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	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Warlordzephyr</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
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	<updated>2026-08-12T18:07:09Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Legendary_artifact&amp;diff=18273</id>
		<title>40d:Legendary artifact</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Legendary_artifact&amp;diff=18273"/>
		<updated>2009-06-12T18:21:31Z</updated>

		<summary type="html">&lt;p&gt;Warlordzephyr: /* Usage */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Dwarves in [[strange mood]]s will create '''legendary artifacts''': unique, &amp;quot;named&amp;quot; items which are of unsurpassable quality (and usually cost). An artifact is the ultimate expression of a [[dwarf]]'s desires, fears, memories and hopes in art form, and each dwarf will produce only one in their lives (or die trying). [[Dwarves]] that create an artifact are always granted the status of [[legendary]] unless they were [[Strange_mood#Possessed|possessed]].&lt;br /&gt;
 &lt;br /&gt;
Dwarves drop artifacts in the [[workshop]] or in an appropriate [[stockpile]] as soon as they are made. They can then be used just like other items, but not sold. However, be warned that when a dwarf equips an artifact item (as a weapon or armour) he will never drop it, and may even carry around several artifact weapons in each hand{{version|0.27.176.38c}}. Of course, you might not see a champion [[swordsdwarf]] wielding eight artifact [[adamantine]] scimitars at once as a bad thing.&lt;br /&gt;
&lt;br /&gt;
Artifacts cannot be destroyed unless lost in a [[chasm]] or dropped to the [[magma]]. They ''can'' be stolen by marauding parties; an artifact lost to you will have a note to that effect in the Artifacts screen(press {{k|l}}).&lt;br /&gt;
&lt;br /&gt;
==Construction==&lt;br /&gt;
Dwarves will use anywhere from one to ten items in their construction. If you view ({{k|q}}) the [[workshop]] a dwarf has seized while the dwarf is in it, you can see what materials he or she plans to use (see [[strange mood]]s for further details). Once the dwarf has started to construct the artifact, you can also use {{k|t}} to see exactly what materials they have claimed.&lt;br /&gt;
&lt;br /&gt;
It's worth noting that artifacts can be made out of materials that normally could not produce the base [[furniture]] or item in question. For example, you may get [[platinum]] [[armor]], [[stone]] [[bed]]s, or even [[bone]] [[doors]]. Further, these artifacts could be produced in workshops by professions that could not normally build such an item, such as the previously mentioned bone door being made by a [[bonecarver]] in a [[Craftsdwarf's workshop]].&lt;br /&gt;
&lt;br /&gt;
Workshops which normally require fuel ([[Forge]], [[Glass furnace]]) do not require and will not use fuel to make an artifact at that shop.  Magma versions which lose power, however, will immediately cause the moody dwarves mood to end (with disastrous consequences).&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
Currently, some artifacts can be used just like all other items, except that it cannot be traded to [[caravan]]s.  Artifacts of types which can be built ([[furniture]], [[animal trap]]s, [[chain]]s, etc...) can be built as normal.  Often artifacts of this nature are used to meet noble room requirements or establish high-quality dinning halls as a single artifact is typically capable of bumping a room up to royal quality on its own, however a particularly poor artifact may turn it to at least grand.  Object types which are used for storage in stockpiles ([[bin]]s, [[barrel]]s) will be used by your dwarves without regard to their status.  &lt;br /&gt;
&lt;br /&gt;
Object types which require a dwarf to wear or use the item will generally not be used by your dwarves, with the exception of artifact weapons and armor.  Artifact weapons and armor can be used by elite and [[champion]] warriors, (even if they are novice in the artifacts weapon skill) although these warriors will refuse to relinquish ownership of the item even if you instruct them to wield different weapons or wear different armor - only their death will free up the artifact for reassignment.  This means that an artifact axe can be wielded by your elite or better axedwarf, but could not be used for woodcutting. Similarly, an artifact pick will never be used by your miners.&lt;br /&gt;
&lt;br /&gt;
==Quality==&lt;br /&gt;
Artifact items have a [[Item quality|value modifier]] of 120&amp;amp;times;. This is applied on top of the item's [[item value#Base values of items|base value]], its [[decoration]]s and the value of all [[item value#Material multipliers|material]]s used in its construction.&lt;br /&gt;
&lt;br /&gt;
Artifacts will automatically have one &amp;quot;free&amp;quot; decoration of the same type as its base material. For instance, a &amp;quot;Perfect Ruby&amp;quot; might have &amp;quot;Images of mangrove trees in Ruby&amp;quot;. This decoration doesn't consume additional materials: in the above example, only one ruby was used.  &lt;br /&gt;
&lt;br /&gt;
Item types which normally require multiple objects to create (such as Platemail) will cause the moody dwarf to acquire that number of objects, but each such object will also contribute a decoration - basically, the item receives multiple free decorations.  For example, artifact gold platemail will use a minimum of 3 objects (3 bars of gold), and have 3 gold decorations.  &lt;br /&gt;
&lt;br /&gt;
Artifacts can range in value from 2,400☼ (all-stone furniture or finished good) to 7,200,000☼ (full-decorated adamantine Platemail). Since [[immigration]] totals are - among other factors - based on your fortress's &amp;quot;Created Wealth&amp;quot; (and held/worn items count double in the total), expensive artifacts are often the driving factor behind how many immigrants show up in the first years.&lt;br /&gt;
&lt;br /&gt;
Artifact [[armour]] and [[weapons]] have a high damage/protection modifier, at least greater than a similar [[iron]] item of basic quality. Though even [[steel]] artifacts will not surpass basic quality adamantine items. Note that the material of a [[crossbow]], artifact or not, does not change its shooting abilities, only its viability in melee.  However, higher quality crossbows shoot better.  For example, a masterpiece crossbow will shoot better than a finely crafted one.{{verify}}  Only dwarves with hero status{{verify}} will use artifact weapons or armor.&lt;br /&gt;
&lt;br /&gt;
It is possible artifact makers may occasionally glitch in the number of goods needed, with a corresponding increase in value (eg, [http://www.bay12games.com/forum/index.php?topic=28232.0 this monstrosity]).&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Moods]]&lt;br /&gt;
*[[Item value]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Lore]]&lt;/div&gt;</summary>
		<author><name>Warlordzephyr</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Warlordzephyr&amp;diff=47356</id>
		<title>User:Warlordzephyr</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Warlordzephyr&amp;diff=47356"/>
		<updated>2009-05-02T18:00:11Z</updated>

		<summary type="html">&lt;p&gt;Warlordzephyr: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;(On Sparring) &amp;quot;But you will learn to roundhouse kick, insofar as a dwarf can roundhouse kick.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Miner cancels dig, interupted by Batman&lt;br /&gt;
&lt;br /&gt;
Bludgeon:  &amp;quot;It is bruised!&amp;quot;  &amp;quot;It is battered!&amp;quot;  &amp;quot;It is broken!&amp;quot;  &amp;quot;It is mangled!&amp;quot;  &amp;quot;It is smashed into the body, an unrecognizable mass!&amp;quot;  '''&amp;quot;It collapses into a lump of gore!&amp;quot; ''' &amp;quot;'''It explodes in gore!&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
groups of undead carp can pose a serious threat even to a well trained squad.&lt;/div&gt;</summary>
		<author><name>Warlordzephyr</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Water&amp;diff=7531</id>
		<title>40d Talk:Water</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Water&amp;diff=7531"/>
		<updated>2009-05-02T17:58:25Z</updated>

		<summary type="html">&lt;p&gt;Warlordzephyr: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I dug into a Murky pool, all 7's, drained out 8 squares of 7's into my reservoir to irrigate my farm, then closed the floodgate up. The murky pool was mixed 6's and 7's. After winter, it froze over, and in Spring melted back into all 7's again. Apparently they can refill themselves. It did snow on top of the pool. Perhaps the snow melted and got it wet? --[[User:Tracker|Tracker]] 20:36, 30 October 2007 (EDT)&lt;br /&gt;
:As far as I know, if there's any water in the pool then they will freeze into ice walls. When the ice wall melts, it will always melt to depth 7, irrespective of how much water the ice was originally formed from. It is unaffected by snowfall, so if your murky pool ever completely dries out, it will never refill, even if you get lots of rain or snow. --[[User:Morlark|Morlark]]&lt;br /&gt;
&lt;br /&gt;
Do fish really flop around after you drain a pool? This didn't happen for me. --[[User:Turgid Bolk|Turgid Bolk]] 17:08, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Does anyone know what the water output of a brook is? As in, does it fill a 1-width channel any faster or slower than a river?--[[User:Xazak|Xazak]] 18:29, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Has anyone else seen stagnant water spontaneously appear beside a still?  I had it happen twice, I swear that the still is leaking. --[[User:Krenn|Krenn]] 02:58, 14 November 2007 (EST)&lt;br /&gt;
:Likely, a dwarf for some reason dumped out a bucket or waterskin nearby. It tends to happen when you get job cancellations while filling a well or taking water to a prisoner or injured dwarf.--[[User:Knivesu|Knivesu]] 06:58, 3 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Evaporation ==&lt;br /&gt;
&lt;br /&gt;
I notice that evaporation isn't covered here or in [[Magma]], and I think it might be a useful topic.  My observation is that depth 1 fluids can evaporate if left alone.  This means that you can get rid of arbitrary amounts of fluid simply by spreading it out enough, or by using a multiple-floodgate lock system to meter measured quantities of fluid out over a chamber floor.  In my experience, evaporated water leaves behind mud, whereas evaporated magma leaves behind nothing. --[[User:Doctorlucky|Doctorlucky]] 16:45, 19 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Magma... evaporates? Could be true &amp;amp;ndash; this is DF, after all. --[[User:Savok|Savok]] 14:38, 21 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
While your at it you can create that soap fortress page.--[[User:Warlordzephyr|Warlordzephyr]] 17:40, 2 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Bend bugs ==&lt;br /&gt;
&lt;br /&gt;
Should we add a section about the u-bend bug?&lt;br /&gt;
&lt;br /&gt;
I've just managed to make a V-bend that can absorb infinite water as well as the U-bend that creates it. Basically I used ramps to create a dip in a pipe trying to make a u-bend, and when I poured a full murky pool into it I ended up with only the bottom three squares full of water. I then got a real u-bend going from another pond and as much as it poured into a pool the v-bend absorbed it all.&lt;br /&gt;
&lt;br /&gt;
Can anyone reproduce? &amp;lt;small&amp;gt;—Preceding [[template:unsigned|unsigned]] comment added by [[User:Ikkonoishi|Ikkonoishi]] ([[User talk:Ikkonoishi|talk]]•[[Special:Contributions/Ikkonoishi|contribs]]) {{{2|}}}&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The u-bend is notorious, but never heard or ran into a &amp;quot;v-bend&amp;quot; before.&lt;br /&gt;
A (side) diagram of your v-bend would be helpful in reproducing.&lt;br /&gt;
As for pages, I'd say no, since they shouldn't end up being around a long time, but who knows. --[[User:N9103|Edward]] 18:13, 1 February 2008 (EST)&lt;br /&gt;
: I was going to do one but couldn't figure out how to make the ramps. I'll just use \.&lt;br /&gt;
&lt;br /&gt;
  Water went in. --&amp;gt;  ~.~########&lt;br /&gt;
                      ~.~.~###       &amp;lt;--- No water out&lt;br /&gt;
                      ####\~# /##&lt;br /&gt;
                      #####\~/###&lt;br /&gt;
                      ###########&lt;br /&gt;
&lt;br /&gt;
Even when I brought infinite water from a normal u-bend two levels above it it would not flow through to fill the pond again until I capped the holes. Using periods to break up the ~ so I don't have to use nowiki tags. --[[User:Ikkonoishi|Ikkonoishi]] 18:58, 1 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
The map http://mkv25.net/dfma/poi-3138-emptypool --[[User:Ikkonoishi|Ikkonoishi]] 19:02, 1 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Stagnant Water ==&lt;br /&gt;
&lt;br /&gt;
What marks water as stagnant?  I know bucket water dumped on the ground is sometimes stagnant, but it's not defined here and I'm not sure what does it.--[[User:Dadamh|Dadamh]] 13:30, 29 May 2008 (EDT)&lt;br /&gt;
:Ice that melts becomes stagnant water. So if you mine out ice in an underground area, it will immediately melt into stagnant water. [[User:Tachyon|Tachyon]] 13:56, 30 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::But I've had water in a bucket turn Stagnant. What is your responce Poindexter?! [[User:Hoborobo|Hoborobo]] 16:32, 30 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Map limits ==&lt;br /&gt;
&lt;br /&gt;
Does water fall off the edge of the map ? Is it possible to actually make it flow out the map like rivers do ? Is it possible underground, several z-levels below he surface ? --[[User:Cptnemo01|Cptnemo01]] 03:51, 6 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: I would think so, but bear in mind that you can not construct or dig near the edge of the map, making it impossible to channel out water (however, you could make a big surface delta). --[[User:Aykavil|Aykavil]] 08:07, 17 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Water doesn't technically flow off the edge of the map, i dropped a few zombies into a brook and they floated downstream, the result was about 20 zombies stuck at the bottom of the map and a whole load of miasma.--[[User:Warlordzephyr|Warlordzephyr]] 17:47, 2 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== underground water manipulation ==&lt;br /&gt;
&lt;br /&gt;
I am utterly lost when it comes to making underground channels/resovuoirs/wells or any other aquatic contraption beneath the earth. I've looked through both the wiki and the bay12 forums and all I've found are specialized articles for people who already know the basics. so can someone point me in the right direction? or even make a faq, if you're bored? I'd appreciate it.&lt;br /&gt;
--[[User:Splendiferous|Splendiferous]] 04:54, 9 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Perhaps you have something a little more specific?  Asking for all three is rather big and vague. --[[User:Borninshadow|borninshadow]] 22:32, 19 August 2008 (GMT -8)&lt;br /&gt;
&lt;br /&gt;
== Finding Water ==&lt;br /&gt;
&lt;br /&gt;
If there is no water visible on the map, how can I track it down?  There's a small glacier away from my mountain, but I don't see an easy way to melt it.  Other than that, nothing shows up on the map underground. --[[User:Aegeus | Aegeus]] (21:09, 20 September 2008)&lt;br /&gt;
&lt;br /&gt;
: I'll take a guess and say [[exploratory mining]] is the only way to go.  Only one that I know of at least.  --[[User:MagicGuigz|MagicGuigz]] 23:19, 4 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Wrong Information on Page? ==&lt;br /&gt;
&lt;br /&gt;
The salt water section states:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;If a site contains saltwater (there will be a warning before embarkation), then all the naturally occurring water in that site will be salt water; including ponds, rivers and aquifers.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
However, I have made wells from aquifers before on a map that was 1/4 tropical ocean and my dwarves drank from it.  I think this information might be wrong.  (Edit: I did not use a pump at all.  I just channeled out above an aquifer and let the area below fill up, and then created wells over top of it). &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Frewfrux|Frewfrux]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:According to a [[Talk:Well#Salt_Water|comment]] on the [[well]] [[Talk:Well|talk page]], it may in fact be the well that somehow manages to desalinate the water! Check to see if a zone drawn over the aquifier can be marked as a water source. If not, then this is most certainly a feature of wells which should be noted! --[[User:Raumkraut|Raumkraut]] 16:28, 20 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Salt Water and mud ==&lt;br /&gt;
&lt;br /&gt;
I've discovered that desalinated water will become salt water once again if used on muddy constructed floors.&lt;br /&gt;
&lt;br /&gt;
I constructed a cistern/aqueduct with no natural tiles exposed; however, in my temporary ignorance I had forgotten pumps attempt to fill to the same z-level. Resulted in a large flood; luckily I was using lakes/ponds and not a brook or river.&lt;br /&gt;
&lt;br /&gt;
After waiting for 3 seasons for the single bits of 1/7 water to evaporate (already pumped it back out, couldn't pump it all out) leaving the entire construction muddy. I figured it would be a good time to test something else.&lt;br /&gt;
&lt;br /&gt;
#Does mud influence freshwater on salt water embark sites? Yes.&lt;br /&gt;
#Does rain influence freshwater on salt water embark sites? Unsure.&lt;br /&gt;
&lt;br /&gt;
After answering the first, I'm going to confirm the well desalination issue next. [[http://www.dwarffortresswiki.net/index.php/Talk:Well#Salt_Water]]--[[User:DracoG|DracoG]] 10:38, 2 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Jesus Brooks ==&lt;br /&gt;
&lt;br /&gt;
I think that humanoids shouldn't be allowed to walk over brooks, this was underlined to me when i saw the fisherdwarf asleep on the open space above the brook.&lt;/div&gt;</summary>
		<author><name>Warlordzephyr</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Water&amp;diff=7530</id>
		<title>40d Talk:Water</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Water&amp;diff=7530"/>
		<updated>2009-05-02T17:47:38Z</updated>

		<summary type="html">&lt;p&gt;Warlordzephyr: /* Map limits */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I dug into a Murky pool, all 7's, drained out 8 squares of 7's into my reservoir to irrigate my farm, then closed the floodgate up. The murky pool was mixed 6's and 7's. After winter, it froze over, and in Spring melted back into all 7's again. Apparently they can refill themselves. It did snow on top of the pool. Perhaps the snow melted and got it wet? --[[User:Tracker|Tracker]] 20:36, 30 October 2007 (EDT)&lt;br /&gt;
:As far as I know, if there's any water in the pool then they will freeze into ice walls. When the ice wall melts, it will always melt to depth 7, irrespective of how much water the ice was originally formed from. It is unaffected by snowfall, so if your murky pool ever completely dries out, it will never refill, even if you get lots of rain or snow. --[[User:Morlark|Morlark]]&lt;br /&gt;
&lt;br /&gt;
Do fish really flop around after you drain a pool? This didn't happen for me. --[[User:Turgid Bolk|Turgid Bolk]] 17:08, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Does anyone know what the water output of a brook is? As in, does it fill a 1-width channel any faster or slower than a river?--[[User:Xazak|Xazak]] 18:29, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Has anyone else seen stagnant water spontaneously appear beside a still?  I had it happen twice, I swear that the still is leaking. --[[User:Krenn|Krenn]] 02:58, 14 November 2007 (EST)&lt;br /&gt;
:Likely, a dwarf for some reason dumped out a bucket or waterskin nearby. It tends to happen when you get job cancellations while filling a well or taking water to a prisoner or injured dwarf.--[[User:Knivesu|Knivesu]] 06:58, 3 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Evaporation ==&lt;br /&gt;
&lt;br /&gt;
I notice that evaporation isn't covered here or in [[Magma]], and I think it might be a useful topic.  My observation is that depth 1 fluids can evaporate if left alone.  This means that you can get rid of arbitrary amounts of fluid simply by spreading it out enough, or by using a multiple-floodgate lock system to meter measured quantities of fluid out over a chamber floor.  In my experience, evaporated water leaves behind mud, whereas evaporated magma leaves behind nothing. --[[User:Doctorlucky|Doctorlucky]] 16:45, 19 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Magma... evaporates? Could be true &amp;amp;ndash; this is DF, after all. --[[User:Savok|Savok]] 14:38, 21 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
While your at it you can create that soap fortress page.--[[User:Warlordzephyr|Warlordzephyr]] 17:40, 2 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Bend bugs ==&lt;br /&gt;
&lt;br /&gt;
Should we add a section about the u-bend bug?&lt;br /&gt;
&lt;br /&gt;
I've just managed to make a V-bend that can absorb infinite water as well as the U-bend that creates it. Basically I used ramps to create a dip in a pipe trying to make a u-bend, and when I poured a full murky pool into it I ended up with only the bottom three squares full of water. I then got a real u-bend going from another pond and as much as it poured into a pool the v-bend absorbed it all.&lt;br /&gt;
&lt;br /&gt;
Can anyone reproduce? &amp;lt;small&amp;gt;—Preceding [[template:unsigned|unsigned]] comment added by [[User:Ikkonoishi|Ikkonoishi]] ([[User talk:Ikkonoishi|talk]]•[[Special:Contributions/Ikkonoishi|contribs]]) {{{2|}}}&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The u-bend is notorious, but never heard or ran into a &amp;quot;v-bend&amp;quot; before.&lt;br /&gt;
A (side) diagram of your v-bend would be helpful in reproducing.&lt;br /&gt;
As for pages, I'd say no, since they shouldn't end up being around a long time, but who knows. --[[User:N9103|Edward]] 18:13, 1 February 2008 (EST)&lt;br /&gt;
: I was going to do one but couldn't figure out how to make the ramps. I'll just use \.&lt;br /&gt;
&lt;br /&gt;
  Water went in. --&amp;gt;  ~.~########&lt;br /&gt;
                      ~.~.~###       &amp;lt;--- No water out&lt;br /&gt;
                      ####\~# /##&lt;br /&gt;
                      #####\~/###&lt;br /&gt;
                      ###########&lt;br /&gt;
&lt;br /&gt;
Even when I brought infinite water from a normal u-bend two levels above it it would not flow through to fill the pond again until I capped the holes. Using periods to break up the ~ so I don't have to use nowiki tags. --[[User:Ikkonoishi|Ikkonoishi]] 18:58, 1 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
The map http://mkv25.net/dfma/poi-3138-emptypool --[[User:Ikkonoishi|Ikkonoishi]] 19:02, 1 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Stagnant Water ==&lt;br /&gt;
&lt;br /&gt;
What marks water as stagnant?  I know bucket water dumped on the ground is sometimes stagnant, but it's not defined here and I'm not sure what does it.--[[User:Dadamh|Dadamh]] 13:30, 29 May 2008 (EDT)&lt;br /&gt;
:Ice that melts becomes stagnant water. So if you mine out ice in an underground area, it will immediately melt into stagnant water. [[User:Tachyon|Tachyon]] 13:56, 30 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::But I've had water in a bucket turn Stagnant. What is your responce Poindexter?! [[User:Hoborobo|Hoborobo]] 16:32, 30 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Map limits ==&lt;br /&gt;
&lt;br /&gt;
Does water fall off the edge of the map ? Is it possible to actually make it flow out the map like rivers do ? Is it possible underground, several z-levels below he surface ? --[[User:Cptnemo01|Cptnemo01]] 03:51, 6 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: I would think so, but bear in mind that you can not construct or dig near the edge of the map, making it impossible to channel out water (however, you could make a big surface delta). --[[User:Aykavil|Aykavil]] 08:07, 17 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Water doesn't technically flow off the edge of the map, i dropped a few zombies into a brook and they floated downstream, the result was about 20 zombies stuck at the bottom of the map and a whole load of miasma.--[[User:Warlordzephyr|Warlordzephyr]] 17:47, 2 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== underground water manipulation ==&lt;br /&gt;
&lt;br /&gt;
I am utterly lost when it comes to making underground channels/resovuoirs/wells or any other aquatic contraption beneath the earth. I've looked through both the wiki and the bay12 forums and all I've found are specialized articles for people who already know the basics. so can someone point me in the right direction? or even make a faq, if you're bored? I'd appreciate it.&lt;br /&gt;
--[[User:Splendiferous|Splendiferous]] 04:54, 9 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Perhaps you have something a little more specific?  Asking for all three is rather big and vague. --[[User:Borninshadow|borninshadow]] 22:32, 19 August 2008 (GMT -8)&lt;br /&gt;
&lt;br /&gt;
== Finding Water ==&lt;br /&gt;
&lt;br /&gt;
If there is no water visible on the map, how can I track it down?  There's a small glacier away from my mountain, but I don't see an easy way to melt it.  Other than that, nothing shows up on the map underground. --[[User:Aegeus | Aegeus]] (21:09, 20 September 2008)&lt;br /&gt;
&lt;br /&gt;
: I'll take a guess and say [[exploratory mining]] is the only way to go.  Only one that I know of at least.  --[[User:MagicGuigz|MagicGuigz]] 23:19, 4 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Wrong Information on Page? ==&lt;br /&gt;
&lt;br /&gt;
The salt water section states:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;If a site contains saltwater (there will be a warning before embarkation), then all the naturally occurring water in that site will be salt water; including ponds, rivers and aquifers.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
However, I have made wells from aquifers before on a map that was 1/4 tropical ocean and my dwarves drank from it.  I think this information might be wrong.  (Edit: I did not use a pump at all.  I just channeled out above an aquifer and let the area below fill up, and then created wells over top of it). &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Frewfrux|Frewfrux]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:According to a [[Talk:Well#Salt_Water|comment]] on the [[well]] [[Talk:Well|talk page]], it may in fact be the well that somehow manages to desalinate the water! Check to see if a zone drawn over the aquifier can be marked as a water source. If not, then this is most certainly a feature of wells which should be noted! --[[User:Raumkraut|Raumkraut]] 16:28, 20 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Salt Water and mud ==&lt;br /&gt;
&lt;br /&gt;
I've discovered that desalinated water will become salt water once again if used on muddy constructed floors.&lt;br /&gt;
&lt;br /&gt;
I constructed a cistern/aqueduct with no natural tiles exposed; however, in my temporary ignorance I had forgotten pumps attempt to fill to the same z-level. Resulted in a large flood; luckily I was using lakes/ponds and not a brook or river.&lt;br /&gt;
&lt;br /&gt;
After waiting for 3 seasons for the single bits of 1/7 water to evaporate (already pumped it back out, couldn't pump it all out) leaving the entire construction muddy. I figured it would be a good time to test something else.&lt;br /&gt;
&lt;br /&gt;
#Does mud influence freshwater on salt water embark sites? Yes.&lt;br /&gt;
#Does rain influence freshwater on salt water embark sites? Unsure.&lt;br /&gt;
&lt;br /&gt;
After answering the first, I'm going to confirm the well desalination issue next. [[http://www.dwarffortresswiki.net/index.php/Talk:Well#Salt_Water]]--[[User:DracoG|DracoG]] 10:38, 2 May 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Warlordzephyr</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Water&amp;diff=7529</id>
		<title>40d Talk:Water</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Water&amp;diff=7529"/>
		<updated>2009-05-02T17:40:46Z</updated>

		<summary type="html">&lt;p&gt;Warlordzephyr: /* Evaporation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I dug into a Murky pool, all 7's, drained out 8 squares of 7's into my reservoir to irrigate my farm, then closed the floodgate up. The murky pool was mixed 6's and 7's. After winter, it froze over, and in Spring melted back into all 7's again. Apparently they can refill themselves. It did snow on top of the pool. Perhaps the snow melted and got it wet? --[[User:Tracker|Tracker]] 20:36, 30 October 2007 (EDT)&lt;br /&gt;
:As far as I know, if there's any water in the pool then they will freeze into ice walls. When the ice wall melts, it will always melt to depth 7, irrespective of how much water the ice was originally formed from. It is unaffected by snowfall, so if your murky pool ever completely dries out, it will never refill, even if you get lots of rain or snow. --[[User:Morlark|Morlark]]&lt;br /&gt;
&lt;br /&gt;
Do fish really flop around after you drain a pool? This didn't happen for me. --[[User:Turgid Bolk|Turgid Bolk]] 17:08, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Does anyone know what the water output of a brook is? As in, does it fill a 1-width channel any faster or slower than a river?--[[User:Xazak|Xazak]] 18:29, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Has anyone else seen stagnant water spontaneously appear beside a still?  I had it happen twice, I swear that the still is leaking. --[[User:Krenn|Krenn]] 02:58, 14 November 2007 (EST)&lt;br /&gt;
:Likely, a dwarf for some reason dumped out a bucket or waterskin nearby. It tends to happen when you get job cancellations while filling a well or taking water to a prisoner or injured dwarf.--[[User:Knivesu|Knivesu]] 06:58, 3 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Evaporation ==&lt;br /&gt;
&lt;br /&gt;
I notice that evaporation isn't covered here or in [[Magma]], and I think it might be a useful topic.  My observation is that depth 1 fluids can evaporate if left alone.  This means that you can get rid of arbitrary amounts of fluid simply by spreading it out enough, or by using a multiple-floodgate lock system to meter measured quantities of fluid out over a chamber floor.  In my experience, evaporated water leaves behind mud, whereas evaporated magma leaves behind nothing. --[[User:Doctorlucky|Doctorlucky]] 16:45, 19 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Magma... evaporates? Could be true &amp;amp;ndash; this is DF, after all. --[[User:Savok|Savok]] 14:38, 21 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
While your at it you can create that soap fortress page.--[[User:Warlordzephyr|Warlordzephyr]] 17:40, 2 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Bend bugs ==&lt;br /&gt;
&lt;br /&gt;
Should we add a section about the u-bend bug?&lt;br /&gt;
&lt;br /&gt;
I've just managed to make a V-bend that can absorb infinite water as well as the U-bend that creates it. Basically I used ramps to create a dip in a pipe trying to make a u-bend, and when I poured a full murky pool into it I ended up with only the bottom three squares full of water. I then got a real u-bend going from another pond and as much as it poured into a pool the v-bend absorbed it all.&lt;br /&gt;
&lt;br /&gt;
Can anyone reproduce? &amp;lt;small&amp;gt;—Preceding [[template:unsigned|unsigned]] comment added by [[User:Ikkonoishi|Ikkonoishi]] ([[User talk:Ikkonoishi|talk]]•[[Special:Contributions/Ikkonoishi|contribs]]) {{{2|}}}&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The u-bend is notorious, but never heard or ran into a &amp;quot;v-bend&amp;quot; before.&lt;br /&gt;
A (side) diagram of your v-bend would be helpful in reproducing.&lt;br /&gt;
As for pages, I'd say no, since they shouldn't end up being around a long time, but who knows. --[[User:N9103|Edward]] 18:13, 1 February 2008 (EST)&lt;br /&gt;
: I was going to do one but couldn't figure out how to make the ramps. I'll just use \.&lt;br /&gt;
&lt;br /&gt;
  Water went in. --&amp;gt;  ~.~########&lt;br /&gt;
                      ~.~.~###       &amp;lt;--- No water out&lt;br /&gt;
                      ####\~# /##&lt;br /&gt;
                      #####\~/###&lt;br /&gt;
                      ###########&lt;br /&gt;
&lt;br /&gt;
Even when I brought infinite water from a normal u-bend two levels above it it would not flow through to fill the pond again until I capped the holes. Using periods to break up the ~ so I don't have to use nowiki tags. --[[User:Ikkonoishi|Ikkonoishi]] 18:58, 1 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
The map http://mkv25.net/dfma/poi-3138-emptypool --[[User:Ikkonoishi|Ikkonoishi]] 19:02, 1 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Stagnant Water ==&lt;br /&gt;
&lt;br /&gt;
What marks water as stagnant?  I know bucket water dumped on the ground is sometimes stagnant, but it's not defined here and I'm not sure what does it.--[[User:Dadamh|Dadamh]] 13:30, 29 May 2008 (EDT)&lt;br /&gt;
:Ice that melts becomes stagnant water. So if you mine out ice in an underground area, it will immediately melt into stagnant water. [[User:Tachyon|Tachyon]] 13:56, 30 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::But I've had water in a bucket turn Stagnant. What is your responce Poindexter?! [[User:Hoborobo|Hoborobo]] 16:32, 30 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Map limits ==&lt;br /&gt;
&lt;br /&gt;
Does water fall off the edge of the map ? Is it possible to actually make it flow out the map like rivers do ? Is it possible underground, several z-levels below he surface ? --[[User:Cptnemo01|Cptnemo01]] 03:51, 6 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: I would think so, but bear in mind that you can not construct or dig near the edge of the map, making it impossible to channel out water (however, you could make a big surface delta). --[[User:Aykavil|Aykavil]] 08:07, 17 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== underground water manipulation ==&lt;br /&gt;
&lt;br /&gt;
I am utterly lost when it comes to making underground channels/resovuoirs/wells or any other aquatic contraption beneath the earth. I've looked through both the wiki and the bay12 forums and all I've found are specialized articles for people who already know the basics. so can someone point me in the right direction? or even make a faq, if you're bored? I'd appreciate it.&lt;br /&gt;
--[[User:Splendiferous|Splendiferous]] 04:54, 9 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Perhaps you have something a little more specific?  Asking for all three is rather big and vague. --[[User:Borninshadow|borninshadow]] 22:32, 19 August 2008 (GMT -8)&lt;br /&gt;
&lt;br /&gt;
== Finding Water ==&lt;br /&gt;
&lt;br /&gt;
If there is no water visible on the map, how can I track it down?  There's a small glacier away from my mountain, but I don't see an easy way to melt it.  Other than that, nothing shows up on the map underground. --[[User:Aegeus | Aegeus]] (21:09, 20 September 2008)&lt;br /&gt;
&lt;br /&gt;
: I'll take a guess and say [[exploratory mining]] is the only way to go.  Only one that I know of at least.  --[[User:MagicGuigz|MagicGuigz]] 23:19, 4 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Wrong Information on Page? ==&lt;br /&gt;
&lt;br /&gt;
The salt water section states:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;If a site contains saltwater (there will be a warning before embarkation), then all the naturally occurring water in that site will be salt water; including ponds, rivers and aquifers.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
However, I have made wells from aquifers before on a map that was 1/4 tropical ocean and my dwarves drank from it.  I think this information might be wrong.  (Edit: I did not use a pump at all.  I just channeled out above an aquifer and let the area below fill up, and then created wells over top of it). &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Frewfrux|Frewfrux]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:According to a [[Talk:Well#Salt_Water|comment]] on the [[well]] [[Talk:Well|talk page]], it may in fact be the well that somehow manages to desalinate the water! Check to see if a zone drawn over the aquifier can be marked as a water source. If not, then this is most certainly a feature of wells which should be noted! --[[User:Raumkraut|Raumkraut]] 16:28, 20 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Salt Water and mud ==&lt;br /&gt;
&lt;br /&gt;
I've discovered that desalinated water will become salt water once again if used on muddy constructed floors.&lt;br /&gt;
&lt;br /&gt;
I constructed a cistern/aqueduct with no natural tiles exposed; however, in my temporary ignorance I had forgotten pumps attempt to fill to the same z-level. Resulted in a large flood; luckily I was using lakes/ponds and not a brook or river.&lt;br /&gt;
&lt;br /&gt;
After waiting for 3 seasons for the single bits of 1/7 water to evaporate (already pumped it back out, couldn't pump it all out) leaving the entire construction muddy. I figured it would be a good time to test something else.&lt;br /&gt;
&lt;br /&gt;
#Does mud influence freshwater on salt water embark sites? Yes.&lt;br /&gt;
#Does rain influence freshwater on salt water embark sites? Unsure.&lt;br /&gt;
&lt;br /&gt;
After answering the first, I'm going to confirm the well desalination issue next. [[http://www.dwarffortresswiki.net/index.php/Talk:Well#Salt_Water]]--[[User:DracoG|DracoG]] 10:38, 2 May 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Warlordzephyr</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Bauxite&amp;diff=43529</id>
		<title>40d Talk:Bauxite</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Bauxite&amp;diff=43529"/>
		<updated>2009-03-04T20:54:25Z</updated>

		<summary type="html">&lt;p&gt;Warlordzephyr: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Doesn't Bauxite contain Aluminum Oxide? That means we should be able to somehow get Aluminum out of it. Unless the historical aspect of the game means that the dwarves do not have thhe technology to do high-temperature electrolysis. [[User:Aluminus|Aluminus]] 16:47, 18 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Look at Toady's comment in the raw file about bauxite ;) [[User:VengefulDonut|VengefulDonut]] 00:31, 20 July 2008 (EDT)&lt;br /&gt;
::Specifically, for those two lazy or don't know where the raws are:&lt;br /&gt;
 [karl@localhost objects]$ cat matgloss_stone_mineral.txt | grep -i baux&lt;br /&gt;
 bauxite melts around 2000C, so it's not practical to smelt it for aluminum (magma only goes up to&lt;br /&gt;
   1300-1400)&lt;br /&gt;
 [MATGLOSS_STONE:BAUXITE]&lt;br /&gt;
 [NAME:bauxite][COLOR:4:7:0][TILE:'+']&lt;br /&gt;
[[User:Spoggerific|Spoggerific]] 02:55, 12 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Electrolysis is used to seperate the atoms in good old Real Life. I suppose this could be implemented in the alchemist's lab (cos sometimes soap just isn't enough for those crazy scientists), but it could (and probably would have to by popular demand) branch out into a whole new game mechanic for electricity.--[[User:Warlordzephyr|Warlordzephyr]] 15:54, 4 March 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;Only in volcanic areas&amp;quot;? ==&lt;br /&gt;
&lt;br /&gt;
I've found bauxite surrounding a magma pipe. So what exactly does the assertion on the main page mean? It can't be found in volcanic mountain areas? --[[User:DDouble|DDouble]] 16:56, 11 August 2008 (EDT)&lt;br /&gt;
:That such is quite a rare find, was your magma pipe surrounded by the bauxite directly?--[[User:Stalinbulldog|Stalinbulldog]] 01:21, 13 August 2008 (EDT)&lt;br /&gt;
::bauxite is found in sedimentary, but is not particularly rare or common near features like magma, water, and chasms.&lt;br /&gt;
:: you got lucky--[[User:Eerr|Eerr]] 02:19, 13 August 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Warlordzephyr</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Warlordzephyr&amp;diff=47355</id>
		<title>User:Warlordzephyr</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Warlordzephyr&amp;diff=47355"/>
		<updated>2009-03-01T22:34:13Z</updated>

		<summary type="html">&lt;p&gt;Warlordzephyr: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;(On Sparring) &amp;quot;But you will learn to roundhouse kick, insofar as a dwarf can roundhouse kick.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Miner cancels dig, interupted by Batman&lt;br /&gt;
&lt;br /&gt;
My mayor and miner have an alcoholic baby.&lt;br /&gt;
My Captain of the guard is a mad cat woman.&lt;br /&gt;
&lt;br /&gt;
Bludgeon:  &amp;quot;It is bruised!&amp;quot;  &amp;quot;It is battered!&amp;quot;  &amp;quot;It is broken!&amp;quot;  &amp;quot;It is mangled!&amp;quot;  &amp;quot;It is smashed into the body, an unrecognizable mass!&amp;quot;  &amp;quot;It collapses into a lump of gore!&amp;quot;  &amp;quot;It explodes in gore!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
groups of undead carp can pose a serious threat even to a well trained squad.&lt;/div&gt;</summary>
		<author><name>Warlordzephyr</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Warlordzephyr&amp;diff=47354</id>
		<title>User:Warlordzephyr</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Warlordzephyr&amp;diff=47354"/>
		<updated>2009-02-27T20:36:55Z</updated>

		<summary type="html">&lt;p&gt;Warlordzephyr: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;(On Sparring) &amp;quot;But you will learn to roundhouse kick, insofar as a dwarf can roundhouse kick.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Miner cancels dig, interupted by Batman&lt;br /&gt;
&lt;br /&gt;
My mayor and miner have an alcoholic baby.&lt;br /&gt;
My Captain of the guard is a mad cat woman.&lt;br /&gt;
&lt;br /&gt;
Bludgeon:  &amp;quot;It is bruised!&amp;quot;  &amp;quot;It is battered!&amp;quot;  &amp;quot;It is broken!&amp;quot;  &amp;quot;It is mangled!&amp;quot;  &amp;quot;It is smashed into the body, an unrecognizable mass!&amp;quot;  &amp;quot;It collapses into a lump of gore!&amp;quot;  &amp;quot;It explodes in gore!&amp;quot;&lt;/div&gt;</summary>
		<author><name>Warlordzephyr</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Dwarven_economy&amp;diff=27551</id>
		<title>40d Talk:Dwarven economy</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Dwarven_economy&amp;diff=27551"/>
		<updated>2009-02-24T21:29:59Z</updated>

		<summary type="html">&lt;p&gt;Warlordzephyr: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;1) Wages paid --- dwarves gain credit for tasks completed.  Credit is either maintained or transferred into physical value when the dwarf in question claims coins.&lt;br /&gt;
&lt;br /&gt;
2) Rent --- bedrooms have a rent assigned to them based on their room value.  The rent schedule is unknown.  How the dwarves physically pay the rent is unknown.  If a dwarf cannot pay the rent an eviction notice is placed on the room.  The specifics of eviction are unknown.  Dwarves that cannot afford one of the available bedrooms will sleep in available barracks.&lt;br /&gt;
&lt;br /&gt;
3) Shops --- Once the economy begins, shops may be constructed.  There are several types of shops - clothing, general goods, exotic clothing and possibly others.  A type of shop may not be specified; it seems to be selected randomly.  Shops have an associated cost, which is assumed to be paid by the dwarf that takes control of the shop.  Once a shop is owned, items will be moved to the shop corresponding to which type of shop it is.  Dwarves then may buy items for the shop, presumably using the same credit system that may or may not correspond to actual physical coins.&lt;br /&gt;
&lt;br /&gt;
4) Item cost - all physical items are given a cost, whether for sale or in a shop.  It is unknown if dwarves pay a cost for an item picked up that was not for sale in a shop.&lt;br /&gt;
&lt;br /&gt;
also - kids have combined wealth of their parents, which can lead to paris hilton-syndrome in DF - children with wealth of several thousand buying out the noble/admin rooms and owning shops filled with =giant cave spider silk dress= --[[User:Frostedfire|Frostedfire]] 04:07, 20 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
It seems that the dwarven economy is now triggered by the coming of a Baron /Baroness. I haven't seen it for myself but it's what I gather from the forums. There also seems to be a bug where all coins minted appear as the same coin type (e.g., copper, silver, and gold coins all appearing as silver) on the economy window. --[[User:Keizo|Keizo]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Just got the dwarven economy started for the first time. The game is a bit tricky to play in wine. ^^;;. Anyway, since there isn't any page here yet, I'm sort of lost, so I've added what I already know so other folks will be at least a *little* less lost :-P&lt;br /&gt;
&lt;br /&gt;
Typically a page will be expanded a lot more quickly if you actually already have some content on it,.Please expand!  --[[User:Kim Bruning|Kim Bruning]] 19:48, 1 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
None of my legendary dwarves have an account in their status screen.&lt;br /&gt;
Does this mean that they are exempt from prices or something?--[[User:Pigbuster|Pigbuster]]&lt;br /&gt;
:They always have been.--[[User:Heliopios|Heliopios]] 01:05, 6 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Wages ==&lt;br /&gt;
&lt;br /&gt;
What is the deal with &amp;quot;- haulage being a major exception - &amp;quot;? Last time I checked there were some wages for item hauling, furniture hauling, food hauling,... on the in-game {{key|j}}{{key|m}}{{key|w}} wages info page. Of course a dwarf can spend a month hauling a rock to a stockpile and get his 1* for it, but a job of taking food from a stockpile and relocating it to an adjacent stockpile can yield a dwarf dozens of * in quite small period of time.   Place 10-20 medium sized stockpiles accepting all furniture in a line and set them to take from each other in chain so that the first small stockpile is the closest to your workshops and your last large main furniture stockpile is the closest to your currently furnishing rooms. Watch your haulers' bank accounts sky-rocket.--[[User:Another|Another]] 05:24, 10 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Who and whern/how can change wages percentage on first &amp;quot;Wages&amp;quot; screen? It's always 100% for me--[[User:Dorten|Dorten]] 06:53, 14 February 2008 (EST)&lt;br /&gt;
:one of the nobles can, but rarely does so (bookkeeper?)&lt;br /&gt;
&lt;br /&gt;
== Soldiers ==&lt;br /&gt;
Will the soldiers pay for getting armor or weapons?--[[User:Dorten|Dorten]] 05:10, 11 January 2008 (EST)&lt;br /&gt;
:No, they don't own them.--[[User:Maximus|Maximus]] 18:11, 11 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== No Coin Economy==&lt;br /&gt;
&lt;br /&gt;
How does an economy work without any coins? Do they use pretend money or something?&lt;br /&gt;
:Every dfwarf starts an account in DwarfEcoBanc, and is always carrying his/her credit card. But if you will be stupid enough to give them money (like I did last time), they would prefer to use money instead of card. In case you don't get it: you don't want them to use money, really.--[[User:Dorten|Dorten]] 23:59, 21 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:It works just the same as in the Real Life. As opposed to the economy of the old, when coins were units of precious metals, with real actual value attached to them, currently all money is created as a credit from the central bank (which is paid by taking a new credit). Dwarves get credit from you for work they do, and you can pay it back by providing them with goods other dwarves produced (for another credit). For coins, you must mint actual metal. For going into infinite debt, you don't need anything, and you can never run out of it (gold bars go down to zero, debt goes to minus infinity). But without inflation, it doesn't really hurt in the long run like it does in the Real Life.&lt;br /&gt;
&lt;br /&gt;
== How is this a feature? ==&lt;br /&gt;
I dig the realism and all, but the only effect the economy has had on my fortress is that my hard working dwarves now can't afford the rooms they've been sleeping in for the past ten years, while my nobles and champions (junta?) live in solid gold mansions.  I went straight to the .ini and turned economy off.  [[User:Ripheus|Ripheus]] 18:49, 6 March 2008 (EST)&lt;br /&gt;
:Yeah, well, the pricing of those rooms doesn't work by supply and demand for some reason, they have fixed cost. But still I kind of like the idea of an economy, and it seems a bit odd to &amp;quot;strongly recommend&amp;quot; that you shouldn't mint coins etc. I haven't even seen them hauling any of those coins. --[[User:Magirot|Magirot]] 09:18, 29 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
It's ironic that without coins, the economy actives better. Kinda like using credit cards instead of coins (Maybe a hint to the government to stop making coins?!) --[[User:AlexFili|AlexFili]] 04:17, 9 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Economy Trigger(s) ==&lt;br /&gt;
We know what triggers the economy, but what does having an active economy trigger? The most obvious is nobles, but there are a couple other things I've noticed. First, whether it's related to the economy or not, my only fortress that's ever been under siege has had an active economy, while my others that only get random goblin attacks did not. Likewise that fortress is my only fortress that has gotten megabeast attacks. It may or may not be related, as most of my fortresses before it didn't get as big as it is. (80 or so highest vs 110) --[[User:Eurytus|Eurytus]] 22:09, 21 April 2008 (EDT)&lt;br /&gt;
:Both of sieges in my current fortress (40c) were prior to the economy starting, so I don't think the economy is causal. I think it has to do with population and wealth. More dwarves attract more attention and the pickings are better with more wealth. -[[User:Fuzzy|Fuzzy]] 12:02, 8 September 2008 (EDT)&lt;br /&gt;
I don't believe its a trigger for anything. My current fortress has been besieged five times and attacked by a Dragon. All this happened before I unlocked the economy.--[[User:Max Dougwell|Max Dougwell]] 07:08, 3 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Starving ==&lt;br /&gt;
&amp;quot;Dwarves will not starve because they cannot buy food; they just choose whatever's cheapest.&amp;quot; - Is this true? It seems that dwarves whitout money die from either hunger or thirst. --[[User:Mizipzor|Mizipzor]] 14:16, 24 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I do believe eg plump helmets are 1* per unit, they only need to move a couple rocks ;) --[[User:Frostedfire|Frostedfire]] 10:30, 20 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Setting economy to NO (ini file) stop immigration ? ==&lt;br /&gt;
&lt;br /&gt;
Hello, because I really dont like economy (I want to assign bed manually !), I've desactivated it in the .ini files... but now, I haven't receive any migrants for 2 years, and my population is slowly reducing 'cause of the accidentals death. &lt;br /&gt;
Anyone know if desactiving the economy (just before the arrival of the baron which trigger economy) also desactive immigration ?&lt;br /&gt;
&lt;br /&gt;
Again, sorry for my imperfect english. [[User:Timst|Timst]] 08:59, 26 April 2008 (EDT)&lt;br /&gt;
:caravan reports summon migrants, large numbers of deaths or lack of wealth stop it&lt;br /&gt;
&lt;br /&gt;
== Childrens' accounts ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Normal&amp;quot; children are really wealthy - they sleep in rooms for nobles, eat roasts and buy golden things. I heard that they have combined wealth of their both parents. It's pretty crazy.&lt;br /&gt;
On the other hand noble children... My baroness has a son, who has 3 (yes, 3) monies on his account...&lt;br /&gt;
Isn't it really strange? --[[User:Someone-else|Someone-else]] 06:52, 6 May 2008 (EDT)&lt;br /&gt;
:His parents has no money, really. So, he has only three pennies he got hardworking in the fields, harvesting...--[[User:Dorten|Dorten]] 05:04, 16 June 2008 (EDT)&lt;br /&gt;
It appears Legendary Dwarves still get paid, despite being able to take whatever they please. My child of two Legendary Dwarves has 256 in her account. Either that or she's doing odd jobs when I'm not watching.--[[User:Max Dougwell|Max Dougwell]] 07:13, 3 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::That may be leftover from before the parents were legendary.  I've seen children of two legendary dwarves maintain a constant or decreasing cash supply following the ascension of the second parent to legendary, despite abundant in-profession work for both parents which should rapidly provide a huge influx of cash.  I can only conclude legendary dwarves no longer earn money. --[[User:Squirrelloid|Squirrelloid]] 05:47, 29 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Necessary for nobles? ==&lt;br /&gt;
&lt;br /&gt;
It's currently not very clear whether or not the economy needs to be enabled in order for nobles to continue arriving. For instance, the hammerer, barons, etc. Is there any confirmed knowledge of which nobles will or won't come depending on whether or not the economy is enabled in the init file? [[User:G-Flex|G-Flex]] 22:09, 6 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:All right, a friend of mine just confirmed through play that such nobles, even the tax collector, will still come even with the economy disabled. He's got a count (and consort), hammerer, tax collector, dungeon master, and philosopher (at least those are the ones I know of). [[User:G-Flex|G-Flex]] 04:25, 16 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Effects of turning it off, once it's on? ==&lt;br /&gt;
&lt;br /&gt;
Changing ECONOMY to NO in the init.txt file after the economy has kicked in doesn't seem to keep dwarves from spending already-earned credit at shops.  (I haven't seen them paying for drink, so it may be that food and drink are now free; I'm not sure, though, because I haven't yet watched them pay for drinks while the economy is turned on, so I don't know when that happens.)   --[[User:Sev|Sev]] 17:00, 28 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Effect of turning it on, once it's off? ==&lt;br /&gt;
&lt;br /&gt;
If you turn the economy off and get the tax collector, baron, etc... what happens when you turn it back on?  Does the economy start back up, or do you only get one shot at it?  I don't think I want the economy but if I miss the opportunity to ever turn it on, then it becomes a tough choice. --[[User:Sowelu|Sowelu]] 02:22, 27 November 2008 (EST)&lt;br /&gt;
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== Tips for living with economy? ==&lt;br /&gt;
&lt;br /&gt;
I just read a suggestion on the forum, and was going to add it to a list of economy-survival tips, but there doesn't seem to be one. [http://www.bay12games.com/forum/index.php?topic=29016.msg373478#msg373478 here's the forum post]. Shouldn't there be such a page? [[User:Solarshado|Solarshado]] 21:57, 25 December 2008 (EST)&lt;br /&gt;
:There's a couple tricks for this.  The casino mentioned there, triangle stockpiles (3 stone stockpiles that are all taking from eachother, making constant hauling work), etc.  However, everything like this is classifiable as an exploit since if you put it in the context of an actual economy it would cause gigantic economic inflation and currency devaluation almost overnight.  Really that's all you're doing with techniques like this; you're devaluing what a single ☼ means until it's basically nothing, and taking advantage of the fact that the DF engine doesn't currently have a way to adjust for inflation.&lt;br /&gt;
&lt;br /&gt;
:Really, living with economy in a legit, as-intended manner is just making sure there are enough meaningful jobs to do.  Growing [[dimple cup]]s and starting a dyeing attachment to a fully blown clothing industry can employ dozens of dwarves around the clock using only the caravans as resources (for importing cloth and the appropriate volume).  Skilled work like sewing clothes, dying cloth, sewing leather/cloth images, etc all give 20☼ or more for a single job.  A dwarf can afford a very nice apartment and very nice food, with enough money left over to go shopping, if they have a skilled-labor job to do.&lt;br /&gt;
&lt;br /&gt;
:Alternatively, you can just provide a way to become legendary easily.  Screw pumps connected to nothing will make Pump Operators legendary pretty quickly, especially if other duties are minimized.&lt;br /&gt;
&lt;br /&gt;
:Anyway, it might be worth adding this as a few notes, but I'm not sure there's enough to say to make a full section about it. --[[User:ThunderClaw|ThunderClaw]] 23:03, 25 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Its hard to talk about exploiting an economy which actually operates under an absolute theory of value rather than supply and demand.  Once you assume an absolute theory of value as your model of economics, inflation simply cannot exist and the concept doesn't even make sense. &lt;br /&gt;
&lt;br /&gt;
::Ie, meaningless hauling jobs -&amp;gt; inflation is only an exploit if the price of goods fluctuates because of supply and demand.  Or you can just look at it as making dwarves do non-productive wage-paying jobs compensates for the unavoidable 'exploit' that is the stupidity of there being abundantly available rooms of quality X remaining at a stupidly high value instead of having their price become more affordable in the absence of sufficient demand for them at their current price.&lt;br /&gt;
&lt;br /&gt;
::--[[User:Squirrelloid|Squirrelloid]] 05:44, 29 December 2008 (EST)&lt;br /&gt;
:::This is exactly what makes it an exploit.  If the system took into account inflation and supply and demand, then this would not be an exploit.  The fact that it does not count these things means that the infinite hauling jobs pay out pleanty of cash while achieving no net bennefit to the community, but are still not effecting the value of money. :P  It is like turning your dwarven colony into a welfare state without the economic drawbacks! [[User:Burlingk|Burlingk]] 20:39, 11 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
::::No.  Ok, lets be perfectly clear here, while there have been many theories about what creates value, the real economic model has always been supply and demand in the real world.  You have just at various times had people pretending that other things were true (and generally not those whose business involved intimate interaction with said economy, who have always understood how supply effects price, if nothing else).  So in the real world when you try to pretend something wrong is true there are horrible consequences.&lt;br /&gt;
::::Enter DF, which specifically institutes as a law of nature a theory of value totally at odds with supply and demand.  Given the existence of that Truth of the DF world, nothing involving it can be an exploit because it does not and cannot behave like any real economy.  Fact: DF posits a world with an absolute theory of value.  Fact: given an absolute theory of value, pulling a lever really does have a set value even if pulling it accomplishes nothing - because the act of pulling that lever has been defined by the laws of nature as being worth a particular set amount.  That action has an absolute value, just like every other action.  &lt;br /&gt;
::::What it comes down to is the DF theory of value is *stupid*.  However, all these exploits are actually such a thing working exactly as intended, its just the intention is stupid.  But as such its not an exploit -  an exploit requires something working differently than intended.  The moment you assume an absolute theory of value, you necessarily intend for things like this to happen.&lt;br /&gt;
::::--[[User:Squirrelloid|Squirrelloid]] 04:25, 14 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Are there any profits? ==&lt;br /&gt;
Is there any reason NOT to turn economy off, other than the extra challenge it creates (plus happy thoughts from shopping for those who can afford that)?&lt;br /&gt;
It looks that the original communism the Dwarves start with, serves them much better, especially that there seems to be little special profit from very happy dwarves, while there's a lot of trouble for the unhappy ones, and economy seems to create more of both extremes.&lt;br /&gt;
Also, slaughtering of the noble or the tax collector won't reverse to the no-economy, will it?&lt;br /&gt;
[[User:Sharp|Sharp]] 11:43, 26 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:How can there be profit in a system of absolute values?  What do you mean by 'profit'?  The only profit in the game is the value added by labor, which isn't really profit but the value of the labor itself.  Basically, the game operates under some rather strange economic assumptions (an unholy marriage of the labor theory of value and mercantilism).  So no, there is absolutely no benefit to the dwarven economy, especially as its hardly worth the name economy.  (Economics is about differential rarity and preferences, neither of which the game's economic engine takes into account). --[[User:Squirrelloid|Squirrelloid]] 01:17, 27 January 2009 (EST)&lt;br /&gt;
::I think you misunderstood me, I didn't mean &amp;quot;Profit&amp;quot; by economic meaning, I meant &amp;quot;changes in the mechanics of the game the player benefits from&amp;quot;, &amp;quot;Profit&amp;quot; as opposed to &amp;quot;Trouble&amp;quot;.  [[User:Sharp|Sharp]] 13:05, 27 January 2009 (EST)&lt;br /&gt;
: You mean benefits? Extra complexity and [[fun|challenge]], of course! You get shops, coins with value, and an answer to the question, &amp;quot;My dwarves are all happy, what do I do now?&amp;quot; I have it disabled in the .ini, like any sane dwarfmaster. Oh wait, that's a contradiction in terms. But I still have my Baron-&amp;gt;Count-&amp;gt;Duchess and my Incoming King (pop limit 140). --[[User:Jellyfishgreen|Jellyfishgreen]] 06:12, 12 February 2009 (EST)&lt;br /&gt;
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==Fake Deaths==&lt;br /&gt;
&lt;br /&gt;
Toady should add a mechanic where a brewer pretends to kill himself in a pub fire to claim the insurance cos he can't afford a room.--[[User:Warlordzephyr|Warlordzephyr]] 16:29, 24 February 2009 (EST)&lt;/div&gt;</summary>
		<author><name>Warlordzephyr</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Dwarven_economy&amp;diff=27550</id>
		<title>40d Talk:Dwarven economy</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Dwarven_economy&amp;diff=27550"/>
		<updated>2009-02-24T21:29:15Z</updated>

		<summary type="html">&lt;p&gt;Warlordzephyr: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;1) Wages paid --- dwarves gain credit for tasks completed.  Credit is either maintained or transferred into physical value when the dwarf in question claims coins.&lt;br /&gt;
&lt;br /&gt;
2) Rent --- bedrooms have a rent assigned to them based on their room value.  The rent schedule is unknown.  How the dwarves physically pay the rent is unknown.  If a dwarf cannot pay the rent an eviction notice is placed on the room.  The specifics of eviction are unknown.  Dwarves that cannot afford one of the available bedrooms will sleep in available barracks.&lt;br /&gt;
&lt;br /&gt;
3) Shops --- Once the economy begins, shops may be constructed.  There are several types of shops - clothing, general goods, exotic clothing and possibly others.  A type of shop may not be specified; it seems to be selected randomly.  Shops have an associated cost, which is assumed to be paid by the dwarf that takes control of the shop.  Once a shop is owned, items will be moved to the shop corresponding to which type of shop it is.  Dwarves then may buy items for the shop, presumably using the same credit system that may or may not correspond to actual physical coins.&lt;br /&gt;
&lt;br /&gt;
4) Item cost - all physical items are given a cost, whether for sale or in a shop.  It is unknown if dwarves pay a cost for an item picked up that was not for sale in a shop.&lt;br /&gt;
&lt;br /&gt;
also - kids have combined wealth of their parents, which can lead to paris hilton-syndrome in DF - children with wealth of several thousand buying out the noble/admin rooms and owning shops filled with =giant cave spider silk dress= --[[User:Frostedfire|Frostedfire]] 04:07, 20 November 2007 (EST)&lt;br /&gt;
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&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
It seems that the dwarven economy is now triggered by the coming of a Baron /Baroness. I haven't seen it for myself but it's what I gather from the forums. There also seems to be a bug where all coins minted appear as the same coin type (e.g., copper, silver, and gold coins all appearing as silver) on the economy window. --[[User:Keizo|Keizo]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Just got the dwarven economy started for the first time. The game is a bit tricky to play in wine. ^^;;. Anyway, since there isn't any page here yet, I'm sort of lost, so I've added what I already know so other folks will be at least a *little* less lost :-P&lt;br /&gt;
&lt;br /&gt;
Typically a page will be expanded a lot more quickly if you actually already have some content on it,.Please expand!  --[[User:Kim Bruning|Kim Bruning]] 19:48, 1 December 2007 (EST)&lt;br /&gt;
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None of my legendary dwarves have an account in their status screen.&lt;br /&gt;
Does this mean that they are exempt from prices or something?--[[User:Pigbuster|Pigbuster]]&lt;br /&gt;
:They always have been.--[[User:Heliopios|Heliopios]] 01:05, 6 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Wages ==&lt;br /&gt;
&lt;br /&gt;
What is the deal with &amp;quot;- haulage being a major exception - &amp;quot;? Last time I checked there were some wages for item hauling, furniture hauling, food hauling,... on the in-game {{key|j}}{{key|m}}{{key|w}} wages info page. Of course a dwarf can spend a month hauling a rock to a stockpile and get his 1* for it, but a job of taking food from a stockpile and relocating it to an adjacent stockpile can yield a dwarf dozens of * in quite small period of time.   Place 10-20 medium sized stockpiles accepting all furniture in a line and set them to take from each other in chain so that the first small stockpile is the closest to your workshops and your last large main furniture stockpile is the closest to your currently furnishing rooms. Watch your haulers' bank accounts sky-rocket.--[[User:Another|Another]] 05:24, 10 January 2008 (EST)&lt;br /&gt;
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Who and whern/how can change wages percentage on first &amp;quot;Wages&amp;quot; screen? It's always 100% for me--[[User:Dorten|Dorten]] 06:53, 14 February 2008 (EST)&lt;br /&gt;
:one of the nobles can, but rarely does so (bookkeeper?)&lt;br /&gt;
&lt;br /&gt;
== Soldiers ==&lt;br /&gt;
Will the soldiers pay for getting armor or weapons?--[[User:Dorten|Dorten]] 05:10, 11 January 2008 (EST)&lt;br /&gt;
:No, they don't own them.--[[User:Maximus|Maximus]] 18:11, 11 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== No Coin Economy==&lt;br /&gt;
&lt;br /&gt;
How does an economy work without any coins? Do they use pretend money or something?&lt;br /&gt;
:Every dfwarf starts an account in DwarfEcoBanc, and is always carrying his/her credit card. But if you will be stupid enough to give them money (like I did last time), they would prefer to use money instead of card. In case you don't get it: you don't want them to use money, really.--[[User:Dorten|Dorten]] 23:59, 21 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:It works just the same as in the Real Life. As opposed to the economy of the old, when coins were units of precious metals, with real actual value attached to them, currently all money is created as a credit from the central bank (which is paid by taking a new credit). Dwarves get credit from you for work they do, and you can pay it back by providing them with goods other dwarves produced (for another credit). For coins, you must mint actual metal. For going into infinite debt, you don't need anything, and you can never run out of it (gold bars go down to zero, debt goes to minus infinity). But without inflation, it doesn't really hurt in the long run like it does in the Real Life.&lt;br /&gt;
&lt;br /&gt;
== How is this a feature? ==&lt;br /&gt;
I dig the realism and all, but the only effect the economy has had on my fortress is that my hard working dwarves now can't afford the rooms they've been sleeping in for the past ten years, while my nobles and champions (junta?) live in solid gold mansions.  I went straight to the .ini and turned economy off.  [[User:Ripheus|Ripheus]] 18:49, 6 March 2008 (EST)&lt;br /&gt;
:Yeah, well, the pricing of those rooms doesn't work by supply and demand for some reason, they have fixed cost. But still I kind of like the idea of an economy, and it seems a bit odd to &amp;quot;strongly recommend&amp;quot; that you shouldn't mint coins etc. I haven't even seen them hauling any of those coins. --[[User:Magirot|Magirot]] 09:18, 29 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
It's ironic that without coins, the economy actives better. Kinda like using credit cards instead of coins (Maybe a hint to the government to stop making coins?!) --[[User:AlexFili|AlexFili]] 04:17, 9 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Economy Trigger(s) ==&lt;br /&gt;
We know what triggers the economy, but what does having an active economy trigger? The most obvious is nobles, but there are a couple other things I've noticed. First, whether it's related to the economy or not, my only fortress that's ever been under siege has had an active economy, while my others that only get random goblin attacks did not. Likewise that fortress is my only fortress that has gotten megabeast attacks. It may or may not be related, as most of my fortresses before it didn't get as big as it is. (80 or so highest vs 110) --[[User:Eurytus|Eurytus]] 22:09, 21 April 2008 (EDT)&lt;br /&gt;
:Both of sieges in my current fortress (40c) were prior to the economy starting, so I don't think the economy is causal. I think it has to do with population and wealth. More dwarves attract more attention and the pickings are better with more wealth. -[[User:Fuzzy|Fuzzy]] 12:02, 8 September 2008 (EDT)&lt;br /&gt;
I don't believe its a trigger for anything. My current fortress has been besieged five times and attacked by a Dragon. All this happened before I unlocked the economy.--[[User:Max Dougwell|Max Dougwell]] 07:08, 3 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Starving ==&lt;br /&gt;
&amp;quot;Dwarves will not starve because they cannot buy food; they just choose whatever's cheapest.&amp;quot; - Is this true? It seems that dwarves whitout money die from either hunger or thirst. --[[User:Mizipzor|Mizipzor]] 14:16, 24 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I do believe eg plump helmets are 1* per unit, they only need to move a couple rocks ;) --[[User:Frostedfire|Frostedfire]] 10:30, 20 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Setting economy to NO (ini file) stop immigration ? ==&lt;br /&gt;
&lt;br /&gt;
Hello, because I really dont like economy (I want to assign bed manually !), I've desactivated it in the .ini files... but now, I haven't receive any migrants for 2 years, and my population is slowly reducing 'cause of the accidentals death. &lt;br /&gt;
Anyone know if desactiving the economy (just before the arrival of the baron which trigger economy) also desactive immigration ?&lt;br /&gt;
&lt;br /&gt;
Again, sorry for my imperfect english. [[User:Timst|Timst]] 08:59, 26 April 2008 (EDT)&lt;br /&gt;
:caravan reports summon migrants, large numbers of deaths or lack of wealth stop it&lt;br /&gt;
&lt;br /&gt;
== Childrens' accounts ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Normal&amp;quot; children are really wealthy - they sleep in rooms for nobles, eat roasts and buy golden things. I heard that they have combined wealth of their both parents. It's pretty crazy.&lt;br /&gt;
On the other hand noble children... My baroness has a son, who has 3 (yes, 3) monies on his account...&lt;br /&gt;
Isn't it really strange? --[[User:Someone-else|Someone-else]] 06:52, 6 May 2008 (EDT)&lt;br /&gt;
:His parents has no money, really. So, he has only three pennies he got hardworking in the fields, harvesting...--[[User:Dorten|Dorten]] 05:04, 16 June 2008 (EDT)&lt;br /&gt;
It appears Legendary Dwarves still get paid, despite being able to take whatever they please. My child of two Legendary Dwarves has 256 in her account. Either that or she's doing odd jobs when I'm not watching.--[[User:Max Dougwell|Max Dougwell]] 07:13, 3 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::That may be leftover from before the parents were legendary.  I've seen children of two legendary dwarves maintain a constant or decreasing cash supply following the ascension of the second parent to legendary, despite abundant in-profession work for both parents which should rapidly provide a huge influx of cash.  I can only conclude legendary dwarves no longer earn money. --[[User:Squirrelloid|Squirrelloid]] 05:47, 29 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Necessary for nobles? ==&lt;br /&gt;
&lt;br /&gt;
It's currently not very clear whether or not the economy needs to be enabled in order for nobles to continue arriving. For instance, the hammerer, barons, etc. Is there any confirmed knowledge of which nobles will or won't come depending on whether or not the economy is enabled in the init file? [[User:G-Flex|G-Flex]] 22:09, 6 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:All right, a friend of mine just confirmed through play that such nobles, even the tax collector, will still come even with the economy disabled. He's got a count (and consort), hammerer, tax collector, dungeon master, and philosopher (at least those are the ones I know of). [[User:G-Flex|G-Flex]] 04:25, 16 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Effects of turning it off, once it's on? ==&lt;br /&gt;
&lt;br /&gt;
Changing ECONOMY to NO in the init.txt file after the economy has kicked in doesn't seem to keep dwarves from spending already-earned credit at shops.  (I haven't seen them paying for drink, so it may be that food and drink are now free; I'm not sure, though, because I haven't yet watched them pay for drinks while the economy is turned on, so I don't know when that happens.)   --[[User:Sev|Sev]] 17:00, 28 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Effect of turning it on, once it's off? ==&lt;br /&gt;
&lt;br /&gt;
If you turn the economy off and get the tax collector, baron, etc... what happens when you turn it back on?  Does the economy start back up, or do you only get one shot at it?  I don't think I want the economy but if I miss the opportunity to ever turn it on, then it becomes a tough choice. --[[User:Sowelu|Sowelu]] 02:22, 27 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Tips for living with economy? ==&lt;br /&gt;
&lt;br /&gt;
I just read a suggestion on the forum, and was going to add it to a list of economy-survival tips, but there doesn't seem to be one. [http://www.bay12games.com/forum/index.php?topic=29016.msg373478#msg373478 here's the forum post]. Shouldn't there be such a page? [[User:Solarshado|Solarshado]] 21:57, 25 December 2008 (EST)&lt;br /&gt;
:There's a couple tricks for this.  The casino mentioned there, triangle stockpiles (3 stone stockpiles that are all taking from eachother, making constant hauling work), etc.  However, everything like this is classifiable as an exploit since if you put it in the context of an actual economy it would cause gigantic economic inflation and currency devaluation almost overnight.  Really that's all you're doing with techniques like this; you're devaluing what a single ☼ means until it's basically nothing, and taking advantage of the fact that the DF engine doesn't currently have a way to adjust for inflation.&lt;br /&gt;
&lt;br /&gt;
:Really, living with economy in a legit, as-intended manner is just making sure there are enough meaningful jobs to do.  Growing [[dimple cup]]s and starting a dyeing attachment to a fully blown clothing industry can employ dozens of dwarves around the clock using only the caravans as resources (for importing cloth and the appropriate volume).  Skilled work like sewing clothes, dying cloth, sewing leather/cloth images, etc all give 20☼ or more for a single job.  A dwarf can afford a very nice apartment and very nice food, with enough money left over to go shopping, if they have a skilled-labor job to do.&lt;br /&gt;
&lt;br /&gt;
:Alternatively, you can just provide a way to become legendary easily.  Screw pumps connected to nothing will make Pump Operators legendary pretty quickly, especially if other duties are minimized.&lt;br /&gt;
&lt;br /&gt;
:Anyway, it might be worth adding this as a few notes, but I'm not sure there's enough to say to make a full section about it. --[[User:ThunderClaw|ThunderClaw]] 23:03, 25 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Its hard to talk about exploiting an economy which actually operates under an absolute theory of value rather than supply and demand.  Once you assume an absolute theory of value as your model of economics, inflation simply cannot exist and the concept doesn't even make sense. &lt;br /&gt;
&lt;br /&gt;
::Ie, meaningless hauling jobs -&amp;gt; inflation is only an exploit if the price of goods fluctuates because of supply and demand.  Or you can just look at it as making dwarves do non-productive wage-paying jobs compensates for the unavoidable 'exploit' that is the stupidity of there being abundantly available rooms of quality X remaining at a stupidly high value instead of having their price become more affordable in the absence of sufficient demand for them at their current price.&lt;br /&gt;
&lt;br /&gt;
::--[[User:Squirrelloid|Squirrelloid]] 05:44, 29 December 2008 (EST)&lt;br /&gt;
:::This is exactly what makes it an exploit.  If the system took into account inflation and supply and demand, then this would not be an exploit.  The fact that it does not count these things means that the infinite hauling jobs pay out pleanty of cash while achieving no net bennefit to the community, but are still not effecting the value of money. :P  It is like turning your dwarven colony into a welfare state without the economic drawbacks! [[User:Burlingk|Burlingk]] 20:39, 11 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
::::No.  Ok, lets be perfectly clear here, while there have been many theories about what creates value, the real economic model has always been supply and demand in the real world.  You have just at various times had people pretending that other things were true (and generally not those whose business involved intimate interaction with said economy, who have always understood how supply effects price, if nothing else).  So in the real world when you try to pretend something wrong is true there are horrible consequences.&lt;br /&gt;
::::Enter DF, which specifically institutes as a law of nature a theory of value totally at odds with supply and demand.  Given the existence of that Truth of the DF world, nothing involving it can be an exploit because it does not and cannot behave like any real economy.  Fact: DF posits a world with an absolute theory of value.  Fact: given an absolute theory of value, pulling a lever really does have a set value even if pulling it accomplishes nothing - because the act of pulling that lever has been defined by the laws of nature as being worth a particular set amount.  That action has an absolute value, just like every other action.  &lt;br /&gt;
::::What it comes down to is the DF theory of value is *stupid*.  However, all these exploits are actually such a thing working exactly as intended, its just the intention is stupid.  But as such its not an exploit -  an exploit requires something working differently than intended.  The moment you assume an absolute theory of value, you necessarily intend for things like this to happen.&lt;br /&gt;
::::--[[User:Squirrelloid|Squirrelloid]] 04:25, 14 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Are there any profits? ==&lt;br /&gt;
Is there any reason NOT to turn economy off, other than the extra challenge it creates (plus happy thoughts from shopping for those who can afford that)?&lt;br /&gt;
It looks that the original communism the Dwarves start with, serves them much better, especially that there seems to be little special profit from very happy dwarves, while there's a lot of trouble for the unhappy ones, and economy seems to create more of both extremes.&lt;br /&gt;
Also, slaughtering of the noble or the tax collector won't reverse to the no-economy, will it?&lt;br /&gt;
[[User:Sharp|Sharp]] 11:43, 26 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:How can there be profit in a system of absolute values?  What do you mean by 'profit'?  The only profit in the game is the value added by labor, which isn't really profit but the value of the labor itself.  Basically, the game operates under some rather strange economic assumptions (an unholy marriage of the labor theory of value and mercantilism).  So no, there is absolutely no benefit to the dwarven economy, especially as its hardly worth the name economy.  (Economics is about differential rarity and preferences, neither of which the game's economic engine takes into account). --[[User:Squirrelloid|Squirrelloid]] 01:17, 27 January 2009 (EST)&lt;br /&gt;
::I think you misunderstood me, I didn't mean &amp;quot;Profit&amp;quot; by economic meaning, I meant &amp;quot;changes in the mechanics of the game the player benefits from&amp;quot;, &amp;quot;Profit&amp;quot; as opposed to &amp;quot;Trouble&amp;quot;.  [[User:Sharp|Sharp]] 13:05, 27 January 2009 (EST)&lt;br /&gt;
: You mean benefits? Extra complexity and [[fun|challenge]], of course! You get shops, coins with value, and an answer to the question, &amp;quot;My dwarves are all happy, what do I do now?&amp;quot; I have it disabled in the .ini, like any sane dwarfmaster. Oh wait, that's a contradiction in terms. But I still have my Baron-&amp;gt;Count-&amp;gt;Duchess and my Incoming King (pop limit 140). --[[User:Jellyfishgreen|Jellyfishgreen]] 06:12, 12 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
==Fake Deaths==&lt;br /&gt;
&lt;br /&gt;
Toady should add a mechanic where a brewer pretends to kill himself in a pub fire to claim the insurance cos he can't afford a room.&lt;/div&gt;</summary>
		<author><name>Warlordzephyr</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Stupid_dwarf_trick&amp;diff=43462</id>
		<title>40d:Stupid dwarf trick</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Stupid_dwarf_trick&amp;diff=43462"/>
		<updated>2009-02-24T10:55:11Z</updated>

		<summary type="html">&lt;p&gt;Warlordzephyr: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
A '''stupid dwarf trick''' is any project that that requires a large amount time and effort, for little or no practical benefit. They exist only as a challenge for experienced players. &lt;br /&gt;
&lt;br /&gt;
==Monumental Statue==&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Depends on how big you want the statue to be.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' None. &lt;br /&gt;
&lt;br /&gt;
==Artificial Waterfall==&lt;br /&gt;
To keep the waterfall going, you need a [[pump]] stack, preferably powered by a [[windmill]] or [[water wheel]]. &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Moderate. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Dwarves love [[waterfall]]s. Putting a waterfall in your [[meeting hall]] will give your dwarves good [[thought]]s, although it can significantly lower framerate.&lt;br /&gt;
&lt;br /&gt;
==Execution Tower==&lt;br /&gt;
Just a tall tower to chuck your captives to their deaths. &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Easy.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Lets you dispose of prisoners, and claim expensive silk, meltable iron, and (eventually) useful bones.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Bridge-a-pult==&lt;br /&gt;
A bridge that opens outwards, to fling enemies away. Ideally, they land in a very nasty place. &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' The hard part is the nasty place they get flung to. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' There are a far more effective ways to defend a fortress, but few are as entertaining.&lt;br /&gt;
&lt;br /&gt;
==Dam==&lt;br /&gt;
Build a wall across a riverbed to stop the flow of water. Floodgates optional. &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' On a map that freezes in the winter, this is easy. Otherwise, very difficult. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Dubious. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[Tower-cap]] Farm==&lt;br /&gt;
You absolutely need to break into an underground river or lake. Make some muddy floors over a big area and wait. &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Moderate. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Yes, if it's big enough. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Magma Pumping==&lt;br /&gt;
It's a lot like pumping water, only more dangerous, and requires the [[screw pump|pumps]] to use [[magma-proof]] pipes and screws in their construction. &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' The difficult part is making all those [[iron]] or [[steel]] pumps and [[bauxite]] [[floodgate]]s. Very high risk. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Magma is fun, but impractical.&lt;br /&gt;
&lt;br /&gt;
==Booze Bomb==&lt;br /&gt;
If you set barrels of booze on fire they explode. Can possibly be used as a complex trap.  About the only way to start a fire on demand is magma. Possibly caged fire imps, magma men, or fire snakes. &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' High. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' There are many easier ways to kill goblins, but so very few that also set them on fire.&lt;br /&gt;
&lt;br /&gt;
==Greenhouse==&lt;br /&gt;
A [[greenhouse]] is just a farm with the the ceiling channeled out from above. This lets you grow outdoor plants without venturing above ground. For the maximum style, build a glass roof to keep your farmers safe. &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Surface plants are not so much more useful than underground crops. [[Rope reed]] can be grown year round. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Gladiator Arena==&lt;br /&gt;
'''Difficulty:''' Moderate, but time consuming. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' The most difficult way to dispose of prisoners. It does give your soldiers a little bit of experience. &lt;br /&gt;
&lt;br /&gt;
==Self Destruct Lever==&lt;br /&gt;
'''Difficulty:''' Very high. Extremely dangerous. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' None. By definition. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Flood the World==&lt;br /&gt;
'''Difficulty:''' High danger. Will kill your frame rate. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Will prevent any sieges, at least. Or anything else. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[Ballista]] Battery==&lt;br /&gt;
Overlap a few ballistas to completely cover a narrow corridor. There is an unavoidable risk of your operators wandering into the line of fire. &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low. If you insist on highly-trained operators with high-quality ballistas, it gets harder. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' A complicated and dangerous way to defend a single corridor. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[Swimming]] pool==&lt;br /&gt;
It's a reservoir that fills to 4/7 exactly. Station soldiers inside, lock them in, and fill. This way they gain [[swimming]] skill. &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low. It's just a pair of reservoirs. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' The swimming skill is only slightly useful. This is most useful if the entrance to your fort has narrow walkways/moats surrounded by water, and you station your soldiers there.&lt;br /&gt;
&lt;br /&gt;
==[[Ice]] tower==&lt;br /&gt;
'''Difficulty:''' Low. You need to be on a freezing map to pull it off. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' None. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[Obsidian]] factory==&lt;br /&gt;
You need one reservoir of water, and one of magma. Mix, cool and mine. &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Medium. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' High. &lt;br /&gt;
&lt;br /&gt;
==Drowning Chamber==&lt;br /&gt;
'''Difficulty:''' Moderate. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' You can kill prisoners, useless peasants, irate nobles, hammerers, untrainable animals, or anything else.&lt;br /&gt;
&lt;br /&gt;
==Magma Chamber==&lt;br /&gt;
'''Difficulty:''' Dangerous as any magma project. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' It's like a drowning chamber, but you can't recover most of the victim's stuff. &lt;br /&gt;
&lt;br /&gt;
==Labyrinth==&lt;br /&gt;
'''Difficulty:''' It's a lot of mining. Having a bridge drop invaders inside is more difficult, but more useful. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' It makes a nice element of fortress defense, and you can dump your prisoners inside it. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[Adventure Mode]] Fortress==&lt;br /&gt;
'''Difficulty:''' The sky's the limit. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Not applicable. &lt;br /&gt;
&lt;br /&gt;
==Vomitorium==&lt;br /&gt;
It's like the greenhouse, only instead of a farm, it's meeting hall. Prevents [[cave adaption]]. &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Low. &lt;br /&gt;
&lt;br /&gt;
==Pit o' Doom==&lt;br /&gt;
Combine with an Execution Tower for maximum z-level executions! Spike traps are a must.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low. You want it nice and deep though.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Dispose of prisoners, execute nobles, gruesome fatal injuries, laugh maniacally.&lt;br /&gt;
&lt;br /&gt;
==Underground Perpetual Motion Power Plant==&lt;br /&gt;
Combine with a use for the power and you either have an awesome setup, or a ticking time bomb.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' High.  Maintaining the correct water level is annoying difficult at times.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Depends on size of plant and what it's connected to.  Also useful as a puzzle for adventurers.&lt;br /&gt;
&lt;br /&gt;
==[[Computing|Dwarfputer]] Complex==&lt;br /&gt;
A big mess of fluid and/or machine logic full of hatches, floodgates, gears, pumps, etc. and powered by waterwheels, windmills, or useless idle dwarves.  Hook it up to doors, bridges, and traps.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Medium to high, depending on what you want to build.  You'll want to build for very high water flow if you have more than a few fluid gates.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Your mechanics and architects will level up very fast.  Manual pumps give something for your haulers to do and makes them stronger.  Try and make a clock to trigger different mechanisms in different seasons.  See if enemies actually blunder into your intricate traps.  Watch all hell break loose as water freezes.&lt;br /&gt;
&lt;br /&gt;
==Alarm Clock==&lt;br /&gt;
Are your soldiers all sound asleep while blood soaks the walls?  No need to deconstruct their beds one by one, ''if'' you bought the Dwarf Wakey 3000!  Simply a solitary floor tile balanced on a support, one or more can be toppled with the pull of a lever to produce an earth-shaking racket that'll have them leaping for their axes!&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Low.&lt;br /&gt;
&lt;br /&gt;
==Hammer of [[Armok]]==&lt;br /&gt;
A gigantic hammer made out of pure steel and/or valuables looming over your fortress entrance ready to smite those foolish enough to lay a siege on you. Also, gives you a psychological advantage over the traders who unload their goods under it. Attach to a lever-linked support for quicksmiting, or any other single-tile collapse mechanism. BONUS: Cover it with blood.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low. Depends on size, materials and magma's existence, though. Make it a gold hammer menacing with adamantine spikes, if you're going for high quality.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Low-medium. 10x10 size is minimum for practical effectiveness. 30x30 hammer extending handles lenght from your entrance actually works against sieges.&lt;br /&gt;
&lt;br /&gt;
==Mega Water Drowning Trap-Thing==&lt;br /&gt;
This is basically a channel above some pressurised water with a short tunnel leading to a door. The door needs to be connected to a lever somwhere in a safe part of the fortress. Position the door facing the main stairs into your fortress (for multiple stairs use multiple traps). When enemies come down the stairs, pull the lever and make them drown. (It helps to seal off the rooms).&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Medium. Needs flowing water under pressure and levers.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Medium. Depends on the size of your fortress/defences/amount of attackers. Works well on fire demons.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
'''Difficulty:''' &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' &lt;br /&gt;
&lt;br /&gt;
 --&amp;gt;&lt;/div&gt;</summary>
		<author><name>Warlordzephyr</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Warlordzephyr&amp;diff=47353</id>
		<title>User:Warlordzephyr</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Warlordzephyr&amp;diff=47353"/>
		<updated>2009-02-23T17:13:00Z</updated>

		<summary type="html">&lt;p&gt;Warlordzephyr: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;(On Sparring) &amp;quot;But you will learn to roundhouse kick, insofar as a dwarf can roundhouse kick.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
My mayor and miner have an alcoholic baby.&lt;br /&gt;
My Captain of the guard is a mad cat woman.&lt;br /&gt;
&lt;br /&gt;
Bludgeon:  &amp;quot;It is bruised!&amp;quot;  &amp;quot;It is battered!&amp;quot;  &amp;quot;It is broken!&amp;quot;  &amp;quot;It is mangled!&amp;quot;  &amp;quot;It is smashed into the body, an unrecognizable mass!&amp;quot;  &amp;quot;It collapses into a lump of gore!&amp;quot;  &amp;quot;It explodes in gore!&amp;quot;&lt;/div&gt;</summary>
		<author><name>Warlordzephyr</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Warlordzephyr&amp;diff=47352</id>
		<title>User:Warlordzephyr</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Warlordzephyr&amp;diff=47352"/>
		<updated>2009-02-11T16:38:58Z</updated>

		<summary type="html">&lt;p&gt;Warlordzephyr: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;(On Sparring) &amp;quot;But you will learn to roundhouse kick, insofar as a dwarf can roundhouse kick.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
My mayor and miner have an alcoholic baby.&lt;br /&gt;
My Captain of the guard is a mad cat woman.&lt;/div&gt;</summary>
		<author><name>Warlordzephyr</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Warlordzephyr&amp;diff=47351</id>
		<title>User:Warlordzephyr</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Warlordzephyr&amp;diff=47351"/>
		<updated>2009-02-11T16:35:48Z</updated>

		<summary type="html">&lt;p&gt;Warlordzephyr: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;(On Sparring) &amp;quot;But you will learn to roundhouse kick, insofar as a dwarf can roundhouse kick.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
My mayor and miner have an alcoholic baby.&lt;/div&gt;</summary>
		<author><name>Warlordzephyr</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Warlordzephyr&amp;diff=47350</id>
		<title>User:Warlordzephyr</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Warlordzephyr&amp;diff=47350"/>
		<updated>2009-02-10T10:40:31Z</updated>

		<summary type="html">&lt;p&gt;Warlordzephyr: New page: (On Sparring) &amp;quot;But you will learn to roundhouse kick, insofar as a dwarf can roundhouse kick.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;(On Sparring) &amp;quot;But you will learn to roundhouse kick, insofar as a dwarf can roundhouse kick.&amp;quot;&lt;/div&gt;</summary>
		<author><name>Warlordzephyr</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Barracks&amp;diff=15777</id>
		<title>40d Talk:Barracks</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Barracks&amp;diff=15777"/>
		<updated>2009-02-10T10:35:17Z</updated>

		<summary type="html">&lt;p&gt;Warlordzephyr: /* Soldiers never use more than one barracks? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The page is listed under the 'buildings' box that has been placed on several pages, so I thought I'd make it. If someone thinks it overlaps with [[bedroom]], feel free to slap on a del tag, just be sure to edit the 'buildings' box too.[[User:Thexor|Thexor]] 00:32, 3 November 2007 (EDT)&lt;br /&gt;
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So i defined a barracks via bed, have 2 soldiers - what more do i need to make them spar? --[[User:Koltom|Koltom]] 18:07, 11 February 2008 (EST)&lt;br /&gt;
:Is their squad on duty? They'll only spar if the squad is &amp;quot;standing down&amp;quot;. See the [[Sparring]] article for more details. --[[User:AlexChurchill|AlexChurchill]] 07:03, 20 June 2008 (EDT)&lt;br /&gt;
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I am starting to notice that my dwarves are only going to spar in the barracks two at a time regardless of size. Is this right? [[User:MikeWulf|MikeWulf]] 11:01, 24 May 2008 (EDT)&lt;br /&gt;
:I'm looking at three pairs of sparring soldiers in my only (rather big) baracks.--[[User:Dorten|Dorten]] 23:18, 19 June 2008 (EDT)&lt;br /&gt;
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The 4x4 minimum size designation is not true for 33c at least. I saw multiple times my soldiers sparring in a 3x3 room with 3 pieces of furniture in it (If they tumble around while sparring it could be true though, since it was across the hall from the main big barracks). As for the &amp;quot;not sparring&amp;quot; question, I think they need to have different job names. Like wrestler and marksman, or Elite marksman and marksman (not sure about last one).&lt;br /&gt;
--[[User:Nonickch|Nonickch]] 13:27, 19 June 2008 (EDT)&lt;br /&gt;
:That's not true about needing different job names - they could never get started if that were the case, since military dwarves start off as Recruits. (Well, unless you get immigrant soldiers. But I was able to get some Swordsdwarves and Wrestlers having started them all as Recruits.) --[[User:AlexChurchill|AlexChurchill]] 07:03, 20 June 2008 (EDT)&lt;br /&gt;
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== Soldiers never use more than one barracks? ==&lt;br /&gt;
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In several forts now, I've never had my soldiers use more than one barracks, even though I have &amp;gt;20 soldiers and two or more squads. The barracks they use is either the one I make first, or the one that is closest to the eating/partying area. Do others have this problem? -- [[User:D64|D64]] 08:16, 27 July 2008 (EDT)&lt;br /&gt;
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Sqauds travel together at all times, also sparring close to the eating/partying area is probably just conveniance, if the barracks is far away your drunken rage against another dwarf would have dimished by the time you get there.--[[User:Warlordzephyr|Warlordzephyr]] 05:35, 10 February 2009 (EST)&lt;/div&gt;</summary>
		<author><name>Warlordzephyr</name></author>
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