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Editing 40d:Changes in v0.27

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*Choice of starting goods was very limited.  You couldn't bring an anvil (one would automatically be brought in the first summer by a metalsmith).  Starting points were very tight - only 200 points plus your default starting equipment (2 picks, 2 battle axes, 15 pieces of meat/fish, 15 edible plants, 5 edible plant seeds, and 5 cloth-making plant seeds).
 
*Choice of starting goods was very limited.  You couldn't bring an anvil (one would automatically be brought in the first summer by a metalsmith).  Starting points were very tight - only 200 points plus your default starting equipment (2 picks, 2 battle axes, 15 pieces of meat/fish, 15 edible plants, 5 edible plant seeds, and 5 cloth-making plant seeds).
 
*Nobles changed a lot.  There used to be "guildmasters" corresponding to different professions (farming, mining, masonry, etc.).  The manager was your first noble, who arrived after hitting 20 dwarves.  There was no "trader" noble or trade skills (the "trade minister" did nothing of importance); you could trade at any point after the caravan fully unloaded.  You couldn't do workshop profiles until the manager arrived and couldn't use the stocks screen until the bookkeeper arrived, which would also start the [[dwarven economy]].  The mayor, manager, trade minister, and treasurer were all different, full-time nobles, and the baron/count/duke (and their consorts) were all separate as well.  Add to this the guildmasters and "Order of the <weapon>" nobles and you could potentially get up to '''39''' nobles in your fort.
 
*Nobles changed a lot.  There used to be "guildmasters" corresponding to different professions (farming, mining, masonry, etc.).  The manager was your first noble, who arrived after hitting 20 dwarves.  There was no "trader" noble or trade skills (the "trade minister" did nothing of importance); you could trade at any point after the caravan fully unloaded.  You couldn't do workshop profiles until the manager arrived and couldn't use the stocks screen until the bookkeeper arrived, which would also start the [[dwarven economy]].  The mayor, manager, trade minister, and treasurer were all different, full-time nobles, and the baron/count/duke (and their consorts) were all separate as well.  Add to this the guildmasters and "Order of the <weapon>" nobles and you could potentially get up to '''39''' nobles in your fort.
*There were no activity zones - fishing, drinking, and sand gathering was always done at the nearest accessible body of water (with a preference for running water), ponds were a special type of [[23a:channel|channel]], garbage was always dumped into the [[23a:chasm|chasm]] and destroyed, and meeting areas had to be designated from buildings (making them eligible for parties).
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*There are no activity zones - fishing, drinking, and sand gathering was always done at the nearest accessible body of water (with a preference for running water), ponds were a special type of [[23a:channel|channel]], garbage was always dumped into the [[23a:chasm|chasm]] and destroyed, and meeting areas had to be designated from buildings (making them eligible for parties).
  
 
=== Materials differences ===
 
=== Materials differences ===

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