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Difference between revisions of "40d:Economics"
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* Inputs (on left) - the process will use up these raw materials. | * Inputs (on left) - the process will use up these raw materials. | ||
* Building/Job - you assign this process in this building. If building is in italics, it is an object, instead. 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. | * Building/Job - you assign this process in this building. If building is in italics, it is an object, instead. 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. | ||
− | Following the building is a list of skills and/or raw materials needed to make that building, or a #d reference to the job that can produce the good needed to do the job. All buildings require building designer, specialized requirements for different buildings will be added when I get around to it (see [[ | + | Following the building is a list of skills and/or raw materials needed to make that building, or a #d reference to the job that can produce the good needed to do the job. All buildings require building designer, specialized requirements for different buildings will be added when I get around to it (see [[Building]] for now). |
* 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. | ||
Revision as of 20:37, 6 November 2007
Overall Economic Flowchart
All buildings require Building Design to go up, most require stone and/or wood, some require other orders or materials (listed in parens after the building). Each process on the economic flowchart has the following components:
- Inputs (on left) - the process will use up these raw materials.
- Building/Job - you assign this process in this building. If building is in italics, it is an object, instead. 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.
Following the building is a list of skills and/or raw materials needed to make that building, or a #d reference to the job that can produce the good needed to do the job. All buildings require building designer, specialized requirements for different buildings will be added when I get around to it (see Building for now).
- Outputs (on right) - These are the goods that are produced by the economic activity in question.
Raw Materials
assign these jobs through the designate or zone options.
(designate -> Mine)
Trees -> Axe/Wood Cutting -> Wood
(designate -> Chop Trees)
Walls -> none/Stone Detailing -> Room Quality (Happiness/Money)
(designate -> Smooth, Engrave)
(designate -> Fish, do this at the level above the water)
Animals -> Crossbow,Bolts/Hunting -> Corpses
(assign any dwarf the hunt job)
Plants -> none/Gather Plants -> Crops
(designate -> Gather Plants)
Second Tier Materials
(only raw materials needed as input)
Stone -> Mason Shop/Masonry -> Furniture, Blocks
Wood -> Carpenters Shop/Carpentry -> Furniture, Blocks, Barrels
Stone -> Craftsdwarfs Shop/Stonecrafting -> Goods (Money)
Wood -> Craftsdwarfs Shop/Woodcrafting -> Goods (Money)
Bone -> Craftsdwarfs Shop/Bonecarving -> Goods (Money)
Fish -> Fishery/Fish Cleaning -> Edible Fish
Stone -> Mechanic's Workshop/Mechanics -> Stone Mechanics
Wood -> Bowyer's Workshop/Bowyer -> Wooden Crossbow
Higher Tier Materials
Seeds -> Farm Plot/Farming -> Crops
(note that the Farm Plot while it is a building is not a workshop)
Vermin, Traps -> Kennels or Butcher Shop/Trapper ->
Tame Animals -> Kennels/Animal Training -> Trained Animals
(note that the Kennels while it is a building is not a workshop)
Barrels, Crops -> Still/Brewing -> Drink, Seeds
Crops and/or Meat -> Kitchen/Cooking -> Prepared Meals