This does not mark the items as stolen, but it still has all of the same negative effects as seizing goods - the civilization from which the caravan originated will observe that the value of their caravan was less than what they had when they visited you, so even if you came to possess the goods through no fault of your own ( goblins killed the merchants, for example) they will decide that you stole from them and may decide to attack you in response. This apparently does nothing to benefit or hinder your trading.Īs a side note, if you deconstruct your trade depot with a caravan in it, the wagons will be killed and all the caravan's items will drop to the ground, to be readily hauled away by your Dwarves. Pressing the seize button while no goods are selected will result in the merchant interpreting your seizure as a joke. Seizing goods will hurt diplomatic relations - see Diplomacy for more details. Items cannot be seized from the dwarven caravan, and other races will not buy goods stolen from one of their caravans (then marked in red) unless they are "laundered" by decoration or used to create other goods. I can't stop you." and then leave immediately without the seized goods. If you seize goods from a caravan, the merchant will respond "Take what you want. Pressing s from the trade menu will seize the selected items of the merchants. 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 you are willing to face the consequences.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, either acquired from a caravan or brought during embark.They can be traded away or offered as a gift. Items in brown have been created (or modified) by your fortress.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 unlike in later versions, this will not affect their mood, so you can repeatedly make trade offers until you get one that is acceptable. If the Broker has arrived, 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. See the Trade depot article for more information on how to interact with it.Īfter entering the trade menu, select the items to sell from the right, and the items to buy from the left. the items that are in trade wagons or on merchant animalsĭeconstructing the trade depot after the merchants have finished unloading will allow you to steal all of the items, though the civilization from which the merchants came will take offense to this action and may decide to attack you the next time they visit.the items of non-fortress members (only if they are alive, when they are dead they belong to you),.While it may be convenient to build a Trade Depot outside first, it is usually a good idea to move it inside to protect caravans and your goods from thieves and goblins.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.
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