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Automation and Trade - Version 4 vs Version 5
Jun 13, 2026, 04:00 AM
Noted logistics now pulls from claypits and lumberyards, and Automatic Scorpios fire for all players
Jun 13, 2026, 04:06 AM
Added gameplay screenshots
11As settlements grow, Romestead lets players automate production and logistics rather than handling everything manually. Automation is a deeper layer of the building game and connects multiple settlements into a single economy.2233Automating Production445+56More advanced buildings allow players to automate their production lines with logistics systems. This lets a settlement keep producing goods with less direct micromanagement, freeing players to explore or fight. Citizens drive most of this automation: assigned workers move materials between buildings via the Logistics Tent, and crafting buildings produce work orders automatically when stocked. Citizens received an upgrade for Early Access so that they can help with more tasks (for example, the Carpenter can help complete buildings). Launch-week updates increased material-storage capacity, made gates open and close automatically for players and carts, and stopped trade routes from assigning a starving citizen as a carrier.6778Logistics Tent: Citizen-driven movement of goods between buildings. Since a launch-week hotfix it is unlocked as a reward for defeating the Guardian of Minerva, which moves town automation earlier in the game.Manual Mill: Speeds up the more you push; ejects from the top.Watermill (and Watermill Level 2): Continuous milling once placed near water.Production buildings: Blacksmith, Leatherworker, Carpenter's Workshop, Bakery, Pottery, and Farmstead each have output queues and can be staffed by citizens.Beehive: Farmstead now collects honey from beehives into its output inventory.89910See Settlements and Buildings for the full building list.10111112Trade Between Settlements12131314The Trading Post, a building added in Early Access, automates the transfer of resources between towns across the world. It extends town automation into empire-wide automation through player-created automated Trade Routes. Because different biomes support different specialized settlements, trade routes let a network of towns supply one another.14151516How Trade Routes Work16171718Found at least two settlements, ideally in different biomes that produce different specialties.Build a Trading Post in each settlement.Create automated trade routes between your towns; each route specifies an origin, destination, and the materials to move.Move resources empire-wide without manual hauling on every trip.Combine specialized biome settlements into a connected economy.18191920Markets and Local Trade202122+2123Inside a single settlement, the Market handles buying and selling. The minimum sale price for tradable items is 1 Quadran, set during the launch balance pass. The Merchant citizen can level up and unlock new stock, which makes a well-staffed Market a viable late-game income source.22242325Carts and Manual Hauling24262527Trade and automation build on the physical Resource Management system: carts (Wooden Cart, Bronze Cart) handle hauling from the wild, while Trade Routes handle movement between established towns. See Biomes for why settlements in different regions specialize, and Currency and Economy for currency details.26282729A launch-week fix made logistics reliably pull resources from claypits and lumberyards, and Automatic Scorpios now fire for every player in a session rather than only the host.