


You want money from trade, then you gotta conquer more and more nodes. Technically you just monopolize trade in some area. There is nothing that can make you a lovely trade partner and fill your coffers just like conquering everything. There is no point in getting footholds across the globe, if America and Indonesia produce the exact same good - ducats.Ībsolutely everything. This leads to general lack of global empires. There is nothing that can be done to have this trade power and bonus but conquering the land. There is a way to get "Trading in" bonus by controlling trade nodes, but really it's only that. Because of that there is an opportunity to make them provide different bonuses and give the game a new layer of complexity. Something Imperator Rome did was have individual goods provide an effect to the country that has access to it and trading for it was a way to get such access. In the end we get a system that you can't really influence.

The path spread takes isn't reasonable, there is no spread from Arabia to Muslim parts of Indonesia, but instead it takes it time going through Persia, Iran, Burma and Indochina. The speed of embracing isn't a matter of how much involved you are in trade with more advanced nations, it's purely about the distance from the spawn point. There isn't a system that would show that some place in Asia is visited by traders from Europe or the Muslim world, so every institution has to spread through land, like through lovely nomadic steppes. Institutions outside of Europe feel disconnected from the rest of the game develop first three (there also is Feudalism by it's a different story) and get the last three without much trying. The irony is that if not for auto discovery of the world map, most of the world would embrace this institutions without actually ever seeing Europeans. Instead of having spots on the map be centers of the global trade, because they are harbours of a country that conveys transcontinental trade, we have spots that arbitrary placed centers of trade. There isn't something like global trade in EU4, but it's not the only complain Global Trade institution does not relay on trade at all. Then it gives a merchant and it's story comes to an end. Is an institution that quickly spreads to every corner of the world and is embraced by everyone before it is really noticed. I'll try to name a few things that in my opinion can't really be improved as long as we have these mechanics for trade. It's fine and generally does it job, but it's certainly a rather limiting way of representing trade. Whenever I try to find a reason why some mechanic isn't as good as it could be, it brings me to the same culprit - the trade system.
