Field of Glory: Empires All Tier of Commerce Tips & Guide

Welcome, visitors. Field of Glory 2: Empires game guide focuses on All Tier of Commerce Tips & Guide. The guide will give you basic tips, tricks, and advice on all tier Commerce guide. While writing this instruction, we pick up many pieces of information from several sites for you. We hope that this guide will help you.

Field of Glory: Empires is a grand strategy game in which you will have to move in an intricate and living tapestry of nations and tribes, each one with their distinctive culture.

Set in Europe and in the Mediterranean Area during the Classical Age, experience what truly means to manage an Empire.

Expand your dominion through wars of conquest and make your culture a beacon of light, but be careful though. The risk of Decadence is not trivial. Many civilizations have collapsed for not having seen in time the signs of impending crisis. The older your empire, the more challenges will lurk in the shadows. Just expanding your borders without carefully shaping your form of government and culture won’t be the wisest of strategies

All Tier of Commerce Tips & Guide

Tier I: Commerce


Pros: Zero slot, no upkeep. Insanely cheap. 5 Money a turn. Upgrades to even nicer things. Helps in a siege.

Cons: None. Absolutely none! Build these on every coast (including lakes).


Not a bad structure, especially with Iron and Copper nearby. The upgrade to this produces Tools, which is a very popular Trade Good for Bonus purposes. See the Tool Manufacture entry for more details.

Bronze Works

Great if Tin is in Trade Range. Terrible if it isn’t. There are less than a dozen regions on the map that produce Tin, and most are off in the boondocks. So, while you often wish you could use this to import this rare good, most of the times, sadly, you cannot.

Candle Shop

One of the Crafter shops, this is nice for helping to spread Wax around your empire, which give a healthy bonus to the basic Science buildings. Tricky to get the Bonus for this though (see Bronze Works above).

Caravan House

Easy to obtain Bonuses make this a pretty lucrative pick Money-wise, and the 10% Commerce bonus insures the structure will scale well into the later game. Definitely incentivizes picking the Market early on.

Coastal Market

Super cheap structure making the main cost here the Slot. Definitely worth it if you have Fish, debatably not worth it if you don’t. Be wary of thinking “oh, I’ll just build a Fishery down the road,” because the sheer number of Commerce structures available can make your planned Fishery elusive (especially if you built a Crafter District).

Copper Works

Like the Bronze Works, but this moves Copper around the map rather than Tin. Copper is much easier to obtain than Tin, making this a bit more useful. And it’s a Bonus for a vast amount of structures (see the Trade Goods section down below).

Crafter District

‘Holy fine print Batman, look at all the cool Commerce structures this unlocks! And zero slots! And 5 Money, AND a 10% Commerce bonus! Whoa!!! You’d be a FOOL not to build this the INSTANT it pops up!’ Well, hold on there partner, there is one tiny wrinkle you might want to consider first, and that is the massive number of unlocks.

There are some very important higher Tier Commerce structures not gated behind the Crafter District. The Bank comes to mind, which enables a certain powerful Decision; the Paved Road with it’s Trade Range increase; same deal with the Trade Port … you get the picture. If you’re angling for one of these structures, you may find the Crafter District more of a hindrance than a help, making it more difficult to “draw” your desired structure for construction.

Of course, if you find yourself in this predicament, you could always disassemble the Crafter District. Then even rebuild it after you got what you want. So yeah, about 97% of the time, you’d be a fool not to build this, the instant it pops up.

The Delicacy Shops

The Delicacy Shops come in four flavors, each with a different “Need,” the rest being Bonuses. With only a base 5 Money and a Decadence problem, Bonuses are the only way to make these worthwhile. The dream here I guess is to build one of a different type in three adjacent regions (you are not allowed to build more of one type per region), with the fourth delicious good being present naturally as well. Pull that off and you are earning a total 14 Money and 9 Culture per structure. Add a Master Herbalist for extra zest.


Check to see if you have Fish already available in the area first, either from adjacent Fisheries or sea zones with natural Fish. If you don’t, then yes build this! 5 Food, plus Fish is a nice Bonus to the early game Coastal Market and Garum Shop. And there’s a good chance as your coastline develops, you’ll reap the 5 Money Bonus as well.


Imports Iron and unlocks other metal importing structures as well, so pretty useful in getting your Metal economy booming.

Garum Shop

Good income for such a cheap structure, assuming you have Fish nearby, this also helps to spread Olive Oil around your empire for other Bonus purposes. Well, certain empires, anyways … the Need for Mediterranean-based Olive Oil means you probably won’t see this built in Ireland.


An upgrade of the Anchorage, it’s important to keep in mind unlike the Anchorage, the Harbour DOES use a Slot. So unlike most other upgrade that replaces another building with a Slot, this WILL cost you a new Slot.

That being said, the Harbour is definitely worth a Slot. Leads to really good stuff, big help in sieges, boarding costs halved, and it imports Hemp, probably leading to some nice extra internal trade income from your nearby Hemp Fields (assuming there are no Carthaginians or other highly obnoxious trading countries nearby).


Since you need at least one its Bonus goods present to build this, the Market will be worth at least 11 Money a turn, which is not bad for a Tier I structure. Get it up to 21 Money and its downright amazing. Couple that with unlocking the Caravans and spreading Pottery around, this a solid pick.

Master Blacksmith

A super rare structure, this gives huge Infra Bonuses for all sorts of nearby metal (which is likely as you had this unlocked by a Blacksmith). Note that the unit XP bonus only counts if the unit is built in the same region with the MB; so, if the region is part of a province, the MB will have to be located in the provincial capital.

Pirates’ Lair

Arrrrh! Built by some of the more uncivilized civilizations, this structure is both lucrative and FUN. Build this, then a decent sized pirate fleet of about a dozen ships, and your investment will quickly pay off. The only down side is the extra work involved in moving the fleet, target selection, and remembering to hit the Raid button. But the payoff in Money, slaves, and the despoiling of your neighbors regions without a formal DOW will make it all worthwhile.

Potters Workshop

One of the Crafter buildings, this will produce the Pottery Trade Good that supplies your Markets, and gives Bonuses to Mills and Ports.

Slave Market

Quite possibly the most important structure in the game.

At this point, I urge you all to double click on the game manual PDF, and read section 6.3.5, starting on page 95. READ IT COMPLETELY, AND READ IT CAREFULLY. If you don’t know this section backwards and forwards, then I guarantee you … bad things will happen.

Done? OK great! Now let me point out a couple things that might not be immediately obvious after reading about ‘Managing your Slaves.’ First, you need at least one Slave Market in your empire AS SOON AS POSSIBLE. If you’re playing a small nation that doesn’t already start with one, your first priority is to build one. Take the option to build it as soon as it appears, shuffling if necessary to get it to appear quicker. Don’t fool around on this! If you delay, and your army and/or navy starts winning battles (both offensive at defensive), pretty soon your capital will start accumulating slaves. And faster than you can say “I’m Spartacus!” your loyalty there will drop, Unrest will break out, and soon thereafter its bye-bye capital region.

Without that one Slave Market, you will be powerless to prevent this. With that one Slave Market, you are eligible to use the Slave Markets decision to sell off or redistribute unwanted slaves (you also need 500 Money in the bank, so building up that nest egg is another priority as well).

Think VERY carefully about building a Slave Market in your capital. One one hand, a reasonable amount of slaves there is a good thing, as they are Pop and Pop = building slots. And lots of building slots in your capital allow some really amazing structures to be built. OTOH, you are at the mercy of the Slave Markets Decision popping up in a regular and timely fashion, should the slave numbers become unreasonable. The good news is, it does tend to pop up fairly regularly.

How many Slave Markets should you have, beyond the first? Four is actually a good number, as it lets you max out the Slave Markets Decision to buy slaves. You could also justify going to ten as well, as that would allow the full ten to be redistributed if you made that particular Decision choice. I don’t see much point going beyond ten, however, so if you somehow manage to obtain more than ten I’d deconstruct the excess, so as to cut down on unnecessary Decadence.

Slave Workforce

A very rare structure that sometimes is generated by a Slave Market. It is basically dangling in front of you a carrot of 10 Food, 10 Infra and 3 Metal, at the cost of a building slot and making the possibly precarious loyalty situation in your Slave Market region even more precarious. It should be clarified that the Revolt risk increase is not a flat percentage increase; in other words, a 6% chance of revolt will go up to 7%, not 21%.


One of the Crafter buildings, makes a bit of Money while importing Cattle and making Leather. Leather is Needed by the Armorer and Siege Workshop, and provides a Bonus to the Market, Fair and Clothing Manufacturer.

Trade Post

A Bonus-only structure similar to the Ag I Orchard, this can net you a fair bit of cash if you can manage to congregate the right goods in the same general area.

Trading Tents

Similar to the Trade Post, with a different list of goods more commonly found in the southern regions of the game map.


A somewhat problematic structure (Loyalty hit plus Decadence) made worthwhile with a healthy Commerce bonus, plus that fact that it doesn’t take a slot. Obviously best reserved for high income regions.

Wax Workshop

Another of the Crafter buildings, this one will import Honey and produce Wax. The latter is a Bonus for many of the Culture/Science structures, and is Needed by the Candle Shop.

Weaver Shop

A Crafter enabled structure, this can actually generate a lot of Money from easily obtainable Wool and Flax. And if you’re lucky enough to live near the Cotton regions, all the better. This basic textile industry is a great way for cash poor nomad tribes to eventually make a decent amount of coin.

Tier II: Commerce

Tier II Commerce structures are unlocked in a region by having at least three Commerce structures already present.


Needs Gold, which can be a good or bad thing depending on the region’s distance to Gold. Still, its large income will probably cancel out the out-of-range Gold cost, and you might still want one Bank (albeit a slightly unprofitable one) somewhere in your empire for the purpose of allowing a powerful trade Decision.


You’ll almost certainly get Iron Bonus, because you need a Furnace to build this thing in the first place. So that makes this worth a considerable 5 Money, 17 Metal and 8 Culture. Oh, and it imports Coal, which benefits your Furnace. Synergy!


An upgrade from the Caravan House, which means one way to look at this structure is that it costs zero slots (since it is replacing something that already occupies a slot) and nets you 2 Money, a Bonus 2 Money for Horse and Cattle, and a 6% Commerce bonus. Is this worth 160 Infra? Eh, maybe, depending on how much that extra 6% is actually worth. But if you have nothing better to build, an upgrade never hurts.

Ceramics Works

Made possible by that great enabler the Crafter District, this structure will make you a good deal of Money, possibly some Culture, and produce Ceramics. Ceramics is Needed by the Major Temple and Great Temple, and is a hefty Bonus for all sorts of non-tribal capital buildings and palaces, plus other hoity-toity structures like the Noble Gardens and Basilica.

Clothing Manufacture

Another Crafter structure, this will take the Cloth you made from the Spinning Mills and turn it into more Money, oftentimes a lot of Money thanks to Bonuses.

Coin Maker

Pretty self-explanatory: If you manage to accumulate a lot of precious metals in one general area, you can make lots of money with this (even more with the Mint upgrade).

Commercial Port

A structure made possible by the Harbour. The Money potential is undeniably good, but lets be honest: what really makes this structure eyebrow-raising is that Trade Range bonus. And the fact that it has an upgrade with an even greater Trade Range bonus!


Another offshoot of the Harbor, and co-exists with the Shipyard, this acts more like a Military structure than a Commerce structure. Think you might be in deadly war of attrition with another naval power anytime soon? If not, this slot might well be put to better use.

But if you ARE in such a war, well, combined with the Shipyard that makes for a 40% Equipment discount on ships. Which will put you well on the way to ruling the waves.

Dyeing Mill

This Crafter structure imports Purple and produces Dye, a Trade Good Needed by Abu Simbel (a wonder in Egypt) and a Bonus for the Market, Clothing Manufacturer, Ceramics Works, Commercial Port and Trade Port. Makes good Money too when placed near your Spinning Mills and Silk.


The Fair is one of those structures that needs at least one of it’s Bonus goods present to be built. The Bonuses themselves are not that hard to come by, and multiple ones can add up to a lot of Money. Helps move Pottery around the map too, so highly recommended.


Makes Money and a bunch of Metal, and also is another Copper importer (alongside the Copper Works). And Copper is a Bonus for a vast number of structures (see the Trade Goods section).

Major Harbour

An upgrade to the Harbor with many improvements, most notably a reduction in boarding costs from two movement point to one. And that Siege Resist will make any attempt to besiege an unblockaded port an exercise in futility.


A sizeable upgrade to the Coin Maker that throws in a 14% Tax bonus as well. The only thing better than lots of money is more money!


Like its sibling structure the Drydock, this Commerce building seems more Military in nature, what with the Equipment production and discount for ships. But this does produce the Sails Trade Good, which is Needed by the Drydock, Commercial Port and Trade Port, and will be a Bonus for your nearby Fisheries.

The Spinning Mills

The Spinning Mills work in a similar fashion to the Delicacy Shops, with one type importing a good and the other types having the other goods in the same group of goods as a Bonus. In this case there are three goods in the group: Cotton, Flax and Wool, and hence we have three types: Spinning Mill (Cotton), Spinning Mill (Flax), and Spinning Mill (Wool).

Unlike the Delicacy Shops, these textiles mills actually produces a useful Trade Good, Cloth, which is needed by the Clothing Manufacturer and a Bonus for the Market, Dyeing Mill and Amphitheatre.

Note that Cotton is a geographically constrained Trade Good, so quite often wont be available. In that case you can pair Flax and Wool at their respective mills, making 19 Money (8 + 11); OR build the Cotton Mill anyways, eat the out-of-range costs (6 x 3 = 18), and collect the base income plus the two Bonuses, which would net you 12 Money (8 + 11 + 11 = 30; 30 – 18 = 12). Any way you do it, you’ll make Money and produce Cloth. Which is good.

Tar Workshop

One of the Crafter family of Commerce buildings, this will produce 10 Money and Tar. It’s a much easier way to get Tar than the Tar Deposit you occasionally get from Swamp Draining. And Tar has its uses, most notably as a Bonus for the Hemp Field, Drydock and Shipyard.

Tools Manufacture

Unsurprisingly, this structure manufactures Tools, plus a decent amount of Money, Metal, and probably Infrastructure. The thing about Tools is, there are a lot of structures that use it as a bonus, but no structure uses it as a call-in until you get to the Tier III Builder Guild (and the Hellenic Asklepieion). This means if you want to try to create a network of Tools spread across your empire for Bonus purposes, you’re going to have to do it by building a network of these. Which means early game, you’ll want to lay down a network of Blacksmiths.

Trade House

Like the Orchard and the Fair, this structure revolves around getting many Bonus goods; indeed, you’ll need at least one Bonus present to build the thing in the first place. And oh what a Bonus! At 15 Money each, you’ll know when’s a good time to build this when you see it.

Tier III: Commerce

Tier III Commerce structures are unlocked in a region by having at least six Commerce structures already present.

Glass Works

One of the many crafty structures unlocked by the Crafter District, this has a bunch of Culture Bonuses and makes Glass. Glass is a fairly useful Trade Good, used as a Bonus in Preserved Food, Ceramics Works, Commercial Port, Hospital, Fortress, Trade Port, Necropolis, and Horologium. Unfortunately, Glass lacks a call-in structure, so any Glass Bonus will have to come from adjacent structures.

Jewelry Shop

Another top tier Crafter structure, this will produce Money, and is one of the two main sources of the Luxury Trade Good (the other being the Sculpture Shop/Koroplathos). Luxuries are Needed by many wonders and Palaces, including most notoriously the Seleucid Satrape Palace. The poor Seleucids, they start with only one Luxury source, in Persia. Which means all the provincial capitals too far away from Persia get hit with a whopping 3 x 10 = 30 Money out-of-Trade-Range surcharge. Ouch.

Paved Road

Pretty darn expensive, but it is a Trade Range increase in heavy Commerce region, so you’ll probably want to build this as soon as you get the chance. Note however that the Trade Range is really only going up by +1, due to this being an upgrade of the Regional Roads.


Another Crafter offshoot, this can generate some Bonus Money from rare-ish goods, and produces Perfume. Perfume doesn’t have a tremendous amount of utility, however; it is Needed by the Pleasure Mansion and a Bonus for the Pleasure House, Public Baths and Thermes. The Decadence of this structure is a downside too.

Sculpture Shop

Another spawn of the Crafter District, and the other main Luxury producer besides the Jewelry Shop. The Greek version of this structure is the Decadence-free Koroplathos.

The Emporiums

…and others.

These structures are enabled by a trade Decision … a very expensive trade Decision. However, the expense is frequently worth it, as these Emporiums will PRODUCE (not import) a randomly selected, often hard-to-get Trade Good that can fulfill Needs and Bonuses you never dreamed you’d ever see fulfilled.

After you enact the Decision, one of the following Emporiums, chosen randomly, will become available to you to build as a Tier III Commerce structure:

Silk Emporium
Ivory Emporium
Myrrh Emporium
Coral Emporium
Wild Beasts Emporium
Amber Emporium
Frankincense Emporium
Furs Emporium
Papyrus Emporium
Drugs Emporium
Purple Emporium
Marble Emporium
Sulfur Emporium
Naphta Emporium

Now, this is important: If you have a region eligible to build a Tier III Commerce structure and it has no building project it is working on at the time you make the Decision, then the randomly selected Emporium has a 50% chance to immediately become your Commerce selection for that region. A shuffle will also work, provided the region is still shuffling the turn after you make the decision (so, a 2+ turn shuffle).

If a region is working on a structure at the time, the new Emporium can still some up later, but it will be a very rare structure, so you likely won’t see it for a while (if at all). So, the timing of making this Decision is crucial! Just make sure you clear or shuffle the building queues in as many Tier III Commerce regions as you can before selecting the Emporium Decision.

Trade Center

Placed in a seaport with lots of produced goods, that +5 Acumen will make you a lot of Money and ♥♥♥♥ off most of your neighbors. (Steam edited a bit of colorful language I see; in case you are wondering, the word begins with a “p”).

Trade Port

An upgrade to the Commercial Port, you jump at the chance to build this ASAP due to the +1 bump up in Trade Range.

Just to give you an idea of the power of Trade Range, lets assume your base Trade Range is 3, and you’ve developed Regional Roads in your mainly Commerce coastal region. Then you get a Trade Port. Your Trade Range is now 6, and if your coastal region borders a coastal sea zone adjacent to the Mare Ionium, you now are able to import Papyrus from the Nile Delta (assuming your not at war with Ptolemy, of course). Notice that this includes coastal cities in western Greece, Sicily and even southern Italy. Hot!

This is the ending of Field of Glory: Empires All Tier of Commerce Tips & Guide guide. Hope it will help you. If there is wrong or you have suggestions, please let’s know and comment us. Have fun.

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