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Difference between revisions of "23a:Trading"

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'''Trading''' in Dwarf Fortress first occurs in the first {{L|autumn}} after establishing your fortress, with the arrival of the {{L|dwarf|Dwarven}} {{L|Trading#Caravans|caravan}}. Trading is a good way to acquire resources that are not available or are rare in the local area. It also allows for more freedom in selecting starting gear, because certain items can always be obtained through trade later.  New players can {{L|Your first fortress#Trading|look here}} for advice on trading with the first caravan.
 
'''Trading''' in Dwarf Fortress first occurs in the first {{L|autumn}} after establishing your fortress, with the arrival of the {{L|dwarf|Dwarven}} {{L|Trading#Caravans|caravan}}. Trading is a good way to acquire resources that are not available or are rare in the local area. It also allows for more freedom in selecting starting gear, because certain items can always be obtained through trade later.  New players can {{L|Your first fortress#Trading|look here}} for advice on trading with the first caravan.
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== Trade Depot ==
 
== Trade Depot ==
Building a '''Trade Depot''' will allow you the opportunity to trade with caravans that arrive at your fortress. Trade depots can be created from almost any material, and construction requires the {{L|Architecture}} skill along with the appropriate craft labor ({{L|Carpentry}}, {{L|Masonry}}, or {{L|Metalsmithing}}).  The Depot must be built no more than 8 spaces from the mountain face, within the area in which no plants grow.
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Building a {{L|Trade depot}} will allow you the opportunity to trade with caravans that arrive at your fortress.
  
 
While it may be convenient to build a Trade Depot outside first, it is usually a good idea to move it inside to protect caravans and your goods from {{L|thief|thieves}} and {{L|goblin}}s.
 
While it may be convenient to build a Trade Depot outside first, it is usually a good idea to move it inside to protect caravans and your goods from {{L|thief|thieves}} and {{L|goblin}}s.
  
 
Everything that is on your map belongs to you, except:
 
Everything that is on your map belongs to you, except:
* the items of non-fortress members (only if they are alive, when they are dead they belong to you if you claim the items),
+
* the items of non-fortress members (only if they are alive, when they are dead they belong to you),
 
* the items that are in trade wagons or on merchant animals
 
* the items that are in trade wagons or on merchant animals
 
* the items that are on the trade depot (they belong to nobody until they are moved out of it)
 
* the items that are on the trade depot (they belong to nobody until they are moved out of it)
 
So, merchant goods that ''were'' on the trade depot belong to you if they are not on trade wagons/merchant animals. So a {{L|Exploit|little hint}}: when the merchants have finished unloading, deconstruct the depot...
 
So, merchant goods that ''were'' on the trade depot belong to you if they are not on trade wagons/merchant animals. So a {{L|Exploit|little hint}}: when the merchants have finished unloading, deconstruct the depot...
  
Hit {{K|q}} to bring up the building interaction mode, and then move your cursor over the Trade Depot to gain access to the following options.
+
See the {{L|Trade depot}} article for more information on how to interact with it.
 
 
=== Move Goods to/from Depot ===
 
{{K|g}}: This command becomes active when a caravan arrives on your map.  This is where you select what items you want to trade with the caravan.  After selecting items and exiting the screen, {{L|jobs}} will be queued to move the items to the depot.  All dwarves, regardless of {{L|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.
 
 
 
=== Trade ===
 
{{K|t}}: This command can be used once the caravan has finished unloading all of its goods into the depot. It begins trading.
 
  
 
==Trading==
 
==Trading==

Revision as of 17:58, 31 July 2010

Trade depot

b-(none)

O O
O
O O
X X X X X
X X X X X
X X X X X
X X X X X
X X X X X
Job Requirement

None

Construction
Materials Jobs

3 of

Purpose

Trade goods with merchants.

This article is about an older version of DF.

Trading in Dwarf Fortress first occurs in the first Template:L after establishing your fortress, with the arrival of the Template:L Template:L. Trading is a good way to acquire resources that are not available or are rare in the local area. It also allows for more freedom in selecting starting gear, because certain items can always be obtained through trade later. New players can Template:L for advice on trading with the first caravan.


Trade Depot

Building a Template:L will allow you the opportunity to trade with caravans that arrive at your fortress.

While it may be convenient to build a Trade Depot outside first, it is usually a good idea to move it inside to protect caravans and your goods from Template:L and Template:Ls.

Everything that is on your map belongs to you, except:

  • the items of non-fortress members (only if they are alive, when they are dead they belong to you),
  • the items that are in trade wagons or on merchant animals
  • the items that are on the trade depot (they belong to nobody until they are moved out of it)

So, merchant goods that were on the trade depot belong to you if they are not on trade wagons/merchant animals. So a Template:L: when the merchants have finished unloading, deconstruct the depot...

See the Template:L article for more information on how to interact with it.

Trading

After entering 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 the Template:L has arrived, the value of all items will be displayed. Once the proposal is ready, press t to make an offer, but merchants will not agree unless they make adequate profit. Be sure to use trade, not offer o, as this will make a gift of the selected items.

Trading cue colors

  • Items in brown have been created (or modified) by your fortress. They can be traded away or offered as a gift.
  • Items in white 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.
  • Items in purple are under a no-export mandate and should not be traded away unless exceptional circumstances (or masochism) push you to do this.
  • Items in green have just been gifted to the caravan and they will not trade it back.
  • Items in red 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. However, usually a caravan from a different civilization will accept stolen goods without changing them first.[Verify]

Seizing items

Pressing 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 "laundered" by decoration or used to create other goods. Seizing goods will hurt diplomatic relations, but is not grounds for an automatic Template:L.

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, 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.

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 (Template:Ls killed the caravaners, for example) the parent civilization may decide that you stole from them and send a Template:L instead of a caravan the following year. It is prudent to take measures to protect caravans visiting your lands!

Offering items

o You can also give away items, as gifts to the leaders of the Template:L you are trading with. This presumably helps relations between yourself and the other faction. The exact effects are unknown but it is believed that offering goods increases the quantity and variety of trade goods brought by next year's caravan. Also the Template:L usually requires offerings to be made before his arrival.

Note: There are currently no benefits to offering goods to your king; the game developers have stated that this is to be changed in future versions.

Miscellaneous Trading Advice

  • Food inside the Trade Depot can go bad. Have a food stockpile nearby so you can quickly haul goods inside.
  • Thieves and thieving critters tend to follow caravans. Expect assaults and intruders.
  • Be careful about asking traders to bring lots of individual lightweight items (such as meat and fish) as it can result in traders taking a very long time to unload their goods. Unless the path to your depot is extremely long, though, this is unlikely to cause significant problems.

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).

Note that if traders or their animals are prevented from leaving, they will eventually go Template:L.

Wagons

If you have built a Template:L 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, Template:L traders will send Template:Ls 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 (d - s), and Template:Ls must be cut down (d - t). Any buildings which are normally passable, including Template:Ls and Template:Ls, will not obstruct wagons either, nor will creatures, whether restrained or free.

Liaisons

Once the appropriate Template:Ls arrive, Template:Ls may be sent 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 liaison is prevented from leaving, they will eventually go Template:L.

Races

The following races send caravans.

Template:L

The dwarven caravan:

  • arrives in Template:L.
  • typically carries Template:L, Template:L, and Template:L.
  • is well guarded.
  • once you have a Template:L, sends a liaison who will allow you to request Template:Ls, Template:Ls, and Template:Ls.
  • influences the number of immigrants received (if the caravan leaves intact).[Verify]
  • will not cause sieges when repeatedly destroyed or lost.
  • is the only caravan to arrive during a fortress' first year.
  • always arrives regardless of embark location.
  • cannot have its goods seized from the trade menu.

Template:L

The elven caravan:

Elven traders do not like to be offered any tree byproducts. Forbidden items include:

Offering or trading forbidden items will cause the traders to refuse to trade any more that season and leave immediately. Additionally you will be called uncouth, crude, and barbaric for suggesting it. Tragic incidents can befall name callers which if repeated can lead to Template:L and even great Template:L!

However, Template:L and Template:L items, even when Template:L is used in production, are acceptable, as are items made from non-wooden plant-derived products such as Template:L and Template:L. You can also transport your goods to the Template:L in a wooden Template:L, as long as you do not try to sell the bin.

Template:Ls

The human caravan:

  • arrives in Template:L.
  • employs wagons to bring more goods.
  • typically carries a very large quantity and variety of goods.
  • is well guarded.
  • once you have a Template:L, sends a merchant noble who will negotiate prices.

Destruction

If caravans are destroyed (intentionally or unintentionally), the items may remain for use. Traders caught in a Template:L 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 Template:L 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 animal(s) will only be stunned or rendered unconscious and flee shortly after recovering from the hit. Wagons will collapse if caught in a cave-in, leaving all that it was carrying on the ground as a result.

While caravans can defend themselves, they don't like being ambushed. If any merchant (including any wagon or pack animal) is killed, the entire caravan will 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 Template:L.

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 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 Template:L. 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.