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Part 15
The Settlers

Part 15

Learn how to establish trade relationships and sell goods in The Settlers. Understand buying mechanics and harbor trade.

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Learn how to establish trade relationships and sell goods in The Settlers. Understand buying mechanics and harbor trade.

Walkthrough
  1. 1
    Establishing Trade: Your settlement can have one of two trade relationships with another village or cloister: friendly or allies.
  2. 2
    Buying Goods (Friendly): To purchase goods from a friendly village, maneuver your knight next to their storehouse. New trade buttons will appear.
  3. 3
    Buying Goods (Allies): As allies, purchase icons are always available without needing to move your knight next to their storehouse.
  4. 4
    Understanding Trade Offers: Each icon represents an item for sale. The number above the icon shows the total number of full trades available, and the number below indicates units per trade. The cost increases slightly with each purchase. For example, 5 trades with 9 units each means a total of 45 units. The number of trades replenishes over time.
  5. 5
    Purchase Transaction: When you buy, a cart with goods leaves their storehouse for your city, and a cart with gold leaves your castle for their village. Carts can be captured by bandits if they enter bandit territory; assigning a troop to a cart can deter attacks.
  6. 6
    Goods Storage: Purchased raw materials are stocked in your storehouse. Finished products are delivered to the marketplace via a cart, acting as a retailer.
  7. 7
    Marketplace Cart Limits: You can only have 3 carts in your marketplace at one time. A cart on the marketplace prevents you from holding a festival, and a festival in progress prevents purchasing items that would result in a marketplace cart.
  8. 8
    Purchasing Animals: Buying sheep or cows results in a herd of 5 animals walking to your city. They will enter open pastures automatically. Animals cannot be stolen by bandits but can be attacked by wild animals. On some maps, purchasing animals is the only way to obtain wool or milk.
  9. 9
    When to Purchase: Generally, you should avoid purchasing materials unless experimenting or needing to buy animals.
  10. 10
    Selling Goods: You can sell goods to friendly or allied villages without your knight. Ensure you have at least 9 units of a raw material in your storehouse.
  11. 11
    Initiating a Sale: Click on the raw material in the storehouse window. A slider will appear to adjust the amount to sell. A trashcan icon allows disposal. A list of willing villages appears above the slider. Select the village and click the button to initiate the trade.
  12. 12
    Sale Transaction: Similar to purchases, carts will exchange goods and gold in real time. Selling raw materials provides quick cash and frees up storehouse space.
  13. 13
    Knight Elias's Bonus: If Elias is your knight, he can increase money from selling goods and decrease gold paid for goods.
  14. 14
    Harbor Trade: On maps with a harbor, a ship's arrival is announced via a pop-up quest message. Move your knight to the harbor and next to the harbor storehouse to see trade buttons when the ship arrives.
  15. 15
    Harbor Goods: The harbor often sells unique items like salt, jesters, dyes, and mercenaries, which are not typically available from villages. Salt, for instance, temporarily enhances food flavor.
Tips
  • Having a wife in the household increases retailer efficiency, allowing the retailer more time for production.
  • If Thordal is your knight, you gain more wives after each festival.
  • If a cart is on the marketplace, you cannot hold a festival. You can sometimes order these carts to return to their origin.
  • Diplomacy is largely event-driven in The Settlers; relationships are mostly static unless specific exceptions occur.
  • Assigning a unit of troops to a trade cart can deter bandits.
  • Selling excess raw materials is a good way to generate income and manage storehouse space.

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