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Trade Rules set which resources are imported and exported in Manor Lords. Learn how trade rules work, how to set Trade Rules, what each Trade Rule means, and what to do when the Trade Rule is set to no trade!
List of Contents
Trade Rules set the guidelines for the goods that can be imported and exported in your settlement. The rules are set so specific goods or livestock are only exported and imported depending on the settlement's needs.
When setting rules, there are two types of Trades: Minor and Major Trades. Minor Trades are basic commodities that can be traded with or without routes. The family assigned to the Trading Post will peddle the goods themselves by foot or via horseback.
Major Trades are important commodities that require a trade route to work. For Major Trades, setting rules is not enough - you have to set up a trade route first.
Trade Routes and Trading Post Guide
Trade Buildings | |
---|---|
Trading Post | Livestock Trading Post |
Two buildings are used for trading in Manor Lords. The Trading Post is reserved for trading goods and non-living commodities while the Livestock Trading Post deals with animals and livestock. Note that you have to construct these buildings and assign a family to these buildings for them to work.
Building | Description |
---|---|
Pack Station | Sets up a Barter Connection, allowing you to send and receive goods between the current and another owned region. Employ Mules to transport up to 20 goods per trip. |
Pack Stations are buildings that facilitate trades between two owned regions. Do not confuse them with Trade Buildings as they cannot initiate trades.
Pack Station - How to Build and Use
Trade Buildings | |
---|---|
Trading Post | Livestock Trading Post |
To set trade rules, you must first click your region's Trading Post or Livestock Trading Post and go to the Trade Tab.
You can find the drop-down menu that controls each resource's Trade Rules there.
Trading Post and How to Trade
A resource's Trade Rule is set to "No Trade" by default. To change the Trade Rule, click the drop-down menu to the left of the resource. From there you can choose to import, export, full trade, or cancel all trades of that resource for good.
The Trade Rule will remain the same for a resource unless you change it.
Trade Rule | Effect |
---|---|
No Trade | Never trade this good. |
Import | Buy until the Desired Surplus is reached. |
Export | Sell until the Desired Surplus is reached. |
Full Trade | Trade until the Desired Surplus is reached. |
There are four trade rules that you can set. No trade means goods won't be bought or sold. Importing a good allows you to spend regional wealth to gain a resource. Exporting sells the resource in exchange for regional wealth.
Full Trade means that you'll always have a certain amount of a good stored in the village. This means that the Trading Post will always import and export your chosen good until it reaches the amount that you've set.
Before you start exporting or importing goods, make sure to set a desired surplus so that the Trading Post knows the specific amount of a resource you want to maintain in your settlement.
The game will automatically adjust trade frequency depending on the surplus set. For example, if you are over the surplus number, the trading post will continue exporting and stop importing.
If you don't set a desired surplus for a resource, you either won't import anything or you'll end up selling all supplies of a resource that you might need.
If you're getting the "Trade Rule Set to No Trade" issue, you just have to click on the drop-down menu on the left of the resource and change the trade rule to something else. All resource trade routes start at "No Trade" by default to avoid unwanted exchange of goods.
Beginner's Guide: Tips and Tricks
Trade Rule Guide (Set to No Trade Fix)
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What version are you playing on? These building's menus don't include this drop down on the current version.