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What works great for sales might give you other issue. Namely NPC's visiting and not leaving, phasing through walls, etc. That said, pick a spot between cities where several of the roads/paths cross.
MODS
There's a maps mod that makes spotting the roads easy.
https://steamcommunity.com/sharedfiles/filedetails/?id=1581929438
Sadly, this really isn't possible, normally. It might be possible to earn some cats from it, but not regularly and not in any appreciable amount over time. The game is just not designed to support an "economy" like that.
There are some mods, like the above and this one:
https://steamcommunity.com/sharedfiles/filedetails/?id=1616010664
But, even so, it's not really a full-featured game mechanic. It is basically there for "flavor" and that's about it. Your absolute best way to earn money from selling things is to craft Armor or, for some, make otherwise illegal drugs.
Provided you have good Armor crafters and resources, you can fill up a decent caravan of your own with goods, take them to a Town, sell it all off, and nearly be ready to make another trip by the time your caravan returns to your base/location.
Basing in a Town and crafting armor, there, can give you very easy access to revenue streams as well as needed supplies. If you base in a Town, remember that you can not craft Plates or Rods without mods for the machines that can be placed in a Town building. (Or on top of one.) You'll need access to suppliers of those intermediate goods. There are several mods that can enable you to construct such machines in an NPC Town in a building you own , though, btw. However, you can, without mods, effectively craft all weapons/armors by buying what you can't craft from Towns and Waystations.
Towns with nearby resource nodes (Iron and Copper), decent populations of leather-yielding wildlife in the surrounding area, at least one Trade Goods sort of shop (For plates and bars), will enable you to have a good chance of supporting yourself via selling Armors/etc if you want to base out of a Town.
PS: If you have access to a nearby Copper node, the tech knowledge, a building and can draw a little bit of power, making Electrical Components requires no more resources and they're lightweight and easily carried to shops. Put your main Researcher on it, too, so they can increase "Science" skill when not researching.