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Dwarf fortress trading depot red
Dwarf fortress trading depot red












dwarf fortress trading depot red

Unlike normal production mandates, these jobs must be completed by the end of the season Template:Verify. If a particular guild represented at your fortress is not given enough work to do, its leader will meet with your Mayor who, at the beginning of the next season, will mandate that a particular number of jobs be completed at. Oddly, trading banned items which were carried to the depot in bins (but not the bins themselves) does not result in any perceived crimes, perhaps because only the bin was brought to the depot, not the items inside it.

dwarf fortress trading depot red

Note that if an item is traded to a caravan and is subsequently placed under an export ban, dwarves will be punished even though the trade took place before the ban went into effect, so if the caravan hasn't already left, any banned goods should be immediately purchased back from the traders if a good was offered, then nothing can be done (aside from exploiting various oddities in the trade system, or murdering the mandater). Items that are subject to export bans are displayed in purple text in the trade window. Violating an export ban by trading any of the item away is a crime for each of the haulers who brought a prohibited item (that was sold) to the trade depot - each dwarf will be incriminated the instant the item is carried off the map (whether by a pack animal or a wagon). If the noble can't sentence any dwarves for punishment because of noble or legendary status, or the sentenced dwarves can't be punished because no officer is assigned, he will get another unhappy thought.Įxport bans forbid the export of some goods, and can be for either goods of a certain type, like chain mail, or goods of a certain material, like copper items. The dwarf chosen tends to have a skill appropriate to the mandate, but random dwarves may be chosen as well. If a production mandate expires without being fulfilled, the noble will get an unhappy thought, and one or more dwarves will be sentenced to punishment for the 'violation of production order' crime. Due to the mechanics of smelting, one job can produce up to 2 metal bars ( bronze, brass, steel, and electrum), these will count as 2 items. Making metal items includes smelting ore to create metal bars of that type. Getting the required items from a caravan will not fulfill a mandate. Note that a single mug is counted as 1 item although 3 are produced from one raw material, so if you are short of the mandated material producing mugs is favorable.

dwarf fortress trading depot red

These mandates for the production of goods, and can specify type or material, just like export bans. If you've got major cliffs, you'll need ramps, walls, and floors so that the wagons can move down from the top.When a noble makes a production mandate, you will have about a year to fulfill it. The "D" map is mainly concerned with human caravans. You may want to build short roads over problem areas where trees grow too fast. Work to expand those green areas by designating the boulders to be smoothed, and the trees to be cut. When you hit D (after building a Depot), there should be some green areas around the edges of the map. Depots can be built underground, but you will have to do some engineering and ramp building in order for it to work. Until you get the hang of making a depot accessible, build it outside the fortress. Cut the trees, smooth the boulders, ramp the cliffs. Trees, rock boulders, and cliffs are the major ones. There are a few things that'll keep wagons from reaching the Depot.














Dwarf fortress trading depot red