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Difference between revisions of "40d:Metal industry"

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(found this orphaned jpeg, and this page has been lacking since forever. "Needs Improving" is an understatement, but it's a start for now. (Anyone inspired?))
 
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{{Image Rules Notice}}
 
{{Image Rules Notice}}
[[Image:Metal Flowchart.JPG]]
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==Raw material==
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===Power===
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Producing metal from ore, and turning the metal into finished products, requires a large amount of power
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===Ore===
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Ore is a generic term given to a mineral which can be refined to produce a metal. Within the game this is done at a [[smelter]].
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===Coke===
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Prodcuing [[iron]] or [[steel]] will require [[coke]]. Iron is made by mixing [[pig iron]] with carbon, steel is made by mixing iron with more carbon; the pig iron is produced from an iron ore. The coke must be produced in a [[furnace]] from a [[fuel]].
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==Completed proudcts==
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Through a variety of labours and workshops, the metal industry can create high value [[armor]], [[furniture]] and [[weapons]].
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<!--
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Hide structure until completed.
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===Armour===
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==Furniture==
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==Weapons== -->
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==Summary==
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[[Image:Metal Flowchart.JPG|thumb|flowchart of raw materials and produce created through the metal industry]]
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=====Required worker / tasks =====
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*[[Miner]] / mining, producing ore, flux and coke.
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*[[Peasant]] / for the large volume of raw materials used, it is generally inefficient to use skilled labour for hauling.
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*[[Furnace operator]] / Produce bars from raw ingredients
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*[[Armorsmith]] / Produce metal armor from bars
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*[[Metalsmith]] / Produce metal [[block]]s or [[furniture]] (including [[anvil]]s, [[bin]]s, [[bucket]]s, and [[cage]]s) from bars
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*[[Weaponsmith]] / Produce metal weapons from bars
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<!--
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=====Required buildings=====
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*[[Farm]]
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*[[Farmer's workshop]]
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*[[Loom]]
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*[[Clothier's shop]]
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*Either a [[Millstone]] or a [[Quern]]
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**A Millstone requires a millstone item and a power connection. A Quern only requires a quern item.
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*[[Dyer's shop]] which also requires
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**[[Barrel]]
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**[[Bucket]]
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==Sample Industry Plan==
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If your intent is to produce equal volumes of thread and dye (so that all of your thread can be dyed) then you could establish a year-round growing cycle with two equally-sized plots above and below ground as follows:
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{| class="wikitable"
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|-
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!
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! Spring
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! Summer
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! Autumn
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! Winter
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|-
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| '''Underground'''
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| [[Dimple cup]]
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| [[Pig tail]]
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| [[Pig tail]]
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| [[Dimple cup]]
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|-
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| '''Above ground'''
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| [[Rope reed]]
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| [[Sliver barb]]
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| [[Blade weed]]
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| [[Rope reed]]
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|}
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This will give you one cloth crop and one dye crop each harvest.  This is not the only way to do it, but it is an example of a growing plan that will keep a [[miller]], a [[thresher]], a [[dyer]], a [[weaver]], and some [[grower]]s employed evenly year-round and provide high-value materials for any tailors in your fort.  If you have access to [[silk]] on your map, you may prefer to substitute a food crop for one of the fiber crops, or brew the excess [[pig tail]] into [[dwarven ale]].
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-->
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[[Category:Industry]]

Revision as of 03:37, 2 June 2009

Raw material

Power

Producing metal from ore, and turning the metal into finished products, requires a large amount of power

Ore

Ore is a generic term given to a mineral which can be refined to produce a metal. Within the game this is done at a smelter.

Coke

Prodcuing iron or steel will require coke. Iron is made by mixing pig iron with carbon, steel is made by mixing iron with more carbon; the pig iron is produced from an iron ore. The coke must be produced in a furnace from a fuel.

Completed proudcts

Through a variety of labours and workshops, the metal industry can create high value armor, furniture and weapons.

Summary

flowchart of raw materials and produce created through the metal industry
Required worker / tasks