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Difference between revisions of "40d:Economics"
(→Higher Tier Materials: (Spelling Error)) |
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* Inputs (on left) - the process will use up these raw materials. | * Inputs (on left) - the process will use up these raw materials. | ||
* Building/Job - you assign this process in this building. If building is in italics, it is an object, instead. Following the slash is a job title - this job must be enabled on a dwarf or that dwarf will not participate in that level of the economic path. | * Building/Job - you assign this process in this building. If building is in italics, it is an object, instead. Following the slash is a job title - this job must be enabled on a dwarf or that dwarf will not participate in that level of the economic path. | ||
− | Following the building is a list of skills and/or raw materials needed to make that building, or a #d reference to the job . All buildings require building designer. | + | Following the building is a list of skills and/or raw materials needed to make that building, or a #d reference to the job that can produce the good needed to do the job. All buildings require building designer, specialized requirements for different buildings will be added when I get around to it (see [[Buildings]] for now). |
+ | * Outputs (on right) - These are the goods that are produced by the economic activity in question. | ||
== Raw Materials == | == Raw Materials == | ||
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assign these jobs through the designate or zone options. | assign these jobs through the designate or zone options. | ||
− | Walls -> <I>Pick</I>/Mining -> Stone | + | [[Walls]] -> <I>[[Pick]]</I>/[[Mining]] -> [[Stone]] |
− | ( | + | (designate -> Mine) |
− | Trees -> <I>Axe</I>/Wood Cutting -> Wood | + | [[Trees]] -> <I>[[Axe]]</I>/[[Wood Cutting]] -> [[Wood]] |
(designate -> Chop Trees) | (designate -> Chop Trees) | ||
− | Walls -> none/Stone Detailing -> Room Quality (Happiness/Money) | + | [[Walls]] -> none/[[Stone Detailing]] -> [[Room Quality]] ([[Happiness]]/Money) |
(designate -> Smooth, Engrave) | (designate -> Smooth, Engrave) | ||
− | Water -> none/Fishing -> Fish | + | [[Water]] -> none/[[Fishing]] -> [[Fish]] |
(designate -> Fish, do this at the level above the water) | (designate -> Fish, do this at the level above the water) | ||
− | Animals -> <I>Crossbow</I>,Bolts/Hunting -> Corpses | + | [[Animals]] -> <I>[[Crossbow]]</I>,<I>[[Bolts]]</I>/[[Hunting]] -> [[Corpses]] |
(assign any dwarf the hunt job) | (assign any dwarf the hunt job) | ||
− | Plants -> none/Gather Plants -> Crops | + | [[Plants]] -> none/[[Gather Plants]] -> [[Crops]] |
+ | (designate -> Gather Plants) | ||
== Second Tier Materials == | == Second Tier Materials == | ||
(only raw materials needed as input) | (only raw materials needed as input) | ||
− | Stone -> Mason Shop/Masonry -> Furniture, Blocks | + | [[Stone]] -> [[Mason Shop]]/[[Masonry]] -> [[Furniture]], [[Blocks]] |
− | Wood -> Carpenters Shop/Carpentry -> Furniture, Blocks, Barrels | + | [[Wood]] -> [[Carpenters Shop]]/[[Carpentry]] -> [[Furniture]], [[Blocks]], [[Barrels]] |
− | Stone -> Craftsdwarfs Shop/Stonecrafting -> Goods (Money) | + | [[Stone]] -> [[Craftsdwarfs Shop]]/[[Stonecrafting]] -> [[Goods]] ([[Money]]) |
− | Wood -> Craftsdwarfs Shop/Woodcrafting -> Goods (Money) | + | [[Wood]] -> [[Craftsdwarfs Shop]]/[[Woodcrafting]] -> [[Goods]] ([[Money]]) |
− | Bone -> Craftsdwarfs Shop/Bonecarving -> Goods (Money) | + | [[Bone]] -> [[Craftsdwarfs Shop]]/[[Bonecarving]] -> [[Goods]] ([[Money]]) |
− | Fish -> Fishery/Fish Cleaning -> Edible Fish | + | [[Fish]] -> [[Fishery]]/[[Fish Cleaning]] -> [[Edible Fish]] |
− | Stone -> Mechanic's Workshop/Mechanics -> Stone Mechanics | + | [[Stone]] -> [[Mechanic's Workshop]]/[[Mechanics]] -> [[Stone Mechanics]] |
+ | |||
+ | [[Wood]] -> [[Bowyer's Workshop]]/[[Bowyer]] -> [[Wooden Crossbow]] | ||
== Higher Tier Materials == | == Higher Tier Materials == | ||
− | Seeds -> Farm Plot/Farming -> Crops | + | [[Seeds]] -> [[Farm Plot]]/[[Farming]] -> [[Crops]] |
(note that the Farm Plot while it is a building is not a workshop) | (note that the Farm Plot while it is a building is not a workshop) | ||
− | Tame Animals -> Kennels/Animal Training -> Trained Animals | + | [[Vermin]], [[Traps]] -> [[Kennels]] or [[Butcher Shop]]/[[Trapper]] -> |
+ | |||
+ | Tame [[Animals]] -> [[Kennels]]/[[Animal Training]] -> Trained [[Animals]] | ||
(note that the Kennels while it is a building is not a workshop) | (note that the Kennels while it is a building is not a workshop) | ||
− | Barrels, Crops -> Still/Brewing -> Drink, Seeds | + | [[Barrels]], [[Crops]] -> [[Still]]/[[Brewing]] -> [[Drink]], [[Seeds]] |
− | Crops and/or Meat -> Kitchen/Cooking -> Prepared Meals | + | [[Crops]] and/or [[Meat]] -> [[Kitchen]]/[[Cooking]] -> [[Prepared Meals]] |
− | + | [[Metal]], [[Charcoal]] -> [[Metalsmith's Forge]]/[[Armorsmith]] -> [[Armor]] | |
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Revision as of 20:35, 6 November 2007
Overall Economic Flowchart
All buildings require Building Design to go up, most require stone and/or wood, some require other orders or materials (listed in parens after the building). Each process on the economic flowchart has the following components:
- Inputs (on left) - the process will use up these raw materials.
- Building/Job - you assign this process in this building. If building is in italics, it is an object, instead. Following the slash is a job title - this job must be enabled on a dwarf or that dwarf will not participate in that level of the economic path.
Following the building is a list of skills and/or raw materials needed to make that building, or a #d reference to the job that can produce the good needed to do the job. All buildings require building designer, specialized requirements for different buildings will be added when I get around to it (see Buildings for now).
- Outputs (on right) - These are the goods that are produced by the economic activity in question.
Raw Materials
assign these jobs through the designate or zone options.
(designate -> Mine)
Trees -> Axe/Wood Cutting -> Wood
(designate -> Chop Trees)
Walls -> none/Stone Detailing -> Room Quality (Happiness/Money)
(designate -> Smooth, Engrave)
(designate -> Fish, do this at the level above the water)
Animals -> Crossbow,Bolts/Hunting -> Corpses
(assign any dwarf the hunt job)
Plants -> none/Gather Plants -> Crops
(designate -> Gather Plants)
Second Tier Materials
(only raw materials needed as input)
Stone -> Mason Shop/Masonry -> Furniture, Blocks
Wood -> Carpenters Shop/Carpentry -> Furniture, Blocks, Barrels
Stone -> Craftsdwarfs Shop/Stonecrafting -> Goods (Money)
Wood -> Craftsdwarfs Shop/Woodcrafting -> Goods (Money)
Bone -> Craftsdwarfs Shop/Bonecarving -> Goods (Money)
Fish -> Fishery/Fish Cleaning -> Edible Fish
Stone -> Mechanic's Workshop/Mechanics -> Stone Mechanics
Wood -> Bowyer's Workshop/Bowyer -> Wooden Crossbow
Higher Tier Materials
Seeds -> Farm Plot/Farming -> Crops
(note that the Farm Plot while it is a building is not a workshop)
Vermin, Traps -> Kennels or Butcher Shop/Trapper ->
Tame Animals -> Kennels/Animal Training -> Trained Animals
(note that the Kennels while it is a building is not a workshop)
Barrels, Crops -> Still/Brewing -> Drink, Seeds
Crops and/or Meat -> Kitchen/Cooking -> Prepared Meals