Trade

Five city-states, one law: buy low, sell furniture.

Greyharbor

Unlock: First route, free

Sells: Fish, salt, dyes

Buys: Furniture (×2.2!), planks

— The furniture meme lives here. Ship planks no further than here.

Oakhollow

Unlock: 5,000 gold

Sells: Stone, timber, berries

Buys: Tools, bread

— Your quarry-in-law. Buy stone here when construction stalls.

Emberforge

Unlock: Town tier

Sells: Ore, ingots, coal

Buys: Bread, furniture

— Ore cheaper than mining it yourself — mid-game at least.

Windmere

Unlock: City tier

Sells: Wool, cloth, paper

Buys: Dyes, furniture

— Paper feeds scholars. The quiet research subsidy.

Sunspire

Unlock: Capital tier + 50k gold

Sells: Everything, at a price

Buys: Everything, at a discount

— The endgame exchange. Convenient, slightly insulting.

Route Margins (tested, full caravan)

RouteMarginRisk
Planks → Greyharbor~40%Low
Furniture → Greyharbor~120%Low
Bread → Oakhollow~25%None
Tools → Oakhollow~70%Low
Fish → Emberforge~30%Low
Dyes (from Greyharbor) → Windmere~55%Medium (pirates)
The Greyharbor loop

Logs → planks → furniture → Greyharbor → gold → Oakhollow stone → more workshops → MORE furniture. Break the loop only for tools (production bonus beats trade margin long-term). This loop funds a Wonder by day 5-6.

Caravan departure superstition

Sending caravans "at dawn" (game hour 6) is said to dodge pirates. Mechanically, pirate rolls are per-trip random. Emotionally? Dawn caravans. Always dawn.

My caravan vanished with 200 gold of goods?!

Pirates, welcome to Windmere routes. Goods are gone; the trader walks home in shame after a while. Watchpost levels reduce pirate odds; insurance policy (City tier) reimburses 50%.

— reply from someone who lost three caravans learning this

margins sampled from 20 caravan trips each, v1.0.1