Trade: Difference between revisions
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Once you found a farming village that is prepared to trade with you, | Once you found a farming village that is prepared to trade with you, go to the village's context menu to see what resources can be traded: [[File:Handel 1.png|miniatur|left]] In the example on the left you can see that the inhabitants are willing to trade Stone '''[[File:Stone.png]][[File:Stone.png]] stone''' and in return wish to receive Wood '''[[File:Wood.png]] wood'''. The green arrow shows therefore, what you get and the yellow arrow shows, what you send for that. | ||
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Revision as of 22:57, 18 January 2010
The Marketplace enables you to trade your 3 resources, Stone, Wood and Silver Coins.
On the island only one of these raw materials is bountiful, and there is another resource in which there is a lack of, plays the Deal, especially to start with Farming Villages, which play a large role. For only so it is possible to have sufficient each raw material to the decree - and the Polis can grow and thrive.
Trade with farming villages
In order to balance the uneven production of the three raw materials, it is important to trade excess resources with farming villages.
Prerequisites
In order to trade your city must have a Marketplace. The farming village you wish to trade with must have a mood of at least 80%, so it is advisable to maintain good relations with these nearby villages.
Ratios
Once you found a farming village that is prepared to trade with you, go to the village's context menu to see what resources can be traded:
In the example on the left you can see that the inhabitants are willing to trade Stone stone and in return wish to receive Wood wood. The green arrow shows therefore, what you get and the yellow arrow shows, what you send for that.
The trade ratio
the 'trade ratio' you can read also in the context menu (in this case: 1.09). It indicates how much is valued the farmer village your raw material, therefore get like much you back: For example ‚1.00 becomes there ' indicated, a trade ratio of 1:1 arises from that.
In our example from above (1:1.09) that means: *For 100 woods you get 109 stone.
A comma value should be arisen rounded in the converting on entire raw materials. *For 10 woods you get 11 stone.
'Farmer villages can have' basically only 2000 raw materials all at once actions, equal which step the market place. .
Actions
Anschließend you click above on 'actions' . Here you can adjust then how much wood you would like to send. Then yet with a Klick confirm on 'actions' and both your
And the strange dealers get going.
The acted raw material (100 woods) is drawn-off immediately and in the city survey, you see yourself the strange dealers arrive, with 109 stones in the baggage, with you.
After the trade, the trade ratio falls per 100 delivered raw materials around ‚0.03 '.
The actions with farmer villages influence 'neither the mood nor the strength .
In the arrival of the dealer, you receive a report, that once again the course that indicates raw materials and the trade partner.
Independent of mood and strength climbs the ratio around '0.02 per hour' until it arrived again in the actual ratio.
Trade with players
the farmer villages of the island are not supposed to be able to represent act the desired offer one alternatively also with other players. In addition the market place must be expanded however on step 5.
Player Offers
around offer of other player one must suppose the corresponding offer in the market place menu. Previously one yet can determine trade wants wieviele raw materials one of the offer, therefore wieviele offer in the end in one even arrive should. In the same menu can make search also for certain offers.
Angebot generate notices must
around an offer itself on the global to place one in the relevant menu the offered raw material, whose quantity, the sought raw material and that max. Determine delivery duration. The ratio certainly wieviele raw materials one receives. It may be max. in 1:10 for the buyer of the offer.