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The Guild 1 Remake: Trade Routes & Market Arbitrage Guide

Maximize merchant profits in The Guild 1 Remake Europa 1410. Comprehensive trade route guide, price arbitrage matrix, and automated cart logistics.

9/21/2026 Last sealed: 9/21/2026

Trading between cities in The Guild 1 Remake: Europa 1410 is the fastest route to massive dynastic wealth. While local workshops provide steady day-to-day income, price discrepancies between regional markets allow shrewd merchants to generate thousands of gold coins in pure arbitrage profits per cargo haul.

This master logistics manual details the primary inter-city trade corridors, explains supply and demand price mechanics, and teaches you how to configure fully automated horse-drawn merchant cart fleets.


1. Regional Arbitrage Matrix: The 6 Historical Cities

The six major cities in The Guild 1 Remake operate under independent supply-and-demand economic models. Buying commodities where they are abundant and transporting them to cities experiencing acute shortages generates exponential profit margins:

CommodityCheap Origin CityHigh-Demand DestinationAverage Margin
Fine Tools & DaggersNuremberg (Iron Surplus)Prague & Wrocław+65% Profit
Linen & Wool FabricWrocław (Textile Mills)Graz & Vienna+55% Profit
Alpine Herbs & HoneyGraz (Mountain Foraging)Nuremberg & Augsburg+70% Profit
Salt & Cured MeatsVienna (Danube Salt Road)Prague & Augsburg+50% Profit
Alchemical Salves & ElixirsAugsburg (Apothecaries)Graz & Wrocław+85% Profit
Hardwood & CrossbowsPrague (Bohemian Forests)Nuremberg & Vienna+60% Profit

2. Setting Up Automated Cart Logistics

Managing cart deliveries manually becomes impossible as your dynasty expands across multiple workshops. Fortunately, the game allows automated trade routes:

  1. Purchasing the Right Transport:

    • Handcart: Cheap starter transport (capacity 20 units). Only suitable for local warehouse-to-market runs.
    • Light Horse Cart: Faster transit (capacity 40 units). Good for regional trade between close cities like Nuremberg and Augsburg.
    • Heavy Covered Wagon: Maximum capacity (80 units) with reinforced wood paneling that withstands highway ambushes.
  2. Automating the Waypoint Loop: Open your cart ledger and establish a two-way automated trading loop:

    • Waypoint 1 (Nuremberg Market): Set condition: Buy Iron Ingots up to 40 units if price ≤ 18 Gold.
    • Waypoint 2 (Transit Highway): Travel along the guarded high road toward Prague.
    • Waypoint 3 (Prague Market): Set condition: Sell all Iron Ingots if price ≥ 32 Gold.
    • Waypoint 4 (Prague Market): Set condition: Buy Hardwood up to 40 units if price ≤ 12 Gold.
    • Waypoint 5 (Return to Nuremberg): Sell Hardwood at home forge for full profit.

3. Protecting Caravans from Highway Robbers

The roads connecting late-medieval cities are plagued by deserters, rogue mercenaries, and cutpurses from rival dynasties. Unescorted cargo wagons will inevitably be waylaid:

  • Hire Mercenary Guards: Every heavy cart has two guard slots. Station armed mercenaries equipped with halberds to repel roadside ambushes.
  • Travel in Convoys: Route multiple carts together at the same departure hour so their escorts can combine defensive firepower.
  • Lobby for Highway Patrols: If your dynasty holds the office of Commander of the Guard in either destination city, order municipal watchmen to patrol the primary trade road.
The Guild 1 Remake Trade Routes Arbitrage Economy Merchants

Related Imperial Decrees