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Trade goods with merchants.
|This article is about an older version of DF.|
A Trade Depot allows you to trade with caravans that arrive at your fortress. Trade depots can be created from almost any material, and construction requires the Architecture skill along with the appropriate craft labor (Carpentry, Masonry, or Metalsmithing). Three materials must be used to build the Trade Depot, and it seems that the second material chosen is the main material, as the Depot takes the color of that substance[Verify]. There must be at least 10 spaces between the Depot and the edge of the map. They can be built on top of constructed floors and walls, allowing you to make a trade depot which is elevated above the surrounding land.
Hitting D will tell you if the depot is accessible via a wagon, which requires a three tile wide path from the depot to the edge of the map. However, none of the caravans (yet) use wagons, instead using pack animals which only need a path one tile wide to get from the edge of the map to the depot, and unlike wagons can use stairs. This makes the "check depot accessibility" command currently misleading and useless.
Depot building options
Press b-D to build a depot. It is a 5x5 structure. Once built, hit q to bring up the building interaction mode, and then move your cursor over the Trade Depot to gain access to the following options:
Move Goods to/from Depot
g: This command becomes active when a caravan arrives on your map. This screen menu is similar to the stocks menu (z - Stocks). This is where you select what items you want to trade with the caravan. If you have particular items you want to sell to the caravan, you can search for it. This is convenient if you want to export all your prepared meals or finished goods. Also shown is the culling on mandate option. The move to depot screen will not show things that violate an export mandate. By pressing m, it will change to Ignoring mandates, and you can select banned items for export. For example, if your mayor has a mandate banning the export of iron, this screen will hide bins that contain iron items. By changing this option, all iron items will be shown.[Verify]
After selecting items and exiting the screen, jobs will be queued to move the items to the depot. All dwarves, regardless of labor settings, can move goods to the depot. Items that have not been moved will show [PENDING], while those that have been brought to the depot and are ready for trade and will be marked as [TRADING].
Items selected for trading will remain at the depot until the caravan leaves. Alternatively you can select the item again. Once no longer required at the depot, items will be available for use or hauling to stockpiles as normal. If you don't want all the items to be returned to their stockpiles, you can optionally forbid them by looking at the items in the depot.
No trader needed at depot or Trader requested at depot
r: This requests a dwarf to come to the depot. To conduct trades with caravans, a trader must be present at the Trade Depot. Once requested, a job will be created for a dwarf to make their way to the depot and remain there until released with this setting, or the job is interrupted, such as by the dwarf deciding to drink, sleep, or eat. The Trade at Depot job is fairly low-priority, so labors may have to be disabled in order to get the broker to begin the job, or the broker can be temporarily added to a burrow which covers only the depot.
Only broker may trade or Anyone may trade
b: This setting determines who will perform the trade. If Only broker may trade is active, then only the Broker noble will respond to the trader request. This can become a problem when the broker is sleeping or otherwise occupied, but dwarves with low Broker skills will receive poorer deals when trading. If anyone may trade is selected, and someone other than the broker becomes a better appraiser than the broker, the broker's appraisal skill is still used.
t: This option becomes available once the caravan and your trader are both at the depot. It begins trading. If more than one set of merchants is using the trade depot, you will be given the option of who you want to trade with.
Barracks • Bedroom • Dining room • Dormitory • Jail • Meeting hall • Hospital • Office • Sculpture garden • Tomb • Zoo
Animal trap • Anvil • Armor stand • Bed • Bin • Box • Bucket • Cabinet • Cage • Coffin • Restraint • Seat • Statue • Table • Weapon rack
Fortification • Floor • Stairs • Ramp • Wall
|Machine & Trap parts|
Axle • Gear assembly • Millstone • Screw pump • Water wheel • Windmill • Lever • Pressure plate • Trap • Support
Archery target • Kennel • Shop • Siege engine • Trade depot • Wagon • Well