Every goods type in the game, carried from industries to cities, which consume them every 15 minutes and need them to level up.

From industries to cities

Goods are loaded at industries and delivered to cities, which consume them and need them to level up. Each era adds new goods.

City consumption

Every 15 minutes, a city consumes a share of its stock of each goods type. Six factors set that share:

  1. The goods type: each has a fixed base rate, usually higher for raw materials than for processed goods. For example, in era 1: grain 18%, boards 14%, iron 13%, leather 12%. In era 6, all goods are at 15%.
  2. Game progress: the base rate is multiplied by a factor comparing the city's level with the level expected at that point. A city ahead of that level consumes more, one behind it less.
  3. Active players: the more players connected to the city and online in the last three days, the higher the consumption, within moderate limits.
  4. Required or additional goods: goods required for the city's next level are consumed more; additional goods are consumed at half the rate.
  5. Maximum: 30% per goods type in normal play.
  6. Endgame: every goods type starts at 15%, consumption grows with the megacity's progress and the quantity already delivered, and the cap rises to 80%.

City competitions

In a city competition, five cities compete for two hours; what counts is the least-delivered of the four required goods, and passengers count as goods there. The winning city gets a 24-hour bonus on all deliveries to it.