Goods guide

All goods, prices and uses

The goods compass guides you through all 27 goods: base value, producing workshops and every use – from needs and research to great projects and squad equipment.

Goods
27
Tiers
4
value
175Gold

Goods compass

Master data
27 Goods 175 Gold
  • Raw materials 10
  • Intermediate goods 9
  • Finished goods 7
  • Trade good 1
Straight from the master data To the register

Goods statistics

Value and distribution

The most valuable goods and the weight of the four goods tiers – calculated from the base values in the master data.

Master data

Goods tiers

Share of all goods

27 Goods
27 Goods
  • Raw materials 24 Gold 10
  • Intermediate goods 42 Gold 9
  • Finished goods 109 Gold 7
  • Trade good 0 Gold 1

Average 6.5 Gold Highest base value 30 Gold · Delicacies 91 uses outside buildings

Goods register

All goods in the register

Search by good, workshop, ingredient or use. The filters follow the four goods tiers; without JavaScript the full register stays visible.

Goods in the register: 27

Goods tier 01

Raw materials

Gathered directly from the island – the start of every production chain.

10 goods

Stone

Base value 2 1 producer 5 uses

2Gold Raw material
Produced by
Quarry
Used by
Research Great projects
Further uses 5
Research1
  • Architecture
Great projects4
  • Cathedral
  • Great lighthouse
  • Academy of sciences
  • Hanging gardens

Grain

Base value 1 1 producer 1 use

1Gold Raw material
Produced by
Grain farm
Used by
Mill Brewery
Further uses 1
Great projects1
  • Hanging gardens

Goods tier 02

Intermediate goods

Refined from raw materials and processed further in other workshops.

9 goods

Planks

Base value 2 1 producer 8 uses

2Gold Intermediate good
Produced by
Sawmill
Further uses 8
Research4
  • Fish farm
  • Warehousing
  • Granary
  • Ocean shipbuilding
Great projects4
  • Cathedral
  • Great lighthouse
  • Academy of sciences
  • Hanging gardens

Iron

Base value 6 1 producer 4 uses

6Gold Intermediate good
Produced by
Smelter
Further uses 4
Research3
  • Metallurgy
  • Deep mining
  • Tactical training
Great projects1
  • Great lighthouse

Cloth

Base value 5 1 producer 8 uses

5Gold Intermediate good
Produced by
Weaver
Used by
Weaponsmith
Further uses 8
Needs1
  • Need from Village
Research6
  • Master crafts
  • Seafaring
  • Cartography
  • Ocean shipbuilding
  • Commerce
  • Field medicine
Great projects1
  • Great lighthouse

Wine

Base value 12 1 producer 3 uses

12Gold Intermediate good
Produced by
Winery
Used by
Delicatessen
Further uses 3
Needs1
  • Need from Hanseatic city
Great projects2
  • Cathedral
  • Hanging gardens

Goods tier 03

Finished goods

Finished goods for supply, construction and trade – the end of the chain.

7 goods

Tools

Base value 12 1 producer 9 uses

12Gold End product
Produced by
Toolsmith
Used by
Research Great projects +1
Further uses 9
Research5
  • Mining
  • Glassblowing
  • Deep mining
  • Architecture
  • Siege engineering
Great projects2
  • Cathedral
  • Great lighthouse
Squad equipment2
  • Weapon kit
  • Siege equipment

Weapons

Base value 24 1 producer 4 uses

24Gold End product
Produced by
Weaponsmith
Used by
Research Squad equipment +1
Further uses 4
Research1
  • Siege engineering
Squad equipment2
  • Weapon kit
  • Siege equipment
Squad specialisations1
  • Squad specialisations

Beer

Base value 5 1 producer 2 uses

5Gold End product
Produced by
Brewery
Used by
Needs Research
Further uses 2
Needs1
  • Need from Market town
Research1
  • Guilds

Jewellery

Base value 20 1 producer 5 uses

20Gold End product
Produced by
Goldsmith
Used by
Needs Research +1
Further uses 5
Needs1
  • Need from City
Research2
  • Banking
  • Monumental building
Great projects2
  • Cathedral
  • Academy of sciences

Delicacies

Base value 30 1 producer 4 uses

30Gold End product
Produced by
Delicatessen
Used by
Needs Great projects
Further uses 4
Needs1
  • Need from Hanseatic city
Great projects3
  • Great lighthouse
  • Academy of sciences
  • Hanging gardens

Paper

Base value 8 1 producer 24 uses

8Gold End product
Produced by
Paper mill
Used by
Research Great projects
Further uses 24
Research23
  • Crop rotation
  • Fish farm
  • Mining
  • Glassblowing
  • Metallurgy
  • Deep mining
  • Master crafts
  • Transport
  • Warehousing
  • Granary
  • Seafaring
  • Cartography
  • Ocean shipbuilding
  • Commerce
  • Banking
  • Civic administration
  • Guilds
  • Scholarship
  • Architecture
  • Monumental building
  • Tactical training
  • Field medicine
  • Siege engineering
Great projects1
  • Academy of sciences

Glass

Base value 10 1 producer 6 uses

10Gold End product
Produced by
Glassworks
Used by
Research Great projects
Further uses 6
Research2
  • Master crafts
  • Monumental building
Great projects4
  • Cathedral
  • Great lighthouse
  • Academy of sciences
  • Hanging gardens

Goods tier 04

Trade good

Special goods without a recipe – a medium of exchange and trade good.

1 good

Gold

No base value 7 uses

Trade good
Produced by
Trade
Used by
Great projects Squad equipment +1
Further uses 7
Great projects4
  • Cathedral
  • Great lighthouse
  • Academy of sciences
  • Hanging gardens
Squad equipment2
  • Weapon kit
  • Siege equipment
Squad specialisations1
  • Squad specialisations

Reading guide

Goods value in four terms

From raw material to consumption: this is how to read base value, goods tier, producer and consumer in the register.

Base value 01

Reference value for harbour contracts and markets – the comparison basis for every good.

Goods tier 02

Raw material, intermediate good, finished good or trade good – derived from the recipes in the master data.

Producer 03

Workshops that produce this good as output. Several buildings can make the same good.

Consumer 04

Buildings, needs, research, squad equipment and great projects that use this good.

All values come straight from the game simulation master data – with no editorial estimates.

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