Goods and Advantages

Goods are produced by buildings and upgrades and, regardless of which province they are produced in, are available throughout your entire kingdom. These can be seen in the center of the province selection panel, at the bottom of the screen. Goods produced in your entire kingdom or team can be seen in the kingdom advantages screen, accessible through the bottom left control panel. Alternatively, once your merchant establishes trade with a kingdom, you can have him import goods, if the kingdom produces goods that you don't already have. There are some professions/social classes like Explorers, that are considered as "goods" for many game purposes, but you can never import them. 
Most importantly, goods are required for buildings and upgrades. In order to develop your kingdom, you will need many of them. If you stop producing the goods required for buildings or upgrades you have, then they will stop providing bonuses until their requirements are met once again. 
Additionally, goods are needed for developing kingdom advantages and if you have them all, you can claim victory and win the game. There are eight different kingdom advantages, the last one dependant on religion, that provide bonuses to a certain aspect of a kingdom and require goods, thematically related to it. They can be viewed in the kingdom advantages window. There is no additional cost or action needed for gaining an advantage - producing or importing all needed resources is enough. Bonuses apply only while all resources are available, though. A kingdom either has a complete "set" of resources for an advantage, or it does not. 
Finally some skills, mostly merchant skills, provide governing bonuses, depending on the number of goods produced in a province. In order to produce goods in a province, you do not need it governed, so once you have more provinces than governors, production of goods is a suitable purpose for ungoverned provinces. 
Once your merchant establishes trade with a kingdom, you can have him import goods, if the kingdom produces goods that you don't already have. There are some professions/social classes like Explorers, that are considered as "goods" for many game purposes, but you can never import them.
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List of Goods
Name of Resource:	Produced in: 	Requirements for production 	Kingdom Effects:
Ale 	Breweries (Food Market) 	 	+2 Kingdom Happiness
+5 Commerce in Kingdom
Amber 	Amber Trade 	Province with Amber Deposits 	+1 Gold base Merchant trade Income
Barrels 	Cooper workshops (Woodworking) 	Province with Deep Forests 	+50 Food Storage in all Towns
+10% army resupply gold reduction
Candles 	Candle Maker (Herb Gardening) 	Province with Herbs and Spices 	+3 Books income
+10 Cultural Power
Cannons 	Artillery (Admiralty, Lord's Castle) 	 	+10 Attack in sea battles
+20 fortifications attrition damage
+30% army's base siege damage
Canvas 	Canvas Makers (Flax Growing) 	Province with Flax Fields 	+2 Commerce in Kingdom
+15 cultural power
Carpets 	Rug Weavers (Artisans) 	 	+1 Gold base Merchant trade Income
+10 cultural power
Charcoal 	Collier Kilns (Woodworking) 	Province with Deep Forests 	+5 Gold Income
+10% Workers production
Compasses 	Observatories (University, Madrasah) 	 	+2% Gold Merchant trade Income
+5% Increased chance for successful expedition
+10% ship sailing speed for all armies
Draft Oxen 	Cattle Market (Cattle Farming) 	Province with Cattle 	+10% Workers production
+1 Food in Crop farms
Dyes 	Dye Workshop (Herb Gardening) 	Province with Herbs and Spices 	+2 Kingdom Happiness
+5 Gold Income
Fine Arts 	Art Schools (Cathedral, Great Mosque) 	 	+10 cultural power 
+20 Influence
Fine Boots 	Shoemaking Shops (Artisans) 	 	+5 Gold Income
+5% Army travel speed
Fine Cheese 	Dairy Shops (Cattle Farming) 	Province with Cattle 	+2 Kingdom Happiness
+3 Commerce in Kingdom
Fine Clothing 	Tailoring Shops (Artisans) 	 	+1 Gold base Merchant trade Income
+5 Gold Income
Furniture 	Master Joiners (Woodworking) 	Province with Deep Forests 	+2 Kingdom Happiness
+3 Commerce in Kingdom
Furs 	Fur Trade 	Province with Rare Game 	+1 Gold base Merchant trade Income
Glass 	Glassworks (Woodworking) 	Province with Deep Forests 	+5 Commerce in Kingdom
+5 Gold Income
Gold Ingots 	Gold Smelting 	Province with Gold Ore 	+1 Gold base Merchant trade Income
+8 Gold Income
Gunpowder 	Alchemists Labs (University, Madrasah) 	 	+20% Army's base siege damage
Herbs 	Herbalist Shacks (Herb Gardening) 	Province with Herbs and Spices 	+2 Commerce in Kingdom
+5% Population growth in all provinces
Illustrated Books	Great Library (University, Madrasah) 	 	+3 Books income
+10 cultural power
Ink 	Ink Makers (Church, Masjid, Temple) 	 	+3 Books income
+2% Gold Merchant trade income
Iron 	Blast Furnace (Metalworking) 	Province with Iron Ore 	+20 heavy squads defense 
+30% siege equipment attack
+30% siege equipment health
+30% siege equipment siege damage
Jewelry 	Jewelry Shops (Artisans) 	 	+2 Kingdom Happiness
+1 Gold base Merchant trade Income
Leather 	Tanneries (Sheep Farming, Cattle Farming) 	Province with Sheep or Cattle 	+10 squad defense
Lime 	Lime Trade 	Province with Limestone Deposits	+10 elite squad defense
Linnen 	Flax Weavers (Flax Growing) 	Province with Flax Fields 	+3 Commerce in Kingdom
+3 Gold income
Lodestone 	Lodestone Trade 	Province with Lodestone Deposits	+5 Commerce in Kingdom
Maps 	Cartographers (Admiralty) 	 	+2% Gold Merchant trade Income
+5% Increased chance for successful expedition
+10% Ship sailing speed for all armies
Marble 	Stone Cutters (Stoneworking) 	Province with Marble Deposits 	+10 cultural power
+2% cheaper buildings and upgrade costs
Meat 	Butchers (Sheep Farming, Cattle Farming) 	Province with Sheep or Cattle 	+2 Gold income
+5% Population growth in all provinces
Medicine 	Apothecaries (Cathedral, Great Mosque, Temple)	 	+10% Population growth in all provinces
-20% cost for refilling squads
Minerals 	Mineral Trade 	Province with Mineral Deposit 	+3 Commerce in Kingdom
+3 Gold income
Oils 	Oil Presses (Flax Growing) 	Province with Flax Fields 	+5% melee squads attack
+30% siege equipment attack
+30% siege equipment siege damage
Parchment 	Parchment Makers (Sheep Farming) 	Province with Sheep 	+3 Books income
+25 Influence
Pastries 	Bakeries (Food Market) 	 	+2 Kingdom happiness
+5 Gold income
Raisins 	Grape Sun Drying (Viticulture) 	Province with Vines 	+3 Commerce in Kingdom
+3 Gold income
Ropes 	Ropewalks (Flax Growing) 	Province with Flax Fields 	+15% ranged squad attack
+30% siege equipment attack
+30% siege equipment siege damage
Sails 	Sailmakers (Shipyard) 	 	+15% Ship sailing speed for all armies
+10 Attack in sea battles
Salt 	Salt Trade 	Province with Salt Deposits 	+1 Gold base Merchant trade Income
+30 Food storage in all towns
Salted Fish 	Fish Markets (Harbor) 	 	+3 Commerce in Kingdom
+5% army resupply gold reduction
Saltpeter 	Saltpeter Trade 	Province with Saltpeter Deposits	+20 Food storage in all towns
+5% army's base siege damage
Sausages 	Sausage Makers (Cattle Farming) 	Province with Cattle 	+2 Kingdom happiness
+5% army resupply gold reduction
Sculptures 	Sculptures Shop (Stoneworking) 	Province with Marble Deposit 	+2 Kingdom happiness
+20 cultural power
Silver Ingots 	Silver Smelting 	Province with Silver Ore 	+1 Gold base Merchant trade Income
+5 Gold Income
Spices 	Spice Shops (Herb Gardening) 	Province with Herbs and Spices 	+1 Gold base Merchant trade Income
+3 Gold Income
Spirits 	Distilleries (Viticulture) 	Province with Vines 	+3 Gold Income
+5% Population growth in all provinces
Sulfur 	Sulfur Trade 	Province with Sulfur Deposits 	+15% Population growth in all provinces
+15% army's base siege damage
Tar 	Tar Pits (Woodworking) 	Province with Deep Forests 	+5% chance for successful expedition
+10% siege equipment attack
+20% siege equipment health
+10% siege equipment siege damage
Timber 	Sawmills (Woodworking) 	Province with Deep Forests 	+10% Workers production
+20% siege equipment cost reduction
Trained Camels 	Camels Trade 	Province with Camels 	+25% camel cavalry cost reduction
+10 camel cavalry resilience
+15% camel cavalry attack
Trained Horses 	Horse Markets (Horse Breeding) 	Province with Horses 	+25% horse cavalry cost reduction
+10 horse cavalry resilience
+15% horse cavalry attack
War Horses 	Warhorse Breeds (Horse Breeding) 	Province with Horses 	+15% heavy cavalry attack
+20% heavy cavalry trample chance
Wax 	Apiaries (Herb Gardening) 	Province with Herbs and Spices 	+3 Commerce in Kingdom
+10% melee squads attack
Wine 	Wineries (Viticulture) 	Province with Vines 	+3 Commerce in Kingdom
+3 Gold Income
Wool 	Wool Weavers (Sheep Farming) 	Province with Sheep 	+2 Kingdom happiness
+1 Gold base Merchant trade Income
Artists 	Art Schools (Cathedral, Great Mosque) 	 	+20 cultural power
+5 Gold Income
Clergy 	Ceremonies (Cathedral, Great Mosque) 	 	+20 cultural power
+20 influence
Explorers 	Expeditions (Trade Port) 	 	+10% Increased chance for successful expedition
+15% Ship sailing speed for all armies
Masons 	Masons Guilds (Stoneworking) 	Province with Marble Deposit 	+20% Workers production
+5% cheaper buildings and upgrades costs
Traders 	Trade Fairs / Caravanserai (Merchant's Guild) 	 	+3 Commerce in coastal provinces
+4% Merchant trade income
Noblemen 	Great Halls (Royal Palace) 	 	+35 influence
-10% Crown Authority increase cost
Scholars 	Translator's Chambers (University, Madrasah) 	 	+5 Books income
+10% cheaper skills and traditions learning and improving
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List of Advantages
Name of Advantage 	Resources Needed 	Bonuses	Other notes
Abundance 	Ale, Candles, Glass, Meat, Medicine, Oils, Salted Fish, Wool 	+30% Population growth in provinces
+10 Kingdom Happiness	
Mercantilism 	Barrels, Maps, Sails, Spices, Trained Horses, Traders 	Inflation is reduced by +25%
+20% Gold Merchant trade income	
Masonry 	Draft Oxen, Lime, Marble, Ropes, Trained Horses, Masons 	+100 Siege Defense
+25% Workers production
+5% cheaper buildings and upgrades costs	
Progress 	Canvas, Ink, Iron, Oils, Parchment, Saltpeter, Sulfur, Tar 	+20% Lower upgrade costs
+25% Workers production	
Age of Discovery 	Cannons, Compasses, Maps, Ropes, Sails, Explorers 	+10% Ship sailing speed for all armies
+10 Attack in sea battles
+3 Gold in coastal settlements	Pagan kingdoms can't naturally
produce Gunpowder
(needed for Cannons
production) and Compasses.
Age of War 	Cannons, Medicine, War Horses, Noblemen 	+20 Siege attack
+2 Army morale
+3000 Levies capacity in Kingdom	Pagan kingdoms can't naturally
produce Gunpowder
(needed for Cannons
production).
Age of Prosperity 	Fine Boots, Fine Cheese, Fine Clothing, Pastries, Sausages, Wine, Noblemen	+50 Cultural power
+100 Kingdom Influence
+20 Espionage Defense
+50% Cost of bribing our knights	
Age of Enlightment*	Illustrated Books, Medicine, Artists, Clergy, Scholars 	+10 Faith income
+1000 Books capacity in Kingdom
+50 Cultural power
+100 Kingdom Influence	Requires Christian religion
Golden Age* 	Illustrated Books, Medicine, Artists, Clergy, Scholars 	+10 Faith income
+1000 Books capacity in Kingdom
+100 Cultural power
+50 Kingdom Influence	Requires Muslim religion
Age of Triumph* 	Carpets, Furs, Ink, Jewelry, Lime, Marble, Parchment, Sculptures 	+50% lower religious tension
+100 Kingdom Influence
+100 Cultural power
+20% chance to convert religion
of towns upon conquering	Requires Pagan religion
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There are a few Goods, that are produced in buildings, that are not naturally available to Pagan kingdoms. If a province with the required building is conquered, and the conditions for producing the resource are met, the resource will be available to the Pagan kingdom.