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But unfortunately every nation has traders left because there are now more traders than trading posts.
Is it possible to realize the function of determining the flow of trade according to the level of trade competitiveness
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.
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.
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
- 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)
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.
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.
I can then report whether it works with the Vic 2 converter or not. ^^
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.
There's always zero provinces to convert.
Added all tradenodes as tradecompanies just like in vanilla (Not colonial regions)
Went thru all vanilla missions and fixed quest refering to tradenodes
thanks for the advice though, ill get back to planning.
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.
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
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.
* 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.
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.
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.
https://forum.paradoxplaza.com/forum/index.php?attachments/trademap_euro_asia-png.410030/
https://forum.paradoxplaza.com/forum/index.php?attachments/trademap_overseas-png.410031/