Hearth and Hamlet Trade: All 8 Towns, Routes & Multipliers
Hearth and Hamlet trade sends expeditions to 8 faraway towns. See each destination travel time and resource multipliers, plus how to judge a deal.
Hearth and Hamlet trade is the system that turns your surplus resources into the goods your local terrain cannot provide, by sending expeditions to faraway towns that each pay different rates for different cargo. It is how a settlement that lacks a resource — Magic, for example — buys it with the Wood or Iron it produces in abundance.
The short answer
- 8 trade destinations appear in the build 0.80 data, each with its own travel time and resource multipliers
- All 8 are later-game data — none are marked build-enabled, so treat the values as provisional
- Travel times run from 2m 30s up to 6 minutes; multipliers show what each town pays for Wood, Stone, and other cargo
- Trade is your route to Magic and rare goods that your own buildings cannot produce
- Gold arrived in Demo v1.0.46, but the full market and route rules are not exposed in the demo
How trading works in Hearth and Hamlet
Trade changes the meaning of a surplus. Extra production is no longer useful only for direct construction; it becomes an input you can sell, and that sale can fund a resource you cannot gather locally. The Steam store describes trading “with strange new lands to build resources and grow your economy,” and the Docks are the building that connects your local workers and production to expeditions beyond the settlement.
An expedition is not a simple sell button. The interface asks you to choose a destination, pick a transport method (caravan or ship), select the goods to send, and accept an expedition cost, a travel time, and a cargo size. Those choices mean every trip carries an opportunity cost: a profitable export also uses labour and supplies that could be working on your next building.
The same surplus can also become scarce overnight. Selling a resource that looks abundant may create a shortage the moment a new upgrade or a larger population changes demand, so a deal you judge profitable today can look different an hour later.
Trade is also part of a wider economy rather than an isolated screen. Official material confirms Gold works alongside policies and taxation, so the Gold an expedition earns feeds the same treasury that welfare and tax rules draw from. That connection means a strong trade route can make an expensive policy affordable, while a weak one can leave a newly unlocked rule too costly to run.
The 8 trade destinations
The build 0.80 data lists eight foreign destinations. The table shows each town’s base travel time, its strongest demand, and the listed Wood and Stone value multipliers. Treat all of it as later-game data.
| Destination | Base travel time | Strongest demand | Wood value | Stone value |
|---|---|---|---|---|
| Ankhet-Nar | 5 min | Wood 1.6× | 1.6× | 1.2× |
| Ashenholt | 5 min | Food 2× | 1.2× | 0.8× |
| Crimsonvale | 3 min | Magic 1.6× | 1.2× | 1.2× |
| Fangmire | 3m 30s | Iron 1.2× | 1× | 1× |
| Ironrend | 2m 30s | Food 1.8× | 1.4× | 1.2× |
| Rubescairn | 3m 30s | Food 1.4× | 1× | 1× |
| Sephirah | 6 min | Wood 1.4× | 1.4× | 0.8× |
| Sniktcrag | 2m 30s | Iron 1.4× | 1.2× | 1× |
The shortest trips are Ironrend and Sniktcrag at 2m 30s, while Sephirah is the longest at 6 minutes. The strongest-demand column shows which cargo each town values most, and the value columns show how a resource is priced relative to a 1× baseline.
Trade quality: how the demand multipliers work
Each destination values resources differently, and that is what decides the quality of a deal. A town with a Wood value of 1.6× pays well above baseline for Wood, while a town listing Stone at 0.8× pays below baseline for Stone.
That means the same cargo is not worth the same amount everywhere. Ankhet-Nar and Sephirah are the places that value Wood most highly, Ashenholt pays a strong 2× for Food, and Crimsonvale is the destination that pays most for Magic. Meanwhile Ashenholt and Sephirah both price Stone at 0.8×, so shipping Stone there is a weaker use of a cargo slot.
These multipliers describe demand in build 0.80 and are not verified current-release values. The exact exchange rates, place names, costs, and timings shown in pre-release screenshots may change in future patches, so use them to understand the structure of route planning rather than to memorise a fixed profitability ranking.
Demo vs. full game
Demo v1.0.46 unlocked Gold for the first time, which the developer called “your first taste of that much-coveted resource.” That was the demo’s first playable access to the economic layer, but it does not expose every full-release market and route rule.
The eight destinations above are labelled later-game data: they are embedded in the build 0.80 package, marked as build-enabled 0, and should not be treated as verified release-build data. If a route, multiplier, or travel time differs in the released game, use the current in-game value.
How to judge a trade
Identify which resource is genuinely surplus after your near-term construction and upkeep are covered. Protect a positive Food trend before you chase optional Gold, and check whether a full storage is already capping your production — trading can open space as well as earn income.
Consider the worker opportunity cost: a profitable export may consume labour that a raid or a required upgrade needs elsewhere. Then re-check the deal whenever your population, policies, or research change, because a “best trade” table goes stale the moment your situation shifts.
Work through it in order. First name which resource is truly surplus after near-term construction and upkeep are covered. Second, protect Food from a negative trend before you chase optional Gold. Third, check whether a full storage is already capping production, because trading can open room as well as earn income. Fourth, weigh the labour an export consumes against what that labour could be doing. Fifth, return to the deal after any policy, population, or research change. That sequence stays useful even if launch changes the exact exchange rates, which a static “best trade” ranking does not.
Frequently asked questions
How many trade destinations are in Hearth and Hamlet? The build 0.80 data lists 8 destinations, all labelled later-game data.
Which town pays the most for Wood? Ankhet-Nar lists Wood at 1.6×, the highest Wood value in the data, followed by Sephirah and Ironrend at 1.4×.
Where can I buy Magic? Crimsonvale lists Magic as its strongest demand at 1.6×. Trade is the way to acquire Magic before you can produce it yourself.
Is trade available in the demo? The demo unlocked Gold in v1.0.46 but does not expose the full market and route rules. Verify those details in the released game before relying on them.
Trade pairs naturally with policies, since taxation and Gold income feed the same economy, and with workers, since every export competes for the same labour. New players should start with the beginner guide.
Sources: Steam store page · Steam announcements · Official trade & economy page · Hearth and Hamlet Wiki — trade towns