Loading...
Trade and Economy - Version 8 vs Version 9
Jul 22, 2026, 04:58 AM
Added the MS 67 marketplace order expiry, custom homestead rents, rental visibility, and the secure Item Exchange
Aug 16, 2026, 04:29 PM
Added the tenfold Silver inflation, updated bounty reward tiers and board locations, and added marketplace filters
11The trade economy in Anvil Empires sits on top of the regular crafting and resources loop and adds a layer of zone-locked specialty goods that have to be moved across the map before they can be turned into the strongest weapons and armour. Three rotating trade resources, a Marketplace where players buy and sell with each other, and the Silver currency together form the economic backbone of a faction war effort. The system was introduced during the Three Empire War update and has been iterated on across subsequent tests; the most recent observed state is described below.2233Silver44556-Silver is the in-world currency. It is earned by completing bounties posted at Town Centers, by selling goods at a Marketplace, and from town-tier sources tied to keeps. Silver is then spent on Avatar recruitments, Marketplace purchases, Place Order escrow, and structure upkeep. Silver does not persist between pre-alpha tests; every war begins with the economy reset.6+Silver is the in-world currency. It is earned by completing bounties posted at Town Centers, by selling goods at a Marketplace, and from town-tier sources tied to keeps. Silver is then spent on Avatar recruitments, Marketplace purchases, Place Order escrow, and structure upkeep. Silver does not persist between pre-alpha tests; every war begins with the economy reset. The MS 68 build inflated the economy tenfold: every Silver cost, including upkeep, rent, pledging, and status fees, was multiplied by ten to give prices more granularity, and bounty rewards were adjusted to match.7788Marketplace991010The Town Marketplace is a placed structure inside a settled town that enables player-to-player commerce. Building a Marketplace costs fifteen Wood Planks and requires either an Iron Hammer or a Flint Hammer; placed Marketplaces decay over forty-eight hours if not refreshed, which keeps the trade network rooted in actively maintained towns.111112-MechanicHow It WorksSellDrop items into the market inventory at a price set by the seller; buyers exchange Silver to claim them.BuyBrowse the market inventory and exchange Silver for the listed goods.Place OrderCreate a public purchase request; the requesting player escrows the full Silver cost upfront, and any other player who delivers the required goods completes the sale.Active OrdersAll open orders are visible remotely, so traders can plan routes without standing at the Marketplace.12+MechanicHow It WorksSellDrop items into the market inventory at a price set by the seller; buyers exchange Silver to claim them.BuyBrowse the market inventory and exchange Silver for the listed goods.Place OrderCreate a public purchase request; the requesting player escrows the full Silver cost upfront, and any other player who delivers the required goods completes the sale.Active OrdersAll open orders are visible remotely, so traders can plan routes without standing at the Marketplace. MS 68 visually reworked the Marketplace and added filter tabs that split listings by item category, which makes browsing a busy market considerably faster.1313The most recent development update added vehicle trading to the Marketplace: Donkeys, Horses, Carts, Handcarts, and Caravans can now be bought and sold. Selling a Horse or Donkey requires paying a small Livery Fee, and the animal must be well fed before it can be listed. Sealed barrels no longer have to be unpacked at a dedicated station before trading; they can be packed and unpacked at Keeps, Camps, and Homesteads, can be partially filled, and are packed by dragging and dropping items into them. Homestead owners can also rent access to their facilities for Silver, which helps residents reach structures they do not own and offsets the owner’s upkeep costs.14141515Buy and sell orders placed at a marketplace expire after seventy-two hours as of the MS 67 build. When an order lapses, whatever is left of it, whether goods or the silver it generated, moves into that town's private storage; if the seller holds no rented private storage there, it is destroyed instead. Renting storage in a town you trade from is therefore part of the cost of doing business rather than a convenience.16161717Rotating Trade Resources18181919Three localized resources appear in specific regions of Calligo and rotate to new spawn points annually inside the game's calendar. Securing a faction's trade-resource zone is a strategic objective in its own right because the processed forms feed the strongest weapon and armour recipes.20202121Raw ResourceProcessed FormUseFlax SeedsLinenHigh-quality clothing pieces; armour underlayers; faction-specific superior gearLeadLead IngotsAmmunition components; certain weapon tiers; ballast for heavy projectilesResinRosinBowstring treatment; adhesives for crafted equipment; processed material for higher tiers2222Trade resources are extracted from specific node types in their current zone, hauled overland by caravan or short cart, and processed at a Marketplace town that has the matching workstations. The combination of zone-locked spawn and overland haul keeps the trade economy intertwined with the war economy: cut a supply line and the enemy faction's superior production stalls.23232424Superior Tier Feeds Off Trade25252626The Superior weapon tier introduced in the most recent build (Superior Short Sword, Superior Spear, Superior Short Bow, Superior Shield) consumes trade goods alongside deep Underworld resources. Heavy Armours similarly draw on trade goods plus deep Underworld metals. A faction that loses control of its rotating trade zone gives up a meaningful share of its top-tier production for the war.27272828Place Order Strategy29293030Place Order is the most underused mechanic for new players. By escrowing Silver up front against a specific shopping list (twenty Linen, fifty Lead Ingots, a set of Iron Spears), a player creates a steady income for the production crews who fulfill the order. Faction Discord channels usually post the going rates so the escrow amount is competitive without burning surplus Silver. Trade-route runners then plan caravans that fulfill several open orders along the way.31313232Bounties, Bandit Camps, and Forts333334-Pre-Alpha Test 43 reworked Silver acquisition around a dedicated bounty system. A bounty is a contract that exchanges a trophy item for Silver, and a Bounty Board now sits inside every Tavern in a settled town. Players access the board through the tavern interior or through a dedicated menu button; available contracts list the required trophy and the Silver reward up front.34+Pre-Alpha Test 43 reworked Silver acquisition around a dedicated bounty system. A bounty is a contract that exchanges a trophy item for Silver, and a Bounty Board sits inside every Town Keep, with boards also available at Fortress Keeps and Large Camps since the MS 68 build. Players access a board in person or through a dedicated menu button; available contracts list the required trophy and the Silver reward up front, and the PvE hunting contracts are only offered at Towns.353536-DifficultyTypical SourceSilver RewardVery Easy / EasyAnimal hunts (boars, deer, wolves)8 to 24 SilverMediumBats, ravens, reaver camps30 to 60 SilverHardBears, reaver forts, PvP death-writs, pillaging tasks25 to 100 SilverVery Hard / EliteLegendary creatures such as Stonwulfe and Manadyr40 to 150 Silver36+DifficultyTypical SourceSilver RewardVery Easy / EasyAnimal hunts (boars, deer, wolves)80 to 240 SilverMediumBats, ravens, reaver camps300 to 600 SilverHardBears, reaver forts, PvP death-writs, pillaging tasks200 to 1,000 SilverVery Hard / EliteLegendary creatures such as Stonwulfe and Manadyr400 to 1,500 Silver3737Trophies drop from animals, creatures, bandits, and rival faction players, and stack in the regular inventory until they are turned in at a board. A player's pool of available bounties replenishes on a real-time twenty-four hour cycle, which prevents a single farmer from monopolising the high-tier contracts.38383939To support the bounty economy, the map seeds Reaver Camps and Reaver Forts as neutral hostile locations at predetermined sites. Each spawns hostile reaver NPCs that drop bounty-eligible trophies and small caches of low-tier gear, which gives early-war groups a Silver-positive activity that does not require crossing into enemy territory. A Reaver Camp holds a small garrison of one ranged and two melee reavers; a Reaver Fort is the larger of the two, holding three ranged and five heavy reavers, and typically rewards higher-tier bounties. Both contest the surrounding region until cleared. Bounty trophies also now decay roughly a third more slowly, giving hunters more time to carry a trophy back to a board.40404141With this change, Silver becomes a bounty-first currency. The Marketplace and Place Order loops still move Silver between players, but the only way to add fresh Silver to the economy is to complete a bounty.42424343Rentals and Direct Exchange44444545Two MS 67 additions sit alongside the marketplace. Structures now carry a rental access setting that marks whether they are open to rent, and holding Alt shows which nearby structures are available, so finding a workshop or a storage tab to rent no longer means asking in chat. Homestead owners can set their own rent through a dedicated button in the homestead interface rather than accepting a fixed rate, which lets landlords price by location and by what the plot gives access to.46464747Player-to-player trading also became a formal system. Holding Alt and pressing the right mouse button on another player sends a barter request; once it is accepted, both sides pick items and confirm through a secure exchange window. That replaces the old practice of dropping goods on the ground and trusting the other party, and it removes a standing scam route from settlement trade.48484949Caveats50505151Marketplace and Silver flows are still being tuned across tests. Specific prices, rotation timing, and the exact mix of trade resources consumed per recipe may shift between pre-alpha tests.Place Order escrow remains locked until the order is filled or canceled. Cancellation refunds the Silver, but a stalled order ties up working capital until it is closed.Trade goods are not exempt from theft; a Marketplace inside a captured town can be raided. The risk of losing inventory makes town defense a direct trade-economy concern.52525353Related Pages54545555Crafting and ResourcesLogistics and Supply LinesSettlementsWeaponsArmours