Be aware that without an assigned broker, it's likely a random, probably unskilled dwarf will volunteer to conduct the trade. Select the trade depot and then click either "Broker requested at depot" or "Anyone requested at depot" if you have no broker noble assigned. Turn trader's and leader's labors back onīefore you can begin trading, you need to designate what goods to trade and have the fortress's representative trader located at the trade depot. 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 Trading flowchart Suggested trading procedure Trading with your home civilization is quite important, as being visited by their caravans is part of attracting immigrants after the first two waves. A civil war in your home civilization will also stop trade with them. Newly-founded fortresses begin the game at peace with their home civilization and will generally have at least that one trading partner each year, unless the parent civilization is dead or dying, or simply can't reach your site due to intervening mountains or open water. Appointing a citizen as a broker is not strictly necessary but is very helpful. To trade at all, you will need a trade depot and peaceful relations with at least one civilization that can reach your site. As a profession, the term applies to visiting merchants and dwarves whose highest skill is Appraiser. Trader is the generic term used at your trade depot to refer to your fortress representative (usually your broker, although it can be anyone else in a pinch) when dealing with merchants in a visiting caravan. Trading generally begins in the first autumn after establishing your fortress, with the arrival of the dwarven caravan from your home civilization. Trade can make up for the lack of industries you neglected or don't find interesting, provide resources that aren't available where your dwarves settled, replace key tools you lost or accidentally destroyed, and allow you more freedom in selecting starting gear and skills at embark. They can barter their excess goods for items they need, possibly even items they can't otherwise acquire for themselves. It sucks spending a year building what the liaison says he wants only to not even be able to open the trade screen because nobody will go to the depot.Trading in Dwarf Fortress allows your dwarves to trade with friendly civilizations. Setting it so anyone can trade doesn't do anything (nobody else shows up at the depot even if I switch off all their allowed tasks). Toggling the depot between needing a broker and allowing anyone to trade doesn't do anything. Then the caravan inevitably leaves without my broker having done anything and they've got to drag it all back to the stockpiles. He'll still sit around either eating or drinking or doing absolutely nothing at all with "no job" for the entire fifteen minutes or however long the caravan sits there while the rest of the population busies itself dragging goods up to the depot. I've used the Dwarf Therapist to disable every other task the broker has. I've made sure the depot is set to request his presence. I've made sure he's my assigned broker (when I press q and select the depot it even shows him and what his current task is). Problem is, I've had about four trade caravans come by and my broker. I'm a newbie player and I've just finally gotten a fortress off the ground that seems to be running smoothly.
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