⛵ Trade routes
⚠ Spoiler: this opens in chapter 8.
From chapter 8 a ⛵ Pier can be built at the island’s edge — a deck over the drop. From it a flying airship travels a trade route by itself to the keepers’ islands your party has already visited.
- A route: what to send (up to 2 goods, up to 200 in total per trip), what to bring back with the earnings and how often to fly. The rest of the earnings comes as gold.
- Your goods are valued there (more than at the Trading post), and theirs are cheaper than buying at the post. The price wanders a little from trip to trip.
- One pier — one route. An airship on a route doesn’t go on expeditions: you need another one — build it at the shipyard.
- Not enough goods in storage — the airship takes what there is; nothing to take — it waits a day.
- A route can be removed at any time: if the airship is on its way, it delivers the cargo and returns.
- Colony guests also land at the pier — the route airship stays nearby until it flies off.
| Island | Days | They buy (gold per 10) | They sell (gold per 10) |
|---|---|---|---|
| Green island (Vedana) | 2 | Bread 3, Cloth 10, Clothes 30, Tools 20, Furniture 30 | Herbs 3, Saplings 3, Honey 6, Medicine 45, Wood 2 |
| Stone island (Ratmira) | 3 | Bread 3, Smoked meat 5, Honey 8, Leather 10, Clothes 30, Medicine 60 | Iron ore 2, Coal 2, Stone 2, Brick 4, Ingots 16 |
| Dusk island (Taisya) | 3 | Planks 3, Wool 4, Cloth 10, Furniture 30, Jewelry 60 | Clay 2, Paper 4, Copper 9, Skystone 8, Books 40 |
This guide is built from the data of the game “Oskolki” — a browser colony simulator on a floating shard among the ruins of the ancients. Play for free in the browser.