Trading: Difference between revisions
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As a general rule of thumb for city attractiveness score: | As a general rule of thumb for city attractiveness score: | ||
* 0 points: Rain collectors | * 0 points: Roads, Decorations and Rain collectors | ||
* 1 point: Camps | * 1 point: Camps and Hydrant | ||
* 2 points: Basic housing, farms, and basic production | * 2 points: Basic housing, farms(exclude small farm), and basic production | ||
* 3 points: Luxury housing and trading post | * 3 points: Small Farm, Luxury housing, and trading post | ||
* 5 points: Most other buildings | * 5 points: Most other buildings | ||
* 8 points: Service buildings | * 8 points: Service buildings | ||
* 10 points: Rare glade ruins (e.g. Homestead) | * 10 points: Small Hearth, Forsaken Altar, and Rare glade ruins (e.g. Homestead) | ||
Refer to the [https://docs.google.com/spreadsheets/d/14qq4Ll4iSk7M5fuVBUzSR1mVHyDFGzuCRcEx0yizU8E/edit#gid=0 sheet] for the score of each building. | |||
Attacking Traders permanently reduces your city score. To see by how much, please visit [[Traders]]. | Attacking Traders permanently reduces your city score. To see by how much, please visit [[Traders]]. |
Revision as of 16:07, 26 January 2024
* Visit Trader_Wares to see a comprehensive list of Traders and their wares.
Overview
* Visit Trader_Wares to see a comprehensive list of Traders and their wares.
Trading is a way to exchange Amber for Goods, and vice versa. You can do this through Traders or Trade Routes.
Traders
Traders will start arriving once you build the Trading Post. There are 2* regular Traders arriving every 12 minutes. The first Trader will arrive in 8:30 minutes if you build the Trading Post immediately upon the start of your settlement. There are 3 Glade Traders which can sometimes be found in Glades on the map.
Building the Trading Post
You can find the Trading post in the City Buildings tab. It requires 10 Wood to build.
.*This increases to 8 Traders once you have all the Upgrades unlocked.
Trading with Traders
Once the Trader has arrived, we can click on their icon or the Trading Post to be directed to the Trading Screen, as seen below:
- In WHITE, we see the amount of time the Trader will stay in the settlement, available to trade.
- In NEON GREEN, we can type in the amount of goods we are trading. We can also click on the arrows to increase or decrease by 1.
- In NEON BLUE, we see the "Auto" function. Clicking this function will have the Trader automatically calculate the amount of goods needed to make the trade acceptable to them.
- In GREEN on the bottom right, we see the "Assault the Trader" option. See Traders for more information on what assaulting them gives you.
- In RED on the middle of the screen, we see visually by how fair the deal is to us or the Trader, deals will only be accepted once the button is in the middle of the bar. If the button is too far right and the bar is green, you are getting ripped off.
- In ORANGE on the left, we see the Perks and Cornerstones the Trader sells, and for how much.
- PINK we can see what 1 unit of a Good is worth, how much the stack is worth in (brackets) and how many we have in our Warehouse by the . You need to HOVER over the image of the good to get this tooltip.
Trade Routes
Trade routes are a way for you to trade your Goods for Amber when the Trader is not at the Settlement. As you build up the relationship (standing), you will get more Amber for your goods. This is the most profitable way to earn Amber for your goods
You need Pack of Provisions to trade via Trade routes. Trade Routes will refresh every Season.
- In YELLOW, is the option to show all Trade Routes, or only Trade Routes you're currently able to fulfill.
- In NEON GREEN, we see buttons to increase or decrease the amount of Goods we're willing to Trade.
- In WHITE, we see the total Goods and Pack of Provisions we are trading.
- In NEON BLUE, we see the amount of time until we get paid for this Trade Route, as well the amount of Amber we are recieving for it.
- In PINK, we see the option to collect the Amber from a completed Trade Route as soon as it completes, or to wait until we manually complete it. Please see the Strategy section on why you would use this option.
- In RED, we see which Goods we currently have in our Warehouses
- In ORANGE, we see our current Standing Status with a settlement. Read more about this by clicking on Standing Status.
- In GREEN, we see our current Standing with another Settlement / Faction.
- In BEIGE, we see the option to buy another Trade Route Option Slot from a specific Faction / Settlement.
Standing with other Settlements / Factions
Standing (or relationship) with other Factions / Settlements influence how much your goods are worth to them. The higher your Standing with other Settlements / Factions, the more Amber they are willing to pay, and the more Goods you will be able to Trade with them.
You gain Standing by initiating Trade Routes with Settlements / Factions. How much Amber until your Standing improves, can be viewed by hovering over the name of the Faction / Settlement in the Trade Routes Screen and looking at the section indicated by the YELLOW arrow.
Perks
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Perk | Rarity | Description | Source(s) |
---|---|---|---|
Trade Hub | Legendary | "The settlement is known for being a major trade hub in the region. Gain 1 Reputation Point every time you sell goods worth 60 Amber, but fulfilling Orders awards 50% less Reputation." |
|
Protected Trade | Legendary | "The forest recedes, as heavily guarded trade caravans pour into the settlement. Hostility is reduced by 15 points every time you sell goods worth 30 Amber, but Complex Food needs grant 1 less Resolve Point." |
|
Prosperous Settlement | Legendary | "Gain +1 to Global Resolve every time you sell goods worth 50 <sprite name="[valuable] amber"> Amber, but scouts work 10% slower on Glade Events." |
|
Free Samples | Legendary | "Gain 1 <sprite name="[mat processed] parts"> Parts every time you sell goods worth 25 Amber." |
|
City Score
As your settlement expands and you place down buildings, your city score will increase. The higher your city score, the more Traders will visit your settlement.
As per user Jhazrun:
As a general rule of thumb for city attractiveness score:
- 0 points: Roads, Decorations and Rain collectors
- 1 point: Camps and Hydrant
- 2 points: Basic housing, farms(exclude small farm), and basic production
- 3 points: Small Farm, Luxury housing, and trading post
- 5 points: Most other buildings
- 8 points: Service buildings
- 10 points: Small Hearth, Forsaken Altar, and Rare glade ruins (e.g. Homestead)
Refer to the sheet for the score of each building.
Attacking Traders permanently reduces your city score. To see by how much, please visit Traders.
Strategy
- When the Flooded Roads Forest Mystery is active, pause the game, sacrifice until it is no longer active, initiate trade routes, stop sacrificing and then unpause the game, thus, no extra cost is added to trade.
- It is a good idea to always install Rainpunk in the Makeshift Post in order to increase chances of double yields of Pack of Provisions.
- When Viceroys receive the "Finders Keepers" Forest Mystery, it is vital to turn off the "Auto Collect" option on Trade Routes, so Viceroys can "collect" routes in Drizzle, when they gain extra Goods.
- Assaulting Traders is a very effective way to kill Villagers, gain Impatience and reduce Hostility.
- Taking Eggs as an Embarkation Bonus and then turning them into Pack of Provisions is a easy way of starting Trade Routes early.
Trivia
- Effects that increase Traders arrival rate are capped at +900% and cannot reduce the time between Traders below ~71 seconds
- Perks that give Bonuses for trading Amber Value do not take Amber spent on Perks, Blueprints and Cornerstones into account.
References
- Flooded Roads strategy by user codewarrior0
- Rainpunk in Makeshift Post by user WaxBeast123
- Minimal Trader arrival time was tested by Discord user Cron