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Difference between revisions of "40d:Trade depot"

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Building a trade depot will allow you the opportunity to trade with caravans that arrive at your fortress.  Trade depots require three blocks or logs to build, and the [[architecture]] skill along with either masonry or carpentry.
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{{quality|Exceptional|18:32, 8 November 2010 (UTC)}}
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{{Building|name=Trade depot|key=D
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|job=
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[[Broker]] noble (optional)
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|construction=
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* 3 [[Building material]]s (non-[[economic]])
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|construction_job=
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* [[Architecture]]
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* and 1 of:
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** [[Metalsmithing]]
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** [[Masonry]]
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** [[Carpentry]]
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|purpose=
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Trade goods with merchants.
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}}{{av}}
  
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 from the direction of their civilization, it is currently preferable to build the depot as close to the middle of the map as possible if the civilizations are in different directionsThis reduces the chance of the caravan traveling across the whole map then turning around because it is time to leave.
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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 [[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}}.
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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.
{{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.
 
  
As of version v0.27.169.33b some users have reported a bug with the Trade Depot in which trade caravans are able to enter your fortress and trade at the depot as usual, but when it is time to leave their pathing fails and they go berserk, eventually dyingSome view this as a good thing because you get all their stuff for free, but it also prevents word of your fortress from spreading to other civilizations, so you do not recieve any immigrants, or you recieve far fewer than normal.  Currently it is speculated that if there is level ground on one of the borders of your map equal in Z-level to your depot but not accesable from your depot, they may try to exit there and only there and go berserk trying.
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=== Move Goods to/from 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 [[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 itemsBy 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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=== No trader needed at depot or Trader requested at depot ===
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{{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 Mood ==
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=== Only broker may trade or Anyone may trade ===
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{{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.
  
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.  
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=== Trade ===
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{{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.
  
* (trader) seems ecstatic with the trading
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{{Buildings}}
* (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
 
 
 
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.
 
 
 
== Dwarves ==
 
 
 
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 fort 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. Elves do not condone trading anything that has been created using a living creature, which includes trees, bones, skulls and shells.
 
 
 
Clothing that might otherwise be acceptable to Elves will be rejected it if it has [[Blood|blood]] on it, for example from a slain enemy.
 
 
 
[[Category:Trade]][[Category:Economy]]
 

Latest revision as of 15:20, 8 December 2011

Trade depot

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Job Requirement

Broker noble (optional)

Construction
Materials Jobs
Purpose

Trade goods with merchants.

This article is about an older version of DF.

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.

Hit 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[edit]

g: This command becomes active when a caravan arrives on your map. This screen menu is similar to the stocks menu (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 search for it. This is convenient if you want to export all your prepared meals or finished goods. Also shown is the culling on mandate option. The move to depot screen will not show things that violate an export mandate. By pressing m, it will change to Ignoring mandates, 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.

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].

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 forbid them by looking at the items command in the depot.

No trader needed at depot or Trader requested at depot[edit]

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.

Only broker may trade or Anyone may trade[edit]

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[edit]

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.


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