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Consumer Goods are a type of man-made resource manufactured by Civilian Factories. They are considered one of the most valuable resources, capable of boosting the economy through trades and resource income, as well as increasing base stability by a staggering +25%.

Description[]

During the beginning of the game, all countries start with a consumer good shortage, in which the shortage amount depends on one's starting population (every 1 million population requires 1 unit of Consumer Goods per 5 days), so building Civilian Factories is the main foundation to receive a positive growth. Once the consumer production surpasses the negative value, the resources will increase base stability by a whopping +25%. However, if consumer goods production is consistently lower than consumption, leading to a shortage, the +25% stability boost will be nullified until positive production returns.

Consumer Goods are not only beneficial for stability management, but it is known for its effectiveness in expanding trade income enormously. Since all countries have a consumer shortage, constructing Civilian Factories to receive a healthy production can be used to trade large quantities with other nations, such as the United States, India, China, Brazil, etc., which will deliver a massive boost to the economy. However, countries that are not player-controlled usually accept a specific amount of consumer goods within the trade deal. If the trade offer exceeds their maximum acceptance threshold, they decline the remaining trades to avoid from going into economic deficit. In most scenarios, it is crucial to obtain consumer goods and engage in trade as quickly as possible in a competitive manner before notable trading slots become occupied

Benefits[]

The Value of 1 consumer trade is $65,920, which means selling over 20 consumer goods can boost the economic income over $1,000,000.

What are Consumer Goods useful for?

  • Mitigate or compensate the stability loss when raising taxation laws.
  • Resource trading: selling to to nations that have an adequate economy and are not controlled by a player, this will heavily increase the trade income.
  • Resource income: building civilian factories on the most populated cities will boost the resource economy.
  • During wars where stability can be costly, Consumer Goods can upgrade the percentage increase.
  • Boosting your stability to reap all the benefits of high stability.
  • Mass Expansionist.
  • Supplying allies that struggle manufacturing or obtaining a positive consumer growth.

Consumer Requirements[]

Consumer Goods require other manufactured resources for a Civilian Factory to function. Each Civilian Factory needs a continuous supply of 3 Electronics, 2.5 Motor Parts, and 2.5 Fertilizer for consistent production. Once a factory is operational, it can generate up to 40 units of Consumer Goods (without additional factory output upgrades), which can sustain approximately 40,000,000 in population.

Consumer Trades[]

A full Consumer Goods list that each AI-controlled country can accept via trades to their maximum, in accordance to their base balance. It should be noted that this table is subject to inaccuracies as player-controlled countries could secure resource trades beforehand, lowering the AI-controlled country's base balance.

Base Consumer Goods Trade per Country
Nation Accepted Consumers (Base) Continent
Afghanistan 7.2 Asia
Albania 2.4 Europe
Algeria 10.7 Africa
Angola 7.8 Africa
Argentina 15.4 South America
Australia 8 Australia/Oceania
Austria 4.1 Europe
Azerbaijan 3.7 Europe/Asia
Bangladesh 13.4 Asia
Belarus 3.4 Europe
Belgium 3 Europe
Bolivia 5.2 South America
Brazil 130 South America
Bulgaria 3.3 Europe
Burkina Faso 3.3 Africa
Burma 5.8 Asia
Cambodia 2 Asia
Cameroon 4.3 Africa
Canada 6 North America
Chad 2.1 Africa
Chile 9.7 South America
China 120 Asia
Colombia 18.6 South America
Cote d'Ivoire 4.3 Africa
Cuba 3.2 North America
Czech Republic 2.5 Europe
Democratic Republic of the Congo 11 Africa
Dominican Republic 3.6 North America
Ecuador 4.2 South America
Egypt 23.3 Africa
El Salvador 2.1 North America
Ethiopia 4.8 Africa
Finland 2.7 Europe
France 21.7 Europe
Georgia 2.4 Asia
Germany 26.1 Europe
Ghana 5.6 Africa
Greece 4.5 Europe
Guatemala 2.5 North America
Guinea 4.9 Africa
Haiti 2.4 North America
Hong Kong 5.3 Asia
Hungary 3 Europe
India 190 Asia
Indonesia 23.9 Asia
Iran 13 Asia
Iraq 10 Asia
Israel 3.9 Asia
Italy 18.1 Europe
Jamaica 2.3 North America
Japan 90 Asia
Jordan 3.3 Asia
Kazakhstan 10.1 Asia
Kenya 4.1 Africa
Kuwait 3 Asia
Kyrgyzstan 4.7 Asia
Lebanon 2.3 Asia
Liberia 2.5 Africa
Libya 4 Africa
Madagascar 4.5 Africa
Malaysia 6.7 Asia
Mali 2.8 Africa
Mexico 25 North America
Mongolia 2.1 Asia
Morocco 11 Africa
Netherlands 6.3 Europe
New Zealand 2.9 Australia/Oceania
Nigeria 16.5 Africa
North Korea 4.8 Asia
Norway 2 Europe
Oman 3.1 Asia
Pakistan 18.4 Asia
Panama 2 North America
Paraguay 2.8 South America
Peru 14.2 South America
Philippines 19 Asia
Poland 6.8 Europe
Qatar 2.6 Asia
Romania 4.8 Europe
Russia 32 Europe/Asia
Saudi Arabia 17.5 Asia
Senegal 5 Africa
Serbia 2.1 Europe
Singapore 4.1 Asia
Somalia 2.9 Africa
South Africa 26.9 Africa
South Korea 15 Asia
Spain 19 Europe
Sudan 6.5 Africa
Sweden 4.2 Europe
Syria 5.6 Asia
Taiwan 12.9 Asia
Tajikistan 5.5 Asia
Tanzania 4.6 Africa
Thailand 7.8 Asia
Togo 2.9 Africa
Tunisia 5.4 Africa
Turkey 18.4 Europe/Asia
Turkmenistan 2.7 Asia
Uganda 3.2 Africa
Ukraine 10.9 Europe
United Arab Emirates 4.3 Asia
United Kingdom 24.1 Europe
United States 240 North America
Uruguay 2.2 South America
Uzbekistan 7.7 Asia
Venezuela 13.9 South America
Vietnam 10 Asia
Yemen 4 Asia
Zambia 3.8 Africa
Zimbabwe 11 Africa

Strategy[]

During the beginning the of the game, securing as much consumer good trades as soon as possible is extremely crucial for economic purposes, especially for countries like Germany, Russia, China, Saudi Arabia, and more. This strategy will dive into how to secure Consumer trades by May 2019, without seizing the treasury of a micronation (a nation with only one city, such as Liechtenstein) during the start. Additionally, this strategy also includes a quick and brief video displaying the demonstration of this strategy.

It should be noted that this strategy can be completed faster for those who can conquer at least 1 micronation within their vicinity. Furthermore, this strategy may not be fully suited for players who are playing as a micronation or a relatively small nation, such as Gabon, as they mainly concentrate on Electronics than consumers. The effectiveness of this strategy can also be reduced if the server is filled with many players occupying major countries and superpowers. In such cases, you can consider selling 1-3 consumers to many island countries.

Consumer_Goods_by_May_2019_Strategy_(Roblox_Rise_of_Nations)

Consumer Goods by May 2019 Strategy (Roblox Rise of Nations)

Video demonstration on how to complete the strategy

  1. Start by going to the Anti Corruption Spending and ensure corruption gain is over -0.25. If you are playing as Socialism and Communism, preferably go for the Chief Judge leader instead and wait for it to have a corruption modifier over -0.25.
  2. If corruption gain is -0.25, then enact the Improve Infrastructure and Ignore Safety Regulations policies to increase building speed and reduce building cost. You can dismiss the Improve Infrastructure policy once you are industrialized, preferably in late 2019 or early 2020.
  3. Build 1 of each factory in separate square cities: electronic, motor, steel, fertilizer, and civilian. If you do not have enough money to afford all of these factories then only build an electronic, motor, steel, and fertilizer, then try to conserve as much funds as much as possible to get a civilian factory.
  4. Justify on 2 weak nations to seize their treasury later. If you are near or border a micronation, then you justify war on them first.
  5. Trade the needed resources to upkeep the factories (if necessary).
  6. Since this strategy is mainly focusing on mass accumulation of Consumers to have an abundance of trades, you can preferably go for Factory Output 1 and 2 technologies. However, do not go for Factory Output 1 or 2 if you begin with Socialism or Communism ideologies, as those two ideologies inherently boost factory output. You also avoid this research path if you are attempting to acquire Quantum Computing as soon as possible, as it could hinder your research progress.
  7. Continue building Consumer factories if you have enough money to afford it while you wait for your justifications to finish.
  8. Once the Electronic Factories are operational, sell 15 Electronics for every 5 electronics to one nation. Eventually cancel these trades once 5 civilian factories are built.
  9. Declare war on the two nations you justified earlier. Use your home-guard to lure and destroy the AI-controlled home-guard (only spawn additionally infantry/tanks if necessary) if you are fighting on land against a country with multiple cities. Simultaneously, justify on 2 other nations.
  10. Lure the AI-controlled enemy home-guard(s) to easily annihilate it. Once the enemy home-guard(s) has been killed, you can begin your ground invasion.
  11. By now, you should have pumped up 50 consumers by May 2019, with many more civilian factories nearing completed construction if you conserved enough money earlier to keep building civilian factories.
  12. Sell as much consumers as possible while striking a balance between the amount of your own consumer production and the amount that is being exported.
  13. Adjust your economic laws, such as Government and Research Spending, while maintaining economic stabilization.
  14. Also divert some of your funds to military production.
  15. Use some funds to keep building civilian factories or the factories that maintain the production of civilian factories.
  16. By October 2019, you should be a consumer-producing power, with a possible production of approximately 200 consumers or more.
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