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Difference between revisions of "Wealth"
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: ''(* On the left of the bar at the top of your screen is your basic fortress info, its name and size. Mouse-hovering over this area reveals the wealth tooltip, a basic breakdown of the fortress' [[wealth]].) | : ''(* On the left of the bar at the top of your screen is your basic fortress info, its name and size. Mouse-hovering over this area reveals the wealth tooltip, a basic breakdown of the fortress' [[wealth]].) | ||
| − | Wealth is the sum of | + | Wealth is the sum of all objects of [[item value|value]] in your fortress, including raw materials like [[stone]]s and [[metal bar]]s, [[building]]s, engravings, and every kind of created good, all of which contribute to your total wealth to various degrees. [[Corpse]]s (''other than certain [[bone]]s, as seen below'') and [[remains]] of creatures have no wealth value. |
| + | |||
| + | [[Artifact]] items are usually one of the largest influences on fortress wealth, especially artifacts made out of or [[decorate]]d using valuable materials. | ||
The display of your wealth on the main status screen is broken up into several categories: [[weapon]]s, [[armor]] and [[Clothing|garb]], [[furniture]], other objects (like [[finished goods]]), architecture ([[building]]s, [[constructions]], [[engravings]] and such), [[Display furniture|displayed]], and held/worn (items created internally that have been claimed by dwarves, like clothing). | The display of your wealth on the main status screen is broken up into several categories: [[weapon]]s, [[armor]] and [[Clothing|garb]], [[furniture]], other objects (like [[finished goods]]), architecture ([[building]]s, [[constructions]], [[engravings]] and such), [[Display furniture|displayed]], and held/worn (items created internally that have been claimed by dwarves, like clothing). | ||
| − | + | See [[account]]s for the more abstract wealth count, used in [[world generation]] to determine building ownership and help ground various acts of corruption and [[villain]]y. | |
== Imports and exports == | == Imports and exports == | ||
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Items made off-site are not counted in your total fortress wealth, and are instead listed as imports. This only applies so long as the object is unchanged; a decorated imported object will be made your own, and its value will be moved from imports to wealth. This is important when trading with caravans, as they will not accept goods stolen or lost by a previous caravan of that civilization. It is listed under "Imported Wealth". | Items made off-site are not counted in your total fortress wealth, and are instead listed as imports. This only applies so long as the object is unchanged; a decorated imported object will be made your own, and its value will be moved from imports to wealth. This is important when trading with caravans, as they will not accept goods stolen or lost by a previous caravan of that civilization. It is listed under "Imported Wealth". | ||
| − | Similarly, items made in the fortress that leave the map | + | Similarly, items made in the fortress that leave the map after being traded to a [[caravan]] are counted as exports, listed under "Exported Wealth." |
== Influences == | == Influences == | ||
| − | Wealth influences various game features | + | Wealth influences various game features. Having more fortress wealth increases the amount of [[migrant]]s you get per wave. Assuming that you are equipped to handle the new dwarves, this is usually a good thing. However, having an ''extreme'' surplus of wealth can cause your fortress to grow so quickly that the migrant arrivals outpace your ability to house and feed them or give them useful things to do. Drowning in migrants is a very real danger; make sure you are always equipped with surplus food, drink, beds and work stations. |
| − | |||
| − | |||
| − | A certain level of exports and overall wealth is required to acquire economically-linked [[holding]]s. However for smaller sites fortress wealth is the more important factor in determining economic linkage. Also | + | A certain level of exports and overall wealth is required to acquire economically-linked [[holding]]s. However, for smaller sites, fortress wealth is the more important factor in determining economic linkage. Also, having a certain amount of fortress wealth and exported wealth is required to ascend the [[noble]] ladder: a [[baron]] requires 100,000 units of wealth overall and 10,000 wealth worth of exports. These values increase to 200,000 in overall wealth and 20,000 in exports for a [[count]], and 300,000 units of wealth with 30,000 in exports for a [[duke]]. The [[monarch]] has some fairly complicated requirements based on a few different categories. |
| − | On the negative side, more wealth attracts more attacks. At first, this will be an above-average amount of [[thief|thieves]], but as the game progresses and your wealth continues to grow, this will develop into [[ambush]]es | + | On the negative side, having more wealth attracts more frequent and larger attacks from enemies. At first, this will be an above-average amount of [[thief|thieves]], but as the game progresses and your wealth continues to grow, this will develop into [[ambush]]es or [[siege]]s from opposing factions and visits from [[megabeast]]s. This keeps the game from being boring, but too much [[fun]] is also a bad thing; if you have a hard time dealing with the numerous waves of immigrants, you're probably not equipped to deal with a full-on siege. |
== Building and limiting wealth== | == Building and limiting wealth== | ||
| − | Building wealth is simple - just commit more people to useful industries and continue growing. You will want to establish a major [[industry]] and commit a | + | Building wealth is simple -- just commit more people to useful industries and continue growing. You will want to establish a major [[industry]] and commit a number of skilled dwarves to it, allowing you to spend grand sums on caravans and get everything you absolutely need quickly and painlessly. If you intend to go this route, be sure to create plenty of extra [[bin]]s to ease the transfer of items to the trade depot and prevent stockpiles from becoming too full. |
| − | When first starting out, it's typically best to not focus | + | When first starting out, it's typically best to not focus on building fortress wealth too much until you have an effective military that can deal with the [[Megabeast|fun]] [[Werebeasts|things]] that such wealth can cause. However, in your first year, you probably want to create goods to be able to [[trade]] with the autumn dwarven [[caravan]], in order to obtain goods that are not available at your location, or that your fortress cannot produce on its own yet. A simple way to create a decent amount of wealth without much effort is to [[cook]] a surplus of [[lavish meal]]s. Be cautious about selling prepared meals to the [[Elf|elves]] though, as food with meat-based ingredients, and the wooden barrels in which the meals are likely stored, are [[Trading#Unacceptable_items|unacceptable]] to them. |
| − | [[Metal]]s are great materials for creating wealth. | + | [[Metal]]s are great materials for creating wealth. In particular, many locations have an [[ore]] of [[iron]] or [[silver]] - both are of moderate value and can be made into [[weapon]]s, [[furniture]] or crafts, while [[statue]]s make for high-value furniture. Certain butchered [[animal]]s have high-value bones or skulls. [[Ceramic]]s, especially [[stoneware]] made from [[fire clay]] can provide a continuous source of decent valued goods. Rough [[gem]]s can be hard to find, but a highly skilled [[gem setter]] can decorate objects to add considerable value to furniture or crafts. |
| − | On the opposite side, there are the fortresses that would much rather establish a baseline of sorts before embarking on an expansionist binge - getting a full defensive | + | On the opposite side, there are the fortresses that would much rather establish a baseline of sorts before embarking on an expansionist binge - getting a full defensive militia or defensive structures up, for instance, or penetrating an [[aquifer]] without having to waste precious reserves on more dwarves and more enemies. These players concentrate on low-value activities like carpentry, masonry, and mining, and only produce enough trade goods to get what is necessary from the caravans. Although they are slower to grow, they also afford their players more time to plan and to lay the groundwork for the future of the fortress. |
| − | Note that, no matter what, you ''will'' have to deal with ''some'' growth - besides the natural expansion of your fortress, there's also the issue of [[artifact]]s. Do what you will, but every once in a while a dwarf will [[Strange mood|claim a workshop]] and produce a valuable trinket, and all you can hope for is that it's not worth too much. It's worth noting that artifact furniture is counted three separate times toward created wealth: as furniture, as architecture, and as displayed. You may wish to hold off on installing that legendary [[coffer]] that's worth three times as much as your fortress when just sitting in a stockpile. | + | Note that, no matter what, you ''will'' have to deal with ''some'' growth -- besides the natural expansion of your fortress, there's also the issue of [[artifact]]s. Do what you will, but every once in a while a dwarf will [[Strange mood|claim a workshop]] and produce a valuable trinket, and all you can hope for is that it's not worth too much. It's worth noting that artifact furniture is counted three separate times toward created wealth: as furniture, as architecture, and as displayed. You may wish to hold off on installing that legendary [[coffer]] that's worth three times as much as your fortress when just sitting in a stockpile. |
Most players choose to walk the middle line, getting together the necessary industries, but concentrating on the [[metal industry]] early on, to get together their arms and armor. Although [[steel]] is worth its weight in [[gold]], it is much more useful deflecting goblin arrows from your fortress defenders than as a [[statue]] decorating your [[Meeting area|lobby]]. | Most players choose to walk the middle line, getting together the necessary industries, but concentrating on the [[metal industry]] early on, to get together their arms and armor. Although [[steel]] is worth its weight in [[gold]], it is much more useful deflecting goblin arrows from your fortress defenders than as a [[statue]] decorating your [[Meeting area|lobby]]. | ||
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==Bugs== | ==Bugs== | ||
| − | *Some buggy items can have a negative wealth. This can cause | + | *Some buggy items can have a negative wealth. This can cause events that are tied to fortress wealth to not occur when they should. To troubleshoot this, you can create a copy of the saved game with the bug, move all your items to the trade depot, and look through the value of the items. Once you find the offending items, you can either [[Dwarven Atom Smasher|atom-smash]] them or use DFHack's "autodump destroy" command. |
{{Translation | {{Translation | ||
Latest revision as of 20:38, 10 May 2026
v53.13 · v0.47.05 This article is about the current version of DF.Note that some content may still need to be updated. |
Your created wealth is the sum product of all the labors of your fortress. It is visible on the wealth tooltip* once you have a broker with the appraisal skill and a bookkeeper maintaining your records, and will update with the continual maintenance of your stocks by the bookkeeper.
- (* On the left of the bar at the top of your screen is your basic fortress info, its name and size. Mouse-hovering over this area reveals the wealth tooltip, a basic breakdown of the fortress' wealth.)
Wealth is the sum of all objects of value in your fortress, including raw materials like stones and metal bars, buildings, engravings, and every kind of created good, all of which contribute to your total wealth to various degrees. Corpses (other than certain bones, as seen below) and remains of creatures have no wealth value.
Artifact items are usually one of the largest influences on fortress wealth, especially artifacts made out of or decorated using valuable materials.
The display of your wealth on the main status screen is broken up into several categories: weapons, armor and garb, furniture, other objects (like finished goods), architecture (buildings, constructions, engravings and such), displayed, and held/worn (items created internally that have been claimed by dwarves, like clothing).
See accounts for the more abstract wealth count, used in world generation to determine building ownership and help ground various acts of corruption and villainy.
Imports and exports[edit]
Items made off-site are not counted in your total fortress wealth, and are instead listed as imports. This only applies so long as the object is unchanged; a decorated imported object will be made your own, and its value will be moved from imports to wealth. This is important when trading with caravans, as they will not accept goods stolen or lost by a previous caravan of that civilization. It is listed under "Imported Wealth".
Similarly, items made in the fortress that leave the map after being traded to a caravan are counted as exports, listed under "Exported Wealth."
Influences[edit]
Wealth influences various game features. Having more fortress wealth increases the amount of migrants you get per wave. Assuming that you are equipped to handle the new dwarves, this is usually a good thing. However, having an extreme surplus of wealth can cause your fortress to grow so quickly that the migrant arrivals outpace your ability to house and feed them or give them useful things to do. Drowning in migrants is a very real danger; make sure you are always equipped with surplus food, drink, beds and work stations.
A certain level of exports and overall wealth is required to acquire economically-linked holdings. However, for smaller sites, fortress wealth is the more important factor in determining economic linkage. Also, having a certain amount of fortress wealth and exported wealth is required to ascend the noble ladder: a baron requires 100,000 units of wealth overall and 10,000 wealth worth of exports. These values increase to 200,000 in overall wealth and 20,000 in exports for a count, and 300,000 units of wealth with 30,000 in exports for a duke. The monarch has some fairly complicated requirements based on a few different categories.
On the negative side, having more wealth attracts more frequent and larger attacks from enemies. At first, this will be an above-average amount of thieves, but as the game progresses and your wealth continues to grow, this will develop into ambushes or sieges from opposing factions and visits from megabeasts. This keeps the game from being boring, but too much fun is also a bad thing; if you have a hard time dealing with the numerous waves of immigrants, you're probably not equipped to deal with a full-on siege.
Building and limiting wealth[edit]
Building wealth is simple -- just commit more people to useful industries and continue growing. You will want to establish a major industry and commit a number of skilled dwarves to it, allowing you to spend grand sums on caravans and get everything you absolutely need quickly and painlessly. If you intend to go this route, be sure to create plenty of extra bins to ease the transfer of items to the trade depot and prevent stockpiles from becoming too full.
When first starting out, it's typically best to not focus on building fortress wealth too much until you have an effective military that can deal with the fun things that such wealth can cause. However, in your first year, you probably want to create goods to be able to trade with the autumn dwarven caravan, in order to obtain goods that are not available at your location, or that your fortress cannot produce on its own yet. A simple way to create a decent amount of wealth without much effort is to cook a surplus of lavish meals. Be cautious about selling prepared meals to the elves though, as food with meat-based ingredients, and the wooden barrels in which the meals are likely stored, are unacceptable to them.
Metals are great materials for creating wealth. In particular, many locations have an ore of iron or silver - both are of moderate value and can be made into weapons, furniture or crafts, while statues make for high-value furniture. Certain butchered animals have high-value bones or skulls. Ceramics, especially stoneware made from fire clay can provide a continuous source of decent valued goods. Rough gems can be hard to find, but a highly skilled gem setter can decorate objects to add considerable value to furniture or crafts.
On the opposite side, there are the fortresses that would much rather establish a baseline of sorts before embarking on an expansionist binge - getting a full defensive militia or defensive structures up, for instance, or penetrating an aquifer without having to waste precious reserves on more dwarves and more enemies. These players concentrate on low-value activities like carpentry, masonry, and mining, and only produce enough trade goods to get what is necessary from the caravans. Although they are slower to grow, they also afford their players more time to plan and to lay the groundwork for the future of the fortress.
Note that, no matter what, you will have to deal with some growth -- besides the natural expansion of your fortress, there's also the issue of artifacts. Do what you will, but every once in a while a dwarf will claim a workshop and produce a valuable trinket, and all you can hope for is that it's not worth too much. It's worth noting that artifact furniture is counted three separate times toward created wealth: as furniture, as architecture, and as displayed. You may wish to hold off on installing that legendary coffer that's worth three times as much as your fortress when just sitting in a stockpile.
Most players choose to walk the middle line, getting together the necessary industries, but concentrating on the metal industry early on, to get together their arms and armor. Although steel is worth its weight in gold, it is much more useful deflecting goblin arrows from your fortress defenders than as a statue decorating your lobby.
Bugs[edit]
- Some buggy items can have a negative wealth. This can cause events that are tied to fortress wealth to not occur when they should. To troubleshoot this, you can create a copy of the saved game with the bug, move all your items to the trade depot, and look through the value of the items. Once you find the offending items, you can either atom-smash them or use DFHack's "autodump destroy" command.
"Wealth" in other Languages
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