Difference between revisions of "Trade"

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(Added blurb about trade caravans)
(Added Bulk Goods Trader Inventory. Will work on formatting / the rest of the traders tomorrow morning. :>)
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Each type of trade ship will buy and sell only certain types of items. Selection varies with each passing ship, as they typically don't carry every item that they deal in at any given time.
 
Each type of trade ship will buy and sell only certain types of items. Selection varies with each passing ship, as they typically don't carry every item that they deal in at any given time.
  
'''Bulk Goods Trader''' - Trades in general building resources such as [[wood]] and [[steel]]. Also sells [[Alcohol|beer]], [[chocolate]], and [[medicine]]. Sometimes carries [[animals]] including pets and farm animals.
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==Bulk Goods Trader==
 +
'''Bulk Goods Traders''' deal in general building resources such as [[wood]] and [[steel]]. Also sells [[Alcohol|beer]], [[chocolate]], and [[medicine]]. Sometimes carries [[animals]] including pets and farm animals.
  
'''Exotic Goods Trader''' - Trades in rare and valuable items such as [[sculptures]], televisions, telescopes, [[Gear|apparel]], [[Medical Items|bionic body parts]], [[neurotrainer]]s, [[AI Persona Core]]s, [[gold]], [[uranium]], and glitterworld medicine. May also carry animals of the wilder variety.
 
  
'''Pirate Merchant''' - Trades in slaves/prisoners, weapons, body parts, medicine, and beer.
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<!--
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Current as of: Alpha 13
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Source: Mods/Core/Defs/TraderKindDefs/TraderKinds_Orbital_Misc.xml
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Section: <defName>Orbital_Misc_CombatSupplier</defName>
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-->
  
'''Combat Supplier''' - Trades in [[weapons]], [[armor]], [[artillery shell]]s, and medicine.
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{| class="wikitable"
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|+ Bulk Goods Trader Inventory
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! rowspan="2" | Name
 +
! rowspan="2" | Type
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! rowspan="2" | Price
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! colspan="3" | Available Stock
 +
|-
 +
! Min
 +
! Max
 +
! Average
 +
|-
 +
| [[Silver]] || N/A || single item || 4000 || 6000 || 5000
 +
|-
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| [[Components]] || normal || single item || 5 || 30 || 17.5
 +
|-
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| [[Steel]] || cheap || single item || 800 || 1500 || 1150
 +
|-
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| [[Wood]] || cheap || single item || 800 || 1500 || 1150
 +
|-
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| [[Plasteel]] || cheap || single item || 300 || 700 || 500
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|-
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| [[Cloth]] || normal || single item || 0 || 600 || 400
 +
|-
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| Textiles || cheap || item category || 1 kind<br>2200 silver total || 2 kinds<br>4000 silver total || 1.5 kinds<br>3300 silver total
 +
|-
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| Raw resources || cheap || item category || 2 kinds<br>1500 silver total || 4 kinds<br>3000 silver total || 3 kinds<br>2250 silver total
 +
|-
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| Food (raw) || cheap || item category || 2 kinds<br>1600 silver total || 8 kinds<br>5000 silver total || 5 kinds<br>3300 silver total
 +
|-
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| Food (meals) || cheap || item category || 1 kind<br>500 silver total || 2 kinds<br>1500 silver total || 1.5 kinds<br>1000 silver total
 +
|-
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| [[Chocolate]] || random || single item || 0 silver (total) || 2000 silver total || 650 silver total
 +
|-
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| [[Beer]] || random || single item || 0 silver (total) || 2000 silver total || 650 silver total
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|-
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| [[Medicine]] || expensive || single item || 10 qty || 30 qty || 20 qty
 +
|-
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| [[Animals]] (standard) || random || category || 2 kinds<br>10 qty total || 4 kinds<br>20 qty total || 3 kinds<br>15 qty total
 +
|}
 +
 
 +
==Exotic Goods Trader==
 +
'''Exotic Goods Traders''' deal in rare and valuable items such as [[Sculptures|sculptures]], [[Joy|televisions]], [[Joy|telescopes]], [[Gear|apparel]], [[Medical Items|bionic body parts]], [[neurotrainer]]s, [[AI Persona Core]]s, [[gold]], [[uranium]], and glitterworld medicine. May also carry animals of the wilder variety.
 +
 
 +
==Pirate Merchant==
 +
''Pirate Merchants'' deal in slaves/prisoners, weapons, body parts, medicine, and beer.
 +
 
 +
==Combat Supplier==
 +
'''Combat Suppliers''' deal in [[weapons]], [[armor]], [[artillery shell]]s, and medicine.
  
 
To enable trading, a colony must have a [[power]]ed [[comms console]], and at least one powered [[orbital trade beacon]]. The orbital trade beacon does not need to be outdoors nor have access to outdoor tiles. [[Prisoner]]s can be sold directly from their cell, even if the cell is not in range of a beacon. The trade value of a prisoner/slave is based on their skills, capacities, and injuries. Any goods the player wishes to trade must be within an orbital trade beacon's area of influence, which is displayed when selecting the beacon itself, and also when placing one to be built. Any [[colonist]] can be ordered to trade with available vessels by selecting them and right-clicking on the comms console. The higher the [[skills#Social|social skill]] of the selected colonist, the better the trade prices will be. After selecting the trading vessel, the trade interface opens.
 
To enable trading, a colony must have a [[power]]ed [[comms console]], and at least one powered [[orbital trade beacon]]. The orbital trade beacon does not need to be outdoors nor have access to outdoor tiles. [[Prisoner]]s can be sold directly from their cell, even if the cell is not in range of a beacon. The trade value of a prisoner/slave is based on their skills, capacities, and injuries. Any goods the player wishes to trade must be within an orbital trade beacon's area of influence, which is displayed when selecting the beacon itself, and also when placing one to be built. Any [[colonist]] can be ordered to trade with available vessels by selecting them and right-clicking on the comms console. The higher the [[skills#Social|social skill]] of the selected colonist, the better the trade prices will be. After selecting the trading vessel, the trade interface opens.

Revision as of 04:56, 26 June 2016

Basics Menus Game Creation Gameplay Pawns Plants Resources Gear Mods
Basics Menus Game Creation Gameplay Pawns Plants Resources Gear Mods
Gameplay Menu Caravan Combat Cover Drafting Environment Events Factions Firefighting Quality Quests Research Rooms Time Trade


In RimWorld, colonists can trade with faction trade caravans and passing trade vessels to buy and sell resources, gear, slaves/prisoners, and other valuable items.

Trade caravans consist of one or more friendly faction members, with most caravans having pack muffalo and tamed animals in tow. To trade with a passing caravan, direct a colonist (preferably with high social skill) to speak with the caravan member with a yellow question mark above their head.

Trading vessels will often pass within comms range, and stay there for a limited time. A blue notification will appear at the right of your screen to announce the trade ship and its type. A simple notice at the top of the screen will declare when the trading vessel has left comms range and can no longer be traded with.

Each type of trade ship will buy and sell only certain types of items. Selection varies with each passing ship, as they typically don't carry every item that they deal in at any given time.

Bulk Goods Trader

Bulk Goods Traders deal in general building resources such as wood and steel. Also sells beer, chocolate, and medicine. Sometimes carries animals including pets and farm animals.


Bulk Goods Trader Inventory
Name Type Price Available Stock
Min Max Average
Silver N/A single item 4000 6000 5000
Components normal single item 5 30 17.5
Steel cheap single item 800 1500 1150
Wood cheap single item 800 1500 1150
Plasteel cheap single item 300 700 500
Cloth normal single item 0 600 400
Textiles cheap item category 1 kind
2200 silver total
2 kinds
4000 silver total
1.5 kinds
3300 silver total
Raw resources cheap item category 2 kinds
1500 silver total
4 kinds
3000 silver total
3 kinds
2250 silver total
Food (raw) cheap item category 2 kinds
1600 silver total
8 kinds
5000 silver total
5 kinds
3300 silver total
Food (meals) cheap item category 1 kind
500 silver total
2 kinds
1500 silver total
1.5 kinds
1000 silver total
Chocolate random single item 0 silver (total) 2000 silver total 650 silver total
Beer random single item 0 silver (total) 2000 silver total 650 silver total
Medicine expensive single item 10 qty 30 qty 20 qty
Animals (standard) random category 2 kinds
10 qty total
4 kinds
20 qty total
3 kinds
15 qty total

Exotic Goods Trader

Exotic Goods Traders deal in rare and valuable items such as sculptures, televisions, telescopes, apparel, bionic body parts, neurotrainers, AI Persona Cores, gold, uranium, and glitterworld medicine. May also carry animals of the wilder variety.

Pirate Merchant

Pirate Merchants deal in slaves/prisoners, weapons, body parts, medicine, and beer.

Combat Supplier

Combat Suppliers deal in weapons, armor, artillery shells, and medicine.

To enable trading, a colony must have a powered comms console, and at least one powered orbital trade beacon. The orbital trade beacon does not need to be outdoors nor have access to outdoor tiles. Prisoners can be sold directly from their cell, even if the cell is not in range of a beacon. The trade value of a prisoner/slave is based on their skills, capacities, and injuries. Any goods the player wishes to trade must be within an orbital trade beacon's area of influence, which is displayed when selecting the beacon itself, and also when placing one to be built. Any colonist can be ordered to trade with available vessels by selecting them and right-clicking on the comms console. The higher the social skill of the selected colonist, the better the trade prices will be. After selecting the trading vessel, the trade interface opens.

The trade interface shows what commodities are available to trade, the colony's stock, trader's stock, and the prices to buy and sell. To trade, simply click the left and right arrows, or hold the number listed under "Drag to trade" next to the appropriate item and drag it either to the left to buy, or to the right to sell.

Note that prices listed in green are cheap, and prices listed in red are expensive.


Trading tips

  • Colonists with a higher social skill using the comms console will negotiate lower buying prices for everything but the commodities (0.5% per social skill point).
  • Likewise, colonists with a higher social skill will negotiate for higher selling prices for everything but the commodities (0.5% per social skill point).
  • Trade is influenced by your trader's ability to speak and hear. Damage to any such parts will ruin trade prices, and conversely bionic enhancements will improve trade.
  • Selling a prisoner is profitable, but has a negative impact on the happiness of all colonists (excludes psychopaths).
  • Food and textiles can be quickly grown on hydroponics tables, which makes farming a viable income source, provided there's enough manpower to tend to the crops.
  • It is recommended to put your comms console in or near the bedroom of the colonist with the highest social skill for convenient trading.
  • Trade ships carry a limited amount of silver, so they may not be able to buy everything you wish to sell.
  • Sculptures can be created with a sculptor's table and sold to traders. Since trade ships carry a limited amount of silver, though, you may find that you cannot sell a very expensive sculpture.
  • You can trade your expensive items (weapons, sculptures) for other desirable items if the trade ship doesn't have enough silver to complete the transaction. Of course, the amount of silver you can gain is lower, but it is usually better to have a lot of cheap items than an expensive one in your store (sometimes you have items so expensive that no trader can buy them, or when you try the sell bunch tip above).