Europa Universalis IV

Europa Universalis IV

Dynamic Mercantilism
25 Comments
DudeChris33  [author] 10 Apr @ 12:31pm 
I agree, I will cut them in half
MCStormy 10 Apr @ 5:33am 
I think the buffs and debuffs are too drastic
DudeChris33  [author] 9 Apr @ 4:42pm 
@MCStormy what would you change?
MCStormy 9 Apr @ 12:08pm 
It is kinda overpowered imo
NotSure 5 Dec, 2024 @ 12:56pm 
Got it. Indeed it changes quite fast. Now I wonder how broken it is haha. Reaching 70-80 is not that hard (even though I understand it doesn't relate to goods produce) and makes losing merc impactless.
DudeChris33  [author] 1 Dec, 2024 @ 2:46pm 
I may change this in the near future, tbh this mod has been kind of abandoned since it was just a random idea I had and <400 ppl subscribed
DudeChris33  [author] 1 Dec, 2024 @ 2:46pm 
@NotSure your mercantilism increases as you stack up mercantilistic modifiers like domestic trade power and goods produced, it decreases as you stack free trade modifiers like institution spread and trade efficiency
NotSure 1 Dec, 2024 @ 8:34am 
@DudeChris33 Hmm ok. So is there a sum up in game where I can see what (will) impacts mercantilism. In my england/angevin game I'm around 34 mercantilism and I don't see much of variations aside from those I do but maybe it's normal (the only mod I run is europa expanded).
DudeChris33  [author] 29 Nov, 2024 @ 9:05pm 
@NotSure new game not required, purely event-based. The mercantilism button does what it always has. I was thinking about making it a pair of toggle buttons depending on what your government wants to focus on but idk
NotSure 29 Nov, 2024 @ 11:31am 
Really like the idea behind this mod, trade mechanics are kind of boring in vanilla.
I have 2 questions: should I start a new game to make it work properly? and the button to increase mercantilism should still be there (if yes what for?) or are my mods messing with yours?
DudeChris33  [author] 27 Mar, 2024 @ 2:26am 
yeah I fixed that, realized 100% was way too powerful and set it to 20%. Still working on how exactly the numbers should work
see two 23 Mar, 2024 @ 12:54pm 
in my game countries are stuck at 0% mercantlism, meaning they are all at +100% trade efficiency, leading to AI lubeck saving up 10k ducats.
DudeChris33  [author] 21 Mar, 2024 @ 8:10pm 
good catch
whuchurface 21 Mar, 2024 @ 7:43pm 
You might want to check the event modifiers file, for me it's not a txt file so you don't get the mercism_global_base modifier
DudeChris33  [author] 21 Mar, 2024 @ 12:14pm 
thanks for all the feedback, will be open to more but im now out of brainstorming stage
DudeChris33  [author] 21 Mar, 2024 @ 12:14pm 
I think I have a good system set up now, just need to bugfix and resolve an incompatibility with ante bellum
DudeChris33  [author] 21 Mar, 2024 @ 12:14pm 
yeah thats in there. first thing I added
Matt 21 Mar, 2024 @ 11:52am 
I'd also suggest looking at Good Produced as a key modifier - Mercantilism was all about the idea that importing is bad and exporting is good, so perhaps you can have a higher mercantilism value without experiencing ill effects if your GPM is higher. Have been playing with the mod already and I like it a lot! Recommend it combined with governing cap clamp and trade goods expanded mods, obviously :)
DudeChris33  [author] 19 Mar, 2024 @ 2:25pm 
to my understanding mercantilism is just the state's control of trade. I have represented this by giving trade efficiency and institution spread at low mercantilism and province trade power modifier at high mercantilism. I think the coalition stuff could actually be better in a separate mod, I will look into that in the future
DudeChris33  [author] 19 Mar, 2024 @ 2:16pm 
these are all excellent ideas. I have already updated it to include things like subjects, trading bonuses, and production leaders, but I will definitely add the rest of these, thank you :)
see two 19 Mar, 2024 @ 1:40pm 
8) "governing_capacity_percentage" here, on the other hand, having a governing capacity below 100% utilization would represent government's ability to divert it's attention towards optimizing trade in favour of mercantlism, while being above 100% would, instead, hinder the profitable trade policies. You could perhaps change the cut-off points to <80% and >110% to make a sort of "buffer zone", so that when at 80-110% governing capacity you would neither gain nor lose extra mercantlism

9) "has_privateers" this is an interesting one, in a bit of a roundabout way - by utilizing privateers, you make it harder for others to conduct trade, so potential buyers are forced to trade with you, since your privateers wouldn't attack your shipping
see two 19 Mar, 2024 @ 1:40pm 
4) "has_any_disaster" similar to the last one, but some disasters do already have this sort of effect

5) "light_ship_fraction" or "transport_fraction" depending on whether you want to further buff ones already focused on protecting trade via naval power, or, instead, reward those that have the cargo hauling capacity to carry the traded goods, I think "transport_fraction" is a more interesting option

6) "is_subject" pretty straightforward - subjects of any kind have a lessened ability to exercise independent trade policy

7) "tax_income_percentage" I would argue that a country that is mostly subsisting on taxes would stifle mercnatlism, rather putting export taxes in place to profit, instead of actually promoting mercantlism, but I am not an expert on the subject. Make it so high "tax_income_percentage" gives a reduction in mercantlism
see two 19 Mar, 2024 @ 1:40pm 
from what I understand, "Mercnatlism" irl means smth like "get us all the resources we can and then sell at a mark-up once we get a monopoly". Hencewhy these triggers would make sense in my opinion:

1) "production_leader", if possible make a single trigger for all trade goods for omptimization purposes, if not - you could instead offer a larger mercnatlism equilibrium point for controlling more "valuable" trade goods (ones that cost more, i.e. silk, ivory, etc., as opposed to grain and fish, gold also works with this one, unlike the next one)

2) "num_of_trading_bonuses", quite simply give a buff for 1 bonus, larger buff for 2, and I'd say 3 maybe, rarely if ever a country gets 4 such bonuses, and if they do - they probably don't need more mercnatlism lol

3) "coalition_target" a bit of a weird one, but I'd say that if you have a coalition against you, trading with others becomes significantly harder, but is not represented in game as such
DudeChris33  [author] 18 Mar, 2024 @ 11:05am 
how many colonies is good I didnt think about that one, will add it. I dont know if paradox has a trigger for trade companies, trade league members could get busted because they dont take diplo relation slots I think it should just be if youre a merchant republic or not, subjects transferring trade yeah that works. Thanks for the ideas
Antor Seax 18 Mar, 2024 @ 8:18am 
Perhaps how many colonies, trade companies, trade league members, subjects transferring trade you have could impact the equilibrium as well?