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Mercatorio Season 3
Posted by on Jan 31st, 2025
Mercatorio season 3 kicks off tomorrow, Saturday February 1st. The
medieval trade and economy simulator with true markets is getting more
products to produce and trade, new places to produce them, more ways to
upgrade buildings, more influential apprentices as well as new sources
of product demand.
New buildings
The gold camp is a cheaper alternative to the gold
mine (seen in the background)
offering quicker access to gold ore in the early game
- Gold and iron camps allowing for surface collection of resources,
cheaper and quicker to set up than mines, but less efficient
- Weaponsmith taking over crafting and forging of arms and swords
- Nailworks for more efficient nail production
- Cooperage takes over cask production
- Pulleyworks produces tackles for heavy lifting
- Lime kiln takes over lime burning from the quarry
New products

- Gears — made in the machine workshop, used for power transmission,
shaping presses, loom fabric traction and cord winding
- Tackles — block and tackles made in the new pulleyworks, used for
heavy lifting and in the rigging of large ships
- Lathes — wood turning machines made in the machine workshop, used for
making wheels and other round things from wood
- Hinges — made by smithy, predominantly used in building construction
More impactful household workers
- Each skill level gives an additional management point, both from the
head of household and every apprentice (not incl. specialisation)
- More production methods available at novice level, threshold for
worker level increased, specialisation threshold reduced
- Production bonuses from higher level skills (+2% at journeyman, +6% at
master, +20% at specialist)
- Workers training for journeyman or master will lose some progress
(10%) when changing assignments or production method
Buildings and upgrades updates

- Upgrades increase management cost of buildings, scaled by the size of
the building
- Town center expansions take more management points (from 0.05 to 0.1
for most buildings)
- Upgrades now increase the management cost of the buildings (scaled by
size)
- New class of upgrades increase the productivity of buildings (adding
output bonus). These upgrades are gated on household skill level.
- Construction clock progress pauses if one or more materials are
lacking
- Reduced management points from prestige (partially compensated by
points from workers)
Production methods
- Advanced (master level) production methods no longer require workers
guiding them, though assigning one gives bonus output. These
production methods also get a ramp up period of 6 turns, during which
they have slightly reduced output.
- Specialised production methods are removed and replaced with an
increased production bonus when a specialist worker is assigned to a
advanced (master level) production method
- Major updates to existing production methods:
- Burn cookware changes class from crafting to forging
- Make casks moved from carpentry to the new cooperage building
- Crafting and forging of arms and swords changes class to weaponry
and moves to the new weaponsmith building
- Quarry loses lime kiln and stonecutter upgrades and becomes a pure
limestone extraction building
- Lots of balancing changes
Commoners and town mayor

- New spending categories for both commoners and town mayor
- Increased demand for household goods (crafting) and construction
materials, slightly reduced demand for nutrition and textile products
- Commoners population growth shifted towards fulfilment of needs,
including some positive impact from satisfaction over 100%, reduced
impact from salaries
- Tax on town centre plots increased from 5d to 6d per turn
- Fee for buying land with special resources increased to reduce early
game hoarding
Transports
- Hulk operation cost reduced
- Tumbrel cargo capacity increased
How to start playing?
Go to Mercatorio.io to play
and join the discord server to meet
other players, plan strategies and strike deals.
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