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Editing 23a:Trading

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=== Seizing items ===
 
=== Seizing items ===
Pressing {{K|s}} from the trade menu will seize the selected items of the merchants.  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 "laundered" by decoration or used to create other goods.  Seizing goods will hurt diplomatic relations - see [[Diplomat#Diplomacy|Diplomacy]] for more details.
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Pressing {{K|s}} from the trade menu will seize the selected items of the merchants.  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 "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, the wagons will be killed and 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, but it still has all of the same negative effects as seizing goods - the civilization from which the caravan originated will observe that the value of their caravan was ''less'' than what they had when they visited you, so even if you came to possess the goods through no fault of your own ([[goblin]]s killed the merchants, for example) they will decide that you stole from them and may decide to attack you in response.
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As a side note, if you deconstruct your trade depot with a caravan in it, the wagons will be killed and 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.
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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 ([[goblin]]s killed the merchants, 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!
  
 
...or at least that's what's supposed to happen - due to a bug, this does not actually occur. See below for more information.
 
...or at least that's what's supposed to happen - due to a bug, this does not actually occur. See below for more information.
  
 
===Offering items===
 
===Offering items===
{{key|o}} You can also give away items, as gifts to the leaders of the [[civilization]] you are trading with. The [[King]] requires offerings to be made before his arrival, while Humans and Elves can be mollified by suitably large donations.
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{{key|o}} You can also give away items, as gifts to the leaders of the [[civilization]] you are trading with. The [[King]] requires offerings to be made before his arrival; for the Humans and Elves, offerings can be used to offset hostile actions which could otherwise lead to sieges or ambushes.
  
 
=== Miscellaneous Trading Advice ===
 
=== Miscellaneous Trading Advice ===
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== Caravans ==
 
== Caravans ==
Each friendly race will send a caravan each season that they are active, which is once per year for humans, elves, and dwarves.  Caravans will only show up if that race considers the fortress site accessible (as denoted on the embark screen) and if the civilization is not unhappy with you.
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Each friendly race will send a caravan each season that they are active, which is once per year for humans, elves, and dwarves.  Caravans will only show up if that race considers the fortress site accessible (as denoted on the embark screen).
  
 
Note that if traders or their animals are prevented from leaving, they will eventually go [[insane]].  
 
Note that if traders or their animals are prevented from leaving, they will eventually go [[insane]].  
  
 
=== Wagons ===
 
=== Wagons ===
If you have built a [[road]] from the depot to the edge of the map (such that a 3 tile wide trail of "+"s trail off the left edge) and the depot is accessible, [[Human]] traders will send [[wagon]]s with their caravans, which have a much greater capacity for bringing foreign imports and accepting dwarven exports. Any patches of stone outdoors must be smoothed ({{K|d}} - {{K|s}}), and [[tree]]s must be cut down ({{K|d}} - {{K|t}}).  Any buildings which are normally passable, including [[restraint]]s and [[trap]]s, will not obstruct wagons either, but any creatures standing in their way will slow them down significantly.
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If you have built a [[road]] from the depot to the edge of the map (such that a 3 tile wide trail of "+"s trail off the left edge) and the depot is accessible, [[Human]] traders will send [[wagon]]s with their caravans, which have a much greater capacity for bringing foreign imports and accepting dwarven exports. Any patches of stone outdoors must be smoothed ({{K|d}} - {{K|s}}), and [[tree]]s must be cut down ({{K|d}} - {{K|t}}).  Any buildings which are normally passable, including [[restraint]]s and [[trap]]s, will not obstruct wagons either, nor will creatures, whether restrained or free.
  
 
=== Nobles ===
 
=== Nobles ===
Once the appropriate [[noble]]s arrive, Humans will send their [[guild representative]] (or equivalent) with caravans to speak to important dwarves.  They will allow you to choose the type of items that your fortress is interested in, and will focus on bringing more of that kind of item on the next caravan (though at significantly increased expense).  They will also present you with a list of the items they're willing to pay more for, which will be effective upon their next arrival.
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Once the appropriate [[noble]]s arrive, Humans will send their [[guild representative]] (or equivalent) with caravans to speak to important dwarves.  They will allow you to choose the type of items that your fortress is interested in, and will focus on bringing more of that kind of item on the next caravan (however those items will also be more expensive).  They will also present you with a list of the items they're willing to pay more for, which will be effective upon their next arrival.
  
Note that if a merchant noble is prevented from leaving after finishing their meeting, they will eventually go [[insane]].  
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Note that if a merchant noble is prevented from leaving, they will eventually go [[insane]].  
  
 
=== Races ===
 
=== Races ===
The following races send caravans:
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The following races send caravans.
  
==== [[Dwarf|Dwarves]] ====
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==== [[Dwarves]] ====
 
The dwarven caravan:
 
The dwarven caravan:
 
* arrives in [[Calendar|autumn]].
 
* arrives in [[Calendar|autumn]].
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* cannot have its goods seized from the trade menu.
 
* cannot have its goods seized from the trade menu.
  
==== [[Elf|Elves]] ====
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==== [[elf|Elves]] ====
 
The elven caravan:
 
The elven caravan:
 
* arrives in [[Calendar|spring]].
 
* arrives in [[Calendar|spring]].
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=== Caravan Delay ===
 
=== Caravan Delay ===
If a caravan has arrived at your trade depot and is unable to leave for about six months after they arrived, 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 goes without saying that this will ''significantly'' harm diplomatic relations.
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If a caravan has arrived at your trade depot and is unable to leave for about six months after they arrived, 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]]. Alternatively, you can design the trade depot using [[drawbridge]]s so that it can be sealed off from the rest of the fortress during a siege, though take care not to put them so close to the depot that they [[Dwarven atom smasher|crush]] the merchants when they are raised or lowered.
 
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]]. Alternatively, you can design the trade depot using [[drawbridge]]s so that it can be sealed off from the rest of the fortress during a siege, though take care not to put them so close to the depot that they [[Dwarven atom smasher|crush]] the merchants when they are raised or lowered.

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