Trade Agreement Rome 2
The next tab shows the details of the trade. If you have a trade agreement with another country, you can see here a list of resources imported and exported with their prices. Imports of construction resources are very important in the later stages of the game, when the larger structures available do not need easily accessible resources such as marble for example. Animal men, greenskin and chaos warriors cannot act. Reciprocity is a necessary feature of any agreement. If each required party does not win by the agreement as a whole, there is no incentive to approve it. If an agreement is reached, it can be assumed that each contracting party expects to win at least as much as it loses. For example, Country A, in exchange for removing barriers to country B products, which benefit A consumers and B producers, will insist that Country B reduce barriers to country A products and thus benefit country A producers and perhaps B consumers. In most modern economies, there are many possible coalitions of interested groups and the diversity of possible unilateral barriers is important.
In addition, some trade barriers are created for other non-economic reasons, such as national security or the desire to protect or isolate local culture from foreign influences. It is therefore not surprising that successful trade agreements are very complicated. Some commonalities of trade agreements are (1) reciprocity, (2) a clause of the most favoured nation (MFN) and (3) the use of non-tariff barriers. Even in the absence of the constraints imposed by the most favoured nation and national treatment clauses, it is sometimes easier to obtain general multilateral agreements than separate bilateral agreements. In many cases, the potential loss resulting from a concession to a country is almost as great as that which would result from a similar concession to many countries. The benefits to the most efficient producers from global tariff reductions are significant enough to warrant substantial concessions. Since the implementation of the General Agreement on Tariffs and Trade (GATT, 1948) and its successor, the World Trade Organization (WTO, 1995), global tariffs have declined considerably and world trade has increased. The WTO contains provisions on reciprocity, the status of the most favoured nation and the domestic treatment of non-tariff restrictions. She has been involved in the architecture of the most comprehensive and important multilateral trade agreements of modern times. The North American Free Trade Agreement (1993) and the European Free Trade Association (1995) are examples of these trade agreements and their representative institutions.
Some groups really like me and a trade route is possible, but they always and again refuse to trade with me – and other groups are neutral towards me, but are happy to agree with a trade agreement. Can anyone explain the game mechanic`s explanations by which the AI decides whether to accept or reject a proposed trade agreement? Trade can take place between two political groups in campaign mode. Trade agreements can be concluded on the diplomatic screen, allowing political groups to exchange trade resources and generate additional revenue for both factions. Perhaps the most important factor that AI uses is an unfortunate game difficulty. If the difficulty is above normal, the AI will only act with you on the most favourable terms and will refuse trade relations for no particular reason. If you play with a more difficult difficulty, this could be your problem. A clause relating to the « government treatment of non-tariff restrictions » is necessary, as most tariff characteristics can easily be duplicated by a set of non-tariff restrictions, designed accordingly. These include discriminatory rules, selective excise or sales taxes, specific health requirements, quotas, « voluntary » import restrictions, specific licensing requirements, etc., not to mention general prohibitions.