Trading

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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 roughly once a year (depending on your upgrades). Traders will not arrive at your settlement during Storm and the arrival timer will not progress during it.

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

Building the Trading Post

You can find the Trading post in the 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
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 . 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 sell your goods for Amber Amber to the Smoldering City, various Citadel Factions, and your previously completed towns. 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. A maximum of 4 trading partners will be available regardless of how many previous settlements have been completed in the cycle. At the start of a cycle, only the Smoldering City and any Citadel Factions you have unlocked will trade with you, resulting in a minimum of 1 trading partner with no unlocks. As you successfully complete settlements, the initial trading partners will be supplemented/replaced by your other settlements in a given cycle.

Trade routes that are in progress will continue to run and reward gold even if you destroy the Trading Post.

Trading Routes Screen
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.

Trade route World Map interactions

Trade route length does not depend on distance between settlements on the World Map. There is a range limit of 15 World Map hexes for settlements' trade offers.[1] Notably, there is no range limit for Smoldering City and guild trade offers.[2]

Citadel Factions

In addition to trading with your previous settlements and the Smoldering City itself, you can also unlock the ability to trade with up to three Citadel Factions within the Smoldering City: the First Dawn Company, the Brass Order, and the Vanguard of the Stolen Keys. Each unlocked faction has its own set of desired goods that are separate from each other and the Smoldering City. Having all Citadel Factions unlocked is a great boon at the start of each cycle, since the number of trading partners will already be maximized even before you have established a settlement.

Standing with other settlements / Factions

Standing Level
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

List of Tradable Goods

Factions and Settlements have a set list of goods they want to trade with your settlement. Below are sortable tables of possible goods requested by previous settlements, the citadel, and citadel factions:


Base Game Biomes
Coral Forest
Coral Enclave
Cursed Royal Woodlands
Cursed Village
Marshlands
Marshland Settlement
Royal Woodlands
Woodland Town
Scarlet Orchard
Orchard Town
Berries Berries Berries Berries Berries Berries Herbs Herbs Insects Insects
Grain Grain Eggs Eggs Herbs Herbs Insects Insects Meat Meat
Mushrooms Mushrooms Meat Meat Vegetables Vegetables Reed Reed Mushrooms Mushrooms
Biscuits Biscuits Roots Roots Biscuits Biscuits Stone Stone Vegetables Vegetables
Pie Pie Jerky Jerky Pickled Goods Pickled Goods Bricks Bricks Jerky Jerky
Pickled Goods Pickled Goods Skewers Skewers Pie Pie Fabric Fabric Skewers Skewers
Clay Clay Reed Reed Clay Clay Parts Parts Clay Clay
Resin Resin Stone Stone Plant Fiber Plant Fiber Oil Oil Bricks Bricks
Flour Flour Planks Planks Reed Reed Coal Coal Fabric Fabric
Dye Dye Oil Oil Resin Resin Copper Bars Copper Bars Parts Parts
Copper Bars Copper Bars Coal Coal Flour Flour Copper Ore Copper Ore Oil Oil
Copper Ore Copper Ore Tea Tea Dye Dye Training Gear Training Gear Coal Coal
Ale Ale Incense Incense Ale Ale Wine Wine Crystalized Dew Crystalized Dew
Tea Tea Scrolls Scrolls Tea Tea Tools Tools Coats Coats
Training Gear Training Gear Waterskins Waterskins Incense Incense Barrels Barrels Training Gear Training Gear
Pottery Pottery Ancient Tablet Ancient Tablet Scrolls Scrolls Pack of Building Materials Pack of Building Materials Pottery Pottery
Pack of Crops Pack of Crops Pack of Crops Pack of Crops Wine Wine Pack of Trade Goods Pack of Trade Goods Waterskins Waterskins
Pack of Luxury Goods Pack of Luxury Goods Pack of Trade Goods Pack of Trade Goods Pack of Crops Pack of Crops Crystalized Dew Crystalized Dew Pack of Building Materials Pack of Building Materials
Tools Tools Pack of Building Materials Pack of Building Materials Pack of Luxury Goods Pack of Luxury Goods Pack of Luxury Goods Pack of Luxury Goods Pack of Trade Goods Pack of Trade Goods
Barrels Barrels Porridge Porridge Insects Insects Leather Leather Leather Leather
Porridge Porridge Paste Paste Roots Roots Boots Boots Pack of Crops Pack of Crops
Fish Fish Algae Algae Sea Marrow Sea Marrow Algae Algae Scales Scales
Roots Roots Boots Boots Pack of Trade Goods Pack of Trade Goods Fish Fish Algae Algae
Algae Algae Salt Salt Scales Scales Salt Salt Salt Salt
Pack of Trade Goods Pack of Trade Goods Scales Scales Fish Fish Grain Grain
DLC Only Biomes
Ashen Thicket
Ashen Hollow
Bamboo Flats
Bamboo Refuge
Coastal Grove
Coastal Town
Rocky Ravine
Ravine Town
Grain Grain Eggs Eggs Grain Grain Berries Berries
Herbs Herbs Fish Fish Mushrooms Mushrooms Eggs Eggs
Insects Insects Insects Insects Biscuits Biscuits Meat Meat
Meat Meat Mushrooms Mushrooms Pie Pie Mushrooms Mushrooms
Jerky Jerky Roots Roots Pickled Goods Pickled Goods Vegetables Vegetables
Paste Paste Clay Clay Clay Clay Biscuits Biscuits
Pie Pie Algae Algae Resin Resin Porridge Porridge
Scales Scales Reed Reed Flour Flour Paste Paste
Reed Reed Bricks Bricks Dye Dye Pickled Goods Pickled Goods
Stone Stone Fabric Fabric Copper Bars Copper Bars Skewers Skewers
Fabric Fabric Parts Parts Copper Ore Copper Ore Leather Leather
Flour Flour Planks Planks Ale Ale Plant Fiber Plant Fiber
Dye Dye Coal Coal Tea Tea Resin Resin
Sea Marrow Sea Marrow Copper Ore Copper Ore Incense Incense Parts Parts
Crystalized Dew Crystalized Dew Sea Marrow Sea Marrow Training Gear Training Gear Planks Planks
Boots Boots Copper Bars Copper Bars Pottery Pottery Salt Salt
Coats Coats Crystalized Dew Crystalized Dew Pack of Trade Goods Pack of Trade Goods Sea Marrow Sea Marrow
Incense Incense Coats Coats Pack of Luxury Goods Pack of Luxury Goods Ale Ale
Wine Wine Wine Wine Tools Tools Coats Coats
Waterskins Waterskins Tools Tools Barrels Barrels Scrolls Scrolls
Pack of Building Materials Pack of Building Materials Barrels Barrels Pack of Building Materials Pack of Building Materials Training Gear Training Gear
Pack of Luxury Goods Pack of Luxury Goods Pack of Crops Pack of Crops Porridge Porridge Pottery Pottery
Pack of Trade Goods Pack of Trade Goods Pack of Trade Goods Pack of Trade Goods Herbs Herbs Pack of Building Materials Pack of Building Materials
Oil Oil Pack of Luxury Goods Pack of Luxury Goods Plant Fiber Plant Fiber Pack of Trade Goods Pack of Trade Goods
Bricks Bricks Pack of Crops Pack of Crops
Citadel and Citadel Factions
Smoldering City Vanguard of the Stolen Keys First Dawn Company Brass Order
Eggs Eggs Flour Flour Coal Coal Biscuits Biscuits
Meat Meat Sea Marrow Sea Marrow Oil Oil Jerky Jerky
Roots Roots Clay Clay Dye Dye Pickled Goods Pickled Goods
Jerky Jerky Leather Leather Bricks Bricks Pie Pie
Skewers Skewers Resin Resin Fabric Fabric Porridge Porridge
Leather Leather Ale Ale Pipes Pipes Skewers Skewers
Stone Stone Coats Coats Planks Planks Berries Berries
Waterskins Waterskins Incense Incense Parts Parts Eggs Eggs
Ancient Tablet Ancient Tablet Scrolls Scrolls Stone Stone Grain Grain
Pack of Trade Goods Pack of Trade Goods Tea Tea Copper Bars Copper Bars Herbs Herbs
Sea Marrow Sea Marrow Training Gear Training Gear Copper Ore Copper Ore Insects Insects
Planks Planks Wine Wine Crystalized Dew Crystalized Dew Meat Meat
Pack of Crops Pack of Crops Pack of Building Materials Pack of Building Materials Pack of Building Materials Pack of Building Materials Mushrooms Mushrooms
Pack of Luxury Goods Pack of Luxury Goods Pack of Crops Pack of Crops Pack of Luxury Goods Pack of Luxury Goods Vegetables Vegetables
Pack of Building Materials Pack of Building Materials Pack of Trade Goods Pack of Trade Goods Pack of Trade Goods Pack of Trade Goods Roots Roots
Boots Boots Ancient Tablet Ancient Tablet Tools Tools Ale Ale
Paste Paste Pottery Pottery Barrels Barrels Tea Tea
Salt Salt Waterskins Waterskins Clay Clay Wine Wine
Purging Fire Purging Fire Leather Leather Pack of Crops Pack of Crops
Wildfire Essence Wildfire Essence Plant Fiber Plant Fiber Pack of Trade Goods Pack of Trade Goods
Reed Reed Pack of Luxury Goods Pack of Luxury Goods

Observations on Tradable Goods

  • Your previously settled towns will request raw resources that are not normally available in their respective biomes.
    • For example, the Royal Woodlands has resource nodes for Roots Roots, Vegetables Vegetables, Plant Fiber Plant Fiber, Berries Berries, Mushrooms Mushrooms, Clay Clay, Sea Marrow Sea Marrow, Meat Meat, Eggs Eggs, and Scales Scales, so it will not ask for those resources via trade route.
    • Conversely, the Royal Woodlands will ask for Herbs Herbs, Insects Insects, Reed Reed, Stone Stone, Coal Coal, Copper Ore Copper Ore, Leather Leather, Algae Algae, Fish Fish, Salt Salt, and Grain Grain because that biome is lacking in those resources.
    • If you're unsure what materials to focus on for trading with previous settlements, you can check what they will buy by hovering over their icon in the trade menu.
    • Settling multiple towns in the same biome over and over can slow down your ability to trade since it will be hard for you to produce materials that are most commonly requested via trade route.
    • Every trade partner will ask for at least 3 different types of Pack of Resources, so producing them ensures you will have a supply of materials to sell.
  • Purging Fire Purging Fire and Wildfire Essence Wildfire Essence are only requested by the Vanguard of the Stolen Keys, so you cannot sell them via trade route unless you have unlocked that faction and are early enough in the cycle to have them as a trading partner.
  • No trading partner buys Wood Wood via trade route. Wood can only be sold to traders or processed into other goods that can be sold by trade route.

Perks and Cornerstones affecting trade

Trading Perks and Cornerstones
Name Rarity Description Sources Price
Alt Cor Ord Rel Tra Dec Por Fir Ser Bio
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 x Por x x x 0
Beneficial Agreement Beneficial Agreement Uncommon Traders will arrive 15% quicker. x x Ord Rel Tra x Por x x x 14
Carnivorous Tradition Carnivorous Tradition None Lizard tribes have a long tradition of both animal husbandry and meat preparation. All meat-based complex foods (jerky, skewers, pies, paste) give 2 more Resolve. Same building effects do not stack. x x x x x x x x Ser x 0
Deep Pockets Deep Pockets Epic Receive 10 Amber Amber for every 5 completed trade routes. x Cor x x x x Por x 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 x x 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. This effect is retroactive. x Cor x x x x Por x x x 0
Export Contract (Stormforged) Export Contract (Stormforged) Mythic Increases the production yield of packs of goods by +100%. You can have 2 more trade routes active at the same time. Alt x x x x x x x x x 0
Firekeeper Letters Firekeeper Letters Rare 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 x Por x x x 22
Free Samples Free Samples Legendary Gain 1 Parts Parts every time you sell goods worth 25 Amber. x Cor x x x x Por 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 x Por 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. This effect is retroactive. x Cor x x x x Por x x x 0
Full Stock Full Stock Uncommon A Warehouse full of provisions makes it easier to prepare your caravans. Trade routes are faster by 5% for every 10 Pack of Provisions Pack of Provisions in your settlement's Warehouses. x x Ord x x x x x x x 0
Guild Catalogue Guild Catalogue Epic Traders will have 1 more perk or blueprint for sale. x Cor x x x x Por x x x 0
Guild Catalogue (Stormforged) Guild Catalogue (Stormforged) Mythic Traders offer 1 additional perk or blueprint. You also gain an Active Ability that summons a trader to your settlement. This ability can be used from the Main Warehouse and has 5 uses. Alt x x x x x x x x x 0
Guild House Guild House None Now that the guild has a presence in your settlement, merchants are more eager to present their wares. Traders will arrive 50% quicker. Same building effects do not stack. x x x x x x x x Ser 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 x x 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 x x 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 x x x x x 0
Resource Hub Resource Hub None With such a wealth of resources, trade flourishes. Every time you sell goods worth 20 Amber, traders arrive 10% quicker and trade routes become 10% faster. x x x x x x x x x Bio 0
Royal Guard Training Royal Guard Training Legendary A fencing instructor from the Royal Guard joins your settlement. Fulfilling the need for Brawling grants an additional +5 to Resolve, but attacking a trader adds 2 extra Impatience Points. x Cor x x x x x x x x 0
Royal Subsidy Royal Subsidy Epic Gain 2 Amber Amber for every 6 Pack of Trade Goods Pack of Trade Goods produced. x x Ord x x x x 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 x Por x 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 x 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 x Por 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 x x x x x 0
Trade Contract Trade Contract Rare Traders will arrive 25% quicker. x x Ord Rel Tra x Por x x x 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 x x x x x 0
Trade Logs Trade Logs Epic Detailed notes on different traders and their wares. You can have 1 more trade route active at the same time. Traders will arrive 25% quicker. x Cor Ord x Tra x Por x x x 28
Trade Logs (Stormforged) Trade Logs (Stormforged) Mythic Detailed notes on different traders and their wares. You can have 2 more trade routes active at the same time. Traders will arrive +33% quicker and have +1 more cornerstones on sale. Alt x x x x x 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 x Por 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 x 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 x Por 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 x Por x x x 0
Value Added Tax (Stormforged) Value Added Tax (Stormforged) Mythic Specializing in a particular branch of commerce can bring a lot of profit. All packs of goods are worth 50% more when sold through trade routes or directly to traders. Alt x x x x x x x x 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.

When your city score is positive, the following traders can visit your settlement:

City Score Trader
>0 Sahilda
Zhorg
Old Farluf
>32 Sothur the Ancient
Vliss Greybone
>65 Sir Renwald Redmane
Xiadani Stormfeather
Dullahan Warlander

Note: The above table is cumulative. If your city score is 66 or higher, all 8 traders may visit your settlement.

As a general rule of thumb[3] 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.[4]

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

Strategy

  • The Beavers Beavers Starting Ability increases the number of Trade Route offers from each neighboring city/faction by 1 for free.
  • You can install Rain Engines in the Makeshift Post in order to increase chances of double yields of Pack of Provisions Pack of Provisions.[5]
  • 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. There is a small delay between the start of the Drizzle Season and the mystery becoming active.
  • Assaulting traders is a very effective way to kill Villagers, gain Impatience and reduce Hostility.
    • Be careful with assaulting Sothur, as he will punish you with a unique negative effect that devalues anything you sell to Traders for the rest of the settlement, making future purchases extremely expensive.
  • Taking cheap Meat Meat or Eggs Eggs as an Embarkation Bonus and then turning them into Pack of Provisions Pack of Provisions is an easy way of starting Trade Routes early, if the Pack of Provisions Pack of Provisions Embarkation Bonus is too expensive.

Trivia

  • Effects that increase traders' arrival rate are capped at +900% and cannot reduce the time between traders below ~66 seconds.[6]
  • Perks that give Bonuses for trading Amber Value do not take Amber spent on Perks, Blueprints and Cornerstones into account.

References

  1. ↑ 0.54.2 World Events update patch notes. https://eremitegames.com/world-events-update/
  2. ↑ A Steam Community post by mostly willing, https://steamcommunity.com/app/1336490/discussions/0/598533368164922326/?tscn=1753617665#c598533368164954824
  3. ↑ City Score was initially tested by Discord user Jhazrun.
  4. ↑ The sheet was provided by Discord user x4.
  5. ↑ Rainpunk in Makeshift Post by user WaxBeast123.
  6. ↑ Minimal trader arrival time was tested by Discord users Cron and Anteprefix.