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Difference between revisions of "40d:Shop"
Wolfman2000 (talk | contribs) (Didn't see red links.) |
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|construction= | |construction= | ||
3 of | 3 of | ||
− | * | + | * {{L|Block}} |
− | * | + | * {{L|Stone}} |
− | * | + | * {{L|Wood}} |
|construction_job= | |construction_job= | ||
Skill appropriate to building material | Skill appropriate to building material | ||
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Allows dwarves to purchase items | Allows dwarves to purchase items | ||
}} | }} | ||
− | A '''shop''' is a 5x5 | + | A '''shop''' is a 5x5 {{L|building}} that appears in your {{K|b}}uild menu under the {{K|z}} key once the {{L|dwarven economy}} has started. Each shop has a '''shopkeeper''', but are initially owned by either your {{L|bookkeeper}} or your {{L|broker}}, to be bought by any dwarf who is wealthy enough. A new shop's starting price is ☼200, and can stock up to 10 items to sell at a time. |
− | The type of shop is chosen by the | + | The type of shop is chosen by the {{L|shopkeeper}} who will begin to haul those specific kinds of items to the shop for selling automatically, but the actual mechanics of that choice - whether intentional or random - is unknown. Items that can be hauled to the shop include any item in your fort that is not already owned, of any quality or material. Items stocked in a shop circulate only by being sold. |
While spending the money a dwarf <s>needs to buy food and pay his rent</s> doesn't really need at a shop he acquires new items. When gaining a new item/shopping, a dwarf gains a happy thought. | While spending the money a dwarf <s>needs to buy food and pay his rent</s> doesn't really need at a shop he acquires new items. When gaining a new item/shopping, a dwarf gains a happy thought. | ||
− | Each item stocked by a | + | Each item stocked by a {{L|shopkeeper}} adds its value to the shop's value (☼200 + ☼items). If the stock gets filled with high-quality items or items made from expensive materials, there is a risk that the shop can become far too expensive for any dwarf to own or buy from. If this happens, it is recommended to tear the shop down and rebuild after its discarded items are hauled away again, or to build multiple shops to increase the chances of affordable stock variation. |
=== Shop Types === | === Shop Types === | ||
*'''General Store''' - Sells a bit of everything | *'''General Store''' - Sells a bit of everything | ||
− | *'''Crafts Market''' - Sells | + | *'''Crafts Market''' - Sells {{L|crafts|crafted goods}} |
− | *'''Clothing Shop''' - Sells | + | *'''Clothing Shop''' - Sells {{L|clothing}} |
*'''Exotic Clothing Shop''' - Sells clothing that doesn't fit on the dwarves (narrow, large, small) | *'''Exotic Clothing Shop''' - Sells clothing that doesn't fit on the dwarves (narrow, large, small) | ||
Revision as of 16:51, 12 April 2010
This article is about an older version of DF. |
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Allows dwarves to purchase items |
A shop is a 5x5 Template:L that appears in your build menu under the z key once the Template:L has started. Each shop has a shopkeeper, but are initially owned by either your Template:L or your Template:L, to be bought by any dwarf who is wealthy enough. A new shop's starting price is ☼200, and can stock up to 10 items to sell at a time.
The type of shop is chosen by the Template:L who will begin to haul those specific kinds of items to the shop for selling automatically, but the actual mechanics of that choice - whether intentional or random - is unknown. Items that can be hauled to the shop include any item in your fort that is not already owned, of any quality or material. Items stocked in a shop circulate only by being sold.
While spending the money a dwarf needs to buy food and pay his rent doesn't really need at a shop he acquires new items. When gaining a new item/shopping, a dwarf gains a happy thought.
Each item stocked by a Template:L adds its value to the shop's value (☼200 + ☼items). If the stock gets filled with high-quality items or items made from expensive materials, there is a risk that the shop can become far too expensive for any dwarf to own or buy from. If this happens, it is recommended to tear the shop down and rebuild after its discarded items are hauled away again, or to build multiple shops to increase the chances of affordable stock variation.
Shop Types
- General Store - Sells a bit of everything
- Crafts Market - Sells Template:L
- Clothing Shop - Sells Template:L
- Exotic Clothing Shop - Sells clothing that doesn't fit on the dwarves (narrow, large, small)
Rooms | |
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Furniture |
Animal trap • Anvil • Armor stand • Bed • Bin • Bucket • Cabinet • Cage • Coffin • Container • Restraint • Seat • Statue • Table • Weapon rack |
Access | |
Constructions | |
Machine & Trap parts |
Axle • Gear assembly • Millstone • Screw pump • Water wheel • Windmill • Lever • Pressure plate • Trap • Support |
Other Buildings | |
Related Articles |
Adventure Mode
There are shops in human towns in adventure mode. It is possible to buy things from them, or to accidentally become a thief.