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Difference between revisions of "40d:Economics"
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=== Overall Economic Flowchart === | === 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. | * 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 that can produce the good needed to do the job. All buildings require building designer, specialized requirements for different buildings will be added when I get around to it (see [[Building]] for now). | Following the building is a list of skills and/or raw materials needed to make that building, or a #d reference to the job that can produce the good needed to do the job. All buildings require building designer, specialized requirements for different buildings will be added when I get around to it (see [[Building]] for now). | ||
* Outputs (on right) - These are the goods that are produced by the economic activity in question. | * Outputs (on right) - These are the goods that are produced by the economic activity in question. | ||
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[[Walls]] -> <I>[[Pick]]</I>/[[Mining]] -> [[Stone]] | [[Walls]] -> <I>[[Pick]]</I>/[[Mining]] -> [[Stone]] | ||
− | + | :(designate -> Mine) | |
[[Chop down trees|Trees]] -> <I>[[Battle axe]]</I>/[[Wood Cutter]] -> [[Wood]] | [[Chop down trees|Trees]] -> <I>[[Battle axe]]</I>/[[Wood Cutter]] -> [[Wood]] | ||
− | + | :(designate -> Chop Trees) | |
[[Walls]] -> none/[[Engraving|Stone Detailing]] -> [[Rooms#Room_grades|Room Quality]] ([[Happiness]]/Money) | [[Walls]] -> none/[[Engraving|Stone Detailing]] -> [[Rooms#Room_grades|Room Quality]] ([[Happiness]]/Money) | ||
− | + | :(designate -> Smooth Stone) and (designate -> Engrave Stone) | |
[[Water]] -> none/[[Fishing]] -> [[Fish]] | [[Water]] -> none/[[Fishing]] -> [[Fish]] | ||
− | + | :(designate -> Fish, do this at the level above the water) | |
[[Animals]] -> <I>[[Weapon]]</I>/[[Ambusher|Hunting]] -> [[Corpse|Corpses]] | [[Animals]] -> <I>[[Weapon]]</I>/[[Ambusher|Hunting]] -> [[Corpse|Corpses]] | ||
− | + | :(assign any dwarf the hunt job) | |
[[Bush|Bushes]] -> none/[[Gather Plants]] -> [[Crops]] | [[Bush|Bushes]] -> none/[[Gather Plants]] -> [[Crops]] | ||
− | + | :(designate -> Gather Plants) | |
== Second Tier Materials == | == Second Tier Materials == | ||
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[[Wood]] -> [[Wood furnace]]/[[Wood burning]] -> [[Charcoal]] | [[Wood]] -> [[Wood furnace]]/[[Wood burning]] -> [[Charcoal]] | ||
− | + | :(note - the Wood Furnace is a Furnace, not a workshop) | |
[[Wood]] -> [[Carpenter's workshop]]/[[Skills|Trapping]] -> [[Animal Trap]] | [[Wood]] -> [[Carpenter's workshop]]/[[Skills|Trapping]] -> [[Animal Trap]] | ||
Line 56: | Line 58: | ||
== Higher Tier Materials == | == Higher Tier Materials == | ||
[[Stone]] + [[Fuel]] -> [[Smelter]]/[[Smelting]] -> [[Metal|Metal Bars]] | [[Stone]] + [[Fuel]] -> [[Smelter]]/[[Smelting]] -> [[Metal|Metal Bars]] | ||
− | + | :(the stone must be an ore of the given type) | |
− | + | :(fuel can be charcoal or coal) | |
[[Iron Bars]] + [[Fuel]] -> [[Smelter]]/[[Smelting]] -> [[Pig Iron]] | [[Iron Bars]] + [[Fuel]] -> [[Smelter]]/[[Smelting]] -> [[Pig Iron]] | ||
− | + | :(fuel can be charcoal or coal) | |
[[Pig Iron]] + [[Flux]] + [[Fuel]] -> [[Smelter]]/[[Smelting]] -> [[Steel Bars]] | [[Pig Iron]] + [[Flux]] + [[Fuel]] -> [[Smelter]]/[[Smelting]] -> [[Steel Bars]] | ||
− | + | :(A Magma Forge does not require the fuel) | |
[[Metal|Metal Bars]] + [[Fuel]] -> [[Smelter]]/[[Smelting]] -> [[Alloy]] | [[Metal|Metal Bars]] + [[Fuel]] -> [[Smelter]]/[[Smelting]] -> [[Alloy]] | ||
Line 72: | Line 74: | ||
[[Metal]], [[Fuel]] -> [[Metalsmith's Forge]]/[[Weaponsmith]] -> [[Weapon]] | [[Metal]], [[Fuel]] -> [[Metalsmith's Forge]]/[[Weaponsmith]] -> [[Weapon]] | ||
− | + | :(A Magma Forge does not require the fuel) | |
[[Seed]] -> [[Farm plot]]/[[Farming|Farming(fields)]] -> [[Crops]] | [[Seed]] -> [[Farm plot]]/[[Farming|Farming(fields)]] -> [[Crops]] | ||
− | + | :(note that the Farm Plot while it is a building is not a workshop) | |
[[Vermin]], [[Traps]] -> [[Kennels]] or [[Butcher's shop]]/[[Trapper]] -> | [[Vermin]], [[Traps]] -> [[Kennels]] or [[Butcher's shop]]/[[Trapper]] -> | ||
Line 84: | Line 86: | ||
Tame [[Animals]] -> [[Kennels]]/[[Animal Training]] -> Trained [[Animals]] | Tame [[Animals]] -> [[Kennels]]/[[Animal Training]] -> Trained [[Animals]] | ||
− | + | :(note that the Kennels while it is a building is not a workshop) | |
Tame [[Animal]] -> [[Butcher's Shop]]/[[Butchery]] -> [[Corpse]] | Tame [[Animal]] -> [[Butcher's Shop]]/[[Butchery]] -> [[Corpse]] |
Revision as of 20:36, 12 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 Building 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 -> Battle axe/Wood Cutter -> Wood
- (designate -> Chop Trees)
Walls -> none/Stone Detailing -> Room Quality (Happiness/Money)
- (designate -> Smooth Stone) and (designate -> Engrave Stone)
- (designate -> Fish, do this at the level above the water)
Animals -> Weapon/Hunting -> Corpses
- (assign any dwarf the hunt job)
Bushes -> none/Gather Plants -> Crops
- (designate -> Gather Plants)
Second Tier Materials
(only raw materials needed as input)
Stone -> Mason's workshop/Masonry -> Furniture, Blocks
Wood -> Carpenter's workshop/Carpentry -> Furniture, Blocks, Barrels
Stone -> Craftsdwarf's workshop/Stonecrafting -> Craft, Decoration,
Wood -> Craftsdwarf's workshop/Woodcrafting -> Craft, Bolts
Bone or Shell -> Craftsdwarf's workshop/Bonecarving -> Craft, Bolts, Armor
Raw Fish -> Fishery/Fish Cleaning -> Fish
Stone -> Mechanic's workshop/Mechanics -> Mechanism
Wood -> Bowyer's workshop/Bowyer -> Wooden Crossbow
Wood -> Wood furnace/Wood burning -> Charcoal
- (note - the Wood Furnace is a Furnace, not a workshop)
Wood -> Carpenter's workshop/Trapping -> Animal Trap
Higher Tier Materials
Stone + Fuel -> Smelter/Smelting -> Metal Bars
- (the stone must be an ore of the given type)
- (fuel can be charcoal or coal)
Iron Bars + Fuel -> Smelter/Smelting -> Pig Iron
- (fuel can be charcoal or coal)
Pig Iron + Flux + Fuel -> Smelter/Smelting -> Steel Bars
- (A Magma Forge does not require the fuel)
Metal Bars + Fuel -> Smelter/Smelting -> Alloy
Metal Bars + Fuel -> Metalsmith's Forge/Metal crafting or Blacksmithing -> Metal Item
Metal, Fuel -> Metalsmith's Forge/Armorsmith -> Armor
Metal, Fuel -> Metalsmith's Forge/Weaponsmith -> Weapon
- (A Magma Forge does not require the fuel)
Seed -> Farm plot/Farming(fields) -> Crops
- (note that the Farm Plot while it is a building is not a workshop)
Vermin, Traps -> Kennels or Butcher's shop/Trapper ->
Wild Animals, Animal Trap -> none/Trapping -> Captured Animals
Captured Animals -> Kennels/Animal Training -> Tame Animals
Tame Animals -> Kennels/Animal Training -> Trained Animals
- (note that the Kennels while it is a building is not a workshop)
Tame Animal -> Butcher's Shop/Butchery -> Corpse (Z-Animals-Ready for Slaughter)
Corpse -> Butcher's Shop/Butchery -> Meat
Barrel, Crops -> Still/Brewing -> Alcohol, Seeds
Crops and/or Meat and/or Alcohol -> Kitchen/Cooking -> Prepared Meals
Crops -> Farmer's workshop/Threshing -> Thread