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Author Topic: No 'g' option at Depot?  (Read 528 times)

ringworm24

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No 'g' option at Depot?
« on: July 21, 2020, 08:07:17 am »

I am Unable to transfer goods to depot as the 'g' option is no longer there?
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Moeteru

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Re: No 'g' option at Depot?
« Reply #1 on: July 21, 2020, 08:11:39 am »

The 'g' option only appears when traders are visiting.
It's a bit of a confusing design choice really, since you can still send your broker to the depot ('r') when no traders are present.
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ringworm24

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Re: No 'g' option at Depot?
« Reply #2 on: July 21, 2020, 12:23:17 pm »

Thank you
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Starver

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Re: No 'g' option at Depot?
« Reply #3 on: July 21, 2020, 03:05:01 pm »

There's no real reason to move goods outside of trading (nor send your trader there, but as already stated...).

Well, there is, if you want to lump things there in preparation, because it's effectively a Quantum Stockpile for whatever is taken there during a caravan, left there by a caravan and remains once it left.

But as you generally want the Depot exposed to the world (at least when the wagons are due, or else they don't come with their majority load of goods) I always try to have a "Tradeable Goods" set of regular stockpiles within easy reach of the Depot (but behind the locked doors/extra-sticky defences of the fortress if I'm possibly getting anything from Vile Forces to kea wandering through).

Spoiler: My methodology (click to show/hide)


I imagine it'd be very in-context to have things already there, awaiting the arrival of anyone with exchange on their mind. I envision a lone figure, sat back against a wall, dozing with hat down over their eyes, perhaps a cloak or poncho keeping the sun/snow off them - then the Adventurer arrives with a backpack of loot and/or a stuffed purse that jangles, just a little bit, with a nice dull-metallic sound. The prone figure, always with one eye and/or ear open, leaps up and tugs on a rope, the raised counter-top now falling outwards to reveal the delights hidden just beyond, a stick is pushed and an awning-frame swings forward to afford suitable shelter or merely reveal the painted cloth with the supposed name of the proprieter and the words for 'emporium', or maybe 'bazaar,' in various local and exotic writing systems, some lighter items hung down from the forward bar with twine, to save on horrizontal space. A banner flaps down from a crevice under the mud-brick eaves that proclaims "Deal Of The Day" for something or other (faded so much, it surely has said that for a decade), "Best Prices" (without clarifying for whom they are best) and possibly "Last Shop This  Side Of The Desert" or similar, even if it's actually the first shop for you upon exiting it.  And then there's a small hint of a genre-appropriate weapon, upon this cheerful shopkeeper's person, either espied beneath the folds of clothing as he leans across some old crate to adjust a display, or else flashed conspicuously, with a frozen smile the moment you make a less-than-friendly move of your own. Perhaps if things progress, the 'kindly' and venerable vendor will make a sharp whistle and suddenly several younger-clones will appear, attired in similar cloth and hatwear to enhance the family resemblance but wrapped around/sat upon bulkier frames, augmented with more obvious armour they might have picked up along the way and holding their possibly unorthodox items of weaponry from the off. With an open-handed gesture you attempt to calm things down, or else take it the other way, because you're a Big Goddam Hero (but obviously not above trashing a store), or at least think you are, and who knows when and where you next wake up.


But it's not like that. Yet.

At best, expect the Depot to be empty trestle tables, perhaps some loose canopies splayed across the area, between the five columns that corner and centre the plaza. Things may be tucked under the tables or litter the walkways between. The mobile traders that arrive known which things they laid on the tabletops, and your overseer knows what has been brought up to lay alongside them. The chief fort-trader and the chief caravan-trader then walk up and down, tapping items of theirs and their counterpart's, indicating a perceived (or suggested) equivalence, each keeping an internal tally that they try not to reflect too accurately in perturbations to their poker-faces. Smiles may erupt if a bundle of items are hoisted up and carried over to the trading-train, unbidden, or things can sour. Items may arrive to be sold during proceedings, there is always space, and some things can be taken away to wherever it is localky stored. If things continue well, uninterupted by rudeness or raiders from outside, the tables will be removed of all-and-only those items now commonly agreed are the caravan's to take, the rest are dealt with whenever someone finds the time.

(Welcome to the inside of my head. It's quite roomy in here, but a bit noisy too.)
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