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v0.34 Talk:Trading
Accessible?
- Caravans only spawn on ground edge tiles that could be walked on when the embark zone was first generated.
I can confirm that if you create an above-ground route to the edge of the embark zone wagons will not spawn on it - instead you get the 'bypassed your inaccessible ...' message. Presumably flooring over the top of a river / sea / lake that adjoins the embark zone edge would also not work.Ptb ptb 21:06, 31 July 2012 (UTC)
Depot Deconstruction
This is something I've not had the courage to verify, but I've noticed. I deconstructed from under an Elven caravan once, and got their goods. They looked legit, and all that, and so I stocked them away, naturally. I tried to trade with the next elf caravan, and making sure that none of the goods, even those weird <<ropes>> had any wood whatsoever. They claimed the item was one a beautiful tree, and is now a useless bauble. They packed up and left. I tried this more carefully the next year, and same thing.
Point is, can anyone verify if a civ remembers what goods you steal by way of depot deconstruction? --Aescula 10:23, 21 August 2012 (UTC)
(EDIT) I would like to verify that you can, in fact, deconstruct the depot to gain all of the traders items. I haven't noticed any change in the factions relations with my fortress, but it's cheating! Do not cheat unless you need to! (to keep it fun for longer) ;)
Animal Genders
I really feel stupid asking this one... I notice the gender order in the liaison's meeting dialog seems to be set - Yak Cow and Yak Bull don't swap positions between liaisons, nor do Goose and Gander - but does anyone know which Dog and which Cat are which? The three animals immediately above are all listed male first, then several in a row (dog, cat, donkey, horse) are listed which are impossible to distinguish male from female, then the next is listed female first. I only need females to increase my breeding rate, of course, but this screen (and only this screen, as far as I can tell) fails to show any sign as to the animals' genders, if they're not distinguishable by name. Gatherer818 00:56, 4 September 2012 (UTC)
Goblins Arrive in Winter
I can confirm this. It's rare to have goblins at peace with your civilization, but it does in fact happen (with the same behavior as previous versions). Removing the verification tag in the paragraph that mentions it. Danjen 02:54, 15 October 2012 (UTC)
Emergency Supplies
While examining my disassembly of version 0.23.130.23a, I discovered some very interesting logic in the caravan code: the exact rules for "emergency supplies".
- Bring enough meat and fish items so that you will end up with 5 for every meat-eater in your fortress (carnivores*5 - (food_meat + food_fish)). In practice, this does nothing because dwarves are omnivores.
- Bring enough meat/fish/plants/cheese (and probably also other food items) so that you will end up with 5 for every dwarf in your fortress (population*5 - (food_total - food_drink - food_seeds).
- Bring enough cloth/leather so that you have enough to make 5 sets of pristine clothes for every dwarf in your fortress (population*5 - (cloth_total + leather_total + min(armor_total, shoes_total, pants_total)).
- Bring enough logs so that you will end up with 1 for every dwarf in your fortress (population - wood_total).
These rules actually date all the way back to 23a (aside from the "wood logs" rule), and they all count items which are non-rotten, have zero wear, and are unforbidden (for the clothes one, it also excludes anything which would be worn as Armor). Thus, caravans will start bringing cloth and leather in large quantities once your dwarves' existing clothes start to wear out. --Quietust 19:12, 5 December 2012 (UTC)