Goods
This article is accurate for the latest versions of EU3, Napoleon’s Ambition, In Nomine, Heir to the Throne and Divine Wind.
Goods are produced in provinces, and make up a specific part of how production works within the EU3 economy. Every province produces one type of goods. The amount produced depends on the population of the province and the price of the good depends on the base price as well as supply and demand for that good. The prices for goods are global so they are the same for every nation.
Trading Price Formula
The actual trade price at which a good is traded is calculated according to the formula:
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
Price Determination (DW)
Base Resources
- Supply is ALWAYS (unless otherwise stated) affected by:
- - Province is blockaded: -90 %
- - Province is looted: -90 %
- - Province is controlled by a foreign power: -90 %
- - Province owner has stability = -1: -10 %
- - Province owner has stability = -2: -20%
- - Province owner has stability = -3: -30 %
Tip: Because supply can dramatically fall in wartime, prices (and profit) can go up, especially for a neutral trading power.
Grain
- Base Price: 10
- Supply is affected by:
- - Province owner has Serfdom/Free Subjects ≥ 1: -50 %
- - Province owner has Mercantilism/Free Trade ≥ 1: -80 %
- - Unit standing in the province: 0 supply
- Demand is affected by:
- - Province owner at war: +10%
- - Province owner has stability ≥ 2: +10%
- - Province has an armory, training fields, barracks or regimental camp: +5% each
- - Province has a conscription center +20 %
- - Province produces fish: -50 %
Tip: One of many trade goods where being Free Trade is beneficial. Construction of the military buildings also helps keep the price up. If you control most of the grain in the world, parking 1 infantry in each grain province will make you rich.
Wine
- Base Price: 10
- Demand is affected by:
- - Province has revolt risk ≥ 2: +10%
- - Province has a refinery: +100 %
- - Province has a university: +10 %
- - Province owner has stability ≥ 2: +10%
- - Province is Muslim: 0 demand
Tip: Since the supply of wine is stable, the only way of increasing its price is by affecting its demand. Going Muslim is bad for wine sellers, but converting them makes the price rise significantly. Several provinces having refineries will also help.
Wool
- Base Price: 5
- Supply is affected by:
- - Province owner has Aristocracy/Plutocracy < -1: -50%
- Demand is affected by:
- - Province has a shipyard: +20%
- - Province has a textile manufactory: +20 %
- - Province is overseas: -20 %
- - Province produces cloth +100%
- - Province owner's trade income is less than 10% of total income: -50%
Tip: Since cloth isn't produced in the new world and oversea provinces are penalized, expect the price for wool to drop once the colonization era starts. This can be offset a little by building shipyards, building textile manufactories, and protecting trader-nations in the world. However, its low base price and large supply (it can be produced in the new world too) will keep wool worth relatively little throughout the game.
Cloth
- Base price: 15
- Supply is affected by:
- - Province owner has Aristocracy/Plutocracy ≥ 1: -50%
- Demand is affected by:
- - Province has a shipyard: +20%
- - Province has a textile manufactory: +20 %
- - Province is looted: -90 %
- - Province owner's trade income is less than 10% of total income: -50%
Tip: Protecting trader-nations and keeping rebellions to a minimum can do wonders here. Since the new world doesn't produce cloth (but demands it), expect the price to rise when the colonization era begins.
Fish
- Base Price: 10
- Supply is affected by:
- - Province owner has Land/Naval < -1: -50%
- Demand is affected by:
- - Province produces grain: -50%
- - Province produces naval supplies: +10%
- - Province has a port: +10%
- - Province is Catholic: +20%
- - Province owner does not own any ports: -90%
Tip: Ensuring that no large nation is completely landlocked, all of its provinces will demand -90 % less, will increase help to increase the price. If your nation is a leading producer of fish (e.g., England), you can decrease the supply significantly by going towards Land on that policy slider. Being catholic (who will always want their fish on Fridays) also helps.
Fur
- Base Price: 10
- Supply is NOT affected by province owner's stability
- Demand is affected by:
- - Province has a workshop: +10 %
- - Province owner is at war: -95 %
- - Province owner is a Revolutionary Republic: -90 %
- - Province owner has Quality/Quantity < -3: +10 %
Tip: Nerfed down since HTTT, fur remains nonetheless an important resource during the game, especially for Russian players in the early game. Since supply is limited (only a small number of provinces produce it) and pretty much guaranteed (no real supply modifiers), you can still get a decent price for it, even late in the game. Avoid wars and being a Revolutionary Republic.
Salt
- Base Price: 15
- Supply is NOT affected by province owner's stability
- Demand is affected by:
- - Province owner has stability ≥ 2: +10 %
- - Province produces fish: +10 %
- - Province owner has Serfdom/Free Subjects < 0: -50 %
- - Province has a port: -50 %
Tip: Salt has low supply (it's produced in very few provinces) meaning its price is always good. Since you cannot control having a port in a province, make sure to go for free subjects if you want to maximize the price.
- Base price: 5
- Supply is NOT affected by province owner's stability
- Demand is affected by:
- - Province has a wharf: +10 %
- - Province has a shipyard: +10 %
- - Province owner has ≥ 20 big ships: +20%
- - Province has a port: +10%
- - Province has an admiralty: +2400 %
- - Province is a capital AND province owner is at war AND has ≥ 20 big ships: +3900 %
- - Province is a capital AND province owner is at war AND has ≥ 50 big ships AND has Land/Naval ≥ 2: +3900%
- - Province owner has Land/Naval < 0: -90 %
Tip: Supply is virtually uncontrollable so it's the demand you need to focus on. Being on the naval end of the slider is the most important. The big percentages look really big, until you realize they only apply to your capital. Don't underestimate them either, as several large naval powers at war can dramatically influence (in a good way) the trading price of naval goods.
Metals
- Supply of metal goods is NOT affected by the province owner's stability
- Demand for metal goods is affected by the following factors unless otherwise stated:
- - Province owner is in Muslim, Indian, Chinese, Sub-Saharan, Nomad or New World tech group: -90%
- - Province owner is not at war: -75%
- - Province has armory, training fields, barracks or regimental camp: +10% each
- - Province has weapons manufactory: +50%
Copper
- Base Price: 15
- Supply is affected by:
- - Province owner has Serfdom/Free Subjects ≥ 0: +10%
- Demand is affected by:
- - Province owner has ≥ 1 artillery regiment +50%
- - Province owner has the government tech level ≥ 30: +10%
Tip: The supply of copper is very stable, and because the resource is relativity rare, this is a good thing. Demand can skyrocket, especially during wars (and thanks to the cascading alliances of DW, it will skyrocket). Always have at least one artillery regiment, even when not using it, as it gives a hefty +50% demand for all the provinces you control. Finally, wipe out those Muslim/Indian/Chinese/African/Nomads/New World nations. It's for the economy.
Gold
- Main article: Gold
Gold is an exemption to the trading goods prices, as it price will always be 0. Gold producing provinces will contribute nothing to the trade value of CoT’s, but these provinces will nonetheless have an influence to supply/demand system of the other goods.
Iron
- Base Price: 15
- Demand is affected by:
- - Province owner has ≥ 20 infantry regiments: +50%
- - Province owner has land tech level ≥ 30: +10%
- - Province owner has Land/Naval < 0: +50%
Tip: The supply of iron is even more stable than copper, but more abundant, so expect lower initial prices. These are offset by keeping you sliders to land, and since a lot of AI countries do this, expect even higher prices for iron. Try to build at least 20 infantry regiments (which is peanuts for a large country), be at war as much as possible, and, for the sake of your poor traders, eradicate those Muslim/Indian/Chinese/African/Nomads/New World countries (or, when playing them, westernize).
Slaves
- Base Price: 5
- Supply is NOT affected by province owner's stability
- A province producing slaves changes its trading good when the controlling nation makes the decision Pass Abolition of Slavery Act
- Demand is affected by:
- - Province produces cotton, tobacco, sugar, or coffee: +900 %
- - Province does not produce cotton, tobacco, sugar, or coffee: 0 demand
- - Province owner has the country modifier The Abolition of Slavery Act: 0 demand
- - Province is overseas: +200%
Tip: Essentially, Slaves are worthless until the New World is colonized. In the early game, Slaves is a useless commodity, but with the rise of colonial trade goods (coffee, tobacco, sugar and cotton) price will rise steadily until it becomes a very valuable good - each province producing those goods will demand 9 times more, while being overseas will also produce a very good boost to demand.
Exotic Goods
- Supply for exotic goods is NOT affected by province owner's stability
- Demand for exotic goods is affected by the following factors unless otherwise stated:
- - Province does not have a marketplace: -80%
- - Province has a customs house, a constable, or a treasury office: +50% each
- - Province has a town hall: +100%
- - Province has a cathedral: +200 %
- - Province owner has Mercantilism/Free Trade < -1: -50%
- - Province owner's gold income is ≥ 10% of total income: +10 %
- - Province owner is at war: -10%
- - Province owner has ≥ 2 trade embargoes: -10%
- - Province owner has average revolt risk ≥ 2: -50%
- - Province owner prestige ≥ 20: +10%
Ivory
- Base Price: 10
Tip: Marketplaces are the key. Since the introduction of a new building system in DW, many nations will have a lot of market places in the 1450, so expect high prices even early on. The price will continue to rise by building the governmental building tier, but beware of revolt risk, as it has a heavy toll on the price.
Tea
- Base Price: 10
Tip: See tips for Ivory above.
Chinaware
- Base Price: 15
- Demand is affected by:
- - Province is in Europe: +10%
Tip: Chinaware's high base price, combined with its relatively rare occurrence (only in the Far East), will make this trade good's worth explode, even more than Spices, which are far more abundant. Both however, are extremely valuable. As with every other non-European goods, the governmental buildings, but especially the marketplace, are the key for higher prices. Be aware that Chinaware is vulnerable to Storms which can reduce production efficiency and drive up prices.
Spices
- Base Price: 15
Coffee
- 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 %).
Cotton
- Base Price: 10
- 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%
- - Province has a textile manufactory: +400%
Tip: See tips for coffee above. Note that cotton's base price is lower, so expect slightly lower prices than coffee.
Sugar
- Base Price: 10
- 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%
- - Province has a refinery: +200%
Tip: See tips for coffee above. Note that sugar's base price is lower, so expect slightly lower prices than coffee.
Tobacco
- 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: See tips for coffee above.
List of Goods (IN)
Base resources
Grain
- Base price = 10
Supply
- looted: 0.2
- blockaded: 0.2
- occupied: 0.5
- Stability < 0: 0.9
- Stability < -1: 0.9
- Stability < -2: 0.9
- freesubject > 0: 0.5
- freetrade > 0: 0.2
- Unit in province: 0.1
Demand
- war: 1.1
- Regimental camp: 1.1
- Province owner has no grain provinces: 1.1
- Province produces fish: 0.5
- Stability > 1: 1.1
Wine
- Base price = 10
Supply
- looted: 0.2
- blockaded: 0.2
- occupied: 0.5
- Stability < 0: 0.9
- Stability < -1: 0.9
- Stability < -2: 0.9
- freesubject > 0: 0.5
- freetrade > 0: 0.2
- Unit in province: 0.1
Demand
- Revolt risk >2: 1.1
- Refinery: 2.0
- University: 1.1
- Muslim religion group : 0
- Stability > 1: 1.1
Wool
- Base price = 5
Supply
- looted: 0.2
- blockaded: 0.2
- occupied: 0.5
- plutocracy < -1: 0.5
Demand
- Shipyard: 1.2
- Textile Manufactory: 1.2
- Province is overseas: 0.8
- Province produces cloth: 2.0
- Province owner has less trade income than 10% of total income : 0.5
Cloth
- Base price = 15
Supply
- looted: 0.2
- blockaded: 0.2
- occupied: 0.5
- plutocracy > 0: 0.5
Demand
- Shipyard: 1.2
- Textile Manufactory: 1.2
- Regimental Camp: 1.2
- looted: 0.1
- Province owner has less trade income than 10% of total income : 0.5
Fish
- Base price = 10
Supply
- looted: 0.2
- blockaded: 0.1
- occupied: 0.5
- Stability < 0: 0.9
- Stability < -1: 0.9
- Stability < -2: 0.9
- naval < -1: 0.5
Demand
- Province produces grain: 0.5
- Province produces naval supplies: 1.1
- Port: 1.1
- Religion Catholic: 1.2
- Province owner has no ports: 0.1
Fur
- Base price = 10
Supply
Demand
- Workshop: 1.1
- Province owner is at war: 0.2 (
0.05)
- Province owner is a revolutionary republic: 0.1
- quantity < -3: 3 (
1.1)
Salt
- Base price = 15
Supply
Demand
- Stability > 1: 1.1
- Regimental Camp: 1.1
- Province owner produces fish: 1.1
- Province owner is a revolutionary republic: 0.1
- free subjects < 0: 0.5
- Province has a port: 0.8
Naval Supplies
- Base price = 5
Supply
Demand
- Naval Equipment Manufactory: 1.1
- Shipyard: 1.1
- Admiralty: 5.0
- naval < 0: 0.1
- Province has a port: 1.1
- Province is a capital, province owner has more than 19 big ships and is at war: 20.0
- Province is a capital, province owner has more than 49 big ships, has naval>2 and is at war: 10.0
Copper
- Base price = 15
Supply
- looted: 0.2
- blockaded: 0.2
- occupied: 0.5
- Weapons Manufactory: 2
- free subjects > 0: 1.1
Demand
- Regimental Camp: 1.05
- Weapons Manufactory: 1.2
- Province owner is not in the Latin or eastern technology group: 0.1
- Province owner has at least 1 artillery: 1.1
- Province owner has at least land technology 30: 1.1
- Province owner is at peace: 0.5
Iron
- Base price = 15
Supply
Demand
- Regimental Camp: 1.05
- Weapons Manufactory: 1.2
- naval < 0: 1.1
- Province owner is not in the Latin or eastern technology group: 0.1
- Province owner has at least 20 infantry: 1.1
- Province owner has at least land technology 30: 1.1
- Province owner is at peace: 0.5
Slaves
- Base price = 5
Supply
- looted: 0.2
- blockaded: 0.2
- Occupied: 0.5
- Owner has the decision The abolish slavery act:0.0
Demand
- Province does not produce either cotton, tobacco, sugar or coffee: 0.0
- Province does produce either cotton, tobacco, sugar or coffee: 10.0
- Province owner has the decision The abolish slavery act 0.0
- Province is overseas: 2.0
Ivory
- Base price = 10
Supply
Demand
- Province does not have a Market Place: 0.2
- Custom House: 1.5
- Constable: 1.5
- Tax Assessor: 1.5
Revolt Risk > 2: 0.5
- free trade < -1: 0.5
- Province owner has at least 10% gold income: 1.1
- Province owners presige > 20: 1.1
- Province owner embargoes > 1: 0.9
- Province owner at war: 0.9
Tea
- Base price = 10
Supply
Demand
- Province does not have a Market Place: 0.2
- Custom House: 1.5
- Constable: 1.5
- Tax Assessor: 1.5
Revolt Risk > 2: 0.5
- free trade < -1: 0.5
- Province owner has at least 10% gold income: 1.1
- Province owners presige > 20: 1.1
- Province owner embargoes > 1: 0.9
- Province owner at war: 0.9
Chinaware
- Base price = 15
Supply
Demand
- Province does not have a Market Place: 0.2
- Custom House: 1.5
- Constable: 1.5
- Tax Assessor: 1.5
Revolt Risk > 2: 0.5 Province is in Europe: 1.1
- free trade < -1: 0.5
- Province owner has at least 10% gold income: 1.1
- Province owners presige > 20: 1.1
- Province owner embargoes > 1: 0.9
- Province owner at war: 0.9
Spices
- Base price = 15
Supply
Demand
- Province does not have a Market Place: 0.2
- Custom House: 1.5
- Constable: 1.5
- Tax Assessor: 1.5
Revolt Risk > 2: 0.5
- free trade < -1: 0.5
- Province owner has at least 10% gold income: 1.1
- Province owners presige > 20: 1.1
- Province owner embargoes > 1: 0.9
- Province owner at war: 0.9
Coffee
- Base price = 15
Supply
Demand
- Province does not have a Market Place: 0.2
- Custom House: 1.5
- Constable: 1.5
- Tax Assessor: 1.5
Revolt Risk > 2: 0.5
- free trade < -1: 0.5
- Province owner has at least 10% gold income: 1.1
- Province owners presige > 20: 1.1
- Province owner embargoes > 1: 0.9
- Province owner at war: 0.9
Cotton
- Base price = 10
Supply
Demand
- Province does not have a Market Place: 0.2
- Custom House: 1.5
- Constable: 1.5
- Tax Assessor: 1.5
- Textile Manufactory: 3.0
Revolt Risk > 2: 0.5
- free trade < -1: 0.5
- Province owner has at least 10% gold income: 1.1
- Province owners presige > 20: 1.1
- Province owner embargoes > 1: 0.9
- Province owner at war: 0.9
Sugar
- Base price = 10
Supply
Demand
- Province does not have a Market Place: 0.2
- Custom House: 1.5
- Constable: 1.5
- Tax Assessor: 1.5
- Refinery: 3.0
Revolt Risk > 2: 0.5
- free trade < -1: 0.5
- Province owner has at least 10% gold income: 1.1
- Province owners presige > 20: 1.1
- Province owner embargoes > 1: 0.9
- Province owner at war: 0.9
Tobacco
- Base price = 15
Supply
Demand
- Province does not have a Market Place: 0.2
- Custom House: 1.5
- Constable: 1.5
- Tax Assessor: 1.5
Revolt Risk > 2: 0.5
- free trade < -1: 0.5
- Province owner has at least 10% gold income: 1.1
- Province owners presige > 20: 1.1
- Province owner embargoes > 1: 0.9
- Province owner at war: 0.9
This article is only accurate for EU3 and Napoleon’s Ambition, version 2.2.
Please help update this page to include information on the IN, HTTT and DW expansions.
Terms
- Base price = X
- base price of the good in ducats
- it is set for each good and doesn't change throughout the game
- default is 1 if not specified
- Min demand = 50%
- demand is never lower than this
- default is 1% if not specified
- Max demand = 140%
- demand is never higher than this
- default is 100% if not specified
- Plantation = yes/no
- This type of goods is categorised as plantation for demand calculations
- Goldtype = yes/no
- This resource works like 'gold'. If yes, using prices from mine-value province instead of supply/demand and base price; also creates gold-inflation
- building name = 1%
- type of building that gives a demand boost
- wars = 1%
- how much demand increases for each war in the world
List of Goods (table)
Category | Good | Base price |
Min demand |
Max demand |
Manufactories | Other buildings | War | Comments | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Ref | Nav | Wpn | Tex | Acd | Uni | Shp | Reg | Tpl | Wrk | Mkt | |||||||
Base resources |
Grain | 5 | 25% | 100% | + | + | + | + | + | + | + | + | + | - | |||
Wine | 15 | 25% | 100% | + | + | + | + | + | + | + | + | - | |||||
Wool | 5 | 25% | 100% | + | + | + | + | + | + | + | + | - | |||||
Cloth | 15 | 50% | 150% | ++ | ++ | - | |||||||||||
Fish | 10 | 25% | 100% | + | + | + | + | + | + | + | + | - | |||||
Fur | 10 | 75% | 200% | ++ | ++ | - | |||||||||||
Salt | 15 | 25% | 100% | + | + | + | + | + | + | + | + | - | |||||
Naval supplies | 5 | 75% | 100% | ++ | ++ | ++ | - | ||||||||||
Metals | Copper | 15 | 25% | 100% | + | + | + | - | |||||||||
Gold | - | 100% | 100% | Gold type | |||||||||||||
Iron | 15 | 25% | 100% | + | + | + | - | ||||||||||
African resources |
Slaves | 5 | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | - |
Ivory | 10 | 75% | 200% | ++ | - | ||||||||||||
Eastern resources |
Tea | 10 | 75% | 200% | ++ | - | |||||||||||
Chinaware | 15 | 75% | 200% | ++ | - | ||||||||||||
Spices | 15 | 75% | 200% | ++ | - | ||||||||||||
New World Resources |
Coffee | 10 | 75% | 200% | ++ | Plantation | |||||||||||
Cotton | 10 | 75% | 200% | ++ | Plantation | ||||||||||||
Sugar | 15 | 75% | 200% | ++ | Plantation | ||||||||||||
Tobacco | 10 | 75% | 200% | ++ | Plantation |
List of Goods (text)
Base resources
Grain
- Base price = 5
- Min demand = 25%
- war: +1%
- Shipyard: +1%
- Regimental camp: +1%
- Refinery: +1%
- Naval equipment manufactory: +1%
- Weapons manufactory: +1%
- Textile manufactory: +1%
- Fine Arts Academy: +1%
- University: +1%
Wine
- Base price = 15
- Min demand = 25%
- Shipyard: +1%
- Regimental camp: +1%
- Refinery: +1%
- Naval equipment manufactory: +1%
- Weapons manufactory: +1%
- Textile manufactory: +1%
- Fine Arts Academy: +1%
- University: +1%
Wool
- Base price = 5
- Min demand = 25%
- Shipyard: +1%
- Regimental camp: +1%
- Refinery: +1%
- Naval equipment manufactory: +1%
- Weapons manufactory: +1%
- Textile manufactory: +1%
- Fine Arts Academy: +1%
- University: +1%
Cloth
- Base price = 15
- Min demand = 50%
- Max demand = 150%
- Regimental camp: +2%
- Textile manufactory: +2%
Fish
- Base price = 10
- Min demand = 25%
- Shipyard: +1%
- Regimental camp: +1%
- Refinery: +1%
- Naval equipment manufactory: +1%
- Weapons manufactory: +1%
- Textile manufactory: +1%
- Fine Arts Academy: +1%
- University: +1%
Fur
Salt
- Base price = 15
- Min demand = 25%
- Shipyard: +1%
- Regimental camp: +1%
- Refinery: +1%
- Naval equipment manufactory: +1%
- Weapons manufactory: +1%
- Textile manufactory: +1%
- Fine Arts Academy: +1%
- University: +1%
Naval supplies
- Base price = 5
- Min demand = 75%
- war: +2%
- Shipyard: +2%
- Naval equipment manufactory: +2%
Metals
Copper
- Base price = 15
- Min demand = 25%
- war: +1%
- Regimental camp: +1%
- Weapons manufactory: +1%
Gold
- Base price = 0
- Gold type
- Min demand = 100%
- Max demand = 100%
Iron
- Base price = 15
- Min demand = 25%
- war: +1%
- Regimental camp: +1%
- Weapons manufactory: +1%
African Resources
Slaves
- Base price = 5
Ivory
- Base price = 10
- Min demand = 75%
- Max demand = 200%
- Marketplace: +2%
Eastern Resources
Tea
- Base price = 10
- Min demand = 75%
- Max demand = 200%
- Marketplace: +2%
Chinaware
- Base price = 15
- Min demand = 75%
- Max demand = 200%
- Marketplace: +2%
Spices
- Base price = 15
- Min demand = 75%
- Max demand = 200%
- Marketplace: +2%
New World Resources
Coffee
- Base price = 10
- Plantation
- Min demand = 75%
- Max demand = 200%
- Marketplace: +2%
Cotton
- Base price = 10
- Plantation
- Min demand = 75%
- Max demand = 200%
- Marketplace: +2%
Sugar
- Base price = 15
- Plantation
- Min demand = 75%
- Max demand = 200%
- Marketplace: +2%
Tobacco
- Base price = 10
- Plantation
- Min demand = 75%
- Max demand = 200%
- Marketplace: +2%