Trade nodes are 76 static "locations" on the map where trade can be conducted utilizing merchants. The province containing a trade node must be discovered before merchants can be sent there, but trade nodes are not otherwise tied to specific provinces. Instead, nodes are tied to a collective of provinces, each contributing its trade value to determine the overall local wealth generated for the node. The node value can be modified by improving base production wealth, trade goods price changes, constructing manufactories or steering trade to and from the node.
As a general rule, controlling more territory in a node helps in gaining high trade power within that node, although this could also be achieved by controlling only provinces with trade modifiers (i.e. estuary or center of trade). Other means of increasing trade power involve sending merchants or a fleet of light ships to the node. Picking certain idea groups or opportunities to increase mercantilism will improve the effectiveness of taking land for its trade power.
This section may contain outdated information that is inaccurate for the current version of the game. The last version it was verified as up to date for was 1.21.
Note:The table below mentions Inland sea even though trade-wise they are not different from other sea-nodes. This is done to mark nodes in which galleys (or transports) can also be used for pirate hunting missions - though, while in mission, these fleets may occasionally arrive at non-inland sea provinces.