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Mercatorio Season 5
Posted by on Aug 16th, 2025
Season 5 of the medieval economy simulator Mercatorio starts on
September 1st and will include revamped and boosted transport
operations, as well as many new buildings and production methods, with
special focus on attachments that offload their host buildings and allow
for more flexible control of production that may have more than one
output.
Transport updates

- Transports can now choose from a range of operation procedures, just
like how production buildings can choose from a range of production
methods. This will allow for more flexible and efficient operation
depending on prevailing market conditions, and let lower level
transports receive gains from access to higher level inputs.
- Trade ranges generally increased and movement points reduced somewhat
- Handcart: trade range increased from 444 to 500, movement points
reduced from 2314 to 2000
- Tumbrel: trade range decreased from 1333 to 1200, movement points
reduced from 4626 to 4000
- Snekkja: trade range increased from 666 to 800, movement points
reduced from 3333 to 3000
- Cog: trade range increased from 1333 to 1400, movement points
reduced from 4444 to 4000
- Hulk: trade range increased from 2222 to 2400, movement points
reduced from 5925 to 5600
- Cargo capacities increased across the board, especially for the
tumbrel:
- Handcart: from
40 to 50 30 to 40
- Tumbrel: from 45 to 80
- Snekkja: from 200 to 250
- Cog: from 600 to 800
- Hulk: from 1000 to 1400
Product updates
- Bellows and gold bars are shrunk to half the size to make the usage
more stable, all production and consumption is doubled
- Rigging is introduced as a more complete product consumed by ships
instead of cloth/sails and ropes/tackles.
Building updates
- Several new attachment buildings: Flaying station (attaches to
Butchery), Skinning hut (Hunting Lodge), Manure pit (pasture), Milking
Bay (pasture), Muckery (Stable), Resin Camp (Logging camp and Charcoal
hut), Steeling forge (Bloomery)
- A new attachment category is introduced for Flaying station, Skinning
hut and Steeling forge, with their maximum operation being limited to
the current operation of the host building. Eg. if no cattle is being
butchered, the Flaying station won’t be able to operate. If linked to
a warehouse, these attachments require the host building to be linked
to the same warehouse, and be sequenced in front of them (as they
consider the host operation a dependency for their own operation).
- Existing attachment Apiary is extended so it can also be attached to
Vignobles
- Attachments get reduced management point cost (first attachment of a
type costs 0.5 management points, down from 1)
- The Carburising forge is added, and carburising of iron into steel
(previously called refine steel) is moved there.
- An additional tier of productivity upgrades is added, gated behind
master skill level, while the existing tiers have their requirements
reduced (no skills required for productivity 1, journeyman required
for productivity 2)

Pasture with a Milking bay attached in the front
Production method updates
- Steel production is moved from the Bloomery to the new Carburising
forge as well as the new Bloomery attachment, the Steeling forge. The
former will transform wrought iron into steel like before, while the
latter takes advantage of the fact that the bloom produced at the
Bloomery may contain trace amounts of steel among the high carbon
parts that would normally be discarded. At the Steeling forge they
extract that steel and forge-weld it into proper steel ingots, with no
negative impact of the wrought iron production at the Bloomery
- Production of hides, resin, milk and manure are moved from their
respective buildings to new attachments of those buildings, allowing
their production to be controlled separately from the main activity of
the host building.
- Boil dye changes class from textile to crafting
- Higher level boardinghouse production methods will consume furniture
and cookware, while cloth and garment consumption is slightly reduced
- Lots of smaller balancing changes

The sturdy Bloomery (with an expansion) can be seen on the right, with a
Steeling forge to extract steel from its blooms attached to it to the
north, and a new Carburising Forge for processing wrought iron into
steel on the left.
Commoners
- The commoners will shift their spending slightly from Clothing towards
Household items
- The population growth gain from good health is boosted by 33%
Prestige and household spending
- Two new household spending categories are introduced: Household,
mirroring the category of the commoners, and Gear, which includes
weaponry and armour the head of household may want to be seen owning.
- Some prestige production methods will consume more furniture
- The park now generates a small amount of health for the town
Read more or try it yourself at
Mercatorio
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