- 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 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]
|Base goods produced||Amount|
|Base production||+0.2 per production development|
|Manufactory (except furnaces)||+1|
|Broker's Office trade company investment in the area||+0.15|
|Broker's Exchange trade company investment in the area||+0.30|
|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 modifiers.|
Local goods produced modifiers[edit | edit source]
|Local goods produced modifier||Amount|
|Being the trade good's Production leader||+10%|
|Trading by nearby trade companies||the exact amount depends on the trade share of the trade company and on institutions|
|Trading by nearby merchant republics|
|Three-Sisters Field native building||+50%|
|Cerro Rico del Potosí in area||+5/+10/+15% (only with )|
|Devastation||−1% per percentage point|
|Intolerance||−10% per point of negative tolerance|
National goods produced modifiers[edit | edit source]
|National goods produced modifier||Amount|
|Embraced manufactories institution||+10%|
|Trading in coal||+10%|
|Per furnace built||+5%|
|ruler with the Industrious trait||+10%|
|Hussite church aspect Bread and Wine||+5%|
|Fetishist countries following the cult||+10%|
|Norse country with Njord as personal deity||+10%|
|Zoroastrian nation with the active ritual 'Haoma' (only with )||+10%|
|The Guilds faction in power||+10%|
|Monastic Breweries government reform||+10%|
|Polish Crown age ability available for Poland and Commonwealth during the Age of Reformation||+33%|
|Mughals with assimilated Dravidian culture||+5%|
|War exhaustion||−2% per point|
|Mandate||−1% for each point below 50 (-50% at 0 mandate)|
National goods produced modifiers from ideas and policies[edit | edit source]
Please help with verifying or updating this table. It was last verified for version 1.30.
Trade value[edit | edit source]
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.
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
List of trade goods[edit | edit source]
Please help with verifying or updating this section. It was last verified for version 1.31.
Prices[edit | edit source]
- 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.
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. 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:
Please help with verifying or updating this table. It was last verified for version 1.30.
|+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).
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]
- 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||Manufactory||Base||Adjusted by Events||Historical price modifiers||"Trading in" bonus||"Per-province" bonus|
|Cloth||Textile manufactory||3||4.05||−15% Mercenary maintenance||−10% Local development cost|
|Fish||Naval equipment manufactory||2.5||2||+25% Global sailors modifier||+25% Local sailors modifier|
|Fur||Trade station||2||3.5||+0.5 Yearly prestige||+10% Province trade power modifier|
|Grain||Farm estate||2.5||2||+20% Land force limit modifier||+0.5 Land force limit|
|Livestock||Farm estate||2||3.4||−10% Cavalry cost||+50% Supply limit modifier|
|Naval supplies||Naval equipment manufactory||2||3||+50%: Permanent Navies (1674)||+20% Naval force limit modifier||+0.5 Naval force limit|
|Salt||Naval equipment manufactory||3||3.3||−5% Land maintenance modifier||+15% Local defensiveness|
|Wine||Farm estate||2.5||3.125||−1 Global unrest||−1 Local unrest|
|Wool||Textile manufactory||2.5||2.875||−5% Ship costs||+10% Friendly movement speed|
|Copper||Weapons manufactory||3||3.45||−20% Global recruitment time||−20% Local recruitment time|
|Iron||Weapons manufactory||3||4.5||+50%: Development of Ironworking (1622)||−5% Regiment costs||−20% Local construction time|
|Ivory||Trade station||4||5||+25%: Ivory Shortage in East Asia (1750)||+2 Diplomatic reputation||−20% Local state maintenance|
|Slaves||Trade station||2||2.2||+25% Global tariffs||+1% Local missionary strength|
|Chinaware||Mill||3||3||−0.1 Local autonomy|
|Spices||Trade station||3||3.3||+25% Spy offense||−0.1 Monthly devastation|
|Tea||Plantation||2||3||−10% Advisor costs||+25% Garrison growth|
|Cocoa||Plantation||4||5.4||+35%: Hot Chocolate Drinking (1596)||+5% Manpower recovery speed||+10% Local manpower modifier|
|Coffee||Plantation||3||3.3||+5% Institution spread||+10% Local institution spread|
|Cotton||Plantation||3||4.95||+20 Global settler increase||−10% Local development cost|
|Sugar||Plantation||3||5.25||−20% Cost of reducing war exhaustion||−1 Local unrest|
|Tobacco||Plantation||3||4.5||+50%: Popularization of Tobacco (1596)||+25% Spy defense||+10% Province trade power modifier|
|Dyes||Textile manufactory||4||4||+33% Chance of new heir||+10% Province trade power modifier|
|Silk||Textile manufactory||4||5||+25%: Silk fabrics in fashion (1622)||+1 Max promoted cultures||+2 Local trade power modifier|
|Tropical wood||Mill||2||3||+50%: Veneered Cabinets (1544)||−5% Development cost||−20% Local construction cost|
|Incense||Trade station||2.5||3||+0.5 Tolerance of the true faith||+10% Trade value modifier|
|Glass||Mill||3||3.45||−5% Diplomatic technology cost||+10% Local production efficiency|
|Paper||Mill||3.5||4.725||−5% Administrative technology cost||−10% Local state maintenance|
|Gems||Mill||4||3||+0.05% Yearly inflation reduction||+15% Local tax modifier|
|Coal||Furnace||10||7||−30%: Greater availability of Coal (1760)||+10% Goods produced||−20% Local state maintenance|
|Cloves||Trade station||8||8||There are no price change events for cloves||+5% Trade efficiency||+20% Province trade power modifier|
Special trade goods[edit | edit source]
Gold mines[edit | edit source]
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; it is instead converted directly into ducats at the rate of 40 per year per unit of goods produced. This translates to 8 per base production per year.
Income from gold does not benefit from 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 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.
|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.
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 base production in half (unrounded, so it's possible to get fractional development!), effectively halving the 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.
|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|
Colonial nations[edit | edit source]
|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.
Slaves[edit | edit source]
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. The War Against the World Doctrine for pirate republics disallows slaves in a similar way.
Coal[edit | edit source]
- See also: Coal in the tradegoods table
After the appearance of the Enlightenment Institution, some provinces may change their trade good and produce coal. Coal allows the province owner to build a Furnace in said province, which gives a global +5% 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]
Colonies begin with “unknown” trade good and are randomly assigned a trade good after reaching a population of 400 colonists (40%). 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, glass, and paper, while not directly excluded, are likewise precluded by their high development level requirement. 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.” 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[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|
See also[edit | edit source]
Footnotes[edit | edit source]
- Trade goods base prices are listed in .
- See in Static_modifiers#Production leader). (
- very unlikely to be triggered by the AI because it requires an european country to own the whole Bengal region and some neighboring provinces
- See in .
- See in .
- the flag por_bandeirantes_flag gets set by the portuguese mission Promote the Bandeirantes