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Editing v0.31:Dwarven economy

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{{quality|Fine|10:08, 30 December 2011 (UTC)}}{{av}}
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{{quality|Tattered|19:17, 16 June 2010 (UTC) (UTC)}}{{AV}}
{{removed feature}}
 
  
In v0.31, there are no conditions under which the economy will activate. [[Main:Toady One|Toady One]] has stated that it may come back in after sweeping changes are made to make it less broken.
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Once you got a tax collector, the economy would start. Before the economy, dwarfs could just grab whatever they wanted from the community stockpiles.  After the economy, they have to pay for it.  This includes their rooms. If they couldn't afford the monthly rent, they'd be evicted (each room would have a toggle to rent it or not rent it - you could still assign rooms to particular dwarfs).
  
For how the Dwarven economy worked in previous versions, see [[40d:Dwarven economy]].
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A new building would become available, the shop (4 types), which would allow dwarfs to go buy baubles and item they needed.
  
==Related Pages==
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Taxes were most certainly implemented, and the tax collector would bring along guards as he made his rounds.  He'd go through his target's belongings and mark them as ownerless again - the stuff would be hauled back to the stockpiles.
* [[Currency]]
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The last part, coins, or Fortress Bane, were where the problems confounded most people.  Coins started out in stacks of 500, but as dwarfs claimed their share, the would break down into smaller and smaller stacks, all the way down to 1 coin.  The problem was that they NEVER got restacked, creating thousands of single items that required hauling jobs, effectively bogging down a fortress.  You could get around this by either not minting coins, or locking them up in a vault so the dwarfs couldn't claim them and split the stacks.  If the coins weren't minted or not available to the dwarfs, they would just use their credit account.
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Each task a dwarf does is paid a certain wage.  If a dwarf died, their spouses or children would inherit their stuff.

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