Difference between revisions of "Help:Trade"

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{{help-page}}
 
{{help-page}}
  
{{cleanup|
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{{RightTOC}}
* Check for possible duplications of text with other pages and do appropriate page merges.
 
* The contents are probably outdated in parts, update as needed}}
 
 
 
  
 
== Basics ==
 
== 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.
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The trade system rests on three pillars: Traders, Marketplaces, and Warehouses. In its basics, it is very simple: Traders match buy and sell orders to move food and bonds between buyers and sellers, Marketplaces are where traders and lords go to place and match buy and sell orders, and Warehouses store food.
  
== Caravans ==
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== Traders ==
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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While any lord or steward can place and fill individual buy and sell orders one at a time, nobles with the trader subclass have the unique ability to match multiple buy and sell orders at the same time. Traders need not ever take actual possession of the food, and do not need to store it or take a loss on trades due to rot while the food sits in a warehouse. So long as the amount of bushels to be sold matches the amount of bushels to be bought, and the trader at least breaks even, then the food and bonds are exchanged across all orders at once. Lords and stewards who are not traders are limited to filling a single buy or sell order at a time.
 
 
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
 
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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Traders can also see orders at a greater distance than non-traders. This takes the form of a static 100-mile bonus, plus an additional distance dependent on the trader's skill.
  
== Warehouses ==
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==Marketplaces==
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.
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This is where traders, lords, and stewards do business. Lords will post trade offers and set the prices for automated sales, with which the trader can deal. The standard distance at which offers can be seen is a circle based on the noble's current location, with a radius as follows:
  
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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{| class="wikitable" style="text-align:center"
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.
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|+Trade Radius
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|-
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! In own region?
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! Marketplace?
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! Trader?
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! Distance
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|-
 +
|X
 +
|
 +
|
 +
|250
 +
|-
 +
|''note 1''
 +
|X
 +
|
 +
|400
 +
|-
 +
|X
 +
|
 +
|X
 +
|350+bonus
 +
|-
 +
|''note 1''
 +
|X
 +
|X
 +
|500+bonus
 +
|}
  
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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:''Notes:''
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:# If a noble is at a marketplace, then it doesn't matter whether or not they are in their own region. There is no extra bonus for being in their own region.
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:# A lord/steward in their own region can see orders within a limited distance whether there is marketplace in the region or not.
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:# The trader's bonus range is dependent on the trader's skill. Higher skills provide a higher bonus range. A highly skilled trader at a marketplace has a truly impressive trading range.
  
== Traders ==
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== Warehouses ==
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.
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Region lords can build warehouses where food is stored. Of course, in most regions this will not really be a single physical building, but a multitude of granaries, warehouses, depots, etc. Each warehouse can store up to 1,000 bushels of food. The available warehouse space '''does not''' limit the amount of food that can be stored in a region. However, food stored in a warehouse rots at a much slower rate than food not stored in a warehouse.
  
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In addition to storing food, warehouses allow nobles leading soldiers to restock their troop's provisions, provided their is food stored in the warehouse. This takes a small amount of time and gold for the provisions to be bought and distributed among the soldiers.
  
 
== More Details / See Also ==
 
== More Details / See Also ==
 +
* [[Help:Marketplace]]
 +
* [[Help:Actions]]
 
* [[Trade]]
 
* [[Trade]]
* [[Black market]]
 
 
* [[Food]]
 
* [[Food]]
 
* [[Class]]es
 
* [[Class]]es

Latest revision as of 17:58, 31 May 2013

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 three pillars: Traders, Marketplaces, and Warehouses. In its basics, it is very simple: Traders match buy and sell orders to move food and bonds between buyers and sellers, Marketplaces are where traders and lords go to place and match buy and sell orders, and Warehouses store food.

Traders

While any lord or steward can place and fill individual buy and sell orders one at a time, nobles with the trader subclass have the unique ability to match multiple buy and sell orders at the same time. Traders need not ever take actual possession of the food, and do not need to store it or take a loss on trades due to rot while the food sits in a warehouse. So long as the amount of bushels to be sold matches the amount of bushels to be bought, and the trader at least breaks even, then the food and bonds are exchanged across all orders at once. Lords and stewards who are not traders are limited to filling a single buy or sell order at a time.

Traders can also see orders at a greater distance than non-traders. This takes the form of a static 100-mile bonus, plus an additional distance dependent on the trader's skill.

Marketplaces

This is where traders, lords, and stewards do business. Lords will post trade offers and set the prices for automated sales, with which the trader can deal. The standard distance at which offers can be seen is a circle based on the noble's current location, with a radius as follows:

Trade Radius
In own region? Marketplace? Trader? Distance
X 250
note 1 X 400
X X 350+bonus
note 1 X X 500+bonus
Notes:
  1. If a noble is at a marketplace, then it doesn't matter whether or not they are in their own region. There is no extra bonus for being in their own region.
  2. A lord/steward in their own region can see orders within a limited distance whether there is marketplace in the region or not.
  3. The trader's bonus range is dependent on the trader's skill. Higher skills provide a higher bonus range. A highly skilled trader at a marketplace has a truly impressive trading range.

Warehouses

Region lords can build warehouses where food is stored. Of course, in most regions this will not really be a single physical building, but a multitude of granaries, warehouses, depots, etc. Each warehouse can store up to 1,000 bushels of food. The available warehouse space does not limit the amount of food that can be stored in a region. However, food stored in a warehouse rots at a much slower rate than food not stored in a warehouse.

In addition to storing food, warehouses allow nobles leading soldiers to restock their troop's provisions, provided their is food stored in the warehouse. This takes a small amount of time and gold for the provisions to be bought and distributed among the soldiers.

More Details / See Also