Trading

How to guide for sending settlers off to trade:

Before you can trade, you need to build a cartography table. This requires you to unlock the Cartography item in the research tab. Once the table is built, the Region tab will unlock. You do not need to have a settler interact with the table to send a caravan. All of that is done by the player on the Region tab.

In the Region map, click on the village you want to trade with. A caravan takes time to get to another village and that time is based on the distance from your base to the other village (shown on the popup as "Tiles Away"). Click on the Send Caravan button on the village menu.

You can now select who will go on the caravan and what items they will carry. More people means you can carry more things. You are required to pack enough food for all of your people for the longest time they may be gone (if you call them back early, not all the food will be eaten). The time it will take for your settlers to travel to this village is shown at the top of the selection screen. The value of your goods is approximate and will vary based on your alignment with the village and your settler's Speechcraft ability.

If you want to, you can call your caravan back early by clicking on your village and selecting the Go Back button. After the travel time has elapsed, you will get a ping (in the same spot as the "settlers are idle" and using the same sound as the alert) to say that a caravan has arrived. In the Region map, click on the other village and press the Trade button. The trading menu will open and you can exchange goods for goods. Note that the game only shows a monetary value to assist with the trade and money does not exist outside of the trading window. Your person will stay at the other village for 24 hours for trading. After that point, they will return home automatically or you can tell them to come home early.

Once the caravan returns home, they will immediately drop all items on the edge of the map.

Calculating the trade values.
All items have a base value. The Traders use that base value of the item in Almanac \* 0.60 then add to it +- settlers Speechcraft skill.
You can get the exact math if you hover on the value of the item in the trading screen.

At 70% Alignment you can trade Armour and weapons with the village.

## Region

﻿REGION

- You can see what factions and faction settlements are in your region.

- Form a caravan and send your settlers to trade with other settlements by selecting a settlement and clicking the send caravan button.

## Bartering

﻿BARTERING

- Bartering functions by exchanging resources and items with a Merchant.

- You can request resources only if you proffer something in return with the same or similar value.

- The settler making the trade can influence prices, and can also negotiate to get more than they offered.

- Giving the merchant more value than is received will be considered a gift, and will influence alignment favourably towards the Merchant's faction.

- The value of resources is determined by merchant type, faction, alignment, and even time of year.

## Initiate Bartering

﻿INITIATE BARTERING

- To initiate bartering with a merchant, select a settler and [Right Mouse Button] on the merchant, then select the Barter with option.

## Alignment

﻿ALIGNMENT

- Alignment determines whether a faction is friendly, neutral or hostile towards your settlement.

- Hostile factions will initiate raids on your settlement, while friendly and neutral factions will send Merchants your way from time to time.

## Trading data - how to trade efficiently

This data is valid for version v0.7.17 and may be out of date in later versions.

### Food efficiency

When sending settlers out you need provide enough nutrition for them to complete the journey, while using as little weight as possible. For this we want the highest nutrition / kg possible.

Packaged meals are, by far, the best option for keeping your traders from starving and about 2.5x better than any other option and over 3x better than lavish meals. They are followed by basic meals (i.e. the ones that can be created on a camp fire), followed by dubious meals (!), and then lavish meals, and then raw food. Stimulants can provide nutrition, but are very inefficient in terms of weight.

The nutrition / kg on the various items is:

### Trading efficiency

When trading the more value your settlers can carry, the better. The numbers here are not as clearly defined, as there are several effects that can adjust the prices of things. Settlements adjust the values of goods depending on whether they have a scarcity or an abundance, or the time of year.

As a general rule:

* The top of the list is dominated by warfare items. Flawless steel short swords are the most valuable items, by weight, in the game.
* Headgear is the best value per kg, with flawless caps (of any material) being the most valuable goods, by weight.
* The first non-headgear items on the list are advanced healing kits and theses. They are worth a little less (by weight) than good caps, and somewhat more than flawless straw hats.
* A regular healing kit is worth a little less than a sturdy cap and a little more than superior straw hat.
* Packaged meals, simple healing kits, textbooks, and mechanical parts are all the same value by weight. They in between superior and fine straw hats.
* While clothes are fairly valuable, their weight makes their value-by-weight less than headgear. Flawless winter clothes are worth less than a flimsy cap or good straw hat.
* Winter clothes are slightly more valuable than summer clothes.
* Mead and alcohol are the most expensive stimulants.
* Beer, salt, gold ingots, chronicles, good winter clothes, and good shackles are all (literally) worth their weight in gold, having the same value-per-kg.
* For some reason flimsy linen summer clothes have the same value as good summer clothes.

The full list can be viewed here: https://docs.google.com/spreadsheets/d/16mSLCbhTxOVy-e212CduJeIzlcoa1n8QzQ1-JYzCxMM/edit?usp=sharing

The tools used to create this data, and another version of the raw data itself, can be found here: https://github.com/arkadye/GoingMedievalStudies

For more help here is the update page: https://store.steampowered.com/news/app/1029780/view/4624626247917358232

NAVIGATION