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A market in Trade Empires is the only place where any trading can happen and whither any merchant can be ordered to travel. Very like a station in "Railroad Tycoon".

Location and expansionEdit

A market may not be built in a situation where some of its central area would be in water, nor if any of its tiles would be already in the radius of another market. A market may be expanded to the next level up, subject to the above considerations and to the availability of coins and the appropriate technology. The cost of upgrading is simply the difference in original price of the two sizes of market.

RadiusEdit

Any camp, farm, mine, field, or building that is within the radius of a market will be fully utilizable by that market, except if it was already claimed by being partly in the radius of an earlier-built market.

Prices, supply and demandEdit

Markets set their own prices on the basis of supply and demand. You can see those prices, which apply to buyers and sellers, as soon as you click on the central part of a market on the terrain map. It also shows numbers and/or bar graphs indicating supply and demand for each item. Markets show also on the region map but only with their names, though the map key shows under "Depots" the number of each type.

TransactionsEdit

Farmers, miners, other raw material producers, and manufacturers offer their produce for sale. That produce can be bought by any merchant who is in that market or by the manager of another qualifying building in the market. Merchants can buy from one another in the same market, but that is rare and usually happens only when a human player is smart enough to see a chance of reselling at a higher price in another market.

Names and sizesEdit

The smallest market is a "Trading Post", costing 200 coins, which has four tiles for its actual building and enclosure then includes in its radius the nearest 48 tiles for other buildings and resource fields and pathways.

Next up is a "Market", costing 400 coins, which has four tiles for its actual building and enclosure then includes in its radius the nearest 108 tiles for other buildings and resource fields and pathways. Theoretically better value for money than a trading post or a bazaar, with 54 usable tiles per 200 coins, but water tiles have no value except that ports need two of them and two land tiles.

Next up is a "Bazaar", costing 800 coins, which has four tiles for its actual building and enclosure then includes in its radius the nearest 196 tiles for other buildings and resource fields and pathways. Same theoretical value for money as a trading post, with 48 usable tiles per 200 coins.

Next up is an "Emporium". watch this space

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