- This article deals with trade goods and their production and value before they enter the trade network or produce production income. For information about the trade network and income, see trade.
Each province produces trade goods; the goods produced is the largest determinant of the province's trade value. In turn, trade value determines the province's production income and flows into the trade network.
The base goods produced amount depends on whether the province is a colony or not. A colony's base goods produced amount is +0.01 per 100 colonists. Non-colonies' base goods produced amount is +0.2 per production development level in the province.
- Manufactory (except furnaces): +1
|Goods produced modifier||Amount|
|Trading by merchant republic or trade companies||+0.5% for each percentage of trade power in the local trade node controlled by a merchant republic or trade company.|
As of 1.16 applies to any province owned by trade company or another nation.
|Per furnace built||+5%|
|Embraced manufactories institution||+10%|
|Trading in coal||+10%|
|Being the trade good's Production leader||+10%|
|Looted||−25% when completely looted|
|Devastation||−1% per percentage point|
|War exhaustion||−2% per point|
|Blockaded||−0.5% per percentage point (−50% at 100% blockaded)|
Various events and decisions also impact goods produced.
Trade value then flows into the calculations for a province's production value (in ducats) and the overall trade value of a node. Note that all values listed in the province window for trade value are shown as yearly values. The production and tax value calculations in the upper part of the province screen (which determine the ducats each provinces contributes directly to the treasury) are shown as monthly values.
- Main article: Trade
The trade value produced in a province flows into the province's trade node. Eventually it will be collected and turned into trade income.
- Main article: Production
Every province produces a single trade good.
List of trade goods
This section may contain outdated information that is inaccurate for the current version of the game.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 1.25.
- Main article: Price Change events
Each trade good has a universal base value (for 1 unit). This base price is subject to change through special price change events. While most of these events are not tied to a specific year, they tend to fire usually around the same timeframe in most of the campaigns. It is possible to view the price modifiers affecting a trade good by hovering over it.
The base price and the different price modifiers are summarized in the table below.
- Trading in bonus - Controlling at least 20% of the global trade in a trade good will give the country a modifier "Trading in (trade good)", which gives a national bonus. (The bonus is conferred when market share reaches 20% but a country will not immediately lose the bonus when its market share drops below 20%. In the case where no other market leader is present, the country will retain the bonus as long as it maintains above 15% market share.) The market share can be found in the ledger. Control is computed using the trade power share in each node times the amount of the good produced locally in that node.
- Production leader bonus - Producing the most of a particular trade good will make a country the "production leader" of that trade good, and will provide a bonus to the production of goods of this type:
|+10%||Local goods produced modifier|
- Per-province bonus - A province-level bonus applied to the province based on the trade goods being produced there (requires Rights of Man).
- Main article: Trade goods events
Various trade goods trigger certain events when the player country owns at least one province which produces this trade good.
- The years noted next to the price modifier events are there for convenience only (earliest possible approximations based on technology, institutions and ages). The events are more likely to appear at later dates during a normal playthrough.
- Since gold is handled differently from the other trade goods, it is explained in a dedicated section further below.
|Trade good||Category||Manufactory||Historical price modifiers||"Trading in" bonus||"Per-province" bonus|
|Cloth||Base||Textile manufactory||3||−15% Mercenary maintenance||−10% Local development cost|
|Fish||Base||Naval equipment manufactory||2.5||+25% Global sailors modifier||+25% Local sailors modifier|
|Fur||Base||Trade station||2||+0.5 Yearly prestige||+10% Province trade power modifier|
|Grain||Base||Farm estate||2.5||+20% Land force limit modifier||+0.5 Land force limit|
|Livestock||Base||Farm estate||2||−10% Cavalry cost||+50% Supply limit modifier|
|Naval supplies||Base||Naval equipment manufactory||2||+50%: Permanent Navies (1687)||+20% Naval force limit modifier||+0.5 Naval force limit|
|Salt||Base||Naval equipment manufactory||3||−5% Land maintenance modifier||+15% Local defensiveness|
|Wine||Base||Farm estate||2.5||−1 Global unrest||−1 Local unrest|
|Wool||Base||Textile manufactory||2.5||−5% Ship costs||+10% Local movement speed|
|Copper||Metal||Weapons manufactory||3||−20% Global recruitment time||−20% Local recruitment time|
|Iron||Metal||Weapons manufactory||3||+50%: Development of Ironworking (1635)||−5% Regiment costs||−20% Local construction time|
|Ivory||African||Trade station||4||+25%: Ivory Shortage in East Asia (1750)||+2 Diplomatic reputation||−20% Local state maintenance|
|Slaves||African||Trade station||2||+25% Global tariffs||+1% Local missionary strength|
|Chinaware||Eastern||Mill||3||−0.1 Local autonomy|
|Spices||Eastern||Trade station||3||+25% Spy offense||−0.1 Monthly devastation|
|Tea||Eastern||Plantation||2||−10% Advisor costs||+25% Garrison growth|
|Cocoa||New World||Plantation||4||+35%: Hot Chocolate Drinking (1609)||+5% Manpower recovery speed||+10% Local manpower modifier|
|Coffee||New World||Plantation||3||+5% Institution spread||+10% Local institution spread|
|Cotton||New World||Plantation||3||+20 Global settler increase||−10% Local development cost|
|Sugar||New World||Plantation||3||−20% Cost of reducing war exhaustion||−1 Local unrest|
|Tobacco||New World||Plantation||3||+50%: Popularization of Tobacco (1609)||+25% Spy defense||+10% Province trade power modifier|
|Dyes||Non-European||Textile manufactory||4||+33% Chance of new heir||+10% Province trade power modifier|
|Silk||Non-European||Textile manufactory||4||+25%: Silk fabrics in fashion (1610)||+1 Max promoted cultures||+2 Local trade power modifier|
|Tropical wood||Non-European||Mill||2||+50%: Veneered Cabinets (1557)||−5% Development cost||−20% Local construction cost|
|Incense||Eastern||Trade station||2.5||+0.5 Tolerance of the true faith||+10% Trade value modifier|
|Glass||Developed||Mill||3||−5% Diplomatic technology cost||+10% Local production efficiency|
|Paper||Developed||Mill||3.5||−5% Administrative technology cost||−10% Local state maintenance|
|Gems||Non-European||Mill||4||+0.05% Yearly inflation reduction||+15% Local tax modifier|
|Coal||Base||Furnace||10||−30%: Greater availability of Coal (1760)||+10% Goods produced||−20% Local state maintenance|
Special trade goods
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 1.24.
Gold is a special "trade" good that has both advantages and disadvantages: it will give a boost to the economy but also increase inflation every month. If a nation owns many gold mines it is possible that the inflation incurred negates the increase in income received. Gold does not produce any trade value; it is instead converted directly into ducats at the rate of 40 per year per unit of goods produced (except for primitive nations, which convert gold to cash at only a 1:4 rate, 10 times less). Income from gold does not benefit from production efficiency, and there is no manufactory for gold.
A country will suffer inflation per year equal to 0.5 times the proportion of income from gold. Practically speaking, each 5.33% share of income from gold will require 1 administrative power per year to cancel out inflation if it is not removed through other means. To cancel yearly inflation from gold provinces without spending administrative power to reduce inflation manually, a country needs to have yearly inflation reduction modifiers. The amount of yearly inflation reduction needed is shown in the table below. The right column shows what percentage of total income can come from gold without gaining inflation. Note that yearly inflation reduction at or below –0.40 is impossible as this level can only be achieved temporarily with various events, decisions, triggered modifiers, and mission rewards, plus a Master of Mint advisor; in practice, it would very unlikely to have enough income from gold for this to be a problem.
|Yearly||Proportion of income|
from gold that will not
increase yearly inflation
Gold income is affected by local autonomy, with a percent of the total possible income gained equal to the local autonomy being deducted. Assigning a province to the Burghers (or any other estate) with The Cossacks will still leave gold income affected by the 25% minimum autonomy, so leaving gold-producing provinces unassigned is better for income.
Gold mine depletion
Gold-producing provinces with a production development of over 1 now have a yearly chance to become depleted (halving gold production). With a production development level of 2 the depletion chance is 0.01% yearly, with higher development levels having higher chances (level 3 has a 0.04% chance, level 4 has a 0.07% chance, level 5 has a 0.12% chance, etc…). Each depletion reduces the province's base production in half (rounding down), (effectively halving the produced, but reducing by more than four times the depletion chance). The player can see the current chance of depletion by hovering over the production development increase button on the province panel.
The chance of a goldmine depleting each year is presumably given as:
Rounded down to be displayed in the tooltip.
|Base production||Yearly depletion chance|
Given a gold-producing province with a production development , over time it will deplete at most (rounded down) times, because a level 1 mine never depletes. Treating a gold-mine as a discrete-time linear system it is possible to estimate the production over a given period of time.
A gold-mine in a province with a production development , is equivalent to a (rounded down)-th order system.
The discrete state matrix for a period of a year is:
Where is the depletion chance after the ith depletion
Given the initial state as :
After years the state of the system will be:
Then the cumulative production over a given number of years is:
|max non-decayed prod per year||40||80||120||160|
|% chance to decay per year||0.12||0.49||1.12||1.99|
|gold produced over 100 years||3,863||7,148||9,359||11,109|
|gold produced over 200 years||7,469||12,967||15,685||18,002|
|gold produced over 300 years||10,846||17,879||20,656||23,430|
|gold produced over 400 years||14,019||22,152||24,888||28,035|
|Available only with the El Dorado DLC enabled.|
A colonial nation subject receives no income from gold and instead saves it up and sends periodic treasure fleets to their overlord, as long as their overlord's trade capital is located in a trade node downstream from the trade node the colonial nation's trade capital is located in. If this is not the case, the colonial nations simply collects the gold as normal and pays the normal amount in tariffs.
Privateers may plunder treasure fleets.
When a country passes the Abolish Slavery Act, all its provinces producing slaves are immediately set to produce “unknown”. This will also remove any Trade Stations in the province if present, as well as the province modifier “Slave Entrepot”. A new trade good will be randomly reassigned at the beginning of the next month based on the new weights for that province.
Trade goods spawn
Colonies begin with “unknown” trade good and are randomly assigned a trade good after reaching a population of 400 colonists. The trade good is determined by a system of scripted weights. All possible trade goods are shown by hovering the “unknown” trade good icon of the province interface.
Trade goods are weighted based on a variety of factors. The most common are geographic restrictions based on terrain, climate, and region, but some trade goods' probabilities are influenced by the culture and even religion (in the case of wine) of the colonizing nation. Silk will never be produced in a colony in a game with normal or historical nations, and cloth, while not directly excluded, is likewise precluded by its high development level requirement.
The chance of getting a given trade good in a province is presumably given by
where is the probability of a specific possible trade good, n is the number of possible trade goods in the province, and the sum in the denominator runs over all possible trade goods in the province.
If a colony has started to produce a trade good due to growing over 400 settlers, and the colony is later destroyed before becoming a city, the trade good in the province will revert to “unknown.” Once a colony has reached 1,000 settlers and become a city, its trade good is fixed barring a few specific events (such as for slaves, see above).
List of trade good probabilities
This table shows the base weights and various modifying probabilities for each trade good. Note that all provinces get a weighting, since custom setup can cause any province to be uncolonized. In the case of provinces that normally have slaves, the weights determine what it gets if the owner abolishes slavery.
- Trade goods base prices are listed in .
- See in Static_modifiers#Production leader). (
- See in .
- See in .