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Trade routes

Trade is where County of Fortune stops being a set of towns and becomes a county. Roads carry light goods, rivers carry heavy goods, and markets turn a surplus in one settlement into a lifeline in another. Most trade problems are infrastructure problems, not bug reports.

Transport modes

How goods move in County of Fortune
ModeBuilt withBest forLimits
Dirt roadRoad tool (V)Short local links, light goodsLow capacity and speed; degrades without maintenance
Stone roadUpgrade road with stone and a mason’s guildBusy regional arteriesCosts stone and masonry maintenance
Small marketCommoner building slotLand trade between regionsDoes not move heavy goods across regions
Raft portLevel-two building on a navigable riverHeavy goods downstreamDownstream only in the demo; not at a river fork
Port / sailboatEarly Access port buildingRiver trade both directionsNot available in the demo

Setting up land trade

  1. Reach level two in a settlement in each region you want to connect.
  2. Build a small market in the sending region. If the receiving region has no raft port, build a small market there too.
  3. Connect the regions by road. The road must reach the yellow central market square of each settlement, not just the settlement edge.
  4. Build bridges where needed. Use the bridge tool before drawing the road across water.
  5. Open trade with T, choose the product, drag from the origin region to the destination and create the route.
  6. Enable auto-trade or set a fixed annual volume. Auto-trade adjusts to demand, which is usually the better starting choice.

If the road is connected but the route still shows nothing, confirm that the origin has a surplus. A route cannot transport goods that do not exist, and a settlement that consumes all of its own output has nothing to export.

River trade and raft ports

Rivers are the heavy freight network. A raft port turns a river settlement into a trade hub, but only if the geography works:

  • Rafts move downstream only in the demo.
  • Heavy goods — logs, stone, clay and sand — cannot be traded between regions by road. They need the river.
  • Do not build the port at a river fork. Choose a clear stretch of the main channel.
  • Both ends need a raft port for river-to-river trade.
  • A raft port can receive land goods if the sending region has a small market.

In Early Access, ports and sailboats allow goods to travel both upstream and downstream. That removes the biggest geographic constraint of the demo, but it also means older downstream-only advice will not apply to every launch build.

Check the flow before you build

Open the settlement placement view and zoom in on the river to see which way it flows. A beautiful riverside town on the wrong side of the current can still trade locally, but it cannot send rafts upstream.

Using the trade screen

The trade screen lists products on the left and regions on the map. Each region shows exports and imports, which makes it possible to see where a surplus is coming from and where it is going.

  • Product list: use the category filter to find food, construction goods or luxuries.
  • Add trade route: select a product, then drag from the origin region to the destination.
  • Auto-trade: the route adjusts to demand automatically. Start here.
  • Fixed volume: set a specific annual amount when you need a guaranteed supply.
  • Route list: review existing routes for volume, status and destination.

The trade screen is also a diagnostic tool. If a region shows a large import of a good you thought it produced, the local chain is probably failing. If a region shows zero exports despite a full warehouse, the route or transport is the problem.

Roads, bridges and capacity

Roads have capacity and speed. A dirt road is fine for a young county; a busy artery needs stone. Hover a road to see its traffic bonus, material bonus, total speed and maintenance cost. Damaged roads are slower and can bottleneck a supply chain without any building showing an error.

To upgrade a road, select the upgrade tool, click the start and end points and confirm. You need stone and a mason’s guild to process it. Keep masonry points positive; road maintenance competes with building construction.

Bridges are built before the road crosses water. Stone bridges span longer distances than wooden ones, and the maximum bridge length was increased in a demo update. If a bridge will not place, the span is probably too long or the bank is unsuitable.

Road symptoms and fixes
SymptomCauseFix
Vendors take a long timeDirt road or long detourUpgrade the busiest section to stone; shorten the route
Goods stop movingRoad damaged or disconnectedRepair with masonry points; reconnect to the market square
Road will not cross a riverNo bridgeBuild a bridge first, then draw the road
Bridge will not placeSpan too longUse a stone bridge or find a narrower crossing

Worked example: moving stone

Your main region has no stone. A region upstream has a stone deposit. Here is the route:

  1. Found or develop a settlement near the stone deposit in the upstream region.
  2. Build a stone quarry and enough housing/food to keep it staffed.
  3. Upgrade a settlement on the navigable river to level two and build a raft port. It must not be at a fork.
  4. In the receiving region, build a raft port on the same river downstream.
  5. Open trade, select stone, drag from the upstream region to the downstream region and enable auto-trade.
  6. Confirm the quarry has surplus and the route is moving. Stone should appear in the receiving region’s storage.

If you need to send goods the other way, the demo cannot do it by raft. Use land trade for light goods, or wait for Early Access ports and sailboats. This is the single most important geographic constraint in the demo.

Troubleshooting checklist

Why a trade route is not working
CheckQuestionFix
ProductionDoes the origin have a surplus?Increase output or reduce local consumption
MarketDoes the sending region have a small market?Build one in a level-two settlement
RoadDoes it reach the yellow market square?Rebuild the final segment
BridgeIs there a crossing?Build a bridge before the road
River directionIs the origin upstream?Move the port or use land trade for light goods
Port placementIs the raft port at a fork?Relocate it to a clear channel
Heavy goodsIs the good logs, stone, clay or sand?Use the river; roads cannot carry it between regions
Receiving buildingDoes the destination have a market or port?Build the receiving trade building
CapacityIs the road damaged or overloaded?Upgrade, repair or add a second route
One product per route at first

Start with a single critical good, confirm it moves, then add the next. A trade screen full of routes is harder to debug than a single lifeline that you know works.

For the production side of the equation, read the production chains guide. For the regional politics that determine who benefits from trade, see the regions guide.

Quick answers

County of Fortune trade questions

How do I trade between regions in County of Fortune?

Upgrade a settlement to level two, build a small market or raft port, connect the regions by road or navigable river, then open the trade screen with T. Choose a product, select the origin and destination, enable auto-trade and create the route.

Beginner trade walkthrough

Why can’t I move stone by road?

Heavy goods such as stone, logs, clay and sand cannot be traded between regions by road in the demo. They require a river route. Load them at a raft port and send them downstream.

Why do my rafts not travel upstream?

Rafts are downstream-only in the demo. Early Access adds ports and sailboats that can move goods both upstream and downstream. For now, place the producing region upstream of the receiving region.

Why does my trade route show no goods?

Check production first, then the route. The origin may lack surplus, the road may not connect to the market square, the raft port may be in the wrong direction, or the receiving region may lack a market or port. The troubleshooting table below lists the usual causes.

Do I need a small market for every trade route?

For land trade, the sending region needs a small market. A raft port can receive goods over land if the sending region has a small market. River-to-river trade needs a raft port at both ends.