This range also controls how far explorers can go on exploration missions. Trade and production of trade goods are two of the three main sources of income for a country, the third being taxes. There is no cost to setting this policy and it can be changed every 12 months. It was last verified for, Seven Cities of Gold and the Fountain of Youth, Expansion idea 6: General Colonization Law, /Europa Universalis IV/common/static_modifiers/00_static_modifiers.txt, https://eu4.paradoxwikis.com/index.php?title=Colonization&oldid=129082, Articles with potentially outdated sections, an empty province to colonize (either adjacent to a core province, or within, a means of pacifying the natives (troops to guard it, or policies to lower their aggressiveness). To increase the trade value of a node a player can: Because merchants increase trade steered out of a node, by far the most lucrative method of increasing trade is to place merchants in a chain of controlled nodes so that each merchant compounds the value of trade it passes on to the next. Each nation that is not collecting at the node has only forwarding power. The type of subject nation created depends on its location in the world. Increase goods produced, by: 1.1. developing base production in owned provinces; 1.2. building manufactories and furnaces; 1.3. giving provinces to trade companies; 1.4. accumulating positive goods produced modifiers, e.g. This can be used to steal growing colonies to save war score for another actions in peace treaty or by non-colonizer nations to gain colonial foothold. Alternatively, Asian and Indian countries with strong navies and trade steering may be able to push trade across the Indian Ocean to Zanzibar and collect trade there, eventually steering trade south from the Gulf of Aden as well. In this way all nodes are connected in a global network, with a handful (e.g. Caravan power is increased by certain ideas and policies. The exact amount and relevant calculations can be seen in province view under Trade category. Stationing a Merchant in the capital increases the income there by 10%, whereas collecting with a Merchant in another node halves the Trade Power. The amount of outgoing trade value is equal to. If the trade range permits, a country can send a merchant to a node without any initial trade power and then follow up with light ships protecting trade (as long as these are within supply range). A colony becomes a full city when its population reaches 1000, and is destroyed if its population reaches 0; this can happen due to attacks by natives, events and colonies being destroyed by other countries in a war. Undiscovered land provinces have a chance per month to be discovered by owners of adjacent provinces (typically taking 3–5 years). The Navigator Diplomatic Advisor gives a +20% colonial range bonus. 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. That nation and their associated colonial nation will receive a +10 increase to settler growth within the region. Ayutthayan idea 5: Promotion of Trading links, Gujarati Princedom idea 7: Extend Trade Routes to Africa, Gujarat Sultanate idea 2: Jain Connections, Malabari idea 1: Merchants of Southern India, South Indian idea 1: Merchants of Southern India, West Indies idea 4: The American Trade Hub, Aragonese idea 5: Chartered Merchant Companies, Antemoro idea 6: Strengthen control over the Slave Trade, Byzantine idea 5: Byzantine Merchant Class, Deccani idea 3: Privileges for Foreign Traders, Hanseatic idea 1: The End of the Victual Brothers, Indian Sultanate idea 5: Equality Under the Law, Mogadishan idea 3: East African Gold Trade, Ogasawara idea 6: Improving the Nakasendo, Pskovian idea 6: Arts and Crafts of Pskov, Diplomatic-Expansion: Commercial Embassies, Each colonial nation (of at least 10 provinces) provides, Ferraran idea 5: Resisting Venetian Control, Iroquois idea 3: Keepers of the Eastern Door, Transoxianian idea 6: Entrepôt of the Silk Road, Zambezi idea 3: Control of the Zambezi Trade, Mutapan idea 6: Controlling the Mutapan Riches, Trebizondian idea 6: Terminus of the Silk Road, Medri Bahri idea 6: Promote the Red Sea Trade, Baluch idea 5: Control the Overland Trade, Delhian idea 6: Protect the Grand Trunk Road, German idea 2: Frühlings− und Herbstmesse, Gujarati Princedom idea 2: Establish New Trading Ports, Telugu idea 7: Encourage Coromandel Trade, Dalmatian idea 2: The Dalmatian Principalities, Ionian idea 6: Entrepôt of the Eastern Mediterranean, Saluzzo idea 5: The Key to the House of Italy, Trade-Expansion: Encouragement of Merchant Navy, Sulawesi idea 1: Intra-Asian Trade Network, Caspian idea 4: Protect the Caspian Trade, Nizhny Novgorod idea 1: At The Confluence Of Giants, Odoyev idea 7: Strengthen the Oka River Trade, Kangra idea 5: Strengthen the Mountain Trade, Nubian idea 4: Encourage Long-Distance Trade, Arakanese idea 7: Arakanese Trade Contracts, Barbary Corsair idea 1: The Barbary Slave Trade, Bengal Sultanate idea 1: Combat Coastal Piracy, Bengali idea 2: Ganges-Brahmaputra Confluence, Bremish idea 4: Free Imperial City of Bremen, Burgundian idea 5: Integrate the Towns in the Estates General, Circassian idea 3: Circassian Grain Trade, Great Ming idea 5: Restore the Salt Monopoly, Greek idea 5: Control the Mediterranean Trade, Gujarat Sultanate idea 6: Foreign Merchants set up Factories, Hadramhi idea 4: Encouraging the Incense Trade, Imperial German idea 4: The New Hanseatic League, Khorasani idea 7: Protect the Caravan Routes, Lotharingian idea 3: Wealth of the Low Countries, Malagasy idea 6: Control of the Foreign Traders, Malvi idea 3: Protect the Delhi-Surat Trade Route, Nizhny Novgorod idea 6: Open Up The River Trade, Punjabi idea 2: Encourage Indo−Persian Trade, Rassid idea 7: Secure the Yemeni Trading Monopolies, Samtskhe idea 5: Protect the Trade Routes, Trade-Economic: The Statute of Monopolies, German idea 2: Frühlings- und Herbstmesse, The defending country suffers a penalty to trade power in all trade nodes that both countries have power in. Every country has a base of 2 merchants. However, if Portugal colonized Chortli (2637) first, which is the province north of Pipil but on the east coast of Central America, then a Colonist subsequently travelling to Pipil would have its travel time dramatically reduced. A native policy must be chosen when a nation unlocks their first colonist (from any source). Parliaments also may pass a bill granting an extra colonist for 10 years. All of the value gained from improving trade good production will come from higher provincial. Control of a trade node is dictated by a country's Trade Power share in that node. Each country transferring with a merchant present selects an outgoing node to steer trade to (the player does this from the trade map mode). See Trade goods § Goods produced for the details of goods produced; for trade purposes, the most noteworthy modifier is that merchant republics and trade companies give a bonus – in all provinces in the node, not just their own – to goods produced proportional to their share of trade power in a node, up to +50%. The size of the native population determines how many native regiments attack at a time. Trade power abroad receives the following bonuses: Winning a parliament debate "Charter Trade Company" provides +5% trade power abroad bonus for 10 years. Any further provinces that are conquered (even if not cored) or colonized in that colonial region will be ceded to the colonial nation after one day, replacing cores of the overlord with those of the colonial nation. Overseas provinces can be used to build ships. Trade nodes that are not domestic are considered abroad and will suffer from over-extension penalties. Winning a parliament debate "Charter Trade Company" provides +20% trade range for 10 years. Each point of mercantilism provides +0.5% embargo efficiency, capped at +50%. The Exploration and Expansion idea groups unlock several events that can trigger to modify colony growth rate or size directly, and can be either beneficial or detrimential. Discovering these areas is essential to finding provinces to colonize.
2. Trade steering is applied as a multiplicative bonus to trade power used for steering when determining which outgoing node trade is steered to.
Dolly. (Example: Crimea is upstream to Constantinople.) Trade efficiency is added as a bonus modifier to trade income. This will give the colony home province's culture and religion. The "trading in" bonus from controlling a 18% trade share in a certain good ranges from entirely useless (dyes' +33% heir chance if playing as any denomination of Islam, a republic, or a theocracy) to potentially game-changing (wine's -1 to global unrest). Once colonization is finished, a colony becomes a full-fledged province.
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