![]() If your trader has Novice or better Judge of intent skill, there will be a line added below the merchant's dialogue describing the caravan's attitude. Once you view the container, the locally-made contents are displayed as local (brown). So a foreign barrel holding locally-produced beer will display as foreign (white). Note that containers (barrels, bins, etc.) will be displayed according to the origin of the container, not the contents. Red Items 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.Green Items have just been gifted to the caravan and they will not trade it back.If they are traded away it will result in disciplinary action (see justice) against the dwarf that brought the item to the depot. Purple Items are under a no-export mandate.They can be traded, but if one of these items has been selected, the entire selection cannot be offered as a gift. Gray Items were created by another source.They can be traded away or offered as a gift. Brown Items have been created (or modified) by your fortress.Goods brought by caravans rarely have base quality higher than superior, and decorations on a good rarely exceed superior as well. Note however that a low profit margin for the traders may not be desirable - it has been suggested that both export and profit numbers influence the size of next years caravan and, in the case of the dwarven caravan, immigration numbers. With more experienced traders or pleased merchants, even marginally profitable trades can be successful, and counterproposals can be rejected safely, offering the same trade again. Merchants may attempt to propose counteroffers if they do not accept the proposal, which can then be accepted, rejected, or further amended by the trader. The amount of acceptable profit is determined by the trader's skills and the merchant's mood, described below. Be sure to use trade, not offer o, as this will make a gift of the selected items. Once the proposal is ready, press t to propose the trade, but merchants will not agree unless they make adequate profit. ![]() If your broker (specifically, not necessarily your trader) has at least Novice or better Appraisal skill, the value of all items will be displayed. All caravans have a weight limit which cannot be exceeded, and the allowed additional weight is displayed in the lower right corner. In the trade menu select the items to offer from the right and the desired items from the left. Once your trader has arrived, select the depot again with q and enter the trade menu. If it reads "Anyone can trade", a random, probably unskilled dwarf will volunteer to conduct the trade. Be sure that b reads "Only broker may trade" if you want your broker to represent your fortress. Select the trade depot with q and then request the trader. Turn trader's and leader's labors back onīefore you can begin trading, your fortress's representative trader must be at the trade depot. Turn your trader's labors off so they don't get distracted ![]() Turn your leader's labors off so they don't get distracted Wait for the diplomat (if any) to reach your leader Wait for caravan to arrive at depot and merchants to finish unloading Trading Flowchart Suggested trading procedure ![]() items worn by non-fortress units are initially forbidden, but can be claimed via unforbidding and dumping them.the items that are on the trade depot (they belong to the caravan until they are moved out of it).the items that are on merchant animals and wagons.While it may be convenient to build a Trade Depot outside at first, it is usually a really good idea to move it inside or build walls, bridges and other fortifications around it to protect caravans and your goods from animals (guzzlers), thieves and goblins.Įverything that is on your map belongs to you, except: Building a trade depot is a pre-requisite for trade with caravans that arrive at your fortress.
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