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Dwarf fortress trading requests
Dwarf fortress trading requests













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 the trade goods are moved to the depot and your trader has arrived, select the depot again with q and enter the trade menu. Mark the goods you want to sell -insert clever advice-, and your dwarves will begin moving them to the depot. Then select the trade depot again and press g for Move Goods, you will be presented with a list of all items in your fortress that belong to you. 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, you need to designate what goods to trade and have the fortress's representative trader 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 (initially forbidden, but can be claimed via unforbidding and dumping them).the items that are in the trade depot (they belong to the caravan until they are moved out of it).

dwarf fortress trading requests

the items that are on merchants' animals and wagons.While it may be convenient to build a depot outside at first, it is usually a good idea to move it inside, or secure it with walls, bridges and other fortifications, to protect incoming caravans and your goods from thirsty animals, thieves and goblins.Įverything that is on your map belongs to you, except: Building a trade depot is a prerequisite for trade with caravans that arrive at your fortress.















Dwarf fortress trading requests