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Trade goods

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This article may contain outdated information that is inaccurate for the current version of the game.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

This article deals with trade goods and their production and value before they enter the trade network or produce production income. For information about the trade network and income, see trade.
Trade goods.

Each province produces trade goods; the goods produced influences the province's manpower production and is the largest determinant of the province's trade value. In turn, trade value determines the province's production income and flows into the trade network.

Goods produced nationally.png Goods produced[edit]

Goods produced has a base of 0.1 for cities and 0.01 per 100 colonists for colonies. It is modified by the following:

  • Base tax: +0.2 per point
  • Workshop building (Production 2): +0.2
  • Stockexchange building (Production 6): +0.5
  • Manufactory: +1
  • Production leader: +0.1
  • Each % point of total trade power in a trade node that is provided by a merchant republic (0%-100%) : +0.01 (Only applies to provinces NOT owned by a merchant republic
  • Bonus idea of Administrative Ideas: +0.1 (States +10% goods produced, but actually is +0.1 goods produced)
  • Occupied: -0.25
  • Under siege: -0.25
  • Looted: -0.1
  • Scorched earth: -0.33
  • War exhaustion: -0.2 per point
  • Negative tolerance: -0.1 per point
  • Revolt risk: -0.05 per point
  • Blockaded: -0.5% per percentage point (-50% at 100% blockaded)
  • Various events and decisions

Goods produced also affects manpower, it does scale linearly with produced goods, where 1 produced goods equals 100% efficiency and 2 Good equals 200% efficiency, or 100% bonus to manpower. If the province does produce less then 1 good it will have less than the base manpower. This bonus works the same as the bonuses from military buildings like Barracks and Training Fields.

Prices[edit]

The price of a good is the base price of the good times demand divided by supply. Base price is 3 for "luxury" goods and 2 for other goods. Supply and demand are computed on a global level; each province contributes supply of a single good and demand of all goods based on the goods' demand modifiers and base tax. Specifically:

   supply % = sum of all ( province goods produced of the good * supply scale for the good ) * 1%
   demand % = sum of all ( province goods produced * product of all ( province demand modifiers ) * 0.1 ) * 1%[1]
   price = base price * demand % / supply %
  1. The comment in prices.txt is a holdover from EU3 and is no longer valid. See [1] and the talk page for tests.

The supply scale for a good affects how many goods produced equates to actual supply. For example, grain has a supply scale of 0.4, so 1 unit of grain produced equals 0.4% supply.

Supply % has a ceiling of 200%. Demand % has a floor of 1% and a ceiling of 500% for all goods except Iron (200%).

Trade value.png Trade value[edit]

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

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

Note that all values listed in provinces are yearly.

Trade value modifiers[edit]

The trade value may be modified by the following:

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

Trade[edit]

Main article: Trade

The trade value produced in a province flows into the province's trade node. Eventually it will be collected and turned into trade income.

Production[edit]

Main article: Production

Local trade value also produces production income for the owner of the province directly; this income is modified by production efficiency.

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

Every province produces a single trade good.

Trading in bonus[edit]

Controlling at least 20% of the global trade in a trade good will give the country a modifier "trading in (trade good)", which gives a national bonus. The market share can be found in the ledger. Control is computed using the trade power share in each node times the amount of the good produced locally in that node. For effects, expand the section List of Trade Goods below.

Production leader[edit]

Producing the most of a particular trade good will make a country the "production leader" of that trade good, and will provide a 0.1 bonus to goods produced of that type.

Gold.png Gold[edit]

Gold is a special "trade" good. Gold does not produce any trade value; instead, it is converted directly into ducats at the rate of 40 Gold Icon.png per year per unit produced (except for pagan nations, which convert gold to cash at only a 1:1 rate).

  • Income from gold does not benefit from production efficiency.
  • Income from gold can be increased by constructing the Workshop or Treasury since they increase the 'goods produced', this can however result in higher inflation upon completion. There is no manufactory for Gold.
  • A country will suffer inflation per year equal to 0.5 times (the proportion of income from gold). Practically speaking, each 5.33% share of income from gold will require 1 Administrative power.png Administrative Power per year to cancel out inflation if it is not removed through other means.

Unknown.png Unknown[edit]

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

List of trade goods[edit]

Each point of positive stability increases the nation's provinces' demand for all goods. Note that the demand being the same from stability 0 to -3 is likely a bug, and it is likely intended to be 100%, not 72.9% at 0 stability. The effects are as follows:

Stability effect
3 133.1%
2 108,9%
1 89.1%
0 72.9%
-1 72.9%
-2 72.9%
-3 72.9%

The demand modifiers are multiplicative, so, for example, a province that produces fish and has an Armory will have 105% * 50% = 52.5% demand for Grain.

"Provinces producing" is the total number of provinces that have that trade good specified as their last known trade good. Note that 79 provinces have unknown trade goods at all dates, and provinces that start uncolonized will have unknown trade goods, so the numbers here are only estimates.

Icon Trade good Category Base price Provinces producing Supply scale "Trading in" bonus Demand modifiers
Grain.png Grain Base 2 304 0.4 +10% Land forcelimit.png land force limit
  • 105%: Province has an Armory, Training Fields, Barracks, Regimental Camp, Consciption Center (each)
  • 105%: Province owner has enabled Quantity Ideas
  • 150%: Province is looted
  • 125%: Province owner is at war
  • 50%: Province produces fish
Wine.png Wine Base 3 48 1 -25% Stability cost modifier.png stability cost
  • 75%: Province owner has the country modifier 'The Liquor Act'
  • 1%: Province is Muslim
  • 50%: Province is looted
  • 50%: Province owner is at war
  • 90%: Province revolt risk is at least 2, 5, 10 (each)
Wool.png Wool Base 2 171 0.5 -5% Global ship cost.png ship costs
  • 400%: Province produces cloth
  • 200%: Province owner does not have any cotton-producing provinces
  • 0%: Province produces neither cloth nor wool
  • 50%: Province owner has at least 1 cotton-producing province
  • 10%: Province owner has at least 5 cotton-producing provinces
  • 0%: Province is not controlled by its owner
Cloth.png Cloth Base 2 81 0.9 -25% Merc maintenance modifier.png mercenary maintenance
  • 150%: Province owner has the country modifier 'Poor Uniforms'
  • 150%: Province has a Textile Manufactory
  • 200%: Province produces naval supplies
  • 150%: Province is looted
Fish.png Fish Base 2 141 1 -1 National revolt risk.png revolt risk
  • 180%: Province has a port
  • 50%: Province produces grain
  • 50%: Province owner does not have any ports
Fur.png Fur Base 3 94 1.5 +1 Prestige.png yearly prestige
  • 110%: Province has a Constable, Workshop, Counting House, Treasury Office, Mint, Stock Exchange (each)
  • 10%: Province owner has a Revolutionary Republic government
  • 50%: Province is distant overseas
  • 50%: Province is looted
  • 50%: Province owner is at war
  • 0%: Province is not controlled by its owner
  • 90%: Province revolt risk is at least 2, 5, 10 (each)
Salt.png Salt Base 2 52 1.5 -10% Land maintenance modifier.png land maintenance
  • 150%: Province owner has the country modifier 'Salt Crisis'
  • 130%: Province produces fish
  • 50%: Province has a port
Naval supplies.png Naval supplies Base 2 61 1.5 +10% Naval forcelimit.png naval force limit
  • 105%: Province has a Wharf, Dock, Drydock, Shipyard, Grand Shipyard, Naval Arsenal, Naval Base (each)
  • 200%: Province has an Admiralty
  • 105%: Province owner has at least 1, 10, 20 heavy ships (each)
  • 105%: Province owner has at least 10, 20, 40 light ships (each)
  • 105%: Province owner has at least 1, 10, 20 galleys (each)
  • 105%: Province owner has enabled Exploration Ideas
  • 150%: Province has a port and is looted
  • 150%: Province has a port and province owner is at war
  • 0%: Province owner does not have any ports
  • 50%: Province does not have a port
Copper.png Copper Metal 2 19 4 -10% Global regiment recruit speed.png recruitment time
  • 150%: Province owner has the country modifier 'Poor Copper'
  • 110%: Province has an Armory, Training Fields, Barracks, Regimental Camp (each)
  • 110%: Province owner has at least 1, 5, 10 artillery regiments (each)
  • 110%: Province owner has at least Military Tech Level 15
  • 110%: Province owner has enabled Defensive Ideas
  • 150%: Province is looted
  • 80%: Province owner is not in the Western, Eastern, or Ottoman tech groups
  • 50%: Province owner is not at war
Gold.png Gold Metal n/a 37 1 n/a
  • None
Iron.png Iron Metal 2 68 1 -5% Regiment cost.png regiment costs
  • 150%: Province owner has the country modifier 'Poor Iron'
  • 105%: Province has an Armory, Training Fields, Barracks, Regimental Camp (each)
  • 105%: Province owner has at least 5, 10, 20, 40 infantry regiments (each)
  • 105%: Province owner has at least Military Tech Level 15
  • 105%: Province owner has enabled Quality Ideas
  • 105%: Province owner has Smithian Economics
  • 150%: Province is looted
  • 60%: Province owner is not in the Western, Eastern, or Ottoman tech groups
  • 50%: Province owner is not at war
Slaves.png Slaves African 2 29 2 +10% Global tariffs.png tariffs
  • 300%: Province produces Cotton, Tobacco, Sugar, or Coffee
  • 110%: Province owner has enabled Expansion Ideas
  • 0%: Province owner has the country modifier 'The Abolition of Slavery Act'
  • 0%: Province owner is not in the Western, Ottoman, or Muslim tech groups
  • 0%: Province is not distant overseas and province owner is in the Western tech group
  • 50%: Any country known to the province owner has the country modifier 'The Abolition of Slavery Act'
  • 0%: Province is not controlled by its owner
  • 90%: Province revolt risk is at least 2, 5, 10 (each)
Ivory.png Ivory African 3 20 2 +2 Diplomatic reputation.png diplomatic reputation
  • 110%: Province owner has discovered Central Africa
  • 30%: Province does not have a Marketplace
  • 90%: Province owner does not have Patron of the Arts
  • 50%: Province is looted
  • 50%: Province owner is at war
  • 0%: Province is not controlled by its owner
  • 90%: Province revolt risk is at least 2, 5, 10 (each)
Tea.png Tea Eastern 3 8 4.5 -10% Advisor cost.png advisor costs
  • 200%: Province has a Customs House
  • 125%: Province owner is in the Western tech group, and either has discovered both the Bengal and Canton trade nodes, or knows a country in the Western tech group that has
  • 110%: Province owner has enabled Expansion Ideas
  • 50%: Province is distant overseas
  • 50%: Province is looted
  • 50%: Province owner is at war
  • 0%: Province is not controlled by its owner
  • 90%: Province revolt risk is at least 2, 5, 10 (each)
Chinaware.png Chinaware Eastern 3 18 2 +0.25 Legitimacy.png yearly legitimacy
  • 200%: Province has a Customs House
  • 125%: Province owner is in the Western tech group, and either has discovered both the Hangzhou and Canton trade nodes, or knows a country in the Western tech group that has
  • 110%: Province owner has Patron of the Arts
  • 110%: Province owner has enabled Expansion Ideas
  • 50%: Province is distant overseas
  • 50%: Province is looted
  • 50%: Province owner is at war
  • 0%: Province is not controlled by its owner
  • 90%: Province revolt risk is at least 2, 5, 10 (each)
Spices.png Spices Eastern 3 59 1 +10% Spy offense.png spy offense
  • 200%: Province has a Customs House
  • 110%: Province owner is in the Western tech group, and either has discovered both the Ceylon and Malacca trade nodes, or knows a country in the Western tech group that has
  • 110%: Province owner has Free Trade
  • 110%: Province owner has Global Empire
  • 50%: Province is distant overseas
  • 50%: Province is looted
  • 50%: Province owner is at war
  • 0%: Province is not controlled by its owner
  • 90%: Province revolt risk is at least 2, 5, 10 (each)
Coffee.png Coffee New World 3 29 2.2 +10% Defensiveness.png fort defense
  • 200%: Province has a Customs House
  • 150%: Any province in the Brazil Region produces Coffee
  • 110%: Province owner has Free Trade
  • 110%: Province owner has enabled Expansion Ideas
  • 0%: Province owner is not in the Western, Ottoman, Muslim, or Eastern tech groups
  • 50%: Province is looted
  • 50%: Province owner is at war
  • 0%: Province is not controlled by its owner
  • 90%: Province revolt risk is at least 2, 5, 10 (each)
Cotton.png Cotton New World 2 38 1 +5% Settler chance.png settler chance
  • 200%: Province has a Textile Manufactory
  • 200%: Province has a Plantation
  • 200%: Province produces cloth
  • 150%: Province owner has at least 1 cotton-producing province
  • 150%: Province owner has at least 5 cotton-producing provinces
  • 120%: Province owner has discovered East Asian trade ports
  • 120%: Province owner has Smithian Economics
  • 0%: Province produces neither cloth nor cotton
  • 50%: Province is looted
  • 50%: Province owner is at war
  • 0%: Province is not controlled by its owner
  • 90%: Province revolt risk is at least 2, 5, 10 (each)
Sugar.png Sugar New World 3 51 4 -10% War exhaustion cost.png cost of reducing war exhaustion
  • 200%: Province has a Customs House
  • 150%: Any province in the Caribbean produces sugar
  • 1%: Province owner is not in the Western, Ottoman, Muslim, or Eastern tech groups
  • 1%: Province is distant overseas
  • 50%: Province is looted
  • 50%: Province owner is at war
  • 0%: Province is not controlled by its owner
  • 90%: Province revolt risk is at least 2, 5, 10 (each)
Tobacco.png Tobacco New World 3 11 3 +25% National spy defence.png spy defense
  • 200%: Province has a Customs House
  • 110%: Province owner has Noble Officers
  • 110%: Province owner has Cabinet
  • 0%: Province owner neither produces tobacco, nor knows any country that does
  • 1%: Province owner is not in the Western, Ottoman, Muslim, Eastern, or New World tech groups
  • 10%: Province does not have a Marketplace
  • 10%: Province is distant overseas
  • 50%: Province is looted
  • 50%: Province owner is at war
  • 0%: Province is not controlled by its owner
  • 90%: Province revolt risk is at least 2, 5, 10 (each)
Cocoa.png Cocoa New World 3 6 3 +10% Manpower recovery speed.png manpower recovery speed
  • +500%: Province owner is in the Mesoamerican, South American or North American technology group.
  • +100%: Province has a Customs House
  • +10%: Province owner has stability of at least 1, 2, 3 (each)
  • -100%: Province owner neither produces Cocoa, nor knows any country that does
  • -99%: Province owner is not in the Western, Ottoman, Muslim, Eastern, North American, Mesoamerican or South American technology groups
  • -50%: Province does not have a Marketplace
  • -90%: Province is distant overseas
  • -50%: Province is looted
  • -50%: Province owner is at war
  • -100%: Province is not controlled by its owner
  • -10%: Province revolt risk is at least 2, 5, 10 (each)
  • -10%: Province owner has stability of less than 1, 2, 3 (each)

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
  • Great Plains
  • 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 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
  • Österbotten
6 Months
  • Colony MUST have a port
  • Any neighbor province produces Fish: ×1.2
  • Colony is in the Mascarene Islands: ×1.2
Wine.png Wine
  • La Plata Region
8 Months
  • None
Wool.png Wool
  • Central America
  • Western America
  • Australian Coast
  • New Zealand Region
  • The Spanish Main
8 Months
  • Colony is in the New Zealand Region: ×0.7
Cloth.png Cloth
  • Indonesian Region
  • Taiwan
8 Months
  • None
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
  • Lappland
  • Österbotten
  • Finnmark
6 Months
  • Colony is in Northern America: ×0.7
  • Colony owner has at least 10 Fur-producing provinces: ×1.5
Salt.png Salt
  • Central America
8 Months
  • None
Naval supplies.png Naval supplies
  • Northern America
  • Northwestern America
  • Northeastern America
  • Eastern America
  • The Mississippi Region
  • The Andes
  • Amazonas
  • Brazil Region
  • Australian Region
  • Greenland Region
  • New Zealand Region
  • Indonesian Region
  • Western Siberia
  • Eastern Siberia
  • Manchuria
  • Atlantic Ocean Islands
  • Pacific Ocean Islands
8 Months
  • Colony MUST have a port
  • Colony is in the Atlantic Ocean Islands: ×1.2
  • Any neighbor province produces Naval Supplies: ×1.5
  • Colony owner has at least 10 Naval Supplies-producing provinces: ×1.5
Copper.png Copper
  • The Andes
  • Western Siberia
  • Eastern Siberia
8 Months
  • Any Neighbor Province produces Copper: ×1.5
  • Colony owner has at least 10 Copper-producing provinces: ×1.5
Gold.png Gold
  • Amazonas
  • 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
Iron.png Iron
  • Western Siberia
  • Eastern Siberia
6 Months
  • Any neighbor province produces Iron: ×1.5
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
Ivory.png Ivory
  • Central Africa
  • South Africa
8 Months
  • Colony owner has at least 3 Ivory-producing provinces: ×1.5
Tea.png Tea
  • Indonesian Region
  • Taiwan
6 Months
  • Any neighbor province produces Tea: ×1.5
Chinaware.png Chinaware
  • Indonesian Region
  • Taiwan
6 Months
  • Any neighbor province produces Chinaware: ×1.5
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
Coffee.png Coffee
  • La Plata Region
  • The Andes
  • Brazil Region
  • The Caribbean
  • Indonesian Region
  • Central America
  • The Spanish Main
8 Months
  • Any neighbor province produces Coffee: ×1.5
  • Colony is in The Spanish Main: ×0.8
Cotton.png Cotton
  • Eastern America
  • The Caribbean
  • The Mississippi Region
6 Months
  • Any neighbor province produces Cotton: ×1.5
Sugar.png Sugar
  • The Caribbean
  • Amazonas
  • Brazil 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 or Amazonas: ×0.7
Tobacco.png Tobacco
  • La Plata Region
  • Eastern America
  • Amazonas
  • Brazil Region
  • The Caribbean
8 Months
  • Any neighbor province produces Tobacco: ×1.5
Cocoa.png Cocoa
  • Central America
  • The Spanish Main
  • The Andes
  • Brazil Region
8 Months
  • Any neighbor province produces Cocoa: ×1.5

Strategy[edit]

  • Eastern trade goods (tea, chinaware, and spices) tend to have higher prices due to their base price and limited supply. In terms of colonies these can be found in Indonesia, Taiwan, and the Indian Ocean.

Where to increase supply[edit]

Manipulating supply is generally easier than manipulating demand, since supply is a much more local and trade good-specific phenomenon than demand.

  • 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), but that the country has a low production share of (a country wants other countries to eat most of the reduction in price resulting from increasing supply). Given the global nature of prices, however, the former will usually have more effect than the latter.
  • Gold-producing provinces are a lucrative place to increase production unless the country is struggling with inflation. This means building Production buildings; note that there is no manufactory for gold. At 40 Gold Icon.png per year per unit produced, a Workshop in a gold-producing province will generate 8 Gold Icon.png per year, and a Treasury 4 Gold Icon.png per year.