Trade
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In RimWorld, colonists can trade with faction trade caravans and passing trade vessels to buy and sell resources, gear, slaves/prisoners, and other valuable items.
Trade caravans consist of one or more friendly faction members, with most caravans having pack muffalo and tamed animals in tow. To trade with a passing caravan, direct a colonist (preferably with high social skill) to speak with the caravan member with a yellow question mark above their head.
Trading vessels will often pass within comms range, and stay there for a limited time. A blue notification will appear at the right of your screen to announce the trade ship and its type. A simple notice at the top of the screen will declare when the trading vessel has left comms range and can no longer be traded with.
Each type of trade ship will buy and sell only certain types of items. Selection varies with each passing ship, as they typically don't carry every item that they deal in at any given time.
As of version 0.14.1234 (15 July 2016) some traders sell furniture and pack dromedaries. The interface also now lets you type in the number you want to trade instead of dragging to the number.
How to Trade
To enable trading, a colony must have a powered comms console, and at least one powered orbital trade beacon. The orbital trade beacon does not need to be outdoors nor have access to outdoor tiles. Prisoners can be sold directly from their cell, even if the cell is not in range of a beacon. The trade value of a prisoner/slave is based on their skills, capacities, and injuries. Any goods the player wishes to trade must be within an orbital trade beacon's area of influence, which is displayed when selecting the beacon itself, and also when placing one to be built. Any colonist can be ordered to trade with available vessels by selecting them and right-clicking on the comms console. The higher the social skill of the selected colonist, the better the trade prices will be. After selecting the trading vessel, the trade interface opens.
The trade interface shows what commodities are available to trade, the colony's stock, trader's stock, and the prices to buy and sell.
BUY | QUANTITY | SELL | ||
---|---|---|---|---|
ALL | ONE | positive = buy negative = sell |
ONE | ALL |
<< | < | may type # here | > | >> |
Note that prices listed in green are cheap, and prices listed in red are expensive.
Bulk Goods Trader
Bulk Goods Traders deal in general building resources such as wood and steel. Also sells beer, chocolate, and medicine. Sometimes carries animals including pets and farm animals.
Name | Type | Price | Available Stock | ||
---|---|---|---|---|---|
Min | Max | Average | |||
Silver | N/A | single item | 4000 | 6000 | 5000 |
Components | normal | single item | 5 | 30 | 17.5 |
Steel | cheap | single item | 800 | 1500 | 1150 |
Wood | cheap | single item | 800 | 1500 | 1150 |
Plasteel | cheap | single item | 300 | 700 | 500 |
Cloth | normal | single item | 0 | 600 | 400 |
Textiles | cheap | item category | 1 kind 2200 silver total |
2 kinds 4000 silver total |
1.5 kinds 3300 silver total |
Raw resources | cheap | item category | 2 kinds 1500 silver total |
4 kinds 3000 silver total |
3 kinds 2250 silver total |
Food (raw) | cheap | item category | 2 kinds 1600 silver total |
8 kinds 5000 silver total |
5 kinds 3300 silver total |
Food (meals) | cheap | item category | 1 kind 500 silver total |
2 kinds 1500 silver total |
1.5 kinds 1000 silver total |
Chocolate | random | single item | 0 silver (total) | 2000 silver total | 650 silver total |
Beer | random | single item | 0 silver (total) | 2000 silver total | 650 silver total |
Medicine | expensive | single item | 10 qty | 30 qty | 20 qty |
Animals (standard) | random | category | 2 kinds 10 qty total |
4 kinds 20 qty total |
3 kinds 15 qty total |
Exotic Goods Trader
Exotic Goods Traders deal in rare and valuable items such as sculptures, televisions, telescopes, apparel, bionic body parts, neurotrainers, AI Persona Cores, gold, uranium, and glitterworld medicine. May also carry animals of the wilder variety.
Pirate Merchant
Pirate Merchants deal in slaves/prisoners, weapons, body parts, medicine, and beer.
Combat Supplier
Combat Suppliers deal in weapons, armor, artillery shells, and medicine.
Trading tips
- Colonists with a higher social skill using the comms console will negotiate lower buying prices for everything but the commodities (0.5% per social skill point).
- Likewise, colonists with a higher social skill will negotiate for higher selling prices for everything but the commodities (0.5% per social skill point).
- Trade is influenced by your trader's ability to speak and hear. Damage to any such parts will ruin trade prices, and conversely bionic enhancements will improve trade.
- Selling a prisoner is profitable, but has a negative impact on the happiness of all colonists (excludes psychopaths).
- Food and textiles can be quickly grown on hydroponics tables, which makes farming a viable income source, provided there's enough manpower to tend to the crops.
- It is recommended to put your comms console in or near the bedroom of the colonist with the highest social skill for convenient trading.
- Trade ships carry a limited amount of silver, so they may not be able to buy everything you wish to sell.
- Sculptures can be created with a sculptor's table and sold to traders. Since trade ships carry a limited amount of silver, though, you may find that you cannot sell a very expensive sculpture.
- You can trade your expensive items (weapons, sculptures) for other desirable items if the trade ship doesn't have enough silver to complete the transaction. Of course, the amount of silver you can gain is lower, but it is usually better to have a lot of cheap items than an expensive one in your store (sometimes you have items so expensive that no trader can buy them, or when you try the sell bunch tip above).