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		<summary type="html">&lt;p&gt;Chikinn: /* Strike The Earth! */ Grammar&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Masterwork|12:22, 28 March 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
:''This is a quickstart guide for [[Dwarf fortress mode]] for those who have never played before and quickly want to jump in head-first.''&lt;br /&gt;
:''If you are looking to learn adventure mode instead, see the [[Adventure mode quick start]] guide.''&lt;br /&gt;
:''Also see [[Tutorials]] for more detailed tutorials that people have submitted.''&lt;br /&gt;
{{TipBox2|float=right|Before you get started...|Always remember that '''losing is [[fun]]!''' Be prepared to lose a few fortresses before you get all the way through this guide &amp;amp;ndash; it can be easy to accidentally kill the entire fortress while learning. But remember: losing means that next time, ''[[#Situational Awareness|you'll remember how you lost]].'' In a big way, Dwarf Fortress uses the principle of learning from one's mistakes.}}&lt;br /&gt;
{{TipBox2|float=right|titlebg=#0cb|Feedback|&lt;br /&gt;
If you have any feedback on this guide, please see the instructions in the [[#Feedback|feedback section]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
So, you want to play '''Dwarf Fortress''', but you have no idea what to do. That's understandable; in Dwarf Fortress you can really do anything you like. It is a huge, complex, and totally open-ended game. But in order to do anything, first you need a sustainable fortress. It turns out that this is not as hard as you might think.&lt;br /&gt;
&lt;br /&gt;
As this article doesn't always contain the exact key sequences needed to do everything described, you will likely need to refer to the [[Dwarf fortress mode|Fortress Mode Reference Guide]] and the rest of the wiki while reading this.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:FlowchartDF.png|thumb|500px|right|[[Main:From Caravan to Happy Dwarves|From Caravan to Happy Dwarves]] - This is a flowchart showing approximately what sequence of actions players usually take when starting up a new fort. Feel free to ignore it if you want. It's not necessary to refer to this to understand the rest of the guide, but by the time you finish the guide it will probably all make sense.]]&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
= Common UI Concepts =&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|float=right|titlebg=#0a0|Keeping Up|While the guide contains many links, you may still need to look something up. Refer to the [[Dwarf fortress mode|Fortress Mode Reference Guide]] or use the wiki [[Special:Search|search]] function. Also, don't hesitate to [[Main:Troubleshooting|ask for help]] if you can't find answers on the wiki.}}&lt;br /&gt;
{{KeyConventions}}&lt;br /&gt;
&lt;br /&gt;
== Options menu ==&lt;br /&gt;
{{main|Dwarf_fortress_mode#Options_Screen|l1=Options screen}}&lt;br /&gt;
&lt;br /&gt;
Most basic game-related tasks (saving, keybindings, sound, etc.) are performed through the options menu, which can be reached with {{k|Esc}} from the main screen. There are usually seven available options:&lt;br /&gt;
* Return to Game: Exits the options menu (shortcut {{k|Esc}}).&lt;br /&gt;
* Save Game: Saves the game, unloads the fortress, and returns to the main menu. There is no &amp;quot;save and continue&amp;quot; option, but saves can be [[saved game folder|backed up and reloaded]].&lt;br /&gt;
* Key Bindings: Allows you to change the keys that trigger nearly any function in the game. This can appear extremely confusing to use, but it is fairly simple to navigate through (as it uses the standard arrow keys, {{k|Esc}} and {{k|Enter}}). Changing keys for menus is probably a bad idea, since this guide assumes the default keybindings &amp;amp;mdash; however, it may occasionally be useful to change navigation keybindings on some laptops (for example, changing menus to use {{k|{{=}}}} instead of {{k|+}}).&lt;br /&gt;
* Export Local Image: Saves full-size images of your fortress.&lt;br /&gt;
* Music and Sound: Controls for volume adjustment.&lt;br /&gt;
* Retire the Fortress (for the time being): {{tc|#d00|Do not select this option unless you know what you are doing!}} It retires the fortress from your control and gives control to the normal world updating process. You can later reclaim the fortress but it may not be as you left it.&lt;br /&gt;
* Abandon the Fortress to Ruin: {{tc|#d00|Do not select this option unless you know what you are doing!}} It will end your fortress permanently and return to the main menu (all progress in your fortress will be lost). Your fort and most items will remain, however, so this can be useful in extreme circumstances (e.g. when you know your fortress is doomed and want to start again) – see [[abandon]] for more information.&lt;br /&gt;
&lt;br /&gt;
Notably lacking is an &amp;quot;exit without save&amp;quot; option. Players who wish to quit and leave their previous save unchanged may manually kill the Dwarf Fortress process using the &amp;quot;die&amp;quot; command in [[Utility:DFHack|DFHack]], the Windows Task Manager (you might then have to end the process dumprep.exe), or the Unix &amp;quot;kill&amp;quot; command (on some systems, {{k|ctrl}}-{{k|\}} in the terminal running DF accomplishes the same thing). '''Do not''' attempt this while saving, as your save folder '''will''' become corrupted. Alternatively, you can make a copy of your region folder in the (DF)/data/save folder (e.g. &amp;quot;regionXX&amp;quot;) ''before saving'', save the game normally, remove the &amp;quot;regionXX&amp;quot; folder and rename the copy.&lt;br /&gt;
&lt;br /&gt;
=World Generation=&lt;br /&gt;
&lt;br /&gt;
The first thing you will need to do is [[World generation|generate a new world]]. Unlike many games, the world that your game takes place in will always be procedurally randomly generated by you or someone else. There is no &amp;quot;default&amp;quot; or &amp;quot;standard&amp;quot; world.&lt;br /&gt;
&lt;br /&gt;
Luckily the basic version of this process is rather simple, and doesn't usually take too long unless your computer is a bit outdated or the world's history is set to Long or Very Long.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|titlebg=#00a|Starting World|&lt;br /&gt;
For your first game, [[World generation|generate a new world]] using the {{DFtext|Create New World!}} option in the main menu with the following options:&lt;br /&gt;
&lt;br /&gt;
* {{DFtext|World Size}} is {{DFtext|Medium|3:1}}&lt;br /&gt;
&lt;br /&gt;
* {{DFtext|History}} is {{DFtext|Short|3:1}}&lt;br /&gt;
&lt;br /&gt;
* {{DFtext|Number of Civilizations}} is {{DFtext|Medium|3:1}}&lt;br /&gt;
&lt;br /&gt;
* {{DFtext|Number of Sites}} is {{DFtext|Medium|3:1}}&lt;br /&gt;
&lt;br /&gt;
* {{DFtext|Number of Beasts}} is {{DFtext|Medium|3:1}}&lt;br /&gt;
&lt;br /&gt;
* {{DFtext|Natural Savagery}} is {{DFtext|Very Low|3:1}}&lt;br /&gt;
&lt;br /&gt;
* {{DFtext|Mineral Occurrence}} is {{DFtext|Frequent|3:1}}&lt;br /&gt;
&lt;br /&gt;
This should help to avoid difficulties.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
= Pre-Embark =&lt;br /&gt;
&lt;br /&gt;
:''Also see: [[Embark]]''&lt;br /&gt;
&lt;br /&gt;
'''Embarking''' is the process of choosing a site, outfitting your initial dwarves, and sending them on their way. &lt;br /&gt;
&lt;br /&gt;
Select {{DFtext|Start Playing}} from the main menu, then select {{DFtext|Dwarf Fortress}}. The game will go through a few screens doing various world loading and updating activities. Then it will show the &amp;quot;Choose Fortress Location&amp;quot; screen.&lt;br /&gt;
&lt;br /&gt;
The map you see on the right is the '''World Map''' which will show you the whole world. The one in the middle is the '''Region Map''' which will show you a zoomed-in view of the part of the world indicated by the cursor in the world map.  The '''Local Map''' on the left will show a zoomed-in view of the part of the region indicated by the cursor in the region map. In the local map area there will be a highlighted embark region that you can move around with {{K|u}} {{K|m}} {{K|k}} {{K|h}} and resize with {{K|U}} {{K|M}} {{K|K}} {{K|H}}. This highlighted square is what will become your play area after you embark (This means that you cannot do or see anything outside of this area during your game). Use {{k|↑}} {{k|↓}} {{k|←}} {{k|→}} to move the region and world cursors around. Hold down {{K|Shift}} while doing this to move more rapidly.&lt;br /&gt;
&lt;br /&gt;
== Choosing a Good Site ==&lt;br /&gt;
&lt;br /&gt;
Choosing a good embark site is crucial for beginners. (Very) highly skilled players can create a functional fortress on an evil glacier, but for now, let's stick to dwarf (and newbie) friendly environments. You will want to look for certain features in your initial embark site that will make your first fort much easier to manage. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|titlebg=#00a|Starting Site| &lt;br /&gt;
[[File:Quickstart-good-location.png|thumb|300px|right|An example of a good starting site.]]&lt;br /&gt;
For your first game, find a site with the following properties:&lt;br /&gt;
*'''NO [[Aquifer]]''' (This is '''''very''''' important!)&lt;br /&gt;
*'''Trees:''' Forested or Heavily Forested (or, at the very least, sparsely forested)&lt;br /&gt;
*'''Temperature:''' Warm&lt;br /&gt;
*'''Surroundings:''' Serene, calm, or at least '''not''' any evil or savage biome.&lt;br /&gt;
*'''Clay or Soil''' is important to make farming easier when starting out&lt;br /&gt;
*'''Shallow Metals''' (That's Metals, plural, not Metal. You want more than one.)&lt;br /&gt;
*A '''River''' if possible&lt;br /&gt;
*'''Deep Metal(s)''' if possible&lt;br /&gt;
*'''Flux Stone''' if possible&lt;br /&gt;
&lt;br /&gt;
You may want to use the {{K|f}}ind tool to help you find a site. You may find it easier to put only some of the criteria into the tool (at the very least, No Aquifer). Once the find tool has finished running, the general areas which it has found will be indicated by flashing characters on the map. &lt;br /&gt;
&lt;br /&gt;
'''Notes about the find tool:'''&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Calm&amp;quot; is classified as Neutral, Low Savagery (see [[Surroundings#Combinations_of_surroundings|the chart here]] for why). The find tool will also only indicate a ''general area'' containing suitable sites, so you will still need to check the attributes manually by moving between flashing regions on the world and region maps (with the arrow keys or numpad) '''and''' by moving around on the local map (with {{k|u}} {{k|m}} {{k|k}} {{k|h}}) until you find the most suitable site.&lt;br /&gt;
&lt;br /&gt;
The find tool may take a few minutes to run. When it's done, '''press {{K|ESC}} to look at the results'''. If the world map is just covered with red flashing Xs, it means that it couldn't find an area matching your criteria. Try again with different criteria, or make a new world. What you want to see are some flashing green Xs, which are areas that match your criteria. As you move your yellow X over those suggested sites, the info bar on the right will tell you what features are present in that general area, such as sand, soil, minerals, an aquifer, etc.  Choose the one that looks best to you!&lt;br /&gt;
&lt;br /&gt;
Your highlighted embark site - the moveable rectangle shown on the leftmost map - may contain '''multiple biomes'''. If so be sure to press {{K|F1}}, {{K|F2}}, etc, to take a look at all of them (Macs and laptops may require {{k|fn}}-{{k|F1}}, depending on your settings). Each may have significantly different characteristics. Note that occasionally a site with multiple biomes may contain an aquifer which ''isn't shown in the info bar'' due to it not being in the predominant biome (the one visible with {{k|F1}}). If your site has multiple biomes, it is '''very important''' to check all of them to avoid surprises like this.&lt;br /&gt;
&lt;br /&gt;
Additionally, you can resize your embark area using {{k|U}} {{k|M}} {{k|K}} {{k|H}}. A 4x4 embark (the standard) is usually reasonable, but you may want to decrease the size to avoid an undesirable biome (or if your computer [[Maximizing framerate|can't handle]] a 4x4 embark).  &lt;br /&gt;
&lt;br /&gt;
See '''[[/Starting site/]]''' for more info on why these characteristics are important.}}&lt;br /&gt;
&lt;br /&gt;
Press {{K|e}} to embark once you're sure you have the right area highlighted on the local map.&lt;br /&gt;
&lt;br /&gt;
== Skills and Equipment ==&lt;br /&gt;
{{TipBox2|float=right|titlebg=#0a0|Optional: Preparing Carefully|If, at this point, you'd like to get into all of the details of picking individual skills and equipment for your expedition, select {{DFtext|Prepare for the journey carefully}} and see '''[[Quickstart_guide/Preparing_carefully|Preparing carefully]]''' for instructions. '''This is completely optional.'''}}&lt;br /&gt;
&lt;br /&gt;
Now the '''Prepare for the Journey''' screen should appear. You will be given the choice to either:&lt;br /&gt;
*{{DFtext|Play Now!}}&lt;br /&gt;
*{{DFtext|Prepare for the journey carefully}}.&lt;br /&gt;
&lt;br /&gt;
Selecting {{DFtext|Play Now!}} will start you out with a default set of equipment that is reasonably safe, allowing you to skip having to set up your skills and equipment. If you'd like to get going now, just select that option.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=A Minimal Fortress=&lt;br /&gt;
[[File:Quickstart-map-starting.png|thumb|right|Starting out. In this example the dwarves will be digging out an entrance tunnel in the sandy cliff on the right. (You can use {{K|Tab}} to show or hide the overview map.)]]&lt;br /&gt;
&lt;br /&gt;
At this point you have embarked and your dwarves have arrived at their destination. You will see your dwarves clustered around their wagon full of supplies somewhere near the center of your map. '''Immediately hit {{K|Space}} to pause the game''' unless it is already paused.&lt;br /&gt;
&lt;br /&gt;
==Surveying the Area==&lt;br /&gt;
'''Do not unpause the game just yet.''' Take a look around. Use the {{K|k}} command and the arrow keys (remember that {{k|Shift}}+arrow keys will move faster). Look up and down a few [[z-level]]s with {{K|&amp;lt;}} and {{K|&amp;gt;}} ({{k-|Shift|,}} and {{k-|Shift|.}} on many keyboards). Place the cursor on various tiles to familiarize yourself with what the symbols mean.  If you get lost, you can press {{K|F1}} (or {{k-|Fn|F1}} on some systems) to return to the wagon.  (You can define more [[hotkeys]] later, to jump quickly to other sites of interest.)&lt;br /&gt;
&lt;br /&gt;
Notice the terrain features, the vegetation, and any minerals visible. If you chose a site with flowing water, where is it? What about pools of water? The more carefully you examine your site before breaking ground, the better off you will be.&lt;br /&gt;
&lt;br /&gt;
Remember that this is more of a simulation than a game.  It is not &amp;quot;play balanced&amp;quot;, and you can very easily find yourself in impossible situations. That is all part of the [[fun]] because even when you lose, you create an interesting story.&lt;br /&gt;
&lt;br /&gt;
Your wagon serves as the initial meeting area for your dwarves. Since you should have started in a non-freezing, calm (low savagery), non-evil biome, you shouldn't face any immediate danger, but if for some reason the area around your wagon proves to be unsafe, immediately designate another meeting zone using {{K|i}} (see [[#Temporary Meeting Area|Temporary Meeting Area]] below).&lt;br /&gt;
&lt;br /&gt;
==Controlling Your Dwarves==&lt;br /&gt;
The first thing to keep in mind is that, for the most part, you can't directly control your dwarves the way you control characters in a typical fantasy RPG. Instead, you '''designate''' things that need to be done and then dwarves with the appropriate labor assignments will decide what to do. &lt;br /&gt;
&lt;br /&gt;
Some tasks receive a higher priority. For example, if a dwarf needs to eat then he will go eat and only get around to digging a tunnel once he is done eating. It is also possible to designate things that no dwarf is able to do. For example, if you designate an area to mine but no dwarf has mining as one of his allowed labors or no dwarf has a [[pick]] then the mining will never get done, and the game will not always advise you of why.&lt;br /&gt;
&lt;br /&gt;
So what you are doing throughout the game is essentially giving your dwarves a detailed group-wide to-do list, but it's up to them to figure out which one of them will execute any given task if the task is even possible. Often many of the details of how a task is performed (such as exactly which rock will be used to make crafts) are left up to them.&lt;br /&gt;
&lt;br /&gt;
===Stout Labor===&lt;br /&gt;
{{TipBox2|float=right|titlebg=#0a0|Keybindings|&lt;br /&gt;
If you're on a laptop (or using a restricted keyboard), you may notice that using {{k|+}} to scroll upward on some menus is inconvenient, since it requires the {{k|Shift}} key. Fortunately, this is easy to change by modifying your [[key binding]]s:&lt;br /&gt;
# Press {{k|Esc}} to access the [[#Options menu|options menu]] and select {{DFtext|Key Bindings}}&lt;br /&gt;
# Select {{DFtext|General}}, scroll down to {{DFtext|Move secondary selector down}} (using the arrow keys), move right, and select {{DFtext|Add binding}}&lt;br /&gt;
# Press {{k|1==}} and select either option that appears. (Technically, you can choose any key you like at this point. However, {{k|1==}} (equals) is probably a good choice, since it's next to {{k|-}} and isn't used for anything else in menus.)&lt;br /&gt;
# Scroll down, select {{DFtext|By letter: +}}, and press {{k|Backspace}} (or {{k|Delete}}, depending on your keyboard)&lt;br /&gt;
# Press {{k|Esc}} and select {{DFtext|Save and exit}}&lt;br /&gt;
You can now use {{k|1==}} instead of {{k|+}} to scroll these types of menus (including the labors menu), which can be significantly easier than using {{k|+}} on certain keyboards.&lt;br /&gt;
}}&lt;br /&gt;
{{TipBox2|float=right|titlebg=#aa0|Utilities|2=&lt;br /&gt;
You may have noticed that the UI for managing dwarves is a bit difficult to use. There are a few utilities available for this purpose (for Windows, Mac OS X, and most Linux systems): &lt;br /&gt;
* '''[[Utilities#Dwarf_Therapist|Dwarf Therapist]]''' can make labor management considerably easier, especially when you're dealing with twenty times the number of dwarves you have now. It can group and sort dwarves by multiple attributes and display their preferences, mood, and more.&lt;br /&gt;
* '''[[Utility:DFHack|DFHack]]''' includes &amp;quot;Dwarf Manipulator&amp;quot;, a UI for managing labors. It has fewer features than Dwarf Therapist, but displays much of the same information and is adequate for normal use. In addition, it is accessible from within DF via {{k-|u|l}}, eliminating the need to constantly switch between applications.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Labors''' are how you control what types of tasks a dwarf will do. For example, if the [[Fishing]] labor is enabled for a dwarf, that dwarf is allowed to engage in fishing.&lt;br /&gt;
&lt;br /&gt;
When dwarves are idle, it could be because you haven't given them anything to do, or it could be because none of the idle dwarves have been told that they're allowed to do the types of tasks you've designated. For example, if you designate an area to mine, but none of the dwarves have the mining labor enabled, they will all just sit around ignoring your mining designation thinking that it isn't their job.&lt;br /&gt;
&lt;br /&gt;
Dwarves will automatically have some labors enabled if they start out with skill in those labors, and some labors (such as hauling and cleaning) are enabled for all dwarves by default. This is why you didn't need to enable any labors on dwarves to get them to haul and mine, but later you may need a labor that no dwarf is currently capable of.&lt;br /&gt;
&lt;br /&gt;
Look over your dwarves' assigned [[labor]]s. Press {{K|v}} (View Units) then place the cursor on a dwarf. Now, press {{K|p}}-{{K|l}} for &amp;quot;preferences: labors&amp;quot;. You will see a list of labor categories that you can navigate using {{K|-}} and {{K|+}}. You can enter each category with {{k|Enter}} (except for mining, which is a single labor), toggle each labor off and on with {{K|Enter}}, and get back out with {{K|Esc}}.&lt;br /&gt;
&lt;br /&gt;
After exiting the View Units menu, you can use {{K|u}} (the units screen) to help you locate dwarves. Hit {{K|u}}, select a dwarf, hit {{K|z}} for &amp;quot;zoom to creature&amp;quot; and you'll automatically be placed in view mode on that dwarf. (Then use {{K|p}}-{{K|l}} to get to the labor configuration menu if necessary.)&lt;br /&gt;
&lt;br /&gt;
Even if no dwarves have the corresponding skills, ensure that someone has [[wood burner]], [[furnace operator]], [[wood cutter]], [[plant gathering]], [[gem cutter]], [[armorsmith]], [[weaponsmith]], [[blacksmith]], [[metal crafter]], and [[engraver]] (stone detailing) enabled. If you have dwarves with hunting or fishing, ''disable'' those until you have your initial fort completed &amp;amp;mdash; dwarves with these labors enabled will constantly be outside attempting to perform them. When you're first starting out you don't want dwarves wandering around alone where they can get killed (in addition, they won't be doing anything useful, like hauling).&lt;br /&gt;
&lt;br /&gt;
Note that ''any'' unskilled dwarf can perform any labor given the necessary equipment and materials. Dwarves with no skill will simply be slow and produce a smaller quantity of lower quality goods in a given time period, but they will gain skill points as they do so.&lt;br /&gt;
&lt;br /&gt;
==Strike The Earth!==&lt;br /&gt;
Decide where you will build your main entrance. Generally, you will want to get all your dwarves and supplies inside a protected area as quickly as possible. The best strategy is to put the entrance near your wagon to speed up the process of hauling all of your supplies inside.&lt;br /&gt;
&lt;br /&gt;
The {{K|d}}esignations menu allows you to select areas to dig. There are multiple methods of digging:&lt;br /&gt;
* '''[[Mining]]''' removes solid, floor-to-ceiling terrain (natural 'walls') on the z-level selected, leaving behind a rock or soil surface (also referred to as a natural floor). This does '''not''' do anything in areas without natural walls (for example, the surface or previously-mined areas).&lt;br /&gt;
* '''[[Channel]]ing''' removes ''natural'' (rock/soil) floors (either created naturally or by mining) and creates a ramp (▲) on the z-level below. Note that you will see a down arrow (▼) on the current z-level, indicating a ramp on the level below. (For best results, ensure that the area below is unrevealed, i.e. black).&lt;br /&gt;
&lt;br /&gt;
To designate an area for digging:&lt;br /&gt;
#Hit {{K|d}} to bring up the [[Designations Menu]].&lt;br /&gt;
#Hit {{K|d}} to mine or {{k|h}} to channel (see above)&lt;br /&gt;
#Place the cursor on one corner of the rectangular area you want to designate and press {{K|Enter}}.&lt;br /&gt;
#Move the cursor to the other corner of the rectangle and press {{K|Enter}}. A rectangle will be highlighted and a miner will start to dig out this area once you exit the menu (with {{K|Esc}}) and unpause the game with {{K|Space}}.&lt;br /&gt;
&lt;br /&gt;
This is basically how all of the designation commands work. Everything has to be designated one rectangle at a time, but rectangles can be many tiles wide.&lt;br /&gt;
&lt;br /&gt;
[[File:Digging Channeling tiles.PNG|200px|thumb|right|Demonstrating the difference between mining and channeling. Mining creates empty space on the same level where it is designated. Channeling creates empty space in the level below, clearing the floor. The levels are connected by up/down ramps. ]]&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|titlebg=red|float=left|Channeling|&lt;br /&gt;
Note that channeling can be [[fun|dangerous]]. Unless you know what you're doing, you should only ever make a pit one z-level deep. If you dig a pit multiple z-levels deep, only the lowest level will have an upward ramp, which is not enough for dwarves to leave the pit. (Dwarves can [[climb]] out in some circumstances, but this is unreliable.) &lt;br /&gt;
&lt;br /&gt;
&amp;lt;diagram&amp;gt;&lt;br /&gt;
Pit depth:  1 z-level   2 z-levels   2 z-levels&lt;br /&gt;
Ground[%26]      [#2:1]__[#4:1][%31][#2:1]__        __ __        __ [#4:1][%31][#2:1]_&lt;br /&gt;
             [#6:1][@4:1][%178][%178][#4:1][@][%30][#6:1][@4:1][%178][%178][@#]        [#6:1][@4:1][%178][%178][#4:1][@][%31][#6:1][@4:1][%178][%178][@#]        [#6:1][@4:1][%178][%178][#4:1][@][%31][#6:1][#4:1][@][%30][#6:1][@4:1][%178][@#] &lt;br /&gt;
             [#6:1][@4:1][%178][%178][%178][%178][%178][@#]        [#6:1][@4:1][%178][%178][#4:1][@][%30][#6:1][@4:1][%178][%178][@#]        [#6:1][@4:1][%178][%178][#4:1][@][%30][#6:1][@4:1][%178][%178][@#] &lt;br /&gt;
                          [#6:1][@4:1][%178][%178][%178][%178][%178][@#]        [#6:1][@4:1][%178][%178][%178][%178][%178][@#] &lt;br /&gt;
&amp;lt;/diagram&amp;gt;&lt;br /&gt;
This diagram shows the cross-section (side view) of 1x1 pits channeled 1 z-level deep, 2 z-levels deep and the correct way to do a 2 z-level deep ramp. The appearance of &amp;quot;downward ramps&amp;quot; can be confusing as there is no such thing - the down arrow indicates a ramp on the level below. Dwarves in the first pit can climb the ramp to ground level and escape, while dwarves in the second pit can only climb to the level below ground level (and are then faced with a vertical wall). The third pit lets dwarves climb back to the surface again as the ramps are not only above each other but also next to each other (like a 45° slope).&lt;br /&gt;
&lt;br /&gt;
In short, channels (particularly channels multiple z-levels deep) can be dangerous. Digging an entryway from surface level is one of the few times you'll ever need to channel.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;Stairs can also be used for an entryway, but channels allow [[wagon]]s entry to your fortress.&amp;lt;/small&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
If your wagon is near a [[cliff]] or hill (generally speaking, any difference in levels, usually shown by the existence of natural ramps), you can just designate a tunnel to mine ({{K|d}}-{{K|d}}) into the cliff to create an entryway. If the wagon is surrounded by flat terrain, [[channel]] out a 3x3 rectangle on the surface with {{K|d}}-{{K|h}} to create a sort of pit with ramps on the edges, then go down one z-level with {{K|&amp;gt;}} and tunnel into one wall of the pit (with {{K|d}}-{{K|d}}) to create your entry.&lt;br /&gt;
&lt;br /&gt;
Dig a hallway one tile wide and ''at least'' 10 long, ideally more like 20 ({{k|Shift}} moves 10 tiles when digging, so this can be easily accomplished by pressing {{k|Shift}}+an arrow key twice). This will be your entryway.&lt;br /&gt;
&lt;br /&gt;
Your entryway defines the boundary between your safe and protected inner fort, and the big bad outside world. You want this to be your only entrance so that you only have to worry about defending this one opening.&lt;br /&gt;
&lt;br /&gt;
A somewhat-outdated video guide to starting a fortress can be found [https://www.youtube.com/watch?v=CLYDcuk29bE&amp;amp;feature=plcp here]. (Note that this applies to v0.34.11, not v{{current/version/ns}}, so some parts may be inaccurate in the current version.)&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
=== Additional miners ===&lt;br /&gt;
Mining will go faster if you have more than one dwarf doing it. By default, only one dwarf has the Mining labor enabled, but this can be changed fairly easily: &lt;br /&gt;
* Choose a dwarf that isn't doing anything especially useful (the fish cleaner is a good choice for a beginning fortress, but you can always change your mind if you end up with a useless peasant later on)&lt;br /&gt;
* Press {{k|v}}, navigate to the dwarf, and press {{k|p}}-{{k|l}}&lt;br /&gt;
* Enable the &amp;quot;Mining&amp;quot; option (see [[#Stout Labor|Stout Labor]] above)&lt;br /&gt;
* Exit with {{k|Esc}}&lt;br /&gt;
The next time you designate an area for mining, both of your miners should start working (assuming they're not busy doing something else).&lt;br /&gt;
&lt;br /&gt;
'''Notes:'''&lt;br /&gt;
* Each miner requires a [[pick]]. A standard embark comes with 2 picks. If you want more than two miners, you'll need to forge more picks (forging is covered later in this guide). Two miners should be adequate for most fortresses, but more miners can add reliability (for when a miner decides to sleep) and speed. For now, you'll almost never need more than two miners, but you'll want more once your fortress expands.&lt;br /&gt;
* If you're digging a one-tile-wide hallway, only one miner can work from an end.&lt;br /&gt;
* Mining, Wood Cutting, &amp;amp; Hunting labors are mutually exclusive - a dwarf can only have up to one of these professions active at a time. For this reason, it's not recommended to make your only woodcutter a miner, since they won't be able to cut wood anymore.&lt;br /&gt;
&lt;br /&gt;
==Delving Secure Lodgings==&lt;br /&gt;
Near the middle of the entry tunnel, build a 5x5 room, and link it to the entrance tunnel with a 3-tile-wide passageway. Expand the main entry tunnel to ''three'' tiles wide from the entrance of the new room to the outside entry. At the end of the entry tunnel, dig a small room, which will later become your main stairwell. Two tiles past that, dig a larger room, which will later become your general stockpile, and connect it to the stairwell with a narrow passageway.&lt;br /&gt;
&lt;br /&gt;
[[File:Quickstart lodgings 1.png|thumb|right|An example layout, as described in this section. Note the 3-tile wide passage - this allows merchants to access your depot, which will go in the 5x5 room. Note that the turn also needs to be 3 tiles wide; otherwise, wagons won't be able to access the room.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Room dimensions ===&lt;br /&gt;
Apart from wagon access (3 tiles wide), the trade depot (5x5), and other workshops (3x3), there are no fixed dimensions you need to worry about. The lower limiting factor is the traffic your tunnels receive (dwarves may have to start climbing over each other), and the space your rooms need (stockpiles, tables/chairs, livestock). The practical maximum size is limited by how long it takes your miners to dig the rooms out, especially if they're digging in stone instead of soil (digging through soil is much faster). Most sites have at least one level soil layer below ground level, which is where you're digging right now, but as you dig deeper you'll hit stone (if you haven't already), and digging will become slower.. &lt;br /&gt;
&lt;br /&gt;
In most fortresses, even the main hallways never need to be wider than 3 tiles, and needing more than 3 tiles of stairs per floor is very rare. A 3x3 per floor staircase (9 stairs!) is absolute overkill for anything but 20 year old 300-resident capitals. For most tunnels in your fortress, 2 tiles wide will be sufficient, and many will be fine at just 1 tile wide. 11x11 is a convenient size for stockpile rooms, as the {{k|Shift}}+arrow keys move the cursor 11 tiles. However, something smaller is perfectly fine for rarer stockpiles, offices, and small dining rooms. Commoner's bedrooms need not be larger than the amount of furniture you want inside.&lt;br /&gt;
&lt;br /&gt;
=== Mining safety ===&lt;br /&gt;
While mining, take care to avoid digging into [[water]]. Dwarves are usually poor swimmers, and are unlikely to escape from an underground flood. However, it is safe to mine ''next to'' underground water, as long as you leave at least one &amp;quot;wall&amp;quot; tile between them (see the picture to the right). You can also mine one z-level under a body of water (for example, mining under a river), but you will have to designate each tile individually because DF automatically cancels digging of newly-revealed &amp;quot;damp&amp;quot; tiles (tiles are considered damp when they are adjacent to a water tile, regardless of whether the water tile is on the same z-level or not).&lt;br /&gt;
&lt;br /&gt;
Also note that '''water can flow diagonally''':&lt;br /&gt;
&amp;lt;diagram&amp;gt;&lt;br /&gt;
[#00f]≈[#]▓.▓   [#00f]≈[#]▓.▓&lt;br /&gt;
▓▓.▓   ▓..▓&lt;br /&gt;
      &lt;br /&gt;
[#0f0]ok[#]     [#f00]flood[#]&lt;br /&gt;
&amp;lt;/diagram&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Stockpiles ===&lt;br /&gt;
[[File:Quickstart-custom-stockpile.png|right|thumb|Keep corpses, refuse, stone and wood out of general use stockpiles. You can come back and change the settings on this stockpile using {{K|q}}, selecting the stockpile, then pressing {{K|s}}. Try to remember to come back here to disable/forbid types of things as you create more specific stockpiles for them.]]&lt;br /&gt;
'''Stockpiles''' are very important. These areas are where your dwarves will drop things for storage when they aren't needed elsewhere. To create a '''general purpose stockpile''' for your first storage area:&lt;br /&gt;
#Hit {{K|p}} to open the Stockpiles menu.&lt;br /&gt;
#Use {{K|t}} to change the [[Stockpile#Custom_stockpiles|custom stockpile]] settings to {{K|e}}nable everything but '''Corpses''', '''Refuse''', '''Stone''', '''Gems''', and '''Wood'''. Use directional keys, {{K|e}}nable, {{K|d}}isable to do this.&lt;br /&gt;
#{{k|Esc}} out of that screen back to the stockpiles menu.&lt;br /&gt;
#Hit {{K|c}} to select Custom Stockpile, if it isn't already selected.&lt;br /&gt;
#Designate the whole 11x11 storage room as a custom stockpile. This works just like designating an area to dig: place the cursor on one corner of the room, hit {{K|Enter}}, move to the opposite corner, and hit {{K|Enter}} again.&lt;br /&gt;
#Press {{K|Esc}} to get out of the Stockpiles menu.&lt;br /&gt;
Once you exit the stockpiles menu and unpause you should see dwarves running off to haul everything from your wagon into the new stockpile area. Later, if you like, you can change what sort of things the stockpile accepts by hitting {{K|q}} (Set Building Tasks/Prefs), placing the cursor on the stockpile, then pressing {{K|s}} to get to the stockpile settings.&lt;br /&gt;
&lt;br /&gt;
It is particularly important to '''keep wood, stone, refuse, and corpses out of your general purpose stockpile''', so you may want to double check to make sure all of these things are disabled in the stockpile settings. Failure to keep these things out of this stockpile will rapidly fill it up, causing workshops to become cluttered when dwarves can't store things in the stockpile.&lt;br /&gt;
&lt;br /&gt;
Note: When assigning stockpiles, you should make sure they're in a vacant area (i.e. the tiles should not have any items already stored on them). Dwarves will not haul items to occupied tiles, so make sure the area is vacant before assigning a stockpile.&lt;br /&gt;
&lt;br /&gt;
=== Stairways ===&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|float=right|titlebg=#0a0|width=45%|Up, Down, Up/Down: Types of Stairs|&lt;br /&gt;
In Dwarf Fortress, every [[z-level]] is composed of a [[floor]] and a [[wall]] (or &amp;quot;space between floors&amp;quot;). The confusingly named &amp;quot;down&amp;quot; and &amp;quot;up&amp;quot; [[stairs]] have nothing to do with the direction creatures can move to; instead, down stairs penetrate floors, while up stairs penetrate walls. Up/down stairs penetrate the wall and the floor below. ''(note the picture to the left)''&lt;br /&gt;
&lt;br /&gt;
Consequently, you will normally use up/down stairs, and use down and up stairs only for the bottom and topmost level of your staircase respectively. If you're not sure whether you want to expand the staircase in the future, use up/down stairs at the end.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Designate a 3x3 downward [[Stairs|stairway]] in the middle of the 3x3 room (''not'' the 5x5 room) that you dug out earlier with {{K-|d|j}}. Notice that after your miner digs the stairway, it doesn't automatically create another stairway on the z-level below. If you hit {{K|&amp;gt;}} to move the view down a z-level you'll see that there's no stairway below, but there is a revealed tile of rock/soil. Because of the down stairway that was dug, this tile is now accessible to miners. You can then designate an up/down stairway on it with {{K-|d|i}} and the miner dwarf will dig it out. Below that you can then dig out another up/down stairway and so on. For now just dig down one level; we will deepen the stairwell later.&lt;br /&gt;
&lt;br /&gt;
[[Image:DF_Terraform_2.PNG|thumb|left|600px|''This is how the different stairs would look like from the side.'']]&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Temporary Meeting Area==&lt;br /&gt;
[[File:Quickstart lodgings 2.png|thumb|right|An example meeting area. Note that this layer has a different type of soil than the layer above - this can happen often. Also note that the &amp;quot;north&amp;quot; side of this room is directly below the lake in the level above, but no water is present.]]&lt;br /&gt;
&lt;br /&gt;
On the second z-level below ground (the one below the stockpile level, which you just reached with the staircase), dig a short, 3-tile wide passageway (this only needs to be 1-2 tiles long). Past that, dig out a room between 5x5 and 7x7, leaving room to enlarge it in at least one direction in the future.&lt;br /&gt;
&lt;br /&gt;
Using the {{k|i}} key, create an activity zone in the room you just created, filling the entire room (be careful not to make this too small lest your [[overcrowding|overcrowded]] animals start fighting). This works much like creating a stockpile except that you draw the rectangle before defining what the area is for. Draw the rectangle, filling the entire room, and set it to be a {{K|m}}eeting area. Your idle dwarves will hang around in this area, hopefully keeping them inside the fort and out of trouble.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Refuse==&lt;br /&gt;
[[File:Dwarf fort tut miasma.jpg|thumb|right|Avoiding [[Miasma]]]]&lt;br /&gt;
Outside your fort entrance, use {{K|p}} followed by {{K|r}} to create a stock{{K|p}}ile for [[Stockpile#Refuse|{{K|r}}efuse]] ''at least'' 5x5 in size. This should be outside in the open or you will have problems with [[Miasma]]. If you do not disable [[vermin]] (Item Types -&amp;gt; remains), you will probably have to expand it later as it will fill up with vermin remains rather quickly. If you are seeing refuse appear in your general-purpose stockpile instead of the refuse pile, use {{K|q}} on the general stockpile and check its {{K|s}}ettings to make sure refuse has been disabled.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Food==&lt;br /&gt;
&lt;br /&gt;
To keep functioning, your dwarves require constant supplies of food and drink. You can use the {{k|z}} stock screen to monitor how much food and drink are available. Luckily, your dwarves will eat almost everything raw, including plants.&lt;br /&gt;
&lt;br /&gt;
===Farming===&lt;br /&gt;
For a reliable, long-term food and alcohol supply, you'll need to set up a farm. Dig out a medium-sized room in a [[soil]] layer accessible from inside your existing fortress (5x5 is a good size to start with, but you'll want to leave room to expand in at least one direction). You must pick an ''underground'' area with mud or soil*. Placing this near the stockpiles is more efficient, since farmers won't need to travel as far.&lt;br /&gt;
&lt;br /&gt;
[[File:Quickstart layout 3.png|thumb|right|A 5x5 room with a 3x3 farm plot]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- EXPAND (maybe with help for locating soil, etc --&amp;gt;&lt;br /&gt;
&amp;lt;sub&amp;gt;* Hopefully you have chosen a site with a soil layer, which will make farming much easier, but if not you will need to [[Irrigation|irrigate]] to create the required mud on stone floors.&amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Use {{K|b}}-{{k|p}} to build a 3x3 [[Farming|farm plot]] in the room you just created. Notice that some types of buildings (as well as most constructions) are not designated corner-to-corner like digging designations, stockpiles, or activity zones. Instead, you define the length and width of the building using {{K|u}}{{K|m}}{{K|k}}{{K|h}} and position it with the directional keys. Use {{K|u}}{{K|u}}{{K|k}}{{K|k}} to make the plot 3x3 and position it in the room, ideally near the wall to leave space for more plots later on.&lt;br /&gt;
&lt;br /&gt;
Remember that you must enable the {{DFtext|Farming (Fields)}} labour for at least one dwarf or the farm plot won't get built and farming will not take place. (If you selected &amp;quot;Play Now&amp;quot; earlier then you will start with a dwarf with farming enabled.)&lt;br /&gt;
&lt;br /&gt;
{{K|Esc}} out of the build menu and wait for the farmer dwarf to create the plot. Once the plot is built, use {{K|q}} to set the plot to grow [[plump helmet]]s during all seasons. You can use {{K|+}} and {{K|-}} to select plump helmets (pressing {{k|-}} once should do the trick). Select with {{K|enter}}. '''You will need to press {{K|a}}, {{K|b}}, {{K|c}}, {{K|d}} and select Plump Helmets for each season''' &amp;amp;mdash; otherwise you'll end up with an idle field for 3/4ths of the year.&lt;br /&gt;
&lt;br /&gt;
Note that a default embark starts with ''five'' plump helmet seeds &amp;amp;mdash; for now, only half of your field will end up being planted. Eventually, as your dwarves consume plump helmets, more seeds will become available and will be automatically planted by an unoccupied farmer.&lt;br /&gt;
:''For more troubleshooting tips, see [[How do I build a farm]]''&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Emergency food sources ===&lt;br /&gt;
Occasionally, even with a working plump helmet farm, you may experience food shortages. For now, you should have plenty of food on hand left over from embarking. However, if you ever run low on food, there are a few ways to obtain more:&lt;br /&gt;
&lt;br /&gt;
==== Plant gathering ====&lt;br /&gt;
If you have shrubs ({{raw tile|&amp;quot;|2:0}}) growing above ground, you can harvest plants from them. Note that this requires a dwarf with the {{dftext|Plant gathering}} labor enabled (under {{dftext|Farming}}), and time (this can take a while for an inexperienced dwarf, and it doesn't always yield edible plants). To start, {{k|d}}esignate some {{k|p}}lants to be gathered on the surface (similar to selecting an area for mining, except it only selects plants in the given rectangle). Once processed, some will leave behind harvested plants (often edible berries).&lt;br /&gt;
&lt;br /&gt;
====Butchering====&lt;br /&gt;
If you suddenly run low on food, butchering an animal is another option. Build a [[butcher]] shop ({{k|b}}, {{k|w}}, {{k|u}}) and mark one of your animals for slaughtering (press {{k|v}}, move the cursor to the animal, then press {{k|p}}, {{k|s}}). A dwarf with the butchering labor enabled will haul the animal off to the butcher's shop, work for a while, and produce neat stacks of meat products.&lt;br /&gt;
&lt;br /&gt;
==Building material==&lt;br /&gt;
Initially, [[wood]] is probably a good choice for building materials, as it's lightweight and can be easily obtained. You will need plenty of building materials as your fortress grows, but wood will suffice for now. If you are unable to locate enough wood (or if you run out of trees, which is unlikely at this point), extend your staircase down to a stone level ({{k|d}}-{{k|i}}) and mine out a small area (at least 5x5) to obtain stone.&lt;br /&gt;
&lt;br /&gt;
Even if you don't have trees, you can obtain 3 logs from your embark wagon. Press {{K|q}}, place the cursor on your wagon, and hit {{K|x}} to deconstruct it. This will flag the wagon for disassembly. Eventually a carpenter will come along and turn the useless wagon into a few units of wood. (Removing other buildings is done the same way.)&lt;br /&gt;
&lt;br /&gt;
===Woodcutting===&lt;br /&gt;
{{Update in next major version}}&lt;br /&gt;
Assuming your site has [[tree]]s above ground, now is a good time to start obtaining wood.&lt;br /&gt;
&lt;br /&gt;
Create a stock{{K|p}}ile for {{K|w}}ood outside your entrance (preferably near to it). As it will only be temporary, don't make it too big (maybe 5x3, or 15 tiles total). Later, you will move this closer to your carpenter's workshop (once you build one), so don't worry about placement too much.&lt;br /&gt;
&lt;br /&gt;
Also near the entry, designate a couple of trees to be chopped down with {{K|d}}-{{K|t}}. One tree will produce many logs, so only designate three to five at this point. If you designate too many trees, your woodcutters will spend all of their time chopping them down and hauling the resulting logs instead of doing other work. As soon as one tree is cut down and its wood stored in a stockpile, you can proceed to the next step (your woodcutter will continue cutting down any remaining designated trees).&lt;br /&gt;
&lt;br /&gt;
==Drinks==&lt;br /&gt;
Drinks can be more problematic than food, since they require more preparation (except for [[water]], that is). In warmer weather, you can specify a &amp;quot;water source&amp;quot; activity zone ({{k|i}}-{{k|w}}) around a lake or river on the surface to keep your dwarves from dying of thirst, but dwarves deprived of [[alcohol]] slow down and become unhappy. In addition, drinking outside can be dangerous &amp;amp;mdash; dwarves running outside constantly risk running into wild animals, or worse. Creating a [[still]] to brew alcohol is the simplest solution to these problems.&lt;br /&gt;
&lt;br /&gt;
You need a [[brewer]] to brew drinks. Unfortunately, your brewer is also your woodcutter (with a default embark), who is busy cutting down trees. You will want to make a different dwarf your brewer instead, since both your brewer and woodcutter will be busy (and one dwarf can't do both jobs at the same time).&lt;br /&gt;
# Find your woodcutter in the {{k|u}}nits list, select it, and press {{k|z}} (this selects the dwarf without you having to search your entire map). Use the {{k|p}}-{{k|l}} menu to disable brewing (located under &amp;quot;Farming/related&amp;quot; &amp;amp;mdash; you can navigate this menu with the {{k|+}} and {{k|-}} buttons).&lt;br /&gt;
# Pick another dwarf that isn't doing anything useful. Right now, this can probably be your fish cleaner, but you can change this as soon as some migrants arrive (by following these steps again).&lt;br /&gt;
# Use the {{k|u}}-{{k|z}}-{{k|p}}-{{k|l}} menu again to enable brewing on the new dwarf.&lt;br /&gt;
&lt;br /&gt;
[[File:Quickstart still 1.png|thumb|right|A completed still]]&lt;br /&gt;
Assuming you have building materials available (which you will if your woodcutter has been doing their job), you can now create a still:&lt;br /&gt;
# Dig out a 3x3 area connected to the farm plot.&lt;br /&gt;
# Use {{k|b}}-{{k|w}}-{{k|l}} to build a still. Position it in the 3x3 area you just created and press {{k|Enter}}.&lt;br /&gt;
# Use {{K|Enter}} to select a building material for the still (this is probably one of the logs you just cut down by default).&lt;br /&gt;
# Use {{k|Esc}} to exit the menu, and unpause the game.&lt;br /&gt;
After a short delay, your new brewer should run off, drag a log over to the workshop site, and build the workshop. (This is also how building other workshops works, but you won't need to do that yet).&lt;br /&gt;
&lt;br /&gt;
To brew drinks, use {{k|q}} to select the still and press {{k|a}}dd task-{{k|b}}rew drink. '''This will not work yet''', since you don't have any empty barrels or rock pots, but you should start brewing in the first six months.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Pasture==&lt;br /&gt;
{{TipBox2|float=right|Grazers|&lt;br /&gt;
If you aren't sure whether or not an animal is a grazer, you can check {{catlink|Grazer|this category}}. (You can also [[Special:search|search]] for the animal on this wiki.)&lt;br /&gt;
}}&lt;br /&gt;
If you have any grazing animals with you, such as the draft animals used to pull your wagon, they will die if they are kept away from grass for too long. Use {{K|i}} to create a Pe{{K|n}}/[[Pasture]] zone over a grassy area outside and assign your grazing animals to it using {{K|N}} (while still selecting the zone). This area needs to be about 10x10 or so to ensure they have enough grass and don't trample it all.&lt;br /&gt;
&lt;br /&gt;
The amount of grass required varies greatly depending on the type(s) of animals being pastured.  If you intend to keep grazing animals permanently, you may need vastly larger pastures later.  As an alternative, you might wish to [[Butcher's shop|slaughter]] your largest animals for food and materials.&lt;br /&gt;
&lt;br /&gt;
==Designing Your First Fortress==&lt;br /&gt;
While this guide recommends a vertical fortress design around a central stairwell with each z-level being used for a particular purpose, it is not really that important to use this design for your first fortress. Therefore, feel free to put any of the areas described in the rest of this guide on your main level or wherever you want as long as dwarves can get to them without going outside the fort. In other words, you can think of the &amp;quot;levels&amp;quot; described in the guide more as areas that can really all be on the same level if you have space. Later you can ponder over what makes things most efficient, but for now just do whatever you find easiest.&lt;br /&gt;
&lt;br /&gt;
Note that you may need to dig down a bit to get to stone if you have more than one z-level of sand/clay/soil below the surface.&lt;br /&gt;
&lt;br /&gt;
==Workshops==&lt;br /&gt;
[[File:Quickstart workshops 1.png|thumb|right|An example workshop layout. The gem stockpile (empty) is north of the Jeweler's workshop (southwest corner), the wood stockpile is east of the Carpenter's workshop (northwest corner), and the stone stockpile occupies the rest of the space. Note the wheelbarrow (Ö/umlaut-O) in the stone stockpile.]]&lt;br /&gt;
Most labors of your dwarves need a place where they can process raw materials &amp;amp;mdash; [[workshop]]s. Almost all of them occupy a 3x3 square, and most of them require just 1 unit of any building material (wood, stone, metal).&lt;br /&gt;
&lt;br /&gt;
Dig your stairwell down one level (with {{K-|d|i}}), if you haven't already. It's fine if this layer is soil &amp;amp;mdash; in fact, soil is better, since it's easier to dig through (if you only have one soil layer, you can put these workshops somewhere on your first level). Dig space for your workshops off of the stairwell. It will hold your [[Mechanic's_workshop|mechanic's]], [[Mason's_workshop|mason's]], [[Carpenter's_workshop|carpenter's]], and [[Jeweler's_workshop|jeweler's]] [[workshop]]s. Something to consider is stockpile proximity: the farther away the material is the dwarves use, the more time they waste with walking. So for now, dig out some more space for stockpiles close to where your new workshops will be (wood for your carpenter, stone for your mason and mechanic, and gems for your jeweler).&lt;br /&gt;
It doesn't matter if you put everything in one large room or dig out small rooms for each workshop and stockpile. Note however that some tiles of workshops are impassable: they appear as dark green 'X' when you choose a location (the specific wiki pages of the workshops also show you this). So before you build small 3x3 rooms for each workshop, make sure your dwarves will be able to reach them.&lt;br /&gt;
&lt;br /&gt;
Once you've dug out your rooms, set your miners to work by adding a z-level or two to the staircase (you can designate multiple z-levels at once using {{k|&amp;lt;}} and {{k|&amp;gt;}}, just like moving up and down). Hopefully you'll obtain some stone by doing this, which will be useful eventually.&lt;br /&gt;
&lt;br /&gt;
While your miners are busy, use {{K-|b|w}} to build the workshops, using whatever building material you have. If you are still digging in soil and don't have stone yet, just use wood. (The material really doesn't matter in this case.) If the construction of any building gets &amp;quot;suspended&amp;quot; just use {{K|q}} to unsuspend it. (This can happen if another dwarf or object is blocking the way. See [[#&amp;quot;Garbage&amp;quot; Dumping|Garbage Dumping]] below if you find you need to remove an object.)&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|float=right|titlebg=#0a0|Too Good for Menial Peon Work|Certain labors are crucial in setting up a fort. At some point you may want to disable less important labors such as hauling for dwarves with the crucial skills of mining, masonry, architecture, carpentry, mechanics, and maybe others. You want these dwarves working on creating beds, doors, and trap components before hauling stone and cleaning.}}&lt;br /&gt;
Remove the temporary wood stockpile you created outside (using {{K-|p|x}} and selecting the entire stockpile) and dwarves will move the wood to the new wood storage area.&lt;br /&gt;
&lt;br /&gt;
Go to your mason's shop with {{K|q}} and use {{K|a}} to queue up one [[table|{{k|t}}able]] and one [[throne]]/{{k|c}}hair. You will find out why you need these in a second, but now is a good time to start building them. If you still don't have any stone at this point just use wood at the carpenter's workshop.&lt;br /&gt;
&lt;br /&gt;
At this point, it is a good idea to build a few [[wheelbarrow]]s to make hauling large objects (particularly stone) more efficient. Queue up 2 or 3 at the carpenter's workshop. (Wheelbarrows are located near the bottom of the list, on a separate page. They are not visible initially, so you'll need to scroll with {{k|+}} or {{k|-}} &amp;amp;mdash; scrolling up with {{k|-}} is more efficient, as it wraps to the bottom of the list.) While the wheelbarrows are being built, select your stone stockpile with {{k|q}} and use {{k|w}} to increase &amp;quot;Max Wheelbarrow&amp;quot; to 3 (the maximum). Your dwarves will automatically move wheelbarrows to the stockpile once they are built.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Brewing ==&lt;br /&gt;
You'll need [[barrel]]s to store drinks for your dwarves. The stockpile you set up earlier will use as many barrels as possible to store items in, which means they can't be used to store drinks. To change this, press {{k|p}} to access the stockpile menu and use {{k|*}} to increase the number of &amp;quot;reserved&amp;quot; barrels (e.g. barrels kept out of stockpiles - 5 barrels is good for now).&lt;br /&gt;
&lt;br /&gt;
Queue up two or three barrels in your carpenter's workshop with {{k|a}}-{{k|v}}. (If you run out of wood at any point, cut down another tree or two outside). If a lack of wood cancelled a job, you will need to queue the job again. &lt;br /&gt;
&lt;br /&gt;
Go back to your still and order some drinks to be {{k|a}}-{{k|b}}rewed. Each drink requires one barrel and one edible plant, such as a plump helmet. Even if none of yours have been harvested yet, you should have some left over from embark. Also, brewing plump helmets creates ''two'' seeds from one plant, which makes plump helmets an excellent choice for a beginning fortress.&lt;br /&gt;
&lt;br /&gt;
Five barrels should be plenty for now (each plant makes 5 &amp;quot;units&amp;quot;, or servings, of booze, and dwarves don't need to drink too often, so 30 units should last you a whole year. When the stocks get low, you'll probably want to start queueing up more drinks to be made (you should have more empty barrels by then).&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Garbage&amp;quot; Dumping==&lt;br /&gt;
{{main|Garbage dump}}&lt;br /&gt;
&lt;br /&gt;
'''Note that garbage is not the same thing as refuse.''' [[Stockpile#Refuse|Refuse]] is [[Miasma|rotting stuff]]. Garbage is anything you designate to be hauled to a [[Activity_zone#Garbage_Dump|garbage dump]], even important things that aren't really garbage. Think of your garbage dump zone as a way to specify that objects you select will be brought to a specific area.&lt;br /&gt;
&lt;br /&gt;
Use {{K|i}} to create a 1x1 activity zone somewhere near your mason's and mechanic's workshops and set it to be a garbage {{k|d}}ump. Unlike stockpile areas where you are limited to storing one object per tile, any number of items may be piled in a garbage area. That means you will only need one tile to hold as much garbage as you like.  Although many of the room sizes in this guide are suggestions, think of the 1x1 garbage dump size as mandatory.  At some point you will probably want to retrieve an important item from your garbage dump, and the more tiles your dump contains, the harder it will be to find anything in it.&lt;br /&gt;
&lt;br /&gt;
Press {{k|d}}-{{k|b}} to get to the mass dump/forbid screen and select the {{k|d}}ump option. With &amp;quot;dump&amp;quot; selected, designate a rectangle over the loose stones cluttering up your living area (if there are any – this often isn't a problem yet if you've build your fort in a soil layer). This will designate this stone to be transported to the closest garbage dump zone. Be sure not to dump stone in your stockpiles by mistake, since that will only cause your dwarves to perform unneeded hauling.&lt;br /&gt;
&lt;br /&gt;
Once the stone from your living area has been moved there, it will be set as [[Forbid|forbidden]]. Before it can be used you will need to unforbid it using the same {{k|d}}-{{k|b}} screen, hitting {{k|c}} to claim it.&lt;br /&gt;
&lt;br /&gt;
Note that dwarves hauling stone (or any large, heavy objects) move slowly, and can take a lot of time to reach their destination. This can be a major waste of time if you designate 50 boulders to be dumped at once. Unless the stone is in the way of something, you don't ''need'' to dump it every time you dig out a new area. Stones lying on the ground don't slow dwarves down at all.&lt;br /&gt;
&lt;br /&gt;
If there is a particular dwarf you don't want hauling stone, you can disable the &amp;quot;Stone Hauling&amp;quot; labor (under the &amp;quot;Hauling&amp;quot; category). Miners are good candidates, since they are far more useful when digging than when moving the stone they just dug out.&lt;br /&gt;
&lt;br /&gt;
Congratulations! Knowing how to use garbage zones as garbage dumps puts you head and shoulders above many new players. It takes some people weeks to figure this out.&lt;br /&gt;
&lt;br /&gt;
==Trading==&lt;br /&gt;
Not all embark sites have all the resources you need for a successful fortress, but every site has ''something'' you can sell. A talented dwarf can process any useless resource into something valuable, and [[trading]] is a good way to sell those goods.&lt;br /&gt;
&lt;br /&gt;
''Note that producing goods creates [[wealth]] and getting too much wealth too fast can have [[Immigration#Migrant_wave_sizes|unwanted]] [[Siege|consequences]].''&lt;br /&gt;
===Trade Depot===&lt;br /&gt;
Build a [[trade depot]] using {{K|b}}-{{K|D}} in the 5x5 room you created near your entrance. This is where caravans will park their stuff and where [[trading]] will take place when one arrives. (as stated earlier, the wagons are 3x3 so the entrance tunnel needs to be at least 3x3 for the wagons to go by).&lt;br /&gt;
&lt;br /&gt;
You will need one [[architect]], which will be enabled on your mason if you selected {{DFtext|Play now!}} at embark. You also need at least 3 logs or boulders to build the depot.&lt;br /&gt;
&lt;br /&gt;
===Choosing what to sell and what to buy===&lt;br /&gt;
While there are some goods that are more valuable, and some that are less valuable, it's a good idea to simply produce/export what you have too much of to import what you have too little of. &lt;br /&gt;
Generally though, [[Gem]]s and [[Finished goods]] are good export goods for a new player.&lt;br /&gt;
&lt;br /&gt;
In your first fortress your priority should be importing some [[food]] and [[alcohol]]. In addition, you might want more [[Meat industry|livestock]], [[seed]]s (comes with a free bag), and - depending on what resources you are missing - additional [[pick]]s, [[barrel]]s, [[wood]], [[bag]]s, as well as [[rope]] and a [[bucket]] (for a well). While you're at it, check if you need an [[anvil]]. Maybe you forgot to bring one, or a [[kea]] stole it. Always having a small supply of ''all 3 kinds'' of [[cloth]], some [[gem]]s, [[leather]], a bit of [[sand]] (free bag!) and some [[bone]]s are handy to have, as those are hard to come by on short notice.&lt;br /&gt;
If you're short on weapons-grade [[metal]] for your military, import not only actual metal [[bar]]s and [[ore]]s, buy ''all'' metal goods you can afford and [[Melt item|melt]] them down in a [[smelter]] to increase your yield.&lt;br /&gt;
&lt;br /&gt;
===Trading===&lt;br /&gt;
Once a caravan has arrived, you can mark the goods you want to sell through the Trade Depot, and your dwarves will begin moving them to the Depot. Be careful not to sell wooden items to Elves; '''this includes containers:''' even a wooden bin full of metal crafts will make them upset. Also note that the Traders will want to make a profit off of you. While they're happy with about 200%, the more profit they make on your site, the more goods they will bring next time, so it can be a good idea to give them even better deals.&lt;br /&gt;
&lt;br /&gt;
''A more detailed overview of the entire process is [[Trading#Trading_Flowchart|here]].''&lt;br /&gt;
&lt;br /&gt;
===Troubleshooting===&lt;br /&gt;
Once the depot is built, use {{K|D}} from the main menu to make sure your depot is accessible. ( This command is only available once the depot is built – before building, the command will be disabled, and while the depot is under construction everything will flash red until the depot is built). Once completed, checking {{k|D}}epot access will flash some of the following symbols:&lt;br /&gt;
* {{raw tile|X|4:4:1}}: This tile is not accessible by wagon. This could be because something is blocking it (a tree, a natural [[boulder]], etc.).&lt;br /&gt;
* {{raw tile|W|2:2:1}}: This tile is accessible by wagon. (These tiles will radiate outward from the depot, not from the map edges.)&lt;br /&gt;
:This is good, but does not guarantee wagons will be able to reach the depot. Make sure you see the words {{DFtext|Depot accessible|2:1}} on the left.&lt;br /&gt;
* {{raw tile|D|3:2:1}} The depot is accessible via wagon. &lt;br /&gt;
* {{raw tile|D|6:2:1}} The depot is '''not''' accessible by wagon. See below.&lt;br /&gt;
&lt;br /&gt;
If you see the message {{DFtext|Depot inaccessible|4:1}} in the menu (or the {{raw tile|D|6:2:1}}) symbol over the depot, try these solutions:&lt;br /&gt;
* Is the path to the depot (in your fortress) less than 3 tiles wide? If not, expand the entranceway and try {{k|D}} again.&lt;br /&gt;
* Are there [[tree]]s blocking a path to the depot outside? Try clearing a path by cutting down a few (you probably won't need to cut ''all'' the trees in a 3-tile wide path; usually cutting some a few at the end of a path of {{raw tile|W|2:2:1}}'s clears a path.&lt;br /&gt;
* Are there [[boulder]]s ({{raw tile|∞|7:0:0}}) blocking the path outside? To remove them easily, you need an [[engraver]]. If you selected &amp;quot;play now&amp;quot;, you should have one already. Select {{k|d}}-{{k|s}}mooth Stone and designate the boulder(s) for smoothing. They should flash this symbol: {{raw tile|┼|7:0:1}}&lt;br /&gt;
* Is the path to the depot only accessible via stairs or did you build traps in the way? Wagons cannot pass traps or stairs, even if they're 3x3 wide.&lt;br /&gt;
It's possible that there are multiple obstacles blocking the depot, so keep checking {{k|D}}epot access until the {{DFtext|Depot accessible|2:1}} message appears.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Note that even if your depot is inaccessible to wagons, traders still will come without wagons. They will carry much less goods and you can sell them much less, because their carrying capacity is greatly reduced.''&lt;br /&gt;
&lt;br /&gt;
== Migrants ==&lt;br /&gt;
{{gametext|Some migrants have arrived.}}&lt;br /&gt;
At some point soon, you'll most likely be getting migrants (if you haven't already). You'll usually get between 5 and 15 migrants in the first 2 waves, which occur sometime during your second and third seasons. See [[/Migrants|this page]] for advice when you receive migrants.&lt;br /&gt;
&lt;br /&gt;
== Bedrooms ==&lt;br /&gt;
Up to this point, your dwarves have probably been sleeping on dirt or rock in your fortress. While this is fine for a short time, your dwarves will gradually become less happy if they are forced to sleep without a bed. Under normal circumstances beds can only be made from wood, so be sure to designate some more trees to be cut down if you're short on logs.&lt;br /&gt;
&lt;br /&gt;
[[Bedroom design|Designing living quarters]] is largely a matter of personal preference and aesthetic sense. While a few useful designs are discussed here, there are many other options. In general, try to keep the bedrooms close to the stairs, and make your access hallways at least two tiles wide to reduce congestion. &lt;br /&gt;
&lt;br /&gt;
=== Location ===&lt;br /&gt;
Because noise generated from certain jobs (especially mining and woodcutting) can bother sleeping dwarves, doing these jobs within 8 tiles of a sleeping dwarf should be avoided (see [[noise]] for more information). There are two ways of accomplishing this:&lt;br /&gt;
* Placing bedrooms at the end of a hallway at least 8 tiles long will avoid most noise (as long as you are careful to avoid noisy jobs directly above or below the bedrooms).&lt;br /&gt;
* Extending your fortress down several z-levels will also work (9 levels from the surface is a safe choice), although extending a 3x3 staircase takes more work than extending a single hallway.&lt;br /&gt;
Both options works equally well, as long as you are careful to avoid disturbing sleeping dwarves. Ultimately it depends on how you want your fortress to look. &lt;br /&gt;
&lt;br /&gt;
=== Layout ===&lt;br /&gt;
Due to the limited resources of a new fortress, setting up a communal sleeping area in a dormitory is often the best short-term solution. However, you can also set up individual bedrooms for dwarves.&lt;br /&gt;
&lt;br /&gt;
'''Benefits of individual bedrooms:'''&lt;br /&gt;
* Dwarves are happier with their own bedroom and furniture.&lt;br /&gt;
* Individual rooms can increase your fort's perceived wealth.&lt;br /&gt;
'''Benefits of dormitories:'''&lt;br /&gt;
* Dormitories are easier to set up and expand (only one room is necessary, and each dwarf only requires one bed).&lt;br /&gt;
* Sleeping dwarves are much less likely to be attacked when other dwarves are around them.&lt;br /&gt;
* Multiple dwarves can sleep in a dormitory. In contrast, only one dwarf can ever sleep in a bedroom (dwarves cannot sleep in another dwarf's bedroom, even when unoccupied).&lt;br /&gt;
* Far fewer beds are needed – in a fort of 50 dwarves, for example, around five dwarves will be sleeping at a time (on average). A dormitory, therefore, rarely requires above ten beds, while individual bedrooms would require 50 beds to be built.&lt;br /&gt;
* Even when all of the beds are occupied, dwarves will still sleep in the general area of the dormitory. This is more convenient than having dwarves sleeping all over your fort.&lt;br /&gt;
For now, setting up a dormitory is easiest (although you can change this later, if you feel the need to).&lt;br /&gt;
&lt;br /&gt;
=== Building ===&lt;br /&gt;
Queue up as many beds as you need in a carpenter's workshop (no more than 3 or 4 should be necessary for a dormitory). Beds are queued with {{k|q}}-{{k|a}}-{{k|b}} at a carpenter's workshop and built with {{k|b}}-{{k|b}}. (As long as your furniture/general-purpose stockpile isn't full yet, dwarves will store beds in them as they are finished, so there may be a delay before they're available to be built.)&lt;br /&gt;
&lt;br /&gt;
'''Setting up a dormitory:'''&lt;br /&gt;
# Dig out an empty room in the location you selected.&lt;br /&gt;
# Once you have a bed ready, build it near the middle of the room (towards the end away from the entrance).&lt;br /&gt;
# Use {{k|q}} to select the bed and {{k|r}} to turn it into a bedroom. Resize the room until it fills the area you dug out (positioning the bed away from the entrance makes it easier to avoid extending the room out into the hallway). If you decide you don't like the position of the bed, remove it with {{k|q}}-{{k|x}} and place it again.&lt;br /&gt;
# Press {{k|d}} to turn the room into a dormitory (the menu should read {{DFtext|d: Dormitory &amp;lt;Y&amp;gt;}})&lt;br /&gt;
Once you have more beds built, you can place them in the same room. You don't need to mark them as dormitories as long as they're in the area you designated for the bedroom.&lt;br /&gt;
&lt;br /&gt;
[[File:Quickstart-level-7-bedrooms.png|thumb|right|An example of individual bedrooms (with furniture, discussed below)]]&lt;br /&gt;
'''Setting up individual bedrooms:'''&lt;br /&gt;
# Dig out a small room for each bed (the size and shape are up to you, but 2 to 4 tiles generally works best).&lt;br /&gt;
# Build each bed in a room when ready&lt;br /&gt;
# Use {{k|q}}-{{k|r}} to mark the bed as a bedroom.&lt;br /&gt;
You should see {{DFtext|Current owner: Nobody}} in the menu. A dwarf will eventually get around to claiming the bedroom – you don't need to assign each dwarf to a specific bedroom.&lt;br /&gt;
&lt;br /&gt;
==Nobles==&lt;br /&gt;
Hit the {{k|n}} key to open up the [[Noble|nobles and administrators]] screen.  &lt;br /&gt;
&lt;br /&gt;
The most important positions to assign are '''[[broker]]''', '''[[bookkeeper]]''' and '''[[manager]]'''. Your [[expedition leader]] is a good choice for bookkeeper and manager when starting out. Don't worry that it's just one dwarf doing all this; none of these jobs take very long. The broker should be another one of your other dwarves (rather than being the same as your bookkeeper) so that they're not too busy doing bookkeeping when a trade delegation arrives to actually talk to the traders.&lt;br /&gt;
&lt;br /&gt;
Having a manager will allow you to queue up work orders which will greatly simplify managing your production. Having a bookkeeper will allow you to maintain inventory counts on the {{K|z}} screen so you'll know what you do and don't have. A broker is necessary to trade with a caravan once one has arrived at your trade depot.&lt;br /&gt;
&lt;br /&gt;
[[File:Quickstart-noble-selection.png|right|thumb|Nobles screen. The red stuff turns white once an office is assigned.]]&lt;br /&gt;
Don't worry about the [[chief medical dwarf]] yet. He/she will be needed when you set up your [[Healthcare|hospital]] which won't be covered in this guide. Feel free to go check out the [[Healthcare]] guide once you're done.&lt;br /&gt;
&lt;br /&gt;
Lastly, while you are on this screen, highlight the bookkeeper and {{K|s}}et him to work for &amp;quot;Highest Precision&amp;quot; (all counts accurate). This will help train bookkeeping faster and ensure that you aren't dealing with vague inventory counts.&lt;br /&gt;
&lt;br /&gt;
:''See [[Stocks]] for a detailed explanation of the {{k|z}}-stocks screen.''&lt;br /&gt;
&lt;br /&gt;
===Offices (Studies)===&lt;br /&gt;
Some of your administrative positions (manager and bookkeeper) require an [[office]] in order to function. If your manager, for example, doesn't have an office, you will not be able to do any of the things that require a manager even though you have one assigned.&lt;br /&gt;
&lt;br /&gt;
Earlier you should have queued up a table and throne in your mason's shop, and they should be done by now. Dig out a room near your sleeping quarters or stockpiles (at least 1x3, no more than 5x5).  Place the furniture in it with {{k|b}}-{{k|c}} (chair) and {{k|b}}-{{k|t}} (table). Once dwarves have installed the furniture, use {{K|q}} to select the '''chair''' (not the table), select &amp;quot;Make Throne Room or Study&amp;quot; ({{k|r}}), size the room appropriately, and assign the office to your expedition leader (who should be your bookkeeper and manager). Hit {{K|n}} to verify that these positions now have the office they need (if so, {{DFtext|[REQUIRE]|7:1}} should no longer be red).&lt;br /&gt;
&lt;br /&gt;
==Furniture==&lt;br /&gt;
{{TipBox2|float=right|titlebg=#0a0|width=45%|Different Names, Same Thing|As you've noticed, some things have different names based on what they're made of (for example, chairs vs. thrones and chests vs. coffers) even if they're functionally the same (material almost never makes a difference). [[Furniture#Furniture_types_with_multiple_names|Here's a list.]]&lt;br /&gt;
&lt;br /&gt;
[[Bed]]s are a notable exception &amp;amp;mdash; they can only be made of wood.&lt;br /&gt;
}}&lt;br /&gt;
Now would be a good time to start building some [[furniture]]. You could queue up all these items directly from your workshops, but why not give your new manager a little practice?&lt;br /&gt;
&lt;br /&gt;
Using the manager screen {{k|j}}-{{k|m}}, hit {{k|q}} to queue up a new job, and type &amp;quot;[[bed]]&amp;quot;, and then select &amp;quot;construct bed.&amp;quot; Set the quantity to around 4 (or more, depending on how many beds you need). Next, queue up at least four [[table]]s, eight [[throne]]s/chairs, and four doors. Make sure you select a material you have – rock or wood will both work for all of these (except beds), so use whatever you have in your stockpiles. If you like, you can also queue up a few wooden [[chest]]s or rock coffers and [[cabinet]]s (which can be used in bedrooms, if you set up individual bedrooms). The tables and chairs will go in your [[dining room]], speaking of which...&lt;br /&gt;
&lt;br /&gt;
==Dining and Food Prep Area==&lt;br /&gt;
Right off the main stairwell (any unused area by the staircase will work), create three rooms. One will be for general food storage, one a [[dining room|dining hall]], and one a [[kitchen]]. The kitchen will allow you to make [[Cook#Recipes|prepared food]]. Make the room for the kitchen 5x5. The storage area and dining hall should be larger. Ideally, leave empty space on at least one side of your dining hall so that it can be expanded later if necessary.&lt;br /&gt;
&lt;br /&gt;
[[File:Quickstart_dining_area.png|right|thumb|Dining level with dining hall (east), kitchen (north), storage area (west), fishery, butcher's workshop, and tanner's workshop (south).]]&lt;br /&gt;
&lt;br /&gt;
Use {{K|b}}-{{K|w}}-{{k|z}} to build the kitchen in the middle of the 5x5 room. Use {{k|p}} to create {{K|f}}ood stockpiles in the remaining space around it, as well as the entire food storage room.&lt;br /&gt;
&lt;br /&gt;
Go back to your general purpose stockpile on the top level and use {{K|q}} to change the {{K|s}}ettings to {{K|d}}isable Food. This will cause any food in your general purpose stockpile to get moved to your new food-only stockpiles.&lt;br /&gt;
&lt;br /&gt;
Hit {{K|z}} and select ''[[Kitchen]]'' from the top of the screen, then disable all cooking for plants and enable brewing for them so that they will only be used for brewing. Also disable alcoholic beverages for cooking, otherwise your cooks will waste perfectly good hooch in their cooking. The only time you might want to use alcohol in cooking is when you have lots of booze but are running out of food.&lt;br /&gt;
&lt;br /&gt;
If you plan to do any fishing, dig out another area and create a [[Fishery]] on this level so the uncleaned fish your fisherdwarf just caught can be cleaned (gutted) for consumption or cooking. If you plan to do any hunting or [[Status#Animal_Status_Screen|slaughter]] any animals, create a [[Butcher's shop]] on this level so animal corpses can be butchered. The fishery/butcher's shop can be placed behind the kitchen or the general food stockpile, for example. A door is recommended for the butcher's shop in order to contain [[Miasma]] should something rot, and to otherwise avoid offending squeamish dwarves.&lt;br /&gt;
&lt;br /&gt;
Eventually go check out the subpage on [[/Stockpiles/]] for more information on fine-tuning these stockpiles for maximum efficiency. For now you can safely procrastinate on this and move on to the next section.&lt;br /&gt;
&lt;br /&gt;
==Placing Furniture==&lt;br /&gt;
Once your furnishings are complete, you need to place them in rooms using the {{K|b}}uild command. Put the new {{k|c}}hairs and {{k|t}}ables in the dining room. If you like, you can add doors for aesthetics (they can be useful in case something starts rotting in your food stockpiles). If you created chests and cabinets, you can add them to each room if you want, but it is not urgent now.&lt;br /&gt;
&lt;br /&gt;
==Meeting Hall==&lt;br /&gt;
Use {{K|q}} on one of the tables you just placed in the dining room, define the area as a {{k|r}}oom, and configure it to be a meeting {{k|h}}all. This will cause idle dwarves to hang around in the dining hall. You want idlers in a central location, close to where you will be placing your emergency drawbridge levers. You should probably remove the temporary meeting area (and any other meeting areas that you created earlier) with {{K|i}}-{{k|x}}.&lt;br /&gt;
&lt;br /&gt;
==Checking Supplies==&lt;br /&gt;
{{TipBox2|float=right|titlebg=#a00|Hostile Wilds|Before turning on either hunting or fishing, examine the {{K|u}}nits screen to see if there are any dangerous critters your hunters/fishers need worry about. With hunting especially, you may need to check this screen frequently.}}&lt;br /&gt;
Use the {{K|z}} ([[status]]) screen to check your stock levels. How much food and booze do you have left? You only have unprepared food at this point, and the booze you brought with you, but soon you will be making more. If you are running low on food, you can designate gathering some [[shrub|outdoor plants]], [[Status#Animal_Status_Screen|slaughter]] some animals, turn on [[fishing]], or turn on [[hunting]] to tide you over for a bit. Hunting and slaughtering animals both require a butcher's shop.&lt;br /&gt;
&lt;br /&gt;
==Brewing and Cooking==&lt;br /&gt;
Once your first crop of plump helmets starts to come in, you will want to start [[brewing]] as a [[repeat]]ing task. Also, now would be a good time to start [[cooking]] actual meals rather than forcing your dwarves to eat raw food. Cooking [[Cooking#Recipes|easy meals]] will train dwarves faster, but they may be happier with [[Cooking#Recipes|lavish meals]]. So, you might want to cook easy ones until your cook or cooks skill up to a certain point then have them start making lavish meals. Prepared food is cooked from two (easy), three (fine), or four (lavish) raw food/alcohol ingredients. Each prepared food item will be called a 'something' (for instance, a specific animal meat) &amp;quot;biscuit&amp;quot;, &amp;quot;stew&amp;quot;, or &amp;quot;roast&amp;quot; depending on the lavishness of the meal.&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|float=right|titlebg=#0a0|Conserving Resources|Some things absolutely require wood (like beds and charcoal), but others can be made out of more common materials like stone. For this reason it's best, especially in the beginning, to make everything that you can out of stone. For example, you could make wood chests and barrels, but stone coffers and rock pots would let you save wood for things that require it and help you rid yourself of all that stone. And if you decide you want solid gold chests or something later when you have more resources, you can always throw out the rock coffers.}}&lt;br /&gt;
Speaking of booze, in order to keep the booze flowing, you will need to create some [[barrel]]s, or some stone [[pot]]s. Your dwarves should have emptied a few barrels by now to get you started, but you will definitely need more. A ''lot'' more.  If you have an abundance of trees, then you can designate some more for cutting, and have your carpenter make a bunch of wooden barrels, but it may be more prudent to make a [[Craftsdwarf's workshop]], make sure someone has the [[Stonecrafting]] labor enabled, and build a bunch of rock pots. (Rock pots are essentially barrels made of rock.) And don't worry that you've made too many; you almost can't get enough of them.&lt;br /&gt;
&lt;br /&gt;
Keep checking your food and drink stock levels on the {{K|z}} screen periodically. While cooked food (properly stockpiled) and alcohol don't spoil, there is really no need to stock 2,000 units of dwarven wine at this point. Ten times the number of drinks and meals as you have dwarves is more than enough. If you start running out of food or drinks, designate some wild plants for harvesting, [[Status#Animal_Status_Screen|slaughter]] some of your animals, start hunting or fishing, or start more farms.&lt;br /&gt;
&lt;br /&gt;
Actually, now would be a fine time to make another 3x3 farm. Set it to produce [[sweet pod]]s in the spring and summer, [[cave wheat]] or [[pig tail]]s (your choice) in the fall (autumn), and [[plump helmet]]s in the winter. Having multiple types of plants will give your dwarves more variety in their food and drink, keeping them from [[Thought|grumbling]].&lt;br /&gt;
&lt;br /&gt;
==Storage Space==&lt;br /&gt;
{{TipBox2|titlebg=#0a0|float=right|Advanced Stockpiling|Check out the [[/Stockpiles|Stockpiles]] sub page for more information on fine-tuning your stockpiles, especially in the food production area. This is somewhat complicated and it can safely be skipped if you don't feel like tinkering with stockpiles right now.}}&lt;br /&gt;
You should probably start making some wooden '''[[Bin|bins]]''' to help you store more stuff in less space. You might not need them yet, but you certainly will later. Bins are somewhat like barrels/pots, but they can store things other than just food and drink. Bins will also reduce the amount of labor needed to [[haul]] things to your trade depot or other stockpiles. So designate some more trees to be chopped down and queue up some bins. As with barrels and pots, you almost can't have enough bins.&lt;br /&gt;
&lt;br /&gt;
==Situational Awareness==&lt;br /&gt;
At this point you might already have lost one or two times. Understanding why that happened is the most important part to get better and avoid frustration. To do so, you should be aware of what situation your fortress is in at all times: Are there enemies on the map? Do your dwarves have enough food? How many dwarves do you have? What season is it?&lt;br /&gt;
&lt;br /&gt;
Along with just loo{{K|k}}ing around periodically, there are 4 screens that can help you with these questions:&lt;br /&gt;
&lt;br /&gt;
* The {{K|u}}nit screen with its various tabs. Keep an eye out for invaders, dangerous animals and so on&lt;br /&gt;
* The status screen ({{K|z}}) and its &amp;quot;stocks&amp;quot; subscreen ''(Remember to appoint a [[bookkeeper]] and set him to the highest accuracy)''. Pay attention to the current date and your supplies.&lt;br /&gt;
* {{K|a}}nnouncements, and&lt;br /&gt;
* Combat {{K|r}}eports&lt;br /&gt;
&lt;br /&gt;
Check them periodically and you will be able to recognize problems earlier and avoid disasters better.&lt;br /&gt;
&lt;br /&gt;
=Beyond a Minimal Fortress=&lt;br /&gt;
&lt;br /&gt;
By now you should have your main entrance created, along with a farm, general purpose stockpile, refuse pile (for trash), and [[trade depot]]. Somewhere you should have a mason's shop, a mechanic's shop, a carpenter's shop, and a jeweler's shop, surrounded by appropriate storage piles with garbage zone (for excess stone). You should also have a furnished dining area with kitchen, still, and food storage, and a residential area with furnished bedrooms and an office. You should have selected your administrators, and might even have an optional fishery, butcher's shop, craftsdwarf's workshop, or other stuff.&lt;br /&gt;
&lt;br /&gt;
At this point, you have all the components of a minimal but functional fortress! Your next steps will be to make it safer and better protected, to set up your [[metal industry]], and later to prepare your [[military|militia]].&lt;br /&gt;
&lt;br /&gt;
==Traps==&lt;br /&gt;
Start producing '''[[mechanism]]s''' at your [[mechanic's workshop]]. Queue up ten. After they are built, use them to create [[Trap#Stone-fall_Trap|stone fall traps]] using {{K|b}}-{{K|T}}. Be sure not to block access to your depot! Queue up some [[cage]]s, and more mechanisms, and use these to create some [[Trap#Cage_Trap|cage traps]] right after your stone traps. Cage traps are incredibly effective at stopping ambushers, but traps in general will not protect you from [[thief|thieves and kidnappers]] who will almost always bypass them. Stationing animals, such as the dogs previously mentioned, near your entrance will alert you to these ambushers.&lt;br /&gt;
&lt;br /&gt;
Continue to fill up your entry hall with alternating rows of stone and cage traps as the parts become available.&lt;br /&gt;
&lt;br /&gt;
Note that traps will block wagons from reaching your trade depot (although pack animals will still arrive safely). A few ways to avoid this are shown below:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;diagram&amp;gt;&lt;br /&gt;
[#1:1]^^^^^&lt;br /&gt;
[#2:1].....&lt;br /&gt;
.....&lt;br /&gt;
.....&lt;br /&gt;
[#1:1]^^^^^&lt;br /&gt;
&amp;lt;/diagram&amp;gt;&lt;br /&gt;
|A simple strategy, most useful outside where invaders can come from the sides – inside, this is less useful (invaders don't tend to emerge from the walls)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;diagram fg=&amp;quot;4:0&amp;quot;&amp;gt;&lt;br /&gt;
░░░░░░░░░&lt;br /&gt;
░.......░&lt;br /&gt;
░.......░&lt;br /&gt;
░.......░&lt;br /&gt;
....[#1:1]^[#]....&lt;br /&gt;
....[#1:1]^[#]....&lt;br /&gt;
....[#1:1]^[#]....&lt;br /&gt;
░░░░░░░░░&lt;br /&gt;
&amp;lt;/diagram&amp;gt;&lt;br /&gt;
|A more complex design, but also extremely effective (best used underground). The majority of invaders will choose to take the shortest path, directly through the traps. This can also be extended to make a wider group of traps of a longer safe route.&lt;br /&gt;
&lt;br /&gt;
This is relatively easy to implement it you already have a 3-tile wide hallway – just dig a small loop off it and place traps in the old location.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note that this is only necessary when caravans can't get to your trade depot because the hallway is filled with traps - if your trade depot is not behind a trap-lined hallway, you can safely make a hallway full of traps - citizens won't trigger traps.&lt;br /&gt;
&lt;br /&gt;
If you place a trap somewhere you didn't mean to, remove it with {{k|t}}-{{k|x}} ({{k|q}}-{{k|x}} will work, but it won't display the name of the trap, making it harder to select the correct one). {{bug|1540}}&lt;br /&gt;
&lt;br /&gt;
==Guard Animals==&lt;br /&gt;
Create one 1x1 [[pasture]] near the beginning of your entryway, in the middle tile, using {{K|i}}. Using the {{K|N}} key inside the zone interface, assign a [[dog]] or other non-grazing animal it. This animal will spot thieves and raiders before they gain entrance to your fortress. Try to pick a disposable animal, as it ''will'' be slaughtered by the first ambush raiders. Ideally, don't assign female animals; you want them safe for [[Meat industry#Breeding|breeding]] (you should make sure to keep at least one male around for breeding as well).&lt;br /&gt;
&lt;br /&gt;
==Drawbridge==&lt;br /&gt;
Build a [[Bridge|drawbridge]] ({{K|b}}-{{K|g}}) to seal off your entryway. Make sure to use {{K|w}}, {{K|a}}, {{K|d}}, or {{K|x}} to make it raise up in the right direction; otherwise it will just retract (disappear) instead of raising up to form a barrier. And therefore, enemy ranged units will be able to fire across.&lt;br /&gt;
&lt;br /&gt;
Put the drawbridge between the trade depot and the hall-o-traps so you can lock things out of the fort. Build a lever ({{K|b}}-{{K|T}}-{{K|l}}) near your meeting area and connect it to the drawbridge by using {{K|q}} on the lever.&lt;br /&gt;
&lt;br /&gt;
In case of an [[ambush]] or [[siege]], you will want to close up your fort, keeping the goblins out until your [[squad]]s have formed up and are in position. Ideally you want to have enough cage traps to take out most of the goblins so your military will only have to mop up.&lt;br /&gt;
&lt;br /&gt;
==Metal Industry==&lt;br /&gt;
[[File:Quickstart-level-2-forge.png|thumb|right|Level -2: Forge and smelters with ore stockpile in the middle.]]&lt;br /&gt;
Now, below your first workshop level, dig out four more 5x5 rooms around the stairwell. Three of these will be [[smelter]]s, and one a [[metalsmith's forge]]. Designate stockpiles for {{K|b}}ars around the smelters and forge. The bar stockpiles will hold [[Fuel|coke and charcoal]] and metal [[bar]]s. You will probably need larger bar stockpiles, but you can dig out more space and expand them later.&lt;br /&gt;
&lt;br /&gt;
Also dig out some space and create a stockpile for [[ore]] somewhere nearby. To make an ore stockpile, designate a {{K|s}}tone stockpile, then use {{K|q}} to change the {{K|s}}ettings on it to forbid all types of stone other than ore.&lt;br /&gt;
&lt;br /&gt;
Finally, go to your general purpose stockpile on the top level and use {{K|q}} to disable Bars. Stone should already be disabled on this stockpile, and if so then ore is already disabled for it.&lt;br /&gt;
&lt;br /&gt;
===Wood Burning===&lt;br /&gt;
Somewhere near your carpenter's shop, near your wood stockpile, dig out an area and build a [[wood furnace]].  This is where you will create charcoal (see below) and ash (for making soap).&lt;br /&gt;
&lt;br /&gt;
Dwarf Fortress has two forms of carbon which are useful as [[fuel]] in the metal industry: ''charcoal'' (which is charred wood), and ''coke'' (refined coal).  They are completely interchangeable.  If your map has a lot of '''lignite''' or '''bituminous coal''', you can process that into coke, using charcoal to jump-start the process.&lt;br /&gt;
&lt;br /&gt;
If you don't find coal on your map, you'll need to either dig down to [[magma]] or make charcoal out of wood to run your forges and smelters, but don't worry about this yet. You need to do some digging around.&lt;br /&gt;
&lt;br /&gt;
===Mining===&lt;br /&gt;
{{TipBox2|float=right|titlebg=#0a0|&amp;quot;I have struck what?&amp;quot;|New players who don't have a degree in geology usually find themselves confused as to what all these mineral names mean. In DF you'll never strike &amp;quot;iron ore&amp;quot; but you will strike [[magnetite]] or [[limonite]] which are [[ore]]s of [[iron]]. If you don't know that these things are ores of iron then it obviously won't occur to you to try to smelt iron. Note that ores usually look like {{Raw Tile|£|6:7:1}} before they are mined and {{Raw Tile|*|6:1}} after, though the colors will differ.  See '''''[[The Non-Dwarf's Guide to Rock]]''''' to help you figure out exactly what you've found.}}&lt;br /&gt;
At this point you want to start looking for metal ore. You may have already found some while digging out rooms, in which case you can just mine into the walls of the rooms to get more ore. If you haven't found ore yet or you want to see what else you can find, you will need to dig [[Exploratory mining|exploratory tunnels]] looking for ores, minerals, and [[gem]]s. For now just start digging tunnels out from your stairwell or rooms in all directions and see what you run into. Note that digging into '''damp stone''' or '''warm stone''' is not recommended as those areas may be holding back water or lava which can flood your fort.&lt;br /&gt;
&lt;br /&gt;
===Fuel===&lt;br /&gt;
Whether you find [[coal]] or not, you will need to burn wood into at least one unit of [[charcoal]]. If you find some coal ([[lignite]] or [[bituminous coal]]), start your [[smelter]]s out processing it into [[coke]] using your charcoal to get things started. From then out you can burn coke to make more coal into more coke and so on.&lt;br /&gt;
&lt;br /&gt;
Put these coke-making jobs on repeat. Only use one smelter to begin with, but you should be getting a group of [[Immigration|immigrants]] fairly soon, if you haven't already, and you can put them to work in the other smelters.&lt;br /&gt;
&lt;br /&gt;
Don't give up on finding coal right away. Dig around for a while and if you're starting to get impatient then burn some more wood into charcoal, smelt some ore, and make some [[weapon]]s. If you rely on charcoal for fuel then you'll be needing a ''lot'' of wood, so in that case dig out another room near the furnace and create a wood stockpile. You might also want to just remove a smelter, replace it with a [[wood furnace]], and create the new wood stockpile down in the smelting area. Finally, go designate more trees for chopping.&lt;br /&gt;
&lt;br /&gt;
===Forging===&lt;br /&gt;
{{TipBox2|float=right|titlebg=#0a0|Alternative Energy|If you don't find coal then you will have to continue to burn wood into charcoal, or dig down to the bottom of the map and find the magma sea so you can power [[magma smelter]]s and [[magma forge]]s. Getting to magma can be difficult for various reasons that you will discover, so make sure you are ready for some trouble before you go that direction. Burning charcoal should work out okay in the short term.}}&lt;br /&gt;
Once you have smelted some ore to get metal bars, and have additional bars of either coal or charcoal, you can start forging metal items. Here are some suggestions on what to make first:&lt;br /&gt;
#'''[[Pick]]s''' - You may have only started out with one pick which limits the number of miners you have to one. By this point you are probably wishing you had more miners. Make a few picks and give some dwarves the mining labor once you get some immigrants. It doesn't matter what metal you use to make picks, at least when it comes to mining, so even copper is perfectly good.&lt;br /&gt;
#'''[[Weapon]]s''' - Picks actually make pretty good weapons, but there can be some issues equipping them because they're tied to the mining labor. You may want to make a few axes. They make good weapons, at least against most lightly armored opponents you're likely to encounter first, and can be used to chop trees. Start with 5 or so.&lt;br /&gt;
#'''[[Armor]]''' - You're going to want some armor. Start with mail shirts, helmets, leggings, then gauntlets and boots. Start with 3 or so of each in the order listed, then make more later when your military grows.  Also make some shields out of wood, unless you're swimming in metal (since the shield's material doesn't matter for defensive purposes).  Once you have the essentials covered, you can include breastplates (but they take 3 bars of metal to make, and they don't cover as much of the torso and arms as a mail shirt). &lt;br /&gt;
An important thing to note is that mail shirts protect the upper leg as well as the torso and arms, and high boots protect the lower leg. As dwarves have no knees (at least in military terms), high boots and mail shirts are sufficient to protect your dwarves's legs.&lt;br /&gt;
&lt;br /&gt;
[[Steel]] is the best normal metal to make armor and most weapons out of, but you will likely find that you want some arms before you can make steel. [[Iron]] is good, and [[bronze]] is also good. [[Copper]] is not ideal, but it still works and is better than no metal weapons/armor at all.&lt;br /&gt;
&lt;br /&gt;
==Gemcutting and Trinkets==&lt;br /&gt;
You should have uncovered some [[gem]]s by now, so put your [[jeweler]] to work [[Gem cutter|cutting]] them. These will be used for [[Trading|trade]].  Only buy things that you need in the first year.  &lt;br /&gt;
&lt;br /&gt;
[[Finished goods|Stone crafts]] produced by a craftsdwarf can make good trading goods as well. To get enough goods,  you will need to dedicate a craftsdwarf's workshop and craftsdwarf to this task full-time, but you're very unlikely to ever run out of stone.&lt;br /&gt;
&lt;br /&gt;
==Sticking to the Plan==&lt;br /&gt;
{{TipBox2|float=right|titlebg=#a00|Getting Distracted|Say one of your new immigrants turns out to be a legendary weaver. Should you plant some pig tails and create a loom for him? '''No!''' Put his legendary ass to work smelting metal or something that's part of your current industry even though he has no skill at it. Do not split your efforts yet. You can make use of his unique talents later when you can afford to diversify your industry.}}&lt;br /&gt;
Metalsmithing will be your primary economic activity, with cutting gems (and possibly making stone crafts) being used to give you some short-term [[wealth]] until the [[metal industry]] gets going. This means you will need miners, haulers, smiths and furnace operators. Unless a dwarf is doing something else vital to the proper functioning of your fort, such as training in the militia, making traps, cooking food, and so forth, they should be doing one of those four things.&lt;br /&gt;
&lt;br /&gt;
==Wealth and Invasion==&lt;br /&gt;
{{TipBox2|float=right|titlebg=#a00|Crafting Invitations for Trouble|Creating too much wealth initially is a sure fire method of pulling down a goblin ambush that you are ill-equipped to deal with. Titans will also start attacking you should your wealth go over a certain amount. For this reason, spend no time smelting gold, smoothing, or engraving anything yet. Most of the wealth you create in the beginning should be the [[weapon|sharp pointy kind]].}}&lt;br /&gt;
You may have struck [[gold]] or some other valuable metal, and you may be tempted to put your furnaces and smiths to work creating valuable metal crafts. Don't do it! Until you have your militia formed and fully equipped with armor and weaponry, your smelters and forge should be doing nothing else but smelting cheaper materials like coal, iron, making pig iron and steel if possible, and making weapons and armor. Making [[steel]] will actually increase your wealth quite a bit, but at least you can stab and beat things to death with steel; you can't make weapons from gold.&lt;br /&gt;
&lt;br /&gt;
=Military=&lt;br /&gt;
&lt;br /&gt;
Your '''military''' is an important part of fortress defense. Unless you have totally cut yourself off from the outside world then you will want at least some sort of military.&lt;br /&gt;
&lt;br /&gt;
Once you reach this point you should hopefully have enough dwarves to start a small military training program. You will need at least 5 dwarves who aren't otherwise doing anything important.&lt;br /&gt;
&lt;br /&gt;
If you don't have any spare dwarves yet, or just don't want to mess with it yet, just skip to the next section and come back to this later. Don't wait too long to set up your military though; you especially will want soldiers before you reach a population of 80 dwarves. (You will find out why.)&lt;br /&gt;
&lt;br /&gt;
When you're ready to start up your military, see the [[Military quickstart]] guide.&lt;br /&gt;
&lt;br /&gt;
= What Next? =&lt;br /&gt;
&lt;br /&gt;
Congratulations! If you've made it this far then you have a self-sustaining fort going and can now start to branch out into whatever you are interested in exploring. Expect some goblin invasions, forgotten beasts, titans, dragons, giants, and other creatures to interrupt your activities at various points. This is part of the [[fun]].&lt;br /&gt;
&lt;br /&gt;
Here are some things that people almost always do eventually though not necessarily in any particular order (these are somewhat essential):&lt;br /&gt;
*Build [[coffin]]s and a graveyard or [[tomb]]s for dead dwarves and pets&lt;br /&gt;
*Set up a [[Healthcare|hospital]]&lt;br /&gt;
*Build a [[well]]&lt;br /&gt;
*Start producing [[textile industry|clothing]] to replace [[wear|worn-out attire]]&lt;br /&gt;
*Build a [[jail]] for unruly dwarves&lt;br /&gt;
*Set up [[Scheduling#Alert_Levels|civilian alerts]] to get civilians to a safe area during ambushes and sieges&lt;br /&gt;
&lt;br /&gt;
Here are some things that players often do as their population grows:&lt;br /&gt;
*Smooth and [[engraving|engrave]] walls and floors&lt;br /&gt;
*Produce [[Meat industry|Meat]], [[Egg production|eggs]], milk and [[Beekeeping industry|honey]]&lt;br /&gt;
*Continue to expand the [[military]]&lt;br /&gt;
*Explore new [[Industry|industries]]&lt;br /&gt;
*Dig down to the [[caverns]] and create a defended lower entrance with traps to defend the fort against the [[creatures|denizens]] below&lt;br /&gt;
*Enable [[Animal training]] for a dwarf and train some war animals&lt;br /&gt;
*Build a [[Mass pitting]] system to dispose of caged enemies&lt;br /&gt;
*Build above-ground [[construction]]s such as an archery tower or garden&lt;br /&gt;
*Create a [[statue|statue garden]] or [[zoo]]&lt;br /&gt;
*Farm in an [[Farming#Above_Ground_Farming|above-ground farm plot]]&lt;br /&gt;
*Dig down to [[magma]] and set up [[magma forge]]s and [[magma smelter]]s to avoid the need for fuel&lt;br /&gt;
*Build [[machine component]]s to pump magma and water&lt;br /&gt;
*Create more [[Trap design|elaborate traps]] such as magma and drowning chambers&lt;br /&gt;
*Try some [[stupid dwarf trick]]s&lt;br /&gt;
&lt;br /&gt;
You may also want to just read over the [[Dwarf fortress mode|Fortress Mode Reference Guide]] and the many other very useful documents on the wiki to give you other ideas of what to do.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that how you play is not set in stone. Some people never defend, some start a [[Megaprojects|megaproject]] right after settling, some never dig and just build an above ground castle or town using logs. Some never smelt ore, some start smelting as soon as they arrive. Some make their home in the dangerous natural caverns. Some deal with invaders by flooding the map or isolating themselves completely. And that's not even considering the [[List of mods|mods]] and some of the crazier [[challenges]] that people have come up with. There's really no one &amp;quot;right&amp;quot; way to play DF.&lt;br /&gt;
&lt;br /&gt;
= Feedback =&lt;br /&gt;
{{Feedback reporter|triggers=section:Feedback, tab, sectionlink}}&lt;br /&gt;
If you have any feedback on this guide, you can leave a message&lt;br /&gt;
* by using [[#Feedback|the feedback reporter]] (assuming JavaScript is enabled), &lt;br /&gt;
* on the [[{{TALKPAGENAME}}|talk page]] for this article, or&lt;br /&gt;
* in [http://www.bay12forums.com/smf/index.php?topic=83452.0 this thread] on the forums.&lt;br /&gt;
&lt;br /&gt;
{{Getting Started}}&lt;br /&gt;
{{Category|Fortress mode}}&lt;br /&gt;
{{Category|Quickstart guide}}&lt;br /&gt;
&lt;br /&gt;
[[de:DF2012:Schnellstart]]&lt;br /&gt;
[[ru:Быстрый старт]]&lt;/div&gt;</summary>
		<author><name>Chikinn</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Starting_build&amp;diff=221330</id>
		<title>Starting build</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Starting_build&amp;diff=221330"/>
		<updated>2015-11-18T21:30:43Z</updated>

		<summary type="html">&lt;p&gt;Chikinn: /* Skill Optimization */ Making punctuation self-consistent&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|masterwork}}{{av}}&lt;br /&gt;
&lt;br /&gt;
:''This is not a tutorial, a FAQ, or a new players guide. This is a mildly advanced theoretical treatment for someone ready to take the plunge and make all the decisions about their own fortress. The following are intended for beginners:''&lt;br /&gt;
::*[[Quickstart guide]]&lt;br /&gt;
::*[[Main:From Caravan to Happy Dwarves|Beginner Flowchart]]&lt;br /&gt;
::*[[User:Calite/Gloss_Guide|Beginner Checklist]]&lt;br /&gt;
:''For an explanation of the interface for starting out, see [[Embark]].''&lt;br /&gt;
&lt;br /&gt;
A '''starting build''' is a personal strategy for choosing the initial supplies, equipment, and [[skill]]s of your initial seven dwarves when starting a new game in [[fortress mode]] (see [[Sample Starting Builds]]). These skills and items which you assign to your dwarves will have a large impact on life in your new fortress, especially in its first year.&lt;br /&gt;
&lt;br /&gt;
This page attempts to provide a discussion about how and why you make the choices on what you bring with you. This page is not an explanation of the mechanics of doing so, see the [[embark]] page for an explanation of the interface itself. This page assumes you have already made certain decisions, such as where you plan on settling, and that you are looking at the [[Embark#Prepare_Carefully|Prepare Carefully]] screen.&lt;br /&gt;
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One thing should be made clear - there is no &amp;quot;best&amp;quot; build, no &amp;quot;perfect&amp;quot; or &amp;quot;clearly superior&amp;quot; final mix of skills and items, if only because there isn't any one goal of play. The goals you have for a fortress will dictate which sets of items and skills are best suited to achieving that goal - in your opinion. And then there is the environment, where your dwarves will arrive, the creatures, the resources available, and so forth. Finally, some people do things solely because it is hard, and that makes it more [[fun]] for them.&lt;br /&gt;
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== Components of a Starting Build ==&lt;br /&gt;
There are two components of a starting build: skills and items (which includes [[animal]]s).  &lt;br /&gt;
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Skills for your initial dwarves determine how quickly they will work early on, what industries you are able to start with skilled workers, how well you can defend your dwarves early on, and what the quality of various goods they produce will be, and possibly many other considerations. This page considers in detail how you might go about choosing skills for your starting dwarves, and examines the multiple competing perspectives from which you can make that decision.&lt;br /&gt;
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The items that your dwarves bring with you can be tailored a number of ways. There are trade-offs to cheaper and more expensive alternatives, and reasons why you might choose either. This section explores the nature of these trade-offs and the reasons for making a decision. It also looks at optimizing goods brought in more general contexts.&lt;br /&gt;
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Starting builds can and should vary based upon a number of other variables. [[location|Where you choose to settle]] will dictate what raw materials are available, and thus require different skill sets to utilize, not to mention different threats from native wildlife based on [[biome]], [[surroundings|savagery]], and [[surroundings|alignment]]. Which dwarven civilization you chose will restrict the materials with which you can start. Making choices about these variables is not part of a starting build. What you choose for skills and items because of these choices is part of your starting build, and so some general guidelines about different environments is given last.&lt;br /&gt;
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This page does not cover the interface for accomplishing these tasks; please see the [[embark]] page for that information.&lt;br /&gt;
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== Skill Optimization ==&lt;br /&gt;
With only 7 dwarves, you can't take every [[skill]], so you must balance what you do take. At the starting phase, each dwarf can only be assigned a maximum total of 10 skill levels, with no single skill starting higher than &amp;quot;5&amp;quot;. Maximum skill distribution is thus constrained to 1 level in each of 10 skills, or 5 levels in each of two skills, or something in between. Because dwarves can [[experience|learn]] any and all skills once your fortress starts, these initial choices do not dictate what the dwarves can do, opening up incredible latitude to choose skills for reasons other than survival.&lt;br /&gt;
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:''(* Note that an unskilled dwarf starts with all Skills at Level '''0'''. Adding +5 Levels is then Level '''5'''. This is true regardless of how many &amp;quot;points&amp;quot; a level costs when first buying skills at embark.)''&lt;br /&gt;
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A brief list of considerations governing skill choice:&lt;br /&gt;
:* Maximizing starting skill ranks vs. generalizing and having more skills covered at lower levels&lt;br /&gt;
:* Balancing multiple skills for a single dwarf, so they aren't constantly needed for two different tasks at critical periods&lt;br /&gt;
:* Military vs economic needs&lt;br /&gt;
:* Your goals vs &amp;quot;basic survival needs&amp;quot; to keep your fortress healthy and happy&lt;br /&gt;
:* Speed that a skill can be trained in game&lt;br /&gt;
:* Demand for a skill during a game&lt;br /&gt;
:* Whether quality or speed are significant considerations for tasks/final product&lt;br /&gt;
:* Balancing the desire to create [[wealth]] ''(with high-value products)'' with the need to maintain [[thought|morale]] ''(with low-value but commonly used products, like [[bed]]s, which normally are made from [[wood]])''&lt;br /&gt;
:* most importantly - ''your playstyle'' - what '''you''' think is &amp;quot;[[fun]]&amp;quot;!&lt;br /&gt;
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==== Breadth vs. Depth ====&lt;br /&gt;
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A dwarf with only 2 starting skills at 5 ranks each is pretty good at 2 tasks, but untrained at anything else. A dwarf with nothing higher than level 1 is passable at many tasks, but not good at anything. Each dwarf in your party is going to be somewhere along this continuum, and you'll need to choose where.  &lt;br /&gt;
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Level in a skill dictates how fast a dwarf completes a task (most of the time), and the [[quality]] of the result (if applicable).  On one extreme, [[butchery]] has no time variance for slaughtering a tame animal, and has no quality associated with the outcome. On the other extreme, [[Metal industry|metalworking]] tasks can take a long time for an untrained worker to complete and their high material value means the quality multiplier has a large impact on the end value.&lt;br /&gt;
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Dwarves who complete tasks faster can do more total [[job]]s within a given time. The rate at which speed increases with level varies with skill, so some skills will benefit more than others.  &lt;br /&gt;
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Dwarves who make items of higher quality will contribute more to fortress [[wealth]] and may have a large impact on fortress [[thought|happiness]] if their work is readily available to be seen by other dwarves. Items which typically contribute to happiness are common public items like [[bed]]s and [[table]]s. Items which contribute the most to fortress wealth often cannot be displayed, but make useful [[trade goods]] or [[equipment]] for your military.&lt;br /&gt;
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Aside from the obvious trade off, there is another reason to prefer depth - dwarves can obviously only complete so many total jobs within a given timespan. If a dwarf is busy doing one thing, he can't simultaneously be doing something else. So a dwarf who is highly skilled in a few skills may not actually experience any disadvantage if he is kept doing those things in which he specializes. The generalist dwarf, on the other hand, may be able to do many more different tasks adequately, but he can still only do one type of task at a time. A dwarf with one highly used skill (such as Mechanics or Mining) can feasibly spend all his time using only his primary skill and thus has no need to generalize. In effect, the generalist is wasting more skill points whenever he does jobs than the specialist, so long as the specialist tends to do jobs he has levels in. Specializing your initial skill investment is therefore superior if you specialize the division of labor in your fortress.&lt;br /&gt;
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Of course, you can still only bring 7 dwarves with 10 total levels of skills each, so covering everything you want to do in 14 skills may be hard, if not impossible. A generalist or two can cover more bases that have little quality need or are otherwise fast even without a high level. The generalist's real problem arises from the fact that any dwarf can do any task, and having 1 level isn't much better than having no levels.  Which isn't to say there isn't a situation where a 1/1/1/1/1/5 dwarf is the right solution (indeed, the typical recommended [[leader]]/[[broker]] takes 1/1/1/1/1 in [[appraiser]]/[[judge of intent]]/[[negotiator]]/+2 social skills because none of these skills have a time or quality component), but most less-specialized dwarves are more likely to fall in the 5/3/2 or 4/3/3 end of the spectrum solely because there is a minimum investment necessary to be noticeably better than not having any levels at all.&lt;br /&gt;
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==== Design Constraints: Which skills do I need, really? ====&lt;br /&gt;
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The only thing that you absolutely must do in the first year is get your [[food]] supplies into a food stockpile, preferably inside, or your food will [[rot]] on the ground and your dwarves will starve. Anything else you want to do can be accommodated by sufficient investment in initial supplies and/or skills. This means the options for possible starting builds are vast because virtually any set of starting skills for your dwarves is viable (and that's before you even think about equipment, which adds more variables). So the short answer is: none.&lt;br /&gt;
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That said, there are some skills which will be '''used''', to one extent or another, by virtually every fortress - but that doesn't mean you '''need''' or even want to invest points in them to start. You could even manipulate the fortress (see [[challenge]]) to completely avoid one or more of the following, but these are the skills you will find it exceptionally hard to avoid creating jobs for:&lt;br /&gt;
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*[[Mining]] - to dig your fortress, and create loose [[stone]] for projects. It's only possible to avoid mining if you're secretly an [[elf]].&lt;br /&gt;
** Inexperienced [[miner]]s work very slowly. Mining can be leveled up quite quickly by mining [[soil#soil|soil]], but taking two dwarves with at least some points in mining is recommended in most cases.&lt;br /&gt;
*[[Carpentry]], [[wood cutter|Wood cutting]] - [[bed]]s can only be produced from [[wood]] (rare [[mood]]s aside). This skill is also quite useful for producing [[bin]]s and [[barrel]]s.&lt;br /&gt;
** It's best not to assign carpentery and wood cutting to the same dwarf. Doing so creates a bottleneck early on, when carpentry is your only reliable industry.&lt;br /&gt;
*[[Masonry]] - to fashion dwarven [[furniture]] from stone, and build [[buildings]] and [[constructions]] from stone.&lt;br /&gt;
** Due to the vast supply of loose stones, masons can be easily trained by [[repeat]]ing jobs at a mason's workshop. &lt;br /&gt;
*[[Grower|Growing]] - your farmers' work echoes throughout so many other tasks, it's stunning.&lt;br /&gt;
** Skilled planters produce larger stacks of crops, which means more food, more booze, more cloth, more dye, ....&lt;br /&gt;
** While it's possible to feed your fortress on nothing but caravan goods, you'll never come by enough alcohol that way, so you'll eventually need to grow or gather plants for brewing. Dwarves will literally go crazy if forced to drink nothing but water for long periods. Thus you'll want to plan for farming eventually - not that you must bring a highly skilled [[Grower]], but it'll certainly be ''very'' helpful.&lt;br /&gt;
** Planters with low skill levels can decrease your seed stockpiles - each seed planted by an untrained grower will usually result in a single replacement seed, but may produce no seed at all if the crop fails. When you start out with only a handful of seeds, a few losses can easily impact the sustainability of your fortress. &lt;br /&gt;
*[[Brewer|Brewing]], [[Cook|Cooking]] - A skilled brewer produces [[alcohol]] more quickly. Likewise, a skilled [[cook]] prepares [[prepared meal|meals]] more quickly (and more appealingly). However, most food can be eaten raw, and your dwarves can exist for a time on water.&lt;br /&gt;
*[[Mechanic]] - If you want traps, and most people will. Also needed for most machinery. Mechanisms sell for a high price as a bonus.&lt;br /&gt;
*[[Architecture|Building Designer]] - Mandatory for some buildings and constructions, but skill only improves speed a tad and increases structure [[value]].&lt;br /&gt;
*[[Appraiser]] - you will use this whenever you trade with a caravan. Without it, the game won't tell you how much anything is worth, making trading difficult. It's almost always recommended to start with a dwarf with Novice (1 pt) Appraiser skill.&lt;br /&gt;
*[[Clothier]], [[Leatherworker]] - At least one of these skills will be necessary to supply your dwarves with new [[clothing]]. Articles of clothing count as [[finished goods]] with quality modifiers, and clothes can be traded easily (either before or after your dwarves wear them).&lt;br /&gt;
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The very fact that you ''will'' use these skills can make many of them desirable to choose as starting skills for your dwarves. Of the above, Mining, Masonry, Growing, Cooking, and Mechanics are generally worth considering as &amp;quot;highly desirable&amp;quot;.  However, '''any skill can be used untrained, and/or get trained on the job''' - it just means a slower process and/or average lower quality product than if done by a dwarf with a higher [[experience|skill level]]. Some skills (e.g. [[Record Keeper]]) are rarely worth investing initial points in even though you will almost always use them; you can simply let the dwarf learn on the job. Others (e.g. Mining, Carpentry) may be worth investing points in depending on your goals or the tempo with which you want to achieve them. (Mining is easy to train so you could forgo initial investment and just train on the job, but this could force you to spend longer on the surface, increasing your exposure to dangers. A skilled carpenter can contribute a lot to fortress mood, but won't produce much [[value]]; see the discussion of Quality below.)&lt;br /&gt;
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Many other skills are optional for your fortress; you will have to deliberately choose to use them. The skills above are essential to basic aspects of the game, and avoiding one requires a deliberate choice ''not'' to use it (and likely a lot of effort spent to avoid doing so). A fortress can make its wealth by smithing fine weapons, weaving quality cloth, encrusting precious stones onto furniture, or crafting quality trinkets. Or all of those. But there usually isn't a compelling reason to choose any one in particular. A fortress that never designates a tile for mining, however, requires [[challenges|exceptional effort]] to achieve.&lt;br /&gt;
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There is no universal design constraint on which skills to start with. Ultimately the answer to &amp;quot;What skills do I need?&amp;quot; is &amp;quot;Whichever ''you'' want&amp;quot;. Choosing a mixture of these commonly used skills and your desired specialized skills will make starting up your fortress easier and more efficient, but you don't need to start with any of them. Choosing to avoid some skills may force you to use some others, but nothing compels you to invest in any skill in particular.&lt;br /&gt;
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A common skill list (Just as a general quick start):&lt;br /&gt;
*2 Miners&lt;br /&gt;
*1 Woodcutter&lt;br /&gt;
*1 Grower/Cook&lt;br /&gt;
*1 Grower/Brewer&lt;br /&gt;
*1 Carpenter&lt;br /&gt;
*1 Mason&lt;br /&gt;
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This is not the be all end all, of course; it all depends upon your location, your goals, and what you consider fun.&lt;br /&gt;
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==== Balancing military and economic needs ====&lt;br /&gt;
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Not all embarks will require a military presence in the first year, but anyone planning an expedition to a [[sinister]], [[haunted]], or [[terrifying]] [[biome]] would be foolish not to be prepared for nasty dwarf-killing creatures. The solution doesn't strictly need to be military skills; quick delving and a skilled mechanic may be sufficient; but starting with a military dwarf will give you the earliest possible protection and a lot more versatility in where that protection can be applied. Whatever you choose to do, understand the risk and be prepared for it.&lt;br /&gt;
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==== Training considerations ====&lt;br /&gt;
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Some skills are harder to gain experience in than others - requiring valuable resources or taking an extended period of time, and thus inconvenient to train from scratch. Investing in some of these skills for your initial dwarves can make those industries much less painful to start. For example, [[metal]]-related skills generally eat metal [[bar]]s, and thus the less time you spend training metal workers up to a decent level, the faster they'll be churning out high-quality items and the fewer raw materials (bars and [[fuel]]) they'll waste in training. On the other hand, despite its importance, skills like mining train relatively quickly and barring extenuating circumstances (expected need to accomplish particular digging projects in the first month or you'll get mauled by a Giant for example) there's little need to actually invest your starting skills in it - they can learn on the job.  &lt;br /&gt;
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==== Quality, value, and happiness ====&lt;br /&gt;
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[[Quality]] is an important part of Dwarf Fortress. Higher-quality items produce better and more frequent happy [[thought]]s and are worth more money in [[wealth]] and [[trade]]. When choosing skills that produce objects of quality, the desire to produce valuable goods for trade will often conflict with the desire to produce objects that will make your dwarves happy. Built items that are frequently encountered tend to be things like [[furniture]] (especially [[bed]]s) which tend to have low material values and thus low total value despite the quality of the work. Further, these things tend to be inconvenient to trade (due to [[weight]] and storage constraints). It is often best to strike a balance between dwarves who produce valuable trade goods and dwarves who produce quality items that will make your population happy - and thus be able to achieve both goals simultaneously.&lt;br /&gt;
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It's worth noting that built furniture and worn clothing counts its value twice -- once under the appropriate category and once for displayed value. If you're trying to maximize your created [[wealth]] total, a good metalsmith producing [[statue]]s from high-value metals is optimal. A mason can also build furniture directly from metal ores such as gold nuggets, if these are enabled in the stocks &amp;quot;Stone&amp;quot; screen. While building with ore saves time and [[fuel]], it generally results in a 25% reduction of total material value compared to refining the ore. This is balanced somewhat by the fact that masonry is much easier to train, and therefore more likely to yield a high [[quality]] modifier to offset the reduced material value.&lt;br /&gt;
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==== Moodable skills ====&lt;br /&gt;
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[[Strange mood]]s can give a dwarf Legendary skill in his/her highest-level &amp;quot;moodable&amp;quot; skill, and moods take hold of dwarves with different professions at different rates.  Some skills are &amp;quot;moodable&amp;quot; where others are not. You might choose to take a certain skill solely because it opens up moods for that skill with that dwarf. Some moodable skills are more valuable than others - a legendary weaponsmith is both valuable and useful. A legendary tanner is generally a waste of a mood since tanned hides have no quality.&lt;br /&gt;
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Because a dwarf can only have a strange mood in one skill, pairing a moodable skill with a non-moodable skill can ensure that if the dwarf has a mood it will be in the skill you desire. See the section on combining skills below for more details on ways to pair skills.&lt;br /&gt;
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Dwarves with no moodable skill can be allowed to do one task using a moodable skill to give them a moodable skill with no starting build investment, so moodable skill considerations should not be considered a primary reason to choose particular skills - you should also want to make use of them for other reasons.&lt;br /&gt;
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==== Combining Skills ====&lt;br /&gt;
Every dwarf is going to have 2 or more [[skills]]. This means that even once you know which skills you want, you're going to need to pair them up before assigning them.  Not all skill combinations are equally functional.&lt;br /&gt;
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Some skills are highly time-consuming, either because the skill is in frequent demand (e.g. [[mining]]), because it requires extensive travel (e.g. [[wood cutting]]), or because it takes a long time to do an individual job (e.g. [[strand extractor|strand extraction]]). If a dwarf is spending most of their time using that skill, they aren't making much use of their other skill. Pairing two time-consuming skills together therefore tends to be a bad idea, as one or both jobs are not going to get the attention they need or deserve. Similarly, pairing a skill with time-critical jobs with a time-consuming skill also tends to be a bad idea.  If your [[grower]] is also mining, he may not stop to plant crops one season. Or he might neglect to harvest your crops in a timely fashion and they could rot on the ground (if you only let your growers harvest). Arranging your skill combinations to avoid these situations is generally beneficial. For example, Masons, miners, growers, and any craft that your fortress will base their economy off of (glass, stonecrafts, armour, etc.) will take a lot of time, so plan accordingly.&lt;br /&gt;
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Instead, pairing relatively time-intensive tasks with less time-intensive tasks will let your dwarf accomplish all such tasks adequately. Once you get a metal industry rolling, an armorer/weaponsmith will need to make a lot fewer weapons to outfit your soldiers than he will armor components. Thus he can usefully do both jobs without hurting your productivity too much. Similarly, a mason might also be your architect, since building designer is a very infrequently used skill.&lt;br /&gt;
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Working at different jobs levels up specific [[attribute]]s. One could level up a miner until he becomes mighty and ultra-tough - and then turn him into a soldier, or retire him to haul stone. If you plan on doing so, it may not be a good idea to give this guy a second critical job that will demand a lot of time away from their focus.  &lt;br /&gt;
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Since tasks will take place in specific areas, another approach is to combine tasks into dwarves who will take care of a specific industry, or spend all their time in one generally narrow part of the fortress - the forges, or the kitchens, or outdoors, for instance. So combining Farming with cooking, rather than mining, for example, and turn on only Haul Food, not Haul Stone. Metalworkers spending their time in the forge can easily handle more than one type of metalworking skill, and are also well-situated to be furnace operators.  &lt;br /&gt;
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Similarly, you can also make the craftsmen of your finished products also responsible for the production of intermediate products from raw ingredients. This way when they run out of materials to make into finished goods they can immediately switch over to working raw products into intermediate products so they'll have more to work with later. This works better in some industries than in others. A single butcher/tanner/cook trying to process multiple animals simultaneously will likely result in rotten food, carcases, or skins.  But a weaponsmith who doubles as a furnace operator can usefully ensure he has material to work with when you want him to. Later on, however, a highly skilled craftsdwarf is often better suited at sitting in their [[workshop]] and having others deliver raw materials to them than going out and obtaining their own raw materials themselves, but in the early game dwarf-time is limited, and a single dwarf who can work an entire production chain can do so relatively efficiently and let your other dwarves be used elsewhere.&lt;br /&gt;
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There is no requirement that a dwarves job combination needs to look 'right' or logical. A weaponsmith will most probably not spend nearly 100% of their time creating weapons - what they do with the other part of their time may have nothing at all to do with forges or smithing. Jobs which require little time in general, or little time early even if time-intensive later, may well be paired with any time-intensive task solely to provide the dwarf with something to usefully and skillfully do with most of their time, and freed from that duty as needed for the other tasks.&lt;br /&gt;
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Another constraint you can impose on your skill combinations is to try to limit dwarves to [[moodable]] skill and one non-moodable skill (or a moodable and a less desired moodable skill at lower level), so any mood will improve the desired one. For example, pairing craft skills with farming skills gives you dwarves that will perform useful food production or raw good processing services while also getting their mood in a valuable finished goods skill. Example: Clothier/Grower.&lt;br /&gt;
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Finally, when combining skills think twice about placing your most valuable skills (e.g. [[grower]]) alongside dangerous skills (e.g. [[hunting]], [[wood cutting]], etc.). Your most valuable dwarves should be kept safe inside your fortress; less valuable dwarves should be chosen to venture into the wilderness.&lt;br /&gt;
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==== Which dwarf should have which skill? ====&lt;br /&gt;
Dwarves who craft goods they prefer, or work materials they prefer, gain a bonus to the quality of the finished work. This can inform your choice of which skills you choose, for example by choosing a weaver because you notice a preference for sheep wool yarn, or you might choose the skills you want and then try to find a suitable dwarf to use that skill. In the latter case, since all dwarves have one metal preference you might assign an armorsmithing skill to a dwarf with a preference for iron, steel, or adamantine.&lt;br /&gt;
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The dwarf with the most social skills will end up being the [[Expedition leader]], who will then become the [[mayor]] and start making [[demand]]s and [[mandate]]s. Thus you should avoid giving the most social skills to a dwarf who has [[preferences]] for things like [[adamantine]] and [[traction bench]]es. Ideally, a dwarf with no item preferences will result in a mandate-free [[noble]].&lt;br /&gt;
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Dwarves have physical and mental attributes that affect the performance of certain skills. You may wish to give a socially adept and patient dwarf the leadership/broker skills, or a dwarf who doesn't tire easily a skill which will be in frequent use like mining. You can also try to match skills to [[personality]], some of which have obvious implications for their willingness to work long hours or how frequently they might take breaks.&lt;br /&gt;
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Of course, all combined these represent a lot of possible constraints on where you assign particular skills, and it would be impossible to apply them in total to your entire desired skill load. Use these as a guide, but don't be upset if all your dwarves are anti-social psychopaths - someone still needs to be the leader, after all.&lt;br /&gt;
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==== Other considerations ====&lt;br /&gt;
[[Migrant]]s can and will arrive with a wide selection of decently trained skills. While it is a gamble, chances are pretty decent that migrants will arrive with a highly trained skill that is also highly desirable and would usurp the job of one of the seven starting ones. The first few migration waves are likely to give you a much better talent pool than what you can assign at embark. On the other hand, you may never see a migrant arrive with the skill you really want. Even then, migrants still provide an excellent pool of workers to train for the specific skills you desire.&lt;br /&gt;
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Skills atrophy if not used (they are marked &amp;quot;rusty&amp;quot; and later &amp;quot;very rusty&amp;quot;), and they can eventually decrease in level. Consider that skills which you will use years after embark are going to be rusty or even deleveled. Embark to the first caravan is long enough for a skill to start rusting, so you might want to make sure you'll use every skill you embark with before the first year ends to avoid catastrophic rusting.&lt;br /&gt;
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Remember that you need to survive in order to accomplish any goals. Have a plan for lasting to at least the first caravan, if not one for longterm sustainability.&lt;br /&gt;
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== Items ==&lt;br /&gt;
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The items you choose to bring with you will need to satisfy a number of needs. Most importantly, you need to keep yourself alive - at least until the caravan arrives in the fall to resupply your fortress. You probably also want to plan on some way of making a shelter, whether that be the traditional delved hall, a majestic castle, a log cabin, or something even more exotic. You may want to plan for mishaps by bringing essential medical supplies, especially those which may be hard to acquire on site. And you might bring items which will assist in creating items for trade to that first caravan, should you need anything for the skills you're planning on.&lt;br /&gt;
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For the purposes of this article, livestock are considered items.&lt;br /&gt;
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All embarks get the following items without paying for them: 2 animals (who pulled the wagon), and the 3 wood that make up the wagon.&lt;br /&gt;
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=== Motivations ===&lt;br /&gt;
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==== Survival ====&lt;br /&gt;
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A single dwarf eats about 2x/season, and drinks about 4x/season. With 7 dwarves that's ~approximately~ 14 meals per season and 28 alcohol per season, or ~42 meals and ~84 alcohol until the end of Fall. The dwarf caravan tends to arrive in the third month of fall, so you will probably need to plan on a full 3 seasons. You are also likely to get at least one if not two small waves of migrants before the caravan arrives.&lt;br /&gt;
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It is possible to bring enough food and drink to make it to the caravan - indeed, bringing enough food isn't especially hard (especially once you factor in slaughtering the animals who hauled your wagon). Bringing sufficient alcohol is harder, although bringing plump helmets to brew can significantly cut the cost.  &lt;br /&gt;
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The likely best way to keep your dwarves in drink is also the most labor-intensive - setting up farming in the first season or two is perfectly plausible, allowing to grow your own [[plants]] from seeds and brew the products. (Keep in mind not all plants can be brewed - don't plant dimple cups and expect to make alcohol). In addition to the necessary seeds, starting your own farming operation is going to require either some [[soil]] or [[irrigation|some way to get the ground muddy]].&lt;br /&gt;
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It is possible to make all your alcohol by harvesting aboveground plants, if highly inefficient. It also only works in biomes with collectable plant life. Notably evil biomes and glaciers are unlikely to provide suitable vegetation.&lt;br /&gt;
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==== Shelter ====&lt;br /&gt;
Barring a convenient cave, you're going to have to do something for shelter. Shelter is your first defense against roving creatures, keeping them away from where your dwarves are working so they don't spam job cancellations and strew items all over the place. (As you might guess, most 'convenient caves' aren't actually that convenient, as they tend to have residents). Basic walls that allow you egress won't stop a dedicated invader, but you ''probably'' won't see those until year 2 or 3, so you have a little time to develop more elaborate defenses.&lt;br /&gt;
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Food outside will also spoil a lot faster than food inside, so making a cellar of some sort to store your food in will increase the longevity of your food supplies. The rate at which food spoils depends on ambient temperature, so the urgency of making a cellar will depend on where you settled. It might be possible to go without a cellar in a freezing biome.{{verify}} The only way you can avoid thinking about food storage in the first year is if you collect food and make alcohol as needed - i.e., by using an herbalist to collect local plants - which can avoid needing to mine at all.&lt;br /&gt;
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Delving a shelter requires mining, which means having picks to dig with. One can always bring one or more picks at embark, but its also possible to bring the supplies necessary to make them. See [[Starting build#Finished product or do it yourself|finished product or do it yourself]].&lt;br /&gt;
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An aboveground shelter can be made with stone or wood or possibly more exotic materials.  Stone of course requires mining, and thus picks. Wood can be had with an axe assuming trees are present, and axes, like picks, can similarly be brought at embark or made on site. It is of course possible to bring sufficient raw materials to build walls and a roof with, but this is far less efficient than just bringing a pick or an axe, although it could make a fun challenge.&lt;br /&gt;
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==== Industry ====&lt;br /&gt;
Most industries require little more than materials you can collect at the site and a workshop. As long as you have access to some sort of building material (stone, wood, or even ice), you won't need to bring anything for these.  However, if you want to get an industry going immediately, it does help to bring a few building materials along (or be willing to use the wood from the wagon, if only temporarily).&lt;br /&gt;
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Some industries require fire-safe materials to build with. Nearly all stone qualifies, as does metal. Wood can be converted to a fire safe material by burning it to ashes in a wood burner's workshop, but of course that workshop requires a fire-safe material. If you're mining, this condition is easy to satisfy, but if you intend to run any of these industries right away you will need to bring appropriate materials.&lt;br /&gt;
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Some industries require plant or animal matter to work with. Clothiers ultimately need cloth, which comes from certain plants or animals. Leatherworkers need tanned skins.  (And while you can get 2 off your pack animals, this isn't sufficient to run an industry). If you plan on running these types of industries you will need to provide suitable raw materials. Hunting can cover leatherworking needs (although this requires a hunter and hunting implements), and foraging can find rope reed plants, but its usually better to bring enough appropriate animals or plant seeds to have a good shot at getting started in a predictable and sustainable way. Similarly, milking and cheese-making require milkable animals, and bonecarving requires a dependable source of bones.&lt;br /&gt;
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Metal industries require [[metal]] and an [[anvil]]. You cannot make an anvil on-site without already having an anvil, so if you plan on doing any forging before the first caravan, you will need to bring one with you. Metal can be brought as bars or as ores to be smelted in a smelter into bars, or can be mined yourself. Each unit of ore smelted will produce 4 bars of metal, so there is definitely a cost-advantage for creating the bars on-site. You will need to provide [[fuel]] or magma to run these workshops; a bar of coke and some bituminous coal can bring your metal industries up to speed much faster than relying on charcoal. Keep in mind that if you wish to produce steel, you will need some form of refined fuel even if you have easy access to magma. Bringing along some bituminous coal is a cheap and efficient way to guarantee a supply, especially since volcanic regions typically lack coal resources. This will greatly ease your wood consumption as well.  &lt;br /&gt;
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[[Soap]] requires wood and a source of [[tallow]] to be produced. [[Lye]] can be bought at embark to skip the first steps and make soap more directly. You will still need to bring or make buckets and have an empty barrel to actually produce soap, this is a matter of having sufficient wood. Tallow can only be acquired by hunting or from livestock you bring but both sources hamper a quick industry start anyway.&lt;br /&gt;
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Jewellers require gems. Cut gems can be brought at embark, but are too expensive to bring in quantity. Generally a jeweller requires mining to find sufficient gems or a glassworker to produce raw glass to work with.&lt;br /&gt;
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Glassmaking and Pottery requires sand or clay, and fuel. It's hard to viably run these industries solely off imports.  You can check the pre-embark screen for clay layers, but sand is reported as a soil layer which may contain no sand at all unless in a Sand Desert biome. Like metal workshops, coal can be brought to substitute for fuel fairly efficiently, and [[magma]] can abate the need for fuel entirely.&lt;br /&gt;
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As is probably obvious, certain industries depend on similar inputs. Planning on a set of industries which require similar complementary inputs can let you more efficiently spend your starting points at embark or more efficiently plan your digging during the first year. If you plan on a lot of fuel-dependent industries, it may be worthwhile to prioritize finding a source of magma.&lt;br /&gt;
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=== Optimization ===&lt;br /&gt;
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==== Container mechanics and free items ====&lt;br /&gt;
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Many items come in containers such as [[barrel]]s and [[bag]]s, including [[food]], liquids, [[seed]]s, and [[powder]]s. The cost to embark with these items can be cheaper than the cost of the container itself, and each different type of item for each category will come in its own container. Furthermore, you'll get a new container after every 10th instance for food, most liquids, and seeds, and after every item of powders.{{verify}} [[Alcohol]] gets a new barrel after every 5th unit. (Food actually groups by animal type, so if you get horse tripe and horse meat they'll combine in one barrel, but horse meat and donkey meat will come in separate barrels). Thus diversifying your initial food supply with 1 of each low-cost food item will net you a large number of barrels. Similarly, it is worth taking 1 of each seed you weren't planning on taking more of, solely for the bags. Taking some sand or gypsum powder is also a cheap way to get bags. [[Lye]] (for soap) and [[milk]]s can be brought for more barrels - and milk can be made into cheese for a low-cost embark option that becomes food.&lt;br /&gt;
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As stockpiling and some jobs are container-limited, getting as many free containers as you can will free up labor (and possibly valuable materials) that would otherwise be used making containers. Note, however, that this behavior is considered by some to be an [[exploit]] since it provides substantial advantage at no cost.&lt;br /&gt;
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==== Finished product or do it yourself ====&lt;br /&gt;
Bringing raw materials and making the finished product yourself is often easier on your embark points than bringing the finished product. On the other hand, making it yourself takes time during which you aren't making use of the finished product.  &lt;br /&gt;
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The most common scenario involves [[make your own weapons|forging your own metal tools and weapons]]. While not usually too much of a hardship, it can be dangerous to make your own weapons or picks if you expect possible hostile creatures. Furthermore, you will lose time - possibly 1/4 to 1/2 the first month - if you forge your own picks.  &lt;br /&gt;
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Of special note regarding weapons is that a training battle axe is perfectly capable of chopping trees, and is made with nothing more than a carpentry workshop and a log. While the delay in acquiring one is minimal, a wood battle axe is not a good weapon, and so it loses utility for doing anything other than acquiring more wood.&lt;br /&gt;
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You can also easily plan on making all or most of one's own booze, as plump helmets can be bought at embark and brewed at a still.&lt;br /&gt;
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Any finished good can of course be made from raw materials that you bring, but most of them are not essential like the above, and thus you can generally wait until you find suitable resources on site or buy them from caravans.&lt;br /&gt;
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==== Biome considerations: Dude, where's my wood? ====&lt;br /&gt;
Some environments have a shortage of trees. While you can direct production of a lot of item types to other materials, [[bed]]s and some items still require [[wood]].  In addition, it is difficult to make [[bin]]s out of non-wood materials early in the game, especially without ready magma (since otherwise you'll probably need to burn wood to make metal bins). If you have an aquifer it can be even worse - stone may be difficult or impossible to access easily. While you can ultimately ask for wood from your liaison and buy whatever the humans and elves happen to bring, and eventually you can create a [[tree farm]] underground, tight wood will limit storage and sleeping arrangements for at least the first year if not longer. You may wish to plan accordingly if embarking in a site with sparse or no trees.&lt;br /&gt;
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==== Items for moods ====&lt;br /&gt;
When a dwarf is taken by a [[strange mood]], he often needs obscure material or he will go insane and die, possibly with severe consequences to an entire fortress.  Bringing along some of the harder-to-find ores ([[cassiterite]], [[sphalerite]], [[bismuthinite]], [[garnierite]]), and putting those aside, forbidding their use &amp;quot;just in case&amp;quot;, is spending a few points on an insurance policy. Many players also choose to bring a few items like pig tail cloth and cave spider silk just in case.  &lt;br /&gt;
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Alternately, if you're otherwise being minimalistic on gear you're bringing you can choose to bring a few valuable components to try to maximize the value of mood items.  That artifact animal trap will be worth a lot more if your woodcarver grabs a blue diamond instead of moss agate.&lt;br /&gt;
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==== Free Equipment ====&lt;br /&gt;
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The only free equipment you get in Dwarf Fortress mode is the wagon (which can be broken down for some logs), its draft animals, and your dwarves' clothes. Unfortunately, your dwarves don't get any free equipment based on their skills. This is in contrast to [[Adventure mode]], in which the only equipment available on starting is free equipment.&lt;br /&gt;
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That said, it is possible to procure additional containers by choosing to embark with a diverse range of items, ensuring that each is given their own bag, barrel or bin for less of the cost of the item by itself. See [[Starting_build#Container_mechanics_and_free_items|Container Mechanics and Free Items]].&lt;br /&gt;
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==Site considerations==&lt;br /&gt;
Each fortress [[location]] offers particular challenges and opportunities, and can make different demands on your starting build. Your starting build may need to be adjusted depending on the [[region]] your fort occupies, the specific vision you have of your fortress, and what it will take to [[losing|stay alive]] where you're going!&lt;br /&gt;
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The differences include what [[biome]]s, [[region]]s and likely [[metal]]s are present in your chosen embark site.&lt;br /&gt;
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=== General Surroundings ===&lt;br /&gt;
Simply put, if your [[surroundings]] are [[evil]] or [[savage]], your dwarves have a higher risk of suddenly facing personal combat before they are safely behind their defenses. Consider bringing extra weaponry, in the form of axes, picks or crossbows. Hand in hand with those, consider skill mixes that include [[axedwarf]], [[mining]] (the skill used to wield a pick), and [[marksdwarf]] (for [[crossbow]]s).&lt;br /&gt;
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The same is true if you are embarking near an exposed magma vent or an open chasm - these features can be seen on the embark map, but it's impossible to tell if they are &amp;quot;open&amp;quot; to the surface or not, until you are there in person.&lt;br /&gt;
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Be sure to include some source of [[water]] on the map, preferably running water. Water is (almost) essential for any fortress. In cold and freezing climates, streams and [[lake]]s will often be frozen year-round and your dwarves may quickly die of exposure. In hot climates, [[murky pool]]s will dry up, and in dry ones, rain will only rarely refill them, if ever. Choose temperate or tropical zones for an easier game.&lt;br /&gt;
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===Aquifers===&lt;br /&gt;
If an [[aquifer]] is present in the first soil or stone layers (visible on the pre-embark menu), it may bar all access to [[stone]] and [[ore]] until you find a way through the water barrier.  Consider bringing some stone for building, and ore for your first basic needs. This may be critical to getting your fortress running smoothly.&lt;br /&gt;
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=== Mountains ===&lt;br /&gt;
Mountains often have abundant [[ore]]s, but at the loss of trees and plants. In previous versions lacking [[cavern]]s, this was a serious drawback. Brave pioneers can dig down into the caverns to find essentials like water, mud, and plants. However, players should be aware that above-ground crops will not grow in mountain biomes, no matter how muddy you may make the surface.&lt;br /&gt;
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Depending on the exact layers, it's common to find exposed [[vein]]s of useful [[ore]]s that can be immediately mined for [[Make your own weapons|DIY]] weapons and tools.&lt;br /&gt;
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=== Wooded/Plains ===&lt;br /&gt;
Flatlands with at least some trees and gatherable plants can also make for highly successful fortresses. Advantages over mountain zones include abundant trees and plants and (unless frozen) more abundant water. There are even (rare) magma vents. More water also means a high likelihood of an [[aquifer]] being present. Make sure to check on embark.&lt;br /&gt;
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The greatest disadvantage is the potential lack of exposed [[stone]] to mine. The first level(s) below the surface is often [[soil]] of some type, which offers no building materials. However, soil is mined much more quickly than stone (x3-x4 faster), and expansive accommodations (rooms) can be achieved quickly even by untrained miners. You will find stone, you just have to go down a bit for it - but that's what dwarves do, isn't it?&lt;br /&gt;
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[[Experience|Training]] a [[Miner]] from No Skill to Proficient takes less than a month (~20 days with hauling disabled) in soil, and to Legendary in just under a season after. From embark, this means you should have legendary miners in early summer if you dig only in soil. Times increase slightly for each additional miner used.&lt;br /&gt;
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=== Oceanside ===&lt;br /&gt;
With many features in common with some of the above locations, [[beach]]es are often a mix of ease intermingled with bouts of extreme difficulty. Minerals and trees are often abundant, as well as farmland and sand, but there is often no drinking water unless the biome has a flowing [[water]] of some sort. &lt;br /&gt;
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By definition, the settlement will fall between (at least) two [[biome]]s (one land, one water), potentially hazardous if the player expects a peaceful oceanside meadow, without realizing the [[terrifying]] ocean is full of amphibious zombie [[whale]]s.&lt;br /&gt;
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Hunters should be replaced with fisherdwarves and a fish cleaner (although the latter can be easily trained).  Depending how much water vs. land, more starting wood and ores might be helpful. Swimming is rarely useful in Fortress mode, even at the beach, and can be trained.&lt;br /&gt;
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=== Desert, Glaciers, and Barren ===&lt;br /&gt;
Treeless (or near-treeless) [[biome]]s are challenging sites for a fortress: you get most of the disadvantages of a flatland site without having access to nearly as many trees and plants. However, near-lifeless zones such as [[glacier]]s are wonderful for players with slower computers, as there's little to burden the CPU but your dwarves and livestock. [[Desert]]s and barren areas often have sand; with a sufficient source of energy (preferably magma or [[coke]], keeping in mind the scarcity of trees in these biomes), you can build almost anything out of unlimited glass.&lt;br /&gt;
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==Technical tricks/modifications==&lt;br /&gt;
Starting builds are located in data/init/[[embark_profiles.txt]]. They are editable as well as (usually) transferable.&lt;br /&gt;
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==Sample starting builds==&lt;br /&gt;
See [[Sample Starting Builds]]&lt;br /&gt;
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{{Starting FAQ}}&lt;br /&gt;
{{Category|Guides}}&lt;br /&gt;
{{Category|Fortress mode}}&lt;/div&gt;</summary>
		<author><name>Chikinn</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki:Error_reports&amp;diff=221329</id>
		<title>Dwarf Fortress Wiki:Error reports</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki:Error_reports&amp;diff=221329"/>
		<updated>2015-11-18T21:29:24Z</updated>

		<summary type="html">&lt;p&gt;Chikinn: /* Confirmation/Notification Mails */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Confirmation/Notification Mails =&lt;br /&gt;
When I created my account May 10, 2015, I got the error:&lt;br /&gt;
&amp;lt;pre&amp;gt;Dwarf Fortress Wiki could not send your confirmation mail. Please check your e-mail address for invalid characters.&lt;br /&gt;
Mailer returned: Unknown error in PHP's mail() function.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Ejtttje|Ejtttje]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:There are some known issues with the email features on the wiki at the moment. [[User:Briess|Briess]] is looking into it, but contact either of us if you need something that would ordinarily require working email features (e.g. a password reset). &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 20:39, 10 May 2015 (UTC)&lt;br /&gt;
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:This is still a problem as of today. [[User:Chikinn|Chikinn]] ([[User talk:Chikinn|talk]]) 21:29, 18 November 2015 (UTC)&lt;/div&gt;</summary>
		<author><name>Chikinn</name></author>
	</entry>
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