![]() Depending on how difficult your embark is: with more difficult embarks take less risk.Setting up windmills for forts that are not located in the doldrums can further increase the efficiency of producing this product (the milling will typically be the most labour intensive part of production), as does fertilizing your farms with potash. If your embark does not have Whip Vine, but does have any other kind of crop that can be turned into flour, then these other flours are all worth ☼20 base, resulting in ☼90 lavish meals, for ☼45 per action.Īs your farmer increases in skill, their harvest yield will increase from ~2 plants per tile for a level 5 farmer up to around 3.3 per tile for a level 25 farmer. Thus, the cooking action takes comparatively no time at all, and you really make almost ☼55 per action. However, due to this outstanding bug, your dwarves will cook not by the meal, but by the bag: a whole full bag of flour at once. It's an exceedingly simple setup, yet still rewards you with ☼37 per action. By using 3 dedicated stockpiles for seeds, flour, and meals and using the give & take functions you can setup 2 repeat orders for milling flour and cooking meals, and forget about the whole thing. A lavish meal made of whip vine flour is worth ☼110 before quality bonuses, and requires only 3 actions (farming 2, milling, and cooking). Possibly the best ingredient to use is whip vine. Unlike the serrated discs which last forever, we're crafting a consumable here. Obviously, if you start eating more than you're making, then your fort value will go down. Related to the previous: vermin and certain animals (parrots, monkeys, etc.) will try to snatch your food, with the same consequence. That can lead to mood problems if it happens en masse. When one of the minces or the preparation happens to roll ☼masterwork☼ quality, a spoiled meal gives the cook an unhappy thought. There are a couple drawbacks to all this convenience, which is why I'm listing this as the 2 nd option: And, as a bonus, you can always use the excess. If you have magma available, then you do not need to make charcoal 3, reducing it to 7 labours, or ☼90 per action.Ĭooked food allows you to stack quality bonuses from each component used in it, and is produced in large quantities by skilled chefs rather quickly, and can stack a lot of value in a small space. For 9 dwarf labours, you can make this item worth ☼630 (before quality bonuses), or ☼70 per action. This will allow you to mass-produce clear glass large serrated discs. While using the simpler green glass requires just 5: Making something out of clear glass requires 9 labours: Overall clear glass industry will net you the most money per unit of time invested, but it requires a more complicated setup of labours, and so I would recommend you to start with a manual green glass industry, then upgrade to clear glass when you have your manager setup so you can automate it. If you have trees available, then you can create pearlash and make clear glass, which increases the base material value from ☼2 to ☼5, but requires more steps. A single tile of sand plus a source of fuel (wood, coal, or magma) suffices for a limitless supply of green glass. I'm assuming your embark has a source of sand somewhere. ![]() Since we're talking about a surface fort, the glassmaker would be the go-to choice. Thus, the most valuable labour in profit per time spent is the construction of large serrated discs at a weaponsmith or glassmaker. Large serrated discs have a base value of ☼126, and can be crafted in a single action. From it we'll learn that the base value for most things is around ☼10. If you're not above a little exploitation, take a look at the item value list and this dedicated wiki page. In order to do so, embark with a supply of food for a couple years (each dwarf consumes about 2 units of drink and 2 units of food per year), and set 2-4 1 of your starting dwarves the task to setup and run an export industry, with the remaining 3-5 building your fort. The target population for migration waves is correlated with your fort's value. In order to get more dwarves in your migration waves more quickly, you need to increase the value of your fort more quickly.
0 Comments
Leave a Reply. |