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− | + | {{Quality|Exceptional|14:31, 14 July 2021 (UTC)}} | |
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{{av}} | {{av}} | ||
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==Manager exercise program== | ==Manager exercise program== | ||
− | As a [[manager]], skill is gained as tasks are ''approved'', not completed. Simply by queuing lots of jobs ({{ | + | As a [[manager]], skill is gained as tasks are ''approved'', not completed. Simply by queuing lots of jobs ({{key|j}} {{key|m}} {{key|q}}) (and providing a meager office), the manager will quickly level to [[legendary]] as an [[Organizer]]. The tasks can then be removed once approved. |
==Merchant swindles== | ==Merchant swindles== | ||
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* Tearing down the [[trade depot]] while the merchants are there is the easiest way to seize all merchant goods at once. | * Tearing down the [[trade depot]] while the merchants are there is the easiest way to seize all merchant goods at once. | ||
− | * Marking items for [[dump]]ing | + | * Marking items for [[dump]]ing, using view creature mode ({{key|v}}), the stocks menu ({{key|z}}), items in room mode ({{key|t}}), or mass dump mode ({{key|d}})-({{key|b}})-({{key|d}}) then marking the entire depot, lets you relieve merchants of their goods. Just reclaim the items from your garbage dump [[zone]] later. You can even take clothing and equipment off merchant and guards this way. |
* You can make a wall around the merchants (and even the poor animals) and let them starve to death, letting you take whatever you want. Wait quite a while for them to starve. They will become [[Insanity|very angry]] if you do, so never open the door once they are on the brink of death. | * You can make a wall around the merchants (and even the poor animals) and let them starve to death, letting you take whatever you want. Wait quite a while for them to starve. They will become [[Insanity|very angry]] if you do, so never open the door once they are on the brink of death. | ||
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== Quantum stockpiles == | == Quantum stockpiles == | ||
{{main|Quantum stockpile}} | {{main|Quantum stockpile}} | ||
− | A quantum stockpile (QSP) allows you to store an infinite number of items in a single tile. QSPs can make for super efficient storage, allowing more compact fortresses, shorter hauling routes, more efficient manufacturing flows, | + | A quantum stockpile (QSP) allows you to store an infinite number of items in a single tile. QSPs can make for super efficient storage, allowing more compact fortresses, shorter hauling routes, more efficient manufacturing flows, stocktaking at a glance with look {{K|k}} and [http://www.bay12forums.com/smf/index.php?topic=92241.msg3276117#msg3276117 possibly higher FPS]. |
== Building destroyer door == | == Building destroyer door == | ||
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Weapon traps filled with crossbows will be loaded with individual bolts (10 per crossbow). Bolts cannot be designated to melt while loaded in the trap. It requires deconstruction of the trap. The components will scatter on deconstruction so surrounding the trap with an ammo stockpile set to links only and using dfhack automelt can semi-automate the process. Any metal components of the trap may also be melted. | Weapon traps filled with crossbows will be loaded with individual bolts (10 per crossbow). Bolts cannot be designated to melt while loaded in the trap. It requires deconstruction of the trap. The components will scatter on deconstruction so surrounding the trap with an ammo stockpile set to links only and using dfhack automelt can semi-automate the process. Any metal components of the trap may also be melted. | ||
− | Coins may also be split at a [[trade depot]] and melted down individually for up to a 50x return. Mint a stack of coins, then trade it to a caravan. You can then buy the stack back in pieces, and each individual smaller stack will melt and produce .1 bars. One bar produces 500 coins, but splitting it into stacks of 1 coin each would create 500 melt jobs, producing 50 bars in return. The process is discussed in greater detail, both with and without use of macros on this [http://www.bay12forums.com/smf/index.php?topic=111680.0 forum thread]. While potentially time | + | Coins may also be split at a [[trade depot]] and melted down individually for up to a 50x return. Mint a stack of coins, then trade it to a caravan. You can then buy the stack back in pieces, and each individual smaller stack will melt and produce .1 bars. One bar produces 500 coins, but splitting it into stacks of 1 coin each would create 500 melt jobs, producing 50 bars in return. The process is discussed in greater detail, both with and without use of macros on this [http://www.bay12forums.com/smf/index.php?topic=111680.0 forum thread]. While potentially time consuming, this new method both results in far more bars produced per stack (potentially a net profit of 49 bars instead of 1.5), and can duplicate any metal, not just military ones while simultaneously training your broker. Combined with a magma smelter and properly written macros, this method turns a smelter into a free metal generator. Those who are less patient may instead opt to simply melt the coin stacks immediately after they are minted - while this yields only a 10% gain, it is far less time-consuming. |
Recent dwarven !!SCIENCE!! has shown that certain visitors react badly to being trapped in a vault of treasure and can be used to [https://www.reddit.com/r/dwarffortress/comments/fql316/infinite_adamantine_using_elf_labor/ rapidly split stacks of coins]. Be careful what you wish for. | Recent dwarven !!SCIENCE!! has shown that certain visitors react badly to being trapped in a vault of treasure and can be used to [https://www.reddit.com/r/dwarffortress/comments/fql316/infinite_adamantine_using_elf_labor/ rapidly split stacks of coins]. Be careful what you wish for. | ||
− | For multiplying weapons/armor-grade metals, forging and melting giant axe blades, | + | For multiplying weapons/armor-grade metals, forging and melting giant axe blades, large serrated discs, and leggings will yield a 50% gain per item; note that this does ''not'' work with adamantine, since adamantine goods require 3 times as many wafers, instead leading to a 70% loss per item. |
See the [[Melt item]] article for the best yields when melting down items made of mundane metals for the current version. | See the [[Melt item]] article for the best yields when melting down items made of mundane metals for the current version. | ||
== Quick trade goods == | == Quick trade goods == | ||
− | [[ | + | Since [[trap component#spiked ball|spiked balls]] have an extremely high base [[item value]] of ''126'', they can be produced ''en masse'' from cheap [[wood]] or other materials and sold off to unsuspecting merchants. This makes for quick cash in any fortress that has a skilled carpenter and an excess of wood on hand. Furthermore, raw [[clay]] can be bought from the traders for under 5 value, and a [[ceramic industry|potter]] can create a single masterwork with 1,200-2,000 (earthenware and stoneware, respectively). Although not as lucrative as prepared meals, the raw clay that traders often bring is heavy (120-230). Buying their clay can reduce their wagon weight, and allow you to sell more goods to them. |
+ | |||
+ | In fact, any [[trap component]]s make extremely high-value trade goods, especially since metal components require only 1 [[bar]]. (They also increase the [[value]] of [[noble]]s' rooms, and are useful in defense.) | ||
[[Prepared meal]]s can be quick and valuable trade goods - purchase an abundance of raw food when the traders arrive, and set your [[kitchen]] to work cooking that food into lavish meals, then haul the stacks of meals back to the depot and trade them for whatever supplies you really want. The caravan will buy back meals composed of their own ingredients at 25x to 100x their initial value. | [[Prepared meal]]s can be quick and valuable trade goods - purchase an abundance of raw food when the traders arrive, and set your [[kitchen]] to work cooking that food into lavish meals, then haul the stacks of meals back to the depot and trade them for whatever supplies you really want. The caravan will buy back meals composed of their own ingredients at 25x to 100x their initial value. | ||
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== Dwarven rocket elevator == | == Dwarven rocket elevator == | ||
− | By exploiting quirks in dwarven physics, minecarts can be accelerated without an external power source (beyond an initial push) to travel independently, or to ascend dozens of Z levels upwards very quickly. Details at [[Minecart#Impulse_ramps]]. | + | By exploiting quirks in dwarven physics, minecarts can be accelerated without an external power source (beyond an initial push) to travel independently, or to ascend dozens of Z levels upwards very quickly. Details at [[DF2014:Minecart#Impulse_ramps]]. |
== Infinite layer stone without magma == | == Infinite layer stone without magma == |