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− | Colonies can trade with other factions by using [[caravan]]s and orbital trade ships via a [[comms console | + | Colonies can trade with other factions by using [[caravan]]s and orbital trade ships via a [[comms console]]. Tradeable commodities include [[colonists|slaves]]/[[prisoners]], [[animal]]s, [[furniture]], [[gear]], [[resources]], [[food]], [[drugs]], [[sculptures|works of art]], and much more, running almost the entire spectrum of items in RimWorld, depending on the exact trader, what they have in stock to offer and what they are interested in buying from you. |
{|class="wikitable" style="text-align: center;" | {|class="wikitable" style="text-align: center;" | ||
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|'''{{key|<<}}'''||'''{{key|<}}'''||<tt>may type # here</tt>||'''{{key|>}}'''||'''{{key|>>}}''' | |'''{{key|<<}}'''||'''{{key|<}}'''||<tt>may type # here</tt>||'''{{key|>}}'''||'''{{key|>>}}''' | ||
|} | |} | ||
− | To initiate a trade, a colonist simply contacts the lead trader. With visiting caravans, this pawn is signified by a yellow question mark "?" above them; select your trader, right-click the visiting trader, and select "Trade" | + | To initiate a trade, a colonist simply contacts the lead trader. With visiting caravans, this pawn is signified by a yellow question mark "?" above them; select your trader, right-click the visiting trader, and select "Trade". For Orbital traders, who are not physically present on any map (see [[Trade#By physical presence|below]]), similarly, but right click the [[comms console]] and select the party you wish to trade with. When the two come together on the map, a Trade menu will pop up. You can make a (partial) trade then, or not, or close this menu and continue with the game, then repeat the process later, as you wish. |
Note that colonists that have "Social" disabled (due to [[backstory|backstories]]) cannot initiate trade nor activate a comms console. | Note that colonists that have "Social" disabled (due to [[backstory|backstories]]) cannot initiate trade nor activate a comms console. | ||
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|- | |- | ||
| [[Weapons]] || x0.2 | | [[Weapons]] || x0.2 | ||
− | |||
− | |||
|} | |} | ||
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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* '''Neolithic''' traders are tribal in nature and will be limited to selling neolithic level items. | * '''Neolithic''' traders are tribal in nature and will be limited to selling neolithic level items. | ||
* '''Outlander''' traders come from other faction settlements and are not restricted to a specific technology level of items. | * '''Outlander''' traders come from other faction settlements and are not restricted to a specific technology level of items. | ||
− | * '''Orbital''' traders | + | * '''Orbital''' traders are not affiliated with any faction, and only appear if you have a powered [[comms console]]. Orbital traders are always "high tech", although certain types (e.g. Farming, or Bulk goods) may offer items that are not particularly distinguishable as such (i.e. cows and corn, and wooden tables and wool jackets, are the same whether the source is neolithic or [[glitterworld]]). |
=== By physical presence === | === By physical presence === | ||
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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. | ||
− | + | 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. | ||
====Bulk goods trader==== | ====Bulk goods trader==== | ||
− | : Bulk goods traders deal in [[food]] and basic materials, such as [[steel]], [[wood]], [[component]]s, [[gold]], | + | : Bulk goods traders deal in [[food]] and basic materials, such as [[steel]], [[wood]], [[component]]s, [[gold]], [[textiles]], as well as [[clothing]], [[furniture]] and domestic animals. |
==== Combat supplier ==== | ==== Combat supplier ==== | ||
− | : Combat suppliers deal in melee and modern [[weapons]], modern [[armor]], [[mortar shell]]s, (non-[[Herbal medicine|herbal]]) [[medicine | + | : 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 ==== | ||
− | : Exotic goods traders deal in rare and valuable items such as [[artifact]]s, [[television]]s, [[telescope]]s, [[Gear|apparel]], [[Medical Items|bionic body parts]], [[Advanced component|advanced components | + | : Exotic goods traders deal in rare and valuable items such as [[artifact]]s, [[television]]s, [[telescope]]s, [[Gear|apparel]], [[Medical Items|bionic body parts]], [[Advanced component|advanced components]], [[skilltrainer]]s, some [[furniture]], [[plasteel]], [[gold]], [[uranium]], [[glitterworld medicine]], and "[[Psychic Sensitivity#Effects|psychic" weapons]], among others. They may also offer [[pack animal]]s and animals of the wilder variety, or those not native to the local [[Biomes|biome]]. |
+ | |||
+ | ==== Farming trader ==== | ||
+ | : As the name implies, farming traders offer domestic animals and food, both various meats and vegetables. | ||
+ | |||
+ | ==== Mining goods trader ==== | ||
+ | : This merchant offers raw metals and [[plasteel]], stone blocks, [[jade]], [[chemfuel]], and [[high-explosive shell]]s - that's about it. | ||
==== 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]]. | + | : 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 ==== | ||
: Slavers deal in slaves/prisoners, weapons, body parts, medicine, and drugs. The chance of traders carrying prisoners should go down as colony population goes up. A healthy slave (yours or theirs) has a value of around 1,000 silver or maybe a little more, less if they are suffering from a permanent injury, and ''a lot'' less (down toward 100 silver) if they are currently badly injured, even if they are healing up. Damaged goods are damaged goods, apparently. | : Slavers deal in slaves/prisoners, weapons, body parts, medicine, and drugs. The chance of traders carrying prisoners should go down as colony population goes up. A healthy slave (yours or theirs) has a value of around 1,000 silver or maybe a little more, less if they are suffering from a permanent injury, and ''a lot'' less (down toward 100 silver) if they are currently badly injured, even if they are healing up. Damaged goods are damaged goods, apparently. | ||
− | |||
− | |||
:: (The [[outlander]] variant of this trader was previously called a "pirate merchant" and they are still referred to as such in both discussion and the game code. Note that despite the name, <u>[[outlander]]</u> factions, not [[pirate]] factions, send "pirate merchants".) | :: (The [[outlander]] variant of this trader was previously called a "pirate merchant" and they are still referred to as such in both discussion and the game code. Note that despite the name, <u>[[outlander]]</u> factions, not [[pirate]] factions, send "pirate merchants".) | ||
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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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|- | |- | ||
! Textiles | ! Textiles | ||
− | | x1 || 1 - 2 kinds || 400 {{ | + | | x1 || 1 - 2 kinds || 400 {{icon|silver}} || 800 {{icon|silver}} || All [[Textiles]] |
|- | |- | ||
! Resources | ! Resources | ||
− | | x1 || 2 - 4 kinds || 400 {{ | + | | x1 || 2 - 4 kinds || 400 {{icon|silver}} || 800 {{icon|silver}} || All resources except [[silver]] |
|- | |- | ||
! Raw food | ! Raw food | ||
− | | x1 || 2 - 4 kinds || 400 {{ | + | | x1 || 2 - 4 kinds || 400 {{icon|silver}} || 800 {{icon|silver}} || All except fertilized eggs |
|- | |- | ||
! Meals | ! Meals | ||
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|- | |- | ||
! Drugs | ! Drugs | ||
− | | x1 || 3 - 4 kinds || 750 {{ | + | | x1 || 3 - 4 kinds || 750 {{icon|silver}} || 1500 {{icon|silver}} || All [[drugs]] |
|- | |- | ||
!Ranged weapons | !Ranged weapons | ||
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|} | |} | ||
− | + | ---- | |
− | ''' | + | |
− | < | + | ==== Neolithic base ==== |
− | {{ | + | |
− | + | {| {{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|silver}} || 700 {{icon|silver}} || All [[Textiles]] | ||
+ | |- | ||
+ | ! Resources | ||
+ | | x1 || 3 kinds || 200 {{icon|silver}} || 600 {{icon|silver}} || All resources except [[silver]] | ||
+ | |- | ||
+ | ! Raw food | ||
+ | | x1 || 3 - 5 kinds || 300 {{icon|silver}} || 800 {{icon|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|silver}} || 1000 {{icon|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. | ||
− | |||
<div class="toccolours mw-collapsible mw-collapsed"> | <div class="toccolours mw-collapsible mw-collapsed"> | ||
− | + | ==== Outlander bulk goods trader caravan ==== | |
<div class="mw-collapsible-content"> | <div class="mw-collapsible-content"> | ||
{| {{STDT|sortable c_03}} | {| {{STDT|sortable c_03}} | ||
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! [[Steel]] | ! [[Steel]] | ||
| x1 || 250 || 400 | | x1 || 250 || 400 | ||
+ | |- | ||
+ | ! [[Cloth]] | ||
+ | | x1 || 240 || 400 | ||
|- | |- | ||
! [[Chemfuel]] | ! [[Chemfuel]] | ||
− | | x1 || | + | | x1 || 240 || 400 |
|- | |- | ||
! [[Neutroamine]] | ! [[Neutroamine]] | ||
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! [[Chocolate]] | ! [[Chocolate]] | ||
| x1 || 10 || 40 | | x1 || 10 || 40 | ||
− | |||
− | |||
− | |||
|} | |} | ||
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|- | |- | ||
! Raw food | ! Raw food | ||
− | | x1 || 3 kinds || 150 {{ | + | | x1 || 3 kinds || 150 {{icon|silver}} || 600 {{icon|silver}} || All except fertilized eggs |
|- | |- | ||
! Textiles | ! Textiles | ||
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|- | |- | ||
! Animals | ! Animals | ||
− | | x1 || 1 kind || 3 each || 4 each || Farm and pet animals with | + | | x1 || 1 kind || 3 each || 4 each || Farm and pet animals with wildness below 70%. |
− | |} | + | |} </div> </div> |
− | |||
<div class="toccolours mw-collapsible mw-collapsed"> | <div class="toccolours mw-collapsible mw-collapsed"> | ||
− | + | ==== Outlander combat supplier caravan ==== | |
<div class="mw-collapsible-content"> | <div class="mw-collapsible-content"> | ||
{| {{STDT|sortable c_03}} | {| {{STDT|sortable c_03}} | ||
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|- | |- | ||
! Armor | ! Armor | ||
− | | x1 || | + | | x1 || ? kinds || 5 each || 5 each || All [[clothing]] |
|- | |- | ||
− | |} | + | |} </div> </div> |
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=== Orbital === | === Orbital === | ||
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# a powered [[orbital trade beacon]] | # a powered [[orbital trade beacon]] | ||
# an Orbital Trader currently in the area - they are not always up there. | # an Orbital Trader currently in the area - they are not always up there. | ||
− | If you have the first two, you will be automatically notified when the third appears | + | If you have the first two, you will be automatically notified when the third appears. |
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. | ||
− | + | ||
− | |||
− | |||
==== Bulk goods trader ==== | ==== Bulk goods trader ==== | ||
{| {{STDT|sortable c_03}} | {| {{STDT|sortable c_03}} | ||
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|- | |- | ||
! Textiles | ! Textiles | ||
− | | x1 || 1 - 2 kinds || 2200 {{ | + | | x1 || 1 - 2 kinds || 2200 {{icon|silver}} || 4000 {{icon|silver}} || All [[Textiles]] |
|- | |- | ||
! Resources | ! Resources | ||
− | | x1 || 2 - 4 kinds || 800 {{ | + | | x1 || 2 - 4 kinds || 800 {{icon|silver}} || 1500 {{icon|silver}} || All resources except [[silver]] |
|- | |- | ||
! Raw food | ! Raw food | ||
− | | x1 || 2 - 4 kinds || 800 {{ | + | | x1 || 2 - 4 kinds || 800 {{icon|silver}} || 1500 {{icon|silver}} || All except fertilized eggs |
|- | |- | ||
! Meals | ! Meals | ||
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|- | |- | ||
! Drugs | ! Drugs | ||
− | | x1 || 2 - 4 kinds || 1000 {{ | + | | x1 || 2 - 4 kinds || 1000 {{icon|silver}} || 2000 {{icon|silver}} || All [[drugs]] |
|- | |- | ||
! Animals | ! Animals | ||
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|- | |- | ||
![[Telescope]] | ![[Telescope]] | ||
− | | x1 || 1 || 1 | + | | x1 || 1 || 1 |
|- | |- | ||
|} | |} | ||
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|- | |- | ||
!Drugs | !Drugs | ||
− | | x1 || 3 - 4 kinds || 2000 {{ | + | | x1 || 3 - 4 kinds || 2000 {{icon|silver}} || 3000 {{icon|silver}} || All drugs |
|- | |- | ||
!Exotic items | !Exotic items | ||
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|- | |- | ||
!Drugs | !Drugs | ||
− | | x1 || 3 - 6 kinds || 2000 {{ | + | | x1 || 3 - 6 kinds || 2000 {{icon|silver}} || 3000 {{icon|silver}} || All drugs |
|- | |- | ||
|} | |} | ||
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|- | |- | ||
! Drugs | ! Drugs | ||
− | | x1 || -1 - 1 kinds || 100 {{ | + | | x1 || -1 - 1 kinds || 100 {{icon|silver}} || 300 {{icon|silver}} || All drugs |
|- | |- | ||
! Techprint | ! Techprint | ||
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|- | |- | ||
! Drugs | ! Drugs | ||
− | | x1 || -1 - 1 kinds || 200 {{ | + | | x1 || -1 - 1 kinds || 200 {{icon|silver}} || 400 {{icon|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 | + | 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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File:Foreign trader downed due to overdose.png|'''Foreign trader downed due to overdose.''' | File:Foreign trader downed due to overdose.png|'''Foreign trader downed due to overdose.''' | ||
</gallery> | </gallery> | ||
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== Notes == | == Notes == | ||
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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. | ||
− | |||
* [[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. | ||
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[[Category:Trade| ]] | [[Category:Trade| ]] |