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==List of trade goods== [[File:CivTrade.png|thumb|Screenshot of [[Population and Production#wealth|colony wealth]] interface]] Each Colony produces trade goods. Different trade good appear at different pop sizes. Everything is available by 20m pop. There are seventeen Trade Goods types. Each populated colony produces trade goods. Different trade goods appear at different pop sizes, though everything is available by 10m pop. There are seventeen Trade Goods. All colonies with colony cost demand infrastructure. When a colony reaches population milestones, it will open up goods per the table below. {| class="wikitable sortable" |- !Trade good!!Population Required |- |Infrastructure * ||0.01 million |- |Construction Materials||3 million |- |Machinery ||3 million |- |Textiles ||3 million |- |Civilian Transport ||5 million |- |Chemicals ||5 million |- |Pharmaceuticals ||5 million |- |Plastics ||5 million |- |Ancient Artifacts * ||10 million |- |Consumer Electronics ||10 million |- |Precious Metals ||10 million |- |Recreational Drugs ||10 million |- |Entertainment Products||10 million |- |Furs ||10 million |- |Luxury Food ||10 million |- |Spices ||10 million |- |Wines ||10 million |} Two goods have special rules: * Infrastructure turns into normal [[Infrastructure]] [[Installations]] once it's shipped to its destination. (See the detailed explanation below.) * Ancient Artifacts ignore the usual production rules. Instead, they are only produced by colonies with [[Ruins|ancient ruins]]. In [[CSharp|C#]], they can be recovered by salvaging ruins with xenoarchaeology units - there are no permanent sources, only occasional random bursts of them. In [[VB6]], the amount produced is equal to the level of the ruin multiplied by the pop in millions. ===Civilian Infrastructure=== Populated colonies always produce [[infrastructure]] as a trade good (unless they're low-gravity colonies in C#, in which case they produce Low Gravity Infrastructure instead). This acts as a trade good like normal, but if it is shipped to (or produced at) a planet that needs infrastructure, it turns into the corresponding [[installation]]. This can be a significant source of infrastructure after the early game. A colony's need for infrastructure is equal to 125% of the infrastructure required for the existing population, with a minimum of 100 (unless it has a colony cost of zero, in which case the need is always zero). If that need is greater than the number of infrastructure installations on the planet, there will be a shortfall, which can be filled by production and trade. Unlike other trade goods, infrastructure production is not random - it always uses a random factor of x1
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