v50 Steam/Premium information for editors
  • 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.
This notice may be cached—the current version can be found here.

Editing 40d:Trade depot

Jump to navigation Jump to search

Warning: You are not logged in.
Your IP address will be recorded in this page's edit history.

You are editing a page for an older version of Dwarf Fortress ("Main" is the current version, not "40d"). Please make sure you intend to do this. If you are here by mistake, see the current page instead.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.

Latest revision Your text
Line 1: Line 1:
{{quality|Exceptional|18:32, 8 November 2010 (UTC)}}
+
Building a trade depot will allow you the opportunity to trade with caravans that arrive at your fortress. 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.  Since trading caravans arrive at random positions on the map edge, it is currently preferable to build the depot as close to the middle of the map as possible.  This reduces the chance of the caravan traveling across the whole map then turning around because it is time to leave.
{{Building|name=Trade depot|key=D
 
|job=
 
[[Broker]] noble (optional)
 
|construction=
 
* 3 [[Building material]]s (non-[[economic]])
 
|construction_job=
 
* [[Architecture]]
 
* and 1 of:
 
** [[Metalsmithing]]
 
** [[Masonry]]
 
** [[Carpentry]]
 
|purpose=
 
Trade goods with merchants.
 
}}{{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.
+
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 {{K|b}}.  
 +
{{K|r}}equesting 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.
  
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.
+
== Trader Mood ==
  
=== Move Goods to/from Depot ===
+
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.  
{{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.
 
  
=== No trader needed at depot or Trader requested at depot ===
+
* (trader) seems ecstatic with the trading
{{K|r}}: This requests a dwarf to come to the depot. To conduct trades with caravans, a trader must be present at the Trade Depot.  Once requested, a dwarf will make their way to the depot, and remain there until released with this setting, or the dwarf decides to drink, sleep, or eat.
+
* (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
  
=== Only broker may trade or Anyone may 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.  
{{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.
 
  
=== Trade ===
+
== Dwarves ==
{{K|t}}: This option becomes available once the caravan and your trader are both at the depot. It begins trading. If the caravan has not finished unloading all their goods yet, you will get a message telling you this, and you will have to wait a little longer, then you can try again.
 
  
{{Buildings}}
+
The merchant will meet with your liaison and discuss what you would like to buy next year, as well as suggest things to sell. You may buy from the dwarves pretty much anything you could have brought with you during setup, except for pets.
 +
 
 +
== Humans ==
 +
 
 +
Human wagons pulled by regular mules will arrive if there is a minimum 3-wide path from your depot to a map edge. You do not need to have a road, but you will need to {{K|d}}esignate {{K|s}}moothing and {{K|t}}ree-cutting along the path. Use {{K|D}} to verify that there is a wagon accessible path to the depot.
 +
 
 +
Often, on maps that don't have cliffs (and so have ramps between the z-levels usually), a path will exist with no effort.
 +
 
 +
However, if they don't have a easy route to your trade depot, they may not arrive in time for you to trade, packing his belongings and going away.
 +
 
 +
== Elves ==
 +
 
 +
''For more detailed information, see [[Elf]].''
 +
 
 +
Elves bring you wood and plant items, as well as caged tame pets. However, they will not accept wooden or wood-derived items in exchange.
 +
 
 +
Clothing that might otherwise be acceptable to Elves will be rejected it if it has blood on it, for example from a slain enemy.

Please note that all contributions to Dwarf Fortress Wiki are considered to be released under the GFDL & MIT (see Dwarf Fortress Wiki:Copyrights for details). If you do not want your writing to be edited mercilessly and redistributed at will, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource. Do not submit copyrighted work without permission!

To protect the wiki against automated edit spam, we kindly ask you to solve the following CAPTCHA:

Cancel Editing help (opens in new window)

Templates used on this page: