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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]]. |
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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. | ||
{|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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=== Early game === | === Early game === | ||
− | 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 | + | 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 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. |
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. | ||
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* 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 | + | 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 and higher selling prices for everything (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 == | ||
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− | + | Hovering over an item's price opens a tooltip that displays price modifiers. Usually, goods from the colony are sold at 60% market value, and bought at 140% market value. These are further affected by the difficulty setting; see [[AI Storytellers#Challenge Scale|Challenge Scale]]. | |
− | + | Actual trade prices are also dependent on the [[Trade Price Improvement]] stat of chosen colonist, listed on the tooltip as <tt>"Your negotiator bonus: -''x''%"</tt>. | |
− | + | Some traders will charge 2x the price of a good, in addition to the multiplier on buying. Selling remains at normal price. | |
− | + | Faction bases don't have any goods-specific price penalties and will even offer a 2% discount when trading at a base. | |
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− | === | + | == Types of Traders == |
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− | + | === Land Convoy === | |
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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. | |
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− | + | Land convoys will leave the area if the temperature is deemed too dangerous for them to continue trading. | |
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− | + | [[File:Visitors but not traders.png|400px|thumb|none|Visitors but not traders, no character with ('''?''') sign overhead]]. | |
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− | + | === Technological Level === | |
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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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− | === | + | === Faction Bases === |
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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. | |
− | === | + | === Physical presence === |
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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. | ||
− | + | ''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.'' | |
− | + | === By inventory === | |
+ | |||
+ | ==== 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 domesticated animals. | |
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==== Combat supplier ==== | ==== Combat supplier ==== | ||
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− | + | '''Combat suppliers''' deal in [[weapons]], [[armor]], [[mortar shell]]s, and [[medicine]]. | |
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+ | The tribal variant of this is the '''War merchant'''. | ||
− | ==== | + | ==== Exotic Goods Trader ==== |
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− | + | '''Exotic Goods Traders''' deal in rare and valuable items such as artifacts, [[television]]s, [[telescope]]s, [[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. | |
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− | + | The tribal variant of this is the '''Shaman merchant'''. | |
− | + | ==== 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, [[outlander]] factions sent pirate merchants, not [[pirate]] factions. | |
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== Trader inventories == | == Trader inventories == | ||
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=== 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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{| {{STDT|sortable c_03}} | {| {{STDT|sortable c_03}} | ||
! Name !! Price !! Min Stock !! Max Stock | ! Name !! Price !! Min Stock !! Max Stock | ||
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![[Telescope]] | ![[Telescope]] | ||
| x1 || 0 || 1 | | x1 || 0 || 1 | ||
+ | |- | ||
|} | |} | ||
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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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|- | |- | ||
! Slaves | ! Slaves | ||
− | | x1 || -1 - 2 || 1 each || 1 each || - | + | | x1 || -1 - 2 || 1 each || 1 each || --- |
+ | |- | ||
|} | |} | ||
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− | === | + | ==== Neolithic base ==== |
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{| {{STDT|sortable c_03}} | {| {{STDT|sortable c_03}} | ||
! Name !! Price !! Min Stock !! Max Stock | ! Name !! Price !! Min Stock !! Max Stock | ||
|- | |- | ||
! [[Silver]] | ! [[Silver]] | ||
− | | N/A || | + | | N/A || 800 || 3000 |
|- | |- | ||
! [[Component]] | ! [[Component]] | ||
− | | | + | | x2 || 3 || 10 |
|- | |- | ||
− | ! [[ | + | ! [[Steel]] |
− | | x1 || | + | | x1 || 200 || 300 |
|- | |- | ||
− | ! [[ | + | ! [[Wood]] |
− | | x1 || | + | | x1 || 500 || 600 |
|- | |- | ||
− | ! [[ | + | ! [[Cloth]] |
− | | x1 || | + | | x1 || 200 || 300 |
|- | |- | ||
− | ! [[ | + | ! [[Gold]] |
− | | x1 || | + | | x1 || -40 || 120 |
|- | |- | ||
− | ! [[ | + | ! [[Pemmican]] |
− | | x1 || | + | | x1 || 500 || 1000 |
|- | |- | ||
− | ! [[ | + | ! [[Herbal medicine]] |
− | | x1 || | + | | x1 || 15 || 30 |
|- | |- | ||
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|} | |} | ||
− | Groups of items: | + | '''Groups of items:''' |
{| {{STDT|sortable c_03}} | {| {{STDT|sortable c_03}} | ||
! Group !! Price !! Variety !! Min Stock !! Max Stock !! Items | ! Group !! Price !! Variety !! Min Stock !! Max Stock !! Items | ||
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! Textiles | ! Textiles | ||
− | | x1 || | + | | x1 || 1 - 2 kinds || 300 {{icon|silver}} || 700 {{icon|silver}} || All [[Textiles]] |
|- | |- | ||
− | ! | + | ! Resources |
− | | x1 || | + | | x1 || 3 kinds || 200 {{icon|silver}} || 600 {{icon|silver}} || All resources except [[silver]] |
|- | |- | ||
− | ! | + | ! Raw food |
− | | x1 || | + | | x1 || 3 - 5 kinds || 300 {{icon|silver}} || 800 {{icon|silver}} || All except fertilized eggs |
|- | |- | ||
! Clothing | ! Clothing | ||
− | | x1 || | + | | x1 || 4 - 12 kinds || 1 each || 1 each|| Neolithic [[clothing]] |
|- | |- | ||
− | ! | + | ! Animals |
− | | x1 || | + | | x1 || 2 - 4 kinds || 1 each || 5 each || Wildness below 70% |
|- | |- | ||
! Animals | ! Animals | ||
− | + | | x1 || 1 - 2 kinds || 1 each || 4 each || Powerful <!-- badass --> animals | |
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! Drugs | ! Drugs | ||
− | | x1 || 2 | + | | x1 || 1 - 2 kinds || 400 {{icon|silver}} || 1000 {{icon|silver}} || [[Beer]], [[smokeleaf joint]], [[psychite tea]] |
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− | ! | + | !Ranged weapons |
− | | x1 || | + | | x1 || 2 - 4 kinds || 1 each || 1 each || Neolithic ranged |
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− | ! | + | !Melee weapons |
− | | x1 || | + | | x1 || 2 - 4 kinds || 1 each || 2 each || Neolithic melee |
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− | ! | + | ! Slaves |
− | | | + | | x1 || -1 - 2 || 1 each || 1 each || --- |
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− | ! | + | !Artifacts |
− | | x1 || | + | | x1 || 0 - 3 kinds || 1 each || 1 each || All artifacts |
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|} | |} | ||
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=== Orbital === | === Orbital === | ||
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− | Orbital traders usually come with large stocks corresponding to their trader type | + | Orbital traders usually come with large stocks corresponding to their trader type. |
− | + | ==== Bulk goods trader ==== | |
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{| {{STDT|sortable c_03}} | {| {{STDT|sortable c_03}} | ||
! Name !! Price !! Min Stock !! Max Stock | ! Name !! Price !! Min Stock !! Max Stock | ||
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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]] |
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! 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]] |
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! 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 |
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!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 |
|- | |- | ||
|} | |} | ||
Commonality: 1 | Commonality: 1 | ||
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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. | ||
*When selling pack animals, they will bring any items that they are carrying along with them. | *When selling pack animals, they will bring any items that they are carrying along with them. | ||
− | ==Version | + | ==Version History== |
* [[Version/0.0.245|0.0.245]] - Traders are now rarer but carry more goods. | * [[Version/0.0.245|0.0.245]] - Traders are now rarer but carry more goods. | ||
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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. | ||
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[[Category:Trade| ]] | [[Category:Trade| ]] |