AMPHORA
Markets shift. Dynasties rise.

Build your trading dynasty

Buy wheat at harvest. Supply workshops with tin, timber, and wool. Move goods by road, river, and sea as markets shift around you. Build a trading house your descendants can inherit.

The road to Marok

Amphora market screen concept with a coastal map and local prices for wheat, olives, wine, and other goods
Market screen · concept
“If a man does not know which harbour he seeks, no wind is the right wind.”Seneca, Letters LXXI
The simulation behind every market

From raw material to market.

Amphora simulates an economy from the ground up. Crops, herds, forests, quarries, and mines supply raw materials. Workshops turn those inputs into goods. Carriers move them between towns, where stocks and prices change with every harvest, shortage, and new business.

  • Raw materialsLand, deposits, weather, and seasons shape what each place can produce.
  • WorkshopsMakers buy inputs, hire skilled workers, pay wages, and sell what they produce.
  • Trade costsFreight, crew wages, road tolls, port dues, and handling fees change the cost of every route.
  • Market shiftsSupply and demand move local prices. Profitable shops expand; unprofitable ones close.
For players who love deep simulations

A market is only the beginning.

If you like EVE Online's trade routes, Dwarf Fortress's generated worlds, or the long arcs of Paradox grand strategy, Amphora connects local markets to distant shores. Start with nearby grain and workshop goods, then build routes to foreign markets for tin, amber, glass, pepper, and incense. Prices respond to harvests, wages, freight, tolls, and shortages. Generated people and families inherit the consequences across generations.

A sealed terracotta amphora rests in a merchant ship's hold, with the harbor visible beyond.
One vessel on a long route
More than 170 trade goods

Every good has a buyer somewhere.

Grain and salt keep a town fed. Tin, purple and fine glass are scarce enough to build a house on. Each good has its makers, its inputs, and its own price in every market.

Everyday

Wheat

Every household grinds it for bread. Margins are thin, but the demand never stops.

Rare

Tin

Bronze needs one part tin to nine of copper, and tin is found in few places. Smiths wait for it.

Everyday

Olive oil

Food, lamp fuel and bath oil in one jar. Ships carry it by the hundred amphorae.

Rare

Murex purple

Thousands of sea snails give a little dye. The costliest colour of the age, worn by the powerful.

Everyday

Salt

Fish, meat and cheese keep only with salt. Inland towns far from the pans pay well for it.

Everyday

Wine

Every table and every festival wants it. A town that holds its quality can earn a name.

Rare

Glass flasks

Core-formed by a few skilled workshops. Rich buyers fill them with perfume and fine oil.

Everyday

Tools

Every farm and workshop wears out its sickles and hoes. Iron towns sell to everyone.

Rare

Perfume

For the bath, the feast and the funeral. A small crate is worth more than a cart of grain.

Everyday

Cured olives

A year in brine, so they travel where fresh fruit cannot. Cheap, steady, always on the table.

Rare

Silver ware

Cups and plate for the feast. Rich families buy it to show what they are worth.

Rare

Gold jewellery

Worn for rank and kept as wealth. When a house prospers, this is where the silver goes.

+162

And many more

Barley, cheese, timber, hides, copper, bronze, papyrus, marble, silk, horses and every craft in between.

Twelve of the goods in the first playable world. Prices move with harvests, makers, freight, and news.

Ways to carry a load

From a handcart to a merchant ship.

Buy them, hire them, or have them built. A donkey walks any track. A merchant ship carries more than a thousand donkey loads, but only between harbours.

Land

Handcart

Where most houses start. One person, a few crates, the nearest market.

100 kgload
20km a day
1crew
Land

Pack donkey

Walks any track the roads never reach. The carrier of the poor.

70 kgload
25km a day
1crew
Land

Mule string

Five mules to one driver. The fastest way over mountain tracks.

500 kgload
30km a day
1crew
Road

Ox cart

Slow and strong, and the oxen eat hay. It needs a road to run on.

500 kgload
20km a day
1crew
Road

Wagon

A team of four for stone, timber and heavy loads on good roads.

800 kgload
18km a day
2crew
River

River barge

Bulk goods move cheaply downstream. Towing back up costs far more.

20 tload
40km a day
4crew
Sea

Coastal boat

Hugs the shore from harbour to harbour, trading along the way.

15 tload
80km a day
5crew
Sea

Merchant ship

Hundreds of amphorae between the great ports. The mark of a real trading house.

120 tload
110km a day
12crew
+

And many more ways

Porters, donkey carts, pack mules and pack horses. Camel caravans for the desert roads are on the way, with breeds of animal and kinds of hull.

Loads and speeds from the game data, sourced from ancient records such as Diocletian's Price Edict where they exist.

A world that keeps going

Your house grows inside a living world.

Nothing waits for you. Harvests fail, rivals copy your routes, news runs ahead of your cargo, and floods and raids redraw the map. Towns grow where trade pays and shrink where it stops.

A potter shaping a clay vessel in a sunlit ancient workshop

Build a workshop

Turn local materials and skilled work into goods worth carrying.

A merchant ship arriving at a stone harbor below a coastal city

Make a name across the map

Move valuable cargo between towns by road, river, and sea.

Weather and harvest

A bad harvest moves every price

Rain follows the land, and every season sets the harvest. When the hill wheat fails, bread climbs and the river towns sell their surplus dear.

Rivals

Good routes don't stay secret

Rival houses and carriers watch the same prices you do. Open a gap and others follow, until a glut drives the price down and the weakest sellers close.

News

What you know is weeks old

Prices and rumours travel with traders and travellers. A far market you heard of last season may have moved on. Reputation spreads the same way.

Disaster and change

The map does not stand still

Floods, fires, earthquakes, epidemics and raids strike real places. Harbours silt up, and traffic wears new tracks into roads.

Generated peoples, local ways

Meet complex cultures.

Generated people give each market a name, family line, calendar, currency, and set of customs. These come from the three peoples you can play in the first world: a sea people, a hill people, and a river people.

Fazkokaz Kokyk, a bearded merchant in a linen tunic and wool cloak, on a stone quay below a pale marble cliff, with amphorae and a red-sailed ship
The Itrokoz, a sea people

Fazkokaz Kokyk

Head of the first house of Konozkak · age 30
Saying“The sea gives, and the sea keeps the account.”
Festival

Nizkiaz, three days in the month of Nizkiri, for Kizmi, god of the sea, the harvest and healing.

Trade

Sea traders with an open port. Konozkak sells marble from the face behind the city.

Tastes

Fond of fish sauce, fresh fish and salted fish. They live on grapes and legumes.

Fisos Bosmikh, a grey-bearded man in a heavy brown wool cloak, before the limestone walls of a hill town with vineyards and olive trees
The Mitosos, a hill people

Fisos Bosmikh

Head of the first house of Zobitos · age 58
Saying“The furrow is straight for the patient.”
Calendar

They count the years from the founding of Bostostos.

Trade

Dry hill farmers with walled towns. Foreign traders pay tolls and buy licences.

Tastes

Fond of bread, olive oil and wine. Zobitos sells iron from the ore below its walls.

Alnabril of Miakh, a woman in a cream linen dress and head cloth holding a wooden grain measure, in a temple storehouse by the river
The Alonu, a river people

Alnabril of Miakh

Keeper of the temple granary · age 44
Saying“Wood burns once, and the ash feeds the grain.”
Money

The Alonu pay in grain, not coin. She measures every sack that enters the temple: 24 measures to the sack.

Festival

The Bilbralra, held every five years. The Alonu count their years by it.

Trade

A river-valley temple people with big towns and dense farmland. Miakh sells copper and dressed stone.

People of the first playable world. Names, festivals, money, and customs are generated, and change with every world.

Trade across the map

Grow from local cargo into workshops, carriers, and a house with business in many towns.

Read each market

Grain, tools, oil, wool, and wine move with harvests, local demand, and the cost of the road.

Start small, end with the industry

Begin with a few crates and a donkey. Buy into workshops, then own the mines and kilns that make the goods.

Pass on what you build

Your heir takes over the ships, the workshops, the debts and the rivals. Local custom decides whether the house passes whole or splits among the children.

The first voyage is ahead

Get a note when Amphora is ready to play.