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Difference between revisions of "Industry"
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Industries in Dwarf Fortress can be broken into the following categories. These categories are based on [http://geography.about.com/od/urbaneconomicgeography/a/sectorseconomy.htm Economy Sectors]. Note that the end products of one industry are often the inputs to another, and some industries can fit into more than one category. | Industries in Dwarf Fortress can be broken into the following categories. These categories are based on [http://geography.about.com/od/urbaneconomicgeography/a/sectorseconomy.htm Economy Sectors]. Note that the end products of one industry are often the inputs to another, and some industries can fit into more than one category. | ||
===Primary Industries=== | ===Primary Industries=== | ||
− | *[[Wood industry]]: Growing and cutting wood to produce items including furniture and fuel. | + | *[[Wood industry]]: Growing and cutting wood to produce items including furniture and fuel. To start wood crafting, a carpenter's workshop is needed. Wood can be used for making pretty much anything but note that wooden weapons will become training weapons instead (great for danger room) and that wood is definitely not magma-safe (obvious). Those tree hugging elves will whine if you chop too many trees down and will send a diplomat begging you stop. |
− | *[[Stone industry]]: Exploration and mining stone to produce buildings and items. | + | *[[Stone industry]]: Exploration and mining stone to produce buildings and items. Stone is a versatile material and can be used to make furniture and crafts or building stone walls to protect your squishier dwarves. Note that any type of wall can't be destroyed by any invader/monster no matter the material (wood,stone,clay,...) but for role playing purposes, having stone walls sounds so much better than having wooden ones. |
− | *[[Farming]] industry: The gathering and farming of plants for food and textiles. | + | *[[Farming]] industry: The gathering and farming of plants for food and textiles. Your plants will first be processed in the farmer's workshop then woven into cloth in the loom. The clothier's workshop turn the cloth into clothes. Every year, queue up a few clothes to make sure you don't have naked dwarves running around. |
− | *[[Fishing industry]]: Fish are harvested and processed into food and shells. | + | *[[Fishing industry]]: Fish are harvested and processed into food and shells. Fishermen will automatically fish in nearby pools and rivers unless you designate a fishing area. Shells are great for making crafts and/or encrusting them in finished goods. |
− | *[[Meat industry]]: Animals are processed into meat, leather, bones, teeth and horns. | + | *[[Meat/Bone industry]]: Animals are processed into meat, leather, bones, teeth, horns and skulls. Meat rots away pretty fast so don't overdo it you already have an abundance of food. Leather is great for clothing as well as making backpacks, quivers and water-skins. Farming animals for their bones is a great idea since a legendary bone carver can encrust your finished goods with said bones masterfully thus increasing the value of your fort dramatically (and making your dwarves get more happy thoughts). Teeth are pretty much useless but horns are valuable items for making crafts or encrusting furniture/finished goods. If you have too many skulls lying around, make totems. Masterful skull totems of even unremarkable animals such as turkeys may fetch 120 dwarf bucks per totem. Note that having many animals on site will tank your FPS. |
− | *[[Metal industry]]: Raw ore is refined into metal bars, which may be used for weapons, armor, furniture, and crafts. | + | *[[Metal industry]]: Raw ore is refined into metal bars, which may be used for weapons, armor, furniture, and crafts. Prioritize your weapon grade metals (bronze,steel,iron, etc...) to making weapons and tools. Gold is useful if you want to bump up the value of certain rooms or to satisfy your role playing needs (gold throne, gold chains that hold the most exotic pets, gold doors leading to your monarch's room, etc...) |
*[[Beekeeping industry]]: Bees are collected into hives, which produce honeycomb and royal jelly. | *[[Beekeeping industry]]: Bees are collected into hives, which produce honeycomb and royal jelly. | ||
− | *[[Poultry industry]]: Raising egg-laying animals primarily to collect and consume the eggs. Excess animals can be used in the meat industry as a byproduct. | + | *[[Poultry industry]]: Raising egg-laying animals primarily to collect and consume the eggs. Excess animals can be used in the meat industry as a byproduct. Crundles produce a ton of eggs and crundles hatch in adult form making them a great source of eggs, meat, bones and skulls (nasty but effective). |
− | |||
===Secondary Industries=== | ===Secondary Industries=== |
Revision as of 09:16, 30 December 2015
v50.15 · v0.47.05 This article is about the current version of DF.Note that some content may still need to be updated. |
All dwarves love money, and a complete industry in all its glory is the easiest way to make lots and lots of money.
Traditionally industries have been broken into primary (resource extraction), secondary (the refining and reprocessing of these resources into goods), and tertiary (provision of services). Quaternary industries (intellectual activities) are not present due to the fact that dwarves are not known for their intellectual pursuits.
Industries in Dwarf Fortress can be broken into the following categories. These categories are based on Economy Sectors. Note that the end products of one industry are often the inputs to another, and some industries can fit into more than one category.
Primary Industries
- Wood industry: Growing and cutting wood to produce items including furniture and fuel. To start wood crafting, a carpenter's workshop is needed. Wood can be used for making pretty much anything but note that wooden weapons will become training weapons instead (great for danger room) and that wood is definitely not magma-safe (obvious). Those tree hugging elves will whine if you chop too many trees down and will send a diplomat begging you stop.
- Stone industry: Exploration and mining stone to produce buildings and items. Stone is a versatile material and can be used to make furniture and crafts or building stone walls to protect your squishier dwarves. Note that any type of wall can't be destroyed by any invader/monster no matter the material (wood,stone,clay,...) but for role playing purposes, having stone walls sounds so much better than having wooden ones.
- Farming industry: The gathering and farming of plants for food and textiles. Your plants will first be processed in the farmer's workshop then woven into cloth in the loom. The clothier's workshop turn the cloth into clothes. Every year, queue up a few clothes to make sure you don't have naked dwarves running around.
- Fishing industry: Fish are harvested and processed into food and shells. Fishermen will automatically fish in nearby pools and rivers unless you designate a fishing area. Shells are great for making crafts and/or encrusting them in finished goods.
- Meat/Bone industry: Animals are processed into meat, leather, bones, teeth, horns and skulls. Meat rots away pretty fast so don't overdo it you already have an abundance of food. Leather is great for clothing as well as making backpacks, quivers and water-skins. Farming animals for their bones is a great idea since a legendary bone carver can encrust your finished goods with said bones masterfully thus increasing the value of your fort dramatically (and making your dwarves get more happy thoughts). Teeth are pretty much useless but horns are valuable items for making crafts or encrusting furniture/finished goods. If you have too many skulls lying around, make totems. Masterful skull totems of even unremarkable animals such as turkeys may fetch 120 dwarf bucks per totem. Note that having many animals on site will tank your FPS.
- Metal industry: Raw ore is refined into metal bars, which may be used for weapons, armor, furniture, and crafts. Prioritize your weapon grade metals (bronze,steel,iron, etc...) to making weapons and tools. Gold is useful if you want to bump up the value of certain rooms or to satisfy your role playing needs (gold throne, gold chains that hold the most exotic pets, gold doors leading to your monarch's room, etc...)
- Beekeeping industry: Bees are collected into hives, which produce honeycomb and royal jelly.
- Poultry industry: Raising egg-laying animals primarily to collect and consume the eggs. Excess animals can be used in the meat industry as a byproduct. Crundles produce a ton of eggs and crundles hatch in adult form making them a great source of eggs, meat, bones and skulls (nasty but effective).
Secondary Industries
- Alcohol industry: The production of alcohol to keep dwarves hydrated and content.
- Armor industry: Metal, wood, leather, and bone are used to produce armor to keep your dwarves safe.
- Ceramic industry: Clay is used to create moderate quality containers, bricks, and crafts.
- Finished goods industry: Almost all materials can be used to produce crafts for export.
- Food industry: Cooking of items such as meat, eggs, flour, and plants to make meals for hungry dwarves
- Fuel industry: The production of fuel to support the metal, glass and ceramics industries.
- Furniture industry: Using stone, wood, and metal to produce furniture primarily for installation in your outpost.
- Glass industry: Sand is used to create low quality gems, plus an assortment of other goods.
- Gem industry: Raw gems are cut, some into finished goods, while most are then used to decorate ("encrust") a multitude of items.
- Soap industry: The production of soap to be used in healthcare.
- Textile industry: Plant fiber, spider silk, and wool/hair thread are woven into cloth to produce clothing, rope, bags, and bandages, and to decorate crafts.
- Extract industry: Vermin and plants can be processed into valuable extracts for export.
- Weapon industry: Metal, wood, stone, and bone are used to produce weapons to keep the goblins away.
- Paper industryv0.42.01: Papyrus, cloth plants, or animal hide with milk of lime are processed into paper sheets. These are used for quires and scrolls.
Tertiary Industries
- Administration:
ParasitesDwarves who process work orders, keep the inventory, administer justice, and meet with foreign diplomats. Also good at pulling levers. - Healthcare: Patching up your inevitably-wounded dwarves.
- Military: Brave dwarves put themselves in danger so that others may live in peace.
- Trading: Fortress goods are exchanged for materials and goods from other civilized places.
- Entertainment: Attract visitors to your fort using Taverns.
Primary Secondary Tertiary Quaternary