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Difference between revisions of "40d:Trading"

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(deletion of incorrect/inappropriate info - needs lots more editing)
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Trading in dwarf fortress first occurs in the autumn of your first year of building your fort. it is strongly advised that you use an allocated broker to do the transaction with the merchants. having one person being a broker means that he will become an accomplished persuader and dealer over many trades, what does this mean? it means that the broker will lower the level of points the merchants will receive and thus maximize your profit! also being a persuader means that with that broker, more and more deals that favor your dwarfs will be accepted by the visiting merchants.
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Trading in Dwarf Fortress first occurs in the first autumn of building your fort, with the arrival of the dwarven [[caravan]]. Trading is a good way to acquire resources not neccesarily available in the local area. It also makes it possible to embark with fewer items, e.g. [[food]], [[wood]] and an [[anvil]]/[[Metal|metal bars]] can be traded for local goods.
  
a word of caution, all merchant races (dwarves, elves and humans) have unacceptable things they will not tolerate and will not trade with you if the mere mention is presented. take the elves for instance, they will get
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== [[Trade depot]] ==
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In order to trade, a trade depot must exist and be accessible. All following actions are accessed there via the {{key|q}}-menu.
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=== Hauling goods ===
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When a caravan arrives, it is time to move local goods ready for trade. Selecting items in the categorized view will mark them [PENDING] and they will be moved to the depot by a dwarf with the appropriate hauling skill. When ready for trade, an item is marked [TRADE]. The depot can be emptied in the same manner.
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=== Requesting a trader ===
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When a trader is needed at the depot and only the [[Outpost_broker|broker]] may trade, if not busy, he or she will come to the depot and wait for trading to begin. It is advised to deactivate all labors from the broker during trading. However, eating drinking and sleeping are always at a higher priority than trading.
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=== Trading ===
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In the trading view, merchants' goods are displayed on the left and player's on the right. Items from each side are selected for trade with {{key|enter}} and then traded with {{key|t}}.
  
the ultimate goal in trading is to get rid of stuff that you dont want/need and get the most amount of useful/needed stuff as possible, if you can do this properly, you wont need to rely upon stuff on/under your land as much. i cant tell you the best way of doing this as all situations are different but i do know that in the beginning having crafted items like crafts and instruments are worth tons more than allot of stuff you have. also take note of what the merchants say they want from you next time they visit, all items on that list will be worth lots more in that visit.
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There are two factors to concider in making a balanced trade: weight and [[item value]]. Caravans have weight limits and the allowed additional weight is shown in the bottom right corner. The merchants must also profit from the deal. The amount of profit depends on the broker skill of the trader. It is strongly advised to use an allocated broker to do the transaction with the merchants. Having one person being a broker means that only he gains experience in [[social skills]] from successfull trades, thus being able to negotiate more favorable deals in the future.
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== Caravans ==
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The merchant races are [[Dwarf|dwarves]], [[Human|humans]] and [[Elf|elves]], each of which send a caravan once a year in normal circumstances. Dwarves and humans also send a [[liaison]] with whom the local broker has a meeting. Import and export requests are made, adjusting the prices for the next year. Desired items become more valuable.
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=== Dwarves ===
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Dwarves arrive every year in the [[Calendar|fall]], typically bringing [[food]], [[alcohol|booze]], [[leather]] and miscellaneous supplies.  They are the only caravan that can bring [[steel]] in any form, either as equipment, crafts or unworked metal bars.  Unlike other races, the dwarven civilization will never attack even if their traders don't make it home.
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=== Humans ===
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The first human caravan will arrive in the summer of your second year, provided a human [[civilization]] has access to your site. The caravan will have wagons, which are slow and wide but carry lots of goods. The width causes high demands for depot accessibility. There must be a path at least three tiles wide from the edge of the map where humans enter. If the caravan must take a very long path to reach the depot, this is reduced from the time to trade. If the time is up while they are still moving, they will turn back and leave.
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Humans may also send a Representative, and having more skilled trading nobles will upgrade him to a Merchant Baron or Merchant Prince, who have larger caravans. The Representative will set up [[Trade agreement]]s with your trading noble, which lets you order the goods you want the next caravan to bring. Humans value weapons, and will usually negotiate to pay more for them in their trade agreements.
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=== Elves ===
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Elves send small caravans in [[Calendar|spring]], loaded with [[cloth]], [[rope]], various [[plants]], and [[wood]]en items. The may also bring some [[tame]] [[animal]]s. They are very picky about what they will accept in return.
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Elven traders do not like to be offered any dead animal or tree byproducts. Forbidden items include{{ver|0.23.130.23a}}:
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* [[Bone]], [[shell]], [[leather]], or [[chitin]] items
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* [[Wood]]en items, and items derived from wood, such as [[charcoal]] and [[pearlash]]
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* Clear and crystal [[glass]] (because [[pearlash]] is used in their creation)
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* Items [[decoration|decorated]] with any of the above materials
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* [[Obsidian]] shortswords (since they have wooden handles)
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* [[Soap]]
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* [[Cheese]]
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* Any item they normally would accept that has [[Blood|blood]] on it, for instance from a slain enemy.
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[[Metal]] items are acceptable, even when [[charcoal]] is used in their production. Items made from [[silk]] are acceptable, as are all non-wooden plant-derived products. You can also transport your goods to the [[trade depot]] in a wooden [[bin]], as long as you do not try to sell the bin. Living animals are acceptable, as long as the cage or trap is not made of [[wood]].
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Although [[tower-cap]]s are giant mushrooms, they are considered trees by the elves.

Revision as of 13:51, 27 January 2008

Trading in Dwarf Fortress first occurs in the first autumn of building your fort, with the arrival of the dwarven caravan. Trading is a good way to acquire resources not neccesarily available in the local area. It also makes it possible to embark with fewer items, e.g. food, wood and an anvil/metal bars can be traded for local goods.

Trade depot

In order to trade, a trade depot must exist and be accessible. All following actions are accessed there via the q-menu.

Hauling goods

When a caravan arrives, it is time to move local goods ready for trade. Selecting items in the categorized view will mark them [PENDING] and they will be moved to the depot by a dwarf with the appropriate hauling skill. When ready for trade, an item is marked [TRADE]. The depot can be emptied in the same manner.

Requesting a trader

When a trader is needed at the depot and only the broker may trade, if not busy, he or she will come to the depot and wait for trading to begin. It is advised to deactivate all labors from the broker during trading. However, eating drinking and sleeping are always at a higher priority than trading.

Trading

In the trading view, merchants' goods are displayed on the left and player's on the right. Items from each side are selected for trade with enter and then traded with t.

There are two factors to concider in making a balanced trade: weight and item value. Caravans have weight limits and the allowed additional weight is shown in the bottom right corner. The merchants must also profit from the deal. The amount of profit depends on the broker skill of the trader. It is strongly advised to use an allocated broker to do the transaction with the merchants. Having one person being a broker means that only he gains experience in social skills from successfull trades, thus being able to negotiate more favorable deals in the future.

Caravans

The merchant races are dwarves, humans and elves, each of which send a caravan once a year in normal circumstances. Dwarves and humans also send a liaison with whom the local broker has a meeting. Import and export requests are made, adjusting the prices for the next year. Desired items become more valuable.

Dwarves

Dwarves arrive every year in the fall, typically bringing food, booze, leather and miscellaneous supplies. They are the only caravan that can bring steel in any form, either as equipment, crafts or unworked metal bars. Unlike other races, the dwarven civilization will never attack even if their traders don't make it home.

Humans

The first human caravan will arrive in the summer of your second year, provided a human civilization has access to your site. The caravan will have wagons, which are slow and wide but carry lots of goods. The width causes high demands for depot accessibility. There must be a path at least three tiles wide from the edge of the map where humans enter. If the caravan must take a very long path to reach the depot, this is reduced from the time to trade. If the time is up while they are still moving, they will turn back and leave.

Humans may also send a Representative, and having more skilled trading nobles will upgrade him to a Merchant Baron or Merchant Prince, who have larger caravans. The Representative will set up Trade agreements with your trading noble, which lets you order the goods you want the next caravan to bring. Humans value weapons, and will usually negotiate to pay more for them in their trade agreements.

Elves

Elves send small caravans in spring, loaded with cloth, rope, various plants, and wooden items. The may also bring some tame animals. They are very picky about what they will accept in return.

Elven traders do not like to be offered any dead animal or tree byproducts. Forbidden items includev0.23.130.23a:

Metal items are acceptable, even when charcoal is used in their production. Items made from silk are acceptable, as are all non-wooden plant-derived products. You can also transport your goods to the trade depot in a wooden bin, as long as you do not try to sell the bin. Living animals are acceptable, as long as the cage or trap is not made of wood.

Although tower-caps are giant mushrooms, they are considered trees by the elves.