You can check your map – look for in icon of a good with a green arrow pointing up (as in above image). You can tell a good is boosted in 3 ways. Talc is a boosted good deposit for this city – allows full production from a talc cutter. That’s not a good deal at all (no pun intended)…in most cases you can trade your boosted good for a non-boosted one in less than 5 days and not take a loss to do it. It would take 5 days for a non-boosted building to produce the number of goods a boosted building can produce in one 24-hour production. If you do then you’ll use the same amount of population, coins, supplies and time to produce only 20% of the goods you can produce if you’re using a boosted goods building – one that you have a good deposit for on the Continent Map. That means don’t use goods buildings that you don’t have a deposit for. If you see this warning click the ‘Info’ button then read the text. If you build the wrong ones, you could end up producing a fraction of the already meager amounts they provide. They’re usually big, need too much of your population, don’t produce enough goods, and require coins and supplies to even produce anything. Paper for example is so commonplace I can't trade to get rid of it, only to obtain it.I admit, I don’t like goods buildings. It ignores that some goods have considerably less desirability and are over flooded in the market meaning no one will even be able to sell those goods. It also ignores the fact that it all evens out in the end due to the different deposit sizes throughout the game. While the "base" rate might seem fair in your calculations it ignores GBs and event buildings. Aside from which it's not possible to ever factor in every equation of how a player acquired a good.
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