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https://steamcommunity.com/sharedfiles/filedetails/?id=2926720518
Got 600 Herbs and mushrooms at 6 years.
there was another game quite awhile back where i went trade crazy, had around 5000 amber by end of game since i got several trading cornerstones that scaled as you traded. when i built the service building that gave +1 resolve per 60 trade value, i shot up to around 150 resolve on all my characters.
I Love to stack those fertile land perks tho, the one in the forsaken temple gives 150% bonus to fertile land with no downside, stacked with the 100% boost from earlier cornerstone picks happens quite often, again at such a time the issue becomes moving stuff from the farm >.<
Then I went full on trading, got the lower suply packs for trading, +1 extra package production, + amber upgrade for trade routs and faster routes/merchants from altar. After that I got +1 resolve for every 40 amber traded and the guild house and last bougth faster trade good production from a merchant.
Just went ham on building pack os crops and trade goods. Won the game with +20 resolve from wealth only..
Imagine getting that one more than once.
Cornerstones:
- increased trader speeds
- reputation for every 60 Amber worth of goods sold
- hostility reduction for every 15 (25?) Amber (..) sold
- bonus for every 3 standing you have with settlements, can't recall the bonus, but it was a decent one :) also the 3 standing doesn't need to be with 1 settlement, it can be like 1+1+1
- most cornerstones (and all cornerstones that increase production) have a positive effect on trading, especially the ones that increase packed goods output
Guildhouse:
- +50% trader speed
- resolve for every 60 Amber (..) sold, retroactively applied
Misc:
- more Amber, meaning you get access to more cornerstones, buildings and goods from traders, and you can reroll your blueprints more
- you can usually get 1-2 trade-related Orders, which are basically free this way
- risk-free to go for it, since it's not dependent on race, map, resource types, available buildings or cornerstones, you'd basically trade anyways
- Protected trade, hostility reduction for every 25 Amber worth of goods sold (not sure but i think the forbidden temple one has 15 Amber)
- bonus for every level 3 standing you have with settlements. So it can be actually higher if you reach level 6 for instance with 3 settlements that means. 2+2+2
- +1 or 2 additional trade slots depending if you take it as normal or you get it from forbidden temple
- +1 or +3 Amber per trade route (again depends on forbidden temple)
- -1 or -3 provision required per trade (again depends on forbidden temple)
- +1 room for every 10 trade route completed
- +10 Amber for every 5 trade route completed
These are just a few i just had in my run.
I had at the end 6 trade routes, and protected route just was hillariously useful.
Also with the recent rainpunk patch trading is a lot more functional to lower hostility than any other method.
Also on trade-related cornerstones, lets not forget the various cornerstones that give you free provisions to fuel the trade routes. Most of them can easily generate so many that you can also dump a bunch for extra amber on traders. They might not sell for crazy amounts, but every trader accepts them.
I also really, really like "Free Samples" (extra Parts for every 25 amber value traded), especially on P5 and up where the increased building costs really make those a precious resource. Even if you aren't starved for parts yourself, they are still pretty decent value for trading themselves to synergize with other cornerstone benefits.