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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?
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
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
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