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+ | ! {{MainSection_Nav}} | ||
+ | |} | ||
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{{TOCright}} | {{TOCright}} | ||
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<onlyinclude> | <onlyinclude> | ||
− | + | 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. | |
+ | |||
+ | 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 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. | ||
+ | |||
+ | 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. | ||
+ | |||
+ | {{asof|A14}} some traders sell furniture and pack dromedaries. The interface also now lets you type in the number you want to trade instead of dragging to the number. | ||
+ | |||
+ | ==How to Trade== | ||
+ | |||
+ | 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. | ||
{|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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− | + | Note that prices listed in green are cheap, and prices listed in red are expensive. | |
− | |||
− | + | ==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. | ||
− | |||
− | + | <!-- | |
− | + | Current as of: Alpha 13 | |
− | + | Source: Mods/Core/Defs/TraderKindDefs/TraderKinds_Orbital_Misc.xml | |
+ | Section: <defName>Orbital_Misc_CombatSupplier</defName> | ||
+ | --> | ||
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{| class="wikitable" | {| class="wikitable" | ||
+ | |+ Bulk Goods Trader Inventory | ||
+ | ! rowspan="2" | Name | ||
+ | ! rowspan="2" | Type | ||
+ | ! rowspan="2" | Price | ||
+ | ! colspan="3" | Available Stock | ||
|- | |- | ||
− | + | ! Min | |
− | + | ! Max | |
− | + | ! Average | |
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|- | |- | ||
− | + | | [[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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|- | |- | ||
− | + | | [[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 | |
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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 | |
− | | | + | |- |
+ | | [[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== |
− | + | '''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. | |
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− | == | + | ==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. | |
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− | == | + | </onlyinclude> |
− | * | + | ==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 [[Thoughts_list#A_prisoner_was_sold|negative impact on the happiness]] of all colonists (excludes psychopaths). |
− | * | + | *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. |
− | + | *It is recommended to put your comms console in or near the bedroom of the colonist with the highest social skill for convenient trading. | |
− | [[Category:Trade | + | *Trade ships carry a limited amount of silver, so they may not be able to buy everything you wish to sell. |
+ | *[[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. | ||
+ | *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). | ||
+ | [[Category:Trade]] |