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own merchants, and it is often quite difficult to displace a merchant in a center in which you have not previously been trading. As you might imagine, another country will not be particularly pleased if one of your merchants dislodges one if its merchants since this represents a loss of income to that nation. Each time you put another country’s merchant out of business, your relationship with that country will suffer a small penalty. You can avoid unintentionally angering a country in this way by diplomatically arranging for a trade agreement between your two nations. This guarantees that your merchants will never try to dislodge one another. A more drastic step that will give your merchants a competitive edge in your own trade centers is to diplomatically embargo another nation’s merchants. This denies that country the right to expand its business in any centers of trade that you own. Issuing an embargo is a somewhat drastic step that will cause your relationship with that nation to sour, and will give that country a casus belli to go to war with you over the issue until you lift the embargo. Monopolies There is a special level of trade that you attain in a center of trade: a monopoly. You will need to have researched at least trade technology level 7 before you can even attempt to achieve a monopoly, and you must already have 5 merchants active in that center. You may then send a sixth merchant to try to gain a monopoly. If you succeed, you will gain a disproportionately large bonus in the value of trade that you derive from this center each month, and your merchants will be even harder than usual to dislodge. Also, fledgling merchants will be impressed in your achievement and will be more inclined to make themselves available to you, resulting in one extra merchant being added to your pool each year for each monopoly you hold. Trade Disruption Income derived from overseas centers of trade can be precarious if you are unable to maintain control of the seas. Your trade income will be reduced from any overseas source if any of your coastal provinces’ ports are currently blockaded by enemy fleets. The amount of trade lost is proportionate to the percentage of your ports that are blockaded, and the lost revenue is transferred to the owner of the blockading fleet. You would be well-advised to ensure that you have the naval muscle to protect your coastline if your economy depends heavily on trade. Europa Universalis III does not trace specific trade routes, province by province, from their source to your capital. Even if the waters immediately adjacent to an overseas center of trade are blockaded, or if a “trade route” is obstructed by enemy fleets, it will not reduce your trade income as long as the coastline immediately adjacent to your country are free of enemies. There are roving fleets of pirate ships that may periodically appear on your coastline. Some of these are created randomly, while others may be the result of another nation’s efforts at espionage. These will have the same effect as an enemy’s blockade, but any revenue they capture is simply lost. It is not transferred to anyone else. Of course, if you have a very powerful navy you might wish to engage in a little piracy yourself. Any trade income that an enemy loses as a result of a blockade by your fleets will be transferred directly to your treasury. This is a great way to have a careless enemy help to finance your war effort. 67