(Link to ranking points) |
No edit summary Tag: Visual edit |
||
Line 15: | Line 15: | ||
Goods are produced in [[Goods Buildings|goods buildings]]. They are unlocked through [[Research|Research & Technology]]. Goods buildings are usually very costly and require a large chunk of your [[population]] to work in the building as employees. Your population being [[happiness|enthusiastic]] does '''''not''''' enhance the production from your goods buildings. |
Goods are produced in [[Goods Buildings|goods buildings]]. They are unlocked through [[Research|Research & Technology]]. Goods buildings are usually very costly and require a large chunk of your [[population]] to work in the building as employees. Your population being [[happiness|enthusiastic]] does '''''not''''' enhance the production from your goods buildings. |
||
− | The goods buildings share the same mechanic as that of any [[Production Buildings|production building]]. However, the durations are notably longer and the gain is lower. It will also cost you [[coins]] and [[supplies]] (and from [[Modern Era]] on, unrefined goods) in order to use the goods building. For example, a Tier 1 goods building would require 100 coins and 100 supplies to work for 4 hours to produce the goods. |
+ | The goods buildings share the same mechanic as that of any [[Production Buildings|production building]]. However, the durations are notably longer and the gain is lower. It will also cost you [[coins]] and [[supplies]] (and from [[Modern Era]] on, unrefined goods) in order to use the goods building. For example, a Tier 1 goods building would require 100 coins and 100 supplies to work for 4 hours to produce the goods. There are no goods for [[Stone Age]] |
A Tier 1 goods building which is '''''not''''' enhanced by the boost of its raw material produces 1 good every 4 hours at the above cost. A building which '''''is''''' enhanced with the raw material boost produces 5 goods in the same 4 hour period '''''for the same cost'''''. |
A Tier 1 goods building which is '''''not''''' enhanced by the boost of its raw material produces 1 good every 4 hours at the above cost. A building which '''''is''''' enhanced with the raw material boost produces 5 goods in the same 4 hour period '''''for the same cost'''''. |
Revision as of 14:28, 10 November 2018
Goods are the most common commodity to spend on unlocking research, along with supplies and coins. The primary uses for goods are:
- Trading
- Negotiating with Provinces
- Researching
- Building Great Buildings
- Producing refined / re-refined goods
There are currently 75 types of goods available, produced in goods buildings. Goods buildings leverage resources found in good deposits on the campaign map to produce a larger volume of goods than would otherwise be produced without the good deposit.
Good deposits are found in specific provinces and are randomly generated per player account. In order to use the good deposit you must first capture the province by either fighting any resistance or by negotiating with the current owner.
Goods buildings
Goods are produced in goods buildings. They are unlocked through Research & Technology. Goods buildings are usually very costly and require a large chunk of your population to work in the building as employees. Your population being enthusiastic does not enhance the production from your goods buildings.
The goods buildings share the same mechanic as that of any production building. However, the durations are notably longer and the gain is lower. It will also cost you coins and supplies (and from Modern Era on, unrefined goods) in order to use the goods building. For example, a Tier 1 goods building would require 100 coins and 100 supplies to work for 4 hours to produce the goods. There are no goods for Stone Age
A Tier 1 goods building which is not enhanced by the boost of its raw material produces 1 good every 4 hours at the above cost. A building which is enhanced with the raw material boost produces 5 goods in the same 4 hour period for the same cost.
Ages
All goods are connected to an age:
Bronze Age
Bronze Age goods are Dye, Lumber, Marble, Stone and Wine
- Cost of 4 Hour Production (1 or 5 items): 100 Coins, 100 Supplies
- Cost of 8 Hour Production (2 or 10 items): 200 Coins, 200 Supplies
- Cost of 1 Day Production (4 or 20 items): 400 Coins, 400 Supplies
- Cost of 2 Days Production (6 or 30 items): 600 Coins, 600 Supplies
Iron Age
Iron Age goods are Cloth, Ebony, Iron, Jewelry and Limestone
- Cost of 4 Hour Production (1 or 5 items): 200 Coins, 200 Supplies
- Cost of 8 Hour Production (2 or 10 items): 400 Coins, 400 Supplies
- Cost of 1 Day Production (4 or 20 items): 800 Coins, 800 Supplies
- Cost of 2 Days Production (6 or 30 items): 1200 Coins, 1200 Supplies
Early Middle Ages
Early Middle Ages goods are Alabaster, Copper, Gold, Granite and Honey
- Cost of 4 Hour Production (1 or 5 items): 400 Coins, 400 Supplies
- Cost of 8 Hour Production (2 or 10 items): 800 Coins, 800 Supplies
- Cost of 1 Day Production (4 or 20 items) : 1600 Coins, 1600 Supplies
- Cost of 2 Day Production (6 or 30 items) : 2400 Coins, 2400 Supplies
High Middle Ages
High Middle Ages goods are Brick, Dried Herbs, Glass, Rope and Salt
- Cost of 4 Hour Production (1 or 5 items): 800 Coins, 800 Supplies
- Cost of 8 Hour Production (2 or 10 items): 1600 Coins, 1600 Supplies
- Cost of 1 Day Production (4 or 20 items): 3200 Coins, 3200 Supplies
- Cost of 2 Days Production (6 or 30 items): 4800 Coins, 4800 Supplies
Late Middle Ages
Late Middle Ages goods are Basalt, Brass, Gunpowder, Silk and Talc Powder
- Cost of 4 Hour Production (1 or 5 items): 1600 Coins, 1600 Supplies
- Cost of 8 Hour Production (2 or 10 items): 3200 Coins, 3200 Supplies
- Cost of 1 Day Production (4 or 20 items): 6400 Coins, 6400 Supplies
- Cost of 2 Days Production (6 or 30 items): 9600 Coins, 9600 Supplies
Colonial Age
Colonial Age goods are Coffee, Porcelain, Paper, Tar and Wire
- Cost of 4 Hour Production (1 or 5 items): 2400 Coins, 2400 Supplies
- Cost of 8 Hour Production (2 or 10 items): 4800 Coins, 4800 Supplies
- Cost of 1 Day Production (4 or 20 items): 9600 Coins, 9600 Supplies
- Cost of 2 Days Production (6 or 30 items): 14400 Coins, 14400 Supplies
Colonial Age goods cost 50% more than Late Middle Ages goods
Industrial Age
Industrial Age goods are Coke, Fertilizer, Rubber, Textiles and Whale Oil
- Cost of 4 Hour Production (1 or 5 items): 3200 Coins, 3200 Supplies
- Cost of 8 Hour Production (2 or 10 items): 6400 Coins, 6400 Supplies
- Cost of 1 Day Production (4 or 20 items): 12800 Coins, 12800 Supplies
- Cost of 2 Days Production (6 or 30 items): 19200 Coins, 19200 Supplies
Industrial Age goods cost 33% more than Colonial Age goods.
Progressive Era
Progressive Era goods are Asbestos, Explosives, Gasoline, Machine Parts and Tinplate
- Cost of 4 Hour Production (1 or 5 items): 4000 Coins, 4000 Supplies
- Cost of 8 Hour Production (2 or 10 items): 8000 Coins, 8000 Supplies
- Cost of 1 Day Production (4 or 20 items): 16000 Coins, 16000 Supplies
- Cost of 2 Days Production (6 or 30 items): 24000 Coins, 24000 Supplies
Progressive Era goods cost 25% more than Industrial Age goods.
Modern Era
Modern Era goods are Convenience Food, Ferroconcrete, Flavorants, Luxury Materials and Packaging
- Cost of 4 Hour Production (1 or 5 items): 2400 Coins, 2400 Supplies, 1 (or 5) Goods of Colonial Age
- Cost of 8 Hour Production (2 or 10 items): 4800 Coins, 4800 Supplies, 2 (or 10) Goods of Colonial Age
- Cost of 1 Day Production (4 or 20 items): 9600 Coins, 9600 Supplies, 4 (or 20) Goods of Colonial Age
- Cost of 2 Days Production (6 or 30 items): 14400 Coins, 14400 Supplies, 6 (or 30) Goods of Colonial Age
Each Modern Era item costs 4800 Coins (2400 Coins and 2400 Supplies because of the Colonial Age goods) and 4800 Supplies
Postmodern Era
Postmodern Era goods are Genome Data, Industrial Filters, Renewable Resources, Semiconductors and Steel
- Cost of 4 Hour Production (1 or 5 items): 2800 Coins, 2800 Supplies, 1 (or 5) Goods of Industrial Age
- Cost of 8 Hour Production (2 or 10 items): 5600 Coins, 5600 Supplies, 2 (or 10) Goods of Industrial Age
- Cost of 1 Day Production (4 or 20 items): 11200 Coins, 11200 Supplies, 4 (or 20) Goods of Industrial Age
- Cost of 2 Days Production (6 or 30 items): 16800 Coins, 16800 Supplies, 6 (or 30) Goods of Industrial Age
Contemporary Era
Contemporary Era goods are Bionics Data, Electromagnets, Gas, Plastics and Robots
- Cost of 4 Hour Production (1 or 5 items): 3200 Coins, 3200 Supplies, 1 (or 5) Goods of Progressive Era
- Cost of 8 Hour Production (2 or 10 items): 6400 Coins, 6400 Supplies, 2 (or 10) Goods of Progressive Era
- Cost of 1 Day Production (4 or 20 items): 12800 Coins, 12800 Supplies, 4 (or 20) Goods of Progressive Era
- Cost of 2 Days Production (6 or 30 items): 19200 Coins, 19200 Supplies, 6 (or 30) Goods of Progressive Era
Tomorrow Era
Tomorrow Era goods are Nutrition Research, Papercrete, Preservatives, Smart Materials and Translucent Concrete
- Cost of 4 Hour Production (1 or 5 items): 3600 Coins, 3600 Supplies, 1 (or 5) Goods of Modern Era
- Cost of 8 Hour Production (2 or 10 items): 7200 Coins, 7200 Supplies, 2 (or 10) Goods of Modern Era
- Cost of 1 Day Production (4 or 20 items): 14400 Coins, 14400 Supplies, 4 (or 20) Goods of Modern Era
- Cost of 2 Days Production (6 or 30 items): 21600 Coins, 21600 Supplies, 6 (or 30) Goods of Modern Era
Future Era
Future Era goods are Algae, Biogeochemical Data, Nanoparticles, Purified Water and Superconductors
- Cost of 4 Hour Production (1 or 5 items): 4000 Coins, 4000 Supplies, 1 (or 5) Goods of Postmodern Era
- Cost of 8 Hour Production (2 or 10 items): 8000 Coins, 8000 Supplies, 2 (or 10) Goods of Postmodern Era
- Cost of 1 Day Production (4 or 20 items): 16000 Coins, 16000 Supplies, 4 (or 20) Goods of Postmodern Era
- Cost of 2 Days Production (6 or 30 items): 24000 Coins, 24000 Supplies, 6 (or 30) Goods of Postmodern Era
Arctic Future
Arctic Future goods are A.I. Data, Bioplastics, Nanowire, Paper Batteries and Transester Gas
- Cost of 4 Hour Production (1 or 5 items): 4500 Coins, 4500 Supplies, 1 (or 5) Goods of Contemporary Era
- Cost of 8 Hour Production (2 or 10 items): 9000 Coins, 9000 Supplies, 2 (or 10) Goods of Contemporary Era
- Cost of 1 Day Production (4 or 20 items): 18000 Coins, 18000 Supplies, 4 (or 20) Goods of Contemporary Era
- Cost of 2 Days Production (6 or 30 items): 27000 Coins, 27000 Supplies, 6 (or 30) Goods of Contemporary Era
Oceanic Future
Oceanic Future goods are Artificial Scales, Biolight, Corals, Pearls and Plankton
- Cost of 4 Hour Production (1 or 5 items): 4500 Coins, 4500 Supplies, 1 (or 5) Goods of Tomorrow Era
- Cost of 8 Hour Production (2 or 10 items): 9000 Coins, 9000 Supplies, 2 (or 10) Goods of Tomorrow Era
- Cost of 1 Day Production (4 or 20 items): 18000 Coins, 18000 Supplies, 4 (or 20) Goods of Tomorrow Era
- Cost of 2 Days Production (6 or 30 items): 27000 Coins, 27000 Supplies, 6 (or 30) Goods of Tomorrow Era
Ratios
Check trading for ratios between ages.
Ranking points
Check the ranking system for the amount of ranking points you can gain from each good.
Improved Goods Buildings
As of update version 0.13.8476 (26.07.2012) these no longer exist.
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 former era.
There are many ways to earn goods:
- Completing certain quests.
- Producing them in certain special buildings.
- Conquering certain provinces.
- As a reward from Incidents or Guild Expeditions.
- As a bonus for aiding other players, provided by Dynamic Tower or Seed Vault.
- Buying them with diamonds.
Goods producing Great Buildings
The following Great Buildings provide goods from the player's current era. From Modern Era on, they produce doubled unrefined goods.