You can donate your personal goods to the guild treasury, in the browser-based UI you open your guild profile, click on treasury, and see the 'donate' button.
Yes, I stated so in my previous comment.
Not sure how a goods' boost would really address Treasury Needs as there is no way to guage personal deposits to treasury on the side of the company. This need has been addressed in the increasing number of event and settlement items that do a direct deposit of treasury goods. If a player is interested in continuing a supply of low(er) era goods to their guild's treasury they just don't need to level up the item with the one-up or reno kits and that item will continue to provide guild goods at whatever era the player was in when they finished topping it off.
To clarify the bolded text: The company (Inno) doesn't keep track of the deposits an individual contributor makes outside of the last five days of treasury donations listed in the Guild Contributions tab found only on the browser version of the game. Having said that, what I was addressing was this portion of the post:
P.S. Another area where such a boost would be very helpful is Guild Treasury.
There are many guilds that have a core of active advanced players and still let novices join. Experienced players teach novices, help them advance, accept unfair trades to build Arc, etc. Such guilds can be easily hurt by low era goods shortage in their treasuries. The goods boost would let novices donate more low eras goods to treasury to improve their guild GbG chances, and as a result would increase such guild competiveness and might reduce intolerance of hardcore guilds to novices.
I fail to see how such a proposal would address the issue of 'game balance'
if it were, in fact, to be used to equate or reestablish a player-implemented imbalance. To my knowledge, the developers have never supported an idea or change that is built upon the in-game exchanges between players as described above. The game is designed to increase the yield of all resources, including goods, as the player navigates the eras. (I won't go into detail as this topic has been addressed umpteen times since the game's inception in their updates and here on this very forum).
The truth of it is that if a player who's acquired more goods due to regular advancement in the game chooses to augment the goods' needs of younger era or novice player, that is the player's choice and is hardly the responsibility of the developers to 'fix bad choices on the part of either player.' And honestly, if a guild is hurting that badly for goods to finance any effort such as Battlegrounds expenditures, that's just poor guild management. If they can't afford the Battlegrounds Buildings, they shouldn't build them. The feature is free and doesn't require any goods to play. It's only in the construction of the buildngs that goods even become an issue. This issue has been addressed time and time again and has been nixed so what possible incentive would the developers have to change that position based on your illustration? In my opinion, none.