Part 17 - Advanced Trading #2Elves arrived, walking next to their fully packed forest spiders. Their diplomat instantly rushed our baron and congratulated profoundly about our love for trees, no woodcutter, not a single tree felled, amazing, you are are asome baron, we elves love you.
Our baron just made a wide open gesture and said:
Look at all those trees we would cut down. If. We. Had. Any. Sure we never cut a tree on this settlement. Sure, we have no trees on the map in the first place. Stupid elf.
But they brought something new. 2 contracts. A tool used by any good trader. Remember how all our merchant stalls, these fancy buildings that take gold, are called "merchant stall (local)" ? Well, there is a second type, "merchant stall (foreign)". And even more: "workshop (foreign)".
With contracts from other races, these workshops and merchant stalls can be rented out to them. You simply buy a contract (we got 2 from the elves), and build one of those foreign stalls. Will look like this:
If you rent it out for 1 season you instantly get 500 gold. If you rent it out for 1 year, you get 2000 gold, but that costs 4 contracts. Each race has their own contracts, and they might vary in price. You can make your own, human contracts, and sell them to caravans or use them to rent out buildings... but you dont get gold from your own people. Sorry, your human gunsmith and human merchant wont net you instant-rent. After all they are people that live in your fort already.
All this means that you have access to foreign races tech. You can buy unique materials, items and pets from them, or learn their abilities or have them perform special spells. Observant readers will notice one oddity though:
How in hell can you trade with orcs, succubi, warlocks, kobolds and drow? They are enemies. They steal your stuff, snatch your kids and raze your forts. Well, turns out there is a way... the Merchants Guild always gets what it wants.