金矿是一种特殊的“商品”，它既有优点，也有缺点: 他将带来经济增长，但同时也会增加每月的通货膨胀. 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.
Proportion of income from gold that will not increase yearly inflation
Gold income is affected by local autonomy, with a percent of the total possible income gained equal to the local autonomy being deducted. Assigning a province to the Burghers (or any other estate) with The Cossacks will still leave gold income affected by the 25% minimum autonomy, so leaving gold-producing provinces unassigned is better for income.
Gold mine depletion
Gold-producing provinces with a production development of over 1 now have a yearly chance to become depleted (halving gold production). With a production development level of 2 the depletion chance is 0.01% yearly, with higher development levels having higher chances (level 3 has a 0.04% chance, level 4 has a 0.07% chance, level 5 has a 0.12% chance, etc…). Each depletion reduces the province's base production in half (rounding down), (effectively halving the produced, but reducing by more than four times the depletion chance). The player can see the current chance of depletion by hovering over the production development increase button on the province panel.
The chance of a goldmine depleting each year is presumably given as:
Rounded down to be displayed in the tooltip.
Yearly depletion chance
Given a gold-producing province with a production development , over time it will deplete at most (rounded down) times, because a level 1 mine never depletes.
Treating a gold-mine as a discrete-time linear system it is possible to estimate the production over a given period of time.
A gold-mine in a province with a production development , is equivalent to a (rounded down)-th order system.
The discrete state matrix for a period of a year is:
Where is the depletion chance after the ith depletion
Given the initial state as :
After years the state of the system will be:
Knowing that a base production 5 mine produces 40 ducats/year, the estimated yearly production is :
Then the cumulative production over a given number of years is:
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.