Goods are one of the most important resources, along with coins, supplies and forge points.
There are currently 100 types of goods and 8 (As of SASH) types of special goods available which are mostly produced in goods buildings. Goods buildings leverage good deposits on the campaign map to produce a larger volume of goods than would otherwise be produced without the deposit.
Uses[]
The primary uses for goods are:
- Researching new technologies.
- Negotiating with Provinces to acquire them.
- Paying the initial cost of Great Buildings.
- Leveling up some Great Buildings above level 10.
- Producing refined or re-refined goods.
- Negotiating in the Daily Challenges.
- Negotiating in the Guild Expeditions.
- Paying the cost to build a fortification in Guild Expeditions Level 5
- Negotiating in the Guild Battlegrounds.
- Negotiating exploration sites on the Continent Maps.
- Trading with other players and merchants.
- Paying or upgrading crew members and ship repairs in Arctic Harbor and Oceanic Terminal.
- Playing the negotiation minigame in Feudal Japan Settlement.
- Donating to the Guild to:
- Unlock higher difficulties in the Guild Expeditions.
- Use in Guild vs. Guild map.
- Build buildings in Guild Battlegrounds.
Goods buildings[]
For the list of goods buildings see: Goods Buildings
Goods are produced in goods buildings. They are unlocked through advancing in the technology tree. Goods buildings are usually very costly and require a large amount of population to be built. Enthusiastic population does not enhance the production from the goods buildings.
The goods buildings function similarly to production buildings. However, the durations are different. Players must pay coins, supplies and from Modern Era forwards, unrefined goods in order to start producing goods from the goods buildings. For example, a Bronze Age goods building would require 100 coins and 100 supplies to work for 4 hours to produce the goods. There are no goods for the Stone Age.
Each goods building requires a certain good deposit to reach its full production potential. Goods buildings which are boosted by a proper good deposit will produce 5 times as many goods in the same time for the same cost. Because players almost exclusively build goods buildings for which they possess deposits, the boosted production is considered normal operation for a goods building.
Good Deposits[]
Good deposits are found in specific provinces on the campaign map and are randomly generated for each city. In order to use a good deposit players must first capture the province by either fighting any resistance or by negotiating with the current owner. Each player will only be able to boost certain goods buildings from each age; no single player can boost all goods buildings from any age. A good practice is to produce the goods that the player has the deposits for and then trade excess goods for the ones that player does not produce.
The first eight ages with goods, from Bronze Age to the Progressive Era, each have a set of five possible goods deposits, and each player receives exactly two for each age. The next eight ages reuse these sets of deposits; from the Modern Era to the Oceanic Future, they are reused in the original order from Bronze Age to Industrial Age. However, the Virtual Future does not reuse the Progressive Era deposits; instead, the Early Middle Ages deposits are used for a third time. In all the ages that reuse previous ages' deposits, one additional deposit boosting that age's goods buildings is found on the map. In the Modern Era, Postmodern Era, Contemporary Era, and Oceanic Future, one goods deposit is also found that boosts goods buildings of the age that produces unrefined goods for the current age. In the Arctic Future, an additional deposit is found for the Bronze Age, which has no direct connection to Arctic Future goods or its unrefined goods at any level. By the end of the Virtual Future, each player will have 29 goods deposits that boost three or four goods buildings in each of these sixteen ages.
From Space Age Mars onward, previous ages' goods deposits are no longer reused. Instead, each age has a unique set of five goods deposits, and the player again finds two of them, randomly generated, in each age's map.
List of Goods[]
Each age introduces five new goods. The list is presented below:
Bronze Age | Options | Cost |
---|---|---|
Dye Lumber Marble Stone Wine |
4 hour produces 1 or 5 goods |
100 coins, 100 supplies |
8 hour produces 2 or 10 goods |
200 coins, 200 supplies | |
24 hour produces 4 or 20 goods |
400 coins, 400 supplies | |
48 hour produces 6 or 30 goods |
600 coins, 600 supplies | |
Iron Age | Options | Cost |
Cloth Ebony Iron Jewelry Limestone |
4 hour produces 1 or 5 goods |
200 coins, 200 supplies |
8 hour produces 2 or 10 goods |
400 coins, 400 supplies | |
24 hour produces 4 or 20 goods |
800 coins, 800 supplies | |
48 hour produces 6 or 30 goods |
1,200 coins, 1,200 supplies | |
Early Middle Ages | Options | Cost |
Alabaster Copper Gold Granite Honey |
4 hour produces 1 or 5 goods |
400 coins, 400 supplies |
8 hour produces 2 or 10 goods |
800 coins, 800 supplies | |
24 hour produces 4 or 20 goods |
1,600 coins, 1,600 supplies | |
48 hour produces 6 or 30 goods |
2,400 coins, 2,400 supplies | |
High Middle Ages | Options | Cost |
Brick Dried Herbs Glass Rope Salt |
4 hour produces 1 or 5 goods |
800 coins, 800 supplies |
8 hour produces 2 or 10 goods |
1,600 coins, 1,600 supplies | |
24 hour produces 4 or 20 goods |
3,200 coins, 3,200 supplies | |
48 hour produces 6 or 30 goods |
4,800 coins, 4,800 supplies | |
Late Middle Ages | Options | Cost |
Basalt Brass Gunpowder Silk Talc Powder |
4 hour produces 1 or 5 goods |
1,600 coins, 1,600 supplies |
8 hour produces 2 or 10 goods |
3,200 coins, 3,200 supplies | |
24 hour produces 4 or 20 goods |
6,400 coins, 6,400 supplies | |
48 hour produces 6 or 30 goods |
9,600 coins, 9,600 supplies | |
Colonial Age | Options | Cost |
Coffee Porcelain Paper Tar Wire |
4 hour produces 1 or 5 goods |
2,400 coins, 2,400 supplies |
8 hour produces 2 or 10 goods |
4,800 coins, 4,800 supplies | |
24 hour produces 4 or 20 goods |
9,600 coins, 9,600 supplies | |
48 hour produces 6 or 30 goods |
14,400 coins, 14,400 supplies | |
Industrial Age | Options | Cost |
Coke Fertilizer Rubber Textiles Whale Oil |
4 hour produces 1 or 5 goods |
3,200 coins, 3,200 supplies |
8 hour produces 2 or 10 goods |
6,400 coins, 6,400 supplies | |
24 hour produces 4 or 20 goods |
12,800 coins, 12,800 supplies | |
48 hour produces 6 or 30 goods |
19,200 coins, 19,200 supplies | |
Progressive Era | Options | Cost |
Asbestos Explosives Gasoline Machine Parts Tinplate |
4 hour produces 1 or 5 goods |
4,000 coins, 4,000 supplies |
8 hour produces 2 or 10 goods |
8,000 coins, 8,000 supplies | |
24 hour produces 4 or 20 goods |
16,000 coins, 16,000 supplies | |
48 hour produces 6 or 30 goods |
24,000 coins, 24,000 supplies | |
Modern Era | Options | Cost |
Convenience Food Ferroconcrete Flavorants Luxury Materials Packaging |
4 hour produces 1 or 5 goods |
2,400 coins, 2,400 supplies 1 or 5 goods of Colonial Age |
8 hour produces 2 or 10 goods |
4,800 coins, 4,800 supplies 2 or 10 goods of Colonial Age | |
24 hour produces 4 or 20 goods |
9,600 coins, 9,600 supplies 4 or 20 goods of Colonial Age | |
48 hour produces 6 or 30 goods |
14,400 coins, 14,400 supplies 6 or 30 goods of Colonial Age | |
Postmodern Era | Options | Cost |
Genome Data Industrial Filters Renewable Resources Semiconductors Steel |
4 hour produces 1 or 5 goods |
2,800 coins, 2,800 supplies 1 or 5 goods of Industrial Age |
8 hour produces 2 or 10 goods |
5,600 coins, 5,600 supplies 2 or 10 goods of Industrial Age | |
24 hour produces 4 or 20 goods |
11,200 coins, 11,200 supplies 4 or 20 goods of Industrial Age | |
48 hour produces 6 or 30 goods |
16,800 coins, 16,800 supplies 6 or 30 goods of Industrial Age | |
Contemporary Era | Options | Cost |
Bionics Data Electromagnets Gas Plastics Robots |
4 hour produces 1 or 5 goods |
3,200 coins, 3,200 supplies 1 or 5 goods of Progressive Era |
8 hour produces 2 or 10 goods |
6,400 coins, 6,400 supplies 2 or 10 goods of Progressive Era | |
24 hour produces 4 or 20 goods |
12,800 coins, 12,800 supplies 4 or 20 goods of Progressive Era | |
48 hour produces 6 or 30 goods |
19,200 coins, 19,200 supplies 6 or 30 goods of Progressive Era | |
Tomorrow Era | Options | Cost |
Nutrition Research Papercrete Preservatives Smart Materials Translucent Concrete |
4 hour produces 1 or 5 goods |
3,600 coins, 3,600 supplies 1 or 5 goods of Modern Era |
8 hour produces 2 or 10 goods |
7,200 coins, 7,200 supplies 2 or 10 goods of Modern Era | |
24 hour produces 4 or 20 goods |
14,400 coins, 14,400 supplies 4 or 20 goods of Modern Era | |
48 hour produces 6 or 30 goods |
21,600 coins, 21,600 supplies 6 or 30 goods of Modern Era | |
Future Era | Options | Cost |
Algae Biogeochemical Data Nanoparticles Purified Water Superconductors |
4 hour produces 1 or 5 goods |
4,000 coins, 4,000 supplies 1 or 5 goods of Postmodern Era |
8 hour produces 2 or 10 goods |
8,000 coins, 8,000 supplies 2 or 10 goods of Postmodern Era | |
24 hour produces 4 or 20 goods |
16,000 coins, 16,000 supplies 4 or 20 goods of Postmodern Era | |
48 hour produces 6 or 30 goods |
24,000 coins, 24,000 supplies 6 or 30 goods of Postmodern Era | |
Arctic Future | Options | Cost |
A.I. Data Bioplastics Nanowire Paper Batteries Transester Gas |
4 hour produces 1 or 5 goods |
4,500 coins, 4,500 supplies 1 or 5 goods of Contemporary Era |
8 hour produces 2 or 10 goods |
9,000 coins, 9,000 supplies 2 or 10 goods of Contemporary Era | |
24 hour produces 4 or 20 goods |
18,000 coins, 18,000 supplies 4 or 20 goods of Contemporary Era | |
48 hour produces 6 or 30 goods |
27,000 coins, 27,000 supplies 6 or 30 goods of Contemporary Era | |
Oceanic Future | Options | Cost |
Artificial Scales Biolight Corals Pearls Plankton |
4 hour produces 1 or 5 goods |
4,500 coins, 4,500 supplies 1 or 5 goods of Tomorrow Era |
8 hour produces 2 or 10 goods |
9,000 coins, 9,000 supplies 2 or 10 goods of Tomorrow Era | |
24 hour produces 4 or 20 goods |
18,000 coins, 18,000 supplies 4 or 20 goods of Tomorrow Era | |
48 hour produces 6 or 30 goods |
27,000 coins, 27,000 supplies 6 or 30 goods of Tomorrow Era | |
Virtual Future | Options | Cost |
Cryptocash Data Crystals Golden Rice Nanites Tea Silk |
4 hour produces 1 or 5 goods |
6,000 coins, 6,000 supplies 1 or 5 goods of the Future Era |
8 hour produces 2 or 10 goods |
12,000 coins, 12,000 supplies 2 or 10 goods of the Future Era | |
24 hour produces 4 or 20 goods |
24,000 coins, 24,000 supplies 4 or 20 goods of the Future Era | |
48 hour produces 6 or 30 goods |
36,000 coins, 36,000 supplies 6 or 30 goods of the Future Era | |
Space Age Mars | Options | Cost |
BioTech Crops Lubricant Fusion Reactors Mars Microbes Superalloys |
4 hour produces 3 or 15 goods |
150,000 coins, 150,000 supplies 8 Mars Ore |
8 hour produces 6 or 30 goods |
300,000 coins, 300,000 supplies 15 Mars Ore | |
24 hour produces 12 or 60 goods |
600,000 coins, 600,000 supplies 30 Mars Ore | |
48 hour produces 18 or 90 goods |
900,000 coins, 900,000 supplies 45 Mars Ore | |
Space Age Asteroid Belt | Options | Cost |
Nickel Processed Materials Compound Fluids Bromine Platinum Crystals |
4 hour produces 4 or 20 goods |
288,000 coins, 288,000 supplies 10 Asteroid Ice |
8 hour produces 8 or 40 goods |
576,000 coins, 576,000 supplies 20 Asteroid Ice | |
24 hour produces 16 or 80 goods |
1,152,000 coins, 1,152,000 supplies 40 Asteroid Ice | |
48 hour produces 24 or 120 goods |
1,728,000 coins, 1,728,000 supplies 60 Asteroid Ice | |
Space Age Venus | Options | Cost |
Glowing Seaweed Herbal Snack Microgreen Supplement Soy Proteins Sugar Crystals |
4 hour produces 4 or 20 goods |
390,000 coins, 390,000 supplies 10 Venus Carbon |
8 hour produces 8 or 40 goods |
780,000 coins, 780,000 supplies 20 Venus Carbon | |
24 hour produces 16 or 80 goods |
1,560,000 coins, 1,560,000 supplies 40 Venus Carbon | |
48 hour produces 24 or 120 goods |
2,340,000 coins, 2,340,000 supplies 60 Venus Carbon | |
Space Age Jupiter Moon | Options | Cost |
Advanced DNA Data Bio Creatures Enhanced Porifera Red Algae Topological Records |
4 hour produces 4 or 20 goods |
540,000 coins, 540,000 supplies 10 Unknown DNA |
8 hour produces 8 or 40 goods |
1,080,000 coins, 1,080,000 supplies 20 Unknown DNA | |
24 hour produces 16 or 80 goods |
2,160,000 coins, 2,160,000 supplies 40 Unknown DNA | |
48 hour produces 24 or 120 goods |
3,240,000 coins, 3,240,000 supplies 60 Unknown DNA |
Special Goods[]
Special Goods are goods that cannot be traded and that are acquired via special mechanics. Special goods are available in the Eras from Arctic Future onwards.
Age | Special Good | Availability |
---|---|---|
AF | Promethium | Arctic Harbor |
OF | Orichalcum | Oceanic Terminal |
SAM | Mars Ore | Mars Exploration Sites |
SAAB | Asteroid Ice | Asteroid Exploration Sites |
SAV | Venus Carbon | Venus Exploration Sites |
SAJM | Unknown DNA | Jupiter Moon Exploration Sites |
Getting Goods[]
Although the goods buildings are the main source of goods for most player, there are many other options to acquire goods.
Goods Rewards[]
There are several ways to earn goods as a reward. A reward can consist of one type of good, or a goods package. A goods package is a reward consisting of at least one of each of the goods from the player's or the building's current age. In Guild Expeditions it is possible to receive goods from the player's previous era as well.
Goods can be gained as a reward from the following sources:
- Completing certain quests.
- Producing them in certain special buildings.
- Conquering certain provinces.
- As a reward from Incidents.
- As a reward from Guild Expeditions and Guild Battlegrounds.
- As a reward from Himeji Castle or Space Carrier.
- As a bonus for aiding other players, provided by Truce Tower or Seed Vault.
- Purchasing from the Antiques Dealer.
- Collecting a Daily Reward Chest in the Castle System.
- Buying goods with diamonds.
Plundering[]
Players are able to gain goods for plundering other players goods buildings or special buildings.
Great Buildings[]
The following Great Buildings provide goods from the player's current era until the Progressive Era. From Modern Era onwards, twice the amount of goods is produced, but they are from 3 eras back ("unrefined" goods).
Building | Goods produced | |
---|---|---|
Galata Tower | Provides 5 goods at level 1 and 12 goods at level 10. After level 10 additional 1 good is gained with each level. | |
Tower of Babel | Provides 6 goods at level 1 and 15 goods at level 10. After level 10 additional 1 good is gained with each level. | |
Lighthouse of Alexandria | Provides 8 goods at level 1 and 19 goods at level 10. After level 10 additional 1 good is gained with each level. | |
St. Mark's Basilica | Provides 10 goods at level 1 and 25 goods at level 10. After level 10 additional 1 good is gained with each level. | |
Frauenkirche of Dresden | Provides 7 goods at level 1 and 17 goods at level 10. After level 10 additional 1 good is gained with each level. | |
Royal Albert Hall | Provides 11 goods at level 1 and 27 goods at level 10. After level 10 additional 1 good is gained with each level. | |
Rain Forest Project | Provides 13 goods at level 1 and 34 goods at level 10. After level 10 additional 1 good is gained with each level. | |
Atlantis Museum | Provides 10 goods at level 1 and 26 goods at level 10. After level 10 additional 1 good is gained with each level. |
The following Great Buildings provide goods from the player's current era.
Building | Goods produced | |
---|---|---|
Seed Vault | Has a chance to provide 20 current era goods (4 of each) after aiding other players. | |
Himeji Castle | Has the Chance to provide Spoils of War for the first couple battles won after the GB was collected. Each Spoils of War has the chance to give 50 goods, 125 goods, 250 goods, 500 goods or something else entirely. Increasing the level of this GB increases the number of chances and the chance for Spoils of War to occur. | |
Space Carrier | Has the Chance to provide Diplomatic Gifts for the first couple negotiations won after the GB was collected. Each Diplomatic Gift has the chance to give 50 goods, 125 goods, 250 goods, 500 goods or something else entirely. Increasing the level of this GB increases the number of chances and the chance for Diplomatic Gifts to occur. | |
Flying Island | After collecting a Mysterious Shard, there is a chance to provide either current era or previous era goods, the number depends on the rarity of the collected shard and selected settlement. |
The following Great Buildings provide goods from the player's previous era.
Building | Goods produced | |
---|---|---|
Star Gazer | Produces 5 goods per level from 1 to 10, the amount of additional goods per level decreases after level 10 to about 2.5 goods per level and decreases further in the higher levels. | |
Saturn VI Gate CENTAURUS | Produces 5 goods per level from 1 to 10, the amount of additional goods per level decreases after level 10 to about 4-5 goods per level and decreases further in the higher levels. |
The following Great Buildings produce special goods.
Building | Goods produced | |
---|---|---|
Space Carrier | While in Arctic Future and beyond, provides 10 special goods at level 1 and 28 special goods at level 11. After level 11 1 special good is gained with every additional level. |
The following Great Buildings increase special goods collections.
Building | Goods produced | |
---|---|---|
A.I. Core | While in Arctic Future and beyond, increases certain amount of special goods collections by some % (depending on the level) from Arctic Harbor, Oceanic Terminal or Special Goods Synthesizers. |
Guild Goods[]
These are goods that are part of the the guild treasury. The player may donate goods from their own stockpile to the guild treasury.
Some Special Buildings and Great Buildings also produce guild goods.
Special Buildings[]
Guild goods produced by special buildings count as donated by the player and therefore may help resolve quests/tasks requesting goods donations to the treasury.
The following buildings may produce guild goods:
- Airship
- Royal Bathhouse
- Statue of Honor
- The Great Elephant
- Jade Statue
- Golden Crops
- Fiore Village
- Celtic Farmstead
- Gentiana Windmill
- Deadman's Boathouse (its Bounty Chest respectively)
- Tower of Champions
The goods donated to the treasury are of the building's age.
Upon collection of these special buildings, the player receives ranking points equivalent to donating the same amount of goods from the building's current era to the treasury.
Great Buildings[]
The following Great Buildings provide guild goods from the player's current era that are automatically transferred to the guild treasury - therefore these goods do not count towards donation quests/tasks. From Modern Era onwards, these buildings still produce goods from the player's current age.
Upon collection of these great buildings, the player receives ranking points equivalent to donating the same amount of goods from your current era to the treasury.
Building | Goods produced | |
---|---|---|
Observatory | Provides 3 of each current era goods at level 1 and 8 of each current era goods at level 10 to the guild treasury. After level 10 additional 2 goods is gained with each level. | |
Atomium | Provides 6 of each current era goods at level 1 and 17 of each current era goods at level 10 to the guild treasury. After level 10 additional 2 goods is gained with each level. | |
The Arc | Provides 9 of each current era goods at level 1 and 22 of each current era goods at level 10 to the guild treasury. After level 10 additional 2 goods is gained with each level. | |
A.I. Core | Provides 12 of each current era goods at level 1 and 25 of each current era goods at level 10 to the guild treasury. After level 10 additional 2 goods is gained with each level. | |
Saturn VI Gate HYDRA | Provides 3 of each current era goods at level 1 and 30 of each current era goods at level 10 to the guild treasury. After level 10 additional 3 goods is gained with each level. |
Trading Ratios[]
For more information see: Trading
From Bronze Age to Late Middle Ages the cost of producing goods is double the cost of the previous age. From Colonial Age and forward the ratio is not 2:1 but changes from age to age. From the Modern Era to the Virtual Future players also need to pay goods from the previous eras to produce goods of the current era, which makes the ratios even more complicated. From the Space Age Mars you need the respective age special good to produce the current era goods, which complicates it even more. Those ratios affect trading.
Ranking points[]
For more information see: Ranking System
Spending goods will increase the ranking of the player. Goods from higher ages give more ranking points than goods from lower ages.
Resources | |
Main Resources | Coins • Supplies • Goods • Forge Points • Medals |
City Resources | Population • Happiness • Expansions |
Special Resources | Promethium • Orichalcum • Mars Ore • Asteroid Ice • Venus Carbon |
Other | Tavern Silver • Diamonds • Blueprints |