Guides
Romestead Trading Post: Safe Route Planner
Quick Answer
Use the Romestead Trading Post only after local Logistics Tent links work, the source settlement has spare stock, and the route is actually unlocked. Before automation, choose what to buy, sell, keep protected, and who owns the route in co-op.
Trading Post Planner
Choose Safe Routes Before Exports Start
Compare source, destination, resource, risk, and stop rules before a route moves goods between settlements.Search The Item Name Before You Spend It
Use the quick chips for Core Vessel, Empty Pot, Radiant Pilum, Volcanic Ash, Concrete, Ember Cloth, Crystallized Blood, Coriander, Firescale Satchel, Shroom Bar, War Table, Grappling Hook, Beer, and Garum.
Protect the first copy. Check Talos Prototype and Pontifex gear before selling, crafting, or exporting.
- SourceCheck current save
- Used inPontifex Headpiece, Pontifex Vestments, Pontifex Sandals
- StationCheck current save
- StatsTier 6; Stack 60; Material Value: 6; Sell: 1 20
Keep enough pots for Beer, Garum, Wine, Mead, Olive Oil, and Bakery pressure before spending them elsewhere.
- SourceRecipe via Pottery, worker level 1, yields 5; Merchant level 2
- Used inBeer, Olive Oil, Garum +2 more
- StationPottery
- StatsTier 1; Stack 60; Material Value: 10; Sell: 2
Store Shaft, Tip, Shank, and related pieces together until the weapon route and boss value are clear.
- SourceFire Elemental Creature
- Used inSancta Trinita Pilum
- StationCheck current save
- StatsTier 3; Material Value: 6; Sell: 1 20
Treat Ash as a Concrete-chain resource. Confirm Clay, water, storage, and Mixer access before batching.
- SourceRecipe via Citizen Work Order, worker level 1, yields 1
- Used inNo known recipe use
- StationCitizen Work Order
- StatsCheck current save
Use routes for surplus only. Do not export first-copy boss drops, food floors, building goods, or shrine materials.
- SourceOpen route planner
- Used inRoute rules and protected goods
- StationTrading Post planner
- StatsRoute setup
Do not start late construction until Volcanic Ash, Clay, water, storage, and defense are ready.
- SourceCheck current save
- Used inConcrete Road Upgrade, Concrete Town Road Upgrade
- StationCheck current save
- StatsCheck current save
Save the first copy until Leatherworker, Firescale Satchel, Augur, and Flamen gear pressure is clear.
- SourceRecipe via Leatherworker, worker level 5, yields 1; Magus Ceres Creature
- Used inIron Thread, Iron Rod, Augur Headpiece +7 more
- StationLeatherworker
- StatsTier 1; Stack 100; Material Value: 5 50; Sell: 1 10
Store it for the altar and Pottery unlock route until the quest prompt appears in your save.
- SourceCheck current save
- Used inNo known recipe use
- StationCheck current save
- StatsTier 6
Check seed source and food uses before cooking, selling, or scaling a field.
- SourceCoriander Crop cultivated 1-2 100%; Coriander Crop wild 2-3 100%
- Used inScorpion Skewers, Salamander Skewer, Minutal Vulcanum
- StationCheck current save
- StatsTier 2; Stack 60; Material Value: 1; Sell: 0
Check Leatherworker, Firescale, and Ember Cloth pressure before crafting or carrying it into a risky route.
- SourceRecipe via Leatherworker, worker level 5, yields 1
- Used inNo known recipe use
- StationLeatherworker
- StatsTier 3; Consumable Value: 1 15; Sell: 23
Check station, ingredients, food value, and boss-prep use before spending mushrooms or rare food inputs.
- SourceCheck current save
- Used inNo known recipe use
- StationCheck current save
- StatsRestores 10 health Heals 0 health over 0 seconds; Tier 1; Stack 40; Food Value: 10; Sell: 2
Check Carpenter, Wood Plank, and boss declaration routes before treating it like ordinary furniture.
- SourceRecipe via Carpenter, worker level 1, yields 1; War Table World drop
- Used inNo known recipe use
- StationCarpenter
- StatsTier 1; Furniture Value: 70; Sell: 14
Check Blacksmith, Copper Bar, and travel utility before crafting or upgrading variants.
- SourceRecipe via Blacksmith, worker level 1, yields 1
- Used inNo known recipe use
- StationBlacksmith
- StatsTier 2; Weapon Value: 2 50; Sell: 50; Slot Offhand
Check crop, container, Dolium, and citizen-food pressure before scaling production.
- SourceRecipe via Citizen Work Order, worker level 1, yields 1
- Used inNo known recipe use
- StationCitizen Work Order
- StatsRestores 20 health Heals 0 health over 0 seconds; Tier 2; Stack 40; Food Value: 50; Sell: 10
Check Fish, Empty Pot, storage, and Bakery pressure before turning a catch into sauce.
- SourceRecipe via Citizen Work Order, worker level 1, yields 1
- Used inIsicia Marina, Gustum de Praecoquis, Isicia Omentata +6 more
- StationCitizen Work Order
- StatsTier 2; Stack 60; Material Value: 2 50; Sell: 50
No matching popular item. Clear search or open the full item database.
Test Local Automation Before Exports
Use these route checks for Logistics Tent setup, food chains, fuel, olive oil, and advanced goods before a route moves important stock.
- RequirementDefeat the Cyclops (Pyzifax) boss in the Desert biome; Build cost check: 6 Lumber + 4 Stone
- PayoffAutomate resource transfer between buildings
- CheckCheck range, stack limits, and the current building menu before making the town depend on the route.
Place it near the production core, link one output to one input, then watch the route before adding more chains.
logistics / automation / production / storage- Requirement1. Unlock
- PayoffKeeps the automation setup in a safe order instead of linking several buildings at once.
- CheckSave and test the link after each step if the route touches food, rare goods, or build materials.
Treat the unlock as a boss and route checkpoint, then build only after the town can spare basic materials.
logistics / automation / setup- Requirement2. Build
- PayoffKeeps the automation setup in a safe order instead of linking several buildings at once.
- CheckSave and test the link after each step if the route touches food, rare goods, or build materials.
Place it close to production buildings so workers, storage, and players do not lose time walking.
logistics / automation / setup- Requirement3. Access Menu
- PayoffKeeps the automation setup in a safe order instead of linking several buildings at once.
- CheckSave and test the link after each step if the route touches food, rare goods, or build materials.
Open the building or station interface and find the route link controls before moving goods.
logistics / automation / setup- Requirement4. Linking
- PayoffKeeps the automation setup in a safe order instead of linking several buildings at once.
- CheckSave and test the link after each step if the route touches food, rare goods, or build materials.
Place it close to production buildings so workers, storage, and players do not lose time walking.
logistics / automation / setup- RequirementFarmstead output: Wheat; link to Watermill.
- PayoffAutomatic wheat supply
- CheckIf storage drops after a night or reload, pause the chain and refill by hand.
Run this as a single test chain first, then keep emergency food and current build goods outside exports.
production-chain / food / logistics / farmstead / watermill- RequirementWatermill output: Flour; link to Bakery.
- PayoffAutomatic flour grinding
- CheckIf storage drops after a night or reload, pause the chain and refill by hand.
Run this as a single test chain first, then keep emergency food and current build goods outside exports.
production-chain / food / logistics / watermill / bakery- RequirementBakery output: Bread; link to Food Storage.
- PayoffAutomatic bread storage
- CheckIf storage drops after a night or reload, pause the chain and refill by hand.
Run this as a single test chain first, then keep emergency food and current build goods outside exports.
production-chain / food / logistics / bakery / food-storage- RequirementFood Storage output: Stores food.
- PayoffKeeps your town fed
- CheckIf finished goods disappear into the wrong route, remove the link and refill by hand.
Use this as the stop point for the chain, then check the storage floor before expanding automation.
production-chain / food / storage / food-storage- Requirement1: Farmstead
- PayoffFeeds Produces wheat.
- CheckConfirm the output reaches storage before relying on repeat production.
Use this as a food-chain checkpoint before linking the next building.
production-chain / food / farmstead- Requirement2: Watermill
- PayoffFeeds Grinds wheat into flour.
- CheckConfirm the output reaches storage before relying on repeat production.
Use this as a food-chain checkpoint before linking the next building.
production-chain / food / watermill- Requirement3: Bakery
- PayoffFeeds Turns flour into bread.
- CheckConfirm the output reaches storage before relying on repeat production.
Use this as a food-chain checkpoint before linking the next building.
production-chain / food / bakery- Requirement4: Food Storage
- PayoffFeeds Fills with bread automatically.
- CheckConfirm the output reaches storage before relying on repeat production.
Use this as a food-chain checkpoint before linking the next building.
production-chain / food / food-storage- RequirementLevel 2 Quarry (Coal) - linked to buildings that need fuel
- PayoffTurns a repeated hauling chore into a planned production route.
- CheckStop the route if the same goods are needed for food, boss prep, offerings, or current construction.
Protect first-copy goods, test the source and destination, then let the route run only while storage stays healthy.
automation / route / trade / fuel-coal- RequirementOlive production - Press - Storage (great for selling)
- PayoffTurns a repeated hauling chore into a planned production route.
- CheckStop the route if the same goods are needed for food, boss prep, offerings, or current construction.
Protect first-copy goods, test the source and destination, then let the route run only while storage stays healthy.
automation / route / trade / olive-oil- RequirementMultiple inputs linked to workshops for tools, weapons, or trade goods
- PayoffTurns a repeated hauling chore into a planned production route.
- CheckStop the route if the same goods are needed for food, boss prep, offerings, or current construction.
Protect first-copy goods, test the source and destination, then let the route run only while storage stays healthy.
automation / route / trade / advanced-goods- RequirementOne output can feed multiple inputs; daisy-chain as needed
- PayoffHelps decide how complicated the route should be before it touches important goods.
- CheckKeep the first version small so a bad link is easy to remove.
Use this as a route safety check before adding another link or repeat order.
automation / logistics / connections- RequirementUnlocked with the tent - set buildings to repeat production
- PayoffHelps decide how complicated the route should be before it touches important goods.
- CheckKeep the first version small so a bad link is easy to remove.
Use this as a route safety check before adding another link or repeat order.
automation / logistics / repeatable-work-orders- RequirementSome buildings (like Bakery) may have stack limits and need occasional manual restarts
- PayoffHelps decide how complicated the route should be before it touches important goods.
- CheckKeep the first version small so a bad link is easy to remove.
Use this as a route safety check before adding another link or repeat order.
automation / logistics / automation-limits- RequirementConnections work within your town area - keep buildings relatively close
- PayoffHelps decide how complicated the route should be before it touches important goods.
- CheckKeep the first version small so a bad link is easy to remove.
Use this as a route safety check before adding another link or repeat order.
automation / logistics / range- RequirementReturn to the Logistics menu to remove or adjust connections anytime
- PayoffHelps decide how complicated the route should be before it touches important goods.
- CheckKeep the first version small so a bad link is easy to remove.
Use this as a route safety check before adding another link or repeat order.
automation / logistics / editing-linksNo matching route check. Clear search, widen filters, or turn off saved-only.
Search Goods Before Exporting Or Selling
Use these checks to decide what to store, what can move later, and which goods should stay away from Trading Post routes.
- Do firstPut the first boss drop into protected storage, then check gear, altar, and item rows before selling repeats.
- ProtectGuardian materials, Cyclops materials, Pyzifax named rewards, Phoenix materials, unusual scrolls, tablets, declarations, and trophies.
- AvoidDo not sell the only copy of a named drop, tablet, declaration, scroll, or trophy.
boss-drop / guardian / cyclops / pyzifax / phoenix / first-copy
Open next route- Do firstCheck whether Empty Pots, Garum, Wine, Beer, Deep Fried Fish, or offerings need the same chain first.
- ProtectOlives, Olive Paste, Empty Pots, first Olive Oil, and any food route using oil.
- AvoidDo not export Olive Oil if pot supply is already blocking Garum, Beer, Wine, or Bakery food.
olive-oil / empty-pot / garum / trade / food-chain
Open next route- Do firstFill the citizen food floor and boss food chest before turning food into money.
- ProtectBread, cooked food, Garum, Fish, Eel, Ceres crops, boss-prep meals, and emergency food.
- AvoidDo not sell or export food while citizens are hungry or a boss route is planned.
food / bread / garum / fish / boss-food / citizens
Open next route- Do firstEquip or store one clean set before selling extra gear pieces.
- ProtectDruid, Bearserker, Adventuring, Feathered, Tectonic, Augur, Blacksmith goods, Leatherworker goods, and repair materials.
- AvoidDo not sell a single missing set piece because one later boss or biome may need the whole line.
gear / druid / bearserker / adventuring / feathered / tectonic / augur
Open next route- Do firstProtect the first copy and search the item row before crafting, offering, exporting, or selling.
- ProtectCore Vessel, Crystallized Blood, Ember Cloth, Firescale Satchel parts, Phoenix Ash Sample, Volcanic Ash, and altar-looking materials.
- AvoidDo not treat unknown rare materials as profit goods.
rare-material / core-vessel / crystallized-blood / ember-cloth / volcanic-ash
Open next route- Do firstReturn home, split named items from routine materials, then decide what can enter normal storage.
- ProtectNamed scrolls, tablets, declarations, rare ore, unusual food, boss-looking parts, first trophies, repair goods, and route-owner items.
- AvoidDo not let Logistics Tent or Trading Post pull from the first dump chest.
dungeon / loot / scroll / tablet / co-op / logistics
Open next route- Do firstCheck every food, drink, oil, and sauce route before putting spare containers into exports.
- ProtectEmpty Pots, bottles, Garum, Wine, Beer, Olive Oil, Deep Fried Fish, and Bakery or offering goods using containers.
- AvoidDo not sell containers while multiple food routes are waiting on the same stock.
empty-pot / bottle / garum / wine / beer / container
Open next route- Do firstCheck current Market stock, merchant biome, and route owner before spending boss-run coins or routing trade goods.
- ProtectDenarius, Quadrans, Research Paper, first merchant buys, and goods needed for University, Mercury, or Trading Post progress.
- AvoidDo not route coins or rare buys into shared storage if co-op spending rules are not clear.
denarius / quadrans / market / mercury / university / trade
Open next routeNo matching row. Clear search, widen filters, or turn off saved-only.
Food Support Route
Source:main farm or starter town
Destination:new outpost
Resource:Bread, cooked food, spare Wheat, or safe food staples
Stop if the main town's citizen food drops or Ceres offering goods are not locked.Housing Starter Route
Source:main storage and crafting core
Destination:housing block or outpost shelter
Resource:bedroll inputs, basic furniture, spare food, and road materials
Do not add housing if the destination has no Food Storage, jobs, or safe night path.Builder Supply Route
Source:wood and stone stockpile
Destination:expanding settlement edge
Resource:Lumber, Stone, Clay, roads, gates, and common construction inputs
Do not send all base materials before the source storage core and wall repairs are covered.Logistics Chain Test
Source:one producer building
Destination:one input building or storage
Resource:single safe resource, such as Stone, Lumber, Wheat, or Coal
Stop if the chain drains fuel, pots, food, or rare first copies.Clay And Brick Route
Source:Clay Pit or protected Clay storage
Destination:Brick Kiln, Pottery, Material Storage, or construction lane
Resource:Clay, fuel, Brick, barrels, and spare build goods
Pause if Blacksmith, Bakery, Pottery, or Concrete still needs raw Clay.Market Support Route
Source:repeatable surplus or coin stock
Destination:local Market or route owner
Resource:Cheese, Fish, potions, Empty Pots, or biome stock after verification
Market goods vary by biome and job level, so confirm the merchant before routing around buys.Gear Prep Route
Source:Blacksmith, Leatherworker, hunting route, or ore storage
Destination:boss prep chest near the safe exit
Resource:bars, nails, leather, cured hide, armor parts, arrows, repair goods
Stop if the same materials are needed for town defense, walls, or first-copy unlocks.Dolium Food Chain
Source:Farmstead, Watermill, fishing route, or paste storage
Destination:Dolium, Bakery, Food Storage, or boss food chest
Resource:Fish, Grape Paste, Olive Paste, Empty Pots, bottles, Garum, Wine, Olive Oil
Protect first Fish, Grapes, Olives, pots, and bottles before a chain consumes them.Biome Return Route
Source:volcanic or dungeon route chest
Destination:protected main storage
Resource:rare ore, boss materials, unusual drops
Keep first copies locked until recipes and god costs are clear.University Research Route
Source:University, Volcano route, or protected rare storage
Destination:research chest, Concrete Mixer plan, or Trading Post setup
Resource:Research Paper, scrolls, rare goods, Mercury route items, Volcano materials
Do not export Research Paper or rare goods until University, Concrete, and Trading Post choices are clear.Wall Repair Route
Source:Material Storage, Lumber Yard, Quarry, Clay Pit, or Concrete chain
Destination:wall line, gate point, Automatic Scorpio, or repair chest
Resource:Lumber, Stone, Concrete, arrows, repair goods, and gate materials
Avoid building a huge perimeter before storage, roads, and work areas fit inside it.Trade Surplus Route
Source:stable production lane
Destination:Trading Post export
Resource:repeatable surplus goods
Only export goods that are not blocking buildings, bosses, or citizen care.Concrete Supply Route
Source:Volcano ash, Clay, and water buckets/barrels
Destination:Concrete Mixer near late construction
Resource:Volcanic Ash, Clay, water, empty barrels, Concrete
Concrete Mixer needs University research and current-build interaction checks before bulk routing.Emergency Stop Route
Source:any active export route
Destination:manual storage review
Resource:food, build goods, boss drops, rare biome items, offerings
Stop the route, move protected goods out of export storage, then rebuild one route at a time.The Romestead Trading Post route picker and automation checks above start with the safest local test: make one Logistics Tent link work before exports drain the settlement that needs those goods. The Trading Post is a confirmed Early Access launch addition, and it matters because Romestead is not only a backpack-crafting game. Heavy goods, settlement storage, citizens, food, buildings, bosses, and god choices all compete for the same materials.
Open the Romestead tools board if you want the wider boss, biome, god, and co-op planners beside this route picker.
Use local Logistics links, Altar level, Mercury progress, University research, and Volcano research papers as setup checks before a main settlement depends on Trading Post automation. Exact item rules, route capacity, timing, and export filters should be checked in your own save.
Quick Answer
Do not automate a route until the source settlement has true surplus. Test one local production chain first, choose the closest preset route, check source, destination, resource, risk, and co-op owner, then add the next route only after storage stays healthy. If the route moves food, boss materials, first-copy biome drops, or current construction goods, pause and protect those items first.
| Route question | Good answer before automation |
|---|---|
| What is the source? | A settlement with spare stock after food, building, and defense needs |
| What is the destination? | A settlement with storage, road access, and a real project |
| What moves? | Repeatable surplus, support food, or common construction goods |
| What stays protected? | First-copy rare goods, boss drops, god offerings, current build inputs |
| Who owns it in co-op? | One player who can stop, adjust, or explain the route |
| Route action | Safe use | Stop if |
|---|---|---|
| Buy | Filling a known building, food, or gear gap | The item competes with a rare route |
| Sell | Repeatable surplus after local needs are covered | Food, pots, boss drops, or first copies move |
| Hold | Rare, unknown, or boss-adjacent goods | Storage is mixed with export goods |
| Automate | Route has owner, source, destination, and stop rule | Nobody can explain where goods are going |
Unlock And Setup Checks
| Check | Why it matters |
|---|---|
| Logistics Tent works first | Local building links are easier to test than a full inter-town route |
| Mercury route is visible | Trade progress appears tied to Mercury and economy decisions |
| University research is unlocked | Treat the University as a Trading Post setup check before planning exports |
| Research Papers are available | Keep Volcano research papers on the checklist if your save asks for them |
| Market stock is checked locally | Market sells different items depending on biome and job level |
Use this as a warning list, not a final quest walkthrough. If your save has a different unlock order, follow the in-game objective and keep the same protection rules.
Trading Post Route Rules
| Rule | Why it matters |
|---|---|
| Protect first copies | Rare drops can connect to bosses, gods, crafting, or biome gates |
| Do not export emergency food | A town can look rich and still starve later |
| Keep builder goods local | Carpenter and construction routes need wood, stone, and road inputs nearby |
| Name a route owner | Co-op automation becomes messy when everyone edits the same supply line |
| Save and reload | Confirms the route survives before the town depends on it |
| Check destination storage | Automation is useless if goods arrive where nobody can spend them |
Best Route Presets
Start with routes that reduce repeated hauling but do not risk progression. The route presets above are a shortlist, not a command to automate every line at once.
| Route | Source | Destination | Best use | Stop if… |
|---|---|---|---|---|
| Food support | Main farm | New outpost | Keeps a second settlement stable | Main town citizen food drops |
| Housing starter | Main storage | Housing block or outpost shelter | Sets up beds and citizen support | Food Storage and jobs are not ready |
| Builder supply | Wood and stone stockpile | Construction edge | Feeds Carpenter or road work | The storage core is still unfinished |
| Clay and Brick | Clay Pit or Clay storage | Brick Kiln, Pottery, Material Storage | Builds mid-construction supply | Raw Clay is still needed elsewhere |
| Gear prep | Blacksmith, Leatherworker, ore storage | Boss prep chest | Prepares armor, weapons, and repairs | Town defense needs the same goods |
| Dolium food chain | Farm, Watermill, fishing route | Dolium, Bakery, Food Storage | Supports advanced meals or offerings | First-copy food inputs are not protected |
| Biome return | Route chest or outpost | Protected main storage | Brings rare goods home safely | First copies are not locked |
| University research | University or rare storage | Research chest or late build plan | Protects research and late unlocks | Research Paper or rare goods are still uncertain |
| Wall repair | Material Storage | Wall line, gate, Scorpio, repair chest | Keeps compact defense working | The wall blocks roads or carts |
| Surplus trade | Stable production lane | Trading Post export | Turns repeat goods into progress | The output is needed for buildings, bosses, or citizens |
| Concrete support | Volcano ash and Clay route | Concrete Mixer / late build area | Supports late construction once University research is ready | Water, barrels, or first-copy ash are not protected |
| Emergency stop | Any active export | Manual storage review | Stops automation that is hurting the town | Protected goods keep moving |
Protected Goods Checklist
Before you press into automated export behavior, hold back these categories:
| Goods type | Why to protect it |
|---|---|
| Food and crop staples | Citizen happiness and longer routes depend on them |
| Current building materials | Roads, storage, farms, and artisan buildings can stall |
| Boss drops | They may connect to gear, gods, or progression |
| First-copy biome materials | The first unusual item should be checked before it leaves town |
| God offerings | Shrine choices can spend resources faster than expected |
| Co-op personal kit | Players may be carrying gear for a planned route |
The easiest mistake is letting a route export something because it looks abundant for one evening. Wait until the same good is abundant after food, crafting, defense, and the next building are already covered.
Carpenter And Building Routes
Current launch notes also name the Carpenter as a new occupation. That matters for Trading Post planning because automated routes can feed construction work. If one settlement is becoming a build hub, treat wood, stone, road inputs, and common construction materials as protected until the builder says there is surplus.
| If the Carpenter is working on… | Route behavior |
|---|---|
| Storage and roads | Keep basic building goods local |
| A second settlement | Move common goods, not rare progression items |
| Decoration mode projects | Only export after survival and crafting needs are safe |
| Defense or night safety | Food and repair goods should stay close |
Co-op Route Ownership
In co-op, the Trading Post should have rules before it has routes.
| Role | What they decide |
|---|---|
| Route owner | Source, destination, resource, stop rule |
| Builder | Which materials are protected for construction |
| Farmer | How much food can leave the main settlement |
| Scout | Which biome goods are first copies |
| Boss lead | Which drops stay locked until gear and god checks |
| Host | Save, reload, and route persistence checks |
One route owner does not mean one player does all the work. It means the group knows who can answer “why is this item moving?” when a settlement suddenly lacks supplies.
Safe Setup Route
- Pick the closest route preset instead of inventing a broad export rule.
- Count food, building goods, and rare materials before automation.
- Move protected goods out of export storage.
- Create one small route.
- Assign a co-op owner if playing together.
- Save, quit, reload, and confirm the route still looks right.
- Watch the destination for one route cycle before adding a second route.
If a route behaves strangely, stop with one route. Do not stack three more automation lines while you are still unsure which goods are moving.
Common Trading Post Mistakes
| Mistake | Better move |
|---|---|
| Exporting from the main food stock | Keep an emergency food floor |
| Moving first-copy rare goods | Lock one copy before automation |
| Using trade to fix bad layout | Fix roads and storage first |
| Letting every co-op player edit routes | Name a route owner |
| Adding routes before save reload | Confirm persistence first |
| Treating surplus as permanent | Recheck after building, boss prep, and citizen needs |
Next Pages To Open
FAQ
What does the Trading Post do in Romestead?
Current Early Access launch notes describe the Trading Post as a way to set up automated trade routes between settlements. Use it to move spare goods, not to empty the source town.
What should I protect before starting a trade route?
Protect food, current building materials, first-copy boss drops, unusual biome materials, and anything that may be needed for gods or crafting.
Should co-op groups automate trade routes?
Yes, but one player should own each route. Name the source, destination, protected goods, and stop rule before the route runs.
Does the Carpenter change Trading Post planning?
The Carpenter can make construction planning more important because automated routes may feed build projects. Keep builder goods close to the settlement that needs them.