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Author Topic: Industry Strategy?  (Read 4396 times)

Stil

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Re: Industry Strategy?
« Reply #15 on: March 14, 2012, 06:10:43 pm »

I'm a keen knitter IRL so I have a soft spot for the sheepies. (Animal) Textile industry start up for me because of how well cloth can sell and having bags (before penetrating caverns) helps other industries out so well. I don't think it's the most dorfbuck efficient start up - but sheep provide meat, fat, bone, leather, milk and wool so it opens a lot of doors once you let em breed a bit. I prefer this than starting with other industries and then waiting forever to see animal/sheep cages for sale at the depot.
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SixOfSpades

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Re: Industry Strategy?
« Reply #16 on: March 14, 2012, 10:47:03 pm »

Also I thought about making a pottery industry immediately and creating all my pots from that instead of using stone large pots =)
I'd vote against this--why spend your time & charcoal opening up the pottery line when you know you're going to have 18.7 metric fucktons of surplus stone lying around? Get that crap off your map by any means possible.

forgot to mention jewelers, those are very important. A good gem setter and gem cutter are important, having very nicely encrusted crafts massively increases the value
I haven't downloaded the newest (VD) version yet, but in the previous one, the skill of the Gem Cutter is nearly irrelevant, as cut gems have no quality (that I can see). Okay, large gems have quality, but who cares about them.

But really, it doesn't matter, as pretty much ANY industry is going to prove hugely rewarding, especially after you get a mood or two. Personally, I find the economics of the game tilted WAY too far in the player's favor--if you've ever bought out an entire caravan with a single ☼«☼gold earring☼»☼, or exchanged a Plump Helmet Roast for more than 10,000% of its weight in unprocessed plump helmets, I'm sure you know what I mean.

Industries (and/or goods) with the most obscenely high rates of return:
Mechanisms
Metalcrafting
Farming -> Cooking (farms are hilariously overproductive)
Ammunition
Gem-encrusted anything.
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Girlinhat

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Re: Industry Strategy?
« Reply #17 on: March 14, 2012, 10:49:56 pm »

Encruster is important, cutter isn't.  But those stones you're cutting into gems are very cheap and easy encrusting experience as well!  Cutters are fair as well.  Gems are made for selling, and if you're cutting a gem into a large gem or a craft, then it's already fit to sell!

I'm hoping one of the next releases introduces supply and demand, with traders buying exactly 1 roast off you before the rest become dirt cheap.

orrey

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Re: Industry Strategy?
« Reply #18 on: March 14, 2012, 10:52:13 pm »

Dyed cloth, decorated with bones and cut stones.  All totally renewable and easy to produce.  Quarry Bush Roasts will give you an absurd return, but they're worth so much it takes the fun out of industry, so I try to avoid trading those.
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tahujdt

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Re: Industry Strategy?
« Reply #19 on: March 14, 2012, 11:49:36 pm »

Aside from metalsmithing, the best industry is textiles. Rope reeds can be grown year round, and it just takes a thesher to process them. You can make the cloth into stuff if wanted.
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uncool

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Re: Industry Strategy?
« Reply #20 on: March 15, 2012, 12:12:25 am »

I've generally found that once you have a proficient cook, cooking is by far the best industry. You can turn 4 rock nuts (worth 4) into a quarry leaves roast worth 20k with a sufficiently skilled cook; as long as you have a proficient cook you should be able to buy everything you need from the caravan the first time around - and still have plenty left over. From then on, I pretty much tell the caravan to bring the most expensive things and buy them out with about 5 or so meals.
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« Last Edit: March 15, 2012, 12:14:23 am by uncool »
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