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Steam News29 March 20263mo ago

Trade Empire - Dev Diary #12 - Trade Conditions

Hello everyone! In the latest stage of development, I worked on a new trade conditions system designed to make cities feel more alive and less predictable.

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Repeated intro

Hello everyone!

What changed

0 fixes2 additions3 changes3 removals
  • Maps
  • Events
  • Gameplay
  • Balance
addedIn the latest stage of development, I worked on a new trade conditions system designed to make cities feel more alive and less predictable.
addedSome cities can now generate temporary events and situations based on their unique traits. These effects are not just visual flavor anymore; they have been turned into real gameplay mechanics that directly influence trade flow, market structure, route selection, and player decisions.
removedSales Ban: The city market is temporarily closed, and the player can no longer list goods on the market. If items had already been listed before the effect began, their sales are paused during this period.
removedHarbor Closed: No sea-based departures can be made from a city whose harbor has been closed. Sea deliveries cannot be sent to that city, and the related sea routes are automatically disabled on the route screen.
changedUnknown Ship Docked: A mysterious ship docks at the city and leaves temporary goods in the market. When its duration ends, the ship leaves the harbor and the goods it brought disappear from the market as well.
changedSpecial Cargo Opportunity: A mysterious cargo appears in the city market. Only its price is shown. Once purchased, the actual item and quantity inside are revealed. Sometimes it results in a fairly ordinary profit, while other times it can turn into a very valuable opportunity.

Trade Empire changes

addedIn the latest stage of development, I worked on a new trade conditions system designed to make cities feel more alive and less predictable.
addedSome cities can now generate temporary events and situations based on their unique traits. These effects are not just visual flavor anymore; they have been turned into real gameplay mechanics that directly influence trade flow, market structure, route selection, and player decisions.
removedSales Ban: The city market is temporarily closed, and the player can no longer list goods on the market. If items had already been listed before the effect began, their sales are paused during this period.
removedHarbor Closed: No sea-based departures can be made from a city whose harbor has been closed. Sea deliveries cannot be sent to that city, and the related sea routes are automatically disabled on the route screen.
changedUnknown Ship Docked: A mysterious ship docks at the city and leaves temporary goods in the market. When its duration ends, the ship leaves the harbor and the goods it brought disappear from the market as well.

In the latest stage of development, I worked on a new trade conditions system designed to make cities feel more alive and less predictable.

Some cities can now generate temporary events and situations based on their unique traits. These effects are not just visual flavor anymore; they have been turned into real gameplay mechanics that directly influence trade flow, market structure, route selection, and player decisions.

These conditions can have either negative or positive effects.

Negative Effects:

  • Pirate Threat (Harbor Closed, Embargo)

  • Bandit Threat (Embargo)

  • Epidemic (Harbor Closed, Embargo, Sales Ban)

  • War Zone (Harbor Closed, Embargo, Sales Ban)

Positive Effects:

  • Strategic Location (Unknown Ship Docked, Strict Customs Control, Special Cargo Opportunity)

  • Trade Hub (Market Boom, Festival)

Sales Ban: The city market is temporarily closed, and the player can no longer list goods on the market. If items had already been listed before the effect began, their sales are paused during this period.

Harbor Closed: No sea-based departures can be made from a city whose harbor has been closed. Sea deliveries cannot be sent to that city, and the related sea routes are automatically disabled on the route screen.

Embargo: The city is completely closed to external trade. Quest deliveries, city demands, and route choices are all reshaped accordingly.

Unknown Ship Docked: A mysterious ship docks at the city and leaves temporary goods in the market. When its duration ends, the ship leaves the harbor and the goods it brought disappear from the market as well.

Special Cargo Opportunity: A mysterious cargo appears in the city market. Only its price is shown. Once purchased, the actual item and quantity inside are revealed. Sometimes it results in a fairly ordinary profit, while other times it can turn into a very valuable opportunity.

Festival: During a festival, extra income from sales made in that city accumulates in the background. When the festival ends, that bonus is paid out all at once. This turns the effect from a small instant bonus into a meaningful economic opportunity worth tracking.

Market Boom: The city economy accelerates for a short period. In these situations, the chance of sales increases in the market, allowing for much more efficient trading when you are in the right city at the right time.

With this update, cities no longer behave like static trade points. Each city is starting to feel more like a dynamic center that can generate its own problems, opportunities, and risks over time. It is becoming increasingly important not only what you sell, but also where, when, and under what conditions you sell it.

Source

Steam News / 29 March 2026

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