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Trade goods

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== Mechanics ===== Production ===
* Each [[Territories|Territory]] produces one type of trade good applying the goods' effect on their [[Provinces|Province]].
* Trade good bonuses are dependent on the type of good and they come in a wide variety.
* Generating a surplus ''without'' importing can be done either if your province has more than one territory producing the same trade good, or if it has enough {{icon|slaves}} [[Population#Slaves|Slaves]].
=== Change ===
* In general, trade goods can not be changed ''explicitly'' by the player.
* Trade goods can be changed ''implicitly'' with the foundation of a city.
* The probability can be seen by hovering over the "found a city" button at the "build" options panel.
=== Trade ===
* Each province has a certain number of [[Trade#Trade_Routes|trade routes]] it can use to import goods, and each route can be used to bring in one trade good.
* Capitals have more import routes than other provinces, the exact number is mainly defined by the nation's [[country rank]].
* The modifier type applied to the importing province depends on the amount of said good in that province.
=== Applied modifier type ===
A trade good has 4 modifier types. The modifier which is being applied depends on the amount of a goods' type:
* ''Exporting'' - Surplus units can be exported to other nations via trade routes. When doing so, this modifier is applied to the exporting nation.
== Goods list ==
{{SVersion|1.3}}
=== Description ===
|}
=== Strategic resources ===
{| class="mildtable plainlist sortable mw-collapsible"
|}
=== Food ===
{| class="mildtable plainlist sortable mw-collapsible"
! Trade good !! Province
|}
=== Population ===
{| class="mildtable plainlist sortable mw-collapsible"
! Trade good !! Province
|}
=== Military ===
{| class="mildtable plainlist sortable mw-collapsible"
! Trade good !! Province
|}
=== Economy & Technology ===
{| class="mildtable plainlist sortable mw-collapsible"
! Trade good !! Province
|}
== Strategy ===== Strategic resources ===
Resources of this category grant mainly military bonuses, advantages or features. The production of cavalry in a province is connected to the existence of horses within that province, while the production of ships in a province is connected to the existence of wood within that province. Any lack of a strategic resource leads to a lack of a certain unit or advantage that may force the player to adapt his military ''strategy''.
=== Food ===
Food resources in a province feed the pops of this specific province. Is there a surplus of food (as food within the province, not as a resource for national or international trade), the pop growth rate increases. A lack of food leads to a decrease of pops and dissatisfaction. Any lack of food can be prevented, by importing a food surplus from one province to a starving one. Any surplus of a food resource within a province can be imported within the player's nation by using 1 trade route.
=== Military ===
Military resources affect the quality of units and bonusses of military structures like forts. This type of resource does not change the variety of units the player's nation can build, but it does affect stats and advantages of produced units. Strategic resources should be preferred to military resources: With a hemp surplus in the capital, the ship damage increases about +10%, but missing wood leads to the incapability of building ships and of using the hemp-given advantage of additional damage.
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