Trading: Difference between revisions

861 bytes added ,  05:28, 28 November 2023
Noted that if you can't hold all the water you are owed for a trade, you are given the option to just take as much water as you can hold and let the merchant keep the rest.
(→‎Liquids: query needed to be updated because i edited commerce storage and also the weight matters now)
(Noted that if you can't hold all the water you are owed for a trade, you are given the option to just take as much water as you can hold and let the merchant keep the rest.)
 
(12 intermediate revisions by 3 users not shown)
Line 3: Line 3:


The central currency in Qud is the {{dram}}, a small measure of drinking {{favilink|water}} that must be stored in its own container. For clarity, in this page "$" represents drams in the commercial sense, while drams as the fluid volume is represented as "D".
The central currency in Qud is the {{dram}}, a small measure of drinking {{favilink|water}} that must be stored in its own container. For clarity, in this page "$" represents drams in the commercial sense, while drams as the fluid volume is represented as "D".
For methods on making money, see [[Making Money]].


== Overview ==
== Overview ==
Trading can performed by speaking to any character who '''a)''' is non-hostile, and '''b)''' has either water or items to trade; characters that refuse to communicate with you or with zero items cannot be traded with. Trading is initiated by selecting the relevant dialogue choice or pressing tab.
Trading is initiated by selecting the relevant dialogue choice or pressing tab. Trading can performed by speaking to any character who
 
# is non-hostile;
# has items they can trade;  
# is able to communicate with you;
# is within physical range.


Traders benefit by taking significant profits, as [[Trading#Commerce|commerce]] means they have a significantly greater selling prices than the player. The player benefits as '''any''' offer they make will succeed provided they can pay any owed drams and accept any drams they are owed. For example, a {{favilink|scrap-clad hermit}} with only one item to trade will still provide the required payment if you offer him $20000 of material, but only if you have the capacity to accept 20000D. Note that NPCs for the purposes of selling them goods will have infinite water. The only limit to how many drams can be earned in one transaction is the total volume of liquid that the player can hold.
Traders benefit by taking significant profits, as [[Trading#Commerce|commerce]] means they have a significantly greater selling prices than the player. The player benefits as '''any''' offer they make will succeed provided they can pay any owed drams and accept any drams they are owed. For example, a {{favilink|scrap-clad hermit}} with only one item to trade will still provide the required payment if you offer him $20,000 of material, but only if you have the capacity to accept 20,000D (if the player lacks the required storage to hold all the water they earn in a transaction, they are given the option to complete the transaction and receive as much of their earnings as they can hold). Note that NPCs, for the purposes of selling them goods, will have infinite water. The only limit to how many drams can be earned in one transaction is the total volume of liquid that the player can hold.


Commerce rates are affected by multiple factors:
Commerce rates are affected by multiple factors:
Line 15: Line 22:
* Player [[Reputation]] with the trader's [[Factions|Faction]] affects ego in trades. A good/bad standing grants ±1, and a very good/very bad standing grands ±3.
* Player [[Reputation]] with the trader's [[Factions|Faction]] affects ego in trades. A good/bad standing grants ±1, and a very good/very bad standing grands ±3.


* Certain ego-relevant attributes can also impact trading, either directly (full-onset [[Glotrot]]) or indirectly ([[Socially Repugnant]] mental defect).
* Certain ego-relevant attributes can also impact trading, either directly (full-onset [[Glotrot]]) or indirectly ({{favilink|Socially Repugnant}}).


* Most items have a variable value, noted in-game with a blue {{drams|$}}. These items are affected by the player's ego and reputation, and prices will vary from trader to trader.
* Most items have a variable value, noted in-game with a blue {{drams|$}}. These items are affected by the player's ego and reputation, and prices will vary from trader to trader.
Line 136: Line 143:
Note that this table simply provides the minimum value for a container of the appropriate size, as factors like player trading stats cannot be accounted for. Liquids with a trading value of $0 are not listed such as {{favilink|Asphalt}} and {{favilink|Putrescence}}. Liquids also have varying weights, so their value per pound will depend.
Note that this table simply provides the minimum value for a container of the appropriate size, as factors like player trading stats cannot be accounted for. Liquids with a trading value of $0 are not listed such as {{favilink|Asphalt}} and {{favilink|Putrescence}}. Liquids also have varying weights, so their value per pound will depend.


{{#cargo_query:tables=Liquids=L, GeneralData=GD
{{liquid weight to value table}}
|join on = L.JoinKey = GD.JoinKey
| fields =CONCAT("{{favilink {{!}}",L._pageName, "}}")=Liquid, CONCAT(Commerce, '{{drams}}/', Weight, '{{pounds}}')=Value over Weight, CONCAT(Commerce/Weight)=Value<br/>($/Pound),
CONCAT(4 * Commerce)= 4D,
CONCAT(16 * Commerce) = 16D,
CONCAT(32 * Commerce) = 32D,
CONCAT(64 * Commerce) = 64D
| where = L._pageNamespace = 0 AND Commerce > 0 AND L._pageName <> "Water"
| order by = Commerce ASC
}}


==== Trade Goods ====
==== Trade Goods ====
Line 169: Line 167:
|where=GD.categories='Trade Goods' AND (EI.Info NOT LIKE '%Currency,,,%' OR EI.Info IS NULL)
|where=GD.categories='Trade Goods' AND (EI.Info NOT LIKE '%Currency,,,%' OR EI.Info IS NULL)
|order by=GD.Commerce,GD._pageName}}
|order by=GD.Commerce,GD._pageName}}
== Notes ==
* Purchasing the last tradable item in a character's inventory will result in the trade screen exiting, becoming unavailable until they regain a tradable item. Bear this in mind if you're trying to offload plunder onto a common NPC, as emptying their inventory means they won't engage in any more trade.
* Trade is possible through {{favilink|telepathy}} but only from within physical range. This allows players with [[glotrot]] to exchange goods without finding a cure, though it won't remedy the trading penalties it incurs.
* As long as communication is possible (a dialogue box appears, not whether they appear to understand) and they have an item in their inventory, anybody can be traded with, including non-humanoids.
** {{favilink|Young ivory|plural}}, {{favilink|lurking beth|plural}}, and {{favilink|baetyl|plural}} cannot be traded with and cannot be given items. This is because they do not inherit from the game objects that come with the <code>Inventory</code> part; They are <code>Creature</code>, <code>MutatedFungus</code>, <code>MutatedPlant</code>, or <code>Table</code>.


[[Category:Mechanics]]
[[Category:Mechanics]]
{{Mechanics Navbox}}
{{Mechanics Navbox}}
1,621

edits