Each province produces one type of 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.
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.
Eu4 Trade Good Mapl
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.
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. This translates to 8 per base production per year.
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.
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.
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, glass, and paper, while not directly excluded, are likewise precluded by their high development level requirement. Coal is a latent trade good and can't directly spawn from colonizing, although it can appear later if the province has coal as latent trade good.
where is the probability of a specific possible trade good, n is the number of possible trade goods in the province, are all the modifiers for that trade good multiplied with each other, and the sum in the denominator runs over all possible trade goods in the province.
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.
Trade goods come in a wide variety of types, with 34 different trade goods divided into 6 categories, each with different trade values and modifiers. They allow a nation to tailor its provinces, and even more so the country, to its needs and desires by controlling what a province produces and where it is traded to and consumed, and are particularly important as the basis of trade and will often form the bulk of the income of an exporting nation.
Every territory produces one type of trade good, and all territories in a province contribute their trade goods into a common pool. A territory produces 1 trade good by default (with 2 for cities and 3 for a metropolis), but can produce more with enough slave labor. For each additional 15 slaves in a settlement and 20 slaves in a city or metropolis (rounded down), the territory will produce one more additional trade good.
Additionally, the Base Resource Production modifier increases the base number of trade goods produced regardless of the number of slaves in the territory. The most important sources of base resource production are cities and metropolises, which give +1 and +2 base resource production, respectively. This means that cities are still a significant source of trade good surpluses even without the high slave ratios and slaves needed for local surplus modifiers that settlements and their buildings give.
A province will have a trade good surplus if it produces more than one of a certain trade good, either because it has more than one territory producing the same trade good and/or if its territories have enough slaves to produce multiple resources in the territory. A surplus typically gives no inherent bonus except for the stacking base trade good bonus; the main use of surplus trade goods is to trade them away to other provinces for commerce income, as well as to move the location (and bonuses) of the resource to another province. Imported trade goods contribute to the trade good surplus just like locally produced trade goods, while resources that are exported no longer give their effects to their province of origin.
Each trade good has a certain Base Trade Value that determines the amount of income countries receive from trading the resource. Trading common resources like wood or furs will give much less gold than valuable, exotic goods like dyes or gemstones. For foreign trades (i.e. between provinces belonging to different countries), the exporting province will receive the full base trade value, modified by the country's export value, in commerce income, while the importing province will receive 0.35 times the base trade value in commerce income, modified by the country's import value. Domestic trades will instead give only 0.20 times the base trade value for both the importing and exporting provinces. Areas that can produce and export valuable trade goods are therefore generally richer and more lucrative to conquer, but making sure that there are available trade partners - for instance, buy having a large network of nearby tributaries - is also important.
Trade route requests can only be initiated by the potential importer. Countries hoping to export resources should instead focus on making sure as many surplus trade goods are available as possible and if necessary make sure there are enough potential trading partners in diplomatic range, and then wait for trade requests to come in (which generally does not take too long).
Each individual trade good has a particular bonus that is applied to their province, which stacks based on how many instances of the resource is present. Each category of trade goods has a different set of bonuses - military trade goods allow recruitment of the more specialized unit types as well as giving a small output or resource bonus, food trade goods increase the food available in the province, and trade goods in each of the pop type categories increase the local happiness of the corresponding class. These bonuses can grow to be quite significant for large and prosperous provinces that produce and import many different trade goods, and are particularly important for providing the food necessary for more urbanized provinces that have long since outstripped their limited local food supply, as well as increasing the happiness of the normally restive nobles and citizens who produce most of the research points and trade routes in the country.
Each trade good that has a surplus in the capital province specifically also gives a special nationwide capital bonus. Unlike the normal province modifier, this bonus is not stackable and is only applied once per trade good, which means that it is generally better to have a large variety of surplus resources in the capital to accumulate as many bonuses as possible. As the capital province is likely to be the most populous province in any case with the most higher-class pops, it is almost always better to focus on accumulating trade good bonuses in the capital above every other province.
In general, trade goods cannot be changed directly by the player. Trade goods can, however, be changed indirectly with the foundation of a city. Agricultural trade goods ( grain, fish, livestock, and vegetables) can only be produced in settlements; founding a city on a food-producing territory will replace the trade good once the city is finished, typically with a higher value Nobles or Citizens trade good. If the city status is later revoked, the territory will revert to producing its old agricultural trade good. Note that this applies only for cities founded during the game - revoking city status of a city that already exists at start will not change the trade good.
Food resources in a province help feed the pops of the province. If there is a surplus of food (food within the province, not as a resource for national or international trade), the pop growth rate increases. A lack of food leads to a decrease in pops and their happiness. Any lack of food can be prevented, by importing a food surplus from one province to a starving one. Any 1 surplus of a food resource within a province can be transferred within the player's nation by using 1 trade route.
Almost a decade into its existence, Europa Universalis 4 remains one of the world's best strategy games. With so much to learn about trade, military, colonizing, and politics, and with so many DLCs to choose from, jumping into it can be overwhelming. But it's worth it, especially if you're after a kind of experience that's a bit grander than Civilization.
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