
Their attitude rises with successful trades (especially if they get lots of profit) and falls when you propose deals they don't like. If your broker has Novice or better Judge of intent skill, there will be a line added below the merchant's dialogue describing the caravan's attitude. However, usually a caravan from a different civilization will accept stolen goods without changing them first. Items in red have been seized from another caravan and cannot be traded as is you will need to decorate them or turn them into other items for them to become "valid" trading items.

Items in green have just been gifted to the caravan and they will not trade it back.Items in purple are under a no-export mandate and should not be traded away unless exceptional circumstances (or masochism) push you to do this.They can be traded, but if one of these items has been selected, the entire selection cannot be offered as a gift. Items in white were created by another source.They can be traded away or offered as a gift. Items in brown have been created (or modified) by your fortress.Goods brought from caravans do not have base quality higher than superior, but decorations on a good may be of any quality.

Note however that a low profit margin for the traders may not be desirable - it has been suggested that both export and profit numbers influence the size of next year's caravan and, in the case of the dwarven caravan, immigration numbers. With more experienced brokers or pleased merchants, even marginally profitable trades can be successful, and counteroffers can be rejected safely, offering the same trade again. This should ensure that the merchants are happy with the trading and that they accept the trade immediately without making ridiculous counteroffers. For example, if the desired goods are worth 500☼, make sure their profit is at least 250☼ (which would make the total worth of the offered goods 750☼). Merchants may attempt to propose counteroffers if they do not accept the proposal, which can then be accepted, rejected, or further amended by the broker.Ī good rule of thumb for inexperienced brokers is to give merchants a 50% or better profit. The amount of acceptable profit is determined by the broker's skills and the merchant's mood, described below. Be sure to use trade, not offer o, as this will make a gift of the selected items. Once the proposal is ready, press t to make an offer, but merchants will not agree unless they make adequate profit.

If the acting broker has at least Novice or better Appraisal skill, the value of all items will be displayed. All caravans have a weight limit which cannot be exceeded, and the allowed additional weight is displayed in the lower right corner. Turn trader's and leader's labors back onĪfter entering the trade menu, select the items to offer from the right, and the desired items from the left. 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
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See the Trade depot article for more information on how to interact with it. So a little hint: when the merchants have finished unloading, deconstruct the depot. So, merchant goods that were on the trade depot belong to you if they are not on trade wagons/merchant animals.

While it may be convenient to build a Trade Depot outside first, it is usually a good idea to move it inside or build fortifications around it to protect caravans and your goods from thieves and goblins.ĭo not build two Trade Depots however, as then neither will work properly.Įverything that is on your map belongs to you, except: Building a Trade depot will allow you the opportunity to trade with caravans that arrive at your fortress.
