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  • <type>trade</type> part of trade negotiation
    795 KB (120,124 words) - 03:34, 25 February 2020
  • ...hey 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 '''Trader''' is the generic term used at your [[trade depot]] to refer to your fortress representative (usually your [[broker]],
    36 KB (5,948 words) - 09:14, 9 April 2024
  • You have no agreements with this land. Trade Agreement (Exports to
    931 KB (148,541 words) - 18:41, 1 December 2023
  • ...ar and skills at [[embark]], since neglected items can be obtained through trade later. '''Trader''' is the term used at your [[trade depot]] to refer to your fortress representative when dealing with merchant
    28 KB (4,584 words) - 04:04, 20 December 2022
  • TRADE trade
    311 KB (47,240 words) - 11:27, 4 October 2011
  • ...lls for the expedition party, because items can always be obtained through trade later. '''Trader''' is the term used at your [[trade depot]] to refer to your fortress representative when dealing with merchant
    28 KB (4,740 words) - 03:22, 29 May 2017
  • TRADE trade
    237 KB (33,753 words) - 21:06, 23 June 2017
  • ...lls for the expedition party, because items can always be obtained through trade later. '''Trader''' is the term used at your Trade Depot to refer to your fortress [[Broker]] when dealing with merchants in a
    23 KB (3,927 words) - 03:23, 29 May 2017
  • ...m in selecting starting gear, because items can always be obtained through trade later, e.g. one can drop the expensive [[anvil]] to bring 500 extra units o A '''Trader''' is the term used at your Trade Depot to refer to your fortress Broker when dealing with merchants in a vis
    20 KB (3,314 words) - 00:16, 6 September 2021
  • Trade Depot Let's trade.
    248 KB (37,728 words) - 00:28, 8 August 2013
  • Trade Depot Let's trade.
    123 KB (19,038 words) - 13:55, 10 November 2022
  • '''Trade agreements''' are made with the [[dwarf|dwarven]] and [[human]] [[civilization]] by me ...highlight the civilization you wish to view, enter, and tab until the two agreements are displayed. Enter again on either to view.
    859 bytes (126 words) - 04:04, 20 December 2022
  • ...n token|[RESPONSIBILITY:TRADE]]], you will also be able to establish trade agreements with other civilizations. ...highlight the civilization you wish to view, enter, and tab until the two agreements are displayed. Enter again on either to view.
    910 bytes (137 words) - 23:31, 23 March 2021
  • ...n token|[RESPONSIBILITY:TRADE]]], you will also be able to establish trade agreements with other civilizations. ...highlight the civilization you wish to view, enter, and tab until the two agreements are displayed. Enter again on either to view.
    910 bytes (137 words) - 23:31, 23 March 2021
  • '''Trade agreements''' are made with the [[dwarf|dwarven]] and [[human]] [[civilization]] by me ...highlight the civilization you wish to view, enter, and tab until the two agreements are displayed. Enter again on either to view.
    883 bytes (128 words) - 00:49, 21 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.
    286 KB (44,767 words) - 10:59, 17 January 2022
  • ...f|dwarven]] [[noble]] responsible for coordinating [[Trade agreement|trade agreements]] with the capital. Once your fortress becomes the mountainhome, the liaiso ...obligated to trade any of those items). Also to note, after you make trade agreements they can be viewed in the civ screen. If you have satisfied the requirement
    5 KB (789 words) - 20:35, 12 November 2023
  • ...f|dwarven]] [[noble]] responsible for coordinating [[Trade agreement|trade agreements]] with the capital. Once your fortress becomes the mountainhome, the liaiso ...obligated to trade any of those items). Also to note, after you make trade agreements they can be viewed in the civ screen. If you have satisfied the requirement
    5 KB (760 words) - 03:47, 20 December 2022
  • ...s ultimately based on math. Between any two civilizations, there will be a Trade Desire number and an Attack Desire number, each starting at zero and going Trade Desire determines whether a civilization will send you a Caravan and also h
    8 KB (1,313 words) - 02:10, 9 February 2024
  • '''Trade agreements''' are made with [[dwarf|dwarven]] and [[human]] [[civilization]]s, by meet ...highlight the civilization you wish to view, enter, and tab until the two agreements are displayed. Enter again on either to view.
    757 bytes (113 words) - 20:27, 23 June 2017
  • ...s ultimately based on math. Between any two civilizations, there will be a Trade Desire number and an Attack Desire number, each starting at zero and going Trade Desire determines whether a civilization will send you a Caravan, and for D
    7 KB (1,097 words) - 21:03, 7 October 2023
  • ==Trade depot== To trade with a caravan you need a [[trade depot]] in a place that has a clear path to the edge of your site's map. T
    22 KB (3,995 words) - 18:43, 8 December 2011
  • ...vilizations generally trade in [[Death]] and [[Fun]]. You can peruse trade agreements with the arrow keys and {{k|Enter}}. ...er to press {{k|Tab}} to View Agreements. You press {{k|Enter}} and select agreements with arrow keys. The screen does not highlight the selected agreement, but
    4 KB (516 words) - 01:18, 3 December 2015
  • ...container rather than to equip them. You must convince your companions to trade away any containers (pouches, quivers, backpacks, etc.) as well as the equi ...offering just a few items, keep trying again with a little more until the trade is accepted. After trading, you will find the stuff you gave on the floor a
    50 KB (8,736 words) - 18:42, 14 April 2024
  • ...container rather than to equip them. You must convince your companions to trade away any containers (pouches, quivers, backpacks, etc.) as well as the equi ...offering just a few items, keep trying again with a little more until the trade is accepted. After trading, you will find the stuff you gave on the floor a
    50 KB (8,737 words) - 02:51, 20 December 2022
  • [[File:Goblin agreements.png|thumb|right|Trading is a serious business.]] === Trade agreements with enemies ===
    4 KB (709 words) - 20:23, 13 March 2024
  • [[File:Goblin agreements.png|thumb|right|Trading is a serious business.]] === Trade agreements with Goblins and Kobolds ===
    4 KB (708 words) - 03:21, 20 December 2022
  • [[File:Goblin agreements.png|thumb|right|Trading is a serious business.]] === Trade agreements with Goblins ===
    3 KB (588 words) - 22:00, 4 July 2019
  • ...gotiate [[trade]] agreements once you have a [[Broker]]. Once you have a [[Trade minister]], the guild representative can be replaced by the [[merchant baro ...dies, you will ''never'' get a new one in order to establish further trade agreements; however, the upgraded versions will take over once you have the appropriat
    4 KB (622 words) - 05:01, 9 April 2014
  • ...dies, you will ''never'' get a new one in order to establish further trade agreements. The meeting can take place independent of [[Trade|trading]] sessions - although the guild representative and traders arrive t
    6 KB (1,010 words) - 01:22, 7 June 2022
  • ...plomacy]] between other entities, which can result in global networks of [[trade]], the sharing of [[knowledge]], and conflicts due to disagreements, which ...vilizations generally trade in [[death]] and [[fun]]. You can peruse trade agreements with the arrow keys and {{k|Enter}}. [More information is needed about the
    11 KB (1,773 words) - 00:20, 25 January 2023
  • ...in electing a creature: an accomplished comedian is more qualified for the TRADE responsibility than a skilled appraiser. A creature may be elected to multi ...level. Crucially, it does not visit foreign settlements, but the civ-level TRADE position does the exact same thing in its position.
    20 KB (3,126 words) - 03:50, 20 December 2022
  • ...plomacy]] between other entities, which can result in global networks of [[trade]], the sharing of [[knowledge]], and conflicts due to disagreements, which ...vilizations generally trade in [[death]] and [[fun]]. You can peruse trade agreements with the arrow keys and {{k|Enter}}. [More information is needed about the
    12 KB (1,870 words) - 03:19, 24 April 2024
  • ...in electing a creature: an accomplished comedian is more qualified for the TRADE responsibility than a skilled appraiser. A creature may be elected to multi ...level. Crucially, it does not visit foreign settlements, but the civ-level TRADE position does the exact same thing in its position. They arrive the same ti
    24 KB (3,729 words) - 16:18, 2 April 2024
  • ...important if you want to be a bard. After starting conversation, you can trade, take quests, ask for the location of someone or something, ask the listene ...ve to be anyone who actually works there), you can use {{K|k}} to {{DFtext|Trade}} with them.
    32 KB (5,212 words) - 18:22, 17 April 2024
  • | Found on outpost liaison. Position will make trade agreements with the civilisation's colonies. | Found on diplomat. Will make various types of agreements when visiting - tree cutting quotas (for Elves) or simply "such a nice plac
    13 KB (2,033 words) - 20:13, 9 December 2011
  • ...important if you want to be a bard. After starting conversation, you can trade, take quests, ask for the location of someone or something, ask the listene ...p/down arrow keys to scroll through the lists. Once done, press {{K|t}} to trade. After trading, you will find the stuff you gave on the floor at your feet,
    31 KB (5,165 words) - 02:51, 20 December 2022
  • .... Position will live in the civilization capital and travels to make trade agreements with its colonies. | Found on diplomat. Position negotiates special agreements such as tree cutting quotas.
    15 KB (2,377 words) - 11:06, 17 May 2014
  • ...through the information, including viewing diplomatic relations and trade agreements you have negotiated with your [[Liaison]]. === Trade Depot ===
    64 KB (10,735 words) - 21:26, 12 August 2014
  • This section covers advanced goods for the betterment of one's own fortress. Trade goods are covered below, in Dwarven economics. ...e a legendary leatherworker. Excess leather armor can always be sold as a trade good, so there's no excuse not to make a big surplus of it. A full suit of
    32 KB (5,458 words) - 20:14, 23 June 2017
  • * 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
  • Lye can be ordered in [[trade agreement]]s. Each barrel of lye brought by a [[caravan]] contains 10 units ...k just the barrel for dumping, and its contents will go with it. If your [[trade depot]] is outdoors in freezing weather, frozen lye barrels (along with [[m
    2 KB (387 words) - 03:40, 20 December 2022
  • Lye can be ordered in [[trade agreement]]s. Each barrel of lye brought by a [[caravan]] contains 10 units If your [[trade depot]] is outdoors in freezing weather, frozen lye (or [[milk#Dwarven_ice_
    2 KB (358 words) - 21:45, 5 December 2023
  • * made items that aren't yours safe from rot if they are in the trade depot * fixed problem that caused strange results from leather and cloth trade agreements
    4 KB (709 words) - 14:49, 13 March 2014
  • ...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 (1,068 words) - 03:43, 20 December 2022
  • ...ral houses and [[shop]]s, and a tavern. They are primarily interested in [[trade]], and generally send large [[caravan]]s in [[Calendar|summer]]. ...ue weapons, and will usually negotiate to pay more for them in their trade agreements.
    3 KB (537 words) - 13:05, 5 November 2020
  • ...lue in the below table, and multiply it by the percentage offered in any [[trade agreement]]s you have active. Produce the type of armor with the highest re
    4 KB (659 words) - 14:37, 7 April 2022
  • ...ccepted and a candidate nominated, the liaison(s) will not negotiate trade agreements. ...this may be due to a glitch, which affects some games, requiring that the trade caravan depart before meeting with the liaison in order to get the barony o
    3 KB (497 words) - 18:23, 24 April 2020
  • ...in. Silver weapons can be useful [[trade]] goods, as caravans often strike agreements to pay a premium on weapons. Silver cannot be used to make [[armor]].
    1 KB (212 words) - 21:01, 2 November 2012
  • ...ve visits from a dwarven [[liaison]] (and so can no longer negotiate trade agreements with the dwarven caravans), nor can it give goods to dwarven caravans as of
    6 KB (997 words) - 18:10, 21 April 2024
  • ...ccepted and a candidate nominated, the liaison(s) will not negotiate trade agreements. The promotion screen (see example below) displays only the names and title
    4 KB (662 words) - 03:08, 20 December 2022
  • ...right there in the throne room. Watch as your fortress wins valuable trade agreements at the table, securing the future for your great dwarven civilization. No g
    4 KB (688 words) - 14:37, 13 April 2015
  • ...ve visits from a dwarven [[liaison]] (and so can no longer negotiate trade agreements with the dwarven caravans), nor can it give goods to dwarven caravans as of
    6 KB (857 words) - 03:43, 20 December 2022
  • ...right there in the throne room. Watch as your fortress wins valuable trade agreements at the table, securing the future for your great dwarven civilization. No g
    9 KB (1,540 words) - 15:21, 8 December 2011
  • ...ccepted and a candidate nominated, the liaison(s) will not negotiate trade agreements. The promotion screen (see example below) displays only the names and title
    4 KB (662 words) - 01:14, 11 September 2023
  • ...It may only take a single diplomat's death to start a war. Not keeping to agreements, clearcutting forests (in the case of elves), seizing whole caravans repeat If you start out at war with [[elves]] they won't send caravans and trade with you. Their civilization may (will?) also be missing from the Civ Scree
    2 KB (383 words) - 02:03, 30 June 2012
  • ...guild representatives will meet with your [[broker]] to discuss [[trade]] agreements. The foreigner will follow the relevant [[dwarf]] around the [[fortress]]
    2 KB (320 words) - 11:04, 18 May 2015