County of Fortune how to set up trade routes: click the open-trade button in the top-left corner (or press T), select the goods, click "Add trade route" and pick the two regions the trade runs between. The route is set to auto-trade by default.

County of Fortune how to set up trade routes: the steps

  1. Click the open-trade button in the top-left corner, or press T.
  2. Select the goods you want to trade.
  3. Click "Add trade route".
  4. Select the two regions the trade runs between.

A route can trade one good or several. Instead of letting it auto-trade, you can specify how many of that item you want your traders to transport over a year; the October 2026 update slowed in-game time by a factor of 12 and moved values that were calculated per year to per month, so annual volumes now read on a monthly scale. A region needs a market and a connection before any of this works, and trading covers that side.

A route is a request, not a delivery

Your capacity is limited by the roads, the number of wagons and the number of rafts on the route, so a route that looks generous on paper can still be under-delivered. Walkers and ships display their carrying capacity in their own UI, which is the quickest way to see whether a route is being served.

Two things to check before you commit

  • The receiving region has to produce what it wants to buy. A region that cannot make the good has no use for it, and the route will sit there.
  • A region that imports stone needs its own masons' guild. Imported stone sitting in storage with no guild to work it produces nothing, and the region stays unable to build the tier-2 buildings it was aiming for. Construction points covers why that service cannot be imported.

Trade routes stay manual on purpose — you keep control of the network and can see at a glance whether it makes sense — while the volumes adapt so you are not constantly re-tuning them. Trading covers which connections a region needs before a route can work.