The Customs House, the price ladder, and why your Town Hall level changes the price.
Treasury for 1,000 timber, by your Town Hall level
The same thousand timber is worth wildly different amounts depending on who is selling it. This is deliberate, and it is the most counter-intuitive rule in the game.
Town Hall 1
3,333💸
Town Hall 2
2,667💸
Town Hall 3
2,400💸
Town Hall 4
33💸
Town Hall 5
33💸
A price is what that unit cost its city to make — a small city gives up far more of its capacity for one timber than an industrial one does, so it is paid far more for it. Read live, and computed by the same function that pays you.
Export Market
Once your city has a Customs House, you can sell surplus resources directly to outside merchants each hour for Treasury. It's the city's release valve when your stockpiles outpace your build needs.
/export
View and manage your city's standing export orders. Mayor or Minister of Exports only.
How it works
You configure a reserve per resource — the minimum you want to keep on hand. Each hour, anything above that reserve is automatically sold to an NPC buyer for Treasury. Nothing happens until you explicitly enable a resource; everything is off by default.
Merchants only buy whole 1,000-unit stacks — they're not interested in odd handfuls. If your surplus above reserve is less than 1,000, nothing sells that hour; it just keeps building in your stockpile until it crosses the next 1,000-unit line. That means your reserve is really a floor you keep, not an exact number your stockpile gets trimmed back to — you may sit a bit above it while a part-stack accumulates.
Open /export. Resources are split across a 🔵 Tier 1 / ⚪️ Tier 2 tab selector at the top — tap a tab to switch between your raw goods and your crafted goods. Each row shows the resource, its reserve, and a 🔒 Max button.
Each resource's button leads with its name and a status icon: ✅ means it's currently exporting, 🚫 means it's paused. Tap the button to flip it.
Tap the 📝 reserve button on a row to set how much to hold back — type the number of units. You can type it loosely: 99,000,000, 99 000 000, or shorthand like 99m and 2.5m all work.
Want to keep everything and never export a resource? Tap 🔒 Max on its row — one tap sets the reserve as high as it goes, so surplus never ships (the reserve then shows as 📝 All).
Setting a lot of them? Each tab has ✅ Enable all / 🚫 Disable all and a 📝 Keep-all button that apply to every resource on that tab at once, instead of one at a time.
That's it. Every hour, any full 1,000-unit stack above your reserve auto-sells and the proceeds land in your city Treasury.
Safety check: enabling a resource whose reserve is still 0 would sell your whole stockpile of it (in whole 1,000-unit stacks) — so both a single toggle and ✅ Enable all ask you to confirm first, telling you exactly how much of your stockpile would actually ship. Set a reserve to skip the warning and keep what you need.
Prices and priority
Prices are quoted per 1,000 units — a single Timber or Plank is worth a tiny fraction of a Treasury coin, so nobody's selling six of them. Each price reflects what that good is actually worth to produce: how much Treasury your Town Hall could have earned in the time it took to make it instead.
Your price depends on your own Town Hall level. A resource is worth what your city gave up to make it — and that changes a lot as your city grows. An advanced (Town Hall 4+) city's buildings produce far more of everything per hour than an earlier city's do, without its Town Hall earning nearly as much more Treasury in return — so the very same 1,000 Timber is worth far more Treasury to a younger city than to a mature one. Open /export to see exactly what your city is paid today; there's no single number that applies to every city.
Pelts price noticeably higher than other raw goods — hunting them down costs real supplies, and that's reflected in what they're worth to the Export Market.
Crafting pays. Every craft roughly doubles what its materials were worth, and it stacks down a chain — Furnishings are made from Planks and Leather, which are themselves crafted, so they carry three crafts' worth of value. Refining a raw surplus and selling that always beats selling the raw materials. This changed on 2026-07-28: crafted goods used to sell for exactly their ingredients, so the work was worth nothing at the Customs House. It isn't any more.
Your districts still come first. Resident upkeep is taken before exports each hour, so selling refined goods can never starve the families living in your city — but do keep an eye on your reserves for anything your districts eat.
Leather and Furnishings price the highest of any exportable good, since they're built from the scarcest materials in the realm.
NPC prices are intentionally below what inter-city trade deals can fetch. Think of the Export Market as a floor, not a ceiling — a trade deal is always the better channel, but the Customs House makes sure nothing goes to waste.
Exports happen last in the tick, after construction, gathering, crafting, and trade. You never export something your city needed for something else that hour.
💡 If your city is still working toward Town Hall 4, the Export Market is worth real attention — at that stage it pays out much more generously than it does for an established city, and it's one of the best ways to build up the Treasury you need for the upgrade.
Unlocking the Customs House
The Customs House requires Town Hall Level 3 and at least one completed Tier 3 specialty building. It does not count toward your city's 2-specialty-buildings limit. The Minister of Exports role unlocks once the Customs House is built and lets a designated player manage export orders without being Mayor.