Difference between revisions of "Personal merchant"

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(→‎Additional information: Mayor can dismiss)
(A bit of a rewrite)
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==Description==
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== Description ==
Personal merchants only sell items that the owner gives them. You cannot sell any items to him/her, only buy from them. The owner of the merchant sets the price that the merchant sells it for. The merchant also takes a small cut (10%) of any money taken from a sale. You can buy a personal merchant contract from a trader for 10 [[Bank of Wurm|silver coins]].
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''Merchant_<name> is here selling items on behalf of <player>.''
  
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A '''personal merchant''' is an NPC that tries to sell anything you give him to other players. Then you can come back and collect the money.
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Unlike [[trader]]s, personal merchants will not buy anything, they only sell items that the owner gives them, and the owner sets the prices.
  
 
[[Image:Merchant.png|left|thumb|200px|A merchant]]
 
[[Image:Merchant.png|left|thumb|200px|A merchant]]
  
==Management==
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== Contract ==
{|
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You can buy a [[personal merchant contract]] from a trader for 10 [[silver coin]]s.  
|To manage your personal merchant locate in your inventory [[personal merchant contract|personal merchant contract]] and right click->manage. You must, then, name your merchant and select its gender. Now the way the definition for placing is phrased oddly. What it means is that no other creatures may be on the tile you are trying to plant the merchant on, it does not mean that no other creatures can be in the building.
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If you want to place a merchant on a deed as a non-villager, you need to be on the writ of the building. It is not possible to place a merchant in a stall on such deed.
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You can sell or give the contract to another player, either before placing the merchant or after dismissing it.
|-
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|To add items to the merchant simply open a trade window and offer the items and the trader will automatically trade. Same for withdrawing items, if the trader has money he will give that to you as well.
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If you change [[kingdom]], you will lose the contract, since the merchant stays in the old kingdom.
|-
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|After placing the merchant you can manage it and you will be presented with the following screen. The price modifier will take the ''Get Price'' and multiply it by X number(1.4 by default). '''When dismissing make sure you take all your items out and money before dismissing.'''
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== Placing ==
|-
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Merchant can be placed either inside a finished [[house]] or on a tile that has a [[market stall]]. Go on the desired tile, and make sure no other creatures than you are on it. Right-click the Personal merchant contract in your inventory and select 'Manage traders'. Name your merchant, select the gender and click 'Send'. If the name is too long, a random name will be picked for you.  
|To change prices you can either locate the item in your inventory then right click->Price->Set Price or you can change it by giving the item to the merchant and then managing the contract. If your merchant is in a very busy place the latter isn't a good idea as it may be bought before you change the price. To be safe simply change the prices through the inventory. Alternatively, begin a Trade session (transfer items to/from the merchant '''beforehand''' if needed) and leave the Trade session open until you have set all your prices.
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|}
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If you want to place a merchant on a [[deed]] as a non-villager, you need to be on the [[writ]] of the building. It is not possible to place a merchant in a market stall on a deed if you are not a villager.  
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If the building the merchant is in rots away, he will still be able to trade and be managed.
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== Stocking ==
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To add items to the merchant, right-click him and select '[[Trade]]'. Drag items from your inventory into the Your offer -window, and the merchant will drag them down to his Demand window. Note that the Prices shown there are his evaluations; if you have set the prices manually, the selling prices will be those. (To set the price yourself, right-click the item in your inventory, select Prices > Set price, and set the desired amount of Gold, Silver, Copper and Iron coins you want for the item.) Once finished, check 'You accept'.
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You cannot put containers with items in them nor items inside containers onto a merchant, the container must be emptied first.
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The inventory limit for a merchant seems to be about 50 - 55 items.
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You can remove items from sale by dragging them from merchant's Offer window down to your Demand window and checking 'You accept'. You do not need to pay for them. If the merchant has gained money, he will give that to you as well.
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== Managing ==
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After placing the merchant, you can manage it by right-clicking the Personal merchant contract in your inventory and selecting 'Manage traders'.
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'''Use local price''' means that the merchant will use his local supply when determining price for items. This is the default. Otherwise the price used will be the standard base value for the item.
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'''Price modifier''' is the value he will apply to the price; default is 1.4 times the Get Price.
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If you set specific prices on items, those prices will be used regardless of these settings.
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If you see that the amount of money has increased in the ''Sold'' columns, remember to go to your merchant to collect the money. Note that merchant takes a 10% cut of the sales. Also keep an eye on the ''Last sold'' time: if the merchant has not sold anything for weeks, he may disband.
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=== Changing Prices ===
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To change prices of the items in stock, check '''Manage prices''' and click 'Send'. A window with all the items and their price fields comes up. Note that in a very busy place, the item may be bought before you change the price. To prevent that, begin a Trade session and leave it open to "lock" the merchant until you have set all your prices.
  
==Additional information==
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=== Dismissing ===
*Items held by a Merchant can be Examined, by anyone, via the Trade window.
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To dismiss a merchant, for instance to move it somewhere else, check the '''Dismiss''' box and click 'Send'. A dismissed merchant's items and money disappear, so make sure to take them all out beforehand.
*You can also do Get Price etc in the Trade window. This will show you the Set Price of the item, if it was set.
 
*Although a Merchant must be placed inside a building, if the building they're in rots away they will still be able to trade and be managed.
 
*If the name you pick is too long, a random name will be picked for you.
 
*You can use the Trade window to 'lock' the Merchant while you review prices in the Manage Prices window.
 
*You cannot put items inside containers on to a Merchant. The container must be emptied before the Merchant will accept it.
 
*The inventory limit for a Merchant seems to be about 50-55 items?
 
*Putting large numbers of low-value items on a Merchant is hardly worth the effort as you have to set the price on each one individually, even if they are all identical.
 
*The "Manage Prices" window is slightly better than Set Price, but not much.
 
*Dismissing merchants (to store them or move them around) seems to have no penalty as long as you remove items and money from them first. A dismissed trader's items and money disappear.
 
*If the trader is wizkilled, he is dismissed, but he can still be placed again as usual.
 
*Selling a merchant contract to another player is not difficult. Just dismiss the merchant and trade the contract to another player. Again, there is no penalty as long as you remember to remove the money and items before dismissing them.
 
*Mayors can dismiss merchants for long gone villagers.
 
  
''To Investigate: "Local Prices"? In the Release Notes for 20040718 it is contrasted with "global prices" and local is supposedly better. But this was before the major changes implemented in the 200509xx release.''
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==== Forced Dismissing ====
[[Category:Misc]]
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* If the merchant has not sold anything for over 28 days, he may disband, leaving just a sign behind.
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* If you are away for several months, the merchant may leave or be forced to leave with all the items and coins in his inventory.
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* Mayors can dismiss merchants for long gone villagers.
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* If the merchant is wizkilled, he is dismissed, but he can still be placed again as usual.  
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== Notes ==
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* You can also do Get Price etc in the Trade window. This will show you the Set Price of the item, if it was set.
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* Items held by a Merchant can be Examined, by anyone, via the Trade window.
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* Putting large numbers of low-value items on a Merchant is hardly worth the effort, as you have to set the price on each one individually, even if they are all identical.  
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 +
[[Category:Economy]]
 
[[Category:Babel/P]]
 
[[Category:Babel/P]]
[[Category:Economy]]
 

Revision as of 05:51, 9 October 2010

Description

Merchant_<name> is here selling items on behalf of <player>.

A personal merchant is an NPC that tries to sell anything you give him to other players. Then you can come back and collect the money.

Unlike traders, personal merchants will not buy anything, they only sell items that the owner gives them, and the owner sets the prices.

A merchant

Contract

You can buy a personal merchant contract from a trader for 10 silver coins.

You can sell or give the contract to another player, either before placing the merchant or after dismissing it.

If you change kingdom, you will lose the contract, since the merchant stays in the old kingdom.

Placing

Merchant can be placed either inside a finished house or on a tile that has a market stall. Go on the desired tile, and make sure no other creatures than you are on it. Right-click the Personal merchant contract in your inventory and select 'Manage traders'. Name your merchant, select the gender and click 'Send'. If the name is too long, a random name will be picked for you.

If you want to place a merchant on a deed as a non-villager, you need to be on the writ of the building. It is not possible to place a merchant in a market stall on a deed if you are not a villager.

If the building the merchant is in rots away, he will still be able to trade and be managed.

Stocking

To add items to the merchant, right-click him and select 'Trade'. Drag items from your inventory into the Your offer -window, and the merchant will drag them down to his Demand window. Note that the Prices shown there are his evaluations; if you have set the prices manually, the selling prices will be those. (To set the price yourself, right-click the item in your inventory, select Prices > Set price, and set the desired amount of Gold, Silver, Copper and Iron coins you want for the item.) Once finished, check 'You accept'.

You cannot put containers with items in them nor items inside containers onto a merchant, the container must be emptied first.

The inventory limit for a merchant seems to be about 50 - 55 items.

You can remove items from sale by dragging them from merchant's Offer window down to your Demand window and checking 'You accept'. You do not need to pay for them. If the merchant has gained money, he will give that to you as well.

Managing

After placing the merchant, you can manage it by right-clicking the Personal merchant contract in your inventory and selecting 'Manage traders'.

Use local price means that the merchant will use his local supply when determining price for items. This is the default. Otherwise the price used will be the standard base value for the item. Price modifier is the value he will apply to the price; default is 1.4 times the Get Price. If you set specific prices on items, those prices will be used regardless of these settings.

If you see that the amount of money has increased in the Sold columns, remember to go to your merchant to collect the money. Note that merchant takes a 10% cut of the sales. Also keep an eye on the Last sold time: if the merchant has not sold anything for weeks, he may disband.

Changing Prices

To change prices of the items in stock, check Manage prices and click 'Send'. A window with all the items and their price fields comes up. Note that in a very busy place, the item may be bought before you change the price. To prevent that, begin a Trade session and leave it open to "lock" the merchant until you have set all your prices.

Dismissing

To dismiss a merchant, for instance to move it somewhere else, check the Dismiss box and click 'Send'. A dismissed merchant's items and money disappear, so make sure to take them all out beforehand.

Forced Dismissing

  • If the merchant has not sold anything for over 28 days, he may disband, leaving just a sign behind.
  • If you are away for several months, the merchant may leave or be forced to leave with all the items and coins in his inventory.
  • Mayors can dismiss merchants for long gone villagers.
  • If the merchant is wizkilled, he is dismissed, but he can still be placed again as usual.

Notes

  • You can also do Get Price etc in the Trade window. This will show you the Set Price of the item, if it was set.
  • Items held by a Merchant can be Examined, by anyone, via the Trade window.
  • Putting large numbers of low-value items on a Merchant is hardly worth the effort, as you have to set the price on each one individually, even if they are all identical.