Goods
From EU3 Wiki
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
- Base price = 5
- Min demand = 25%
- war: +1%
- Shipyard: +1%
- Regimental camp: +1%
- Refinery: +1%
- Naval equipment manufactory: +1%
- Weapons manufactory: +1%
- Textile manufactory: +1%
- Fine Arts Academy: +1%
- University: +1%
Wine
- Base price = 15
- Min demand = 25%
- Shipyard: +1%
- Regimental camp: +1%
- Refinery: +1%
- Naval equipment manufactory: +1%
- Weapons manufactory: +1%
- Textile manufactory: +1%
- Fine Arts Academy: +1%
- University: +1%
Wool
- Base price = 5
- Min demand = 25%
- Shipyard: +1%
- Regimental camp: +1%
- Refinery: +1%
- Naval equipment manufactory: +1%
- Weapons manufactory: +1%
- Textile manufactory: +1%
- Fine Arts Academy: +1%
- University: +1%
Cloth
- Base price = 15
- Min demand = 50%
- Max demand = 150%
- Regimental camp: +2%
- Textile manufactory: +2%
Fish
- Base price = 10
- Min demand = 25%
- Shipyard: +1%
- Regimental camp: +1%
- Refinery: +1%
- Naval equipment manufactory: +1%
- Weapons manufactory: +1%
- Textile manufactory: +1%
- Fine Arts Academy: +1%
- University: +1%
Fur
Salt
- Base price = 15
- Min demand = 25%
- Shipyard: +1%
- Regimental camp: +1%
- Refinery: +1%
- Naval equipment manufactory: +1%
- Weapons manufactory: +1%
- Textile manufactory: +1%
- Fine Arts Academy: +1%
- University: +1%
Naval supplies
- Base price = 5
- Min demand = 75%
- war: +2%
- Shipyard: +2%
- Naval equipment manufactory: +2%
Metals
Copper
- Base price = 15
- Min demand = 25%
- war: +1%
- Regimental camp: +1%
- Weapons manufactory: +1%
Gold
- Base price = 0
- Gold type
- Min demand = 100%
- Max demand = 100%
Iron
- Base price = 15
- Min demand = 25%
- war: +1%
- Regimental camp: +1%
- Weapons manufactory: +1%
African Resources
Slaves
- Base price = 5
Ivory
- Base price = 10
- Min demand = 75%
- Max demand = 200%
- Marketplace: +2%
Eastern Resources
Tea
- Base price = 10
- Min demand = 75%
- Max demand = 200%
- Marketplace: +2%
Chinaware
- Base price = 15
- Min demand = 75%
- Max demand = 200%
- Marketplace: +2%
Spices
- Base price = 15
- Min demand = 75%
- Max demand = 200%
- Marketplace: +2%
New World Resources
Coffee
- Base price = 10
- Plantation
- Min demand = 75%
- Max demand = 200%
- Marketplace: +2%
Cotton
- Base price = 10
- Plantation
- Min demand = 75%
- Max demand = 200%
- Marketplace: +2%
Sugar
- Base price = 15
- Plantation
- Min demand = 75%
- Max demand = 200%
- Marketplace: +2%
Tobacco
- Base price = 10
- Plantation
- Min demand = 75%
- Max demand = 200%
- Marketplace: +2%

