Trade Goods are items that can be placed in Towns to give your Town special buffs.
These buffs can vary from hourly buffs to War-Time buffs.
Trade Goods can be obtained by building one of the following structures:
Each Town can support 2 Trade Outposts, Fishing Boats, Merchant Outposts or Merchant Ships per era. So if you are in the 3rd era you are allowed to build 6 Trade Outposts, Fishing Boats, Merchant Outposts or Merchant Ships. (example: 4 trade outposts, 2 fishing boats)
Trade Goods are infinite but will reset to their original structure once every week. So that means that you have to go to every outpost once a week to collect your Trade Good.
The exact time when this happens can be found whenever you use the “/civ time” command in-game.
To maximize income from trade goods, it is essential to understand how they stack up, and which modifiers affect income and how.
Check the Governments page to see Trade rates for each type. Note that your Trade rate is 0 during Anarchy.
Check the Happiness page to see Trade rates for each happiness level.
Check the Policies page to see Trade rate buffs from Policies.
The Monopoly trade buff gives an extra 10% trade rate to all trade goods socketed. It is stackable (e.x. 3 Monopoly buffs = 30%)
Stacking multiple trade goods of the same type will also give a multiplier. However, this multiplier will only apply to those stacked goods. The multiplier is "Coin Amount * (1 + (0.5 * stacked trade goods - 1))". You can stack Trade Goodies as well. The formula is "amount of similar Trade Goodies - 1". To prevent trade good stacking from breaking the economy, at start the cap is 0. This can be increased with the technologies “Global Trade” and “Art” which both increase the stacking by 1; bringing the maximum stacking bonus to 2 similar trade goods, which is equivalent to a multiplier of x2 (1 + (0.5 * (2 - 1)) = 1.5. You can have more than 3 of the same trade goodies, but the multiplier won't increase with these additional goods. However they will get affected by the x2 multiplier. You can have a goodie stacking up to 3, but you require the [[Global Stock Exchange Emperor|Global Stock Exchange]].
Example:
3 Pelts + 2 Citrus // Pelts: 1 + (0.5 * (3 - 1)) = 2 & Citrus: 1 + (0.5 * (2 - 1)) = 1.5
(3x Pelts) x 2 + (2x Citrus) x 1.5
= (6x600) x 2 + (2x300) x 1.5
= 3,600 x 2 + 600 x 1.5
= 7,200 + 900
= 8,100/h
Global Stock Exchange:
If your Town has constructed the Global Stock Exchange your maximum stacking multiplier is increased by 1.
Below you can find a table with all available trade goodies in the world.
Name | Buffs | Terrain | Coins/Hour |
---|---|---|---|
Algae | Catalyst | Vitamin | Year of Plenty | 150 | |
Amber | Extraction | Fine Art | 650 | |
Banana | Barter | Joywire | Year of Plenty | 175 | |
Barley | Investment | Optimization | Vitamin | 150 | |
Bison | Barricade | Maintenance | Rush | 350 | |
Cattle | Carnival | Efficient Gears | Production | 275 | |
Cinnamon | Innovation | Joywire | 650 | |
Citrus | Enjoyment | Gourmet | Medicine | 300 | |
Clam | Barricade | Investment | Smeltery | 200 | |
Clove | Optimization | Investment | 650 | |
Cod | Enjoyment | Extraction | Investment | 175 | |
Cocoa | Toys | Prosperity | 550 | |
Coffee | Construction | Innovation | 550 | |
Corn | Preservative | Progression | Vitamin | 150 | |
Cotton | Maintenance | Investment | Profit | 300 | |
Crab | Toys | Optimization | Reinforced Masonry | 400 | |
Deer | Carnival | Gourmet | Prosperity | 275 | |
Eel | Advanced Tooling | Catalyst | Optics | 275 | |
Fugu | Gourmet | Medicine | 800 | |
Gem | Fine Art | 900 | |
Grape | Enjoyment | Great Work | Progression | 300 | |
Guarana | Construction | Medicine | Optics | 300 | |
Hemlock | Fire Bomb | Reinforced Masonry | Year Of Plenty | 150 | |
Honey | Advanced Tooling | Propaganda | Smeltery | 200 | |
Incense | Fine Art | Management | Smeltery | 350 | |
Ivory | Greed | Monopoly | 700 | |
Jellyfish | Catalyst | Fire Bomb | 400 | |
Lobster | Gourmet | Monopoly | 600 | |
Marble | Barricade | Great Work | Rush | 450 | |
Olive | Enjoyment | Preservative | Production | 175 | |
Papyrus | Efficient Gears | Innovation | Optics | 300 | |
Pearl | Greed | Optics | 800 | |
Pelt | Barter | Monopoly | 500 | |
Rice | Maintenance | Medicine | Preservative | 150 | |
Salmon | Efficient Gears | Profit | Preservative | 250 | |
Salt | Barter | Management | Preservative | 300 | |
Seal | Barter | Carnival | Greed | 450 | |
Shipwreck | Great Work | 900 | |
Shrimp | Innovation | Maintenance | Management | 250 | |
Silk | Fine Art | Prosperity | 650 | |
Spice | Extraction | Profit | 600 | |
Squid | Advanced Tooling | Prosperity | Reinforced Masonry | 200 | |
Sugar | Joywire | Rush | 550 | |
Tea | Great Work | Propaganda | 550 | |
Tobacco | Progression | Propaganda | 650 | |
Trout | Extraction | Smeltery | Year Of Plenty | 175 | |
Truffle | Barter | Gourmet | 800 | |
Tuna | Construction | Enjoyment | Maintenance | 300 | |
Turtle | Barricade | Toys | Progression | 550 | |
Whale | Innovation | Production | 700 |
Buff name | Buff effect | Max stack count |
---|---|---|
Advanced Tooling | Increases the Mines' Hammer production by 10%. | 3 |
Barricade | Increases Wall Hit Points by 10%. | 4 |
Barter | Increases the exchange rate of minerals at the Bank by 5%. Once your Bank is level 8 your exchange Rate is changed to 10% | 4 |
Carnival | Increases the Town's Happiness by 10. | 0 |
Catalyst | Reduces Blacksmith's Catalyst beaker requirement by 2.5%. Once you research Advanced Efficiency the beaker requirement is reduced by 5% instead. | 2 |
Construction | Increases Hammers by 85 Hammers. This amount increases by 10 per Era. | 8 |
Efficient Gears | Increases the processing quantity of your Trommels, Bakeries, Sawmills, Fletchery and Windmills by 25%. | 2 |
Enjoyment | Grants an extra 3 Happiness. | 4 |
Extraction | Increases the Trommel's chances of producing precious minerals by 5%. | 5 |
Fine Art | Increases the Town's Culture output by 10%. | 3 |
Fire Bomb | Increases the damage of arrows by 1. Also makes Arrow Towers shoot flaming arrows. | 2 |
Gourmet | Increases the Town's Cottage Rate by 10%. | 3 |
Great Work | Increases the Town's Culture output by a base of 50 culture, and 15 culture extra per era. | 4 |
Greed | Increases interest rate by 1.5% if you have a bank structure | 0 |
Innovation | Increases the Town's Beaker Rate by 10%. | 5 |
Investment | Increases tax from the Town by a flat 5%. | 2 |
Joywire | Reduces the Golden Age scaling impact of your Town by 10%. | 3 |
Maintenance | Reduces the Town's Upkeep by 10%. | 4 |
Management | Reduces the Town's consumption of Labs, Mines and Temples by 10%. | 2 |
Medicine | Reduces the respawn time inside that Town Hall by 10 seconds. | 2 |
Monopoly | Increases the Coins output from the Town's socketed Trade Goods by 10%. | 8 |
Optics | Increases the Town's Towers' range by 10%. | 3 |
Optimization | Increases the Town's Global Rate by 2%. | 5 |
Preservative | Reduces the Town's consumption of Cottages by 25%. | 2 |
Production | Increases Strategic Outpost Rate by 20%. | 2 |
Profit | Increases the Town's Income Rate by 5%. | 4 |
Progression | Increases the Town's hourly Golden Age point by 10. | 4 |
Propaganda | Reduces the Town's Unhappiness by 1. | 0 |
Prosperity | Increases the Town's hourly Golden Age points by 10%. | 5 |
Rush | Reduces the Hammer cost of all Structures by 10%. Wonders are reduced by 5%. | 2 |
Smeltery | Increases Smeltery Smelt Rate by 10% | 5 |
Reinforced Masonry | Increases the Hit Points of Towers by 10%. | 5 |
Toys | Increases the Town's Happiness Rate by 10%. | 0 |
Vitamin | Reduces the Town's consumption of Pastures by 20%. | 2 |
Year Of Plenty | Increases the Town's Growth Rate by 15%. | 4 |