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40d Talk:Economics

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It had been my impression that *most* buildings did require the Architecture job to be enabled; this can be a serious issue if you are trying to expand rapidly and only have architecture on your mason. But the text is not crucial so I'll just leave it out.
--DrPraetorious
This is false. For the most part, workshops do not req architecture. A few of them do, but it's only the ones that deal with fire, iirc. Things that do need architecture for sure are screw pumps, bridges, and supports. Maybe you've been building a lot of those. (i know i tend to make a lot of screw pumps) VengefulDonut 18:24, 21 November 2007 (EST)

Diagram[edit]

Does anyone have a copy of the dot (I'm pretty sure that this is a graphviz plot by the look of it) file that was used to generate the nifty diagram on this page? I'd be happy to make it up to date for v.31 if it doesn't mean redoing it all from scratch. bongotastic 18:11, 27 May 2010 (UTC)

Dwarven consumption[edit]

Is there an entry that covers how much food, liquor, etc. each dwarf actually consumes per season, so that I can include a section on how much labor it will take to meet demand?

It seems to be about 2 units/season/dwarf, but I've never kept careful track.--DrPraetorious
My own testing suggests approximate figures of 18 drinks, 10 meals, and 7 1/2 sleep sessions per adult dwarf per year. Not sure about babies or children.Fedor 15:19, 3 January 2008 (EST)
Additionally, toughness has been claimed to cause dwarves to eat/sleep/drink less frequently. I've never tested it myself.--Maximus 19:10, 3 January 2008 (EST)
I've tested it. Can't see any obvious difference: As far as I can tell, toughness controls how long a dwarf can survive without food and drink, not how much he consumes.Fedor 23:03, 3 January 2008 (EST)

Economy?[edit]

Should Economy really redirect here? I'd think it should redirect to Dwarven economy. --Karlito 19:49, 2 December 2007 (EST)

  • Every link to Economy is referring to the dwarven economy, so I'll change that Coelocanth 16:37, 3 December 2007 (EST)

Alternatives to stockpiles[edit]

One critique of this page is that it only knows of one way to move raw materials to the shops and finished goods out: stockpiles. Stockpiles chew up a lot of dwarf labor and floor space and there are often better alternatives. I generally start up metalbashing with a huge pile of raw materials dumped in a 1x1 space and then reclaimed. To avoid workshop clutter, I often prefer to store finished goods inside multiple workshops, or in piles around demolished and rebuilt workshops. Saves loads of time.Fedor 15:19, 3 January 2008 (EST)

Well, by all means add such a section! Personally, I find stockpiles to be aesthetic, and I believe that it's the intention that you should need them - but as it's not my playstyle to demolish shops much, I can't help you there. --DrPraetorious 22:25, 14 February 2008 (EST)
You'll forgive me if "in piles around demolished and rebuilt workshops" brings to mind the following mental image. --Wyrframe 13:58, 13 June 2008 (EDT)
this
Who said you could post a photo of my desk on this wiki? (I'm blaming my wife of course!)GarrieIrons 07:09, 4 July 2008 (EDT)