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.
A map of all of the provincial trade goods in the 1444 start

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 Local goods produced +0.01 per 100 colonists. Non-colonies' base goods produced amount is Local goods produced +0.2 per production development level in the province.

Goods Produced Modifiers

  • Being a Trade Good's Production leader: Goods produced modifier.png +10%
  • Economic idea group.png Economic Ideas - Smithian Economics : +20% - Only if the player does not have the Common Sense.png Common Sense DLC enabled
  • Trading by Government republic.png merchant republic or Subject tradecompany icon.png trade companies: +0.5% 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 a country.
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%
  • Ansbach traditions
  • 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
  • Kaffan idea 3: Kaffan Highlands
  • 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
  • Malvi idea 5: Black Soils
  • 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
  • Slovak idea 1: Rudorhie
  • 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. A full list of the price change events can be found here.

Permanent changes[edit]

Most events trigger only once, and will only be reported to the player if they have 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 own Beothuk, Placentia, or Taqamkuk, or owns a province in the New World that produces fish -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, Canton, 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 Calicoes 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 0.25 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 0.25 years of income, +20 prestige for triggerer
Cotton Imports - European country 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 0.25 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 0.25 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, Bihar area, Tirhut, and Etawah -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, year is 1570 or later +40% Fur Price
Decline of the Spice Trade 1660 Two European Countries with 3 spice provinces each, year is 1600 -40% Spices Price Takes unusually long to trigger (MTTH 5 years)
Ivory Shortage 1750 Any country with capital in Indochina, year is 1750 or later +25% Ivory Price

Temporary changes[edit]

Event Trigger Condition MTTH Effect Duration
Eruption of Huaynaputina Anyone owns Arequipa, Puno, or Camana, year is between 1600 and 1610 3 months -75% Grain Price, -75% Wine Price 2 years
Little Ice Age Anyone owns Reykjavik or Akureyri, year is 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 then flows into the calculations for a province's production value (in Gold Icon.png ducats) and the overall trade value of a node. Note that all values listed in the province window for trade value are shown as yearly values. The production and tax value calculations in the upper part of the province screen (which determine the Gold Icon.png ducats each provinces contributes directly to the treasury) are shown as monthly values.

Gold Gold is treated as a special case and does not have any trade value (see full treatment below). 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.

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

"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 specific effects, see the List of Trade Goods below.

Per-province bonus[edit]

As of patch 1.19, trade goods give a province-level bonus to each province producing them with Rights of Man.png Rights of Man enabled.

For specific effects, see the List of Trade Goods below.

List of trade goods[edit]

Icon Trade good Category Base price (Gold Icon.png) Historical modifiers "Trading in" bonus "Per-province" bonus
(Only with Rights of Man.png Rights of Man)
Grain.png Grain Base 2 −75%: Eruption of Huaynaputina (1600) (730days)
−25%: Coldest Period of the Little Ice Age (1650) (3650days)
Land forcelimit.png +20% Land force limit modifier Land forcelimit.png +0.5 Land force limit
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)
National unrest.png −1 Global unrest Local unrest.png −1 Local unrest
Wool.png Wool Base 2.5 −20%: New Draperies (1540)
−10%: Cotton Imports (optional)
Ship costs.png −5% Ship costs Local ship cost.png −10% Local ship cost
Cloth.png Cloth Base 3 +20%: New Draperies (1540)
+15%: Uniform Regulations (1670)
Mercenary maintenance.png −15% Mercenary maintenance Local development cost −10% local development cost
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)
National sailors modifier.png +25% Global sailors modifiers Local sailors modifier.png +25% Local sailors modifiers
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 Province trade power modifier.png +10% Province trade power modifier
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 Local defensiveness.png +15% Local defensiveness
Naval supplies.png Naval supplies Base 2 +50%: Permanent Navies (1680) Naval forcelimit.png +20% Naval force limit modifier Naval forcelimit.png +0.5 Naval force limit
Copper.png Copper Metal 3 +50%: Bronze Cannons (1500)
−35%: Iron Working (1635)
Recruitment time.png −20% Global recruitment time Regiment recruit speed.png −20% Local recruitment time
Gold.png Gold Metal n/a n/a n/a
Iron.png Iron Metal 3 +50%: Iron Working (1635) Regiment cost.png −5% Regiment costs Local construction time −20% Local construction time
Slaves.png Slaves African 2 +50%: Triangle Trade (1575)
−40%: Abolitionism (1790)
Global tariffs.png +25% Global tariffs Local missionary strength.png +1% Local missionary strength
Ivory.png Ivory African 4 +25%: Ivory Shortage in East Asia (1750) Diplomatic reputation.png +2 Diplomatic reputation State maintenance.png −20% Local state maintenance modifier
Tea.png Tea Eastern 2 +25%: Japanese Tea Culture (1540)
+25%: Tea & Sugar (1650)
Advisor cost.png −10% Advisor costs National garrison growth.png +25% Garrison growth
Chinaware.png Chinaware Eastern 3 +50%: Europeans in China (1650)
−50%: Johann Friedrich Böttger (1710)
Legitimacy.png +0.25 Yearly legitimacy Local autonomy.png −0.1 Local autonomy
Spices.png Spices Eastern 3 +50%: Spice Trade (1510)
−40%: Decline of the Spice Trade (1660)
Spy network construction.png +25% Spy offense Core-creation cost.png +20% Local core creation cost
Coffee.png Coffee New World 3 +50%: Coffee Boom (1600) Institution spread.png +5% Institution spread Local institution spread.png +10% Local institution spread
Cotton.png Cotton New World 3 +45%: Surging demand for Calicoes & Other Cotton Cloths (1680)
+20%: Cotton Imports (optional)
Global settler increase.png +20 Global settler increase Local development cost −10% local development cost
Sugar.png Sugar New World 3 +25%: Tea & Sugar (1650)
+50%: Popularization of Sugar (1660)
Cost of reducing war exhaustion.png −20% Cost of reducing war exhaustion Local unrest.png −1 Local unrest
Tobacco.png Tobacco New World 3 +50%: Popularization of Tobacco (1600) Foreign spy detection.png +25% Spy defense Province trade power modifier.png +10% Province trade power modifier
Cocoa.png Cocoa New World 4 +40%: Hot Chocolate (1700) Manpower recovery speed.png +5% Manpower recovery speed Local manpower modifier.png +10% Local manpower modifier
Silk.png Silk Non-European 4 +25%: Popularization of Silk (1635) Max promoted cultures.png +1 Max promoted cultures Local trade power.png +2 Local trade power modifier
Dyes.png Dyes Non-European 4 +25%: Uniform Regulations (1670)
-25%: Expansion of the Bengali Dye Production (optional)
Chance of new heir.png +33% Chance of new heir Province trade power modifier.png +10% Province trade power modifier
Tropical Wood.png Tropical wood Non-European 2 +35%: Development of Veneering (1570) Development cost.png −5% development cost Local construction cost −20% Local construction cost

Gold Gold[edit]

Gold is a special "trade" good that has both advantages and disadvantages: it will give a boost to the economy but also 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.png 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.png production efficiency, and 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 without spending Administrative power.png administrative power to reduce inflation manually, a country needs to have yearly Inflation reduction.png inflation reduction modifiers. The amount of yearly inflation reduction needed is shown in the table below. The right column shows what percentage of total income can come from gold without gaining inflation. Note that yearly inflation reduction at or below -0.40 is impossible as this level can only be achieved temporarily with various events, decisions, triggered modifiers, and mission rewards, plus a Master of Mint advisor; in practice, it would very unlikely to have enough income from gold for this to be a problem.

Yearly Inflation reduction.png Proportion of income
from gold that will not
increase 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 local autonomy, with a percent of the total possible income gained equal to the local autonomy being deducted. Assigning a province to the Burghers (or any other estate) with The Cossacks.png The Cossacks will still leave gold income affected by the 25% minimum autonomy, so leaving gold-producing provinces unassigned is better for income.

Map of gold-producing provinces in 1444.

Gold mine depletion[edit]

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). With a production development level of 2 the depletion chance is 0.01% yearly, with higher development levels having higher chances (level 3 has a 0.04% chance, level 4 has a 0.07% chance, level 5 has a 0.12% chance, etc…). Each depletion reduces the province's Goods produced.png goods produced by half (effectively halving the Gold Icon.png 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 ½ the "depletion" chance (so 0.005% for a level 2 mine, 0.02% for a level 3 mine, etc.). This can be used to calculate the "half-life" of a mine:

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, the likely production of a mine over a given time interval can be determined by taking the maximum amount it would produce over that period of time without decaying at all and multiplying it by the integral of evaluated from 0 to n, where , the time interval over the half-life.

For a 200-year period, , the half-life h is , and therefore:

Integrating from 0 to gives:

Multiply the result by the maximum amount of gold the mine would produce during its half-life without decay (282.57 years multiplied by 80 gold per year = 22,606 gold) and to get the amount, on average, that can be expected from the mine.

A 10 base production mine thus produces 12,646 gold on average over 200 years.

There is thus 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 base production mine over the same time, and if the base production 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 0.12 0.49 1.12 1.99
production rate half-life (years) 1,154.9 282.57 123.43 69.32
gold produced over 100 years 3,882 7,094 9,182 10,114
gold produced over 200 years 7,539 12,646 14,419 13,835
gold produced over 300 years 10,982 16,990 17,406 15,204
gold produced over 400 years 14,225 20,388 19,107 15,708

From this table, it can be seen that a base production for a mine of ~10 gives good a performance through most of the game, though if there are less than 200 years left, something closer to ~15 might be desirable.

Colonial nations[edit]

With El Dorado.png El Dorado enabled colonial nations receive no income from gold and instead save it up and send periodic treasure fleets to their overlord, as long as their overlord's trade capital is located in a trade node downstream from the trade node the colonial nation's trade capital is located in. If this is not the case, the colonial nations simply collects the gold as normal and pays the normal amount in tariffs.

Unknown Unknown[edit]

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

Colonies begin with Unknown “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 “unknown” trade good icon of the province interface.

Trade goods are weighted based on a variety of factors. The most common are geographic restrictions based on terrain, climate, and region, but some trade goods' probabilities are influenced by the culture and even religion (in the case of Wine.png wine) of the colonizing nation. Silk.png Silk will never be produced in a colony in a game with normal or historical nations, and Cloth.png cloth, while not directly excluded, is likewise precluded by its high Development.png development level requirement.

The chance of getting a given trade good in a province is presumably given by

where is the probability of a specific possible trade good, n is the number of possible trade goods in the province, and the sum in the denominator runs over all possible trade goods in the province.

If a colony has started to produce a trade good due to growing over 400 settlers, and the colony is later destroyed before becoming a city, the trade good in the province will revert to Unknown “unknown.” Once a colony has reached 1,000 settlers and become a city, its trade good is fixed barring a few specific events (such as for Slaves.png slaves, see below).

List of trade good probabilities[edit]

This table shows the base weights and various modifying probabilities for each trade good.

Icon Trade good Base weight Modifiers
Grain.png Grain 35
  • ×0 if:
    • Any of the following is true:
      • Terrain is Desert
      • Terrain is Glacier
      • Terrain is Coastline
      • Terrain is Arctic
  • ×0.15 if:
    • Any of the following is true:
      • Terrain is Mountain
      • Terrain is Coastal Desert
      • Terrain is Forest
      • Terrain is Woods
      • Terrain is Hills
      • Terrain is Jungle
  • ×0.25 if:
    • Any of the following is true:
      • Terrain is Highlands
      • Terrain is Marsh
  • ×0.25 if:
    • Any of the following is true:
      • Climate is Arid Arid
      • Climate is Tropical Tropical
  • ×0.6 if:
    • Any of the following is true:
      • Terrain is Drylands
      • Terrain is Savannah
      • Terrain is Steppe
  • ×0.35 if:
    • Winter is Severe winter.png severe winter
  • ×0.5 if:
    • Winter is Normal winter.png normal winter
  • ×1.5 if:
    • Terrain is farmlands
  • ×1.5 if:
    • Any of the following is true:
      • Region is Poland region
      • Region is Ruthenia region
Wine.png Wine 5
  • ×0 if:
    • Any of the following is true:
      • Winter is Severe winter.png severe winter
      • Climate is Arctic Artic
      • Climate is Arid Arid
      • Climate is Tropical Tropical
      • Terrain is jungle
      • Terrain is drylands
      • Terrain is steppe
      • Terrain is desert
      • Terrain is coastal desert
      • Terrain is marsh
      • Terrain is savannah
      • Terrain is glacier
      • Religion is Sunni Islam Sunni, Shiite Islam Shiite or Ibadi Islam Ibadi religion
  • ×0 if:
    • Any of the following is true:
      • Normal or historical nations is true
      • And:
        • Continent is not South America
        • Region is not South Africa region
        • Area is not Cuyo area
        • Area is not Nehuenken area
        • Area is not California area
        • Area is not Central Valley area
  • ×0.25 if:
    • Winter is Normal winter.png normal winter
  • ×1.25 if:
    • Terrain is farmlands
  • ×1.25 if:
    • Any of the following is true:
      • Terrain is hills
      • Terrain is highlands
  • ×1.5 if:
    • Any of the following is true:
      • Area is Cuyo area
      • Region is France region
      • Region is Italy region
  • ×1.1 if:
    • Any of the following is true:
      • Culture icon.png Culture group is French
      • Culture icon.png Culture group is Iberian
      • Culture icon.png Culture group is Latin
Wool.png Wool 30
  • ×0 if:
    • Any of the following is true:
      • Terrain is glacier
      • Terrain is marsh
      • Terrain is jungle
      • Terrain is farmlands
      • Terrain is coastline
      • Terrain is hills
      • Terrain is forest
      • Terrain is woods
      • And:
        • Climate is Tropical tropical
        • Area is not Paraguay area
        • Area is not Chaco area
      • And:
        • Climate is Arctic arctic
        • Region is not Tibet region
      • And:
        • Winter is Severe winter.png severe winter
        • Region is not Tibet Region
        • Region is not Hindusthan
        • Region is not Central Asia region
        • Region is not Caucasia region
  • ×0 if:
    • Any of the following is true:
      • Region is Caribbeans region
      • Region is Brazil region
      • Region is Columbia region
      • Region is Southeast America region
      • Region is Mississippi region
      • And:
        • Terrain is not mountain
  • ×0.15 if:
    • Any of the following is true:
      • Terrain is grasslands
      • Terrain is hills
      • Terrain is forest
      • Terrain is woods
  • ×1.25 if:
    • Terrain is desert
    • Terrain is savannah
    • Terrain is highlands
    • Terrain is drylands
    • Climate is Arid arid
  • ×1.5 if:
    • Region is Central Asia region
  • ×1.5 if:
    • Region is Tibet region
  • ×0.5 if:
    • Region is Central Africa region
Cloth.png Cloth 10
  • ×0 if:
    • Development.png Development is not at least 18
  • ×2 if:
    • Development.png Development is at least 22
Fish.png Fish 20
  • ×0 if:
    • Province does not have a port
  • ×0.65 if:
    • Any of the following is true:
      • Region is Caribbeans region
      • Region is Malaya region
      • Region is Moluccas region
      • Region is Indonesia region
  • ×5.5 if:
    • Area is Newfoundland area
  • ×1.1 if:
    • Any of the following is true:
      • Terrain is coastline
      • Terrain is coastal desert
  • ×1.2 if:
    • Terrain is glacier
Fur.png Fur 15
  • ×0 if:
    • Any of the following is true:
      • Climate is Tropical tropical
      • Climate is Arid arid
      • Terrain is drylands
      • Terrain is steppe
      • Terrain is desert
      • Terrain is coastal desert
      • Terrain is coastline
      • And:
        • Winter is not Normal winter.png normal winter
        • Winter is not Severe winter.png severe winter
  • ×0 if:
    • Any of the following is true:
      • Terrain is farmlands
      • Terrain is mountain
      • Continent is South America
      • Region is Caribbeans region
      • Region is South Africa region
      • Region is Australia region
      • Region is Central Africa Region
  • ×0.75 if:
    • Any of the following is true:
      • Terrain is savannah
      • Terrain is grasslands
      • Terrain is highlands
      • And:
        • Winter is Mild winter.png mild winter
  • ×0.5 if:
    • Native size is not at least 1
  • ×2
    • Native size is at least 1
  • ×1.5 if:
    • Terrain is forest
  • ×1.6 if:
    • Winter is Normal winter.png normal winter
  • ×2.5 if:
    • Winter is Severe winter.png severe winter
    • Terrain is not glacier
Salt.png Salt 5
  • ×0 if:
    • Any of the following is true:
      • Terrain is not desert
      • Terrain is not marsh
      • Terrain is not mountain
      • Terrain is not highlands
      • No neighbor province has the ID 1649 (Lake Victoria)
      • No neighbor province has the ID 1650 (Lake Tanganyika)
      • No neighbor province has the ID 1651 (Lake Malawi)
  • ×2 if:
    • Any of the following is true:
      • Terrain is desert
      • All of the following is true:
        • Terrain is marsh
        • Climate is not Arctic arctic (Hudson Bay)
  • ×2 if:
    • Region is Peru region
  • ×5 if:
    • Area is Western Sahara area
Naval supplies.png Naval Supplies 15
  • ×0 if:
    • Any of the following is true:
      • Terrain is glacier
      • Terrain is desert
      • Terrain is coastal desert
      • Terrain is drylands
      • Terrain is savannah
      • Terrain is marsh
      • Terrain is steppe
      • Terrain is highlands
      • Terrain is farmlands
  • ×0.65 if:
    • Region is Caribbeans region
  • ×0.5 if:
    • Any of the following is true:
      • Terrain is mountain
      • Terrain is grasslands
      • Region is Central Africa region
  • ×0.5 if:
    • Country controls no ports
  • ×0.75 if:
    • Any of the following is true:
      • Terrain is coastline
      • Terrain is tropical
  • ×1.5 if:
    • Any of the following is true:
      • Terrain is forest
      • Terrain is woods
      • Terrain is hills
      • Terrain is jungle
Copper.png Copper 15
  • ×0 if:
    • Any of the following is true:
      • Terrain is steppe
      • Terrain is desert
      • Terrain is coastal desert
      • Terrain is drylands
      • Terrain is grasslands
      • Terrain is savannah
      • Terrain is coastline
      • Terrain is glacier
      • Terrain is jungle
      • Terrain is farmlands
      • Terrain is woods
  • ×0 if:
    • Random New World is not enabled
    • Area is not Minas Gerais area
    • Area is not Diamantina area
    • Area is not Mato Grosso area
    • Area is not Ofaie area
    • Region is not West Siberia region
    • Region is not East Siberia region
    • Region is not Central Africa region
  • ×0 if:
    • Random New World is enabled
    • Region is not West Siberia region
    • Region is not East Siberia region
    • Continent is not New World
  • ×0.7 if:
    • Region is Central Africa region
  • ×1.1 if:
    • Random New World is enabled
    • Any of the following must be true:
      • Terrain is mountain
      • Terrain is highlands
  • ×1.5 if:
    • Any of the following is true:
      • Area is Minas Gerais area
      • Area is Diamantina area
      • Area is Mato Grosso area
      • Area is Ofaie area
      • Region is West Siberia region
      • Region is East Siberia region
Gold.png Gold 5
  • ×0 if:
    • Random New World is not enabled
    • Region is not West Siberia region
    • Region is not East Siberia region
    • Region is not Cascadia region
    • Region is not Australia region
    • Region is not California region
    • Region is not South Africa region
    • Region is not Peru region
    • Region is not Upper Peru region
    • Region is not Mexico region
    • Region is not Central America region
    • Area is not Goias area
    • Area is not Mato Grosso area
    • Area is not Ofaie area
    • Area is not Minas Gerais area
    • Area is not Diamantina area
    • Area is not Guapore area
    • Area is not Grao Para area
    • Area is not Amapa area
    • Area is not Ucayali area
    • Area is not Amazon area
  • ×0 if:
    • Random New World is enabled
    • Continent is not New World continent
    • Region is not West Siberia region
    • Region is not East Siberia region
    • Region is not Australia region
    • Region is not South Africa region
  • ×0 if:
    • Random New World is enabled
    • Continent is New World continent
    • Any of the following is true:
      • Terrain is forest
      • Terrain is woods
      • Terrain is drylands
      • Terrain is grasslands
      • Terrain is savannah
      • Terrain is steppe
      • Terrain is jungle
      • Terrain is coastline
      • Terrain is coastal desert
      • Terrain is marsh
  • ×1.5 if:
    • Random New World is enabled:
    • Terrain is mountain
    • Continent is New World continent
  • ×1.5 if:
    • Not normal or historical nations
  • ×3.5 if:
    • Region is Peru region
  • ×4 if:
    • Any of the following is true:
    • Province ID is 853 (Mexico)
    • Province ID is 853 (Huastec)
    • Province ID is 854 (Sayultecas)
    • Province ID is 2617 (Huichol)
    • Province ID is 856 (Zacatecas)
    • Province ID is 857 (Guichichil)
    • Province ID is 858 (Tamaulipas)
    • Province ID is 2515 (Guamares)
  • ×3.5 if:
    • Any of the following is true
      • Area is Minas Gerais area
      • Area is Diamantina area
      • Area is Mato Grosso area
      • Area is Ofaie area
      • Area is Goias area
      • Area is Pontal area
Iron.png Iron 10
  • ×0 if:
    • Normal or historical nations
    • Region is not West Siberia region
    • Region is not East Siberia region
    • Region is not Central Africa Region
    • Province ID is not 18 (Lappland)
  • ×1.2 if:
    • Not normal or historical nations
    • Any of the following is true:
      • Terrain is mountain
      • Terrain is hills
      • Terrain is highlands
  • ×1.5 if:
    • Random New World is enabled
    • Terrain is mountain
    • Continent is New World continent
Slaves.png Slaves 15
  • ×0 if:
    • Any of the following is true:
      • Country has country modifier "the_abolish_slavery_act"
      • Continent is not Africa
      • Province ID is 1174 (Namibia)
  • ×0 if:
    • Is an island (has no neighboring land provinces)
  • ×2 if:
    • Any of the following is true:
      • Region is Horn of Africa region
      • Region is Kongo region
      • Area is West Africa Coast area
      • Area is Gulf of Guinea area
      • Area is Benin area
  • ×0.5 if:
    • Region is South Africa region
Ivory.png Ivory 15
  • ×0 if:
    • Continent is not Asia continent
    • Continent is not Africa continent
    • Area is not Subarctic Islands area (from walruses)
    • Area is not Greenland area
  • ×0 if:
    • Terrain is not jungle
    • Terrain is not savannah
    • Terrain is not glacier
  • ×0 if:
    • Any of the following is true:
      • Region is West Siberia region
      • Region is East Siberia region
      • Region is Manchuria region
      • Region is Central Asia region
      • Region is South Africa region
  • ×0.5 if:
    • Region is Malaya region
    • Region is Moluccas region
    • Region is Indonesia region
  • ×1.25 if:
    • Terrain is jungle
    • Terrain is savannah
Tea.png Tea 15
  • ×0 if:
    • Random New World is not enabled
    • Region is not Malaya region
    • Region is not Moluccas region
    • Region is not Indonesia region
    • Region is not Indochina region
    • Region is not South China region
    • Region is not Xinan region
    • Region is not Japan region
    • Area is not Taiwan area
    • Area is not Assam area
    • Area is not Banda Oriental area
    • Area is not Rio Grande do Sol area
    • Area is not Buenos Aires area
    • Area is not Misiones area
    • Area is not Beni area
    • Area is not Moxos area
    • Area is not Paraguay area
    • Area is not Sao Paolo area
    • Area is not West Sao Paolo are
  • ×0 if: (only the cultures below can get tea in the RNW)
    • Random New World is enabled
    • Culture icon.png Culture group is not East Asian
    • Culture icon.png Culture group is not Central Indic
    • Culture icon.png Culture group is not Dravidian
    • Culture icon.png Culture group is not Western Aryan
    • Culture icon.png Culture group is not Hindusthani
    • Culture icon.png Culture group is not Eastern Aryan
    • Culture icon.png Culture group is not Korean
    • Culture icon.png Culture group is not Japanese
  • ×0 if:
    • Any of the following is true:
      • Terrain is mountain
      • Terrain is desert
      • Terrain is drylands
      • Terrain is steppe
      • Terrain is savannah
      • Climate is Arid arid
      • Winter is Mild winter.png mild winter
      • Winter is Normal winter.png normal winter
      • Winter is Severe winter.png severe winter
  • 1.2 if:
    • Terrain is farmlands
  • 1.5 if:
    • Any of the following is true:
      • Area is Assam area
      • All of the following is true:
        • Climate is Tropical tropical
        • Random New World is enabled
  • 1.5 if:
    • Any of the following is true:
      • Area is Banda Oriental area
      • Area is Rio Grande do Sol area
      • Area is Buenos Aires area
      • Area is Misiones area
      • Area is Beni area
      • Area is Moxos area
      • Area is Paraguay area
      • Area is Sao Paolo area
      • Area is West Sao Paolo area
Chinaware.png Chinaware 15
  • ×0 if:
    • Region is not Malaya region
    • Region is not Moluccas region
    • Region is not Indonesia region
    • Region is not South China region
    • Region is not Japan region
  • ×0 if:
    • Development.png Development is not at least 8
Spices.png Spices 25
  • ×0 if:
    • Region is not Malaya region
    • Region is not Moluccas region
    • Region is not Indonesia region
    • Region is not Deccan region
    • Region is not Bengal region
    • Region is not Coromandel region
    • Area is not Indian Ocean Islands area
    • Province ID is not 1244 (Tahiti)
  • ×0 if:
    • Terrain is mountain
  • ×0.75 if:
    • Area is Indian Ocean Islands area
  • 1.25 if:
    • Region is Malaya region
    • Region is Indonesia region
    • Region is Moluccas region
Coffee.png Coffee 15
  • ×0 if:
    • Random New World is not enabled
    • Area is not Southern Ethiopia area
    • Area is not Hadiya area
    • Area is not Damot area
    • Area is not Shewa area
    • Region is not Malaya region
    • Region is not Moluccas region
    • Region is not Indonesia region
    • Region is not La Plata region
    • Region is not Peru region
    • Region is not Brazil region
    • Region is not Caribbeans region
    • Region is not Central America region
    • Region is not Mexico region
    • Region is not Columbia region
  • ×0 if:
    • Any of the following is true:
      • Terrain is glacier
      • Terrain is forest
      • Climate is Arctic arctic
      • Winter is Mild winter.png mild winter
      • Winter is Normal winter.png normal winter
      • Winter is Severe winter.png severe winter
      • Province ID is 481 (Bermuda)
  • ×1.5 if:
    • Region is Columbia region
  • ×0 if:
    • Random New World is enabled
    • Continent is New World continent
    • Climate is not Tropical tropical
Cotton.png Cotton 20
  • ×0 if:
    • Random New World is not enabled
    • Region is not Southeast America region
    • Region is not Carribeans region
    • Region is not Mississippi region
    • Region is not Egypt region
    • Region is not Hidusthani region
    • Region is not Bengal region
    • Region is not Deccan region
    • Region is not Anatolia region
    • Region is not Mongolia region
  • ×0 if:
    • Random New World is enabled
    • Region is not Egypt region
    • Region is not Hidusthani region
    • Region is not Bengal region
    • Region is not Deccan region
    • Region is not Anatolia region
    • Region is not Mongolia region
    • Continent is not New World continent
  • ×0 if:
    • Any of the following is true:
      • Terrain is mountain
      • Terrain is highlands
      • Terrain is forest
      • Terrain is jungle
      • Climate is Arctic arctic
      • Climate is Arid arid
      • Terrain is glacier
      • Winter is Mild winter.png mild winter
      • Winter is Normal winter.png normal winter
      • Winter is Severe winter.png severe winter
      • Terrain is desert
      • Province ID is not 481 (Bermuda)
      • All of the following is true:
        • Continent is Europe
        • Region is not Anatolia region
  • ×1.5 if:
    • Any of the following is true:
      • Terrain is farmlands
      • Terrain is grasslands
      • Region is Southeast America region
Sugar.png Sugar 15
  • ×0 if:
    • Climate is not Tropical tropical
    • Any of the following is true:
      • Winter is Mild winter.png mild winter
      • Winter is Normal winter.png normal winter
      • Winter is Severe winter.png severe winter
      • Terrain is desert
      • Terrain is mountain
      • Terrain is hills
      • Terrain is highlands
      • Terrain is forest
      • Terrain is steppe
  • ×0 if:
    • Random New World is not enabled
    • Region is not Carribeans region
    • Region is not Brazil region
    • Region is not Mexico region
    • Region is not Central America region
    • Region is not Columbia region
    • Region is not Deccan region
    • Region is not West India region
    • Area is not Mascarenes area
  • ×2.5 if:
    • Random New World is not enabled
    • Province ID is not 481 (Bermuda)
    • Any of the following is true:
      • Region is Caribbeans region
      • Area is Ceara area
      • Area is Pernambuco area
      • Area is Bahia area
      • Area is Guyana area
      • Area is Suriname area
Tobacco.png Tobacco 15
  • ×0 if:
    • Random New World is not enabled
    • Region is not La Plata region
    • Region is not Northeast America region
    • Region is not Southeast America region
    • Region is not Brazil region
    • Region is not Carribeans region
    • Area is not Appalachia area
    • Area is not South Appalachia area
  • ×0 if:
    • Random New World is enabled
    • Continent is not New World continent
  • ×0 if:
    • Any of the following is true:
      • All of the following is true:
        • Climate is Arid arid
        • Terrain is not grasslands
        • Terrain is not farmlands
      • Winter is Severe winter.png severe winter
      • Terrain is glacier
      • Terrain is mountain
      • Terrain is drylands
      • Terrain is desert
  • ×2.5 if:
    • Any of the following is true:
      • Region is Northeast America region
      • Region is Southeast America region
Cocoa.png Cocoa 15
  • ×0 if:
    • Random New World is not enabled
    • Region is not Central America region
    • Region is not Columbia region
    • Region is not Peru region
    • Region is not Brazil region
  • ×0 if:
    • Random New World is enabled
    • Continent is not New World continent
  • ×0 if:
    • Any of the following is true:
      • Terrain is glacier
      • Terrain is steppe
      • Terrain is forest
      • Terrain is woods
      • Terrain is marsh
      • Climate is Arid arid
      • Climate is Arctic arctic
      • Winter is Mild winter.png mild winter
      • Winter is Normal winter.png normal winter
      • Winter is Severe winter.png severe winter
Silk.png Silk 10
  • ×0 if:
    • Normal or historical nations
  • ×0 if:
    • Any of the following is true:
      • Terrain is glacier
      • Climate is Arid arid
      • Climate is Arctic arctic
      • Winter is Mild winter.png mild winter
      • Winter is Normal winter.png normal winter
      • Winter is Severe winter.png severe winter
  • ×1.5 if:
    • Not normal or historical nations
    • Any of the following is true:
      • Region is South China region
      • Region is Xinan region
      • Region is North China region
      • Region is Hindusthani region
      • Region is Bengal region
      • Region is Deccan region
      • Region is Coromandel region
    • Development.png Development is at least 20
Dyes.png Dyes 15
  • ×0 if:
    • Terrain is not jungle
  • ×0 if:
    • Any of the following is true:
      • Climate is Arid arid
      • Climate is Arctic arctic
      • Winter is Mild winter.png mild winter
      • Winter is Normal winter.png normal winter
      • Winter is Severe winter.png severe winter
  • ×0 if:
    • Random New World is not enabled
    • Region is not Niger region
    • Region is not Guinea region
    • Region is not Kongo region
    • Region is not Central America region
    • Region is not Mexico region
    • Region is not Carribeans region
Tropical Wood.png Tropical Wood 25
  • ×0 if:
    • Any of the following is true:
      • Terrain is not jungle
      • Climate is not Tropical tropical
      • Province ID is not 1240 (Hawaii)
  • ×1.5 if:
    • Area is Amazon area
  • ×0.5 if:
    • Region is Malaya region
    • Region is Molucca region
    • Region is Indonesia region

Slaves.png Slaves[edit]

When a country passes the Abolish Slavery Act, all its provinces producing Slaves.png slaves are immediately set to produce Unknown “unknown”. This will also remove any Trade Company in the province if present, as well as the province modifier “Slave Entrepot”. A new trade good will be randomly reassigned at the beginning of the next month based on the new weights for that province.

See also[edit]

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.