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Trade agreement
v53.15 · v0.47.05 This article is about the current version of DF.Note that some content may still need to be updated. |
Trade agreements are made with the dwarven and human civilization by meeting the liaison or treasurer, respectively.
Existing trade agreements can be checked via the
Y world screen, Civilizations button, and hovering the mouse pointer over the civilization.
Both the selling and buying prices of items included in the trade agreement are raised (multiplied by the corresponding percentage value*), regardless of who requested the items. Items, which have both increases from buying price (since ie. you requested cut rubies) and selling price (since ie. an increased demand for cut gems is expected), will not have their price multiplied twice, but the difference between base price and base price multiplied by buy price adjustment and the difference between base price and base price multiplied by sell price adjustment are added to the base price (meaning the modifiers are additive and not multiplicative).
- (*Fractions of 0.7 and above are rounded up (possibly rounding-up already happens a little bit earlier ie. at 2/3), otherwise it is rounded down. Ie. if the price modifier would yield an item value of 312.7 the item price would be 313, if the price modifier would yield an item price of 312.5 it would be 312.)
Trade agreements do not (directly) result in next years caravan bringing more items, it just results in next years caravan first loading up-to four items* of the types requested (but might end up with packing less, if the weight limit is already exceeded or the maximum number of items to load is exceeded) and then, if still under the item count to bring (and under the weight limit), "emergency supplies" and random goods will be added to the cargo. But indirectly, if light goods (like cut gems) are requested en masse, it can mean that the caravan will pack more goods, because it will not surpass its weight limit (which it otherwise might exceed).
- (*Before the k-th item of a requested item type is loaded, all (k-1)-th item of all requested types are loaded. Meaning there is at maximum a difference of one between the number of items per requested type brought by a caravan.)
The trade agreement negotiation give about 500 exp*, divided between the learnable skills used in the trade negotiation. Negotiator getting the largest share of exp, followed by judge of intent (roughly 2/3 of negotiator), followed by persuasion and liar (roughly half of judge of intent) and the least amount given to intimidator and flattery (roughly half of persuasion). The other social skills (not mentioned above) do not get any exp for trade negotiations. And the creatures of both parties involved in the trade negotiations (ie. your mayor and the outpost liaison) get the same amount of experience.
- (*Actual number will usually be slightly lower as the sum of "negotiation skill weights" will usually not be a divisor of 500 and fractions below 0.5 are lost.)
Duration[edit]
Trade agreements will not be available when the liaison appears on-screen to provide space for the next year's agreement. Unfortunately, this means that, to consult the trade agreements prior to hauling goods over, it is necessary to remember them, take a screenshot, or to predict the arrival of the traders. Despite this, the previous agreement will still apply to the trade caravan that arrived around the same time as the liaison.