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40d:Economics

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Revision as of 14:20, 6 November 2007 by DrPraetorious (talk | contribs) (New page: (rough draft) Overall Economic Flowchart. All buildings require Building Design to go up, most require stone and/or wood, some require other orders or materials (listed in parens after t...)
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(rough draft)

Overall Economic Flowchart.
All buildings require Building Design to go up, most require stone and/or wood, some require other orders or materials (listed in parens after the building).
Each process on the economic flowchart has the following components:
  • Inputs (on left) - the process will use up these raw materials.
  • Building/Job - you assign this process in this building. If building is in italics, it is an object, instead. 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.

Following the building is a list of skills and/or raw materials needed to make that building, or a #d reference to the job . All buildings require building designer.

-- Raw Materials --

assign these jobs through the designate or zone options.

Walls -> Pick/Mining -> Stone

(designite -> Mine)

Trees -> Axe/Wood Cutting -> Wood

(designate -> Chop Trees)

Walls -> none/Stone Detailing -> Room Quality (Happiness/Money)

(designate -> Smooth, Engrave)

Water -> none/Fishing -> Fish

(designate -> Fish, do this at the level above the water)

Animals -> Crossbow,Bolts/Hunting -> Corpses

(assign any dwarf the hunt job)

Plants -> none/Gather Plants -> Crops

-- Second Tier Materials -- (only raw materials needed as input)

Stone -> Mason Shop/Masonry -> Furniture, Blocks

Wood -> Carpenters Shop/Carpentry -> Furniture, Blocks, Barrels

Stone -> Craftsdwarfs Shop/Stonecrafting -> Goods (Money)

Wood -> Craftsdwarfs Shop/Woodcrafting -> Goods (Money)

Bone -> Craftsdwarfs Shop/Bonecarving -> Goods (Money)

Fish -> Fishery/Fish Cleaning -> Edible Fish

Stone -> Mechanic's Workshop/Mechanics -> Stone Mechanics

-- Higher Teer Materials -- Seeds -> Farm Plot/Farming -> Crops

(note that the Farm Plot while it is a building is not a workshop)

Tame Animals -> Kennels/Animal Training -> Trained Animals

(note that the Kennels while it is a building is not a workshop)

Barrels, Crops -> Still/Brewing -> Drink, Seeds

Crops and/or Meat -> Kitchen/Cooking -> Prepared Meals

-- To be assigned -- Leather Works Quern Millstone Loom Clothier's Shop Bowyer's Workshop Carpenter's Workshop Magma Forge Jewweler's Workshop Butcher's Shop Tanner's Shop Siege Workshop

Kennels