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40d:Economics
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.
- (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)
- (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