Production is, together with taxation and trade, one of the three primary sources of income in Europa Universalis IV. It represents the amount of income generated by local trade good producers and is, unlike in EU3, added directly to the country's monthly income.
In contrast to trade income, it is not subject to the competition with other nations via merchants or light ships, but based in your provinces. Like taxation, it is therefore a natural source of income for large sprawling empires, in particular those who lack the strategic location and/or ideas (naval, diplomatic) to effectively compete in the open trade market (such as land-locked nations). Larger nations will benefit greatly from having at least one production increasing modifier.
A nation's production income is the sum of the production income of all its provinces. Territorial provinces will usually generate less production income due to the higher local autonomy floor. The values shown in the provincial economic detail box are monthly values (yearly values are shown in the extended tool-tip). Production income can be further broken down into the below 4 key factors.
- Main article: Trade goods#Goods produced
- See also: Development
Goods produced represents the amount of goods the province can produce and is greatly affected by occupying hostile forces and war-exhaustion.
The value can be increased by constructing manufactories or by development of the province's base production value (an increase of +0.20 local goods produced per production point).
- Main article: Trade goods#Trade value
Trade value represents the total value of the goods transferred to local trade node from the province. It is largely determined by the local goods, amount of local goods produced and triggered event price modifiers.
Production efficiency is a key factor to describe how efficiently a given province or a whole country can produce goods. The global production efficiency slowly increases over the course of the game with the increase of Administrative technology modeling the arrival of new and more efficient production methods over the course of centuries. In addition, the player may encounter various events, decisions, triggered modifiers, and mission rewards during his campaign that may affect either local or global production efficiency.
Note: The base value is not mentioned in the expanded province tooltip and has to be added to the value mentioned (i.e., 80% production efficiency is calculated as 180%).
Production efficiency has a base value 100% and is further modified by the following:
|| Adm Tech
|| level 3
|| level 5
|| level 9
|| level 13
|| level 16
|| level 21
|| level 25
|| level 28
|| level 30
|| level 32
|| Global modifiers
|| Administrative tech: Ahead of time
- Administrative Monarchy
- Constitutional Republic
- Natural Scientist advisor
|| Parliament issue: Conduct nationwide land survey
|| Local modifiers
|| Counting house
|| Parliament seat
- Roman idea 5: Roman Architecture
- Aristocratic-Innovative: The Combination Act
- Mexican idea 5: Repartimiento
- Punjabi idea 3: Punjabi Textile Industry
- Aymaran traditions
- Kuban traditions
- Luxembourg traditions
- Moluccan traditions
- South Indian traditions
- Sumatran traditions
- Economic idea 7: Smithian Economics
- Air idea 5: Inadan Castes
- Andean idea 4: Llamas Farming
- Andhra idea 6: Diamond Mines of Kollur
- Arabian idea 6: Coffea Arabica
- Arawak idea 2: Land Cultivation
- Armenian idea 7: End of Armenian Diaspora
- Aztec idea 6: Floating Gardens
- Bavarian idea 2: Bring in the Bavarian Purity Law
- Bengali idea 5: Jute Production in Bengal
- Canadian idea 1: Singing Lumberjacks
- Catalan idea 7: Forges of Catalonia
- Chinese idea 3: Order of the Four Occupations
- Client State idea 4: Foreign Magnates
- Couronian idea 4: Booming Manufacture
- Creek idea 3: Green Corn Celebration
- Cypriot idea 3: Commandaria Wine
- Dali idea 7: Dian Bronze
- Finnish idea 3: The Fourth Estate
- German idea 1: Zunft
- Guarani idea 2: Guarani Pottery
- Hamburger idea 6: Berenberg Bank
- Hausan idea 3: Sarakunan Babba
- Hessian idea 7: Economic Reforms
- Hungarian idea 5: Curtail the Freedom of the Peasantry
- Incan idea 6: Llama michis
- Kaffan idea 1: Kingdom of Coffee
- Kanem Bornuan idea 1: Land Of Ngazargamu
- K'iche idea 1: Blessings of Tohil
- Kievan idea 4: Chernozem
- Kongo idea 6: Foreign Demand For Slaves
- Korean idea 3: Hyang'yak System
- Lithuanian idea 4: Magnate Estates
- Lorraine idea 2: Mines of Lorraine
- Luban idea 6: Tales of Mbidi Kiluwe
- Malayan sultanate idea 3: Spice Islands
- Malian idea 2: Gold of Bure
- Mamluk idea 5: Reform the Fellah System
- Ming idea 4: Repair the Yellow River Dykes
- Muscovite idea 4: Abolish the Mestnichestvo
- Native idea 3: Clan Mothers
- Navarran idea 4: Transatlantic Whaling
- Nivernais idea 1: Forges of Nivernais
- Norwegian idea 6: Encouraged Fishing
- Orleanaise idea 3: Saffron of Boynes
- Papal idea 5: Centralize the States
- Pattani idea 1: Pepper Production
- Polish idea 1: Promote the Folwark System
- Provençal idea 7: Provençal Quilting
- Ryazan idea 4: Russian Grain
- Serbian idea 5: Gold Mines
- Sadiyan idea 7: Black Tea
- Shan idea 2: Wet Rice Cultivation
- Siberian idea 3: Enslave the Captives
- Silesian idea 7: Black Gold
- Sinhalese idea 6: Growth of New Castes
- Swahili idea 6: Ivory Trade
- Swiss idea 7: Clockwork
- Tapuian idea 3: Yam Growers
- Thomondian idea 5: Pasture of Ireland
- Tibetan idea 3: Yaks!
- Transylvanian idea 2: Torda Salt Mines
- Tupi idea 5: Cultivate The Land
- Tuscan idea 6: Administrative Reforms
- Tverian idea 5: Cloth Business
- Welsh idea 5: Economic Revival
- Wurzburgian idea 6: Franconian Wine
- Chachapoyan ambitions
- Dahomey ambitions
- Leonese ambitions
- Slovak ambitions
- Humanist-Aristocratic: Enlightened Aristocracy
- Naval-Economic: The Transportation Act
- Trade-Economic: The Statute of Monopolies
- National idea 7: Strengthening Land Tenure
- Persian idea 5: Encourage Art
Production income is formulated as follows:
where Trade value and Goods produced can be further broken down as:
Consider the province Ghent (as seen on the right) with its Cloth trade good (with New Draperies price modifier), owned by Flanders. The nation has constructed a manufactory and a production building as well as invested in Administrative technology and Economic idea group increasing its production efficiency. The province has some local autonomy and war exhaustion.
Note: The displayed values only show 2 digits after the decimal, but include 3 digits after the decimal when performing any calculations.
- See also: Buildings
There are 2 buildings which increase production efficiency (one replaces the other) and one providing a bonus to goods produced, thus essentially increasing both production and trade income.
Prioritize constructing production buildings in the order prescribed below:
- Provinces with high value trade goods, i.e.: Silk, Dyes, Ivory, Iron, Cocoa etc.
- Provinces with very high base production value.
- Territorial provinces (which are beneficial to player's trade) with high value trade goods / high base production value.
- Provinces with trade goods which the nation is trying to become a production leader or trading leader (for the given bonus).
Notes: Gold provinces do not benefit from production efficiency and can deplete at any level of production above 1 (the chance is much smaller at lower levels of production). Also, consider that some trade good provinces may be worthy of investments in manufactories and production buildings in the early game due to their timed peak value.
Increasing production development requires expenditure in Diplomatic power. However, Diplomatic power is considered to be very valuable (compared with, for example Military power) due to its use in the crucial tasks of integrating other nations and reducing war exhaustion. Although investing some production points can yield high monetary return taking all of aforementioned into account, it is best to spend it on development only when there are no other avenues left.