v50 Steam/Premium information for editors
  • v50 information can now be added to pages in the main namespace. v0.47 information can still be found in the DF2014 namespace. See here for more details on the new versioning policy.
  • Use this page to report any issues related to the migration.
This notice may be cached—the current version can be found here.

Editing Starting build

Jump to navigation Jump to search

Warning: You are not logged in.
Your IP address will be recorded in this page's edit history.

If you are creating a redirect to the current version's page, do not use any namespace. For example: use #REDIRECT [[Cat]], not #REDIRECT [[Main:Cat]] or #REDIRECT [[cv:Cat]]. See DF:Versions for more information.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.

Latest revision Your text
Line 113: Line 113:
 
==== Quality, value, and happiness ====
 
==== Quality, value, and happiness ====
  
[[Quality]] is an important part of ''Dwarf Fortress''. Higher-quality items produce better and more frequent happy [[thought]]s and are worth more money in [[wealth]] and [[trade]]. When choosing skills that produce objects of quality, the desire to produce valuable goods for trade will often conflict with the desire to produce objects that will make your dwarves happy. Built items that are frequently encountered tend to be things like [[furniture]] (especially [[bed]]s) which tend to have low material values and thus low total value despite the quality of the work. Further, these things tend to be inconvenient to trade (due to [[weight]] and storage constraints). It is often best to strike a balance between dwarves who produce valuable trade goods and dwarves who produce quality items that will make your population happy - and thus be able to achieve both goals simultaneously.
+
[[Quality]] is an important part of Dwarf Fortress. Higher-quality items produce better and more frequent happy [[thought]]s and are worth more money in [[wealth]] and [[trade]]. When choosing skills that produce objects of quality, the desire to produce valuable goods for trade will often conflict with the desire to produce objects that will make your dwarves happy. Built items that are frequently encountered tend to be things like [[furniture]] (especially [[bed]]s) which tend to have low material values and thus low total value despite the quality of the work. Further, these things tend to be inconvenient to trade (due to [[weight]] and storage constraints). It is often best to strike a balance between dwarves who produce valuable trade goods and dwarves who produce quality items that will make your population happy - and thus be able to achieve both goals simultaneously.
  
 
It's worth noting that built furniture and worn clothing counts its value twice -- once under the appropriate category and once for displayed value. If you're trying to maximize your created [[wealth]] total, a good metalsmith producing [[statue]]s from high-value metals is optimal. A mason can also build furniture directly from metal ores such as gold nuggets, if these are enabled in the stocks "Stone" screen. While building with ore saves time and [[fuel]], it generally results in a 25% reduction of total material value compared to refining the ore. This is balanced somewhat by the fact that masonry is much easier to train, and therefore more likely to yield a high [[quality]] modifier to offset the reduced material value.
 
It's worth noting that built furniture and worn clothing counts its value twice -- once under the appropriate category and once for displayed value. If you're trying to maximize your created [[wealth]] total, a good metalsmith producing [[statue]]s from high-value metals is optimal. A mason can also build furniture directly from metal ores such as gold nuggets, if these are enabled in the stocks "Stone" screen. While building with ore saves time and [[fuel]], it generally results in a 25% reduction of total material value compared to refining the ore. This is balanced somewhat by the fact that masonry is much easier to train, and therefore more likely to yield a high [[quality]] modifier to offset the reduced material value.

Please note that all contributions to Dwarf Fortress Wiki are considered to be released under the GFDL & MIT (see Dwarf Fortress Wiki:Copyrights for details). If you do not want your writing to be edited mercilessly and redistributed at will, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource. Do not submit copyrighted work without permission!

To protect the wiki against automated edit spam, we kindly ask you to solve the following CAPTCHA:

Cancel Editing help (opens in new window)

This page is a member of 2 hidden categories: