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Goods buildings explained

DeletedUser65

Producing Goods
I've seen this question asked numerous times so i decided to make a rough guide.


Goods buildings are those which produce goods (obviously enough :p) that can be used in research and to negotiate with sector leaders to avoid battle



Points to Note:
-A goods building must be researched before it can be built


goods buildings will have 3 bricks stacked in a pyramid like shown above, hovering the mouse over the picture will give you more info on which goods building it is, gold needed, etc...



-once built a goods building will produce the following (wine is just an example)


1 The good produced, as you can see I don't own the correct province so I get no bonus.


-Goods building production can be improved if you own a province with the necessary goods deposit


1 Shows I own the necessary goods deposit.
2 Shows the amount of goods I'll produce (notice its more sizeable as i own the province of its good deposit)
3 Shows the amount of gold and production needed to begin


-If you don't own a province with the necessary goods deposit, it is advisable you don't build it or even research it for that matter (some goods will have to be researched in order to progress through the ages but a few don't need to be researched). Instead, work on what you can mass produce and trade that with other players for the goods for what you can't mass produce

However as was pointed out to me in the posts below there may come a time (due to inactivity, unreasonable prices, unwillingness to trade or they to may not have the correct province owned) when you may have to build a goods building that you don't own a province for. This should be a last resort in my opinion.


FL



Producing Refined Goods

Once you reach the Modern Era, goods buildings add a new small feature (well, on top of the two-lane road requirement :rolleyes:). that is used from here on out.

Your new goods buildings will no longer need a new type of deposit in order to produce goods. Your old Bronze Age, Iron Age, EMA, etc. deposits will be used in order to boost your newer goods buildings (on top of its original boost).



In order to produce these goods, you will need unrefined goods
(and the normal coins and supplies). Where do you find these unrefined goods? They will be goods you already produce!



For the Modern Era, your old Bronze Age deposits will correspond with your boosts, and they require Colonial Age goods in order to produce some refined goods.

The two new boosts in these eras you will unlock will correspond with a boost required for the era and a boost for a unrefined good, so in the Modern Era, you will find another random Bronze and Colonial Age boost.
Starting from the Tomorrow Era, you will only obtain one boost (for building, no unrefined goods' boost).


Note this is a separate account/world than the picture in the first part of this guide. You will get a different boost compared to the first two you found.


Wow, just noticed that my two new boosts just happen to match the requirements for a ME goods building :p

This means you should have 3 Bronze Age boosts and 3 Colonial Age boosts, so this will guarantee you have at least one Modern Era goods building with the appropriate boost and unrefined boost.


Point to note:

Great Buildings and Wishing Wells will now produce unrefined goods, but it is double the amount compared to before so they are able to take care of your unrefined good need.

Like stated above, this is just a rough guide. If I left out anything or if you have anything to add please do in the replies below.

BoD




Goods Building Information
BRONZE AGE
Goods Building

Stone Mason
Lumbermill
Marble Mason
Dye Works
Vineyard
Size

4x4
3x3
3x3
3x3
3x3
Produces

Stone
Lumber
Marble
Dye
Wine
-Boosted with

Rock
Tree
Marble Rock
Flower
Grapes
-
Cost to build:
Available Population needed:
Construction Time:
4-hour Production Cost:
340 coins and 490 supplies
108
30 min
100 coins and supplies
IRON AGE
Goods Building

Limestone Mason
Ebony Woodworks
Iron Foundry
Weaving Mill
Jewelry Manufacturer
Size

4x4
4x4
3x3
4x3
3x4
Produces

Limestone
Ebony
Iron
Cloth
Jewelry
-Boosted with

Limestone Rock
Ebony Tree
Iron Ore
Wool
Gemstone
-
Cost to build:
Available Population needed:
Construction Time:
4-hour Production Cost:
1500 coins and 2400 supplies
230
1:30 hr
200 coins and supplies
EARLY MIDDLE AGES
Goods Building

Copper Foundry
Granite Mason
Alabaster Mason
Goldsmith
Beekeeper
Size

4x3
4x4
4x3
4x3
3x3
Produces

Copper
Granite
Alabaster
Gold
Honey
-Boosted with

Copper Ore
Granite Rock
Raw Alabaster
Gold Nugget
Honeycomb
-
Cost to build:
Available Population needed:
Construction Time:
4-hour Production Cost:
6000 coins and 10300 supplies
340
3:50 hr
400 coins and supplies
HIGH MIDDLE AGES
Goods Building

Brickworks
Ropery
Saltworks
Herbs Merchant
Glassblower
Size

4x3
3x2
3x4
4x3
4x3
Produces

Brick
Rope
Salt
Dried Herbs
Glass
-Boosted with

Clay
Hemp
Unrefined Salt
Herbs
Quartz
-
Cost to build:
Available Population needed:
Construction Time:
4-hour Production Cost:
14000 coins and 27000 supplies
460
7:30 hr
800 coins and supplies
LATE MIDDLE AGES
Goods Building

Basalt Mason
Brass Foundry
Silk Manufactory
Talc Cutter
Gunpowder Manufactory
Size

4x4
4x4
3x3
3x3
3x3
Produces

Basalt
Brass
Silk
Talc Powder
Gunpowder
-Boosted with

Basalt Rock
Zinc Ore
Cocoons
Soapstone
Sulphur Blocks
-
Cost to build:
Available Population needed:
Construction Time:
4-hour Production Cost:
27000 coins and 54000 supplies
580
11:20 hr
1600 coins and supplies
COLONIAL AGE
Goods Building

Paper Mill
Coffee Roaster
Wiremill
Porcelain Manufactory
Tar Kiln
Size

2x3
3x3
3x3
4x4
3x5
Produces

Paper
Coffee
Wire
Porcelain
Tar
-Boosted with

Spruce Wood
Coffee Beans
Nickel Ore
Kaolin Clay
Pine Wood
-
Cost to build:
Available Population needed:
Construction Time:
4-hour Production Cost:
37000 coins and 79000 supplies
720
13:30 hr
2400 coins and supplies
INDUSTRIAL AGE
Goods Building

Rubber Plant
Coke Oven
Textile Mill
Whaling Station
Fertilizer Plant
Size

5x3
4x5
3x4
4x3
4x5
Produces

Rubber
Coke
Textiles
Whale Oil
Fertilizer
-Boosted with

Latex
Coal
Cotton
Whales
Guano
-
Cost to build:
Available Population needed:
Construction Time:
4-hour Production Cost:
45000 coins and 102000 supplies
1020
14:30 hr
3200 coins and supplies
PROGRESSIVE ERA
(requires two-lane roads from here on out)
Goods Building

Asbestos Factory
Oil Refinery
Machine Workshop
Tinning Plant
Explosives Factory
Size

5x5
7x4
6x4
3x6
4x5
Produces

Asbestos
Gasoline
Machine Parts
Tinplate
Explosives
-Boosted with

Asbestos Ore
Crude Oil
Machine Parts
Tin Ore
Diatomite
-
Cost to build:
Available Population needed:
Construction Time:
4-hour Production Cost:
54000 coins and 129000 supplies
1200
14:50 hr
4000 coins and supplies
MODERN ERA
Goods Building

Concrete Plant
Food Processing Plant
Flavor Laboratory
Packaging Factory
Construction Warehouse
Size

5x6
4x6
6x4
7x4
5x5
Produces

Ferroconcrete
Convenience Food
Flavorants
Packaging
Luxury Materials
-Boosted with

Rock
Grapes
Flower
Tree
Marble Rock
-Unrefined Needs

Wire
Coffee
Tar
Paper
Porcelain
Cost to build:
Available Population needed:
Construction Time:
4-hour Production Cost:
66000 coins and 155000 supplies
1360
15 hr
5 CA goods and 2400 coins and supplies
POSTMODERN ERA
Goods Building

Tree Nursery
Steel Plant
Semiconductor Factory
Industrial Filter Factory
Genetics Research Lab
Size

6x4
6x5
4x6
4x7
7x4
Produces

Renewable Resources
Steel
Semiconductors
Industrial Filters
Genome Data
-Boosted with

Ebony Tree
Iron Ore
Gemstone
Limestone Rock
Wool
-Unrefined Needs

Fertilizer
Coke
Rubber
Textiles
Whale Oil
Cost to build:
Available Population needed:
Construction Time:
4-hour Production Cost:
79000 coins and 185000 supplies
1530
15 hr
5 InA goods and 2800 coins and supplies
CONTEMPORARY ERA
Goods Building

Magnet Factory
LNG Plant
Plastics Plant
Robotics Factory
Bionics Research Lab
Size

5x5
6x5
4x6
4x7
6x4
Produces

Electromagnets
Gas
Plastics
Robots
Bionics Data
-Boosted with

Copper Ore
Granite Rock
Raw Alabaster
Gold Nugget
Honeycomb
-Unrefined Needs

Tinplate
Explosives
Gasoline
Machine Parts
Asbestos
Goods Building

Magnet Factory
LNG Plant
Plastics Plant
Robotics Factory
Bionics Research Lab
Population

2180
1480
1980
2480
2790
Breaking Happiness

(None)
- 350
- 100
+ 150
+ 300
Cost to build:
Construction Time:
4-hour Production Cost:
120000 coins and 278000 supplies
15 hr
5 PE goods and 3200 coins and supplies
TOMORROW*
Goods Building

Translucent Concrete Plant
Smart Materials Factory
Papercrete Factory
Preservatives Factory
Nutrition Research Lab
Size

5x4
5x5
4x4
4x5
5x3
Produces

Translucent Concrete
Smart Materials
Papercrete
Preservatives
Nutrition Research
-Boosted with

Quartz
Clay
Hemp
Unrefined Salt
Herbs
-Unrefined Needs*

Ferroconcrete
Luxury Materials
Packaging
Flavorants
Convenience Food
Goods Building

Translucent Concrete Plant
Smart Materials Factory
Papercrete Factory
Preservatives Factory
Nutrition Research Lab
Population

2180
3180
2980
2180
1780
Breaking Happiness

(None)
+500
+400
(None)
-200
Cost to build:
Construction Time:
4-hour Production Cost:
153000 coins and 353000 supplies
15 hr
5 ME goods and 3600 coins and supplies
*GBs produce the unrefined needs, hence they produce Modern Era goods in the Tomorrow Era.
THE FUTURE
Goods Building

Earth Science Center
Water Purifier
Algae Farm
Superconductor Factory
Nanoparticle Laboratory
Size

5x5
7x4
6x5
4x6
5x5
Produces

Biogeochemical Data
Purified Water
Algae
Superconductors
Nanoparticles
-Boosted with

Sulphur Blocks
Basalt Rock
Cocoons
Soapstone
Zinc Ore
-Unrefined Needs

Renewable Resources
Industrial Filters
Genome Data
Semiconductors
Steel
Goods Building

Earth Science Center
Water Purifier
Algae Farm
Superconductor Factory
Nanoparticle Laboratory
Population

3620
4920
5020
3220
3620
Breaking Happiness

(None)
+650
+700
-200
(None)
Cost to build:
Construction Time:
4-hour Production Cost:
220000 coins and 481000 supplies
15 hr
5 PME goods and 4000 coins and supplies
ARCTIC FUTURE
Goods Building

Nanowire Laboratory
Transester Gas Catalyzer
A.I. Research Center
Paper Battery Factory
Bioplastics Factory
Size

4x7
5x5
5x6
6x4
5x5
Produces

Nanowire
Transester Gas
A.I. Data
Paper Batteries
Bioplastics
-Boosted with

Nickel Ore
Coffee Beans
Kaolin Clay
Spruce Wood
Pine Wood
-Unrefined Needs

Bionics Data
Gas
Robots
Electromagnets
Plastics
Goods Building

Nanowire Laboratory
Transester Gas Catalyzer
A.I. Research Center
Paper Battery Factory
Bioplastics Factory
Population

4610
4330
5110
4610
5600
Breaking Happiness

(None)
(None)
(None)
(None)
(None)
Cost to build:
Construction Time:
4-hour Production Cost:
293000 coins and 638000 supplies
15 hr
5 CE goods and 4500 coins and supplies

Goods Cost Ratios
Lots of players like to use the cost of producing goods as their currency for trading. By using this ratio, the value of goods in each era are as shown:
Age:BAIAEMAHMALMACAINAPE
Cost1002004008001600240032004000
BA value124816243240









Age:ME
(2400+CA)
PME
(2800+INA)
CE
(3200+PE)
TE
(3600+ME)
FE
(4000+PME)
AF
(4500+CE)
--
Cost48006000720084001000011700--
BA value48607284100117--

So offers on the trading board should look something like this:
-BAIAEMAHMALMACAINAPEMEPMECETEFEAF
BA12/1------------
IA1/212/1-----------
EMA-1/212/1----------
HMA--1/212/1---------
LMA---1/213/22/1-------
CA----2/314/35/32/1-----
INA----1/23/415/43/215/8----
PE-----3/54/516/53/29/5---
ME-----1/22/35/615/43/27/4--
PME------8/152/34/516/57/55/339/20
CE-------5/92/35/617/625/1813/8
TE--------4/75/76/7125/2139/28
FE---------3/518/2521/251117/100
AF---------20/398/1328/39100/1171
(Where [Row of Good's Age] * [Ratio] = [Column of Good's Age], so for example if you got to the PE's row, you will find (for the 3/5 you find under CA) you only need to offer 3 PE goods if you need 5 CA goods)

There is a nice, easy, and quick converter here (in an external site): http://foe.dppro.nl/index.php?l=tools&s=fairtrade

Goods required across the Tech Tree
-BAIAEMAHMALMACAInATOTALS
Stone0256166---175
Lumber2603479---175
Marble2372294---175
Dye0274690---175
Wine0583571---174
Limestone-37028150--251
Ebony-46342140--249
Iron-138247100--242
Cloth-117730130--248
Jewelry-169010140--256
---EMAHMALMACAInA-
Copper--2320150160-353
Granite--460140150-354
Alabaster--1420200120-354
Gold--3041110170-351
Honey--2030140160-350
Brick---4060100220420
Rope---4120110190424
Salt---11100100210421
Dried Herbs---3480110190414
Glass---5080130160420
---------
-LMACAInAPEMEPMECETOTALS
Basalt80160170180---590
Brass5060260210---580
Silk40150210130---530
Talc Powder70140130320---660
Gunpowder50150210160---570
Paper-8012022040--460
Coffee-4017032090--620
Wire-8016025090--580
Porcelain-6016038090--690
Tar-40150320130--640
---InAPEMEPMECE-
Rubber--160260130450-1000
Coke--105180320395-1000
Textiles-
100230300370-1000
Whale Oil--110220430240-1000
Fertilizer--95275160470-1000
Asbestos---3302503404801400
Gasoline---3003802304901400
Machine Parts---3304502303901400
Tinplate---3503402903801360
Explosives---3003303903801400
-MEPMECETEFEAF-TOTALS
Ferroconcrete360250550440---1600
Convenience Food350440400410---1600
Flavorants190320400690---1600
Packaging280300600420---1600
Luxury Materials330380400490---1600
Renewable Resources-300500550450--1800
Steel-380400720300--1800
Semiconductors-340550470440--1800
Industrial Filters-290400750360--1800
Genome Data-200400750450--1800
---CETEFEAF--
Electromagnets--3705458400-1755
Gas--510435915390-2250
Plastics--3605507900-1700
Robots--380500910420-2210
Bionic Data--4005651035420-2420
Translucent Concrete---5107200-1230
Smart Materials---5708800-1450
Papercrete---530775330-1635
Preservatives---3109400-1250
Nutrition Research---480520320-1320
-----FEAF--
Biogeochemical Data----450460-910
Purified Water----380440-820
Algae----460390-850
Superconductors----425460-885
Nanoparticles----465430-895
Nanowire-----0-0
Transester Gas-----0-0
A.I. Data-----180-180
Paper Batteries-----140-140
Bioplastics-----200-200
 
Last edited by a moderator:

yerrrrrrpp

-If you don't own a province with the necessary raw material it is advisable you don't build it or even research it for that matter. instead work on what you can mass produce and trade that with other players for the goods you can't mass produce


one problem with this, if other players arent trading, it will take ages to get the materials from trading with the merchants. i would suggest building 1 or 2 of the goods buildings of materials you cant mass produce (if you have the free population and room to do it) so you can at least produce a little more goods. ive noticed, on my continent, NOBODY trades. if anything, people basically want 8 or 9 goods for 1 of theirs, and with having to use a forge point to trade with players its almost pointless to do that. hopefully tomorrow, when the beta opens, trading will be a little more reasonable or at least be able to mass produce a couple more goods early on in the game
 

DeletedUser65

that defiantly is a problem and 1 i hope inno are taking seriously. while a player in your predicament may be forced to build goods buildings they have no raw material for , in my opinion that's a waste of resources and much needed population. there's always the option of trading items u can mass produce to the npc traders( extremely over priced i know) but at least they don't cost forge points and hopefully inno may do something about the price
 

darthpoet

A quick question, don't you have to research all of the tech tree in iorder to progress through the ages? Your comment would suggest that you don't have to.
 

DeletedUser65

A quick question, don't you have to research all of the tech tree in iorder to progress through the ages? Your comment would suggest that you don't have to.
Some routes are dead ends, for example "casting" in the "early middle ages". You don't need to research this to progress and if u don't have a gold or copper province you'd be better off saving your FP for other techs, thanks for your comment il add in a note about this
 

Surge

Brigadier-General
Actually it is advisable to research those buildings you don't have provinces for because most, if not all, of the time those researches lead to expansion research. Now don't even tell me that you don't need an expansion...
 

DeletedUser65

to say "most, if not all" lead to an expansion is a slight exaggeration, below is a table listing all goods research. it lists the research from which u cant progress past(dead end), the research whose next step is an expansion(direct) and the research that will lead to expansion after a few teirs(indirect)

ResearchLeads to expansion
Growingdead end
stone workdirect
woodworkdirect
ironworksdirect
handiworksdirect
processingindirect
castingdead end
apairydead end
quarriesdead end
improved stoneworkindirect
guildsdirect
conservationdirect
metal workingdead end
craneindirect
aristocracydead end
 
Last edited by a moderator:

Surge

Brigadier-General
Hey, at least half of them directly lead to an expansion. Worth researching those...
 

DeletedUser65

it certainly is worth researching those few, its the dead end researches i was referring to when i said if you don't have the raw material you shouldn't research it
 

kissoon

but unless you are a premium player you will actually need all the goods buildings at some point because you need every good to research everything :p
 

DeletedUser65

thats why trading was introduced , i know in its current state its rather flawed but lets give the devs some time to improve it, the feature is only a few weeks old
 

Hyndel

I belive that every finished research gives You points, therefore I don't see a reason to skip any of them even if don't plan to build given building.
Exept multistory house where unlocking it cost 600 diamonds as I don't plan to put any real money in to this game, unless there is a way to somehow win those diamonds or get them as a reward from Jester
 

Surge

Brigadier-General
They don't show up. At least on Google Chrome.

Edit: Nevermind. They show up half of the time for some reason tho...
 

SIRKILLALOT

very good work there ........Surge
 
Last edited by a moderator:

DeletedUser65

do you have enough gold/production to begin work in all of them?? by using say the 2 day cycle (6 raw materials) you'll spend 1200 gold and productions, this may mean you don't have enough left for the other goods buildings to start. i know iv got caught this way before
 

Roper

One thing the guide doesn't explain is the use of these goods.Till now seems to me that you don't reallly need them.They are not used as building materials , don't contribute in happines or in somekind of cultural development.So what is the use of them?