Trade

From Captain of Industry Wiki
Revision as of 06:03, 7 September 2022 by NaK (talk | contribs) (Filled tables)
Jump to: navigation, search


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 0.4.11)
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 20 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 1 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 a Cargo Ship having 8 modules, version 0.4.11)
Village Required
Reputation
Export Import Unity
per month per ship at establish
1 - - - Nothing - - - -
2 2 Cement 540 Coal 2160 0.2 2.4 12
2 3 Household Appliances 480 Copper Ore 2160 0.2 2.8 12
3 - - - Nothing - - - -
4 1 Food Pack 720 Crude Oil 2400 0.3 3.6 18
4 2 Vehicle Parts II 205 Crude Oil 3080 0.3 4.6 18
4 3 Gold 308 Crude Oil 3080 0.4 5.2 18
5 1 Glass 1028 Coal 1800 0.2 1.8 12
5 2 Construction Parts II 360 Limestone 2160 0.2 2.6 12
5 2 Vehicle Parts II 400 Iron Ore 2160 0.3 2.4 18
5 3 Slag 2154 Sour Water 870 0.4 1.7 24
6 1 Diesel 1756 Limestone 1172 0.3 1.4 18
6 2 Diesel 1848 Quartz 1080 0.3 1.5 18
6 3 Diesel 2160 Gold Ore 1080 0.4 1.7 24
6 1 Coal 1440 Limestone 1200 0.3 1.4 18
6 2 Coal 1440 Quartz 1440 0.3 2.0 18
6 3 Coal 1800 Gold Ore 900 0.4 1.4 24
7 1 Food Pack 2160 Uranium Ore 576 0.3 2.0 18
7 2 Vehicle Parts II 1200 Uranium Ore 1440 0.3 4.0 18
7 3 Gold 1440 Uranium Ore 1152 0.4 4.6 24
8 1 Server 96 Iron Ore 2520 0.3 3.0 18
8 2 Medical Supplies III 720 Copper Ore 2160 0.2 2.6 12
8 3 Solar Cell 480 Quartz 2160 0.3 2.6 18
8 3 Consumer Electronics 140 Quartz 2520 0.3 3.0 18