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Difference between revisions of "40d:Shop"

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None
 
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|construction=
 
|construction=
3 of
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* 3 [[Building material]]s (non-[[economic]])
* {{L|Block}}
 
* {{L|Stone}}
 
* {{L|Wood}}
 
 
|construction_job=
 
|construction_job=
 
Skill appropriate to building material
 
Skill appropriate to building material
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Allows dwarves to purchase items
 
Allows dwarves to purchase items
 
}}
 
}}
A '''shop''' is a 5x5 {{L|building}} that appears in your {{K|b}}uild menu under the {{K|z}} key once the {{L|dwarven economy}} has started.  Each shop has a '''shopkeeper''', but are initially owned by either your {{L|bookkeeper}} or your {{L|broker}}, to be bought by any dwarf who is wealthy enough.  A new shop's starting price is ☼200, and can stock up to 10 items to sell at a time.
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A '''shop''' is a 5x5 [[building]] that appears in your {{K|b}}uild menu under the {{K|z}} key once the [[dwarven economy]] has started.  Each shop has a '''shopkeeper''', but are initially owned by either your [[bookkeeper]] or your [[broker]], to be bought by any dwarf who is wealthy enough.  A new shop's starting price is ☼200, and can stock up to 10 items to sell at a time.
  
The type of shop is chosen by the {{L|shopkeeper}} who will begin to haul those specific kinds of items to the shop for selling automatically, but the actual mechanics of that choice - whether intentional or random - is unknown. Items that can be hauled to the shop include any item in your fort that is not already owned, of any quality or material.  Items stocked in a shop circulate only by being sold.
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The type of shop is chosen by the [[shopkeeper]], who will begin to haul those specific kinds of items to the shop for selling automatically. Items that can be hauled to the shop include any item in your fort that is not already owned, of any quality or material.  Items stocked in a shop circulate only by being sold.
  
While spending the money a dwarf <s>needs to buy food and pay his rent</s> doesn't really need at a shop he acquires new items.  When gaining a new item/shopping, a dwarf gains a happy thought.
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While spending the money a dwarf <s>needs to buy food and pay their rent</s> doesn't really need at a shop, they acquire new items.  When gaining a new item/shopping, a dwarf gains a happy thought.
  
Each item stocked by a {{L|shopkeeper}} adds its value to the shop's value (☼200 + ☼items).  If the stock gets filled with high-quality items or items made from expensive materials, there is a risk that the shop can become far too expensive for any dwarf to own or buy from.  If this happens, it is recommended to tear the shop down and rebuild after its discarded items are hauled away again, or to build multiple shops to increase the chances of affordable stock variation.
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Each item stocked by a [[shopkeeper]] adds its value to the shop's value (☼200 + ☼items).  If the stock gets filled with high-quality items or items made from expensive materials, there is a risk that the shop can become far too expensive for ''any'' dwarf to own or buy from.  If this happens, it is recommended to tear the shop down and rebuild after its discarded items are hauled away again, or to build multiple shops to increase the chances of affordable stock variation.
  
 
=== Shop Types ===
 
=== Shop Types ===
 
*'''General Store''' - Sells a bit of everything
 
*'''General Store''' - Sells a bit of everything
*'''Crafts Market''' - Sells {{L|crafts|crafted goods}}
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*'''Crafts Market''' - Sells [[crafts|crafted goods]]
*'''Clothing Shop''' - Sells {{L|clothing}}
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*'''Clothing Shop''' - Sells [[clothing]]
 
*'''Exotic Clothing Shop''' - Sells clothing that doesn't fit on the dwarves (narrow, large, small)
 
*'''Exotic Clothing Shop''' - Sells clothing that doesn't fit on the dwarves (narrow, large, small)
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 +
Newly built shops will always choose whichever type has the fewest existing shops in the fortress, and if multiple shop types are tied for last place, one will be selected randomly. If there are no shops at all, the first one will always become a Clothing Shop.
  
 
{{Buildings}}
 
{{Buildings}}

Latest revision as of 00:04, 2 June 2024

This article is about an older version of DF.
Shop

b-z

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X
X X
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X X X X X
Job Requirement

None

Construction
Materials Jobs

Skill appropriate to building material

Purpose

Allows dwarves to purchase items

A shop is a 5x5 building that appears in your build menu under the z key once the dwarven economy has started. Each shop has a shopkeeper, but are initially owned by either your bookkeeper or your broker, to be bought by any dwarf who is wealthy enough. A new shop's starting price is ☼200, and can stock up to 10 items to sell at a time.

The type of shop is chosen by the shopkeeper, who will begin to haul those specific kinds of items to the shop for selling automatically. Items that can be hauled to the shop include any item in your fort that is not already owned, of any quality or material. Items stocked in a shop circulate only by being sold.

While spending the money a dwarf needs to buy food and pay their rent doesn't really need at a shop, they acquire new items. When gaining a new item/shopping, a dwarf gains a happy thought.

Each item stocked by a shopkeeper adds its value to the shop's value (☼200 + ☼items). If the stock gets filled with high-quality items or items made from expensive materials, there is a risk that the shop can become far too expensive for any dwarf to own or buy from. If this happens, it is recommended to tear the shop down and rebuild after its discarded items are hauled away again, or to build multiple shops to increase the chances of affordable stock variation.

Shop Types[edit]

  • General Store - Sells a bit of everything
  • Crafts Market - Sells crafted goods
  • Clothing Shop - Sells clothing
  • Exotic Clothing Shop - Sells clothing that doesn't fit on the dwarves (narrow, large, small)

Newly built shops will always choose whichever type has the fewest existing shops in the fortress, and if multiple shop types are tied for last place, one will be selected randomly. If there are no shops at all, the first one will always become a Clothing Shop.


Rooms
Furniture
Animal trapAnvilArmor standBedBinBucketCabinetCageCoffinContainerRestraintSeatStatueTableWeapon rack

Access
DoorFloodgateBarsGrateFloor hatchBridgeRoadWindow
Constructions
Machine & Trap parts
Other Buildings
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