Pick a crate of lager, shandy or cider and we will knock 50% off a box of crisps. Take the crate
Player to player

Produce for produce. No currency, no market, no prices.

You grew wheat and they grew rape. You need oil and they need flour. That is the entire mechanic, and the reason it stops there rather than becoming an auction house is the most deliberate restraint in the design.

Five steps

How a barter works.

You offer produce, and name what you want

Ten tonnes of milling wheat, for oil. Quantities in tonnes, categories rather than exact amounts.

It goes on your parish’s board

Visible to your parish only, for seven in-game days, and it expires quietly if nobody takes it.

Somebody accepts, or nobody does

There is no bidding, no counter-offer and no negotiation, because negotiation needs text and there is no text.

The produce swaps

Both sides, at once, atomically. Neither side can be cheated because neither side goes first.

That is the whole system

No fees, no escrow, no reputation score, no rating, and no history anybody can mine.

Three models

Barter, an auction house, and a player market — and why only one of them is here.

Barter, as designedAn auction houseA player-priced market
What moves Produce for produce Produce for currency Anything for currency
Who sets the price Nobody. There is no price The seller, with bidding The market, continuously
Can it be cornered? No Yes, and it always is Yes, and within weeks
Does it create real-world value? No It creates the appearance of it Frequently, whatever the terms say
Does it need moderation? No Yes, constantly Yes, and enforcement as well
Does it need free text? No Effectively yes Yes
In this design? Yes No No
The refusal

Why there is no in-game market, stated plainly.

A player-to-player market denominated in a currency produces three things reliably: price manipulation by the largest holders, a real-money trading grey market on third-party sites, and a moderation workload that scales with the player base.

All three are survivable for a large publisher with a trust and safety team. None of them is survivable for a farm brand attached to a family programme, because the failure mode is a story about children buying game currency from strangers with a farm’s name on the screen behind them.

Barter in produce, inside a parish, with no prices and no negotiation, has none of those properties. It is a worse mechanic. It is deliberately a worse mechanic, and this page exists so that the choice is legible rather than looking like an oversight.

The boundary

What can and cannot be bartered.

BarterableWhy
Harvested produce Yes — grain, oil, potatoes, wool It is the thing the loop produces, and swapping it is genuinely useful
Converted shop lines Yes, above level eight Flour, oil, jam. The value-add lesson works better when somebody else wants the output
Coins No A currency trade is a market, and a market is the thing this system exists not to be
Premium currency No It was bought with money. Anything bought with money that can move between players is a payment system
Nature units No They are earned only, and the whole point of them is that they cannot move
Land or buildings No Because an account with a farm on it becomes a saleable object the moment it can
Cosmetics No For the same reason. A tradeable cosmetic is an asset, whatever it is called
Wondering

Bartering, questioned.

No. There is no sale mechanic of any kind. Produce swaps for produce, in a single simultaneous exchange, within a parish.

No, because there is no negotiation. An offer is accepted or it expires, which is possible only because there is no free text in the game at all.

Because a tradeable cosmetic is an asset, and an asset bought with money that can move between accounts is a payment system with a hat on.

And the goals everybody works on together.

Shared, capped, equally rewarded, and with no contribution table.

Next along the route

Parish goals

Carry on
Basket Book the pub Plot a field Join the list Bother us

Snooping, briefly.

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