Trading Post
A Trading Post claims a site on a Trade Route or Minor civilization settlement. It can generate experience or route income, unlock allied units and technologies, and contribute to Trade Monopoly when that victory option is enabled.

Recorded values
- Cost
- 200 Wood
- Available
- Exploration Age
- Builder
- Settler and its counterparts, Explorer and most heroes, Nootka War Chief, Trading Post Wagon, Envoy (with the "Peace of Münster" card), Grenadier (with the "Génie Troops" card)
- Function
- Periodically generates resource or experience points if built on Trade Routes; Auto gather xp 0.35/s or influence 0.35/s (African civilizations) if built on a minor civilization settlement (except for European Royal Houses settlement); Trains native units (and grants train limit for the relevant native units) and researches native technologies if built on a minor civilization settlement; Upgrades to be able to generate other resources and at a higher rate on Trade Routes; Necessary for the Trade Monopoly win condition
- Construction
- 72 sec · up to 8 builders
- Structure
- 2,500 hit points · 14 line of sight · 4x4 footprint
Function
The effect depends on where the post is built: Trade Route sites interact with passing trade units, while a Minor civilization settlement grants alliance access. Posts can be upgraded and are vulnerable to attack, so their cost competes with immediate production.
Placement & timing
Scout sites early and choose one for its route income, alliance roster or strategic position. Protect a forward post if it enables an army plan, but do not build every site when the resources are needed to defend the base.
Sockets, Trade Routes and Native settlements
Trading Posts can only be placed on sockets along Trade Routes or at minor civilization settlements. On a Trade Route, a post periodically provides experience or resources according to the route’s current stage and selected operation. At a Native settlement, it enables access to that civilization’s warriors and technologies. The two sites therefore offer different strategic value: a route post can accelerate Home City shipments or add income, while a Native post supports an alliance and unit upgrades. Scout sockets early and decide which location changes the current plan. Building every available post may be impossible or unsafe, so claim the sites that protect a route, support a counter unit or deliver a timely shipment.
Fast construction and build access
Heroes and Trading Post Wagons build Trading Posts three times faster than ordinary Settlers. This makes the Explorer or a dedicated wagon valuable when an early socket is contested or when the economy cannot spare a builder for long. In Definitive Edition, after a minor civilization settlement has been discovered, the player may build a Trading Post there without a Hero or Settler; this special method costs 100 Food and 100 Wood and takes 70 seconds. The rule changes the value of scouting: discovering the settlement can unlock a direct construction option. A post still needs protection if an enemy can attack it during the build or capture the surrounding map.
Trade Route operation and Stagecoach
Trade Route posts can contribute experience or resources as a stagecoach or train progresses. Upgrading a route changes the rewards and may make it more valuable over time, but it also requires investment and a connected set of posts. Stagecoach-related line-of-sight benefits do not apply identically to every civilization; the source profile distinguishes European access from Native American and Asian civilizations. Check the map, route direction and current technology before investing. A post on a broken or unprotected route may generate little value, while a connected route can supply experience for repeated Home City shipments and support a coordinated strategy.
Native alliances and technology access
A Trading Post at a minor civilization settlement grants access to that group’s warriors and technologies, with options that depend on the settlement and civilization. The post is therefore both a military investment and a way to shape the army’s counters. Native technologies can improve units or economy, while warriors may fill a missing role. Review the available alliance before spending builders and resources; a settlement that offers no useful unit or technology may be less urgent than a Trade Route socket. Some civilizations have special costs or replacement structures. The Inca build Tambos instead of ordinary Trading Posts, and Tambos also support population, accept Villagers as garrison and can defend themselves.
Defensive cards and special functions
Home City cards can give Trading Posts an attack or other special ability. Advanced Trading Post gives posts a ranged attack in the listed profile, while cards such as Shotgun Messengers or Coach Guns can add an area attack with a cooldown. These effects can help protect a route or punish an enemy who approaches, but the structure’s base purpose remains experience, resources or Native access. Somali settlement upgrades can provide a Lighthouse ability that reveals nearby enemy ships and structures for a limited duration, shared across the relevant posts. These are specific card or alliance effects, not universal Trading Post behavior. Check each technology and card entry for exact damage, range, cooldown and civilization requirement.
Protecting and prioritizing posts
Trading Posts extend control away from the Town Center and can become exposed military targets. Place them where friendly units can respond, especially when the route passes close to the opponent. Use a fast hero to claim an early socket, then reinforce the area before investing in route upgrades. If an enemy destroys a post, the lost investment includes not only its build cost but also future experience or alliance access. A Native post can be especially valuable when an upgrade supports the main army, while a Trade Route post is useful when it accelerates a shipment timing. Recheck the board when the map changes and defend the posts that still serve a clear purpose.
Experience and resource reward choices
A Trade Route post can contribute experience or resources as route traffic passes. Experience shortens the wait to the next Home City shipment, while direct resources may complete an upgrade or unit queue sooner. Choose the operation that supports the next timing and review it when the army’s needs change. A route built for experience is most useful when the deck has a card ready to send; a resource route is better when the economy is short of a required material. Protect the connected posts so the selected reward continues to arrive.
When to contest a Native socket
A Native settlement is valuable when its unit or technology covers a gap in the civilization’s roster. Scout the settlement, inspect its alliance options and claim it before spending on a competing route post. If the army cannot use the available warrior or technology, the socket may be less urgent than a Trade Route. Keep military units nearby if the opponent can destroy the post and deny the alliance.
Choose route rewards for the next timing
Experience can bring a Home City shipment sooner, while direct resources may complete an upgrade or unit queue. Choose the route reward for the current objective and revisit it when the economy or army changes. Protect connected posts so the reward continues to arrive.
Keep the socket defended
A Trading Post extends the battlefield beyond the base. Use nearby units to protect it and keep the route or alliance income active.
Review the reward as the game changes
Switch between experience and resources when the next timing changes.
Trade Route and settlement functions
A Trading Post has two very different jobs depending on its location. On a Trade Route it joins the route’s periodic income cycle and can later benefit from route upgrades that change the resource or rate. At a minor civilization settlement it creates access to that settlement’s Native units and technologies; African civilizations also receive an Influence trickle, while the regular profile produces Experience at 0.35 per second, except at a European Royal House settlement. The Inca are the exception to ordinary Trading Post construction. A Trading Post costs 200 Wood, takes 72 seconds to build and has 2,500 hit points in the current profile. It is also required for the Trade Monopoly victory condition. Decide which role matters before spending the Wood: a Trade Route site is an economic investment, while a Native site is military access and a research choice.
Placement, builders and map control
Settlers and their counterparts, Explorers and most Heroes can build Trading Posts; special access also exists through units or cards such as Trading Post Wagons, Nootka War Chiefs, Envoys with the relevant card and Grenadiers with Génie Troops. Up to eight builders can work on one site. The building has a ranged defense attack, but it is not a substitute for an army, especially when an opponent brings siege. Place it where the route or settlement can be held, and consider whether nearby resources make the investment defensible. Multiple posts on a Trade Route can secure a sequence of income points and deny the opponent the same route, while a settlement post can expose a fragile forward position in exchange for a Native alliance. The right decision depends on the map, civilization, available unit pool and the next shipment or technology; inspect the settlement before committing to a unit composition.