- v50 information can now be added to pages in the main namespace. v0.47 information can still be found in the DF2014 namespace. See here for more details on the new versioning policy.
- Use this page to report any issues related to the migration.
Difference between revisions of "40d:Trade depot"
(Fixing links within namespace (2244/2470)) |
|||
(21 intermediate revisions by 12 users not shown) | |||
Line 1: | Line 1: | ||
− | Building | + | {{quality|Exceptional|18:32, 8 November 2010 (UTC)}} |
+ | {{Building|name=Trade depot|key=D | ||
+ | |job= | ||
+ | [[Broker]] noble (optional) | ||
+ | |construction= | ||
+ | * 3 [[Building material]]s (non-[[economic]]) | ||
+ | |construction_job= | ||
+ | * [[Architecture]] | ||
+ | * and 1 of: | ||
+ | ** [[Metalsmithing]] | ||
+ | ** [[Masonry]] | ||
+ | ** [[Carpentry]] | ||
+ | |purpose= | ||
+ | Trade goods with merchants. | ||
+ | }}{{av}} | ||
− | + | A '''Trade Depot''' allows you to trade with caravans that arrive at your fortress. Trade depots can be created from almost any material, and construction requires the [[Architecture]] skill along with the appropriate craft labor ([[Carpentry]], [[Masonry]], or [[Metalsmithing]]). There must be at least 10 spaces between the Depot and the edge of the map. | |
− | + | Hit {{K|q}} to bring up the building interaction mode, and then move your cursor over the Trade Depot to gain access to the following options. | |
− | |||
− | == | + | === Move Goods to/from Depot === |
+ | {{K|g}}: This command becomes active when a caravan arrives on your map. This screen menu is similar to the [[stock]]s menu ({{K|z}} - Stocks). This is where you select what items you want to trade with the caravan. If you have particular items you want to sell to the caravan, you can {{K|s}}earch for it. This is convenient if you want to export all your prepared meals or finished goods. Also shown is the culling on {{K|m}}andate option. The move to depot screen will not show things that violate an export [[mandate]]. By pressing {{K|m}}, it will change to Ignoring {{K|m}}andates, and you can select banned items for export. For example, if your [[mayor]] has a mandate banning the export of iron, this screen will hide bins that contain iron items. By changing this option, all iron items will be shown.<br/> <br/>After selecting items and exiting the screen, [[jobs]] will be queued to move the items to the depot. All dwarves, regardless of [[labor]] settings, can move goods to the depot. Items that have not been moved will show [PENDING], while those that have been brought to the depot and are ready for trade and will be marked as [TRADING]. <br/><br/>Items selected for trading will remain at the depot until the caravan leaves. Alternatively you can select the item again. Once no longer required at the depot, items will be available for use or hauling to stockpiles as normal. If you don't want all the items to be returned to their stockpiles, you can optionally {{K|f}}orbid them by looking at the i{{K|t}}ems [[Controls_guide#View_items_in_buildings.2C_t|command]] in the depot. | ||
− | + | === No trader needed at depot or Trader requested at depot === | |
+ | {{K|r}}: This requests a dwarf to come to the depot. To conduct trades with caravans, a trader must be present at the Trade Depot. Once requested, a dwarf will make their way to the depot, and remain there until released with this setting, or the dwarf decides to drink, sleep, or eat. | ||
− | + | === Only broker may trade or Anyone may trade === | |
− | + | {{K|b}}: This setting determines who will perform the trade. If '''Only broker may trade''' is active, then only the [[Broker]] [[noble]] will respond to the trader request. This can become a problem when the broker is sleeping or otherwise occupied, but dwarves with low [[Broker skills]] will receive poorer deals when trading. | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | + | === Trade === | |
+ | {{K|t}}: This option becomes available once the caravan and your trader are both at the depot. It begins trading. If the caravan has not finished unloading all their goods yet, you will get a message telling you this, and you will have to wait a little longer, then you can try again. | ||
− | + | {{Buildings}} | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− |
Latest revision as of 15:20, 8 December 2011
b-D | |||||||||||||||||||||||||||||||||||||||||||||||||||||
| |||||||||||||||||||||||||||||||||||||||||||||||||||||
Job Requirement | |||||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Broker noble (optional) | |||||||||||||||||||||||||||||||||||||||||||||||||||||
Construction | |||||||||||||||||||||||||||||||||||||||||||||||||||||
Materials | Jobs | ||||||||||||||||||||||||||||||||||||||||||||||||||||
|
| ||||||||||||||||||||||||||||||||||||||||||||||||||||
Purpose | |||||||||||||||||||||||||||||||||||||||||||||||||||||
Trade goods with merchants. |
This article is about an older version of DF. |
A Trade Depot allows you to trade with caravans that arrive at your fortress. Trade depots can be created from almost any material, and construction requires the Architecture skill along with the appropriate craft labor (Carpentry, Masonry, or Metalsmithing). There must be at least 10 spaces between the Depot and the edge of the map.
Hit q to bring up the building interaction mode, and then move your cursor over the Trade Depot to gain access to the following options.
Move Goods to/from Depot[edit]
g: This command becomes active when a caravan arrives on your map. This screen menu is similar to the stocks menu (z - Stocks). This is where you select what items you want to trade with the caravan. If you have particular items you want to sell to the caravan, you can search for it. This is convenient if you want to export all your prepared meals or finished goods. Also shown is the culling on mandate option. The move to depot screen will not show things that violate an export mandate. By pressing m, it will change to Ignoring mandates, and you can select banned items for export. For example, if your mayor has a mandate banning the export of iron, this screen will hide bins that contain iron items. By changing this option, all iron items will be shown.
After selecting items and exiting the screen, jobs will be queued to move the items to the depot. All dwarves, regardless of labor settings, can move goods to the depot. Items that have not been moved will show [PENDING], while those that have been brought to the depot and are ready for trade and will be marked as [TRADING].
Items selected for trading will remain at the depot until the caravan leaves. Alternatively you can select the item again. Once no longer required at the depot, items will be available for use or hauling to stockpiles as normal. If you don't want all the items to be returned to their stockpiles, you can optionally forbid them by looking at the items command in the depot.
No trader needed at depot or Trader requested at depot[edit]
r: This requests a dwarf to come to the depot. To conduct trades with caravans, a trader must be present at the Trade Depot. Once requested, a dwarf will make their way to the depot, and remain there until released with this setting, or the dwarf decides to drink, sleep, or eat.
Only broker may trade or Anyone may trade[edit]
b: This setting determines who will perform the trade. If Only broker may trade is active, then only the Broker noble will respond to the trader request. This can become a problem when the broker is sleeping or otherwise occupied, but dwarves with low Broker skills will receive poorer deals when trading.
Trade[edit]
t: This option becomes available once the caravan and your trader are both at the depot. It begins trading. If the caravan has not finished unloading all their goods yet, you will get a message telling you this, and you will have to wait a little longer, then you can try again.
Rooms | |
---|---|
Furniture |
Animal trap • Anvil • Armor stand • Bed • Bin • Bucket • Cabinet • Cage • Coffin • Container • Restraint • Seat • Statue • Table • Weapon rack |
Access | |
Constructions | |
Machine & Trap parts |
Axle • Gear assembly • Millstone • Screw pump • Water wheel • Windmill • Lever • Pressure plate • Trap • Support |
Other Buildings | |
Related Articles |