DF2014 Talk:Trading

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Can we make an adventure mode subsection here? -Bontrose (talk) 21:39, 10 January 2015 (UTC) What causes the merchants to leave. As in they show up, they start to unload and all the wagons immediately leave the depot.

Any Map Edge?

This says that the merchants can leave from any map edge. Is that true? I have a fortress where the wagon entrance is crammed right up against the map edge, to force the wagons to enter via a safe road. When trading was done, the wagons left just fine, but a merchant and two guards wouldn't leave until I eventually noticed and opened another exit. The guards left intact, but the merchant had gone insane. Leonidas (talk) 02:30, 7 July 2016 (UTC)

Are we sure about the profit margin things?

I was playing a bit of the game recently, and I got my first caravan of the playthrough. However, I noticed that I was fairly easily able to get a loss of 0 in my trading, despite the trader being only "willing to trade". Is this normal, or did my broker just have crap Judge of Intent and Appraisal skills that happened to work out in my favor?

Regards, 01:43, 5 October 2020 (UTC)

They'll accept less than 100%, but that lowers their mood and they'll eventually stop trading. What they want and what they'll accept are not the same thing.
The problematic part is in the next paragraph where it says 50% is the lowest that they'll accept. Of course, it's DF so it's probably dependant on relative skill levels and maybe personalities. It would probalbly be best to just not use exact values. Ziusudra (talk) 23:16, 5 November 2020 (UTC)
I've also noticed this problem. Not only that, I got a human trader to be pleased through trades that gave them little profit margian. 02:49, 28 December 2021 (UTC)

Do trade goods remain in the world?

...or do they disappear along with the caravan? -- 23:36, 10 February 2021 (UTC)