Difference between revisions of "Help:Trade"

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m (Hm, not good enough yet, but I did take away some outdated stuff and added some of the new features. I'm not sure how detailed this must be.)
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== Caravans ==
 
== Caravans ==
Caravans are a paraphernalia, but don't require soldiers to operate (they bring their own men). As such, it is absolutely feasable to be a peaceful trader with no unit attached.
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Traders can purchase caravans as paraphernalia, which don't require soldiers to operate (they bring their own men). As such, it is absolutely feasible to be a peaceful trader with no unit attached.
  
Owning at least one caravan will allow you to buy and sell goods. Trading itself is easy: Buy a few caravans, buy some goods somewhere, travel somewhere else, sell goods, repeat. Of course, '''profitable''' trading  
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Owning at least one caravan will allow you to buy and sell goods, through the Actions page. Trading itself is easy: Buy a few caravans, buy some goods somewhere, travel somewhere else, sell goods, repeat. Of course, '''profitable''' trading is much more difficult.
is much more difficult.
 
  
Once you own at least one caravan, you can go to the Actions page to do some trading.
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Region commanders also have at their disposal some caravans, which they can send to buy or sell food in nearby regions. These caravans do not require a noble to lead: they arrive at their destination, check if there are any offers that suit their orders, perform the trade (if they can) and return.
  
 
== Warehouses ==
 
== Warehouses ==
 
The other part of the trading system are warehouses. Each region has a warehouse where the various goods are stored. Of course, in most regions this will not really be a single physical building, but a multitude of grain stores, warehouses, storages, etc.
 
The other part of the trading system are warehouses. Each region has a warehouse where the various goods are stored. Of course, in most regions this will not really be a single physical building, but a multitude of grain stores, warehouses, storages, etc.
  
The warehouse is what traders deal with. They buy and sell at the local warehouses, which are controlled by the realm rulers and/or region commanders, who set the buy and sell prices. There are realm-wide default prices set by the ruler, but individual regions can have different prices.
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This is where traders do business. They buy and sell at the local warehouses, which are controlled by the region commanders and/or their appointed stewards. Those will post trade offers and set the prices for automated purchase/sale, with which the trader can deal. Caravans that arrive from neighbouring regions will check the same offers to complete their trade.
Warehouses have unlimited storage capacity, but require a bit of upkeep to keep running, and this upkeep depends on the total amount of goods stored and will be substracted from the regions tax income. Therefore, it does not make economic sense to store too much of a surplus.
 
  
Each warehouse also has ox carts that it usually uses to move goods to and from the markets, or from the production places (mines, fields, etc.) into the warehouse proper. These ox carts can also be used to move goods to neighbouring regions (only if they belong to the same realm) if thus instructed by the realm ruler or region commander. However, this transport is slow, taking about twice as long as a trade with his caravans would.
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Each warehouse also has ox carts that it usually uses to move goods to and from the markets, or from the production places (mines, fields, etc.) into the warehouse proper. These ox carts can also be used to move goods to neighbouring regions (only if they belong to the same realm) if thus instructed by the region commander or his steward. However, this transport is slow, taking about twice as long as a trader with his caravans would.
  
 
== Traders ==
 
== Traders ==

Revision as of 07:05, 28 April 2009

Help-inverted.jpg

This page is part of the context-sensitive in-game help. If you want to contribute to it, please read the Writing Help Pages‎ page first, because the style for these help pages differs from the rest of the wiki.

Basics

The trade system rests on two pillars: Warehouses and Caravans. In its basics, it is incredibly simple: Warehouses store goods in a region, Caravans allow goods to be moved anywhere.

Caravans

Traders can purchase caravans as paraphernalia, which don't require soldiers to operate (they bring their own men). As such, it is absolutely feasible to be a peaceful trader with no unit attached.

Owning at least one caravan will allow you to buy and sell goods, through the Actions page. Trading itself is easy: Buy a few caravans, buy some goods somewhere, travel somewhere else, sell goods, repeat. Of course, profitable trading is much more difficult.

Region commanders also have at their disposal some caravans, which they can send to buy or sell food in nearby regions. These caravans do not require a noble to lead: they arrive at their destination, check if there are any offers that suit their orders, perform the trade (if they can) and return.

Warehouses

The other part of the trading system are warehouses. Each region has a warehouse where the various goods are stored. Of course, in most regions this will not really be a single physical building, but a multitude of grain stores, warehouses, storages, etc.

This is where traders do business. They buy and sell at the local warehouses, which are controlled by the region commanders and/or their appointed stewards. Those will post trade offers and set the prices for automated purchase/sale, with which the trader can deal. Caravans that arrive from neighbouring regions will check the same offers to complete their trade.

Each warehouse also has ox carts that it usually uses to move goods to and from the markets, or from the production places (mines, fields, etc.) into the warehouse proper. These ox carts can also be used to move goods to neighbouring regions (only if they belong to the same realm) if thus instructed by the region commander or his steward. However, this transport is slow, taking about twice as long as a trader with his caravans would.

Traders

Characters with a trader subclass have many more options for trading. They can visit the black market, exchange goods with other traders, find interesting deals through chats with local merchants, and so on.


More Details / See Also