Trade goods

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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.
GrainWineWoolClothFishFurSaltNaval suppliesLivestockGlassPaperCopperGoldIronGemsCoalSlavesIvoryTeaChinawareSpicesCoffeeCottonSugarTobaccoCocoaSilkDyesTropical woodIncenseClovesUnknown
Trade goods.
A map of all of the provincial trade goods in the 1444 start

Each province produces one type of 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.

Goods produced[edit | edit source]

The goods produced of a province is calculated as follows:

Various events, decisions and missions also impact goods produced in addition to the local and national goods produced values and modifiers which are mentioned in the tables below.

Base goods produced[edit | edit source]

Local goods produced Base goods produced Amount
Production.png Base production +0.2 per production development
Manufactory (except Furnace.png furnaces) +1
TC brokers office.png Broker's Office trade company investment in the area +0.15
TC brokers exchange.png Broker's Exchange trade company investment in the area +0.30
Native assimilation.png native assimilation bonus in a former colony +0.05 per 1000 native population at the time that a colony becomes a city. This can be further modified by Native assimilation.png native assimilation modifiers.

Local goods produced modifiers[edit | edit source]

Local goods produced modifier Local goods produced modifier Amount
Prosperity icon m.png Prosperity +25%
Being the trade good's Production leader +10%
Trading by nearby Subject tradecompany icon.png trade companies the exact amount depends on the trade share of the trade company and on institutions
Trading by nearby Government republic.png merchant republics
  • +0.5% for each percentage of trade power in the local trade node controlled by a country which uses the merchant republic mechanics.
  • This modifier does not apply to provinces which are owned by the merchant republic itself, but they can get it from the trade share of other merchant republics.
  • This modifier is doubled for members of a trade league.
Native three sisters field.png Three-Sisters Field native building +50%
Occupied −50%
Under siege −25%
Devastation.png Devastation −1% per percentage point
Tolerance heretic.png Intolerance −10% per point of negative tolerance

National goods produced modifiers[edit | edit source]

Goods produced modifier.png National goods produced modifier Amount
Golden Era +10%
Manufactories Embraced manufactories institution +10%
Coal.png Trading in coal +10%
Furnace.png Per furnace built +5%
Economic hegemon +25% at 100% power
Goods produced modifier.png ruler with the Industrious trait +10%
Ibadi Islam Ibadi faith +10%
Hussite Hussite church aspect Bread and Wine +5%
Fetishist Fetishist countries following the Cult Sanatana Dharma.png cult +10%
Norse.png Norse country with Norse Deity Njord Njord as personal deity +10%
Zoroastrianism.png Zoroastrian nation with the active ritual 'Haoma' (only with Rights of Man.png) +10%
Guilds The Guilds faction in power +10%
Government theocracy.png Monastic Breweries government reform +10%
Ab polish legitimacy.png Polish Crown age ability available for Flag of Poland Poland and Flag of Commonwealth Commonwealth during the Age of Reformation +33%
Flag of Mughals Mughals with assimilated Dravidian culture +5%
Holding Amsterdam (97) with the great project Dutch Polders while, Culture icon.png Culture is Dutch and Amsterdamm has the Primary culture.png primary or an Max promoted cultures.png accepted culture of its owner (only with Leviathan.png) Great project level icon tier 1.png +5%; Great project level icon tier 3.png +10%
War exhaustion.png War exhaustion −2% per point
Mandate.png Mandate −1% for each point below 50 (-50% at 0 mandate)

National goods produced modifiers from ideas and policies[edit | edit source]

Goods produced modifier.png Traditions Ideas Bonuses Policies
+20%
  • Banteni idea 2: Surrounded by Stars
  • British idea 6: Early Industrialization
  • Imperial German idea 7: Eisen und Kohle
  • Pskovian ambition
+15%
  • Scandinavian traditions
  • American idea 5: Workshop of the World
  • East India idea 2: Indian Trade
  • Burgundian ambition
  • Trade-Quantity: The Production Quota Act
+10%
  • Balinese tradition
  • Bayreuther traditions
  • Cebu traditions
  • Farsi traditions
  • Flemish traditions
  • Herzegovinian traditions
  • Luzon traditions
  • Malabari traditions
  • Miao traditions
  • Moluccan traditions
  • Moravian traditions
  • Mutapan traditions
  • Plutocratic idea 5: Free Subjects
  • Ainu idea 2: Riches of the Sea
  • Al-Haasa idea 3: Pearls of the Persian Gulf
  • Amago idea 7: Iwami Ginzan
  • Ansbach idea 6: Ansbacher Fayencemanufaktur
  • Aq Qoyunlu idea 7: Qanun-nama-ye Hasan
  • Asakura idea 2: Echizen Paper
  • Asturian idea 7: Early Industrialism
  • Ayyubid idea 7: State Economics
  • Bengal Sultanate idea 7: Bengali Industrialization
  • Beninese idea 5: Benin Guilds
  • Bolognese idea 4: La Grassa
  • Bornean idea 3: Riches of Borneo
  • Brunswicker idea 5: Brunswicker Guilds
  • Candarid idea 7: Kure Copper Mine
  • Caspian idea 1: The Riches of Tabarestan
  • Chernihiv idea 7: Tame the Grasslands
  • Chimu idea 1: Inter-Valley Irrigation
  • Deccani idea 7: Encourage Growth of Industries
  • Dithmarscher idea 7: Free Farmers
  • Garjati idea 7: Patronize Economic Growth
  • Goslar idea 1: Goslar Mining Traditions
  • Great Yuan idea 7: Pax Mongolica
  • Hanoverian idea 5: Strengthen the Meiertum
  • Hanseatic idea 5: Merchants with a State
  • Imerina idea 3: Intensive Rice Cultivation
  • Irish idea 5: Abundant Harvests
  • Jaunpuri idea 5: Gangetic Plain
  • Javan idea 5: Bi-Yearly Harvest
  • K'iche idea 3: Wealth of the Tamub
  • Kaffan idea 3: Kaffan Highlands
  • Kanem Bornuan idea 3: Aluma's Reforms
  • Khorasani idea 5: Irrigation Canals
  • Kiwi idea 2: The Otago Gold Rush
  • Ladakh idea 3: Wool from the Roof of the World
  • Lan Na idea 2: A Million Rice Paddies
  • Lanfang idea 6: Improved Mining Techniques
  • Mahri idea 1: Lands of Frankincense & the Khareef
  • Malayan idea 7: Spice Kings
  • Malian idea 2: Gold of Bure
  • Malvi idea 5: Black Soils
  • Maratha idea 6: Reform The Bureaucracy
  • Maravi idea 4: Maravi Ivory Trade
  • Mindanao idea 3: Protect the Riches of Mindanao
  • Mogadishan idea 7: Toob Benadir
  • Montferrat idea 2: The Rich and Fertile Mountain
  • Muiscan idea 6: Terrace Farming
  • Mysorean idea 4: Reform the Silk Industry
  • Neapolitan idea 1: Consolidate the Royal Domain
  • Nivernais idea 3: Faience Production
  • Northumbrian idea 7: Taking Coals to Newcastle
  • Nubian (minor) idea 1: The Nile
  • Nubian idea 5: Nile Control
  • Oda idea 1: Rakuichi & Rakuza
  • Orissan idea 4: Refined Cloth Production
  • Otomo idea 2: Lord of Bungo
  • PLC idea 1: The Folwark System
  • Pegu idea 2: Martabans
  • Persian idea 2: Encourage Persian Rug Production
  • Portuguese idea 2: Afonsine Ordinance
  • Punjabi idea 1: Breadbasket of India
  • Québécois idea 1: Coureurs des Bois
  • Rassid idea 2: Yemeni Highlands
  • Saluzzo idea 2: The Rich Mountains of Saluzzo
  • Sardinian-Piedmontese idea 6: Piedmontese Manufacturing
  • Saxon idea 2: Meissner Porcelain
  • Shiba idea 2: Shugo of Three Provinces
  • Sicilian idea 7: Sicilian Silk
  • Sinhalese idea 5: Develop the Cinnamon Trade
  • Slovak idea 1: Rudohorie
  • Sulu idea 7: Pearl Farming
  • Sundanese idea 7: Bi-Yearly Harvest
  • Swedish idea 6: Produktplakatet
  • Takeda idea 2: Shugo of River Dams
  • Texan idea 3: Cotton Plantations
  • Tirhuti idea 7: Indigo & Cash Crops
  • Toki idea 7: Flood Control
  • Trading City idea 4: Great Artisans
  • West African idea 2: Salt Caravans
  • Yemeni idea 1: Al-Yaman, Felicitous Arabia
  • Zimbabwe idea 2: Ivory Trade
  • Full Economy Focus
  • Andalusian ambition
  • Aymaran ambition
  • Beloozero ambition
  • Brazilian ambition
  • Dali ambition
  • Ito ambition
  • Livonian ambition
  • Shirvani ambition
  • Trebizond ambition
  • Tripuran ambition
  • Infrastructure-Trade: Global Trade Networks Act
  • Naval-Economic: The Transportation Act
  • Religious-Trade: Religiously Sponsored Guilds
+5%
  • Byzantine idea 2: Repopulation of the Countryside
  • LPC idea 3: New Magdeburg Laws
  • Lithuanian idea 3: New Magdeburg Laws
  • Innovative-Divine: Ora et Labora

Trade value[edit | edit source]

A province's Trade value.png trade value is the price of the trade good times the amount of goods produced in the province:

Trade value then flows into the calculations for a province's production value (in Gold Icon.png 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 Gold Icon.png ducats each provinces contributes directly to the treasury) are shown as monthly values.

Gold Gold is treated as a special case and does not have any trade value (see full treatment below). However, it does contribute to a province's production value.

Trade[edit | edit source]

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.

Production[edit | edit source]

Main article: Production

Local trade value also produces production income for the owner of the province directly; this income is modified by Production efficiency.png production efficiency.

List of trade goods[edit | edit source]

Prices[edit | edit source]

Main article: Price Change events

Each trade good has a universal base value[1] (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.

Bonuses[edit | edit source]

  • 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%. The country will retain the bonus as long as it maintains above 15% market share.) The market share can be found in the ledger under "Strategic Goods". 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:[2]
    • Local goods produced modifier +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.png Rights of Man).

Events[edit | edit source]

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.

List[edit | edit source]

Notes:

  • 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 gold is handled differently from the other trade goods, it is explained in a dedicated section further below.
Trade good Manufactory Base Gold Icon.png Adjusted by Events Gold Icon.png Historical price modifiers "Trading in" bonus "Per-province" bonus
Cloth.png Cloth Textile manufactory.png Textile manufactory 3 4.05 Mercenary maintenance.png −15% Mercenary maintenance Local development cost −10% Local development cost
Fish.png Fish Naval equipment.png Naval equipment manufactory 2.5 2 National sailors modifier.png +25% Global sailors modifier Local sailors modifier.png +25% Local sailors modifier
Fur.png Fur Trade company.png Trade station 2 3.5 Yearly prestige.png +0.5 Yearly prestige Province trade power modifier.png +10% Province trade power modifier
Grain.png Grain Farm estate.png Farm estate 2.5 2 Land forcelimit.png +20% Land force limit modifier Land forcelimit.png +0.5 Land force limit
Livestock.png Livestock Farm estate.png Farm estate 2 3.4 Cavalry cost.png −10% Cavalry cost Supply limit modifier +50% Supply limit modifier
Salt.png Salt Naval equipment.png Naval equipment manufactory 3 3.3 Land maintenance modifier.png −5% Land maintenance modifier Local defensiveness.png +15% Local defensiveness
Wine.png Wine Farm estate.png Farm estate 2.5 3.125 National unrest.png −1 Global unrest Local unrest.png −1 Local unrest
Wool.png Wool Textile manufactory.png Textile manufactory 2.5 2.875 Ship costs.png −5% Ship costs Movement speed.png +10% Friendly movement speed
Copper.png Copper Weapons manufactory.png Weapons manufactory 3 3.45 Recruitment time.png −20% Global recruitment time Local recruitment time.png −20% Local recruitment time
Iron.png Iron Weapons manufactory.png Weapons manufactory 3 4.5 +50%: Development of Ironworking (1622) Regiment cost.png −5% Regiment costs Local construction time −20% Local construction time
Ivory.png Ivory Trade company.png Trade station 4 5 +25%: Ivory Shortage in East Asia (1750) Diplomatic reputation.png +2 Diplomatic reputation State maintenance.png −20% Local state maintenance
Slaves.png Slaves Trade company.png Trade station 2 2.2 Global tariffs.png +25% Global tariffs Local missionary strength.png +1% Local missionary strength
Chinaware.png Chinaware Mill.png Mill 3 3
  • Tab domestic government.png Depending on government type:
  • Yearly legitimacy.png +0.25 Yearly legitimacy
  • Yearly devotion.png +0.25 Yearly devotion
  • Yearly horde unity.png +0.25 Yearly horde unity
  • Yearly meritocracy.png +0.1 Yearly meritocracy
  • Yearly republican tradition.png +0.12 Yearly republican tradition
Local autonomy.png −0.1 Local autonomy
Spices.png Spices Trade company.png Trade station 3 3.3 Spy network construction.png +25% Spy offense Local devastation −0.1 Monthly devastation
Tea.png Tea Plantation.png Plantation 2 3 Advisor cost.png −10% Advisor costs National garrison growth.png +25% Garrison growth
Cocoa.png Cocoa Plantation.png Plantation 4 5.4 +35%: Hot Chocolate Drinking (1596) Manpower recovery speed.png +5% Manpower recovery speed Local manpower modifier.png +10% Local manpower modifier
Coffee.png Coffee Plantation.png Plantation 3 3.3 Institution spread.png +5% Institution spread Local institution spread.png +10% Local institution spread
Cotton.png Cotton Plantation.png Plantation 3 4.95 Global settler increase.png +20 Global settler increase Local development cost −10% Local development cost
Sugar.png Sugar Plantation.png Plantation 3 5.25 Cost of reducing war exhaustion.png −20% Cost of reducing war exhaustion Local unrest.png −1 Local unrest
Tobacco.png Tobacco Plantation.png Plantation 3 4.5 +50%: Popularization of Tobacco (1596) Foreign spy detection.png +25% Spy defense Province trade power modifier.png +10% Province trade power modifier
Dyes.png Dyes Textile manufactory.png Textile manufactory 4 4 Chance of new heir.png +33% Chance of new heir Province trade power modifier.png +10% Province trade power modifier
Silk.png Silk Textile manufactory.png Textile manufactory 4 5 +25%: Silk fabrics in fashion (1622) Max promoted cultures.png +1 Max promoted cultures Local trade power.png +2 Local trade power modifier
Tropical Wood.png Tropical wood Mill.png Mill 2 3 +50%: Veneered Cabinets (1544) Development cost.png −5% Development cost Local construction cost −20% Local construction cost
Incense.png Incense Trade company.png Trade station 2.5 3 Tolerance of the true faith.png +0.5 Tolerance of the true faith Trade value modifier.png +10% Trade value modifier
Glass.png Glass Mill.png Mill 3 3.45 Diplomatic technology cost −5% Diplomatic technology cost Local production efficiency.png +10% Local production efficiency
Paper.png Paper Mill.png Mill 3.5 4.725 Administrative technology cost −5% Administrative technology cost State maintenance.png −10% Local state maintenance
Gems.png Gems Mill.png Mill 4 3 Yearly inflation reduction.png +0.05% Yearly inflation reduction Local tax modifier.png +15% Local tax modifier
Coal.png Coal Furnace.png Furnace 10 7 −30%: Greater availability of Coal (1760) Goods produced.png +10% Goods produced State maintenance.png −20% Local state maintenance
Cloves.png Cloves Trade company.png Trade station 8 8 There are no price change events for cloves Trade efficiency.png +5% Trade efficiency Province trade power modifier.png +20% Province trade power modifier

Special trade goods[edit | edit source]

Gold Gold mines[edit | edit source]

Map of gold-producing provinces in 1444.

Gold is a special "trade" good that has both advantages and disadvantages: it will give a direct 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.png trade value; it is instead converted directly into ducats at the rate of 40 Gold Icon.png per year per unit of goods produced. This translates to 8 Gold Icon.png per base production per year.

Income from gold does not benefit from Production efficiency.png production efficiency, and there is no manufactory for gold. Also being the production leader or trading in gold gives no bonuses.

Primitive nations convert gold to cash at a rate of only 1:4, 10 times less than non-primitives. They accordingly receive a smaller amount of inflation.

A country will suffer 0.5 inflation per year times the proportion of income from gold. For example, a country which generates 10% of their income from gold would get 0.05% inflation per year. Practically speaking, each 5.33% share of income from gold will require Administrative power.png 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.png administrative power to reduce inflation manually, a country needs to have Yearly inflation reduction.png 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.

Yearly Yearly inflation reduction.png Proportion of income
from gold that will not
increase yearly inflation
–0.05 ≤10%
–0.10 ≤20%
–0.20 ≤40%
–0.30 ≤60%
–0.40 ≤80%
–0.50 ≤100%

Gold income is affected by local autonomy, with a percent of the total possible income gained equal to the local autonomy being deducted.

Gold mine depletion[edit | edit source]

Gold-producing provinces with a production development of over 1 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 Goods produced.png base production in half (unrounded, so it's possible to get fractional development!), effectively halving the Gold Icon.png produced, but reducing the depletion chance by more than four times. 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.

The depletion can only happen once per year and only on the first day of a month which depends on the province id of the gold mine[4].

Base production Yearly depletion chance
3 0.04%
4 0.07%
5 0.12%
6 0.17%
7 0.24%
8 0.31%
9 0.40%
10 0.49%
11 0.60%
12 0.71%
13 0.84%
14 0.97%
15 1.12%
16 1.27%
17 1.44%
18 1.61%
19 1.80%

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:

Knowing that a base production 5 mine produces 40 Gold Icon.png ducats/year, the estimated yearly production is :

Where:

Then the cumulative production over a given number of years is:

Base production 5 10 15 20
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

Colonial nations[edit | edit source]

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.

Slaves[edit | edit source]

When a country passes the Abolish Slavery Act, all its provinces producing Slaves.png slaves are immediately set to produce Unknown “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. The Gov war against the world.png War Against the World Doctrine for pirate republics and Dominicans.png Dominicans holy order disallow Slaves.png slaves in a similar way.

Coal[edit | edit source]

Map of all potential coal-producing provinces
See also: Coal in the tradegoods table

After the appearance of the Enlightenment Institution, some provinces may change their trade good and produce Coal.png coal. Coal allows the province owner to build a Furnace in said province, which gives a global +5% Goods produced.png goods produced to the province owner.

Coal can appear in a province that fulfils the following conditions:

  • Has Coal as a latent resource
  • Has the Enlightenment present
  • The owner has embraced the Enlightenment
  • One of the following:

Trade goods spawn[edit | edit source]

Tooltip of the unknown trade good in Cape (1177).

Colonies begin with Unknown “unknown” trade good and are randomly assigned a trade good after reaching a population of 400 colonists (40%)[5]. The trade good is determined by a system of scripted weights[6]. All possible trade goods are shown by hovering the Unknown “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.png wine) of the colonizing nation. Silk.png Silk will never be produced in a colony in a game with normal or historical nations, and Cloth.png cloth, Glass.png glass, and Paper.png paper, while not directly excluded, are likewise precluded by their high Development.png development level requirement. Coal.png Coal is a latent trade good and can't directly spawn from colonizing, although it can appear later if the province has coal as latent trade good.

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, are all the modifiers for that trade good multiplied with each other, 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 “unknown” and will be selected randomly in subsequent attempts at colonisation. 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.png slaves, see above).

List of trade good probabilities[edit | edit source]

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.

Icon Trade good Base weight Modifiers
Grain.png Grain 35
  • ×0 if:
    • Province is in Newfoundland area
  • ×0 if:
    • Terrain is Desert, Glacier, Coastline, or Arctic
  • ×0.15 if:
    • Terrain is Mountain, Coastal Desert, Forest, Woods, Hills, or Jungle
  • ×0.25 if:
    • Terrain is Highlands or Marsh
  • ×0.25 if
    • Climate is Arid.png Arid or Tropical.png Tropical
  • ×0.6 if:
    • Terrain is Drylands, Savannah, or Steppe
  • ×0.35 if:
    • Province experiences Severe winter.png severe winters
  • ×0.5 if:
    • Province experiences Normal winter.png normal winters
  • ×1.5 if:
    • Terrain is Farmlands
  • ×1.5 if:
    • Province is in Poland or Ruthenia region
Wine.png Wine 5
  • ×0 if:
    • Province is in Newfoundland area
  • ×0 if any of the following is true:
    • The province experiences Severe winter.png severe winters
    • Climate is Arctic.png Artic, Arid.png Arid or Tropical.png Tropical
    • Terrain is Jungle, Drylands, Steppe, Desert, Coastal Desert, Marsh, Savannah, or Glacier
    • Religion is Sunni Islam Sunni, Shiite Islam Shiite or Ibadi Islam Ibadi religion
  • ×0 if:
    • Playing with normal or historical nations
    • The province is not in:
      • South America continent
      • South Africa region
      • Cuyo, Nehuenken, Alta California or Central Valley area
  • ×0.25 if:
    • The province experiences Normal winter.png normal winters
  • ×1.25 if:
    • Terrain is Farmlands
  • ×1.25 if:
    • Terrain is Hills or Highlands
  • ×1.5 if any of the following is true:
    • Province is in Cuyo area
    • Province is in France or Italy region
  • ×1.1 if:
    • Culture icon.png Culture group is French, Iberian, or Latin
Wool.png Wool 30
  • ×0 if:
    • Province is in Newfoundland area
  • ×0 if any of the following is true:
    • Terrain is Glacier, Marsh, Jungle, Farmlands, Coastline, Hills, Forest, or Woods
    • Province is in the Central Africa region
    • Climate is Tropical.png tropical and province is not in Paraguay or Chaco area
    • Climate is Arctic.png arctic and province is not in Tibet region
    • The province experiences Severe winter.png severe winters and province is not in Tibet, Hindusthan, Central Asia, or Caucasia region
  • ×0 if:
    • Province is in Caribbeans, Brazil, Colombia, Southeast, or Mississippi region
    • Terrain is not Mountains
  • ×0.15 if:
    • Terrain is Grasslands, Hills, Forest, or Woods
  • ×0.5:
    • always
  • ×1.25 if:
    • Terrain is Desert, Savannah, Highlands, or Drylands, or climate is Arid.png arid
  • ×1.5 if:
    • Province is in Central Asia region
  • ×1.5 if:
    • Province is in Tibet region
Cloth.png Cloth 10
  • ×0 if:
    • Province is in Newfoundland area
  • ×0 if:
    • Development.png Development is less than 18
  • ×2 if:
    • Development.png Development is at least 22
Fish.png Fish 20
  • ×0 if:
    • Province does not have a port
  • ×0.65 if:
    • Province is in Caribbeans, Malaya, Moluccas, or Indonesia region
  • ×15 if:
    • Province is in Newfoundland area
  • ×1.1 if:
    • Terrain is Coastline or Coastal Desert
  • ×1.2 if:
    • Terrain is Glacier
Fur.png Fur 15
  • ×0 if:
    • One of the following is true:
      • Climate is Tropical.png tropical or Arid.png arid
      • Terrain is Drylands, Steppe, Desert, Coastal Desert, or Coastline
    • The province does not experience Normal winter.png normal or Severe winter.png severe winters
  • ×0 if any of the following is true:
      • Terrain is Farmlands or Mountain
      • Province is in South America
      • Province is in Caribbeans, South Africa, Australia, or Central Africa region
      • Province is in Newfoundland area
  • ×0.75 if:
    • Terrain is Savannah, Grasslands, or Highlands
    • The province experiences Mild winter.png mild winters
  • ×0.5 if:
    • Native size is less than 1
  • ×2
    • Native size is at least 1
  • ×1.5 if:
    • Terrain is Forest
  • ×1.6 if:
    • The province experiences Normal winter.png normal winters
  • ×2.5 if:
    • The province experiences Severe winter.png severe winters
    • Terrain is not Glacier
Salt.png Salt 5
  • ×0 if:
    • Province is in Newfoundland area
  • ×0 if:
    • Terrain is not Desert, Marsh, Mountains, or Highlands
    • The province is not adjacent to Lake Victoria, Lake Tanganyika, or Lake Malawi
  • ×2 if one of the following is true:
    • Terrain is Desert
    • Terrain is Marsh and climate is not Arctic.png Arctic (with the regular New World, this excludes most of Hudson Bay)
  • ×2 if:
    • Province is in Peru region
  • ×5 if:
    • Province is in Western Sahara area
Naval supplies.png Naval Supplies 15
  • ×0 if:
    • Terrain is Glacier, Desert, Coastal Desert, Drylands, Savannah, Marsh, Steppe, Highlands, or Farmlands
  • ×0 if:
    • Province is in Newfoundland area
  • ×0.65 if:
    • Province is in Caribbeans region
  • ×0.5 if any of the following is true:
    • Terrain is Mountain or Grasslands
    • Province is in Central Africa region
  • ×0.5 if:
    • Country controls no ports
  • ×0.75 if any of the following is true:
    • Terrain is Coastline
    • Climate is Tropical
  • ×1.5 if:
    • Terrain is Forest, Woods, Hills, or Jungle
Copper.png Copper 15
  • ×0 if:
    • Province is in Newfoundland area
  • ×0 if:
    • Any of the following is true:
      • Terrain is Steppe, Desert, Coastal Desert, Drylands, Grasslands, Savannah, Coastline, Glacier, Jungle, Farmlands, or Woods
  • ×0 if:
    • Not playing with a Random New World
    • Province is not Maisouna (990)
    • Province is not in Great Valley, Westsylvania, Hudson Valley, Lake Superior, Lake Champlain, Upper Ontario, Laurentia, Abitibi, Maryland, Minas Gerais, Diamantina, Mato Grosso, or Ofaie area
    • Province is not in West Siberia, East Siberia, or Central Africa region
  • ×0 if:
    • Playing with a Random New World
    • Province is not in West Siberia or East Siberia region
    • Province is not in the New World
  • ×0.7 if:
    • Province is in Central Africa region
  • ×1.1 if:
    • Playing with a Random New World
    • Terrain is Mountain or Highlands
  • ×1.5 if any of the following is true:
    • Province is in Minas Gerais area, Diamantina, Mato Grosso, Ofaie, Great Valley, Westsylvania, Hudson Valley, Lake Superior, or Lake Champlain area
    • Province is in West Siberia or East Siberia region
Gold.png Gold 5
  • ×0 if:
    • Province is in Newfoundland area
  • ×0 if:
    • Not playing with a Random New World
    • Province is not in West Siberia, East Siberia, Cascadia, Australia, California, South Africa, Peru, Upper Peru, Mexico, Rio Grande, or Central America region
    • Province is not in Goias
    • Province is not in Mato Grosso, Ofaie, Minas Gerais, Diamantina, Guapore, Grao Para, Amapá, Ucayali, or Amazon area
  • ×0 if:
    • Playing with a Random New World
    • Province is not in the New World
    • Province is not in West Siberia, East Siberia, Australia, South Africa, or Central Africa region
  • ×0 if:
    • Playing with a Random New World
    • Province is in the New World
    • Terrain is Forest, Woods, Drylands, Grasslands, Savannah, Steppe, Jungle, Coastline, Coastal Desert, or Marsh
  • ×1.5 if:
    • Playing with a Random New World
    • Terrain is Mountains
    • Province is in the New World
  • ×1.5 if:
    • Not playing with normal or historical nations
  • ×3.5 if:
    • Province is in Peru region
  • ×4 if:
    • Province is Mexico (852), Tlapacoyan (853), Sayultecas (854), Huichol (2617), Zacatecas (856), Guichichil (857), Tamaulipas (858), Guamares (2615), or Transvaal (4781)
  • ×3.5 if:
    • Province is in Minas Gerais, Diamantina, Mato Grosso, Ofaie, Goias, or Pontal area
  • ×2 if:
    • the country or its colonial overlord have the flag por_bandeirantes_flag[7]
Iron.png Iron 10
  • ×0 if:
    • Province is in Newfoundland area
  • ×0 if:
    • Playing with normal or historical nations
    • Province is not in West Siberia, East Siberia, or Central Africa Region
    • Province is not Lappland (18) or Maisouna (990)
    • Province is not in Great Valley, Westsylvania, Hudson Valley, Lake Superior, Lake Champlain, Upper Ontario, Laurentia, Abitibi, Maryland, or Ofaie area
  • ×1.2 if:
    • Not playing with normal or historical nations
    • Terrain is Mountains, Hills, or Highlands
  • ×1.5 if:
    • Playing with a Random New World
    • Terrain is Mountains
    • Province is in the New World
  • ×20 if:
    • Province is Maisouna (990)
Slaves.png Slaves 15
  • ×0 if:
    • Province is in an area that is assigned to the Dominicans order
  • ×0 if:
    • Province is in Newfoundland area
  • ×0 if any of the following is true:
    • Country has abolished slavery
    • Continent is 'not Africa
    • Province is Namibia
  • ×0 if:
  • ×2 if any of the following is true:
    • Province is in Horn of Africa or Congo region
    • Province is in West Africa Coast, Gulf of Guinea, or Benin area
  • ×0.5 if:
    • Province is in South Africa region
Ivory.png Ivory 15
  • ×0 if:
    • Province is in Newfoundland area
  • ×0 if:
    • Continent is not Asia or Africa
    • Area is not Subarctic Islands or Greenland area (walruses)
  • ×0 if:
    • Terrain is not Jungle, Savannah, or Glacier
  • ×0 if:
    • Province is in West Siberia, East Siberia, Manchuria, Central Asia, or South Africa region
  • ×0.5 if:
    • Province is in Malaya, Moluccas, or Indonesia region
  • ×1.25 if:
    • Terrain is Jungle or Savannah
Tea.png Tea 15
  • ×0 if:
    • Province is in Newfoundland area
  • ×0 if:
    • Not playing with a Random New World
    • Province is not in Malaya, Moluccas, Indonesia, Indochina, South China, Xinan, or Japan region
    • Province is not in Taiwan, Assam, Banda Oriental, Rio Grande do Sul, Buenos Aires, Mesopotamia, Beni, Moxos, Paraguay, Sao Paulo, or Guayra area (South American areas represent production of yerba mate)
  • ×0 if:
    • Playing with a Random New World
    • Culture icon.png Culture group is not East Asian, Central Indic, Dravidian, Western Aryan, Hindusthani, Eastern Aryan, Korean, or Japanese
  • ×0 if any of the following is true:
    • Terrain is Mountain, Desert, Drylands, Steppe, or Savannah
    • Climate is Arid.png arid
    • The province experiences Mild winter.png mild, Normal winter.png normal or Severe winter.png severe winter
  • 1.2 if:
    • Terrain is Farmlands
  • 1.5 if any of the following is true:
      • Province is in Assam area
      • Playing with a Random New World and climate is Tropical.png tropical
  • 1.5 if:
    • Province is in Banda Oriental, Rio Grande do Sul, Buenos Aires, Misiones, Beni, Moxos, Paraguay, Sao Paulo, or Guayra area
Chinaware.png Chinaware 15
  • ×0 if:
    • Province is in Newfoundland area
  • ×0 if:
    • Province is not in Malaya, Moluccas, Indonesia, South China, or Japan region
  • ×0 if:
    • Development.png Development is less than 8
Spices.png Spices 25
  • ×0 if:
    • Province is in Newfoundland area
  • ×0 if:
    • Province is not in Malaya, Moluccas, Indonesia, Deccan, Bengal, Coromandel, Central America, or Mexico region
    • Province is not in Indian Ocean Islands area
    • Province is not Tahiti
  • ×0 if:
    • Terrain is Mountains
  • ×0.75 if:
    • Province is in Indian Ocean Islands area
  • ×0.5 if:
    • Provinces is on the North American or South American continent
  • 1.25 if:
    • Province is in Malaya, Indonesia, or Moluccas region
Coffee.png Coffee 15
  • ×0 if:
    • Province is in Newfoundland area
  • ×0 if:
    • Not playing with a Random New World
    • Province is not in Southern Ethiopia, Hadiya, Damot, or Shewa area
    • Province is not in Malaya, Moluccas, Indonesia, La Plata, Peru, Brazil, Caribbeans, Central America, Mexico, or Colombia region
  • ×0 if any of the following is true:
    • Terrain is Glacier or Forest
    • Climate is Arctic.png arctic
    • Province experiences Mild winter.png mild, Normal winter.png normal or Severe winter.png severe winter
    • Province is Bermuda
  • ×1.5 if:
    • Province is in Colombia region
  • ×0 if:
    • Playing with a Random New World
    • Province is in the New World
    • Climate is not Tropical.png tropical
Cotton.png Cotton 20
  • ×0 if:
    • Province is in Newfoundland area
  • ×0 if:
    • Not playing with a Random New World
    • Province is not in Southeast, Caribbeans, Mississippi, Rio Grande, Egypt, Hidusthani, Bengal, Deccan, Anatolia, or Mongolia region
  • ×0 if:
    • Playing with a Random New World
    • Province is not in Egypt, Hidusthani, Bengal, Deccan, Anatolia, or Mongolia region
    • Province is not in the New World
  • ×0 if any of the following is true:
    • Terrain is Mountains, Highlands, Forest, or Jungle
    • Climate is Arctic.png arctic or Arid.png arid
    • Terrain is Glacier or Desert
    • Province experiences Mild winter.png mild, Normal winter.png normal or Severe winter.png severe winters
    • Province is Bermuda
    • Province is in Europe (except Anatolia region)
  • ×1.5 if any of the following is true:
    • Terrain is Farmlands or Grasslands
    • Province is in Southeast region
Sugar.png Sugar 15
  • ×0 if:
    • Province is in Newfoundland area
  • ×0 if:
    • Climate is not Tropical.png tropical
    • Any of the following is true:
      • Province experiences Mild winter.png mild, Normal winter.png normal or Severe winter.png severe winters
      • Terrain is Desert, Mountain, Hills, Highlands, Forest, or Steppe
  • ×0 if:
    • Not playing with a Random New World
    • Province is not in Caribbeans, Brazil, Mexico, Rio Grande, Central America, Colombia, Deccan, or West India region
    • Province is not in Mascarenes area
  • ×2.5 if:
    • Not playing with a Random New World
    • Province is not Bermuda
    • Province is in Caribbeans region or Ceará, Pernambuco, Bahia, Guyana, or Suriname area
Tobacco.png Tobacco 15
  • ×0 if:
    • Province is in Newfoundland area
  • ×0 if:
    • Not playing with a Random New World
    • Province is not in La Plata, Northeast America, Southeast, Rio Grande, Brazil, or Caribbeans region
    • Province is not in Vandalia or Overmountain area
  • ×0 if:
    • Playing with a Random New World
    • Province is not in the New World
  • ×0 if any of the following is true:
      • Climate is Arid.png arid and terrain is not Grasslands or Farmlands
      • Province experiences Severe winter.png severe winter
      • Terrain is Glacier, Mountain, Drylands, or Desert
  • ×2.5 if:
    • Province is in Northeast or Southeast region
Cocoa.png Cocoa 15
  • ×0 if:
    • Province is in Newfoundland area
  • ×0 if:
    • Not playing with a Random New World
    • Province is not in Central America, Colombia, Peru, or Brazil region
  • ×0 if:
    • Playing with a Random New World
    • Province is not in the New World
  • ×0 if any of the following is true:
    • Terrain is Glacier, Steppe, Forest, Woods, or Marsh
    • Climate is Arid.png arid or Arctic.png arctic
    • The province experiences Mild winter.png mild, Normal winter.png normal, or Severe winter.png severe winters
Silk.png Silk 5
  • ×0 if:
    • Province is in Newfoundland area
  • ×0 if:
    • Playing with normal or historical nations
  • ×0 if any of the following is true:
    • Terrain is Highlands, Mountain, Marsh, Steppe, Coastline, Desert, Coastal Desert, Hills, Drylands, or Glacier
    • Climate is Arid.png arid or Arctic.png arctic
    • The province experiences Mild winter.png mild, Normal winter.png normal, or Severe winter.png severe winters
  • ×0.5 if:
    • Not playing with normal or historical nations
    • Religious group is not dharmic or eastern
  • ×1.5 if:
    • Not playing with normal or historical nations
    • Province is in South China, Xinan, North China, Hindusthani, Bengal, Deccan, or Coromandel region
    • Development.png Development is at least 20
Dyes.png Dyes 15
  • ×0 if:
    • Province is in Newfoundland area
  • ×0 if:
    • Terrain is not jungle
  • ×0 if any of the following is true:
    • Climate is Arid.png arid or Arctic.png arctic
    • Province experiences Mild winter.png mild, Normal winter.png normal, or Severe winter.png severe winters
  • ×0 if:
    • Not playing with a Random New World
    • Province is not in Niger, Guinea, Congo, Central America, Mexico, or Caribbeans region
Tropical Wood.png Tropical Wood 25
  • ×0 if:
    • Province is in Newfoundland area
  • ×0 if:
    • Terrain is not Jungle
    • Climate is not Tropical.png tropical
    • Province is not Hawaii
  • ×1.5 if:
    • Province is in Amazon area
  • ×0.5 if:
    • Province is in Malaya, Molucca, or Indonesia region
Livestock.png Livestock 30
  • ×0 if:
    • Province is in Newfoundland area
  • ×0 if any of the following is true:
    • Terrain is Glacier, Marsh, Jungle, Hills, Forest or Woods
    • Terrain is Coastline and the province is not Galápagos Islands (2002)
    • Climate is Tropical.png tropical and the province is not in Paraguay or Chaco area
    • Climate is Tropical.png tropical and the province is not in Central Africa, East Africa, Colombia, or Brazil region
    • Climate is Arctic.png arctic and the province is not in the Tibet region
  • ×0 if:
    • Province is in Caribbeans, Brazil, Colombia, Southeast, or Mississippi region
    • Terrain is not Mountain
  • ×0.05 if:
    • Province is Galápagos Islands (2002)
  • ×0.75 if:
    • Province experiences Severe winter.png severe winters
  • ×1.25 if any of the following is true:
    • Terrain is Desert, Savannah, Highlands or Drylands
    • Climate is Arid.png arid
  • ×1.5 if:
    • Terrain is Steppe
  • ×1.5 if:
    • Province is in Central Asia, Tibet, or Central Africa region
Incense.png Incense 25
  • ×0 if:
    • Province is in Newfoundland area
  • ×0 if:
    • Province is not in Arabia, Malaya, Moluccas, Indonesia, Deccan, Bengal, Coromandel, South East Pacific, or Australia region
    • Province is not in Indian Ocean Islands area
  • ×0 if:
    • Terrain is Mountains
  • ×0.5 if:
    • Province is in Indian Ocean Islands area
  • ×1.25 if:
    • Province is in Arabia region
Glass.png Glass 5
  • ×0 if:
    • Province is in Newfoundland area
  • ×0 if:
    • Development.png Development is less than 18
  • ×2 if:
    • Development.png Development is at least 22
Paper.png Paper 5
  • ×0 if:
    • Province is in Newfoundland area
  • ×0 if:
    • Development.png Development is less than 18
  • ×2 if:
    • Development.png Development is at least 22
Gems.png Gems 5
  • ×0 if:
    • Province is in Newfoundland area
  • ×0 if:
    • Not playing with a Random New World
    • Province is not in West Siberia, East Siberia, Australia, South Africa, Central Africa, Central America, Peru, Upper Peru, Colombia, Indonesia, Moluccas, Hindustan, Western India, Bengal, Deccan, Coromandel, or Indochina
    • Province is not in the continent Oceania
    • Province is not in Minas Gerais, Diamantina, Amazon, Bogota, Popayan, Venezuela, Guyana, Upper Guyana, Guapore, Amapá, Grao Para, Goias, Mato Grosso, Pontal or Guapore areas
  • ×0 if:
    • Playing with a Random New World
    • Province is not in the continent New world or Oceania
    • Province is not in West Siberia, East Siberia, Australia, South Africa, Indonesia, Moluccas, Hindustan, Western India, Bengal, Deccan, Coromandel or Indochina region
  • ×0 if:
    • Playing with a Random New World
    • Province is in the continent New world
    • Terrain is Forest, Woods, Drylands, Savannah, Steppe, Coastline, Coastal Desert, or Marsh
  • ×0 if:
    • Terrain is not Coastline
    • Continent is Oceania
  • ×1.2 if:
    • Province is in Moluccas region
  • ×0.75 if:
    • Province is in Indonesia region
  • ×0.5 if:
    • Continent is Oceania
  • ×1.5 if:
    • Continent is North America or South America
  • ×2 if:
    • Province is in Diamantina, or Bogota area
  • ×1.5 if:
    • Province is in Brazil region
  • ×1.5 if:
    • Terrain is Mountains, Jungle, Hills, Highlands, or Coastline
  • ×1.5 if:
    • Playing with a Random New World
    • Terrain is Mountains
    • Province is in the continent New world
  • ×1.5 if:
    • Not playing with normal or historical nations
Coal.png Coal 1
  • Doesn't spawn from colonizing. See the coal section for information on how it appears.
  • On average 7 provinces in a random new world have coal as a latent trade good

See also[edit | edit source]

Footnotes[edit | edit source]

  1. Trade goods base prices are listed in /Europa Universalis IV/common/prices/00_prices.txt.
  2. See in /Europa Universalis IV/common/static_modifiers/00_static_modifiers.txt (Static_modifiers#Production leader).
  3. very unlikely to be triggered by the AI because it requires an european country to own the whole Bengal region and some neighboring provinces
  4. the month can be calculated with the following formula:
  5. See in /Europa Universalis IV/common/defines.lua.
  6. See in /Europa Universalis IV/common/tradegoods/00_tradegoods.txt.
  7. the flag por_bandeirantes_flag gets set by the portuguese mission Promote the Bandeirantes
Mechanics

Ideas and Policies Idea groupsNational ideasPolicies
Ages and Institutions AgesInstitutions
Innovativeness and Technology InnovativenessTechnology