Difference between revisions of "Trade"

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{{Under construction}}
{{Trade source data}}


Trading is an interaction mechanic between player's home island and [[Villages|villages]] on the [[World Map|world map]].
Trading is an interaction mechanic between player's home island and [[Villages|villages]] on the [[World Map|world map]].
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Any type of player-owned ship is not required to perform a quick trade. In order to perform it, only three conditions have to be met:
Any type of player-owned ship is not required to perform a quick trade. In order to perform it, only three conditions have to be met:
*The player has to have [[Trading Dock]] built. This building is unique, only one can be present at any given time.
*The player has to have [[Trading Dock]] built.
*The player has to own a resource they trade with, stored in any storage on the island. Direct access by a truck or export settings are not required.
*The player has to own a resource they trade with, stored in any storage on the island. Direct access by a truck or export settings are not required.
*The player has to have required {{infoicon|Unity}} amount.
*The player has to have required {{infoicon|Unity|ui=yes}} amount.


Trade is performed instantly, and desired goods magically appear at the [[Trading Dock]], from where they can then be exported via trucks.
Trade is performed instantly, and desired goods magically appear at the [[Trading Dock]], from where they can then be exported via trucks.


With every two trades on the same offer, the trade ratio worsens by some amount. Worse ratio remains present for some time afterwards. This is a demising return mechanic, intended to stop the player from using quick trading for large quantities of resources on a frequent basis.
With every two trades on the same offer, the trade ratio worsens by some amount. Worse ratio remains present for some time afterwards. This is a demising return mechanic, intended to stop the player from using quick trading for large quantities of resources on a frequent basis.
{| class="wikitable sortable" style="text-align: right"
|+ Quick Trades (Initial trade ratio,version 0.5.2)
|- style="text-align: center"
! [[Villages|Village]]
! Required<br/>Reputation
! colspan = 2 | Export
! colspan = 2 | Import
! Unity
|-
| 1 || -
| style="text-align: left" | {{infoicon|Wood|new=yes}} || 40
| style="text-align: left" | {{infoicon|Bricks|new=yes}} || 40 
| 0.5
|-
| 1 || -
| style="text-align: left" | {{infoicon|Wood|new=yes}} || 80
| style="text-align: left" | {{infoicon|Concrete Slab|new=yes}} || 80 
| 0.5
|-
| 1 || -
| style="text-align: left" | {{infoicon|Wood|new=yes}} || 80
| style="text-align: left" | {{infoicon|Iron Scrap|new=yes}} || 96 
| 0.5
|-
| 1 || -
| style="text-align: left" | {{infoicon|Construction Parts|new=yes}} || 40
| style="text-align: left" | {{infoicon|Potato|new=yes}} || 40 
| 0.5
|-
| 1 || -
| style="text-align: left" | {{infoicon|Construction Parts|new=yes}} || 80
| style="text-align: left" | {{infoicon|Copper|new=yes}} || 80 
| 0.5
|-
| 1 || -
| style="text-align: left" | {{infoicon|Construction Parts|new=yes}} || 80
| style="text-align: left" | {{infoicon|Rubber|new=yes}} || 80 
| 0.5
|-
| 1 || -
| style="text-align: left" | {{infoicon|Diesel|new=yes}} || 120
| style="text-align: left" | {{infoicon|Coal|new=yes}} || 160 
| 0.5
|-
| 1 || -
| style="text-align: left" | {{infoicon|Coal|new=yes}} || 160
| style="text-align: left" | {{infoicon|Diesel|new=yes}} || 80 
| 0.5
|-
| 2 || -
| style="text-align: left" | {{infoicon|Construction Parts II|new=yes}} || 20
| style="text-align: left" | {{infoicon|Diesel|new=yes}} || 80 
| 0.5
|-
| 2 || -
| style="text-align: left" | {{infoicon|Rubber|new=yes}} || 40
| style="text-align: left" | {{infoicon|Wood|new=yes}} || 80 
| 0.5
|-
| 2 || -
| style="text-align: left" | {{infoicon|Construction Parts|new=yes}} || 40
| style="text-align: left" | {{infoicon|Coal|new=yes}} || 120 
| 0.5
|-
| 2 || 1
| style="text-align: left" | {{infoicon|Construction Parts III|new=yes}} || 40
| style="text-align: left" | {{infoicon|Glass|new=yes}} || 80 
| 0.5
|-
| 2 || 2
| style="text-align: left" | {{infoicon|Construction Parts II|new=yes}} || 20
| style="text-align: left" | {{infoicon|Chicken|new=yes|link=Chicken Farm}} || 30 
| 0.5
|-
| 3 || -
| style="text-align: left" | {{infoicon|Construction Parts III|new=yes}} || 600
| style="text-align: left" | {{infoicon|Cargo Ship|new=yes}} || 1 
| 20.0
|-
| 4 || -
| style="text-align: left" | Nothing || -
| style="text-align: left" | - || - 
| -
|-
| 5 || 1
| style="text-align: left" | {{infoicon|Diesel|new=yes}} || 200
| style="text-align: left" | {{infoicon|Bread|new=yes}} || 60 
| 0.5
|-
| 5 || 1
| style="text-align: left" | {{infoicon|Coal|new=yes}} || 40
| style="text-align: left" | {{infoicon|Sulfur|new=yes}} || 80 
| 0.5
|-
| 5 || 1
| style="text-align: left" | {{infoicon|Electronics|new=yes}} || 120
| style="text-align: left" | {{infoicon|Iron Ore|new=yes}} || 80 
| 0.5
|-
| 5 || 2
| style="text-align: left" | {{infoicon|Construction Parts III|new=yes}} || 160
| style="text-align: left" | {{infoicon|Electronics II|new=yes}} || 80 
| 0.5
|-
| 5 || 2
| style="text-align: left" | {{infoicon|Construction Parts III|new=yes}} || 120
| style="text-align: left" | {{infoicon|Medical Supplies|new=yes}} || 40 
| 0.5
|-
| 6 || 2
| style="text-align: left" | {{infoicon|Gold|new=yes}} || 160
| style="text-align: left" | {{infoicon|Microchips|new=yes}} || 40 
| 0.5
|-
| 7 || -
| style="text-align: left" | Nothing || -
| style="text-align: left" | - || - 
| -
|-
| 8 || 1
| style="text-align: left" | {{infoicon|Electronics|new=yes}} || 80
| style="text-align: left" | {{infoicon|Quartz|new=yes}} || 80 
| 0.5
|}
;Note
*Importing {{infoicon|Glass}} is the only way to get it before [[Research Lab III]]
*Importing {{infoicon|Chicken|link=Chicken Farm|new=yes}} is the only way to get it
*Importing {{infoicon|Cargo Ship|plural=s}} are the way to get additional ones after repairing all [[Damaged Cargo Ship]]s.


==Contracts==
==Contracts==
This type of offer is intended for creating a long term supply route of some basic resource. Mechanic is intended to extend player's capabilities in the late game, mitigating the limit of finite ores and some other basic resources on the island and in the [[World Map]] finite nodes. Contracts play a decisive role when it comes to allowing a player to infinitly sustain their settlement.
This type of offer is intended for creating a long term supply route of some basic resource. Mechanic is intended to extend player's capabilities in the late game, mitigating the limit of finite ores and some other basic resources on the island and in the [[World Map]] finite nodes. Contracts play a decisive role when it comes to allowing a player to infinitly sustain their settlement.


Setting up a contract is much more demanding, than performing a quick trade. A player is required to have a [[Cargo Depot (2)]] (or a wider version), a dedicated [[Cargo Ship]], while also paying fixed {{infoicon|Unity}} fee per month of usage, per ship travelled, and per establishment of the contract. Therefore, it is not recommended to use contracts until there is a stable and sufficient {{infoicon|Unity}} income present.
Setting up a contract is much more demanding, than performing a quick trade. A player is required to have a [[Cargo Depot (2)]] (or a wider version), a dedicated [[Cargo Ship]], while also paying fixed {{infoicon|Unity|ui=yes}} fee per month of usage, per ship travelled, and per establishment of the contract. Therefore, it is not recommended to use contracts until there is a stable and sufficient {{infoicon|Unity|ui=yes}} income present.


A contract can be established through either a cargo module's interface itself (see [[Loose Module (S)]] or better analogs), or through a dedicated trading interface (found on the bottom pannel of the game UI).
A contract can be established through either a cargo module's interface itself (see [[Loose Module (S)]] or better analogs), or through a dedicated trading interface (found on the bottom pannel of the game UI).


Down below is a list of all the contract offers currently available. Take note, that exact numbers may change, and game version should be taken into consideration here.
The following table is a list of all the contract offers with cargo ship with size 8 currently available. With a smaller cargo ship, it also downscales the amount of imported/exported items and Unity per ship. Take note, that exact numbers may change, and game version should be taken into consideration here.
Data is listed for contracts of 8-module size.
 
{| class="wikitable"
{| class="wikitable sortable" style="text-align: right"
!Ship size!!Traded product!!Recieved product!!{{infoicon|Unity}} establishment cost!!{{infoicon|Unity}} monthly cost!!{{infoicon|Unity}} per ship cost
|+ Contracts (with a [[Cargo Ship]] having 8 modules, version 0.5.2)
|- style="text-align: center"
! rowspan = 2 | [[Villages|Village]]
! rowspan = 2 | Required<br/>Reputation
! rowspan = 2 colspan = 2 | Export
! rowspan = 2 colspan = 2 | Import
! colspan = 3 | {{infoicon|Unity}}
|- style="text-align: center"
! per month !! per ship !! at establish
|-
| 1 || -
| style="text-align: left" | - || -
| style="text-align: left" | Nothing || - 
| - || - || -
|-
| 2 || 2
| style="text-align: left" | {{infoicon|Cement|new=yes}} || 502
| style="text-align: left" | {{infoicon|Coal|new=yes}} || 2160 
| 0.2 || 2.4 || 12
|-
| 2 || 2
| style="text-align: left" | {{infoicon|Household Goods|new=yes}} || 720
| style="text-align: left" | {{infoicon|Coal|new=yes}} || 2016 
| 0.2 || 2.0 || 12
|-
| 2 || 2
| style="text-align: left" | {{infoicon|Rubber|new=yes}} || 1800
| style="text-align: left" | {{infoicon|Wood|new=yes}} || 900 
| 0.2 || 1.0 || 12
|-
| 2 || 3
| style="text-align: left" | {{infoicon|Household Appliances|new=yes}} || 327
| style="text-align: left" | {{infoicon|Wood|new=yes}} || 2520 
| 0.2 || 2.8 || 12
|-
| 2 || 2
| style="text-align: left" | {{infoicon|Lab Equipment II|new=yes}} || 440
| style="text-align: left" | {{infoicon|Copper Ore|new=yes}} || 2160 
| 0.2 || 2.8 || 12
|-
| 3 || -
| style="text-align: left" | - || -
| style="text-align: left" | Nothing || - 
| - || - || -
|-
| 4 || 1
| style="text-align: left" | {{infoicon|Food Pack|new=yes}} || 633
| style="text-align: left" | {{infoicon|Crude Oil|new=yes}} || 2640 
| 0.3 || 4.0 || 18
|-
| 4 || 2
| style="text-align: left" | {{infoicon|Vehicle Parts II|new=yes}} || 280
| style="text-align: left" | {{infoicon|Crude Oil|new=yes}} || 3080 
| 0.3 || 4.6 || 18
|-
| 4 || 3
| style="text-align: left" | {{infoicon|Gold|new=yes}} || 162
| style="text-align: left" | {{infoicon|Crude Oil|new=yes}} || 3080 
| 0.4 || 5.2 || 24
|-
| 4 || 3
| style="text-align: left" | {{infoicon|Consumer Electronics|new=yes}} || 88
| style="text-align: left" | {{infoicon|Crude Oil|new=yes}} || 3080 
| 0.4 || 5.2 || 24
|-
| 5 || 2
| style="text-align: left" | {{infoicon|Construction Parts II|new=yes}} || 280
| style="text-align: left" | {{infoicon|Limestone|new=yes}} || 2520 
| 0.2 || 3.0 || 12
|-
| 5 || 2
| style="text-align: left" | {{infoicon|Vehicle Parts II|new=yes}} || 440
| style="text-align: left" | {{infoicon|Iron Ore|new=yes}} || 2160 
| 0.3 || 2.4 || 18
|-
| 5 || 2
| style="text-align: left" | {{infoicon|Household Appliances|new=yes}} || 400
| style="text-align: left" | {{infoicon|Copper Ore|new=yes}} || 2160 
| 0.3 || 2.8 || 18
|-
| 5 || 3
| style="text-align: left" | {{infoicon|Slag|new=yes}} || 2160
| style="text-align: left" | {{infoicon|Sour Water|new=yes}} || 872 
| 0.4 || 1.7 || 24
|-
| 6 || 3
| style="text-align: left" | {{infoicon|Diesel|new=yes}} || 3075
| style="text-align: left" | {{infoicon|Gold|new=yes}} || 246 
| 0.4 || 0.4 || 24
|-
| 6 || 2
| style="text-align: left" | {{infoicon|Coal|new=yes}} || 1440
| style="text-align: left" | {{infoicon|Quartz|new=yes}} || 1440 
| 0.3 || 2.0 || 18
|-
| 6 || 2
| style="text-align: left" | {{infoicon|Vehicle Parts II|new=yes}} || 440
| style="text-align: left" | {{infoicon|Quartz|new=yes}} || 2160 
| 0.3 || 3.0 || 18
|-
| 6 || 2
| style="text-align: left" | {{infoicon|Sulfur|new=yes}} || 480
| style="text-align: left" | {{infoicon|Sludge|new=yes}} || 2160 
| 0.1 || 2.2 || 6
|-
| 7 || 1
| style="text-align: left" | {{infoicon|Food Pack|new=yes}} || 2160
| style="text-align: left" | {{infoicon|Uranium Ore|new=yes}} || 720 
| 0.3 || 2.2 || 18
|-
| 7 || 2
| style="text-align: left" | {{infoicon|Gold|new=yes}} || 1080
| style="text-align: left" | {{infoicon|Uranium Ore|new=yes}} || 1728 
| 0.4 || 6.9 || 24
|-
| 7 || 3
| style="text-align: left" | {{infoicon|Lab Equipment IV|new=yes}} || 372
| style="text-align: left" | {{infoicon|Uranium Ore|new=yes}} || 2160 
| 0.4 || 8.6 || 24
|-
| 8 || 1
| style="text-align: left" | {{infoicon|Server|new=yes}} || 65
| style="text-align: left" | {{infoicon|Iron Ore|new=yes}} || 2520 
| 0.3 || 3.0 || 18
|-
| 8 || 2
| style="text-align: left" | {{infoicon|Medical Supplies III|new=yes}} || 600
| style="text-align: left" | {{infoicon|Copper Ore|new=yes}} || 2160 
| 0.2 || 2.6 || 12
|-
| 8 || 2
| style="text-align: left" | {{infoicon|Lab Equipment III|new=yes}} || 116
| style="text-align: left" | {{infoicon|Coal|new=yes}} || 2520 
| 0.2 || 3.0 || 12
|-
|-
|8||270x {{infoicon|Cement}}||1080x {{infoicon|Coal}}||12||0.2||1.2
| 8 || 2
| style="text-align: left" | {{infoicon|Solar Cell|new=yes}} || 526
| style="text-align: left" | {{infoicon|Quartz|new=yes}} || 2160 
| 0.3 || 2.6 || 18
|-
|-
|8||514x {{infoicon|Glass}}||900x {{infoicon|Coal}}||12||0.2||0.9
| 8 || 3
| style="text-align: left" | {{infoicon|Consumer Electronics|new=yes}} || 116
| style="text-align: left" | {{infoicon|Quartz|new=yes}} || 2520 
| 0.3 || 3.0 || 18
|-
|-
|8||240x {{infoicon|Vehicle Parts II}}||1080x {{infoicon|Iron Ore}}||18||0.3||1.2
| 8 || 3
| style="text-align: left" | {{infoicon|Server|new=yes}} || 65
| style="text-align: left" | {{infoicon|Gold Ore|new=yes}} || 2520 
| 0.3 || 3.0 || 18
|}
|}


[[Category:Mechanics]]
[[Category:Mechanics]]
[[Category:EA 0.4.7]]

Latest revision as of 11:37, 9 June 2023


Trading is an interaction mechanic between player's home island and villages on the world map.

There are two types of offers: quick trade and contracts.

Currently, trading offers and their item ratios are fixed, so any world seed is guaranteed to have all the options necessary. They are also not affected by any starting settings. Though, positions of the villages themselves are randomized at the start. The starting village, which is always revealed to the player, will always have the same trading offers.

A village will display all of it's offers since it's discovery, and increasing your reputation through donations will not reveal any new options. However, reputation still matters, because a message about its insufficiency will pop up upon trying to establish a contract.

Quick Trade

This type of offer is intended for the urgent purchase of a relatively small amount of resources that are important at the current time.

Any type of player-owned ship is not required to perform a quick trade. In order to perform it, only three conditions have to be met:

  • The player has to have Trading Dock built.
  • The player has to own a resource they trade with, stored in any storage on the island. Direct access by a truck or export settings are not required.
  • The player has to have required Unity amount.

Trade is performed instantly, and desired goods magically appear at the Trading Dock, from where they can then be exported via trucks.

With every two trades on the same offer, the trade ratio worsens by some amount. Worse ratio remains present for some time afterwards. This is a demising return mechanic, intended to stop the player from using quick trading for large quantities of resources on a frequent basis.

Quick Trades (Initial trade ratio,version 0.5.2)
Village Required
Reputation
Export Import Unity
1 - Wood 40 Bricks 40 0.5
1 - Wood 80 Concrete Slab 80 0.5
1 - Wood 80 Iron Scrap 96 0.5
1 - Construction Parts 40 Potato 40 0.5
1 - Construction Parts 80 Copper 80 0.5
1 - Construction Parts 80 Rubber 80 0.5
1 - Diesel 120 Coal 160 0.5
1 - Coal 160 Diesel 80 0.5
2 - Construction Parts II 20 Diesel 80 0.5
2 - Rubber 40 Wood 80 0.5
2 - Construction Parts 40 Coal 120 0.5
2 1 Construction Parts III 40 Glass 80 0.5
2 2 Construction Parts II 20 Chicken 30 0.5
3 - Construction Parts III 600 Cargo Ship 1 20.0
4 - Nothing - - - -
5 1 Diesel 200 Bread 60 0.5
5 1 Coal 40 Sulfur 80 0.5
5 1 Electronics 120 Iron Ore 80 0.5
5 2 Construction Parts III 160 Electronics II 80 0.5
5 2 Construction Parts III 120 Medical Supplies 40 0.5
6 2 Gold 160 Microchips 40 0.5
7 - Nothing - - - -
8 1 Electronics 80 Quartz 80 0.5
Note

Contracts

This type of offer is intended for creating a long term supply route of some basic resource. Mechanic is intended to extend player's capabilities in the late game, mitigating the limit of finite ores and some other basic resources on the island and in the World Map finite nodes. Contracts play a decisive role when it comes to allowing a player to infinitly sustain their settlement.

Setting up a contract is much more demanding, than performing a quick trade. A player is required to have a Cargo Depot (2) (or a wider version), a dedicated Cargo Ship, while also paying fixed Unity fee per month of usage, per ship travelled, and per establishment of the contract. Therefore, it is not recommended to use contracts until there is a stable and sufficient Unity income present.

A contract can be established through either a cargo module's interface itself (see Loose Module (S) or better analogs), or through a dedicated trading interface (found on the bottom pannel of the game UI).

The following table is a list of all the contract offers with cargo ship with size 8 currently available. With a smaller cargo ship, it also downscales the amount of imported/exported items and Unity per ship. Take note, that exact numbers may change, and game version should be taken into consideration here.

Contracts (with a Cargo Ship having 8 modules, version 0.5.2)
Village Required
Reputation
Export Import Unity
per month per ship at establish
1 - - - Nothing - - - -
2 2 Cement 502 Coal 2160 0.2 2.4 12
2 2 Household Goods 720 Coal 2016 0.2 2.0 12
2 2 Rubber 1800 Wood 900 0.2 1.0 12
2 3 Household Appliances 327 Wood 2520 0.2 2.8 12
2 2 Lab Equipment II 440 Copper Ore 2160 0.2 2.8 12
3 - - - Nothing - - - -
4 1 Food Pack 633 Crude Oil 2640 0.3 4.0 18
4 2 Vehicle Parts II 280 Crude Oil 3080 0.3 4.6 18
4 3 Gold 162 Crude Oil 3080 0.4 5.2 24
4 3 Consumer Electronics 88 Crude Oil 3080 0.4 5.2 24
5 2 Construction Parts II 280 Limestone 2520 0.2 3.0 12
5 2 Vehicle Parts II 440 Iron Ore 2160 0.3 2.4 18
5 2 Household Appliances 400 Copper Ore 2160 0.3 2.8 18
5 3 Slag 2160 Sour Water 872 0.4 1.7 24
6 3 Diesel 3075 Gold 246 0.4 0.4 24
6 2 Coal 1440 Quartz 1440 0.3 2.0 18
6 2 Vehicle Parts II 440 Quartz 2160 0.3 3.0 18
6 2 Sulfur 480 Sludge 2160 0.1 2.2 6
7 1 Food Pack 2160 Uranium Ore 720 0.3 2.2 18
7 2 Gold 1080 Uranium Ore 1728 0.4 6.9 24
7 3 Lab Equipment IV 372 Uranium Ore 2160 0.4 8.6 24
8 1 Server 65 Iron Ore 2520 0.3 3.0 18
8 2 Medical Supplies III 600 Copper Ore 2160 0.2 2.6 12
8 2 Lab Equipment III 116 Coal 2520 0.2 3.0 12
8 2 Solar Cell 526 Quartz 2160 0.3 2.6 18
8 3 Consumer Electronics 116 Quartz 2520 0.3 3.0 18
8 3 Server 65 Gold Ore 2520 0.3 3.0 18