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贸易

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Obj emperor of china.png 这篇文章正在被翻译成中文。
如果您感兴趣可以通过借助官方Wiki编辑它。
本文主要讨论贸易网络及贸易收入。如需了解贸易产品及其生产与价格,参见贸易产品
Trade nodes

贸易产品的生产和贸易是国家的三大收入来源的其中两个,第三个是税收。每个省份都会生产贸易产品,贸易产品能直接提供生产收入。产品的贸易值则会进入贸易节点系统。在贸易节点系统中,贸易值会被由上游转移到下游,最终被商人收集,成为国家的贸易收入。

摘要

游戏中的贸易系统概括如下:

  • 分布在全球互相连通的贸易节点组成了全球贸易网络。每个贸易节点都为一组在地理上接近的省份的贸易活动提供了场地。在全球贸易网中的贸易值可在各个贸易节点之间单向流动,但贸易值在到达终点节点时便不再流动了。这些贸易节点之间的联通关系是固定的,同时,这些联通关系在游戏过程中是不能被修改的。
  • 贸易值代表贸易节点每月本地生产的产品的价值和来自上游节点的产品的价值之和。贸易值由每个省份生产的产品的数量和单价所决定。一个贸易节点中所有省份的贸易值凑到一起便是该节点的本地贸易值。“贸易”地图模式分开显示了本地贸易值和来自上游节点的贸易值,同时,省份交互界面中的贸易标签页展示了当前贸易节点的贸易值总和。
  • 贸易力代表一个国家对贸易节点中的贸易值的控制力。各个国家的贸易力在当前节点总贸易力中所占的比重决定了如何处理当前节点的贸易值。对各个国家来说,贸易力既可用于“持有”当前节点中的贸易值(如果该国家有派商人到当前节点收集贸易值,或当前节点是该国家的 home node),也可用于将当前节点的贸易值“转移”到下游节点(如果该国家有派商人到当前节点转移贸易值,或在没有派商人的情况下,当前节点是该国家 home node 的上游节点)。贸易力由省份、轻帆船和商人产生。特定的理念、事件和修正同样也会影响一个国家在各个节点中的贸易力。
  • 商人既可用于在各个贸易节点“收集”贸易值(具体数值由该国家的贸易力在当前贸易节点总贸易力中所占的比重决定),也可用于将各个贸易节点的贸易值往特定方向“转移”。

贸易节点

参见:贸易节点

世界上的所有省份被划分进各个地区,而各个地区又与特定的贸易节点相关联。

每个贸易节点都有一系列预设好的“上游”和“下游”节点,贸易值可按“上游节点->当前节点->下游节点”的顺序在节点间流动。所有进入一个节点的贸易值不是被收集,就是被转移到下游节点。一个国家能通过在一个节点执行收集操作,将该国家在这节点贸易力的份额直接转化为达克特。

贸易值有两个来源,本地贸易值和贸易输入。本地贸易值等于所有属于该节点省份的贸易值之和。贸易输入指的是来自上游节点的贸易值。

在一个节点有贸易力的国家都可根据该国在该节点总贸易力中所占的比例对该节点的贸易值产生影响。

影响主要包含以下两种方式:

  • 收集贸易值: 国家的贸易值占比会被转换成收入。
国家会自动在 home node 收集贸易值,同时也可派遣商人到其他节点收集贸易值。如果一个国家在non-home node 收集贸易值,那么该国在该节点的贸易力减半。
  • 将贸易值往下游转移: 国家的贸易值占比会被送往下游节点。
如果某个国家没有在当前节点收集贸易值,那么该国家在当前节点贸易值中所占的份额会被送往一个下游节点。接收当前节点输出贸易值的下游节点是游戏系统自动选择的,但玩家可以通过派遣商人到当前节点执行“转移贸易值”来手动选择下游节点。

一个国家的 Home node 是该国主要贸易城市所在的节点。所有国家会自动地在他们的 home node 收集贸易值,并尽可能地从其它节点向 home node 输送贸易值。在游戏初始化时,大部分国家的主要贸易城市都是他们的首都, 但玩家可以花费Diplomatic power.png200外交点将主要贸易城市移到其他节点中(需要Wealth of Nations.png国富论 DLC)。

所有 non-home nodes 都被划分为“本土节点”和“海外节点“。 如果一个国家在一个节点的省份贸易力中占比超过20%,那么对于这个国家来说,这个节点就是“本土节点”。home node 默认是本土节点。[1]。本土节点和海外节点的划分会在游戏中的以下两个方面产生影响:

  • 特定的理念、传统等会单独给予本土节点贸易力加成或单独给予海外节点贸易力加成,
  • 如果一个国家处于Overextension.png过度扩张状态,那么每1%的过度扩张会使得该国在所有海外节点的贸易力承受-1%的惩罚。

如果一个国家没有在一个节点或这个节点的下游节点(包括非直接相连的下游节点)收集贸易值,那么该国家就没有资格影响这个节点的贸易值。该国家在这节点的贸易值中所占份额就会被重新分配给所有有资格的国家。因此,可以认为改国家在这个贸易节点的贸易力被浪费了。[2] 但该国家仍可从 propagation effect 中获益。派遣一个商人到这类节点去“收集贸易值”或“转移贸易值”会使该国获得影响该节点贸易值的资格。举个例子,假定马六甲国家的主要贸易城市在马六甲节点,只有两个商人,分别在广州节点和杭州节点执行“转移贸易值”。同时马六甲国家在加勒比占了几块殖民地,在加勒比节点有省份贸易力。在这样的前提下,马六甲国家是无法决定加勒比节点的贸易值是流向塞维利亚还是流向英吉利海峡的。但如果这时马六甲国家派遣了一个商人去加勒比节点执行“转移贸易值”,那么马六甲国家就可以决定加勒比节点的贸易值是流向塞维利亚还是流向英吉利海峡。

贸易值

参见:产品

贸易值代表贸易网络中产品的价值。

本地贸易值

贸易节点的本地贸易值等于所有属于该节点省份的贸易值之和。在省份的级别上,贸易值等于省份生产的贸易产品的数量与贸易产品单价之积。在贸易地图模式中,鼠标悬停在一个贸易节点上时会显示该节点的本地贸易值。

总贸易值

总贸易值等于本地贸易值与(来自上游节点的)贸易输入之和,再减去(流向下游节点的)贸易输出。根据各个国家在该节点的贸易力的占比,该节点总贸易值被分配各国家。玩家可以在统计报表的贸易分类中查看所有节点的总贸易值。此外,玩家还可以在国家总览界面的贸易标签栏中查看各个节点的总贸易值。[3].

复数商人加成

商人在某个节点执行“转移贸易值”时,会给予该特定流向的输出贸易值一定的加成——这就意味着下游节点收到的输入贸易值会大于上游节点转出的输出贸易值。这个加成影响所有国家在该流向转出的输出贸易值,因此还存在着复数商人加成。商人数目和加成的关系如下:

商人数量 加成增幅 加成累计
0 0.0% 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%

多于五个商人不会提供更多的加成。单个商人的加成增幅受 trade steering 影响:举例来说,如果一个国家有+20%的 trading steering 加成,那么该商人的加成增幅就会由+5%增加到+6%。但由于当前游戏中并没有一个排序系统,所以复数商人加成并不一定处于效益最大化的状态。

贸易力

贸易力决定各个国家对各个贸易节点中贸易值的控制力。

national share of trade value = (local value + incoming value) * tradepower / TotalTradepower

一个国家在一个贸易节点中所控制的贸易值既可被该国的商人收集(变成收入),也可被转移到下游节点。

贸易力来源

一个国家的贸易力由以下几点决定:

省份贸易力

Historical centers of trade and other provincial trade power modifiers in 1444.

游戏中的每个省份都会给它的所有国贡献一定的贸易力。贸易力的具体数额和计算过程会显示在在省份总览界面的贸易一栏中。每1点省份发展度提供0.2点基本贸易力。游戏中的特定省份在满足了贸易中心+10)、重要的天然港+10)、河口+10)、海峡税+20)或殖民主义起源地+5)的前提下,可以获得对应的贸易力加成。在贸易地图模式下,这些特定省份会有额外的图标标注。省份贸易力既受全局修正影响(比如每1%的重商主义提供2%的加成),也受本地修正影响(比如沿海省份获得+25%贸易力加成)。贸易建筑同样也会提供贸易力加成(最高到+125%)。

  • 商业共和国可以消耗Administrative power.png50行政点在拥有的省份中修建一个贸易站(+10省份贸易力)。贸易站不能修建在 home node,此外每个国家在每个贸易节点只能修建一个贸易站。

省份贸易力修正

  • Certain ideas and policies improve provincial trade power.
Provincial trade power modifier.png 传统 理念 效果/野心 政策
+25%
  • Colonial idea 2: Continental Trade
  • Mazovian idea 7: Central Emporium
  • Mamluk ambition
+20%
  • Gujarati idea 5: Hub of the Indian Ocean Trade
  • Hanseatic idea 6: Regularized Contributions
  • Wallachian idea 2: Foreign Trade Restriction
+15%
  • Tverian traditions
  • Circassian idea 2: Merchants Of Genoa
  • Client State idea 5: Mercantile Privileges
  • Kanem Bornuan idea 7: Duties on Sahara Trade
  • Yarkandi idea 7: Encourage Tarim Trade
  • Huron ambition
+10%
  • Kutai traditions
  • Lan Na traditions
  • Pegu traditions
  • Wurzburgian traditions
  • Espionage idea 3: Vetting
  • Amago idea 5: Dominate the Coastal Trade
  • Andean idea 2: Mountain Roads Network
  • Bremish idea 5: Vegesack Harbor
  • Golden Horde idea 4: Secure the Trade Routes
  • Kongo idea 5: The Triangle Trade
  • Malvi idea 7: Malwa Opium
  • Orleanaise idea 2: Port of Orleans
  • Sami idea 4: Encourage growth of the Winter Market
  • Savoyard idea 6: Alpine Tolls
  • Silesian idea 6: Hanseatic Ties
  • Spanish idea 5: Treasure Fleet

来自下游节点的贸易力

当一个国家在一个被标注为 transfers from traders downstream 的贸易节点中拥有超过10点的省份贸易力时,该国家会在该节点的所有直接上游节点中享受贸易力加成。贸易力加成的具体数值等于该国家在该节点的省份贸易力与来自轻帆船的贸易力之和的20%。[4]

重商主义

重商主义提供Trade power.png省份贸易力加成,每1%的重商主义提供2%的加成。[5] 但重商主义同时也会提升殖民领的独立欲望 (独立欲望提升额度正比于重商主义,100%的重商主义提升25%的独立欲望).

大部分国家的重商主义初始值是Mercantilism.png10%,但有些国家的初始值是Mercantilism.png25%。以下列出所有初始值为25%的国家:

特定的事件、决策和任务会给予永久的重商主义变化,以下为几个例子:

贸易公司

主条目:贸易公司

属于贸易公司的省份会获得+100%的贸易力加成。游戏中总共存在15个贸易区域,均位于亚洲和非洲。[6]对一个国家来说,所有有建立贸易公司的节点都被划分为本土节点,因此这些节点的贸易力不受Overextension.png过度扩张影响。

轻帆船

保护贸易

一个国家可以通过往沿海贸易节点派遣轻帆船执行保护贸易任务来增加该国在这个节点中的贸易力。轻帆船的种类决定了它所能提供的贸易力,最少为2点(Barque ,需要2级Diplomatic tech.png外交科技),最多为5点(Great frigate ,需要26级Diplomatic tech.png外交科技)。


Diplomatic tech.png Name Trade power.png Hull.png Icon ship cannons.png Icon ship speed.png Description
2 Barque 2 8 10 10 The Barque was a small sailing ship, originally used for trade. Adapting these for warfare provided a smaller and faster alternative to the larger carracks.
9 Caravel 2.5 10 13 10 The 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.
15 Early Frigate 3 12 15 10 With the increasing overseas trade, there was a need for a fast escort vessel to provide safe journey. 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.
19 Frigate 3.5 16 20 10 As 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. The fleet built by the Commonwealth of England in the 1650s consisted almost exclusively of frigates.
23 Heavy Frigate 4 20 25 10 Two decked vessels normally carrying about 40 guns.
26 Great frigate 5 24 30 10 A larger type of frigate, carrying additional guns.


此处列出了部分轻帆船贸易力加成:

Ship trade power.png Triggers
+20% Being in a Trade League
+5% Per Naval leader maneuver.png Maneuver skill of the fleet's admiral

补给距离

一个国家只能向在补给距离内且已有贸易力贸易节点派遣轻帆船。即使在达到Diplomatic tech.png22级外交科技海军损耗不再产生影响后,补给距离仍会限制轻帆船执行任务的距离。如果一个节点在一个国家的贸易距离之内,那么该国便可通过先派遣一个商人到该节点,然后派遣轻帆船执行保护贸易的方式来提高该国对这个贸易节点的影响力。一个行之有效的将玩家控制国家的补给距离扩张到一个远方的贸易节点的策略是从该节点附近的国家处获取舰队停靠权

其他贸易力来源

  • 有商人部署:往一个节点派遣商人可以增加2点在该节点的贸易力。
  • Home node 所在地:一个国家在它 home node 所在的节点获得额外的5点贸易力。
  • 殖民领会将它的50%贸易力贡献给它的宗主国,此外,玩家也可通过外交手段索取或军事手段夺取独立主权国家的一部分贸易力。需要注意的是,被联合统治的国家和附庸并不会将它们的贸易力贡献给它们的宗主国。因此,被联合统治的国家和附庸可能会搅乱它们宗主国的贸易规划。

贸易力修正

全球贸易力修正

Trade power.png 传统 理念 效果/野心 政策
+20%
  • Italian (cU) traditions
  • Expansion idea 7: Competitive Merchants
  • Trade idea 1: Shrewd Commerce Practice
  • Aragonese idea 5: Chartered Merchant Companies
  • Gujarati ambition
+15%
  • Danziger idea 2: Vistula River Trade
  • Hamburger idea 1: Hanseatic City
  • Romanian idea 6: Phanariote Traders
  • Date ambition
+10%
  • Münster traditions
  • Traditions of Theodoro
  • Venetian traditions
  • Antemoro idea 6: Strengthen control over the Slave Trade
  • Arabian idea 5: Bedouin Traders
  • Arawak idea 3: Orinoco Trade
  • Byzantine idea 5: Byzantine Merchant Class
  • Cham idea 3: South Indian Connections
  • Chimu idea 6: Specialized Economy
  • Gutnish idea 4: Rebuild the Trade
  • Hanseatic idea 1: The End of the Victual Brothers
  • Holstein idea 6: The Trade of Two Seas
  • Hormuz idea 5: Maintain Trading Monopoly
  • Indian Sultanate idea 5: Equality Under the Law
  • Mesoamerican idea 2: Altepetl
  • Milanese idea 6: Merchant Princes
  • Mogadishan idea 3: East African Gold Trade
  • Najdi idea 3: Ships of the Desert
  • Norwegian idea 5: Seize the Opportunity
  • Ogasawara idea 6: Improving the Nakasendo
  • Pagarruyung idea 2: Gold Trade
  • Portuguese idea 3: Feitorias
  • Pskovian idea 6: Arts and Crafts of Pskov
  • Ruthenian idea 4: East and West
  • Songhai idea 1: Gold To Salt Trade
  • Sulawesi idea 6: Entrepot of Trade
  • Vijayanagar idea 1: Promotion of Trade
  • West African idea 3: Kola Nuts
  • Berber ambition
  • Jaunpuri ambition
  • Pomeranian ambition
  • Swahili ambition
  • Diplomatic-Expansion: Commercial Embassies
  • Exploration-Innovative: Benign Neglect
+5%
  • Mamluk idea 1: Red Sea Trade
  • National idea 4: Contract Law
  • Novgorod idea 4: Control of the Hanseatic Kontor
  • 每个殖民领(至少有10个省份)会给它的宗主国提供+5%全球贸易力修正。
  • 根据国家当前Prestige.png声望提供-15%+15%不等的全球贸易力修正。
  • 根据国家当前Stability cost modifier.png稳定度提供-3%+3%不等的全球贸易力修正。
  • 根据国家当前Power Projection.png力量投射提供0+20%不等的全球贸易力修正。
  • Reformed.png Reformed Monthly fervor increase.png Fervor power Trade provides +10% global trade power with Wealth of Nations DLC active.

本土贸易力修正

  • 如果一个国家在一个节点的省份贸易力中占比超过20%,那么对于这个国家来说,这个节点就是“本土节点”。home node 默认是本土节点。海外省份(即不和首都陆路相连的省份)和贸易公司省份所在的节点也能被划分为本土节点。本土贸易力指代的就是在本土节点中的贸易力。本土节点的贸易力不受Overextension.png过度扩张影响。
  • 特定的理念(包括通用理念和国家特有理念)和政策能够提升本土贸易力。
Domestic trade power.png 传统 理念 效果/野心 政策
+25%
  • Muiscan traditions
  • Korean traditions
  • Ashikaga idea 4: Tosen-Bugyo
  • Hungarian idea 6: Strengthen the Towns
  • Iroquois idea 3: Keepers of the Eastern Door
  • Timurid idea 6: Control of the Silk Road
  • Zambezi idea 3: Control of the Zambezi Trade
+20%
  • Ando idea 2: Ainu Trade
  • Mutapan idea 6: Controlling the Mutapan Riches
  • Ouchi idea 2: Korean Trade
  • Ragusan idea 2: Center of Trade
  • Trebizondian idea 6: Terminus of the Silk Road
  • Kutai ambition
+15%
  • Medri Bahri idea 6: Promote the Red Sea Trade
  • Otomo idea 4: Welcoming the Nanban Trade
  • Utsunomiya idea 3: Barrier of Shirakawa
+10%
  • Afghan traditions
  • Danziger traditions
  • Hausan traditions
  • Kono traditions
  • K'iche traditions
  • Andhra idea 7: Encourage Coromandel Trade
  • Baluch idea 5: Control the Overland Trade
  • French ducal idea 1: Men of Trade
  • German idea 2: Frühlings− und Herbstmesse
  • Granada idea 4: Strait of Gibraltar
  • Isshiki idea 1: Shugo of Tango
  • Hejazi idea 2: Red Sea Trade
  • Pacific Northwest idea 4: Potlatch Feast
  • Shan idea 4: Control of the Gem Trade
  • Siberian idea 2: Siberian Fur Trade
  • Shoni ambition
  • Sinhalese ambition
  • Yarkandi ambition

海外贸易力修正

  • 不属于本土节点即被划分为海外节点,海外节点中的贸易力受Overextension.png过度扩张影响。海外贸易力指的是在海外节点的贸易力。
  • 海外贸易力加成如下:
Trade power abroad.png 传统 理念 效果/野心 政策
+30%
  • Plutocratic-Trade: Trade Kontor Network
+15%
  • Aristocratic-Trade: Trade Connections Policy
  • Naval-Trade: Fortified Trading Posts
+10%
  • Hormuz traditions
  • Ragusan traditions
  • Couronian idea 3: Duchy of Mercantilism
  • Genoese idea 3: Rebuilding Genoese Trade
  • Hosokawa idea 3: Sakai City
  • Ionian idea 6: Entrepôt of the Eastern Mediterranean
  • 1%过度扩张会产生-1%海外贸易力修正。

Trade Steering

当一个国家在一个节点执行 steering 时,trade steering 会给予该国家在该节点贸易力加成。一个国家在执行 steering 时所持有的贸易力越多,能将越多的贸易值转移到对其有利的下游节点中。

  • 特定的理念(包括通用理念和国家特有理念)和政策能够提升 Trade Steering 。
Trade steering.png 传统 理念 效果/野心 政策
+33%
  • Omani idea 1: Local Merchant Preference
+25%
  • Mamluk traditions
  • Trade idea 6: Trade Manipulation
  • Navarran idea 5: Cross-Pyrenean Trade
  • Pomeranian idea 3: Northern Ports
  • Defensive-Trade: The Armed Neutrality Act
+20%
  • Gujarati traditions
  • Kutai traditions
  • Ryukyuan traditions
  • Aragonese idea 3: Mediterranean trade
  • Huron idea 3: Birchbark Canoes
  • Mapuche idea 4: Mapuche Weaving
  • Pattani idea 2: South China Sea Trade
  • Pskovian idea 7: Pskov Before All Others
  • Shimazu idea 6: Okinawa Trade
  • Danziger ambition
  • Norwegian ambition
  • Orissan ambition
  • Transylvanian ambition
  • Trade-Expansion: Encouragement of Merchant Navy
+15%
  • Somali traditions
  • Arabian idea 1: Indian Ocean Trade
  • Canadian idea 6: Legacy of the Empire
  • Luxembourg idea 3: The Moselle Trade
  • Ouchi idea 5: Mercantile Diplomacy
+10%
  • Bengali traditions
  • Breton traditions
  • Traditions of The Hansa
  • Irish traditions
  • Krakowian traditions
  • Malayan sultanate traditions
  • Medri Bahri traditions
  • Orleanaise traditions
  • Croatian idea 2: Pearl of the Adriatic
  • Granada idea 4: Strait of Gibraltar
  • Javan idea 4: Pan-Asia Trade
  • Silesian idea 4: Raubritter
  • Sulawesi idea 1: Intra-Asian Trade Network
  • Burgundian ambition
+5%
  • National idea 6: Mercantile Status

每点海军传统增加1%的 trade steering 。

商队力量

'Note:' The values are displayed under country modifiers of the government interface even without Wealth of Nations DLC, but without effect in the trade nodes.

A nation steering from, towards or collecting (only in main trading port) an inland trade node receives bonus trade power. Caravan power is total development/3 and maxed at 50.

Merchant republics gain +33% bonus to Caravan power.

  • Caravan power is increased by certain ideas and policies. Can exceed 50 with these bonus.
Caravan power.png 传统 理念 效果/野心 政策
+33%
  • Naval-Influence: The Cooperation Act
+25%
  • Plutocratic idea 6: Free Cities
  • Trade idea 7: Fast Negotiations
+20%
  • Air traditions
  • Baden traditions
  • Lorraine traditions
  • Maravi traditions
  • Sadiyan traditions
  • Berber idea 3: Trans−Saharan Trade
  • Dali idea 2: The Tea-Horse Route
  • Hausan idea 4: Sarakunan Kasuwa
  • Khivan idea 3: Oasis of Merv
  • Nizhny Novgorod idea 1: At The Confluence Of Giants
  • Odoyev idea 7: Strengthen the Oka River Trade
  • Persian idea 4: Improve the Silk Road
  • Songhai idea 7: Trans-Sahara Trade
  • Tumbuka idea 5: Inter-African Trade
  • Yarkandi idea 1: Northern Silk Road
+15%
  • Pskovian traditions
  • Kangra idea 5: Strengthen the Mountain Trade
+10%
  • Nubian idea 4: Encourage Long-Distance Trade

禁运

Embargoing is an option in the diplomacy screen that allows a country to leverage their trade power against another nation's, decreasing that nation's trade power in shared trade nodes. The trade screen shows icons for each nation embargoed and those embargoing your nation. Placing the mouse over each nation icon breaks down the penalties in each shared trade node.

Embargoing a country has the following effects:[7]

  • The defending country suffers a penalty to trade power in all trade nodes that both countries have power in. The base magnitude of the penalty is half of the attacker's trade power share in the trade node before the embargo. This penalty stacks multiplicatively with other modifiers.
  • The defending country's opinion of the attacking country is modified by -15. The defender also gains a Trade Dispute casus belli against the attacker unless the embargo is mutual.
  • The attacking country's trade efficiency suffers a -5% penalty unless the defender is a rival.
  • Embargoes do not count against the Diplomatic Relation limit.
  • The attacking country gains up to +10 Power Projection.png power projection if the target is a rival, the amount depending on how severely the embargo affects the target's trade.

Embargo Efficiency can be increased by the following:

Embargo efficiency.png 传统 理念 效果/野心 政策
+33%
  • English traditions
+25%
  • Espionage idea 6: Privateers
  • Offensive-Trade: The Anti-Smuggling Act
+10%
  • Betsimisaraka idea 2: Pirate Ports
  • Cypriot idea 7: Raid Turkish Commerce
  • Malagasy idea 3: Pirate Ports
  • Montenegrin idea 4: Balkan Gusars
  • Naxian idea 3: Archipelago Of Opportunities
  • Pomeranian idea 1: Legacy of Pirates

商人团

Merchants are envoys used to alter the default trade route behavior by collecting or steering trade. Merchants must be stationed at a trade node to do their work and can only travel a distance defined by a country's trade range, which increases with diplomatic technology, idea groups, and national ideas.

Note that employing merchants is not obligatory for trade system to function. Every nation will automatically collect from its home node, and send trade towards it if possible. Merchants are normally used for:

  • collecting in nodes other than home node,
  • trade steering, that is, controlling by which way outgoing trade value is transferred downstream,
  • as a prerequisite for sending light ships to protect trade in nodes where nation has no initial trade power.

获取商人团

Every country has a base of Merchants.png 2 merchants. Permanent means of acquiring more include:

Merchants.png 传统 理念 效果/野心 政策
+1
  • American traditions
  • Bulgarian traditions
  • Catalan traditions
  • Hormuz traditions
  • Pegu traditions
  • Pskovian traditions
  • Expansion idea 2: Additional Merchants
  • Plutocratic idea 4: Free Merchants
  • Trade idea 2: Free Trade
  • Trade idea 5: Overseas Merchants
  • Ando idea 4: Trade Expansion
  • Arakanese idea 3: Bay of Bengal Trade
  • Canadian idea 2: The Hudson Bay Company
  • Candarid idea 1: Genoese Connections
  • Dithmarscher idea 3: Trade Missions
  • Dutch idea 2: Dutch Trading Spirit
  • Gujarati idea 7: Gujarati Diaspora Descends on Africa
  • Gutnish idea 5: Gutnish Merchant Adventurers
  • Hanseatic idea 2: Strong League Obligations
  • Holstein idea 4: Kieler Umschlag
  • Huron idea 1: Great Lakes Trade
  • Javan idea 4: Pan-Asia Trade
  • Kievan idea 6: Support Local Traders
  • Malayan sultanate idea 1: Indian Ocean Trade
  • Malian idea 6: Seek New Markets for Salt
  • Mogadishan idea 1: Indian Ocean Trade
  • Moluccan idea 3: Agents of Trade
  • Novgorod idea 4: Control of the Hanseatic Kontor
  • Omani idea 7: Expansion of Trade Contacts
  • Ouchi idea 4: The Merchants of Hakata City
  • Pattani idea 5: Entrepôt
  • Pomeranian idea 2: Pomeranian Merchants
  • Portuguese idea 4: Encourage the Bandeirantes
  • Sami idea 3: Regulate Trade with the Southerners
  • Shoni idea 4: Nagasaki City
  • Sinhalese idea 3: Pearl of the Indian Ocean
  • South Indian idea 7: Merchant Capitalists
  • Sumatran idea 5: Merchants of The Indian Ocean
  • Tumbuka idea 7: Welcome Swahili Merchants
  • Full Trade Focus
  • Ashanti ambition
  • Central Indian ambition
  • Galician ambition
  • Interlacustrine ambition
  • Ionian ambition
  • Odoyev ambition
  • Aristocratic-Trade: Trade Connections Policy
  • Defensive-Trade: The Armed Neutrality Act
  • Merchant republics have Merchants.png+1 merchant.
  • Some events can give a national modifier that temporarily provides Merchants.png+1 merchant.
  • The East India Trade Company decision gives Merchants.png+1 merchant. This requires being a country with a European capital and the Global Trade instutition embraced, at least two ports, and one province in the East Asian Trade Ports region owned.
  • Countries that control one of a number of trade nodes have the Confirm Thalassocracy decision (requires all maritime ideas and control of several specific trade nodes), which gives Merchants.png+1 merchant.
  • Western nations get Merchants.png+1 merchant for each trade company they control with the majority of the provincial trade power in a region.
  • Countries receive Merchants.png+1 merchant for each colonial nation with at least 10 provinces.
  • The Tengri Tengri with syncretic faith Zoroastrianism.png Zoroastrian provides Merchants.png+1 merchant.

贸易距离

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. Base trade range is increased by Diplomatic technology (100 at tech 1 and 400 at tech 32) and some decisions and ideas.

  • Trade Range is increased by certain ideas and policies.
Trade range.png 传统 理念 效果/野心 政策
+33%
  • Ryukyuan idea 4: Maritime Commercialism
+30%
  • Portuguese traditions
+25%
  • Swahili traditions
  • Trade idea 3: Merchant Adventures
+20%
  • Ayutthayan idea 5: Promotion of Trading links
  • Gujarati idea 2: Jain Connections
  • Kono idea 6: Trade with Continental Asia
  • Mesoamerican idea 7: Obsidian and Jade
  • Mogadishan idea 1: Indian Ocean Trade
  • Pacific Northwest idea 2: Dugout Canoes
  • South Indian idea 1: Merchants of Southern India
  • Naval-Exploration: Skilled Cartographers
+15%
  • Traditions of The Hansa
  • Sumatran traditions
+10%
  • Dutch idea 2: Dutch Trading Spirit
  • Mamluk idea 1: Red Sea Trade

商人团行动

Merchants can be sent to a trade node to perform one of two missions (as denoted in game interface):

  • 收集贸易值 sets merchant to convert trade value into trade income.
The merchant sent to collect from trade node grants a +10% bonus to trade income. Note that nations will automatically collect from their home nodes even if they do not have a merchant present. Collecting trade income from a non-home node halves the country's trade power in that node. (The tooltip shows additive penalty to display -50% penalty applied multiplicatively after all bonuses. For example, if a nation has a +40% trade power modifier before the collecting penalty, the listed penalty will be -50%*140%, that is, -70%.)
  • 转移贸易值 (This is a misnomer[8]) Allows the user to steer trade value.
This allows the nation to choose the downstream link to transport value to. The destination link can be selected in Trade mapmode. Note that in the case of no merchant presence, the nation will still transport value to some link, but this default link is not configurable. Every steering merchant grants a nation +10% bonus to trade power in home node (capped at +100% for 10 merchants) but that applies only if no merchant is collecting in a non-home node.

贸易收入

The trade income a nation collects in a trade node is calculated as follows:

贸易效率

Trade efficiency is added as a bonus modifier to trade income. Base trade efficiency is defined by diplomatic technology but it can also be increased by certain ideas and policies (capped at +200%).

Trade efficiency.png Diplomatic tech.png 外交科技
+5% level 3
+10% level 5
+15% level 10
+20% level 13
+25% level 16
+30% level 20
+35% level 24
+40% level 28
+45% level 30
+50% level 32
Trade efficiency.png 全国修正
+15% Admiral.png Admiral with ‘Extortioner’ trait
+10%
  • ruler with ‘Entrepreneur’ personality
  • Government republic.png 荷兰共和国
  • Government republic.png 自由市
  • Government republic.png Trading City
  • Advisor Trader.png Trader as advisor
  • Zoroastrianism.png Zoroastrian religion
  • Norse Deity Njord Njord deity (Norse.png Norse)
  • Hindu Deity Surya Surya deity (Hinduism Hindu)
  • Monthly fervor increase.png Fervent focus on trade (Reformed.png Reformed)
  • Tengri Tengri syncretic faith Sunni Islam Sunni
+5%
+20% −10% Burghers.png Burghers estate
(depends on influence and loyalty)
−5% for every Embargoing.png embargo against non-rival countries
−10%
  • ruler with ‘Indulgent’ personality
  • during the Aristocratic Coup.png Aristocratic Coup disaster
Trade efficiency.png Local modifiers
+10% Trade office.png merchant present
Trade efficiency.png 传统 理念 效果/野心 政策
+20%
  • Trade-Administrative: Importation Act
  • Trade-Quality: Cloth Quality Edict
+15%
  • Tuscan idea 5: Porto Franco
  • Dutch ambition
+10%
  • Ando traditions
  • Aragonese traditions
  • Canadian traditions
  • Danziger traditions
  • Genoese traditions
  • Irish traditions
  • Italian traditions
  • Kongo traditions
  • Krakowian traditions
  • Neapolitan traditions
  • Ragusan traditions
  • Shoni traditions
  • Sinhalese traditions
  • Venetian traditions
  • Württemberger traditions
  • Yarkandi traditions
  • Trade idea 4: National Trade Policy
  • Air idea 1: Taghlamt
  • Anatolian idea 5: Caravanserais
  • Arakanese idea 7: Arakanese Trade Contracts
  • Bahmani idea 4: Karimis
  • Bengali idea 2: Ganges-Brahmaputra Confluence
  • Beninese idea 7: Regulation of Trade
  • Berber idea 3: Trans−Saharan Trade
  • Bremish idea 4: Free Imperial City of Bremen
  • Burgundian idea 5: Integrate the Towns in the Estates General
  • Butua idea 7: Vashambadzi
  • Carib idea 1: River Trade
  • Cham idea 6: Agarwood
  • Chickasaw idea 5: Slave Raids
  • Circassian idea 3: Circassian Grain Trade
  • English idea 4: The Navigation Acts
  • Greek idea 5: Control the Mediterranean Trade
  • Gujarati idea 6: Foreign Merchants set up Factories
  • Hormuz idea 1: A Vast Emporium
  • Imagawa idea 2: Control of Tokaido
  • Ionian idea 4: Gate to the Adriatic
  • Javan idea 7: Terracotta Banking System
  • Kaffan idea 7: Trade Reform
  • Kazani idea 7: End Western Domination
  • Khivan idea 5: Amu Darya
  • Khmer idea 4: River Trade
  • Kongolese idea 7: The Ivory Trade
  • Kutai idea 1: Earliest Indic State
  • Ladakh idea 7: Invite Far-Away Traders
  • Laotian idea 6: Southern Silk Road
  • Malagasy idea 6: Control of the Foreign Traders
  • Malian idea 7: West African Slave Trade
  • Malvi idea 3: Protect the Delhi-Surat Trade Route
  • Mamluk idea 7: Monopoly Ports
  • Medri Bahri idea 1: Kings of the Sea
  • Ming idea 5: Restore the Salt Monopoly
  • Mogadishan idea 5: Mogadishan Currency
  • Moldavian idea 7: Moldavian Trade
  • Moluccan idea 1: The Spice Islands
  • Mutapan idea 6: Curva
  • Nizhny Novgorod idea 6: Open Up The River Trade
  • Omani idea 4: Port Security Improvements
  • Orissan idea 6: Encourage the Salt Trade
  • Ottoman idea 6: Tulip Period
  • Pegu idea 1: Riches of Pegu
  • Permian idea 4: Great Perm
  • Polotskian idea 5: Trade Hub
  • Pomeranian idea 6: Dominate the Baltic
  • Portuguese idea 7: Open up the Guilds
  • Pueblo idea 4: Cotton Weaving
  • Punjabi idea 2: Encourage Indo−Persian Trade
  • Rajput idea 7: Rajput Trading Houses
  • Ryukyuan idea 5: Sign Trade Agreements
  • Sadiyan idea 5: Dihang
  • Siddi idea 6: Konkan Trade
  • Silesian idea 5: Via Regia
  • Sligonian idea 1: Promote the Trade
  • Somali idea 5: Indian Ocean Trade
  • Sukhothai idea 3: Sawankalok Ware
  • Sumatran idea 1: Reliance on Trade
  • Swahili idea 1: Indian Ocean Trade
  • Tapuian idea 6: Open Trade Routes
  • Tarascan idea 3: Merchant-Officials
  • Theodorian idea 4: Port Avlita
  • Tirhuti idea 2: Gateway to India
  • Tverian idea 1: Tverian Merchants
  • Venetian idea 3: Stato da Màr
  • Vindhyan idea 6: Diamond Mines
  • Andean ambition
  • Couronian ambition
  • Gutnish ambition
  • Ambition of The Hansa
  • Kono ambition
  • Navarran ambition
  • Ouchi ambition
  • Pagarruyung ambition
  • Pattani ambition
  • South Indian ambition
  • Sulawesi ambition
  • Tumbuka ambition
  • Innovative-Trade: The Banking System
  • Maritime-Offensive: Naval Convoy System
  • Naval-Administrative: Harbor Administration
  • Naval-Trade: Fortified Trading Posts
  • Offensive-Trade: The Anti-Smuggling Act
  • Trade-Economic: The Statute of Monopolies
  • Trade-Expansion: Encouragement of Merchant Navy
+5%
  • Huron traditions
  • Portuguese traditions
  • German idea 2: Frühlings- und Herbstmesse
  • Mesoamerican idea 7: Obsidian and Jade
  • West African idea 6: The Great River

私掠

主条目:Naval warfare#Privateering

Any fleet that contains light ships can be sent on a privateering mission to any trade node within trade range. The fleet will hoist the Jolly Roger and add the trade power of its light ships (plus a bonus) to a dummy "pirate" nation in the node, thus reducing the trade power share of everyone in the node - including their controller, though a portion of the trade value lost this way is returned to the controller, listed in accounts as "spoils of war". Unlike protecting trade, privateers can be sent to nodes a nation has no power in, making it a way of weakening the nation's enemies or gaining revenue from nodes it can't touch otherwise. Privateering a rival's trade generates power projection.

追捕海盗

主条目:Naval warfare#Hunt pirates

This mission is available to fleets which contain at least one ship that isn't a transport. Fleets containing heavy ships or light ships may hunt pirates in any non-inland trade node; however, fleets containing only galleys (as well as fleets which are a mixture of galleys and transports) can only hunt pirates in nodes where all nearby sea provinces are inland seas.

Pirate-hunting fleets reduce the trade power taken by the dummy "pirates" nation in the chosen trade node by reducing their privateer efficiency. They do not actually damage or take damage from any ships.

参见

参考文献

  1. https://youtube.com/3DqT8aKwdzw
  2. https://youtube.com/lfyYldaGtCg
  3. https://youtube.com/qKKcyaMmdjI
  4. https://youtube.com/mrMtnIasjSM
  5. See in /Europa Universalis IV/common/static_modifiers/00_static_modifiers.txt (Static_modifiers#Mercantilism).
  6. http://www.eu4wiki.com/Trade_company
  7. http://www.youtube.com/watch?v=3utb0ECjWDk
  8. https://youtube.com/cFVL8UUtmbY