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− | + | = Overall Economic Flowchart = | |
− | |||
− | + | Each process on the economic flowchart has the following components: | |
− | |||
* Inputs (on left) - the process will use up these raw materials. | * Inputs (on left) - the process will use up these raw materials. | ||
* Means/Job - either a [[building]] where the process is assigned, or (if in italics) a tool which the worker must have to carry out the process. Following the slash is a job title - this job must be enabled on a [[dwarf]] or that dwarf will not participate in that level of the economic path. | * Means/Job - either a [[building]] where the process is assigned, or (if in italics) a tool which the worker must have to carry out the process. Following the slash is a job title - this job must be enabled on a [[dwarf]] or that dwarf will not participate in that level of the economic path. | ||
* Outputs (on right) - These are the goods that are produced by the economic activity in question. | * Outputs (on right) - These are the goods that are produced by the economic activity in question. | ||
− | |||
+ | == Raw Materials == | ||
− | + | :assign these jobs through the designate or zone options. | |
− | [[ | + | [[Walls]] -> <I>[[Pick]]</I>/[[Mining]] -> [[Stone]], some of which is also [[Ore]] or [[Flux]] or [[Gems]] or [[Coal]] or [[Lignite]] |
− | :{{K| | + | :{{K|D}} -> Mine |
− | [[Chop down trees|Trees]] -> <I>[[Battle axe]]</I>/[[Wood | + | [[Chop down trees|Trees]] -> <I>[[Battle axe]]</I>/[[Wood Cutter]] -> [[Wood]] |
− | :{{K| | + | :{{K|D}} -> Chop Trees) |
− | [[ | + | [[Walls]] -> none/[[Engraving|Stone Detailing]] -> [[Rooms#Room_grades|Room Quality]] |
− | :{{K| | + | :{{K|D}} -> Smooth Stone and {{K|D}} -> Engrave Stone |
− | : | + | :The reason you do this is to give your dwarves happy [[thought]]s, which has a beneficial effect. Also with economy the rent rises with room quality |
− | [[Water]] -> [[Fishing]] -> Raw [[Fish]] | + | [[Water]] -> none/[[Fishing]] -> Raw [[Fish]] |
− | :{{K| | + | :{{K|I}} -> Fish, do this at the level above the water |
− | + | [[Animals]] -> <I>[[Weapon]]</I>/[[Ambusher|Hunting]] -> [[Corpse|Corpses]] | |
− | : | + | :Assign any dwarf the hunt job |
− | [[ | + | [[Bush|Bushes]] -> none/[[Herbalist|Gather Plants]] -> [[Crops]] |
− | : | + | :{{K|D}} -> Gather Plants |
− | + | [[Crops]] -> [[Food#Eating|Eating]] -> [[Seed]] x 2 | |
− | |||
− | [[Seed]] -> [[Farm plot]]/[[Farming|Farming (fields)]] -> [[ | + | [[Seed]] -> [[Farm plot]]/[[Farming|Farming(fields)]] -> [[Crops]] |
+ | :The Farm Plot while it is a [[building]] is not a [[workshop]]. | ||
− | + | == Second Tier Materials == | |
− | : | + | :Only raw materials needed as input. |
Raw [[Fish]] -> [[Fishery]]/[[Fish cleaner|Fish Cleaning]] -> [[Fish]] | Raw [[Fish]] -> [[Fishery]]/[[Fish cleaner|Fish Cleaning]] -> [[Fish]] | ||
− | [[Corpse]] -> [[Butcher's | + | [[Corpse]] -> [[Butcher's Shop]]/[[Butchery]] -> [[Meat]] (which is [[Food]]), [[Fat]], [[Skin]], [[Bones]], [[Skulls]] |
− | [[Stone]] -> [[Mason's workshop]]/[[construction|Masonry]] -> [[Furniture]], | + | |
+ | [[Stone]] -> [[Mason's workshop]]/[[construction|Masonry]] -> [[Furniture]], [[Blocks]] | ||
[[Stone]] -> [[Craftsdwarf's workshop]]/[[Craft#Crafts|Stonecrafting]] -> [[Craft]], [[Weapon|Short Sword]] | [[Stone]] -> [[Craftsdwarf's workshop]]/[[Craft#Crafts|Stonecrafting]] -> [[Craft]], [[Weapon|Short Sword]] | ||
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[[Stone]] -> [[Mechanic's workshop]]/[[Mechanics]] -> [[Mechanism]] | [[Stone]] -> [[Mechanic's workshop]]/[[Mechanics]] -> [[Mechanism]] | ||
− | [[Wood]] -> [[Carpenter's workshop]]/[[construction|Carpentry]] -> [[Furniture]], [[ | + | [[Wood]] -> [[Carpenter's workshop]]/[[construction|Carpentry]] -> [[Furniture]], [[Blocks]], [[Container|Barrels]], [[Container|Bins]], [[Bed]]s |
− | [[Wood]] -> [[Craftsdwarf's workshop]]/[[Craft#Crafts|Woodcrafting]] -> [[Craft]], [[ | + | [[Wood]] -> [[Craftsdwarf's workshop]]/[[Craft#Crafts|Woodcrafting]] -> [[Craft]], [[Bolts]] |
− | [[Wood]] -> [[Carpenter's workshop]]/[[Skills|Trapping]] -> [[Animal | + | [[Wood]] -> [[Carpenter's workshop]]/[[Skills|Trapping]] -> [[Animal Trap]] |
[[Wood]] -> [[Bowyer's workshop]]/[[Bowyer]] -> [[Crossbow|Wooden Crossbow]] | [[Wood]] -> [[Bowyer's workshop]]/[[Bowyer]] -> [[Crossbow|Wooden Crossbow]] | ||
− | [[Wood]] -> [[Wood furnace]]/[[Wood burner|Wood burning]] -> [[Charcoal | + | [[Wood]] -> [[Wood furnace]]/[[Wood burner|Wood burning]] -> [[Charcoal]], which is [[Fuel]] |
[[Wood]] -> [[Wood furnace]]/[[Wood burner|Wood burning]] -> [[Ash]] | [[Wood]] -> [[Wood furnace]]/[[Wood burner|Wood burning]] -> [[Ash]] | ||
+ | :The Wood Furnace is a Furnace, not a workshop | ||
− | [[ | + | == Higher Tier Materials == |
+ | === Animal Based === | ||
+ | some [[Fish]] -> [[Food#Eating|Eating]] -> [[Shell]] and/or [[Bone]] | ||
− | + | Wild [[Animals]], <I>[[Animal Trap]]</I> -> none/[[Trapping]] -> Captured [[Animals]] | |
− | |||
− | |||
− | + | Captured [[Animals]] -> [[Kennels]]/[[Animal Training]] -> Tame [[Animals]] | |
− | Tame [[ | + | Tame [[Animals]] -> [[Kennels]]/[[Animal Training]] -> Trained [[Animals]] |
− | : | + | :Note that the Kennels while it is a building is not a workshop |
+ | :Also, animal training only works for [[dog]]s right now, unless you care to edit the raws | ||
− | + | Tame [[Animal]] -> [[Butcher's Shop]]/[[Butchery]] -> [[Corpse]] | |
− | : | + | :{{K|Z}}-Animals-Ready for Slaughter |
+ | :{{K|U}}->Select the Animal Unit->Set "Ready for Slaughter" to (Y) if there's a specific animal you want to set for slaughter. | ||
− | + | [[Fat]] -> [[Cooking]]?/[[Kitchen]] -> [[Tallow]] | |
− | |||
− | |||
− | |||
− | [[Fat]] -> [[Cooking]]/[[Kitchen]] -> [[Tallow]] | ||
[[Tallow]], [[Lye]] -> [[Soaper]]/[[Alchemist's laboratory]] -> [[Soap]] | [[Tallow]], [[Lye]] -> [[Soaper]]/[[Alchemist's laboratory]] -> [[Soap]] | ||
− | : | + | :The documentation on other wiki pages is inconsistent on this one but Soap doesn't do anything yet, so it's not critical. |
− | [[Skin]] -> [[ | + | [[Skin]] -> [[Tannery|Tanning]]/[[Tannery]] -> [[Leather]] |
− | [[Leather]] -> [[ | + | [[Leather]] -> [[Craftsdwarf's workshop]]/[[Leatherworking]] -> [[Armor]], [[Bags]], [[Craft]], [[Clothing]] |
− | [[Bone]] -> [[Craftsdwarf's workshop]]/[[ | + | [[Bone]] -> [[Craftsdwarf's workshop]]/[[Craft#Crafts|Bonecarving]] -> [[Craft]], [[Bolts]], [[Armor]], [[Decoration]] |
[[Bone]] -> [[Bowyer's workshop]]/[[Bowyer]] -> [[Crossbow|Bone Crossbow]] | [[Bone]] -> [[Bowyer's workshop]]/[[Bowyer]] -> [[Crossbow|Bone Crossbow]] | ||
− | [[Shell]] -> [[Craftsdwarf's workshop]]/[[ | + | [[Shell]] -> [[Craftsdwarf's workshop]]/[[Craft#Crafts|Bonecarving]] -> [[Craft]], [[Decoration]], [[Armor]] |
+ | |||
+ | [[Skull]] -> [[Craftsdwarf's workshop]]/[[Craft#Crafts|Bonecarving]] -> [[Totem]] | ||
− | + | :Totems can't be used for anything right now. They can be sold, though... | |
− | === Metal | + | === Metal === |
:The various "Magma" variants all require [[Magma]], and use less [[Refined coal|refined coal]] ("fuel") - no refined coal at all if you don't make steel. | :The various "Magma" variants all require [[Magma]], and use less [[Refined coal|refined coal]] ("fuel") - no refined coal at all if you don't make steel. | ||
− | :The reaction table for which Ores make which [[metal]]s and/or alloys is complex and beyond the scope of this article. | + | :The reaction table for which Ores make which [[metal]]s and/or alloys is complex and beyond the scope of this article. see [[Ore]] for details. |
− | :Metals | + | :Metals can be used to make different sorts of things, see the article for a given product to see which metals are suitable. |
− | |||
− | [[Ore]] + [[Fuel]] -> [[Smelter]]/[[Smelting]] -> [[Metal|Metal | + | [[Ore]] + [[Fuel]] -> [[Smelter]]/[[Smelting]] -> [[Metal|Metal Bars]] |
− | [[Ore]] x | + | [[Ore]] x 2 + [[Fuel]] -> [[Smelter]]/[[Smelting]] -> Various [[Alloy]] |
− | [[Ore]] -> [[Magma | + | [[Ore]] -> [[Magma Smelter]]/[[Smelting]] -> [[Metal|Metal bars]] |
− | [[Ore]] x | + | [[Ore]] x 2 -> [[Magma Smelter]]/[[Smelting]] -> Various [[Alloy]] |
− | [[Lignite]] + [[Fuel]] -> [[Smelter]]/[[Smelting]] -> [[Coke]] x2 | + | [[Lignite]] + [[Fuel]] -> [[Smelter]]/[[Smelting]] -> [[Coke]] x2, which is [[Fuel]] |
− | [[Lignite]] -> [[Magma | + | [[Lignite]] -> [[Magma Smelter]]/[[Smelting]] -> [[Coke]] x2, which is [[Fuel]] |
− | [[Bituminous | + | [[Bituminous Coal]] + [[Fuel]] -> [[Smelter]]/[[Smelting]] -> [[Coke]] x 3, which is [[Fuel]] |
− | [[Bituminous | + | [[Bituminous Coal]] -> [[Magma Smelter]]/[[Smelting]] -> [[Coke]] x 3, which is [[Fuel]] |
− | [[Iron]] + [[Flux]] + [[Fuel]] -> [[Smelter]] or [[Magma | + | [[Iron Bars]] + [[Flux]] + [[Fuel]] -> [[Smelter]] or [[Magma Smelter]]/[[Smelting]] -> [[Pig Iron]] |
− | [[Pig | + | [[Pig Iron]] + [[Iron Bars]] + [[Flux]] + [[Fuel]] -> [[Smelter]] or [[Magma Smelter]]/[[Smelting]] -> [[Steel Bars]] x 2 |
− | : | + | :This means, to stay in steady operation, smelt iron ore twice, then pig iron once, then steel bars once. The four operations together produce 2 steel. Magma halves the fuel cost but does not eliminate it. |
[[Metal|Metal Bars]] + [[Fuel]] -> [[Smelter]]/[[Smelting]] -> [[Alloy]] | [[Metal|Metal Bars]] + [[Fuel]] -> [[Smelter]]/[[Smelting]] -> [[Alloy]] | ||
− | : | + | :It's generally a better idea to make the alloy directly from ore, I believe[[verify]]. |
− | |||
− | |||
− | [[Metal]] | + | [[Metal|Metal Bars]] + [[Fuel]] -> [[Metalsmith's Forge]]/[[Metal crafter|Metal crafting]] or [[Blacksmith|Blacksmithing]] -> [[Furniture]], [[Craft]]s, [[Coins]] |
− | [[Metal]], [[Fuel]] -> [[Metalsmith's | + | [[Metal]], [[Fuel]] -> [[Metalsmith's Forge]]/[[Armorsmith]] -> [[Armor]] |
− | [[Metal]], [[Fuel]] -> [[Metalsmith's | + | [[Metal]], [[Fuel]] -> [[Metalsmith's Forge]]/[[Weaponsmith]] -> [[Weapon]] |
− | [[Metal]] | + | [[Metal]], [[Fuel]] -> [[Metalsmith's Forge]]/[[Trapping]] -> [[Animal trap]] |
=== Misc === | === Misc === | ||
− | Empty [[ | + | Empty [[Bags]] -> [[Glass Furnace]] / [[Item Hauling]]?!?! -> [[Sand]] |
− | :You need to assign the collect sand job to a glass furnace, AND | + | :You need to assign the collect sand job to a glass furnace, AND |
− | + | :{{K|I}} -> Collect Sand | |
− | |||
− | [[Sand | + | [[Sand]] -> [[Glass Furnace]] / [[Glassmaker|Glassworking]] -> [[Furniture]] |
+ | :It is presently impossible to make glass weapons because those require glass bars, which you cannot make.[[verify]] | ||
− | [[ | + | [[Vermin]], [[Traps]] -> [[Kennels]] or [[Butcher's shop]]/[[Trapper]] -> Wild [[animal]] |
+ | Wild [[animal]] -> [[Kennels]]/[[Animal training]] -> ??? | ||
+ | [[Animal]] [[stockpile]]/[[preference]] or [[Farmer's workshop]]/milking -> Tame [[animal]] or one meal or [[cow]]s [[milk]]/purring maggot [[milk]]/liquid fire | ||
+ | : As far as I know camels cannot yet be milked... | ||
+ | : (This block needs to be fixed up.) | ||
− | [[Barrel]], [[ | + | [[Barrel]], [[Crops]] -> [[Still]]/[[Brewing]] -> [[Alcohol]], [[Seed|Seeds]] |
− | [[ | + | [[Seeds]] and/or [[Crops]] and/or [[Meat]] and/or [[Alcohol]] and/or [[Fish]] and/or [[Tallow]] -> [[Kitchen]]/[[Cooking]] -> [[Food#Prepared_food|Prepared Meals]] |
− | : | + | : Cooked Crops do *not* produce seeds, so it is generally a bad idea to cook crops unless you have plenty ({{K|Z}}->Kitchen to disable cooking of crops). Instead, brew or otherwise process your crops and cook the product. |
− | [[ | + | [[Crops]] -> [[Farmer's workshop]]/[[Thresher|Threshing]] -> [[Thread]] + [[Seeds]] |
[[Thread]] -> [[Loom]]/[[Weaver|Weaving]] -> [[Cloth]] | [[Thread]] -> [[Loom]]/[[Weaver|Weaving]] -> [[Cloth]] | ||
− | [[Cloth]] -> [[Clothier's shop]]/[[Clothier|Clothesmaking]] -> [[Clothing]], [[Bag | + | [[Cloth]] -> [[Clothier's shop]]/[[Clothier|Clothesmaking]] -> [[Clothing]], [[Bag]]s, [[Decoration]] |
= Economic Management = | = Economic Management = | ||
== Stockpiles == | == Stockpiles == | ||
− | : Due to the way the interface works, the key to maintaining flow in your | + | : Due to the way the interface works, the key to maintaining flow in your workshops is to have properly positioned and well-maintained stockpiles. |
− | : [[Clutter]] has a | + | : [[Clutter]] has a *huge* impact on your productivity, so minimizing the dwarf-labor required to clear finished goods out of your workshops is key to maintaining their productivity. |
− | : It is also important, especially in a mature fortress with a division of labor, to have goods close at hand so that | + | : It is also important, especially in a mature fortress with a division of labor, to have goods close at hand so that your legendary dwarves don't have to walk all over the fortress to get what they need. |
− | : | + | : The best way to achieve this is to locate small stockpiles (about 3x3 works best) near the workshop to hold the raw materials needed. By keeping the stockpiles small, you don't have to worry about every hauler in the fortress dropping what they're doing and spending an entire month filling a large stockpile with marble; but if you make them too small, you risk not having enough when the legendary furnace operator gets to work! |
: Specific guidelines follow. | : Specific guidelines follow. | ||
=== Stone === | === Stone === | ||
− | : | + | : Stone is so abundant that you almost never need large stone stockpiles. If you want your stonecrafters or masons to use a choice variety of stone (such as obsidian), and have plenty of excess hauling labor, place a 3x3 or 4x4 stockpile near to the workshop, and restrict it to only a few high-value varieties of stone. |
: Flux, Fuel and Ore are covered below. | : Flux, Fuel and Ore are covered below. | ||
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: The same considerations apply with ore and furnace fuel, but larger stockpiles are generally less of a problem, because there aren't 800 units of ore to haul. A skilled furnace operator can smelt direct-use ores *very* quickly, so consider a large stockpile for ore once a high skill level is achieved. | : The same considerations apply with ore and furnace fuel, but larger stockpiles are generally less of a problem, because there aren't 800 units of ore to haul. A skilled furnace operator can smelt direct-use ores *very* quickly, so consider a large stockpile for ore once a high skill level is achieved. | ||
− | : In general, a full time | + | : In general, a full time wood burner will produce more Charcoal and more ash than a set of magma furnaces (even making steel) will actually use, so you may want to allow the wood furnace to get cluttered and then shut it off; but you should still build a fuel stockpile. |
: If you don't have magma you're going to be burning fuel like crazy. | : If you don't have magma you're going to be burning fuel like crazy. | ||
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: Lumber takes a long time to haul down from the surface, so lumber stockpiles should be quite a bit larger, as this can introduce a significant lag in refilling them, you'll want some cushion. | : Lumber takes a long time to haul down from the surface, so lumber stockpiles should be quite a bit larger, as this can introduce a significant lag in refilling them, you'll want some cushion. | ||
: There's also a big labor input issue - either it takes even longer to haul from the surface, or it takes your intermediary dwarf a long time to get the lumber. | : There's also a big labor input issue - either it takes even longer to haul from the surface, or it takes your intermediary dwarf a long time to get the lumber. | ||
− | : In general, | + | : In general, I recommend placing your lumber stockpile near the surface, and placing the lumber using workshops or furnaces as nearby as possible. |
− | : This means it may take a long time to haul your ashes or charcoal to your forges for use, but that hauling job can be handled by | + | : This means it may take a long time to haul your ashes or charcoal to your forges for use, but that hauling job can be handled by an Peasant, while the Wood Burner has to haul the logs into the furnace himself. |
=== Finished Goods === | === Finished Goods === | ||
− | : Firstly, life without | + | : Firstly, life without bins is unlivable. If you have to make them out of metal, I suggest copper or lead. But few start locations are so wood deprived that one log is harder to come by than 3 metal bars. |
− | : Once you have bins, it becomes much easier to haul finished goods to your | + | : You'll want to make more bins than you can possibly make, so make as many as you can. |
− | + | : Once you have bins, it becomes much easier to haul finished goods to your trade depot, since the dwarves haul the bin with them. | |
+ | : However, goods have to be hauled one at a time from the workshop and then placed in bins. I'm hoping that this is a high priority for change, since it's a major pain in the arse, but there you are. | ||
+ | : So, your finished goods stockpile should be as close to your workshops as possible, and you should only haul items to the trade depot once they've been placed in bins. | ||
+ | |||
− | === | + | === Material Classifications === |
+ | : This is to help you find stuff in the stock pages | ||
− | : [[Refined coal]] of every kind, as well as [[Ash]] | + | : [[Refined coal]] of every kind, as well as [[Ash]] and [[Potash]], are classified as Metal Bars, probably for the reason that they can be compressed/baked into somewhat bar-like items (and don't fit better in any other pile). |
− | + | [[category: Economy]] |