Trade Good

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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:

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 Theocracy will give you a 200% buff.

Copied from Happiness - Happiness States:

Note: The 'Coin Rate' for happiness applies for a Cottage too.

State Percent Threshold Coin Rate
Revolt 0%-19% Happiness Percentage 20%
Unrest 20%-39% Happiness Percentage 50%
Unhappy 40%-49% Happiness Percentage 75%
Content 50%-69% Happiness Percentage 100%
Happy 70%-84% Happiness Percentage 115%
Elated 85%-91% Happiness Percentage 130%
Ecstatic 92%-100% Happiness Percentage 150%

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 25% trade rate to all trade goods socketed inside the Town Hall or [{Capitol]] it is placed in. The multiplier is basically (1+NumberOfMonopoly*0.25). The maximum multiplier of trade buffs is 3, meaning you can only have up to 3 monopoly buffs inside your town at once. 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-1)*0.5). To prevent trade good stacking from breaking the economy, there is a hard cap in place at 4 goods, which is equivalent to a multiplier of 2.5. You can have more than 4 of the same type, but the multiplier wont increase 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. Where 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 Theocracy 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+(4-1)*0.5)]+2*1*[4*250*(1+(4-1)*0.5)] = 15000 coins per hour
4 Whales + 4 Gems = 2*2*[4*500*(1+(4-1)*0.5)]+2*2*[4*375*(1+(4-1)*0.5)] = 35000 coins per hour
4 Salmon + 4 Silver = 2*1*[4*250*(1+(4-1)*0.5)]+2*1*[4*125*(1+(4-1)*0.5)] = 7500 coins per hour
8 Tobacco = 2*3*[8*375*(1+(4-1)*0.5)] = 45000 coins per hour (theoretical maximum for trade good income per town)
8 Pearls = 2*3*[8*375*(1+(4-1)*0.5)] = 45000 coins per hour (theoretical maximum for trade good income per town)
8 Gems = 2*3*[8*375*(1+(4-1)*0.5)] = 45000 coins per hour (theoretical maximum for trade good income per town)
8 pelts = 2*3*[8*250*(1+(4-1)*0.5)] = 30000 coins per hour
4 Pelts + 4 Ivory = 2*3*[4*250*(1+(4-1)*0.5)]+2*3*[4*250*(1+(4-1)*0.5)] = 30000 coins per hour
1 Spice + 1 Oil + 1 Limestone + 1 Whale + 1 Coffee + 1 Silver + 1 Salt + 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+(4-1)*0.5)] = 5000 coins per hour

Periodic Table of Trade Goods[edit | edit source]

Name Buffs Terrain Coins/Hour
Coffee Innovation, Rush Land $250
Copper Advance Tooling, Construction Land $250
Corn Preservative, Year of Plenty Land $250
Cotton Fine Art, Medicine Land $250
Crab Fine Art, Fishing, Year of Plenty Water $375
Gems Barter, Greed, Monopoly Land $375
Grapes Hedonism, Year of Plenty Land $250
Guarana Extraction, Rush Land $250
Hemlock Fine Art, Sabotage Land $125
Herbs Medicine, Year of Plenty Land $250
Horses Advanced Tooling, Barter Land $250
Incense Fine Art, Innovation Land $250
Ivory Fine Art, Monopoly Land $250
Limestone Barricade, Construction Land $250
Marble Construction, Fine Art Land $250
Oil Advanced Tooling, Extraction, Fire Bomb Land $375
Olives Hedonism, Medicine Land $125
Papyrus Dirty money, Innovation Land $125
Pearls Greed, Monopoly Water $250
Pelts Monopoly, Fine Art Land $250
Poison Ivy Espionage, Sabotage Land $250
Salmon Fishing, Hedonism Water $250
Shrimp Fishing, Year of Plenty Water $250
Silver Barricade, Hedonism Land $125
Spice Hedonism, Preservative Land $250
Tobacco Fine Art, Greed, Monopoly Land $375
Tuna Fishing, Year of Plenty Water $250
Whale Advanced Tooling, Extraction, Fine Art, Innovation Water $500

Buff Types[edit | edit source]

Buff Name Buff Effect Stack-Able
Advance Tooling Increases the mine improvement by 10% Y
Barricade Increases the HP of defensive structures by 15% N
Barter Increases the exchange rate of minerals at bank by 5 (10% at Level 10 bank) Y
Construction Increases hammer construction by 100 + 50 per era Y
Dirty Money Increases the chance of performing mission steal treasury N
Fine Art Increases the culture output of a town by 25% N
Espionage Increases the changes of performing missions poison granary 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 two bread in the Granary N
Greed Increases bank's interest rates by 3% N
Hedonism Increases happiness by 3 Y
Innovation Increases Town science 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 15% 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
Year of Plenty Increases growth rate of in Town by 20% Y

See Also[edit | edit source]

Tutorials Town Mechanics Civ Mechanics Defensive Structures Town Structures Tile Improvements Wonders Units Command Reference