| Trading System and Guild Relations | |
|---|---|
| Category | Economy |
| Quelle | https://www.talkandroid.com/80184-sea-of-conquest-how-to-auto-trade/ |
| Stand | 2026-03-06 |
The trading system in Sea of Conquest forms the economic backbone of the game. It operates on the classic principle of buying goods cheaply at one port and selling them at a profit in another. The further goods are transported, the greater the profit margin. All Trading Venues in ports are owned by guilds, and the player's relationship level with each guild determines both the quality of goods available and access to advanced trade features.
Ports and strongholds form the geography of trade routes. Strongholds offer only limited trading opportunities for small amounts of gold, while ports house full Trading Venues with guild merchants. Each port has a level from 1 to 5 that determines how many tiers of goods are available. A typical sea region contains one level-3 port, four level-2 ports, and twenty level-1 ports. Higher port levels combined with stronger guild relations produce significantly better profit margins.
Guild Relations are the central progression system beneath the trading economy. Advancing from Neutral through Friendly, Respect, Reverence, and finally Worship unlocks better goods, the Auto-Trade feature, Hymn Conches from the Guild Emporium, and ultimately access to Legendary heroes. Reaching Worship with a target guild is a core long-term objective for economically focused players.
Beyond regular trading, the game offers a smuggling mechanic via Smuggler Tickets earned from daily tasks. These tickets provide free goods for profitable resale at distant ports, making them a valuable and cost-free daily gold source.
Every port with a Trading Venue sells goods that can be purchased for gold and transported to other ports for resale. The first 100 daily purchases across all ports are discounted, making it worthwhile to reach that daily threshold for reliable gold income. After purchasing, the player sails to a different port and sells the goods for a multiplied return.
Each port offers Specialty Goods that can only be sourced from that specific port. As guild relations improve, higher tiers of specialty goods become available, yielding substantially higher sale prices. Additionally, ports occasionally feature Sought-After Goods — specific goods in high demand at a given port that command an elevated purchase price. These appear on the map as green upward arrows near the port name and reset every 24 hours.
| Goods Type | Availability | Profit Potential | Notes |
|---|---|---|---|
| Standard goods | Purchasable at any port | Low to moderate | Good for early trading |
| Specialty goods | Source port only | Moderate to high | Unlocked via guild relations tier |
| Sought-after goods | Rotating demand port | Very high | Resets daily, green arrow indicator |
| Smuggled goods | Via Smuggler Tickets | High | Daily limit, no purchase cost |
Auto-Trade is one of the most powerful features in the game. It allows a ship to automatically shuttle between two designated ports, buying and selling goods without any player input. The feature runs in the background even when the game is closed or the player is engaged in other modes such as Rogue's Rumble, Strait Clashes, Squad Raids, or Trials.
The requirement to unlock Auto-Trade at a specific Trading Venue is reaching Friendly relations with the guild that controls that port. By default, a single Auto-Trade session completes 50 round trips. A paid monthly subscription upgrades this limit to 150 trips per session.
Optimal route selection is based on gold per hour rather than total gold per session. Longer routes are not automatically more profitable because travel time must be factored in. A practical starting point is pairing one level-3 port with one level-2 port within the same sea region.
Multiple variables influence how much gold a trade route generates per hour. The flagship's cargo capacity determines how many goods can be transported per trip — more storage space translates directly to higher per-trip earnings. Ship speed determines how quickly each round trip completes. Both values can be improved by building Storage Quarters and Oarsmen Quarters on the flagship.
A gang occupation bonus of 20% additional gold applies whenever the Trading Venue is located in a port controlled by the player's gang. This bonus applies to both manual and auto-trade and is one of the strongest passive income multipliers in the game.
| Factor | Effect | How to Improve |
|---|---|---|
| Cargo capacity | More goods per trip | Build Storage Quarters on flagship |
| Ship speed | Shorter trip duration | Build Oarsmen Quarters, sail accessories |
| Gang port control | +20% gold | Maintain gang port occupation |
| Guild relation level | Higher-tier goods available | Raise guild relations over time |
| Sought-after goods | Elevated sale price | Check port map daily |
| Auto-Trade trip limit | 50 or 150 trips | Monthly subscription upgrade |
The guild relations system features five tiers, built up through trading, commissions, governor donations, map exploration, and gang sail patterns. Relations are guild-specific: trading primarily at ports owned by Guild A improves relations only with Guild A. Spreading effort across all guilds in the early game to reach Friendly is advisable, followed by concentrating all resources on a single target guild toward Worship.
Guild Commemorative Coins are the currency of the relations system. They are earned through trades and commissions with a specific guild and spent in the Guild Emporium on goods, skill upgrade materials, heroes, or Conch currencies. Running Auto-Trade with two ports owned by different guilds allows earning Commemorative Coins for both guilds simultaneously.
| Relation Level | Key Unlock | Primary Benefit |
|---|---|---|
| Neutral (and below) | Basic trading only | Low-tier goods only |
| Friendly | Auto-Trade unlocked | Passive gold income while offline |
| Respect | Higher-tier specialty goods | Substantially better profit margins |
| Reverence | Hymn Conches in Emporium | Legendary hero recruitment currency |
| Worship (Maximum) | Legendary heroes in Emporium | Sharky, Lester, or Luna available |
Map exploration alone is often sufficient to bring most guilds from Neutral to Friendly without any additional action. For higher tiers, the following methods are recommended, with Auto-Trade serving as the most effective passive approach:
Commissions reward Guild Commemorative Coins in exchange for tasks such as delivering trade goods between ports, carrying letters, or sinking Armed Freighters. Each commission requires one Pirate Seal. A seal is awarded every eight hours, and up to 15 can be held at once. Commissions tied to higher-relation guilds yield better rewards, reinforcing the strategy of focusing on one guild at a time.
Donating to Governors increases both the player's relation with the affiliated guild and the port's Prosperity level, which in turn unlocks better goods for that port's Trading Venue.
Guild Sail Patterns — sail decorations styled after a specific guild — increase that guild's relations with the player each time an enemy ship is sunk while the pattern is active.
| Method | Relations Gained | Resource Cost | Frequency |
|---|---|---|---|
| Auto-Trade | Moderate per session | None (time cost) | Continuous |
| Map exploration | Significant early gain | None | One-time per area |
| Commissions | Moderate per task | 1 Pirate Seal per task | Every 8 hours (seal recharge) |
| Governor donation | Moderate + port prosperity | Gold | No strict limit |
| Guild sail pattern (sink ships) | Low per kill, cumulative | None (requires PvP) | Per kill |
Economy
/* Source: https://reddit.com/r/SeaofConquest/comments/1b1md3j/sea_of_conquest_meta/ | Scraped: 2026-03-06 | Quality: 2/5 */