Kittens trade with other races for
resources they have a hard time producing. Some races trade best at different times of the year and each season can alter trade rates. Sending explorers can find new races, presuming you have the ability to contact that race. Sending explorers costs 1000 catpower. If no trading partner can be found 900 catpower is refunded.
This is only true in the web version. Mobile does not refund catpower. All trades that are completed have a chance of receiving certain extra goods.
Action |
Resource |
Minimum Amount |
Range |
Chance |
Embassy Level |
Buys |
Minerals |
1000 |
N/A |
N/A |
N/A |
Sells |
Wood |
500 |
+8% |
100% |
0 |
|
Beam |
10 |
+25% |
15% |
5 |
|
Scaffold |
1 |
+10% |
10% |
10 |
Resource |
Season |
Amount Modifier |
Wood |
Spring |
-5% |
|
Summer |
+35% |
|
Autumn |
+15% |
|
Winter |
+5% |
Resource |
Season |
Amount Modifier |
Catnip |
Spring |
+20% |
|
Summer |
-5% |
|
Autumn |
+15% |
|
Winter |
+45% |
During an Iron Will & Black Sky Challenge combo
Sharks trade iron for science. They will become available for trade after the 1st year has passed and no kitten housing has been built. The trade requires iron only, until the first zebra joins, which will adjust to require the normal 50 catpower thereforward. This will further adjust to require gold once Currency and Gold Ore are researched. The Seasonal adjustment is inverted so long as they are science traders.
Action |
Resource |
Minimum Amount |
Range |
Chance |
Embassy Level |
Buys |
Wood |
500 |
N/A |
N/A |
N/A |
Sells |
Iron |
250 |
+12% |
100% |
0 |
|
Steel |
25 |
+10% |
25% |
5 |
|
Gear |
5 |
+25% |
10% |
10 |
Resource |
Season |
Amount Modifier |
Iron |
Spring |
-25% |
|
Summer |
-5% |
|
Autumn |
+35% |
|
Winter |
-20% |
During an Iron Will & Black Sky Challenge combo
Griffins trade wood for iron. They will become available for trade after the 1st year has passed and no kitten housing has been built. The trade requires wood only, until the first zebra joins, which will adjust to require the normal 50 catpower thereforward. This will further adjust to require gold once Currency and Gold Ore are researched. The seasonal adjustment is inverted so long as Sharks are science traders.
Action |
Resource |
Minimum Amount |
Range |
Chance |
Embassy Level |
Buys |
Ivory |
500 |
N/A |
N/A |
N/A |
Sells |
Minerals |
1000 |
+18% |
100% |
0 |
|
Slab |
5 |
+15% |
75% |
5 |
|
Concrete |
5 |
+5% |
25% |
10 |
|
Megalith |
1 |
+10% |
10% |
15 |
Resource |
Season |
Amount Modifier |
Minerals |
Spring |
+25% |
|
Summer |
+5% |
|
Autumn |
-35% |
|
Winter |
-5% |
- Unlike other resources, the amount of titanium the Zebras give you is not affected by normal trading bonuses such as the one from Tradeposts.
Resource |
Season |
Amount Modifier |
Iron |
Spring |
+0% |
|
Summer |
+15% |
|
Autumn |
-10% |
|
Winter |
-20% |
Plate |
Spring |
+5% |
|
Summer |
-15% |
|
Autumn |
+5% |
|
Winter |
+25% |
Action |
Resource |
Minimum Amount |
Range |
Chance |
Embassy Level |
Buys |
Scaffold |
50 |
N/A |
N/A |
N/A |
Sells |
Coal |
350 |
+15% |
100% |
0 |
|
Oil |
100 |
+15% |
25% |
5 |
Resource |
Season |
Amount Modifier |
Coal |
Spring |
+0% |
|
Summer |
+5% |
|
Autumn |
+15% |
|
Winter |
-5% |
Action |
Resource |
Minimum Amount |
Range |
Chance |
Embassy Level |
Buys |
Titanium |
250 |
N/A |
N/A |
N/A |
Sells |
Uranium |
1 |
+25% |
95% |
0 |
|
Thorium |
1 |
+25% |
50% |
5 |
Resource |
Season |
Amount Modifier |
None |
|
|
- The amount of resources the Leviathans give you is increased by 2% for each energy they have. This stacks multiplicatively with other trading bonuses.
Resource |
Season |
Amount Modifier |
None |
|
|
¶ Attitude and Unlocking
Race |
Attitude |
Prerequisite |
Lizards |
Friendly (+25%) |
Year 20* |
Sharks |
Neutral (0%) |
Year 20* |
Griffins |
Hostile (-15%) |
Year 20* |
Nagas |
Neutral (0%) |
1500 Culture |
Zebras |
Hostile (-30%) |
1 Trade Ship |
Spiders |
Friendly (+15%) |
100 Trade Ships 125k Max Science |
Dragons |
Neutral (0%) |
Nuclear Fission |
Leviathans |
Neutral (0%) |
Black Pyramid** |
* This can be decreased to year 5 by having >0 Karma, and to year 1 with the Diplomacy Metaphysics upgrade.
** Unlocking Leviathans does not make them permanent. Read the Leviathans page for more info.
- Hostile civilizations have a chance of giving you no resources at all ("Race hate you for no reason"), and friendly civilizations have a chance of giving you 15-25% extra resources ("Race think your kittens are adorable").
- Upon acquiring the workshop upgrade Caravanserai, each Trading post will give a flat 0.35% chance decrease to the hostile event probability and a 0.175% increase to the friendly event probability. This means that, for instance, 85 Trading posts will negate the chance that Zebras will hate you (or 58 with Diplomacy).
- Any successful trade performed also has a chance of giving you blueprints and spices.
- There is a 10% chance of one blueprint being included.
- Spices have a 35% chance of being included with a minimum amount of 25 (which can be increased with your trade ratio value). The chance is increased by 1 percentage point per embassy.
- Blueprints and spices (unlike the trade chance with Zebras involving Titanium) have fixed rates which cannot be increased with other resources.
- Embassies can unlock additional resources to buy, but you must already have a small amount of it for it to show up in the list.
- In addition, each additional embassy increases the chances of getting those additional resources by 1% of the base chance (resource change = base chance * (1 + .01 * embassies)), with diminishing returns starting at 56 embassies, capping at 75%.
- Embassies also increase the chance to receive plates from Zebras. This chance reaches 100% at level 54 embassy.
- Embassies also increase the chance to receive uranium from Dragons. This chance reaches 100% at level 6 embassy.
- Embassies also give a 1 percentage point boost to the chance to receive spice, with no diminishing returns.
- Embassies do not affect Titanium or the cost of the trade.