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Editing Maximizing value
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− | [[Value]] is important for [[trade]] with caravans, ensuring your dwarves [[thought|happiness]], attracting [[migrant]]s, and luring in [[megabeast|visitors]]. One reliable way to increase value is creating items. Not all items are equal, or even close to equal, in value, however. The tables below are ordered by value, to help you select optimum [[furniture]] and [[trade good]]s to maximize your fortress's value. | + | [[Value]] is important for [[trade]] with caravans, ensuring your dwarves [[thought|happiness]], attracting [[migrant]]s, and luring in [[megabeast|visitors]]. One reliable way to increase value is creating items. Not all items are equal, or even close to equal, in value, however. The tables below are ordered by value, to help you select optimum [[furniture]] and [[trade good]]s to maximize your fortress's value. It is also vital to consider the item material, which acts as a multiplier to the base values listed here; see the table on [[Item value]] for details. |
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− | It is also vital to consider the material, which acts as a multiplier to the base values listed here; see the table on [[Item value]] for details | ||
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==Metal== | ==Metal== | ||
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! Item !! Value !! Bars !! Value/Bar !! Notes | ! Item !! Value !! Bars !! Value/Bar !! Notes | ||
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− | | | + | | Spiked Ball|| 126 || 1 || 126 || (weapon trap) |
|- | |- | ||
− | | | + | | Large Serrated Disc|| 126 || 1 || 126 || (weapon trap) |
|- | |- | ||
− | | | + | | Menacing Spike|| 66 || 1 || 66 || (weapon trap) |
|- | |- | ||
− | | | + | | Giant Axe Blade|| 66 || 1 || 66 || (weapon trap) |
|- | |- | ||
− | | | + | | Enormous Corkscrew|| 66 || 1 || 66 || (weapon trap) |
|- | |- | ||
− | | | + | | Battle axe || 34 || 1 || 34 || (weapon trap) |
|- | |- | ||
− | | | + | | Mechanisms || 30 || 1 || 30 || (lever, trap) |
|- | |- | ||
− | | | + | | Shield || 27 || 1 || 27 || |
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− | | | + | | Ammo (stack of 25) || 25 || 1 || 25 || |
|- | |- | ||
− | | High boot (2) || | + | | High boot (2) || 24 || 1 || 24 || |
|- | |- | ||
− | | Leggings || | + | | Leggings || 23 || 1 || 23 || |
|- | |- | ||
− | | Pick || | + | | Pick || 22 || 1 || 22 || (weapon trap) |
|- | |- | ||
− | | Gauntlet (2) || | + | | Gauntlet (2) || 22 || 1 || 22 || |
|- | |- | ||
− | | Spear || | + | | Spear || 18 || 1 || 18 || (weapon trap) |
|- | |- | ||
− | | Low boot (2) || | + | | Low boot (2) || 18 || 1 || 18 || |
|- | |- | ||
− | | Mace || | + | | Mace || 17 || 1 || 17 || (weapon trap) |
|- | |- | ||
− | | Short sword || | + | | Short sword || 14 || 1 || 14 || (weapon trap) |
|- | |- | ||
− | | Buckler || | + | | Buckler || 14 || 1 || 14 || |
|- | |- | ||
− | | Helm || | + | | Helm || 12 || 1 || 12 || |
+ | |- | ||
+ | | Greaves || 23 || 2 || 11.5 || | ||
|- | |- | ||
| Crossbow || 10 || 1 || 10 || (weapon trap) | | Crossbow || 10 || 1 || 10 || (weapon trap) | ||
|- | |- | ||
− | | | + | | Mail shirt || 20 || 2 || 10 || |
|- | |- | ||
− | | | + | | War hammer || 9 || 1 || 9 || (weapon trap) |
|- | |- | ||
− | | | + | | Breastplate || 15 || 3 || 5 || |
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− | | | + | | Cap || 5 || 1 || 5 || |
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| Anvil || 10 || 3 || 3.3 || (forge) | | Anvil || 10 || 3 || 3.3 || (forge) | ||
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|} | |} | ||
− | For weapon-grade metals, | + | For weapon-grade metals, spiked balls and serrated discs are much more valuable than any other products. They can be traded to caravans or installed in weapon traps to give passing dwarves happy [[thought]]s, while lower-quality products can be [[melt]]ed without loss of material. |
===All metals=== | ===All metals=== | ||
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|- | |- | ||
| Flask, Goblet (3) || 30 || 1 || 30 || trade goods | | Flask, Goblet (3) || 30 || 1 || 30 || trade goods | ||
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| Minecart || 50 || 2 || 25 || | | Minecart || 50 || 2 || 25 || | ||
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| Statue || 25 || 3 || 8.3 || | | Statue || 25 || 3 || 8.3 || | ||
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− | | | + | | Traction bench || 20 || 3 || 6.7 || |
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|- | |- | ||
| Armor stand || 10 || 3 || 3.3 || | | Armor stand || 10 || 3 || 3.3 || | ||
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|- | |- | ||
| Blocks || 5 || 1 || 5 || no quality | | Blocks || 5 || 1 || 5 || no quality | ||
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|} | |} | ||
For all non-weapon-grade metals, flasks and goblets are the optimum trade goods. The best choice for furniture is probably a chain--they can be decorated as "finished goods" and installed in [[restraint]]s and [[well]]s, both of which can be admired by passing dwarves. Lower-quality chains can be [[melt]]ed without loss of material. | For all non-weapon-grade metals, flasks and goblets are the optimum trade goods. The best choice for furniture is probably a chain--they can be decorated as "finished goods" and installed in [[restraint]]s and [[well]]s, both of which can be admired by passing dwarves. Lower-quality chains can be [[melt]]ed without loss of material. | ||
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==Stone== | ==Stone== | ||
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|- | |- | ||
| Mechanisms || 30 || (lever, trap) | | Mechanisms || 30 || (lever, trap) | ||
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|- | |- | ||
| Mug (3) || 30 || trade goods | | Mug (3) || 30 || trade goods | ||
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|- | |- | ||
| Traction bench || 20 || | | Traction bench || 20 || | ||
+ | |- | ||
+ | | Short sword || 14 || (weapon trap) | ||
|- | |- | ||
| Armor stand || 10 || | | Armor stand || 10 || | ||
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|} | |} | ||
− | For stone, mugs are the optimum trade goods. The best choice for furniture is statues. | + | For stone, mugs are the optimum trade goods. The best choice for furniture is mechanisms, followed closely by statues. Both can be decorated and, when built, admired by passing dwarves. Thanks to the 4x bar multiplier, metal ores are always more valuable when smelted to bars than when worked as stone (assuming equivalent quality). |
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==Glass== | ==Glass== | ||
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! Item !! Value !! Notes | ! Item !! Value !! Notes | ||
|- | |- | ||
− | | | + | | Spiked Ball|| 126 || (weapon trap) |
|- | |- | ||
− | | | + | | Large Serrated Disc|| 126 || (weapon trap) |
|- | |- | ||
− | | | + | | Menacing Spike|| 66 || (weapon trap) |
|- | |- | ||
− | | | + | | Giant Axe Blade|| 66 || (weapon trap) |
|- | |- | ||
− | | | + | | Enormous Corkscrew|| 66 || (weapon trap) |
|- | |- | ||
− | | | + | | Goblet/Vial (3) || 30 || trade goods |
|- | |- | ||
− | | | + | | Statue || 25 || |
|- | |- | ||
− | | | + | | Window || 25 || |
|- | |- | ||
− | | | + | | Trade Goods (1-3) || ~20 || variable |
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− | | | + | | Traction bench || 20 || |
|- | |- | ||
| Armor stand || 10 || | | Armor stand || 10 || | ||
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|} | |} | ||
− | For glass, | + | For glass, trap components top the list again. They're so valuable they make reasonable trade goods, even though goblets and vials are much lighter. The best non-trap-component furniture is probably a statue, since it seems to be admired more often than a window. |
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==Wood== | ==Wood== | ||
{| style="margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;" class="wikitable sortable" | {| style="margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;" class="wikitable sortable" | ||
! Item !! Value !! Notes | ! Item !! Value !! Notes | ||
+ | |- | ||
+ | | Spiked Ball|| 126 || (weapon trap) | ||
+ | |- | ||
+ | | Menacing Spike|| 66 || (weapon trap) | ||
+ | |- | ||
+ | | Enormous Corkscrew|| 66 || (weapon trap) | ||
|- | |- | ||
| Minecart || 50 || | | Minecart || 50 || | ||
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| Wheelbarrow || 50 || | | Wheelbarrow || 50 || | ||
|- | |- | ||
− | | | + | | Shield || 27 || |
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| Ammo (stack of 25) || 25 || | | Ammo (stack of 25) || 25 || | ||
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| Crafts (1-3) || ~20 || variable | | Crafts (1-3) || ~20 || variable | ||
|- | |- | ||
− | | | + | | Traction bench || 20 || |
|- | |- | ||
− | | | + | | Training axe || 17 || (weapon trap) |
|- | |- | ||
− | + | | Buckler || 14 || | |
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− | | Buckler || | ||
|- | |- | ||
| Armor stand || 10 || | | Armor stand || 10 || | ||
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| Pot || 10 || | | Pot || 10 || | ||
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− | | Training spear || | + | | Training spear || 9 || (weapon trap) |
|- | |- | ||
− | | Training sword || | + | | Training sword || 7 || (weapon trap) |
|- | |- | ||
− | | Blocks | + | | Blocks || 5 || no quality |
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|} | |} | ||
− | + | For wood, trap components top the list yet again. They're also the best trade goods, even though crafts are much lighter. All of the non-trap-component furniture has similar value (except traction benches, but they require additional material). | |
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==Pottery== | ==Pottery== | ||
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==Cloth== | ==Cloth== | ||
− | + | Value of cloth items is [[textile industry#Value|complicated]]. For most purposes, the dye, cloth and thread components add a constant amount to the value of cloth products, but goods that are produced in pairs get this value added to each item, making them worthwhile when using high-quality dyed cloth. | |
{| style="margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;" class="wikitable sortable" | {| style="margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;" class="wikitable sortable" | ||
! Item !! Value !! Notes | ! Item !! Value !! Notes | ||
|- | |- | ||
− | | | + | | Robe || 33 || |
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|- | |- | ||
− | | | + | | Dress || 31 || |
|- | |- | ||
− | | | + | | Cloak || 26 || |
|- | |- | ||
− | | | + | | Trousers || 23 || |
|- | |- | ||
− | | | + | | Shoe (2) || 16 || |
|- | |- | ||
− | | | + | | Mitten (2) || 14 || |
|- | |- | ||
− | | | + | | Glove (2) || 12 || |
|- | |- | ||
− | | | + | | Sock (2) || 12 || |
|- | |- | ||
| Bag || 10 || | | Bag || 10 || | ||
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| Rope || 10 || (restraint) | | Rope || 10 || (restraint) | ||
|- | |- | ||
− | | Hood || | + | | Hood || 8 || |
|- | |- | ||
− | | Vest || | + | | Vest || 8 || |
|- | |- | ||
− | | Cap || | + | | Cap || 5 || |
|} | |} | ||
==Food== | ==Food== | ||
− | The value of a well-prepared meal made from the proper ingredients is so high that some players consider trading them to be an exploit. One advantage to relying on them to trade or amass value is that you don't have to split your production between feeding your dwarves and producing trade goods; another advantage is that the workflow that leads to a cooked meal can accept materials from a wide variety of sources indiscriminately, including crops, | + | The value of a well-prepared meal made from the proper ingredients is so high that some players consider trading them to be an exploit. One advantage to relying on them to trade or amass value is that you don't have to split your production between feeding your dwarves and producing trade goods; another advantage is that the workflow that leads to a cooked meal can accept materials from a wide variety of sources indiscriminately, including crops, meats, fishes, random gathered plants, and even many liquids (provided the meal has at least one solid base.) On the other hand, food rots when left outside of a food stockpile, which can make it tricky to manage, and higher-value foods (such as flour) require long production chains to turn them into food. |
− | The final value of a meal is complicated and depends primarily on the number of ingredients, which acts as a multiplier to the final total ''after'' summing up the value of each individual ingredient; therefore, the low value of each individual [[ | + | The final value of a meal is complicated and depends primarily on the number of ingredients, which acts as a multiplier to the final total ''after'' summing up the value of each individual ingredient; therefore, the low value of each individual [[Crop]] is misleading (although some, like flour, are already fairly high.) See [[Cook]] for details and the material multipliers on [[item value]] to get a sense of the relative value of plants and meats. |
{{Category|Trade}} | {{Category|Trade}} | ||
{{Category|Economy}} | {{Category|Economy}} | ||
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