Trading: Difference between revisions

81 bytes added ,  02:11, 24 January 2021
m
Clarified one point, removed accidental subheading.
imported>TinyTedDanson
(Added an intro that provides a vague overview of trading systems, tidied a few areas.)
imported>TinyTedDanson
m (Clarified one point, removed accidental subheading.)
Line 17: Line 17:
* 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 ([[Socially Repugnant]] mental defect).


* While most items have a variable value, noted in-game with a blue {{drams|$}}, some items have a constant value between traders, noted with a golden {{constant|$}}. Constant prices are a good means of carrying excess money, as they can carry a much higher value per lb than water.
* 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.
 
* Few items have a constant value, noted with a golden {{constant|$}}. These items are unaffected by commerce and have a better $/lb value than drams, so they're a very efficient way to carry excess currency.


==Trading UI==
==Trading UI==
Line 167: Line 169:
|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}}
==== Miscellaneous ====


[[Category:Mechanics]]
[[Category:Mechanics]]
{{Mechanics Navbox}}
{{Mechanics Navbox}}