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Difference between revisions of "40d:Trading"
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== Trading == | == Trading == | ||
− | When merchants have arrived and unloaded their goods, it's time to trade. Access trading view by selecting building options for the Trade Depot with {{key|q}} and then pressing {{key|t}}. ({{key|t}}rade will be disabled until a trader from your fortress arrives.) 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}}. '''Don't make the mistake of pressing {{key|o}}. This gives the trader | + | When merchants have arrived and unloaded their goods, it's time to trade. Access trading view by selecting building options for the Trade Depot with {{key|q}} and then pressing {{key|t}}. ({{key|t}}rade will be disabled until a trader from your fortress arrives.) 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}}. '''Don't make the mistake of pressing {{key|o}}. This gives the trader the marked goods for free as offer to their leader.''' |
There are two factors to consider in making a 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 they will accept depends on the [[broker skills]] of your dwarf and the [[Broker_skills#Judge of intent|merchants mood]]. 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 the needed skills from trades, thus being able to negotiate more favorable deals in the future. | There are two factors to consider in making a 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 they will accept depends on the [[broker skills]] of your dwarf and the [[Broker_skills#Judge of intent|merchants mood]]. 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 the needed skills from trades, thus being able to negotiate more favorable deals in the future. | ||
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=== Caravans === | === Caravans === | ||
− | Each of the three friendly races will send a caravan once per year, however they will not arrive unless your region is marked as accessible by them. Dwarves will always arrive regardless of location, however | + | Each of the three friendly races will send a caravan once per year, however they will not arrive unless your region is marked as accessible by them. Dwarves will always arrive regardless of location, however. |
Dwarves and [[human]]s 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 and [[human]]s 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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There must be at least one path three tiles wide from any edge of the map. You do not need to have an actual road, but you will usually need to {{K|d}}esignate {{K|s}}moothing of some boulders (outside) and {{K|t}}ree-cutting to clear a path. Use {{K|D}} to verify that there is a wagon accessible path to the depot. If there is not a wide enough path then the traders will only send pack mules, greatly reducing the amount of stuff you can trade for. | There must be at least one path three tiles wide from any edge of the map. You do not need to have an actual road, but you will usually need to {{K|d}}esignate {{K|s}}moothing of some boulders (outside) and {{K|t}}ree-cutting to clear a path. Use {{K|D}} to verify that there is a wagon accessible path to the depot. If there is not a wide enough path then the traders will only send pack mules, greatly reducing the amount of stuff you can trade for. | ||
− | If the caravan must take a very long path to reach the depot, this will reduce the time for trading. If the time is up while they are still moving, they will turn back and leave. To prevent this make it so that the depot is only accessible from one spot on the map which is close to the depot. | + | If the caravan must take a very long path to reach the depot, this will reduce the time for trading. If the time is up while they are still moving, they will turn back and leave. To prevent this try to make it so that the depot is only accessible from one spot on the map which is close to the depot. |
Unlike other races, the dwarven civilization will never attack you even if their traders don't make it home. | Unlike other races, the dwarven civilization will never attack you even if their traders don't make it home. | ||
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==== Humans ==== | ==== 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 3 tiles wide like the dwarven | + | 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 3 tiles wide like the dwarven ones, but which some players believe to be especially slow or having trouble finding a route, although there is no evidence of this in the current version(38c). For these wagons the same rules apply as for the dwarven ones. |
Humans will usually send a [[diplomat]], 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 will usually send a [[diplomat]], 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. |
Revision as of 16:16, 22 March 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 that are not available or are rare in the local area. It also improves your freedom of choice on what item to embark with because you can always trade for them later, e.g. dropping the expensive anvil to bring 500 extra units of booze. New players can look here for advice on trading with your first caravan.
Trade Depot
Building a trade depot will allow you the opportunity to trade with caravans that arrive at your fortress. Trade depots require three stones or logs to build, and the architecture skill along with either masonry or carpentry. While it may be convenient to build a Trade Depot outside first, it is usually a good idea to move it inside as soon as possible to protect caravans and your goods from thieves and goblins.
Using Trade Depot
Hit q to bring up the building interaction menu, and then move your cursor over the trade depot to gain access to the following options.
Move Goods to/from Depot
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. (Note: any dwarf can move goods to depot, even if his hauling labors are disabled) When ready for trade, an item is marked [TRADE]. The depot can be emptied in the same manner.
Trader requested at depot/No trader needed at depot
Hit r to toggle between these two options. If a trader is requested then someone will come to the depot on behalf of your dwarves to trade with the the merchants. Who exactly comes is dependent on the option you have selected for who is allowed to trade (see below).
Only broker may trade/Anyone may trade
A broker is not required but is preferable for getting better deals. To toggle whether anyone can trade or just the broker is done with b. requesting a trader at the trade depot will queue a job on the traders list. A higher level of brokerage will give you greater returns, so if you're dependent on trade it's recommended to keep one dwarf as broker and level up his appraisal skill as high as possible. It is advised to deactivate all labors from the broker during trading (including "all dwarves harvest" in the options menu). However eating, drinking and sleeping are always at a higher priority than trading.
Trading
When merchants have arrived and unloaded their goods, it's time to trade. Access trading view by selecting building options for the Trade Depot with q and then pressing t. (trade will be disabled until a trader from your fortress arrives.) 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. Don't make the mistake of pressing o. This gives the trader the marked goods for free as offer to their leader.
There are two factors to consider in making a 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 they will accept depends on the broker skills of your dwarf and the merchants mood. 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 the needed skills from trades, thus being able to negotiate more favorable deals in the future.
When trying to determine how much to offer so that the visiting merchant accepts the trade, a save starting rule of thumb is to make sure they get slightly higher than a 50% profit on each trade. To give an example, if their goods are worth 500☼, you should make sure their profit is slightly over 250☼ (which would make the total worth of your selected goods slightly over 750☼). This should ensure that the merchants accept every trade rather than making ridiculous counteroffers and be generally pleased with the trading. If you have a somewhat experienced broker or you already raised the traiders mood to pleased or above you can usually trade with marginal profit for them and you can also safely ignore their counteroffers, offering the same trade a second time, successfully .
Caravans
Each of the three friendly races will send a caravan once per year, however they will not arrive unless your region is marked as accessible by them. Dwarves will always arrive regardless of location, however.
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. The caravan will have wagons 3 tiles wide that require an adequate path.
There must be at least one path three tiles wide from any edge of the map. You do not need to have an actual road, but you will usually need to designate smoothing of some boulders (outside) and tree-cutting to clear a path. Use D to verify that there is a wagon accessible path to the depot. If there is not a wide enough path then the traders will only send pack mules, greatly reducing the amount of stuff you can trade for.
If the caravan must take a very long path to reach the depot, this will reduce the time for trading. If the time is up while they are still moving, they will turn back and leave. To prevent this try to make it so that the depot is only accessible from one spot on the map which is close to the depot.
Unlike other races, the dwarven civilization will never attack you even if their traders don't make it home.
Elves
Elves send small caravans consisting of donkeys, camels, muskoxen or mules, no wagons, 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:
- Bone, shell, leather, or chitin items
- Wooden items, and items derived from wood, such as charcoal and pearlash
- Clear and crystal glass (because pearlash is used in their creation)
- Items decorated with any of the above materials
- Obsidian shortswords (since they have wooden handles)
- Soap
- Cheese
- Any item they normally would accept that has blood on it, for instance from a slain enemy.
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.
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 3 tiles wide like the dwarven ones, but which some players believe to be especially slow or having trouble finding a route, although there is no evidence of this in the current version(38c). For these wagons the same rules apply as for the dwarven ones.
Humans will usually send a diplomat, 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.
Pack Creatures
Races that trade will use a wide variety of pack creatures or wagons to carry their goods. The most goods fit in wagons which are only used by the humans and dwarves.
Trader Mood
If your trader has Novice or better Judge of Intent skill, there will be a line added below the traders' dialogue describing the traders' attitude. Their attitude rises with successful trades (especially if they get lots of profit) and falls when you propose deals they don't like.
- (trader) seems ecstatic with the trading
- (trader) seems very happy about the trading
- (trader) seems pleased with the trading
- (trader) seems willing to trade (Default, at least for humans)
- (trader) seems to be rapidly losing patience
- (trader) is not going to take much more of this
- (trader) is unwilling to trade
Happy merchants seem more likely to take your deals, although the exact mechanics of trader happiness and negotiation are unknown. If the traders reach the lowest level (unwilling to trade) as a result of repeated failed deals, they will immediately pack up and no further trade will be possible. Since traders who are annoyed with you are more likely to reject deals, you should tread cautiously in initial negotiations; the more times you fail to make a deal, the less happy they'll be and the less inclined they'll be to accept further deals. Skilled negotiators seem to be more likely to get traders to accept offers that include little or no profit for them, and less likely to offend traders with unsuccessful deals.
Seizing Goods
When trading with Elves and Humans, it is possible to seize goods from the caravan. This will cause them to respond with the message "Take what you want. I can't stop you." and they will leave immediately, leaving you with the seized goods.
- You cannot seize goods from the Dwarven caravan.
- Other caravans will not buy stolen goods from you (marked red) unless you trick the traders into picking stolen goods in a counteroffer or "naturalize" the stolen goods, for example by encrusting them.