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Difference between revisions of "40d:Economics"

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(→‎Higher Tier Materials: (Spelling Error))
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* Inputs (on left) - the process will use up these raw materials.
 
* 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.
 
* 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 . All buildings require building designer.
+
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 [[Buildings]] for now).
 +
* Outputs (on right) - These are the goods that are produced by the economic activity in question.
  
 
== Raw Materials ==
 
== Raw Materials ==
Line 11: Line 12:
 
  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]]
  (designite -> Mine)
+
  (designate -> Mine)
  
Trees -> <I>Axe</I>/Wood Cutting -> Wood
+
[[Trees]] -> <I>[[Axe]]</I>/[[Wood Cutting]] -> [[Wood]]
 
  (designate -> Chop Trees)
 
  (designate -> Chop Trees)
  
Walls -> none/Stone Detailing -> Room Quality (Happiness/Money)
+
[[Walls]] -> none/[[Stone Detailing]] -> [[Room Quality]] ([[Happiness]]/Money)
 
  (designate -> Smooth, Engrave)
 
  (designate -> Smooth, Engrave)
  
Water -> none/Fishing -> Fish
+
[[Water]] -> none/[[Fishing]] -> [[Fish]]
 
  (designate -> Fish, do this at the level above the water)
 
  (designate -> Fish, do this at the level above the water)
  
Animals -> <I>Crossbow</I>,Bolts/Hunting -> Corpses
+
[[Animals]] -> <I>[[Crossbow]]</I>,<I>[[Bolts]]</I>/[[Hunting]] -> [[Corpses]]
 
  (assign any dwarf the hunt job)
 
  (assign any dwarf the hunt job)
  
Plants -> none/Gather Plants -> Crops
+
[[Plants]] -> none/[[Gather Plants]] -> [[Crops]]
 +
(designate -> Gather Plants)
  
 
== Second Tier Materials ==
 
== Second Tier Materials ==
 
(only raw materials needed as input)
 
(only raw materials needed as input)
  
Stone -> Mason Shop/Masonry -> Furniture, Blocks
+
[[Stone]] -> [[Mason Shop]]/[[Masonry]] -> [[Furniture]], [[Blocks]]
  
Wood -> Carpenters Shop/Carpentry -> Furniture, Blocks, Barrels
+
[[Wood]] -> [[Carpenters Shop]]/[[Carpentry]] -> [[Furniture]], [[Blocks]], [[Barrels]]
  
Stone -> Craftsdwarfs Shop/Stonecrafting -> Goods (Money)
+
[[Stone]] -> [[Craftsdwarfs Shop]]/[[Stonecrafting]] -> [[Goods]] ([[Money]])
  
Wood -> Craftsdwarfs Shop/Woodcrafting -> Goods (Money)
+
[[Wood]] -> [[Craftsdwarfs Shop]]/[[Woodcrafting]] -> [[Goods]] ([[Money]])
  
Bone -> Craftsdwarfs Shop/Bonecarving -> Goods (Money)
+
[[Bone]] -> [[Craftsdwarfs Shop]]/[[Bonecarving]] -> [[Goods]] ([[Money]])
  
Fish -> Fishery/Fish Cleaning -> Edible Fish
+
[[Fish]] -> [[Fishery]]/[[Fish Cleaning]] -> [[Edible Fish]]
  
Stone -> Mechanic's Workshop/Mechanics -> Stone Mechanics
+
[[Stone]] -> [[Mechanic's Workshop]]/[[Mechanics]] -> [[Stone Mechanics]]
 +
 
 +
[[Wood]] -> [[Bowyer's Workshop]]/[[Bowyer]] -> [[Wooden Crossbow]]
  
 
== Higher Tier Materials ==
 
== Higher Tier Materials ==
Seeds -> Farm Plot/Farming -> Crops
+
[[Seeds]] -> [[Farm Plot]]/[[Farming]] -> [[Crops]]
 
  (note that the Farm Plot while it is a building is not a workshop)
 
  (note that the Farm Plot while it is a building is not a workshop)
  
Tame Animals -> Kennels/Animal Training -> Trained Animals
+
[[Vermin]], [[Traps]] -> [[Kennels]] or [[Butcher Shop]]/[[Trapper]] ->
 +
 
 +
Tame [[Animals]] -> [[Kennels]]/[[Animal Training]] -> Trained [[Animals]]
 
  (note that the Kennels while it is a building is not a workshop)
 
  (note that the Kennels while it is a building is not a workshop)
  
Barrels, Crops -> Still/Brewing -> Drink, Seeds
+
[[Barrels]], [[Crops]] -> [[Still]]/[[Brewing]] -> [[Drink]], [[Seeds]]
  
Crops and/or Meat -> Kitchen/Cooking -> Prepared Meals
+
[[Crops]] and/or [[Meat]] -> [[Kitchen]]/[[Cooking]] -> [[Prepared Meals]]
  
== To be assigned ==
+
[[Metal]], [[Charcoal]] -> [[Metalsmith's Forge]]/[[Armorsmith]] -> [[Armor]]
(workshops)
 
Leather Works
 
Quern
 
Millstone
 
Loom
 
Clothier's Shop
 
Bowyer's Workshop
 
Carpenter's Workshop
 
Magma Forge
 
Jewweler's Workshop
 
Butcher's Shop
 
Tanner's Shop
 
Siege Workshop
 
(forges)
 

Revision as of 20:35, 6 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 Buildings 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 -> Axe/Wood Cutting -> Wood

(designate -> Chop Trees)

Walls -> none/Stone Detailing -> Room Quality (Happiness/Money)

(designate -> Smooth, Engrave)

Water -> none/Fishing -> Fish

(designate -> Fish, do this at the level above the water)

Animals -> Crossbow,Bolts/Hunting -> Corpses

(assign any dwarf the hunt job)

Plants -> none/Gather Plants -> Crops

(designate -> Gather Plants)

Second Tier Materials

(only raw materials needed as input)

Stone -> Mason Shop/Masonry -> Furniture, Blocks

Wood -> Carpenters Shop/Carpentry -> Furniture, Blocks, Barrels

Stone -> Craftsdwarfs Shop/Stonecrafting -> Goods (Money)

Wood -> Craftsdwarfs Shop/Woodcrafting -> Goods (Money)

Bone -> Craftsdwarfs Shop/Bonecarving -> Goods (Money)

Fish -> Fishery/Fish Cleaning -> Edible Fish

Stone -> Mechanic's Workshop/Mechanics -> Stone Mechanics

Wood -> Bowyer's Workshop/Bowyer -> Wooden Crossbow

Higher Tier Materials

Seeds -> Farm Plot/Farming -> Crops

(note that the Farm Plot while it is a building is not a workshop)

Vermin, Traps -> Kennels or Butcher Shop/Trapper ->

Tame Animals -> Kennels/Animal Training -> Trained Animals

(note that the Kennels while it is a building is not a workshop)

Barrels, Crops -> Still/Brewing -> Drink, Seeds

Crops and/or Meat -> Kitchen/Cooking -> Prepared Meals

Metal, Charcoal -> Metalsmith's Forge/Armorsmith -> Armor