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).
- Listed Stock pulls the spot price down by a fixed percentage per unit
- Waiting local buy orders (cream
|ticks under Demand) push the spot price up by a fixed percentage per order - Workshop input bids (gold ticks) — workshops in the zone still need that good for their stash — also push the price up
- Merchants queued to buy or sell that good at this market push the price up or down (see Demand ticks below)
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:
- The number is leftover demand from consumer buildings. It decays over time and does not set the price.
- The green fill bar tracks progress toward the next local buy order (cream ticks).
- Under that, small vertical ticks (left → right, before the green bar):
- 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:
- The green bar fills over time. At 100%, a new buy order appears and the bar resets
- Merchants sell into buy orders first; anything left over is listed as stock while the merchant waits
- Goods kept for a route's leave-with cargo don't appear in the waiting-to-sell list
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:
- Appear — keep stock listed for at least one food staple and one extra (an empty warehouse can't attract new houses)
- Leave — leave buy orders on at least one food staple and one extra; a big Demand number alone isn't enough
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).