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Difference between revisions of "Trade agreement"
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Both the selling and buying prices of items included in the trade agreement are raised (multiplied by the corresponding percentage value), regardless of who requested the items. | Both the selling and buying prices of items included in the trade agreement are raised (multiplied by the corresponding percentage value), regardless of who requested the items. | ||
| + | |||
| + | Conjecture (verification still in progress): | ||
| + | The trade agreement negotiation give 2 * item_count as exp, where item_count is the either the current number of items of the caravan (with seeds, animals, vermin and items in bins not being counted) or the maximum number of items the current years caravan could bring (again with items in containers and cages not being counted). With negotiator getting the largest share of exp, followed by judge of intent (roughly 2/3 of negotiator), followed by persuasion (roughly half of judge of intent) and the least amount given to intimidator (roughly half of persuasion). Whether liar or flatterer get any exp (if they are learnable) is currently unknown, but the other social skills (not mentioned above) do not get any exp for trade negotiations. And the amount of different items requested has no influence on the exp gained for trade agreement negotiations. Also in contrast to the haggling in the trade interface it seems that always 2 * item_count exp are giving (regardless of the subset of learnable skills the exp are divided upon). And the creatures of both parties involved in the trade negotiations (ie. your mayor and the outpost liaison) get the same amount of experience. | ||
==Duration== | ==Duration== | ||
Revision as of 20:32, 21 January 2026
v53.10 · v0.47.05 This article is about the current version of DF.Note that some content may still need to be updated. |
Trade agreements are made with the dwarven and human civilization by meeting the liaison or treasurer, respectively.
Existing trade agreements can be checked via the
Y world screen, Civilizations button, and hovering the mouse pointer over the civilization.
Both the selling and buying prices of items included in the trade agreement are raised (multiplied by the corresponding percentage value), regardless of who requested the items.
Conjecture (verification still in progress): The trade agreement negotiation give 2 * item_count as exp, where item_count is the either the current number of items of the caravan (with seeds, animals, vermin and items in bins not being counted) or the maximum number of items the current years caravan could bring (again with items in containers and cages not being counted). With negotiator getting the largest share of exp, followed by judge of intent (roughly 2/3 of negotiator), followed by persuasion (roughly half of judge of intent) and the least amount given to intimidator (roughly half of persuasion). Whether liar or flatterer get any exp (if they are learnable) is currently unknown, but the other social skills (not mentioned above) do not get any exp for trade negotiations. And the amount of different items requested has no influence on the exp gained for trade agreement negotiations. Also in contrast to the haggling in the trade interface it seems that always 2 * item_count exp are giving (regardless of the subset of learnable skills the exp are divided upon). And the creatures of both parties involved in the trade negotiations (ie. your mayor and the outpost liaison) get the same amount of experience.
Duration
Trade agreements will not be available when the liaison appears on-screen to provide space for the next year's agreement. Unfortunately, this means that, to consult the trade agreements prior to hauling goods over, it is necessary to remember them, take a screenshot, or to predict the arrival of the traders. Despite this, the previous agreement will still apply to the trade caravan that arrived around the same time as the liaison.