Trading: Difference between revisions

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[[File:TradersCombined.png|thumb|700px|The Traders]]
{{Version|1.4.15}}
[[File:TradersCombined.png|thumb|700px|The traders]]


   * Visit [[Trader_Wares]] to see a comprehensive list of [[Traders]] and their wares.
   * Visit [[Trader_Wares]] to see a comprehensive list of traders and their wares.




==Overview==
== Overview ==
   * Visit [[Trader_Wares]] to see a comprehensive list of [[Traders]] and their wares.
   * Visit [[Trader_Wares]] to see a comprehensive list of [[traders]] and their wares.
Trading is a way to exchange {{rl|Amber}} for [[Goods]], and vice versa. You can do this through [[Traders]] or [[Trade Routes]].
Trading is a way to exchange {{rl|Amber}} for goods, and vice versa. You can do this through traders or [[#Trade Routes | Trade Routes]].


==[[Traders]]==  
== [[Traders]] ==  


Traders will start arriving once you build the Trading Post. There are 2-8 (depending on your [[Upgrades]]) regular [[Traders]] that can arrive at your settlement every 12 minutes. The first [[Trader]] will arrive in 8:30 minutes if you build the Trading Post immediately upon the start of your settlement. There are 3 [[Glade Traders]] which can sometimes be found in [[Glades]] on the map.<br />
Traders will start arriving once you build the Trading Post. There are 2-8 (depending on your [[upgrades]]) regular traders that can arrive at your settlement every 720-529 seconds (depending on your upgrades). Traders will not arrive at your settlement during [[Storm]]. If their arrival timer reaches zero during Storm Season, they won't be able to enter until [[Drizzle]]. The first trader will arrive in 8:30 minutes, regardless of when you construct the Trading Post.  
 
There are also 3 [[Glade Traders]], who can sometimes be found in Small [[Glades]] on the map.<br />


=== Building the Trading Post ===
=== Building the Trading Post ===
[[File:Trading Post icon.png|left]]
[[File:Trading Post icon.png|left]]
You can find the Trading post in the [[File:Construct City Buildings.png]] City Buildings tab. It requires 10 {{rl|Wood}} to build.<br /><br /><br />
You can find the Trading post in the [[File:Construct City Buildings.png]] City Buildings tab. It requires 10 {{rl|Wood}} to build.<br /><br /><br />
=== Trading with [[Traders]] ===
Once the [[Trader]] has arrived, we can click on their icon or the Trading Post to be directed to the Trading Screen, as seen below:


[[File:TradingwithTraders.png|none|left|border|Trading Screen]]
=== Trading with [[traders]] ===
 
Once the trader has arrived, we can click on their icon or the Trading Post to be directed to the Trading Screen, as seen below:
 
[[File:TradingwithTraders.png|none|border|Trading Screen]]


#In WHITE, we see the amount of time the [[Trader]] will stay in the settlement, available to trade.
#In WHITE, we see the amount of time the [[trader]] will stay in the settlement, available to trade.
#In NEON GREEN, we can type in the amount of goods we are trading. We can also click on the arrows to increase or decrease by 1.
#In NEON GREEN, we can type in the amount of goods we are trading. We can also click on the arrows to increase or decrease by 1.
#In NEON BLUE, we see the "Auto" function. Clicking this function will have the [[Trader]] automatically calculate the amount of goods needed to make the trade acceptable to them.
#In NEON BLUE, we see the "Auto" function. Clicking this function will have the trader automatically calculate the amount of goods needed to make the trade acceptable to them.
#In GREEN on the bottom right, we see the "Assault the Trader" option. See [[Traders]] for more information on what assaulting them gives you.
#In GREEN on the bottom right, we see the [[ #Assaulting the Trader | "Assault the Trader"]] option. See [[Trader Wares]] for more information on what assaulting them gives you.
#In RED on the middle of the screen, we see visually by how fair the deal is to us or the [[Trader]], deals will only be accepted once the button is in the middle of the bar. If the button is too far right and the bar is green, you are getting ripped off.
#In RED on the middle of the screen, we see visually by how fair the deal is to us or the trader, deals will only be accepted once the button is in the middle of the bar. If the button is too far right and the bar is green, you are getting ripped off.
#In ORANGE on the left, we see the [[Perks and Cornerstones]] the [[Trader]] sells, and for how much.
#In ORANGE on the left, we see the [[Perks and Cornerstones]] the trader sells, and for how much.
# PINK we can see what 1 unit of a [[Good]] is worth, how much the stack is worth in (brackets) and how many we have in our [[Warehouse]] by the [[File:Worker storage icon.png|16px]]. '''You need to HOVER over the image of the good to get this tooltip.'''
# PINK we can see what 1 unit of a good is worth, how much the stack is worth in (brackets) and how many we have in our [[Warehouse]] by the [[File:Worker storage icon.png|16px]]. '''You need to HOVER over the image of the good to get this tooltip.'''
 
== Assaulting the Trader ==
 
Assaulting the Trader has both positive and negative consequences. The specific numbers of exactly what you get is trader dependent, see [[Trader Wares]] for the numbers. Below is a more detailed description of the mechanic generally.
 
'''Positive:'''
You will get:
 
* Some % of the stacks they have with them.
* Some % of the Perks and Blueprints they have with them.
 
For each type (resources, and perks / blueprints), the mechanic works like this: Multiply the percent for that trader by the number of stacks of items, and round up. You will get exactly that many stacks, but which stacks will be chosen randomly. The calculation is the same for the number of perks / blueprints.
 
'''Negative:'''
 
This is a list of all the types of negative consequences. Not all traders will give all negative types. Again, see [[Trader Wares]] for the specifics.
 
You can get:
 
* Usually:
** Villager deaths
** [[Impatience]]
** Permanent loss of Trader Arrival Speed
** Permanent loss of [[ #City Score | City Score ]]
* Rarely:
** Permanent loss of cost of goods sold to traders ([[ Trader Wares#Sothur the Ancient |Sothur the Ancient ]] only)
** Permanent Hostility (glade traders only)


== Trade Routes ==
== Trade Routes ==
Trade routes are a way for you to trade your [[Goods]] for {{rl|Amber}} when the [[Trader]] is not at the Settlement. As you build up the relationship (standing), you will get more {{rl|Amber}} for your goods. '''This is the most profitable way to earn {{rl|Amber}} for your goods'''


You need {{rl|Pack of Provisions}} to trade via Trade routes. Trade Routes will refresh every [[Season]].
Trade routes are a way for you to trade your goods for {{rl|Amber}} when the [[trader]] is not at the Settlement. As you build up the relationship ([[ #Standing with other settlements / Factions |Standing]]), you will get more {{rl|Amber}} for your goods. '''This is the most profitable way to earn {{rl|Amber}} for your goods'''


[[File:TradingRoutesScreen.png|none|1000px|left|border|Trading Routes Screen]]
You need {{rl|Pack of Provisions}} to trade via Trade routes. Trade Routes will refresh with every [[Season]] change.
 
[[File:TradingRoutesScreen.png|none|1000px|border|Trading Routes Screen]]
# In YELLOW, is the option to show all Trade Routes, or only Trade Routes you're currently able to fulfill.
# In YELLOW, is the option to show all Trade Routes, or only Trade Routes you're currently able to fulfill.
# In NEON GREEN, we see buttons to increase or decrease the amount of [[Goods]] we're willing to Trade.  
# In NEON GREEN, we see buttons to increase or decrease the amount of goods we're willing to Trade.  
# In WHITE, we see the total [[Goods]] and {{rl|Pack of Provisions}} we are trading.
# In WHITE, we see the total goods and {{rl|Pack of Provisions}} we are trading. If you don't have enough Goods or {{rl|Pack of Provisions}} for a trade route, they are going to be highlighted in red.
# In NEON BLUE, we see the amount of time until we get paid for this Trade Route, as well the amount of {{rl|Amber}} we are recieving for it.
# In NEON BLUE, we see the amount of time until we get paid for this Trade Route, as well the amount of {{rl|Amber}} we are receiving for it.
# In PINK, we see the option to collect the {{rl|Amber}} from a completed Trade Route as soon as it completes, or to wait until we manually complete it. Please see the Strategy section on why you would use this option.
# In PINK, we see the option to collect the {{rl|Amber}} from a completed Trade Route as soon as it completes, or to wait until we manually complete it. Please see the Strategy section on why you would use this option.
# In RED, we see which [[Goods]] we currently have in our [[Warehouse]]s
# In RED, we see which goods we currently have in our [[Warehouse]]s
# In ORANGE, we see our current [[Standing]] Status with a settlement. Read more about this by clicking on [[Standing Status]].
# In ORANGE, we see our current [[ #Standing with other settlements / Factions | Standing ]] Status with a settlement. Read more about this by clicking on Standing Status.
# In GREEN, we see our current [[Standing]] with another Settlement / Faction.
# In GREEN, we see our current Standing with another Settlement / Faction.
# In BEIGE, we see the option to buy another Trade Route Option Slot from a specific Faction / Settlement.
# In BEIGE, we see the option to buy another Trade Route Option Slot from a specific Faction / Settlement.


<br /><br />
<br />


== Standing with other Settlements / Factions ==
== Standing with other settlements / Factions ==
[[File:StandingLevel.png|left|border|Standing Level]]
[[File:StandingLevel.png|left|border|Standing Level]]


Standing (or relationship) with other Factions / Settlements '''influence how much your goods are worth to them'''. The higher your Standing with other Settlements / Factions, '''the more {{rl|Amber}} they are willing to pay, and the more [[Goods]] you will be able to Trade with them.'''
Standing (or relationship) with other Factions / Settlements '''influence how much your goods are worth to them'''. The higher your Standing with other Settlements / Factions, '''the more {{rl|Amber}} they are willing to pay on average, and the more goods you will be able to trade with them.'''


You gain Standing by initiating Trade Routes with Settlements / Factions. How much {{rl|Amber}} until your Standing improves, can be viewed by hovering over the name of the Faction / Settlement in the Trade Routes Screen and looking at the section indicated by the YELLOW arrow.
You gain Standing by initiating Trade Routes with Settlements / Factions. How much {{rl|Amber}} until your Standing improves, can be viewed by hovering over the name of the Faction / Settlement in the Trade Routes Screen and looking at the section indicated by the YELLOW arrow.
</br></br></br></br></br></br></br></br></br></br>
 
== Tradable Goods with other Settlements / Factions ==
For some examples of the effect Standing has on Trade Routes, see the following [https://docs.google.com/spreadsheets/d/1NrclAba7G66oNrBJL6mieAUrI96OWJaxooD5bCjfMlo/edit?gid=0 sheet].
</br></br></br></br></br></br></br></br></br>
 
== Tradable Goods with other settlements / Factions ==


Factions and Settlements have a set list of goods they want to trade with your settlement. The following image depicts those goods, it is sorted by biome. This image is courtesy of ZazStudio, an ATS streamer.
Factions and Settlements have a set list of goods they want to trade with your settlement. The following image depicts those goods, it is sorted by biome. This image is courtesy of ZazStudio, an ATS streamer.
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== Perks and Cornerstones ==
== Perks and Cornerstones affecting trade ==
{{PerkSearch|search=Trad}}
{{Perks|caption=Trading Perks and Cornerstones|description=Trad|id=Parts for Trade,Resolve For Sales|exclude=Trade Pack in Makeshift Post}}
{{PerkSearch|search=sell}}


== City Score ==
== City Score ==
As your settlement expands and you place down buildings, your city score will increase. The higher your city score, the more Traders will visit your settlement.


As per user Jhazrun:
As your settlement expands and you place down buildings, your city score will increase. The higher your city score, the higher the chance for a high-level trader to visit your settlement. Negative City Score prevents any traders from visiting.


As a general rule of thumb for city attractiveness score:
As a general rule of thumb[[#References|<sup>[1]</sup>]] for city attractiveness score:
* 0 points: Roads, Decorations and Rain collectors
* 0 points: Roads, Decorations and Rain collectors
* 1 point: Camps and Hydrant
* 1 point: Camps and Hydrant
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* 8 points: Service buildings
* 8 points: Service buildings
* 10 points: Small Hearth, Forsaken Altar, and Rare glade ruins (e.g. Homestead)
* 10 points: Small Hearth, Forsaken Altar, and Rare glade ruins (e.g. Homestead)
Refer to the [https://docs.google.com/spreadsheets/d/14qq4Ll4iSk7M5fuVBUzSR1mVHyDFGzuCRcEx0yizU8E/edit#gid=0 sheet] for the score of each building.
Refer to the [https://docs.google.com/spreadsheets/d/14qq4Ll4iSk7M5fuVBUzSR1mVHyDFGzuCRcEx0yizU8E/edit#gid=0 sheet] for the score of each building.[[#References|<sup>[2]</sup>]]


Attacking Traders permanently reduces your city score. To see by how much, please visit [[Traders]].
Attacking most traders permanently reduces your city score. To see by how much, please visit [[Trader Wares]].


== Strategy ==
== Strategy ==
* When the [[Flooded Roads]] [[Forest Mystery]] is active, pause the game, sacrifice until it is no longer active, initiate trade routes, stop sacrificing and then unpause the game, thus, no extra cost is added to trade.
* It is a good idea to always install [[Rainpunk]] in the {{bl|Makeshift Post}} in order to increase chances of double yields of {{rl|Pack of Provisions}}.
* When Viceroys receive the "Finders Keepers" [[Forest Mystery]], it is vital to turn off the "Auto Collect" option on Trade Routes, so Viceroys can "collect" routes in Drizzle, when they gain extra [[Goods]].
* Assaulting [[Traders]] is a very effective way to kill [[Villagers]], gain [[Impatience]] and reduce [[Hostility]].
* Taking {{rl|Eggs}} as an Embarkation Bonus and then turning them into {{rl|Pack of Provisions}} is a easy way of starting Trade Routes early.


==Trivia==
* When the '''Flooded Roads''' [[Forest Mystery]] is active, pause the game, [[Sacrifice]] {{rl|Wood}}, {{rl|Algae}}, or {{rl|Coal}} until it is no longer active, initiate trade routes, and then stop Sacrificing. This allows you to bypass the {{rl|Pack of Provisions}} cost increase, if [[Hostility]] is low enough.[[#References|<sup>[3]</sup>]]
* It is a good idea to always install [[Rain Engines]] in the {{bl|Makeshift Post}} in order to increase chances of double yields of {{rl|Pack of Provisions}}.[[#References|<sup>[4]</sup>]]
* When Viceroys receive the '''Finders Keepers''' [[Forest Mystery]], it is vital to turn off the "Auto Collect" option on Trade Routes, so Viceroys can "collect" routes in Drizzle, when they gain the extra goods.
* Assaulting [[traders]] is a very effective way to kill [[Villagers]], gain [[Impatience]] and reduce [[Hostility]].
* Taking cheap {{rl|Meat}} or {{rl|Eggs}} as an [[Embarkation]] Bonus and then turning them into {{rl|Pack of Provisions}} is an easy way of starting Trade Routes early, if the {{rl|Pack of Provisions}} Embarkation Bonus is too expensive.


* Effects that increase Traders arrival rate are capped at +900% and cannot reduce the time between Traders below ~71 seconds
== Trivia ==
 
* Effects that increase traders' arrival rate are capped at +900% and cannot reduce the time between traders below ~71 seconds.[[#References|<sup>[5]</sup>]]
* Perks that give Bonuses for trading Amber Value do not take Amber spent on Perks, Blueprints and Cornerstones into account.
* Perks that give Bonuses for trading Amber Value do not take Amber spent on Perks, Blueprints and Cornerstones into account.
*


== References ==  
== References ==  
* Flooded Roads strategy by user codewarrior0
 
* Rainpunk in Makeshift Post by user WaxBeast123
# City Score was initially tested by Discord user Jhazrun.
* Minimal Trader arrival time was tested by Discord user Cron
# The sheet was provided by Discord user x4.
# Flooded Roads strategy by user codewarrior0.
# Rainpunk in Makeshift Post by user WaxBeast123.
# Minimal trader arrival time was tested by Discord user Cron.

Latest revision as of 19:40, 19 October 2024

The traders
 * Visit Trader_Wares to see a comprehensive list of traders and their wares.


Overview

 * Visit Trader_Wares to see a comprehensive list of traders and their wares.

Trading is a way to exchange Amber Amber for goods, and vice versa. You can do this through traders or Trade Routes.

Traders

Traders will start arriving once you build the Trading Post. There are 2-8 (depending on your upgrades) regular traders that can arrive at your settlement every 720-529 seconds (depending on your upgrades). Traders will not arrive at your settlement during Storm. If their arrival timer reaches zero during Storm Season, they won't be able to enter until Drizzle. The first trader will arrive in 8:30 minutes, regardless of when you construct the Trading Post.

There are also 3 Glade Traders, who can sometimes be found in Small Glades on the map.

Building the Trading Post

Trading Post icon.png

You can find the Trading post in the Construct City Buildings.png City Buildings tab. It requires 10 Wood Wood to build.


Trading with traders

Once the trader has arrived, we can click on their icon or the Trading Post to be directed to the Trading Screen, as seen below:

Trading Screen
  1. In WHITE, we see the amount of time the trader will stay in the settlement, available to trade.
  2. In NEON GREEN, we can type in the amount of goods we are trading. We can also click on the arrows to increase or decrease by 1.
  3. In NEON BLUE, we see the "Auto" function. Clicking this function will have the trader automatically calculate the amount of goods needed to make the trade acceptable to them.
  4. In GREEN on the bottom right, we see the "Assault the Trader" option. See Trader Wares for more information on what assaulting them gives you.
  5. In RED on the middle of the screen, we see visually by how fair the deal is to us or the trader, deals will only be accepted once the button is in the middle of the bar. If the button is too far right and the bar is green, you are getting ripped off.
  6. In ORANGE on the left, we see the Perks and Cornerstones the trader sells, and for how much.
  7. PINK we can see what 1 unit of a good is worth, how much the stack is worth in (brackets) and how many we have in our Warehouse by the Worker storage icon.png. You need to HOVER over the image of the good to get this tooltip.

Assaulting the Trader

Assaulting the Trader has both positive and negative consequences. The specific numbers of exactly what you get is trader dependent, see Trader Wares for the numbers. Below is a more detailed description of the mechanic generally.

Positive: You will get:

  • Some % of the stacks they have with them.
  • Some % of the Perks and Blueprints they have with them.

For each type (resources, and perks / blueprints), the mechanic works like this: Multiply the percent for that trader by the number of stacks of items, and round up. You will get exactly that many stacks, but which stacks will be chosen randomly. The calculation is the same for the number of perks / blueprints.

Negative:

This is a list of all the types of negative consequences. Not all traders will give all negative types. Again, see Trader Wares for the specifics.

You can get:

  • Usually:
  • Rarely:
    • Permanent loss of cost of goods sold to traders (Sothur the Ancient only)
    • Permanent Hostility (glade traders only)

Trade Routes

Trade routes are a way for you to trade your goods for Amber Amber when the trader is not at the Settlement. As you build up the relationship (Standing), you will get more Amber Amber for your goods. This is the most profitable way to earn Amber Amber for your goods

You need Pack of Provisions Pack of Provisions to trade via Trade routes. Trade Routes will refresh with every Season change.

Trading Routes Screen
  1. In YELLOW, is the option to show all Trade Routes, or only Trade Routes you're currently able to fulfill.
  2. In NEON GREEN, we see buttons to increase or decrease the amount of goods we're willing to Trade.
  3. In WHITE, we see the total goods and Pack of Provisions Pack of Provisions we are trading. If you don't have enough Goods or Pack of Provisions Pack of Provisions for a trade route, they are going to be highlighted in red.
  4. In NEON BLUE, we see the amount of time until we get paid for this Trade Route, as well the amount of Amber Amber we are receiving for it.
  5. In PINK, we see the option to collect the Amber Amber from a completed Trade Route as soon as it completes, or to wait until we manually complete it. Please see the Strategy section on why you would use this option.
  6. In RED, we see which goods we currently have in our Warehouses
  7. In ORANGE, we see our current Standing Status with a settlement. Read more about this by clicking on Standing Status.
  8. In GREEN, we see our current Standing with another Settlement / Faction.
  9. In BEIGE, we see the option to buy another Trade Route Option Slot from a specific Faction / Settlement.


Standing with other settlements / Factions

Standing Level

Standing (or relationship) with other Factions / Settlements influence how much your goods are worth to them. The higher your Standing with other Settlements / Factions, the more Amber Amber they are willing to pay on average, and the more goods you will be able to trade with them.

You gain Standing by initiating Trade Routes with Settlements / Factions. How much Amber Amber until your Standing improves, can be viewed by hovering over the name of the Faction / Settlement in the Trade Routes Screen and looking at the section indicated by the YELLOW arrow.

For some examples of the effect Standing has on Trade Routes, see the following sheet.








Tradable Goods with other settlements / Factions

Factions and Settlements have a set list of goods they want to trade with your settlement. The following image depicts those goods, it is sorted by biome. This image is courtesy of ZazStudio, an ATS streamer.

Trade routes offers.jpeg

Below is a sortable table:

Goods Citadel Coral Forest Cursed Woodlands Marshlands Royal Woodlands Scarlet Orchard
Ale Ale Ale Ale Ale Ale
Ancient Tablet Ancient Tablet Ancient Tablet Ancient Tablet Ancient Tablet Ancient Tablet
Barrels Barrels Barrels Barrels Barrels Barrels
Berries Berries Berries Berries Berries Berries Berries Berries
Biscuits Biscuits Biscuits Biscuits Biscuits Biscuits
Bricks Bricks Bricks Bricks Bricks Bricks
Clay Clay Clay Clay Clay Clay Clay Clay
Coal Coal Coal Coal Coal Coal Coal Coal
Coats Coats Coats Coats Coats Coats
Copper Bars Copper Bars Copper Bars Copper Bars Copper Bars Copper Bars
Copper Ore Copper Ore Copper Ore Copper Ore Copper Ore Copper Ore
Crystalized Dew Crystalized Dew Crystalized Dew Crystalized Dew Crystalized Dew Crystalized Dew
Dye Dye Dye Dye Dye Dye
Eggs Eggs Eggs Eggs Eggs Eggs Eggs Eggs
Fabric Fabric Fabric Fabric Fabric Fabric
Flour Flour Flour Flour Flour Flour
Grain Grain Grain Grain
Herbs Herbs Herbs Herbs Herbs Herbs Herbs Herbs
Insects Insects Insects Insects
Incense Incense Incense Incense Incense Incense Incense Incense
Jerky Jerky Jerky Jerky Jerky Jerky Jerky Jerky
Leather Leather Leather Leather Leather Leather
Meat Meat Meat Meat Meat Meat Meat Meat
Mushrooms Mushrooms Mushrooms Mushrooms Mushrooms Mushrooms
Oil Oil Oil Oil Oil Oil
Pack of Building Materials Pack of Building Materials Pack of Building Materials Pack of Building Materials Pack of Building Materials Pack of Building Materials Pack of Building Materials Pack of Building Materials Pack of Building Materials Pack of Building Materials Pack of Building Materials Pack of Building Materials
Pack of Crops Pack of Crops Pack of Crops Pack of Crops Pack of Crops Pack of Crops Pack of Crops Pack of Crops Pack of Crops Pack of Crops Pack of Crops Pack of Crops
Pack of Trade Goods Pack of Trade Goods Pack of Trade Goods Pack of Trade Goods Pack of Trade Goods Pack of Trade Goods Pack of Trade Goods Pack of Trade Goods Pack of Trade Goods Pack of Trade Goods Pack of Trade Goods Pack of Trade Goods Pack of Trade Goods Pack of Trade Goods
Pack of Luxury Goods Pack of Luxury Goods Pack of Luxury Goods Pack of Luxury Goods Pack of Luxury Goods Pack of Luxury Goods Pack of Luxury Goods Pack of Luxury Goods Pack of Luxury Goods Pack of Luxury Goods Pack of Luxury Goods Pack of Luxury Goods
Pickled Goods Pickled Goods Pickled Goods Pickled Goods Pickled Goods Pickled Goods
Pie Pie Pie Pie Pie Pie
Planks Planks Planks Planks Planks Planks
Plant Fiber Plant Fiber Plant Fiber Plant Fiber Plant Fiber Plant Fiber
Porridge Porridge Porridge Porridge
Pottery Pottery Pottery Pottery
Reed Reed Reed Reed Reed Reed Reed Reed Reed Reed
Resin Resin Resin Resin Resin Resin
Roots Roots Roots Roots Roots Roots Roots Roots
Scrolls Scrolls Scrolls Scrolls Scrolls Scrolls
Sea Marrow Sea Marrow Sea Marrow Sea Marrow Sea Marrow Sea Marrow
Skewers Skewers Skewers Skewers Skewers Skewers Skewers Skewers
Stone Stone Stone Stone Stone Stone Stone Stone
Tea Tea Tea Tea Tea Tea Tea Tea
Tools Tools Tools Tools Tools Tools
Training Gear Training Gear Training Gear Training Gear Training Gear Training Gear Training Gear Training Gear
Vegetables Vegetables Vegetables Vegetables Vegetables Vegetables
Waterskins Waterskins Waterskins Waterskins Waterskins Waterskins Waterskins Waterskins
Wine Wine Wine Wine Wine Wine

Perks and Cornerstones affecting trade

Trading Perks and Cornerstones
Name Rarity Description Sources Price
Alt Cor Ord Rel Tra
Bed and Breakfast Bed and Breakfast Epic This time, it's the guild who’s going to pay you, not the other way around. Gain 10 Amber Amber every time a trader arrives. x Cor x x x 0
Beneficial Agreement Beneficial Agreement Uncommon Traders will arrive 15% quicker. x x Ord Rel Tra 14
Counterfeit Amber Counterfeit Amber Legendary Apparently, there is a technique for extracting crystals similar to Amber from rainwater. Gain 10 Amber Amber every time you use 50 units of water in Rain Engines, but traders will have 1 less perk or blueprint for sale. x Cor x x x 0
Deep Pockets Deep Pockets Epic Receive 10 Amber Amber for every 5 completed trade routes. x Cor Ord x x 0
Deserted Caravans Deserted Caravans Legendary Global production speed is 33% faster, but traders will arrive 50% slower. x Cor x x x 0
Economic Migration Economic Migration Legendary Rumor has it that your settlement is one of the wealthiest in the realm. Newcomers will arrive 15% quicker and bring 10% more goods for every 1 level of standing you have with other settlements on trade routes. (the bonus is added retroactively) x Cor x x x 0
Export Contract (Stormforged) Export Contract (Stormforged) Mythic Increases the production yield of packs of goods by +100%. Gain 2 additional active trade route slots. Alt x x x x 0
Firekeeper Letters Firekeeper Letters Epic The exchange of knowledge between firekeepers can be very beneficial. The maximum number of sacrifice stacks in the Ancient Hearth is increased by +1 for every 2 ongoing trade routes. x x x x Tra 30
Free Samples Free Samples Legendary Gain 1 Parts Parts every time you sell goods worth 25 Amber. x Cor x x x 0
Frequent Caravans Frequent Caravans Legendary The Crown is very forgiving - as long as the goods keep flowing. Impatience grows 30% slower for 180 seconds every time you finish a trade route. x Cor x x x 0
Friendly Relations Friendly Relations Epic Boosts Global Resolve by 1 for every 3 levels of standing with other settlements in trade routes. (the bonus is added retroactively) x Cor x x x 0
Guild Catalogue Guild Catalogue Epic Traders will have 1 more perk or blueprint for sale. x Cor x x x 0
Market Shift Plan Market Shift Plan Legendary Big strategic changes always come with an adjustment period. Every neighboring town offers +2 more trade routes, but no trader will arrive in your settlement until you complete at least 3 trade routes. Traders currently staying in the settlement will leave immediately. x Cor x x x 0
Prosperous Settlement Prosperous Settlement Legendary Gain +1 to Global Resolve every time you sell goods worth 50 Amber Amber, but scouts work 10% slower on Glade Events. x Cor x x x 0
Protected Trade Protected Trade Legendary The forest recedes, as heavily guarded trade caravans pour into the settlement. Hostility is reduced by 15 points every time you sell goods worth 30 Amber, but Complex Food needs grant 1 less Resolve Point. x Cor x x x 0
Royal Guard Training Royal Guard Training Legendary The Crown sends two Royal Guards to your village. Instead of simply brawling, villagers will now train under them. Fulfilling the need for brawling grants an additional +5 to Resolve, but attacking a trader will result in you getting 2 extra Impatience Points. x Cor x x x 0
Stormwalker Training Stormwalker Training Epic Your villagers learn how to travel the wilderness from the very best - the Royal Stormwalkers. All trade routes are faster by 40%. x Cor Ord x x 0
Stormwalker Training (Stormforged) Stormwalker Training (Stormforged) Mythic Your villagers learn how to travel the wilderness from the very best - the Royal Stormwalkers. Trade route caravans travel faster by 40%. Traders will arrive 33% quicker. Alt x x x x 0
Tightened Belt Tightened Belt Epic Travel cost on trade routes is reduced by 1. Doesn't apply to routes already in progress. This effect scales along with the quantity of goods exported. x Cor x x x 0
Tightened Belt (Stormforged) Tightened Belt (Stormforged) Mythic Travel cost on trade routes is reduced by 3. Doesn't apply to routes already in progress. This effect scales along with the quantity of goods exported. Alt x x x x 0
Trade Contract Trade Contract Rare Traders will arrive 25% quicker. x x Ord Rel Tra 18
Trade Hub Trade Hub Legendary The settlement is known for being a major trade hub in the region. Gain 1 Reputation Point every time you sell goods worth 60 Amber, but fulfilling Orders awards 50% less Reputation. x Cor x x x 0
Trade Logs Trade Logs Epic Detailed notes on different traders and their wares. Gain 1 additional active trade route slot. Traders will arrive 25% quicker. x Cor Ord x Tra 28
Trade Logs (Stormforged) Trade Logs (Stormforged) Mythic Detailed notes on different traders and their wares. Gain 2 additional active trade route slots. Traders will arrive +33% quicker and have +1 more cornerstones on sale. Alt x x x x 0
Trade Negotiations Trade Negotiations Epic Trade routes are worth 1 more Amber Amber. Doesn't apply to routes already in progress. This effect scales along with the quantity of goods exported. x Cor x x x 0
Trade Negotiations (Stormforged) Trade Negotiations (Stormforged) Mythic Trade routes are worth 3 more Amber Amber. Doesn't apply to routes already in progress. This effect scales along with the quantity of goods exported. Alt x x x x 0
Urban Planning Urban Planning Legendary For every 10 completed trade routes, all houses will have room for one more person. x Cor x x x 0
Value Added Tax Value Added Tax Epic Specializing in a particular branch of commerce can bring a lot of profit. Pack of Trade Goods Packs of trade goods are worth 25% more when sold through trade routes or directly to traders. x Cor Ord Rel x 0

City Score

As your settlement expands and you place down buildings, your city score will increase. The higher your city score, the higher the chance for a high-level trader to visit your settlement. Negative City Score prevents any traders from visiting.

As a general rule of thumb[1] for city attractiveness score:

  • 0 points: Roads, Decorations and Rain collectors
  • 1 point: Camps and Hydrant
  • 2 points: Basic housing, farms(exclude small farm), and basic production
  • 3 points: Small Farm, Luxury housing, and trading post
  • 5 points: Most other buildings
  • 8 points: Service buildings
  • 10 points: Small Hearth, Forsaken Altar, and Rare glade ruins (e.g. Homestead)

Refer to the sheet for the score of each building.[2]

Attacking most traders permanently reduces your city score. To see by how much, please visit Trader Wares.

Strategy

Trivia

  • Effects that increase traders' arrival rate are capped at +900% and cannot reduce the time between traders below ~71 seconds.[5]
  • Perks that give Bonuses for trading Amber Value do not take Amber spent on Perks, Blueprints and Cornerstones into account.

References

  1. City Score was initially tested by Discord user Jhazrun.
  2. The sheet was provided by Discord user x4.
  3. Flooded Roads strategy by user codewarrior0.
  4. Rainpunk in Makeshift Post by user WaxBeast123.
  5. Minimal trader arrival time was tested by Discord user Cron.