Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: [1] 2 3 ... 6

Author Topic: unbalanced textile industry?  (Read 15707 times)

gabandre

  • Bay Watcher
    • View Profile
unbalanced textile industry?
« on: March 27, 2012, 09:58:22 pm »

so, whit the latest update, i wanted to take a try at clothing industry, thing that I never tryed before, looked at wiki for guidance and two forts later I have a nice clothing industry, complete whit dying and continuous production
then i went to trade the products
first caravan, 8 finished goods bins sum up to almost $60k
the second i managed to rise trade value up to $120k
(then i abandoned due to boredom and danger of tantrum)
I came to the conclusion that clothing industry is almost unbalanced as is easy to buy most of a caravan whit only a few bins of clothes

(i think this may already be known but anyways...)
Logged

thegoatgod_pan

  • Bay Watcher
    • View Profile
Re: unbalanced textile industry?
« Reply #1 on: March 27, 2012, 10:01:15 pm »

That becomes even more true if add decorations. Not nearly as bad as selling masterwork fat roasts.  You'd think three kinds of fat cooked together wouldn't cost 3000 gold and yet.  It not unbalanced, its just the economy--clothes and food are the only really necessary things in the dwarf fortress universe--every race needs them and in their absence every race starves and freezes.

Supply and demand man, supply and demand.
Logged
More ridiculous than reindeer?  Where you think you supercool and is you things the girls where I honestly like I is then why are humans on their as my people or what would you?

MenacesWithSpikes

  • Bay Watcher
    • View Profile
Re: unbalanced textile industry?
« Reply #2 on: March 27, 2012, 10:08:25 pm »

Quote from: thegoatgod_pan
clothes and food are the only really necessary things in the dwarf fortress universe

And weapons. 
Logged
Quote from: Loud Whispers
Leave anything to chance, eventually the RNG will roll a 1 and everything will erupt in a fountain of magma and vomit.

SkyRender

  • Bay Watcher
    • View Profile
    • Sky Render's Domain
Re: unbalanced textile industry?
« Reply #3 on: March 27, 2012, 10:13:08 pm »

 Trust me, no amount of clothing is going to undo the sheer value of the large, serrated steel disc method.  That 60k bin of clothes?  1 masterwork and 1 exceptional LSSD will get you that much.  Each one takes 1 bar of steel to craft, and at worst is worth 3780 dorfbux.  The relative overhead is slightly larger and more limiting (not all forts can do steel, after all), but the payoff is so ludicrous that it's hilarious.  I've seen fort worth go up by a million dorfbux a season with a semi-decent weapon maker churning out large, serrated steel discs intermittently.
Logged
Sanity is for the weak.

Girlinhat

  • Bay Watcher
  • [PREFSTRING:large ears]
    • View Profile
Re: unbalanced textile industry?
« Reply #4 on: March 27, 2012, 10:19:08 pm »

You can say this about any industry.  Currently, economy in general is broken.  If you embark upon any single production line you can buy out every caravan wholesale.  Food, clothes, metals, rocks...

I make a point of streamline production though.  Weaver, dyer, clothier, and some mooks with threshing and milling.  Pump out endless masterwork cloth and endless amazing clothing, sell everything sub-par, you get some expensive clothes for your dwarves to get dirty.  Especially as they discard clothing that becomes barely worn, you end up giving your dwarves a TON of brand new clothes and selling off an endless mountain of xshirtx items that your fancypants dwarves deem too tattered for their delicate hairy backs.

rtg593

  • Bay Watcher
    • View Profile
Re: unbalanced textile industry?
« Reply #5 on: March 27, 2012, 10:20:18 pm »

Quote from: thegoatgod_pan
clothes and food are the only really necessary things in the dwarf fortress universe

And weapons.

And booze.
Logged
Is it because light travels faster than sound,
that people appear bright until you hear them speak?

SkyRender

  • Bay Watcher
    • View Profile
    • Sky Render's Domain
Re: unbalanced textile industry?
« Reply #6 on: March 27, 2012, 10:25:05 pm »

You can say this about any industry.  Currently, economy in general is broken.  If you embark upon any single production line you can buy out every caravan wholesale.  Food, clothes, metals, rocks...

I make a point of streamline production though.  Weaver, dyer, clothier, and some mooks with threshing and milling.  Pump out endless masterwork cloth and endless amazing clothing, sell everything sub-par, you get some expensive clothes for your dwarves to get dirty.  Especially as they discard clothing that becomes barely worn, you end up giving your dwarves a TON of brand new clothes and selling off an endless mountain of xshirtx items that your fancypants dwarves deem too tattered for their delicate hairy backs.

 True enough.  Though I find that churning out those LSSDs builds up my fort's wealth faster than any other method, and with relatively little manpower behind it.  All of 2-4 Dwarves are needed to keep it going at a decent clip once you've got the ores mined and the forget set up, and it requires relatively little micromanagement once things get going too.  Certainly I've never been able to find a better way to boost fortress wealth to obscene levels quickly, though I have to admit that I'm quite fascinated to see if someone can pull that off.

 So much of the !!SCIENCE!! that's done is done to see what can be weaponized or made to behave in a way it shouldn't.  I'd like to see some Dwarven economic !!SCIENCE!! performed for a change!  Given how borked the economic system is as it stands, it only makes sense to pursue.  After all, is not the heart of all Dwarven !!SCIENCE!! to go to extreme lengths for little to no gain (or to bring about great detriment)?
Logged
Sanity is for the weak.

Jake

  • Bay Watcher
  • Remember Boatmurdered!
    • View Profile
    • My Web Fiction
Re: unbalanced textile industry?
« Reply #7 on: March 27, 2012, 10:26:40 pm »

It's not excessively profitable if you don't build the entire fortress around the textile industry from field to finished product. Sure, you can almost buy out a caravan with four to six clothier's shops going year-round, but a good half of what you'll end up actually buying is more cloth. This goes double now your dwarves replace worn-out clothing properly.
Logged
Never used Dwarf Therapist, mods or tilesets in all the years I've been playing.
I think Toady's confusing interface better simulates the experience of a bunch of disorganised drunken dwarves running a fort.

Black Powder Firearms - Superior firepower, realistic manufacturing and rocket launchers!

MenacesWithSpikes

  • Bay Watcher
    • View Profile
Re: unbalanced textile industry?
« Reply #8 on: March 27, 2012, 10:30:05 pm »

No, unbalanced is a highly skilled metalcrafter, Platinum Goblets, and a year when the dwarven traders REALLY want goblets.

You could probably make it even more ridiculous if you have a highly skilled gem cutter and gem setter as well.
Logged
Quote from: Loud Whispers
Leave anything to chance, eventually the RNG will roll a 1 and everything will erupt in a fountain of magma and vomit.

tahujdt

  • Bay Watcher
  • The token conservative
    • View Profile
Re: unbalanced textile industry?
« Reply #9 on: March 27, 2012, 10:32:34 pm »

I once, back in 31.25, had a flour industry and a textile industry going at the same time. I used most of the cloth to package the flour. Then I hit candy, and started buying out entire caravans with a masterwork candy LSAD.
Logged
DFBT the Dwarf: The only community podcast for Dwarf Fortress!
Tahu-R-TOA-1, Troubleshooter
Quote
I suggest that we add a clause permitting the keelhauling of anyone who suggests a plan involving "zombify the crew".
Quote from: MNII
Friend Computer, can you repair the known universe, please?

SkyRender

  • Bay Watcher
    • View Profile
    • Sky Render's Domain
Re: unbalanced textile industry?
« Reply #10 on: March 27, 2012, 10:35:26 pm »

No, unbalanced is a highly skilled metalcrafter, Platinum Goblets, and a year when the dwarven traders REALLY want goblets.

You could probably make it even more ridiculous if you have a highly skilled gem cutter and gem setter as well.

 That is a decent method, actually.  The processing time of platinum ore to metal is very short compared to steel (2 bars of steel per 5 operations vs. 1 platinum per 1 operation), requires fewer resources, and pays out fairly well (minimum of 1200 value per batch of platinum goblets).  Of course, it also produces huge piles of goods and relies on a relatively scarce metal.  By including encrusting of high-value gems, you could probably get it about on par time-for-dorfbux with LSSDs, but the drawbacks are pretty significant.  Especially the scarcity issue compared to the plentiful nature of iron ore, flux, and fuel on a good embark.  Definitely the best alternative suggested thus far for a map that can't produce steel, though!
Logged
Sanity is for the weak.

tahujdt

  • Bay Watcher
  • The token conservative
    • View Profile
Re: unbalanced textile industry?
« Reply #11 on: March 27, 2012, 10:38:36 pm »

Or, mod the game to allow you to sacrifice a dwarf to armok so he will give you platinum.
Logged
DFBT the Dwarf: The only community podcast for Dwarf Fortress!
Tahu-R-TOA-1, Troubleshooter
Quote
I suggest that we add a clause permitting the keelhauling of anyone who suggests a plan involving "zombify the crew".
Quote from: MNII
Friend Computer, can you repair the known universe, please?

wierd

  • Bay Watcher
  • I like to eat small children.
    • View Profile
Re: unbalanced textile industry?
« Reply #12 on: March 27, 2012, 10:39:20 pm »

Seriously.  Nothing beats the 5 finger discount.

Price: 0 urists.

Profit: entire caravan, including guard's weapons and armor.

Method: D, B, D + rectangle over depot. Turn off all labors with therapist.
Watch the shearing commence!
Logged

SkyRender

  • Bay Watcher
    • View Profile
    • Sky Render's Domain
Re: unbalanced textile industry?
« Reply #13 on: March 27, 2012, 10:42:58 pm »

Seriously.  Nothing beats the 5 finger discount.

Price: 0 urists.

Profit: entire caravan, including guard's weapons and armor.

Method: D, B, D + rectangle over depot. Turn off all labors with therapist.
Watch the shearing commence!

 While that does have a sort of cathartic appeal, it's not really producing anything yourself.  I'm talking about creating wealth, not stealing it.  And besides, that method's STILL inferior to LSSDs over time; the average caravan brings far less than a million dorfbux' worth of items.
Logged
Sanity is for the weak.

NW_Kohaku

  • Bay Watcher
  • [ETHIC:SCIENCE_FOR_FUN: REQUIRED]
    • View Profile
Re: unbalanced textile industry?
« Reply #14 on: March 27, 2012, 10:43:56 pm »

Clothing is not unbalanced.  That's actually a reasonably balanced economy.  Also, don't buy cloth.  Who BUYS cloth?  Farms are small, free, and produce unlimited goods.

What's unbalanced are large steel serrated discs, masterwork dwarven syrup roasts (buy an entire caravan for ONE stack), even glass trap components from a magma forge are essentially infinite free money.

Also, never trade your candy for anything.  There is nothing in a caravan worth the candy itself.
Logged
Personally, I like [DF] because after climbing the damned learning cliff, I'm too elitist to consider not liking it.
"And no Frankenstein-esque body part stitching?"
"Not yet"

Improved Farming
Class Warfare
Pages: [1] 2 3 ... 6