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Difference between revisions of "40d Talk:Dwarven economy"

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(turning off an already-started economy)
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== Effects of turning it off, once it's on? ==
 
== Effects of turning it off, once it's on? ==
  
Changing ECONOMY to NO in the init.txt file after the economy has kicked in doesn't seem to keep dwarves from spending already-earned credit at shops.  (I haven't seen them paying for drink, so it may be that food and drink are now free; I'm not sure, though, because I haven't yet watched them pay for drinks while the economy is turned on, so I don't know when that happens.)
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Changing ECONOMY to NO in the init.txt file after the economy has kicked in doesn't seem to keep dwarves from spending already-earned credit at shops.  (I haven't seen them paying for drink, so it may be that food and drink are now free; I'm not sure, though, because I haven't yet watched them pay for drinks while the economy is turned on, so I don't know when that happens.)  --[[User:Sev|Sev]] 17:00, 28 August 2008 (EDT)

Revision as of 21:00, 28 August 2008

1) Wages paid --- dwarves gain credit for tasks completed. Credit is either maintained or transferred into physical value when the dwarf in question claims coins.

2) Rent --- bedrooms have a rent assigned to them based on their room value. The rent schedule is unknown. How the dwarves physically pay the rent is unknown. If a dwarf cannot pay the rent an eviction notice is placed on the room. The specifics of eviction are unknown. Dwarves that cannot afford one of the available bedrooms will sleep in available barracks.

3) Shops --- Once the economy begins, shops may be constructed. There are several types of shops - clothing, general goods, exotic clothing and possibly others. A type of shop may not be specified; it seems to be selected randomly. Shops have an associated cost, which is assumed to be paid by the dwarf that takes control of the shop. Once a shop is owned, items will be moved to the shop corresponding to which type of shop it is. Dwarves then may buy items for the shop, presumably using the same credit system that may or may not correspond to actual physical coins.

4) Item cost - all physical items are given a cost, whether for sale or in a shop. It is unknown if dwarves pay a cost for an item picked up that was not for sale in a shop.

also - kids have combined wealth of their parents, which can lead to paris hilton-syndrome in DF - children with wealth of several thousand buying out the noble/admin rooms and owning shops filled with =giant cave spider silk dress= --Frostedfire 04:07, 20 November 2007 (EST)



It seems that the dwarven economy is now triggered by the coming of a Baron /Baroness. I haven't seen it for myself but it's what I gather from the forums. There also seems to be a bug where all coins minted appear as the same coin type (e.g., copper, silver, and gold coins all appearing as silver) on the economy window. --Keizo


Just got the dwarven economy started for the first time. The game is a bit tricky to play in wine. ^^;;. Anyway, since there isn't any page here yet, I'm sort of lost, so I've added what I already know so other folks will be at least a *little* less lost :-P

Typically a page will be expanded a lot more quickly if you actually already have some content on it,.Please expand! --Kim Bruning 19:48, 1 December 2007 (EST)

None of my legendary dwarves have an account in their status screen. Does this mean that they are exempt from prices or something?--Pigbuster

They always have been.--Heliopios 01:05, 6 December 2007 (EST)

Wages

What is the deal with "- haulage being a major exception - "? Last time I checked there were some wages for item hauling, furniture hauling, food hauling,... on the in-game jmw wages info page. Of course a dwarf can spend a month hauling a rock to a stockpile and get his 1* for it, but a job of taking food from a stockpile and relocating it to an adjacent stockpile can yield a dwarf dozens of * in quite small period of time. Place 10-20 medium sized stockpiles accepting all furniture in a line and set them to take from each other in chain so that the first small stockpile is the closest to your workshops and your last large main furniture stockpile is the closest to your currently furnishing rooms. Watch your haulers' bank accounts sky-rocket.--Another 05:24, 10 January 2008 (EST)


Who and whern/how can change wages percentage on first "Wages" screen? It's always 100% for me--Dorten 06:53, 14 February 2008 (EST)

one of the nobles can, but rarely does so (bookkeeper?)

Soldiers

Will the soldiers pay for getting armor or weapons?--Dorten 05:10, 11 January 2008 (EST)

No, they don't own them.--Maximus 18:11, 11 January 2008 (EST)

No Coin Economy

How does an economy work without any coins? Do they use pretend money or something?

Every dfwarf starts an account in DwarfEcoBanc, and is always carrying his/her credit card. But if you will be stupid enough to give them money (like I did last time), they would prefer to use money instead of card. In case you don't get it: you don't want them to use money, really.--Dorten 23:59, 21 January 2008 (EST)

How is this a feature?

I dig the realism and all, but the only effect the economy has had on my fortress is that my hard working dwarves now can't afford the rooms they've been sleeping in for the past ten years, while my nobles and champions (junta?) live in solid gold mansions. I went straight to the .ini and turned economy off. Ripheus 18:49, 6 March 2008 (EST)

Yeah, well, the pricing of those rooms doesn't work by supply and demand for some reason, they have fixed cost. But still I kind of like the idea of an economy, and it seems a bit odd to "strongly recommend" that you shouldn't mint coins etc. I haven't even seen them hauling any of those coins. --Magirot 09:18, 29 March 2008 (EDT)

It's ironic that without coins, the economy actives better. Kinda like using credit cards instead of coins (Maybe a hint to the government to stop making coins?!) --AlexFili 04:17, 9 June 2008 (EDT)

Economy Trigger(s)

We know what triggers the economy, but what does having an active economy trigger? The most obvious is nobles, but there are a couple other things I've noticed. First, whether it's related to the economy or not, my only fortress that's ever been under siege has had an active economy, while my others that only get random goblin attacks did not. Likewise that fortress is my only fortress that has gotten megabeast attacks. It may or may not be related, as most of my fortresses before it didn't get as big as it is. (80 or so highest vs 110) --Eurytus 22:09, 21 April 2008 (EDT)

Starving

"Dwarves will not starve because they cannot buy food; they just choose whatever's cheapest." - Is this true? It seems that dwarves whitout money die from either hunger or thirst. --Mizipzor 14:16, 24 April 2008 (EDT)

I do believe eg plump helmets are 1* per unit, they only need to move a couple rocks ;) --Frostedfire 10:30, 20 June 2008 (EDT)

Setting economy to NO (ini file) stop immigration ?

Hello, because I really dont like economy (I want to assign bed manually !), I've desactivated it in the .ini files... but now, I haven't receive any migrants for 2 years, and my population is slowly reducing 'cause of the accidentals death. Anyone know if desactiving the economy (just before the arrival of the baron which trigger economy) also desactive immigration ?

Again, sorry for my imperfect english. Timst 08:59, 26 April 2008 (EDT)

caravan reports summon migrants, large numbers of deaths or lack of wealth stop it

Childrens' accounts

"Normal" children are really wealthy - they sleep in rooms for nobles, eat roasts and buy golden things. I heard that they have combined wealth of their both parents. It's pretty crazy. On the other hand noble children... My baroness has a son, who has 3 (yes, 3) monies on his account... Isn't it really strange? --Someone-else 06:52, 6 May 2008 (EDT)

His parents has no money, really. So, he has only three pennies he got hardworking in the fields, harvesting...--Dorten 05:04, 16 June 2008 (EDT)

Necessary for nobles?

It's currently not very clear whether or not the economy needs to be enabled in order for nobles to continue arriving. For instance, the hammerer, barons, etc. Is there any confirmed knowledge of which nobles will or won't come depending on whether or not the economy is enabled in the init file? G-Flex 22:09, 6 June 2008 (EDT)

All right, a friend of mine just confirmed through play that such nobles, even the tax collector, will still come even with the economy disabled. He's got a count (and consort), hammerer, tax collector, dungeon master, and philosopher (at least those are the ones I know of). G-Flex 04:25, 16 June 2008 (EDT)


Effects of turning it off, once it's on?

Changing ECONOMY to NO in the init.txt file after the economy has kicked in doesn't seem to keep dwarves from spending already-earned credit at shops. (I haven't seen them paying for drink, so it may be that food and drink are now free; I'm not sure, though, because I haven't yet watched them pay for drinks while the economy is turned on, so I don't know when that happens.) --Sev 17:00, 28 August 2008 (EDT)