This article may contain outdated information that is inaccurate for the current version of the game. It was last updated for 1.10.
- 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.
- 1 Goods produced
- 2 Prices
- 3 Trade value
- 4 Strategy
Confusingly, goods are displayed as percentages, with 100% being equal to one unit of goods being produced.
- City: +0.1
- Colony: +0.01 per 100 colonists
- Base tax: +0.2 per point. This does not include increases from buildings.
- Workshop: +0.2
- Stock Exchange: +0.5
- Manufactory: +1
- Production leader: +0.1
- 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
- "Free Subjects" Plutocratic Idea: +0.1
- Stability: +0.1 per positive point
- Occupied: -0.25
- Under siege: -0.25
- Looted: -0.1
- Scorched earth: -0.33
- War exhaustion: -0.2 per point
- Blockaded: -0.5% per percentage point (-50% at 100% blockaded)
- Various events and decisions
The price of a good is the base price of the good times plus modifiers for events such as the triangle trade.
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. Events will trigger upon a preset change in price as of patch 1.9.
|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||+50% 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|
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 1.6.
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
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
- 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.
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 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 per year per unit produced (except for primitive nations, which convert gold to cash at only a 1:4 rate).
- Income from gold does not benefit from production efficiency.
- Income from gold can be increased by constructing the Workshop or Stock Exchange 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 per year to cancel out inflation if it is not removed through other means.
- Gold income is unaffected by autonomy
- 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 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
Trade Goods in Colonies
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.
European trade goods
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
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.
- 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. A Workshop in a gold-producing province will generate 8 per year, and a Stock Exchange 20 per year.