Difference between revisions of "Trade goods"
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== 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 using the hemp-given advantage. | + | 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. |
Revision as of 23:01, 29 June 2020
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.
Contents
Mechanics
Production
- Each Territory produces one type of trade good applying the goods' effect on their 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
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.
- 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.
- 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 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 route costs
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
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).
- 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.
- Capital surplus - Surplus units in the capital province apply an additional national modifier. These modifiers do not stack.
- 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
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Please help with verifying or updating this section. It was last verified for version 1.3. |
Description
Strategic resources
Food
Population
Military
Economy & Technology
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.
Concepts | Buildings and Infrastructure • Colonization • Tax • Trade and Commerce • Trade goods • Population |
Domestic policy | State • Attributes • Characters • Civil war • Culture • Government • Heritages • Laws • National ideas • Position • Rebellion • Religion • Technology |
Economic policy | Buildings and Infrastructure • Economy • Food • Population • Trade • Trade goods |
Provinces | Region • Province • Territories • Colonization • Holding |
Military | Military traditions • Army • Siege • Assault • Land units • Land warfare • Naval warfare |
Foreign policy | Treaties • Warfare • Casus belli • Claim • Diplomacy • Subject nations • Barbarians |
Script | Events • Decisions • Missions |
Other | Achievements • Antagonist • Difficulty |