Trade & chokepoints

How flows of goods emerge, why a handful of straits matter so much – and what happens when one of them is closed in a war.

4 min read Game version 0.1.0 Updated 10/16/2026
Contents
  1. Overview
  2. How flows emerge
  3. The chokepoints
  4. War, rerouting, blockade
  5. Effect on prices
  6. Tips

Overview

Every nation produces some goods in surplus and needs others. Each week the simulation connects exporters and importers into trade flows. You see these flows in the Trade map mode as glowing lines – the thicker, the more valuable.

Trade map mode: gold and blue lines connect capitals and ports across Europe, chokepoints are marked with symbols at the straits
Trade map mode over Europe. The lines are flows of goods, the symbols at the straits mark chokepoints.
In one sentence: long or blocked routes make imports more expensive and exports less valuable – whoever controls chokepoints has leverage over other nations' prices.

How flows emerge

How much a nation buys or sells in total is decided by the shared world market: if stock falls below the buffer it imports, if stock is far above it exports. The flow model then assigns these amounts to individual partners.

A flow's route is always the shortest path from the exporter's hub (its capital province) to the importer's hub or to the world market at the map edge. Sea lanes are much cheaper than land routes; a port adds a surcharge.

Partners are preferred if they are close, in the same economic union or in the same military alliance. Per good, every nation keeps only its strongest partners; changes take effect gradually over several weeks.

For experts: the assignment

Seed(e,i) = affinity × 1 / (1 + (km / 3000)²) affinity = 2 (economic union) | 1.5 (military alliance) | 1 F* = IPF balancing on exports and imports (4 rounds), keep the 4 strongest partners on each side F_new = F_old + 0.5 × (F* − F_old)

Route costs in km equivalents: land × 3 (with terrain factor), sea × 1, port + 250 km. Flows below 0.05 % of the good's volume are dropped. A flow without a new destination because of a blockade or embargo decays with the damping and is marked blocked. In addition, industrial nations exchange processed goods and services in both directions (intra-industry trade) – these flows show up in partner lists and chokepoint load but do not affect stocks or prices.

The chokepoints

A chokepoint is a strait or canal that sea routes have to pass. SOVEREIGN detects them automatically from the map. In the start region these are Gibraltar, Dover, Øresund/Belts, the Dardanelles, Kerch, Messina, Bonifacio, Suez, Bab-el-Mandeb and Hormuz. Whoever controls the adjacent provinces controls the chokepoint.

RussiaTurkeyGermanyFrancePolandUkraineSpainItalyAlgeriaLibyaEgyptSaudi ArabiaIranIraqSwedenUnited Kingdom LondonParisBerlinMoscowIstanbulCairoRomeMadridRiyadhTehranDubaiDohaMuscatAnkaraKyivWarsawAthensAlgiers Strait of Hormuz Suez Canal Bosporus Strait of Gibraltar Strait of Dover Bab-el-Mandeb
The Strait of Hormuz: every flow out of the Persian Gulf passes this chokepoint.

How much passes where?

In a ten-year test game with real start data, the share of total flow value was:

Øresund / Belts
9.4 %
Strait of Gibraltar
8.7 %
Strait of Hormuz
7.4 %
Bab-el-Mandeb
7.0 %
Strait of Dover
4.2 %
Bosporus / Dardanelles
2.8 %
Suez Canal
2.6 %

Prototype measurement (Spec 20 §5a, Europe/MENA map, 10 years). The Bosporus is counted via the Dardanelles. In your game the shares shift with economy, wars and alliances – the map mode shows current values.

War, rerouting, blockade

If one side of a trade is at war, routes may not cross provinces or chokepoints controlled by its enemies. Neutral territory stays passable. Then there are two outcomes:

  • Rerouted: a longer path exists. The flow continues but becomes more expensive.
  • Blocked: no path exists. The flow dries up until another partner is found. The game records which chokepoint blocks it.
Peace offer dialogue above the darkened map, the status bar shows an ongoing war
War changes more than front lines: while a war runs, trade routes are recalculated.
Expert: routes are cached per root province and only recalculated when control, wars or alliances change. The pair status is kept per week – so reroutes appear with up to one week's delay. Naval blockades by fleets and the capacity of ports and pipelines are not in the current build yet.

Effect on prices

Every flow has a transport share that grows with distance. From it, every nation calculates its domestic price per good. Long routes make imports more expensive and depress export revenue. Blockades additionally remove deliveries in the short term – and are missing from world supply, which pushes the world market price up.

transport share(km) = min(25 %, km/1000 × 1 %) domestic price = 1 + surcharge_in × inflow/(production + inflow) − surcharge_out × outflow/max(production, outflow) access (imports) = unblocked / (unblocked + route-blocked) inflows

In the game you see the consequences in the “Why?” tooltip of every value, for example:

Stability−5
← Fuel price+30 %
← Crude oil imports lost−18 %
← Blockade Strait of HormuzWar

Example values for illustration.

Tips

  • Spread your dependencies: source critical goods from partners on different routes.
  • Stock as a buffer: automatic trade keeps about 30 days of demand in stock; your own trade orders in the market (F3) override it.
  • Neutrality has value: neutral states at chokepoints stay passable in other nations' wars – a diplomatic trump card.
  • Alliances lower costs: the affinity for union and alliance partners measurably shifts flows towards them.

Derived from the specifications; measurements come from test runs of the prototype and are marked as such.