The Mercenary Codex
The Ledger

Economy, Trade & Renown

A company runs on crowns. Contracts pay the bills, loot turns blood into coin, and the merchant's road can fund a war chest if you read the map right. Here is how money, goods, towns, and reputation actually work — and how to stop leaving crowns on the table.

The three income streams

Every crown your company earns comes from one of three places. Most bands live on the first; the wealthy ones work all three.

Contracts

Your bread and butter. Take jobs off a settlement's contract board for guaranteed pay (and renown). Always your most reliable income — everything else is supplemental.

Loot

Weapons, armor, shields, helmets and trophies pulled off the dead. Sell what you won't use. Late-game loot from champions and named drops is where the big sale prices live.

Trade goods

The merchant side-game: buy goods cheap where they're made, haul them somewhere they're wanted, sell high. Optional, but it can bankroll a whole company if you commit to a route.

What sets a price

Every buy and sell number in a market stacks from four things. Learn them and you can read a town at a glance and know whether to open your purse or empty it.

DriverWhat it does
Economic difficultySet at campaign start and fixed for the run. Harsher tiers (Expert) cut your selling prices and shave contract pay. You can't change it mid-run — the other three are where you play.
Settlement type & sizeThe biggest lever you control. Large cities have deep coffers and pay the most for loot and treasure; small villages produce goods cheaply. Sell where the coin is deep, buy where goods are made.
RelationsYour standing with that specific settlement — better relations means better prices both ways, there. Built mainly by completing its contracts. This is why a "home base" town becomes your best place to offload loot.
Settlement situationTemporary events (raided trade routes, disease, missing villagers). Some swing all prices, some hit one good. An undersupplied town pays more for what you bring — a payday if you're selling, a rip-off if you're buying gear.
Buy and sell move together

A town's buy and sell modifiers are linked. A rich city that pays well for your loot also charges well when you shop; a cheap village is cheap both ways. So sell loot and treasure at a deep-pocketed city you're friendly with, and stock cheap supplies and trade goods at poor producer villages. Don't expect one town to be best at both.

Selling loot the smart way

Rule of thumb

Carry loot to a large city you're on good terms with, sell weapons to the weaponsmith and armor to the armorsmith, and split the haul if it's huge. That single habit is worth thousands of crowns over a campaign.

Trade goods: buy low, sell high

Trade goods are commodities — gems, salt, furs, dyes, copper, amber, lumber, and the like — that exist only to be bought and resold. The whole game is the spread: a settlement that produces a good sells it cheap and pays little for it; a settlement that can't get it pays a premium. Buy at the source, sell far away.

Trade goodCheap at (producers)Sells high toNotes
GemsMining / gem villagesLarge, distant citiesHighest value per inventory slot — the premium hauler's pick.
DyesDye-producing villagesWealthy citiesStrong, consistent margins.
SaltSalt works / coastal villagesInland settlementsReliable staple profit.
Copper / AmberMining & coastal villagesDistant citiesSolid mid-tier goods.
FursHunting / northern villagesSouthern citiesGood when carried away from fur country.
LumberForest villagesRebuilding / harbor citiesLow value normally — but a rebuilding city pays a fortune (e.g. buy ~175, sell ~375).
PeatSwamp villagesThe worst trade good. Skip it.
A worked example

Cheap goods flip for small but near-free money on travel you're already doing. Buy a low-value good (peat bricks are the classic) for ~90–110 where it's produced, carry it to a large city that doesn't make it, and sell for ~120–130 — 20–40 crowns a unit for zero extra effort. It's small, so only do it when you have spare inventory slots that aren't needed for lootable gear.

Origin changes the math

Your campaign origin tilts the whole economy. Beast Slayers get ~10% worse buy/sell prices on trade goods but earn more from trophies. Most other origins use standard market rates. Know which side of that line your run starts on before you commit to a trade route.

Reading a town before you spend

Each settlement is a little economy. Learn to read it at a glance:

Size & prosperity

Villages are small, cheap producers with thin gold and gear. Towns and cities are larger, richer, and stock better equipment — and have the coin to buy your loot. Prosperity rises with safe trade routes and successful contracts; a flourishing city is the best place to both shop and sell.

The buildings

Buildings decide what's for sale: Marketplace (trade goods & general), Weaponsmith (weapons, bows, ammo), Armorsmith, Tannery, Kennels (war dogs), and more. Bigger settlements have more buildings — and therefore more and better wares.

Renown vs. Relations — two reputations

People conflate these, but they're separate systems and you raise them differently.

Relations (per settlement & faction)

How a specific settlement and its noble house feel about you. Raised by completing that settlement's contracts (and good trade); lowered by failing them or attacking their caravans. This is what moves your buy/sell prices and your access to a town's services. Some origins start disliked.

Renown (your whole company)

Your global repute as a mercenary band — how reliable and competent people judge you to be. It does not raise contract difficulty; it raises contract pay, and at high levels it unlocks the big leagues. You start somewhere between −100 and 200 depending on your origin.

How to raise renown

What renown unlocks — and the noble-house gate

More renown means better-paying contracts for the same work. Difficulty doesn't scale with renown itself; the noble jobs are just harder by nature.

The big unlock is noble-house contracts (the lucrative colored-flag jobs), gated behind an ambition rather than a single number. The game checks three things: you've completed the banner ambition, you've completed at least two ambitions total, and you're at ~800+ renown. Around the Professional threshold (~1,050) the "Make Nobles Aware / Catch the Eye of a Noble House" ambition appears — take it to open the noble boards. If it's slow to show, cancel your current ambition to reroll the offer.

Last word

Money problems in Battle Brothers are almost always a routing problem. Sell loot in rich, friendly cities; run one trade good on a long safe loop; bank renown through ambitions; and never fail a contract. Do that and the war chest takes care of itself — see Game Phases for when to invest it.