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Editing 40d:Trade depot

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{{Building|name=Trade depot|key=D
 
{{Building|name=Trade depot|key=D
 
|job=  
 
|job=  
[[Broker]] noble (optional)
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{{L|Broker}} noble (optional)
 
|construction=
 
|construction=
* 3 [[Building material]]s (non-[[economic]])
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* 3 {{L|Building material}}s (non-{{L|economic}})
 
|construction_job=
 
|construction_job=
* [[Architecture]]
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* {{L|Architecture}}
 
* and 1 of:
 
* and 1 of:
** [[Metalsmithing]]
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** {{L|Metalsmithing}}
** [[Masonry]]
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** {{L|Masonry}}
** [[Carpentry]]
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** {{L|Carpentry}}
 
|purpose=
 
|purpose=
 
Trade goods with merchants.
 
Trade goods with merchants.
 
}}{{av}}
 
}}{{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.
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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 {{L|Architecture}} skill along with the appropriate craft labor ({{L|Carpentry}}, {{L|Masonry}}, or {{L|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.
 
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 ===
 
=== 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.
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{{K|g}}: This command becomes active when a caravan arrives on your map.  This screen menu is similar to the {{L|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 {{L|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 {{L|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, {{L|jobs}} will be queued to move the items to the depot.  All dwarves, regardless of {{L|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 {{L|Controls_guide#View_items_in_buildings.2C_t|command}} in the depot.
  
 
=== No trader needed at depot or Trader requested at depot ===
 
=== No trader needed at depot or Trader requested at depot ===
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=== Only broker may trade or Anyone may trade ===
 
=== 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.
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{{K|b}}: This setting determines who will perform the trade.  If '''Only broker may trade''' is active, then only the {{L|Broker}} {{L|noble}} will respond to the trader request.  This can become a problem when the broker is sleeping or otherwise occupied, but dwarves with low {{L|Broker skills}} will receive poorer deals when trading.
  
 
=== Trade ===
 
=== Trade ===

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