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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Production.png生產發展度水平每提升一個等級Local goods produced +0.2

商品产出修正:

  • Being a Trade Good's Production leader: Goods produced modifier.png +10%
  • Economic idea group.png 经济理念 Production efficiency.png 市场经济: +20% - (只有在Common Sense.png 常识 DLC 未启用时有效)。
  • 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.
  • 被占领的省份: –50%
  • 被围攻的省份: –25%
  • Looting speed.png 被劫掠: –25%
  • Devastation icon.png 荒废度: 每 1% Devastation icon.png 荒废度–1% Local goods produced商品产出
  • Icon war exhaustion.png 厌战度: 每一点Icon war exhaustion.png 厌战度–2% Local goods produced 商品产出
  • Combat blockade.png 封锁: 每 1% 封锁程度 -0.5%Local goods produced 商品产出
  • 各种决议和事件。
  • 理念和政策:
Goods produced modifier.png 传统 理念 效果/野心 政策
+20%
  • 英国 理念 2: 埃尔瑟姆条例
  • 普斯科夫 野心
  • 贸易-数量: 生产配额法案
+15%
  • 美国 理念 5: 世界工坊
+10%
  • 安斯巴赫 传统
  • 宿务 传统
  • 吕宋 传统
  • 苗 传统
  • 摩鹿加 传统
  • 摩拉维亚 传统
  • 莫塔帕 传统
  • 法尔斯 传统
  • 财阀 理念 5: 自由公民
  • 阿依努 理念 2: 富饶之海
  • 朝仓 理念 2: 越前纸
  • 尼子 理念 7: 石见银矿
  • 贝宁 理念 5: 贝宁行会
  • 奇穆 理念 1: 谷水灌溉
  • 钱达尔 理念 7: 屈雷铜矿
  • 里海 理念 1: 富饶的塔巴里斯坦
  • 拉斯德 理念 2: 也门高地
  • 汉诺威 理念 5: 加强地主的权力
  • 阿尤布 理念 7: 国家经济
  • 呼罗珊 理念 5: 灌溉渠道
  • 马赫里 理念 1: 乳香和哈里夫的土地
  • 哈萨 理念 3: 波斯湾的珍珠
  • 白羊 理念 7: 哈桑帕迪沙的部落
  • 也门 理念 1: 幸福的阿拉伯国家-也门
  • 迪特马申 理念 7: 自由的农夫
  • 大元 理念 7: 蒙古治下的和平
  • 梅里纳 理念 3: 大力加强食物生产
  • 江布尔 理念 5: 恒河平原
  • 满者伯夷 理念 5: 一年两熟
  • 卡法 理念 3: 卡法高地
  • 卡内姆 博尔努 理念 3: 阿劳马的改革
  • 库泰 理念 3: 婆罗洲的财富
  • 基切 理念 3: 塔木的财富
  • 拉达克 理念 3: 世界屋脊的羊毛
  • 棉兰老 理念 3: 保护富饶的棉兰老
  • 兰纳 理念 2: 无限稻田制
  • 马尔瓦 理念 5: 黑土地
  • 马拉塔 理念 6: 改革官僚制
  • 马拉维 理念s 4: 象牙贸易
  • 摩加迪沙 理念 7: 贝纳迪尔的禁忌
  • 穆伊斯卡 理念 6: 梯田农场
  • 那不勒斯 理念 1: 巩固皇室领地
  • 讷韦尔 理念 3: 生产彩陶
  • 诺森伯兰 理念 7: 为纽卡斯尔送煤
  • 努比亚 理念 1: 尼罗河
  • 奥里萨 理念 4: 改进布料工艺
  • 织田 理念 1: 乐室乐座
  • 大友 理念 2: 丰后领主
  • 西北太平洋 理念 6: 鲑鱼迁徙
  • 勃固 理念 2: 毛淡棉
  • 波斯 理念 2: 鼓励生产波斯布料
  • 葡萄牙 理念 2: 阿丰索法典
  • 旁遮普 理念 1: 印度粮仓
  • 魁北克 理念 1: 跑木头
  • 萨克森 理念 2: 迈森瓷器
  • 斯波 理念 2: 三国守护
  • 锡兰 理念 5: 发展桂皮贸易
  • 尼特拉 理念 1: 矿业发展
  • 瑞典 理念 6: 外货禁运
  • 武田 理念 2: 河坝守护
  • 蒂鲁德 理念 7: 染料与经济作物
  • 土岐 理念 7: 治理水涝灾害
  • 西非 理念 2: 盐商
  • 艾马拉 野心
  • 别洛季罗 野心
  • 巴西 野心
  • 大理 野心
  • 伊东 野心
  • 特拉比松 野心
  • 特里普拉 野心
  • 希尔凡 野心
  • 间谍-行政: 皇家委员会法案
  • 海军-经济: 运输法案
  • 宗教-贸易: 被宗教资助的工会
+5%
  • 拜占庭 理念 2: 充实村庄

Trade value.png 贸易价值

一个省份的贸易价值 = 该省份生产的商品的价格 * 该省份的商品产出:

贸易价值随后会算进省份的生产收入 (以Gold Icon.png 金钱为单位) 和这个省份所在的贸易节点的总贸易价值。注意所有在省份界面显示的贸易价值为年度价值。而省份界面左上角显示的生产和税收收入则为月度收入。

Gold 黄金 是一种特殊的商品,不产出任何贸易价值(详情见 full treatment below)。但是黄金会产出Production.png生产收入。

贸易

主条目:贸易

省份生产的贸易价值会算入当地贸易节点,并且最终通过收集贸易收入来获益。

生产

主条目:生产

本地生产价值可以为省份拥有者直接带来生产收入;生产效率会给生产收入带来修正。

每个省份只会生产一种贸易商品。

产品列表

价值

主条目: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.

基础价格和价格变动的修正会在下方列表中显示。

奖励

  • 垄断奖励 - 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.
  • 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]
Local goods produced modifier +10% Local goods produced modifier
  • 省份奖励 - 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。

价格变动列表

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


列表

产品 分类 对应工场 基础价值 历史价值修正 贸易奖励 省份奖励
(需要 Rights of Man.png 人权)
Cloth.png 布料 基础 纺织厂 3 +20%: 新布料 (1540)
+15%: 制服条例 (1670)
Mercenary maintenance.png −15% 雇佣兵维护费 Local development cost 提升本地发展度花费-10%
Fish.png 鱼类 基础 海军装备厂 2.5 −10%: 大浅滩渔场 (1510)
−10%: 新教徒不吃鱼 (1550)
−25%: 小冰河期 (1650) (3650天)
National sailors modifier.png +25% 全国水手数量修正 Local sailors modifier.png +25% 本地水手修正
Fur.png 毛皮 基础 贸易公司 2 +40%: 欧洲海狸的消亡 (1570)
+35%: 毡帽 (1600)
+25%: 小冰河期 (1650) (3650天)
Prestige.png +0.5 年度威望 Province trade power modifier.png +10% 本地贸易力修正
Grain.png 谷类 基础 农庄 2.5 −20%: 哥伦布大交换
−75%: 埃纳普蒂纳火山的爆发 (1600) (730天)
−25%: 小冰河期 (1650) (3650天)
Land forcelimit.png +20% 陆军上限修正 可提供Land forcelimit.png +0.5 陆军上限
Naval supplies.png 船具 基础 海军装备厂 2 +50%: 常备海军 (1680) Naval forcelimit.png +20% 海军上限修正 可提供Naval forcelimit.png +0.5 海军上限
Salt.png 基础 海军装备厂 3 +10%: 大浅滩渔场 (1510)
+25%: 小冰河期 (1650) (3650天)
Land maintenance modifier.png −10% 陆军维护费修正 Local defensiveness.png +15% 本地防御
Wine.png 红酒 基础 农庄 2.5 −75%: 埃纳普蒂纳火山的爆发 (1600) (730天)
−25%: 小冰河期 (1650) (3650天)
+25%:软木瓶塞 (1670)
National unrest.png −1 全国叛乱度 Local unrest.png −1 本地叛乱度
Wool.png 羊毛 基础 纺织厂 2.5 −20%: 新布料 (1540)
−10%: 棉花进口 (可选)
+50%: 人工育种
Ship costs.png −5% 船只花费 Local ship cost.png −10% 本地船只花费
Copper.png 铜矿 金属 武器厂 3 +50%: 青铜炮 (1500)
−35%: 铸铁技术的进步 (1635)
Recruitment time.png −20% 全国招募时间 Regiment recruit speed.png −20% 本地招募时间
Gold.png 金矿 金属
Iron.png 铁矿 金属 武器厂 3 +50%: 铸铁技术的进步 (1635) Regiment cost.png −5% 陆军招募花费 Local construction time −20% 本地陆军招募花费
Ivory.png 象牙 非洲 贸易站 4 +25%: 象牙短缺 (1750) Diplomatic reputation.png +2 外交声望 State maintenance.png −20% 本地地区维护费修正
Slaves.png 奴隶 非洲 贸易站 2 +50%: 三角贸易(1575)
−40%: 废奴主义 (1790)
Global tariffs.png +25% 全国关税 Local missionary strength.png +1% 本地传教力量
Chinaware.png 瓷器 东方 磨坊 3 +50%: 在中国的欧洲商人 (1650)
−50%: 约翰·弗里德里希·贝特格(1710)
Legitimacy.png +0.25 年度正统,
Republican tradition.png +0.012 年度共和传统
Local autonomy.png −0.1 本地自制度
Spices.png 香料 东方 贸易站 3 +50%: 香料贸易 (1510)
−40%: 香料贸易的衰退 (1660)
Spy network construction.png +25% 间谍网建造速度 Local devastation -0.10 月度荒废度
Tea.png 茶叶 东方 种植园 2 +25%: 日本茶道 (1540) 与同事件中的香薰涨价相排斥。
+25%: 茶和糖 (1650)
Advisor cost.png −10% 顾问花费 National garrison growth.png +25% 要塞守军增长
Cocoa.png 可可 新大陆 种植园 4 +40%: 热巧克力 (1700) Manpower recovery speed.png +5% 人力回复速度 Local manpower modifier.png +10% 本地人力修正
Coffee.png 咖啡 新大陆 种植园 3 +50%: 咖啡热销 (1600) Institution spread.png +5% 思潮传播 Local institution spread.png +10% 本地思潮传播
Cotton.png 棉花 新大陆 种植园 3 +45%: 白棉布与其它棉制布料的需求急剧增加 (1680)
+20%: 棉花进口 (可选)
Global settler increase.png +20 全国移民增加 Local development cost 提升本地发展度花费-10%
Sugar.png 新大陆 种植园 3 +25%: 茶和糖 (1650)
+50%: 蔗糖的普及 (1660)
Cost of reducing war exhaustion.png −20% 降低厌战度花费 Local unrest.png −1 本地叛乱度
Tobacco.png 烟草 新大陆 种植园 3 +50%: 烟草越来越受欢迎 (1600) Foreign spy detection.png +25% 间谍防御 Province trade power modifier.png +10% 本地贸易力修正
Dyes.png 染料 非欧洲 纺织厂 4 +25%: 制服条例 (1670)
–25%: 扩大孟加拉染料生产(可选)
Chance of new heir.png +33% 获得继承人的机会 Province trade power modifier.png +10% 本地贸易力修正
Silk.png 丝绸 非欧洲 纺织厂 4 +25%: 丝织物的普及 (1635) Max promoted cultures.png +1 最大可接受文化数量 Local trade power.png +2 本地贸易力量修正
Tropical Wood.png 红木 非欧洲 磨坊 2 +50%: 木板胶合技术的发展 (1570) Development cost.png 提升本地发展度花费-10% Local construction cost −20% 本地建筑花费
Paper.png 额外 磨坊 3.5 +25%: 现代印刷和出版业的发展
–50%: 造纸业用打浆机替换木棰
+25%: 水印与湿拓画
+35%: 图书租借与读书会
行政科技花费 -5% 行政科技花费 State maintenance.png −10% 本地地区维护费修正
Glass.png 玻璃 额外 磨坊 3 +25%: 波西米亚玻璃
–65%: 铅水晶
+25%: 现代光学
+15%: 国际酒类贸易的发展
+15%:常备海军
Diplomatic technology cost -5% 外交科技花费 Local production efficiency.png +10% 本地生产效率
Incense.png 香薰 额外 贸易站 2.5 +10%: 日本茶道 (1540) 与同事件中的茶涨价相排斥。
-25%:新教和加尔文宗拒绝香薰(加尔文宗必须存在)
+35%: 香水产业的发展 (全球贸易必须存在)
Tolerance own.png +0.5 正统信仰容忍 Trade value.png +10% 贸易价值修正
Livestock.png 牲畜 额外 农庄 2 +25%: 哥伦布大交换
-25%: 小冰河期 (1650) (3650天)
+10%: 常备海军
+50%: 人工育种
Cavalry cost.png -10% 骑兵花费 Supply limit.png +50% 补给上限
Gems.png 宝石 额外 磨坊 4 +25%: 琢面
-50%: 新大陆的钻石
Inflation reduction.png -5% 降低通胀花费 Local tax modifier.png +15% 本地税收修正

特殊产品

Gold金矿

金矿是一种特殊的贸易商品。它可以直接算入经济收入中,但同时也会带来通货膨胀。如果一个国家由金矿带来的收入占总收入比重过多,那么金矿带来的通货膨胀就有可能直接抵消或者超过它带来的收入。 金矿不会生产Trade value.png贸易价值,取而代之的是直接用Gold Icon.png金钱计算的收入(每单位金矿每年可带来 40 Gold Icon.png)。拥有原始土著科技组的国家可获得的金矿收入较其他国家少很多(每单位金矿每年可带来 4 Gold Icon.png)。金矿不受Production efficiency.png 生产效率修正的影响,且没有建筑可以提升金矿的生产数量。

如果一个国家的金矿收入占总收入的 2%,那么这国家每年会产生 1% 的Inflation reduction.png 通货膨胀。从点数上来说,占总收入 5.33% 的金矿收入每年需要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 铸币专家; in practice, it would very unlikely to have enough income from gold for this to be a problem.

年度 Inflation reduction.png 通货膨胀 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%

金矿收入受本地自治度影响, 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.

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 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.

贸易商品生成

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[3]. The trade good is determined by a system of scripted weights[4]. 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

以下表格展示了各个贸易商品出现的基础概率和各种修正。

图标 贸易商品 基础概率 修正
Grain.png 谷物 35
  • ×0 如:
    • 以下任意一项成立:
      • 地形为 Desert
      • 地形为 Glacier
      • 地形为 Coastline
      • 地形为 Arctic
  • ×0.15 if:
    • 以下任意一项成立:
      • 地形为 Mountain
      • 地形为 Coastal Desert
      • 地形为 Forest
      • 地形为 Woods
      • 地形为 Hills
      • 地形为 Jungle
  • ×0.25 if:
    • 以下任意一项成立:
      • 地形为 Highlands
      • 地形为 Marsh
  • ×0.25 if:
    • 以下任意一项成立:
      • Climate is Arid Arid
      • Climate is Tropical Tropical
  • ×0.6 if:
    • 以下任意一项成立:
      • 地形为 Drylands
      • 地形为 Savannah
      • 地形为Steppe
  • ×0.35 if:
    • Winter is Severe winter.png severe winter
  • ×0.5 if:
    • Winter is Normal winter.png normal winter
  • ×1.5 if:
    • 地形为 farmlands
  • ×1.5 if:
    • 以下任意一项成立:
      • Region is Poland region
      • Region is Ruthenia region
Wine.png Wine 5
  • ×0 if:
    • 以下任意一项成立:
      • Winter is Severe winter.png severe winter
      • Climate is Arctic Artic
      • Climate is Arid Arid
      • Climate is Tropical Tropical
      • 地形为 jungle
      • 地形为drylands
      • 地形为 steppe
      • 地形为 desert
      • 地形为 coastal desert
      • 地形为marsh
      • 地形为 savannah
      • 地形为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:
    • 以下任意一项成立:
      • 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:
    • 地形为farmlands
  • ×1.25 if:
    • 以下任意一项成立:
      • 地形为 hills
      • 地形为 highlands
  • ×1.5 if:
    • 以下任意一项成立:
      • Area is Cuyo area
      • Region is France region
      • Region is Italy region
  • ×1.1 if:
    • 以下任意一项成立:
      • Culture icon.png 为法国文化组
      • Culture icon.png 为伊比利亚文化组
      • Culture icon.png 为拉丁文化组
Wool.png Wool 30
  • ×0 if:
    • 以下任意一项成立:
      • 地形为 glacier
      • 地形为 marsh
      • 地形为 jungle
      • 地形为 farmlands
      • 地形为 coastline
      • 地形为 hills
      • 地形为 forest
      • 地形为 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:
    • 以下任意一项成立:
      • 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:
    • 以下任意一项成立:
      • 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:
    • 以下任意一项成立:
      • 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:
    • 以下任意一项成立:
      • Terrain is coastline
      • Terrain is coastal desert
  • ×1.2 if:
    • Terrain is glacier
Fur.png Fur 15
  • ×0 if:
    • 以下任意一项成立:
      • 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:
    • 以下任意一项成立:
      • 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:
    • 以下任意一项成立:
      • 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:
    • 以下任意一项成立:
      • 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:
    • 以下任意一项成立:
      • Terrain is desert
      • 以下任意一项成立:
        • 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:
    • 以下任意一项成立:
      • 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:
    • 以下任意一项成立:
      • Terrain is mountain
      • Terrain is grasslands
      • Region is Central Africa region
  • ×0.5 if:
    • Country controls no ports
  • ×0.75 if:
    • 以下任意一项成立:
      • Terrain is coastline
      • Terrain is tropical
  • ×1.5 if:
    • 以下任意一项成立:
      • Terrain is forest
      • Terrain is woods
      • Terrain is hills
      • Terrain is jungle
Copper.png Copper 15
  • ×0 if:
    • 以下任意一项成立:
      • 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
    • 以下任意一项成立:
      • Terrain is mountain
      • Terrain is highlands
  • ×1.5 if:
    • 以下任意一项成立:
      • 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 金矿 5
  • ×0 if:
    • 没有开启“随机新大陆”
    • 不是西西伯利亚区域
    • 不是东西伯利亚区域
    • 不是卡斯凯迪亚区域
    • 不是澳大利亚区域
    • 不是加利福尼亚区域
    • 不是南非区域
    • 不是秘鲁区域
    • 不是上秘鲁区域
    • 不是墨西哥区域
    • 不是中美洲区域
    • 不是Goias地区
    • 不是Mato Grosso地区
    • 不是Ofaie地区
    • 不是Minas Gerais地区
    • 不是Diamantina地区
    • 不是Guapore地区
    • 不是Grao Para地区
    • 不是Amapa地区
    • 不是Ucayali地区
    • 不是Amazon地区
  • ×0 if:
    • 开启“随机新大陆”
    • 位置不处于随机的新大陆
    • 不是西西伯利亚区域
    • 不是东西伯利亚区域
    • 不是澳大利亚区域
    • 不是南非区域
  • ×0 if:
    • 开启“随机新大陆”
    • 位置处于随机的新大陆
    • 满足下列任意一个条件:
      • 地形是森林
      • 地形是树林
      • 地形是旱地
      • 地形是农田
      • 地形是草原
      • 地形是大草原
      • 地形是丛林
      • 地形是海岸线
      • 地形是近海沙漠
      • 地形是沼泽
  • ×1.5 if:
    • 开启“随机新大陆”
    • 地形是山脉
    • 位置处于随机的新大陆
  • ×1.5 if:
    • 不是普通的或历史上存在的国家
  • ×3.5 if:
    • 是秘鲁区域
  • ×4 if:
    • 满足下列任意一个条件:
    • 省份ID为 853 (墨西哥)
    • 省份ID为 853 (Huastec)
    • 省份ID为 854 (Sayultecas)
    • 省份ID为 2617 (Huichol)
    • 省份ID为 856 (Zacatecas)
    • 省份ID为 857 (Guichichil)
    • 省份ID为 858 (Tamaulipas)
    • 省份ID为 2515 (Guamares)
  • ×3.5 if:
    • 满足下列任意一个条件:
      • 是Minas Gerais地区
      • 是Diamantina地区
      • 是Mato Grosso地区
      • 是Ofaie地区
      • 是Goias地区
      • 是Pontal地区
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
    • 以下任意一项成立:
      • 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:
    • 以下任意一项成立:
      • 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:
    • 以下任意一项成立e:
      • 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:
    • 以下任意一项成立:
      • 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:
    • 以下任意一项成立:
      • 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:
    • 以下任意一项成立:
      • Area is Assam area
      • 以下全部成立:
        • Climate is Tropical tropical
        • Random New World is enabled
  • 1.5 if:
    • 以下任意一项成立:
      • 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:
    • 以下任意一项成立:
      • 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:
    • 以下任意一项成立:
      • 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 481 (Bermuda)
      • 以下全部成立:
        • Continent is Europe
        • Region is not Anatolia region
  • ×1.5 if:
    • 以下任意一项成立:
      • Terrain is farmlands
      • Terrain is grasslands
      • Region is Southeast America region
Sugar.png Sugar 15
  • ×0 if:
    • Climate is not Tropical tropical
    • 以下任意一项成立:
      • 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)
    • 以下任意一项成立:
      • 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:
    • 以下任意一项成立:
      • 以下全部成立:
        • 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:
    • 以下任意一项成立:
      • 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:
    • 以下任意一项成立:
      • 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:
    • 以下任意一项成立:
      • 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
    • 以下任意一项成立:
      • 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:
    • 以下任意一项成立:
      • 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:
    • 以下任意一项成立:
      • Terrain is not jungle
      • Climate is not Tropical tropical
      • 省份ID不是1240 (夏威夷)
  • ×1.5 if:
    • 是亚马逊区域
  • ×0.5 if:
    • 是马来亚地区
    • 是摩鹿加地区
    • 是印度尼西亚地区

参见

参考资料

  1. Trade goods base prices are listed in /Europa Universalis IV/common/prices/00_prices.txt.
  2. See in /Europa Universalis IV/common/static_modifiers/00_static_modifiers.txt (Static_modifiers#Production leader).
  3. See in /Europa Universalis IV/common/defines.lua.
  4. See in /Europa Universalis IV/common/tradegoods/00_tradegoods.txt.