How to trade and steal (patch 0.6.2)

Become medieval received a major new update that includes Trade, Theft, and Regional Influence. Merchant Caravans can bring goods that are inaccessible to players. This includes production structures that have not yet been researched into. Become medieval, rare off-season supplies, and exotic weapons like the Falcon. Players can also unload all of their excess materials for huge profits or regional influence.
The kingdom grew with new factions and changes to existing factions. One could find oneself aligned with ancient adversaries like the Church of the Third Coming in order to provide weapons and artifacts. But too many wrong moves and friends can turn into bitter rivals.
As with other updates, players may need to accept all new features to avoid issues with old saves. It will depend on the platform Become medieval was purchased on. For Steam, there will be “experimental” versions on the drop-down launcher. Epic Games Store will have a completely separate installation available. GOG requires the use of GOG Galaxy and configuration of the settings inside; those who don’t use Galaxy will have to wait until the game is automatically fixed.
Building for commerce in medieval times
Players can start a trade by building a Mapping table. This requires first acquiring the Architecture research, then allocating 30 additional columns to Cartography. The table itself is considered a piece of furniture, so it will not suffer any loss in durability for being without a roof. However, it can be damaged during raids and by thunderstorms.
Commercial hall
While commercial caravans want to sell their goods, they don’t care about neat delivery. The conclusion of the trade will force the merchant to throw items right at his feet, slowly decomposing on the ground. It is therefore important to build a large hearth at the front of their colony. This includes a large floor, a roof, and possibly the correct temperature levels when purchasing food. Merchant NPCs will tend to think of the main hall as a room that has both a door and is close to a campfire or fire pit. The more complex it is to enter a fortress, the longer it will take them to get to the right room.
Storage and works
Only items currently in stock are considered available for outbound trade. This also extends to storage containers in Become medieval like shelves, gun shelves and chests. This means that there should always be a lot of settlers working just on the transport task, especially if it’s picking up material from fallen enemies or animal carcasses.
The furniture business is a multi-step process. First, the item needs to be built by a builder, then packaged and finally moved to stock with activated structures. The packaging is not currently forced labor, so players will have to wait for the settlers’ AI to do it themselves.
Regional factions in Going Medieval
Each card Become medieval will spawn a few factions in the area. Players can be on their side by producing items they prefer, harming enemies, or refraining from actions they don’t like. There are eight possible factions, but those that follow a similar philosophy probably won’t be in the same region – that is, there won’t be two Restitution factions at a time.
- The Faithful Sons of England: loyal to the king who will stop at nothing to restore civilized order. They are against cannibalism but still allow bandits to operate. Their goods help in protection against raids and combat.
- The she-wolf band: nobles who support the Queen’s French heirs as legitimate successors to the throne. They trade fine, high-quality items and facilities to do more.
- The Kingdom of York: a peasant uprising which wishes to dissolve the monarchy, but otherwise tries to remain neutral. Their wares tend to be simple everyday items.
- The Hersey of the Rose: a poorly organized anti-religion group. They don’t like Oak Brethren and Restitution followers. They carry a random purse of goods.
- The natural philosophers: scholars who seek knowledge rather than blind faith. They specialize in textbooks and research.
- The Circle of Avalon: Oak Brothers devotees who oppose both the Church of Restitution and the savage cannibals. They provide goods for making temples.
- The Disciples of Ancrene: a cult of Restitution operating outside the official Church. They have assets to build chapels.
- The Church of the Third Coming: Fanatics of the Church of Restitution, seeking to crush anyone who does not follow religion. They sell weapons and chapel decorations.
Commercial caravans
Once the mapping table is created, merchants from friendly and neutral colonies will arrive at random. They will be escorted by a few armed guards, but will not attack or be hampered by traps. Neutral parties can pass through locked doors just like settlers. Neutral merchants will not sell weapons and armor, but will change their mind if the faction becomes friendly during the excursion. Players will want to use a Become medieval colon with speech to get better deals.
There is no underlying currency or fixed value, the value of each item is determined by the supply and demand of the faction. The perceived value will be exponentially higher when buying from a merchant, even if players already have a huge supply or are attempting a refund. The durability and quality of the items will also influence the value of each item. At a minimum, traders will only accept trades with a 5% loss per trade. However, with sufficiently high speech, they will tolerate up to 20% loss. Conversely, any exceptional profit will increase alignment with the associated faction.
Merchant theft in Going Medieval
If a merchant dies, he will drop all of his transported items. This allows for a certain opportunity to make huge profits by attacking caravans. Merchants don’t need to eat or sleep, so you can’t just trap them by removing doors or adding walls. Instead of, Become medieval players will have to attack the caravan.
Alignment is lost per individual hit, not the total damage dealt. Expert two-handed swordsmen and heavy crossbowmen can kill with less risk than untrained brawlers. The guards do not retaliate unless the faction itself becomes hostile. Players can exploit this by buttering a merchant with free gifts until they are friendly, then running them while returning to neutral. If things get hostile, the guards will begin an incursion almost identical to a raid. They will prioritize the destruction of production facilities and the dozing of settlers, but will leave when satisfied.
It doesn’t matter if players choose to make allies or enemies of other factions, Merchants are a great way to earn more goods. While Become medieval is still in Early Access, Foxy Voxel is planning regional interaction to play an important role in the full version. Players who wish to continue with their current rules should be prepared for future changes.
Become medieval is currently in Early Access on PC.
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