Empire total war trade

Empire total war trade DEFAULT

Trade and Taxes Explained

by readercolin

I have written this guide on the Trade and Taxes element of Empire: Total War – this part of the game is more important than ever in comparison to previous Total War games and is, infact, the lifeblood of your empire. To do this, I am going to take a very close look at one of my favourite factions &#; the United Provinces. Here&#;s why &#; the united provinces are the only faction with regions in all three theatres, and they also start off with a trade fleet in the East Indies, as well as a great ship &#; the Fluyt.

To start with, I&#;ll describe the United Provinces starting position. To start, they control Amsterdam, their only European holding. In America, they control Dutch Guyana and Curacao. And in India, they control Ceylon. They also start with a trade fleet with 3 Indiamen in the East Indies. This puts them in a perfect position to take advantage of both trade and taxes in the early game (making it much easier to describe the effects).

Trade, trade routes and profits

So let’s start with trade. Trade involves using ports and roads to move goods from one province to another. This is much the same as previous total war games. The difference now is that instead of trade being some random, arbitrarily decided number, trade is determined by what a province produces. To get a good look at this, let’s look at Ceylon. Ceylon starts with a major city, a rice farm, a gem mine, a tea plantation, a port, and a village. All these come into play to determine the prosperity of Ceylon, however, at the moment we only care about two &#; the tea plantation and the port.

The tea plantation starts out producing 15 chests of tea per turn, and the port allows that tea to be shipped to Amsterdam. At the start of this game, tea is worth 11 gold per chest, which means that we can snatch a profit of gold from those 15 chests of tea. This shows up in two places. First, it shows up in Ceylon &#; if you click on the city and open up the city window it states that Ceylon is making gold per turn. Part of that money comes from exporting the tea that it makes, and is shown by the tea leaf in the bar. The other part of the money comes by shipping that tea to Amsterdam. Once the tea makes it to Amsterdam, it is then shipped out to your trade partners, which at the start of this game are Great Britain, the Mughal Empire, and the Maratha Confederacy. By shipping the tea to these three empires, you make money for having an export. To be able to ship this tea, you have to have a port or a road connecting the source and the trade partner. In the early game, the ports can only support up to three trade routes, with more advanced ports being able to support more. Roads appear to be able to support as many trade routes as they connect to.

The next important area of trade is the trading zones, located in the 4 trade theatres. Each trade theatre has 5 trading zones, and all the zones in each theatre produce the same kind of product. So the East Indies all produce spices, the coast of Brazil produces sugar, and the Ivory Coast and Straights of Madagascar both produce Ivory. Since the United Provinces start out with a trade fleet in the East Indies, we&#;ll look at things from there.

So, to take advantage of a trading port, you must first put a ship on it. If you put a regular warship on it, it will take the trade port, preventing others from using it, but will not generate any trade. This is an excellent way to generate a quick monopoly on the trade ports in the theatre. To generate resources from the trading ports, you have to put a ship with the little gold circle in its picture on it. For the United Provinces, this is the Indiamen, and the Fluyt. The difference between the two lies in the number of cannons they carry &#; the Flute has more than a Sixth rate, while the Indiamen has less than a Sloop. Other trade ships are the Spanish Galleon, and the Maratha and Ottoman Dhow.

What do you get from a trading port? Well, obviously you get the resources that come out of that theatre, but how much do you get? Well, the first trading ship produces the most resources, with each additional trading ship producing fewer. Gee, aint that helpful, right? Let’s get in to the nuts and bolts of it. We&#;ll start though by taking the three Indiamen in the East Indies and seeing what they produce. One trade ship produces 20 pounds of spices. Two produce 37 pounds, and three produce 54 pounds. This means that the first produces 20 pounds, the second produces 17 pounds and the third produces 17 pounds. Switching to a save in which I control the entire East Indies with 10 Fluyt&#;s on each trading port, we&#;ll inspect it somewhat further. Four trade ships produce 71, five 88, six , seven , eight , nine , ten , eleven , twelve , thirteen , fourteen Ships appear to have a maximum of fourteen per stack, which puts that at the top limit for the number of trade ships on a port. Having ten on each of the five ports produces pounds of spices per turn. This data shows that the first trading ship on a trading port produces 20 pounds of goods, and each further trading ship produces

All that trade sounds awesome &#; now how do we take advantage of that and start making money? First off, you have to have a trade route with someone else. Without that, all that trade that is coming in just sits around doing nothing. But, once you have one trading route, all the goods that appear on your trade screen immediately start making you money. So if one trading route trades all your goods, why should you bother to get more than one? Well, there are a number of reasons to do so, but also a few reasons not to.

Let’s start with reasons not to get more trade routes. More trade routes generally mean more wars that your trading partners are in. Wars mean things like piracy, blockaded ports and stuff like that. If a trade route is being raided, even if the person raiding it isn&#;t at war with you, you lose money. If a port is blockaded, all the trade that would be going through it isn&#;t anymore, netting you 0 trade income from that trade route. These are the primary reasons why you might not want an additional trade route.

So, reasons for more trade routes. Multiple trade routes mean that you aren&#;t keeping all your eggs in one basket. That means that if your trading partner gets blockaded, the end of your wallet hasn&#;t arrived. For each turn that you have a trade route, you also get a bonus to the wealth of that trade route. While this may not seem like much in the early game, late game it really have added up &#; by turn the bonus from trade between Great Britain and the United Provinces had accumulated to 20, more gold from that trade route. There may also be further benefits, but this isn&#;t as easily tested. Further trade routes, especially if you control all the sources of that resource (easy to do with Ivory), appear to drive up the prices of that trade good, making more profit from the goods you already control.

The delicate art of Taxation

That’s all I have to say about Trade. Let’s move on to the other source of money &#; Taxation. The source of taxation seems obvious – your cities. However, there is more to it than just that. To get a closer look, we’ll look at Dutch Guyana after a few turns. Dutch Guyana has a trade port, a minor city, a gold mine, a gem mine, a logging camp, and a sugar plantation. After two turns, the logging camp, gold mine, and gem mine are finished, allowing us to look closer at the taxes for this region. At this point, the region has a bit over gold as its region wealth. However, this isn’t what you get in taxes. Without adjusting the tax slider, taxes are set at 32% for the America’s. So if you are taxing this region, you get 32% of that gold – about gold. To get a closer look at how towns affect this wealth, I’ll bring up another game that I had running.

Here, we are going to look at late-game Berlin. The region of Brandenburg has a wealth of 30, gold. The year is , and the region contains the capital, a global trading company, a college of divinity, 2 steam powered cloth mills, and 2 steam engine factories. The current taxes are at 32%, netting me around 10, gold per turn from taxes. Each factory and the trading port have a net wealth, for example, the global trading company adds to region wealth. They also have a bonus towards town wealth in the region. Again, the trading port gives a +9 per turn to town wealth in the region. On the other hand, taxes on the Nobility or the Middle class, depending upon what government you’re running, reduce town wealth in regions in that theatre. With taxes set in the middle, that gives -6% to town wealth in the theatre, and % to town wealth growth for regions in the theatre. Despite this, Brandenburg is still gaining gold to town wealth per turn. Lowering taxes would increase the rate of town wealth growth, while reducing the amount of taxes coming in currently. Raising taxes would do the opposite. An important thing to note here though is that trade goods like tea show up in the town wealth bar, and are taxable. They are not however subject to town wealth growth or decrease, but they still do generate money even if you have no trade routes with other empires.

In addition, to talk about town growth and town wealth growth a little more in depth. Above, I used the examples of Dutch Guyana and late game Brandenburg. To explain about the towns, let us look at Brandenburg from the early game to the late game.

So, brand new game, Brandenburg consists of Berlin, the capital, a college in Magdeburg, a weaver&#;s cottage in Potsdam, a trading port in Rostock, a farm in Lusatia, and a farm in Mecklenburg. It also has three villages in Wismar, Stettin, and Koslin. With the starting settings for taxes, Wismar will grow in ten turns, population growth is %, and wealth growth is 3 gold. The worth of Brandenburg is gold. Exempting Konisburg from taxes so we can look at just Brandenburg, we can see the following by adjusting the taxes.

Raising taxes on the lower class increases the income from taxes by gold. On the other hand, the villages are no longer growing, meaning you will no longer gain more wealth later on from the new towns. Setting taxes on the lower class to the lowest means that Wismar will grow in 4 turns, but you loose gold in income from taxing the lower classes. Exempting the region from taxes would also mean Wismar would grow in 4 turns.

Now for taxes on the Nobility. At the starting levels, town wealth will grow by 3 gold per turn, meaning that next turn the region wealth for Brandenburg would be gold. Raising taxes to the maximum would gain us gold this turn, but we would be loosing 27 gold per turn from the region wealth. This means that next turn, Brandenburg&#;s wealth would only be &#; and if that continued for more than a few turn, could entirely crash Brandenburg&#;s wealth. On the other hand, lowering taxes to the bottom would change town wealth growth to +12 gold per turn, but we would loose gold from taxes. Exempting the region from taxes would increase town wealth growth to +16 gold per turn, but you would loose out on gold that you would make with the starting settings for taxes.

Now, there are ways to increase the rate of town growth. The most obvious one would be to learn the farming techs, which would then increase the population growth rate, allowing you to get more towns out faster. A second way would be to trash the trading port (you would loose gold from region wealth, and 2 possible trade routes) and replace it with a fishery. The fishery&#;s increase population growth rate by up to %, making it an excellent option for large provinces with lots of ports like England (especially England with it&#;s excessive 5 ports) or France. On the other hand, a fishery doesn&#;t add anything to town wealth growth, while a trading port adds +3 to town wealth in the region per turn.

And now on to ways to increase town wealth growth. Towns have labels on them saying things like very poor, poor, growing, prosperous, and wealthy. These labels indicate the approximate wealth of the town, and can tell you some important things about it. I will go into this more near the end. If you build a weavers cottage on a town that is very poor, the weavers cottage will only bring in a few hundred gold. But, if you build a weavers cottage on a town that is very wealthy, it can bring in more than a thousand gold from the earlier stages, and even more from the later ones. There are quite a number of ways to increase town wealth growth too.

The first way to increase town wealth and town wealth growth is to build economic buildings on the town. That would be either a weavers cottage or an iron workers shop for interior towns, or a trading port for sea towns. A second way to increase town wealth is to improve the roads in the region. Basic roads add +3 to town wealth growth in the region, while cobbled roads add +4. The last way to increase town wealth is through technology. The various metal and textile industry buildings increase town wealth by a percentage &#; example, the flying shuttle increases the town wealth of textile buildings by 15%. Meanwhile, most of the philosophy technologies increase town wealth growth and town wealth &#; ex. division of labour increases town wealth from industrial buildings by 10%, and town wealth growth by +4 gold per turn.

And now, to look at late game Brandenburg, in the year In the game I have up for this, Brandenburg has two steam engine factories, two steam powered cloth mills, 2 Palatial estates, 1 global trading company, and 1 college of divinity to keep everyone happy. By this point, all the villages have grown into towns across the theatre, so if I wanted to I could raise taxes on the lower class without any ill effects except possibly pissing them off. Taxes on the nobility on the other hand are a different story. At the moment, Brandenburg has a region wealth of gold, and a town wealth growth of gold. One thing to note is that metalworking buildings have higher regional wealth, but lower town wealth growth that the textile buildings &#; a metalworking building increases town wealth growth by +14, while a textile building increases town wealth growth by +

Lastly, on to those pesky terms, very poor, poor, growing, prosperous, and wealthy. A very poor global trading company adds to region wealth. A wealthy global trading company adds to region wealth. Each adds +9 gold per turn to town wealth. Once a town is wealthy, it doesn&#;t gain any more to its region wealth. On the other hand, the additional gold per turn then goes on to make another town wealthy. Once all the towns in a region are wealthy, then the towns no longer grow in wealth. However, the region still increases in wealth by the amount of money in the region wealth increase area. This means that a late game weavers cottage maxes out at + region wealth, and a late game ironworks maxes out at + region wealth. Going and sacking a town with your armies prevents it from growing in wealth that turn, and takes the wealth of that town out of the region until it is fixed. It does not however reduce town wealth &#; only high taxes on the upper class can do that.

Sours: https://etw.heavengames.com/articles/strategy/campaign/trade-and-taxes-explained/
What's with Trade Agreements?
So let's say you're Britainstrongest country at the point in your game. A few minor nations with Friendly relations have open trade ports. You send a request but they decline it over and over as if you insulted their dead mother. Shouldn't they be thrilled to trade with Country #1?

Why? (This was while I was only at war with perhaps the Native Americans)

Is it a Prestige thing?

Happens far too often and it makes little sense.

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Thread: Simple Trade Guide

  • March 06, ,  AM#1

    Default Simple Trade Guide

    So there's a new thread asking for help with trade, and rather than write a little post there I'll write a short guide here.

    Trade is perhaps the most important aspect of your nations economy- It can easily yield a lot of gold with minimal input on your part.

    When you first begin, find out how many "trade" ports you have. If you don't start with one you should change one of your ports to a trade port. To do this click on the port, then on the building icon on the UI. There is a button on the left with a torch, click that to destroy the current building. Next turn you will be able to build one of three different kinds of ports. (Pick trade).

    Also in the beginning you should send whatever navies you have to the different trade theaters. If you can only pick one or two go with Madagascar or the Ivory Coast (the African ones), as they seem to be the most lucrative. Place some ships on one of the gold "nodes" to reserve it for your trade ships.

    If you have trade ships, send them to these nodes right away, otherwise build them as soon as you can and send them to your reserved spots. Trade ships have a gold coin on their portrait.

    These nodes provide stuff like Ivory and Tea. You can see what your bringing in on the trade tab in your government window.

    This shows a ship on a trade node. Notice that you can have more than one trade ship on a node, each one will earn you a little more money/bring in more goods.
    You can also get resources from your territories, they show up on the map like in previous TW games. European regions seem a little sparse, so if you don't start with any regions in the New World or India, start looking to do so. When you locate some, build a plantation over it by clicking on it and then selecting the building to build. (Is this simple enough?)

    Once you have a plantation built you will make some money off it in that region, but to add those resources to your tradeable goods you need a trade port in that region, or an adjacent region that is connected by roads (I'm pretty sure).

    Now that you have goods to trade, you need people to trade them to. You should have started off with some trade partners, and depending on how many trade ports you have you may be able to add a few more. Try to get deals with the larger nations, as they can buy more of your stuff.

    The list of nations you are trading with is under the "trade" tab. This shows you what you are bringing in and from where. On the right side you can see how much you are making off of each nation. If one seems too low, you can always cancel that trade agreement and try to find someone else to trade with.

    If the line showing the goods on the trade tab is red on either the incoming or outgoing displays, that means a port is being blockaded and the goods aren't moving.

    Also, try to keep the better deals for as long as you can, because you start to earn more money on deals that have lasted for a while. I went from making to or so from the Ottomans this way.

    This is the Trade menu.
    The top portion shows how much each good is worth per unit. This number can change through out the game.

    The Middle portion shows what you are bringing in from your empire.
    Notice that America is bringing quite a lot because I have upgraded its plantations and ports.

    The bottom portion shows what you are exporting.
    Notice how much is being made from the Mughals and the Ottomans, both large nations.

    Also:watch out for pirates and rival nations! One blocked trade route can cut off a large portion of your tradeable goods.

    Ok, there's my simple guide. I hope it helps.
    Last edited by Hardrada; March 07, at AM.

  • March 06, ,  AM#2

  • March 06, ,  AM#3

  • March 06, ,  AM#4

  • March 06, ,  AM#5

    Lord of the Isles is offline
    Lord of the Isles's Avatar Civis

    Default Re: Simple Trade Guide

    Nice work Hardrada. Top of my head ideas:

    -- playing Britain, who really has trade in a big way (starts with 6 possible trade routes I think and more come soon). Along with the money from its Thirteen Colonies protectorate, it really drives the British economy and allows quick expansion in India or whereever, but I'm aware that a big war, where I might lose a lot of my trading partners, would be a disaster. Trade so important for Britain that I'd rather pass up wars and lose alliances than lose trade partners. Related to this are diplomacy issues - how hard is it to get a trade deal (Unfriendly and Hostile countries don't seem to accept them) and how hard if a previous one has been broken?

    -- CA have mentioned they are working on fixing a trade zone bug - I'm not sure exactly what it is (or maybe more than one - trade ships stopping providing resources silently, or thinking they are on land & not sea are two I've seen mentioned).

    -- Best way to deal with Pirates and guarding trade zone spots in general - I'm not sure what this is yet - Britain having potential bases in America (at game start) and India (soon in a 'standard' British game) will no doubt help. Repairing ships can only happen in ports of course, not, as with armies, 'in the field'.

    -- I wonder how trade partners decide what to buy off you (assuming it isn't unlimited - I must check that)?

    So much to learn. In point of fact though, and despite me moaning about the crap manual in another thread, I love this time in a game: learning how it works. If the answers were in the manual, I'd lose a lot of the fun.

  • March 06, ,  AM#6

    Zeboim is offline

    Default Re: Simple Trade Guide

    So, even if there is another nation's ship sitting on my trade route, with their flag doing that little flash back and forth between the nation's flag and the skull and crossbones, they aren't actually decreasing my income?

    That's a relief. As Prussia I rely a lot on sea trade in the Baltic for money, but have no navy to speak of. Luckily most of my enemies are in the same boat.

  • March 06, ,  AM#7

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  • March 06, ,  PM#9

  • March 06, ,  PM#10

    civildude is offline

    Default Re: Simple Trade Guide

    Definitely a big thank you from me. I am doing a Sweden campaign and I kind of ignored all of the trade routes, but now that I am 50 turns in and am barely making 5k over the cost of my armies I definitely think i need to join in on this lucrative business.

    Thanks again for the tips! Big relief to know that brittain isnt stealing tons of my trade income by sitting on my trade lane.

  • March 06, ,  PM#11

    ebaek is offline

    Default Trouble making trade agreements

    Hi, any tips on making trade agreements? I have open slots, but no one else with open slots wants a trade agreement.

    This is true even with friendly nations.

    And I have plenty of exotic good to sell.

  • March 06, ,  PM#12

    Jammin is offline

    Default Re: Simple Trade Guide

    How do I get trade agreements with some of the minor nations? Most of them im unable to trade with. Why is this and what can I do?

  • March 06, ,  PM#13

    psykopatsak is offline

    Default Re: Simple Trade Guide

    when i started i thought "lets get all of those before anyone else gets them muhuhehe" but i doesent seem to get any trade routes from my ships. is this pherhaps becase i have run out of port slots? or is it something else?

  • March 07, ,  AM#14

    Default Re: Simple Trade Guide

    QuoteOriginally Posted by ebaekView Post

    Hi, any tips on making trade agreements? I have open slots, but no one else with open slots wants a trade agreement.

    This is true even with friendly nations.

    And I have plenty of exotic good to sell.

    QuoteOriginally Posted by JamminView Post

    How do I get trade agreements with some of the minor nations? Most of them im unable to trade with. Why is this and what can I do?

    Yes, it is often quite difficult to get other nations to sign trade agreements. I believe this is a problem with the generally stingy and stubborn AI that has been around since at least MTW2. The AI seems to be totally resistant to any diplomatic agreement that benefits you. Try to offer money and/or technology along with the trade agreement. Don't bother with any nation that is hostile with you, they simply won't do it.

    Also, you can tell on the diplomacy screen if a certain nation is able to trade with you. If they have a greyed out ship icon to the (far) right of their name, that means they have an open trade lane that could possibly be used to trade with you. If they have a ship icon with an X on it, that means that all of their trade lanes are filled, and that you can't trade with them.

    QuoteOriginally Posted by psykopatsakView Post

    when i started i thought "lets get all of those before anyone else gets them muhuhehe" but i doesent seem to get any trade routes from my ships. is this pherhaps becase i have run out of port slots? or is it something else?

    Yes, I believe the amount of trade "nodes" you can benefit from is limited by the amount of trade lanes you have, which is determined by the amount of trade ports you have. There is apparently also a bug which screws something up with the trade nodes, so I'm not exactly sure. Try moving your fleet off the node and then back on, you'll know if it's working when a dashed line comes off the node and into the trade routes.

  • March 07, ,  AM#15

    Monglor is offline
    Monglor's Avatar Tiro

    Default Re: Simple Trade Guide

    I can't wait to play against a Brit player in multiplayer and hear the crying when the trade lanes to the UK are severed. If you're playing as Britain you live or die by those two little dotted lines, one going past the port of Brest, so that's easily had by the French, and one goes up north of Scotland. Cut those, Britain bleeds gold.

  • March 08, ,  AM#16

    BlackbearÐ is offline
    BlackbearÐ's Avatar Laetus

    Default Re: Simple Trade Guide

    Where do i find the trade nodes ?

  • March 08, ,  AM#17

  • March 08, ,  AM#18

    Default Re: Simple Trade Guide

    QuoteOriginally Posted by ZeboimView Post

    So, even if there is another nation's ship sitting on my trade route, with their flag doing that little flash back and forth between the nation's flag and the skull and crossbones, they aren't actually decreasing my income?

    That's a relief. As Prussia I rely a lot on sea trade in the Baltic for money, but have no navy to speak of. Luckily most of my enemies are in the same boat.

    I just wanted to point out that another faction (even if not an enemy) can indirectly raid your supplies. Or so it would seem.

    In my Brit campaign I'm losing a good 10kk every turn because the factions at war with my trade partners are raiding THEIR supply lines but these supply lines happen to be trade going to me. So in cutting off my trade partners lines, not only do they lose their trade from myself/other nations, but it would seem that the trade that should be coming over to me is not.

    This is the case with my trade from Prussia, Austria, Russia AND the Ottoman Empire at the moment. Combined raiding from Sweden, France, Spain and other enemies of these trade partners of mine are denying me goods, even if I'm at peace with the raiding factions. Only way to deal with it is to go to war with these factions, but the AI insists on having small fleets on each supply line continuously.
    92% of people rip off this statistic signature. If you are one of the 8% who doesn't, put this in your signature.

  • March 08, ,  PM#19

    MPMFV is offline
    MPMFV's Avatar Foederatus

    Default Re: Simple Trade Guide

    Great bit of info here, thanks.

    But I'm still confused about trade ports. I have 3 of them, but only one shows trade lanes. My other ports have multiple resources and roads in their region also.

    For example, Albany New York port is trading, but Boston, the region adjacent, and Florida aren't doing a thing.

    I understand how to get nations to trade with me, but most are unable to trade even after I've established a friendly relationship with them.

    I get this note when I place my cursor over the "x" out trade icon;


  • March 08, ,  PM#20

    jaguar is offline

    Default Re: Simple Trade Guide

    I am going to copy this from Gamefaqs, credit to TC because I am experience this EXACT Same issue

    Hey guys,
    I'm playing as Sweden and I've attempted to gain access to some valuable trade goods by sending some fleets to the Ivory Coast and South American trade theatres. Both fleets have three brigs for protection and three merchantment, and both are sitting in a trade post with the flashing coin flag. However, neither are exporting goods back home. When I played as the Netherlands, it worked fine I'm not sure if I'm missing anything here that is different about Sweden. Is my home province too far from these trade theatres, am I not doing something correctly?
    Appreciate any help.
    I have trade ports and I have been making 3K off my trade but looking to expand beyond my holding in Antigua

  • Sours: https://www.twcenter.net/forums/

    Trade is a gameplay mechanic in Empire: Total War.

    General Information[]

    Engaging in trade raises revenue for a nation and improves diplomatic relations with others. How much revenue made depends on the amount of goods the faction is selling, the prices of the goods, as well as the wealthiness of the factions that are buying its goods. As the amount made from trade is directly related to the wealth of factions and their regions, trade becomes more profitable over time.

    Unless interrupted through raids or blockades, trade is always profitable, regardless of trading partners or the direction of the flow of goods.

    The Trade Tab[]

    The Trade Tab can be accessed through the Policies button. It lists the current prices of all commodities, as well as the amount of goods recieved from plantations and trade theatres. Finally, it lists all factions the player's faction is trading with, what goods are being sold to them, whether trading routes are being raided or blockaded, and how much total income the faction is recieving from trade.


    There are eight commodities in Empire: Total War: Fur, Ivory, Spices, Cotton, Sugar, Tea, Coffee, and Tobacco. Fur can only be obtained through&#;Fur-Traders&#;and their variants: buildings that may only be built in specific locations, generally in northern regions of the world map. Sugar may be obtained by controlling trade nodes in the Coast of Brazil, and may also be gathered at plantations built in the Carribean, South America, and India. Spice is similar to sugar in where plantations for it can be built, but it can be collected from the trade nodes in the East Indies. Ivory cannot be collected from buildings and is only available from the Ivory Coast and Straits of Madagascar trade nodes. Tea plantations may only be grown in India, and Tobacco plantations may only be grown in the Americas.&#;

    Each commodity has its own price that fluctuates independently from the others. Generally, the more of a good there is available, the lower its price. Sometimes prices fluctuate independently of this, however. Having a balanced access of multiple commodities help ensure that income does not change greatly over time due to price crashes.&#;

    Establishing Trade Routes and Obtaining Goods[]

    Commodities may be obtained through constructing and obtaining plantations, and occupying trade nodes with trade ships such as indiamen and galleons.

    Trade Routes[]

    Trade routes can be establish on land or by sea. In order for a sea trade route to be established, a Trading Port must be constructed; in turn, the port must have road access to the faction capital. Hovering the cursor over the trade route displays how much wealth it is bringing in, to which particular factions. Trading Ports can only handle so much volume, and if a region is making too many goods but lacks sufficient trade ports (or if they're not upgraded enough), then any excess goods are not sold and are left to waste.&#;

    Trade routes may be plundered by ships, which remove a portion of the route's income and fills the raiding faction's coffers, instead. Only trade routes that are being utilized by factions hostile to the raiding faction may be targeted. Ships may also choose to blockade trade ports belonging to hostile factions, thus severing trade entirely. No raiding income is gained from this, however.&#;

    Land trade routes are available when two factions border each other; the trade takes place along the roads passing through the regions. These roads may be raided by armies hostile to any faction using the road for trade.&#;

    Sours: https://empiretotalwar.fandom.com/wiki/Trade

    Trade war empire total

    Trade Theatres are a game mechanic in Empire: Total War and an integral component of trading.

    General Information[]

    Trade theatres are areas in which only naval units may access. In each trade theatre, there are circles near the coast where ships&#;may access. Once trade ships (indiamen,&#;dhows,&#;fluyts, and&#;galleons) are in one of the circles in the trade theatres, they establish a trade route running from the circle they are in to the nearest trading port, generating income. The more trading ships are in a trade circle, the more money is generated; however, each additional ship generates less income, and lowers the overall value of all other trade in the commodity. Each trading node can only be occupied by one fleet; fleets of other factions can attack fleets that are operating in the trading nodes. Non-trade ships may occupy a trade area; however, they do not establish trade. Any troops aboard ships in the Trade Theatres may not be dropped off in the Trade Theatres.

    Trade Theatres are arenas of contention in the Grand Campaign. Maritime factions such as France, Great Britain. Spain and the United Provinces all pose a threat to each other's trading fleets, and the Pirates patrol almost all theatres at will unless eliminated or otherwise kept in check.

    There are four Trade Theatres in the game.

    There is the coast of Brazil which trades sugar, the Ivory Coast which trades ivory, the coast of Madagascar which also trades ivory, and the East Indies which trades spices.


    Sours: https://empiretotalwar.fandom.com/wiki/Trade_Theatres
    Visual Guide Economy in Empire: Total War Campaigns

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