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This article may contain outdated information that is inaccurate for the current version of the game.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 1.10.

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.
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%
  • Administrative Ideas Bonus - Fully Administrative : +10%
  • Economic Ideas - Smithsonian Economics : +20% - Only if the player does not have Common Sense DLC
  • Plutocratic Ideas - Free Subjects : +10%
  • Espionage & Administrative Policy - Royal Commission Act : +10%
  • Naval & Economic Policy - The Transportation Act : +10%
  • Trade & Quantity Policy - The Production Quota Act : +20%
  • Religious & Trade Policy - Religiously Sponsored Guilds : +10%
  • 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. Only applies to provinces not controlled by a merchant republic or trade company.
  • Occupied: -50%
  • Under siege: -25%
  • Looted: -25% when completely looted.
  • Scorched earth: -33%
  • Icon war exhaustion.png War exhaustion: -2% per point
  • 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
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
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
West African idea 2: Salt Caravans
Fully Administrative
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 you if you have contact with the triggerer. 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 +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

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 your 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 (strategic goods)[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: Local goods produced modifier +10% local goods produced modifier.

Gold 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 drastically increase your inflation every month. If you own many gold mines you may find 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).

  • 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.
  • 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.
  • Provinces that produce gold with a development of over 10 now have a yearly chance to become depleted. At Production development level 11 the depletion chance is 0.1% yearly, higher development levels have higher chances. Each depletion reduces the province's Goods Produced by half (effectively halving the ducat value of gold produced). You can see the current chance of depletion by hovering over the production development increase button on the province panel.
  • In El Dorado colonial nations receive no income from gold and instead send treasure fleets to their overlord.

Unknown 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]

Icon Trade good Category Base price (Gold Icon.png) Historical modifiers "Trading in" bonus
Grain.png Grain Base 2 −75%: Eruption of Huaynaputina (1600)(730mouths)
−25%: Coldest Period of the Little Ice Age (1650)(3650mouths)
Land forcelimit.png +10% Land force limit modifier
Wine.png Wine Base 2.5 +50%: Cork Bottle Stoppers (1670)
−75%: Eruption of Huaynaputina (1600)(730mouths)
−25%: Coldest Period of the Little Ice Age (1650)(3650mouths)
+25%:Cork Bottle Stoppers(1661)
Stability cost modifier.png −10% Stability cost modifier
Wool.png Wool Base 2.5 −25%: New Draperies (1540)
−10%: Cotton Imports (optional)
Global ship cost.png −5% Ship costs
Cloth.png Cloth Base 3 +25%: New Draperies (1540)
+15%: Uniform Regulations (1670)
Merc maintenance modifier.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)(3650mouths)
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)(3650mouths)
Prestige.png +1 Yearly prestige
Salt.png Salt Base 3 +10%: Grand Banks Fishery (1510)
+25%: Coldest Period of the Little Ice Age (1650)(3650mouths)
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 offense.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) National spy defence.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

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: ×0.5
  • 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: ×0.5
  • 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: ×0.5
Wool.png Wool
  • Central America
  • Western America
  • Australian Coast
  • New Zealand Region
  • The Spanish Main
  • The Andes
8 Months
  • Colony has 500 population: ×0.5
  • Colony is in the New Zealand Region: ×0.7
Cloth.png Cloth
  • Indonesian Region
  • Sakam
8 Months
  • Colony has 500 population: ×0.5
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: ×0.5
Salt.png Salt
  • Central America
  • The Andes
8 Months
  • Colony has 500 population: ×0.5
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
  • The Thirteen Colonies
  • Acadia Region
  • St Lawrence Region
  • New England Region
  • Castilla del Oro Region
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: ×0.5
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: ×0.5
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: ×0.5
Iron.png Iron
  • Western Siberia
  • Eastern Siberia
6 Months
  • Any neighbor province produces Iron: ×1.5
  • Colony has 500 population: ×0.5
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: ×0.5
Ivory.png Ivory
  • Central Africa
  • South Africa
8 Months
  • Colony owner has at least 3 Ivory-producing provinces: ×1.5
  • Colony has 500 population: ×0.5
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: ×0.5
Chinaware.png Chinaware
  • Indonesian Region
  • Taiwan
6 Months
  • Any neighbor province produces Chinaware: ×1.5
  • Colony has 500 population: ×0.5
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: ×0.5
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: ×0.5
Cotton.png Cotton
  • Eastern America
  • The Caribbean
  • The Mississippi Region
6 Months
  • Any neighbor province produces Cotton: ×1.5
  • Colony has 500 population: ×0.5
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: ×0.5
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: ×0.5
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: ×0.5
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: ×0.5
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: ×0.5

Strategy[edit]

  • All of the value you gain 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 you are 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. 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.