<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>http://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Rowanas</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="http://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Rowanas"/>
	<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php/Special:Contributions/Rowanas"/>
	<updated>2026-04-25T22:16:28Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.11</generator>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=40d:Dye&amp;diff=23642</id>
		<title>40d:Dye</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=40d:Dye&amp;diff=23642"/>
		<updated>2009-07-19T16:49:29Z</updated>

		<summary type="html">&lt;p&gt;Rowanas: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Dye''' can be used at the [[Dyer's shop]] to change the [[Color#Color_tokens|color]] of [[cloth]] or [[thread]].&lt;br /&gt;
Dye is made by milling certain [[plants]] at a [[Millstone]] or [[Quern]]. Usually all [[caravan]]s will bring dye for [[trade]] too. Importing dye however is only useful if you have a somewhat skilled [[dyer]], otherwise no value is added (see below) and the work wasted. Better buy or grow the 'source' plants if available and mill yourself. Of course the nice colours are a value in themselves, if you don't stuff it all in bins. &lt;br /&gt;
&lt;br /&gt;
Dyed objects can be [[color#Color tokens|colors]] other than the basic 16.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable|style=margin-left:auto;margin-right:auto}}&lt;br /&gt;
|- style=&amp;quot;background:#ddd&amp;quot;&lt;br /&gt;
!Plant&lt;br /&gt;
!Dye&lt;br /&gt;
!colspan=2|Color&lt;br /&gt;
!Value&lt;br /&gt;
|-&lt;br /&gt;
|[[Dimple cup]]&lt;br /&gt;
|Dimple Dye&lt;br /&gt;
|Midnight Blue&lt;br /&gt;
| bgcolor=&amp;quot;#003366&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;!--0,51,102--&amp;gt;&lt;br /&gt;
|20&lt;br /&gt;
|-&lt;br /&gt;
|[[Blade weed]]&lt;br /&gt;
|Emerald Dye&lt;br /&gt;
|Emerald&lt;br /&gt;
| bgcolor=&amp;quot;#50c878&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;!--80,200,120--&amp;gt;&lt;br /&gt;
|20&lt;br /&gt;
|-&lt;br /&gt;
|[[Hide root]]&lt;br /&gt;
|Redroot Dye&lt;br /&gt;
|Red&lt;br /&gt;
| bgcolor=&amp;quot;#ff0000&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|[[Sliver barb]]&lt;br /&gt;
|Sliver Dye&lt;br /&gt;
|Black&lt;br /&gt;
| bgcolor=&amp;quot;#000000&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Dyeing adds the [[value]] of the dye, multiplied with the [[quality]] to the [[thread]] or [[cloth]]. Depending on the dye used and the quality of the dyeing, this can give a nice value boost.&lt;br /&gt;
&lt;br /&gt;
*[[silk]] cloth 34☼&lt;br /&gt;
*silk cloth, dimple dyed 54☼&lt;br /&gt;
*silk cloth, finely colored with dimple dye 94☼ (34+(3*20))&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[The clothing industry]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Materials]]&lt;/div&gt;</summary>
		<author><name>Rowanas</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=40d:Building_list&amp;diff=49999</id>
		<title>40d:Building list</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=40d:Building_list&amp;diff=49999"/>
		<updated>2009-07-14T18:13:05Z</updated>

		<summary type="html">&lt;p&gt;Rowanas: Created page with 'The building list screen is accessed from the main view by pressing r. A list of the buildings (along with their owners) is displayed, some in red, some in white.  I have no idea...'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The building list screen is accessed from the main view by pressing r. A list of the buildings (along with their owners) is displayed, some in red, some in white.&lt;br /&gt;
&lt;br /&gt;
I have no idea why, I actually came here to find out, but got nothing. Great...&lt;/div&gt;</summary>
		<author><name>Rowanas</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=40d:Barracks&amp;diff=15765</id>
		<title>40d:Barracks</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=40d:Barracks&amp;diff=15765"/>
		<updated>2009-07-14T12:10:30Z</updated>

		<summary type="html">&lt;p&gt;Rowanas: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''barracks''' is a [[room]] defined from a [[bed]], [[armor stand]], or [[weapon rack]].  Barracks provide places for your dwarves to [[sparring|spar]] and sleep.&lt;br /&gt;
&lt;br /&gt;
[[Sparring]] requires enough clear floor space inside the barracks to dodge and maneuver in; 3x3 is a safe lower limit.&lt;br /&gt;
&lt;br /&gt;
When a [[bedroom]] is set as a barracks, dwarves will not claim the room when they sleep.  If no beds are available, they will sleep on the floor of a barracks.  If that isn't available, they will fall asleep where they stand, potentially leaving dwarves in dangerous locations.  Military dwarves may be ordered to sleep in a barracks, even if they have a bedroom.&lt;br /&gt;
&lt;br /&gt;
If your barracks is full of damaged, bloodstained clothes, this is because sparring dwarves have ripped them off of each other while practising their [[wrestling]].  Presently (version 28.181.40d), there seems to be no way to get rid of the clothing, short of flooding the room with magma or similarly circuitous measures.  For the sake of tidiness, you can {{k|H}}ide the abandoned clothing by selecting it with the {{k|k}} command, and pressing {{k|h}}.&lt;br /&gt;
&lt;br /&gt;
A more effective disposal of the clothes is performed by assigning them to be sold at the trade depot. All races will gladly accept your torn off clothes and while they are inexpensive, the are also lightweight, so much of your tidying can be performed instantly.&lt;br /&gt;
&lt;br /&gt;
[[Category:Rooms]]&lt;br /&gt;
[[Category:Military]]&lt;br /&gt;
{{Buildings}}&lt;/div&gt;</summary>
		<author><name>Rowanas</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=40d:Room&amp;diff=8867</id>
		<title>40d:Room</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=40d:Room&amp;diff=8867"/>
		<updated>2009-07-13T19:25:05Z</updated>

		<summary type="html">&lt;p&gt;Rowanas: /* The room */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== What is a room? ==&lt;br /&gt;
&lt;br /&gt;
The answer is not as obvious as it seems. A chamber with a [[bed]] in it is not yet a [[bedroom]]: you have to select the [[bed]] &amp;lt;!--how-to is in the following paragraph--&amp;gt; and define a bedroom. The functional room, as the game understands it, is not defined by [[wall]]s and [[door]]s: it is a [[zone]] of control extending out from the object that defines the room (in our case the bed). Everything covered by that zone of control is considered part of the room, and will contribute to both the room's [[value]] and its effectiveness. This zone of control does '''not''' need to extend to the walls. It is well possible to define several such rooms in one actual room; they may even overlap, although this comes at a penalty. Rooms can also be assigned to specific [[dwarves]] (to satisfy a [[noble|noble's]] requirements, for instance). Unassigned bedrooms will be spontaneously claimed by individual dwarves not already possessing a bedroom. Married couples will share a bedroom (except for some nobles). Once the [[economy]] starts, dwarves will have to pay rent for their bedrooms.&lt;br /&gt;
&lt;br /&gt;
== Creating rooms ==&lt;br /&gt;
&lt;br /&gt;
To create a room, you must first have built something capable of supporting a room from the {{k|b}}uild menu, such as a [[table]] or [[bed]]. Then you must select the completed item in question with the {{k|q}} command and choose to create a room. The room's radius extends outward in a rectangle, but will stop when it hits walls or external [[door]]s. If you first build the door to create a closed space, then the game will define the room so you won't need to resize it unless it is very big. If you want to have a door dividing a room into sub-rooms without blocking the room's radius, you can set it to internal in the door's {{k|q}} menu. Rooms do not have to be blocked off on all sides, and can even overlap, but for various reasons you will usually want to avoid overlapping rooms and give them proper boundaries.&lt;br /&gt;
&lt;br /&gt;
In general, you only need to define a room from ''one'' object in the room. For instance, a communal [[dining room]] is defined from one table -- just give the room a large enough radius to cover the whole space.&lt;br /&gt;
&lt;br /&gt;
Rooms can not span z-levels; when you define a room it can only be on a single level.&lt;br /&gt;
&lt;br /&gt;
{{Buildings FAQ}}&lt;br /&gt;
&lt;br /&gt;
== Types of rooms ==&lt;br /&gt;
&lt;br /&gt;
* Archery Range, defined from an [[archery target]]&lt;br /&gt;
* [[Barracks]], defined from a [[bed]], [[weapon rack]], or [[armor stand]]&lt;br /&gt;
* [[Bedroom]], defined from a [[bed]]&lt;br /&gt;
* [[Dining room]], defined from a [[table]]&lt;br /&gt;
* [[Jail]], defined from a [[cage]] or [[restraint]]&lt;br /&gt;
* [[Meeting hall]], defined from a [[well]] or [[table]]&lt;br /&gt;
* [[Sculpture garden]], defined from a [[statue]]&lt;br /&gt;
* [[Office|Study]]/[[Office]]/[[Office|Throne Room]], defined from a [[chair]] or [[throne]]&amp;lt;br /&amp;gt;(These are actually the same thing, even though the game refers to them with different names)&lt;br /&gt;
* [[Tomb]], defined from a [[coffin]]&lt;br /&gt;
* [[Shared cage]] (&amp;quot;Zoo&amp;quot;), defined from a [[cage]] or [[aquarium]]&lt;br /&gt;
&lt;br /&gt;
== Room quality ==&lt;br /&gt;
&lt;br /&gt;
Bedrooms, dining rooms, offices, and tombs will have different quality grades depending on their size and [[furniture|furnishings]]. Higher-quality room grades will produce happy [[thought]]s in [[dwarves]] utilizing these rooms. If a room contains items made from materials a [[dwarf]] favors, the room will have a higher perceived quality to that dwarf. You can also increase the grade of a room by [[smooth|smoothing]] and [[engrave|engraving]] the walls and the [[floor]].&lt;br /&gt;
&lt;br /&gt;
=== Influences on room quality ===&lt;br /&gt;
&lt;br /&gt;
* [[Furniture]] adds to the quality, &amp;lt;s&amp;gt;by exactly the value of the furniture&amp;lt;/s&amp;gt;(most likely no longer true), which itself depends on material [[Item value|value]] and object [[quality]], plus the value of any decorations. Price adjustments by nobles do not affect this value. [[Statue]]s and [[window]]s are a special case; any wall they block access to does not count towards room value.&lt;br /&gt;
* Doors add to room value only if they are set to internal '''and''' the room is (re-)sized afterwards, though the room still has to extend only as far as to the door, not beyond (40d).&lt;br /&gt;
* Floor and wall grids add to value. See table below.&lt;br /&gt;
* Rooms should normally be separate. If rooms share floor space, then the quality 'score' is lowered for those rooms. Details missing. Rooms can share walls and external doors just fine at no penalty.&lt;br /&gt;
* Any material, stone type or furniture that an assigned dwarf has a preference for will increase the perceived value of a room for that dwarf - other dwarfs will perceive the standard value.&lt;br /&gt;
&lt;br /&gt;
=== Factors ===&lt;br /&gt;
&lt;br /&gt;
==== The room ====&lt;br /&gt;
Taken from Draxxalon's study. ('''wrong/outdated''') Each tile touched by the room's designated area adds to its rental cost and quality (as per Room Grades below)&lt;br /&gt;
&lt;br /&gt;
{|{|cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
! Type !! Rough Floor !! Smooth Floor !! Rough Wall !! Smooth Wall&lt;br /&gt;
|-&lt;br /&gt;
| Normal rock || 1 || 4 || 1 || 5&lt;br /&gt;
|-&lt;br /&gt;
| [[Flux]] || 2 || 14 || 2 || 18&lt;br /&gt;
|-&lt;br /&gt;
| [[Obsidian]] || 3 || 21 || 3 || 27&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Smoothing and engraving of grey rock has a base value of 10. This is multiplied by [[quality]] (x1 - x12) in the same way as objects. Note that walls are only detailed on one side (the side that the engraver is on). The values for detailed light and dark [[stone]] are unexpected and may be buggy in the current version.&lt;br /&gt;
&lt;br /&gt;
* Example: a 3x3 Room&lt;br /&gt;
 XXXXX&lt;br /&gt;
 X...X&lt;br /&gt;
 X...X&lt;br /&gt;
 X....&lt;br /&gt;
 XXXXX&lt;br /&gt;
As you need to knock out one bit of wall for the entrance, a 3x3 room has ten floor and 11 wall tiles (the corners are inaccessible and don't count). That makes a basic value of 22. When smoothed, it will score ((10 * 4) + (11 * 5)) = 95, assuming it's all grey rock.&lt;br /&gt;
Building a floor on top of engraved tiles adds to the room value. This comes handy if space is a premium. (Build platinum floor tiles on top of engraved rock - bliss!)&lt;br /&gt;
&lt;br /&gt;
==== Furniture ====&lt;br /&gt;
All standard furniture ([[bed]]s, [[coffer]]s, [[weapon rack]]s, etc.) has a base [[value]] of 10. The value of doors is unknown but they seem to be counted in somehow. The base value is multiplied by the material value and the item's [[quality]]. For example, a *Marble Door* is worth 10 (door) * 2 ([[marble]]) * 4 (*superior quality*) = 80☼.  A few pieces of high-quality furniture can increase a room's value quite a bit, and high-quality high-material-value furniture can add thousands to the value of the room. &lt;br /&gt;
&lt;br /&gt;
* The floor space that the furniture is standing on still counts. Therefore, really valuable soap floors might be a good idea.&lt;br /&gt;
* Windows act as walls and statues and block the value of tile that they are built on. You can use the high value of a high-quality clear glass window as a separator of rooms to make both rooms very valuable.&lt;br /&gt;
* Statues (basic value 25) block the tile they're built on.  They also cause any wall they're blocking to no longer contribute to room value.&lt;br /&gt;
&lt;br /&gt;
==== Artifacts ====&lt;br /&gt;
If you are the lucky owner of [[artifact]] furniture, placing it in a nobles office or bedroom is the best thing you can do, as even a 'cheap' all-stone artifact will be worth at least 2400☼, boosting the room very close to '''grand'''.  In practice artifacts frequently exceed 10,000☼ and can turn a single tile of dirt into a '''royal''' room.&lt;br /&gt;
&lt;br /&gt;
=== Specific room quality grades ===&lt;br /&gt;
&lt;br /&gt;
The grades of quality of rooms are as follows. These quality grades only apply to bedrooms, dining rooms, offices, and tombs. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellspacing=&amp;quot;1&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;10&amp;quot;&lt;br /&gt;
! [[Bedroom]] !! [[Dining room]] !! [[Office]] !! [[Tomb]] !! Rent&lt;br /&gt;
|-&lt;br /&gt;
| Meager Quarters || Meager Dining Room ||Meager Office || Grave || 1 - 99&lt;br /&gt;
|-&lt;br /&gt;
| Modest Quarters || Modest Dining Room || Modest Office || Servant's Burial Chamber || 100 - 249&lt;br /&gt;
|-&lt;br /&gt;
| Quarters || Dining Room || Office || Burial Chamber || 250 - 499&lt;br /&gt;
|-&lt;br /&gt;
| Decent Quarters || Decent Dining Room || Decent Office || Tomb || 500 - 999&lt;br /&gt;
|-&lt;br /&gt;
| Fine Quarters || Fine Dining Room || Splendid Office || Fine Tomb || 1000 - 1499&lt;br /&gt;
|-&lt;br /&gt;
| Great Quarters || Great Dining Room || Throne Room || Mausoleum || 1500 - 2499&lt;br /&gt;
|-&lt;br /&gt;
| Grand Quarters || Grand Dining Room || Opulent Throne Room || Grand Mausoleum || 2500 - 9999&lt;br /&gt;
|-&lt;br /&gt;
| Royal Quarters || Royal Dining Room || Royal Throne Room || Royal Mausoleum || 10000+&lt;br /&gt;
|}&lt;br /&gt;
Examples:&lt;br /&gt;
* Modest Quarters:&lt;br /&gt;
** a 3x2 room with one or two masterpieces in it.&lt;br /&gt;
** a 3x2 room, smoothed wall and floors, half-decent furniture (+ or * ).&lt;br /&gt;
* Quarters:&lt;br /&gt;
** 3x2, smooth walls, two or more excellent pieces of furniture. &lt;br /&gt;
** A 3x3 room single detailed everywhere (with no [[ore]] or [[gem]]s in the walls) with an exceptional (triple [[bar]]) door, bed, cabinet, coffer, weapon rack and armor stand (rent 395).&lt;br /&gt;
* Decent Quarters:&lt;br /&gt;
** A 3x3 room single detailed everywhere (with no ore or gems in the walls) with a masterpiece door, bed, cabinet, coffer, weapon rack, and armor stand (rent 815).&lt;br /&gt;
** A 5x5 room, double detailed floor, good quality furniture.&lt;br /&gt;
* Grand Quarters:&lt;br /&gt;
** A 6* 6 room with smoothed walls, engraved floors and three exceptional pieces of furniture.&lt;br /&gt;
** A 3* 13 room with smoothed walls, engraved floors, six exceptional pieces of furniture and one masterful piece.&lt;br /&gt;
&lt;br /&gt;
== Saving on noble's rooms ==&lt;br /&gt;
You can make one large room, and install every noble there. The quality reduction for overlapping rooms is sufferable compared to the savings over constructing and furnishing a large number of rooms, particularly if you can add to the room's value with artifacts.  If the [[king]] shows up, you must furnish this room to four times the &amp;quot;Royal&amp;quot; quality for it to count as Royal or just build a separate room for him.&lt;br /&gt;
&lt;br /&gt;
[[Category:Rooms]]&lt;/div&gt;</summary>
		<author><name>Rowanas</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=40d:Human&amp;diff=5826</id>
		<title>40d:Human</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=40d:Human&amp;diff=5826"/>
		<updated>2009-07-10T20:03:25Z</updated>

		<summary type="html">&lt;p&gt;Rowanas: /* Living among them */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CreatureInfo|name=Human|symbol=U|color={{COLOR:3:0:0}}|butcher=no|bones=7|chunks=N/A|meat=N/A|fat=N/A|skulls=1|skin=N/A|biome=* Any}}&lt;br /&gt;
&lt;br /&gt;
'''Humans''' are intelligent [[humanoid]] [[creatures]] that live in cities on the plains. They are one of the races playable in [[Adventure Mode]]. Their buildings are made entirely of [[wood]], and usually include several houses and [[shop]]s, and a tavern. They are primarily interested in [[trade]], and generally send large [[caravan]]s in [[Calendar|summer]]. You are probably one of them.&lt;br /&gt;
&lt;br /&gt;
== Humans in Fortress Mode ==&lt;br /&gt;
&lt;br /&gt;
The first human [[caravan]] will arrive in the summer of your second year, provided a human [[civilization]] has access to your site. The caravan will have [[wagon]]s, which carry lots of goods, but need a 3 tile wide corridor. Humans may also send a [[Liaison|representative]] if their civilization is big enough, and having more skilled trading [[noble]]s will upgrade him to a Merchant Baron or Merchant Prince, who have larger caravans.&lt;br /&gt;
&lt;br /&gt;
In the current version{{version|0.28.181.40d}} humans will invade if enough humans were killed while visiting your area.  They have also been known to show up if you've killed or offended too many [[elves]], though it's anyone's guess as to whether or not this is intended.&lt;br /&gt;
&lt;br /&gt;
This is especially dangerous if a human noble has been to your fortress. All [[trap]]s that he/she observed while walking inside are inactive for any invading humans. If you succeed in defeating a human [[siege]], they may send a diplomat to make an offer of peace.&lt;br /&gt;
&lt;br /&gt;
=== Living among them ===&lt;br /&gt;
&lt;br /&gt;
Creating a settlement underneath a human town confers a number advantages. The human [[soldier]]s and [[guard]]s, in the process of protecting their town, also protect your fortress. In addition, all the objects present in the town are assumed to be your property, which provides your fortress with a huge starting value boost. You may also [[reclaim]] the items present inside the various buildings, giving you a nice early cache of [[weapons]], trade objects and [[furniture]]. Finally, the wood from the buildings may be acquired by deconstructing them, or [[cave-ins|undermining]] the structure.&lt;br /&gt;
&lt;br /&gt;
Because human towns are so open plan, kobold thieves can easily steal goods and return with better equipped forces. The benefits of human guards may also be less than great because their human children have a fondness for punching hippos, elephants and other large beasts capable of going on a rampage. (They can't tell man from dwarf).&lt;br /&gt;
&lt;br /&gt;
== Humans in Adventure Mode ==&lt;br /&gt;
&lt;br /&gt;
Human towns usually have many different shops. They typically have swordsmen and plenty of [[Drunk|drunks]] to recruit. The leader and quest giver of a city is called the [[mayor]], who can generally be found in the tavern in the center of town.&lt;br /&gt;
&lt;br /&gt;
Humans characters are, in every way, the middle road between [[dwarves]] and [[elf|elves]]. Their starting equipment is [[metal]], but the type of metal depends on how advanced that particular Human civilization is. Humans might have [[copper]], [[bronze]], or [[iron]] equipment. Humans may start with skill in any [[weapon]] (as opposed to the more limited lists that [[elves]] and [[dwarves]] use). Humans lack the special damage resistance of [[dwarves]] and the raw speed of [[elves]], but they are one [[size]] category larger than [[dwarves]]. This makes them hit harder and absorb more damage (though it may not make up for their lack of damage resistance). Another downside for humans is that they have a life expectancy of 60-120 years, which is a lot shorter than dwarves and especially elves, but this is unlikely to affect anyone except a serious [[Fortress Mode]] addict.&lt;br /&gt;
&lt;br /&gt;
They may buy both [[armor]] and weapons at human towns, and may scavenge dwarven weapons from abandoned fortresses. Masterpiece armor is extremely rare in human [[shop]]s, but exceptional equipment is common, and temples contain abundant loot, so a human adventurer can easily pick up a set of exceptional gear.&lt;br /&gt;
&lt;br /&gt;
== Playing as Humans in Fortress Mode ==&lt;br /&gt;
To start a &amp;quot;Human fort&amp;quot; (or, alternately, an Elven retreat or [[Goblin]] tower) one need only add the tag [CIV_CONTROLLABLE] to the entity_default.txt file in the /raw/objects folder, under whichever race you wish to play. You should only do this after having already generated a world, otherwise you may encounter bugs. It's also advisable to only have one race playable at a time by removing the [CIV_CONTROLLABLE] tag from all but the race you wish to play, for similar reasons.&lt;br /&gt;
&lt;br /&gt;
Gameplay adapts remarkably well, as if Toady intended us to do this, although there are a few bugs mostly relating to traders from certain races not arriving at your fort. The Elves can carry with them many different [[pet]]s upon embarking, and the races will start with the appropriate food and [[plants]] (for example, humans have [[prickle berry|prickle berries]] instead of [[plump helmet]]s by default).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Human development in the Future ==&lt;br /&gt;
&lt;br /&gt;
Humans will be in the future more Xenophobic then right now. Thanks to this Xenophobia Demons are less likely to take over a human Civ.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt; Toady One (04.May.2009) [http://www.bay12games.com/forum/index.php?topic=30026.msg540602#msg540602]: &lt;br /&gt;
&lt;br /&gt;
[] Humans are far too xenophobic and afraid of strange things to allow a demon to go through some mechanic like a duel for warlord status -- the same tag that'll make humans consider pointy ears and glowing red eyes less attractive or scary in general might control this. []&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This doesn't mean that Demons cant overtake a group of Humans.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt; Toady One (04.May.2009) : &lt;br /&gt;
&lt;br /&gt;
[] It would be cool if eventually the demon can exploit the religious process to turn a group of human bandits into a demon cult or something, but for now, it's just straightforward violence and domination.  A demon might pass into the rulership of humans in this way as well, but it would have to not get killed by them first. []&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:HUMAN]&lt;br /&gt;
	[NAME:human:humans:human]&lt;br /&gt;
	[TILE:'U'][COLOR:3:0:0]&lt;br /&gt;
	[GENPOWER:3]&lt;br /&gt;
	[BUTCHERABLE_NONSTANDARD]&lt;br /&gt;
	[INTELLIGENT]&lt;br /&gt;
	[CANOPENDOORS]&lt;br /&gt;
	[BENIGN]&lt;br /&gt;
	[PREFSTRING:stature]&lt;br /&gt;
	[BODY:HUMANOID:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:5FINGERS:5TOES:MOUTH]&lt;br /&gt;
	[SIZE:7]&lt;br /&gt;
	[MAXAGE:60:120]&lt;br /&gt;
	[ATTACK:MAIN:BYTYPE:GRASP:punch:punches:1:2:BLUDGEON][ATTACKFLAG_WITH]&lt;br /&gt;
	[ATTACK:SECOND:BYTYPE:MOUTH:bite:bites:1:1:GORE][ATTACKFLAG_CANLATCH]&lt;br /&gt;
	[CHILD:12][BABY:1][MULTIPLE_LITTER_RARE]&lt;br /&gt;
	[FAT:3]&lt;br /&gt;
	[EQUIPS]&lt;br /&gt;
	[DIURNAL]&lt;br /&gt;
	[SPEECH_MALE:human_male.txt]&lt;br /&gt;
	[STANDARD_FLESH]&lt;br /&gt;
	[HOMEOTHERM:10067]&lt;br /&gt;
	[LAYERING:10]&lt;br /&gt;
	[SWIMS_LEARNED][SWIM_SPEED:2500]&lt;br /&gt;
}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:Races]]&lt;br /&gt;
[[Category:Humanoids]]&lt;/div&gt;</summary>
		<author><name>Rowanas</name></author>
	</entry>
</feed>