- 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
- 5 Footnotes
The base goods produced amount depends on whether the province is a colony or not. A colony's base goods produced amount is +0.01 per 100 colonists. Non-colonies base goods produced amount is +0.2 per production development level in the province.
- Manufactory: +1
Goods Produced Modifiers
- Being a Trade Good's Production leader: +10%
- Administrative Ideas Bonus - Fully Administrative : +10%
- Economic Ideas - Smithian 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%
- 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.
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.
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||+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|
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.
- 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 (strategic goods)
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.
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 1.15.
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:
|+10%||Local goods produced modifier|
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 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 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.
- As of Patch 1.15, Gold producing provinces with a production development of over 1 now have a yearly chance to become depleted. 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.
- 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
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 1.13.
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.
- 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
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 the "Expansion of Bengali Dye Production" event fires. However building production buildings in overseas provinces as a European nation is not advised since they have 75% local autonomy floor. If any of the player's non-overseas province produces these goods prioritize them over any other European trade goods.
- See in Static_modifiers#Production leader). (