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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 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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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 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 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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