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		<id>http://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki_talk:Versions&amp;diff=267299</id>
		<title>Dwarf Fortress Wiki talk:Versions</title>
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		<summary type="html">&lt;p&gt;Therahedwig: /* v50 organization */ fix markup&lt;/p&gt;
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# [[DF Talk:Versions/Archive 1|Page 1]]}}&lt;br /&gt;
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== Version 0.31.19 starts a new DF generation? ==&lt;br /&gt;
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My reading of Toady's comments on the release of 0.31.19 is that it came out basically because he felt it would take too long to get DF all the way to 0.32.  With the ore changes, the sitefinder changes, the addition of grazing and several different industries, there's a lot of changes between 31.18 and 31.19.  So I'm thinking it might be a good idea to call it the first release of DF2011 - and what we refer to as &amp;quot;DF2010&amp;quot; would then become 0.31.18.&lt;br /&gt;
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Thoughts? --[[User:DeMatt|DeMatt]] 07:06, 28 February 2011 (UTC)&lt;br /&gt;
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==Revisiting Redirects==&lt;br /&gt;
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I wasn't around when the redirect policy was created, and I'm having trouble understanding the rationale. The example claims that linking [[Main:Cheese]] to [[cv:Cheese maker]] is problematic...but mainspace only ever redirects to the current version. If the best target in the current version is cheese maker, why not link to it directly? (It's not, at least for Cheese, since [[DF2012:Cheese]] exists now.) The explanation seems to be claiming that 40d articles that link to Cheese will follow the Mainspace link--but that hasn't been the case for a long while now. Articles in 40d automatically link against other articles in 40d, so that version remains internally consistent no matter where mainspace links to in the current version. For a current example, what do we gain by linking [[Main:Mead]] to [[cv:Mead]] and linking [[DF2012:Mead]] to [[DF2012:Alcohol]]?&lt;br /&gt;
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If this really is just an outdated procedure, I recommend we drop the mummery and allow mainspace to link to cv:(best target). Double redirects ''may'' work (sometimes, but [[Main:Mead]] demonstrates a common problem where automatic redirection fails), but if they are unnecessary I think they should be avoided, partly because of problems like [[Main:Mead]] and partly because of the effort required to protect double redirects from users who believe they are problematic.--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 20:16, 8 January 2014 (UTC)&lt;br /&gt;
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:I was just thinking that. I'm currently attempting to write a basic extension to eliminate the need for mainspace redirects entirely, although Mediawiki's class structure may make this more difficult than I had hoped (the only method I've found for resolving redirects takes the ''article text'' instead of a title, e.g. &amp;quot;#REDIRECT ...&amp;quot;). I do agree that the current situation with redirects isn't ideal, so I'm hoping this will work better (once I get it to work).  --[[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;]]) 20:42, 8 January 2014 (UTC)&lt;br /&gt;
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Okay, that wasn't quite as clear as I meant it to be. In general, I think this is a tricky situation. Mediawiki wasn't designed to have five content namespaces, and certainly not chains of redirects between them. The problem that was pointed out in the [[DF:REDIR|policy]] is the fact that with:&lt;br /&gt;
 Main:Foo -&amp;gt; cv:Bar&lt;br /&gt;
pages in the cv: namespace can't use [[&amp;lt;nowiki/&amp;gt;foo]], since the namespace links modification causes it to be treated as [[&amp;lt;nowiki/&amp;gt;cv:foo]] instead, which doesn't exist. The current suggested solution is this:&lt;br /&gt;
 Main:Foo -&amp;gt; cv:Foo -&amp;gt; cv:Bar&lt;br /&gt;
This fixes the problem of [[&amp;lt;nowiki/&amp;gt;foo]] not working on cv pages, but creates issues with double redirects not always working. Another solution, which is more intuitive to new editors, is:&lt;br /&gt;
 Main:Foo -&amp;gt; cv:Bar&lt;br /&gt;
 cv:Foo -&amp;gt; cv:Bar&lt;br /&gt;
Both require creating two redirects. The first method has the advantage of ''ensuring'' that the cv redirect exists (otherwise, main:foo would be a redlink), while the second has the advantage of working more reliably in a couple cases.&lt;br /&gt;
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What I'm trying to do is make main:Foo &amp;quot;jump&amp;quot; to cv:Foo when cv:foo exists, ''even if main:foo doesn't exist'' (basically it would treat all mainspace pages as redirects to cv pages, but only if the cv page exists and not the mainspace page). I had main:Bar jumping to cv:Bar fine, but if cv:Foo redirected to cv:Bar, accessing main:Foo would mysteriously stop at cv:Foo even if I increased the redirect limit. What I'm trying to do now is follow the redirects internally, without relying on Mediawiki to do it automatically - unfortunately, that has proved to be harder than I had hoped (and I sent my web server into an infinite loop while trying). I will try to work on this some more when I get a chance, although I'm not sure when that'll be yet :(. For now, feel free to fix broken double mainspace redirects as necessary, as long as redirects in the DF2012 namespace stay pointing to the right page (and new mainspace redirects get added in the DF2012 namespace too). --[[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;]]) 04:21, 9 January 2014 (UTC)&lt;br /&gt;
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:You're treating cv like a namespace--it's not. It is simply shorthand for &amp;quot;fill in the current version here&amp;quot;. [http://dwarffortresswiki.org/index.php?title=User_talk:Briess&amp;amp;diff=182404&amp;amp;oldid=181281 As I discovered a long time ago on a server not far away], linking from Main:Foo to cv:Foo tends to break redirection chains. If, instead of linking to cv:Foo, you link to DF2012:Foo, it might just work. It would, of course, be better if your patch could evaluate cv itself, but even if you have to hardcode the current version it's a single point of maintenance that requires update very infrequently. (For that matter, we could probably dispense with the cv hack entirely and just have a bot update mainspace links from DF2012 to DF201X when we switch to a new version.)--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 20:05, 9 January 2014 (UTC)&lt;br /&gt;
::I know cv isn't a namespace - I was just trying to avoid future confusion when the DF2012 namespace changes. It's interesting that changing &amp;quot;cv&amp;quot; to &amp;quot;DF2012&amp;quot; fixes some broken redirects, although I've found that simply making an edit to a broken redirect can usually fix it as well. I've actually had the most problems with double redirects when the second one (in the DF2012 namespace) doesn't use the DF2012 prefix (e.g. main:Foo containing &amp;lt;nowiki&amp;gt;[[cv:Foo]] and DF2012:Foo containing [[Bar]]&amp;lt;/nowiki&amp;gt;). I'd rather keep the cv alias even if it isn't necessary for mainspace redirects when I get the patch to work, since it makes it easier to refer to the current version of the page (for example, several MDF articles contain links to a vanilla page for things that don't change in the mod).&lt;br /&gt;
::Also, using aliases like &amp;quot;cv&amp;quot; is supported by Mediawiki; in fact, several WMF wikis use them (for example, &amp;quot;[[wikipedia:WP:Redirects|WP:Redirects]]&amp;quot; on Wikipedia). It's quite likely that Mediawiki isn't processing double redirects using aliases correctly, though, since that's uncommon on most wikis. --[[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;]]) 21:35, 9 January 2014 (UTC)&lt;br /&gt;
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In light of the lack of support for the current redirect policy, I propose we replace the current redirect section with:&lt;br /&gt;
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:Mainspace article pages should use the cv: alias when redirecting to a versioned page, which will automatically update the link when a new version is released. For example, page &amp;quot;Main:Foo&amp;quot; should redirect to page &amp;quot;cv:Bar&amp;quot; (where &amp;quot;Bar&amp;quot; is the page that best describes the topic Foo in the current version).&lt;br /&gt;
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:Pages in mainspace should only redirect to an older versioned page if that content no longer exists in the current version of the game (e.g. [[Cave river]], [[Chunk]]). In these cases the cv: alias cannot be used.  &lt;br /&gt;
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:Pages inside a versioned namespace should not use the cv: alias. Instead, they should redirect to the best page within that versioned namespace (e.g. [[DF2012:Dodging]], [[v0.31:Drink]]).&lt;br /&gt;
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:Due to limitations of the wiki software, double redirects should be avoided if possible. When fixing double redirects in mainspace, please make sure to use the cv: alias as appropriate.&lt;br /&gt;
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If no one objects, I will make this change in a few days.--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 20:21, 15 January 2014 (UTC)&lt;br /&gt;
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:Okay with me. It may be worth mentioning that double redirects only really need to be changed when they don't work (since changing a lot of redirects that work isn't necessary), but I think it's clearer and more relevant than the current policy. &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;]]) 00:26, 16 January 2014 (UTC)&lt;br /&gt;
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Done.--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 20:55, 22 January 2014 (UTC)&lt;br /&gt;
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I was finally able to get my extension to work after being motivated by one too many malfunctioning redirects. It now causes nonexistent pages in the main namespace to behave exactly like redirects to their DF2012 counterparts (when linked to, accessed directly, and transcluded). Double redirects also work (up to 100, in fact, although that was a temporary safety measure that I'll probably change). This means we'll be able to safely get rid of all mainspace redirects (redirects that redirect to something other than &amp;quot;cv&amp;quot; will still function if not deleted). &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;]]) 01:20, 14 March 2014 (UTC)&lt;br /&gt;
:What about articles which don't exist in the current version but do exist in older versions? Will those still need mainspace redirects, or will your extension be able to automatically redirect them to v0.31/40d/23a? --[[User:Quietust|Quietust]] ([[User talk:Quietust|talk]]) 01:29, 14 March 2014 (UTC)&lt;br /&gt;
::It ignores all mainspace pages that actually have content, including redirects, so pages like [[masons guild]] won't be affected (unless deleted). &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;]]) 01:47, 14 March 2014 (UTC)&lt;br /&gt;
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Done and deployed. [[Cat]] is still treated as a redirect, even though I just deleted it (try clicking on the &amp;quot;redirected from&amp;quot; link). Pages that exist are ignored, so [[Masons guild]] and [[History of Dwarf Fortress]] still function normally (as a redirect to a 23a page and a non-redirect, respectively). &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;]]) 18:57, 14 April 2014 (UTC)&lt;br /&gt;
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I'm sending around a bot right now to delete all redirects of the format &amp;quot;foo -&amp;gt; cv:foo&amp;quot; (a surprising number don't fit this format, so I'm leaving them alone for now). &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;]]) 20:43, 14 April 2014 (UTC)&lt;br /&gt;
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:I'm confused. Do we use double redirects or not? Is there a single place we define our linking policy (including redirects), and is it updated? &lt;br /&gt;
:I had trouble linking to [[Consolidated_development]] in [[v0.34:Dragon]]. It kept pointing to v0.34:Consolidated_development, which does not exist. I ended up linking to Main:Consolidated_development to make it work. --[[User:Nahno|Nahno]] ([[User talk:Nahno|talk]]) 10:18, 1 July 2014 (UTC)&lt;br /&gt;
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::That's a separate problem altogether - links in the versioned namespaces (v0.34, v0.31, 40d, 23a) automatically link to pages within their namespace. I may be able to set up a fallback to mainspace once I'm able to deploy again, but for now the &amp;quot;main:&amp;quot; alias is the intended solution. &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;]]) 11:36, 1 July 2014 (UTC)&lt;br /&gt;
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== Google often directs people to the 0.31 page ==&lt;br /&gt;
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I've noticed a couple of times that finding a wiki page from an external search will often drop me onto a page from an older version.  Is it possible to mitigate this somehow for new players?  I could imagine something like redirecting old:Bar -&amp;gt; cv:Bar unless the user has come from old:Foo; no idea if that would actually work though.  [[User:PeridexisErrant|PeridexisErrant]] ([[User talk:PeridexisErrant|talk]]) 11:48, 4 May 2014 (UTC)&lt;br /&gt;
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:As a temporary solution, I could write a script that displays a banner of some kind if the user came from an external site. I'll ask Briess if he can do anything on the server level to increase the weighting of the current version's pages. (Obviously there are situations where people are looking for old pages, like [[23a:dungeon master]], so we don't want to disable indexing entirely on old pages.) &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;]]) 17:03, 4 May 2014 (UTC)&lt;br /&gt;
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== DF2014? ==&lt;br /&gt;
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As Toady [http://www.bay12games.com/dwarves/ draws closer to a new release], it might be worthwhile to discuss the addition of a new version to the wiki. The upcoming release covers two years of changes and introduces a number of new plants, foods, drinks, multi-tile trees, climbing, jumping, etc., so it is likely to have significant changes from the current DF2012. To avoid having people start new pages (and lose all the effort spent refining the prior version's page), I think it would be best to have a bot automatically copy over the DF2012 pages as a starting point for DF2014. I would suggest that these copied pages include a noticebox template mentioning that the content may be outdated, so that we can easily track which pages have been reviewed. I think either the {{tl|version check}} or {{tl|old}} template would work. --[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 19:43, 5 May 2014 (UTC)&lt;br /&gt;
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:This is what [[User:QuietBot]] did after the 0.34 release, so it's certainly possible to use the same script to migrate to DF2014. I would like a way of tagging migrated pages, since inaccuracies in some pages went unnoticed for months after they were migrated. Since {{tl|old}} is already in use, {{tl|version check}} may be a better solution (it can be reworded slightly, or we can make a separate template for DF2014 migration). &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;]]) 19:23, 1 June 2014 (UTC)&lt;br /&gt;
:Made [[Template:DF2014 migrated]] as an example. Any thoughts? &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;]]) 19:32, 1 June 2014 (UTC)&lt;br /&gt;
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== Redirects inconsistency ==&lt;br /&gt;
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Following a redirect is supposed to be exactly the same as going straight to the page it redirects to, but this actually isn't the case:&lt;br /&gt;
* Go to [[Seeds]] and you get [[v0.34:Seed]] (outdated)&lt;br /&gt;
* Go to http://dwarffortresswiki.org/index.php?title=Seeds&amp;amp;redirect=no and click on the link and you get to [[DF2014:Seed]] (current)&lt;br /&gt;
So if you search for &amp;quot;seed&amp;quot;, the top result is the DF2014 version. But search for &amp;quot;seeds&amp;quot; and you get the redirect, which sends you to the outdated page instead. [[User:Hairy Dude|Hairy Dude]] ([[User talk:Hairy Dude|talk]]) 23:22, 22 February 2015 (UTC)&lt;br /&gt;
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While I'm talking about redirects, it seems redirects to sections don't work: see [[DF2014:How do I manage my seeds and crops]]. I know MediaWiki is capable of this trick because Wikipedia does it. [[User:Hairy Dude|Hairy Dude]] ([[User talk:Hairy Dude|talk]]) 23:32, 22 February 2015 (UTC)&lt;br /&gt;
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:I have absolutely no idea why [[seeds]] redirects to a v0.34 page - it could be a Mediawiki bug. The section links issue is due to a known issue in the redirect extension we use, which has yet to be fixed. &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;]]) 00:01, 23 February 2015 (UTC)&lt;br /&gt;
:It looks like deleting both [[Seeds]] and [[DF2014:Seeds]] fixed things (by allowing AutoRedirect to handle the redirects instead). Feel free to tag any others with {{tl|bad redirect}}. &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;]]) 00:03, 23 February 2015 (UTC)&lt;br /&gt;
::It gets stranger. [[Vial]] redirects explicitly to [[cv:Flask]] which displays (when you look at it with &amp;amp;redirect=no) as [[DF2014:Flask]], but still goes to the v0.34 version. It seems redirects interpret the cv: pseudo-namespace (or whatever it's called) in an outdated way. [[User:Hairy Dude|Hairy Dude]] ([[User talk:Hairy Dude|talk]]) 18:08, 23 February 2015 (UTC)&lt;br /&gt;
::I've added a note to this page about this issue. If it gets resolved, the note should be removed. [[User:Hairy Dude|Hairy Dude]] ([[User talk:Hairy Dude|talk]]) 21:04, 23 February 2015 (UTC)&lt;br /&gt;
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==Reorganizing versions==&lt;br /&gt;
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The internet deals with moved content... poorly. Google is still linking to v0.34 pages more than a year after the switch to &amp;quot;DF2014&amp;quot;, and even the wiki software still has cached links pointing to the old version pages.&lt;br /&gt;
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I propose reorganizing versions on the wiki to avoid moving content whenever possible. Instead of having a temporary &amp;quot;current version&amp;quot; namespace that changes occasionally, all the current information gets promoted to the Main namespace. When the next version split occurs, the Main articles as of a certain revision number can be copied to the newly-created permanent &amp;quot;old version&amp;quot; namespace, while all the current information remains in Main. This not only fixes the link rot issue, but it has a few other benefits as well: fewer administrative tasks, no lockdown (a historical version of the Main pages can be copied at any point, even if the Main articles are already modified for the new version), almost all the article history is maintained in the Main article (instead of being spread unevenly across multiple versions), no &amp;quot;temporary&amp;quot; namespaces are needed, fewer problematic long redirect chains, and hopefully less user confusion (since Main gets priority in search results, etc.).&lt;br /&gt;
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As an example, today we would not have a DF2014 namespace (which is good because &amp;quot;temporary&amp;quot; namespaces historically disappear anyway). If you ran a search for [[seed]] you'd end up at Main:seed, which would have all the current information on seeds. The version box at the top of the page would still link to the older versions of the seed article. When a new version is released, an admin would choose a revision number and copy the Main:seed article as it exists at that revision number to v0.40:seed. That's it. One historical copy that needs little to no new editing, and zero redirections/moves.--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 19:02, 27 July 2015 (UTC)&lt;br /&gt;
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:Makes sense to me. It would involve a lot of work, though (e.g. fixing templates and categories to account for the current version being in mainspace), although that should be doable thanks to {{tl|category}}, {{tl|version switch}}, etc.. A bot could be set up to copy revisions from before a release date as well, which would be more difficult (and maybe slower) than a direct copy, but not severely. &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;]]) 17:24, 30 July 2015 (UTC)&lt;br /&gt;
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:Actually, there are a few issues with that, namely that there wouldn't be an easy way to distinguish between versioned and non-versioned mainspace pages. There are ways to resolve Google search priority (we can exclude pages from older versions from search engine results if there are newer versions of those pages available, for example). &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;]]) 19:47, 6 August 2015 (UTC)&lt;br /&gt;
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::There aren't very many non-versioned mainspace pages, and determining if a page is versioned is as simple as looking for the version template and/or categories added by the version template (e.g. copy [http://dwarffortresswiki.org/index.php/Category:Current this category] instead of Main:*). The problem with &amp;quot;suggesting&amp;quot; newer pages to Google is that they obviously aren't crawling our wiki regularly (if they were, the fact that the mainspace redirects point to new pages would automatically be picked up). Even if your Google hints worked they wouldn't do anything for all the other broken links out on the 'net.--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 20:35, 6 August 2015 (UTC)&lt;br /&gt;
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::: Google actually crawls the wiki constantly - we probably get crawl hits from google for a continuous block of 2-3 hours per day, each and every day. Why they are slow to update is beyond me though. I can't remember why we didn't do this initially, but there was a technical limitation involved if I remember correctly. --[[User:Briess|Briess]] ([[User talk:Briess|talk]]) 22:05, 6 August 2015 (UTC)&lt;br /&gt;
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::: There are &amp;amp;lt;meta&amp;gt; tags that can be used to hide pages from search results (for search engines that recognize them, that is). Searching for {{tl|av}} or [[:Category:Current]] might work, although we'd have to make sure all of the DF2014 pages include that (some pages don't, particularly some disambiguation pages, although all of them should). &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;]]) 22:53, 6 August 2015 (UTC)&lt;br /&gt;
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:Is there a particular reason main and current are separate to begin with?—[[User:CLA|CLA]] ([[User talk:CLA|talk]]) 00:17, 7 August 2015 (UTC)&lt;br /&gt;
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::It's mostly intended to distinguish between versioned and non-versioned pages and make version-related templates simpler to work with, since every versioned page has a namespace. I wasn't active here in 2010 when this system was created, so Briess and Emi would know more.&lt;br /&gt;
::Another issue I just thought of with Loci's suggestion is categories - currently, categories like [[:Category:Animals]] are used to organize the versioned sub-categories. Sure, we can change {{tl|Category}} to categorize mainspace pages in [[:Category:v0.40:Animals]] or [[:Category:DF2014:Animals]], but that would be less straightforward because there wouldn't be a namespace with that name (until pages are migrated when a newer major version is released). &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;]]) 13:05, 7 August 2015 (UTC)&lt;br /&gt;
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:Moving current pages to the main namespace sounds like a great idea. -[[User:Jecowa|Jecowa]] ([[User talk:Jecowa|talk]]) 20:47, 4 January 2018 (UTC)&lt;br /&gt;
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Another thought: dealing with migrating redirects could be difficult with this proposal - specifically, determining which redirects should be migrated to a versioned namespace. Redirects can't contain {{tl|av}}, at least not before ``#REDIRECT``. I ''think'' it would be possible to copy pages in two stages, though - all non-redirects first, then all redirects whose targets were also copied. Thoughts? Anything I'm missing? &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;]]) 23:41, 27 June 2019 (UTC)&lt;br /&gt;
&lt;br /&gt;
Some subpages (particularly /raw and /Edit notice) also deliberately lack {{tl|av}}, although those shouldn't be too hard to handle. &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;]]) 00:35, 9 July 2019 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Redirect pages (and all other edge cases I've looked at) can be included in categories (like [[:Category:Current]]) to determine whether or not they should be copied into an archival version. But if the redirects are &amp;quot;properly qualified&amp;quot; then they can all be copied over blindly. Mainspace redirects pointing to versioned information should use a blank namespace (which will be automatically constrained to the archival namespace); mainspace redirects pointing to unversioned information should use an explicit &amp;quot;Main&amp;quot; (which will automatically link back to the unversioned page). Then, when [[[[Toady]]]] gets copied to [[[[v0.4x:Toady]]]] it will point back to [[[[Main:Toady One]]]]. Meanwhile, [[[[Beer]]]], copied to [[[[v0.4x:Beer]]]], will properly point to [[[[v0.4x:Alcohol]]]].--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 20:00, 14 July 2019 (UTC)&lt;br /&gt;
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::I think qualifying redirects is the best solution here - categorizing redirects manually is another possible source of errors, since categories (or a lack thereof) would only be visible on the redirect page itself, and [[:Category:Current]] is a hidden category. Copying over mainspace redirects into versioned namespaces would also resolve some issues that have come up due to those not reliably existing currently. I should be able to set up a bot script to add &amp;quot;main:&amp;quot; to current mainspace redirects (and it shouldn't break anything, since those redirects go to other mainspace pages anyway). &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;]]) 21:57, 14 July 2019 (UTC)&lt;br /&gt;
&lt;br /&gt;
(Note: I wrote all of this without noticing the previous discussion above.) I was wondering, when the wiki creates a new namespace for a major release again, if it is possible to ''not'' create a namespace for the next current version (e.g. &amp;quot;DF202x&amp;quot;) and instead have the mainspace articles (which are currently redirects) become the new cv and move the content there. Therefore, [[cv:Cat]] would just be &amp;quot;[[Cat]]&amp;quot; (or [[Main:Cat]]).&lt;br /&gt;
&lt;br /&gt;
Certain namespace-related templates like [[Template:Ns/0]] would need to be changed, though nothing significant as far as I know. For most cases, any &amp;quot;DF2014&amp;quot; would be replaced with &amp;quot;Main&amp;quot; or even blank. There's also multiple extensions handling the current namespace system and they may need to be modified too, though I'm not sure if or how much. I'm guessing based on the discussions above that it will change stuff up.&lt;br /&gt;
&lt;br /&gt;
My reason is the current namespace is increasingly becoming more anachronistic. &amp;quot;DF2014&amp;quot; could be misinterpreted as &amp;quot;this page is about the 2014 version of the game&amp;quot; or &amp;quot;this page was last updated in 2014&amp;quot;, which I've seen a few people in forums mention. Granted that [[Template:Av]] is on the top of very article, I still think the namespace is inconsistent with the recentness of the article. But how is this related to what I'm asking for? Let's say we continue the current system: if we happen to do a new namespace change this year and create DF2020, the next major release (after graphics/UI) will be mythgen, which is estimated to take several years to develop (the Big Wait), and so the anachronism will start over again. The proposed way will prevent this from occurring for the next major release and every release thereafter.&lt;br /&gt;
&lt;br /&gt;
I think the confusion with having a namespace that becomes old-fashioned overtime supersedes the confusion with not marking current versioned articles with a namespace. Most users just search &amp;quot;Cat&amp;quot; on the search bar and naturally expect to get information about the latest release of DF. So if users go a page that's just titled &amp;quot;Cat&amp;quot;, they won't expect outdated info about cats from a previous release. That's how the current system works anyways. We'll be skipping the two-step process that we have now. It'll make several wiki tasks much simpler as well. Editors can create new articles for current versions without remembering to add a namespace. It'll fix any existing issues with (double) redirects; instead of [[Main:Kitten]] redirecting to [[cv:Kitten]], which goes to [[DF2014:Kitten]], which then redirects to [[DF2014:Cat]], [[Main:Kitten]] would just redirect to [[Main:Cat]]. And the cv: alias will no longer be necessary since &amp;quot;cv:&amp;quot; = &amp;quot;Main:&amp;quot; and will be forever.&lt;br /&gt;
&lt;br /&gt;
There's no need to differentiate the current version and previous versions with a namespace for the current version is what I'm saying. Articles of previous versions will retain their respective namespaces. Users will still type &amp;quot;40d:Cat&amp;quot; to go to the 40d version of the article, but if they want the current version, they'll just type &amp;quot;Cat&amp;quot; (like now). The mainspace containing the &amp;quot;live&amp;quot; version of an article is natural and would create no uncertainty when browsing the wiki. And it would simplify the wiki somewhat and future-proof this anachronism problem. As a bonus, this change will also prevent web search engines from showing previous version pages when typing &amp;quot;DF cat&amp;quot; or something. (This isn't happening right now as DF2014 has been the current namespace for ~6 years, but it'll happen again when everything moves to a new namespace.)&lt;br /&gt;
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This is the gist of it, and I may have ignored most of the problems with this proposal. I have personally wished for the whole version namespacing be made less complicated and have been seeking for a solution, and I feel like this is the best way to go about in the future. – [[User:Doorkeeper|Doorkeeper]] 21:27, 14 August 2020 (UTC)&lt;br /&gt;
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:&amp;lt;s&amp;gt;Whoops, looks like Loci already proposed this exact thing long ago. I definitely missed that discussion and should have checked first. My apologies. I'll move my text to that section and remove this one. – [[User:Doorkeeper|Doorkeeper]] 21:36, 14 August 2020 (UTC)&amp;lt;/s&amp;gt; Done. – [[User:Doorkeeper|Doorkeeper]] 21:40, 14 August 2020 (UTC)&lt;br /&gt;
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:The main issue I have with that is that putting pages about the current version in a namespace also differentiates between those pages and pages not about ''any'' version (for example, [[Toady One]] does not need a 40d or v0.34 page). Yes, we can use {{tl|av}} to mark versioned pages, but people often forget to add that to new pages. The current system also allows determining whether a page is versioned or not from its title, which makes migrations a lot faster. Relying on {{tl|av}} would require either reading the content of every page (which would slow scripts down significantly) or cross-checking with the list of all pages including the template (feasible, but a bit more complicated, and still susceptible to missing templates). I suppose that manually fixing and migrating pages missing {{tl|av}} later wouldn't be too much work, though.&lt;br /&gt;
:I am definitely in favor of changing &amp;quot;DF2014&amp;quot; (or a new namespace) to &amp;quot;Current&amp;quot;, though. I was in favor of &amp;quot;DF2014&amp;quot; in 2014, but I don't think it makes sense anymore, and &amp;quot;Current&amp;quot; seemed to be a popular alternative in both the DF2012 and DF2014 discussions on the matter. &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;]]) 04:02, 16 August 2020 (UTC)&lt;br /&gt;
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== Weird redirect behaviour ==&lt;br /&gt;
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[[Pump stack]] redirects to [[cv:Screw pump#Pump stack]]. If you look at the redirect itself it says it redirects to DF2014 namespace, which is correct. But if you actually follow the redirect, it goes to v0.34 namespace. [[User:Hairy Dude|Hairy Dude]] ([[User talk:Hairy Dude|talk]]) 16:10, 20 August 2018 (UTC)&lt;br /&gt;
:Yeah, that's part of the issue described in the above section (the wiki caching part, not on Google's end.) &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;]]) 15:00, 21 August 2018 (UTC)&lt;br /&gt;
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== v50 organization ==&lt;br /&gt;
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Some wiki admins have had a talk on Discord and decided that the most sustainable path forward is to put content for all future versions of DF in the main namespace. We will be working on a bot to do this in the next few days. Feel free to chime in with suggestions here. &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;]]) 22:56, 14 December 2022 (UTC)&lt;br /&gt;
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:Is it maybe possible to do backwards-namespacing? Like we have a &amp;quot;Main&amp;quot; namespace, which people are free to update, and whenever there's a new version of DF the &amp;quot;Main&amp;quot; namespace is copied into a namespace for the then old version, much like how you'd branch a stable branch from a development branch when working with a git-project? [[User:Therahedwig|Therahedwig]] ([[User talk:Therahedwig|talk]]) 23:13, 14 December 2022 (UTC)&lt;/div&gt;</summary>
		<author><name>Therahedwig</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki_talk:Versions&amp;diff=267298</id>
		<title>Dwarf Fortress Wiki talk:Versions</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki_talk:Versions&amp;diff=267298"/>
		<updated>2022-12-14T23:13:21Z</updated>

		<summary type="html">&lt;p&gt;Therahedwig: /* v50 organization */&lt;/p&gt;
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# [[DF Talk:Versions/Archive 1|Page 1]]}}&lt;br /&gt;
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== Version 0.31.19 starts a new DF generation? ==&lt;br /&gt;
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My reading of Toady's comments on the release of 0.31.19 is that it came out basically because he felt it would take too long to get DF all the way to 0.32.  With the ore changes, the sitefinder changes, the addition of grazing and several different industries, there's a lot of changes between 31.18 and 31.19.  So I'm thinking it might be a good idea to call it the first release of DF2011 - and what we refer to as &amp;quot;DF2010&amp;quot; would then become 0.31.18.&lt;br /&gt;
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Thoughts? --[[User:DeMatt|DeMatt]] 07:06, 28 February 2011 (UTC)&lt;br /&gt;
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==Revisiting Redirects==&lt;br /&gt;
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I wasn't around when the redirect policy was created, and I'm having trouble understanding the rationale. The example claims that linking [[Main:Cheese]] to [[cv:Cheese maker]] is problematic...but mainspace only ever redirects to the current version. If the best target in the current version is cheese maker, why not link to it directly? (It's not, at least for Cheese, since [[DF2012:Cheese]] exists now.) The explanation seems to be claiming that 40d articles that link to Cheese will follow the Mainspace link--but that hasn't been the case for a long while now. Articles in 40d automatically link against other articles in 40d, so that version remains internally consistent no matter where mainspace links to in the current version. For a current example, what do we gain by linking [[Main:Mead]] to [[cv:Mead]] and linking [[DF2012:Mead]] to [[DF2012:Alcohol]]?&lt;br /&gt;
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If this really is just an outdated procedure, I recommend we drop the mummery and allow mainspace to link to cv:(best target). Double redirects ''may'' work (sometimes, but [[Main:Mead]] demonstrates a common problem where automatic redirection fails), but if they are unnecessary I think they should be avoided, partly because of problems like [[Main:Mead]] and partly because of the effort required to protect double redirects from users who believe they are problematic.--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 20:16, 8 January 2014 (UTC)&lt;br /&gt;
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:I was just thinking that. I'm currently attempting to write a basic extension to eliminate the need for mainspace redirects entirely, although Mediawiki's class structure may make this more difficult than I had hoped (the only method I've found for resolving redirects takes the ''article text'' instead of a title, e.g. &amp;quot;#REDIRECT ...&amp;quot;). I do agree that the current situation with redirects isn't ideal, so I'm hoping this will work better (once I get it to work).  --[[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;]]) 20:42, 8 January 2014 (UTC)&lt;br /&gt;
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Okay, that wasn't quite as clear as I meant it to be. In general, I think this is a tricky situation. Mediawiki wasn't designed to have five content namespaces, and certainly not chains of redirects between them. The problem that was pointed out in the [[DF:REDIR|policy]] is the fact that with:&lt;br /&gt;
 Main:Foo -&amp;gt; cv:Bar&lt;br /&gt;
pages in the cv: namespace can't use [[&amp;lt;nowiki/&amp;gt;foo]], since the namespace links modification causes it to be treated as [[&amp;lt;nowiki/&amp;gt;cv:foo]] instead, which doesn't exist. The current suggested solution is this:&lt;br /&gt;
 Main:Foo -&amp;gt; cv:Foo -&amp;gt; cv:Bar&lt;br /&gt;
This fixes the problem of [[&amp;lt;nowiki/&amp;gt;foo]] not working on cv pages, but creates issues with double redirects not always working. Another solution, which is more intuitive to new editors, is:&lt;br /&gt;
 Main:Foo -&amp;gt; cv:Bar&lt;br /&gt;
 cv:Foo -&amp;gt; cv:Bar&lt;br /&gt;
Both require creating two redirects. The first method has the advantage of ''ensuring'' that the cv redirect exists (otherwise, main:foo would be a redlink), while the second has the advantage of working more reliably in a couple cases.&lt;br /&gt;
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What I'm trying to do is make main:Foo &amp;quot;jump&amp;quot; to cv:Foo when cv:foo exists, ''even if main:foo doesn't exist'' (basically it would treat all mainspace pages as redirects to cv pages, but only if the cv page exists and not the mainspace page). I had main:Bar jumping to cv:Bar fine, but if cv:Foo redirected to cv:Bar, accessing main:Foo would mysteriously stop at cv:Foo even if I increased the redirect limit. What I'm trying to do now is follow the redirects internally, without relying on Mediawiki to do it automatically - unfortunately, that has proved to be harder than I had hoped (and I sent my web server into an infinite loop while trying). I will try to work on this some more when I get a chance, although I'm not sure when that'll be yet :(. For now, feel free to fix broken double mainspace redirects as necessary, as long as redirects in the DF2012 namespace stay pointing to the right page (and new mainspace redirects get added in the DF2012 namespace too). --[[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;]]) 04:21, 9 January 2014 (UTC)&lt;br /&gt;
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:You're treating cv like a namespace--it's not. It is simply shorthand for &amp;quot;fill in the current version here&amp;quot;. [http://dwarffortresswiki.org/index.php?title=User_talk:Briess&amp;amp;diff=182404&amp;amp;oldid=181281 As I discovered a long time ago on a server not far away], linking from Main:Foo to cv:Foo tends to break redirection chains. If, instead of linking to cv:Foo, you link to DF2012:Foo, it might just work. It would, of course, be better if your patch could evaluate cv itself, but even if you have to hardcode the current version it's a single point of maintenance that requires update very infrequently. (For that matter, we could probably dispense with the cv hack entirely and just have a bot update mainspace links from DF2012 to DF201X when we switch to a new version.)--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 20:05, 9 January 2014 (UTC)&lt;br /&gt;
::I know cv isn't a namespace - I was just trying to avoid future confusion when the DF2012 namespace changes. It's interesting that changing &amp;quot;cv&amp;quot; to &amp;quot;DF2012&amp;quot; fixes some broken redirects, although I've found that simply making an edit to a broken redirect can usually fix it as well. I've actually had the most problems with double redirects when the second one (in the DF2012 namespace) doesn't use the DF2012 prefix (e.g. main:Foo containing &amp;lt;nowiki&amp;gt;[[cv:Foo]] and DF2012:Foo containing [[Bar]]&amp;lt;/nowiki&amp;gt;). I'd rather keep the cv alias even if it isn't necessary for mainspace redirects when I get the patch to work, since it makes it easier to refer to the current version of the page (for example, several MDF articles contain links to a vanilla page for things that don't change in the mod).&lt;br /&gt;
::Also, using aliases like &amp;quot;cv&amp;quot; is supported by Mediawiki; in fact, several WMF wikis use them (for example, &amp;quot;[[wikipedia:WP:Redirects|WP:Redirects]]&amp;quot; on Wikipedia). It's quite likely that Mediawiki isn't processing double redirects using aliases correctly, though, since that's uncommon on most wikis. --[[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;]]) 21:35, 9 January 2014 (UTC)&lt;br /&gt;
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In light of the lack of support for the current redirect policy, I propose we replace the current redirect section with:&lt;br /&gt;
&lt;br /&gt;
:Mainspace article pages should use the cv: alias when redirecting to a versioned page, which will automatically update the link when a new version is released. For example, page &amp;quot;Main:Foo&amp;quot; should redirect to page &amp;quot;cv:Bar&amp;quot; (where &amp;quot;Bar&amp;quot; is the page that best describes the topic Foo in the current version).&lt;br /&gt;
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:Pages in mainspace should only redirect to an older versioned page if that content no longer exists in the current version of the game (e.g. [[Cave river]], [[Chunk]]). In these cases the cv: alias cannot be used.  &lt;br /&gt;
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:Pages inside a versioned namespace should not use the cv: alias. Instead, they should redirect to the best page within that versioned namespace (e.g. [[DF2012:Dodging]], [[v0.31:Drink]]).&lt;br /&gt;
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:Due to limitations of the wiki software, double redirects should be avoided if possible. When fixing double redirects in mainspace, please make sure to use the cv: alias as appropriate.&lt;br /&gt;
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If no one objects, I will make this change in a few days.--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 20:21, 15 January 2014 (UTC)&lt;br /&gt;
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:Okay with me. It may be worth mentioning that double redirects only really need to be changed when they don't work (since changing a lot of redirects that work isn't necessary), but I think it's clearer and more relevant than the current policy. &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;]]) 00:26, 16 January 2014 (UTC)&lt;br /&gt;
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Done.--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 20:55, 22 January 2014 (UTC)&lt;br /&gt;
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I was finally able to get my extension to work after being motivated by one too many malfunctioning redirects. It now causes nonexistent pages in the main namespace to behave exactly like redirects to their DF2012 counterparts (when linked to, accessed directly, and transcluded). Double redirects also work (up to 100, in fact, although that was a temporary safety measure that I'll probably change). This means we'll be able to safely get rid of all mainspace redirects (redirects that redirect to something other than &amp;quot;cv&amp;quot; will still function if not deleted). &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;]]) 01:20, 14 March 2014 (UTC)&lt;br /&gt;
:What about articles which don't exist in the current version but do exist in older versions? Will those still need mainspace redirects, or will your extension be able to automatically redirect them to v0.31/40d/23a? --[[User:Quietust|Quietust]] ([[User talk:Quietust|talk]]) 01:29, 14 March 2014 (UTC)&lt;br /&gt;
::It ignores all mainspace pages that actually have content, including redirects, so pages like [[masons guild]] won't be affected (unless deleted). &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;]]) 01:47, 14 March 2014 (UTC)&lt;br /&gt;
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Done and deployed. [[Cat]] is still treated as a redirect, even though I just deleted it (try clicking on the &amp;quot;redirected from&amp;quot; link). Pages that exist are ignored, so [[Masons guild]] and [[History of Dwarf Fortress]] still function normally (as a redirect to a 23a page and a non-redirect, respectively). &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;]]) 18:57, 14 April 2014 (UTC)&lt;br /&gt;
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I'm sending around a bot right now to delete all redirects of the format &amp;quot;foo -&amp;gt; cv:foo&amp;quot; (a surprising number don't fit this format, so I'm leaving them alone for now). &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;]]) 20:43, 14 April 2014 (UTC)&lt;br /&gt;
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:I'm confused. Do we use double redirects or not? Is there a single place we define our linking policy (including redirects), and is it updated? &lt;br /&gt;
:I had trouble linking to [[Consolidated_development]] in [[v0.34:Dragon]]. It kept pointing to v0.34:Consolidated_development, which does not exist. I ended up linking to Main:Consolidated_development to make it work. --[[User:Nahno|Nahno]] ([[User talk:Nahno|talk]]) 10:18, 1 July 2014 (UTC)&lt;br /&gt;
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::That's a separate problem altogether - links in the versioned namespaces (v0.34, v0.31, 40d, 23a) automatically link to pages within their namespace. I may be able to set up a fallback to mainspace once I'm able to deploy again, but for now the &amp;quot;main:&amp;quot; alias is the intended solution. &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;]]) 11:36, 1 July 2014 (UTC)&lt;br /&gt;
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== Google often directs people to the 0.31 page ==&lt;br /&gt;
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I've noticed a couple of times that finding a wiki page from an external search will often drop me onto a page from an older version.  Is it possible to mitigate this somehow for new players?  I could imagine something like redirecting old:Bar -&amp;gt; cv:Bar unless the user has come from old:Foo; no idea if that would actually work though.  [[User:PeridexisErrant|PeridexisErrant]] ([[User talk:PeridexisErrant|talk]]) 11:48, 4 May 2014 (UTC)&lt;br /&gt;
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:As a temporary solution, I could write a script that displays a banner of some kind if the user came from an external site. I'll ask Briess if he can do anything on the server level to increase the weighting of the current version's pages. (Obviously there are situations where people are looking for old pages, like [[23a:dungeon master]], so we don't want to disable indexing entirely on old pages.) &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;]]) 17:03, 4 May 2014 (UTC)&lt;br /&gt;
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== DF2014? ==&lt;br /&gt;
&lt;br /&gt;
As Toady [http://www.bay12games.com/dwarves/ draws closer to a new release], it might be worthwhile to discuss the addition of a new version to the wiki. The upcoming release covers two years of changes and introduces a number of new plants, foods, drinks, multi-tile trees, climbing, jumping, etc., so it is likely to have significant changes from the current DF2012. To avoid having people start new pages (and lose all the effort spent refining the prior version's page), I think it would be best to have a bot automatically copy over the DF2012 pages as a starting point for DF2014. I would suggest that these copied pages include a noticebox template mentioning that the content may be outdated, so that we can easily track which pages have been reviewed. I think either the {{tl|version check}} or {{tl|old}} template would work. --[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 19:43, 5 May 2014 (UTC)&lt;br /&gt;
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:This is what [[User:QuietBot]] did after the 0.34 release, so it's certainly possible to use the same script to migrate to DF2014. I would like a way of tagging migrated pages, since inaccuracies in some pages went unnoticed for months after they were migrated. Since {{tl|old}} is already in use, {{tl|version check}} may be a better solution (it can be reworded slightly, or we can make a separate template for DF2014 migration). &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;]]) 19:23, 1 June 2014 (UTC)&lt;br /&gt;
:Made [[Template:DF2014 migrated]] as an example. Any thoughts? &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;]]) 19:32, 1 June 2014 (UTC)&lt;br /&gt;
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== Redirects inconsistency ==&lt;br /&gt;
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Following a redirect is supposed to be exactly the same as going straight to the page it redirects to, but this actually isn't the case:&lt;br /&gt;
* Go to [[Seeds]] and you get [[v0.34:Seed]] (outdated)&lt;br /&gt;
* Go to http://dwarffortresswiki.org/index.php?title=Seeds&amp;amp;redirect=no and click on the link and you get to [[DF2014:Seed]] (current)&lt;br /&gt;
So if you search for &amp;quot;seed&amp;quot;, the top result is the DF2014 version. But search for &amp;quot;seeds&amp;quot; and you get the redirect, which sends you to the outdated page instead. [[User:Hairy Dude|Hairy Dude]] ([[User talk:Hairy Dude|talk]]) 23:22, 22 February 2015 (UTC)&lt;br /&gt;
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While I'm talking about redirects, it seems redirects to sections don't work: see [[DF2014:How do I manage my seeds and crops]]. I know MediaWiki is capable of this trick because Wikipedia does it. [[User:Hairy Dude|Hairy Dude]] ([[User talk:Hairy Dude|talk]]) 23:32, 22 February 2015 (UTC)&lt;br /&gt;
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:I have absolutely no idea why [[seeds]] redirects to a v0.34 page - it could be a Mediawiki bug. The section links issue is due to a known issue in the redirect extension we use, which has yet to be fixed. &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;]]) 00:01, 23 February 2015 (UTC)&lt;br /&gt;
:It looks like deleting both [[Seeds]] and [[DF2014:Seeds]] fixed things (by allowing AutoRedirect to handle the redirects instead). Feel free to tag any others with {{tl|bad redirect}}. &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;]]) 00:03, 23 February 2015 (UTC)&lt;br /&gt;
::It gets stranger. [[Vial]] redirects explicitly to [[cv:Flask]] which displays (when you look at it with &amp;amp;redirect=no) as [[DF2014:Flask]], but still goes to the v0.34 version. It seems redirects interpret the cv: pseudo-namespace (or whatever it's called) in an outdated way. [[User:Hairy Dude|Hairy Dude]] ([[User talk:Hairy Dude|talk]]) 18:08, 23 February 2015 (UTC)&lt;br /&gt;
::I've added a note to this page about this issue. If it gets resolved, the note should be removed. [[User:Hairy Dude|Hairy Dude]] ([[User talk:Hairy Dude|talk]]) 21:04, 23 February 2015 (UTC)&lt;br /&gt;
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==Reorganizing versions==&lt;br /&gt;
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The internet deals with moved content... poorly. Google is still linking to v0.34 pages more than a year after the switch to &amp;quot;DF2014&amp;quot;, and even the wiki software still has cached links pointing to the old version pages.&lt;br /&gt;
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I propose reorganizing versions on the wiki to avoid moving content whenever possible. Instead of having a temporary &amp;quot;current version&amp;quot; namespace that changes occasionally, all the current information gets promoted to the Main namespace. When the next version split occurs, the Main articles as of a certain revision number can be copied to the newly-created permanent &amp;quot;old version&amp;quot; namespace, while all the current information remains in Main. This not only fixes the link rot issue, but it has a few other benefits as well: fewer administrative tasks, no lockdown (a historical version of the Main pages can be copied at any point, even if the Main articles are already modified for the new version), almost all the article history is maintained in the Main article (instead of being spread unevenly across multiple versions), no &amp;quot;temporary&amp;quot; namespaces are needed, fewer problematic long redirect chains, and hopefully less user confusion (since Main gets priority in search results, etc.).&lt;br /&gt;
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As an example, today we would not have a DF2014 namespace (which is good because &amp;quot;temporary&amp;quot; namespaces historically disappear anyway). If you ran a search for [[seed]] you'd end up at Main:seed, which would have all the current information on seeds. The version box at the top of the page would still link to the older versions of the seed article. When a new version is released, an admin would choose a revision number and copy the Main:seed article as it exists at that revision number to v0.40:seed. That's it. One historical copy that needs little to no new editing, and zero redirections/moves.--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 19:02, 27 July 2015 (UTC)&lt;br /&gt;
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:Makes sense to me. It would involve a lot of work, though (e.g. fixing templates and categories to account for the current version being in mainspace), although that should be doable thanks to {{tl|category}}, {{tl|version switch}}, etc.. A bot could be set up to copy revisions from before a release date as well, which would be more difficult (and maybe slower) than a direct copy, but not severely. &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;]]) 17:24, 30 July 2015 (UTC)&lt;br /&gt;
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:Actually, there are a few issues with that, namely that there wouldn't be an easy way to distinguish between versioned and non-versioned mainspace pages. There are ways to resolve Google search priority (we can exclude pages from older versions from search engine results if there are newer versions of those pages available, for example). &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;]]) 19:47, 6 August 2015 (UTC)&lt;br /&gt;
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::There aren't very many non-versioned mainspace pages, and determining if a page is versioned is as simple as looking for the version template and/or categories added by the version template (e.g. copy [http://dwarffortresswiki.org/index.php/Category:Current this category] instead of Main:*). The problem with &amp;quot;suggesting&amp;quot; newer pages to Google is that they obviously aren't crawling our wiki regularly (if they were, the fact that the mainspace redirects point to new pages would automatically be picked up). Even if your Google hints worked they wouldn't do anything for all the other broken links out on the 'net.--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 20:35, 6 August 2015 (UTC)&lt;br /&gt;
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::: Google actually crawls the wiki constantly - we probably get crawl hits from google for a continuous block of 2-3 hours per day, each and every day. Why they are slow to update is beyond me though. I can't remember why we didn't do this initially, but there was a technical limitation involved if I remember correctly. --[[User:Briess|Briess]] ([[User talk:Briess|talk]]) 22:05, 6 August 2015 (UTC)&lt;br /&gt;
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::: There are &amp;amp;lt;meta&amp;gt; tags that can be used to hide pages from search results (for search engines that recognize them, that is). Searching for {{tl|av}} or [[:Category:Current]] might work, although we'd have to make sure all of the DF2014 pages include that (some pages don't, particularly some disambiguation pages, although all of them should). &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;]]) 22:53, 6 August 2015 (UTC)&lt;br /&gt;
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:Is there a particular reason main and current are separate to begin with?—[[User:CLA|CLA]] ([[User talk:CLA|talk]]) 00:17, 7 August 2015 (UTC)&lt;br /&gt;
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::It's mostly intended to distinguish between versioned and non-versioned pages and make version-related templates simpler to work with, since every versioned page has a namespace. I wasn't active here in 2010 when this system was created, so Briess and Emi would know more.&lt;br /&gt;
::Another issue I just thought of with Loci's suggestion is categories - currently, categories like [[:Category:Animals]] are used to organize the versioned sub-categories. Sure, we can change {{tl|Category}} to categorize mainspace pages in [[:Category:v0.40:Animals]] or [[:Category:DF2014:Animals]], but that would be less straightforward because there wouldn't be a namespace with that name (until pages are migrated when a newer major version is released). &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;]]) 13:05, 7 August 2015 (UTC)&lt;br /&gt;
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:Moving current pages to the main namespace sounds like a great idea. -[[User:Jecowa|Jecowa]] ([[User talk:Jecowa|talk]]) 20:47, 4 January 2018 (UTC)&lt;br /&gt;
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Another thought: dealing with migrating redirects could be difficult with this proposal - specifically, determining which redirects should be migrated to a versioned namespace. Redirects can't contain {{tl|av}}, at least not before ``#REDIRECT``. I ''think'' it would be possible to copy pages in two stages, though - all non-redirects first, then all redirects whose targets were also copied. Thoughts? Anything I'm missing? &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;]]) 23:41, 27 June 2019 (UTC)&lt;br /&gt;
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Some subpages (particularly /raw and /Edit notice) also deliberately lack {{tl|av}}, although those shouldn't be too hard to handle. &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;]]) 00:35, 9 July 2019 (UTC)&lt;br /&gt;
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:Redirect pages (and all other edge cases I've looked at) can be included in categories (like [[:Category:Current]]) to determine whether or not they should be copied into an archival version. But if the redirects are &amp;quot;properly qualified&amp;quot; then they can all be copied over blindly. Mainspace redirects pointing to versioned information should use a blank namespace (which will be automatically constrained to the archival namespace); mainspace redirects pointing to unversioned information should use an explicit &amp;quot;Main&amp;quot; (which will automatically link back to the unversioned page). Then, when [[[[Toady]]]] gets copied to [[[[v0.4x:Toady]]]] it will point back to [[[[Main:Toady One]]]]. Meanwhile, [[[[Beer]]]], copied to [[[[v0.4x:Beer]]]], will properly point to [[[[v0.4x:Alcohol]]]].--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 20:00, 14 July 2019 (UTC)&lt;br /&gt;
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::I think qualifying redirects is the best solution here - categorizing redirects manually is another possible source of errors, since categories (or a lack thereof) would only be visible on the redirect page itself, and [[:Category:Current]] is a hidden category. Copying over mainspace redirects into versioned namespaces would also resolve some issues that have come up due to those not reliably existing currently. I should be able to set up a bot script to add &amp;quot;main:&amp;quot; to current mainspace redirects (and it shouldn't break anything, since those redirects go to other mainspace pages anyway). &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;]]) 21:57, 14 July 2019 (UTC)&lt;br /&gt;
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(Note: I wrote all of this without noticing the previous discussion above.) I was wondering, when the wiki creates a new namespace for a major release again, if it is possible to ''not'' create a namespace for the next current version (e.g. &amp;quot;DF202x&amp;quot;) and instead have the mainspace articles (which are currently redirects) become the new cv and move the content there. Therefore, [[cv:Cat]] would just be &amp;quot;[[Cat]]&amp;quot; (or [[Main:Cat]]).&lt;br /&gt;
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Certain namespace-related templates like [[Template:Ns/0]] would need to be changed, though nothing significant as far as I know. For most cases, any &amp;quot;DF2014&amp;quot; would be replaced with &amp;quot;Main&amp;quot; or even blank. There's also multiple extensions handling the current namespace system and they may need to be modified too, though I'm not sure if or how much. I'm guessing based on the discussions above that it will change stuff up.&lt;br /&gt;
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My reason is the current namespace is increasingly becoming more anachronistic. &amp;quot;DF2014&amp;quot; could be misinterpreted as &amp;quot;this page is about the 2014 version of the game&amp;quot; or &amp;quot;this page was last updated in 2014&amp;quot;, which I've seen a few people in forums mention. Granted that [[Template:Av]] is on the top of very article, I still think the namespace is inconsistent with the recentness of the article. But how is this related to what I'm asking for? Let's say we continue the current system: if we happen to do a new namespace change this year and create DF2020, the next major release (after graphics/UI) will be mythgen, which is estimated to take several years to develop (the Big Wait), and so the anachronism will start over again. The proposed way will prevent this from occurring for the next major release and every release thereafter.&lt;br /&gt;
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I think the confusion with having a namespace that becomes old-fashioned overtime supersedes the confusion with not marking current versioned articles with a namespace. Most users just search &amp;quot;Cat&amp;quot; on the search bar and naturally expect to get information about the latest release of DF. So if users go a page that's just titled &amp;quot;Cat&amp;quot;, they won't expect outdated info about cats from a previous release. That's how the current system works anyways. We'll be skipping the two-step process that we have now. It'll make several wiki tasks much simpler as well. Editors can create new articles for current versions without remembering to add a namespace. It'll fix any existing issues with (double) redirects; instead of [[Main:Kitten]] redirecting to [[cv:Kitten]], which goes to [[DF2014:Kitten]], which then redirects to [[DF2014:Cat]], [[Main:Kitten]] would just redirect to [[Main:Cat]]. And the cv: alias will no longer be necessary since &amp;quot;cv:&amp;quot; = &amp;quot;Main:&amp;quot; and will be forever.&lt;br /&gt;
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There's no need to differentiate the current version and previous versions with a namespace for the current version is what I'm saying. Articles of previous versions will retain their respective namespaces. Users will still type &amp;quot;40d:Cat&amp;quot; to go to the 40d version of the article, but if they want the current version, they'll just type &amp;quot;Cat&amp;quot; (like now). The mainspace containing the &amp;quot;live&amp;quot; version of an article is natural and would create no uncertainty when browsing the wiki. And it would simplify the wiki somewhat and future-proof this anachronism problem. As a bonus, this change will also prevent web search engines from showing previous version pages when typing &amp;quot;DF cat&amp;quot; or something. (This isn't happening right now as DF2014 has been the current namespace for ~6 years, but it'll happen again when everything moves to a new namespace.)&lt;br /&gt;
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This is the gist of it, and I may have ignored most of the problems with this proposal. I have personally wished for the whole version namespacing be made less complicated and have been seeking for a solution, and I feel like this is the best way to go about in the future. – [[User:Doorkeeper|Doorkeeper]] 21:27, 14 August 2020 (UTC)&lt;br /&gt;
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:&amp;lt;s&amp;gt;Whoops, looks like Loci already proposed this exact thing long ago. I definitely missed that discussion and should have checked first. My apologies. I'll move my text to that section and remove this one. – [[User:Doorkeeper|Doorkeeper]] 21:36, 14 August 2020 (UTC)&amp;lt;/s&amp;gt; Done. – [[User:Doorkeeper|Doorkeeper]] 21:40, 14 August 2020 (UTC)&lt;br /&gt;
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:The main issue I have with that is that putting pages about the current version in a namespace also differentiates between those pages and pages not about ''any'' version (for example, [[Toady One]] does not need a 40d or v0.34 page). Yes, we can use {{tl|av}} to mark versioned pages, but people often forget to add that to new pages. The current system also allows determining whether a page is versioned or not from its title, which makes migrations a lot faster. Relying on {{tl|av}} would require either reading the content of every page (which would slow scripts down significantly) or cross-checking with the list of all pages including the template (feasible, but a bit more complicated, and still susceptible to missing templates). I suppose that manually fixing and migrating pages missing {{tl|av}} later wouldn't be too much work, though.&lt;br /&gt;
:I am definitely in favor of changing &amp;quot;DF2014&amp;quot; (or a new namespace) to &amp;quot;Current&amp;quot;, though. I was in favor of &amp;quot;DF2014&amp;quot; in 2014, but I don't think it makes sense anymore, and &amp;quot;Current&amp;quot; seemed to be a popular alternative in both the DF2012 and DF2014 discussions on the matter. &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;]]) 04:02, 16 August 2020 (UTC)&lt;br /&gt;
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== Weird redirect behaviour ==&lt;br /&gt;
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[[Pump stack]] redirects to [[cv:Screw pump#Pump stack]]. If you look at the redirect itself it says it redirects to DF2014 namespace, which is correct. But if you actually follow the redirect, it goes to v0.34 namespace. [[User:Hairy Dude|Hairy Dude]] ([[User talk:Hairy Dude|talk]]) 16:10, 20 August 2018 (UTC)&lt;br /&gt;
:Yeah, that's part of the issue described in the above section (the wiki caching part, not on Google's end.) &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;]]) 15:00, 21 August 2018 (UTC)&lt;br /&gt;
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== v50 organization ==&lt;br /&gt;
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Some wiki admins have had a talk on Discord and decided that the most sustainable path forward is to put content for all future versions of DF in the main namespace. We will be working on a bot to do this in the next few days. Feel free to chime in with suggestions here. &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;]]) 22:56, 14 December 2022 (UTC)&lt;br /&gt;
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   Is it maybe possible to do backwards-namespacing? Like we have a &amp;quot;Main&amp;quot; namespace, which people are free to update, and whenever there's a new version of DF the &amp;quot;Main&amp;quot; namespace is copied into a namespace for the then old version, much like how you'd branch a stable branch from a development branch when working with a git-project? [[User:Therahedwig|Therahedwig]] ([[User talk:Therahedwig|talk]]) 23:13, 14 December 2022 (UTC)&lt;/div&gt;</summary>
		<author><name>Therahedwig</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Camp&amp;diff=252529</id>
		<title>Camp</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Camp&amp;diff=252529"/>
		<updated>2020-04-21T15:50:07Z</updated>

		<summary type="html">&lt;p&gt;Therahedwig: remove bandit camps description here, and link to the bandits page. mention refugees.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|20:54, 22 July 2017 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
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'''Camps''' ({{Raw Tile|☼|6:0:1}}) are a type of [[site]].&lt;br /&gt;
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Camps are usually inhabited by [[bandit]]s.&lt;br /&gt;
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Travelers are also known to set up &amp;quot;camps&amp;quot; when stopping for the night. These are not camps in the same sense as the sites themselves, but merely ad-hoc resting places. This is despite the appearance of buildings in the form of tents, with cloth or leather walls, which are removed once the group resumes travel. Strangely, actual bandit camps themselves have no such luxuries.&lt;br /&gt;
&lt;br /&gt;
In addition, camps are set up by [[invader]] armies at both their origin, and their destination, albeit at different times. For example, if a local lord mentions that an army is on the march toward a location, groups of soldiers and citizens of the invading civilization can be found outside of the invader's origin, and at a later time, outside of the invader's destination. Similarly, refugees from the invaded site might also set up camps outside the town.&lt;br /&gt;
&lt;br /&gt;
In any case, if you are not attacked by the inhabitants of a camp, you can ask why they're traveling and get an idea of who these folk are.&lt;br /&gt;
&lt;br /&gt;
== Adventurer camps ==&lt;br /&gt;
Adventurers can {{k|b}}uild camps anywhere outside the borders of existing sites. They share the same world map icon with bandit camps, however they look much different in close proximity and interestingly, you can quick travel inside them and out of them (but not into them)&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = ogîk&lt;br /&gt;
| elvish  = imené&lt;br /&gt;
| goblin  = ustthut&lt;br /&gt;
| human   = muthe&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Adventurer mode}}&lt;/div&gt;</summary>
		<author><name>Therahedwig</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Town&amp;diff=252527</id>
		<title>Town</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Town&amp;diff=252527"/>
		<updated>2020-04-21T15:46:32Z</updated>

		<summary type="html">&lt;p&gt;Therahedwig: fix markup&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|20:51, 22 July 2017 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
:''&amp;quot;Town&amp;quot; may also refer to a fortress that has reached a [[fortress#Nomenclature|certain population level]].''&lt;br /&gt;
&lt;br /&gt;
[[File:Town_map_43.png|thumb|300px|A map of a well developed town, exported from legends mode.&amp;lt;br&amp;gt;&lt;br /&gt;
Places of interest:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:rgb(110,110,110)&amp;quot;&amp;gt;█&amp;lt;/span&amp;gt; Fortifications and central keep&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:rgb(50,50,50)&amp;quot;&amp;gt;█&amp;lt;/span&amp;gt; Warehouse&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:rgb(255,255,32)&amp;quot;&amp;gt;█&amp;lt;/span&amp;gt; Tavern&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:rgb(170,120,230)&amp;quot;&amp;gt;█&amp;lt;/span&amp;gt; Temple&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:rgb(255,192,255)&amp;quot;&amp;gt;█&amp;lt;/span&amp;gt; Library&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:rgb(0,0,255)&amp;quot;&amp;gt;█&amp;lt;/span&amp;gt; Well]]&lt;br /&gt;
&lt;br /&gt;
A '''town''' is a large [[site]] founded and inhabited by [[human]]s and generally various other creatures. The population and size can be determined by the map symbol representing it; from least to most populous: {{Raw Tile|+|7:0}}, {{Raw Tile|*|7:0}}, {{Raw Tile|#|7:0}}, and {{Raw Tile|☼|7:1}}. All towns start out from [[hamlet]]s, which immediately form into towns under the right circumstances, during worldgen. [[Road]]s link towns between other nearby towns and dwarven [[fortress]]es, as well as sites conquered by humans.&lt;br /&gt;
&lt;br /&gt;
[[Adventure mode|Adventurers]] spend much quality time in towns - they can come to trade, speak, or entertain the townspeople, and occasionally to slay those who have invited their wrath. [[Tavern]]s in towns are a popular destination for many adventurers; they are the only sources of alcohol in human settlements and provide excellent entertainment, which includes [[performance]]s and the occasional drunken brawl. Other people of interest include:&lt;br /&gt;
&lt;br /&gt;
* [[mercenary|mercenaries]], who will gather at taverns and make for great traveling companions.&lt;br /&gt;
* [[criminal]]s, who may be the target of quests&lt;br /&gt;
* [[religion|priests and monks]], [[guild|craftsmen]], and [[counting house|merchants]], who may have traveled the world, and may be embroiled in all sorts of [[intrigue]].&lt;br /&gt;
&lt;br /&gt;
== Keep ==&lt;br /&gt;
At the heart of a town is a walled stronghold held by many soldiers. Inside of the keep can be found a lord/lady, other high nobility, and men-at-arms willing to follow you unto death. If the town is the civ's seat of power, then the law-maker will also reside here. Below almost every keep is a [[dungeon]].&lt;br /&gt;
&lt;br /&gt;
Since .47.01, keeps have had their households expanded, and most human keeps will have a variety of members, some familiar from fort mode, like doctors and executioners, some related to the expanded city, like judges, fire commisioners and sewer administrators, and some just plain household, like the housekeepers and chefs. The vast majority of these don't have interesting game mechanics associated with them tied to their positions, but many of them are caught up in some [[intrigue|scheme]].&lt;br /&gt;
&lt;br /&gt;
== The town proper ==&lt;br /&gt;
[[File:TownSquare2.jpg|thumb|300px|Typical town thoroughfare]]&lt;br /&gt;
&lt;br /&gt;
Outside of the keep is the realm of the bourgeoisie. Commuters and travelers walk among the densely-packed houses and shops in narrow streets. Stray domesticated animals roam the muddy alleyways and pastures. Vast shopping districts are major trade centers. Other buildings include warehouses (which can be ransacked without repercussion) and wells. Common structures include [[tavern]]s and [[temple]]s. [[Library|Libraries]] are very rare.&lt;br /&gt;
&lt;br /&gt;
Below is a list of different shops and markets found in a town. Most towns do not have every single retail good available, and adventurers may have to travel to a different town in order to browse wares of a particular type. The shops that are &amp;quot;common&amp;quot; are common because only animal products (meat, bone, leather) and farm products (cloth and food) are produced in any significant numbers. Stone, wood, and metal are all extremely rare materials in towns, and because of this, few industries based upon these materials will spring up. An exception is the leather goods shop, which is rare compared to other leather shops.&lt;br /&gt;
&lt;br /&gt;
Common shops:&lt;br /&gt;
* {{Raw Tile|µ|2:6:1}} General imports&lt;br /&gt;
* {{Raw Tile|%|2:6:1}} Food imports&lt;br /&gt;
* {{Raw Tile|[|2:6:1}} Clothing imports&lt;br /&gt;
* {{Raw Tile|[|7:6:1}} Woven clothing shop&lt;br /&gt;
* {{Raw Tile|º|6:6:1}} Cloth shop&lt;br /&gt;
* {{Raw Tile|[|6:6:1}} Leather clothing shop&lt;br /&gt;
* {{Raw Tile|ß|6:6:1}} Leather shop&lt;br /&gt;
* {{Raw Tile|Å|7:6:1}} Bone carver's shop&lt;br /&gt;
&lt;br /&gt;
Rare shops:&lt;br /&gt;
* {{Raw Tile|╤|6:6:1}} Carpenter's shop&lt;br /&gt;
* {{Raw Tile|╤|7:6:1}} Stone furniture shop&lt;br /&gt;
* {{Raw Tile|╤|0:6:0}} Metal furniture shop&lt;br /&gt;
* {{Raw Tile|♦|2:6:1}} Gem cutter's shop&lt;br /&gt;
* {{Raw Tile|[|0:6:0}} Armorsmith's shop&lt;br /&gt;
* {{Raw Tile|/|6:6:1}} Bowyer's shop&lt;br /&gt;
* {{Raw Tile|/|0:6:0}} Weaponsmith's shop&lt;br /&gt;
* {{Raw Tile|Å|6:6:1}} Leather goods shop&lt;br /&gt;
* {{Raw Tile|Å|0:6:0}} Metal craft shop&lt;br /&gt;
&lt;br /&gt;
In a market, one can find:&lt;br /&gt;
* Imported goods&lt;br /&gt;
* Imported food&lt;br /&gt;
* Imported clothing&lt;br /&gt;
* [[Meat]]&lt;br /&gt;
* Fruit and vegetables&lt;br /&gt;
* [[Cheese]]&lt;br /&gt;
* Processed goods&lt;br /&gt;
&lt;br /&gt;
== Subterranea ==&lt;br /&gt;
[[Image:dungoen.jpg|300px|thumb|Subterranean layout from an early development screenshot on the DF development blog]]&lt;br /&gt;
&lt;br /&gt;
Below a town are several subterranean structures: [[dungeon]]s, [[catacombs]], and [[sewer]]s. All three can be present at once and frequently connect and overlap each other. [[Tomb]]s may also be present alongside catacombs. Criminals, outcasts of society and various subterranean creatures hide in the dark passages. They are common destinations for those looking to finish a [[quest]], gain reputation, or search for valuable loot.&lt;br /&gt;
&lt;br /&gt;
Dungeons reside below the keep, while catacombs reside below temples. Both buildings are almost always present. Sewers, on the other hand, can only be found in more developed towns. The presence of a sewer in a town can be confirmed by the presence of [[floor grate]]s in the middle of streets. They are accessible via small and elusive entrances above-ground, or by diving below nearby waterways.&lt;br /&gt;
&lt;br /&gt;
== Destroyed or abandoned towns ==&lt;br /&gt;
:''Further information: [[Ruin]]''&lt;br /&gt;
[[File:Destroyed.jpg|thumb|center|1000px|Legend's entry about a town being sacked]]&lt;br /&gt;
&lt;br /&gt;
In time, whether by war, beasts, a genocidal adventurer, or some other disaster, towns will be brought to ruin. Ruined towns are typically desolate wastelands of abandoned and destroyed buildings and structures. Shops and markets are typically bare, but occasionally some goods can still be left for you to steal. [[Bandit]]s and criminals may still lurk in the streets, and some may even make the ruins their home, if some supernatural creature or monster hasn't made themselves cozy already.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Growlgrowlgrowlgrowl.jpg|Town on zoomed-in travel map&lt;br /&gt;
File:Spidergroul.jpg|Town on regular travel map&lt;br /&gt;
File:Destroyedtown2.jpg|Ruins of a town before the gates of an abandoned keep&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = amost&lt;br /&gt;
| elvish  = irive&lt;br /&gt;
| goblin  = kabu&lt;br /&gt;
| human   = ricgo&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{world}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Adventurer mode}}&lt;/div&gt;</summary>
		<author><name>Therahedwig</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Town&amp;diff=252526</id>
		<title>Town</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Town&amp;diff=252526"/>
		<updated>2020-04-21T15:46:05Z</updated>

		<summary type="html">&lt;p&gt;Therahedwig: Remove criminal organization here and link to the new groups and talk a bit about new household positions.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|20:51, 22 July 2017 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
:''&amp;quot;Town&amp;quot; may also refer to a fortress that has reached a [[fortress#Nomenclature|certain population level]].''&lt;br /&gt;
&lt;br /&gt;
[[File:Town_map_43.png|thumb|300px|A map of a well developed town, exported from legends mode.&amp;lt;br&amp;gt;&lt;br /&gt;
Places of interest:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:rgb(110,110,110)&amp;quot;&amp;gt;█&amp;lt;/span&amp;gt; Fortifications and central keep&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:rgb(50,50,50)&amp;quot;&amp;gt;█&amp;lt;/span&amp;gt; Warehouse&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:rgb(255,255,32)&amp;quot;&amp;gt;█&amp;lt;/span&amp;gt; Tavern&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:rgb(170,120,230)&amp;quot;&amp;gt;█&amp;lt;/span&amp;gt; Temple&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:rgb(255,192,255)&amp;quot;&amp;gt;█&amp;lt;/span&amp;gt; Library&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:rgb(0,0,255)&amp;quot;&amp;gt;█&amp;lt;/span&amp;gt; Well]]&lt;br /&gt;
&lt;br /&gt;
A '''town''' is a large [[site]] founded and inhabited by [[human]]s and generally various other creatures. The population and size can be determined by the map symbol representing it; from least to most populous: {{Raw Tile|+|7:0}}, {{Raw Tile|*|7:0}}, {{Raw Tile|#|7:0}}, and {{Raw Tile|☼|7:1}}. All towns start out from [[hamlet]]s, which immediately form into towns under the right circumstances, during worldgen. [[Road]]s link towns between other nearby towns and dwarven [[fortress]]es, as well as sites conquered by humans.&lt;br /&gt;
&lt;br /&gt;
[[Adventure mode|Adventurers]] spend much quality time in towns - they can come to trade, speak, or entertain the townspeople, and occasionally to slay those who have invited their wrath. [[Tavern]]s in towns are a popular destination for many adventurers; they are the only sources of alcohol in human settlements and provide excellent entertainment, which includes [[performance]]s and the occasional drunken brawl. Other people of interest include:&lt;br /&gt;
&lt;br /&gt;
- [[mercenary|mercenaries]], who will gather at taverns and make for great traveling companions.&lt;br /&gt;
- [[criminal]]s, who may be the target of quests&lt;br /&gt;
- [[religion|priests and monks]], [[guild|craftsmen]], and [[counting house|merchants]], who may have traveled the world, and may be embroiled in all sorts of [[intrigue]].&lt;br /&gt;
&lt;br /&gt;
== Keep ==&lt;br /&gt;
At the heart of a town is a walled stronghold held by many soldiers. Inside of the keep can be found a lord/lady, other high nobility, and men-at-arms willing to follow you unto death. If the town is the civ's seat of power, then the law-maker will also reside here. Below almost every keep is a [[dungeon]].&lt;br /&gt;
&lt;br /&gt;
Since .47.01, keeps have had their households expanded, and most human keeps will have a variety of members, some familiar from fort mode, like doctors and executioners, some related to the expanded city, like judges, fire commisioners and sewer administrators, and some just plain household, like the housekeepers and chefs. The vast majority of these don't have interesting game mechanics associated with them tied to their positions, but many of them are caught up in some [[intrigue|scheme]].&lt;br /&gt;
&lt;br /&gt;
== The town proper ==&lt;br /&gt;
[[File:TownSquare2.jpg|thumb|300px|Typical town thoroughfare]]&lt;br /&gt;
&lt;br /&gt;
Outside of the keep is the realm of the bourgeoisie. Commuters and travelers walk among the densely-packed houses and shops in narrow streets. Stray domesticated animals roam the muddy alleyways and pastures. Vast shopping districts are major trade centers. Other buildings include warehouses (which can be ransacked without repercussion) and wells. Common structures include [[tavern]]s and [[temple]]s. [[Library|Libraries]] are very rare.&lt;br /&gt;
&lt;br /&gt;
Below is a list of different shops and markets found in a town. Most towns do not have every single retail good available, and adventurers may have to travel to a different town in order to browse wares of a particular type. The shops that are &amp;quot;common&amp;quot; are common because only animal products (meat, bone, leather) and farm products (cloth and food) are produced in any significant numbers. Stone, wood, and metal are all extremely rare materials in towns, and because of this, few industries based upon these materials will spring up. An exception is the leather goods shop, which is rare compared to other leather shops.&lt;br /&gt;
&lt;br /&gt;
Common shops:&lt;br /&gt;
* {{Raw Tile|µ|2:6:1}} General imports&lt;br /&gt;
* {{Raw Tile|%|2:6:1}} Food imports&lt;br /&gt;
* {{Raw Tile|[|2:6:1}} Clothing imports&lt;br /&gt;
* {{Raw Tile|[|7:6:1}} Woven clothing shop&lt;br /&gt;
* {{Raw Tile|º|6:6:1}} Cloth shop&lt;br /&gt;
* {{Raw Tile|[|6:6:1}} Leather clothing shop&lt;br /&gt;
* {{Raw Tile|ß|6:6:1}} Leather shop&lt;br /&gt;
* {{Raw Tile|Å|7:6:1}} Bone carver's shop&lt;br /&gt;
&lt;br /&gt;
Rare shops:&lt;br /&gt;
* {{Raw Tile|╤|6:6:1}} Carpenter's shop&lt;br /&gt;
* {{Raw Tile|╤|7:6:1}} Stone furniture shop&lt;br /&gt;
* {{Raw Tile|╤|0:6:0}} Metal furniture shop&lt;br /&gt;
* {{Raw Tile|♦|2:6:1}} Gem cutter's shop&lt;br /&gt;
* {{Raw Tile|[|0:6:0}} Armorsmith's shop&lt;br /&gt;
* {{Raw Tile|/|6:6:1}} Bowyer's shop&lt;br /&gt;
* {{Raw Tile|/|0:6:0}} Weaponsmith's shop&lt;br /&gt;
* {{Raw Tile|Å|6:6:1}} Leather goods shop&lt;br /&gt;
* {{Raw Tile|Å|0:6:0}} Metal craft shop&lt;br /&gt;
&lt;br /&gt;
In a market, one can find:&lt;br /&gt;
* Imported goods&lt;br /&gt;
* Imported food&lt;br /&gt;
* Imported clothing&lt;br /&gt;
* [[Meat]]&lt;br /&gt;
* Fruit and vegetables&lt;br /&gt;
* [[Cheese]]&lt;br /&gt;
* Processed goods&lt;br /&gt;
&lt;br /&gt;
== Subterranea ==&lt;br /&gt;
[[Image:dungoen.jpg|300px|thumb|Subterranean layout from an early development screenshot on the DF development blog]]&lt;br /&gt;
&lt;br /&gt;
Below a town are several subterranean structures: [[dungeon]]s, [[catacombs]], and [[sewer]]s. All three can be present at once and frequently connect and overlap each other. [[Tomb]]s may also be present alongside catacombs. Criminals, outcasts of society and various subterranean creatures hide in the dark passages. They are common destinations for those looking to finish a [[quest]], gain reputation, or search for valuable loot.&lt;br /&gt;
&lt;br /&gt;
Dungeons reside below the keep, while catacombs reside below temples. Both buildings are almost always present. Sewers, on the other hand, can only be found in more developed towns. The presence of a sewer in a town can be confirmed by the presence of [[floor grate]]s in the middle of streets. They are accessible via small and elusive entrances above-ground, or by diving below nearby waterways.&lt;br /&gt;
&lt;br /&gt;
== Destroyed or abandoned towns ==&lt;br /&gt;
:''Further information: [[Ruin]]''&lt;br /&gt;
[[File:Destroyed.jpg|thumb|center|1000px|Legend's entry about a town being sacked]]&lt;br /&gt;
&lt;br /&gt;
In time, whether by war, beasts, a genocidal adventurer, or some other disaster, towns will be brought to ruin. Ruined towns are typically desolate wastelands of abandoned and destroyed buildings and structures. Shops and markets are typically bare, but occasionally some goods can still be left for you to steal. [[Bandit]]s and criminals may still lurk in the streets, and some may even make the ruins their home, if some supernatural creature or monster hasn't made themselves cozy already.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Growlgrowlgrowlgrowl.jpg|Town on zoomed-in travel map&lt;br /&gt;
File:Spidergroul.jpg|Town on regular travel map&lt;br /&gt;
File:Destroyedtown2.jpg|Ruins of a town before the gates of an abandoned keep&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = amost&lt;br /&gt;
| elvish  = irive&lt;br /&gt;
| goblin  = kabu&lt;br /&gt;
| human   = ricgo&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{world}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Adventurer mode}}&lt;/div&gt;</summary>
		<author><name>Therahedwig</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=DF2014:Bandit&amp;diff=252525</id>
		<title>DF2014:Bandit</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=DF2014:Bandit&amp;diff=252525"/>
		<updated>2020-04-21T15:43:59Z</updated>

		<summary type="html">&lt;p&gt;Therahedwig: move this to the appropriate place now.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[DF2014:Criminal#Bandits]]&lt;/div&gt;</summary>
		<author><name>Therahedwig</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Criminal&amp;diff=252524</id>
		<title>Criminal</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Criminal&amp;diff=252524"/>
		<updated>2020-04-21T15:41:44Z</updated>

		<summary type="html">&lt;p&gt;Therahedwig: Add the two organization types here, where they can be easily compared.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine}}&lt;br /&gt;
&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
{{new in|v0.44.01}}&lt;br /&gt;
&lt;br /&gt;
'''Criminal''' is a profession for some inhabitants of generated [[site]]s like towns. These petty criminals are distinct from criminal organization [[Boss|bosses]], and much less dangerous. Some petty criminals show up as [[visitor]]s in Fortress mode, and [[agent]]s sometimes try to pose as petty criminals. Petty criminals are [[Unit_type_token#CRIMINAL|shown in dark grey]].&lt;br /&gt;
&lt;br /&gt;
== Types of criminal groups ==&lt;br /&gt;
&lt;br /&gt;
There are two types of criminal groups within the worlds of Dwarf Fortress: criminal organizations and bandits.&lt;br /&gt;
&lt;br /&gt;
=== Criminal Organization ===&lt;br /&gt;
Most [[town]]s have '''criminal organizations''', formed by a collection of outcasts. They are led by a [[boss]], may have lieutenants, and may have a representative which is responsible for trade. Criminal organizations can reside in one of the subterranean structures or [[taverns]]. Their presence underground can be identified by abnormally-large hoards of items piled on the floor. Since the introduction of [[intrigue]], criminal organizations will be part of a number of plots, often corrupting the town officials to embezzle for them, but also participating in theft and plotting assassinations.&lt;br /&gt;
&lt;br /&gt;
They don't tend to harm anyone even when encountering them in their base, but members will spit at you and pour out their hatred on you, if you are a [[hearthperson]].&lt;br /&gt;
&lt;br /&gt;
Criminal organizations are the targets of certain quests, and should not be confused with bandits. [[Intrigue]]-wise members of criminal organizations have their fingers in many different pies, plotting assassinations, thefts and corrupting various officials for funds. Extra care needs to be taken when having altercations with members of these organizations, as they tend to be members of several different groups within a town. You as an adventurer might feel that you are delighting the lord by telling them you got rid of their local mafia, but all they will hear is you bragging about murdering valuable civilians, and will thus know you as a [[reputation|murderer]].&lt;br /&gt;
&lt;br /&gt;
=== Bandits ===&lt;br /&gt;
They are run by a [[boss]] and consist of various brigands and outlaws on the fringes of [[civilization]]. Their inhabitants are drawn from a parent civilization with the BANDITRY token. If the parent civilization also has the LOCAL_BANDITRY token, a bandit group's members can be found [[ambush]]ing adventurers and raiding nearby [[town]]s, instead of just loitering around the home camp.&lt;br /&gt;
&lt;br /&gt;
There's two subtypes to bandits. The nomadic kind, and the fort kind.&lt;br /&gt;
&lt;br /&gt;
The nomadic kind may wander the wilderness, live in [[camp]]s, or inhabit abandoned sites, such as [[fortress]]ess, [[fort]]s, [[cave]]s and the like. Such camps themselves lack any [[building]]s or signs of habitation, except for the occasional [[campfire]] and pile of loot.&lt;br /&gt;
&lt;br /&gt;
Fort bandits are a little more organized, as evidenced by the fact they build [[fort]]s. Because the game sees these folk as being the site government of their fort, these bandits will also create positions such as 'head chef' or 'master of beasts'.&lt;br /&gt;
&lt;br /&gt;
Bandits very often have a value or ethics clash with members of civilized society. This means that if your adventurer is part of civilized society, they will be automatically attack by bandits. You can avoid this by either creating an outside adventurer, who has no ties to the existing entities, or by assuming a compatible [[Reputation#Controlling_your_reputation|identity]]. If the bandits don't automatically try to murder your character, and your reputation formidable enough, you can even ask to join them, and ask for [[quest]]s.&lt;br /&gt;
&lt;br /&gt;
In 42.01 onward, killing bandits in Adventure mode will give you a [[reputation]] as &amp;quot;protector of the weak&amp;quot;.{{version|0.42.01}} Unlike criminal organizations, bandits are considered murderous scum and thus most folk appreciate you getting rid of them.&lt;br /&gt;
&lt;br /&gt;
==Fortress mode==&lt;br /&gt;
&lt;br /&gt;
Petty criminals will not [[immigration|migrate]] to your fortress in this version. Immigrants identified as criminals are actually [[agent]]s (spies) from your own civilization who retained their assumed identities due to {{bugl|10490}}.&lt;br /&gt;
&lt;br /&gt;
[[ru:Criminal]]&lt;/div&gt;</summary>
		<author><name>Therahedwig</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Temple&amp;diff=252493</id>
		<title>Temple</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Temple&amp;diff=252493"/>
		<updated>2020-04-19T18:22:50Z</updated>

		<summary type="html">&lt;p&gt;Therahedwig: /* Adventure mode */ add some images and clarify that the spheres and architectural elements might work differently now.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|22:38, 30 April 2013 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{new in v0.42}}&lt;br /&gt;
&lt;br /&gt;
[[File:dwarf_temple.jpg|thumb|350px|right|A dwarven temple.&amp;lt;br /&amp;gt;''Art by Kim Sung Min'']]A '''temple''' is a structure devoted to an object of worship, which typically is any [[sphere]]-aligned being such as a [[deity]], [[megabeast]], or [[titan]]. &lt;br /&gt;
&lt;br /&gt;
==Fortress mode==&lt;br /&gt;
In [[fortress mode]], temples are [[locations]] ({{K|l}}) that can be created from [[Activity zone#Meeting area|meeting area]]s ({{K|i}} - {{K|m}}). Temples can be dedicated either to any deity worshipped by at least one of your [[dwarves]] (not necessarily from the world's dwarven pantheon), or to &amp;quot;no particular deity&amp;quot;, making it a place for anyone to meditate or to worship whomever they want. However, some dwarves* seem to need specific rather than generic temples to avoid [[unhappy]] thoughts.&lt;br /&gt;
&lt;br /&gt;
: ''(* If you read the thoughts of certain dwarves, you can note that some have been &amp;quot;unable to pray to (x deity)&amp;quot;. If you designate a temple to that specific deity, they will then go pray or meditate with purple text and satisfy their religious needs.  This mechanic needs more research.)''&lt;br /&gt;
&lt;br /&gt;
Temples require [[instrument]]s for their music and, thus, need [[container]]s to store them. Temples also require a certain amount of empty floor space (called ''dance floor''), same as [[tavern]]s. [[Performer]]s can also be assigned to temples to perform sacred dances.&lt;br /&gt;
&lt;br /&gt;
Being able to commune with their deity or meditate gives a serious ''enraptured'' [[stress]] decrease to the dwarves. Not having a designated place to pray, on the other hand, makes them sad or [[Need|distracted]]. Thus, making a temple early on might be a good investment for your fortress, even more so if you're going through difficult times. Simply designating any meeting area as a place to pray is enough to initially satisfy most of your dwarves, you do not need to provide instruments or containers for your dwarves to pray.&lt;br /&gt;
&lt;br /&gt;
When sufficient (10 by default in d_init.txt) members of your fortress worship a single deity, they may petition for the creation of a temple specific to their faith. Once established, these worshipers may congregate at the new temple, though it does not stop them from using temples to no particular deity; the temple dedicated to their deity existing at all is sufficient to please them. If the petition is ignored for too long, it is eventually abandoned, and the petitioners will receive unhappy thoughts.{{version|0.47.01}}&lt;br /&gt;
&lt;br /&gt;
[[Pilgrim]]s will visit fortresses specifically to hang out in temples. Other [[visitor]]s may pass by the temple and socialize with the dwarves there if they came to visit a tavern or [[library]].&lt;br /&gt;
&lt;br /&gt;
As in adventure mode, worshippers of the temple's deity that topple a [[statue]] (or anything else that's been {{k|b}}uilt) in a temple will be cursed as a [[vampire]] or [[werebeast]] {{cite forum|160118/7144627}}{{cite reddit|8l8x7i}}.&lt;br /&gt;
&lt;br /&gt;
==Adventure mode==&lt;br /&gt;
World-generated temples are visitable in [[adventurer mode]]. They are located in [[human]] towns and [[goblin]] fortresses, with smaller temples in [[monastery|monasteries]] and [[fort]]s, and are build when a given [[religion]] has enough followers in said site, or the site is dedicated to the religion. [[Priest]]s can be found in temples, and will allow you to join the local sect of their religion with the conversation topic 'Service'. In the current version, it is not possible to join a temple.&lt;br /&gt;
&lt;br /&gt;
On first joining a sect dedicated to a particular object of worship, that entity will be added to the character's record. An adventurer can then converse ({{K|k}}) anywhere with any deific object of worship. Though the deity's only response is silence, repeated conversations can change the deity's 'object of worship' status from 'dubious' to 'casual', 'object', 'devoted' and 'ardent'. It's unknown whether conversing with other objects of worship can increase their worship status; megabeasts tend to be uniformly hostile, though titans may be flagged 'benign'{{verify}}.&lt;br /&gt;
&lt;br /&gt;
Temples can have basements, sometimes extensive [[catacombs]], which may be crawling with enemies. These range from the typical [[kobold]]s and goblins, to the occasional lurking [[mummy]] (with assorted [[Undead|skeletal]] minions). [[Pedestal]]s will be found in these lower levels, and will sometimes contain holy [[artifact]]s.&lt;br /&gt;
&lt;br /&gt;
You can defile a temple of your deity by toppling a [[statue]], which leads to being cursed by the patron deity with either [[vampire|vampirism]] or becoming a [[werebeast]]. For this, the temple must be actively used (i.e. not an old ruin).&lt;br /&gt;
&lt;br /&gt;
=== Architecture ===&lt;br /&gt;
Each temple found in procedurally-generated towns will have its own architecture, where certain architectural elements are chosen depending on the spheres to which the temple belongs. A temple can use a certain architectural element because of its likeness to their worshipped spheres, but also because of an antithetical relationship to said spheres. A complete list of architectural elements, as well as their connection to different spheres, is given in the table below. Since the introduction of institutionalized [[religion]]s, this seems to have changed somewhat, with most such temples having a wide array of architectural elements.&lt;br /&gt;
[[File:Df temple.png|300px|thumb|6 level temple, showing water pool, detailed surfaces, paved indoor areas, lower floors, upper floors, pillars on the perimeter, and a paved outdoor area, with doors leading to the catacombs. Dedicated to the Bejeweled Creed, religion worshipping Ñor, deity of Birth and Youth. ]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Architectural element&lt;br /&gt;
! Related spheres (incomplete)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Detailed surfaces||Art, Inspiration, Painting, Poetry&lt;br /&gt;
|-&lt;br /&gt;
|[[Magma|Lava]] pool||Volcanos&lt;br /&gt;
|-&lt;br /&gt;
|Lower floors||Caverns, Darkness, Earth&lt;br /&gt;
|-&lt;br /&gt;
|Open structure||Dawn, Day, Dusk, Freedom, Moon, Nature, Night, Rain, Seasons, Sky, Storms, Sun, Thunder, Twilight, Weather&lt;br /&gt;
|-&lt;br /&gt;
|Paved indoor areas||Fortresses&lt;br /&gt;
|-&lt;br /&gt;
|Paved outdoor area||Fortresses&lt;br /&gt;
|-&lt;br /&gt;
|Pillars on the perimeter||Boundaries, Fortresses&lt;br /&gt;
|-&lt;br /&gt;
|Square of pillars||Balance, Discipline, Laws, Order&lt;br /&gt;
|-&lt;br /&gt;
|Stagnant pool||Deformity, Disease, Muck, Sickness&lt;br /&gt;
|-&lt;br /&gt;
|Uneven pillars||Chaos, Deformity&lt;br /&gt;
|-&lt;br /&gt;
|Upper floors||Dawn, Dusk, Fortresses, Mountains, Thunder&lt;br /&gt;
|-&lt;br /&gt;
|Water pool||Fishing, Lakes, Oceans, Rivers, Water&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Shrines ===&lt;br /&gt;
&lt;br /&gt;
Before a temple is built in a site, there will be shrines dedicated to a given religion, consisting of a small garden, a statue and either a pedestal or an altar. If the religion has a divination tradition, divination [[dice]] can be found in these shrines. '''(Not to be confused with the lairs of [[titan]]s, also called [[shrine]]s.)'''&lt;br /&gt;
[[File:Df town shrines.png|thumb|800px|center|A selection of shrines in a town in adventure mode, from left to right: a shrine in a townplot, a shrine with a garden, a statue at crossroads and a shrine with dice.]]&lt;br /&gt;
=== Razing ===&lt;br /&gt;
Occasionally during worldgen, a site government may choose to raze an old temple and build a new one in its stead. The ruins of the old temple, as well as any catacombs it's connected to, will still be explorable in adventure mode.&lt;br /&gt;
&lt;br /&gt;
Interestingly, the construction of the new temple will always coincide with the formation of a new religious order to utilize it. The order belonging to the old temple will remain on the site, but will move their offices to the keep. Due to this, leaders of &amp;quot;archaic&amp;quot; orders are often found in the keep.&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = rath&lt;br /&gt;
| elvish  = fothi&lt;br /&gt;
| goblin  = spôgmuk&lt;br /&gt;
| human   = olum&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{world}}&lt;br /&gt;
{{Category|Locations}}&lt;br /&gt;
{{Category|Adventurer mode}}&lt;br /&gt;
{{Category|Religion}}&lt;/div&gt;</summary>
		<author><name>Therahedwig</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=File:Df_town_shrines.png&amp;diff=252492</id>
		<title>File:Df town shrines.png</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=File:Df_town_shrines.png&amp;diff=252492"/>
		<updated>2020-04-19T18:19:07Z</updated>

		<summary type="html">&lt;p&gt;Therahedwig: A selection of shrines in a town in DF, from left to right: a shrine in a townplot, a shrine with a garden, a statue at crossroads and a shrine with dice.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
A selection of shrines in a town in DF, from left to right: a shrine in a townplot, a shrine with a garden, a statue at crossroads and a shrine with dice.&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Non-free Dwarf Fortress Screenshot}}&lt;/div&gt;</summary>
		<author><name>Therahedwig</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=File:Df_temple.png&amp;diff=252491</id>
		<title>File:Df temple.png</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=File:Df_temple.png&amp;diff=252491"/>
		<updated>2020-04-19T18:14:43Z</updated>

		<summary type="html">&lt;p&gt;Therahedwig: 6 level temple, showing water pool, detailed surfaces, paved indoor areas, lower floors, upper floors, pillars on the perimeter, and a paved outdoor area, with doors leading to the catacombs. Dedicated to the bejeweled creed, religion worshipping Ñor,...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
6 level temple, showing water pool, detailed surfaces, paved indoor areas, lower floors, upper floors, pillars on the perimeter, and a paved outdoor area, with doors leading to the catacombs. Dedicated to the bejeweled creed, religion worshipping Ñor, deity of birth and youth.&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Non-free Dwarf Fortress Screenshot}}&lt;/div&gt;</summary>
		<author><name>Therahedwig</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Mercenary&amp;diff=252461</id>
		<title>Mercenary</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Mercenary&amp;diff=252461"/>
		<updated>2020-04-16T10:31:35Z</updated>

		<summary type="html">&lt;p&gt;Therahedwig: /* Adventurer Mode */ Add notion you can join, thanks to Peasantcretin www.bay12forums.com/smf/index.php?topic=176122.msg8126099#msg8126099&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine|19:49, 26 March 2016 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{new in v0.42}}&lt;br /&gt;
&lt;br /&gt;
A '''Mercenary''' is a [[historical figure]] who has decided to sell their services as a soldier. Mercenaries are found in fort mode as [[visitor]]s, hired by civilizations in legends mode. You cannot yet hire mercenaries in fort mode, but sometimes they will petition for residency.&lt;br /&gt;
&lt;br /&gt;
== World generation ==&lt;br /&gt;
&lt;br /&gt;
[[Historical figure]]s will sometimes decide to become mercenaries, operating out of a town. Once they have enough money, they may improve their equipment. Mercenaries can be hired as scouts, for defense or for attack, as they sometimes may be hired for assassination and theft.&lt;br /&gt;
&lt;br /&gt;
=== Mercenary Orders ===&lt;br /&gt;
Sometimes, Mercenaries will start mercenary orders, a type of formal group that dedicates themselves to certain weapons, which the members train in, and receive titles based on their skills and accomplishments.&lt;br /&gt;
&lt;br /&gt;
Mercenary orders are hired by civilizations for attacking or defending a site. Once they have enough money, they will either upgrade the equipment of their members, or build a [[fort]]. Mercenary orders either dedicated to a specific [[deity]] or, perhaps, linked to its [[religion]], may also build a [[temple]] in said fort. Mercenary companies usually only have a leader position, but sometimes will assign a position for [[Bookkeeper|record keeping]] as well.&lt;br /&gt;
&lt;br /&gt;
== Adventurer Mode ==&lt;br /&gt;
You can visit forts of Mercenary orders in adventure mode, and adventurers can join them the same way bandits can be joined. This requires a certain [[reputation]] like all joining requests. After joining you will then be able to receive [[quest]]s.&lt;br /&gt;
&lt;br /&gt;
It is unknown if you can receive titles this way.&lt;br /&gt;
&lt;br /&gt;
== Fort Mode ==&lt;br /&gt;
A Mercenary is a type of [[visitor]]. If you offer rented rooms through your [[tavern]], they may try to petition for residence in your fort for the purpose of soldiering.&lt;br /&gt;
&lt;br /&gt;
==Behaviour==&lt;br /&gt;
If you accept their residency request, they will essentially become members of your fort, appearing on your fort's civilian list as though they were new migrants. However, they will refuse to accept any assigned labors. Their only purpose is to be enlisted into your military by adding them to a squad, and they will then adhere to any orders the squad receives.&lt;br /&gt;
&lt;br /&gt;
==Considerations==&lt;br /&gt;
Because visitors cannot be made [[noble]]s, you cannot have a mercenary be the leader of a squad. They will not arrive with their own armor, so you'll need to provide such equipment from your own supplies (they ''will'' bring their own regular clothing, at least). To forge equipment sized for non-dwarves, go to the workshop producing armor (this works for clothing, leather armor, and metal armor), move the cursor to the job producing armor, press {{k|d}}etails and select the race involved. You can find the desired race more easily by using the {{k|f}}ilter. This will change the produced armor's size to the selected creature's size.&lt;br /&gt;
&lt;br /&gt;
Mercenaries of a larger race than dwarves, like the typical human, can more effectively use larger weapons such as [[pike]]s or [[maul]]s. Also note that since only dwarves suffer from [[cave adaptation]], non-dwarven mercenaries are better suited to fighting outside. Be aware, however, that non-dwarves also possess much smaller livers, and are more susceptible to [[drunk]]enness.&lt;br /&gt;
&lt;br /&gt;
{{Category|Occupation}}&lt;br /&gt;
{{Category|Religion}}&lt;br /&gt;
[[ru:Mercenary]]&lt;/div&gt;</summary>
		<author><name>Therahedwig</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Mercenary&amp;diff=252418</id>
		<title>Mercenary</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Mercenary&amp;diff=252418"/>
		<updated>2020-04-13T14:43:07Z</updated>

		<summary type="html">&lt;p&gt;Therahedwig: /* Adventurer Mode */ add feedback from mercenary order thread.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine|19:49, 26 March 2016 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{new in v0.42}}&lt;br /&gt;
&lt;br /&gt;
A '''Mercenary''' is a [[historical figure]] who has decided to sell their services as a soldier. Mercenaries are found in fort mode as [[visitor]]s, hired by civilizations in legends mode. You cannot yet hire mercenaries in fort mode, but sometimes they will petition for residency.&lt;br /&gt;
&lt;br /&gt;
== World generation ==&lt;br /&gt;
&lt;br /&gt;
[[Historical figure]]s will sometimes decide to become mercenaries, operating out of a town. Once they have enough money, they may improve their equipment. Mercenaries can be hired as scouts, for defense or for attack, as they sometimes may be hired for assassination and theft.&lt;br /&gt;
&lt;br /&gt;
=== Mercenary Orders ===&lt;br /&gt;
Sometimes, Mercenaries will start mercenary orders, a type of formal group that dedicates themselves to certain weapons, which the members train in, and receive titles based on their skills and accomplishments.&lt;br /&gt;
&lt;br /&gt;
Mercenary orders are hired by civilizations for attacking or defending a site. Once they have enough money, they will either upgrade the equipment of their members, or build a [[fort]]. Mercenary orders either dedicated to a specific [[deity]] or, perhaps, linked to its [[religion]], may also build a [[temple]] in said fort. Mercenary companies usually only have a leader position, but sometimes will assign a position for [[Bookkeeper|record keeping]] as well.&lt;br /&gt;
&lt;br /&gt;
== Adventurer Mode ==&lt;br /&gt;
You can visit forts of Mercenary orders in adventure mode, but you cannot join the orders themselves.&lt;br /&gt;
&lt;br /&gt;
== Fort Mode ==&lt;br /&gt;
A Mercenary is a type of [[visitor]]. If you offer rented rooms through your [[tavern]], they may try to petition for residence in your fort for the purpose of soldiering.&lt;br /&gt;
&lt;br /&gt;
==Behaviour==&lt;br /&gt;
If you accept their residency request, they will essentially become members of your fort, appearing on your fort's civilian list as though they were new migrants. However, they will refuse to accept any assigned labors. Their only purpose is to be enlisted into your military by adding them to a squad, and they will then adhere to any orders the squad receives.&lt;br /&gt;
&lt;br /&gt;
==Considerations==&lt;br /&gt;
Because visitors cannot be made [[noble]]s, you cannot have a mercenary be the leader of a squad. They will not arrive with their own armor, so you'll need to provide such equipment from your own supplies (they ''will'' bring their own regular clothing, at least). To forge equipment sized for non-dwarves, go to the workshop producing armor (this works for clothing, leather armor, and metal armor), move the cursor to the job producing armor, press {{k|d}}etails and select the race involved. You can find the desired race more easily by using the {{k|f}}ilter. This will change the produced armor's size to the selected creature's size.&lt;br /&gt;
&lt;br /&gt;
Mercenaries of a larger race than dwarves, like the typical human, can more effectively use larger weapons such as [[pike]]s or [[maul]]s. Also note that since only dwarves suffer from [[cave adaptation]], non-dwarven mercenaries are better suited to fighting outside. Be aware, however, that non-dwarves also possess much smaller livers, and are more susceptible to [[drunk]]enness.&lt;br /&gt;
&lt;br /&gt;
{{Category|Occupation}}&lt;br /&gt;
{{Category|Religion}}&lt;br /&gt;
[[ru:Mercenary]]&lt;/div&gt;</summary>
		<author><name>Therahedwig</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Tower_(structure)&amp;diff=252412</id>
		<title>Tower (structure)</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Tower_(structure)&amp;diff=252412"/>
		<updated>2020-04-13T11:26:56Z</updated>

		<summary type="html">&lt;p&gt;Therahedwig: typo in category...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{New in|0.47.01}}&lt;br /&gt;
&lt;br /&gt;
A '''tower''' is a structure inside human [[town]]s. They are build by rich [[historical figure]]s like town officials, [[counting house|merchants]] or those who had a windfall gambling in the local [[tavern]]. Towers can be inherited, sold, bought and are an excellent place to conduct [[intrigue|schemes]] as well as hide [[artifact]]s. They should not be confused with [[Tower_(necromancy)|Necromancer's towers]].&lt;br /&gt;
&lt;br /&gt;
== World generation ==&lt;br /&gt;
During world generation, rich historical figures will buy properties in towns and, if they have enough money, built a tower.&lt;br /&gt;
&lt;br /&gt;
Then, over the following years, towers can be remodeled to include some improvements. They can have the following improvements added:&lt;br /&gt;
&lt;br /&gt;
;Dungeons&lt;br /&gt;
:This is currently something that happens in legends only. The [[dungeon]]s in adventurer mode are delayed for now.&lt;br /&gt;
;Courtyard&lt;br /&gt;
:A walled courtyard with flowering plants will be added, filling out the plot.&lt;br /&gt;
;Feasthall&lt;br /&gt;
:A feasthall with tables and chairs is added.&lt;br /&gt;
;Fortifications&lt;br /&gt;
:Fortification will be added at the top level.&lt;br /&gt;
&lt;br /&gt;
[[File:Df townhouse tower.png|800px|thumb|center|A five level tower inside a human city in adventurer mode. According to legends mode, it has been improved with a courtyard, a dungeon and fortifications. Only the courtyard and fortifications are visible.]]&lt;br /&gt;
&lt;br /&gt;
== Adventurer Mode ==&lt;br /&gt;
&lt;br /&gt;
You can visit towers in adventurer mode. Sometimes their owner will be present at them.&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;br /&gt;
{{category|Locations}}&lt;br /&gt;
{{category|Adventurer mode}}&lt;/div&gt;</summary>
		<author><name>Therahedwig</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Tower_(structure)&amp;diff=252411</id>
		<title>Tower (structure)</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Tower_(structure)&amp;diff=252411"/>
		<updated>2020-04-13T11:26:30Z</updated>

		<summary type="html">&lt;p&gt;Therahedwig: make the basic page. needs a little more in adventurer mode, regarding the owner.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{New in|0.47.01}}&lt;br /&gt;
&lt;br /&gt;
A '''tower''' is a structure inside human [[town]]s. They are build by rich [[historical figure]]s like town officials, [[counting house|merchants]] or those who had a windfall gambling in the local [[tavern]]. Towers can be inherited, sold, bought and are an excellent place to conduct [[intrigue|schemes]] as well as hide [[artifact]]s. They should not be confused with [[Tower_(necromancy)|Necromancer's towers]].&lt;br /&gt;
&lt;br /&gt;
== World generation ==&lt;br /&gt;
During world generation, rich historical figures will buy properties in towns and, if they have enough money, built a tower.&lt;br /&gt;
&lt;br /&gt;
Then, over the following years, towers can be remodeled to include some improvements. They can have the following improvements added:&lt;br /&gt;
&lt;br /&gt;
;Dungeons&lt;br /&gt;
:This is currently something that happens in legends only. The [[dungeon]]s in adventurer mode are delayed for now.&lt;br /&gt;
;Courtyard&lt;br /&gt;
:A walled courtyard with flowering plants will be added, filling out the plot.&lt;br /&gt;
;Feasthall&lt;br /&gt;
:A feasthall with tables and chairs is added.&lt;br /&gt;
;Fortifications&lt;br /&gt;
:Fortification will be added at the top level.&lt;br /&gt;
&lt;br /&gt;
[[File:Df townhouse tower.png|800px|thumb|center|A five level tower inside a human city in adventurer mode. According to legends mode, it has been improved with a courtyard, a dungeon and fortifications. Only the courtyard and fortifications are visible.]]&lt;br /&gt;
&lt;br /&gt;
== Adventurer Mode ==&lt;br /&gt;
&lt;br /&gt;
You can visit towers in adventurer mode. Sometimes their owner will be present at them.&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;br /&gt;
{{category|Locations}}&lt;br /&gt;
{{category|Adventurer Mode}}&lt;/div&gt;</summary>
		<author><name>Therahedwig</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=File:Df_townhouse_tower.png&amp;diff=252410</id>
		<title>File:Df townhouse tower.png</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=File:Df_townhouse_tower.png&amp;diff=252410"/>
		<updated>2020-04-13T11:18:06Z</updated>

		<summary type="html">&lt;p&gt;Therahedwig: A five level tower in a human town, improved with a courtyard and fortifications.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
A five level tower in a human town, improved with a courtyard and fortifications.&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Non-free Dwarf Fortress Screenshot}}&lt;/div&gt;</summary>
		<author><name>Therahedwig</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Guildhall&amp;diff=252402</id>
		<title>Guildhall</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Guildhall&amp;diff=252402"/>
		<updated>2020-04-12T22:07:42Z</updated>

		<summary type="html">&lt;p&gt;Therahedwig: Add some information about adventure mode guilds and an image of adventure mode guildhalls.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|18:48, 11 April 2020 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
{{New in|0.47.01}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A '''guildhall''' is a place where dwarves of a particular profession socialize, share skills, and entertain with each other. Guildhalls are requested by your population after a profession has sufficient members (10 by default in d_init.txt) within your fortress. A guildhall requires 2000 (by default) and Grand Guildhall at 10000 zone wealth to be considered established. A [[guild]] with a guildhall was observed establishing connections with other guilds, but with an as-of-yet unknown effect. If a guildhall petition has been accepted but has not been built after one year, the agreement to establish a guildhall will be abandoned. &lt;br /&gt;
&lt;br /&gt;
== World ==&lt;br /&gt;
&lt;br /&gt;
Guilds will establish in cities of civilizations that value [[Personality_trait#CRAFTSMANSHIP|craftmanship]], and thus will build guidhalls (Primarily dwarven civilizations in an unmodded game, but human cities have been seen building guildhalls, too).&lt;br /&gt;
&lt;br /&gt;
==Fortress mode==&lt;br /&gt;
Guildhalls are designated [[locations]] in fortress mode, designated from any [[meeting area]]. Upon creation, the new guildhall will be given a random name, which may be based on the profession of the associated guild, for example &amp;quot;The Grove of Deer&amp;quot; for Rangers. You can rename it by pressing {{k|n}} in the locations screen.&lt;br /&gt;
&lt;br /&gt;
==Uses==&lt;br /&gt;
Guildhalls provide socialization and communal skill learning via demonstrations. Skillful dwarves will demonstrate their skills to others, the same way as soldiers do when training in their barracks. &lt;br /&gt;
&lt;br /&gt;
[[Visitors]] to your fortress can also hold demonstrations in the guildhall when the hall is set as '''all visitors welcome''' in the locations menu. This can be a nice boost to your dwarves, especially if the visitor holding the demonstration has a relevant legendary skill.&lt;br /&gt;
&lt;br /&gt;
As even halls without established guilds will have demonstrations given to idlers, it is recommended to build halls for the professions that you need. For example, instead of waiting for weaponsmiths to migrate in, make a hall for weaponsmiths or metalworkers in general. Demonstrations will be given and unused idle hands will be trained in the professions you need, and soon enough a guild will establish itself.&lt;br /&gt;
&lt;br /&gt;
Similarly, as hospitals are always zones, it is recommended to also mark this zone as a meeting location, and in turn use it as a doctor's hall. This has the added benefit that you will always have medically trained personnel in your hospitals. Just don't forget to enable the labors.&lt;br /&gt;
&lt;br /&gt;
== Adventurer Mode ==&lt;br /&gt;
&lt;br /&gt;
You can visit the guild halls of guilds in adventurer mode. In human towns, these buildings consist of three levels: The lowest a storage level filled with bins, the second a level filled with chairs and tables, and the top a level with some chairs and tables, but mostly display furniture. Guilds will fill the display furniture with quality items of the type the guild specialized in.&lt;br /&gt;
&lt;br /&gt;
[[File:Df guildhall.png|800px|thumb|center|Image of a guild hall in a human town in adventure mode. The left most image is the lowest storage area, the middle, the socialization area and at the top an area for the display of guild items. This being a clothier guild, they put  quality clothes on display.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{world}}&lt;br /&gt;
{{Category|Locations}}&lt;/div&gt;</summary>
		<author><name>Therahedwig</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=File:Df_guildhall.png&amp;diff=252401</id>
		<title>File:Df guildhall.png</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=File:Df_guildhall.png&amp;diff=252401"/>
		<updated>2020-04-12T22:03:01Z</updated>

		<summary type="html">&lt;p&gt;Therahedwig: Three levels of a clothier guild hall. Left to right: storage level, socialization level and display level.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Three levels of a clothier guild hall. Left to right: storage level, socialization level and display level.&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Non-free Dwarf Fortress Screenshot}}&lt;/div&gt;</summary>
		<author><name>Therahedwig</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Counting_house&amp;diff=252400</id>
		<title>Counting house</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Counting_house&amp;diff=252400"/>
		<updated>2020-04-12T22:01:36Z</updated>

		<summary type="html">&lt;p&gt;Therahedwig: Add screenshot.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{new in|v0.47.01}}&lt;br /&gt;
&lt;br /&gt;
A '''Counting House''' is a structure build by a Merchant Company at a [[site]]. A single company might build multiple counting houses, some of which in the same site.&lt;br /&gt;
&lt;br /&gt;
A counting house consists of several floors, with bins filled with goods on one, and a room with chairs and tables on another. Sometimes [[artifact]]s might be hidden at counting houses.&lt;br /&gt;
&lt;br /&gt;
[[File:Df counting house.png|800px|thumb|center|The two levels of a counting house. The left is the lower storage floor, filled with bins. The right is the upper socialization area, filled with chairs.]]&lt;br /&gt;
&lt;br /&gt;
== Merchant Company ==&lt;br /&gt;
A merchant company is a group of [[merchant]]s. In world generation, members of a merchant company will trade items between sites, as an expression of the underlying economy simulation. Currently, the primary purpose of merchant companies is to facilitate the interconnection between sites of different civilizations, and to ensure there are plenty of rich [[historical figure]]s that might buy properties in sites, build [[Tower_(structure)|fancy towers]], and fund all sorts of [[intrigue|schemes]]. In short, it is mostly invisible.&lt;br /&gt;
&lt;br /&gt;
Merchant companies will have a leader position (named master or head), and may have an administrator (also named governor or factor) position with trade and record keeping responsibilities.&lt;br /&gt;
&lt;br /&gt;
{{world}}&lt;br /&gt;
{{category|Economy}}&lt;br /&gt;
{{category|Locations}}&lt;/div&gt;</summary>
		<author><name>Therahedwig</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=File:Df_counting_house.png&amp;diff=252399</id>
		<title>File:Df counting house.png</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=File:Df_counting_house.png&amp;diff=252399"/>
		<updated>2020-04-12T21:59:55Z</updated>

		<summary type="html">&lt;p&gt;Therahedwig: Two levels of a counting house, lower the storage, upper the socializing area.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Two levels of a counting house, lower the storage, upper the socializing area.&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Non-free Dwarf Fortress Screenshot}}&lt;/div&gt;</summary>
		<author><name>Therahedwig</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Fort&amp;diff=252398</id>
		<title>Fort</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Fort&amp;diff=252398"/>
		<updated>2020-04-12T21:53:43Z</updated>

		<summary type="html">&lt;p&gt;Therahedwig: Update with screenies.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{New in|0.47.01}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
:''Not to be confused with [[Fortress]].''&lt;br /&gt;
&lt;br /&gt;
[[File:Df bandit fort map.png|thumb|A fort as seen from the two travel screens. There are three structures in the fort.]]&lt;br /&gt;
[[File:Df fort with shrine.png|thumb|A fort seen in play and on the travel map. Notice how the temple of this fort is marked as white on the travel map.]]&lt;br /&gt;
&lt;br /&gt;
A '''fort'''  {{Raw Tile|○|0:6:0}} is a [[site]] inhabited by [[Mercenary|mercenaries]] or [[bandit]]s.&lt;br /&gt;
&lt;br /&gt;
Forts are sites surrounded by tall walls. They will often have dinning halls and dormitories. If a Mercenary Company dedicated to a [[religion]] is in charge of the fort, there may also be a [[temple]] dedicated to their deity. As only mercenary companies can have such a temple, and bandits are rather violent, it can help to look for a white structure on the mid-level travel map, which marks the location of the temple.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{world}}&lt;br /&gt;
{{category|Religion}}&lt;br /&gt;
[[ru:Fort]]&lt;/div&gt;</summary>
		<author><name>Therahedwig</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=File:Df_fort_with_shrine.png&amp;diff=252397</id>
		<title>File:Df fort with shrine.png</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=File:Df_fort_with_shrine.png&amp;diff=252397"/>
		<updated>2020-04-12T21:50:51Z</updated>

		<summary type="html">&lt;p&gt;Therahedwig: Image of a fort with a shrine in the regular play map and on the travel map, notice how the shrine is marked with white on the travel map.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Image of a fort with a shrine in the regular play map and on the travel map, notice how the shrine is marked with white on the travel map.&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Non-free Dwarf Fortress Screenshot}}&lt;/div&gt;</summary>
		<author><name>Therahedwig</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=File:Df_bandit_fort_map.png&amp;diff=252396</id>
		<title>File:Df bandit fort map.png</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=File:Df_bandit_fort_map.png&amp;diff=252396"/>
		<updated>2020-04-12T21:48:49Z</updated>

		<summary type="html">&lt;p&gt;Therahedwig: A fort on the travel screen.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
A fort on the travel screen.&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Non-free Dwarf Fortress Screenshot}}&lt;/div&gt;</summary>
		<author><name>Therahedwig</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Counting_house&amp;diff=252392</id>
		<title>Counting house</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Counting_house&amp;diff=252392"/>
		<updated>2020-04-12T16:54:52Z</updated>

		<summary type="html">&lt;p&gt;Therahedwig: typo...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{new in|v0.47.01}}&lt;br /&gt;
&lt;br /&gt;
A '''Counting House''' is a structure build by a Merchant Company at a [[site]]. A single company might build multiple counting houses, some of which in the same site.&lt;br /&gt;
&lt;br /&gt;
A counting house consists of several floors, with bins filled with goods on one, and a room with chairs and tables on another. Sometimes [[artifact]]s might be hidden at counting houses.&lt;br /&gt;
&lt;br /&gt;
== Merchant Company ==&lt;br /&gt;
A merchant company is a group of [[merchant]]s. In world generation, members of a merchant company will trade items between sites, as an expression of the underlying economy simulation. Currently, the primary purpose of merchant companies is to facilitate the interconnection between sites of different civilizations, and to ensure there are plenty of rich [[historical figure]]s that might buy properties in sites, build [[Tower_(structure)|fancy towers]], and fund all sorts of [[intrigue|schemes]]. In short, it is mostly invisible.&lt;br /&gt;
&lt;br /&gt;
Merchant companies will have a leader position (named master or head), and may have an administrator (also named governor or factor) position with trade and record keeping responsibilities.&lt;br /&gt;
&lt;br /&gt;
{{world}}&lt;br /&gt;
{{category|Economy}}&lt;br /&gt;
{{category|Locations}}&lt;/div&gt;</summary>
		<author><name>Therahedwig</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Counting_house&amp;diff=252391</id>
		<title>Counting house</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Counting_house&amp;diff=252391"/>
		<updated>2020-04-12T16:54:28Z</updated>

		<summary type="html">&lt;p&gt;Therahedwig: Make a page with basic information. We'll need some counting house screenshots, but other than that...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{new in|v0.47.01}}&lt;br /&gt;
&lt;br /&gt;
A '''Counting House''' is a structure build by a Merchant Company at a [[site]]. A single company might build multiple counting houses, some of which in the same site.&lt;br /&gt;
&lt;br /&gt;
A counting house consists of several floors, with bins filled with goods on one, and a room with chairs and tables on another. Sometimes [[artifact]]s might be hidden at counting houses.&lt;br /&gt;
&lt;br /&gt;
== Merchant Company ==&lt;br /&gt;
A merchant company is a group of [[merchant]]s. In world generation, members of a merchant company will trade items between sites, as an expression of the underlying economy simulation. Currently, the primary purpose of merchant companies is to facilitate the interconnection between sites of different civilizations, and to ensure there are plenty of rich [[historical figure]]s that might buy properties in sites, build [[Tower_(structure)|fancy towers]], and fund all sorts of [[intrigue|schemes]]. In short, it is mostly invisible.&lt;br /&gt;
&lt;br /&gt;
Merchant companies will have a leader position (named master or head), and may have an administrator (also named governor or factor) position with trade and record keeping responsibilities.&lt;br /&gt;
&lt;br /&gt;
{{world}}&lt;br /&gt;
{{category|Economy}}&lt;br /&gt;
{{category|Location}}&lt;/div&gt;</summary>
		<author><name>Therahedwig</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Mercenary&amp;diff=252385</id>
		<title>Mercenary</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Mercenary&amp;diff=252385"/>
		<updated>2020-04-12T15:05:27Z</updated>

		<summary type="html">&lt;p&gt;Therahedwig: Shove in mercenary orders in here somewhere... Needs work.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine|19:49, 26 March 2016 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{new in v0.42}}&lt;br /&gt;
&lt;br /&gt;
A '''Mercenary''' is a [[historical figure]] who has decided to sell their services as a soldier. Mercenaries are found in fort mode as [[visitor]]s, hired by civilizations in legends mode. You cannot yet hire mercenaries in fort mode, but sometimes they will petition for residency.&lt;br /&gt;
&lt;br /&gt;
== World generation ==&lt;br /&gt;
&lt;br /&gt;
[[Historical figure]]s will sometimes decide to become mercenaries, operating out of a town. Once they have enough money, they may improve their equipment. Mercenaries can be hired as scouts, for defense or for attack, as they sometimes may be hired for assassination and theft.&lt;br /&gt;
&lt;br /&gt;
=== Mercenary Orders ===&lt;br /&gt;
Sometimes, Mercenaries will start Mercenary Orders. These are a formal group that dedicate themselves to certain weapons. Members will train in those weapons, and receive titles based on their skills and accomplishments.&lt;br /&gt;
&lt;br /&gt;
Mercenary orders are hired by civilizations for attacking sites, or for defending a site. Once they have enough money, they will either upgrade the equipment of their members or build a [[fort]]. Mercenary orders dedicated to a specific [[deity]] or linked to a [[religion]] may build a [[temple]] in said fort. Mercenary companies usually only have a leader position, but sometimes will assign a position for [[Bookkeeper|record keeping]] as well.&lt;br /&gt;
&lt;br /&gt;
== Adventurer Mode ==&lt;br /&gt;
You can visit forts of Mercenary Orders in adventure mode.&lt;br /&gt;
&lt;br /&gt;
== Fort Mode ==&lt;br /&gt;
A Mercenary is a type of [[visitor]]. If you offer rented rooms through your [[tavern]], they may try to petition for residence in your fort for the purpose of soldiering.&lt;br /&gt;
&lt;br /&gt;
==Behaviour==&lt;br /&gt;
If you accept their residency request, they will essentially become members of your fort, appearing on your fort's civilian list as though they were new migrants. However, they will refuse to accept any assigned labors. Their only purpose is to be enlisted into your military by adding them to a squad, and they will then adhere to any orders the squad receives.&lt;br /&gt;
&lt;br /&gt;
==Considerations==&lt;br /&gt;
Because visitors cannot be made [[noble]]s, you cannot have a mercenary be the leader of a squad. They will not arrive with their own armor, so you'll need to provide such equipment from your own supplies (they ''will'' bring their own regular clothing, at least). To forge equipment sized for non-dwarves, go to the workshop producing armor (this works for clothing, leather armor, and metal armor), move the cursor to the job producing armor, press {{k|d}}etails and select the race involved. You can find the desired race more easily by using the {{k|f}}ilter. This will change the produced armor's size to the selected creature's size.&lt;br /&gt;
&lt;br /&gt;
Mercenaries of a larger race than dwarves, like the typical human, can more effectively use larger weapons such as [[pike]]s or [[maul]]s. Also note that since only dwarves suffer from [[cave adaptation]], non-dwarven mercenaries are better suited to fighting outside. Be aware, however, that non-dwarves also possess much smaller livers, and are more susceptible to [[drunk]]enness.&lt;br /&gt;
&lt;br /&gt;
{{Category|Occupation}}&lt;br /&gt;
{{Category|Religion}}&lt;br /&gt;
[[ru:Mercenary]]&lt;/div&gt;</summary>
		<author><name>Therahedwig</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Fort&amp;diff=252383</id>
		<title>Fort</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Fort&amp;diff=252383"/>
		<updated>2020-04-12T14:01:34Z</updated>

		<summary type="html">&lt;p&gt;Therahedwig: Add some very basic information and the religion tag.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{New in|0.47.01}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
:''Not to be confused with [[Fortress]].''&lt;br /&gt;
&lt;br /&gt;
A '''fort'''  {{Raw Tile|○|0:6:0}} is a [[site]] inhabited by [[Mercenary|mercenaries]] or [[bandit]]s.&lt;br /&gt;
&lt;br /&gt;
Forts are sites surrounded by tall walls. They will often have dinning halls and dormitories. If a Mercenary Company dedicated to a [[religion]] is in charge of the fort, there may also be a [[temple]] dedicated to their deity.&lt;br /&gt;
{{world}}&lt;br /&gt;
{{category|Religion}}&lt;br /&gt;
[[ru:Fort]]&lt;/div&gt;</summary>
		<author><name>Therahedwig</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Monastery&amp;diff=252380</id>
		<title>Monastery</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Monastery&amp;diff=252380"/>
		<updated>2020-04-12T13:53:23Z</updated>

		<summary type="html">&lt;p&gt;Therahedwig: Add category, clarify link.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Fine}}&lt;br /&gt;
{{New in|0.47.01}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
&lt;br /&gt;
A '''monastery''' is a type of [[religion|religious]] site, taking up a 3x3 square of tiles on an embark map. They are build by monastic orders, which are headed by an abbot.&lt;br /&gt;
&lt;br /&gt;
They always have one each of the following structures: a dormitory which will be lined with beds, a canteen which will contain two rows of tables and chairs of wildly-varying materials, a warehouse consisting of a few empty rooms, and a [[temple]], a religious site in the shape of a multi-floor rectangular building with engraved walls and statues scattered about. The engravings and statues are predominantly religious in nature, featuring the [[deity|object of worship]] and the ascension of custom-named [[priest]]s. On the bottommost floor, [[pedestal]]s are kept for storing [[artifact]]s. &lt;br /&gt;
&lt;br /&gt;
In addition to the main four structures, there will be a number of [[Temple#Shrines|shrine]]s, statues standing outside, surrounded with varying patterns in the earth. There is a maximum of five shrines to a monastery, though it is currently unknown if the minimum number is 1 or 0. These shrines will sometimes have small altars beside them, which will sometimes contain divination [[dice]].&lt;br /&gt;
&lt;br /&gt;
Monasteries may be the destinations of [[pilgrim]]s, who travel there to see the site, or stop there on the way to [[temple|a more prominent holy place]]. They are also populated by [[prophet]]s.&lt;br /&gt;
{{World}}&lt;br /&gt;
{{Category|Religion}}&lt;br /&gt;
[[ru:Monastery]]&lt;/div&gt;</summary>
		<author><name>Therahedwig</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Deity&amp;diff=252379</id>
		<title>Deity</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Deity&amp;diff=252379"/>
		<updated>2020-04-12T13:49:59Z</updated>

		<summary type="html">&lt;p&gt;Therahedwig: Add category.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|22:33, 20 September 2016 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
A '''deity''' {{Tile|Å|6:1}} is a supernatural being or force of nature in the mythology of a world. Deities are randomly generated during [[World generation|worldgen]], and assigned different [[sphere]]s (the objects, creatures, concepts, etc. they are associated with). [[Religion|Religious]] creatures may worship one or more deities.&lt;br /&gt;
&lt;br /&gt;
Worship and deities differ among races: [[Dwarves]] and [[human]]s worship multiple deities, most of which are often depicted as being of their own race, though on occasion they may worship a deity that is depicted as an [[animal]] or [[vermin]]. An [[elf]] does not worship a deity, but believes in a single [[force]] that permeates the forests.&lt;br /&gt;
&lt;br /&gt;
==Fortress mode==&lt;br /&gt;
Each dwarf and many other creatures have one or more deities listed among their [[relationship]]s. Almost all dwarves believe in at least one deity. Most believe in two, and some three. In the case of your dwarves, you can see the degree of belief they profess (''&amp;quot;faithful worshipper&amp;quot;'', ''&amp;quot;casual worshipper&amp;quot;'', etc.).&lt;br /&gt;
&lt;br /&gt;
[[Fortress mode]] includes [[temples]] (but not priests) that can be dedicated to individual deities. Dwarven deities are also represented in [[statue]]s, [[engraving]]s and [[figurine]]s.&lt;br /&gt;
&lt;br /&gt;
==Adventurer mode==&lt;br /&gt;
In [[adventurer mode]], human towns may include [[temple]]s of various designs inhabited by [[priest]]s dedicated to a deity. As of v0.40.24,{{verify}} it is no longer possible to join a religion in Adventurer Mode. If somehow you manage to become part of a religion (e.g. with the use of DFHack) you may talk to your deity. They will never reply, but doing so satisfies potential [[need]]s for prayer.&lt;br /&gt;
&lt;br /&gt;
==Interaction in the world==&lt;br /&gt;
Deities occasionally influence events during world generation.  Gods of death can create stone slabs from which [[necromancer]]s learn the secrets of life and death.  Furthermore, civilized creatures that profane a temple incur the wrath of its deity, being turned into a [[vampire]] or a [[werebeast]] as punishment (even though being immortal is not really a punishment to some).&lt;br /&gt;
&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
&lt;br /&gt;
Deities may occasionally collaborate with a [[demon]], raising it up from the underworld with a ritual conducted by an [[artifact]] [[slab]]. This is, in fact, exactly how said demons escape [[Hell]] and gain status in the mortal world.  What demon in question is summoned, as well as the reason for this, appears to be linked to the god's particular [[sphere]]. For example, gods of death may summon demons &amp;quot;that more may die&amp;quot;; war-gods conduct the ritual &amp;quot;that war may rage forever&amp;quot; or &amp;quot;that great fortresses be raised and tested in siege&amp;quot;. Gods of bravery and valour, meanwhile, do the same &amp;quot;that great acts of heroism may be performed.&amp;quot; (Admittedly, anyone who can navigate a demonic site and come out alive should rightfully be called more than a great hero!)&lt;br /&gt;
&lt;br /&gt;
Deities are served by [[angel]]s, randomised creatures who may wield equipment made of impossibly strong [[divine metal]] created by the deity.  Angels are best known for guarding the contents of [[vault]]s, the treasure-houses of allied [[demon]]s; they may be the most exceedingly powerful and dangerous creatures in ''Dwarf Fortress'', more so than even demons. Successfully raiding a vault is a feat on par with conquering [[Hell]]—you may use the knowledge on the vault's slab all you want, but it's a tiny reward compared to vanquishing ''the forces of Heaven itself''.&lt;br /&gt;
&lt;br /&gt;
== A world without deities ==&lt;br /&gt;
{{mod}}&lt;br /&gt;
Deities can be removed from the game through [[Entity token|modding entity raws]], by making all civilizations become areligious. In such a world, demonic leaders thrust the spire of slade by themselves, and place the slab in a vault created on their own. The vault is then left unguarded, since no [[angel]]s can exist without deities.&lt;br /&gt;
&lt;br /&gt;
Removing deities makes [[vampire]]s, [[werebeast]]s, and [[necromancer]]s never spawn, as these can (currently) only be created through deity intervention.&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = mishar&lt;br /&gt;
| elvish  = ricafa&lt;br /&gt;
| goblin  = alsmust&lt;br /&gt;
| human   = ahang&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Category|World}}&lt;br /&gt;
{{Category|Relationships}}&lt;br /&gt;
{{Category|Religion}}&lt;br /&gt;
[[ru:Deity]]&lt;/div&gt;</summary>
		<author><name>Therahedwig</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Die&amp;diff=252378</id>
		<title>Die</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Die&amp;diff=252378"/>
		<updated>2020-04-12T13:48:53Z</updated>

		<summary type="html">&lt;p&gt;Therahedwig: fix link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|12:48, 5 February 2020 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{new in|0.47.01}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
[[File:Historical dice.jpg|right|250px|thumb|Examples of dice.]]&lt;br /&gt;
'''Dice''' (singular ''die'') are an item randomly found in religious (not [[titan]]) [[Temple#Shrines|shrine]]s located throughout the world, with several able to spawn at [[monastery|monasteries]]. They can be picked up and rolled to divine the will of the [[Deity|gods]] relevant to the dice, granting a variety of possible effects both positive or ''[[fun]]''.&lt;br /&gt;
&lt;br /&gt;
Dice come in several known varieties depending on the number of sides:&lt;br /&gt;
&lt;br /&gt;
*D20 (twenty-sided, known as &amp;quot;icosahedral&amp;quot;)&lt;br /&gt;
*D12 (&amp;quot;twelve-sided&amp;quot; or &amp;quot;dodecahedral&amp;quot;)&lt;br /&gt;
*D8 (&amp;quot;eight-sided&amp;quot; or &amp;quot;octahedral&amp;quot;)&lt;br /&gt;
*D6 (&amp;quot;six-sided&amp;quot; or &amp;quot;cubic&amp;quot;)&lt;br /&gt;
*D4 (&amp;quot;four-sided&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
==Fortress Mode==&lt;br /&gt;
&lt;br /&gt;
In [[fortress mode]], dice can be created in a [[craftsdwarf's workshop]] from [[wood]] or [[stone]]. It is not possible to specify the number of sides to make on dice, and descriptions on dice do not mention the number of sides that they have. Divination currently does not occur in fortress mode, making dice only usable as trading goods.&lt;br /&gt;
&lt;br /&gt;
==Adventurer Mode==&lt;br /&gt;
&lt;br /&gt;
In [[adventurer mode]], dice can be found and used for divination by the player. Multiple dice may be held and rolled at a time, though this only appears to count as rolling the die selected in the inventory, dropping all other dice while mentioning their number (but not their effect).&lt;br /&gt;
&lt;br /&gt;
The list of known dice effects:&lt;br /&gt;
*'''Creates a random artifact-quality weapon at the shrine the dice were from{{verify}}'''&lt;br /&gt;
*'''Creates a random artifact-quality piece of armor at the shrine the dice were from{{verify}}'''&lt;br /&gt;
*'''Upgrades each piece of the user's armor/clothing by one level'''&lt;br /&gt;
*'''Grants the user an enhanced healing factor, capable of completely healing any tissue or damage rapidly (duration appears indefinite, but cannot heal certain past wounds) {{verify}}'''&lt;br /&gt;
*'''Grants the user a random friendly pet spawned nearby (seems to prefer predatory creatures)'''&lt;br /&gt;
*Grants the user a week of good luck (unknown effect, assumed to be similar-but-opposite to the mummy's curse)&lt;br /&gt;
*Various messages that have no effect, giving ominous, foreboding, or fateful advice or statements&lt;br /&gt;
*Grants the user a week of bad luck (assumed to be similar/the same as a mummy's curse but temporary)&lt;br /&gt;
*'''Transforms the user into a random creature for one week (seems to prefer nonpredatory creatures)'''&lt;br /&gt;
&lt;br /&gt;
It is likely that dice with more sides have more extreme effects: dice with fewer sides than 12{{verify}} cannot cause the stronger effects (shown in bold), both good or bad. Each die can only have one very positive effect in its list of possibilities; this is dependant on the specific die, not the deity represented.&lt;br /&gt;
&lt;br /&gt;
Warning: Using the same dice under the same deity's blessing more than twice in an uncertain period of time, known to be between 24 hours - 1 week, will anger the gods, cursing the ill-fated thrower in a similar way to toppling over a statue. However, the god may choose to &amp;quot;ignore your hubris&amp;quot;, resulting in no punishment. Any creature cursed by the gods in such a way will be unable to benefit from any deity's dice again in the future.&lt;br /&gt;
&lt;br /&gt;
===Rolling a die in Adventurer Mode===&lt;br /&gt;
[[File:Adventurer_rolling_a_die.png|thumb|An adventurer rolls a four-sided divination die. The ominous message &amp;quot;It is too soon to forgive&amp;quot; has no effect.]]&lt;br /&gt;
# You must hold the die in your hand, so either:&lt;br /&gt;
## {{k|r}}emove it from any containers you're carrying it in&lt;br /&gt;
## {{k|g}}et it from the ground or a pedestal&lt;br /&gt;
# {{k|I}}nteract with the die, selecting the roll option&lt;br /&gt;
&lt;br /&gt;
Your character will then &amp;quot;Divine the will of &amp;lt;code&amp;gt;&amp;lt;DEITY&amp;gt;&amp;lt;/code&amp;gt; according to the practice of &amp;lt;code&amp;gt;&amp;lt;RELIGIOUS_ORDER&amp;gt;&amp;lt;/code&amp;gt;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
*The 'beast transformation' curse seems to be treated as a normal syndrome, and, thus, can be instantly healed by simply unloading the cell (fast travelling, sleeping). However, the victim appears to suffer stat penalties afterwards, as though they still had their animal body.{{verify}}&lt;br /&gt;
*Dice may, under unknown circumstances, respawn even after being taken from their home shrine, after a cell reload.{{verify}}&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
* Some dwarves love to roll dice and play games about dungeons and [[dragon]]s.&lt;br /&gt;
&lt;br /&gt;
{{category|Adventurer mode}}&lt;br /&gt;
{{category|Fortress mode}}&lt;br /&gt;
{{category|Items}}&lt;br /&gt;
{{category|Religion}}&lt;/div&gt;</summary>
		<author><name>Therahedwig</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Die&amp;diff=252377</id>
		<title>Die</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Die&amp;diff=252377"/>
		<updated>2020-04-12T13:48:33Z</updated>

		<summary type="html">&lt;p&gt;Therahedwig: Add tag, clarify link.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|12:48, 5 February 2020 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{new in|0.47.01}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
[[File:Historical dice.jpg|right|250px|thumb|Examples of dice.]]&lt;br /&gt;
'''Dice''' (singular ''die'') are an item randomly found in religious (not [[titan]]) [[Temple#Shrines]]s located throughout the world, with several able to spawn at [[monastery|monasteries]]. They can be picked up and rolled to divine the will of the [[Deity|gods]] relevant to the dice, granting a variety of possible effects both positive or ''[[fun]]''.&lt;br /&gt;
&lt;br /&gt;
Dice come in several known varieties depending on the number of sides:&lt;br /&gt;
&lt;br /&gt;
*D20 (twenty-sided, known as &amp;quot;icosahedral&amp;quot;)&lt;br /&gt;
*D12 (&amp;quot;twelve-sided&amp;quot; or &amp;quot;dodecahedral&amp;quot;)&lt;br /&gt;
*D8 (&amp;quot;eight-sided&amp;quot; or &amp;quot;octahedral&amp;quot;)&lt;br /&gt;
*D6 (&amp;quot;six-sided&amp;quot; or &amp;quot;cubic&amp;quot;)&lt;br /&gt;
*D4 (&amp;quot;four-sided&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
==Fortress Mode==&lt;br /&gt;
&lt;br /&gt;
In [[fortress mode]], dice can be created in a [[craftsdwarf's workshop]] from [[wood]] or [[stone]]. It is not possible to specify the number of sides to make on dice, and descriptions on dice do not mention the number of sides that they have. Divination currently does not occur in fortress mode, making dice only usable as trading goods.&lt;br /&gt;
&lt;br /&gt;
==Adventurer Mode==&lt;br /&gt;
&lt;br /&gt;
In [[adventurer mode]], dice can be found and used for divination by the player. Multiple dice may be held and rolled at a time, though this only appears to count as rolling the die selected in the inventory, dropping all other dice while mentioning their number (but not their effect).&lt;br /&gt;
&lt;br /&gt;
The list of known dice effects:&lt;br /&gt;
*'''Creates a random artifact-quality weapon at the shrine the dice were from{{verify}}'''&lt;br /&gt;
*'''Creates a random artifact-quality piece of armor at the shrine the dice were from{{verify}}'''&lt;br /&gt;
*'''Upgrades each piece of the user's armor/clothing by one level'''&lt;br /&gt;
*'''Grants the user an enhanced healing factor, capable of completely healing any tissue or damage rapidly (duration appears indefinite, but cannot heal certain past wounds) {{verify}}'''&lt;br /&gt;
*'''Grants the user a random friendly pet spawned nearby (seems to prefer predatory creatures)'''&lt;br /&gt;
*Grants the user a week of good luck (unknown effect, assumed to be similar-but-opposite to the mummy's curse)&lt;br /&gt;
*Various messages that have no effect, giving ominous, foreboding, or fateful advice or statements&lt;br /&gt;
*Grants the user a week of bad luck (assumed to be similar/the same as a mummy's curse but temporary)&lt;br /&gt;
*'''Transforms the user into a random creature for one week (seems to prefer nonpredatory creatures)'''&lt;br /&gt;
&lt;br /&gt;
It is likely that dice with more sides have more extreme effects: dice with fewer sides than 12{{verify}} cannot cause the stronger effects (shown in bold), both good or bad. Each die can only have one very positive effect in its list of possibilities; this is dependant on the specific die, not the deity represented.&lt;br /&gt;
&lt;br /&gt;
Warning: Using the same dice under the same deity's blessing more than twice in an uncertain period of time, known to be between 24 hours - 1 week, will anger the gods, cursing the ill-fated thrower in a similar way to toppling over a statue. However, the god may choose to &amp;quot;ignore your hubris&amp;quot;, resulting in no punishment. Any creature cursed by the gods in such a way will be unable to benefit from any deity's dice again in the future.&lt;br /&gt;
&lt;br /&gt;
===Rolling a die in Adventurer Mode===&lt;br /&gt;
[[File:Adventurer_rolling_a_die.png|thumb|An adventurer rolls a four-sided divination die. The ominous message &amp;quot;It is too soon to forgive&amp;quot; has no effect.]]&lt;br /&gt;
# You must hold the die in your hand, so either:&lt;br /&gt;
## {{k|r}}emove it from any containers you're carrying it in&lt;br /&gt;
## {{k|g}}et it from the ground or a pedestal&lt;br /&gt;
# {{k|I}}nteract with the die, selecting the roll option&lt;br /&gt;
&lt;br /&gt;
Your character will then &amp;quot;Divine the will of &amp;lt;code&amp;gt;&amp;lt;DEITY&amp;gt;&amp;lt;/code&amp;gt; according to the practice of &amp;lt;code&amp;gt;&amp;lt;RELIGIOUS_ORDER&amp;gt;&amp;lt;/code&amp;gt;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
*The 'beast transformation' curse seems to be treated as a normal syndrome, and, thus, can be instantly healed by simply unloading the cell (fast travelling, sleeping). However, the victim appears to suffer stat penalties afterwards, as though they still had their animal body.{{verify}}&lt;br /&gt;
*Dice may, under unknown circumstances, respawn even after being taken from their home shrine, after a cell reload.{{verify}}&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
* Some dwarves love to roll dice and play games about dungeons and [[dragon]]s.&lt;br /&gt;
&lt;br /&gt;
{{category|Adventurer mode}}&lt;br /&gt;
{{category|Fortress mode}}&lt;br /&gt;
{{category|Items}}&lt;br /&gt;
{{category|Religion}}&lt;/div&gt;</summary>
		<author><name>Therahedwig</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Shrine_(megabeast)&amp;diff=252376</id>
		<title>Shrine (megabeast)</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Shrine_(megabeast)&amp;diff=252376"/>
		<updated>2020-04-12T13:47:31Z</updated>

		<summary type="html">&lt;p&gt;Therahedwig: Add clarification for the shrine confusion.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
[[File:Shrine.png|thumb|right|180px|A shrine of [[red sand]], decorated with pillars and floors of [[gneiss]]. A [[bronze colossus]] inhabits it.]]&lt;br /&gt;
'''Shrines''' ({{Raw Tile|Å|7:0:0}}) are a type of [[site]], functioning identically to a [[lair]]. It consists of cubic open spaces decorated with pillars and some smoothed floors. [[Bronze colossus]]es and [[titan]]s make their homes at shrines, and they will aggressively defend their territory when approached, [[demon]]s have also been observed. Shrines will often be littered with the [[corpse]]s of past adventurers who tried to fight their inhabitants but failed.&lt;br /&gt;
&lt;br /&gt;
A shrine can be discovered in [[adventurer mode]] either by travelling or by asking local people about the surrounding area or beasts. As you approach the site, the beast living there will charge at you the moment it notices your presence, making [[stealth]] an attractive choice when setting foot near a shrine.&lt;br /&gt;
&lt;br /&gt;
Not to be confused with the [[Temple#Shrines|small religious locations at civilized sites]].&lt;br /&gt;
&lt;br /&gt;
{{Translation| dwarven = okun | elvish = dama | goblin = stodrus | human = lipul}}&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Adventurer mode}}&lt;/div&gt;</summary>
		<author><name>Therahedwig</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Temple&amp;diff=252375</id>
		<title>Temple</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Temple&amp;diff=252375"/>
		<updated>2020-04-12T13:45:49Z</updated>

		<summary type="html">&lt;p&gt;Therahedwig: /* Adventure mode */ Add a section for shrines. As these are a type of temple, this seems the best location. Also add category.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|22:38, 30 April 2013 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{new in v0.42}}&lt;br /&gt;
&lt;br /&gt;
[[File:dwarf_temple.jpg|thumb|350px|right|A dwarven temple.&amp;lt;br /&amp;gt;''Art by Kim Sung Min'']]A '''temple''' is a structure devoted to an object of worship, which typically is any [[sphere]]-aligned being such as a [[deity]], [[megabeast]], or [[titan]]. &lt;br /&gt;
&lt;br /&gt;
==Fortress mode==&lt;br /&gt;
In [[fortress mode]], temples are [[locations]] ({{K|l}}) that can be created from [[Activity zone#Meeting area|meeting area]]s ({{K|i}} - {{K|m}}). Temples can be dedicated either to any deity worshipped by at least one of your [[dwarves]] (not necessarily from the world's dwarven pantheon), or to &amp;quot;no particular deity&amp;quot;, making it a place for anyone to meditate or to worship whomever they want. However, some dwarves* seem to need specific rather than generic temples to avoid [[unhappy]] thoughts.&lt;br /&gt;
&lt;br /&gt;
: ''(* If you read the thoughts of certain dwarves, you can note that some have been &amp;quot;unable to pray to (x deity)&amp;quot;. If you designate a temple to that specific deity, they will then go pray or meditate with purple text and satisfy their religious needs.  This mechanic needs more research.)''&lt;br /&gt;
&lt;br /&gt;
Temples require [[instrument]]s for their music and, thus, need [[container]]s to store them. Temples also require a certain amount of empty floor space (called ''dance floor''), same as [[tavern]]s. [[Performer]]s can also be assigned to temples to perform sacred dances.&lt;br /&gt;
&lt;br /&gt;
Being able to commune with their deity or meditate gives a serious ''enraptured'' [[stress]] decrease to the dwarves. Not having a designated place to pray, on the other hand, makes them sad or [[Need|distracted]]. Thus, making a temple early on might be a good investment for your fortress, even more so if you're going through difficult times. Simply designating any meeting area as a place to pray is enough to initially satisfy most of your dwarves, you do not need to provide instruments or containers for your dwarves to pray.&lt;br /&gt;
&lt;br /&gt;
When sufficient (10 by default in d_init.txt) members of your fortress worship a single deity, they may petition for the creation of a temple specific to their faith. Once established, these worshipers may congregate at the new temple, though it does not stop them from using temples to no particular deity; the temple dedicated to their deity existing at all is sufficient to please them. If the petition is ignored for too long, it is eventually abandoned, and the petitioners will receive unhappy thoughts.{{version|0.47.01}}&lt;br /&gt;
&lt;br /&gt;
[[Pilgrim]]s will visit fortresses specifically to hang out in temples. Other [[visitor]]s may pass by the temple and socialize with the dwarves there if they came to visit a tavern or [[library]].&lt;br /&gt;
&lt;br /&gt;
As in adventure mode, worshippers of the temple's deity that topple a [[statue]] (or anything else that's been {{k|b}}uilt) in a temple will be cursed as a [[vampire]] or [[werebeast]] {{cite forum|160118/7144627}}{{cite reddit|8l8x7i}}.&lt;br /&gt;
&lt;br /&gt;
==Adventure mode==&lt;br /&gt;
World-generated temples are visitable in [[adventurer mode]]. They are located in [[human]] towns and [[goblin]] fortresses, with smaller temples in [[monastery|monasteries]] and [[fort]]s, and are build when a given [[religion]] has enough followers in said site, or the site is dedicated to the religion. [[Priest]]s can be found in temples, and will allow you to join the local sect of their religion with the conversation topic 'Service'. In the current version, it is not possible to join a temple.&lt;br /&gt;
&lt;br /&gt;
On first joining a sect dedicated to a particular object of worship, that entity will be added to the character's record. An adventurer can then converse ({{K|k}}) anywhere with any deific object of worship. Though the deity's only response is silence, repeated conversations can change the deity's 'object of worship' status from 'dubious' to 'casual', 'object', 'devoted' and 'ardent'. It's unknown whether conversing with other objects of worship can increase their worship status; megabeasts tend to be uniformly hostile, though titans may be flagged 'benign'{{verify}}.&lt;br /&gt;
&lt;br /&gt;
Temples can have basements, sometimes extensive [[catacombs]], which may be crawling with enemies. These range from the typical [[kobold]]s and goblins, to the occasional lurking [[mummy]] (with assorted [[Undead|skeletal]] minions). [[Pedestal]]s will be found in these lower levels, and will sometimes contain holy [[artifact]]s.&lt;br /&gt;
&lt;br /&gt;
You can defile a temple of your deity by toppling a [[statue]], which leads to being cursed by the patron deity with either [[vampire|vampirism]] or becoming a [[werebeast]]. For this, the temple must be actively used (i.e. not an old ruin).&lt;br /&gt;
&lt;br /&gt;
=== Architecture ===&lt;br /&gt;
Each temple found in procedurally-generated towns will have its own architecture, where certain architectural elements are chosen depending on the spheres to which the temple belongs. A temple can use a certain architectural element because of its likeness to their worshipped spheres, but also because of an antithetical relationship to said spheres. A complete list of architectural elements, as well as their connection to different spheres, is given in the table below.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Architectural element&lt;br /&gt;
! Related spheres (incomplete)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Detailed surfaces||Art, Inspiration, Painting, Poetry&lt;br /&gt;
|-&lt;br /&gt;
|[[Magma|Lava]] pool||Volcanos&lt;br /&gt;
|-&lt;br /&gt;
|Lower floors||Caverns, Darkness, Earth&lt;br /&gt;
|-&lt;br /&gt;
|Open structure||Dawn, Day, Dusk, Freedom, Moon, Nature, Night, Rain, Seasons, Sky, Storms, Sun, Thunder, Twilight, Weather&lt;br /&gt;
|-&lt;br /&gt;
|Paved indoor areas||Fortresses&lt;br /&gt;
|-&lt;br /&gt;
|Paved outdoor area||Fortresses&lt;br /&gt;
|-&lt;br /&gt;
|Pillars on the perimeter||Boundaries, Fortresses&lt;br /&gt;
|-&lt;br /&gt;
|Square of pillars||Balance, Discipline, Laws, Order&lt;br /&gt;
|-&lt;br /&gt;
|Stagnant pool||Deformity, Disease, Muck, Sickness&lt;br /&gt;
|-&lt;br /&gt;
|Uneven pillars||Chaos, Deformity&lt;br /&gt;
|-&lt;br /&gt;
|Upper floors||Dawn, Dusk, Fortresses, Mountains, Thunder&lt;br /&gt;
|-&lt;br /&gt;
|Water pool||Fishing, Lakes, Oceans, Rivers, Water&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Shrines ===&lt;br /&gt;
&lt;br /&gt;
Before a temple is build in a site, there will be shrines dedicated to a given religion, consisting of a small garden, a statue and either a pedestal or an altar. If the religion has a divination tradition, divination [[dice]] can be found in these shrines.&lt;br /&gt;
&lt;br /&gt;
Not to be confused with the lair of [[titan]]s, called a [[shrine]].&lt;br /&gt;
&lt;br /&gt;
=== Razing ===&lt;br /&gt;
Occasionally during worldgen, a site government may choose to raze an old temple and build a new one in its stead. The ruins of the old temple, as well as any catacombs it's connected to, will still be explorable in adventure mode.&lt;br /&gt;
&lt;br /&gt;
Interestingly, the construction of the new temple will always coincide with the formation of a new religious order to utilize it. The order belonging to the old temple will remain on the site, but will move their offices to the keep. Due to this, leaders of &amp;quot;archaic&amp;quot; orders are often found in the keep.&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = rath&lt;br /&gt;
| elvish  = fothi&lt;br /&gt;
| goblin  = spôgmuk&lt;br /&gt;
| human   = olum&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{world}}&lt;br /&gt;
{{Category|Locations}}&lt;br /&gt;
{{Category|Adventurer mode}}&lt;br /&gt;
{{Category|Religion}}&lt;/div&gt;</summary>
		<author><name>Therahedwig</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Pilgrim&amp;diff=252372</id>
		<title>Pilgrim</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Pilgrim&amp;diff=252372"/>
		<updated>2020-04-12T13:34:29Z</updated>

		<summary type="html">&lt;p&gt;Therahedwig: Add tag&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine}}&lt;br /&gt;
&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
{{new in|v0.47.01}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Pilgrim''' is a profession for some inhabitants of generated [[site]]s like towns. Some pilgrims show up as [[visitor]]s in Fortress mode, and [[agent]]s sometimes try to pose as pilgrims. Pilgrims are [[Unit_type_token#PILGRIM|shown in white]].&lt;br /&gt;
&lt;br /&gt;
== World gen ==&lt;br /&gt;
&lt;br /&gt;
In the world, a [[historical figure]] that has become a pilgrim will go on a pilgrimage. Pilgrimages consist of said pilgrim visiting sites with [[temple]]s dedicated to their [[Religion|god]], and praying inside the temple. Pilgrims will sometimes become [[prophet]]s as a result of these pilgrimages.&lt;br /&gt;
&lt;br /&gt;
==Fortress mode==&lt;br /&gt;
&lt;br /&gt;
As [[visitor]]s, pilgrims will be attracted by temples open to visitors.&lt;br /&gt;
&lt;br /&gt;
Pilgrims will not [[immigration|migrate]] to your fortress in this version. Immigrants identified as pilgrims are actually [[agent]]s (spies) from your own civilization. &lt;br /&gt;
[[ru:Pilgrim]]&lt;br /&gt;
&lt;br /&gt;
{{category|Religion}}&lt;/div&gt;</summary>
		<author><name>Therahedwig</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Monk&amp;diff=252371</id>
		<title>Monk</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Monk&amp;diff=252371"/>
		<updated>2020-04-12T13:31:51Z</updated>

		<summary type="html">&lt;p&gt;Therahedwig: Add tag, update a little.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine}}&lt;br /&gt;
&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
{{new in|v0.47.01}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Monk''' is a profession for some inhabitants of generated [[site]]s like towns. Some monks show up as [[visitor]]s in Fortress mode, and [[agent]]s sometimes try to pose as monks. Monks are recruited into [[religion|monastic orders]], and when there are enough monks in an order they will build a [[monastery]]. Monks are [[Unit_type_token#MONK|shown in white]].&lt;br /&gt;
&lt;br /&gt;
In adventure mode you will occasionally see monks passing by when walking through a human hamlet. Following these monks will eventually lead to finding them stand still in the middle of a field, unmoving, but still willing to talk to you.&lt;br /&gt;
&lt;br /&gt;
==Fortress mode==&lt;br /&gt;
&lt;br /&gt;
Monks will not [[immigration|migrate]] to your fortress in this version. Immigrants identified as monks are actually [[agent]]s (spies) from your own civilization who retained their assumed identities due to {{bugl|10490}}.&lt;br /&gt;
[[ru:Monk]]&lt;br /&gt;
&lt;br /&gt;
{{category|Religion}}&lt;/div&gt;</summary>
		<author><name>Therahedwig</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Prophet&amp;diff=252369</id>
		<title>Prophet</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Prophet&amp;diff=252369"/>
		<updated>2020-04-12T13:28:47Z</updated>

		<summary type="html">&lt;p&gt;Therahedwig: Add religion tag, fix some items.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|19:51, 31 January 2019 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
{{new in|v0.47.01}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Prophet''' is a profession for some inhabitants of generated [[site]]s like [[town]]s. Some prophets show up as [[visitor]]s in fortress mode, and [[agent]]s sometimes try to pose as prophets. In world generation, prophets will attempt to establish and expand [[religion]]s. Prophets are [[Unit_type_token#PROPHET|shown in white]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Fortress mode==&lt;br /&gt;
&lt;br /&gt;
Prophets will not [[immigration|migrate]] to your fortress in this version. Immigrants identified as prophets are actually [[agent]]s (spies) from your own civilization who &amp;lt;s&amp;gt;retained their assumed identities due to {{bugl|10490}}&amp;lt;/s&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==Adventure mode==&lt;br /&gt;
In adventure mode, the player can create a false identity for themselves as a prophet. This allows them a special dialogue option called &amp;quot;Prophesize&amp;quot; which can be quite entertaining.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
[[File:OMfH5cC.png]]&lt;br /&gt;
&lt;br /&gt;
[[File:BCnnMVW.png]]&lt;br /&gt;
[[ru:Prophet]]&lt;br /&gt;
&lt;br /&gt;
{{Category|Religion}}&lt;/div&gt;</summary>
		<author><name>Therahedwig</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Priest&amp;diff=252368</id>
		<title>Priest</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Priest&amp;diff=252368"/>
		<updated>2020-04-12T13:27:12Z</updated>

		<summary type="html">&lt;p&gt;Therahedwig: Update a little bit, though unhappy with the adventure mode section...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
==Adventurer Mode==&lt;br /&gt;
Priests appear in many [[human]] and [[goblin]] settlements, even those captured by and incorporated into civilizations of other races. They will either worship the civilization's official object of worship, or one aligned with the civilization's pantheon or [[sphere]].&lt;br /&gt;
&lt;br /&gt;
High Priests are the leaders of the local religious sect and have distinct, idiosyncratic, yet thematic titles, such as &amp;quot;High Dessert.&amp;quot; If no high priest resides in the settlement, any priests present, and most citizens, will be members of a neighboring religious sect. High priests in goblin fortresses are likely to be goblins, even if the rest of the population is supplanted by other races.&lt;br /&gt;
&lt;br /&gt;
If a [[temple]] is in the settlement, there will be a local sect, and a living high priest, at least at the end of worldgen. Priests will be found wandering inside during the day, though in human towns, some may wander to visit a local tavern, mead hall, or keep, many return to their homes for lunch, and some may work as shopkeepers. In such towns, priests will also return home to sleep, while, in goblin fortresses, priests will sleep within the temple.&lt;br /&gt;
&lt;br /&gt;
==Fortress Mode==&lt;br /&gt;
&lt;br /&gt;
After more than ten worshippers of a given religion reside in your fort, they may demand the establishment of a [[temple]] to their deity. Once that temple has been erected and its minimum wealth requirements met, you will have the opportunity to appoint a priest from among your citizens, and a high priest once the temple has met the requirements for a temple complex. Priests are able to console upset followers and give inspiring sermons.&lt;br /&gt;
&lt;br /&gt;
Priests may be among the participants of [[ambush]]es and [[siege]]s.&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = kamuk&lt;br /&gt;
| elvish  = melela&lt;br /&gt;
| goblin  = xunox&lt;br /&gt;
| human   = upi&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{category|Adventurer mode}}{{category|Religion}}&lt;br /&gt;
[[ru:Priest]]&lt;/div&gt;</summary>
		<author><name>Therahedwig</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Category:DF2014:Religion&amp;diff=252367</id>
		<title>Category:DF2014:Religion</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Category:DF2014:Religion&amp;diff=252367"/>
		<updated>2020-04-12T13:21:23Z</updated>

		<summary type="html">&lt;p&gt;Therahedwig: Make this page so we can add a bunch of religious stuff to it.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{cv}}&lt;br /&gt;
{{vercat|Game}}&lt;/div&gt;</summary>
		<author><name>Therahedwig</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Religion&amp;diff=252366</id>
		<title>Religion</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Religion&amp;diff=252366"/>
		<updated>2020-04-12T13:20:41Z</updated>

		<summary type="html">&lt;p&gt;Therahedwig: Update with .47 changes, images and other stuff.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine}}&lt;br /&gt;
&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
{{new in|v0.47.01}}&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
'''Religions''' are the organized worship of [[Deity|deities]]. Only [[Dwarf|dwarves]] and [[Human|humans]] worship deities; [[Elf|elves]] instead believe in a single [[force]] that permeates the forests, while goblin worship is monopolized by their [[Demon|ruler]].&lt;br /&gt;
&lt;br /&gt;
== World Generation ==&lt;br /&gt;
&lt;br /&gt;
In world generation, some [[historical figure]]s will become [[prophet]]s, linked to a Deity. Prophets will be the source of a religion, which can either be monastic, or non-monastic, and a single Deity can be the subject of many different religions. In both cases, the prophet will convert parts of the population to the religion in question.&lt;br /&gt;
&lt;br /&gt;
In the case of monastic orders, the head will be an Abbot, and the followers will try to build a [[monastery]], which they will first seek sponsorship for from other groups, such as site governments or craftguilds. Monastic orders will occasionally recruit monks from sites to increase their population.&lt;br /&gt;
&lt;br /&gt;
In the case of non-monastic religions, as the amount of followers increases in a site, they will have a shrine dedicated to their religion as well as a local [[priest]]. Priests will convert more of the population to their religion. Eventually, in [[town]]s  [[temple]]s will be build and a high priest will be selected. Once two temples in different cities have been build, a ''Holy city'' is selected from the existing temple towns and a highest priest is selected. These positions will typically have an utterly bizarre title (such as &amp;quot;great orange&amp;quot;) that comes from the [[sphere]] which their deity is aligned with. Within adevnture mode, they will also greet you in the strangest way (&amp;quot;Life is, in a word, death.&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
Religions will spread past cultural barriers, as an export of the religion map (available when selecting a religion from the entities list in legends mode) shows:&lt;br /&gt;
&lt;br /&gt;
[[File:Df religion map from legends.png|800px|thumb|center|Religion map export from legends, of the Meandering Order dedicated to the wordship of Cil Wispinsights the Umber Brain, human godess of inspiration and art.&lt;br /&gt;
Purple is the holy city, red are the temples, orange is the presence of a priest and yellow the presence of followers. Notice how not just Human sites (grey border), but also Dwarven(dark blue border) and Elven (ochre border) sites are marked, showing that religion can spread past it's parent civilization.]]&lt;br /&gt;
&lt;br /&gt;
In terms of [[intrigue]], religions will sometimes be subject to ''religious persecution'' by the local site government. This will lead to the destruction of the sacred sites and the expelling of believers. Persecution grudges can be formed by subjected historical figures towards the official responsible, and may thus plot their downfall. Priests can also perform sermons, where they may implore their followers to show kindness or disdain towards another group.&lt;br /&gt;
&lt;br /&gt;
== In Fortress mode ==&lt;br /&gt;
&lt;br /&gt;
Each of your dwarven inhabitants has some, or several objects of worship: these include deities, but also [[megabeast]]s. In the case of deities, there are four different levels of worship, in decreasing order: &amp;quot;ardent&amp;quot;, &amp;quot;faithful&amp;quot;, &amp;quot;casual&amp;quot;, &amp;quot;dubious&amp;quot;. Regardless, any deity-worshipping dwarf will sometimes have a [[need]] to commune with their deity at a [[temple]], and will do so when they have free time. Praying evokes a very strong and positive ''enraptured'' [[emotion]], so the effects of temples on your citizens' well-being should not be underestimated. Dwarves that are unable to pray may feel [[Need|distracted]] and receive unhappy [[thought]]s. The exact inner workings are unclear, but the importance of such effects presumably depends on the strength of the need and the level of worship. There are many religions, and your dwarves' religious needs don't overlap that much, so you may need to designate several temples to satisfy your whole population.&lt;br /&gt;
&lt;br /&gt;
As your fort gains new residents from different civilizations, whether they [[Petition|petitioned]] for [[citizenship]]s or were rescued from another [[site]] by a [[squad]] sent on a [[mission]], the list of available religions may increase. As detailed on the [[temple]] page, as enough followers of a given religion join your fort, you will be petitioned for a temple and asked to select a priest. Priests are be able to console upset dwarves the same way [[mayor]]s do, and may give inspiring sermons.&lt;br /&gt;
&lt;br /&gt;
== In Adventure mode ==&lt;br /&gt;
&lt;br /&gt;
Towns typically feature temples inhabited by a high priest of some kind. In the current version, you are not able to join a religion during play, but are able to select a religion from the creation screen.&lt;br /&gt;
&lt;br /&gt;
Temples are also the home for ''holy relics'', a special kind of [[artifact]]. Holy relics are usually a piece of clothing or a body part of a late high priest. Holy relics can be stolen or plundered in [[world generation]], in which case the entity will send [[quester]]s to attempt to retrieve it. You may encounter one of those questers, or become one yourself. If you steal a holy relic yourself, and make it known by bragging about it, you will alienate the religion and its questers.&lt;br /&gt;
&lt;br /&gt;
You are also able to give sermons as a type of [[performance]]. These sermons can be about a value or regarding a deity your adventurer believes in. Like the other performances, this will give your adventurer the [[reputation]] of being a preacher. Sermons don't allow building a flock yet, but this is planned.&lt;br /&gt;
&lt;br /&gt;
[[Vampire]]s are also able to form minor cults focused on their peculiar '[[Night creature|immortality worship]]'. If you encounter a vampire in the middle of their cultists and confront them, the cultists will turn against you.&lt;br /&gt;
&lt;br /&gt;
{{Category|Dwarves}}{{Category|World}}{{Category|Religion}}&lt;br /&gt;
[[ru:Religion]]&lt;/div&gt;</summary>
		<author><name>Therahedwig</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=File:Df_religion_map_from_legends.png&amp;diff=252362</id>
		<title>File:Df religion map from legends.png</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=File:Df_religion_map_from_legends.png&amp;diff=252362"/>
		<updated>2020-04-12T12:56:50Z</updated>

		<summary type="html">&lt;p&gt;Therahedwig: Religion map export from legends, of the Meandering Order dedicated to the wordship of Cil Wispinsights the Umber Brain, human godess of inspiration and art.

Purple is the holy city, red are the temples, orange is the presence of a priest and yellow t...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Religion map export from legends, of the Meandering Order dedicated to the wordship of Cil Wispinsights the Umber Brain, human godess of inspiration and art.&lt;br /&gt;
&lt;br /&gt;
Purple is the holy city, red are the temples, orange is the presence of a priest and yellow the presence of followers. Notice how not just Human sites (grey border), but also Dwarven(dark blue border) and Elven (Ochre border) sites are marked, showing that religion can spread past it's initial civilization.&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Non-free Dwarf Fortress Screenshot}}&lt;/div&gt;</summary>
		<author><name>Therahedwig</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Town&amp;diff=252361</id>
		<title>Town</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Town&amp;diff=252361"/>
		<updated>2020-04-12T12:13:52Z</updated>

		<summary type="html">&lt;p&gt;Therahedwig: /* Criminal organizations */ Update the criminal organizations a little with the new stuff added.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|20:51, 22 July 2017 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
:''&amp;quot;Town&amp;quot; may also refer to a fortress that has reached a [[fortress#Nomenclature|certain population level]].''&lt;br /&gt;
&lt;br /&gt;
[[File:Town_map_43.png|thumb|300px|A map of a well developed town, exported from legends mode.&amp;lt;br&amp;gt;&lt;br /&gt;
Places of interest:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:rgb(110,110,110)&amp;quot;&amp;gt;█&amp;lt;/span&amp;gt; Fortifications and central keep&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:rgb(50,50,50)&amp;quot;&amp;gt;█&amp;lt;/span&amp;gt; Warehouse&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:rgb(255,255,32)&amp;quot;&amp;gt;█&amp;lt;/span&amp;gt; Tavern&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:rgb(170,120,230)&amp;quot;&amp;gt;█&amp;lt;/span&amp;gt; Temple&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:rgb(255,192,255)&amp;quot;&amp;gt;█&amp;lt;/span&amp;gt; Library&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:rgb(0,0,255)&amp;quot;&amp;gt;█&amp;lt;/span&amp;gt; Well]]&lt;br /&gt;
&lt;br /&gt;
A '''town''' is a large [[site]] founded and inhabited by [[human]]s and generally various other creatures. The population and size can be determined by the map symbol representing it; from least to most populous: {{Raw Tile|+|7:0}}, {{Raw Tile|*|7:0}}, {{Raw Tile|#|7:0}}, and {{Raw Tile|☼|7:1}}. All towns start out from [[hamlet]]s, which immediately form into towns under the right circumstances during worldgen. [[Road]]s link towns between other nearby towns and dwarven [[fortress]]es, as well as sites conquered by humans.&lt;br /&gt;
&lt;br /&gt;
[[Adventure mode|Adventurers]] spend much quality time in towns. They can come to trade, speak, or entertain the townspeople and occasionally to slay those who have invited their wrath. [[Tavern]]s in towns are a popular destination for many adventurers; they are the only sources of alcohol in human settlements and provide excellent entertainment, which includes [[performance]]s and the occasional drunken brawl. Other people of interest include [[mercenary|mercenaries]], who will gather at taverns and make for great traveling companions.&lt;br /&gt;
&lt;br /&gt;
== Keep ==&lt;br /&gt;
At the heart of a town is a walled stronghold held by many soldiers. Inside of the keep can be found a lord/lady, other high nobility, and men-at-arms willing to follow you unto death. If the town is the civ's seat of power, then the law-maker will also reside here. Below almost every keep is a [[dungeon]].&lt;br /&gt;
&lt;br /&gt;
== The town proper ==&lt;br /&gt;
[[File:TownSquare2.jpg|thumb|300px|Typical town thoroughfare]]&lt;br /&gt;
&lt;br /&gt;
Outside of the keep is the realm of the bourgeoisie. Commuters and travelers walk among the densely-packed houses and shops in narrow streets. Stray domesticated animals roam the muddy alleyways and pastures. Vast shopping districts are major trade centers. Other buildings include warehouses (which can be ransacked without repercussion) and wells. Common structures include [[tavern]]s and [[temple]]s. [[Library|Libraries]] are very rare.&lt;br /&gt;
&lt;br /&gt;
Below is a list of different shops and markets found in a town. Most towns do not have every single retail good available, and adventurers may have to travel to a different town in order to browse wares of a particular type. The shops that are &amp;quot;common&amp;quot; are common because only animal products (meat, bone, leather) and farm products (cloth and food) are produced in any significant numbers. Stone, wood, and metal are all extremely rare materials in towns, and because of this, few industries based upon these materials will spring up. An exception is the leather goods shop, which is rare compared to other leather shops.&lt;br /&gt;
&lt;br /&gt;
Common shops:&lt;br /&gt;
* {{Raw Tile|µ|2:6:1}} General imports&lt;br /&gt;
* {{Raw Tile|%|2:6:1}} Food imports&lt;br /&gt;
* {{Raw Tile|[|2:6:1}} Clothing imports&lt;br /&gt;
* {{Raw Tile|[|7:6:1}} Woven clothing shop&lt;br /&gt;
* {{Raw Tile|º|6:6:1}} Cloth shop&lt;br /&gt;
* {{Raw Tile|[|6:6:1}} Leather clothing shop&lt;br /&gt;
* {{Raw Tile|ß|6:6:1}} Leather shop&lt;br /&gt;
* {{Raw Tile|Å|7:6:1}} Bone carver's shop&lt;br /&gt;
&lt;br /&gt;
Rare shops:&lt;br /&gt;
* {{Raw Tile|╤|6:6:1}} Carpenter's shop&lt;br /&gt;
* {{Raw Tile|╤|7:6:1}} Stone furniture shop&lt;br /&gt;
* {{Raw Tile|╤|0:6:0}} Metal furniture shop&lt;br /&gt;
* {{Raw Tile|♦|2:6:1}} Gem cutter's shop&lt;br /&gt;
* {{Raw Tile|[|0:6:0}} Armorsmith's shop&lt;br /&gt;
* {{Raw Tile|/|6:6:1}} Bowyer's shop&lt;br /&gt;
* {{Raw Tile|/|0:6:0}} Weaponsmith's shop&lt;br /&gt;
* {{Raw Tile|Å|6:6:1}} Leather goods shop&lt;br /&gt;
* {{Raw Tile|Å|0:6:0}} Metal craft shop&lt;br /&gt;
&lt;br /&gt;
In a market one can find:&lt;br /&gt;
* Imported goods&lt;br /&gt;
* Imported food&lt;br /&gt;
* Imported clothing&lt;br /&gt;
* Meat&lt;br /&gt;
* Fruit and vegetable&lt;br /&gt;
* Cheese&lt;br /&gt;
* Processed goods&lt;br /&gt;
&lt;br /&gt;
== Subterranea ==&lt;br /&gt;
[[Image:dungoen.jpg|300px|thumb|Subterranean layout from an early development screenshot on the DF development blog]]&lt;br /&gt;
&lt;br /&gt;
Below a town are several subterranean structures: [[dungeon]]s, [[catacombs]], and [[sewer]]s. All three can be present at once and frequently connect and overlap each other. [[Tomb]]s may also be present alongside catacombs. Criminals, outcasts of society and various subterranean creatures hide in the dark passages. They are common destinations for those looking to finish a [[quest]], gain reputation, or search for valuable loot.&lt;br /&gt;
&lt;br /&gt;
Dungeons reside below the keep, while catacombs reside below temples. Both buildings are almost always present. Sewers, on the other hand, can only be found in more developed towns. The presence of a sewer in a town can be confirmed by the presence of [[floor grate]]s in the middle of streets. They are accessible via small and elusive entrances above-ground, or by diving below nearby waterways.&lt;br /&gt;
&lt;br /&gt;
== Criminal organizations ==&lt;br /&gt;
Most towns have '''criminal organizations''', formed by a collection of outcasts. They are led by a [[boss]], may have lieutenants and may have a representative which is responsible for trade. Criminal organizations can reside in one of the subterranean structures or [[taverns]]. Their presence underground can be identified by abnormally large hoards of items piled on the floor. Since the introduction of [[intrigue]], criminal organizations will be part of a number of plots, often corrupting the town officials to embezzle for them, but also participating in theft and plotting assassinations.&lt;br /&gt;
&lt;br /&gt;
They don't tend to harm anyone even when encountering them in their base, but members will spit at you and pour out their hatred on you, if you are a [[hearthperson]].&lt;br /&gt;
&lt;br /&gt;
Criminal organizations are the targets of certain quests, and should not be confused with bandits.&lt;br /&gt;
&lt;br /&gt;
== Destroyed or abandoned towns ==&lt;br /&gt;
:''Further information: [[Ruin]]''&lt;br /&gt;
[[File:Destroyed.jpg|thumb|center|1000px|Legend's entry about a town being sacked]]&lt;br /&gt;
&lt;br /&gt;
In time, whether by war, beasts, a genocidal adventurer, or some other disaster, towns will be brought to ruin. Ruined towns are typically desolate wastelands of abandoned and destroyed buildings and structures. Shops and markets are typically bare, but occasionally some goods can still be left for you to steal. [[Bandit]]s and criminals may still lurk in the streets, and some may even make the ruins their home, if some supernatural creature or monster hasn't made themselves cozy already.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Growlgrowlgrowlgrowl.jpg|Town on zoomed-in travel map&lt;br /&gt;
File:Spidergroul.jpg|Town on regular travel map&lt;br /&gt;
File:Destroyedtown2.jpg|Ruins of a town before the gates of an abandoned keep&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = amost&lt;br /&gt;
| elvish  = irive&lt;br /&gt;
| goblin  = kabu&lt;br /&gt;
| human   = ricgo&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{world}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Adventurer mode}}&lt;/div&gt;</summary>
		<author><name>Therahedwig</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Guild&amp;diff=252360</id>
		<title>Guild</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Guild&amp;diff=252360"/>
		<updated>2020-04-12T10:50:50Z</updated>

		<summary type="html">&lt;p&gt;Therahedwig: typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Tattered|05:01, 30 January 2020 (UTC)}}{{av}}&lt;br /&gt;
{{New in|0.47.01}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
&lt;br /&gt;
'''Guilds''' are organizations established when sufficient members (10 by default in d_init.txt) of your [[fortress]] practice the same [[profession]], or professions in the same category. Shortly after establishment, the guild will petition for the construction of a [[guildhall]], where its members will socialize and hold [[skill]] demonstrations, slowly training them as if they were a [[military]] [[squad]] under training orders. The name of a guild and its associated guildhall will reflect the profession of the guild. For example &amp;quot;The Guild of Oiling&amp;quot;, a Metalsmith guild with a guildhall named &amp;quot;The Cave of Copper&amp;quot;. &amp;lt;!-- Also observed: &amp;quot;The Autumnal Guild&amp;quot;, a Ranger guild with a guildhall named &amp;quot;The Grove of Deer. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Guildhalls work similarly to [[barracks]] and [[tavern]]s, by providing skill training and some degree of socialization. A guildhall requires 2000 (by default) and Grand Guildhall at 10000 zone wealth to be considered established. A guild with a guildhall was observed establishing connections with other guilds, but with an as of yet unknown effect. If a guildhall petition has been accepted but has not been built after one year, the agreement to establish a guildhall will be abandoned.&lt;br /&gt;
&lt;br /&gt;
While a guild is not established, it can still hold public skill demonstrations for idlers. &lt;br /&gt;
&lt;br /&gt;
Typically, a guild for a general profession category, such as fisherdwarves, farmers, or metalsmiths will be founded first, though if enough dwarves of a specific profession such as [[furnace operator]] or [[weaponsmith]] are in a fortress, a guild for that specific profession will be founded as well as the more general guild. Dwarves with a profession with its own guild and one for the more general category will be members of both guilds.&lt;br /&gt;
&lt;br /&gt;
Guilds are formed in world generation by civilizations that value [[Personality_trait#CRAFTSMANSHIP|craftsmanship]], such as Dwarves and Humans. These guilds will have various historical figures take up positions in them, as well as build themselves guildhalls in settlements. These guilds have also been observed to occasionally help construct monasteries for religious groups. There are always four possible positions in the generated guilds: A Leader (dean/doyer, handles negotiations), an Alderman (manages work orders), a Steward (handles trade) and a Clerk/[[Record keeper]]. These positions are not yet available within fortress mode, and thus guilds made in fortresses don't get these.&lt;br /&gt;
&lt;br /&gt;
This is a list of guild halls you can select when adding a new location (e.g. {{k|q}} -&amp;gt; hover a table -&amp;gt; {{k|l}} -&amp;gt; {{k|a}} -&amp;gt; {{k|g}})&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-&lt;br /&gt;
|| [[Miner]] hall|| [[Woodworker]] hall|| [[Carpenter]] hall || [[Bowyer]] hall || [[Woodcutter]] hall || [[Stoneworker]] hall || [[Engraver]] hall&lt;br /&gt;
|- &lt;br /&gt;
|| [[Mason]] hall|| [[Ranger]] hall || [[Animal caretaker|Animal Caretaker]] hall || [[Hunter]] hall || [[Trapper]] hall || [[Animal dissector|Animal Dissector]] hall || [[Metalsmith]] hall&lt;br /&gt;
|- &lt;br /&gt;
|| [[Furnace operator|Furnace Operator]] hall|| [[Weaponsmith]] hall || [[Armorsmith|Armorer]] hall || [[Blacksmith]] hall || [[Metalcrafter]] hall || [[Jeweler]] hall || [[Gem cutter|Gem Cutter]] hall&lt;br /&gt;
|- &lt;br /&gt;
|| [[Gem setter|Gem Setter]] hall || [[Craftsdwarf]] hall || [[Woodcrafter]] hall || [[Stonecrafter]] hall || [[Leatherworker]] hall || [[Bone carver|Bone Carver]] hall || [[Weaver]] hall&lt;br /&gt;
|- &lt;br /&gt;
|| [[Clothier]] hall || [[Glassmaker]] hall || [[Potter]] hall || [[Glazer]] hall || [[Wax worker|Wax Worker]] hall || [[Strand extractor|Strand Extractor]] hall || [[Fishery worker|Fishery Worker]] hall &lt;br /&gt;
|- &lt;br /&gt;
|| [[Fisherdwarf]] hall || [[Fish dissector|Fish Dissector]] hall || [[Fish cleaner|Fish Cleaner]] hall || [[Farmer]] hall || [[Cheese maker|Cheese Maker]] hall || [[Milker]] hall || [[Cook]] hall &lt;br /&gt;
|- &lt;br /&gt;
|| [[Thresher]] hall || [[Miller]] hall || [[Butcher]] hall || [[Tanner]] hall || [[Dyer]] hall || [[Grower|Planter]] hall || [[Herbalist]] hall &lt;br /&gt;
|- &lt;br /&gt;
|| [[Brewer]] hall || [[Soaper|Soap Maker]] hall || [[Potash maker|Potash Maker]] hall || [[Lye maker|Lye Maker]] hall || [[Wood burner|Wood Burner]] hall || [[Shearer]] hall || [[Spinner]] hall &lt;br /&gt;
|-&lt;br /&gt;
|| [[Presser]] hall || [[Beekeeper]] hall || [[Engineer]] hall || [[Mechanic]] hall || [[Siege engineer|Siege Engineer]] hall || [[Siege operator|Siege Operator]] hall || [[Pump operator|Pump Operator]] hall&lt;br /&gt;
|- &lt;br /&gt;
|| [[Architect]] hall || [[Doctor]] hall ||[[Diagnostician|Diagnoser]] hall || [[Bone doctor|Bone Doctor]] hall || [[Suturer]] hall || [[Surgeon]] hall&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
In light of recent accidents, the Farmer's Guild has been restricted from performing any gelding demonstrations until further notice.&lt;br /&gt;
&lt;br /&gt;
{{Category|Jobs}}&lt;br /&gt;
[[ru:Guild]]&lt;/div&gt;</summary>
		<author><name>Therahedwig</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Guild&amp;diff=252359</id>
		<title>Guild</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Guild&amp;diff=252359"/>
		<updated>2020-04-12T10:50:10Z</updated>

		<summary type="html">&lt;p&gt;Therahedwig: Add positions based on study of legends and dfhack examination of guilds and fix some markup.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Tattered|05:01, 30 January 2020 (UTC)}}{{av}}&lt;br /&gt;
{{New in|0.47.01}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
&lt;br /&gt;
'''Guilds''' are organizations established when sufficient members (10 by default in d_init.txt) of your [[fortress]] practice the same [[profession]], or professions in the same category. Shortly after establishment, the guild will petition for the construction of a [[guildhall]], where its members will socialize and hold [[skill]] demonstrations, slowly training them as if they were a [[military]] [[squad]] under training orders. The name of a guild and its associated guildhall will reflect the profession of the guild. For example &amp;quot;The Guild of Oiling&amp;quot;, a Metalsmith guild with a guildhall named &amp;quot;The Cave of Copper&amp;quot;. &amp;lt;!-- Also observed: &amp;quot;The Autumnal Guild&amp;quot;, a Ranger guild with a guildhall named &amp;quot;The Grove of Deer. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Guildhalls work similarly to [[barracks]] and [[tavern]]s, by providing skill training and some degree of socialization. A guildhall requires 2000 (by default) and Grand Guildhall at 10000 zone wealth to be considered established. A guild with a guildhall was observed establishing connections with other guilds, but with an as of yet unknown effect. If a guildhall petition has been accepted but has not been built after one year, the agreement to establish a guildhall will be abandoned.&lt;br /&gt;
&lt;br /&gt;
While a guild is not established, it can still hold public skill demonstrations for idlers. &lt;br /&gt;
&lt;br /&gt;
Typically, a guild for a general profession category, such as fisherdwarves, farmers, or metalsmiths will be founded first, though if enough dwarves of a specific profession such as [[furnace operator]] or [[weaponsmith]] are in a fortress, a guild for that specific profession will be founded as well as the more general guild. Dwarves with a profession with its own guild and one for the more general category will be members of both guilds.&lt;br /&gt;
&lt;br /&gt;
Guilds are formed in world generation by civilizations that value [[Personality_trait#CRAFTSMANSHIP|craftsmanship]], such as Dwarves and Humans. These guilds will have various historical figures take up positions in them, as well as build themselves guildhalls in settlements. These guilds have also been observed to occasionally help construct monasteries for religious groups. There are always four possible positions in the generated guilds: A Leader (dean/doyer, handles negotiations), an Alderman (manages work orders), a Steward (handles trade) and a Clerk/[[Recordkeeper]]. These positions are not yet available within fortress mode, and thus guilds made in fortresses don't get these.&lt;br /&gt;
&lt;br /&gt;
This is a list of guild halls you can select when adding a new location (e.g. {{k|q}} -&amp;gt; hover a table -&amp;gt; {{k|l}} -&amp;gt; {{k|a}} -&amp;gt; {{k|g}})&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-&lt;br /&gt;
|| [[Miner]] hall|| [[Woodworker]] hall|| [[Carpenter]] hall || [[Bowyer]] hall || [[Woodcutter]] hall || [[Stoneworker]] hall || [[Engraver]] hall&lt;br /&gt;
|- &lt;br /&gt;
|| [[Mason]] hall|| [[Ranger]] hall || [[Animal caretaker|Animal Caretaker]] hall || [[Hunter]] hall || [[Trapper]] hall || [[Animal dissector|Animal Dissector]] hall || [[Metalsmith]] hall&lt;br /&gt;
|- &lt;br /&gt;
|| [[Furnace operator|Furnace Operator]] hall|| [[Weaponsmith]] hall || [[Armorsmith|Armorer]] hall || [[Blacksmith]] hall || [[Metalcrafter]] hall || [[Jeweler]] hall || [[Gem cutter|Gem Cutter]] hall&lt;br /&gt;
|- &lt;br /&gt;
|| [[Gem setter|Gem Setter]] hall || [[Craftsdwarf]] hall || [[Woodcrafter]] hall || [[Stonecrafter]] hall || [[Leatherworker]] hall || [[Bone carver|Bone Carver]] hall || [[Weaver]] hall&lt;br /&gt;
|- &lt;br /&gt;
|| [[Clothier]] hall || [[Glassmaker]] hall || [[Potter]] hall || [[Glazer]] hall || [[Wax worker|Wax Worker]] hall || [[Strand extractor|Strand Extractor]] hall || [[Fishery worker|Fishery Worker]] hall &lt;br /&gt;
|- &lt;br /&gt;
|| [[Fisherdwarf]] hall || [[Fish dissector|Fish Dissector]] hall || [[Fish cleaner|Fish Cleaner]] hall || [[Farmer]] hall || [[Cheese maker|Cheese Maker]] hall || [[Milker]] hall || [[Cook]] hall &lt;br /&gt;
|- &lt;br /&gt;
|| [[Thresher]] hall || [[Miller]] hall || [[Butcher]] hall || [[Tanner]] hall || [[Dyer]] hall || [[Grower|Planter]] hall || [[Herbalist]] hall &lt;br /&gt;
|- &lt;br /&gt;
|| [[Brewer]] hall || [[Soaper|Soap Maker]] hall || [[Potash maker|Potash Maker]] hall || [[Lye maker|Lye Maker]] hall || [[Wood burner|Wood Burner]] hall || [[Shearer]] hall || [[Spinner]] hall &lt;br /&gt;
|-&lt;br /&gt;
|| [[Presser]] hall || [[Beekeeper]] hall || [[Engineer]] hall || [[Mechanic]] hall || [[Siege engineer|Siege Engineer]] hall || [[Siege operator|Siege Operator]] hall || [[Pump operator|Pump Operator]] hall&lt;br /&gt;
|- &lt;br /&gt;
|| [[Architect]] hall || [[Doctor]] hall ||[[Diagnostician|Diagnoser]] hall || [[Bone doctor|Bone Doctor]] hall || [[Suturer]] hall || [[Surgeon]] hall&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
In light of recent accidents, the Farmer's Guild has been restricted from performing any gelding demonstrations until further notice.&lt;br /&gt;
&lt;br /&gt;
{{Category|Jobs}}&lt;br /&gt;
[[ru:Guild]]&lt;/div&gt;</summary>
		<author><name>Therahedwig</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Guild&amp;diff=252352</id>
		<title>Guild</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Guild&amp;diff=252352"/>
		<updated>2020-04-11T17:33:47Z</updated>

		<summary type="html">&lt;p&gt;Therahedwig: Add doctor hall that got in on a bugfix, and add (dfhack confirmed) observation that civ that value craftmanship will create guilds. More science incoming later.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Tattered|05:01, 30 January 2020 (UTC)}}{{av}}&lt;br /&gt;
{{New in|0.47.01}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
&lt;br /&gt;
'''Guilds''' are organizations established when sufficient members (10 by default in d_init.txt) of your [[fortress]] practice the same [[profession]], or professions in the same category. Shortly after establishment, the guild will petition for the construction of a [[guildhall]], where its members will socialize and hold [[skill]] demonstrations, slowly training them as if they were a [[military]] [[squad]] under training orders. The name of a guild and its associated guildhall will reflect the profession of the guild. For example &amp;quot;The Guild of Oiling&amp;quot;, a Metalsmith guild with a guildhall named &amp;quot;The Cave of Copper&amp;quot;. &amp;lt;!-- Also observed: &amp;quot;The Autumnal Guild&amp;quot;, a Ranger guild with a guildhall named &amp;quot;The Grove of Deer. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Guildhalls work similarly to [[barracks]] and [[tavern]]s, by providing skill training and some degree of socialization. A guildhall requires 2000 (by default) and Grand Guildhall at 10000 zone wealth to be considered established. A guild with a guildhall was observed establishing connections with other guilds, but with an as of yet unknown effect. If a guildhall petition has been accepted but has not been built after one year, the agreement to establish a guildhall will be abandoned.&lt;br /&gt;
&lt;br /&gt;
While a guild is not established, it can still hold public skill demonstrations for idlers. &lt;br /&gt;
&lt;br /&gt;
Typically, a guild for a general profession category, such as fisherdwarves, farmers, or metalsmiths will be founded first, though if enough dwarves of a specific profession such as [[furnace operator]] or [[weaponsmith]] are in a fortress, a guild for that specific profession will be founded as well as the more general guild. Dwarves with a profession with its own guild and one for the more general category will be members of both guilds.&lt;br /&gt;
&lt;br /&gt;
The following guilds have been observed to exist:&lt;br /&gt;
&lt;br /&gt;
(This is not currently a comprehensive list. Presumably, there are guilds for all professions in the game, but this requires clarification.)&lt;br /&gt;
&lt;br /&gt;
* [[Animal caretaker]] guild&lt;br /&gt;
* [[Craftsdwarf]] guild&lt;br /&gt;
* [[Farmer]] guild&lt;br /&gt;
* [[Herbalist]] guild&lt;br /&gt;
* [[Metalsmith]] guild&lt;br /&gt;
* [[Ranger]] guild&lt;br /&gt;
* [[Furnace operator]] guild&lt;br /&gt;
* [[Fishery worker]] guild&lt;br /&gt;
* [[Engraver]] guild&lt;br /&gt;
* [[Stoneworker]] guild&lt;br /&gt;
&lt;br /&gt;
Guilds are formed in world generation by civilizations that value [[Personality_trait#CRAFTSMANSHIP|craftsmanship]], such as Dwarves and Humans. These guilds will have various historical figures take up positions in them, as well as build themselves guildhalls in settlements. These guilds have also been observed to occasionally help construct monasteries for religious groups.&lt;br /&gt;
&lt;br /&gt;
This is a list of guild halls you can select when adding a new location (e.g. {{k|q}} -&amp;gt; hover a table -&amp;gt; {{k|l}} -&amp;gt; {{k|a}} -&amp;gt; {{k|g}})&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-&lt;br /&gt;
|| [[Miner]] hall|| [[Woodworker]] hall|| [[Carpenter]] hall || [[Bowyer]] hall || [[Woodcutter]] hall || Stoneworker hall || Engraver hall&lt;br /&gt;
|- &lt;br /&gt;
|| [[Mason]] hall|| Ranger hall || Animal Caretaker hall || [[Hunter]] hall || [[Trapper]] hall || [[Animal dissector|Animal Dissector]] hall || Metalsmith hall&lt;br /&gt;
|- &lt;br /&gt;
|| Furnace Operator hall|| [[Weaponsmith]] hall || [[Armorsmith|Armorer]] hall || [[Blacksmith]] hall || [[Metalcrafter]] hall || [[Jeweler]] hall || [[Gem cutter|Gem Cutter]] hall&lt;br /&gt;
|- &lt;br /&gt;
|| [[Gem setter|Gem Setter]] hall || Craftsdwarf hall || [[Woodcrafter]] hall || [[Stonecrafter]] hall || [[Leatherworker]] hall || [[Bone carver|Bone Carver]] hall || [[Weaver]] hall&lt;br /&gt;
|- &lt;br /&gt;
|| [[Clothier]] hall || [[Glassmaker]] hall || [[Potter]] hall || [[Glazer]] hall || [[Wax worker|Wax Worker]] hall || [[Strand extractor|Strand Extractor]] hall || Fishery Worker hall &lt;br /&gt;
|- &lt;br /&gt;
|| [[Fisherdwarf]] hall || [[Fish dissector|Fish Dissector]] hall || [[Fish cleaner|Fish Cleaner]] hall || Farmer hall || [[Cheese maker|Cheese Maker]] hall || [[Milker]] hall || [[Cook]] hall &lt;br /&gt;
|- &lt;br /&gt;
|| [[Thresher]] hall || [[Miller]] hall || [[Butcher]] hall || [[Tanner]] hall || [[Dyer]] hall || [[Grower|Planter]] hall || Herbalist hall &lt;br /&gt;
|- &lt;br /&gt;
|| [[Brewer]] hall || [[Soaper|Soap Maker]] hall || [[Potash maker|Potash Maker]] hall || [[Lye maker|Lye Maker]] hall || [[Wood burner|Wood Burner]] hall || [[Shearer]] hall || [[Spinner]] hall &lt;br /&gt;
|-&lt;br /&gt;
|| [[Presser]] hall || [[Beekeeper]] hall || [[Engineer]] hall || [[Mechanic]] hall || [[Siege engineer|Siege Engineer]] hall || [[Siege operator|Siege Operator]] hall || [[Pump operator|Pump Operator]] hall&lt;br /&gt;
|- &lt;br /&gt;
|| [[Architect]] hall || Doctor hall ||[[Diagnostician|Diagnoser]] hall || [[Bone doctor|Bone Doctor]] hall || [[Suturer]] hall || [[Surgeon]] hall&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
In light of recent accidents, the Farmer's Guild has been restricted from performing any gelding demonstrations until further notice.&lt;br /&gt;
&lt;br /&gt;
{{Category|Jobs}}&lt;br /&gt;
[[ru:Guild]]&lt;/div&gt;</summary>
		<author><name>Therahedwig</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Guildhall&amp;diff=252351</id>
		<title>Guildhall</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Guildhall&amp;diff=252351"/>
		<updated>2020-04-11T17:27:20Z</updated>

		<summary type="html">&lt;p&gt;Therahedwig: Add some more guild info based on personal DFHack science. Gotta get a nice image for this too...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Tattered|05:01, 05 February 2020 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
{{New in|0.47.01}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A '''guildhall''' is a place where dwarves of a particular profession socialize, share skills, and entertain with each other. Guildhalls are requested by your population after a profession has sufficient members (10 by default in d_init.txt) within your fortress. A guildhall requires 2000 (by default) and Grand Guildhall at 10000 zone wealth to be considered established. A [[guild]] with a guildhall was observed establishing connections with other guilds, but with an as of yet unknown effect. If a guildhall petition has been accepted but has not been built after one year, the agreement to establish a guildhall will be abandoned. &lt;br /&gt;
&lt;br /&gt;
== World ==&lt;br /&gt;
&lt;br /&gt;
Guilds will establish in cities of civilizations that value [[Personality_trait#CRAFTSMANSHIP|craftmanship]], and thus will build guidhalls. In an unmodded game, this is primary Dwarven civilizations, but Human cities have been seen building guildhalls too.&lt;br /&gt;
&lt;br /&gt;
==Fortress mode==&lt;br /&gt;
Guildhalls are designated [[locations]] in fortress mode. You may designate them from any [[meeting area]]. Upon creation, the new guildhall will be given a random name, which may be based on the profession of the associated guild, for example &amp;quot;The Grove of Deer&amp;quot; for Rangers. You can rename it by pressing {{k|n}} in the locations screen.&lt;br /&gt;
&lt;br /&gt;
==Uses==&lt;br /&gt;
Guildhalls provide socialization and communal skill learning via demonstrations. Skillful dwarves will demonstrate their skills to others, the same way as soldiers do when training in their barracks. &lt;br /&gt;
&lt;br /&gt;
[[Visitors]] to your fortress can also hold demonstrations in the guildhall when the hall is set as '''all visitors welcome''' in the locations menu. This can be a nice boost to your dwarves, especially if the visitor holding the demonstration has a relevant legendary skill.&lt;br /&gt;
&lt;br /&gt;
As even halls without established guilds will have demonstrations given to idlers, it is recommended to build halls for the professions that you need. For example, instead of waiting for weaponsmiths to migrate in, make a hall for weaponsmiths or metalworkers in general. Demonstrations will be given and unused idle hands will be trained in the professions you need, and soon enough a guild will establish itself.&lt;br /&gt;
&lt;br /&gt;
Similarly, as hospitals are always zones, it is recommended to also mark this zone as a meeting location, and in turn use it as a doctor's hall. This has the added benefit that you will always have medically trained personnel in your hospitals. Just don't forget to enable the labors.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{world}}&lt;br /&gt;
{{Category|Locations}}&lt;/div&gt;</summary>
		<author><name>Therahedwig</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Pilgrim&amp;diff=252349</id>
		<title>Pilgrim</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Pilgrim&amp;diff=252349"/>
		<updated>2020-04-11T14:38:12Z</updated>

		<summary type="html">&lt;p&gt;Therahedwig: Add some extra .47 information on pilgrims.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine}}&lt;br /&gt;
&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
{{new in|v0.47.01}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Pilgrim''' is a profession for some inhabitants of generated [[site]]s like towns. Some pilgrims show up as [[visitor]]s in Fortress mode, and [[agent]]s sometimes try to pose as pilgrims. Pilgrims are [[Unit_type_token#PILGRIM|shown in white]].&lt;br /&gt;
&lt;br /&gt;
== World gen ==&lt;br /&gt;
&lt;br /&gt;
In the world, a historical figure that has become a pilgrim will go on a pilgrimage. Pilgrimages consist of said pilgrim visiting sites with [[temple]]s dedicated to their [[Religion|god]], and praying inside the temple. Pilgrims will sometimes become [[prophet]]s as a result of these pilgrimages.&lt;br /&gt;
&lt;br /&gt;
==Fortress mode==&lt;br /&gt;
&lt;br /&gt;
As [[visitor]]s, pilgrims will be attracted by temples open to visitors.&lt;br /&gt;
&lt;br /&gt;
Pilgrims will not [[immigration|migrate]] to your fortress in this version. Immigrants identified as pilgrims are actually [[agent]]s (spies) from your own civilization &amp;lt;s&amp;gt;who retained their assumed identities due to {{bugl|10490}}.&amp;lt;/s&amp;gt;&lt;br /&gt;
[[ru:Pilgrim]]&lt;/div&gt;</summary>
		<author><name>Therahedwig</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Guildhall&amp;diff=252278</id>
		<title>Guildhall</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Guildhall&amp;diff=252278"/>
		<updated>2020-04-07T11:53:18Z</updated>

		<summary type="html">&lt;p&gt;Therahedwig: /* Uses */ Add suggestions on using craftguilds to get the dorf you need.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Tattered|05:01, 05 February 2020 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
{{New in|0.47.01}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A '''guildhall''' is a place where dwarves of a particular profession socialize, share skills, and entertain with each other. Guildhalls are requested by your population after a profession has sufficient members (10 by default in d_init.txt) within your fortress. A guildhall requires 2000 (by default) and Grand Guildhall at 10000 zone wealth to be considered established. A [[guild]] with a guildhall was observed establishing connections with other guilds, but with an as of yet unknown effect. If a guildhall petition has been accepted but has not been built after one year, the agreement to establish a guildhall will be abandoned. &lt;br /&gt;
&lt;br /&gt;
==Fortress mode==&lt;br /&gt;
Guildhalls are designated [[locations]] in fortress mode. You may designate them from any [[meeting area]]. Upon creation, the new guildhall will be given a random name, which may be based on the profession of the associated guild, for example &amp;quot;The Grove of Deer&amp;quot; for Rangers. You can rename it by pressing {{k|n}} in the locations screen.&lt;br /&gt;
&lt;br /&gt;
==Uses==&lt;br /&gt;
Guildhalls provide socialization and communal skill learning via demonstrations. Skillful dwarves will demonstrate their skills to others, the same way as soldiers do when training in their barracks. &lt;br /&gt;
&lt;br /&gt;
[[Visitors]] to your fortress can also hold demonstrations in the guildhall when the hall is set as '''all visitors welcome''' in the locations menu. This can be a nice boost to your dwarves, especially if the visitor holding the demonstration has a relevant legendary skill.&lt;br /&gt;
&lt;br /&gt;
As even halls without established guilds will have demonstrations given to idlers, it is recommended to build halls for the professions that you need. For example, instead of waiting for weaponsmiths to migrate in, make a hall for weaponsmiths or metalworkers in general. Demonstrations will be given and unused idle hands will be trained in the professions you need, and soon enough a guild will establish itself.&lt;br /&gt;
&lt;br /&gt;
Similarly, as hospitals are always zones, it is recommended to also mark this zone as a meeting location, and in turn use it as a doctor's hall. This has the added benefit that you will always have medically trained personnel in your hospitals. Just don't forget to enable the labors.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{world}}&lt;br /&gt;
{{Category|Locations}}&lt;/div&gt;</summary>
		<author><name>Therahedwig</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=World_activities&amp;diff=252227</id>
		<title>World activities</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=World_activities&amp;diff=252227"/>
		<updated>2020-04-03T15:23:02Z</updated>

		<summary type="html">&lt;p&gt;Therahedwig: /* Movement */ Confirm that invaders can consider fighting other civs more important than attacking your player fort with a screenshot.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{old}}&lt;br /&gt;
{{Quality|Superior|18:11, 5 March 2016 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
As time passes in ''Dwarf Fortress'', certain activities happen in the world, outside of the player's influence and without their direct input. In older versions, any activity stopped after [[world generation]] finished. This is no longer the case and the changing of this is what is usually referred to as &amp;quot;world activation&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Advancing time==&lt;br /&gt;
Before you start a new fortress or adventurer, the [[calendar]] is advanced by two weeks every time. Otherwise, time passes at normal fortress/adventurer speed. &amp;quot;Restarting&amp;quot; [[world generation]] is not planned.&lt;br /&gt;
&lt;br /&gt;
==Types of activities==&lt;br /&gt;
===Succession===&lt;br /&gt;
[[Historical figure]]s can get married, have children, do their various jobs, and die, and all of their children do the same, as they are also historical figures.&lt;br /&gt;
&lt;br /&gt;
The various positions of [[nobles]] will either be inherited by another historical figure, or assigned to a new historical figure by the parent civilization when the position is [[Fun|vacated]] or they have an [[unfortunate accident]].&lt;br /&gt;
Conflicts over succession and illegitimate site ownership can emerge, and armed usurpations and insurrections can take place.&lt;br /&gt;
&lt;br /&gt;
===Site changes===&lt;br /&gt;
Existing NPC [[site]]s are conquered, liberated, defended, destroyed, reclaimed and new sites are created[http://www.bay12forums.com/smf//index.php?topic=140544.msg6843526#msg6843526] while playing. Bandits will loot villages, armies will conquer cities, and forgotten beasts will ransack fortresses. Abandoned dwarven fortresses can be reclaimed by the player later.&lt;br /&gt;
&lt;br /&gt;
===Movement===&lt;br /&gt;
Consequently, all kinds of creatures and groups travel around on the world map, but some literally just teleport.&lt;br /&gt;
&lt;br /&gt;
The following groups teleport:&lt;br /&gt;
&lt;br /&gt;
* [[Caravan]]s&lt;br /&gt;
* [[Diplomat]]s&lt;br /&gt;
* [[Migrant]]s&lt;br /&gt;
* [[Megabeast|The]] [[Semi-megabeast|various]] [[Forgotten beast|beasts]]&lt;br /&gt;
&lt;br /&gt;
The rest physically travel on the map, including:&lt;br /&gt;
&lt;br /&gt;
* [[Bandit]]s&lt;br /&gt;
* [[Refugee]]s&lt;br /&gt;
* [[Scholar]]s &lt;br /&gt;
* [[Thief|Thieves]]&lt;br /&gt;
* [[Quester]]s&lt;br /&gt;
* [[Religion|Religious]] professions such as [[prophet]]s, [[monk]]s or [[pilgrim]]s&lt;br /&gt;
* [[Army|Armies]] like siegers or other invaders&lt;br /&gt;
&lt;br /&gt;
[[File:Df goblins distracted by elves.png|thumb|Screenshot showing Goblin civs prioritizing conquering the Elves down south above attacking the player fort (here highlighted with a yellow 'A' due to the rumour of artifacts.)]]&lt;br /&gt;
&lt;br /&gt;
[[Army|Armies]] move around the map while playing, for various reasons, including site invasion (not just to the player site), harassment, searching for work, reclamation of sites and more. As invaders need to actually travel the world map to get to your site, embarking close to a site of potential invaders increases the chances of an invasion. Other factors that influence the probability of an invasion are the &amp;quot;effective&amp;quot; population of said site{{verify}}. In other words, how many soldiers the site can spare to attack you. While a site may have a high population, it may be occupied with other, more important campaigns than the player's site.&lt;br /&gt;
&lt;br /&gt;
The asterisks {{DFtext|*}} on the fast travel map in adventure mode are creatures and armies moving around on the world map.&lt;br /&gt;
&lt;br /&gt;
===Non-player adventurers===&lt;br /&gt;
[[Quester|Non-player adventurers]] will group up in parties and wander around, or adventure alone. They will also go on [[quest]]s to retrieve [[artifact]]s in play, which they receive from [[historical figure]]s that are in power, for example, a lord or noble from another site. For fortress mode, this manifests as [[visitor]]s coming to your fort and requesting you hand over artifacts. If you say no to them, they may try to steal it from you, or outright attack your fort. &lt;br /&gt;
&lt;br /&gt;
In adventurer mode, this is more subtle: non-player adventurers can be found who are looking for artifacts, and may compete with you when you are trying to get artifacts, if they happen to be looking for the same artifact. If you are holding the artifact they seek (even if you are hiding it in your backpack), they will try to mug you (like [[bandit]]s) and may also attack you, follow you around, or vocally demand that you give them the artifact.&lt;br /&gt;
&lt;br /&gt;
==Information==&lt;br /&gt;
{{DFtext|Greetings from the mountainhomes. Let's discuss our situation.|7:1}}&lt;br /&gt;
&lt;br /&gt;
In an active fortress session, the player will get information about current events through the [[liaison]]. During the [[meeting]], all information will be implied, while relevant updates will be displayed on the [[Civilization and World Info]] screen.&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;br /&gt;
{{Category|World}}&lt;/div&gt;</summary>
		<author><name>Therahedwig</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=File:Df_goblins_distracted_by_elves.png&amp;diff=252226</id>
		<title>File:Df goblins distracted by elves.png</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=File:Df_goblins_distracted_by_elves.png&amp;diff=252226"/>
		<updated>2020-04-03T15:16:58Z</updated>

		<summary type="html">&lt;p&gt;Therahedwig: Image of the civilization screen. The player fort is in the mountains indicated with a yellow 'A', in the south are two Elven civilizations, both attacked by the Goblin civilizations at either side of the mountains.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Image of the civilization screen. The player fort is in the mountains indicated with a yellow 'A', in the south are two Elven civilizations, both attacked by the Goblin civilizations at either side of the mountains.&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Non-free Dwarf Fortress Screenshot}}&lt;/div&gt;</summary>
		<author><name>Therahedwig</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Intrigue&amp;diff=250390</id>
		<title>Intrigue</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Intrigue&amp;diff=250390"/>
		<updated>2020-02-10T14:24:48Z</updated>

		<summary type="html">&lt;p&gt;Therahedwig: Create page with basic information.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{New_in|0.47.01}}&lt;br /&gt;
&lt;br /&gt;
The central feature of the villains release, intrigue is a collection of mechanics and tools that enables historical figures to enact villainous schemes, ensuring a constant stream of Fun for players. As of .47 interaction with this feature is still somewhat unfinished with the january 2020 devlog indicating missing elements.&lt;br /&gt;
&lt;br /&gt;
=== World gen and world activation ===&lt;br /&gt;
The main mechanic works through agreements: historical figures reach out to one another and use a variety of tactics (persuasion, blackmail, bribes) to reach an agreement for a variety of things like funding, assassination, stealing. Historical figures keep a list of plots that they want to enact, and keep track of a variety of figures and how to deal with them.&lt;br /&gt;
&lt;br /&gt;
You can export a villainous network from the historical figures list in legends mode.&lt;br /&gt;
&lt;br /&gt;
[[File:Df_legends_villainous_network.png|center|Image showing a villainous network as exported from legends mode. Purple is the location of the leader, red the location of members and yellow the location of corrupt officials.|thumb|800px]]&lt;br /&gt;
&lt;br /&gt;
=== Dwarf Mode ===&lt;br /&gt;
Villains will visit your fort and corrupt your dwarves. You can use the fortress justice system to interrogate and convict them.&lt;br /&gt;
&lt;br /&gt;
=== Adventure Mode ===&lt;br /&gt;
[[File:Adventurer_intrigue_tab.png|thumb|800px|Image showing a villainous network in adventure mode. This network consists of the master, a member (who is the master's childhood friend, incidentally), and two assets, which are position holders corrupted into providing funds to the network.]]&lt;br /&gt;
&lt;br /&gt;
Intrigue in adventure mode is mostly interacted with through the investigation and interrogation menus. There are two major tactics of investigation: Persuasion and Intimidation. Adventurers who wish to investigate benefit from the judge of intent skill as well. Currently, only asking for schemes will result in proper information appearing in the quest log.&lt;br /&gt;
&lt;br /&gt;
==== Persuasion ====&lt;br /&gt;
Persuasion mainly uses the persuade skill. Complementary to that are the flatterer (for flattering), comedian (for making jokes) and pacifier (for calming down) skills. You will want to make jokes and flatter an npc to get them into a positive mood. Use calming them down to reduce impatience down to patient. After this investigate using the persuasion tactic.&lt;br /&gt;
&lt;br /&gt;
==== Intimidation ====&lt;br /&gt;
Intimidation mainly uses the intimidate skill. To make intimidation more effective, you can fight with nearby npcs on the npc in question. To avoid killing the NPC, make sure that you stay within the brawl escalation level. The NPC will rapidly become afraid of you. After this investigate using the intimidation tactic.&lt;/div&gt;</summary>
		<author><name>Therahedwig</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=File:Adventurer_intrigue_tab.png&amp;diff=250389</id>
		<title>File:Adventurer intrigue tab.png</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=File:Adventurer_intrigue_tab.png&amp;diff=250389"/>
		<updated>2020-02-10T14:16:57Z</updated>

		<summary type="html">&lt;p&gt;Therahedwig: Image showing a villainous network in adventure mode. This network consists of the master, a member (who is the master's childhood friend, incidentally), and two assets, which are officials corrupted into providing funds to the network.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Image showing a villainous network in adventure mode. This network consists of the master, a member (who is the master's childhood friend, incidentally), and two assets, which are officials corrupted into providing funds to the network.&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Non-free Dwarf Fortress Screenshot}}&lt;/div&gt;</summary>
		<author><name>Therahedwig</name></author>
	</entry>
</feed>