I've been thinking about the new dynamic trade region system in EUV. I'm not a fan of it as of now. I understand why people might dislike the EUIV trade system- the player can't engage in it much, trade goods are pretty abstracted, and trade routes are fixed. But I think part of the problem is that trade routes are not wntirely abstracted. In EUIV you would have to feed trade from one node to another to reach home- as of now trades are pretty one way. So I thought I'd suggest some ideas to improve this-
One- Trades are no longer bilateral. Instead of going to another trade route and asking for a good and receiving it, you put a sort of 'open call' out for a route. Perhaps these get determined by pop demands? And you the player look for the trade nodes that have the goods that are desired, and have to assign merchants to their transfer. The merchants work to abstract the wheeling and dealing (and subsequent micro) of trading in your economy, while you are simply making sure good are in the right market. This could also be done to simulate goods going from one market to another in a daisy-chain which is more realistic. The issue is just realistically portraying the distances involved necessary for that daisy-chaining.
Two- Historic trade routes get special modfiers. The Silk Road would be a good example, which currently in the game doesn't seem to have any implementation. Certain missions perhaps could involve the building of proper roads along these routes- I could for instance see missions for China building a road along the Chinese portions of the route- the Grand Trunk Road in India should likely exist in the game as it was expanded by the Mughals in the games timeframe. But for other portions of the Silk Road without a physical road building there could be some sort of 'phantom road' that exists. These trade routes would still increase travel to a degree since they'd have regular supplies in pit-stops for merchants, and some degree of cleared vegetation, as well as being well mapped out areas. While physical roads have maintenance costs to them, these 'phantom roads' would not (and perhaps the increased trade would eliminate maintenance costs on them if you build along their path?). Even if goods aren't physically traveling across them in-game, it would help portray a larger trade-network in the world. Something similar could be done with sea-routes in the Indian Ocean, where provinces on the coastal waters getting some sort of money buff to these. And similar trade networks could be done for tribal trading and pathways in the new world (that colonizers often adopted), something that represents the Triangle Trade across the Atlantic, and so on.
One- Trades are no longer bilateral. Instead of going to another trade route and asking for a good and receiving it, you put a sort of 'open call' out for a route. Perhaps these get determined by pop demands? And you the player look for the trade nodes that have the goods that are desired, and have to assign merchants to their transfer. The merchants work to abstract the wheeling and dealing (and subsequent micro) of trading in your economy, while you are simply making sure good are in the right market. This could also be done to simulate goods going from one market to another in a daisy-chain which is more realistic. The issue is just realistically portraying the distances involved necessary for that daisy-chaining.
Two- Historic trade routes get special modfiers. The Silk Road would be a good example, which currently in the game doesn't seem to have any implementation. Certain missions perhaps could involve the building of proper roads along these routes- I could for instance see missions for China building a road along the Chinese portions of the route- the Grand Trunk Road in India should likely exist in the game as it was expanded by the Mughals in the games timeframe. But for other portions of the Silk Road without a physical road building there could be some sort of 'phantom road' that exists. These trade routes would still increase travel to a degree since they'd have regular supplies in pit-stops for merchants, and some degree of cleared vegetation, as well as being well mapped out areas. While physical roads have maintenance costs to them, these 'phantom roads' would not (and perhaps the increased trade would eliminate maintenance costs on them if you build along their path?). Even if goods aren't physically traveling across them in-game, it would help portray a larger trade-network in the world. Something similar could be done with sea-routes in the Indian Ocean, where provinces on the coastal waters getting some sort of money buff to these. And similar trade networks could be done for tribal trading and pathways in the new world (that colonizers often adopted), something that represents the Triangle Trade across the Atlantic, and so on.
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