goods

Goods

The 'Consumer Goods' overview in Trading Post showing empty storages for all goods.

In Anno 117: Pax Romana, Goods are defined as tangible resources that you can move and store across your empire. They may be held in island warehouses or transported in a ship's cargo hold, with quantities tracked in tons. Each good is obtained through a dedicated production building, often requiring simpler materials as inputs to manufacture into more advanced products. Many goods can also be sourced outside of traditional production, such as through trade, quests, or item-based effects. Goods play a central role in every Anno's gameplay and serve multiple functions, including constructing buildings, fulfilling population needs, supplying other production chains, crafting military units or ships, fueling trade with NPCs or third parties, and supporting quest fulfillment.

Each island has a defined maximum storage capacity that limits how many tons of any given good can be held at once. As long as at least one ton of a good is stored on an island, it is universally accessible to all other warehouses and residences on that island.

Production facilities maintain their own local storage buffers for the goods they use and produce. Required materials must be physically delivered to these buildings - either by carts dispatched from the facility itself or by direct deliveries from other producers. When goods are manufactured, they must be carted to a warehouse before being added to the island’s shared storage.

Residential buildings draw consumption products directly from the island-wide storage rather than through physical transport, and consumption occurs continuously based on the combined demand of all active households. Certain non-residential and non-production buildings like shipyards and military buildings also draw product costs for their units directly from the island-wide storage.

Goods can be moved between islands via ships, with transfers occurring through loading or unloading at a Trading Post (also known as Kontor) or a Trading Pier. Transport can be handled manually or automated through trade routes. Ships carry cargo inside of their discrete cargo slots, each capable of holding up to 50 tons of a single good by default.

Goods can enter a player's economy through a variety of methods. While every good can be produced through its corresponding production chain, many goods may also be obtained through alternative sources. Goods can be acquired using one of the following methods:

  • Production
  • Trade
  • Quests
  • Contracts

Goods can be used by the player in of the following methods:

  • Fulfilling your residence's needs
  • Input for production buildings
  • Construction of buildings and ships, repairing ruins.
  • Trade
  • Completing Quests and Contracts
  • Amphitheatre events

Goods are divided into several categories, either by production method or by intended usage:

  • Consumer Goods
  • Construction Materials
  • Raw Materials
  • Agricultural Goods
  • Intermediate Goods

Consumer Goods

Consumer Goods are used by your residents to fulfill their needs.

Construction Materials

Construction Materials are used to construct new buildings or repair them from their ruin state. They are also used to construct ships and to train military units.

Raw Materials

Raw Materials serve as input for your production buildings and are generally produced from natural resources of your island, i.e. Coasts, Trees, Meadows, Marsh, River Slots or Mine Slots.

Agricultural Goods

Agricultural Goods mainly serve as input for your production buildings and are generally produced from Farms or Livestock Farms.,

Intermediate Goods

Intermediate Goods are products that have been made from raw materials or agricultural goods by production buildings 'in the middle of a production chain'. These products are then sent to other production buildings to be processed further to make more complex end products, such as Consumer Goods or Building Materials.

  • goods.txt
  • Last modified: 2025/11/23 15:45
  • by taludas