Building Overview | Game Strategies | History |
The Market is an economic building. It allows you to create Caravans to gather Wealth and Merchants to collect rare resources. It also generates some Wealth on its own and provides a marketplace to buy and sell common resources.
The Market becomes available to a nation once it has researched Commerce 1 (Barter) at a Library.
Wealth production[]
Each Market generates a basic income of 10 Wealth per 30 seconds. The only way to increase this is by building the Porcelain Tower wonder, which quadruples each Market's production to 40 Wealth per 30 seconds. Researching Taxation technologies at a Temple has no effect on Market income.
When a Market is completed or destroyed/razed, a one-time bonus of 30 Wealth is granted.
Buy/sell resources[]
Once a nation has developed Commerce 2 (Coinage) at the Library, it may buy or sell common resources at the Market: Food, Timber, Metal, and, from Industrial Age on, Oil. Knowledge cannot be traded.
Resources are always traded for Wealth. They are bought from and sold to an off-map trader rather than being sent to or taken from another player (if you want to trade resources with another player, you have to do this via the Diplomacy screen). However, other players will be affected by commodity trades done at the market:
- Buying a resource will drive its price up for all players.
- Selling a resource will drive its price down for all players.
- Market prices also fluctuate and 'normalize' over time. The little green arrow next to a price shows the trend (if the price is about to go up, down or remains stable).
Press SHIFT + click to buy/sell 500 of a resource, or ALT + click to buy as much as you can afford or sell everything you have. You can also toggle a market interface to be displayed in the resource box in the top left corner, giving quick access to market prices and trade options.
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Nation powers[]
- The Dutch Power of Commerce: Start with a free Market, but cannot build additional Markets without researching Commerce 1 (Barter) first.
- The Indian Power of Majesty: Markets do not rise in cost.
- The Maya Power of Architecture: Markets have +25% hit points, are built 20% faster and costs 25% less Timber.
- The Nubian Power of Trade: Start with a free Market, their Markets have +50% hit points and are built 10% cheaper. They may also trade goods without further research and with a +20/-20 price bonus.
- The Persian Power of Ceremony: Markets create (and replace) Caravans up to the limit automatically.
Wonders[]
- The Porcelain Tower increases the gather rate of Markets by 300%, or to 40 Wealth per 30 seconds.
(The in-game tooltip incorrectly indicates that the income from Markets gets increased by 200%.) - The Taj Mahal increases the Market's hit points by 100%.
- The Super Collider fixes the minimum selling price at 50 Wealth and the maximum buying price at 125 Wealth.
Miscellaneous[]
- The Market has a Rally Point, where new Caravans and Merchants are sent to after completion. Place it on a city to have Caravans pick that city as the first on their trading route. Place it on a rare resource to have a Merchant move to that resource and automatically deploy itself (if possible). Shift + R resets the rally point to the building.
- Planting an informer at an enemy's Market lets you see their resource levels (?) and the number of Caravans and Merchants they have. It can also reveal when a nuclear embargo will occur for that nation.
Gallery[]
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