First: same region or different regions?
| Situation | Start here |
|---|---|
| Settlements in one region | Roads between central market tiles, production and selected needs |
| Goods crossing a regional border | Trade facilities plus a route with the correct commodity and direction |
Roads passing near a settlement do not necessarily reach its central market tile. Check the actual endpoint, including a usable bridge where the road crosses water.
Supply a settlement inside a region
- Connect the central market tiles with roads.
- Select the receiving settlement’s food or equipment need.
- Check production, missing-input warnings and whether the required buildings are complete.
- Unpause and allow traders to collect and deliver goods.
- Look for actual receiving stock, consumption or a higher Needs fulfilled count.
Traders can wait to collect enough goods. A selected need is a request for supply, not immediate fulfilment.
Add a cross-region trade route
- Reach the level-2/Commoners stage and build the required trade facilities from Buildings → Commoners → +.
- Press T, or use the trade button, to open Trade.
- Choose the commodity and select Add trade route.
- Select the source region, then the destination. Check the direction before choosing Add.
- Check the new route in the list and its automatic-trade setting.
A route appearing in the list confirms the setup was accepted. Check the receiver afterward; a route arrow is not a delivery receipt.
Land routes and heavy cargo
A Small Market and connected roads are needed at the land-exporting settlement. The receiving facility can be a market or a raft port that can receive land traders; a receiving port does not always need a second market beside it.
Small Markets cannot transport Logs, Stone, Clay, Sand, Iron Ore or Limestone. Use river transport for these heavy goods when moving them between regions.
Raft routes
Demo rafts travel downstream. Provide raft ports in both regions and check their location, space and construction state. A port still at 0/40 construction is not a working port just because its card can be selected.
Click a carrier or vessel to inspect its load and route. Capacity is the unit’s carrying limit, not proof that the destination has received that amount.
When the route exists but goods do not arrive
Check facilities, road or river connectivity, direction, eligible cargo, completion, production inputs and the receiving demand. Very long roads combined with large trade volumes can be limiting, but there is no fixed distance threshold to apply to every problem.
The regional Products table shows maximal production, consumption, trade and balance. A positive balance does not prove that an individual workshop has stock. Use the storage checks or the wool delivery checklist for that distinction.
A rare raft-port configuration was addressed in 0.1.11. It is not a blanket solution for every blocked route, so avoid moving or rebuilding all ports on that basis alone.