Pazaru Help

Trading

Each good has a single spot price — buying and selling use the same number. Compare it to the base price (shown in the tooltip on a yellow or green price).

Yellow = above base; green = below.

Goods icons

The same icons appear on the map, in Market and on cargo chips:

Icon Good Icon Good
🍚 rice 🌾 wheat
🌿 hemp ⚫ coal
🪨 ore 🟠 copper
🍃 tea 💙 indigo
🧱 clay 🪵 timber
🧶 cocoons 🔧 tools
👘 silk clothes 👕 hemp clothes
🧣 dyed silk ⚔️ weapons
🪑 furniture 🏺 pottery
🫓 flatbread (bing)

On the Arabian sands map, these extra goods are also traded (shared goods remain):

Icon Good Icon Good
🧂 salt 🐑 wool
🕯️ frankincense 🌹 roses
🪔 incense 🫙 glassware
🪢 carpet 🧴 attar
🧶 dyed carpet 🧥 wool clothes

On Roman roads, these extra goods are also traded, along with salt and wool. Han rice, silk clothes, furniture, flatbread, tea and hemp clothes are not available. Timber is shared.

Icon Good Icon Good
🫒 olives 🍇 grapes
🐟 fish 🐄 hides
⬜ marble 🟧 tiles
🫗 olive oil 🍷 wine
🥫 garum 🥾 leather
🧥 toga 👔 linen clothes
🗿 statue 🟣 purple cloth
🐚 murex

Mid-match unlocks (permanent economy events — see Match phases): Han lands → 🧣 dyed silk at trade houses and estates (~12 min). Arabian sands → 🧶 dyed carpet at riads and bazaars (~12 min), then 🗡️ damascus blades at garrisons (~18 min). Roman roads → 🟣 purple cloth at villas and forums (~12 min). Until each fires, those goods are not in the live catalog (recipes show as event-locked in the Lobby map list).

Stock and demand

Stock is the number of units listed for sale (from producers and from merchants waiting to sell).

Demand on the market sheet shows several things:

- Gold — workshops in this zone want the good for input (AUTO/ON, stash shortfall). Tooltip: workshop wants. - Player colors — merchants waiting to buy this good here (everyone's queue; one tick per buyer). Tooltip: merchants waiting to buy. Same FIFO that affects price; not the same as local |. - Cream / white | — local buy orders (houses and demand sites). They push the spot price up and consume listed stock.

How local buy orders work:

Orders are processed in order of arrival. Buying takes listed stock at the spot price.

Merchants trade along their route: at each stop they must leave with the listed goods and will try to sell any extra. Once you assign a route, they buy and sell on arrival. The Market sheet shows prices and demand — it isn't a shop counter.

An empty warehouse with no buy orders sits roughly at base price — neither cheap nor expensive.

Houses

🏠 Houses start on the map in clusters. Cover them with a market and they start buying right away. The count appears on the market sheet as current / 20, plus (+X% Demand) when houses boost your demand buildings.

Each house adds 25% to the demand of buildable consumer sites in that market (repair yard, estate, … — not the houses themselves). Example: 8 houses → +200% (3×). The bonus rises and falls as houses appear or leave.

The meter under that count tracks staples (the chips): 🍚 rice, 🌾 wheat, 🫓 bing, 👕 hemp_clothes, 🏺 pottery. Silk, tea, furniture, weapons and other goods do not make houses appear or leave.

The meter compares the spot price to base. For houses to appear or leave, at least one food staple and at least one extra staple must be in the band — not every chip:

Appear Leave Stable
Food ≥1 of 🍚 rice, 🌾 wheat, 🫓 bing < 100% of base ≥1 of 🍚 rice, 🌾 wheat, 🫓 bing ≥ 150% of base otherwise
Extra ≥1 of 👕 hemp_clothes, 🏺 pottery < 100% of base ≥1 of 👕 hemp_clothes, 🏺 pottery ≥ 150% of base otherwise
Hold 10s without a break 60s without a break timer resets to 0
Result +1 house (stops at 20) −1 house count unchanged

The other chips in a group can stay mid-range. If both bands apply at once (one food cheap, another expensive, plus mixed extras), the count stays stable. After each +1 / −1, the hold timer starts again.

Players can't build houses — they come from this meter (and from the hut clusters on the map that a market covers).

How to reach the bands:

The meter shows cheap / mid / expensive for each chip, plus a countdown while houses are appearing or leaving. The chip tooltip shows the price as a % of base.

Ports

A market with a ⚓ port is connected to the river network, so ⛵ junks can dock there. Without a port, only land transport (🛒 cart / 🐴 caravan) can reach that market.

Owner fee

Market owners take a small fee on each sale (but not when they sell at their own market). The fee percentage is in the live match rules in the Lobby. If the owner's guild hall is inside the market zone, the fee is multiplied (×2 by default, also shown in the Lobby).

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