Exclude
Import
| Good | Route | Gain / cap. | Units | Per month |
|---|
Export
| Good | Route | Gain / cap. | Units | Per month |
|---|
Import: goods this market is short of that someone here consumes, bought where they pile up. Export: goods piling up here, sold where they are short. Gain and per-month are after distance: the share of the price gap a route keeps falls with its length ("keeps %"), calibrated on the game's own trade profits. Distance is straight-line, so real routes around coasts cost a little more. ● your markets.
| Good | Route | Size | Buy | Sell | Gap / unit | Keeps | Gain / cap. | Per month | Status |
|---|
No trades set up.
Gap = sell price − buy price right now; "keeps" = the share of it left after the route's real cost (from the save); gain and per-month are after that. Status "queued" means the game has not processed the trade yet. Local demand at the destination shown in the route; ● your markets.
| Province | RGO | Dev. | Market | Buildings | Losing | Profit |
|---|
Profit is the game's own last-month figure per building. Click a province for its buildings, grouped by the estate that works them.
Exclude
| Province | RGO | Free workers | Best to build here |
|---|
Per province: the three buildings with the best recipe margin at that province's market, among those the game allows there (rank, market inputs). Number = expected monthly profit per level at today's prices. Ticks: ✓ RGO matches, ✓ workers of the right kind are unemployed, ✓ every input is sold in the market; "built" shows the level you already have. Click a building to open its product.
| Makes | Building | Inputs per batch | Cost | Sells | Margin | Expected profit | Market |
|---|
No recipe matches.
Margin = output × price here − inputs × price here, per batch. "Market" is the product's balance and local demand here. Click a row to filter by its product; ↗ opens it on Trade.
No goods match.
