Field of Glory: Kingdoms

Field of Glory: Kingdoms

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Grognerd's Grand Guide to Goods
By Grognerd
All the Goods in Field of Glory: Kingdoms, and the structures that use them.
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Introduction
This Guide derives from a spreadsheet I made for the playtest group detailing Trade Goods in Field of Glory: Kingdoms, the idea being to make a statistical analysis of the supply (output) and demand (both in terms of input and bonuses) for all the various goods in the game.

This Steam Guide just takes that horizontal spreadsheet, and chops it up into nice vertical bits!

For those who would prefer to use the original spreadsheet, I will post a copy for download on the official Discord channel for FoG:K (https://discord.gg/zRCDWmAN), although that copy will lack the brief commentary.

The statistics on the top panel show the number of buildings giving goods their Outputs, Inputs and Bonuses. The variations between Christians and Muslim structure sets are noted, and other factions as well where applicable. I left tribal nations out of the statistics, because they are currently not playable. But the raw data is there on the lower panels, you can tally them up if you so desire! The number of goods occurring naturally on the map, and hence produced without a structure, is noted here too.

Some structures give strictly negative Bonuses, for example, the various thievery organizations. Those are marked in red on the Bonuses panel and ignored for statistical purposes. Structures that are likely to be more commonplace, such as gateway building (ie, Manorial Demesne, Craftsman Borough, etc.) and "free" governmental structures are marked in a colored hue.

Goods that are required to be on site before a structure can be built (for example, Stone for the Concentric Castle) are considered to be Input goods for statistical purposes, and are noted by an asterisk *.

I counted "rare" structures like the Master Hunter for statistical purposes, but not "event" structures like the Brine Well. I also didn't count the various Emporiums for Outputs, as they are all such a PITA to get online. But the Emporiums and Event structures are all listed on the Output panels, regardless!

The original goal here was to note which goods are perhaps too economically dominant, and those that are a bit lacking in one respect or another, and could perhaps use a boost in a future patch. So, suggestions and comments are most welcome!

Fish
Fish are fairly ubiquitous in coastal sea zones, so the early T1 Fisherman House is not strictly necessary to get access to them in many coastal regions. The Event structure Ponds, however, is quite handy in providing them to inland regions as well. Since they provide bonuses to over 11 commonly available structures, they are definitely worth having around.







Honey & Wax
Honey & Wax is more of a niche good, with Christian nations being more desirous of it than Muslim nations, due primarily to the bonus demand for candle wax from religious institutions. Only the Candle Shop needs it as an input early on, supplemented by Public Lighting in the later game. Still, the Beekeeper is usually worth building, if for no other reason than its decent Food and Health it provides.







Nuts & Seeds
Nuts & Seeds are even more of a niche good, needed only by the Oil Presser, and a bonus for a small number of other structures, none particularly noteworthy. They are a bit more useful to tribal nations however, as a useful bonus for their Shaman and Gatherers. A useful tidbit of info should tribals ever become playable ...







Fruits
Fruits are pretty easily obtainable, both from a number of structures and naturally on map. Each religious group has exactly one T1 input structure, with a fair number of bonus opportunities, especially for Christians. Italian Merchant Republics also get a bonus for Fruit from one of their Coastal Merchant Posts. So not a bad good overall, but the large number of natural sources means there is less pressure to build Orchards and Cider Farms.







Exotic Fruits
Exotic Fruits are much more scarce than regular Fruits, with only late T2 structures being able to produce them. On top of that, they have no Input structures to move them around the map. However, there are a fair number of natural sources growing out there, mainly in the southeastern section of the map. So, as a Muslim faction there's a good chance you'll have access to them, where they will provide a nice bonus to your Fruits Shops.







Ivory & Tusks
A super-niche good as things stand right now. They appear naturally in only ten regions on the map, and otherwise require an Emporium to get more. Nothing needs them as an Input, and the only bonus structure for most faction is the Exchange Tents. IMRs can profit off them using a type of Coastal Merchant Post, however.







Salt
Salt is another one of those goods that already has a fairly healthy natural supply, making the three Salt producing structures listed here perhaps not too exciting. Bonus demand is on the light side too, in the 5-6 range. Although the Salthouse, the only Input structure for Salt, is actually one of the better Health buildings in the game, IMO.







Wood
Wood is far and away the most sought-after good in the game, in terms of Input demand. A staggering 15 to 18 buildings want to drag Wood across the map and into their lumber-hungry maws. And Bonus demand is there too, with 6-8 buildings deriving benefits from the fine sawdust in the air due to Wood-adjacency. It was for this reason Wood production got buffed a couple patches ago, with all four Output structures getting one extra Wood produced. In fact there may be a tad too much Wood in the system nowadays (IMO) ...









Wild Beasts
Wild Beasts have a fairly good natural source count, limited mostly to forest regions. Which is just as well, because they are VERY difficult to obtain otherwise, with the rare Master Hunter and an Emporium being the only structure Outputs. Demand is rather light, with no Inputs and only 4-5 Bonuses (although tribal nations do have a LOT more interest in the good).







Amber
Amber is uber-niche in the game right now. No Outputs (save their Emporium), very few natural deposits, no Inputs, and scant Bonus structures. Not much else to say about this good, really, except that tribals in the Baltic region can get mileage out of their local sources via their Rustic Jeweler, and the Russians by means of their Riverine Trading Post.







Frankincense
Frankincense is another good with few natural deposits and Output only from very hard-to-get Emporiums. There are a couple non-Muslim Input structures, and 4-5 Christian Bonus structures, all of them very late upper tier (including the gateway Cathedral). But only one Muslim Bonus structure, which is ironic as most of the natural deposits are in the more Islamic areas of the map.







Furs & Pelts
Furs & Pelts have a decent natural output, mostly in forest regions, that can be supplemented by Hunting Reserves as needed. Tribals have the ability to move them around as Input goods, as do the Rus with their Riverine Trading Posts. But their Bonus structures are a bit lacking, with only 4-5 or so. Interestingly, the Furrier does not consume (i.e., Input) Furs & Pelts as you might expect, but rather only uses them as a bonus.







Drugs & Herbs
Drugs & Herbs have but a smattering of natural sources on the map, but with three Output structures per religion they can be produced without too much exertion. They have a good amount of Input demand (especially for tribal nations!) and decent Bonus demand as well, particularly for Christian factions.









Naphtha
Naphtha is currently another super-niche good, with a low number of natural deposits, no way to make it except by Emporium, no way to import it via Inputs, and very few Bonus options, all of which are T2.







Grain
Grain is an important trade good, with 14-17 structures using it as a Bonus. But despite having no natural map sources, there are usually enough Output structures to keep them happy, thanks in part to Subsistence Agriculture, which can produce Grain in areas unheard of in the days of FoG: Empires. And with 4-5 structures needing it, including the popular early T1 Bakery, Grain tends move about the map with relative ease. Watch out for Rats though, as the presence of Grain will make your rodent problem worse.







Flax
Flax is a pretty important Bonus good, used as it is by 12-13 structures, including the T1 Agricultural gateway buildings. There are a few natural sources on the map, and the early T1 Flax Field can usually cover the rest of your needs. There usually isn't a lot of Input demand for Flax, as the only T1 structure needing it is the Levy Camp. The Levy Camp is interesting in that you can actually build three of these per region ... but OTOH, is there really a reason to? I guess the main motivation for spamming Levy Camps would be for Manpower? But it seems to me the Hamlet -> Village -> Town -> City route is a more slot-efficient way to raise your Manpower production, although admittedly that does take longer. So you probably don't need that much Flax floating around, unless you somehow felt the need to go all in on Levy Camps early on.







Silk
Silk is currently not a major player in the trade goods scene. It has only Emporium Output, extremely few natural sources, no one wants it as an Input, and it has very few Bonus opportunities, with most of those T2. In fact, since all the crime structures get negative Bonuses from Silk, an argument can be made that Silk is more of a liability than an asset to your nation! This being the golden age of the Silk Road, Silk probably deserves some more love. So I wouldn't be surprised to see some Silk buffs as the game further develops ...









Indigo
Another very niche good right now, with fair on-map natural supply, one production structure per major religion, no Input buildings, and just a handful of high-tier Bonus users.







Hemp
Hemp is a pretty good good! A Bonus to 7-10 structures, all of them maritime in nature, makes the Hemp Field a pretty good pick to build, although the somewhat high natural count makes it not as needed in some places.







Spices
Spices, like Silk mentioned above, was a historically a much more sought-after trade good than is currently portrayed in the game. So, I wouldn't be too surprised to see some buffs to it in the future! Right now, however, it has few natural sources, no real Output source, nothing that wants it as an Input, and just a handful of Bonus structures.







Legumes
Legumes are an important trade good in the game, not only for the 10-11 Bonus structures (including some gateways), but also as an Input good for a variety of useful buildings. The Hamlet is the structure you go to if you want more Manpower, while the Shanties and Hovels give you a free Pop in exchange for some Health and/or Loyalty problems. The latter buildings can be removed by RGD or an Almshouse, however, or auto removed when you hit a certain population level ... and you get to keep the free Pop! So having a Legumes Field around to supply these while they are around is nice indeed.







Wine
Wine is a really nice trade good ... for Christian nations. For religious reasons, Muslim nation structures don't make it, drink it, and only a comparative fraction of their available building use it as a Bonus. But if you are a Christian faction, a Vineyard is definitely a wise pick to plant, as it will supply three structures as an Input (including the gateway Parish Church), and be a Bonus for 11-12 others (including the gateway Mesne-Lord Manor). So, let us raise our glasses in toast ... to Wine!







Horses
Horses are a decent trade good, with just one Output, one Input, and only 4-5 Bonus structures (although some of those are important gateway structures, such as the Mesne-Lord Manor/Modest Muslim Landlord). Tribal nations, however, have a much greater appreciation for the equine species, in terms of Bonus possibilities.







Livestock
Livestock is a powerhouse trade good, with an impressive 6-7 Input structures (including some big time gateways, such as the Manorial Demesne/Iqta'), and 20-24 (!) Bonus structures. With all that demand, and only a modest natural count of 28 on map, you'd expect shortages to occur ... but supply can and does keep up, thanks to the 4-5 Output structures, most of them early T1 and cheap to build. Still, its good to know when you do start raising your cows and pigs and chickens, you will probably find a buyer for them out there, and get some nice Bonus resources on top of that.







Preserved Food
Preserved Food is like Livestock in that it had plenty of demand from Input structures (6) and plenty of supply from Output structures (5), but it does lack the Bonus intensity that made Livestock so impressive. Most of it will be generated by your Agricultural gateways, and you will derive satisfaction from seeing them consumed by your Stewardship gateways. These are all buildings you'll probably want to build regardless, so Preserved Food is a good that you don't really have to spend a lot of time thinking about. It just sort of happens!







Wool
Wool is currently a fairly modest trade good, that supplies 4-5 structures as an Input and the same amount as a Bonus. It have very little on map natural supply, but its one Output structure, the Shepherd House, is a very cheap early T1 building that is already popular for its Food production. So supply problems tend not to be an issue, at least early game.







Cotton
Cotton is a geographically limited trade good, as it was in Empires. And it doesn't really get any value until the later game, when a very small amount of T2 structures begin wanting it as an Input and a Bonus.







Stone
The decision on whether to build a Stone Quarry or a Clay Pit in a region is always an interesting one. Do you go with the Pit, which has a nice transverse bonus with the Brickworks, or do you take the extra Stone that comes with the Quarry? Note that Stone's considerable Input and Bonus structures are T2, so around mid game you may end up regretting not going for the Quarries.







Marble
Just as in Empires, Marble could end up being a very valuable Bonus good, thanks in part to all the advanced government structures that benefit from it. So taking advantage of every Marble Quarry you can is probably not a bad idea. The Byzantines are especially big Marble fans, due to all their provincial Domain Courts scattered about.







Gold
And everything I just said above about Marble applies doubly to Gold, which is more valuable, harder to get, and even more Bonus-ey! Just watch out for those criminals ...







Precious Stones
Pretty much the same comments as for Gold above. In case you are wondering, the number of on-map Marble Veins in 1054 AD is 25, Gold Veins 10, and Precious Stones 8. Getting a lucky hit with Prospecting RGD can add to those numbers of course.








Silver
Silver is similar to but a couple notches down from Gold and Precious Stones mentioned above. There are 20 on-map Silver Veins in 1054 AD.







Copper
Copper used to be in chronic short supply a couple of patches ago. Back then, Brass was an Input good for the Parish Church, the T1 gateway for Christian religious buildings. And Copper is the Input good for the Brass and Pewter Smelter, the only way to get Brass in the game. High demand for Brass led to too high a demand for Copper. So, changes were made: The Parish Church began using Wine instead; and a new way to get Copper, the Surface Copper Mine, was added. So even if you did not have a Copper Vein around you could still get access to it. But even after these big changes, Brass is still a pretty good good, which makes Copper still a pretty good good as well.









Lead
Lead, unlike its other metallic cousins, is a decidedly niche trade good, with a combined total of only seven Input and Bonus structures, with most of those being T2. I can't imagine anyone ever wanting to build a Lead Emporium! Nevertheless, building a Lead Mine where available is still probably worthwhile, if for no reason other than the Metal production.







Iron Ore
Iron derives almost all of its value from its role as an Input good and Metal producer. Metal is produced by the Iron Output structures themselves, as well as the Iron trade good. That Iron is then fed into the Crude Smelter, Bloomery, and Muslim Early Furnace, thus making even more Metal. More Metal means more Knights and Armored Spearmen! So yes, a very important, practical trade good. It is worth noting that Iron is also the Input for the Toolsmith, which we will have a bit more to say about below.







Sulfur
Sulfur is currently kind a meme good. There is very little supply of it on the map, it's almost impossible to produce ... but you don't really care, because with just 1-2 obscure Bonus structures it's practically useless. And then, you neglect your Piety buildings, and along comes ... the Occultist! And then you kinda wish there was Sulfur close by. Not that you could have done anything about it, mind you ...







Coal
Coal is a sneaky little trade good! You look at the stats and think 'OMG it's terrible!' And at game start it kinda is, with only one T2 Input and a paltry 2-3 Bonus structures. In fact, it used to be even worse, before a recent patch made Coal a modest Bonus for the Crude Smelter. On top of that, the Charcoal Burner burns Wood, a good with considerable demand that you may well be short of early on (see the Wood entry above). Thus you may well be tempted to demolish all your starting Charcoal Burners, to save on Wood, free up a Slot, and to not have to look at all that Coal sitting there unused in your Trade Screen.

So let's say you do that, and play the game. A couple dozen turns later your realm is developing nicely, with Craftsman Boroughs coming online in your Infra focused regions. And then a new building starts to make its appearance as a building pick ...the Lime Kiln. Hmmm, an Infra structure for an Infra region, so you decide to take a look-see at it ...

... and then your jaw hits the floor. I'll have more to say about the Lime Kiln in a future Steam Guide dealing with Structures (yes it's coming), but for now suffice to say that the Lime Kiln is a zero-slot BEAST of a building that you'll want to build in every region it can show up in, and it's probably worth an Edict to get ASAP. Ah, but there is one problem ... yep, the Lime Kiln burns Coal. Coal! Ooopsy. Oh, and you're probably low on Slots by now too, so replacing those Charcoal Burners you trashed on Turn 1 might now be a bit tricky. So, the moral of this story is: Keep at least some of that starting Coal production! You will eventually want it down the road when the Lime Kiln Era begins.







Tin
Not much to say currently about Tin, other than it is similar to but slightly less mediocre than Lead (see above).







Parchment & Vellum
Parchment & Vellum is a good with fairly high Input demand, particularly for Muslim nations. With a significant Base Value of 5 you would rather not pay the out-of-range fees if you can avoid it. It also gives a nice Bonus to the Scribe, which you may have quite a few of if you're going for a Legacy rush strategy. This makes the Parchmenter a solid pick, despite the structure's otherwise unimpressive production stats.







Leather
I'd rate Leather as a so-so good at best. It is an Input for three buildings and a Bonus for only 5-6, none of which are very exiting save for the Lime Kiln (which by mid game you'll probably have a lot of).







Dyes
Not much to write home about here concerning Dyes. Only tribals currently Input them, and their 7-8 Bonus structures are not too remarkable. They do make a nice supplement to any burgeoning Cloth industry in your nation, and provide a nice Bonus to the Ceramics Workshop (see below). But they don't really feel like a necessity.







Cloth
Cloth is a good that becomes more important in the later game, when the focus is on increasing your Manpower base to support your growing armies. The go-to method for increasing Manpower is the Stewardship-based Hamlet -> Village -> Town -> City upgrade track, and doing this in most every region should give you all the warm bodies you need. And Cloth is your friend here, being an Input for the Village, and the Feudal Town and the Feudal City.

It's worth mentioning here that the build track above branches after the Village. The Feudal branch above has Cloth as its Input. The Medieval branch, which includes the Medieval Town and Medieval City, is made up of pretty much the same structures but they use Tiles & Bricks rather than Cloth. Which branch you choose will depend on which Input you feel will best fill that need.

Cloth is a top notch Bonus good too, with 10-11 structures, including three big-time gateways!







Weapons
Weapons are actually quite a nice Bonus good, it's just a shame you really can't get any until T2! You could always build a Blacksmith though, and keep your fingers crossed ...







Armors
Armors are good, but not quite as good as Weapons above. Still, you'll want to get your hands on some eventually, in the super-late game in order to supply your mega-castles.







Transport Ships
Transport Ships! The trade good you probably have, but also probably don't know they even exist! That's because Transport Ships aren't really traded, but simply do their work quietly in the background.

What they do is boost the seaworthiness of the intrinsic shipping that gets created whenever you embark a ground unit at sea. The more Transport Ships you produce, the better your ferried ground units will fight in naval combat. They also get more movement points on map, and I think they help survivability in sea storms (not sure about this?). But in any case, to get to the higher Transport Ship thresholds, you do really need to focus on port building ... it seems to take a lot to just get out of the lowest leaky-boat tier! Whether this is worth it or not depends on your nation's maritime strategy. Lastly, they DO have some very late Bonus structure, including all of the Emporium Depots, which is can be nice.







Glassware
A strictly T2 good and quite a niche one to boot, with only 2-3 Inputs and 6 Bonus structures, none of which are gateways. The Fair is fairly nice, so you might want some Glassware around for that.







Brass
Brass used to be much more in demand, before Wine replaced it as the Input good for the T1 Parish Church. But it’s still an important good, especially for Christians, being needed as it is for their T2 Piety structures. Bonus opportunities are decent too. It’s also easier to manufacture now, with the recently added Surface Copper Mines increasing the availability of Copper for the Brass & Pewter Smelters.







Pottery
Pottery is not a particularly amazing good, but it’s not bad to have around your Commerce focused regions I guess.







Tiles & Bricks
Tiles & Bricks is a darned good Bonus good, serving an impressive amount of gateway structures. It has a fair number of Input structures to move it around the map as well, including the massive Manpower-generating Medieval Town and Medieval City buildings you may well want to build later (see the Cloth entry above for more discussion on that).







Tools
Tools are one of the two blockbuster Bonus goods in the game, the other being Livestock which we've already covered above. Unlike Livestock, however, Tools are not easy to come by, with only one way to get them, and that at T2. And quite a few of the Bonus structures are at T1.

So, what tends to happen is, after you build Craftsman Boroughs and that first Toolsmith finally pops up as a build option, the trade screen shows goes bananas, indicating incredible Bonus value to be reaped by building just one. Especially if that region happens to be centrally located in your realm. So, the Toolsmith is a structure I'll tend to Edict for after right a Craftsman Borough is built, with the idea of extending Tool adjacency to every region I can. But also note that Tools can also be moved around by upgrading your Craftsman Borough to a District.







Ceramics
Ceramics are actually much better than their dismal stats would indicate, largely due to the Leech Gatherer. The latter is a nice, cheap, zero-slot Health structure that you certainly wouldn't mind building ... if it wasn't for those out-of-range penalties on a trade value 6 Input good. And the T2 Ceramics Workshop is pretty good stat-wise on its own. The fact that it will also supply a nearby Leech Gatherer is a side benefit that makes it a very good pick in your Commerce-focused regions.







Sails
Sails are a nice Bonus good for your coastal regions, and a practical necessity for nautical nations that will be relying on Shipyards.







Tar
Like Sails, Tar is another coastal-oriented Bonus good, but it does have a few inland uses as well.






Religious Craftsmanship
Religious Craftsmanship gets made by certain Piety structures, gets consumed by certain Piety gateways, with additional Piety structures nearby getting a Bonus along the way. So it's really just a matter of matter of matching supply to the number of Cathedrals or Mosques you plan on building, although an interesting wrinkle to this are the Religious Celebrations/Festivities. They might want to borrow one of these pricey goods for a hot minute, so having a small extra supply on map is not a bad idea.







Luxury
Luxury is a late game trade good with tons of Bonus opportunities, and is an Input to the Traders District. You have some T2 options on how to obtain it, but be aware that the Engraver can be a bit ... unreliable.







5 Comments
Grognerd  [author] 13 May @ 1:40pm 
Ugh, the Steam gremlins have deleted more images I see, I'll try to replace them ...
Grognerd  [author] 5 Feb @ 10:06am 
Thanks! Fixed! The problem is that Steam randomly decides to delete images from Guides from time to time, for unknown reasons (I've noticed this phenomenon from my other Guides). If you try to re-upload the image, Steam gives you an error message. The work-around is to change the name of the file, but then you also have to edit the text as well to the new file name ... yeah its a bit of a pain! :steamfacepalm:
cranky corvid 5 Feb @ 6:41am 
Oh, and Sails and Tar are missing their bonuses image.
cranky corvid 5 Feb @ 6:39am 
I just noticed that Ceramics is missing its inputs image in the guide, though as the description notes, it is an input for at least one structure (the Leech Gatherer).
Kriegsspieler 30 Dec, 2024 @ 2:54pm 
I just bought Kingdoms as a Christmas present to myself a few days ago, and the first thing I did was to check whether Grognerd had posted a guide similar to the absolutely indispensable one that he did for FOG Empires. Seeing none, I was disappointed, but now [i}]here it is[/i}! Hooray!
Thank you ever so much for taking the time, and for everyone else who doesn't know Grognerd's work, trust me that you will want to have this on hand. Study and learn grasshopper!