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Trade goods

Revision as of 02:25, 30 June 2020 by DC123456789 (talk | contribs) (Decreased the tier of each header)

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

Description

Trade good Category Description
  Camels Strategic Used extensively as beasts of burden and warfare, camels are adept at surviving in harsh, arid climates.
  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.
  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.
  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.
  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.
  Wood Strategic Widely used in construction and shipping, decent timber can command a high price in unforested areas.
  Grain Food 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 Food Greatly valued as a food additive and preservation agent, salt is in such high demand that it often serves as a parallel currency.
  Fish Food Fish provide a staple part of the diet and economy of every coastal civilization in the world.
  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.
  Vegetables Food Nuts, seeds, pulses and vegetables are gathered by foragers and subsistence farmers across the world.
  Dates Population Primarily cultivated in warmer climes, date products are a staple part of the diet in many cultures.
  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.
  Honey Population Although domestic beekeeping is not widespread, honey is highly sought after as a foodstuff and preservative.
  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.
  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.
  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.
  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.
  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.
  Base metals Military 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.
  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.
  Hemp Military Cultivated from time immemorial, hemp has been instrumental in the development of clothing and ropes, due to its fibrous nature.
  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.
  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.
  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.
  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.
  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.
  Gemstones Economy & Tech Highly prized as ornamental items, the incredible rarity of gemstones ensures that only the most wealthy will ever possess them.
  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.
  Incense Economy & Tech The term 'Incense' covers an array of rare, exotic substances which are primarily used for religious purposes.
  Marble Economy & Tech Due to its softness and lustrous hue, marble is regarded as the prime material with which to sculpt statues and icons.
  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.
  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.
  Spices Economy & Tech Primarily used as food additives, the many herbs which comprise the spice trade command a variable price depending on their provenance.

Strategic resources

Trade good Province Province surplus Capital surplus Exportation
  Iron Allows   Heavy infantry   +5% Local manpower   +10% Heavy infantry discipline   +5% Heavy infantry discipline
  Horses
  • Allows   Heavy cavalry
  • Allows   Light cavalry
+5% Population capacity   +10% Light cavalry discipline   +5% Light Cavalry discipline
  Wood
  • Allows   Hexere
  • Allows   Tetrere
  +3% Local tax +50% Ship recruit speed +20% Ship recruit speed
  Elephants Allows   War elephants   +5% Local manpower   +10% War elephant discipline   +5% War elephant discipline
  Steppe horses Allows   Horse archers   +5% Local manpower   +10% Horse archer discipline   +5% Horse archer discipline
  Camels Allows   Camel cavalry   +2.5% Supply limit   +10% Camel discipline   +5% Camel discipline

Food

Trade good Province Province surplus Capital surplus Exportation
  Grain +10% Local monthly food modifier +5 Local monthly food   +10% National manpower   +5% National manpower
  Salt +10% Population capacity +400 Provincial food capacity −5% Army maintenance cost −2.5% Army maintenance cost
  Fish +10% Local monthly food modifier +3 Local monthly food   +5% National freeman happiness   +2.5% National freeman happiness
  Livestock +10% Local monthly food modifier +3 Local monthly food +25% Pop promotion speed +10% Pop promotion speed
  Vegetables +10% Local monthly food modifier +3 Local monthly food −20% Move slaves cost −10% Move slaves cost

Population

Trade good Province Province surplus Capital surplus Exportation
  Wine   +5% Local freeman happiness   +1% Local freeman happiness −5% Army maintenance cost −2.5% Army maintenance cost
  Spices   +5% Local citizen output   +2.5% Local citizen output   +5% National citizen output   +2.5% National citizen output
  Precious metals +0.02 Territory provincial loyalty +0.01 Territory provincial loyalty +10% Pop assimilation speed +5% Pop assimilation speed
  Dyes   +10% Local citizen happiness   +5% Local citizen happiness   +5% National citizen happiness   +2.5% National citizen happiness
  Olives   +10% Local slave happiness   +2% Local slave happiness   +5% National slave happiness   +2.5% National slave happiness
  Woad   +10% Local tribesman happiness   +2% Local tribesman happiness   +10% National tribesman happiness   +5% National tribesman happiness
  Honey   +5% Local freeman output   +2.5% Local freeman output   +2 Diplomatic reputation   +1 Diplomatic reputation
  Dates   +5% Local freeman happiness   +2% Local freeman happiness   +5% National commerce income   +2.5% National commerce income

Military

Trade good Province Province surplus Capital surplus Exportation
  Stone   +25% Local fort defense   +5% Local fort defense −10% Build cost   +10% Fort defense
  Wild game   +10% Local tribesman output   +5% Local tribesman output   +10% Archers discipline   +5% Archers discipline
  Furs +10% Starting experience +5% Starting experience -0.50% Experience decay -0.50% Experience decay
  Leather +10% Local slave output +2% Local slave output +10% Light infantry defense +5% Light infantry defense
  Base metals +5% Local freeman output +2.5% Local freeman output +10% Light infantry offense +5% Light infantry offense
  Hemp   +10% Local slave output   +2% Local slave output +10% Ship damage done -10% Ship damage taken

Economy & Technology

Trade good Province Province surplus Capital surplus Exportation
  Amber   +10% Local tax   +5% Local tax +0.05 Monthly ruler popularity gain +0.02 Monthly ruler popularity gain
  Papyrus   +20% Research points   +5% Research points +5% Civic tech investment   +5% Research points
  Cloth   +10% Local tax   +5% Local tax +5% Oratory tech investment   +5% Research points
  Earthenware   +5% Research points   +1% Research points   +2.5% National freeman output   +1% National freeman output
  Marble +2% Local civilization level +1% Local civilization level −0.01 Monthly tyranny −0.01 Monthly tyranny
  Incense   +10% Commerce value   +2% Commerce value +2.5% State religion happiness +5% Omen power
  Gemstones   +20% Local tax   +10% Local tax +5% Country civilization level +2.5% Country civilization level
  Glass +2% Local civilization level +1% Local civilization level +5% Religious tech investment   +5% Research points
  Silk   +15% Commerce value   +5% Commerce value   +0.1 Integration speed   +0.05 Integration speed

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.