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40d Talk:Trading

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Revision as of 20:47, 16 October 2008 by RomeoFalling (talk | contribs) (→‎Inacessable Depot: dunno, but why take chances?)
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Consolidation of Trading, Trade Depot, Caravans, and Wagon

This needs wikification with some amounts of rewriting. I will give it a go. --Maska 06:51, 27 January 2008 (EST)

Yea thanks, this is my first try at a wiki-page. sorry if it was crappy... --CombatWombat 06:42, 28 January 2008 (EST)

Nah, there's no such thing as a crappy wiki edit, when its got content in it. Just remember to be bold, otherwise there would be nothing here. --Maska 07:29, 28 January 2008 (EST)

Well this thread's a little old, but I re-wrote and consolidated some more information on this page. There was also some discussion of this on Talk:Caravan#Merge_this_into_Trading. If you don't approve, please don't just revert it, I organized and cleaned up a lot of the scattered info, so at the very least it should be split from where it is now on the Trading page to where it should ultimately go. --Marble Dice 02:48, 2 May 2008 (EDT)


This article needs to be seperated. We dont find crafting and the craftdwarf workshop in the same article and the same goes here too. Trading is how to trade and what it means in this game. Trade depot is a construct. An encyclopedia defines things and as such we should define them seperately. It all needs to be organized as well. The flow chart is undefined and in the wrong section, etc. Ill move some stuff around and work to clean some up now but nothing to radical at the moment... what do you think? Iluziat 07:03, 15 September 2008 (EDT)

Extraction from different articles

All the information on trading seems quite scattered now (Trade depot, Caravan, Dwarf, Elf, Human etc), and as most stuff is well written I think we should merge the trade sections to this one page and leave behind only refecences. --Maska 08:29, 27 January 2008 (EST)

Looking good, is there a 'your first caravan'-type tutorial anywhere we could link to? Something with advice on the sort of goods to prepare and what to buy for the first winter, with new players in mind. I'll try and find one somewhere. --TangoThree 09:07, 27 January 2008 (EST)
Done, linked to the trade section in the new player guide. --TangoThree 09:11, 27 January 2008 (EST)
Done++ Someone else finish merging the information from Caravans into the page. Make sure to get that awesome Elf trader image. --Ikkonoishi 12:10, 28 January 2008 (EST)

Haulers?

In my experience the "bring item to depot" tasks were performed by any dwarf, even without any hauling labors enabled. Can also be my imagination. I cannot check it for now, so, anyone, please verify.--Dorten 23:49, 27 January 2008 (EST)

That's correct, as many times my pure crafters will stop crafting to haul goods to the depot, despite having only one or two production labors enabled. --Edward 03:41, 28 January 2008 (EST)
Is this similar to plant gathering where even non-working nobles and children will do it, or is it limted to any regular dwarf regardless of labour? --TangoThree 19:04, 31 January 2008 (EST)
Yes, nobles and children will haul stuff to the depot. --Janus 00:19, 1 February 2008 (EST)

Moving goods on afterwards

To get things out of the depot.... do I have to order them removed while the caravan is still around? I have starving dwarves... and food going rotten in the depot!GarrieIrons 06:36, 5 February 2008 (EST)

AFAIK, no. in my experience, anything bought is treated as like it's just lying there, not being traded.

Well, yes and no. Once trading is finished dwarves will start bringing the bought goods in while the caravan still is there. But you cant 'order' them to per se ;) Your own stuff that wasnt sold however will remain in depot till the caravan leaves. --Koltom 18:45, 13 February 2008 (EST)

Unless you go back into the goods menu at the Depot and unmark them for trading. --Edward 04:25, 14 February 2008 (EST)

I've a question in the same vein: I just traded for a truckload of goods, but the traders didn't even leave them in the depot! They just carried my goods out with them. Were my dwarves supposed to carry all of the goods back earlier? --Gh3yz0r 14:08, 16 February 2008 (EST)

Duplicate Page?

The page "Caravan" has very similar information, though this "trading" page seems more complete.[Samyotix]

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)

"everything is ruined now"

I just accidentally tried to trade the elves a wooden bin full of stone goods. Now ALL my stone goods, including ones not actually in that bin, are unacceptable. I ended up just seizing the rope I needed, but I'd like to know if this is a glitch, or if I just made them too angry to trade. —Preceding unsigned comment added by Shadow archmagi (talkcontribs)

It's not a glitch. Elves refuse to trade at all after you give them even a single wood or animal product. After you do that the trade option is locked until they come back to trade next year. Hex Decimal 14:52, 27 February 2008 (EST)
The wooden bin told the elves you hate trees. Elves don't trade with people who hate trees. Elves don't trade with people who hate animals. Don't trade dead trees or dead animal parts to elves. Rkyeun 13:18, 22 March 2008 (EDT)

Depot Access

Not a single square on my map is accessible by the caravan. What should i do? --Noctune9 11:16, 19 March 2008 (EDT)

EDIT: My bad. It seems that it shows every square as inaccessible if the depot is not fully constructed--Noctune9 11:16, 19 March 2008 (EDT)

Trading Margins

In regards to this submission: "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."

You do realize that when they make a counteroffer they automatically add those counteroffer goods to the pot, right? Just making sure. Are you saying you go back through and remove each item their counteroffer added to your side of the deal? Seems much simpler to just stick to the ~50% rule of thumb, especially at the beginning with low skills and again once you reach the point of having so many trade goods that you can easily buy everything you need from each caravan with plenty of goods left over. --Janus 14:55, 22 March 2008 (EDT)

Yes, exactly. Whenever i get a counteroffer I remove all items from the list they added until their profit is back to what i deem fit, sometimes leaving a low value item, say, 50☼, they chose, if I wanted to trade it anyway. Since this is not a beginners guide page, I think it's wrong to advise people to a 50% profit margin that is much higher than necessary. Once the traders are happy, they will even agree to trading an anvil for an anvil. I tested this extensively because usually i want them to leave early and thus try to make them angry. Almost impossible. We could however add smth about the (suspected) advantages of having high export totals like bigger caravans, more immigrants, arrival of king. --Koltom 06:39, 23 March 2008 (EDT)
The 50% rule of thumb is a good starting point either way. "Advanced" page or not, before I posted that, there was no guidance on what profit margin the visiting traders would generally accept, so that people were left to find out the hard way.
Going back through a long list of your trade goods to hunt down and remove the items which the visiting trader added to the offer seems like a bit of a waste of time to me, unless you just have very few trade goods or a really tight budget at your fortress.
As for being able to get away with lower margins once the trader is happy, that is definitely useful knowledge and could be expanded upon. --Janus 12:52, 23 March 2008 (EDT)

There is no way to refuse a counter-offer, is there? The only option is to hit Enter, and the "goods are added to the pot" as you say ... correct? --Juckto 09:07, 6 May 2008 (EDT)

Correct, however, you're free to simply remove the additionally requested items and re-offer. In the case of a new trader in his first few trade sessions, this will likely work, as he gained experience (probably a LOT) just by offering. Even if it doesn't, as long as you don't repeat it many times (4+ I'd say) then there's no real risk of driving them off. --Edward 13:16, 6 May 2008 (EDT)
I find it easiest to commence one dwarf with novice valuer that way you already know prices... within the first trading I can usually get some items at straight trade (0% profit) maybe it depends on civilisation demands.GarrieIrons 01:14, 13 July 2008 (EDT)
If you want a trade to succeed just make sure the trader gets 100-1000* profit. Almost every trade I made with this method was accepted. --AlexFili 06:09, 15 July 2008 (EDT)

Goblins butchering my caravans.

Every time I trade with the caravans, a goblin ambush comes and the merchants are all killed. Ive taken new measures to prevent this, but will merchants come back to trade? and what effect does their death have? —Preceding unsigned comment added by Wafl (talkcontribs)

My caravans get shot up by goblins all the time. Then you get to loot their stuff. The caravans always seem to come back next year. Ripheus 22:49, 24 March 2008 (EDT)

Trading flowchart

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
Arrive at fortress location
Create Goods Build 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 goods to be hauled
Request the trader at the depot and turn off his other labours
Trade

You'll note I shifted the location of requesting trader --Juckto 08:46, 6 May 2008 (EDT)

The above was the first draft. You can access the current version at Trading/Flowchart. Anyway, what I wanted to say was 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)

Offerings

Can anyone expound on the function of offering goods as gifts to traders? I tried giving the elves about 1000 worth of tchotchkes, and the next year they showed up with more goods than I've ever seen -- lots of caged animals, whereas I usually get very few, and so on. However, other times I gave them more and it seemed nothing changed. Anydwarf 12:01, 7 May 2008 (EDT)

Gifts to the traders (and large trading profits) should increase the number of traders / wagons you get the following year, so they'll bring more stuff to trade. AFAIK no-one knows about the numbers for sure though. Samyotix 14:51, 9 June 2008 (EDT)

Add hint: "Buy everything ... in case you get a strange mood"?

Personally I've found it very useful to do this:

When traders arrive, a) optionally check stocks. b) Buy everything you can't make or harvest in your own fort. c) In the diplomat meeting, order everything you can't make or harvest.

To be specific: Thread, Silk, cloth, metal bars (anything else?).

The reason: a) Dwarves sometimes demand items out of some metal or alloy they like. b) Dwarves who are possessed or get a strange mood will sometimes demand silk or cloth.

Players who proactively (harr!) seek to stock materials for possible moods will IMO have much less of a problem with dwarves going insane from moods. However I couldn't figure out where (or if) I should insert that, so I'll just add this idea (adding a hint: buy everything you don't have) to the discussion.

Also, as far as I know, possessed/moody dwarves in the current version (27.176.38c) do not demand specific items. Rather, they want a) any metal bar b) any metal ore c) Silk d) Cloth e) wood f) raw gem g) any stone ... that was it, right?. So probably such a hint could read something like:

"NOTE: If your fortress cannot harvest silk, it would be useful to order some from the caravans. If you do not have a cloth industry yet, maybe order some cloth as well. Having a small stock of materials which you are not actively using in your economy - e.g. GCS silk - will increase the likelihood of your fortress gaining an artifact from any mood or possession." Samyotix 14:49, 9 June 2008 (EDT)

Clear the perimeter?

Is clearing the entire perimeter of the map really necessary? While my depot has been accessible at all, the caravan has always appeared at a point with access to the depot. --Raumkraut 13:13, 12 July 2008 (EDT)

What the article says is:
  1. Caravans enter the map from a random direction which does not coincide with the relative direction of the originating civilization,
  2. they may appear from different directions or z-levels each year
  3. they cannot use stairs
  4. they may leave without trading if it takes too long to reach the trade depot
With the above points in mind:
  1. In order to guarantee perfect, permanent wagon accessibility, a three tile path must be cleared around the entire perimeter of the map, with at least one joining path from the border to the trade depot. Any parts of this path system which have grass must be paved with floor tiles, bridges, or roads to prevent trees from growing. Ramps must be used to adjust z-level elevation.

I have certainly had a depot accessible to the southern border, then had the human merchants only turn up with mules because they were approaching from a different direction.

The recommendations are how to ensure the human wagons turn up every summer (it also helps to remember to have your drawbridge down as soon as summer commences!) If you are not so concerned about human merchants then ignore the advice. If you don't have enough dwarf-power then ignore the advice. Some of it only needs to be done once (ie: adjusting slopes), and some of it just gives you more territory to consider for defending from invaders (being open to merchants also opens you to invaders).GarrieIrons 00:33, 13 July 2008 (EDT)

Seizing goods

"It is worth noting that in the Mac port (untested for other ports), you can simply remove the depot that the merchants are camped out on to recieve all their goods."

I can confirm that this also works in the PC version.Moonman 14:07, 13 July 2008 (EDT)

Empty caravans

human, elf, and dwarf caravans bringing me nothing. is it possible to have a depot too full? --Eerr 07:30, 28 July 2008 (EDT)

In recent versions of the game I've noticed that traders, after their initial visit, will only bring what was mentioned in your previous trade agreement with them. In earlier versions they'd bring all sorts of tat along too. Did you perhaps not request any goods for import? I don't imagine this could affect the Elves as well though. --Raumkraut 08:02, 28 July 2008 (EDT)
Prior to the latest group of releases, I'd been getting empty caravans for a LONG time, Elves and Humans alike, and occasionally even the Dwarves. Hasn't happened to me in the e release yet though (hadn't spent too much time on the other releases). --Edward 13:13, 28 July 2008 (EDT)

starvation

it must be because they brought food to my starving settlement (dwarves will run out and get food straight from the caravan)

Added a small bit.

I quickly changed the section about the possible exploit of deleting a trade depot from Mac-only-bug to an across the board phenomenon.

Caravan at Inaccessible Depot

I assume it is related to the 3 wide path only showing as 1 green square, but the caravan has stopped at a trade depot that is listed as inaccessible. Does this mean that some trade depots will show bad with SHIFT-D but are actually okay? --Aristoi 21:15, 8 August 2008 (EDT)

The three-wide path showing only one green square is, to my knowledge, correct. That green is the center of the path, along which the center of the wagon must align with to fit within the three-wide path. --Mattmoss 23:14, 8 August 2008 (EDT)
Thanks. It'd be nice then if the Shift-D showed that as a caravan accessible depot then. --Aristoi 01:21, 9 August 2008 (EDT)
Correction: It does, there was a boulder in the way that I did not see. --Aristoi 22:10, 10 August 2008 (EDT)

50% profit rule

This really, REALLY needs to be made clearer in the game. There's nothing wrong with the trader telling us how much profit he'd expect from our goods! I've got tens of thousands worth of goods that I haven't sold for two years straight because the bloody traders wouldn't tell me how much they want, and I didn't find the 50% rule buried in this article until just now! --Theory 09:36, 13 August 2008 (EDT)

It's hardly 'buried' in the article, it's certainly not a rule, and it is made pretty clear in the game. I'm not just trying to be contrary; let me explain: A skilled broker can routinely trade with only a thirty or twenty percent profit, even down to ten percent if the merchant is in a good mood. If the merchant wants more profit, he will either put forth a counter-offer or say "With your trade goods such as they are, I can't possibly imagine you getting all of those items." This seems like a pretty clear indication that he wants a bigger margin. As to its place in the article: a full half of the section titled "Trading" details the fifty percent suggestion. If you think it deserves increased prominence, I encourage you to edit it yourself. Them's my six cents. --Zombiejustice 17:16, 13 August 2008 (EDT)
afaik, traders will accept any profit, as long as they're not annoyed and also as long as you're not trying to buy 'high-tech' items like steel anvils or bars, with 'low-tech' items such as poorly crafted pieces of stone, bone etc Twiggie 17:58, 21 August 2008 (EDT)

Elves and dead stuff

it seems elves will make counter-offers for dead stuff, like totems, bone and shell crafts... needs to be fixed imo Twiggie 18:00, 21 August 2008 (EDT)

Adamantium in trade window

I've just noticed that Adamantine strands appear in my trade window in purple text despite them not being present at the depot and marked for trade. I'm fairly sure that this is something to do with mandates from the nobles (my broker has forbade the export of adamantine) but I can't find any mention of this on the Wiki, any thoughts? Extar 21:55, 5 September 2008 (EDT) I did a bit more testing and the purple text is clearly to do with export bans, I'll add it to the mandate page. Extar 22:02, 5 September 2008 (EDT)

They are selling dead animals?!

I don't know if this is because my fortress is in the freezing tundra, but all caravans offer me cages with dead, butcherable corpses inside. I don't complain about this: There's no additional charge for them, and so I get free meat, fat, skins and bones. Does this happen in other biomes, too? --Doub 09:43, 11 September 2008 (EDT)

Carvan over ?

Can someone please help me, I need to know if caravans can travel over traps in the latest version, and also if the people will get caught in them and die, and could whoever tests this please do it with all types of traps, not just one. Thank you in advance. Destor 15:57, 27 September 2008 (EDT)

They have no problems with stone traps, cage traps, or weapon traps in my experience. :) Until the King started requesting them before he'd show up, I didn't bother with roads. I just paved the way to the edge with traps. One catch is that creatures who fall unconscious (and maybe randomly some dogs) will get caught in the traps. -Fuzzy 19:51, 27 September 2008 (EDT)

Inaccessible Depot

What happens if a caravan arrives and you have no accessible depot at all? Do they pass you by? Do they wait around offscreen to give you a chance to build or expose one? My depot is underground, accessible only by a drawbridged path. I'd prefer to keep the bridge up (which means no access, foot or wagon), until I need it, but I don't want to miss a caravan.
Also, what happens if, after the traders enter the map, the depot they are heading to becomes inaccessible? I could put a sacrificial depot outside to draw them in, then seal it up after opening my secure depot.--Macdjord 15:43, 16 October 2008 (EDT)

I don't have first-hand experience with this, but I would say the second option is your best bet.[Verify] Plus, you could make the second depot bait for a monster trap somehow. Just be sure that the traders can't get to the bait-depot by the time they get near it, or they'll unload there, and you'll have to haul the additional distance. RomeoFalling 16:47, 16 October 2008 (EDT)