View Full Version : KoH patch 2 and Trade Income
Hello All,
As you noticed the trade was re-vamped completely in KoH 1.05. I want to say that you still can reach good levels of trade income, but it takes more than just placing traders on a routes. You need good infrastructure, good relations with the country you trade with and educated trader. :) Also, King's economy skill helps a bit.
/Cheers
Oh, I must say I like it. The trade income now is much lower than before :go:
btw, is there a possibility to have monopoly on some resource?
Say that your strategy is to controll all provinces with pasture, so thoe who want horses have to sign trade agreement with you, so your income from all pasture trade goods should be higher :wink:
The income system is a good idea, but i recover a proplem. This proplem is moddable, now the question to Frujin: Can the AI cancel exotics import??
Look the picture. Sweden and Fatamids need help!
The proplem is if the AI cannot cancel import so the AI must wait until the Kingdomspower go up to zero. But what is , if the AI have all exotics? Too much exotics = die for the kingdom?
I hope not, but Sweden and the fatamids have now big proplems.
Does building structures that provide trade goods (i.e. apiary, dye workshop - whatever, and docks and admiralties) increase the trade income for your merchants?
Or does such development increase your income from the province it was built in?
The income system is a good idea, but i recover a proplem. This proplem is moddable, now the question to Frujin: Can the AI cancel exotics import??
Look the picture. Sweden and Fatamids need help!
The proplem is if the AI cannot cancel import so the AI must wait until the Kingdomspower go up to zero. But what is , if the AI have all exotics? Too much exotics = die for the kingdom?
I hope not, but Sweden and the fatamids have now big proplems.
In one my Game I found that Denmark had the same problem. They seem to be unable to cancell the import :sad: and there is no way they can get from the problems.
When an AI kingdom has -5 kingdom power and imports several exotic goods, there is no way it gets to green income that would allow him to increase the KP, so no way it can get out of financial problems.
I tried to intervene (without cancelling the trade) but nothing helped (War tax - increase kingdom power - hire a merchant and trade - the income is only around 20gold: for a 15 province kingdom it is ridiculously low)
Does building structures that provide trade goods (i.e. apiary, dye workshop - whatever, and docks and admiralties) increase the trade income for your merchants?
1) those which produce trade goods do increase the trade income, as well as markets.
Admiralities increase provincial income
Is the market increase worthwhile? I usually never build tax collectors, and even when I take a province, the first thing I do is delete the tax collector.
How much of an increase is the market worth to trade income?
Do you want exact numbers? I don't know them now, but it is (IIRC) some 1/2 or 1/3 of trade good profit. Definitely worth it.
I also remove the tax colls, except for the provinces with no "special features" where the market is already built
Why do you delete the tax collectors? Is it to avoid the happiness penalty?
Why do you delete the tax collectors? Is it to avoid the happiness penalty?
Yes, exactly - When you I takeover a province, it takes time to reassign my cleric as I usually have him writing books in a province with a university. So to avoid (hopefully) the rebels that immediately appear, I delete the tax collector to keep it rebellion risk low until the cleric can adopt and if required convert.. I usually remove all tax collectors and subsequently, my population is usually amongst the happiest in the kingdom rankings.
I rarely have trouble with rebels after the first few minutes of taking over a province. But it seems I am missing out on some trade income, so may have to rethink my strategy.
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