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Difference between revisions of "40d:Economics"
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− | + | = Overall Economic Flowchart = | |
Each process on the economic flowchart has the following components: | Each process on the economic flowchart has the following components: | ||
Line 7: | Line 7: | ||
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. | ||
+ | |||
+ | Note: an article is desperately needed to cover the concept of happy thoughts. | ||
== Raw Materials == | == Raw Materials == | ||
Line 12: | Line 14: | ||
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]], some of which is also [[Ore]] or [[Flux]] or [[Gems]] or [[Coal]] or [[Lignite]] |
:(designate -> Mine) | :(designate -> Mine) | ||
Line 18: | Line 20: | ||
:(designate -> Chop Trees) | :(designate -> Chop Trees) | ||
− | [[Walls]] -> none/[[Engraving|Stone Detailing]] -> [[Rooms#Room_grades|Room Quality]] | + | [[Walls]] -> none/[[Engraving|Stone Detailing]] -> [[Rooms#Room_grades|Room Quality]] |
:(designate -> Smooth Stone) and (designate -> Engrave Stone) | :(designate -> Smooth Stone) and (designate -> Engrave Stone) | ||
+ | : The reason you do this is to give your dwarves happy thoughts, which has a (poorly understood?) beneficial effect. | ||
− | [[Water]] -> none/[[Fishing]] -> [[Fish]] | + | [[Water]] -> none/[[Fishing]] -> Raw [[Fish]] |
:(designate -> Fish, do this at the level above the water) | :(designate -> Fish, do this at the level above the water) | ||
Line 29: | Line 32: | ||
[[Bush|Bushes]] -> none/[[Gather Plants]] -> [[Crops]] | [[Bush|Bushes]] -> none/[[Gather Plants]] -> [[Crops]] | ||
:(designate -> Gather Plants) | :(designate -> Gather Plants) | ||
+ | |||
+ | [[Crops]] -> [[Food#Eating|Eating]] -> [[Seeds]] | ||
+ | |||
+ | [[Seed]] -> [[Farm plot]]/[[Farming|Farming(fields)]] -> [[Crops]] | ||
+ | :(note that the Farm Plot while it is a building is not a workshop) | ||
== Second Tier Materials == | == Second Tier Materials == | ||
(only raw materials needed as input) | (only raw materials needed as input) | ||
+ | |||
+ | Raw [[Fish]] -> [[Fishery]]/[[Fish Cleaning]] -> [[Fish]] | ||
+ | |||
+ | [[Corpse]] -> [[Butcher's Shop]]/[[Butchery]] -> [[Meat]] (which is [[Food]]), [[Fat]], [[Skin]], [[Bones]], [[Skulls]] | ||
[[Stone]] -> [[Mason's workshop]]/[[construction|Masonry]] -> [[Furniture]], [[Blocks]] | [[Stone]] -> [[Mason's workshop]]/[[construction|Masonry]] -> [[Furniture]], [[Blocks]] | ||
Line 38: | Line 50: | ||
[[Stone]] -> [[Mechanic's workshop]]/[[Mechanics]] -> [[Mechanism]] | [[Stone]] -> [[Mechanic's workshop]]/[[Mechanics]] -> [[Mechanism]] | ||
− | |||
− | |||
− | |||
− | |||
[[Wood]] -> [[Carpenter's workshop]]/[[construction|Carpentry]] -> [[Furniture]], [[Blocks]], [[Container|Barrels]], [[Container|Bins]] | [[Wood]] -> [[Carpenter's workshop]]/[[construction|Carpentry]] -> [[Furniture]], [[Blocks]], [[Container|Barrels]], [[Container|Bins]] | ||
Line 51: | Line 59: | ||
[[Wood]] -> [[Bowyer's workshop]]/[[Bowyer]] -> [[Crossbow|Wooden Crossbow]] | [[Wood]] -> [[Bowyer's workshop]]/[[Bowyer]] -> [[Crossbow|Wooden Crossbow]] | ||
− | [[Wood]] -> [[Wood furnace]]/[[Wood burning]] -> [[Charcoal]] | + | [[Wood]] -> [[Wood furnace]]/[[Wood burning]] -> [[Charcoal]], which is [[Fuel]] |
[[Wood]] -> [[Wood furnace]]/[[Wood burning]] -> [[Ash]] | [[Wood]] -> [[Wood furnace]]/[[Wood burning]] -> [[Ash]] | ||
Line 57: | Line 65: | ||
== Higher Tier Materials == | == Higher Tier Materials == | ||
− | [[ | + | === Animal Based === |
− | + | some [[Fish]] -> [[Food#Eating|Eating]] -> [[Shell]] and/or [[Bone]] | |
− | |||
− | [[ | + | Wild [[Animals]], <I>[[Animal Trap]]</I> -> none/[[Trapping]] -> Captured [[Animals]] |
− | |||
− | [[Pig Iron]] + [[Iron Bars]] + [[Flux]] + [[Fuel]] -> [[Smelter]]/[[Smelting]] -> [[Steel Bars]] | + | 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) | ||
+ | :(also animal training only works for Dogs right now) | ||
+ | |||
+ | Tame [[Animal]] -> [[Butcher's Shop]]/[[Butchery]] -> [[Corpse]] | ||
+ | : ({{K|Z}}-Animals-Ready for Slaughter) | ||
+ | : Really? | ||
+ | : I thought it was U->Select the Animal Unit->Set "Ready for Slaughter" to (Y). | ||
+ | |||
+ | [[Fat]] -> [[Cooking]]?/[[Kitchen]] -> [[Tallow]] | ||
+ | |||
+ | [[Tallow]], [[Lye]] -> [[Soaper]]/[[Alchemist's laboratory]] -> [[Soap]] | ||
+ | : The documentation on other wiki pages is inconsistent on this one but Soap doesn't do anything yet, so it's not critical. | ||
+ | |||
+ | [[Skin]] -> [[Tannery|Tanning]]/[[Tannery]] -> [[Leather]] | ||
+ | |||
+ | [[Leather]] -> [[Craftsdwarf's workshop]]/[[Leatherworking]] -> [[Armor]], [[Bags]] | ||
+ | |||
+ | [[Bone]] -> [[Craftsdwarf's workshop]]/[[Craft#Crafts|Bonecarving]] -> [[Craft]], [[Bolts]], [[Armor]], [[Decoration]] | ||
+ | |||
+ | [[Shell]] -> [[Craftsdwarf's workshop]]/[[Craft#Crafts|Bonecarving]] -> [[Craft]], [[Decoration]] | ||
+ | |||
+ | [[Skull]] -> [[Craftsdwarf's workshop]]/[[Craft#Crafts|Bonecarving]] -> [[Totem]] | ||
+ | |||
+ | : What are totems for? Can't find any info on the wiki. | ||
+ | |||
+ | === Metal === | ||
+ | : note - the various "Magma" variants all require [[Magma]], and use less [[Fuel]] - no Fuel at all if you don't make steel. | ||
+ | : The reaction table for which Ores make which metals and/or alloys is complex and beyond the scope of this article. see [[Ore]] for details. | ||
+ | : Metals can be used to make different sorts of things, see the article for a given product to see which metals are suitable. | ||
+ | |||
+ | [[Ore]] + [[Fuel]] -> [[Smelter]]/[[Smelting]] -> [[Metal|Metal Bars]] | ||
+ | |||
+ | [[Ore]] x 2 + [[Fuel]] -> [[Smelter]]/[[Smelting]] -> Various [[Alloy]] | ||
+ | : Does this take extra units of fuel? It looks to me like it doesn't. | ||
+ | |||
+ | [[Ore]] -> [[Magma Smelter]]/[[Smelting]] -> [[Metal Bars]] | ||
+ | |||
+ | [[Ore]] x 2 -> [[Magma Smelter]]/[[Smelting]] -> Various [[Alloy]] | ||
+ | |||
+ | [[Coal]] + [[Fuel]] -> [[Smelter]]/[[Smelting]] -> [[Coke]] x 3, which is [[Fuel]] | ||
+ | |||
+ | [[Coal]] -> [[Magma Smelter]]/[[Smelting]] -> [[Coke]] x 3, which is [[Fuel]] | ||
+ | |||
+ | [[Lignite]] + [[Fuel]] -> [[Smelter]]/[[Smelting]] -> [[Coke]] x2, which is [[Fuel]] | ||
+ | |||
+ | [[Lignite]] -> [[Magma Smelter]]/[[Smelting]] -> [[Coke]] x2, which is [[Fuel]] | ||
+ | |||
+ | [[Iron Bars]] + [[Flux]] + [[Fuel]] -> [[Smelter]] or [[Magma Smelter]]/[[Smelting]] -> [[Pig Iron]] | ||
+ | |||
+ | [[Pig Iron]] + [[Iron Bars]] + [[Flux]] + [[Fuel]] -> [[Smelter]] or [[Magma Smelter]]/[[Smelting]] -> [[Steel Bars]] x 2 | ||
+ | |||
+ | : note - this means, to stay in steady operation, smelt iron ore twice, then pig iron once, then steel bars once. The four operations togethether produce 2 steel. Magma halves the fuel cost but does not eliminate it. | ||
[[Metal|Metal Bars]] + [[Fuel]] -> [[Smelter]]/[[Smelting]] -> [[Alloy]] | [[Metal|Metal Bars]] + [[Fuel]] -> [[Smelter]]/[[Smelting]] -> [[Alloy]] | ||
+ | |||
+ | : it's generally a better idea to make the alloy directly from ore, I believe. | ||
[[Metal|Metal Bars]] + [[Fuel]] -> [[Metalsmith's Forge]]/[[Metal crafting]] or [[Blacksmithing]] -> [[Metal Item]] | [[Metal|Metal Bars]] + [[Fuel]] -> [[Metalsmith's Forge]]/[[Metal crafting]] or [[Blacksmithing]] -> [[Metal Item]] | ||
+ | : This obviously needs to be fleshed out. | ||
[[Metal]], [[Fuel]] -> [[Metalsmith's Forge]]/[[Armorsmith]] -> [[Armor]] | [[Metal]], [[Fuel]] -> [[Metalsmith's Forge]]/[[Armorsmith]] -> [[Armor]] | ||
[[Metal]], [[Fuel]] -> [[Metalsmith's Forge]]/[[Weaponsmith]] -> [[Weapon]] | [[Metal]], [[Fuel]] -> [[Metalsmith's Forge]]/[[Weaponsmith]] -> [[Weapon]] | ||
− | |||
− | |||
− | |||
− | |||
− | + | === Misc === | |
− | + | Empty [[Bags]] -> [[Glass Furnace]] / [[Item Hauling]]?!?! -> [[Sand]] | |
+ | : You need to assign the collect sand job to a glass furance, AND | ||
+ | : use Zones -> Collect Sand | ||
+ | : FWIW I can | ||
− | + | [[Sand]] -> [[Glass Furnace]] / [[Glassworking]] -> [[Furniture]] ...? | |
+ | : It is presently impossible to make glass weapons because those require glass bars, which you cannot make. | ||
− | + | [[Vermin]], [[Traps]] -> [[Kennels]] or [[Butcher's shop]]/[[Trapper]] -> | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
[[Barrel]], [[Crops]] -> [[Still]]/[[Brewing]] -> [[Alcohol]], [[Seed|Seeds]] | [[Barrel]], [[Crops]] -> [[Still]]/[[Brewing]] -> [[Alcohol]], [[Seed|Seeds]] | ||
− | [[Crops]] and/or [[Meat]] and/or [[Alcohol]] -> [[Kitchen]]/[[Cooking]] -> [[Food#Prepared_food|Prepared Meals]] | + | [[Crops]] and/or [[Meat]] and/or [[Alcohol]] and/or [[Fish]] -> [[Kitchen]]/[[Cooking]] -> [[Food#Prepared_food|Prepared Meals]] |
+ | : IMPORTANT NOTE - Cooked Crops do *not* produce seeds, so it is generally a bad idea to cook crops unless you have plenty (Z->Kitchen to disable cooking of crops). | ||
+ | : Once you have excess seeds, you can cook half of your crops and still have enough seeds to replace them. | ||
− | [[Crops]] -> [[Farmer's workshop]]/[[Threshing]] -> [[Thread]] | + | [[Crops]] -> [[Farmer's workshop]]/[[Threshing]] -> [[Thread]] + [[Seeds]] x 2 |
+ | : (Verify that this produces seeds) | ||
[[Thread]] -> [[Loom]]/[[Weaving]] -> [[Cloth]] | [[Thread]] -> [[Loom]]/[[Weaving]] -> [[Cloth]] | ||
[[Cloth]] -> [[Clothier's shop]]/[[Clothesmaking]] -> [[Clothing]] | [[Cloth]] -> [[Clothier's shop]]/[[Clothesmaking]] -> [[Clothing]] | ||
+ | |||
+ | == Material Classifications == | ||
+ | : This is to help you find stuff in the stock pages | ||
+ | |||
+ | : [[Fuel]] of every kind, as well as [[Ash]] and [[Potash]], are classified as Metal Bars for some mysterious reason. | ||
[[category: Economy]] | [[category: Economy]] |
Revision as of 21:48, 16 November 2007
Overall Economic Flowchart
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.
Note: an article is desperately needed to cover the concept of happy thoughts.
Raw Materials
assign these jobs through the designate or zone options.
Walls -> Pick/Mining -> Stone, some of which is also Ore or Flux or Gems or Coal or Lignite
- (designate -> Mine)
Trees -> Battle axe/Wood Cutter -> Wood
- (designate -> Chop Trees)
Walls -> none/Stone Detailing -> Room Quality
- (designate -> Smooth Stone) and (designate -> Engrave Stone)
- The reason you do this is to give your dwarves happy thoughts, which has a (poorly understood?) beneficial effect.
Water -> none/Fishing -> Raw Fish
- (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)
Seed -> Farm plot/Farming(fields) -> Crops
- (note that the Farm Plot while it is a building is not a workshop)
Second Tier Materials
(only raw materials needed as input)
Raw Fish -> Fishery/Fish Cleaning -> Fish
Corpse -> Butcher's Shop/Butchery -> Meat (which is Food), Fat, Skin, Bones, Skulls
Stone -> Mason's workshop/Masonry -> Furniture, Blocks
Stone -> Craftsdwarf's workshop/Stonecrafting -> Craft, Short Sword
Stone -> Mechanic's workshop/Mechanics -> Mechanism
Wood -> Carpenter's workshop/Carpentry -> Furniture, Blocks, Barrels, Bins
Wood -> Craftsdwarf's workshop/Woodcrafting -> Craft, Bolts
Wood -> Carpenter's workshop/Trapping -> Animal Trap
Wood -> Bowyer's workshop/Bowyer -> Wooden Crossbow
Wood -> Wood furnace/Wood burning -> Charcoal, which is Fuel
Wood -> Wood furnace/Wood burning -> Ash
- (note - the Wood Furnace is a Furnace, not a workshop)
Higher Tier Materials
Animal Based
some Fish -> Eating -> Shell and/or Bone
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)
- (also animal training only works for Dogs right now)
Tame Animal -> Butcher's Shop/Butchery -> Corpse
- (Z-Animals-Ready for Slaughter)
- Really?
- I thought it was U->Select the Animal Unit->Set "Ready for Slaughter" to (Y).
Fat -> Cooking?/Kitchen -> Tallow
Tallow, Lye -> Soaper/Alchemist's laboratory -> Soap
- The documentation on other wiki pages is inconsistent on this one but Soap doesn't do anything yet, so it's not critical.
Skin -> Tanning/Tannery -> Leather
Leather -> Craftsdwarf's workshop/Leatherworking -> Armor, Bags
Bone -> Craftsdwarf's workshop/Bonecarving -> Craft, Bolts, Armor, Decoration
Shell -> Craftsdwarf's workshop/Bonecarving -> Craft, Decoration
Skull -> Craftsdwarf's workshop/Bonecarving -> Totem
- What are totems for? Can't find any info on the wiki.
Metal
- note - the various "Magma" variants all require Magma, and use less Fuel - no Fuel at all if you don't make steel.
- The reaction table for which Ores make which metals and/or alloys is complex and beyond the scope of this article. see Ore for details.
- Metals can be used to make different sorts of things, see the article for a given product to see which metals are suitable.
Ore + Fuel -> Smelter/Smelting -> Metal Bars
Ore x 2 + Fuel -> Smelter/Smelting -> Various Alloy
- Does this take extra units of fuel? It looks to me like it doesn't.
Ore -> Magma Smelter/Smelting -> Metal Bars
Ore x 2 -> Magma Smelter/Smelting -> Various Alloy
Coal + Fuel -> Smelter/Smelting -> Coke x 3, which is Fuel
Coal -> Magma Smelter/Smelting -> Coke x 3, which is Fuel
Lignite + Fuel -> Smelter/Smelting -> Coke x2, which is Fuel
Lignite -> Magma Smelter/Smelting -> Coke x2, which is Fuel
Iron Bars + Flux + Fuel -> Smelter or Magma Smelter/Smelting -> Pig Iron
Pig Iron + Iron Bars + Flux + Fuel -> Smelter or Magma Smelter/Smelting -> Steel Bars x 2
- note - this means, to stay in steady operation, smelt iron ore twice, then pig iron once, then steel bars once. The four operations togethether produce 2 steel. Magma halves the fuel cost but does not eliminate it.
Metal Bars + Fuel -> Smelter/Smelting -> Alloy
- it's generally a better idea to make the alloy directly from ore, I believe.
Metal Bars + Fuel -> Metalsmith's Forge/Metal crafting or Blacksmithing -> Metal Item
- This obviously needs to be fleshed out.
Metal, Fuel -> Metalsmith's Forge/Armorsmith -> Armor
Metal, Fuel -> Metalsmith's Forge/Weaponsmith -> Weapon
Misc
Empty Bags -> Glass Furnace / Item Hauling?!?! -> Sand
- You need to assign the collect sand job to a glass furance, AND
- use Zones -> Collect Sand
- FWIW I can
Sand -> Glass Furnace / Glassworking -> Furniture ...?
- It is presently impossible to make glass weapons because those require glass bars, which you cannot make.
Vermin, Traps -> Kennels or Butcher's shop/Trapper ->
Barrel, Crops -> Still/Brewing -> Alcohol, Seeds
Crops and/or Meat and/or Alcohol and/or Fish -> Kitchen/Cooking -> Prepared Meals
- IMPORTANT NOTE - Cooked Crops do *not* produce seeds, so it is generally a bad idea to cook crops unless you have plenty (Z->Kitchen to disable cooking of crops).
- Once you have excess seeds, you can cook half of your crops and still have enough seeds to replace them.
Crops -> Farmer's workshop/Threshing -> Thread + Seeds x 2
- (Verify that this produces seeds)
Thread -> Loom/Weaving -> Cloth
Cloth -> Clothier's shop/Clothesmaking -> Clothing
Material Classifications
- This is to help you find stuff in the stock pages