- This article deals with trade goods and their production and value before they enter the trade network or produce production income. For information about the trade network and income, see trade.
Each province produces 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.
The base goods produced amount depends on whether the province is a colony or not. A colony's base goods produced amount is +0.01 per 100 colonists. Non-colonies base goods produced amount is +0.2 per production development level in the province.
- Manufactory: +1
Goods Produced Modifiers
- Being a Trade Good's Production leader: +10%
- Economic Ideas - Smithian Economics : +20% - Only if the player does not have Common Sense DLC
- Trading by merchant republic or trade companies: +1% 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%
- Looted: -25% when completely looted.
- Scorched earth: -33%
- War exhaustion: -2% per point
- Blockaded: -0.5% per percentage point (-50% at 100% blockaded)
- Various events and decisions
- Additionally, various national ideas and Policies modify the base production of provinces throughout one's empire.
The price of each trade good is the same for all nations. Each trade good has a flat value that will rise or fall over time based on scripted events in the game, usually at certain year marks or when certain conditions have been met. The current price of a trade good can always be found in the Ledger under the Trade Goods chapter. An auto generated list of the price change events can be found at Price_Change_events and should be more up to date than the hard coded lists below.
Most events trigger only once, and will only be reported to the player has contact with the triggering nation. The trigger condition is a simplified description of what causes the event to happen.
|Event||Historical year||Trigger Condition||Effect||Notes|
|Grand Banks Fishery||1510||Any country discovers Fortune Bay or Notre Dame Bay||-10% Fish Price, +10% Salt Price|
|Bronze Cannons||1500||Country has 1 copper province and Military Tech 7||+50% Copper Price|
|Japanese Tea Culture||1540||Japan has Diplomacy Tech 8||+25% Tea Price|
|New Draperies||1540||Country has Diplomacy Tech 11 and 1 cloth province||+20% Cloth Price, -20% Wool Price|
|Veneered Cabinets||1570||European country has Diplomacy Tech 12 and a 10% share of trade in Goa, Ceylon, Bengal, Malacca, or Gulf of Siam||+35% Tropical Wood||Takes unusually long to trigger (MTTH 5 years)|
|Hot Chocolate||1700||Any country with Diplomacy Tech 16 and a subject Colonial Nation with 7 cocoa provinces and 1 sugar province||+40% Cocoa Price|
|Popularization of Tobacco||1600||Any country with Diplomacy Tech 16 and a subject Colonial Nation with 4 tobacco provinces||+50% Tobacco Price|
|Iron Working||1635||Any country has Military Tech 18||+50% Iron Price, -35% Copper Price|
|Popularization of Silk||1635||European country has Diplomacy Tech 18 and a 10% share of trade in Indus, Goa, Ceylon, Bengal, Guangzhou, or Hangzhou||+25% Silk Price|
|Cork Bottle Stoppers||1670||Country has Diplomacy Tech 20 and 1 wine province||+25% Wine Price|
|Popularization of Sugar||1660||European country has 5 sugar provinces, a 5% trading share of Cocoa, Tea, or Coffee, and Diplomacy Tech 20||+50% Sugar Price|
|Uniform Regulations||1670||Country has Military Tech 21||+15% Cloth Price, +25% Dye Price|
|Permanent Navies||1680||Country has 3 ports and Diplomacy Tech 22||+50% Naval Supplies Price|
|Demand for Calicos||1680||European country with Diplomacy Tech 22 has 10% trade share in Indus, Goa, Ceylon, or Bengal and has not triggered Cotton Imports||+45% Cotton Price|
|Johann Friedrich Böttger||1710||Owner of Saxony has Administrative Technology 24||-50% Chinaware Price||+2 base tax in Saxony, +20 prestige for triggerer|
|Protestants Don't Eat Fish||1550||5 entirely Protestant countries exist||-10% Fish Price|
|Triangle Trade||1575||Subject country in North or South America with 4 tobacco, sugar, or cotton provinces||+50% Slaves Price|
|Europeans in China||1650||European country has 10% trade share in Canton or Hangzhou||+50% Chinaware Price||.25 years of income, +20 prestige for triggerer|
|Coffee Boom||1600||European country has Indonesian coffee province, or Colonial Nation with 4 coffee provinces||+50% Coffee Price||.25 years of income, +20 prestige for triggerer|
|Cotton Imports||-||European "great power" has European wool province, and 10% trade share in Indus, Goa, Ceylon, or Bengal||+20% Cotton Price, -20% Wool Price||Triggerer has option to decline, can trigger once per country|
|Tea & Sugar||1650||European country has Colonial Nation with 1 sugar province AND either 10% trade share in Canton or Hangzhou or a directly-owned tea province||+25% Tea Price, +25% Sugar Price||.25 years of income, +20 prestige for triggerer|
|Spice Trade||1510||Non-Asian country with Western Tech group has at least 4 ports, has idea Quest for the New World, has discovered Cape of Good Hope, AND has either Straits of Johor, Ganges Delta, Sind, Comorin Cape, or Goa as an active trade node||+50% Spices Price||.25 years of income, +20 prestige for triggerer|
|Abolitionism||1790||Country enacts The Abolition of Slavery Act decision||-40% Slaves Price||+10 prestige for triggerer|
|Felt Hats||1600||European country or any Colonial Nation owns 1 North American Fur Province||+35% Fur Price|
|Expansion of Bengali Dye Production||-||European country owns entire Bengal Region, Tirhut, and Central Doab||-25% Dye Price||Takes unusually long to trigger (MTTH 5 years), triggerer can decline price change, if accepted converts two random provinces in Bengal Region to dye production and adds 5 Unrest in all Dye-producing provinces|
|Depletion of European Beaver||1570||European country owns Saxony, Game Year 1570 or later||+40% Fur Price|
|Decline of the Spice Trade||1660||Two European Countries with 3 spice provinces each, Game Year 1600||-40% Spices Price||Takes unusually long to trigger (MTTH 5 years)|
|Ivory Shortage||1750||Any country with capital in Indochina, Game Year 1750||+25% Ivory Price|
|Eruption of Huaynaputina||Anyone owns Arequipa, Puno, or Camana, Game Year between 1600 and 1610||3 months||-75% Grain Price, -75% Wine Price||2 years|
|Little Ice Age||Anyone owns Reykjavik or Akureyri, Game Year between 1650 and 1660||3 months||-25% Grain Price, -25% Wine Price, -25% Fish Price, +25% Salt Price, +25% Fur Price||10 years|
A province's trade value is the price of the trade good times the amount of goods produced in the province:
Trade value = (Amount of Goods produced * Price of the trade good)
Trade value then flows into the calculations for a province's Production value (in ducats) and the overall trade value of a node. Note that all values listed in the province window for trade value are shown yearly. The Production and Tax value calculations in the upper part of the province screen (which determine the ducats each provinces contributes directly to the player's treasury) are shown as monthly values.
- 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.
- 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.
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.
For effects, expand the section List of Trade Goods below.
Please help with verifying or updating this section. It was last verified for version 1.15.
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:
|+10%||Local goods produced modifier|
List of trade goods
| This article or section requires cleanup to meet the wiki's style guidelines
Please help improve this article if you can.
Gold is a special "trade" good that has both advantages and disadvantages: it will give a large boost to the economy but also drastically increase inflation every month. If a nation owns many gold mines it is possible that the inflation incurred negates the increase in income received. Gold does not produce any trade value; it is instead converted directly into ducats at the rate of 40 per year per unit of Goods Produced (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.
- 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 per year to cancel out inflation if it is not removed through other means. To cancel yearly inflation from gold provinces the player needs yearly inflation reduction modifiers. the amount how much player needs yearly inflation reduction is shown on the table below, Right side is to show how much gold income compared to total income player can achieve without gaining inflation. Note that constant -0.50 and -0.40 yearly inflation reduction is impossible as they can only be achieved temporally with various events, decision, triggered modifiers, and mission rewards plus a Master of Mint advisor.
|Yearly||Proportion of income from gold that can be achieved without gaining yearly inflation|
- Gold income is affected by autonomy with a percent of the total possible income gained equal to the percent economy being deducted.
- 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). At Production development level 2 the depletion chance is 0.01% yearly, higher development levels have higher chances (lv3 has 0.04%, lv4 has 0.07%, lv5 has 0.12%, etc...). Each depletion reduces the province's Goods Produced by half (effectively halving the ducat value of gold produced). The player can see the current chance of depletion by hovering over the production development increase button on the province panel.
- The average yearly decay rate of mine production is 1/2 the "depletion" chance (so .005% for a lv2 mine, .02% for a lv3, etc.). This can be used to calculate the "half-life" of a mine ([1-decay_rate]^half_life = .5). The half-life rapidly decreases with increased base production. For example, the half-life of a 5 base production mine is 1154.9 years, whereas the half-life of a 10 base production mine is only 282.57 years. Using calculus, we can determine the production of a mine over a given period of time by taking the maximum amount it would produce over a that period of time without decaying at all and multiplying it by the integral of .5^x(dx) evaluated from 0 to n, where n = t/h (time interval over half-life). e.g. the amount of gold produced by a 10 base production mine over 200 years: t = 200, h = 282.57. n = .7078. Integrating .5^x(dx) from 0 to .7078, we get .5594. Multiply that by the max gold the mine would produce during its half-life without decay (282.57 years multiplied by 80 gold per year = 22,606 gold) and you get your answer. .5594*22,606 = 12,646. A 10 base production mine produces 12,646 gold on average over 200 years.
- There is an optimum level of development for gold producing provinces, which depends on the time left in the game. For example, a 15 base production mine produces 14,419 gold over 200 years, only 14% more than a 10 BP mine over the same time, and if the BP is increased to 20, it actually lowers the amount produced over 200 years to 13,835.
|max non-decayed prod per year||40||80||120||160|
|% chance to decay per year||.12||.49||1.12||1.99|
|production rate half-life (years)||1154.9||282.57||123.43||69.32|
|gold produced over 100 years||3882||7094||9182||10114|
|gold produced over 200 years||7539||12646||14419||13835|
|gold produced over 300 years||10982||16990||17406||15204|
|gold produced over 400 years||14225||20388||19107||15708|
- ~10 base production has good performance through most of the game, though if there are less than 200 years left, something closer to ~15 might be desirable.
- In El Dorado colonial nations receive no income from gold and instead send treasure fleets to their overlord.
Colonies begin with "unknown" trade good and are randomly assigned a trade good after reaching a population of 400 colonists. The trade good is determined by a system of scripted weights. All possible trade goods are shown by hovering the ‘unknown’ trade good icon of the province interface.
|Please help improve this article or section by expanding it with: a table containing the scripted weights.|
When a country passes the Abolish Slavery Act, all its provinces producing slaves are soon set to "unknown" by province events. This will also remove any Trade Company in the province if present. A new trade good will likewise be randomly reassigned at the beginning of the next month.
- See in Static_modifiers#Production leader). (
- See in .
- See in .