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Difference between revisions of "40d:Dwarven economy"

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===Requirements===
 
===Requirements===
  
The dwarven economy is unlocked when a [[baron]] arrives (or when a [[tax collector]] arrives; we're not quite certain).  In order for a baron to show up, you need 80 dwarves and an unknown amount of either created or exported wealth{{verify}} and perform 4 of the following in a single year: 25 crafting jobs, 25 metal-related jobs, 25 wood-related jobs, 10 gem jobs, 25 stone jobs, 25 food jobs.[http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&f=6&t=002643] (note: As the details change from version to version, these numbers should be taken as approximate.)
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The '''dwarven economy''' is unlocked when a [[baron]] arrives (or when a [[tax collector]] arrives; we're not quite certain).  In order for a baron to show up, you need 80 [[dwarves]] and an unknown amount of either created or exported wealth{{verify}} and perform 4 of the following in a single year: 25 crafting jobs, 25 metal-related jobs, 25 wood-related jobs, 10 gem jobs, 25 stone jobs, 25 food jobs.[http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&f=6&t=002643] (note: As the details change from version to version, these numbers should be taken as approximate.)
  
 
You may turn off the economy by editing \data\init\init.txt; line "[ECONOMY:NO]".
 
You may turn off the economy by editing \data\init\init.txt; line "[ECONOMY:NO]".
  
 
===Effects===
 
===Effects===
* Nobles and legendary dwarves may continue to appropriate anything they please, but all other dwarves get individual accounts.  They earn money from performing most kinds of work and spend it on bedroom rent and food.  Whatever's left over can be spent at [[shops]], which it now becomes possible to build.  Dwarves can purchase useful or desirable goods at shops and get happy thoughts from doing so.
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* [[Noble]]s and [[legendary]] dwarves may continue to appropriate anything they please, but all other dwarves get individual accounts.  They earn money from performing most kinds of work and spend it on [[bedroom]] rent and [[food]].  Whatever's left over can be spent at [[shops]], which it now becomes possible to build.  Dwarves can purchase useful or desirable goods at shops and get happy [[thought]]s from doing so.
  
* The economy can be run with [[coins]], a locked vault of coins, or no coins at all.  Coins are minted at a [[forge]] out of copper, silver, gold, and (depending on game version) other metals.  In the current version (.32), it is strongly recommended that you either not make any coins at all, or at least not let your dwarves have access to those you do make.  The reason for this is that coins are physical objects that need to be acquired, hauled, stored, and tidied up.  Because individual accounts fluctuate, your dwarves may spend more and more of their work time strewing tiny coin piles all over the fortress!
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* The economy can be run with [[coins]], a locked vault of coins, or no coins at all.  Coins are minted at a [[forge]] out of [[copper]], [[silver]], [[gold]], and (depending on game version) other [[metal]]s.  In the current version (.32), it is strongly recommended that you either not make any coins at all, or at least not let your dwarves have access to those you do make.  The reason for this is that coins are physical objects that need to be acquired, hauled, stored, and tidied up.  Because individual accounts fluctuate, your dwarves may spend more and more of their work time strewing tiny coin piles all over the fortress!
  
* Bedrooms may now only be assigned to noble or [[legendary]] dwarves; all others will pay rent on their current room and, if they cannot pay, will be evicted and must find a cheaper place to sleep.  Make sure you have enough low-price rooms available (or at least beds in the [[barracks]]).  The rental price can be seen when selecting the room with {{K|q}}; this figure is based on the total worth of furniture, smoothing and decoration, etc. in that room.
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* Bedrooms may now only be assigned to noble or legendary dwarves; all others will pay rent on their current room and, if they cannot pay, will be evicted and must find a cheaper place to sleep.  Make sure you have enough low-price rooms available (or at least [[bed]]s in the [[barracks]]).  The rental price can be seen when selecting the room with {{K|q}}; this figure is based on the total worth of [[furniture]], smoothing and decoration, etc. in that room.
  
* Food must also be purchased.  Dwarves that cannot afford quality meals must eat something of lower value (plump helmets or meat are common choices).  Dwarves will not starve because they cannot buy food; they just choose whatever is cheapest.
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* Food must also be purchased.  Dwarves that cannot afford quality meals must eat something of lower value ([[plump helmet]]s or [[meat]] are common choices).  Dwarves will not starve because they cannot buy food; they just choose whatever is cheapest.
  
 
* Either the dwarven economy or the baron are pre-requisites for many of the [[nobles]].   
 
* Either the dwarven economy or the baron are pre-requisites for many of the [[nobles]].   
  
* Whether it has any effect on the arrival of [[:category:megabeasts|megabeasts]], siege size, or other game features or challenges is unknown.
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* Whether it has any effect on the arrival of [[:category:megabeasts|megabeasts]], [[siege]] size, or other game features or challenges is unknown.
  
 
* It is possible to cause all rooms' rent to become 0 because rooms can become far too expensive otherwise, what with high quality furniture and the like. It's in the init under [ZERO_RENT:YES/NO].
 
* It is possible to cause all rooms' rent to become 0 because rooms can become far too expensive otherwise, what with high quality furniture and the like. It's in the init under [ZERO_RENT:YES/NO].

Revision as of 09:06, 26 June 2008

Requirements

The dwarven economy is unlocked when a baron arrives (or when a tax collector arrives; we're not quite certain). In order for a baron to show up, you need 80 dwarves and an unknown amount of either created or exported wealth[Verify] and perform 4 of the following in a single year: 25 crafting jobs, 25 metal-related jobs, 25 wood-related jobs, 10 gem jobs, 25 stone jobs, 25 food jobs.[1] (note: As the details change from version to version, these numbers should be taken as approximate.)

You may turn off the economy by editing \data\init\init.txt; line "[ECONOMY:NO]".

Effects

  • Nobles and legendary dwarves may continue to appropriate anything they please, but all other dwarves get individual accounts. They earn money from performing most kinds of work and spend it on bedroom rent and food. Whatever's left over can be spent at shops, which it now becomes possible to build. Dwarves can purchase useful or desirable goods at shops and get happy thoughts from doing so.
  • The economy can be run with coins, a locked vault of coins, or no coins at all. Coins are minted at a forge out of copper, silver, gold, and (depending on game version) other metals. In the current version (.32), it is strongly recommended that you either not make any coins at all, or at least not let your dwarves have access to those you do make. The reason for this is that coins are physical objects that need to be acquired, hauled, stored, and tidied up. Because individual accounts fluctuate, your dwarves may spend more and more of their work time strewing tiny coin piles all over the fortress!
  • Bedrooms may now only be assigned to noble or legendary dwarves; all others will pay rent on their current room and, if they cannot pay, will be evicted and must find a cheaper place to sleep. Make sure you have enough low-price rooms available (or at least beds in the barracks). The rental price can be seen when selecting the room with q; this figure is based on the total worth of furniture, smoothing and decoration, etc. in that room.
  • Food must also be purchased. Dwarves that cannot afford quality meals must eat something of lower value (plump helmets or meat are common choices). Dwarves will not starve because they cannot buy food; they just choose whatever is cheapest.
  • Either the dwarven economy or the baron are pre-requisites for many of the nobles.
  • Whether it has any effect on the arrival of megabeasts, siege size, or other game features or challenges is unknown.
  • It is possible to cause all rooms' rent to become 0 because rooms can become far too expensive otherwise, what with high quality furniture and the like. It's in the init under [ZERO_RENT:YES/NO].

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