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

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.

Goods produced[edit]

The base goods produced amount depends on whether the province is a colony or not. A colony's base goods produced amount is Local goods produced +0.01 per 100 colonists. Non-colonies' base goods produced amount is Local goods produced +0.2 per production development level in the province.

Goods produced modifier.png Goods produced modifier Amount
Trading by Government republic.png merchant republic or Subject tradecompany icon.png 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.
Furnace.png Per furnace built +5%
Prosperity icon m.png Prosperity +25%
Embraced Manufactories manufactories institution +10%
Trading in Coal.png coal +10%
Being the trade good's Production leader +10%
Occupied −50%
Under siege −25%
Looting speed.png Looted −25% when completely looted
Devastation icon.png Devastation −1% per percentage point
Icon war exhaustion.png War exhaustion −2% per point
Combat blockade.png Blockaded −0.5% per percentage point (−50% at 100% blockaded)

Various events and decisions also impact goods produced.

In addition to the above, various national ideas and policies may modify the base production of provinces throughout a country:

Goods produced modifier.png Traditions Ideas Bonuses Policies
+20%
  • British idea 6: Early Industrialization
  • Pskovian ambition
  • Trade-Quantity: The Production Quota Act
+15%
  • American idea 5: Workshop of the World
  • Burgundian ambition
+10%
  • Ansbach traditions
  • Cebu traditions
  • Farsi traditions
  • Flemish 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
  • 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
  • Caspian idea 1: The Riches of Tabarestan
  • Chernihiv idea 7: Tame the Grasslands
  • Chimu idea 1: Inter-Valley Irrigation
  • Candarid idea 7: Kure Copper Mine
  • Deccani idea 7: Encourage Growth of Industries
  • Dithmarscher idea 7: Free Farmers
  • Garjati idea 7: Patronize Economic Growth
  • Great Yuan idea 7: Pax Mongolica
  • Hanoverian idea 5: Strengthen the Meiertum
  • Imerina idea 3: Intensive Rice Cultivation
  • Irish idea 5: Abundant Harvests
  • Jaunpuri idea 5: Gangetic Plain
  • Javan idea 5: Bi-Yearly Harvest
  • Kaffan idea 3: Kaffan Highlands
  • Kanem Bornuan idea 3: Aluma's Reforms
  • Khorasani idea 5: Irrigation Canals
  • Kutai idea 3: Riches of Borneo
  • K'iche idea 3: Wealth of the Tamub
  • Ladakh idea 3: Wool from the Roof of the World
  • Lan Na idea 2: A Million Rice Paddies
  • Mahri idea 1: Lands of Frankincense & the Khareef
  • 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
  • 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 idea 1: The Nile
  • Oda idea 1: Rakuichi & Rakuza
  • Orissan idea 4: Refined Cloth Production
  • Otomo idea 2: Lord of Bungo
  • Pacific Northwest idea 6: Salmon Migrations
  • 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
  • Saxon idea 2: Meissner Porcelain
  • Shiba idea 2: Shugo of Three Provinces
  • Sinhalese idea 5: Develop the Cinnamon Trade
  • Slovak idea 1: Rudohorie
  • 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
  • West African idea 2: Salt Caravans
  • Yemeni idea 1: Al-Yaman, Felicitous Arabia
  • Andalusian ambition
  • Aymaran ambition
  • Beloozero ambition
  • Brazilian ambition
  • Dali ambition
  • Ito ambition
  • Shirvani ambition
  • Trebizondian ambition
  • Tripuran ambition
  • Naval-Economic: The Transportation Act
  • Religious-Trade: Religiously Sponsored Guilds
+5%
  • Byzantine idea 2: Repopulation of the Countryside

Trade value[edit]

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]

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]

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.

Every province produces a single trade good.

List of trade goods[edit]

Prices[edit]

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]

  • 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:[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]

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]

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 Category Manufactory Gold Icon.png Historical price modifiers "Trading in" bonus "Per-province" bonus
Cloth.png Cloth Base Textile manufactory.png Textile manufactory 3 Mercenary maintenance.png −15% Mercenary maintenance Local development cost −10% Local development cost
Fish.png Fish Base Naval equipment.png Naval equipment manufactory 2.5 National sailors modifier.png +25% Global sailors modifier Local sailors modifier.png +25% Local sailors modifier
Fur.png Fur Base Trade company.png Trade station 2 Prestige.png +0.5 Yearly prestige Province trade power modifier.png +10% Province trade power modifier
Grain.png Grain Base Farm estate.png Farm estate 2.5 Land forcelimit.png +20% Land force limit modifier Land forcelimit.png +0.5 Land force limit
Livestock.png Livestock Base Farm estate.png Farm estate 2 Cavalry cost.png −10% Cavalry cost Supply limit modifier +50% Supply limit modifier
Salt.png Salt Base Naval equipment.png Naval equipment manufactory 3 Land maintenance modifier.png −5% Land maintenance modifier Local defensiveness.png +15% Local defensiveness
Wine.png Wine Base Farm estate.png Farm estate 2.5 National unrest.png −1 Global unrest Local unrest.png −1 Local unrest
Wool.png Wool Base Textile manufactory.png Textile manufactory 2.5 Ship costs.png −5% Ship costs Local movement speed +10% Local movement speed
Copper.png Copper Metal Weapons manufactory.png Weapons manufactory 3 Recruitment time.png −20% Global recruitment time Regiment recruit speed.png −20% Local recruitment time
Iron.png Iron Metal Weapons manufactory.png Weapons manufactory 3 +50%: Development of Ironworking (1635) Regiment cost.png −5% Regiment costs Local construction time −20% Local construction time
Ivory.png Ivory African Trade company.png Trade station 4 +25%: Ivory Shortage in East Asia (1750) Diplomatic reputation.png +2 Diplomatic reputation State maintenance.png −20% Local state maintenance
Slaves.png Slaves African Trade company.png Trade station 2 Global tariffs.png +25% Global tariffs Local missionary strength.png +1% Local missionary strength
Chinaware.png Chinaware Eastern Mill.png Mill 3
  • Tab domestic government.png Depending on government type:
  • Legitimacy.png +0.25 Yearly legitimacy
  • Devotion.png +0.25 Yearly devotion
  • Horde unity +0.25 Yearly horde unity
  • Meritocracy.png +0.1 Yearly meritocracy
  • Republican tradition.png +0.12 Yearly republican tradition
Local autonomy.png −0.1 Local autonomy
Spices.png Spices Eastern Trade company.png Trade station 3 Spy network construction.png +25% Spy offense Local devastation −0.1 Monthly devastation
Tea.png Tea Eastern Plantation.png Plantation 2 Advisor cost.png −10% Advisor costs National garrison growth.png +25% Garrison growth
Cocoa.png Cocoa New World Plantation.png Plantation 4 +35%: Hot Chocolate Drinking (1609) Manpower recovery speed.png +5% Manpower recovery speed Local manpower modifier.png +10% Local manpower modifier
Coffee.png Coffee New World Plantation.png Plantation 3 Institution spread.png +5% Institution spread Local institution spread.png +10% Local institution spread
Cotton.png Cotton New World Plantation.png Plantation 3 Global settler increase.png +20 Global settler increase Local development cost −10% Local development cost
Sugar.png Sugar New World Plantation.png Plantation 3 Cost of reducing war exhaustion.png −20% Cost of reducing war exhaustion Local unrest.png −1 Local unrest
Tobacco.png Tobacco New World Plantation.png Plantation 3 +50%: Popularization of Tobacco (1609) Foreign spy detection.png +25% Spy defense Province trade power modifier.png +10% Province trade power modifier
Dyes.png Dyes Non-European Textile manufactory.png Textile manufactory 4 Chance of new heir.png +33% Chance of new heir Province trade power modifier.png +10% Province trade power modifier
Silk.png Silk Non-European Textile manufactory.png Textile manufactory 4 +25%: Silk fabrics in fashion (1610) Max promoted cultures.png +1 Max promoted cultures Local trade power.png +2 Local trade power modifier
Tropical Wood.png Tropical wood Non-European Mill.png Mill 2 +50%: Veneered Cabinets (1557) Development cost.png −5% Development cost Local construction cost −20% Local construction cost
Incense.png Incense Eastern Trade company.png Trade station 2.5 Tolerance own.png +0.5 Tolerance of the true faith Trade value modifier.png +10% Trade value modifier
Glass.png Glass Developed Mill.png Mill 3 Diplomatic technology cost −5% Diplomatic technology cost Local production efficiency.png +10% Local production efficiency
Paper.png Paper Developed Mill.png Mill 3.5 Administrative technology cost −5% Administrative technology cost State maintenance.png −10% Local state maintenance
Gems.png Gems Non-European Mill.png Mill 4 Inflation reduction.png +0.05% Yearly inflation reduction Local tax modifier.png +15% Local tax modifier
Coal.png Coal Base Furnace.png Furnace 10 −30%: Greater availability of Coal (1760) Goods produced.png +10% Goods produced State maintenance.png −20% Local state maintenance

Special trade goods[edit]

Gold Gold mines[edit]

Map of gold-producing provinces in 1444.

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.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 (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.png 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.png 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 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. 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 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. Assigning a province to the Burghers (or any other estate) with The Cossacks.png 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[edit]

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 Goods produced.png base production in half (rounding down), (effectively halving the Gold Icon.png 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
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]

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]

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.

Coal[edit]

Map of all potential coal-producing provinces

After the appearance of the Enlightenment Institution, some provinces may change their trade good an 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]

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[3]. The trade good is determined by a system of scripted weights[4]. 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, while not directly excluded, is likewise precluded by its high Development.png 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 “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.png slaves, see above).

List of trade good probabilities[edit]

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 Arid or Tropical 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 Artic, Arid Arid or Tropical 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
    • Climate is Tropical tropical and province is not in Paraguay or Chaco area
    • Climate is Arctic 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, Columbia, Southeast, or Mississippi region
    • Terrain is not Mountains
  • ×0.15 if:
    • Terrain is Grasslands, Hills, Forest, or Woods
  • ×1.25 if:
    • Terrain is Desert, Savannah, Highlands, or Drylands, or climate is Arid arid
  • ×1.5 if:
    • Province is in Central Asia region
  • ×1.5 if:
    • Province is in Tibet region
  • ×0.5 if:
    • Province is in Central Africa 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 tropical or Arid 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
  • ×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 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 in 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, or Ofaie 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, 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, or South 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, Huastec, Sayultecas, Huichol, Zacatecas, Guichichil, Tamaulipas, or Guamares
  • ×3.5 if:
    • Province is in Minas Gerais, Diamantina, Mato Grosso, Ofaie, Goias, or Pontal area
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
  • ×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
Slaves.png Slaves 15
  • ×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:
    • Is an island (has no neighboring land provinces, even by strait)
  • ×2 if any of the following is true:
    • Province is in Horn of Africa or Kongo 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 Sol, Buenos Aires, Mesopotamia, Beni, Moxos, Paraguay, Sao Paolo, 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 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 tropical
  • 1.5 if:
    • Province is in Banda Oriental, Rio Grande do Sol, Buenos Aires, Misiones, Beni, Moxos, Paraguay, Sao Paolo, 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, or Coromandel 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
  • 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 Columbia region
  • ×0 if any of the following is true:
    • Terrain is Glacier or Forest
    • Climate is Arctic 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 Columbia region
  • ×0 if:
    • Playing with a Random New World
    • Province is in the New World
    • Climate is not Tropical 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, Carribeans, Mississippi, 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 arctic or Arid 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 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 Carribeans, Brazil, Mexico, Central America, Columbia, 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, Brazil, or Carribeans 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 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, Columbia, 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 arid or Arctic arctic
    • The province experiences Mild winter.png mild, Normal winter.png normal, or Severe winter.png severe winters
Silk.png Silk 10
  • ×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 Glacier
    • Climate is Arid arid or Arctic arctic
    • The province experiences Mild winter.png mild, Normal winter.png normal, or Severe winter.png severe winters
  • ×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 arid or Arctic 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, Kongo, Central America, Mexico, or Carribeans region
Tropical Wood.png Tropical Wood 25
  • ×0 if:
    • Province is in Newfoundland area
  • ×0 if:
    • Terrain is not Jungle
    • Climate is not Tropical tropical
    • Province is not Hawaii
  • ×1.5 if:
    • Province is in Amazon area
  • ×0.5 if:
    • Province is in Malaya, Molucca, or Indonesia region

See also[edit]

Footnotes[edit]

  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. See in /Europa Universalis IV/common/defines.lua.
  4. See in /Europa Universalis IV/common/tradegoods/00_tradegoods.txt.