Rome395-1453(讨论 | 贡献) (商品 铁 效果) |
(2021年11月21日 (日) 05:37 Yezhanquan) |
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{{Version| | {{Version|2.0}} | ||
Trade goods come in a wide variety of types, with 34 different trade goods divided into 6 categories. They allow | '''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 == | == Mechanics == | ||
=== Production === | === Production === | ||
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. | 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. | ||
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: | 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: | ||
* {{icon|slaves for surplus}} {{green|-2}} by the | * {{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) | ||
* {{icon|slaves for surplus}} {{green|-1}} by the | * {{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) | ||
* {{icon|slaves for surplus}} {{green|-1}} by the {{icon|law}} Formalized Agriculture [[Laws#Tribal|Infrastructure Tenets Law]] for [[Tribe]]s | |||
* {{icon|slaves for surplus}} {{green|-1}} by the {{icon|invention}} Slave Latifundia {{icon|civ}} Civic Invention | |||
* {{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|-2}} by {{icon|farmland}} farmland terrain type | ||
* {{icon|slaves for surplus}} {{green|-5}} by a {{icon|farming settlement}} farming settlement or a {{icon|mine}} mine | * {{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 | |||
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. | 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. | ||
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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. | 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. | ||
Each trade good | 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. | ||
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). | 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 === | === 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}} 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 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 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. | 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 === | === 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 | 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]]. | 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 == | == Goods list == | ||
{{SVersion| | {{SVersion|2.0}} | ||
=== Strategic resources === | === Strategic resources === | ||
{| class="mildtable plainlist sortable mw-collapsible" | {| class="mildtable plainlist sortable mw-collapsible" | ||
! width= | ! width=150px | Trade good | ||
! width= | ! width=250px | Province modifier | ||
! width= | ! width=230px | Capital surplus | ||
! width=70px | Base trade value | ! width=70px | Base trade value | ||
! Description | ! Description | ||
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| {{icon|Iron|50px}} Iron | | {{icon|Iron|50px}} Iron | ||
| | | | ||
* | * Allows {{icon|Heavy infantry}} Heavy infantry in {{icon|legion}} legions | ||
* {{icon|local tax}} {{green|+2%}} | * {{icon|local tax}} {{green|+2%}} Local tax | ||
| {{icon|heavy infantry}} {{green|+10%}} Heavy infantry discipline | | {{icon|heavy infantry}} {{green|+10%}} Heavy infantry discipline | ||
| {{icon|wealth}} '''0.30''' | | {{icon|wealth}} '''0.30''' | ||
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| {{icon|Horses|50px}} Horses | | {{icon|Horses|50px}} Horses | ||
| | | | ||
* Allows {{icon|Heavy cavalry}} Heavy cavalry | * Allows {{icon|Heavy cavalry}} Heavy cavalry in {{icon|legion}} legions | ||
* Allows {{icon|Light cavalry}} Light cavalry | * Allows {{icon|Light cavalry}} Light cavalry in {{icon|legion}} legions | ||
* {{icon|pop output}} {{green|+1%}} Population Output | * {{icon|pop output}} {{green|+1%}} Population Output | ||
| {{icon|heavy cavalry}} {{green|+10%}} Heavy Cavalry discipline | | {{icon|heavy cavalry}} {{green|+10%}} Heavy Cavalry discipline | ||
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| {{icon|Elephants|50px}} Elephants | | {{icon|Elephants|50px}} Elephants | ||
| | | | ||
* Allows {{icon|War elephants}} War elephants | * Allows {{icon|War elephants}} War elephants in {{icon|legion}} legions | ||
* {{icon|pop output}} {{green|+3%}} Population Output | * {{icon|pop output}} {{green|+3%}} Population Output | ||
| {{icon|war elephants}} {{green|+10%}} War elephant discipline | | {{icon|war elephants}} {{green|+10%}} War elephant discipline | ||
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| {{icon|Steppe horses|50px}} Steppe horses | | {{icon|Steppe horses|50px}} Steppe horses | ||
| | | | ||
* Allows {{icon|Horse archers}} Horse archers | * Allows {{icon|Horse archers}} Horse archers in {{icon|legion}} legions | ||
* {{icon|pop output}} {{green|+1%}} Population Output | * {{icon|pop output}} {{green|+1%}} Population Output | ||
| {{icon|horse archers}} {{green|+10%}} Horse Archer discipline | | {{icon|horse archers}} {{green|+10%}} Horse Archer discipline | ||
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| {{icon|Camels|50px}} Camels | | {{icon|Camels|50px}} Camels | ||
| | | | ||
* Allows {{icon|Camel cavalry}} Camel cavalry | * Allows {{icon|Camel cavalry}} Camel cavalry in {{icon|legion}} legions | ||
* {{icon|commerce value}} {{green|+2%}} Province commerce | * {{icon|commerce value}} {{green|+2%}} Province commerce | ||
| {{icon|camel cavalry}} {{green|+10%}} Camel discipline | | {{icon|camel cavalry}} {{green|+10%}} Camel discipline | ||
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=== Food === | === Food === | ||
{| class="mildtable plainlist sortable mw-collapsible" | {| class="mildtable plainlist sortable mw-collapsible" | ||
! width= | ! width=150px | Trade good | ||
! width= | ! width=250px | Province modifier | ||
! width= | ! width=230px | Capital surplus | ||
! width=70px | Base trade value | ! width=70px | Base trade value | ||
! Description | ! Description | ||
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| {{icon|food}} {{green|+5}} Local monthly food | | {{icon|food}} {{green|+5}} Local monthly food | ||
| {{icon|food}} {{green|+5%}} Global monthly food modifier | | {{icon|food}} {{green|+5%}} Global monthly food modifier | ||
| {{icon|wealth}} '''0. | | {{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.'' | | ''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" | |- id="Salt" | ||
| {{icon|Salt|50px}} Salt | | {{icon|Salt|50px}} Salt | ||
| {{icon|food}} {{green|+3%}} Local monthly food modifier | | {{icon|food}} {{green|+3%}} Local monthly food modifier | ||
| {{icon|army maintenance}} {{green|−5%}} | | {{icon|army maintenance}} {{green|−5%}} Legion maintenance cost | ||
| {{icon|wealth}} '''0.30''' | | {{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.'' | | ''Greatly valued as a food additive and preservation agent, salt is in such high demand that it often serves as a parallel currency.'' | ||
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=== Nobles === | === Nobles === | ||
{| class="mildtable plainlist sortable mw-collapsible" | {| class="mildtable plainlist sortable mw-collapsible" | ||
! width= | ! width=150px | Trade good | ||
! width= | ! width=250px | Province modifier | ||
! width= | ! width=230px | Capital surplus | ||
! width=70px | Base trade value | ! width=70px | Base trade value | ||
! Description | ! Description | ||
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=== Citizens === | === Citizens === | ||
{| class="mildtable plainlist sortable mw-collapsible" | {| class="mildtable plainlist sortable mw-collapsible" | ||
! width= | ! width=150px | Trade good | ||
! width= | ! width=250px | Province modifier | ||
! width= | ! width=230px | Capital surplus | ||
! width=70px | Base trade value | ! width=70px | Base trade value | ||
! Description | ! Description | ||
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=== Freemen === | === Freemen === | ||
{| class="mildtable plainlist sortable mw-collapsible" | {| class="mildtable plainlist sortable mw-collapsible" | ||
! width= | ! width=150px | Trade good | ||
! width= | ! width=250px | Province modifier | ||
! width= | ! width=230px | Capital surplus | ||
! width=70px | Base trade value | ! width=70px | Base trade value | ||
! Description | ! Description | ||
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| {{icon|Wine|50px}} Wine | | {{icon|Wine|50px}} Wine | ||
| {{icon|freeman happiness}} {{green|+4%}} Local freeman happiness | | {{icon|freeman happiness}} {{green|+4%}} Local freeman happiness | ||
| {{icon|army maintenance}} {{green|−5%}} | | {{icon|army maintenance}} {{green|−5%}} Legion maintenance cost | ||
| {{icon|wealth}} '''0.30''' | | {{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.'' | | ''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.'' | ||
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=== Slaves & Tribesmen === | === Slaves & Tribesmen === | ||
{| class="mildtable plainlist sortable mw-collapsible" | {| class="mildtable plainlist sortable mw-collapsible" | ||
! width= | ! width=150px | Trade good | ||
! width= | ! width=250px | Province modifier | ||
! width= | ! width=230px | Capital surplus | ||
! width=70px | Base trade value | ! width=70px | Base trade value | ||
! Description | ! Description | ||
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| {{icon|Stone|50px}} Stone | | {{icon|Stone|50px}} Stone | ||
| {{icon|slave happiness}} {{green|+4%}} Local slave happiness | | {{icon|slave happiness}} {{green|+4%}} Local slave happiness | ||
| {{icon|build cost}} {{green| | | {{icon|build cost}} {{green| −5%}} Build cost | ||
| {{icon|wealth}} '''0.25''' | | {{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.'' | | ''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.'' | ||
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== Strategy == | == 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|Iron|20px}} Iron | |||
| Allows {{icon|Heavy infantry|20px}} Heavy infantry | |||
| {{icon|Heavy infantry|20px}} {{green|+10%}} Heavy infantry Discipline | |||
|- | |||
| {{icon|Horses|20px}} Horses | |||
| Allows {{icon|Heavy cavalry|20px}} Heavy cavalry and {{icon|Light cavalry|20px}} Light cavalry | |||
| {{icon|Heavy cavalry|20px}} {{green|+10%}} Heavy Cavalry Discipline | |||
|- | |||
| {{icon|Elephants|20px}} Elephants | |||
| Allows {{icon|War elephants|20px}} War elephants | |||
| {{icon|war elephants|20px}} {{green|+10%}} War elephant Discipline | |||
|- | |||
| {{icon|Steppe horses|20px}} Steppe horses | |||
| Allows {{icon|Horse archers|20px}} Horse archers | |||
| {{icon|horse archers|20px}} {{green|+10%}} Horse Archer Discipline | |||
|- | |||
| {{icon|Camels|20px}} Camels | |||
| Allows {{icon|Camel cavalry|20px}} Camel cavalry | |||
| {{icon|camel cavalry|20px}} {{green|+10%}} Camel Discipline | |||
|- | |||
| {{icon|Leather|20px}} Leather | |||
| | |||
| {{icon|light infantry|20px}} {{green|+10%}} Light infantry Defense | |||
|- | |||
| {{icon|Base metals|20px}} Base metals | |||
| | |||
| {{icon|light infantry|20px}} {{green|+10%}} Light infantry Offense | |||
|- | |||
| {{icon|Wild game|20px}} Wild game | |||
| | |||
| {{icon|archers|20px}} {{green|+10%}} Archers Discipline | |||
|- | |||
| {{icon|Furs|20px}} Furs | |||
| | |||
| {{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''. | 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|Wood|20px}} Wood | |||
| 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|Hemp|20px}} Hemp | |||
| | |||
| {{icon|ship damage done|20px}} {{green|+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. | 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: | 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|Fish|20px}} Fish | |||
| {{icon|freeman happiness|20px}} {{green|+8%}} National freeman happiness | |||
|- | |||
| {{icon|Dyes|20px}} Dyes | |||
| {{icon|noble happiness|20px}} {{green|+8%}} National noble happiness | |||
|- | |||
| {{icon|Incense|20px}} Incense | |||
| {{icon|state religion happiness|20px}} {{green|+5%}} State religion happiness | |||
|- | |||
| {{icon|Precious metals|20px}} Precious metals | |||
| {{icon|citizen happiness|20px}} {{green|+8%}} National citizen happiness | |||
|- | |||
| {{icon|Olives|20px}} Olives | |||
| {{icon|slave happiness|20px}} {{green|+8%}} National slave happiness | |||
|- | |||
| {{icon|Woad|20px}} Woad | |||
| {{icon|tribesman happiness|20px}} {{green|+8%}} National tribesman happiness | |||
|} | |||
==== 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|Iron|20px}} Iron | |||
| {{icon|local tax|20px}} {{green|+2%}} Local tax | |||
| | |||
|- | |||
| {{icon|Horses|20px}} Horses | |||
| {{icon|pop output|20px}} {{green|+1%}} Population Output | |||
| | |||
|- | |||
| {{icon|Elephants|20px}} Elephants | |||
| {{icon|pop output|20px}} {{green|+3%}} Population Output | |||
| | |||
|- | |||
| {{icon|Steppe horses|20px}} Steppe horses | |||
| {{icon|pop output|20px}} {{green|+1%}} Population Output | |||
| | |||
|- | |||
| {{icon|Camels|20px}} Camels | |||
| {{icon|commerce value|20px}} {{green|+2%}} Province commerce | |||
| | |||
|- | |||
| {{icon|Salt|20px}} Salt | |||
| | |||
| {{icon|army maintenance|20px}} {{green|−5%}} Army maintenance cost | |||
|- | |||
| {{icon|Earthenware|20px}} Earthenware | |||
| | |||
| {{icon|freeman output|20px}} {{green|+3%}} National freeman output | |||
|- | |||
| {{icon|Wine|20px}} Wine | |||
| | |||
| {{icon|army maintenance|20px}} {{green|−5%}} Army maintenance cost | |||
|- | |||
| {{icon|Dates|20px}} Dates | |||
| | |||
| {{icon|Commerce income|20px}} {{green|+5%}} National commerce income | |||
|- | |||
| {{icon|Stone|20px}} Stone | |||
| | |||
| {{icon|build cost|20px}} {{green|−5%}} Build cost | |||
|} | |||
==== Manpower ==== | |||
Extra manpower benefits excluding Happiness: | |||
{| class="mildtable plainlist sortable mw-collapsible" | |||
! Trade good | |||
! Province modifier (Manpower-related only) | |||
! Capital surplus (Manpower-related only) | |||
|- | |||
| {{icon|Horses|20px}} Horses | |||
| {{icon|pop output|20px}} {{green|+1%}} Population Output | |||
| | |||
|- | |||
| {{icon|Wood|20px}} Wood | |||
| {{icon|manpower|20px}} {{green|+2%}} Local manpower | |||
| | |||
|- | |||
| {{icon|Elephants|20px}} Elephants | |||
| {{icon|pop output|20px}} {{green|+3%}} Population Output | |||
| | |||
|- | |||
| {{icon|Steppe horses|20px}} Steppe horses | |||
| {{icon|pop output|20px}} {{green|+1%}} Population Output | |||
| | |||
|- | |||
| {{icon|Spices|20px}} Spices | |||
| | |||
| {{icon|citizen output|20px}} {{green|+3%}} National citizen output | |||
|- | |||
| {{icon|Earthenware|20px}} Earthenware | |||
| | |||
| {{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|Cloth|20px}} Cloth | |||
| {{icon|oratory tech investment|20px}} {{green|+5%}} Oratory tech investment | |||
|- | |||
| {{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|Amber|20px}} Amber | |||
| {{icon|popularity|20px}} {{green|+0.05}} Monthly ruler popularity gain | |||
|- | |||
| {{icon|Spices|20px}} Spices | |||
| {{icon|citizen output|20px}} {{green|+3%}} National citizen output | |||
|- | |||
| {{icon|Gemstones|20px}} Gemstones | |||
| {{icon|civilization|20px}} {{green|+5%}} Country civilization level | |||
|- | |||
| {{icon|Glass|20px}} Glass | |||
| {{icon|civilization|20px}} {{green|+5%}} Country civilization level | |||
|} | |||
=== Food === | === 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. | 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 {{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. | |||
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 == |
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 slave labor. For each additional 15 slaves in a settlement and 20 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 Slaves needed for Local Surplus modifier, and across all territories in the country by the Slaves needed for Surplus modifier. Sources of these modifiers include:
- -2 by the Land Seizure Protocol Land Reforms Law for Republics (Requires Civic Advances level 12)
- -2 by the Lex Sempronia Agraria Land Reforms Law for Roman Republics (Requires Civic Advances level 12)
- -1 by the Formalized Agriculture Infrastructure Tenets Law for Tribes
- -1 by the Slave Latifundia Civic Invention
- -1 by the Complex Irrigation Systems unique 阿㝹罗陀补罗 Oratory Invention
- -4 for League cities
- -2 by farmland terrain type
- -4 by a Foundry (in cities)
- -5 by a farming settlement or a mine (in settlements)
- +2 in territories with a 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 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 cities and metropolises, which give +1 and +2 base resource production, respectively. This means that cities are still a significant source of trade good surpluses even without the high slave ratios and 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 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 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 or furs will give much less gold than valuable, exotic goods like dyes or 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, in commerce income, while the importing province will receive 0.35 times the base trade value in commerce income, modified by the country's 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, 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 food available in the province, and trade goods in each of the pop type categories increase the local 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 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 nobles and citizens who produce most of the research points and trade routes in the country.
Each trade good that has a surplus in the 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, fish, livestock, and 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
Food
Nobles
Citizens
Freemen
Slaves & Tribesmen
Strategy
This section gives an account of Goods by their corresponding effects:
Military Strength
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.
Trade good | Province modifier (Navy-related only) | Capital surplus (Navy-related only) |
---|---|---|
Wood | Allows Hexere, Tetrere, Octere and Mega-Polyreme | +25% Ship recruit speed |
Hemp | +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:
Economical
Extra economical benefits excluding Happiness:
Manpower
Extra manpower benefits excluding Happiness:
State, Research, Politics and Infrastructures
Everything else is here.
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, Fish, Livestock or 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, Honey and Vegetables only provides a modifier of +3% Food. Therefore it would only give 3 extra food when there is already 100 Food. The total production of provincial Food can be viewed when hovering the Food storage gauge on the province. It tells how much 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, Honey or Vegetables will provide better benefits than Fish or Livestock.
参考资料