Traders, supply runs and trust
Who trades what and where, their hours, the work they offer, where their stock comes from, what happens when a run is hit, and what they remember.
Who trades what, and where
Every counter deals in its own trade and buys only what that trade uses. Their counters are on your map.
- Haven's quartermaster at the airfield: food, water, camp gear, basic tools, seed, second-hand clothes. Haven's clinic: medicine and dressings.
- The clothier at the Harmony Discount Store on Route 68: second-hand clothes, boiled and mended, sewing kits, cloth and thread. The clothier buys clean clothes, leather and wool.
- The parts dealer at Rogers Salvage in south Los Santos: oil, belts, bulbs, tires, tools and a few batteries and wheels. Never the engine, the gearbox or a frame tag: those you find and build. The parts dealer buys scrap and salvaged parts.
- The feed and hardware counter in the Grapeseed paint shop: seed, feed, hens, bees, nails, timber, locks and timber building kits. It buys produce, eggs, honey and wool.
- The gunsmith at the Route 68 Ammu-Nation: cleaning and repair, springs, reloading supplies, the common hunting and pistol rounds. The gunsmith buys gun parts and brass. Military gear is only ever the black market's.
- The radio and electronics bench under the mast in Paleto: radios, batteries, wire and electronics parts. It buys electronics salvage.
- The Paleto fence buys almost anything cheap, the Paleto pier sells tackle and buys fish, a lodge on the coast road deals in hunting, the black market deals only with the feared, and a wandering trader turns up somewhere for a while with rare goods.
Hours, and the dead
The specialists and the Paleto fence keep hours (on the trade screen and the sign on their stall). Outside them they've gone home, and the stall stands packed. When the dead come through in numbers, or under a Blood Moon, anyone not behind walls pulls the shutter down and hides until it passes. Haven's counters keep shifts round the clock.
Work
Choose Ask about work at a counter (or the Work tab). Every trader has a standing order or two: five washed wool sweaters for Haven's pickets, two alternators that still turn, a prime coyote pelt. Bring what they ask for, in the condition they ask for, and they pay better than the counter and remember you for it. Each order comes round again after a day or two.
Condition, and buying it back
Worn things sell for what they're worth: a torn, filthy or bloodied jacket fetches a fraction of a clean one, and the trade screen shows each piece's condition. Clothes off a counter are second-hand, worn and washed, never new. Sold something by mistake? For ten minutes it's still behind the counter, yours again for exactly what they paid you, unless somebody else bought it off the shelf first.
Where the stock comes from
Nothing on a trader's shelf comes from nowhere. Every trader has one or two supply runs: real trucks with real crews, leaving a real place on a schedule and driving real roads to their counter. When a run gets in, the shelves fill. When it doesn't, they don't, and the price of what's left creeps up over the next few hours.
- Ask a trader about their runs from their counter (the Supply runs tab): where each run comes from, what it brings and when the next one leaves.
- A run can be hit by anyone: the dead thick on the road, raiders, a storm, or other survivors. A hit run leaves a wreck and some of its cargo on the road, and the trader talks about it.
- Storms hold the trucks at the gate for a while, and snow shuts the roads up to the Eye until it clears.
- When a trader is short because a run was hit, Discord's #market-prices says so, along with why.
Riding with a run
Choose Ride with the next run at the counter. The run leaves within a few minutes, and where it leaves from goes on your map. Stay close to the trucks all the way in and never shoot at them, and the trader pays you out of their own takings when it arrives. They remember that, too.
Hitting a run
Kill the crew and the cargo on the lead truck is yours: the actual goods that trader was waiting for, stenciled with their marks. Whether they find out it was you depends on what they could learn: whether any of the crew lived, who else was watching, how dark it was and how far away you were. Some raiders are never found out. Some are found out days later, when a witness talks. Don't try to sell a trader their own stenciled goods.
What they remember
Every trader remembers how you've treated them. Fair trades, riding with their runs, bringing back their stolen goods and telling them who hit a run all build trust. Hitting their runs, killing their people and leaning on them at their counter all cost it, and the people you ride with share a little of your name.
- People they know get better prices, and the things they keep back for regulars.
- People they don't trust pay more, hear about it, and in the end get turned away.
- A trader who knows who hit their run may put a price on that raider's head.
Taking a road over
A trader who trusts you enough will let you take one of their roads on. Hold each stretch of it, on different days, while whatever lives out there comes for you. Once it's yours, their own trucks stop and you supply them yourself: bring what the run used to carry along that road, and they pay you wholesale for it. Miss your loads, or let the road slip, and they'll take it back.
Traders never pay more for goods than it would cost you to buy them somewhere else. The road pays because it's work, not because it's a trick.