Tracked buildv1.0.0

Version-stamped guides

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

StopBuySell
Guards Camp I16 Meat8 Spears
Disaster Village8 Helmets8 Clothes, 20 Eggs
Guards Camp I4 Armor
Sourwine Town10 Alcohol16 Bread
Fishpool20 Fish16 Cabbage
Sourwine Town20 Eggs
Fort Pass4 Armor, 10 Axes8 Helmets
Mill Town8 Straw, 10 Wheat, 20 Flour20 Planks, 8 Tires
Lazy Village8 Clothes16 Meat, 20 Fish
Guards Camp II8 Spears8 Bows
Plain City16 Bread, 10 Saws, 20 Nails20 Flour
Riverbend8 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

  1. 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.
  2. 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

Town names are the English localizations of the Chinese route; if you spot a mismatch after a patch, let us know.