GAME CONCEPTS

Trade Goods

Trade goods are resources scattered across the map: crops, animals, luxuries, stone and metal. Each deposit holds several copies of its good, and every copy can supply one city. A good's page says where it is found, what it needs and what it gives.

Claiming a good

  • The tile must lie inside your borders.
  • The improvement the good calls for must stand on the tile (each good's page names it).
  • The tile must be connected to one of your cities by road. A good on the city tile itself counts as connected.
  • You must know the technology that lets you use the good.

What a good gives

  • Every kind of good a city holds, whether claimed nearby or delivered by caravan, grants the good's yields to that city once. Luxuries mostly give happinessHappiness and healthHealth.
  • The tile's own yields also count when a citizen works it, as with any tile.
  • A city counts each kind of good once. A second copy of the same good is only useful as something to send elsewhere.

Rarity

When the map is made each deposit rolls a rarity, which sets how many copies it holds:

  • Legendary: a 5% chance, 6 copies.
  • Epic: otherwise 10%, 5 copies.
  • Rare: otherwise 15%, 4 copies.
  • Uncommon: otherwise 25%, 3 copies.
  • Common: the rest, 2 copies.

Strategic goods

Some units can only be built in a city that has the good, claimed nearby or delivered by caravan:

Goods found on the map

Saphire, Seaweed, Silk, Sugar, Tabacco, Tea, Tilapia, Tomatoes, Bison, Chicken, Corn, Cotton, Crabs, Diamond, Dyes, Fur, Gold, Grapes, Octopus, Pearls, Pigs, Sweet Potatoes, Ruby, Amaranth, Arctic Fox, Bauxite, Bear, Beluga Whale, Blue Whale, Capybara, Carrots, Copper, Crocodile, Deer, Elephant, Emu, Freshwater Fish, Honey, Horses, Iron Ore, Mango, Marble, Musk Ox, Niter, Oil, Oil (Water), Peppers, Pineapple, Saffron, Seal, Sheep, Squid, Stone, Tin, Water Buffalo, Watermelon, Wheat

Manufactured goods

Bronze, Gunpowder, Iron. See Manufactured Goods.