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Editing 40d:Guild representative

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{{quality|Exceptional|02:48, 2 July 2012 (UTC)}}{{av}}
 
{{quality|Exceptional|02:48, 2 July 2012 (UTC)}}{{av}}
  
The '''guild representative''' is a noble which arrives from [[Human]] civilizations to negotiate [[trade]] agreements. If the guild representative dies, you will ''never'' get a new one in order to establish further trade agreements.
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The '''guild representative''' is a noble which arrives from [[Human]] civilizations to negotiate [[trade]] agreements. In the past, the guild representative would be replaced by  the [[merchant baron]] and later the [[merchant prince]], though this no longer seems to happen.
  
The guild representative arrives at the same time as the caravan, though at a completely different location along the edge of the map. It is supposed to be accompanied by a pair of guards, but due to a bug this does not happen. The following patch for version 0.28.181.40d for Windows fixes this:
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If the guild representative dies, you will ''never'' get a new one in order to establish further trade agreements.
{{spoil small|<nowiki>0x36D462: 0E -> 08
 
0x36D46C: 85 -> 84</nowiki>|Binary Patch Enclosed}}
 
  
The guild representative is supposed to be replaced with the [[merchant baron]] and later the [[merchant prince]] as your population increases, but due to a bug this does not happen. The following patch for version 0.28.181.40d for Windows fixes this:
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=== Arrival and Departure ===
{{spoil small|<nowiki>0x357740 : 57 -> 56</nowiki>|Binary Patch Enclosed}}
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The entry point on the map for the guild representative is determined before that of the caravan wagons. This can result in the representative taking a different route to your fortress than the rest of the caravan if the route chosen is not suitable for wagons; the wagons will then enter from a different spot. This means the representative has to travel unprotected but this is really the only downside to forcing the wagons to use one particular route. The representative will then also leave without the caravan once the meeting is done. Providing your own armed escort for the guild representative is not a bad plan.
  
 
==Interaction==
 
==Interaction==
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#:(decide which types of goods you want them to bring next year)
 
#:(decide which types of goods you want them to bring next year)
 
#"Well then, we have finalized the import agreement. Feel free to go over the documents."
 
#"Well then, we have finalized the import agreement. Feel free to go over the documents."
#:(view the requests you just made, along with the resulting price increases)
 
 
#"Let's discuss what we are willing to offer for your craftsmanship..."
 
#"Let's discuss what we are willing to offer for your craftsmanship..."
 
#"Well then, we have finalized the export agreement. Feel free to go over the documents."
 
#"Well then, we have finalized the export agreement. Feel free to go over the documents."
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#"Again on behalf of the Merchants' Guild, let me bid farewell to you and your stout dwarves."
 
#"Again on behalf of the Merchants' Guild, let me bid farewell to you and your stout dwarves."
  
Trade agreements allow you to request a wide variety of goods:
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Trade agreements with Human civilizations will allow you to request a wide variety of goods, including leather, cloth, wood logs, metal bars, alcohol, meat, fish, cheese, plants, and live animals. Each type of good can be assigned a Priority using the arrow keys. For each level of priority, the caravan will attempt to bring one "unit" of that good next year (a bin of cloth/leather, a barrel of alcohol, a stack of 5 meat/plant/cheese, one caged animal, etc.) and will also increase the price you must pay for them.
* Leather
 
* Cloth, both plant and silk (though Human civilizations generally have no access to silk)
 
* Crafts of various materials - bone, leather, stone, wood, metal, etc.
 
* Wood
 
* Metal Bars
 
* Gems, both small cut (for your [[gem setter]]s) and large cut (effectively just trade goods)
 
* Stone [[block]]s
 
* Seeds of edible plants
 
* [[Anvil]]s, in case you manage to lose your last one
 
* Weapons
 
* Ammo
 
* Trap Components
 
* Digging Implements - otherwise known as [[pick]]s, in case all of your miners die and leave their picks in an inaccessible location
 
* Bodywear, headwear, handwear, footwear, and legwear - metal [[armor]] for melting down, or large clothes to sell in exotic clothing [[shop]]s
 
* Shields
 
* Toys and Instruments
 
* Pets - caged domestic animals (including any domesticated [[vermin]] they might know about)
 
* Drinks - various types of [[alcohol]]
 
* Cheeses
 
* Powders - [[flour]]s and [[dye]]s
 
* Extracts - animal ([[milk]]) and plant ([[golden salve]] and [[gnomeblight]])
 
* Meat/Fish
 
* Edible plants
 
* Stone - Boulders for your [[mason]]s; without modding the raws, generally only available from Dwarves
 
* Empty cages made from various metals
 
* Empty bags made of leather, plant cloth, or silk
 
* Thread, both plant and silk
 
* Ropes made of plant cloth or silk
 
* Empty barrels
 
* Miscellaneous items - [[charcoal]]/[[coke]], [[lye]], [[potash]], and/or [[pearlash]]
 
 
 
Each type of good can be assigned a Priority using the arrow keys. For each level of priority, the caravan will attempt to bring one "unit" of that good next year (a bin of cloth/leather, a barrel of alcohol, a stack of 5 meat/plant/cheese, one caged animal, etc.) and will also increase the price you must pay for them.
 
  
{{Category|Trade}}
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[[Category:Trade]]

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