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		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Pregenerated_worlds&amp;diff=14915</id>
		<title>40d Talk:Pregenerated worlds</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Pregenerated_worlds&amp;diff=14915"/>
		<updated>2008-02-17T21:57:14Z</updated>

		<summary type="html">&lt;p&gt;DrPraetorious: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Standardization ==&lt;br /&gt;
Along with creating a template for the entries, the images need to all be with the standard character sets and not with a graphical set.  It's not very useful to be looking at images one is unfamiliar with - may as well not upload the images.  --[[User:Geofferic|Geofferic]] 17:39, 10 December 2007 (EST)&amp;lt;br /&amp;gt;&lt;br /&gt;
::Definitely something to work on with standardizing the information on seeds. Though maybe later, as all you really need to be able to look at is the X marking locations and size of the box on the local map. I finished categorizing the seeds, and later will be trying to work out a general format for seed entries/later submittals. --[[User:KaelGotRice|KaelGotRice]] 18:07, 10 December 2007 (EST)&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Personally, I find the way Chariot implemented his seed page[http://www.dwarffortresswiki.net/index.php/User:Chariot/SEED_196405198] wonderful. The seed entry here on the pregen page could use a little more detail (OS&amp;amp;DF version for instance) but the separate page with site-by-site breakdowns is great! I've got little/no experience with wikis, but I'm wondering if it would be possible to make a template to do that, and make it easy for any new seeds to be added using the template. Among other things, it would keep discussion of seeds specific to their own pages, and leave this discussion free to concentrate on the generalities of seeds and pre-gen worlds. In addition, it should either be reclassified or duplicated to indicate that it's also a 0/low rejects seed. --[[User:n9103|n9103]] 11:10, 17 Dec 2007 (PST)&lt;br /&gt;
:I made a quickly thrown together template for seeded worlds [[Template:Seeded World]], and have made a copy of Pauls world (for .33f) in it. It still needs alot of tuning (especially conditional #if for when entries are left open), as well as better handling (or rather handling at all) for worlds with multiple good starting locations. (Not really sure how this last point can be handled most cleanly from the perspective of the user.) Interrested in feedback as to the usefulness of such a template.. --[[User:Gauteamus|Gauteamus]] 18:35, 17 December 2007 (EST)&lt;br /&gt;
::Looks nice and pretty functional. As to additional sites, would it be possible to use templates within templates? Specifically, reproducing the current template for the site portion multiple times within it's own set of show/hide areas for each site. Just an idea on that coming from someone that doesn't know squat about advanced wiki-ing. Unless empty entries break the template, should they need handling at all? (since I read somewhere that this wiki doesn't do ifs. Great Work so far! --[[User:n9103|n9103]] 19:45, 17 Dec 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
== Clean up? ==&lt;br /&gt;
It was asked why I deleted a seed earlier, and I may just go back and edit it so that it mentions that I tested the seed on two different machines and got vastly different results on the seed than the original seed poster did (see history for seed number). Also, what is your guy's opinions on deleting/redoing entries without maps/pictures or without any major sites of interest? Example: Seed 0 mentions a spot to start at a terrifying volcano but you cannot even embark there.&lt;br /&gt;
&lt;br /&gt;
PS - I'm going to move seeds according to quick creation time (low rejects) and features if possible.&lt;br /&gt;
&lt;br /&gt;
Also, added a nice find to the pre-generated world's list.&lt;br /&gt;
--[[User:KaelGotRice|KaelGotRice]] 16:42, 10 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::Unless we are speaking at cross purposes ...  I am playing a game right now at the suggested start spot from Seed 0.  --[[User:Geofferic|Geofferic]] 17:27, 10 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::I'll just nuke the useless volcano in the tundra image for now as this is fairly common and taking up room - and you cannot embark anywhere near there. I understand that the seed is worth keeping because of 0 rejects. But in terms of useless information taking up space, that was the point I was trying to make. --[[User:KaelGotRice|KaelGotRice]] 17:30, 10 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::::I see what you're talking about - I think that picture was just there to show that a volcano was in fact in the tundra, because that isn't the photo associated with the place s/he was suggested one should play.  That's the other photo.  The only purpose to the one you're refering to is to demonstrate that it's indeed a cool map, I suppose.  --[[User:Geofferic|Geofferic]] 18:30, 10 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
: Well I asked you why you deleted the seed I put back up, if it really doesn't work on other computers then I have no problem taking it down, but I've had no trouble regenerating it and I've had no problem generating other people's seeds. Something you need to do though is make sure you don't alter the settings at all. If there are issues where it only works on certain computers, that's interesting in and of itself, but I haven't seen any evidence of that myself so far.  I should add, I do support cleaning up, the page is a mess beyond belief, and I agree some of the seeds are amazingly stupid. [[User:Qalnor|Qalnor]] 18:16, 10 December 2007 (EST)&lt;br /&gt;
:: If it works on your computer under repeatable circumstances, leave it up but have a warning tag of some sort :) We could use good seeds. When I have time I will be purging some of the more useless seeds and attempting to clean up here and there. Maybe have some information about your system info/processor/windows or linux? We don't know how these things sometimes affects seed generation. Don't feel bad, the seed I just posted I found out has variable flux/farmable land/sand based on which computers you generated from - and deleting the seed was just jumping the gun on my part.--[[User:KaelGotRice|KaelGotRice]] 19:15, 10 December 2007 (EST)&lt;br /&gt;
::: I've repeated it a few times. Processor is AMD Athlon 64 X2 4200 Dual Core 90nm 939-pin, OS is XP SP2. Now that you mention that flux thing I do seem to remember someone mentioning something once about a slightly modified map. I'll try to find that at some point to see if there were any relevant details. [[User:Qalnor|Qalnor]] 14:13, 11 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
===Removal of older pre-generated worlds===&lt;br /&gt;
[[User:N9103]] and [[User:Fedor]] had a bit of a back and forth as to cleaning up older PreGen (Pre-generated) worlds.&amp;lt;br&amp;gt;&lt;br /&gt;
Fedor brought up that some of the changes in map generation since then are for the better, and how most people would probably expect the most recent generation rules to be in effect.&amp;lt;br&amp;gt;&lt;br /&gt;
Edward brought up how the actual world had no changes and were still perfectly usable.&amp;lt;br&amp;gt;&lt;br /&gt;
Fedor brought up that many minerals and gems were typically missing in maps generated in 33e and earlier. Edward agrees on this point.&amp;lt;br&amp;gt;&lt;br /&gt;
Edward and Fedor came to the agreement that it should be a community decision as to whether older (33e&amp;amp;f) PreGens should be left on the wiki.&amp;lt;Br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Please leave your opinion for this decision, along with any suggestions!&lt;br /&gt;
&lt;br /&gt;
:Leave them on the page with a note that the rock-layer-generating code changed, so the same worlds generated under the current version would have different mineral abundances.  If they were incompatible or somehow vastly inferior, then I'd agree with their removal, but having different minerals strikes me as quite minor.--[[User:Maximus|Maximus]] 03:57, 21 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:For the downloadable worlds leave them as is, or update descriptions if anything actually changes. Although I thought that the downloadable ones would fixed at that point. As for the seeds I'd either leave them there if they are still good, or possible archive them to a pregenerated worlds/version page if we get too many. --[[User:Shades|Shades]] 06:24, 21 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Remove, users can check the history of the page if they want the older stuff. --[[User:Jackard|Jackard]] 06:28, 21 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Logging sites ==&lt;br /&gt;
I like the idea of logging specific sites to seeds, but how is the best way we can organize this? for a good location explaination you probably need a picture. But if we add a lot of pictures to each seed we get a large cluttered page. What shall we do? Add subpages for specific seeds? Try to think of a generic way to log nice sites (for example: Seed: 12323241 coords:12,13 has: ruins, vent, pit, trees, iron , gold, undead elephants of death, more eagels than the US has fighter planes, etc). (Is it possible to determine the coords of a site on the world map?)&lt;br /&gt;
&lt;br /&gt;
And also, I think it is possible to create non number seeds. I'm going to test this.&lt;br /&gt;
--[[User:Soyweiser|Soyweiser]] 08:34, 2 November 2007 (EDT)&lt;br /&gt;
: No for non numbers. --[[User:Soyweiser|Soyweiser]] 09:10, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
The forum had a good suggestion. Lets store all the seeds that reject few regions while you create them. (Or at least reject as few regions as possible). The first one with the vulcano in the woods rejects 9 regions. The seed 2 gives a world after 3 rejects according to the forum. http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=2&amp;amp;t=001234 --[[User:Soyweiser|Soyweiser]] 09:10, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
This thread should be interesting. There's even a world with zero rejects.&amp;lt;br /&amp;gt;&lt;br /&gt;
http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=2&amp;amp;t=001247 [[User:Death Dragon|Death Dragon]] 02:34, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Does anybody know how to link to a specific post of the forum? [[User:Death Dragon|Death Dragon]] 12:38, 3 November 2007 (EDT)&lt;br /&gt;
:As far as I know, there isn't a way. This version of the bulletin board code does not place &amp;quot;name&amp;quot; links within the generated forum thread tables as some others do, so no appending of a &amp;quot;#name&amp;quot; to the URL can possibly scroll the browser directly to the post. The best we can do is link to the correct page of the thread and rely on the reader to scroll to the correct post him/herself. --[[User:Alfador|Alfador]] 12:55, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Coordinates ==&lt;br /&gt;
&lt;br /&gt;
This was mentioned briefly on the forum, but we should make some rules for finding specific locations on the map, &lt;br /&gt;
As in there is a magma vent in a tile with no volcano near at this position&lt;br /&gt;
The question is whether or not to use coordinates that refer to the map you get when you export your map (the big one), or to refer to coordinates in the 3 sections thats show up when you are selecting were to embark to. I'm actually not positive, they match up.&lt;br /&gt;
I'm pretty sure the map you get from exporting is 257x308, and I'm not 100% on this, but I think the middle map of the embark mode is exactly the same, I just looked through it, and it seems this way, but I thought (and maybe this was a remnant from 32a) that it didn't if someone else can confirm or deny it that'd be nice.&lt;br /&gt;
&lt;br /&gt;
Anyhow I propose using that middle map as the basis of coordinates: we use the most general map (which is 15x16) and follow it by actual map position, and lastly where in the local map it is. also I propose using what tile it is to define it on each map as well.&lt;br /&gt;
&lt;br /&gt;
here's an example (which you can verify using [SEED:2260691361])&lt;br /&gt;
&lt;br /&gt;
General: (yellow n)&amp;lt;br /&amp;gt;&lt;br /&gt;
14 Lat, and 2 lon &amp;lt;br /&amp;gt;&lt;br /&gt;
Coordinates: (yellow i)&amp;lt;br /&amp;gt;&lt;br /&gt;
220 lat, and 33 lon &amp;lt;br /&amp;gt;&lt;br /&gt;
Location: (green i)-(green i) &amp;lt;br /&amp;gt;&lt;br /&gt;
1-3 lat, and 5-7 lon &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You have here a elf forest retreat.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
--[[User:Bevilr|Bevilr]] 22:03, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
====Can't use the middle map sorry====&lt;br /&gt;
It's always centered on the cursor. Also the large exported map  - it may be bugged presently as it seems possible to find regions that are off the edge of what's exported. What would be possible would be to count the steps past where the position on the world (right-most) map changed, this seems to happen every 16 X or Y steps. Suggest indexing from the bottom left (top right if negative values used).&lt;br /&gt;
[[User:Djp|Djp]] 01:10, 22 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Use the world map to see where the approximate location is on the full map and the middle map for landmarks in that vicinity to figure out where the exact site is.--[[User:Maximus|Maximus]] 00:45, 23 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Individual entries ==&lt;br /&gt;
&lt;br /&gt;
I like the way #3089130238 laid out the information for that seed. We could definitely use a standard layout for this page. Is there anything else we should be including for each seed, besides the number of map rejections?--[[User:Xazak|Xazak]] 19:05, 3 November 2007 (EDT)&lt;br /&gt;
:I definitely agree with this, and would love to see some sort of template, for (A) each world, and (B) sites of interest in each world--[[User:Bevilr|Bevilr]] 22:06, 3 November 2007 (EDT)&lt;br /&gt;
::A layout would be good, but keep in mind that the required bits should be accessible from either the exportable world map or fortress mode site selection.  Otherwise, it could become an ungodly hassle to fill out the form and then there'd be no more additions. --[[User:BDR|BDR]] 07:22, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Seed 92003: I like the volcano named &amp;quot;The Big Flame.&amp;quot; It makes me laugh! --[[User:Alfador|Alfador]] 13:56, 17 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Can we please put in seed 1337?  (it has 2 or 4 rejects... i cant remember which, if absolutly nothing else... and it has lots of good stuff on it to... i found so many good sites... it was hard to pick which one to... well pick.)  but really, its seed 1337, check it out.  --[[User:pbhead|pbhead]] 18:20 November 2007 (EST)&lt;br /&gt;
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:What was good about the sites?  People sometimes have very different ideas of what makes for a good world.--[[User:Maximus|Maximus]] 18:56, 21 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Template ==&lt;br /&gt;
&lt;br /&gt;
{{Seeded World&lt;br /&gt;
|seed     = 4265985437&lt;br /&gt;
|name     = The Legendary Ever-Realm&lt;br /&gt;
|rejects  = 51           &lt;br /&gt;
|version  = .33f&lt;br /&gt;
|genname  = RANDOM&lt;br /&gt;
|link     = http://hyperfileshare.com/d/f91fae26&lt;br /&gt;
|comment  = This is a most rude stealing of Paul's map above for the purpose of testing this template, changes are bound to happen, please comment in discussion thread/make improvements as you see fit.&lt;br /&gt;
|image    = [[Image:4265985437.PNG|thumb|500px]]&lt;br /&gt;
|features = [[Magma]], cave river, chasm, adamantine, sand, trees, flux and iron.&lt;br /&gt;
|missing  = Giant cave spiders??&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
I moved this example template from the main article. Discussion should go at [[Template talk:Seeded World]]. --[[User:Turgid Bolk|Turgid Bolk]] 17:22, 23 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==Organization==&lt;br /&gt;
I think we should try to better organize the seeds, into a table or such, something like [[User:Valdemar/Seeds|this]]. It would really help to see all of the seeds at a glance. We should also try to take all screenshots using 0x517A5D's excellent [[Utilities#Regional_Prospector|Regional Prospector]], to reveal all the hidden mountain features. --[[User:Valdemar|Valdemar]] 15:42, 26 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Re: 4265985437 - The Legendary Ever-Realm ==&lt;br /&gt;
&lt;br /&gt;
On Vista, it is generated with the same name, but with 71 rejects and a completely different map.  (33g)  Alas! [[User:KiTA|KiTA]] 00:32, 28 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:That's because of changed map generation algotythm in 33g. (Maybe this should be placed in discussion?) [[User:Dorten|Dorten]] 01:02, 28 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:There's a download link provided for that world, so just download it.--[[User:Maximus|Maximus]] 01:38, 28 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==Multiple Continents and STUFF!==&lt;br /&gt;
Just poking around here. Has anyone seen/generated a world with multiple continents? I've seen plenty of Island, but there's always only one continent and all the &amp;quot;oceans&amp;quot; look more like oversized lakes. Could someone post a world with multiple coninents and if possible realistic oceans? Oh, and has anyone noticed that the polar icecaps are more like large tundras rather than, well, large glaciers... My worlds usually end up so warm, I wonder if the dwarfs have a problem with global warming. [[User:Noctis|Noctis]] 15:40, 28 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Depending on your definition of continent, I've gotten two separate land masses that weren't connected.  But considering the scale of the DF Worlds, it's not surprising there aren't really convincing oceans. If you assume that each tile is about 1m², (pretty reasonable) then each DF world is only 38,654 km² (14,924mi²) in total surface area.  Considering that the Land Surface Area of the Earth is oh, around 4,000 Times larger, and that's not even counting the water area...  So yea, a world with a real ocean would be sorta like playing on the corner of a volcanic island. :P  --[[User:N9103|Edward]] 19:32, 28 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::Not to be rude, but I think you made a error in your calculations. Please do consider that Europe alone is more than ten million square kilometers. I think you made a error when you considered &amp;quot;dwarf&amp;quot; squares per embark squares per world squares. Also, considering that the world's biggest mountain is 8848m high and the highest DF mountains are 250 Z-levels high(if I remember correctly), one DF Z-level must be more than 35m. Even when the highest DF mountain would be 5000m, a Z-level should be 20m. At the same time one average story of a building is ca 4m and putting this into z-levels gives us a maximum mountain size of 1000m. Small, huh? Oh, don't forget that that is the height from the lowest bottom of an &amp;quot;ocean&amp;quot;, meaning that the real values are even more ridiculous. I can't imagine a ocean in the DF world in your scale at all. Speaking of oceans, I just generated a world with an ridiculous ocean. It's less than 15x15 in size and doesn't even show up on the world map in embark screen. Then there's the stone layers. In a 40000km² area there should be no more than a handful of stone layers, but in a DF world there's hundreds!&lt;br /&gt;
::This is sounding very DF-critical, but I really love this game. It's just that that the world generation can be very weird. Oh! And to make this post even longer for kicks. I just generated a world where three oceans divide the world into two, what I would call, continents, but because of two small land bridges they are counted as one. Compare with N. + S. America and Europe + Asia + Africa. Nuff... &lt;br /&gt;
::PS. Did you manually add your sig to translate your nick? [[User:Noctis|Noctis]] 13:56, 29 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::RE Land Mass: Total Earth Land Area: http://en.wikipedia.org/wiki/Earth  Total DF Land Area: [[Regions]]&lt;br /&gt;
:::Why should DF world relate directly to the real world?  Who says that DF mountains would even be as tall as Earth's?  You made quite a few derivative calculations on a rather large assumption, IMO.  All I've been trying to establish is that there really isn't a point to trying to compare the DF World to the real one.  If you're trying to counter that argument, I'm really unsure what the point of most of your comments were.  If you're trying to confirm it, then your comments still don't make much sense.&lt;br /&gt;
:::As for the sig, I added the normal signature to my nickname preference, changed the field manually, and that's where the signature comes from.--[[User:N9103|Edward]] 20:21, 29 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==Smata Sagus download==&lt;br /&gt;
(The file doesn't work on my PC. I get a Fatal Error: &amp;quot;Missing Reaction Definition&amp;quot; -[[User:Zara|Zara]] 14:39, 30 January 2008 (EST))&lt;br /&gt;
:You're absolutely right, I'd forgotten about a couple of changes I made to the reactions. The same problem affected my other two uploaded worlds as well. My apologies. I've uploaded new copies which are made on an unmodified copy of 33g, so download it again and it will work. --[[User:Janus|Janus]] 17:51, 30 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Organization proposal ==&lt;br /&gt;
&lt;br /&gt;
I propose to place all world seeds on subpages for their corresponding version and transcluding the page with the current world seeds onto the main pregenerated worlds page.&lt;br /&gt;
The idea would end up something like so:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Pregenerated worlds''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;==Seeds==&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;{{:Pregenerated worlds/0.27.173.38a}}&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Pregenerated worlds/0.27.173.38a''&lt;br /&gt;
&lt;br /&gt;
(list of seeds and descriptions)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If we do it this way there won't be a need to move large blocks of text around when the version change kills seed compatibility; instead we can change which of the pages are transcluded onto the main seed page. Any thoughts? I will probably implement this tomorrow if noone objects. [[User:VengefulDonut|VengefulDonut]] 18:57, 6 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Very good idea, do you envision e.g. the page ''Pregenerated worlds/version.number'' to contain both &amp;quot;passive&amp;quot; seed information as well as true pregenerated downloadable worlds?-[[User:Gauteamus|Gauteamus]] 08:36, 8 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== [[Pregenerated_worlds#Near_perfect_4X5]] - seed #: 1038428822 ==&lt;br /&gt;
&lt;br /&gt;
Has anyone managed to generated the world shown in the screenshot? I generated [SEED:1038428822] with an unmodified df_27_173_38a and the world is nothing like what's displayed in the screenshot. Possibly the original poster has modified raw files that caused it to be different? There isn't much said about modified raws changing the world generated. We probably should add something about that and ask people who have modified raws to post them alongside their seeds. Does anyone have much info regarding which raws can potentially effect worldgen? Also has anyone actually ever tested the fact that different names (non-random) or OSes cause different worlds to be generated or is that just something someone put there to try and explain why there are sometimes different worlds generated? I haven't tested either yet but both sound like strange things to cause a different world to me. --[[User:Someone(r)(c)(tm)|Someone(r)(c)(tm)]] 15:04, 14 February 2008 (EST)&lt;br /&gt;
:Operating system still causes a different output, too, as far as I know. --[[User:GreyMario|GreyMario]] 16:04, 14 February 2008 (EST)&lt;br /&gt;
::Then we need to write an operating system... I had absolutely different world either. (There's still a possibility of typo in a seed)--[[User:Dorten|Dorten]] 23:48, 14 February 2008 (EST)&lt;br /&gt;
:I think that that seed was for the last version (33g)--[[User:Dragonflare|Dragonflare]] 01:12, 15 February 2008 (EST)&lt;br /&gt;
:The Toady One himself has stated in his changelogs that OS and World name don't affect world gen. As for raws, I would assume *ANY* change to them would change the generation. Personally, I think that if you're using a mod, then you forfeit your world-posting privileges, since this is by far aimed at unmodded DF. Posting in a subpage of the mod itself would be different of course. JM2¢. --[[User:N9103|Edward]] 03:31, 15 February 2008 (EST)&lt;br /&gt;
::Found this in the changelogs &amp;quot;12/19/2007: &amp;lt;snip&amp;gt; * made world generation results independent of custom name&amp;quot; so I'm removing the world name thing. I'm thinking of removing the OS thing as well unless someone really is sure it effects. Basically what you want to test is making the same seed using two operating systems with completely default DFs of the same version (I suggest redownloading from the site on both OSes to be sure because you might have modified the raws and forgotten or something) but I am some what doubtful that OS has any effect. I actually agree with Edward about people using mods not posting worlds but I was thinking it was possibly a bit extreme so didn't suggest it myself. Unless anyone has any objections or other suggestions perhaps we should implement it? Although probably any change to the raws effects worldgen in some way it would appear that since terrain seems to be generated first not all modifications result in completely different worlds. Since most of the seeds given here are aimed at good starting locations in the form of terrain features it's possible that some modifications to the raws won't effect it enough to change the terrain generated. Of course a 'no mods at all' policy would make things a lot simpler than a 'some mods are allowed' policy. --[[User:Someone(r)(c)(tm)|Someone(r)(c)(tm)]] 07:26, 15 February 2008 (EST)&lt;br /&gt;
:::iirc, Toady commented that OS shouldn't have any effect since DF makes its own random numbers. [[User:VengefulDonut|VengefulDonut]] 09:33, 15 February 2008 (EST)&lt;/div&gt;</summary>
		<author><name>DrPraetorious</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Pregenerated_worlds&amp;diff=14912</id>
		<title>40d Talk:Pregenerated worlds</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Pregenerated_worlds&amp;diff=14912"/>
		<updated>2008-02-17T18:38:58Z</updated>

		<summary type="html">&lt;p&gt;DrPraetorious: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The inline current generation seed page appears not to work ==&lt;br /&gt;
I just added a seed and map for 27.176.38a, and it's not appearing on the pregenerated worlds page. Rather that fiddle around until I get it working, I'll let someone who knows what they're doing handle it. Feel free to delete this topic when fixed. --[[User:DrPraetorious|DrPraetorious]] 13:38, 17 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Standardization ==&lt;br /&gt;
Along with creating a template for the entries, the images need to all be with the standard character sets and not with a graphical set.  It's not very useful to be looking at images one is unfamiliar with - may as well not upload the images.  --[[User:Geofferic|Geofferic]] 17:39, 10 December 2007 (EST)&amp;lt;br /&amp;gt;&lt;br /&gt;
::Definitely something to work on with standardizing the information on seeds. Though maybe later, as all you really need to be able to look at is the X marking locations and size of the box on the local map. I finished categorizing the seeds, and later will be trying to work out a general format for seed entries/later submittals. --[[User:KaelGotRice|KaelGotRice]] 18:07, 10 December 2007 (EST)&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Personally, I find the way Chariot implemented his seed page[http://www.dwarffortresswiki.net/index.php/User:Chariot/SEED_196405198] wonderful. The seed entry here on the pregen page could use a little more detail (OS&amp;amp;DF version for instance) but the separate page with site-by-site breakdowns is great! I've got little/no experience with wikis, but I'm wondering if it would be possible to make a template to do that, and make it easy for any new seeds to be added using the template. Among other things, it would keep discussion of seeds specific to their own pages, and leave this discussion free to concentrate on the generalities of seeds and pre-gen worlds. In addition, it should either be reclassified or duplicated to indicate that it's also a 0/low rejects seed. --[[User:n9103|n9103]] 11:10, 17 Dec 2007 (PST)&lt;br /&gt;
:I made a quickly thrown together template for seeded worlds [[Template:Seeded World]], and have made a copy of Pauls world (for .33f) in it. It still needs alot of tuning (especially conditional #if for when entries are left open), as well as better handling (or rather handling at all) for worlds with multiple good starting locations. (Not really sure how this last point can be handled most cleanly from the perspective of the user.) Interrested in feedback as to the usefulness of such a template.. --[[User:Gauteamus|Gauteamus]] 18:35, 17 December 2007 (EST)&lt;br /&gt;
::Looks nice and pretty functional. As to additional sites, would it be possible to use templates within templates? Specifically, reproducing the current template for the site portion multiple times within it's own set of show/hide areas for each site. Just an idea on that coming from someone that doesn't know squat about advanced wiki-ing. Unless empty entries break the template, should they need handling at all? (since I read somewhere that this wiki doesn't do ifs. Great Work so far! --[[User:n9103|n9103]] 19:45, 17 Dec 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
== Clean up? ==&lt;br /&gt;
It was asked why I deleted a seed earlier, and I may just go back and edit it so that it mentions that I tested the seed on two different machines and got vastly different results on the seed than the original seed poster did (see history for seed number). Also, what is your guy's opinions on deleting/redoing entries without maps/pictures or without any major sites of interest? Example: Seed 0 mentions a spot to start at a terrifying volcano but you cannot even embark there.&lt;br /&gt;
&lt;br /&gt;
PS - I'm going to move seeds according to quick creation time (low rejects) and features if possible.&lt;br /&gt;
&lt;br /&gt;
Also, added a nice find to the pre-generated world's list.&lt;br /&gt;
--[[User:KaelGotRice|KaelGotRice]] 16:42, 10 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::Unless we are speaking at cross purposes ...  I am playing a game right now at the suggested start spot from Seed 0.  --[[User:Geofferic|Geofferic]] 17:27, 10 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::I'll just nuke the useless volcano in the tundra image for now as this is fairly common and taking up room - and you cannot embark anywhere near there. I understand that the seed is worth keeping because of 0 rejects. But in terms of useless information taking up space, that was the point I was trying to make. --[[User:KaelGotRice|KaelGotRice]] 17:30, 10 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::::I see what you're talking about - I think that picture was just there to show that a volcano was in fact in the tundra, because that isn't the photo associated with the place s/he was suggested one should play.  That's the other photo.  The only purpose to the one you're refering to is to demonstrate that it's indeed a cool map, I suppose.  --[[User:Geofferic|Geofferic]] 18:30, 10 December 2007 (EST)&lt;br /&gt;
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: Well I asked you why you deleted the seed I put back up, if it really doesn't work on other computers then I have no problem taking it down, but I've had no trouble regenerating it and I've had no problem generating other people's seeds. Something you need to do though is make sure you don't alter the settings at all. If there are issues where it only works on certain computers, that's interesting in and of itself, but I haven't seen any evidence of that myself so far.  I should add, I do support cleaning up, the page is a mess beyond belief, and I agree some of the seeds are amazingly stupid. [[User:Qalnor|Qalnor]] 18:16, 10 December 2007 (EST)&lt;br /&gt;
:: If it works on your computer under repeatable circumstances, leave it up but have a warning tag of some sort :) We could use good seeds. When I have time I will be purging some of the more useless seeds and attempting to clean up here and there. Maybe have some information about your system info/processor/windows or linux? We don't know how these things sometimes affects seed generation. Don't feel bad, the seed I just posted I found out has variable flux/farmable land/sand based on which computers you generated from - and deleting the seed was just jumping the gun on my part.--[[User:KaelGotRice|KaelGotRice]] 19:15, 10 December 2007 (EST)&lt;br /&gt;
::: I've repeated it a few times. Processor is AMD Athlon 64 X2 4200 Dual Core 90nm 939-pin, OS is XP SP2. Now that you mention that flux thing I do seem to remember someone mentioning something once about a slightly modified map. I'll try to find that at some point to see if there were any relevant details. [[User:Qalnor|Qalnor]] 14:13, 11 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
===Removal of older pre-generated worlds===&lt;br /&gt;
[[User:N9103]] and [[User:Fedor]] had a bit of a back and forth as to cleaning up older PreGen (Pre-generated) worlds.&amp;lt;br&amp;gt;&lt;br /&gt;
Fedor brought up that some of the changes in map generation since then are for the better, and how most people would probably expect the most recent generation rules to be in effect.&amp;lt;br&amp;gt;&lt;br /&gt;
Edward brought up how the actual world had no changes and were still perfectly usable.&amp;lt;br&amp;gt;&lt;br /&gt;
Fedor brought up that many minerals and gems were typically missing in maps generated in 33e and earlier. Edward agrees on this point.&amp;lt;br&amp;gt;&lt;br /&gt;
Edward and Fedor came to the agreement that it should be a community decision as to whether older (33e&amp;amp;f) PreGens should be left on the wiki.&amp;lt;Br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Please leave your opinion for this decision, along with any suggestions!&lt;br /&gt;
&lt;br /&gt;
:Leave them on the page with a note that the rock-layer-generating code changed, so the same worlds generated under the current version would have different mineral abundances.  If they were incompatible or somehow vastly inferior, then I'd agree with their removal, but having different minerals strikes me as quite minor.--[[User:Maximus|Maximus]] 03:57, 21 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:For the downloadable worlds leave them as is, or update descriptions if anything actually changes. Although I thought that the downloadable ones would fixed at that point. As for the seeds I'd either leave them there if they are still good, or possible archive them to a pregenerated worlds/version page if we get too many. --[[User:Shades|Shades]] 06:24, 21 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Remove, users can check the history of the page if they want the older stuff. --[[User:Jackard|Jackard]] 06:28, 21 January 2008 (EST)&lt;br /&gt;
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== Logging sites ==&lt;br /&gt;
I like the idea of logging specific sites to seeds, but how is the best way we can organize this? for a good location explaination you probably need a picture. But if we add a lot of pictures to each seed we get a large cluttered page. What shall we do? Add subpages for specific seeds? Try to think of a generic way to log nice sites (for example: Seed: 12323241 coords:12,13 has: ruins, vent, pit, trees, iron , gold, undead elephants of death, more eagels than the US has fighter planes, etc). (Is it possible to determine the coords of a site on the world map?)&lt;br /&gt;
&lt;br /&gt;
And also, I think it is possible to create non number seeds. I'm going to test this.&lt;br /&gt;
--[[User:Soyweiser|Soyweiser]] 08:34, 2 November 2007 (EDT)&lt;br /&gt;
: No for non numbers. --[[User:Soyweiser|Soyweiser]] 09:10, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
The forum had a good suggestion. Lets store all the seeds that reject few regions while you create them. (Or at least reject as few regions as possible). The first one with the vulcano in the woods rejects 9 regions. The seed 2 gives a world after 3 rejects according to the forum. http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=2&amp;amp;t=001234 --[[User:Soyweiser|Soyweiser]] 09:10, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
This thread should be interesting. There's even a world with zero rejects.&amp;lt;br /&amp;gt;&lt;br /&gt;
http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=2&amp;amp;t=001247 [[User:Death Dragon|Death Dragon]] 02:34, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Does anybody know how to link to a specific post of the forum? [[User:Death Dragon|Death Dragon]] 12:38, 3 November 2007 (EDT)&lt;br /&gt;
:As far as I know, there isn't a way. This version of the bulletin board code does not place &amp;quot;name&amp;quot; links within the generated forum thread tables as some others do, so no appending of a &amp;quot;#name&amp;quot; to the URL can possibly scroll the browser directly to the post. The best we can do is link to the correct page of the thread and rely on the reader to scroll to the correct post him/herself. --[[User:Alfador|Alfador]] 12:55, 3 November 2007 (EDT)&lt;br /&gt;
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== Coordinates ==&lt;br /&gt;
&lt;br /&gt;
This was mentioned briefly on the forum, but we should make some rules for finding specific locations on the map, &lt;br /&gt;
As in there is a magma vent in a tile with no volcano near at this position&lt;br /&gt;
The question is whether or not to use coordinates that refer to the map you get when you export your map (the big one), or to refer to coordinates in the 3 sections thats show up when you are selecting were to embark to. I'm actually not positive, they match up.&lt;br /&gt;
I'm pretty sure the map you get from exporting is 257x308, and I'm not 100% on this, but I think the middle map of the embark mode is exactly the same, I just looked through it, and it seems this way, but I thought (and maybe this was a remnant from 32a) that it didn't if someone else can confirm or deny it that'd be nice.&lt;br /&gt;
&lt;br /&gt;
Anyhow I propose using that middle map as the basis of coordinates: we use the most general map (which is 15x16) and follow it by actual map position, and lastly where in the local map it is. also I propose using what tile it is to define it on each map as well.&lt;br /&gt;
&lt;br /&gt;
here's an example (which you can verify using [SEED:2260691361])&lt;br /&gt;
&lt;br /&gt;
General: (yellow n)&amp;lt;br /&amp;gt;&lt;br /&gt;
14 Lat, and 2 lon &amp;lt;br /&amp;gt;&lt;br /&gt;
Coordinates: (yellow i)&amp;lt;br /&amp;gt;&lt;br /&gt;
220 lat, and 33 lon &amp;lt;br /&amp;gt;&lt;br /&gt;
Location: (green i)-(green i) &amp;lt;br /&amp;gt;&lt;br /&gt;
1-3 lat, and 5-7 lon &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You have here a elf forest retreat.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
--[[User:Bevilr|Bevilr]] 22:03, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
====Can't use the middle map sorry====&lt;br /&gt;
It's always centered on the cursor. Also the large exported map  - it may be bugged presently as it seems possible to find regions that are off the edge of what's exported. What would be possible would be to count the steps past where the position on the world (right-most) map changed, this seems to happen every 16 X or Y steps. Suggest indexing from the bottom left (top right if negative values used).&lt;br /&gt;
[[User:Djp|Djp]] 01:10, 22 November 2007 (EST)&lt;br /&gt;
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:Use the world map to see where the approximate location is on the full map and the middle map for landmarks in that vicinity to figure out where the exact site is.--[[User:Maximus|Maximus]] 00:45, 23 November 2007 (EST)&lt;br /&gt;
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== Individual entries ==&lt;br /&gt;
&lt;br /&gt;
I like the way #3089130238 laid out the information for that seed. We could definitely use a standard layout for this page. Is there anything else we should be including for each seed, besides the number of map rejections?--[[User:Xazak|Xazak]] 19:05, 3 November 2007 (EDT)&lt;br /&gt;
:I definitely agree with this, and would love to see some sort of template, for (A) each world, and (B) sites of interest in each world--[[User:Bevilr|Bevilr]] 22:06, 3 November 2007 (EDT)&lt;br /&gt;
::A layout would be good, but keep in mind that the required bits should be accessible from either the exportable world map or fortress mode site selection.  Otherwise, it could become an ungodly hassle to fill out the form and then there'd be no more additions. --[[User:BDR|BDR]] 07:22, 4 November 2007 (EST)&lt;br /&gt;
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Seed 92003: I like the volcano named &amp;quot;The Big Flame.&amp;quot; It makes me laugh! --[[User:Alfador|Alfador]] 13:56, 17 November 2007 (EST)&lt;br /&gt;
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&lt;br /&gt;
Can we please put in seed 1337?  (it has 2 or 4 rejects... i cant remember which, if absolutly nothing else... and it has lots of good stuff on it to... i found so many good sites... it was hard to pick which one to... well pick.)  but really, its seed 1337, check it out.  --[[User:pbhead|pbhead]] 18:20 November 2007 (EST)&lt;br /&gt;
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:What was good about the sites?  People sometimes have very different ideas of what makes for a good world.--[[User:Maximus|Maximus]] 18:56, 21 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Template ==&lt;br /&gt;
&lt;br /&gt;
{{Seeded World&lt;br /&gt;
|seed     = 4265985437&lt;br /&gt;
|name     = The Legendary Ever-Realm&lt;br /&gt;
|rejects  = 51           &lt;br /&gt;
|version  = .33f&lt;br /&gt;
|genname  = RANDOM&lt;br /&gt;
|link     = http://hyperfileshare.com/d/f91fae26&lt;br /&gt;
|comment  = This is a most rude stealing of Paul's map above for the purpose of testing this template, changes are bound to happen, please comment in discussion thread/make improvements as you see fit.&lt;br /&gt;
|image    = [[Image:4265985437.PNG|thumb|500px]]&lt;br /&gt;
|features = [[Magma]], cave river, chasm, adamantine, sand, trees, flux and iron.&lt;br /&gt;
|missing  = Giant cave spiders??&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
I moved this example template from the main article. Discussion should go at [[Template talk:Seeded World]]. --[[User:Turgid Bolk|Turgid Bolk]] 17:22, 23 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==Organization==&lt;br /&gt;
I think we should try to better organize the seeds, into a table or such, something like [[User:Valdemar/Seeds|this]]. It would really help to see all of the seeds at a glance. We should also try to take all screenshots using 0x517A5D's excellent [[Utilities#Regional_Prospector|Regional Prospector]], to reveal all the hidden mountain features. --[[User:Valdemar|Valdemar]] 15:42, 26 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Re: 4265985437 - The Legendary Ever-Realm ==&lt;br /&gt;
&lt;br /&gt;
On Vista, it is generated with the same name, but with 71 rejects and a completely different map.  (33g)  Alas! [[User:KiTA|KiTA]] 00:32, 28 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:That's because of changed map generation algotythm in 33g. (Maybe this should be placed in discussion?) [[User:Dorten|Dorten]] 01:02, 28 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:There's a download link provided for that world, so just download it.--[[User:Maximus|Maximus]] 01:38, 28 December 2007 (EST)&lt;br /&gt;
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==Multiple Continents and STUFF!==&lt;br /&gt;
Just poking around here. Has anyone seen/generated a world with multiple continents? I've seen plenty of Island, but there's always only one continent and all the &amp;quot;oceans&amp;quot; look more like oversized lakes. Could someone post a world with multiple coninents and if possible realistic oceans? Oh, and has anyone noticed that the polar icecaps are more like large tundras rather than, well, large glaciers... My worlds usually end up so warm, I wonder if the dwarfs have a problem with global warming. [[User:Noctis|Noctis]] 15:40, 28 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Depending on your definition of continent, I've gotten two separate land masses that weren't connected.  But considering the scale of the DF Worlds, it's not surprising there aren't really convincing oceans. If you assume that each tile is about 1m², (pretty reasonable) then each DF world is only 38,654 km² (14,924mi²) in total surface area.  Considering that the Land Surface Area of the Earth is oh, around 4,000 Times larger, and that's not even counting the water area...  So yea, a world with a real ocean would be sorta like playing on the corner of a volcanic island. :P  --[[User:N9103|Edward]] 19:32, 28 December 2007 (EST)&lt;br /&gt;
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::Not to be rude, but I think you made a error in your calculations. Please do consider that Europe alone is more than ten million square kilometers. I think you made a error when you considered &amp;quot;dwarf&amp;quot; squares per embark squares per world squares. Also, considering that the world's biggest mountain is 8848m high and the highest DF mountains are 250 Z-levels high(if I remember correctly), one DF Z-level must be more than 35m. Even when the highest DF mountain would be 5000m, a Z-level should be 20m. At the same time one average story of a building is ca 4m and putting this into z-levels gives us a maximum mountain size of 1000m. Small, huh? Oh, don't forget that that is the height from the lowest bottom of an &amp;quot;ocean&amp;quot;, meaning that the real values are even more ridiculous. I can't imagine a ocean in the DF world in your scale at all. Speaking of oceans, I just generated a world with an ridiculous ocean. It's less than 15x15 in size and doesn't even show up on the world map in embark screen. Then there's the stone layers. In a 40000km² area there should be no more than a handful of stone layers, but in a DF world there's hundreds!&lt;br /&gt;
::This is sounding very DF-critical, but I really love this game. It's just that that the world generation can be very weird. Oh! And to make this post even longer for kicks. I just generated a world where three oceans divide the world into two, what I would call, continents, but because of two small land bridges they are counted as one. Compare with N. + S. America and Europe + Asia + Africa. Nuff... &lt;br /&gt;
::PS. Did you manually add your sig to translate your nick? [[User:Noctis|Noctis]] 13:56, 29 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::RE Land Mass: Total Earth Land Area: http://en.wikipedia.org/wiki/Earth  Total DF Land Area: [[Regions]]&lt;br /&gt;
:::Why should DF world relate directly to the real world?  Who says that DF mountains would even be as tall as Earth's?  You made quite a few derivative calculations on a rather large assumption, IMO.  All I've been trying to establish is that there really isn't a point to trying to compare the DF World to the real one.  If you're trying to counter that argument, I'm really unsure what the point of most of your comments were.  If you're trying to confirm it, then your comments still don't make much sense.&lt;br /&gt;
:::As for the sig, I added the normal signature to my nickname preference, changed the field manually, and that's where the signature comes from.--[[User:N9103|Edward]] 20:21, 29 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==Smata Sagus download==&lt;br /&gt;
(The file doesn't work on my PC. I get a Fatal Error: &amp;quot;Missing Reaction Definition&amp;quot; -[[User:Zara|Zara]] 14:39, 30 January 2008 (EST))&lt;br /&gt;
:You're absolutely right, I'd forgotten about a couple of changes I made to the reactions. The same problem affected my other two uploaded worlds as well. My apologies. I've uploaded new copies which are made on an unmodified copy of 33g, so download it again and it will work. --[[User:Janus|Janus]] 17:51, 30 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Organization proposal ==&lt;br /&gt;
&lt;br /&gt;
I propose to place all world seeds on subpages for their corresponding version and transcluding the page with the current world seeds onto the main pregenerated worlds page.&lt;br /&gt;
The idea would end up something like so:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Pregenerated worlds''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;==Seeds==&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;{{:Pregenerated worlds/0.27.173.38a}}&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Pregenerated worlds/0.27.173.38a''&lt;br /&gt;
&lt;br /&gt;
(list of seeds and descriptions)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If we do it this way there won't be a need to move large blocks of text around when the version change kills seed compatibility; instead we can change which of the pages are transcluded onto the main seed page. Any thoughts? I will probably implement this tomorrow if noone objects. [[User:VengefulDonut|VengefulDonut]] 18:57, 6 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Very good idea, do you envision e.g. the page ''Pregenerated worlds/version.number'' to contain both &amp;quot;passive&amp;quot; seed information as well as true pregenerated downloadable worlds?-[[User:Gauteamus|Gauteamus]] 08:36, 8 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== [[Pregenerated_worlds#Near_perfect_4X5]] - seed #: 1038428822 ==&lt;br /&gt;
&lt;br /&gt;
Has anyone managed to generated the world shown in the screenshot? I generated [SEED:1038428822] with an unmodified df_27_173_38a and the world is nothing like what's displayed in the screenshot. Possibly the original poster has modified raw files that caused it to be different? There isn't much said about modified raws changing the world generated. We probably should add something about that and ask people who have modified raws to post them alongside their seeds. Does anyone have much info regarding which raws can potentially effect worldgen? Also has anyone actually ever tested the fact that different names (non-random) or OSes cause different worlds to be generated or is that just something someone put there to try and explain why there are sometimes different worlds generated? I haven't tested either yet but both sound like strange things to cause a different world to me. --[[User:Someone(r)(c)(tm)|Someone(r)(c)(tm)]] 15:04, 14 February 2008 (EST)&lt;br /&gt;
:Operating system still causes a different output, too, as far as I know. --[[User:GreyMario|GreyMario]] 16:04, 14 February 2008 (EST)&lt;br /&gt;
::Then we need to write an operating system... I had absolutely different world either. (There's still a possibility of typo in a seed)--[[User:Dorten|Dorten]] 23:48, 14 February 2008 (EST)&lt;br /&gt;
:I think that that seed was for the last version (33g)--[[User:Dragonflare|Dragonflare]] 01:12, 15 February 2008 (EST)&lt;br /&gt;
:The Toady One himself has stated in his changelogs that OS and World name don't affect world gen. As for raws, I would assume *ANY* change to them would change the generation. Personally, I think that if you're using a mod, then you forfeit your world-posting privileges, since this is by far aimed at unmodded DF. Posting in a subpage of the mod itself would be different of course. JM2¢. --[[User:N9103|Edward]] 03:31, 15 February 2008 (EST)&lt;br /&gt;
::Found this in the changelogs &amp;quot;12/19/2007: &amp;lt;snip&amp;gt; * made world generation results independent of custom name&amp;quot; so I'm removing the world name thing. I'm thinking of removing the OS thing as well unless someone really is sure it effects. Basically what you want to test is making the same seed using two operating systems with completely default DFs of the same version (I suggest redownloading from the site on both OSes to be sure because you might have modified the raws and forgotten or something) but I am some what doubtful that OS has any effect. I actually agree with Edward about people using mods not posting worlds but I was thinking it was possibly a bit extreme so didn't suggest it myself. Unless anyone has any objections or other suggestions perhaps we should implement it? Although probably any change to the raws effects worldgen in some way it would appear that since terrain seems to be generated first not all modifications result in completely different worlds. Since most of the seeds given here are aimed at good starting locations in the form of terrain features it's possible that some modifications to the raws won't effect it enough to change the terrain generated. Of course a 'no mods at all' policy would make things a lot simpler than a 'some mods are allowed' policy. --[[User:Someone(r)(c)(tm)|Someone(r)(c)(tm)]] 07:26, 15 February 2008 (EST)&lt;br /&gt;
:::iirc, Toady commented that OS shouldn't have any effect since DF makes its own random numbers. [[User:VengefulDonut|VengefulDonut]] 09:33, 15 February 2008 (EST)&lt;/div&gt;</summary>
		<author><name>DrPraetorious</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Pregenerated_worlds/0.27.176.38a&amp;diff=37582</id>
		<title>40d:Pregenerated worlds/0.27.176.38a</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Pregenerated_worlds/0.27.176.38a&amp;diff=37582"/>
		<updated>2008-02-17T18:30:01Z</updated>

		<summary type="html">&lt;p&gt;DrPraetorious: New page: == Seed 2482151243 for  v0.27.176.38a ==   Not bad. Has lava, sand, chalk (for flux and iron ore), adamantium, and plenty of trees in the south, lots of Z-levels in the north. No obsidian,...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Seed 2482151243 for  v0.27.176.38a ==&lt;br /&gt;
&lt;br /&gt;
 Not bad. Has lava, sand, chalk (for flux and iron ore), adamantium, and plenty of trees in the south, lots of Z-levels in the north. No obsidian, unfortunately, and the only water is in the underground lake.&lt;br /&gt;
&lt;br /&gt;
 Kinda large area, unfortunately.&lt;br /&gt;
&lt;br /&gt;
[[Image:TNDP_start2.jpg]]&lt;/div&gt;</summary>
		<author><name>DrPraetorious</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:TNDP_start2.jpg&amp;diff=37581</id>
		<title>File:TNDP start2.jpg</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:TNDP_start2.jpg&amp;diff=37581"/>
		<updated>2008-02-17T18:29:10Z</updated>

		<summary type="html">&lt;p&gt;DrPraetorious: Glimpse of start location found on seed v0.27.176.38a - 2482151243&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; Glimpse of start location found on seed v0.27.176.38a - 2482151243&lt;/div&gt;</summary>
		<author><name>DrPraetorious</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Economics&amp;diff=21922</id>
		<title>40d:Economics</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Economics&amp;diff=21922"/>
		<updated>2008-02-17T00:35:11Z</updated>

		<summary type="html">&lt;p&gt;DrPraetorious: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Overall Economic Flowchart =&lt;br /&gt;
&lt;br /&gt;
Each process on the economic flowchart has the following components:&lt;br /&gt;
* Inputs (on left) - the process will use up these raw materials.&lt;br /&gt;
* 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. &lt;br /&gt;
* Outputs (on right) - These are the goods that are produced by the economic activity in question.&lt;br /&gt;
&lt;br /&gt;
== Raw Materials ==&lt;br /&gt;
&lt;br /&gt;
:assign these jobs through the designate or zone options.&lt;br /&gt;
&lt;br /&gt;
[[Walls]] -&amp;gt; &amp;lt;I&amp;gt;[[Pick]]&amp;lt;/I&amp;gt;/[[Mining]] -&amp;gt; [[Stone]], some of which is also [[Ore]] or [[Flux]] or [[Gems]] or [[Coal]] or [[Lignite]]&lt;br /&gt;
:{{K|D}} -&amp;gt; Mine&lt;br /&gt;
&lt;br /&gt;
[[Chop down trees|Trees]] -&amp;gt; &amp;lt;I&amp;gt;[[Battle axe]]&amp;lt;/I&amp;gt;/[[Wood Cutter]] -&amp;gt; [[Wood]]&lt;br /&gt;
:{{K|D}} -&amp;gt; Chop Trees)&lt;br /&gt;
&lt;br /&gt;
[[Walls]] -&amp;gt; none/[[Engraving|Stone Detailing]] -&amp;gt; [[Rooms#Room_grades|Room Quality]]&lt;br /&gt;
:{{K|D}} -&amp;gt; Smooth Stone and {{K|D}} -&amp;gt; Engrave Stone&lt;br /&gt;
: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&lt;br /&gt;
&lt;br /&gt;
[[Water]] -&amp;gt; none/[[Fishing]] -&amp;gt; Raw [[Fish]]&lt;br /&gt;
:{{K|I}} -&amp;gt; Fish, do this at the level above the water&lt;br /&gt;
&lt;br /&gt;
[[Animals]] -&amp;gt; &amp;lt;I&amp;gt;[[Weapon]]&amp;lt;/I&amp;gt;/[[Ambusher|Hunting]] -&amp;gt; [[Corpse|Corpses]]&lt;br /&gt;
:Assign any dwarf the hunt job&lt;br /&gt;
&lt;br /&gt;
[[Bush|Bushes]] -&amp;gt; none/[[Herbalist|Gather Plants]] -&amp;gt; [[Crops]]&lt;br /&gt;
:{{K|D}} -&amp;gt; Gather Plants&lt;br /&gt;
&lt;br /&gt;
[[Crops]] -&amp;gt; [[Food#Eating|Eating]] -&amp;gt; [[Seed]] x 2&lt;br /&gt;
&lt;br /&gt;
[[Seed]] -&amp;gt; [[Farm plot]]/[[Farming|Farming(fields)]] -&amp;gt; [[Crops]]&lt;br /&gt;
:The Farm Plot while it is a building is not a workshop.&lt;br /&gt;
&lt;br /&gt;
== Second Tier Materials ==&lt;br /&gt;
:Only raw materials needed as input.&lt;br /&gt;
&lt;br /&gt;
Raw [[Fish]] -&amp;gt; [[Fishery]]/[[Fish cleaner|Fish Cleaning]] -&amp;gt; [[Fish]]&lt;br /&gt;
&lt;br /&gt;
[[Corpse]] -&amp;gt; [[Butcher's Shop]]/[[Butchery]] -&amp;gt; [[Meat]] (which is [[Food]]), [[Fat]], [[Skin]], [[Bones]], [[Skulls]]&lt;br /&gt;
&lt;br /&gt;
[[Stone]] -&amp;gt; [[Mason's workshop]]/[[construction|Masonry]] -&amp;gt; [[Furniture]], [[Blocks]]&lt;br /&gt;
&lt;br /&gt;
[[Stone]] -&amp;gt; [[Craftsdwarf's workshop]]/[[Craft#Crafts|Stonecrafting]] -&amp;gt; [[Craft]], [[Weapon|Short Sword]]&lt;br /&gt;
&lt;br /&gt;
[[Stone]] -&amp;gt; [[Mechanic's workshop]]/[[Mechanics]] -&amp;gt; [[Mechanism]]&lt;br /&gt;
&lt;br /&gt;
[[Wood]] -&amp;gt; [[Carpenter's workshop]]/[[construction|Carpentry]] -&amp;gt; [[Furniture]], [[Blocks]], [[Container|Barrels]], [[Container|Bins]], [[Bed]]s&lt;br /&gt;
&lt;br /&gt;
[[Wood]] -&amp;gt; [[Craftsdwarf's workshop]]/[[Craft#Crafts|Woodcrafting]] -&amp;gt; [[Craft]], [[Bolts]]&lt;br /&gt;
&lt;br /&gt;
[[Wood]] -&amp;gt; [[Carpenter's workshop]]/[[Skills|Trapping]] -&amp;gt; [[Animal Trap]]&lt;br /&gt;
&lt;br /&gt;
[[Wood]] -&amp;gt; [[Bowyer's workshop]]/[[Bowyer]] -&amp;gt; [[Crossbow|Wooden Crossbow]]&lt;br /&gt;
&lt;br /&gt;
[[Wood]] -&amp;gt; [[Wood furnace]]/[[Wood burner|Wood burning]] -&amp;gt; [[Charcoal]], which is [[Fuel]]&lt;br /&gt;
&lt;br /&gt;
[[Wood]] -&amp;gt; [[Wood furnace]]/[[Wood burner|Wood burning]] -&amp;gt; [[Ash]]&lt;br /&gt;
:The Wood Furnace is a Furnace, not a workshop&lt;br /&gt;
&lt;br /&gt;
== Higher Tier Materials ==&lt;br /&gt;
=== Animal Based ===&lt;br /&gt;
some [[Fish]] -&amp;gt; [[Food#Eating|Eating]] -&amp;gt; [[Shell]] and/or [[Bone]]&lt;br /&gt;
&lt;br /&gt;
Wild [[Animals]], &amp;lt;I&amp;gt;[[Animal Trap]]&amp;lt;/I&amp;gt; -&amp;gt; none/[[Trapping]] -&amp;gt; Captured [[Animals]]&lt;br /&gt;
&lt;br /&gt;
Captured [[Animals]] -&amp;gt; [[Kennels]]/[[Animal Training]] -&amp;gt; Tame [[Animals]]&lt;br /&gt;
&lt;br /&gt;
Tame [[Animals]] -&amp;gt; [[Kennels]]/[[Animal Training]] -&amp;gt; Trained [[Animals]]&lt;br /&gt;
:Note that the Kennels while it is a building is not a workshop&lt;br /&gt;
:Also, animal training only works for [[dog]]s right now, unless you care to edit the raws&lt;br /&gt;
&lt;br /&gt;
Tame [[Animal]] -&amp;gt; [[Butcher's Shop]]/[[Butchery]] -&amp;gt; [[Corpse]]&lt;br /&gt;
:{{K|Z}}-Animals-Ready for Slaughter&lt;br /&gt;
:{{K|U}}-&amp;gt;Select the Animal Unit-&amp;gt;Set &amp;quot;Ready for Slaughter&amp;quot; to (Y) if there's a specific animal you want to set for slaughter.&lt;br /&gt;
&lt;br /&gt;
[[Fat]] -&amp;gt; [[Cooking]]?/[[Kitchen]] -&amp;gt; [[Tallow]]&lt;br /&gt;
&lt;br /&gt;
[[Tallow]], [[Lye]] -&amp;gt; [[Soaper]]/[[Alchemist's laboratory]] -&amp;gt; [[Soap]]&lt;br /&gt;
:The documentation on other wiki pages is inconsistent on this one but Soap doesn't do anything yet, so it's not critical.&lt;br /&gt;
&lt;br /&gt;
[[Skin]] -&amp;gt; [[Tannery|Tanning]]/[[Tannery]] -&amp;gt; [[Leather]]&lt;br /&gt;
&lt;br /&gt;
[[Leather]] -&amp;gt; [[Craftsdwarf's workshop]]/[[Leatherworking]] -&amp;gt; [[Armor]], [[Bags]], [[Craft]], [[Clothing]]&lt;br /&gt;
&lt;br /&gt;
[[Bone]] -&amp;gt; [[Craftsdwarf's workshop]]/[[Craft#Crafts|Bonecarving]] -&amp;gt; [[Craft]], [[Bolts]], [[Armor]], [[Decoration]]&lt;br /&gt;
&lt;br /&gt;
[[Bone]] -&amp;gt; [[Bowyer's workshop]]/[[Bowyer]] -&amp;gt; [[Crossbow|Bone Crossbow]]&lt;br /&gt;
&lt;br /&gt;
[[Shell]] -&amp;gt; [[Craftsdwarf's workshop]]/[[Craft#Crafts|Bonecarving]] -&amp;gt; [[Craft]], [[Decoration]], [[Armor]]&lt;br /&gt;
&lt;br /&gt;
[[Skull]] -&amp;gt; [[Craftsdwarf's workshop]]/[[Craft#Crafts|Bonecarving]] -&amp;gt; [[Totem]]&lt;br /&gt;
&lt;br /&gt;
:Totems can't be used for anything right now. They can be sold, though...&lt;br /&gt;
&lt;br /&gt;
=== Metal ===&lt;br /&gt;
:The various &amp;quot;Magma&amp;quot; variants all require [[Magma]], and use less [[Fuel]] - no Fuel at all if you don't make steel.&lt;br /&gt;
:The reaction table for which Ores make which metals and/or alloys is complex and beyond the scope of this article. see [[Ore]] for details.&lt;br /&gt;
:Metals can be used to make different sorts of things, see the article for a given product to see which metals are suitable.&lt;br /&gt;
&lt;br /&gt;
[[Ore]] + [[Fuel]] -&amp;gt; [[Smelter]]/[[Smelting]] -&amp;gt; [[Metal|Metal Bars]]&lt;br /&gt;
&lt;br /&gt;
[[Ore]] x 2 + [[Fuel]] -&amp;gt; [[Smelter]]/[[Smelting]] -&amp;gt; Various [[Alloy]]&lt;br /&gt;
&lt;br /&gt;
[[Ore]] -&amp;gt; [[Magma Smelter]]/[[Smelting]] -&amp;gt; [[Metal|Metal bars]]&lt;br /&gt;
&lt;br /&gt;
[[Ore]] x 2  -&amp;gt; [[Magma Smelter]]/[[Smelting]] -&amp;gt; Various [[Alloy]]&lt;br /&gt;
&lt;br /&gt;
[[Lignite]] + [[Fuel]] -&amp;gt; [[Smelter]]/[[Smelting]] -&amp;gt; [[Coke]] x2, which is [[Fuel]]&lt;br /&gt;
&lt;br /&gt;
[[Lignite]] -&amp;gt; [[Magma Smelter]]/[[Smelting]] -&amp;gt; [[Coke]] x2, which is [[Fuel]]&lt;br /&gt;
&lt;br /&gt;
[[Bituminous Coal]] + [[Fuel]] -&amp;gt; [[Smelter]]/[[Smelting]] -&amp;gt; [[Coke]] x 3, which is [[Fuel]]   &lt;br /&gt;
    &lt;br /&gt;
[[Bituminous Coal]] -&amp;gt; [[Magma Smelter]]/[[Smelting]] -&amp;gt; [[Coke]] x 3, which is [[Fuel]] &lt;br /&gt;
&lt;br /&gt;
[[Iron Bars]] + [[Flux]] + [[Fuel]] -&amp;gt; [[Smelter]] or [[Magma Smelter]]/[[Smelting]] -&amp;gt; [[Pig Iron]]&lt;br /&gt;
&lt;br /&gt;
[[Pig Iron]] + [[Iron Bars]] + [[Flux]] + [[Fuel]] -&amp;gt; [[Smelter]] or [[Magma Smelter]]/[[Smelting]] -&amp;gt; [[Steel Bars]] x 2&lt;br /&gt;
&lt;br /&gt;
: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.&lt;br /&gt;
&lt;br /&gt;
[[Metal|Metal Bars]] + [[Fuel]] -&amp;gt; [[Smelter]]/[[Smelting]] -&amp;gt; [[Alloy]]&lt;br /&gt;
&lt;br /&gt;
:It's generally a better idea to make the alloy directly from ore, I believe[[verify]].&lt;br /&gt;
&lt;br /&gt;
[[Metal|Metal Bars]] + [[Fuel]] -&amp;gt; [[Metalsmith's Forge]]/[[Metal crafter|Metal crafting]] or [[Blacksmith|Blacksmithing]] -&amp;gt; [[Furniture]], [[Craft]]s, [[Coins]] &lt;br /&gt;
&lt;br /&gt;
[[Metal]], [[Fuel]] -&amp;gt; [[Metalsmith's Forge]]/[[Armorsmith]] -&amp;gt; [[Armor]]&lt;br /&gt;
&lt;br /&gt;
[[Metal]], [[Fuel]] -&amp;gt; [[Metalsmith's Forge]]/[[Weaponsmith]] -&amp;gt; [[Weapon]]&lt;br /&gt;
&lt;br /&gt;
[[Metal]], [[Fuel]] -&amp;gt; [[Metalsmith's Forge]]/[[Trapping]] -&amp;gt; [[Animal trap]]&lt;br /&gt;
&lt;br /&gt;
=== Misc ===&lt;br /&gt;
&lt;br /&gt;
Empty [[Bags]] -&amp;gt; [[Glass Furnace]] / [[Item Hauling]]?!?! -&amp;gt; [[Sand]] &lt;br /&gt;
:You need to assign the collect sand job to a glass furnace, AND&lt;br /&gt;
:{{K|I}} -&amp;gt; Collect Sand&lt;br /&gt;
&lt;br /&gt;
[[Sand]] -&amp;gt; [[Glass Furnace]] / [[Glassmaker|Glassworking]] -&amp;gt; [[Furniture]]&lt;br /&gt;
:It is presently impossible to make glass weapons because those require glass bars, which you cannot make.[[verify]]&lt;br /&gt;
&lt;br /&gt;
[[Vermin]], [[Traps]] -&amp;gt; [[Kennels]] or [[Butcher's shop]]/[[Trapper]] -&amp;gt; Wild [[animal]]&lt;br /&gt;
Wild [[animal]] -&amp;gt; [[Kennels]]/[[Animal training]] -&amp;gt; ???&lt;br /&gt;
[[Animal]] [[stockpile]]/[[preference]] or [[Farmer's workshop]]/milking -&amp;gt; Tame [[animal]] or one meal or [[cow]]s [[milk]]/purring maggot [[milk]]/liquid fire&lt;br /&gt;
: As far as I know camels cannot yet be milked...&lt;br /&gt;
: (This block needs to be fixed up.)&lt;br /&gt;
&lt;br /&gt;
[[Barrel]], [[Crops]] -&amp;gt; [[Still]]/[[Brewing]] -&amp;gt; [[Alcohol]], [[Seed|Seeds]]&lt;br /&gt;
&lt;br /&gt;
[[Seeds]] and/or [[Crops]] and/or [[Meat]] and/or [[Alcohol]] and/or [[Fish]] and/or [[Tallow]] -&amp;gt; [[Kitchen]]/[[Cooking]] -&amp;gt; [[Food#Prepared_food|Prepared Meals]]&lt;br /&gt;
: Cooked Crops do *not* produce seeds, so it is generally a bad idea to cook crops unless you have plenty ({{K|Z}}-&amp;gt;Kitchen to disable cooking of crops).  Instead, brew or otherwise process your crops and cook the product.&lt;br /&gt;
&lt;br /&gt;
[[Crops]] -&amp;gt; [[Farmer's workshop]]/[[Thresher|Threshing]] -&amp;gt; [[Thread]] + [[Seeds]]&lt;br /&gt;
&lt;br /&gt;
[[Thread]] -&amp;gt; [[Loom]]/[[Weaver|Weaving]] -&amp;gt; [[Cloth]]&lt;br /&gt;
&lt;br /&gt;
[[Cloth]] -&amp;gt; [[Clothier's shop]]/[[Clothier|Clothesmaking]] -&amp;gt; [[Clothing]], [[Bag]]s, [[Decoration]]&lt;br /&gt;
&lt;br /&gt;
= Economic Management =&lt;br /&gt;
== Stockpiles ==&lt;br /&gt;
: Due to the way the interface works, the key to maintaining flow in your workshops is to have properly positioned and well-maintained stockpiles.&lt;br /&gt;
&lt;br /&gt;
: [[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. &lt;br /&gt;
&lt;br /&gt;
: 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.&lt;br /&gt;
&lt;br /&gt;
: 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!&lt;br /&gt;
&lt;br /&gt;
: Specific guidelines follow.&lt;br /&gt;
&lt;br /&gt;
=== Stone ===&lt;br /&gt;
: 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.&lt;br /&gt;
: Flux, Fuel and Ore are covered below.&lt;br /&gt;
&lt;br /&gt;
=== Flux and Ore ===&lt;br /&gt;
: A handy flux stockpile is absolutely key to maintaining efficient throughput in making steel. Steel is very labor intensive to begin with and if your furnace operators have to go a long way to get materials, you're over and done.&lt;br /&gt;
: On the other hand, if you have any flux at all, it's probably marble and you probably have &amp;lt;B&amp;gt;lots&amp;lt;/B&amp;gt; of it.&lt;br /&gt;
: So a large flux stockpile will divert all hauling labor into filling it up.&lt;br /&gt;
: Generally speaking, a 3x3 stockpile should be plenty, but keep it absolutely as close to your furnaces as possible.&lt;br /&gt;
&lt;br /&gt;
: 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.&lt;br /&gt;
: 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.&lt;br /&gt;
: If you don't have magma you're going to be burning fuel like crazy.&lt;br /&gt;
&lt;br /&gt;
=== Lumber ===&lt;br /&gt;
: 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.&lt;br /&gt;
: 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.&lt;br /&gt;
: In general, I recommend placing your lumber stockpile near the surface, and placing the lumber using workshops or furnaces as nearby as possible.&lt;br /&gt;
: 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.&lt;br /&gt;
&lt;br /&gt;
=== Finished Goods ===&lt;br /&gt;
: 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.&lt;br /&gt;
: You'll want to make more bins than you can possibly make, so make as many as you can.&lt;br /&gt;
: Once you have bins, it becomes much easier to haul finished goods to your trade depot, since the dwarves haul the bin with them.&lt;br /&gt;
: 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.&lt;br /&gt;
: 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.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
=== Material Classifications ===&lt;br /&gt;
: This is to help you find stuff in the stock pages&lt;br /&gt;
&lt;br /&gt;
: [[Fuel]] of every kind, as well as [[Ash]] and [[Potash]], are classified as Metal Bars for some mysterious reason.&lt;br /&gt;
&lt;br /&gt;
[[category: Economy]]&lt;/div&gt;</summary>
		<author><name>DrPraetorious</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Pregenerated_worlds/0.27.173.38a&amp;diff=36925</id>
		<title>40d:Pregenerated worlds/0.27.173.38a</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Pregenerated_worlds/0.27.173.38a&amp;diff=36925"/>
		<updated>2008-02-16T17:14:44Z</updated>

		<summary type="html">&lt;p&gt;DrPraetorious: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===666===&lt;br /&gt;
&lt;br /&gt;
The seed 666 makes an amazing world with a lot of sites where lava is near sand, loam, chasms, underground rivers, AND [[Adamantine|certain other metals]]. Several such sites (Found with regional prospector), including a serine wildlife-filled mountain. Wish I knew how to screen-cap...&lt;br /&gt;
&lt;br /&gt;
===Near perfect 4X5===&lt;br /&gt;
&lt;br /&gt;
seed #: 1038428822&lt;br /&gt;
&lt;br /&gt;
[[Image:Import.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! &lt;br /&gt;
! Biome 1&lt;br /&gt;
! Biome 2&lt;br /&gt;
! Biome 3&lt;br /&gt;
|-&lt;br /&gt;
| Type&lt;br /&gt;
| Mountain&lt;br /&gt;
| Tropical Shrubland    &lt;br /&gt;
| Mountain&lt;br /&gt;
|-&lt;br /&gt;
| Temperature&lt;br /&gt;
| Scorching    &lt;br /&gt;
| Scorching&lt;br /&gt;
| Scorching&lt;br /&gt;
|-&lt;br /&gt;
| Trees&lt;br /&gt;
| None&lt;br /&gt;
| Woodland&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Vegetation&lt;br /&gt;
| None&lt;br /&gt;
| Moderate&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Surrondings&lt;br /&gt;
| Terrifying&lt;br /&gt;
| Terrifying&lt;br /&gt;
| Terrifying&lt;br /&gt;
|-&lt;br /&gt;
| Layers&lt;br /&gt;
| Andesite&lt;br /&gt;
| Yellow Sand&lt;br /&gt;
| Ryolite&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| Marble&lt;br /&gt;
| Ryolite&lt;br /&gt;
| Obsidian&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| Granite&lt;br /&gt;
| Obsidian&lt;br /&gt;
| Diorite&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| Diorite&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
It's a place in the center of the top left corner of the map. I's close to what people have been looking for: Terrifying, Wood , Water, Sand, Adamantium, Magma, Flux. It's situated between two lakes on a mountain. It should be perfect for those of you who want a challenge with everything.&lt;br /&gt;
&lt;br /&gt;
=== Great Starting Location ===&lt;br /&gt;
&lt;br /&gt;
Seed# 2763371510&lt;br /&gt;
&lt;br /&gt;
Rejects: 19&lt;br /&gt;
&lt;br /&gt;
This map has only one good starting location that I could find, but it's a great one.  Near the middle of the map, and slightly east there is a volcano right next to a river running north south.  If you put the default map size so that the volcano is centered vertically and a one square east you will start in a fabulous spot.&lt;br /&gt;
&lt;br /&gt;
[[Image:Start.jpg]]&lt;br /&gt;
&lt;br /&gt;
You get a easily defended canyon with only one entrance (south) from off map, and tall ledges on all sides.  A brook comes in from the south, providing ample water.&lt;br /&gt;
&lt;br /&gt;
Don't trust the report on sparse vegetation and trees.... there is pleanty for a society of stone loving dwarves. :)&lt;br /&gt;
&lt;br /&gt;
There is no aquifer... so dig away!&lt;br /&gt;
&lt;br /&gt;
The map isn't fully explored, so I won't be spoiling anything.&lt;br /&gt;
&lt;br /&gt;
Enjoy!!&lt;br /&gt;
&lt;br /&gt;
=== Rejectionless seed for DF v0.27.173.38a ===&lt;br /&gt;
2360775120&lt;br /&gt;
&lt;br /&gt;
=== 3438078348 = Paradise for v0.27.173.38a ===&lt;br /&gt;
The mountains are Obsidian over Marble. There's Magma right under where I suggest you start.&lt;br /&gt;
&lt;br /&gt;
In a 3x5 there's abundant wood immediately to the west, abundant sand immediately to the northeast, and adamantium in the southeast corner.&lt;br /&gt;
&lt;br /&gt;
There's conglomerate under the sand, so you should be able to get iron ore, as well as maybe lignite if you start to run out of wood.&lt;br /&gt;
&lt;br /&gt;
Not as many Z-Levels as a connoisseur might like.&lt;br /&gt;
&lt;br /&gt;
[[Image:TNDPs_start.jpg]]&lt;/div&gt;</summary>
		<author><name>DrPraetorious</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Pregenerated_worlds/0.27.173.38a&amp;diff=36924</id>
		<title>40d:Pregenerated worlds/0.27.173.38a</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Pregenerated_worlds/0.27.173.38a&amp;diff=36924"/>
		<updated>2008-02-16T17:13:53Z</updated>

		<summary type="html">&lt;p&gt;DrPraetorious: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===666===&lt;br /&gt;
&lt;br /&gt;
The seed 666 makes an amazing world with a lot of sites where lava is near sand, loam, chasms, underground rivers, AND [[Adamantine|certain other metals]]. Several such sites (Found with regional prospector), including a serine wildlife-filled mountain. Wish I knew how to screen-cap...&lt;br /&gt;
&lt;br /&gt;
===Near perfect 4X5===&lt;br /&gt;
&lt;br /&gt;
seed #: 1038428822&lt;br /&gt;
&lt;br /&gt;
[[Image:Import.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! &lt;br /&gt;
! Biome 1&lt;br /&gt;
! Biome 2&lt;br /&gt;
! Biome 3&lt;br /&gt;
|-&lt;br /&gt;
| Type&lt;br /&gt;
| Mountain&lt;br /&gt;
| Tropical Shrubland    &lt;br /&gt;
| Mountain&lt;br /&gt;
|-&lt;br /&gt;
| Temperature&lt;br /&gt;
| Scorching    &lt;br /&gt;
| Scorching&lt;br /&gt;
| Scorching&lt;br /&gt;
|-&lt;br /&gt;
| Trees&lt;br /&gt;
| None&lt;br /&gt;
| Woodland&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Vegetation&lt;br /&gt;
| None&lt;br /&gt;
| Moderate&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Surrondings&lt;br /&gt;
| Terrifying&lt;br /&gt;
| Terrifying&lt;br /&gt;
| Terrifying&lt;br /&gt;
|-&lt;br /&gt;
| Layers&lt;br /&gt;
| Andesite&lt;br /&gt;
| Yellow Sand&lt;br /&gt;
| Ryolite&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| Marble&lt;br /&gt;
| Ryolite&lt;br /&gt;
| Obsidian&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| Granite&lt;br /&gt;
| Obsidian&lt;br /&gt;
| Diorite&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| Diorite&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
It's a place in the center of the top left corner of the map. I's close to what people have been looking for: Terrifying, Wood , Water, Sand, Adamantium, Magma, Flux. It's situated between two lakes on a mountain. It should be perfect for those of you who want a challenge with everything.&lt;br /&gt;
&lt;br /&gt;
=== Great Starting Location ===&lt;br /&gt;
&lt;br /&gt;
Seed# 2763371510&lt;br /&gt;
&lt;br /&gt;
Rejects: 19&lt;br /&gt;
&lt;br /&gt;
This map has only one good starting location that I could find, but it's a great one.  Near the middle of the map, and slightly east there is a volcano right next to a river running north south.  If you put the default map size so that the volcano is centered vertically and a one square east you will start in a fabulous spot.&lt;br /&gt;
&lt;br /&gt;
[[Image:Start.jpg]]&lt;br /&gt;
&lt;br /&gt;
You get a easily defended canyon with only one entrance (south) from off map, and tall ledges on all sides.  A brook comes in from the south, providing ample water.&lt;br /&gt;
&lt;br /&gt;
Don't trust the report on sparse vegetation and trees.... there is pleanty for a society of stone loving dwarves. :)&lt;br /&gt;
&lt;br /&gt;
There is no aquifer... so dig away!&lt;br /&gt;
&lt;br /&gt;
The map isn't fully explored, so I won't be spoiling anything.&lt;br /&gt;
&lt;br /&gt;
Enjoy!!&lt;br /&gt;
&lt;br /&gt;
=== Rejectionless seed for DF v0.27.173.38a ===&lt;br /&gt;
2360775120&lt;br /&gt;
&lt;br /&gt;
=== 3438078348 = Paradise for v0.27.173.38a ===&lt;br /&gt;
 The mountains are Obsidian over Marble. There's Magma right under where I suggest you start.&lt;br /&gt;
&lt;br /&gt;
 In a 3x5 there's abundant wood immediately to the west, abundant sand immediately to the northeast, and adamantium in the southeast corner.&lt;br /&gt;
&lt;br /&gt;
 There's conglomerate under the sand, so you should be able to get iron ore, as well as maybe lignite if you start to run out of wood.&lt;br /&gt;
&lt;br /&gt;
 Not as many Z-Levels as a connoisseur might like.&lt;br /&gt;
&lt;br /&gt;
[[Image:TNDPs_start.jpg]]&lt;/div&gt;</summary>
		<author><name>DrPraetorious</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:TNDPs_start.jpg&amp;diff=37452</id>
		<title>File:TNDPs start.jpg</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:TNDPs_start.jpg&amp;diff=37452"/>
		<updated>2008-02-16T17:13:38Z</updated>

		<summary type="html">&lt;p&gt;DrPraetorious: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>DrPraetorious</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Economics&amp;diff=28169</id>
		<title>40d Talk:Economics</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Economics&amp;diff=28169"/>
		<updated>2008-02-15T03:27:45Z</updated>

		<summary type="html">&lt;p&gt;DrPraetorious: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;: It had been my impression that *most* buildings did require the Architecture job to be enabled; this can be a serious issue if you are trying to expand rapidly and only have architecture on your mason. But the text is not crucial so I'll just leave it out.&lt;br /&gt;
:--DrPraetorious&lt;br /&gt;
::This is false. For the most part, workshops do not req architecture. A few of them do, but it's only the ones that deal with fire, iirc. Things that do need architecture for sure are screw pumps, bridges, and supports. Maybe you've been building a lot of those. (i know i tend to make a lot of screw pumps) [[User:VengefulDonut|VengefulDonut]] 18:24, 21 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Dwarven consumption ==&lt;br /&gt;
Is there an entry that covers how much food, liquor, etc. each dwarf actually consumes per season, so that I can include a section on how much labor it will take to meet demand?&lt;br /&gt;
: It seems to be about 2 units/season/dwarf, but I've never kept careful track.--DrPraetorious&lt;br /&gt;
::My own testing suggests approximate figures of 18 drinks, 10 meals, and 7 1/2 sleep sessions per adult dwarf per year. Not sure about babies or children.[[User:Fedor|Fedor]] 15:19, 3 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Additionally, [[attributes|toughness]] has been claimed to cause dwarves to eat/sleep/drink less frequently.  I've never tested it myself.--[[User:Maximus|Maximus]] 19:10, 3 January 2008 (EST)&lt;br /&gt;
::::I've tested it.  Can't see any obvious difference:  As far as I can tell, toughness controls how long a dwarf can survive without food and drink, not how much he consumes.[[User:Fedor|Fedor]] 23:03, 3 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Economy? ==&lt;br /&gt;
Should [[Economy]] really redirect here?  I'd think it should redirect to [[Dwarven economy]]. --[[User:Karlito|Karlito]] 19:49, 2 December 2007 (EST)&lt;br /&gt;
* Every link to [[Economy]] is referring to the dwarven economy, so I'll change that [[User:Coelocanth|Coelocanth]] 16:37, 3 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Alternatives to stockpiles ==&lt;br /&gt;
One critique of this page is that it only knows of one way to move raw materials to the shops and finished goods out:  stockpiles.  Stockpiles chew up a lot of dwarf labor and floor space and there are often better alternatives.  I generally start up metalbashing with a huge pile of raw materials dumped in a 1x1 space and then reclaimed.  To avoid workshop clutter, I often prefer to store finished goods inside multiple workshops, or in piles around demolished and rebuilt workshops.  Saves loads of time.[[User:Fedor|Fedor]] 15:19, 3 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Well, by all means add such a section! Personally, I find stockpiles to be aesthetic, and I believe that it's the intention that you should need them - but as it's not my playstyle to demolish shops much, I can't help you there. --[[User:DrPraetorious|DrPraetorious]] 22:25, 14 February 2008 (EST)&lt;/div&gt;</summary>
		<author><name>DrPraetorious</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Economics&amp;diff=28168</id>
		<title>40d Talk:Economics</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Economics&amp;diff=28168"/>
		<updated>2008-02-15T03:25:40Z</updated>

		<summary type="html">&lt;p&gt;DrPraetorious: /* Alternatives to stockpiles */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;: It had been my impression that *most* buildings did require the Architecture job to be enabled; this can be a serious issue if you are trying to expand rapidly and only have architecture on your mason. But the text is not crucial so I'll just leave it out.&lt;br /&gt;
:--DrPraetorious&lt;br /&gt;
::This is false. For the most part, workshops do not req architecture. A few of them do, but it's only the ones that deal with fire, iirc. Things that do need architecture for sure are screw pumps, bridges, and supports. Maybe you've been building a lot of those. (i know i tend to make a lot of screw pumps) [[User:VengefulDonut|VengefulDonut]] 18:24, 21 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Dwarven consumption ==&lt;br /&gt;
Is there an entry that covers how much food, liquor, etc. each dwarf actually consumes per season, so that I can include a section on how much labor it will take to meet demand?&lt;br /&gt;
: It seems to be about 2 units/season/dwarf, but I've never kept careful track.--DrPraetorious&lt;br /&gt;
::My own testing suggests approximate figures of 18 drinks, 10 meals, and 7 1/2 sleep sessions per adult dwarf per year. Not sure about babies or children.[[User:Fedor|Fedor]] 15:19, 3 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Additionally, [[attributes|toughness]] has been claimed to cause dwarves to eat/sleep/drink less frequently.  I've never tested it myself.--[[User:Maximus|Maximus]] 19:10, 3 January 2008 (EST)&lt;br /&gt;
::::I've tested it.  Can't see any obvious difference:  As far as I can tell, toughness controls how long a dwarf can survive without food and drink, not how much he consumes.[[User:Fedor|Fedor]] 23:03, 3 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Economy? ==&lt;br /&gt;
Should [[Economy]] really redirect here?  I'd think it should redirect to [[Dwarven economy]]. --[[User:Karlito|Karlito]] 19:49, 2 December 2007 (EST)&lt;br /&gt;
* Every link to [[Economy]] is referring to the dwarven economy, so I'll change that [[User:Coelocanth|Coelocanth]] 16:37, 3 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Alternatives to stockpiles ==&lt;br /&gt;
One critique of this page is that it only knows of one way to move raw materials to the shops and finished goods out:  stockpiles.  Stockpiles chew up a lot of dwarf labor and floor space and there are often better alternatives.  I generally start up metalbashing with a huge pile of raw materials dumped in a 1x1 space and then reclaimed.  To avoid workshop clutter, I often prefer to store finished goods inside multiple workshops, or in piles around demolished and rebuilt workshops.  Saves loads of time.[[User:Fedor|Fedor]] 15:19, 3 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
 Well, by all means add such a section! Personally, I find stockpiles to be aesthetic, and I believe that it's the intention that you should need them - but as it's not my playstyle to demolish shops much, I can't help you there. --[[User:DrPraetorious|DrPraetorious]] 22:25, 14 February 2008 (EST)&lt;/div&gt;</summary>
		<author><name>DrPraetorious</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Economics&amp;diff=21921</id>
		<title>40d:Economics</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Economics&amp;diff=21921"/>
		<updated>2008-02-13T17:56:40Z</updated>

		<summary type="html">&lt;p&gt;DrPraetorious: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Overall Economic Flowchart =&lt;br /&gt;
&lt;br /&gt;
Each process on the economic flowchart has the following components:&lt;br /&gt;
* Inputs (on left) - the process will use up these raw materials.&lt;br /&gt;
* 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. &lt;br /&gt;
* Outputs (on right) - These are the goods that are produced by the economic activity in question.&lt;br /&gt;
&lt;br /&gt;
== Raw Materials ==&lt;br /&gt;
&lt;br /&gt;
:assign these jobs through the designate or zone options.&lt;br /&gt;
&lt;br /&gt;
[[Walls]] -&amp;gt; &amp;lt;I&amp;gt;[[Pick]]&amp;lt;/I&amp;gt;/[[Mining]] -&amp;gt; [[Stone]], some of which is also [[Ore]] or [[Flux]] or [[Gems]] or [[Coal]] or [[Lignite]]&lt;br /&gt;
:{{K|D}} -&amp;gt; Mine&lt;br /&gt;
&lt;br /&gt;
[[Chop down trees|Trees]] -&amp;gt; &amp;lt;I&amp;gt;[[Battle axe]]&amp;lt;/I&amp;gt;/[[Wood Cutter]] -&amp;gt; [[Wood]]&lt;br /&gt;
:{{K|D}} -&amp;gt; Chop Trees)&lt;br /&gt;
&lt;br /&gt;
[[Walls]] -&amp;gt; none/[[Engraving|Stone Detailing]] -&amp;gt; [[Rooms#Room_grades|Room Quality]]&lt;br /&gt;
:{{K|D}} -&amp;gt; Smooth Stone and {{K|D}} -&amp;gt; Engrave Stone&lt;br /&gt;
: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&lt;br /&gt;
&lt;br /&gt;
[[Water]] -&amp;gt; none/[[Fishing]] -&amp;gt; Raw [[Fish]]&lt;br /&gt;
:{{K|I}} -&amp;gt; Fish, do this at the level above the water&lt;br /&gt;
&lt;br /&gt;
[[Animals]] -&amp;gt; &amp;lt;I&amp;gt;[[Weapon]]&amp;lt;/I&amp;gt;/[[Ambusher|Hunting]] -&amp;gt; [[Corpse|Corpses]]&lt;br /&gt;
:Assign any dwarf the hunt job&lt;br /&gt;
&lt;br /&gt;
[[Bush|Bushes]] -&amp;gt; none/[[Herbalist|Gather Plants]] -&amp;gt; [[Crops]]&lt;br /&gt;
:{{K|D}} -&amp;gt; Gather Plants&lt;br /&gt;
&lt;br /&gt;
[[Crops]] -&amp;gt; [[Food#Eating|Eating]] -&amp;gt; [[Seed]] x 2&lt;br /&gt;
&lt;br /&gt;
[[Seed]] -&amp;gt; [[Farm plot]]/[[Farming|Farming(fields)]] -&amp;gt; [[Crops]]&lt;br /&gt;
:The Farm Plot while it is a building is not a workshop.&lt;br /&gt;
&lt;br /&gt;
== Second Tier Materials ==&lt;br /&gt;
:Only raw materials needed as input.&lt;br /&gt;
&lt;br /&gt;
Raw [[Fish]] -&amp;gt; [[Fishery]]/[[Fish cleaner|Fish Cleaning]] -&amp;gt; [[Fish]]&lt;br /&gt;
&lt;br /&gt;
[[Corpse]] -&amp;gt; [[Butcher's Shop]]/[[Butchery]] -&amp;gt; [[Meat]] (which is [[Food]]), [[Fat]], [[Skin]], [[Bones]], [[Skulls]]&lt;br /&gt;
&lt;br /&gt;
[[Stone]] -&amp;gt; [[Mason's workshop]]/[[construction|Masonry]] -&amp;gt; [[Furniture]], [[Blocks]]&lt;br /&gt;
&lt;br /&gt;
[[Stone]] -&amp;gt; [[Craftsdwarf's workshop]]/[[Craft#Crafts|Stonecrafting]] -&amp;gt; [[Craft]], [[Weapon|Short Sword]]&lt;br /&gt;
&lt;br /&gt;
[[Stone]] -&amp;gt; [[Mechanic's workshop]]/[[Mechanics]] -&amp;gt; [[Mechanism]]&lt;br /&gt;
&lt;br /&gt;
[[Wood]] -&amp;gt; [[Carpenter's workshop]]/[[construction|Carpentry]] -&amp;gt; [[Furniture]], [[Blocks]], [[Container|Barrels]], [[Container|Bins]], [[Bed]]s&lt;br /&gt;
&lt;br /&gt;
[[Wood]] -&amp;gt; [[Craftsdwarf's workshop]]/[[Craft#Crafts|Woodcrafting]] -&amp;gt; [[Craft]], [[Bolts]]&lt;br /&gt;
&lt;br /&gt;
[[Wood]] -&amp;gt; [[Carpenter's workshop]]/[[Skills|Trapping]] -&amp;gt; [[Animal Trap]]&lt;br /&gt;
&lt;br /&gt;
[[Wood]] -&amp;gt; [[Bowyer's workshop]]/[[Bowyer]] -&amp;gt; [[Crossbow|Wooden Crossbow]]&lt;br /&gt;
&lt;br /&gt;
[[Wood]] -&amp;gt; [[Wood furnace]]/[[Wood burner|Wood burning]] -&amp;gt; [[Charcoal]], which is [[Fuel]]&lt;br /&gt;
&lt;br /&gt;
[[Wood]] -&amp;gt; [[Wood furnace]]/[[Wood burner|Wood burning]] -&amp;gt; [[Ash]]&lt;br /&gt;
:The Wood Furnace is a Furnace, not a workshop&lt;br /&gt;
&lt;br /&gt;
== Higher Tier Materials ==&lt;br /&gt;
=== Animal Based ===&lt;br /&gt;
some [[Fish]] -&amp;gt; [[Food#Eating|Eating]] -&amp;gt; [[Shell]] and/or [[Bone]]&lt;br /&gt;
&lt;br /&gt;
Wild [[Animals]], &amp;lt;I&amp;gt;[[Animal Trap]]&amp;lt;/I&amp;gt; -&amp;gt; none/[[Trapping]] -&amp;gt; Captured [[Animals]]&lt;br /&gt;
&lt;br /&gt;
Captured [[Animals]] -&amp;gt; [[Kennels]]/[[Animal Training]] -&amp;gt; Tame [[Animals]]&lt;br /&gt;
&lt;br /&gt;
Tame [[Animals]] -&amp;gt; [[Kennels]]/[[Animal Training]] -&amp;gt; Trained [[Animals]]&lt;br /&gt;
:Note that the Kennels while it is a building is not a workshop&lt;br /&gt;
:Also, animal training only works for [[dog]]s right now, unless you care to edit the raws&lt;br /&gt;
&lt;br /&gt;
Tame [[Animal]] -&amp;gt; [[Butcher's Shop]]/[[Butchery]] -&amp;gt; [[Corpse]]&lt;br /&gt;
:{{K|Z}}-Animals-Ready for Slaughter&lt;br /&gt;
:{{K|U}}-&amp;gt;Select the Animal Unit-&amp;gt;Set &amp;quot;Ready for Slaughter&amp;quot; to (Y) if there's a specific animal you want to set for slaughter.&lt;br /&gt;
&lt;br /&gt;
[[Fat]] -&amp;gt; [[Cooking]]?/[[Kitchen]] -&amp;gt; [[Tallow]]&lt;br /&gt;
&lt;br /&gt;
[[Tallow]], [[Lye]] -&amp;gt; [[Soaper]]/[[Alchemist's laboratory]] -&amp;gt; [[Soap]]&lt;br /&gt;
:The documentation on other wiki pages is inconsistent on this one but Soap doesn't do anything yet, so it's not critical.&lt;br /&gt;
&lt;br /&gt;
[[Skin]] -&amp;gt; [[Tannery|Tanning]]/[[Tannery]] -&amp;gt; [[Leather]]&lt;br /&gt;
&lt;br /&gt;
[[Leather]] -&amp;gt; [[Craftsdwarf's workshop]]/[[Leatherworking]] -&amp;gt; [[Armor]], [[Bags]], [[Craft]], [[Clothing]]&lt;br /&gt;
&lt;br /&gt;
[[Bone]] -&amp;gt; [[Craftsdwarf's workshop]]/[[Craft#Crafts|Bonecarving]] -&amp;gt; [[Craft]], [[Bolts]], [[Armor]], [[Decoration]]&lt;br /&gt;
&lt;br /&gt;
[[Bone]] -&amp;gt; [[Bowyer's workshop]]/[[Bowyer]] -&amp;gt; [[Crossbow|Bone Crossbow]]&lt;br /&gt;
&lt;br /&gt;
[[Shell]] -&amp;gt; [[Craftsdwarf's workshop]]/[[Craft#Crafts|Bonecarving]] -&amp;gt; [[Craft]], [[Decoration]], [[Armor]]&lt;br /&gt;
&lt;br /&gt;
[[Skull]] -&amp;gt; [[Craftsdwarf's workshop]]/[[Craft#Crafts|Bonecarving]] -&amp;gt; [[Totem]]&lt;br /&gt;
&lt;br /&gt;
:Totems can't be used for anything right now. They can be sold, though...&lt;br /&gt;
&lt;br /&gt;
=== Metal ===&lt;br /&gt;
:The various &amp;quot;Magma&amp;quot; variants all require [[Magma]], and use less [[Fuel]] - no Fuel at all if you don't make steel.&lt;br /&gt;
:The reaction table for which Ores make which metals and/or alloys is complex and beyond the scope of this article. see [[Ore]] for details.&lt;br /&gt;
:Metals can be used to make different sorts of things, see the article for a given product to see which metals are suitable.&lt;br /&gt;
&lt;br /&gt;
[[Ore]] + [[Fuel]] -&amp;gt; [[Smelter]]/[[Smelting]] -&amp;gt; [[Metal|Metal Bars]]&lt;br /&gt;
&lt;br /&gt;
[[Ore]] x 2 + [[Fuel]] -&amp;gt; [[Smelter]]/[[Smelting]] -&amp;gt; Various [[Alloy]]&lt;br /&gt;
&lt;br /&gt;
[[Ore]] -&amp;gt; [[Magma Smelter]]/[[Smelting]] -&amp;gt; [[Metal|Metal bars]]&lt;br /&gt;
&lt;br /&gt;
[[Ore]] x 2  -&amp;gt; [[Magma Smelter]]/[[Smelting]] -&amp;gt; Various [[Alloy]]&lt;br /&gt;
&lt;br /&gt;
[[Lignite]] + [[Fuel]] -&amp;gt; [[Smelter]]/[[Smelting]] -&amp;gt; [[Coke]] x2, which is [[Fuel]]&lt;br /&gt;
&lt;br /&gt;
[[Lignite]] -&amp;gt; [[Magma Smelter]]/[[Smelting]] -&amp;gt; [[Coke]] x2, which is [[Fuel]]&lt;br /&gt;
&lt;br /&gt;
[[Iron Bars]] + [[Flux]] + [[Fuel]] -&amp;gt; [[Smelter]] or [[Magma Smelter]]/[[Smelting]] -&amp;gt; [[Pig Iron]]&lt;br /&gt;
&lt;br /&gt;
[[Pig Iron]] + [[Iron Bars]] + [[Flux]] + [[Fuel]] -&amp;gt; [[Smelter]] or [[Magma Smelter]]/[[Smelting]] -&amp;gt; [[Steel Bars]] x 2&lt;br /&gt;
&lt;br /&gt;
: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.&lt;br /&gt;
&lt;br /&gt;
[[Metal|Metal Bars]] + [[Fuel]] -&amp;gt; [[Smelter]]/[[Smelting]] -&amp;gt; [[Alloy]]&lt;br /&gt;
&lt;br /&gt;
:It's generally a better idea to make the alloy directly from ore, I believe[[verify]].&lt;br /&gt;
&lt;br /&gt;
[[Metal|Metal Bars]] + [[Fuel]] -&amp;gt; [[Metalsmith's Forge]]/[[Metal crafter|Metal crafting]] or [[Blacksmith|Blacksmithing]] -&amp;gt; [[Furniture]], [[Craft]]s, [[Coins]] &lt;br /&gt;
&lt;br /&gt;
[[Metal]], [[Fuel]] -&amp;gt; [[Metalsmith's Forge]]/[[Armorsmith]] -&amp;gt; [[Armor]]&lt;br /&gt;
&lt;br /&gt;
[[Metal]], [[Fuel]] -&amp;gt; [[Metalsmith's Forge]]/[[Weaponsmith]] -&amp;gt; [[Weapon]]&lt;br /&gt;
&lt;br /&gt;
[[Metal]], [[Fuel]] -&amp;gt; [[Metalsmith's Forge]]/[[Trapping]] -&amp;gt; [[Animal trap]]&lt;br /&gt;
&lt;br /&gt;
=== Misc ===&lt;br /&gt;
&lt;br /&gt;
Empty [[Bags]] -&amp;gt; [[Glass Furnace]] / [[Item Hauling]]?!?! -&amp;gt; [[Sand]] &lt;br /&gt;
:You need to assign the collect sand job to a glass furnace, AND&lt;br /&gt;
:{{K|I}} -&amp;gt; Collect Sand&lt;br /&gt;
&lt;br /&gt;
[[Sand]] -&amp;gt; [[Glass Furnace]] / [[Glassmaker|Glassworking]] -&amp;gt; [[Furniture]]&lt;br /&gt;
:It is presently impossible to make glass weapons because those require glass bars, which you cannot make.[[verify]]&lt;br /&gt;
&lt;br /&gt;
[[Vermin]], [[Traps]] -&amp;gt; [[Kennels]] or [[Butcher's shop]]/[[Trapper]] -&amp;gt; Wild [[animal]]&lt;br /&gt;
Wild [[animal]] -&amp;gt; [[Kennels]]/[[Animal training]] -&amp;gt; ???&lt;br /&gt;
[[Animal]] [[stockpile]]/[[preference]] or [[Farmer's workshop]]/milking -&amp;gt; Tame [[animal]] or one meal or [[cow]]s [[milk]]/purring maggot [[milk]]/liquid fire&lt;br /&gt;
: As far as I know camels cannot yet be milked...&lt;br /&gt;
: (This block needs to be fixed up.)&lt;br /&gt;
&lt;br /&gt;
[[Barrel]], [[Crops]] -&amp;gt; [[Still]]/[[Brewing]] -&amp;gt; [[Alcohol]], [[Seed|Seeds]]&lt;br /&gt;
&lt;br /&gt;
[[Seeds]] and/or [[Crops]] and/or [[Meat]] and/or [[Alcohol]] and/or [[Fish]] and/or [[Tallow]] -&amp;gt; [[Kitchen]]/[[Cooking]] -&amp;gt; [[Food#Prepared_food|Prepared Meals]]&lt;br /&gt;
: Cooked Crops do *not* produce seeds, so it is generally a bad idea to cook crops unless you have plenty ({{K|Z}}-&amp;gt;Kitchen to disable cooking of crops).  Instead, brew or otherwise process your crops and cook the product.&lt;br /&gt;
&lt;br /&gt;
[[Crops]] -&amp;gt; [[Farmer's workshop]]/[[Thresher|Threshing]] -&amp;gt; [[Thread]] + [[Seeds]]&lt;br /&gt;
&lt;br /&gt;
[[Thread]] -&amp;gt; [[Loom]]/[[Weaver|Weaving]] -&amp;gt; [[Cloth]]&lt;br /&gt;
&lt;br /&gt;
[[Cloth]] -&amp;gt; [[Clothier's shop]]/[[Clothier|Clothesmaking]] -&amp;gt; [[Clothing]], [[Bag]]s, [[Decoration]]&lt;br /&gt;
&lt;br /&gt;
= Economic Management =&lt;br /&gt;
== Stockpiles ==&lt;br /&gt;
: Due to the way the interface works, the key to maintaining flow in your workshops is to have properly positioned and well-maintained stockpiles.&lt;br /&gt;
&lt;br /&gt;
: [[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. &lt;br /&gt;
&lt;br /&gt;
: 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.&lt;br /&gt;
&lt;br /&gt;
: 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!&lt;br /&gt;
&lt;br /&gt;
: Specific guidelines follow.&lt;br /&gt;
&lt;br /&gt;
=== Stone ===&lt;br /&gt;
: 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.&lt;br /&gt;
: Flux, Fuel and Ore are covered below.&lt;br /&gt;
&lt;br /&gt;
=== Flux and Ore ===&lt;br /&gt;
: A handy flux stockpile is absolutely key to maintaining efficient throughput in making steel. Steel is very labor intensive to begin with and if your furnace operators have to go a long way to get materials, you're over and done.&lt;br /&gt;
: On the other hand, if you have any flux at all, it's probably marble and you probably have &amp;lt;B&amp;gt;lots&amp;lt;/B&amp;gt; of it.&lt;br /&gt;
: So a large flux stockpile will divert all hauling labor into filling it up.&lt;br /&gt;
: Generally speaking, a 3x3 stockpile should be plenty, but keep it absolutely as close to your furnaces as possible.&lt;br /&gt;
&lt;br /&gt;
: 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.&lt;br /&gt;
: 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.&lt;br /&gt;
: If you don't have magma you're going to be burning fuel like crazy.&lt;br /&gt;
&lt;br /&gt;
=== Lumber ===&lt;br /&gt;
: 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.&lt;br /&gt;
: 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.&lt;br /&gt;
: In general, I recommend placing your lumber stockpile near the surface, and placing the lumber using workshops or furnaces as nearby as possible.&lt;br /&gt;
: 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.&lt;br /&gt;
&lt;br /&gt;
=== Finished Goods ===&lt;br /&gt;
: 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.&lt;br /&gt;
: You'll want to make more bins than you can possibly make, so make as many as you can.&lt;br /&gt;
: Once you have bins, it becomes much easier to haul finished goods to your trade depot, since the dwarves haul the bin with them.&lt;br /&gt;
: 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.&lt;br /&gt;
: 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.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
=== Material Classifications ===&lt;br /&gt;
: This is to help you find stuff in the stock pages&lt;br /&gt;
&lt;br /&gt;
: [[Fuel]] of every kind, as well as [[Ash]] and [[Potash]], are classified as Metal Bars for some mysterious reason.&lt;br /&gt;
&lt;br /&gt;
[[category: Economy]]&lt;/div&gt;</summary>
		<author><name>DrPraetorious</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Economics&amp;diff=28158</id>
		<title>40d Talk:Economics</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Economics&amp;diff=28158"/>
		<updated>2007-11-23T15:13:08Z</updated>

		<summary type="html">&lt;p&gt;DrPraetorious: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;: It had been my impression that *most* buildings did require the Architecture job to be enabled; this can be a serious issue if you are trying to expand rapidly and only have architecture on your mason. But the text is not crucial so I'll just leave it out.&lt;br /&gt;
:--DrPraetorious&lt;br /&gt;
::This is false. For the most part, workshops do not req architecture. A few of them do, but it's only the ones that deal with fire, iirc. Things that do need architecture for sure are screw pumps, bridges, and supports. Maybe you've been building a lot of those. (i know i tend to make a lot of screw pumps) [[User:VengefulDonut|VengefulDonut]] 18:24, 21 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
: Is there an entry that covers how much food, liquor, etc. each dwarf actually consumes per season, so that I can include a section on how much labor it will take to meet demand?&lt;br /&gt;
: It seems to be about 2 units/season/dwarf, but I've never kept careful track.&lt;br /&gt;
--DrPraetorious&lt;/div&gt;</summary>
		<author><name>DrPraetorious</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:DrPraetorious&amp;diff=28174</id>
		<title>User talk:DrPraetorious</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:DrPraetorious&amp;diff=28174"/>
		<updated>2007-11-21T23:47:58Z</updated>

		<summary type="html">&lt;p&gt;DrPraetorious: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to this wiki! Especially so since the wiki is being rebuilt, we're very glad to have you here.&amp;lt;br&amp;gt;&lt;br /&gt;
Since we request that you try to follow DFwiki standards, we've made a list of basic guidelines to follow. Since this message is copypasted, some may not apply to you.&amp;lt;br&amp;gt;&lt;br /&gt;
* To let us know who you are, please sign your posts on discussion pages by typing &amp;quot;&amp;lt;nowiki&amp;gt;--~~~~&amp;lt;/nowiki&amp;gt;&amp;quot; after your posts. This can also be inserted with the [[Image:Button sig756222.png]] button if Javascript is enabled.&lt;br /&gt;
* Avoid making a dozen small edits to a page, and instead make one large edit. This makes the history of the page a lot easier to read and avoids cluttering the Recent changes page.&lt;br /&gt;
* When making comments on a talk page, if you are replying to a comment, use one more indent than the comment you are replying to. As indents are created with :'s at the begining of line, you'd use ::::: at the begining if you were replying to a 4-indent comment.&lt;br /&gt;
* Most importantly, [[DwarfFortressWiki:Community_Portal#We_are_doing_this.21_Let_us_do_it_right.|read and follow the rules.]]&lt;br /&gt;
[[User:VengefulDonut|VengefulDonut]] 18:27, 21 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:: I try to make big edits, but I don't want to leave errors when I catch them by chance.&lt;br /&gt;
:: Did I do anything else wrong?&lt;br /&gt;
:: --DrPraetorious&lt;/div&gt;</summary>
		<author><name>DrPraetorious</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:DrPraetorious&amp;diff=28173</id>
		<title>User talk:DrPraetorious</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:DrPraetorious&amp;diff=28173"/>
		<updated>2007-11-21T23:47:24Z</updated>

		<summary type="html">&lt;p&gt;DrPraetorious: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to this wiki! Especially so since the wiki is being rebuilt, we're very glad to have you here.&amp;lt;br&amp;gt;&lt;br /&gt;
Since we request that you try to follow DFwiki standards, we've made a list of basic guidelines to follow. Since this message is copypasted, some may not apply to you.&amp;lt;br&amp;gt;&lt;br /&gt;
* To let us know who you are, please sign your posts on discussion pages by typing &amp;quot;&amp;lt;nowiki&amp;gt;--~~~~&amp;lt;/nowiki&amp;gt;&amp;quot; after your posts. This can also be inserted with the [[Image:Button sig756222.png]] button if Javascript is enabled.&lt;br /&gt;
* Avoid making a dozen small edits to a page, and instead make one large edit. This makes the history of the page a lot easier to read and avoids cluttering the Recent changes page.&lt;br /&gt;
* When making comments on a talk page, if you are replying to a comment, use one more indent than the comment you are replying to. As indents are created with :'s at the begining of line, you'd use ::::: at the begining if you were replying to a 4-indent comment.&lt;br /&gt;
* Most importantly, [[DwarfFortressWiki:Community_Portal#We_are_doing_this.21_Let_us_do_it_right.|read and follow the rules.]]&lt;br /&gt;
[[User:VengefulDonut|VengefulDonut]] 18:27, 21 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:: I try to make big edits, but I don't want to leave errors when I catch them by chance.&lt;br /&gt;
:: Did I do anything else wrong?&lt;/div&gt;</summary>
		<author><name>DrPraetorious</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Economics&amp;diff=21898</id>
		<title>40d:Economics</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Economics&amp;diff=21898"/>
		<updated>2007-11-21T23:01:44Z</updated>

		<summary type="html">&lt;p&gt;DrPraetorious: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Overall Economic Flowchart =&lt;br /&gt;
&lt;br /&gt;
Each process on the economic flowchart has the following components:&lt;br /&gt;
* Inputs (on left) - the process will use up these raw materials.&lt;br /&gt;
* 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. &lt;br /&gt;
* Outputs (on right) - These are the goods that are produced by the economic activity in question.&lt;br /&gt;
&lt;br /&gt;
 Note: an article is desperately needed to cover the concept of happy thoughts.&lt;br /&gt;
&lt;br /&gt;
== Raw Materials ==&lt;br /&gt;
&lt;br /&gt;
assign these jobs through the designate or zone options.&lt;br /&gt;
&lt;br /&gt;
[[Walls]] -&amp;gt; &amp;lt;I&amp;gt;[[Pick]]&amp;lt;/I&amp;gt;/[[Mining]] -&amp;gt; [[Stone]], some of which is also [[Ore]] or [[Flux]] or [[Gems]] or [[Coal]] or [[Lignite]]&lt;br /&gt;
:(designate -&amp;gt; Mine)&lt;br /&gt;
&lt;br /&gt;
[[Chop down trees|Trees]] -&amp;gt; &amp;lt;I&amp;gt;[[Battle axe]]&amp;lt;/I&amp;gt;/[[Wood Cutter]] -&amp;gt; [[Wood]]&lt;br /&gt;
:(designate -&amp;gt; Chop Trees)&lt;br /&gt;
&lt;br /&gt;
[[Walls]] -&amp;gt; none/[[Engraving|Stone Detailing]] -&amp;gt; [[Rooms#Room_grades|Room Quality]]&lt;br /&gt;
:(designate -&amp;gt; Smooth Stone) and (designate -&amp;gt; Engrave Stone)&lt;br /&gt;
: The reason you do this is to give your dwarves happy thoughts, which has a (poorly understood?) beneficial effect.&lt;br /&gt;
&lt;br /&gt;
[[Water]] -&amp;gt; none/[[Fishing]] -&amp;gt; Raw [[Fish]]&lt;br /&gt;
:(designate -&amp;gt; Fish, do this at the level above the water)&lt;br /&gt;
&lt;br /&gt;
[[Animals]] -&amp;gt; &amp;lt;I&amp;gt;[[Weapon]]&amp;lt;/I&amp;gt;/[[Ambusher|Hunting]] -&amp;gt; [[Corpse|Corpses]]&lt;br /&gt;
:(assign any dwarf the hunt job)&lt;br /&gt;
&lt;br /&gt;
[[Bush|Bushes]] -&amp;gt; none/[[Gather Plants]] -&amp;gt; [[Crops]]&lt;br /&gt;
:(designate -&amp;gt; Gather Plants)&lt;br /&gt;
&lt;br /&gt;
[[Crops]] -&amp;gt; [[Food#Eating|Eating]] -&amp;gt; [[Seed]] x 2&lt;br /&gt;
&lt;br /&gt;
[[Seed]] -&amp;gt; [[Farm plot]]/[[Farming|Farming(fields)]] -&amp;gt; [[Crops]]&lt;br /&gt;
:(note that the Farm Plot while it is a building is not a workshop)&lt;br /&gt;
&lt;br /&gt;
== Second Tier Materials ==&lt;br /&gt;
(only raw materials needed as input)&lt;br /&gt;
&lt;br /&gt;
Raw [[Fish]] -&amp;gt; [[Fishery]]/[[Fish Cleaning]] -&amp;gt; [[Fish]]&lt;br /&gt;
&lt;br /&gt;
[[Corpse]] -&amp;gt; [[Butcher's Shop]]/[[Butchery]] -&amp;gt; [[Meat]] (which is [[Food]]), [[Fat]], [[Skin]], [[Bones]], [[Skulls]]&lt;br /&gt;
&lt;br /&gt;
[[Stone]] -&amp;gt; [[Mason's workshop]]/[[construction|Masonry]] -&amp;gt; [[Furniture]], [[Blocks]]&lt;br /&gt;
&lt;br /&gt;
[[Stone]] -&amp;gt; [[Craftsdwarf's workshop]]/[[Craft#Crafts|Stonecrafting]] -&amp;gt; [[Craft]], [[Weapon|Short Sword]]&lt;br /&gt;
&lt;br /&gt;
[[Stone]] -&amp;gt; [[Mechanic's workshop]]/[[Mechanics]] -&amp;gt; [[Mechanism]]&lt;br /&gt;
&lt;br /&gt;
[[Wood]] -&amp;gt; [[Carpenter's workshop]]/[[construction|Carpentry]] -&amp;gt; [[Furniture]], [[Blocks]], [[Container|Barrels]], [[Container|Bins]]&lt;br /&gt;
&lt;br /&gt;
[[Wood]] -&amp;gt; [[Craftsdwarf's workshop]]/[[Craft#Crafts|Woodcrafting]] -&amp;gt; [[Craft]], [[Bolts]]&lt;br /&gt;
&lt;br /&gt;
[[Wood]] -&amp;gt; [[Carpenter's workshop]]/[[Skills|Trapping]] -&amp;gt; [[Animal Trap]]&lt;br /&gt;
&lt;br /&gt;
[[Wood]] -&amp;gt; [[Bowyer's workshop]]/[[Bowyer]] -&amp;gt; [[Crossbow|Wooden Crossbow]]&lt;br /&gt;
&lt;br /&gt;
[[Wood]] -&amp;gt; [[Wood furnace]]/[[Wood burning]] -&amp;gt; [[Charcoal]], which is [[Fuel]]&lt;br /&gt;
&lt;br /&gt;
[[Wood]] -&amp;gt; [[Wood furnace]]/[[Wood burning]] -&amp;gt; [[Ash]]&lt;br /&gt;
:(note - the Wood Furnace is a Furnace, not a workshop)&lt;br /&gt;
&lt;br /&gt;
== Higher Tier Materials ==&lt;br /&gt;
=== Animal Based ===&lt;br /&gt;
some [[Fish]] -&amp;gt; [[Food#Eating|Eating]] -&amp;gt; [[Shell]] and/or [[Bone]]&lt;br /&gt;
&lt;br /&gt;
Wild [[Animals]], &amp;lt;I&amp;gt;[[Animal Trap]]&amp;lt;/I&amp;gt; -&amp;gt; none/[[Trapping]] -&amp;gt; Captured [[Animals]]&lt;br /&gt;
&lt;br /&gt;
Captured [[Animals]] -&amp;gt; [[Kennels]]/[[Animal Training]] -&amp;gt; Tame [[Animals]]&lt;br /&gt;
&lt;br /&gt;
Tame [[Animals]] -&amp;gt; [[Kennels]]/[[Animal Training]] -&amp;gt; Trained [[Animals]]&lt;br /&gt;
:(note that the Kennels while it is a building is not a workshop)&lt;br /&gt;
:(also animal training only works for Dogs right now)&lt;br /&gt;
&lt;br /&gt;
Tame [[Animal]] -&amp;gt; [[Butcher's Shop]]/[[Butchery]] -&amp;gt; [[Corpse]]&lt;br /&gt;
: ({{K|Z}}-Animals-Ready for Slaughter)&lt;br /&gt;
: Really?&lt;br /&gt;
: I thought it was U-&amp;gt;Select the Animal Unit-&amp;gt;Set &amp;quot;Ready for Slaughter&amp;quot; to (Y).&lt;br /&gt;
&lt;br /&gt;
[[Fat]] -&amp;gt; [[Cooking]]?/[[Kitchen]] -&amp;gt; [[Tallow]]&lt;br /&gt;
&lt;br /&gt;
[[Tallow]], [[Lye]] -&amp;gt; [[Soaper]]/[[Alchemist's laboratory]] -&amp;gt; [[Soap]]&lt;br /&gt;
: The documentation on other wiki pages is inconsistent on this one but Soap doesn't do anything yet, so it's not critical.&lt;br /&gt;
&lt;br /&gt;
[[Skin]] -&amp;gt; [[Tannery|Tanning]]/[[Tannery]] -&amp;gt; [[Leather]]&lt;br /&gt;
&lt;br /&gt;
[[Leather]] -&amp;gt; [[Craftsdwarf's workshop]]/[[Leatherworking]] -&amp;gt; [[Armor]], [[Bags]]&lt;br /&gt;
&lt;br /&gt;
[[Bone]] -&amp;gt; [[Craftsdwarf's workshop]]/[[Craft#Crafts|Bonecarving]] -&amp;gt; [[Craft]], [[Bolts]], [[Armor]], [[Decoration]]&lt;br /&gt;
&lt;br /&gt;
[[Shell]] -&amp;gt; [[Craftsdwarf's workshop]]/[[Craft#Crafts|Bonecarving]] -&amp;gt; [[Craft]], [[Decoration]]&lt;br /&gt;
&lt;br /&gt;
[[Skull]] -&amp;gt; [[Craftsdwarf's workshop]]/[[Craft#Crafts|Bonecarving]] -&amp;gt; [[Totem]]&lt;br /&gt;
&lt;br /&gt;
: What are totems for? Can't find any info on the wiki.&lt;br /&gt;
&lt;br /&gt;
=== Metal ===&lt;br /&gt;
: note - the various &amp;quot;Magma&amp;quot; variants all require [[Magma]], and use less [[Fuel]] - no Fuel at all if you don't make steel.&lt;br /&gt;
: The reaction table for which Ores make which metals and/or alloys is complex and beyond the scope of this article. see [[Ore]] for details.&lt;br /&gt;
: Metals can be used to make different sorts of things, see the article for a given product to see which metals are suitable.&lt;br /&gt;
&lt;br /&gt;
[[Ore]] + [[Fuel]] -&amp;gt; [[Smelter]]/[[Smelting]] -&amp;gt; [[Metal|Metal Bars]]&lt;br /&gt;
&lt;br /&gt;
[[Ore]] x 2 + [[Fuel]] -&amp;gt; [[Smelter]]/[[Smelting]] -&amp;gt; Various [[Alloy]]&lt;br /&gt;
: Does this take extra units of fuel? It looks to me like it doesn't.&lt;br /&gt;
&lt;br /&gt;
[[Ore]] -&amp;gt; [[Magma Smelter]]/[[Smelting]] -&amp;gt; [[Metal Bars]]&lt;br /&gt;
&lt;br /&gt;
[[Ore]] x 2  -&amp;gt; [[Magma Smelter]]/[[Smelting]] -&amp;gt; Various [[Alloy]]&lt;br /&gt;
&lt;br /&gt;
[[Coal]] + [[Fuel]] -&amp;gt; [[Smelter]]/[[Smelting]] -&amp;gt; [[Coke]] x 3, which is [[Fuel]]&lt;br /&gt;
&lt;br /&gt;
[[Coal]] -&amp;gt; [[Magma Smelter]]/[[Smelting]] -&amp;gt; [[Coke]] x 3, which is [[Fuel]]&lt;br /&gt;
&lt;br /&gt;
[[Lignite]] + [[Fuel]] -&amp;gt; [[Smelter]]/[[Smelting]] -&amp;gt; [[Coke]] x2, which is [[Fuel]]&lt;br /&gt;
&lt;br /&gt;
[[Lignite]] -&amp;gt; [[Magma Smelter]]/[[Smelting]] -&amp;gt; [[Coke]] x2, which is [[Fuel]]&lt;br /&gt;
&lt;br /&gt;
[[Iron Bars]] + [[Flux]] + [[Fuel]] -&amp;gt; [[Smelter]] or [[Magma Smelter]]/[[Smelting]] -&amp;gt; [[Pig Iron]]&lt;br /&gt;
&lt;br /&gt;
[[Pig Iron]] + [[Iron Bars]] + [[Flux]] + [[Fuel]] -&amp;gt; [[Smelter]] or [[Magma Smelter]]/[[Smelting]] -&amp;gt; [[Steel Bars]] x 2&lt;br /&gt;
&lt;br /&gt;
: note - this means, to stay in steady operation, smelt iron ore twice, then pig iron once, then steel bars once. The four operations togethether produce 2 steel. Magma halves the fuel cost but does not eliminate it.&lt;br /&gt;
&lt;br /&gt;
[[Metal|Metal Bars]] + [[Fuel]] -&amp;gt; [[Smelter]]/[[Smelting]] -&amp;gt; [[Alloy]]&lt;br /&gt;
&lt;br /&gt;
: it's generally a better idea to make the alloy directly from ore, I believe.&lt;br /&gt;
&lt;br /&gt;
[[Metal|Metal Bars]] + [[Fuel]] -&amp;gt; [[Metalsmith's Forge]]/[[Metal crafting]] or [[Blacksmithing]] -&amp;gt; [[Metal Item]]&lt;br /&gt;
: This obviously needs to be fleshed out.&lt;br /&gt;
&lt;br /&gt;
[[Metal]], [[Fuel]] -&amp;gt; [[Metalsmith's Forge]]/[[Armorsmith]] -&amp;gt; [[Armor]]&lt;br /&gt;
&lt;br /&gt;
[[Metal]], [[Fuel]] -&amp;gt; [[Metalsmith's Forge]]/[[Weaponsmith]] -&amp;gt; [[Weapon]]&lt;br /&gt;
&lt;br /&gt;
=== Misc ===&lt;br /&gt;
&lt;br /&gt;
Empty [[Bags]] -&amp;gt; [[Glass Furnace]] / [[Item Hauling]]?!?! -&amp;gt; [[Sand]] &lt;br /&gt;
: You need to assign the collect sand job to a glass furance, AND&lt;br /&gt;
: use Zones -&amp;gt; Collect Sand&lt;br /&gt;
: FWIW I can&lt;br /&gt;
&lt;br /&gt;
[[Sand]] -&amp;gt; [[Glass Furnace]] / [[Glassworking]] -&amp;gt; [[Furniture]] ...?&lt;br /&gt;
: It is presently impossible to make glass weapons because those require glass bars, which you cannot make.&lt;br /&gt;
&lt;br /&gt;
[[Vermin]], [[Traps]] -&amp;gt; [[Kennels]] or [[Butcher's shop]]/[[Trapper]] -&amp;gt; &lt;br /&gt;
&lt;br /&gt;
[[Barrel]], [[Crops]] -&amp;gt; [[Still]]/[[Brewing]] -&amp;gt; [[Alcohol]], [[Seed|Seeds]]&lt;br /&gt;
&lt;br /&gt;
[[Crops]] and/or [[Meat]] and/or [[Alcohol]] and/or [[Fish]] -&amp;gt; [[Kitchen]]/[[Cooking]] -&amp;gt; [[Food#Prepared_food|Prepared Meals]]&lt;br /&gt;
: IMPORTANT NOTE - Cooked Crops do *not* produce seeds, so it is generally a bad idea to cook crops unless you have plenty (Z-&amp;gt;Kitchen to disable cooking of crops).&lt;br /&gt;
: Once you have excess seeds, you can cook half of your crops and still have enough seeds to replace them.&lt;br /&gt;
&lt;br /&gt;
[[Crops]] -&amp;gt; [[Farmer's workshop]]/[[Threshing]] -&amp;gt; [[Thread]] + [[Seeds]] x 2&lt;br /&gt;
: (Verify that this produces seeds)&lt;br /&gt;
&lt;br /&gt;
[[Thread]] -&amp;gt; [[Loom]]/[[Weaving]] -&amp;gt; [[Cloth]]&lt;br /&gt;
&lt;br /&gt;
[[Cloth]] -&amp;gt; [[Clothier's shop]]/[[Clothesmaking]] -&amp;gt; [[Clothing]]&lt;br /&gt;
&lt;br /&gt;
= Economic Management =&lt;br /&gt;
== Stockpiles ==&lt;br /&gt;
: Due to the way the interface works, the key to maintaining flowthrough in your workshops is to have properly positioned and well-maintained stockpiles.&lt;br /&gt;
&lt;br /&gt;
: [[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. &lt;br /&gt;
&lt;br /&gt;
: 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.&lt;br /&gt;
&lt;br /&gt;
: 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!&lt;br /&gt;
&lt;br /&gt;
: Specific guidelines follow.&lt;br /&gt;
&lt;br /&gt;
=== Stone ===&lt;br /&gt;
: 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.&lt;br /&gt;
: Flux, Fuel and Ore are covered below.&lt;br /&gt;
&lt;br /&gt;
=== Flux and Ore ===&lt;br /&gt;
: A handy flux stockpile is absolutely key to maintaining efficient throughput in making steel. Steel is very labor intensive to begin with and if your furnace operators have to go a long way to get materials, you're over and done.&lt;br /&gt;
: On the other hand, if you have any flux at all, it's probably marble and you probably have &amp;lt;B&amp;gt;lots&amp;lt;/B&amp;gt; of it.&lt;br /&gt;
: So a large flux stockpile will divert all hauling labor into filling it up.&lt;br /&gt;
: Generally speaking, a 3x3 stockpile should be plenty, but keep it absolutely as close to your furnaces as possible.&lt;br /&gt;
&lt;br /&gt;
: 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.&lt;br /&gt;
: 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.&lt;br /&gt;
: If you don't have magma you're going to burning fuel like crazy.&lt;br /&gt;
&lt;br /&gt;
=== Lumber ===&lt;br /&gt;
: 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.&lt;br /&gt;
: 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.&lt;br /&gt;
: In general, I recommend placing your lumber stockpile near the surface, and placing the lumber using workshops or furnaces as nearby as possible.&lt;br /&gt;
: 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.&lt;br /&gt;
&lt;br /&gt;
=== Finished Goods ===&lt;br /&gt;
: 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.&lt;br /&gt;
: You'll want to make more bins than you can possibly make, so make as many as you can.&lt;br /&gt;
: Once you have bins, it becomes much easier to haul finished goods to your trade depot, since the dwarves haul the bin with them.&lt;br /&gt;
: 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.&lt;br /&gt;
: 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.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
=== Material Classifications ===&lt;br /&gt;
: This is to help you find stuff in the stock pages&lt;br /&gt;
&lt;br /&gt;
: [[Fuel]] of every kind, as well as [[Ash]] and [[Potash]], are classified as Metal Bars for some mysterious reason.&lt;br /&gt;
&lt;br /&gt;
[[category: Economy]]&lt;/div&gt;</summary>
		<author><name>DrPraetorious</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Economics&amp;diff=21897</id>
		<title>40d:Economics</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Economics&amp;diff=21897"/>
		<updated>2007-11-21T23:00:45Z</updated>

		<summary type="html">&lt;p&gt;DrPraetorious: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Overall Economic Flowchart =&lt;br /&gt;
&lt;br /&gt;
Each process on the economic flowchart has the following components:&lt;br /&gt;
* Inputs (on left) - the process will use up these raw materials.&lt;br /&gt;
* 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. &lt;br /&gt;
* Outputs (on right) - These are the goods that are produced by the economic activity in question.&lt;br /&gt;
&lt;br /&gt;
 Note: an article is desperately needed to cover the concept of happy thoughts.&lt;br /&gt;
&lt;br /&gt;
== Raw Materials ==&lt;br /&gt;
&lt;br /&gt;
assign these jobs through the designate or zone options.&lt;br /&gt;
&lt;br /&gt;
[[Walls]] -&amp;gt; &amp;lt;I&amp;gt;[[Pick]]&amp;lt;/I&amp;gt;/[[Mining]] -&amp;gt; [[Stone]], some of which is also [[Ore]] or [[Flux]] or [[Gems]] or [[Coal]] or [[Lignite]]&lt;br /&gt;
:(designate -&amp;gt; Mine)&lt;br /&gt;
&lt;br /&gt;
[[Chop down trees|Trees]] -&amp;gt; &amp;lt;I&amp;gt;[[Battle axe]]&amp;lt;/I&amp;gt;/[[Wood Cutter]] -&amp;gt; [[Wood]]&lt;br /&gt;
:(designate -&amp;gt; Chop Trees)&lt;br /&gt;
&lt;br /&gt;
[[Walls]] -&amp;gt; none/[[Engraving|Stone Detailing]] -&amp;gt; [[Rooms#Room_grades|Room Quality]]&lt;br /&gt;
:(designate -&amp;gt; Smooth Stone) and (designate -&amp;gt; Engrave Stone)&lt;br /&gt;
: The reason you do this is to give your dwarves happy thoughts, which has a (poorly understood?) beneficial effect.&lt;br /&gt;
&lt;br /&gt;
[[Water]] -&amp;gt; none/[[Fishing]] -&amp;gt; Raw [[Fish]]&lt;br /&gt;
:(designate -&amp;gt; Fish, do this at the level above the water)&lt;br /&gt;
&lt;br /&gt;
[[Animals]] -&amp;gt; &amp;lt;I&amp;gt;[[Weapon]]&amp;lt;/I&amp;gt;/[[Ambusher|Hunting]] -&amp;gt; [[Corpse|Corpses]]&lt;br /&gt;
:(assign any dwarf the hunt job)&lt;br /&gt;
&lt;br /&gt;
[[Bush|Bushes]] -&amp;gt; none/[[Gather Plants]] -&amp;gt; [[Crops]]&lt;br /&gt;
:(designate -&amp;gt; Gather Plants)&lt;br /&gt;
&lt;br /&gt;
[[Crops]] -&amp;gt; [[Food#Eating|Eating]] -&amp;gt; [[Seeds]]&lt;br /&gt;
&lt;br /&gt;
[[Seed]] -&amp;gt; [[Farm plot]]/[[Farming|Farming(fields)]] -&amp;gt; [[Crops]]&lt;br /&gt;
:(note that the Farm Plot while it is a building is not a workshop)&lt;br /&gt;
&lt;br /&gt;
== Second Tier Materials ==&lt;br /&gt;
(only raw materials needed as input)&lt;br /&gt;
&lt;br /&gt;
Raw [[Fish]] -&amp;gt; [[Fishery]]/[[Fish Cleaning]] -&amp;gt; [[Fish]]&lt;br /&gt;
&lt;br /&gt;
[[Corpse]] -&amp;gt; [[Butcher's Shop]]/[[Butchery]] -&amp;gt; [[Meat]] (which is [[Food]]), [[Fat]], [[Skin]], [[Bones]], [[Skulls]]&lt;br /&gt;
&lt;br /&gt;
[[Stone]] -&amp;gt; [[Mason's workshop]]/[[construction|Masonry]] -&amp;gt; [[Furniture]], [[Blocks]]&lt;br /&gt;
&lt;br /&gt;
[[Stone]] -&amp;gt; [[Craftsdwarf's workshop]]/[[Craft#Crafts|Stonecrafting]] -&amp;gt; [[Craft]], [[Weapon|Short Sword]]&lt;br /&gt;
&lt;br /&gt;
[[Stone]] -&amp;gt; [[Mechanic's workshop]]/[[Mechanics]] -&amp;gt; [[Mechanism]]&lt;br /&gt;
&lt;br /&gt;
[[Wood]] -&amp;gt; [[Carpenter's workshop]]/[[construction|Carpentry]] -&amp;gt; [[Furniture]], [[Blocks]], [[Container|Barrels]], [[Container|Bins]]&lt;br /&gt;
&lt;br /&gt;
[[Wood]] -&amp;gt; [[Craftsdwarf's workshop]]/[[Craft#Crafts|Woodcrafting]] -&amp;gt; [[Craft]], [[Bolts]]&lt;br /&gt;
&lt;br /&gt;
[[Wood]] -&amp;gt; [[Carpenter's workshop]]/[[Skills|Trapping]] -&amp;gt; [[Animal Trap]]&lt;br /&gt;
&lt;br /&gt;
[[Wood]] -&amp;gt; [[Bowyer's workshop]]/[[Bowyer]] -&amp;gt; [[Crossbow|Wooden Crossbow]]&lt;br /&gt;
&lt;br /&gt;
[[Wood]] -&amp;gt; [[Wood furnace]]/[[Wood burning]] -&amp;gt; [[Charcoal]], which is [[Fuel]]&lt;br /&gt;
&lt;br /&gt;
[[Wood]] -&amp;gt; [[Wood furnace]]/[[Wood burning]] -&amp;gt; [[Ash]]&lt;br /&gt;
:(note - the Wood Furnace is a Furnace, not a workshop)&lt;br /&gt;
&lt;br /&gt;
== Higher Tier Materials ==&lt;br /&gt;
=== Animal Based ===&lt;br /&gt;
some [[Fish]] -&amp;gt; [[Food#Eating|Eating]] -&amp;gt; [[Shell]] and/or [[Bone]]&lt;br /&gt;
&lt;br /&gt;
Wild [[Animals]], &amp;lt;I&amp;gt;[[Animal Trap]]&amp;lt;/I&amp;gt; -&amp;gt; none/[[Trapping]] -&amp;gt; Captured [[Animals]]&lt;br /&gt;
&lt;br /&gt;
Captured [[Animals]] -&amp;gt; [[Kennels]]/[[Animal Training]] -&amp;gt; Tame [[Animals]]&lt;br /&gt;
&lt;br /&gt;
Tame [[Animals]] -&amp;gt; [[Kennels]]/[[Animal Training]] -&amp;gt; Trained [[Animals]]&lt;br /&gt;
:(note that the Kennels while it is a building is not a workshop)&lt;br /&gt;
:(also animal training only works for Dogs right now)&lt;br /&gt;
&lt;br /&gt;
Tame [[Animal]] -&amp;gt; [[Butcher's Shop]]/[[Butchery]] -&amp;gt; [[Corpse]]&lt;br /&gt;
: ({{K|Z}}-Animals-Ready for Slaughter)&lt;br /&gt;
: Really?&lt;br /&gt;
: I thought it was U-&amp;gt;Select the Animal Unit-&amp;gt;Set &amp;quot;Ready for Slaughter&amp;quot; to (Y).&lt;br /&gt;
&lt;br /&gt;
[[Fat]] -&amp;gt; [[Cooking]]?/[[Kitchen]] -&amp;gt; [[Tallow]]&lt;br /&gt;
&lt;br /&gt;
[[Tallow]], [[Lye]] -&amp;gt; [[Soaper]]/[[Alchemist's laboratory]] -&amp;gt; [[Soap]]&lt;br /&gt;
: The documentation on other wiki pages is inconsistent on this one but Soap doesn't do anything yet, so it's not critical.&lt;br /&gt;
&lt;br /&gt;
[[Skin]] -&amp;gt; [[Tannery|Tanning]]/[[Tannery]] -&amp;gt; [[Leather]]&lt;br /&gt;
&lt;br /&gt;
[[Leather]] -&amp;gt; [[Craftsdwarf's workshop]]/[[Leatherworking]] -&amp;gt; [[Armor]], [[Bags]]&lt;br /&gt;
&lt;br /&gt;
[[Bone]] -&amp;gt; [[Craftsdwarf's workshop]]/[[Craft#Crafts|Bonecarving]] -&amp;gt; [[Craft]], [[Bolts]], [[Armor]], [[Decoration]]&lt;br /&gt;
&lt;br /&gt;
[[Shell]] -&amp;gt; [[Craftsdwarf's workshop]]/[[Craft#Crafts|Bonecarving]] -&amp;gt; [[Craft]], [[Decoration]]&lt;br /&gt;
&lt;br /&gt;
[[Skull]] -&amp;gt; [[Craftsdwarf's workshop]]/[[Craft#Crafts|Bonecarving]] -&amp;gt; [[Totem]]&lt;br /&gt;
&lt;br /&gt;
: What are totems for? Can't find any info on the wiki.&lt;br /&gt;
&lt;br /&gt;
=== Metal ===&lt;br /&gt;
: note - the various &amp;quot;Magma&amp;quot; variants all require [[Magma]], and use less [[Fuel]] - no Fuel at all if you don't make steel.&lt;br /&gt;
: The reaction table for which Ores make which metals and/or alloys is complex and beyond the scope of this article. see [[Ore]] for details.&lt;br /&gt;
: Metals can be used to make different sorts of things, see the article for a given product to see which metals are suitable.&lt;br /&gt;
&lt;br /&gt;
[[Ore]] + [[Fuel]] -&amp;gt; [[Smelter]]/[[Smelting]] -&amp;gt; [[Metal|Metal Bars]]&lt;br /&gt;
&lt;br /&gt;
[[Ore]] x 2 + [[Fuel]] -&amp;gt; [[Smelter]]/[[Smelting]] -&amp;gt; Various [[Alloy]]&lt;br /&gt;
: Does this take extra units of fuel? It looks to me like it doesn't.&lt;br /&gt;
&lt;br /&gt;
[[Ore]] -&amp;gt; [[Magma Smelter]]/[[Smelting]] -&amp;gt; [[Metal Bars]]&lt;br /&gt;
&lt;br /&gt;
[[Ore]] x 2  -&amp;gt; [[Magma Smelter]]/[[Smelting]] -&amp;gt; Various [[Alloy]]&lt;br /&gt;
&lt;br /&gt;
[[Coal]] + [[Fuel]] -&amp;gt; [[Smelter]]/[[Smelting]] -&amp;gt; [[Coke]] x 3, which is [[Fuel]]&lt;br /&gt;
&lt;br /&gt;
[[Coal]] -&amp;gt; [[Magma Smelter]]/[[Smelting]] -&amp;gt; [[Coke]] x 3, which is [[Fuel]]&lt;br /&gt;
&lt;br /&gt;
[[Lignite]] + [[Fuel]] -&amp;gt; [[Smelter]]/[[Smelting]] -&amp;gt; [[Coke]] x2, which is [[Fuel]]&lt;br /&gt;
&lt;br /&gt;
[[Lignite]] -&amp;gt; [[Magma Smelter]]/[[Smelting]] -&amp;gt; [[Coke]] x2, which is [[Fuel]]&lt;br /&gt;
&lt;br /&gt;
[[Iron Bars]] + [[Flux]] + [[Fuel]] -&amp;gt; [[Smelter]] or [[Magma Smelter]]/[[Smelting]] -&amp;gt; [[Pig Iron]]&lt;br /&gt;
&lt;br /&gt;
[[Pig Iron]] + [[Iron Bars]] + [[Flux]] + [[Fuel]] -&amp;gt; [[Smelter]] or [[Magma Smelter]]/[[Smelting]] -&amp;gt; [[Steel Bars]] x 2&lt;br /&gt;
&lt;br /&gt;
: note - this means, to stay in steady operation, smelt iron ore twice, then pig iron once, then steel bars once. The four operations togethether produce 2 steel. Magma halves the fuel cost but does not eliminate it.&lt;br /&gt;
&lt;br /&gt;
[[Metal|Metal Bars]] + [[Fuel]] -&amp;gt; [[Smelter]]/[[Smelting]] -&amp;gt; [[Alloy]]&lt;br /&gt;
&lt;br /&gt;
: it's generally a better idea to make the alloy directly from ore, I believe.&lt;br /&gt;
&lt;br /&gt;
[[Metal|Metal Bars]] + [[Fuel]] -&amp;gt; [[Metalsmith's Forge]]/[[Metal crafting]] or [[Blacksmithing]] -&amp;gt; [[Metal Item]]&lt;br /&gt;
: This obviously needs to be fleshed out.&lt;br /&gt;
&lt;br /&gt;
[[Metal]], [[Fuel]] -&amp;gt; [[Metalsmith's Forge]]/[[Armorsmith]] -&amp;gt; [[Armor]]&lt;br /&gt;
&lt;br /&gt;
[[Metal]], [[Fuel]] -&amp;gt; [[Metalsmith's Forge]]/[[Weaponsmith]] -&amp;gt; [[Weapon]]&lt;br /&gt;
&lt;br /&gt;
=== Misc ===&lt;br /&gt;
&lt;br /&gt;
Empty [[Bags]] -&amp;gt; [[Glass Furnace]] / [[Item Hauling]]?!?! -&amp;gt; [[Sand]] &lt;br /&gt;
: You need to assign the collect sand job to a glass furance, AND&lt;br /&gt;
: use Zones -&amp;gt; Collect Sand&lt;br /&gt;
: FWIW I can&lt;br /&gt;
&lt;br /&gt;
[[Sand]] -&amp;gt; [[Glass Furnace]] / [[Glassworking]] -&amp;gt; [[Furniture]] ...?&lt;br /&gt;
: It is presently impossible to make glass weapons because those require glass bars, which you cannot make.&lt;br /&gt;
&lt;br /&gt;
[[Vermin]], [[Traps]] -&amp;gt; [[Kennels]] or [[Butcher's shop]]/[[Trapper]] -&amp;gt; &lt;br /&gt;
&lt;br /&gt;
[[Barrel]], [[Crops]] -&amp;gt; [[Still]]/[[Brewing]] -&amp;gt; [[Alcohol]], [[Seed|Seeds]]&lt;br /&gt;
&lt;br /&gt;
[[Crops]] and/or [[Meat]] and/or [[Alcohol]] and/or [[Fish]] -&amp;gt; [[Kitchen]]/[[Cooking]] -&amp;gt; [[Food#Prepared_food|Prepared Meals]]&lt;br /&gt;
: IMPORTANT NOTE - Cooked Crops do *not* produce seeds, so it is generally a bad idea to cook crops unless you have plenty (Z-&amp;gt;Kitchen to disable cooking of crops).&lt;br /&gt;
: Once you have excess seeds, you can cook half of your crops and still have enough seeds to replace them.&lt;br /&gt;
&lt;br /&gt;
[[Crops]] -&amp;gt; [[Farmer's workshop]]/[[Threshing]] -&amp;gt; [[Thread]] + [[Seeds]] x 2&lt;br /&gt;
: (Verify that this produces seeds)&lt;br /&gt;
&lt;br /&gt;
[[Thread]] -&amp;gt; [[Loom]]/[[Weaving]] -&amp;gt; [[Cloth]]&lt;br /&gt;
&lt;br /&gt;
[[Cloth]] -&amp;gt; [[Clothier's shop]]/[[Clothesmaking]] -&amp;gt; [[Clothing]]&lt;br /&gt;
&lt;br /&gt;
= Economic Management =&lt;br /&gt;
== Stockpiles ==&lt;br /&gt;
: Due to the way the interface works, the key to maintaining flowthrough in your workshops is to have properly positioned and well-maintained stockpiles.&lt;br /&gt;
&lt;br /&gt;
: [[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. &lt;br /&gt;
&lt;br /&gt;
: 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.&lt;br /&gt;
&lt;br /&gt;
: 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!&lt;br /&gt;
&lt;br /&gt;
: Specific guidelines follow.&lt;br /&gt;
&lt;br /&gt;
=== Stone ===&lt;br /&gt;
: 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.&lt;br /&gt;
: Flux, Fuel and Ore are covered below.&lt;br /&gt;
&lt;br /&gt;
=== Flux and Ore ===&lt;br /&gt;
: A handy flux stockpile is absolutely key to maintaining efficient throughput in making steel. Steel is very labor intensive to begin with and if your furnace operators have to go a long way to get materials, you're over and done.&lt;br /&gt;
: On the other hand, if you have any flux at all, it's probably marble and you probably have &amp;lt;B&amp;gt;lots&amp;lt;/B&amp;gt; of it.&lt;br /&gt;
: So a large flux stockpile will divert all hauling labor into filling it up.&lt;br /&gt;
: Generally speaking, a 3x3 stockpile should be plenty, but keep it absolutely as close to your furnaces as possible.&lt;br /&gt;
&lt;br /&gt;
: 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.&lt;br /&gt;
: 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.&lt;br /&gt;
: If you don't have magma you're going to burning fuel like crazy.&lt;br /&gt;
&lt;br /&gt;
=== Lumber ===&lt;br /&gt;
: 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.&lt;br /&gt;
: 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.&lt;br /&gt;
: In general, I recommend placing your lumber stockpile near the surface, and placing the lumber using workshops or furnaces as nearby as possible.&lt;br /&gt;
: 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.&lt;br /&gt;
&lt;br /&gt;
=== Finished Goods ===&lt;br /&gt;
: 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.&lt;br /&gt;
: You'll want to make more bins than you can possibly make, so make as many as you can.&lt;br /&gt;
: Once you have bins, it becomes much easier to haul finished goods to your trade depot, since the dwarves haul the bin with them.&lt;br /&gt;
: 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.&lt;br /&gt;
: 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.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
=== Material Classifications ===&lt;br /&gt;
: This is to help you find stuff in the stock pages&lt;br /&gt;
&lt;br /&gt;
: [[Fuel]] of every kind, as well as [[Ash]] and [[Potash]], are classified as Metal Bars for some mysterious reason.&lt;br /&gt;
&lt;br /&gt;
[[category: Economy]]&lt;/div&gt;</summary>
		<author><name>DrPraetorious</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Economics&amp;diff=28156</id>
		<title>40d Talk:Economics</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Economics&amp;diff=28156"/>
		<updated>2007-11-21T22:59:40Z</updated>

		<summary type="html">&lt;p&gt;DrPraetorious: New page: : It had been my impression that *most* buildings did require the Architecture job to be enabled; this can be a serious issue if you are trying to expand rapidly and only have architecture...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;: It had been my impression that *most* buildings did require the Architecture job to be enabled; this can be a serious issue if you are trying to expand rapidly and only have architecture on your mason. But the text is not crucial so I'll just leave it out.&lt;br /&gt;
:--DrPraetorious&lt;/div&gt;</summary>
		<author><name>DrPraetorious</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Economics&amp;diff=21895</id>
		<title>40d:Economics</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Economics&amp;diff=21895"/>
		<updated>2007-11-19T17:58:36Z</updated>

		<summary type="html">&lt;p&gt;DrPraetorious: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Overall Economic Flowchart =&lt;br /&gt;
&lt;br /&gt;
Each process on the economic flowchart has the following components:&lt;br /&gt;
* Inputs (on left) - the process will use up these raw materials.&lt;br /&gt;
* 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.&lt;br /&gt;
&lt;br /&gt;
Following the building is a list of skills and/or raw materials needed to make that building, or a #d reference to the job that can produce the good needed to do the job. Most buildings require building designer, specialized requirements for different buildings will be added when I get around to it (see [[Building]] for now).&lt;br /&gt;
* Outputs (on right) - These are the goods that are produced by the economic activity in question.&lt;br /&gt;
&lt;br /&gt;
 Note: an article is desperately needed to cover the concept of happy thoughts.&lt;br /&gt;
&lt;br /&gt;
== Raw Materials ==&lt;br /&gt;
&lt;br /&gt;
assign these jobs through the designate or zone options.&lt;br /&gt;
&lt;br /&gt;
[[Walls]] -&amp;gt; &amp;lt;I&amp;gt;[[Pick]]&amp;lt;/I&amp;gt;/[[Mining]] -&amp;gt; [[Stone]], some of which is also [[Ore]] or [[Flux]] or [[Gems]] or [[Coal]] or [[Lignite]]&lt;br /&gt;
:(designate -&amp;gt; Mine)&lt;br /&gt;
&lt;br /&gt;
[[Chop down trees|Trees]] -&amp;gt; &amp;lt;I&amp;gt;[[Battle axe]]&amp;lt;/I&amp;gt;/[[Wood Cutter]] -&amp;gt; [[Wood]]&lt;br /&gt;
:(designate -&amp;gt; Chop Trees)&lt;br /&gt;
&lt;br /&gt;
[[Walls]] -&amp;gt; none/[[Engraving|Stone Detailing]] -&amp;gt; [[Rooms#Room_grades|Room Quality]]&lt;br /&gt;
:(designate -&amp;gt; Smooth Stone) and (designate -&amp;gt; Engrave Stone)&lt;br /&gt;
: The reason you do this is to give your dwarves happy thoughts, which has a (poorly understood?) beneficial effect.&lt;br /&gt;
&lt;br /&gt;
[[Water]] -&amp;gt; none/[[Fishing]] -&amp;gt; Raw [[Fish]]&lt;br /&gt;
:(designate -&amp;gt; Fish, do this at the level above the water)&lt;br /&gt;
&lt;br /&gt;
[[Animals]] -&amp;gt; &amp;lt;I&amp;gt;[[Weapon]]&amp;lt;/I&amp;gt;/[[Ambusher|Hunting]] -&amp;gt; [[Corpse|Corpses]]&lt;br /&gt;
:(assign any dwarf the hunt job)&lt;br /&gt;
&lt;br /&gt;
[[Bush|Bushes]] -&amp;gt; none/[[Gather Plants]] -&amp;gt; [[Crops]]&lt;br /&gt;
:(designate -&amp;gt; Gather Plants)&lt;br /&gt;
&lt;br /&gt;
[[Crops]] -&amp;gt; [[Food#Eating|Eating]] -&amp;gt; [[Seeds]]&lt;br /&gt;
&lt;br /&gt;
[[Seed]] -&amp;gt; [[Farm plot]]/[[Farming|Farming(fields)]] -&amp;gt; [[Crops]]&lt;br /&gt;
:(note that the Farm Plot while it is a building is not a workshop)&lt;br /&gt;
&lt;br /&gt;
== Second Tier Materials ==&lt;br /&gt;
(only raw materials needed as input)&lt;br /&gt;
&lt;br /&gt;
Raw [[Fish]] -&amp;gt; [[Fishery]]/[[Fish Cleaning]] -&amp;gt; [[Fish]]&lt;br /&gt;
&lt;br /&gt;
[[Corpse]] -&amp;gt; [[Butcher's Shop]]/[[Butchery]] -&amp;gt; [[Meat]] (which is [[Food]]), [[Fat]], [[Skin]], [[Bones]], [[Skulls]]&lt;br /&gt;
&lt;br /&gt;
[[Stone]] -&amp;gt; [[Mason's workshop]]/[[construction|Masonry]] -&amp;gt; [[Furniture]], [[Blocks]]&lt;br /&gt;
&lt;br /&gt;
[[Stone]] -&amp;gt; [[Craftsdwarf's workshop]]/[[Craft#Crafts|Stonecrafting]] -&amp;gt; [[Craft]], [[Weapon|Short Sword]]&lt;br /&gt;
&lt;br /&gt;
[[Stone]] -&amp;gt; [[Mechanic's workshop]]/[[Mechanics]] -&amp;gt; [[Mechanism]]&lt;br /&gt;
&lt;br /&gt;
[[Wood]] -&amp;gt; [[Carpenter's workshop]]/[[construction|Carpentry]] -&amp;gt; [[Furniture]], [[Blocks]], [[Container|Barrels]], [[Container|Bins]]&lt;br /&gt;
&lt;br /&gt;
[[Wood]] -&amp;gt; [[Craftsdwarf's workshop]]/[[Craft#Crafts|Woodcrafting]] -&amp;gt; [[Craft]], [[Bolts]]&lt;br /&gt;
&lt;br /&gt;
[[Wood]] -&amp;gt; [[Carpenter's workshop]]/[[Skills|Trapping]] -&amp;gt; [[Animal Trap]]&lt;br /&gt;
&lt;br /&gt;
[[Wood]] -&amp;gt; [[Bowyer's workshop]]/[[Bowyer]] -&amp;gt; [[Crossbow|Wooden Crossbow]]&lt;br /&gt;
&lt;br /&gt;
[[Wood]] -&amp;gt; [[Wood furnace]]/[[Wood burning]] -&amp;gt; [[Charcoal]], which is [[Fuel]]&lt;br /&gt;
&lt;br /&gt;
[[Wood]] -&amp;gt; [[Wood furnace]]/[[Wood burning]] -&amp;gt; [[Ash]]&lt;br /&gt;
:(note - the Wood Furnace is a Furnace, not a workshop)&lt;br /&gt;
&lt;br /&gt;
== Higher Tier Materials ==&lt;br /&gt;
=== Animal Based ===&lt;br /&gt;
some [[Fish]] -&amp;gt; [[Food#Eating|Eating]] -&amp;gt; [[Shell]] and/or [[Bone]]&lt;br /&gt;
&lt;br /&gt;
Wild [[Animals]], &amp;lt;I&amp;gt;[[Animal Trap]]&amp;lt;/I&amp;gt; -&amp;gt; none/[[Trapping]] -&amp;gt; Captured [[Animals]]&lt;br /&gt;
&lt;br /&gt;
Captured [[Animals]] -&amp;gt; [[Kennels]]/[[Animal Training]] -&amp;gt; Tame [[Animals]]&lt;br /&gt;
&lt;br /&gt;
Tame [[Animals]] -&amp;gt; [[Kennels]]/[[Animal Training]] -&amp;gt; Trained [[Animals]]&lt;br /&gt;
:(note that the Kennels while it is a building is not a workshop)&lt;br /&gt;
:(also animal training only works for Dogs right now)&lt;br /&gt;
&lt;br /&gt;
Tame [[Animal]] -&amp;gt; [[Butcher's Shop]]/[[Butchery]] -&amp;gt; [[Corpse]]&lt;br /&gt;
: ({{K|Z}}-Animals-Ready for Slaughter)&lt;br /&gt;
: Really?&lt;br /&gt;
: I thought it was U-&amp;gt;Select the Animal Unit-&amp;gt;Set &amp;quot;Ready for Slaughter&amp;quot; to (Y).&lt;br /&gt;
&lt;br /&gt;
[[Fat]] -&amp;gt; [[Cooking]]?/[[Kitchen]] -&amp;gt; [[Tallow]]&lt;br /&gt;
&lt;br /&gt;
[[Tallow]], [[Lye]] -&amp;gt; [[Soaper]]/[[Alchemist's laboratory]] -&amp;gt; [[Soap]]&lt;br /&gt;
: The documentation on other wiki pages is inconsistent on this one but Soap doesn't do anything yet, so it's not critical.&lt;br /&gt;
&lt;br /&gt;
[[Skin]] -&amp;gt; [[Tannery|Tanning]]/[[Tannery]] -&amp;gt; [[Leather]]&lt;br /&gt;
&lt;br /&gt;
[[Leather]] -&amp;gt; [[Craftsdwarf's workshop]]/[[Leatherworking]] -&amp;gt; [[Armor]], [[Bags]]&lt;br /&gt;
&lt;br /&gt;
[[Bone]] -&amp;gt; [[Craftsdwarf's workshop]]/[[Craft#Crafts|Bonecarving]] -&amp;gt; [[Craft]], [[Bolts]], [[Armor]], [[Decoration]]&lt;br /&gt;
&lt;br /&gt;
[[Shell]] -&amp;gt; [[Craftsdwarf's workshop]]/[[Craft#Crafts|Bonecarving]] -&amp;gt; [[Craft]], [[Decoration]]&lt;br /&gt;
&lt;br /&gt;
[[Skull]] -&amp;gt; [[Craftsdwarf's workshop]]/[[Craft#Crafts|Bonecarving]] -&amp;gt; [[Totem]]&lt;br /&gt;
&lt;br /&gt;
: What are totems for? Can't find any info on the wiki.&lt;br /&gt;
&lt;br /&gt;
=== Metal ===&lt;br /&gt;
: note - the various &amp;quot;Magma&amp;quot; variants all require [[Magma]], and use less [[Fuel]] - no Fuel at all if you don't make steel.&lt;br /&gt;
: The reaction table for which Ores make which metals and/or alloys is complex and beyond the scope of this article. see [[Ore]] for details.&lt;br /&gt;
: Metals can be used to make different sorts of things, see the article for a given product to see which metals are suitable.&lt;br /&gt;
&lt;br /&gt;
[[Ore]] + [[Fuel]] -&amp;gt; [[Smelter]]/[[Smelting]] -&amp;gt; [[Metal|Metal Bars]]&lt;br /&gt;
&lt;br /&gt;
[[Ore]] x 2 + [[Fuel]] -&amp;gt; [[Smelter]]/[[Smelting]] -&amp;gt; Various [[Alloy]]&lt;br /&gt;
: Does this take extra units of fuel? It looks to me like it doesn't.&lt;br /&gt;
&lt;br /&gt;
[[Ore]] -&amp;gt; [[Magma Smelter]]/[[Smelting]] -&amp;gt; [[Metal Bars]]&lt;br /&gt;
&lt;br /&gt;
[[Ore]] x 2  -&amp;gt; [[Magma Smelter]]/[[Smelting]] -&amp;gt; Various [[Alloy]]&lt;br /&gt;
&lt;br /&gt;
[[Coal]] + [[Fuel]] -&amp;gt; [[Smelter]]/[[Smelting]] -&amp;gt; [[Coke]] x 3, which is [[Fuel]]&lt;br /&gt;
&lt;br /&gt;
[[Coal]] -&amp;gt; [[Magma Smelter]]/[[Smelting]] -&amp;gt; [[Coke]] x 3, which is [[Fuel]]&lt;br /&gt;
&lt;br /&gt;
[[Lignite]] + [[Fuel]] -&amp;gt; [[Smelter]]/[[Smelting]] -&amp;gt; [[Coke]] x2, which is [[Fuel]]&lt;br /&gt;
&lt;br /&gt;
[[Lignite]] -&amp;gt; [[Magma Smelter]]/[[Smelting]] -&amp;gt; [[Coke]] x2, which is [[Fuel]]&lt;br /&gt;
&lt;br /&gt;
[[Iron Bars]] + [[Flux]] + [[Fuel]] -&amp;gt; [[Smelter]] or [[Magma Smelter]]/[[Smelting]] -&amp;gt; [[Pig Iron]]&lt;br /&gt;
&lt;br /&gt;
[[Pig Iron]] + [[Iron Bars]] + [[Flux]] + [[Fuel]] -&amp;gt; [[Smelter]] or [[Magma Smelter]]/[[Smelting]] -&amp;gt; [[Steel Bars]] x 2&lt;br /&gt;
&lt;br /&gt;
: note - this means, to stay in steady operation, smelt iron ore twice, then pig iron once, then steel bars once. The four operations togethether produce 2 steel. Magma halves the fuel cost but does not eliminate it.&lt;br /&gt;
&lt;br /&gt;
[[Metal|Metal Bars]] + [[Fuel]] -&amp;gt; [[Smelter]]/[[Smelting]] -&amp;gt; [[Alloy]]&lt;br /&gt;
&lt;br /&gt;
: it's generally a better idea to make the alloy directly from ore, I believe.&lt;br /&gt;
&lt;br /&gt;
[[Metal|Metal Bars]] + [[Fuel]] -&amp;gt; [[Metalsmith's Forge]]/[[Metal crafting]] or [[Blacksmithing]] -&amp;gt; [[Metal Item]]&lt;br /&gt;
: This obviously needs to be fleshed out.&lt;br /&gt;
&lt;br /&gt;
[[Metal]], [[Fuel]] -&amp;gt; [[Metalsmith's Forge]]/[[Armorsmith]] -&amp;gt; [[Armor]]&lt;br /&gt;
&lt;br /&gt;
[[Metal]], [[Fuel]] -&amp;gt; [[Metalsmith's Forge]]/[[Weaponsmith]] -&amp;gt; [[Weapon]]&lt;br /&gt;
&lt;br /&gt;
=== Misc ===&lt;br /&gt;
&lt;br /&gt;
Empty [[Bags]] -&amp;gt; [[Glass Furnace]] / [[Item Hauling]]?!?! -&amp;gt; [[Sand]] &lt;br /&gt;
: You need to assign the collect sand job to a glass furance, AND&lt;br /&gt;
: use Zones -&amp;gt; Collect Sand&lt;br /&gt;
: FWIW I can&lt;br /&gt;
&lt;br /&gt;
[[Sand]] -&amp;gt; [[Glass Furnace]] / [[Glassworking]] -&amp;gt; [[Furniture]] ...?&lt;br /&gt;
: It is presently impossible to make glass weapons because those require glass bars, which you cannot make.&lt;br /&gt;
&lt;br /&gt;
[[Vermin]], [[Traps]] -&amp;gt; [[Kennels]] or [[Butcher's shop]]/[[Trapper]] -&amp;gt; &lt;br /&gt;
&lt;br /&gt;
[[Barrel]], [[Crops]] -&amp;gt; [[Still]]/[[Brewing]] -&amp;gt; [[Alcohol]], [[Seed|Seeds]]&lt;br /&gt;
&lt;br /&gt;
[[Crops]] and/or [[Meat]] and/or [[Alcohol]] and/or [[Fish]] -&amp;gt; [[Kitchen]]/[[Cooking]] -&amp;gt; [[Food#Prepared_food|Prepared Meals]]&lt;br /&gt;
: IMPORTANT NOTE - Cooked Crops do *not* produce seeds, so it is generally a bad idea to cook crops unless you have plenty (Z-&amp;gt;Kitchen to disable cooking of crops).&lt;br /&gt;
: Once you have excess seeds, you can cook half of your crops and still have enough seeds to replace them.&lt;br /&gt;
&lt;br /&gt;
[[Crops]] -&amp;gt; [[Farmer's workshop]]/[[Threshing]] -&amp;gt; [[Thread]] + [[Seeds]] x 2&lt;br /&gt;
: (Verify that this produces seeds)&lt;br /&gt;
&lt;br /&gt;
[[Thread]] -&amp;gt; [[Loom]]/[[Weaving]] -&amp;gt; [[Cloth]]&lt;br /&gt;
&lt;br /&gt;
[[Cloth]] -&amp;gt; [[Clothier's shop]]/[[Clothesmaking]] -&amp;gt; [[Clothing]]&lt;br /&gt;
&lt;br /&gt;
= Economic Management =&lt;br /&gt;
== Stockpiles ==&lt;br /&gt;
: Due to the way the interface works, the key to maintaining flowthrough in your workshops is to have properly positioned and well-maintained stockpiles.&lt;br /&gt;
&lt;br /&gt;
: [[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. &lt;br /&gt;
&lt;br /&gt;
: 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.&lt;br /&gt;
&lt;br /&gt;
: 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!&lt;br /&gt;
&lt;br /&gt;
: Specific guidelines follow.&lt;br /&gt;
&lt;br /&gt;
=== Stone ===&lt;br /&gt;
: 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.&lt;br /&gt;
: Flux, Fuel and Ore are covered below.&lt;br /&gt;
&lt;br /&gt;
=== Flux and Ore ===&lt;br /&gt;
: A handy flux stockpile is absolutely key to maintaining efficient throughput in making steel. Steel is very labor intensive to begin with and if your furnace operators have to go a long way to get materials, you're over and done.&lt;br /&gt;
: On the other hand, if you have any flux at all, it's probably marble and you probably have &amp;lt;B&amp;gt;lots&amp;lt;/B&amp;gt; of it.&lt;br /&gt;
: So a large flux stockpile will divert all hauling labor into filling it up.&lt;br /&gt;
: Generally speaking, a 3x3 stockpile should be plenty, but keep it absolutely as close to your furnaces as possible.&lt;br /&gt;
&lt;br /&gt;
: 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.&lt;br /&gt;
: 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.&lt;br /&gt;
: If you don't have magma you're going to burning fuel like crazy.&lt;br /&gt;
&lt;br /&gt;
=== Lumber ===&lt;br /&gt;
: 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.&lt;br /&gt;
: 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.&lt;br /&gt;
: In general, I recommend placing your lumber stockpile near the surface, and placing the lumber using workshops or furnaces as nearby as possible.&lt;br /&gt;
: 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.&lt;br /&gt;
&lt;br /&gt;
=== Finished Goods ===&lt;br /&gt;
: 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.&lt;br /&gt;
: You'll want to make more bins than you can possibly make, so make as many as you can.&lt;br /&gt;
: Once you have bins, it becomes much easier to haul finished goods to your trade depot, since the dwarves haul the bin with them.&lt;br /&gt;
: 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.&lt;br /&gt;
: 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.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
=== Material Classifications ===&lt;br /&gt;
: This is to help you find stuff in the stock pages&lt;br /&gt;
&lt;br /&gt;
: [[Fuel]] of every kind, as well as [[Ash]] and [[Potash]], are classified as Metal Bars for some mysterious reason.&lt;br /&gt;
&lt;br /&gt;
[[category: Economy]]&lt;/div&gt;</summary>
		<author><name>DrPraetorious</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Pregenerated_worlds&amp;diff=5474</id>
		<title>40d:Pregenerated worlds</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Pregenerated_worlds&amp;diff=5474"/>
		<updated>2007-11-18T16:11:09Z</updated>

		<summary type="html">&lt;p&gt;DrPraetorious: /* Seeds */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In order to rapidly find working worlds and save on generating time, some users pregenerate and share worlds to others. With the new seed technology, it is possible to share an entire world in as little as a dozen digits. Share neat worlds, unique worlds using Seeds to save upload time, or share worlds using the save file to save on world creation time for others.&lt;br /&gt;
&lt;br /&gt;
== Downloadable worlds ==&lt;br /&gt;
&lt;br /&gt;
Downloadable worlds are worlds which have been generated and then compressed into a single archive file for sharing over the internet.  Download the file then extract the folder inside the archive into your /data/save folder in order to use it.&lt;br /&gt;
&lt;br /&gt;
=== Lathondur Minbaz ===&lt;br /&gt;
&lt;br /&gt;
Direct download available here: [http://morlark.uwcs.co.uk/misc/region1.tar.gz Lathondur Minbaz]&lt;br /&gt;
&lt;br /&gt;
=== The Continents of Mist ===&lt;br /&gt;
&lt;br /&gt;
Direct download available here: [http://rapidshare.com/files/69121571/continents_of_mist.zip The Continents of Mist]&amp;lt;br/&amp;gt;&lt;br /&gt;
Download includes a list of magma and non-magma sites, each with (non-spoily) description and location map.&amp;lt;br/&amp;gt;&lt;br /&gt;
(version v0.27.169.33a, seed 757133686, provided by Fedor)&lt;br /&gt;
&lt;br /&gt;
== Seeds ==&lt;br /&gt;
&lt;br /&gt;
Seeded worlds are special &amp;quot;codes&amp;quot; which tell the game's pseudo-random number generator (a sophisticated mathematical function which produces numbers that seem random) where to begin generating a world.  Because the random number generator is actually just a mathematical function and thus always produces the same result when given a certain input, you can &amp;quot;seed&amp;quot; the generator to produce an entire series of random numbers on another computer that are exactly the same as they were originally produced on the first computer.&lt;br /&gt;
&lt;br /&gt;
To use a seeded world, select ''Create a New World'' during the main menu, then hit {{key|s}} to specify a seed.  Type in the seed and hit {{key|Enter}}, then hit {{key|Enter}} one more time to begin generation.  It will still take the normal amount of time to generate the world, and you will still have rejects before the world is produced.&lt;br /&gt;
&lt;br /&gt;
The random seed used also determines the world's name if a random name is selected.  As a consequence, the choice of whether to use a random name or a given name can result in a completely different world even when the same seed is used.  Seed publishers should specify whether a random name was selected when generating the world.&lt;br /&gt;
&lt;br /&gt;
=== Seed 0: 0 Rejects and plenty of awesomeness ===&lt;br /&gt;
&lt;br /&gt;
This world uses a random name and was generated in v0.27.169.33a.&lt;br /&gt;
&lt;br /&gt;
[http://img140.imageshack.us/my.php?image=worldmapregion210500hk1.jpg You may see this for yourself here.]  Notables are a fairly large ocean in the lower-left corner, about 6 volcanoes scattered around the map, and I firmly believe there is a final volcano in the lower-right tundra corner of the map (because I *saw* it while the world was generating and the year was 1048, dammit), though the picture doesn't show it.  There also seems to be a nice variety of environments for your leisure.  Enjoy!&lt;br /&gt;
&lt;br /&gt;
And I have found it.  Behold the beauty:&lt;br /&gt;
&lt;br /&gt;
[[Image:Freezingvolcano.JPG|A volcano in an unusual area]]&lt;br /&gt;
&lt;br /&gt;
=== Seed 2: A Quick One ===&lt;br /&gt;
&lt;br /&gt;
This seed only rejects 3 regions, so it is one of the quickest to generate. This saves time if your computer is slow, and don't want to download the pregenerated one.&lt;br /&gt;
&lt;br /&gt;
Here is a starting place for seed 2 that is relatively flat, has magma and water on the same Z level. Has flux, sand. Heavily forested and max herbs. Enjoy.&lt;br /&gt;
&lt;br /&gt;
The aquifer is only in the top left corner of this map, and can easily be avoided if you don't wish to deal with one.&lt;br /&gt;
&lt;br /&gt;
'''Neighbors:''' [[Dwarves]], [[Elves]], [[Goblins]], [[Humans]]&lt;br /&gt;
&lt;br /&gt;
'''Features:''' [[Magma vent]], [[Aquifer]]&lt;br /&gt;
&lt;br /&gt;
'''Dominant Stone Types:''' [[Granite]], [[Rhyolite]], [[Andesite]]&lt;br /&gt;
&lt;br /&gt;
'''Sand Types:''' [[Loamy sand|Loamy]], [[Black sand|Black]]&lt;br /&gt;
&lt;br /&gt;
'''Climate:''' [[Temperate]]&lt;br /&gt;
&lt;br /&gt;
'''Biomes:''' [[Temperate Freshwater Swamp]]&lt;br /&gt;
&lt;br /&gt;
'''Generation Features:''' Only 3 rejections&lt;br /&gt;
&lt;br /&gt;
[[Image:Dwarfort_2007-11-03_02-06-26-53.jpg]]&lt;br /&gt;
&lt;br /&gt;
===Seed 34: One Reject Seed===&lt;br /&gt;
Nice and easy for those of you with slow PCs.&lt;br /&gt;
&lt;br /&gt;
=== Seed 2577317804: Volcano Amidst a Thick Forest ===&lt;br /&gt;
&lt;br /&gt;
VeryInky of the #bay12games [[IRC]] channel has discovered that generator seed 2577317804 guarantees a decent sized magma vent, which apparently flows downward to the core of the planet itself. And luckily, it's surrounded by a scenic forest housing deadly creatures.&lt;br /&gt;
&lt;br /&gt;
[[Image:Volcano.jpg]]&lt;br /&gt;
&lt;br /&gt;
The square above this scenic forest with a magma vent, contains also a mamgma vent, a large amount of mountain, but also a forgotten ruin.&lt;br /&gt;
&lt;br /&gt;
=== Seed 2268220040: 3 Volcanic Islands, With at Least 10 Other Random Land Based Volcanoes  ===&lt;br /&gt;
&lt;br /&gt;
This world contains over 10 volcanoes, most of them in reasonable positions, some in Forests, some in in mountains, some that are right next to mountains ''and'' forests, and others in less convenient places. However, the real gems are the 3 volcanic islands. Some screens of the volcanic islands even contain both ocean tiles volcanic vent on the same local map.&lt;br /&gt;
&lt;br /&gt;
Ever wanted that volcanic AND secret island lair? This is the world for you.&lt;br /&gt;
&lt;br /&gt;
[[Image:Island-Volcanic-Lair-(s)-cl.gif]]&lt;br /&gt;
&lt;br /&gt;
=== Seed 3089130238: Isolated feature-rich mountain ===&lt;br /&gt;
'''Neighbours:''' dwarves.&lt;br /&gt;
&lt;br /&gt;
'''Features:''' 2 chasms (snowflake formation and dryed magma tube), magma tube, cave river and deep pits.&lt;br /&gt;
&lt;br /&gt;
'''Dominant stone type:''' obsidian, gabbro and granite.&lt;br /&gt;
&lt;br /&gt;
'''Common stone types:''' microcline, olivine, orthoclase.&lt;br /&gt;
&lt;br /&gt;
'''Sand type:''' yellow sand near magma-tube.&lt;br /&gt;
&lt;br /&gt;
'''Minerals:''' mountain is rich in copper and silver ores as well as &lt;br /&gt;
clusters of gemstones; it lacks, however, steel-producing minerals.&lt;br /&gt;
&lt;br /&gt;
'''Climate:''' untamed wilds mountain surrounded by joyfull tropical broadleaf forests, where both highwood and featherwood grow. Unicorns were seen roaming there.&lt;br /&gt;
&lt;br /&gt;
'''FPS-saving:''' Downmost row on the map-rectangle contains only snowflake-chasm. Leftmost column contains the aforementioned chasm and a part of the forest.&lt;br /&gt;
&lt;br /&gt;
[[Image:3089130238.PNG]]&lt;br /&gt;
&lt;br /&gt;
=== Seed 3706678589: The Domain of Dragons...? ===&lt;br /&gt;
'''Horrible Descriptions of Vagueness:''' Near the southern dwarven civilization, there are volcanos right near warm forests, and a little hunting can find you a minimum-size area containing a magma vent, a river, heavy forest, and sand. Which would be ideal if not for the fact that this is a Tropical Moist Broadleaf Forest we're talking about, which, if the forum is to be believed, contains some of the most [[Elephant|terrifying creatures]] ever to walk any of the worlds. --[[User:Alfador|Alfador]] 00:01, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== Seed 1149670256 ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Pretty funny oddity while I was making new world map, there's two 'volcano mountains' next to each other And in the tile just south of the left most volacno there's both chams and volcano quite close to each other, just dig nice hole in between and you have one chasmfull of dead people, hehe Both of them seem pretty hostile though... To get to the location, just pick regular size zone so that you can reach the red ~ (volcano) icon and two or three rows below it and same amount to left. Then you have both&lt;br /&gt;
&lt;br /&gt;
Didn't check the other volcano sites though, but the one I checked was ~21 levels deep of volcano and same for chasm... &amp;lt;/blockquote&amp;gt;[http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=2&amp;amp;t=001246]&lt;br /&gt;
&lt;br /&gt;
=== Seed 1621458352 ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Most notable here: a free-standing good-aligned volcano in the woods with a magma vent, a magma lake, a chasm and a water lake all within a small area. For good measure there's a Kobold city on the other side of the mountain, as well as a cave river and chasm-pit somewhere... To top it off it also has adamantine, though it might be hard to get all the features in one fortress.&lt;br /&gt;
&lt;br /&gt;
To find it, look in the top left corner for a lone volcano in a pine forest.&lt;br /&gt;
&lt;br /&gt;
The same world has an evil-aligned volcano in a good-aligned shrubland... I didn't explore the features in that one, as it's so large z-wise it hurts my computer, but it has the brook and vent really close together.&lt;br /&gt;
(...)&lt;br /&gt;
The world also has at least one site where good and evil vegetated areas meet by a mountain, allowing you to have every type of shurb and every type of tree... except highwood...&lt;br /&gt;
&lt;br /&gt;
It also has an absolutely huge named peak sticking out of a good-aligned forest, as well as a nice volcano sticking out of a good-aligned forest...&amp;lt;/blockquote&amp;gt;[http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=2&amp;amp;t=001246]&lt;br /&gt;
&lt;br /&gt;
=== Seed 941486140: Zero rejects ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;(N)ot only is it ZERO REJECTED, but its got several island volcanoes. (O)ne of them has a caldera by the coast with a cliff overhanging it, and an aquifer which (I) THINK has fresh water in it(...) (S)everal spots have magma and steep cliffs and trees and rivers. Lots of the goblin forts are in neat locations.&amp;lt;/blockquote&amp;gt;[http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=2&amp;amp;t=001247]&lt;br /&gt;
&lt;br /&gt;
=== Seed 4265985437: A little bit of everything ===&lt;br /&gt;
&lt;br /&gt;
This map has just about anything you could ask for, all in a neat 4x5 area. The low cliffs and small area make for good fps. It was first mentioned on the forums by Paul. The only thing it is really lacking is sand, '''unless''' you grow your starting area eastward by 2 more spaces, in which case you'll get some spaces of red sand. Note that it was generated on windows XP, and may be different on another OS.&lt;br /&gt;
&lt;br /&gt;
'''Features:''' &lt;br /&gt;
&lt;br /&gt;
'''1.''' Small cave river with waterfall source falling into chasm tiles.&lt;br /&gt;
&lt;br /&gt;
'''2.''' Underground magma chamber, unrevealed at first but close to surface.&lt;br /&gt;
&lt;br /&gt;
'''3.''' A fair sized chasm in one corner.&lt;br /&gt;
&lt;br /&gt;
'''4.''' Adamantine + pits deep below. Dwarves beware.&lt;br /&gt;
&lt;br /&gt;
'''5.''' Excellent minerals, sedimentary limestone and various other base rocks are a source for abundant magnetite with large platinum veins and varied precious metals and gems.&lt;br /&gt;
&lt;br /&gt;
'''6.''' Outdoor trees. Not overly abundant but enough for most purposes.&lt;br /&gt;
&lt;br /&gt;
'''7.''' River running through the area that doesn't freeze (warm climate).&lt;br /&gt;
&lt;br /&gt;
'''8.''' Underground soil present at the start location, providing plenty of immediate farming and storage.&lt;br /&gt;
&lt;br /&gt;
The region is home to thriving goat population, along with occasional visits from hoary marmots and rhesus macaques. A lone giant eagle can usually be seen soaring overhead, ready to devour your hapless dwarves and livestock.&lt;br /&gt;
&lt;br /&gt;
Note that this seed does have 51 rejects, but these are all quickly rejected so the creation time isn't too bad.&lt;br /&gt;
&lt;br /&gt;
[[Image:4265985437.PNG]]&lt;br /&gt;
&lt;br /&gt;
=== Seed 957776166: 11 Volcanos ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;What's special? Well at least 11 volcanos are dotting the lower half, 2 of which are islands. Should be something for everybody maybe, haven't checked it all out. (Except all you glacier folk.)&amp;lt;/blockquote&amp;gt; [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=2&amp;amp;t=001247]&lt;br /&gt;
&lt;br /&gt;
Edit: Ok, checked this world out a bit more and so far:&lt;br /&gt;
2 volcanic islands in the lower left,&lt;br /&gt;
at least 2 volcanic mountains to be played directly on,&lt;br /&gt;
at least 2, possibly 4 aquifer volcanoes on right,&lt;br /&gt;
2 sets of volcanic twins along lower right mountain range, top set is rich with obsidian starting areas.&lt;br /&gt;
&lt;br /&gt;
On a sad note, still nothing special spotted in the north (cold), and I believe all these areas are alignment neutral. (Although there are good and evil ranges in the world.)&lt;br /&gt;
&lt;br /&gt;
Well, enjoy.&lt;br /&gt;
 -Funkadelic Jive Turkey&lt;br /&gt;
&lt;br /&gt;
=== Seed 891230954: Resource heaven ===&lt;br /&gt;
&lt;br /&gt;
Fairly quick seed (12 rejects). Quite by accident I stumbled across a sweet little gem of a starting location, although you have to use a fairly large play area to get the full benefit of it. Includes a magma vent with an excellent mineral selection, including magnetite, bituminous coal, and marble (usable as a flux). Can anyone say &amp;quot;steel production&amp;quot;? The upper left-hand corner has white sand for glass production, if you're willing to play with a 5x5 or 6x6 area to stretch from the sand to the magma vent. The sand area also has an aquifer if you want one, but the rest of the map is dry so you have ample stone at your disposal, and the entire map is heavily forested. Reasonably flat map, plenty of ponds. Nothing horribly exciting here, just tons and tons of resources.&lt;br /&gt;
&lt;br /&gt;
[[Image:df_891230954.PNG]]&lt;br /&gt;
&lt;br /&gt;
=== Seed 1010101010: 4 Volcano Cluster ===&lt;br /&gt;
This map contains a cluster of 4 volcanos, unfortunately, you can only access two of them in Dwarf Fortress mode and may be in dangerous territories.  There's also a few other volcanoes and possibly a few lava vents as well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Volcanocluster.PNG]]&lt;br /&gt;
&lt;br /&gt;
=== Seed 593046736: Grand Canyon + Giant Caldera + all of Paul's &amp;amp; More! ===&lt;br /&gt;
'''''Note: The non-random name &amp;quot;The World of Pagan&amp;quot; must be used in order for this seed to generate properly!'''''&lt;br /&gt;
&lt;br /&gt;
This was the very first world I generated, with my first fort being at the isolated mountain cluster on the west side, right by the goblin fortress there. However, when I started searching for a site with HIDDEN_FUN_STUFF, I stumbled on a location that has everything Paul's seed gives plus a whole lot more. In the far southwest of the world is a volcano near the dwarven civilization. This volcano is on the northeast side of the southwest mountains, and the tile with the good stuff is one region square northeast of there (non-descript on the surface). CAVEAT: to fit all the good stuff, you need a local area 9 squares wide and 10 squares tall, starting from the northeast corner. The outdoor river is the feature you lose by trimming the bottom (but you don't lose the second cave river), and if you trim from the right, you lose the giant caldera (but not the magma tube). You could probably get as small as 6x6 and still get everything but the caldera and outdoor river.&lt;br /&gt;
&lt;br /&gt;
'''1.''' quick to generate -- only 4 rejects&lt;br /&gt;
&lt;br /&gt;
'''2.''' a massive mountain peak, with 79 levels of vertical between the top and bottom levels!!!!&lt;br /&gt;
&lt;br /&gt;
'''3.''' a giant volcano caldera to the northeast, plunging for dozens of levels&lt;br /&gt;
&lt;br /&gt;
'''4.''' a crazy spidery chasm with literally dozens of side caves and all sorts of critters&lt;br /&gt;
&lt;br /&gt;
'''5.''' a secret underground river with two waterfalls one that goes into a private chasm&lt;br /&gt;
&lt;br /&gt;
'''6.''' a giant grand canyon to the south with a surface river that has a huge multi-level waterfall&lt;br /&gt;
&lt;br /&gt;
'''7.''' an underground magma chamber that goes to the bottom&lt;br /&gt;
&lt;br /&gt;
'''8.''' eerie glowing pits, complete with bizarre multi-level dungeon and torture room&lt;br /&gt;
&lt;br /&gt;
'''9.''' a small selection of trees and shrubs&lt;br /&gt;
&lt;br /&gt;
'''10.''' adamantine, iron, gold, platinum, copper, galore!&lt;br /&gt;
&lt;br /&gt;
'''11.''' batmen, troglodytes, giant cave swallows, cave spiders, iron men, fire imps, kobolds, magma men, and more!&lt;br /&gt;
&lt;br /&gt;
'''12.''' trade with all civs (human, dwarf, elf)&lt;br /&gt;
&lt;br /&gt;
'''13.'''  freezing cold 11 of 12 months of the year -- water only melts in early summer and freezes again by midsummer!!!&lt;br /&gt;
&lt;br /&gt;
[[Image:593046736TheWorldofPagan.png]]&lt;br /&gt;
&lt;br /&gt;
=== Seed 7185120: Snow-Encrusted ===&lt;br /&gt;
&lt;br /&gt;
126 Rejections (and still under 15 minutes on my 1.6 GHz laptop).&lt;br /&gt;
&lt;br /&gt;
This map has snow and ice, and lots of it.  The world map looks almost completely frozen, only the bottom 3rd of the export map has significant quantities of non-snow area--which looks to be mostly desert and dry areas.&lt;br /&gt;
&lt;br /&gt;
Haven't looked at the map in detail, might not be worth playing, but it was amusing.&lt;br /&gt;
&lt;br /&gt;
=== Seed 71551: Another quickie ===&lt;br /&gt;
&lt;br /&gt;
5 Rejects.&lt;br /&gt;
&lt;br /&gt;
29 squares left and 11 squares up from the lower left corner is a mirthful glacier with a volcano and dolomite. Potential '''STEEL GLACIER'''!&lt;br /&gt;
&lt;br /&gt;
-Ilmuri&lt;br /&gt;
&lt;br /&gt;
=== Seed 3614285250: Steel, Glass, Obsidian, Platinum, and a cave river for good measure ===&lt;br /&gt;
&lt;br /&gt;
Steel in the form of plentiful magnetite marble and coal, obsidian for rock crafts and swords, glass in the form of black sand, and a couple largish veins of platinum near the cliff face to the west.&lt;br /&gt;
The biggest downside is that it has about 131 rejections, and no pit either. Otherwise it would be just about the perfect fortress in 4x5. It's even got some nice cliff faces for the traditionalist. The cave river starts at the bottom of the map and it goes straight down (off the map), but it's a source of infinite water and cave plants nonetheless.&lt;br /&gt;
&lt;br /&gt;
[[image:Steelglass fortress.png]]&lt;br /&gt;
&lt;br /&gt;
=== Seed 2967067655: An interesting site with a lot to offer ===&lt;br /&gt;
&lt;br /&gt;
It's too bad everything isn't more compact, but it's still possible to make several interesting fortresses out of one location. The local area includes a river, cave river, cave lake, magma pipe, chasm, pit, demon pit, sand, and trees in a calm/serene area. Black sand also lines the river even though you can't see it here, and the site has enormous amounts of magnetite and flux stone for steel, but unfortunately lacks coke producing materials. &lt;br /&gt;
&lt;br /&gt;
The area I have selected here has everything except the trees, serene area, chasm (it still includes a large pit type chasm), and cave river.&lt;br /&gt;
&lt;br /&gt;
[[image:SiteLocation.png]]&lt;br /&gt;
&lt;br /&gt;
If this were extended a little to the right it would reach the chasm, and a little to the left would reach the cave river. Another interesting way to use the site would be to select the magma vent and the top part of the map, which would include the trees and serene area, but cut off the demon and chasm pits.&lt;br /&gt;
&lt;br /&gt;
-Helo&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Seed 1988: Two pools of magma, chasm, river and demon pits relatively near to the surface ===&lt;br /&gt;
On the 8th tile down from the top and 2nd right from left on the world view there is a volcano surrounded by mountains. The tile northeast of the main volcano contains the magma vent, river and a chasm between them. There also is a second magma pool on the same side with the river. Small traces of adamantite can be found relatively near the surface, but if you go deeper you will find demon pits. The site, however, is rich only in copper apart from the adamantite.&lt;br /&gt;
&lt;br /&gt;
-Elmokki&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Volcano + Vent surveys ===&lt;br /&gt;
&lt;br /&gt;
List of every volcano visible on the world map, with notes about biomes, water supplies, and other influences on site selection; every vent within 2-4 squares of visible volcanoes; and other sites I've stumbled across on these maps.&lt;br /&gt;
&lt;br /&gt;
* [[User:Kidinnu/8998|Seed 8998]]&lt;br /&gt;
* [[User:Kidinnu/9001|Seed 9001]]&lt;br /&gt;
&lt;br /&gt;
=== Seed 92003: Respectable site, probably comparable to Paul's ===&lt;br /&gt;
&lt;br /&gt;
Volcano, flux, good minerals, all civs, sand and trees to the east.  No outdoor river, but cave river, lake, pits, chasm.  Can be shrunk to 5x5, maybe less, keeping the volcano in the SE corner to retain the best internal features (I'll be vague about which those are to not hint too much about where everything is located).&lt;br /&gt;
&lt;br /&gt;
Generated under Windows NT, not sure if that'll produce a different layout for other OSes.&lt;br /&gt;
&lt;br /&gt;
Still looking for a compact site with all the above goodies plus... skeletal elephants.  The northernmost volcano of seed 92001 has almost all that, but is missing flux.  Waaaah.&lt;br /&gt;
&lt;br /&gt;
[[Image:Seed_92003.png]]&lt;br /&gt;
&lt;br /&gt;
=== Seed 2536495025: Another respectable site ===&lt;br /&gt;
&lt;br /&gt;
On the world map, 9th column from the right, 3rd row from the top.&lt;br /&gt;
&lt;br /&gt;
Right on the volcano square.&lt;br /&gt;
&lt;br /&gt;
6x4 area at the bottom of the local map gives running surface water, sand, iron ore, flux, abundant hunting grounds and wild plants, but a slight wood shortage, and no coke, lignite, or tin (I happen to have a thing for Bronze.)&lt;/div&gt;</summary>
		<author><name>DrPraetorious</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Economics&amp;diff=21894</id>
		<title>40d:Economics</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Economics&amp;diff=21894"/>
		<updated>2007-11-18T16:04:40Z</updated>

		<summary type="html">&lt;p&gt;DrPraetorious: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Overall Economic Flowchart =&lt;br /&gt;
&lt;br /&gt;
Each process on the economic flowchart has the following components:&lt;br /&gt;
* Inputs (on left) - the process will use up these raw materials.&lt;br /&gt;
* 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.&lt;br /&gt;
&lt;br /&gt;
Following the building is a list of skills and/or raw materials needed to make that building, or a #d reference to the job that can produce the good needed to do the job. Most buildings require building designer, specialized requirements for different buildings will be added when I get around to it (see [[Building]] for now).&lt;br /&gt;
* Outputs (on right) - These are the goods that are produced by the economic activity in question.&lt;br /&gt;
&lt;br /&gt;
 Note: an article is desperately needed to cover the concept of happy thoughts.&lt;br /&gt;
&lt;br /&gt;
== Raw Materials ==&lt;br /&gt;
&lt;br /&gt;
assign these jobs through the designate or zone options.&lt;br /&gt;
&lt;br /&gt;
[[Walls]] -&amp;gt; &amp;lt;I&amp;gt;[[Pick]]&amp;lt;/I&amp;gt;/[[Mining]] -&amp;gt; [[Stone]], some of which is also [[Ore]] or [[Flux]] or [[Gems]] or [[Coal]] or [[Lignite]]&lt;br /&gt;
:(designate -&amp;gt; Mine)&lt;br /&gt;
&lt;br /&gt;
[[Chop down trees|Trees]] -&amp;gt; &amp;lt;I&amp;gt;[[Battle axe]]&amp;lt;/I&amp;gt;/[[Wood Cutter]] -&amp;gt; [[Wood]]&lt;br /&gt;
:(designate -&amp;gt; Chop Trees)&lt;br /&gt;
&lt;br /&gt;
[[Walls]] -&amp;gt; none/[[Engraving|Stone Detailing]] -&amp;gt; [[Rooms#Room_grades|Room Quality]]&lt;br /&gt;
:(designate -&amp;gt; Smooth Stone) and (designate -&amp;gt; Engrave Stone)&lt;br /&gt;
: The reason you do this is to give your dwarves happy thoughts, which has a (poorly understood?) beneficial effect.&lt;br /&gt;
&lt;br /&gt;
[[Water]] -&amp;gt; none/[[Fishing]] -&amp;gt; Raw [[Fish]]&lt;br /&gt;
:(designate -&amp;gt; Fish, do this at the level above the water)&lt;br /&gt;
&lt;br /&gt;
[[Animals]] -&amp;gt; &amp;lt;I&amp;gt;[[Weapon]]&amp;lt;/I&amp;gt;/[[Ambusher|Hunting]] -&amp;gt; [[Corpse|Corpses]]&lt;br /&gt;
:(assign any dwarf the hunt job)&lt;br /&gt;
&lt;br /&gt;
[[Bush|Bushes]] -&amp;gt; none/[[Gather Plants]] -&amp;gt; [[Crops]]&lt;br /&gt;
:(designate -&amp;gt; Gather Plants)&lt;br /&gt;
&lt;br /&gt;
[[Crops]] -&amp;gt; [[Food#Eating|Eating]] -&amp;gt; [[Seeds]]&lt;br /&gt;
&lt;br /&gt;
[[Seed]] -&amp;gt; [[Farm plot]]/[[Farming|Farming(fields)]] -&amp;gt; [[Crops]]&lt;br /&gt;
:(note that the Farm Plot while it is a building is not a workshop)&lt;br /&gt;
&lt;br /&gt;
== Second Tier Materials ==&lt;br /&gt;
(only raw materials needed as input)&lt;br /&gt;
&lt;br /&gt;
Raw [[Fish]] -&amp;gt; [[Fishery]]/[[Fish Cleaning]] -&amp;gt; [[Fish]]&lt;br /&gt;
&lt;br /&gt;
[[Corpse]] -&amp;gt; [[Butcher's Shop]]/[[Butchery]] -&amp;gt; [[Meat]] (which is [[Food]]), [[Fat]], [[Skin]], [[Bones]], [[Skulls]]&lt;br /&gt;
&lt;br /&gt;
[[Stone]] -&amp;gt; [[Mason's workshop]]/[[construction|Masonry]] -&amp;gt; [[Furniture]], [[Blocks]]&lt;br /&gt;
&lt;br /&gt;
[[Stone]] -&amp;gt; [[Craftsdwarf's workshop]]/[[Craft#Crafts|Stonecrafting]] -&amp;gt; [[Craft]], [[Weapon|Short Sword]]&lt;br /&gt;
&lt;br /&gt;
[[Stone]] -&amp;gt; [[Mechanic's workshop]]/[[Mechanics]] -&amp;gt; [[Mechanism]]&lt;br /&gt;
&lt;br /&gt;
[[Wood]] -&amp;gt; [[Carpenter's workshop]]/[[construction|Carpentry]] -&amp;gt; [[Furniture]], [[Blocks]], [[Container|Barrels]], [[Container|Bins]]&lt;br /&gt;
&lt;br /&gt;
[[Wood]] -&amp;gt; [[Craftsdwarf's workshop]]/[[Craft#Crafts|Woodcrafting]] -&amp;gt; [[Craft]], [[Bolts]]&lt;br /&gt;
&lt;br /&gt;
[[Wood]] -&amp;gt; [[Carpenter's workshop]]/[[Skills|Trapping]] -&amp;gt; [[Animal Trap]]&lt;br /&gt;
&lt;br /&gt;
[[Wood]] -&amp;gt; [[Bowyer's workshop]]/[[Bowyer]] -&amp;gt; [[Crossbow|Wooden Crossbow]]&lt;br /&gt;
&lt;br /&gt;
[[Wood]] -&amp;gt; [[Wood furnace]]/[[Wood burning]] -&amp;gt; [[Charcoal]], which is [[Fuel]]&lt;br /&gt;
&lt;br /&gt;
[[Wood]] -&amp;gt; [[Wood furnace]]/[[Wood burning]] -&amp;gt; [[Ash]]&lt;br /&gt;
:(note - the Wood Furnace is a Furnace, not a workshop)&lt;br /&gt;
&lt;br /&gt;
== Higher Tier Materials ==&lt;br /&gt;
=== Animal Based ===&lt;br /&gt;
some [[Fish]] -&amp;gt; [[Food#Eating|Eating]] -&amp;gt; [[Shell]] and/or [[Bone]]&lt;br /&gt;
&lt;br /&gt;
Wild [[Animals]], &amp;lt;I&amp;gt;[[Animal Trap]]&amp;lt;/I&amp;gt; -&amp;gt; none/[[Trapping]] -&amp;gt; Captured [[Animals]]&lt;br /&gt;
&lt;br /&gt;
Captured [[Animals]] -&amp;gt; [[Kennels]]/[[Animal Training]] -&amp;gt; Tame [[Animals]]&lt;br /&gt;
&lt;br /&gt;
Tame [[Animals]] -&amp;gt; [[Kennels]]/[[Animal Training]] -&amp;gt; Trained [[Animals]]&lt;br /&gt;
:(note that the Kennels while it is a building is not a workshop)&lt;br /&gt;
:(also animal training only works for Dogs right now)&lt;br /&gt;
&lt;br /&gt;
Tame [[Animal]] -&amp;gt; [[Butcher's Shop]]/[[Butchery]] -&amp;gt; [[Corpse]]&lt;br /&gt;
: ({{K|Z}}-Animals-Ready for Slaughter)&lt;br /&gt;
: Really?&lt;br /&gt;
: I thought it was U-&amp;gt;Select the Animal Unit-&amp;gt;Set &amp;quot;Ready for Slaughter&amp;quot; to (Y).&lt;br /&gt;
&lt;br /&gt;
[[Fat]] -&amp;gt; [[Cooking]]?/[[Kitchen]] -&amp;gt; [[Tallow]]&lt;br /&gt;
&lt;br /&gt;
[[Tallow]], [[Lye]] -&amp;gt; [[Soaper]]/[[Alchemist's laboratory]] -&amp;gt; [[Soap]]&lt;br /&gt;
: The documentation on other wiki pages is inconsistent on this one but Soap doesn't do anything yet, so it's not critical.&lt;br /&gt;
&lt;br /&gt;
[[Skin]] -&amp;gt; [[Tannery|Tanning]]/[[Tannery]] -&amp;gt; [[Leather]]&lt;br /&gt;
&lt;br /&gt;
[[Leather]] -&amp;gt; [[Craftsdwarf's workshop]]/[[Leatherworking]] -&amp;gt; [[Armor]], [[Bags]]&lt;br /&gt;
&lt;br /&gt;
[[Bone]] -&amp;gt; [[Craftsdwarf's workshop]]/[[Craft#Crafts|Bonecarving]] -&amp;gt; [[Craft]], [[Bolts]], [[Armor]], [[Decoration]]&lt;br /&gt;
&lt;br /&gt;
[[Shell]] -&amp;gt; [[Craftsdwarf's workshop]]/[[Craft#Crafts|Bonecarving]] -&amp;gt; [[Craft]], [[Decoration]]&lt;br /&gt;
&lt;br /&gt;
[[Skull]] -&amp;gt; [[Craftsdwarf's workshop]]/[[Craft#Crafts|Bonecarving]] -&amp;gt; [[Totem]]&lt;br /&gt;
&lt;br /&gt;
: What are totems for? Can't find any info on the wiki.&lt;br /&gt;
&lt;br /&gt;
=== Metal ===&lt;br /&gt;
: note - the various &amp;quot;Magma&amp;quot; variants all require [[Magma]], and use less [[Fuel]] - no Fuel at all if you don't make steel.&lt;br /&gt;
: The reaction table for which Ores make which metals and/or alloys is complex and beyond the scope of this article. see [[Ore]] for details.&lt;br /&gt;
: Metals can be used to make different sorts of things, see the article for a given product to see which metals are suitable.&lt;br /&gt;
&lt;br /&gt;
[[Ore]] + [[Fuel]] -&amp;gt; [[Smelter]]/[[Smelting]] -&amp;gt; [[Metal|Metal Bars]]&lt;br /&gt;
&lt;br /&gt;
[[Ore]] x 2 + [[Fuel]] -&amp;gt; [[Smelter]]/[[Smelting]] -&amp;gt; Various [[Alloy]]&lt;br /&gt;
: Does this take extra units of fuel? It looks to me like it doesn't.&lt;br /&gt;
&lt;br /&gt;
[[Ore]] -&amp;gt; [[Magma Smelter]]/[[Smelting]] -&amp;gt; [[Metal Bars]]&lt;br /&gt;
&lt;br /&gt;
[[Ore]] x 2  -&amp;gt; [[Magma Smelter]]/[[Smelting]] -&amp;gt; Various [[Alloy]]&lt;br /&gt;
&lt;br /&gt;
[[Coal]] + [[Fuel]] -&amp;gt; [[Smelter]]/[[Smelting]] -&amp;gt; [[Coke]] x 3, which is [[Fuel]]&lt;br /&gt;
&lt;br /&gt;
[[Coal]] -&amp;gt; [[Magma Smelter]]/[[Smelting]] -&amp;gt; [[Coke]] x 3, which is [[Fuel]]&lt;br /&gt;
&lt;br /&gt;
[[Lignite]] + [[Fuel]] -&amp;gt; [[Smelter]]/[[Smelting]] -&amp;gt; [[Coke]] x2, which is [[Fuel]]&lt;br /&gt;
&lt;br /&gt;
[[Lignite]] -&amp;gt; [[Magma Smelter]]/[[Smelting]] -&amp;gt; [[Coke]] x2, which is [[Fuel]]&lt;br /&gt;
&lt;br /&gt;
[[Iron Bars]] + [[Flux]] + [[Fuel]] -&amp;gt; [[Smelter]] or [[Magma Smelter]]/[[Smelting]] -&amp;gt; [[Pig Iron]]&lt;br /&gt;
&lt;br /&gt;
[[Pig Iron]] + [[Iron Bars]] + [[Flux]] + [[Fuel]] -&amp;gt; [[Smelter]] or [[Magma Smelter]]/[[Smelting]] -&amp;gt; [[Steel Bars]] x 2&lt;br /&gt;
&lt;br /&gt;
: note - this means, to stay in steady operation, smelt iron ore twice, then pig iron once, then steel bars once. The four operations togethether produce 2 steel. Magma halves the fuel cost but does not eliminate it.&lt;br /&gt;
&lt;br /&gt;
[[Metal|Metal Bars]] + [[Fuel]] -&amp;gt; [[Smelter]]/[[Smelting]] -&amp;gt; [[Alloy]]&lt;br /&gt;
&lt;br /&gt;
: it's generally a better idea to make the alloy directly from ore, I believe.&lt;br /&gt;
&lt;br /&gt;
[[Metal|Metal Bars]] + [[Fuel]] -&amp;gt; [[Metalsmith's Forge]]/[[Metal crafting]] or [[Blacksmithing]] -&amp;gt; [[Metal Item]]&lt;br /&gt;
: This obviously needs to be fleshed out.&lt;br /&gt;
&lt;br /&gt;
[[Metal]], [[Fuel]] -&amp;gt; [[Metalsmith's Forge]]/[[Armorsmith]] -&amp;gt; [[Armor]]&lt;br /&gt;
&lt;br /&gt;
[[Metal]], [[Fuel]] -&amp;gt; [[Metalsmith's Forge]]/[[Weaponsmith]] -&amp;gt; [[Weapon]]&lt;br /&gt;
&lt;br /&gt;
=== Misc ===&lt;br /&gt;
&lt;br /&gt;
Empty [[Bags]] -&amp;gt; [[Glass Furnace]] / [[Item Hauling]]?!?! -&amp;gt; [[Sand]] &lt;br /&gt;
: You need to assign the collect sand job to a glass furance, AND&lt;br /&gt;
: use Zones -&amp;gt; Collect Sand&lt;br /&gt;
: FWIW I can&lt;br /&gt;
&lt;br /&gt;
[[Sand]] -&amp;gt; [[Glass Furnace]] / [[Glassworking]] -&amp;gt; [[Furniture]] ...?&lt;br /&gt;
: It is presently impossible to make glass weapons because those require glass bars, which you cannot make.&lt;br /&gt;
&lt;br /&gt;
[[Vermin]], [[Traps]] -&amp;gt; [[Kennels]] or [[Butcher's shop]]/[[Trapper]] -&amp;gt; &lt;br /&gt;
&lt;br /&gt;
[[Barrel]], [[Crops]] -&amp;gt; [[Still]]/[[Brewing]] -&amp;gt; [[Alcohol]], [[Seed|Seeds]]&lt;br /&gt;
&lt;br /&gt;
[[Crops]] and/or [[Meat]] and/or [[Alcohol]] and/or [[Fish]] -&amp;gt; [[Kitchen]]/[[Cooking]] -&amp;gt; [[Food#Prepared_food|Prepared Meals]]&lt;br /&gt;
: IMPORTANT NOTE - Cooked Crops do *not* produce seeds, so it is generally a bad idea to cook crops unless you have plenty (Z-&amp;gt;Kitchen to disable cooking of crops).&lt;br /&gt;
: Once you have excess seeds, you can cook half of your crops and still have enough seeds to replace them.&lt;br /&gt;
&lt;br /&gt;
[[Crops]] -&amp;gt; [[Farmer's workshop]]/[[Threshing]] -&amp;gt; [[Thread]] + [[Seeds]] x 2&lt;br /&gt;
: (Verify that this produces seeds)&lt;br /&gt;
&lt;br /&gt;
[[Thread]] -&amp;gt; [[Loom]]/[[Weaving]] -&amp;gt; [[Cloth]]&lt;br /&gt;
&lt;br /&gt;
[[Cloth]] -&amp;gt; [[Clothier's shop]]/[[Clothesmaking]] -&amp;gt; [[Clothing]]&lt;br /&gt;
&lt;br /&gt;
== Material Classifications ==&lt;br /&gt;
: This is to help you find stuff in the stock pages&lt;br /&gt;
&lt;br /&gt;
: [[Fuel]] of every kind, as well as [[Ash]] and [[Potash]], are classified as Metal Bars for some mysterious reason.&lt;br /&gt;
&lt;br /&gt;
[[category: Economy]]&lt;/div&gt;</summary>
		<author><name>DrPraetorious</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Economics&amp;diff=21893</id>
		<title>40d:Economics</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Economics&amp;diff=21893"/>
		<updated>2007-11-16T21:48:25Z</updated>

		<summary type="html">&lt;p&gt;DrPraetorious: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Overall Economic Flowchart =&lt;br /&gt;
&lt;br /&gt;
Each process on the economic flowchart has the following components:&lt;br /&gt;
* Inputs (on left) - the process will use up these raw materials.&lt;br /&gt;
* 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.&lt;br /&gt;
&lt;br /&gt;
Following the building is a list of skills and/or raw materials needed to make that building, or a #d reference to the job that can produce the good needed to do the job. All buildings require building designer, specialized requirements for different buildings will be added when I get around to it (see [[Building]] for now).&lt;br /&gt;
* Outputs (on right) - These are the goods that are produced by the economic activity in question.&lt;br /&gt;
&lt;br /&gt;
 Note: an article is desperately needed to cover the concept of happy thoughts.&lt;br /&gt;
&lt;br /&gt;
== Raw Materials ==&lt;br /&gt;
&lt;br /&gt;
assign these jobs through the designate or zone options.&lt;br /&gt;
&lt;br /&gt;
[[Walls]] -&amp;gt; &amp;lt;I&amp;gt;[[Pick]]&amp;lt;/I&amp;gt;/[[Mining]] -&amp;gt; [[Stone]], some of which is also [[Ore]] or [[Flux]] or [[Gems]] or [[Coal]] or [[Lignite]]&lt;br /&gt;
:(designate -&amp;gt; Mine)&lt;br /&gt;
&lt;br /&gt;
[[Chop down trees|Trees]] -&amp;gt; &amp;lt;I&amp;gt;[[Battle axe]]&amp;lt;/I&amp;gt;/[[Wood Cutter]] -&amp;gt; [[Wood]]&lt;br /&gt;
:(designate -&amp;gt; Chop Trees)&lt;br /&gt;
&lt;br /&gt;
[[Walls]] -&amp;gt; none/[[Engraving|Stone Detailing]] -&amp;gt; [[Rooms#Room_grades|Room Quality]]&lt;br /&gt;
:(designate -&amp;gt; Smooth Stone) and (designate -&amp;gt; Engrave Stone)&lt;br /&gt;
: The reason you do this is to give your dwarves happy thoughts, which has a (poorly understood?) beneficial effect.&lt;br /&gt;
&lt;br /&gt;
[[Water]] -&amp;gt; none/[[Fishing]] -&amp;gt; Raw [[Fish]]&lt;br /&gt;
:(designate -&amp;gt; Fish, do this at the level above the water)&lt;br /&gt;
&lt;br /&gt;
[[Animals]] -&amp;gt; &amp;lt;I&amp;gt;[[Weapon]]&amp;lt;/I&amp;gt;/[[Ambusher|Hunting]] -&amp;gt; [[Corpse|Corpses]]&lt;br /&gt;
:(assign any dwarf the hunt job)&lt;br /&gt;
&lt;br /&gt;
[[Bush|Bushes]] -&amp;gt; none/[[Gather Plants]] -&amp;gt; [[Crops]]&lt;br /&gt;
:(designate -&amp;gt; Gather Plants)&lt;br /&gt;
&lt;br /&gt;
[[Crops]] -&amp;gt; [[Food#Eating|Eating]] -&amp;gt; [[Seeds]]&lt;br /&gt;
&lt;br /&gt;
[[Seed]] -&amp;gt; [[Farm plot]]/[[Farming|Farming(fields)]] -&amp;gt; [[Crops]]&lt;br /&gt;
:(note that the Farm Plot while it is a building is not a workshop)&lt;br /&gt;
&lt;br /&gt;
== Second Tier Materials ==&lt;br /&gt;
(only raw materials needed as input)&lt;br /&gt;
&lt;br /&gt;
Raw [[Fish]] -&amp;gt; [[Fishery]]/[[Fish Cleaning]] -&amp;gt; [[Fish]]&lt;br /&gt;
&lt;br /&gt;
[[Corpse]] -&amp;gt; [[Butcher's Shop]]/[[Butchery]] -&amp;gt; [[Meat]] (which is [[Food]]), [[Fat]], [[Skin]], [[Bones]], [[Skulls]]&lt;br /&gt;
&lt;br /&gt;
[[Stone]] -&amp;gt; [[Mason's workshop]]/[[construction|Masonry]] -&amp;gt; [[Furniture]], [[Blocks]]&lt;br /&gt;
&lt;br /&gt;
[[Stone]] -&amp;gt; [[Craftsdwarf's workshop]]/[[Craft#Crafts|Stonecrafting]] -&amp;gt; [[Craft]], [[Weapon|Short Sword]]&lt;br /&gt;
&lt;br /&gt;
[[Stone]] -&amp;gt; [[Mechanic's workshop]]/[[Mechanics]] -&amp;gt; [[Mechanism]]&lt;br /&gt;
&lt;br /&gt;
[[Wood]] -&amp;gt; [[Carpenter's workshop]]/[[construction|Carpentry]] -&amp;gt; [[Furniture]], [[Blocks]], [[Container|Barrels]], [[Container|Bins]]&lt;br /&gt;
&lt;br /&gt;
[[Wood]] -&amp;gt; [[Craftsdwarf's workshop]]/[[Craft#Crafts|Woodcrafting]] -&amp;gt; [[Craft]], [[Bolts]]&lt;br /&gt;
&lt;br /&gt;
[[Wood]] -&amp;gt; [[Carpenter's workshop]]/[[Skills|Trapping]] -&amp;gt; [[Animal Trap]]&lt;br /&gt;
&lt;br /&gt;
[[Wood]] -&amp;gt; [[Bowyer's workshop]]/[[Bowyer]] -&amp;gt; [[Crossbow|Wooden Crossbow]]&lt;br /&gt;
&lt;br /&gt;
[[Wood]] -&amp;gt; [[Wood furnace]]/[[Wood burning]] -&amp;gt; [[Charcoal]], which is [[Fuel]]&lt;br /&gt;
&lt;br /&gt;
[[Wood]] -&amp;gt; [[Wood furnace]]/[[Wood burning]] -&amp;gt; [[Ash]]&lt;br /&gt;
:(note - the Wood Furnace is a Furnace, not a workshop)&lt;br /&gt;
&lt;br /&gt;
== Higher Tier Materials ==&lt;br /&gt;
=== Animal Based ===&lt;br /&gt;
some [[Fish]] -&amp;gt; [[Food#Eating|Eating]] -&amp;gt; [[Shell]] and/or [[Bone]]&lt;br /&gt;
&lt;br /&gt;
Wild [[Animals]], &amp;lt;I&amp;gt;[[Animal Trap]]&amp;lt;/I&amp;gt; -&amp;gt; none/[[Trapping]] -&amp;gt; Captured [[Animals]]&lt;br /&gt;
&lt;br /&gt;
Captured [[Animals]] -&amp;gt; [[Kennels]]/[[Animal Training]] -&amp;gt; Tame [[Animals]]&lt;br /&gt;
&lt;br /&gt;
Tame [[Animals]] -&amp;gt; [[Kennels]]/[[Animal Training]] -&amp;gt; Trained [[Animals]]&lt;br /&gt;
:(note that the Kennels while it is a building is not a workshop)&lt;br /&gt;
:(also animal training only works for Dogs right now)&lt;br /&gt;
&lt;br /&gt;
Tame [[Animal]] -&amp;gt; [[Butcher's Shop]]/[[Butchery]] -&amp;gt; [[Corpse]]&lt;br /&gt;
: ({{K|Z}}-Animals-Ready for Slaughter)&lt;br /&gt;
: Really?&lt;br /&gt;
: I thought it was U-&amp;gt;Select the Animal Unit-&amp;gt;Set &amp;quot;Ready for Slaughter&amp;quot; to (Y).&lt;br /&gt;
&lt;br /&gt;
[[Fat]] -&amp;gt; [[Cooking]]?/[[Kitchen]] -&amp;gt; [[Tallow]]&lt;br /&gt;
&lt;br /&gt;
[[Tallow]], [[Lye]] -&amp;gt; [[Soaper]]/[[Alchemist's laboratory]] -&amp;gt; [[Soap]]&lt;br /&gt;
: The documentation on other wiki pages is inconsistent on this one but Soap doesn't do anything yet, so it's not critical.&lt;br /&gt;
&lt;br /&gt;
[[Skin]] -&amp;gt; [[Tannery|Tanning]]/[[Tannery]] -&amp;gt; [[Leather]]&lt;br /&gt;
&lt;br /&gt;
[[Leather]] -&amp;gt; [[Craftsdwarf's workshop]]/[[Leatherworking]] -&amp;gt; [[Armor]], [[Bags]]&lt;br /&gt;
&lt;br /&gt;
[[Bone]] -&amp;gt; [[Craftsdwarf's workshop]]/[[Craft#Crafts|Bonecarving]] -&amp;gt; [[Craft]], [[Bolts]], [[Armor]], [[Decoration]]&lt;br /&gt;
&lt;br /&gt;
[[Shell]] -&amp;gt; [[Craftsdwarf's workshop]]/[[Craft#Crafts|Bonecarving]] -&amp;gt; [[Craft]], [[Decoration]]&lt;br /&gt;
&lt;br /&gt;
[[Skull]] -&amp;gt; [[Craftsdwarf's workshop]]/[[Craft#Crafts|Bonecarving]] -&amp;gt; [[Totem]]&lt;br /&gt;
&lt;br /&gt;
: What are totems for? Can't find any info on the wiki.&lt;br /&gt;
&lt;br /&gt;
=== Metal ===&lt;br /&gt;
: note - the various &amp;quot;Magma&amp;quot; variants all require [[Magma]], and use less [[Fuel]] - no Fuel at all if you don't make steel.&lt;br /&gt;
: The reaction table for which Ores make which metals and/or alloys is complex and beyond the scope of this article. see [[Ore]] for details.&lt;br /&gt;
: Metals can be used to make different sorts of things, see the article for a given product to see which metals are suitable.&lt;br /&gt;
&lt;br /&gt;
[[Ore]] + [[Fuel]] -&amp;gt; [[Smelter]]/[[Smelting]] -&amp;gt; [[Metal|Metal Bars]]&lt;br /&gt;
&lt;br /&gt;
[[Ore]] x 2 + [[Fuel]] -&amp;gt; [[Smelter]]/[[Smelting]] -&amp;gt; Various [[Alloy]]&lt;br /&gt;
: Does this take extra units of fuel? It looks to me like it doesn't.&lt;br /&gt;
&lt;br /&gt;
[[Ore]] -&amp;gt; [[Magma Smelter]]/[[Smelting]] -&amp;gt; [[Metal Bars]]&lt;br /&gt;
&lt;br /&gt;
[[Ore]] x 2  -&amp;gt; [[Magma Smelter]]/[[Smelting]] -&amp;gt; Various [[Alloy]]&lt;br /&gt;
&lt;br /&gt;
[[Coal]] + [[Fuel]] -&amp;gt; [[Smelter]]/[[Smelting]] -&amp;gt; [[Coke]] x 3, which is [[Fuel]]&lt;br /&gt;
&lt;br /&gt;
[[Coal]] -&amp;gt; [[Magma Smelter]]/[[Smelting]] -&amp;gt; [[Coke]] x 3, which is [[Fuel]]&lt;br /&gt;
&lt;br /&gt;
[[Lignite]] + [[Fuel]] -&amp;gt; [[Smelter]]/[[Smelting]] -&amp;gt; [[Coke]] x2, which is [[Fuel]]&lt;br /&gt;
&lt;br /&gt;
[[Lignite]] -&amp;gt; [[Magma Smelter]]/[[Smelting]] -&amp;gt; [[Coke]] x2, which is [[Fuel]]&lt;br /&gt;
&lt;br /&gt;
[[Iron Bars]] + [[Flux]] + [[Fuel]] -&amp;gt; [[Smelter]] or [[Magma Smelter]]/[[Smelting]] -&amp;gt; [[Pig Iron]]&lt;br /&gt;
&lt;br /&gt;
[[Pig Iron]] + [[Iron Bars]] + [[Flux]] + [[Fuel]] -&amp;gt; [[Smelter]] or [[Magma Smelter]]/[[Smelting]] -&amp;gt; [[Steel Bars]] x 2&lt;br /&gt;
&lt;br /&gt;
: note - this means, to stay in steady operation, smelt iron ore twice, then pig iron once, then steel bars once. The four operations togethether produce 2 steel. Magma halves the fuel cost but does not eliminate it.&lt;br /&gt;
&lt;br /&gt;
[[Metal|Metal Bars]] + [[Fuel]] -&amp;gt; [[Smelter]]/[[Smelting]] -&amp;gt; [[Alloy]]&lt;br /&gt;
&lt;br /&gt;
: it's generally a better idea to make the alloy directly from ore, I believe.&lt;br /&gt;
&lt;br /&gt;
[[Metal|Metal Bars]] + [[Fuel]] -&amp;gt; [[Metalsmith's Forge]]/[[Metal crafting]] or [[Blacksmithing]] -&amp;gt; [[Metal Item]]&lt;br /&gt;
: This obviously needs to be fleshed out.&lt;br /&gt;
&lt;br /&gt;
[[Metal]], [[Fuel]] -&amp;gt; [[Metalsmith's Forge]]/[[Armorsmith]] -&amp;gt; [[Armor]]&lt;br /&gt;
&lt;br /&gt;
[[Metal]], [[Fuel]] -&amp;gt; [[Metalsmith's Forge]]/[[Weaponsmith]] -&amp;gt; [[Weapon]]&lt;br /&gt;
&lt;br /&gt;
=== Misc ===&lt;br /&gt;
&lt;br /&gt;
Empty [[Bags]] -&amp;gt; [[Glass Furnace]] / [[Item Hauling]]?!?! -&amp;gt; [[Sand]] &lt;br /&gt;
: You need to assign the collect sand job to a glass furance, AND&lt;br /&gt;
: use Zones -&amp;gt; Collect Sand&lt;br /&gt;
: FWIW I can&lt;br /&gt;
&lt;br /&gt;
[[Sand]] -&amp;gt; [[Glass Furnace]] / [[Glassworking]] -&amp;gt; [[Furniture]] ...?&lt;br /&gt;
: It is presently impossible to make glass weapons because those require glass bars, which you cannot make.&lt;br /&gt;
&lt;br /&gt;
[[Vermin]], [[Traps]] -&amp;gt; [[Kennels]] or [[Butcher's shop]]/[[Trapper]] -&amp;gt; &lt;br /&gt;
&lt;br /&gt;
[[Barrel]], [[Crops]] -&amp;gt; [[Still]]/[[Brewing]] -&amp;gt; [[Alcohol]], [[Seed|Seeds]]&lt;br /&gt;
&lt;br /&gt;
[[Crops]] and/or [[Meat]] and/or [[Alcohol]] and/or [[Fish]] -&amp;gt; [[Kitchen]]/[[Cooking]] -&amp;gt; [[Food#Prepared_food|Prepared Meals]]&lt;br /&gt;
: IMPORTANT NOTE - Cooked Crops do *not* produce seeds, so it is generally a bad idea to cook crops unless you have plenty (Z-&amp;gt;Kitchen to disable cooking of crops).&lt;br /&gt;
: Once you have excess seeds, you can cook half of your crops and still have enough seeds to replace them.&lt;br /&gt;
&lt;br /&gt;
[[Crops]] -&amp;gt; [[Farmer's workshop]]/[[Threshing]] -&amp;gt; [[Thread]] + [[Seeds]] x 2&lt;br /&gt;
: (Verify that this produces seeds)&lt;br /&gt;
&lt;br /&gt;
[[Thread]] -&amp;gt; [[Loom]]/[[Weaving]] -&amp;gt; [[Cloth]]&lt;br /&gt;
&lt;br /&gt;
[[Cloth]] -&amp;gt; [[Clothier's shop]]/[[Clothesmaking]] -&amp;gt; [[Clothing]]&lt;br /&gt;
&lt;br /&gt;
== Material Classifications ==&lt;br /&gt;
: This is to help you find stuff in the stock pages&lt;br /&gt;
&lt;br /&gt;
: [[Fuel]] of every kind, as well as [[Ash]] and [[Potash]], are classified as Metal Bars for some mysterious reason.&lt;br /&gt;
&lt;br /&gt;
[[category: Economy]]&lt;/div&gt;</summary>
		<author><name>DrPraetorious</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Economics&amp;diff=21892</id>
		<title>40d:Economics</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Economics&amp;diff=21892"/>
		<updated>2007-11-16T20:39:48Z</updated>

		<summary type="html">&lt;p&gt;DrPraetorious: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Overall Economic Flowchart ===&lt;br /&gt;
&lt;br /&gt;
Each process on the economic flowchart has the following components:&lt;br /&gt;
* Inputs (on left) - the process will use up these raw materials.&lt;br /&gt;
* 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.&lt;br /&gt;
&lt;br /&gt;
Following the building is a list of skills and/or raw materials needed to make that building, or a #d reference to the job that can produce the good needed to do the job. All buildings require building designer, specialized requirements for different buildings will be added when I get around to it (see [[Building]] for now).&lt;br /&gt;
* Outputs (on right) - These are the goods that are produced by the economic activity in question.&lt;br /&gt;
&lt;br /&gt;
== Raw Materials ==&lt;br /&gt;
&lt;br /&gt;
assign these jobs through the designate or zone options.&lt;br /&gt;
&lt;br /&gt;
[[Walls]] -&amp;gt; &amp;lt;I&amp;gt;[[Pick]]&amp;lt;/I&amp;gt;/[[Mining]] -&amp;gt; [[Stone]]&lt;br /&gt;
:(designate -&amp;gt; Mine)&lt;br /&gt;
&lt;br /&gt;
[[Chop down trees|Trees]] -&amp;gt; &amp;lt;I&amp;gt;[[Battle axe]]&amp;lt;/I&amp;gt;/[[Wood Cutter]] -&amp;gt; [[Wood]]&lt;br /&gt;
:(designate -&amp;gt; Chop Trees)&lt;br /&gt;
&lt;br /&gt;
[[Walls]] -&amp;gt; none/[[Engraving|Stone Detailing]] -&amp;gt; [[Rooms#Room_grades|Room Quality]] ([[Happiness]]/Money)&lt;br /&gt;
:(designate -&amp;gt; Smooth Stone) and (designate -&amp;gt; Engrave Stone)&lt;br /&gt;
&lt;br /&gt;
[[Water]] -&amp;gt; none/[[Fishing]] -&amp;gt; [[Fish]]&lt;br /&gt;
:(designate -&amp;gt; Fish, do this at the level above the water)&lt;br /&gt;
&lt;br /&gt;
[[Animals]] -&amp;gt; &amp;lt;I&amp;gt;[[Weapon]]&amp;lt;/I&amp;gt;/[[Ambusher|Hunting]] -&amp;gt; [[Corpse|Corpses]]&lt;br /&gt;
:(assign any dwarf the hunt job)&lt;br /&gt;
&lt;br /&gt;
[[Bush|Bushes]] -&amp;gt; none/[[Gather Plants]] -&amp;gt; [[Crops]]&lt;br /&gt;
:(designate -&amp;gt; Gather Plants)&lt;br /&gt;
&lt;br /&gt;
== Second Tier Materials ==&lt;br /&gt;
(only raw materials needed as input)&lt;br /&gt;
&lt;br /&gt;
[[Stone]] -&amp;gt; [[Mason's workshop]]/[[construction|Masonry]] -&amp;gt; [[Furniture]], [[Blocks]]&lt;br /&gt;
&lt;br /&gt;
[[Stone]] -&amp;gt; [[Craftsdwarf's workshop]]/[[Craft#Crafts|Stonecrafting]] -&amp;gt; [[Craft]], [[Weapon|Short Sword]]&lt;br /&gt;
&lt;br /&gt;
[[Stone]] -&amp;gt; [[Mechanic's workshop]]/[[Mechanics]] -&amp;gt; [[Mechanism]]&lt;br /&gt;
&lt;br /&gt;
[[Bone]] or [[Shell]] -&amp;gt; [[Craftsdwarf's workshop]]/[[Craft#Crafts|Bonecarving]] -&amp;gt; [[Craft]], [[Bolts]], [[Armor]], [[Decoration]]&lt;br /&gt;
&lt;br /&gt;
Raw [[Fish]] -&amp;gt; [[Fishery]]/[[Fish Cleaning]] -&amp;gt; [[Fish]]&lt;br /&gt;
&lt;br /&gt;
[[Wood]] -&amp;gt; [[Carpenter's workshop]]/[[construction|Carpentry]] -&amp;gt; [[Furniture]], [[Blocks]], [[Container|Barrels]], [[Container|Bins]]&lt;br /&gt;
&lt;br /&gt;
[[Wood]] -&amp;gt; [[Craftsdwarf's workshop]]/[[Craft#Crafts|Woodcrafting]] -&amp;gt; [[Craft]], [[Bolts]]&lt;br /&gt;
&lt;br /&gt;
[[Wood]] -&amp;gt; [[Carpenter's workshop]]/[[Skills|Trapping]] -&amp;gt; [[Animal Trap]]&lt;br /&gt;
&lt;br /&gt;
[[Wood]] -&amp;gt; [[Bowyer's workshop]]/[[Bowyer]] -&amp;gt; [[Crossbow|Wooden Crossbow]]&lt;br /&gt;
&lt;br /&gt;
[[Wood]] -&amp;gt; [[Wood furnace]]/[[Wood burning]] -&amp;gt; [[Charcoal]]&lt;br /&gt;
&lt;br /&gt;
[[Wood]] -&amp;gt; [[Wood furnace]]/[[Wood burning]] -&amp;gt; [[Ash]]&lt;br /&gt;
:(note - the Wood Furnace is a Furnace, not a workshop)&lt;br /&gt;
&lt;br /&gt;
== Higher Tier Materials ==&lt;br /&gt;
[[Stone]] + [[Fuel]] -&amp;gt; [[Smelter]]/[[Smelting]] -&amp;gt; [[Metal|Metal Bars]]&lt;br /&gt;
:(the stone must be an ore of the given type)&lt;br /&gt;
:(fuel can be charcoal or coal)&lt;br /&gt;
&lt;br /&gt;
[[Iron Bars]] + [[Flux]] + [[Fuel]] -&amp;gt; [[Smelter]]/[[Smelting]] -&amp;gt; [[Pig Iron]]&lt;br /&gt;
:(fuel can be charcoal or coal)&lt;br /&gt;
&lt;br /&gt;
[[Pig Iron]] + [[Iron Bars]] + [[Flux]] + [[Fuel]] -&amp;gt; [[Smelter]]/[[Smelting]] -&amp;gt; [[Steel Bars]]&lt;br /&gt;
:(A Magma Forge does not require the fuel)&lt;br /&gt;
&lt;br /&gt;
[[Metal|Metal Bars]] + [[Fuel]] -&amp;gt; [[Smelter]]/[[Smelting]] -&amp;gt; [[Alloy]]&lt;br /&gt;
&lt;br /&gt;
[[Metal|Metal Bars]] + [[Fuel]] -&amp;gt; [[Metalsmith's Forge]]/[[Metal crafting]] or [[Blacksmithing]] -&amp;gt; [[Metal Item]]&lt;br /&gt;
&lt;br /&gt;
[[Metal]], [[Fuel]] -&amp;gt; [[Metalsmith's Forge]]/[[Armorsmith]] -&amp;gt; [[Armor]]&lt;br /&gt;
&lt;br /&gt;
[[Metal]], [[Fuel]] -&amp;gt; [[Metalsmith's Forge]]/[[Weaponsmith]] -&amp;gt; [[Weapon]]&lt;br /&gt;
:(A Magma Forge does not require the fuel)&lt;br /&gt;
&lt;br /&gt;
[[Seed]] -&amp;gt; [[Farm plot]]/[[Farming|Farming(fields)]] -&amp;gt; [[Crops]]&lt;br /&gt;
:(note that the Farm Plot while it is a building is not a workshop)&lt;br /&gt;
&lt;br /&gt;
[[Vermin]], [[Traps]] -&amp;gt; [[Kennels]] or [[Butcher's shop]]/[[Trapper]] -&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Wild [[Animals]], &amp;lt;I&amp;gt;[[Animal Trap]]&amp;lt;/I&amp;gt; -&amp;gt; none/[[Trapping]] -&amp;gt; Captured [[Animals]]&lt;br /&gt;
&lt;br /&gt;
Captured [[Animals]] -&amp;gt; [[Kennels]]/[[Animal Training]] -&amp;gt; Tame [[Animals]]&lt;br /&gt;
&lt;br /&gt;
Tame [[Animals]] -&amp;gt; [[Kennels]]/[[Animal Training]] -&amp;gt; Trained [[Animals]]&lt;br /&gt;
:(note that the Kennels while it is a building is not a workshop)&lt;br /&gt;
&lt;br /&gt;
Tame [[Animal]] -&amp;gt; [[Butcher's Shop]]/[[Butchery]] -&amp;gt; [[Corpse]]&lt;br /&gt;
({{K|Z}}-Animals-Ready for Slaughter)&lt;br /&gt;
&lt;br /&gt;
[[Corpse]] -&amp;gt; [[Butcher's Shop]]/[[Butchery]] -&amp;gt; [[Meat]]&lt;br /&gt;
&lt;br /&gt;
[[Barrel]], [[Crops]] -&amp;gt; [[Still]]/[[Brewing]] -&amp;gt; [[Alcohol]], [[Seed|Seeds]]&lt;br /&gt;
&lt;br /&gt;
[[Crops]] and/or [[Meat]] and/or [[Alcohol]] -&amp;gt; [[Kitchen]]/[[Cooking]] -&amp;gt; [[Food#Prepared_food|Prepared Meals]]&lt;br /&gt;
&lt;br /&gt;
[[Crops]] -&amp;gt; [[Farmer's workshop]]/[[Threshing]] -&amp;gt; [[Thread]]&lt;br /&gt;
&lt;br /&gt;
[[Thread]] -&amp;gt; [[Loom]]/[[Weaving]] -&amp;gt; [[Cloth]]&lt;br /&gt;
&lt;br /&gt;
[[Cloth]] -&amp;gt; [[Clothier's shop]]/[[Clothesmaking]] -&amp;gt; [[Clothing]]&lt;br /&gt;
&lt;br /&gt;
[[category: Economy]]&lt;/div&gt;</summary>
		<author><name>DrPraetorious</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Economics&amp;diff=21891</id>
		<title>40d:Economics</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Economics&amp;diff=21891"/>
		<updated>2007-11-16T20:37:23Z</updated>

		<summary type="html">&lt;p&gt;DrPraetorious: /* Second Tier Materials */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Overall Economic Flowchart ===&lt;br /&gt;
&lt;br /&gt;
Each process on the economic flowchart has the following components:&lt;br /&gt;
* Inputs (on left) - the process will use up these raw materials.&lt;br /&gt;
* 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.&lt;br /&gt;
&lt;br /&gt;
Following the building is a list of skills and/or raw materials needed to make that building, or a #d reference to the job that can produce the good needed to do the job. All buildings require building designer, specialized requirements for different buildings will be added when I get around to it (see [[Building]] for now).&lt;br /&gt;
* Outputs (on right) - These are the goods that are produced by the economic activity in question.&lt;br /&gt;
&lt;br /&gt;
== Raw Materials ==&lt;br /&gt;
&lt;br /&gt;
assign these jobs through the designate or zone options.&lt;br /&gt;
&lt;br /&gt;
[[Walls]] -&amp;gt; &amp;lt;I&amp;gt;[[Pick]]&amp;lt;/I&amp;gt;/[[Mining]] -&amp;gt; [[Stone]]&lt;br /&gt;
:(designate -&amp;gt; Mine)&lt;br /&gt;
&lt;br /&gt;
[[Chop down trees|Trees]] -&amp;gt; &amp;lt;I&amp;gt;[[Battle axe]]&amp;lt;/I&amp;gt;/[[Wood Cutter]] -&amp;gt; [[Wood]]&lt;br /&gt;
:(designate -&amp;gt; Chop Trees)&lt;br /&gt;
&lt;br /&gt;
[[Walls]] -&amp;gt; none/[[Engraving|Stone Detailing]] -&amp;gt; [[Rooms#Room_grades|Room Quality]] ([[Happiness]]/Money)&lt;br /&gt;
:(designate -&amp;gt; Smooth Stone) and (designate -&amp;gt; Engrave Stone)&lt;br /&gt;
&lt;br /&gt;
[[Water]] -&amp;gt; none/[[Fishing]] -&amp;gt; [[Fish]]&lt;br /&gt;
:(designate -&amp;gt; Fish, do this at the level above the water)&lt;br /&gt;
&lt;br /&gt;
[[Animals]] -&amp;gt; &amp;lt;I&amp;gt;[[Weapon]]&amp;lt;/I&amp;gt;/[[Ambusher|Hunting]] -&amp;gt; [[Corpse|Corpses]]&lt;br /&gt;
:(assign any dwarf the hunt job)&lt;br /&gt;
&lt;br /&gt;
[[Bush|Bushes]] -&amp;gt; none/[[Gather Plants]] -&amp;gt; [[Crops]]&lt;br /&gt;
:(designate -&amp;gt; Gather Plants)&lt;br /&gt;
&lt;br /&gt;
== Second Tier Materials ==&lt;br /&gt;
(only raw materials needed as input)&lt;br /&gt;
&lt;br /&gt;
[[Stone]] -&amp;gt; [[Mason's workshop]]/[[construction|Masonry]] -&amp;gt; [[Furniture]], [[Blocks]]&lt;br /&gt;
[[Stone]] -&amp;gt; [[Craftsdwarf's workshop]]/[[Craft#Crafts|Stonecrafting]] -&amp;gt; [[Craft]], [[Weapon|Short Sword]]&lt;br /&gt;
[[Stone]] -&amp;gt; [[Mechanic's workshop]]/[[Mechanics]] -&amp;gt; [[Mechanism]]&lt;br /&gt;
&lt;br /&gt;
[[Bone]] or [[Shell]] -&amp;gt; [[Craftsdwarf's workshop]]/[[Craft#Crafts|Bonecarving]] -&amp;gt; [[Craft]], [[Bolts]], [[Armor]], [[Decoration]]&lt;br /&gt;
Raw [[Fish]] -&amp;gt; [[Fishery]]/[[Fish Cleaning]] -&amp;gt; [[Fish]]&lt;br /&gt;
&lt;br /&gt;
[[Wood]] -&amp;gt; [[Carpenter's workshop]]/[[construction|Carpentry]] -&amp;gt; [[Furniture]], [[Blocks]], [[Container|Barrels]], [[Container|Bins]]&lt;br /&gt;
[[Wood]] -&amp;gt; [[Craftsdwarf's workshop]]/[[Craft#Crafts|Woodcrafting]] -&amp;gt; [[Craft]], [[Bolts]]&lt;br /&gt;
[[Wood]] -&amp;gt; [[Carpenter's workshop]]/[[Skills|Trapping]] -&amp;gt; [[Animal Trap]]&lt;br /&gt;
[[Wood]] -&amp;gt; [[Bowyer's workshop]]/[[Bowyer]] -&amp;gt; [[Crossbow|Wooden Crossbow]]&lt;br /&gt;
[[Wood]] -&amp;gt; [[Wood furnace]]/[[Wood burning]] -&amp;gt; [[Charcoal]]&lt;br /&gt;
[[Wood]] -&amp;gt; [[Wood furnace]]/[[Wood burning]] -&amp;gt; [[Ash]]&lt;br /&gt;
:(note - the Wood Furnace is a Furnace, not a workshop)&lt;br /&gt;
&lt;br /&gt;
== Higher Tier Materials ==&lt;br /&gt;
[[Stone]] + [[Fuel]] -&amp;gt; [[Smelter]]/[[Smelting]] -&amp;gt; [[Metal|Metal Bars]]&lt;br /&gt;
:(the stone must be an ore of the given type)&lt;br /&gt;
:(fuel can be charcoal or coal)&lt;br /&gt;
&lt;br /&gt;
[[Iron Bars]] + [[Flux]] + [[Fuel]] -&amp;gt; [[Smelter]]/[[Smelting]] -&amp;gt; [[Pig Iron]]&lt;br /&gt;
:(fuel can be charcoal or coal)&lt;br /&gt;
&lt;br /&gt;
[[Pig Iron]] + [[Flux]] + [[Fuel]] -&amp;gt; [[Smelter]]/[[Smelting]] -&amp;gt; [[Steel Bars]]&lt;br /&gt;
:(A Magma Forge does not require the fuel)&lt;br /&gt;
&lt;br /&gt;
[[Metal|Metal Bars]] + [[Fuel]] -&amp;gt; [[Smelter]]/[[Smelting]] -&amp;gt; [[Alloy]]&lt;br /&gt;
&lt;br /&gt;
[[Metal|Metal Bars]] + [[Fuel]] -&amp;gt; [[Metalsmith's Forge]]/[[Metal crafting]] or [[Blacksmithing]] -&amp;gt; [[Metal Item]]&lt;br /&gt;
&lt;br /&gt;
[[Metal]], [[Fuel]] -&amp;gt; [[Metalsmith's Forge]]/[[Armorsmith]] -&amp;gt; [[Armor]]&lt;br /&gt;
&lt;br /&gt;
[[Metal]], [[Fuel]] -&amp;gt; [[Metalsmith's Forge]]/[[Weaponsmith]] -&amp;gt; [[Weapon]]&lt;br /&gt;
:(A Magma Forge does not require the fuel)&lt;br /&gt;
&lt;br /&gt;
[[Seed]] -&amp;gt; [[Farm plot]]/[[Farming|Farming(fields)]] -&amp;gt; [[Crops]]&lt;br /&gt;
:(note that the Farm Plot while it is a building is not a workshop)&lt;br /&gt;
&lt;br /&gt;
[[Vermin]], [[Traps]] -&amp;gt; [[Kennels]] or [[Butcher's shop]]/[[Trapper]] -&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Wild [[Animals]], &amp;lt;I&amp;gt;[[Animal Trap]]&amp;lt;/I&amp;gt; -&amp;gt; none/[[Trapping]] -&amp;gt; Captured [[Animals]]&lt;br /&gt;
&lt;br /&gt;
Captured [[Animals]] -&amp;gt; [[Kennels]]/[[Animal Training]] -&amp;gt; Tame [[Animals]]&lt;br /&gt;
&lt;br /&gt;
Tame [[Animals]] -&amp;gt; [[Kennels]]/[[Animal Training]] -&amp;gt; Trained [[Animals]]&lt;br /&gt;
:(note that the Kennels while it is a building is not a workshop)&lt;br /&gt;
&lt;br /&gt;
Tame [[Animal]] -&amp;gt; [[Butcher's Shop]]/[[Butchery]] -&amp;gt; [[Corpse]]&lt;br /&gt;
({{K|Z}}-Animals-Ready for Slaughter)&lt;br /&gt;
&lt;br /&gt;
[[Corpse]] -&amp;gt; [[Butcher's Shop]]/[[Butchery]] -&amp;gt; [[Meat]]&lt;br /&gt;
&lt;br /&gt;
[[Barrel]], [[Crops]] -&amp;gt; [[Still]]/[[Brewing]] -&amp;gt; [[Alcohol]], [[Seed|Seeds]]&lt;br /&gt;
&lt;br /&gt;
[[Crops]] and/or [[Meat]] and/or [[Alcohol]] -&amp;gt; [[Kitchen]]/[[Cooking]] -&amp;gt; [[Food#Prepared_food|Prepared Meals]]&lt;br /&gt;
&lt;br /&gt;
[[Crops]] -&amp;gt; [[Farmer's workshop]]/[[Threshing]] -&amp;gt; [[Thread]]&lt;br /&gt;
&lt;br /&gt;
[[Thread]] -&amp;gt; [[Loom]]/[[Weaving]] -&amp;gt; [[Cloth]]&lt;br /&gt;
&lt;br /&gt;
[[Cloth]] -&amp;gt; [[Clothier's shop]]/[[Clothesmaking]] -&amp;gt; [[Clothing]]&lt;br /&gt;
&lt;br /&gt;
[[category: Economy]]&lt;/div&gt;</summary>
		<author><name>DrPraetorious</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Economics&amp;diff=21882</id>
		<title>40d:Economics</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Economics&amp;diff=21882"/>
		<updated>2007-11-11T20:44:18Z</updated>

		<summary type="html">&lt;p&gt;DrPraetorious: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Overall Economic Flowchart ===&lt;br /&gt;
&lt;br /&gt;
 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).&lt;br /&gt;
 Each process on the economic flowchart has the following components:&lt;br /&gt;
* Inputs (on left) - the process will use up these raw materials.&lt;br /&gt;
* 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.&lt;br /&gt;
Following the building is a list of skills and/or raw materials needed to make that building, or a #d reference to the job that can produce the good needed to do the job. All buildings require building designer, specialized requirements for different buildings will be added when I get around to it (see [[Building]] for now).&lt;br /&gt;
* Outputs (on right) - These are the goods that are produced by the economic activity in question.&lt;br /&gt;
&lt;br /&gt;
== Raw Materials ==&lt;br /&gt;
&lt;br /&gt;
 assign these jobs through the designate or zone options.&lt;br /&gt;
&lt;br /&gt;
[[Walls]] -&amp;gt; &amp;lt;I&amp;gt;[[Pick]]&amp;lt;/I&amp;gt;/[[Mining]] -&amp;gt; [[Stone]]&lt;br /&gt;
 (designate -&amp;gt; Mine)&lt;br /&gt;
&lt;br /&gt;
[[Chop down trees|Trees]] -&amp;gt; &amp;lt;I&amp;gt;[[Battle axe]]&amp;lt;/I&amp;gt;/[[Wood Cutter]] -&amp;gt; [[Wood]]&lt;br /&gt;
 (designate -&amp;gt; Chop Trees)&lt;br /&gt;
&lt;br /&gt;
[[Walls]] -&amp;gt; none/[[Engraving|Stone Detailing]] -&amp;gt; [[Rooms#Room_grades|Room Quality]] ([[Happiness]]/Money)&lt;br /&gt;
 (designate -&amp;gt; Smooth Stone) and (designate -&amp;gt; Engrave Stone)&lt;br /&gt;
&lt;br /&gt;
[[Water]] -&amp;gt; none/[[Fishing]] -&amp;gt; [[Fish]]&lt;br /&gt;
 (designate -&amp;gt; Fish, do this at the level above the water)&lt;br /&gt;
&lt;br /&gt;
[[Animals]] -&amp;gt; &amp;lt;I&amp;gt;[[Weapon]]&amp;lt;/I&amp;gt;/[[Ambusher|Hunting]] -&amp;gt; [[Corpses]]&lt;br /&gt;
 (assign any dwarf the hunt job)&lt;br /&gt;
&lt;br /&gt;
[[Plants]] -&amp;gt; none/[[Gather Plants]] -&amp;gt; [[Crops]]&lt;br /&gt;
 (designate -&amp;gt; Gather Plants)&lt;br /&gt;
&lt;br /&gt;
== Second Tier Materials ==&lt;br /&gt;
(only raw materials needed as input)&lt;br /&gt;
&lt;br /&gt;
[[Stone]] -&amp;gt; [[Mason's workshop]]/[[construction|Masonry]] -&amp;gt; [[Furniture]], [[Blocks]]&lt;br /&gt;
&lt;br /&gt;
[[Wood]] -&amp;gt; [[Carpenter's workshop]]/[[construction|Carpentry]] -&amp;gt; [[Furniture]], [[Blocks]], [[Barrels]]&lt;br /&gt;
&lt;br /&gt;
[[Stone]] -&amp;gt; [[Craftsdwarf's workshop]]/[[Craft#Crafts|Stonecrafting]] -&amp;gt; [[Craft]], [[Decoration]], &lt;br /&gt;
&lt;br /&gt;
[[Wood]] -&amp;gt; [[Craftsdwarf's workshop]]/[[Craft#Crafts|Woodcrafting]] -&amp;gt; [[Craft]], [[Bolts]]&lt;br /&gt;
&lt;br /&gt;
[[Bone]] or [[Shell]] -&amp;gt; [[Craftsdwarf's workshop]]/[[Craft#Crafts|Bonecarving]] -&amp;gt; [[Craft]], [[Bolts]], [[Armor]]&lt;br /&gt;
&lt;br /&gt;
Raw [[Fish]] -&amp;gt; [[Fishery]]/[[Fish Cleaning]] -&amp;gt; [[Fish]]&lt;br /&gt;
&lt;br /&gt;
[[Stone]] -&amp;gt; [[Mechanic's workshop]]/[[Mechanics]] -&amp;gt; [[Mechanism]]&lt;br /&gt;
&lt;br /&gt;
[[Wood]] -&amp;gt; [[Bowyer's workshop]]/[[Bowyer]] -&amp;gt; [[Crossbow|Wooden Crossbow]]&lt;br /&gt;
&lt;br /&gt;
[[Wood]] -&amp;gt; [[Wood furnace]]/[[Wood burning]] -&amp;gt; [[Charcoal]]&lt;br /&gt;
 (note - the Wood Furnace is a Furnace, not a workshop)&lt;br /&gt;
&lt;br /&gt;
[[Wood]] -&amp;gt; [[Carpenter's workshop]]/[[Skills|Trapping]] -&amp;gt; [[Animal Trap]]&lt;br /&gt;
&lt;br /&gt;
== Higher Tier Materials ==&lt;br /&gt;
[[Stone]] + [[Fuel]] -&amp;gt; [[Smelter]]/[[Smelting]] -&amp;gt; [[Iron Bars]]&lt;br /&gt;
 (the stone must be an ore of the given type)&lt;br /&gt;
 (fuel can be charcoal or coal)&lt;br /&gt;
&lt;br /&gt;
[[Iron Bars]] + [[Fuel]] -&amp;gt; [[Smelter]]/[[Smelting]] -&amp;gt; [[Pig Iron]]&lt;br /&gt;
 (fuel can be charcoal or coal)&lt;br /&gt;
&lt;br /&gt;
[[Pig Iron]] + [[Flux]] ++ [[Fuel]] -&amp;gt; [[Forge]]/[[???]] -&amp;gt; [[Steel Bars]]&lt;br /&gt;
 (A Magma Forge does not require the fuel)&lt;br /&gt;
&lt;br /&gt;
[[Steel Bars]] + [[Fuel]] -&amp;gt; [[Forge]]/[[Smelting]] -&amp;gt; [[Steel Item]]&lt;br /&gt;
 (A Magma Forge does not require the fuel)&lt;br /&gt;
&lt;br /&gt;
[[Seed]] -&amp;gt; [[Farm plot]]/[[Farming]] -&amp;gt; [[Crops]]&lt;br /&gt;
 (note that the Farm Plot while it is a building is not a workshop)&lt;br /&gt;
&lt;br /&gt;
[[Vermin]], [[Traps]] -&amp;gt; [[Kennels]] or [[Butcher Shop]]/[[Trapper]] -&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Wild [[Animals]], &amp;lt;I&amp;gt;[[Animal Trap]]&amp;lt;/I&amp;gt; -&amp;gt; none/[[Trapping]] -&amp;gt; Captured [[Animals]]&lt;br /&gt;
&lt;br /&gt;
Captured [[Animals]] -&amp;gt; [[Kennels]]/[[Animal Training]] -&amp;gt; Tame [[Animals]]&lt;br /&gt;
&lt;br /&gt;
Tame [[Animals]] -&amp;gt; [[Kennels]]/[[Animal Training]] -&amp;gt; Trained [[Animals]]&lt;br /&gt;
 (note that the Kennels while it is a building is not a workshop)&lt;br /&gt;
&lt;br /&gt;
[[Barrels]], [[Crops]] -&amp;gt; [[Still]]/[[Brewing]] -&amp;gt; [[Alcohol]], [[Seeds]]&lt;br /&gt;
&lt;br /&gt;
[[Crops]] and/or [[Meat]] and/or [[Alcohol]] -&amp;gt; [[Kitchen]]/[[Cooking]] -&amp;gt; [[Food#Prepared_food|Prepared Meals]]&lt;br /&gt;
&lt;br /&gt;
[[Metal]], [[Charcoal]] -&amp;gt; [[Metalsmith's Forge]]/[[Armorsmith]] -&amp;gt; [[Armor]]&lt;/div&gt;</summary>
		<author><name>DrPraetorious</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Economics&amp;diff=21881</id>
		<title>40d:Economics</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Economics&amp;diff=21881"/>
		<updated>2007-11-11T20:31:36Z</updated>

		<summary type="html">&lt;p&gt;DrPraetorious: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Overall Economic Flowchart ===&lt;br /&gt;
&lt;br /&gt;
 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).&lt;br /&gt;
 Each process on the economic flowchart has the following components:&lt;br /&gt;
* Inputs (on left) - the process will use up these raw materials.&lt;br /&gt;
* 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.&lt;br /&gt;
Following the building is a list of skills and/or raw materials needed to make that building, or a #d reference to the job that can produce the good needed to do the job. All buildings require building designer, specialized requirements for different buildings will be added when I get around to it (see [[Building]] for now).&lt;br /&gt;
* Outputs (on right) - These are the goods that are produced by the economic activity in question.&lt;br /&gt;
&lt;br /&gt;
== Raw Materials ==&lt;br /&gt;
&lt;br /&gt;
 assign these jobs through the designate or zone options.&lt;br /&gt;
&lt;br /&gt;
[[Walls]] -&amp;gt; &amp;lt;I&amp;gt;[[Pick]]&amp;lt;/I&amp;gt;/[[Mining]] -&amp;gt; [[Stone]]&lt;br /&gt;
 (designate -&amp;gt; Mine)&lt;br /&gt;
&lt;br /&gt;
[[Chop down trees|Trees]] -&amp;gt; &amp;lt;I&amp;gt;[[Battle axe]]&amp;lt;/I&amp;gt;/[[Wood Cutter]] -&amp;gt; [[Wood]]&lt;br /&gt;
 (designate -&amp;gt; Chop Trees)&lt;br /&gt;
&lt;br /&gt;
[[Walls]] -&amp;gt; none/[[Engraving|Stone Detailing]] -&amp;gt; [[Rooms#Room_grades|Room Quality]] ([[Happiness]]/Money)&lt;br /&gt;
 (designate -&amp;gt; Smooth Stone) and (designate -&amp;gt; Engrave Stone)&lt;br /&gt;
&lt;br /&gt;
[[Water]] -&amp;gt; none/[[Fishing]] -&amp;gt; [[Fish]]&lt;br /&gt;
 (designate -&amp;gt; Fish, do this at the level above the water)&lt;br /&gt;
&lt;br /&gt;
[[Animals]] -&amp;gt; &amp;lt;I&amp;gt;[[Weapon]]&amp;lt;/I&amp;gt;/[[Ambusher|Hunting]] -&amp;gt; [[Corpses]]&lt;br /&gt;
 (assign any dwarf the hunt job)&lt;br /&gt;
&lt;br /&gt;
[[Plants]] -&amp;gt; none/[[Gather Plants]] -&amp;gt; [[Crops]]&lt;br /&gt;
 (designate -&amp;gt; Gather Plants)&lt;br /&gt;
&lt;br /&gt;
== Second Tier Materials ==&lt;br /&gt;
(only raw materials needed as input)&lt;br /&gt;
&lt;br /&gt;
[[Stone]] -&amp;gt; [[Mason's workshop]]/[[construction|Masonry]] -&amp;gt; [[Furniture]], [[Blocks]]&lt;br /&gt;
&lt;br /&gt;
[[Wood]] -&amp;gt; [[Carpenter's workshop]]/[[construction|Carpentry]] -&amp;gt; [[Furniture]], [[Blocks]], [[Barrels]]&lt;br /&gt;
&lt;br /&gt;
[[Stone]] -&amp;gt; [[Craftsdwarf's workshop]]/[[Craft#Crafts|Stonecrafting]] -&amp;gt; [[Craft]], [[Decoration]], &lt;br /&gt;
&lt;br /&gt;
[[Wood]] -&amp;gt; [[Craftsdwarf's workshop]]/[[Craft#Crafts|Woodcrafting]] -&amp;gt; [[Craft]], [[Bolts]]&lt;br /&gt;
&lt;br /&gt;
[[Bone]] or [[Shell]] -&amp;gt; [[Craftsdwarf's workshop]]/[[Craft#Crafts|Bonecarving]] -&amp;gt; [[Craft]], [[Bolts]], [[Armor]]&lt;br /&gt;
&lt;br /&gt;
Raw [[Fish]] -&amp;gt; [[Fishery]]/[[Fish Cleaning]] -&amp;gt; [[Fish]]&lt;br /&gt;
&lt;br /&gt;
[[Stone]] -&amp;gt; [[Mechanic's workshop]]/[[Mechanics]] -&amp;gt; [[Mechanism]]&lt;br /&gt;
&lt;br /&gt;
[[Wood]] -&amp;gt; [[Bowyer's workshop]]/[[Bowyer]] -&amp;gt; [[Crossbow|Wooden Crossbow]]&lt;br /&gt;
&lt;br /&gt;
[[Wood]] -&amp;gt; [[Wood furnace]]/[[Wood burning]] -&amp;gt; [[Charcoal]]&lt;br /&gt;
 (note - the Wood Furnace is a Furnace, not a workshop)&lt;br /&gt;
&lt;br /&gt;
[[Wood]] -&amp;gt; [[Carpenter's workshop]]/[[Skills|Trapping]] -&amp;gt; [[Animal Trap]]&lt;br /&gt;
&lt;br /&gt;
== Higher Tier Materials ==&lt;br /&gt;
[[Stone]] + [[Fuel]] -&amp;gt; [[Smelter]]/[[Smelting]] -&amp;gt; [[Iron Bars]]&lt;br /&gt;
 (the stone must be an ore of the given type)&lt;br /&gt;
 (fuel can be charcoal or coal)&lt;br /&gt;
&lt;br /&gt;
[[Iron Bars]] + [[Fuel]] -&amp;gt; [[Smelter]]/[[Smelting]] -&amp;gt; [[Pig Iron]]&lt;br /&gt;
 (fuel can be charcoal or coal)&lt;br /&gt;
&lt;br /&gt;
[[Pig Iron]] + [[Flux]] ++ [[Fuel]] -&amp;gt; [[Forge]]/[[???]] -&amp;gt; [[Steel Bars]]&lt;br /&gt;
 (A Magma Forge does not require the fuel)&lt;br /&gt;
&lt;br /&gt;
[[Steel Bars]] + [[Fuel]] -&amp;gt; [[Forge]]/[[Smelting]] -&amp;gt; [[Steel Item]]&lt;br /&gt;
 (A Magma Forge does not require the fuel)&lt;br /&gt;
&lt;br /&gt;
[[Seeds]] -&amp;gt; [[Farm Plot]]/[[Farming]] -&amp;gt; [[Crops]]&lt;br /&gt;
 (note that the Farm Plot while it is a building is not a workshop)&lt;br /&gt;
&lt;br /&gt;
[[Vermin]], [[Traps]] -&amp;gt; [[Kennels]] or [[Butcher Shop]]/[[Trapper]] -&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Wild [[Animals]], &amp;lt;I&amp;gt;[[Animal Trap]]&amp;lt;/I&amp;gt; -&amp;gt; none/[[Trapping]] -&amp;gt; Captured [[Animals]]&lt;br /&gt;
&lt;br /&gt;
Captured [[Animals]] -&amp;gt; [[Kennels]]/[[Animal Training]] -&amp;gt; Tame [[Animals]]&lt;br /&gt;
&lt;br /&gt;
Tame [[Animals]] -&amp;gt; [[Kennels]]/[[Animal Training]] -&amp;gt; Trained [[Animals]]&lt;br /&gt;
 (note that the Kennels while it is a building is not a workshop)&lt;br /&gt;
&lt;br /&gt;
[[Barrels]], [[Crops]] -&amp;gt; [[Still]]/[[Brewing]] -&amp;gt; [[Alcohol]], [[Seeds]]&lt;br /&gt;
&lt;br /&gt;
[[Crops]] and/or [[Meat]] and/or [[Alcohol]] -&amp;gt; [[Kitchen]]/[[Cooking]] -&amp;gt; [[Food#Prepared_food|Prepared Meals]]&lt;br /&gt;
&lt;br /&gt;
[[Metal]], [[Charcoal]] -&amp;gt; [[Metalsmith's Forge]]/[[Armorsmith]] -&amp;gt; [[Armor]]&lt;/div&gt;</summary>
		<author><name>DrPraetorious</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Economics&amp;diff=21880</id>
		<title>40d:Economics</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Economics&amp;diff=21880"/>
		<updated>2007-11-11T20:12:55Z</updated>

		<summary type="html">&lt;p&gt;DrPraetorious: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Overall Economic Flowchart ===&lt;br /&gt;
&lt;br /&gt;
 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).&lt;br /&gt;
 Each process on the economic flowchart has the following components:&lt;br /&gt;
* Inputs (on left) - the process will use up these raw materials.&lt;br /&gt;
* 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.&lt;br /&gt;
Following the building is a list of skills and/or raw materials needed to make that building, or a #d reference to the job that can produce the good needed to do the job. All buildings require building designer, specialized requirements for different buildings will be added when I get around to it (see [[Building]] for now).&lt;br /&gt;
* Outputs (on right) - These are the goods that are produced by the economic activity in question.&lt;br /&gt;
&lt;br /&gt;
== Raw Materials ==&lt;br /&gt;
&lt;br /&gt;
 assign these jobs through the designate or zone options.&lt;br /&gt;
&lt;br /&gt;
[[Walls]] -&amp;gt; &amp;lt;I&amp;gt;[[Pick]]&amp;lt;/I&amp;gt;/[[Mining]] -&amp;gt; [[Stone]]&lt;br /&gt;
 (designate -&amp;gt; Mine)&lt;br /&gt;
&lt;br /&gt;
[[Chop down trees|Trees]] -&amp;gt; &amp;lt;I&amp;gt;[[Battle axe]]&amp;lt;/I&amp;gt;/[[Wood Cutter]] -&amp;gt; [[Wood]]&lt;br /&gt;
 (designate -&amp;gt; Chop Trees)&lt;br /&gt;
&lt;br /&gt;
[[Walls]] -&amp;gt; none/[[Engraving|Stone Detailing]] -&amp;gt; [[Rooms#Room_grades|Room Quality]] ([[Happiness]]/Money)&lt;br /&gt;
 (designate -&amp;gt; Smooth Stone) and (designate -&amp;gt; Engrave Stone)&lt;br /&gt;
&lt;br /&gt;
[[Water]] -&amp;gt; none/[[Fishing]] -&amp;gt; [[Fish]]&lt;br /&gt;
 (designate -&amp;gt; Fish, do this at the level above the water)&lt;br /&gt;
&lt;br /&gt;
[[Animals]] -&amp;gt; &amp;lt;I&amp;gt;[[Weapon]]&amp;lt;/I&amp;gt;/[[Ambusher|Hunting]] -&amp;gt; [[Corpses]]&lt;br /&gt;
 (assign any dwarf the hunt job)&lt;br /&gt;
&lt;br /&gt;
[[Plants]] -&amp;gt; none/[[Gather Plants]] -&amp;gt; [[Crops]]&lt;br /&gt;
 (designate -&amp;gt; Gather Plants)&lt;br /&gt;
&lt;br /&gt;
== Second Tier Materials ==&lt;br /&gt;
(only raw materials needed as input)&lt;br /&gt;
&lt;br /&gt;
[[Stone]] -&amp;gt; [[Mason's workshop]]/[[construction|Masonry]] -&amp;gt; [[Furniture]], [[Blocks]]&lt;br /&gt;
&lt;br /&gt;
[[Wood]] -&amp;gt; [[Carpenter's workshop]]/[[construction|Carpentry]] -&amp;gt; [[Furniture]], [[Blocks]], [[Barrels]]&lt;br /&gt;
&lt;br /&gt;
[[Stone]] -&amp;gt; [[Craftsdwarf's workshop]]/[[Craft#Crafts|Stonecrafting]] -&amp;gt; [[Craft]], [[Decoration]], &lt;br /&gt;
&lt;br /&gt;
[[Wood]] -&amp;gt; [[Craftsdwarf's workshop]]/[[Craft#Crafts|Woodcrafting]] -&amp;gt; [[Craft]], [[Bolts]]&lt;br /&gt;
&lt;br /&gt;
[[Bone]] or [[Shell]] -&amp;gt; [[Craftsdwarf's workshop]]/[[Craft#Crafts|Bonecarving]] -&amp;gt; [[Craft]], [[Bolts]], [[Armor]]&lt;br /&gt;
&lt;br /&gt;
Raw [[Fish]] -&amp;gt; [[Fishery]]/[[Fish Cleaning]] -&amp;gt; [[Fish]]&lt;br /&gt;
&lt;br /&gt;
[[Stone]] -&amp;gt; [[Mechanic's workshop]]/[[Mechanics]] -&amp;gt; [[Mechanism]]&lt;br /&gt;
&lt;br /&gt;
[[Wood]] -&amp;gt; [[Bowyer's workshop]]/[[Bowyer]] -&amp;gt; [[Crossbow|Wooden Crossbow]]&lt;br /&gt;
&lt;br /&gt;
[[Wood]] -&amp;gt; [[Wood furnace]]/[[Wood burning]] -&amp;gt; [[Charcoal]]&lt;br /&gt;
 (note - the Wood Furnace is a Furnace, not a workshop)&lt;br /&gt;
&lt;br /&gt;
[[Wood]] -&amp;gt; [[Carpenter's workshop]]/[[Skills|Trapping]] -&amp;gt; [[Animal Trap]]&lt;br /&gt;
&lt;br /&gt;
== Higher Tier Materials ==&lt;br /&gt;
[[Stone]] + [[Fuel]] -&amp;gt; [[Smelter]]/[[Smelting]] -&amp;gt; [[Iron Bars]]&lt;br /&gt;
 (the stone must be an ore of the given type)&lt;br /&gt;
 (fuel can be charcoal or coal)&lt;br /&gt;
&lt;br /&gt;
[[Iron Bars]] + [[Fuel]] -&amp;gt; [[Smelter]]/[[Smelting]] -&amp;gt; [[Pig Iron]]&lt;br /&gt;
 (fuel can be charcoal or coal)&lt;br /&gt;
&lt;br /&gt;
[[Pig Iron]] + [[Flux]] ++ [[Fuel]] -&amp;gt; [[Forge]]/[[???]] -&amp;gt; [[Steel Bars]]&lt;br /&gt;
 (A Magma Forge does not require the fuel)&lt;br /&gt;
&lt;br /&gt;
[[Steel Bars]] + [[Fuel]] -&amp;gt; [[Forge]]/[[Smelting]] -&amp;gt; [[Steel Item]]&lt;br /&gt;
 (A Magma Forge does not require the fuel)&lt;br /&gt;
&lt;br /&gt;
[[Seeds]] -&amp;gt; [[Farm Plot]]/[[Farming]] -&amp;gt; [[Crops]]&lt;br /&gt;
 (note that the Farm Plot while it is a building is not a workshop)&lt;br /&gt;
&lt;br /&gt;
[[Vermin]], [[Traps]] -&amp;gt; [[Kennels]] or [[Butcher Shop]]/[[Trapper]] -&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Wild [[Animals]] -&amp;gt; &amp;lt;I&amp;gt;[[Animal Trap]]&amp;lt;I&amp;gt;/[[Trapping]] -&amp;gt; Captured [[Animals]]&lt;br /&gt;
&lt;br /&gt;
Captured [[Animals]] -&amp;gt; [[Kennels]]/[[Animal Training]] -&amp;gt; Tame [[Animals]]&lt;br /&gt;
&lt;br /&gt;
Tame [[Animals]] -&amp;gt; [[Kennels]]/[[Animal Training]] -&amp;gt; Trained [[Animals]]&lt;br /&gt;
 (note that the Kennels while it is a building is not a workshop)&lt;br /&gt;
&lt;br /&gt;
[[Barrels]], [[Crops]] -&amp;gt; [[Still]]/[[Brewing]] -&amp;gt; [[Alcohol]], [[Seeds]]&lt;br /&gt;
&lt;br /&gt;
[[Crops]] and/or [[Meat]] and/or [[Alcohol]] -&amp;gt; [[Kitchen]]/[[Cooking]] -&amp;gt; [[Food#Prepared_food|Prepared Meals]]&lt;br /&gt;
&lt;br /&gt;
[[Metal]], [[Charcoal]] -&amp;gt; [[Metalsmith's Forge]]/[[Armorsmith]] -&amp;gt; [[Armor]]&lt;/div&gt;</summary>
		<author><name>DrPraetorious</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Economics&amp;diff=21879</id>
		<title>40d:Economics</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Economics&amp;diff=21879"/>
		<updated>2007-11-11T20:04:57Z</updated>

		<summary type="html">&lt;p&gt;DrPraetorious: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Overall Economic Flowchart ===&lt;br /&gt;
&lt;br /&gt;
 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).&lt;br /&gt;
 Each process on the economic flowchart has the following components:&lt;br /&gt;
* Inputs (on left) - the process will use up these raw materials.&lt;br /&gt;
* 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.&lt;br /&gt;
Following the building is a list of skills and/or raw materials needed to make that building, or a #d reference to the job that can produce the good needed to do the job. All buildings require building designer, specialized requirements for different buildings will be added when I get around to it (see [[Building]] for now).&lt;br /&gt;
* Outputs (on right) - These are the goods that are produced by the economic activity in question.&lt;br /&gt;
&lt;br /&gt;
== Raw Materials ==&lt;br /&gt;
&lt;br /&gt;
 assign these jobs through the designate or zone options.&lt;br /&gt;
&lt;br /&gt;
[[Walls]] -&amp;gt; &amp;lt;I&amp;gt;[[Pick]]&amp;lt;/I&amp;gt;/[[Mining]] -&amp;gt; [[Stone]]&lt;br /&gt;
 (designate -&amp;gt; Mine)&lt;br /&gt;
&lt;br /&gt;
[[Chop down trees|Trees]] -&amp;gt; &amp;lt;I&amp;gt;[[Battle axe]]&amp;lt;/I&amp;gt;/[[Wood Cutter]] -&amp;gt; [[Wood]]&lt;br /&gt;
 (designate -&amp;gt; Chop Trees)&lt;br /&gt;
&lt;br /&gt;
[[Walls]] -&amp;gt; none/[[Engraving|Stone Detailing]] -&amp;gt; [[Rooms#Room_grades|Room Quality]] ([[Happiness]]/Money)&lt;br /&gt;
 (designate -&amp;gt; Smooth Stone) and (designate -&amp;gt; Engrave Stone)&lt;br /&gt;
&lt;br /&gt;
[[Water]] -&amp;gt; none/[[Fishing]] -&amp;gt; [[Fish]]&lt;br /&gt;
 (designate -&amp;gt; Fish, do this at the level above the water)&lt;br /&gt;
&lt;br /&gt;
[[Animals]] -&amp;gt; &amp;lt;I&amp;gt;[[Weapon]]&amp;lt;/I&amp;gt;/[[Ambusher|Hunting]] -&amp;gt; [[Corpses]]&lt;br /&gt;
 (assign any dwarf the hunt job)&lt;br /&gt;
&lt;br /&gt;
[[Plants]] -&amp;gt; none/[[Gather Plants]] -&amp;gt; [[Crops]]&lt;br /&gt;
 (designate -&amp;gt; Gather Plants)&lt;br /&gt;
&lt;br /&gt;
== Second Tier Materials ==&lt;br /&gt;
(only raw materials needed as input)&lt;br /&gt;
&lt;br /&gt;
[[Stone]] -&amp;gt; [[Mason's workshop]]/[[construction|Masonry]] -&amp;gt; [[Furniture]], [[Blocks]]&lt;br /&gt;
&lt;br /&gt;
[[Wood]] -&amp;gt; [[Carpenter's workshop]]/[[construction|Carpentry]] -&amp;gt; [[Furniture]], [[Blocks]], [[Barrels]]&lt;br /&gt;
&lt;br /&gt;
[[Stone]] -&amp;gt; [[Craftsdwarf's workshop]]/[[Stonecrafting]] -&amp;gt; [[Goods]] ([[Money]])&lt;br /&gt;
&lt;br /&gt;
[[Wood]] -&amp;gt; [[Craftsdwarf's workshop]]/[[Woodcrafting]] -&amp;gt; [[Goods]] ([[Money]])&lt;br /&gt;
&lt;br /&gt;
[[Bone]] -&amp;gt; [[Craftsdwarf's workshop]]/[[Bonecarving]] -&amp;gt; [[Goods]] ([[Money]])&lt;br /&gt;
&lt;br /&gt;
[[Fish]] -&amp;gt; [[Fishery]]/[[Fish Cleaning]] -&amp;gt; Edible fish&lt;br /&gt;
&lt;br /&gt;
[[Stone]] -&amp;gt; [[Mechanic's workshop]]/[[Mechanics]] -&amp;gt; [[Mechanism]]s&lt;br /&gt;
&lt;br /&gt;
[[Wood]] -&amp;gt; [[Bowyer's workshop]]/[[Bowyer]] -&amp;gt; [[Crossbow|Wooden Crossbow]]&lt;br /&gt;
&lt;br /&gt;
[[Wood]] -&amp;gt; [[Wood furnace]]/[[Wood burning]] -&amp;gt; [[Charcoal]]&lt;br /&gt;
 (note - the Wood Furnace is a Furnace, not a workshop)&lt;br /&gt;
&lt;br /&gt;
== Higher Tier Materials ==&lt;br /&gt;
[[Stone]] + [[Fuel]] -&amp;gt; [[Smelter]]/[[Smelting]] -&amp;gt; [[Iron Bars]]&lt;br /&gt;
 (the stone must be an ore of the given type)&lt;br /&gt;
 (fuel can be charcoal or coal)&lt;br /&gt;
&lt;br /&gt;
[[Iron Bars]] + [[Fuel]] -&amp;gt; [[Smelter]]/[[Smelting]] -&amp;gt; [[Pig Iron]]&lt;br /&gt;
 (fuel can be charcoal or coal)&lt;br /&gt;
&lt;br /&gt;
[[Pig Iron]] + [[Flux]] ++ [[Fuel]] -&amp;gt; [[Forge]]/[[???]] -&amp;gt; [[Steel Bars]]&lt;br /&gt;
 (A Magma Forge does not require the fuel)&lt;br /&gt;
&lt;br /&gt;
[[Steel Bars]] + [[Fuel]] -&amp;gt; [[Forge]]/[[Smelting]] -&amp;gt; [[Steel Item]]&lt;br /&gt;
 (A Magma Forge does not require the fuel)&lt;br /&gt;
&lt;br /&gt;
[[Seeds]] -&amp;gt; [[Farm Plot]]/[[Farming]] -&amp;gt; [[Crops]]&lt;br /&gt;
 (note that the Farm Plot while it is a building is not a workshop)&lt;br /&gt;
&lt;br /&gt;
[[Vermin]], [[Traps]] -&amp;gt; [[Kennels]] or [[Butcher Shop]]/[[Trapper]] -&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Tame [[Animals]] -&amp;gt; [[Kennels]]/[[Animal Training]] -&amp;gt; Trained [[Animals]]&lt;br /&gt;
 (note that the Kennels while it is a building is not a workshop)&lt;br /&gt;
&lt;br /&gt;
[[Barrels]], [[Crops]] -&amp;gt; [[Still]]/[[Brewing]] -&amp;gt; [[Alcohol]], [[Seeds]]&lt;br /&gt;
&lt;br /&gt;
[[Crops]] and/or [[Meat]] and/or [[Alcohol]] -&amp;gt; [[Kitchen]]/[[Cooking]] -&amp;gt; [[Prepared Meals]]&lt;br /&gt;
&lt;br /&gt;
[[Metal]], [[Charcoal]] -&amp;gt; [[Metalsmith's Forge]]/[[Armorsmith]] -&amp;gt; [[Armor]]&lt;/div&gt;</summary>
		<author><name>DrPraetorious</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Economics&amp;diff=21878</id>
		<title>40d:Economics</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Economics&amp;diff=21878"/>
		<updated>2007-11-11T20:03:57Z</updated>

		<summary type="html">&lt;p&gt;DrPraetorious: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Overall Economic Flowchart ===&lt;br /&gt;
&lt;br /&gt;
 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).&lt;br /&gt;
 Each process on the economic flowchart has the following components:&lt;br /&gt;
* Inputs (on left) - the process will use up these raw materials.&lt;br /&gt;
* 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.&lt;br /&gt;
Following the building is a list of skills and/or raw materials needed to make that building, or a #d reference to the job that can produce the good needed to do the job. All buildings require building designer, specialized requirements for different buildings will be added when I get around to it (see [[Building]] for now).&lt;br /&gt;
* Outputs (on right) - These are the goods that are produced by the economic activity in question.&lt;br /&gt;
&lt;br /&gt;
== Raw Materials ==&lt;br /&gt;
&lt;br /&gt;
 assign these jobs through the designate or zone options.&lt;br /&gt;
&lt;br /&gt;
[[Walls]] -&amp;gt; &amp;lt;I&amp;gt;[[Pick]]&amp;lt;/I&amp;gt;/[[Mining]] -&amp;gt; [[Stone]]&lt;br /&gt;
 (designate -&amp;gt; Mine)&lt;br /&gt;
&lt;br /&gt;
[[Chop down trees|Trees]] -&amp;gt; &amp;lt;I&amp;gt;[[Battle axe]]&amp;lt;/I&amp;gt;/[[Wood Cutter]] -&amp;gt; [[Wood]]&lt;br /&gt;
 (designate -&amp;gt; Chop Trees)&lt;br /&gt;
&lt;br /&gt;
[[Walls]] -&amp;gt; none/[[Engraving|Stone Detailing]] -&amp;gt; [[Rooms#Room_grades|Room Quality]] ([[Happiness]]/Money)&lt;br /&gt;
 (designate -&amp;gt; Smooth Stone) and (designate -&amp;gt; Engrave Stone)&lt;br /&gt;
&lt;br /&gt;
[[Water]] -&amp;gt; none/[[Fishing]] -&amp;gt; [[Fish]]&lt;br /&gt;
 (designate -&amp;gt; Fish, do this at the level above the water)&lt;br /&gt;
&lt;br /&gt;
[[Animals]] -&amp;gt; &amp;lt;I&amp;gt;[[Weapon]]&amp;lt;/I&amp;gt;/[[Hunting]] -&amp;gt; [[Corpses]]&lt;br /&gt;
 (assign any dwarf the hunt job)&lt;br /&gt;
&lt;br /&gt;
[[Plants]] -&amp;gt; none/[[Gather Plants]] -&amp;gt; [[Crops]]&lt;br /&gt;
 (designate -&amp;gt; Gather Plants)&lt;br /&gt;
&lt;br /&gt;
== Second Tier Materials ==&lt;br /&gt;
(only raw materials needed as input)&lt;br /&gt;
&lt;br /&gt;
[[Stone]] -&amp;gt; [[Mason's workshop]]/[[construction|Masonry]] -&amp;gt; [[Furniture]], [[Blocks]]&lt;br /&gt;
&lt;br /&gt;
[[Wood]] -&amp;gt; [[Carpenter's workshop]]/[[construction|Carpentry]] -&amp;gt; [[Furniture]], [[Blocks]], [[Barrels]]&lt;br /&gt;
&lt;br /&gt;
[[Stone]] -&amp;gt; [[Craftsdwarf's workshop]]/[[Stonecrafting]] -&amp;gt; [[Goods]] ([[Money]])&lt;br /&gt;
&lt;br /&gt;
[[Wood]] -&amp;gt; [[Craftsdwarf's workshop]]/[[Woodcrafting]] -&amp;gt; [[Goods]] ([[Money]])&lt;br /&gt;
&lt;br /&gt;
[[Bone]] -&amp;gt; [[Craftsdwarf's workshop]]/[[Bonecarving]] -&amp;gt; [[Goods]] ([[Money]])&lt;br /&gt;
&lt;br /&gt;
[[Fish]] -&amp;gt; [[Fishery]]/[[Fish Cleaning]] -&amp;gt; Edible fish&lt;br /&gt;
&lt;br /&gt;
[[Stone]] -&amp;gt; [[Mechanic's workshop]]/[[Mechanics]] -&amp;gt; [[Mechanism]]s&lt;br /&gt;
&lt;br /&gt;
[[Wood]] -&amp;gt; [[Bowyer's workshop]]/[[Bowyer]] -&amp;gt; [[Crossbow|Wooden Crossbow]]&lt;br /&gt;
&lt;br /&gt;
[[Wood]] -&amp;gt; [[Wood furnace]]/[[Wood burning]] -&amp;gt; [[Charcoal]]&lt;br /&gt;
 (note - the Wood Furnace is a Furnace, not a workshop)&lt;br /&gt;
&lt;br /&gt;
== Higher Tier Materials ==&lt;br /&gt;
[[Stone]] + [[Fuel]] -&amp;gt; [[Smelter]]/[[Smelting]] -&amp;gt; [[Iron Bars]]&lt;br /&gt;
 (the stone must be an ore of the given type)&lt;br /&gt;
 (fuel can be charcoal or coal)&lt;br /&gt;
&lt;br /&gt;
[[Iron Bars]] + [[Fuel]] -&amp;gt; [[Smelter]]/[[Smelting]] -&amp;gt; [[Pig Iron]]&lt;br /&gt;
 (fuel can be charcoal or coal)&lt;br /&gt;
&lt;br /&gt;
[[Pig Iron]] + [[Flux]] ++ [[Fuel]] -&amp;gt; [[Forge]]/[[???]] -&amp;gt; [[Steel Bars]]&lt;br /&gt;
 (A Magma Forge does not require the fuel)&lt;br /&gt;
&lt;br /&gt;
[[Steel Bars]] + [[Fuel]] -&amp;gt; [[Forge]]/[[Smelting]] -&amp;gt; [[Steel Item]]&lt;br /&gt;
 (A Magma Forge does not require the fuel)&lt;br /&gt;
&lt;br /&gt;
[[Seeds]] -&amp;gt; [[Farm Plot]]/[[Farming]] -&amp;gt; [[Crops]]&lt;br /&gt;
 (note that the Farm Plot while it is a building is not a workshop)&lt;br /&gt;
&lt;br /&gt;
[[Vermin]], [[Traps]] -&amp;gt; [[Kennels]] or [[Butcher Shop]]/[[Trapper]] -&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Tame [[Animals]] -&amp;gt; [[Kennels]]/[[Animal Training]] -&amp;gt; Trained [[Animals]]&lt;br /&gt;
 (note that the Kennels while it is a building is not a workshop)&lt;br /&gt;
&lt;br /&gt;
[[Barrels]], [[Crops]] -&amp;gt; [[Still]]/[[Brewing]] -&amp;gt; [[Alcohol]], [[Seeds]]&lt;br /&gt;
&lt;br /&gt;
[[Crops]] and/or [[Meat]] and/or [[Alcohol]] -&amp;gt; [[Kitchen]]/[[Cooking]] -&amp;gt; [[Prepared Meals]]&lt;br /&gt;
&lt;br /&gt;
[[Metal]], [[Charcoal]] -&amp;gt; [[Metalsmith's Forge]]/[[Armorsmith]] -&amp;gt; [[Armor]]&lt;/div&gt;</summary>
		<author><name>DrPraetorious</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Economics&amp;diff=21877</id>
		<title>40d:Economics</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Economics&amp;diff=21877"/>
		<updated>2007-11-11T19:46:49Z</updated>

		<summary type="html">&lt;p&gt;DrPraetorious: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Overall Economic Flowchart ===&lt;br /&gt;
&lt;br /&gt;
 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).&lt;br /&gt;
 Each process on the economic flowchart has the following components:&lt;br /&gt;
* Inputs (on left) - the process will use up these raw materials.&lt;br /&gt;
* 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.&lt;br /&gt;
Following the building is a list of skills and/or raw materials needed to make that building, or a #d reference to the job that can produce the good needed to do the job. All buildings require building designer, specialized requirements for different buildings will be added when I get around to it (see [[Building]] for now).&lt;br /&gt;
* Outputs (on right) - These are the goods that are produced by the economic activity in question.&lt;br /&gt;
&lt;br /&gt;
== Raw Materials ==&lt;br /&gt;
&lt;br /&gt;
 assign these jobs through the designate or zone options.&lt;br /&gt;
&lt;br /&gt;
[[Walls]] -&amp;gt; &amp;lt;I&amp;gt;[[Pick]]&amp;lt;/I&amp;gt;/[[Mining]] -&amp;gt; [[Stone]]&lt;br /&gt;
 (designate -&amp;gt; Mine)&lt;br /&gt;
&lt;br /&gt;
[[Chop down trees|Trees]] -&amp;gt; &amp;lt;I&amp;gt;[[Battle axe]]&amp;lt;/I&amp;gt;/[[Wood Cutter]] -&amp;gt; [[Wood]]&lt;br /&gt;
 (designate -&amp;gt; Chop Trees)&lt;br /&gt;
&lt;br /&gt;
[[Walls]] -&amp;gt; none/[[Engraving|Stone Detailing]] -&amp;gt; [[Rooms#Room_grades|Room Quality]] ([[Happiness]]/Money)&lt;br /&gt;
 (designate -&amp;gt; Smooth Stone) and (designate -&amp;gt; Engrave Stone)&lt;br /&gt;
&lt;br /&gt;
[[Water]] -&amp;gt; none/[[Fishing]] -&amp;gt; [[Fish]]&lt;br /&gt;
 (designate -&amp;gt; Fish, do this at the level above the water)&lt;br /&gt;
&lt;br /&gt;
[[Animals]] -&amp;gt; &amp;lt;I&amp;gt;[[Weapon]]&amp;lt;/I&amp;gt;/[[Hunting]] -&amp;gt; [[Corpses]]&lt;br /&gt;
 (assign any dwarf the hunt job)&lt;br /&gt;
&lt;br /&gt;
[[Plants]] -&amp;gt; none/[[Gather Plants]] -&amp;gt; [[Crops]]&lt;br /&gt;
 (designate -&amp;gt; Gather Plants)&lt;br /&gt;
&lt;br /&gt;
== Second Tier Materials ==&lt;br /&gt;
(only raw materials needed as input)&lt;br /&gt;
&lt;br /&gt;
[[Stone]] -&amp;gt; [[Mason's workshop]]/[[construction|Masonry]] -&amp;gt; [[Furniture]], [[Blocks]]&lt;br /&gt;
&lt;br /&gt;
[[Wood]] -&amp;gt; [[Carpenter's workshop]]/[[construction|Carpentry]] -&amp;gt; [[Furniture]], [[Blocks]], [[Barrels]]&lt;br /&gt;
&lt;br /&gt;
[[Stone]] -&amp;gt; [[Craftsdwarf's workshop]]/[[Stonecrafting]] -&amp;gt; [[Goods]] ([[Money]])&lt;br /&gt;
&lt;br /&gt;
[[Wood]] -&amp;gt; [[Craftsdwarf's workshop]]/[[Woodcrafting]] -&amp;gt; [[Goods]] ([[Money]])&lt;br /&gt;
&lt;br /&gt;
[[Bone]] -&amp;gt; [[Craftsdwarf's workshop]]/[[Bonecarving]] -&amp;gt; [[Goods]] ([[Money]])&lt;br /&gt;
&lt;br /&gt;
[[Fish]] -&amp;gt; [[Fishery]]/[[Fish Cleaning]] -&amp;gt; Edible fish&lt;br /&gt;
&lt;br /&gt;
[[Stone]] -&amp;gt; [[Mechanic's workshop]]/[[Mechanics]] -&amp;gt; [[Mechanism]]s&lt;br /&gt;
&lt;br /&gt;
[[Wood]] -&amp;gt; [[Bowyer's workshop]]/[[Bowyer]] -&amp;gt; [[Crossbow|Wooden Crossbow]]&lt;br /&gt;
&lt;br /&gt;
[[Wood]] -&amp;gt; [[Wood furnace]]/[[Wood burning]] -&amp;gt; [[Charcoal]]&lt;br /&gt;
 (note - the Wood Furnace is a Furnace, not a workshop)&lt;br /&gt;
&lt;br /&gt;
== Higher Tier Materials ==&lt;br /&gt;
[[Stone]] + [[Fuel]] -&amp;gt; [[Smelter]]/[[Smelting]] -&amp;gt; [[Iron Bars]]&lt;br /&gt;
 (the stone must be an ore of the given type)&lt;br /&gt;
 (fuel can be charcoal or coal)&lt;br /&gt;
&lt;br /&gt;
[[Iron Bars]] + [[Fuel]] -&amp;gt; [[Smelter]]/[[Smelting]] -&amp;gt; [[Pig Iron]]&lt;br /&gt;
 (fuel can be charcoal or coal)&lt;br /&gt;
&lt;br /&gt;
[[Pig Iron]] + [[Flux]] ++ [[Fuel]] -&amp;gt; [[Forge]]/[[???]] -&amp;gt; [[Steel Bars]]&lt;br /&gt;
 (A Magma Forge does not require the fuel)&lt;br /&gt;
&lt;br /&gt;
[[Steel Bars]] + [[Fuel]] -&amp;gt; [[Forge]]/[[Smelting]] -&amp;gt; [[Steel Item]]&lt;br /&gt;
 (A Magma Forge does not require the fuel)&lt;br /&gt;
&lt;br /&gt;
[[Seeds]] -&amp;gt; [[Farm Plot]]/[[Farming]] -&amp;gt; [[Crops]]&lt;br /&gt;
 (note that the Farm Plot while it is a building is not a workshop)&lt;br /&gt;
&lt;br /&gt;
[[Vermin]], [[Traps]] -&amp;gt; [[Kennels]] or [[Butcher Shop]]/[[Trapper]] -&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Tame [[Animals]] -&amp;gt; [[Kennels]]/[[Animal Training]] -&amp;gt; Trained [[Animals]]&lt;br /&gt;
 (note that the Kennels while it is a building is not a workshop)&lt;br /&gt;
&lt;br /&gt;
[[Barrels]], [[Crops]] -&amp;gt; [[Still]]/[[Brewing]] -&amp;gt; [[Drink]], [[Seeds]]&lt;br /&gt;
&lt;br /&gt;
[[Crops]] and/or [[Meat]] -&amp;gt; [[Kitchen]]/[[Cooking]] -&amp;gt; [[Prepared Meals]]&lt;br /&gt;
&lt;br /&gt;
[[Metal]], [[Charcoal]] -&amp;gt; [[Metalsmith's Forge]]/[[Armorsmith]] -&amp;gt; [[Armor]]&lt;/div&gt;</summary>
		<author><name>DrPraetorious</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Economics&amp;diff=21876</id>
		<title>40d:Economics</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Economics&amp;diff=21876"/>
		<updated>2007-11-11T19:43:29Z</updated>

		<summary type="html">&lt;p&gt;DrPraetorious: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Overall Economic Flowchart ===&lt;br /&gt;
&lt;br /&gt;
 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).&lt;br /&gt;
 Each process on the economic flowchart has the following components:&lt;br /&gt;
* Inputs (on left) - the process will use up these raw materials.&lt;br /&gt;
* 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.&lt;br /&gt;
Following the building is a list of skills and/or raw materials needed to make that building, or a #d reference to the job that can produce the good needed to do the job. All buildings require building designer, specialized requirements for different buildings will be added when I get around to it (see [[Building]] for now).&lt;br /&gt;
* Outputs (on right) - These are the goods that are produced by the economic activity in question.&lt;br /&gt;
&lt;br /&gt;
== Raw Materials ==&lt;br /&gt;
&lt;br /&gt;
 assign these jobs through the designate or zone options.&lt;br /&gt;
&lt;br /&gt;
[[Walls]] -&amp;gt; &amp;lt;I&amp;gt;[[Pick]]&amp;lt;/I&amp;gt;/[[Mining]] -&amp;gt; [[Stone]]&lt;br /&gt;
 (designate -&amp;gt; Mine)&lt;br /&gt;
&lt;br /&gt;
[[Chop down trees|Trees]] -&amp;gt; &amp;lt;I&amp;gt;[[Battle axe]]&amp;lt;/I&amp;gt;/[[Wood Cutter]] -&amp;gt; [[Wood]]&lt;br /&gt;
 (designate -&amp;gt; Chop Trees)&lt;br /&gt;
&lt;br /&gt;
[[Walls]] -&amp;gt; none/[[Engraving|Stone Detailing]] -&amp;gt; [[Room Quality]] ([[Happiness]]/Money)&lt;br /&gt;
 (designate -&amp;gt; Smooth) and (designate -&amp;gt; Engrave)&lt;br /&gt;
&lt;br /&gt;
[[Water]] -&amp;gt; none/[[Fishing]] -&amp;gt; [[Fish]]&lt;br /&gt;
 (designate -&amp;gt; Fish, do this at the level above the water)&lt;br /&gt;
&lt;br /&gt;
[[Animals]] -&amp;gt; &amp;lt;I&amp;gt;[[Crossbow]]&amp;lt;/I&amp;gt;,&amp;lt;I&amp;gt;[[Bolts]]&amp;lt;/I&amp;gt;/[[Hunting]] -&amp;gt; [[Corpses]]&lt;br /&gt;
 (assign any dwarf the hunt job)&lt;br /&gt;
&lt;br /&gt;
[[Plants]] -&amp;gt; none/[[Gather Plants]] -&amp;gt; [[Crops]]&lt;br /&gt;
 (designate -&amp;gt; Gather Plants)&lt;br /&gt;
&lt;br /&gt;
== Second Tier Materials ==&lt;br /&gt;
(only raw materials needed as input)&lt;br /&gt;
&lt;br /&gt;
[[Stone]] -&amp;gt; [[Mason's workshop]]/[[construction|Masonry]] -&amp;gt; [[Furniture]], [[Blocks]]&lt;br /&gt;
&lt;br /&gt;
[[Wood]] -&amp;gt; [[Carpenter's workshop]]/[[construction|Carpentry]] -&amp;gt; [[Furniture]], [[Blocks]], [[Barrels]]&lt;br /&gt;
&lt;br /&gt;
[[Stone]] -&amp;gt; [[Craftsdwarf's workshop]]/[[Stonecrafting]] -&amp;gt; [[Goods]] ([[Money]])&lt;br /&gt;
&lt;br /&gt;
[[Wood]] -&amp;gt; [[Craftsdwarf's workshop]]/[[Woodcrafting]] -&amp;gt; [[Goods]] ([[Money]])&lt;br /&gt;
&lt;br /&gt;
[[Bone]] -&amp;gt; [[Craftsdwarf's workshop]]/[[Bonecarving]] -&amp;gt; [[Goods]] ([[Money]])&lt;br /&gt;
&lt;br /&gt;
[[Fish]] -&amp;gt; [[Fishery]]/[[Fish Cleaning]] -&amp;gt; Edible fish&lt;br /&gt;
&lt;br /&gt;
[[Stone]] -&amp;gt; [[Mechanic's workshop]]/[[Mechanics]] -&amp;gt; [[Mechanism]]s&lt;br /&gt;
&lt;br /&gt;
[[Wood]] -&amp;gt; [[Bowyer's workshop]]/[[Bowyer]] -&amp;gt; [[Crossbow|Wooden Crossbow]]&lt;br /&gt;
&lt;br /&gt;
[[Wood]] -&amp;gt; [[Wood furnace]]/[[Wood burning]] -&amp;gt; [[Charcoal]]&lt;br /&gt;
 (note - the Wood Furnace is a Furnace, not a workshop)&lt;br /&gt;
&lt;br /&gt;
== Higher Tier Materials ==&lt;br /&gt;
[[Stone]] + [[Fuel]] -&amp;gt; [[Smelter]]/[[Smelting]] -&amp;gt; [[Iron Bars]]&lt;br /&gt;
 (the stone must be an ore of the given type)&lt;br /&gt;
 (fuel can be charcoal or coal)&lt;br /&gt;
&lt;br /&gt;
[[Iron Bars]] + [[Fuel]] -&amp;gt; [[Smelter]]/[[Smelting]] -&amp;gt; [[Pig Iron]]&lt;br /&gt;
 (fuel can be charcoal or coal)&lt;br /&gt;
&lt;br /&gt;
[[Pig Iron]] + [[Flux]] ++ [[Fuel]] -&amp;gt; [[Forge]]/[[???]] -&amp;gt; [[Steel Bars]]&lt;br /&gt;
 (A Magma Forge does not require the fuel)&lt;br /&gt;
&lt;br /&gt;
[[Steel Bars]] + [[Fuel]] -&amp;gt; [[Forge]]/[[Smelting]] -&amp;gt; [[Steel Item]]&lt;br /&gt;
 (A Magma Forge does not require the fuel)&lt;br /&gt;
&lt;br /&gt;
[[Seeds]] -&amp;gt; [[Farm Plot]]/[[Farming]] -&amp;gt; [[Crops]]&lt;br /&gt;
 (note that the Farm Plot while it is a building is not a workshop)&lt;br /&gt;
&lt;br /&gt;
[[Vermin]], [[Traps]] -&amp;gt; [[Kennels]] or [[Butcher Shop]]/[[Trapper]] -&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Tame [[Animals]] -&amp;gt; [[Kennels]]/[[Animal Training]] -&amp;gt; Trained [[Animals]]&lt;br /&gt;
 (note that the Kennels while it is a building is not a workshop)&lt;br /&gt;
&lt;br /&gt;
[[Barrels]], [[Crops]] -&amp;gt; [[Still]]/[[Brewing]] -&amp;gt; [[Drink]], [[Seeds]]&lt;br /&gt;
&lt;br /&gt;
[[Crops]] and/or [[Meat]] -&amp;gt; [[Kitchen]]/[[Cooking]] -&amp;gt; [[Prepared Meals]]&lt;br /&gt;
&lt;br /&gt;
[[Metal]], [[Charcoal]] -&amp;gt; [[Metalsmith's Forge]]/[[Armorsmith]] -&amp;gt; [[Armor]]&lt;/div&gt;</summary>
		<author><name>DrPraetorious</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Economics&amp;diff=21875</id>
		<title>40d:Economics</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Economics&amp;diff=21875"/>
		<updated>2007-11-11T19:42:35Z</updated>

		<summary type="html">&lt;p&gt;DrPraetorious: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Overall Economic Flowchart ===&lt;br /&gt;
&lt;br /&gt;
 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).&lt;br /&gt;
 Each process on the economic flowchart has the following components:&lt;br /&gt;
* Inputs (on left) - the process will use up these raw materials.&lt;br /&gt;
* 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.&lt;br /&gt;
Following the building is a list of skills and/or raw materials needed to make that building, or a #d reference to the job that can produce the good needed to do the job. All buildings require building designer, specialized requirements for different buildings will be added when I get around to it (see [[Building]] for now).&lt;br /&gt;
* Outputs (on right) - These are the goods that are produced by the economic activity in question.&lt;br /&gt;
&lt;br /&gt;
== Raw Materials ==&lt;br /&gt;
&lt;br /&gt;
 assign these jobs through the designate or zone options.&lt;br /&gt;
&lt;br /&gt;
[[Walls]] -&amp;gt; &amp;lt;I&amp;gt;[[Pick]]&amp;lt;/I&amp;gt;/[[Mining]] -&amp;gt; [[Stone]]&lt;br /&gt;
 (designate -&amp;gt; Mine)&lt;br /&gt;
&lt;br /&gt;
[[Chop down trees|Trees]] -&amp;gt; &amp;lt;I&amp;gt;[[Battle axe]]&amp;lt;/I&amp;gt;/[[Wood Cutter]] -&amp;gt; [[Wood]]&lt;br /&gt;
 (designate -&amp;gt; Chop Trees)&lt;br /&gt;
&lt;br /&gt;
[[Walls]] -&amp;gt; none/[[Stone Detailing]] -&amp;gt; [[Room Quality]] ([[Happiness]]/Money)&lt;br /&gt;
 (designate -&amp;gt; Smooth, Engrave)&lt;br /&gt;
&lt;br /&gt;
[[Water]] -&amp;gt; none/[[Fishing]] -&amp;gt; [[Fish]]&lt;br /&gt;
 (designate -&amp;gt; Fish, do this at the level above the water)&lt;br /&gt;
&lt;br /&gt;
[[Animals]] -&amp;gt; &amp;lt;I&amp;gt;[[Crossbow]]&amp;lt;/I&amp;gt;,&amp;lt;I&amp;gt;[[Bolts]]&amp;lt;/I&amp;gt;/[[Hunting]] -&amp;gt; [[Corpses]]&lt;br /&gt;
 (assign any dwarf the hunt job)&lt;br /&gt;
&lt;br /&gt;
[[Plants]] -&amp;gt; none/[[Gather Plants]] -&amp;gt; [[Crops]]&lt;br /&gt;
 (designate -&amp;gt; Gather Plants)&lt;br /&gt;
&lt;br /&gt;
== Second Tier Materials ==&lt;br /&gt;
(only raw materials needed as input)&lt;br /&gt;
&lt;br /&gt;
[[Stone]] -&amp;gt; [[Mason's workshop]]/[[construction|Masonry]] -&amp;gt; [[Furniture]], [[Blocks]]&lt;br /&gt;
&lt;br /&gt;
[[Wood]] -&amp;gt; [[Carpenter's workshop]]/[[construction|Carpentry]] -&amp;gt; [[Furniture]], [[Blocks]], [[Barrels]]&lt;br /&gt;
&lt;br /&gt;
[[Stone]] -&amp;gt; [[Craftsdwarf's workshop]]/[[Stonecrafting]] -&amp;gt; [[Goods]] ([[Money]])&lt;br /&gt;
&lt;br /&gt;
[[Wood]] -&amp;gt; [[Craftsdwarf's workshop]]/[[Woodcrafting]] -&amp;gt; [[Goods]] ([[Money]])&lt;br /&gt;
&lt;br /&gt;
[[Bone]] -&amp;gt; [[Craftsdwarf's workshop]]/[[Bonecarving]] -&amp;gt; [[Goods]] ([[Money]])&lt;br /&gt;
&lt;br /&gt;
[[Fish]] -&amp;gt; [[Fishery]]/[[Fish Cleaning]] -&amp;gt; Edible fish&lt;br /&gt;
&lt;br /&gt;
[[Stone]] -&amp;gt; [[Mechanic's workshop]]/[[Mechanics]] -&amp;gt; [[Mechanism]]s&lt;br /&gt;
&lt;br /&gt;
[[Wood]] -&amp;gt; [[Bowyer's workshop]]/[[Bowyer]] -&amp;gt; [[Crossbow|Wooden Crossbow]]&lt;br /&gt;
&lt;br /&gt;
[[Wood]] -&amp;gt; [[Wood furnace]]/[[Wood burning]] -&amp;gt; [[Charcoal]]&lt;br /&gt;
 (note - the Wood Furnace is a Furnace, not a workshop)&lt;br /&gt;
&lt;br /&gt;
== Higher Tier Materials ==&lt;br /&gt;
[[Stone]] + [[Fuel]] -&amp;gt; [[Smelter]]/[[Smelting]] -&amp;gt; [[Iron Bars]]&lt;br /&gt;
 (the stone must be an ore of the given type)&lt;br /&gt;
 (fuel can be charcoal or coal)&lt;br /&gt;
&lt;br /&gt;
[[Iron Bars]] + [[Fuel]] -&amp;gt; [[Smelter]]/[[Smelting]] -&amp;gt; [[Pig Iron]]&lt;br /&gt;
 (fuel can be charcoal or coal)&lt;br /&gt;
&lt;br /&gt;
[[Pig Iron]] + [[Flux]] ++ [[Fuel]] -&amp;gt; [[Forge]]/[[???]] -&amp;gt; [[Steel Bars]]&lt;br /&gt;
 (A Magma Forge does not require the fuel)&lt;br /&gt;
&lt;br /&gt;
[[Steel Bars]] + [[Fuel]] -&amp;gt; [[Forge]]/[[Smelting]] -&amp;gt; [[Steel Item]]&lt;br /&gt;
 (A Magma Forge does not require the fuel)&lt;br /&gt;
&lt;br /&gt;
[[Seeds]] -&amp;gt; [[Farm Plot]]/[[Farming]] -&amp;gt; [[Crops]]&lt;br /&gt;
 (note that the Farm Plot while it is a building is not a workshop)&lt;br /&gt;
&lt;br /&gt;
[[Vermin]], [[Traps]] -&amp;gt; [[Kennels]] or [[Butcher Shop]]/[[Trapper]] -&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Tame [[Animals]] -&amp;gt; [[Kennels]]/[[Animal Training]] -&amp;gt; Trained [[Animals]]&lt;br /&gt;
 (note that the Kennels while it is a building is not a workshop)&lt;br /&gt;
&lt;br /&gt;
[[Barrels]], [[Crops]] -&amp;gt; [[Still]]/[[Brewing]] -&amp;gt; [[Drink]], [[Seeds]]&lt;br /&gt;
&lt;br /&gt;
[[Crops]] and/or [[Meat]] -&amp;gt; [[Kitchen]]/[[Cooking]] -&amp;gt; [[Prepared Meals]]&lt;br /&gt;
&lt;br /&gt;
[[Metal]], [[Charcoal]] -&amp;gt; [[Metalsmith's Forge]]/[[Armorsmith]] -&amp;gt; [[Armor]]&lt;/div&gt;</summary>
		<author><name>DrPraetorious</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Economics&amp;diff=21874</id>
		<title>40d:Economics</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Economics&amp;diff=21874"/>
		<updated>2007-11-11T19:41:48Z</updated>

		<summary type="html">&lt;p&gt;DrPraetorious: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Overall Economic Flowchart ===&lt;br /&gt;
&lt;br /&gt;
 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).&lt;br /&gt;
 Each process on the economic flowchart has the following components:&lt;br /&gt;
* Inputs (on left) - the process will use up these raw materials.&lt;br /&gt;
* 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.&lt;br /&gt;
Following the building is a list of skills and/or raw materials needed to make that building, or a #d reference to the job that can produce the good needed to do the job. All buildings require building designer, specialized requirements for different buildings will be added when I get around to it (see [[Building]] for now).&lt;br /&gt;
* Outputs (on right) - These are the goods that are produced by the economic activity in question.&lt;br /&gt;
&lt;br /&gt;
== Raw Materials ==&lt;br /&gt;
&lt;br /&gt;
 assign these jobs through the designate or zone options.&lt;br /&gt;
&lt;br /&gt;
[[Walls]] -&amp;gt; &amp;lt;I&amp;gt;[[Pick]]&amp;lt;/I&amp;gt;/[[Mining]] -&amp;gt; [[Stone]]&lt;br /&gt;
 (designate -&amp;gt; Mine)&lt;br /&gt;
&lt;br /&gt;
[[Chop down trees|Trees]] -&amp;gt; &amp;lt;I&amp;gt;[[Axe]]&amp;lt;/I&amp;gt;/[[Wood Cutter]] -&amp;gt; [[Wood]]&lt;br /&gt;
 (designate -&amp;gt; Chop Trees)&lt;br /&gt;
&lt;br /&gt;
[[Walls]] -&amp;gt; none/[[Stone Detailing]] -&amp;gt; [[Room Quality]] ([[Happiness]]/Money)&lt;br /&gt;
 (designate -&amp;gt; Smooth, Engrave)&lt;br /&gt;
&lt;br /&gt;
[[Water]] -&amp;gt; none/[[Fishing]] -&amp;gt; [[Fish]]&lt;br /&gt;
 (designate -&amp;gt; Fish, do this at the level above the water)&lt;br /&gt;
&lt;br /&gt;
[[Animals]] -&amp;gt; &amp;lt;I&amp;gt;[[Crossbow]]&amp;lt;/I&amp;gt;,&amp;lt;I&amp;gt;[[Bolts]]&amp;lt;/I&amp;gt;/[[Hunting]] -&amp;gt; [[Corpses]]&lt;br /&gt;
 (assign any dwarf the hunt job)&lt;br /&gt;
&lt;br /&gt;
[[Plants]] -&amp;gt; none/[[Gather Plants]] -&amp;gt; [[Crops]]&lt;br /&gt;
 (designate -&amp;gt; Gather Plants)&lt;br /&gt;
&lt;br /&gt;
== Second Tier Materials ==&lt;br /&gt;
(only raw materials needed as input)&lt;br /&gt;
&lt;br /&gt;
[[Stone]] -&amp;gt; [[Mason's workshop]]/[[construction|Masonry]] -&amp;gt; [[Furniture]], [[Blocks]]&lt;br /&gt;
&lt;br /&gt;
[[Wood]] -&amp;gt; [[Carpenter's workshop]]/[[construction|Carpentry]] -&amp;gt; [[Furniture]], [[Blocks]], [[Barrels]]&lt;br /&gt;
&lt;br /&gt;
[[Stone]] -&amp;gt; [[Craftsdwarf's workshop]]/[[Stonecrafting]] -&amp;gt; [[Goods]] ([[Money]])&lt;br /&gt;
&lt;br /&gt;
[[Wood]] -&amp;gt; [[Craftsdwarf's workshop]]/[[Woodcrafting]] -&amp;gt; [[Goods]] ([[Money]])&lt;br /&gt;
&lt;br /&gt;
[[Bone]] -&amp;gt; [[Craftsdwarf's workshop]]/[[Bonecarving]] -&amp;gt; [[Goods]] ([[Money]])&lt;br /&gt;
&lt;br /&gt;
[[Fish]] -&amp;gt; [[Fishery]]/[[Fish Cleaning]] -&amp;gt; Edible fish&lt;br /&gt;
&lt;br /&gt;
[[Stone]] -&amp;gt; [[Mechanic's workshop]]/[[Mechanics]] -&amp;gt; [[Mechanism]]s&lt;br /&gt;
&lt;br /&gt;
[[Wood]] -&amp;gt; [[Bowyer's workshop]]/[[Bowyer]] -&amp;gt; [[Crossbow|Wooden Crossbow]]&lt;br /&gt;
&lt;br /&gt;
[[Wood]] -&amp;gt; [[Wood furnace]]/[[Wood burning]] -&amp;gt; [[Charcoal]]&lt;br /&gt;
 (note - the Wood Furnace is a Furnace, not a workshop)&lt;br /&gt;
&lt;br /&gt;
== Higher Tier Materials ==&lt;br /&gt;
[[Stone]] + [[Fuel]] -&amp;gt; [[Smelter]]/[[Smelting]] -&amp;gt; [[Iron Bars]]&lt;br /&gt;
 (the stone must be an ore of the given type)&lt;br /&gt;
 (fuel can be charcoal or coal)&lt;br /&gt;
&lt;br /&gt;
[[Iron Bars]] + [[Fuel]] -&amp;gt; [[Smelter]]/[[Smelting]] -&amp;gt; [[Pig Iron]]&lt;br /&gt;
 (fuel can be charcoal or coal)&lt;br /&gt;
&lt;br /&gt;
[[Pig Iron]] + [[Flux]] ++ [[Fuel]] -&amp;gt; [[Forge]]/[[???]] -&amp;gt; [[Steel Bars]]&lt;br /&gt;
 (A Magma Forge does not require the fuel)&lt;br /&gt;
&lt;br /&gt;
[[Steel Bars]] + [[Fuel]] -&amp;gt; [[Forge]]/[[Smelting]] -&amp;gt; [[Steel Item]]&lt;br /&gt;
 (A Magma Forge does not require the fuel)&lt;br /&gt;
&lt;br /&gt;
[[Seeds]] -&amp;gt; [[Farm Plot]]/[[Farming]] -&amp;gt; [[Crops]]&lt;br /&gt;
 (note that the Farm Plot while it is a building is not a workshop)&lt;br /&gt;
&lt;br /&gt;
[[Vermin]], [[Traps]] -&amp;gt; [[Kennels]] or [[Butcher Shop]]/[[Trapper]] -&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Tame [[Animals]] -&amp;gt; [[Kennels]]/[[Animal Training]] -&amp;gt; Trained [[Animals]]&lt;br /&gt;
 (note that the Kennels while it is a building is not a workshop)&lt;br /&gt;
&lt;br /&gt;
[[Barrels]], [[Crops]] -&amp;gt; [[Still]]/[[Brewing]] -&amp;gt; [[Drink]], [[Seeds]]&lt;br /&gt;
&lt;br /&gt;
[[Crops]] and/or [[Meat]] -&amp;gt; [[Kitchen]]/[[Cooking]] -&amp;gt; [[Prepared Meals]]&lt;br /&gt;
&lt;br /&gt;
[[Metal]], [[Charcoal]] -&amp;gt; [[Metalsmith's Forge]]/[[Armorsmith]] -&amp;gt; [[Armor]]&lt;/div&gt;</summary>
		<author><name>DrPraetorious</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Economics&amp;diff=21873</id>
		<title>40d:Economics</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Economics&amp;diff=21873"/>
		<updated>2007-11-11T19:41:07Z</updated>

		<summary type="html">&lt;p&gt;DrPraetorious: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Overall Economic Flowchart ===&lt;br /&gt;
&lt;br /&gt;
 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).&lt;br /&gt;
 Each process on the economic flowchart has the following components:&lt;br /&gt;
* Inputs (on left) - the process will use up these raw materials.&lt;br /&gt;
* 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.&lt;br /&gt;
Following the building is a list of skills and/or raw materials needed to make that building, or a #d reference to the job that can produce the good needed to do the job. All buildings require building designer, specialized requirements for different buildings will be added when I get around to it (see [[Building]] for now).&lt;br /&gt;
* Outputs (on right) - These are the goods that are produced by the economic activity in question.&lt;br /&gt;
&lt;br /&gt;
== Raw Materials ==&lt;br /&gt;
&lt;br /&gt;
 assign these jobs through the designate or zone options.&lt;br /&gt;
&lt;br /&gt;
[[Walls]] -&amp;gt; &amp;lt;I&amp;gt;[[Pick]]&amp;lt;/I&amp;gt;/[[Mining]] -&amp;gt; [[Stone]]&lt;br /&gt;
 (designate -&amp;gt; Mine)&lt;br /&gt;
&lt;br /&gt;
[[Chop Down Trees|Trees]] -&amp;gt; &amp;lt;I&amp;gt;[[Axe]]&amp;lt;/I&amp;gt;/[[Wood Cutter]] -&amp;gt; [[Wood]]&lt;br /&gt;
 (designate -&amp;gt; Chop Trees)&lt;br /&gt;
&lt;br /&gt;
[[Walls]] -&amp;gt; none/[[Stone Detailing]] -&amp;gt; [[Room Quality]] ([[Happiness]]/Money)&lt;br /&gt;
 (designate -&amp;gt; Smooth, Engrave)&lt;br /&gt;
&lt;br /&gt;
[[Water]] -&amp;gt; none/[[Fishing]] -&amp;gt; [[Fish]]&lt;br /&gt;
 (designate -&amp;gt; Fish, do this at the level above the water)&lt;br /&gt;
&lt;br /&gt;
[[Animals]] -&amp;gt; &amp;lt;I&amp;gt;[[Crossbow]]&amp;lt;/I&amp;gt;,&amp;lt;I&amp;gt;[[Bolts]]&amp;lt;/I&amp;gt;/[[Hunting]] -&amp;gt; [[Corpses]]&lt;br /&gt;
 (assign any dwarf the hunt job)&lt;br /&gt;
&lt;br /&gt;
[[Plants]] -&amp;gt; none/[[Gather Plants]] -&amp;gt; [[Crops]]&lt;br /&gt;
 (designate -&amp;gt; Gather Plants)&lt;br /&gt;
&lt;br /&gt;
== Second Tier Materials ==&lt;br /&gt;
(only raw materials needed as input)&lt;br /&gt;
&lt;br /&gt;
[[Stone]] -&amp;gt; [[Mason's workshop]]/[[construction|Masonry]] -&amp;gt; [[Furniture]], [[Blocks]]&lt;br /&gt;
&lt;br /&gt;
[[Wood]] -&amp;gt; [[Carpenter's workshop]]/[[construction|Carpentry]] -&amp;gt; [[Furniture]], [[Blocks]], [[Barrels]]&lt;br /&gt;
&lt;br /&gt;
[[Stone]] -&amp;gt; [[Craftsdwarf's workshop]]/[[Stonecrafting]] -&amp;gt; [[Goods]] ([[Money]])&lt;br /&gt;
&lt;br /&gt;
[[Wood]] -&amp;gt; [[Craftsdwarf's workshop]]/[[Woodcrafting]] -&amp;gt; [[Goods]] ([[Money]])&lt;br /&gt;
&lt;br /&gt;
[[Bone]] -&amp;gt; [[Craftsdwarf's workshop]]/[[Bonecarving]] -&amp;gt; [[Goods]] ([[Money]])&lt;br /&gt;
&lt;br /&gt;
[[Fish]] -&amp;gt; [[Fishery]]/[[Fish Cleaning]] -&amp;gt; Edible fish&lt;br /&gt;
&lt;br /&gt;
[[Stone]] -&amp;gt; [[Mechanic's workshop]]/[[Mechanics]] -&amp;gt; [[Mechanism]]s&lt;br /&gt;
&lt;br /&gt;
[[Wood]] -&amp;gt; [[Bowyer's workshop]]/[[Bowyer]] -&amp;gt; [[Crossbow|Wooden Crossbow]]&lt;br /&gt;
&lt;br /&gt;
[[Wood]] -&amp;gt; [[Wood furnace]]/[[Wood burning]] -&amp;gt; [[Charcoal]]&lt;br /&gt;
 (note - the Wood Furnace is a Furnace, not a workshop)&lt;br /&gt;
&lt;br /&gt;
== Higher Tier Materials ==&lt;br /&gt;
[[Stone]] + [[Fuel]] -&amp;gt; [[Smelter]]/[[Smelting]] -&amp;gt; [[Iron Bars]]&lt;br /&gt;
 (the stone must be an ore of the given type)&lt;br /&gt;
 (fuel can be charcoal or coal)&lt;br /&gt;
&lt;br /&gt;
[[Iron Bars]] + [[Fuel]] -&amp;gt; [[Smelter]]/[[Smelting]] -&amp;gt; [[Pig Iron]]&lt;br /&gt;
 (fuel can be charcoal or coal)&lt;br /&gt;
&lt;br /&gt;
[[Pig Iron]] + [[Flux]] ++ [[Fuel]] -&amp;gt; [[Forge]]/[[???]] -&amp;gt; [[Steel Bars]]&lt;br /&gt;
 (A Magma Forge does not require the fuel)&lt;br /&gt;
&lt;br /&gt;
[[Steel Bars]] + [[Fuel]] -&amp;gt; [[Forge]]/[[Smelting]] -&amp;gt; [[Steel Item]]&lt;br /&gt;
 (A Magma Forge does not require the fuel)&lt;br /&gt;
&lt;br /&gt;
[[Seeds]] -&amp;gt; [[Farm Plot]]/[[Farming]] -&amp;gt; [[Crops]]&lt;br /&gt;
 (note that the Farm Plot while it is a building is not a workshop)&lt;br /&gt;
&lt;br /&gt;
[[Vermin]], [[Traps]] -&amp;gt; [[Kennels]] or [[Butcher Shop]]/[[Trapper]] -&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Tame [[Animals]] -&amp;gt; [[Kennels]]/[[Animal Training]] -&amp;gt; Trained [[Animals]]&lt;br /&gt;
 (note that the Kennels while it is a building is not a workshop)&lt;br /&gt;
&lt;br /&gt;
[[Barrels]], [[Crops]] -&amp;gt; [[Still]]/[[Brewing]] -&amp;gt; [[Drink]], [[Seeds]]&lt;br /&gt;
&lt;br /&gt;
[[Crops]] and/or [[Meat]] -&amp;gt; [[Kitchen]]/[[Cooking]] -&amp;gt; [[Prepared Meals]]&lt;br /&gt;
&lt;br /&gt;
[[Metal]], [[Charcoal]] -&amp;gt; [[Metalsmith's Forge]]/[[Armorsmith]] -&amp;gt; [[Armor]]&lt;/div&gt;</summary>
		<author><name>DrPraetorious</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Economics&amp;diff=21872</id>
		<title>40d:Economics</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Economics&amp;diff=21872"/>
		<updated>2007-11-11T19:38:02Z</updated>

		<summary type="html">&lt;p&gt;DrPraetorious: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Overall Economic Flowchart ===&lt;br /&gt;
&lt;br /&gt;
 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).&lt;br /&gt;
 Each process on the economic flowchart has the following components:&lt;br /&gt;
* Inputs (on left) - the process will use up these raw materials.&lt;br /&gt;
* 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.&lt;br /&gt;
Following the building is a list of skills and/or raw materials needed to make that building, or a #d reference to the job that can produce the good needed to do the job. All buildings require building designer, specialized requirements for different buildings will be added when I get around to it (see [[Building]] for now).&lt;br /&gt;
* Outputs (on right) - These are the goods that are produced by the economic activity in question.&lt;br /&gt;
&lt;br /&gt;
== Raw Materials ==&lt;br /&gt;
&lt;br /&gt;
 assign these jobs through the designate or zone options.&lt;br /&gt;
&lt;br /&gt;
[[Walls]] -&amp;gt; &amp;lt;I&amp;gt;[[Pick]]&amp;lt;/I&amp;gt;/[[Mining]] -&amp;gt; [[Stone]]&lt;br /&gt;
 (designate -&amp;gt; Mine)&lt;br /&gt;
&lt;br /&gt;
[Trees[Chop Down Trees]] -&amp;gt; &amp;lt;I&amp;gt;[[Axe]]&amp;lt;/I&amp;gt;/[[Wood Cutting]] -&amp;gt; [[Wood]]&lt;br /&gt;
 (designate -&amp;gt; Chop Trees)&lt;br /&gt;
&lt;br /&gt;
[[Walls]] -&amp;gt; none/[[Stone Detailing]] -&amp;gt; [[Room Quality]] ([[Happiness]]/Money)&lt;br /&gt;
 (designate -&amp;gt; Smooth, Engrave)&lt;br /&gt;
&lt;br /&gt;
[[Water]] -&amp;gt; none/[[Fishing]] -&amp;gt; [[Fish]]&lt;br /&gt;
 (designate -&amp;gt; Fish, do this at the level above the water)&lt;br /&gt;
&lt;br /&gt;
[[Animals]] -&amp;gt; &amp;lt;I&amp;gt;[[Crossbow]]&amp;lt;/I&amp;gt;,&amp;lt;I&amp;gt;[[Bolts]]&amp;lt;/I&amp;gt;/[[Hunting]] -&amp;gt; [[Corpses]]&lt;br /&gt;
 (assign any dwarf the hunt job)&lt;br /&gt;
&lt;br /&gt;
[[Plants]] -&amp;gt; none/[[Gather Plants]] -&amp;gt; [[Crops]]&lt;br /&gt;
 (designate -&amp;gt; Gather Plants)&lt;br /&gt;
&lt;br /&gt;
== Second Tier Materials ==&lt;br /&gt;
(only raw materials needed as input)&lt;br /&gt;
&lt;br /&gt;
[[Stone]] -&amp;gt; [[Mason's workshop]]/[[construction|Masonry]] -&amp;gt; [[Furniture]], [[Blocks]]&lt;br /&gt;
&lt;br /&gt;
[[Wood]] -&amp;gt; [[Carpenter's workshop]]/[[construction|Carpentry]] -&amp;gt; [[Furniture]], [[Blocks]], [[Barrels]]&lt;br /&gt;
&lt;br /&gt;
[[Stone]] -&amp;gt; [[Craftsdwarf's workshop]]/[[Stonecrafting]] -&amp;gt; [[Goods]] ([[Money]])&lt;br /&gt;
&lt;br /&gt;
[[Wood]] -&amp;gt; [[Craftsdwarf's workshop]]/[[Woodcrafting]] -&amp;gt; [[Goods]] ([[Money]])&lt;br /&gt;
&lt;br /&gt;
[[Bone]] -&amp;gt; [[Craftsdwarf's workshop]]/[[Bonecarving]] -&amp;gt; [[Goods]] ([[Money]])&lt;br /&gt;
&lt;br /&gt;
[[Fish]] -&amp;gt; [[Fishery]]/[[Fish Cleaning]] -&amp;gt; Edible fish&lt;br /&gt;
&lt;br /&gt;
[[Stone]] -&amp;gt; [[Mechanic's workshop]]/[[Mechanics]] -&amp;gt; [[Mechanism]]s&lt;br /&gt;
&lt;br /&gt;
[[Wood]] -&amp;gt; [[Bowyer's workshop]]/[[Bowyer]] -&amp;gt; [[Crossbow|Wooden Crossbow]]&lt;br /&gt;
&lt;br /&gt;
[[Wood]] -&amp;gt; [[Wood furnace]]/[[Wood burning]] -&amp;gt; [[Charcoal]]&lt;br /&gt;
 (note - the Wood Furnace is a Furnace, not a workshop)&lt;br /&gt;
&lt;br /&gt;
== Higher Tier Materials ==&lt;br /&gt;
[[Stone]] + [[Fuel]] -&amp;gt; [[Smelter]]/[[Smelting]] -&amp;gt; [[Iron Bars]]&lt;br /&gt;
 (the stone must be an ore of the given type)&lt;br /&gt;
 (fuel can be charcoal or coal)&lt;br /&gt;
&lt;br /&gt;
[[Iron Bars]] + [[Fuel]] -&amp;gt; [[Smelter]]/[[Smelting]] -&amp;gt; [[Pig Iron]]&lt;br /&gt;
 (fuel can be charcoal or coal)&lt;br /&gt;
&lt;br /&gt;
[[Pig Iron]] + [[Flux]] ++ [[Fuel]] -&amp;gt; [[Forge]]/[[???]] -&amp;gt; [[Steel Bars]]&lt;br /&gt;
 (A Magma Forge does not require the fuel)&lt;br /&gt;
&lt;br /&gt;
[[Steel Bars]] + [[Fuel]] -&amp;gt; [[Forge]]/[[Smelting]] -&amp;gt; [[Steel Item]]&lt;br /&gt;
 (A Magma Forge does not require the fuel)&lt;br /&gt;
&lt;br /&gt;
[[Seeds]] -&amp;gt; [[Farm Plot]]/[[Farming]] -&amp;gt; [[Crops]]&lt;br /&gt;
 (note that the Farm Plot while it is a building is not a workshop)&lt;br /&gt;
&lt;br /&gt;
[[Vermin]], [[Traps]] -&amp;gt; [[Kennels]] or [[Butcher Shop]]/[[Trapper]] -&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Tame [[Animals]] -&amp;gt; [[Kennels]]/[[Animal Training]] -&amp;gt; Trained [[Animals]]&lt;br /&gt;
 (note that the Kennels while it is a building is not a workshop)&lt;br /&gt;
&lt;br /&gt;
[[Barrels]], [[Crops]] -&amp;gt; [[Still]]/[[Brewing]] -&amp;gt; [[Drink]], [[Seeds]]&lt;br /&gt;
&lt;br /&gt;
[[Crops]] and/or [[Meat]] -&amp;gt; [[Kitchen]]/[[Cooking]] -&amp;gt; [[Prepared Meals]]&lt;br /&gt;
&lt;br /&gt;
[[Metal]], [[Charcoal]] -&amp;gt; [[Metalsmith's Forge]]/[[Armorsmith]] -&amp;gt; [[Armor]]&lt;/div&gt;</summary>
		<author><name>DrPraetorious</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Economics&amp;diff=21870</id>
		<title>40d:Economics</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Economics&amp;diff=21870"/>
		<updated>2007-11-07T13:11:02Z</updated>

		<summary type="html">&lt;p&gt;DrPraetorious: /* Second Tier Materials */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Overall Economic Flowchart ===&lt;br /&gt;
&lt;br /&gt;
 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).&lt;br /&gt;
 Each process on the economic flowchart has the following components:&lt;br /&gt;
* Inputs (on left) - the process will use up these raw materials.&lt;br /&gt;
* 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.&lt;br /&gt;
Following the building is a list of skills and/or raw materials needed to make that building, or a #d reference to the job that can produce the good needed to do the job. All buildings require building designer, specialized requirements for different buildings will be added when I get around to it (see [[Building]] for now).&lt;br /&gt;
* Outputs (on right) - These are the goods that are produced by the economic activity in question.&lt;br /&gt;
&lt;br /&gt;
== Raw Materials ==&lt;br /&gt;
&lt;br /&gt;
 assign these jobs through the designate or zone options.&lt;br /&gt;
&lt;br /&gt;
[[Walls]] -&amp;gt; &amp;lt;I&amp;gt;[[Pick]]&amp;lt;/I&amp;gt;/[[Mining]] -&amp;gt; [[Stone]]&lt;br /&gt;
 (designate -&amp;gt; Mine)&lt;br /&gt;
&lt;br /&gt;
[[Trees]] -&amp;gt; &amp;lt;I&amp;gt;[[Axe]]&amp;lt;/I&amp;gt;/[[Wood Cutting]] -&amp;gt; [[Wood]]&lt;br /&gt;
 (designate -&amp;gt; Chop Trees)&lt;br /&gt;
&lt;br /&gt;
[[Walls]] -&amp;gt; none/[[Stone Detailing]] -&amp;gt; [[Room Quality]] ([[Happiness]]/Money)&lt;br /&gt;
 (designate -&amp;gt; Smooth, Engrave)&lt;br /&gt;
&lt;br /&gt;
[[Water]] -&amp;gt; none/[[Fishing]] -&amp;gt; [[Fish]]&lt;br /&gt;
 (designate -&amp;gt; Fish, do this at the level above the water)&lt;br /&gt;
&lt;br /&gt;
[[Animals]] -&amp;gt; &amp;lt;I&amp;gt;[[Crossbow]]&amp;lt;/I&amp;gt;,&amp;lt;I&amp;gt;[[Bolts]]&amp;lt;/I&amp;gt;/[[Hunting]] -&amp;gt; [[Corpses]]&lt;br /&gt;
 (assign any dwarf the hunt job)&lt;br /&gt;
&lt;br /&gt;
[[Plants]] -&amp;gt; none/[[Gather Plants]] -&amp;gt; [[Crops]]&lt;br /&gt;
 (designate -&amp;gt; Gather Plants)&lt;br /&gt;
&lt;br /&gt;
== Second Tier Materials ==&lt;br /&gt;
(only raw materials needed as input)&lt;br /&gt;
&lt;br /&gt;
[[Stone]] -&amp;gt; [[Mason Shop]]/[[Masonry]] -&amp;gt; [[Furniture]], [[Blocks]]&lt;br /&gt;
&lt;br /&gt;
[[Wood]] -&amp;gt; [[Carpenters Shop]]/[[Carpentry]] -&amp;gt; [[Furniture]], [[Blocks]], [[Barrels]]&lt;br /&gt;
&lt;br /&gt;
[[Stone]] -&amp;gt; [[Craftsdwarfs Shop]]/[[Stonecrafting]] -&amp;gt; [[Goods]] ([[Money]])&lt;br /&gt;
&lt;br /&gt;
[[Wood]] -&amp;gt; [[Craftsdwarfs Shop]]/[[Woodcrafting]] -&amp;gt; [[Goods]] ([[Money]])&lt;br /&gt;
&lt;br /&gt;
[[Bone]] -&amp;gt; [[Craftsdwarfs Shop]]/[[Bonecarving]] -&amp;gt; [[Goods]] ([[Money]])&lt;br /&gt;
&lt;br /&gt;
[[Fish]] -&amp;gt; [[Fishery]]/[[Fish Cleaning]] -&amp;gt; [[Edible Fish]]&lt;br /&gt;
&lt;br /&gt;
[[Stone]] -&amp;gt; [[Mechanic's Workshop]]/[[Mechanics]] -&amp;gt; [[Stone Mechanics]]&lt;br /&gt;
&lt;br /&gt;
[[Wood]] -&amp;gt; [[Bowyer's Workshop]]/[[Bowyer]] -&amp;gt; [[Wooden Crossbow]]&lt;br /&gt;
&lt;br /&gt;
[[Wood]] -&amp;gt; [[Wood Furnace]]/[[Wood Burning]] -&amp;gt; [[Charcoal]]&lt;br /&gt;
 (note - the Wood Furnace is a Furnace, not a workshop)&lt;br /&gt;
&lt;br /&gt;
== Higher Tier Materials ==&lt;br /&gt;
[[Stone]] + [[Fuel]] -&amp;gt; [[Smelter]]/[[Smelting]] -&amp;gt; [[Iron Bars]]&lt;br /&gt;
 (the stone must be an ore of the given type)&lt;br /&gt;
 (fuel can be charcoal or coal)&lt;br /&gt;
&lt;br /&gt;
[[Iron Bars]] + [[Fuel]] -&amp;gt; [[Smelter]]/[[Smelting]] -&amp;gt; [[Pig Iron]]&lt;br /&gt;
 (fuel can be charcoal or coal)&lt;br /&gt;
&lt;br /&gt;
[[Pig Iron]] + [[Flux]] ++ [[Fuel]] -&amp;gt; [[Forge]]/[[???]] -&amp;gt; [[Steel Bars]]&lt;br /&gt;
 (A Magma Forge does not require the fuel)&lt;br /&gt;
&lt;br /&gt;
[[Steel Bars]] + [[Fuel]] -&amp;gt; [[Forge]]/[[Smelting]] -&amp;gt; [[Steel Item]]&lt;br /&gt;
 (A Magma Forge does not require the fuel)&lt;br /&gt;
&lt;br /&gt;
[[Seeds]] -&amp;gt; [[Farm Plot]]/[[Farming]] -&amp;gt; [[Crops]]&lt;br /&gt;
 (note that the Farm Plot while it is a building is not a workshop)&lt;br /&gt;
&lt;br /&gt;
[[Vermin]], [[Traps]] -&amp;gt; [[Kennels]] or [[Butcher Shop]]/[[Trapper]] -&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Tame [[Animals]] -&amp;gt; [[Kennels]]/[[Animal Training]] -&amp;gt; Trained [[Animals]]&lt;br /&gt;
 (note that the Kennels while it is a building is not a workshop)&lt;br /&gt;
&lt;br /&gt;
[[Barrels]], [[Crops]] -&amp;gt; [[Still]]/[[Brewing]] -&amp;gt; [[Drink]], [[Seeds]]&lt;br /&gt;
&lt;br /&gt;
[[Crops]] and/or [[Meat]] -&amp;gt; [[Kitchen]]/[[Cooking]] -&amp;gt; [[Prepared Meals]]&lt;br /&gt;
&lt;br /&gt;
[[Metal]], [[Charcoal]] -&amp;gt; [[Metalsmith's Forge]]/[[Armorsmith]] -&amp;gt; [[Armor]]&lt;/div&gt;</summary>
		<author><name>DrPraetorious</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Economics&amp;diff=21869</id>
		<title>40d:Economics</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Economics&amp;diff=21869"/>
		<updated>2007-11-07T05:06:27Z</updated>

		<summary type="html">&lt;p&gt;DrPraetorious: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Overall Economic Flowchart ===&lt;br /&gt;
&lt;br /&gt;
 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).&lt;br /&gt;
 Each process on the economic flowchart has the following components:&lt;br /&gt;
* Inputs (on left) - the process will use up these raw materials.&lt;br /&gt;
* 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.&lt;br /&gt;
Following the building is a list of skills and/or raw materials needed to make that building, or a #d reference to the job that can produce the good needed to do the job. All buildings require building designer, specialized requirements for different buildings will be added when I get around to it (see [[Building]] for now).&lt;br /&gt;
* Outputs (on right) - These are the goods that are produced by the economic activity in question.&lt;br /&gt;
&lt;br /&gt;
== Raw Materials ==&lt;br /&gt;
&lt;br /&gt;
 assign these jobs through the designate or zone options.&lt;br /&gt;
&lt;br /&gt;
[[Walls]] -&amp;gt; &amp;lt;I&amp;gt;[[Pick]]&amp;lt;/I&amp;gt;/[[Mining]] -&amp;gt; [[Stone]]&lt;br /&gt;
 (designate -&amp;gt; Mine)&lt;br /&gt;
&lt;br /&gt;
[[Trees]] -&amp;gt; &amp;lt;I&amp;gt;[[Axe]]&amp;lt;/I&amp;gt;/[[Wood Cutting]] -&amp;gt; [[Wood]]&lt;br /&gt;
 (designate -&amp;gt; Chop Trees)&lt;br /&gt;
&lt;br /&gt;
[[Walls]] -&amp;gt; none/[[Stone Detailing]] -&amp;gt; [[Room Quality]] ([[Happiness]]/Money)&lt;br /&gt;
 (designate -&amp;gt; Smooth, Engrave)&lt;br /&gt;
&lt;br /&gt;
[[Water]] -&amp;gt; none/[[Fishing]] -&amp;gt; [[Fish]]&lt;br /&gt;
 (designate -&amp;gt; Fish, do this at the level above the water)&lt;br /&gt;
&lt;br /&gt;
[[Animals]] -&amp;gt; &amp;lt;I&amp;gt;[[Crossbow]]&amp;lt;/I&amp;gt;,&amp;lt;I&amp;gt;[[Bolts]]&amp;lt;/I&amp;gt;/[[Hunting]] -&amp;gt; [[Corpses]]&lt;br /&gt;
 (assign any dwarf the hunt job)&lt;br /&gt;
&lt;br /&gt;
[[Plants]] -&amp;gt; none/[[Gather Plants]] -&amp;gt; [[Crops]]&lt;br /&gt;
 (designate -&amp;gt; Gather Plants)&lt;br /&gt;
&lt;br /&gt;
== Second Tier Materials ==&lt;br /&gt;
(only raw materials needed as input)&lt;br /&gt;
&lt;br /&gt;
[[Stone]] -&amp;gt; [[Mason Shop]]/[[Masonry]] -&amp;gt; [[Furniture]], [[Blocks]]&lt;br /&gt;
&lt;br /&gt;
[[Wood]] -&amp;gt; [[Carpenters Shop]]/[[Carpentry]] -&amp;gt; [[Furniture]], [[Blocks]], [[Barrels]]&lt;br /&gt;
&lt;br /&gt;
[[Stone]] -&amp;gt; [[Craftsdwarfs Shop]]/[[Stonecrafting]] -&amp;gt; [[Goods]] ([[Money]])&lt;br /&gt;
&lt;br /&gt;
[[Wood]] -&amp;gt; [[Craftsdwarfs Shop]]/[[Woodcrafting]] -&amp;gt; [[Goods]] ([[Money]])&lt;br /&gt;
&lt;br /&gt;
[[Bone]] -&amp;gt; [[Craftsdwarfs Shop]]/[[Bonecarving]] -&amp;gt; [[Goods]] ([[Money]])&lt;br /&gt;
&lt;br /&gt;
[[Fish]] -&amp;gt; [[Fishery]]/[[Fish Cleaning]] -&amp;gt; [[Edible Fish]]&lt;br /&gt;
&lt;br /&gt;
[[Stone]] -&amp;gt; [[Mechanic's Workshop]]/[[Mechanics]] -&amp;gt; [[Stone Mechanics]]&lt;br /&gt;
&lt;br /&gt;
[[Wood]] -&amp;gt; [[Bowyer's Workshop]]/[[Bowyer]] -&amp;gt; [[Wooden Crossbow]]&lt;br /&gt;
&lt;br /&gt;
== Higher Tier Materials ==&lt;br /&gt;
[[Stone]] + [[Fuel]] -&amp;gt; [[Smelter]]/[[Smelting]] -&amp;gt; [[Iron Bars]]&lt;br /&gt;
 (the stone must be an ore of the given type)&lt;br /&gt;
 (fuel can be charcoal or coal)&lt;br /&gt;
&lt;br /&gt;
[[Iron Bars]] + [[Fuel]] -&amp;gt; [[Smelter]]/[[Smelting]] -&amp;gt; [[Pig Iron]]&lt;br /&gt;
 (fuel can be charcoal or coal)&lt;br /&gt;
&lt;br /&gt;
[[Pig Iron]] + [[Flux]] ++ [[Fuel]] -&amp;gt; [[Forge]]/[[???]] -&amp;gt; [[Steel Bars]]&lt;br /&gt;
 (A Magma Forge does not require the fuel)&lt;br /&gt;
&lt;br /&gt;
[[Steel Bars]] + [[Fuel]] -&amp;gt; [[Forge]]/[[Smelting]] -&amp;gt; [[Steel Item]]&lt;br /&gt;
 (A Magma Forge does not require the fuel)&lt;br /&gt;
&lt;br /&gt;
[[Seeds]] -&amp;gt; [[Farm Plot]]/[[Farming]] -&amp;gt; [[Crops]]&lt;br /&gt;
 (note that the Farm Plot while it is a building is not a workshop)&lt;br /&gt;
&lt;br /&gt;
[[Vermin]], [[Traps]] -&amp;gt; [[Kennels]] or [[Butcher Shop]]/[[Trapper]] -&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Tame [[Animals]] -&amp;gt; [[Kennels]]/[[Animal Training]] -&amp;gt; Trained [[Animals]]&lt;br /&gt;
 (note that the Kennels while it is a building is not a workshop)&lt;br /&gt;
&lt;br /&gt;
[[Barrels]], [[Crops]] -&amp;gt; [[Still]]/[[Brewing]] -&amp;gt; [[Drink]], [[Seeds]]&lt;br /&gt;
&lt;br /&gt;
[[Crops]] and/or [[Meat]] -&amp;gt; [[Kitchen]]/[[Cooking]] -&amp;gt; [[Prepared Meals]]&lt;br /&gt;
&lt;br /&gt;
[[Metal]], [[Charcoal]] -&amp;gt; [[Metalsmith's Forge]]/[[Armorsmith]] -&amp;gt; [[Armor]]&lt;/div&gt;</summary>
		<author><name>DrPraetorious</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Economics&amp;diff=21868</id>
		<title>40d:Economics</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Economics&amp;diff=21868"/>
		<updated>2007-11-06T20:37:00Z</updated>

		<summary type="html">&lt;p&gt;DrPraetorious: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Overall Economic Flowchart ===&lt;br /&gt;
&lt;br /&gt;
 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).&lt;br /&gt;
 Each process on the economic flowchart has the following components:&lt;br /&gt;
* Inputs (on left) - the process will use up these raw materials.&lt;br /&gt;
* 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.&lt;br /&gt;
Following the building is a list of skills and/or raw materials needed to make that building, or a #d reference to the job that can produce the good needed to do the job. All buildings require building designer, specialized requirements for different buildings will be added when I get around to it (see [[Building]] for now).&lt;br /&gt;
* Outputs (on right) - These are the goods that are produced by the economic activity in question.&lt;br /&gt;
&lt;br /&gt;
== Raw Materials ==&lt;br /&gt;
&lt;br /&gt;
 assign these jobs through the designate or zone options.&lt;br /&gt;
&lt;br /&gt;
[[Walls]] -&amp;gt; &amp;lt;I&amp;gt;[[Pick]]&amp;lt;/I&amp;gt;/[[Mining]] -&amp;gt; [[Stone]]&lt;br /&gt;
 (designate -&amp;gt; Mine)&lt;br /&gt;
&lt;br /&gt;
[[Trees]] -&amp;gt; &amp;lt;I&amp;gt;[[Axe]]&amp;lt;/I&amp;gt;/[[Wood Cutting]] -&amp;gt; [[Wood]]&lt;br /&gt;
 (designate -&amp;gt; Chop Trees)&lt;br /&gt;
&lt;br /&gt;
[[Walls]] -&amp;gt; none/[[Stone Detailing]] -&amp;gt; [[Room Quality]] ([[Happiness]]/Money)&lt;br /&gt;
 (designate -&amp;gt; Smooth, Engrave)&lt;br /&gt;
&lt;br /&gt;
[[Water]] -&amp;gt; none/[[Fishing]] -&amp;gt; [[Fish]]&lt;br /&gt;
 (designate -&amp;gt; Fish, do this at the level above the water)&lt;br /&gt;
&lt;br /&gt;
[[Animals]] -&amp;gt; &amp;lt;I&amp;gt;[[Crossbow]]&amp;lt;/I&amp;gt;,&amp;lt;I&amp;gt;[[Bolts]]&amp;lt;/I&amp;gt;/[[Hunting]] -&amp;gt; [[Corpses]]&lt;br /&gt;
 (assign any dwarf the hunt job)&lt;br /&gt;
&lt;br /&gt;
[[Plants]] -&amp;gt; none/[[Gather Plants]] -&amp;gt; [[Crops]]&lt;br /&gt;
 (designate -&amp;gt; Gather Plants)&lt;br /&gt;
&lt;br /&gt;
== Second Tier Materials ==&lt;br /&gt;
(only raw materials needed as input)&lt;br /&gt;
&lt;br /&gt;
[[Stone]] -&amp;gt; [[Mason Shop]]/[[Masonry]] -&amp;gt; [[Furniture]], [[Blocks]]&lt;br /&gt;
&lt;br /&gt;
[[Wood]] -&amp;gt; [[Carpenters Shop]]/[[Carpentry]] -&amp;gt; [[Furniture]], [[Blocks]], [[Barrels]]&lt;br /&gt;
&lt;br /&gt;
[[Stone]] -&amp;gt; [[Craftsdwarfs Shop]]/[[Stonecrafting]] -&amp;gt; [[Goods]] ([[Money]])&lt;br /&gt;
&lt;br /&gt;
[[Wood]] -&amp;gt; [[Craftsdwarfs Shop]]/[[Woodcrafting]] -&amp;gt; [[Goods]] ([[Money]])&lt;br /&gt;
&lt;br /&gt;
[[Bone]] -&amp;gt; [[Craftsdwarfs Shop]]/[[Bonecarving]] -&amp;gt; [[Goods]] ([[Money]])&lt;br /&gt;
&lt;br /&gt;
[[Fish]] -&amp;gt; [[Fishery]]/[[Fish Cleaning]] -&amp;gt; [[Edible Fish]]&lt;br /&gt;
&lt;br /&gt;
[[Stone]] -&amp;gt; [[Mechanic's Workshop]]/[[Mechanics]] -&amp;gt; [[Stone Mechanics]]&lt;br /&gt;
&lt;br /&gt;
[[Wood]] -&amp;gt; [[Bowyer's Workshop]]/[[Bowyer]] -&amp;gt; [[Wooden Crossbow]]&lt;br /&gt;
&lt;br /&gt;
== Higher Tier Materials ==&lt;br /&gt;
[[Seeds]] -&amp;gt; [[Farm Plot]]/[[Farming]] -&amp;gt; [[Crops]]&lt;br /&gt;
 (note that the Farm Plot while it is a building is not a workshop)&lt;br /&gt;
&lt;br /&gt;
[[Vermin]], [[Traps]] -&amp;gt; [[Kennels]] or [[Butcher Shop]]/[[Trapper]] -&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Tame [[Animals]] -&amp;gt; [[Kennels]]/[[Animal Training]] -&amp;gt; Trained [[Animals]]&lt;br /&gt;
 (note that the Kennels while it is a building is not a workshop)&lt;br /&gt;
&lt;br /&gt;
[[Barrels]], [[Crops]] -&amp;gt; [[Still]]/[[Brewing]] -&amp;gt; [[Drink]], [[Seeds]]&lt;br /&gt;
&lt;br /&gt;
[[Crops]] and/or [[Meat]] -&amp;gt; [[Kitchen]]/[[Cooking]] -&amp;gt; [[Prepared Meals]]&lt;br /&gt;
&lt;br /&gt;
[[Metal]], [[Charcoal]] -&amp;gt; [[Metalsmith's Forge]]/[[Armorsmith]] -&amp;gt; [[Armor]]&lt;/div&gt;</summary>
		<author><name>DrPraetorious</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Economics&amp;diff=21867</id>
		<title>40d:Economics</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Economics&amp;diff=21867"/>
		<updated>2007-11-06T20:35:22Z</updated>

		<summary type="html">&lt;p&gt;DrPraetorious: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Overall Economic Flowchart ===&lt;br /&gt;
&lt;br /&gt;
 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).&lt;br /&gt;
 Each process on the economic flowchart has the following components:&lt;br /&gt;
* Inputs (on left) - the process will use up these raw materials.&lt;br /&gt;
* 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.&lt;br /&gt;
Following the building is a list of skills and/or raw materials needed to make that building, or a #d reference to the job that can produce the good needed to do the job. All buildings require building designer, specialized requirements for different buildings will be added when I get around to it (see [[Buildings]] for now).&lt;br /&gt;
* Outputs (on right) - These are the goods that are produced by the economic activity in question.&lt;br /&gt;
&lt;br /&gt;
== Raw Materials ==&lt;br /&gt;
&lt;br /&gt;
 assign these jobs through the designate or zone options.&lt;br /&gt;
&lt;br /&gt;
[[Walls]] -&amp;gt; &amp;lt;I&amp;gt;[[Pick]]&amp;lt;/I&amp;gt;/[[Mining]] -&amp;gt; [[Stone]]&lt;br /&gt;
 (designate -&amp;gt; Mine)&lt;br /&gt;
&lt;br /&gt;
[[Trees]] -&amp;gt; &amp;lt;I&amp;gt;[[Axe]]&amp;lt;/I&amp;gt;/[[Wood Cutting]] -&amp;gt; [[Wood]]&lt;br /&gt;
 (designate -&amp;gt; Chop Trees)&lt;br /&gt;
&lt;br /&gt;
[[Walls]] -&amp;gt; none/[[Stone Detailing]] -&amp;gt; [[Room Quality]] ([[Happiness]]/Money)&lt;br /&gt;
 (designate -&amp;gt; Smooth, Engrave)&lt;br /&gt;
&lt;br /&gt;
[[Water]] -&amp;gt; none/[[Fishing]] -&amp;gt; [[Fish]]&lt;br /&gt;
 (designate -&amp;gt; Fish, do this at the level above the water)&lt;br /&gt;
&lt;br /&gt;
[[Animals]] -&amp;gt; &amp;lt;I&amp;gt;[[Crossbow]]&amp;lt;/I&amp;gt;,&amp;lt;I&amp;gt;[[Bolts]]&amp;lt;/I&amp;gt;/[[Hunting]] -&amp;gt; [[Corpses]]&lt;br /&gt;
 (assign any dwarf the hunt job)&lt;br /&gt;
&lt;br /&gt;
[[Plants]] -&amp;gt; none/[[Gather Plants]] -&amp;gt; [[Crops]]&lt;br /&gt;
 (designate -&amp;gt; Gather Plants)&lt;br /&gt;
&lt;br /&gt;
== Second Tier Materials ==&lt;br /&gt;
(only raw materials needed as input)&lt;br /&gt;
&lt;br /&gt;
[[Stone]] -&amp;gt; [[Mason Shop]]/[[Masonry]] -&amp;gt; [[Furniture]], [[Blocks]]&lt;br /&gt;
&lt;br /&gt;
[[Wood]] -&amp;gt; [[Carpenters Shop]]/[[Carpentry]] -&amp;gt; [[Furniture]], [[Blocks]], [[Barrels]]&lt;br /&gt;
&lt;br /&gt;
[[Stone]] -&amp;gt; [[Craftsdwarfs Shop]]/[[Stonecrafting]] -&amp;gt; [[Goods]] ([[Money]])&lt;br /&gt;
&lt;br /&gt;
[[Wood]] -&amp;gt; [[Craftsdwarfs Shop]]/[[Woodcrafting]] -&amp;gt; [[Goods]] ([[Money]])&lt;br /&gt;
&lt;br /&gt;
[[Bone]] -&amp;gt; [[Craftsdwarfs Shop]]/[[Bonecarving]] -&amp;gt; [[Goods]] ([[Money]])&lt;br /&gt;
&lt;br /&gt;
[[Fish]] -&amp;gt; [[Fishery]]/[[Fish Cleaning]] -&amp;gt; [[Edible Fish]]&lt;br /&gt;
&lt;br /&gt;
[[Stone]] -&amp;gt; [[Mechanic's Workshop]]/[[Mechanics]] -&amp;gt; [[Stone Mechanics]]&lt;br /&gt;
&lt;br /&gt;
[[Wood]] -&amp;gt; [[Bowyer's Workshop]]/[[Bowyer]] -&amp;gt; [[Wooden Crossbow]]&lt;br /&gt;
&lt;br /&gt;
== Higher Tier Materials ==&lt;br /&gt;
[[Seeds]] -&amp;gt; [[Farm Plot]]/[[Farming]] -&amp;gt; [[Crops]]&lt;br /&gt;
 (note that the Farm Plot while it is a building is not a workshop)&lt;br /&gt;
&lt;br /&gt;
[[Vermin]], [[Traps]] -&amp;gt; [[Kennels]] or [[Butcher Shop]]/[[Trapper]] -&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Tame [[Animals]] -&amp;gt; [[Kennels]]/[[Animal Training]] -&amp;gt; Trained [[Animals]]&lt;br /&gt;
 (note that the Kennels while it is a building is not a workshop)&lt;br /&gt;
&lt;br /&gt;
[[Barrels]], [[Crops]] -&amp;gt; [[Still]]/[[Brewing]] -&amp;gt; [[Drink]], [[Seeds]]&lt;br /&gt;
&lt;br /&gt;
[[Crops]] and/or [[Meat]] -&amp;gt; [[Kitchen]]/[[Cooking]] -&amp;gt; [[Prepared Meals]]&lt;br /&gt;
&lt;br /&gt;
[[Metal]], [[Charcoal]] -&amp;gt; [[Metalsmith's Forge]]/[[Armorsmith]] -&amp;gt; [[Armor]]&lt;/div&gt;</summary>
		<author><name>DrPraetorious</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Economics&amp;diff=21865</id>
		<title>40d:Economics</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Economics&amp;diff=21865"/>
		<updated>2007-11-06T14:39:50Z</updated>

		<summary type="html">&lt;p&gt;DrPraetorious: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
=== Overall Economic Flowchart ===&lt;br /&gt;
&lt;br /&gt;
 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).&lt;br /&gt;
 Each process on the economic flowchart has the following components:&lt;br /&gt;
* Inputs (on left) - the process will use up these raw materials.&lt;br /&gt;
* 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.&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
== Raw Materials ==&lt;br /&gt;
&lt;br /&gt;
 assign these jobs through the designate or zone options.&lt;br /&gt;
&lt;br /&gt;
Walls -&amp;gt; &amp;lt;I&amp;gt;Pick&amp;lt;/I&amp;gt;/Mining -&amp;gt; Stone&lt;br /&gt;
 (designite -&amp;gt; Mine)&lt;br /&gt;
&lt;br /&gt;
Trees -&amp;gt; &amp;lt;I&amp;gt;Axe&amp;lt;/I&amp;gt;/Wood Cutting -&amp;gt; Wood&lt;br /&gt;
 (designate -&amp;gt; Chop Trees)&lt;br /&gt;
&lt;br /&gt;
Walls -&amp;gt; none/Stone Detailing -&amp;gt; Room Quality (Happiness/Money)&lt;br /&gt;
 (designate -&amp;gt; Smooth, Engrave)&lt;br /&gt;
&lt;br /&gt;
Water -&amp;gt; none/Fishing -&amp;gt; Fish&lt;br /&gt;
 (designate -&amp;gt; Fish, do this at the level above the water)&lt;br /&gt;
&lt;br /&gt;
Animals -&amp;gt; &amp;lt;I&amp;gt;Crossbow&amp;lt;/I&amp;gt;,Bolts/Hunting -&amp;gt; Corpses&lt;br /&gt;
 (assign any dwarf the hunt job)&lt;br /&gt;
&lt;br /&gt;
Plants -&amp;gt; none/Gather Plants -&amp;gt; Crops&lt;br /&gt;
&lt;br /&gt;
== Second Tier Materials ==&lt;br /&gt;
(only raw materials needed as input)&lt;br /&gt;
&lt;br /&gt;
Stone -&amp;gt; Mason Shop/Masonry -&amp;gt; Furniture, Blocks&lt;br /&gt;
&lt;br /&gt;
Wood -&amp;gt; Carpenters Shop/Carpentry -&amp;gt; Furniture, Blocks, Barrels&lt;br /&gt;
&lt;br /&gt;
Stone -&amp;gt; Craftsdwarfs Shop/Stonecrafting -&amp;gt; Goods (Money)&lt;br /&gt;
&lt;br /&gt;
Wood -&amp;gt; Craftsdwarfs Shop/Woodcrafting -&amp;gt; Goods (Money)&lt;br /&gt;
&lt;br /&gt;
Bone -&amp;gt; Craftsdwarfs Shop/Bonecarving -&amp;gt; Goods (Money)&lt;br /&gt;
&lt;br /&gt;
Fish -&amp;gt; Fishery/Fish Cleaning -&amp;gt; Edible Fish&lt;br /&gt;
&lt;br /&gt;
Stone -&amp;gt; Mechanic's Workshop/Mechanics -&amp;gt; Stone Mechanics&lt;br /&gt;
&lt;br /&gt;
== Higher Teer Materials ==&lt;br /&gt;
Seeds -&amp;gt; Farm Plot/Farming -&amp;gt; Crops&lt;br /&gt;
 (note that the Farm Plot while it is a building is not a workshop)&lt;br /&gt;
&lt;br /&gt;
Tame Animals -&amp;gt; Kennels/Animal Training -&amp;gt; Trained Animals&lt;br /&gt;
 (note that the Kennels while it is a building is not a workshop)&lt;br /&gt;
&lt;br /&gt;
Barrels, Crops -&amp;gt; Still/Brewing -&amp;gt; Drink, Seeds&lt;br /&gt;
&lt;br /&gt;
Crops and/or Meat -&amp;gt; Kitchen/Cooking -&amp;gt; Prepared Meals&lt;br /&gt;
&lt;br /&gt;
== To be assigned ==&lt;br /&gt;
(workshops)&lt;br /&gt;
Leather Works&lt;br /&gt;
Quern&lt;br /&gt;
Millstone&lt;br /&gt;
Loom&lt;br /&gt;
Clothier's Shop&lt;br /&gt;
Bowyer's Workshop&lt;br /&gt;
Carpenter's Workshop&lt;br /&gt;
Magma Forge&lt;br /&gt;
Jewweler's Workshop&lt;br /&gt;
Butcher's Shop&lt;br /&gt;
Tanner's Shop&lt;br /&gt;
Siege Workshop&lt;br /&gt;
(forges)&lt;/div&gt;</summary>
		<author><name>DrPraetorious</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Economics&amp;diff=21864</id>
		<title>40d:Economics</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Economics&amp;diff=21864"/>
		<updated>2007-11-06T14:20:28Z</updated>

		<summary type="html">&lt;p&gt;DrPraetorious: 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...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;(rough draft)&lt;br /&gt;
 Overall Economic Flowchart.&lt;br /&gt;
 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).&lt;br /&gt;
 Each process on the economic flowchart has the following components:&lt;br /&gt;
* Inputs (on left) - the process will use up these raw materials.&lt;br /&gt;
* 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.&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
-- Raw Materials --&lt;br /&gt;
 assign these jobs through the designate or zone options.&lt;br /&gt;
&lt;br /&gt;
Walls -&amp;gt; &amp;lt;I&amp;gt;Pick&amp;lt;/I&amp;gt;/Mining -&amp;gt; Stone&lt;br /&gt;
 (designite -&amp;gt; Mine)&lt;br /&gt;
&lt;br /&gt;
Trees -&amp;gt; &amp;lt;I&amp;gt;Axe&amp;lt;/I&amp;gt;/Wood Cutting -&amp;gt; Wood&lt;br /&gt;
 (designate -&amp;gt; Chop Trees)&lt;br /&gt;
&lt;br /&gt;
Walls -&amp;gt; none/Stone Detailing -&amp;gt; Room Quality (Happiness/Money)&lt;br /&gt;
 (designate -&amp;gt; Smooth, Engrave)&lt;br /&gt;
&lt;br /&gt;
Water -&amp;gt; none/Fishing -&amp;gt; Fish&lt;br /&gt;
 (designate -&amp;gt; Fish, do this at the level above the water)&lt;br /&gt;
&lt;br /&gt;
Animals -&amp;gt; &amp;lt;I&amp;gt;Crossbow&amp;lt;/I&amp;gt;,Bolts/Hunting -&amp;gt; Corpses&lt;br /&gt;
 (assign any dwarf the hunt job)&lt;br /&gt;
&lt;br /&gt;
Plants -&amp;gt; none/Gather Plants -&amp;gt; Crops&lt;br /&gt;
&lt;br /&gt;
-- Second Tier Materials --&lt;br /&gt;
(only raw materials needed as input)&lt;br /&gt;
&lt;br /&gt;
Stone -&amp;gt; Mason Shop/Masonry -&amp;gt; Furniture, Blocks&lt;br /&gt;
&lt;br /&gt;
Wood -&amp;gt; Carpenters Shop/Carpentry -&amp;gt; Furniture, Blocks, Barrels&lt;br /&gt;
&lt;br /&gt;
Stone -&amp;gt; Craftsdwarfs Shop/Stonecrafting -&amp;gt; Goods (Money)&lt;br /&gt;
&lt;br /&gt;
Wood -&amp;gt; Craftsdwarfs Shop/Woodcrafting -&amp;gt; Goods (Money)&lt;br /&gt;
&lt;br /&gt;
Bone -&amp;gt; Craftsdwarfs Shop/Bonecarving -&amp;gt; Goods (Money)&lt;br /&gt;
&lt;br /&gt;
Fish -&amp;gt; Fishery/Fish Cleaning -&amp;gt; Edible Fish&lt;br /&gt;
&lt;br /&gt;
Stone -&amp;gt; Mechanic's Workshop/Mechanics -&amp;gt; Stone Mechanics&lt;br /&gt;
&lt;br /&gt;
-- Higher Teer Materials --&lt;br /&gt;
Seeds -&amp;gt; Farm Plot/Farming -&amp;gt; Crops&lt;br /&gt;
 (note that the Farm Plot while it is a building is not a workshop)&lt;br /&gt;
&lt;br /&gt;
Tame Animals -&amp;gt; Kennels/Animal Training -&amp;gt; Trained Animals&lt;br /&gt;
 (note that the Kennels while it is a building is not a workshop)&lt;br /&gt;
&lt;br /&gt;
Barrels, Crops -&amp;gt; Still/Brewing -&amp;gt; Drink, Seeds&lt;br /&gt;
&lt;br /&gt;
Crops and/or Meat -&amp;gt; Kitchen/Cooking -&amp;gt; Prepared Meals&lt;br /&gt;
&lt;br /&gt;
-- To be assigned --&lt;br /&gt;
Leather Works&lt;br /&gt;
Quern&lt;br /&gt;
Millstone&lt;br /&gt;
Loom&lt;br /&gt;
Clothier's Shop&lt;br /&gt;
Bowyer's Workshop&lt;br /&gt;
Carpenter's Workshop&lt;br /&gt;
Magma Forge&lt;br /&gt;
Jewweler's Workshop&lt;br /&gt;
Butcher's Shop&lt;br /&gt;
Tanner's Shop&lt;br /&gt;
Siege Workshop&lt;br /&gt;
&lt;br /&gt;
Kennels&lt;/div&gt;</summary>
		<author><name>DrPraetorious</name></author>
	</entry>
</feed>