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[[File:trading_icon_preview.png|right]]'''Trading''' in ''Dwarf Fortress'' allows your dwarves to trade with friendly [[civilization]]s. They can barter their excess goods for items they need, possibly even items they can't otherwise acquire for themselves. Trade can make up for the lack of [[Industry|industries]] you neglected or don't find interesting, provide resources that aren't available where your dwarves settled, replace key tools you lost or accidentally destroyed, and allow you more freedom in selecting starting gear and skills at [[embark]]. Trading generally begins in the first [[Calendar|autumn]] after establishing your fortress, with the arrival of the [[dwarf|dwarven]] [[caravan]] from your home [[civilization]].
 
  
'''Trader''' is the generic term used at your [[trade depot]] to refer to your fortress representative (usually your [[broker]], although it can be anyone else in a pinch) when dealing with merchants in a visiting caravan. As a [[profession]], the term applies to visiting merchants and dwarves whose highest [[skill]] is [[Appraiser]].
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'''Trading''' in ''Dwarf Fortress'' first occurs in the first [[Calendar|autumn]] after establishing your fortress, with the arrival of the [[dwarf|dwarven]] [[Trading#Caravans|caravan]]. Trading is a good way to acquire resources that aren't readily available in the local area. It also allows for more freedom in selecting starting gear and skills at [[embark]], since neglected items can be obtained through trade later.
  
To trade at all, you will need a [[trade depot]] and peaceful relations with at least one [[civilization]] that can reach your site. Appointing a citizen as a [[broker]] is not strictly necessary but is very helpful. Newly-founded fortresses begin the game at peace with their home civilization and will generally have at least that one trading partner each year, unless the parent civilization is [[Civilization#Dead and struggling civilizations|dead or dying]], or simply can't reach your site due to intervening mountains or open water. A [[civil war]] in your home civilization will also stop trade with them. Trading with your home civilization is quite important, as being visited by their caravans is part of attracting [[Immigration|immigrants]] after the first two waves.
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'''Trader''' is the term used at your [[trade depot]] to refer to your fortress representative when dealing with merchants in a visiting caravan ({{key|r}} - "''Trader requested at Depot"''). As a [[profession]], the term applies to visiting merchants and dwarves whose highest [[skill]] is [[Appraiser]].
 
 
Graphically, merchants will always appear in white clothing.
 
==Trading flowchart ==
 
{{:Trading/Flowchart}}
 
 
 
{{Clear}}
 
  
 
== Trade depot ==
 
== Trade depot ==
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{{Main|Trade depot}}
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Building a [[trade depot]] is a prerequisite for trade with caravans that arrive at your fortress.
  
{{Dual image
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While it may be convenient to build a depot outside at first, it is usually a good idea to move it inside or secure it with [[wall]]s, [[bridge]]s and other fortifications to protect caravans and your goods from [[steals drink|thirsty animals]], [[thief|thieves]] and [[goblin]]s.
|premium=File:DFwikiGraphicalTradeDepot.png
 
|classic=File:DFwikiASCIITradeDepot.png
 
|width=150px
 
|caption=A Trade Depot
 
}}
 
 
 
{{Main|Trade depot}}
 
Building a [[trade depot]] is a prerequisite for trade with caravans that arrive at your fortress. If traders can't access your trade depot when they show up, their caravans will simply bypass your fortress that year. While it may be convenient to build a depot outside at first, it is usually a good idea to move it inside, or secure it with [[wall]]s, [[bridge]]s and other fortifications, to protect incoming caravans and your goods from [[steals drink|thirsty animals]], [[thief|thieves]], and [[goblin]]s.
 
  
 
Everything that is on your map belongs to you, except:
 
Everything that is on your map belongs to you, except:
 
* the items that are on merchants' animals and wagons
 
* the items that are on merchants' animals and wagons
 
* the items that are in the trade depot (they belong to the caravan until they are moved out of it)
 
* the items that are in the trade depot (they belong to the caravan until they are moved out of it)
* items worn by creatures that are not [[citizen]]s of your fortress (initially forbidden, but can be claimed via unforbidding and dumping them)
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* items worn by non-fortress units (initially forbidden, but can be claimed via unforbidding and dumping them)
  
== Trading ==
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==Trading flowchart ==
[[File:merchant_v50_preview.png|right]]
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{{:Trading/Flowchart}}
{{Dual image
 
|premium=File:DFwikiTradeScreen.png
 
|classic=File:DFwikiASCITradeScreen.png
 
|width=300px
 
|caption=Trading screen
 
}}
 
 
 
Before you can begin trading, you need to designate what goods to trade and have the fortress's representative trader located at the [[trade depot]]. Select the trade depot and then click either "Broker requested at depot" or "Anyone requested at depot" if you have no [[broker]] [[noble]] assigned. Be aware that without an assigned [[broker]], it's likely a random, probably unskilled dwarf will volunteer to conduct the trade. Next click "Move goods to/from depot" to be presented with a list of all items in your fortress that belong to you. Mark the goods you want to sell --insert clever advice--, and your dwarves will begin moving them to the depot. If you are unsure about which goods are in which containers, clicking the bin or barrel within the menu will show every item that is stored inside, along with its perceived value (using your broker's [[Appraisal]] skill). However, individual items cannot be marked if they are in a container. Note that during this step, we are just moving the goods physically to the trade depot, and that containers like [[barrels]] and [[bins]] must be moved with all of their contents (although for bins you will have an opportunity to specify which contained items you wish to trade).
 
  
Once the trade goods are moved to the depot and your trader has arrived, select the depot again and finally click the "Trade" button to enter the trade menu. In the trade menu, select the items to offer from the right and the desired items from the left. All caravans have a weight limit which cannot be exceeded, and the allowed additional weight is displayed in the lower left corner. If your trader has sufficient [[Appraisal]] skill, the value of all items will be displayed with reasonable accuracy. Once the proposal is ready, click the "Trade" button to propose the trade; merchants will not agree unless they make adequate profit. Clicking the "Offer as gift" button instead will make a gift of the selected items. The amount of acceptable profit is determined by the trader's [[Broker skills|skills]] and the merchant's mood, described below. Merchants may attempt to propose counteroffers if they do not accept the proposal, which can then be accepted, rejected, or further amended by the trader. If the Trader Profit is listed in green rather than yellow or red the trade will always be accepted.{{Verify}}
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==Trader to depot==
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Before you can begin trading, your fortress's representative trader must be at the [[trade depot]]. Select the [[trade depot]] with {{K|q}} and then {{k|r}}equest the trader. Be sure that {{k|b}} reads "Only broker may trade" if you want your [[broker]] to represent your fortress. If it reads "Anyone can trade", a random, probably unskilled dwarf will volunteer to conduct the trade. Pressing {{k|b}} will toggle this setting. Once your trader has arrived, select the depot again with {{k|q}} and enter the {{k|t}}rade menu. In the trade menu select the items to offer from the right and the desired items from the left. All caravans have a weight limit which cannot be exceeded, and the allowed additional weight is displayed in the lower right corner. If your broker (specifically, not necessarily your trader) has at least Novice or better [[Appraisal]] skill, the value of all items will be displayed. Once the proposal is ready, press {{K|t}} to propose the trade, but merchants will not agree unless they make adequate profit. Be sure to use '''trade''', not '''offer''' {{K|o}}, as this will make a gift of the selected items. The amount of acceptable profit is determined by the trader's [[Broker skills|skills]] and the merchant's mood, described below. Merchants may attempt to propose counteroffers if they do not accept the proposal, which can then be accepted, rejected, or further amended by the trader.
  
 
With more experienced traders and pleased merchants, even marginally profitable trades can be successful, and counterproposals can be rejected safely, offering the same trade again. Note however that a low profit margin for the traders may not be desirable - it has been suggested that both export and profit numbers influence the size of next year's caravan and, in the case of the dwarven caravan, immigration numbers.{{Verify}}
 
With more experienced traders and pleased merchants, even marginally profitable trades can be successful, and counterproposals can be rejected safely, offering the same trade again. Note however that a low profit margin for the traders may not be desirable - it has been suggested that both export and profit numbers influence the size of next year's caravan and, in the case of the dwarven caravan, immigration numbers.{{Verify}}
  
Note: Goods brought by caravans rarely have base quality higher than superior, and decorations on a good rarely exceed superior as well.
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Goods brought by caravans rarely have base quality higher than superior, and decorations on a good rarely exceed superior as well.
  
Note if you give or trade away an [[Artifact|artifact]], you will receive a special notification:
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== Trading cue colors ==
;[[File:Treasure_Gift.PNG|750px]]
 
;[[File:Treasure_Trade.PNG|750px]]
 
  
=== Items cue colors ===
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* {{DFtext|Brown|6:0}} Items have been created (or modified) by your fortress. They can be traded away or offered as a gift.
{| class="wikitable"
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* {{DFtext|Gray|7:0}} Items were created by another source. They can be traded, but if one of these items has been selected, the entire selection cannot be offered as a gift.
! {{DFtext|Brown|6:0}}
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* {{DFtext|Purple|5:0}} Items are under a no-export mandate.  If they are traded away it will result in disciplinary action (see [[justice]]) against the dwarf that brought the item to the depot.
| Items have been created (or modified) by your fortress. They can be traded away or offered as a gift.
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* {{DFtext|Green|2:0}} Items have just been gifted to the caravan and they will not trade it back.
|-
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* {{DFtext|Red|4:0}} Items have been seized from another caravan and cannot be traded as is; you will need to decorate them or turn them into other items for them to become "valid" trading items.
! {{DFtext|Gray|7:0}}
 
| Items were created by another source. They can be traded, but if one of these items has been selected, the entire selection cannot be offered as a gift.
 
|-
 
! {{DFtext|Purple|5:0}}
 
| Items are under a no-export mandate.  If they are traded away it will result in disciplinary action (see [[justice]]) against the dwarf that brought the item to the depot.
 
|-
 
! {{DFtext|Green|2:0}}
 
| Items have just been gifted to the caravan and they will not trade it back.
 
|-
 
! {{DFtext|Red|4:0}}
 
| Items have been seized from another caravan and cannot be traded as is; you will need to decorate them or turn them into other items for them to become "valid" trading items.
 
|}
 
  
 
Note that containers (barrels, bins, etc.) will be displayed according to the origin of the ''container'', not the contents. So a foreign barrel holding locally-produced beer will display as foreign (white). Once you {{k|v}}iew the container, the locally-made contents are displayed as local (brown).
 
Note that containers (barrels, bins, etc.) will be displayed according to the origin of the ''container'', not the contents. So a foreign barrel holding locally-produced beer will display as foreign (white). Once you {{k|v}}iew the container, the locally-made contents are displayed as local (brown).
  
=== Seizing items ===
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== Merchant mood ==
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{{Verify|Are we sure that this section is correct?}}
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If your trader has Novice or better [[Judge of intent]] skill, there will be a line added below the merchant's dialogue describing the caravan's attitude. Their attitude rises with successful trades (especially if they get lots of profit) and falls when you propose deals they don't like. You can never make a deal that's at a loss for the merchant, even if they are at the highest possible mood.
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* {{DFtext|(trader) seems ecstatic with the trading.|2:1}}
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* {{DFtext|(trader) seems very happy about the trading.|3:1}}
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* {{DFtext|(trader) seems pleased with the trading.|1:1}}
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* {{DFtext|(trader) seems willing to trade.|7:1}}
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* {{DFtext|(trader) seems to be rapidly losing patience.|6:1}}
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* {{DFtext|(trader) is not going to take much more of this.|4:1}}
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* {{DFtext|(trader) is unwilling to trade.|5:1}}
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The happier you make a merchant, the less profit margin he will demand in a trade. Dwarven merchants start off wanting about a 100% profit, maybe a little more. If you repeatedly offer less than what he expects, that will "lower" his mood.  If, on the other hand, you meet or exceed his expectation, that will, over several trades, improve his mood. If merchants reach the lowest level, no further trade will be possible, and they will immediately pack up and leave your depot. Since annoyed traders are more likely to reject deals, you should be generous in initial negotiations. Skilled negotiators seem less likely to offend traders with unsuccessful deals.
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An easy way to capitalize on this mood system is to perform several partial trades. First trade for a few items, offering goods twice the value of the items you ask for (e.g. offer 2000☼ for 1000☼ of his stuff). This will likely make the merchant ecstatic about trading with you. Perform the next trades more aggressively, working them down to about a 50% profit, which seems to be the lowest possible even when "ecstatic". With the merchant in such a good mood, he is more likely to counteroffer than reject a trade outright. If you don't like the counter-offer, try to split the difference, or just back out of the trade and start again.
  
Clicking "Seize" from the trade menu will seize the selected items of the merchant's.  If you seize goods from a caravan, the merchant will respond "Take what you want. I can't stop you." and then leave immediately without the seized goods.  Items cannot be seized from the dwarven caravan, and other races will not buy goods stolen from one of their caravans (then marked in red) unless they are tricked into asking for them via counteroffer, or the items are "laundered" by decoration or used to create other goods.  Seizing goods will hurt diplomatic relations, but is not grounds for an automatic [[siege]].
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== Seizing items ==
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Pressing {{K|s}} from the trade menu will seize the selected items of the merchant's.  If you seize goods from a caravan, the merchant will respond "Take what you want. I can't stop you." and then leave immediately without the seized goods.  Items cannot be seized from the dwarven caravan, and other races will not buy goods stolen from one of their caravans (then marked in red) unless they are tricked into asking for them via counteroffer, or the items are "laundered" by decoration or used to create other goods.  Seizing goods will hurt diplomatic relations, but is not grounds for an automatic [[siege]].
  
 
Pressing the seize button while no goods are selected will result in the merchant interpreting your seizure as a joke. This apparently does nothing to benefit or hinder your trading.
 
Pressing the seize button while no goods are selected will result in the merchant interpreting your seizure as a joke. This apparently does nothing to benefit or hinder your trading.
  
 
As a side note, if you deconstruct your trade depot with a caravan in it, all the caravan's items will drop to the ground, to be readily hauled away by your dwarves. This does not mark the items as stolen, and the caravan will leave. However, ''next'' year's caravan is partly based on the profits from the previous year - so if you are relying on that race's caravans for needed items, you're hurting yourself in the long run.
 
As a side note, if you deconstruct your trade depot with a caravan in it, all the caravan's items will drop to the ground, to be readily hauled away by your dwarves. This does not mark the items as stolen, and the caravan will leave. However, ''next'' year's caravan is partly based on the profits from the previous year - so if you are relying on that race's caravans for needed items, you're hurting yourself in the long run.
 
Trying to interrogate a merchant can also cause a wagon to fall apart.
 
  
 
Another way to steal without marking as stolen is to forbid the trade depot just before they leave, causing them to leave their goods at the depot.
 
Another way to steal without marking as stolen is to forbid the trade depot just before they leave, causing them to leave their goods at the depot.
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Note that the civilization attached to a particular caravan will keep track of the value of items the caravan was carrying when they set out to trade, and they will compare this value with the value of items they return home with. Regardless of what method you use to confiscate items from a caravan, even if you came to possess the goods through no fault of your own (an [[ambush]] killed the traders and guards, for example) the parent civilization may decide that you stole from them and send a [[siege]] instead of a caravan the following year. It is prudent to take measures to protect caravans visiting your lands!
 
Note that the civilization attached to a particular caravan will keep track of the value of items the caravan was carrying when they set out to trade, and they will compare this value with the value of items they return home with. Regardless of what method you use to confiscate items from a caravan, even if you came to possess the goods through no fault of your own (an [[ambush]] killed the traders and guards, for example) the parent civilization may decide that you stole from them and send a [[siege]] instead of a caravan the following year. It is prudent to take measures to protect caravans visiting your lands!
  
===Offering items===
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==Offering items==
  
You can also give away items, as gifts to the leaders of the [[civilization]] you are trading with. This presumably helps relations between yourself and the other faction, though there is not yet a clear correlation between the value of the offerings and the improvement to relations. The exact effects of offerings on trading are unknown but it is believed due to the offerings' net trade value being counted towards the merchants' profit, possibly with a modifier (possibly a multiplier of more than 1 as a bonus or less than 1 to compensate for the improved relations){{Verify}}, which in turn increases the quantity and variety of trade goods brought by next year's caravan. Also the [[Monarch]] requires offerings to be made before their arrival. You cannot offer items that were not made at your fortress; the merchants do not want your spare [[Goblinite]] clothes.
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{{key|o}} You can also give away items, as gifts to the leaders of the [[civilization]] you are trading with. This presumably helps relations between yourself and the other faction, though there is not yet a clear correlation between the value of the offerings and the improvement to relations. The exact effects of offerings on trading are unknown but it is believed due to the offerings' net trade value being counted towards the traders' profit, possibly with a modifier (possibly a multiplier of more than 1 as a bonus or less than 1 to compensate for the improved relations){{Verify}}, which in turn increases the quantity and variety of trade goods brought by next year's caravan. Also the [[Monarch]] requires offerings to be made before their arrival. You cannot offer items that were not made at your fortress; the traders do not want your spare [[Goblinite]] clothes.
  
 
The value of an offering for the purpose of becoming the capital is adjusted by your current export agreement.
 
The value of an offering for the purpose of becoming the capital is adjusted by your current export agreement.
  
Unless you are looking for [[fun]], under no conditions should you offer or trade items which involve animal products, wood, or used wood in their creation (clear glass, for example) to [[elves]], as they will refuse the trade, take offense, and leave, possibly damaging relations enough to provoke a war between you and the elven civilization you traded with. They will accept their own "grown wood" items in trade without insult, however. See below and the [[elves]] page for more detailed information.
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Unless you are looking for [[fun]], under no conditions should you offer or trade items which are wooden or used wood in their creation (clear glass, for example) to [[elves]], as this will insult the traders, and may cause them to leave or even damage relations enough to provoke a war between you and the elven civilization you traded with. They will accept their own "grown wood" items in trade without insult, however.
  
 
== Miscellaneous trading advice ==
 
== Miscellaneous trading advice ==
 
* Thieves and thieving critters tend to follow caravans. Expect assaults and intruders.
 
* Thieves and thieving critters tend to follow caravans. Expect assaults and intruders.
* Create your trading depot inside your fort, preferably in the beginning. Place a 3-tile wide path—which must be free of obstructions such as stairways, traps, minecart tracks and boulders (not stones)—to the entrance of the fort and position war-trained animals along it (chains do not block wagons); this will help to protect the traders and keep the depot close to your supplies.
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* Create your trading depot inside your fort, preferably in the beginning. Place a 3-tile wide path (which must be free of obstructions such as stairways, traps, minecart tracks and boulders) to the entrance of the fort and position war dogs along it (chains do not block wagons); this will help to protect the traders and keep the depot close to your supplies.
 
* Avoid having multiple wagon paths to your depot. Caravan [[wagon]]s cannot move through each other, and if two wagons happen to meet at a fork they may become gridlocked against each other, resulting in the destruction of wagons and loss of trade opportunities.
 
* Avoid having multiple wagon paths to your depot. Caravan [[wagon]]s cannot move through each other, and if two wagons happen to meet at a fork they may become gridlocked against each other, resulting in the destruction of wagons and loss of trade opportunities.
 
* All caravans will bring extra food (meat and edible plants), wooden logs, and cloth/leather (for making clothes) if the supplies of your fortress are low enough, independent of whether or not you requested them. This does not apply in the case that the weight limit is exceeded by (other) items you requested. The supply situation, as observed by traders, is based solely on the number of unforbidden items in your fortress, stockpiled or not; thus, it is possible to trick caravans into thinking your supplies are low by [[forbid]]ding all of your relevant stocks immediately prior to their arrival.
 
* All caravans will bring extra food (meat and edible plants), wooden logs, and cloth/leather (for making clothes) if the supplies of your fortress are low enough, independent of whether or not you requested them. This does not apply in the case that the weight limit is exceeded by (other) items you requested. The supply situation, as observed by traders, is based solely on the number of unforbidden items in your fortress, stockpiled or not; thus, it is possible to trick caravans into thinking your supplies are low by [[forbid]]ding all of your relevant stocks immediately prior to their arrival.
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*** 5 pieces of cloth, pieces of leather, or complete sets of [[wear|pristine]] clothing (shirt+pants+shoe)
 
*** 5 pieces of cloth, pieces of leather, or complete sets of [[wear|pristine]] clothing (shirt+pants+shoe)
 
* Define your trade depot as a burrow. When traders arrive, you can add your broker or another dwarf, perhaps one you want to train in trading, to the burrow. They will head to the depot immediately, and stay there until you remove them from the burrow.
 
* Define your trade depot as a burrow. When traders arrive, you can add your broker or another dwarf, perhaps one you want to train in trading, to the burrow. They will head to the depot immediately, and stay there until you remove them from the burrow.
* Each trade you make (regardless of value) will increase your trader's skills by 50, distributed among Comedian, Judge of Intent, Negotiator, and Persuader.  Each skill seems to gain around 5-15 experience points, but the sum will always be 50.  The skill gain occurs as soon as the "t" button is pressed - if the offer is rejected, the dwarf will still gain 50 points.  If the same offer is subsequently accepted, no additional skill will be gained.
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* Each trade you make (regardless of value) will increase your trader's skills by 50, distributed among Comedian, Flatterer, Intimidator, Judge of Intent, Negotiator, and Persuader.  Each skill seems to gain around 5-15 experience points, but the sum will always be 50.  The skill gain occurs as soon as the "t" button is pressed - if the offer is rejected, the dwarf will still gain 50 points.  If the same offer is subsequently accepted, no additional skill will be gained.
* Selecting "only broker may trade" ensures that you will start negotiations with a decently-skilled trader, but it may require a significant delay if your broker is far away (or is busy with other tasks). Selecting "anyone can trade" will ensure that you get the trading done quickly, but at the cost of all item trade values being extremely inaccurate. Once your fortress can produce enough goods to reliably buy out the whole caravan, waiting for your broker is less important; allowing your commoners to trade spreads out the trading skill gains and eliminates the micromanagement of trying to get your broker to the depot in a timely manner.
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* Selecting "only broker may trade" ensures that you will start negotiations with a decently-skilled trader, but also requires a significant wait while your broker makes his way to the depot. Selecting "anyone can trade" will result in a poorly-trained trader arriving immediately. Once your fortress is producing enough goods to buy out the caravan, waiting for your broker is unnecessary; allowing your commoners to trade spreads out the trading skill gains and eliminates the micromanagement of trying to get your broker to the depot in a timely manner.
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== Caravans ==
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By default, each friendly race will send one caravan per year, linked to one season, which is spring for elves, summer for humans, and autumn for dwarves - no race trades in winter by default. However, if you "make contact" with other civilizations by sending a [[raid]] to "demand tribute", that civilization might be convinced to send a caravan* of their own afterwards. This means you could have multiple caravans in the same season for given race, possibly at the same time.
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: (* "Tribute" caravans do not Trade - they simply arrive, drop their tribute off at your depot and leave, no Broker or conversation involved or possible.)
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If your fortress was founded in spring, it is highly unlikely that you will receive an elven caravan that spring, and it is uncommon for a human caravan your first summer, so probably your first and only caravan your first year will be the dwarven one. Caravans will only show up if that race considers the fortress site accessible (as denoted on the embark screen) and "worth the effort" (as determined by the [[Entity_token#PROGRESS_TRIGGER_POPULATION|[PROGRESS_TRIGGER_*]]] tokens in the entity definition), with the exception of dwarves, who always arrive unless they are [[extinct]].
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Caravans appear to enter the map from a random direction, one which does not necessarily coincide with the relative direction of the originating [[civilization]] on the world map, and they may appear from different directions and z-levels each year. However, they will always arrive at a location with a wagon-navigable path* to the [[Trade depot|Trade Depot]] when one is available.  Site-bisecting features like rivers will limit them to appear on a specific side, if only one side has an accessible path to your Depot.
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: (* This can ''and should'' be confirmed well before the caravan is due to arrive by pressing {{k|D}}. See [[Trade depot|Trade Depot]] for more information.)
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Caravans may leave ''without'' trading if they become spooked by wildlife or corpses, attacked by [[goblin]]s or other [[siege|enemy forces]], or if it takes too long to reach the trade depot (though that would require weeks of travel while on the map). Caravans will embark on their journey back exactly one month (28 days) after their arrival, whether they have succeeded in reaching the depot or not.
  
== Types of Merchant Caravans==
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Caravans can usually be restricted to show up in a specific spot on the map edge, but under some circumstances they will insist on showing up on one particular side of the map. The current theory is that this is caused by major rivers on the world map (i.e. the caravan can't cross the river outside your embark region, so it always shows up on one side).
By default, each friendly [[civilization]] (including your own) will send one merchant [[caravan]] per year. Each race always trades in a particular season: autumn for dwarves, spring for elves, and summer for humans. (No race trades in winter by default.) If you have friendly contact with multiple civilizations of the same race, you may even get multiple caravans in a single season. Each race brings different goods, and they sometimes have different trading preferences.
 
  
If your fortress was founded in spring, it is highly unlikely that you will receive an elven caravan that spring, and it is uncommon for a human caravan your first summer, so probably your first and only caravan your first year will be the dwarven one. Caravans will only show up if that race considers the fortress site accessible (as denoted on the embark screen) and "worth the effort" (as determined by the [[Entity token#PROGRESS_TRIGGER_POPULATION|[PROGRESS_TRIGGER_*]]] tokens in the entity definition), with the exception of dwarves, who always arrive unless they are [[extinct]].  
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Note that if traders or their animals are prevented from leaving, they will eventually go [[insane]]. Merchants and diplomats go insane if they are unable to reach the map edge within 25 days of having finished their business at your fortress; for diplomats, this is when they end the meeting and try to leave, and with merchants it's when they've finished packing everything up.  
  
=== Dwarven ===
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Also worth mentioning is the [[path]]ing behavior of the entire caravan. If one member of the caravan reaches an obstacle in their chosen path (i.e. a raised drawbridge that was lowered when they entered the map) the entire caravan will re-path, instead of encountering the obstacle one by one. This behavior can be useful when attempting to free "stuck" wagons - a trader on foot encountering a locked door will cause the stuck wagons to turn around and path to a different entrance/exit, if available.
{{quote|
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: ''Greetings from the mountainhome. Your efforts are legend there. Let us trade!''
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=== [[Dwarves]] ===
 +
: ''"Greetings from the mountainhome. Your efforts are legend there. Let us trade!"''
 
:: (Or, if your fort ''is'' the [[Fortress|mountainhome]]...)  
 
:: (Or, if your fort ''is'' the [[Fortress|mountainhome]]...)  
: ''Greetings from the outer lands. Your efforts are legend there. Let us trade!}}
+
: ''"Greetings from the outer lands. Your efforts are legend there. Let us trade!"''
  
Typically, the first caravan you receive is the [[Dwarves|dwarven]] one from your home civilization, giving you at least 22 weeks to prepare (assuming you started mid-spring, the default). This does require that you are on the same continent as they are, and you are not isolated by mountains or bodies of water.
+
Typically, the first caravan you receive is the dwarven one from your home civilization, giving you at least 22 weeks to prepare (assuming you started mid-spring, the default). This does require that you are on the same continent as they are, and you are not isolated by mountains or bodies of water.
  
 
The dwarven caravan:
 
The dwarven caravan:
Line 128: Line 121:
 
* usually carries a selection of books that your civilization has access to.  This can include books written in previous forts of yours within the same civilization.   
 
* usually carries a selection of books that your civilization has access to.  This can include books written in previous forts of yours within the same civilization.   
 
* is heavily guarded.
 
* is heavily guarded.
 
The dwarven caravan from your home civilization:
 
 
* sends a liaison who will speak with the [[Expedition leader]], [[Mayor]], [[Baron]], [[Count]], or [[Duke]] to negotiate an import-export agreement (unless the [[Monarch]] is present).
 
* sends a liaison who will speak with the [[Expedition leader]], [[Mayor]], [[Baron]], [[Count]], or [[Duke]] to negotiate an import-export agreement (unless the [[Monarch]] is present).
 
* influences the number of immigrants received (if the caravan leaves intact).
 
* influences the number of immigrants received (if the caravan leaves intact).
Line 139: Line 130:
 
* cannot be offered goods if the monarch is present.
 
* cannot be offered goods if the monarch is present.
  
=== Elven ===
+
=== [[elf|Elves]] ===
 
[[Image:Evil_elves.png|thumb|400px|A typical elven caravan.]]
 
[[Image:Evil_elves.png|thumb|400px|A typical elven caravan.]]
{{quote|Greetings. We are enchanted by your more ethical works. We've come to trade.}}
+
:''"Greetings. We are enchanted by your more ethical works. We've come to trade."''
  
Friendly [[elf|elven]] civilizations will each send a caravan sometime in [[Calendar|spring]], giving you about a full year before the first caravan arrives when starting at the default time.
+
Assuming you do have friendly contact with elves, their first caravan will arrive sometime in spring, giving you about a full year before they arrive.
  
 
The elven caravan:
 
The elven caravan:
 
* arrives in the [[Calendar|spring]].
 
* arrives in the [[Calendar|spring]].
 +
* does not use [[wagon]]s, only [[Creature#Domestic animals|pack animals]]
 
* carries [[cloth]], [[rope]]s, various above-ground seeds, [[plant]]s and their byproducts, [[log]]s, [[wood]]en goods & [[weapon]]s, clothing and [[armor]], and may carry tame exotic [[creature]]s.
 
* carries [[cloth]], [[rope]]s, various above-ground seeds, [[plant]]s and their byproducts, [[log]]s, [[wood]]en goods & [[weapon]]s, clothing and [[armor]], and may carry tame exotic [[creature]]s.
* does not use [[wagon]]s, only [[Creature#Domestic animals|pack animals]]
 
 
* is unguarded.
 
* is unguarded.
* will become angry and immediately leave if offered "unethical" wooden or animal products; see [[Trading#Unacceptable items|below]].
+
* does not accept some items in trade: Elven traders do not like to be offered any "tree" byproducts, including wood and charcoal products, unless they are "grown", which only elves can produce (see list below).  
  
Elven caravans don't use wagons, instead bringing all of their goods on pack animals. This means that they don't need any special accommodation to get to the [[trade depot]]: any untrapped one-tile-wide path will suffice. However, this also means that elven caravans have a much lower weight limit, which means selling them heavy items like [[furniture]] or large [[stone]] goods can be problematic. Their caravans are also unguarded, and may need protection if your fortress is in a [[Surroundings|dangerous environment]] or [[Siege|under attack]].
+
Because they do not utilize wagons, elven caravans have a much smaller weight limit than dwarven and human ones, making trading heavy items like furniture problematic. Because of this and that they tend to offer only items made of (living) wood*, the total value of what they offer tends to be considerably less than other caravans, meaning your fortress doesn't have to bring nearly as much to trade to get everything that it might find useful.
  
Elves will only ever have goods made from above-ground plants, goods made from their special "grown" wood, or various exotic [[creature]]s or [[vermin]] in grown wooden [[cage]]s. The possibility of getting a breeding pair of [[giant tiger]]s is nice, although they might just bring something useless like [[raven]]s or [[Green tree frog|tree frog]]s instead. If you trade with elves for unusual [[plant]] [[crop]]s, you may be able to [[brew]] or [[Millstone|otherwise]] [[Farmer's workshop|process]] those plants for [[seed]]s you can later grow in your own [[Tile attributes|above-ground]] [[Farming|farm]]s, if you live in a compatible [[biome]]. Elves also wear and sell the same-sized [[clothing]] as dwarves, if you haven't gotten your [[textile industry]] going yet. Otherwise, food, logs, cloth, or miscellaneous wooden goods like [[cage]]s, [[barrel]]s, and [[bucket]]s can be useful.
+
: (* Wooden items offered by the elves have been "grown" as that item, so, somehow, that makes it acceptable to them. See next section.)
  
Elves don't forge [[metal]]. All of their [[weapon]]s and [[armor]] are made from [[wood]], including item types that dwarves can't normally make from wood, like [[spear]]s or different [[sword]] varieties. These are even less useful than most arms and armor sold by caravans, as wooden weapons and armor are [[Material science#Material and item properties|basically useless in combat]]. Even metal-poor dwarves can cheaply make superior arms and armor from bone or leather. It's probably for the best that elves are so poorly armed, because offending them and damaging your [[Diplomacy|diplomatic relationship]] with their civilization is very easy.
+
"No wagons" also means that the entire caravan will use the most direct 1-tile-wide path to your Trade Depot, which could be a good or bad thing, depending on that path and your plans for this caravan.
  
 
==== Unacceptable items ====
 
==== Unacceptable items ====
Elves [[Elf#Ethics|view]] living trees as sacred and dislike the killing of non-hostile animals; they're the only [[Ethic#Ethics of vanilla civilizations|unmodded civilization]] to do so. Offering them wood or animal-derived products, either as part of a trade or as a gift, will offend the merchant. The merchant will rebuke your broker and leave immediately. This offense reduces your [[civilization]]'s [[Diplomacy|diplomatic relationship]] with the elves' civilization, possibly leading to [[war]] after multiple infractions.
+
Elves view living trees as sacred - or some crap like that. Offering or attempting to trade items that required the killing of a tree will greatly offend the trader, causing their mood to drop rapidly. They will refuse to trade any more that season and leave immediately. Additionally, you will be called "uncouth", "crude", and "barbaric" for not understanding their customs.
  
Examine your items carefully! Elf traders will reject [[container]]s holding a prohibited item, otherwise-acceptable items stored in a prohibited container, and all items «[[decoration|decorated]]» with a prohibited [[material]]. If you want to sell food or liquid to elves, it's best to use a [[large pot]] or one of their own grown wood barrels.
+
: ''"Once a beautiful tree, and now? It is a rude bauble, fit only for your kind."''
  
Note that elves only care about the items they are actually offered. It's perfectly allowable to use wooden [[bin]]s to haul items to the [[trade depot]], as long as you only offer the elves acceptable items from the bin and not the bins themselves.
+
Unacceptable items (as offered by dwarves) include:
 +
:* [[Wood]]en items (including all subterranean mushrooms/fungus/etc. such as [[tower-cap]]s)
 +
:* Items derived from wood - [[ash]] and [[charcoal]], as well as [[lye]], [[potash]], and [[pearlash]]
 +
:* Items made from clear and crystal [[glass]] (due to the [[pearlash]] used); basic <u>green</u> glass is perfectly acceptable
 +
:* Items «[[decoration|decorated]]» with any of the above materials
 +
:* [[Obsidian]] shortswords (since they have wooden handles)
 +
:* Any of the above, regardless of who made them (i.e. from earlier trades, or captured gear from fallen enemies)
 +
:* Tallow [[Soap]] (made with [[lye]]), but not Plant Soap{{bug|8571}}
  
===== Items made from wood =====
+
However, [[stone]] and [[metal]] items, even when [[charcoal]] is used in production, are acceptable (since the elves are unfamiliar with metalworking, and do not know that charcoal is used to make metal items). Items made from [[silk]] are acceptable, as are all non-wooden plant-derived products such as [[cloth]] and [[thread]]. Items made of bone (totems too), horn, shell or leather are acceptable, so are meat and fish. You can also transport your goods to the [[trade depot]] in a wooden [[bin]], as long as you do not try to sell the bin. Living animals are acceptable, as long as the [[cage]] or [[trap]] is not made of [[wood]].
{{quote|Once a beautiful tree, and now? It is a rude bauble, fit only for your kind.}}
 
Elves do not want to be offered items you made from wood, nor do they want most items that require wood as part of their creation process.
 
* All items made of or decorated with [[wood]]. This includes wood from [[Tree#Underground trees|tree-like subterranean fungus]], such as [[tower-cap]]s. Elves make an exception for the "grown" wood items they make themselves, but items made by other races using "grown" wooden logs are still not acceptable.
 
* All items made of or decorated with wood derivatives. This includes [[ash]], [[potash]], [[pearlash]], [[charcoal]], and [[lye]]. Note the exception for ash-[[glaze]]d [[earthenware]] below, however.
 
* Items made from or decorated with clear or crystal [[glass]], as these items require [[pearlash]] in their creation. Again, note the exception for raw or cut glass [[gem]]s below.
 
* [[Obsidian]] [[short sword]]s. These require wood in their production, for the handle.
 
  
===== Animal products =====
+
Be especially careful with reselling decorated items from other caravans, as non-wood/glass items may have decorations of wood or clear/crystal glass. Note that "grown" wooden items from elven caravans ''can'' be resold to them, as the elves know that they were made in an elf-kosher way.
{{quote|I see your low race still revels in death. That poor, gentle creature...}}
 
Elves also reject the majority of animal products. (This taboo extends to items made from intelligent creatures, despite the fact that you may see elven [[historical figure]]s wearing items made from the hair or bones of their enemies.)
 
* Items and decorations made from [[body parts]], such as [[hair]], [[bone]]/[[skull]], [[shell]], [[horn]]/hoof/antler, and [[ivory]]/[[tooth]]. It also includes items dwarves can't normally use for crafting, such as [[nail]]s, [[chitin]], and [[scale]]s.
 
* [[Leather]] or [[parchment]]/vellum, and all items made from them. These are made from [[skin]]s.
 
* [[Wool]] [[yarn]] and [[cloth]], as well as all items made from them. Elves have never heard of [[shearing]], so it doesn't matter how well you treat your [[sheep]]; they still associate animal products with death.
 
* [[Meat]] (including [[prepared organs]]), [[fish]] (both raw and prepared), [[fat]], and [[tallow]]
 
* [[Egg]]s. Elves aren't keen on keeping chickens, either.
 
* [[Prepared meals]] made using any of the above products.
 
* Tallow [[soap]]
 
* [[Corpse]]s and [[body parts]] themselves, although these are usually worthless anyway.
 
* [[Blood]], even if you somehow manage to get it into an elf-friendly container.
 
  
A distinct retort awaits dwarves who are so tactless as to offer goods made from both wood products '''and''' animal products at the same time (such as tallow soap, or an item decorated with both wood and bone):
+
=== [[Human]]s ===
{{quote|You truly despise life, don't you?  I am beside myself with grief.  Perhaps we will show you how they suffered.}}
+
:''"Greetings. The craftsdwarfship of the dwarves is unparalleled. Let's make a deal!"''
  
===== Acceptable items =====
+
Assuming you do have friendly contact with humans, their first caravan will arrive sometime in summer, giving you well over a full year before they arrive.
Any item that isn't specifically prohibited above is acceptable to elves. A non-exhaustive list of items they accept:
 
 
 
* The "Feather Tree Egg Yolk" that the elves litter your trade depot with, can be traded back to them. Useful free trade items if you're looking to level another broker.
 
* Items made from or decorated with [[stone]], as well as raw [[clay]] or raw [[sand]]. This includes items made from [[petrified wood]], [[lignite]], or [[bituminous coal]]; elves aren't concerned with items that were plants or animals in a different geological age.
 
** [[Gizzard stone]]s are acceptable. Elves can't tell them from any other object made of stone.
 
* Items made from or decorated with [[metal]] (including [[steel]]), green [[glass]], or [[ceramic]]. Elves are content to assume your dwarves fuel their craft with [[coke]] and [[magma]] rather than [[charcoal]].
 
* All rough gems and cut gems, as well as items and decorations made from [[gem]] materials. Note that clear glass and crystal glass are not gem materials and are generally not acceptable, even though they can be used for [[Gem setting|gem decoration]]s and gem [[craft]]s.
 
** Due to a long-standing bug{{bug|919}}, elves do not examine the material rough gems or cut gems are made of. You can safely sell them raw clear or crystal glass, or cut gems made from clear or crystal glass, as long as you haven't used those gems for decorations. Be careful, because clear or crystal glass [[craft]]s from the "cut gems" job, including "large" gems, are still unacceptable.
 
* [[Plant]] and fungus products in general. Unless otherwise prohibited, all of these items are acceptable either as themselves or as the material for an item or decoration:
 
** Plant [[crop]]s, [[fruit]]/pods, [[seed]]s/nuts, and [[leaf|leaves]]/bulbs/flowers. Anything that can be grown on a [[farm plot]] or harvested with [[herbalism]] is one of these four. This includes non-wooden produce from trees.
 
** [[Plant fiber]] [[thread]] and [[cloth]], and all items made from them.
 
** Processed plant products. This includes (but isn't limited to) [[booze]], [[dye]], [[flour]], [[dwarven sugar]] and [[dwarven syrup]], [[oil]], [[press cake]], and [[paper]]. [[Papyrus]] sheets seem to be a notable exception.
 
* [[Silk]] [[thread]] and [[cloth]] and items made from them. Elves don't care if you're exploiting spiders.
 
* Products of the [[beekeeping industry]], including [[honey]], [[royal jelly]], [[mead]], [[wax]], and wax [[craft]]s.
 
* [[Cheese]] and [[milk]]
 
* [[Prepared meal]]s made entirely with allowed ingredients.
 
* "Grown" wood items. These can generally only be obtained from elves, and are made in keeping with elven ethics. Note that these items can still become unacceptable if they contain unacceptable items or are later decorated with unacceptable materials.
 
* Items made from [[Adamantine|certain]] [[Divine metal|spoiler]] [[Divine fabric|materials]], if you're willing to give these up.
 
* Live [[creature]]s or [[vermin]]. Since these can only be traded when in a [[cage]] or [[animal trap]], make sure the cage or trap is also made of acceptable materials.
 
* [[Soap]] made from [[oil]]. This may be a bug{{bug|8571}}, as even plant-based soap requires [[lye]], which is made from [[ash]].
 
* Otherwise-acceptable items are not disqualified by [[ash]] [[glaze]], which may be a bug{{bug|4652}}.
 
 
 
=== Human ===
 
{{quote|Greetings. The craftsdwarfship of the dwarves is unparalleled. Let's make a deal!}}
 
 
 
Assuming you do have friendly contact with [[human]]s, their first caravan will arrive sometime in summer, giving you well over a full year before they arrive.
 
  
 
The human caravan:
 
The human caravan:
* arrives in [[Calendar|summer]]. (Usually your first caravan opportunity.)
+
* arrives in [[Calendar|summer]].
 +
:* Usually your first caravan opportunity
 
* carries metal bars, sand, [[leather]], cloth, wood, food and booze, books, ropes, waterskins, quivers, backpacks, metal weapons and clothing and armor, cages and a few domestic animals.
 
* carries metal bars, sand, [[leather]], cloth, wood, food and booze, books, ropes, waterskins, quivers, backpacks, metal weapons and clothing and armor, cages and a few domestic animals.
 
* carries only large-sized clothing and armor, which is unusable by dwarves.
 
* carries only large-sized clothing and armor, which is unusable by dwarves.
 
* is moderately guarded.
 
* is moderately guarded.
* sends a chief treasurer to negotiate import/export agreements
 
  
==== Good Humor ====
 
Choosing to seize goods from a human caravan without marking anything to be taken is treated as a joke, which will raise the visiting trader's mood. This can only be done once each year.
 
  
=== Goblins and Kobolds ===
 
 
{{mod}}
 
{{mod}}
{{main|modding#trade}}
 
  
A [[goblin]] caravan will only arrive if you mod the game, primarily because their entity lacks the [[entity token]]s needed to make use of pack animals and wagons. That, and that the token {{token|BABYSNATCHER|e}} makes them hostile to all non-goblin civilizations. The same caveats apply to [[kobold]]s (whose {{token|UTTERANCES|c}} and {{token|ITEM_THIEF|e}} tags, similarly, make them hostile to every civilization).
+
=== Modded [[civilization]]s ===
 +
If you [[modding|add]] additional civilizations to the game, they may also send caravans to you.
 +
 
 +
The following [[entity token]]s affect the appearance of the caravans:
 +
 
 +
* [[Entity token#ACTIVE_SEASON|[ACTIVE_SEASON]]] - Defines the seasons when an entity may visit your fortress.
 +
* [[Entity token#PROGRESS_TRIGGER_POPULATION|[PROGRESS_TRIGGER_*]]] - Defines the triggers which control when an entity will become interested in your fortress.
 +
* [[Entity token#COMMON_DOMESTIC_PACK|[COMMON_DOMESTIC_PACK]]] - Allows the civilization to use domestic pack animals. If an entity lacks pack animals, it will be unable to send caravans (showing as {{DFtext|No Trade|6:1}} at the [[embark]] screen), unless it has domesticated any suitable animal species.
 +
* [[Entity token#COMMON_DOMESTIC_PULL|[COMMON_DOMESTIC_PULL]]] - Allows the civilization to use domestic animals to pull [[wagon]]s, assuming their [[Ethic#KILL_PLANT|KILL_PLANT ethic]] permits them to use wagons in the first place.
 +
* [[Entity token#MERCHANT_BODYGUARDS|[MERCHANT_BODYGUARDS]]] - Caravan will be guarded by [[soldier]]s.
 +
 
 +
==== [[Goblin]]s and [[Kobold]]s ====
 +
A goblin caravan will only arrive if you mod the game, primarily because their entity lacks the [[entity token]]s needed to make use of pack animals and wagons. That, and that the token {{token|BABYSNATCHER|e}} makes them hostile to all non-goblin civilizations. The same caveats apply to kobolds (whose {{token|UTTERANCES|c}} and {{token|ITEM_THIEF|e}} tags, similarly, make them hostile to every civilization).
  
 
The goblin caravan:
 
The goblin caravan:
 
*will arrive every season, four times per year
 
*will arrive every season, four times per year
*is unguarded
+
*unguarded
 
*brings mostly food and cloth
 
*brings mostly food and cloth
 
*does not send a liaison or a guild representative
 
*does not send a liaison or a guild representative
 
*does not make import/export agreements
 
*does not make import/export agreements
  
== Merchant mood ==
+
== [[Mission#Tribute|Tribute]] ==
{{Verify|Are we sure that this section is correct?}}
 
If your trader has Novice or better [[Judge of intent]] skill, there will be a line added below the merchant's dialogue describing the caravan's attitude. Their attitude rises with successful trades (especially if they get lots of profit) and falls when you propose deals they don't like. You can never make a deal that's at a loss for the merchant, even if they are at the highest possible mood.
 
  
* {{DFtext|(trader) seems ecstatic with the trading.|2:1}}
+
If your fortress performs a successful [[Mission]] to "demand tribute", whether it be one-time or annual, that site will also send a caravan, once a year. They usually arrive at the start of a season, and that season can be specified by you  (including Winter) at the time of the mission. No actual "trading" or [[broker]] is involved, they simply drop off the goods at your depot and then leave, without speaking to any of your dwarves. Tribute caravans tend to be relatively small, but they are guarded. You don't have any control over the content of the tribute. What they bring depends on the civilization's available materials, the site's size and tracked items and so forth, and may range from excessively mundane (like a bunch of average quality clothing) to extremely useful (like exotic animals). Notably, tributes are one of the few ways to obtain evil animals tamed by goblins such as [[beak dog]]s for instance. Yearly tributes usually happen at the beginning of a season and may be arranged at any season, including winter. As stated above, tributes are also one of the few ways to "contact" another civilization without triggering an outright war and therefore ensure that it will send out regular caravans afterwards.  
* {{DFtext|(trader) seems very happy about the trading.|3:1}}
 
* {{DFtext|(trader) seems pleased with the trading.|1:1}}
 
* {{DFtext|(trader) seems willing to trade.|7:1}}
 
* {{DFtext|(trader) seems to be rapidly losing patience.|6:1}}
 
* {{DFtext|(trader) is not going to take much more of this.|4:1}}
 
* {{DFtext|(trader) is unwilling to trade.|5:1}}
 
 
 
The happier you make a merchant, the less profit margin they will demand in a trade. Dwarven merchants start off wanting about 100% profit, maybe a little more. If you repeatedly offer less than what they expect, that will "lower" their mood.  If, on the other hand, you meet or exceed their expectation, that will, over several trades, improve their mood. If merchants reach the lowest level, no further trade will be possible, and they will immediately pack up and leave your depot. Since annoyed merchants are more likely to reject deals, you should be generous in initial negotiations. Skilled negotiators seem less likely to offend merchants with unsuccessful deals.  
 
  
An easy way to capitalize on this mood system is to perform several partial trades. First trade for a few items, offering goods twice the value of the items you ask for (e.g. offer 2000☼ for 1000☼ of his stuff). This will likely make the merchant ecstatic about trading with you. Perform the next trades more aggressively, working them down to about a 30% profit. With the merchant in such a good mood, they are more likely to counteroffer than reject a trade outright. If you don't like the counter-offer, try to split the difference, or just back out of the trade and start again.
+
See [[Mission]] article for a full discussion.
  
== Trade Agreements and Liaisons ==
+
== Nobles ==
 
[[Outpost liaison]]s (from your own civilization) and foreign Merchant Nobles (if added with the [[Position token#TRADE|TRADE responsibility]]) will arrive with the caravan to speak to your [[noble]] dwarves (and they ''will'' speak to those dwarves, even if they have to wait at their bedside in the hospital for months after the caravan has left), appearing on the map edge at the same time as the caravan (though in a different location). Meeting with them allows you to request specific items for the next caravan to bring (at a premium price) or take requests for production for the next caravan (for which the merchants will pay a premium).
 
[[Outpost liaison]]s (from your own civilization) and foreign Merchant Nobles (if added with the [[Position token#TRADE|TRADE responsibility]]) will arrive with the caravan to speak to your [[noble]] dwarves (and they ''will'' speak to those dwarves, even if they have to wait at their bedside in the hospital for months after the caravan has left), appearing on the map edge at the same time as the caravan (though in a different location). Meeting with them allows you to request specific items for the next caravan to bring (at a premium price) or take requests for production for the next caravan (for which the merchants will pay a premium).
  
Current [[Trade agreement|trade agreements]] can be viewed through the Civilization menu ({{k|c}}). These trade agreements are cleared when a liaison of the corresponding civilization enters the screen, so they are generally not accessible after the caravan has arrived.
+
Current trade agreements can be viewed through the Civilization menu ({{k|c}}). These trade agreements are cleared when a liaison of the corresponding civilization enters the screen, so they are generally not accessible after the caravan has arrived.
  
In the event that your leader is replaced, killed, or taken by a [[strange mood]], the liaison may decide to leave your fortress [[stymied|"unhappy"]].{{bug|576}} Curiously, this will '''not''' occur if your leader is otherwise unable to perform the "conduct meeting" task. You can currently lock a liaison in a room and they will wait years to attend the meeting your noble is constantly conducting (and all subsequent diplomats appear to wait in line for the first to finish); this behavior is presumably a bug.{{bug|8947}}  
+
In the event that your leader is replaced, killed, or taken by a [[strange mood]], the liaison may decide to leave your fortress [[stymied|"unhappy"]].{{bug|576}} Curiously, this will '''not''' occur if your leader is otherwise unable to perform the "conduct meeting" task. You can currently lock a liaison in a room and he will wait years to attend the meeting your noble is constantly conducting (and all subsequent diplomats appear to wait in line for the first to finish); this behavior is presumably a bug.{{bug|8947}}  
  
 
Whether having successfully met with your leader or given up, a liaison who has decided to leave but is prevented from reaching the map edge will eventually go [[insane]].
 
Whether having successfully met with your leader or given up, a liaison who has decided to leave but is prevented from reaching the map edge will eventually go [[insane]].
 +
 +
== Destruction ==
 +
If caravans are destroyed (intentionally or unintentionally), the items may remain for use. Traders caught in a [[cave-in]] will flee as if they were attacked, but will leave all the items dropped by the caravan behind. Pack animals carrying items are affected just like a normal tamed [[mule]] and must be killed in the cave-in for them to drop items on the ground. It is however much more likely that the pack animals will only be stunned or rendered unconscious, and flee shortly after recovering from the hit.
 +
 +
While caravans can defend themselves, they don't like being ambushed. If a caravan becomes terrified by wildlife or horrified by corpses it will turn around and flee the map. Any event resulting in the death of any merchant or pack animal will also cause them to retreat and forget about trading with you for the season. Repeated caravan destruction (intentional or unintentional) will strain diplomatic relations and may result in a [[siege]].
 +
 +
Ambushing or seizing a caravan and letting a survivor escape seems to have a more detrimental effect than simply annihilating the whole caravan. (Presumably because you've left a witness to report what happened.)
 +
 +
Overall, a given caravan visit can have a number of "problems" which will affect your relations with their civilization:
 +
#"never seen again" - The entire caravan was destroyed and nobody left the map.
 +
#"suffered hardships" - One or more merchants were killed, but some of them survived long enough to leave the map.
 +
#"seized goods" - You seized goods from the caravan and they left.
 +
#"offended" - You tried to trade wooden items to the Elves.
 +
#"missing goods" - The value of the caravan's goods when they left was less than what it was when they arrived (i.e. they had a net loss).
 +
 +
All of these will make the parent civilization unhappy, though some more than others. They take offence to both accidents and hostile acts - accidents just annoy them slightly less. In the case of elven traders, they will take offence to your actions and bring fewer goods next year, do it too many times and they will declare war on you.
 +
 +
== Caravan Delay ==
 +
If a caravan has arrived at your trade depot and is unable to leave for about two months after they finished packing up their goods, the merchants and animals will go insane.  This can result in a bunch of merchants attacking your dwarves, or just standing around moping until they starve to death.  It is not known for certain if this hurts diplomatic relations, but most likely it's the same as any case where the entire caravan fails to return home.
 +
 +
If you have locked the caravan into your fortress to hold out against a siege, it's a good idea to station a squad of soldiers near the trade depot in case the merchants [[Insanity#Types|go berserk]]. You may also want to make the depot a restricted area to encourage civilians to go around it. Alternatively, you can design the trade depot using drawbridges, so that it can be sealed off from the rest of the fortress during a siege.
 +
 +
If you want the merchants to leave safely, you can build four or more tunnels to each corner of the map, connected to your fortress only by drawbridges. As long as there is no other way to enter and exit your fortress, invaders and merchants will both go towards any tunnel that you activate. You can lock the merchants into the trade depot, and then open a tunnel entrance on one side of the map to make the invaders head towards that tunnel. When they get close to it, you can close it, and then open the entrance on the other side of the map, and let the traders out of the depot. If your fortress and depot are in the middle of the map, this will give the traders quite a head-start to get away.
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Merchants can leave the map from any map edge-- including underground and aboveground map edges.  If an unobstructed path through your fortress reaches a cavern edge, then blocking all overland paths will cause the merchants to depart underground.  This can be useful, if you're suffering a prolonged siege; it can also be dangerous, if your underground regions are less secure than your surface. While it requires more preparation, an elevated bridge to a map edge can also allow traders to depart in peace.
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Caravan guards cannot be starved, dehydrated, or driven to insanity if prevented from leaving, their employers and animals can, however.
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If a large amount of items is sold / offered to the caravan, it may take a while to load it all, especially if you chose to keep your precious bins and traded your items individually.
  
 
== Bugs ==
 
== Bugs ==
  
* Merchants who are attacked by enemies or even wild animals will sometimes become disconnected from the trade depot and refuse to pack of their things to leave the map, and these items will remain 'stuck' in the depot. Deconstructing the trade depot usually forces them to leave, presumably with the downside of causing those goods to be considered seized by the player.
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*Caravans become terrified/horrified very easily, abandon their wagons, and flee. {{bug|7185}}
* Aggressive, untrainable creatures (captured goblins, for example) cannot be traded; when a dwarf attempts to move the caged animal to the Depot, the creature is set free.
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*Aggressive, untrainable creatures (captured goblins, for example) cannot be traded; when a dwarf attempts to move the caged animal to the Depot, the creature is set free.
* When merchants leave with an animal, the merchants seem to be dragging their beast of burden instead of leading it. If the animal is incapacitated but not dead, the merchant will continue to walk at the same speed, dragging the unconscious beast.
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*Wagons can occasionally become "stuck" on other wagons, walls, etc. Stuck wagons eventually deconstruct, leaving their merchandise behind. {{Bug|5687}}
* If a merchant's chosen map edge exit is guarded by a hostile creature (including those on a [[restraint]]), the merchant will wander back and forth repeatedly and eventually go insane rather than path to an alternate exit.
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*If a caravan attempts to leave in late Winter/early Spring, they may try to path over any large frozen body of water. If the water thaws while the caravan is on it, the caravan will become magically stuck in mid-air until either the water refreezes or a floor is built underneath it. At this point, if they are still alive, they will leave the map normally.
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*When merchants leave with an animal, the merchants seem to be dragging their beast of burden instead of leading it. If the animal is incapacitated but not dead, the merchant will continue to walk at the same speed, dragging the unconscious beast.
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*If a merchant's chosen map edge exit is guarded by a hostile creature (including those on a [[restraint]]), the merchant will wander back and forth repeatedly and eventually go insane rather than path to an alternate exit.
 
* Animals bought from merchants don't always become available for use.{{bug|10162}}
 
* Animals bought from merchants don't always become available for use.{{bug|10162}}
  
 
== Loyalty cascade ==
 
== Loyalty cascade ==
 
{{main|Faction#Loyalty cascade|l1=Faction}}
 
{{main|Faction#Loyalty cascade|l1=Faction}}
If you order your military to kill merchants from your own civilization, a bizarre result of the way loyalty is handled makes the members of your military who attacked the traders become enemies of your civilization, but remain members of your fort's government (dwarves of this [[faction]] are referred to as ''separatists''). As enemies, they attack your other dwarves (''citizens''), but as members of the fort, they still follow orders. Allowing citizen militia dwarves to attack the separatists will give them opposite loyalties of the separatists, (i.e. loyal to civ, not to fort), or ''loyalists'', who do '''not''' follow orders. And then, if a separatist or loyalist kill a citizen, they become enemies of the civ '''and''' fort, making them ''Renegades'', who are essentially complete enemies of the citizens.
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If you order your military to kill merchants from your own civilization, a bizarre result of the way loyalty is handled makes the members of your military who attacked the traders become enemies of your civilization, but members of your fort's government (dwarves of this [[faction]] are referred to as ''separatists''). As enemies, they attack your other dwarves (''citizens''), but as members of the fort, they still follow orders. Allowing citizen militia dwarves to attack the separatists will give them opposite loyalties of the separatists, (i.e. loyal to civ, not to fort), or ''loyalists'', who do '''not''' follow orders. And then, if a separatist or loyalist kill a citizen, they become enemies of the civ '''and''' fort, making them ''Renegades'', who are essentially complete enemies of the citizens.
  
To prevent the cascade from spreading, order the original separatists away from the fortress and let them fight amongst themselves. If the results are renegades, it is okay to allow other dwarves to kill them (by stationing them nearby). If the results are separatists/loyalists, then you will need to separate them, somehow.
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To prevent the cascade from spreading, order the original separatists away from the fortress and let them fight amongst themselves. If the results are renegades, it is okay to allow other dwarves to kill them (by stationing them nearby). If the results are separatists/loyalists, then you will need to separate them somehow.
  
 
== Exploits ==
 
== Exploits ==
*Deconstructing the depot will cause merchants to leave your fortress and abandon any goods in the Depot because items are not available until the building is fully deconstructed. However any animals they had caged will still belong to the merchants and only become friendly, you won't actually own them. According to Toady One, this is actually working as intended, and is not really an exploit or bug: "...the reckoning comes when they return with lesser value, and it has the same negative effect (it'll be listed as a disaster rather than an intentional seizing -- the depot could be destroyed, for instance -- but it counts for the same value if I remember). The overall wording could be changed and the interaction could be deepened to recognize this or that, but it's working as intended."{{bug|293}}
 
*If you wait until the merchants leave the map, you can "claim" caged animals by linking a lever to the cage and opening it, the animals will be released in a tamed state. Check the {{k|u}}nit screen before releasing them; if the creatures still show as Merchant creatures, they will wander off the map when released; if they show as Tame creatures, they will stay once released.
 
*If you lock them in your fortress for a minute or two (real time), the merchants '''may''' drop items and leave behind pack animals (both of which are yours for the taking!) Note: Results are not consistent.
 
* If [[Caravan#Destruction|spooked or attacked]] the merchants' caravan could leave their stuff behind as they attempt to flee the map, leaving the items free for the taking.
 
  
[[File:Bullock_Team_Wool_Wagon.jpg|thumb|400px|center|An old trading wagon from the 1880's.]]
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*Deconstructing the Depot will cause merchants to leave your fortress and abandon any goods in the Depot because items are not available until the building is fully deconstructed. However any animals they had caged will still belong to the merchants and only become friendly, you won't actually own them. According to Toady One, this is actually working as intended, and is not really an exploit or bug: "...the reckoning comes when they return with lesser value, and it has the same negative effect (it'll be listed as a disaster rather than an intentional seizing -- the depot could be destroyed, for instance -- but it counts for the same value if I remember). The overall wording could be changed and the interaction could be deepened to recognize this or that, but it's working as intended."[http://www.bay12games.com/dwarves/mantisbt/view.php?id=293#c8393]
  
== World level trade ==
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*If you wait until the merchants leave the map, you can "claim" caged animals by linking a lever to the cage and opening it, the animals will be released in a tamed state. Check the {{k|u}}nit screen before releasing them; if the creatures still show as Merchant creatures, they will wander off the map when released; if they show as Tame creatures, they will stay once released.
During world generation, trade is established between sites. This probably determines growth.  
 
  
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*If you lock them in your fortress for a minute or two (real time), the merchants MAY drop items and leave behind pack animals (Both of which are yours for the taking!) Note: Results are not consistent.
  
 
{{Translation| dwarven = nish | elvish = lathì | goblin = otsmor | human = batow}}
 
{{Translation| dwarven = nish | elvish = lathì | goblin = otsmor | human = batow}}
  
 
{{Category|Trade| }}
 
{{Category|Trade| }}
[[ru:Trading]][[zh:Trading]]
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[[ru:Trading]]

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