Eu4 Papal State Strategy

Contents.Summary The trade system in game can be summarized as follows:. across the world are connected to form a global network of trade. Each node hosts the trade activity of a group of geographically associated provinces.

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Well a few things. The islamic world is tied together by culture as much as religion, and the fall of the Ottoman Empire created a vacuum that regressed the arab world in both geopolitical influence and social progress- but left the theologians influential in states propped up by oil without a need to modernize to compete. So we might see Catalonia annex Madrid, the Papal States unite Italy, Scotland subjugate England, Brittany conquer France, Bulgaria defeat.

Money in this global trade network can flow between trade nodes in unidirectional trade routes as well as terminate at end nodes. These connections between trade nodes are fixed and cannot be altered during the course of play. represents the monthly sum of locally produced and incoming trade goods in a trade node. Trade value is generated from the quantity and price of produced in each province. All provinces pool their trade value into the total trade value of their associated trade node. The trade tab provides an aggregate trade value in a node while the trade map mode displays a tooltip listing locally produced goods separately from incoming trade good values. is a number representing a country's control over trade in a node.

The trade power of a country as a proportion of the total trade power of all countries present in the node determines what will happen to the trade value in each node. Power is used either to retain trade value within the node (if the nation is collecting with a merchant or at its home node), or to transfer it forward in the trade network (if the nation is steering from there with a merchant, or it's not its home node and it has no merchant). Trade power is generated by provinces, and merchants.

Certain, events and modifiers can also affect a country's trade power in a node. can be sent to a trade node to collect a portion of the node's trade value proportional to the nation's share of trade power in the node, or steer the node's trade value in a particular direction.Sources of trade value. The Krakow trade node, showing all sources of local trade value.All trade income ultimately originates as provincial trade value.Local trade value The trade value of a province is equal to local goods produced × the price of the trade good that the province produces.

This value can be seen in the province window. Trade value determines income, but it is not itself affected by either production efficiency or local autonomy. Three merchants steering from Krakow to Baltic Sea, each with a merchant bonus. This tooltip is on the outgoing node, but not the steering button.In addition to steering outgoing trade value through a particular outgoing link (see below), each merchant applies a boost to the trade value on that link—that is, the steered trade value increases by a percentage as it passes between the two nodes, so that the incoming trade value of the downstream node is larger than the corresponding outgoing trade value of the upstream node.

This affects all trade on that link, not just the merchant's country, so multiple merchants can boost trade on the same link. The total boost is:MerchantsBoostCumulative00.0%0.0%1+5.0%+5.0%2+2.5%+7.5%3+1.6%+9.1%4+1.2%+10.3%5+1.0%+11.3%Having more than five merchants will not increase the boost further. The boost is modified by the country's trade steering: for example, if the first merchant's country has +20% trade steering the boost from the merchant will be increased to +6.0%.

The merchant order follow a, so the merchant with the highest trade steering will not necessarily be first.Total trade value The total trade value in a trade node is the sum of local trade value and incoming trade value from upstream trade nodes. For details of incoming trade value, see below.Trade nodes and power. This section may contain outdated information that is inaccurate for the current of the game. The last version it was verified as up to date for was 1.25.Each land province in the world belongs to exactly one. The trade value from a province is added to the node's local trade value. In addition, most nodes have one or more other incoming nodes, and one or more other outgoing nodes.

In this way all nodes are connected in a global network, with a handful (e.g. California, Siam, and Ethiopia) being origin nodes with nothing upstream of them, and three (English Channel, Genoa, and Venice) being end nodes with nothing downstream of them.Relative trade power: competition over trade value Nations use trade power to compete in manipulating the flow of trade value in several ways. The absolute amount of trade power is unimportant; what is important is the relative proportion of trade power wielded by a country and others it is cooperating with, compared to all countries it is competing with.Each country's trade power is increased by their global trade power modifier for all uses.Collecting trade Each country has a main trade city. This is the same as the capital at the start of the game, and usually stays that way.

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In the trade node that this province belongs to, the country gets an extra +5 trade power and automatically collects trade. With the Wealth of Nations expansion, the main trade city can be changed at the cost of 200 diplomatic power.

If the capital and main trade city are the same, moving the capital also moves the main trade city for free.Countries can also collect trade by sending a merchant. In this case, the country's trade power is reduced by −50%.

This is a multiplicative modifier, applied after all other modifiers.When collecting trade in a node, the country is allocated a portion of the node's total trade value equal toThis amount is then multiplied by 1 + the country's trade efficiency, and that number of ducats is added to the country's treasury as trade income.Each country collecting trade competes with all other countries collecting trade and all countries transferring trade.Transferring trade. Trade node window, showing the tooltip for trade forwarded out of the node. The cursor is hovering over the red part of the pie chart.A country with trade power in a node who either has a merchant present and set to steer, or is not collecting there but is collecting in a node somewhere downstream (no matter how many hops away), is transferring. There are two stages to transferring trade:.

Countries use trade power to increase the share of trade value that leaves the node ( outgoing trade value). Countries transferring with merchants use their trade power to increase the share of outgoing trade value that flows into one particular outgoing node.Pulling trade value forward All countries transferring trade pool their trade power to pull trade out of the node.

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The amount of outgoing trade value is equal toor, equivalently,At this stage, all countries transferring trade cooperate with each other, and compete with those collecting.Steering trade Each country transferring with a merchant present selects an outgoing node to steer trade to (the player does this from the trade ). All countries steering in a particular direction cooperate with each other, and compete with those steering in other directions as well as those collecting, whereas they neither compete nor cooperate at this stage with countries transferring but not steering. The amount of trade value steered towards a particular node is. Trade node window and trade map mode. The tooltip (on the steering button) lists countries steering in each direction, their trade power used to steer and trade steering bonus, and the percentage of power used to steer in each direction.

Notice the trade power listed in the window for Lithuania, Teutonic Order and Sweden, which is used to pull trade forward, and their power listed in the tootip, which is used for steering and is higher due to their trade steering bonuses.In this equation, 'modified trade power' means the country's trade power multiplied by 1 + its trade steering modifier. If this would be a division by zero (i.e. No trade power is used to steer), it is instead set to.In other words, if no one is steering in any direction, trade value is divided equally between all outgoing nodes.There are two important consequences of this equation:. Countries that are not steering with a merchant have no influence whatsoever over the direction in which trade flows. They only influence how much trade value leaves the node. If the amount of trade power used to steer towards a particular outgoing node is zero, then value of trade steered there is zero (unless it is zero for all outgoing nodes).

In other words, if there are merchants steering, but one outgoing node has no merchants steering to it, then that node receives no transferred trade value at all. If only one country is steering, all trade leaving the node goes to the node that country selected, no matter how tiny their trade power is.Sources of trade power.

Ming has 14.1 provincial trade power in the Yumen node. They don't collect here or anywhere downstream, but 20% of their unmodified power transfers to the incoming node Beijing. You see this blue left-facing arrow in nodes not upstream of any collection, but the transfer happens also in collecting and transferring nodes.Any nation that has at least 10 provincial trade power in the node enjoys the propagation of that power upstream. An amount equivalent to 20% of the nation's provincial trade power is added to the total trade power of that nation in every immediate upstream node, where it is denoted as transfers from traders downstream.

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Global trade power modifiers do not apply to the amount considered for propagation, but are applied in the upstream node instead.Age of Reformation ability - Powerful Tradeships bonus (requires ):. +20% Ship tradepower propagation: An amount of 20% × 20% of ship tradepower also added to upstream node.Trade company Available only with the DLC or the DLC enabled.Main article:A country that owns a province in a trade node that is not in their home node but is in a trade company region can add it to a. Provinces in get +100% local trade power. There are 15 trade company regions throughout Asia and Africa. Nodes with trade companies in them count as domestic trade nodes and can be collected at by a merchant without incurring penalties for overextension.Protect trade.

This section may contain outdated information that is inaccurate for the current of the game. The last version it was verified as up to date for was 1.25.A country may increase its trade power in maritime (non-inland) by sending its on Protect Trade mission. Ships can only be sent to protect trade in coastal nodes where the country already has trade power or a merchant. Each light ship increases trade power in the trade node in which they are protecting trade, the amount depending on how advanced it is; higher technology unlocks better light ships. Having the ships out of port for the Protect Trade mission costs −1 sailor per ship per month.NameDescription2Barque281010The Barque was a small sailing ship, originally used for trade.

Adapting these for warfare provided a smaller and faster alternative to the larger carracks.9Caravel2.5101310The caravel was a small, very maneuverable ship which could sail with a high precision on long discovery journeys. Although designs varied, a caravel had a foresail, a square mainsail and lateen mizzen.

Its smaller size limited the number of guns on board, but it also meant that this light ship could explore shallow coastal waters and estuaries. Vasco Da Gama, Cabot, Columbus and Magellan used caravels during their late 15th century and early 16th century voyages.15Early Frigate3121510With the increasing overseas trade, there was a need for a fast escort vessel to provide safe journey.

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The early frigates were developed for this. They were smaller, leaner ships of war with one gun deck, and provided protection from piracy in dangerous waters.19Frigate3.5162010As time passed, the frigate evolved. It became larger and heavily armed, sometimes with two gun decks. The frigate's combination of speed and firepower meant that it could outrun any ship with more guns and outgun any faster ships. This section may contain outdated information that is inaccurate for the current of the game. This section may contain outdated information that is inaccurate for the current of the game.

The last version it was verified as up to date for was 1.25.Merchants are used to alter the flow of trade value by collecting or steering trade. A merchant must be stationed at a to have any effect and can only travel a distance defined by a country's trade range. A merchant present in a trade node gives a bonus of +10% to trade efficiency and also increases the trade power by 2 in that node.Merchant trade power The 2 base merchant trade power is modified by the following ideas:TraditionsIdeasBonusesPolicies+5—. Sindhi idea 3: Strengthen Gujarati Connections——Trade with no merchant In the absence of merchants:. In the country's home node, the country will collect trade. In non-home nodes that are not upstream from any nodes where the country is collecting trade, their trade power does not affect the flow of trade. It still if the country has at least 10 provincial trade power.

In all other nodes, trade power is used to, increasing the share of trade value transferred. There is no influence on the direction of trade, only the amount transferred.Merchant actions. This section may contain outdated information that is inaccurate for the current of the game. The last version it was verified as up to date for was 1.25.Merchants can be sent to a trade node to perform one of two missions (as denoted in game interface):. Collect from Trade: Use the country's trade power to retain trade in the node, and turn it into income.

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In other nodes than the country's home node, this gives a multiplicative penalty of −50% trade power. Transfer Trade Power: Use the country's trade power to pull trade forward in the trade network, and simultaneously to influence trade to flow preferentially into one of the downstream nodes (see above). The player can choose the direction to steer trade in using the trade. (The name of this mission is a misnomer, as it is trade value that is being steered, not trade power.). A merchant steering trade in inland nodes enables the bonus.Gaining merchants.

This section may contain outdated information that is inaccurate for the current of the game. The last version it was verified as up to date for was 1.25.Merchants can only reach nodes at this distance from a cored province (or a cored province of a subject nation or a nation granting Naval Basing Rights).

The distance is measured to the central province of the node, visible on the trade map mode.