So there's been some suggestions to bring back dwarven economy, some of them look like they'd be pretty good. I think, however, there should be some negative to not providing for your dwarves: revolution. Let me explain.
Okay, so currently, dwarves will just run to grab whatever the new expensive thing is like it's black friday. I don't think this is that great. It leaves used clothes all over the fortress, and is an eyesore. I think dwarves should have to pay for things such as clothes and high-quality food. Food from the kitchen would A: Fill the hunger meter longer. B: Give happy thoughts. C: Cost money. To distribute meals, dwarves would have to pay money. For biscuits, a low amount. Stews, a moderate amount. Roasts, a high amount. Unprepared meals, such as plants and butcher products, would cause slight stress, like the "drinking the same old beer" one. However, they wouldn't have to pay for unprepared foods. They could just go to wherever the food is stored and grab it, then go eat. Alcohol would cost money as well. Thus, more reason for dwarves to work. Using a well would be free. Likewise, clothing would cost money to buy at a dispensary. The more expensive the clothing, the more it costs to buy. There would be other items the dwarves could buy, too, less vital items.
These prices would be worked out by the game itself, using the same trading values as adventure mode. The building for dispensing would be made, requiring basic building materials, and some way to store the goods. Clothing would need a bin, drinks would need a barrel or pot, prepared meals a barrel or pot, and so on. The dwarf would come up, say what they want, which would probably be based on preferences mostly, and, if they have the right amount of money, they could buy what they want. Personalities would also have a play in this: a dwarf who doesn't like art would probably buy something basic, whereas a dwarf who loves art would buy something with images on it. A dwarf who likes something may pay more for it than it normally would be. Need does add value to things.
Okay, so that's the basic buying and dispensary subject done. But what about how the dwarves get these coins?
Dwarves would have pouches with them, with a certain amount of coins in them when they come. This'd work like it does in adventure mode, they just magically have some. Once they come to the fort, if you make it so, they might have to pay an amount to live their. Say, thirty urists worth of coins. A pair of gold, three silver, or six coppers. If the dwarf happens to not have this money, they'd be turned away. At intervals you apply, this living tax could be re-applied to those living in the fortress. This could be a way of doing an in-game population cap. If the dwarf has this money, your current broker or another such representative will either leave the coins where they got them from, or take them to the bank. The bank would have multiple chests/bins/whatever to store coins in, and would have all the fortresses excess wealth. Excess wealth could be made by producing coins yourself, taxing the people, or trading for coins. Coins made of other metals would have their own values relative to their cost compared to copper. Whereas bismuth would have the exact same value as a copper coin, a platinum coin would be worth 20 copper coins, 30% more than gold coins. A seller with a preference for a metal may let the coins cost more than they are worth. Dwarves would be paid for their work, which would come with basic wages that are in the raws, or, you could change them yourself at the bank. When a month/season/year or whatever time you set for payday is over, the dwarves will come to the bank and be given their coins. If you don't have enough coins, the unpaid dwarves will get large bad thoughts, maybe even throw a tantrum. Some, if they go unpaid long enough, may try to take coins from another dwarf, or steal from the bank. If a dwarf tries to steal from the bank, and they are caught, they will receive a large bad thought, in line with losing a masterwork, and, if it's set up, be subject to the legal system. Likewise, taking coins from another could break out in a fight, again, subject to the legal system.
With the upcoming Tavern Arc, it makes sense to make dormitories taxable. This would be based on the quality of the room. A meager dormitory would be cheap, any dwarf could afford that. A royal dormitory would be worth a larger amount, in the same way a masterwork costs more than a basic quality craft. Assigning a room to a dwarf frees them from having to buy the space. You could also have a vender who sells "apartments"/rooms that you designate for sale. This is yet another way to get money from your dwarves. Dwarves would pay to use a room for a month/season/year or whatever time you designate, with a season being default. All the coins from these sales would go to your bank, like the rest.
The main difference between coins in the bank and your dwarves coins is that you have a say over the coins in the bank. You can move them to be melted, sold, and forbidden. However, anything the dwarves possess, such as their clothes and coins, you have no say over. You cannot dump them, melt them, sell them, forbid them. Nothing. Same goes for their personal items, like rings and socks. The only way to repossess the coins is to wait for the dwarf to buy something. You can't get rid of a room once it's bought, you can't cancel a dwarf's rent. This is in the hands of the dwarves. Items in stores, however, that haven't been sold, are free game. Dwarves wont keep their worn clothes, these would either be disowned. You can either toss them to the traders, destroy them, whatever you may. Maybe a second hand store for items previously worn?
For each military squad, there'd be a sort of "budget". This would start out at the beginning as a set amount of urists you assign when you create the squad, and also what they earn. They earn money based on their time in service and their amount of kills. A dwarf who spends two months stationed will be owed two somewhat large amounts of gold, and a dwarf who killed fifty crundles will be owed a set amount of money for each thing he killed. This would assure that dwarves in the military wouldn't get evicted for their proud service. This money would also go towards replacing their equipment: getting some nice steel swords for the squad to replace their older bronze swords, another set of mail shirts, etc etc. Living would be prioritized over equipment.
Small items made by craftdwarves would be sold as well. These would cause good thoughts based on preference, quality, and numerity. A dwarf who likes copper and rings with ten masterwork copper rings would be very happy. A dwarf with no jewelry who likes crowns would be stressed a tiny amount. This would work just like selling other things.
Some stores could be made for less obvious things, such as self defense and pets. A dwarf could go to a self defense store and buy a shield, or buy a knife, giving a dwarf who appreciates martial prowess or is paranoid about their own fate a means to work on this appreciation during breaks. Pets would be those small pathetic animals you get, such as fire snakes and hamsters. These could be bought and brought around like a normal pet, fed by the owner, providing a small, constant happiness boost. Larger pets such as stray dogs and elephants could be bought, and cost a lot more.
Schools are also another big potential. Dwarves would pay for advancing their skills, and, depending on the teaching skill of the teacher, as well as their own listening skill, they could learn faster or slower. Dwarves would spend maybe a week game time at the school, learning the skill the school is set to teach, that can be changed at the school. This wouldn't require any special items, only a teacher that knows the skill. The teacher cannot teach higher than their own skill level in the craft, making a professional weapon smith teacher's teaching cap professional, and a legendary wood crafter teacher's teaching cap be legendary. Of course, even with legendary teaching and learning skills, you could only advance one tier at a time per lesson. The money from schools goes directly to the bank.
However, if dwarves go unsatisfied with their pay, ie, unpayed, for long enough, they will either revolt or leave the fortress. A revolt would be the dwarves doing the same thing as a child, not being able to be ordered around. They'd do whatever they please, even if that means sitting in the dining hall and doing nothing. This would be remedied at the next payday, if they get their pay. A dwarf leaving would just mean they simply are sick of living here, and leave for other fortresses. Maybe they'll come back one day. The amount of payed dwarves would be noticed by the liaison, making your fort more popular to migrants if everyone is happy.
While it may seem like it'd be forcing a new system onto you, all you'd have to do to play like normal is build the bank and have a craft dwarf produce ten stacks of copper coins once in a while. Nothing major.
Sorry for the long read. This is basically economy 2.0 in my suggestion. It mixes the tavern arc, the old economy, some new ideas, and ideas from other suggestions together. I hope you like it, and any thoughts are appreciated. It also adds a layer that you are in loose control of, adding more !!FUN!! to the game.