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Author Topic: unbalanced textile industry?  (Read 15680 times)

khearn

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Re: unbalanced textile industry?
« Reply #75 on: March 28, 2012, 04:16:41 pm »

I keep finding myself in locations with no iron ore, so I keep buying iron and steel stuff for a long time. But if I've got ore then I don't need it. Other than that, I buy above-ground plants, since I seldom set up above-ground farms but want to make a variety of booze. If I'm not swimming in food I'll buy misc. food from caravans, but I soon reach a point where I have too much food. I generally keep buying wood, since cutting wood on the surface results in too many woodcutters lost to ambushes. It's so cheap from the caravans that it's easier to buy it than cut it, even with underground tree farms.

So:
Anything iron or steel IFF I don't have iron ore.
Above-ground plants for booze variety.
Food, for a while.
Wood
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Mushroo

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Re: unbalanced textile industry?
« Reply #76 on: March 28, 2012, 04:25:51 pm »

In my latest fortress, the only good I'm allowed to buy is rock nuts, the only good I'm allowed to sell is biscuits made from rock nut oil/press cake, and I am not allowed to farm.

Yes it is weird :) but it is actually challenging; I was getting bored with how easy prepared meals are and decided to try a super-restrictive challenge.

Also it keeps my wealth very low; population seems to have stabilized at around 50. (Births will eventually drive this number higher, assuming they outpace deaths.)
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Nelia Hawk

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Re: unbalanced textile industry?
« Reply #77 on: March 28, 2012, 05:32:34 pm »

i wonder if these large serrated discs cost more bars than a sword?

i mean.. if the discs are that high valued they are probably HUGE... like 10m radius/diameter?
and if they are that huge they probably should cost far more iron bars (10-20?) than a sword (1?) or?
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Mushroo

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Re: unbalanced textile industry?
« Reply #78 on: March 28, 2012, 05:35:28 pm »

i wonder if these large serrated discs cost more bars than a sword?

i mean.. if the discs are that high valued they are probably HUGE... like 10m radius/diameter?
and if they are that huge they probably should cost far more iron bars (10-20?) than a sword (1?) or?

Everything requires 1 bar in the current Dwarf Fortress. It is a well known bug. :)

(edit) actually it may have been fixed in the latest, if so, I stand corrected.
« Last Edit: March 28, 2012, 05:37:02 pm by Mushroo »
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Nelia Hawk

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Re: unbalanced textile industry?
« Reply #79 on: March 28, 2012, 05:39:08 pm »

i wonder if these large serrated discs cost more bars than a sword?

i mean.. if the discs are that high valued they are probably HUGE... like 10m radius/diameter?
and if they are that huge they probably should cost far more iron bars (10-20?) than a sword (1?) or?

Everything requires 1 bar in the current Dwarf Fortress. It is a well known bug. :)

(edit) actually it may have been fixed in the latest, if so, I stand corrected.

that is why i wonder if they are 1 bar, i think i remember they changed something (armor?) to require more bars again in some patch.
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khearn

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Re: unbalanced textile industry?
« Reply #80 on: March 28, 2012, 05:58:48 pm »

I know armor now can cost multiple bars, but I'm pretty sure all weapons (including trap components) are still just 1 bar.  I made 15 LSSDs recently in my current (34.06) fort and I'm pretty sure I had less than 20 steel bars when I started.
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tahujdt

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Re: unbalanced textile industry?
« Reply #81 on: March 28, 2012, 10:30:22 pm »

Maybe rename this thread? Anyway, textiles is the way to go. A few rope reeds, and you can produce year round. With the update, you can turn excess cloth into clothing for your dwarves, and make all the bags you need as well. Besides which, cloth is more renewable than *platinum goblets*. Tht is, until you discover candy. You can buy an entire caravan with one masterwork LSCD. Then, offer all of their trinkets back. My best fort ever was baed on textiles and milling stuff.
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jellsprout

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Re: unbalanced textile industry?
« Reply #82 on: March 29, 2012, 04:06:11 pm »

This whole discussion has got me thinking about setting up a wealth-generating challenge to see how badly the economy can be broken in DF.  The game is cited by its subtitles to be all about greed and industriousness, yet everyone focuses on combat and megaprojects.  I think it's time to take the game back to its roots...

I'm going to try this challenge. Vanilla Dwarf Fortress, no external utilities except for Dwarf Therapist, everything else is fair game. Try to generate as much wealth in 5 or 10 years as possible.
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Azure

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Re: unbalanced textile industry?
« Reply #83 on: March 29, 2012, 04:29:40 pm »

Just a heads up, a robe made with exceptional/masterwork cloth,dye,robe,cloth dec is around ~2600-3000 iirc. Add to that some gem and leather dec/ and your sitting pretty good. Though dwarves will likely steal them now.
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