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Editing 40d:Textile industry

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Large fields, [[fertilizer]], and skilled [[grower]]s will produce more raw materials; skilled craftsdwarves will use up the materials faster.  Choose the largest plot size you can sustainably plant and harvest, because eventually your craftsdwarves will be able to go through materials faster than you can grow them and you'll find yourself queueing up new orders each season.  To boost profits, set your workshop [[orders]] to use only dyed thread, leave out [[hide root]] from your growing plan because of its lower [[item value]], and keep the supply channels full of plant products so that you've always got materials to support standing (repeat) work orders.
 
Large fields, [[fertilizer]], and skilled [[grower]]s will produce more raw materials; skilled craftsdwarves will use up the materials faster.  Choose the largest plot size you can sustainably plant and harvest, because eventually your craftsdwarves will be able to go through materials faster than you can grow them and you'll find yourself queueing up new orders each season.  To boost profits, set your workshop [[orders]] to use only dyed thread, leave out [[hide root]] from your growing plan because of its lower [[item value]], and keep the supply channels full of plant products so that you've always got materials to support standing (repeat) work orders.
  
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==A Brief Note==
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Since both pig tails and rope reed are also used to make [[alcohol]], complete self-sufficiency in raw cloth can be quite difficult to achieve, since in the current version there is no simple way to restrict or prohibit their use for one or the other. Careful placement and setting of stockpiles will help with this up to a point, but any player wanting a large-scale textile industry will inevitably end up resorting to imported cloth at some point.
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This is therefore one strategy in which staying on good terms with the [[elves]] is highly advantageous, as cloth is the one good they consistently bring in quantity.
  
 
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