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Difference between revisions of "40d Talk:Trade depot"

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(Verification question)
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Given different social skills for the broker, what are the number of allowed failed attempts at trading? --[[User:Shagie|Shagie]] 01:21, 1 November 2007 (EDT)
 
Given different social skills for the broker, what are the number of allowed failed attempts at trading? --[[User:Shagie|Shagie]] 01:21, 1 November 2007 (EDT)
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:I've been doing some experiments on trading. I've got a skilled broker (Adept Appraiser, Competent Negotiator/Persuader, (no adjective) Intimidator/Comedian/Judge of Intent). After pumping the traders up to ecstatic, I attempted to annoy them into leaving by repeatedly offering moderately high value traders with 0 profit margin. It took forever, as he kept talking the traders into accepting the deals (the traders don't seem to be bothered any by deals with negative profit margin), which I assume boosted their mood a little bit. After dozens of proposed deals of varying success he did eventually manage to get them down to the second lowest mood level, and even once they reached the angriest level before they leave, it took 5 rejects in a row (plus a couple more rejects interspersed with successful trades) to get them to leave. Then I reloaded and tried again with a completely unskilled broker. Starting at ecstatic, the traders got angry enough to leave after 5 failed trades from the unskilled broker. I don't know exactly how fast the traders' mood dropped, since of course the unskilled broker couldn't tell me how angry they were. Since that was starting with the traders already ecstatic from successful trades, I would think starting with 3 bad deals in a row with an unskilled broker would be enough to risk the traders leaving. [[User:Rpb|Rpb]] 13:16, 5 November 2007 (EST)
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== -X level depots ==
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Has anyone checked what caravans will/will not go up or down? You can check your access with D but I find that both stairs and ramps still flash red, suggesting a caravan cannot go underground, even if the depot shows up as light-blue Accessible. --[[User:Nunix|Nunix]] 20:16, 2 November 2007 (EDT)
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:I've watched wagons move across outside terrain level changes, and out there hills (ramps) flash as red, but the area on the other side (have to change zdepth) flashes green.--[[User:Draco18s|Draco18s]] 02:14, 3 November 2007 (EDT)
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:Ramps are fine, but remember that walls will block adjacent tiles, as do trees and such: it's possible that the top of your ramp (closer to your depot) was blocked, which would cause the whole ramp to appear blocked.  Thus, you need a ramp at least three tiles wide to let them through.  I've had no trouble getting them to go up a very steep ramp as long as it had sufficient width and the bottom and top was clear.
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:Note, of course, that stairs will always block wagons.  Wagons don't have legs. =) --[[User:JT|JT]] 14:55, 8 November 2007 (EST)
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== Trading with elves ==
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Exactly what kind of things will elves accept? Obviously no wood items, but what about things like charcoal, pig tail clothing, etc? [[User:Xaque|Xaque]] 22:19, 2 November 2007 (EDT)
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:See [[Elf]]. --[[User:Turgid Bolk|Turgid Bolk]] 13:36, 5 November 2007 (EST)
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== Edited dwarves section ==
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I removed the bit about dwarf caravans giving you unlimited attempts to trade, because I had the initial dwarf caravan give me three counteroffers. After trying to tweak the third one and hitting trade, the caravan merchant responded with something like "Your childish games have made me tired. Perhaps next time when I return, you'll be ready to do business." And then proceeded to pack up their stuff and leave.
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My trade rep had Novice Liar, Novice Negotiator, Novice Appraisal and Novice Intimidator. And, despite failing on all four trade attempts, he picked up Dabbling skill in Flatterer, Persuader, Judge of Intent, and Comedian. --[[User:RedKing|RedKing]] 03:18, 4 November 2007 (EST)
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== Entry Location ==
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Any rhyme or reason to where the humans, dwarves and elves all enter? For instance, if you nestle your fort in the furthest reaches of a valley that heads through the mountains to the main continent to the east, do they enter from the west side of your map? Or is it entirely random?
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:I had the humans enter from the east, and I built a road west.  Next year, they entered from the southeast and left to the west, and I built a road east.  The following year, they entered along  my western road.  It's possible they show up randomly until they know you have a road for them, and then they follow that road every subsequent year.  --[[User:Bobson|Bobson]] 23:21, 22 November 2007 (EST)
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==Offering loads of the same item==
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i noticed that when i offered one of the caravans a huge profit, they wouldnt accept (they got fed up and left pretty soon)... i think this is for either of two reasons: i offered them too many of the same thing - about 3 or 4 barrels of stone crafts, or i offered too many low cost things for only a few high cost things... needs verification as i dont have a screenie though [[User:Twiggie|Twiggie]] 08:57, 5 December 2007 (EST)
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:I consistently stuff caravans with the same cheap stone crafts for their goods... It might be an issue with offering too many at one time - I usually do trades of 500-2000 in value at a time, as many as it takes to get everything I want. --[[User:Bobson|Bobson]] 09:14, 6 December 2007 (EST)
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:I had a similar problem with the humans, but when they got all pissy and left, they forgot EVERYTHING with them.  I couldn't get my haulers to bring the items in, but when the dwarves came next season I could hit 'g' and make them not available for trade.  Hello 150k worth of items for free.  --Gotthard 18:19, 6 December 2007 (EST)
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::The same thing will happen if you destroy the Depot. They leave all their stuff their and demand you build another one. Then they move to the other one and pout about there not being anything there. I will usually offer them a bunch of worthless stuff to fill up their wagons, and make them happier. Raw stone works pretty good. --[[User:Ikkonoishi|Ikkonoishi]] 23:24, 24 December 2007 (EST)
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:Had the same issue, Dwarf caravan got pissed off when I refused to accept their 'proposal' two times, which basically was a demand for  $5000 worth of extra items on a $9000 trade. They appeared to leave a lot of their stuff behind though, not all of it as I didn't get the ingots and barrels I wanted :(
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:had this happen again.. offered an 84profit to them, but they refused it, so i increased their profit to 1500, and they still didnt want to trade, and refused to take any more offers. [[User:Twiggie|Twiggie]] 14:34, 15 April 2008 (EDT)
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== getting bins to the depot ==
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well I have several seperate problems really...
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# convincing my woodworker to make bins
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# getting my bins to the right stockpile area
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# getting bins  to be filled up
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# getting the bin hauled to the depot
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I think this is related to "not enough dwarves" but only slightly ;)
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?
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[[User:GarrieIrons|GarrieIrons]] 03:52, 4 January 2008 (EST)
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== Seize marked goods ==
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What is this option used for? I can't seem to seize any goods. Is this a feature that hasn't been implemented? --[[User:Kingzilla|Kingzilla]] 17:58, 9 January 2008 (EST)
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:You can't seize good from the dwarven caravan... For any other circumstances, it works very well. I've done it a lot of times to the elven caravan when they get too pissed and don't want to trade anymore... --[[User:Eagle of Fire|Eagle of Fire]] 18:13, 9 January 2008 (EST)
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::Thanks. I think I will add a note to the page about it.--[[User:Kingzilla|Kingzilla]] 22:18, 9 January 2008 (EST)

Latest revision as of 21:54, 8 March 2010

How exactly does the "trader requested at depot" toggle work? Which way is enabled, which way is disabled? And what does it do, even?


Edit: I got to trade with the dwarves by leaving it toggled as "r: Trader requested at depot". It took a litle while for the trade to show up. Anybody figured this out, though?

Edit: Yes, you want to leave it so it's showing the state you want - in this case "Trader requested" not "No trader needed", just like with any other toggled setting. An explanation of what it does is already provided below.

--

Toggling 'Trader Requested at Depot' will queue a job for your trader (designated under [N]obles) to show up at the trade depot. You can check the status of that dwarf at the Trade Depot (it will show their current job in light blue). If you are impatient, you can set the depot to [b] anyone can trade, in which case a dwarf with no job will trade.

I would recommend using a trader with high skill (I believe it is negociation and appraisal) to trade for you, as this will maximise your returns. --Alc 01:11, 30 October 2007 (EDT)

--

I added some more info, please refine as needed. It could use some better detail or a step-by-step path to build and operate a trade depot. Haddaway 20:02, 31 October 2007 (EDT)

Verification question[edit]

Given different social skills for the broker, what are the number of allowed failed attempts at trading? --Shagie 01:21, 1 November 2007 (EDT)

I've been doing some experiments on trading. I've got a skilled broker (Adept Appraiser, Competent Negotiator/Persuader, (no adjective) Intimidator/Comedian/Judge of Intent). After pumping the traders up to ecstatic, I attempted to annoy them into leaving by repeatedly offering moderately high value traders with 0 profit margin. It took forever, as he kept talking the traders into accepting the deals (the traders don't seem to be bothered any by deals with negative profit margin), which I assume boosted their mood a little bit. After dozens of proposed deals of varying success he did eventually manage to get them down to the second lowest mood level, and even once they reached the angriest level before they leave, it took 5 rejects in a row (plus a couple more rejects interspersed with successful trades) to get them to leave. Then I reloaded and tried again with a completely unskilled broker. Starting at ecstatic, the traders got angry enough to leave after 5 failed trades from the unskilled broker. I don't know exactly how fast the traders' mood dropped, since of course the unskilled broker couldn't tell me how angry they were. Since that was starting with the traders already ecstatic from successful trades, I would think starting with 3 bad deals in a row with an unskilled broker would be enough to risk the traders leaving. Rpb 13:16, 5 November 2007 (EST)

-X level depots[edit]

Has anyone checked what caravans will/will not go up or down? You can check your access with D but I find that both stairs and ramps still flash red, suggesting a caravan cannot go underground, even if the depot shows up as light-blue Accessible. --Nunix 20:16, 2 November 2007 (EDT)

I've watched wagons move across outside terrain level changes, and out there hills (ramps) flash as red, but the area on the other side (have to change zdepth) flashes green.--Draco18s 02:14, 3 November 2007 (EDT)
Ramps are fine, but remember that walls will block adjacent tiles, as do trees and such: it's possible that the top of your ramp (closer to your depot) was blocked, which would cause the whole ramp to appear blocked. Thus, you need a ramp at least three tiles wide to let them through. I've had no trouble getting them to go up a very steep ramp as long as it had sufficient width and the bottom and top was clear.
Note, of course, that stairs will always block wagons. Wagons don't have legs. =) --JT 14:55, 8 November 2007 (EST)

Trading with elves[edit]

Exactly what kind of things will elves accept? Obviously no wood items, but what about things like charcoal, pig tail clothing, etc? Xaque 22:19, 2 November 2007 (EDT)

See Elf. --Turgid Bolk 13:36, 5 November 2007 (EST)

Edited dwarves section[edit]

I removed the bit about dwarf caravans giving you unlimited attempts to trade, because I had the initial dwarf caravan give me three counteroffers. After trying to tweak the third one and hitting trade, the caravan merchant responded with something like "Your childish games have made me tired. Perhaps next time when I return, you'll be ready to do business." And then proceeded to pack up their stuff and leave.

My trade rep had Novice Liar, Novice Negotiator, Novice Appraisal and Novice Intimidator. And, despite failing on all four trade attempts, he picked up Dabbling skill in Flatterer, Persuader, Judge of Intent, and Comedian. --RedKing 03:18, 4 November 2007 (EST)

Entry Location[edit]

Any rhyme or reason to where the humans, dwarves and elves all enter? For instance, if you nestle your fort in the furthest reaches of a valley that heads through the mountains to the main continent to the east, do they enter from the west side of your map? Or is it entirely random?

I had the humans enter from the east, and I built a road west. Next year, they entered from the southeast and left to the west, and I built a road east. The following year, they entered along my western road. It's possible they show up randomly until they know you have a road for them, and then they follow that road every subsequent year. --Bobson 23:21, 22 November 2007 (EST)


Offering loads of the same item[edit]

i noticed that when i offered one of the caravans a huge profit, they wouldnt accept (they got fed up and left pretty soon)... i think this is for either of two reasons: i offered them too many of the same thing - about 3 or 4 barrels of stone crafts, or i offered too many low cost things for only a few high cost things... needs verification as i dont have a screenie though Twiggie 08:57, 5 December 2007 (EST)

I consistently stuff caravans with the same cheap stone crafts for their goods... It might be an issue with offering too many at one time - I usually do trades of 500-2000 in value at a time, as many as it takes to get everything I want. --Bobson 09:14, 6 December 2007 (EST)
I had a similar problem with the humans, but when they got all pissy and left, they forgot EVERYTHING with them. I couldn't get my haulers to bring the items in, but when the dwarves came next season I could hit 'g' and make them not available for trade. Hello 150k worth of items for free. --Gotthard 18:19, 6 December 2007 (EST)
The same thing will happen if you destroy the Depot. They leave all their stuff their and demand you build another one. Then they move to the other one and pout about there not being anything there. I will usually offer them a bunch of worthless stuff to fill up their wagons, and make them happier. Raw stone works pretty good. --Ikkonoishi 23:24, 24 December 2007 (EST)
Had the same issue, Dwarf caravan got pissed off when I refused to accept their 'proposal' two times, which basically was a demand for $5000 worth of extra items on a $9000 trade. They appeared to leave a lot of their stuff behind though, not all of it as I didn't get the ingots and barrels I wanted :(
had this happen again.. offered an 84profit to them, but they refused it, so i increased their profit to 1500, and they still didnt want to trade, and refused to take any more offers. Twiggie 14:34, 15 April 2008 (EDT)

getting bins to the depot[edit]

well I have several seperate problems really...

  1. convincing my woodworker to make bins
  2. getting my bins to the right stockpile area
  3. getting bins to be filled up
  4. getting the bin hauled to the depot

I think this is related to "not enough dwarves" but only slightly ;)

? GarrieIrons 03:52, 4 January 2008 (EST)

Seize marked goods[edit]

What is this option used for? I can't seem to seize any goods. Is this a feature that hasn't been implemented? --Kingzilla 17:58, 9 January 2008 (EST)

You can't seize good from the dwarven caravan... For any other circumstances, it works very well. I've done it a lot of times to the elven caravan when they get too pissed and don't want to trade anymore... --Eagle of Fire 18:13, 9 January 2008 (EST)
Thanks. I think I will add a note to the page about it.--Kingzilla 22:18, 9 January 2008 (EST)