- 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 the Common Sense DLC enabled
- Trading by merchant republic or 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%
- 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
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. A full list of the price change events can be found here.
This section may contain outdated information that is inaccurate for the current version of the game. The last version it was verified as up to date for was 1.20.
Most events trigger only once, and will only be reported to the player if they have contact with the triggering nation. The trigger condition is a simplified description of what causes the event to happen.
|Event||Year||Trigger condition||Price effect||Notes|
|Bronze Cannons||1500||Country has 1 copper province and Military Tech 7||+50% Copper|
|Grand Banks Fishery||1510||Any country own Beothuk, Placentia, or Taqamkuk, or owns a province in the New World that produces fish|
|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||0.25 years of income, +20 prestige for triggerer|
|Japanese Tea Culture||1540||Any country with Shogunate Government and Diplomacy Tech 8.||+25% Tea|
|New Draperies||1540||Country has Diplomacy Tech 11 and 1 cloth province|
|Protestants Don't Eat Fish||1550||5 entirely Protestant countries exist||–10% Fish|
|Depletion of European Beaver||1570||European country owns Saxony, year is 1570 or later||+40% Fur|
|Veneered Cabinets||1570||Can only trigger during the Age of Reformation. European country has Diplomacy Tech 12, a 5% trading share of Tropical Wood, 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)|
|Triangle Trade||1575||Subject country in North or South America with 4 tobacco, sugar, or cotton provinces||+50% Slaves|
|Coffee Boom||1600||European country has Indonesian coffee province, or colonial nation with 4 coffee provinces||+50% Coffee||0.25 years of income, +20 prestige for triggerer|
|Felt Hats||1600||European country or any Colonial Nation owns 1 North American Fur Province||+35% Fur|
|Popularization of Tobacco||1600||Any country with Diplomacy Tech 16 and a subject colonial nation with 4 tobacco provinces||+50% Tobacco|
|Iron Working||1635||Any country has Military Tech 18|
|Popularization of Silk||1635||Can only trigger during the Age of Absolutism. European country has Diplomacy Tech 18 and a 10% share of trade in Indus, Goa, Ceylon, Bengal, Canton, or Hangzhou||+25% Silk|
|Europeans in China||1650||European country has 10% trade share in Canton or Hangzhou||+50% Chinaware||0.25 years of income, +20 prestige for triggerer|
|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||0.25 years of income, +20 prestige for triggerer|
|Decline of the Spice Trade||1660||Two European Countries with 3 spice provinces each, year is 1600||–40% Spices||Takes unusually long to trigger (MTTH 5 years)|
|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|
|Cork Bottle Stoppers||1670||Country has Diplomacy Tech 20 and 1 wine province||+25% Wine|
|Uniform Regulations||1670||Country has Military Tech 21|
|Demand for Calicoes||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|
|Permanent Navies||1680||Country has 3 ports and Diplomacy Tech 22||+50% Naval Supplies|
|Hot Chocolate||1700||Any country with Diplomacy Tech 16 and a subject colonial nation with 7 cocoa provinces and 1 sugar province||+40% Cocoa|
|Johann Friedrich Böttger||1710||Owner of Saxony has Administrative Technology 24||–50% Chinaware||+2 base tax in Saxony, +20 prestige for triggerer|
|Ivory Shortage||1750||Any country with capital in Indochina, year is 1750 or later||+25% Ivory|
|Abolitionism||1790||Country enacts The Abolition of Slavery Act decision||–40% Slaves||+10 prestige for triggerer|
|Cotton Imports||-||European country has European wool province, and 10% trade share in Indus, Goa, Ceylon, or Bengal||Triggerer has option to decline, can trigger once per country|
|Expansion of Bengali Dye Production||-||European country owns entire Bengal Region, Bihar area, Tirhut, and Etawah||–25% Dyes||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|
|Event||Trigger condition||MTTH||Price effect||Duration|
|Eruption of Huaynaputina||Anyone owns Arequipa, Puno, or Camana, year is between 1600 and 1610||3 months||2 years|
|Little Ice Age||Anyone owns Reykjavik or Akureyri, year is between 1650 and 1660||3 months||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 then flows into the calculations for a province's production value (in ducats) and the overall trade value of a node. Note that all values listed in the province window for trade value are shown as yearly values. The production and tax value calculations in the upper part of the province screen (which determine the ducats each provinces contributes directly to the treasury) are shown as monthly values.
- 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.
- Per-province bonus - A province-level bonus applied to the province based on the trade goods being produced there (requires 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:
|+10%||Local goods produced modifier|
List of trade goods
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; 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, 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 per year to cancel out inflation if it is not removed through other means. To cancel yearly inflation from gold provinces without spending administrative power to reduce inflation manually, a country needs to have yearly inflation reduction modifiers. The amount of yearly inflation reduction needed is shown in the table below. The right column shows what percentage of total income can come from gold without gaining inflation. 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|| Proportion of income|
from gold that will not
increase yearly inflation
Gold income is affected by local autonomy, with a percent of the total possible income gained equal to the local autonomy being deducted. Assigning a province to the Burghers (or any other estate) with 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
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 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 ½ the "depletion" chance (so 0.005% for a level 2 mine, 0.02% for a level 3 mine, etc.). This can be used to calculate the "half-life" of a mine:
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, the likely production of a mine over a given time interval can be determined by taking the maximum amount it would produce over that period of time without decaying at all and multiplying it by the integral of evaluated from 0 to n, where , the time interval over the half-life.
For a 200-year period, , the half-life h is , and therefore:
Integrating from 0 to gives:
Multiply the result by the maximum amount of gold the mine would produce during its half-life without decay (282.57 years multiplied by 80 gold per year = 22,606 gold) and to get the amount, on average, that can be expected from the mine.
A 10 base production mine thus produces 12,646 gold on average over 200 years.
There is thus 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 base production mine over the same time, and if the base production 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||0.12||0.49||1.12||1.99|
|production rate half-life (years)||1,154.9||282.57||123.43||69.32|
|gold produced over 100 years||3,882||7,094||9,182||10,114|
|gold produced over 200 years||7,539||12,646||14,419||13,835|
|gold produced over 300 years||10,982||16,990||17,406||15,204|
|gold produced over 400 years||14,225||20,388||19,107||15,708|
From this table, it can be seen that a base production for a mine of ~10 gives good a performance through most of the game, though if there are less than 200 years left, something closer to ~15 might be desirable.
|Available only with the El Dorado DLC enabled.|
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.
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.
Trade goods are weighted based on a variety of factors. The most common are geographic restrictions based on terrain, climate, and region, but some trade goods' probabilities are influenced by the culture and even religion (in the case of wine) of the colonizing nation. Silk will never be produced in a colony in a game with normal or historical nations, and cloth, while not directly excluded, is likewise precluded by its high 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.” Once a colony has reached 1,000 settlers and become a city, its trade good is fixed barring a few specific events (such as for slaves, see below).
List of trade good probabilities
This table shows the base weights and various modifying probabilities for each trade good.
When a country passes the Abolish Slavery Act, all its provinces producing slaves are immediately set to produce “unknown”. This will also remove any Trade Company 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 in Static_modifiers#Production leader). (
- See in .
- See in .