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Difference between revisions of "40d:Economics"
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− | {{quality|Masterwork| | + | {{quality|Masterwork|03:33 27 December 2011 (UTC)}}{{av}} |
− | :''For the game concept added with the baron, see | + | :''For the game concept added with the baron, see [[Dwarven economy]].'' |
= Overall Economic Flowchart = | = Overall Economic Flowchart = | ||
[[Image:Production_chain.gif|thumb|400px|'''Production chain for all workshops'''.<br /> Simplified or out of date - many arrows missing!<br />''(Click to enlarge)'']]Each process on the economic flowchart has the following components: | [[Image:Production_chain.gif|thumb|400px|'''Production chain for all workshops'''.<br /> Simplified or out of date - many arrows missing!<br />''(Click to enlarge)'']]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. | ||
− | * Means/Job - either a | + | * Means/Job - either a [[building]] where the process is assigned, or (if in italics) a tool which the worker must have to carry out the process. 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. |
* 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. | ||
<br /> <br /> | <br /> <br /> | ||
Line 12: | Line 12: | ||
== Raw Materials == | == Raw Materials == | ||
− | + | [[Wall]]s -> <I>[[Pick]]</I>/[[Mining]] -> [[Stone]], some of which is also [[Ore]] or [[Flux]] or [[Gem]]s or [[Coal]] or [[Lignite]] | |
:{{K|d}}esignate -> Mine | :{{K|d}}esignate -> Mine | ||
− | + | [[Chop down trees|Trees]] -> <I>[[Battle axe]]</I>/[[Wood cutter]] -> [[Wood]] | |
:{{K|d}} -> Chop Trees) | :{{K|d}} -> Chop Trees) | ||
− | + | [[Wall]]s -> [[Engraving|Stone Detailing]] -> [[Room#Room_grades|Room Quality]] | |
:{{K|d}} -> Smooth Stone and {{K|d}} -> Engrave Stone | :{{K|d}} -> Smooth Stone and {{K|d}} -> Engrave Stone | ||
:Stone detailing increases the architectural value of floors and walls so improved. Boulders on the surface can also be smoothed so as to not impede wagon access. | :Stone detailing increases the architectural value of floors and walls so improved. Boulders on the surface can also be smoothed so as to not impede wagon access. | ||
− | + | [[Water]] -> [[Fishing]] -> Raw [[Fish]] | |
− | :{{K|i}} -> Fishing is performed from the bank immediately above and next to a water source. Defining an | + | :{{K|i}} -> Fishing is performed from the bank immediately above and next to a water source. Defining an [[activity zone]] is optional. |
− | Wild | + | Wild [[Animal]]s -> <I>[[Weapon]]</I>/[[Ambusher|Hunting]] -> [[Corpse]]s |
− | :Dwarves will do this automatically without your input after the | + | :Dwarves will do this automatically without your input after the labor is enabled. [[Ambusher|Hunt]]ing can be a dangerous task; see the relevant article for details. |
− | + | [[Shrub]]s -> [[Herbalist|Gather Plants]] -> [[Crop]]s | |
:Use {{K|d}} ->{{K|p}} to designate an area in which to gather. | :Use {{K|d}} ->{{K|p}} to designate an area in which to gather. | ||
== Secondary Products == | == Secondary Products == | ||
− | :Only raw materials needed as input. Note that | + | :Only raw materials needed as input. Note that [[furnace]]s have a separate submenu from [[workshop]]s. Kennels and farm plots lack a submenu altogether. |
− | + | [[Seed]] -> [[Farm plot]]/[[Farming|Farming (fields)]] -> [[Crop]]s | |
− | + | [[Crop]]s -> [[Food#Eating|Eating]] -> [[Seed]] x 2 | |
− | :Note that | + | :Note that [[muck root]]s do not have seeds. |
− | Raw | + | Raw [[Fish]] -> [[Fishery]]/[[Fish cleaner|Fish Cleaning]] -> [[Fish]] |
− | + | [[Corpse]] -> [[Butcher's shop]]/[[Butchery]] -> [[Meat]] (which is [[Food]]), [[Fat]], [[Skin]], [[Bone]]s, [[Skull]]s | |
− | + | [[Stone]] -> [[Mason's workshop]]/[[construction|Masonry]] -> [[Furniture]], and [[Block]]s; [[Quern]]s and [[Millstone]]s. | |
− | + | [[Stone]] -> [[Craftsdwarf's workshop]]/[[Craft#Crafts|Stonecrafting]] -> [[Craft]], [[Weapon|Short Sword]] | |
− | + | [[Stone]] -> [[Mechanic's workshop]]/[[Mechanics]] -> [[Mechanism]] | |
− | + | [[Wood]] -> [[Carpenter's workshop]]/[[construction|Carpentry]] -> [[Furniture]], [[Block]]s, [[Container|Barrels]], [[Container|Bins]], [[Bed]]s | |
− | + | [[Wood]] -> [[Craftsdwarf's workshop]]/[[Craft#Crafts|Woodcrafting]] -> [[Craft]], [[Bolt]]s | |
− | + | [[Wood]] -> [[Carpenter's workshop]]/[[Skills|Trapping]] -> [[Animal trap]] | |
− | + | [[Wood]] -> [[Bowyer's workshop]]/[[Bowyer]] -> [[Crossbow|Wooden Crossbow]] | |
− | + | [[Wood]] -> [[Wood furnace]]/[[Wood burner|Wood burning]] -> [[Charcoal|Fuel]] | |
− | + | [[Wood]] -> [[Wood furnace]]/[[Wood burner|Wood burning]] -> [[Ash]] | |
− | + | [[Wood]] -> [[Siege workshop]]/[[Siege engineer]] -> [[Siege engine]] parts and ammunition | |
== Other Products == | == Other Products == | ||
===Animal Products=== | ===Animal Products=== | ||
− | Some | + | Some [[Fish]] -> [[Food#Eating|Eating]] -> [[Shell]] and/or [[Bone]] |
− | Wild | + | Wild [[Animal]] -> [[Animal trap]]/[[Trapping]] -> Captured [[Animal]]s |
− | Tame | + | Tame [[Animal]]s -> [[Kennels]]/[[Animal training]] -> Trained [[Animal]]s |
− | :Not all animals can be tamed. A | + | :Not all animals can be tamed. A [[Dungeon master]] is required to tame more exotic creatures. |
− | Captured | + | Captured [[Animal]]s -> [[Kennels]]/[[Animal training]] -> Tame [[Animal]]s |
− | :Only dogs can be trained without | + | :Only dogs can be trained without [[modding]]. |
− | Tame | + | Tame [[Animal]] -> [[Butcher's shop]]/[[Butchery]] -> [[Corpse]] |
:{{K|z}}-Animals-Ready for Slaughter | :{{K|z}}-Animals-Ready for Slaughter | ||
:{{K|u}}->Select the Animal Unit->Set "Ready for Slaughter" to (Y) if there's a specific animal you want to set for slaughter. Note that pets cannot be slaughtered. | :{{K|u}}->Select the Animal Unit->Set "Ready for Slaughter" to (Y) if there's a specific animal you want to set for slaughter. Note that pets cannot be slaughtered. | ||
− | + | [[Fat]] -> [[Cooking]]/[[Kitchen]] -> [[Tallow]] | |
− | + | [[Tallow]], [[Lye]] -> [[Soaper]]/[[Alchemist's laboratory]] -> [[Soap]] | |
− | : | + | :[[Soap]] is a valuable [[trade|trade good]]. It is not used used to manufacture anything, but can be used for [[construction]]. |
− | + | [[Skin]] -> [[Tanner's shop]]/[[Tanner]] -> [[Leather]] | |
− | + | [[Leather]] -> [[Leather works]]/[[Leatherworking]] -> [[Armor]], [[Bag]]s, [[Backpack]]s, [[Clothing]], [[Decoration]], [[Quiver]]s, [[Waterskin]]s | |
− | + | [[Bone]] -> [[Craftsdwarf's workshop]]/[[Bone carving]] -> [[Craft]], [[Bolt]]s, [[Armor]], [[Decoration]] | |
− | + | [[Bone]] -> [[Bowyer's workshop]]/[[Bowyer]] -> [[Crossbow|Bone Crossbow]] | |
− | + | [[Shell]] -> [[Craftsdwarf's workshop]]/[[Bone carving]] -> [[Craft]], [[Decoration]], [[Armor]] | |
− | + | [[Skull]] -> [[Craftsdwarf's workshop]]/[[Bone carving]] -> [[Totem]] | |
=== Metal === | === Metal === | ||
− | :The various "Magma" variants all require | + | :The various "Magma" variants all require [[Magma]], and use less [[Refined coal|refined coal]] ("fuel") - no refined coal at all if you don't make steel. |
− | :The reaction table for which Ores make which | + | :The reaction table for which Ores make which [[metal]]s and/or alloys is complex and beyond the scope of this article. See [[Ore]] for details. |
:Metals often have unique properties and not all are suitable for all purposes; see the article for a given product for details. | :Metals often have unique properties and not all are suitable for all purposes; see the article for a given product for details. | ||
:Material requirements for individual metal items vary. Detailing the exact material cost for every piece of furniture and equipment is beyond the scope of this article, but it is generally one bar for most items and one to three bars for armor and furniture. | :Material requirements for individual metal items vary. Detailing the exact material cost for every piece of furniture and equipment is beyond the scope of this article, but it is generally one bar for most items and one to three bars for armor and furniture. | ||
− | + | [[Ore]] + [[Fuel]] -> [[Smelter]]/[[Smelting]] -> [[Metal|Metal bars]] | |
− | + | [[Ore]] x ? + [[Fuel]] -> [[Smelter]]/[[Smelting]] -> Various [[Alloy]] | |
− | + | [[Ore]] -> [[Magma smelter]]/[[Smelting]] -> [[Metal|Metal bars]] | |
− | + | [[Ore]] x ? -> [[Magma smelter]]/[[Smelting]] -> Various [[Alloy]] | |
− | + | [[Lignite]] + [[Fuel]] -> [[Smelter]]/[[Smelting]] -> [[Coke]] x2 | |
− | + | [[Lignite]] -> [[Magma smelter]]/[[Smelting]] -> [[Coke]] x2 | |
− | + | [[Bituminous coal]] + [[Fuel]] -> [[Smelter]]/[[Smelting]] -> [[Coke]] x3 | |
− | + | [[Bituminous coal]] -> [[Magma smelter]]/[[Smelting]] -> [[Coke]] x3 | |
− | + | [[Iron]] + [[Flux]] + [[Fuel]] -> [[Smelter]] or [[Magma smelter]]/[[Smelting]] -> [[Pig iron]] | |
− | + | [[Pig iron]] + [[Iron]] + [[Flux]] + [[Fuel]] -> [[Smelter]] or [[Magma smelter]]/[[Smelting]] -> [[Steel]] x 2 | |
− | :To stay in steady operation, smelt | + | :To stay in steady operation, smelt [[iron]] ore twice, then [[pig iron]] once, then [[steel]] bars once. The four operations together produce 2 steel. Magma halves the fuel cost but does not eliminate it. |
− | + | [[Metal|Metal Bars]] + [[Fuel]] -> [[Smelter]]/[[Smelting]] -> [[Alloy]] | |
:Making alloys directly from ore whenever possible will save fuel. | :Making alloys directly from ore whenever possible will save fuel. | ||
− | + | [[Metal|Metal Bars]] + [[Fuel]] -> [[Metalsmith's forge]]/[[Metal crafter|Metal crafting]] or [[Blacksmith]]ing -> [[Furniture]], [[Craft]]s, [[Coin]]s | |
− | + | [[Metal]], [[Fuel]] -> [[Metalsmith's forge]]/[[Armorsmith]] -> [[Armor]] | |
− | + | [[Metal]], [[Fuel]] -> [[Metalsmith's forge]]/[[Weaponsmith]] -> [[Weapon]] | |
− | + | [[Metal]], [[Fuel]] -> [[Metalsmith's forge]]/[[Trapping]] -> [[Animal trap]] | |
− | + | [[Metal]] + [[Wood]] -> [[Siege workshop]]/[[Siege engineer]] -> Ballista arrowhead | |
=== Misc === | === Misc === | ||
− | Empty | + | Empty [[Bag]]s -> [[Glass furnace]] / [[Item hauling]] -> [[Sand]] |
:You need to assign the collect sand job to a glass furnace, AND designate a sand collection activity zone with {{K|i}}. | :You need to assign the collect sand job to a glass furnace, AND designate a sand collection activity zone with {{K|i}}. | ||
− | + | [[Sand]] -> [[Glass furnace]] / [[Glassmaker|Glassworking]] -> Raw [[green glass]] gems, [[Furniture]], [[Weapon|Trap components]] | |
− | + | [[Sand]] + [[Pearlash]] -> [[Glass furnace]] / [[Glassmaker|Glassworking]] -> Raw [[Clear glass]] gems, [[Furniture]], [[Weapon|Trap components]] | |
− | + | [[Rock crystal]] + [[Pearlash]] -> [[Glass furnace]] / [[Glassmaker|Glassworking]] -> Raw [[Crystal glass]] gems, [[Furniture]], [[Weapon|Trap components]] | |
− | + | [[Barrel]], [[Crop]]s -> [[Still]]/[[Brewing]] -> [[Alcohol]], [[Seed]]s | |
− | + | [[Seed]]s, [[Crop]]s, [[Meat]], [[Alcohol]], [[Fish]], [[Milk]], [[Cheese]], and/or [[Tallow]] -> [[Kitchen]]/[[Cooking]] -> [[Food#Prepared_food|Prepared Meals]] | |
− | : All byproducts ( | + | : All byproducts ([[seed]]s, [[bone]]s, [[shell]]s, etc.) are destroyed by cooking. Use the {{K|z}} kitchen menu to set which items will be cooked and which will be saved. Dwarves will still eat items that are disabled from cooking to produce byproducts. |
− | + | [[Crop]]s -> [[Farmer's workshop]]/[[Thresher|Threshing]] -> [[Thread]] + [[Seed]]s | |
− | + | [[Thread]] -> [[Loom]]/[[Weaver|Weaving]] -> [[Cloth]] | |
− | + | [[Cloth]] -> [[Clothier's shop]]/[[Clothier|Clothesmaking]] -> [[Clothing]], [[Bag]]s, [[Restraint]]s, [[Decoration]] | |
= Economic Management = | = Economic Management = | ||
== Stockpiles == | == Stockpiles == | ||
− | : Due to the way the interface works, the key to maintaining flow in your | + | : Due to the way the interface works, the key to maintaining flow in your [[workshop]]s is to have properly positioned and well-maintained [[stockpile]]s. |
− | : | + | : [[Clutter]] has a severe impact on productivity, so minimizing the dwarf-labor required to clear finished goods out of your workshops is key to maintaining their productivity. |
− | : It is also important, especially in a mature fortress with a division of labor, to have goods close at hand so that | + | : It is also important, especially in a mature fortress with a division of labor, to have goods close at hand so that [[legendary]] dwarves don't have to walk all over the fortress to get what they need. |
− | : One way to achieve this is to locate small stockpiles (3x3 suggested) near the workshop to hold the raw materials needed. By keeping the stockpiles small, less | + | : One way to achieve this is to locate small stockpiles (3x3 suggested) near the workshop to hold the raw materials needed. By keeping the stockpiles small, less labor will be required to fill them. On the other hand, if they are too small, you risk running out before highly skilled dwarves finish their shifts! Furthermore, if you can make the stockpile larger than the total amount of material, and have a lot of idle hauling labor at the moment, a larger one can be more efficient. |
: Specific guidelines follow. | : Specific guidelines follow. | ||
=== Stone === | === Stone === | ||
− | : | + | : [[Stone]] is so abundant that you almost never need large stone stockpiles. If you want your [[stonecrafter]]s or [[mason]]s to use a choice variety of stone (such as [[obsidian]]), and have plenty of excess hauling labor, place a 3x3 or 4x4 stockpile near to the workshop, and restrict it to only a few high-value varieties of stone. |
: Flux, Fuel and Ore are covered below. | : Flux, Fuel and Ore are covered below. | ||
Line 182: | Line 182: | ||
: The same considerations apply with ore and furnace fuel, but larger stockpiles are generally less of a problem, because there aren't 800 units of ore to haul. A skilled furnace operator can smelt direct-use ores *very* quickly, so consider a large stockpile for ore once a high skill level is achieved. | : The same considerations apply with ore and furnace fuel, but larger stockpiles are generally less of a problem, because there aren't 800 units of ore to haul. A skilled furnace operator can smelt direct-use ores *very* quickly, so consider a large stockpile for ore once a high skill level is achieved. | ||
− | : In general, a full time | + | : In general, a full time [[wood burner]] will produce more Charcoal and more [[ash]] than a set of magma furnaces (even making steel) will actually use, so you may want to allow the wood furnace to get cluttered and then shut it off; but you should still build a fuel stockpile. |
: If you don't have magma you're going to be burning fuel like crazy. | : If you don't have magma you're going to be burning fuel like crazy. | ||
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: There's also a big labor input issue - either it takes even longer to haul from the surface, or it takes your intermediary dwarf a long time to get the lumber. | : There's also a big labor input issue - either it takes even longer to haul from the surface, or it takes your intermediary dwarf a long time to get the lumber. | ||
: In general, it is recommended that you place your lumber stockpile near the surface, and place the lumber-using workshops or furnaces as nearby as possible. | : In general, it is recommended that you place your lumber stockpile near the surface, and place the lumber-using workshops or furnaces as nearby as possible. | ||
− | : This means it may take a long time to haul your ashes or charcoal to your forges for use, but that hauling job can be handled by a | + | : This means it may take a long time to haul your ashes or charcoal to your forges for use, but that hauling job can be handled by a [[peasant]], while the Wood Burner has to haul the logs into the furnace himself. |
=== Finished Goods === | === Finished Goods === | ||
− | : Firstly, life without | + | : Firstly, life without [[bin]]s is unlivable. If you have to make them out of metal, I suggest [[copper]] or [[lead]]. But few start locations are so [[wood]] deprived that one log is harder to come by than 3 metal bars. You'll want more bins than you can possibly make, so make as many as you can. |
− | : Once you have bins, it becomes much easier to haul finished goods to your | + | : Once you have bins, it becomes much easier to haul finished goods to your [[Trade depot|trade depot]], since the dwarves haul the bin with them. However, goods have to be hauled one at a time from the workshop and then placed in bins. I'm hoping that this is a high priority for change, since it's a major pain in the arse, but there you are. So, your finished goods stockpile should be as close to your workshops as possible, and you should only haul items to the trade depot once they've been placed in bins. |
: If you have NO local wood source, one way to conserve your precious wood piles is to wait for caravans and buy all their cloth and leather bins. You'll get lots of cloth and leather products, which you should use, freeing up the bins for other uses. | : If you have NO local wood source, one way to conserve your precious wood piles is to wait for caravans and buy all their cloth and leather bins. You'll get lots of cloth and leather products, which you should use, freeing up the bins for other uses. | ||
=== Misc. Products === | === Misc. Products === | ||
− | : | + | : [[Refined coal]] of every kind, as well as [[Ash]], [[Potash]] and [[Soap]], are classified and stored as bars. |
− | + | {{Category|Economy}} |
Latest revision as of 13:33, 16 June 2024
This article is about an older version of DF. |
- For the game concept added with the baron, see Dwarven economy.
Overall Economic Flowchart[edit]
Each process on the economic flowchart has the following components:
- Inputs (on left) - the process will use up these raw materials.
- Means/Job - either a building where the process is assigned, or (if in italics) a tool which the worker must have to carry out the process. 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.
- Outputs (on right) - These are the goods that are produced by the economic activity in question.
Raw Materials[edit]
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
- d -> Chop Trees)
Walls -> Stone Detailing -> Room Quality
- d -> Smooth Stone and d -> Engrave Stone
- Stone detailing increases the architectural value of floors and walls so improved. Boulders on the surface can also be smoothed so as to not impede wagon access.
- i -> Fishing is performed from the bank immediately above and next to a water source. Defining an activity zone is optional.
Wild Animals -> Weapon/Hunting -> Corpses
- Dwarves will do this automatically without your input after the labor is enabled. Hunting can be a dangerous task; see the relevant article for details.
Shrubs -> Gather Plants -> Crops
- Use d ->p to designate an area in which to gather.
Secondary Products[edit]
- Only raw materials needed as input. Note that furnaces have a separate submenu from workshops. Kennels and farm plots lack a submenu altogether.
Seed -> Farm plot/Farming (fields) -> Crops
- Note that muck roots do not have seeds.
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, and Blocks; Querns and Millstones.
Stone -> Craftsdwarf's workshop/Stonecrafting -> Craft, Short Sword
Stone -> Mechanic's workshop/Mechanics -> Mechanism
Wood -> Carpenter's workshop/Carpentry -> Furniture, Blocks, Barrels, Bins, Beds
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 -> Fuel
Wood -> Wood furnace/Wood burning -> Ash
Wood -> Siege workshop/Siege engineer -> Siege engine parts and ammunition
Other Products[edit]
Animal Products[edit]
Some Fish -> Eating -> Shell and/or Bone
Wild Animal -> Animal trap/Trapping -> Captured Animals
Tame Animals -> Kennels/Animal training -> Trained Animals
- Not all animals can be tamed. A Dungeon master is required to tame more exotic creatures.
Captured Animals -> Kennels/Animal training -> Tame Animals
- Only dogs can be trained without modding.
Tame Animal -> Butcher's shop/Butchery -> Corpse
- z-Animals-Ready for Slaughter
- u->Select the Animal Unit->Set "Ready for Slaughter" to (Y) if there's a specific animal you want to set for slaughter. Note that pets cannot be slaughtered.
Fat -> Cooking/Kitchen -> Tallow
Tallow, Lye -> Soaper/Alchemist's laboratory -> Soap
- Soap is a valuable trade good. It is not used used to manufacture anything, but can be used for construction.
Skin -> Tanner's shop/Tanner -> Leather
Leather -> Leather works/Leatherworking -> Armor, Bags, Backpacks, Clothing, Decoration, Quivers, Waterskins
Bone -> Craftsdwarf's workshop/Bone carving -> Craft, Bolts, Armor, Decoration
Bone -> Bowyer's workshop/Bowyer -> Bone Crossbow
Shell -> Craftsdwarf's workshop/Bone carving -> Craft, Decoration, Armor
Skull -> Craftsdwarf's workshop/Bone carving -> Totem
Metal[edit]
- The various "Magma" variants all require Magma, and use less refined coal ("fuel") - no refined coal 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 often have unique properties and not all are suitable for all purposes; see the article for a given product for details.
- Material requirements for individual metal items vary. Detailing the exact material cost for every piece of furniture and equipment is beyond the scope of this article, but it is generally one bar for most items and one to three bars for armor and furniture.
Ore + Fuel -> Smelter/Smelting -> Metal bars
Ore x ? + Fuel -> Smelter/Smelting -> Various Alloy
Ore -> Magma smelter/Smelting -> Metal bars
Ore x ? -> Magma smelter/Smelting -> Various Alloy
Lignite + Fuel -> Smelter/Smelting -> Coke x2
Lignite -> Magma smelter/Smelting -> Coke x2
Bituminous coal + Fuel -> Smelter/Smelting -> Coke x3
Bituminous coal -> Magma smelter/Smelting -> Coke x3
Iron + Flux + Fuel -> Smelter or Magma smelter/Smelting -> Pig iron
Pig iron + Iron + Flux + Fuel -> Smelter or Magma smelter/Smelting -> Steel x 2
- To stay in steady operation, smelt iron ore twice, then pig iron once, then steel bars once. The four operations together produce 2 steel. Magma halves the fuel cost but does not eliminate it.
Metal Bars + Fuel -> Smelter/Smelting -> Alloy
- Making alloys directly from ore whenever possible will save fuel.
Metal Bars + Fuel -> Metalsmith's forge/Metal crafting or Blacksmithing -> Furniture, Crafts, Coins
Metal, Fuel -> Metalsmith's forge/Armorsmith -> Armor
Metal, Fuel -> Metalsmith's forge/Weaponsmith -> Weapon
Metal, Fuel -> Metalsmith's forge/Trapping -> Animal trap
Metal + Wood -> Siege workshop/Siege engineer -> Ballista arrowhead
Misc[edit]
Empty Bags -> Glass furnace / Item hauling -> Sand
- You need to assign the collect sand job to a glass furnace, AND designate a sand collection activity zone with i.
Sand -> Glass furnace / Glassworking -> Raw green glass gems, Furniture, Trap components
Sand + Pearlash -> Glass furnace / Glassworking -> Raw Clear glass gems, Furniture, Trap components
Rock crystal + Pearlash -> Glass furnace / Glassworking -> Raw Crystal glass gems, Furniture, Trap components
Barrel, Crops -> Still/Brewing -> Alcohol, Seeds
Seeds, Crops, Meat, Alcohol, Fish, Milk, Cheese, and/or Tallow -> Kitchen/Cooking -> Prepared Meals
- All byproducts (seeds, bones, shells, etc.) are destroyed by cooking. Use the z kitchen menu to set which items will be cooked and which will be saved. Dwarves will still eat items that are disabled from cooking to produce byproducts.
Crops -> Farmer's workshop/Threshing -> Thread + Seeds
Thread -> Loom/Weaving -> Cloth
Cloth -> Clothier's shop/Clothesmaking -> Clothing, Bags, Restraints, Decoration
Economic Management[edit]
Stockpiles[edit]
- Due to the way the interface works, the key to maintaining flow in your workshops is to have properly positioned and well-maintained stockpiles.
- Clutter has a severe impact on productivity, so minimizing the dwarf-labor required to clear finished goods out of your workshops is key to maintaining their productivity.
- It is also important, especially in a mature fortress with a division of labor, to have goods close at hand so that legendary dwarves don't have to walk all over the fortress to get what they need.
- One way to achieve this is to locate small stockpiles (3x3 suggested) near the workshop to hold the raw materials needed. By keeping the stockpiles small, less labor will be required to fill them. On the other hand, if they are too small, you risk running out before highly skilled dwarves finish their shifts! Furthermore, if you can make the stockpile larger than the total amount of material, and have a lot of idle hauling labor at the moment, a larger one can be more efficient.
- Specific guidelines follow.
Stone[edit]
- Stone is so abundant that you almost never need large stone stockpiles. If you want your stonecrafters or masons to use a choice variety of stone (such as obsidian), and have plenty of excess hauling labor, place a 3x3 or 4x4 stockpile near to the workshop, and restrict it to only a few high-value varieties of stone.
- Flux, Fuel and Ore are covered below.
Flux and Ore[edit]
- A handy flux stockpile is absolutely key to maintaining efficient throughput in making steel. Steel is very labor intensive to begin with and if your furnace operators have to go a long way to get materials, you're over and done.
- On the other hand, if you have any flux at all, it's probably marble and you probably have lots of it.
- So a large flux stockpile will divert all hauling labor into filling it up.
- Generally speaking, a 3x3 stockpile should be plenty, but keep it absolutely as close to your furnaces as possible.
- The same considerations apply with ore and furnace fuel, but larger stockpiles are generally less of a problem, because there aren't 800 units of ore to haul. A skilled furnace operator can smelt direct-use ores *very* quickly, so consider a large stockpile for ore once a high skill level is achieved.
- In general, a full time wood burner will produce more Charcoal and more ash than a set of magma furnaces (even making steel) will actually use, so you may want to allow the wood furnace to get cluttered and then shut it off; but you should still build a fuel stockpile.
- If you don't have magma you're going to be burning fuel like crazy.
Lumber[edit]
- Lumber takes a long time to haul down from the surface, so lumber stockpiles should be quite a bit larger, as this can introduce a significant lag in refilling them, you'll want some cushion.
- There's also a big labor input issue - either it takes even longer to haul from the surface, or it takes your intermediary dwarf a long time to get the lumber.
- In general, it is recommended that you place your lumber stockpile near the surface, and place the lumber-using workshops or furnaces as nearby as possible.
- This means it may take a long time to haul your ashes or charcoal to your forges for use, but that hauling job can be handled by a peasant, while the Wood Burner has to haul the logs into the furnace himself.
Finished Goods[edit]
- Firstly, life without bins is unlivable. If you have to make them out of metal, I suggest copper or lead. But few start locations are so wood deprived that one log is harder to come by than 3 metal bars. You'll want more bins than you can possibly make, so make as many as you can.
- Once you have bins, it becomes much easier to haul finished goods to your trade depot, since the dwarves haul the bin with them. However, goods have to be hauled one at a time from the workshop and then placed in bins. I'm hoping that this is a high priority for change, since it's a major pain in the arse, but there you are. So, your finished goods stockpile should be as close to your workshops as possible, and you should only haul items to the trade depot once they've been placed in bins.
- If you have NO local wood source, one way to conserve your precious wood piles is to wait for caravans and buy all their cloth and leather bins. You'll get lots of cloth and leather products, which you should use, freeing up the bins for other uses.
Misc. Products[edit]
- Refined coal of every kind, as well as Ash, Potash and Soap, are classified and stored as bars.