If you go to sell, and the selling one of the commodities will drop the price LOWER than your price floor, the convoy will not sell. So if I am buying fruit, and I want it to be bought at 64, I should set my price to 65. This means if you are buying, it will buy UNTIL the price hits your maximum price, not through that maximum. Important note: The price you set is Exclusive. The convoy will attempt to buy, or sell, the quantity you set as long as the cost is below or above your price. You set the quantity to buy and sell in each port, and the price to pay for buying and selling. Unloading to a warehouse does not, however, take into account other trade routes that will be picking up from the warehouse. This is a great way to work with warehouses in Regional distribution games. This works great if you have a main warehouse that supplies an entire trade route with all the commodities. It will then get to stop 4 and recalculate demand for stop 5 and stop 6 before buying the commodity to try and fill that demand.Ĭonvoys can also Load from a warehouse based on demand along the route. For example, on a 6 stop route, given the commodity can be bought at stop 1 and stop 4, the convoy will buy enough on stop 1 to fill the demand of stop 2 and stop 3. When a convoy buys from a port, it will take into account all of the demand for the commodity along the route, and it considers if it can buy more of that commodity along the way. You can set all your routes to Automatic and be ok for the most part You do not set any quantities nor any prices. Automatic Trade RoutesĪutomatic is just that: the convoy takes a good guess about the demand of an item that it’s buying and attempts to buy enough of it to sell in each port that is designated a ‘sell’ port. Manual trade routes, we’re talking about how the convoys buy and sell commodities in port. Sure, you can play without actually setting up a trade route and manually control your convoys, but that’s tedious. There are 2 ways to play with trade routes: Automatic and Manual. Can you play without them? Arguably yes, but you may have a tough time and you’ll be limited in how much you can do. Trade routes are the biggest focus of the game, and as such they are your life blood. Do yourself a favor and save a copy of the spreadsheet for yourself just to have the Demand Calculator Trade Routes It has a bunch of information in there, with some explanations at the bottom of the sheet for why I went with the numbers I did, or some explanation and insight into the numbers themselves. The Commodity Production Spreadsheet breaks down the costs of producing commodities yourself, suggested max buy and min sell prices for all three economy difficulty settings, a sheet that groups the commodities based on their demand rates, a brand spanking new demand calculator (it’s accurate within a few barrels), and a couple sheets where I explore the demand for given city sizes and get some insight into how the demand of commodities (read: how many you can sell before the green bars fill up) works for a given population size. The Warehouse Guide will explain how to use your warehouses and interpret important information from them. The more inhabitants a town has, the more commodities are consumed, because each inhabitant needs a certain amount of commodities per day.This guide is supplemented by the Warehouse Guide ( Google Doc, Steam) and the Commodity Production Spreadsheet. The Satisfaction of the inhabitants is mainly influenced by the availability of commodities. Each town can produce 4 of these commodities and the efficiency per commodity is between 90% and 110%. Which of these commodities can be produced in a town is specified in the town dialog. Handicraft businesses can be established in all towns, but businesses for cultivation and mining of commodities are subject to the geographical conditions of a town. From there they are distributed by trade convoys to the other towns. These are first transported with the treasure fleets from Europe to the Viceroy towns of the Caribbean. New workers can only be hired into businesses if the living space is not yet fully utilized and there are enough job seekers in the town. ![]() As a rule, therefore, four times as much living space is needed as there are workers. ![]() ![]() Around a quarter of all inhabitants are workers, as workers bring families with them or start new families. The size and economic power of a town is determined by its inhabitants. This information is available also in game under Tips and Tricks Goods distribution in campaign mode: Town There are 60 towns in the Caribbean of Port Royale 4, always distributed among the 4 nations of Spain, England, France and the Netherlands.
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