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Difference between revisions of "40d:Economics"

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== Raw Materials ==
 
== Raw Materials ==
  
assign these jobs through the designate or zone options.
+
assign these jobs through the designate or zone options.
  
 
[[Walls]] -> <I>[[Pick]]</I>/[[Mining]] -> [[Stone]]
 
[[Walls]] -> <I>[[Pick]]</I>/[[Mining]] -> [[Stone]]

Revision as of 20:36, 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