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Trade

Imperator: Rome tutorial #4 - economy and trade.

Trade is a way nations can generate income and get access to goods they need. Creating a new import route costs Wealth 15 gold. (This can be modified by Inventions and by selecting the Mercantile stance)

Trade RoutesEdit

A Trade Route is the importing of one Trade Good into your Province. Trade routes may be foreign or domestic (from within your own nation). A Province can only trade a good if that province provides a surplus of that good (i.e. if it in total produces 2 or more of that Trade Good). Internal trade routes only require a surplus. But foreign trade requires trade access first (i.e. positive relations). When two nations with active trade routes go to war all imports/exports between them are cancelled.

A Territory produces 1 Trade Good by default, and can produce more with enough labor. For each additional 15   slaves in a settlement, and 20   slaves in a city or metropolis, it will produce an additional +1 Trade Good.

The threshold for a surplus can be reduced by:

Some territories have unique permanent surplus threshold reductions such as Rhodian Glass Workshops in Rhodes or Cedars of the Gods in Phoenicia.

There is no limit to how how many exports a province has, other than the amount of surplus goods it produces. The number of imports a province has depends on the number of ports in the province. A trade route may be created in any owned province by paying 80 Political Influence to Entice Business Investments. Trade routes may also be created through random events.

Typically surpluses of trade goods are sought after mostly, or entirely, in the nation's capital province. A surplus in the capital gives a special bonus to the ENTIRE nation, these can be found in this list.

Only the provincial capital in each province gets the benefit of any stacked (excess) goods. The other territories are treated as though they have access to just 1 of the trade-goods. Only the surplus in province bonus can be applied multiple times.

Commerce IncomeEdit

  Trades Routes create Commerce Income separately from the Commerce generated by   Citizens.

Each foreign Trade Route, import or export earns a base of   +0.20 Commerce Income. Each domestic Trade Route earns a base of   +0.05 Commerce Income. Domestic trade is almost never worth it unless you are setting up a specific capital surplus or for food.

Trade Route Income modifiers include:

  • +2% per   1 Finesse of the ruler (or Consort/co consul if higher)
  • +2.5% by each level of Civic Advances
  • +1% by every   4 Stability above 50
  • +5% by a capital surplus of   Dates
  • +2.5% by exporting   Dates
  • +25% using Mercantile Stance
  • +20% base, for every foreign export Trade Route per province(needs verification)

Increasing Import routesEdit

A nation has multiple ways to get more allowed import routes to its provinces:

  • Entice Business Investments (Oratory provincial investment) adds +1 trade route (and they stack)
  • each port add +1 trade route to the province
  • if a province has a Metropolis then it gets +1 trade route


The capital province has access to more trade routes than any other province

  • +1 Regional Power Nation rank. Requires 25 cities.
  • +1 Major Power Nation rank. Requires 100 cities.
  • +1 Great Power Nation rank. Requires 600 cities.
  • +2 'Trading Permits' the default commerce option in the economy tab.
  • +3 "Patronized Trading Posts" National Idea Requires Civic Advances level 4
  • +1 Invention unlocked every four levels of Civic Inventions


Domestic policy State Characters Attributes Position Culture Government Laws National ideas Rebellion Religion Technology
Economic policy Buildings Economy Population Trade Trade goods
Provinces Region Province Territories Colonization
Military Military traditions Army Siege Assault Land units Land warfare Naval warfare
Foreign policy Treaties Warfare Casus belli Diplomacy Subject nations Barbarians
Script Events Decisions Missions