Bannerlord mechanics

Trade guide

Bannerlord v1.5.7 · checked 2026-11-12 · updated 2026-11-13

This guide explains what the Trade skill and every Trade perk really do in game v1.5.7: the merchant's cut on every purchase and sale, the green and red trade markers, carry capacity, trade rumors, caravan and workshop income, wages, barter, and the governor halves for tariffs, village production and construction. NavalDLC extends the building construction, carry capacity, wage and recruitment cost, prosperity, village production and workshop models, and extends and replaces parts of the clan finance models; at sea Caravan Master is not applied. StoryMode extends the wage and recruitment cost models in the story campaign.

How prices, markers and rumors work is in the trade topic: the Trading guide, Prices and profit markers and Trade rumors. The exact rules for every Trade perk are in the skill deep dives: Crafting and trade (trade penalty perks, Silver Tongue, Trickle Down, rumor perks, markers), Party and map (carry capacity, wages, recruitment costs, villager trade, trade tax per visit), Settlements (tariffs, clan income and renown, construction, workshops, village production, recruit slots) and Characters and politics (barter, safe passage, issue relations, kingdom joining, mercenary awards, ransom, companion hiring, caravan refunds).

Who holds the perk. Each half is read from one hero. Party leader halves are read on the leader of the trading party, quartermaster halves on the hero in your party's Quartermaster role (the party leader when nobody holds it), clan leader halves on the clan leader, and governor halves on the governor of the settlement. Some halves are personal: they are read on the hero doing the action. Each perk below says which hero counts. Where a governor half says "governor present", the governor has to actually be in the settlement.

What the verdicts mean.

No Trade perk is unused. Four halves are ui_only: the marker halves of Appraiser, Whole Seller, Caravan Master and Market Dealer.

What unlocks what

Every 25 points of Trade opens a new pair. You pick one perk of each pair; the other is locked for that hero. Tier 12 has a single perk.

Trade Perk A Perk B
25 Appraiser: smaller cut when selling equipment; profit markers on your items Whole Seller: smaller cut when selling trade goods; profit markers on your items
50 Caravan Master: more carry capacity; price markers on the merchant's items Market Dealer: cheaper safe passage; price markers on the merchant's items
75 Distributed Goods: double relation from artisans' issues; smaller cut when buying in villages Local Connection: double relation from merchants' issues; smaller cut when selling animals
100 Toll Gates: rumors from your workshop towns; gold per caravan visit for the governed town Traveling Rumors: rumors from your caravans; gold per villager visit for the governed town
125 Artisan Community: renown from profiting workshops; extra recruit slot with merchants Great Investor: renown from profiting caravans; cheaper companions
150 Content Trades: more tariff income; half wages in settlements Mercenary Connections: faster workshops; lower mercenary wages
175 Insurance Plans: refund for a destroyed caravan; smaller cut when buying food Rapid Development: refund per workshop in a captured town; smaller cut when buying clay, iron, silver and raw silk
200 Granary Accountant: smaller cut when selling food goods; more grain, olives, fish and dates in villages Tradeyard Foreman: smaller cut when selling pottery, tools, jewelry and raw silk; more clay, iron, silver and raw silk in villages
225 Self-made Man: better item values in barter; faster marketplace construction Sword For Barter: cheaper mercenary recruits; lower caravan guard wages
250 Silver Tongue: cheaper defection of lords; cheaper goods from caravans Spring of Gold: daily interest on your gold; stronger construction boosts
275 Man of Means: lower mercenary award for minor clans; cheaper ransom Trickle Down: relation with merchants after a big deal; prosperity while building
300 Everything Has a Price: settlements can be traded in barter (no alternative) —

How the trade penalty works

Every purchase and sale carries a trade penalty: the merchant's cut. A higher penalty means you pay more when buying and get less when selling. The Trading guide shows how it is built: it starts at 0.06 and grows for war, for selling equipment or animals, and for trading with villages or caravans. Then the Trade skill and the perks shrink it:

Trade penalty = (starting penalty + added terms) ÷ (1 + 0.2% × party leader's Trade) × (1 + sum of all perk percentages)

A perk's percentage cuts the penalty, not the price. A −15% perk on a penalty of 0.06 removes 15% of 0.06, not 15% of the price. When selling equipment, where the added term alone is 1.5 or more, the same percentage removes more gold.

Tier 1 (Trade 25): Appraiser or Whole Seller

Appraiser

Whole Seller

Tier 2 (Trade 50): Caravan Master or Market Dealer

Caravan Master

Worked example. A party on land with 50 healthy troops and nothing else that carries:

A party on land with 50 healthy troops and no spare mounts or pack animals, its quartermaster with Caravan Master.

Step Source Stage Change Running value
Base Party inventory (carry) capacity base 0.0000
1 Base carry capacity add +10.0000 10.0000
2 Healthy troops carry capacity add +1000.0000 1010.0000
3 Caravan Master factor +30% +303.0000 1313.0000
Result Party inventory (carry) capacity 1313.0000

With these inputs, party inventory (carry) capacity is 1313.0000.

The 50 troops add 1000.0000, so the party starts at 1010.0000 and Caravan Master raises it to 1313.0000.

Market Dealer

Tier 3 (Trade 75): Distributed Goods or Local Connection

Distributed Goods

Local Connection

Tier 4 (Trade 100): Toll Gates or Traveling Rumors

Toll Gates

Traveling Rumors

Tier 5 (Trade 125): Artisan Community or Great Investor

Artisan Community

Great Investor

Tier 6 (Trade 150): Content Trades or Mercenary Connections

Content Trades

Mercenary Connections

Worked example. A party waiting in a town pays 1000 a day before perks: 400 to mercenary troops, 100 to caravan guards and the rest to other troops. Its leader has Content Trades and Mercenary Connections, and its quartermaster has Sword For Barter:

A party waiting in a town, paying 1000 a day before perks, 400 of it to mercenary troops and 100 to caravan guards. Its leader has Content Trades and Mercenary Connections; its quartermaster has Sword For Barter. Inputs: total wage 1000.

Step Source Stage Change Running value
Base Party daily wage base 1000.0000
1 Content Trades factor -50% -500.0000 500.0000
2 Mercenary Connections factor -10% -100.0000 400.0000
3 Sword For Barter factor -1.5% -15.0000 385.0000
Result Party daily wage 385.0000

With these inputs, party daily wage is 385.0000.

Mercenary Connections' −25% counts only on the 400 paid to mercenaries, so it shows as −10% of the whole wage; Sword For Barter's −15% on the 100 for caravan guards shows as −1.5%. All three cuts add up and are applied once, so the party pays 385.0000 a day.

Tier 7 (Trade 175): Insurance Plans or Rapid Development

Insurance Plans

Rapid Development

Tier 8 (Trade 200): Granary Accountant or Tradeyard Foreman

Granary Accountant

Tradeyard Foreman

Tier 9 (Trade 225): Self-made Man or Sword For Barter

Self-made Man

Sword For Barter

Tier 10 (Trade 250): Silver Tongue or Spring of Gold

Silver Tongue

Spring of Gold

Worked example. A clan leader with Spring of Gold carries 250000 denars:

A clan whose leader has Spring of Gold and carries 250000 denars.

Step Source Stage Change Running value
Base Daily clan income base 0.0000
1 Spring of Gold add +250.0000 250.0000
Result Daily clan income 250.0000

With these inputs, daily clan income is 250.0000.

The perk adds 250.0000 denars a day.

Tier 11 (Trade 275): Man of Means or Trickle Down

Man of Means

Trickle Down

Tier 12 (Trade 300): Everything Has a Price

Skill effects

This comes from the Trade skill itself, no perk needed.

What the skill level itself does

The game also reads your Trade level directly, without any perk. Effects that depend on any skill level are listed once in the skills guide.

What it affects What the level does Level needed Conditions Verdict
AI governor choice score of a hero AI clans pick a governor by the score 0.3 × Tactics + 0.9 × Charm + 0.8 × Engineering + 2 × Steward + 1.2 × Trade + Leadership (raw levels). — — works
AI clan strength value of a hero as a commander A hero's value as a commander (AI clan strength and marriage barter value) adds Tactics + Steward + Trade + Leadership. — — works
Skill XP from an incident option The skill XP of an incident option (Trade, Roguery or Engineering) is multiplied by your learning rate from attribute and focus, but never reduced below ×1. — Hero: main hero works
Incident may trigger for the player Trade incidents can trigger for you only once your Trade reaches each incident's threshold. Most also need other conditions. Trade at least 10 (Dodgy Spice), 20 (Market Manipulation, Speculative Investment), 30 (Tipping the Scales), 35 (Third Party Arbitration) or 40 (Back Taxes) Hero: main hero works
Tavern keeper companion recommendation score For this recommendation type the score is the candidate wanderer's Trade. — — works

Who the perks work for

Who counts as you, a relative or a wanderer, and why some halves skip one of them, is explained in the Skills guide.

Every other Trade perk half and skill effect works for every hero: you, relatives and wanderers.

Perk Half Works for Where the hero has to be
Appraiser secondary nobody: never read in play, or only shown in the interface —
Whole Seller secondary nobody: never read in play, or only shown in the interface —
Caravan Master secondary nobody: never read in play, or only shown in the interface —
Market Dealer primary only you clan leader
Market Dealer secondary nobody: never read in play, or only shown in the interface —
Toll Gates primary only you anywhere: the hero's own bonus outside battle
Toll Gates secondary relatives and wanderers, not you governor
Traveling Rumors primary only you anywhere: the hero's own bonus outside battle
Traveling Rumors secondary relatives and wanderers, not you governor
Artisan Community primary only you clan leader
Great Investor primary only you clan leader
Content Trades primary relatives and wanderers, not you governor
Mercenary Connections primary relatives and wanderers, not you governor
Granary Accountant secondary relatives and wanderers, not you governor
Tradeyard Foreman secondary relatives and wanderers, not you governor
Self-made Man secondary relatives and wanderers, not you governor
Silver Tongue primary only you anywhere: the hero's own bonus outside battle
Spring of Gold primary only you clan leader
Spring of Gold secondary relatives and wanderers, not you governor
Man of Means primary only you clan leader
Man of Means secondary only you anywhere: the hero's own bonus outside battle
Trickle Down secondary relatives and wanderers, not you governor

All Trade effects

Every effect site of the Trade perks, skill effects and skill level. Values are what each site applies; a value that grows with skill is shown at the perk's required skill (skill effects and skill levels: per skill point). ×N marks N identical sites.

Perk Half Game number Stage Value Conditions Verdict
Appraiser primary Trade penalty factor -15% Item: not trade good; party: selling; role: party leader works
Appraiser secondary Profit marker on the player's items override on Role: personal UI only
Whole Seller primary Trade penalty factor -15% Item: trade good; party: selling; role: party leader works
Whole Seller secondary Profit marker on the player's items override on Role: personal UI only
Caravan Master primary Party inventory (carry) capacity factor +30% Party: not at sea; role: quartermaster differs
Caravan Master secondary Price marker on the merchant's items override on Role: personal; settlement: town castle or village UI only
Market Dealer primary Barter value of safe passage factor -50% Hero: main hero; role: clan leader differs
Market Dealer secondary Price marker on the merchant's items override on Role: personal; settlement: town castle or village UI only
Distributed Goods primary Relation gained with the issue giver on issue completion multiply ×2 Hero: issue owner artisan; role: personal works
Distributed Goods secondary Trade penalty factor -15% Party: buying; role: quartermaster; settlement: village works
Local Connection primary Relation gained with the issue giver on issue completion multiply ×2 Hero: issue owner merchant; role: personal works
Local Connection secondary Trade penalty factor -15% Item: horse component; party: selling; role: quartermaster works
Toll Gates primary Daily trade rumors from owned workshops (1 yes, 0 no) override on Hero: main hero; role: personal works
Toll Gates secondary Town accumulated trade tax added per party visit add +30 Party: caravan; role: governor; settlement: town differs
Traveling Rumors primary Trade rumors gathered on town entry (1 yes, 0 no) override on Hero: main hero; party: player clan caravan; role: personal; settlement: town works
Traveling Rumors secondary Town accumulated trade tax added per party visit add +20 Party: villager; role: governor; settlement: town works
Artisan Community primary Renown added to a clan by one AddRenown call add +1 × workshops Role: clan leader works
Artisan Community secondary Highest volunteer slot index a hero can recruit from a notable add +1 Hero: notable merchant; role: party leader differs
Great Investor primary Renown added to a clan by one AddRenown call add +1 Party: caravan; role: clan leader works
Great Investor secondary Companion hiring price factor -30% Party: main party; role: quartermaster works
Content Trades primary Daily tariff income of a town factor +10% Role: governor works
Content Trades secondary Party daily wage factor -50% Map state: in settlement; role: party leader works
Mercenary Connections primary Workshop production conversion speed factor +25% Role: governor works
Mercenary Connections secondary Party daily wage factor -25% × mercenary wage / base wage Role: party leader works
Insurance Plans primary Gold refunded to the owner of a destroyed caravan add +5000 Party: caravan; role: personal differs
Insurance Plans secondary Trade penalty factor -25% Item: food; party: buying; role: quartermaster works
Rapid Development primary Gold refunded per workshop when a town is captured add +5000 Role: personal; settlement: town differs
Rapid Development secondary Trade penalty factor -25% Item: clay iron silver raw silk; party: buying; role: quartermaster works
Granary Accountant primary Trade penalty factor -20% Item: food trade good; party: selling; role: party leader works
Granary Accountant secondary Daily production of one item in a village factor +20% Item: grain olives fish date; role: governor differs
Tradeyard Foreman primary Trade penalty factor -20% Item: pottery tools jewelry raw silk; party: selling; role: party leader works
Tradeyard Foreman secondary Daily production of one item in a village factor +20% Item: clay iron silver raw silk; role: governor differs
Self-made Man primary Item barter value factor (barter penalty) factor +50% Hero: other hero party leader; role: personal differs
Self-made Man secondary Daily construction power of a town or castle factor +30% Role: governor; settlement: building marketplace differs
Sword For Barter primary Troop recruitment cost factor -20% Role: personal; troops: mercenary gangster caravan guard works
Sword For Barter secondary Party daily wage factor -15% × caravan guard wage / base wage Role: quartermaster works
Silver Tongue primary Barter value of a clan joining a kingdom factor -15% Faction: player kingdom target; hero: main hero; role: personal works
Silver Tongue secondary Item buy price multiply ×0.85 Party: buying, caravan merchant; role: quartermaster differs
Silver Tongue secondary Price shown for buying a villager party's goods multiply ×0.85 Party: main party, villager; role: quartermaster differs
Spring of Gold primary Daily clan income add +min(1000, 0.001 × gold) Role: clan leader works
Spring of Gold secondary Construction power bought by one boost factor +20% Role: governor works
Man of Means primary Mercenary award factor for joining a kingdom multiply ×0.8 Faction: player kingdom leader; role: clan leader differs
Man of Means secondary Player ransom value multiply ×0.7 Hero: main hero; role: personal works
Trickle Down primary Relation change with a notable add +1 Role: party leader; settlement: town differs
Trickle Down secondary Daily prosperity change of a town or castle add +2 Role: governor; settlement: town or castle works
Everything Has a Price primary Fiefs offered as barterables override on Role: personal works
Trade penalty Reduction — Trade penalty multiply ×1 / (1 + 0.002 × skill) Role: party leader works
Skill level (any skill) — Agent effective skill in battle base skill value — works
Skill level — AI governor choice score of a hero add +0.3 × tactics skill + 0.9 × charm skill + 0.8 × engineering skill + 2 × steward skill + 1.2 × trade skill + leadership skill — works
Skill level (any skill) — Skill a hero inherits on coming of age base +1 per point — works
Skill level — AI clan strength value of a hero as a commander add +tactics skill + steward skill + trade skill + leadership skill — works
Skill level (any skill) — Heir selection points of a clan member add +5 — works
Skill level — Skill XP from an incident option multiply ×max(learning rate, 1) Hero: main hero works
Skill level — Incident may trigger for the player override off Hero: main hero works
Skill level (any skill) — Maximum troops lost on an issue's alternative solution multiply ×max(0.2, min(0.8, trunc(issue required skill / skill) × 0.1)) Hero: player clan works
Skill level (any skill) — Days an issue's alternative solution takes add +2 × min(10, trunc(issue required skill / skill)) Hero: player clan works
Skill level (any skill) — Failure risk of an issue's alternative solution add -0.005 per point Hero: player clan works
Skill level (any skill) — Troops required for an issue's alternative solution multiply ×max(0.2, min(1.2, issue required skill / skill)) Hero: player clan works
Skill level (any skill) — Skill is high enough for a perk reset override on Hero: player clan works
Skill level (any skill) — Gold cost to reset the perks of a skill add +40 per point Hero: player clan works
Skill level (any skill) — Persuasion success multiplier factor min(0.2, floor(skill / 250) × 0.2) Hero: main hero works
Skill level — Tavern keeper companion recommendation score base +1 per point — works

Practical tips