Editing DF2014:Trading

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'''Trader''' is the term used at your [[trade depot]] to refer to your fortress representative when dealing with merchants in a visiting caravan ({{key|r}} - "''Trader requested at Depot"'').  As a [[profession]], the term applies to visiting merchants and dwarves whose highest [[skill]] is [[Appraiser]].
 
'''Trader''' is the term used at your [[trade depot]] to refer to your fortress representative when dealing with merchants in a visiting caravan ({{key|r}} - "''Trader requested at Depot"'').  As a [[profession]], the term applies to visiting merchants and dwarves whose highest [[skill]] is [[Appraiser]].
  
== Trade depot ==
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== Trade Depot ==
 
{{Main|Trade depot}}
 
{{Main|Trade depot}}
 
Building a [[trade depot]] is a pre-requisite for trade with caravans that arrive at your fortress.  
 
Building a [[trade depot]] is a pre-requisite for trade with caravans that arrive at your fortress.  
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* items worn by non-fortress units are initially forbidden, but can be claimed via unforbidding and dumping them
 
* items worn by non-fortress units are initially forbidden, but can be claimed via unforbidding and dumping them
  
==Trading flowchart ==
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==Trading Flowchart ==
 
{{:Trading/Flowchart}}
 
{{:Trading/Flowchart}}
  
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Unless you are looking for [[fun]], under no conditions should you offer or trade items which are wooden or used wood in their creation (clear glass, for example) to [[elves]], as this will insult the traders, and may cause them to leave or even damage relations enough to provoke a war between you and the elven civilization you traded with. They will accept their own "grown wood" items in trade without insult, however.
 
Unless you are looking for [[fun]], under no conditions should you offer or trade items which are wooden or used wood in their creation (clear glass, for example) to [[elves]], as this will insult the traders, and may cause them to leave or even damage relations enough to provoke a war between you and the elven civilization you traded with. They will accept their own "grown wood" items in trade without insult, however.
  
== Miscellaneous trading advice ==
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== Miscellaneous Trading Advice ==
 
* Thieves and thieving critters tend to follow caravans. Expect assaults and intruders.
 
* Thieves and thieving critters tend to follow caravans. Expect assaults and intruders.
 
* Create your trading depot inside your fort, preferably in the beginning. Place a 3-tile wide path (which must be free of obstructions such as stairways, traps, minecart tracks and boulders) to the entrance of the fort and position war dogs along it (chains do not block wagons); this will help to protect the traders and keep the depot close to your supplies.
 
* Create your trading depot inside your fort, preferably in the beginning. Place a 3-tile wide path (which must be free of obstructions such as stairways, traps, minecart tracks and boulders) to the entrance of the fort and position war dogs along it (chains do not block wagons); this will help to protect the traders and keep the depot close to your supplies.
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*If you lock them in your fortress for a minute or two (real time), the merchants MAY drop items and leave behind pack animals (Both of which are yours for the taking!) Note: Results are not consistent.
 
*If you lock them in your fortress for a minute or two (real time), the merchants MAY drop items and leave behind pack animals (Both of which are yours for the taking!) Note: Results are not consistent.
 
{{Translation| dwarven = nish | elvish = lathì | goblin = otsmor | human = batow}}
 
 
{{Category|Trade| }}
 

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