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40d:Economics

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Revision as of 21:48, 16 November 2007 by DrPraetorious (talk | contribs)
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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. 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.
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)

Crops -> Eating -> Seeds

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
Fuel of every kind, as well as Ash and Potash, are classified as Metal Bars for some mysterious reason.