v50 Steam/Premium information for editors
  • v50 information can now be added to pages in the main namespace. v0.47 information can still be found in the DF2014 namespace. See here for more details on the new versioning policy.
  • Use this page to report any issues related to the migration.
This notice may be cached—the current version can be found here.

Search results

Jump to navigation Jump to search
  • * See item values during [[trade]] * Enable trade agreements
    1 KB (157 words) - 17:02, 27 March 2014
  • Trade agreements should work properly.<br /> * fixed problems with how trade agreements were processed
    2 KB (354 words) - 18:20, 12 March 2014
  • An unhappy diplomat will naturally prevent you from creating agreements and ending hostilities, however it is not currently known what other effect ...r own dwarven civilization sends an [[outpost liaison]] to negotiate trade agreements with your fortress (assuming your fortress is not the mountainhome).
    8 KB (1,312 words) - 15:42, 28 September 2023
  • '''Trade agreements''' are made with [[dwarf|dwarven]] and [[human]] [[civilization]]s, by meet ...ing a civilization and pressing {{k|Tab}} will allow you to view a list of agreements, but in this version you cannot view their details.
    394 bytes (57 words) - 23:28, 23 March 2021
  • An unhappy diplomat will naturally prevent you from creating agreements and ending hostilities, however it is not currently known what other effect ...r own dwarven civilization sends an [[outpost liaison]] to negotiate trade agreements with your fortress (assuming your fortress is not the mountainhome).
    8 KB (1,235 words) - 03:19, 20 December 2022
  • ...est, any trade agreements, import and export summaries, and any diplomatic agreements (such as tree-felling quotas, to appease elves).
    4 KB (733 words) - 14:43, 3 June 2023
  • ...est, any trade agreements, import and export summaries, and any diplomatic agreements (such as tree-felling quotas, to appease elves).
    5 KB (752 words) - 03:15, 20 December 2022
  • ...visits your fortress along with each [[Trade|caravan]] to establish trade agreements; in addition, once your fortress reaches certain requirements, the outpost ...ds the dwarven civilization particularly desires (you are not obligated to trade any of those items).
    3 KB (478 words) - 05:03, 9 April 2014
  • * fixed problem causing trade animals to have trade flags prematurely removed * made caravans bring proper animals following trade agreements
    2 KB (319 words) - 14:46, 12 March 2014
  • ...founded under your control, but out of the playable view, providing local trade and a further population pool for warfare and other endeavors. The scope is ...its, uniforms and symbols. Workshops/etc. in towns related to professions, trade and resources.
    37 KB (5,912 words) - 20:46, 7 February 2023
  • ...to see items that are inside buildings, such as [[workshop|workshops]], [[Trade depot|depots]], and [[trap|traps]]. ...g {{key|Tab}} lets you check total exports and imports, and standing trade agreements.
    13 KB (2,174 words) - 22:39, 8 April 2014
  • ...to see items that are inside buildings, such as [[workshop|workshops]], [[Trade depot|depots]], and [[trap|traps]]. ...g {{key|Tab}} lets you check total exports and imports, and standing trade agreements.
    13 KB (2,225 words) - 03:16, 20 December 2022
  • ...founded under your control, but out of the playable view, providing local trade and a further population pool for warfare and other endeavors. The scope is ...its, uniforms and symbols. Workshops/etc. in towns related to professions, trade and resources.
    37 KB (5,912 words) - 04:05, 20 December 2022
  • ...to see items that are inside buildings, such as [[workshop|workshops]], [[Trade depot|depots]], and [[trap|traps]]. ...g {{key|Tab}} lets you check total exports and imports, and standing trade agreements.
    9 KB (1,431 words) - 16:44, 8 December 2011
  • ...those massive piles of [[rock]]s. A few [[bin]]s of [[quality|well-made]] trade goods are usually sufficient to buy any vital supplies from the first [[car ...available types of crafts. [[noble|Mandates]] and [[trade|liaison export agreements]] can request specific craft types and it may take a few craft jobs before
    3 KB (446 words) - 02:06, 8 July 2013
  • ...d is used to see items that are inside buildings, such as [[workshop]]s, [[Trade depot|depots]], and [[trap]]s. ...g {{key|Tab}} lets you check total exports and imports, and standing trade agreements.
    9 KB (1,443 words) - 20:08, 23 June 2017
  • ...t them vent, and to meet with the dwarven [[liaison]] in order to set up a trade agreement. Also, the expedition leader is needed for you to be able to app # The broker will do the [[trade|trading]] with [[caravan]]s. The most important skill for this job is [[ju
    11 KB (1,946 words) - 01:02, 18 November 2013
  • ...ds the dwarven civilization particularly desires (you are not obligated to trade any of those items). If you have satisfied the requirements for becoming a An unhappy liaison will naturally prevent you from creating trade agreements, however it is not currently known what other effects this has on relations
    3 KB (415 words) - 02:41, 13 May 2014
  • *{{key|T}} '''Trade depot''' ...g {{key|Tab}} lets you check total exports and imports, and standing trade agreements.
    7 KB (1,097 words) - 07:52, 7 January 2023
  • ...om milkable animals domesticated by a [[civilization]] can be ordered in [[trade agreement]]s with that civilization. Each barrel of milk brought by a [[car If your [[trade depot]] is outdoors in freezing weather, any barrels of milk (or [[lye]]) b
    7 KB (1,106 words) - 16:49, 31 March 2024

View (previous 20 | next 20) (20 | 50 | 100 | 250 | 500)