Traders
To trade, speak to a trader and pick Trade. Drag what you’re buying and what you’re selling into the middle and confirm; it all goes through as a single deal, and only the balance is paid. Currency runs in copper, where 100 copper equals 1 silver and 100 silver equals 1 gold. A new game gives you 1 silver.
What they’ll take off your hands
Each trader has a buy list, and anything not on it appears as unavailable in your backpack. Some goods are bought but never sold back, like the burial certificates that Januarius accepts; the tables below list those under “Buys from you”. Seeds come in lots of 4 or more.
The trader also has to be able to pay. Each one begins with a fixed amount of money and receives a fixed income per day, so after a big sale they may be broke until tomorrow.
How prices move
An item has a base price, and each trader has a usual stock level for it. The actual price follows how much they’re holding right now:
| You are | Effect |
|---|---|
| Buying | Scarcer stock means a higher price. Each unit is priced by the stock just before you take it. |
| Selling | You receive 75% of the price, and every unit you add to their stock drops the price of the next. You can never get more than the base price. |
The formula
Unit price = base price × √(usual stock ÷ current stock), multiplied by 0.75 if you’re selling, rounded, with a minimum of 1 copper. Fixed-price goods, certificates for instance, always go for their base price.
Worked example with Beer, base price 36, which Januarius usually holds 10 of. At 10 in stock a bottle is 36; at 5 it’s 36 × √2 ≈ 51. Three bottles bought from a full shelf cost 36 + 38 + 40 = 114. Selling him one when he already has 10 gets you 36 × √(10/11) × 0.75 ≈ 26.
The midnight reset
At midnight each trader collects their daily income, and every stock level drifts back toward its usual amount. Short items get partly restocked; surplus items are sold off at full price. The change is at most a fifth of the usual amount per day and slows as the level gets close.
The upshot: goods you sell to a trader disappear from their shelves over the following days, becoming cash in their purse, and the price they’ll pay you climbs back up.
Happiness and tiers
In town, some goods also give happiness when traded; the weekly caps are covered in Happiness and Town Quality. Traders can be upgraded to a second and a third tier, changing both what they sell and what they buy. Herm is the first to upgrade, after Planted and Delivered.
Every trader 16
Shelves restock every day, and the tier reflects how far you've upgraded that trader. Goods a trader buys but never sells get a list of their own. Not listed: Bishop and Harold. The game data gives them stock lists, but nothing in the game opens a trade window for them. They sell in conversation instead: Bishop:
Steel Ingot; Harold:
Special Wood.
Januarius 3 4
See Januarius.
| Sells | I | II | III |
|---|---|---|---|
| 10 | 20 | 30 | |
| 5 | 10 | 15 | |
| 1 | 2 | 5 | |
| 1 | 2 | 3 |
Herm 3 22
See Herm.
| Sells | I | II | III |
|---|---|---|---|
| 20 | 32 | 40 | |
| 15 | 15 | 15 | |
| — | 20 | 20 | |
| — | 20 | 20 | |
| — | 32 | 40 | |
| — | 32 | 40 | |
| — | 12 | 20 | |
| — | 12 | 20 | |
| — | 12 | 20 | |
| — | 12 | 20 | |
| — | 30 | 30 | |
| — | 30 | 30 | |
| — | 30 | 30 | |
| — | 30 | 30 | |
| — | 25 | 25 | |
| — | — | 20 | |
| — | — | 12 | |
| — | — | 3 | |
| — | — | 3 | |
| — | — | 3 | |
| — | — | 3 | |
| — | — | 20 |
Trademaster 3 16
See Trademaster.
| Sells | I | II | III |
|---|---|---|---|
| 25 | — | — | |
| 10 | — | — | |
| 20 | — | — | |
| 5 | — | — | |
| 10 | — | — | |
| 10 | — | — | |
| 10 | — | — | |
| 10 | — | — | |
| 20 | — | — | |
| 20 | — | — | |
| 20 | — | — | |
| 20 | — | — | |
| 20 | — | — | |
| 12 | — | — | |
| 20 | — | — | |
| 20 | — | — |
Gunter 3 6
See Gunter.
| Sells | I | II | III |
|---|---|---|---|
| 5 | 5 | 5 | |
| 20 | 20 | 20 | |
| — | — | 10 | |
| — | 3 | 3 | |
| — | 10 | 10 | |
| 10 | 10 | 10 |
Apothecary 3 33
A town shop you build: its tiers and costs.
| Sells | I | II | III |
|---|---|---|---|
| 20 | 20 | 20 | |
| 20 | 20 | 20 | |
| 20 | 20 | 20 | |
| 20 | 20 | 20 | |
| 20 | 20 | 20 | |
| 20 | 20 | 20 | |
| 20 | 20 | 20 | |
| 20 | 20 | 20 | |
| 20 | 20 | 20 | |
| 20 | 20 | 20 | |
| 20 | 20 | 20 | |
| 20 | 20 | 20 | |
| 10 | 10 | 10 | |
| 10 | 10 | 10 | |
| 10 | 10 | 10 | |
| 20 | 20 | 20 | |
| 20 | 20 | 20 | |
| 1 | 1 | 1 | |
| — | 20 | 20 | |
| — | 20 | 20 | |
| — | 20 | 20 | |
| — | 20 | 20 | |
| — | 20 | 20 | |
| — | 20 | 20 | |
| — | 20 | 20 | |
| — | 20 | 20 | |
| — | 20 | 20 | |
| — | 20 | 20 | |
| — | 20 | 20 | |
| — | 10 | 10 | |
| — | — | 20 | |
| — | — | 10 | |
| — | — | 10 |
Alchemist 3 48
A town shop you build: its tiers and costs.
Vegetable Stand 3 33
A town shop you build: its tiers and costs.
| Sells | I | II | III |
|---|---|---|---|
| 20 | 30 | 50 | |
| 20 | 30 | 50 | |
| 15 | 20 | 50 | |
| 15 | 20 | 50 | |
| 10 | 15 | 50 | |
| 10 | 15 | 50 | |
| 10 | 20 | 50 | |
| 10 | 20 | 50 | |
| 15 | 25 | 40 | |
| 1 | 1 | 1 | |
| 2 | 4 | 8 | |
| 2 | 4 | 8 | |
| 2 | 4 | 8 | |
| 1 | 1 | 1 | |
| — | 20 | 40 | |
| — | 15 | 30 | |
| — | 20 | 40 | |
| — | 15 | 30 | |
| — | 15 | 40 | |
| — | 10 | 30 | |
| — | 15 | 40 | |
| — | 10 | 30 | |
| — | 5 | 20 | |
| — | 5 | 20 | |
| — | 2 | 5 | |
| — | 1 | 1 | |
| — | — | 20 | |
| — | — | 20 | |
| — | — | 15 | |
| — | — | 10 | |
| — | — | 15 | |
| — | — | 10 | |
| — | — | 1 |
Tailor 3 7
A town shop you build: its tiers and costs.
| Sells | I | II | III |
|---|---|---|---|
| 20 | 40 | 100 | |
| 20 | 40 | 100 | |
| 20 | 20 | 20 | |
| 1 | 1 | 1 | |
| — | 40 | 80 | |
| — | 1 | 1 | |
| — | — | 30 |
Furniture Maker 3 14
A town shop you build: its tiers and costs.
| Sells | I | II | III |
|---|---|---|---|
| 50 | 75 | 150 | |
| 20 | 30 | 60 | |
| 30 | 45 | 90 | |
| 15 | 25 | 50 | |
| 25 | 40 | 80 | |
| 10 | 20 | 40 | |
| 1 | 1 | 1 | |
| — | 50 | 100 | |
| — | 20 | 40 | |
| — | 30 | 60 | |
| — | — | 40 | |
| — | — | 20 | |
| — | — | 30 | |
| — | — | 50 |
Baker 3 12
A town shop you build: its tiers and costs.
| Sells | I | II | III |
|---|---|---|---|
| 10 | 20 | 40 | |
| 15 | 30 | 60 | |
| 20 | 40 | 80 | |
| 5 | 10 | 20 | |
| 5 | 10 | 20 | |
| 5 | 10 | 20 | |
| 10 | 20 | 40 | |
| 20 | 40 | 80 | |
| 1 | 1 | 1 | |
| — | 10 | 20 | |
| — | 10 | 20 | |
| — | 10 | 20 |
Fish Stand 3 4
A town shop you build: its tiers and costs.
| Sells | I | II | III |
|---|---|---|---|
| 1 | 1 | 1 | |
| 1 | 1 | 1 | |
| — | 1 | 1 | |
| — | — | 1 |
Jeweler 3 15
A town shop you build: its tiers and costs.
| Sells | I | II | III |
|---|---|---|---|
| 20 | 40 | 50 | |
| 1 | 3 | 5 | |
| 15 | 20 | 30 | |
| 1 | 1 | 1 | |
| 1 | 1 | 1 | |
| 1 | 1 | 1 | |
| — | 10 | 20 | |
| — | 1 | 3 | |
| — | 3 | 10 | |
| — | 5 | 10 | |
| — | 1 | 1 | |
| — | 1 | 1 | |
| — | — | 1 | |
| — | — | 1 | |
| — | — | 1 |
Builder 3 21
A town shop you build: its tiers and costs.
| Sells | I | II | III |
|---|---|---|---|
| 20 | 35 | 50 | |
| 20 | 30 | 30 | |
| 10 | 20 | 30 | |
| 10 | 20 | 30 | |
| 10 | 20 | 30 | |
| 10 | 20 | 30 | |
| 20 | 20 | 20 | |
| 20 | 20 | 20 | |
| — | 20 | 20 | |
| 20 | 30 | 40 | |
| 1 | 1 | 1 | |
| — | 25 | 50 | |
| — | 15 | 30 | |
| — | 10 | 20 | |
| — | 10 | 20 | |
| — | 10 | 20 | |
| — | 20 | 20 | |
| — | 20 | 20 | |
| — | — | 20 | |
| — | — | 50 | |
| — | — | 20 |
Smithy 3 25
A town shop you build: its tiers and costs.
| Sells | I | II | III |
|---|---|---|---|
| 10 | 15 | 20 | |
| 5 | 10 | 15 | |
| 10 | 20 | 25 | |
| 20 | 35 | 50 | |
| 10 | 15 | 20 | |
| 1 | 1 | 1 | |
| 1 | 1 | 1 | |
| 1 | 1 | 1 | |
| 1 | 1 | 1 | |
| 1 | 1 | 1 | |
| — | 10 | 20 | |
| — | 30 | 50 | |
| — | 10 | 20 | |
| — | 10 | 20 | |
| — | 1 | 1 | |
| — | 1 | 1 | |
| — | 1 | 1 | |
| — | 1 | 1 | |
| — | — | 30 | |
| — | — | 50 | |
| — | — | 20 | |
| — | — | 1 | |
| — | — | 1 | |
| — | — | 1 | |
| — | — | 1 |
Tavern 3 13
A town shop you build: its tiers and costs.
| Sells | I | II | III |
|---|---|---|---|
| 10 | 10 | 10 | |
| 20 | 30 | 50 | |
| 20 | 30 | 50 | |
| 20 | 30 | 50 | |
| 20 | 30 | 50 | |
| 10 | 20 | 30 | |
| 10 | 20 | 30 | |
| 10 | 20 | 30 | |
| 1 | 1 | 1 | |
| — | 10 | 10 | |
| — | 20 | 30 | |
| — | — | 10 | |
| — | — | 30 |
Brewery 3 15
A town shop you build: its tiers and costs.
| Sells | I | II | III |
|---|---|---|---|
| 15 | 20 | 30 | |
| 15 | 20 | 30 | |
| 15 | 20 | 30 | |
| 10 | 15 | 20 | |
| 10 | 15 | 20 | |
| 10 | 15 | 20 | |
| 10 | 15 | 20 | |
| 1 | 1 | 1 | |
| — | 10 | 20 | |
| — | 10 | 20 | |
| — | 10 | 20 | |
| — | — | 15 | |
| — | — | 15 | |
| — | — | 15 | |
| — | — | 10 |
Orders 77
Orders from the town pay happiness when delivered. Urgent ones have a deadline.
Notes
- Trade earns no reputation. Herm claims otherwise, but no part of the game rewards buying or selling with reputation (see Reputation).
- Splitting a sale into smaller deals changes nothing. Price depends only on current stock. Letting a few days pass so their stock runs down, on the other hand, does get you more.
- Januarius doesn’t have much cash: 10 silver at the start plus 75 copper per day. Five Burial Certificate I at 1 silver each are no problem, but bigger sales may need to be spread out.
- Unconfirmed: the game files imply that when a trader stocks more than one of a fixed-price item, its price is the base price multiplied by the stock. One place this would show up is Town Gratitude at Januarius’s second tier. Not yet checked in play.