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Difference between revisions of "Trade company"

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| West Indian Charter
| West Indian Charter
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| style="background:rgb(135,104,85)" |
| Indus
| Gujarat
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| {{plainlist|
*CCOT: Ahmadabad (2054)
*CCOT: Ahmadabad (2054)
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| Asia
| Asia
| Konkan Charter
| Deccan Charter
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| style="background:rgb(135,150,0)" |
| Goa
| Deccan
| CCOT: Surat (517), Goa (2030)
| CCOT: Surat (517), Goa (2030)
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| Coromandel Charter
| Coromandel Charter
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| style="background:rgb(50,30,210)" |
| Ceylon
| Coromandel
| CCOT: Malabar (534), Tondainadu (539), Coromandel (540), Kotte (574)
| CCOT: Malabar (534), Tondainadu (539), Coromandel (540), Kotte (574)

Revision as of 05:18, 4 December 2019

For the decision, see Indian Trade Company

A Subject tradecompany icon.png trade company is a collection of provinces in a trade company region that give the owner less tax, manpower, and sailors, but more trade power, trade goods (including production income) and naval force limit, than if the owner included them in states. Trade companies may be formed by any nation in any of the 16 trade company regions throughout Africa and Asia, provided they are not on the same continent as the nation's capital; this restriction puts African and especially Asian nations at a great disadvantage, unless they move their capital to Europe or Oceania. They are listed in the subject nation panel in the UI, but, unlike the English HEIC or Dutch VOC in real history, they do not actually have their own armies or administration – the land remains entirely under the nation's direct control.

Each trade company region is associated with a trade node, and contains exactly those provinces that are part of that trade node. To start a trade company, you can add all your eligible provinces in the node at once in the trade node UI, or one by one in the province UI. To be eligible, a province must not be part of a state, and any province that becomes part of a state will suffer automatic removal from the trade company. Removing a province from a trade company gives the "Left Trade Company" modifier for 5 years, preventing it from being added back during its duration as well as giving a Local goods produced modifier −200% local goods produced modifier.

A country that has completed Expansion idea group.png Expansion ideas may fabricate claims on any overseas province in a trade company region, even without the Wealth of Nations expansion.

Colonizing provinces in a trade company region does not change the local culture and religion, unlike in other regions; this rule applies even if the nation is unable to add such provinces to a trade company due to its capital being in the same continent as the provinces.

Effects of trade companies

Trade company regions.

Provinces in a trade company are subject to the following modifiers (additive as usual):[1]

Local trade power.png +100% Local trade power
Naval forcelimit.png +0.5 Naval force limit
Local missionary strength.png −200% Local missionary strength
Local institution spread.png +10% Institution spread
Province governing cost.png +25% Province governing cost

Additionally, trade company provinces:

When a trade company controls 51%[2] of all the provincial trade power in its node, it grants +1Merchants.png merchant.[3]

The Common Sense.pngCommon Sense DLC allows one subject interaction for trade companies. A trade company's trade power may be increased by 50% at the cost of +0.03 inflation to its owner per year. This interaction may be toggled on and off at will.

All provinces in the trade company region controlled by nations other than the trade company owner, and which are one or more institutions behind him, get a bonus to Local goods produced goods produced equal to half the percentage of the region's trade power the trade company controls. (The value of trade in a node depends on the value of the goods produced, so this benefits both the natives and the traders). Light ships protecting trade do not contribute to this, and can thus in certain cases cause the nation to earn less from trade as fewer goods will be produced. This bonus doesn't overlap with a merchant republic's similar bonus to goods produced.

List of trade company regions

Continent Trade company region Colour Trade Node Key provinces
Africa West African Charter Ivory Coast
  • Estuary: Cayor (1113), Benin (1147), Ngoyo (4079)
  • INH: Gold Coast (1139)
Africa South African Charter Cape of Good Hope INH: Cape (1177)
Africa East African Charter Zanzibar
  • CCOT: Zanzibar (1201), Mombasa (1202)
  • Estuary: Quelimane (1192)
Asia West Indian Charter Gujarat
  • CCOT: Ahmadabad (2054)
  • Estuary: Thatta (504)
Asia Deccan Charter Deccan CCOT: Surat (517), Goa (2030)
Asia East Indian Charter Bengal
  • CCOT: Chittagong (568), Pegu (586)
  • Estuary: Bengal Delta (561), Dhaka (564), Pathein (1815), Velanadu (534), Konaseema (5084)
Asia Coromandel Charter Coromandel CCOT: Malabar (534), Tondainadu (539), Coromandel (540), Kotte (574)
Asia North Indian Charter Doab ICOT: Delhi (522), Central Doab (524)
Asia Burma Charter Burma ICOT: Ava (584)
Asia Indonesian Charter Malacca CCOT: Malacca (596), Brunei (636), Pasai (2673)
(East Micronesia, Polynesia,
West Micronesia only)
Philippine Charter Philippines INH: Manila (656)
(Vogelkop Peninsula only)
Moluccan Charter The Moluccas CCOT: Kalapa (630), Makassar (541)
Asia Indochinese Charter Siam
  • CCOT: Ayutthaya (600)
  • Estuary: Prek Russey (2376)
Asia South Chinese Charter Canton
  • CCOT: Canton (667)
  • Estuary: Canton (667), Hai Phong (2372)
Asia East Chinese Charter Hangzhou
  • CCOT: Hangzhou (684)
  • Estuary: Suzhou (1822), Huai'an (2142)
Asia North Chinese Charter Beijing CCOT: Beijing (1816)


Note that while the Philippine and Moluccan Charters have provinces which are located in Oceania, these provinces are usually of low development and unlike to be enough to form powerful trade companies (for countries with Asian capitals). In particular, the Vogelkop Peninsula is one province short of the requirement for the generic "Expand Overseas" mission (5 provinces within one trade company region, across 3 regions).

Trade company investments

When a nation has established a trade company they can increase their returns by investing in them. These are accessed through the state interface and are visible at the bottom. There are 5 investments (of 2 tiers) available to build per area that provide their benefit to the entire area. There are also 5 related special investments each of which is limited to 1 per charter, that provide their benefit to the nation as a whole or to the entire trade company region.

Name Gold Icon.png Cost Benefit to trade company provinces in this area Benefit to entire area Benefit to entire company National benefits
Company Garrison TC local quarters.png Local Quarter 300
  • Supply limit.png +0.25 Supply limit
  • Fort defense.png +15% Local defensiveness
 TC permanent quarters.png Permanent Quarters 600
  • Supply limit.png +0.50 Supply limit
  • Fort defense.png +30% Local defensiveness
 TC officers mess.png Officers' Mess 1000 Land forcelimit.png +5 Land force limit
Harbor TC warehouse.png Company Warehouse 300 Trade power.png +2 Trade power Local production efficiency.png +25% Local production efficiency
 TC depot.png Company Depot 600 Trade power.png +4 trade power Local production efficiency.png +50% Local production efficiency
 TC admiralty.png Admiralty 1000 Naval forcelimit.png +5 Naval force limit
Local Venture TC brokers office.png Broker's Office 300 Local production efficiency.png +25% Local production efficiency Local goods produced +0.15 Local goods produced
 TC brokers exchange.png Broker's Exchange 600 Local production efficiency.png +50% Local production efficiency Local goods produced +0.30 Local goods produced
 TC property appraiser.png Property Appraiser 1000 Trade steering.png +50% Trade steering
Foreign Influence TC settlement.png [Root.GetAdjective] Settlements 300 Local tax modifier.png +25% Local tax modifier Local development cost −7.5% Local development cost
 TC district.png [Root.GetAdjective] Districts 600 Local tax modifier.png +50% Local tax modifier Local development cost −15% Local development cost
 TC township.png [Root.GetAdjective] Township 1000 Trade value.png +10% Trade value modifier Army tradition.png +0.10 Yearly army tradition
Governance TC company administration.png Company Administration 300
  • Local manpower modifier.png +25% Local manpower modifier
  • Local sailors modifier.png +25% Local sailors modifier
 TC military administration.png Military Administration 600
  • Local manpower modifier.png +50% Local manpower modifier
  • Local sailors modifier.png +50% Local sailors modifier
 TC governor generals mansion.png Governor General's Mansion 1000 Ship costs.png −2% Ship cost


Trade company penalties

Regarding the penalties of trade company:

  • The reduction in Gold Icon.png tax -- sometimes Manpower.png manpower and Sailors.png sailors as well -- are counteracted by the removal of Max promoted cultures.png unaccepted culture penalties and Minimum autonomy in territories.png autonomy penalties. The autonomy modifiers are applied multiplicatively after base tax/manpower/sailor has been modified by additive modifiers such as culture and trade company modifiers. Thus, as long as the additive modifiers do not sum to or below zero -- tax is usually helped by national modifiers -- the tax amount reduced by the -100% penalty is often mitigated by half from removal of culture and autonomy penalties.
  • (Dharma.pngDLC required) Various Trade Company Investments can mitigate the initial tax/manpower/sailor penalty. (Manpower and sailor investments are under “Governance”. As of 1.27, Governance investments are "hidden" in-game with a side scroll.)

Other unspecified benefits

Other benefits not specified in-game include:

  • Trade Company provinces do not count towards Religious Unity. Thus, creating trade companies is a good alternative to religious conversion.
  • Trade Company provinces do not count towards corruption due to having too many territories.
  • Since trade company provinces do not gain embraced institution spread modifier, adding newly conquered Asian and African provinces to Trade Company can be a strategy to slow down institution spread and thus maintaining tech advantage over Asian and African countries.

Trade control by trade companies

As adding a province to a trade company doubles the local trade power, and at the same time if a trade company controls more than 51% of the trade powers in its trade node, the owner gains an extra merchant, Province trade power value.png centers of trade and Estuary.png estuaries which give flat bonuses to base local trade power are of greater importance to trade companies than other provinces of similar Development.png development. Constructing trade buildings in these provinces are valuable for the same reasons. Increasing Mercantilism.png mercantilism can also help wrestling trade controls for trade companies as each point of Mercantilism.png mercantilism adds 2% of provincial trade power.

South Africa Charter is a notable trade company region as it is initially fully unoccupied. Thus, any first colonizer of Cape (1177) can gain and maintain a Merchants.png merchant through trade control with little investment.


  1. See in /Europa Universalis IV/common/static_modifiers/00_static_modifiers.txt (Static modifiers#Belongs to Trade Company).
  2. See in /Europa Universalis IV/common/defines.lua: TRADE_COMPANY_STRONG_LIMIT = 0.51,
  3. See in /Europa Universalis IV/common/static_modifiers/00_static_modifiers.txt (Static modifiers#Strong trade company).