Difference between revisions of "Trade goods"

From Europa Universalis 4 Wiki
Jump to navigation Jump to search
(List of trade goods)
m (List of trade goods: version update)
Line 57: Line 57:
  
 
== List of trade goods ==
 
== List of trade goods ==
{{SVersion|1.22}}
+
{{SVersion|1.23}}
 
{|class = "wikitable sortable mw-collapsible"
 
{|class = "wikitable sortable mw-collapsible"
 
! class="unsortable" | !! Trade good !! Category !! Manufactory
 
! class="unsortable" | !! Trade good !! Category !! Manufactory

Revision as of 14:30, 18 November 2017

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 influences the province's manpower production and 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.png Goods produced

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 Modifiers

  • Being a Trade Good's Production leader: Goods produced modifier.png +10%
  • Economic idea group.png Economic Ideas - Smithian Economics : +20% - Only if the player does not have the Common Sense.png Common Sense DLC enabled
  • 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.
  • 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

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
  • Imperial German idea 7: Eisen und Kohle
  • Pskovian ambition
  • Trade-Quantity: The Production Quota Act
+15%
  • American idea 5: Workshop of the World
  • Burgundian ambition
+10%
  • 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
  • Brunswicker idea 5: Brunswicker 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
  • Goslar idea 1: Goslar Mining Traditions
  • 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
  • Kiwi idea 2: The Otago Gold Rush
  • 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
  • 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 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
  • 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
  • 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

Prices

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.

Trade value

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

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

Main article: Production

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

Every province produces a single trade good.

Bonuses

  • 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).
  • "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 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

List of trade goods

Trade good Category Manufactory Base price Historical price modifiers "Trading in" bonus "Per-province" bonus
(requires Rights of Man.png Rights of Man)
Cloth.png Cloth Base Textile manufactory 3 +20%: New Draperies (1540)
+15%: Uniform Regulations (1670)
Mercenary maintenance.png −15% Mercenary maintenance Local development cost −10% local development cost
Fish.png Fish Base Naval equipment manufactory 2.5 −10%: Grand Banks Fishery (1510)
−10%: Protestants Don't Eat Fish (1550)
−25%: Coldest Period of the Little Ice Age (1650) (3650 days)
National sailors modifier.png +25% Global sailors modifier Local sailors modifier.png +25% Local sailors modifier
Fur.png Fur Base Trade station 2 +40%: Depletion of European Beaver (1570)
+35%: Felt Hats (1600)
+25%: Coldest Period of the Little Ice Age (1650) (3650 days)
Prestige.png +0.5 Yearly prestige Province trade power modifier.png +10% Province trade power modifier
Grain.png Grain Base Farm Estate 2 −20%: Columbian Exchange
−75%: Eruption of Huaynaputina (1600) (730 days)
−25%: Coldest Period of the Little Ice Age (1650) (3650 days)
Land forcelimit.png +20% Land force limit modifier Land forcelimit.png +0.5 Land force limit
Naval supplies.png Naval supplies Base Naval equipment manufactory 2 +50%: Permanent Navies (1680) Naval forcelimit.png +20% Naval force limit modifier Naval forcelimit.png +0.5 Naval force limit
Salt.png Salt Base Naval equipment manufactory 3 +10%: Grand Banks Fishery (1510)
+25%: Coldest Period of the Little Ice Age (1650) (3650 days)
Land maintenance modifier.png −10% Land maintenance modifier Local defensiveness.png +15% Local defensiveness
Wine.png Wine Base Farm Estate 2.5 −75%: Eruption of Huaynaputina (1600) (730 days)
−25%: Coldest Period of the Little Ice Age (1650) (3650 days)
+25%:Cork Bottle Stoppers (1670)
National unrest.png −1 Global unrest Local unrest.png −1 Local unrest
Wool.png Wool Base Textile manufactory 2.5 −20%: New Draperies (1540)
−10%: Cotton Imports (optional)
+50%: Selective breeding
Ship costs.png −5% Ship costs Local ship cost.png −10% Local ship cost
Copper.png Copper Metal Weapons manufactory 3 +50%: Bronze Cannons (1500)
−35%: Iron Working (1635)
Recruitment time.png −20% Global recruitment time Regiment recruit speed.png −20% Local recruitment time
Gold.png Gold Metal n/a n/a n/a n/a
Iron.png Iron Metal Weapons manufactory 3 +50%: Iron Working (1635) Regiment cost.png −5% Regiment costs Local construction time −20% Local construction time
Ivory.png Ivory African Trade station 4 +25%: Ivory Shortage in East Asia (1750) Diplomatic reputation.png +2 Diplomatic reputation State maintenance.png −20% Local state maintenance modifier
Slaves.png Slaves African Trade station 2 +50%: Triangle Trade (1575)
−40%: Abolitionism (1790)
Global tariffs.png +25% Global tariffs Local missionary strength.png +1% Local missionary strength
Chinaware.png Chinaware Eastern Mill 3 +50%: Europeans in China (1650)
−50%: Johann Friedrich Böttger (1710)
Legitimacy.png +0.25 Yearly legitimacy,
Republican tradition.png +0.012 Yearly Republican tradition
Local autonomy.png −0.1 Local autonomy
Spices.png Spices Eastern Trade station 3 +50%: Spice Trade (1510)
−40%: Decline of the Spice Trade (1660)
Spy network construction.png +25% Spy offense Local devastation -0.10 Monthly devastation
Tea.png Tea Eastern Plantations 2 +25%: Japanese Tea Culture (1540) Exclusionary with the incense price hike from the same event.
+25%: Tea & Sugar (1650)
Advisor cost.png −10% Advisor costs National garrison growth.png +25% Garrison growth
Cocoa.png Cocoa New World Plantations 4 +40%: Hot Chocolate (1700) Manpower recovery speed.png +5% Manpower recovery speed Local manpower modifier.png +10% Local manpower modifier
Coffee.png Coffee New World Plantations 3 +50%: Coffee Boom (1600) Institution spread.png +5% Institution spread Local institution spread.png +10% Local institution spread
Cotton.png Cotton New World Plantations 3 +45%: Surging demand for Calicoes & Other Cotton Cloths (1680)
+20%: Cotton Imports (optional)
Global settler increase.png +20 Global settler increase Local development cost −10% local development cost
Sugar.png Sugar New World Plantations 3 +25%: Tea & Sugar (1650)
+50%: Popularization of Sugar (1660)
Cost of reducing war exhaustion.png −20% Cost of reducing war exhaustion Local unrest.png −1 Local unrest
Tobacco.png Tobacco New World Plantations 3 +50%: Popularization of Tobacco (1600) Foreign spy detection.png +25% Spy defense Province trade power modifier.png +10% Province trade power modifier
Dyes.png Dyes Non-European Textile manufactory 4 +25%: Uniform Regulations (1670)
–25%: Expansion of the Bengali Dye Production (optional)
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 4 +25%: Popularization of Silk (1635) 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 2 +35%: Development of Veneering (1570) Development cost.png −5% development cost Local construction cost −20% Local construction cost
Paper.png Paper Additional Mill 3.5 +25%: Growth of Modern Printing and Publishing
–50%: Beaters Replacing Hammers for Paper Production
+25%: Watermarks and Marbling
+35%: Lending Libraries and Bookclubs
Administrative technology cost -5% Administrative technology cost State maintenance.png −10% Local state maintenance
Glass.png Glass Additional Mill 3 +25%: Bohemian Glass
–65%: lead Crystal
+25%: Modern Optics
+15%: Growth of the International Wine Trade
+15%:Permanent Navies
Diplomatic technology cost -5% Diplomatic technology cost Local production efficiency.png +10% Local production efficiency
Incense.png Incense Additional Trade Station 2.5 +10%: Japanese Tea Culture (1540) Exclusionary with tea price hike from the same event.
-25%:Protestant and Reformed Churches reject incense. (Reformed must be active)
+35%: Growth of the perfume industry (Global trade must exist)
Tolerance own.png +0.5 Tolerance of own faith Trade value.png +10% Trade value
Livestock.png Livestock Additional Farm Estate 2 +25%: Columbian exchange
-25: Coldest period in the little ice age. (1650) (3650 days)
+10%: Permanent Navies
+50%: Selective breeding
Cavalry cost.png -10% calvalry cost Supply limit.png +50% Supply limit
Gems.png Gems Additional Mill 4 +25%: Faceting
-25%: Brazilian diamonds
Inflation reduction.png -5% Inflation reduction Local tax modifier.png +15% Local tax modifier

Gold Gold mines

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.

Map of gold-producing provinces in 1444.

Gold mine depletion

As of Patch 1.15, 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.

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 9359 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

A colonial nation subject would receive no income from gold and instead save it up and send 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.

Unknown Unknown

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 below).

List of trade good probabilities

This table shows the base weights and various modifying probabilities for each trade good.

Icon Trade good Base weight Modifiers
Grain.png Grain 35
  • ×0 if:
    • Any of the following is true:
      • Terrain is Desert
      • Terrain is Glacier
      • Terrain is Coastline
      • Terrain is Arctic
  • ×0.15 if:
    • Any of the following is true:
      • Terrain is Mountain
      • Terrain is Coastal Desert
      • Terrain is Forest
      • Terrain is Woods
      • Terrain is Hills
      • Terrain is Jungle
  • ×0.25 if:
    • Any of the following is true:
      • Terrain is Highlands
      • Terrain is Marsh
  • ×0.25 if:
    • Any of the following is true:
      • Climate is Arid.png Arid
      • Climate is Tropical.png Tropical
  • ×0.6 if:
    • Any of the following is true:
      • Terrain is Drylands
      • Terrain is Savannah
      • Terrain is Steppe
  • ×0.35 if:
    • Winter is Severe winter.png severe winter
  • ×0.5 if:
    • Winter is Normal winter.png normal winter
  • ×1.5 if:
    • Terrain is farmlands
  • ×1.5 if:
    • Any of the following is true:
      • Region is Poland region
      • Region is Ruthenia region
Wine.png Wine 5
  • ×0 if:
    • Any of the following is true:
      • Winter is Severe winter.png severe winter
      • Climate is Arctic.png Artic
      • Climate is Arid.png Arid
      • Climate is Tropical.png Tropical
      • Terrain is jungle
      • Terrain is drylands
      • Terrain is steppe
      • Terrain is desert
      • Terrain is coastal desert
      • Terrain is marsh
      • Terrain is savannah
      • Terrain is glacier
      • Religion is Sunni Islam Sunni, Shiite Islam Shiite or Ibadi Islam Ibadi religion
  • ×0 if:
    • Any of the following is true:
      • Normal or historical nations is true
      • And:
        • Continent is not South America
        • Region is not South Africa region
        • Area is not Cuyo area
        • Area is not Nehuenken area
        • Area is not California area
        • Area is not Central Valley area
  • ×0.25 if:
    • Winter is Normal winter.png normal winter
  • ×1.25 if:
    • Terrain is farmlands
  • ×1.25 if:
    • Any of the following is true:
      • Terrain is hills
      • Terrain is highlands
  • ×1.5 if:
    • Any of the following is true:
      • Area is Cuyo area
      • Region is France region
      • Region is Italy region
  • ×1.1 if:
    • Any of the following is true:
      • Culture icon.png Culture group is French
      • Culture icon.png Culture group is Iberian
      • Culture icon.png Culture group is Latin
Wool.png Wool 30
  • ×0 if:
    • Any of the following is true:
      • Terrain is glacier
      • Terrain is marsh
      • Terrain is jungle
      • Terrain is farmlands
      • Terrain is coastline
      • Terrain is hills
      • Terrain is forest
      • Terrain is woods
      • And:
        • Climate is Tropical.png tropical
        • Area is not Paraguay area
        • Area is not Chaco area
      • And:
        • Climate is Arctic.png arctic
        • Region is not Tibet region
      • And:
        • Winter is Severe winter.png severe winter
        • Region is not Tibet Region
        • Region is not Hindusthan
        • Region is not Central Asia region
        • Region is not Caucasia region
  • ×0 if:
    • Any of the following is true:
      • Region is Caribbeans region
      • Region is Brazil region
      • Region is Columbia region
      • Region is Southeast America region
      • Region is Mississippi region
      • And:
        • Terrain is not mountain
  • ×0.15 if:
    • Any of the following is true:
      • Terrain is grasslands
      • Terrain is hills
      • Terrain is forest
      • Terrain is woods
  • ×1.25 if:
    • Terrain is desert
    • Terrain is savannah
    • Terrain is highlands
    • Terrain is drylands
    • Climate is Arid.png arid
  • ×1.5 if:
    • Region is Central Asia region
  • ×1.5 if:
    • Region is Tibet region
  • ×0.5 if:
    • Region is Central Africa region
Cloth.png Cloth 10
  • ×0 if:
    • Development.png Development is not at least 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:
    • Any of the following is true:
      • Region is Caribbeans region
      • Region is Malaya region
      • Region is Moluccas region
      • Region is Indonesia region
  • ×5.5 if:
    • Area is Newfoundland area
  • ×1.1 if:
    • Any of the following is true:
      • Terrain is coastline
      • Terrain is coastal desert
  • ×1.2 if:
    • Terrain is glacier
Fur.png Fur 15
  • ×0 if:
    • Any of the following is true:
      • Climate is Tropical.png tropical
      • Climate is Arid.png arid
      • Terrain is drylands
      • Terrain is steppe
      • Terrain is desert
      • Terrain is coastal desert
      • Terrain is coastline
      • And:
        • Winter is not Normal winter.png normal winter
        • Winter is not Severe winter.png severe winter
  • ×0 if:
    • Any of the following is true:
      • Terrain is farmlands
      • Terrain is mountain
      • Continent is South America
      • Region is Caribbeans region
      • Region is South Africa region
      • Region is Australia region
      • Region is Central Africa Region
  • ×0.75 if:
    • Any of the following is true:
      • Terrain is savannah
      • Terrain is grasslands
      • Terrain is highlands
      • And:
        • Winter is Mild winter.png mild winter
  • ×0.5 if:
    • Native size is not at least 1
  • ×2
    • Native size is at least 1
  • ×1.5 if:
    • Terrain is forest
  • ×1.6 if:
    • Winter is Normal winter.png normal winter
  • ×2.5 if:
    • Winter is Severe winter.png severe winter
    • Terrain is not glacier
Salt.png Salt 5
  • ×0 if:
    • Any of the following is true:
      • Terrain is not desert
      • Terrain is not marsh
      • Terrain is not mountain
      • Terrain is not highlands
      • No neighbor province has the ID 1649 (Lake Victoria)
      • No neighbor province has the ID 1650 (Lake Tanganyika)
      • No neighbor province has the ID 1651 (Lake Malawi)
  • ×2 if:
    • Any of the following is true:
      • Terrain is desert
      • All of the following is true:
        • Terrain is marsh
        • Climate is not Arctic.png arctic (Hudson Bay)
  • ×2 if:
    • Region is Peru region
  • ×5 if:
    • Area is Western Sahara area
Naval supplies.png Naval Supplies 15
  • ×0 if:
    • Any of the following is true:
      • Terrain is glacier
      • Terrain is desert
      • Terrain is coastal desert
      • Terrain is drylands
      • Terrain is savannah
      • Terrain is marsh
      • Terrain is steppe
      • Terrain is highlands
      • Terrain is farmlands
  • ×0.65 if:
    • Region is Caribbeans region
  • ×0.5 if:
    • Any of the following is true:
      • Terrain is mountain
      • Terrain is grasslands
      • Region is Central Africa region
  • ×0.5 if:
    • Country controls no ports
  • ×0.75 if:
    • Any of the following is true:
      • Terrain is coastline
      • Terrain is tropical
  • ×1.5 if:
    • Any of the following is true:
      • Terrain is forest
      • Terrain is woods
      • Terrain is hills
      • Terrain is jungle
Copper.png Copper 15
  • ×0 if:
    • Any of the following is true:
      • Terrain is steppe
      • Terrain is desert
      • Terrain is coastal desert
      • Terrain is drylands
      • Terrain is grasslands
      • Terrain is savannah
      • Terrain is coastline
      • Terrain is glacier
      • Terrain is jungle
      • Terrain is farmlands
      • Terrain is woods
  • ×0 if:
    • Random New World is not enabled
    • Area is not Minas Gerais area
    • Area is not Diamantina area
    • Area is not Mato Grosso area
    • Area is not Ofaie area
    • Region is not West Siberia region
    • Region is not East Siberia region
    • Region is not Central Africa region
  • ×0 if:
    • Random New World is enabled
    • Region is not West Siberia region
    • Region is not East Siberia region
    • Continent is not New World
  • ×0.7 if:
    • Region is Central Africa region
  • ×1.1 if:
    • Random New World is enabled
    • Any of the following must be true:
      • Terrain is mountain
      • Terrain is highlands
  • ×1.5 if:
    • Any of the following is true:
      • Area is Minas Gerais area
      • Area is Diamantina area
      • Area is Mato Grosso area
      • Area is Ofaie area
      • Region is West Siberia region
      • Region is East Siberia region
Gold.png Gold 5
  • ×0 if:
    • Random New World is not enabled
    • Region is not West Siberia region
    • Region is not East Siberia region
    • Region is not Cascadia region
    • Region is not Australia region
    • Region is not California region
    • Region is not South Africa region
    • Region is not Peru region
    • Region is not Upper Peru region
    • Region is not Mexico region
    • Region is not Central America region
    • Area is not Goias area
    • Area is not Mato Grosso area
    • Area is not Ofaie area
    • Area is not Minas Gerais area
    • Area is not Diamantina area
    • Area is not Guapore area
    • Area is not Grao Para area
    • Area is not Amapa area
    • Area is not Ucayali area
    • Area is not Amazon area
  • ×0 if:
    • Random New World is enabled
    • Continent is not New World continent
    • Region is not West Siberia region
    • Region is not East Siberia region
    • Region is not Australia region
    • Region is not South Africa region
  • ×0 if:
    • Random New World is enabled
    • Continent is New World continent
    • Any of the following is true:
      • Terrain is forest
      • Terrain is woods
      • Terrain is drylands
      • Terrain is grasslands
      • Terrain is savannah
      • Terrain is steppe
      • Terrain is jungle
      • Terrain is coastline
      • Terrain is coastal desert
      • Terrain is marsh
  • ×1.5 if:
    • Random New World is enabled:
    • Terrain is mountain
    • Continent is New World continent
  • ×1.5 if:
    • Not normal or historical nations
  • ×3.5 if:
    • Region is Peru region
  • ×4 if:
    • Any of the following is true:
    • Province ID is 853 (Mexico)
    • Province ID is 853 (Huastec)
    • Province ID is 854 (Sayultecas)
    • Province ID is 2617 (Huichol)
    • Province ID is 856 (Zacatecas)
    • Province ID is 857 (Guichichil)
    • Province ID is 858 (Tamaulipas)
    • Province ID is 2515 (Guamares)
  • ×3.5 if:
    • Any of the following is true
      • Area is Minas Gerais area
      • Area is Diamantina area
      • Area is Mato Grosso area
      • Area is Ofaie area
      • Area is Goias area
      • Area is Pontal area
Iron.png Iron 10
  • ×0 if:
    • Normal or historical nations
    • Region is not West Siberia region
    • Region is not East Siberia region
    • Region is not Central Africa Region
    • Province ID is not 18 (Lappland)
  • ×1.2 if:
    • Not normal or historical nations
    • Any of the following is true:
      • Terrain is mountain
      • Terrain is hills
      • Terrain is highlands
  • ×1.5 if:
    • Random New World is enabled
    • Terrain is mountain
    • Continent is New World continent
Slaves.png Slaves 15
  • ×0 if:
    • Any of the following is true:
      • Country has country modifier "the_abolish_slavery_act"
      • Continent is not Africa
      • Province ID is 1174 (Namibia)
  • ×0 if:
    • Is an island (has no neighboring land provinces)
  • ×2 if:
    • Any of the following is true:
      • Region is Horn of Africa region
      • Region is Kongo region
      • Area is West Africa Coast area
      • Area is Gulf of Guinea area
      • Area is Benin area
  • ×0.5 if:
    • Region is South Africa region
Ivory.png Ivory 15
  • ×0 if:
    • Continent is not Asia continent
    • Continent is not Africa continent
    • Area is not Subarctic Islands area (from walruses)
    • Area is not Greenland area
  • ×0 if:
    • Terrain is not jungle
    • Terrain is not savannah
    • Terrain is not glacier
  • ×0 if:
    • Any of the following is true:
      • Region is West Siberia region
      • Region is East Siberia region
      • Region is Manchuria region
      • Region is Central Asia region
      • Region is South Africa region
  • ×0.5 if:
    • Region is Malaya region
    • Region is Moluccas region
    • Region is Indonesia region
  • ×1.25 if:
    • Terrain is jungle
    • Terrain is savannah
Tea.png Tea 15
  • ×0 if:
    • Random New World is not enabled
    • Region is not Malaya region
    • Region is not Moluccas region
    • Region is not Indonesia region
    • Region is not Indochina region
    • Region is not South China region
    • Region is not Xinan region
    • Region is not Japan region
    • Area is not Taiwan area
    • Area is not Assam area
    • Area is not Banda Oriental area
    • Area is not Rio Grande do Sol area
    • Area is not Buenos Aires area
    • Area is not Misiones area
    • Area is not Beni area
    • Area is not Moxos area
    • Area is not Paraguay area
    • Area is not Sao Paolo area
    • Area is not West Sao Paolo are
  • ×0 if: (only the cultures below can get tea in the RNW)
    • Random New World is enabled
    • Culture icon.png Culture group is not East Asian
    • Culture icon.png Culture group is not Central Indic
    • Culture icon.png Culture group is not Dravidian
    • Culture icon.png Culture group is not Western Aryan
    • Culture icon.png Culture group is not Hindusthani
    • Culture icon.png Culture group is not Eastern Aryan
    • Culture icon.png Culture group is not Korean
    • Culture icon.png Culture group is not Japanese
  • ×0 if:
    • Any of the following is true:
      • Terrain is mountain
      • Terrain is desert
      • Terrain is drylands
      • Terrain is steppe
      • Terrain is savannah
      • Climate is Arid.png arid
      • Winter is Mild winter.png mild winter
      • Winter is Normal winter.png normal winter
      • Winter is Severe winter.png severe winter
  • 1.2 if:
    • Terrain is farmlands
  • 1.5 if:
    • Any of the following is true:
      • Area is Assam area
      • All of the following is true:
        • Climate is Tropical.png tropical
        • Random New World is enabled
  • 1.5 if:
    • Any of the following is true:
      • Area is Banda Oriental area
      • Area is Rio Grande do Sol area
      • Area is Buenos Aires area
      • Area is Misiones area
      • Area is Beni area
      • Area is Moxos area
      • Area is Paraguay area
      • Area is Sao Paolo area
      • Area is West Sao Paolo area
Chinaware.png Chinaware 15
  • ×0 if:
    • Region is not Malaya region
    • Region is not Moluccas region
    • Region is not Indonesia region
    • Region is not South China region
    • Region is not Japan region
  • ×0 if:
    • Development.png Development is not at least 8
Spices.png Spices 25
  • ×0 if:
    • Region is not Malaya region
    • Region is not Moluccas region
    • Region is not Indonesia region
    • Region is not Deccan region
    • Region is not Bengal region
    • Region is not Coromandel region
    • Area is not Indian Ocean Islands area
    • Province ID is not 1244 (Tahiti)
  • ×0 if:
    • Terrain is mountain
  • ×0.75 if:
    • Area is Indian Ocean Islands area
  • 1.25 if:
    • Region is Malaya region
    • Region is Indonesia region
    • Region is Moluccas region
Coffee.png Coffee 15
  • ×0 if:
    • Random New World is not enabled
    • Area is not Southern Ethiopia area
    • Area is not Hadiya area
    • Area is not Damot area
    • Area is not Shewa area
    • Region is not Malaya region
    • Region is not Moluccas region
    • Region is not Indonesia region
    • Region is not La Plata region
    • Region is not Peru region
    • Region is not Brazil region
    • Region is not Caribbeans region
    • Region is not Central America region
    • Region is not Mexico region
    • Region is not Columbia region
  • ×0 if:
    • Any of the following is true:
      • Terrain is glacier
      • Terrain is forest
      • Climate is Arctic.png arctic
      • Winter is Mild winter.png mild winter
      • Winter is Normal winter.png normal winter
      • Winter is Severe winter.png severe winter
      • Province ID is 481 (Bermuda)
  • ×1.5 if:
    • Region is Columbia region
  • ×0 if:
    • Random New World is enabled
    • Continent is New World continent
    • Climate is not Tropical.png tropical
Cotton.png Cotton 20
  • ×0 if:
    • Random New World is not enabled
    • Region is not Southeast America region
    • Region is not Carribeans region
    • Region is not Mississippi region
    • Region is not Egypt region
    • Region is not Hidusthani region
    • Region is not Bengal region
    • Region is not Deccan region
    • Region is not Anatolia region
    • Region is not Mongolia region
  • ×0 if:
    • Random New World is enabled
    • Region is not Egypt region
    • Region is not Hidusthani region
    • Region is not Bengal region
    • Region is not Deccan region
    • Region is not Anatolia region
    • Region is not Mongolia region
    • Continent is not New World continent
  • ×0 if:
    • Any of the following is true:
      • Terrain is mountain
      • Terrain is highlands
      • Terrain is forest
      • Terrain is jungle
      • Climate is Arctic.png arctic
      • Climate is Arid.png arid
      • Terrain is glacier
      • Winter is Mild winter.png mild winter
      • Winter is Normal winter.png normal winter
      • Winter is Severe winter.png severe winter
      • Terrain is desert
      • Province ID is 481 (Bermuda)
      • All of the following is true:
        • Continent is Europe
        • Region is not Anatolia region
  • ×1.5 if:
    • Any of the following is true:
      • Terrain is farmlands
      • Terrain is grasslands
      • Region is Southeast America region
Sugar.png Sugar 15
  • ×0 if:
    • Climate is not Tropical.png tropical
    • Any of the following is true:
      • Winter is Mild winter.png mild winter
      • Winter is Normal winter.png normal winter
      • Winter is Severe winter.png severe winter
      • Terrain is desert
      • Terrain is mountain
      • Terrain is hills
      • Terrain is highlands
      • Terrain is forest
      • Terrain is steppe
  • ×0 if:
    • Random New World is not enabled
    • Region is not Carribeans region
    • Region is not Brazil region
    • Region is not Mexico region
    • Region is not Central America region
    • Region is not Columbia region
    • Region is not Deccan region
    • Region is not West India region
    • Area is not Mascarenes area
  • ×2.5 if:
    • Random New World is not enabled
    • Province ID is not 481 (Bermuda)
    • Any of the following is true:
      • Region is Caribbeans region
      • Area is Ceara area
      • Area is Pernambuco area
      • Area is Bahia area
      • Area is Guyana area
      • Area is Suriname area
Tobacco.png Tobacco 15
  • ×0 if:
    • Random New World is not enabled
    • Region is not La Plata region
    • Region is not Northeast America region
    • Region is not Southeast America region
    • Region is not Brazil region
    • Region is not Carribeans region
    • Area is not Appalachia area
    • Area is not South Appalachia area
  • ×0 if:
    • Random New World is enabled
    • Continent is not New World continent
  • ×0 if:
    • Any of the following is true:
      • All of the following is true:
        • Climate is Arid.png arid
        • Terrain is not grasslands
        • Terrain is not farmlands
      • Winter is Severe winter.png severe winter
      • Terrain is glacier
      • Terrain is mountain
      • Terrain is drylands
      • Terrain is desert
  • ×2.5 if:
    • Any of the following is true:
      • Region is Northeast America region
      • Region is Southeast America region
Cocoa.png Cocoa 15
  • ×0 if:
    • Random New World is not enabled
    • Region is not Central America region
    • Region is not Columbia region
    • Region is not Peru region
    • Region is not Brazil region
  • ×0 if:
    • Random New World is enabled
    • Continent is not New World continent
  • ×0 if:
    • Any of the following is true:
      • Terrain is glacier
      • Terrain is steppe
      • Terrain is forest
      • Terrain is woods
      • Terrain is marsh
      • Climate is Arid.png arid
      • Climate is Arctic.png arctic
      • Winter is Mild winter.png mild winter
      • Winter is Normal winter.png normal winter
      • Winter is Severe winter.png severe winter
Silk.png Silk 10
  • ×0 if:
    • Normal or historical nations
  • ×0 if:
    • Any of the following is true:
      • Terrain is glacier
      • Climate is Arid.png arid
      • Climate is Arctic.png arctic
      • Winter is Mild winter.png mild winter
      • Winter is Normal winter.png normal winter
      • Winter is Severe winter.png severe winter
  • ×1.5 if:
    • Not normal or historical nations
    • Any of the following is true:
      • Region is South China region
      • Region is Xinan region
      • Region is North China region
      • Region is Hindusthani region
      • Region is Bengal region
      • Region is Deccan region
      • Region is Coromandel region
    • Development.png Development is at least 20
Dyes.png Dyes 15
  • ×0 if:
    • Terrain is not jungle
  • ×0 if:
    • Any of the following is true:
      • Climate is Arid.png arid
      • Climate is Arctic.png arctic
      • Winter is Mild winter.png mild winter
      • Winter is Normal winter.png normal winter
      • Winter is Severe winter.png severe winter
  • ×0 if:
    • Random New World is not enabled
    • Region is not Niger region
    • Region is not Guinea region
    • Region is not Kongo region
    • Region is not Central America region
    • Region is not Mexico region
    • Region is not Carribeans region
Tropical Wood.png Tropical Wood 25
  • ×0 if:
    • Any of the following is true:
      • Terrain is not jungle
      • Climate is not Tropical.png tropical
      • Province ID is not 1240 (Hawaii)
  • ×1.5 if:
    • Area is Amazon area
  • ×0.5 if:
    • Region is Malaya region
    • Region is Molucca region
    • Region is Indonesia region

Slaves

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.

See also

Footnotes

  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.