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. If trade power share is 66%, 50% trade power loss translate to 24% lost income (67:33 vs 33:33). Also why it is best to collect trade from the coast. I think you are right. The golden rule for how to get money is to do what Europeans did IRL. You have 20% of the trade power in A and 10% of the trade power in B. Also creates gold-inflation goldtype = yes/no #Optional } Manufactory Ivory and cotton and gems are pretty good and relatively easy to get, if you conquer zanzibar and Ceylon respectively. Non-colonies' base goods produced amount is +0.2 per production development level in the province. I know it exists. 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. The idea is great, but unfortunately as an American all I see in the chart is one gigantic, terrifying comma. Try to monopolize a trade node (80% is usually good enough if it isn't end-node) by conquering all the provinces in it and building marketplaces in provinces where you get at least +3.00 trade power. Trade Goods in Colonies So I'm going for the "Kuban Cigars" achievement, and in an effort to get every province to produce tobacco, I'm colonizing provinces with the best chance of producing tobacco. Mar 29, 2015 @ 11:34am You're best choice is probably to use the map filter that shows trade goods and have a look over europe with it on, print screen some pictures if you want some for reference. Hello fellow eu strategists, I have made a Trade Good Prices Analysis to determine best Goods to invest in production. ... Change Trade Goods. Press question mark to learn the rest of the keyboard shortcuts. How to trade, and how you can increase your income by doing so. = { #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. 50% trade power penalty only translates to 50% income loss as trade power share approaches zero, falling to 0% income loss as trade power share approaches 100%. The Prices for trade goods are defined in /Europa Universalis IV/common/prices/. How to limit Tag-Switching with changes to culture shifting, instead of End Game Tags (And shorter version) How Government Reforms seem poorly designed, and how I think, they can be improved. Trade in EUIV can be a gold mine if you know how to use it - it can be the difference between being rich and prosperous and just muddling along with the economy. Total EU4 DLCs (excluding cosmetic packs) – 17. I didn't even take quantity and it's already thrice as large as Austria's a century in. The best way I can think to explain it: If there are two "trade nodes", we will call them trade node A, and B. Due to price events cloth gets +35% price and iron gets +50% by endgame. Just extract the files in the rar to your mod folder, which is something like: "C:\Games\Europa Universalis IV\mod". Press J to jump to the feed. Other Mods The player should attack Tidore as soon as possible and shall not restrain from the use of m… The values shown in the provincial economic detail box are monthly values (yearly values are shown in the extended tool-tip). So because gems will be worth less in the future, they are also worth less than even the base price in 1450. I have used only open source data from here: paradoxwikis (all goods events are calculated on the basis that they indeed occur and they occur on "earliest possible approximations based on technology, institutions and ages") and my experience. Europa Universalis IV. I though slaves were worth more ... may have to reconsider Madagascar. It is impossible to check all events with my experience. Playing as Mali i took Tangiers and alot of provinces in the Seville trade node which is more valuable than my current capital in sub sahara. This mod adds 20 new trade goods, as well as modifies some of the existing trade goods in the base game. EU4 ads be like: Is your PHOENIX purple, itchy? Territorial provinces will usually generate less production income due to the higher local autonomy floor. 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. So i was going to move my capital by building palace in to Seville trade node to earn more. If you are the leader of the world production, you will receive a 10% rise to the production of these goods. Thank you very much, this is great! The higher your power, the more trade you can steer. Takes some work, though, but that's interesting. Lets also assume that 50% of the word's supply of ivory is in A, and 50% in B. 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). I didn't think grain was that good. in english channel, then even a grain province in china can generate MUCH more trade value than a silk province in europe. A place to share content, ask questions and/or talk about the grand strategy game Europa Universalis IV by Paradox Development Studio. The base goods produced amount depends on whether the province is a colony or not. For controlling the market of certain goods, you can receive special bonuses. 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. GrandHardy. 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 74140 EUIV: Suggestions 15544 EUIV: Technical Support 5487 EUIV: FAQ & Strategy Guides 170 EUIV: AAR's, Let's Plays, and … For controlling the market of certain goods, you can receive special bonuses. Europa Universalis IV > General Discussions > Topic Details. Coal is best in general. Europa Universalis IV: the best EU4 mods. Colonize everything. Europa Universalis IV. Trade focus: Trade conflict CB; Privateering; Main trade city; Trade companies. The discovery of the East Indian Trade Route has ushered in the age of the Spice Trade. Spice up the ultimate historical strategy game with these excellent steam mods. Hi all. I've figured out how to see what percentage of a resource a given province produces, but haven't yet found a way to see production on a national level. #6. Removes 5% devastation(with adjustment based on local autonomy).Development levels over 30 no longer contribute to higher coring and culture conversion costs. 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^. 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. 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. if you collect trade e.g. Plutocratic ideas; 2. increase the amount of trade flowing in fro… These values are significant not for trade, but for production revenues. Every province produces trade goods, which give production income to their owner directly. Habsburgs hate HIM!!! Evenly developing a province (4/4/4) is not as lucrative as weighting towards one type of development and reaping a greater bonus with an appropriate building (6/3/3 and a church). 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. New DLC- Golden Century (Tier TBD) Tier 1 DLCs (Most important) Wealth of Nations. Wine and then incence are best when blobbing hard. 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