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  1. #1
    Stildawn's Avatar The Legislator of 'Lol'
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    Default Trade boats and trade ports?

    Hi All. My first game doesnt load anymore so I started another one and tried a few things Ive learnt here since.

    First this I did was pump out sloops and send them off to reserve all the trade places (like brazil etc)

    So I got to all but 3 which is good I think, now Im begining to send of indiamen to replace the sloops.

    This is where Im confused, only one trade place has a green trade lane for me???

    And also it seems I cant merge my Indiamen into some boats already there? I thought your able to put a full stack of Indiamen on each point?

    And thirdly, I think the 13 Colonies have come and kicked me off a point as I can see there boat there but so is mine? How is that possible?

    Oh and when I cant merge with the boat already there I can still move the new boat onto the point and they sit there both in the same place????

    Any answers would be awesome?

    Cheers

  2. #2

    Default Re: Trade boats and trade ports?

    that's just a bug xD
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  3. #3

    Default Re: Trade boats and trade ports?

    Now im not sure about this but there is some sort of trade fleet bug that causes fleets NOT to trade on trade posts.

    Also you need Trade ships on Trade posts (I'm probably being patronising but some didn't get that).

  4. #4

    Default Re: Trade boats and trade ports?

    It's a bug. Same thing happened to me. I just had to destroy the ships and replace them.

  5. #5
    Foederatus
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    Default Re: Trade boats and trade ports?

    Yep if you get Indiamen stuck in the trade node without trading you have to scupper the lot of them and send new ones. Only way to keep this from happening is to move your entire trade fleet off the node, do your merging business outside, and then return the fleet to the node.

  6. #6
    Stildawn's Avatar The Legislator of 'Lol'
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    Default Re: Trade boats and trade ports?

    Ok, and should they all start tradeing imediately? So sloops cants trade, just indiamen (playing as GB)

  7. #7
    Foederatus
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    Default Re: Trade boats and trade ports?

    Quote Originally Posted by Stildawn View Post
    Ok, and should they all start tradeing imediately? So sloops cants trade, just indiamen (playing as GB)
    Trade ships have a gold coin or something to that effect in the top left of their unit card, ones that I know of are Galleons, (not Galleys) Indiamen, and Fluyts.

  8. #8
    Brusilov's Avatar Local Moderator
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    Default Re: Trade boats and trade ports?

    At the start of the campaign build as many trade ships as possible and send them to as many different locations as possible. When you get to some of them beware as there are usually pirates around and they will attack you. I had a ship sent out to the East Indies and it was chased by a pirate fleet. I withdrew and the pirate followed but did not catch me. I was then able to sail around the ship and land on the trade circle. Once you are there the AI does not attack you!

    The other thing to know is that even if you place your warships around a trade circle they will not block the AIs trade ships from landing there. I made the mistake in one campaign of attacking the fleet there without having a trade ship to take it's place. By the next turn there was a Spanish trader there. Never again.

    You will find that one or more of the trade circles can be held by a pirate fleet - simply attack that with your warships and have a trade ship ready.

    Once you've grabbed as many trade circles as possible start to stack up your fleets. You can only have a single stack of ships in each trade circle.

    The trade from that circle may not start until you have a trade agreement with someone that can trade there. I think in one campaign I was there for a while until I could trade (there may be no faction that had been built up sufficiently).

    Once you've got your trade fleets in place make sure that you've got the warships to clear off any pirate fleets (or anyone else you are at war with) from sitting on the trade route and blocking them. The loss of income is hard to take when you expect around 20-30k per turn (early on of course).

    The following are all from a campaign in 1826 but it gives a very good idea of what trade can do for income.

    Spoiler Alert, click show to read: 




    The finances 'blown up'
    Spoiler Alert, click show to read: 




    Trade summary - the longer you trade with someone the better the bonus is (the number shown is the bonus trading with France).
    Spoiler Alert, click show to read: 



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