Ok, the system I’m going to use is a complex system based on stats and rolls, o simulate DF, I don’t need any criticisms I’m using what I feel I want to use, ok so just drop it! Not further explanation will be given.
Perks will grow as you gain more experiance, also you will be able to develope perks(when I say so)
You have 300 Crowns to buy stuff, provided by the Mountainhome. Items have values based on what they're made of and how well they're made, but these sold to you here by the Mountainhome are all baseline.
All dwarves automatically have a set of clothes and one "personal item", which is anything they want within reason, and can be something not on this list. The personal item should make sense for the dwarf to have.
Let's look at the general equipment:
Food: A dwarf regularly consumes one unit of food a day. Eating low quality food for long periods of time can make a dwarf unhappy or sick.
8 Crowns:
Trecker's Lunch: Dehydrated meal. Filling, tasteful, and ready to eat with only a little preparation.
5 Crowns:
Salted Helmets: Plump helmets salted to so as to keep on a long trip.
Wheat Crackers: Filling but tasteless crackers.
Equow Jerky: Jerked meat from an Equow, tasty but thirst-inducing.
3 Crowns:
Cave Fish: Whole cavern fish, raw and uncleaned. Cheap but not immediately edible.
Scrap Sausage: Sausage made from "waste meat". Tastes alright, but doesn't keep as long as preserved meat.
1 Crown:
Cavern Stalks: They're cheap and last a long time, but that's all they've got going for them. Distasteful and unfilling.
Drink: A dwarf regularly drinks one unit of drink a day. Drinking low quality refreshments for long periods of time can make a dwarf unhappy or sick.
6 Crowns:
Honey Mead: The drink of the gods, tasteful and thirst-relieving.
4 Crowns:
Helmet Wine: Delicious wine, brewed from plump helmets. Refreshing!
Stone Rum: Rum brewed from quarry leaves. About as tasteful as wine, with a similar level of refreshment.
Pork Rum: Rum brewed from pig tails. Tastes better than stone rum.
Wheat Beer: Beer made from cavern wheat. Less refreshing than wine, but tastes better.
Sugar Ale: Ale brewed from sugar pods. Not very good for thirst, but tastes great.
2 Crowns:
Water: That stuff that falls out of the sky when it gets cloudy. Quenches thirst and clean, but tasteless and undwarvenly.
1 Crown:
Wormshine: A by-product of brewing, this is drinkable in only the loosest sense. Cheaper than dirt, this stuff could gag a moose at ten paces.
Seeds: For growing plants. These are all cavern plants that must be planted indoors in soil, mud, or "fertilizer". Plants usually take 2-6 months between harvests.
4 Crowns:
Spelunker's Vine: A vine capable of growing on solid stone. It is incredibly strong, and makes superior ropes.
2 Crowns:
Helmet Spawn: A packet of spores. Easy to grow and fast to sprout.
Wheat Grains: More fragile than helmets, but produces a larger yield. Most of the plant is only good for animal feed, but the grains can be brewed or ground into flour.
Sweet Beans: Sweet pod beans ready to plant, edible and can be brewed or ground into jelly or sugar.
Rock Nuts: Seeds that sprout into quarry bushes. Quarry bushes can be harvested without killing the plant, live for several years and can grow very large if unharvested. Their leaves and seeds are edible, and one can be brewed while the other ground into a paste.
Pig Tail Seeds: Grows into pig tails, a plant that produces fibres to be woven into thread. The whole plant can be brewed into rum.
Dimple Sprouts: Sprouts of a dimple cup, which produces no seeds. They will grow to maturity and start budding off, producing more sprouts. Whole plants can be ground for dye. Unbrewable.
1 Crown:
Cavern Stalk Spawn: Cavern stalks are like plump helmet's little brother who nobody likes. Stupidly easy to grow, they're often impossible to get rid of, contaminating fields of more useful crops and choking them out. They're edible raw, but taste like moldy bread and aren't brewable.
Materials: Raw materials, the products of manufacturers.
5 Crowns:
Pig Tail Thread: Standard thread, weavable into cloth.
8 Crowns:
Pig Tail Cloth: Standard cloth, usable in all sorts of things.
4 Crowns:
Stone Block: A big hunk of stone.
Wooden Board: Underground or surface wood cut into a thin rectangle. Easy to build with.
Raw Coal: Burns well, but must be refined into coke before it provides enough heat to smelt with.
6 Crowns:
Charcoal: Partially burned wood. It lights easily and provides heat.
Coke: Similar to charcoal, this burns well and provides heat.
10 Crowns:
Copper Bar: A bar of copper, a soft, abundant metal.
15 Crowns:
Iron Bar: A bar of iron, a strong metal useful for weapons and armor.
30 Crowns:
Steel Bar: A bar of steel, a strong metal believed to be the peak of metalsmithing technology.
Goods: Finished goods, created by crafters.
2 Crowns:
Paper: Wood pulp beaten flat. Holds ink and dyes well.
Ink: Used to write messages. Comes in a reusable stoppered inkpot.
6 Crowns:
Bag: A pig tail cloth bag, can be attached to a belt with a string.
Barrel: A wooden barrel, used to contain liquids. Airtight.
Bucket: A large wooden cup with a handle, used to move liquids. Open top.
12 Crowns:
Winter Clothes: Clothes padded to provide extra protection from the cold of winter.
Desert Clothes: Robes designed to keep dust and sand out, and keep the body cool and out of the sun.
Leather Clothes: Slightly armored, provides adequate protection from wild animals.
Utility Knife: A useful knife. Unsuited to combat due to its small reach.
Shovel: A tool used to move dirt. Not very useful for mining stone.
Pick: A tool used to mine stone. Not very useful for mining dirt.
Animals: Tame creatures. Herbivores need graze or be given feed, carnivores need to hunt or be fed meat. Scavengers take care of themselves.
20 Crowns:
Horse: Can pull a cart or seat two dwarves. Male or female. Doesn't like caverns.
Equow: Similar to a cow, but smaller and females produces milk constantly. Male or female.
16 Crowns:
Cow or Bull: Similar to an Equow, but larger and females produce milk only for a few months after giving birth. Male or female. Doesn't like caverns.
Sheep or Ram: Grows a thick coat of fur that can be sheared for yarn.
Riding Dog: A huge dog which stands as tall as a dwarf. Can be riden in battle or to cover distance at speed, with greater endurance than a horse.
14 Crowns:
War Dog: A dog trained to defend their owner. Male or female.
Hunting Dog: A Dog Trained to sniff out prey, and retrieve small kills. Male or female.
10 Crowns:
Dog: Trainable, loyal companion. Male or female.
Cat: Aloof animal that hunts vermin. Male or female. Possible to train, but unlikely.
Giant Cavern Rat: About the size of a dog, these rodents are trainable but dislike the surface or open areas. Male or female.
4 Crowns:
Rabbit: Tiny herbivore. Can be fed easily but produce very little fat and are a bad source of food in the long run. Good indoor pets.
Slime Dog: Small and covered in a slippery coating of slime, these amphibious creatures breed quickly and provide adequate meat. Hermaphroditic.
Weapons: Weapons purchasable by the general public.
15 Crowns:
Short Sword: A sword, about a foot long. Copper.
Hammer: General hammer used for war but not specifically designed for it. Copper.
Axe: Axe, wieldable in one or two hands. Good for cutting trees.
Spear: Stabby stabby. Copper.
12 Crowns:
Dagger: Eight inches, concealable. Copper.
8 Crowns:
Wooden Buckler: A small shield made of wood. Won't stand up to heavy damage.
Here are some items restricted to specific labors. You must have at least one labor in the category to purchase:
Politics:
20 Crowns:
Noble Clothes: Sleek and comfortable, but not designed for work.
6 Crowns:
Keeper's Paper: Paper designed for long-life, written words and pictures are legible for years.
Gold Ink: Ink for official signatures. Hard to forge.
Battlefield Diagram: Paper with numbered grids, comes with miniatures to represent armies.
Military:
32 Crowns:
Plate Mail: Thick metal plates protect the wearer from damage. Comes with matching gauntlets. Iron.
Plate Greaves: Thick plate covering the lower body and legs. Comes with matching boots. Iron.
24 Crowns:
Longsword: Three feet in length, thin and strong. Iron.
Broadsword: Two feet in length, a thick sword held in two hands. Iron.
War Hammer: With a longer reach and a poined tip, this hammer is perfect for getting through armor. Iron.
War Axe: A double-sided battleaxe, much heavier than than a normal axe. Can also cut trees. Iron.
Pike: Seven-foot spike of iron, best used against mounted opponents. Unwieldy but effective.
Crossbow: A wooden crossbow designed to fire bolts. Can be reloaded one-handed. Comes with 20 copper bolts.
22 Crowns:
Chain Shirt: A vest of interlocking chains, stops slashing weapons effectively. Iron.
Chain Legging: Pants made of interlocking chain rings. Iron.
20 Crowns:
Rapier: A thin, bending sword used mostly for sport. Can be effective, but takes skill. Iron.
16 Crowns:
Shield: An iron shield that can be held or strapped to the forearm. Strong and heavy.
Quiver: A container to hold bolts or arrows, made of leather.
Manufacture:
32 Crowns:
Mini-Forge: A tiny forge, about 3x3x3 feet. Set-up time of a few minutes.
Loom-In-A-Barrel: A portable loom, which looks like a barrel when in storage.
Mechanical Saw: Powered by coal or coke, it spins a saw to aid cutting wood or stone.
18 Crowns:
Farmer's Tools: A hoe, pitchfork, and sickle. Wood and copper, and near useless as weapons.
Crafts:
28 Crowns:
Anvil: A solid iron anvil, incredibly useful and necessary for metalworking.
Crafter's Tool belt: Various tools useful for crafting fine objects, usable by many professions.
Other:
22 Crowns:
Doctor's Tools: Various tools useful in the medical arts.
Animal Harness: A leather harness for an animal to be lead around by. Also functions as a saddle.
14 Crowns:
Fishing Gear: A fishing rod and some tools used in the cleaning of fish.
18 Urists:
Ranger's Uniform: An outfit that minimizes the noises caused be moving around. Offers some protection against wildlife.
Spelunker's Uniform: An outfit with many useful features, such as an attached safety rope with hook, and a helmet. Offers some protection against cavern life.
14 Urists:
Fishing Gear: A fishing rod and some tools used in the cleaning of fish.