![]() ![]() 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. Trading in Dwarf Fortress allows your dwarves to trade with friendly civilizations. ![]()
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