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Difference between revisions of "40d:Economics"
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* 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. | + | 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. Most 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 16:04, 18 November 2007
Overall Economic Flowchart
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. Most 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.
Note: an article is desperately needed to cover the concept of happy thoughts.
Raw Materials
assign these jobs through the designate or zone options.
Walls -> Pick/Mining -> Stone, some of which is also Ore or Flux or Gems or Coal or Lignite
- (designate -> Mine)
Trees -> Battle axe/Wood Cutter -> Wood
- (designate -> Chop Trees)
Walls -> none/Stone Detailing -> Room Quality
- (designate -> Smooth Stone) and (designate -> Engrave Stone)
- The reason you do this is to give your dwarves happy thoughts, which has a (poorly understood?) beneficial effect.
Water -> none/Fishing -> Raw 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)
Seed -> Farm plot/Farming(fields) -> Crops
- (note that the Farm Plot while it is a building is not a workshop)
Second Tier Materials
(only raw materials needed as input)
Raw Fish -> Fishery/Fish Cleaning -> Fish
Corpse -> Butcher's Shop/Butchery -> Meat (which is Food), Fat, Skin, Bones, Skulls
Stone -> Mason's workshop/Masonry -> Furniture, Blocks
Stone -> Craftsdwarf's workshop/Stonecrafting -> Craft, Short Sword
Stone -> Mechanic's workshop/Mechanics -> Mechanism
Wood -> Carpenter's workshop/Carpentry -> Furniture, Blocks, Barrels, Bins
Wood -> Craftsdwarf's workshop/Woodcrafting -> Craft, Bolts
Wood -> Carpenter's workshop/Trapping -> Animal Trap
Wood -> Bowyer's workshop/Bowyer -> Wooden Crossbow
Wood -> Wood furnace/Wood burning -> Charcoal, which is Fuel
Wood -> Wood furnace/Wood burning -> Ash
- (note - the Wood Furnace is a Furnace, not a workshop)
Higher Tier Materials
Animal Based
some Fish -> Eating -> Shell and/or Bone
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)
- (also animal training only works for Dogs right now)
Tame Animal -> Butcher's Shop/Butchery -> Corpse
- (Z-Animals-Ready for Slaughter)
- Really?
- I thought it was U->Select the Animal Unit->Set "Ready for Slaughter" to (Y).
Fat -> Cooking?/Kitchen -> Tallow
Tallow, Lye -> Soaper/Alchemist's laboratory -> Soap
- The documentation on other wiki pages is inconsistent on this one but Soap doesn't do anything yet, so it's not critical.
Skin -> Tanning/Tannery -> Leather
Leather -> Craftsdwarf's workshop/Leatherworking -> Armor, Bags
Bone -> Craftsdwarf's workshop/Bonecarving -> Craft, Bolts, Armor, Decoration
Shell -> Craftsdwarf's workshop/Bonecarving -> Craft, Decoration
Skull -> Craftsdwarf's workshop/Bonecarving -> Totem
- What are totems for? Can't find any info on the wiki.
Metal
- note - the various "Magma" variants all require Magma, and use less Fuel - no Fuel at all if you don't make steel.
- The reaction table for which Ores make which metals and/or alloys is complex and beyond the scope of this article. see Ore for details.
- Metals can be used to make different sorts of things, see the article for a given product to see which metals are suitable.
Ore + Fuel -> Smelter/Smelting -> Metal Bars
Ore x 2 + Fuel -> Smelter/Smelting -> Various Alloy
- Does this take extra units of fuel? It looks to me like it doesn't.
Ore -> Magma Smelter/Smelting -> Metal Bars
Ore x 2 -> Magma Smelter/Smelting -> Various Alloy
Coal + Fuel -> Smelter/Smelting -> Coke x 3, which is Fuel
Coal -> Magma Smelter/Smelting -> Coke x 3, which is Fuel
Lignite + Fuel -> Smelter/Smelting -> Coke x2, which is Fuel
Lignite -> Magma Smelter/Smelting -> Coke x2, which is Fuel
Iron Bars + Flux + Fuel -> Smelter or Magma Smelter/Smelting -> Pig Iron
Pig Iron + Iron Bars + Flux + Fuel -> Smelter or Magma Smelter/Smelting -> Steel Bars x 2
- note - this means, to stay in steady operation, smelt iron ore twice, then pig iron once, then steel bars once. The four operations togethether produce 2 steel. Magma halves the fuel cost but does not eliminate it.
Metal Bars + Fuel -> Smelter/Smelting -> Alloy
- it's generally a better idea to make the alloy directly from ore, I believe.
Metal Bars + Fuel -> Metalsmith's Forge/Metal crafting or Blacksmithing -> Metal Item
- This obviously needs to be fleshed out.
Metal, Fuel -> Metalsmith's Forge/Armorsmith -> Armor
Metal, Fuel -> Metalsmith's Forge/Weaponsmith -> Weapon
Misc
Empty Bags -> Glass Furnace / Item Hauling?!?! -> Sand
- You need to assign the collect sand job to a glass furance, AND
- use Zones -> Collect Sand
- FWIW I can
Sand -> Glass Furnace / Glassworking -> Furniture ...?
- It is presently impossible to make glass weapons because those require glass bars, which you cannot make.
Vermin, Traps -> Kennels or Butcher's shop/Trapper ->
Barrel, Crops -> Still/Brewing -> Alcohol, Seeds
Crops and/or Meat and/or Alcohol and/or Fish -> Kitchen/Cooking -> Prepared Meals
- IMPORTANT NOTE - Cooked Crops do *not* produce seeds, so it is generally a bad idea to cook crops unless you have plenty (Z->Kitchen to disable cooking of crops).
- Once you have excess seeds, you can cook half of your crops and still have enough seeds to replace them.
Crops -> Farmer's workshop/Threshing -> Thread + Seeds x 2
- (Verify that this produces seeds)
Thread -> Loom/Weaving -> Cloth
Cloth -> Clothier's shop/Clothesmaking -> Clothing
Material Classifications
- This is to help you find stuff in the stock pages