Guides

TRADESMAN Deal to Dealer Community-Tested Early Trade Loop

A specific multi-town route posted by players: what to buy, where to sell, and which legs to drop when the wagon feels too heavy.

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Best Early Trade Route

This page documents a specific early-game trade loop posted by a Chinese community player on Steam and refined by replies from other players. It is not a magic route — the game still applies cargo danger on every leg. But the specific buys and sells have been verified by multiple players as a functional early loop.

The full loop

StopBuySellNotes
Guards Camp I16 Meat8 SpearsStart here with basic capital
Disaster Village8 Helmets8 Clothes, 20 EggsMixed profit and reputation
Guards Camp I4 ArmorSell excess armor here
Sourwine Town10 Alcohol16 BreadFood loop, low danger
Fishpool20 Fish16 CabbageCoastal demand
Sourwine Town20 EggsReturn leg, sell eggs
Fort Pass4 Armor, 10 Axes8 HelmetsMilitary demand zone
Mill Town8 Straw, 10 Wheat, 20 Flour20 Planks, 8 TiresCrafting materials
Lazy Village8 Clothes16 Meat, 20 FishFood and clothes
Guards Camp II8 Spears8 BowsSecond guard camp
Plain City16 Bread, 10 Saws, 20 Nails20 FlourIndustrial sink
Riverbend8 ForksFinal stop, sell remaining

This is a loop. After Riverbend you return to the start. Not every leg needs to be completed every run.

Community corrections — read before you go

Consider dropping the 4-armor leg. One replier on the Steam thread warns that armor is heavy cargo — it pushes your danger level up noticeably on the road. If the fights on the armor leg feel harder than they should, drop it and reroute through Guards Camp I without the armor.

Do not overstock dangerous goods early. Another player’s summary: keep risky items light in the first hours, or you will wipe a wagon full of profit. The goods tier list matters more than the route list.

Two mechanics that change every route

Danger follows cargo. Every extra stack you carry raises encounter difficulty on the road. The route above works because it keeps the wagon lean at each leg. If you are carrying more than the route calls for, you are making the route harder.

Reputation comes from matching town type, not the demand star. One player reported being misled by the demand star mechanic for their entire play time before discovering that selling goods matching a town’s type raises reputation even without the “in-demand” marker. Selling civilian food in a civilian-type town raises standing even if the stall does not show a star that day.

How to adapt this route to your save

If a town does not have the goods listed when you arrive, do not force it. The route is a pattern, not a script. The underlying pattern is:

  • Buy low in towns that produce surplus (guard camps, fishing villages, farm towns)
  • Sell to towns that demand that category (military camps want military, food towns want food)
  • Keep cargo lean — one full stack beats four half-stacks every time

Relationship with other pages

Use this route with the trade-routes tool open for a broader view of demand tags. Pair with getting started if you are in your first hour. The combat guide matters more as the route gets heavier.

When to stop the loop

A trade route is not a prison. If a leg is too dangerous for your current squad and cart, skip it. The loop will come around again. Players who treat every leg as mandatory are the ones who post on Steam about wiping on an armor run at hour three.

The goal is profit, not completion. A lighter wagon gets there more reliably.

FAQ

Frequently Asked Questions

Quick answers to the most common merchant questions.

Is this the only good trade route?

No. This is one community-tested loop. The trade-routes tool covers the broader demand patterns. This page is the specific step-by-step version of a route that works.

Why should I drop the armor leg?

Armor is heavy cargo that raises road danger. Players reported that carrying 4 armor units made the fight on that leg noticeably harder. If your squad is still early, skip the armor and route through Guards Camp I without it.

Does the demand star affect reputation?

Selling on a town's type matters more than the demand star. A civilian town gives reputation for civilian food even without the star. One player was misled by the star mechanic their whole first playthrough.

Can I skip legs of this loop?

Yes. The loop is a pattern, not a requirement. If a leg is too dangerous for your current wagon, skip it and pick it up on the next circuit.