Difference between revisions of "Trade"

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*Importing {{infoicon|Glass}} is the only way to get it before [[Research Lab III]]
*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|Chicken|link=Chicken Farm|new=yes}} is the only way to get it
*Importing {{infoicon|Cargo Ship}}s are the way to get additional ones after repairing all [[Damaged Cargo Ship]]s.
*Importing {{infoicon|Cargo Ship|plural=s}} are the way to get additional ones after repairing all [[Damaged Cargo Ship]]s.


==Contracts==
==Contracts==

Revision as of 22:24, 23 August 2022


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 0.4.10)
Village Required
Reputation
Export Import
1 - Wood 20 Concrete Slab 20
1 - Wood 20 Iron Scrap 24
1 - Construction Parts 10 Potato 10
1 - Construction Parts 20 Copper 20
1 - Construction Parts 20 Rubber 20
1 - Diesel 30 Coal 40
1 - Coal 40 Diesel 20
2 - Construction Parts II 10 Diesel 40
2 - Rubber 10 Wood 20
2 - Construction Parts II 10 Coal 60
2 1 Construction Parts III 10 Glass 20
2 2 Construction Parts II 10 Chicken 30
3 - Construction Parts III 600 Cargo Ship 1
4 - Nothing - - -
5 1 Diesel 80 Bread 20
5 1 Coal 10 Sulfur 20
5 1 Electronics 30 Iron Ore 20
5 2 Construction Parts III 40 Electronics II 20
5 2 Construction Parts III 30 Medical Supplies 10
6 2 Gold 80 Microchips 20
7 - Nothing - - -
8 ? Solar Cell 40 Quartz 60
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 cargo ship with 8 modules, version 0.4.10)
Village Required
Reputation
Export Import Unity
per month per ship at establish
1 - Nothing - - - - - -
2 2 Cement 270 Coal 1080 0.2 1.2 12
2 3 Household Appliances 284 Copper Ore 1080 0.2 1.4 12
3 - Nothing - - - - - -
4 1 Food Pack 360 Crude Oil 1200 0.3 1.8 18
4 2 Vehicle Parts II 154 Crude Oil 1540 0.3 2.3 18
4 3 Gold 154 Crude Oil 1540 0.4 2.6 18
5 1 Glass 514 Coal 900 0.2 0.9 12
5 2 Construction Parts II 180 Limestone 1080 0.2 1.3 12
5 2 Vehicle Parts II 240 Iron Ore 1080 0.3 1.2 18
5 3 Slag 1068 Sour Water 432 0.4 0.9 24
6 1 Diesel 1090 Limestone 455 0.3 0.5 18
6 2 Diesel 1090 Quartz 455 0.3 0.6 18
6 3 Diesel 1080 Gold Ore 540 0.4 0.9 24
6 1 Coal 900 Limestone 375 0.3 0.5 18
6 2 Coal 1080 Quartz 360 0.3 0.5 18
6 3 Coal 900 Gold Ore 450 0.4 0.7 24
7 1 Food Pack 1080 Uranium Ore 288 0.3 2.0 18
7 2 Vehicle Parts II 720 Uranium Ore 576 0.3 4.0 18
7 3 Gold 720 Uranium Ore 576 0.4 4.6 24
8 ? Server 52 Iron Ore 1260 0.3 1.5 18
8 ? Medical Supplies III 375 Copper Ore 900 0.2 1.1 12
8 ? Solar Cell 332 Quartz 1080 0.3 1.3 18