- v50 information can now be added to pages in the main namespace. v0.47 information can still be found in the DF2014 namespace. See here for more details on the new versioning policy.
- Use this page to report any issues related to the migration.
Difference between revisions of "v0.31:Wealth"
Brightgalrs (talk | contribs) |
|||
(One intermediate revision by one other user not shown) | |||
Line 1: | Line 1: | ||
{{av}}{{Quality|Fine}} | {{av}}{{Quality|Fine}} | ||
− | Your fortress's total '''Created Wealth''' is visible on the {{k|z}} - | + | Your fortress's total '''Created Wealth''' is visible on the {{k|z}} - [[status]] screen once you have a [[bookkeeper]] with at least novice [[appraiser]] [[skill]] (though your bookkeeper still needs to do quite a bit of work to achieve and maintain exact figures). All objects with any value (including mined-out areas, [[bridge]]s, engravings and every kind of created good) will be included in the total. [[Artifact|Artifacts]] are usually one of the largest influences of fortress wealth. Artifacts made of precious resources and heavily [[decorate|decorated]] can easily be worth thrice the value of the rest of your fortress in the early years. |
Items made off-site are not counted in your total fortress wealth. Their value is listed under "imports." This only applies until you change the item in some way. For example decorating specifically ''imported'' objects and goblin loot; those will be substracted from the import figure and added to their respective division of your created wealth. | Items made off-site are not counted in your total fortress wealth. Their value is listed under "imports." This only applies until you change the item in some way. For example decorating specifically ''imported'' objects and goblin loot; those will be substracted from the import figure and added to their respective division of your created wealth. | ||
− | While | + | While [[prepared meal]]s can be quite valuable and it's to a much lesser extent possible to amass wealth from booze, unless forbidden, these items tend to get consumed by your gluttonous dwarves at an alarming rate, reducing your wealth. Among other factors, the value of a meal makes it more desirable, too. This loss is to be expected, and on the plus side quality food does provide a source of [[thought|happy thoughts]]. |
− | Wealth influences or triggers various game features, such as | + | Wealth influences or triggers various game features, such as [[goblin]] [[siege]]s, the arrival of [[noble]]s and megabeasts, the number, and probably time of arrival, of [[immigrant|immigrants]], which can lead to loads of fun if a early and unprepared fortress increases their value drastically after creating a valuable artifact. |
== Building fortress wealth== | == Building fortress wealth== | ||
Line 12: | Line 12: | ||
Good ways to building wealth include: | Good ways to building wealth include: | ||
− | * Checking for promising | + | * Checking for promising [[stone layers]] when selecting your [[location]]. |
− | * Searching for and using valuable | + | * Searching for and using valuable [[metal]]s (e.g. gold, aluminium, or platinum) early on |
− | * Choosing proficient dwarves on | + | * Choosing proficient dwarves on [[Your_first_fortress#Skills|embark]]; experienced dwarves work faster, and make higher quality goods. |
− | * Using more valuable, but still abundant stone (e.g. | + | * Using more valuable, but still abundant stone (e.g. [[obsidian]] or [[flux]]) for "everyday items" |
* Smoothing and detailing walls | * Smoothing and detailing walls | ||
− | * Check | + | * Check [[item value]] for clues on what items are valuable and how processing boosts wealth |
− | * Build a | + | * Build a [[steel]] [[armor]] industry |
− | * | + | * [[Encrust]]ing/decorating objects with highly skilled craftdwarves |
* Assisting dwarves in strange moods, especially leaving high value gems, giant cave spider silk, and adamantine/aluminum/platinum for decorations nearby | * Assisting dwarves in strange moods, especially leaving high value gems, giant cave spider silk, and adamantine/aluminum/platinum for decorations nearby | ||
− | + | {{Category|Economy}} |
Latest revision as of 05:05, 9 April 2014
This article is about an older version of DF. |
Your fortress's total Created Wealth is visible on the z - status screen once you have a bookkeeper with at least novice appraiser skill (though your bookkeeper still needs to do quite a bit of work to achieve and maintain exact figures). All objects with any value (including mined-out areas, bridges, engravings and every kind of created good) will be included in the total. Artifacts are usually one of the largest influences of fortress wealth. Artifacts made of precious resources and heavily decorated can easily be worth thrice the value of the rest of your fortress in the early years.
Items made off-site are not counted in your total fortress wealth. Their value is listed under "imports." This only applies until you change the item in some way. For example decorating specifically imported objects and goblin loot; those will be substracted from the import figure and added to their respective division of your created wealth.
While prepared meals can be quite valuable and it's to a much lesser extent possible to amass wealth from booze, unless forbidden, these items tend to get consumed by your gluttonous dwarves at an alarming rate, reducing your wealth. Among other factors, the value of a meal makes it more desirable, too. This loss is to be expected, and on the plus side quality food does provide a source of happy thoughts.
Wealth influences or triggers various game features, such as goblin sieges, the arrival of nobles and megabeasts, the number, and probably time of arrival, of immigrants, which can lead to loads of fun if a early and unprepared fortress increases their value drastically after creating a valuable artifact.
Building fortress wealth[edit]
Good ways to building wealth include:
- Checking for promising stone layers when selecting your location.
- Searching for and using valuable metals (e.g. gold, aluminium, or platinum) early on
- Choosing proficient dwarves on embark; experienced dwarves work faster, and make higher quality goods.
- Using more valuable, but still abundant stone (e.g. obsidian or flux) for "everyday items"
- Smoothing and detailing walls
- Check item value for clues on what items are valuable and how processing boosts wealth
- Build a steel armor industry
- Encrusting/decorating objects with highly skilled craftdwarves
- Assisting dwarves in strange moods, especially leaving high value gems, giant cave spider silk, and adamantine/aluminum/platinum for decorations nearby