Trading

* 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 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 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:

- 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 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 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 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
. 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
- 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 to the Smoldering City, various Citadel Factions, and your previously completed towns. As you build up the relationship (Standing), you will get more
Amber for your goods. This is the most profitable way to earn
Amber for your goods.
You need
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.

- 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 WHITE, we see the total goods and
Pack of Provisions we are trading. If you don't have enough Goods or
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
Amber we are receiving for it. - In PINK, we see the option to collect the
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 Warehouses
- In ORANGE, we see our current 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 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 (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 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 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:
| Smoldering City | Vanguard of the Stolen Keys | First Dawn Company | Brass Order |
|---|---|---|---|
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,
Vegetables,
Plant Fiber,
Berries,
Mushrooms,
Clay,
Sea Marrow,
Meat,
Eggs, and
Scales, so it will not ask for those resources via trade route. - Conversely, the Royal Woodlands will ask for
Herbs,
Insects,
Reed,
Stone,
Coal,
Copper Ore,
Leather,
Algae,
Fish,
Salt, and
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.
- For example, the Royal Woodlands has resource nodes for
Purging Fire and
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 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
| Name | Rarity | Description | Sources | Price | |||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Alt | Cor | Ord | Rel | Tra | Dec | Por | Fir | Ser | Bio | ||||
| Epic | This time, it's the guild who’s going to pay you, not the other way around. Gain 10 |
x | Cor | x | x | x | x | Por | x | x | x | 0 | |
| Uncommon | Traders will arrive 15% quicker. | x | x | Ord | Rel | Tra | x | Por | x | x | x | 14 | |
| 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 | |
| Epic | Receive 10 |
x | Cor | x | x | x | x | Por | x | x | x | 0 | |
| Legendary | Global production speed is 33% faster, but traders will arrive 50% slower. | x | Cor | x | x | x | x | x | x | x | x | 0 | |
| 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 | |
| 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 | |
| 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 | |
| Legendary | Gain 1 |
x | Cor | x | x | x | x | Por | x | x | x | 0 | |
| 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 | |
| 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 | |
| Uncommon | A Warehouse full of provisions makes it easier to prepare your caravans. Trade routes are faster by 5% for every 10 |
x | x | Ord | x | x | x | x | x | x | x | 0 | |
| Epic | Traders will have 1 more perk or blueprint for sale. | x | Cor | x | x | x | x | Por | x | x | x | 0 | |
| 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 | |
| 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 | |
| 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 | |
| Legendary | Gain +1 to Global Resolve every time you sell goods worth 50 |
x | Cor | x | x | x | x | x | x | x | x | 0 | |
| 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 | |
| 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 | |
| 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 | |
| Epic | Gain 2 |
x | x | Ord | x | x | x | x | x | x | x | 0 | |
| 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 | |
| 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 | |
| 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 | |
| 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 | |
| Rare | Traders will arrive 25% quicker. | x | x | Ord | Rel | Tra | x | Por | x | x | x | 18 | |
| 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 | |
| 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 | |
| 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 | |
| Epic | Trade routes are worth 1 more |
x | Cor | x | x | x | x | Por | x | x | x | 0 | |
| Mythic | Trade routes are worth 3 more |
Alt | x | x | x | x | x | x | x | x | x | 0 | |
| 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 | |
| Epic | Specializing in a particular branch of commerce can bring a lot of profit. |
x | Cor | Ord | Rel | x | x | Por | x | x | x | 0 | |
| 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 | |
| >32 | |
| >65 |
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 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.[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 or
Eggs as an Embarkation Bonus and then turning them into
Pack of Provisions is an easy way of starting Trade Routes early, if the
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
- ↑ 0.54.2 World Events update patch notes. https://eremitegames.com/world-events-update/
- ↑ A Steam Community post by mostly willing, https://steamcommunity.com/app/1336490/discussions/0/598533368164922326/?tscn=1753617665#c598533368164954824
- ↑ City Score was initially tested by Discord user Jhazrun.
- ↑ The sheet was provided by Discord user x4.
- ↑ Rainpunk in Makeshift Post by user WaxBeast123.
- ↑ Minimal trader arrival time was tested by Discord users Cron and Anteprefix.


