Mount And Blade Warband Trading
Ruddy arrows indicate the destination of each type of Appurtenances. Xanthous labels beside the town names depict what they produce, the buy/sell prices, profit in gold, and profit in pct.
Basics [edit]
Boondocks | Faction | Buys | Produces |
---|---|---|---|
Curaw | Vaegir | Dried Meat | Fe |
Dhirim | Swadian | Tools | |
Halmar | Khergit | Linen | Pottery |
Ichamur | Khergit | Salt | |
Jelkala | Rhodok | Pottery | Velvet |
Khudan | Vaegir | Ale | Furs |
Narra | Khergit | ||
Praven | Swadian | Spice | Ale |
Reyvadin | Vaegir | Velvet | Wool |
Rivacheg | Vaegir | Oil | Dried Meat |
Sargoth | Nord | Atomic number 26 | Linen |
Suno | Swadian | Furs | Oil |
Tihr | Nord | Wool | Smoked fish |
Tulga | Khergit | Tools/Wheat | Spice |
Uxkhal | Swadian | Smoked fish | Grain |
Veluca | Rhodok | Dried Meat | Wine |
Wercheg | Nord | Wine | Smoked fish |
Yalen | Rhodok | Cheese |
Prices modify continually, with and without your influence. Adjust accordingly. While regions' supply specialties volition not modify (Ichamur is ever going to exist the cheapest place for Salt), the demand characteristics are more fickle (Wercheg may first with the highest toll for wine, only that it is unlikely to remain that way throughout the game).
Horses tin't be traded, but are invaluable to a merchant. The more horses yous carry the faster your globe map speed is (upward to a sure limit, naturally).
On the world map, all horses are equal. It doesn't matter if they're lame or spirited, saddle or hunter, all increment movement speed by the same amount. If you lot're buying horses solely to carry your gear simply go with the cheapest ones, and don't simply slaughter the lame ones for their meat.
Proper name | Toll |
---|---|
Ale | 120 |
Beefiness | lxxx |
Bread | l |
Butter | 150 |
Cabbages | 30 |
Cheese | 75 |
Chicken | 95 |
Date_Fruit | 120 |
Dried_Meat | 85 |
Dyes | 200 |
Flax_Bundle | 150 |
Flour | 91 |
Fruit | 44 |
Furs | 391 |
Grain | xxx |
Grapes | 75 |
Hides | 120 |
Honey | 220 |
Iron | 264 |
Leatherwork | 220 |
Linen | 250 |
Oil | 450 |
Olives | 100 |
Pork | 75 |
Pottery | 100 |
Raw_Silk | 600 |
Salt | 255 |
Sausages | 85 |
Smoked_Fish | 65 |
Spice | 880 |
Supplies | 96 |
Tools | 410 |
Velvet | 1025 |
Wheat | 77 |
Wine | 220 |
Wool | 130 |
Wool_Cloth | 250 |
Running merchandise routes to farm gold is boring, but piles of denars can be made just by checking the appurtenances merchant every time you stop by a town to sell looted weapons and offload prisoners. Just how do y'all know when to buy? Here is a list of the base costs I lifted from 'item_kinds1.txt' . A good dominion of thumb, if you find a expert at half the base of operations cost, buy it. Y'all should be able to unload it at the next town for at least a footling turn a profit. Effort to stick to goods with base value>100 if you lot are ownership more than a few.
Merchant Walkthrough [edit]
Giving your character 1 or more in Inventory Management is a must. This gives you a good corporeality of storage space. Having a merchant background is probably the easiest for beingness an constructive merchant.
The first major bulwark is your pocket-size wallet. If you sell everything you lot have (including armor and weapons) except your horse you'll have a expert bit of cash to work with. Alternately, you could have function in a tournament to get the money yous need. Either manner, buy the cheapest horse available equally shortly every bit you can.
During the early stages of building your mercantile empire you want to focus on the cheapest products with the highest profit margin: Salt, Wheat, and Smoked Fish are perfect for this.
Too, don't forget to check the villages. They produce only very small amounts of appurtenances (usually the same as the closest urban center), only will sell them at very low prices. Villages oftentimes even have surprising bargains in areas you wouldn't wait: sometimes Tools sell for as little as 250 dinars and beefiness for equally low as 10 dinars. Call up that yous can slaughter cows and turn each of them into two beef - this is an first-class way to plow a quick buck as cows are often cheap and beef always commands a respectable toll in the cities. Visiting all of them may get tedious later on, only with the express greenbacks you lot commencement with, y'all can but afford a few goods at a time anyway.
Hither is one case of a simple and efficient merchandise route that wastes no time backtracking betwixt destinations:
- Wercheg: Buy Fish
- Uxkhal: Sell Fish, Buy Grain
- Tulga: Sell Grain
- Return to Wercheg and echo
Since yous're not in any state for combat you should run from any enemies. Be especially careful of mounted enemies, as they are sometimes fast enough to catch you lot.
Visit the armourer of every town y'all pass through looking for Padded Cloth (any quality); it spawns randomly for each new game, but once yous've plant somewhere to become information technology from that identify volition consistently sell information technology. Go along runway of what place that is when you discover it, every bit yous'll be needing this later.
Whatsoever fourth dimension you have about 200 gold spare buy extra horses, the cheapest you tin notice. Lame ones are useful because they are cheap now, just become useful as combat horses once they heal. Try to have at least 1 horse per five goods. This volition serve to increase your speed, meaning you can venture farther afield to deport more than exotic goods more effectively while also being more able to escape enemies.
In one case you have two or more horses and nigh 200 gold you should start touring the taverns of Calradia and search for companions skilled in Trade and Path-finding. Give them a horse each (which optimises your map speed) and set off on your adventures. Comport in mind that their skills will stop working if their health falls to xxx% or lower, then you may wish to keep them out of combat every bit much as possible.
If you go along this upwards you'll become progressively richer, somewhen to the point where you tin can buy out a merchant'south entire stock (as long as yous have enough points in Inventory Management). Now you lot tin venture further afield more effectively.
You could so aggrandize your merchandise route like this:
- Praven: Buy Ale
- Khudan: Sell Ale, purchase Furs
- Suno: Sell Furs, purchase Oil
- Rivacheg: Sell Oil, Buy Meat
- Curaw: Sell Meat, buy Iron
- Sargoth: Sell Atomic number 26
- Return to Praven
Keep buying horses with your excess cash. They will optimise your map speed, allowing you to add in the missing towns to your route. Increasing your Path-finding skill will heave your map speed fifty-fifty further.
An alternating strategy for trade routing is to merely visit every town and hamlet along your path. Instead of travelling Wercheg->Uxhal->Tulga->Wercheg, instead travel Wercheg-> Rivacheg->Reyvadin->Khudan->Curaw->etc. (while stopping at convenient villages along the style). With this strategy, the focus is on buying the goods at the cheapest prices and so holding onto them until y'all reach a urban center where prices are higher. In the above example, you could buy really cheap fish in Wercheg and and then travel all the style to Uxhal to sell it and buy wheat, or y'all could terminate at Rivacheg and choice-up cheap Wool, and and so stop at Reyvadin and option-up cheap dried meat, and so stop at Khudan and sell a little fleck of your wool and option-up some furs, and then stop at Curaw and sell more wool and sell a picayune stale meat and buy some iron, and and so on. This way you don't waste time traipsing all across the map in lodge to make your trades and can make a lot more trades in a much shorter fourth dimension-frame (and thus more than money). Furthermore, because this game takes place in the medieval ages finance systems are not well-adult, then merchants can actually run out of money. If y'all sell too much to a merchant without buying anything 1) the price will drib really quickly, and 2) the merchant won't be able to afford to buy anymore. This is why a rolling trade route makes sense- you are buying and selling at every cease instead of having a start- and an end-bespeak. Also this route makes information technology much easier to find your companions, tournaments, and book merchants since your striking the cities so much more frequently. The major caveats are that this strategy can dull down your map speed if y'all don't have very many horses (because your inventory volition exist very full), it may crave lots of inventory management, and it is tricky to learn such an inventory when dinars are dear.
Source: https://strategywiki.org/wiki/Mount&Blade/Trade
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