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Trade and Economy
August 16, 2026 at 04:29 PM
Added the tenfold Silver inflation, updated bounty reward tiers and board locations, and added marketplace filters
The 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.

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.
The 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.
Mechanic | How It Works |
|---|---|
Sell | Drop items into the market inventory at a price set by the seller; buyers exchange Silver to claim them. |
Buy | Browse the market inventory and exchange Silver for the listed goods. |
Place Order | Create 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 Orders | All 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. |
The 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.
Buy 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.
Three 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.
Raw Resource | Processed Form | Use |
|---|---|---|
Flax Seeds | Linen | High-quality clothing pieces; armour underlayers; faction-specific superior gear |
Lead | Lead Ingots | Ammunition components; certain weapon tiers; ballast for heavy projectiles |
Resin | Rosin | Bowstring treatment; adhesives for crafted equipment; processed material for higher tiers |
Trade 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.
The 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.
Place 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.
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.
Difficulty | Typical Source | Silver Reward |
|---|---|---|
Very Easy / Easy | Animal hunts (boars, deer, wolves) | 80 to 240 Silver |
Medium | Bats, ravens, reaver camps | 300 to 600 Silver |
Hard | Bears, reaver forts, PvP death-writs, pillaging tasks | 200 to 1,000 Silver |
Very Hard / Elite | Legendary creatures such as Stonwulfe and Manadyr | 400 to 1,500 Silver |
Trophies 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.
To 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.
With 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.
Two 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.
Player-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.
Marketplace 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.
Crafting and Resources
Logistics and Supply Lines
Armours