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| goods [2025/11/23 15:45] – created taludas | goods [2026/04/25 20:08] (current) – taludas |
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| [{{ :screenshots:goods_overview.jpg?300|The '**Consumer Goods**' overview in Trading Post showing empty storages for all **goods**.}}] | [{{ :screenshots:goods_overview.jpg?300|The '**Consumer Goods**' overview in Trading Post showing empty storages for all **goods**.}}] |
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| 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 [[Buildings:Warehouses|warehouses]] or transported in a [[Units: Ships|ship's]] cargo hold, with quantities tracked in tons. Each **good** is obtained through a dedicated [[Buildings:Production Buildings|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|buildings]], fulfilling [[Population Needs|population needs]], supplying other production chains, crafting [[Units:Military Units|military units]] or [[Units: Ships|ships]], fueling trade with NPCs or third parties, and supporting quest fulfillment. | 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 [[Buildings:Warehouses|warehouses]] or transported in a [[Units: Ships|ship's]] cargo hold, with quantities tracked in talenta. Each **good** is obtained through a dedicated [[Buildings:Production Buildings|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|buildings]], fulfilling [[Population Needs|population needs]], supplying other production chains, crafting [[Units:Military Units|military units]] or [[Units: Ships|ships]], fueling trade with NPCs or third parties, and supporting quest fulfillment. |
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| ===== Basics ===== | ===== Basics ===== |
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| 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 [[Buildings:Warehouses|warehouses]] and [[Buildings:Residences|residences]] on that island. | Each island has a defined maximum storage capacity that limits how many talenta of any given **good** can be held at once. As long as at least one talent of it is stored on an island, it is universally accessible to all other [[Buildings:Warehouses|warehouses]] and [[Buildings:Residences|residences]] on that island. |
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| [[Buildings:Production Buildings|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 [[Buildings:Warehouses|warehouse]] before being added to the island’s shared storage. | [[Buildings:Production Buildings|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 [[Buildings:Warehouses|warehouse]] before being added to the island’s shared storage. |
| ===== Obtaining Goods ===== | ===== Obtaining Goods ===== |
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| **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: | **Goods** can enter a player's economy through a variety of methods. While every **good** can be produced through its corresponding production chain, many of them may also be obtained through alternative sources using one of the following methods: |
| * Production | * Production |
| * Trade | * Trade |
| * Quests | * Quests |
| * Contracts | * Contracts |
| | * Item effects |
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| ===== Using Goods ===== | ===== Using Goods ===== |
| **Goods** can be used by the player in of the following methods: | **Goods** can be used by the player in one of the following methods: |
| * Fulfilling your residence's needs | * Fulfilling your residence's needs |
| * Input for production buildings | * Input for production buildings |
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| === Consumer Goods === | === Consumer Goods === |
| Consumer Goods are used by your residents to fulfill their needs. | **Consumer Goods** are used by your residents to fulfill their needs. |
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| === Construction Materials === | === 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. | **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. |
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| === Raw Materials === | === 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. | **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. |
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| === Agricultural Goods === | === Agricultural Goods === |
| Agricultural Goods mainly serve as input for your production buildings and are generally produced from Farms or Livestock Farms., | **Agricultural Goods** mainly serve as input for your production buildings and are generally produced from Crop Farms, Plantations or Livestock Farms requiring specific island fertilities. |
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| === Intermediate Goods === | === 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. | **Intermediate Goods** are products that have been crafted from **Raw Materials** and/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. |
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