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Editing 40d:How to safely start fortress mode

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{{quality|Masterwork|15:26 27 December 2011 (UTC)}}{{av}}
 
 
==Dwarf goods==
 
==Dwarf goods==
 
This section explains the relative importance of various goods in the early and late game.
 
This section explains the relative importance of various goods in the early and late game.
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:''See also: [[Starting builds]]''
 
:''See also: [[Starting builds]]''
  
You should not start without an ample supply of [[food]] and [[drink]].  [[Booze]] should be brought in larger quantities than [[food]], since it is easier to produce food (it does not necessarily need to be stored in barrels), and dwarves drink twice as often as they eat.  Approximately 60 drink and 20-30 food is a safe startup supply.
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You should not start out without an ample quantity of [[food]] and [[drink]].  [[Booze]] should be brought in larger quantities than [[food]], since it is easier to produce food (it does not necessarily need to be stored in barrels), and dwarves drink twice as often as they eat.  Approximately 60 drink and 20-30 food is a safe startup supply.
  
 
Every five units of food or drink (rounded up) will come in its own barrel, included for free.  (This does not include seeds.)  Different types of food will be stored in separate barrels, meaning that you can get a free barrel for each new food you buy.  A single unit of each of the cheap (2☼) meats is recommended, and for whatever other food and drink you buy, try to have the quantity end in 1 or 6 (11, 16, 21, etc.) to get an extra barrel.
 
Every five units of food or drink (rounded up) will come in its own barrel, included for free.  (This does not include seeds.)  Different types of food will be stored in separate barrels, meaning that you can get a free barrel for each new food you buy.  A single unit of each of the cheap (2☼) meats is recommended, and for whatever other food and drink you buy, try to have the quantity end in 1 or 6 (11, 16, 21, etc.) to get an extra barrel.
  
It is recommended to bring an equal amount of each type of [[alcohol]] (wine, rum, ale, and beer) to avoid dwarves getting "[[thought|tired of the same old booze lately]]".  If bringing meat, [[turtle]] is recommended, as it leaves behind one [[bone]] and one [[shell]] when consumed, which can be turned into [[bolt]]s, [[crossbow]]s, [[armor]], and other goods.
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It is recommended to bring an equal amount of each type of [[alcohol]] (wine, rum, ale, and beer) to avoid dwarves getting "[[thought|tired of the same old booze lately]]".  If bringing meat, [[turtle]] is recommended, as it leaves behind one [[bone]] and one [[shell]] when consumed, which can be turned into [[bolt]]s, [[crossbow]]s [[armor]], and other goods.
  
 
You might also consider bringing [[plump helmet]]s; when [[still|brewed]], each unit of plant turns into five units of alcohol and one to two seeds.  This approach requires that you be able to cut down trees to make barrels shortly after your arrival (required for brewing), although you can also free up all those "free" barrels you brought by [[kitchen|cooking]] the food and drink in them into [[prepared meal]]s.
 
You might also consider bringing [[plump helmet]]s; when [[still|brewed]], each unit of plant turns into five units of alcohol and one to two seeds.  This approach requires that you be able to cut down trees to make barrels shortly after your arrival (required for brewing), although you can also free up all those "free" barrels you brought by [[kitchen|cooking]] the food and drink in them into [[prepared meal]]s.
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[[Farming]] is the most dependable method of food production, so you should bring some [[seed]]s on embark.  If you plan to make large farms from the get-go, you should bring 50 seeds or more.  Brewing, [[farmer's workshop|processing]], and [[milling]] plants all produce seeds; if you process your plants as you go along, your seed stockpiles will grow exponentially.   
 
[[Farming]] is the most dependable method of food production, so you should bring some [[seed]]s on embark.  If you plan to make large farms from the get-go, you should bring 50 seeds or more.  Brewing, [[farmer's workshop|processing]], and [[milling]] plants all produce seeds; if you process your plants as you go along, your seed stockpiles will grow exponentially.   
  
Plump helmets are the most useful crop, as they grow quickly, in any season, and are edible raw, making them the staple of the dwarven diet.  But it is recommended you also bring at least five each of [[pig tail]], [[cave wheat]], and [[sweet pod]] seeds -- their respective crops can all be brewed, giving your dwarves access to a variety of alcohols, which makes them happy.  All alcohol can also be turned into food via cooking, making them all viable food crops.  Pig tails can additionally be turned into [[cloth]], from which you can make [[bag]]s, which are critical to several industries, or [[Restraint|rope]]s, which are good for cheap restraints.  Bringing a few [[dimple cup]] spawn also allows you to start a [[dye|dyeing]] industry at any point, and [[rock nut]]s grow into [[quarry bush]]es, allowing for even greater variety in the dwarven diet.
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Plump helmets are the most useful crop, as they grow quickly, in any season, and are edible raw, making them the staple of the dwarven diet.  But it is recommended you also bring at least five each of [[pig tail]], [[cave wheat]], and [[sweet pod]] seeds -- their respective crops can all be brewed, giving your dwarves access to a variety of alcohols, which makes them happy.  All alcohol can also be turned into food via cooking, making them all viable food crops.  Pig tails can additionally be turned into [[cloth]], from which you can make [[bag]]s, which are critical to several industries, or [[rope]]s, which are good for corrals.  Bringing a few [[dimple cup]] spawn also allows you to start a [[dye|dyeing]] industry at any point, and [[rock nuts]] grow into [[quarry bush]]es, allowing for even greater variety in the dwarven diet.
  
 
Bring one copper [[pick]] for each miner you have and one steel [[battle axe]] for every [[woodcutter]] you have.  They're gonna be no good without their tools.
 
Bring one copper [[pick]] for each miner you have and one steel [[battle axe]] for every [[woodcutter]] you have.  They're gonna be no good without their tools.
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Bringing [[wood]] in your starting wagon is more important the less heavily forested your surroundings are.  Even sparsely-wooded areas will provide enough wood to fuel your initial fortress, but woodcutting will take time.  Another consideration is that if you make enough room to bring 30 logs or so, you will probably be able to sidestep having a dedicated [[woodcutter]] entirely, which will free up the 300 points you would have spent on a steel [[battle axe]] for other purposes.  It is your call.
 
Bringing [[wood]] in your starting wagon is more important the less heavily forested your surroundings are.  Even sparsely-wooded areas will provide enough wood to fuel your initial fortress, but woodcutting will take time.  Another consideration is that if you make enough room to bring 30 logs or so, you will probably be able to sidestep having a dedicated [[woodcutter]] entirely, which will free up the 300 points you would have spent on a steel [[battle axe]] for other purposes.  It is your call.
  
If you do bring an anvil and want to be really crafty with your points, don't bring any axes -- instead, forge them on-site.  If you don't bring any wood, you'll need to first deconstruct the [[wagon (embark)|wagon]] ({{k|t}}-{{k|x}}: Remove Building), which will produce three logs.  Build a [[wood furnace]], [[smelter]], and [[forge]], and turn two of the logs into [[charcoal]].  Scan the mountain's edge for exposed veins of [[ore]] and have your miners dig out a few tiles.  Smelt one piece of ore (either [[copper]] or [[iron]] will do), then forge the resulting bar into an axe.  Chop down more wood, make more charcoal, and repeat the process until you have as many axes as you want.
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If you do bring an anvil and want to be really crafty with your points, don't bring any axes -- instead, forge them on-site.  If you don't bring any wood, you'll need to first deconstruct the [[wagon]] ({{k|t}}-{{k|x}}: Remove Building), which will produce three logs.  Build a [[wood furnace]], [[smelter]], and [[forge]], and turn two of the logs into [[charcoal]].  Scan the mountain's edge for exposed veins of [[ore]] and have your miners dig out a few tiles.  Smelt one piece of ore (either [[copper]] or [[iron]] will do), then forge the resulting bar into an axe.  Chop down more wood, make more charcoal, and repeat the process until you have as many axes as you want.
  
 
Always make room for at least two [[dog]]s.  Always.  Dogs are a critical part of any fortress and bringing a breeding pair to start out with will help a lot.  Bringing more than two will greatly speed the breeding process (10 dogs can turn into 50 within a few years), and are a very effective early defense.   
 
Always make room for at least two [[dog]]s.  Always.  Dogs are a critical part of any fortress and bringing a breeding pair to start out with will help a lot.  Bringing more than two will greatly speed the breeding process (10 dogs can turn into 50 within a few years), and are a very effective early defense.   
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Buy regular dogs at the start, not war dogs or puppies.  Untrained dogs cost half as much and are trivial to train.  Puppies cannot breed or be trained until they grow up.
 
Buy regular dogs at the start, not war dogs or puppies.  Untrained dogs cost half as much and are trivial to train.  Puppies cannot breed or be trained until they grow up.
  
Beasts of burden are expensive and not worth the expense at the startImmigrants will routinely bring their own to your fortress, possibly completing a mating pair for the two animals you automatically begin with.  You'll be overrun with pets soon enough.  Cram the ones you don't want to breed in a [[cage]] to control their population and reduce their impact on your game speed.
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Don't bring any beasts of burden.  You will start with a breeding pair of them for free and immigrants will routinely bring their own to your fortress.  You'll be overrun with them soon enough.  Cram them all into a [[cage]] to control their population and reduce their impact on your game speed.
  
 
===Advanced goods===
 
===Advanced goods===
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[[Stone]], as a whole, should be used for everything you can possibly use it for.  It's plentiful and it's easy to use.
 
[[Stone]], as a whole, should be used for everything you can possibly use it for.  It's plentiful and it's easy to use.
  
[[Metal]] is required for the dwarven [[justice]] system, since cages tend to leave dwarves very unhappy and liable to head right back into jail again, and strong dwarves can tear [[Restraint|rope]] apart.  Metal [[Restraint|chain]]s are the best way to handle Justice, since the dwarf is active to sleep in an adjacent bed, admire nearby engravings and decorations, and do other things that rehabilitate him from crime.
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[[Metal]] is required for the dwarven [[justice]] system, since cages tend to leave dwarves very unhappy and liable to head right back into jail again, and strong dwarves can tear [[rope]] apart.  Metal [[chain]]s are the best way to handle Justice, since the dwarf is active to sleep in an adjacent bed, admire nearby engravings and decorations, and do other things that rehabilitate him from crime.
  
 
[[Cloth]] is better than [[leather]] for making clothing for your dwarves.  Cloth can be dyed, which increases its value and impressiveness, and it weighs significantly less, which is an important consideration for soldiers wearing heavy plate mail or haulers that are not strong.
 
[[Cloth]] is better than [[leather]] for making clothing for your dwarves.  Cloth can be dyed, which increases its value and impressiveness, and it weighs significantly less, which is an important consideration for soldiers wearing heavy plate mail or haulers that are not strong.
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This section encompasses advice for working your dwarves for the betterment of your personal fortress; the merits of various economic professions like craftsdwarves will be covered later.
 
This section encompasses advice for working your dwarves for the betterment of your personal fortress; the merits of various economic professions like craftsdwarves will be covered later.
 
===Fortress startup===
 
===Fortress startup===
The critical jobs in a fortress are [[miner]], [[grower]], [[mason]], and [[carpenter]].  Your first 7 dwarves should always include someone who is proficient at these 4 jobs.  The other skills you assign can be whatever you prefer or is most appropriate for your situation, though don't be afraid to double up on these base skills.  2 miners and 2 growers can make the early game much easier.  Military skills can be critical in harsh starting locations.  [[Cook]] and [[Brewer]] are only mildly less critical, as good food and drink gives essentially free happy thoughts, and trained kitchen/still staff produce much faster. [[Mechanic]] is useful if you intend to use mechanisms as trade goods.  Taking a proficient [[armorsmith]] and [[weaponsmith]] from the start can save a lot of material and time, and could be worthwhile.  [[Woodcutter]] is also a common, popular choice, especially since it can be cut with [[axedwarf]] for some extra security early on.  [[Herbalist]] can help you get away with bringing less food so you can instead get more durable commodities like picks, armor, or even dogs.  [[Herbalist]] will also help you harvest the local seeds so you can get above-ground crops going quickly.  Once the earth is struck, you should build a mason's and carpenter's workshop and have them start churning out things like tables, chairs and beds as quickly as they possibly can; your fledgling fortress will need lots and lots of basic commodities.
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The critical jobs in a fortress are [[miner]], [[grower]], [[mason]], and [[carpenter]].  Your first 7 dwarves should always include someone who is proficient at these 4 jobs.  The other skills you assign can be whatever you prefer or is most appropriate for your situation, though don't be afraid to double up on these base skills.  2 miners and 2 growers can make the early game much easier.  Military skills can be critical in harsh starting locations.  [[Cook]] and [[Brewer]] are only mildly less critical, as good food and drink gives essentially free happy thoughts, and trained kitchen/still staff produce much faster. [[Mechanic]] is useful if you intend to use mechanisms as trade goods.  Taking a proficient [[armorsmith]], [[weaponsmith]], or [[siege engineer]] from the start can save a lot of material and time, and could be worthwhile.  [[Woodcutter]] is also a common, popular choice, especially since it can be cut with [[axedwarf]] for some extra security early on.  [[Herbalist]] can help you get away with bringing less food so you can instead get more durable commodities like picks, armor, or even dogs.  [[Herbalist]] will also help you harvest the local seeds so you can get above-ground crops going quickly.  Once the earth is struck, you should build a mason's and carpenter's workshop and have them start churning out things like doors, tables, chairs, and beds as quickly as they possibly can; your fledgling fortress will need lots and lots of basic commodities.
  
 
===Advanced jobs===
 
===Advanced jobs===
 
These are jobs that are important building blocks to your finished civilization, but are better handled by immigrants.
 
These are jobs that are important building blocks to your finished civilization, but are better handled by immigrants.
  
[[Fishing]] is one of the better industries to found with your first wave of immigrants.  The most useful 'fish' to capture is the [[turtle]], which spawns as vermin in any still pool of water, including flooded cisterns inside your fortress.  Turtle production provides [[bone]]s and [[shell]], which are common requests in [[strange mood]]s, and also provide an alternate food source for your dwarves in case your farms fail for whatever reason.  To boot, fisherdwarves require no special equipment and can just jump right to work.  Fishing should not, however, be relied on as the primary food source for any fortress in the long term; it is far less efficient than farming, and sources of fish can become temporarily exhausted at inopportune times.
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[[Fishing]] is one of the better industries to found with your first wave of immigrants.  The most useful 'fish' to capture is the [[turtle]], which spawns as vermin in any still pool of water, including flooded cisterns inside your fortress.  Turtle production provides [[bone]]s and [[shell]], which are common requests in [[strange mood]]s, and also provide an alternate food source for your dwarves in case your farms fail for whatever reason.  To boot, fisherdwarves require no special equipment and can just jump right to work.
  
 
[[Hunting]] is good for many of the same reasons.  Animal kills produce meat, bones, skin, and fat.  The meat is directly edible, even without cooking; the bones can be used to create [[bolt]]s, [[armor]], and [[craft]]s; the skin can be [[tanner's shop|tanned]] into [[leather]]; and the fat can be rendered into tallow at the [[kitchen]], which can then be turned into more food in the form of [[prepared meal]]s.  Leather is outstandingly useful as cheap armor for your military and bags.  Animal [[skull]]s are also useful for making the [[totem]] trade good, but that is a separate consideration.   
 
[[Hunting]] is good for many of the same reasons.  Animal kills produce meat, bones, skin, and fat.  The meat is directly edible, even without cooking; the bones can be used to create [[bolt]]s, [[armor]], and [[craft]]s; the skin can be [[tanner's shop|tanned]] into [[leather]]; and the fat can be rendered into tallow at the [[kitchen]], which can then be turned into more food in the form of [[prepared meal]]s.  Leather is outstandingly useful as cheap armor for your military and bags.  Animal [[skull]]s are also useful for making the [[totem]] trade good, but that is a separate consideration.   
  
Hunters will require weapons to be most effective.  Build a [[Bowyer's workshop]] to construct a bone or wood crossbow, and a [[Craftsdwarf's workshop]] to stamp out bolts.  This will require either [[bone carving]] or [[woodcrafting]], depending on if you use bone or wood bolts.  Bone carvers tend to be fairly common in immigrant waves, but a hunter can handle most animals even with normal-quality bolts.  Also be sure to have a [[tanner]] designated so you can process the hides, and a [[leatherworker]] designated who can construct some leather armor for your hunter as you get some hides to use.
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Hunters will require weapons to be most effective.  Build a [[Bowyer's Workshop]] to construct a bone or wood crossbow, and a [[Craftsdwarf's Workshop]] to stamp out bolts.  This will require either [[bone carving]] or [[woodcrafting]], depending on if you use bone or wood bolts.  Bone carvers tend to be fairly common in immigrant waves, but a hunter can handle most animals even with normal-quality bolts.  Also be sure to have a [[tanner]] designated so you can process the hides, and a [[leatherworker]] designated who can construct some leather armor for your hunter as you get some hides to use.
  
[[Siege operator]]s are important for the long-term survival of your fortress.  Siege engines are the only safe way to deal with the biggest threats you will face, like [[megabeast]]s and goblins riding [[beak dog]]s as cavalry.  They take a long time to train, so you need to plan well ahead.  Designate some early and have them start training on throwaway catapults as soon as you can spare the labor.
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[[Siege operator]]s are important for the long-term survival of your fortress.  Siege engines the only safe way to deal with the biggest threats you will face, like [[megabeasts]] and goblins riding [[beak dog]]s as cavalry.  They take a long time to train, so you need to plan well ahead.  Designate some early and have them start training on throwaway catapults as soon as you can spare the labor.
  
 
Your standing [[military]] should also be a consideration from your first immigrant wave.  Consider starting a [[cross-training]] program to get the flabby, untrained Peasants that immigrate into shape for military service.
 
Your standing [[military]] should also be a consideration from your first immigrant wave.  Consider starting a [[cross-training]] program to get the flabby, untrained Peasants that immigrate into shape for military service.
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The [[cloth]] industry is also a good one to establish if you get things like weavers and clothiers with your first immigrant wave.  The cloth industry lets you create ropes (critical for building [[well]]s) and bags in the short term, and good finished clothing in the longer term to keep your dwarves happier.  [[Pig tail]]s will provide an easy early cloth supply if you bring some seeds along when you embark.
 
The [[cloth]] industry is also a good one to establish if you get things like weavers and clothiers with your first immigrant wave.  The cloth industry lets you create ropes (critical for building [[well]]s) and bags in the short term, and good finished clothing in the longer term to keep your dwarves happier.  [[Pig tail]]s will provide an easy early cloth supply if you bring some seeds along when you embark.
  
Using the cloth industry, it is worth it to mass-produce some ropes and honeycomb a large (5x5 or larger) room with them, then assign many beasts of burden to them.  This works as a corral, keeping the animals contained and not clogging up traffic while at the same time allowing them to breed to become an emergency supply of food.  For performance considerations, it's highly suggested you cage newborn animals in any cage you have available, to keep them from eating up CPU by wandering aimlessly around the fortress.  This goes double for [[cat]]s, who randomly adopt dwarves and become unkillable.
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Using the cloth industry, it is worth it to mass produce some ropes and honeycomb a large (5x5 or larger) room with them, then assign many beasts of burden to them.  This works as a corral, keeping the animals contained and not clogging up traffic while at the same time allowing them to breed to become an emergency supply of food.  For performance considerations, it's highly suggested you cage newborn animals in any cage you have available, to keep them from eating up CPU by wandering aimlessly around the fortress.  This goes double for [[cat]]s, who randomly adopt dwarves and become unkillable.
  
 
==Dwarf happiness and domestics==
 
==Dwarf happiness and domestics==
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===Advanced domestics===
 
===Advanced domestics===
Happiness becomes one of your primary considerations when lots of dwarves are around and the economy has activated.  The economy brings about a whole new truckload of possible unhappy thoughts in addition to the ones you've already been dealing with, so you need to use everything in your power to combat them.  A [[cross-training]] program becomes a serious benefit here, since legendary dwarves are exempt from the economy and continue living large without any interference from the nobles.
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Happiness becomes one of your primary considerations when lots of dwarves are around and the economy has activated.  The economy brings about a whole new truckload of possible unhappy thoughts in addition to the ones you've already been dealing with, so you need to use everything in your power to combat them.  A [[cross-training]] program becomes a serious benefit here, since legendary dwarves are exempt from the economy and continue living large without any interferance from the nobles.
  
 
Private bedrooms are key.  In addition to the happy thought that dwarves get from sleeping in a place that's theirs, having their own place with their own chest and cabinet will stave off unhappy thoughts they get from not having a place to store their acquisitions.  You may also consider installing a table and chair in each bedroom; happy thoughts on par with or better than 'legendary dining room' are gained from eating at a high-quality table that the dwarf owns.  Be sure that you have a lot of affordable housing; 300☼ is all the more most joe-dwarves with steady work can afford before they are evicted.
 
Private bedrooms are key.  In addition to the happy thought that dwarves get from sleeping in a place that's theirs, having their own place with their own chest and cabinet will stave off unhappy thoughts they get from not having a place to store their acquisitions.  You may also consider installing a table and chair in each bedroom; happy thoughts on par with or better than 'legendary dining room' are gained from eating at a high-quality table that the dwarf owns.  Be sure that you have a lot of affordable housing; 300☼ is all the more most joe-dwarves with steady work can afford before they are evicted.
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Another thing you may consider is getting your dwarves pets.  Assigning trained war [[dog]]s to peasants makes the peasant adopt them as a pet, which not only makes them more safe from goblin attacks while they are milling about outside, it also gives them an instant happy thought if they ever become unhappy ('comforted by a beloved pet recently').  The downside, of course, is that if the war dog ever has to lay down its life for its master, the dwarf will become very upset, and doubly upset if you don't have the tombs to lay the pet to rest.
 
Another thing you may consider is getting your dwarves pets.  Assigning trained war [[dog]]s to peasants makes the peasant adopt them as a pet, which not only makes them more safe from goblin attacks while they are milling about outside, it also gives them an instant happy thought if they ever become unhappy ('comforted by a beloved pet recently').  The downside, of course, is that if the war dog ever has to lay down its life for its master, the dwarf will become very upset, and doubly upset if you don't have the tombs to lay the pet to rest.
  
Making catacombs is another good way to provide some stability to your fortress.  Unlike bedrooms, dwarves do not have to pay for their own tombs, and get a yearly happy thought from them that lasts almost a whole season.  Catacombs are also fairly easy to furnish, requiring little more than coffins and engravings.  Some [[statue]]s can also be good if you are going that route.  Be sure to allot some coffins for pet burial, too; dwarves are just as upset about their pets dying as they are about their friends.  It's best not to compound the problem by letting pets rot.
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Making catacombs is another good way to provide some stability to your fortress.  Unlike bedrooms, dwarves do not have to pay for thier own tombs, and get a yearly happy thought from them that lasts almost a whole season.  Catacombs are also fairly easy to furnish, requiring little more than coffins and engravings.  Some [[statues]] can also be good if you are going that route.  Be sure to allot some coffins for pet burial, too; dwarves are just as upset about their pets dying as they are about their friends.  It's best not to compound the problem by letting pets rot.
  
 
[[Cave adaptation]] creates some powerful unhappy feelings (as powerful as the thought from a legendary dining room).  Unfortunately, making a greenhouse that is indoors and lighted will NOT fight cave adaptation.  Your only bet is to make a walled-in meeting hall on the surface, preferably above the ground z level so attacking goblins have no chance of getting in.  Decorate it lavishly so your dwarves have something to counteract the unhappy thoughts in a controlled manner.  Do NOT, under any circumstances, make your main meeting hall indoor/lighted/aboveground by making its roof a bunch of Floor constructions.  This will make that area forbidden when "Dwarves stay indoors" is on and make controlling your civilians during a siege much harder.
 
[[Cave adaptation]] creates some powerful unhappy feelings (as powerful as the thought from a legendary dining room).  Unfortunately, making a greenhouse that is indoors and lighted will NOT fight cave adaptation.  Your only bet is to make a walled-in meeting hall on the surface, preferably above the ground z level so attacking goblins have no chance of getting in.  Decorate it lavishly so your dwarves have something to counteract the unhappy thoughts in a controlled manner.  Do NOT, under any circumstances, make your main meeting hall indoor/lighted/aboveground by making its roof a bunch of Floor constructions.  This will make that area forbidden when "Dwarves stay indoors" is on and make controlling your civilians during a siege much harder.
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* [[Mechanism]]s.  [[Item quality|Masterwork]] mechanisms made from obsidian or a [[flux]] stone can sell for as much as 1,080☼.  Mechanisms are easy to produce and are already needed in your fortress.  However, they are fairly heavy, requiring you to manage weight issues, especially when trading with the [[elves]].  Buy out any high-weight, low-cost items the traders have at the beginning of trading and you should be okay.  Use high-value stone and a high-skill mechanic and weight will become a non-issue.
 
* [[Mechanism]]s.  [[Item quality|Masterwork]] mechanisms made from obsidian or a [[flux]] stone can sell for as much as 1,080☼.  Mechanisms are easy to produce and are already needed in your fortress.  However, they are fairly heavy, requiring you to manage weight issues, especially when trading with the [[elves]].  Buy out any high-weight, low-cost items the traders have at the beginning of trading and you should be okay.  Use high-value stone and a high-skill mechanic and weight will become a non-issue.
 
* [[Bone]] goods.  Bone carvers are useful any time you have a half-decent hunter, and can be stellar under certain circumstances.  You want a high-skill bone carver for producing bolts and armor, and if your map has certain high-value exotic creatures (ogres, unicorns, trolls, etc.), a stack of bolts made from their bones can be worth hundreds or even thousands.  A stack of 100 masterwork dragon or hydra bone bolts is worth ''60,000☼''.  [[Totem]]s made from of the skulls of exotic creatures are also worth quite a bit, as are their hides, meat, and fat, if they are butcherable.
 
* [[Bone]] goods.  Bone carvers are useful any time you have a half-decent hunter, and can be stellar under certain circumstances.  You want a high-skill bone carver for producing bolts and armor, and if your map has certain high-value exotic creatures (ogres, unicorns, trolls, etc.), a stack of bolts made from their bones can be worth hundreds or even thousands.  A stack of 100 masterwork dragon or hydra bone bolts is worth ''60,000☼''.  [[Totem]]s made from of the skulls of exotic creatures are also worth quite a bit, as are their hides, meat, and fat, if they are butcherable.
* [[Clothing]].  [[Dimple cup]]s provide a dye when milled, which can be used to drastically increase the finished value of finished cloth goods.  You can also sew images (whether leather, or more cloth) into the clothing to increase it further.  Merchants will love it, and your dwarves will want new clothes as the economy kicks in, too.  The downside is that this approach is labor-intensive, requiring a thresher, weaver, miller, dyer, clothier, and maybe a leatherworker or another clothier to pull off.  Still, in larger fortresses, there's usually plenty of labor to spare.  You can also cut the thresher and weaver out of the equation by simply importing the raw cloth you want to use.
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* [[Clothing]].  [[Dimple cup]]s provide a dye when milled, which can be used to drastically increase the finished value of finished cloth goods.  You can also sew images (whether leather, or more cloth) into the clothing to increase it further.  Merchants will love it, and your dwarves will want new clothes as the economy kicks in, too.  The downside is that this approach is labor intensive, requiring a thresher, weaver, miller, dyer, clothier, and maybe a leatherworker or another clothier to pull off.  Still, in larger fortresses, there's usually plenty of labor to spare.  You can also cut the thresher and weaver out of the equation by simply importing the raw cloth you want to use.
 
* Captured equipment.  [[Goblin]] attacks will usually leave your store rooms awash in captured goblin equipment.  Goblins often wear [[giant cave spider]] clothing, which sells very well.  You can sew images into the cloth, and stud the metal equipment with bone or shell, to increase their trading value and 'naturalize' them, making them acceptable to offer to caravans for good will.
 
* Captured equipment.  [[Goblin]] attacks will usually leave your store rooms awash in captured goblin equipment.  Goblins often wear [[giant cave spider]] clothing, which sells very well.  You can sew images into the cloth, and stud the metal equipment with bone or shell, to increase their trading value and 'naturalize' them, making them acceptable to offer to caravans for good will.
 
* [[Armor]] or [[weapon]]s.  If you are trying to train up a high-skill [[armorsmith]] or [[weaponsmith]], you will have to create hundreds of items.  What better way to get rid of them than to trade them?  For trading and training purposes, silver is the best metal to use.  Silver has a value multiplier of ×10, making a masterpiece silver weapon worth 1200☼, and silver has little utility except for trading anyway.  For armor, low boots are best; they are comparatively light and are produced in pairs, effectively doubling their value.  If you have [[cassiterite]] in your fortress, train your armorsmith using [[bronze]] (or better still, [[bismuth bronze]]).  But even [[copper]] has a good enough price-to-weight ratio to be worth trading.  An added advantage of armor and weapons is that traders usually put a premium on one or more types of them.  Note what specific types they want when forging your [[trade agreement]]s and you can further double the value you receive for them.
 
* [[Armor]] or [[weapon]]s.  If you are trying to train up a high-skill [[armorsmith]] or [[weaponsmith]], you will have to create hundreds of items.  What better way to get rid of them than to trade them?  For trading and training purposes, silver is the best metal to use.  Silver has a value multiplier of ×10, making a masterpiece silver weapon worth 1200☼, and silver has little utility except for trading anyway.  For armor, low boots are best; they are comparatively light and are produced in pairs, effectively doubling their value.  If you have [[cassiterite]] in your fortress, train your armorsmith using [[bronze]] (or better still, [[bismuth bronze]]).  But even [[copper]] has a good enough price-to-weight ratio to be worth trading.  An added advantage of armor and weapons is that traders usually put a premium on one or more types of them.  Note what specific types they want when forging your [[trade agreement]]s and you can further double the value you receive for them.
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{{Starting FAQ}}
 
{{Starting FAQ}}
{{Category|Guides}}
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[[Category:Guides]]

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