Trade goods

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This article may contain outdated information that is inaccurate for the current version of the game. It was last updated for 1.6.

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 nationally.png Goods produced[edit]

The base amount of goods produced in all provinces is 1 unit. All percentage modifiers to goods produced are thus multiplied by 1, so they can equally be expressed in terms of a decimal number. The modifiers are:

  • City: +0.1
  • Colony: +0.01 per 100 colonists
  • Tax Base Icon.png Base tax: +0.2 per point
  • Latin workshop.png Workshop: +0.2
  • Latin stock exchange.png Stock Exchange: +0.5
  • Manufactory: +1
  • Production leader: +0.1
  • Goods produced nationally.png Trading by merchant republic or trade companies: +0.01 for each percentage of trade power in the local trade node controlled by a merchant republic or trade company. Only applies to provinces not controlled by a merchant republic or trade company.
  • Bonus idea of Administrative Ideas: +0.1
  • Icon stability.png Stability: +0.1 per positive point
  • Occupied: -0.25
  • Under siege: -0.25
  • Looted: -0.1
  • Scorched earth: -0.33
  • War exhaustion.png War exhaustion: -0.2 per point
  • Blockaded: -0.5% per percentage point (-50% at 100% blockaded)
  • Various events and decisions

Prices[edit]

The price of a good is the base price of the good times plus modifiers for events such as the triangle trade.

Permanent changes[edit]

Most events trigger only once, and will only be reported to you if you have contact with the triggerer. The trigger condition is a simplified description of what causes the event to happen. Most events happen quickly (MTTH 1-3 months) except where noted.

Event Trigger Condition Effect Notes
Grand Banks Fishery Any country discovers Fortune Bay or Notre Dame Bay -10% Fish Price, +10% Salt Price
Bronze Cannons Country has 1 copper province and Military Tech 7 +50% Copper Price
Japanese Tea Culture Japan has Diplomacy Tech 8 +25% Tea Price
New Draperies Country has Diplomacy Tech 11 and 1 cloth province +25% Cloth Price, -25% Wool Price
Veneered Cabinets 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 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 Any country with Diplomacy Tech 16 and a subject Colonial Nation with 4 tobacco provinces +50% Tobacco Price
Iron Working Any country has Military Tech 18 +50% Iron Price, -35% Copper Price
Popularization of Silk European country has Diplomacy Tech 18 and a 10% share of trade in Indus, Goa, Ceylon, Bengal, Guanghzou, or Hangzhou +25% Silk Price
Cork Bottle Stoppers Country has Diplomacy Tech 20 and 1 wine province +50% Wine Price
Popularization of Sugar European country has 5 sugar provinces, a 5% trading share of Cocoa, Tea, or Coffee, and Diplomacy Tech 20 +50% Sugar Price
Uniform Regulations Country has Military Tech 21 +15% Cloth Price, +25% Dye Price
Permanent Navies Country has 3 ports and Diplomacy Tech 22 +50% Naval Supplies Price
Demand for Calicos 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 Owner of Saxony has Administrative Technology 24 -50% Chinaware Price +2 base tax in Saxony, +20 prestige for triggerer
Protestants Don't Eat Fish 5 entirely Protestant countries exist -10% Fish Price
Triangle Trade Subject country in North or South America with 4 tobacco, sugar, or cotton provinces +50% Slaves Price
Europeans in China European country has 10% trade share in Canton or Hangzhou +50% Chinaware Price .25 years of income, +20 prestige for triggerer
Coffee Boom 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 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 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 Country enacts The Abolition of Slavery Act decision -40% Slaves Price +10 prestige for triggerer
Felt Hats 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 Doabd -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 European country owns Saxony, Game Year 1570 or later +40% Fur Price
Decline of the Spice Trade Two European Countries with 3 spice provinces each, Game Year 1600 -40% Spices Price Takes unusually long to trigger (MTTH 5 years)
Ivory Shortage 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]

The basis of a province's production and trade is its trade value. This is equal to

   Trade value = (Goods produced * price of the good produced + flat trade value modifiers) * (100% + trade value modifiers )

Note that all values listed in provinces are yearly.

Trade value modifiers[edit]

The trade value may be modified by the following:

  • Trade Depot building (Trade 2): +1
  • Canal building (Trade 3): +25%
  • Customs House (Trade 6): +2
  • Some events

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.

Trade good map. See also a map with icons. Legend: grain wine wool cloth silkfish fur salt naval_supplies copper gold iron slaves ivory tea chinaware spices coffee cotton sugar tobacco cocoa dyes tropical wood unknown

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 0.1 bonus to goods produced of that type.

Gold.png Gold[edit]

Gold is a special "trade" good that has both advantages and disadvantages, it will give you a large boost to your economy, but also increase your inflation per month drastically, you will quickly find that the inflation that you get from the gold mines outweigh the income increase that you get. Gold does not produce any trade value; instead, it is converted directly into ducats at the rate of 40 Gold Icon.png per year per unit produced (except for pagan nations, which convert gold to cash at only a 1:1 rate).

  • Income from gold does not benefit from production efficiency.
  • Income from gold can be increased by constructing the Workshop or Treasury since they increase the 'goods produced', this can however result in higher inflation upon completion. 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.
  • Gold income is unaffected by autonomy

Unknown.png Unknown[edit]

Colonies begin with "unknown" trade good and are randomly assigned a trade good sometime after reaching a population of 300 colonists. The assigned trade good is dependent on region, and tends to be one that is not produced by neighboring provinces and that the owner does not already have a lot of. When a country passes the Abolish Slavery Act, all its provinces producing slaves are soon set to "unknown" and will likewise be randomly reassigned a new trade good. This will also remove any Trade Company (manufactory) in the province if present.

List of trade goods[edit]

"Provinces producing" is the total number of provinces that have that trade good specified as their last known trade good. Note that 139 provinces have unknown trade goods at all dates, and provinces that start uncolonized will have unknown trade goods, so the numbers here are only estimates.

Icon Trade good Category Base price Provinces producing "Trading in" bonus
Grain.png Grain Base 2 451 +10% Land forcelimit.png land force limit
Wine.png Wine Base 2 59 -25% Stability cost modifier.png stability cost
Wool.png Wool Base 2 270 -5% Global ship cost.png ship costs
Cloth.png Cloth Base 3 121 -25% Merc maintenance modifier.png mercenary maintenance
Fish.png Fish Base 2 217 -1 National revolt risk.png revolt risk
Fur.png Fur Base 2 192 +1 Prestige.png yearly prestige
Salt.png Salt Base 2 69 -10% Land maintenance modifier.png land maintenance
Naval supplies.png Naval supplies Base 2 86 +10% Naval forcelimit.png naval force limit
Copper.png Copper Metal 3 38 -10% Global regiment recruit speed.png recruitment time
Gold.png Gold Metal n/a 42 n/a
Iron.png Iron Metal 3 100 -5% Regiment cost.png regiment costs
Slaves.png Slaves African 2 55 +10% Global tariffs.png tariffs
Ivory.png Ivory African 4 31 +1 Diplomatic reputation.png diplomatic reputation
Tea.png Tea Eastern 2 30 -10% Advisor cost.png advisor costs
Chinaware.png Chinaware Eastern 3 27 +0.25 Legitimacy.png yearly legitimacy
Spices.png Spices Eastern 3 69 +10% Spy offense.png spy offense
Coffee.png Coffee New World 3 35 +10% Defensiveness.png fort defense
Cotton.png Cotton New World 3 81 +5% Settler chance.png settler chance
Sugar.png Sugar New World 3 72 -10% War exhaustion cost.png cost of reducing war exhaustion
Tobacco.png Tobacco New World 3 33 +25% National spy defence.png spy defense
Silk.png Silk Non-European 4 31 -10% Accepted culture threshold.png accepted culture threshold
Tropical Wood.png Tropical wood Non-European 2 56 -10% Build power cost.png build power cost
Dyes.png Dyes Non-European 4 27 +10% Heir chance.png heir chance
Cocoa.png Cocoa New World 4 34 +5% Manpower recovery speed.png manpower recovery speed

Trade Goods in Colonies[edit]

When a colony reaches a population of 300, it is eligible for an event to fire that determines what trade good it will produce. The trigger requirements are tied to the location of the colony, and various other factors affect how soon each event will occur. Whichever event occurs first determines the trade good. The following table shows what trade goods can appear in what regions, as well as any other factors that affect their appearance. Lower mean time to happen (MTTH) means the trade good is more likely to appear.

Icon Trade good Possible regions or Provinces MTTH Other factors
Grain.png Grain
  • La Plata Region
  • Quito region
  • Paraguay Region
  • Great Plains
  • Rio Grande de Sol Region
  • Northeastern America
  • Eastern America
  • The Andes
  • South Africa
  • Central Africa
  • North Africa
  • Australian Coast
  • Indonesian Region
  • Western Siberia
  • Eastern Siberia
  • Western America
  • The Mississippi Region
  • Manchuria
8 Months
  • Colony is size 500 and still has no trade good X0.5
  • Colony is in the La Plata Region: ×0.5
  • Colony is in Western Siberia or Eastern Siberia: ×1.3
  • Colony is in the Indonesian Region: ×1.2
Fish.png Fish
  • Northern America
  • Northwestern America
  • Northeastern America
  • The Mississippi Region
  • Eastern America
  • The Andes
  • Amazonas
  • Brazil Region
  • La Plata Region
  • Australian Coast
  • Greenland Region
  • New Zealand Region
  • Indonesian Region
  • Western Siberia
  • Eastern Siberia
  • Atlantic Ocean Islands
  • Mascarene Islands
  • Indian Ocean Islands
  • Pacific Ocean Islands
  • Japanese Region
  • Manchuria
6 Months
  • Colony MUST have a port
  • Colony has 500 population and no trade good X0.5
  • Any neighbor province produces Fish: ×1.2
  • Colony is in the Mascarene Islands: ×1.2
Wine.png Wine
  • La Plata Region
8 Months
  • Colony has 500 population and no trade good X0.5
Wool.png Wool
  • Central America
  • Western America
  • Australian Coast
  • New Zealand Region
  • The Spanish Main
  • The Andes
8 Months
  • Colony has 500 population and no trade good X0.5
  • Colony is in the New Zealand Region: ×0.7
Cloth.png Cloth
  • Indonesian Region
  • Sakam
8 Months
  • Colony has 500 population and no trade good X0.5
Fur.png Fur
  • Great Plains
  • Northern America
  • Northeastern America
  • Northwestern America
  • Greenland Region
  • Western Siberia
  • Eastern Siberia
  • Russian Region
  • Manchuria
  • The Spanish Main
  • The Mississippi Region
6 Months
  • Colony is in Northern America: ×0.7
  • Colony owner has at least 10 Fur-producing provinces: ×1.5
  • Colony has 500 population and no trade good X0.5
Salt.png Salt
  • Central America
  • The Andes
8 Months
  • Colony has 500 population and no trade good X0.5
Naval supplies.png Naval supplies
  • Northern America
  • Northwestern America
  • Bolivia Region
  • Northeastern America
  • Eastern America
  • The Mississippi Region
  • The Andes
  • Amazonas
  • Brazil Region
  • Australian Region
  • Greenland Region
  • New Zealand Region
  • Indonesian Region
  • Western Siberia
  • Eastern Siberia
  • Manchuria
  • Atlantic Ocean Islands
  • Pacific Ocean Islands
8 Months
  • Colony MUST have a port
  • Colony is in the Atlantic Ocean Islands: ×1.2
  • Any neighbor province produces Naval Supplies: ×1.5
  • Colony owner has at least 10 Naval Supplies-producing provinces: ×1.5
  • Colony has 500 population and no trade good X0.5
Copper.png Copper
  • The Andes
  • Western Siberia
  • Eastern Siberia
  • Minas gerais Region
  • Mato grosso Region
8 Months
  • Any Neighbor Province produces Copper: ×1.5
  • Colony owner has at least 10 Copper-producing provinces: ×1.5
  • Colony has 500 population and no trade good X0.5
Gold.png Gold
  • Amazonas
  • Minas gerais Region
  • Mato grosso Region
  • Goias Region
  • The Andes
  • South Africa
  • Western Siberia
  • Eastern Siberia
  • Western America
  • Australian Coast
  • Northwestern America
  • Mexico
  • Huastec
  • Sayultecas
  • Huichol
  • Zacatecas
  • Guichichil
  • Tamaulipas
12 Months
  • Any neighbor province produces Gold: ×3.0
  • Colony owner has at least 3 Gold-producing provinces: ×3.0
  • Colony owner has at least 2 Gold-producing provinces: ×2.0
  • Colony is in The Andes: ×0.7
  • Colony is Mexico, Huastec, Sayultecas, Huichol, Zacatecas, Guichichil, or Tamaulipas: ×0.6
  • Colony is in the Minas gerais, Mato grosso, or Goias regions: X0.9
  • Colony has 500 population and no trade good X0.5
Iron.png Iron
  • Western Siberia
  • Eastern Siberia
6 Months
  • Any neighbor province produces Iron: ×1.5
  • Colony has 500 population and no trade good X0.5
Slaves.png Slaves
  • Central Africa
  • South Africa
  • North Africa
6 Months
  • Colony owner has at least 5 Slave-producing provinces: ×1.5
  • Colony owner has at least 3 Plutocracy Ideas: ×1.3
  • Colony has 500 population and no trade good X0.5
Ivory.png Ivory
  • Central Africa
  • South Africa
8 Months
  • Colony owner has at least 3 Ivory-producing provinces: ×1.5
  • Colony has 500 population and no trade good X0.5
Tea.png Tea
  • Indonesian Region
  • Taiwan
  • Paraguay Region
  • Banda oriental Region
  • Rio grande de sol Region
  • Buenos Aires Region
  • Bolivia Region
6 Months
  • Any neighbor province produces Tea: ×1.5
  • Rio Grande de Sol, Buenos Aires, or Bolivia region x1.5
  • Colony has 500 population and no trade good X0.5
Chinaware.png Chinaware
  • Indonesian Region
  • Taiwan
6 Months
  • Any neighbor province produces Chinaware: ×1.5
  • Colony has 500 population and no trade good X0.5
Spices.png Spices
  • Indonesian Region
  • Indian Ocean Islands
  • Tahiti
6 Months
  • Colony is in the Indian Ocean Islands: ×1.2
  • Any neighbor province produces Spices: ×1.5
  • Colony has 500 population and no trade good X0.5
Coffee.png Coffee
  • La Plata Region
  • Bolivia Region
  • The Andes
  • Amazonas
  • Brazil Region
  • The Caribbean
  • Central America
  • The Spanish Main
  • Quito Region
8 Months
  • Any neighbor province produces Coffee: ×1.5
  • Colony is in The Spanish Main: ×0.8
  • Colony has 500 population and no trade good X0.5
Cotton.png Cotton
  • Eastern America
  • The Caribbean
  • The Mississippi Region
6 Months
  • Any neighbor province produces Cotton: ×1.5
  • Colony has 500 population and no trade good X0.5
Sugar.png Sugar
  • The Caribbean
  • Amazonas
  • Brazil Region
  • Guyana Region
  • Mascarene Islands
  • The Canarias
  • Madeira
  • Mexico
  • Huastec
  • Sayultecas
  • Huichol
  • Zacatecas
  • Guichichil
  • Tamaulipas
  • Hawaii
5 Months
  • Colony owner has at least 5 Sugar-producing provinces: ×1.2
  • Colony owner has at least 10 Sugar-producing provinces: ×1.5
  • Colony is in The Caribbean, Pernacumbo, Bahia, or Guyana Regions: ×0.7
  • Colony has 500 population and no trade good X0.5
Tobacco.png Tobacco
  • La Plata Region
  • Paraguay Region
  • Eastern America
  • Amazonas
  • Brazil Region
  • The Caribbean
8 Months
  • Any neighbor province produces Tobacco: ×1.5
  • Colony has 500 population and no trade good X0.5
Tropical Wood.png Tropical Wood
  • Brazil Region
  • Amazonas
  • Venezuela Region
  • The Spanish Main
  • Central Africa
  • Indonesian Region
  • Pacific Ocean Islands
  • Madagascar
8 Months
  • Colony is in Amazonas: ×0.5
  • Colony is in the Indonesian Region: ×0.8
  • Any neighbor province produces Tropical Wood: ×1.5
  • Colony has 500 population and no trade good X0.5
Dyes.png Dyes
  • Amazonas
  • Central Africa
  • Central America
  • The Carribean
8 Months
  • Colony is in Central America or Amazonas: ×1.2
  • Any neighbor province produces Dyes: ×1.5
  • Colony has 500 population and no trade good X0.5
Cocoa.png Cocoa
  • Central America
  • The Spanish Main
  • The Andes
  • Brazil Region
  • Quito Region
8 Months
  • Any neighbor province produces Cocoa: ×1.5
  • Colony has 500 population and no trade good X0.5

Strategy[edit]

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 Expansion of Bengali Dye Production event fires. However building production buildings in overseas provinces as an European nation is not advised since they have %75 local autonomy floor. If any of your non-overseas province produces these goods prioritize them over any other European trade goods.

Buildings[edit]

  • A country benefits most from increasing the goods produced in trade nodes that it controls---this will allow it to extract maximum Trade income from those goods as well as production income.
  • To maximize trade value, a country should increase production of goods that have a high price (valuable goods are naturally more lucrative to produce more of)
  • You should always build constables in provinces with higher base tax since they will have a larger production income. Start with provinces that has most production income (other than gold provinces since production efficiency does not increase gold income)
  • Workshops give a flat bonus on goods produced so build them on provinces with high value trade goods.
  • Gold-producing provinces are a lucrative place to increase production unless the country is struggling with inflation. This means building Production buildings; note that there is no manufactory for gold. At 40 Gold Icon.png per year per unit produced, a Workshop in a gold-producing province will generate 8 Gold Icon.png per year, and a Treasury 4 Gold Icon.png per year.