Marketplace
Sends resources to other villages with merchants, and posts or accepts trade offers. Each level adds a merchant.
Build times at x1 with a level 1 Main Building, which takes 100% of the base time. Click a row to start a range and another to end it.
| Level | Lumber | Clay | Iron | Crop | Total | Pop. | CP | Time | Merchants |
|---|---|---|---|---|---|---|---|---|---|
| 1 | 80 | 70 | 120 | 70 | 340 | 4 | 4 | 0:30:00 | 1 |
| 2 | 100 | 90 | 155 | 90 | 435 | 2 | 4 | 0:39:50 | 2 |
| 3 | 130 | 115 | 195 | 115 | 555 | 2 | 5 | 0:51:10 | 3 |
| 4 | 170 | 145 | 250 | 145 | 710 | 2 | 6 | 1:04:20 | 4 |
| 5 | 215 | 190 | 320 | 190 | 915 | 2 | 7 | 1:19:40 | 5 |
| 6 | 275 | 240 | 410 | 240 | 1,165 | 3 | 9 | 1:37:20 | 6 |
| 7 | 350 | 310 | 530 | 310 | 1,500 | 3 | 11 | 1:58:00 | 7 |
| 8 | 450 | 395 | 675 | 395 | 1,915 | 3 | 13 | 2:21:50 | 8 |
| 9 | 575 | 505 | 865 | 505 | 2,450 | 3 | 15 | 2:49:30 | 9 |
| 10 | 740 | 645 | 1,105 | 645 | 3,135 | 3 | 19 | 3:21:40 | 10 |
| 11 | 945 | 825 | 1,415 | 825 | 4,010 | 3 | 22 | 3:59:00 | 11 |
| 12 | 1,210 | 1,060 | 1,815 | 1,060 | 5,145 | 3 | 27 | 4:42:10 | 12 |
| 13 | 1,545 | 1,355 | 2,320 | 1,355 | 6,575 | 3 | 32 | 5:32:20 | 13 |
| 14 | 1,980 | 1,735 | 2,970 | 1,735 | 8,420 | 3 | 39 | 6:30:30 | 14 |
| 15 | 2,535 | 2,220 | 3,805 | 2,220 | 10,780 | 3 | 46 | 7:38:00 | 15 |
| 16 | 3,245 | 2,840 | 4,870 | 2,840 | 13,795 | 4 | 55 | 8:56:20 | 16 |
| 17 | 4,155 | 3,635 | 6,230 | 3,635 | 17,655 | 4 | 67 | 10:27:00 | 17 |
| 18 | 5,315 | 4,650 | 7,975 | 4,650 | 22,590 | 4 | 80 | 12:12:20 | 18 |
| 19 | 6,805 | 5,955 | 10,210 | 5,955 | 28,925 | 4 | 96 | 14:14:30 | 19 |
| 20 | 8,710 | 7,620 | 13,065 | 7,620 | 37,015 | 4 | 115 | 16:36:20 | 20 |
| All | 39,530 | 34,600 | 59,300 | 34,600 | 168,030 | +62 | +115 | 107:21:50 | 20 |
Levels 1 to 20 cost 168,030 resources and take 107:21:50 at x1, adding 62 population and 115 culture points a day.
Moves resources between villages using merchants. Each Marketplace level adds one merchant.
- Merchant base capacity and travel speed depend on tribe.
- Merchant speed is fixed by the tribe and is not increased by the Trade Office.
- The Trade Office is worth twice as much to the Romans as to anyone else - 40% of the base per level against 20% - which is the one thing that turns the game's smallest merchant load into its largest.
- Trade Office and Alliance Commerce improve carrying capacity, not merchant movement speed.
- NPC trading can rebalance stored resources when Gold-based exchange is available.
Strategy. Marketplace efficiency matters most in feeder networks, large capitals, hammer support and World Wonder logistics.
A Gauls merchant starts at 750 resources and 24 fields an hour on a 1x world. Here that is 750 each at 24 fields an hour.
| Marketplace | Merchants | Each carries | All together | Speed |
|---|---|---|---|---|
| 1 | 1 | 750 | 750 | 24 |
| 2 | 2 | 750 | 1,500 | 24 |
| 3 | 3 | 750 | 2,250 | 24 |
| 4 | 4 | 750 | 3,000 | 24 |
| 5 | 5 | 750 | 3,750 | 24 |
| 6 | 6 | 750 | 4,500 | 24 |
| 7 | 7 | 750 | 5,250 | 24 |
| 8 | 8 | 750 | 6,000 | 24 |
| 9 | 9 | 750 | 6,750 | 24 |
| 10 | 10 | 750 | 7,500 | 24 |
| 11 | 11 | 750 | 8,250 | 24 |
| 12 | 12 | 750 | 9,000 | 24 |
| 13 | 13 | 750 | 9,750 | 24 |
| 14 | 14 | 750 | 10,500 | 24 |
| 15 | 15 | 750 | 11,250 | 24 |
| 16 | 16 | 750 | 12,000 | 24 |
| 17 | 17 | 750 | 12,750 | 24 |
| 18 | 18 | 750 | 13,500 | 24 |
| 19 | 19 | 750 | 14,250 | 24 |
| 20 | 20 | 750 | 15,000 | 24 |
A Trade Office level adds 20% of the base capacity, so every level adds the same amount rather than compounding. Alliance Commerce multiplies on top of that, and it is a five-level alliance bonus rather than a figure you pick. It is the one bonus that also makes a merchant travel faster, by the same percentage - the Trade Office does not. Figures follow the world speed set for the site.
First village
| Level | Each | XP |
|---|---|---|
| 1 | 150 | 10 |
| 3 | 300 | 20 |
| 7 | 450 | 30 |
| 12 | 600 | 40 |
| 20 | 750 | 50 |
Villages settled later
| Level | Each | XP |
|---|---|---|
| 1 | 150 | 10 |
| 10 | 300 | 20 |
| 20 | 450 | 30 |
A step pays that much of each of the four resources, plus the hero experience, and the hero's own level adds 2% a level above the first on top of both. A reward can be left unclaimed and taken whenever it suits: claiming it pays no health, but the experience it carries can push the hero up a level, and it is the level-up that restores full health.
Verified against T4.6 · checked 2026-08-31 · build times follow kirilloid's model