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Editing 40d Talk:Dwarven economy

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:It works just the same as in the Real Life. As opposed to the economy of the old, when coins were units of precious metals, with real actual value attached to them, currently all money is created as a credit from the central bank (which is paid by taking a new credit). Dwarves get credit from you for work they do, and you can pay it back by providing them with goods other dwarves produced (for another credit). For coins, you must mint actual metal. For going into infinite debt, you don't need anything, and you can never run out of it (gold bars go down to zero, debt goes to minus infinity). But without inflation, it doesn't really hurt in the long run like it does in the Real Life.
 
:It works just the same as in the Real Life. As opposed to the economy of the old, when coins were units of precious metals, with real actual value attached to them, currently all money is created as a credit from the central bank (which is paid by taking a new credit). Dwarves get credit from you for work they do, and you can pay it back by providing them with goods other dwarves produced (for another credit). For coins, you must mint actual metal. For going into infinite debt, you don't need anything, and you can never run out of it (gold bars go down to zero, debt goes to minus infinity). But without inflation, it doesn't really hurt in the long run like it does in the Real Life.
 
:I would personally like to see coins better implemented, i just like the idea of coffers full of gold and actually having a hoard to protect.  Maybe each dwarf can have a 'Moneybag', which is like a quiver or waterskin, but for coins.  They'll carry around in it their 'spending limit' for shops, the rest of their money being locked up in their coffer, if they have one, or maybe at a bank; a bigger personal hoard means more happy thoughts!.  Other than those direct purchases, all earnings/expenditures is totaled up over a month, season, or year and the net result is transferred by the Tax Collector, who meets with each dwarf and gives (or takes) the appropriate amount of gold.  The money owned by the government(controlled by you) is stored in either The Bank or The Hoard.  The Bank is for day-to-day activities and exchanges; The Hoard being a designated area where goods are taken out of the economy.  Weapons are in racks, armor on stands, furniture and crafts displayed; but most important of all are the piles of coins and gems!  Active traps and proximity to magma and water help too.  The size and value of The Hoard has a significant impact on fortress wealth, and increasing it is a common Noble Demand; a big hoard makes ALL of your Dwarves happier and vice versa.
 
  
 
== How is this a feature? ==
 
== How is this a feature? ==
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:I do believe eg plump helmets are 1* per unit, they only need to move a couple rocks ;) --[[User:Frostedfire|Frostedfire]] 10:30, 20 June 2008 (EDT)
 
:I do believe eg plump helmets are 1* per unit, they only need to move a couple rocks ;) --[[User:Frostedfire|Frostedfire]] 10:30, 20 June 2008 (EDT)
 
:My Duke starved/thirsted himself to death... he had no money.  Is this why?  and yes there was plenty of food, none of the 152 other dwarves did starve.  --[[User:L337chica|L337chica]]
 
 
:: A dwarf will not starve due to not having enough money, the children of my legendaries have put the family in debt (legendaries don't earn wages, children don't earn enough and once they grow up they get their own account) yet still new kids pop out with nobody in my fortress (who doesn't wall himself in/get walled in by me) starving to death. --[[User:Overspeculated|Overspeculated]] 11:36, 27 December 2009 (UTC)
 
:::Your Duke didn't starve from being unable to purchase food - he probably went [[insane]] from your failure to meet his demands. --[[User:Quietust|Quietust]] 16:48, 27 December 2009 (UTC)
 
  
 
== Setting economy to NO (ini file) stop immigration ? ==
 
== Setting economy to NO (ini file) stop immigration ? ==
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::That may be leftover from before the parents were legendary.  I've seen children of two legendary dwarves maintain a constant or decreasing cash supply following the ascension of the second parent to legendary, despite abundant in-profession work for both parents which should rapidly provide a huge influx of cash.  I can only conclude legendary dwarves no longer earn money. --[[User:Squirrelloid|Squirrelloid]] 05:47, 29 December 2008 (EST)
 
::That may be leftover from before the parents were legendary.  I've seen children of two legendary dwarves maintain a constant or decreasing cash supply following the ascension of the second parent to legendary, despite abundant in-profession work for both parents which should rapidly provide a huge influx of cash.  I can only conclude legendary dwarves no longer earn money. --[[User:Squirrelloid|Squirrelloid]] 05:47, 29 December 2008 (EST)
 
:::They don't need money, they're exempt from the economy.  Also, the children of nobles NOT BEING NOBLES THEMSELVES can create the amusing situation of the baron's son dying of hunger, if you keep churning out *plump helmet roast*s.--[[User:Zipdog|Zipdog]] 06:16, 19 April 2009 (UTC)
 
  
 
== Necessary for nobles? ==
 
== Necessary for nobles? ==
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If you turn the economy off and get the tax collector, baron, etc... what happens when you turn it back on?  Does the economy start back up, or do you only get one shot at it?  I don't think I want the economy but if I miss the opportunity to ever turn it on, then it becomes a tough choice. --[[User:Sowelu|Sowelu]] 02:22, 27 November 2008 (EST)
 
If you turn the economy off and get the tax collector, baron, etc... what happens when you turn it back on?  Does the economy start back up, or do you only get one shot at it?  I don't think I want the economy but if I miss the opportunity to ever turn it on, then it becomes a tough choice. --[[User:Sowelu|Sowelu]] 02:22, 27 November 2008 (EST)
:I tried killing my tax collector, but when his replacement arrived a year later, the economy did '''not''' activate. I haven't tried offing my duke (and duchess consort) yet, but given his obsession with anvils (124 and counting), the temptation is very strong... --[[User:Quietust|Quietust]] 05:42, 25 October 2009 (UTC)
 
::I've gone ahead and offed my duke and duchess consort - when their replacements arrive, we'll see if the economy turns on. --[[User:Quietust|Quietust]] 18:29, 26 October 2009 (UTC)
 
  
 
== Tips for living with economy? ==
 
== Tips for living with economy? ==
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::::::But there's no evidence that any change is coming.  Not that i've read every feature goal and power goal, but i don't recall incorporating a supply-demand system is on Toadyone's list of priorities at all.  And the fact that its an alpha just means he isn't done implementing what he considers basic features, according to his own design plan.
 
::::::But there's no evidence that any change is coming.  Not that i've read every feature goal and power goal, but i don't recall incorporating a supply-demand system is on Toadyone's list of priorities at all.  And the fact that its an alpha just means he isn't done implementing what he considers basic features, according to his own design plan.
 
::::::--[[User:Squirrelloid|Squirrelloid]] 04:15, 26 February 2009 (EST)
 
::::::--[[User:Squirrelloid|Squirrelloid]] 04:15, 26 February 2009 (EST)
:::::::The same "impossible to exploit" thing applies to all other imperfect simulations, though. By the same logic, you could say that a drawbridge deleting things isn't an exploit, because that's how drawbridges work in DF, or using one block of aquifer stone to produce unlimited water isn't an exploit, because that's how aquifers work in DF. Triangle stockpiles to generate unlimited money are just as much an exploit as running a waterfall from one block of aquifer stone through a water wheel to a drawbridge. It's not a matter of "some future version", it's a matter of "the thing the game's trying to simulate".
 
:::::::Notably, the lore doesn't include the dwarven economy operating on a labor theory of value, and the liaisons and guildmasters even use a demand/supply theory of value. So the absolute system is just an alpha-quality simulation of a demand/supply system, and taking advantage of that is an exploit.
 
:::::::Of course, this cuts both ways. For example, a proper economy uses mass action, similar to "the wiki magic"; but in DF as it stands, the player has to assign labors and order workshops built - a dwarf who sees a need can't just buy some space, some tools, and some materials, and start fulfilling it. So the economy also exploits you. But that doesn't make exploiting it back into any less of an exploit.
 
:::::::But hey, I've modded in some supermetals, and just by not taking the midnightsteel battleaxes I embark with loads of points for equipment, and I bring tetrahedrite and smelt it into billion. I just accept that I'm exploiting flaws and bugs in the game. [[User:Darekun|Darekun]] 19:28, 7 May 2009 (UTC)
 
  
 
== Are there any profits? ==
 
== Are there any profits? ==
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:Affordable life insurance couldn't possibly exist in a Dwarf Fortress.  They die too easily. --[[User:FJH|FJH]] 17:11, 24 February 2009 (EST)
 
:Affordable life insurance couldn't possibly exist in a Dwarf Fortress.  They die too easily. --[[User:FJH|FJH]] 17:11, 24 February 2009 (EST)
 
::Affordable life insurance.  Classic. oh, this place cracks me up...--[[User:Zchris13|Zchris13]] 17:51, 25 February 2009 (EST)
 
::Affordable life insurance.  Classic. oh, this place cracks me up...--[[User:Zchris13|Zchris13]] 17:51, 25 February 2009 (EST)
:::In Dwarf Fortress, affordable life insurance is an [[artifact]] [[adamantine]] [[flail]]. --[[User:Jurph|Jurph]] 01:50, 17 April 2009 (UTC)
 
::::One word:  Magma--[[User:Zipdog|Zipdog]] 06:29, 19 April 2009 (UTC)
 
 
== Economy stoppers? ==
 
 
Is it possible to stop the Dwarven Economy once it starts by killing the Tax Collector/Baron?
 
::I've never seen it stop, even after a tax collector was in the wrong place at the wrong time. Perhaps with the init file, though?  Anybody?[[User:Kwieland|Kwieland]] 01:56, 9 August 2009 (UTC)
 
:::Nope - once activated, it's locked.--[[User:Albedo|Albedo]] 18:04, 30 October 2009 (UTC)
 
 
== Accurate as of...? ==
 
 
:"According to the game designer* [http://www.bay12games.com/forum/index.php?topic=6882.msg81183#msg81183], the '''dwarven economy''' is unlocked when ...
 
 
:* 25 [[crafts|crafting]] jobs
 
:* 25 [[metal]]-related jobs
 
:* 25 [[wood]]-related jobs
 
:* 10 [[gem]] jobs
 
:* 25 [[stone]] jobs
 
::or
 
:* 25 [[food]] jobs..."
 
 
The problem is that post was made by Toady One in Jan of '08, well ''before'' ver 39a was released (July '08).  The numbers ''look'' right for the current version, they ''feel'' right - can anyone verify them?--[[User:Albedo|Albedo]] 07:40, 27 October 2009 (UTC)
 
 
== Suggestions for the future ==
 
 
I've had a few ideas for the future economy, so I'll post them up here:
 
 
* Thieves. Dwarves who are too poor to afford something essential (or not for greedy dwarves) should be allowed to turn to thievery to allow them to live - however, this should make them criminals. The chance of stealing without being seen should be relevant to their Ambusher skill (as that influences how easy it is to see them)
 
* I like the idea of dwarves having their own 'moneybags' or purses, but again that allows for another kind of criminal - the legendary cutpurse. Again, the chance to pinch the other dwarf's purse undetected should be relevant to their ambusher skill.
 
* Children shouldn't inherit their parent's wealth until their parents die, and should be allowed the 200 monies that everyone else is entitled to when the economy begins, to stop legendary/noble kids being the poor ones, and the commoner's kids being complete spoilt brats.
 
--[[User:Libelnon|Libelnon]] 00:27, 24 February 2010 (UTC)
 
 
== Economy - Good or bad? ==
 
 
So, is it "better" to leave the dwarven economy on or turn it off in the init file? --[[Special:Contributions/198.54.202.130|198.54.202.130]] 10:19, 19 March 2010 (UTC)
 
 
== Less than 80 dwarves ==
 
 
I got a baron with only 72 dwarves. The highest I've ever had was 79 (then I decreased the limit due to FPS issues) while a dwarven caravan was at my fort. Maybe it uses the highest ever population, and counts all dwarves on the map? [[User:Immibis|Immibis]] 03:23, 26 March 2010 (UTC)
 

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