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Ocean Trade Tycoon, Merchant Ships & Cargo Port

Ocean Trade Tycoon is a timed alliance event on the World map. You get a Merchant Ship and a purse of Guild Coins, buy goods at one port, sail 2 hours to another port and sell them there. You can only buy and sell between 10:00 and 22:00 (UTC+9), and goods can never be sold at the port where you bought them. Profit is the price difference times the quantity, plus your ship's Profit Bonus: 3% at ship Lv.1, up to 15% at Lv.5. The event opens at player level 17; when it ends, your ship level, Guild Coins and profit are all reset.

The game has three different "ship" systems that are easy to mix up. This page covers all three:

SystemWho takes partWhat you doOpens at
Ocean Trade TycoonYou, ranked with your allianceBuy and sell goods between World portsPlayer level 17, during the event
Alliance Merchant ShipSeveral alliance members per shipA Captain plus crew fill cargo holds, the ship sails, everyone aboard gets rewardsPlayer level 18, during the event
Cargo Port freightersYou alone, in your baseDeliver requested items, the freighter leaves and comes back with rewardsCargo Port at player level 11

Ocean Trade Tycoon

Ports and goods

You enter the event from the World screen. Its port list shows every trading port (17, according to the event rules), and each port has two goods marked on it:

  • a Specialty, which never changes for that port, and
  • a High Demand good, which changes every day at 10:00.

The game's own tip is "Buy Specialties and sell them in High Demand cities." When you open a port's trade window, the Specialty is always listed first and the High Demand good second. The rest are sorted by how cheap they are compared with their normal price. If you are carrying goods, the window opens on the Sell tab; otherwise on Buy.

Port prices and stock refresh every 2 hours, at 10:00, 12:00, 14:00, 16:00, 18:00 and 20:00 (UTC+9). All members of your alliance buy from the same port stock, first come, first served.

There are five tiers of goods, ten goods in each tier. Higher tiers cost more and take more room in the hold, but carry more value for the space they use:

TierExample goodsNormal priceHold space eachNormal price per space
1Sashimi, Fresh Water, Plank50150
2Fish Oil, Bread, First Aid Kit120260
3Fish Skin, Salt, Wire280470
4Fish Glue, Pearl, Caviar8001080
5Fish Roe, Sofa, Pearl Necklace1,8002090

The "normal price" is only a reference. The price you actually pay or get is the port's current price, which the buy window shows as a Change in percent against the normal price.

Buying

The most you can buy of one good is the smallest of three limits: the free space in your hold divided by the good's size, your Guild Coins divided by the price, and the port's remaining stock.

Example. Your ship is Lv.2 (3,000 capacity) and already holds 400 space of cargo. You have 5,000 Guild Coins, and Sashimi costs 75 here. Space allows 2,600, coins allow 66, so the slider stops at 66.

Selling and profit

You can sell a good at any port except the one you bought it at. The game blocks it with Cannot sell items in the city where they were purchased. Each batch remembers where it was bought and what you paid.

Profit = (sell price − buy price) × quantity × (1 + Profit Bonus). You receive your purchase cost back plus that profit.

Example. At ship Lv.2 (6% bonus) you bought 100 Sashimi at 50 and sell them at 75. The price gain is 25 × 100 = 2,500. With the bonus it becomes 2,650, shown as Profit: 2,650 (Merchant Ship +6%). The sale pays 5,000 + 2,650 = 7,650 Guild Coins.

The bonus only applies when you sell at a profit. Selling at a loss gets no bonus, and losses are not subtracted from your total profit.

Sailing

Every trip between two ports takes 2 hours, whatever the distance. While the ship is at sea you can use a Guild Compass to cut 30 minutes. Four compasses therefore cover a whole trip. If you run short, the window lets you buy compasses with Diamonds, up to 50 a day.

The game warns you before you send an empty ship (This will not generate any profit). The trading-hours lock is on buying and selling; the sail button itself has no time check.

Upgrading the Merchant Ship

Upgrades need two things: your total profit in this event must have reached the next level's mark, and you pay Diamonds. The profit is not spent, it is only a threshold.

Ship levelTotal profit neededDiamondsCapacityProfit Bonus
1start—1,0003%
210,0003003,0006%
350,0006009,0009%
4250,0001,20027,00012%
51,000,0002,00081,00015%

Lv.1 to Lv.5 costs 4,100 Diamonds in total. Capacity triples each level, so an early upgrade pays off quickly: a Lv.1 hold fits only 50 tier-5 goods (1,000 ÷ 20), a Lv.3 hold fits 450.

Sharing intel and alliance goals

High Demand goods show as "?" on the port list until someone in your alliance has visited that port that day and pressed Share Intel. After that, every member can see it. Sharing also counts toward the Daily Rewards: when members have shared 5, 10 and 15 ports, you can claim 2 Guild Compasses + 100 Diamonds at each step. Claim them in order; the game only checks the next unclaimed step.

Alliance Task gives six goals a day for the first four days of the event, counted from the day it starts. Three are for the alliance's total profit and three for the number of trades members make. Each one pays 2 Guild Compasses + 100 Diamonds.

DayTotal Alliance profitAlliance trades
150,000 / 250,000 / 500,00050 / 100 / 150
21,000,000 / 1,500,000 / 2,000,000200 / 300 / 400
32,500,000 / 5,000,000 / 7,500,000500 / 600 / 700
410,000,000 / 20,000,000 / 30,000,000800 / 900 / 1,000

Personal rewards and rankings

  • Profit Rewards are 20 milestones on your own total profit: 5,000, 10,000, 50,000, 100,000, 200,000, 350,000, 600,000, 1M, 2M, 4M, 6M, 10M, then every 5M up to 50M. What each milestone gives changes from event to event.
  • The Battle Pass counts the same thing: 1 profit = 1 point, losses don't count.
  • Rankings order alliances by total alliance profit and players by total personal profit. Personal rank 1 always includes Title - Regional Magnate (all heroes +2% HP for 15 days). The ranking window only lists the rewards; it has no claim button.
Exact formulas
  • Max buy = min(⌊free space ÷ good's size⌋, ⌊Guild Coins ÷ port price⌋, port's remaining stock).
  • Price change shown = 100 × (port price ÷ normal price − 1) %.
  • Sale preview: gain = ⌈(sell price − buy price) × quantity × (1 + Profit Bonus)⌉; total = gain + buy price × quantity. The real payout is decided by the server.
  • Profit Bonus is stored as 300 / 600 / 900 / 1,200 / 1,500 per 10,000; the ship screen shows it rounded down to whole percent.
  • Compasses usable on one trip = min(⌈time left ÷ 30 min⌉, 4).
  • Trading allowed when 10 ≤ hour < 22 in UTC+9.

Alliance Merchant Ship

Alliance Merchant Ship is a daily alliance event, open from player level 18. Ships appear at the Alliance Dock in three tiers:

ShipCargo holdsVoyage timeMinimum holds restocked
Epic22.5 hours1
Legendary45 hours2
Exotic69 hours3

How a ship sails:

  1. Captain. A member applies as Captain. Each ship lists heroes it needs at a certain star level; a hero's stars and its Exclusive Weapon stars are added together for this check. If you fall short, the game says Captain application not met. Train your heroes. The Captain does not have to fill any hold.
  2. Restock Phase. Once there is a Captain, members have 30 minutes to fill the cargo holds with the requested items. Filling a hold puts you aboard. Each member can fill only one hold per ship. If you are missing items, the game offers to buy the shortfall first.
  3. Departure. When every hold is filled, the ship leaves at once. If the 30 minutes run out with fewer holds filled than the minimum in the table, the ship resets: the Captain is removed and everyone's items are returned.
  4. Rewards. On arrival, the Captain and everyone aboard get the same rewards, larger for higher tiers.

You can be on at most 2 ships at a time, as Captain or crew (Ship Queue Full (2/2)). The red dot on the event only means there is a ship you could join and you are on fewer than 2. It does not mean a reward is waiting.

Refresh times (UTC+9). Epic and Legendary ships refresh at 8:00, 11:00, 14:00, 17:00, 20:00 and 23:00. At each refresh the dock is topped up to 4 of each (2 of each in Season 1), and ships still waiting get new Captain and hold requirements. Exotic ships come at most twice a day: one at a random time among 8:00, 11:00 or 14:00, and one among 17:00, 20:00 or 23:00. Only one Exotic ship can be in port at a time, so an Exotic ship that never sails blocks the next one.

The help text says final rewards are mailed 10 minutes before the event ends. In those last 10 minutes no ship can take a Captain or be restocked, and ships still restocking return their goods.

Cargo Port freighters

The Cargo Port in your base is a separate, solo system, not part of any event. It holds up to 3 freighters. Freighter slots open at player levels 9, 13 and 21, but the Cargo Port itself can only be built from level 11, so in practice the first freighter starts at 11.

Each freighter asks for 4 kinds of items, mostly things your factories make (see Recipes). Every delivery gives Player EXP and Gold. Once all four are delivered, the freighter sails and comes back after a while with 4 random rewards. The in-game rules list the odds for each reward:

RewardChance
Collection Master Badge32.5%
Epic Collection Fragment24.75%
Rare Collection Fragment16.5%
Legendary Collection Fragment8.25%
Rare Collection EXP7.5%
Epic Collection EXP7.5%
Legendary Collection EXP3.0%
  • Deliver All fills every request you have enough items for. It only offers to buy missing items when you can't fill any of them. If some requests can be filled and others can't, it fills the ones it can and leaves the rest; tap again to buy the shortfall.
  • When a freighter is out you can speed it up like any other timer.
  • When the return timer ends, the freighter shows as arrived, but you still have to tap it to collect the rewards.
  • Short on an item? You can ask your alliance for it with Alliance Assistance, up to 20 requests a day. That limit is shared with every other assistance request you make.

Trading Speedup seats

The Command Center's Hero Assignment has three Trading Speedup seats, opening at player levels 11, 14 and 24. Each seated hero adds a number of seconds: a base for its rarity plus a fixed amount per star. The values from all three seats add up.

Hero rarityBasePer starAt 5★At 25★
Rare24864224
Epic6022170610
Legendary180645001,780
Exotic240866702,390

Notes

  • Trade goods are not your base items. The Sashimi or Pearl you buy in Ocean Trade Tycoon live in the Merchant Ship's hold and are paid for with Guild Coins. They have nothing to do with the Sashimi in your warehouse.
  • The port window closes itself at each price refresh. When the countdown to the next refresh reaches zero the trade window shuts, and you have to reopen it to see the new prices.
  • The countdown on the port list only counts to 10:00. The port list window times down to the next 10:00, the daily High Demand change, while each port's own window counts to the next 2-hour refresh. Both are right; they count to different things.
  • The sale preview on a loss is a little low. When you sell below your buy price, the window still applies your Profit Bonus to the loss when it works out the total, so the total shown is lower than (sell price × quantity). The rules say no bonus applies to losses; the coins you actually get are decided by the server.
  • The upgrade red dot needs Diamonds too. You can be allowed to upgrade (profit reached) without seeing a red dot, if you don't have the Diamonds yet.
  • A Profit Reward is claimable exactly at its target, but the red dot appears only once you pass it. At exactly 5,000 profit the first milestone's Claim button works, but there is no red dot.
  • Alliance Task has no goals after day 4. If the event runs longer, there are no more task rewards.
  • The Alliance Merchant Ship screen says "Refreshes daily at 08:00 (UTC+9)". That is only the first refresh of the day. Epic and Legendary ships refresh six times a day (see above).
  • The help text says 4 tiers of goods, the data has 5. The Ocean Trade Tycoon rules mention Legendary, Epic, Rare and Uncommon goods, but the goods list has five price tiers (50 to 1,800).
  • Unconfirmed: how many Guild Coins you start with. The event settings list 10,000, but the game never uses that value, so it is set server-side.
  • Unconfirmed: what Trading Speedup shortens. The seat shows seconds but the game does not say which timer it applies to. The seats open at level 11, the same level as the Cargo Port, so freighter return time is the likely target. Ocean Trade Tycoon trips are a fixed 2 hours.
  • Unconfirmed: what happens when a Merchant Ship's 30 minutes run out with the minimum holds filled but not all of them. The rules only say the ship resets if it is below the minimum.
  • Unconfirmed: the Diamond price of a Guild Compass. The shop sets it server-side when you buy, so it is not listed here.