But what if all the bearded ladies in the fortess prefered rings as opposed to necklaces, or vice versa. There would be additional time to smelt, and smelt some more.
The hidden value of gold, is in commerce, not in artisan-ship. In coins, and in bars. At present, I just do not see DF portraying its value correctly in a worldwide economy. I know for certain it can in large portions, cause crazy FUN, come at early stages of game play.
It is a standard for which other objects are valued. DF however, values items as it sees fit, not dynamically, based on world-wide quantities. Isn't earth only made up of one square football field of gold bars? Gold is incredibly dense and limited in supplies, usually.
@Azated, In a real sense your calculations are correct. But I am correct, too. Gold backs our everyday coinage, and our everyday job output. To use it up in craftsmanship is a HUGE loss to its market potential.
In DF, there is no complex calculations for market trends. Is there? That gold heavy region I had, at first had me all happy and giggly, but I just couldn't make enough of the stuff to keep abreast of the FUN tide that kept trying to take it by force.
To get actual military metals and defenses up and running, while maintaining its devalued, chunk state, or even bar state, was a considerable hindrance. That is why I believe gold bars are over valued, and needed far less in utilitarian recipes.
When coins are crafted with the stuff, the output should be dynamic, not fixed. Here is where the economy should way in the most heaviest. Just my .02, worth. Sincerely, Knutor