Difference between revisions of "Trade goods"

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{{Version|1.3}}
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{{Version|1.5}}
Trade goods come in a wide variety and types. There are 34 trade goods divided into 5 categories. They allow you to tailor your provinces, and even more so your country, to your needs and desires by controlling what you produce and where you ship it.
+
Trade goods come in a wide variety of types, with 34 different trade goods divided into 6 categories. They allow you to tailor your provinces, and even more so your country, to your needs and desires by controlling what you produce and where you ship it, and are particularly important.
 
 
  
 
== Mechanics ==
 
== Mechanics ==
 
=== Production ===
 
=== Production ===
* Each [[Territories|Territory]] produces one type of trade good applying the goods' effect on their [[Provinces|Province]].
+
Every [[territory]] produces one type of trade good, and all territories in a [[province]] contribute their trade goods into a common pool. A [[Territories|territory]] produces 1 trade good by default (with 2 for cities and 3 for a metropolis), but can produce more with enough {{icon|slaves}} slave labor. For each additional 15 {{icon|slaves}} slaves in a settlement and 20 {{icon|slaves}} slaves in a city or metropolis (rounded down), the territory will produce one more additional trade good.
* 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 ===
+
The threshold for a surplus is reduced for each territory by the {{icon|slaves for surplus}} '''Slaves needed for Local Surplus''' modifier, and across all territories in the country by the [[File:Slavesurplus2.png|28px]] '''Slaves needed for Surplus''' modifier. Sources of these modifiers include:
* In general, trade goods can not be changed ''explicitly'' by the player.
+
* {{icon|slaves for surplus}} {{green|-2}} by the "Land Seizure Protocol" [[Laws#Republic|Land Reforms Law]] (Requires Civic Advances level 12)
* Trade goods can be changed ''implicitly'' with the foundation of a city.
+
* {{icon|slaves for surplus}} {{green|-1}} by the level 7 {{icon|invention}} Slave Latifundia [[Inventions|Civic Invention]]
* Trade goods of the type food can only be produced in settlements, the foundation of a city on a food producing territory comes with several probabilities to create a new specific trade good.
+
* {{icon|slaves for surplus}} {{green|-2}} by {{icon|farmland}} farmland terrain type
* The probability can be seen by hovering over the "found a city" button at the "build" options panel.
+
* {{icon|slaves for surplus}} {{green|-5}} by a {{icon|farming settlement}} farming settlement or a {{icon|mine}} mine
  
=== Trade ===
+
Some territories also have unique permanent modifiers giving surplus threshold reductions, such as the Rhodian Glass Workshops in Rhodes or the Cedars of the Gods in Phoenicia.  
* 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]].
 
* Creating a [[Trade#Trade_Routes|trade route]] costs {{icon|wealth}} {{red|15}} gold.
 
* It is possible to export a trade good ''only'' if there is a surplus of the good in said province.
 
* The modifier type applied to the importing province depends on the amount of said good in that province.
 
  
=== Applied modifier type ===
+
Additionally, the {{icon|base resources}} '''Base Resource Production''' modifier increases the base number of trade goods produced regardless of the number of slaves in the territory. The most important sources of base resource production are {{icon|city}} cities and {{icon|metropolis}} metropolises, which give {{icon|base resources}} {{green|+1}} and {{icon|base resources}} {{green|+2}} base resource production, respectively. This means that cities are still a significant source of trade good surpluses even without the high {{icon|slave ratio}} slave ratios and {{icon|slaves for surplus}} slaves needed for local surplus modifiers that settlements and their buildings give.
A trade good has 4 modifier types. The modifier which is being applied depends on the amount of a goods' type:
 
  
* ''Province'' - A modifier which is applied to the entire province if one unit of a certain trade good is present in that province. Does not stack (applied once per good type).
+
=== Surpluses and trade ===
* ''Province surplus'' - Any additional units of a certain trade good in a non-capital province are considered ''surplus'' units. These units apply a minor modifier in the provincial capital city. These modifiers stack.
+
{{main|Trade}}
* ''Capital surplus'' - Surplus units in the capital province apply an additional national modifier. These modifiers do not stack.
+
A province will have a trade good '''surplus''' if it produces more than one of a certain trade good, either because it has more than one territory producing the same trade good and/or if its territories have enough {{icon|slaves}} slaves to produce multiple resources in the territory. A surplus typically gives no inherent bonus except for the stacking base trade good bonus; the main use of surplus trade goods is to [[trade]] them away to other provinces for {{icon|commerce value}} commerce income, as well as to move the location (and bonuses) of the resource to another province. Imported trade goods contribute to the trade good surplus just like locally produced trade goods, while resources that are exported no longer give their effects to their province of origin.
* ''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 ==
+
Each trade good as a certain '''Base Trade Value''' that determines the amount of income countries receive from trading the resource. Trading common resources like {{icon|grain}} grain or {{icon|furs}} furs will give much less gold than valuable, exotic goods like {{icon|dyes}} dyes or {{icon|gemstones}} gemstones. For foreign trades (i.e. between provinces belonging to different countries), the exporting province will receive the '''full''' base trade value, modified by the country's {{icon|export value}} export value, in {{icon|commerce value}} commerce income, while the importing province will receive '''0.35''' times the base trade value in {{icon|commerce value}} commerce income, modified by the country's {{icon|import value}} import value. Domestic trades will instead give only '''0.20''' times the base trade value for both the importing and exporting provinces. Areas that can produce and export valuable trade goods are therefore generally richer and more lucrative to conquer, but making sure that there are available trade partners is also important.
{{SVersion|1.3}}
 
=== Description ===
 
{| class="mildtable sortable mw-collapsible mw-collapsed"
 
! width=10% | Trade good !! width=7% | Category
 
! class="unsortable" | Description
 
! class="unsortable" |  
 
  
|-
+
Trade route requests can only be initiated by the potential importer. Countries hoping to export resources should instead focus on making sure as many surplus trade goods are available as possible and if necessary make sure there are enough potential trading partners in {{icon|diplomatic range}}diplomatic range, and then wait for trade requests to come in (which generally does not take too long).
| {{icon|Camels|50px}} Camels || Strategic
 
| ''Used extensively as beasts of burden and warfare, camels are adept at surviving in harsh, arid climates.''
 
|-
 
| {{icon|Elephants|50px}} Elephants || Strategic
 
| ''Like many beasts of burden, elephants have been used for agricultural, religious and military purposes since their domestication. Many civilizations regard the elephant as a sacred or revered creature.''
 
|-
 
| {{icon|Horses|50px}} Horses || Strategic
 
| ''The use of horses in agriculture and warfare is widespread. As beasts of burden, they are well suited to drawing chariots, as well as carrying riders.''
 
|-
 
| {{icon|Iron|50px}} Iron || Strategic
 
| ''The presence of iron-working defines many cultures. Vastly superior in strength to its predecessor, bronze, iron is unparalleled as a material for tools and weaponry alike.''
 
|-
 
| {{icon|Steppe horses|50px}} Steppe horses || Strategic
 
| ''Steppe horses, while often smaller and stockier than their western counterparts, are more suited for their life in the arid terrain of the steppe.''
 
|-
 
| {{icon|Wood|50px}} Wood || Strategic
 
| ''Widely used in construction and shipping, decent timber can command a high price in unforested areas.''
 
  
|-
+
=== Bonuses and effects ===
| {{icon|Grain|50px}} Grain || Food
+
Each individual trade good has a particular '''bonus''' that is applied to their [[province]], which stacks based on how many instances of the resource is present. Each category of trade goods has a different set of bonuses - military trade goods allow recruitment of the more specialized [[cohort|unit]] types as well as giving a small output or resource bonus, food trade goods increase the {{icon|food}} available in the province, and trade goods in each of the pop type categories increase the local {{icon|happiness}} happiness of the corresponding class. These bonuses can grow to be quite significant for large and prosperous provinces that produce and import many different trade goods, and are particularly important for providing the {{icon|food}} food necessary for more urbanized provinces that have long since outstripped their limited local food supply, as well as increasing the happiness of the normally restive {{icon|nobles}} nobles and {{icon|citizens}} citizens who produce most of the {{icon|research points}} research points and {{icon|trade routes}} trade routes in the country.
| ''Grain has long been a staple part of the human diet. Refined into flour, and subsequently bread, the farming of grain provides the vast majority of the food supply for many nations.''
 
|-
 
| {{icon|Salt|50px}} Salt || Food
 
| ''Greatly valued as a food additive and preservation agent, salt is in such high demand that it often serves as a parallel currency.''
 
|-
 
| {{icon|Fish|50px}} Fish || Food
 
| ''Fish provide a staple part of the diet and economy of every coastal civilization in the world.''
 
|-
 
| {{icon|Livestock|50px}} Livestock || Food
 
| ''Encompassing a multitude of domesticated animals, livestock provides numerous goods such as milk, cheese, meat and wool, which drive a significant part of the economy.''
 
|-
 
| {{icon|Vegetables|50px}} Vegetables || Food
 
| ''Nuts, seeds, pulses and vegetables are gathered by foragers and subsistence farmers across the world.''
 
  
|-
+
Each trade good that has a surplus in the {{icon|capital}} capital province specifically also gives a special nationwide bonus. Unlike the normal province modifier, this bonus is not stackable and is only applied once per trade good, which means that it is generally better to have a large variety of surplus resources in the capital to accumulate as many bonuses as possible. As the capital province is likely to be the most populous province in any case with the most higher-class pops, it is almost always better to focus on accumulating trade good bonuses in the capital above every other province.
| {{icon|Dates|50px}} Dates || Population
 
| ''Primarily cultivated in warmer climes, date products are a staple part of the diet in many cultures.''
 
|-
 
| {{icon|Dyes|50px}} Dyes || Population
 
| ''Expensive dyes such as Tyrian purple and kermes are harvested from rare invertebrates in very localized habitats. These colors are particularly sought after by the ruling elite of many cultures, and are bound to command a high price.''
 
|-
 
| {{icon|Honey|50px}} Honey || Population
 
| ''Although domestic beekeeping is not widespread, honey is highly sought after as a foodstuff and preservative.''
 
|-
 
| {{icon|Olives|50px}} Olives || Population
 
| ''Cultivated for millennia, olive products drive a significant part of the Mediterranean economy. Many cultures value the olive as a symbol of fertility and power.''
 
|-
 
| {{icon|Precious metals|50px}} Precious metals || Population
 
| ''Gold and silver have been regarded as a measure of relative value since the minting of coins began. The history of gold as a commodity is deeply intertwined with its use in religious and mythological imagery.''
 
|-
 
| {{icon|Wild game|50px}} Wild game || Population
 
| ''Since the early days of humanity, hunter-gatherers have regarded wild creatures as a primary source of nourishment. Fine meat is often hard to come by, and can result in a particularly lucrative trade.''
 
|-
 
| {{icon|Wine|50px}} Wine || Population
 
| ''Wine is produced from grapes, raisins and many other fruits, and has myriad uses in recreational, religious, and cultural pursuits. The wine trade is an important part of the Mediterranean economy.''
 
|-
 
| {{icon|Woad|50px}} Woad || Population
 
| ''Woad, as well as various other simple dyes, can be refined from the petals of certain wild flowers. Many cultures practice ritual body-painting, as well as the creation of painted iconography, using these colors.''
 
  
|-
+
=== Changing trade goods ===
| {{icon|Base metals|50px}} Base metals || Military
+
In general, trade goods cannot be changed directly by the player. Trade goods can, however, be changed indirectly with the foundation of a city. Agricultural trade goods ({{icon|grain}} grain, {{icon|fish}} fish, {{icon|livestock}} livestock, and {{icon|vegetables}} vegetables) can only be produced in settlements; founding a city on a food-producing territory will replace the trade good once the city is finished, typically with a higher value Nobles or Citizens trade good. The probability can be seen by hovering over the "Found a City" button at the "build" options panel. If the city status is later revoked, the territory will revert to producing its old agricultural trade good. Note that this applies only for cities founded during the game - revoking city status of a city that already exists at start will not change the trade good.
| ''Copper, Tin and Lead, whilst unsuitable for military purposes, have long been used in alloying and decoration. Although used ubiquitously, the relative geographical scarcity of these metals results in them commanding high prices throughout the world.''
 
|-
 
| {{icon|Furs|50px}} Furs || Military
 
| ''Furs have been used since time immemorial to shield humans from the biting cold. Ranging from stitched rabbit skins to great bear hides, a good fur can be put to any number of uses.''
 
|-
 
| {{icon|Hemp|50px}} Hemp || Military
 
| ''Cultivated from time immemorial, hemp has been instrumental in the development of clothing and ropes, due to its fibrous nature.''
 
|-
 
| {{icon|Leather|50px}} Leather || Military
 
| ''Tanned hides have numerous applications in domestic and military life. Early shields were often leather clad, softening the blow of any incoming strikes.''
 
|-
 
| {{icon|Stone|50px}} Stone || Military
 
| ''Whereas wood will often suffice as a building material for temporary or cheap structures, only stone can yield the kind of permanence desired in a fine civic building or enduring defensive bastion.''
 
  
|-
+
The trade good of a settlement can also be changed by a few special events and missions, most notably the prospecting task of the [[generic infrastructure mission]].
| {{icon|Amber|50px}} Amber || Economy & Tech
 
| ''Formed from the resin of pine trees, the appeal of amber as a decorative material, combined with its scarcity, results in a particularly valuable commodity.''
 
|-
 
| {{icon|Cloth|50px}} Cloth || Economy & Tech
 
| ''Cloth can be produced from numerous plant or animal products, and is found, in varying quality, at markets throughout the known world.''
 
|-
 
| {{icon|Earthenware|50px}} Earthenware || Economy & Tech
 
| ''The production of earthenware has been a defining activity of human civilization since the discovery of fire. Earthenware encompasses practical utensils such as bowls and jugs, as well as statues, urns and other decorative items.''
 
|-
 
| {{icon|Gemstones|50px}} Gemstones || Economy & Tech
 
| ''Highly prized as ornamental items, the incredible rarity of gemstones ensures that only the most wealthy will ever possess them.''
 
|-
 
| {{icon|Glass|50px}} Glass || Economy & Tech
 
| ''The production of glass not being widespread, has a great effect on its value as a commodity. Glass beads, decorations and even urns are in high demand throughout the known world.''
 
|-
 
| {{icon|Incense|50px}} Incense || Economy & Tech
 
| ''The term 'Incense' covers an array of rare, exotic substances which are primarily used for religious purposes.''
 
|-
 
| {{icon|Marble|50px}} Marble || Economy & Tech
 
| ''Due to its softness and lustrous hue, marble is regarded as the prime material with which to sculpt statues and icons.''
 
|-
 
| {{icon|Papyrus|50px}} Papyrus || Economy & Tech
 
| ''Most of the civilized world uses wax tablets, etchings, and stone carvings to store the written word. Papyrus, however, which is uniquely produced in the Egyptian region, offers much greater ease of access and use.''
 
|-
 
| {{icon|Silk|50px}} Silk || Economy & Tech
 
| ''Shrouded in mystery, the origins of silk cultivation lie in the far east. This exotic fabric is rare enough to command great interest, and an even greater price.''
 
|-
 
| {{icon|Spices|50px}} Spices || Economy & Tech
 
| ''Primarily used as food additives, the many herbs which comprise the spice trade command a variable price depending on their provenance.''
 
  
|}
+
== Goods list ==
 +
{{SVersion|1.5}}
  
 
=== Strategic resources ===
 
=== Strategic resources ===
  
 
{| class="mildtable plainlist sortable  mw-collapsible"
 
{| class="mildtable plainlist sortable  mw-collapsible"
! Trade good !! Province
+
! width=130px | Trade good  
! Province surplus
+
! width=230px | Province modifier
! Capital surplus !! Exportation
+
! width=200px | Capital surplus  
! class="unsortable" |  
+
! width=70px | Base trade value
 +
! Description
 +
! class="unsortable" |
  
 
|- id="Iron"
 
|- id="Iron"
 
| {{icon|Iron|50px}} Iron
 
| {{icon|Iron|50px}} Iron
| Allows {{icon|Heavy infantry}} Heavy infantry || {{icon| manpower}} {{green|+5%}} Local manpower
+
|  
| {{icon|discipline}} {{green|+10%}} Heavy infantry discipline || {{icon|discipline}} {{green|+5%}} Heavy infantry discipline
+
* Allows {{icon|Heavy infantry}} Heavy infantry
 +
* {{icon|local tax}} {{green|+2%}} Local tax
 +
| {{icon|heavy infantry}} {{green|+10%}} Heavy infantry discipline
 +
| {{icon|wealth}} '''0.30'''
 +
| ''The presence of iron-working defines many cultures. Vastly superior in strength to its predecessor, bronze, iron is unparalleled as a material for tools and weaponry alike.''
 
|- id="Horses"
 
|- id="Horses"
 
| {{icon|Horses|50px}} Horses
 
| {{icon|Horses|50px}} Horses
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* Allows {{icon|Heavy cavalry}} Heavy cavalry
 
* Allows {{icon|Heavy cavalry}} Heavy cavalry
 
* Allows {{icon|Light cavalry}} Light cavalry
 
* Allows {{icon|Light cavalry}} Light cavalry
| {{green|+5%}} Population capacity
+
* {{icon|pop output}} {{green|+1%}} Population Output
| {{icon|discipline}} {{green|+10%}} Light cavalry discipline || {{icon|discipline}} {{green|+5%}} Light Cavalry discipline
+
| {{icon|heavy cavalry}} {{green|+10%}} Heavy Cavalry discipline
 +
| {{icon|wealth}} '''0.25'''
 +
| ''The use of horses in agriculture and warfare is widespread. As beasts of burden, they are well suited to drawing chariots, as well as carrying riders.''
 
|- id="Wood"
 
|- id="Wood"
 
| {{icon|Wood|50px}} Wood
 
| {{icon|Wood|50px}} Wood
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* Allows {{icon|Hexere}} Hexere
 
* Allows {{icon|Hexere}} Hexere
 
* Allows {{icon|Tetrere}} Tetrere
 
* Allows {{icon|Tetrere}} Tetrere
|| {{icon|Local tax}} {{green|+3%}} Local tax
+
* Allows {{icon|Octere}} Octere
| {{green|+50%}} Ship recruit speed || {{green|+20%}} Ship recruit speed
+
* Allows {{icon|Mega-Polyreme}} Mega-Polyreme
 +
* {{icon|manpower}} {{green|+2%}} Local manpower
 +
| {{icon|ship recruit speed}} {{green|+25%}} Ship recruit speed
 +
| {{icon|wealth}} '''0.20'''
 +
| ''Widely used in construction and shipping, decent timber can command a high price in unforested areas.''
 
|- id="Elephants"
 
|- id="Elephants"
 
| {{icon|Elephants|50px}} Elephants
 
| {{icon|Elephants|50px}} Elephants
| Allows {{icon|War elephants}} War elephants || {{icon| manpower}} {{green|+5%}} Local manpower
+
|  
| {{icon|discipline}} {{green|+10%}} War elephant discipline || {{icon|discipline}} {{green|+5%}} War elephant discipline
+
* Allows {{icon|War elephants}} War elephants
 +
* {{icon|pop output}} {{green|+3%}} Population Output
 +
| {{icon|war elephants}} {{green|+10%}} War elephant discipline
 +
| {{icon|wealth}} '''0.30'''
 +
| ''Like many beasts of burden, elephants have been used for agricultural, religious and military purposes since their domestication. Many civilizations regard the elephant as a sacred or revered creature.''
 
|- id="Steppe horses"
 
|- id="Steppe horses"
 
| {{icon|Steppe horses|50px}} Steppe horses
 
| {{icon|Steppe horses|50px}} Steppe horses
| Allows {{icon|Horse archers}} Horse archers || {{icon| manpower}} {{green|+5%}} Local manpower
+
|  
| {{icon|discipline}} {{green|+10%}} Horse archer discipline || {{icon|discipline}} {{green|+5%}} Horse archer discipline
+
* Allows {{icon|Horse archers}} Horse archers
 +
* {{icon|pop output}} {{green|+1%}} Population Output
 +
| {{icon|horse archers}} {{green|+10%}} Horse Archer discipline
 +
| {{icon|wealth}} '''0.25'''
 +
| ''Steppe horses, while often smaller and stockier than their western counterparts, are more suited for their life in the arid terrain of the steppe.''
 
|- id="Camels"
 
|- id="Camels"
 
| {{icon|Camels|50px}} Camels
 
| {{icon|Camels|50px}} Camels
| Allows {{icon|Camel cavalry}} Camel cavalry || {{icon|Supply limit}} {{green|+2.5%}} Supply limit
+
|  
| {{icon|discipline}} {{green|+10%}} Camel discipline || {{icon|discipline}} {{green|+5%}} Camel discipline
+
* Allows {{icon|Camel cavalry}} Camel cavalry
 +
* {{icon|commerce value}} {{green|+2%}} Province commerce
 +
| {{icon|camel cavalry}} {{green|+10%}} Camel discipline  
 +
| {{icon|wealth}} '''0.25'''
 +
| ''Used extensively as beasts of burden and warfare, camels are adept at surviving in harsh, arid climates.''
 
|}
 
|}
  
 
=== Food ===
 
=== Food ===
 
{| class="mildtable plainlist sortable  mw-collapsible"
 
{| class="mildtable plainlist sortable  mw-collapsible"
! Trade good !! Province
+
! width=130px | Trade good  
! Province surplus
+
! width=230px | Province modifier
! Capital surplus !! Exportation
+
! width=200px | Capital surplus  
! class="unsortable" |  
+
! width=70px | Base trade value
 +
! Description
 +
! class="unsortable" |
  
 
|- id="Grain"
 
|- id="Grain"
 
| {{icon|Grain|50px}} Grain
 
| {{icon|Grain|50px}} Grain
| {{green|+10%}} Local monthly food modifier || {{green|+5}} Local monthly food
+
| {{icon|food}} {{green|+5}} Local monthly food
| {{icon|National manpower}} {{green|+10%}} National manpower || {{icon|National manpower}} {{green|+5%}} National manpower
+
| {{icon|food}} {{green|+5%}} Global monthly food modifier
 +
| {{icon|wealth}} '''0.20'''
 +
| ''Grain has long been a staple part of the human diet. Refined into flour, and subsequently bread, the farming of grain provides the vast majority of the food supply for many nations.''
 
|- id="Salt"
 
|- id="Salt"
 
| {{icon|Salt|50px}} Salt
 
| {{icon|Salt|50px}} Salt
| {{green|+10%}} Population capacity || {{green|+400}} Provincial food capacity
+
| {{icon|food}} {{green|+3%}} Local monthly food modifier
| {{green|−5%}} Army maintenance cost || {{green|−2.5%}} Army maintenance cost
+
| {{icon|army maintenance}} {{green|−5%}} Army maintenance cost
 +
| {{icon|wealth}} '''0.30'''
 +
| ''Greatly valued as a food additive and preservation agent, salt is in such high demand that it often serves as a parallel currency.''
 
|- id="Fish"
 
|- id="Fish"
 
| {{icon|Fish|50px}} Fish
 
| {{icon|Fish|50px}} Fish
| {{green|+10%}} Local monthly food modifier || {{green|+3}} Local monthly food
+
| {{icon|food}} {{green|+3}} Local monthly food
| {{icon|happiness}} {{green|+5%}} National freeman happiness || {{icon|happiness}} {{green|+2.5%}} National freeman happiness
+
| {{icon|freeman happiness}} {{green|+8%}} National freeman happiness  
 +
| {{icon|wealth}} '''0.20'''
 +
| ''Fish provide a staple part of the diet and economy of every coastal civilization in the world.''
 
|- id="Livestock"
 
|- id="Livestock"
 
| {{icon|Livestock|50px}} Livestock
 
| {{icon|Livestock|50px}} Livestock
| {{green|+10%}} Local monthly food modifier || {{green|+3}} Local monthly food
+
| {{icon|food}} {{green|+3}} Local monthly food
| {{green|+25%}} Pop promotion speed || {{green|+10%}} Pop promotion speed
+
| {{icon|promotion}} {{green|+25%}} Pop promotion speed
 +
| {{icon|wealth}} '''0.30'''
 +
| ''Encompassing a multitude of domesticated animals, livestock provides numerous goods such as milk, cheese, meat and wool, which drive a significant part of the economy.''
 +
|- id="Honey"
 +
| {{icon|Honey|50px}} Honey
 +
| {{icon|food}} {{green|+3%}} Local monthly food modifier
 +
| {{icon|Diplomatic reputation}} {{green|+3}} Diplomatic reputation
 +
| {{icon|wealth}} '''0.40'''
 +
| ''Although domestic beekeeping is not widespread, honey is highly sought after as a foodstuff and preservative.''
 
|- id="Vegetables"
 
|- id="Vegetables"
 
| {{icon|Vegetables|50px}} Vegetables
 
| {{icon|Vegetables|50px}} Vegetables
| {{green|+10%}} Local monthly food modifier || {{green|+3}} Local monthly food
+
| {{icon|food}} {{green|+3%}} Local monthly food modifier
| {{green|−20%}} Move slaves cost || {{green|−10%}} Move slaves cost
+
| {{icon|slave move cost}} {{green|−25%}} Move slaves cost
 +
| {{icon|wealth}} '''0.20'''
 +
| ''Nuts, seeds, pulses and vegetables are gathered by foragers and subsistence farmers across the world.''
 
|}
 
|}
  
=== Population ===
+
=== Nobles ===
 
{| class="mildtable plainlist sortable  mw-collapsible"
 
{| class="mildtable plainlist sortable  mw-collapsible"
! Trade good !! Province
+
! width=130px | Trade good  
! Province surplus
+
! width=230px | Province modifier
! Capital surplus !! Exportation
+
! width=200px | Capital surplus  
! class="unsortable" |  
+
! width=70px | Base trade value
 +
! Description
 +
! class="unsortable" |
 +
 
 +
|- id="Papyrus"
 +
| {{icon|Papyrus|50px}} Papyrus
 +
| {{icon|noble happiness}} {{green|+4%}} Local noble happiness
 +
| {{icon|civic tech investment}} {{green|+5%}} Civic tech investment
 +
| {{icon|wealth}} '''0.45'''
 +
| ''Most of the civilized world uses wax tablets, etchings, and stone carvings to store the written word. Papyrus, however, which is uniquely produced in the Egyptian region, offers much greater ease of access and use.''
 +
|- id="Cloth"
 +
| {{icon|Cloth|50px}} Cloth
 +
| {{icon|noble happiness}} {{green|+4%}} Local noble happiness
 +
| {{icon|oratory tech investment}} {{green|+5%}} Oratory tech investment
 +
| {{icon|wealth}} '''0.35'''
 +
| ''Cloth can be produced from numerous plant or animal products, and is found, in varying quality, at markets throughout the known world.''
 +
|- id="Dyes"
 +
| {{icon|Dyes|50px}} Dyes
 +
| {{icon|noble happiness}} {{green|+4%}} Local noble happiness
 +
| {{icon|noble happiness}} {{green|+8%}} National noble happiness
 +
| {{icon|wealth}} '''0.45'''
 +
| ''Expensive dyes such as Tyrian purple and kermes are harvested from rare invertebrates in very localized habitats. These colors are particularly sought after by the ruling elite of many cultures, and are bound to command a high price.''
 +
|- id="Marble"
 +
| {{icon|Marble|50px}} Marble
 +
| {{icon|noble happiness}} {{green|+4%}} Local noble happiness
 +
| {{icon|tyranny}} {{green|−0.01}} Monthly tyranny
 +
| {{icon|wealth}} '''0.35'''
 +
| ''Due to its softness and lustrous hue, marble is regarded as the prime material with which to sculpt statues and icons.''
 +
|- id="Incense"
 +
| {{icon|Incense|50px}} Incense
 +
| {{icon|noble happiness}} {{green|+4%}} Local noble happiness
 +
| {{icon|state religion happiness}} {{green|+5%}} State religion happiness
 +
| {{icon|wealth}} '''0.45'''
 +
| ''The term 'Incense' covers an array of rare, exotic substances which are primarily used for religious purposes.''
 +
|- id="Silk"
 +
| {{icon|Silk|50px}} Silk
 +
| {{icon|noble happiness}} {{green|+4%}} Local noble happiness
 +
| {{icon|noble output}} {{green|+3%}} Local noble output
 +
| {{icon|wealth}} '''0.40'''
 +
| ''Shrouded in mystery, the origins of silk cultivation lie in the far east. This exotic fabric is rare enough to command great interest, and an even greater price.''
 +
|}
  
|- id="Wine"
+
=== Citizens ===
| {{icon|Wine|50px}} Wine
+
{| class="mildtable plainlist sortable  mw-collapsible"
| {{icon|happiness}} {{green|+5%}} Local freeman happiness || {{icon|happiness}} {{green|+1%}} Local freeman happiness
+
! width=130px | Trade good
| {{green|−5%}} Army maintenance cost || {{green|−2.5%}} Army maintenance cost
+
! width=230px | Province modifier
 +
! width=200px | Capital surplus
 +
! width=70px | Base trade value
 +
! Description
 +
! class="unsortable" |
 +
|- id="Amber"
 +
| {{icon|Amber|50px}} Amber
 +
| {{icon|citizen happiness}} {{green|+4%}} Local citizen happiness
 +
| {{icon|popularity}} {{green|+0.05}} Monthly ruler popularity gain
 +
| {{icon|wealth}} '''0.50'''
 +
| ''Formed from the resin of pine trees, the appeal of amber as a decorative material, combined with its scarcity, results in a particularly valuable commodity.''
 
|- id="Spices"
 
|- id="Spices"
 
| {{icon|Spices|50px}} Spices
 
| {{icon|Spices|50px}} Spices
| {{icon|national output modifier}} {{green|+5%}} Local citizen output || {{icon|national output modifier}} {{green|+2.5%}} Local citizen output
+
| {{icon|citizen happiness}} {{green|+4%}} Local citizen happiness
| {{icon|national output modifier}} {{green|+5%}} National citizen output || {{icon|national output modifier}} {{green|+2.5%}} National citizen output
+
| {{icon|citizen output}} {{green|+3%}} National citizen output
 +
| {{icon|wealth}} '''0.45'''
 +
| ''Primarily used as food additives, the many herbs which comprise the spice trade command a variable price depending on their provenance.''
 
|- id="Precious metals"
 
|- id="Precious metals"
 
| {{icon|Precious metals|50px}} Precious metals
 
| {{icon|Precious metals|50px}} Precious metals
| {{green|+0.02}} Territory provincial loyalty || {{green|+0.01}} Territory provincial loyalty
+
| {{icon|citizen happiness}} {{green|+4%}} Local citizen happiness
| {{green|+10%}} Pop assimilation speed || {{green|+5%}} Pop assimilation speed
+
| {{icon|citizen happiness}} {{green|+8%}} National citizen happiness
|- id="Dyes"
+
| {{icon|wealth}} '''0.50'''
| {{icon|Dyes|50px}} Dyes
+
| ''Gold and silver have been regarded as a measure of relative value since the minting of coins began. The history of gold as a commodity is deeply intertwined with its use in religious and mythological imagery.''
| {{icon|happiness}} {{green|+10%}} Local citizen happiness || {{icon|happiness}} {{green|+5%}} Local citizen happiness
+
|- id="Earthenware"
| {{icon|happiness}} {{green|+5%}} National citizen happiness || {{icon|happiness}} {{green|+2.5%}} National citizen happiness
+
| {{icon|Earthenware|50px}} Earthenware
|- id="Olives"
+
| {{icon|citizen happiness}} {{green|+4%}} Local citizen happiness
| {{icon|Olives|50px}} Olives
+
| {{icon|freeman output}} {{green|+3%}} National freeman output
| {{icon|happiness}} {{green|+10%}} Local slave happiness || {{icon|happiness}} {{green|+2%}} Local slave happiness
+
| {{icon|wealth}} '''0.35'''
| {{icon|happiness}} {{green|+5%}} National slave happiness || {{icon|happiness}} {{green|+2.5%}} National slave happiness
+
| ''The production of earthenware has been a defining activity of human civilization since the discovery of fire. Earthenware encompasses practical utensils such as bowls and jugs, as well as statues, urns and other decorative items.''
|- id="Woad"
+
|- id="Gemstones"
| {{icon|Woad|50px}} Woad
+
| {{icon|Gemstones|50px}} Gemstones
| {{icon|happiness}} {{green|+10%}} Local tribesman happiness || {{icon|happiness}} {{green|+2%}} Local tribesman happiness
+
| {{icon|citizen happiness}} {{green|+4%}} Local citizen happiness
| {{icon|happiness}} {{green|+10%}} National tribesman happiness || {{icon|happiness}} {{green|+5%}} National tribesman happiness
+
| {{icon|civilization}} {{green|+5%}} Country civilization level
|- id="Honey"
+
| {{icon|wealth}} '''0.50'''
| {{icon|Honey|50px}} Honey
+
| ''Highly prized as ornamental items, the incredible rarity of gemstones ensures that only the most wealthy will ever possess them.''
| {{icon|local output modifier}} {{green|+5%}} Local freeman output || {{icon|local output modifier}} {{green|+2.5%}} Local freeman output
+
|- id="Glass"
| {{icon|Diplomatic reputation}} {{green|+2}} Diplomatic reputation || {{icon|Diplomatic reputation}} {{green|+1}} Diplomatic reputation
+
| {{icon|Glass|50px}} Glass
|- id="Dates"
+
| {{icon|citizen happiness}} {{green|+4%}} Local citizen happiness
| {{icon|Dates|50px}} Dates
+
| {{icon|civilization}} {{green|+5%}} Country civilization level
| {{icon|happiness}} {{green|+5%}} Local freeman happiness || {{icon|happiness}} {{green|+2%}} Local freeman happiness
+
| {{icon|wealth}} '''0.40'''
| {{icon|Commerce income}} {{green|+5%}} National commerce income || {{icon|Commerce income}} {{green|+2.5%}} National commerce income
+
| ''The production of glass not being widespread, has a great effect on its value as a commodity. Glass beads, decorations and even urns are in high demand throughout the known world.''
 
|}
 
|}
  
=== Military ===
+
=== Freemen ===
 
{| class="mildtable plainlist sortable  mw-collapsible"
 
{| class="mildtable plainlist sortable  mw-collapsible"
! Trade good !! Province
+
! width=130px | Trade good  
! Province surplus
+
! width=230px | Province modifier
! Capital surplus !! Exportation
+
! width=200px | Capital surplus  
! class="unsortable" |  
+
! width=70px | Base trade value
 +
! Description
 +
! class="unsortable" |
  
|- id="Stone"
+
|- id="Wine"
| {{icon|Stone|50px}} Stone
+
| {{icon|Wine|50px}} Wine
| {{icon|fort defense}} {{green|+25%}} Local fort defense || {{icon|fort defense}} {{green|+5%}} Local fort defense
+
| {{icon|freeman happiness}} {{green|+4%}} Local freeman happiness
| {{green|−10%}} Build cost || {{icon|fort defense}} {{green|+10%}} Fort defense
+
| {{icon|army maintenance}} {{green|−5%}} Army maintenance cost
|- id="Wild game"
+
| {{icon|wealth}} '''0.30'''
| {{icon|Wild game|50px}} Wild game
+
| ''Wine is produced from grapes, raisins and many other fruits, and has myriad uses in recreational, religious, and cultural pursuits. The wine trade is an important part of the Mediterranean economy.''
| {{icon|local output modifier}} {{green|+10%}} Local tribesman output || {{icon|local output modifier}} {{green|+5%}} Local tribesman output
 
| {{icon|discipline}} {{green|+10%}} Archers discipline || {{icon|discipline}} {{green|+5%}} Archers discipline
 
|- id="Furs"
 
| {{icon|Furs|50px}} Furs
 
| {{green|+10%}} Starting experience || {{green|+5%}} Starting experience
 
| {{green|-0.50%}} Experience decay || {{green|-0.50%}} Experience decay
 
 
|- id="Leather"
 
|- id="Leather"
 
| {{icon|Leather|50px}} Leather
 
| {{icon|Leather|50px}} Leather
| {{green|+10%}} Local slave output || {{green|+2%}} Local slave output
+
| {{icon|freeman happiness}} {{green|+4%}} Local freeman happiness
| {{green|+10%}} Light infantry defense || {{green|+5%}} Light infantry defense
+
| {{icon|light infantry}} {{green|+10%}} Light infantry defense
 +
| {{icon|wealth}} '''0.20'''
 +
| ''Tanned hides have numerous applications in domestic and military life. Early shields were often leather clad, softening the blow of any incoming strikes.''
 
|- id="Base metals"
 
|- id="Base metals"
 
| {{icon|Base metals|50px}} Base metals
 
| {{icon|Base metals|50px}} Base metals
| {{green|+5%}} Local freeman output || {{green|+2.5%}} Local freeman output
+
| {{icon|freeman happiness}} {{green|+4%}} Local freeman happiness
| {{green|+10%}} Light infantry offense || {{green|+5%}} Light infantry offense
+
| {{icon|light infantry}} {{green|+10%}} Light infantry offense
 +
| {{icon|wealth}} '''0.35'''
 +
| ''Copper, Tin and Lead, whilst unsuitable for military purposes, have long been used in alloying and decoration. Although used ubiquitously, the relative geographical scarcity of these metals results in them commanding high prices throughout the world.''
 
|- id="Hemp"
 
|- id="Hemp"
 
| {{icon|Hemp|50px}} Hemp
 
| {{icon|Hemp|50px}} Hemp
| {{icon|local output modifier}} {{green|+10%}} Local slave output || {{icon|local output modifier}} {{green|+2%}} Local slave output
+
| {{icon|freeman happiness}} {{green|+4%}} Local freeman happiness
| {{green|+10%}} Ship damage done || {{green|-10%}} Ship damage taken
+
| {{icon|ship damage done}} {{green|+10%}} Ship damage done
 +
| {{icon|wealth}} '''0.25'''
 +
| ''Cultivated from time immemorial, hemp has been instrumental in the development of clothing and ropes, due to its fibrous nature.''
 +
|- id="Dates"
 +
| {{icon|Dates|50px}} Dates
 +
| {{icon|freeman happiness}} {{green|+4%}} Local freeman happiness
 +
| {{icon|Commerce income}} {{green|+5%}} National commerce income
 +
| {{icon|wealth}} '''0.30'''
 +
| ''Primarily cultivated in warmer climes, date products are a staple part of the diet in many cultures.''
 
|}
 
|}
  
=== Economy & Technology ===
+
=== Slaves & Tribesmen ===
 
{| class="mildtable plainlist sortable  mw-collapsible"
 
{| class="mildtable plainlist sortable  mw-collapsible"
! Trade good !! Province
+
! width=130px | Trade good  
! Province surplus
+
! width=230px | Province modifier
! Capital surplus !! Exportation
+
! width=200px | Capital surplus  
! class="unsortable" |  
+
! width=70px | Base trade value
 +
! Description
 +
! class="unsortable" |
  
|- id="Amber"
+
|- id="Stone"
| {{icon|Amber|50px}} Amber
+
| {{icon|Stone|50px}} Stone
| {{icon|Local tax}} {{green|+10%}} Local tax || {{icon|Local tax}} {{green|+5%}} Local tax
+
| {{icon|slave happiness}} {{green|+4%}} Local slave happiness
| {{green|+0.05}} Monthly ruler popularity gain || {{green|+0.02}} Monthly ruler popularity gain
+
| {{icon|build cost}} {{green|−10%}} Build cost
|- id="Papyrus"
+
| {{icon|wealth}} '''0.25'''
| {{icon|Papyrus|50px}} Papyrus
+
| ''Whereas wood will often suffice as a building material for temporary or cheap structures, only stone can yield the kind of permanence desired in a fine civic building or enduring defensive bastion.''
| {{icon|Research points}} {{green|+20%}} Research points || {{icon|Research points}} {{green|+5%}} Research points
+
|- id="Wild game"
| {{green|+5%}} Civic tech investment || {{icon|Research points}} {{green|+5%}} Research points
+
| {{icon|Wild game|50px}} Wild game
|- id="Cloth"
+
| {{icon|tribesman happiness}} {{green|+4%}} Local tribesman happiness
| {{icon|Cloth|50px}} Cloth
+
| {{icon|archers}} {{green|+10%}} Archers discipline
| {{icon|Local tax}} {{green|+10%}} Local tax || {{icon|Local tax}} {{green|+5%}} Local tax
+
| {{icon|wealth}} '''0.20'''
| {{green|+5%}} Oratory tech investment || {{icon|Research points}} {{green|+5%}} Research points
+
| ''Since the early days of humanity, hunter-gatherers have regarded wild creatures as a primary source of nourishment. Fine meat is often hard to come by, and can result in a particularly lucrative trade.''
|- id="Earthenware"
+
|- id="Furs"
| {{icon|Earthenware|50px}} Earthenware
+
| {{icon|Furs|50px}} Furs
| {{icon|Research points}} {{green|+5%}} Research points || {{icon|Research points}} {{green|+1%}} Research points
+
| {{icon|tribesman happiness}} {{green|+4%}} Local tribesman happiness
| {{icon|local output modifier}} {{green|+2.5%}} National freeman output || {{icon|local output modifier}} {{green|+1%}} National freeman output
+
| {{icon|experience decay}} {{green|-0.50%}} Experience decay
|- id="Marble"
+
| {{icon|wealth}} '''0.20'''
| {{icon|Marble|50px}} Marble
+
| ''Furs have been used since time immemorial to shield humans from the biting cold. Ranging from stitched rabbit skins to great bear hides, a good fur can be put to any number of uses.''
| {{green|+2%}} Local civilization level || {{green|+1%}} Local civilization level
+
|- id="Olives"
| {{green|−0.01}} Monthly tyranny || {{green|−0.01}} Monthly tyranny
+
| {{icon|Olives|50px}} Olives
|- id="Incense"
+
| {{icon|slave happiness}} {{green|+4%}} Local slave happiness
| {{icon|Incense|50px}} Incense
+
| {{icon|slave happiness}} {{green|+8%}} National slave happiness
| {{icon|Commerce income}} {{green|+10%}} Commerce value || {{icon|Commerce income}} {{green|+2%}} Commerce value
+
| {{icon|wealth}} '''0.25'''
| {{green|+2.5%}} State religion happiness || {{green|+5%}} Omen power
+
| ''Cultivated for millennia, olive products drive a significant part of the Mediterranean economy. Many cultures value the olive as a symbol of fertility and power.''
|- id="Gemstones"
+
|- id="Woad"
| {{icon|Gemstones|50px}} Gemstones
+
| {{icon|Woad|50px}} Woad
| {{icon|Local tax}} {{green|+20%}} Local tax || {{icon|Local tax}} {{green|+10%}} Local tax
+
| {{icon|tribesman happiness}} {{green|+4%}} Local tribesman happiness
| {{green|+5%}} Country civilization level || {{green|+2.5%}} Country civilization level
+
| {{icon|tribesman happiness}} {{green|+8%}} National tribesman happiness
|- id="Glass"
+
| {{icon|wealth}} '''0.35'''
| {{icon|Glass|50px}} Glass
+
| ''Woad, as well as various other simple dyes, can be refined from the petals of certain wild flowers. Many cultures practice ritual body-painting, as well as the creation of painted iconography, using these colors.''
| {{green|+2%}} Local civilization level || {{green|+1%}} Local civilization level
 
| {{green|+5%}} Religious tech investment || {{icon|Research points}} {{green|+5%}} Research points
 
|- id="Silk"
 
| {{icon|Silk|50px}} Silk
 
| {{icon|Commerce income}} {{green|+15%}} Commerce value || {{icon|Commerce income}} {{green|+5%}} Commerce value
 
| [[File:Integrate.png|28px]] {{green|+0.1}} Integration speed || [[File:Integrate.png|28px]] {{green|+0.05}} Integration speed
 
 
|}
 
|}
  
 
== Strategy ==
 
== Strategy ==
 
=== Strategic resources ===
 
=== 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''.
+
Resources of this category grant mainly military bonuses, advantages or features. The production of cavalry in a province is linked to the availability of horses within that province, while the production of ships in a province is linked to the availability 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''.
 +
 
 +
===Pop happiness===
 +
Use provincial trade routes to import goods to increase a pop type's happiness within the province. This works best in provinces with large numbers of the pop type.
 +
 
 +
Note the trade goods which increase happiness at the state level when the capital has a surplus:
 +
*Slaves: Olives
 +
*Tribesmen: Woad
 +
*Freemen: Fish
 +
*Citizen: Precious metals
 +
*Nobles: Dyes
  
 
=== Food ===
 
=== 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.
+
Food resources in a province help feed the pops of the province. If there is a surplus of food (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 in pops and their happiness. Any lack of food can be prevented, by importing a food surplus from one province to a starving one. Any 1 surplus of a food resource within a province can be transferred within the player's nation by using 1 trade route.
 +
 
 +
Also, since creating a city removes Food-type Trade Goods from the settlement, such settlements should not be chosen to locate cities.
  
 
=== Military ===
 
=== 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.  
+
Military resources affect the quality of units and bonuses 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.  
  
  

Latest revision as of 05:26, 10 September 2020

Trade goods come in a wide variety of types, with 34 different trade goods divided into 6 categories. They allow you to tailor your provinces, and even more so your country, to your needs and desires by controlling what you produce and where you ship it, and are particularly important.

Mechanics[edit]

Production[edit]

Every territory produces one type of trade good, and all territories in a province contribute their trade goods into a common pool. A territory produces 1 trade good by default (with 2 for cities and 3 for a metropolis), but can produce more with enough Slaves slave labor. For each additional 15 Slaves slaves in a settlement and 20 Slaves slaves in a city or metropolis (rounded down), the territory will produce one more additional trade good.

The threshold for a surplus is reduced for each territory by the Goods from slaves.png Slaves needed for Local Surplus modifier, and across all territories in the country by the Slavesurplus2.png Slaves needed for Surplus modifier. Sources of these modifiers include:

  • Goods from slaves.png -2 by the "Land Seizure Protocol" Land Reforms Law (Requires Civic Advances level 12)
  • Goods from slaves.png -1 by the level 7 Invention.png Slave Latifundia Civic Invention
  • Goods from slaves.png -2 by Farmland farmland terrain type
  • Goods from slaves.png -5 by a Farming Settlement farming settlement or a Mine mine

Some territories also have unique permanent modifiers giving surplus threshold reductions, such as the Rhodian Glass Workshops in Rhodes or the Cedars of the Gods in Phoenicia.

Additionally, the Base resources Base Resource Production modifier increases the base number of trade goods produced regardless of the number of slaves in the territory. The most important sources of base resource production are Territory city.png cities and Territory metropolis.png metropolises, which give Base resources +1 and Base resources +2 base resource production, respectively. This means that cities are still a significant source of trade good surpluses even without the high Slave ratio slave ratios and Goods from slaves.png slaves needed for local surplus modifiers that settlements and their buildings give.

Surpluses and trade[edit]

Main article: Trade

A province will have a trade good surplus if it produces more than one of a certain trade good, either because it has more than one territory producing the same trade good and/or if its territories have enough Slaves slaves to produce multiple resources in the territory. A surplus typically gives no inherent bonus except for the stacking base trade good bonus; the main use of surplus trade goods is to trade them away to other provinces for Commerce value.png commerce income, as well as to move the location (and bonuses) of the resource to another province. Imported trade goods contribute to the trade good surplus just like locally produced trade goods, while resources that are exported no longer give their effects to their province of origin.

Each trade good as a certain Base Trade Value that determines the amount of income countries receive from trading the resource. Trading common resources like Grain grain or Furs furs will give much less gold than valuable, exotic goods like Dyes dyes or Gemstones gemstones. For foreign trades (i.e. between provinces belonging to different countries), the exporting province will receive the full base trade value, modified by the country's Export value export value, in Commerce value.png commerce income, while the importing province will receive 0.35 times the base trade value in Commerce value.png commerce income, modified by the country's Import value import value. Domestic trades will instead give only 0.20 times the base trade value for both the importing and exporting provinces. Areas that can produce and export valuable trade goods are therefore generally richer and more lucrative to conquer, but making sure that there are available trade partners is also important.

Trade route requests can only be initiated by the potential importer. Countries hoping to export resources should instead focus on making sure as many surplus trade goods are available as possible and if necessary make sure there are enough potential trading partners in Diplomatic range.pngdiplomatic range, and then wait for trade requests to come in (which generally does not take too long).

Bonuses and effects[edit]

Each individual trade good has a particular bonus that is applied to their province, which stacks based on how many instances of the resource is present. Each category of trade goods has a different set of bonuses - military trade goods allow recruitment of the more specialized unit types as well as giving a small output or resource bonus, food trade goods increase the Monthly food.png available in the province, and trade goods in each of the pop type categories increase the local Pop happy.png happiness of the corresponding class. These bonuses can grow to be quite significant for large and prosperous provinces that produce and import many different trade goods, and are particularly important for providing the Monthly food.png food necessary for more urbanized provinces that have long since outstripped their limited local food supply, as well as increasing the happiness of the normally restive Pop noble.png nobles and Citizens citizens who produce most of the Research points.png research points and Global state trade routes.png trade routes in the country.

Each trade good that has a surplus in the Country capital.png capital province specifically also gives a special nationwide bonus. Unlike the normal province modifier, this bonus is not stackable and is only applied once per trade good, which means that it is generally better to have a large variety of surplus resources in the capital to accumulate as many bonuses as possible. As the capital province is likely to be the most populous province in any case with the most higher-class pops, it is almost always better to focus on accumulating trade good bonuses in the capital above every other province.

Changing trade goods[edit]

In general, trade goods cannot be changed directly by the player. Trade goods can, however, be changed indirectly with the foundation of a city. Agricultural trade goods (Grain grain, Fish fish, Livestock livestock, and Vegetables vegetables) can only be produced in settlements; founding a city on a food-producing territory will replace the trade good once the city is finished, typically with a higher value Nobles or Citizens trade good. The probability can be seen by hovering over the "Found a City" button at the "build" options panel. If the city status is later revoked, the territory will revert to producing its old agricultural trade good. Note that this applies only for cities founded during the game - revoking city status of a city that already exists at start will not change the trade good.

The trade good of a settlement can also be changed by a few special events and missions, most notably the prospecting task of the generic infrastructure mission.

Goods list[edit]

Strategic resources[edit]

Trade good Province modifier Capital surplus Base trade value Description
Iron Iron
  • Allows Unit heavy infantry.png Heavy infantry
  • Tax income.png +2% Local tax
Unit heavy infantry.png +10% Heavy infantry discipline Wealth 0.30 The presence of iron-working defines many cultures. Vastly superior in strength to its predecessor, bronze, iron is unparalleled as a material for tools and weaponry alike.
Horses Horses
  • Allows Unit heavy cavalry.png Heavy cavalry
  • Allows Unit light cavalry.png Light cavalry
  • Population output +1% Population Output
Unit heavy cavalry.png +10% Heavy Cavalry discipline Wealth 0.25 The use of horses in agriculture and warfare is widespread. As beasts of burden, they are well suited to drawing chariots, as well as carrying riders.
Wood Wood
  • Allows Unit hexere.png Hexere
  • Allows Unit tetrere.png Tetrere
  • Allows Unit octere.png Octere
  • Allows Unit mega-polyreme.png Mega-Polyreme
  • Manpower.png +2% Local manpower
Ship recruit speed +25% Ship recruit speed Wealth 0.20 Widely used in construction and shipping, decent timber can command a high price in unforested areas.
Elephants Elephants
  • Allows Unit war elephants.png War elephants
  • Population output +3% Population Output
Unit war elephants.png +10% War elephant discipline Wealth 0.30 Like many beasts of burden, elephants have been used for agricultural, religious and military purposes since their domestication. Many civilizations regard the elephant as a sacred or revered creature.
Steppe horses Steppe horses
  • Allows Unit horse archers.png Horse archers
  • Population output +1% Population Output
Unit horse archers.png +10% Horse Archer discipline Wealth 0.25 Steppe horses, while often smaller and stockier than their western counterparts, are more suited for their life in the arid terrain of the steppe.
Camels Camels
  • Allows Unit camel cavalry.png Camel cavalry
  • Commerce value.png +2% Province commerce
Unit camel cavalry.png +10% Camel discipline Wealth 0.25 Used extensively as beasts of burden and warfare, camels are adept at surviving in harsh, arid climates.

Food[edit]

Trade good Province modifier Capital surplus Base trade value Description
Grain Grain Monthly food.png +5 Local monthly food Monthly food.png +5% Global monthly food modifier Wealth 0.20 Grain has long been a staple part of the human diet. Refined into flour, and subsequently bread, the farming of grain provides the vast majority of the food supply for many nations.
Salt Salt Monthly food.png +3% Local monthly food modifier Army maintenance cost.png −5% Army maintenance cost Wealth 0.30 Greatly valued as a food additive and preservation agent, salt is in such high demand that it often serves as a parallel currency.
Fish Fish Monthly food.png +3 Local monthly food Freeman happiness +8% National freeman happiness Wealth 0.20 Fish provide a staple part of the diet and economy of every coastal civilization in the world.
Livestock Livestock Monthly food.png +3 Local monthly food Promotion +25% Pop promotion speed Wealth 0.30 Encompassing a multitude of domesticated animals, livestock provides numerous goods such as milk, cheese, meat and wool, which drive a significant part of the economy.
Honey Honey Monthly food.png +3% Local monthly food modifier Diplomatic reputation.png +3 Diplomatic reputation Wealth 0.40 Although domestic beekeeping is not widespread, honey is highly sought after as a foodstuff and preservative.
Vegetables Vegetables Monthly food.png +3% Local monthly food modifier Slave move cost −25% Move slaves cost Wealth 0.20 Nuts, seeds, pulses and vegetables are gathered by foragers and subsistence farmers across the world.

Nobles[edit]

Trade good Province modifier Capital surplus Base trade value Description
Papyrus Papyrus Noble happiness +4% Local noble happiness Civic tech investment.png +5% Civic tech investment Wealth 0.45 Most of the civilized world uses wax tablets, etchings, and stone carvings to store the written word. Papyrus, however, which is uniquely produced in the Egyptian region, offers much greater ease of access and use.
Cloth Cloth Noble happiness +4% Local noble happiness Oratory tech investment.png +5% Oratory tech investment Wealth 0.35 Cloth can be produced from numerous plant or animal products, and is found, in varying quality, at markets throughout the known world.
Dyes Dyes Noble happiness +4% Local noble happiness Noble happiness +8% National noble happiness Wealth 0.45 Expensive dyes such as Tyrian purple and kermes are harvested from rare invertebrates in very localized habitats. These colors are particularly sought after by the ruling elite of many cultures, and are bound to command a high price.
Marble Marble Noble happiness +4% Local noble happiness Tyranny −0.01 Monthly tyranny Wealth 0.35 Due to its softness and lustrous hue, marble is regarded as the prime material with which to sculpt statues and icons.
Incense Incense Noble happiness +4% Local noble happiness State religion happiness +5% State religion happiness Wealth 0.45 The term 'Incense' covers an array of rare, exotic substances which are primarily used for religious purposes.
Silk Silk Noble happiness +4% Local noble happiness Noble output +3% Local noble output Wealth 0.40 Shrouded in mystery, the origins of silk cultivation lie in the far east. This exotic fabric is rare enough to command great interest, and an even greater price.

Citizens[edit]

Trade good Province modifier Capital surplus Base trade value Description
Amber Amber Citizen happiness +4% Local citizen happiness Popularity.png +0.05 Monthly ruler popularity gain Wealth 0.50 Formed from the resin of pine trees, the appeal of amber as a decorative material, combined with its scarcity, results in a particularly valuable commodity.
Spices Spices Citizen happiness +4% Local citizen happiness Citizen output +3% National citizen output Wealth 0.45 Primarily used as food additives, the many herbs which comprise the spice trade command a variable price depending on their provenance.
Precious metals Precious metals Citizen happiness +4% Local citizen happiness Citizen happiness +8% National citizen happiness Wealth 0.50 Gold and silver have been regarded as a measure of relative value since the minting of coins began. The history of gold as a commodity is deeply intertwined with its use in religious and mythological imagery.
Earthenware Earthenware Citizen happiness +4% Local citizen happiness Freeman output +3% National freeman output Wealth 0.35 The production of earthenware has been a defining activity of human civilization since the discovery of fire. Earthenware encompasses practical utensils such as bowls and jugs, as well as statues, urns and other decorative items.
Gemstones Gemstones Citizen happiness +4% Local citizen happiness Civilization.png +5% Country civilization level Wealth 0.50 Highly prized as ornamental items, the incredible rarity of gemstones ensures that only the most wealthy will ever possess them.
Glass Glass Citizen happiness +4% Local citizen happiness Civilization.png +5% Country civilization level Wealth 0.40 The production of glass not being widespread, has a great effect on its value as a commodity. Glass beads, decorations and even urns are in high demand throughout the known world.

Freemen[edit]

Trade good Province modifier Capital surplus Base trade value Description
Wine Wine Freeman happiness +4% Local freeman happiness Army maintenance cost.png −5% Army maintenance cost Wealth 0.30 Wine is produced from grapes, raisins and many other fruits, and has myriad uses in recreational, religious, and cultural pursuits. The wine trade is an important part of the Mediterranean economy.
Leather Leather Freeman happiness +4% Local freeman happiness Unit light infantry.png +10% Light infantry defense Wealth 0.20 Tanned hides have numerous applications in domestic and military life. Early shields were often leather clad, softening the blow of any incoming strikes.
Base metals Base metals Freeman happiness +4% Local freeman happiness Unit light infantry.png +10% Light infantry offense Wealth 0.35 Copper, Tin and Lead, whilst unsuitable for military purposes, have long been used in alloying and decoration. Although used ubiquitously, the relative geographical scarcity of these metals results in them commanding high prices throughout the world.
Hemp Hemp Freeman happiness +4% Local freeman happiness Naval damage done.png +10% Ship damage done Wealth 0.25 Cultivated from time immemorial, hemp has been instrumental in the development of clothing and ropes, due to its fibrous nature.
Dates Dates Freeman happiness +4% Local freeman happiness Commerce value.png +5% National commerce income Wealth 0.30 Primarily cultivated in warmer climes, date products are a staple part of the diet in many cultures.

Slaves & Tribesmen[edit]

Trade good Province modifier Capital surplus Base trade value Description
Stone Stone Slave happiness +4% Local slave happiness Build cost.png −10% Build cost Wealth 0.25 Whereas wood will often suffice as a building material for temporary or cheap structures, only stone can yield the kind of permanence desired in a fine civic building or enduring defensive bastion.
Wild game Wild game Tribesman happiness +4% Local tribesman happiness Unit archers.png +10% Archers discipline Wealth 0.20 Since the early days of humanity, hunter-gatherers have regarded wild creatures as a primary source of nourishment. Fine meat is often hard to come by, and can result in a particularly lucrative trade.
Furs Furs Tribesman happiness +4% Local tribesman happiness Experience decay -0.50% Experience decay Wealth 0.20 Furs have been used since time immemorial to shield humans from the biting cold. Ranging from stitched rabbit skins to great bear hides, a good fur can be put to any number of uses.
Olives Olives Slave happiness +4% Local slave happiness Slave happiness +8% National slave happiness Wealth 0.25 Cultivated for millennia, olive products drive a significant part of the Mediterranean economy. Many cultures value the olive as a symbol of fertility and power.
Woad Woad Tribesman happiness +4% Local tribesman happiness Tribesman happiness +8% National tribesman happiness Wealth 0.35 Woad, as well as various other simple dyes, can be refined from the petals of certain wild flowers. Many cultures practice ritual body-painting, as well as the creation of painted iconography, using these colors.

Strategy[edit]

Strategic resources[edit]

Resources of this category grant mainly military bonuses, advantages or features. The production of cavalry in a province is linked to the availability of horses within that province, while the production of ships in a province is linked to the availability 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.

Pop happiness[edit]

Use provincial trade routes to import goods to increase a pop type's happiness within the province. This works best in provinces with large numbers of the pop type.

Note the trade goods which increase happiness at the state level when the capital has a surplus:

  • Slaves: Olives
  • Tribesmen: Woad
  • Freemen: Fish
  • Citizen: Precious metals
  • Nobles: Dyes

Food[edit]

Food resources in a province help feed the pops of the province. If there is a surplus of food (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 in pops and their happiness. Any lack of food can be prevented, by importing a food surplus from one province to a starving one. Any 1 surplus of a food resource within a province can be transferred within the player's nation by using 1 trade route.

Also, since creating a city removes Food-type Trade Goods from the settlement, such settlements should not be chosen to locate cities.

Military[edit]

Military resources affect the quality of units and bonuses 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.