
After it's gone, a simple notice at the top of the screen will note when the same vessel leaves comms range and can no longer be traded with. A blue notification will appear at the right of your screen to announce the trade ship and its type.
Interaction with orbital trade ships which will stay around for a limited time. You can only call for a caravan from a given friendly faction once every four days. Satellite calls to request caravans to allied factions at a cost of 15 goodwill (or 700/1100 silver prior to 1.0). Sometimes, foreign caravan members may fight each other and accidentally drop items from their gear inventory.Īfter researching the Microelectronics project, a comms console and an orbital trade beacon can be built, which allow: Purchased items will be dropped in the location where the trader was standing and will need to be hauled. Stored items will be eligible to sell and appear in the trade window. To trade with a foreign passing caravan, direct a colonist (preferably with high social skill and thus Trade Price Improvement) to speak with the caravan member who has a yellow question mark above the head.
Players can either form their own caravan or wait for others to visit their own colony.
Prices listed in green are cheap (does not appear with base-game traders), while prices listed in red are expensive.Ĭaravans consist of one or more faction members often with pack animals and/or tamed animals in tow. Selling a prisoner is profitable, but has a negative impact on the happiness of all colonists (excludes psychopaths). In this instance it is likely better to not sell the items or to take the excess in useful or resalable items rather than get nothing in return. You can still give them things over this value but everything they receive will be for free, as they cannot afford to pay. All traders carry a limited amount of silver, so they may not be able to buy everything you wish to sell. Animals that have been downed are not listed for trade. Items that the foreign trader has no interest in are shown grayed out at the bottom of the list other traders may want them in the future, but this one does not (see below for more information). The trade interface shows what commodities are available to trade - the trader's stock, your colony's current available stock, and the prices to buy and sell. Damage to any such parts will hurt your trade prices, and you may wish to consider selecting, training, or otherwise acquiring a different designated trader. Trade Price Improvement is influenced by your trader's ability to speak and hear. Note that colonists that have "Social" disabled (due to backstories) cannot initiate trade nor activate a comms console.Īctual trade prices are determined by Trade Price Improvement, a stat based off the Social skill of the colonist actually doing the trading. You can make a (partial) trade then, or not, or close this menu and continue with the game, then repeat the process later, as you wish.
When the two come together on the map (your colonist and trader or your colonist and comms console), a Trade menu will pop up. For Orbital traders, who are not physically present on any map (see below), similarly, but right click the comms console and select the party you wish to trade with. With visiting caravans, this pawn is signified by a yellow question mark "?" above them select your trader, right-click the visiting trader, and select "Trade", and the selected pawn will march out to meet with the trader. To initiate a trade, a colonist simply contacts the lead trader. Tradeable commodities can include slaves/ prisoners, animals, furniture, gear, resources, food, drugs, works of art, and much more, running almost the entire spectrum of items in RimWorld, depending on the exact trader, what they have in stock to offer and what they are interested in buying from you. 4.2.2 Outlander combat supplier caravanĬolonies can trade with other factions by using caravans and orbital trade ships via a comms console.4.2.1 Outlander bulk goods trader caravan.