Rise of Nations Wiki
Register
Advertisement
Building Overview Game Strategies History

Market

The Market is an economic building. It allows you to create Caravans to gather Wealth Wealth and Merchants to collect rare resources. It also generates some Wealth 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 Commerce 1 (Barter) at a Library.

Wealth Wealth production[]

Each Market generates a basic income of 10 Wealth 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 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 Wealth is granted.

Buy/sell resources[]

Market Trading

Once a nation has developed Commerce Commerce 2 (Coinage) at the Library, it may buy or sell common resources at the Market: Food Food, Timber Timber, Metal Metal, and, from Industrial Age Industrial Age on, Oil Oil. Knowledge Knowledge cannot be traded.

Resources are always traded for Wealth 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).
Hint 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.

Nation powers[]

  • The Dutch Power of Commerce: Start with a free Market, but cannot build additional Markets without researching Commerce 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 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 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 Wealth and the maximum buying price at 125 Wealth 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[]

Advertisement