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Difference between revisions of "40d:Trade good"
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− | '''Trade good''' is a term frequently used to refer to items that are lightweight and only useful for | + | '''Trade good''' is a term frequently used to refer to items that are lightweight and only useful for {{l|trading}} until after the {{l|dwarven economy}} begins, when they will become wanted trinkets among some {{l|dwarves}}. They include '''crafts''', '''goblets''', '''instruments''', '''toys''', '''large gems''', and '''totems''', some of which have several sub-types. Once produced, all of the various types and sub-types of trade goods are identical except for their {{l|weight}}; rings and earrings are the lightest with a base weight of 1, but the heavier trade goods with a base weight of 10 are still much lighter than items such as {{l|furniture}} or most {{l|armor}}. All types of trade goods are stored in {{l|finished goods}} stockpiles. |
− | Currently{{version|0.28.181.40d}}, all trade goods other than crafts, instruments, and toys are listed only under the "All" section of the {{k|g}}oods menu at a | + | Currently{{version|0.28.181.40d}}, all trade goods other than crafts, instruments, and toys are listed only under the "All" section of the {{k|g}}oods menu at a {{l|trade depot}}, unless they are in bins with crafts or clothes. However if they are stored by themselves in bins they will be listed simply as "finished goods" and appear only under the "All" section. To locate them press {{K|s}} on the move goods screen and type in what you are looking for (e. g., MUG). |
There is no way to issue a job order for a specific subtype of a good with multiple subtypes. If you have a mandate to make piccolos, the best you can do is to order instruments and hope for the best. | There is no way to issue a job order for a specific subtype of a good with multiple subtypes. If you have a mandate to make piccolos, the best you can do is to order instruments and hope for the best. | ||
− | Some types of trade goods can be produced in multiples. It is possible to get up to three crafts from a single resource. The chance of multiples is increased with more | + | Some types of trade goods can be produced in multiples. It is possible to get up to three crafts from a single resource. The chance of multiples is increased with more {{l|experience}} in the craftsdwarf skill. Mugs will ''always'' be made in threes, so they are more productive in terms of value than other trade goods (unless an import agreement offers a high price for another type of trade good). |
==Types of trade goods== | ==Types of trade goods== | ||
===Crafts=== | ===Crafts=== | ||
− | '''Crafts''' include '''idols''', '''rings''', '''earrings''', '''amulets''', '''bracelets''', '''scepters''', and '''crowns'''. They are the only type of trade good that appears on its own page in the Trade Depot menu. In | + | '''Crafts''' include '''idols''', '''rings''', '''earrings''', '''amulets''', '''bracelets''', '''scepters''', and '''crowns'''. They are the only type of trade good that appears on its own page in the Trade Depot menu. In {{l|Adventure mode|Adventure Mode}}, some types of crafts (such as earrings) can be worn, but are still better used as deadly {{l|Thrower|projectiles}}. |
===Goblets=== | ===Goblets=== | ||
Line 23: | Line 23: | ||
===Totems=== | ===Totems=== | ||
− | '''Totems''' have no subtypes. They are made from | + | '''Totems''' have no subtypes. They are made from {{l|skulls}}. |
===Large gems=== | ===Large gems=== | ||
− | '''Large gems''' have no subtypes. It is not possible to issue a job order for large gems; instead, cutting any | + | '''Large gems''' have no subtypes. It is not possible to issue a job order for large gems; instead, cutting any {{l|gem}} or raw {{l|glass}} has a chance to produce a large gem instead of ordinary cut gems. Gems also have a chance to be cut into crafts this way, but raw glass does not. |
==Materials== | ==Materials== | ||
− | Most materials can be used to make trade goods. On occasion, a | + | Most materials can be used to make trade goods. On occasion, a {{l|dwarf}} in a {{l|strange mood}} will make a trade good out of a material not normally suited for it (e. g., a cloth instrument). |
{| border = 1 cellspacing="0" cellpadding="5" | {| border = 1 cellspacing="0" cellpadding="5" | ||
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| align="center" style="background:#f0f0f0;"|'''Large Gems''' | | align="center" style="background:#f0f0f0;"|'''Large Gems''' | ||
|- | |- | ||
− | | | + | | {{l|Stone}}||{{l|Stonecrafting}}||{{l|Craftsdwarf's workshop}}||Y||Y||Y||Y||N |
|- | |- | ||
− | | | + | | {{l|Wood}}||{{l|Woodcrafting}}||{{l|Craftsdwarf's workshop}}||Y||Y||Y||Y||N |
|- | |- | ||
− | | | + | | {{l|Leather}}||{{l|Leatherworking}}||{{l|Craftsdwarf's workshop}}||Y||N||N||N||N |
|- | |- | ||
− | | | + | | {{l|Cloth}}||{{l|Clothesmaking}}||{{l|Craftsdwarf's workshop}}||Y||N||N||N||N |
|- | |- | ||
− | | | + | | {{l|Bone}}<sup>1</sup>||{{l|Bone carving}}||{{l|Craftsdwarf's workshop}}||Y||N||N||N||N |
|- | |- | ||
− | | | + | | {{l|Shell}}||{{l|Bone carving}}||{{l|Craftsdwarf's workshop}}||Y||N||N||N||N |
|- | |- | ||
− | | | + | | {{l|Metal}}||{{l|Metalcrafting}}||{{l|Metalsmith's forge}} or {{l|Magma forge}}||Y||Y||Y||Y||N |
|- | |- | ||
− | | | + | | {{l|Glass}}||{{l|Glassmaking}}||{{l|Glass furnace}} or {{l|Magma glass furnace}}<sup>2</sup>||N||Y||Y||Y||Y<sup>2</sup> |
|- | |- | ||
− | | | + | | {{l|Gems}}||{{l|Gem cutting}}||{{l|Jeweler's workshop}}||Y<sup>2</sup>||N||N||N||Y<sup>2</sup> |
|} | |} | ||
<sup>1</sup> Skull totems, like bone crafts, are also made by a bone carver at a craftsdwarf's workshop. | <sup>1</sup> Skull totems, like bone crafts, are also made by a bone carver at a craftsdwarf's workshop. | ||
− | <sup>2</sup> See | + | <sup>2</sup> See {{l|Trade good#Large gems|Large gems}} above. Large glass gems are cut at a jeweler's workshop, not a glass furnace. |
− | + | {{l|Stonecrafting}} is a timeconsuming but easy to set up way to make {{l|export}} goods early, as your {{l|stone crafter}} will have access to tons of {{l|stone}} in a typical fortress. {{l|Stone}} goods are not that valuable and quite heavy, but many of these can be made and they will be accepted by any {{l|trade}}rs. A legendary stone crafter with a stockpile of high value stone or ore can make some very valuable crafts. | |
− | Making crafts from bone or shell is easy to set up if you have any | + | Making crafts from bone or shell is easy to set up if you have any {{l|dwarves}} hunt or fish, but it is easy for production to outstrip supply with legendary bonecrafters. Additionally, bones and shell have potentially more important uses, such as producing bone {{l|ammo}} and {{l|crossbow}}s, or shell {{l|armor}}. Skulls, however, have no uses other than totems, so making totems has essentially no drawback. |
− | Cloth and leather crafts tend to be very light, and can be more | + | Cloth and leather crafts tend to be very light, and can be more {{l|quality|valuable}} than stone crafts, but it takes more effort to produce cloth and leather than it does raw stone. Cloth and leather can also be used to make {{l|clothing}}, which is as lightweight as most trade goods and, in some cases, is automatically produced in pairs. |
− | Wooden trade goods have low value, the same value as common, non-economic and non- | + | Wooden trade goods have low value, the same value as common, non-economic and non-{{l|obsidian}} stone, and cannot be traded to elves. Unless you have a highly skilled {{l|wood crafter}} and a surplus of wood, making these is not generally useful. |
− | Metal goods can be highly profitable; however, if metals are scarce on your map (or if you lack | + | Metal goods can be highly profitable; however, if metals are scarce on your map (or if you lack {{l|magma}} and a large supply of {{l|fuel}}) you may prefer to save metal for {{l|weapon}}s, {{l|armor}}, and/or {{l|furniture}}. |
− | Green glass goods are as valuable as those made from | + | Green glass goods are as valuable as those made from {{l|flux}} stone, and clear glass goods are significantly more valuable. However, glass goods are difficult to produce in large quantities unless the map contains either {{l|magma}} or an abundance of wood; as clear glass also requires {{l|pearlash}}, both wood ''and'' magma become essential. Crystal glass is better suited for the creation of furniture rather than crafts due to its dependency on rough {{l|rock crystal}}s (which only occur in small quantities when present, most often entirely absent from a region), though said goods are equal in value to those made of {{l|iron}} or {{l|silver}}. |
Gem crafts and large gems can be very valuable depending on the type of gem, but the most valuable gems are fairly rare and it is impossible to control whether or not a craft is produced. | Gem crafts and large gems can be very valuable depending on the type of gem, but the most valuable gems are fairly rare and it is impossible to control whether or not a craft is produced. | ||
[[Category:Items]] | [[Category:Items]] |
Revision as of 22:35, 2 April 2010
This article is about an older version of DF. |
Trade good is a term frequently used to refer to items that are lightweight and only useful for Template:L until after the Template:L begins, when they will become wanted trinkets among some Template:L. They include crafts, goblets, instruments, toys, large gems, and totems, some of which have several sub-types. Once produced, all of the various types and sub-types of trade goods are identical except for their Template:L; rings and earrings are the lightest with a base weight of 1, but the heavier trade goods with a base weight of 10 are still much lighter than items such as Template:L or most Template:L. All types of trade goods are stored in Template:L stockpiles.
Currentlyv0.28.181.40d, all trade goods other than crafts, instruments, and toys are listed only under the "All" section of the goods menu at a Template:L, unless they are in bins with crafts or clothes. However if they are stored by themselves in bins they will be listed simply as "finished goods" and appear only under the "All" section. To locate them press s on the move goods screen and type in what you are looking for (e. g., MUG).
There is no way to issue a job order for a specific subtype of a good with multiple subtypes. If you have a mandate to make piccolos, the best you can do is to order instruments and hope for the best.
Some types of trade goods can be produced in multiples. It is possible to get up to three crafts from a single resource. The chance of multiples is increased with more Template:L in the craftsdwarf skill. Mugs will always be made in threes, so they are more productive in terms of value than other trade goods (unless an import agreement offers a high price for another type of trade good).
Types of trade goods
Crafts
Crafts include idols, rings, earrings, amulets, bracelets, scepters, and crowns. They are the only type of trade good that appears on its own page in the Trade Depot menu. In Template:L, some types of crafts (such as earrings) can be worn, but are still better used as deadly Template:L.
Goblets
Goblets have no subtypes, but have different names depending on the material from which they are made: rock goblets are called mugs, and wooden goblets are called cups.
Instruments
Instruments include drums, flutes, harps, trumpets, and piccolos.
Toys
Toys include mini-forges, toy hammers, toy axes, toy boats, and puzzleboxes.
Totems
Totems have no subtypes. They are made from Template:L.
Large gems
Large gems have no subtypes. It is not possible to issue a job order for large gems; instead, cutting any Template:L or raw Template:L has a chance to produce a large gem instead of ordinary cut gems. Gems also have a chance to be cut into crafts this way, but raw glass does not.
Materials
Most materials can be used to make trade goods. On occasion, a Template:L in a Template:L will make a trade good out of a material not normally suited for it (e. g., a cloth instrument).
Material | Labor | Workshop | Crafts | Goblets | Instruments | Toys | Large Gems |
Template:L | Template:L | Template:L | Y | Y | Y | Y | N |
Template:L | Template:L | Template:L | Y | Y | Y | Y | N |
Template:L | Template:L | Template:L | Y | N | N | N | N |
Template:L | Template:L | Template:L | Y | N | N | N | N |
Template:L1 | Template:L | Template:L | Y | N | N | N | N |
Template:L | Template:L | Template:L | Y | N | N | N | N |
Template:L | Template:L | Template:L or Template:L | Y | Y | Y | Y | N |
Template:L | Template:L | Template:L or Template:L2 | N | Y | Y | Y | Y2 |
Template:L | Template:L | Template:L | Y2 | N | N | N | Y2 |
1 Skull totems, like bone crafts, are also made by a bone carver at a craftsdwarf's workshop.
2 See Template:L above. Large glass gems are cut at a jeweler's workshop, not a glass furnace.
Template:L is a timeconsuming but easy to set up way to make Template:L goods early, as your Template:L will have access to tons of Template:L in a typical fortress. Template:L goods are not that valuable and quite heavy, but many of these can be made and they will be accepted by any Template:Lrs. A legendary stone crafter with a stockpile of high value stone or ore can make some very valuable crafts.
Making crafts from bone or shell is easy to set up if you have any Template:L hunt or fish, but it is easy for production to outstrip supply with legendary bonecrafters. Additionally, bones and shell have potentially more important uses, such as producing bone Template:L and Template:Ls, or shell Template:L. Skulls, however, have no uses other than totems, so making totems has essentially no drawback.
Cloth and leather crafts tend to be very light, and can be more Template:L than stone crafts, but it takes more effort to produce cloth and leather than it does raw stone. Cloth and leather can also be used to make Template:L, which is as lightweight as most trade goods and, in some cases, is automatically produced in pairs.
Wooden trade goods have low value, the same value as common, non-economic and non-Template:L stone, and cannot be traded to elves. Unless you have a highly skilled Template:L and a surplus of wood, making these is not generally useful.
Metal goods can be highly profitable; however, if metals are scarce on your map (or if you lack Template:L and a large supply of Template:L) you may prefer to save metal for Template:Ls, Template:L, and/or Template:L.
Green glass goods are as valuable as those made from Template:L stone, and clear glass goods are significantly more valuable. However, glass goods are difficult to produce in large quantities unless the map contains either Template:L or an abundance of wood; as clear glass also requires Template:L, both wood and magma become essential. Crystal glass is better suited for the creation of furniture rather than crafts due to its dependency on rough Template:Ls (which only occur in small quantities when present, most often entirely absent from a region), though said goods are equal in value to those made of Template:L or Template:L.
Gem crafts and large gems can be very valuable depending on the type of gem, but the most valuable gems are fairly rare and it is impossible to control whether or not a craft is produced.