Anno 1404 Wiki
Advertisement

Each of the four Mentors has a bias towards certain goods. These preferences generally follow a logical pattern. The most obvious of these is that Lord Northburgh will not sell Oriental Goods, and Grand Vizier Al Zahir will not sell Occidental Goods. Likewise, Lord Northburgh will generally prefer to buy Oriental Goods (as they are more exotic) and vice versa.

There are three levels of bias: -100 (never bought or sold), 50 (slightly to moderately bought or sold), and 100 (frequently bought or sold). With the Venice add-on, two additional levels were added for Giacomo Garibaldi. Giacomo has a bias of 20 for Goods that he'd rather not buy, and 120 for Goods that he loves. The following table shows the bias for each of the traders towards each type of Good.

Good Lord Richard Northburgh Grand Vizier Al Zahir Hassan ben Sahid Giacomo Garibaldi
Buy Sell Buy Sell Buy Sell Buy Sell
Wood Wood 50 100 100 50 -100 -100 100 120
Tools Tools 50 100 100 100 50 50 100 120
Fish Fish -100 100 100 -100 50 50 20 100
Cider Cider -100 100 -100 -100 -100 50 20 100
Hemp Hemp -100 50 50 -100 -100 -100 20 100
Linen garments Linen garments -100 100 100 -100 -100 -100 20 100
Stone Stone 50 100 100 50 50 100 100 100
Ropes Ropes 50 100 100 50 100 100 120 100
Iron ore Iron ore 50 50 50 50 50 50 100 100
Coal Coal 50 50 50 50 -100 -100 100 100
Iron Iron 50 50 50 50 50 50 100 100
Weapons Weapons 50 -100 50 -100 100 100 20 100
Wheat Wheat -100 50 50 -100 -100 -100 120 100
Flour Flour -100 50 50 -100 -100 -100 120 100
Bread Bread -100 100 100 -100 -100 -100 100 100
Herbs Herbs -100 50 -100 -100 -100 -100 100 100
Beer Beer -100 100 -100 -100 100 100 100 100
Potash Potash 50 50 50 50 -100 -100 100 100
Glass Glass 50 100 100 50 -100 50 20 120
Brine Brine -100 50 50 -100 -100 -100 100 100
Salt Salt 50 50 50 50 50 50 120 100
Animal hides Animal hides -100 50 50 -100 -100 -100 100 100
Leather jerkins Leather jerkins -100 100 100 -100 50 -100 120 120
Paper Paper -100 50 50 -100 -100 -100 100 100
Books Books -100 100 100 -100 -100 -100 120 120
Cattle Cattle -100 50 50 -100 -100 50 100 100
Meat Meat -100 100 100 -100 50 50 120 120
War machines War machines 50 -100 50 -100 100 100 20 100
Furs Furs -100 50 50 -100 -100 50 100 100
Fur coats Fur coats -100 100 100 -100 50 -100 120 120
Provisions Provisions 50 50 50 50 50 100 100 100
Cannons Cannons 50 -100 50 -100 100 100 120 100
Grapes Grapes -100 50 -100 -100 -100 -100 100 100
Barrels Barrels -100 50 50 -100 50 50 100 100
Wine Wine -100 100 -100 -100 100 50 120 120
Copper ore Copper ore -100 50 50 -100 -100 50 100 100
Brass Brass -100 50 50 -100 -100 50 100 100
Glasses Glasses -100 100 100 -100 -100 -100 100 100
Beeswax Beeswax -100 50 50 -100 -100 -100 100 100
Candles Candles -100 50 50 -100 -100 -100 100 100
Candlestick Candlestick -100 100 100 -100 100 -100 120 120
Gold ore Gold ore -100 50 50 -100 100 50 100 100
Gold Gold -100 50 50 -100 100 50 120 120
Brocade robes Brocade robes -100 100 100 -100 100 -100 100 120
Dates Dates 100 -100 -100 100 50 50 20 0
Milk Milk 100 -100 -100 100 -100 -100 20 100
Spices Spices 100 -100 -100 100 100 50 120 120
Silk Silk 50 -100 -100 50 50 -100 120 100
Indigo Indigo 50 -100 -100 50 -100 -100 100 100
Carpets Carpets 100 -100 -100 100 50 -100 120 100
Clay Clay 50 -100 -100 50 -100 -100 100 100
Quartz Quartz 50 -100 50 50 -100 -100 100 100
Mosaic Mosaic 100 -100 50 100 -100 50 120 100
Coffee beans Coffee beans 50 -100 -100 50 -100 -100 100 100
Coffee Coffee 100 -100 -100 100 -100 -100 120 120
Pearls Pearls 50 -100 -100 50 100 50 100 120
Pearl necklaces Pearl necklaces 100 -100 -100 100 100 -100 120 120
Rose oil Rose oil 50 -100 -100 50 -100 -100 120 120
Perfume Perfume 100 -100 -100 100 -100 -100 120 120
Sugar cane Sugar cane 50 -100 -100 50 -100 -100 100 100
Almonds Almonds 50 -100 -100 50 -100 -100 100 100
Sugar Sugar 50 -100 -100 50 50 -100 120 100
Marzipan Marzipan 100 -100 -100 100 50 -100 120 120

Summary of goods biases[]

It’s most effective to put goods for sale that at least 3 of the 4 Mentors will buy. This allows nearly continuous sales. If you put an item on sale that only 1 or 2 will buy, you won’t make many sales, although this can still be worth it if the item in question has a high sales price.

Items that all 4 Mentors will buy are Tools, Stone, Salt, Iron ore, Iron, Ropes, Weapons, War machines, Cannons, and Provisions. War machines and Cannons are the big profit items but Weapons, Ropes, and Tools are decent values too, in that order.

The items in highest demand that 3 out of 4 Mentors will buy are Spices, Brocade robes, Perfume, Candlesticks, and Pearl necklaces. Referring to the Profitability page, candlesticks, brocade robes, perfume, and pearl necklaces are the most profitable of these goods, in that order.

Other items just slightly less in demand that 3 out of 4 Mentors will buy are Meat, Marzipan, Leather jerkins, Fur coats, and Carpets. Marzipan is the big profit item but Fur coats, Leather jerkins, and Carpets are great too, in that order.

Some of the most profitable items that 2 of the 4 AI will buy are Bread, Beer, Wine, Coffee, Books, and Glasses. Wine is the big profit item but Glasses, Coffee, and Books are great too, in that order.

Tip: Giacomo will buy and sell everything, except he won’t sell dates, which appears to be a game bug.

Most profitable items[]

By comparing the profitability guide to the goods bias table above, a list can be created showing which items will result in the highest profits for passive sales. This list can be used to greatly boost income as the player progresses in the game.

Most profitable in order of game progression[]

Tools (125), ropes (135), leather jerkins (332), carpets (296), weapons (180), books (255), fur coats (343), coffee (320), war machines (279), cannons (275), wine (417), pearl necklaces (303), perfume (413), marzipan (540), glasses (330), candlesticks (710), and brocade robes (592).

Most profitable overall[]

Candlesticks (710), brocade robes (592), marzipan (540), wine (417), perfume (413), fur coats (343), leather jerkins (332), glasses (330), coffee (320), pearl necklaces (303), carpets (296), war machines (279), cannons (275), books (255), weapons (180), ropes (135), and tools (125).

Comparison of lists[]

Note that the two lists above are generally inversions of each other because the profitability of items generally increases the more late-game the items are. However, several outliers can be found that allow great profits earlier than “intended”. The first is leather jerkins, an early-ish good that is quite profitable even at the late game! Next is fur coats, which you can get in the mid-game if you push to 950 nobles without much delay. At the late-game perfume, wine, marzipan, brocade robes, and candlesticks are the kings of profitability.

Final recommendations[]

It’s highly recommended to never build more production than necessary to meet your people’s needs. However, as shown on this page, there are several goods worth producing in great abundance to passively sell. In the early to mid game it’s best to only focus on one or two of these items. As you progress, you can add more items to passively sell since you can afford it.

In the very beginning, produce and sell extra tools if you have extra iron resources available. Then consider selling ropes since all 4 AI will buy this. Once you get leather jerkins production up, produce as much as possible to sell since this is your most profitable item for a while. Then switch to over-producing fur coats once you’ve got them unlocked.

Eventually you’ll have all goods being produced and now you can focus on whatever’s most doable given your land/resource limitations.

Many players will choose pearl necklaces production since, although it’s not nearly as profitable as some higher-end goods, it’s the quickest to mass produce. It only requires a pearl reef, which can support usually 4-8 chains of 1 pearl fisherman’s huts and one pearl workshops. Also, it can be unlocked very early at 1040 Envoys, is easy to set up and takes very little space. It can easily be a backbone of your economy for most of the game length.

Other chains that are easy to set up, use little space and give good profits are tools, weapons, mosaic, fur coats, glassess and brocade robes. Try not to pass opportunity to build them as soon as possible.

If you want to be the most profitable at the late end-game, focus solely on candlesticks, brocade robes, marzipan, and perfume. Be sure to grab every single 25% production boost items for these chains in order to make extreme money. Also be sure to get all the extended merchant fleet attainments ASAP.

Profitability of goods[]

This list shows how much gold per minute you can make with each production building.[1]

Keep in mind that since these values are per final production building, long production chains get high numbers. It is possible that two smaller chains can together achieve the same profit yet take up the same space.

There are two ways of selling goods:

  • Active sales - when you go to AI islands to sell goods.
  • Passive sales - when AI traders come to your warehouses and buy from you.

You will get 2.5 times as much from Passive sales than Active sales (you can set the price on an active sale but 2.5 in the default value).

Further information and instructions on Passive sales can be read about here.

Example[]

One Redsmith's Workshop produces 2 tons of candlesticks per minute. Northburgh offers 194 gold per ton of candlesticks on an Active sale, so that's a revenue of 388 gold per minute. If Northburgh sails to you he will pay 485 per ton, which works out at 970 per minute.

A redsmith costs 60 gold in maintenance, and requires 0.75 copper smelters and 1.5 candlemakers for raw materials. A copper smelter costs 40 gold and requires 1 copper mine (40 gold) and 2/3 of a charcoal burner (10). A candlemaker (40) requires 2 apiaries (15) and 1 hemp farm (20). The total maintenance cost for 1 redsmith-chain is 60 + 0.75 * (40+40+2/3*10) + 1.5 * (40+2*15+20) = 60 + 0.75 * (86.67) + 1.5 * (90) = 260.

The net profit from an Active Sale is 388-260=128 gold per minute.

The net profit from an Passive Sale is 970-260=710 gold per minute.

Profitabilities[]

The values are the profit in gold per minute you make from selling the goods created by one production building to the computer. Maintenance costs for buildings producing raw materials are accounted for; market buildings/ship maintenance is not, and neither are noria/mine refill costs.

All values are rounded to the nearest integer.

Note, goods requiring ore, salt, bear caves, coral reefs or rivers in its Production chain are not sustainable and/or production size is limited by the low amount of natural resource locations. For mass producing, it is optimal to choose sustainable goods grown on a farm that require less land space. For example, an island usually averages 15 or less resources, compared to large islands that have room for 100-300 sustainable farms unrestricted by natural resources. An asterisk (*) indicates an optimal good for mass production because it is both sustainable and unlimited.  

Active Sale

Good Gold / minute +25% +50% +75%
Candlestick Candlestick 128 Gold coins 230 Gold coins 362 Gold coins 479 Gold coins
Brocade robes Brocade robes 107 Gold coins 189 Gold coins 270 Gold coins 352 Gold coins
Leather jerkins Leather jerkins 87 Gold coins 128 Gold coins 170 Gold coins 211 Gold coins
Coffee Coffee* 77 Gold coins 118 Gold coins 158 Gold coins 199 Gold coins
Perfume Perfume* 75 Gold coins 131 Gold coins 188 Gold coins 244 Gold coins
Marzipan Marzipan 72 Gold coins 150 Gold coins 228 Gold coins 306 Gold coins
Provisions Provisions Package, Large[2] 69 Gold coins N/A N/A N/A
Provisions Provisions Package, Medium[2] 68 Gold coins N/A N/A N/A
Glasses Glasses 60 Gold coins 113 Gold coins 165 Gold coins 218 Gold coins
Wine Wine 57 Gold coins 118 Gold coins 178 Gold coins 239 Gold coins
Carpets Carpets* 56 Gold coins 96 Gold coins 137 Gold coins 177 Gold coins
Pearl necklaces Pearl necklaces 55 Gold coins 96 Gold coins 138 Gold coins 179 Gold coins
Fur coats Fur coats 54 Gold coins 105 Gold coins 155 Gold coins 206 Gold coins
Bread Bread* 34 Gold coins 60 Gold coins 86 Gold coins 112 Gold coins
Animal hides Animal hides* 33 Gold coins 45 Gold coins 53 Gold coins 69 Gold coins
Mosaic Mosaic 32 Gold coins 60 Gold coins 88 Gold coins 115 Gold coins
Books Books 30 Gold coins 68 Gold coins 105 Gold coins 143 Gold coins
Coffee beans Coffee beans* 30 Gold coins 43 Gold coins 55 Gold coins 68 Gold coins
Linen garments Linen garments* 27 Gold coins 50 Gold coins 73 Gold coins 96 Gold coins
Candles Candles* 26 Gold coins
Brass Brass 25 Gold coins
Flour Flour* 24 Gold coins
Weapons Weapons 24 Gold coins 50 Gold coins 76 Gold coins 102 Gold coins
Cannons Cannons 22 Gold coins
Ropes Ropes* 18 Gold coins 38 Gold coins 57 Gold coins 77 Gold coins
Barrels Barrels 18 Gold coins
Furs Furs 18 Gold coins
Provisions Provisions Package, Small[2] 18 Gold coins N/A N/A N/A
Tools Tools 17 Gold coins 49 Gold coins 81 Gold coins 112 Gold coins
Iron Iron 16 Gold coins
War machines War machines* 16 Gold coins 68 Gold coins 120 Gold coins 171 Gold coins
Glass Glass 16 Gold coins 34 Gold coins 52 Gold coins 69 Gold coins
Beer Beer* 14 Gold coins
Paper Paper 12 Gold coins
Potash Potash* 10 Gold coins
Indigo Indigo* 9 Gold coins
Copper ore Copper ore 8 Gold coins
Coal Coal (via Charcoal burner's hut)* 8 Gold coins
Pearls Pearls 8 Gold coins
Rose oil Rose oil* 8 Gold coins
Clay Clay* 7 Gold coins
Silk Silk* 7 Gold coins
Spices Spices* 6 Gold coins
Coal Coal (via Coal mine) 6 Gold coins
Grapes Grapes* 5 Gold coins
Milk Milk* 4 Gold coins
Quartz Quartz 4 Gold coins
Hemp Hemp* 4 Gold coins
Iron ore Iron ore 4 Gold coins
Brine Brine 4 Gold coins
Gold ore Gold ore 3 Gold coins
Cider Cider* 3 Gold coins
Beeswax Beeswax* 3 Gold coins
Almonds Almonds* 3 Gold coins
Fish Fish* 3 Gold coins
Herbs Herbs* 2 Gold coins
Wood Wood* 1 Gold coins
Wheat Wheat* 1 Gold coins
Meat Meat -3 Gold coins
Stone Stone -4 Gold coins
Sugar Sugar -6 Gold coins
Sugar cane Sugar cane* -9 Gold coins
Cattle Cattle* -14 Gold coins
Salt Salt -19 Gold coins
Gold Gold -28 Gold coins
Dates Dates* -33 Gold coins

Mass production requires setting up trade route to sell the goods at a neutral city and for this...perfume is the highest ranked, because perfume is efficient, sustainable and only limited by map land space. Also, Giacomo Garibaldi has a hidden bonus to buy perfume for a higher price than any other good at 256 gold each. (keeping in mind that selling directly to neutral city ports does reduce the price, however is required to sell mass produced quantities.)

Note, that Productivity Items can increase profits past a simple, e.g., +25% of a product's gold/minute profitability, because the sell price of the final product is not a fixed proportion of the cost of producing it (some products are better deals, relative to the cost of making them).

Notes[]

  1. Spreadsheet with calculations. All production rates/quantities and maintenance costs were taken from the game using ToolOne, calculations and space usages created by author.
  2. 2.0 2.1 2.2 Provisions profitability is not in gold/minute, but in gold per provisions package. See Provision house for more information.
Advertisement