Production

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Provincial base production in 1444.

Production is, together with taxation and trade, one of the three primary sources of income in Europa Universalis IV. It represents the amount of income generated by local trade good producers and is, unlike in EU3, added directly to the country's monthly income. In contrast to trade income, it is not subject to the competition with other nations via merchants or light ships, but based in your provinces. Like taxation, it is therefore a natural source of income for large sprawling empires, in particular those who lack the strategic location and/or ideas (naval, diplomatic) to effectively compete in the open trade market (such as land-locked nations). Larger nations will benefit greatly from having at least one production increasing modifier.

Production income[edit | edit source]

A nation's production income is the sum of the production income of all its provinces. Territorial provinces will usually generate less production income due to the higher local autonomy floor. The values shown in the provincial economic detail box are monthly values (yearly values are shown in the extended tool-tip). Production income can be further broken down into the below 3 key factors.

Goods produced.png Goods produced[edit | edit source]

Main article: Trade goods#Goods produced
See also: Development

Goods produced represents the amount of goods the province can produce and is greatly affected by occupying hostile forces and war-exhaustion.

The value can be increased by constructing manufactories or by development of the province's base production value (an increase of Local goods produced +0.20 local goods produced per production point).

Trade value.png Trade value[edit | edit source]

Main article: Trade goods#Trade value

Trade value represents the total value of the goods transferred to local trade node from the province. It is largely determined by the local goods, amount of local goods produced and triggered event price modifiers.

Production efficiency.png Production efficiency[edit | edit source]

Production efficiency is a key factor to describe how efficiently a given province or a whole country can produce goods. The global production efficiency slowly increases over the course of the game with the increase of Administrative technology.png Administrative technology modeling the arrival of new and more efficient production methods over the course of centuries. In addition, the player may encounter various events, decisions, triggered modifiers, and mission rewards during their campaign that may affect either local or global production efficiency.

Note: The base value is not mentioned in the expanded province tooltip and has to be added to the value mentioned (i.e., 80% production efficiency is calculated as 180%).

Production efficiency has a base value of 100% and is further modified by the following:

Production efficiency.png Administrative technology.png Adm Tech
+2% level 3
+4% level 5
+6% level 9
+8% level 13
+10% level 16
+12% level 21
+14% level 25
+16% level 28
+18% level 30
+20% level 32
Production efficiency.png Global modifiers
+20% Administrative technology.png Administrative tech: Ahead of time
+10%
  • Government monarchy.png Administrative Monarchy
  • Government republic.png Administrative Republic
  • Government republic.png Constitutional Republic
  • Government republic.png Peasants Republic
  • Advisor Natural Scientist.png Natural Scientist advisor
+5% Parliament.png Parliament issue: Conduct nationwide land survey
Local production efficiency.png Local modifiers
+100% Latin counting house.png Counting house
+50% Latin workshop.png Workshop
+10% Parliament.png Parliament seat
+50% Trade Company province in an area with Broker's Exchange investment
+25% Trade Company province in an area with Broker's Office investment
+50% Any province in an area with Company Depot Trade Company investment
+25% Any province in an area with Company Warehouse Trade Company investment
Production efficiency.png Traditions Ideas Bonuses Policies
+20%
  • Israeli idea 3: Return Home
  • Roman idea 5: Roman Architecture
  • Aristocratic-Innovative: The Combination Act
+15%
  • Flemish idea 1: Flemish Cloth
  • Lanfang idea 2: Mining Syndicates
  • Mexican idea 5: Repartimiento
  • Punjabi idea 3: Punjabi Textile Industry
  • Revolutionary French idea 3: Franc Germinal
+10%
  • Ajami traditions
  • Asakura traditions
  • Aymaran traditions
  • Clevian traditions
  • Cornish traditions
  • Dortmund traditions
  • Frisian traditions
  • Great Shun traditions
  • Kuban traditions
  • Luxembourg traditions
  • Moluccan traditions
  • Orissan traditions
  • Otomo traditions
  • Perugian traditions
  • South Indian traditions
  • Sumatran traditions
  • Tyrconnell traditions
  • Uesugi traditions
  • Urbinate traditions
  • Economic idea 3: Smithian Economics
  • Aachen idea 4: Guild and Government
  • Air idea 5: Inadan Castes
  • Andean idea 4: Llamas Farming
  • Arawak idea 2: Land Cultivation
  • Armenian idea 7: End of Armenian Diaspora
  • Augsburger idea 7: Augsburg's Textile Industry
  • Aztec idea 6: Floating Gardens
  • Bamberger idea 3: City of Beer
  • Bavarian idea 2: Bring in the Bavarian Purity Law
  • Bengali idea 5: Jute Production
  • Bregenzer idea 3: Saint Gebhard
  • Canadian idea 1: Singing Lumberjacks
  • Caspian idea 3: Caspian Silk
  • Castilian idea 3: Cabildos
  • Catalan idea 7: Forges of Catalonia
  • Central Algonquian idea 1: Fur Trade
  • Chiba idea 6: Irrigation of Southern Kanto
  • Chinese idea 3: Order of the Four Occupations
  • Cirebonese idea 6: Batik Textiles
  • Client State idea 4: Foreign Magnates
  • Couronian idea 4: Booming Manufacture
  • Creek idea 3: Green Corn Celebration
  • Crimean idea 5: Free Cattle Grazing
  • Cypriot idea 3: Commandaria Wine
  • Dali idea 7: Dian Bronze
  • Deccani Sultanate idea 6: Strengthen Ties with Marathi Cultivators
  • Delhian idea 4: Promote Innovation in Textile Production
  • Eastern Algonquian idea 1: Corn, Beans and Squash
  • English idea 2: The Eltham Ordinance
  • Farsi idea 4: Expand the Wine Production
  • Finnish idea 3: The Fourth Estate
  • Franconian idea 5: Franconian Wine
  • Frankfurter idea 6: Frankfurter Würstchen
  • German idea 1: Zunft
  • Great Ming idea 4: Repair the Yellow River Dykes
  • Guarani idea 2: Guarani Pottery
  • Hamburger idea 6: Berenberg Bank
  • Hausan idea 3: Sarakunan Babba
  • Hessian idea 7: Economic Reforms
  • Hungarian idea 5: Curtail the Freedom of the Peasantry
  • Incan idea 6: Llama Michis
  • K'iche idea 1: Blessings of Tohil
  • Kaffan idea 1: Kingdom of Coffee
  • Kanem Bornuan idea 1: Land of Ngazargamu
  • Kievan idea 4: Chernozem
  • Kongo idea 6: Foreign Demand For Slaves
  • Korean idea 5: Hyang'yak System
  • Lithuanian idea 4: Magnate Estates
  • Lithuanian idea 4: Magnate Estates
  • Livonian Knight idea 5: Local Serfs
  • Lorraine idea 2: Mines of Lorraine
  • Luban idea 6: Tales of Mbidi Kiluwe
  • Luccan idea 5: The Captain of the People
  • Lur idea 5: Looms of the Lurs
  • Luzon idea 7: Expand the Sugar Production
  • Malayan Sultanate idea 3: Spice Islands
  • Mamluk idea 5: Reform the Fellah System
  • Meath idea 1: Ineffectual Overlords
  • Moravian idea 4: Land of Vineyards
  • Nagpuri idea 6: Cultivating the Forest
  • Native idea 3: Clan Mothers
  • Nivernais idea 1: Forges of Nivernais
  • Norwegian idea 6: Encouraged Fishing
  • Nuremberger idea 4: Rostbratwurst
  • Orleanaise idea 4: Saffron of Boynes
  • Palawa idea 1: Oyster Bay
  • Papal idea 5: Centralize the States
  • Pattani idea 1: Pepper Production
  • Polish idea 1: Promote the Folwark System
  • Provençal idea 7: Provençal Quilting
  • Rostov idea 7: Rostov Enamels
  • Ryazan idea 4: Russian Grain
  • Sadiyan idea 7: Black Tea
  • Samoan idea 3: Maulu'ulu
  • Serbian idea 5: Gold Mines
  • Shan idea 2: Wet Rice Cultivation
  • Shimazu idea 3: Reunion of Three Provinces
  • Siberian idea 3: Enslave the Captives
  • Silesian idea 7: Black Gold
  • Sinhalese idea 6: Growth of New Castes
  • Sistani idea 1: Lake Hamun
  • Southeastern Woodlands idea 4: Cultivation of the Earth
  • Sulu idea 6: Coconut Plantations
  • Swahili idea 6: Ivory Trade
  • Swiss idea 7: Clockwork
  • Tapuian idea 3: Yam Growers
  • Telugu idea 6: Diamond Mines of Kollur
  • Thomondian idea 5: Pasture of Ireland
  • Tibetan idea 3: Yaks!
  • Tiwi idea 3: Kulama
  • Transylvanian idea 2: Torda Salt Mines
  • Tripuran idea 6: Jute Production
  • Tupi idea 5: Cultivate The Land
  • Tuscan idea 6: Administrative Reforms
  • Tverian idea 5: Cloth Business
  • Ulmer idea 5: Ulmer Textile Trade
  • Welsh idea 5: Economic Revival
  • West Indies idea 1: Plantation Economy
  • Wurzburgian idea 6: Franconian Wine
  • Zimbabwe idea 7: Zimbabwe Birds
  • Acehnese/Pasai ambition
  • Chachapoyan ambition
  • Dahomey ambition
  • Leonese ambition
  • Nanbu ambition
  • Offaly ambition
  • Shiba ambition
  • Slovak ambition
  • Trading City ambition
  • Yemeni ambition
  • Court-Economic: Financial Miracle Act
  • Expansion-Plutocratic: Taxation with Representation
  • Humanist-Aristocratic: Enlightened Aristocracy
  • Naval-Economic: The Transportation Act
  • Trade-Economic: The Statute of Monopolies
+5%
  • California Native idea 2: Basketweaving
  • Fijian idea 7: Confederacy of Kingdoms
  • National idea 7: Strengthening Land Tenure
  • Ogasawara idea 3: Kiso-uma
  • Persian idea 5: Encourage Art

Production calculation[edit | edit source]

Goods-produced-tooltip.png
Trade-value-tooltip.png
Production-income-tooltip.png

Formula[edit | edit source]

Production.png Production income is formulated as follows:

The sum of the country-wide production efficiency modifiers has a minimum value of 1%. The local production efficiency modifiers can be negative, but the total production income can't fall below 0.

Trade value.png Trade value and Goods produced.png Goods produced can be further broken down as:

Flat and relative trade value modifiers are relatively rare and only exist as local and not as country wide modifiers.

Example[edit | edit source]

Consider the province Ghent with its Cloth.png Cloth trade good (with New Draperies price modifier), owned by Flag of Flanders Flanders. The nation has constructed a manufactory and a production building as well as invested in Administrative technology.png Administrative technology and Economic idea group.png Economic idea group increasing its Production efficiency.png production efficiency. The province has some Local autonomy.png local autonomy and War exhaustion.png war exhaustion.

Note: The displayed values only show 2 digits after the decimal, but include 3 digits after the decimal when performing any calculations.

Production strategy[edit | edit source]

Buildings[edit | edit source]

See also: Buildings

Two buildings increase Production efficiency.png production efficiency (one replaces the other); another provides a bonus to Goods produced.png goods produced, thus essentially increasing both production and trade income.

Prioritize constructing production buildings in the order prescribed below:

  • Provinces with high value trade goods, i.e.: Silk.png Silk, Dyes.png Dyes, Ivory.png Ivory, Iron.png Iron,Cocoa.png Cocoa etc.
  • Provinces with very high base production value.
  • Territorial provinces (and trade companies) which are beneficial to player's trade with high value trade goods / high base production value.
  • Provinces with trade goods which the nation is trying to become a production leader or trading leader (for the given bonus).

Notes: Gold Gold provinces do not benefit from production efficiency and can deplete at any level of production above 1 (the chance is much smaller at lower levels of production). Also, consider that some trade good provinces may be worthy of investments in manufactories and production buildings in the early game due to their timed peak value.

Development[edit | edit source]

With the current version of EU4, it is now possible to develop in the base game. Increasing production development requires expenditure in Diplomatic power.png Diplomatic power. Investing some production points can yield high monetary return taking all of aforementioned into account and as it scale very well with other modifiers, it is then recommended to not develop your land with Administrative power.pngAdmin power as it will upgrade the developement cost of the province. Military power.png Military power is also very good to dev with.

Mechanics

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