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BTD6 Pedia

Monkey Knowledge

Trade Agreements

Trade Agreements in BTD6: Merchantman and its upgrades earn +$20 per round, Navarch included. Is it worth it, and why it leads to Military Conscription.

Merchantman generates +$20 per round.

In-game description

Guide

Trade Agreements is a fourth-row Military knowledge that adds +$20 to the end-of-round income of Merchantman and every upgrade above it, including the Navarch of the Seas Paragon. A Merchantman's base income goes from $200 to $220 per round. You need 8 Knowledge Points in the Military tree, Faster Takedowns and a one-time 250 Monkey Money. It unlocks Flanking Maneuvers and Military Conscription.

How it changes the game

Merchantman (x-x-3 Monkey Buccaneer) is the Buccaneer's farming path: it earns cash at the end of each round. Trade Agreements is a flat bonus per tower per round:

  • Merchantman farms: $20 extra per Merchantman per round. Over 40 rounds with three Merchantmen, that is $2,400 of free income.
  • Favored Trades and Trade Empire (x-x-4 and x-x-5): they also get the +$20 on top of their own higher income and bonuses.
  • Percentage boosts: the bonus counts as part of the Merchantman's income, so it is boosted further by percentage income effects such as Central Market's buff.
  • Navarch of the Seas: the Buccaneer Paragon receives the bonus too, although at that stage of a game $20 is negligible.

It only affects the Buccaneer's bottom path income. Banana Farms and other cash sources are not changed.

A quick way to judge it: one Merchantman bought around round 30 and kept until round 80 earns $1,000 extra from this knowledge alone, which is enough for a solid mid-game upgrade.

Is it worth it?

Priority: must-have as a route node. The income bonus is modest, but it is useful for water-map farming strategies, especially in the mid game where Merchantman farming is most common. The big reason to buy it is what comes after: Military Conscription (first Military tower each game at two thirds price) and Flanking Maneuvers, which leads to Sub Admiral and Big Bloon Sabotage. Two of the strongest deep Military knowledges depend on it.

Buy it alongside Quad Burst, since Flanking Maneuvers needs both.

Where it works

Trade Agreements works wherever Monkey Knowledge is enabled: Standard, Impoppable, Military Only and freeplay on water maps. It is disabled in CHIMPS and in challenges that switch knowledge off, so a CHIMPS Merchantman earns its normal amount.

Frequently asked questions

How much does Trade Agreements add?

+$20 per round for each Merchantman, Favored Trades, Trade Empire and Navarch of the Seas.

Does it stack with Central Market?

Yes. The extra $20 is part of the Merchantman's income, so percentage boosts apply to it.

Does Trade Agreements affect Banana Farms?

No. Only Buccaneer bottom-path income towers are affected.

How much does Trade Agreements cost?

One Knowledge Point and a one-time 250 Monkey Money, with 8 Military points and Faster Takedowns.

Why is Trade Agreements important?

It is required for Military Conscription and Flanking Maneuvers.