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Colonies can trade with other factions by using [[caravan]]s and orbital trade ships via a [[comms console]] and [[orbital trade beacon]]. Tradeable commodities can include [[prisoners]] and [[slaves]],{{IdeologyIcon}} [[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.
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Colonies can trade with other factions by using [[caravan]]s and orbital trade ships via a comms console. Tradeable commodities include [[colonists|slaves]]/[[prisoners]], [[furniture]], [[gear]], [[resources]], [[food]], [[drugs]], and [[sculptures|works of art]].
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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.
  
 
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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", and the selected pawn will march out to meet with the trader.  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 (your colonist and trader or your colonist and comms console), 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.
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* Trade is influenced by your trader's ability to speak and hear. Damage to any such parts will ruin trade prices.
 
 
Actual trade prices are determined by [[Trade Price Improvement]], a [[stat]] based off the [[Social]] skill of the colonist actually doing the trading. Trade Price Improvement is influenced by your trader's ability to [[Talking|speak]] and [[Hearing|hear]]. Damage to any such parts will hurt your trade prices, and you may wish to consider selecting, [[training]], or otherwise acquiring a different designated trader.
 
 
 
The trade interface shows what commodities are available to trade - the trader's stock, your colony's current available stock, and the prices to buy and sell.
 
 
 
* Items that the foreign trader has no interest in are shown grayed out at the bottom of the list; other traders may want them in the future, but this one does not (see [[Trade#By inventory|below]] for more information).
 
* Animals that have been downed are not listed for trade.
 
* 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 over this value but everything they receive will be for free, as they cannot afford to pay. In this instance it is likely better to not sell the items or to take the excess in useful or resalable items rather than get nothing in return.
 
* Selling a prisoner is profitable, but has a [[Thoughts#A prisoner was sold|negative impact on the happiness]] of all colonists (excludes [[Traits|psychopaths]]).
 
 
* Prices listed in green are cheap (does not appear with base-game traders), while prices listed in red are expensive.
 
* Prices listed in green are cheap (does not appear with base-game traders), while prices listed in red are expensive.
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* 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.
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* Animals that have been downed (whether due to starvation or injury) are not listed for trade.
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* 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.
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* Selling a prisoner is profitable, but has a [[Thoughts#A_prisoner_was_sold|negative impact on the happiness]] of all colonists (excludes psychopaths).
  
  
== Game progression ==
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== Early Game Trading==
  
=== Early game ===
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Caravans consist of one or more faction members often with pack animals and/or 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 he/she 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.
  
Caravans consist of one or more faction members often with [[pack animal]]s and/or 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 and thus [[Trade Price Improvement]]) 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.
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Sometimes, foreign caravan members may fight each other and accidentally drop items from their gear inventory.
  
Sometimes, foreign caravan members may fight each other and accidentally drop items from their gear inventory.
 
  
=== Later game ===
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== Later Game Trading==
  
After researching the [[research#Microelectronics|Microelectronics project]], a [[comms console]] and an [[orbital trade beacon]] can be built, which allow:
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After finishing the required research, a [[comms console]] and an [[orbital trade beacon]] can be built, which allow:
  
* Satellite calls to request caravans to allied factions at a cost of 15 goodwill (or 700/1100 silver prior to 1.0). You can only call for a caravan from a given friendly faction once every four days.
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* Satellite calls to request caravans to friendly faction at the costs of 1100 silver, which can be reduced to 700 silver if goodwill is above 40. You can only call for a caravan from a given friendly faction once every four days.
  
 
* Interaction with orbital trade ships 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 gone, a simple notice at the top of the screen will note when the same vessel leaves comms range and can no longer be traded with. Each trade ship varies in type, which determines its inventory.
 
* Interaction with orbital trade ships 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 gone, a simple notice at the top of the screen will note when the same vessel leaves comms range and can no longer be traded with. Each trade ship varies in type, 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 can be traded. 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. Colonists using the comms console use the same [[Trade Price Improvement]] stat as when making trades in person. [[Prisoner]]s 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.
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To trade, order a colonist to interact with the comms console. Only items located within range of an orbital trade beacon can be traded. 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. Colonists with a higher social skill using the comms console will negotiate lower buying prices for everything but the commodities (1.5% per social skill point). Likewise, colonists with a higher social skill will negotiate for higher selling prices for everything but the commodities (1.5% per social skill point). [[Prisoner]]s 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.
  
== Trade prices ==
 
Trade prices are based on the [[market value]]. In general the selling price is significantly lower than the buying price. This is however dependent on several modifiers that can be seen in the tooltip when hovering over an item's price in the trading dialog.
 
  
First of all goods from the colony are sold at 60% market value, and bought at 140% market value. These are further affected by the both the storyteller's [[AI Storytellers#Economy|economic]] and [[difficulty]] settings.
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== Trade Prices ==
  
Some traders will charge 2x the price for the certain good, in addition to the multiplier on buying. Selling remains at normal price.
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Hovering over an item's price opens a tooltip that displays price modifiers.
  
=== Trade Price Improvement ===
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Usually, goods from the colony are sold at 50% market value, and bought at 150% market value.
{{See also|Trade Price Improvement}}
 
This multiplier is affected by the stats of the chosen colonist. This is listed on the tooltip as <tt>"Your negotiator bonus: -''x''%"</tt>. Additionally factions offer a 2% discount when trading at a base.
 
  
=== Sell Price Multiplier ===
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Certain difficulty levels modify trade prices. See [[AI_Storytellers#Challenge_Scale|Challenge Scale]].
{{See also|Sell Price Multiplier}}
 
The selling prices of the following item types are affected by this multiplier. Note that this doesn't affect the buying price.
 
{| class="wikitable"
 
|-
 
! Type !! Factor
 
|-
 
| [[Furniture]] || x0.7
 
|-
 
| [[Sculptures]] || x1.1
 
|-
 
| [[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.
 
  
== Types of traders ==
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Trade prices may also be modified by the [[Trade Price Improvement]] stat of chosen colonist, listed on the tooltip as <tt>"Your negotiator bonus: -''x''%"</tt>.  
=== By technological level ===
 
* '''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.
 
* '''Orbital''' traders, or trade ships, are not affiliated with any faction, and can only be seen 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 ===
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Some traders will charge 2x the price of a good, in addition to the 150% multiplier on buying. Selling remains at normal price.
* '''Faction settlements''' that engage in trading. They buy/sell everything within their technology level, have the most extensive stocks and offer a 2% discount.
 
* '''Land convoys''' have a physical presence on the map. They will leave the area if the temperature is deemed too dangerous for them to continue trading. They and come in to types:
 
** '''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.
 
* '''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.
 
  
[[File:Visitors but not traders.png|400px|thumb|none|Visitors but not traders, no character with ('''?''') sign overhead.]]
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Faction bases don't have any goods-specific price penalties and will even offer a 2% discount when trading at a base.
  
=== By inventory ===
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== Types of Traders ==
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*.
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=== Land Convoy ===
  
: (* 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).)
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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.
 +
*'''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.
  
All traders offer [[component]]s.
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Land convoys will leave the area if the temperature is deemed too dangerous for them to continue trading.
  
====Bulk goods trader====
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[[File:Visitors but not traders.png|400px|thumb|none|Visitors but not traders, no character with ('''?''') sign overhead]].
: Bulk goods traders deal in [[food]] and basic materials, such as [[steel]], [[wood]], [[component]]s, [[gold]], and [[textiles]], as well as [[clothing]], [[furniture]] and domestic animals.
 
  
==== Combat supplier ====
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=== Technological Level ===
: Combat suppliers deal in melee and modern [[weapons]], modern [[armor]], [[mortar shell]]s, (non-[[Herbal medicine|herbal]]) [[medicine]], and [[Sculptures|art sculptures]].
 
  
====  Exotic goods trader ====
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* '''Neolithic''' traders are tribal in nature and will be limited to selling neolithic level items.
: 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]], [[drugs]], [[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]]. They do not accept raw plant material, not even drug precursors.
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* '''Outlander''' traders come from other faction settlements and are not restricted to a specific technology level of items.
  
==== Shaman merchant ====
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=== Faction Bases ===
: 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]].
 
  
====  Slaver ====
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Large faction settlements that engage in trading. They buy/sell everything within their technology level, have the most extensive stocks and offer a 2% discount.
: 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.
 
  
With the [[Ideology DLC]], bought people will either join as a colonist or as a proper [[slave]].{{IdeologyIcon}} This is listed per person on the trade menu. Otherwise, slavers will only sell future colonists.
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=== Physical presence ===
  
:: (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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*'''Outlander traders''' have a physical presence on the map and offer a small to medium amount of items and silver.
 +
*'''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.
  
====  War merchant ====
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''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.''
: The tribal version of the Combat Supplier, this merchant offers simple melee weapons and [[Weapon Guide|neolithic ranged weapons]], predatory-type animals, and tribal-level  (non-[[Research#Medieval Research Projects|complex clothing]]) apparel of all sorts.
 
  
== Trader inventories ==
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=== By inventory ===
=== 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".
 
  
==== Outlander base ====
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==== Bulk goods trader ====
{| {{STDT|sortable c_03}}
 
! Name !! Price !! Min Stock !! Max Stock
 
|-
 
! [[Silver]]
 
| N/A || 800 || 3000
 
|-
 
! [[Component]]
 
| x1 || 20 || 70
 
|-
 
! [[Steel]]
 
| x1 || 300 || 600
 
|-
 
! [[Wood]]
 
| x1 || 200 || 400
 
|-
 
! [[Plasteel]]
 
| x1 || -50 || 200
 
|-
 
! [[Cloth]]
 
| x1 || 100 || 300
 
|-
 
! [[Gold]]
 
| x1 || -50 || 200
 
|-
 
! [[Neutroamine]]
 
| x1 || 50 || 200
 
|-
 
! [[Chemfuel]]
 
| x1 || 300 || 500
 
|-
 
! [[Chocolate]]
 
| x1 || -30 || 70
 
|-
 
! [[Beer]]
 
| x1 || -40 || 100
 
|-
 
! [[Medicine]]
 
| x1 || 25 || 50
 
|-
 
![[Telescope]]
 
| x1 || 0 || 1
 
|}
 
  
'''Groups of items:'''
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'''Bulk goods traders''' deal in [[food]] and basic materials, such as [[steel]], [[wood]], [[component]]s, [[gold]], [[textiles]], as well as [[clothing]], [[furniture]] and domesticated animals.
{| {{STDT|sortable c_03}}
 
! Group !! Price !! Variety !! Min Stock !! Max Stock !! Items
 
|-
 
! Mortar shells
 
| x1 || 1 - 2 kinds || 20 each || 40 each || All [[mortar shell]]s except [[antigrain warhead]]
 
|-
 
! Textiles
 
| x1 || 1 - 2 kinds || 400 {{Icon Small|silver}} || 800 {{Icon Small|silver}} || All [[Textiles]]
 
|-
 
! Resources
 
| x1 || 2 - 4 kinds || 400 {{Icon Small|silver}} || 800 {{Icon Small|silver}} || All resources except [[silver]]
 
|-
 
! Raw food
 
| x1 || 2 - 4 kinds || 400 {{Icon Small|silver}} || 800 {{Icon Small|silver}} || All except fertilized eggs
 
|-
 
! Meals
 
| x1 || 1 - 2 kinds || 12 each || 50 each || All [[meal]]s
 
|-
 
! Furniture
 
| x1 || 3 - 4 kinds || 1 each || 2 each || All [[furniture]]
 
|-
 
! Animals
 
| x1 || 2 - 4 kinds || 3 each || 8 each || Most animals
 
|-
 
! Clothing
 
| x1 || 10 - 16 kinds || 1 each || 1 each|| All [[clothing]]
 
|-
 
! Drugs
 
| x1 || 3 - 4 kinds || 750 {{Icon Small|silver}} || 1500 {{Icon Small|silver}} || All [[drugs]]
 
|-
 
!Ranged weapons
 
| x1 || 3 - 6 kinds || 1 each || 1 each || All ranged weapons
 
|-
 
!Melee weapons
 
| x1 || 3 - 4 kinds || 1 each || 2 each || All melee weapons
 
|-
 
!Armor
 
| x1 || 2 - 4 kinds || 1 each || 1 each || All [[armor]]
 
|-
 
!Body parts/ Implants
 
| x1 || 2 - 4 kinds || 1 each || 1 each || All body parts or implants
 
|-
 
!Exotic items
 
| x1 || 1 - 4 kinds || 1 each || 2 each || Rare items
 
|-
 
!Artifacts
 
| x1 || 1 - 4 kinds || 1 each || 1 each || All artifacts
 
|-
 
!Apparel
 
| x1 || 3 - 6 kinds || 1 each || 10 each || All [[apparel]]
 
|-
 
!Art
 
| x1 || 5 - 10 kinds || 1 each || 1 each || [[Sculptures]]
 
|-
 
!Televisions
 
| x1 || 1 - 2 kinds || 1 each || 2 each || [[Tube television]], [[Flatscreen television]], [[Megascreen television]]
 
|-
 
! Slaves
 
| x1 || -1 - 2 || 1 each || 1 each || -
 
|}
 
  
<div class="toccolours mw-collapsible mw-collapsed">
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==== Combat supplier ====
'''Neolithic base'''
 
<div class="mw-collapsible-content">
 
{{:Trader/Base Neolithic Standard}}
 
</div></div>
 
  
=== Caravan ===
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'''Combat suppliers''' deal in [[weapons]], [[armor]], [[mortar shell]]s, and [[medicine]].
Trade caravans have a moderate amount of items to buy and silver to trade with.
 
  
==== Outlander ====
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The tribal variant of this is the '''War merchant'''.
<div class="toccolours mw-collapsible mw-collapsed">
 
'''Outlander bulk goods trader caravan'''
 
<div class="mw-collapsible-content">
 
{| {{STDT|sortable c_03}}
 
! Name !! Price !! Min Stock !! Max Stock
 
|-
 
! [[Silver]]
 
| N/A || 750 || 1200
 
|-
 
! [[Component]]
 
| x1 || 30 || 40
 
|-
 
! [[Advanced component]]
 
| x1 || -10 || 2
 
|-
 
! [[Steel]]
 
| x1 || 250 || 400
 
|-
 
! [[Chemfuel]]
 
| x1 || 250 || 400
 
|-
 
! [[Neutroamine]]
 
| x1 || 70 || 160
 
|-
 
! [[Beer]]
 
| x1 || -100 || 100
 
|-
 
! [[Chocolate]]
 
| x1 || 10 || 40
 
|-
 
! [[Reinforced barrel]]
 
| x1 || 1 || 4
 
|}
 
  
Groups of items:
+
==== Exotic Goods Trader ====
{| {{STDT|sortable c_03}}
 
! Group !! Price !! Variety !! Min Stock !! Max Stock !! Items
 
|-
 
! Raw food
 
| x1 || 3 kinds || 150 {{Icon Small|silver}} || 600 {{Icon Small|silver}} || All except fertilized eggs
 
|-
 
! Textiles
 
| x1 || ? || ? || ? || All [[Textiles]]
 
|-
 
! Food
 
| x1 || ? || ? || ? || [[Chocolate]], [[Kibble]], [[Pemmican]]
 
|-
 
! Drugs
 
| x1 || ? || ? || ? || All [[drugs]]
 
|-
 
! Clothing
 
| x1 || 10 kinds || 1 each || 1 each || All [[clothing]]
 
|-
 
! Furniture
 
| x1 || 3 kinds || 1 each || 1 each || All [[furniture]]
 
|-
 
! Animals
 
| 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>
 
  
<div class="toccolours mw-collapsible mw-collapsed">
+
'''Exotic Goods Traders''' deal in rare and valuable items such as artifacts, [[Joy|televisions]], [[Joy|telescopes]], [[Gear|apparel]], [[Medical Items|bionic body parts]], [[neurotrainer]]s, some [[furniture]], [[plasteel]], [[gold]], [[uranium]], and [[glitterworld medicine]]. The may also carry animals of the wilder variety.
'''Outlander combat supplier caravan'''
 
<div class="mw-collapsible-content">
 
{| {{STDT|sortable c_03}}
 
! Name !! Price !! Min Stock !! Max Stock
 
|-
 
! [[Silver]]
 
| N/A || 750 || 1200
 
|-
 
! [[Medicine]]
 
| x1 || 10 || 20
 
|-
 
! [[Techprint]]
 
| x1 || 1 || 1
 
|}
 
  
Groups of items:
+
The tribal variant of this is the '''Shaman merchant'''.
{| {{STDT|sortable c_03}}
 
! Group !! Price !! Variety !! Min Stock !! Max Stock !! Items
 
|-
 
! Ranged weapons
 
| x1 || ? kinds || 5 each || 5 each || All [[ranged weapons]]
 
|-
 
! Melee weapons
 
| x1 || 6 kinds || 1 each || 1 each || All [[melee weapons]]
 
|-
 
! Mortar shells
 
| x1 || 1 - 2 kinds || 3 each || 15 each || All [[mortar shell]]s except [[antigrain warhead]]
 
|-
 
! Armor
 
| x1 || 5 kinds || 1 each || 1 each || All [[armor]]
 
|-
 
|}
 
<br/>Buys [[art]], high tech armor, musical instruments and drugs.</div> </div>
 
  
<div class="toccolours mw-collapsible mw-collapsed">
+
==== Pirate Merchant ====
'''Outlander slaver caravan'''
 
<div class="mw-collapsible-content">
 
{| {{STDT|sortable c_03}}
 
! Name !! Price !! Min Stock !! Max Stock
 
|-
 
! [[Silver]]
 
| N/A || 750 || 1200
 
|-
 
! [[Medicine]]
 
| x1 || 2 || 5
 
|-
 
! [[Slave]]s
 
| x1 || 2 || 4
 
|}
 
  
Groups of items:
+
'''Pirate Merchants''' and its derivatives deal in slaves/prisoners, weapons, body parts, medicine, and drugs. The chance of traders carrying prisoners should go down as colony population goes up.
{| {{STDT|sortable c_03}}
 
! Group !! Price !! Variety !! Min Stock !! Max Stock !! Items
 
|-
 
! Drugs
 
| x1 || 2 - 4 kinds || 600 {{Icon Small|silver}} || 1000 {{Icon Small|silver}} || All [[drugs]]
 
|-
 
! Mortar shells
 
| x1 || 1 - 2 kinds || 1 each || 10 each || All [[mortar shell]]s except [[antigrain warhead]]
 
|-
 
! Animals
 
| x1 || 1 - 2 kinds || 1 each || 3 each || All [[animals]] with TradeTag ''AnimalFighter''
 
|}
 
<br/>Buys [[art]] and musical instruments.</div> </div>
 
  
<div class="toccolours mw-collapsible mw-collapsed">
+
The tribal variant of this is the '''Slaver'''.
'''Outlander exotic goods trader caravan'''
 
<div class="mw-collapsible-content">
 
{| {{STDT|sortable c_03}}
 
! Name !! Price !! Min Stock !! Max Stock
 
|-
 
! [[Silver]]
 
| N/A || 750 || 1200
 
|-
 
! [[Component]]
 
| x1 || 6 || 20
 
|-
 
! [[Advanced component]]
 
| x1 || 1 || 4
 
|-
 
! [[Plasteel]]
 
| x1 || 50 || 150
 
|-
 
! [[Gold]]
 
| x1 || 40 || 80
 
|-
 
! [[Glitterworld medicine]]
 
| x1 || 2 || 8
 
|-
 
! [[Techprint]]
 
| x1 || 3 || 3
 
|-
 
! [[Telescope]]
 
| x1 || 0 || 1
 
|}
 
  
Groups of items:
+
== Trader inventories ==
{| {{STDT|sortable c_03}}
 
! Group !! Price !! Variety !! Min Stock !! Max Stock !! Items
 
|-
 
! Prosthetics
 
| x1 || 2 - 4 kinds || 600 {{Icon Small|silver}} || 1000 {{Icon Small|silver}} || All [[prosthetics]]
 
|-
 
! Televisions
 
| x1 || 1 - 2 kinds || 1 each || 1 each || All [[television]]s
 
|-
 
! Exotic items
 
| x1 || 3 kinds || 1 each<br>(7 luciferium,<br>40 Hyperweave) || 1 each<br>(25 luciferium,<br>120 Hyperweave) || All [[exotic items]] except [[glitterworld medicine]] and [[advanced component]]
 
|-
 
! Artifacts
 
| x1 || 2 - 2 kinds || 1 each || 1 each || All [[artifact]]s
 
|-
 
! Animals
 
| 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>
 
 
 
==== Neolithic ====
 
  
 
=== Orbital ===
 
=== Orbital ===
In order to trade with an Orbital trader, you first must be able to make contact with them. This requires 3 things:
 
# a powered [[comms console]]
 
# a powered [[orbital trade beacon]]
 
# 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. The trader leaves in 16 hours, or {{ticks|40000}}, after arrival.
 
  
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.
  
Note that you can only trade items within the trade beacon's range, with the exception of living creatures.
+
==== Orbital bulk goods trader ====
  
==== Bulk goods trader ====
 
 
{| {{STDT|sortable c_03}}
 
{| {{STDT|sortable c_03}}
! Name !! Price !! Min Stock !! Max Stock
+
! Name !! Price !! Min Stock !! Max Stock !! Avg Stock
 
|-
 
|-
 
! [[Silver]]
 
! [[Silver]]
| N/A || 2000 || 4000
+
| N/A || 4000 || 6000 || 5000
 
|-
 
|-
 
! [[Component]]
 
! [[Component]]
| x1 || 15 || 30
+
| normal || 5 || 30 || 17.5
 
|-
 
|-
 
! [[Steel]]
 
! [[Steel]]
| x1 || 500 || 800
+
| cheap || 800 || 1500 || 1150
 
|-
 
|-
 
! [[Wood]]
 
! [[Wood]]
| x1 || 500 || 800
+
| cheap || 800 || 1500 || 1150
 
|-
 
|-
 
! [[Plasteel]]
 
! [[Plasteel]]
| x1 || 100 || 400
+
| cheap || 300 || 700 || 500
 
|-
 
|-
 
! [[Cloth]]
 
! [[Cloth]]
| x1 || 200 || 600
+
| normal || 0 || 600 || 400
|-
 
! [[Medicine]]
 
| x2 || 20 || 30
 
|-
 
! [[Gold]]
 
| x1 || 50 || 200
 
|-
 
! [[Neutroamine]]
 
| x1 || 100 || 200
 
|-
 
! [[Chemfuel]]
 
| x1 || 200 || 600
 
 
|-
 
|-
 
! [[Chocolate]]
 
! [[Chocolate]]
| x1 || -70 || 100
+
| random || 0 || {{icon|silver|2000}} worth || {{icon|silver|650}} worth
 +
|-  
 +
! [[Beer]]
 +
| random || 0 || {{icon|silver|2000}} worth || {{icon|silver|650}} worth
 
|-
 
|-
! [[Beer]]
+
! [[Medicine]]
| x1 || -70 || 100
+
| expensive || 10 || 30 || 20
 
|-
 
|-
 
|}
 
|}
Line 482: Line 154:
 
'''Groups of items:'''
 
'''Groups of items:'''
 
{| {{STDT|sortable c_03}}
 
{| {{STDT|sortable c_03}}
! Group !! Price !! Variety !! Min Stock !! Max Stock !! Items
+
! Group !! Price !! Min Stock !! Max Stock !! Avg Stock !! Items
 
|-
 
|-
 
! Textiles
 
! Textiles
| x1 || 1 - 2 kinds || 2200 {{Icon Small|silver}} || 4000 {{Icon Small|silver}} || All [[Textiles]]
+
| cheap || 1 kind<br>2200 silver total || 2 kinds<br>4000 silver total || 1.5 kinds<br>3300 silver total || {{Trade row/textiles}}
 
|-
 
|-
! Resources
+
! Raw resources
| x1 || 2 - 4 kinds || 800 {{Icon Small|silver}} || 1500 {{Icon Small|silver}} || All resources except [[silver]]
+
| cheap || 2 kinds<br>1500 silver total || 4 kinds<br>3000 silver total || 3 kinds<br>2250 silver total || {{Trade row/resourcesraw}}
 
|-
 
|-
 
! Raw food
 
! Raw food
| x1 || 2 - 4 kinds || 800 {{Icon Small|silver}} || 1500 {{Icon Small|silver}} || All except fertilized eggs
+
| cheap || 2 kinds<br>1600 silver total || 8 kinds<br>5000 silver total || 5 kinds<br>3300 silver total || {{Trade row/foodraw}}
 
|-
 
|-
 
! Meals
 
! Meals
| x1 || 1 - 2 kinds || 15 each || 30 each || All [[meal]]s
+
| cheap || 1 kind<br>500 silver total || 2 kinds<br>1500 silver total || 1.5 kinds<br>1000 silver total || {{Trade row/meals}}
 
|-
 
|-
! Furniture
+
! Standard animals
| x1 || 0 - 3 kinds || 1 each || 2 each || All [[furniture]]
+
| random || 2 kinds<br>10 qty total || 4 kinds<br>20 qty total || 3 kinds<br>15 qty total || {{Trade row/standardanimals}}
|-
 
! Clothing
 
| x1 || 10 - 20 kinds || 1 each || 1 each|| All [[clothing]]
 
|-
 
! Drugs
 
| x1 || 2 - 4 kinds || 1000 {{Icon Small|silver}} || 2000 {{Icon Small|silver}} || All [[drugs]]
 
|-
 
! Animals
 
| x1 || 2 - 4 kinds || 10 each || 20 each || Animals with wildness below 70%
 
 
|-
 
|-
 
|}
 
|}
  
Commonality: 2
+
</onlyinclude>
 
 
----
 
 
 
==== Combat supplier ====
 
  
{| {{STDT|sortable c_03}}
 
! Name !! Price !! Min Stock !! Max Stock
 
|-
 
! [[Silver]]
 
| N/A || 2000 || 4000
 
|-
 
! [[Component]]
 
| x2 || 5 || 10
 
|-
 
! [[Medicine]]
 
| x1 || 30 || 50
 
|-
 
|}
 
 
'''Groups of items:'''
 
{| {{STDT|sortable c_03}}
 
! Group !! Price !! Variety !! Min Stock !! Max Stock !! Items
 
|-
 
! Mortar shells
 
| x1 || 1 - 2 kinds || 20 each || 40 each || All [[mortar shell]]s except [[antigrain warhead]]
 
|-
 
!Ranged weapons
 
| x1 || 5 - 6 kinds || 1 each || 1 each || All ranged weapons
 
|-
 
!Melee weapons
 
| x1 || 5 - 6 kinds || 2 each || 3 each || All melee weapons
 
|-
 
!Armor
 
| x1 || 8 - 10 kinds || 1 each || 1 each || All [[armor]]
 
|-
 
|}
 
 
Commonality: 1
 
 
----
 
 
==== Exotic goods trader ====
 
 
{| {{STDT|sortable c_03}}
 
! Name !! Price !! Min Stock !! Max Stock
 
|-
 
! [[Silver]]
 
| N/A || 2000 || 4000
 
|-
 
! [[Component]]
 
| x2 || 5 || 30
 
|-
 
! [[Gold]]
 
| x1 || 200 || 400
 
|-
 
! [[Plasteel]]
 
| x1 || 100 || 400
 
|-
 
! [[Glitterworld medicine]]
 
| x1 || 5 || 30
 
|-
 
! [[Neutroamine]]
 
| x1 || 100 || 500
 
|-
 
![[Telescope]]
 
| x1 || 1 || 1
 
|-
 
|}
 
 
'''Groups of items:'''
 
{| {{STDT|sortable c_03}}
 
! Group !! Price !! Variety !! Min Stock !! Max Stock !! Items
 
|-
 
!Drugs
 
| x1 || 3 - 4 kinds || 2000 {{Icon Small|silver}} || 3000 {{Icon Small|silver}} || All drugs
 
|-
 
!Exotic items
 
| x1 || 3 - 5 kinds || 1 each || 2 each || Rare items
 
|-
 
!Body parts/ Implants
 
| x1 || 3 - 5 kinds || 1 each || 1 each || All body parts or implants
 
|-
 
!Artifacts
 
| x1 || 2 - 4 kinds || 1 each || 1 each || All artifacts
 
|-
 
!Art
 
| x1 || 4 - 8 kinds || 1 each || 1 each || [[Sculptures]]
 
|-
 
!Televisions
 
| x1 || 1 - 3 kinds || 1 each || 1 each || [[Tube television]], [[Flatscreen television]], [[Megascreen television]]
 
|-
 
! Furniture
 
| x1 || 1 - 4 kinds || 1 each || 2 each || All [[furniture]]
 
|-
 
! Animals
 
| x1 || 1 - 2 kinds || 2 each || 3 each || Animals with wildness above 60%
 
|-
 
|}
 
 
Commonality: 1
 
 
----
 
 
==== Pirate merchant ====
 
 
{| {{STDT|sortable c_03}}
 
! Name !! Price !! Min Stock !! Max Stock
 
|-
 
! [[Silver]]
 
| N/A || 2000 || 4000
 
|-
 
! [[Component]]
 
| x2 || 5 || 10
 
|-
 
! [[Beer]]
 
| x1 || -300 || 300
 
|-
 
! [[Medicine]]
 
| x2 || 5 || 15
 
|-
 
! [[Neutroamine]]
 
| x2 || 100 || 400
 
|-
 
! [[Chemfuel]]
 
| x2 || 50 || 200
 
|-
 
|}
 
 
'''Groups of items:'''
 
{| {{STDT|sortable c_03}}
 
! Group !! Price !! Variety !! Min Stock !! Max Stock !! Items
 
|-
 
! Slaves
 
| x1 || 2 - 3 || 1 each || 1 each || ---
 
|-
 
!Ranged weapons
 
| x1 || -1 - 2 kinds || 1 each || 1 each || All ranged weapons
 
|-
 
!Armor
 
| x1 || -2 - 2 kinds || 1 each || 1 each || All armor
 
|-
 
!Body parts/ Implants
 
| x1 || -4 - 5 kinds || 1 each || 1 each || All body parts or implants
 
|-
 
!Artifacts
 
| x1 || -5 - 1 kinds || 1 each || 1 each || All artifacts
 
|-
 
!Drugs
 
| x1 || 3 - 6 kinds || 2000 {{Icon Small|silver}} || 3000 {{Icon Small|silver}} || All drugs
 
|-
 
|}
 
 
Commonality: 1
 
 
=== Visitor ===
 
<div class="toccolours mw-collapsible mw-collapsed">
 
==== Outlander visitor ====
 
<div class="mw-collapsible-content">
 
{| {{STDT|sortable c_03}}
 
! Name !! Price !! Min Stock !! Max Stock
 
|-
 
! [[Silver]]
 
| N/A || 50 || 250
 
|-
 
! [[Component]]
 
| x1 || -2 || 5
 
|-
 
! [[Packaged survival meal]]
 
| x1 || 3 || 6
 
|-
 
! [[Medicine]]
 
| x1 || 1 || 6
 
|-
 
! [[Cloth]]
 
| x1 || ? || ?
 
|-
 
! [[Chocolate]]
 
| x1 || ? || ?
 
|}
 
 
Groups of items:
 
{| {{STDT|sortable c_03}}
 
! Group !! Price !! Variety !! Min Stock !! Max Stock !! Items
 
|-
 
! Drugs
 
| x1 || -1 - 1 kinds || 100 {{Icon Small|silver}} || 300 {{Icon Small|silver}} || All drugs
 
|-
 
! Techprint
 
| x1 || 0.5 chance || 1 || 1 || -
 
|-
 
! Ranged weapons
 
| x1 || 0 - 1 kinds || 1 each || 1 each || All ranged weapons
 
|-
 
! Clothing
 
| x1 || 0 - 1 kinds || 1 each || 1 each || All [[clothing]]
 
|} </div> </div>
 
 
<div class="toccolours mw-collapsible mw-collapsed">
 
==== Neolithic visitor ====
 
<div class="mw-collapsible-content">
 
{| {{STDT|sortable c_03}}
 
! Name !! Price !! Min Stock !! Max Stock
 
|-
 
! [[Silver]]
 
| N/A || 50 || 250
 
|-
 
! [[Pemmican]]
 
| x1 || 40 || 80
 
|-
 
! [[herbal medicine]]
 
| x1 || 1 || 4
 
|-
 
! [[Cloth]]
 
| x1 || ? || ?
 
|-
 
! [[Chocolate]]
 
| x1 || ? || ?
 
|}
 
 
Groups of items:
 
{| {{STDT|sortable c_03}}
 
! Group !! Price !! Variety !! Min Stock !! Max Stock !! Items
 
|-
 
! Drugs
 
| x1 || -1 - 1 kinds || 200 {{Icon Small|silver}} || 400 {{Icon Small|silver}} || [[Beer]], [[smokeleaf joint]], [[psychite tea]]
 
|-
 
! Techprint
 
| x1 || 0.5 chance || 1 || 1 || [[Techprint]]
 
|-
 
! Ranged weapons
 
| x1 || 0 - 1 kinds || 1 each || 1 each || Neolithic ranged
 
|-
 
! Melee weapons
 
| x1 || 0 - 1 kinds || 1 each || 1 each || Neolithic melee
 
|-
 
! Clothing
 
| x1 || 0 - 1 kinds || 1 each || 1 each || All [[clothing]]
 
|} </div> </div>
 
  
 
== 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 where they will simply wander around and wait for your colonists to send a negotiator for trade. When hungry they may use the colony's tables and chairs for dining, and will sleep on the floor when exhausted.
 
 
=== Leaving the map ===
 
  
A trade caravan will usually leave as soon as the merchant pawn becomes tired (the first notch on their sleep need), though they can still be traded with while walking towards the edge of the map.  If the merchant has a different sleep need than other members of the caravan for some reason, caravan members may end up sleeping on the floor when exhausted.
+
=== Retreat ===
  
Sometimes, foreigners will leave your map before you have the chance to interact with them. They may start social fights amongst themselves, fight rival factions, or get attacked by wild animals. The caravan may also leave the map on their own if the temperature becomes too high or too low for them or their animals, similar to raiders. Foreigners who get downed can be rescued, either by their own members or by yourself for a goodwill bonus. Any items dropped can be unforbidden without damaging relations, however stripping clothes from anyone unconscious causes a loss of goodwill.
+
Sometimes, certain occurrences can cause foreign characters to leave your map before you have the chance to interact with them. They can just fight each other just like your own people do. In other occasions, they may get attacked by wild animals. They may leave the map on their own if the temperature becomes too high or too low for them or their animals. Some of them might get killed and others may only get downed, leaving a chance for rescue either by their own or by yourself. Items they drop can be unforbidden for you to take. Those who you rescue can be stripped without penalty.
  
 
<gallery widths="400px" heights="400px" class="center" mode="nolines">
 
<gallery widths="400px" heights="400px" class="center" mode="nolines">
Line 764: Line 188:
 
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>
 
== Tips ==
 
 
{{stub|section=1}}
 
 
=== Sell if you have enough cloth ===
 
 
* [[Birdskin]]
 
* [[Dog leather]]
 
* [[Human leather]]
 
* [[Lightleather]]
 
* [[Patchleather]]
 
* [[Pigskin]]
 
* [[Plainleather]]
 
  
 
== Notes ==
 
== Notes ==
  
* There is no trade bar for "silver"; that's just listed at the top of the trades column, and gets adjusted as items are selected to buy/sell. Once a trade is accepted, the difference in silver (positive or negative) automatically goes from one party to the other, up to the limit of that party's silver in stock. (Trader's silver can be seen under their "Gear" tab, your silver can be seen under Inventory/Raw Resources.)
 
 
* You cannot buy back prisoners you just sold as a way to insta-recruit anyone (exploit prevention).
 
* You cannot buy back prisoners you just sold as a way to insta-recruit anyone (exploit prevention).
 
* 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.
 
* 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.
*When selling pack animals, they will bring any items that they are carrying along with them.
 
  
==Version history==
+
 
* [[Version/0.0.245|0.0.245]] - Traders are now rarer but carry more goods.
+
[[Category:Trade]]
* [[Version/0.7.581|0.7.581]] - New trade system and interface. Traders carry and buy any item, including prosthetics, neurotrainers, organs, slaves, weapons, apparel, commodities.
 
* [[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.
 
* 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.
 
* ? - 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| ]]
 

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