Merchant Contracts are the items that turn the abstract idea of a settlement economy into a real base feature in Windrose. The current live contract pages show three contract items, and each one builds a merchant station that sells goods for Piastres inside your base.
Current Contract Items
Contract | Current Buy Source | Current Price | Builds |
|---|---|---|---|
Merchant Contract: Natural Resources | Civilians - Level 2 | 100 Piastres | Merchant: Natural Resources |
Merchant Contract: Food | Civilians - Level 2 | 100 Piastres | Merchant: Food |
Merchant Contract: Animal Products | Buccaneers - Level 2 | 100 Piastres | Merchant: Animal Products |
What the Built Stations Need
A roof
Bonfire range
Piastres to actually buy goods once the station is built
That last point matters. Buying the contract does not stockpile resources by itself. It unlocks a merchant station, and then you still spend Piastres on the actual goods.
Current Stock by Contract
Contract | Current Stock Summary |
|---|---|
Natural Resources | Baseline supply starts with Wood, Stone, Clay, and Plant Fiber. After local threats are cleared, the station adds Sulfur, Hardwood, and Tree Bark |
Food | Baseline supply starts with Coconut. After Coastal Jungle threats are cleared, the station adds Banana, Sweet Potato, Cayenne Pepper, and the seeds for those crops. After Foothills threats are cleared, it adds Lime, Aloe, Corn, Tomato, Flax, and their seeds |
Animal Products | Baseline supply starts with Crab Meat, Dodo Egg, Feather, and a starter bird-meat entry. Later stock expands into larger meat, hide, tusk, fat, fang, horn, and bezoar materials as threats are cleared |
Selected Current Example Prices
Station | Item | Current Price |
|---|---|---|
Merchant: Natural Resources | 25 Piastres for 1 | |
Merchant: Natural Resources | 25 Piastres for 1 | |
Merchant: Natural Resources | 40 Piastres for 1 | |
Merchant: Natural Resources | 50 Piastres for 1 | |
Merchant: Food | Coconut | 10 Piastres for 1 |
Merchant: Animal Products | 20 Piastres for 1 |
Why These Contracts Matter
They smooth out shortage management once your base is established.
They reduce the pain of basic resupply on long-running worlds, especially shared worlds.
They are separate from ordinary vendor listings on raw item pages, so it is normal for a raw item page to say ordinary vendors do not trade that item while a contract station still sells a matching supply version.
See Also
Trading and Merchants - the larger money and vendor framework around contracts
Settlement Building - where merchant stations fit into a real base
Resources - the material shortages Merchant Contracts can help solve
Food and Potions - why the Food contract matters once cooking expands