Complete Trading Guide for Mount and Blade 2 Bannerlord

“Mount and Blade 2 Bannerlord” is a role-playing action game that becomes the most popular among gamers after its release on the Steam platform in late 2016. The newest version of this game is Mount and Blade 2 Bannerlord, which makes the early access available from 30th March 2020. It is accessible on the Windows platform.

Here are some of the critical aspects mentioned below to know about the trading in Mount and Blade 2 Bannerlord. Selling plays a vital role in expanding the approach during the gameplay in Mount and Blade 2 Bannerlord. Read the complete trading guide from Mount and Blade 2 Bannerlord in the below section.

Also Read: Fix: Mount and Blade 2 Bannerlord Stuck on loading screen

Complete Trading Guide for Mount and Blade 2 Bannerlord

Complete Trading Guide for Mount and Blade 2 Bannerlord:

Trading depends on many things whose description given in the context. In Mount and Blade, 2 Bannerlord gameplay the trading plays an extended role to improve the gaming abilities. Read the trading guide below to know about every aspect of the game.

Category of Items:

There are three trading items categories in the game, which are:

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Loot:

This is something you can plunder off the battlefield. It consists of all the weapons, Armour, and ammunition. Food and mounts not included in this trade item. You can trade these loot items to the nearby town and can earn useful resources.

Livestock:

This category contains mounts and animals. There are two subcategories decided for both mount and animals. The first subcategory includes animals that can provide food and resources. These are sheep, cows, and hogs. The second subcategory consists of the mounts, which signify used to increase travel speed and carrying capacity. You can also trade the food from the mounts, but it is not an economic decision.

Goods:

These are highly preferred trade items which may boost particular town and city statics. These have two categories. The first category is natural products, and another is categorized as manufactured goods. Natural products are those who can reap directly from natural resources, like Iron, Flax, and Grains. Another category is of the manufactured goods created by natural products by converting them into more useful and tradable items, like Jewellery, Tools, and Linen.

Demand and supply:

Each area has a unique item as compared to any of the nearby towns. You may need to maintain the demand and supply of those particular things very carefully if you want to trade professionally. Remember, other merchants wish to involve in the deal. You have to go far from their destination of the source as numerous processions may help spread the goods further outward.

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Towns may have low prices for Base Goods, mainly when many villages are producing the same products. The prices marked as green when they are cheap and colored as Red when they are expensive.

Try to purchase the items with a green label and sell the items with the red name if you want to earn right from the trading. The colored label does not include hogs, sheep, cows, and horses. You have to gain experience after playing the game for the trading of these kinds of goods.

Resource preferences:

Calradia’s Kingdoms considered being resource-rich with several components as they become further distributed among the several zones. Each zone influences the history means they are resource-rich according to the historical preferences and trades. These zones are:

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Vlandians:

They have expensive cattle, but the hogs are cheaper than any other region. Less manufacturing capabilities lead to having a low price for most of the base goods and high cost for manufacturing products. They favor heavy mounted knights, thus require war horses.

Battanians:

Manufacturing products are expensive as they suffer the lack of manufacturing sectors. They cover the low price for grains, sheep, hogs, hardwood, iron, and other natural resources.

Sturgians:

Well, they are known for the best quality cheap furs. Similar to the Battanians and Vlandians, they have some demand for wine, dates, and olives.

Khuzait Khanate:

Good for hides, cows, sheep, and meat. Some areas also demand the salt. Tools appeared to be very cheap in this region; sometimes, they require silver ores and leather. Almost always wants some amount of furs.

Aserai:

Known for the trading of Dates, grains, salt, horses, and fish. Manufactured goods are low in price. Food items are cheap. Hardwood and iron ores can gain higher profits in a land with no trees. This is the place to become a horse merchant.

Empires:

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Eastern, Northern, and southern empires have a lot of similarities in goods. They have a mixed need for demand and supply. There is a city by city variance and thus opportunities for arbitrage at shorter ranges but with generally less consistency. You need to gain the experience to know about the trading pattern in these empires.

Maps of production:

Each item produced in any zone marked in the Map. Draw your trade routes instead of following the recommended. Become a professional trader by analyzing the production item map.

For example, Hogs prefer to go to the East and South, which means you should buy Hogs in The North West. You should sell them far away from where the good is in low supply and high demand.

Caravans and Workshops:

Caravans started most likely at the edge of the Map. They are more likely to travel farther lands and experience changes in the environment and resources. You may h=gain the more trading opportunity if you join them as a home. But you may get a lack of manufacturing and producing experience of goods.

Workshops are the places where input goods are cheap and available as an expensive product. You may choose wisely to put a workshop according to the resource available. For example, if you put a jewelry workshop on the western edge, then you may need to transport silver there. This plan may cost you a high price. Manufacturing in the low capital area might be a risk, but you can gain a considerable profit through proper trade planning.

Caravans tend to be high risk and high reward while workshops are contradictory. Both take a while to start up and start making average profits, with profits slowly improving over their lifetime. As a kingdom, you want to specialize in conquering provinces with goods that you need, or towns that contain three workshops slots and can thus be ready to produce quite cities with just one or two. This planning might profoundly influence the success of individual clans and nations.

Profitable Trade Routes:

Trading from Vlandians, Battanians, and Western Roman Empire to the Aserai are going to be beneficial. You’ll sell Aserai horses/desert horses for a first bank, and western Calradia has many low-value goods that Aserai cannot produce like grapes, hardwood, wine, olives, furs, and hogs.

You’ll buy furs within the north and sell them within the south for double or triple profit. You’ll then buy horses, oil, linen, tools, pottery, etc. along with many stops and trade with Empire, the Khanate, and sometimes head more west to unload livestock like cows form the Steppes and other products you choose up for reasonable along the way.

Trading has never been so tricky in Mount and Blade 2 Bannerlord. You need to go through a well-planned structure. The above guide may help you to get the maximum out of the trading plan. You can plan according to the details provided here and can optimize the playing experience. You need to read each aspect carefully, not to miss out on anything from the trade plan.

You may decide the trade path according to you, but you have to keep in mind the details as mentioned above, which may help you to trade according to your needs. You may also track the zones and their resources where you want to access the trading. The trading guide mentioned above for Mount and Blade 2 Bannerlord is purely a trade guide as in contrast. If you have any queries or feedback, please write down the comment in the below comment box.

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