Please help with verifying or updating older sections of this article.
At least some were last verified for version 1.22.
- 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.
A map of all of the provincial trade goods in the 1444 start
Each province produces trade goods; the goods produced 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
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.
Goods produced modifier
|
Amount
|
Trading by merchant republic or 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.
|
Per furnace built |
+5%
|
Prosperity |
+25%
|
Embraced manufactories institution |
+10%
|
Trading in coal |
+10%
|
Being the trade good's Production leader |
+10%
|
Occupied |
−50%
|
Under siege |
−25%
|
Looted |
−25% when completely looted
|
Devastation |
−1% per percentage point
|
War exhaustion |
−2% per point
|
Blockaded |
−0.5% per percentage point (−50% at 100% blockaded)
|
Various events and decisions also impact goods produced.
In addition to the above, various national ideas and policies may modify the base production of provinces throughout a country:
|
Traditions
|
Ideas
|
Bonuses
|
Policies
|
+20%
|
—
|
- British idea 6: Early Industrialization
|
|
- Trade-Quantity: The Production Quota Act
|
+15%
|
—
|
- American idea 5: Workshop of the World
|
|
—
|
+10%
|
- Ansbach traditions
- Cebu traditions
- Farsi traditions
- Flemish traditions
- Luzon traditions
- Malabari traditions
- Miao traditions
- Moluccan traditions
- Moravian traditions
- Mutapan traditions
|
- Plutocratic idea 5: Free Subjects
- Ainu idea 2: Riches of the Sea
- Al-Haasa idea 3: Pearls of the Persian Gulf
- Amago idea 7: Iwami Ginzan
- Aq Qoyunlu idea 7: Qanun-nama-ye Hasan
- Asakura idea 2: Echizen Paper
- Asturian idea 7: Early Industrialism
- Ayyubid idea 7: State Economics
- Bengal Sultanate idea 7: Bengali Industrialization
- Beninese idea 5: Benin Guilds
- Caspian idea 1: The Riches of Tabarestan
- Chernihiv idea 7: Tame the Grasslands
- Chimu idea 1: Inter-Valley Irrigation
- Candarid idea 7: Kure Copper Mine
- Deccani idea 7: Encourage Growth of Industries
- Dithmarscher idea 7: Free Farmers
- Garjati idea 7: Patronize Economic Growth
- Great Yuan idea 7: Pax Mongolica
- Hanoverian idea 5: Strengthen the Meiertum
- Imerina idea 3: Intensive Rice Cultivation
- Irish idea 5: Abundant Harvests
- Jaunpuri idea 5: Gangetic Plain
- Javan idea 5: Bi-Yearly Harvest
- Kaffan idea 3: Kaffan Highlands
- Kanem Bornuan idea 3: Aluma's Reforms
- Khorasani idea 5: Irrigation Canals
- Kutai idea 3: Riches of Borneo
- K'iche idea 3: Wealth of the Tamub
- Ladakh idea 3: Wool from the Roof of the World
- Lan Na idea 2: A Million Rice Paddies
- Mahri idea 1: Lands of Frankincense & the Khareef
- Malvi idea 5: Black Soils
- Maratha idea 6: Reform The Bureaucracy
- Maravi idea 4: Maravi Ivory Trade
- Mindanao idea 3: Protect the Riches of Mindanao
- Mogadishan idea 7: Toob Benadir
- Muiscan idea 6: Terrace Farming
- Mysorean idea 4: Reform the Silk Industry
- Neapolitan idea 1: Consolidate the Royal Domain
- Nivernais idea 3: Faience Production
- Northumbrian idea 7: Taking Coals to Newcastle
- Nubian idea 1: The Nile
- Oda idea 1: Rakuichi & Rakuza
- Orissan idea 4: Refined Cloth Production
- Otomo idea 2: Lord of Bungo
- 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
- Rassid idea 2: Yemeni Highlands
- Saxon idea 2: Meissner Porcelain
- Shiba idea 2: Shugo of Three Provinces
- Sinhalese idea 5: Develop the Cinnamon Trade
- Slovak idea 1: Rudohorie
- Swedish idea 6: Produktplakatet
- Takeda idea 2: Shugo of River Dams
- Texan idea 3: Cotton Plantations
- Tirhuti idea 7: Indigo & Cash Crops
- Toki idea 7: Flood Control
- West African idea 2: Salt Caravans
- Yemeni idea 1: Al-Yaman, Felicitous Arabia
|
- Andalusian ambition
- Aymaran ambition
- Beloozero ambition
- Brazilian ambition
- Dali ambition
- Ito ambition
- Shirvani ambition
- Trebizondian ambition
- Tripuran ambition
|
- Naval-Economic: The Transportation Act
- Religious-Trade: Religiously Sponsored Guilds
|
+5%
|
—
|
- Byzantine idea 2: Repopulation of the Countryside
|
—
|
—
|
Trade value
A province's
trade value is the price of the trade good times the amount of goods produced in the province:
\(\text{trade value} = (\text{amount of goods produced}) \cdot (\text{price of the trade good})\)
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 as yearly values. The production and tax value calculations in the upper part of the province screen (which determine the
ducats each provinces contributes directly to the treasury) are shown as monthly values.
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
- 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
- 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.
List of trade goods
Prices
- Main article: Price Change events
Each trade good has a universal base value[1] (for 1 unit). This base price is subject to change through special price change events. While most of these events are not tied to a specific year, they tend to fire usually around the same timeframe in most of the campaigns. It is possible to view the price modifiers affecting a trade good by hovering over it.
The base price and the different price modifiers are summarized in the table below.
Bonuses
- Trading in bonus - Controlling at least 20% of the global trade in a trade good will give the country a modifier "Trading in (trade good)", which gives a national bonus. (The bonus is conferred when market share reaches 20% but a country will not immediately lose the bonus when its market share drops below 20%. In the case where no other market leader is present, the country will retain the bonus as long as it maintains above 15% market share.) 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.
- Production leader bonus - 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:[2]
 |
+10% |
Local goods produced modifier
|
- Per-province bonus - A province-level bonus applied to the province based on the trade goods being produced there (requires
Rights of Man).
Events
- Main article: Trade goods events
Various trade goods trigger certain events when the player country owns at least one province which produces this trade good.
List
Notes:
- The years noted next to the price modifier events are there for convenience only (earliest possible approximations based on technology, institutions and ages). The events are more likely to appear at later dates during a normal playthrough.
- Since
gold is handled differently from the other trade goods, it is explained in a dedicated section further below.
|
Trade good |
Category |
Manufactory
|
 |
Historical price modifiers
|
"Trading in" bonus |
"Per-province" bonus
|
 |
Cloth |
Base |
Textile manufactory
|
3
|
|
−15% Mercenary maintenance |
−10% Local development cost
|
 |
Fish |
Base |
Naval equipment manufactory
|
2.5
|
|
+25% Global sailors modifier |
+25% Local sailors modifier
|
 |
Fur |
Base |
Trade station
|
2
|
|
+0.5 Yearly prestige |
+10% Province trade power modifier
|
 |
Grain |
Base |
Farm estate
|
2.5
|
|
+20% Land force limit modifier |
+0.5 Land force limit
|
 |
Livestock |
Base |
Farm estate
|
2
|
|
−10% Cavalry cost |
+50% Supply limit modifier
|
 |
Naval supplies |
Base |
Naval equipment manufactory
|
2
|
+50%: Permanent Navies (1687)
|
+20% Naval force limit modifier |
+0.5 Naval force limit
|
 |
Salt |
Base |
Naval equipment manufactory
|
3
|
|
−5% Land maintenance modifier |
+15% Local defensiveness
|
 |
Wine |
Base |
Farm estate
|
2.5
|
|
−1 Global unrest |
−1 Local unrest
|
File:Wool.png |
Wool |
Base |
Textile manufactory
|
2.5
|
|
−5% Ship costs |
+10% Local movement speed
|
 |
Copper |
Metal |
Weapons manufactory
|
3
|
|
−20% Global recruitment time |
−20% Local recruitment time
|
 |
Iron |
Metal |
Weapons manufactory
|
3
|
+50%: Development of Ironworking (1635)
|
−5% Regiment costs |
−20% Local construction time
|
 |
Ivory |
African |
Trade station
|
4
|
+25%: Ivory Shortage in East Asia (1750)
|
+2 Diplomatic reputation |
−20% Local state maintenance
|
 |
Slaves |
African |
Trade station
|
2
|
|
+25% Global tariffs |
+1% Local missionary strength
|
 |
Chinaware |
Eastern |
Mill
|
3
|
|
Depending on government type:
+0.25 Yearly legitimacy
+0.25 Yearly devotion
+0.25 Yearly horde unity
+0.1 Yearly meritocracy
+0.12 Yearly republican tradition
|
−0.1 Local autonomy
|
 |
Spices |
Eastern |
Trade station
|
3
|
|
+25% Spy offense |
−0.1 Monthly devastation
|
 |
Tea |
Eastern |
Plantation
|
2
|
|
−10% Advisor costs |
+25% Garrison growth
|
 |
Cocoa |
New World |
Plantation
|
4
|
+35%: Hot Chocolate Drinking (1609)
|
+5% Manpower recovery speed |
+10% Local manpower modifier
|
 |
Coffee |
New World |
Plantation
|
3
|
|
+5% Institution spread |
+10% Local institution spread
|
 |
Cotton |
New World |
Plantation
|
3
|
|
+20 Global settler increase |
−10% Local development cost
|
 |
Sugar |
New World |
Plantation
|
3
|
|
−20% Cost of reducing war exhaustion |
−1 Local unrest
|
 |
Tobacco |
New World |
Plantation
|
3
|
+50%: Popularization of Tobacco (1609)
|
+25% Spy defense |
+10% Province trade power modifier
|
 |
Dyes |
Non-European |
Textile manufactory
|
4
|
|
+33% Chance of new heir |
+10% Province trade power modifier
|
 |
Silk |
Non-European |
Textile manufactory
|
4
|
+25%: Silk fabrics in fashion (1610)
|
+1 Max promoted cultures |
+2 Local trade power modifier
|
 |
Tropical wood |
Non-European |
Mill
|
2
|
+50%: Veneered Cabinets (1557)
|
−5% Development cost |
−20% Local construction cost
|
 |
Incense |
Eastern |
Trade station
|
2.5
|
|
+0.5 Tolerance of the true faith |
+10% Trade value modifier
|
 |
Glass |
Developed |
Mill
|
3
|
|
−5% Diplomatic technology cost |
+10% Local production efficiency
|
 |
Paper |
Developed |
Mill
|
3.5
|
|
−5% Administrative technology cost |
−10% Local state maintenance
|
 |
Gems |
Non-European |
Mill
|
4
|
|
+0.05% Yearly inflation reduction |
+15% Local tax modifier
|
 |
Coal |
Base |
Furnace
|
10
|
−30%: Greater availability of Coal (1760)
|
+10% Goods produced |
−20% Local state maintenance
|
Special trade goods
Gold mines
Map of gold-producing provinces in 1444.
Gold is a special "trade" good that has both advantages and disadvantages: it will give a direct 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; 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 a rate of only 1:4, 10 times less). Income from gold does not benefit from
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 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 to reduce inflation manually, a country needs to have
yearly 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 of –0.40 or lower is impossible to maintain for long periods of time, 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  |
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 will still leave gold income affected by the 25% minimum autonomy, so leaving gold-producing provinces unassigned is better for income.
Gold mine depletion
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
base production in half (rounding down), (effectively halving the
produced, but reducing by more than four times the depletion chance). The player can see the current chance of depletion by hovering over the production development increase button on the province panel.
The chance of a goldmine depleting each year is presumably given as\[
0.005 \cdot Base Production^2-0.005
\]
Rounded down to be displayed in the tooltip.
Base production |
Yearly depletion chance
|
3 |
0.04%
|
4 |
0.07%
|
5 |
0.12%
|
6 |
0.17%
|
7 |
0.24%
|
8 |
0.31%
|
9 |
0.40%
|
10 |
0.49%
|
11 |
0.60%
|
12 |
0.71%
|
13 |
0.84%
|
14 |
0.97%
|
15 |
1.12%
|
16 |
1.27%
|
17 |
1.44%
|
18 |
1.61%
|
19 |
1.80%
|
Given a gold-producing province with a production development \(p\), over time it will deplete at most \(log_2(p)\) (rounded down) times, because a level 1 mine never depletes.
Treating a gold-mine as a discrete-time linear system it is possible to estimate the production over a given period of time.
A gold-mine in a province with a production development \(p\), is equivalent to a \(log_2(p)+1\) (rounded down)-th order system.
The discrete state matrix for a period of a year is\[ \mathbf{A} =
\begin{bmatrix}
1-d_{0} & 0 & \cdots & \cdots & 0 \\
d_{0} & 1-d_{1} & 0 & \cdots & \vdots \\
0 & \vdots & \ddots & \cdots & \vdots \\
\vdots & \vdots & \vdots & 1-d_{n-1} & 0 \\
0 & \cdots & 0 & d_{n-1} & 1
\end{bmatrix}
\]
Where \(d_{i}\) is the depletion chance after the ith depletion
Given the initial state as \[\mathbf X_0 = \left (\begin{matrix} 1 \\ 0 \\ \vdots \\ 0 \end{matrix} \right) \]
After \(y\) years the state of the system will be\[ \mathbf{X_{y}} = \mathbf{A^{y}} \mathbf X_0 \]
Knowing that a base production 5 mine produces 40
ducats/year, the estimated yearly production is \[ \mathbf {YearlyDucats}_{y} = 8 \mathbf P \mathbf X_y \]
Where\[\mathbf P = (p, floor(p/2) , \dots , 1) \]
Then the cumulative production over a given number of years \(Y\) is\[ \mathbf {Ducats} = \sum\limits_{y=1}^Y \mathbf {YearlyDucats}_{y} \]
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
|
gold produced over 100 years |
3,863 |
7,148 |
9,359 |
11,109
|
gold produced over 200 years |
7,469 |
12,967 |
15,685 |
18,002
|
gold produced over 300 years |
10,846 |
17,879 |
20,656 |
23,430
|
gold produced over 400 years |
14,019 |
22,152 |
24,888 |
28,035
|
Colonial nations
A colonial nation subject receives no income from gold and instead saves it up and sends 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.
Privateers may plunder treasure fleets.
Slaves
When a country passes the Abolish Slavery Act, all its provinces producing
slaves are immediately set to produce
“unknown”. This will also remove any Trade Stations 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.
Coal
Map of all potential coal-producing provinces
After the appearance of the Enlightenment Institution, some provinces may change their trade good and produce
coal. Coal allows the province owner to build a Furnace in said province, which gives a global +5%
goods produced to the province owner.
Coal can appear in a province that fulfils the following conditions:
- Has Coal as a latent resource
- Has the Enlightenment present
- The owner has embraced the Enlightenment
- One of the following:
Trade goods spawn
Tooltip of the unknown trade good in Cape (1177).
Colonies begin with
“unknown” trade good and are randomly assigned a trade good after reaching a population of 400 colonists[3]. The trade good is determined by a system of scripted weights[4]. All possible trade goods are shown by hovering the
“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) of the colonizing nation.
Silk will never be produced in a colony in a game with normal or historical nations, and
cloth, while not directly excluded, is likewise precluded by its high
development level requirement.
The chance of getting a given trade good in a province is presumably given by
\(\text{P}_i=\frac{\text{base weight}_i \cdot \sum \text{modifiers}_i}{\sum_1^n\left(\text{base weight}_x\cdot\sum\text{modifiers}_x\right)}\)
where \(P_i\) 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.” 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, see above).
List of trade good probabilities
This table shows the base weights and various modifying probabilities for each trade good. Note that all provinces get a weighting, since custom setup can cause any province to be uncolonized. In the case of provinces that normally have slaves, the weights determine what it gets if the owner abolishes slavery.
Icon |
Trade good |
Base weight |
Modifiers
|
 |
Grain |
35 |
- ×0 if:
- Province is in Newfoundland area
- ×0 if:
- Terrain is Desert, Glacier, Coastline, or Arctic
- ×0.15 if:
- Terrain is Mountain, Coastal Desert, Forest, Woods, Hills, or Jungle
- ×0.25 if:
- Terrain is Highlands or Marsh
- ×0.25 if
- Climate is
Arid or Tropical
- ×0.6 if:
- Terrain is Drylands, Savannah, or Steppe
- ×0.35 if:
- Province experiences
severe winters
- ×0.5 if:
- Province experiences
normal winters
- ×1.5 if:
- ×1.5 if:
- Province is in Poland or Ruthenia region
|
 |
Wine |
5 |
- ×0 if:
- Province is in Newfoundland area
- ×0 if any of the following is true:
- The province experiences
severe winters
- Climate is
Artic, Arid or Tropical
- Terrain is Jungle, Drylands, Steppe, Desert, Coastal Desert, Marsh, Savannah, or Glacier
- Religion is
Sunni, Shiite or Ibadi religion
- ×0 if:
- Playing with normal or historical nations
- The province is not in:
- South America continent
- South Africa region
- Cuyo, Nehuenken, Alta California or Central Valley area
- ×0.25 if:
- The province experiences
normal winters
- ×1.25 if:
- ×1.25 if:
- Terrain is Hills or Highlands
- ×1.5 if any of the following is true:
- Province is in Cuyo area
- Province is in France or Italy region
- ×1.1 if:
Culture group is French, Iberian, or Latin
|
File:Wool.png |
Wool |
30 |
- ×0 if:
- Province is in Newfoundland area
- ×0 if any of the following is true:
- Terrain is Glacier, Marsh, Jungle, Farmlands, Coastline, Hills, Forest, or Woods
- Climate is
tropical and province is not in Paraguay or Chaco area
- Climate is
arctic and province is not in Tibet region
- The province experiences
severe winters and province is not in Tibet, Hindusthan, Central Asia, or Caucasia region
- ×0 if:
- Province is in Caribbeans, Brazil, Columbia, Southeast, or Mississippi region
- Terrain is not Mountains
- ×0.15 if:
- Terrain is Grasslands, Hills, Forest, or Woods
- ×1.25 if:
- Terrain is Desert, Savannah, Highlands, or Drylands, or climate is
arid
- ×1.5 if:
- Province is in Central Asia region
- ×1.5 if:
- Province is in Tibet region
- ×0.5 if:
- Province is in Central Africa region
|
 |
Cloth |
10 |
- ×0 if:
- Province is in Newfoundland area
- ×0 if:
Development is less than 18
- ×2 if:
Development is at least 22
|
 |
Fish |
20 |
- ×0 if:
- Province does not have a port
- ×0.65 if:
- Province is in Caribbeans, Malaya, Moluccas, or Indonesia region
- ×15 if:
- Province is in Newfoundland area
- ×1.1 if:
- Terrain is Coastline or Coastal Desert
- ×1.2 if:
|
 |
Fur |
15 |
- ×0 if:
- One of the following is true:
- Climate is
tropical or arid
- Terrain is Drylands, Steppe, Desert, Coastal Desert, or Coastline
- The province does not experience
normal or severe winters
- ×0 if any of the following is true:
- Terrain is Farmlands or Mountain
- Province is in South America
- Province is in Caribbeans, South Africa, Australia, or Central Africa region
- ×0.75 if:
- Terrain is Savannah, Grasslands, or Highlands
- The province experiences
mild winters
- ×0.5 if:
- Native size is less than 1
- ×2
- Native size is at least 1
- ×1.5 if:
- ×1.6 if:
- The province experiences
normal winters
- ×2.5 if:
- The province experiences
severe winters
- Terrain is not Glacier
|
 |
Salt |
5 |
- ×0 if:
- Province is in Newfoundland area
- ×0 if:
- Terrain is not Desert, Marsh, Mountains, or Highlands
- The province is not adjacent to Lake Victoria, Lake Tanganyika, or Lake Malawi
- ×2 if one of the following is true:
- Terrain is Desert
- Terrain is Marsh and climate is not
Arctic (with the regular New World, this excludes most of Hudson Bay)
- ×2 if:
- Province is in Peru region
- ×5 if:
- Province is in Western Sahara area
|
 |
Naval Supplies |
15 |
- ×0 if:
- Terrain is Glacier, Desert, Coastal Desert, Drylands, Savannah, Marsh, Steppe, Highlands, or Farmlands
- ×0 if:
- Province is in Newfoundland area
- ×0.65 if:
- Province is in Caribbeans region
- ×0.5 if any of the following is true:
- Terrain is Mountain or Grasslands
- Province is in Central Africa region
- ×0.5 if:
- Country controls no ports
- ×0.75 if any of the following is true:
- Terrain is Coastline
- Climate is Tropical
- ×1.5 if:
- Terrain is Forest, Woods, Hills, or Jungle
|
 |
Copper |
15 |
- ×0 if:
- Province is in Newfoundland area
- ×0 if:
- Any of the following is true:
- Terrain is Steppe, Desert, Coastal Desert, Drylands, Grasslands, Savannah, Coastline, Glacier, Jungle, Farmlands, or Woods
- ×0 if:
- Not playing with a Random New World
- Province is not in Minas Gerais, Diamantina, Mato Grosso, or Ofaie area
- Province is not in West Siberia, East Siberia, or Central Africa region
- ×0 if:
- Playing with a Random New World
- Province is not in West Siberia or East Siberia region
- Province is not in the New World
- ×0.7 if:
- Province is in Central Africa region
- ×1.1 if:
- Playing with a Random New World
- Terrain is Mountain or Highlands
- ×1.5 if any of the following is true:
- Province is in Minas Gerais area, Diamantina, Mato Grosso, or Ofaie area
- Province is in West Siberia or East Siberia region
|
 |
Gold |
5 |
- ×0 if:
- Province is in Newfoundland area
- ×0 if:
- Not playing with a Random New World
- Province is not in West Siberia, East Siberia, Cascadia, Australia, California, South Africa, Peru, Upper Peru, Mexico, or Central America region
- Province is not in Goias
- Province is not in Mato Grosso, Ofaie, Minas Gerais, Diamantina, Guapore, Grao Para, Amapá, Ucayali, or Amazon area
- ×0 if:
- Playing with a Random New World
- Province is not in the New World
- Province is not in West Siberia, East Siberia, Australia, or South Africa region
- ×0 if:
- Playing with a Random New World
- Province is in the New World
- Terrain is Forest, Woods, Drylands, Grasslands, Savannah, Steppe, Jungle, Coastline, Coastal Desert, or Marsh
- ×1.5 if:
- Playing with a Random New World
- Terrain is Mountains
- Province is in the New World
- ×1.5 if:
- Not playing with normal or historical nations
- ×3.5 if:
- Province is in Peru region
- ×4 if:
- Province is Mexico, Huastec, Sayultecas, Huichol, Zacatecas, Guichichil, Tamaulipas, or Guamares
- ×3.5 if:
- Province is in Minas Gerais, Diamantina, Mato Grosso, Ofaie, Goias, or Pontal area
|
 |
Iron |
10 |
- ×0 if:
- Province is in Newfoundland area
- ×0 if:
- Playing with normal or historical nations
- Province is not in West Siberia, East Siberia, or Central Africa Region
- Province is not Lappland
- ×1.2 if:
- Not playing with normal or historical nations
- Terrain is Mountains, Hills, or Highlands
- ×1.5 if:
- Playing with a Random New World
- Terrain is Mountains
- Province is in the New World
|
 |
Slaves |
15 |
- ×0 if:
- Province is in Newfoundland area
- ×0 if any of the following is true:
- Country has abolished slavery
- Continent is 'not Africa
- Province is Namibia
- ×0 if:
- Is an island (has no neighboring land provinces, even by strait)
- ×2 if any of the following is true:
- Province is in Horn of Africa or Kongo region
- Province is in West Africa Coast, Gulf of Guinea, or Benin area
- ×0.5 if:
- Province is in South Africa region
|
 |
Ivory |
15 |
- ×0 if:
- Province is in Newfoundland area
- ×0 if:
- Continent is not Asia or Africa
- Area is not Subarctic Islands or Greenland area (walruses)
- ×0 if:
- Terrain is not Jungle, Savannah, or Glacier
- ×0 if:
- Province is in West Siberia, East Siberia, Manchuria, Central Asia, or South Africa region
- ×0.5 if:
- Province is in Malaya, Moluccas, or Indonesia region
- ×1.25 if:
- Terrain is Jungle or Savannah
|
 |
Tea |
15 |
- ×0 if:
- Province is in Newfoundland area
- ×0 if:
- Not playing with a Random New World
- Province is not in Malaya, Moluccas, Indonesia, Indochina, South China, Xinan, or Japan region
- Province is not in Taiwan, Assam, Banda Oriental, Rio Grande do Sol, Buenos Aires, Mesopotamia, Beni, Moxos, Paraguay, Sao Paolo, or Guayra area (South American areas represent production of yerba mate)
- ×0 if:
- Playing with a Random New World
Culture group is not East Asian, Central Indic, Dravidian, Western Aryan, Hindusthani, Eastern Aryan, Korean, or Japanese
- ×0 if any of the following is true:
- Terrain is Mountain, Desert, Drylands, Steppe, or Savannah
- Climate is
arid
- The province experiences
mild, normal or severe winter
- 1.2 if:
- 1.5 if any of the following is true:
- Province is in Assam area
- Playing with a Random New World and climate is
tropical
- 1.5 if:
- Province is in Banda Oriental, Rio Grande do Sol, Buenos Aires, Misiones, Beni, Moxos, Paraguay, Sao Paolo, or Guayra area
|
 |
Chinaware |
15 |
- ×0 if:
- Province is in Newfoundland area
- ×0 if:
- Province is not in Malaya, Moluccas, Indonesia, South China, or Japan region
- ×0 if:
Development is less than 8
|
 |
Spices |
25 |
- ×0 if:
- Province is in Newfoundland area
- ×0 if:
- Province is not in Malaya, Moluccas, Indonesia, Deccan, Bengal, or Coromandel region
- Province is not in Indian Ocean Islands area
- Province is not Tahiti
- ×0 if:
- ×0.75 if:
- Province is in Indian Ocean Islands area
- 1.25 if:
- Province is in Malaya, Indonesia, or Moluccas region
|
 |
Coffee |
15 |
- ×0 if:
- Province is in Newfoundland area
- ×0 if:
- Not playing with a Random New World
- Province is not in Southern Ethiopia, Hadiya, Damot, or Shewa area
- Province is not in Malaya, Moluccas, Indonesia, La Plata, Peru, Brazil, Caribbeans, Central America, Mexico, or Columbia region
- ×0 if any of the following is true:
- Terrain is Glacier or Forest
- Climate is
arctic
- Province experiences
mild, normal or severe winter
- Province is Bermuda
- ×1.5 if:
- Province is in Columbia region
- ×0 if:
- Playing with a Random New World
- Province is in the New World
- Climate is not
tropical
|
 |
Cotton |
20 |
- ×0 if:
- Province is in Newfoundland area
- ×0 if:
- Not playing with a Random New World
- Province is not in Southeast, Carribeans, Mississippi, Egypt, Hidusthani, Bengal, Deccan, Anatolia, or Mongolia region
- ×0 if:
- Playing with a Random New World
- Province is not in Egypt, Hidusthani, Bengal, Deccan, Anatolia, or Mongolia region
- Province is not in the New World
- ×0 if any of the following is true:
- Terrain is Mountains, Highlands, Forest, or Jungle
- Climate is
arctic or arid
- Terrain is Glacier or Desert
- Province experiences
mild, normal or severe winters
- Province is Bermuda
- Province is in Europe (except Anatolia region)
- ×1.5 if any of the following is true:
- Terrain is Farmlands or Grasslands
- Province is in Southeast region
|
 |
Sugar |
15 |
- ×0 if:
- Province is in Newfoundland area
- ×0 if:
- Climate is not
tropical
- Any of the following is true:
- Province experiences
mild, normal or severe winters
- Terrain is Desert, Mountain, Hills, Highlands, Forest, or Steppe
- ×0 if:
- Not playing with a Random New World
- Province is not in Carribeans, Brazil, Mexico, Central America, Columbia, Deccan, or West India region
- Province is not in Mascarenes area
- ×2.5 if:
- Not playing with a Random New World
- Province is not Bermuda
- Province is in Caribbeans region or Ceará, Pernambuco, Bahia, Guyana, or Suriname area
|
 |
Tobacco |
15 |
- ×0 if:
- Province is in Newfoundland area
- ×0 if:
- Not playing with a Random New World
- Province is not in La Plata, Northeast America, Southeast, Brazil, or Carribeans region
- Province is not in Vandalia or Overmountain area
- ×0 if:
- Playing with a Random New World
- Province is not in the New World
- ×0 if any of the following is true:
- Climate is
arid and terrain is not Grasslands or Farmlands
- Province experiences
severe winter
- Terrain is Glacier, Mountain, Drylands, or Desert
- ×2.5 if:
- Province is in Northeast or Southeast region
|
 |
Cocoa |
15 |
- ×0 if:
- Province is in Newfoundland area
- ×0 if:
- Not playing with a Random New World
- Province is not in Central America, Columbia, Peru, or Brazil region
- ×0 if:
- Playing with a Random New World
- Province is not in the New World
- ×0 if any of the following is true:
- Terrain is Glacier, Steppe, Forest, Woods, or Marsh
- Climate is
arid or arctic
- The province experiences
mild, normal, or severe winters
|
 |
Silk |
10 |
- ×0 if:
- Province is in Newfoundland area
- ×0 if:
- Playing with normal or historical nations
- ×0 if any of the following is true:
- Terrain is Glacier
- Climate is
arid or arctic
- The province experiences
mild, normal, or severe winters
- ×1.5 if:
- Not playing with normal or historical nations
- Province is in South China, Xinan, North China, Hindusthani, Bengal, Deccan, or Coromandel region
Development is at least 20
|
 |
Dyes |
15 |
- ×0 if:
- Province is in Newfoundland area
- ×0 if:
- ×0 if any of the following is true:
- Climate is
arid or arctic
- Province experiences
mild, normal, or severe winters
- ×0 if:
- Not playing with a Random New World
- Province is not in Niger, Guinea, Kongo, Central America, Mexico, or Carribeans region
|
 |
Tropical Wood |
25 |
- ×0 if:
- Province is in Newfoundland area
- ×0 if:
- Terrain is not Jungle
- Climate is not
tropical
- Province is not Hawaii
- ×1.5 if:
- Province is in Amazon area
- ×0.5 if:
- Province is in Malaya, Molucca, or Indonesia region
|
See also
- ↑ Trade goods base prices are listed in /Europa Universalis IV/common/prices/00_prices.txt.
- ↑ See in /Europa Universalis IV/common/static_modifiers/00_static_modifiers.txt (Static_modifiers#Production leader).
- ↑ See in /Europa Universalis IV/common/defines.lua.
- ↑ See in /Europa Universalis IV/common/tradegoods/00_tradegoods.txt.