贸易品:修订间差异

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(2021年11月21日 (日) 05:37‎ Yezhanquan)
 
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{{Version|1.0}}
{{Version|2.0}}
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.
'''Trade goods''' come in a wide variety of types, with 34 different trade goods divided into 6 categories, each with different trade values and modifiers. They allow a nation to tailor its provinces, and even more so the country, to its needs and desires by controlling what a province produces and where it is traded to and consumed, and are particularly important as the basis of [[trade]] and will often form the bulk of the income of an exporting nation.


== 机制 ==
== Mechanics ==
{{SVersion|1.0}}
=== Production ===
=== Production ===
* Each city produces one type of trade good applying the goods' effect on their province.
Every [[territory]] produces one type of trade good, and all territories in a [[province]] contribute their trade goods into a common pool. A [[Territories|territory]] produces 1 trade good by default (with 2 for cities and 3 for a metropolis), but can produce more with enough {{icon|slaves}} slave labor. For each additional '''15''' {{icon|slaves}} slaves in a settlement and '''20''' {{icon|slaves}} slaves in a city or metropolis (rounded down), the territory will produce one more additional trade good.
* Trade good bonuses are dependent on the type of good and they come in a wide variety. This allows 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.
* Generating a surplus ''without'' importing can be done either if your province has more than one city producing the same trade good, or if it has {{icon|slaves|24px}} 15 slaves (the base value can be changed by modifiers) in one of its cities. Each group of 15 slaves will increase the output of a trade good by 1.


=== 贸易 ===
The threshold for a surplus is reduced for each territory by the {{icon|slaves for surplus}} '''Slaves needed for Local Surplus''' modifier, and across all territories in the country by the [[File:Slavesurplus2.png|28px]] '''Slaves needed for Surplus''' modifier. Sources of these modifiers include:
* Each province has a certain number of routes it can use to import goods, and each route can be used to bring in one trade good.
* {{icon|slaves for surplus}} {{green|-2}} by the {{icon|law}} Land Seizure Protocol [[Laws#Republic|Land Reforms Law]] for [[Republic]]s (Requires {{icon|civ}} Civic Advances level 12)
* Capitals have more import routes than other provinces, the exact number is mainly defined by the nation's [[country rank]].
* {{icon|slaves for surplus}} {{green|-2}} by the {{icon|law}} Lex Sempronia Agraria [[Laws#Roman Republic|Land Reforms Law]] for {{flag|Rome|0}} [[Rome|Roman]] [[Republic]]s (Requires {{icon|civ}} Civic Advances level 12)
* Creating a trade route costs {{icon|civ|24px}} {{red|25}} Civic power.
* {{icon|slaves for surplus}} {{green|-1}} by the {{icon|law}} Formalized Agriculture [[Laws#Tribal|Infrastructure Tenets Law]] for [[Tribe]]s
* It is possible to export a trade good ''only'' if there is a surplus of the good in said province.
* {{icon|slaves for surplus}} {{green|-1}} by the {{icon|invention}} Slave Latifundia {{icon|civ}} Civic Invention
* The modifier type applied to the importing province depends on the amount of said good in that province.
* {{icon|slaves for surplus}} {{green|-1}} by the {{icon|invention}} Complex Irrigation Systems unique {{flag|Anuradhapura}} {{icon|ora}} Oratory Invention
* {{icon|slaves for surplus}} {{green|-4}} for {{icon|subject}} League cities
* {{icon|slaves for surplus}} {{green|-2}} by {{icon|farmland}} farmland terrain type
* {{icon|slaves for surplus}} {{green|-4}} by a {{icon|foundry}} Foundry (in {{icon|city}} cities)
* {{icon|slaves for surplus}} {{green|-5}} by a {{icon|farming settlement}} farming settlement or a {{icon|mine}} mine (in {{icon|settlement}} settlements)
* {{icon|slaves for surplus}} {{red|+2}} in territories with a {{icon|culture}} Unintegrated Dominant Culture


=== 应用的修正类型 ===
Some territories also have unique permanent modifiers giving surplus threshold reductions, such as the Rhodian Glass Workshops in Rhodes or the Cedars of the Gods in Phoenicia.
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).
Additionally, the {{icon|base resources}} '''Base Resource Production''' modifier increases the base number of trade goods produced regardless of the number of slaves in the territory. The most important sources of base resource production are {{icon|city}} cities and {{icon|metropolis}} metropolises, which give {{icon|base resources}} {{green|+1}} and {{icon|base resources}} {{green|+2}} base resource production, respectively. This means that cities are still a significant source of trade good surpluses even without the high {{icon|slave ratio}} slave ratios and {{icon|slaves for surplus}} slaves needed for local surplus modifiers that settlements and their buildings give.
* ''Province surplus'' - Any additional units of a certain trade good in the 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 do not apply the above ''province surplus'' modifier. Instead, they apply a national modifier. These modifiers stack.
* ''Exportation'' - Surplus units can be used for exportation to other provinces via trade routes. When doing so, this modifier is applied to the exporting province (the importing province gets one of the other 3 modifiers depending on the good's surplus level).


==  货物列表 ==
=== Surpluses and trade ===
{{SVersion|1.0}}
{{main|Trade}}
===  描述 ===
A province will have a trade good '''surplus''' if it produces more than one of a certain trade good, either because it has more than one territory producing the same trade good and/or if its territories have enough {{icon|slaves}} slaves to produce multiple resources in the territory. A surplus typically gives no inherent bonus except for the stacking base trade good bonus; the main use of surplus trade goods is to [[trade]] them away to other provinces for {{icon|commerce value}} commerce income, as well as to move the location (and bonuses) of the resource to another province. Imported trade goods contribute to the trade good surplus just like locally produced trade goods, while resources that are exported no longer give their effects to their province of origin.
{| class="mildtable sortable mw-collapsible mw-collapsed"
 
! width=10% |  商品 !! width=7% |  分类
Each trade good has a certain '''Base Trade Value''' that determines the amount of income countries receive from trading the resource. Trading common resources like {{icon|wood}} wood or {{icon|furs}} furs will give much less gold than valuable, exotic goods like {{icon|dyes}} dyes or {{icon|gemstones}} gemstones. For foreign trades (i.e. between provinces belonging to different countries), the exporting province will receive the '''full''' base trade value, modified by the country's {{icon|export value}} export value, in {{icon|commerce value}} commerce income, while the importing province will receive '''0.35''' times the base trade value in {{icon|commerce value}} commerce income, modified by the country's {{icon|import value}} import value. Domestic trades will instead give only '''0.20''' times the base trade value for both the importing and exporting provinces. Areas that can produce and export valuable trade goods are therefore generally richer and more lucrative to conquer, but making sure that there are available trade partners - for instance, buy having a large network of nearby tributaries - is also important.
! class="unsortable" |  描述
 
Trade route requests can only be initiated by the potential importer. Countries hoping to export resources should instead focus on making sure as many surplus trade goods are available as possible and if necessary make sure there are enough potential trading partners in {{icon|diplomatic range}} diplomatic range, and then wait for trade requests to come in (which generally does not take too long).
 
=== Bonuses and effects ===
Each individual trade good has a particular '''bonus''' that is applied to their [[province]], which stacks based on how many instances of the resource is present. Each category of trade goods has a different set of bonuses - military trade goods allow recruitment of the more specialized [[cohort|unit]] types as well as giving a small output or resource bonus, food trade goods increase the {{icon|food}} food available in the province, and trade goods in each of the pop type categories increase the local {{icon|happiness}} happiness of the corresponding class. These bonuses can grow to be quite significant for large and prosperous provinces that produce and import many different trade goods, and are particularly important for providing the {{icon|food}} food necessary for more urbanized provinces that have long since outstripped their limited local food supply, as well as increasing the happiness of the normally restive {{icon|nobles}} nobles and {{icon|citizens}} citizens who produce most of the {{icon|research points}} research points and {{icon|trade routes}} trade routes in the country.
 
Each trade good that has a surplus in the {{icon|capital}} capital province specifically also gives a special nationwide '''capital bonus'''. Unlike the normal province modifier, this bonus is not stackable and is only applied once per trade good, which means that it is generally better to have a large variety of surplus resources in the capital to accumulate as many bonuses as possible. As the capital province is likely to be the most populous province in any case with the most higher-class pops, it is almost always better to focus on accumulating trade good bonuses in the capital above every other province.
 
=== Changing trade goods ===
In general, trade goods cannot be changed directly by the player. Trade goods can, however, be changed indirectly with the foundation of a city. Agricultural trade goods ({{icon|grain}} grain, {{icon|fish}} fish, {{icon|livestock}} livestock, and {{icon|vegetables}} vegetables) can only be produced in settlements; founding a city on a food-producing territory will replace the trade good once the city is finished, typically with a higher value Nobles or Citizens trade good. If the city status is later revoked, the territory will revert to producing its old agricultural trade good. Note that this applies only for cities founded during the game - revoking city status of a city that already exists at start will not change the trade good.
 
The trade good of a settlement can also be changed by a few special events and missions, most notably the prospecting task of the [[generic infrastructure mission]].
 
== Goods list ==
{{SVersion|2.0}}
 
=== Strategic resources ===
 
{| class="mildtable plainlist sortable mw-collapsible"
! width=150px | Trade good
! width=250px | Province modifier
! width=230px | Capital surplus
! width=70px | Base trade value
! Description
! class="unsortable" |
 
|- id="Iron"
| {{icon|Iron|50px}} Iron
|
* Allows {{icon|Heavy infantry}} Heavy infantry in {{icon|legion}} legions
* {{icon|local tax}} {{green|+2%}} Local tax
| {{icon|heavy infantry}} {{green|+10%}} Heavy infantry discipline
| {{icon|wealth}} '''0.30'''
| ''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.''
|- id="Horses"
| {{icon|Horses|50px}} Horses
|
* Allows {{icon|Heavy cavalry}} Heavy cavalry in {{icon|legion}} legions
* Allows {{icon|Light cavalry}} Light cavalry in {{icon|legion}} legions
* {{icon|pop output}} {{green|+1%}} Population Output
| {{icon|heavy cavalry}} {{green|+10%}} Heavy Cavalry discipline
| {{icon|wealth}} '''0.25'''
| ''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.''
|- id="Wood"
| {{icon|Wood|50px}} Wood
|
* Allows {{icon|Hexere}} Hexere
* Allows {{icon|Tetrere}} Tetrere
* Allows {{icon|Octere}} Octere
* Allows {{icon|Mega-Polyreme}} Mega-Polyreme
* {{icon|manpower}} {{green|+2%}} Local manpower
| {{icon|ship recruit speed}} {{green|+25%}} Ship recruit speed
| {{icon|wealth}} '''0.20'''
| ''Widely used in construction and shipping, decent timber can command a high price in unforested areas.''
|- id="Elephants"
| {{icon|Elephants|50px}} Elephants
|
* Allows {{icon|War elephants}} War elephants in {{icon|legion}} legions
* {{icon|pop output}} {{green|+3%}} Population Output
| {{icon|war elephants}} {{green|+10%}} War elephant discipline
| {{icon|wealth}} '''0.30'''
| ''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.''
|- id="Steppe horses"
| {{icon|Steppe horses|50px}} Steppe horses
|
* Allows {{icon|Horse archers}} Horse archers in {{icon|legion}} legions
* {{icon|pop output}} {{green|+1%}} Population Output
| {{icon|horse archers}} {{green|+10%}} Horse Archer discipline
| {{icon|wealth}} '''0.25'''
| ''Steppe horses, while often smaller and stockier than their western counterparts, are more suited for their life in the arid terrain of the steppe.''
|- id="Camels"
| {{icon|Camels|50px}} Camels
|
* Allows {{icon|Camel cavalry}} Camel cavalry in {{icon|legion}} legions
* {{icon|commerce value}} {{green|+2%}} Province commerce
| {{icon|camel cavalry}} {{green|+10%}} Camel discipline
| {{icon|wealth}} '''0.25'''
| ''Used extensively as beasts of burden and warfare, camels are adept at surviving in harsh, arid climates.''
|}
 
=== Food ===
{| class="mildtable plainlist sortable mw-collapsible"
! width=150px | Trade good
! width=250px | Province modifier
! width=230px | Capital surplus
! width=70px | Base trade value
! Description
! class="unsortable" |
 
|- id="Grain"
| {{icon|Grain|50px}} Grain
| {{icon|food}} {{green|+5}} Local monthly food
| {{icon|food}} {{green|+5%}} Global monthly food modifier
| {{icon|wealth}} '''0.30'''
| ''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.''
|- id="Salt"
| {{icon|Salt|50px}} Salt
| {{icon|food}} {{green|+3%}} Local monthly food modifier
| {{icon|army maintenance}} {{green|−5%}} Legion maintenance cost
| {{icon|wealth}} '''0.30'''
| ''Greatly valued as a food additive and preservation agent, salt is in such high demand that it often serves as a parallel currency.''
|- id="Fish"
| {{icon|Fish|50px}} Fish
| {{icon|food}} {{green|+3}} Local monthly food
| {{icon|freeman happiness}} {{green|+8%}} National freeman happiness
| {{icon|wealth}} '''0.20'''
| ''Fish provide a staple part of the diet and economy of every coastal civilization in the world.''
|- id="Livestock"
| {{icon|Livestock|50px}} Livestock
| {{icon|food}} {{green|+3}} Local monthly food
| {{icon|promotion}} {{green|+25%}} Pop promotion speed
| {{icon|wealth}} '''0.30'''
| ''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.''
|- id="Honey"
| {{icon|Honey|50px}} Honey
| {{icon|food}} {{green|+3%}} Local monthly food modifier
| {{icon|Diplomatic reputation}} {{green|+3}} Diplomatic reputation
| {{icon|wealth}} '''0.40'''
| ''Although domestic beekeeping is not widespread, honey is highly sought after as a foodstuff and preservative.''
|- id="Vegetables"
| {{icon|Vegetables|50px}} Vegetables
| {{icon|food}} {{green|+3%}} Local monthly food modifier
| {{icon|slave move cost}} {{green|−25%}} Move slaves cost
| {{icon|wealth}} '''0.20'''
| ''Nuts, seeds, pulses and vegetables are gathered by foragers and subsistence farmers across the world.''
|}
 
=== Nobles ===
{| class="mildtable plainlist sortable mw-collapsible"
! width=150px | Trade good
! width=250px | Province modifier
! width=230px | Capital surplus
! width=70px | Base trade value
! Description
! class="unsortable" |
 
|- id="Papyrus"
| {{icon|Papyrus|50px}} Papyrus
| {{icon|noble happiness}} {{green|+4%}} Local noble happiness
| {{icon|civic tech investment}} {{green|+5%}} Civic tech investment
| {{icon|wealth}} '''0.45'''
| ''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.''
|- id="Cloth"
| {{icon|Cloth|50px}} Cloth
| {{icon|noble happiness}} {{green|+4%}} Local noble happiness
| {{icon|oratory tech investment}} {{green|+5%}} Oratory tech investment
| {{icon|wealth}} '''0.35'''
| ''Cloth can be produced from numerous plant or animal products, and is found, in varying quality, at markets throughout the known world.''
|- id="Dyes"
| {{icon|Dyes|50px}} Dyes
| {{icon|noble happiness}} {{green|+4%}} Local noble happiness
| {{icon|noble happiness}} {{green|+8%}} National noble happiness
| {{icon|wealth}} '''0.45'''
| ''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.''
|- id="Marble"
| {{icon|Marble|50px}} Marble
| {{icon|noble happiness}} {{green|+4%}} Local noble happiness
| {{icon|tyranny}} {{green|−0.01}} Monthly tyranny
| {{icon|wealth}} '''0.35'''
| ''Due to its softness and lustrous hue, marble is regarded as the prime material with which to sculpt statues and icons.''
|- id="Incense"
| {{icon|Incense|50px}} Incense
| {{icon|noble happiness}} {{green|+4%}} Local noble happiness
| {{icon|state religion happiness}} {{green|+5%}} State religion happiness
| {{icon|wealth}} '''0.45'''
| ''The term 'Incense' covers an array of rare, exotic substances which are primarily used for religious purposes.''
|- id="Silk"
| {{icon|Silk|50px}} Silk
| {{icon|noble happiness}} {{green|+4%}} Local noble happiness
| {{icon|noble output}} {{green|+3%}} Local noble output
| {{icon|wealth}} '''0.40'''
| ''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.''
|}
 
=== Citizens ===
{| class="mildtable plainlist sortable  mw-collapsible"
! width=150px | Trade good
! width=250px | Province modifier
! width=230px | Capital surplus
! width=70px | Base trade value
! Description
! class="unsortable" |
|- id="Amber"
| {{icon|Amber|50px}} Amber
| {{icon|citizen happiness}} {{green|+4%}} Local citizen happiness
| {{icon|popularity}} {{green|+0.05}} Monthly ruler popularity gain
| {{icon|wealth}} '''0.50'''
| ''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.''
|- id="Spices"
| {{icon|Spices|50px}} Spices
| {{icon|citizen happiness}} {{green|+4%}} Local citizen happiness
| {{icon|citizen output}} {{green|+3%}} National citizen output
| {{icon|wealth}} '''0.45'''
| ''Primarily used as food additives, the many herbs which comprise the spice trade command a variable price depending on their provenance.''
|- id="Precious metals"
| {{icon|Precious metals|50px}} Precious metals
| {{icon|citizen happiness}} {{green|+4%}} Local citizen happiness
| {{icon|citizen happiness}} {{green|+8%}} National citizen happiness
| {{icon|wealth}} '''0.50'''
| ''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.''
|- id="Earthenware"
| {{icon|Earthenware|50px}} Earthenware
| {{icon|citizen happiness}} {{green|+4%}} Local citizen happiness
| {{icon|freeman output}} {{green|+3%}} National freeman output
| {{icon|wealth}} '''0.35'''
| ''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.''
|- id="Gemstones"
| {{icon|Gemstones|50px}} Gemstones
| {{icon|citizen happiness}} {{green|+4%}} Local citizen happiness
| {{icon|civilization}} {{green|+5%}} Country civilization level
| {{icon|wealth}} '''0.50'''
| ''Highly prized as ornamental items, the incredible rarity of gemstones ensures that only the most wealthy will ever possess them.''
|- id="Glass"
| {{icon|Glass|50px}} Glass
| {{icon|citizen happiness}} {{green|+4%}} Local citizen happiness
| {{icon|civilization}} {{green|+5%}} Country civilization level
| {{icon|wealth}} '''0.40'''
| ''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.''
|}
 
=== Freemen ===
{| class="mildtable plainlist sortable mw-collapsible"
! width=150px | Trade good
! width=250px | Province modifier
! width=230px | Capital surplus
! width=70px | Base trade value
! Description
! class="unsortable" |
 
|- id="Wine"
| {{icon|Wine|50px}} Wine
| {{icon|freeman happiness}} {{green|+4%}} Local freeman happiness
| {{icon|army maintenance}} {{green|−5%}} Legion maintenance cost
| {{icon|wealth}} '''0.30'''
| ''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.''
|- id="Leather"
| {{icon|Leather|50px}} Leather
| {{icon|freeman happiness}} {{green|+4%}} Local freeman happiness
| {{icon|light infantry}} {{green|+10%}} Light infantry defense
| {{icon|wealth}} '''0.20'''
| ''Tanned hides have numerous applications in domestic and military life. Early shields were often leather clad, softening the blow of any incoming strikes.''
|- id="Base metals"
| {{icon|Base metals|50px}} Base metals
| {{icon|freeman happiness}} {{green|+4%}} Local freeman happiness
| {{icon|light infantry}} {{green|+10%}} Light infantry offense
| {{icon|wealth}} '''0.35'''
| ''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.''
|- id="Hemp"
| {{icon|Hemp|50px}} Hemp
| {{icon|freeman happiness}} {{green|+4%}} Local freeman happiness
| {{icon|ship damage done}} {{green|+10%}} Ship damage done
| {{icon|wealth}} '''0.25'''
| ''Cultivated from time immemorial, hemp has been instrumental in the development of clothing and ropes, due to its fibrous nature.''
|- id="Dates"
| {{icon|Dates|50px}} Dates
| {{icon|freeman happiness}} {{green|+4%}} Local freeman happiness
| {{icon|Commerce income}} {{green|+5%}} National commerce income
| {{icon|wealth}} '''0.30'''
| ''Primarily cultivated in warmer climes, date products are a staple part of the diet in many cultures.''
|}
 
=== Slaves & Tribesmen ===
{| class="mildtable plainlist sortable mw-collapsible"
! width=150px | Trade good
! width=250px | Province modifier
! width=230px | Capital surplus
! width=70px | Base trade value
! Description
! class="unsortable" |
 
|- id="Stone"
| {{icon|Stone|50px}} Stone
| {{icon|slave happiness}} {{green|+4%}} Local slave happiness
| {{icon|build cost}} {{green|−5%}} Build cost
| {{icon|wealth}} '''0.25'''
| ''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.''
|- id="Wild game"
| {{icon|Wild game|50px}} Wild game
| {{icon|tribesman happiness}} {{green|+4%}} Local tribesman happiness
| {{icon|archers}} {{green|+10%}} Archers discipline
| {{icon|wealth}} '''0.20'''
| ''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.''
|- id="Furs"
| {{icon|Furs|50px}} Furs
| {{icon|tribesman happiness}} {{green|+4%}} Local tribesman happiness
| {{icon|experience decay}} {{green|-0.50%}} Experience decay
| {{icon|wealth}} '''0.20'''
| ''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.''
|- id="Olives"
| {{icon|Olives|50px}} Olives
| {{icon|slave happiness}} {{green|+4%}} Local slave happiness
| {{icon|slave happiness}} {{green|+8%}} National slave happiness
| {{icon|wealth}} '''0.25'''
| ''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.''
|- id="Woad"
| {{icon|Woad|50px}} Woad
| {{icon|tribesman happiness}} {{green|+4%}} Local tribesman happiness
| {{icon|tribesman happiness}} {{green|+8%}} National tribesman happiness
| {{icon|wealth}} '''0.35'''
| ''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.''
|}
 
== Strategy ==
This section gives an account of Goods by their corresponding effects:
=== Military Strength ===
{| class="mildtable plainlist sortable mw-collapsible"
! Trade good
! Province modifier (Military-related only)
! Capital surplus (Military-related only)
|-
|-
| {{icon|Camel|50px}} {{Ruby| 骆驼|Camels}} || 战略
| {{icon|Iron|20px}} Iron
| ''骆驼适合在恶劣干旱的气候下生存,被广泛用作驮畜和军用牲口。''
| Allows {{icon|Heavy infantry|20px}} Heavy infantry
| {{icon|Heavy infantry|20px}} {{green|+10%}} Heavy infantry Discipline
|-
|-
| {{icon|Elephants|50px}} {{Ruby| 大象|Elephants}} || 战略
| {{icon|Horses|20px}} Horses
| ''和许多载重牲口一样,大象被驯化后用于农业、宗教和军事用途。许多文明认为大象是神圣或可敬的生物。''
| Allows {{icon|Heavy cavalry|20px}} Heavy cavalry and {{icon|Light cavalry|20px}} Light cavalry
| {{icon|Heavy cavalry|20px}} {{green|+10%}} Heavy Cavalry Discipline
|-
|-
| {{icon|Horses|50px}} {{Ruby| 马匹|Horses}} || 战略
| {{icon|Elephants|20px}} Elephants
| ''在农业和战争中,马匹的使用很普遍。作为载重的牲口,他们很适合拉战车,也很适合载着骑手。''
| Allows {{icon|War elephants|20px}} War elephants
| {{icon|war elephants|20px}} {{green|+10%}} War elephant Discipline
|-
|-
| {{icon|Iron|50px}} {{Ruby| |Iron}} || 战略
| {{icon|Steppe horses|20px}} Steppe horses
| ''铁加工的存在定义了许多文明。作为一种前所未有的材料,它用于打造工具和武器,但其力量却远远超过它的前辈青铜。''
| Allows {{icon|Horse archers|20px}} Horse archers
| {{icon|horse archers|20px}} {{green|+10%}} Horse Archer Discipline
|-
|-
| {{icon|Steppe horses|50px}} {{Ruby| 草原马|Steppe horses}} || 战略
| {{icon|Camels|20px}} Camels
| ''草原上的马虽然比西方的马更小但更结实,更适合在草原的干旱地带生活。''
| Allows {{icon|Camel cavalry|20px}} Camel cavalry
| {{icon|camel cavalry|20px}} {{green|+10%}} Camel Discipline
|-
|-
| {{icon|Wood|50px}} {{Ruby| 木材|Wood}} || 战略
| {{icon|Leather|20px}} Leather
| ''优质木材广泛用于建筑和运输,并且在无森林地区的价格居高不下。''
|
 
| {{icon|light infantry|20px}} {{green|+10%}} Light infantry Defense
|-
|-
| {{icon|Fish|50px}} {{Ruby| |Fish}} || 增长
| {{icon|Base metals|20px}} Base metals
| ''世界上所有沿海文明的饮食和经济中,鱼占据了其很大一部分。''
|
| {{icon|light infantry|20px}} {{green|+10%}} Light infantry Offense
|-
|-
| {{icon|Grain|50px}} {{Ruby| 谷物|Grain}} || 增长
| {{icon|Wild game|20px}} Wild game
| ''长期以来,谷物一直是人类的主食。经过加工成面粉,随即便成为面包,谷物的种植为许多国家提供了绝大多数的食物供给。''
|
| {{icon|archers|20px}} {{green|+10%}} Archers Discipline
|-
|-
| {{icon|Livestock|50px}} {{Ruby| 家畜|Livestock}} || 增长
| {{icon|Furs|20px}} Furs
| ''家畜包含了众多被驯化的动物,提供大量如牛奶、奶酪、肉类和羊毛之类的商品,而这些商品都是经济的重要组成部分。''
|
| {{icon|experience decay|20px}} {{green|-0.50%}} Experience decay
|}


Resources of this category grant mainly military bonuses, advantages or features. The production of cavalry in a province is linked to the availability of horses within that province, while the production of ships in a province is linked to the availability 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''.
There are also military resources affecting the quality of units and bonuses 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.
==== Navy ====
{| class="mildtable plainlist sortable  mw-collapsible"
! Trade good
! Province modifier (Navy-related only)
! Capital surplus (Navy-related only)
|-
|-
| {{icon|Dates|50px}} {{Ruby| 椰枣|Dates}} || 人口
| {{icon|Wood|20px}} Wood
| ''椰枣主要种植在温暖的气候中,椰枣制品在许多文明中的日常饮食中被作为主食。''
| Allows {{icon|Hexere|20px}} Hexere, {{icon|Tetrere|20px}} Tetrere, {{icon|Octere|20px}} Octere and {{icon|Mega-Polyreme|20px}} Mega-Polyreme
| {{icon|ship recruit speed|20px}} {{green|+25%}} Ship recruit speed
|-
|-
| {{icon|Dyes|50px}} {{Ruby|染料|Dyes}} || 人口
| {{icon|Hemp|20px}} Hemp
| ''昂贵的染料,如骨螺紫和胭脂虫粉,是从栖息地极狭小的稀有无脊椎动物中获取的。这些颜色在许多文化的统治精英中尤为受欢迎,且其价格注定居高不下。''
|-
| {{icon|ship damage done|20px}} {{green|+10%}} Ship damage done
| {{icon|Honey|50px}} {{Ruby|蜂蜜|Honey}} || 人口
|}
| ''虽然家庭养蜂并不普遍,但作为一种食品和防腐剂,蜂蜜是非常受欢迎的。''
 
|-
===Production Benefits===
| {{icon|Olives|50px}} {{Ruby|橄榄|Olives}} || 人口
==== Happiness ====
| ''培育了几千年的橄榄产品,是地中海经济的重要组成部分。许多文明认为橄榄是多产和力量的象征。''
Use provincial trade routes to import goods to increase a pop type's happiness within the province. This works best in provinces with large numbers of the pop type.
|-
| {{icon|Precious metals|50px}} {{Ruby|贵金属|Precious metals}} || 人口
| ''自从硬币开始铸造以来,黄金和白银一直被认为是相对价值的衡量标准。黄金作为一种商品的历史与其在宗教和神话意象中的使用密切相关。''
|-
| {{icon|Wild game|50px}} {{Ruby| 野味|Wild game}} || 人口
| ''从人类早期历史开始,狩猎采集者已将野生动物视为主要的食物来源。好的肉通常很难买到,而且还会带来一场格外有利可图的交易。''
|-
| {{icon|Wine|50px}} {{Ruby|酒|Wine}} || 人口
| ''葡萄酒产自葡萄、葡萄干和许多其他水果,在娱乐、宗教和文化活动方面有着无尽用途。葡萄酒贸易是地中海经济的重要组成部分。''
|-
| {{icon|Woad|50px}} {{Ruby|靛青|Woad}} || 人口
| ''靛青以及其他各种简单染料都可以从某些野花的花瓣中提炼出来。许多文化都有传统的人体彩绘,以及用这些颜色创作的绘画肖像。''


Note the trade goods which increase happiness at the state level when the capital has a surplus:
{| class="mildtable plainlist sortable  mw-collapsible"
! Trade good
! Capital surplus
|-
|-
| {{icon|Base metals|50px}} {{Ruby| 基本金属|Base metals}} || 军事
| {{icon|Fish|20px}} Fish
| ''铜、锡和铅虽然不适合军事用途,但长期以来一直用于冶炼合金及装饰品。尽管到处都在使用这些金属,但由于地理上的相对匮乏,致使它们在世界各地的价格居高不下。''
| {{icon|freeman happiness|20px}} {{green|+8%}} National freeman happiness
|-
| {{icon|Dyes|20px}} Dyes
| {{icon|noble happiness|20px}} {{green|+8%}} National noble happiness
|-
|-
| {{icon|Furs|50px}} {{Ruby| 毛皮|Furs}} || 军事
| {{icon|Incense|20px}} Incense
| ''从远古时代起,人类就一直在使用毛皮来抵御刺骨的寒冷。从缝制的兔皮到大熊皮,一件好皮毛的用途数不胜数。''
| {{icon|state religion happiness|20px}} {{green|+5%}} State religion happiness
|-
|-
| {{icon|Hemp|50px}} {{Ruby| |Hemp}} || 军事
| {{icon|Precious metals|20px}} Precious metals
| ''麻从无法追忆的远古时期以来就受到驯化种植,由于具有纤维的性质,麻在服装和绳索的发展中起到了重要作用。''
| {{icon|citizen happiness|20px}} {{green|+8%}} National citizen happiness
|-
|-
| {{icon|Leather|50px}} {{Ruby|皮革|Leather}} || 军事
| {{icon|Olives|20px}} Olives
| ''鞣制过的兽皮在家庭和军事生活中有很多用途。早期的盾牌通常是皮制的,其能减轻任何攻击造成的伤害。''
| {{icon|slave happiness|20px}} {{green|+8%}} National slave happiness
|-
|- 
| {{icon|Salt|50px}} {{Ruby| 盐|Salt}} || 军事
| {{icon|Woad|20px}} Woad
| ''作为一种食品添加剂兼保鲜剂,盐的需求量如此之大,以至于它经常作为一种平行货币。''
| {{icon|tribesman happiness|20px}} {{green|+8%}} National tribesman happiness
|-
|}
| {{icon|Stone|50px}} {{Ruby|石料|Stone}} || 军事
| ''尽管木材通常足以作为临时或廉价建筑的建筑材料,但只有石头才能造就优质市政建筑或持久防御堡垒中所需要的那种持久。''
|-
| {{icon|Vegetables|50px}} {{Ruby|蔬菜|Vegetables}} || 军事
| ''坚果、种子、干豆和蔬菜是由世界各地的采集者和自给自足的农民收集的。''


==== Economical ====
Extra economical benefits excluding Happiness:
{| class="mildtable plainlist sortable  mw-collapsible"
! Trade good
! Province modifier (Economy-related only)
! Capital surplus (Economy-related only)
|-
|-
| {{icon|Amber|50px}} {{Ruby| 琥珀|Amber}} || 经济 & 科技
| {{icon|Iron|20px}} Iron
| ''琥珀由松树的树脂形成,作为装饰材料的吸引力,再加上它的稀缺性,这就造就了一种尤为珍贵的商品。''
| {{icon|local tax|20px}} {{green|+2%}} Local tax
|-
|-
| {{icon|Cloth|50px}} {{Ruby| 布料|Cloth}} || 经济 & 科技
| {{icon|Horses|20px}} Horses
| ''布料可产自大量植物或动物产品,并且据发现,其在世界各地的市场上都有不同的质量。''
| {{icon|pop output|20px}} {{green|+1%}} Population Output
|-
|-
| {{icon|Earthenware|50px}} {{Ruby| 陶器|Earthenware}} || 经济 & 科技
| {{icon|Elephants|20px}} Elephants
| ''自发现火以来,陶器的生产一直是人类文明的决定性活动。陶器包括一些实用的餐具,如碗和壶,以及雕像、瓮和其他装饰物品。''
| {{icon|pop output|20px}} {{green|+3%}} Population Output
|-
|-
| {{icon|Gemstones|50px}} {{Ruby| 宝石|Gemstones}} || 经济 & 科技
| {{icon|Steppe horses|20px}} Steppe horses
| ''作为异常珍贵的装饰品,宝石的稀缺令人难以置信,这也确保只有最富有的人才能拥有它们。''
| {{icon|pop output|20px}} {{green|+1%}} Population Output
|-
|-
| {{icon|Glass|50px}} {{Ruby| 玻璃|Glass}} || 经济 & 科技
| {{icon|Camels|20px}} Camels
| ''玻璃生产的限制对其作为一种商品的价值产生了巨大的影响。对玻璃珠、装饰品甚至是瓮的需求在世界各地都相当大。''
| {{icon|commerce value|20px}} {{green|+2%}} Province commerce
|-
|-
| {{icon|Incense|50px}} {{Ruby| |Incense}} || 经济 & 科技
| {{icon|Salt|20px}} Salt
| ''“香”一词涵盖了一系列罕见的异域物质,而它们主要用于宗教用途。''
|
| {{icon|army maintenance|20px}} {{green| −5%}} Army maintenance cost
|-
|-
| {{icon|Marble|50px}} {{Ruby| 大理石|Marble}} || 经济 & 科技
| {{icon|Earthenware|20px}} Earthenware
| ''由于拥有柔软光亮的色调,大理石被认为是人像雕塑和圣像的最好材料。''
|
| {{icon|freeman output|20px}} {{green|+3%}} National freeman output
|-
|-
| {{icon|Papyrus|50px}} {{Ruby| 莎草纸|Papyrus}} || 经济 & 科技
| {{icon|Wine|20px}} Wine
| ''大多数文明世界都使用刻写版、蚀刻画和石刻来存录文字。然而,产自埃及地区的独特莎草纸为此提供了更便利的使用途径。''
|
| {{icon|army maintenance|20px}} {{green| −5%}} Army maintenance cost
|-
|-
| {{icon|Silk|50px}} {{Ruby| 丝绸|Silk}} || 经济 & 科技
| {{icon|Dates|20px}} Dates
| ''丝绸的制作技术起源自遥远的东方,笼罩在一片神秘之中。这种异域的面料非常罕见,足以引起人们的极大兴趣,导致更为高昂的价格。''
|
| {{icon|Commerce income|20px}} {{green|+5%}} National commerce income
|-
|-
| {{icon|Spices|50px}} {{Ruby| 香料|Spices}} || 经济 & 科技
| {{icon|Stone|20px}} Stone
| ''作为香料贸易组成部分的许多药草主要用于食品添加剂,其价格依据原产地而定。''
|
 
| {{icon|build cost|20px}} {{green| −5%}} Build cost
|}
|}


=== 效果 ===
==== Manpower ====
{| class="mildtable plainlist sortable"
Extra manpower benefits excluding Happiness:
! width=100px | 商品 !! 分类
{| class="mildtable plainlist sortable mw-collapsible"
! 省份 !! 省份盈余
! Trade good
! 首都盈余 !! 出口
! Province modifier (Manpower-related only)
! Capital surplus (Manpower-related only)
|-
|-
| {{icon|Camel|50px}} {{Ruby|骆驼|Camels}} || 战略
| {{icon|Horses|20px}} Horses
| 允许 {{icon|Camel cavalry}} 骆驼骑兵 || {{icon|Supply limit}} {{green|+2.5%}} 补给上限
| {{icon|pop output|20px}} {{green|+1%}} Population Output
| {{icon|discipline}} {{green|+10%}} 骆驼骑兵训练度 || {{icon|discipline}} {{green|+5%}} 骆驼骑兵训练度
|-
|-
| {{icon|Elephants|50px}} {{Ruby|大象|Elephants}} || 战略
| {{icon|Wood|20px}} Wood
| 允许 {{icon|War elephants}} 战象 || {{icon| manpower}} {{green|+5%}} 本地人力
| {{icon|manpower|20px}} {{green|+2%}} Local manpower
| {{icon|discipline}} {{green|+10%}} 战象训练度 || {{icon|discipline}} {{green|+5%}} 战象训练度
|-
| {{icon|Horses|50px}} {{Ruby|马匹|Horses}} || 战略
|
|
* 允许 {{icon|Heavy cavalry}} 重骑兵
* 允许 {{icon|Light cavalry}} 轻骑兵
| {{icon| manpower}} {{green|+5%}} 本地人力
| {{icon|discipline}} {{green|+10%}} 轻骑兵训练度 || {{icon|discipline}} {{green|+5%}} 轻骑兵训练度
|-
|-
| {{icon|Iron|50px}} {{Ruby|铁|Iron}} || 战略
| {{icon|Elephants|20px}} Elephants
| 允许 {{icon|Heavy infantry}} 重步兵 || {{icon| manpower}} {{green|+5%}} 本地人力
| {{icon|pop output|20px}} {{green|+3%}} Population Output
| {{icon|discipline}} {{green|+10%}} 重步兵训练度 || {{icon|discipline}} {{green|+5%}} 重步兵训练度
|-
|-
| {{icon|Steppe horses|50px}} {{Ruby|草原马|Steppe horses}} || 战略
| {{icon|Steppe horses|20px}} Steppe horses
| 允许 {{icon|Horse archers}} 弓骑兵 || {{icon| manpower}} {{green|+5%}} 本地人力
| {{icon|pop output|20px}} {{green|+1%}} Population Output
| {{icon|discipline}} {{green|+10%}} 弓骑兵训练度 || {{icon|discipline}} {{green|+5%}} 弓骑兵训练度
|
|-
| {{icon|Spices|20px}} Spices
| {{icon|citizen output|20px}} {{green|+3%}} National citizen output
|-
|-
| {{icon|Wood|50px}} {{Ruby|木材|Wood}} || 战略
| {{icon|Earthenware|20px}} Earthenware
| 允许 {{icon|Trireme}} 三层划桨战船 || {{icon|Local tax}} {{green|+3%}} 本地税收
| {{icon|discipline}} {{green|+10%}} 三层划桨战船训练度 || {{icon|discipline}} {{green|+5%}} 三层划桨战船训练度
| {{icon|freeman output|20px}} {{green|+3%}} National freeman output
|}


=== State, Research, Politics and Infrastructures ===
Everything else is here.
{| class="mildtable plainlist sortable  mw-collapsible"
! Trade good
! Capital surplus
|-
| {{icon|Livestock|20px}} Livestock
| {{icon|promotion|20px}} {{green|+25%}} Pop promotion speed
|-
| {{icon|Honey|20px}} Honey
| {{icon|Diplomatic reputation|20px}} {{green|+3}} Diplomatic reputation
|-
| {{icon|Vegetables|20px}} Vegetables
| {{icon|slave move cost|20px}} {{green|−25%}} Move slaves cost
|-
| {{icon|Papyrus|20px}} Papyrus
| {{icon|civic tech investment|20px}} {{green|+5%}} Civic tech investment
|-
|-
| {{icon|Fish|50px}} {{Ruby|鱼|Fish}} || 增长
| {{icon|Cloth|20px}} Cloth
| {{icon|Local population growth}} {{green|+5%}} 本地人口增长 || {{icon|Local population growth}} {{green|+2.5%}} 本地人口增长
| {{icon|oratory tech investment|20px}} {{green|+5%}} Oratory tech investment
| {{icon|happiness}} {{green|+5%}} 全国自由民幸福度 || {{icon|happiness}} {{green|+2.5%}} 全国自由民幸福度
|-
| {{icon|Marble|20px}} Marble
| {{icon|tyranny|20px}} {{green| −0.01}} Monthly tyranny
|-
| {{icon|Silk|20px}} Silk
| {{icon|noble output|20px}} {{green|+3%}} Local noble output
|-
|-
| {{icon|Grain|50px}} {{Ruby|谷物|Grain}} || 增长
| {{icon|Amber|20px}} Amber
| {{icon|Local population growth}} {{green|+10%}} 本地人口增长 || {{icon|Local population growth}} {{green|+5%}} 本地人口增长
| {{icon|popularity|20px}} {{green|+0.05}} Monthly ruler popularity gain
| {{icon|National manpower}} {{green|+10%}} 国家人力 || {{icon|National manpower}} {{green|+5%}} 国家人力
|-
|-
| {{icon|Livestock|50px}} {{Ruby|家畜|Livestock}} || 增长
| {{icon|Spices|20px}} Spices
| {{icon|Local population growth}} {{green|+5%}} 本地人口增长 || {{icon|Local population growth}} {{green|+2%}} 本地人口增长
| {{icon|citizen output|20px}} {{green|+3%}} National citizen output
| {{green|−10%}} 自由民升级花费 || {{green|−5%}} 自由民升级花费
 
|-
|-
| {{icon|Dates|50px}} {{Ruby|椰枣|Dates}} || 人口
| {{icon|Gemstones|20px}} Gemstones
| {{icon|happiness}} {{green|+5%}} 本地自由民幸福度 || {{icon|happiness}} {{green|+2%}} 本地自由民幸福度
| {{icon|civilization|20px}} {{green|+5%}} Country civilization level
| {{icon|Commerce income}} {{green|+5%}} 国家商业收入 || {{icon|Commerce income}} {{green|+2.5%}} 国家商业收入
|-
|-
| {{icon|Dyes|50px}} {{Ruby|染料|Dyes}} || 人口
| {{icon|Glass|20px}} Glass
| {{icon|happiness}} {{green|+10%}} 本地公民幸福度 || {{icon|happiness}} {{green|+5%}} 本地公民幸福度
| {{icon|civilization|20px}} {{green|+5%}} Country civilization level
| {{icon|national output modifier}} {{green|+5%}} 全国公民产出 || {{icon|national output modifier}} {{green|+2.5%}} 全国公民产出
|}
|-
| {{icon|Honey|50px}} {{Ruby|蜂蜜|Honey}} || 人口
| {{icon|local output modifier}} {{green|+5%}} 本地自由民产出 || {{icon|local output modifier}} {{green|+2.5%}} 本地自由民产出
| {{icon|Diplomatic reputation}} {{green|+2%}} 外交声誉 || {{icon|Diplomatic reputation}} {{green|+1%}} 外交声誉
|-
| {{icon|Olives|50px}} {{Ruby|橄榄|Olives}} || 人口
| {{icon|happiness}} {{green|+10%}} 本地奴隶幸福度 || {{icon|happiness}} {{green|+2%}} 本地奴隶幸福度
| {{icon|happiness}} {{green|+5%}} 全国奴隶幸福度 || {{icon|happiness}} {{green|+2.5%}} 全国奴隶幸福度
|-
| {{icon|Precious metals|50px}} {{Ruby|贵金属|Precious metals}} || 人口
| {{icon|happiness}} {{green|+10%}} 本地公民幸福度 || {{green|+1%}} 城市省份忠诚度
| {{green|−10%}} 公民升级花费 || {{green|−5%}} 公民升级花费
|-
| {{icon|Wild game|50px}} {{Ruby|野味|Wild game}} || 人口
| {{icon|local output modifier}} {{green|+10%}} 本地部落民产出 || {{icon|local output modifier}} {{green|+5%}} 本地部落民产出
| {{icon|discipline}} {{green|+10%}} 弓兵训练度 || {{icon|discipline}} {{green|+5%}} 弓兵训练度
|-
| {{icon|Wine|50px}} {{Ruby|酒|Wine}} || 人口
| {{icon|happiness}} {{green|+5%}} 本地自由民幸福度 || {{icon|happiness}} {{green|+1%}} 本地自由民幸福度
| {{green|−5%}} 陆军维护费(花费) || {{green|−2.5%}} 陆军维护费(花费)
|-
| {{icon|Woad|50px}} {{Ruby|靛青|Woad}} || 人口
| {{icon|happiness}} {{green|+10%}} 本地部落民幸福度 || {{icon|happiness}} {{green|+2%}} 本地部落民幸福度
| {{icon|happiness}} {{green|+10%}} 全国部落民幸福度 || {{icon|happiness}} {{green|+5%}} 全国部落民幸福度


|-
=== Food ===
| {{icon|Base metals|50px}} {{Ruby|基本金属|Base metals}} || 军事
Food resources in a province help feed the pops of the province. If there is a surplus of food (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 in pops and their happiness. Any lack of food can be prevented, by importing a food surplus from one province to a starving one. Any 1 surplus of a food resource within a province can be transferred within the player's nation by using 1 trade route.
| {{green|+10%}} (本地)大队招募速度 || {{green|+5%}} (本地)大队招募速度
| {{green|+10%}} 轻步兵进攻 || {{green|+5%}} 轻步兵进攻
|-
| {{icon|Furs|50px}} {{Ruby|毛皮|Furs}} || 军事
| {{green|+10%}} (本地)初始经验 || {{green|+5%}} (本地)初始经验
| {{green|+10%}} (全国)初始经验 || {{green|+5%}} (全国)初始经验
|-
| {{icon|Hemp|50px}} {{Ruby|麻|Hemp}} || 军事
| {{icon|local output modifier}} {{green|+10%}} 本地奴隶产出 || {{icon|local output modifier}} {{green|+2%}} 本地奴隶产出
| {{green|+10%}} 三层划桨战船进攻 || {{green|+5%}} 三层划桨战船进攻
|-
| {{icon|Leather|50px}} {{Ruby|皮革|Leather}} || 军事
| {{green|+10%}} (本地)大队招募速度 || {{green|+5%}} (本地)大队招募速度
| {{green|+10%}} 轻步兵防御 || {{green|+5%}} 轻步兵防御
|-
| {{icon|Salt|50px}} {{Ruby|盐|Salt}} || 军事
| {{icon|fort defense}} {{green|+10%}} 本地要塞防御 || {{icon|fort defense}} {{green|+5%}} 本地要塞防御
| {{green|−5%}} 陆军维护费(花费) || {{green|−2.5%}} 陆军维护费(花费)
|-
| {{icon|Stone|50px}} {{Ruby|石料|Stone}} || 军事
| {{icon|fort defense}} {{green|+25%}} 本地要塞防御 || {{icon|fort defense}} {{green|+5%}} 本地要塞防御
| {{green|−10%}} 建造花费 || {{icon|fort defense}} {{green|+10%}} 要塞防御
|-
| {{icon|Vegetables|50px}} {{Ruby|蔬菜|Vegetables}} || 军事
| {{icon|Supply limit}} {{green|+10%}} 补给上限 || {{icon|Supply limit}} {{green|+2.5%}} 补给上限
| {{green|−20%}} 移动奴隶花费 || {{green|−10%}} 移动奴隶花费


|-
On the foundation of a new City, if the territory was producing {{icon|Grain|20px}} Grain, {{icon|Fish|20px}} Fish, {{icon|Livestock|20px}} Livestock or {{icon|Vegetables|20px}} Vegetables, a new Trade Good will replace it. After revoking this City's status, however, the old Trade Good will return. Extra concerns have to be placed on whether the province would end up with enough food or not.
| {{icon|Amber|50px}} {{Ruby|琥珀|Amber}} || 经济 & 科技
| {{icon|Local tax}} {{green|+10%}} 本地税收 || {{icon|Local tax}} {{green|+5%}} 本地税收
| {{green|+5%}} 统治者人气增加 || {{green|+2.5%}} 统治者人气增加
|-
| {{icon|Cloth|50px}} {{Ruby|布料|Cloth}} || 经济 & 科技
| {{icon|Local tax}} {{green|+10%}} 本地税收 || {{icon|Local tax}} {{green|+5%}} 本地税收
| {{green|+5%}} 雄辩科技投资 || {{icon|Research points}} {{green|+5%}} 研究点(修正)
|-
| {{icon|Earthenware|50px}} {{Ruby|陶器|Earthenware}} || 经济 & 科技
| {{icon|Research points}} {{green|+5%}} (本地)研究点 || {{icon|Research points}} {{green|+1%}} (本地)研究点
| {{icon|local output modifier}} {{green|+2.5%}} 全国自由民产出 || {{icon|local output modifier}} {{green|+1%}} 全国自由民产出
|-
| {{icon|Gemstones|50px}} {{Ruby|宝石|Gemstones}} || 经济 & 科技
| {{icon|Local tax}} {{green|+20%}} 本地税收 || {{icon|Local tax}} {{green|+10%}} 本地税收
| {{green|+5%}} 国家文明度等级 || {{green|+2.5%}} 国家文明度等级
|-
| {{icon|Glass|50px}} {{Ruby|玻璃|Glass}} || 经济 & 科技
| {{icon|Commerce income}} {{green|+15%}} (本地)商业收入 || {{icon|Commerce income}} {{green|+5%}} (本地)商业收入
| {{green|+5%}} 宗教科技投资 || {{icon|Research points}} {{green|+5%}} (本地)研究点
|-
| {{icon|Incense|50px}} {{Ruby|香|Incense}} || 经济 & 科技
| {{icon|Commerce income}} {{green|+10%}} (本地)商业收入 || {{icon|Commerce income}} {{green|+2%}} (本地)商业收入
| {{green|−25%}} 祈求预兆花费 || {{green|+5%}} 预兆威能
|-
| {{icon|Marble|50px}} {{Ruby|大理石|Marble}} || 经济 & 科技
| {{green|+1%}} 地方省份忠诚度 || {{green|+1%}} 城市省份忠诚度
| {{green|−1.5%}} 每月暴政度 || {{green|−1%}} 每月暴政度
|-
| {{icon|Papyrus|50px}} {{Ruby|莎草纸|Papyrus}} || 经济 & 科技
| {{icon|Research points}} {{green|+20%}} (本地)研究点 || {{icon|Research points}} {{green|+5%}} (本地)研究点
| {{green|+5%}} 民政科技投资 || {{icon|Research points}} {{green|+5%}} 研究点(修正)
|-
| {{icon|Silk|50px}} {{Ruby|丝绸|Silk}} || 经济 & 科技
| {{icon|Commerce income}} {{green|+15%}} (本地)商业收入 || {{icon|Commerce income}} {{green|+5%}} (本地)商业收入
| {{green|+0.1}} 整合速度 || {{green|+0.05}} 整合速度
|-
| {{icon|Spices|50px}} {{Ruby|香料|Spices}} || 经济 & 科技
| {{icon|Commerce income}} {{green|+10%}} (本地)商业收入 || {{icon|Commerce income}} {{green|+2%}} (本地)商业收入
| {{icon|happiness}} {{green|+5%}} 全国公民幸福度 || {{icon|happiness}} {{green|+2.5%}} 全国公民幸福度


|}
Also, {{icon|Salt|20px}} Salt, {{icon|Honey|20px}} Honey and {{icon|Vegetables|20px}} Vegetables only provides a modifier of {{green|+3%}} {{icon|food|20px}} Food. Therefore it would only give 3 extra food when there is already 100 {{icon|food|20px}} Food. The total production of provincial {{icon|food|20px}} Food can be viewed when hovering the Food storage gauge on the province. It tells how much {{icon|food|20px}} Food is consumed and how much of it goes to the storage. The sum of these 2 numbers should indicate the total Food production of the province and if it is above 100, then importing {{icon|Salt|20px}} Salt, {{icon|Honey|20px}} Honey or {{icon|Vegetables|20px}} Vegetables will provide better benefits than {{icon|Fish|20px}} Fish or {{icon|Livestock|20px}} Livestock.


== 参考资料 ==
== 参考资料 ==
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{{MechanicsNavbox}}
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[[Category:经济]]
[[Category:经济]]
[[en:Trade goods]]
[[en:Trade_goods]]

2022年3月3日 (四) 17:32的最新版本

Trade goods come in a wide variety of types, with 34 different trade goods divided into 6 categories, each with different trade values and modifiers. They allow a nation to tailor its provinces, and even more so the country, to its needs and desires by controlling what a province produces and where it is traded to and consumed, and are particularly important as the basis of trade and will often form the bulk of the income of an exporting nation.

Mechanics

Production

Every territory produces one type of trade good, and all territories in a province contribute their trade goods into a common pool. A territory produces 1 trade good by default (with 2 for cities and 3 for a metropolis), but can produce more with enough Slaves slave labor. For each additional 15 Slaves slaves in a settlement and 20 Slaves slaves in a city or metropolis (rounded down), the territory will produce one more additional trade good.

The threshold for a surplus is reduced for each territory by the Goods from slaves.png Slaves needed for Local Surplus modifier, and across all territories in the country by the Slavesurplus2.png Slaves needed for Surplus modifier. Sources of these modifiers include:

  • Goods from slaves.png -2 by the Enact law cost modifier.png Land Seizure Protocol Land Reforms Law for Republics (Requires Civic power.png Civic Advances level 12)
  • Goods from slaves.png -2 by the Enact law cost modifier.png Lex Sempronia Agraria Land Reforms Law for 罗马的国旗  Roman Republics (Requires Civic power.png Civic Advances level 12)
  • Goods from slaves.png -1 by the Enact law cost modifier.png Formalized Agriculture Infrastructure Tenets Law for Tribes
  • Goods from slaves.png -1 by the Invention.png Slave Latifundia Civic power.png Civic Invention
  • Goods from slaves.png -1 by the Invention.png Complex Irrigation Systems unique 阿㝹罗陀补罗的国旗 阿㝹罗陀补罗 Oratory power.png Oratory Invention
  • Goods from slaves.png -4 for Vassalized.png League cities
  • Goods from slaves.png -2 by Farmland farmland terrain type
  • Goods from slaves.png -4 by a Foundry Foundry (in Territory city.png cities)
  • Goods from slaves.png -5 by a Farming Settlement farming settlement or a Mine mine (in Territory settlement.png settlements)
  • Goods from slaves.png +2 in territories with a Policy cultural assimilation.png Unintegrated Dominant Culture

Some territories also have unique permanent modifiers giving surplus threshold reductions, such as the Rhodian Glass Workshops in Rhodes or the Cedars of the Gods in Phoenicia.

Additionally, the base_resources修正 Base Resource Production modifier increases the base number of trade goods produced regardless of the number of slaves in the territory. The most important sources of base resource production are Territory city.png cities and Territory metropolis.png metropolises, which give base_resources修正 +1 and base_resources修正 +2 base resource production, respectively. This means that cities are still a significant source of trade good surpluses even without the high Slave ratio slave ratios and Goods from slaves.png slaves needed for local surplus modifiers that settlements and their buildings give.

Surpluses and trade

主条目:Trade

A province will have a trade good surplus if it produces more than one of a certain trade good, either because it has more than one territory producing the same trade good and/or if its territories have enough Slaves slaves to produce multiple resources in the territory. A surplus typically gives no inherent bonus except for the stacking base trade good bonus; the main use of surplus trade goods is to trade them away to other provinces for Commerce value.png commerce income, as well as to move the location (and bonuses) of the resource to another province. Imported trade goods contribute to the trade good surplus just like locally produced trade goods, while resources that are exported no longer give their effects to their province of origin.

Each trade good has a certain Base Trade Value that determines the amount of income countries receive from trading the resource. Trading common resources like Wood wood or Furs furs will give much less gold than valuable, exotic goods like Dyes dyes or Gemstones gemstones. For foreign trades (i.e. between provinces belonging to different countries), the exporting province will receive the full base trade value, modified by the country's Export value export value, in Commerce value.png commerce income, while the importing province will receive 0.35 times the base trade value in Commerce value.png commerce income, modified by the country's Import value import value. Domestic trades will instead give only 0.20 times the base trade value for both the importing and exporting provinces. Areas that can produce and export valuable trade goods are therefore generally richer and more lucrative to conquer, but making sure that there are available trade partners - for instance, buy having a large network of nearby tributaries - is also important.

Trade route requests can only be initiated by the potential importer. Countries hoping to export resources should instead focus on making sure as many surplus trade goods are available as possible and if necessary make sure there are enough potential trading partners in Diplomatic range.png diplomatic range, and then wait for trade requests to come in (which generally does not take too long).

Bonuses and effects

Each individual trade good has a particular bonus that is applied to their province, which stacks based on how many instances of the resource is present. Each category of trade goods has a different set of bonuses - military trade goods allow recruitment of the more specialized unit types as well as giving a small output or resource bonus, food trade goods increase the Monthly food.png food available in the province, and trade goods in each of the pop type categories increase the local Happiness.png happiness of the corresponding class. These bonuses can grow to be quite significant for large and prosperous provinces that produce and import many different trade goods, and are particularly important for providing the Monthly food.png food necessary for more urbanized provinces that have long since outstripped their limited local food supply, as well as increasing the happiness of the normally restive Pop noble.png nobles and Pop citizen.png citizens who produce most of the Research points.png research points and Global state trade routes.png trade routes in the country.

Each trade good that has a surplus in the Country capital.png capital province specifically also gives a special nationwide capital bonus. Unlike the normal province modifier, this bonus is not stackable and is only applied once per trade good, which means that it is generally better to have a large variety of surplus resources in the capital to accumulate as many bonuses as possible. As the capital province is likely to be the most populous province in any case with the most higher-class pops, it is almost always better to focus on accumulating trade good bonuses in the capital above every other province.

Changing trade goods

In general, trade goods cannot be changed directly by the player. Trade goods can, however, be changed indirectly with the foundation of a city. Agricultural trade goods (Grain grain, Fish fish, Livestock livestock, and 蔬菜 vegetables) can only be produced in settlements; founding a city on a food-producing territory will replace the trade good once the city is finished, typically with a higher value Nobles or Citizens trade good. If the city status is later revoked, the territory will revert to producing its old agricultural trade good. Note that this applies only for cities founded during the game - revoking city status of a city that already exists at start will not change the trade good.

The trade good of a settlement can also be changed by a few special events and missions, most notably the prospecting task of the generic infrastructure mission.

Goods list

Strategic resources

Trade good Province modifier Capital surplus Base trade value Description
Iron Iron
  • Allows Unit heavy infantry.png Heavy infantry in Legion.png legions
  • Tax income.png +2% Local tax
Unit heavy infantry.png +10% Heavy infantry discipline Wealth 0.30 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.
Horses Horses
  • Allows Unit heavy cavalry.png Heavy cavalry in Legion.png legions
  • Allows Unit light cavalry.png Light cavalry in Legion.png legions
  • Population output +1% Population Output
Unit heavy cavalry.png +10% Heavy Cavalry discipline Wealth 0.25 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.
Wood Wood
  • Allows Unit hexere.png Hexere
  • Allows Unit tetrere.png Tetrere
  • Allows Unit octere.png Octere
  • Allows Unit mega-polyreme.png Mega-Polyreme
  • Manpower.png +2% Local manpower
Ship recruit speed +25% Ship recruit speed Wealth 0.20 Widely used in construction and shipping, decent timber can command a high price in unforested areas.
Elephants Elephants
  • Allows Unit war elephants.png War elephants in Legion.png legions
  • Population output +3% Population Output
Unit war elephants.png +10% War elephant discipline Wealth 0.30 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.
Steppe horses Steppe horses
  • Allows Unit horse archers.png Horse archers in Legion.png legions
  • Population output +1% Population Output
Unit horse archers.png +10% Horse Archer discipline Wealth 0.25 Steppe horses, while often smaller and stockier than their western counterparts, are more suited for their life in the arid terrain of the steppe.
Goods camel.png Camels
  • Allows Camel cavalry.png Camel cavalry in Legion.png legions
  • Commerce value.png +2% Province commerce
Camel cavalry.png +10% Camel discipline Wealth 0.25 Used extensively as beasts of burden and warfare, camels are adept at surviving in harsh, arid climates.

Food

Trade good Province modifier Capital surplus Base trade value Description
Grain Grain Monthly food.png +5 Local monthly food Monthly food.png +5% Global monthly food modifier Wealth 0.30 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 Salt Monthly food.png +3% Local monthly food modifier Army maintenance cost.png −5% Legion maintenance cost Wealth 0.30 Greatly valued as a food additive and preservation agent, salt is in such high demand that it often serves as a parallel currency.
Fish Fish Monthly food.png +3 Local monthly food Freeman happiness +8% National freeman happiness Wealth 0.20 Fish provide a staple part of the diet and economy of every coastal civilization in the world.
Livestock Livestock Monthly food.png +3 Local monthly food Local pop promotion speed.png +25% Pop promotion speed Wealth 0.30 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.
Honey Honey Monthly food.png +3% Local monthly food modifier Diplomatic reputation.png +3 Diplomatic reputation Wealth 0.40 Although domestic beekeeping is not widespread, honey is highly sought after as a foodstuff and preservative.
蔬菜 Vegetables Monthly food.png +3% Local monthly food modifier Slave move cost −25% Move slaves cost Wealth 0.20 Nuts, seeds, pulses and vegetables are gathered by foragers and subsistence farmers across the world.

Nobles

Trade good Province modifier Capital surplus Base trade value Description
Papyrus Papyrus Noble happiness +4% Local noble happiness Civic tech investment.png +5% Civic tech investment Wealth 0.45 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.
Cloth Cloth Noble happiness +4% Local noble happiness Oratory tech investment.png +5% Oratory tech investment Wealth 0.35 Cloth can be produced from numerous plant or animal products, and is found, in varying quality, at markets throughout the known world.
Dyes Dyes Noble happiness +4% Local noble happiness Noble happiness +8% National noble happiness Wealth 0.45 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.
Marble Marble Noble happiness +4% Local noble happiness Tyranny −0.01 Monthly tyranny Wealth 0.35 Due to its softness and lustrous hue, marble is regarded as the prime material with which to sculpt statues and icons.
Incense Incense Noble happiness +4% Local noble happiness State religion happiness +5% State religion happiness Wealth 0.45 The term 'Incense' covers an array of rare, exotic substances which are primarily used for religious purposes.
Silk Silk Noble happiness +4% Local noble happiness Noble output +3% Local noble output Wealth 0.40 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.

Citizens

Trade good Province modifier Capital surplus Base trade value Description
琥珀 Amber Pop citizen happiness.png +4% Local citizen happiness Popularity.png +0.05 Monthly ruler popularity gain Wealth 0.50 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.
Spices Spices Pop citizen happiness.png +4% Local citizen happiness Pop citizen output.png +3% National citizen output Wealth 0.45 Primarily used as food additives, the many herbs which comprise the spice trade command a variable price depending on their provenance.
Precious metals Precious metals Pop citizen happiness.png +4% Local citizen happiness Pop citizen happiness.png +8% National citizen happiness Wealth 0.50 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.
Earthenware Earthenware Pop citizen happiness.png +4% Local citizen happiness Freeman output +3% National freeman output Wealth 0.35 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 Gemstones Pop citizen happiness.png +4% Local citizen happiness Civilization.png +5% Country civilization level Wealth 0.50 Highly prized as ornamental items, the incredible rarity of gemstones ensures that only the most wealthy will ever possess them.
Glass Glass Pop citizen happiness.png +4% Local citizen happiness Civilization.png +5% Country civilization level Wealth 0.40 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.

Freemen

Trade good Province modifier Capital surplus Base trade value Description
Wine Wine Freeman happiness +4% Local freeman happiness Army maintenance cost.png −5% Legion maintenance cost Wealth 0.30 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.
Leather Leather Freeman happiness +4% Local freeman happiness Unit light infantry.png +10% Light infantry defense Wealth 0.20 Tanned hides have numerous applications in domestic and military life. Early shields were often leather clad, softening the blow of any incoming strikes.
Goods base metals.png Base metals Freeman happiness +4% Local freeman happiness Unit light infantry.png +10% Light infantry offense Wealth 0.35 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.
Hemp Hemp Freeman happiness +4% Local freeman happiness Naval damage done.png +10% Ship damage done Wealth 0.25 Cultivated from time immemorial, hemp has been instrumental in the development of clothing and ropes, due to its fibrous nature.
Dates Dates Freeman happiness +4% Local freeman happiness Commerce value.png +5% National commerce income Wealth 0.30 Primarily cultivated in warmer climes, date products are a staple part of the diet in many cultures.

Slaves & Tribesmen

Trade good Province modifier Capital surplus Base trade value Description
Stone Stone Slave happiness +4% Local slave happiness build_cost修正 −5% Build cost Wealth 0.25 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.
Wild game Wild game Tribesman happiness +4% Local tribesman happiness Unit archers.png +10% Archers discipline Wealth 0.20 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.
Furs Furs Tribesman happiness +4% Local tribesman happiness Experience decay -0.50% Experience decay Wealth 0.20 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.
Olives Olives Slave happiness +4% Local slave happiness Slave happiness +8% National slave happiness Wealth 0.25 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.
Woad Woad Tribesman happiness +4% Local tribesman happiness Tribesman happiness +8% National tribesman happiness Wealth 0.35 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.

Strategy

This section gives an account of Goods by their corresponding effects:

Military Strength

Trade good Province modifier (Military-related only) Capital surplus (Military-related only)
Iron Iron Allows Unit heavy infantry.png Heavy infantry Unit heavy infantry.png +10% Heavy infantry Discipline
Horses Horses Allows Unit heavy cavalry.png Heavy cavalry and Unit light cavalry.png Light cavalry Unit heavy cavalry.png +10% Heavy Cavalry Discipline
Elephants Elephants Allows Unit war elephants.png War elephants Unit war elephants.png +10% War elephant Discipline
Steppe horses Steppe horses Allows Unit horse archers.png Horse archers Unit horse archers.png +10% Horse Archer Discipline
Goods camel.png Camels Allows Camel cavalry.png Camel cavalry Camel cavalry.png +10% Camel Discipline
Leather Leather Unit light infantry.png +10% Light infantry Defense
Goods base metals.png Base metals Unit light infantry.png +10% Light infantry Offense
Wild game Wild game Unit archers.png +10% Archers Discipline
Furs Furs Experience decay -0.50% Experience decay

Resources of this category grant mainly military bonuses, advantages or features. The production of cavalry in a province is linked to the availability of horses within that province, while the production of ships in a province is linked to the availability 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.

There are also military resources affecting the quality of units and bonuses 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.

Navy

Trade good Province modifier (Navy-related only) Capital surplus (Navy-related only)
Wood Wood Allows Unit hexere.png Hexere, Unit tetrere.png Tetrere, Unit octere.png Octere and Unit mega-polyreme.png Mega-Polyreme Ship recruit speed +25% Ship recruit speed
Hemp Hemp Naval damage done.png +10% Ship damage done

Production Benefits

Happiness

Use provincial trade routes to import goods to increase a pop type's happiness within the province. This works best in provinces with large numbers of the pop type.

Note the trade goods which increase happiness at the state level when the capital has a surplus:

Trade good Capital surplus
Fish Fish Freeman happiness +8% National freeman happiness
Dyes Dyes Noble happiness +8% National noble happiness
Incense Incense State religion happiness +5% State religion happiness
Precious metals Precious metals Pop citizen happiness.png +8% National citizen happiness
Olives Olives Slave happiness +8% National slave happiness
Woad Woad Tribesman happiness +8% National tribesman happiness

Economical

Extra economical benefits excluding Happiness:

Trade good Province modifier (Economy-related only) Capital surplus (Economy-related only)
Iron Iron Tax income.png +2% Local tax
Horses Horses Population output +1% Population Output
Elephants Elephants Population output +3% Population Output
Steppe horses Steppe horses Population output +1% Population Output
Goods camel.png Camels Commerce value.png +2% Province commerce
Salt Salt Army maintenance cost.png −5% Army maintenance cost
Earthenware Earthenware Freeman output +3% National freeman output
Wine Wine Army maintenance cost.png −5% Army maintenance cost
Dates Dates Commerce value.png +5% National commerce income
Stone Stone build_cost修正 −5% Build cost

Manpower

Extra manpower benefits excluding Happiness:

Trade good Province modifier (Manpower-related only) Capital surplus (Manpower-related only)
Horses Horses Population output +1% Population Output
Wood Wood Manpower.png +2% Local manpower
Elephants Elephants Population output +3% Population Output
Steppe horses Steppe horses Population output +1% Population Output
Spices Spices Pop citizen output.png +3% National citizen output
Earthenware Earthenware Freeman output +3% National freeman output

State, Research, Politics and Infrastructures

Everything else is here.

Trade good Capital surplus
Livestock Livestock Local pop promotion speed.png +25% Pop promotion speed
Honey Honey Diplomatic reputation.png +3 Diplomatic reputation
蔬菜 Vegetables Slave move cost −25% Move slaves cost
Papyrus Papyrus Civic tech investment.png +5% Civic tech investment
Cloth Cloth Oratory tech investment.png +5% Oratory tech investment
Marble Marble Tyranny −0.01 Monthly tyranny
Silk Silk Noble output +3% Local noble output
琥珀 Amber Popularity.png +0.05 Monthly ruler popularity gain
Spices Spices Pop citizen output.png +3% National citizen output
Gemstones Gemstones Civilization.png +5% Country civilization level
Glass Glass Civilization.png +5% Country civilization level

Food

Food resources in a province help feed the pops of the province. If there is a surplus of food (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 in pops and their happiness. Any lack of food can be prevented, by importing a food surplus from one province to a starving one. Any 1 surplus of a food resource within a province can be transferred within the player's nation by using 1 trade route.

On the foundation of a new City, if the territory was producing Grain Grain, Fish Fish, Livestock Livestock or 蔬菜 Vegetables, a new Trade Good will replace it. After revoking this City's status, however, the old Trade Good will return. Extra concerns have to be placed on whether the province would end up with enough food or not.

Also, Salt Salt, Honey Honey and 蔬菜 Vegetables only provides a modifier of +3% Monthly food.png Food. Therefore it would only give 3 extra food when there is already 100 Monthly food.png Food. The total production of provincial Monthly food.png Food can be viewed when hovering the Food storage gauge on the province. It tells how much Monthly food.png Food is consumed and how much of it goes to the storage. The sum of these 2 numbers should indicate the total Food production of the province and if it is above 100, then importing Salt Salt, Honey Honey or 蔬菜 Vegetables will provide better benefits than Fish Fish or Livestock Livestock.

参考资料


概念 建筑殖民贸易商品TaxProduction人口
国内政策 国家属性人物内战文化政府传承法律国家理念职位叛乱宗教科技
经济政策 建筑经济食物奇观人口贸易商品
省份 区域省份领土殖民地产
军事 军事传统陆军陆军单位陆战海军围城海战
对外政策 条约战争宣战理由宣称外交附属国蛮族
脚本 事件决议使命
其他 成就对手国家游戏配置