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Editing v0.31:Stonegears/Caravans

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:''Back to the [[../|main tutorial page]]''
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:''Back to the [[Main:../|main tutorial page]]''
  
 
Sometime in late [[Calendar|autumn]] of your first year, the dwarven [[caravan]] from your parent civilization will come to your fortress for [[trading]], so you should have things set up for them before then.
 
Sometime in late [[Calendar|autumn]] of your first year, the dwarven [[caravan]] from your parent civilization will come to your fortress for [[trading]], so you should have things set up for them before then.
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===Getting a dwarf to the depot===
 
===Getting a dwarf to the depot===
You need to get one of your dwarves to the depot to be able to trade.  By default, if you've appointed a dwarf to be the [[broker]] then s/he'll be the one to do the trading; this lets you control exactly who does the [[trading]], so that a dwarf with the right skills will do it. Use {{K|n}} to go to the [[nobles]] screen and [[../Nobles#Listing.2C_appointing_and_replacing_nobles.2Fadministrators|appoint]]‡ your [[expedition leader]], since he'll have the highest [[judge of intent]] skill, which is useful in trading.
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You need to get one of your dwarves to the depot to be able to trade.  By default, if you've appointed a dwarf to be the [[broker]] then s/he'll be the one to do the trading; this lets you control exactly who does the [[trading]], so that a dwarf with the right skills will do it. Use {{K|n}} to go to the [[nobles]] screen and [[Main:../Nobles#Listing.2C_appointing_and_replacing_nobles.2Fadministrators|appoint]]‡ your [[expedition leader]], since he'll have the highest [[judge of intent]] skill, which is useful in trading.
  
 
Once you have a broker, go to the depot and use {{K|q}} to interact with it.  This will tell you who your broker is, what job (if any) the broker currently has, and if he can access the depot.  Use {{K|r}} to request that the broker go to the depot for trading. (If your broker is indisposed, or if you have no broker, you can use {{K|b}} to get any random dwarf to be the trader instead)
 
Once you have a broker, go to the depot and use {{K|q}} to interact with it.  This will tell you who your broker is, what job (if any) the broker currently has, and if he can access the depot.  Use {{K|r}} to request that the broker go to the depot for trading. (If your broker is indisposed, or if you have no broker, you can use {{K|b}} to get any random dwarf to be the trader instead)
  
Finally, go to your expedition leader (probably via the [[../Listing your dwarves|units screen]]‡), use {{K|v}}-{{K|p}}-{{K|l}} to manipulate his [[labor]]s, and [[../Examining your dwarves#Labors|turn them all off]]‡ to make sure that he goes to the depot, since going to the depot has a low priority compared to the other labors; when he's doing trading you can turn his labors back on.
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Finally, go to your expedition leader (probably via the [[Main:../Listing your dwarves|units screen]]‡), use {{K|v}}-{{K|p}}-{{K|l}} to manipulate his [[labor]]s, and [[Main:../Examining your dwarves#Labors|turn them all off]]‡ to make sure that he goes to the depot, since going to the depot has a low priority compared to the other labors; when he's doing trading you can turn his labors back on.
  
 
===Moving trade goods to the depot===
 
===Moving trade goods to the depot===
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* Cloth is needed to [[bandage]] wounds at a [[hospital]].
 
* Cloth is needed to [[bandage]] wounds at a [[hospital]].
 
* Leather is needed to make [[quiver]]s, which are needed if you want to make a [[military]] which uses [[crossbow]]s.
 
* Leather is needed to make [[quiver]]s, which are needed if you want to make a [[military]] which uses [[crossbow]]s.
* If a dwarf goes into a [[../Strange moods|strange mood]]‡ and demands leather or a certain type of cloth, but there isn't any available, s/he'll eventually go [[insane]].  Thus you should try to always keep on hand at least a few pieces of leather, a few pieces of [[silk]] cloth, a few pieces of plant fiber cloth and a few pieces of animal fiber cloth.
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* If a dwarf goes into a [[Main:../Strange moods|strange mood]]‡ and demands leather or a certain type of cloth, but there isn't any available, s/he'll eventually go [[insane]].  Thus you should try to always keep on hand at least a few pieces of leather, a few pieces of [[silk]] cloth, a few pieces of plant fiber cloth and a few pieces of animal fiber cloth.
  
If there's any animals in cages you could buy the [[Pasture#List_of_grazing_animals|grazing animals]] in an effort to get a [[breeding]] pair to start a meat industry, which can also let you get [[milk]] and [[yarn]] if the animals are of the right types; however, this requires having enough [[grass]] to feed all those animals.  If there's female birds in cages you can use them to get a steady supply of [[egg]]s, which is easy to do since tame birds don't need to be fed.  Even if you don't want eggs you can buy the birds and put them into your [[zoo]] to give your dwarves happy [[thoughts]]; you can ''not'' do the same with the grazing animals, since they ''do'' need to be fed and will starve to death if kept in a cage.
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If there's any animals in cages you could buy the [[Main:Pasture#List_of_grazing_animals|grazing animals]] in an effort to get a [[breeding]] pair to start a meat industry, which can also let you get [[milk]] and [[yarn]] if the animals are of the right types; however, this requires having enough [[grass]] to feed all those animals.  If there's female birds in cages you can use them to get a steady supply of [[egg]]s, which is easy to do since tame birds don't need to be fed.  Even if you don't want eggs you can buy the birds and put them into your [[zoo]] to give your dwarves happy [[thoughts]]; you can ''not'' do the same with the grazing animals, since they ''do'' need to be fed and will starve to death if kept in a cage.
  
 
===Removing items from the depot (or leaving them there)===
 
===Removing items from the depot (or leaving them there)===
When you buy an item from the caravan your dwarves will move it from the depot to the appropriate [[../Stockpiles|stockpile]]‡, if there's a stockpile which accepts that item and has empty space.  Otherwise the bought item will stay in the depot until space opens up in an appropriate stockpile.  The depot can hold a limitless number of items, which can be [[exploit|exploited]] in a manner similar to [[Exploit#Quantum_stockpiles|quantum stockpiles]].  Note that the depot does not have the [[food]] preserving properties of a food stockpile, so if you buy any food from the caravan you should make sure that your food stockpiles have enough empty room in them for the bought food.  You should also immediately [[cook]] any [[meat]] or [[fish]] you bought to prevent it from spoiling.
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When you buy an item from the caravan your dwarves will move it from the depot to the appropriate [[Main:../Stockpiles|stockpile]]‡, if there's a stockpile which accepts that item and has empty space.  Otherwise the bought item will stay in the depot until space opens up in an appropriate stockpile.  The depot can hold a limitless number of items, which can be [[exploit|exploited]] in a manner similar to [[Exploit#Quantum_stockpiles|quantum stockpiles]].  Note that the depot does not have the [[food]] preserving properties of a food stockpile, so if you buy any food from the caravan you should make sure that your food stockpiles have enough empty room in them for the bought food.  You should also immediately [[cook]] any [[meat]] or [[fish]] you bought to prevent it from spoiling.
  
 
Items which you brought to the depot for trading but you haven't sold will remain there for as long as they're marked for trading.  They'll lose the "marked for trading" status either when the caravan leaves the depot, or if you enter the depot's "goods for trading" screen ({{K|q}}-{{K|g}}) and manually unmark them.  At that point your dwarves will move those items from the depot to stockpiles like they would for bought items.  If you remove your stockpiles for trade goods before this happens then your unsold trade goods will remain in the depot, saving you the trouble of hauling them back there for the next caravan (though note that this is an [[exploit]]).
 
Items which you brought to the depot for trading but you haven't sold will remain there for as long as they're marked for trading.  They'll lose the "marked for trading" status either when the caravan leaves the depot, or if you enter the depot's "goods for trading" screen ({{K|q}}-{{K|g}}) and manually unmark them.  At that point your dwarves will move those items from the depot to stockpiles like they would for bought items.  If you remove your stockpiles for trade goods before this happens then your unsold trade goods will remain in the depot, saving you the trouble of hauling them back there for the next caravan (though note that this is an [[exploit]]).
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* Even if there's lots of trees on the surface, you'll still want to lots of wood if you're planning on using [[charcoal]] for [[fuel]].
 
* Even if there's lots of trees on the surface, you'll still want to lots of wood if you're planning on using [[charcoal]] for [[fuel]].
 
* If there's no [[sand]] or [[clay]] at your site you should order some in case you ever end up needing any.
 
* If there's no [[sand]] or [[clay]] at your site you should order some in case you ever end up needing any.
* If your [[../Nobles|expedition leader, mayor or baron]] have a [[preference]] for any materials which can't be found on the site you should order them, to have them on hand when they make [[../Nobles#Demands|demands]]‡.
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* If your [[Main:../Nobles|expedition leader, mayor or baron]] have a [[preference]] for any materials which can't be found on the site you should order them, to have them on hand when they make [[Main:../Nobles#Demands|demands]]‡.
  
 
===Export agreement===
 
===Export agreement===

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