

There are two outgoing routes, so 3 ducats are going to the North Sea, and 3 to Western Europe. Even if some Indian native nations try to collect, Portugal and I both add all our remaining ships, so no trade is staying in the node. Lawrence, pretty much everyone agrees the trade can not stay there. Lawrence, while only 3 make it to Western Europe.

Let's say I have double their trade power, so out of the 9 ducats, 6 will be transported to Gulf of St. No bueno! I also add a merchant, to steer the trade further to Gulf of St.

However, the Portuguese add a merchant to steer all that trade to Western Europe. Our combined trade power matches Vinland 9:1, thus 9 ducats will leave Chesapeake, and Vinland will only collect 1 ducats out of the incoming 10. Portugal wants the same, so they also add trade power. I don't want the trade to stay in Chesapeake, however, so I add ships (trade power) to that node, so the value will be going out once more. 100% of those 10 ducats are thus transported forward to Chesapeake, even if they add no ships of their own – my massive trade power is making sure value is being transported out, they only influence the direction. Vinland prefers that trade to go to Chesapeake, where they are collecting, so they send a merchant to pull trade in that direction. Now 50% (10 ducats) is going out of Cuba, even if I have no merchant present. I transfer ships to match their trade power. Cuba has high trade power, and collects 100% of the trade value. The Caribbean has 20 ducats in trade value and two outgoing routes. I also control the coast of Eastern America through a subject nation (Vinland). I am Norway, my home node is North Sea, and I automatically collect there. Practical example from my own game (with made-up numbers) If the trade is already going where you want, you can add more ships to ensure more value is transported your way.

If any nation decides to add a merchant to influence the direction of the trade, all outgoing trade is going in the direction they choose. If no nation has a merchant present, the trade will be evenly divided between all outgoing routes. However, since you have no merchant present, you have no power over where that trade is going. Thus, as you add more ships, more value will leave the node. If you have no merchant present, the default mode is to steer trade away from the node (exception: you always collect in the node in which you have your capital). Trade power can be used to either steer trade value, or to collect. It is possible to have high TP in a node, with no merchant, and still benefit from it. However, in practice it is not so simple. You would use your light ships to add trade power to the nodes, so as much as possible gets steered in the desired direction. Basically, you would attempt to steer trade power (TP) back to the node in which you have your capital, as that is where you will potentially collect the most.
