Overview[edit | edit source]
Trade goods play a very important role in a civilizations economy. There are many different trade good types each with their own special bonuses that greatly effect the efficiency of a town. Trade goods are randomly seeded throughout the map and can be identified easily by the unique three block tall pillar of bedrock with item frames on each side of the top bedrock showing the trade good item, and a hologram saying the trade good's name. In order to harvest trade goods, a Trade Outpost improvement is required. Once the trade good is collected it can be socketed in the trade good item frame of a Town Hall or Capitol. The trade good will then produce coins and a buff for the town every hour until its expiration time.
Making Money[edit | edit source]
To maximize income from trade goods, it is essential to understand how they stack up, and which modifiers affect income and how. There are a multiple different multipliers that stack multiplicatively:
- Government Type
With certain governments, you will notice that you may gain or lose outcome from trade goods. Anarchy will not give you any income, while Communism is 100% from default and majority of governments (which is 80%), and Mercantilism will give you a 200% buff.
- Happiness Increases Certain trade goods such as Olives, Grapes, and Silver generate +3 happiness. All trade goodies will produce +1 happiness when socketed. For more information please see the Trade Goods page
- Policies Chosen
There is currently only one policy available to boost your trade, available at level 4 Culture. The policy is called Focused Trade, and it will increase your trade rate by 15%.
- Monopoly Trade Buff
The Monopoly trade buff gives an extra 15% trade rate to all trade goods socketed inside the Town Hall or Capitol it is placed in. The multiplier is basically NumberOfMonopoly*0.15. Note that the monopoly multiplier is for all socketed trade goods in the town.
- Stacking Multiple Goods
Stacking multiple trade goods of the same type will also give a multiplier. This multiplier will however only apply to those stacked goods. The multiplier is (1+NumberOfGoods)/2. To prevent trade good stacking from breaking the economy, there is a hard cap in place at 2 goods. This can be increased with Commerce and Global Trade Technologies which both increase the stacking by 1; bringing the maximum stacking bonus to 4 similar trade goods, which is equivalent to a multiplier of 2.5. You can have more than 4 of the same type, but the multiplier won't increase with these additional goods.
More on Money[edit | edit source]
If you are in the game and you do "/town info trade" it can be read like this: The number on the right of each good is the stacking modifier which is applied and thus gives an income shown on the right for each trade good. All of these individual income numbers are then added together and multiplied with the "Trade Multiplier" which is calculated as TradeMultiplier=GovernmentTypeMultiplier*MonopolyMultiplier. The sum is multiplied with the TradeMultiplier.
For making money it is vastly superior to stack the same type in 8 of the same or 4+4 configurations, but to do this careful planning has to be done when deciding where to place any town. Also many towns in a civ might work together to increase the money made. This can be seen from the last line in the example below. If there are 8 towns with that configuration making each 4250 pr hour that nets a total of 8*4250 = 34000 coins per hour. Were they to stack a type in each town (8 Spice in first town, 8 oil in second town and so on) they would make a total of 100000 coins per hour or three times as much, using the same trade goods! This is of course without any monopoly buffs, which would increase the difference even more, if utilized correctly.
Examples of Maximizing Coin Output[edit | edit source]
The following examples are all done with Mercantilism as government type. The "Trade Multiplier" is the calculation outside of the brackets . The first number inside the bracket is the number of trade goods, then the income, then the stacking multiplier calculation inside a parenthesis.
4 Whales + 4 Herbs = 2*1*[4*500*((1+4)/2)]+2*1*[4*250*((1+4)/2)] = 15000 coins per hour
4 Whales + 4 Gems = 2*1.6*[4*500*((1+4)/2)]+2*1.6*[4*375*((1+4)/2)] = 28000 coins per hour
4 Salmon + 4 Citrus = 2*1*[4*250*((1+4)/2)]+2*1*[4*125*((1+4)/2)] = 7500 coins per hour
8 Tobacco = 2*2.2*[8*375*((1+4)/2)] = 33000 coins per hour (theoretical maximum for trade good income per town)
8 Pearls = 2*2.2*[8*250*((1+4)/2)] = 22000 coins per hour
8 Gems = 2*2.2*[8*375*((1+4)/2)] = 33000 coins per hour (theoretical maximum for trade good income per town)
8 pelts = 2*2.2*[8*250*((1+4)/2)] = 22000 coins per hour
4 Pelts + 4 Ivory = 2*2.2*[4*250*((1+4)/2)]+2*2.2*[4*250*((1+4)/2)] = 22000 coins per hour
1 Spice + 1 Oil + 1 Silk + 1 Whale + 1 Coffee + 1 Tuna + 1 Citrus + 1 Crabs =
2*1*[1*125]+2*1*[1*375]+2*1*[1*250]+2*1*[1*500]+2*1*[1*375]+2*1*[1*125]+2*1*[1*125]+2*1*[1*250] = 4250 coins per hour
8 Corn = 2*1*[8*125*((1+4)/2)] = 5000 coins per hour
Periodic Table of Trade Goods[edit | edit source]
Name Buffs Terrain Coins/Hour Citrus Advanced Tooling, Barter Land $250 Coffee Innovation, Rush Land $250 Silk Advance Tooling, Construction Land $250 Corn Preservative, Year of Plenty Land $250 Cotton Fine Art, Medicine Land $250 Crab Fine Art, Fishing Water $375 Gems Barter, Greed, Monopoly Land $375 Grapes Hedonism, Scholar in Residence Land $250 Guarana Extraction, Rush Land $250 Hemlock Fine Art, Sabotage, Scholar in Residence Land $125 Herbs Medicine, Year of Plenty Land $250 Incense Fine Art, Innovation Land $250 Ivory Extraction, Rush, Monopoly Land $250 Olives Hedonism, Medicine Land $250 Papyrus Dirty money, Innovation, Barter Land $125 Pearls Greed, Monopoly Water $250 Pelts Monopoly, Fine Art Land $250 Poison Ivy Espionage, Sabotage, Scholar in Residence Land $250 Salmon Fishing, Year of Plenty Water $250 Shrimp Fishing, Year of Plenty, hedonism Water $250 Sugar Barricade, Construction Land $250 Sulphur Advanced Tooling, Extraction, Fire Bomb Land $375 Tea Construction, Barter Land $250 Spice Hedonism, Preservative Land $250 Tobacco Greed, Monopoly Land $375 Truffles Barricade, Hedonism Land $125 Tuna Fishing, Year of Plenty, Scholar in Residence Water $250 Whale Advanced Tooling, Extraction, Fine Art, Innovation Water $500
Buff Types[edit | edit source]
Buff Name Buff Effect Stack-Able Advanced Tooling Increases the mine improvement by 15% Y Barricade Increases the HP of land defensive structures by 15% N Barter Increases the exchange rate of minerals at bank by 5% Y Construction Increases hammer construction by 100 Y Dirty Money Increases the chance of performing mission steal treasury by 25% N Fine Art Increases the culture output of a town by 15% N Espionage Increases the changes of performing missions poison granary by 25% N Extraction Increases the Trommel rate and the Quarry rate by 50% N Fire Bomb Increases damage of Arrow by 1, Arrow Towers shoot Fire Arrows N Fishing Allows an uncooked fish to suffice for one bread in the Granary N Greed Increases bank's interest rates by 3% N Hedonism Increases happiness by 3 Y Innovation Increases Town beakers rate by 10% Y Medicine Decreases friendly re-spawn time during war by 10 seconds N Monopoly Increases coin output from all trade goods in use by 25% Y Preservative Reduces consumption rate of Cottages by 50% N Rush Reduces the production cost of all structures, wonders and improvements by 10% N Sabotage Increases effectiveness of sabotage missions by 25% N Scholar in Residence Cottage convert coins to bonus beaker equivalent to 1% N Year of Plenty Increases growth rate Town by 20% Y
See Also[edit | edit source]
Tutorials Town Mechanics Civ Mechanics Defensive Structures Town Structures Tile Improvements Wonders Units Command Reference
- Fishing Boat
- Strategic Outpost
- Trade Outpost
- Chichen Itza
- Council Of Eight
- Globe Theatre
- Grandship Ingermanland
- Mother Tree
- Notre Dame
- Taj Mahal
- The Colossus
- The Great Library
- The Great Lighthouse
- The Great Pyramid
- The Hanging Gardens
- Temple of Artemis