Goods

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Goods are produced in provinces. Every province produces one type of goods. The amount produced depends on the population of the province and the price of the good depends on the base price as well as supply and demand for that good. The prices for goods are global so they are the same for every nation.

The actual trade price at which the good is produced and traded is calculated according to the formula:

         d
P = Pb x -
         s
  • P - trade price of the good
  • Pb - base price of the good
  • d - demand (in %) - it can be increased by province improvements and other good-specific factors
  • s - supply (in %) - this is determined by the global produced amount of that good
Category Good Base
price
Min
demand
Max
demand
Manufactories Other buildings War Comments
Ref Nav Wpn Tex Acd Uni Shp Reg Tpl Wrk Mkt
Base
resources
Grain 5 25% 100% + + + + + + + +       + -
Wine 15 25% 100% + + + + + + + +         -
Wool 5 25% 100% + + + + + + + +         -
Cloth 15 50% 150%       ++       ++         -
Fish 10 25% 100% + + + + + + + +         -
Fur 10 75% 200%                 ++ ++     -
Salt 15 25% 100% + + + + + + + +         -
Naval supplies 5 75% 100%   ++         ++         ++ -
Metals Copper 15 25% 100%     +         +       + -
Gold - 100% 100%                         Gold type
Iron 15 25% 100%     +         +       + -
African
resources
Slaves 5  ?  ?  ?  ?  ?  ?  ?  ?  ?  ?  ?  ?  ?  ? -
Ivory 10 75% 200%                     ++   -
Eastern
resources
Tea 10 75% 200%                     ++   -
Chinaware 15 75% 200%                     ++   -
Spices 15 75% 200%                     ++   -
New World
Resources
Coffee 10 75% 200%                     ++   Plantation
Cotton 10 75% 200%                     ++   Plantation
Sugar 15 75% 200%                     ++   Plantation
Tobacco 10 75% 200%                     ++   Plantation


Contents

Explanations

  • Base price = X
    • base price of the good in ducats
    • it is set for each good and doesn't change throughout the game
    • default is 1 if not specified
  • Min demand = 50%
    • demand is never lower than this
    • default is 1% if not specified
  • Max demand = 140%
    • demand is never higher than this
    • default is 100% if not specified
  • Plantation = yes/no
    • This type of goods is categorised as plantation for demand calculations
  • Goldtype = yes/no
    • This resource works like 'gold'. If yes, using prices from mine-value province instead of supply/demand and base price; also creates gold-inflation
  • buliding name = 1%
    • type of building that gives a demand boost
  • wars = 1%
    • how much demand increases for each war in the world

Resources

Base resources

Grain

Wine

Wool

Cloth

Fish

Fur

  • Base price = 10
  • Min demand = 75%
  • Max demand = 200%

Salt

Naval supplies

Metals

Copper

Gold

  • Base price = 0
  • Gold type
  • Min demand = 100%
  • Max demand = 100%

Iron

African Resources

Slaves

  • Base price = 5

Ivory

  • Base price = 10
  • Min demand = 75%
  • Max demand = 200%

Eastern Resources

Tea

  • Base price = 10
  • Min demand = 75%
  • Max demand = 200%

Chinaware

  • Base price = 15
  • Min demand = 75%
  • Max demand = 200%

Spices

  • Base price = 15
  • Min demand = 75%
  • Max demand = 200%

New World Resources

Coffee

  • Base price = 10
  • Plantation
  • Min demand = 75%
  • Max demand = 200%

Cotton

  • Base price = 10
  • Plantation
  • Min demand = 75%
  • Max demand = 200%

Sugar

  • Base price = 15
  • Plantation
  • Min demand = 75%
  • Max demand = 200%

Tobacco

  • Base price = 10
  • Plantation
  • Min demand = 75%
  • Max demand = 200%
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