Difference between revisions of "Trade"

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<onlyinclude>
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Colonies can trade with other factions by using caravans to buy and sell [[colonists|slaves]]/[[prisoners]], furniture, [[gear]], pack dromedaries, [[resources]] and other valuable items.
 +
 +
The trade interface shows what commodities are available to trade, the colony's stock, the trader's stock, and the prices to buy and sell.
  
<onlyinclude>
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{|class="wikitable" style="text-align: center;"
In RimWorld, colonists can trade with faction trade caravans and passing trade vessels to buy and sell [[resources]], [[gear]], [[colonists|slaves]]/[[prisoners]], and other valuable items.
+
!colspan="2"|BUY
 +
!QUANTITY
 +
!colspan="2"|SELL
 +
|-
 +
|ALL||ONE||<tt>positive = buy<br/>negative = sell</tt>||ONE||ALL
 +
|-
 +
|'''{{key|<<}}'''||'''{{key|<}}'''||<tt>may type # here</tt>||'''{{key|>}}'''||'''{{key|>>}}'''
 +
|}
 +
 
 +
* Prices listed in green are cheap (does not appear with base-game traders), while prices listed in red are expensive.
 +
* Items that the foreign trader has no interest in are shown grayed out at the bottom of the list; other traders may want them instead.
 +
* Animals that have been downed (whether due to starvation or injury) are not listed for trade.
 +
 
 +
 
 +
== Early game ==
 +
 
 +
Caravans consist of one or more faction members with most bringing pack animals and tamed animals in tow. Players can either form their own caravan or wait for others to visit their own colony. To trade with a foreign passing caravan, direct a colonist (preferably with high social skill as s/he can get better prices) to speak with the caravan member who has a yellow question mark above the head. Stored items will be eligible to sell and appear in the trade window. Purchased items will be dropped in the location where the trader was standing and will need to be hauled.
 +
 
 +
Sometimes, foreign caravan member may fight each other and accidentally drop items they were carrying as part of their gear inventory.
 +
 
 +
{{asof|A14}} the interface also now lets you type in the number you want to trade instead of dragging to the number.
 +
 
 +
== Later game ==
 +
 
 +
Building a [[comms console]] and an [[orbital trade beacon]] will allow:
 +
 
 +
* Satellite calls to request caravans to friendly factions at the costs of  600 silver, which can be reduced to 300 silver if goodwill is above 40. You can only call 1 caravan per 4 days per friendly faction.
 +
 
 +
* Interaction with vessels flying within range which will stay around for a limited time (a blue notification will appear at the right of your screen to announce the trade ship and its type). After it's done, a simple notice at the top of the screen will prompt when the same vessel leaves comms range and can no longer be traded with. Each trade ship varies in type and which determines its inventory.
 +
 
 +
To trade, order a colonist to interact with the comms console. Only items located within range of an orbital trade beacon will be eligible for trade. Purchases will be sent via drop pods to a beacon's open-air tiles, drop pods will phase through constructed roofs otherwise. If all beacon tiles are covered, drop pods will land at the nearest eligible tile.
 +
 
 +
[[Prisoner|Prisoners]] can be sold directly from their cell even if not in range of a beacon and tamed [[animal|animals]] can be sold from anywhere on the map. The trade value of a prisoner or animal is based on their capabilities, injuries and skills.
 +
 
 +
== Types of Traders ==
 +
 
 +
=== Land convoy ===
 +
*'''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.
 +
 
 +
=== Technological Level ===
 +
*'''Neolithic''' traders are tribal in nature and will be limited to selling neolithic level items.
 +
*'''Outlander''' traders come from other colonies on your rimworld and are not restricted to a specific technology level of items.
 +
 
 +
''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 midworlds, urbworlds or glitterworlds.''
 +
 
 +
=== Space convoy ===
 +
*'''Orbital traders''' are traders which have no physical presence. They have large amounts of items and silver to trade with.
 +
*'''Bulk goods traders''' buy and sell basic materials such as steel, wood, components, gold, textiles, and food.
 +
*'''Combat suppliers''' buy and sell melee weapons, ranged weapons, armor, medicine, and implants.
  
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.
+
==== Outlander or Orbital ====
 +
*'''Exotic goods traders''' buy and sell artifacts, apparel, non-craftable joy items, furniture, and some other exotic items.
 +
*'''Pirate merchants''' buy and sell slaves, armor, implants, medicine, and rare animals.
  
Trading vessels will often pass within [[comms console|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.
+
==== Neolithic ====
 +
*'''Slavers''' are essentially renamed pirate merchants (see above), except they only sell neolithic items.
  
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.
+
==Trader Inventories==
  
{{asof|A14}} some traders sell furniture. The interface also now lets you type in the number you want to trade instead of dragging to the number.
+
{{asof|A15}} traders carry and accept more sensible items for their type.
  
==Bulk Goods Trader==
+
=== Combat Supplier ===
'''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.
+
'''Combat Suppliers''' deal in [[weapons]], [[armor]], [[mortar shell]]s, and medicine.
  
  
<!--
+
=== Exotic Goods Trader ===
Current as of: Alpha 13
+
'''Exotic Goods Traders''' deal in rare and valuable items such as [[AI Persona Core]]s, [[Sculptures|sculptures]], [[Joy|televisions]], [[Joy|telescopes]], [[Gear|apparel]], [[Medical Items|bionic body parts]], [[neurotrainer]]s, some [[Furniture]], [[gold]], [[uranium]], and [[Glitterworld Medicine]]. May also carry animals of the wilder variety.
Source: Mods/Core/Defs/TraderKindDefs/TraderKinds_Orbital_Misc.xml
 
Section: <defName>Orbital_Misc_CombatSupplier</defName>
 
-->
 
  
{| class="wikitable"
 
|+ Bulk Goods Trader Inventory
 
! rowspan="2" | Name
 
! rowspan="2" | Type
 
! rowspan="2" | Price
 
! colspan="3" | 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<br>2200 silver total || 2 kinds<br>4000 silver total || 1.5 kinds<br>3300 silver total
 
|-
 
| Raw resources || cheap || item category || 2 kinds<br>1500 silver total || 4 kinds<br>3000 silver total || 3 kinds<br>2250 silver total
 
|-
 
| Food (raw) || cheap || item category || 2 kinds<br>1600 silver total || 8 kinds<br>5000 silver total || 5 kinds<br>3300 silver total
 
|-
 
| Food (meals) || cheap || item category || 1 kind<br>500 silver total || 2 kinds<br>1500 silver total || 1.5 kinds<br>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<br>10 qty total || 4 kinds<br>20 qty total || 3 kinds<br>15 qty total
 
|}
 
  
==Exotic Goods Trader==
+
=== Orbital Bulk 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==
+
Orbital bulk goods traders deal in foods, textiles, and materials.
''Pirate Merchants'' deal in slaves/prisoners, weapons, body parts, medicine, and beer.
 
  
==Combat Supplier==
+
{{:Orbital bulk goods trader}}
'''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.
 
  
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.
+
=== Pirate Merchant ===
 +
'''Pirate Merchants''' deal in slaves/prisoners, weapons, body parts, medicine, and beer. The chance of a trade ship carrying prisoners should go down as colony population goes up.
  
Note that prices listed in green are cheap, and prices listed in red are expensive.
 
  
 
</onlyinclude>
 
</onlyinclude>
 +
 
==Trading tips==
 
==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).
 
*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).
 
*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.
+
*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 (no such enhancements exist as of vanilla Alpha 16) will improve trade.
*Selling a prisoner is profitable, but has a [[Thoughts_list#A_prisoner_was_sold|negative impact on the happiness]] of all colonists (excludes psychopaths).
+
*Selling a prisoner is profitable, but has a [[Thoughts_list#A_prisoner_was_sold|negative impact on the happiness]] of all colonists (excludes psychopaths). To prevent exploiting a recruiting loophole, you cannot buy back a prisoner you just sold.
*Food and textiles can be quickly grown on [[hydroponics table]]s, which makes farming a viable income source, provided there's enough manpower to tend to the crops.
+
*Food and textiles can be quickly grown on [[hydroponics basin]]s, or in large amounts from large growing zones, 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.
 
*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.
+
*All traders carry a limited amount of silver, so they may not be able to buy everything you wish to sell. You can still give them things but everything they receive will be for free, as they cannot afford to pay.
*[[Sculptures|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.
+
*[[Sculptures|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 without obtaining the full value in silver.
 
*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).
 
*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).
 +
 +
=== Notes ===
 +
*Selecting [[Randy Random]] as your [[AI Storyteller]] may cause your colony to receive no other faction visits at all after the initial phase of the game.
 +
 
[[Category:Trade]]
 
[[Category:Trade]]

Revision as of 13:50, 11 May 2017

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

Colonies can trade with other factions by using caravans to buy and sell slaves/prisoners, furniture, gear, pack dromedaries, resources and other valuable items.

The trade interface shows what commodities are available to trade, the colony's stock, the trader's stock, and the prices to buy and sell.

BUY QUANTITY SELL
ALL ONE positive = buy
negative = sell
ONE ALL
<< < may type # here > >>
  • Prices listed in green are cheap (does not appear with base-game traders), while prices listed in red are expensive.
  • Items that the foreign trader has no interest in are shown grayed out at the bottom of the list; other traders may want them instead.
  • Animals that have been downed (whether due to starvation or injury) are not listed for trade.


Early game

Caravans consist of one or more faction members with most bringing pack animals and tamed animals in tow. Players can either form their own caravan or wait for others to visit their own colony. To trade with a foreign passing caravan, direct a colonist (preferably with high social skill as s/he can get better prices) to speak with the caravan member who has a yellow question mark above the head. Stored items will be eligible to sell and appear in the trade window. Purchased items will be dropped in the location where the trader was standing and will need to be hauled.

Sometimes, foreign caravan member may fight each other and accidentally drop items they were carrying as part of their gear inventory.

As of version 0.14.1234 (15 July 2016) the interface also now lets you type in the number you want to trade instead of dragging to the number.

Later game

Building a comms console and an orbital trade beacon will allow:

  • Satellite calls to request caravans to friendly factions at the costs of 600 silver, which can be reduced to 300 silver if goodwill is above 40. You can only call 1 caravan per 4 days per friendly faction.
  • Interaction with vessels flying within range which will stay around for a limited time (a blue notification will appear at the right of your screen to announce the trade ship and its type). After it's done, a simple notice at the top of the screen will prompt when the same vessel leaves comms range and can no longer be traded with. Each trade ship varies in type and which determines its inventory.

To trade, order a colonist to interact with the comms console. Only items located within range of an orbital trade beacon will be eligible for trade. Purchases will be sent via drop pods to a beacon's open-air tiles, drop pods will phase through constructed roofs otherwise. If all beacon tiles are covered, drop pods will land at the nearest eligible tile.

Prisoners can be sold directly from their cell even if not in range of a beacon and tamed animals can be sold from anywhere on the map. The trade value of a prisoner or animal is based on their capabilities, injuries and skills.

Types of Traders

Land convoy

  • 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 dromedaries, depending on climate. They have a moderate amount of items and silver to buy trade with.

Technological Level

  • Neolithic traders are tribal in nature and will be limited to selling neolithic level items.
  • Outlander traders come from other colonies on your rimworld and are not restricted to a specific technology level of items.

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 midworlds, urbworlds or glitterworlds.

Space convoy

  • Orbital traders are traders which have no physical presence. They have large amounts of items and silver to trade with.
  • Bulk goods traders buy and sell basic materials such as steel, wood, components, gold, textiles, and food.
  • Combat suppliers buy and sell melee weapons, ranged weapons, armor, medicine, and implants.

Outlander or Orbital

  • Exotic goods traders buy and sell artifacts, apparel, non-craftable joy items, furniture, and some other exotic items.
  • Pirate merchants buy and sell slaves, armor, implants, medicine, and rare animals.

Neolithic

  • Slavers are essentially renamed pirate merchants (see above), except they only sell neolithic items.

Trader Inventories

As of version 0.15.1279 (29 August 2016) traders carry and accept more sensible items for their type.

Combat Supplier

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


Exotic Goods Trader

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


Orbital Bulk Goods Trader

Orbital bulk goods traders deal in foods, textiles, and materials.

Orbital bulk goods trader


Pirate Merchant

Pirate Merchants deal in slaves/prisoners, weapons, body parts, medicine, and beer. The chance of a trade ship carrying prisoners should go down as colony population goes up.



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 (no such enhancements exist as of vanilla Alpha 16) will improve trade.
  • Selling a prisoner is profitable, but has a negative impact on the happiness of all colonists (excludes psychopaths). To prevent exploiting a recruiting loophole, you cannot buy back a prisoner you just sold.
  • Food and textiles can be quickly grown on hydroponics basins, or in large amounts from large growing zones, 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.
  • All traders carry a limited amount of silver, so they may not be able to buy everything you wish to sell. You can still give them things but everything they receive will be for free, as they cannot afford to pay.
  • 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 without obtaining the full value in silver.
  • 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).

Notes

  • Selecting Randy Random as your AI Storyteller may cause your colony to receive no other faction visits at all after the initial phase of the game.