You can gain trade from Germany easily with merchants, africa, and north america. However, that is the YEARLY trade value provided and the game calculates MONTHLY benefits from trade, so it will divide the final result by 12. - https://discordapp.com/invite/9JdSrUt Get New Games … I have never seen a European power to fully control these areas. Can’t make $15/hr flipping 50¢ hamburgers. The Mamluks have 4 NI about trade and a good starting position to take control of most of the trade between Asia, Africa and Europe. Share this: Click to print (Opens in new window) Click to share on Reddit (Opens in new window) Click to share on Telegram (Opens in new window) Click to share on Pocket (Opens in new window) (Historically, Venetian merchants were more active in Constantinople than in Egypt in the EU4 era -- since Egyptian trade from the Red Sea would eventually end up in Constantinople, plus most of the goods from the Middle East.) Press question mark to learn the rest of the keyboard shortcuts. Moreover, both islands have the "Spice Islands" modifier (+3,0) on the production of trade goods, which amounts to a considerable income in early game. an American all I see in the chart is one gigantic, terrifying co, You included the price change event for dyes even though the odds of that happening is exceedingly rare. Quick question. This is pretty rough and not exhaustive but I'd say the most important ones are: God tier: Cloth / Cotton (-10% dev cost), Grain (+0.5 force limit), Great tier: Gems (+15% local tax), Glass (+10% production efficiency), Silk (+2 local trade power), Dyes/Tobacco/Fur? hmm nice work, but the chart only works for trade value if the provinces are in the same trade node as location and distance to your home node is a big factor for trade value. Question As I see - Paper and Gems are the best to invest on start, but their worth is getting worse in late game (though Paper gets some of its worth back). A colony's base goods produced amount is +0.01 per 100 colonists. Europa Universalis IV. The higher your power, the more trade you can steer. Total EU4 DLCs (excluding cosmetic packs) – 17. Non-colonies' base goods produced amount is +0.2 per production development level in the province. Due to price events cloth gets +35% price and iron gets +50% by endgame. Ivory and cotton and gems are pretty good and relatively easy to get, if you conquer zanzibar and Ceylon respectively. Production income can be further broken down into the below 4 key factors. This is basically a chart on which trade good is the most profitable to develop production/build production buildings in. New comments cannot be posted and votes cannot be cast. The best European trade goods are cloth, copper (early- to mid-game) and iron (mid- to late-game). Trade is one of the most important mechanics in game and yet it is poorly understood by newer players. Monopoly can still be used for non-Burgher Loyalty dump for Mercantilism. Spice up the ultimate historical strategy game with these excellent steam mods. A nation's production income is the sum of the production income of all its provinces. European trade goods . Way too tough to halt trade on a land nods. This mod adds 20 new trade goods, as well as modifies some of the existing trade goods in the base game. Trade Guide - Beginner's Tutorial. Description Discussions 2 Comments 175 Change Notes ... On Twitter On Reddit Created by. Copper also has +50% price between military tech 7 and 18, and remains at +15% afterwards. The player should attack Tidore as soon as possible and shall not restrain from the use of m… If you manage to take control of the nodes of Aden, Constantinople, Zanzibar, Tunis, Persia, Basra and the Indus, you can get a ridiculous trade income. Europa Universalis IV > General Discussions > Topic Details. Thank you very much, this is great! New DLC- Golden Century (Tier TBD) Tier 1 DLCs (Most important) Wealth of Nations. A province gains per development level in: Base tax: +1 yearly tax income base Production: Manpower: +250 maximum manpowerIrrespective of category, every point of development has the following effects on the individual province (note that only coastal provinces get sailor and naval force limit bonuses): 1. GrandHardy. You have 20% of the trade power in A and 10% of the trade power in B. So if you collect in genoa node it could be that building a wine manufactory in a genoa province will give you more income than building a cloth manufactry in a venice province just because the trade value flows in the wrong node^. The slaves themselves can’t be expensive. For dyes to drop -25% in price, a European nation would have to own the entire Bengal region (and some other provinces) and choose the "Allow It" option instead of restricting the creation of new plantations at the cost of 1 stability. New comments cannot be posted and votes cannot be cast. I know it exists. Europa Universalis IV 74140 EUIV: Suggestions 15544 EUIV: Technical Support 5487 EUIV: FAQ & Strategy Guides 170 EUIV: AAR's, Let's Plays, and … So, to be true, as I can't determine if this is really impossible or how possible is for AI to make such decision, I have to add to the premises I have mentioned that I count on all events to occur. Oh, so that's why my force limit is so bloody high as the Ottomans. Land maintenance reduction modifiers are pretty useful. Plutocratic ideas; 2. increase the amount of trade flowing in fro… I think you are right. I didn't even take quantity and it's already thrice as large as Austria's a century in. Lets also assume that 50% of the word's supply of ivory is in A, and 50% in B. ... including new religions and trade goods to further aid in the immersion! Habsburgs hate HIM!!! Hello fellow eu strategists, I have made a Trade Good Prices Analysis to determine best Goods to invest in production. in english channel, then even a grain province in china can generate MUCH more trade value than a silk province in europe. However, you can either manually copy-paste all the new routes from the file "00_tradenodes.txt" in the trade mod an place them into the same file in the conflicting mod or add the new provinces under the right trade node. ... Change Trade Goods. Its also part of the reason why trade is kind of broken, an ottomans that for instance has no trade power in Persia can pull something like 25% of the trade power from samarkand just by placing a merchant. Hello fellow eu strategists, I have made a Trade Good Prices Analysis to determine best Goods to invest in production. I'm having a hard time understanding the role of trade goods, and as such, don't place a priority on the 70+ gold for buildings that increase production. ... New graphics and music offer a change of pace from your regular EU4 playthroughs. Wine and then incence are best when blobbing hard. For controlling the market of certain goods, you can receive special bonuses. To cover pretty much all of the good trade goods you'd expect to find in parts of the New World, Furs are 9505, Cotton is 9517, Sugar is 9518, Tobacco is 9519, Cocoa is 9522, tropical wood is aow_trade_goods_events.1, and dyes are aow_trade_goods_events.2. = { #Base Price base_price = 2.5 #This resource works like 'gold' if yes, using prices from mine-value in province instead of supply/demand and baseprice. I didn't think grain was that good. I though slaves were worth more ... may have to reconsider Madagascar. Removes 5% devastation(with adjustment based on local autonomy).Development levels over 30 no longer contribute to higher coring and culture conversion costs. The discovery of the East Indian Trade Route has ushered in the age of the Spice Trade. Description Discussions 2 Comments 175 Change Notes ... On Twitter On Reddit Created by. EU4: Trade system in EU4 is fine, but also limits the game a lot. Colonize everything. These values are for the whole game, not for that year specifically. (+10% province trade power), Good tier: Cocoa (+10% local manpower), Coffee (+10% institution spread), God tier: Paper (-5% admin tech), Glass (-5% diplo tech), Grain (+20% force limit), Tropical Wood (-5% dev cost), Ivory (+2 diplo rep), Great tier: Wine (-1 unrest), Copper (-20% recruitment time), Cocoa (+5% manpower recovery), Coffee (+5% institution spread), Cotton (+20 global settler increase), Gems (-0.5 yearly inflation), Good tier: Sugar (-20% WE reduction cost), Incense (+0.5 TTF). Also why it is best to collect trade from the coast. For controlling the market of certain goods, you can receive special bonuses. Especially Africa that thing is a cash cow. Its sugar that is impossible to make profitable, you cant have manufactories in the new world now and still the price is shit. Takes some work, though, but that's interesting. Trade value it will add to the Bordeaux trade node is: 2.50 price * (1 base value + 1.35 goods produced) = 5.875 ducats (rounded to 5.88). If you, on the other hand, control at least 20% of the world trade of these goods, you will receive a special bonus, which depends on the type of the goods. Increase goods produced, by: 1.1. developing base production in owned provinces; 1.2. building manufactories and furnaces; 1.3. giving provinces to trade companies; 1.4. accumulating positive goods produced modifiers, e.g. Once I owned like 95% of the spice producing provinces in game, all of them with trade companies plus the +20% goods produced building and they were still at 4.5 or so gold. To cover pretty much all of the good trade goods you'd expect to find in parts of the New World, Furs are 9505, Cotton is 9517, Sugar is 9518, Tobacco is 9519, Cocoa is 9522, tropical wood is aow_trade_goods_events.1, and dyes are aow_trade_goods_events.2. Ivory cost is the most important all trade will funnel their. You are talking about something else. It is impossible to check all events with my experience. The base goods produced amount depends on whether the province is a colony or not. 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