The city's income comes from selling trade goods, and in a small part from the unassigned citizens (each citizen in the unemployed area generates 3 per hour). Demand for trade goods depends on the size of the city - the more citizens live in a city, the more goods can be sold there. Of course, to be able to sell a trade good you need to either have it in storage or produce it in your city.

Any merchants working in the city will increase income from trade goods by 50%, but only up to a certain amount of citizens (dependant on the merchant's level).

There are two groups of trade goods that can be sold in a city:

  • basic goods, which are in demand in every city (clothes, ceramics, drinks, scissors):

  • luxury goods - demand for one of them appears in cities that have at least 12 citizens and a trade building (salt, ambregris, gems, ivory, harps):

Demand for trade goods is displayed in the production & consumption section of the city screen, under the regular goods.

Green numbers mean the city's demand for each trade good, per hour.

Only part of the income from trade goods is transfered to the kingdom coffers. The tax rate setting affects how much gold goes to the kingdom and how much stays in town. For example, if the city earns 100, the tax rate is 30%, then 30 go to the kingdom coffers while the rest is turned into luxury points - increasing the happiness of this city.

Apart from income, cities also have upkeep costs. These costs rise as the city gets larger, further away from the capital or more unhappy. Additionally, inflation causes these costs to slowly rise over time. They can be reduced by having a skilled castellan (or the king himself) rule the city.

The economy section of the city screen has a summary of the current situation:


The city earns 181, costs 88 and produces 425. Tax rate 30%, happiness 100%.

Clicking that area will lead to a more broken down report:

Invalid Link
widok bilansu miasta