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Editing 40d Talk:Trading
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# The [[Talk:Trading/archive1|first archive]] of Talk:Trading. | # The [[Talk:Trading/archive1|first archive]] of Talk:Trading. | ||
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== Culling on mandates == | == Culling on mandates == | ||
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I don't think I've ever seen more than 8 wagons in a given caravan. Is that the limit? Has anyone ever seen more than 8?--[[User:Maximus|Maximus]] 03:01, 9 November 2008 (EST) | I don't think I've ever seen more than 8 wagons in a given caravan. Is that the limit? Has anyone ever seen more than 8?--[[User:Maximus|Maximus]] 03:01, 9 November 2008 (EST) | ||
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== Mass selection of goods to be moved == | == Mass selection of goods to be moved == | ||
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:They usually eventually go nuts if they can't leave for some reason. Never heard of something like what you're describing.--[[User:Maximus|Maximus]] 03:24, 12 November 2008 (EST) | :They usually eventually go nuts if they can't leave for some reason. Never heard of something like what you're describing.--[[User:Maximus|Maximus]] 03:24, 12 November 2008 (EST) | ||
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== No more dwarven caravan == | == No more dwarven caravan == | ||
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:::I've noticed that starving dwarves appear to be happy to steal food from merchants. I'm running 0.28.181.40d, and, being new to this, almost experienced [[fun]] due to lack of food. The dwarven caravan arrived in the nick of time, and rather to my surprise once they got close a clump of dwarves started hobbling their way over to the caravan. Once they got to it they started following it back to the depot (at full speed, not sure why), and then made off with a plump helmet each once the merchants started unpacking. Obviously food is rather less valuable than steel, but theoretically this too could tip the merchants into loss if you didn't buy much, assuming that profit/loss accounting is done this way. --[[User:Jenesis|Jenesis]] 19:01, 17 April 2009 (UTC) | :::I've noticed that starving dwarves appear to be happy to steal food from merchants. I'm running 0.28.181.40d, and, being new to this, almost experienced [[fun]] due to lack of food. The dwarven caravan arrived in the nick of time, and rather to my surprise once they got close a clump of dwarves started hobbling their way over to the caravan. Once they got to it they started following it back to the depot (at full speed, not sure why), and then made off with a plump helmet each once the merchants started unpacking. Obviously food is rather less valuable than steel, but theoretically this too could tip the merchants into loss if you didn't buy much, assuming that profit/loss accounting is done this way. --[[User:Jenesis|Jenesis]] 19:01, 17 April 2009 (UTC) | ||
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== Wagon movement == | == Wagon movement == | ||
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A dwarven trade caravan passing over a magma channel on its way to my trade depot recently caught fire. Naturally, this caused lots of [[fun]], but I'm a bit perplexed by it. There was nothing flammable on the bridge - in fact, the magma beneath was 1/7 deep at best - but it looks like the wagons just spontaneously combusted as they passed over the stream. Can anyone confirm that it was the magma that caused this, or were the children just playing with matches again? [[User:Aosher|Aosher]] 08:07, 14 January 2009 (EST) | A dwarven trade caravan passing over a magma channel on its way to my trade depot recently caught fire. Naturally, this caused lots of [[fun]], but I'm a bit perplexed by it. There was nothing flammable on the bridge - in fact, the magma beneath was 1/7 deep at best - but it looks like the wagons just spontaneously combusted as they passed over the stream. Can anyone confirm that it was the magma that caused this, or were the children just playing with matches again? [[User:Aosher|Aosher]] 08:07, 14 January 2009 (EST) | ||
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== Elven Caravan Wood Logs == | == Elven Caravan Wood Logs == | ||
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::I did a series of experiments over a period of 3 years in my current fort and can confirm that Dorten is right and my previously stated theories are wrong. A forts stockpile of wood appears to be the biggest factor in determining how much wood is brought by the elven caravans. When I had a stockpile of 51 wood logs the elves brought no wood, when I had a stockpile of 0 wood logs they brought 43 wood logs, similar results were observed regardless of if I was cutting down trees during the year(though I did not test any clear cuts). The other caravans may have brought more wood as well, but further testing is needed before I am confident in that statement, as it may have been caused by offerings/gifts. --[[User:PencilinHand|PencilinHand]] 17:10, 25 January 2009 (EST) | ::I did a series of experiments over a period of 3 years in my current fort and can confirm that Dorten is right and my previously stated theories are wrong. A forts stockpile of wood appears to be the biggest factor in determining how much wood is brought by the elven caravans. When I had a stockpile of 51 wood logs the elves brought no wood, when I had a stockpile of 0 wood logs they brought 43 wood logs, similar results were observed regardless of if I was cutting down trees during the year(though I did not test any clear cuts). The other caravans may have brought more wood as well, but further testing is needed before I am confident in that statement, as it may have been caused by offerings/gifts. --[[User:PencilinHand|PencilinHand]] 17:10, 25 January 2009 (EST) | ||
− | :::I've done some of my own testing and have found that '''all''' caravans follow this behavior - the less wood you have, the more caravans will bring. The trick is that with the human and dwarven caravans, the excess can be limited or eliminated outright if you've requested them to bring enough specific goods to reach their weight limit - if you go a year without making any requests, they'll bring tons of wood logs. An interesting way of manipulating this further is to simply '''forbid''' all of the logs in your fortress before the caravan arrives - doing this, I've made the elves bring nothing but wood when they would otherwise bring their typical goods (tested with save backups as well | + | :::I've done some of my own testing and have found that '''all''' caravans follow this behavior - the less wood you have, the more caravans will bring. The trick is that with the human and dwarven caravans, the excess can be limited or eliminated outright if you've requested them to bring enough specific goods to reach their weight limit - if you go a year without making any requests, they'll bring tons of wood logs. An interesting way of manipulating this further is to simply '''forbid''' all of the logs in your fortress before the caravan arrives - doing this, I've made the elves bring nothing but wood when they would otherwise bring their typical goods (tested with save backups as well). --[[User:Quietust|Quietust]] 05:46, 15 September 2009 (UTC) |
==Trade Depot Color== | ==Trade Depot Color== | ||
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But not exactly that, I can't remember the exact design of it. [[User:Shardok|Shardok]] 01:05, 20 August 2009 (UTC) | But not exactly that, I can't remember the exact design of it. [[User:Shardok|Shardok]] 01:05, 20 August 2009 (UTC) | ||
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== stealing animals == | == stealing animals == | ||
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Contrary to the comments in the section on wagons, I do not believe you can force a caravan to enter the map at a specific point. Running 0.28.181.40d, I build a wall so that there is only one entrance to the map that is accessible to the depot. Humans arrived from another point of the map, and I got the message "Their wagons have bypassed your inaccessible site." I do see 'Depot accessible' on D. --[[User:Sfogarty|Sfogarty]] 05:49, 10 April 2009 (UTC) | Contrary to the comments in the section on wagons, I do not believe you can force a caravan to enter the map at a specific point. Running 0.28.181.40d, I build a wall so that there is only one entrance to the map that is accessible to the depot. Humans arrived from another point of the map, and I got the message "Their wagons have bypassed your inaccessible site." I do see 'Depot accessible' on D. --[[User:Sfogarty|Sfogarty]] 05:49, 10 April 2009 (UTC) | ||
:As for my experience, game first chooses the side of the map for traders, and then checks if wagons can reach depot. I had to chop trees yearly to keep fortress accessible before I've build a road. However, it can be not side but embarking tile that is chosen before accessibility check, but I haven't done any experiments to validate if it is the case. --[[User:Denspb|Denspb]] 10:19, 10 April 2009 (UTC) | :As for my experience, game first chooses the side of the map for traders, and then checks if wagons can reach depot. I had to chop trees yearly to keep fortress accessible before I've build a road. However, it can be not side but embarking tile that is chosen before accessibility check, but I haven't done any experiments to validate if it is the case. --[[User:Denspb|Denspb]] 10:19, 10 April 2009 (UTC) | ||
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== lazy dwarves == | == lazy dwarves == | ||
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I just had a Human Caravan. | I just had a Human Caravan. | ||
− | None of my dwarves did anything. Not a single mug or gem or meal was moved to the depot. I had to disable my broker's | + | None of my dwarves did anything. Not a single mug or gem or meal was moved to the depot. I had to disable my broker's labours- ALL of his labours- to get him to speak with the diplomat following him about like a lost puppy. |
Now, I see a 'priority' setting function in the Manager. Would this be practical or even usable to set Depot requests high? | Now, I see a 'priority' setting function in the Manager. Would this be practical or even usable to set Depot requests high? | ||
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== Attacked caravan slowed down - bug? == | == Attacked caravan slowed down - bug? == | ||
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::It seems that when you request a large amount of heavy (literally) goods, the wagon (which actually counts as a creature that hauls items) might become encumbered and move very slowly. It might even be unable to reach the trade depot before the merchants leave, especially if the map forces it to move along a long path between trees. I might wrong, this needs testing. [[User:Mateusz|Mateusz]] 16:19, 5 September 2009 (UTC) | ::It seems that when you request a large amount of heavy (literally) goods, the wagon (which actually counts as a creature that hauls items) might become encumbered and move very slowly. It might even be unable to reach the trade depot before the merchants leave, especially if the map forces it to move along a long path between trees. I might wrong, this needs testing. [[User:Mateusz|Mateusz]] 16:19, 5 September 2009 (UTC) | ||
::''(Moved from [[bug]] main article by --[[User:Albedo|Albedo]] 18:11, 5 September 2009 (UTC))'' | ::''(Moved from [[bug]] main article by --[[User:Albedo|Albedo]] 18:11, 5 September 2009 (UTC))'' | ||
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== requested items == | == requested items == | ||
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I've never had green glass items refused by Elves, on my current or any other map. My main export to everyone is green glass goblets on any map that supports cheap glass. I don't need wood for them but then, I didn't think the trading system(or the elves, for that matter) was sophisticated enough to tell. --[[User:Corona688|Corona688]] 19:21, 30 June 2009 (UTC) | I've never had green glass items refused by Elves, on my current or any other map. My main export to everyone is green glass goblets on any map that supports cheap glass. I don't need wood for them but then, I didn't think the trading system(or the elves, for that matter) was sophisticated enough to tell. --[[User:Corona688|Corona688]] 19:21, 30 June 2009 (UTC) | ||
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== Error == | == Error == | ||
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:So should it be noted on the page that normally-passive animals can attack the caravan, sending everyone back home? --[[User:King of the Internet|King of the Internet]] 21:22, 15 August 2009 (UTC) | :So should it be noted on the page that normally-passive animals can attack the caravan, sending everyone back home? --[[User:King of the Internet|King of the Internet]] 21:22, 15 August 2009 (UTC) | ||
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