Goods are one of the most important resources, along with coins, supplies and forge points.
There are currently 85 types of 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.
- Producing refined or re-refined goods.
- Negotiating in the Daily Challenges.
- Negotiating in the Guild Expeditions.
- Donating to the Guild to unlock higher difficulties in the Guild Expeditions.
- Goods are used in Guild vs. Guild map.
- Trading with other players and merchants.
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 on, 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 Stone Age.
Each goods building requires a certain good deposit to reach its full production potential. Goods buildings which are not boosted by a proper good deposit will produce 5 times less goods in the same time for the same cost.
Good Deposits
Good deposits are found in specific provinces on the campaign map and are randomly generated for each player account. In order to use the good deposit players must first capture the province by either fighting any resistance or by negotiating with the current owner.
It is important to note that players receive two deposits per age thus all the goods buildings from the age can not be boosted for a single player. 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.
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 |
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 |
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.
- As a bonus for aiding other players, provided by Dynamic Tower or Seed Vault.
- 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. From Modern Era on, they produce doubled amount of unrefined goods.
Building | Goods produced | |
---|---|---|
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 | |
---|---|---|
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. |
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. |
The following Great Buildings provide goods from the player's current era, however those goods are automatically donated to the guild treasury. From Modern Era on, those buildings do not produce doubled amount of unrefined goods but still the normal amount from the players current age.
Building | Goods produced | |
---|---|---|
Observatory | Provides 3 goods at level 1 and 8 goods at level 10. After level 10 additional 2 goods is gained with each level. | |
Atomium | Provides 6 goods at level 1 and 17 goods at level 10. After level 10 additional 2 goods is gained with each level. | |
The Arc | Provides 9 goods at level 1 and 22 goods at level 10. After level 10 additional 2 goods is gained with each level. |
The following Great Buildings produce special goods.
Building | Goods produced | |
---|---|---|
Space Carrier | 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. |
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 ration is not 2:1 but changes from age to age. From the Modern Era players also need to pay goods from the previous eras to produce goods of the current era which makes the ratios even more complicated. 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 |