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Editing 23a:Guild representative

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Conducting a meeting in a public place can generate an unhappy [[thought]]. Conducting a meeting in the noble's private office can generate a happy thought based on the quality of the room.
 
Conducting a meeting in a public place can generate an unhappy [[thought]]. Conducting a meeting in the noble's private office can generate a happy thought based on the quality of the room.
  
Representatives don't need to eat, drink, or sleep. There is a statement from one of our brokers on this:
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Representatives don't need to eat, drinkm or sleep. There is a statement from one of our brokers on this:
  
 
:Ironblood: ''"This damn human thingy keeps following me around, suckling on me when I pause for too long. I think it's a foreign custom, but I dare not emulate. He's all disgusting and clean. Though his clothes are almost completely rotted off..."''
 
:Ironblood: ''"This damn human thingy keeps following me around, suckling on me when I pause for too long. I think it's a foreign custom, but I dare not emulate. He's all disgusting and clean. Though his clothes are almost completely rotted off..."''
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#:(decide which types of goods you want them to bring next year - see below)
 
#:(decide which types of goods you want them to bring next year - see below)
 
#"Well then, we have finalized the import agreement. Feel free to go over the documents."
 
#"Well then, we have finalized the import agreement. Feel free to go over the documents."
#:(view the requests you just made, along with the resulting price increases)
 
 
#"Again on behalf of the Merchants' Guild, let me bid farewell to you and your stout dwarves."
 
#"Again on behalf of the Merchants' Guild, let me bid farewell to you and your stout dwarves."
  
 
Trade agreements with Human civilizations will allow you to request a wide variety of goods:
 
Trade agreements with Human civilizations will allow you to request a wide variety of goods:
 
* Leather
 
* Leather
* Cloth (but not thread), both plant and silk (though Human civilizations generally have no access to silk)
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* Cloth (but not thread), both plant and silk (though Human civs generally have no access to silk)
* Crafts of various materials - bone, leather, wood, [[jade]], [[amber]], and/or [[coral]] (depending on what they have access to)
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* Crafts of various materials - bone leather, wood, [[jade]], [[amber]], or [[coral]], depending on what they have access to
* Pets - caged domestic animals (including any domesticated [[vermin]] they might know about)
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* Pets - caged domestic animals
 
* Drinks - various types of [[alcohol]]
 
* Drinks - various types of [[alcohol]]
 
* Cheeses
 
* Cheeses
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* Meat/Fish
 
* Meat/Fish
 
* Plants (only edible ones)
 
* Plants (only edible ones)
* Meat/Fish Recipes - this category is always empty, a placeholder for content that was never made available. If non-empty, it would contain specific types of [[prepared meal]]s.
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* Meat/Fish Recipes - this category is always empty, a placeholder for content that was presumably never implemented.
 
* Other Recipes - see above.
 
* Other Recipes - see above.
  
 
Each type of good can be assigned a Priority using the arrow keys. For each level of priority, the caravan will attempt to bring one "unit" of that good next year (a bin of cloth/leather, a barrel of alcohol, a stack of 5 meat/plant/cheese, one caged animal, etc.) and will also increase the price you must pay for them.
 
Each type of good can be assigned a Priority using the arrow keys. For each level of priority, the caravan will attempt to bring one "unit" of that good next year (a bin of cloth/leather, a barrel of alcohol, a stack of 5 meat/plant/cheese, one caged animal, etc.) and will also increase the price you must pay for them.
  
{{Category|Trade}}
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[[Category:Trade]]

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