• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

marat271

Major
51 Badges
Feb 28, 2012
665
85
  • Semper Fi
  • Europa Universalis IV: Wealth of Nations
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Heir to the Throne
  • Magicka
  • March of the Eagles
  • Europa Universalis IV: Res Publica
  • Crusader Kings II
  • Sengoku
  • Sword of the Stars II
  • Starvoid
  • Victoria 2
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Europa Universalis IV: Pre-order
  • Europa Universalis IV: Art of War
  • Cities in Motion
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sword of Islam
  • Europa Universalis III
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis III: Chronicles
  • Europa Universalis III Complete
  • Dungeonland
  • Divine Wind
  • Europa Universalis IV
  • Mount & Blade: Warband
  • 500k Club
  • Crusader Kings II: Way of Life
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Conclave
  • Hearts of Iron IV Sign-up
  • Crusader Kings II: Reapers Due
  • Crusader Kings II: Monks and Mystics
  • Crusader Kings II: Jade Dragon
  • Crusader Kings II: Holy Fury
  • Magicka: Wizard Wars Founder Wizard
  • Europa Universalis IV: El Dorado
  • War of the Roses
  • Warlock: Master of the Arcane
  • Crusader Kings II: Charlemagne
  • The Showdown Effect
  • Europa Universalis III Complete
  • Crusader Kings II: Sunset Invasion
Hello, recently I've begun an Aztec game, and around 40-50% of all my provinces produce coffee. And I'm interested in knowing, how much will the price fluctuate for coffee over the course of the game. In the ledger page I found a page where there was supply and demand for trade goods. The supply for coffee was 24% and demand was 164, is this the reason for the 50 price value? And as more provinces with coffee get connected to European COT's, will the price fall?

Is coffee good all game long, or just for the first 100-200 years?

Thanks in advance.
 

DDRJake

Field Marshal
112 Badges
Feb 4, 2011
5.159
6.575
  • Ship Simulator Extremes
From the wiki

Base Price: 15
Demand is affected by:

- Province has a dock, a dry dock, a grand shipyard, a naval arsenal, or a naval base: +50% each
- Province owner has prestige ≥ 50: +50%

Tip: As with all the "colonial goods", supply can be steady by colonizing the right provinces, while demand can be hugely influenced by building buildings from the governmental or navy tier. Since you and your European neighbors will keep building those improvements (especially marketplaces!) in large parts of the world, expect high prices anyway. Mind that your prestige rating also influences the demand quite profound (+60 % for 50 prestige rating or more). Avoid revolt risk, as it comes with a large demand hit (-50 %).

As with all goods, price is:

P = Pb * ( 225% - s ) * d

P - trade price of the good
Pb - base price of the good
d - demand (in %) - it can be increased by province improvements and other good-specific factors
s - supply (in %) - this is determined by the globally produced amount of that good

d and s have minimum value of 1% and maximum of 200%

s = SUM(units*supply_modifier) # summed over all provinces that produces the goods type

d = SUM(taxvalue*demand_modifier/1000) # summed over all provinces
 

marat271

Major
51 Badges
Feb 28, 2012
665
85
  • Semper Fi
  • Europa Universalis IV: Wealth of Nations
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Heir to the Throne
  • Magicka
  • March of the Eagles
  • Europa Universalis IV: Res Publica
  • Crusader Kings II
  • Sengoku
  • Sword of the Stars II
  • Starvoid
  • Victoria 2
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Europa Universalis IV: Pre-order
  • Europa Universalis IV: Art of War
  • Cities in Motion
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sword of Islam
  • Europa Universalis III
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis III: Chronicles
  • Europa Universalis III Complete
  • Dungeonland
  • Divine Wind
  • Europa Universalis IV
  • Mount & Blade: Warband
  • 500k Club
  • Crusader Kings II: Way of Life
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Conclave
  • Hearts of Iron IV Sign-up
  • Crusader Kings II: Reapers Due
  • Crusader Kings II: Monks and Mystics
  • Crusader Kings II: Jade Dragon
  • Crusader Kings II: Holy Fury
  • Magicka: Wizard Wars Founder Wizard
  • Europa Universalis IV: El Dorado
  • War of the Roses
  • Warlock: Master of the Arcane
  • Crusader Kings II: Charlemagne
  • The Showdown Effect
  • Europa Universalis III Complete
  • Crusader Kings II: Sunset Invasion
From the wiki

Base Price: 15
Demand is affected by:

- Province has a dock, a dry dock, a grand shipyard, a naval arsenal, or a naval base: +50% each
- Province owner has prestige ≥ 50: +50%

Tip: As with all the "colonial goods", supply can be steady by colonizing the right provinces, while demand can be hugely influenced by building buildings from the governmental or navy tier. Since you and your European neighbors will keep building those improvements (especially marketplaces!) in large parts of the world, expect high prices anyway. Mind that your prestige rating also influences the demand quite profound (+60 % for 50 prestige rating or more). Avoid revolt risk, as it comes with a large demand hit (-50 %).

As with all goods, price is:

P = Pb * ( 225% - s ) * d

P - trade price of the good
Pb - base price of the good
d - demand (in %) - it can be increased by province improvements and other good-specific factors
s - supply (in %) - this is determined by the globally produced amount of that good

d and s have minimum value of 1% and maximum of 200%

s = SUM(units*supply_modifier) # summed over all provinces that produces the goods type

d = SUM(taxvalue*demand_modifier/1000) # summed over all provinces

You didn't really answer my question....
 

Andy 1984

Captain
29 Badges
Oct 12, 2006
414
1
  • Europa Universalis IV: Res Publica
  • Europa Universalis 4: Emperor
  • Europa Universalis IV: Golden Century
  • Europa Universalis IV: Dharma
  • Europa Universalis IV: Rule Britannia
  • Europa Universalis IV: Cradle of Civilization
  • Europa Universalis IV: Third Rome
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV: Rights of Man
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: Pre-order
  • Europa Universalis IV: El Dorado
  • 500k Club
  • Europa Universalis III
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Heir to the Throne
  • Hearts of Iron III Collection
  • Hearts of Iron III: Their Finest Hour
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
  • Europa Universalis IV
  • Divine Wind
  • Europa Universalis III Complete
  • Europa Universalis III: Chronicles
It will be a great good all game long. The price-loss by colonizing a few additional provinces (or a lot of additional provinces) will definitly be offset by the constant adding of buildings by the AI. That's at least what my experiences learn me.
 
Last edited:

Slym

Colonel
63 Badges
Apr 7, 2012
860
62
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Jade Dragon
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Mare Nostrum
  • Pillars of Eternity
  • Europa Universalis IV: Pre-order
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Sengoku
  • Europa Universalis IV: Res Publica
  • March of the Eagles
  • Magicka
  • Lead and Gold
  • Hearts of Iron III
  • Europa Universalis IV: Conquest of Paradise
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sword of Islam
  • Europa Universalis III
  • Europa Universalis III: Chronicles
  • Europa Universalis III Complete
  • Crusader Kings II
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Wealth of Nations
  • Hearts of Iron IV: Death or Dishonor
  • Europa Universalis IV: Cradle of Civilization
  • BATTLETECH
  • Europa Universalis IV: Mandate of Heaven
  • Hearts of Iron IV: Together for Victory
  • Tyranny: Archon Edition
  • Europa Universalis IV: Rights of Man
  • Crusader Kings II: Reapers Due
  • Hearts of Iron IV: Cadet
  • Stellaris
  • Hearts of Iron IV: Expansion Pass
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Way of Life
  • Mount & Blade: Warband
  • Europa Universalis IV: El Dorado
  • Hearts of Iron IV: No Step Back
  • 500k Club
  • War of the Roses
  • Victoria 2
  • Europa Universalis III Complete
  • Europa Universalis IV
The demand modifiers are for countries that have artillery and are at war.

So basically when big, high-tech European countries go to war, the price of copper will go up.
 

unmerged(389675)

Second Lieutenant
4 Badges
Oct 5, 2011
114
0
  • Europa Universalis III Complete
  • Divine Wind
  • Europa Universalis IV
  • Heir to the Throne
Thanks Slym -- helpful! [I was unaware that there were *goods-specific* demand mods, which is now nice to know -- heretofore I've not been much of a trader]

Fronz -- not so helpful ;-)
The demand modifiers are for countries that have artillery and are at war.

So basically when big, high-tech European countries go to war, the price of copper will go up.