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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]], [[furniture]], [[gear]], [[resources]], [[food]], [[drugs]], and [[sculptures|works of art]]. |
+ | |||
+ | 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. | ||
{|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|>>}}''' | ||
|} | |} | ||
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− | + | * Trade is influenced by your trader's ability to [[Talking|speak]] and [[Hearing|hear]]. Damage to any such parts will ruin trade prices. | |
− | + | * 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. | |
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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 | ||
* Animals that have been downed are not listed for trade. | * 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. | * 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]]). | * Selling a prisoner is profitable, but has a [[Thoughts#A prisoner was sold|negative impact on the happiness]] of all colonists (excludes [[Traits|psychopaths]]). | ||
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| [[Weapons]] || x0.2 | | [[Weapons]] || x0.2 | ||
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|} | |} | ||
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. | ||
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=== 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.]] | ||
=== By inventory === | === By inventory === | ||
− | Note that different merchants ''tend'' to only accept items of the general category that they offer - so don't | + | :: Note that different merchants ''tend'' to only accept items of the general category that they offer - so don't expect to trade your wooden [[sculpture]]s for firearms, nor your piles of [[smokeleaf]] for televisions, nor your valuable [[muffalo]] herd for slaves. |
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− | + | ; Bulk goods trader | |
+ | : 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 suppliers deal in modern [[weapons]], modern [[armor]], [[mortar shell]]s, and [[medicine]]. |
− | + | ; Exotic goods trader | |
− | : | + | : Exotic goods traders deal in rare and valuable items such as artifacts, [[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 carry animals of the wilder variety, or those not native to the local [[Biomes|biome]]. |
− | + | ; Farming merchant | |
− | : | + | : As the name implies, farming merchants offer domestic animals and food, both various meats and vegetables. |
− | + | ; Mining goods merchant | |
− | : | + | : This merchant offers raw metals and slag and stone chunks - that's it. |
− | + | ; Shaman merchant | |
− | : | + | : 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 | |
+ | : 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. | ||
:: (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".) | ||
− | + | ; War merchant | |
: 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. | : 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 == | == 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. | ||
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<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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|} | |} | ||
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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 === | ||
− | + | Orbital traders usually come with large stocks corresponding to their trader type. | |
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− | Orbital traders usually come with large stocks corresponding to their trader type | ||
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==== Bulk goods trader ==== | ==== Bulk goods trader ==== | ||
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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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* 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. | ||
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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. | ||
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* [[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| ]] |