Europa Universalis IV

Europa Universalis IV

Better trade nodes and trade flows
69 Comments
DEKESKUI May 25, 2024 @ 3:55am 
very good mod, thx
Little Songbird Mar 8, 2024 @ 3:29pm 
is it savegame compatible?
The Spoon King Jan 9, 2023 @ 11:26pm 
There is nothing this modding community needs more of than modders who know the scope of their mod. Thank You!
Naeven  [author] Nov 6, 2022 @ 3:40am 
@Argon I haven’t played EU4 for many patches, basically just making sure this thing isn’t broken 😅 But back when I did play with it, this was just an issue in the early game due to low trade range. Once the trade tech started to took off, I found it to be quite good balance. But currently changing traders or trade range is out-of-scope for this mod. Probably there are some mods out there that could be good to combine this with.
Argon Nov 5, 2022 @ 6:20am 
Definitely better than the absurd original.
But unfortunately every nation has traders left because there are now more traders than trading posts.
Apo7292009 Aug 24, 2022 @ 8:55am 
thanks
Naeven  [author] Aug 24, 2022 @ 8:42am 
@Apo7292009 as far as I know there are no new provinces that have been added last couple of patchrs so mod should be 100% up to date.
Apo7292009 Aug 24, 2022 @ 6:53am 
can you update
鸣濑白羽 Mar 7, 2022 @ 12:23am 
有没有可能实现根据贸易竞争力高低决定贸易流向的功能
Is it possible to realize the function of determining the flow of trade according to the level of trade competitiveness
Tutu's century Dec 20, 2021 @ 8:00am 
I like this mod for both historical and gameplay reasons, but the complaint I have is that it drastically changes the balance of power for historical great powers. England, France and the Low Countries are all hit hard because they lost the end node - with France especially screwed as much of their starting provinces now directs to the Channel/Germany instead and they have almost 0 presence in either.

This game had been balanced with the goal that England/France/Netherlands (by the ~17th century) are great powers with their economic/trade potential, but in many iterations that I've played with this mod, those countries don't even exist by then. I've even fiddled with AI settings and it doesn't help them survive vs Spain/HRE. Without the channel trade, England is just cows and grain.

IMO, the changes in trade flow is a good idea, but to maintain balance, some countries need to be compensated with more trade power. Maybe add a few river estuaries to England and France.
Naeven  [author] Aug 31, 2021 @ 4:01am 
Hi @Mugen.
Thanks for the feedback! I've made a longer reply that was hard to fit into the steam comments, so I decided to put my reply on the paradox forum in my MOD thread.
https://forum.paradoxplaza.com/forum/threads/mod-better-trade-nodes-and-trade-flows.1089069/post-27764705

I hope you have a paradox account and can read it there, otherwise let me know.
Mugen Aug 28, 2021 @ 5:42am 
(1/2)
good mod that deserves my upvote and def more attention. but IMO could use some upgrades.
- Germany should not be an End node. too powerful for when playing in germany. there should be trade flowing out of Germany too, in several directions. Also historically inaccurate. German trade "liked" to flow west.
- Germany could be split up in several Trade nodes to highlight the historic power of Hansea Treade Leagues better
- Inland Trade nodes were a thing in europe. no harm in splitting up european trade nodes to reflect that better.
- Add Iceland to Baltic Trade node (not that iceland really matters lol)
- Tunis trade node should exist to showcase the historic trading hub relevance of the region
- rename sevilla into iberia-maghred since
- Brazil Trade should point towards Iberia. Either directly or with no more than one in between stop (suggest the added one in the Atlantic Ocean) Currently this is a nerf for Portugal
Mugen Aug 28, 2021 @ 5:41am 
(2/2)
- Add back Basra Trade node and have Gulf of Aden point to it. Perhaps add some of the southern Hormus area to it too. As it is currently, this is ignoring the historical relevance of the area for trade. especially Bagdad became a major trading station in the area with it's growth under Abbasid rule.
- Add aleppo back in, in some form. Trade node is relevant to gain multuple merchant chain link trading bonus. With unedited trade range, it would be otherwise harder to achieve. Also bc the area around damascus has historically been relevant for trade for a long time.
- Crimea has only one trade node ingoing but 3 outgoing. Unbalanced. This is no different from vanilla except is has more provinces now. maybe add Central Asia > Crimea Node?
- Hangzhou > Hindustan and/or Bengal Trade node. preferably only 1 of the two for balance. Trade networks in this direction (from china to the bengal area and through tibetian kingdoms) have existed since the time of the Tang dynasty (ca 870)
Naeven  [author] Feb 17, 2021 @ 8:39am 
@Exiown - thank you for the report! This is now fixed, I can't believe this have been unnoticed for so long :-)
Agent of Cringe Feb 16, 2021 @ 2:48pm 
Hey, don't know if this has been reported, but, uh, that one island in Anatolia that Genoa starts the game with is inside no trade node. Which causes probably the funnies bug I've ever seen. Because it's not in a trade node, geno just kept building trade ports in it. It had like 57% war score cost because of how high it's imaginary trade power was.
Naeven  [author] Feb 1, 2021 @ 8:01am 
I will DM you :-)
Thomo Feb 1, 2021 @ 2:29am 
damn I forgot to link my post - code and screenshot here https://imgur.com/a/SuO2lmr
Thomo Feb 1, 2021 @ 2:28am 
Hello @Naeven, I was just wondering if you could give me some advice for a mod I'm trying to make. I cant seem to get my new trade routes to show up and i was wondering if you can shed light on why it's not working?
Naeven  [author] Jan 16, 2021 @ 6:20am 
Thank you for your kind words ;-)
TaylorKainer Jan 16, 2021 @ 4:14am 
Actually the worst mod I have seen listed.
Naeven  [author] Nov 24, 2020 @ 8:57am 
@wolves in the Throne Room, I'm not really playing EU4 currently or developing this mod, I mostly just keep this updated for major patches.

Feel free to copy any of my nodes as you see fit, if you take major inspiration from my work I'm always happy to be credited or linked to :-)

Or if you decide to make a Extended Timeline version/patch of my mod, then I'm happy to link to your mod as well.
Wolves in the Throne Room Nov 23, 2020 @ 5:46pm 
It doesn't because they've added provinces, I'm trying to edit his tradenodes file to add a couple and improve the others like you did, would you be interested in working together?
Naeven  [author] Nov 22, 2020 @ 12:36am 
Hi,
It's compatible with anything that doesn't add provinces or changes the tradezones or trade company maps.

I dpn't think Extended Timeline does that, so it shoud be compatible - but I havn't checked myself.
Wolves in the Throne Room Nov 21, 2020 @ 10:42pm 
Does this work with Extended Timeline?
Wotan von Edelsburg Aug 7, 2020 @ 10:09am 
oh okay. I will try a new game to see if it is fixed ... maybe it is because of my savegame. ^^

I can then report whether it works with the Vic 2 converter or not. ^^
Naeven  [author] Aug 7, 2020 @ 8:13am 
@Projekt Neptunia
I just tested to convert some provinced via the "propogate religion" in the trade company and it worked for me using mamuluks and converting provinces in a trade company in india. So it could another mod that messes this up for you? Otherwise please describe how I can reproduce this.

I'd think it's savegame friendly - atleast I can load up a save using this mod also without this mod. Sure the merchant placement might be returned to the pool but it shouldn't break it . That said, always backup important saves before messing with mods ;-)

I'd assume it EU4 to Vic2 converter friendly, since I don't thinkt he tradezones are exported to vic2? But I've not tested it.
Wotan von Edelsburg Aug 7, 2020 @ 1:56am 
Found a problem... that you can't spread your religion through trade.

There's always zero provinces to convert.
Wotan von Edelsburg Aug 6, 2020 @ 11:07pm 
Is this mod savegame friendly? And is this mod also Eu4 to Vic2 converter friendly?
Naeven  [author] Jun 9, 2020 @ 10:14am 
Mod is now updated for 1.30 \o/ , also:
Added all tradenodes as tradecompanies just like in vanilla (Not colonial regions)
Went thru all vanilla missions and fixed quest refering to tradenodes
thatboyrosco Jun 5, 2020 @ 3:56pm 
@naevan ahhh see that puts a dent in my idea as i was going for some trianglular points for trade to flow into every continent. i wonder if paradox would address that bug for modders in future games, but then im not holding out much hope.

thanks for the advice though, ill get back to planning.
Naeven  [author] May 31, 2020 @ 12:52am 
@thatboyrosco
thanks, I'm glad you like it.

Yes, in the tradenodes files the nodes needs to be defined in the order that they flow. So all the started nodes on the top of the file and working your way down to the end nodes at the bottom.

If you see my list above, this is actually taken from the sort order of the nodes in tradenodes files.

I ran into this alot when I was testing big changes, as everytime you changed a flow you need to make sure the new order works as well.
thatboyrosco May 30, 2020 @ 5:04pm 
@naevan

love this mode mate. i began to edit my own routes, with the intention of being able to steer trade to whichever continent you start from but after successfully adding my nodes i ran into some issues with the routes.

i know nodes cant go back into each other etc but is there a certain string you must follow when creating routes?

for ease i bunched all my code into continent order but it seems to crash when i load the game to use nudge.

[tradenodedefinition.cpp:59]: Shanghai=>canton ( ERROR: Trade nodes must always be defined so that an outgoing is defined after in the file, or we get processing errors)

do the nodes need to be in a certain order as in the above canton cannot be above shanghai
Naeven  [author] May 12, 2020 @ 6:33am 
@Cornelis van Greelkerken & @D A D
I think both of yours suggestions would be cool, but it would require a major rework of the asia/america trade flows to get it to work.

The problem is a limitation ingame were you can't create "loops" of trade flows. For example, currently Canada can't go into California because California already leads into Canada indirectly further down the flow, that would create a "loop" and crash the game.

I will think about reworking it towards this end tho, and see if I can get it to work without making it to messy for europeans to do the same.
D A D May 10, 2020 @ 3:11pm 
It drives me nuts that in vanilla you can't pull trade from the Indonesia/Philippines/Oceania into China. It may not be super historical but it would make sense that you would be able to I think. Kind of disappointed that this mod doesn't do that :( It makes an eastern originating colonization strategy very unrewarding to play.
Nylfy May 10, 2020 @ 7:05am 
Would it be possible to have Canada connect to California? I'm asking because if Asians colonize the new world they can only get trade from 4 of the 9 trade nodes in the Americas.
Naeven  [author] May 7, 2020 @ 6:29am 
Updated with known issues;
* Some nations have trade missions refering to sea zones no longer in any trade zone. I will go thru all missions and fix this when Emperor DLC goes live with new missions.
* If you're using another mod, that refers to a trade node no longer existing in this mod, or refering to a sea zone that's not in my trade zones, let me know and I can check if I can make it compatible.
Naeven  [author] Apr 24, 2020 @ 4:59am 
Cheers!
Those are oversights, I also found some more small islands missing now. I'll patch them shortly.

Aleut, actually belongs to the Northern Polynesia Area, so that's why I guess :-) but I changed it to California trade node now, that makes more sense.
Licarious Fenrir Apr 23, 2020 @ 6:38pm 
Cool mod.
Is there a particular reason why the Falklands and South Georgia are not part of a trade node? Also it looks like Aleut up in Alaska is part of the Philippines trade node.
Naeven  [author] Nov 16, 2019 @ 10:17am 
thanks :-)
Naeven  [author] Oct 16, 2019 @ 10:32am 
This mod is now updated for 1.29
MarcZuccIsMyWaifu Feb 15, 2019 @ 5:53pm 
thx
Naeven  [author] Dec 31, 2018 @ 4:13am 
Yes :-) @MarcZuccIsMyWaifu
MarcZuccIsMyWaifu Dec 30, 2018 @ 7:12am 
1.28 updated?
roaringjohn Dec 14, 2018 @ 10:31am 
I'll indeed have a long list of credits for anyone whose mod I've integrated, by that point in my mod's progress (I won't add credit until I've integrated things from a mod). So, eventually you will indeed be credited, once I integrated ideas from your mod.
Naeven  [author] Dec 14, 2018 @ 10:12am 
Hey @Roaringjohn. sure. Use it however you like :-) If you use big direct copies, I’m always happy for a credit or a link back to my mod tho.
roaringjohn Dec 13, 2018 @ 2:07pm 
Hey, could I incorporate some of your mod's features (no inland nodes, probably only one end node, maybe some other things) into my mod called "Extended Timeline Enhanced Immersion Project"?
boehm Nov 12, 2018 @ 9:48am 
@Naeven - yup replied on the forum ...
Naeven  [author] Nov 12, 2018 @ 9:43am 
Replied on the forum, as you also posted there :-)
boehm Nov 11, 2018 @ 11:36pm 
tried this for my current Milan game 1450-1500 so far, I must say I found it strange / did not like the fact that Lubeck is by far the richest node in the world and that Denmark has a 40% just from its initial holdings ... I understand the idea of putting the only end node in the HRE, but then I think it would be better to just make one or two HRE trade zones (upper and lower?)