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Obj emperor of china.png 这篇文章正在被翻译成中文。
如果您感兴趣可以通过借助官方Wiki编辑它。
這篇文章討論的是產品及其生產和在進入貿易網絡或產生產品收入前的價值,關於貿易網絡和收入,參見貿易
商品
1444年遊戲開始時所有省份商品產出圖

每个省份都会生产贸易产品;产品会影响省份的人力产出,同时也是决定省份贸易值的最主要的因素。贸易值决定了省份的生产收入并流入贸易网络中。

Goods produced.png 商品产出

基础货物的生产量取决于该省是否属于殖民地。 殖民地的基础货物生产量是每100名殖民者 Local goods produced +0.01 。非殖民地基地生产的产品量是该省份生產發展度水平每提升一個等級Local goods produced +0.2

商品產出修正

  • Being a Trade Good's Production leader: Goods produced modifier.png +10%
  • Economic idea group.png 经济理念 - 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 传统 理念 效果/野心 政策
+20%
  • English idea 2: The Eltham Ordinance
  • Pskovian ambition
  • Trade-Quantity: The Production Quota Act
+15%
  • American idea 5: Workshop of the World
+10%
  • Ansbach traditions
  • Miao traditions
  • Moluccan traditions
  • Moravian traditions
  • Mutapan traditions
  • Plutocratic idea 5: Free Subjects
  • Amago idea 7: Iwami Ginzan
  • Beninese idea 5: Benin Guilds
  • Chimu idea 1: Inter-Valley Irrigation
  • Candarid idea 7: Kure Copper Mine
  • Dithmarscher idea 7: Free Farmers
  • Great Yuan idea 7: Pax Mongolica
  • 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
  • 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
  • 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
  • Neapolitan idea 1: Consolidate the Royal Domain
  • Nivernais idea 3: Faience Production
  • Northumbrian idea 7: Taking Coals to Newcastle
  • Nubian idea 1: The Nile
  • 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
  • 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
  • Tirhuti idea 7: Indigo & Cash Crops
  • Toki idea 7: Flood Control
  • West African idea 2: Salt Caravans
  • Aymaran ambition
  • Beloozero ambition
  • Brazilian ambition
  • Dali ambition
  • Ito ambition
  • Trebizondian ambition
  • Espionage-Administrative: The Royal Commission Act
  • Naval-Economic: The Transportation Act
  • Religious-Trade: Religiously Sponsored Guilds
+5%
  • Byzantine idea 2: Repopulation of the Countryside

价值

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.

永久性价格变动

大多数事件只触发一次,只有在触发国家与玩家有接触的情况下(有视野)才会通知玩家。 “触发条件”一列只是对事件触发条件的简单描述。

事件 触发时间 触发条件 效果 备注
三角贸易 - 任意国家在南美洲、北美洲或随机新大陆的殖民领拥有4个特产为烟草、糖、或者棉花的省份 +50% 奴隶价格 额外触发奖励:获得当年25%年收入的金币,国家威望+20
在中国的欧洲商人 - 任意欧洲国家在广州或者杭州占有10%的贸易份额 +50% 瓷器价格 额外触发奖励:获得当年25%年收入的金币,国家威望+20
约翰·弗里德里希·贝特格 - 任意国家拥有萨克森(Saxony)且行政科技达到24级 -50% 瓷器价格 额外触发奖励:萨克森(Saxony)税基+2 ,国家威望+20
新教徒不吃鱼 - 新教国家至少5个时由天主教教监触发 -10% 鱼类价格
咖啡热销 - 欧洲国家,或至少1个省份位于欧洲且外交科技达到20级的国家;拥有位于印尼且特产为咖啡的省份,或任意殖民领拥有4个特产为咖啡的省份 +50% 咖啡价格 额外触发奖励:获得当年25%年收入的金币,国家威望+20
棉花进口 - 任意欧洲国家拥有1个位于欧洲且特产为羊毛的省份,且在印度河、果阿、锡兰或者孟加拉占有10%的贸易份额 +20% 棉花价格
-20% 羊毛价格
触发时可选是否调整价格,每个国家都能触发一次
茶和糖 - 欧洲国家,或至少1个省份位于欧洲且外交科技达到20级的国家;殖民领拥有1个特产为糖的省份,或在新大陆拥有1个特产为糖的省份;在广州或杭州占有10%的贸易份额,或拥有1个特产为茶的省份 +25% 茶价格
+25% 糖价格
额外触发奖励:获得当年25%年收入的金币,国家威望+20
香料贸易 - 任意拥有西方科技组且首都不在亚洲、大洋洲的国家,具有探索新大陆理念,已经发现好望角,且至少有一个商人在马六甲、孟加拉、印度河、锡兰或果阿 +50% 香料价格 额外触发奖励:获得当年25%年收入的金币,国家威望+20
废奴主义 - 任意国家通过决议废除奴隶制 -40% 奴隶价格 额外触发奖励:国家威望+10
软木瓶塞 - 任意国家外交科技达到20级,且拥有1个特产为酒的省份 +25% 酒价格
新布料 - 任意国家外交科技达到11级,且拥有1个特产为布匹的省份 +20% 布匹价格
-20% 羊毛价格
制服条例 - 任意国家军事科技达到21级 +15% 布匹价格
+25% 染料价格
大浅滩渔场 - 任意首都不在北美洲或随机新大陆的国家,拥有贝奥图克(Beothuk)、普拉森舍(Placentia)、塔夸库克(Taqamkuk)或任意一个位于新大陆且特产是鱼类的省份 -10% 鱼类价格
+10% 食盐价格
棉布需求增长 - 任意欧洲国家外交科技达到22级,且在印度河、果阿、锡兰或孟加拉占有10%的贸易份额,且未触发“棉花进口”事件 +45% 棉花价格
欧洲海狸的消亡 1570年后 任意欧洲国家拥有萨克森(Saxony) +40% 毛皮价格
毡帽 - 任意欧洲国家或任意殖民领在北美洲或随机新大陆拥有1个特产为毛皮的省份 +35% 毛皮价格
常备海军 - 任意国家拥有3个港口省份,且外交科技达到22级 +50% 船具价格
青铜炮 - 任意国家拥有1个特产为铜矿的省份,且军事科技达到7级 +50% 铜矿价格
日本茶道 - 幕府外交科技达到8级 +25% 茶叶价格
香料贸易的衰退 1600年后 任意两个欧洲国家各拥有3个特产为香料的省份 -40% 香料价格 需要很长的时间来触发 (触发周期:5年)
蔗糖的普及 - 欧洲国家,或至少1个省份位于欧洲且外交科技达到25级的国家;拥有5个特产为糖的省份,占有可可、茶或咖啡5%的贸易份额,且外交科技达到20级 +50% 糖价格
丝织物的普及 - 任意欧洲国家外交科技达到18级,且在印度河、果阿、锡兰、孟加拉、广州、杭州之一占有10%的贸易份额 +25% 丝绸价格
扩大孟加拉染料生产 - 任意欧洲国家拥有全部孟加拉地域(Bengal Region)、全部比哈尔地区(Bihar area)、蒂鲁德(Tirhut)和埃达沃(Etawah) -25% 染料价格 需要很长的时间来触发 (触发周期:5年)
触发时可选是否调整价格:若选择接受,则随机两个孟加拉地域省份的特产变为染料,同时所有特产为染料的省份 叛乱度+5
木板胶合技术的发展 - 任意欧洲国家外交科技达到12级,且在果阿、锡兰、孟加拉、马六甲、暹罗之一占有10%的贸易份额,且当前时代为宗教改革时代或之后的时代 +35% 热带木材价格 需要很长的时间来触发 (触发周期:5年)
象牙短缺 1750年后 任意国家首都在印度支那地域(Indochina Region) +25% 象牙价格
铸铁技术进步 - 任意国家军事科技达到18级 +50% 铁矿价格
-35% 铜矿价格
热巧克力 - 任意国家外交科技达到16级,且有1个殖民领拥有7个特产为可可的省份和1个特产为糖的省份 +40% 可可价格
烟草越来越受欢迎 - 任意国家外交科技达到16级,且有1个殖民领拥有4个特产为烟草的省份 +50% 烟草价格

临时性价格变动

事件 触发时间 触发条件 效果 持续时间
埃纳普蒂纳火山的爆发 1600-1610年 任意国家拥有阿雷基帕(Arequipa)、普诺(Puno)或卡马纳(Camana) -75%粮食价格
-75%酒类价格
2年
小冰河期 1650-1660年 任意国家拥有雷克雅末克(Reykjavik)或阿库雷里(Akureyri) -25%粮食价格
-25%酒价格
-25%鱼类价格
+25%盐价格
+25% 毛皮价格
10年

Trade value.png 贸易价值

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.

贸易

主条目:贸易

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

生产

主条目:生产

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.

主要生产者

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

贸易奖励

控制 贸易货物全球贸易中20%的份额的国家即可获得一个 "交易品" 的奖励修正。占有的具体市场份额可以在统计列表中查询到。 Control is computed using the trade power share in each node times the amount of the good produced locally in that node.

具体影响, 参看以下 贸易特产列表

省份奖励

1.19版本开始,启用Rights of Man.png 人权的前提下,贸易品将给予每个特产省份带来不同的省份修正。

具体效果, 参看以下贸易特产列表

贸易特产列表

图标 特产 分类 基础价值 (Gold Icon.png) 历史价格修正 贸易奖励 省份奖励
(仅适用于Rights of Man.png人权启用时)
Grain.png 谷物 基础特产 2 −75%: Eruption of Huaynaputina (1600) (730days)
−25%: Coldest Period of the Little Ice Age (1650) (3650days)
Land forcelimit.png +20% 陆军上限修正 Land forcelimit.png +0.5 陆军上限
Wine.png 酒类 基础特产 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 全局叛乱 Local unrest.png −1 当地叛乱
Wool.png 羊毛 基础特产 2.5 −20%: New Draperies (1540)
−10%: Cotton Imports (optional)
Ship costs.png −5% 造船花费 Local ship cost.png −10% 当地造船花费
Cloth.png 布料 基础特产 3 +20%: New Draperies (1540)
+15%: Uniform Regulations (1670)
Mercenary maintenance.png −15% 佣兵维护费 Local development cost −10% 本地提升发展度花费
Fish.png 鱼类 基础特产 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% 全局水手修正 Local sailors modifier.png +25% 当地水手修正
Fur.png 皮毛 基础特产 2 +40%: Depletion of European Beaver (1570)
+35%: Felt Hats (1600)
+25%: Coldest Period of the Little Ice Age (1650) (3650days)
Prestige.png +0.5 年度威望 Province trade power modifier.png +10% 当地贸易力量修正
Salt.png 基础特产 3 +10%: Grand Banks Fishery (1510)
+25%: Coldest Period of the Little Ice Age (1650) (3650days)
Land maintenance modifier.png −10% 陆军维护费修正 Local defensiveness.png +15% 当地防御效率
Naval supplies.png 船具 基础特产 2 +50%: Permanent Navies (1680) Naval forcelimit.png +20% 海军上限修正 Naval forcelimit.png +0.5 海军上限
Copper.png 铜矿 金属特产 3 +50%: Bronze Cannons (1500)
−35%: Iron Working (1635)
Recruitment time.png −20% 陆军招募时间 Regiment recruit speed.png −20% 当地陆军招募时间
Gold.png 金矿 金属特产 N/A N/A N/A
Iron.png 铁矿 金属特产 3 +50%: Iron Working (1635) Regiment cost.png −5% 陆军招募花费 Local construction time −20% 当地建筑时间
Slaves.png 奴隶 非洲特产 2 +50%: Triangle Trade (1575)
−40%: Abolitionism (1790)
Global tariffs.png +25% 关税 Local missionary strength.png +1% 当地传教力量
Ivory.png 象牙 非洲特产 4 +25%: Ivory Shortage in East Asia (1750) Diplomatic reputation.png +2 外交威望 State maintenance.png −20% 省份直辖维护费修正
Tea.png 茶叶 东方特产 2 +25%: Japanese Tea Culture (1540)
+25%: Tea & Sugar (1650)
Advisor cost.png −10% 顾问花费 National garrison growth.png +25% 要塞守军恢复度
Chinaware.png 瓷器 东方特产 3 +50%: Europeans in China (1650)
−50%: Johann Friedrich Böttger (1710)
Legitimacy.png +0.25 年度正统 Local autonomy.png −0.1 当地自治
Spices.png 香料 东方特产 3 +50%: Spice Trade (1510)
−40%: Decline of the Spice Trade (1660)
Spy network construction.png +25% 间谍效率 Core-creation cost.png +20% 敌方造核花费
Coffee.png 咖啡 新世界特产 3 +50%: Coffee Boom (1600) Institution spread.png +5% 思潮传播速度 Local institution spread.png +10% 当地思潮传播速度
Cotton.png 棉花 新世界特产 3 +45%: Surging demand for Calicoes & Other Cotton Cloths (1680)
+20%: Cotton Imports (optional)
Global settler increase.png +20 全局殖民地人口增长 Local development cost −10% 本地提升发展度花费
Sugar.png 糖类 新世界特产 3 +25%: Tea & Sugar (1650)
+50%: Popularization of Sugar (1660)
Cost of reducing war exhaustion.png −20% 降低厌战花费 Local unrest.png −1 当地叛乱
Tobacco.png 烟草 新世界特产 3 +50%: Popularization of Tobacco (1600) Foreign spy detection.png +25% 间谍防御 Province trade power modifier.png +10% 当地贸易力量修正
Cocoa.png 可可 新世界特产 4 +40%: Hot Chocolate (1700) Manpower recovery speed.png +5% 人力恢复速度 Local manpower modifier.png +10% 当地人力修正
Silk.png 丝绸 不属于欧洲的特产 4 +25%: Popularization of Silk (1635) Max promoted cultures.png +1 最大可接受文化 Local trade power.png +2 当地贸易力量
Dyes.png 染料 不属于欧洲的特产 4 +25%: Uniform Regulations (1670)
-25%: Expansion of the Bengali Dye Production (optional)
Chance of new heir.png +33% 诞生继承人几率 Province trade power modifier.png +10% 当地贸易力量修正
Tropical Wood.png 热带木材 不属于欧洲的特产 2 +35%: Development of Veneering (1570) Development cost.png −5% 提升发展度花费 Local construction cost −20% 当地建筑花费

Gold金矿

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.

年度 Inflation reduction.png 黄金收入占据
年收入的比例
-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.

金矿枯竭

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.

殖民地国家

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 未知产物

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).

贸易货物概率列表

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 伊斯兰教逊尼派 逊尼派、伊斯兰教什叶派 什叶派、Ibadi Islam 艾巴德派
  • ×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 奴隶

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

Footnotes

  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.