4042
« on: June 08, 2011, 05:06:22 pm »
MMMM tutorials.
The ratio of building types in a supply chain varies by worker skill level, work ethic, supply path length, how many bodies you want to throw at production..... i.e. you'll figure it out as you go along. If supplies are short, build mroe buildings and assign workers. In my experience, having too many workshops just mean some are idle, and idle costs nothing.
1) Hunting: If a dwarf has hunting labor active, a crossbow, a quiver, and bolts, and there is huntable game on the map, they should go shoot at it, and drag the corpse to a butcher (if a shop exists) or a refuse pile (if one doesn't). Butchering puppies is more reliable with less micromanagement and less risk of losing all that gear when McHunter tries to bash an elephant's brains in by mistake. Butchery: z-screen, animals, flag for butchering. someone with butchery drags the critter to a butcher's shop, chop chop, piles of organs, meat, bones. Bones and raw skins are either flagged for a refuse pile, or picked up by a tanner automatically. Unless you're trying to cull huge populations, a butcher and a tanner is enough, for me.
2) Every stockpile tile holds 1 bin, every bin holds 10 bars. A 10X10 stockpile full of bins should do to start. Magma's not quite a tap'n'go thing every time and banking on it immediately is gambling that nothing massive and hungry bumrushes your fort as you breach caverns on the way down. Yeah, you can wall them off, IF there's not a jabberer or GCS right by the stairwell. Best bet is probably to embark with enough bronze ore to outfit 3 soldiers in helms, mail shirts, greaves, shield, weapon, and burn trees for the first year.
.5) If it's JUST for soap, 40X40 should be more than enough. Bigger doesn't cost you anything extra though. The mushroom trees mature faster than surface trees; if I had to guess... in somewhere between a year to three years you'll have what you need. Lumber is really cheap to import until the farm is up to snuff.
3) Nobles care more about value than specific materials. Value can be increased by room size, room materials (building inside an iron, gold, or silver vein can help), engraving, decorations like statues or, say, a high quality marble mechanism used to make a trap or lever. Furniture made from expensive stuff is a good shortcut, but don't bother trying to stuff everything you've got in there right away.
I'm not sure what economy to grow your fort means.