact that I can't trade with my vassals Saxony or Poland whom are both surrounded by my borders...

    Could Wine be a part of "other goods"?

    There are only two instances of coffe in the entire world (Bahamas and New Andalusia iirc?)?? Wild guess is that there was originally another trade theater that was removed because of balance (Why can you go to Panama anyway? There aren't even any ports on that side. Perhaps it's quicker for the Marathas if they want to invade or something.). As it is, coffe has way fewer instances than wine but is still a special resource.

  3. #3
    pardon my klatchian Member al Roumi's Avatar
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    Default Re: Odd facts about trade

    I've not seen any mention of industrial/manufactured or processed goods either... All those bales of cloth and 'widgets' from your weavers and iron-works -are they also grouped in the "other goods"?

    Surely that sort of trade should become more and more important too -is it only reflected in tax income perhaps?

  4. #4

    Default Re: Odd facts about trade

    The numbers on trade lanes not matching your Trade window may represent the difference between the total amount of, say, sugar, that is is transported to London (shown on the trade lane) minus what is consumed by the people of England = what you make money on to export.

    Ministers can have traits that change the output of things like plantations and such. Sometimes those traits or ancillaries only change the production in the home zone or even home region.

    Something else, you get 2x money from trade goods. You get 100% for exporting, then 100% modified by tax rate applied to the town wealth, which turns into tax income.

    I have not been able to figure out the Other Goods bit either yet. I have figured out most other income calculations though, and have built them into an Excel that tells you how many turns each building upgrade will take to pay for itself, based on several conditions. You can find the one I'm using for my England campaign here...

    http://www.unc.edu/~pcaldwel/ETW - Great Britain.xls

    It takes technologies, region tax rates, yield variables, market prices, etc. into account. If you have any questions, PM me.
    Fac et Spera

  5. #5
    pardon my klatchian Member al Roumi's Avatar
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    Default Re: Odd facts about trade

    Quote Originally Posted by Servius1234 View Post
    I have figured out most other income calculations though, and have built them into an Excel that tells you how many turns each building upgrade will take to pay for itself, based on several conditions. You can find the one I'm using for my England campaign here...

    http://www.unc.edu/~pcaldwel/ETW - Great Britain.xls

    It takes technologies, region tax rates, yield variables, market prices, etc. into account. If you have any questions, PM me.
    WAOW

    This could be very powerful... it's pretty damned complicated though too. How long did it take you?

    I take it you didn't have much to do over Easter though...

    This could be very useful -kudos for the effort!

  6. #6

    Default Re: Odd facts about trade

    It took about a week of constant tweaking. The first part was trying to figure out how the game calculated tax and trade income. Once I figured out that all the income variables were based on fixed numbers depending on the building type, level, resource type, and yield (average, meagre, growing, prosperous, etc.), I had to ask some modders to find me the original data in the code. The next part was the trickiest, figuring out how many columns I would need and writing hundreds of =IF(x=y,show_A,otherwise_show_B) calculations. I think I locked most of the calculation cells to make sure no one accidently messed it up, so you can't see how many lines of calc text there is, but there's a lot behind the scenes.

    It's still a work in progress, but it works, so I've stopped progressing on it... :-) It could use some polish on the interface and perhaps some better explanations of what you have to do. I'm also thinking of making another worksheet that just allows you to put in 2 building's variables to compare Option A to Option B. Were there a lot of interest, I'd put more time in making it more user-friendly. Otherwise, polishing it will probably have to wait until after CA fixed the remaining CTD bugs, since I'm not playing it anymore until they do.
    Fac et Spera

  7. #7

    Default Re: Odd facts about trade

    Quote Originally Posted by SpiritFox View Post
    Apparently having even a single port blockaded results in a complete shutdown of trade. I don't know if this has been fixed.
    It has not. I own all of the indian subcontinent and if one port gets bloackaded....

    No more tea or spice for the Prussian Empire.

  8. #8

    Default Re: Odd facts about trade

    I know that, if even one trade port is blockaded in a theater, then in the Trade window it looks like no trade goods are coming in from the entire theater, but trade goods DO still come in from the other ports. I think that's just a poor visual cue they chose. The Trade box's imports window is very general, only showing one line per Theater, but they should fix it so that only the particular resources from that theater go red when a port is blockaded.

    But like I said, I think the other trade goods still come through (unless the trade routes from the theater are being raided). Just look at the export side of the Trade window. Unless you see a drastic downturn in trade income, then the system is working correctly but doing a bad job of acurately portraying the situation.
    Fac et Spera

  9. #9

    Default Re: Odd facts about trade

    Quote Originally Posted by Servius1234 View Post
    But like I said, I think the other trade goods still come through (unless the trade routes from the theater are being raided). Just look at the export side of the Trade window. Unless you see a drastic downturn in trade income, then the system is working correctly but doing a bad job of acurately portraying the situation.
    It's been a while since it happened, but I am quite certain my trade income was "0". I was pulling in 30k per turn until I took ... Vienna I think ... from Austria. Then I lost well over 10K which was approximately how much I was pulling in through trade.

    What happened was this: Having pissed all over the Swedes and the Ottomans in the early game, I was content to build up the Commonwealth for an epic invasion of Prussia and Austria. The Austrians somehow managed to piss of a whole junk of people, including (ridiculously) the Knights of Malta and they were blockading the one of the Austrian's trade ports. It was too good an opportunity for me to resist, so after I noticed that France had retaken Flanders from the Austrians, I stormed into the place and took it for myself, including that one port being blockaded by the Knights...

    ... who were so totally befuddled at the very idea of a Polish conquest of Austria that they somehow failed to recognize the difference between the dirty little Austrian rag and the glorious Polish-Lithuanian banner and continued to blockade the port.

    I didn't give it much thought at first, but just out of curiosity I opened up the trade window to see whether he was hurting my economy in any way - an lo! I had exactly 0 trade income. Despite having Indiamen all the way down the coast of Brazil and trade ports on both sides of Africa and Java. Despite having overland trade routes with Russia. Despite having a total of 5 other fully upgraded trade ports in the Mediterranean theatre alone - plus 4 more in the Baltic. Zero. Zip. Nada.

    The kicker is... all that trade came back when I demolished that one blockaded trade port. Also, the silly Knights never actually realized they were now blockading a heap of construction materials and remained there for a full 12 turns before finally getting bored and leaving. In that time, I'd already made up my mind to blow those brain-dead blockaders into orbit if they didn't leave as soon as I reconstructed that trade port. I rebuilt it on turn 10. They blockaded me for another 2 turns, both of which saw my trade once again reduced to "0". Fortunately for THEM, they finally came to their senses 3 turns before the Polerują Wysoki Morza Flota caught up with them...

  10. #10
    Member Member mmk's Avatar
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    Default Re: Odd facts about trade

    Quote Originally Posted by SpiritFox View Post
    Apparently having even a single port blockaded results in a complete shutdown of trade. I don't know if this has been fixed.
    It seems that it hasn´t been fixed yet. Was playing UK yesterday, had 4 trading ports in the Carribean, took Georgia, had one trading port there, which got raided, trade from the Americas got shutdown completely - even though none of my ports in the Carribean was blockaded.

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