- Produced by
-
Woodcutter
- Used by
-
Sawmill
Paper mill
Goods guide Goods compass
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.
- GoodsGoods
- 27
- TiersGoods tiers
- 4
- valueTotal value
- 175Gold
Goods compass
- Raw materials 10
- Intermediate goods 9
- Finished goods 7
- Trade good 1
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
Most valuable goods
Base value per unit
Goods tiers
Share of all 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
- Produced by
-
Quarry
- Used by
- Research Great projects
Further uses 5
Research1
- Architecture
Great projects4
- Cathedral
- Great lighthouse
- Academy of sciences
- Hanging gardens
- Produced by
-
Well
- Used by
-
Bakery
Brewery
Paper mill
- Produced by
-
Grain farm
Further uses 1
Great projects1
- Hanging gardens
- Used by
-
Coal mine
Delicatessen
- Produced by
-
Sheep farm
- Used by
-
Weaver
- Produced by
-
Hop garden
- Used by
-
Brewery
- Produced by
-
Spice garden
- Used by
-
Delicatessen
Further uses 1
Great projects1
- Hanging gardens
- Produced by
-
Sand pit
- Used by
-
Glassworks
Goods tier 02
Intermediate goods
Refined from raw materials and processed further in other workshops.
9 goods
- Produced by
-
Sawmill
- Used by
-
Toolsmith
Weaponsmith
Further uses 8
Research4
- Fish farm
- Warehousing
- Granary
- Ocean shipbuilding
Great projects4
- Cathedral
- Great lighthouse
- Academy of sciences
- Hanging gardens
- Produced by
-
Bakery
- Produced by
-
Coal mine
- Used by
-
Smelter
Glassworks
Goldsmith
- Produced by
-
Smelter
- Used by
-
Toolsmith
Weaponsmith
Further uses 4
Research3
- Metallurgy
- Deep mining
- Tactical training
Great projects1
- Great lighthouse
- 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
- 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
- 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
- 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
- Produced by
-
Brewery
- Used by
- Needs Research
Further uses 2
Needs1
- Need from Market town
Research1
- Guilds
- 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
- 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
- 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
- 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
- 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
No good found
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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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Build your goods flow
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