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Difference between revisions of "40d:Economics"

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  (designate -> Fish, do this at the level above the water)
 
  (designate -> Fish, do this at the level above the water)
  
[[Animals]] -> <I>[[Weapon]]</I>/[[Hunting]] -> [[Corpses]]
+
[[Animals]] -> <I>[[Weapon]]</I>/[[Ambusher|Hunting]] -> [[Corpses]]
 
  (assign any dwarf the hunt job)
 
  (assign any dwarf the hunt job)
  

Revision as of 20:04, 11 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.

Walls -> Pick/Mining -> Stone

(designate -> Mine)

Trees -> Battle axe/Wood Cutter -> Wood

(designate -> Chop Trees)

Walls -> none/Stone Detailing -> Room Quality (Happiness/Money)

(designate -> Smooth Stone) and (designate -> Engrave Stone)

Water -> none/Fishing -> Fish

(designate -> Fish, do this at the level above the water)

Animals -> Weapon/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's workshop/Masonry -> Furniture, Blocks

Wood -> Carpenter's workshop/Carpentry -> Furniture, Blocks, Barrels

Stone -> Craftsdwarf's workshop/Stonecrafting -> Goods (Money)

Wood -> Craftsdwarf's workshop/Woodcrafting -> Goods (Money)

Bone -> Craftsdwarf's workshop/Bonecarving -> Goods (Money)

Fish -> Fishery/Fish Cleaning -> Edible fish

Stone -> Mechanic's workshop/Mechanics -> Mechanisms

Wood -> Bowyer's workshop/Bowyer -> Wooden Crossbow

Wood -> Wood furnace/Wood burning -> Charcoal

(note - the Wood Furnace is a Furnace, not a workshop)

Higher Tier Materials

Stone + Fuel -> Smelter/Smelting -> Iron Bars

(the stone must be an ore of the given type)
(fuel can be charcoal or coal)

Iron Bars + Fuel -> Smelter/Smelting -> Pig Iron

(fuel can be charcoal or coal)

Pig Iron + Flux ++ Fuel -> Forge/??? -> Steel Bars

(A Magma Forge does not require the fuel)

Steel Bars + Fuel -> Forge/Smelting -> Steel Item

(A Magma Forge does not require the fuel)

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 -> Alcohol, Seeds

Crops and/or Meat and/or Alcohol -> Kitchen/Cooking -> Prepared Meals

Metal, Charcoal -> Metalsmith's Forge/Armorsmith -> Armor