Mercatorio: Season 4 Launch
Mercatorio season 4 kicks off on Friday May 16th. The season includes new resources, buildings, products and productions methods. This time it’s especially the forging and textile classes that are expanding.
Posted by rune1 on May 14th, 2025
Mercatorio season 4 kicks off on Friday May 16th. The season includes new resources, buildings, products and productions methods. This time it’s especially the forging and textile classes that are expanding.
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 and new, more intuitive, game mechanics.
The Season 4 map
Season 4 will take place on a new map, with most of the towns located on the two large landmasses in the south and east. Other than a new geography, the new map contains the new resources tin and silver.
Buildings
With new resources comes the need for new buildings to mine and process them. Along with some expansion of the production chains for existing products.
Updates:
Added mines for tin and silver
The foundry splits of processing of ores into the new building the smeltery
Added alloy smelter for production of bronze from copper and tin
Added carding and fulling houses for processing wool and wool cloth
Added tapestry weaver
Added armoury for production of plate armour
Added bell tower upgrades to religious prestige buildings
Flax farm upgrade beehives removedPasture fermentory removedProduct updates
Added fleece: wool as cut from the sheep, before carding
Added raw cloth: cloth weaved from wool, before fulling
Added tapestries: luxurious fabrics weaved from thread and dyed yarn, potentially incorporating silver and gold
Added dyed yarn for use in tapestries
Added tin ore and ingots
Added silver ore
Added bronze ingots
Added bells
Added plate armour
Increased unit size for belts to bundles of 5, making storage and transportation easier
Reduced premium of dyed cloth over cloth, both production and consumption increased accordingly
Renamed light armor to light armour
Production chain updates
As usual there are many balancing adjustments and updates across all production chains, but as outlined above there are especially two areas that see major changes this time:
Smelting and casting have many new production methods with the inclusion of tin, silver and bronze. The new smeltery deals with all ore processing, while the alloy forge alloys copper and tin into bronze. The foundry retains casting functions, including casting of the new bells.
The textile production chain has been reworked by adding additionalcarding and fulling steps for wool, as well as reducing throughput of buildings lower in the chain while increasing garments production throughput
Prestige and worker bonuses
More tenants from prestige
Less management points from prestige, making hiring and training apprentices a relatively more important source of management points
Additional bonuses at high levels of prestige
Specialist worker bonus reduced from 20% to 12%
Game mechanics changes
Season 4 will also see two significant changes to the game mechanics, relating to production at buildings and operation linked to a warehouse as well as how services and non-durable production function.
Sequential operation
The buildings and operations linked to a warehouse will now consume and produce products in the order they are listed, with outputs becoming immediately available to the operations coming after them. For durable goods this reduced the required buffer somewhat and gives quicker feedback when adjustments are made.
Services are now truly intra-turn
Services and non-durable / perishable products generally can’t be stored or transported, but due to the delayed operation of linked buildings previously, the labour from a farmstead would only become usable the turn after it was produced. This is now changing such that produced labour and other services becomes available for use immediately, allowing adjustments to production to take effect as you make them.
In the case services are produced for sale, this means the production has to be finalized at the start of the turn instead of the end, in order to be available at the start-of-turn auction. This is the same concept that is already used for transports, which consume their inputs as they move, not at the end of the turn.
How to start playing?
Go to Mercatorio.io to play and join the discord server to meet other players, plan strategies and strike deals.
#mercatorio #season #launch
Mercatorio: Season 4 Launch
Mercatorio season 4 kicks off on Friday May 16th. The season includes new resources, buildings, products and productions methods. This time it’s especially the forging and textile classes that are expanding.
Posted by rune1 on May 14th, 2025
Mercatorio season 4 kicks off on Friday May 16th. The season includes new resources, buildings, products and productions methods. This time it’s especially the forging and textile classes that are expanding.
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 and new, more intuitive, game mechanics.
The Season 4 map
Season 4 will take place on a new map, with most of the towns located on the two large landmasses in the south and east. Other than a new geography, the new map contains the new resources tin and silver.
Buildings
With new resources comes the need for new buildings to mine and process them. Along with some expansion of the production chains for existing products.
Updates:
Added mines for tin and silver
The foundry splits of processing of ores into the new building the smeltery
Added alloy smelter for production of bronze from copper and tin
Added carding and fulling houses for processing wool and wool cloth
Added tapestry weaver
Added armoury for production of plate armour
Added bell tower upgrades to religious prestige buildings
Flax farm upgrade beehives removedPasture fermentory removedProduct updates
Added fleece: wool as cut from the sheep, before carding
Added raw cloth: cloth weaved from wool, before fulling
Added tapestries: luxurious fabrics weaved from thread and dyed yarn, potentially incorporating silver and gold
Added dyed yarn for use in tapestries
Added tin ore and ingots
Added silver ore
Added bronze ingots
Added bells
Added plate armour
Increased unit size for belts to bundles of 5, making storage and transportation easier
Reduced premium of dyed cloth over cloth, both production and consumption increased accordingly
Renamed light armor to light armour
Production chain updates
As usual there are many balancing adjustments and updates across all production chains, but as outlined above there are especially two areas that see major changes this time:
Smelting and casting have many new production methods with the inclusion of tin, silver and bronze. The new smeltery deals with all ore processing, while the alloy forge alloys copper and tin into bronze. The foundry retains casting functions, including casting of the new bells.
The textile production chain has been reworked by adding additionalcarding and fulling steps for wool, as well as reducing throughput of buildings lower in the chain while increasing garments production throughput
Prestige and worker bonuses
More tenants from prestige
Less management points from prestige, making hiring and training apprentices a relatively more important source of management points
Additional bonuses at high levels of prestige
Specialist worker bonus reduced from 20% to 12%
Game mechanics changes
Season 4 will also see two significant changes to the game mechanics, relating to production at buildings and operation linked to a warehouse as well as how services and non-durable production function.
Sequential operation
The buildings and operations linked to a warehouse will now consume and produce products in the order they are listed, with outputs becoming immediately available to the operations coming after them. For durable goods this reduced the required buffer somewhat and gives quicker feedback when adjustments are made.
Services are now truly intra-turn
Services and non-durable / perishable products generally can’t be stored or transported, but due to the delayed operation of linked buildings previously, the labour from a farmstead would only become usable the turn after it was produced. This is now changing such that produced labour and other services becomes available for use immediately, allowing adjustments to production to take effect as you make them.
In the case services are produced for sale, this means the production has to be finalized at the start of the turn instead of the end, in order to be available at the start-of-turn auction. This is the same concept that is already used for transports, which consume their inputs as they move, not at the end of the turn.
How to start playing?
Go to Mercatorio.io to play and join the discord server to meet other players, plan strategies and strike deals.
#mercatorio #season #launch