![]() ![]() Mark the goods you want to sell -insert clever advice-, and your dwarves will begin moving them to the depot. Next click "Move goods to/from depot" to be presented with a list of all items in your fortress that belong to you. Be aware that without an assigned broker, it's likely a random, probably unskilled dwarf will volunteer to conduct the trade. Select the trade depot and then click either "Broker requested at depot" or "Anyone requested at depot" if you have no broker noble assigned. Turn trader's and leader's labors back onīefore you can begin trading, you need to designate what goods to trade and have the fortress's representative trader located at the trade depot. Turn your trader's labors off so they don't get distracted Turn your leader's labors off so they don't get distracted Wait for the diplomat (if any) to reach your leader Wait for caravan to arrive at depot and merchants to finish unloading Trading flowchart Suggested trading procedure Trading with your home civilization is quite important, as being visited by their caravans is part of attracting immigrants after the first two waves. A civil war in your home civilization will also stop trade with them. Newly-founded fortresses begin the game at peace with their home civilization and will generally have at least that one trading partner each year, unless the parent civilization is dead or dying, or simply can't reach your site due to intervening mountains or open water. Appointing a citizen as a broker is not strictly necessary but is very helpful. To trade at all, you will need a trade depot and peaceful relations with at least one civilization that can reach your site. As a profession, the term applies to visiting merchants and dwarves whose highest skill is Appraiser. Trader is the generic term used at your trade depot to refer to your fortress representative (usually your broker, although it can be anyone else in a pinch) when dealing with merchants in a visiting caravan. Trading generally begins in the first autumn after establishing your fortress, with the arrival of the dwarven caravan from your home civilization. ![]() Trade can make up for the lack of industries you neglected or don't find interesting, provide resources that aren't available where your dwarves settled, replace key tools you lost or accidentally destroyed, and allow you more freedom in selecting starting gear and skills at embark. They can barter their excess goods for items they need, possibly even items they can't otherwise acquire for themselves. Trading in Dwarf Fortress allows your dwarves to trade with friendly civilizations.
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