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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:
- 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
- <tt>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]
|Pelts||Fine Art, Monopoly||Land||$250|
|Horses||Advance Tooling, Barter||Land||$250|
|Oil||Advanced Tooling, Extraction, Fire Bomb||Land||$375|
|Ivory||Fine Art, Monopoly||Land||$250|
|Incense||Fine Art, Innovation||Land||$250|
|Herbs||Medicine, Year of Plenty||Land||$250|
|Grapes||Hedonism, Year of Plenty||Land||$250|
|Gems||Greed, Monopoly, Barter||Land||$375|
|Cotton||Fine Art, Medicine||Land||$250|
|Corn||Preservative, Year of Plenty||Land||$250|
|Copper||Construction, Advanced Tooling||Land||$250|
|Tobacco||Fine Art, Greed , Monopoly||Land||$375|
|Marble||Construction, Fine Art||Land||$250|
|Crabs||Year of Plenty, Fishing, Fine Art||Water||$250|
|Salmon||Fishing, Year of Plenty||Water||$250|
|Whale||Advanced Tooling, Extraction, Fine Art, Innovation||Water||$500|
|Shrimp||Fishing, Year of Plenty, hedonism||Water||$250|
|Tuna||Fishing, Year of Plenty||Water||$250|
Buff Types[edit | edit source]
|Buff Name||Buff Effect||Stack-Able|
|Advanced Tooling||Increases the processing speed of a trommel , bakery and windmill by 25%||Y|
|Barricade||Increases the HP of land 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 + 25 per era||Y|
|Fine Art||Increases the culture output of a town 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 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|
|Year of Plenty||Increases growth rate of Farms 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|