The combined forces of common households now looking to purchase a larger portion of their clothing needs at the market, and the introduction of more complex textile products and production methods, have shifted the terrain of the market considerably in the last couple of Mercatorio years (that’s 24 hours in our timezone).

Garments prices in Öreman are up considerably, and this is by no means the exception, as towns previously exporting large amount of garments at the moment are barely able to satisfy their own markets
Four new production buildings for the textile production chain have been introduced:

The full list of textile production buildings. In addition the four new ones already listed, there are flax farms and pastures for producing flax and wool, as well as the weavery and sewing shop for making actual garments and coats from the spun thread and yarn.
While more primitive production methods allow for bypassing the new steps (eg. the weavery can still consume fibres directly), this is inefficient compared to dedicated production buildings. As such, a building boom has ensued to cover the increased demand for dyed and coloured garments in the most efficient fashion. Spinneries are quick to construct, while the dyeing steps will require some more time.

A spinnery is already operational in the foreground, while a new herb garden and dyeworks are under construction behind it. Don’t mind the bakery on the flank, even fully clothed people need to eat.
It can often be hard to chart a path to a profitable enterprise in Mercatorio, we don’t play because it’s easy (but because we thought it would be easy…) The textile boom currently underway is bound to make some fortunes along the way, but it won’t last forever, and in Mercatorio as in the real world, shortages tend to be followed by gluts.
If you want to try your luck, sign up for the free early-access here: Mercatorio.io
Or go listen to war stories from the cheese bonanza of yesteryear in the Discord channel.