- 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 Talk:Trading"
(→Limited Caravan Accessiblity: Thanks for clue!) |
|||
Line 123: | Line 123: | ||
== Limited Caravan Accessiblity == | == Limited Caravan Accessiblity == | ||
− | 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. | + | 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) |
Revision as of 05:49, 10 April 2009
Culling on mandates
what's that? in the trade screen? me no be native speaker...--Koltom 21:56, 20 February 2008 (EST)
- I think it means that it will hide things that are not allowed to be traded: "Mayor has put bans on certain exports". But I don't know if it hides an entire bin if one item in it is banned. Hex Decimal 14:29, 27 February 2008 (EST)
- I am quite sure that "culling on mandates: on" hides all bins containing items which have active Noble Export Bans. Samyotix 09:16, 13 November 2008 (EST)
- I made a "trading color cues" subsection. This should cover relevant info about mandates and other things. --Shurikane 22:07, 29 December 2008 (EST)
- I am quite sure that "culling on mandates: on" hides all bins containing items which have active Noble Export Bans. Samyotix 09:16, 13 November 2008 (EST)
Trading flowchart
Suggested trading procedure | ||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Arrive at fortress location | ||||||||||||||
Create goods | Build Trade Depot | |||||||||||||
Check depot is accessible | ||||||||||||||
Wait for caravan | ||||||||||||||
Set goods to be traded | Wait for caravan to arrive at depot and merchants to finish unloading | Wait for the diplomat (if any) to reach your leader | ||||||||||||
Wait for goods to be hauled | Turn your leader's labors off so they don't get distracted | |||||||||||||
Conduct meetings with the diplomat | ||||||||||||||
Request trader at depot | ||||||||||||||
Turn your trader's labors off so they don't get distracted | ||||||||||||||
Trade | ||||||||||||||
Turn trader's and leader's labors back on | ||||||||||||||
Retrieve bins from depot to reuse |
Given a number of questions on the forums, it may be a good idea to put together a flowchart of the steps involved in trading. I will draft something up here (at least partially so I can safely screw up my first attempt on this wiki)
Tasks are sequential top-to-bottom, but can be done in parallel left-to-right
Make or obtain goods to trade | Build Depot (b - D) | |
Ensure Depot is accessible (D)
Check green area reaches edge of map | ||
Wait until a caravan arrives on the map
"A--- caravan from --- has arrived." | ||
Set goods to be traded (q - g) | Request a trader (q - r) | Wait for caravan to reach the depot
"Merchants have arrived and are unloading their goods" |
Wait for goods to be hauled | Wait for the trader to finish their other tasks and go to the depot | Wait for the rest of the caravan to reach the depot and be unloaded |
Begin actual trading (q - t) |
Hmm. Is there a better way to show this? It may not help much as is... Kaypy
- Ask and ye shall receive (see right, editable at Trading/Flowchart). --juckto 08:46, 6 May 2008 (EDT)
Re: Adeptable's changes
I don't think the third branch is neccesary. For one, it makes it seem too wide, and secondary it implies that turning off the trader's labours all the time means that trading will happen faster - almost as if it will make merchants arrive more often. --juckto 23:36, 2 August 2008 (EDT)
- I'd add retrieving empty bins to the bottom so that you don't end up with empty bins sitting at the depot. When stockpiles are crowded you'll need them to deal with the sudden influx of goods. (Never give away bins!) I bow to your wiki-fu, I simply could not edit your flowchart... --Corona688 14:15, 3 December 2008 (EST)
- Yeah, it's a bit tricky I guess. It's all in the colspan :p. But, ahhh, how do you retreive them? I thought dwarves would automatically fetch empty bins from the depot if they needed them, just like fetching them from any other location. --juckto 18:31, 3 December 2008 (EST)
- Ack, somehow didn't see this. Empty bins will still show up as Trading in the bring goods to depot menu, unmark them and your dwarves will haul them back to where they're needed. --Corona688 02:13, 7 January 2009 (EST)
- Surely the bins' "Trading" status disappears after the Trader leaves? I mean, I've never noticed them as still being marked for "Trading" when the next caravan arrives next season. --juckto 22:08, 23 January 2009 (EST)
- Ack, somehow didn't see this. Empty bins will still show up as Trading in the bring goods to depot menu, unmark them and your dwarves will haul them back to where they're needed. --Corona688 02:13, 7 January 2009 (EST)
- Yeah, it's a bit tricky I guess. It's all in the colspan :p. But, ahhh, how do you retreive them? I thought dwarves would automatically fetch empty bins from the depot if they needed them, just like fetching them from any other location. --juckto 18:31, 3 December 2008 (EST)
How many wagons?
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?--Maximus 03:01, 9 November 2008 (EST)
Mass selection of goods to be moved
Question: Is there a way to designate multiple goods in one selection to be brought to the depot?
I'm getting really tired of indivually selecting goods to be moved to the depot when I have massive amounts of crafts, food, etc. So is anyone familiar with ways to select multiple goods at once? Maybe a "start" and "end" tags (for lack of a better name) and every good caught inbetween is designated to be moved to the depot? -- Dakira 14:47 10 November 2008 (PST)
- Nope. About the best you can do is use the select (search) menu to get all the ones of the type you want, then enter-down-enter-down. You can flag about 200 a minute this way, though.--Maximus 19:17, 10 November 2008 (EST)
- That's what I was doing previously. Are there any plans for a "mass selector" to be introduced? -- Dakira 16:50 10 November 2008 (PST)
- AFAIK, there is no good way to do this from the trade screen, which is why it's important to set up custom stockpiles and have plenty of bins. Man, I really wish you could make bins out of stone.
Merchant moods
My fortress hadn't been doing too well, but I didn't know it was so bad it could affect merchants... and their pack animals. As the last merchant was about to leave the map, he suddenly went berserk and was cut down by his bodyguard, who then fled the scene. Shortly thereafter, I recieved a message that the donkey had been stricken by melacholy. Has anyone else had this happen?
- They usually eventually go nuts if they can't leave for some reason. Never heard of something like what you're describing.--Maximus 03:24, 12 November 2008 (EST)
No more dwarven caravan
So. The Dwarven caravan has not come in the past two years. I think, though I am not sure, that this corresponds with when I met the requirements for the Incoming King, though he has not yet seen fit to arrive. I believe I also capped the population sometime in there, but I think it was after the first year of no caravan. I don't recall in any way molesting previous caravans. I needs me some dolomite and steel bars, anyone know what's going on here? --Zombiejustice 02:10, 13 November 2008 (EST)
- So. I upper the population cap to encourage some immigration, and after a few seasons, the King showed up with his retinue and the Hammerer, who had apparently died at some point. I re-capped the population, and the caravan came next autumn. Was it the incoming king or the dead hammerer? Did the population cap interfere with the king's arrival? The mystery remains. --Zombiejustice 14:59, 2 December 2008 (EST)
- I'm on year 13 of my most recent fortress and the Dwarven caravan declined to show up this year, after 12 years of no problem. I still don't meet the requirements for the Incoming King. In a previous game I did meet those requirements, and that did not interfere with the caravan (though the liason stopped letting me place orders once the king arrived). Anyway, I don't think my current fort has anything in common with what you've described, other than a mysteriously missing caravan after not damaging previous ones. --Sev 00:52, 7 January 2009 (EST)
- It appears my problem was caused by a brief goblin siege that occurred when the caravan was supposed to be showing up. --Sev 16:48, 26 January 2009 (EST)
- I'm on year 13 of my most recent fortress and the Dwarven caravan declined to show up this year, after 12 years of no problem. I still don't meet the requirements for the Incoming King. In a previous game I did meet those requirements, and that did not interfere with the caravan (though the liason stopped letting me place orders once the king arrived). Anyway, I don't think my current fort has anything in common with what you've described, other than a mysteriously missing caravan after not damaging previous ones. --Sev 00:52, 7 January 2009 (EST)
A query from the deleted page Talk:Stealing
I've read many times that the traders count their total losses/profits when they leave the edge of the map, so as to make stealing of any sort impossible (to get away with, anyhow). Does this include what the guards are carrying (if they get killed or even just shoot off some bolts)? Or is the "total profit" concept true at all? --Maximus 17:07, 27 November 2008 (EST)
- I'm pretty sure that the total profit concept is how it works. The value of everything the traders enter with is subtracted from the value of everything the traders leave with to calculate profit. There's probably something in there to account for the death of (a) trader(s). --Savok 21:42, 28 November 2008 (EST)
- is this still true?
i was unwittingly stealing everything off the merchants via the stocks screen. i dont have any steel yet, as i've not found any flux or iron ore. but every now and again, i noticed i had a bunch of steel/iron weapons/bolts/armo(u)r, so designated it all for melting, etc, etc.. eventually, i chose to 'dump' everything to see where they were getting it, and they were stripping the merchants of all their goods/clothes/everything metal xD will they come and siege me anytime soon? my army's not ready yet! i do give good profit margins (20%+), but i'm sure the stuff i nick is much more valuable :/ --DJ Devil
- is this still true?
Wagon movement
I'm pretty sure that wagons cannot move diagonally. --Savok 20:08, 11 December 2008 (EST)
Arrival dates
Out of curiosity, has anybody given a closer look at the exact arrival dates of trade caravans? Do they always arrive at a fixed time, or does it hover inside a certain period during the month or season? --Shurikane 22:11, 29 December 2008 (EST)
Wagons and magma
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? Aosher 08:07, 14 January 2009 (EST)
Elven Caravan Wood Logs
I noticed there was a "verify" next to "carries more wood the less trees you cut down" under the Elven Caravans and am not sure if it is right or not. Can anyone confirm this? I have observed the stock of wood brought by the elves in two games as increasing significantly with time. In one of the games wood was scarce, in the other wood was plentiful but to dangerous to cut down and in both I would consistently buy out all of the wood logs from every caravan. So I had theorized the increase in the number of logs brought was related to demand conveyed by buying out the stock repeatedly for years. However, not cutting down trees and buying out all the wood logs would tend to go hand in hand. Also, to really see a significant increase in a specific item I would need to buy out all the wood stock from a caravan for close several years. It is possible that both the demand and level of "production" of wood determine how much is brought. If either is true for wood, then it might be true for other items that Elves bring. Also, did I format this thing right? --PencilinHand 8:47, 23 January 2009 (EST)
- In my experience it's something more like - the more you have in stock, the less they bring. I was buying out all logs from them, and they brought ~120 logsevery year, and I chopped a lot of trees, but used them fast. Then I built some wooden machinery (axles, windmills), my stocks always showed about 100 logs in them after that, and elves began to bring only about 5 logs...--Dorten 04:48, 23 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. --PencilinHand 17:10, 25 January 2009 (EST)
Trade Depot Color
I know this doesn't have anything to do with trading, but it is interesting. Since Trade Depots are made out of 3 stones (or logs etc etc), if you combine stones of various colors, what do you get? I tried combining Orthoclase (yellow), Kimberlite (blue) and Olivine (green), and I got a green depot. Then I tried Gabbro (black) and 2 Orthoclase, and the depot was yellow. Kimberlite, Petrified Wood (red) and Olivine, the depot was green. Does anyone know how the color is selected?
- As far as I understand is the last stone for the color (or was it the first one?) --NobbZ 10:50, 23 February 2009 (EST)
- I'll have to fire up the game again when I get home, but I could have sworn that I've occasionally wound up with two-tone depots when I've used different stones. The main part was one color while the corners were another. But maybe I'm just imagining things. -Fuzzy 09:49, 5 March 2009 (EST)
stealing animals
One of the objects I happened to cheat the game of was a nickel cage with a dog in it. on the units page, the dog was still shown to belong to the traders. Is there any way to change this? (or at least any fun to be had from this?)
- What happens when you train it into a war dog? or, for that matter, does the game recognize it as an animal that can be tamed? --FJH 15:15, 25 March 2009 (EST)
Buggy behavior with sieges
In my current game the dwarven caravan arrived, followed immediately by a goblin siege. I crushed the siege but a couple caravan guards and a pack animal were killed. A handful of merchants, guards and animals got stuck at the edge of the map, and I never got to trade, even though all the wagons made it safely into the depot. I was however able to make the usual arrangements with the liason. Then I got the message that the caravan was leaving but they didn't actually go. Has anyone else experienced anything like this? Any way to fix it? --FunkyWaltDogg 23:43, 29 March 2009 (UTC)
- In case something like this happens to anyone else, I found that digging out the area under the stuck merchants and collapsing it fixed the problem. The survivors started moving off the map and the wagons immediately pulled out of the depot. --FunkyWaltDogg 05:20, 31 March 2009 (UTC)
Limited Caravan Accessiblity
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. --Sfogarty 05:49, 10 April 2009 (UTC)