Eu4 Trade Nodes



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It depends upon your trade power in the trade node, assuming Constantinople is your home node then you must steer trade - towards it. Now steering?-. Ee2301. If you have near 100% control in Lubeck so no money forwards to the English Channel then that node is substantially nerfed. Expand north and east, get Danzig, and Neva. Down in to Poland as well. You can start forcing trade up to the Baltic node and then into Lubeck and just stack massive trade bonuses. Go to letter Country ou region starting with letter. 50% trade power penalty only translates to 50% income loss as trade power share approaches zero, falling to 0% income loss as trade power share approaches 100%. It is still possible to have trade power in a node beyond your trade. EU4 - The Grandest LAN-party. Hope you enjoyed the video! Join our Discord! - Get New Games Up To 80% Cheaper Than Steam: http://tinyurl.com/ztdwfdv. Credit card reader writer software, free download.

1) Every province in the world is part of a Trade Node. Every month, every province generates production, and adds its value
to the node. The country who owns the province is immediately credited the gold worth of the production. There's no losses
from trade.
2) Every province has Trade Power. This is generally 2, but can be higher for certain key provinces. These provinces are
labelled on the Trade View map. If you own a province, its trade power is added to your trade power for the node it belongs to.
3) This is where it's going to get complicated, so I'm going to start with the simple example of no Merchants anywhere in
the world. First, everyone whose capital province is in the current Trade Node takes their share of the value in the node,
based on their Trade Power. Then, the connections of the node are considered. Most nodes (all but a few Europeans) have
nodes that they point to (map here: http://www.eu4wiki.com/images/f/f7/Trade_nodes_with_arrows.png). Everyone who has power
in the node and a capital downstream (along the arrows) adds their power to the arrow that points at them. Then the
percentage of trade value equal to the percentage of Trade Power along each arrow goes along the arrow, moving to the
next Trade Node. This is calculated starting from the source nodes that have nothing going into them, so trade from
another node can be moved this way.
4) BLING BLING GET CASH MONEY
Next, we'll introduce Merchants, which complicate the process, but we'll step through it.
5) A merchant at a node can Collect from Trade. This gives them their share of the trade value by % of Trade Power directly.
However, this cuts the country's Trade Power in that and only that Trade Node by 50%, and is generally unrecommended.
6) This is the step that trips up everyone. A Merchant can Transfer/Steer Trade at a node (two words for same thing, different
parts of UI). For any node that has a merchant steering trade at it, only the countries that have merchants there can change
the direction of trade value. The amount leaving the node is determined by all nations, but the relative percentages of the
countries with merchants determine direction.
Consider the following example:
Ottomans have 25% of the trade power in Trade Node A and have their capital here, in Trade Node A, Castille has 25% pulling
Direction B, France 25% pulling Direction C, Netherlands 25% pulling Direction D. Suppose Castille and France have merchants
present. Ottomans will collect 25%, since they have 25% of power. Since Castille and France are the only ones with merchants,
they choose the directions. Thus, 75% of trade value is distributed. 37.5% will go Direction B, 37.5% will go Direction C,
and 0% will go Direction D.
7) Here's where a bunch of extra weirdness ends up. A percentage of trade power from downstream nodes is added upstream.
If you place a Merchant on an inland Trade Node (ones that are marked Inland), you get a flat big bonus to trade power.
For coastal Trade Nodes, you can set light ships and only light ships to Protect Trade and add trade power to a node.
This glosses over a lot of the modifiers, but gives a good sense of the general concepts.
BLUFFER'S GUIDE FOR HOW TO HANDLE TRADE/WHERE TO PLACE MERCHANTS:
1) Ensure you have 60-80% trade power, if not more, in the trade node of your capital. Conquer provinces that in the Trade
View have any markers that give +Provincial Trade Power. Estuaries, Centers of Trade, Important Natural Harbor, etc.
2) Next, look at the trade nodes that feed into your capital. If trade from them isn't flowing towards your capital,
place a merchant there and have them direct trade towards your capital.
3) If you acquire more merchants than there are nodes that flow to your capital, look for the node that feeds into your
capital that you have the highest trade power in. Assign merchants to direct trade to that node.
4) Never touch your merchants again. Ever.
THINGS YOU SHOULDN'T DO EVEN THOUGH THEY'RE OPTIONS ON THE UI, WHY GOD WHY:
1) Never place a merchant in your capital trade node.
2) Never have a merchant Collect from Trade, anywhere.
3) Do not assign light ships to privateering missions.
4) Do not try to assign merchants to nodes that aren't upstream from your capital.
5) Do not fight France.
Eu4 best trade nodes

Eu4 Trade Map

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