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40d Talk:Economics
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- It had been my impression that *most* buildings did require the Architecture job to be enabled; this can be a serious issue if you are trying to expand rapidly and only have architecture on your mason. But the text is not crucial so I'll just leave it out.
- --DrPraetorious
- This is false. For the most part, workshops do not req architecture. A few of them do, but it's only the ones that deal with fire, iirc. Things that do need architecture for sure are screw pumps, bridges, and supports. Maybe you've been building a lot of those. (i know i tend to make a lot of screw pumps) VengefulDonut 18:24, 21 November 2007 (EST)
- Is there an entry that covers how much food, liquor, etc. each dwarf actually consumes per season, so that I can include a section on how much labor it will take to meet demand?
- It seems to be about 2 units/season/dwarf, but I've never kept careful track.
--DrPraetorious
Economy?
Should Economy really redirect here? I'd think it should redirect to Dwarven economy. --Karlito 19:49, 2 December 2007 (EST)
- Every link to Economy is referring to the dwarven economy, so I'll change that Coelocanth 16:37, 3 December 2007 (EST)
Alternatives to stockpiles
One critique of this page is that it only knows of one way to move raw materials to the shops and finished goods out: stockpiles. Stockpiles chew up a lot of dwarf labor and floor space and there are often better alternatives. I generally start up metalbashing with a huge pile of raw materials dumped in a 1x1 space and then reclaimed. To avoid workshop clutter, I often prefer to store finished goods inside multiple workshops, or in piles around demolished and rebuilt workshops. Saves loads of time.