Best Early Trade Route (Full Loop, Community-Tested)
Updated 2026-08-28
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This route was posted by a Chinese community player and then corrected by others in the replies. It is a full loop — follow it as written the first time, then drop the legs that feel too dangerous for your party.
The loop
| Stop | Buy | Sell |
|---|---|---|
| Guards Camp I | 16 Meat | 8 Spears |
| Disaster Village | 8 Helmets | 8 Clothes, 20 Eggs |
| Guards Camp I | — | 4 Armor |
| Sourwine Town | 10 Alcohol | 16 Bread |
| Fishpool | 20 Fish | 16 Cabbage |
| Sourwine Town | — | 20 Eggs |
| Fort Pass | 4 Armor, 10 Axes | 8 Helmets |
| Mill Town | 8 Straw, 10 Wheat, 20 Flour | 20 Planks, 8 Tires |
| Lazy Village | 8 Clothes | 16 Meat, 20 Fish |
| Guards Camp II | 8 Spears | 8 Bows |
| Plain City | 16 Bread, 10 Saws, 20 Nails | 20 Flour |
| Riverbend | 8 Forks | — |
Community corrections (read before you go)
- Consider dropping the 4-armor leg. One replier warns it makes the road fights noticeably harder — armor is heavy and pushes your danger level up.
- Do not overstock dangerous goods early. Another player's summary: keep risky items light in the first hours, or you will wipe a wagon full of profit.
Two mechanics that change every route
- Danger follows cargo. Every extra stack raises encounter difficulty on the road. The route above works because it keeps the wagon lean at each dangerous leg.
- Reputation comes from matching town type — not the demand star. Selling goods that match a town's type raises reputation even without the "in-demand" marker. One player reported being misled by the star mechanic "the entire game" before discovering this.
Sources
- Steam thread: How to build a perfect sales route (CN) — the full route and the two corrections above
- Steam thread: selling "in-demand" wares increase your reputation... I was misled — town-type reputation mechanic
Town names are the English localizations of the Chinese route; if you spot a mismatch after a patch, let us know.
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