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Dwarf fortress trading depot red
Dwarf fortress trading depot red











dwarf fortress trading depot red

and you can always cancel out of the trading screen altogether, and then a second later start again from scratch. When they do this, it's safe to knock off about half of what they added. If a merchant haggles you up (gives a list of your own goods that he wants in return for what he's offering), you are NOT obligated to trade that much. It is increased (slowly) by social interactions, and by unsuccessful trades.

dwarf fortress trading depot red

The Judge of Intent skill tells you how merchants feel about the exchange a rank of Novice seems to be plenty. I'm not even sure there's much difference between an Adequate Appraiser & High Master Appraiser anyway. The Appraisal skill tends to level up pretty dang fast no matter what you do. This tends to make the merchants "pleased about the trading," and I've heard that if merchants make money from coming to you, then next time they'll bring more stuff, a better selection, and higher-end wares. In my experience, merchants like to make a 50% profit: If you're buying a collection of stuff with a posted value of 1000☼, set it up against 1500☼ or so of your own goods. "Yes, these *are* fine items, aren't they? Now, what are you willing to offer for them?" Avoid this facepalm: Make sure you get your "money's" worth out of each trade. Trading does NOT use money, nor does it give you "credit." I once threw all of my trade goods at a caravan, with an estimated value of 800☼ or so, and then decided to go shopping with the 800☼ of credit I had with these guys.

dwarf fortress trading depot red

After you're done trading, go back to the "Bring Goods to/from Depot" screen and un-designate all the stuff you brought for sale, but didn't end up selling: If you don't, you won't be able to access those items until the next group of merchants arrives, which could be a problem if you were selling food or booze or something. It's not all bad, though all the items they left behind meant I was able to jump-start my grizzly bear breeding farm.For some reason (probably an oversight), you can only carry your fortress's goods to/from the depot for trading during the time between "A caravan from X has arrived" and "The merchants from X have embarked on their journey." So it's a good idea to start hauling your trade goods to the depot the moment the merchants appear-if you've got all of your stuff ready for sale sooner, that means your broker has that much more time to make it to the depot & start haggling. And, of course, because of all the garbage left behind, I couldn't rebuild the trade depot in time for the next human caravan (should have built a temporary one outside, but hindsight is 20/20), so when they showed up they hung around the edge of the map until one of them went insane and the others left. I had to deconstruct it to make them leave, which means now I twice as much junk to get rid of. And then I experienced some sort of bug where another elf caravan supposedly left, but never actually went anywhere - they just milled around inside the trade depot. It's been several years and I still haven't picked up all the junk they left behind, so now I have like 6 million wooden swords, armor, and crap crafts lying around on the ground where it used to be. I have a fortress right now in which I accidentally deconstructed a trade depot while the elves were still inside it.













Dwarf fortress trading depot red