Continuing to fail my attempts to take a break...
This is the reason I wrote the business system. Several players can club together (or one player can try and amass 3 Ducats) and start up either a goods-based business or a commercial business (i.e. retail, banking, not long-distance trade) for 3 Ducats. They can start up a service business for 4 Ducats, but that's less efficient. In either case, the business will yield 1d/year without fail in profits. Expanding the business works similarly, putting in 3 or 4 ducats and getting back an additional 1d/yr in returns.
The whole reason I put this system in was to reduce the amount of micromanagement I'd have to do, such that players pretty much only had to try and get the original ducats to get their start-up working.
Can't sleep, doing a rules amendment.
Contraband
Some goods may well be worth declaring contraband by nations. Trade in contraband goods will typically drop, although unscrupulous traders may try to risk trading for the additional profits to be made. Trade in the following goods may have unexpected or dangerous effects, especially trade in large quantities:
Arms - Likely to support or arm rebellions or uprisings.
Slaves - Risk of slave uprisings.
Opiates - Large-scale addiction may harm production and industry or else encourage crime.
Alcohol - Very large scale addiction may harm production and industry or else encourage crime.