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Automation and Trade - Version 1 vs Version 2
May 26, 2026, 10:34 PM
Initial version (2026-05-27)
May 26, 2026, 11:22 PM
Added Logistics Tent and mills, market details, citizen-driven automation, full trade-route workflow
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-More 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. See Settlements and Buildings for the buildings involved.5+More 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).667+Logistics Tent: Citizen-driven movement of goods between buildings.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.8+9+See Settlements and Buildings for the full building list.10+711Trade Between Settlements8129-The 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.13+The 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.10141115How Trade Routes Work121613-Build a Trading Post to enable cross-settlement logistics.Create automated trade routes between your towns.Move resources empire-wide without manual hauling on every trip.Combine specialized biome settlements into a connected economy.17+Found 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.141815-Trade and automation build on the physical Resource Management system: carts handle hauling from the wild, while trade routes handle movement between established towns. See Biomes for why settlements in different regions specialize.19+Markets and Local Trade20+21+Inside 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.22+23+Carts and Manual Hauling24+25+Trade 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.