guides

Last update:11 May 2016

To control trade, you use merchants.

There is a base number of two per each country.

This number can be increased through ideas (especially Trade that provides three extra merchants) and decisions.

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Furthermore, merchant republics have one more base merchant.

How much money you are going to collect for yourself, depends on the current trade power.

Trade Poweris a key factor of how much you actually are going to get.

PC

Trade power determines how much of the entire pie you are going to get.

This valuevariesfor each trade center (although some modifiers, e.g.

for high stability, are global for all nodes).

PC

Eventually, the game puts a merchant in the trade center of the capital to collect money there.

Money in the capital is always collectedautomaticallyand the merchant presence modifies it only by 10%.

To maximize your share in a trade center, you might consider imposing embargo on another country.

PC

Embargo will decrease this country’s trade power in nodes, in which both of you have trade power.

This will increase the income of the remaining countries from these nodes.

The imposed penalty is a half of the owned TP in any other trade center.

PC

the more power you have over a given center, the more effective the embargo is.

Embargo effectiveness can be additionally increased by 33% by the Privateers idea from the Espionage group.

Furthermore, England has a national idea that increases the effectiveness of embargo by 100%.

PC

Embargo wil come with the decrease in the opinion of the other country by 15.

Furthermore, each imposed embargo decreases trade effectiveness by 5%.

This penalty can be avoided if you name another country your opponent.

Europa Universalis IV

For controlling the market of certain goods, you might receive special bonuses.

These bonuses are really big and worth obtaining.

Gold is the exception here because it provides no bonus.

you’re able to find detailed information about that in the log (Hotkey -L).

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