

Items have just been gifted to the caravan and they will not trade it back. If they are traded away it will result in disciplinary action (see justice) against the dwarf that brought the item to the depot. They can be traded, but if one of these items has been selected, the entire selection cannot be offered as a gift. They can be traded away or offered as a gift. Items have been created (or modified) by your fortress. Note if you give or trade away an artifact, you will receive a special screen: Note: Goods brought by caravans rarely have base quality higher than superior, and decorations on a good rarely exceed superior as well. 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 traders and pleased merchants, even marginally profitable trades can be successful, and counterproposals can be rejected safely, offering the same trade again. Merchants may attempt to propose counteroffers if they do not accept the proposal, which can then be accepted, rejected, or further amended by the trader. The amount of acceptable profit is determined by the trader'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 propose the trade, but merchants will not agree unless they make adequate profit. If your broker (specifically, not necessarily your trader) 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. In the trade menu select the items to offer from the right and the desired items from the left. Once the trade goods are moved to the depot and your trader has arrived, select the depot again with q and enter the trade menu.


Mark the goods you want to sell -insert clever advice-, and your dwarves will begin moving them to the depot. Then select the trade depot again and press g for Move Goods, you will be presented with a list of all items in your fortress that belong to you. If it reads "Anyone can trade", a random, probably unskilled dwarf will volunteer to conduct the trade. Be sure that b reads "Only broker may trade" if you want your broker to represent your fortress. Select the trade depot with q and then request the trader. 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 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

