v50 Steam/Premium information for editors
  • v50 information can now be added to pages in the main namespace. v0.47 information can still be found in the DF2014 namespace. See here for more details on the new versioning policy.
  • Use this page to report any issues related to the migration.
This notice may be cached—the current version can be found here.

Difference between revisions of "40d:Economics"

From Dwarf Fortress Wiki
Jump to navigation Jump to search
Line 24: Line 24:
 
  (designate -> Fish, do this at the level above the water)
 
  (designate -> Fish, do this at the level above the water)
  
[[Animals]] -> <I>[[Weapon]]</I>/[[Ambusher|Hunting]] -> [[Corpses]]
+
[[Animals]] -> <I>[[Weapon]]</I>/[[Ambusher|Hunting]] -> [[Corpse|Corpses]]
 
  (assign any dwarf the hunt job)
 
  (assign any dwarf the hunt job)
  
[[Plants]] -> none/[[Gather Plants]] -> [[Crops]]
+
[[Bush|Bushes]] -> none/[[Gather Plants]] -> [[Crops]]
 
  (designate -> Gather Plants)
 
  (designate -> Gather Plants)
  
Line 55: Line 55:
  
 
== Higher Tier Materials ==
 
== Higher Tier Materials ==
[[Stone]] + [[Fuel]] -> [[Smelter]]/[[Smelting]] -> [[Iron Bars]]
+
[[Stone]] + [[Fuel]] -> [[Smelter]]/[[Smelting]] -> [[Metal|Metal Bars]]
 
  (the stone must be an ore of the given type)
 
  (the stone must be an ore of the given type)
 
  (fuel can be charcoal or coal)
 
  (fuel can be charcoal or coal)
Line 62: Line 62:
 
  (fuel can be charcoal or coal)
 
  (fuel can be charcoal or coal)
  
[[Pig Iron]] + [[Flux]] ++ [[Fuel]] -> [[Forge]]/[[???]] -> [[Steel Bars]]
+
[[Pig Iron]] + [[Flux]] + [[Fuel]] -> [[Smelter]]/[[Smelting]] -> [[Steel Bars]]
 
  (A Magma Forge does not require the fuel)
 
  (A Magma Forge does not require the fuel)
  
[[Steel Bars]] + [[Fuel]] -> [[Forge]]/[[Smelting]] -> [[Steel Item]]
+
[[Metal|Metal Bars]] + [[Fuel]] -> [[Smelter]]/[[Smelting]] -> [[Alloy]]
 +
 
 +
[[Metal|Metal Bars]] + [[Fuel]] -> [[Metalsmith's Forge]]/[[Metal crafting]] or [[Blacksmithing]] -> [[Metal Item]]
 +
 
 +
[[Metal]], [[Fuel]] -> [[Metalsmith's Forge]]/[[Armorsmith]] -> [[Armor]]
 +
 
 +
[[Metal]], [[Fuel]] -> [[Metalsmith's Forge]]/[[Weaponsmith]] -> [[Weapon]]
 
  (A Magma Forge does not require the fuel)
 
  (A Magma Forge does not require the fuel)
  
[[Seed]] -> [[Farm plot]]/[[Farming]] -> [[Crops]]
+
[[Seed]] -> [[Farm plot]]/[[Farming|Farming(fields)]] -> [[Crops]]
 
  (note that the Farm Plot while it is a building is not a workshop)
 
  (note that the Farm Plot while it is a building is not a workshop)
  
[[Vermin]], [[Traps]] -> [[Kennels]] or [[Butcher Shop]]/[[Trapper]] ->  
+
[[Vermin]], [[Traps]] -> [[Kennels]] or [[Butcher's shop]]/[[Trapper]] ->  
  
 
Wild [[Animals]], <I>[[Animal Trap]]</I> -> none/[[Trapping]] -> Captured [[Animals]]
 
Wild [[Animals]], <I>[[Animal Trap]]</I> -> none/[[Trapping]] -> Captured [[Animals]]
Line 80: Line 86:
 
  (note that the Kennels while it is a building is not a workshop)
 
  (note that the Kennels while it is a building is not a workshop)
  
[[Barrels]], [[Crops]] -> [[Still]]/[[Brewing]] -> [[Alcohol]], [[Seeds]]
+
Tame [[Animal]] -> [[Butcher's Shop]]/[[Butchery]] -> [[Corpse]]
 +
({{K|Z}}-Animals-Ready for Slaughter)
 +
 
 +
[[Corpse]] -> [[Butcher's Shop]]/[[Butchery]] -> [[Meat]]
 +
 
 +
[[Barrel]], [[Crops]] -> [[Still]]/[[Brewing]] -> [[Alcohol]], [[Seed|Seeds]]
  
 
[[Crops]] and/or [[Meat]] and/or [[Alcohol]] -> [[Kitchen]]/[[Cooking]] -> [[Food#Prepared_food|Prepared Meals]]
 
[[Crops]] and/or [[Meat]] and/or [[Alcohol]] -> [[Kitchen]]/[[Cooking]] -> [[Food#Prepared_food|Prepared Meals]]
  
[[Metal]], [[Charcoal]] -> [[Metalsmith's Forge]]/[[Armorsmith]] -> [[Armor]]
+
[[Crops]] -> [[Farmer's workshop]]/[[Threshing]] -> [[Thread]]
 +
 
 +
[[Thread]] -> [[Loom]]/[[Weaving]] -> [[Cloth]]
 +
 
 +
[[Cloth]] -> [[Clothier's shop]]/[[Clothesmaking]] -> [[Clothes]]
 +
 
 
[[category: Economy]]
 
[[category: Economy]]

Revision as of 14:30, 12 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)

Bushes -> 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 -> Craft, Decoration,

Wood -> Craftsdwarf's workshop/Woodcrafting -> Craft, Bolts

Bone or Shell -> Craftsdwarf's workshop/Bonecarving -> Craft, Bolts, Armor

Raw Fish -> Fishery/Fish Cleaning -> Fish

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

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

Wood -> Wood furnace/Wood burning -> Charcoal

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

Wood -> Carpenter's workshop/Trapping -> Animal Trap

Higher Tier Materials

Stone + Fuel -> Smelter/Smelting -> Metal 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 -> Smelter/Smelting -> Steel Bars

(A Magma Forge does not require the fuel)

Metal Bars + Fuel -> Smelter/Smelting -> Alloy

Metal Bars + Fuel -> Metalsmith's Forge/Metal crafting or Blacksmithing -> Metal Item

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

Metal, Fuel -> Metalsmith's Forge/Weaponsmith -> Weapon

(A Magma Forge does not require the fuel)

Seed -> Farm plot/Farming(fields) -> Crops

(note that the Farm Plot while it is a building is not a workshop)

Vermin, Traps -> Kennels or Butcher's shop/Trapper ->

Wild Animals, Animal Trap -> none/Trapping -> Captured Animals

Captured Animals -> Kennels/Animal Training -> Tame Animals

Tame Animals -> Kennels/Animal Training -> Trained Animals

(note that the Kennels while it is a building is not a workshop)

Tame Animal -> Butcher's Shop/Butchery -> Corpse (Z-Animals-Ready for Slaughter)

Corpse -> Butcher's Shop/Butchery -> Meat

Barrel, Crops -> Still/Brewing -> Alcohol, Seeds

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

Crops -> Farmer's workshop/Threshing -> Thread

Thread -> Loom/Weaving -> Cloth

Cloth -> Clothier's shop/Clothesmaking -> Clothes