guides
Trade Routes
How to use Trade Post, Trade Ships, route planning, and risk management.
Trade routes are for planned resource movement. They are strongest when ports have different needs or when an Armada wants to support a specific upgrade, defense, or fleet plan.
Requirements
Section titled “Requirements”Trade routes depend on Trade Post progression, committed Trade Ships, and a valid relationship between the players involved. Trade Post level 3 is the key early milestone. Trade Ships provide capacity, but they are weak in combat and should not be treated as escorts.
Armada diplomacy matters. Accepted alliances can open the door to planned trade between Armada members, while hostile or broken relationships can end trade plans. If a diplomatic relationship changes, routes can be cancelled and ships may need to return.
Route planning
Section titled “Route planning”Decide what problem the route solves. A port short on wood, cloth, or metal should receive the resource that removes its current bottleneck, not just whatever another port happens to have.
Good route planning considers both ports. The sending port needs enough spare resources and Trade Ships. The receiving port needs Warehouse capacity and a reason to receive the goods. A route that fills a Warehouse with resources that cannot be spent is not solving much.
Trade Ships are valuable but fragile. Do not overcommit every Trade Ship if the port still needs market movement, loot capacity, or emergency logistics.
Routes also create commitments. Requested routes can be accepted, declined, cancelled, or expire. Accepted routes use Trade Ships from both sides, so accepting too many routes can block later trade or market needs. Keep some Trade Ships free unless the route is important enough to justify the commitment.
Armada use
Section titled “Armada use”Trade is easier when allies coordinate. Resource support can keep a conquest push moving, rebuild after losses, or help newer members pass early bottlenecks.
Armadas should use trade routes for planned support rather than random generosity. Good uses include feeding a border port before a defense window, helping a member finish Trade Post or Docks progress, rebuilding after a lost fight, or preparing the port that will stage Flagbearers.
Market offers and direct sending
Section titled “Market offers and direct sending”Trade Routes are not the only logistics tool. Market offers are better when you want to exchange one resource for another. Direct resource sending is better when a friendly port needs a one-time shipment. Trade Routes are better when the same relationship should keep producing value over time.
Because all of these use Trade Ships in some way, logistics planning is a fleet planning problem. A port with excellent trade potential can still be stuck if its Trade Ships are already committed elsewhere.