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Difference between revisions of "String dump/raw"

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(Made the stringdump much more readable)
Line 13,836: Line 13,836:
 
  get hungry.
 
  get hungry.
 
  autosave
 
  autosave
" . [C:2:0:1]Strike the earth![C:7:0:0]
+
[C:2:0:1]Strike the earth![C:7:0:0]
slab engraved
+
slab engraved
[Requires  
+
[Requires
Building Placement Distance Overflow
+
Building Placement Distance Overflow
no slabs engraved
+
no slabs engraved
[Requires fuel]
+
[Requires fuel]
Engrave Memorial Slab
+
Engrave Memorial Slab
[Requires ore]
+
[Requires ore]
[Requires ore, fuel]
+
[Requires ore, fuel]
Siege Equipment
+
Siege Equipment
Weapons and Ammunition
+
Weapons and Ammunition
Metal Clothing
+
Metal Clothing
Other Objects
+
Other Objects
Entombed
+
Entombed
 
  (opens menu)
 
  (opens menu)
Not memorialized
+
Not memorialized
There are almost no supplies left, but with stout labor comes sustenance. Whether by bolt, plow or hook, provide for your  
+
There are almost no supplies left, but with stout labor comes sustenance. Whether by bolt, plow or hook, provide for your
  Outpost:[C:7:0:0] You have arrived. After a journey from the Mountainhomes into the forbidding wilderness beyond, your harsh trek has finally ended. Your party of seven is to make an outpost for the glory of all of  
+
  Outpost:[C:7:0:0] You have arrived. After a journey from the Mountainhomes into the forbidding wilderness beyond, your harsh trek has finally ended. Your party of seven is to make an outpost for the glory of all of
. You are expecting a supply caravan just before winter entombs you, but it is Spring now. Enough time to delve secure lodgings, ere the  
+
. You are expecting a supply caravan just before winter entombs you, but it is Spring now. Enough time to delve secure lodgings, ere the
charges
+
charges
Have they gone on adventures or moved on to richer delving at new frontier settlements?  
+
Have they gone on adventures or moved on to richer delving at new frontier settlements?
How have your sturdy charges fared in your absence?  
+
How have your sturdy charges fared in your absence?
Deep underground, the promise of treasure and the thrill of overcoming danger have lured you back to this place. Will you strike the earth again?
+
Deep underground, the promise of treasure and the thrill of overcoming danger have lured you back to this place. Will you strike the earth again?
Perhaps they are all still here, unwilling to leave the magnificent fortress you prepared for them.  
+
Perhaps they are all still here, unwilling to leave the magnificent fortress you prepared for them.
  Outpost Revisited:[C:7:0:0] You have returned.  
+
  Outpost Revisited:[C:7:0:0] You have returned.
dfhooks_prerender
+
dfhooks_prerender
dfhooks_update
+
dfhooks_update
dfhooks_shutdown
+
dfhooks_shutdown
dfhooks_init
+
dfhooks_init
dfhooks_ncurses_key
+
dfhooks_ncurses_key
dfhooks_sdl_event
+
dfhooks_sdl_event
PRINT_MODE
+
PRINT_MODE
TEXT not supported on windows
+
TEXT not supported on windows
EMERGENCY: Unknown case in async_wait
+
EMERGENCY: Unknown case in async_wait
SDL initialization failure
+
SDL initialization failure
SDL initialization failure, trying windowed mode
+
SDL initialization failure, trying windowed mode
Resizing font to  
+
Resizing font to
Resizing grid to  
+
Resizing grid to
Font size:  
+
Font size:
New window size:  
+
New window size:
INIT FAILED!
+
INIT FAILED!
SDL_MOUSE_RELATIVE_SCALING
+
SDL_MOUSE_RELATIVE_SCALING
Unable to create texture!
+
Unable to create texture!
Fatal error
+
Fatal error
%s: %s
+
%s: %s
stoi argument out of range
+
stoi argument out of range
invalid stoi argument
+
invalid stoi argument
Shift+
+
Shift+
NO BINDING
+
NO BINDING
Missing binding displayed:  
+
Missing binding displayed:
[MOUSEWHEEL:
+
[MOUSEWHEEL:
:DOWN]
+
:DOWN]
[BUTTON:
+
[BUTTON:
[BIND:
+
[BIND:
I/O error while writing keyboard mapping
+
I/O error while writing keyboard mapping
[VERSION:1]
+
[VERSION:1]
Saving bindings to  
+
Saving bindings to
Unknown binding:  
+
Unknown binding:
Broken mousewheel (should be [MOUSEWHEEL:#:UP|DOWN]:  
+
Broken mousewheel (should be [MOUSEWHEEL:#:UP|DOWN]:
Broken button (should be [BUTTON:#:#]):  
+
Broken button (should be [BUTTON:#:#]):
prefs/macros
+
prefs/macros
prefs/macros/
+
prefs/macros/
prefs/macros/*.mak
+
prefs/macros/*.mak
Quantity not numeric or Unexpected tab(s) while loading macro:  
+
Quantity not numeric or Unexpected tab(s) while loading macro:
Binding missing while loading macro:  
+
Binding missing while loading macro:
Binding name unknown while loading macro:  
+
Binding name unknown while loading macro:
End of group
+
End of group
End of macro
+
End of macro
I/O error while loading macro
+
I/O error while loading macro
Broken unicode:  
+
Broken unicode:
Unknown SDLKey:  
+
Unknown SDLKey:
Broken repeat request:  
+
Broken repeat request:
[MOUSEWHEEL:*:*]
+
[MOUSEWHEEL:*:*]
Loading bindings from  
+
Loading bindings from
REPEAT_BROKEN
+
REPEAT_BROKEN
REPEAT_FAST
+
REPEAT_FAST
REPEAT_SLOW
+
REPEAT_SLOW
REPEAT_NOT
+
REPEAT_NOT
Mousewheel  
+
Mousewheel
Button  
+
Button
list too long
+
list too long
TS_PREFERRED_SHAPING
+
TS_PREFERRED_SHAPING
TS_MAINTAIN_LENGTH
+
TS_MAINTAIN_LENGTH
TISSUE_STYLE
+
TISSUE_STYLE
SELECT_ENTITY
+
SELECT_ENTITY
CUT_ENTITY
+
CUT_ENTITY
--- Logging Entity
+
#NAAM?
 
  Crafts
 
  Crafts
CHEESE_MAT
+
CHEESE_MAT
  associating gloves out of range:  
+
  associating gloves out of range:
  associating shoes out of range:  
+
  associating shoes out of range:
  associating helm out of range:  
+
  associating helm out of range:
  associating pants out of range:  
+
  associating pants out of range:
  associating armor out of range:  
+
  associating armor out of range:
USE_EVIL_PLANTS
+
USE_EVIL_PLANTS
USE_GOOD_WOOD
+
USE_GOOD_WOOD
USE_EVIL_WOOD
+
USE_EVIL_WOOD
USE_GOOD_ANIMALS
+
USE_GOOD_ANIMALS
USE_EVIL_ANIMALS
+
USE_EVIL_ANIMALS
USE_CAVE_ANIMALS
+
USE_CAVE_ANIMALS
OUTDOOR_FARMING
+
OUTDOOR_FARMING
INDOOR_FARMING
+
INDOOR_FARMING
OUTDOOR_GARDENS
+
OUTDOOR_GARDENS
INDOOR_GARDENS
+
INDOOR_GARDENS
OUTDOOR_ORCHARDS
+
OUTDOOR_ORCHARDS
INDOOR_ORCHARDS
+
INDOOR_ORCHARDS
OUTDOOR_WOOD
+
OUTDOOR_WOOD
INDOOR_WOOD
+
INDOOR_WOOD
OCEAN_PRODUCTS
+
OCEAN_PRODUCTS
RIVER_PRODUCTS
+
RIVER_PRODUCTS
WILL_ACCEPT_TRIBUTE
+
WILL_ACCEPT_TRIBUTE
WORLD_CONSTRUCTION
+
WORLD_CONSTRUCTION
PERMITTED_REACTION
+
PERMITTED_REACTION
PERMITTED_BUILDING
+
PERMITTED_BUILDING
PERMITTED_JOB
+
PERMITTED_JOB
STONE_SHAPE
+
STONE_SHAPE
GEM_SHAPE
+
GEM_SHAPE
SKULKING
+
SKULKING
MERCHANT_NOBILITY
+
MERCHANT_NOBILITY
BIOME_SUPPORT
+
BIOME_SUPPORT
SETTLEMENT_BIOME
+
SETTLEMENT_BIOME
EXCLUSIVE_START_BIOME
+
EXCLUSIVE_START_BIOME
START_BIOME
+
START_BIOME
BANDITRY
+
BANDITRY
LOCAL_BANDITRY
+
LOCAL_BANDITRY
USE_GOOD_PLANTS
+
USE_GOOD_PLANTS
METAL_PREF
+
METAL_PREF
CURRENCY_BY_YEAR
+
CURRENCY_BY_YEAR
SITE_GUARDIAN
+
SITE_GUARDIAN
CLOTHING
+
CLOTHING
SUBTERRANEAN_CLOTHING
+
SUBTERRANEAN_CLOTHING
ITEM_THIEF
+
ITEM_THIEF
BABYSNATCHER
+
BABYSNATCHER
LAYER_LINKED
+
LAYER_LINKED
AMBUSHER
+
AMBUSHER
SIEGER
+
SIEGER
ALL_MAIN_POPS_CONTROLLABLE
+
ALL_MAIN_POPS_CONTROLLABLE
INDIV_CONTROLLABLE
+
INDIV_CONTROLLABLE
SITE_CONTROLLABLE
+
SITE_CONTROLLABLE
CIV_CONTROLLABLE
+
CIV_CONTROLLABLE
TRANSLATION
+
TRANSLATION
DIGGER
+
DIGGER
WOOD_ARMOR
+
WOOD_ARMOR
WOOD_WEAPONS
+
WOOD_WEAPONS
MINING_UNDERWORLD_DISASTERS
+
MINING_UNDERWORLD_DISASTERS
GENERATE_DANCE_FORMS
+
GENERATE_DANCE_FORMS
GENERATE_MUSICAL_FORMS
+
GENERATE_MUSICAL_FORMS
GENERATE_POETIC_FORMS
+
GENERATE_POETIC_FORMS
GENERATE_PERCUSSION_INSTRUMENTS
+
GENERATE_PERCUSSION_INSTRUMENTS
GENERATE_WIND_INSTRUMENTS
+
GENERATE_WIND_INSTRUMENTS
GENERATE_STRINGED_INSTRUMENTS
+
GENERATE_STRINGED_INSTRUMENTS
GENERATE_KEYBOARD_INSTRUMENTS
+
GENERATE_KEYBOARD_INSTRUMENTS
DIVINE_MAT_CLOTHING
+
DIVINE_MAT_CLOTHING
DIVINE_MAT_CRAFTS
+
DIVINE_MAT_CRAFTS
DIVINE_MAT_ARMOR
+
DIVINE_MAT_ARMOR
DIVINE_MAT_WEAPONS
+
DIVINE_MAT_WEAPONS
STONE_PREF
+
STONE_PREF
GEM_PREF
+
GEM_PREF
VARIABLE_POSITIONS
+
VARIABLE_POSITIONS
FRIENDLY_COLOR
+
FRIENDLY_COLOR
CULL_SYMBOL
+
CULL_SYMBOL
SUBSELECT_SYMBOL
+
SUBSELECT_SYMBOL
REMAINING
+
REMAINING
SELECT_SYMBOL
+
SELECT_SYMBOL
CURRENCY
+
CURRENCY
ITEM_IMPROVEMENT_MODIFIER
+
ITEM_IMPROVEMENT_MODIFIER
ART_IMAGE_ELEMENT_MODIFIER
+
ART_IMAGE_ELEMENT_MODIFIER
ART_FACET_MODIFIER
+
ART_FACET_MODIFIER
SPHERE_ALIGNMENT
+
SPHERE_ALIGNMENT
COMMON_DOMESTIC_PET
+
COMMON_DOMESTIC_PET
COMMON_DOMESTIC_MOUNT
+
COMMON_DOMESTIC_MOUNT
COMMON_DOMESTIC_PULL
+
COMMON_DOMESTIC_PULL
COMMON_DOMESTIC_PACK
+
COMMON_DOMESTIC_PACK
USE_ANIMAL_PRODUCTS
+
USE_ANIMAL_PRODUCTS
ANIMAL_NEVER_PACK_ANIMAL
+
ANIMAL_NEVER_PACK_ANIMAL
ANIMAL_ALWAYS_PET
+
ANIMAL_ALWAYS_PET
ANIMAL_NEVER_PET
+
ANIMAL_NEVER_PET
ANIMAL_ALWAYS_SIEGE
+
ANIMAL_ALWAYS_SIEGE
ANIMAL_NEVER_SIEGE
+
ANIMAL_NEVER_SIEGE
ANIMAL_ALWAYS_WAGON_PULLER
+
ANIMAL_ALWAYS_WAGON_PULLER
ANIMAL_NEVER_WAGON_PULLER
+
ANIMAL_NEVER_WAGON_PULLER
ANIMAL_ALWAYS_MOUNT
+
ANIMAL_ALWAYS_MOUNT
ANIMAL_NEVER_MOUNT
+
ANIMAL_NEVER_MOUNT
ANIMAL_ALWAYS_PRESENT
+
ANIMAL_ALWAYS_PRESENT
ANIMAL_FORBIDDEN_CLASS
+
ANIMAL_FORBIDDEN_CLASS
ANIMAL_CLASS
+
ANIMAL_CLASS
ANIMAL_CASTE_TOKEN
+
ANIMAL_CASTE_TOKEN
ANIMAL_TOKEN
+
ANIMAL_TOKEN
POSITION
+
POSITION
SITE_VARIABLE_POSITIONS
+
SITE_VARIABLE_POSITIONS
ACTIVE_SEASON
+
ACTIVE_SEASON
MERCHANT_BODYGUARDS
+
MERCHANT_BODYGUARDS
DIPLOMAT_BODYGUARDS
+
DIPLOMAT_BODYGUARDS
TREE_CAP_DIPLOMACY
+
TREE_CAP_DIPLOMACY
RELIGION_SPHERE
+
RELIGION_SPHERE
MAX_POP_NUMBER
+
MAX_POP_NUMBER
MAX_SITE_POP_NUMBER
+
MAX_SITE_POP_NUMBER
MAX_STARTING_CIV_NUMBER
+
MAX_STARTING_CIV_NUMBER
WANDERER
+
WANDERER
VARIABLE_VALUE
+
VARIABLE_VALUE
SET_SCHOLARS_ON_VALUES_AND_JOBS
+
SET_SCHOLARS_ON_VALUES_AND_JOBS
NO_ARTIFACT_CLAIMS
+
NO_ARTIFACT_CLAIMS
BUILDS_OUTDOOR_TOMBS
+
BUILDS_OUTDOOR_TOMBS
BUILDS_OUTDOOR_FORTIFICATIONS
+
BUILDS_OUTDOOR_FORTIFICATIONS
ABUSE_BODIES
+
ABUSE_BODIES
EQUIPMENT_IMPROVEMENTS
+
EQUIPMENT_IMPROVEMENTS
INVADERS_IGNORE_NEUTRALS
+
INVADERS_IGNORE_NEUTRALS
IMPROVED_BOWS
+
IMPROVED_BOWS
USE_MISC_PROCESSED_WOOD_PRODUCTS
+
USE_MISC_PROCESSED_WOOD_PRODUCTS
USE_ANY_PET_RACE
+
USE_ANY_PET_RACE
USE_NON_EXOTIC_PET_RACE
+
USE_NON_EXOTIC_PET_RACE
TOLERATES_SITE
+
TOLERATES_SITE
LIKES_SITE
+
LIKES_SITE
DEFAULT_SITE_TYPE
+
DEFAULT_SITE_TYPE
PROGRESS_TRIGGER_TRADE_SIEGE
+
PROGRESS_TRIGGER_TRADE_SIEGE
PROGRESS_TRIGGER_PROD_SIEGE
+
PROGRESS_TRIGGER_PROD_SIEGE
PROGRESS_TRIGGER_POP_SIEGE
+
PROGRESS_TRIGGER_POP_SIEGE
PROGRESS_TRIGGER_TRADE
+
PROGRESS_TRIGGER_TRADE
PROGRESS_TRIGGER_PRODUCTION
+
PROGRESS_TRIGGER_PRODUCTION
PROGRESS_TRIGGER_POPULATION
+
PROGRESS_TRIGGER_POPULATION
NAME_FEMALE
+
NAME_FEMALE
NAME_MALE
+
NAME_MALE
LAND_NAME
+
LAND_NAME
AS_NEEDED
+
AS_NEEDED
COMMANDER
+
COMMANDER
RESPONSIBILITY
+
RESPONSIBILITY
LAND_HOLDER
+
LAND_HOLDER
 
  capped
 
  capped
: Precedence exceeding  
+
: Precedence exceeding
: Negative precedence changed to zero
+
: Negative precedence changed to zero
PRECEDENCE
+
PRECEDENCE
REQUIRES_POPULATION
+
REQUIRES_POPULATION
REPLACED_BY
+
REPLACED_BY
APPOINTED_BY
+
APPOINTED_BY
BY_POSITION
+
BY_POSITION
BY_HEIR
+
BY_HEIR
: REQUIRED_OFFICE negative, set to 0
+
: REQUIRED_OFFICE negative, set to 0
REQUIRED_OFFICE
+
REQUIRED_OFFICE
: REQUIRED_STANDS exceeds 100, capped
+
: REQUIRED_STANDS exceeds 100, capped
: REQUIRED_STANDS negative, set to 0
+
: REQUIRED_STANDS negative, set to 0
REQUIRED_STANDS
+
REQUIRED_STANDS
: REQUIRED_RACKS exceeds 100, capped
+
: REQUIRED_RACKS exceeds 100, capped
: REQUIRED_RACKS negative, set to 0
+
: REQUIRED_RACKS negative, set to 0
REQUIRED_RACKS
+
REQUIRED_RACKS
: REQUIRED_CABINETS exceeds 100, capped
+
: REQUIRED_CABINETS exceeds 100, capped
: REQUIRED_CABINETS negative, set to 0
+
: REQUIRED_CABINETS negative, set to 0
REQUIRED_CABINETS
+
REQUIRED_CABINETS
: REQUIRED_BOXES exceeds 100, capped
+
: REQUIRED_BOXES exceeds 100, capped
: REQUIRED_BOXES negative, set to 0
+
: REQUIRED_BOXES negative, set to 0
REQUIRED_BOXES
+
REQUIRED_BOXES
SPOUSE_FEMALE
+
SPOUSE_FEMALE
SPOUSE_MALE
+
SPOUSE_MALE
DO_NOT_CULL
+
DO_NOT_CULL
CHAT_WORTHY
+
CHAT_WORTHY
BRAG_ON_KILL
+
BRAG_ON_KILL
FLASHES
+
FLASHES
SPECIAL_BURIAL
+
SPECIAL_BURIAL
EXECUTION_SKILL
+
EXECUTION_SKILL
has equal foreground/background colors without brightness, background set to 0
+
has equal foreground/background colors without brightness, background set to 0
has invalid brightness value (must be 0 or 1), set to 0
+
has invalid brightness value (must be 0 or 1), set to 0
has background color > 7, set to 0
+
has background color > 7, set to 0
has negative background color, set to 0
+
has negative background color, set to 0
has foreground color > 7, set to 7
+
has foreground color > 7, set to 7
has negative foreground color, set to 7
+
has negative foreground color, set to 7
ELECTED
+
ELECTED
REQUIRES_MARKET
+
REQUIRES_MARKET
CONQUERED_SITE
+
CONQUERED_SITE
ANIMAL_ALWAYS_PACK_ANIMAL
+
ANIMAL_ALWAYS_PACK_ANIMAL
SUCCESSION
+
SUCCESSION
DETERMINES_COIN_DESIGN
+
DETERMINES_COIN_DESIGN
EXPORTED_IN_LEGENDS
+
EXPORTED_IN_LEGENDS
MILITARY_SCREEN_ONLY
+
MILITARY_SCREEN_ONLY
GENDER
+
GENDER
REJECTED_CLASS
+
REJECTED_CLASS
REJECTED_CREATURE
+
REJECTED_CREATURE
ALLOWED_CLASS
+
ALLOWED_CLASS
ALLOWED_CREATURE
+
ALLOWED_CREATURE
QUEST_GIVER
+
QUEST_GIVER
KILL_QUEST
+
KILL_QUEST
PUNISHMENT_EXEMPTION
+
PUNISHMENT_EXEMPTION
SLEEP_PRETENSION
+
SLEEP_PRETENSION
MENIAL_WORK_EXEMPTION_SPOUSE
+
MENIAL_WORK_EXEMPTION_SPOUSE
MENIAL_WORK_EXEMPTION
+
MENIAL_WORK_EXEMPTION
RULES_FROM_LOCATION
+
RULES_FROM_LOCATION
: DEMAND_MAX exceeds 100, capped
+
: DEMAND_MAX exceeds 100, capped
: DEMAND_MAX negative, set to 0
+
: DEMAND_MAX negative, set to 0
DEMAND_MAX
+
DEMAND_MAX
: MANDATE_MAX exceeds 100, capped
+
: MANDATE_MAX exceeds 100, capped
: MANDATE_MAX negative, set to 0
+
: MANDATE_MAX negative, set to 0
MANDATE_MAX
+
MANDATE_MAX
: REQUIRED_TOMB exceeds 1000000, capped
+
: REQUIRED_TOMB exceeds 1000000, capped
: REQUIRED_TOMB negative, set to 0
+
: REQUIRED_TOMB negative, set to 0
REQUIRED_TOMB
+
REQUIRED_TOMB
: REQUIRED_DINING exceeds 1000000, capped
+
: REQUIRED_DINING exceeds 1000000, capped
: REQUIRED_DINING negative, set to 0
+
: REQUIRED_DINING negative, set to 0
REQUIRED_DINING
+
REQUIRED_DINING
: REQUIRED_BEDROOM exceeds 1000000, capped
+
: REQUIRED_BEDROOM exceeds 1000000, capped
: REQUIRED_BEDROOM negative, set to 0
+
: REQUIRED_BEDROOM negative, set to 0
REQUIRED_BEDROOM
+
REQUIRED_BEDROOM
: REQUIRED_OFFICE exceeds 1000000, capped
+
: REQUIRED_OFFICE exceeds 1000000, capped
Unrecognized Entity Token:  
+
Unrecognized Entity Token:
DUTY_BOUND
+
DUTY_BOUND
ACCOUNT_EXEMPT
+
ACCOUNT_EXEMPT
chieftain
+
chieftain
warlords
+
warlords
warlord
+
warlord
ringleaders
+
ringleaders
ringleader
+
ringleader
commanders
+
commanders
commander
+
commander
captains
+
captains
captain
+
captain
chieftesses
+
chieftesses
chieftess
+
chieftess
chiefs
+
chiefs
bosses
+
bosses
leaders
+
leaders
CUSTOM_BANDIT_LEADER
+
CUSTOM_BANDIT_LEADER
Initiate
+
Initiate
Soldier
+
Soldier
Sergeant
+
Sergeant
Captain
+
Captain
Grandmaster
+
Grandmaster
 
  masters
 
  masters
 
  master
 
  master
 
  commanders
 
  commanders
generals
+
generals
general
+
general
CUSTOM_MERCENARY_LEADER
+
CUSTOM_MERCENARY_LEADER
soldiers
+
soldiers
soldier
+
soldier
chieftains
+
chieftains
Unrecognized entity helm token:  
+
Unrecognized entity helm token:
Unrecognized entity ammo token:  
+
Unrecognized entity ammo token:
Unrecognized entity armor token:  
+
Unrecognized entity armor token:
Unrecognized entity weapon token:  
+
Unrecognized entity weapon token:
Unrecognized entity digger token:  
+
Unrecognized entity digger token:
Unrecognized entity creature token:  
+
Unrecognized entity creature token:
*** Error(s) finalizing the entity  
+
*** Error(s) finalizing the entity
Stone shape not found:  
+
Stone shape not found:
Gem shape not found:  
+
Gem shape not found:
Unrecognized entity position rejected creature token:  
+
Unrecognized entity position rejected creature token:
Unrecognized entity position rejected caste token:  
+
Unrecognized entity position rejected caste token:
Unrecognized entity position allowed creature token:  
+
Unrecognized entity position allowed creature token:
Unrecognized entity position allowed caste token:  
+
Unrecognized entity position allowed caste token:
Unrecognized symbol:  
+
Unrecognized symbol:
Unrecognized entity siege ammo token:  
+
Unrecognized entity siege ammo token:
Unrecognized entity tool token:  
+
Unrecognized entity tool token:
Unrecognized entity instrument token:  
+
Unrecognized entity instrument token:
Unrecognized entity toy token:  
+
Unrecognized entity toy token:
Unrecognized entity trapcomp token:  
+
Unrecognized entity trapcomp token:
Unrecognized entity shield token:  
+
Unrecognized entity shield token:
Unrecognized entity pants token:  
+
Unrecognized entity pants token:
Unrecognized entity shoes token:  
+
Unrecognized entity shoes token:
Unrecognized entity gloves token:  
+
Unrecognized entity gloves token:
baron consort
+
baron consort
baronesses
+
baronesses
baroness
+
baroness
barons
+
barons
CUSTOM_LAW_MAKER_2
+
CUSTOM_LAW_MAKER_2
most high priests
+
most high priests
most high priest
+
most high priest
most sacred  
+
most sacred
most holy  
+
most holy
most exalted  
+
most exalted
absolute  
+
absolute
most high  
+
most high
HIGHEST_PRIEST
+
HIGHEST_PRIEST
NULL artifact on wg loot building, skipping
+
NULL artifact on wg loot building, skipping
treasurers
+
treasurers
constables
+
constables
constable
+
constable
marshals
+
marshals
marshal
+
marshal
field  
+
field
CUSTOM_MILITARY_STRATEGY
+
CUSTOM_MILITARY_STRATEGY
war leaders
+
war leaders
war leader
+
war leader
CUSTOM_MILITARY_GOALS
+
CUSTOM_MILITARY_GOALS
law-givers
+
law-givers
law-giver
+
law-giver
, entity #
+
, entity #
Murder-target mismatch: year  
+
Murder-target mismatch: year
baronesses consort
+
baronesses consort
baroness consort
+
baroness consort
barons consort
+
barons consort
Exalted
+
Exalted
Ultimate
+
Ultimate
Perfect
+
Perfect
Bearer
+
Bearer
grappling
+
grappling
blowgun
+
blowgun
crossbow
+
crossbow
hammer
+
hammer
treasurer
+
treasurer
CUSTOM_MERCENARY_TREASURER
+
CUSTOM_MERCENARY_TREASURER
 
  on your left
 
  on your left
 
  on your right
 
  on your right
, the  
+
, the
, at the end of the hall
+
, at the end of the hall
, the door on your left
+
, the door on your left
, the door on your right
+
, the door on your right
up the stairs
+
up the stairs
 
  Novice
 
  Novice
 
  Bearer
 
  Bearer
Line 14,252: Line 14,252:
 
  caretakers
 
  caretakers
 
  caretaker
 
  caretaker
bridge
+
bridge
tunnel
+
tunnel
magistrates
+
magistrates
magistrate
+
magistrate
justices
+
justices
judges
+
judges
Metal armor
+
Metal armor
Leather armor
+
Leather armor
[ITEM:
+
[ITEM:
[RECLAIM_SKILL:
+
[RECLAIM_SKILL:
[SKILL:
+
[SKILL:
TITLE:
+
TITLE:
[PROFILE]
+
[PROFILE]
 
  has self-referential diplomacy state
 
  has self-referential diplomacy state
Entity  
+
Entity
midmap construction path build failure
+
midmap construction path build failure
failure to get end square construction for transport link
+
failure to get end square construction for transport link
failure to get start square construction for transport link
+
failure to get start square construction for transport link
WORSHIP_HF
+
WORSHIP_HF
abbots
+
abbots
chamberlains
+
chamberlains
chamberlain
+
chamberlain
advisors
+
advisors
advisor
+
advisor
counselors
+
counselors
counselor
+
counselor
justiciars
+
justiciars
justiciar
+
justiciar
keepers of the seal
+
keepers of the seal
keeper of the seal
+
keeper of the seal
chancellors
+
chancellors
chancellor
+
chancellor
chief  
+
chief
royal  
+
royal
CUSTOM_OFFICIAL_
+
CUSTOM_OFFICIAL_
harvest
+
harvest
CUSTOM_MARKET_OFFICIAL_
+
CUSTOM_MARKET_OFFICIAL_
housekeepers
+
housekeepers
housekeeper
+
housekeeper
executioners
+
executioners
executioner
+
executioner
cup-bearers
+
cup-bearers
cup-bearer
+
cup-bearer
butlers
+
butlers
butler
+
butler
masters of beasts
+
masters of beasts
master of beasts
+
master of beasts
bookkeeper
+
bookkeeper
clerks
+
clerks
stewards
+
stewards
steward
+
steward
alderperson
+
alderperson
CUSTOM_GUILD_CLERK
+
CUSTOM_GUILD_CLERK
CUSTOM_GUILD_STEWARD
+
CUSTOM_GUILD_STEWARD
CUSTOM_GUILD_ALDERPERSON
+
CUSTOM_GUILD_ALDERPERSON
doyennes
+
doyennes
doyenne
+
doyenne
doyens
+
doyens
CUSTOM_GUILD_LEADER
+
CUSTOM_GUILD_LEADER
guard army unattached from parent army
+
guard army unattached from parent army
invalid nem in army during guard creation
+
invalid nem in army during guard creation
camp order missing parent -- army will camp forever
+
camp order missing parent -- army will camp forever
  (Set out  
+
  (Set out
Mission Report:  
+
Mission Report:
Monster
+
Monster
 
  trying to generate musical form without speech or instruments
 
  trying to generate musical form without speech or instruments
  has assumed the position of  
+
  has assumed the position of
[ENTITY:
+
[ENTITY:
[OBJECT:ENTITY]
+
[OBJECT:ENTITY]
entity_layer
+
entity_layer
recordkeepers
+
recordkeepers
recordkeeper
+
recordkeeper
bookkeepers
+
bookkeepers
possibly buriable  
+
possibly buriable
unrotten  
+
unrotten
undisturbed  
+
undisturbed
collected  
+
collected
sharpenable  
+
sharpenable
empty  
+
empty
processable  
+
processable
cookable  
+
cookable
solid  
+
solid
extract-bearing plant  
+
extract-bearing plant
extract-bearing fish  
+
extract-bearing fish
extract-bearing small creature  
+
extract-bearing small creature
processable (to vial)  
+
processable (to vial)
processable (to barrel)  
+
processable (to barrel)
tameable small creature  
+
tameable small creature
sand-bearing  
+
sand-bearing
Tribute Report:  
+
Tribute Report:
Tribute is being unloaded. (A report is available.)
+
Tribute is being unloaded. (A report is available.)
Merchants have arrived and are unloading their goods.
+
Merchants have arrived and are unloading their goods.
A trade depot is requiered for the delivery of the tribute.
+
A trade depot is requiered for the delivery of the tribute.
The merchants need a trade depot to unload their goods.
+
The merchants need a trade depot to unload their goods.
An animal
+
An animal
  has become a  
+
  has become a
  has adopted  
+
  has adopted
Something has pulled a lever!
+
Something has pulled a lever!
Something has triggered a pressure plate!
+
Something has triggered a pressure plate!
Something has emptied a cage!
+
Something has emptied a cage!
Something has unchained a creature!
+
Something has unchained a creature!
unused  
+
unused
improvable  
+
improvable
butcherable  
+
butcherable
millable  
+
millable
Miner destination wiped
+
Miner destination wiped
now know a few facts about  
+
now know a few facts about
 
  training.
 
  training.
have attained a general familiarity with  
+
have attained a general familiarity with
 
  training methods.
 
  training methods.
are now quite knowledgeable  
+
are now quite knowledgeable
 
  trainers.
 
  trainers.
are now expert  
+
are now expert
non-artifact  
+
non-artifact
wooden  
+
wooden
stone  
+
stone
-bearing
+
#NAAM?
CALCIUM_CARBONATE
+
CALCIUM_CARBONATE
calcite/limestone/chalk/marble  
+
calcite/limestone/chalk/marble
CAN_GLAZE
+
CAN_GLAZE
glazable  
+
glazable
GYPSUM
+
GYPSUM
gypsum  
+
gypsum
paper-making  
+
paper-making
paper-slurry  
+
paper-slurry
lye/milk-free  
+
lye/milk-free
blunt  
+
blunt
unengraved  
+
unengraved
unimproved  
+
unimproved
written-on  
+
written-on
non-absorbent  
+
non-absorbent
food storage  
+
food storage
non-pressed  
+
non-pressed
woven  
+
woven
metal  
+
metal
edged  
+
edged
on-ground  
+
on-ground
divine  
+
divine
artifact  
+
artifact
fire-safe  
+
fire-safe
magma-safe  
+
magma-safe
building material  
+
building material
non-economic  
+
non-economic
plant  
+
plant
leather  
+
leather
hair/wool  
+
hair/wool
shell  
+
shell
pearl  
+
pearl
plaster-containing  
+
plaster-containing
ivory/tooth  
+
ivory/tooth
glass  
+
glass
lye-bearing  
+
lye-bearing
milkable  
+
milkable
finished good  
+
finished good
furniture  
+
furniture
dyeable  
+
dyeable
totemable  
+
totemable
glass-making  
+
glass-making
melt-designated  
+
melt-designated
deep material  
+
deep material
sewn-imageless  
+
sewn-imageless
screw  
+
screw
divination
+
divination
games of chance
+
games of chance
 
  that isn't a bin
 
  that isn't a bin
Short Pathing Flood Overflow
+
Short Pathing Flood Overflow
meat-carving holder
+
meat-carving holder
meal container
+
meal container
liquid container
+
liquid container
food storage
+
food storage
nest box
+
nest box
small object container
+
small object container
track cart
+
track cart
heavy object hauler
+
heavy object hauler
stand-and-work
+
stand-and-work
sheet roller
+
sheet roller
folded sheet protector
+
folded sheet protector
writing container
+
writing container
bookcase
+
bookcase
display object
+
display object
offering placement
+
offering placement
paper-slurryable  
+
paper-slurryable
RENDER_MAT
+
RENDER_MAT
renderable  
+
renderable
SOAP_MAT
+
SOAP_MAT
fatty  
+
fatty
tannable  
+
tannable
-producing
+
#NAAM?
-containing
+
#NAAM?
liquid cooking
+
liquid cooking
liquid scoop
+
liquid scoop
powder grinding receptacle
+
powder grinding receptacle
powder grinding
+
powder grinding
meat carving
+
meat carving
meat boning
+
meat boning
meat slicing
+
meat slicing
meat cleaving
+
meat cleaving
TALLOW
+
TALLOW
tallow  
+
tallow
BAG_ITEM
+
BAG_ITEM
bag-processable  
+
bag-processable
fermentable  
+
fermentable
GLAZE_MAT
+
GLAZE_MAT
glaze  
+
glaze
HONEYCOMB_PRESS_MAT
+
HONEYCOMB_PRESS_MAT
honey-bearing  
+
honey-bearing
PARCHMENT_MAT
+
PARCHMENT_MAT
parchment-producing  
+
parchment-producing
PRESS_LIQUID_MAT
+
PRESS_LIQUID_MAT
oil-bearing  
+
oil-bearing
PRESS_PAPER_MAT
+
PRESS_PAPER_MAT
  by a  
+
  by a
rough  
+
rough
 
  block
 
  block
the cave
+
the cave
the river
+
the river
the magma pool
+
the magma pool
the pit
+
the pit
the underworld portal
+
the underworld portal
the volcano
+
the volcano
the underworld
+
the underworld
the subterranean water
+
the subterranean water
: Null Pop Num
+
: Null Pop Num
 
  deposit
 
  deposit
One of the compressed files on disk has errors in it. Restore from backup if you are able.
+
One of the compressed files on disk has errors in it. Restore from backup if you are able.
The glowing barrier has disappeared!
+
The glowing barrier has disappeared!
Deep within this strange place, we've uncovered what must be a treasure of the gods!
+
Deep within this strange place, we've uncovered what must be a treasure of the gods!
The glowing barrier has disappeared, replaced by terrible shrieks from the underworld!
+
The glowing barrier has disappeared, replaced by terrible shrieks from the underworld!
Apocalypse! We are being judged by the gods!
+
Apocalypse! We are being judged by the gods!
Something evil is emerging from this newly exposed pocket!
+
Something evil is emerging from this newly exposed pocket!
We checked that stone for heat! What devilry is this?!
+
We checked that stone for heat! What devilry is this?!
Some ancient horror was encased here, until now!
+
Some ancient horror was encased here, until now!
We have unleashed the echo of a forgotten divine retribution!
+
We have unleashed the echo of a forgotten divine retribution!
Horrifying screams come from the darkness below!
+
Horrifying screams come from the darkness below!
[C:VAR:MEETING:ACTOR][VAR:NATIVENAME:MEETING:ACTOR]: What a pleasant surprise! Not a single tree here weeps from the abuses meted out with such ease by your people. Joy! The dwarves have turned a page, not that we would make paper. A travesty! Perhaps it is better said that the dwarves have turned over a new leaf, and the springtime for our two races has only just begun.
+
[C:VAR:MEETING:ACTOR][VAR:NATIVENAME:MEETING:ACTOR]: What a pleasant surprise! Not a single tree here weeps from the abuses meted out with such ease by your people. Joy! The dwarves have turned a page, not that we would make paper. A travesty! Perhaps it is better said that the dwarves have turned over a new leaf, and the springtime for our two races has only just begun.
elves_firstcontact2
+
elves_firstcontact2
[C:VAR:MEETING:ACTOR][VAR:NATIVENAME:MEETING:ACTOR]: You have disrespected the trees in this area, but this is what we have come to expect from your stunted kind. Further abuse cannot be tolerated. Let this be a warning to you.
+
[C:VAR:MEETING:ACTOR][VAR:NATIVENAME:MEETING:ACTOR]: You have disrespected the trees in this area, but this is what we have come to expect from your stunted kind. Further abuse cannot be tolerated. Let this be a warning to you.
elves_firstcontact1
+
elves_firstcontact1
[C:VAR:MEETING:ACTOR][VAR:NATIVENAME:MEETING:ACTOR]: Greetings from the woodlands. We have much to discuss.
+
[C:VAR:MEETING:ACTOR][VAR:NATIVENAME:MEETING:ACTOR]: Greetings from the woodlands. We have much to discuss.
elves_standard1
+
elves_standard1
[C:VAR:MEETING:ACTOR][VAR:NATIVENAME:MEETING:ACTOR]: Although we do not always see eye to eye (ha!), I bid you farewell. May you someday embrace nature as you embrace the rocks and mud.
+
[C:VAR:MEETING:ACTOR][VAR:NATIVENAME:MEETING:ACTOR]: Although we do not always see eye to eye (ha!), I bid you farewell. May you someday embrace nature as you embrace the rocks and mud.
elves_standard_bye
+
elves_standard_bye
[C:VAR:MEETING:ACTOR][VAR:NATIVENAME:MEETING:ACTOR]: Greetings, noble dwarf. There is much to discuss.
+
[C:VAR:MEETING:ACTOR][VAR:NATIVENAME:MEETING:ACTOR]: Greetings, noble dwarf. There is much to discuss.
human_standard1
+
human_standard1
[C:VAR:MEETING:ACTOR][VAR:NATIVENAME:MEETING:ACTOR]: It has been an honor, noble [VAR:NATIVENAME:MEETING:NOBLE]. I bid you farewell.
+
[C:VAR:MEETING:ACTOR][VAR:NATIVENAME:MEETING:ACTOR]: It has been an honor, noble [VAR:NATIVENAME:MEETING:NOBLE]. I bid you farewell.
human_standard_bye
+
human_standard_bye
[C:VAR:MEETING:ACTOR][VAR:NATIVENAME:MEETING:ACTOR]: On behalf of the Merchants' Guild, let me extend greetings to your people. There is much to discuss.
+
[C:VAR:MEETING:ACTOR][VAR:NATIVENAME:MEETING:ACTOR]: On behalf of the Merchants' Guild, let me extend greetings to your people. There is much to discuss.
human_trade1
+
human_trade1
[C:VAR:MEETING:ACTOR][VAR:NATIVENAME:MEETING:ACTOR]: Again on behalf of the Merchants' Guild, let me bid farewell to you and your stout dwarves.
+
[C:VAR:MEETING:ACTOR][VAR:NATIVENAME:MEETING:ACTOR]: Again on behalf of the Merchants' Guild, let me bid farewell to you and your stout dwarves.
human_trade_bye
+
human_trade_bye
UNIT_COMBAT_REPORT
+
UNIT_COMBAT_REPORT
D_DISPLAY
+
D_DISPLAY
UNIT_COMBAT_REPORT_ALL_ACTIVE
+
UNIT_COMBAT_REPORT_ALL_ACTIVE
Command Line: World generation aborted because folder exists.
+
Command Line: World generation aborted because folder exists.
Command Line: World generation initiated.
+
Command Line: World generation initiated.
data/installed_mods
+
data/installed_mods
[C:VAR:MEETING:ACTOR][VAR:NATIVENAME:MEETING:ACTOR]: I am your liaison from the Mountainhomes. Let's discuss your situation.
+
[C:VAR:MEETING:ACTOR][VAR:NATIVENAME:MEETING:ACTOR]: I am your liaison from the Mountainhomes. Let's discuss your situation.
dwarf_liaison1
+
dwarf_liaison1
[C:VAR:MEETING:ACTOR][VAR:NATIVENAME:MEETING:ACTOR]: Farewell, [VAR:NATIVENAME:MEETING:NOBLE]. I look forward to our meeting next year. Our fortunes rise and fall together.
+
[C:VAR:MEETING:ACTOR][VAR:NATIVENAME:MEETING:ACTOR]: Farewell, [VAR:NATIVENAME:MEETING:NOBLE]. I look forward to our meeting next year. Our fortunes rise and fall together.
dwarf_liaison_bye
+
dwarf_liaison_bye
Synchronizing folders...
+
Synchronizing folders...
Saving agreements...
+
Saving agreements...
Saving tracking info...
+
Saving tracking info...
Saving parameters...
+
Saving parameters...
Cleaning stranded objects...
+
Cleaning stranded objects...
Cleaning game objects...
+
Cleaning game objects...
Passing a few weeks to get things ready...
+
Passing a few weeks to get things ready...
data/init/announcements.txt
+
data/init/announcements.txt
Command Line:  
+
Command Line:
*** STARTING NEW GAME ***
+
*** STARTING NEW GAME ***
Cleaning play objects...
+
Cleaning play objects...
A_DISPLAY
+
A_DISPLAY
RECENTER
+
RECENTER
DO_MEGA
+
DO_MEGA
Offloading art images...
+
Offloading art images...
Saving world
+
Saving world
Command Line: World exported.
+
Command Line: World exported.
save/current/world.dat
+
save/current/world.dat
Saving history...
+
Saving history...
Saving civilized populations...
+
Saving civilized populations...
Saving map data...
+
Saving map data...
Sorting world information...
+
Sorting world information...
hatch cover
+
hatch cover
floodgate
+
floodgate
coffer
+
coffer
limb/body  
+
limb/body
backpack
+
backpack
quiver
+
quiver
crutch
+
crutch
splint
+
splint
stones
+
stones
raw crystal glass
+
raw crystal glass
raw clear glass
+
raw clear glass
charcoal
+
charcoal
 
  wafers
 
  wafers
cut clear glass gems
+
cut clear glass gems
cut green glass gems
+
cut green glass gems
refined coal
+
refined coal
portal
+
portal
blocks
+
blocks
cut crystal glass gems
+
cut crystal glass gems
[DIPSCRIPT:HUMAN_STANDARD]
+
[DIPSCRIPT:HUMAN_STANDARD]
HUMAN_STANDARD
+
HUMAN_STANDARD
[TEXTVIEWER:elves_standard_bye]
+
[TEXTVIEWER:elves_standard_bye]
[TEXTVIEWER:elves_standard1]
+
[TEXTVIEWER:elves_standard1]
[DIPSCRIPT:HUMAN_TRADE]
+
[DIPSCRIPT:HUMAN_TRADE]
HUMAN_TRADE
+
HUMAN_TRADE
[TEXTVIEWER:human_standard_bye]
+
[TEXTVIEWER:human_standard_bye]
[TEXTVIEWER:human_standard1]
+
[TEXTVIEWER:human_standard1]
Jobs removed from unpowered  
+
Jobs removed from unpowered
  were unable to complete the  
+
  were unable to complete the
[TEXTVIEWER:human_trade_bye]
+
[TEXTVIEWER:human_trade_bye]
[TEXTVIEWER:human_trade1]
+
[TEXTVIEWER:human_trade1]
raw green glass
+
raw green glass
branch
+
branch
grown  
+
grown
[CONSTRUCTTOPICLIST]
+
[CONSTRUCTTOPICLIST]
[TEXTVIEWER:dwarf_liaison1]
+
[TEXTVIEWER:dwarf_liaison1]
[DIPSCRIPT:DWARF_LIAISON]
+
[DIPSCRIPT:DWARF_LIAISON]
DWARF_LIAISON
+
DWARF_LIAISON
[DIPSCRIPT:ELVES_FIRSTCONTACT]
+
[DIPSCRIPT:ELVES_FIRSTCONTACT]
ELVES_FIRSTCONTACT
+
ELVES_FIRSTCONTACT
[TEXTVIEWER:dwarf_liaison_bye]
+
[TEXTVIEWER:dwarf_liaison_bye]
[TOPICDISCUSSION]
+
[TOPICDISCUSSION]
[TEXTVIEWER:elves_firstcontact2]
+
[TEXTVIEWER:elves_firstcontact2]
[ELSE]
+
[ELSE]
[TEXTVIEWER:elves_firstcontact1]
+
[TEXTVIEWER:elves_firstcontact1]
[IF:GLOBAL:TREESREMOVED:>:GLOBAL:0]
+
[IF:GLOBAL:TREESREMOVED:>:GLOBAL:0]
[DIPSCRIPT:ELVES_STANDARD]
+
[DIPSCRIPT:ELVES_STANDARD]
ELVES_STANDARD
+
ELVES_STANDARD
[HISTORY_DIPEV:FIRSTCONTACT]
+
[HISTORY_DIPEV:FIRSTCONTACT]
[ENDIF]
+
[ENDIF]
ballista parts
+
ballista parts
trap component
+
trap component
pipe section
+
pipe section
siege ammo
+
siege ammo
ballista arrow head
+
ballista arrow head
amulet
+
amulet
scepter
+
scepter
ammunition
+
ammunition
crystal glass  
+
crystal glass
clear glass  
+
clear glass
green glass  
+
green glass
perfect  
+
perfect
stagnant  
+
stagnant
slimy  
+
slimy
vomitous  
+
vomitous
sticky  
+
sticky
ichorous  
+
ichorous
purulent  
+
purulent
gooey  
+
gooey
dirty  
+
dirty
  laced with  
+
  laced with
 
  paste
 
  paste
bloody  
+
bloody
mechanisms
+
mechanisms
catapult parts
+
catapult parts
cheese
+
cheese
powder
+
powder
animal trap
+
animal trap
bucket
+
bucket
barrel
+
barrel
strands
+
strands
throne
+
throne
codices
+
codices
-bound
+
#NAAM?
tanned hide
+
tanned hide
filthy  
+
filthy
rotten  
+
rotten
figurine
+
figurine
sarcophag
+
sarcophag
casket
+
casket
musical instrument
+
musical instrument
waterskin
+
waterskin
unglazed  
+
unglazed
terrarium
+
terrarium
window
+
window
goblet
+
goblet
small tame animal
+
small tame animal
small live animal
+
small live animal
 
  chops
 
  chops
preserved  
+
preserved
prepared meal
+
prepared meal
suits of  
+
suits of
chain  
+
chain
weapon
+
weapon
/buckler
+
/buckler
shield
+
shield
handwear
+
handwear
silk body part
+
silk body part
plant part
+
plant part
corpse
+
corpse
yarn body part
+
yarn body part
soap body part
+
soap body part
wooden body part
+
wooden body part
leather body part
+
leather body part
withered  
+
withered
Rotten  
+
Rotten
strand body part
+
strand body part
leaf or fruit
+
leaf or fruit
leaves and fruit
+
leaves and fruit
woven clothing shop sign
+
woven clothing shop sign
leather shop sign
+
leather shop sign
cloth shop sign
+
cloth shop sign
general imports sign
+
general imports sign
bowyer's shop sign
+
bowyer's shop sign
gem cutter's shop sign
+
gem cutter's shop sign
bone carver's shop sign
+
bone carver's shop sign
leather clothing shop sign
+
leather clothing shop sign
carpenter's shop sign
+
carpenter's shop sign
leather goods shop sign
+
leather goods shop sign
metal craft shop sign
+
metal craft shop sign
blacksmith's shop sign
+
blacksmith's shop sign
tavern sign
+
tavern sign
metal furniture shop sign
+
metal furniture shop sign
stone furniture shop sign
+
stone furniture shop sign
bracelet
+
bracelet
earring
+
earring
statue
+
statue
millstone
+
millstone
traction bench
+
traction bench
armorsmith's shop sign
+
armorsmith's shop sign
weaponsmith's shop sign
+
weaponsmith's shop sign
craft shop sign
+
craft shop sign
memorial
+
memorial
clothing imports sign
+
clothing imports sign
food imports sign
+
food imports sign
food shop sign
+
food shop sign
general store sign
+
general store sign
Opulent Throne Room
+
Opulent Throne Room
Royal Throne Room
+
Royal Throne Room
Evaluate Depot Caravan Access Overflow
+
Evaluate Depot Caravan Access Overflow
Decent Study
+
Decent Study
Splendid Study
+
Splendid Study
Throne Room
+
Throne Room
Royal Bedroom
+
Royal Bedroom
No Study
+
No Study
Meager Study
+
Meager Study
Modest Study
+
Modest Study
Decent Quarters
+
Decent Quarters
Fine Quarters
+
Fine Quarters
Great Bedroom
+
Great Bedroom
Grand Bedroom
+
Grand Bedroom
Tiny streaks of lightning streak quickly over the object's surface.
+
Tiny streaks of lightning streak quickly over the object's surface.
The item smells like wet earth.
+
The item smells like wet earth.
The item is covered with small bumps.
+
The item is covered with small bumps.
The item constantly emits a nearly inaudible high-pitched whistle.
+
The item constantly emits a nearly inaudible high-pitched whistle.
No access to  
+
No access to
The item sounds like rustling leaves when moved.
+
The item sounds like rustling leaves when moved.
The item is covered with minute gray hairs.
+
The item is covered with minute gray hairs.
Creatures that look at the item cannot think negative thoughts.
+
Creatures that look at the item cannot think negative thoughts.
Metropolis
+
Metropolis
Capital
+
Capital
No access
+
No access
Outpost
+
Outpost
Hamlet
+
Hamlet
Village
+
Village
  offers it to  
+
  offers it to
 
  claims it as a personal treasure.
 
  claims it as a personal treasure.
claims it as a family heirloom
+
claims it as a family heirloom
claims it as an heirloom in the name of the family ancestor  
+
claims it as an heirloom in the name of the family ancestor
no material
+
no material
 
  caught in a cloud of flames!
 
  caught in a cloud of flames!
The object looks oddly square.
+
The object looks oddly square.
The air around the object seems warped as if it were very hot, yet the item is cool to the touch.
+
The air around the object seems warped as if it were very hot, yet the item is cool to the touch.
The item sparkles with a supernatural brilliance.
+
The item sparkles with a supernatural brilliance.
 
  caught up in the web!
 
  caught up in the web!
legwear
+
legwear
headwear
+
headwear
footwear
+
footwear
A thief has stolen  
+
A thief has stolen
  has stolen  
+
  has stolen
A kidnapper has made off with  
+
A kidnapper has made off with
 
  has been possessed!
 
  has been possessed!
 
  withdraws from society...
 
  withdraws from society...
 
  is taken by a fey mood!
 
  is taken by a fey mood!
  has created  
+
  has created
 
  begins to stalk and brood...
 
  begins to stalk and brood...
 
  looses a roaring laughter, fell and terrible!
 
  looses a roaring laughter, fell and terrible!
Item Hauling
+
Item Hauling
Refuse Hauling
+
Refuse Hauling
Food Hauling
+
Food Hauling
Wood Hauling
+
Wood Hauling
Animal Care
+
Animal Care
Stone Engraving
+
Stone Engraving
Push/Haul Vehicles
+
Push/Haul Vehicles
Animal Hauling
+
Animal Hauling
Feed Patients/Prisoners
+
Feed Patients/Prisoners
Dressing Wounds
+
Dressing Wounds
Setting Bones
+
Setting Bones
Diagnosis
+
Diagnosis
Plant Processing
+
Plant Processing
Clothesmaking
+
Clothesmaking
Small Animal Dissection
+
Small Animal Dissection
Recovering Wounded
+
Recovering Wounded
Stone Hauling
+
Stone Hauling
No Tomb
+
No Tomb
Servant's Burial Chamber
+
Servant's Burial Chamber
Burial Chamber
+
Burial Chamber
 
  have been disturbed.
 
  have been disturbed.
group of  
+
group of
 
  has been disturbed.
 
  has been disturbed.
an official land of the realm
+
an official land of the realm
  caught in a burst of  
+
  caught in a burst of
 
  its way out of confinement!
 
  its way out of confinement!
swarm of  
+
swarm of
ROOM SHARING INDEX OUT OF BOUNDS:  
+
ROOM SHARING INDEX OUT OF BOUNDS:
lumber limits
+
lumber limits
an even more official land of the realm
+
an even more official land of the realm
  and the surrounding lands have been made  
+
  and the surrounding lands have been made
No Quarters
+
No Quarters
Meager Quarters
+
Meager Quarters
Modest Quarters
+
Modest Quarters
Quarters
+
Quarters
Fine Dining Room
+
Fine Dining Room
Great Dining Room
+
Great Dining Room
Grand Dining Room
+
Grand Dining Room
Royal Dining Room
+
Royal Dining Room
No Dining Room
+
No Dining Room
Meager Dining Room
+
Meager Dining Room
Modest Dining Room
+
Modest Dining Room
Decent Dining Room
+
Decent Dining Room
Fine Tomb
+
Fine Tomb
Mausoleum
+
Mausoleum
Grand Mausoleum
+
Grand Mausoleum
Royal Mausoleum
+
Royal Mausoleum
TEXT_SET
+
TEXT_SET
INTERACTION
+
INTERACTION
REACTION
+
REACTION
PALETTE
+
PALETTE
save/current/*.dat
+
save/current/*.dat
world.dat
+
world.dat
/*.dat
+
/*.dat
world.sav
+
world.sav
save/current/*.sav
+
save/current/*.sav
  created a masterpiece  
+
  created a masterpiece
You have
+
You have
Healthcare
+
Healthcare
Hunting/Related
+
Hunting/Related
Stoneworking
+
Stoneworking
Woodworking
+
Woodworking
Other Jobs
+
Other Jobs
Jewelry
+
Jewelry
Fishing/Related
+
Fishing/Related
Farming/Related
+
Farming/Related
DESCRIPTOR_SHAPE
+
DESCRIPTOR_SHAPE
BUILDING
+
BUILDING
MATERIAL_TEMPLATE
+
MATERIAL_TEMPLATE
LANGUAGE
+
LANGUAGE
TILE_PAGE
+
TILE_PAGE
GRAPHICS
+
GRAPHICS
DESCRIPTOR_COLOR
+
DESCRIPTOR_COLOR
DESCRIPTOR_PATTERN
+
DESCRIPTOR_PATTERN
Armoring
+
Armoring
Furnace Operating
+
Furnace Operating
Hunting
+
Hunting
Farming (Fields)
+
Farming (Fields)
Siege Operating
+
Siege Operating
Stonecrafting
+
Stonecrafting
Metalcrafting
+
Metalcrafting
Blacksmithing
+
Blacksmithing
Trade Good Hauling
+
Trade Good Hauling
Pump Operating
+
Pump Operating
Mechanics
+
Mechanics
Crossbow-making
+
Crossbow-making
Wall/Floor Construction
+
Wall/Floor Construction
Road Building
+
Road Building
Lever Operation
+
Lever Operation
Water Hauling
+
Water Hauling
shadow
+
shadow
bad variant access
+
bad variant access
graphics/tile_page_*
+
graphics/tile_page_*
*** Error(s) found in the file"
+
*** Error(s) found in the file"
 
  graphics/graphics_*
 
  graphics/graphics_*
 
  graphics/palette_*
 
  graphics/palette_*
Line 37,775: Line 37,775:
 
.?AVcreature_interaction_effectst@@
 
.?AVcreature_interaction_effectst@@
 
.?AVcreature_interaction_effect_display_namest@@
 
.?AVcreature_interaction_effect_display_namest@@
.?AVc"
+
.?AV"
 +
"
 +
c"
 
"  
 
"  
 
reature_interaction_effect_remove_simple_flagst@@
 
reature_interaction_effect_remove_simple_flagst@@

Revision as of 15:33, 1 December 2023

!This program cannot be run in DOS mode.
api-ms-win-core-synch-l1-2-0.dll
SleepConditionVariableCS
WakeAllConditionVariable
bad allocation
Out of memory - aborting
Fatal Error
UTF-16LE
Unknown exception
bad array new length
string too long
TRANS_NAME
nameless
FIRST_NAME
PRO_POS
PRO_OBJ
PRO_SUB
PRO_REF
<structure>
</local_id>
<local_id>
<type>counting house</type>
</name>
<name>
</structure>
<type>guildhall</type>
<type>hospital</type>
<type>tower</type>
<type>mead hall</type>
<type>keep</type>
<type>dark tower</type>
<type>underworld spire</type>
<type>temple</type>
</worship_hfid>
<worship_hfid>
</entity_id>
<entity_id>
<type>library</type>
</copied_artifact_id>
<copied_artifact_id>
<type>inn tavern</type>
<type>market</type>
<type>tomb</type>
<type>dungeon</type>
<subtype>standard</subtype>
<subtype>sewers</subtype>
<subtype>catacombs</subtype>
vector too long
invalid string position
Training Session
Activity
Research
Activity Event
Worship
Socialize
empties
empty
picks up
pick up
has shared many tales from beyond
embraces
has shared a rumor from abroad.
has shared a few rumors.
has discovered
gives you
Ponder
has become a student of
Learn
Teach
Discuss
Write about
Meditate on
Go to Combat Training
Pray to
Lead Combat Training
Organize Combat Training
Play Make Believe
Wait for Combat Training
Play with
Promote
Preach on
Inveigh Against
Family
Loyalty
Friendship
Cunning
Fairness
Eloquence
Tradition
Decorum
Cooperation
Artwork
Stoicism
Independence
Self-Control
Introspection
Harmony
Tranquility
Craftsmanship
Merriment
Martial Prowess
Sacrifice
Hard Work
Perseverance
Competition
Commerce
Leisure Time
Nature
Romance
Knowledge
Tell Story
Listen to Sermon
Recite Poetry
Listen to Story
Simulate
Listen to Poetry
Perform Music
Perform Dance
Listen to Music
Go to
Watch Dance
Organize
Demonstration
Wait for
Serve
Watch
Go to Individual Combat Drill
Serve Customer
/Resting
Individual Combat Drill
Go to Sparring Match
Watch Sparring Practice
Go to Sparring Practice
DOUBLE TAGGED ITEM: By Activity,
Archery Practice
There are not enough dancers.
There is not enough room to perform here.
You cannot perform here.
You could not find a partner.
Some children
begins
playing with
playing make believe.
The performers
the story of
a sermon on
an improvised recital of
reciting the poem
improvised music,
the musical composition
an improvised dance,
dancing
You continue the sermon.
in the middle of
You continue the story.
The sermon continues.
You begin
The story continues.
The poetry enters
the verse paragraph
line.
the stanza
verse paragraph
You continue the poem.
stanza
You enter
The poem continues.
The music enters
The dance enters a new section with
the introduction
a simple passage
of the theme
the exposition
of the second theme
of the first theme
a recapitulation
of the previous passage
of the two themes
the synthesis
a verse
of previous passages
the finale
a chorus
a bridge-passage
the coda
second
first
a series of variations
on the first theme
on the theme
on the second theme
You continue the dance.
You continue the music.
The dance continues.
You conclude your performance.
The music continues.
Some performers finish their act.
The performers are finished.
concludes a performance.
has finished performing.
You feel like you know the basic rules of
You've learned
forth an awe-inspiring sermon for the ages!
a lucid and powerful sermon.
artfully deliver
just can't give a sermon very well.
giving a creditable sermon.
a mesmerizing tale!
weave
the story in vivid detail.
stumble
telling the tale quite well.
bring
over the details.
choose
the poem to life with this flawless recitation.
recite
the perfect phrasing.
enunciate
the words evocatively.
speak
crisply.
mumble
well.
poorly.
, having completely forgotten the words.
instrument
and the
delivering a virtuoso performance on the
are indistinguishable!
could nearly pass for the voice of the
is absolutely flawless.
with skill.
sound
beautifully.
playing the
vaguely like the intended
singing
chanting
a mockery of the
doesn't
with a shameworthy performance.
seem to know how to play the
and even forget
sloppily
dance
some of the words.
dancing exceptionally.
flawlessly, like someone out of a legend!
dancing well.
tangled up.
The pages are blank.
It has no writing.
It has no pages.
Alias:
Associated Plot:
Highest known in organization
Associated Organization:
We haven't performed for some time.
We are going the wrong way.
We should be making better progress.
We should have made it there by now.
We must not abandon
The oppressor has been overthrown!
We have arrived at our destination.
We must go back.
Empty announcement
flying
, but it is deflected by
by the
spinning
, but the attack is deflected by
, lightly tapping the target!
, but there is no force!
, but it passes right through!
in the
from behind
from the side
with
the part
is smashed into the body, an unrecognizable mass!
splits in gore!
collapses!
, but the attack passes right through!
, but it glances away!
, but the attack glances away!
and the severed part sails off in an arc!
is cloven asunder!
explodes into gore!
collapses into a lump of gore!
is crushed!
the injured part
is ripped into loose shreds!
is torn apart!
and it is mostly cut away from the rest of the torso!
out of the wound
through the
tearing
passing through a hole in the
main part
jamming the
denting
bruising
apart
tearing apart
shattering
chipping
fracturing
chipping
fracturing
denting
bruising
tearing apart
shattering
tearing
the rest of
through a hole in the
through the
and spilling
breaking away
most of
half of
a piece of
rancid
stinking
filthy
reeking
rotten
decomposing
a major artery
an artery
has been opened by the attack
many nerves
The geldables have been torn away!
It is a gelding strike!
It is a gelding blow!
been severed
a ligament
has been
a motor nerve
a sensory nerve
is ripped to shreds!
breaks!
attack is interrupted!
sprained
bruised
a tendon
strained
latches on firmly
latch on firmly!
latches on firmly!
become enraged!
has lodged firmly in the wound!
latch on firmly
been stunned again!
been stunned!
having more trouble breathing!
having trouble breathing!
propelled away by the force of the blow!
been knocked unconscious!
is injected into the
crumbles over the
splatters over the
flows over the
looks
even more sick!
sick!
pours over the
is sucked out of the wound!
No team/side
Independent
(Tame)
Equipment
Skills
Conditions
Create
Side #
Creature
Scattered cumulus
No cumulus clouds
Cumulonimbus (rain)
Many cumulus (rain)
Tame/mountable
Set the weather, temperature, and time.
No fog
Nimbostratus (rain)
Thin mist
No stratus
Cirrus
Stratus (rain)
Altostratus
Scorching
Dragonfire
Thick fog
Absolute zero
Deathly cold
Morning
Subterranean
Below freezing
Freezing
Evening
Early evening
Late morning
Late afternoon
Early afternoon
Late night
Early morning
and others have returned.
have returned.
, the performance troupe, has arrived.
, a performance troupe, is visiting.
has arrived.
is visiting.
has brought back a few rumors.
has brought back a rumor from abroad.
has returned.
has brought back many tales from beyond
The dead walk. Hide while you still can!
Forms twisted from their nature, legion of the night. What hope remains?
Autumn
Winter
Spring
Summer
Spoils Report:
and others
army is located out of bounds: teleporting
FORCED_ADMINISTRATOR
The enemy have come and are laying siege to the fortress.
An army is invading!
An army has come to your lands seeking a parley.
A vile force of darkness has arrived!
A vile force of darkness has arrived, seeking a parley!
The enemy have come and are preparing to lay siege. They seek a parley!
has been conquered and now
, has been
incorporated into your holdings.
has been founded
, has been conquered and
overlord
overlords
looks to your thriving economy for its future prosperity.
vector<bool> too long
Empty biased index vector
Biased index vector computation error
bad cast
save/current
themselves
prostrating
torturing
before
devouring
committing a depraved act upon
burning
admiring
save/current/art_image-
save/current/
art_image-
raising
striking down
praying to
hiding
cooking
contemplating
impaled on
engraving
surrounded by
shooting
fighting with
massacring
refusing
greeting
embracing
speaking with
committing a depraved act
being tortured
in a fetal position
making a submissive gesture
falling
smeared out into a spiral
laughing
hanging from
being flayed by
being mutilated by
weeping
praying
screaming
cringing
confused
offended
withering away
suffering
striking a triumphant pose
striking a menacing pose
traveling
laboring
making a plaintive gesture
being shot
burning
melting
terrified
dejected
[/LPAGE]
Untitled
, the deity of
[LPAGE:HF:
skeletal
, depicted as a
ghostly
rotting
cooking
contemplating
unnaturally contorted
engraving
being mutilated
being flayed
[LPAGE:ARTIFACT:
female
the deity of
will be installed at target
will be installed at
Weight:
Owner:
Click a building to link to
Cannot link to
Link to
Sunk into depression...
Throwing a tantrum!
Corrupt Soldier Mood:
Stumbling obliviously!
Specify image
In a martial trance!
Enraged at all enemies!
View stockpile
Engraving
Value:
Overcome by terror!
Corrupt Strange Mood:
Overwhelmed by horror!
In emotional shock!
Running around crazed!
Crawling around crazed!
Staring off into space...
In a berserk rage!
Stricken by melancholy...
Possessed by unknown forces!
Running around babbling!
Crawling around babbling!
Brooding darkly...
Has a horrible fell look!
Peculiarly secretive...
Has the aspect of one fey!
Wallowing in misery!
Taken by a fright!
Shaken to the core!
Truly mortified!
Lost in despair!
Anguished!
Distressed!
Completely dismayed!
with grief!
itself
Writhing in agony!
Drowning in sadness!
Beside
Experiencing mortal fear!
himself
herself
Child does the expelling
Spouse is elected
Child is nobility
Child is not present
Spouse does the expelling
Holds elected office
Spouse is nobility
Spouse is not present
Cannot expel or send away:
Creator of
Nobility
Does the expelling
Emotionally overloaded!
In existential crisis!
Somebody
Pet of
Thoughts
Military
Personality
Groups
Relations
Overview
Cancel
Health
Child is elected
Send away
Send to
Resists sickness
Clumsy
Recovers quickly
High stamina
Child:
children
Strong
Spouse:
Lover:
lovers
High kinesthetic sense
Musical
High social awareness
Developed empathy
Good memory
Patient
Good spatial sense
Good with language
High willpower
Good focus
Good intuition
Creative
Recovers slowly
Low stamina
Good analytical ability
Sickly
Quick to love
Poor social awareness
Envious
Hateful
Not musical
Poor spatial sense
Poor empathy
Poor kinesthetic sense
Impatient
Poor intuition
Bad with words
Poor memory
Poor focus
Poor analytical ability
Not creative
Low willpower
Polite
Flatterer
Fearless
Disdains advice
Stubborn
Brawler
Prone to discord
Wasteful
Easily stressed
Lustful
Intemperate
Greedy
Depression-prone
Cheerful
Anxious
Anger-prone
Private
Bashful
Obstinate
Perfectionist
Single-minded
Curious
Hopeful
Extravagant
Vengeful
Overconfident
Gracious
Ambitious
Inclined to abstract
Flights of fancy
Slow to love
Artistically inclined
Overbearing
Gregarious
Thrill-seeker
Frenetic
Thoughtless
Dutiful
Trusting
Orderly
Emotional obsessive
Tolerant
Altruistic
Swayed by emotions
Seeks harmony
Not wasteful
Quarreler
Temperate
Not greedy
Quick to give up
Avoid fights
Not anxious
Slow to anger
Resilient
Not lustful
Not envious
Slow to hate
Not easily depressed
Cheerless
Incurious
Quick to despair
Overshares
Shameless
Low self esteem
Not vengeful
Scatterbrained
Merciful
Ungrateful
Not ambitious
Humorless
Austere
Fearful
Overreliant on advice
Not vain
Pusillanimous
Avoids excitement
Leisurely
Not inclined to abstract
Fact-oriented
Distrustful
Sloppy
Unassertive
Not altruistic
Unswayed by emotions
Overcautious
Not dutiful
Acquiescing
Inattentive
Emotionally distant
Intolerant
Values cooperation
Values artwork
Values stoicism
Values independence
Values fairness
Values eloquence
Values tradition
Values decorum
Values power
Values friendship
Values cunning
Values truth
Values law
Not inclined to create art
Values family
Values loyalty
Values commerce
Values leisure time
Values nature
Values romance
Values sacrifice
Values hard work
Values perseverance
Values competition
Values craftwork
Values merriment
Values skill
Values martial prowess
Values self-control
Values introspection
Values harmony
Values tranquility
Disdains artwork
Disdains tradition
Disdains independence
Disdains cooperation
Disdains eloquence
Disdains cunning
Disdains decorum
Disdains fairness
Disdains friendship
Disdains family
Disdains truth
Disdains power
Values knowledge
Values peace
Disdains loyalty
Disdains law
Disdains leisure time
Disdains perseverance
Disdains romance
Disdains commerce
Disdains hard work
Disdains skill
Disdains competition
Disdains sacrifice
Disdains merriment
Disdains harmony
Disdains martial prowess
Disdains craftwork
Disdains introspection
Disdains stoicism
Disdains tranquility
Disdains self-control
Paralyzed
Unconscious
Sluggish
Partially paralyzed
Thirsty
Dehydrated
Drowsy
Very drowsy
Stressed
Haggard
Hungry
Starving
Disdains peace
Disdains nature
Harrowed
Disdains knowledge
Bleeding
Heavy bleeding
Extreme pain
Drowning
Nauseous
Winded
Stunned
Over-exerted
Exhausted
Focused
Focused!
Distracted
Distracted!
Squad:
(Rusty)
(V Rusty)
Needs
Healthy
Haul:
No official position
Partially webbed
Webbed
Injured
Seriously injured
Uphold tradition
Hear eloquence
Make merry
Self-examination
Learn something
Excitement
Be with friends
Be with family
Stay occupied
Meditate
Admire art
Be creative
Unmet need:
No unmet needs
Drink alcohol
Wander
Be extravagant
Think abstractly
Help somebody
Eat good meal
Cause trouble
See animal
Make romance
Acquire object
See great beast
Martial training
Craft object
Take it easy
Practice skill
Geography
Chemistry
Engineering
Medicine
Mathematics
Philosophy
Natural history
Astronomy
Combat
Description
Other skills
Social
Wounds
Status
History
Treatment
Dialog
Choreography
Musical composition
Autobiography
Biography
Letter
Chronicle
Short story
Musical form
Poetic form
Manual
Dance form
Work details
No assigned rooms
Locations
Workshops
Star chart
Dictionary
Star catalogue
Cultural comparison
Cultural history
Treatise on technological evolution
Alternate history
Biographical dictionary
Comparative biography
Encyclopedia
Genealogy
Doctor
Monster slayer
Surgeon
Diagnostician
Scholar
Performer
Mercenary
Scribe
No dedicated workshop assignments
No work details
Tavern keeper
No location assignments
Will only do assigned tasks
Work animals
Cannot assign work details
Will do available tasks anywhere
War buddy
Childhood friend
Fellow scholar
Obsession
Father
Bonded
Pet owner
Mother
Spouse
Cannot assign work animals
Bone doctor
No relationships
No assigned or assignable work animals
Pure hate
Disliked
Grudge
Religious persecutor
Supernatural vengeance
Jealous grudge
Athletic rival
Friend
Persecutor
Business rival
Fellow athlete
Fellow artist
Close friend
Kindred spirit
Considers violent
Considers dancer
Good for business
Considers psychotic
Considers storyteller
Considers preacher
Considers bard
Considers poet
Considers monster
Intruder
Considers bully
Considers brigand
Long-term acquaintance
Object of worship
Passing acquaintance
Former apprentice
Former master
Considers flatterer
Considers quarreler
Master
Loyal soldier
Companion
Apprentice
Member of hated group
Member of respected group
Friendly fighter
Enemy fighter
Considers killer
Friendly terms
Comrade
Considers murderer
Outcast
Military organization
Merchant company
Performance troupe
Migrating group
Vessel crew
Religion
Nomadic group
No groups
Site government
Civilization
Protector of the weak
Hunter
Treasure hunter
Preserver of knowledge
Noted monster
Infamous monster
Feared as a monster
Certainly feared as a monster
Certainly considered an intruder
Noted intruder according
Legendary monster
Considered an intruder
Respected for heroic acts
Greatly respected for heroic acts
Infamous intruder
Legendary intruder
guild
Famous her
Legendary hero
Certainly considered a brawler
Moted brawler
Legendary villain
Considered a brawler
Considered a bully
Certainly considered a bully
Famous brawler
Legendary brawler
Legendary bully
Feared as a brigand
Noted bully
Infamous bully
Infamous brigand
Legendary brigand
Certainly feared as a brigand
Noted brigand
Feared as a killer
Greatly feared as a killer
Infamous murderer
Legendary murderer
Legendary killer
Respected as a hunter
Noted killer
Infamous killer
Great hunter
Legendary hunter
Skilled hunter
Talented hunter
Noted villain
Infamous villain
Feared as a villain
Greatly feared as a villain
Legendary loyal soldier
Respected for fighter
Noted loyal soldier
Famous loyal soldier
Famous fighter
Legendary fighter
Greatly respected for fighter
Noted fighter
Noted enemy fighter
Infamous enemy fighter
Feared for violent opposition
Greatly feared for violent oppositoin
Greatly feared as a murderer
Noted murderer
Legendary enemy fighter
Feared as a murderer
Famous treasure hunter
Legendary treasure hunter
Greatly respected for hunting treasure
Noted treasure hunter
Noted preserver of the knowledge
Famous preserver of the knowledge
Respected for preserving the knowledge
Greatly respected for preserving the knowledge
Greatly respected for protecting the weak
Noted protector of the weak
Legendary preserver of the knowledge
Respected for protecting the weak
Respected for loyalty
Greatly respected for loyalty
Famous protector of the weak
Legendary protector of the weak
Former member
Prisoner
Former slave
Criminal
Member
Citizen
Considered a thief
Certainly considered a thief
Former mercenary
Former
Legendary thief
Respected for hunting treasure
Noted thief
Infamous thief
Preferences
Slated for removal
*** Forbidden ***
Memories
Recent thoughts
Values
Traits
Uniform
No orders
No squad assigned
Worker
Former prisoner
Former worker
Remove building
Cancel construction
been claimed by
This building has
Construction inactive.
Construction suspended.
Suspend construction
Resume construction
Construction initiated.
Waiting for construction...
Construction nearly done.
Partially constructed.
Removal inactive.
Removal suspended.
Trap Occupied:
Cancel removal

" I must have

needs

mutters things... certain things Leave me. I need..."

screams
works with menacing fury!
works, darkly brooding...

" Yes. I need broods keeps muttering works furiously! works secretly... cloth... thread leather... skin sketches bars... metal stone... rock blocks... bricks... gems... shining raw... clear raw... green rough... color raw... crystal a shell bones... yes tree... life a corpse square blocks cut gems stacked cloth stacked leather a quarry rough gems of metal shining bars a forest rough gems and glass glass and burning wood skeletons pictures of shells will do available tasks anywhere will only do assigned tasks A manager is required to add work orders to the shop. Work orders cannot be assigned to this building. Workers cannot be assigned to this building. Add new task Only one master may be assigned to each workshop. This workshop is free for anybody to use. Link lever Need accessible mechanisms. Link plate Pull lever Workers Work orders Hanging Stable Foundation Start Pump Manually Stop Pumping Manually Inactive Active Total Power Needed: Total Power: The well is dry. The well is operational. Frozen Elsewhere Frozen Here General work orders allowed: Work orders can be added specifically for this shop. The bucket is full. There is no bucket.

* Destroys colony

Gather any products Do not gather products

* Requires a jug
* Requires wild colony or

Install colony when ready Do not install colony

* Existing hive

On display This is a memorial to Assign new display items Assigned Pumps from the east Pumps from the north Pumps from the west Pumps from the south before this restraint will You must designate a dungeon This furniture is a part of multiple rooms. be used for imprisonment. Unassigned occupant Occupant Aquarium Terrarium Too many hives Not ready to be split

  • Output restricted
  • No output

Outdoor access

* Saves colony for split

Ready to be split No outdoor access Unnamed animal training area Unnamed clay collection area Unnamed bedroom Unnamed plant gathering area Unnamed museum Unnamed zoo Unnamed pen/pasture Unnamed meeting hall Unnamed pit/pond Unnamed fishing area Unnamed sculpture garden Unnamed memorial hall Unnamed water source This furniture is a part of Unnamed sand collection area Unnamed dump Orientation Not in Use Forbidden Operated by Mechanisms Chained Assigned and chained Prepare to Fire Fire at Will Unnamed dining hall Unnamed dormitory Unnamed zone Unnamed tomb Unnamed archery range Unnamed office Unnamed dungeon Unnamed barracks Nest box claimed by Deceased Move goods to/from depot Nest box unclaimed before this coffin will You must designate a tomb This is the resting place of be used for burial. HATCH TAKEN BY INVADERS HATCH USED BY INTRUDER Retake hatch to forbid it. DOOR TAKEN BY INVADERS Passable DOOR USED BY INTRUDER Retake door to forbid it. Nothing Large gem Broker cannot access depot Broker can access depot Desired bait: You do not have a broker. Anyone requested at depot Broker requested at depot Broker: No trader needed at depot

items

Awaiting There are no merchants trading right now. Disengaged is best) Show items Show linked buildings Poor soil every season (Cavern soil Set to fertilize Not set to fertilize Fertilize Current amount: Trap Baited: No seeds Leave fallow asking questions heard this was a good place to search for monsters. seeking work as a scholar seeking work as a mercenary seeking sanctuary for diplomacy to perform to relax seeking work as a performer to slay beasts This visitor has come This visitor is ready to leave. to study to pray

was the place to look for long-term work.
would make a good base for a mercenary.
would be a safe place to stay.

believes

was the place to entertain people.
was the place to enjoy oneself.
was the place for long-term scholarship.
was the place to perform research.

was curious about went on this journey out of curiosity.

was the place to admire fine architecture.
was the place for a good drink.

heard heard this was the place for those seeking danger.

was the place for prayer.

[C:6:0:0] doesn't feel [C:3:0:1] [C:2:0:1] was in feels didn't feel is in [C:7:0:1]

about the location of 

is seeking information [C:7:0:0] You can learn more about this visitor after they chat with a local. grim satisfaction horrified grieves grieved suspicious fondness shocked alarmed satisfied annoyed grumpy grouchy [C:4:0:1] [C:5:0:1] [C:1:0:1] [C:6:0:1] affection adoration aggravated agitated vengeful admiration accepting gaiety blissful triumph excited bitter caring aroused apathetic aversion astonished amused anxious anguish alienated ambivalent amazed distressed embarrassed elated dislike disillusioned displeasure dismayed despair delighted disgusted disappointed contemptuous confused dejected content gratitude guilty frustrated frightened gloomy gleeful afraid exhilarated ferocity empathy exasperated enjoyment lustful lonely mortified miserable jovial loathing jubilant interested insulted isolated irritated hateful humiliated hopeless regretful relieved repentant remorseful pleasure rejected enraptured panics panicked passionate patient nostalgic nervous outraged optimistic wonder unhappy wrathful worried terrified tenderness uneasy thrilled shaken servile sympathy ashamed restless resentful self-pity indignant remembering dwelling upon

[C:7:0:1]
[C:7:0:0]
[C:5:0:0]

anything reliving

[C:5:0:1]

enthusiastic euphoric pessimistic existential crisis zealous expectant defeated Cleaning Making weapons Making armor Making projectiles

intellectual values

Building Making furniture

intellectual values and changed 
to rethink 

changed

personal tendencies

, [C:5:0:1] , [C:5:0:0] allowed and mulling over the recurring memory letter short story autobiography biography manual This is an untitled chronicle Making anvils star catalogue star chart , authored by alternate history cultural comparison dictionary treatise on technological evolution genealogy biographical dictionary cultural history encyclopedia musical composition dialog comparative biography choreography It is an example of Squad Order Population: ~3000 Population: ~2000 Population: ~5000 Population: ~4000 Population: ~7500 Population: ~6000 Population: >10000 Population: ~10000 Inaccessible from your location Your location A half day's travel A short trip A day's travel Nearly a day's travel

days' travel

More than a day's travel Population: ~10 Population: <10 Population: ~30 Population: ~20 Population: ~50 Population: ~40 Population: ~75 Population: ~60 Population: ~200 Population: ~100 Population: ~400 Population: ~300 Population: ~600 Population: ~500 Population: ~1000 Population: ~750 Artifacts (Rumored) Cannot raid your civilization Economically linked to you Prisoners They accept tribute Skirmishing No contact They offer tribute Alliance They accept

tribute

Civilization: They offer No civilized population Site government: Terror Imports from Exports to Petty Annoyance Accepting tribute Your site government

civilization

Offering tribute Click to raid this site (creates new mission) Unnamed Cannot order mission without leader Click to explore this site (creates new mission) Click to request workers Inaccessible mission location Cannot make request without leader No workers available Pillage Demand Tribute from Make Request of Explore You have no agreements with this land. This land has no important leaders. Agreed in year Pending Trade Agreement (Exports to Requests (Imports from a broker with appraisal skill. You accept their tribute every Vengeance You can look at trade information once you have Offerings from and more... Click for assignments and details

commander

Messenger (unfilled)

traveling

No commanders

messenger

No messengers Recover Rescue Seize Take Over Demand surrender and occupy WARNING: If successful, your soldiers will join the Demand ongoing tribute Conquer and occupy Raze (openly attack and destroy site) Demand one-time tribute Raid (squads will try to avoid detection) Pillage (openly attack) Loot other items Steal livestock Release other prisoners Take important treasures No notable skills Free captives belonging to your civilization This mission cannot be altered now. Remove Location unknown Click to rescue (creates new mission) Last in Last known to be traveling No reports available Click to view all news and rumors No messengers available No squads available On this mission No specific orders occupation and not return. Your new holdings will be manageable from this screen.

marched on 
claimed 

the army of Artifacts Reports Civilizations Missing citizens Missions News and rumors Click to recover (creates new mission) Center on fort Claimed by local Claimed by local family Last held by Claimed by your local government

founded 
after a long journey from the lands of 
reclaimed 
on behalf of 

crushed an insurrection a group calling itself was overthrown after an insurrection waited out an insurrection an insurrection against

began in 
was known to be

, replacing

in the name of 
became 

Unknown creature

(not possible)

elevation , position Unnamed recenter location Recenter to was kidnapped

from 
led by 
descended upon 

refugees calling themselves

fled from the area just before an army
moved on in search of a better future after the horrible mismanagement of 
gave up on their occupation of 
was conquered

Saving items... Saving units... Characterizing raw data... Allocating space... Offloading art... Opening file... Preliminary cleaning... Offloading units... Initializing... Checking directory structure... Add new recenter location Saving game Not yet asssigned Hotkey: Unknown item

(hidden)

Saving squads... Saving formations... Saving world events... Saving coin information... Saving mandates... Saving work quotas... Saving local animal populations... Saving events... Saving effects... Saving entities... Saving machines... Saving flow guides... Saving projectiles... Saving buildings... Saving jobs... Saving schedules... Saving belief systems... Saving image sets... Saving art forms... Saving occupations... Saving cultural identities... Saving agreement... Saving army controllers... Saving tracking information... Saving vehicles... Saving armies... Saving incidents... Saving crimes... Saving written content... Saving identities... Saving activities... Saving interactions... Woodcutting Information sheets Mining Stockpiles Interactive tutorial Camera controls Closing file... Finishing... Saving adventure data... Saving general information... Saving artifacts... Saving active historical figures... Saving fortress information... Saving world information... Saving divination sets... Saving announcements... Meeting areas and locations Ramps and channels Handling light aquifers Clothing Traps and levers Offices and administrative work Ore and smelting Other food sources Bins, bags, and barrels Survival Planting [Completed] Information and guides Alerts Preparing for the caravan [Viewed] There is a folder with this name already. Popup: The world Popup: Work orders Popup: Justice Popup: Squads Popup: Work details Popup: Nobles Popup: Hauling Popup: Stocks Popup: Zones Popup: Burrows Happiness and stress Refuse and dumping Dig deeper here again. Retire Really retire? The world will be saved but you will need to unretire the fort to play autosave 2 autosave 3 current autosave 1 save? It will never be overwritten, but you can delete it while loading. title screen, with their own active save. What would you like to name this manual What would you like to name this timeline? Saves starting here will be grouped on the Would you like to overwrite it? Return to game Save world and return to title menu Succumb to the invasion Settings Abandon the fortress to ruin Quit without saving Save and continue playing Retire the fortress (for the time being) Abandon Save and return to title menu Really quit? The fort will be saved but you will need to reclaim the fort to play save will be lost. Really quit without saving? All of your progress since the last Death Spiral Koganusan Expansive Cavern Dwarf Fortress Dabu & Simon Swerwer Do this if you want to keep the old save. May interfere with existing saves. Recommended! Multiple copies of the timeline found. Save to new timeline Save to new folder (same timeline) Save to this timeline Save to timeline folder: Return to title menu Continue Classic DF Main Theme Track playing: Classic DF Title Theme Tarn Adams Dabu & Agueda Macias Mountainhome Winter Entombs You Craftsdwarfship Strike the Earth! Strange Moods First Year Another Year Drink & Industry Vile Force of Darkness Hill Dwarf Forgotten Beast Toady Five Toady Six Toady Four Obsidian Suite Espagnole Part II Suite Espagnole Part III Dolomite Suite Espagnole Part I Toady Three Roldeth Toady One Toady Two The Tavern Part I The Tavern Part II Last track: Your strength has been broken. Withered Your settlement has been abandoned. Conquered Your fortress has settled into the rhythm of day-to-day living, beyond your meticulous concern. Abandoned And remember: [C:2:0:1]Losing is fun![C:7:0:0] Retired The game is open-ended and you can do whatever you choose. If you'd like a goal, try to become a barony, then a Mountainhome. More likely, your dwarves will starve, unless you read the first few guides here! save/*.* save/current/world.sav Interlude playing: Last interlude: Haunted Lands Cages & Chains

of 20)

Open stockpile mode Finish mining Room completed ( End stairway Unpause Open mining mode Start stairway Zoom in oom out Move the camera up Move the camera down Skip tutorial Move the camera Your settlement has crumbled to its end. Start tutorial Dismiss the large red alert Click the help button Click a citizen or creature Close the information sheet Make the bed Place a bed Click workshop Add a Make bed"" task"

Place carpenter's workshop
Construct workshop
Stockpile wood
Open building mode
Designate tree
Chop down tree
Place All stockpile
Open tree-felling mode
After you embark, help is available by pressing the help button in the top right corner, including all of the tutorials.
(1 of 8)
If this is your first time playing, please heed the embark warnings about aquifers, saltwater, and other hazards.
Some locations are challenging even for experienced players, and it will be a very short game indeed if you don't know how to deal with them!
Non-interactive help will be available whatever you decide.
On your own!
Quick start and short tutorial?
Would you like your fortress located in a forested mineral-rich region of this world where you can play through a short tutorial?
As you dig deeper and more citizens take up residence in your outpost, your doings will attract attention, both wanted and unwanted.
Deal with challenges as they arise, and you might one day find that your humble settlement has grown to become a Mountainhome, the center of your civilization.
You'll begin by creating your world and watching the region's history unfold.
Once this process is complete, you can prepare a group and send them out to seek wealth deep in the mountains.
Welcome to Dwarf Fortress
Prepare to guide your stout charges to fortune in a world fraught with many perils.
Don't show again
There may be plenty of hillside to dig into, but you'll want to seek wealth below the surface.
Mining tasks are designated on the play area. Begin by clicking the highlighted [C:5:0:1]Mining[C:7:0:0] button.
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It's time to get to work! Let's start by digging a stairwell into the ground.
You can zoom in and out of the play area using
], [C:2:0:1]Ctrl+mouse wheel[C:7:0:0], or the indicated buttons.
The view will be dark underground until you begin mining. You can move the camera to the surface with the surface button (highlighted.) The
] hotkey will recenter on your wagon.
] or [C:2:0:1]roll the mouse wheel[C:7:0:0]. Hold shift to move faster.
When your view is in the air above other tiles, you can see them below, but you can only interact with objects in your current elevation.
To change the camera's elevation, press
] and
] or hold the middle mouse button and drag the view.
Your view is focused on one elevation at a time. To move the camera around, press
supplies around your fortress where they are needed.
[C:6:0:0]Stockpiles[C:7:0:0] are placed with the [C:5:0:1]Stockpile[C:7:0:0] button (highlighted.) Click it now.
The supplies on the wagon are in danger of being carried off by wild creatures!
It's time to build a [C:6:0:0]Stockpile[C:7:0:0] underground to unload them. [C:6:0:0]Stockpiles[C:7:0:0] are crucial to moving
from the [C:5:0:1]Zones[C:7:0:0] menu. Otherwise your citizens will continue to gather by the [C:6:0:0]Wagon[C:7:0:0] outside.
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but it leaves [C:6:0:1]Boulders[C:7:0:0] which are an essential building material.
Later you can consider making a [C:3:0:0]Meeting Area[C:7:0:0]
Dig a rectangle underground big enough for a large [C:6:0:0]Stockpile[C:7:0:0] and some [C:6:0:0]Workshops[C:7:0:0].
Consider that most [C:6:0:0]Workshops[C:7:0:0] are 3x3 squares. Mining through the stone layers further down may take longer,
to unpause or use the highlighted controls at the top of the screen. You should pause regularly starting out.
Let's make a safe place to work. Select [C:5:0:1]Regular Mining[C:7:0:0] mode, to the left of [C:5:0:1]Stair Mining[C:7:0:0] mode.
order also works.
Now we'll unpause the game and let the miner finish the task. Press
There are several ways to mine. Stairwells (selected) start at one elevation and are completed at
the next. [C:2:0:1]Click[C:7:0:0] the surface, [C:2:0:1]move the camera down one level[C:7:0:0], and [C:2:0:1]click[C:7:0:0] the underground. Reversing the
When you are ready, open the [C:5:0:1]Woodcutting[C:7:0:0] menu and designate the trunk of a tree on the surface.
Make sure your woodcutter can walk to the designated location.
Before you start chopping down trees you may want to create a dedicated [C:6:0:0]Wood Stockpile[C:7:0:0].
[C:2:0:0]Haulers[C:7:0:0] will also drop [C:6:0:1]Wood[C:7:0:0] in your [C:6:0:0]All Stockpile[C:7:0:0] unless you turn it off in the [C:5:0:1]Custom Stockpile Menu[C:7:0:0].
With shelter ready underground, it's time to build.
First you need building materials, like [C:6:0:1]Wood[C:7:0:0] or [C:6:0:1]Boulders[C:7:0:0].
always be used to close most menus, as well as
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good idea to keep your fortress clean.
If the [C:5:0:1]Stockpile[C:7:0:0] menu is still open, you can close it now by right-clicking. Right-clicking can
Later you may want to customize your [C:6:0:0]Stockpiles[C:7:0:0] by clicking on them and pressing the [C:5:0:1]Custom[C:7:0:0]
button to forbid certain categories, like [C:5:0:1]Refuse[C:7:0:0] for example. A separate [C:6:0:0]Refuse Stockpile[C:7:0:0] is a
Once the pile is placed, click [C:5:0:1]Accept[C:7:0:0] and select the [C:5:0:1]All[C:7:0:0] option.
If unpaused, your workers should start unloading the wagon into the [C:6:0:0]Stockpile[C:7:0:0].
Click the add button, and click two corners of a rectangle somewhere safe
to place your pile. [C:6:0:0]Stockpiles[C:7:0:0] can be placed both on the surface and underground.
[C:6:0:1]Furniture[C:7:0:0] created at the [C:6:0:0]Carpenter's Workshop[C:7:0:0] usually takes one [C:6:0:1]Wood[C:7:0:0] to build. Add a task and make a [C:6:0:1]Bed[C:7:0:0].
Chop down more trees if necessary. Unpause and wait for the [C:6:0:1]Bed[C:7:0:0] to be completed.
Your industrious citizens will perform any task added to the [C:6:0:0]Workshop[C:7:0:0].
Most objects that are placed, like [C:6:0:1]Doors[C:7:0:0] and [C:6:0:1]Furniture[C:7:0:0], must first be built in a [C:6:0:0]Workshop[C:7:0:0].
When unpaused, a worker should now build the [C:6:0:0]Workshop[C:7:0:0].
Once the worker is done, click on the building to select it.
If you have some [C:6:0:1]Wood[C:7:0:0] stockpiled, you'll be able to place a [C:6:0:0]Carpenter's Workshop[C:7:0:0].
Click [C:5:0:1]Workshops[C:7:0:0] -> [C:5:0:1]Carpenter[C:7:0:0] and place the shop in an empty area on the surface or underground.
[C:6:0:0]Workshops[C:7:0:0] are one of many buildings you can place with the highlighted [C:5:0:1]Build[C:7:0:0] button. Click it now.
Most [C:6:0:0]Workshops[C:7:0:0] require building material, such as [C:6:0:1]Wood[C:7:0:0] or [C:6:0:1]Boulders[C:7:0:0].
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Now that you have the building materials it's time to start building.
You can right click to close [C:5:0:1]Woodcutting[C:7:0:0] mode. Right clicking closes most menus.
If all of your [C:6:0:0]Stockpiles[C:7:0:0] are full, go ahead and place another one.
Now we just need to wait for the woodcutter to chop down the tree.
If the fallen logs are accessible, everyone will help store them in the [C:6:0:0]Stockpile[C:7:0:0].
Important and sometimes urgent information is given as alerts on the left side of the screen.
There have been several already!
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This is an example urgent alert! These are very important. Ignore them at your peril.
Feel free to pause and check out the information.
Right click to dismiss the information sheet.
Click on a [C:2:0:0]Resident[C:7:0:0] to see their needs, inventory, thoughts, relations, and more.
You can also access information from the [C:5:0:1]Citizens[C:7:0:0] button.
The rest of the interface is now enabled.
You can click on [C:2:0:0]Creatures[C:7:0:0] and [C:6:0:1]Items[C:7:0:0] just as you can click on [C:6:0:0]Buildings[C:7:0:0] to get more information about them.
room with a [C:6:0:0]Door[C:7:0:0] and use the [C:5:0:1]Zones[C:7:0:0] menu to assign an official [C:3:0:0]Bedroom[C:7:0:0] for each resident.
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[C:5:0:1]Beds[C:7:0:0] are found in the [C:5:0:1]Furniture[C:7:0:0] category. Unlike [C:6:0:0]Workshops[C:7:0:0], [C:6:0:0]Beds[C:7:0:0] must be placed underground.
With a [C:6:0:0]Bed[C:7:0:0] placed, your workers will have somewhere to sleep. Later you can create a
Now that you have a [C:6:0:1]Bed[C:7:0:0] you can place in it the fortress.
Use the [C:5:0:1]Build[C:7:0:0] menu to place it in a room underground, just like the [C:6:0:0]Workshop[C:7:0:0]. Dig a new room first if you like.
[C:6:0:1]Gems[C:7:0:0] can be [C:3:0:1]Cut[C:7:0:0] at the [C:6:0:0]Jeweler's Workshop[C:7:0:0]. [C:3:0:1]Encrust[C:7:0:0] them on [C:6:0:1]Crafts[C:7:0:0] and other items to add even more value.
Just the beginning
If you dig down enough layers you will find a near infinite amount of [C:6:0:1]Boulders[C:7:0:0] of various
kinds as well as some [C:6:0:1]Rough Gems[C:7:0:0] if you are lucky.
Make the appropriate workshop with [C:5:0:1]Workshops[C:7:0:0] -> [C:5:0:1]Crafts[C:7:0:0].
An obvious material to use to make the crafts is rock.
You need something of value to trade.
[C:6:0:1]Crafts[C:7:0:0] are an easy way to make a lot of trade goods quickly.
You may need supplies before the coming of winter.
To trade with the autumn caravan, you must build a [C:6:0:0]Trade Depot[C:7:0:0] from the [C:5:0:1]Build[C:7:0:0] menu.
Preparing for the Caravan
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Hover over an alert icon to see the information.
Left click on an alert for recentering options, and right click to dismiss an alert.
There have been a few already!
There has been one already!
[C:7:0:0], [C:2:0:0]
Woodcutter
Click here and make sure you have a [C:2:0:0]
[C:7:0:1]Labor[C:7:0:0]
Some essential tasks must be assigned from the [C:5:0:1]Labor[C:7:0:0] menu.
To make sure they spend their free time down there you will need to use the [C:5:0:1]Zones[C:7:0:0] menu to create a [C:3:0:0]Meeting Area[C:7:0:0].
Later you may try the [C:5:0:1]Burrows[C:7:0:0] menu to create a safe place for your civilians to hide when real trouble comes.
[C:7:0:1]Shelter[C:7:0:0]
By now you should have a room underground where your residents can hide from the creatures above.
In order to keep your citizens alive in the unforgiving wilderness they will need shelter, drink, and food.
Use the arrow at the top of this window to minimize the tutorial when it obscures your view.
The [C:5:0:1]Help[C:7:0:0] button at the top of the screen contains more guides.
Click it now, and this tutorial will be concluded.
There's a lot more to learn!
As you enter new menus, there will be information and tips.
Absent alcohol and in warmer weather, you can designate a [C:3:0:0]Water Source[C:7:0:0] from the [C:5:0:1]Zones[C:7:0:0] menu at a river or pond,
so that your residents have water to drink. You'll want one of these anyway for other purposes, like cleaning
If you survive until the caravan comes you may also trade for [C:6:0:1]Drinks[C:7:0:0]
or [C:6:0:1]Plants[C:7:0:0] there. The number of [C:6:0:1]Drink[C:7:0:0] rations can be seen at the top of the screen.
may try [C:5:0:1]Planting[C:7:0:0] or [C:5:0:1]Gathering[C:7:0:0].
The task also requires a [C:6:0:1]Barrel[C:7:0:0] from the [C:6:0:0]Carpenter's Workshop[C:7:0:0].
This is done by building a [C:6:0:0]Still[C:7:0:0] from the [C:5:0:1]Build[C:7:0:0] menu using [C:5:0:1]Workshops[C:7:0:0] -> [C:5:0:1]Farming[C:7:0:0] -> [C:5:0:1]Still[C:7:0:0].
Once the [C:6:0:0]Still[C:7:0:0] is constructed, click on it and add the task [C:3:0:1]Brew Drink from Plant (or fruit)[C:7:0:0]. If you have no suitable [C:6:0:1]Plants[C:7:0:0], you
There are two ways to make drinks for your residents.
The main way is by brewing alcohol.
But if one of these brave workers falls, you'll need to assign somebody to these duties.
[C:7:0:1]Drink[C:7:0:0]
[C:7:0:0].
If you haven't suffered any casualties, you should have these labors assigned already.
[C:7:0:0], and [C:2:0:0]
Fisherdwarf
Now your [C:2:0:0]Planters[C:7:0:0], those that can access both the [C:6:0:0]Farmplot[C:7:0:0] and the [C:6:0:1]Spawn[C:7:0:0], will plant the field, and after a period of growth, they'll be harvested.
If you'd like to focus a few of your citizens on farming, which gives skill benefits, you can assign them to the [C:2:0:0]Planters[C:7:0:0] work detail from the [C:5:0:1]Labor[C:7:0:0] menu.
[C:6:0:1]Plump Helmets[C:7:0:0] are edible and the default [C:6:0:0]Wagon[C:7:0:0] comes with [C:6:0:1]Plump Helmet Spawn[C:7:0:0], which are their "seeds".
Note that you can obtain aboveground [C:6:0:1]Seeds[C:7:0:0] from trade or by eating gathered [C:6:0:1]Plants[C:7:0:0], but aboveground farming exposes your [C:2:0:0]Planters[C:7:0:0] to dangers and the elements.
You need to select the crops to be grown each season.
Click on the [C:6:0:0]Farmplot[C:7:0:0] you placed to pull up the [C:5:0:1]Farming[C:7:0:0] menu.
This isn't rich soil, but will suffice for now. Dig deeper to find better soil.
Select [C:5:0:1]Farmplot[C:7:0:0] from the [C:5:0:1]Build[C:7:0:0] menu. It's in [C:5:0:1]Workshops[C:7:0:0] -> [C:5:0:1]Farming[C:7:0:0] -> [C:5:0:1]Farmplot[C:7:0:0]. Place the [C:6:0:0]Farmplot[C:7:0:0] on the subterranean soil.
Make sure to leave the ceiling above intact so the underground soil doesn't receive any sunlight.
With a subterranean soil floor exposed, you can place an underground [C:6:0:0]Farmplot[C:7:0:0].
The underground rectangle must be near the surface, where there is soil (loam, clay, or sand.) One level down should suffice, before you hit rock.
The highest mountain elevations do not have soil.
The [C:6:0:0]Wagon[C:7:0:0] comes with some [C:6:0:1]Seeds[C:7:0:0], but as you might expect, these crops must be grown underground!
Using [C:5:0:1]Mining[C:7:0:0] orders, you'll need to carve out a rectangular area underground for your [C:6:0:0]Farmplot[C:7:0:0].
and certain [C:6:0:0]Workshop[C:7:0:0] tasks. You may find water underground.
There's some food on the embark [C:6:0:0]Wagon[C:7:0:0], and you can trade for food, but you can also grow your own.
[C:6:0:1]Meat[C:7:0:0] from [C:2:0:0]Livestock[C:7:0:0] you slaughter is a source of food.
To slaughter an [C:2:0:0]Animal[C:7:0:0] you must first build a [C:6:0:0]Butcher's Shop[C:7:0:0].
Then draw a rectangle over the bushes you wish to search.
[C:7:0:1]Butchering[C:7:0:0]
[C:7:0:1]Gathering[C:7:0:0]
It is possible to survive by gathering plants outside. Do this by selecting the [C:5:0:1]Gathering[C:7:0:0] order.
Remember, your workers do not eat raw fish! You must build a [C:6:0:0]Fishery[C:7:0:0] to prepare them.
Do this by selecting [C:5:0:1]Workshops[C:7:0:0] -> [C:5:0:1]Farming[C:7:0:0] -> [C:5:0:1]Fishery[C:7:0:0].
fishing labor assigned will begin fishing automatically.
You can optionally choose to designate a [C:3:0:0]Fishing[C:7:0:0] zone if you don't want your workers going far afield.
[C:7:0:1]Fishing[C:7:0:0]
If there is a river or pond nearby you may consider fishing. If the water isn't frozen, a worker with the
[C:6:0:1]Potash[C:7:0:0] is the fertilizer of choice, and it can be created in the [C:6:0:0]Ashery[C:7:0:0], using [C:6:0:1]Ash[C:7:0:0] from [C:6:0:1]Wood[C:7:0:0] burned in a [C:6:0:0]Wood Furnace[C:7:0:0]. A [C:3:0:0]Water Source[C:7:0:0] zone and a [C:6:0:1]Bucket[C:7:0:0] are also required.
[C:6:0:1]Fertilizer[C:7:0:0] is not needed to farm.
[C:6:0:1]Fertilizer[C:7:0:0] and skilled [C:2:0:0]Planters[C:7:0:0] have a direct impact on crop yield.
These effects are more pronounced deep underground where you can locate the cavern biome and its rich soil.
[C:1:0:0]Burrows[C:7:0:0] are work and living areas where citizens can be assigned.
Workers will try to limit their tasks to the confines of the [C:1:0:0]Burrow[C:7:0:0], but they will sometimes form paths which pass through other areas.
Just make sure you have the correct [C:6:0:0]Furniture[C:7:0:0] placed in the rooms with [C:6:0:0]Doors[C:7:0:0] or vertical entries separating each room before you begin.
Burrows
Unlike [C:6:0:0]Stockpiles[C:7:0:0], multiple [C:3:0:0]Zones[C:7:0:0] can overlap.
Certain [C:3:0:0]Zones[C:7:0:0] like [C:3:0:0]Bedrooms[C:7:0:0] can be placed several at a time.
There are several kinds of [C:3:0:0]Zones[C:7:0:0], which you can see in the panel on the left.
[C:3:0:0]Zones[C:7:0:0] are placed much like [C:6:0:0]Stockpiles[C:7:0:0].
[C:3:0:0]Zones[C:7:0:0] are areas you designate where your citizens will work, socialize, rest, or perform specific duties.
To keep them alive use the [C:3:0:0]Pen/Pasture[C:7:0:0] zone from the [C:5:0:1]Zones[C:7:0:0] menu to select a section of grass and click the
add button to assign the [C:2:0:0]Animals[C:7:0:0].
There you can select which [C:2:0:0]Animals[C:7:0:0] to slaughter. You may need to minimize the tutorial to see the [C:5:0:1]Slaughter[C:7:0:0] buttons.
Note that some [C:2:0:0]Livestock[C:7:0:0] must eat vegetation to survive.
Do this by selecting the building in [C:5:0:1]Workshops[C:7:0:0] -> [C:5:0:1]Farming[C:7:0:0] -> [C:5:0:1]Butcher[C:7:0:0].
Once the shop is built, open the [C:5:0:1]Creatures[C:7:0:0] info menu. From there select the [C:5:0:1]Pets/Livestock[C:7:0:0] tab.
Generally, almost every task will be available for every citizen, but you can both restrict both citizens and tasks.
Citizens are restricted by using their [C:5:0:1]Specialization[C:7:0:0] button.
If you don't have a [C:5:0:0]Bookkeeper[C:7:0:0], or they don't have an [C:3:0:0]Office[C:7:0:0] to work in, numbers may be approximate.
Work details are one way you can control which workers do which tasks, and they are the only way to assign certain tasks like mining, woodcutting, hunting, and fishing.
Here you can see every [C:6:0:1]Item[C:7:0:0] in the fortress.
Click on category headings to collapse and expand them.
When a route has a steep descent, consider using powered [C:6:0:0]Rollers[C:7:0:0], extra curves, track "stops" between [C:6:0:0]Stops[C:7:0:0] with various friction settings, or a worker to guide the vehicle.
Stocks
Only one condition needs to be satisfied for the [C:6:0:1]Minecart[C:7:0:0] to move to the next [C:6:0:0]Track Stop[C:7:0:0].
[C:6:0:1]Minecarts[C:7:0:0] that move too quickly around corners will spill their contents.
One [C:6:0:1]Minecart[C:7:0:0] can be assigned to each route, and workers will move the vehicle from [C:6:0:0]Track Stop[C:7:0:0] to [C:6:0:0]Track Stop[C:7:0:0] according to conditions you specify.
Each [C:6:0:0]Track Stop[C:7:0:0] must be linked to a [C:6:0:0]Stockpile[C:7:0:0] for [C:6:0:1]Items[C:7:0:0] to be put on or removed from the [C:6:0:1]Minecart[C:7:0:0].
Minecart routes
[C:6:0:1]Minecarts[C:7:0:0] and [C:6:0:0]Tracks[C:7:0:0] are a convenient way to move a lot of objects around the fortress quickly, though they take a little effort to prepare.
[C:1:0:0]Burrows[C:7:0:0] can be suspended and unsuspended freely. When a [C:1:0:0]Burrow[C:7:0:0] is suspended, assigned citizens will ignore it.
It can be useful to assign all of your civilians to a safe emergency [C:1:0:0]Burrow[C:7:0:0] which you activate in case of intruders.
All available witness information is presented for each case.
You can also interrogate suspects.
Certain crimes are indicative of larger problems, so you should pay attention to them, and affected victims and family members get upset if crime is ignored.
It's up to you to choose whom to convict.
Justice
If you have a law enforcement administrator like a [C:5:0:0]Sheriff[C:7:0:0] or [C:5:0:0]Captain of the Guard[C:7:0:0], witnesses of crimes will make reports, which find their way here.
Once they are assigned, you can create work orders, run a [C:1:0:1]Hospital[C:7:0:0], and count and appraise your hoard.
Nobles and certain administrators require rooms, and some may also make demands.
These can also be assigned from the squad menu.
Certain important functions in your fortress can only be performed by assigned administrators, such as the [C:5:0:0]Manager[C:7:0:0] and [C:5:0:0]Bookkeeper[C:7:0:0].
[C:5:0:0]Militia Commanders[C:7:0:0] are assigned here.
Once the first leader is assigned, subsequent [C:5:0:0]Captain[C:7:0:0] positions will appear.
Nobles and administrators
Here you can view your nobles, as well as assign your administrators, military leaders, and other officials.
Tasks are restricted by setting their work detail to [C:5:0:1]"Only selected do this"[C:7:0:0].
If a task does not have a default work detail, you can create a custom work detail. Once you assign citizens to the task, you can then set [C:5:0:1]"Only selected do this"[C:7:0:0] if you want to restrict it.
Raids are created by clicking on any site not belonging to your civilization.
Work orders are used to automate [C:3:0:1]Tasks[C:7:0:0] in [C:6:0:0]Workshops[C:7:0:0].
Stolen [C:6:0:1]Artifacts[C:7:0:0] and kidnapped citizens can be recovered by preparing missions from this screen.
You can also cause trouble if you'd like to raid your neighbors.
The World
The world created at the beginning of the game is active, and others may take an interest in your outpost as it grows.
It is recommended that you prepare a squad and get them training as soon as you can.
You have no idea what's lurking out there.
Although this location is relatively safe, it is recommended that you prepare a squad and get them training at some point.
Wildlife and even your own citizens can still be dangerous at times.
This is the squad menu.
Here you can create squads, fill their positions, assign equipment and schedules, and give specific orders.
Officers may opt for physical punishment if they cannot carry out custodial sentences.
Squads
This is particularly important for schemes where the witnesses might not have the full story.
It is recommended to place a certain number of [C:6:0:0]Cages[C:7:0:0] and [C:6:0:0]Chains[C:7:0:0] and assign them to a [C:3:0:0]Dungeon[C:7:0:0] zone.
When trading you select which goods you want from the list on the left, and which goods of yours to
trade from the list on the right. Then hit [C:5:0:1]"Trade"[C:7:0:0]. The trader will accept if the deal is fair and
select [C:5:0:1]"Trade"[C:7:0:0]. Don't worry if you have no [C:5:0:0]Broker[C:7:0:0], just select [C:5:0:1]"Anyone can Trade"[C:7:0:0]. You cannot trade
until your [C:5:0:0]Broker[C:7:0:0] or another resident arrives at the depot.
When the caravan arrives at the [C:6:0:0]Trade Depot[C:7:0:0], you must click on the depot and select [C:5:0:1]"Bring Goods to Depot"[C:7:0:0].
Here you can select which goods you wish to trade. After everyone has brought their goods you can
The [C:6:0:0]Carpenter's Workshop[C:7:0:0] is the best place to make lightweight [C:6:0:1]Bins[C:7:0:0] and [C:6:0:1]Barrels[C:7:0:0], but they can also be made at
the [C:6:0:0]Stoneworker's Shop[C:7:0:0] and the [C:6:0:0]Metalsmith's Forge[C:7:0:0]. [C:6:0:1]Bags[C:7:0:0] are created at the [C:6:0:0]Clothier's Shop[C:7:0:0] or the [C:6:0:0]Leatherworks[C:7:0:0].
[C:6:0:1]Barrels[C:7:0:0], and [C:6:0:1]Bags[C:7:0:0]. [C:6:0:1]Barrels[C:7:0:0] are used to store [C:6:0:1]Food[C:7:0:0]. [C:6:0:1]Bags[C:7:0:0] are used to store [C:6:0:1]Seeds[C:7:0:0]
(and some other things like [C:6:0:1]Sand[C:7:0:0]). [C:6:0:1]Bins[C:7:0:0] hold just about everything else except [C:6:0:1]Furniture[C:7:0:0], [C:6:0:1]Wood[C:7:0:0] and [C:6:0:1]Boulders[C:7:0:0].
The system is reasonably powerful and you can eventually automate almost all of your production if you wish.
If you find that your stockpiles are filling up too fast, you can create room by building [C:6:0:1]Bins[C:7:0:0],
You can limit work orders to a number of [C:6:0:0]Workshops[C:7:0:0].
You can also create work orders at specific [C:6:0:0]Workshops[C:7:0:0] from their building sheet.
These work orders are set to complete a certain number of [C:3:0:1]Tasks[C:7:0:0] and can be given start conditions.
For instance, you can create an order to [C:3:0:1]Make Wooden Bins[C:7:0:0] if you are out of empty ones, to [C:3:0:1]Brew Drinks[C:7:0:0] if you are running low, or to [C:3:0:1]Make Five Statues[C:7:0:0] every month.
To get [C:6:0:1]Fuel[C:7:0:0] you need to make [C:6:0:1]Charcoal[C:7:0:0] with a [C:6:0:0]Wood Furnace[C:7:0:0],
found at [C:5:0:1]Workshops[C:7:0:0] -> [C:5:0:1]Furnaces[C:7:0:0] -> [C:5:0:1]Wood Furnace[C:7:0:0].
[C:6:0:1]Ore[C:7:0:0] is mined underground, below the soil layers.
If you have found magma you can build a [C:6:0:0]Magma Smelter[C:7:0:0] directly over it, otherwise you need [C:6:0:1]Fuel[C:7:0:0].
In order to make [C:6:0:1]Metal Bars[C:7:0:0] for the [C:2:0:0]Metalsmith[C:7:0:0], you must smelt [C:6:0:1]Ore[C:7:0:0].
This can done at the [C:6:0:0]Smelter[C:7:0:0] which can be found under [C:5:0:1]Workshops[C:7:0:0] -> [C:5:0:1]Furnaces[C:7:0:0] -> [C:5:0:1]Smelter[C:7:0:0].
Other nobles may appear or be assigned as
the game progresses. Use the [C:5:0:1]Nobles and administrators[C:7:0:0] menu to check their wants and needs.
The [C:3:0:0]Zone[C:7:0:0] you select must contain a [C:6:0:0]Chair[C:7:0:0], or you can paint a [C:3:0:0]Zone[C:7:0:0] and place a [C:6:0:0]Chair[C:7:0:0] later.
Remember to assign the [C:5:0:0]Administrator[C:7:0:0] to the [C:3:0:0]Office[C:7:0:0].
Some [C:5:0:0]Administrators[C:7:0:0] will require [C:3:0:0]Offices[C:7:0:0] to perform their work.
You can create these with [C:5:0:1]Zones[C:7:0:0] -> [C:5:0:1]Office[C:7:0:0].
In order for some functions to be used, like work orders or bookkeeping, [C:5:0:0]Administrators[C:7:0:0] must be assigned.
To do this select the [C:5:0:1]Nobles and administrators[C:7:0:0] menu and click the add button to assign somebody.
they can carry away the weight of the things you are selling.
Note that if you have a [C:5:0:0]Broker[C:7:0:0] the value of each good with be shown if their skill is high enough.
[C:6:0:0]Wells[C:7:0:0] require a [C:6:0:1]Bucket[C:7:0:0], [C:6:0:1]Blocks[C:7:0:0], a [C:6:0:1]Rope[C:7:0:0] or [C:6:0:1]Chain[C:7:0:0], and [C:6:0:1]Mechanisms[C:7:0:0]. They can be built over
any body of water. It is possible to find water underground, or divert it from the surface.
Non-alcoholic water is essential to a functioning fortress. The most favored place to
get it is from a [C:6:0:0]Well[C:7:0:0].
There are also predesigned traps, such as [C:6:0:0]Weapon[C:7:0:0], [C:6:0:0]Cage[C:7:0:0], and [C:6:0:0]Stone-Fall Traps[C:7:0:0].
These require a [C:6:0:1]Weapon[C:7:0:0], [C:6:0:1]Cage[C:7:0:0], or [C:6:0:1]Boulder[C:7:0:0] to function.
Then click on the [C:6:0:0]Lever[C:7:0:0] and choose to link it to a [C:6:0:0]Bridge[C:7:0:0] or [C:6:0:0]Door[C:7:0:0]. This will lock the [C:6:0:0]Door[C:7:0:0]
or raise the [C:6:0:0]Bridge[C:7:0:0], locking you inside.
Most require [C:6:0:1]Mechanisms[C:7:0:0] made at the [C:6:0:0]Mechanic's Shop[C:7:0:0], using [C:5:0:1]Workshops[C:7:0:0] -> [C:5:0:1]Mechanic[C:7:0:0].
To stop some enemies from entering your fortress use [C:5:0:1]Build[C:7:0:0] -> [C:5:0:1]Machines/fluids[C:7:0:0] -> [C:5:0:1]Lever[C:7:0:0] to build a [C:6:0:0]Lever[C:7:0:0].
The best way to avoid this fate is to build traps and
lock the ways into your fortress. The ways to build traps are as wild as your imagination.
It is a dangerous world, and if the entrances of your fortress are left open,
you can succumb to invasions.
You may switch to other forms of [C:6:0:1]Fuel[C:7:0:0] later, such as [C:6:0:1]Coal[C:7:0:0], but you will usually
need [C:6:0:1]Charcoal[C:7:0:0] from the [C:6:0:0]Wood Furnace[C:7:0:0] to start the process.
There are five types of [C:1:0:1]Locations[C:7:0:0], which we'll go over in turn.
[C:7:0:1]Taverns[C:7:0:0]
[C:3:0:0]Meeting Areas[C:7:0:0] are [C:3:0:0]Zones[C:7:0:0] where your citizens gather when not working or taking care of their needs.
[C:3:0:0]Zones[C:7:0:0] can be assigned to special [C:1:0:1]Locations[C:7:0:0]. Usually one [C:3:0:0]Meeting Area[C:7:0:0] is sufficient, but [C:1:0:1]Locations[C:7:0:0] can span several [C:3:0:0]Zones[C:7:0:0].
[C:6:0:1]Skins[C:7:0:0] can be obtained by butchering [C:2:0:0]Livestock[C:7:0:0] at the [C:6:0:0]Butcher's Shop[C:7:0:0].
[C:6:0:1]Skins[C:7:0:0] are tanned at the [C:6:0:0]Tanner's Shop[C:7:0:0], and made into [C:6:0:1]Clothing[C:7:0:0] at the [C:6:0:0]Leather Works[C:7:0:0].
weave [C:6:0:1]Cloth[C:7:0:0] at the [C:6:0:0]Loom[C:7:0:0], then make [C:6:0:1]Clothing[C:7:0:0] at the [C:6:0:0]Clothier[C:7:0:0].
Gathered [C:6:0:1]Silk[C:7:0:0] can go directly to the [C:6:0:0]Loom[C:7:0:0].
gather [C:6:0:1]Silk[C:7:0:0], or tan [C:6:0:1]Skins[C:7:0:0] for [C:6:0:1]Leather[C:7:0:0].
After harvesting plants like the [C:6:0:1]Pigtail[C:7:0:0], first process them at the [C:6:0:0]Farmer's Workshop[C:7:0:0], then
Eventually the [C:6:0:1]Clothing[C:7:0:0] that your residents start with will rot away.
While it is possible to trade for [C:6:0:1]Clothing[C:7:0:0], [C:6:0:1]Cloth[C:7:0:0], or [C:6:0:1]Leather[C:7:0:0], you can also farm [C:6:0:1]Pigtails[C:7:0:0],
You can then build [C:6:0:0]Walls[C:7:0:0] around the stairs until the leaking water is blocked off.
Repeat this pattern until you get below the aquifer.
Aquifers can block the downward progress of your fortress, but it is possible to bypass them.
One way is to simply re-designate the damp stone for mining in order to build a 3x3 room around the stairs.
that you increase the value of the temple by decorating or adding [C:6:0:0]Furniture[C:7:0:0] like [C:6:0:0]Statues[C:7:0:0].
You can also add [C:6:0:0]Chests[C:7:0:0] or [C:6:0:0]Coffers[C:7:0:0] to hold [C:6:0:1]Musical Instruments[C:7:0:0] that the faithful will use.
You can see how many worshipers of each deity live in your fortress by scrolling over their names.
In the [C:6:0:1]Temple Info Menu[C:7:0:0] you can see the value of the [C:1:0:1]Temple[C:7:0:0]. Sometimes the worshipers will demand
Upon creation of the [C:1:0:1]Location[C:7:0:0] you must choose which deity to dedicate the [C:1:0:1]Temple[C:7:0:0] to, if any.
Sometimes the adherents to a certain religion will demand that you build a [C:1:0:1]Temple[C:7:0:0] to their specific deity.
[C:7:0:1]Temples[C:7:0:0]
[C:1:0:1]Temples[C:7:0:0] are places for faithful residents to commune with their chosen deity.
From the [C:5:0:1]Tavern Info Menu[C:7:0:0] you can choose to assign [C:5:0:0]Performers[C:7:0:0] or a [C:5:0:0]Tavern Keeper[C:7:0:0] who will serve the
visitors drinks. There is also an option to allow outsiders to come to your [C:1:0:1]Tavern[C:7:0:0].
You may also leave a cleared space your tavern-goers will use as a dance floor. If you have any [C:6:0:1]Musical
Instruments[C:7:0:0] these can also be used by the [C:1:0:1]Tavern[C:7:0:0].
The inhabitants also like to drink from [C:6:0:1]Goblets[C:7:0:0], [C:6:0:1]Cups[C:7:0:0], or [C:6:0:1]Mugs[C:7:0:0]. These must be stored in [C:6:0:0]Chests[C:7:0:0] or
[C:6:0:0]Coffers[C:7:0:0] inside the [C:1:0:1]Tavern[C:7:0:0]. Optionally you can place [C:6:0:0]Tables[C:7:0:0] and [C:6:0:0]Chairs[C:7:0:0] where your residents can eat.
[C:1:0:1]Taverns[C:7:0:0] are where your residents gather to drink, socialize, tell stories, and dance.
To have a fully functioning [C:1:0:1]Tavern[C:7:0:0] you must have a [C:6:0:0]Stockpile[C:7:0:0] with [C:6:0:1]Booze[C:7:0:0] in it, preferably close by.
The [C:5:0:0]Doctor[C:7:0:0] will need a [C:6:0:0]Table[C:7:0:0] to perform surgeries. Some injuries will require
[C:6:0:0]Traction Benches[C:7:0:0] which can be built at the [C:6:0:0]Mechanic's Shop[C:7:0:0].
You will need to assign a [C:5:0:0]Doctor[C:7:0:0] to the [C:1:0:1]Hospital[C:7:0:0] from the [C:5:0:1]Hospital Info Menu[C:7:0:0].
Later you can assign [C:5:0:0]Doctors[C:7:0:0] to specific roles such as the [C:5:0:0]Diagnostician[C:7:0:0].
Chief Medical Dwarf
[C:7:0:0] from the [C:5:0:1]Nobles and administrators[C:7:0:0] menu.
Some patients will need [C:6:0:1]Crutches[C:7:0:0] after they are treated.
You will need to appoint a [C:5:0:0]
You must build [C:6:0:0]Chests[C:7:0:0] or [C:6:0:0]Coffers[C:7:0:0] inside the [C:1:0:1]Hospital[C:7:0:0] to store these items.
Some injuries require [C:6:0:1]Splints[C:7:0:0], or [C:6:0:1]Gypsum Plaster Powder[C:7:0:0] for [C:6:0:1]Orthopedic Casts[C:7:0:0]. [C:6:0:1]Soap[C:7:0:0] is necessary to prevent infection.
To fully function your [C:1:0:1]Hospital[C:7:0:0] needs to have [C:6:0:0]Beds[C:7:0:0],
[C:6:0:1]Buckets[C:7:0:0] (with a source of water), [C:6:0:1]Thread[C:7:0:0] for sutures, and [C:6:0:1]Cloth[C:7:0:0] for bandages.
Your unfortunate citizens are taken to the [C:1:0:1]Hospital[C:7:0:0] when injured. There they will rest and given water until
they are seen by a [C:5:0:0]Doctor[C:7:0:0].
You can also assign [C:5:0:0]Performers[C:7:0:0] to the [C:1:0:1]Temple[C:7:0:0] and even [C:5:0:0]Priests[C:7:0:0] once the [C:1:0:1]Temple[C:7:0:0] becomes more established.
[C:7:0:1]Hospitals[C:7:0:0]
from the [C:5:0:1]Nobles and administrators[C:7:0:0] menu.
Then from the [C:5:0:1]Squad[C:7:0:0] menu you can assign your first squad, led by the [C:5:0:0]Commander[C:7:0:0]. First you must
decorating the hall and building [C:6:0:0]Furniture[C:7:0:0] like [C:6:0:0]Statues[C:7:0:0].
Before you can create a military, you must appoint a [C:5:0:0]Militia Commander[C:7:0:0]
and see how many workers of each profession there are and whether a guild has been established.
As the guild grows in power they may demand a [C:1:0:1]Guildhall[C:7:0:0] of greater value. This can be increased by
[C:1:0:1]Guildhalls[C:7:0:0] are where the workers of specific professions gather to socialize and share their knowledge.
When deciding which guild to dedicate the [C:1:0:1]Guildhall[C:7:0:0] to, you can scroll over the names of the guilds
[C:6:0:1]Writing Material[C:7:0:0] for the [C:5:0:0]Scribes[C:7:0:0] to write on.
[C:7:0:1]Guildhalls[C:7:0:0]
In order to hold [C:6:0:1]Scrolls[C:7:0:0] and [C:6:0:1]Codices[C:7:0:0] you will need [C:6:0:0]Bookcases[C:7:0:0]. You will also need
[C:6:0:0]Tables[C:7:0:0] for your [C:5:0:0]Scribes[C:7:0:0] to work on. [C:6:0:0]Chests[C:7:0:0] or [C:6:0:0]Coffers[C:7:0:0] are needed to store the
From the [C:5:0:1]Library Info Menu[C:7:0:0] you can assign [C:5:0:0]Scholars[C:7:0:0] who discuss their interests with the inhabitants,
and [C:5:0:0]Scribes[C:7:0:0] to record them. Beware! Some knowledge is dangerous.
[C:7:0:1]Libraries[C:7:0:0]
The thirst for knowledge some residents have can be satisfied at the [C:1:0:1]Library[C:7:0:0].
You can also click on details to customize each individual soldier.
The [C:5:0:1]Schedule menu[C:7:0:0] is a powerful tool to give automatic orders to the selected squad.
The [C:5:0:1]Equipment[C:7:0:0] menu allows you to customize the uniforms of the selected squads.
You can assign new uniforms to your squads or add a new one to customize it and add it to the uniform list.
the [C:5:0:1]Burrow[C:7:0:0] menu) for your squad to defend. The [C:3:0:1]Training[C:7:0:0] order allows your soldiers to train, but you must
first assign a [C:3:0:0]Barracks[C:7:0:0] created from the [C:5:0:1]Zones[C:7:0:0] menu.
You can make a [C:3:0:1]Station[C:7:0:0] order to have your squad stand in that position. You can create a [C:3:0:1]Patrol Route[C:7:0:0]
and assign your squads to it. The [C:3:0:1]Defend Burrow[C:7:0:0] order gives you a list of [C:1:0:0]Burrows[C:7:0:0] (created by pressing
or the whole squad from the [C:5:0:1]Squad[C:7:0:0] menu.
The orders can be found at the bottom of the [C:5:0:1]Squad[C:7:0:0] menu when somebody is selected. You can make a [C:3:0:1]Kill[C:7:0:0] order and confirm it.
are the checkmark to select the squad to give orders and the [C:5:0:1]Position[C:7:0:0] button to add more soldiers to the squad.
You can give individual orders to the soldiers by selecting them with the checkmark from the [C:5:0:1]Position[C:7:0:0] menu
can select the leader from the buttons at the top of the squad screen.
The most important buttons
assign the uniform. A new uniform can be assigned later.
The squad can be customized and you
below. If there's no solid ground below the square being channeled, channeling will destroy the floor
and create a hole instead.
Once a ramp is present, you can start using the regular mining command on the higher level.
Digging a channel will mine out a floor or wall at the current level and dig out a ramp at the level
and an adjacent wall with an open floor above for the ramp to be usable.
Digging a ramp into a wall on the same level will create a connection to the higher level and remove the ceiling.
This leaves a "ceiling" above and "floor" below the empty space you have mined.
A ramp is a special square that can be traversed to the level above. There must be space above a ramp
column itself will assign the routine to the selected squad.
The regular mining command digs a tunnel into the side of a mountain or deep underground.
for each month, line up with your chosen routine, go down the column, and press edit on the
orders lining up with the month. You can also copy an order from any cell. Clicking on the
You can also give your squads a monthly schedule. The routines are aligned along the top of
the grid and the months of the year are shown down the left side. To assign different orders
Routines are individual orders given to a squad or individual members of a squad. From here you
can assign and edit the routines your soldiers will follow.
desperately needed water, fungal lumber, and other tantalizing mysteries.
To attract migrants and build a successful settlement,
In order to pursue the wealth of the earth, you must dig deeper!
Valuable gems and precious metals can be found, along with richer soil,
you want to dump using the [C:5:0:1]Dump Designation[C:7:0:0] tool.
There are many treasures and perils deep underground.
then designate [C:6:0:1]Items[C:7:0:0] for [C:3:0:1]Dumping[C:7:0:0].
This can be done either from the [C:5:0:1]Item's Info Sheet[C:7:0:0] or by dragging a rectangle over everything
If your [C:6:0:0]Refuse Stockpile[C:7:0:0] starts to fill up you can create a [C:3:0:0]Dump Zone[C:7:0:0].
Use the [C:5:0:1]Zones[C:7:0:0] menu to select [C:3:0:0]Garbage Dump[C:7:0:0] and draw a rectangle over a cliff or hole and
Some [C:6:0:1]Refuse[C:7:0:0] can be put to use, for instance [C:6:0:1]Shells[C:7:0:0] can be turned into [C:6:0:1]Crafts[C:7:0:0].
Most of it will just generate foul smelling [C:0:0:1]Miasma[C:7:0:0].
This includes everything from [C:6:0:1]Bones[C:7:0:0] and other [C:6:0:1]Remains[C:7:0:0] to worn-out [C:6:0:1]Clothing[C:7:0:0].
You can gather the [C:6:0:1]Refuse[C:7:0:0] in a [C:6:0:0]Refuse Stockpile[C:7:0:0].
To easily see which ramps go up or down, click the [C:5:0:1]Ramp Vision[C:7:0:0] button by the minimap.
As your dwarves live and work in your fortress they will generate [C:6:0:1]Refuse[C:7:0:0].
But this is only the beginning. Ultimately, your true goals are up to your imagination.
Call visitors from all over the world with the greatest tavern, library, or temple the world has ever known.
and finally become a Mountainhome by seating them on a legendary throne with seven mythical symbols of office.
You'll be an accomplished player at this point.
can attract the existing monarch of the civilization.
This is the first step to completing the game. Next, you'll need to satisfy your ruler's needs,
From there, you can build your wealth, export goods, and attract more migrants until
you become a county then a duchy. A happy fortress with many exports and massive wealth
miserable fortress.
The current and optional path to victory is to have your fortress elevated to a barony.
Monitor their thoughts to identify problems that you can solve.
Unhappy citizens can act out and cause trouble, and fewer people will risk travel to a
Alcohol, good food, and personal rooms go a long way.
Meet their needs by providing [C:3:0:0]Meeting Areas[C:7:0:0] and [C:1:0:1]Locations[C:7:0:0] for socializing, worship, and study.
you will need to keep your citizens happy.
There are many ways to maintain your citizens.
Your exploits will be recorded for Legends mode and by the master engravers in subsequent fortresses in your world.
region
Build an elaborate water-powered contraption or domesticate previously untameable wild beasts.
Settle in unliveable regions tormented by ancient evils and defend your fortress from zombies with your own army of vampires.
weeping
praying
looks terrified
looks dejected
burning
melting
making a plaintive gesture
being shot
laughing
falling
smeared out into a spiral
in a fetal position
making a submissive gesture
committing a depraved act
being tortured
screaming
cringing
torturing
prostrating itself before
being mutilated
being flayed
unnaturally contorted
engraving
cooking
contemplating
laboring
striking a triumphant pose
striking a menacing pose
withering away
suffering
looks confused
looks offended
praying to
hiding
raising
striking down
embracing
speaking with
refusing
greeting
fighting with
massacring
surrounded by
shooting
burning
admiring
devouring
committing a depraved act upon
Front Compound
Given name
Random
Name the symbol
Name the squad
Name the location
Name the image
Name your group
Name your settlement
being mutilated by
hanging from
being flayed by
impaled on
engraving
cooking
contemplating
Present Participle
Past Participle
Preterite
Present (3rd)
Present (1st)
Prefix
Adjective
Plural Noun
Singular Noun
Hyphen Compound
Second Adjective
First Adjective
Rear Compound
Existing image
Related to civilization or other group
Related to site
Related to historical figure
Leave editor and discard data
Any image data you've changed will be lost.
Keep working
Don't perform action
You won't perform your action if you leave.
Warning!
Image information
Image information for engraving
Image information for
The symbol of
Delete element
Action or relationship
Artifact
Object
Historical figure
Civ commission
Civilization symbol
Group commission
Group symbol
Allow artist to choose
Let your mind wander
Specify a new image
performance troupe
merchant company
civilization
outcast
local
nomadic
migrating
These are
This is a
Choose Y:
Choose X:
Untitled/unnamed
(0 for unnumbered plural)
Number:
thread
leather
Specify type
military organization
religion
vessel
government
Setting material
Spikes
Hanging rings
Covered
Setting type
Specify size
material
map/set too long
Music Volume:
Master Volume:
Change it to [SOUND:YES] for audio.
Check data/init/init_default.txt and prefs/init.txt for [SOUND:NO] or similar.
Audio has been manually disabled.
Range:
No fullscreen resolutions detected.
Detect
Resolution:
Fullscreen
Windowed
drops
drinks
straps
draws
to load a macro.
to save a macro to a file.
to play back a recorded macro.
to record/stop recording a macro.
Fast repeat
Delayed repeat
Don't repeat
Macros
Text entry
Fortress
General
Average Seconds Between Tracks/Interludes:
Sound Effects Volume:
Ambience Volume:
Difficulty
Keybindings
prefs/interface.txt
data/init/interface.txt
Economy:
(Custom)
Normal
Enemies:
Custom settings
Restore defaults
No macros created.
Lanczos
Nearest-neighbor
Automatic
Scaling mode
Use Classic ASCII glyphs
Graphical FPS cap (default 50)
Maximum interface percentage (not counting minimap/elevation)
Window is resizable (takes effect on restart)
Initial window height (if windowed)
Initial window width (if windowed)
Interface scaling percentage if not fitting width
Desired grid height for scaling (default = 64)
Desired grid width for scaling (default = 170)
Scale interface to fit grid height/width
Always
If points remain
Prepare carefully embark confirmation
Confirmation window for all embarks
Pause after loading
Pause after every autosave
Autosave the game after embark
Seasonal
Semiannual
Yearly
Autosave frequency
Mwheel
Mouse:
Default low traffic path cost
Default normal traffic path cost
Default high traffic path cost
Default embark height
Default embark width
Enable multithreading (experimental!)
Log world generation map rejects
Keyboard cursor enabled
Walking spreads spatter
Enable testing arena (on next title)
Enable artifact moods
Enable caveins
Enable weather
Enable temperature
In site finder
Show tunnels on world map
Show improvement quality in item names
Engravings start obscured
Total seed cap
Seed cap (per species)
Cull dead units at
Visitor cap
Baby+child cap (percentage of total)
Baby+child cap
Strict population cap (includes births)
Population cap
Storage path decrease (bin combine)
Storage path decrease (barrel combine)
Storage path decrease (bucket combine)
Storage path decrease (seed bag combine)
Storage path decrease (# of contained item cap)
Default restricted traffic path cost
Disabled
Number of key repeats before accelerating
Milliseconds for each key repeat
Key hold milliseconds before repeat
Game frames-per-second cap (default 100)
Show frames-per-second
Grazing coefficient (higher = less grass)
Nickname position (legends mode)
Replace all
Centralize
Replace first
Nickname position (fort mode)
Show all historical events in engravings etc.
Number of lower elevation layers to show
Show up/down arrows on ramps at current elevation
Show numeric liquid levels
Enemy production trigger 1
Enemy population trigger 5
Enemy population trigger 4
Enemy population trigger 3
Enemy population trigger 2
Enemy population trigger 1
Curious wilderness creatures can come to cause trouble
Werebeasts can attack
Megabeasts can attack
Civilizations can attack
Maximum embark dimension
Compressed saves (recommended!)
Milliseconds between macro instructions
Milliseconds interface shutdown after recenter
Maximum key repeat acceleration multiplier
Wilderness irritation decay (more = safer)
Wilderness irritation minimum (less = sooner)
Wilderness sensitivity (less = sooner)
Forgotten beast wealth divisor (more = safer)
Forgotten beast irritation minimum (less = sooner)
Forgotten beast sensitivity (less = sooner)
Megabeast attack period (seasons)
Enemy trade trigger 5
Enemy trade trigger 4
Enemy trade trigger 3
Enemy trade trigger 2
Enemy trade trigger 1
Enemy production trigger 5
Enemy production trigger 4
Enemy production trigger 3
Enemy production trigger 2
Economy population trigger 1
Diplomacy tree-fell count (untamed wilds)
Diplomacy tree-fell count
Cavern dweller maximum attackers
Cavern dweller scale (increase per attack)
Siege frequency (percentage, otherwise raid)
Minimum raids between sieges (per civ)
Minimum raids before first siege (per civ)
Invasion cap (monsters, attack three+)
Invasion cap (regulars, attack three+)
Invasion cap (monsters, attack two)
Invasion cap (regulars, attack two)
Invasion cap (monsters, attack one)
Invasion cap (regulars, attack one)
Vampire migrant fraction (more = safer)
Werebeast attack period (seasons)
(mods)
Land holder population trigger
Economy trade trigger 5
Economy trade trigger 4
Economy trade trigger 3
Economy trade trigger 2
Economy trade trigger 1
Economy production trigger 5
Economy production trigger 4
Economy production trigger 3
Economy production trigger 2
Economy production trigger 1
Economy population trigger 5
Economy population trigger 4
Economy population trigger 3
Economy population trigger 2
Failed to open
for writing
prefs/init.txt
Demand period (more = fewer)
Mandate period (more = fewer)
Grand guild unit count
Guild unit count
Value of grand guildhall
Value of guildhall
High priesthood unit count
Priesthood unit count
Value of temple complex
Value of temple
Land holder trade trigger
Land holder production trigger
[FULLSCREENY:
[FULLSCREENX:
[RESIZABLE:
[WINDOWEDY:
[WINDOWEDX:
NO_EXCLUSIVE
PROMPT
[WINDOWED:
[AVERAGE_TIME_BETWEEN_SONGS:
[SFX_VOLUME:
[AMBIENCE_VOLUME:
[MUSIC_VOLUME:
[MASTER_VOLUME:
[SOUND:
[USE_CLASSIC_ASCII:
[COMPRESSED_SAVES:
[RECENTER_INTERFACE_SHUTDOWN_MS:
[MACRO_MS:
[KEY_REPEAT_ACCEL_START:
[KEY_REPEAT_ACCEL_LIMIT:
[KEY_REPEAT_MS:
[KEY_HOLD_MS:
[G_FPS_CAP:
[FPS_CAP:
[MAXIMUM_INTERFACE_PERCENTAGE:
[INTERFACE_SCALING_PERCENTAGE:
[INTERFACE_SCALING_DESIRED_GRID_HEIGHT:
[INTERFACE_SCALING_DESIRED_GRID_WIDTH:
[INTERFACE_SCALING_TO_DESIRED_GRID:
[INITIAL_SAVE:
[AUTOSAVE_PAUSE:
YEARLY
SEMIANNUAL
SEASONAL
[AUTOSAVE:
prefs/d_init.txt
NEAREST
LANCZOS
[TEXTURE_PARAM:
STANDARD
SOFTWARE
[PRINT_MODE:
[LOG_MAP_REJECTS:
[KEYBOARD_CURSOR:
[WALKING_SPREADS_SPATTER_ADV:
[WALKING_SPREADS_SPATTER_DWF:
[TESTING_ARENA:
[ARTIFACTS:
[CAVEINS:
[WEATHER:
[TEMPERATURE:
FINDER
[SHOW_EMBARK_TUNNEL:
IF_POINTS_REMAIN
ALWAYS
[POST_PREPARE_EMBARK_CONFIRMATION:
[EMBARK_WARNING_ALWAYS:
[PAUSE_ON_LOAD:
[FORTRESS_SEED_CAP:
[SPECIFIC_SEED_CAP:
[CULL_DEAD_UNITS_AT:
[VISITOR_CAP:
[BABY_CHILD_CAP:
[STRICT_POPULATION_CAP:
[POPULATION_CAP:
[STORE_DIST_BIN_COMBINE:
[STORE_DIST_BARREL_COMBINE:
[STORE_DIST_BUCKET_COMBINE:
[STORE_DIST_SEED_COMBINE:
[STORE_DIST_ITEM_DECREASE:
[PATH_COST:
[EMBARK_RECTANGLE:
[MULTITHREADING:
[MAXIMUM_EMBARK_DIM:
[GRAZE_COEFFICIENT:
[NICKNAME_LEGENDS:
[NICKNAME_ADVENTURE:
REPLACE_ALL
CENTRALIZE
REPLACE_FIRST
[NICKNAME_DWARF:
[SHOW_ALL_HISTORY_IN_DWARF_MODE:
[NUMBER_OF_LOWER_ELEVATIONS_SHOWN:
[SHOW_RAMP_ARROWS:
[SHOW_FLOW_AMOUNTS:
[SHOW_IMP_QUALITY:
[ENGRAVINGS_START_OBSCURED:
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? unzip 1.01 Copyright 1998-2004 Gilles Vollant - http://www.winimage.com/zLibDll
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#+3;CScs
Fail to schedule the chore!
broken promise
This function cannot be called on a default constructed task
promise already satisfied
future already retrieved
future
no state
Histories of
Jealousy
Avarice
Gluttony
Cupidity
Enterprise
Industry
Determination
Resourcefulness
Dynamism
Mettle
Diligence
Tenacity
Exertion
Copyright (C) 2002-2023 by Tarn Adams
Sound...
Music...
Colors...
Shapes...
Material templates...
Patterns...
Plants...
Inorganics...
Items...
Tissue templates...
Body detail plans...
Buildings...
Creature variations...
Creature bodies...
Entities...
Creatures...
Installed
Mods install automatically when chosen during world creation.
Author:
Unnamed mod
Version:
Unknown author
Description:
Earliest compatible version:
Must be before
Must be after
Conflicts with
Requires
Loading object files...
Dwarf Fortress: Arena
Text...
Languages...
Preparing text objects...
Preparing material data...
Preparing arena...
Preparing graphics...
Preparing Arena...
Preparing screen...
A Bay 12 Games Production
Importing world...
Dwarf Fortress uses FMOD by Firelight Technologies
(only this inactive copy will be deleted)
Are you sure you want to delete this world?
Reclaim Fortress
Delete
Testing Arena
Adventurer
Interactions...
Reactions...
Finalizing descriptors...
Finalizing languages...
Finalizing inorganics...
Finalizing material templates...
Finalizing tissue templates...
Finalizing plants...
Finalizing buildings...
Finalizing items...
Finalizing creature variations...
Finalizing body detail plans...
Finalizing entities...
Finalizing creatures...
Finalizing interactions...
Finalizing reactions...
See the SDL folder for license information.
SDL_Image, SDL_ttf, Copyright(C)1997-2006 Sam Lantinga
Timeline:
World:
saves
Autosave
Folder:
Manual save
Active save
adventurer
Start new game in existing world
Continue active game
Object testing arena
Create new world
Unknown Type Error
Testing Arena (Adventurer)
early
spring
autumn
summer
Are you sure you want to delete this game?
winter
Are you sure you want to delete this active world?
(no other folders will be deleted)
This Version of DF uses FMOD Studio
All active/manual/autosaves there will be deleted!
This version of DF uses SDL: Simple DirectMedia Layer,
Copyright(C)1994-2023 Firelight Technologies Pty, Ltd.
The topic being taught is
The topic being discussed is
This organizational activity will branch into specific social events.
The topic being written about is
This organizational activity will branch into specific play events.
This organizational activity will branch into specific worship events.
There is no specific information for this activity.
About DF
/world.sav
data/credits.txt
data/sound/song_title.ogg
/world.dat
Loading...
data/sound/song_game.ogg
[C:7:0:0]
[C:3:0:1]
The performance is at
poetry
is an example of
The topic being considered is
The dance has reached the point where its accompaniment is at
Seed text
beast_small
beast_large
humanoid
humanoid_giant
CUSTOM_LAW_MAKER
failed_experiment_small
failed_experiment_large
ladies
lady consort
ladies consort
lord consort
lords consort
CUSTOM_OUTCAST_LT
hearthperson
hearthpeople
played for sympathy
offered a bribe
using the position
made a blackmail threat, due to embezzlement
a business rival,
a jealous grudge,
offered revenge upon
by appealing to a shared worship of
the sacrilegious
a grudge,
the persecutor
the tormentor
was too vain to accept death and agreed
was too afraid not to comply
gave in to fear of death
offered immortality
lured
, while completely misreading the situation,
met with
, where the latter
to a meeting with
pulled rank
made flattering remarks
made a threat
accepted in admiration of power
spurned the law and agreed willingly
the efforts of surrounding allies to stop the plot
lack of respect of
being willing to accept death
being unafraid
being unafraid of death
being unafraid in the moment
a lack of desire for vengeance
being unswayed by the emotional appeal
feeling no avarice
being unaffected by the comments
complied out of fear of
agreed for love of
accepted out of loyalty to
trusted
desired vengeance and willingly complied
was swayed by the emotional appeal
was overcome by greed
succumbed to vanity
was too unsettled by death to face it and agreed
was too proud to accept death and agreed
was too ambitious to accept death and agreed
was too envious of others to face death and agreed
loathing the powerful
valuing the law
, despite
could not accept the uncertainty following death and agreed
lack of fear toward
hatred of
lack of loyalty toward
distrust of
the efforts of co-conspirators to further the plot
respect of
fear of
love of
being afraid
fearing of death
loathed abuses of power and refused
valued the law and refused
being swayed by the emotional appeal
feelings of greed
feelings of vanity
an unwillingness to accept death
felt no loyalty to
distrusted
a desire for vengeance
The plan worked.
Effective pressure to comply came from co-conspirators surrounding
and agreed
respected
was willing to accept eventual death and refused
was not afraid and refused
did not fear death and refused
was unafraid in the moment
lacked a desire for vengeance and refused
was unswayed by the emotional appeal and refused
felt no avarice and refused
was unaffected by the comments and refused
loyalty toward
trust of
admiration of power
disdaining the law
master
father
mother
fellow athlete
fellow believer
ex-spouse
companion
apprentice
guildmate
fellow company member
troupemate
fellow order member
in order to have an agent in
in order to have someone to act on plots and schemes in
in order to have law enforcement look the other way in
neighbor
Allies surrounding
and refused
had no respect for
was unafraid of
attempted to corrupt
The plan failed.
raised their suspicions and the plan was foiled.
lover
spouse
corrupted
subordinated
fellow artist
fellow scholar
comrade-in-arms
childhood friend
prepare a coup
instill terror
initiate sabotage
steal treasures
plotted to frame
under the influence of
to handle the matter directly or through another party
approached by
job order violation
export prohibition violation
production order violation
building destruction
disorderly conduct
murder
a conspiracy to slow labor
toward the fulfillment of plots and schemes in
as a member of
the wilds
in order to secure embezzled funds in
Subject revealed that in
to corrupt
the failed attempt by
the corruption of
a bribery conspiracy
concocted
, and
an unknown party
in order to
plotted to infiltrate
a embezzlement conspiracy
a corruption conspiracy
plotted to steal
plotted to assassinate
plotted to abduct
began
a position
to give
promised
aided
passing a portion of corruptly-obtained funds
embezzling funds
accepting bribes in exchange for leniency
. The ritual involved
using
. The ritual took place in
in becoming a permanent part of the living world
vandalism
embezzlement
bribery
blood-drinking
treason
espionage
robbery
attempted kidnapping
kidnapping
attempted murder
attempted theft
plotted to sabotage the activities of
upon
plotted to induce a war of
by fooling
a guildhall
a grand guildhall
agreed to establish
in order to be brought to safety
the bribery conspiracy
a corrupt agreement was formed
a temple
a temple complex
the plot of
concocted by
the embezzlement conspiracy
the corruption conspiracy
to sabotage the activities of
to induce a war of
to frame
to infiltrate
to eradicate monsters
, becoming a resident of
made an agreement with
agreed to a parley with
, becoming a citizen of
to study
to work as a mercenary
to entertain the citizenry
to entertain the world
to oust
to help rescue
joined with
to find
as a guide
after being compelled to serve
to live a life of adventure
has revealed the presence of
the formation of a corrupt agreement
to establish
the agreement by
the promise by
to steal
to assassinate
to abduct
the passing of corruptly-obtained funds by
the embezzlement of
the bribery of
the agreement between
the parley between
to the living world
the permanent joining by
in bound service
the joining of
and become a citizen of
and become a resident of
Nameless
Unidentified
A plot
Sabotage
Corrupt
Provide Position
Attempted Bribery
Attempted Espionage
, agreed in
Abduct
Assassinate
the conspiracy to slow labor
the murder
the kidnapping
the theft
multiple crimes
the production order violation
the export prohibition violation
the job order violation
is in fact an assumed identity. Subject's true name is
Subject has used
as an alias
a nameless identity
the robbery
the crime
Subject revealed that
being nameless
between
Attempted Embezzlement
Infiltrate
Start War
Interrogation Report:
Subject confessed to
Misrepresented
facts surrounding case in order to elicit information.
Subject
acquiesced to the argument
Attempted to build
rapport in order to elicit information.
Attempted to misrepresent
spurning the value of honesty
spurning the value of cooperation
interrogator
value the law
was naturally inclined to speak
had a trusting nature and agreed
spurning the law
spurning the value of harmony
intimidating remarks in order to elicit information.
flattering remarks in order to elicit information.
Attempted to appeal
in the past.
Unfortunately, no new pertinent information was revealed.
Met with subject.
Attempted to make
belief in the law
belief in harmony
belief in the truth
belief in cooperation
Appealed
to shared worship of
in order to elicit information.
to subject's
being trusting by nature
and refused
Subject was cagey and refused to comply.
In retrospect, interrogator may have completely misjudged subject's character.
spurning the truth and refused to listen
spurning the value of cooperation and refused to listen
an acquiescing nature
being inclined to converse
being a natural loner
a distrustful nature
spurning the truth
Subject naively complied.
valued harmony
valued honesty
believed in the value of cooperation
being intellectually stubborn
valuing the truth
a belief in the value of cooperation
spurned the law and refused to listen
spurned harmony and refused to listen
was intellectually stubborn and refused to listen
was a natural loner and refused to listen
had a distrustful nature and refused to listen
valuing harmony
FIRED_MAT
Not found:
LEAVES
Palette not found
graphics/
HIGH_PRIEST
Route
PRIEST
priests
Ghostly
sacred
priest
high priests
exalted
high priest
Leather
Well-crafted
Finely-crafted
Crystal glass
Standard
Green glass
Clear glass
Multizone Flood Overflow
unprepared
Cannot find path
SIDEBURNS
MOUSTACHE
Corpse
Plant cloth
other large tools
sand bags
minecarts
wheelbarrows
Plant growth (?)
large pots/food storage
Your fortress of
Merchants from
will not go unanswered.
is a great treasure. We respect that this is no mere trade.
with the presentation of
Villains! The seizure of
Allow non-plant/animal
You honor
Berserk
Caged Prisoner
Undead
Opposed to life
(Caged)
(Chained)
Missing
Wild Animal
Potash
Rotten raw hide
Masterwork
Fresh raw hide
Superior quality
Exceptional
Allow plant/animal
Crystal Glass
Plant Cloth
Green Glass
Clear Glass
Pearlash
Domesticated
Semi-Wild
Exceptionally trained
Masterfully trained
Skillfully trained
Expertly trained
Trained
Well-trained
Furniture/siege ammo
Animals
Wild Animal (Small)
All tasks
Tame (Small)
Friendly
Underworld
Guest /
Visitor
Diplomat /
Merchant
Chained Prisoner
Invader
Current Resident
Hostile
Chained Guest
Uninvited Guest
Agitated Wilderness Creature
Caged Guest
Agitated Caged Creature
Agitated Chained Creature
Plants
Drink (plant)
Unprepared fish
Usable armor
Unusable armor
Usable weapons
Unusable weapons
Bone meal
Fruit/leaves
Milled plant
Cheese (animal)
Drink (animal)
Cheese (plant)
Finished goods
Bars/blocks
Corpses
Refuse
Empty animal traps
Prepared meals
Additional options
Empty cages
Weapons/trap comps
Metal ores
Economic
Blocks: metal
Blocks: stone/clay
Bars: metal
Blocks: other materials
Bars: other materials
Cut stone
Rough gem
Cut gem
Rough glass
Cut glass
Other stone
Body parts
Skulls
Misc. liquid
Item types
Extract (plant)
Extract (animal)
Pressed material
Other materials
Stone/clay
Hair/wool
Horns/hooves
Shells
Dist:
Select materials for the
Amount needed:
Core quality
Total quality
Shield
Your efforts are legend there. Let us trade!
Greetings. We are enchanted by
Greetings from the outer lands.
Greetings from the Mountainhomes.
We'll be ready soon!
There are no merchants present with which to trade.
Select a merchant group to trade with:
My apologies, but we're still unloading.
Cloth (yarn)
Cloth (metal)
Cloth (silk)
Cloth (plant)
Thread (yarn)
Thread (metal)
Thread (silk)
Thread (plant)
Weapons
Trap components
Parchment
I will see that our leader gets this offering.
Take what you wish. I can't stop you.
Ah, wonderful. Thank you for your business.
You are too kind.
Even with your combined trade goods, such as they are, I can't
fathom you ending up with the items you desire.
You'll need more goods to make this arrangement.
All I see here is not enough.
I am a merchant, yes. You see, I wish to trade. Which of my goods do you desire?
Yes, and trade we will! Simply tell me
[Laughs uproariously] You had me
going there. Obviously, your copious wit is matched only by your industry!
This would please us greatly. What do you offer?
[Chuckles] How droll.
You wish to make an offering? We love gifts.
You wish to make an offering to our leader?
What do you want?
These goods are too heavy and cheap for me to consider.
is unparalleled. Let's make a deal!
A hairy drunkard has come hither to once more disrespect the sanctity of life, I see.
craftsman
ship of the
your more ethical works. We've come to trade.
Greetings. The
Leave it to the besotted dullard to miss the finer points of discourse. I'm leaving. Do reflect.
Your childish games have made me tired. Perhaps next time I visit you'll take this seriously.
I won't trade at a loss.
Please understand the journey must be profitable. Perhaps you'd consider tossing in a little extra?
I wish I could take so much, but my animals...
I must make a profit. There is simply not enough value here.
I cannot take so much -- and at such cost!
Do not tempt me! My beasts of burden cannot possibly haul such a load.
The following fortress goods
were added for the counteroffer:
not going to take much more of this
unwilling to trade
willing to trade
to be rapidly losing patience
very happy about the trading
pleased with the trading
Unmark all
Excess Weight:
Mark all
Trader Loss:
Allowed Weight:
Contains
Trader Profit:
wish to trade or to make an offering to our leader?
Are these gifts? Do you wish to trade?
For me? At no price? I can accept your offer, or perhaps you wish to trade.
My stones, are you giving me those? Do you
These _are_ fine items, aren't they? Now,
what do offer for them?
what interests you and what you're prepared to offer in exchange.
Ah, but my goods are not free! What do you offer in trade?
seems
ecstatic with the trading
I see your low race still revels in death.
That poor, gentle creature...
Once a beautiful tree, and now?
It is a rude bauble, fit only for your kind.
You truly despise life, don't you?
I am beside myself with grief. Perhaps we will show you how they suffered.
No material
Satisfied for next check
Restarts if completed, checked seasonally
Restarts if completed, checked yearly
Restarts if completed, checked daily
Restarts if completed, checked monthly
Restarts if completed, conditions checked yearly
One-time order
0 = Can use any shop
shop(s)
must first be completed
Suggested conditions
Not satisfied for next check
must first be activated
at least
at most
Amount of
available is
Inaccessible
Distance:
Accept Counteroffer
Offer as gift
Restarts if completed, conditions checked monthly
Restarts if completed, conditions checked seasonally
One-time order, conditions checked daily
Restarts if completed, conditions checked daily
exactly
greater than
less than
Any unassigned trainer
Select a trainer for
Any trainer
Expert
Select a work partner for
General familiarity
Knowledgeable
Ready for slaughter
Available as pet
Being traded
Trainer: Any unassigned
Adopted somebody
Trainer:
Trainer: Any
active.
Creatures
All work orders must be validated
by the manager before they become
A manager is required to coordinate
work orders.
Can use any shop
There are no active work orders.
Others
A few facts
Citizens
Pets/Livestock
Dead/Missing
Places
Objects
Meeting area
Animal training
Pit/pond
Garbage dump
Pen/pasture
Fishing
Gather fruit
Dungeon
Barracks
Dormitory
Office
Archery range
Bedroom
Dining hall
You do not have any zones.
Zones can be added using the zone menu at the bottom of the screen.
Overall Training
Farm plots
Tame at the vermin catcher's shop
Train (to make a pet) or slaughter
Unavailable as pet
Uninterested in an owner
You do not have any farm plots.
Water source
You do not have any workshops.
Workshops are placed using the building menu at the bottom of the screen.
You do not have any stockpiles
Stockpiles can be placed using the stockpile menu at the bottom of the screen.
You do not have any locations.
Locations can be created from zones.
Your workers will rarely make them on their own.
You may also send a squad to obtain one.
Written content
There aren't any crafted artifacts here.
Symbols
Named objects
planted
to harvest
Writing materials include paper and parchment sheets.
Use these to make scrolls and quires.
There is no written content here.
Prepare writing material and assign scholars to a library.
There are no named objects here.
Citizens, especially soldiers, will rarely name items.
You haven't named any position symbols yet.
You can do this from the Nobles and Administrators menu.
Tavern
Library
imprisoned
available
assigned
present
Unnamed location
squads assigned
Unknown location
% occupied
Hospital
patient
Temple
guildhall
Remove assignment
Deceased:
Civilians:
Soldiers:
Click somebody to assign them to position
Possible targets in this area:
Click a creature to assign it.
Click somebody to assign them.
Targeted by
squad
Archer
skilled
No relevant skills
Fighter
, commander
family treasure
Click the map to add points.
Sacred to
family heirloom
Heirloom of
Treasure of
Libraries are a location that can be created at a zone.
Symbol of
Select how squads will use this space.
Select the squads to train here.
Select which burrows to defend.
Burrow
Select or create a route.
Create new route
Point
Confirm
Only members can visit (if guild established)
Only members can visit
You need to assign a
to utilize a hospital.
, no workers
You need a
No established guild
worker
Dance floor in common area:
Rented rooms (Total):
Goblets (Desired):
Stored Instruments (Desired):
Citizens only
Chests in common area:
All visitors welcome
Citizens and long-term residents only
workshop to
take from
Max wheelbarrows
Select a stockpile or
Max barrels
burrow assignments
Storage and tools
member
, no members
Dedicated to
Guildhall
exchange with
No particular deity
give to
Select a stockpile to
Only organized religions can have recognized priesthoods.
Meeting place,
Agreed to build temple
Agreed to build temple complex
You can recognize a priesthood once this is a temple.
You can recognize a high priest when this is a temple complex.
Recognize priesthood
Recognize high priest
Traction benches in common area:
Thread (Desired):
Beds in common area:
Tables in common area:
Agreed to build guildhall
Agreed to build grand guildhall
Guildhall,
Grand Guildhall,
Shrine,
(next at
Total number of each to scribe:
Writing Material (Desired):
Chairs:
Written objects (incl. copies):
Bookcases:
Tables:
worshipper
needed
Priest:
High priest:
worshippers
worshipper
Temple,
Temple Complex,
Remove current location assignment
New inn/tavern
outside the fortress.
Add or choose a location.
bedrooms. These larger associations
of rooms can attract visitors from
and libraries can be created from
meeting area zones, dining rooms and
Constructions
Machines/fluids
Furniture
Doors/hatches
New guildhall
New hospital
New temple
New library
Tavern Keeper
Monster Slayer
Buckets (Desired):
Soap (Desired):
Crutches (Desired):
Powder for casts (Desired):
Cloth (Desired):
Splints (Desired):
No worshippers
Locations such as taverns, temples
No members
(No Specific Deity)
No workers
Guild:
Bone Doctor
Wood furnace
Magma smelter
Smelter
Magma glass furnace
Magma kiln
Glass furnace
Fishery
Kitchen
Butcher
Tanner
Farm plot
Clothes
Ashery
Bowyer
Farming
Furnaces
Trade depot
Clothing and leather
Cages/restraints
Stoneworker
Mechanic
Metalsmith
Jeweler
Magma forge
Carpenter
Crafts
Stairs
Offering place
Instrument
Vertical bars
Floor bars
Wall grate
Floor grate
Dirt road
Fortification
Bridge
Paved road
Vermin Catcher's Shop
Nest box
Farmer
Bookcase
Display
Statue
Traction bench
Burial
Cabinet
Upright weapon/spike
Archery target
Stone-fall
Weapon
Animal trap
Pressure plate
Rope/chain
Needs walkable perimeter
Hidden, cannot build at this location
Disconnected
Need trigger type
Ballista
Catapult
Weapon rack
Armor stand
Floodgate
Track stop
Support
Glass window
Gem window
Millstone
Rollers
Horizontal axle
Vertical axle
Windmill
Gear assembly
Screw pump
Water wheel
Mud is left by water
Disconnected Build Overflow
Needs ground or near machine
No mud/soil for farm
Water at this location
Lava/Magma at this location
Needs open space
Off map
Surrounded by empty space
Needs adjacent wall
Needs to be anchored on edge
Blocked at this location
Need soil or mud at location
Need soil at location
Must be outside
Cannot build at highest level
Must be inside
Too close to edge
Building present
Must remove construction
Adding water
Adding magma
Right click when done
Placing trees
Placing creatures
Regular mining blueprint
Automated vein and gem mining
Vein and gem mining blueprint
Gem mining blueprint
Removing fluids and spatter
Automated vein and gem mining blueprint
Adding snow
Adding mud
DIPLOMACY
PETITIONS
Smoothing rough floors and walls
Engraving blueprint
Converting to gathering blueprint
Smoothing blueprint
Gathering fruit and leaves
Converting gathering blueprint to regular
Converting to chopping blueprint
Gathering fruit and leaves blueprint
Converting to smoothing blueprint
Claiming forbidden items and buildings
Carving fortifications through walls
Converting smoothing blueprint to regular
Carving tracks in floor
Fortification carving blueprint
Engraving smoothed floors and walls
Track carving blueprint
Ramp mining blueprint
Ramp mining
Stair mining blueprint
Stair mining
Regular mining
Removing stairs/ramp/constructions
Vein and gem mining
Gem mining
Chopping trees
Converting chopping blueprint to regular
Must span multiple elevations
Chopping trees blueprint
Converting mining blueprint to regular
Converting mining to blueprint
Channel mining blueprint
Channel mining
Resets
One use only
Minecart rollers can vary in length.
Set the orientation and speed below.
Water flows from the adjacent input tile
and from the tile below the input tile.
with the water's flow.
Set the liquid flow direction below.
Weight
Water does not trigger
Magma does not trigger
Revealing hidden items
Designating high traffic area
Removing dumping designations
Hiding items from view
Removing melting designations
Designating items for dumping
Forbidding items and buildings
Designating items for melting
Water wheels are 1x3 or 3x1.
The long side should align
Horizontal axles can vary in length.
Set the orientation below.
Designating restricted traffic area
Removing mining/chopping/gathering/smoothing orders
Designating low traffic area
Removing traffic designations
Sheets
Custom
Finished
Bars and
Blocks
Use closest material
Keep building after placement
Overlapping
Water Source
to paint the stockpile.
Accept
Click an existing stockpile to select it.
Click in the play area
Click an icon to set stockpile type.
Warning: stockpile has no type.
Set the friction and auto-dump direction.
Auto-dumping is not required.
Creatures do not trigger
Citizens trigger
Citizens do not trigger
Minecarts do not trigger
Creature trigger settings
levels)
Select material after placement
Click a tile to be a corner of the
(spans
Click a tile to place the
Click a tile to be one end of the
Set the draw direction below.
Then select the corners of the bridge.
Rooms with multiple beds
will be made into
throne rooms/studies.
tombs.
bedrooms.
dining halls.
coffins
in order to form
bedroom
dining hall
Select another rectangle
to continue.
dormitories.
Dining Hall
Archery Range
Meeting Area
Animal Training
Pen/Pasture
Pit/Pond
Gather Fruit
Garbage Dump
tables
chairs
which contains
Click an icon to add a new zone.
Select a rectangle
Click an existing zone to select it.
Select a type below to add a zone.
Create a creature to begin.
Building track stops is recommended!
Add new route
to paint the burrow.
Click a tile to position the stop.
Elevation
Early
created.
dormitor
office
Add new burrow
Nobody assigned
to paint the zone.
rejected (already in use.)
rejected (not enclosed.)
coffin
the appraisal skill.
A bookkeeper helps
Held/Worn:
You need a broker with
Architecture:
Displayed:
Furniture:
Other Objects:
Set digging orders.
Finish setting dig orders.
Left click for recenter and expand options. Right click to dismiss.
Following
Exported Wealth:
Trade Information:
with accuracy.
Imported Wealth:
Lethal
No Quarter
Non-lethal
Horseplay
Training
Conflict Level
Encounter
Weapons:
Armor and Garb:
sparring.
Created Wealth:
fighting!
hunting.
Morale/Fear
Show advanced options.
Hide advanced options.
Change blueprints to standard selections.
Change standard selections to blueprints.
Change to standard dig mode.
Change to blueprint-only mode.
Selected tiles are low priority.
Selected tiles are very low priority.
Finish setting plant gathering orders.
Change to standard gather mode.
Set plant gathering orders.
Set plant gathering orders. Some plants require fruit or other growths to be present.
Finish setting tree chopping orders.
Change to standard chop mode.
Set tree chopping orders.
Set tree chopping orders. Select the base of the tree so that the woodcutter can reach it. Assign a woodcutter to the work detail if necessary. The woodcutter requires an axe.
Left click to choose corners of a rectangle.
Dig every tile selected.
Dig a channel, making a ramp on the level below.
Hold left button to draw.
Dig a stairwell on this level, going up or down. Your selection must span multiple elevations. Click on a tile, change elevations, and click again.
Dig a ramp on this level, going up.
Dig a regular hallway or room. Assign a miner to the work detail if necessary. The miner requires a pick.
Designate constructed walls, floors, and other constructed tiles to be removed by miners. This also designates all stairwells and ramps.
Selected tiles are medium priority. [DEFAULT]
Selected tiles are medium-low priority.
Selected tiles are high priority.
Selected tiles are high-medium priority.
Dig only gems selected.
Selected tiles are very high priority.
Dig only ore and gems selected, and automine any ore and gems of the same type which are uncovered.
Dig only ore and gems selected.
Set a restricted traffic area. Citizens will look hard for better routes. They will still use the area if other routes do not exist or are too long.
Set the exact weight in steps of a traffic type.
Set a normal traffic area, the default state.
Set a low traffic area. Citizens will look for better routes.
Finish setting traffic areas.
Set a high traffic area. Use this in wide central passages.
Hide an item or building from your view. Citizens will still use it.
Set high and low traffic areas.
Start painting a new stockpile. Once the tiles are chosen, you'll be able to set the details.
Remove the stockpile being painted permanently. Also removes existing zones!
Place stockpiles for item storage.
Finish placing stockpiles.
Place structures and work areas that require construction materials.
Finish placing structures.
Remove mining, woodcutting, plant gathering, and smoothing orders.
Finish removing mining etc. orders.
Change to standard orders mode.
Designate items for dumping and melting, claim forbidden items and buildings, and set item visibility.
Carve a gap in a smooth wall to allow your archers to fire upon invaders.
Finish setting wall orders.
Engrave artwork into a smooth wall.
Carve a track in a stone floor. Tracks are used by minecarts with routes set in the hauling menu.
Set wall smoothing, engraving, track carving, and fortification orders.
Smooth a rough wall to make it more pleasing to your citizens. This also prepares the wall for engraving or fortification.
Remove melting designations.
Remove hidden designations.
Remove dumping designations.
Designate an item for melting at any smelter.
Forbid your citizens from using an item or building.
Designate an item for dumping in a dumping zone.
Finish setting item/building designations.
Claim a forbidden item or building so it will be used by your citizens.
Assign a new or existing location to this zone. Locations are groups of zones and rooms with a larger purpose, like a tavern, a temple, a library, or a craft guildhall.
Set details for the assigned location.
Designate this zone as the top of a pond. Citizens will bring buckets of water if the pond below isn't filled.
Select animals to be dropped into the pit or pond below this zone. Animals will not feel obligated to stay if they can find a way out.
Select animals to be placed in this pasture zone. They will stay after being led here.
Designate this zone as the top of a pit. Citizens will not fill the pit below with water.
Gather fruit and vegetables from shrubs in this zone.
Gather fallen fruit in this zone.
Plant gathering zones are used in locations where plants will be gathered frequently. Use the gather designation otherwise.
Items designated for dumping will be tossed into open air spaces included in this zone. If no open air tiles are included, they will dump the items on the floor.
Your citizens will drink at a water source zone or gather water using buckets for various tasks. This is useful if you don't have a functioning well and you want to control exactly where the tasks take place.
Citizens assigned to the fishing work detail will fish in this zone if it exists. Otherwise, they will fish everywhere.
Choose which squads will use this barracks.
Remove the zone being painted permanently. Also removes existing zones!
Select this option and any unassigned deceased citizens will be buried here automatically.
Select this option and any unassigned deceased pets will be buried here automatically.
Place zones to establish meeting areas, pastures, and more.
Finish placing zones.
Set from which workshops and stockpiles this stockpile gives and takes items.
Set how many barrerls, bins, and wheelbarrows this stockpile can use.
Remove this stockpile permanently.
Toggle whether the stockpile can take items from anywhere or only from specific workshops and stockpiles.
Repaint this stockpile.
Erase a portion of this stockpile.
Remove this zone permanently.
Gather fruit in trees in and just above this zone. Requires a stepladder.
Erase a portion of this zone.
Suspend activities in this zone. Does not remove the zone.
Go to the next zone overlapping the tile you clicked.
Repaint this zone.
Start painting a new zone. Once the tiles are chosen, you'll be able to set the details.
Go to the previous zone overlapping the tile you clicked.
Suspend this burrow. Assigned citizens will not respect burrow restrictions while a burrow is suspended, but all tasks within the burrow will still function.
Set hauling routes for minecarts.
Recenter on this burrow.
Toggle whether workshops can source materials from outside the burrow.
Erase a portion of this burrow.
Remove this burrow permanently.
Remove the burrow being painted permanently. Also removes existing burrows!
Repaint this burrow.
Link a stockpile to this stop. Citizens will haul items to and from the minecart as you specify. Items for the minecart must be specified using the desired items button to the left.
Set conditions for the minecart to move on to the next stop.
Remove this route.
Set the items desired by the minecart at this stop. Items must be in a linked stockpile.
Assign a minecart to this route. Only one vehicle can operate on each route.
Name this route.
Finish setting hauling routes.
Add a stop to this route. Minecarts will move between stops when conditions are satisfied.
Your citizens will sleep in bedrooms. It should include a bed! Try to enclose it with walls and/or doors. Do not overlap with other rooms.
Your citizens will eat at this zone. When not assigned to a particular citizen, citizens without their own dining hall will eat here. Tables and adjacent chairs should be included.
This important zone is where your citizens will gather to socialize. Crucially, the meeting area is where locations such as taverns, temples, hospitals, and the like are established.
Animals that are capable of being trained receive their training at this zone once they have been assigned a trainer from the Pets/Livestock menu. Generally, a piece of meat is required.
Your citizens will fill sand bags at this zone if a sandy floor or sandy wall is included. This task is initiated manually at the glass furnace.
Your citizens will collect clay at this zone if a clay floor or clay wall is included. This task is initiated manually at the kiln.
Certain livestock need to graze on grass. Assign these animals to a pasture zone. No fencing is needed.
Animals assigned to pit/pond zones are dumped in the pit, but will leave the zone afterward if possible. If the pit is designated as a pond, your citizens will attempt to fill it with water using buckets.
Establish burrows to organize work and living spaces in larger fortresses.
Finish establishing burrows.
Prisoners convicted in the Justice menu can be incarcerated at a chain or metal cage in the dungeon zone.
Deceased citizens and pets can be laid to rest in a tomb. It should include a coffin, casket, or sarcophagus.
Squads should be assigned to a barracks. The squad can be set to train, sleep, and store equipment there.
Dormitories should include multiple beds and will not belong to a particular citizen.
An office or study is required for certain official tasks, such as approving work orders and bookkeeping. A chair or throne is required for these functions.
Your archers can train in this zone if there is an archery target included.
Toggle the forbidden status of the item. Citizens will not use forbidden items or buildings.
Toggle the dump status of the item. Items are dumped in dumping zones.
Leave menu and recenter the view on the time.
Leave menu and open the item's sheet.
Sort by distance from the depot.
Sort by value.
Toggle whether the stockpile allows non-plant-and-animal-based objects, regardless of other settings.
Toggle whether goods banned by export mandates are listed.
This work order is ready to activate.
Set the maximum number of workshops that can be used by the work order.
This work order is waiting for its next scheduled check.
This work order is checking its conditions for activation.
Create a new work order. Work orders are like workshop jobs but they are assigned to shops automatically and can be activated with various conditions.
This work order is active.
Toggle the melt status of the item. Items are melted at any smelter.
Toggle the visibility of the item. Hidden items cannot be seen but citizens will still use them.
Open the task information menu.
Open the place information menu.
The assigned vehicle wants to be at this stop but is not currently there. A worker may be bringing it, or it may be stranded.
Open the citizen information menu.
The assigned vehicle is at this stop.
The assigned vehicle is moving toward this stop.
Name this stop.
Remove this stop.
Open the justice menu.
Toggle whether the stockpile allows plant and animal-based objects, regardless of other settings.
Open the squad sidebar.
Open the world screen.
Open the nobles and administrators menu.
Open the objects menu.
Open the labor menu.
Open the work orders menu.
Leave this menu and view this place's sheet or menu.
Leave this menu and recenter on the task's building.
Leave this menu and view this object's sheet.
Leave this menu and recenter on this place.
Leave this menu and view this creature's sheet.
Leave this menu and recenter on this object.
Remove this condition.
Leave this menu and recenter on this creature.
Assign a trainer to this creature.
Assign this creature as a work animal for a specific citizen or resident.
Suspend this task. This removes the worker. The task can be unsuspended.
Cancel this task.
Toggle whether the task will be repeated indefinitely.
Remove the current worker from the task.
Set the details of this task, such as the material used.
View a detailed description of this activity.
Remove this work order.
Change the frequency that the conditions are checked.
Set the conditions for work order activation. This can involve needed materials, the current stock of products, or the completion of other work orders.
Set the material used or other details of the task.
Change the number of times the task will be performed.
Change the work order priority. Work orders at the top of the list will use workshops first.
This work order has been validated by the manager.
This work order has not been validated by the manager. A manager can be employed in the nobles and administrators menu, and they must have an assigned office where they will work to validate orders.
Change the properties of the item being checked. Many of these are obscure and rely on specific tasks, but certain properties like 'empty' can be used in many conditions.
Change whether the work order must be activated or completed to satisfy this condition.
Change the type of the item being checked.
Change the material of the item being checked.
Change the amount of the item being checked.
Change the inequality of the condition.
Add a condition to the work order that checks the amount of some item.
Make the activation of the work order depend on the status of another work order.
Toggle whether this creature will be gelded at a farmer's workshop when the opportunity arises.
This type is not relevant to brewing.
This creature is assigned to a work detail.
Toggle whether this creature will be slaughtered at a butcher's shop when the opportunity arises.
This creature is a doctor.
This creature is assigned to a specific workshop.
This creature is a mercenary.
This creature is a monster slayer.
This option allows visitors from outside the fortress to enter this location.
This option allows long-term residents of the fortress to enter this location.
This type is allowed to be cooked.
Rename this location.
This type is not relevant to cooking.
This type is restricted from cooking.
This type is restricted from brewing.
This type is allowed to be brewed.
This creature is content right now.
This creature is displeased right now.
This creature is happy right now.
This creature is pleased right now.
Toggle whether this creature is available as a pet for any interested citizen or resident.
This creature is ecstatic right now.
Toggle whether this creature will receive war training. War animals have more lethal attacks.
Toggle whether this creature will receive hunting training. Hunting animals can move stealthfully during hunts.
This creature is a scholar.
This creature is a scribe.
This creature is a tavern keeper.
This creature is a performer.
This worker is specialized and will only do tasks that match their workshop assignments, work details, and occupations. Click to toggle.
This worker is not specialized and will do any free tasks that become available. Click to toggle.
This creature is unhappy right now.
This creature is miserable right now.
Click to set this task to repeat indefinitely.
This task is highest priority among all tasks everywhere.
This task came from a work order.
This task is set to repeat indefinitely.
Remove this building.
This task has been assigned and is active.
Recenter on this item.
Name this building.
Recenter on the linked building.
Add stockpile links for this workshop.
Click to suspend the task. Assigned workers are removed from suspended tasks.
Create a new work order for this workshop. Work orders are tasks that can repeat specified numbers of times and which can be given start conditions. This is useful for automation.
Set details for this task, such as the material to be used.
This task has been suspended.
Click to set this task as highest priority among all tasks everywhere.
Increase the priority of the task in this workshop.
Set the camera to follow this creature.
Send this creature to a linked site, or expel this creature entirely.
This item is tagged by a task and will not be used by other tasks.
Customize this creature's nickname and profession nickname.
Remove this worker from this occupation.
Set the camera to follow this item.
This option indicates that the location is only open to fortress citizens.
This option indicates that the location is only open to members.
View details about this knowledge.
Recenter on this creature.
View this item's sheet.
View this creature's sheet.
This item is a symbol of a noble or administrator.
This item is part of the creature's regular clothing.
This item is part of the assigned squad equipment.
This item is a tool assigned by a work detail.
Assign a training order. The squad must be assigned to a barracks zone with the training option set.
Cancel an order. Does not affect scheduled orders.
Assign a patrol order. The soldiers will walk a specified route repeatedly.
Assign a burrow defense order. The soldiers will patrol the burrow and attack any hostile creatures.
Assign a station order. The soldiers will stand near the point selected and engage any hostile creatures that come near.
Assign a kill order. The soldiers will attempt to kill a targeted creature.
View the positions in this squad.
Customize the squad's name.
Toggle whether the squad will train here.
Toggle whether the soldiers will store their individually assigned weapons and armor here.
Recenter on the item (at the time of the announcement.)
Toggle whether the squad will sleep here.
Recenter on the announcement's location.
Recenter on the creature (at the time of the announcement.)
Disband the squad.
Inspect the route.
This item is a semi-permanent part of the building, like an item on display.
Toggle the forbidden status of the item. Citizens will not use forbidden items or buildings. If a permanent building item is forbidden, citizens will not perform tasks there!
This item has been loaded.
This item is resting within the building.
This is a small creature within the trap.
This item is bait.
This item is a permanent part of the building. Forbid and visibility tags set here affect the whole building.
This item is being traded.
View the leader's sheet.
The squad leader is traveling or otherwise occupied off-site.
Cancel this position's scheduled orders.
Change the squad's symbol.
The soldiers can be allowed to sleep in their rooms whenever they way, or in the barracks either when they want or only when they must.
Cancel this scheduled order.
Toggle the visibility of the item. Hidden items cannot be seen but citizens will still use them. If a permanent building item is invisible, the building will be too!
The soldiers can either keep their equipment on at all times, or only when an order is active.
Edit the recenter hotkey locations.
Recenter on the surface at this location.
The creature is assigned to a pond.
The creature is assigned to a pit.
The creature is set to be caged.
The creature is assigned to a pasture.
The creature is caged.
The creature is set to be chained.
Show up and down arrows over ramps at the current elevation.
Zoom in on the play area.
Delete this recenter location.
Display water and magma depth numerically (1 to 7.)
Set this entry to recenter on the current view.
Clear this recenter hotkey location.
Recenter on the deepest discovered area at this location.
Recenter on this location.
Choose a stockpile to which the selected stockpile will give items.
Choose a stockpile from which the selected stockpile will take items.
Choose a stockpile to which the workshop will give items.
Choose a stockpile from which the workshop will take items.
Choose a stockpile from which the track stop's vehicle will take items.
Choose a stockpile with which the track stop's vehicle will exchange items. The vehicle will take desired items and offload any others.
Toggle whether the squad will store squad-level equipment here, such as ammunition.
Choose a stockpile to which the track stop's vehicle will give items.
The selected stockpile will give items to here.
The creature is chained.
The selected workshop will give items to here.
The selected stockpile will take items from here.
The track stop's vehicle will give items to this stockpile.
The selected workshop will take items from here.
The track stop's vehicle will exchange items with this stockpile. The vehicle will take desired items and offload any others.
The track stop's vehicle will take items from this stockpile.
Here you can make parts for ballistae and catapults. This workshop is also the place where ballista ammo is assembled.
Make stone furniture here, as well as blocks which are used in constructions.
Make mechanisms here which are used to make levers, pressure plates, and gears. You can also use mechanisms to link levers and pressure plates to other machinery.
Forge weapons and armor here, as well as most other metal objects from furniture to trap components. These tasks require fuel.
Cut rough gems here to increase their value, and improve the value of other objects by encrusting them with cut gems.
Forge weapons and armor here, as well as most other metal objects from furniture to trap components. Magma below the forge will power tasks. You are responsible for placing the forge above the magma, but no other fuel is required.
Make beds and various furniture here, as well as bins, barrels, and more.
Make crafts for trade and your own citizens here, as well as a variety of tools, armor, and bolts.
Make leather from animal hides here. You can also make parchment using milk of lime and a hide.
Process raw fish into edible food here. Raw fish will not be eaten.
Brew alcohol from plants, fruit, or honey.
Slaughter livestock here in order to obtain meat, hides, bones, and other animal products.
Make cloth into clothing and tools here, such as bags and ropes.
Use dyes here to color thread and cloth. Requires a barrel and bucket for construction.
Use leather tanned at the tanner's shop here to make clothing and tools, such as bags and waterskins.
Here you can turn thread into cloth, whether it is thread from the farmer's workshop or spider silk gathered underground.
Use options in this category to place furniture that has already been constructed in a workshop.
Place doors and hatches here after you have constructed them in an appropriate workshop.
These workshops are used in the clothesmaking process, whether dyeing and weaving or using tanned hides.
A wide variety of food-and-drink-related workshops can be found in this category.
Most tasks in the fortress are started and completed at workshops. Tasks generally require raw materials and most workshops are constructed from boulders, blocks, or wood.
Furnaces are used for smelting, glassmaking, pottery, ashmaking, or to make fuel from wood or raw coal. Furnaces require fuel to function, or they can be set above magma.
Zoom out from the play area.
Open the stocks window, where you can see all of your fortress's items.
Used to make lye, potash, and milk of lime. Construction requires blocks, barrel, and a bucket.
Make crossbows here from wood or bone. The metalsmith's forge can be used for metal crossbows and metal bolts, and the crafts workshop is used to make other bolts.
Archery targets, siege weapons, and some ornamental display items can be found in this category.
This crucial building is where all trading will be done. Pack animals from distant civilizations will need to access this building from the edge of the map. Later, wagons will need a clear 3-wide path to the depot.
Cages, ropes, and animal traps are found here. Cages can be used in cage traps or to transport large animals. Metal cages and chains are also used by the justice system.
Various mechanical traps can be found here. The pressure plate is also found here, which has applications beyond traps.
Most terrain-altering constructions can be found here, from walls and floors to bridges, ramps, stairs, and more.
More complicated buildings from wells to powered machine components to levers and floodgates are found here.
Statues can be used to decorate your fortress and add value to your rooms. A statue object must be made at an appropriate workshop first.
Certain injuries such as overlapping fractures require advanced medical contraptions like the traction bench for treatment. A traction bench object must be made before it can be placed.
The dead are buried in coffins. Coffins must be placed in their own tomb zone in order to work. A coffin object must be made before it can be placed.
Citizens that cannot be buried properly can still be memorialized on slabs. Slabs are created and engraved at the stoneworker's shop.
Chests and coffers are used in personal bedrooms for storing non-clothing objects. They are also used in some zone-based locations like taverns, hospitals, and libraries for storing useful materials. A box object must be made before it can be placed.
Cabinets are used in personal bedrooms for storing clothing objects. A cabinet object must be made before it can be placed.
Chairs are required for offices to function, and a chair next to a table is the preferred dining arrangement. A chair/throne object must be made before it can be placed.
Tables are required for dining. A chair should be placed adjacent to the table. A table object must be made before it can be placed.
Bridges can be used to span open spaces or placed above water or magma. Bridges can be connected to levers and raised to block access.
Paved roads use less materials than constructed floors and can be used to stop plants from growing over wagon trails.
Doors can be used along with walls to enclose rooms, which is especially important when placing multiple zones at once. Doors can also be forbidden or attached to levers to control movement in the fort.
Hatches can be placed at the tops of stairwells or above ramps to control movement in the fort when they are forbidden or attached to levers.
These ornamental objects increase the value of rooms in which they are placed. An offering place object must be made before it can be placed.
Large instruments must be placed in taverns or temples before they will be used. These instruments must be assembled at a workshop first.
Codices and scrolls in your library can be stored in bookcases. A bookcase object must be made before it can be placed.
Your most valuable objects can be placed for display in rooms to increase their value and to entertain passing citizens. A pedestal or display case must be made before it can be placed.
Bake clay objects here, as well as a few other useful materials. Clay can also be collected here if you have a clay collection zone. All tasks require fuel aside from clay collection.
You can make a variety of objects using three different types of glass. You can also collect sand in bags from a task originating here, if you have a sand collection zone. Magma below the furnace will power tasks. You are responsible for placing the furnace above the magma, but no other fuel is required.
Make sugar, flour, and various useful slurries here. Powered version of the quern. Must be hooked to a windmill or water wheel to function.
You can make a variety of objects using three different types of glass. You can also collect sand in bags from a task originating here, if you have a sand collection zone. Glassmaking requires fuel.
Make sugar, flour, and various useful slurries here. Tasks are completed very slowly compared to the powered millstone.
Capture and train small animals here. Requires animal traps.
Cook meals here. You can also render fat into tallow.
Process plants and work with livestock here. Milk and shear animals, make cheese, and spin thread.
Keep a colony of insects at your hives. A wild colony must be collected after the hive is placed, or a colony can be split from an existing hive colony.
Your citizens need a comfortable place to sleep. A bed object must be made at the carpenter's shop before it can be placed.
Plant crops at the farmplot. You will need seeds or spawn and must select crops by season. Crops can be fertilized with potash. Soil is richer deeper underground.
When placed, a female bird will claim the box and start laying eggs, if one is available.
Make metal bars from ore here. Can also refine coal into usable fuel or make alloys. All tasks require fuel.
Make charcoal and ash from wood here. Does not require fuel.
Bake clay objects here, as well as a few other useful materials. Clay can also be collected here if you have a clay collection zone. Magma below the kiln will power tasks. You are responsible for placing the kiln above the magma, but no other fuel is required.
Make metal bars from ore here. Can also refine coal into usable fuel or make alloys. Magma below the smelter will power tasks. You are responsible for placing the smelter above the magma, but no other fuel is required.
Rollers move minecarts on tracks without the need for a citizen to push or guide the minecart.
A chain can be placed for use in the justice system or for the restraint of an animal.
Horizontal axles transfer power on the same elevation. Horizontal axles can be east-west or north-south.
Vertical axles transfer power between two adjacent elevations.
Place the windmill aboveground to generate power for machines, such as the millstone or screw pump. Not all areas have strong winds.
Use the gear assembly to connect axles and machinery together. Gear assemblies can be disengaged temporarily by linking them to levers.
Use a screw pump to move liquids upward from the elevation below the pump to the same elevation as the pump.
Place the water wheel above flowing water to generate power for machines, such as the millstone or screw pump.
Weapon traps use a weapon or trap component to strike intruders. Can be used with ranged weapons and loaded with ammo. Can use multiple weapons at once.
Cage traps capture intruders in cages. Must be loaded with a cage.
Pressure plates, like levers, are used with machines, doors, floodgates, bridges, cages, and other structures to change their state. The trigger for pressure plates can be set by creature weight, fluid, or minecart passage.
Stone-fall traps drop a stone on intruders. Must be loaded with boulders.
Track stops are used in conjunction with the hauling menu. They can also be used to add friction to minecart tracks.
Levers are used with machines, doors, floodgates, bridges, cages, and other structures to change their state.
Cages can be used to contain an animal, and metal cages can be used by the justice system. Glass cages can be filled with water and used as aquariums.
Animal traps can be placed in the wild and baited with meat, plants, or gems, in order to catch small creatures.
This ornamental construction can enhance the value of rooms. Three cut gem objects must be made at a jeweler's shop before it can be placed.
Supports will stop cave-ins in the rare event you completely detach a piece of your fortress. Otherwise, they are ornamental.
Blocks creatures but allows the passage of fluids and items. Can be built over empty spaces, stairs, ramps, or above liquids. Bars unlike grates do not have a quality and so do not enhance the value of rooms significantly. Bars can be connected to levers.
This ornamental construction can enhance the value of rooms. A window object must be made at a glass furnace before it can be placed.
Blocks creatures but allows the passage of fluids and items. Can be built over empty spaces, stairs, ramps, or above liquids. Grates unlike bars have a quality and enhance the value of rooms. Grates can be connected to levers.
Blocks creatures but allows the passage of fluids and items. Can be built on any floor. Bars unlike grates do not have a quality and so do not enhance the value of rooms significantly. Bars can be connected to levers.
Dirt roads do not require materials, but the dirt road may quickly be overgrown by plants.
Blocks creatures but allows the passage of fluids and items. Can be built on any floor. Grates unlike bars have a quality and enhance the value of rooms. Grates can be connected to levers.
Place the well in an open space above water to provide a relatively safe area for your citizens to draw water. Requires mechanisms, blocks, a chain or rope, and a bucket.
Use floodgates to control the flow of fluids between spaces in your fortress. Must be attached to a lever or pressure plate to function. Requires a floodgate object to be built before it can be placed.
Fortifications block creature movement but allow projectiles through. Soldiers near fortifications are reasonably safe from incoming projectiles. Requires boulder, block, or wood.
Use minecart tracks in conjunction with the hauling menu.
You can build a ramp next to a wall to provide access to the floor above. The space above the ramp must also be empty. Requires boulder, block, or wood.
You can build staircases to connect different elevations. Staircases must span at least two elevations. Requires boulder, block, or wood.
You can build walls aboveground, in caverns, or in spaces you have mined out in order to block the passage of creatures, objects, and fluids. Requires boulder, block, or wood.
You can place floors for functional reasons or to enhance the appearance of the fortress. Requires boulder, block, or wood.
a swarm of
Miasma
a colony of
- mine rock underground
- mine rock or chop trees
Lava Mist
vapor
Sea Foam
Magma Mist
Item Cloud
An Ocean Wave
Add or remove fluids.
Add water to the arena.
A catapult fires a boulder in one of the four cardinal directions. The operator can adjust the aim slightly.
Create a creature to place in the arena.
Ornamental. Demanded by some nobles.
A ballista fires a ballista arrow in one of the four cardinal directions. The operator can adjust the aim slightly.
Upright weapons are a nasty place for intruders to fall upon. Can also be linked to levers or pressure plates to raise them into intruders.
Archery targets are used in archery range zones for training archers.
- make at a workshop first
- chop down trees
Create a tree to place in the arena.
Change the weather, temperature, and time.
Add mud to the arena.
Remove fluids and spatter from the arena.
Add magma to the arena.
Add snow to the arena.
unintelligible
right
print
imprint
Track/Spoor:
broken vegetation
/yours or companion's
A pile of
A Fire
A dusting of
A small pile of
A smear of
A pool of
A Campfire
A spattering of
Lava [
Track/Spoor
Magma [
Salt water [
Water [
Stagnant salt water [
Stagnant water [
Status of
Citizenship of
There are no petitions that need your attention.
Parley with
We cannot stop production just because of your quaint sensibilities.
You do not have an official capable of handling these matters.
Our needs exceed your allowances. Relax. They're only trees.
We can grant this request. Let's discuss the specifics, though...
in order to avert
loss of life.
Some corrupt data
wishes to parley
A High Priest for
A Grand Guildhall for
A Priest for
A Guildhall for
Make requests for next year's caravan. They'll charge more for these items.
We will gladly do as you ask and strengthen our bonds of friendship.
No positions available
Elevate whom?
No recommendations available
You can recenter on certain announcements. Right click to close.
Select a report to view the full text. Right click to close.
Flattering, but we'd rather maintain our distance from the homeland.
We can abide by this. Let us work toward mutual co-existence.
We will drown out the call with the screams of your dying. Begone.
I can scarcely believe this good news! I have some recommendations.
Your claim is worthless here. Trade your lives if you must.
I hear the call. Let us stop this war.
Sadly, we do not possess this object. Best of luck in your search.
Give up this childish errand. We do not part with our treasures lightly.
has many members here
with the hall designated for a
with the new position appointed by you.
has many members in
a temple and priest
The location must be built and furnished,
and now requires
a temple complex and high priest
I've boldly searched
I've already searched in
My epic journey began
I've searched nearly the whole world over.
is sought by
, and I aim to return it home.
guild.
meets with
eradicating monsters.
entertaining citizens and visitors.
wishes to reside here
for the purpose of
wishes to reside in
Do you approve this request?
Approve
has many worshippers in
has many worshippers here
desires citizenship.
as a citizen of
sanctuary.
wishes to join
soldiering.
study.
[C:VAR:MEETING:ACTOR][VAR:NATIVENAME:MEETING:ACTOR]: Well then, we have finalized the import agreement. Feel free to go over the documents.[B]
requested, priced at
%. [C:4:0:1]This export agreement only applies to trades next year, not with any merchants currently present.
[C:VAR:MEETING:ACTOR][VAR:NATIVENAME:MEETING:ACTOR]: The Mountainhomes have some need of the same goods you have requested, sadly, so there is no export agreement to be had. We will still try to fill your needs as best we can.
% and
% respectively. [C:4:0:1]This export agreement only applies to trades next year, not with any merchants currently present.
A need for [C:6:0:1]
[C:VAR:MEETING:ACTOR]is expected, and if you are able to provide some, the caravan will offer
[C:VAR:MEETING:ACTOR][VAR:NATIVENAME:MEETING:ACTOR]: You continue to impress! I have come empowered to elevate this land in the eyes of our realm.
[C:VAR:MEETING:ACTOR][VAR:NATIVENAME:MEETING:ACTOR]: We can part with at most
Can you imagine the trade wagons? Of course, there are responsibilities, and the nobility must live well.[B]
Do you have anyone suitable to recommend for elevation?
[C:VAR:MEETING:ACTOR][VAR:NATIVENAME:MEETING:ACTOR]:
Merit deserves a reward, and I come empowered to establish this colony as an official land of our realm.[B]
[C:VAR:MEETING:ACTOR][VAR:NATIVENAME:MEETING:ACTOR]: Remember, trade agreements strengthen bonds. Please consider an import agreement next year.
is a sacred relic of our people.
[B]Pass this treasure into our possession, and we shall depart in peace.
is an heirloom of our people.
is the property of our people.
is the symbol of
our people
I can only rest when I've brought the prize safely to
[B]Play your role in this noble quest and become legendary!
[C:VAR:MEETING:ACTOR][VAR:NATIVENAME:MEETING:ACTOR]: Let's discuss what we are willing to offer for your
[C:VAR:MEETING:ACTOR][VAR:NATIVENAME:MEETING:ACTOR]: It's such a pleasant place you've carved out for yourselves...
[C:VAR:MEETING:ACTOR][VAR:NATIVENAME:MEETING:ACTOR]: Let's discuss the state of our current agreements...
[C:VAR:MEETING:ACTOR][VAR:NATIVENAME:MEETING:ACTOR]: The world is the same as ever.
[C:VAR:MEETING:ACTOR][VAR:NATIVENAME:MEETING:ACTOR]: Peace is calling out to us. How do you respond?
[C:VAR:MEETING:ACTOR][VAR:NATIVENAME:MEETING:ACTOR]: I don't know very much about the outside world. I wish I had more to tell you.
[C:VAR:MEETING:ACTOR][VAR:NATIVENAME:MEETING:ACTOR]: There is much to share... (Information added to Civilizations/World Info)
always (at least 0%)
when empty
immediately
in 1 day
You have no vehicles.
desired items
any items
when full
always (at most 100%)
I will try to return next year as I am able.
And beware.
we are willing to ask that you cap your tree-fells at
until we next meet.
We elves are partial in particular to the trees in the forests surrounding your lands.
Although we are loath to spare a single branch to your senseless slaughter,
trees, butcher.
Whatever possessed you to brave these wilds, where our animal friends are even larger than your kind than usual, we do not know. But know that this land is sacred to us, these trees more than any others.
Set conditions for
(Vehicle moved to next stop if any condition triggered.)
Choose a vehicle for
Inaccessible from first stop
Prohibited
Export of
Dining Room
Throne Room/Office
armor stand
weapon rack
cabinet
77 -> 77 777 -> 780 7777 -> 7800 77777 -> 78000
77 -> 80 777 -> 800 7777 -> 8000 77777 -> 80000
Stocks amount display:
Highest Precision
High Precision
Medium Precision
Low Precision
Lowest Precision
Needs:
VACANT
(traveling)
Leave Vacant
Choose symbols for the position holder to carry or wear.
Hauling
Automated workshops
Nobody can be assigned.
Nobody does this
Only selected do this
Everybody does this
You have no work details.
Add new work detail
Automatically collect webs
Use any cloth
Use only dyed cloth
No automatic weaving
Automatically weave dyed thread
Automatically weave all thread
Chores
Sieges and forbidding
highest precision
high precision
medium precision
low precision
Your bookkeeper has done enough work to attain
All counts accurate
77 -> 77 777 -> 777 7777 -> 7777 77777 -> 77780
77 -> 77 777 -> 777 7777 -> 7780 77777 -> 77800
Custom Detail
Custom Detail
DRINK_MAT
Administrators handle various aspects of your fortress and can be reassigned. Many administrators also require rooms.
Members of the nobility have required rooms and can make demands. They cannot be reassigned.
% updated toward the next precision level.
The stockpile records are
Your bookkeeper needs to work in an office to improve precision
Workers ignore furniture
Workers gather furniture
Workers ignore food
Workers gather food
Workers ignore animals
Workers gather animals
Do not automate other shops
Automate other shops
Workers ignore refuse
Workers gather refuse
Workers ignore wood
Workers gather wood
Workers ignore minerals
Workers gather minerals
Workers ignore bodies
Workers gather bodies
Automate kitchen
No automatic fish cleaning
Automatically clean fish
No automatic butchery
Automatically butcher carcasses
No automatic slaughter
Slaughter any marked animal
No automatic web collection
Do not automate smelter
Automate smelter
Do not automate kiln
Automate kiln
Do not automate tannery
Automate tannery
Do not automate kitchen
Claim your dead
Forbid your dead during sieges
Forbid your dead
Claim used ammunition
Forbid used ammunition during sieges
Forbid used ammunition
Workers save other objects
Workers dump other objects
Forbid other death items during sieges
Forbid other death items
Claim other dead
Forbid other non-hunted dead during sieges
Forbid other non-hunted dead
Claim your death items
Forbid your death items during sieges
Forbid your death items
Workers save skulls
Workers dump skulls
Workers save corpses
Workers dump corpses
Workers ignore outdoor vermin remains
Workers gather outdoor vermin remains
Workers ignore outdoor refuse
Workers gather outdoor refuse
Workers save hair and wool
Workers dump hair and wool
Workers save skins
Workers dump skins
Workers save shells
Workers dump shells
Workers save bones
Workers dump bones
Announce some job cancellations
Announce most job cancellations
Announce all job cancellations
to do your chores.
There are no children
Children don't do chores
Children do chores
Forbidding of death objects occurs at time of death.
Fish only in designated zones
Prefer zones for water drinking
Drink water only from designed zones
Do not mix similar food in barrels
Mix similar foods in barrels
Only farmers harvest
Everybody harvests
Announce no job cancellations
Forbid trap rearming
Allow trap cleaning
Forbid trap cleaning during sieges
Forbid trap cleaning
Allow floor/wall cleaning
Forbid floor/wall cleaning during sieges
Forbid floor/wall cleaning
Claim other death items
Claim toppled building items
Forbid toppled building items during sieges
Forbid toppled building items
Claim cages from sprung traps
Forbid cages from sprung traps during sieges
Forbid cages from sprung traps
Allow trap rearming
Forbid trap rearming during sieges
(unnamed orders)
Done editing
Foreground
Background
Symbol
Choose a symbol for the squad.
Choose a symbol for the detail.
Choose a symbol for the burrow.
soldiers to follow
Minimum number of
Sleep/barracks at need
Sleep/barracks at will
Sleep/room at will
Equip/orders only
Equip/always
Editing routine
Vegetables, fruit, and leaves
You know of no appropriate stones.
Select to use in non-economic jobs.
Economic uses
Magma-safe
Stone type
Economic stone
Prefer zones for fishing
Stone use
Standing orders
You have no appropriate ingredients.
Permissions
Number
Ingredient type
Meat, fish, and others
Drinks
member to give orders,
Select a squad or squad
Schedule
Move: click on the map.
No target
target
Routine:
No uniform
seleced squads.
seleced positions.
squad.
Choose a uniform for the
assign schedules.
change equipment, and
until commander
Cannot appoint
Assign position
Assign leader
Back to squads
Vacant position
At least
new order
No special orders
Multiple orders
Create new squad
to create a squad.
You must appoint a
somebody first
You must appoint
is selected
specific weapon
specific shield
specific shoes
specific gloves
specific pants
specific helm
specific armor
Monthly orders
BROKEN
plant fiber
(foreign)
indiv choice, ranged
indiv choice, melee
, weapon
individual choice
appointed by
's squad
Create which squad?
Constant training
Staggered training
Off duty
View monthly schedule
Add/edit routines (columns)
Current month
Really delete this routine?
Add new routine
Routine #
Military routines
Not yet assigned
assigned items
indiv choice, ranged
indiv choice, melee
individual choice
Partial matches okay
Exact matches only
Uniform worn over clothing
Details
Custom uniform
Update equipment
Add uniform
Assign uniform
No assigned items
Confirm and save uniform
(enter name here)
Adding uniform
Position
missing item
(Dye)
any color
any material
Uniform replaces clothing
New weapon
New shield
New footwear
New handwear
New legwear
New headwear
New bodywear
against
Treason
Blood-drinking
Attempted theft
Attempted murder
Kidnapping
Attempted kidnapping
1 witness
Disorderly conduct
Building destruction
Bribery
Embezzlement
Vandalism
Robbery
Espionage
There are no closed cases.
There are no cold cases.
Open cases become cold after one year.
Violation of production order
Violation of export prohibition
Violation of job order
Conspiracy to alow labor
Murder
Open cases
Closed cases
Cold cases
Fortress guard
Convicts
Intelligence
There are no open cases.
You have not yet appointed any guards.
assigned.
No cases assigned.
Unavailable.
Missing.
Deceased.
Caged.
Found the body.
Saw that the object was missing.
Saw that the object was disturbed.
admire the object.
Date:
Reported:
Desired metal cages and chains in dungeons:
Unsolved.
Interrogate
Witness:
unknown
Confessed.
Implicates:
Accuses:
somebody
witnesses
No witnesses
Interview scheduled
Already interviewed
Convict
Injured party:
Convicted:
Unknown convict.
Robbery.
Espionage.
Treason.
Blood-drinking.
Attempted theft.
Attempted murder.
Kidnapping.
Attempted kidnapping.
Conspiracy to slow labor.
Murder.
Disorderly conduct.
Building destruction.
Bribery.
Embezzlement.
Vandalism.
Theft.
Beating.
in prison.
Officer:
none assigned
Violation of production order.
Violation of export prohibition.
Violation of job order.
Chained.
No working grasps.
In combat.
Exhausted.
Injured.
Nobody has been convicted so far.
No sentence pending.
hammerstrike
[C:3:0:1]Slightly numb
[C:4:0:1]Serious fever
[C:4:0:1]Moderate fever
[C:4:0:1]Slight fever
[C:6:0:1]Extreme pain
[C:6:0:1]Moderate pain
[C:6:0:1]Slight pain
[C:6:0:1]Exhausted
[C:5:0:1]Severe blood loss
[C:5:0:1]Faint
[C:5:0:1]Moderate blood loss
[C:3:0:1]Paralyzed
[C:3:0:1]Partially paralyzed
[C:3:0:1]Sluggish
[C:3:0:1]Completely numb
[C:3:0:1]Partially numb
Selected actor:
One member
members
[C:6:0:0]In traction
[C:4:0:1]Heavy bleeding
[C:4:0:1]Bleeding
[C:5:0:1]Pale
There is no intelligence information yet.
If a crime involves a conspiracy, an interrogation may reveal the plot.
Interrogations
Actors
Organizations
Prepared by
No interrogation reports.
[C:4:0:1]Vision lost
[C:6:0:1]Vision impaired
[C:7:0:0]Vision somewhat impaired
[C:6:0:1]Ability to stand lost
[C:6:0:1]Ability to stand somewhat impaired
[C:6:0:1]Ability to grasp lost
[C:6:0:1]Ability to grasp somewhat impaired
[C:6:0:1]Ability to fly lost
[C:4:0:1]Thirsty!
[C:4:0:0]Thirsty
[C:5:0:1]Thirsty
[C:6:0:1]Thirsty
[C:4:0:1]Very hungry
[C:6:0:1]Hungry
[C:4:0:1]Cannot breathe
[C:7:0:0]Trouble breathing
[C:1:0:1]Drowsy
[C:5:0:1]Dehydrated
[C:1:0:1]Thirsty
[C:4:0:1]Starving
[C:6:0:0]Hungry
[C:4:0:1]Slumberous
[C:6:0:1]Drowsy
[C:1:0:0]Drowsy
[C:6:0:1]Over-exerted
[C:6:0:1]Tired
[C:3:0:1]Stunned
[C:3:0:1]Dizzy
[C:1:0:1]Drowning
[C:7:0:0]Winded
[C:2:0:1]Nauseous
[C:4:0:1]Very drowsy
[C:4:0:1].Cut apart
[C:4:0:1].Smashed apart
[C:4:0:1].Broken apart
[C:4:0:1].Torn apart
[C:4:0:1].Cut open
[C:4:0:1].Smashed open
[C:4:0:1].Broken open
[C:4:0:1].Torn open
[C:6:0:1].Bruised tendon
[C:6:0:1].Torn ligament
[C:6:0:1].Sprained ligament
[C:6:0:1].Bruised ligament
[C:4:0:1].Compound fracture
[C:6:0:0].Overlapping fracture (in traction)
[C:4:0:1].Overlapping fracture
[C:6:0:1].Needs setting
[C:4:0:1].Major artery torn
[C:4:0:1].Artery torn
[C:4:0:1].Heavy bleeding
[C:4:0:1].Bleeding
[C:7:0:1].Motor nerve severed
[C:7:0:1].Sensory nerve severed
[C:6:0:1].Torn tendon
[C:6:0:1].Strained tendon
[C:6:0:1]Ability to fly somewhat impaired
[C:7:0:1]Motor nerve damage
[C:7:0:1]Sensory nerve damage
[C:7:0:0]No health problems
[C:7:0:0]---
[C:5:0:1].Gelded
[C:2:0:1].Spilled
[C:5:0:1].Butchered
[C:5:0:1].Minor rot
[C:6:0:0].Serious blistering
[C:6:0:0].Moderate blistering
[C:6:0:0].Minor blistering
[C:7:0:1].Extreme pain
[C:7:0:1].Moderate pain
[C:7:0:1].Minor pain
[C:2:0:1].Nausea
[C:6:0:0].Serious freezing
[C:6:0:0].Moderate freezing
[C:6:0:0].Minor freezing
[C:6:0:0].Serious condensation
[C:6:0:0].Moderate condensation
[C:6:0:0].Minor condensation
[C:5:0:1].Advanced rot
[C:5:0:1].Moderate rot
[C:6:0:0].Moderate frost-bite
[C:6:0:0].Minor frost-bite
[C:6:0:0].Serious melting
[C:6:0:0].Moderate melting
[C:6:0:0].Minor melting
[C:6:0:0].Serious boiling
[C:6:0:0].Moderate boiling
[C:6:0:0].Minor boiling
[C:6:0:0].Dented
[C:6:0:0].Heavy bruising
[C:6:0:0].Moderate bruising
[C:6:0:0].Light bruising
[C:6:0:0].Serious burn
[C:6:0:0].Moderate burn
[C:6:0:0].Minor burn
[C:6:0:0].Serious frost-bite
.[C:6:0:1]Needs traction
.[C:6:0:1]Needs immobilization
[C:7:0:0]No treatment scheduled
[C:7:0:0:]Diagnosed with
[C:7:0:1]Received
[C:7:0:1:]Received
[C:7:0:1]Diagnosis required
[C:7:0:1]Crutch required
.[C:5:0:1]Rotten -- inoperable
.[C:3:0:1]Needs cleaning
.[C:4:0:1]Needs surgery
.[C:2:0:1]Needs sutures
.[C:6:0:1]Needs setting
.[C:7:0:0]Needs dressing
[C:6:0:1].Moderate swelling
[C:6:0:1].Minor swelling
[C:7:0:1].Function totally impaired
[C:7:0:1].Partially impaired function
[C:7:0:1].Slightly impaired function
[C:7:0:1]Has been sutured
[C:5:0:1]Infection
[C:7:0:0]No evaluated wounds
[C:3:0:1].Dizziness
[C:3:0:1].Paralysis
[C:3:0:1].Partial paralysis
[C:3:0:1].Some sluggishness
[C:3:0:1].Complete numbness
[C:3:0:1].Partial numbness
[C:3:0:1].Slight numbness
[C:6:0:1].Extreme swelling
does not mind being outdoors, at least for a time.
likes working outdoors and grumbles only mildly at inclement weather.
doesn't really care about anything anymore.
is a hardened individual.
is getting used to tragedy.
likes
fabric
[C:0:0:1]-
[C:7:0:0]No medical history
needs alcohol to get through the working day
and can't even remember the last time
had some
and has gone without a drink for far, far too long
and really wants a drink
and is starting to work slowly due to its scarcity
amputated
Rotten tissue excised from
[C:6:0:1]Had
[C:6:0:1]Placed in traction
[C:7:0:1]Evaluated
[C:7:0:1]Brought to rest
[C:3:0:1]Cleaned
[C:6:0:1]Received
splint on
dressing on
[C:4:0:1]Received
sutures on
[C:4:0:1]Bleeding stopped
[C:4:0:1]Compound fracture of
repaired
distracted by unmet needs
unfocused by unmet needs
untroubled by unmet needs
unfettered
level-headed
untroubled
not distracted
unfocused
unknown item
absolutely detests
[C:2:0:0]
Overall,
very focused with satisfied needs
quite focused with satisfied needs
somewhat focused with satisfied needs
badly distracted by unmet needs
unknown fish
unknown plants
unknown drink
unknown liquid
unknown seeds
unknown leaves
unknown powder
unknown cheese
for their
the color
the words of
the sound of
the sight of
When possible,
prefers to consume
unknown meat
after being unable to hear eloquent speech
after upholding tradition
after being away from traditions
after self-examination
after a lack of introspection
after making merry
after being unable to make merry
after practicing a craft
after leading an unexciting life
after learning something
after not learning anything
after being with family
after being away from family
after being with friends
after being away from friends
after hearing eloquent speech
after being unable to pray
after staying occupied
after being unoccupied
after admiring art
after being unable to admire art
after doing something creative
after doing nothing creative
after doing something exciting
distracted
badly distracted
after spending time with people
after being away from people
after drinking
after being kept from alcohol
after communing with
after meditation
after being unable to be extravagant
after wandering
after being unable to wander
after helping somebody
after being unable to help anybody
after thinking abstractly
after a lack of abstract thinking
[C:7:0:1]Time before time
after a lack of decent meals
after fighting
after being unable to fight
after causing trouble
after a lack of trouble-making
after arguing
after being unable to argue
after being extravagant
after being unable to make romance
after seeing animals
after being away from animals
after seeing a great beast
after being away from great beasts
after acquiring something
after being unable to acquire something
after eating a good meal
after being unable to practice a craft
after practicing a martial art
after being unable to practice a martial art
after practicing a skill
after being unable to practice a skill
after taking it easy
after being unable to take it easy
after making romance
greedier
less greedy
less temperate
more temperate
more likely to brawl
less likely to fight
more stubborn
less stubborn
more angry
less angry
more anxious
less anxious
more lustful
less lustful
more prone to stress
more resilient
more hateful
slower to hate
more envious
less envious
more cheerful
less cheerful
more depressed
less depressed
[C:2:0:1]Spring
[C:6:0:1]Summer
[C:4:0:1]Autumn
[C:3:0:1]Winter
[C:5:0:1]
Became
quicker to love
slower to love
more vengeful
less vengeful
more proud
less proud
more cruel
more merciful
more single-minded
more scatterbrained
more ambitious
less ambitious
more gracious
less gracious
more extravagant
more austere
more zany
more humorless
less reliant on advice
less disdainful of advice
more fearless
more fearful
more confident
less confident
more vain
less vain
more industrious
less wasteful
more prone to discord
less prone to discord
less quarrelsome
more quarrelsome
more polite
more rude
more orderly
less orderly
more trusting
less trusting
more gregarious
more of a loner
more overbearing
less assertive
more swayed by others' emotions
less swayed by others' emotions
more altruistic
less altruistic
more dutiful
less dutiful
less cautious
more cautious
more of a perfectionist
less attentive to details
more obstinate
more acquiescing
more tolerant
less tolerant
more emotionally obsessive
more emotionally distant
more hopeful
less hopeful
more curious
less curious
more bashful
more shameless
more private
less private
tradition
artwork
cooperation
independence
stoicism
introspection
self-control
tranquility
family
friendship
cunning
eloquence
fairness
decorum
more artistically inclined
less artistically inclined
and learned to
value
disdain
Learned to
loyalty
more frenetic
more leisurely
more of a thrill-seeker
inclined to avoid excitement
more prone to flights of fancy
more fact-oriented
more inclined to the abstract
less inclined to the abstract
perseverance
leisure time
commerce
romance
nature
knowledge
harmony
merriment
craftsmanship
martial prowess
hard work
sacrifice
competition
scholar
performer
diagnostician
doctor
bone doctor
surgeon
monster slayer
mercenary
I am sort of confused.
I am a little confused.
I am very confused.
I am confused.
. What do you command?
Commendable! Your loyalty and bravery cannot be denied.
tavern keeper
I wish to become a
The task is accomplished.
I am your loyal
will be slain.
is dead!
The need for my task seems to have passed.
have been driven from
There will be no rest for the enemy.
The enemy will be driven off.
What happened?
I don't remember clearly.
I would be honored if you would become a
You can no longer be a
I would be honored to serve as a
. Will you have me as
Please help me!
Come with me and I'll bring you to safety.
Intruder!
I hate you.
I'm leaving
I'm kicking you out of
Gladly. I will be your
I cannot accept this honor. I am sorry.
You are not worthy of such an honor yet. I am sorry.
I am sorry. I do not think there is room for me.
I am sorry. There is no room for you here.
Gladly. You are now one of my
. Can I perform with you?
I would love to join
You just aren't good enough yet, but you should keep performing.
Welcome to
? The troupe could use your talent.
Would you like to join
I'm sorry, but I can't join the troupe.
Yes! It'll be great to perform with you.
. Will you have me?
scribe
be made
I ask that
Yes, you'd make a fantastic
. Will you have us?
I'll need to see something impressive before I consider it.
here. Make us proud!
the beast
beasts
bandits
criminals
bone-chilling horror
skulking vermin
open war
ruffians
the fighting
law-breaking
the army on the march
armies on the march
the abduction
abductions
the occupation
occupations
Behold, mortal. I am
Don't talk to me.
. I know why you have come.
a divine being
we've got
Well, let's see...
the death
deaths
The enemy!
Vile creature!
I must obey the master!
Murderer!
Ahhh...
Gwargh!
Get away from me!
The dead!
They must be stopped by any means at our disposal.
Now we will live under
It was inevitable.
It's not my problem.
I don't know anything else about them.
This is the life for me.
It's for the best.
We are in the right in all matters.
Please guide me to myself.
Please guide me to
We can no longer travel together.
Please guide me to you.
We were going to entertain the world! It's a shame, but I'll have to make my own way now.
I'm giving up on this hopeless venture.
I hope you find what you are seeking here.
I'm returning on my own.
I give to you this fine beast,
I deign to favor you with my little pretty,
What can you tell me about yourself?
What do you think of me?
Can you tell me where I can find myself?
What can you tell me about
Can you tell me where I can find
Can you tell me where I can find you?
the missing treasure
brewing trouble with our neighbors
Wait here until I return.
I've forgotten what trouble it was...
Can you tell me the way to
Let's continue onward together.
Thank you. I will take excellent care of this majestic creature.
What have you done? This is horrifying!
the open war
the ruffians
How have things been?
the brewing trouble
It has been the same as ever.
How's life here?
This
You must kill
the law-breaking
the deaths
the beasts
the abductions
the bandits
the criminals
the bone-chilling horror
the skulking vermin
Where should I take you?
How are you enjoying the adventure?
We shall bring
Soon the world will be set right.
Are you looking forward to the performance?
home safely.
Tell me about
I've forgotten what I was going to say...
I hate them.
I don't care one way or another.
They are terrific.
I am afraid of them.
Now we will have to build our own future.
They are outlaws.
You are bound to obey me.
Are we close?
came try to boss us around, but you'll teach that coward a lesson.
to try to boss us around, but you'll show them the true nature of power.
out of
You must drive the skulking vermin
. Their aggressive order must not be allowed to flourish.
You must drive
. These criminals have been allowed to thrive for too long.
. These outlaws must be punished.
Seek your foe in the
threatens our people with its very presence.
Enjoy the hunt!
Our hopes travel with you.
You must drive the ruffians of
sent
. They have been harassing the people for too long.
beast from underground
vile monster from the bowels of the earth
terrifying wilderness monster
creeping thing
ferocious wild animal
savage beast
beast from the wilds
ferocious unnatural beast
ancient force of nature
great beast
fearsome beast
cursed demon
night creature
horrible beast
terror from the evil depths
evil being
torture
the treatment of plants
truthfulness
a formalized agreement
the display of war and hunting trophies
the devouring of the bodies of sapient beings
a desire to kill the living and any others in opposition
the adversary's inability to communicate and form treaties
is unknown us.
is skirmishing with us.
and there is no hard feeling between our peoples.
and there is friendship between our peoples.
The trouble started because of
but there is ill-will between our peoples.
the treatment of animals
a dispute over
I tire of this pointless skirmishing.
We can no longer pay them homage.
is our ally
I wish I could tell you where to begin your search. Until then, you are free to do as you please.
is at war with us.
is not at war with us
accepts our tribute
is paying us tribute
The group
from their home at
could afford to learn a lesson or two, though open conflict would be unwise.
must be driven off or subjugated.
In any case, peace is no longer an option.
The alliance has outlived its usefulness.
Their tribute is not enough.
This war must end with our victory.
a special occasion
a previous insurrection
a competition
a performance
a ceremony
a procession
a raid
a purge
a previous battle
a previous war
a previous conquest
a previous duel
an act of theft
an abduction
a journey
an attack by a beast
territory
an incident involving a trade caravan
grazing rights
water rights
rights-of-way
fishing rights
general ill feelings over past historical events
livestock ownership
a dispute over the ownership of
the disturbance of once-eternal rest
a first contact that went horribly wrong
prior aggression by the adversary
the adversary's abuse of the aggressor's fallen
the adversary's refusal to form treaties
a disagreement over prior treaties
an incident involving a lost diplomat
a cottage
the mead hall
the great tower
the keep
a hillock
a house
an abandoned shop
a tree
They consider you an infamous villain among those opposing them.
Their strength has been broken.
They consider you a key figure in the opposition.
They consider you a leader of the opposition.
You are considered part of the opposition.
You are considered an integral part of the opposition.
There are guards in
There are guards patrolling
Be careful, for their leader
the natural issue of their oneness with
It does not help matters that their leader
is my
They do not feel challenged at all.
I don't really know.
Their strength has been challenged, and their hold has loosened.
They still hold this area, but they do not feel certain.
a coup
persecution
a family matter
There is also
the issue of their worship of
the issue of their godlessness
the natural issue of their worship of
the issue of their oneness with
shrine
the processed goods market
There is a long-ranging patrol
the shrine to
I'd watch out for them.
I have no idea.
other groups vying for control.
There are no fewer than
a metal furniture shop
a stone furniture shop
the imported food market
the imported goods market
the meat market
the imported clothing market
the cheese market
the fruit and vegetable market
a weaponsmith's shop
a gem cutter's shop
a blacksmith's shop
a bowyer's shop
a metal craft shop
a armorsmith's shop
a carpenter's shop
a leather goods shop
a clothing imports store
a food imports store
a cloth shop
a general imports store
a woven clothing shop
a leather shop
a bone carver's shop
a leather clothing shop
Goodbye.
I must take my leave.
If you want to find a relative,
lives in
If you want to offer your condolences,
should travel to
should talk to
abides here in magnificence
Not that it matters, as
is here, and
Not that it matters, as the seat of
the law is absolute
the blood-drinker allows no chattel to rise
is also located here
The seat of
has occupied
You sound like a troublemaker.
rules
is a group of
from this capital as well
I rule
I haven't heard anything like that.
are vying for control.
groups fled.
No fewer than
A few separate groups were organized.
One group organized itself.
Nobody I remember.
fled before the attack.
I've decided. Let's call our troupe
Here's something you might be interested in...
I'm in charge of
I've forgotten what to say...
I've forgotten my bold pronouncement...
now. Make way for
What's available here?
Let's trade.
Nevermind.
Thank you!
Please let me shelter here for the night.
I'd like to stay here another day if you don't mind.
Of course. My pleasure.
Uh... what was that?
Ah, I'm sorry. Permission is not mine to give.
Certainly. It would be terrible to leave someone to fend for themselves after sunset.
back home!
this poor soul
the oppressors
Join me and we can shake off the yoke of
this place
the weary shoulders of the people of
I'm with you on this.
forever!
You may enjoy these times of peace, but remain vigilant.
We weren't personally acquainted.
What will you do about it?
My condolences.
Let's entertain the world together!
What should I do about it?
Join me and we'll bring
Come, join me on my adventures!
a room
a free room
a night.
. Let me know and you can stay as long as you like.
free rooms
Tavern keeper!
This is not that kind of establishment.
We have many drinks to choose from. [You receive a list.]
There's no need for trouble here.
All drinks cost
We have
All drinks are free, of course!
for a mug.
We rent out
You have a room here, and you can stay longer if you like.
Long live the cause.
Thank you for preserving our legacy of wisdom.
What stories you tell! It's such an honor to have you here.
Loyalty should be rewarded.
My talented bard! It's such an honor to have you here.
The poet! It's such an honor to have you here.
Your selfless dedication is appreciated here.
What a dancer! It's such an honor to have you here.
You have been such a good trade partner.
I'd just as soon you went someplace else.
My good friend.
It's such a pleasure to serve you.
It is good to see you here.
My companion.
You ought to be rewarded for returning our treasures.
Thank you for all you do.
Intruder! Intruder!
This is my new home.
someone
Would you agree to become
Would you please adopt
, taking over my duties and responsibilities?
I accept this honor.
this poor nameless child
this tower
this establishment
this tomb
this market
these sewers
this dungeon
this spire
these catacombs
this counting house
You'll have the room for another day. I'm glad you're enjoying your stay.
this guildhall
this hospital
this keep
this hall
this library
this temple
Uhh... nevermind.
I'd like a room.
I'd like the
I'll be back with your drink in a moment.
I'd like my room for another night.
somewhere
Your room is
It is good to be indoors.
I would prefer to be outdoors.
Where am I?
It sure is dark down here.
Let us stop this pointless fighting!
Tell me about this area.
I have no reason to accept this.
I accept your offer.
What a strange place!
I have confidence in your abilities.
It is good to be outdoors.
It is invigorating to be out in the wilds!
How I long for civilization...
Indoors, outdoors. It's all the same to me as long as the weather's fine.
How sinister the glow...
I would prefer to be indoors.
Did anybody flee the attack?
Does anybody else still have a stake in these lands?
Does this settlement engage in trade? Tell me about those places.
Tell me about the local ruler.
What an odd glow!
Look at the sky! Are we in the Underworld?
Is it raining?
At least it doesn't rain down here.
I will accept the child into my home.
I am sorry, but I am otherwise disposed.
This must be the will of
It has always been my dream to start a family.
Why are you traveling?
I'm sorry, but I'm unable to help.
Where are their forces? Are there patrols or guards?
Do they have a firm grip on these lands?
You look like a mighty warrior indeed.
What have you been scheming?
really
How are you feeling right now?
You are amazing.
the outfit.
You must yield!
You are bound to me!
The bond is broken! Return to the Underworld and trouble us no more!
Tell me who you work for, or else.
Whosoever would blight the world, preying on the helpless, fear me! I call you a child of the night and will slay you where you stand.
Reveal what you have been scheming or suffer the consequences.
Who do you work for?
Identify yourself!
or suffer the consequences.
the object I can't remember
is yours. Please consider my offer.
Fortune has favored you, and
Where is
Perhaps you'd be willing to trade
Never.
Gladly. May this new age of harmony last a thousand year.
I will not bow before you.
I agree to submit to your request.
will no longer pay homage to
offers to pay homage to
must pay homage to
Let there be peace between
is well-traveled and would probably have that information.
No such place exists.
not be able to guide you personally. It is the best I can do.
However, the
is dead.
I don't know myself, and I don't even know anybody that could tell you.
I don't remember what I was going to say...
Please be patient. I'll have your order ready in a moment.
Come see me in the market sometime.
Yes, I can serve you when we're both there.
We don't offer any specific services here.
You haven't ordered anything. Would you like something?
I don't work here.
This is
You should probably try a shopkeeper.
You'll have to talk to somebody older.
Sorry, I'm otherwise occupied.
Fantastic! Please come closer and ask again.
Really? Please come closer.
Of course. Let's do business.
Really? Alright.
Come see me at the trade depot sometime.
Come see me in my store sometime.
So, the
Calm yourself!
said, "Are you going to eat that?"
... and the
Tell me about your family.
saw the sun and vomited on the spot!
Yes, let's go.
Of course.
I seek to rescue
and am returning to
I have obtained
, and this quest is taking me to
The treasure is sought by
I am searching for
I will return it to
I am returning it to
in search of excitement
in search of a thrilling adventure
in search of work
in search of adventure
. Perhaps I'll finally make my fortune!
, and wealth and pleasures beyond measure!
I have rescued
and maybe something to drink as well!
to take up my position
I'm going to
to move into my new home with
spouse
to start a new life
husband
I started my pilgrimage in
Probably on the move or deep underground, but I can't be sure.
to view
I visited
I'm traveling to
I'm preparing to travel to
I'm returning to my home in
I'm not sure.
utilize the market here.
is the only other settlement to utilize the market here.
The people of
This place is insulated from the rest of the world, at least in terms of trade.
to trade.
go to
is the only other settlement to utilize the market there.
other villages which utilize the market there.
other major settlements.
trades directly with no fewer than
engages in trade with
The largest of these is
villages which utilize the market here.
There are
The village
The villages
I'm walking my patrol.
I was out visiting the library.
I'm going to visit the temple.
I'm going out for some water.
I'm going out to the tavern.
I'm going to visit the shrine.
I'm not planning a journey.
I'm going to visit the library.
I'm on an important mission.
I am escaping from danger which threatened my former home.
I'm just out for a stroll.
I'm returning from my patrol.
I was out visiting the temple.
I was just out for some water.
I was just out at the tavern.
I was out visiting the shrine.
cousin
nephew
, is it really you?
has returned
Is it really you?
brother
grandchild
sibling
sister
half-sister
half-brother
half-sibling
parent
father
daughter
grandmother
grandparent
grandfather
There's nothing organized here.
also utilize the market there.
That's me. I'm right here.
Where?
Ask me when I've returned to my home!
Yes, master. Ask and I shall obey.
mother
I'd rather not say.
the surrounding area
a village nearby
just outside town
out to the
the settlements
northeast
northwest
! Best price in town
! Limited supply
were
tanned
right here in
distant
all the way
faraway
the great
! Today only
right here
I don't remember what I believe...
An item has returned!
get your
your very own
authentic
Never!
I will fight no more.
Okay! I'll do it.
You first, coward!
Over my dead body!
spits out
Maybe you're right.
I am compelled to continue!
my good
person
We yield! We yield!
Stop! This isn't happening!
We will fight no more.
I yield! I yield!
Splendid
Fantastic
Decent
Excellent
my friend
right there
southeast
southwest
some of our kind
some of my kind
Are you interested in
out to the
Might I interest you in
I assure you I am already calm. Look to yourself.
You're right. I need to relax.
Don't waste my time.
Ha ha ha... You're funny!
You dare to flatter me?!
Base flattery!
Insufferable!
How dare you?!
Do I look like I need to calm down?!
I am so nearly swayed by your greatness alone that we can simply assign you the victory!
Get away from me!
I'll show you calm!
Spare me the compliments.
You calm down!
Thank you for your kind words.
Don't tell me to calm myself.
I admire how brilliant you are!
you are so clever I must concede!
I confess your stunning argument overwhelms me!
I must say that is a truly insightful observation!
we can both agree you are by far the most persuasive!
I am overmastered by your presence!
you needn't indulge my trivial thoughts!
no one can deny your genius!
I have been so foolish. Yes, I agree.
Yes, I can see it clearly now.
Though I cannot agree fully on a slight technicality,
You know, I think you're right.
Even if I don't change my mind,
Despite some minor reservations...
Although my own insignificant beliefs lie elsewhere,
Ignoring that I don't quite concur...
Are you being serious?
What did you just say?
Wait, what?
Am I supposed to engage with that?
Forgive me, but
I've heard it all now!
You must be joking.
How unreasonable!
Give me a break.
Were you trying to make an argument?
How gracious!
Fine. Let's drop the argument.
Let's move on.
You are right.
Let's drop the argument.
There must be something else to discuss.
Yes, let's move on.
I will settle this my way.
You mock me?!
You insult me with your flattery
This conversation is over.
, but let us move on.
You insult me with your derision
Well, there must be something else to discuss.
If you insist so strongly, we can move on.
That's wrong.
I cannot agree.
I beg to differ.
That's not right.
Pause to consider.
Stop and reflect.
You are thinking about this all wrong.
Really.
Unbelievable.
I just don't know.
It's wrong.
I don't know what to say.
I don't want to argue.
I disagree.
I guess I'm not sure.
there's just no way you can believe something so stupid.
it would amaze me if somebody actually thought that.
you should keep your weird thoughts to yourself.
the things some people think just boggle the mind.
I'm appalled.
that isn't at all convincing.
You're wrong.
Shameful.
That's absurd!
Oh, no,
don't waste my time with this drivel.
that is the stupidest statement I have ever heard.
I couldn't follow your rambling.
really, I've been over all this nonsense before.
nobody could possibly believe that.
I'm having trouble taking you seriously.
asked me
sent me to
told me to ask
I asked
to ask
told me to tell
Through
to tell
demands a portion of my official funds
asks that I look past illicit acts in my official capacities
ask that
I sent
I asked that
demand a portion of the official funds from
look past illicit acts
I demand a portion of the official funds from
Help! Save me!
I believe... something.
I serve
I must withdraw!
I have no master, but
I do not know! My instructions come from
I serve no one.
sometimes has need for my services.
Just think about it.
I don't agree.
No, I mean it.
I must insist.
I require a substantive reply.
You must be convinced.
Well, I believe... something else.
I sense you're wavering.
It is not convincing.
appears to acquiesce.
You flinch.
appears unconvinced.
You are unperturbed.
flinches.
appears unperturbed.
I do not scheme.
engaged to induce a war of
You must think you're really frightening.
You just aren't as convincing as you think you are.
I have nothing to say to you.
That was compelling!
What is this madness? Calm yourself!
sent me to engage
to obtain
engaged me to abduct
engaged me to assassinate
engaged me to infiltrate
engaged me to sabotage the activities of
engaged me to frame
I decided to frame
was asked
I told
to grant an important position
engaged me to obtain
when one came available.
I engaged
to engage
grotesque
crude
refined
a series of
graceful
serene
Finally,
should be
is one of the fundamental dance moves.
the fundamental dance position.
is one of the fundamental dance positions.
First,
called the
the fundamental dance move.
vigorous
intense
aggressive
powerful
proud
flamboyant
lively
spirited
energetic
passionate
vivacious
joyous
loudly percussive
softly percussive
aborted
partially realized
sharp-edged
straight-lined
fluid
undulating
jerking
expressive
strong
large
weightless
understated
delicate
elaborate
left kick
right kick
leg lift
straight walk
curved walk
facial expression
hand gesture
steps in a circular pattern
steps in a triangle pattern
steps in a figure-eight pattern
steps in an intricate pattern
quarter
repeated
steps in a square pattern
sinuous
counterclockwise
clockwise
eighth
sensual
debauched
twisting
sprightly
sluggish
relaxed
passive
subtle
group
group
celebration
is a
sacred
shadowed
by group members
from the lead
from the follower
movement along the line of dance
mirrored
performed in retrograde
performed in succession
backward bend
leftward bend
rightward bend
footwork
independent body movement
forward bend
arm carriage
raised left arm
raised right arm
raised arm
left leg lift
right leg lift
body level
body level change
along a counterclockwise circle
turning counterclockwise
along an improvised path
along an intricate path
in a double circle