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Difference between revisions of "40d:Wealth"

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* Checking for promising [[stone layers]] when selecting your [[location]].
 
* Checking for promising [[stone layers]] when selecting your [[location]].
* Searching for and using valuable [[metal]]s (gold, aluminium, platinum..) early on
+
* Searching for and using valuable [[metal]]s (e.g. gold, aluminium, or platinum) early on
* Choosing proficient dwarves on [[embark]]; experienced dwarves work faster, and make higher quality goods.
+
* Choosing proficient dwarves on [[Your_first_fortress#Skills|embark]]; experienced dwarves work faster, and make higher quality goods.
* Using more valuable stone ([[obsidian]], [[flux]]) for "everyday items"
+
* Using more valuable stone (e.g. [[obsidian]] or [[flux]]) for "everyday items"
 
* Smoothing and detailing walls
 
* Smoothing and detailing walls
 
* Check [[item value]] for clues on what items are valuable and how processing boosts wealth
 
* Check [[item value]] for clues on what items are valuable and how processing boosts wealth
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* Encrusting/decorating objects with highly skilled craftdwarves
 
* Encrusting/decorating objects with highly skilled craftdwarves
 
* When making a [[trade agreement]], note what goods are in demand and focus on producing them.
 
* When making a [[trade agreement]], note what goods are in demand and focus on producing them.
*assisting dwarves in strange moods, especially leaving high value gems, giant cave spider silk, and adamantine/aluminum/platinum for decorations nearby
+
* Assisting dwarves in strange moods, especially leaving high value gems, giant cave spider silk, and adamantine/aluminum/platinum for decorations nearby

Revision as of 19:40, 23 February 2009

Your fortress's total Created Wealth is visible on the z - status screen once you have a bookkeeper with at least novice appraiser skill. All objects with any value (including mined-out areas, bridges, engravings and every kind of created good) will be included in the total. Artifacts are usually one of the largest influences of fortress wealth. Artifacts made of precious resources and heavily decorated can easily be worth thrice the value of your fortress in the early years.

Forbidden items are not part of your wealth. Thus, if you forbid a object, its value is subtracted from your wealth. That value will be re-added once you claim the item.

Items made off-site are not counted in your total fortress wealth. Their value is listed under "imports."

Wealth influences or triggers various game features, such as goblin sieges, the arrival of nobles, the number, and probably time of arrival[Verify], of immigrants.

Building fortress wealth

Good ways to building wealth include:

  • Checking for promising stone layers when selecting your location.
  • Searching for and using valuable metals (e.g. gold, aluminium, or platinum) early on
  • Choosing proficient dwarves on embark; experienced dwarves work faster, and make higher quality goods.
  • Using more valuable stone (e.g. obsidian or flux) for "everyday items"
  • Smoothing and detailing walls
  • Check item value for clues on what items are valuable and how processing boosts wealth
  • Build a steel armor industry
  • Encrusting/decorating objects with highly skilled craftdwarves
  • When making a trade agreement, note what goods are in demand and focus on producing them.
  • Assisting dwarves in strange moods, especially leaving high value gems, giant cave spider silk, and adamantine/aluminum/platinum for decorations nearby