Every city in HIROTONFA’s American Revolution Smuggler has its own personality, and if you are trying to run a profitable route or hit full completion, you need to know exactly what each port buys, sells, and offers before you dock. I put this reference together so you can plan a trade run without guessing at prices or sailing into a dead end. It covers every city I have visited, what resources they deal in, and what side activities are available once you are there.
I wrote this because the market shifts day by day and I got tired of forgetting which port wanted my rum and which one wanted my tea. One caveat up front: several cities are clearly unfinished and will gain new buildings later, so I expect this list to need revision as the game grows. Also, the prices and availability you see may differ from mine depending on market conditions on any given day.
New England Ports
New York is one of the first major hubs I always check when running the northern route. It sells TEA and buys CIGARS, and it has a Loyalist Court that lets you become a privateer. Beyond trade, there is a Theatre where you gain culture, and Horse Racing where you can bet money and build up courage.
| City | Sells | Buys | Services & Notes |
|---|---|---|---|
| New York City, New York | TEA | CIGARS | Loyalist Court (become a privateer), Theatre (gain culture), Horse Racing (bet money, gain courage) |
| Perth Amboy, New Jersey | ORE | TOOLS | Boxing Arena (gain courage, paid 500/1000P for wins) |
| New London, Conn. | TOOLS | — | Home port — no dock or anchor fees |
| Baltimore, Maryland | TOBACCO | CIGARS | — |
| New Castle, Delaware | Cheap supplies | — | Default prices, little deviation from market averages; no extra activities |
| Philadelphia, Penn. | TOOLS, WOOD | — | Cricket Field (play a minigame for money) |
| Providence, R.I. | RUM | — | R.I.-chan will sometimes offer to predict market prices for a particular item |
| Boston, Mass. | RUM | TEA, SUGAR | Patriot Court (become a privateer), Smugglers Cave (discounted smuggled goods), VOC (Tulip shares, 20% cut back to VOC) |
| Portsmouth, N.H. | LUMBER | — | Nothing else |
| Falmouth, Maine | FUR | COTTON | Thin content north of Boston |
New London is your home port, so you skip dock and anchor fees entirely — if you are optimizing a route, that savings adds up. New Castle always struck me as the most honest stop on the map: prices sit at default with almost no deviation from the market average, there are no activities to distract you, and the supplies are cheap. It succeeds precisely because it is boring, and I use it as a reliable restock point. Boston is the dense one — the Smugglers Cave sells discounted goods, and VOC offers Tulip shares you can resell later when prices rise, though a 20% cut goes back to VOC. Providence is worth a visit just for R.I.-chan, who will sometimes predict market prices for a specific item — I always check with her before committing to a big buy.
Southern Colonies
The southern ports lean heavily on tobacco, cotton, sugar, and rum, with a few quirks that caught me off guard. Charleston in particular has a Theatre that is only open on Saturdays, which I learned the hard way after docking on the wrong day.
| City | Sells | Buys | Services & Notes |
|---|---|---|---|
| Williamsburg, P.A. | TOBACCO, COTTON | TEA | — |
| Savannah, G.A. | TOBACCO, COTTON | RUM, SUGAR | — |
| St. Augustine, Florida | TOBACCO, CIGARS, COTTON | RUM, TEA | Limited inventory, similar to the Canadian cities |
| Charleston, S.C. | TOBACCO, CIGARS, COTTON | SUGAR, TEA | Theatre (only open on Saturdays) |
| Wilmington, N.C. | TOBACCO, LUMBER | RUM | Nothing else; Pippa is the VA for N.C.-chan |
St. Augustine is worth flagging because its inventory is limited in the same way the Canadian cities are — do not count on it for bulk supply runs. Wilmington is a simple stop: tobacco and lumber out, rum in, and that is it. If you are a fan of the voice work, Pippa voices N.C.-chan there, which is a nice detail if you pay attention to the character dialogue.
The Outliers
These ports sit outside the thirteen colonies and behave differently from the rest, so I treat them as separate routes rather than part of a standard northern or southern loop. Halifax and Quebec City both run low supplies, and New Orleans has its own smuggling rules under British law.
| City | Sells | Buys | Services & Notes |
|---|---|---|---|
| Halifax, N.S. | — | — | Not a state; cannot chat with Halifax-chan; prices at or above market average, supplies low |
| Quebec City | FUR, LUMBER | — | Not a state; supplies low, all other prices spiked; nearby fur trapping camp for more FUR |
| New Orleans, Spanish Louis. | CIGARS | TOBACCO, RUM | Foreign port — all purchases count as smuggled by the British; card game for money; woman sells smoke bombs (bypass blockades or guarantee escape from fights) |
Halifax is an odd one because you cannot chat with Halifax-chan at all, and supplies for purchase are low while prices sit at or above market average. Quebec City follows a similar pattern — low supplies and spiked prices on everything except furs and lumber — but a nearby fur trapping camp lets you acquire more furs, so it is worth the detour if fur is your cargo. New Orleans is the trickiest of the three: it is a foreign port, so all your purchases there are considered smuggled by the British. Also note the in-game map claims New Orleans sells muskets, but you actually need to go to the nearby San Juan Fort for those. The city does have a card game you can play for money, and a woman who sells smoke bombs — useful for getting past blockades or guaranteeing an escape from a fight.
Conclusion
That covers every city and what it offers as of now. Keep in mind that markets shift daily and new buildings are clearly coming, so I will revise this as the game updates. Happy smuggling — just remember to check Charleston on a Saturday.