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 +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 +0.2 。
- 工厂： +1
- Being a Trade Good's Production leader: +10%
- 经济理念 - Smithian Economics : +20% - Only if the player does not have the Common Sense DLC enabled
- 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.
- 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
Each trade good has a universal base value (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.
|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|
|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
|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
|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
|制服条例||-||任意国家军事科技达到21级|| +15% 布匹价格
|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
|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)|
|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)|
|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
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 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.
The trade value produced in a province flows into the province's trade node. Eventually it will be collected and turned into trade income.
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.
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:
|+10%||Local goods produced modifier|
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。
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; 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 only a 1:4 rate, 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 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.
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.
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 by half (effectively halving the 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.
|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.
With 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.
Colonies begin with “unknown” trade good and are randomly assigned a trade good after reaching a population of 400 colonists. The trade good is determined by a system of scripted weights. 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
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.” 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 below).
This table shows the base weights and various modifying probabilities for each trade good.
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.
- Trade goods base prices are listed in .
- See in Static_modifiers#Production leader). (
- See in .
- See in .