Manor Lords: Trading Rules and Gameplay Explanation

Start trading
Trading uses regional wealth.
Firstly, construct a Trading Post and assign at least one household to it.
Click on “No trade” in front of the goods at the Trading Post to set the goods:
“Import” will only purchase goods to meet the expected value, and stop importing when the goods reach the expected value.
“Export” will only sell goods to meet the expected value, and stop exporting when the goods reach the expected value.
“Full Trade” will import when the quantity of goods is below the expected value and export when it is above the expected value.
Supply and demand:
When players sell too much of a certain product, the export price of that product will decrease, resulting in lower profits.
When players purchase a large quantity of a certain product, the import price will increase, leading to higher costs.
Tip: Utilize this mechanism by selling a product to reduce its price, then buy it back at a lower price, creating a cycle of “sell → price reduction → repurchase → price increase → sell”, which helps maintain the original price of the product.
Expand trading:
Establishing a trade route allows for stable trading of current goods; some goods require a trade route to conduct trading.
The cost of establishing a trade route depends on the price of the corresponding goods – the higher the price, the more expensive the trade route. However, you can use development points to select “Trade Logistics” and control the maximum price of the trade route to 25 or less.
Import tariffs exist, but can be eliminated by using development points to select “Better Trade”, thereby reducing import prices.