Caravaneer 2 Wiki
  • Below is a list of guides and other Walkthroughs forged by the Wikia Community.
  • Please sort Guides and Walkthroughs based on region. If a Guide or a Walkthrough covers multiple regions, please list that Guide/Walkthrough in the first region it covers. Guides/Walkthroughs for the entire game should be placed in a separate category.

Tribal Guides[]

Prisoner Catching Guide[]

Prisoner Catching Guide
By: DeviousRogue

Do you want to catch a lot of Poke'm- I mean, do you want to catch a lot of prisoners? Well whether you're selling them into slavery, selling them to prisons, or you're selling goods which were made by forcible recruited "workers", this is the guide for you.

First of all, know that whether enemies panic or not depends on their morale, which depends on several factors:

  1. Perceived combat power of own side vs enemies
    • Numbers of combatants
    • Quality of armament
  2. Health remaining and damage taken
  3. Levels of bleed and other status effects
  4. Other (?)

Perceived Combat Power[]

A quick metric of starting morale is whether or not you're attacked by a Hostile group. If you're attacked by them and have no choice but to fight, they're confident they can take you and will start on relatively high morale. If you "meet" them but have the option of walking away from the encounter, then they're not confident they can take you. If you attack them under such conditions, they'll start on relatively lower morale while your team will have more morale.

This is why when you're a lone dude fighting 10 bandits, you'll need to kill a few and beat the rest within an inch of their lives, while if you're 20 dudes hunting 2 bandits, they'll surrender very quickly.

This "perceived" strength depends on numbers, as well as gear. It doesn't matter if you unequip your fighters, as long as you still have the items in your inventory. You'll notice this in the Qubberation area when you start upgrading your Mercs gear. Your numbers haven't increased, but groups that use to attack you now run away.

Inflicting Damage[]

Okay, now we get to the most obvious part - inflicting damage. You gotta damage them first, right Vegeta? When you first start out, you'll probably have fond memories of beating enemies to within an inch of their lives before they yield. As your caravan grows stronger (see previous subsection), the amount of pain you need to inflict decreases, since their starting morale is lower.

Levels of Bleed and Other Status Effects[]

Apparently, if they're bleeding out, they're more demoralized than if they aren't bleeding heavily even if they're suffering from the same level of damage and health remaining. I am uncertain of the parameters or if this is true. Also, apparently, being set on fire is also very demoralizing, but again, I have no first hand experience (either being set on fire, or setting people on fire).


I am unsure if the death of team-mates itself causes morale loss, or if that's just because the perceived combat strength of one's side went down, or both. I can confirm that after killing an enemy, previous unpanicked enemies became panicked.

There's also anecdotes that if you kill one bandit really, really brutally (i.e., shooting them with a massive spray of bullets when just one or two would have finished them off), it can lower the other enemies' morale. There's also claims that inflicting a lot of damage at once is more effective than inflicting the same damage over multiple hits.


Firstly, trafficking should only be done if you have ample cart/vehicle space to transport your prisoners. People who have been beaten to within an inch of their lives don't travel very quickly, especially if they have a leg injury.

If you're going to engage in large-scale human trafficking, it's also worth getting a bunch of mercenaries to bolster your numbers. Not only will it be quicker and your crew be in less danger, but fewer enemies will die in the process since they'll surrender more easily.

If you're up against non shooting enemies, go in with blunt weapons which don't inflict much bleed - once the enemies are panicked, they'll just run off and are less likely to die of bleeding than if you used sharp, cutting weapons.

If you're really, really confident, go in bare-handed and punch.

If you're using guns, use AP rounds and other types of ammo which don't inflict as much bleed. (See the ammo page)

Take advantage of the fact that you can see how much damage you've inflicted in the combat log. Borys all have 10 strength, thus 200 hp, so you can figure out roughly how close to dying someone is. Other enemies will be less precise, but you can still estimate and stop attacking, even if they're not panicked. You can sometimes rely on bleed to make someone panic, so that you don't need to risk killing them by attacking again.

Spread your shots out. If possible, in round 1, shoot each frontline enemy once before doubling up.

Enemies who wield certain weapons tend to have higher strength and thus hp than others, I think. Prioritize those enemies when choosing who to hit first through each round of damage.

A Guide to Animal Herding[]

Hell Game[]

Hell Game
Murder everyone.

First, talk to Cricket, learn about Politics and the tribe locations. Head to Drekar and take out a raider group, we need money. Back to Silos, get insects as food for the rest of the area. Next up, go to Lintu. Sell any unneeded weapons. Buy cleavers and bolts, then talk to Kukul about getting rid of Drekar. We need that flag later. Go to Pullid, and proclaim you want to help Apis. Bring him the weaponry, then wait for Lois's meeting. Get Lois's quest to get into Kivi camp.

So far, we're doing pretty normal stuff...

Back to Lintu to stock up on stuff. Ask Kukul about books, go to Sigurds Hut, murder the crap out of them, go back to Lintu to resupply. Talk to Kukul about asking Drekar about Olaf; he'll tell you he wants insects. We're not gonna bring those. Next, read the book and get into Kivi camp. Go past Silos and Bunker to resupply. In the bunker, pick up a gold ring from Brass to pay for the insects. Woop, free money. Head to Kivi camp. Get into Kivi Camp by correctly answering the questions, then talk with Orion and Sigurd. Get Spencer Rice's location from Sigurd. Head to Araten and pick up Spencer. Also pick up some better weapons; we're gonna need them. Get a headwrap if you can; every armor bonus helps. Head back to Kivi Camp. We're ready to start to the slaughter.

Normally, at this point in the game, you're pretty much set for a total victory against Drekar. I mean, Lintu is ready, Lois is ready, Kivi is ready. Drekar is gonna lose hard.

But that's boring. Instead, let's go satisfy our urges to murder everyone.

Head to Drekar. Tell Fafnir about Kukul's plans. He'll go charging after Lintu; Let him. We want everyone dead after all. Drekar will murder Lintu. That's 1 group down. Next, head back to Drekar, this time telling them about Kivi. Have Fafnir tell you of Olaf's whereabouts. If you do not do this, you will NOT be able to proceed with the main questline. Rush back to Kivi to tell Spencer the bad news. Kivi will attack Drekar. Naturally, we can't have them beat Drekar, so we might have to get our hands dirty. Murder some Kivi Warriors if you have to. Kivi loses. That's 2 groups down.

Now normally you'd need +100 Tough reputation to get Lois to start the attack (or bring plenty people, but that's really expensive). However, this can be bypassed with either Lintu or Kivi being killed off.

Go to the Saxual Tree. Talk to Lois about Kivi or Lintu being killed off and tell her that now is the best time to attack. Lois will come out to fight the Drekar Warriors. She can't die yet, we need her to take out Drekar, otherwise no Drekar Warriors will spawn to be killed off, so protect Lois from them at all costs. Beat all the Drekar Warriors that attempt to get at Lois. Lois will charge straight at Drekar Camp; beat all the enemies yourself. You can try letting her beat up some small groups, but this is extremely risky as Lois's group is small. Flip a coin if you want to chance it. After killing the last group of Drekar Warriors (or Lois reaching Drekar), Drekar will be destroyed. Take Calvin's Letter from Drekar just to be on the safe side. 3 groups. Only 1 group left. Lois. Turn around, and instead of giving her a high-five congratulating their victory, attack her instead. Two options depending on whether you wanna be rich or whether you want everyone dead. We're gonna kill everyone though. Murder Lois's group. And that's 4.

The only people to survive are Cricket and Apis, and the bunker people. The rest is dead. But hey, at least we got a lead to Olaf.

It may be possible to kill off Pullid, further testing is required. Make use of Regin's Gang to kill off Pullid.


  1. Jeanioz: You will basically own Kivi, Drekar, and Lintu Camps. With the capture of Lois possible, you can even negotiate with Apis and get 50,000 money along with a possible Donkey.


By Jeanioz
Pass tribal region without talk to Kukul.

First, go to Silos and talk to Cricket, learn about Politics and the tribe locations. Go to Pullid, and proclaim you want to help Apis. Buy or loot cleavers and bolts. Before bring Apis the weaponry, go to Your Bunker and ask help from Chairman Brass with this quest to get a free Golden Ring. Bring Apis the weaponry, then wait for Lois's meeting. When asked by Lois if and why you want to help, say yes and because you really hate Drekar to gain reputation. Lois will give you the quest to get the Spencerism book to get into Kivi camp.

There is no real need to ask Kukul about books, like Lois suggests, to go to Sigurd's Hut to get the book. The hut can be discovered manually (click here to see the location). In fact, you can go to Sigurd's Hut even before go to Silos. So, go to Sigurd's Hut, kill or imprison the Rovers there (I prefer to imprison. These 2 Rovers - 3 in Hard Mode - are unique, permanent NPCs) and get the book.

Then you can proceed as usual: Get into Kivi Camp by correctly answering the questions, then talk with Orion and Sigurd, get Spencer Rice's location from Sigurd, head to Araten and pick up Spencer, head back to Kivi Camp, introduce Orion to his prophet, go to Drekar Camp do the ambassador duty, return to Kivi Camp and then attack Drekar or let them flee.

Alkubra Guides and Walkthroughs[]

To do list: Workforce Merchant Branch

Liberation Army Branch
Created by Francis Valeria
Alright, now that you've seen a bit of the world and how it works, you must be itching to see the rest of the world. Don't worry, the entire world isn't like the tribal region, as soon as you have come out of the tribal region, you should be in New Serino. Be sure to stock up on weapons and supplies before you go, the journey isn't that forgiving, and neither are the Marauders. Yes, Marauders roam this land. The police are trying to contain them but they breed like worms, try not to wonder too much lest a swarm of them chop up your head. Save before every trip, and save after every trip.

If you managed to survive, you should be at New Serino and is, I presume, fabulously wealthy.(As wealthy as a department store salesman is, of course), from there, first thing first replenish all your supplies and spend your money on arming your caravan, or else you will perish here. Second order of business is to talk to Calvin. If you don't see Calvin, you'll have to go back to the Drekar camp and either take and read a letter(If they are dead), or talk to Fafnir about Olaf. If you finished that, buy as much lubricant as you can afford, as this is one of the most profitable goods available.(50% return rate)

If you see Calvin, you'll ask him about Olaf, and he'll say that he'll help you if you help him, Since we're the Liberation Army here, you should let him persuade you before declining the notion, or else you'll be stuck with a mission you don't want to do and cannot complete, lowering your trustworthy. From there on, you should see Kevin's house just outside of New Serino (it's on the map, if you can't see it, turn South East, you should see his house in a few secs), knock on his door and tell him that Calvin told you to buy his house. From there on he'll ask you to deliver a letter to Captain Mustaparta in Fort Mitchell, he'll ask who sent it, tell him you can't tell for a trustworthy boost. The screen will fade and he will say to tell them yes. From here, ask him the locations of the towns, first ask "What is this place", then ask the coordinates of the towns. And now you know the coordinates of the towns. After that, sell the lubricants here and buy textiles(shoes aren't very lucrative here), and go back to Kevin's house. Resupply and trade in New serino along the way.

After that, Kevin should ask you to convince the High Priest in the Church of the Man of Zinc to ban slavery. Optional: ask him about the records, we'll need that later for a side mission. And now, journey to Orth . Be sure to be armed to the teeth or be as fast as a gazelle because the way is littered with more banditos than a pirate ship, save and resave every trip. From now you should be familiar with the process, refuel and talk to the high priest. The high priest will ask you to help with the Narizians. You could either build a settlement, kill them, convert them, or take them to the tribal region. If you choose the build a settlement option you'll need one million dollars!, you could get a loan from Sapoboi and then get the rest of the money from lubricant trading. Or you could just get a million dolllars somehow. The Kivi->New Serino Trade is very lucrative in lubricants to leather. After you deal with the Narizians,, go to Orth, talk with the Priest, and go to Kevin's house, and then pour yourself a glass of wine, because you have just finished the Alkubra region! Slavery is now illegal here, and you now you should be refered to Ozbet. What you do from here, who cares, sit back, take a break, and be marveled in your accomplishments!

Janubi Guides and Walkthroughs[]

Liberation Path and Mikaze Aftermath Walkthrough[]

Liberation Path and Mikaze Aftermath Walkthrough

For those following the Liberation path, you know what happens when you do the Mikaze mission: your relationship with the Janubi Government becomes negative. When you talk to Nikuban to complete the mission, your relationship becomes more negative. This walkthough gives you a strategy that will get your relationship with the Janubi Government positive as quickly as possible, and keep it positive. This allows you to avoid the "nuisance" battles with the Janubi Police in the future. (This walkthrough does not tell you how to defeat the police squads attacking the Rebels. It is assumed that you know how to do that.)

The keys to the strategy are:

  • Defer talking to Nikuban to complete the mission until your Janubi Government relationship is sufficiently positive.
  • Attack bandits and turn in prisoners at Botxo to improve your Janubi Government relationship.
  • Avoid negatives to your Janubi Government relationship:
1. Have a crew large enough to keep the Janubi Police from attacking you.
2. Don't turn in any prisoners in Ozbet until after you complete the mission.

How many people are enough to keep the Janubi Police away?

  • On "normal" difficulty, a total crew of 13 with rifles and a couple of machine guns was enough.
  • On "hard" difficulty, a total crew of 19 with rifles and a couple of machine guns and bazookas was enough.

You may be able to do it with fewer people or less equipment. Don't be cheap. Each extra mercenary will cost you only a few thousand a week.

Some preparation is needed before accepting the Mikaze mission from Nikuban. Most of these items will happen without any special effort on your part. They are listed here for completeness.

  • Have a positive relationship with the Janubi Government to be able to hire temporary mercenaries.
  • Stockpile sets of rifles, leather jackets, and helmets to equip your temporary mercenaries. The armor will help keep these mercenaries alive if someone shoots at them. (If you need a place to store these items, your storage in Hempton can hold 10 sets of equipment.)
  • Have a caravan speed of 6 or greater so you can chase and catch bandits.
  • Have advanced binoculars and someone with good sight (like Olaf or Spencer Rice) so you can see the bandits.
  • Have a million in cash so you don't have to worry about trading while you are chasing bandits.
  • Turn on "Interact with friendly caravans" on the settings. (Necessary in order to get the option to attack the bandits you chase down.)

When you are ready to do the Mikaze mission, go to Ozbet and talk to Nikuban.

On your way to Mikaze, stop in every major town (including Ozbet and Mikaze) and hire every mercenary with an Agility of 6 or more. (None of their other attributes matter.) You need to hire these mercenaries before you talk to Samantha Stone. There are some predefined mercenaries along the way that meet this criteria, including one in Mikaze. Don't worry about the salaries as you will be keeping these mecenaries for only a few weeks, at most. One possible path to Mikaze is: Ozbet, Botxo, Scrapyard, Tobar, Tifk, Mimb (stock up on forage, food, water), Twin Rivers, Jack's Gambit, Mikaze. If you didn't pick up your cache of rifles and armor before starting the mission, be sure to pick it up on your way to Mikaze and equip your temporary mercenaries. Five bullets for each temporary mercenary is more than enough. (These mercenaries are for show and not for serious combat, although you may get lucky and find some that are useful.)

Because you outnumber the attacking police squads, expect the Mikaze battles to be easier for you as the police will panic sooner. This will give you more prisoners, too, if you want them. You can do whatever you want with the prisoners except turn them in to the police in Ozbet. Botxo won't take them as prisoners. After you recruit Samantha Stone, you can start working on your reputation.

Attack and capture bandits. Priorities are Janubi Bandits, Shinobi Pillagers (if you are fast enough), and Scavengers, in that order. You will get some positive relationship just by attacking these groups. Try to capture prisoners and turn them in at Botxo. Depending on how many prisoners you capture, you should be able to get your Janubi Government relationship above zero in about 6 battles. At this point, you can dismiss your temporary mercenaries as the Janubi Police will no longer attack you.

But, you are not yet ready to talk to Nikuban to complete the mission. You need to get your Janubi Government relationship "sufficiently positive." Note: The game's displayed relationship is a rounded number. The actual value could vary by plus or minus 0.5.

How much relationship is "sufficiently positive"?

On "normal" difficulty,

+6 was high enough for an increase in Janubi Government relationship when completing the Mikaze mission.
+5 was high enough for a decrease to +1 relationship when completing the mission.

On "hard" difficulty,

+11 was not high enough. I got a -147 relationship effect to -136. (One reason it is called "hard.")
+165 was high enough a couple of months later for an increase in Janubi Government relationship when completing the mission. (I left Janubi with a positive relationship to work on side missions and other tasks during that time.)

Calendar time may be a factor. Save your game before talking to Nikuban to complete the mission, and load your save file if you weren't "sufficiently positive."

Once you complete the mission and have a positive Janubi Government relationship, you can continue with the story. Your Janubi Government relationship will continue to rise without any special effort on your part. (This also happened when I went off to work on side missions.)

Qubba/The Federation Guides and Walkthroughs[]

Some Quick Advice About Tools, Skills, and Caravans[]

Quick Advice About Tools, Skills, and Logistics
By: TheDeviousRogue

If you don't want to read the massive, massive guide, here's some quick advice for the Qubberation region:


As you may or may not know, skill stacking follows a pattern of diminishing returns. For any given caravan skill, except sight, your most skilled volunteer/merc in that area contribute the full value of their skill, the second most skilled contributes half their value, the third most skilled contributes a third, and so forth. Since tools boost the most, second most, third most, etc, skilled caravan members, they too follow a pattern of diminishing returns.

NEVERTHELESS, in the late game when you're running hundreds of drawn carts or something, all Veterinary tools should be obtained as many times as you have caravaneers. You should get at least 2 sledge hammers and 10 (or as many caravanners as you have) hammers. Why? Because despite the diminishing returns, each point of mechanic/veterinary skill helps prevent damage to your carts and animals, which will save you lots and lots of money over time. It's a worthwhile investment. Hammers and Sledge hammers are not as good because they're so heavy, but for vet/doctor tools which way for less than 1kg each, you can easily carry dozens.

Don't worry about boosting the Doctor skill. (i.e. ignore the Doctor-only devices) For starters, people don't perpetually take damage just by travelling, and even in big caravans, there are very few people compared to animals.

A Guide to Animal Herding[]

Entire Game Guides and Walkthroughs[]

(Super Extensive) Powergaming Non-Story Walkthrough[]

Devious Rogue's Power-Gaming Non-Story Walkthrough
By: TheDeviousRogue

So you want to set yourself up with a massive army and the best equipment before actually doing anything to do with the plot? Well, you've come to the right place. Welcome to my power-gaming guide/walkthrough. (Also, this guide assumes you understand the basics of the game)

Also, this is a method to succeed without relying on mega-bullshit like the billion-dollar prisoner exploit, or just straight-up hacking infinite money.


8-10-1-1 is the generally agreed upon "munchkin" start. There's more detailed guides explaining exactly why this is the case, and you can read them if you want, but this is my strong recommendation. But hey, do what you want, I'm not your real dad.

You *will* need 6 Intelligence to get all the dialogue options possible in the game though, so... yeah. If you're up for it, you can get a hacked start (a.k.a., the 40-stat man) and be 10-10-10-10.

Getting The Ball Rolling[]

Hit spacebar as soon as you start the game. Configure your settings. Turn off "hunt" and turn on "pause when entering travel mode". Save the game here if you really want to explore all dialogue options with Chairman Brass. Enter the bunker and talk to the Chairman. Use the Dialogue guide if you want to maximize results. Get the map of the Tribal Region, go to your Cargo tab, select the map and read it. Heal up, resupply, take everything you can from the Storeroom. Leave the First Aid kit in your room as you don't want to bother using it.

Head to Silos and talk to Cricket. Once you buy insects from him, change your food settings. Keep insects, donkey milk, horse milk and camel milk at 10, make Jeroba Meat 1, and everything else 0.

Note that I made exceptions for talking to the Chairman and Cricket because their dialogue doesn't actually affect your future choices. The Chairman Brass dialogue gives you 4 Tough if you do it right (and that doesn't really matter because you can get Tough rep by fighting strong enemies, which are finite) and Stupid Rep if you say stupid things. Optimal Cricket dialogue gives 3 Friendly, 5 Virtuous, 10 Cricket, and makes it possible to get 5 Friendly, 5 Kukul when you get around to talking to him several decades from now. Doesn't affect your future decisions though.

Technically, you can avoid the Cricket conversation and ignore him altogether, but then you won't get cheap insects... if a completely pristine, untouched game is really, REALLY that important to you. But anyway, this is the last time we'll have anything to do with plot characters.

Also, during your first fight, or the first fight you remember to do this, go to options and enable fast walking. It just makes combat take less time.

Tribal Money[]

Defeat some Rovers to get a slightly better melee weapon than your knife, and then hunt Drekar Raiders. When you get ~$600, buy a Fire Axe from the Lintu merchant, if you haven't already gotten one from killing Drekars.

The best money for a long time will be killing Drekar Raiders - they have Leather Jackets and Vests which sell for 5k and 3k minimum, though often for more. (You'd have to resell hundreds of kilos of Insects from Cricket to make this so yeah... this way is quicker) Target groups with 3-4 people. Avoid larger groups. Food and stuff sells best at the Drekar camp. Leather goods sell for a good price anywhere and really make up the bulk of your profits while weapons sell best at the Pullid Camp. If you want to engage in Slavery, kill Drekar units close to their camp so you don't have to travel too far. (Slavery DOES impact your options later in the game, and there are ways to get anti-slavery rep but those also have consequences) Otherwise, engage in fights near your bunker so you can fight recklessly and heal back up for free. (Unless you went with the no-bunker option in which case... don't.)

At some point, you may want to buy Jackets from the Kivi and resell them to the Lintu for a tidy profit, but only if you have a good amount of capital.

Time to prepare for making the journey to new Serino, and you'll need a few Metal Jerrycans a good supply of Insects, and tens of thousands dollars (not hard). You may or may not also want a Crossbow and some Bolts. It's extra weight, and don't do that much damage, but it's a little more ranged damage for your skirmishes, so...

Once you're ready, go to the Kivi camp, stock up on water, and travel 228 degrees to reach New Serino of the Akulbra region. This is the only time you'll need to travel with "information you could not possibly know", although based on the plot, Olaf should have at least given Chairman Brass a map of the Akulbra region so...


If you really wanted to speed through, grab a rifle, grab an Akulbra map, read it, and just zip off to Ozbet.


Get a map of the Akulbra region and read it to learn all the locations in Akulbra. Alternatively (and this removes dialogue options later), you can talk to Captain Mustapha. To do this, go South and slightly East for New Serino to find Kevin's house. You can draw a straight line through New Serino, Kevin's House and Fort Mitchell, where you'll meet Captain Mustapha.

Optional Mercs[]

You might want to hire Cameron Hale (mercenary) at Fort Mitchel and Arsenity K (mercenary) at Orth. They're good chucks with 8 Agility so they won't slow you don't by too much, they'll have decent HP and carrying capacity (5 strength), and they're relatively cheap. They ARE optional though.

Arm Yourself[]

You'll need to acquire Rifles. (SMLEs and Mosin Nagants) You can either buy them from weapon shops after wandering around and visiting some of the bigger cities, or you can take your chance and ambush Scavengers with 2-3 people (3-4 on hard). They might have Rifles though, and if you only have one or three crossbows, it's going to be a bit of a challenge. Alternatively, ambush Travellers, who may have Mosins. But that gives you lawbreaker rep and other bad things. Do what you must. Constantly buy ammunition from stores when it's offered. SMLE ammo is especially rare, both in stores, and from enemies.

Next Stop[]

Don't spend that long in the Akulbra region and go to Ozbet as soon as you can. You can acquire a Janubi Region map from some Caravans if you want to do it legitimately (in which case, you might really need to do a bit of merchanting in Akulbra or non-risky bounty hunting), but if you want to powergame it again, the directions are 118.2 degrees, 656km from Fort Mitchell. Alternatively, Caravans travelling South-East of Fort Mitchell are destined for a Janubi city, so just take it's direction or follow it outright.


You can speed through Tribal and Akulbra very quickly, but you're going to actually have to spend a good bit of time in the Janubi region to prepare for Qubba/Federation. The trek there is so far you'll definitely need animals and carts which are expensive. You'll also need to prepare an adaquare fighting force to fight off Mad Dogs because even with Horse-carts, you'll only be as fast as them, not faster.

Mercs and Fighting[]

Go to Mimb at some point (not necessarily straight away) and recruit Mimsy from Mimb. Alvin Sun from Botxo is also kinda okay, maybe. Captured Shinobi Pillagers make good mercs since they have at least 8 Agility. Just make sure you're not paying more than 7000 salary for them. You can get 10 Agility pillagers for less than 7k a week, and sometimes, you can get 10 Agility pillagers for less than 4k a week. You can consider save-scumming to make sure you're not missing out on good pillagers.

Arm everyone with Rifles. Mosins and SMLEs. M1 Garands are possible and using them lightens the burden on ammo, and they ARE faster (require less AP to shoot) but they are also less accurate. Buy SMLE and Mosin ammo whenever you find any. M1 ammo can generally be looted often enough to not need buying, but you typically only loot AP ammo, which is better against armour but does less damage and inflicts less bleed. BTSP ammo needs to be bought in stores. Equip everyone with Leather Jackets you loot and Pot Helmets you loot. (Looted Motor Cycle Helmets can work as a stand-in if you don't have enough Pots)


Don't waste ammo on panicked enemies. Saves ammo and helps prevent injuries by more quickly taking down enemies who can actually still pose a threat.

Also, every now and then, check your mercs. You can set their salary lower than what you paid them at first, sometimes, especially if you raise reputation with their faction. The Shinobi Pillagers are pretty much never going to be chummy with you, but if you hired Cameron Hale and Arsenity K, and you killed some Akulbra Marauders and turned them in to an Akulbra police station, they might like you more and work for less pay. Likewise with Alvin Sun and Mimsy from the Janubi government.

Get Tier 1 scopes, but don't try to save money for Tier 2 scopes. Not here.


When you get enough money, buy carts. I STRONGLY suggest going with the Horse-Cart setup because it's so much faster and you can grow it very easily later. If you go with Donkeys or Camels, you'll be so slow you'll either be stuck fighting a million battles in the Qubba/Federation region against Wild Dog groups, or you'll need an absolutely massive army. The rest of this guide assumes you got Horses. If you got something else... meh, adapt the advice as you will. (Horses ONLY. If you get another animal, it slows the whole caravan down to it's speed)

ONLY get female animals because they produce milk. Males don't. Get the appropriate cart for animals - Fibreglass carts for Donkeys, Medium carts for Horses (very occasionally a large), Large carts for Camels (occasionally metal carts).

If you're hunting poke'm- I mean, prisoners, either to remand them, employ them, send them to your factories (later) or sell them as slaves, they're quite possibly crippled from the beating you gave them. Pack them into your carts so they don't slow you down. When you get enough drawn carts that you still have decent cargo space even with your crew riding in carts, have your crew ride in carts also. (If they're slower than animals, and if you got horses, they will be)

Also, at some point, drop by New Serino to buy some lube. (For your carts) Make sure to stock up again when you start to run low.


You can smuggle weed from Murray Hill to Botxo and then Ozbet. Start small, get an idea of how much your crew can smuggle and then hit the limits. You can buy storage in Botxo and store shipments of weed there so you don't have to travel as far per smuggling trip. Also, at some point, buy storage in Ozbet so you can store weed there. One you're smuggling hundreds of kilos of weed per trip, the city starts to run out of currency to pay for it but since you got it in the city, might as well keep it in there. If you do this, either save scum to make sure you don't get caught or habitually go on a hunting spree around Ozbet and remand all criminals to the Ozbet police station to keep up your rep with them. Don't hunt around or remand prisoners in Janubi-held cities because that will DECREASE your rep with Ozbet.

Combat takes a while, but if you're fine with it, raise your rep with Ozbet to several thousand and the prisoners will start being really worth something. Attacking Janubi Policemen gives LOTs of rep and are worth an extra high bounty with Ozbet, but this will quickly sour relations with Janubi and may affect the story options later. (Though this can also be rectified by remanding prisoners to Janubi cities)

Otherwise, general merchanting also works. Read other guides for more details. I went with smuggling so I don't really know much about prices and good routes.


We need to spend a little bit of time here to talk about containers. To prepare for the Great Leap Forward, you should be phasing out Glass and Metal Containers because they're really REALLY inefficient. In overview -> manage containers, set glass bottles and all 3 kinds of metal jerry can to "withdrawn containers" when you can. (You might need to put up with Metal Jerrycans for a while at the start) Buy plastic jerrycans whenever you can until you have your needs covered.

If you want to be ambitious, you can go for purely large plastic jerrycans and phase out the mediums too, but large ones spawn far less frequently in the stores. The big leap in performance is going from the 3.33/4/4.44 L/kg efficiency of metal jerry cans to the 16.67/20 L/kg of plastic ones. (Glass bottles are 2.87 and plain terrible)

Preparing for the Next Region[]

You'll want at least 4 Mercs + Yourself, and you'll probably want more than the minimum. You'll want enough animals that your food requirements for travelling are 0 - your animals produce more milk than your caravan consumes, giving you a surplus. Also, change your food settings so that all values are 0 except Milk. Don't touch the other food because it's more valuable. Everyone can just subsist on milk. Is it realistic for someone to eat no food except milk for several years and suffer no health effects? Probably not, but it works in this game.

You'll need enough containers to hold enough water to take you 2/3 of the way from Northway to Zonderhoop, or 3/4 of the from Murray Hill to Gamal Met if you're not using your knowledge of Northway's Existence. (It doesn't show up on any buyable map)

You can either get a Qubba map from a caravan or you can powergame it using out-of-game knowledge once more. Northway is 46 degrees, 604km from Towoomba and Zonderhoop is 83.4 degrees, 1120km from Northway. Alternatively, Gamel Met is 67.5 degrees, 1429km from Murray Hill.

Use the map to calculate if you have enough water to make it most of the way.

The Actual Journey to Qubba[]

You don't need enough water to make it all the way, because I'm counting on robbing an enemy unit to get enough water to make the journey. Maybe even 2. Save before setting off just in case.

Make the journey once you know you'll survive and do at least okay in Qubba. Don't dally too long in the Janubi region. You'll understand why later.


(a.k.a., Qubba and the Federation)

Federation Maps are available in Qubba stores.

Also note that when you first arrive in the region, the prices may take a while to stabilize to their "normal" levels.

Weaponry and Fighting Tactics[]

Your loadout should change from 2 rifles on each character to 1x Rifle, 1x M1 Bazooka. (Unless you have 10+ fighters, then you might be able to keep an all rifle loadout) Preferably the rifle is an SMLE. SMLE ammo stops being so rare in the Qubba Region though you may want to keep a Mosin or 2 around with ammo just in case.

In the Janubi region, your fighting tactic should have been rifles at a distance, full stop. In Qubberation, you'll still be using rifles as your mainstay, but on the second or third rounds of combat, when your enemies bunch up, you may want to fire a rocket or two at them. Rockets are extremely, extremely inaccurate, but do massive AOE damage/ Enemies start in staggered formation so they're a bit hard to hit in round 1, but they generally bunch up in round 2, making it easier to hit at least something.

(Remember kids, if you want to hit your target every time, shoot first, and call whatever you hit your target)

Replace motor cycle helmets with pot helms when you get them and federation helms when you get THOSE. Don't rush it. Federation helmets can be found in large quantities from the Vole Gang units in the southern Federation area.

Go from leather jackets to iron plate when you find it, and then military armour when you get THAT. Again, don't rush it. The armour appears on many endgame units, including Mad Dogs.

Try to keep the equipment per character below half their maximum carrying capacity so they get an extra AP in combat.

At some point, when you're much MUCH richer, you'll want to get an M21 rifle which is the hands-down best rifle in the game. But that thing costs ~$1.7M so it'll have to wait. Your SMLEs are good enough, and your money is needed for making more money. Same with Tier 3 scopes. Your Tier 1 scopes from the Janubi region are good enough until you have spare millions lying around. The best gear spawns the most often in Ausz, and it's the only place to get M32 launchers. It's also where the weaponslammo are the most expensive. Qubba sells chain guns and Tier 4 scopes too, but very rarely (especially the T4 scopes). A good number of places sell M21s and Tier 3 scopes, though as with all things, they're most commonly found in Ausz, and then Qubba. Northway sells M21s for as low as $1.5M, but that's really far and out of the way. M1 Bazookas can be looted from just about any end-game unit, as can their ammo. Once you start using M21s, remember to constantly look for and buy ammo, as you did with your other rifles.

You'll want to have done all your recruiting in the Janubi region. It's true that you can get 10-10-10-10 Borys in this region, but they're hella expensive. All other mercs are similarly overly expensive. Lilith in Qubba is 8-10-1-1 and just might work for a lower price if the Qubba government likes you. (You can raise their affection by remanding criminals to Qubba jails, but beware of making the Federation dislike you and ban you from their cities)

Late-late game, when you have hundreds or even thousands of horse-carts (or perhaps you've switched to cars or something) and transport capacity isn't a problem anymore, you can consider switching from the "high AP elites" approach to a "hoard" approach. Instead of employing a select few elites each costing several thousand in salary, employ tribal mercs costing 100/200 or so. You can employ a lot more for a lower cost and even if their accuracy is terrible, it doesn't matter if they have a scoped rifle, especially in round 2 or 3 when the enemy has moved closer. As Stalin has been attributed to have said, "Quantity is a quality in and of itself."

Expanding the Caravan[]

Unless you have a massive, massive army, Wild Dogs will be happy to attack you, and if you kill them, assuming you weren't wayyyyy too trigger-happy with your rockets, you'll get horses and medium carts. (Some may die, but not ALL of them) Sell the males, keep the females, sell the excess carts. This is a very, very convenient and inexpensive way to expand your caravan. THIS is why I said not to dally for too long in Janubi. Instead of slaving away ~$200k + per horse-cart, you're getting multiple of them for free every time you get attacked by Wild Dogs.

If large Wild Dogs units see you and run, you have too many people in your caravan and may want to seriously consider shrinking down your army. Getting better weaponry also makes your caravan more intimidating, and if you were already repelling all but the largest of Wild Dog groups, this may also make it so that none of them have anything to do with you any more.

At some point (several hundred horse carts or more) you may decide that this is enough horse carts and any more would be difficult to manage. When that happens, quickly go back to Janubi/Tribal, recruit a bunch of mercs, and the Wild Dogs will leave you alone. Alternatively, keep fighting them but just sell excess horses and carts, especially the weaker ones, or phase out the weaker horses you currently own. It's a shame animal husbandry isn't implemented in this game, so strong parents won't necessarily breed strong offspring, but I guess we can't have everything we want. Also a shame you can't sort animals by capacity/age nor carts by attached/unattached. While we're on that topic, I wish you could attach carts to people, including slaves but hey...

Also, any horses and carts should be sold at Tarakoona, Valentinegrad or Ausz. Ausz gives the best price for horses by a long shot (~$45k), but terrible prices for carts. Tara and Valen give good prices for horses (~$40k) and decent prices for carts. So ideally, sell carts at Tara/Valen and sell the male/excess horses at Ausz.


You'll get enough large plastic containers to phase out everything else, just from fighting. Don't bother transitioning fully to plastic barrels because they're expensive and don't increase performance that much. Also, they only occasionally spawn in the Ausz general store. (Unless you have the balls to rob Caravans but that also affects the games settings) Once you have several hundred horse-carts, transport capacity ceases to be a major concern unless you're moving massive quantities of raw ingredients and even then...

Also, once your caravan is >100 horse-carts, and you're a multi-millionaire and making good bank, start buying 1 of each tool, maybe even 2 to X of each tool, except the Machette. (X being the number of people in your caravan) Raising the Vet and Mechanic score of your party will drastically save on costs in the long run.

Also, once you have spare millions to throw around, start buying solar panels and electric tools. Make sure certain devices are switched off so that the ones which are switched on have enough power to run.

Trade Routes[]

There's many, MANY possible trade routes in the game, but the one I'll suggest is.the Nirgendwo-Dagmar route. Go Nirgendwo-Qubba-FortGoks-Masriah-Tarakoona-Valentinegrad-CraterCity-BrewSleeves-Dagmar. At Dagmar, loop through Sabaton and Laurel then back to Dagmar, then reverse the route and go from Dagmar to Nirgendwo:

  • Nirgendwo - Buy jackets ~$2.3k, sell cement/medicine/fuel
  • Qubba - Sell jackets ~$3.9k, buy Cement ~$2.7k
  • FortGoks/Masriah - Buy jackets <$3.8k, buy vests <$1k, sell cement/medicine/fuel
  • Tarakoona - Buy lube ~$800, sell cement/medicine/fuel
  • Valentinegrad - Sell lube ~$2.7k, buy fuel ~$430, sell alcohol
  • Crater city - Buy cement ~$2.6k, sell quicklime (~$100+ profit), sell medicine/fuel
  • Brew Sleeves - Buy alcohol
  • Dagmar - Sell limestone, buy quicklime, sell cement/medicine/fuel
  • Sabaton/Laurel - Buy limestone, sell cement/medicine/fuel

If you draw a straight line between Crater City and Dagmar, you'll go through Brew Sleeves. That's why it's included in the route. Not for any particular strategic value. It doesn't buy cement, medicine OR fuel at a good price, the bastard. (Technically, it buys fuel for something like ~$470 which IS a profit, but that's much smaller than the $600 some places pay) Oh, but you may want to destroy Brew Sleeves at some point (explained later), and this makes it convenient.

Only buy cement from Qubba if you're selling jackets and they don't have enough cash, or you're out of cement and you need it to sell to the cities between Qubba and Crater City.

Suggested margins are:

  • Cement: Buy for less than $2.8k, sell for more than $3k
  • Medicine: Buy for less than $60, sell for more than $65
  • Fuel: Buy for less than $450, sell for more than $500
  • Jackets: Buy for less than $3.8k, sell at Qubba
  • Lube: Buy for less than $2.5k, sell at Valentinegrad
  • Limestone: Buy from Sabaton/Laurel, sell at Dagmar
  • Quicklime: Buy from Dagmar, sell at Crater City
  • Alcohol: Buy for less than $100, sell for more than $100
  • Vests: Buy for less than $1000, sell for more than $1000

You'll need several million and later on, tens of millions to buy all the quicklime from Dagmar. No matter the price of quicklime, you'll always be able to sell it for a profit at Crater City. If Crater City doesn't have the cash, the difference can be made up for with cement which you will eventually offload, and for a profit. Take the deal even if you end up with thousands of kg of cement. You'll get most of your cement from there anyway, since it's cheaper than Qubba cement. Qubba similarly can be used to offload any number of Jackets.

Cement, medicine and fuel can be sold profitably in the vast majority of cities, but only in moderate amounts. Lube, jackets, quicklime and limestone are much more city-specific.

Also, don't be afraid to take textiles in lieu of cash if you can get them for less than 400 each, since:

  1. It lets you complete the trade
  2. You can turn them into Tagelmusts in workshop over time, and sell for at least $800 each, possibly turning a profit, but requiring a little more micromanagement

If you arrive in Dagmar from Brew, and you have the money to do it, buy up all the quicklime so caravans can't buy it before you. (Or let them buy it and just rob them afterwards, if you have the manpower and don't mind altering the game's ecosystem a little) Also, sell a bit of cement, fuel, and medicine. Not a lot, since prices will drop, but a solid amount. After you've done the Sabaton Laurel loop and come back to Dagmar, the city will have consumed some of those goods and the prices will rise back up.

If Valentinegrad runs out of petroleum, the price of fuel jacks up from $430 to $580 or something like that. Prices drop back down when it gets petroleum from a caravan. There's a few other quirks like that so make sure to check prices before you trade.


Some people want to only be a caravaneer and don't want to actually own industries. If that's your way of playing the game, ignore this part. You just need to earn enough to get optimal endgame gear and then you can either make more money for the hell of it or go back and finally start to investigate Olaf's whereabouts. If you DO want to own industries/cities/regions, this is it.

(Read basic industrialization guides if you don't know how they work. TLDR: To expand an industry in a city with no employable workers, fight people, take prisoners, release prisoners in the city, and they can be employed in industries)

The first and best place to start buying and developing industries is Masriah. It's the only city which allows players to SMOOTHLY expand infinitely. All industry chains are limited by what the city can supply. Doing skin->leather->l.jackets in Ausz, for example, is limited by what the city will supply you with in skins. Sure, you can go beyond the limits and constantly ship skin and leather to the city, but you'll find that eventually, that too is insufficient. Also, personally, I find it a bit suffocating to be essentially chained to a city and have to be constantly supplying it to make it work. (Even though the profits are considerable) Even cities where you can start at forage and go all the way to an end product (i.e., Nirgendwo) are limited by the forage available and once your industry grows beyond a certain point, you start getting negatively affected by townbreak mechanics.

Masriah is the best because you only need water, the supply of which is NOT affected by townbreaker mechanics. You can buy cotton cultivation and develop cotton processing and shirt production. (Or trousers production or best production, but shirts requires the fewest workers) This means you go straight from water to shirts. Each shirt costs ~$35 total to produce, including labour and raw materials and sells for a minimum of ~$1200 in Qubberation. This becomes a "dump" good. i.e., when other goods are no longer profitable (i.e., a city has had enough cement and the prices have dropped) but a city still has cash, and you want it, you can "dump" your shirts on the market at minimum price, still make a profit, and more importantly, get the cash. Also, the amount of storage space you get relative to how much space the end product requires is massive so you can use Masriah to store your hoard of M32s, M32 ammos, spare weapons, etc and basically all the stuff you don't need for everyday operations but figured you might want at some point.

Note that I emphasized SMOOTHLY. Other cities also allow you to infinitely expand without relying on resources from other cities, but you need to seize their forage industry, and to do that, you'll need to crash the town, which is extremely, extremely expensive, requires an inordinate number of poke'm- I mean prisoners, and forces you to run industries suboptimally or even at a loss for a while.

Stick with Masriah for your first.

Also note that expanding an industry injects some of that cash into the cities' market's cash reserves. Trades where the market previously lacked the cash may now be possible. And after making that trade, you could use the cash to once more expand an industry. The cycle isn't perfect and some of that money doesn't enter the reserves, but this is still worth knowing. As a city gets larger, its buying power increases and the rate at which prices decrease decreases, making the cycles larger.

Seizing the Means of Production[]

Do you want to completely take over a town and manage it more wisely than the former owners did? Well, this is how you do it.

Icilan pioneered the art of town crashing, and an anonymous user provided the last piece of the puzzle. Basically, you're taking advantage of the Unemployment Mechanic. Cities with more than 90% employment will randomly fire a worker from one of the city-owned industries at some point.

As Icilan points out, if you start/buy an industry and then fill it up with enough workers, the city will fire all the workers from its own industries. This is because it tries to keep unemployment above 10%. When a town-owned industry loses its last worker, save the game, re-enter the game and you can use your own workers to "start" the industry which was formerly owned by the city. Thus, if you save-scum to ensure the correct industry is hit, you don't need to completely crash a town to get the industry you want.

This may be desirable in Brew Sleeves, which innately employs few Forage workers. It's not too difficult (comparatively) to crash the Forage industry and take it for yourself. Alcohol becomes unprofitably expensive (even before the crash) but the city will pay $10 per forage or more so there's that. Also, you get essentially free forage on your pit-stop between Crater and Dagmar. It also means you don't have to run an unproductive industry for as long. (Jacket production is the cheapest to build and at low levels, you can supply it with enough Yarn for it to be constantly producing but beyond a certain point, it goes through several hundred, if not more, Yarns a day and spends most of its time twiddling its thumbs)

HOWEVER, not only can you increase the employment rate by employing employable unemployed workers, and increasing the workforce using freed prisoners, but you can also increase the employment rate by employing mercenaries should the city offer them. Employing 1 mercenary is as effective as expanding an industry 10 times, so always check and always employ. There are several ways to get rid of these mercenaries (since you won't want to actually employ them):

  1. MIGRATION: The easiest way is to dismiss them in another city, though this increases that city's population and makes it harder to take over in the future
  2. STARVATION: If you don't actually employ mercenaries (this applies to people who played the story mode, have volunteers but still want to learn about town crashing), you can set mercenary supplies to 0 food, 0 water, 0 medicine and just walk around until they starve to death. You can do the same thing by sending your actual mercenaries to a school for a few days (or just 1 day) and not pick them up until it's over, setting your mercenaries supplies to 0, starving the unwanted mercenaries, then picking up your guys again and setting their supplies back to normal.
  3. LE SOVIET SOLDIER: If you don't want to bother with the starvation tactic, you can give your unwanted mercenaries suicidal orders. Fight an enemy, leave one or two of their units alive and unpanicked, all the while having your unwanted mercs charge suicidally towards the enemy. Once your enemy has finished killing your mercs for you, finish the battle as normal. Note that you won't get as many prisoners as normal because some of your enemies may have panicked and bled out while you were waiting for the execution to wrap up. Also note that your units might panic and ignore your orders, so you may need several battles.
  4. DELIBERATE FRIENDLY FIRE: Position your unwanted mercs between your team and the enemy, though not completely in the way. Fire a rocket, a shotgun, a machine gun, or something similarly inaccurate at the enemy, making sure there's a high chance your unwanted merc may be "accidentally" hit.
  5. ABANDONMENT: (a.k.a., Le Packet of Cigarettes) Not only is this one the most "humane", it's also gives slight benefits in the long run. Hire them, take them to a school (probably the Med school in Toho Sands), pay for them to study for 1 day, and then just... never come back for them. It doesn't increase the population of any other city and there's no wanton cruelty. There's also one other benefit. After you crash a city and completely control it, you can pick up your abandoned mercs, take them to that city and dismiss them all there. (Minus any "trophy" mercs and mercs you might actually want to employ later as emergency levies) This boosts the city population and consumption power. Just remember to dismiss the mercs and rehire them in the city with the school before setting out for the new city, otherwise they'll claim years/decades of backpay from you and you might possibly go broke.

Icilan is probably flabbergasted by my cruelty after reading my ideas, but hey...

If you're running the route I suggested, the only good cities to possibly crash for starters are Masriah, Fort Goks and Brew Sleeves. All others are major players in the profit chain and your operations would be affected if you started to crash them, not to mention most of these cities are absolutely huge.

  • Masriah because it just happens as a result of you expanding your chain. Your profits and operations won't be affected, and once the town's food supply becomes insufficient, you can sell food to the town (and presumably your workers) at a very, very profitable price.
  • Brew Sleeves because it has a very small starting population and you can (if you save-scum) crash forage first and then just run that profitably while slowly getting the other workers fired. Your alcohol supply will be affected, but the margins on that are small anyway. Even crashing the whole town is not too expensive and doesn't require too much manpower.
  • Fort Goks has a higher population so it's harder to crash. It also produces vests which add to it's trading power (Fort Goks usually has little cash) and can be resold for a profit on the route. Don't actively work on it until you're mega-rich (Difference between "I have several M21s" rich and "I own cities" rich), but do pluck mercenaries away whenever they're offered.
  • Toho Sands also has a high population but it doesn't actually buy anything profitably aside from dump goods so it's hard to get your money back. Just pluck mercs and send them straight to school.

Later on, when you modify the route to go Valentinegrad -> Ausz -> Toho Sands -> CraterCity to pick up good weaponry from Ausz on the way and drop mercs off at school, you can also work on Toho sands.


M32 ammo costs ~$18k-$25k and can't be looted except from limited-edition story-mode units, so any fight involving them are going to be really, REALLY expensive. You wouldn't use them in ordinary operations unless you're flexing on someone, but you MAY want to hoard it for caravans and/or storyline enemies (i.e., Federation Army)

You may also want to recruit and keep a large number of able mercs in a school, not actually paying them (since you'll dismiss and rehire them when you actually need them), but having them there in case you need to raise an army real quick. Standby mercs can be either any old thing you picked up, high AP specialists (i.e., expensive/suboptimal Shinobi Pillagers) or cheap tribals.

If you're creating a supply of standby mercs, you can also hoard weapon sets ready to be issued to them when you need to call your banners. Don't carry the gear around with you though, store it where storage is cheap or pre-existing. (i.e., Masriah)

Whenever You're Ready[]

So now you own entire cities, you have several hundred horse-carts and a large squad of mercenaries armed with the best possible gear. Even the professional armies of the Federation are not as well armed as you and definitely not as well trained. You could down those armies without suffering a single injury. Bandits flee at the sight of you, afraid they'll be dragged off to work for your industrial empire. You are a god in this land.

Oh right, you need to look for clues of Olaf's whereabouts... should get around to doing that some time.

Alpha Dairy Mobile[]

Alpha Dairy Mobile
By: VASH581

Congratulation my comrade! You have crushed those malicious Federation Armies and foil their plan to add the last straw to near-extinct humanity! Your 5 Umi Alphas will be the trophies that remind the world for every heroic deeds you’ve done for them. What’s more, you can now roam the desert with a fleet of 5 badass monster trucks...

Umi Alpha is the best transportation in the game… wait WHAT? You disagree because it’s a fuel vacuum and 5 of them will literally use up all the fuel available in a few years? Don’t worry, now I’m going to show you how to solve this problem by starting 2 industries and turning your Umi Alphas into dairy mobiles! It’s going to cost you about 42 million but after that you no longer need to buy any food, fuel, lubricant and still earn money.


The scenario setting I'm using now is that you have complete Qubba storyline and have 5 Umi Alphas, 8 volunteers and 10 mercenaries (18 people is more than enough to deal with any Qubba bandit, you can have less mercenaries if your skilled) and the total salary is less than 40k.


Here’s how you do it: (The first two can be done before you get Umi Alpha)

  1. Start oil refinery in Qubba, expand it to 20 workers and expand the warehouse to 4000+
  2. Start cow cheese production in Patrolton, expand it to 5 workers and expand the warehouse to 275+
  3. Rob some Bydlo hords and fill your trucks with 20 female cows.(Each cow occupies 5~7 seats so they will fill up 4 trucks. You’ll still have 48k+ cargo space) From now your people will be fed with nothing but cow milk.
  4. Go to Qubba, grab all fuel and lubricant from your warehouse and fill it with petroleum, buy 20+ day worth forage from market.
  5. Go to Patrolton and stay there for 15 days. During the stay just keep making your spare milk into cheese and selling them along with remaining milk and lubricant. Also buy 4k+ petroleum.(Don’t buy forage here!)
  6. Fill your warehouse with milk. Go to Qubba and wait for 3 days. Your warehouse should has 2k fuel and 80 lubricant now. Grab all of them and buy 20+ days forage again.
  7. Repeat 5 and 6.


See the calculation here: Calculation page(Alpha Dairy Mobile)


After doing some calculation, the result shows that you'll earn 39199.37/week in the first few days but will rise to 58391.27/week after a few days. It’s more than enough to pay your salary and replenish ammo. Don’t forget that you can still trade other market goods(cement, medicine) to earn even more money. If you’re concerned that your cows are getting old, you can always rob another nearby Bydlo horde and replace the old one with young one.

The key of this strategy is to wait. I know it’s very boring to stuck in these two cities but be patient. You will save up 30 fuel every 20 days and if you earn enough money, you can expand Oil refinery to queue up fuel even faster. The other caravans will also slowly replenish fuel back to Qubba for you to buy. Either way once you have fuel stockpiled, you can roam with your awesome trucks wherever you want with style, once again. (Just be sure you have enough fuel back to Qubba!)

A Beginner's Guide to Industry[]

A Beginner's Guide to Industry
By: Tullius83

This is a large, general purpose, guide that explains how to find, evaluate, and manage profitable industries. It is targeted at a beginner to intermediate level of experience with industry. Starting from basic concepts, the guide progresses through increasingly more complex situations while explaining how player-owned industries behave in these situations. This allows the player to decide how deeply they wish to delve into industries. It includes 13 in-game examples, drawn from every region, to illustrate the concepts.

The guide is too large to be included on this page. It can be found here: A Beginner's Guide to Industry

A Guide to Animal Herding[]

A Guide to Animal Herding
By: Tullius83

This guide provides information and tips for those who want to try large scale breeding and herding of animals. The advantages and disadvantages of running an animal herding "business" are outlined. Several possible herd configurations are examined. Detailed information on animals is included in appendices.

The guide is too large to be included on this page. It can be found here: A Guide to Animal Herding

Sandbox Guides and Walkthroughs[]

Icilan's Sandbox Guide[]

The Steps
By: Icilan

So you wanna play through the game without no clear objectives to limit what you can and cannot do, eh? Fine. The easiest thing to do is to already know the coordinates for any Camp in the Tribal Region, as spawning in Alkubra already grants you access to Swords and Firearms. Be warned that without Kukul, Orion, or Your Bunker, medical help is only available in New Serino and Araten. You can also commit to the trade route of Kivi Camp and New Serino with Lubricant and Leather.

Alternatively, you can only try and do trade routes between New Serino and the Four Rural Towns of Northern Alkubra. Not only is this route dependent on Food-Selling and Lubricant, but it should be much easier than down South, where Tier Three Alkubra Marauders and Scavengers reside.


Strong enough to move to Janubi? Then the rest is self-explanatory, as those familiar with Mission Walkthroughs should find the move to Janubi as the exact same process.


Note in Sandbox Mode:

  • No Medical Service in the Tribal Region
  • No Cannabis in Toowoomba
  • No Special Locations (i.e: Silos, The Narizian Colony, etc.)
  • Drekar and The Winchester Clan Cannot be Exterminated
  • No Special Items (i.e: S&W Model 500, The Ultra Weapon, Umi Alpha, etc.)
  • Faction Relationships May be Harder to Attain
  • No Navigation Device of Any Sort (i.e: Sextant, Pim's Navigation Device)
  • Northway Has to be Manually Discovered
  • Maps of Other Regions are Available in General Stores

However, every other aspect of Sandbox Mode is the exact same thing as Story Mode, except for the aforementioned listed items.

Sandbox Mode may be arguably harder than Story Mode, due to Starting Region. Remember though, if you prefer an easier game, go North to either North Alkubra or the Tribal Region.


Surviving/Making Money in the Alkubra Region

Sandbox Mode creates a different challenge for players entering the Alkubra Region as the player starts immediately in the center of the region where Marauders and Scavengers roam about. If you are still not fully experienced in the game or are uncertain you can outwit bandits armed with Rifles, then the Orth/Fort Mitchell/Huira region is barred from you.

However, there is an alternate in the Alkubra Region where you can still make money whilst encountering minimum hostility: Northern Alkubra.

The only large Town is New Serino, so that is where you will acquire more advanced weaponry as you begin making money. You can also acquire a Map of the Tribal Region from New Serino through the General Store.

How to make money exclusively up here? Either consult the Trade Routes page or consult to the following information:

  • Sell Lubricant from New Serino to the Northwestern Towns
  • Sell Alcohol from Araten to the Northwestern Towns or New Serino
  • Sell Insects from Araten to New Serino

As for hiring mercenaries, a word of notice is to increase the surrounding Town's unemployed population to increase the cap for the Hire People tab in The Town Screen. To do so, defeat a hostile Unit and "Let Go" of the survivors. The weakened enemies should travel to the closest Town in range and merge with the Town's population as unemployed. It is recommended to do so close to the Town of New Serino, as mercenaries there should be generated with higher base stats than those to the Northwest.

Taking Over Towns' Industries without the DLC[]

Crashing a Rural Town
By: Icilan

Don't you wish a Rural Town like Mundschau or other similarly small farming communities made more goods or a different good at incredible speeds? You can, and can even buy their Industries without having to buy directly from the Town or even using the DLC for buying Towns!

The steps to do so? Overpopulation. This Walkthrough is cruel, and Icilan is ashamed to even mention this method. However, in the end, with enough people and money, you can force Towns to lose their "Unsellable" Industries for you to command with a lot of workpower to drastically change a region's economy.

  1. Become an Eccentric Millionare (with at least 100 million to spend) (Ensure you're in Sandbox Mode to not jeopardize Story Mode)
  2. Buy Slaves/Capture Prisoners and Release Them into a Rural Farming Community
  3. Get a Useless Industry and Employ Every Unemployed Person in That Industry (Something Suggested is Cotton in Mundschau or Peas in Araten; Other Industries Will Work, but Will Require Much More Money to Maintain)
  4. Increase Population Drastically to Surpass Carrying Capacity of the Town
  5. Watch as the Town's Industries Begin Losing Employees Until Hitting Zero
  6. Save and Quit.
  7. The Industry with Zero Employees Should Become a "New Industry" in the Industries Tab. Recommended to Wait Until "Forage" is Startable.
  8. Begin to "Restructure" the Town's Economy with Your Own Ideas

The Goal of this Walkthrough is to either increase efficiency of a Town's Industry Quickly (Under Your Watch and Expenses) or to shift a Town's exports (for example, turning Mundschau into a Sheep Breeding Town instead of Goat).

Great Towns to do this in:

  • Drushlak (Cotton, Yarn) (400 Population Needed)
  • Nirgendwo (Yarn, and Jackets)
  • New Serino (Yarn, Jackets, Medicine, Alcohol, and Tallow Lubricant) (Very High Population Needed)
  • Araten (Alcohol, Peas, Leather, Leather Vests and Cotton) (1000 - 1100 Population Needed)
  • Mundschau (Cotton, Yarn) (400 Population Needed)
  • Lost (Alcohol, Cotton)
  • La Croixille (Food for Mikaze) (800 Population Needed - Can Impair Oil Production)
  • Arton (Food for Eastern Federation Region)
  • Kulin (Yarn)

Additionally, Towns with sufficient Population and Wealthiness can begin buying Gold. Population must be around 500 and Wealthiness needs to be around 400 per citizen. Wealthiness can be increased with the number of Industries a Town owns.

This is a long-term project. Will be updated with Images soon.



  1. Grumell: I own Murray Hill's cannabis production now and can afford anything :) never even bother to trade anymore... Thanks in advance.
  2. I concur, i got 1.9 Billion in Murray Hill account, took me days to raise the population to 800+ to crash the town, cannabis price per unit is now 20k at the cheapest (used to be <50 at the cheapest) and 800k in ozbet, there is never a need to smuggle more than 1 unit as the town wont be able to pay, you need 250k to hire an individual, probably need more than 100 M deposit up-front to crash the town
  3. Is it possible to go even further and take over wells and increase their output somehow?

Becoming an Eccentric Billionaire through Industry[]

A Beginner's Guide to Industry
By: Mogul Francis Valeria

This is meant to be a complement to Icilan's Crashing Rural Town Guide.

Alright, there's many ways to earn a buck here, one could trade, one could loot, one could do many things, but one of the most profitable but capital expensive, barrier of entry high ways is industry, but the risk is always huge and it takes a long time to do it, after all, one could never count on which industries will bust and which will boom (believe me, insects in Lost, worst idea ever). Well, there is one very profitable industry in the Alkubra, and it's the leather vest industry in Fort Mitchell, and I'll show you why.

In Fort Mitchell, you can establish a leather vest industry for half a million currency. If you get a loan from sapoboi, you could do it right away. You could also do it after making lots of money in the cotton trade. Now, this requires a bit of an active component from you, but the result is that you're swimming in cash, because it doubles you're money. The highest price for leather is 1200, the lowest price for vests(and this is after you sold tens of thousands of them) is 3500, it takes 2 leather to make a vest + 90. Result is 1010 profit even at the worst circumstances! If you have even cheaper leather and hungry markets this will net on a scale unimaginably large.

Establish the industry, this will take a lot of money.

Put in a few thousand dollars(make sure tehre is leather)


Let the vests sell themselves


Upgrade(if you can, may have to "recruit" people)

Repeat 3,4,5,6 until you're a vest mogul

This will net you approximately 2000 dollars per day per worker as long as the leather doesn't run out, it's going to be much more profitable if you take out the other leather hogging industries later. In reality leather often runs out, and fort Mitchell doesn't have that much money, so what do you do now?

Take a good amount of vests(maybe a hundred or so) and go to New Serino.

Sell as many as you can, get lubricant and medicine, and skins.

Go to the Kivi camp, sell medicine and lubricant and if you have any, leathers vests.(Optional, buy jackets to sell)

Buy all the leather, take some tallow as well.

Go to the Linto, Pullid, camps and buy leather and tallow,(Optional, sell jackets).

Go to the Kivi, sell skins, buy the remaining leather and sell the leather vests.

Back to New Serino to buy lubricant, maybe some leather(Don't worry, it's profitable)

Back to the leather vests industry and put all the leather in your storage, add some money, maybe do some expansion, dump prisoners if you got any.


Repeat one until one controls a massive workforce and is the vest mogul in all of Alkubra and the Tribal Region.

This will take a lot of effort, but it is very profitable, and always profitable. However, problems to look out for

There may be complications, and you might need to establish your own leather industry, and later your own skin industry to supply the vest industry.

Watch out for the banditos and marauders trying to ruin your plan of world domination.

This is a lot of work. Not as much as town crashing (Believe me I tried), but leather running is a lot of work. You may need to get janubi horses and carts to do so efficiently.

"Recruitment" is not that easy, you could try buying slaves , but there's the cost, and the story mode consequences. And getting prisoners is a hassel in it's self.

The towns will often go bankrupt, and you might have to expand to the Janubi region to sell your wares and buy raw materials, maybe even the Qubba and Federation Regions.

But once you resolved all of these problems, congradulations, you are the world leader in vest manufacturing, although the distances you need to travel from the Alkubra Region to the other regions is quite annoying. You may have to crash towns with Icilan's guide in order to have the best value for your money industries. Tip: Botxo if you're ready could be the world leather jacket industrial center if you're ready to take on the next big industry, you could use the money from the vest industry to supply the leather and jacket industry.