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|-
 
|-
 
| [[Weapons]] || x0.2
 
| [[Weapons]] || x0.2
|-
 
| [[Techprint|Techprints]] {{RoyaltyIcon}} || x0.1
 
 
|}
 
|}
 
The multipliers make it more difficult to farm raids for profit, because weapons dropped by dead enemies are not valuable in trade. It also means that crafting weapons in your colony only makes sense for personal use, and not for selling. The game encourages creating art for sale, as it is more profitable than all other items.
 
The multipliers make it more difficult to farm raids for profit, because weapons dropped by dead enemies are not valuable in trade. It also means that crafting weapons in your colony only makes sense for personal use, and not for selling. The game encourages creating art for sale, as it is more profitable than all other items.
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** '''Visitors''' are small groups that carry all of their goods on their person. They may or may not have items for trade; even if they do, they often have few items and little silver to trade with.
 
** '''Visitors''' are small groups that carry all of their goods on their person. They may or may not have items for trade; even if they do, they often have few items and little silver to trade with.
 
** '''Trade caravans''' are large groups that carry their goods on pack [[muffalo]] or [[dromedary|dromedaries]], depending on climate. They have a moderate amount of items and silver to buy trade with.
 
** '''Trade caravans''' are large groups that carry their goods on pack [[muffalo]] or [[dromedary|dromedaries]], depending on climate. They have a moderate amount of items and silver to buy trade with.
* '''Orbital traders''' have no physical presence. They have large amounts of items and silver to trade with, and have the same trader types as outlanders.
+
* '''Orbital traders''' have no physical presence. They have large amounts of items and silver to trade with, and have the same trader types as outlanders. While the game does not specify where orbital traders hail from, the technologically advanced nature of items that they carry generally indicates that they are from urbworlds or glitterworlds.
  
 
[[File:Visitors but not traders.png|400px|thumb|none|Visitors but not traders, no character with ('''?''') sign overhead.]]
 
[[File:Visitors but not traders.png|400px|thumb|none|Visitors but not traders, no character with ('''?''') sign overhead.]]
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Note that different merchants ''tend'' to only accept items of the general category that they offer - so don't necessarily expect to trade your wooden [[sculpture]]s for firearms, nor your piles of [[smokeleaf]] for televisions, nor your [[herbal medicine]] for [[meat|venison]], nor your valuable [[chinchilla]] furs for slaves, depending on exactly what ''type'' of trader is offering them. This is not true if you travel to a village site to trade, as then there is no "filter" as to what is offered or accepted beyond the general tech-level of that tribe.
 
Note that different merchants ''tend'' to only accept items of the general category that they offer - so don't necessarily expect to trade your wooden [[sculpture]]s for firearms, nor your piles of [[smokeleaf]] for televisions, nor your [[herbal medicine]] for [[meat|venison]], nor your valuable [[chinchilla]] furs for slaves, depending on exactly what ''type'' of trader is offering them. This is not true if you travel to a village site to trade, as then there is no "filter" as to what is offered or accepted beyond the general tech-level of that tribe.
  
All traders accept [[silver]], [[gold]], [[component]]s, [[insect jelly]], and [[packaged survival meal]]s, and many will accept [[pack animal]]s*.
+
Most* all traders do accept [[silver]], [[component]]s, and [[packaged survival meal]]s*, and many will accept [[pack animal]]s*.
  
: (* Combat Suppliers and War Merchants are not interested in pack animals.  Note that any trader will not trade for an animal if the ''current'' temperature is outside that animal's Comfortable Temperature Range (which can be found in the article on that particular animal).)
+
: (* Combat Suppliers and War Merchants are not interested in pack animals, and Mining Goods traders are not interested in pack animals or food.  Note that any trader will not trade for an animal if the ''current'' temperature is outside that animal's Comfortable Temperature Range (which can be found in the article on that particular animal).)
  
 
All traders offer [[component]]s.
 
All traders offer [[component]]s.
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==== Combat supplier ====
 
==== Combat supplier ====
: Combat suppliers deal in melee and modern [[weapons]], modern [[armor]], [[mortar shell]]s, (non-[[Herbal medicine|herbal]]) [[medicine]], and [[Sculptures|art sculptures]].
+
: Combat suppliers deal in melee and modern [[weapons]], modern [[armor]], [[mortar shell]]s, and (non-[[Herbal medicine|herbal]]) [[medicine]].
  
 
====  Exotic goods trader ====  
 
====  Exotic goods trader ====  
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====  Shaman merchant ====  
 
====  Shaman merchant ====  
: The tribal variant of the exotic goods trader, the shaman merchant deals in lower tech versions of the same, including [[Smokeleaf|smokeleaf]]. They also may offer high-tech medicines and "[[Psychic_Sensitivity#Effects|psychic" weapons]].
+
: The tribal variant of the exotic goods trader, the shaman merchant deals in lower tech versions of the same, including [[Smokeleaf|smokeleaf]]. He also may offer high-tech medicines and "[[Psychic_Sensitivity#Effects|psychic" weapons]].
  
 
====  Slaver ====  
 
====  Slaver ====  
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== Trader inventories ==
 
== Trader inventories ==
 
=== Faction base ===
 
=== Faction base ===
Faction bases have an extensive inventory and deal with most things. They take 30 days to restock. The remaining time can be checked in "Show what will buy".
+
Faction bases have an extensive inventory and deal with most things. They take 30 days to restock. The remaining time can be checked in "Show what will buy".
  
 
==== Outlander base ====
 
==== Outlander base ====
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|}
 
|}
  
<div class="toccolours mw-collapsible mw-collapsed">
+
----
'''Neolithic base'''
+
 
<div class="mw-collapsible-content">
+
==== Neolithic base ====
{{:Trader/Base Neolithic Standard}}
+
 
</div></div>
+
{| {{STDT|sortable c_03}}
 +
! Name !! Price !! Min Stock !! Max Stock
 +
|-
 +
! [[Silver]]
 +
| N/A || 800 || 3000
 +
|-
 +
! [[Component]]
 +
| x2 || 3 || 10
 +
|-
 +
! [[Steel]]
 +
| x1 || 200 || 300
 +
|-
 +
! [[Wood]]
 +
| x1 || 500 || 600
 +
|-
 +
! [[Cloth]]
 +
| x1 || 200 || 300
 +
|-
 +
! [[Gold]]
 +
| x1 || -40 || 120
 +
|-
 +
! [[Pemmican]]
 +
| x1 || 500 || 1000
 +
|-
 +
! [[Herbal medicine]]
 +
| x1 || 15 || 30
 +
|-
 +
|}
 +
 
 +
'''Groups of items:'''
 +
{| {{STDT|sortable c_03}}
 +
! Group !! Price !! Variety !! Min Stock !! Max Stock !! Items
 +
|-
 +
! Textiles
 +
| x1 || 1 - 2 kinds || 300 {{Icon Small|silver}} || 700 {{Icon Small|silver}} || All [[Textiles]]
 +
|-
 +
! Resources
 +
| x1 || 3 kinds || 200 {{Icon Small|silver}} || 600 {{Icon Small|silver}} || All resources except [[silver]]
 +
|-
 +
! Raw food
 +
| x1 || 3 - 5 kinds || 300 {{Icon Small|silver}} || 800 {{Icon Small|silver}} || All except fertilized eggs
 +
|-
 +
! Clothing
 +
| x1 || 4 - 12 kinds || 1 each || 1 each|| Neolithic [[clothing]]
 +
|-
 +
! Animals
 +
| x1 || 2 - 4 kinds || 1 each || 5 each || Wildness below 70%
 +
|-
 +
! Animals
 +
| x1 || 1 - 2 kinds || 1 each || 4 each || Powerful <!-- badass --> animals
 +
|-
 +
! Drugs
 +
| x1 || 1 - 2 kinds || 400 {{Icon Small|silver}} || 1000 {{Icon Small|silver}} || [[Beer]], [[smokeleaf joint]], [[psychite tea]]
 +
|-
 +
!Ranged weapons
 +
| x1 || 2 - 4 kinds || 1 each || 1 each || Neolithic ranged
 +
|-
 +
!Melee weapons
 +
| x1 || 2 - 4 kinds || 1 each || 2 each || Neolithic melee
 +
|-
 +
! Slaves
 +
| x1 || -1 - 2 || 1 each || 1 each || ---
 +
|-
 +
!Artifacts
 +
| x1 || 0 - 3 kinds || 1 each || 1 each || All artifacts
 +
|-
 +
|}
  
 +
----
 
=== Caravan ===
 
=== Caravan ===
 
Trade caravans have a moderate amount of items to buy and silver to trade with.
 
Trade caravans have a moderate amount of items to buy and silver to trade with.
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| x1 || 1 kind || 3 each || 4 each || Farm and pet animals with a wildness of max. 70%.
 
| x1 || 1 kind || 3 each || 4 each || Farm and pet animals with a wildness of max. 70%.
 
|}
 
|}
<br/>Buys [[art]] and musical instruments.</div> </div>
+
 
 +
Buys [[art]] and musical instruments.</div> </div>
  
 
<div class="toccolours mw-collapsible mw-collapsed">
 
<div class="toccolours mw-collapsible mw-collapsed">
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|-
 
|-
 
|}
 
|}
<br/>Buys [[art]], high tech armor, musical instruments and drugs.</div> </div>
+
 
 +
Buys [[art]], high tech armor, musical instruments and drugs.</div> </div>
  
 
<div class="toccolours mw-collapsible mw-collapsed">
 
<div class="toccolours mw-collapsible mw-collapsed">
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| x1 || 1 - 2 kinds || 1 each || 3 each || All [[animals]] with TradeTag ''AnimalFighter''
 
| x1 || 1 - 2 kinds || 1 each || 3 each || All [[animals]] with TradeTag ''AnimalFighter''
 
|}
 
|}
<br/>Buys [[art]] and musical instruments.</div> </div>
+
 
 +
Buys [[art]] and musical instruments.</div> </div>
  
 
<div class="toccolours mw-collapsible mw-collapsed">
 
<div class="toccolours mw-collapsible mw-collapsed">
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| x1 || 1 - 2 kinds || 1 each || 3 each || All [[animals]] with TradeTags ''AnimalUncommon, AnimalFighter, AnimalFarm'' and ''AnimalPet''
 
| x1 || 1 - 2 kinds || 1 each || 3 each || All [[animals]] with TradeTags ''AnimalUncommon, AnimalFighter, AnimalFarm'' and ''AnimalPet''
 
|}
 
|}
<br/>Buys [[art]], musical instruments, exotic buildings, psylink neuroformers and common and royal empire implants.</div> </div>
+
 
 +
Buys [[art]], musical instruments, exotic buildings, psylink neuroformers and common and royal empire implants.</div> </div>
  
 
==== Neolithic ====
 
==== Neolithic ====
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Orbital traders usually come with large stocks corresponding to their trader type. You cannot "request" a specific type of orbital trader the way you can when contacting allies.
 
Orbital traders usually come with large stocks corresponding to their trader type. You cannot "request" a specific type of orbital trader the way you can when contacting allies.
 
+
Note that you can only trade items within the trade beacon's range, with the exception of living creatures.
 
 
 
 
==== Bulk goods trader ====
 
==== Bulk goods trader ====
 
{| {{STDT|sortable c_03}}
 
{| {{STDT|sortable c_03}}
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|-
 
|-
 
![[Telescope]]
 
![[Telescope]]
| x1 || 1 || 1
+
| x1 || 1 || 1
 
|-
 
|-
 
|}
 
|}
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|-
 
|-
 
! Drugs
 
! Drugs
| x1 || -1 - 1 kinds || 200 {{Icon Small|silver}} || 400 {{Icon Small|silver}} || [[Beer]], [[smokeleaf joint]], [[psychite tea]]
+
| x1 || -1 - 1 kinds || 200 {{Icon Small|silver}} || 400 {{Icon Small|silver}} || [[Beer]], [[smokeleaf joint]], [[psychite tea]]
 
|-
 
|-
 
! Techprint
 
! Techprint
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== Trader behavior ==
 
== Trader behavior ==
  
Trade caravans that come to your colony usually pick a random spot outdoors where they will simply wander around and wait for your colonists to send a negotiator for trade.  This spot may be in a ridiculous place, such as the middle of a river.  When hungry, visitors may use the colony's tables and chairs for dining.
+
Trade caravans that come to your colony usually pick a random spot outdoors where they will simply wander around and wait for your colonists to send a negotiator for trade.  This spot may be in a ridiculous place, such as the middle of a river.  When hungry visitors may use the colony's tables and chairs for dining.
  
 
=== Leaving the map ===
 
=== Leaving the map ===
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* [[Version/0.11.877|0.11.877]] - Slave trader changed to pirate merchant, can still show up to buy slaves even when your population is high (though they may not carry any). A11B Fixed pirate merchants only bringing slaves when population is high. Reworked how slave prices are calculated so they take injuries, capacities, and skills into account better.
 
* [[Version/0.11.877|0.11.877]] - Slave trader changed to pirate merchant, can still show up to buy slaves even when your population is high (though they may not carry any). A11B Fixed pirate merchants only bringing slaves when population is high. Reworked how slave prices are calculated so they take injuries, capacities, and skills into account better.
 
* [[Version/0.13.1135|0.13.1135]] - Ground-traveling trade caravans from other [[factions]] added.
 
* [[Version/0.13.1135|0.13.1135]] - Ground-traveling trade caravans from other [[factions]] added.
* Beta 19/1.0 - Exotic goods outlander traders will no longer trade furniture. Some traders will now buy only some types of animals, not all. Traders will no longer accept typical short-life meals ([[nutrient paste meal|paste]], [[simple meal|simple]], [[fine meal|fine]], [[Lavish meal|lavish]])
 
 
* [[Version/1.1.2563|1.1.2563]] - Fixed bug that would cause traders to restock daily.
 
* [[Version/1.1.2563|1.1.2563]] - Fixed bug that would cause traders to restock daily.
 
* ? - Farming trader, which offered domestic animals and various meats and vegetables, and Mining goods trader, which offered raw metals and [[plasteel]], stone blocks, [[jade]], [[chemfuel]], and [[high-explosive shell]]s, were removed.
 
* ? - Farming trader, which offered domestic animals and various meats and vegetables, and Mining goods trader, which offered raw metals and [[plasteel]], stone blocks, [[jade]], [[chemfuel]], and [[high-explosive shell]]s, were removed.
 
[[Category:Trade| ]]
 
[[Category:Trade| ]]

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