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Automation and Trade
May 26, 2026 at 11:22 PM
Added Logistics Tent and mills, market details, citizen-driven automation, full trade-route workflow
As 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.
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).
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.
See Settlements and Buildings for the full building list.
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.
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.
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.
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.