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Editing 40d:Trading
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− | {{ | + | {{Building|name=Trade depot|key=D |
− | + | |job= | |
− | + | 1 of: | |
+ | * [[Broker]] noble | ||
+ | * None (See description) | ||
+ | |construction= | ||
+ | 3 of | ||
+ | * [[Block]] | ||
+ | * [[Metal bar]] | ||
+ | * [[Stone]] | ||
+ | * [[Wood]] | ||
+ | |construction_job= | ||
+ | * [[Architecture]] | ||
+ | * and 1 of: | ||
+ | ** [[Metalsmithing]] | ||
+ | ** [[Masonry]] | ||
+ | ** [[Carpentry]] | ||
+ | |purpose= | ||
+ | Trade goods with other races. | ||
+ | }} | ||
'''Trading''' in Dwarf Fortress first occurs in the first [[autumn]] after establishing your fortress, with the arrival of the [[dwarf|Dwarven]] [[Trading#Caravans|caravan]]. Trading is a good way to acquire resources that are not available or are rare in the local area. It also allows for more freedom in selecting starting gear, because items can always be obtained through trade later, e.g. one can drop the expensive [[anvil]] to bring 500 extra units of [[alcohol|booze]] or purchase additional skills for the expedition party. New players can [[Your_first_fortress#Trading|look here]] for advice on trading with the first caravan. | '''Trading''' in Dwarf Fortress first occurs in the first [[autumn]] after establishing your fortress, with the arrival of the [[dwarf|Dwarven]] [[Trading#Caravans|caravan]]. Trading is a good way to acquire resources that are not available or are rare in the local area. It also allows for more freedom in selecting starting gear, because items can always be obtained through trade later, e.g. one can drop the expensive [[anvil]] to bring 500 extra units of [[alcohol|booze]] or purchase additional skills for the expedition party. New players can [[Your_first_fortress#Trading|look here]] for advice on trading with the first caravan. | ||
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== Trade Depot == | == Trade Depot == | ||
− | Building a | + | Building a '''Trade Depot''' ({{K|b}} - {{K|D}}) will allow you the opportunity to trade with caravans that arrive at your fortress. Trade depots can be created from almost any material, and construction requires the [[Architecture]] skill along with the appropriate craft labor ([[Carpentry]], [[Masonry]], or [[Metalsmithing]]). |
While it may be convenient to build a Trade Depot outside first, it is usually a good idea to move it inside or build fortifications around it to protect caravans and your goods from [[thief|thieves]] and [[goblin]]s. | While it may be convenient to build a Trade Depot outside first, it is usually a good idea to move it inside or build fortifications around it to protect caravans and your goods from [[thief|thieves]] and [[goblin]]s. | ||
− | + | Hit {{K|q}} to bring up the building interaction mode, and then move your cursor over the Trade Depot to gain access to the following options. | |
− | + | === Move Goods to/from Depot === | |
− | + | {{K|g}}: This command becomes active when a caravan arrives on your map. Choosing items from this menu will mark them as [PENDING] and [[dwarves]] will begin moving them to the depot (all dwarves regardless of labor settings will move goods to the depot when necessary). Items that have been brought to the depot are ready for trade and will be marked as [TRADING]. Items nominated for trading will remain at the depot until the caravan leaves, or the [PENDING] / [TRADING] flag is cleared by choosing the item again. Once no longer required at the depot, items will be available for use or hauling to stockpiles as normal. | |
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− | + | === No trader needed at depot or Trader requested at depot === | |
+ | {{K|r}}: This requests a dwarf to come to the depot. To conduct trades with caravans, a trader must be present at the Trade Depot. Once requested, a dwarf will make their way to the depot, and remain there until released with this setting, or the dwarf decides to drink, sleep, or eat. | ||
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+ | === Only broker may trade or Anyone may trade === | ||
+ | {{K|b}}: This setting determines who will perform the trade. If '''Only broker may trade''' is active, then only the [[Broker]] [[noble]] will respond to the trader request. This can become a problem when the broker is sleeping or otherwise occupied, but dwarves with low [[Broker skills]] will receive poorer deals when trading. | ||
+ | |||
+ | === Trade === | ||
+ | {{K|t}}: This option becomes available once the caravan and your trader are both at the depot. It begins trading. | ||
==Trading== | ==Trading== | ||
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After entering the trade menu, select the items to offer from the right, and the desired items from the left. All caravans have a weight limit which cannot be exceeded, and the allowed additional weight is displayed in the lower right corner. If the acting broker has at least Novice or better [[Appraisal]] skill, the value of all items will be displayed. Once the proposal is ready, press {{K|t}} to make an offer, but merchants will not agree unless they make adequate profit. Be sure to use '''trade''', not '''offer''' {{K|o}}, as this will make a gift of the selected items. The amount of acceptable profit is determined by the broker's [[Broker skills|skills]] and the merchant's mood, described below. Merchants may attempt to propose counteroffers if they do not accept the proposal, which can then be accepted, rejected, or further amended by the broker. | After entering the trade menu, select the items to offer from the right, and the desired items from the left. All caravans have a weight limit which cannot be exceeded, and the allowed additional weight is displayed in the lower right corner. If the acting broker has at least Novice or better [[Appraisal]] skill, the value of all items will be displayed. Once the proposal is ready, press {{K|t}} to make an offer, but merchants will not agree unless they make adequate profit. Be sure to use '''trade''', not '''offer''' {{K|o}}, as this will make a gift of the selected items. The amount of acceptable profit is determined by the broker's [[Broker skills|skills]] and the merchant's mood, described below. Merchants may attempt to propose counteroffers if they do not accept the proposal, which can then be accepted, rejected, or further amended by the broker. | ||
− | A good rule of thumb for inexperienced brokers is to give merchants a 50% or better profit. For example, if the desired goods are worth 500☼, make sure their profit is at least 250☼ (which would make the total worth of the offered goods 750☼). This should ensure that the merchants are happy with the trading and that they accept the trade immediately without making ridiculous counteroffers. With more experienced brokers or pleased merchants, even marginally profitable trades can be successful, and counteroffers can be rejected safely, offering the same trade again | + | A good rule of thumb for inexperienced brokers is to give merchants a 50% or better profit. For example, if the desired goods are worth 500☼, make sure their profit is at least 250☼ (which would make the total worth of the offered goods 750☼). This should ensure that the merchants are happy with the trading and that they accept the trade immediately without making ridiculous counteroffers. With more experienced brokers or pleased merchants, even marginally profitable trades can be successful, and counteroffers can be rejected safely, offering the same trade again. |
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=== Trading cue colors === | === Trading cue colors === | ||
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* Items in white were created by another source. They can be traded, but if one of these items has been selected, the entire selection cannot be offered as a gift. | * Items in white were created by another source. They can be traded, but if one of these items has been selected, the entire selection cannot be offered as a gift. | ||
* Items in purple are under a no-export mandate and should not be traded away unless exceptional circumstances (or masochism) push you to do this. | * Items in purple are under a no-export mandate and should not be traded away unless exceptional circumstances (or masochism) push you to do this. | ||
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=== Merchant mood === | === Merchant mood === | ||
− | If your broker has Novice or better [[Judge of | + | If your broker has Novice or better [[Judge of Intent]] skill, there will be a line added below the merchant's dialogue describing the caravan's attitude. Their attitude rises with successful trades (especially if they get lots of profit) and falls when you propose deals they don't like. |
* (trader) seems ecstatic with the trading | * (trader) seems ecstatic with the trading | ||
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The happier you make a merchant, the less profit margin he will demand in a trade. If merchants reach the lowest level, no further trade will be possible, and they will immediately pack up and leave your depot. Since annoyed traders are more likely to reject deals, you should be generous in initial negotiations. Skilled negotiators seem less likely to offend traders with unsuccessful deals. | The happier you make a merchant, the less profit margin he will demand in a trade. If merchants reach the lowest level, no further trade will be possible, and they will immediately pack up and leave your depot. Since annoyed traders are more likely to reject deals, you should be generous in initial negotiations. Skilled negotiators seem less likely to offend traders with unsuccessful deals. | ||
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=== Seizing items === | === Seizing items === | ||
− | Pressing {{K|s}} from the trade menu will seize the selected items of the merchant's. If you seize goods from a caravan, the merchant will respond "Take what you want. I can't stop you." and then leave immediately without the seized goods. Items cannot be seized from the dwarven caravan, and other races will not buy goods | + | Pressing {{K|s}} from the trade menu will seize the selected items of the merchant's. If you seize goods from a caravan, the merchant will respond "Take what you want. I can't stop you." and then leave immediately without the seized goods. Items cannot be seized from the dwarven caravan, and other races will not buy stolen goods (marked in red) unless they are tricked into asking for them via counteroffer, or the items are "naturalized" by decoration or used to create other goods. Seizing goods will hurt diplomatic relations, but is not grounds for an automatic [[siege]]. |
− | + | As a side note, if you remove your trade depot, all the caravan's items will drop to the ground, to be readily hauled away by your dwarves. This does not mark the item as stolen, and the caravan will leave. | |
− | + | Another way to steal without marking as stolen is to forbid traders' goods. They will leave them in depot. | |
− | + | Note that the civilization attached to a particular caravan will keep track of the value of items the caravan was carrying when they set out to trade, and they will compare this value with the value of items they return home with. Regardless of what method you use to confiscate items from a caravan, even if you came to possess the goods through no fault of your own (an [[ambush]] killed the caravaners, for example) the parent civilization may decide that you stole from them and send a [[siege]] instead of a caravan the following year. It is prudent to take measures to protect caravans visiting your lands! | |
− | + | ===Offering items=== | |
− | .. | + | {{key|o}} You can also give away items, as gifts to the leaders of the [[civilization]] you are trading with. This presumably helps relations between yourself and the other faction. The exact effects are unknown but it is believed that offering goods increases the quantity and variety of trade goods brought by next year's caravan. Also the [[King]] may require offerings before his arrival. |
− | == | + | == Caravans == |
+ | Each friendly race will send a caravan once per year, but only if that race considers the fortress site accessible (as denoted on the embark screen). The exception is dwarves, who always arrive. Caravans appear to enter the map from a random direction which does not coincide with the relative direction of the originating [[civilization]], and they may appear from different directions or z-levels each year. Caravans may leave without trading if it takes too long to reach the trade depot, and they cannot use stairs. Caravans will embark on their journey exactly one month after their arrival, whether they have succeeded in reaching the depot or not. | ||
− | + | === Wagons === | |
+ | [[Image:Depot alley.png|thumb|right|A depot in the fortress, with a narrow, trapped accessway.]] | ||
+ | [[Image:Depot accessible.png|thumb|right|Composite image of depot access screen. Strategically arranged walls and natural obstacles (boulders) force wagons to enter and exit the map immediately to the east of the depot.]] | ||
+ | All races except elves will send [[wagon]]s with their caravans, which have a much greater capacity for bringing foreign imports and accepting dwarven exports. Unfortunately, wagons require paths that are three tiles wide to pass. Wagons may enter the map in a location different from merchants with pack [[animals]], if the point the animals entered was inaccessible to the wagons. If wagons are unable to find an open path to your trade depot (or if you have not built a depot at all), they will bypass your site and you will only be able to trade for what is available on the pack animals. | ||
− | + | Wagons cannot cross [[stair]]s or [[door]]s (even if the doors span an area ordinarily wide enough for the wagon to pass). Obstructing [[boulder]]s must be smoothed ( {{K|d}} - {{K|s}} ), and [[tree]]s must be cut down ( {{K|d}} - {{K|t}} ). [[Shrub]]s do not obstruct wagons, and neither do [[ramp]]s, [[bridge]]s, [[road]]s, or [[floor]] tiles. (However, ramps covered by a [[hatch]] do obstruct.) The impassable tiles of [[workshop]]s and other buildings will obstruct, but the passable tiles of those buildings will not. Any buildings which are normally passable, including [[restraint]]s and [[trap]]s, will not obstruct wagons either, nor will creatures, whether restrained or free. | |
− | + | To keep trees from growing and blocking a path, you should build roads, bridges, or floor tiles over any [[soil]] tiles that make up part of the path. Ramps must be used to adjust [[z-level]] elevation. | |
− | + | After a trade depot is built, you can use {{K|D}} to check wagon accessibility. The display is somewhat misleading: tiles marked in green mean a wagon can ''fit'' in that space, not that it can necessarily reach it from the edge of the map. Further, the green {{Raw Tile|W|{{COLOR:2:0:1}}|{{COLOR:2:0:0}}}}s only represent where the ''center'' of the wagon can fit -- so a three-tile wide path, which can fit a wagon, will only show up as one-tile wide line of {{Raw Tile|W|{{COLOR:2:0:1}}|{{COLOR:2:0:0}}}}s. When the route they would take goes over hills (ramps), it's hard to eye whether it is continuous all the way to the edge of the map, so be sure you see the words "depot accessible" on the depot access screen. | |
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− | + | As long as you have a three-tile wide path to the depot that reaches ''any'' edge of the map, wagons will be able to reach the depot. If there is only one path they can take, they will take that path. You can force them to enter and exit the map in an exact spot -- preferably very near your depot -- by erecting walls or digging channels so that all paths but the one you want them to take are blocked. | |
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− | + | === Liaisons === | |
+ | [[Liaison]]s may be sent with caravans to speak to important dwarves. They will allow you to choose the type of items that your fortress is interested in, and will focus on bringing more of that kind of item on the next caravan (however those items will also be more expensive). They will also present you with a list of the items they're willing to pay more for, which will be effective upon their next arrival. | ||
− | + | Trade agreements can be viewed at a later time through the Civilization menu ({{k|c}}). These trade agreements are cleared when a liason of the corresponding civilization enters the screen, so they are generally not accessible after the caravan has arrived. | |
=== Races === | === Races === | ||
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* arrives in [[Calendar|autumn]]. | * arrives in [[Calendar|autumn]]. | ||
* employs wagons to bring more goods. | * employs wagons to bring more goods. | ||
− | * typically carries [[food]], [[alcohol|booze]], [[leather]] and | + | * typically carries [[food]], [[alcohol|booze]], [[leather]], and supplies. Dwarves alone may carry [[steel]] and steel goods. |
* tends to be well guarded. | * tends to be well guarded. | ||
* sends a liaison who will speak with the [[Expedition leader]] (or [[Mayor]]) to negotiate prices. | * sends a liaison who will speak with the [[Expedition leader]] (or [[Mayor]]) to negotiate prices. | ||
− | * | + | * is responsible for the number of immigrants received (when the caravan escapes alive). |
* will not cause sieges when repeatedly destroyed or lost. | * will not cause sieges when repeatedly destroyed or lost. | ||
* is the only caravan to arrive during a fortress' first year. | * is the only caravan to arrive during a fortress' first year. | ||
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* arrives in [[Calendar|spring]]. | * arrives in [[Calendar|spring]]. | ||
* does not send wagons. | * does not send wagons. | ||
− | * typically carries [[cloth]], [[ | + | * typically carries [[cloth]], [[rope]], various above ground [[plants]] and their byproducts, [[log]]s, [[wood]]en [[craft]]s & [[weapon]]s, large-sized clothing and [[armor]], and may carry tame [[creatures]]. |
+ | * carries more wood logs the smaller a fort's wood stockpile. | ||
* tends to be unguarded. | * tends to be unguarded. | ||
− | * does not accept some items in trade: | + | * may send a diplomat who imposes a tree cutting quota. |
+ | * does not accept some items in trade. | ||
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+ | Elven traders do not like to be offered any tree byproducts. Forbidden items include{{ver|0.28.181.40d}}: | ||
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* [[Wood]]en items, and items derived from wood (including [[tower-cap]] logs), such as [[charcoal]] and [[pearlash]] | * [[Wood]]en items, and items derived from wood (including [[tower-cap]] logs), such as [[charcoal]] and [[pearlash]] | ||
− | * | + | * Clear and crystal [[glass]] (because [[pearlash]] is used in their creation) |
* Items [[decoration|decorated]] with any of the above materials | * Items [[decoration|decorated]] with any of the above materials | ||
* [[Obsidian]] shortswords (since they have wooden handles) | * [[Obsidian]] shortswords (since they have wooden handles) | ||
* [[Soap]] (made with [[ash]]) | * [[Soap]] (made with [[ash]]) | ||
− | Offering or trading forbidden items will cause the | + | Offering or trading forbidden items will cause the caravan to refuse to trade any more that season and will leave immediately. Additionally you will be called uncouth, crude, and barbaric for suggesting it. Tragic incidence can befall name callers which if repeated can lead to [[siege|interesting times]] and even great [[fun]]! |
However, [[stone]] and [[metal]] items, even when [[charcoal]] is used in production, are acceptable. Items made from [[silk]] are acceptable, as are all non-wooden plant-derived products such as [[cloth]] and [[thread]]. Different from previous versions, items made of bone and shell are acceptable. You can also transport your goods to the [[trade depot]] in a wooden [[bin]], as long as you do not try to sell the bin. Living animals are acceptable, as long as the [[cage]] or [[trap]] is not made of [[wood]]. | However, [[stone]] and [[metal]] items, even when [[charcoal]] is used in production, are acceptable. Items made from [[silk]] are acceptable, as are all non-wooden plant-derived products such as [[cloth]] and [[thread]]. Different from previous versions, items made of bone and shell are acceptable. You can also transport your goods to the [[trade depot]] in a wooden [[bin]], as long as you do not try to sell the bin. Living animals are acceptable, as long as the [[cage]] or [[trap]] is not made of [[wood]]. | ||
− | Be especially careful with reselling | + | Be especially careful with reselling items from other caravans, as decorated items made out of a non-living material may include decorative materials that were made of living materials. All items that elven caravans sell are also unacceptable to sell back to elves, as the dwarves have no means of proving that they were made in an "elf kosher" way — and all dwarves know that elves have terrible memory. |
==== [[Human]]s ==== | ==== [[Human]]s ==== | ||
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The goblin caravan: | The goblin caravan: | ||
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*does not send wagons | *does not send wagons | ||
*tends to be unguarded | *tends to be unguarded | ||
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*does not send a liaison or a guild representative | *does not send a liaison or a guild representative | ||
*does not make import/export agreements | *does not make import/export agreements | ||
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=== Destruction === | === Destruction === | ||
If caravans are destroyed (intentionally or unintentionally), the items may remain for use. Traders caught in a [[cave-in]] will flee as if they were attacked but will leave all the items dropped by the caravan behind. Pack animals carrying items are affected just like a normal tamed [[mule]] and must be killed in the cave-in for them to drop items on the ground. It is however much more likely that the pack animal(s) will only be stunned or rendered unconscious and flee shortly after recovering from the hit. Wagons will collapse if caught in a cave-in, leaving all that it was carrying on the ground as a result. Wagons can also be destroyed by [[ocean]] waves coming up onto the shore if you have settled in the appropriate area. The only difference between collapsing under waves or a cave-in is a higher probably of recovering items if the wagon is destroyed by a wave. | If caravans are destroyed (intentionally or unintentionally), the items may remain for use. Traders caught in a [[cave-in]] will flee as if they were attacked but will leave all the items dropped by the caravan behind. Pack animals carrying items are affected just like a normal tamed [[mule]] and must be killed in the cave-in for them to drop items on the ground. It is however much more likely that the pack animal(s) will only be stunned or rendered unconscious and flee shortly after recovering from the hit. Wagons will collapse if caught in a cave-in, leaving all that it was carrying on the ground as a result. Wagons can also be destroyed by [[ocean]] waves coming up onto the shore if you have settled in the appropriate area. The only difference between collapsing under waves or a cave-in is a higher probably of recovering items if the wagon is destroyed by a wave. | ||
− | + | Repeated caravan destruction (intentional or unintentional) will strain diplomatic relations and may result in a [[siege]]. | |
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