Trade goods

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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.

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[edit]

The base goods produced amount depends on whether the province is a colony or not. A colony's base goods produced amount is Goods produced.png +0.01 per 100 colonists. Non-colonies base goods produced amount is Goods produced.png +0.2 per production development level in the province.

Goods Produced Modifiers

  • Being a Trade Good's Production leader: Local goods produced modifier +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%
  • Looting speed.png Looted: -25% when completely looted.
  • Scorched earth.png Scorched earth: -33%
  • 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
  • Additionally, various national ideas and Policies modify the base production of provinces throughout one's empire.
Goods produced modifier.png Traditions Ideas Bonuses Policies
+20%
  • Pskovian ambitions
  • Trade-Quantity: The Production Quota Act
+15%
  • American idea 5: Workshop of the World
+10%
  • Miao traditions
  • Moluccan traditions
  • Mutapan traditions
  • Plutocratic idea 5: Free Subjects
  • Beninese idea 5: Benin Guilds
  • Chimu idea 1: Inter-Valley Irrigation
  • Candarid idea 7: Kure Copper Mine
  • Imerina idea 3: Intensive Rice Cultivation
  • Jaunpuri idea 5: Gangetic Plain
  • Javan idea 5: Bi-Yearly Harvest
  • Kanem Bornuan idea 3: Aluma's Reforms
  • K'iche idea 3: Wealth of the Tamub
  • Kutai idea 3: Riches of Borneo
  • Ladakh idea 3: Wool from the Roof of the World
  • Lan Na idea 2: A Million Rice Paddies
  • Maratha idea 6: Reform The Bureaucracy
  • Maravi ideas 4: Maravi Ivory Trade
  • Mogadishan idea 7: Toob Benadir
  • Muiscan idea 6: Terrace Farming
  • Nivernais idea 3: Faience Production
  • Northumbrian idea 7: Taking Coals to Newcastle
  • Nubian idea 1: The Nile
  • Orissan idea 4: Refined Cloth Production
  • 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
  • Saxon idea 2: Meissner Porcelain
  • Sinhalese idea 5: Develop the Cinnamon Trade
  • Swedish idea 6: Produktplakatet
  • Tirhuti idea 7: Indigo & Cash Crops
  • West African idea 2: Salt Caravans
  • Aymaran ambitions
  • Brazilian ambitions
  • Dali ambitions
  • Trebizondian ambitions
  • Espionage-Administrative: The Royal Commission Act
  • Naval-Economic: The Transportation Act
  • Religious-Trade: Religiously Sponsored Guilds
+5%
  • Byzantine idea 2: Repopulation of the Countryside

Prices[edit]

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.

Permanent changes[edit]

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

Temporary changes[edit]

Event Trigger Condition MTTH Effect Duration
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

Trade value.png Trade value[edit]

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.

Gold is treated as a special case and does not have any trade value. However, it does contribute to a province's Production value.

Trade[edit]

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[edit]

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[edit]

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.

Production leader[edit]

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:[1]

Local goods produced modifier +10% Local goods produced modifier

List of trade goods[edit]

Icon Trade good Category Base price (Gold Icon.png) Historical modifiers "Trading in" bonus
Grain.png Grain Base 2 −75%: Eruption of Huaynaputina (1600)(730days)
−25%: Coldest Period of the Little Ice Age (1650)(3650days)
Land forcelimit.png +10% Land force limit modifier
Wine.png Wine Base 2.5 −75%: Eruption of Huaynaputina (1600)(730days)
−25%: Coldest Period of the Little Ice Age (1650)(3650days)
+25%:Cork Bottle Stoppers(1670)
Stability cost modifier.png −10% Stability cost modifier
Wool.png Wool Base 2.5 −20%: New Draperies (1540)
−10%: Cotton Imports (optional)
Global ship cost.png −5% Ship costs
Cloth.png Cloth Base 3 +20%: New Draperies (1540)
+15%: Uniform Regulations (1670)
Mercenary maintenance.png −15% Mercenary maintenance
Fish.png Fish Base 2.5 −10%: Grand Banks Fishery (1510)
−10%: Protestants Don't Eat Fish (1550)
−25%: Coldest Period of the Little Ice Age (1650)(3650days)
Culture conversion cost.png −10% Culture conversion cost
Fur.png Fur Base 2 +40%: Depletion of European Beaver (1570)
+35%: Felt Hats (1600)
+25%: Coldest Period of the Little Ice Age (1650)(3650days)
Prestige.png +1 Yearly prestige
Salt.png Salt Base 3 +10%: Grand Banks Fishery (1510)
+25%: Coldest Period of the Little Ice Age (1650)(3650days)
Land maintenance modifier.png −10% Land maintenance modifier
Naval supplies.png Naval supplies Base 2 +50%: Permanent Navies (1680) Naval forcelimit.png +10% Naval force limit modifier
Copper.png Copper Metal 3 +50%: Bronze Cannons (1500)
−35%: Iron Working (1635)
Global regiment recruit speed.png −10% Recruitment time
Gold.png Gold Metal n/a n/a
Iron.png Iron Metal 3 +50%: Iron Working (1635) Regiment cost.png −5% Regiment costs
Slaves.png Slaves African 2 +50%: Triangle Trade (1575)
−40%: Abolitionism (1790)
Global tariffs.png +10% Global tariffs
Ivory.png Ivory African 4 +25%: Ivory Shortage in East Asia (1750) Diplomatic reputation.png +1 Diplomatic reputation
Tea.png Tea Eastern 2 +25%: Japanese Tea Culture (1540)
+25%: Tea & Sugar (1650)
Advisor cost.png −10% Advisor costs
Chinaware.png Chinaware Eastern 3 +50%: Europeans in China (1650)
−50%: Johann Friedrich Böttger (1710)
Legitimacy.png +0.25 Yearly legitimacy
Spices.png Spices Eastern 3 +50%: Spice Trade (1510)
−40%: Decline of the Spice Trade (1660)
Spy network construction.png +10% Spy offense
Coffee.png Coffee New World 3 +50%: Coffee Boom (1600) Defensiveness.png +10% Fort defense
Cotton.png Cotton New World 3 +45%: Surging demand for Calicoes & Other Cotton Cloths (1680)
+20%: Cotton Imports (optional)
Settler chance.png +5% Settler chance
Sugar.png Sugar New World 3 +25%: Tea & Sugar (1650)
+50%: Popularization of Sugar (1660)
War exhaustion cost.png −10% Cost of reducing war exhaustion
Tobacco.png Tobacco New World 3 +50%: Popularization of Tobacco (1600) Foreign spy detection.png +25% Spy defense
Cocoa.png Cocoa New World 4 +40%: Hot Chocolate (1700) Manpower recovery speed.png +5% Manpower recovery speed
Silk.png Silk Non-European 4 +25%: Popularization of Silk (1635) Accepted culture threshold.png −10% Accepted culture threshold
Tropical Wood.png Tropical wood Non-European 2 +35%: Development of Veneering (1570) Development cost.png −5% development cost
Dyes.png Dyes Non-European 4 +25%: Uniform Regulations (1670)
-25%:Expansion of the Bengali Dye Production
Heir chance.png +10% Chance of new heir

Gold[edit]

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 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.
  • 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 the player needs yearly Inflation reduction.png 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 Inflation reduction.png Proportion of income from gold that can be achieved without gaining 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 autonomy with a percent of the total possible income gained equal to the percent economy being deducted.
    Map of gold-producing provinces in 1444.
  • 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.
Base Production 5 10 15 20
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.

Unknown[edit]

Tooltip of the unknown trade good in Cape (1177).

Colonies begin with "unknown" trade good and are randomly assigned a trade good after reaching a population of 400 colonists[2]. The trade good is determined by a system of scripted weights[3]. All possible trade goods are shown by hovering the ‘unknown’ trade good icon of the province interface.


Slaves[edit]

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.

Strategy[edit]

  • All of the value gained from improving trade good production will come from higher provincial Production value income and the larger Trade value in trade nodes.
  • Building a manufactory is the primary method to increase the amount of trade goods produced in a province.
  • Manufactories should be prioritized in provinces with high priced trade goods.
  • Increasing the amount of trade goods produced will also increase the total trade value of the province's trade node. It may be worth prioritizing building manufactories from provinces in trade nodes that the player is setup to harvest via trade.

European trade goods[edit]

Best European trade goods are cloth, copper (early to mid) and iron (mid to late). Due to price events cloth gets +40% price and iron gets +50% by endgame. Copper also has +50% price between military tech 7 and 18. It is wise prioritize building production buildings and manufactories on provinces producing iron, copper and cloth. Also avoid building them in provinces that produce wool, fish and grain. By late-game price of wool and fish will decline by 45% and 20% respectively

Colonial and Asian trade goods[edit]

Silk, ivory, cocoa, dyes (early), sugar, cotton and tobacco (later) are the best trade goods and as they have price increasing events that boost their price further. Dyes start with relatively high price but will become worse around 1700 when the "Expansion of Bengali Dye Production" event fires.

Footnotes[edit]

  1. See in /Europa Universalis IV/common/static_modifiers/00_static_modifiers.txt (Static_modifiers#Production leader).
  2. See in /Europa Universalis IV/common/defines.lua.
  3. See in /Europa Universalis IV/common/tradegoods/00_tradegoods.txt.