Fundamentally, a unit of goods represent a quantity of a certain type of natural resource, manufactured good or intangible service and come attached with a price tag. This price varies both in base (a single unit of tanks is pricier than a single unit of fabric) and in actual market value, as the prices of goods change depending on supply and demand. The manufacturing of goods (by pops in buildings) is how the vast majority of the wealth in Victoria 3 is created.
Goods categories[edit | edit source]
There are four broad categories of goods:
- Staple goods are everyday goods that pops need to live, such as food to eat, wood to heat their homes, and clothes to wear. Staple goods tend to be purchased in vast quantities by poor and middle class pops, while richer pops generally avoid them in favor of their luxury variants.
- Luxury goods are the things that pops do not necessarily need but definitely want, such as fine foods, luxury drinks like tea and coffee, or fine clothes made from Chinese silk. Luxuries tend to be more profitable to produce than staple goods, but depend on having a customer base with money – a poor factory worker isn't going to be buying a whole lot of mahogany cabinets.
- Industrial goods are goods such as iron, coal, rubber and lead whose main purpose is often to be converted into other, more profitable goods. Securing a steady supply of vital Industrial goods is crucial to industrialization and growing the GDP of the country.
- Military goods are goods such as small arms, ammunition and warships that are used by military buildings to arm and supply the armies and navies of the 19th century nations. The more technologically advanced the army or navy, the more complex and expensive military goods they will need.
Of those, staple and luxury goods are mainly consumed by pops, while industrial and military goods are mainly consumed by buildings. That said, there are no hard rules here – buildings may end up using luxury goods while pops may chose to purchase industrial goods if (when and where) it makes sense for them to do so.
Goods types[edit | edit source]
Staple goods[edit | edit source]
|Good||Base cost||Traded quantity||Prestige factor||Convoy cost multiplier||Consumption tax cost||Produced by||Consumed by|
|Pops up to wealth level 39 (Simple and Standard Clothing needs)|
Advanced production methods
||Pops up to wealth level 44 (Crude Items and Household Items needs)|
|Groceries||30||15||4||0.5||300||Food Industries||Pops (Basic Food and Luxury Food needs)|
||Pops of wealth level 10 and higher (Services, Free Movement, Communication, and Art needs)|
Luxury goods[edit | edit source]
|Good||Base cost||Traded quantity||Prestige factor||Convoy cost multiplier||Consumption tax cost||Obsession chance||Produced by||Consumed by|
|Coffee||50||1||4||0.75||100||1.5||Coffee Plantations||Pops of wealth level 15 and higher (Luxury Drinks needs)|
|Fine art||200||5||15||1||100||1||Arts Academy||Pops of wealth level 30 and higher (Art needs)|
||Pops (Basic Food and Luxury Food needs)|
||Pops (Intoxicants needs)|
|Luxury clothes||60||1||10||0.75||100||1||Textile Mills||Pops of wealth level 15 and higher (Luxury Items needs)|
|Luxury furniture||60||1||10||0.75||100||1||Luxury Furniture||Pops of wealth level 15 and higher (Luxury Items needs)|
||Pops (Basic Food and Luxury Food needs)|
|Opium||50||1||4||0.75||100||2||Opium Plantations||Pops (Intoxicants needs)
Barracks and Conscription Center (Medical Aid)
|Porcelain||70||1||5||0.75||100||1||Glassworks||Pops of wealth level 15 and higher (Luxury Items needs)|
|Tea||50||1||4||0.75||100||1.5||Tea Plantations||Pops of wealth level 15 and higher (Luxury Drinks needs)|
|Tobacco||40||1||4||0.75||100||2||Tobacco Plantations||Pops (Intoxicants needs)|
||Pops of wealth levels 15 and higher (Luxury Drinks needs)|
Industrial goods[edit | edit source]
Military goods[edit | edit source]
Discoverable trade goods[edit | edit source]
Oil, rubber, and gold can be discovered in a state provided its owner, or the owner of a neighbouring state, has the right technology. Some gold and rubber resources are present at the start of the game; those amounts are included in the tables below. Oil can also be gained from whaling, and that oil is not included in the tables below.
Undiscovered resources in a state may not be revealed all at once; the amounts in the tables below are the maximum amounts that can be revealed in that state. If a state is split between two or more countries, its resources are split roughly proportionally as well.
Maps[edit | edit source]
Resources[edit | edit source]
Agriculture[edit | edit source]
Livestock ranches can be built anywhere, so that map can also be used as a map of arable land.
Strategy[edit | edit source]
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Goods produced primarily by rural buildings, i.e. limited by state resources, can instead be categorized by relative rarity:
- Rare goods: Silk, Opium, Dye, Rubber, Oil
- Semi-rare goods: Lead, Sulfur, Iron, Coal, Wood, Fish
- Abundant goods: Grain, Meat
So far (version 1.x) Victoria 3 offers only very limited alternatives, e.g. Silk and Dye can alternatively be produced in a "Synthetics Plant" (requires Sulfur). But Fentanyl wasn't invented yet, neither was a replacement for Silicone (Rubber).
- Of course, you are not forced to use steel to produce tools. Strictly speaking not even Iron is compelling, only wood is! Cf. Building#Industry_Buildings and List of production methods.
- For Luxury Clothes Silk is a must, for Luxury Furniture Hardwood.
- To produce Steamers/Ironclads you must provide Steel, Engines and Coal as input, whereas the production of Clippers/Man-o-Wars only require Wood and Cloth! Being able to provide Hardwood and Engines allows to switch the PM (Production Method) to "Reinforced Wooden Ships" and thereby doubling the amount of produced Clippers.
- If you consult Building#Military you will find, that the PM "Irregular Infantry" (available for Barracks and also for Conscription Centers!) requires no input goods whatsoever. Then the PM "Line Infantry" requires Small Arms and then the PM "Skirmish Infantry" requires one unit of Small Arms and one of Ammunition. This is very counterintuitive so acknowledge it! You can have an army and wage wars before you built such industries.
In case you do not have a certain resource:
- Conquer state with missing resources
- this is by far the best solution, then you can build the necessary buildings with the adequate priority
- Colonize state with missing resources
- Put the state with missing resources into a common market
- owner might not increase building level because he cannot afford it
- owner might not increase building level because he is busy building other buildings
- owner might increase building level but only when the price for the trade good is already very high, thereby bankrupting your buildings, that require this as input
- Establish a trade route with owning country
- requires for a surplus to exist
- requires boats (so Ports and Trade Centers)
- owner could adopt the Law "Isolationism"
- owner could embargo you
- owner could raise tariffs on the export of the good
- competitors might have the same access as you
References[edit | edit source]
- Gold as a good is not actually exchanged on the market; it is turned directly into its base value of money to pay its employees and dividends, and tracked for the purpose of ranking countries by production volume. Gold Mines and Gold Fields also increase minting.
- To update page content see reference files in folder
- To update base good modifiers see reference file .
- To update flavor text see reference files in folder
- For laws flavor text see reference file .
- For discoverable goods see reference files in folder