Storage, Markets, and Trade
20,000 weight units
Once the player builds a Trading Post and assigns a citizen to become a trader, different types of merchants in boats arrive periodically. Once they arrive the player can trade any resources they have produced in town for more food, resources, livestock, and new types of seeds.
The player controls what resources are stored at the Trading Post, which is important because only goods currently stored there can be traded. Since there is no money in Banished, players must barter with the merchants in order to receive goods.
The number of trading posts determines the frequency of merchant visits. The more trading posts you have, the more merchants will come. The number of traders working at a trading post only determines how quickly its inventory will be resupplied with the goods you wish to use for buying. Traders will keep coming if you stop the work at a trading post.
Similar to the Fishing Dock, the Trading Post requires part of the structure be placed in water. Like all other structures, the Trading Post can be rotated before placement to allow for a wide range of configuration and location options.
Unlike the Fishing Dock, which can be placed along land-locked bodies of water, the Trading Post requires a large river with access to the map border. Acceptable rivers will appear wider and the flowing water will be easier to see.
When a merchant arrives at the Trading Post the player receives a notification in the bottom right of the screen (as well as an event is created in the event log); at this point trade can be initiated.
Each merchant has a specific selection of goods, which can be livestock, seeds, fruits, tools or mixture of those. Merchants come with names and each one specifies his category of inventory selection though the player can request specific items for trade which will often come at a higher price. Merchants' names (can be seen at Orders tab) will make easier to identify them if the player wants to acquire a new item, for example seeds or livestock. There is no order to which one comes first or second and the first merchant may take a while to arrive (it may come at first year or take 4-5 years to come). Upon arrival the player can browse the inventory of the merchant by selecting the Trade tab in the Trading Post menu. The total number of items will be listed, along with their corresponding value. The frequency of merchant arrivals depend solely on number of Trading Posts available in valid river locations (more posts equals more merchants).
Players must meet the requirements of the merchant by offering their own goods. Once an arrangement can be made, the Trade button will become active. Selecting it completes the transaction and the merchant will continue down the river after a while.
A merchant can also be dismissed with immediate effect at any time by hitting the appropriate button.
The trading post window contains four tabs:
This tab allows you to choose how many of each of your own items to keep in stock at the trading post. When a merchant arrives, you will need items in stock to trade for the goods they offer. However, if need be, you can use this tab when the merchant is already present in order to increase your stock of an item at the time, in order to meet the the merchant's buy cost. Increasing item quantities in this tab causes any traders working at the post to go fetch the items, so there will be a delay, depending on how many traders are working at the post.
This tab is used to make an immediate trade with a merchant who is docked at the trading post. The left column shows items the merchant is offering, and the right column shows the trading post's inventory, ie. the items you can offer in order to buy the merchant's items. Increasing the quantity of an item in the left column means you will need to increase the quantity of an item in the right column in order to make the trade successfully. A message on the bottom-right will tell you if you need to increase the amount offered (using the right column) or if you are overpaying.
Upon hitting the trade button and making a successful trade, the items you acquire from the merchant are placed in the trading post's inventory, and will be taken to the appropriate place in your town by the traders working at the trading post. Alternatively, you can hit the dismiss button to send the merchant away immediately.
When a merchant arrives who isn't selling something you need, you can use the Orders tab to check if they have the ability to offer something you will want in the future, and request that they bring those items on their next visit. Using this tab does not commit you to buy anything, but will only make it more likely that the merchant will offer these items next time.
A merchant selling one type of seed, for example, will usually be able to offer many other types of seeds. They may also offer the type you want randomly on their next visit without request, but it is more likely if specifically requested using this tab.
Note the following:
- Items requested this way will have a higher cost than they would have if they appeared randomly.
- You will need to wait for the same merchant to come back in order to see if your request is available. The merchant that arrives next may not be the same one you made the request from. The same merchants do re-visit often though.
|Buy or Sell||Value|
|Orchard Produce (Apple, Cherry, Chestnut, Pear, Pecan, Plum, Walnut)||1|
|Crop Produce (Beans, Berries, Cabbage, Corn, Pepper, Potato, Pumpkin, Squash, Wheat)||1|
|Fish, Mushroom, Onions, Roots||1|
|Beef, Chicken, Firewood (food merchants), Mutton, Venison||3|
|Firewood (non-food merchants), Herbs||4|
|Ale, Iron Tools||8|
|Leather, Steel Tool||10|
|Hide Coat, Wool Coat||15|
|Seeds (any kind)||2500|
For the heavy traders out there, it is good to note that not all crafted goods are worth more than the stuff they are made out of. so when creating your trade empire, remember to consider the crafting costs, especially if ordering the supplies.
Here is a list showing the difference between the cost of crafting the goods, and the value for trading. Profit also depends on whether the crafter is educated or not, as educated people will produce more with the same base supplies for most goods. (this is not including the upcharge from "ordering").
|Crafted Good||Trade Profit (ed)||Trade Profit (uned)|
|Ale x10 (wheat, 100x)||-20||-20|
|Ale x10 (Berries, 60x)||20||20|
|Ale x10 (Orchard, 30x)||50||50|
|Firewood (1x log)||10||14|
|Iron Tools (1x iron 1x log)||9||1|
|Steel Tools (1x iron 1x log 1x coal)||7||-3|
|Hide Coat (2x leather)||10||-5|
|Wool Coat (2x wool)||20||5|
|Warm Coat (2x leather 2x wool)||10||-20|