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{{Quality|Superior|00:40, 4 June 2013 (UTC)}}
 
{{av}}
 
 
<!-- THIS ARTICLE IS DESIGNED TO BE SIMPLE AND TO THE POINT.
 
<!-- THIS ARTICLE IS DESIGNED TO BE SIMPLE AND TO THE POINT.
 
Don't get philosophical if at all possible. It's a beginner's guide, to cover the very basics.
 
Don't get philosophical if at all possible. It's a beginner's guide, to cover the very basics.
 
Try to link to "main articles" instead of recapping them, or this will become loooooooong.-->
 
Try to link to "main articles" instead of recapping them, or this will become loooooooong.-->
  
[[Dwarf|Dwarves]] have basic needs similar to [[human|humans]] - [[food]], [[drink]], and somewhere secure to [[bedroom|live]] & [[workshop|work]]. Even with just 7 dwarves, you will have to multi-task to get it all done in a timely manner. If you don't fulfill these requirements your dwarves will become [[mood|unhappy]] and eventually go [[insane]].   
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[[Dwarf|Dwarves]] have basic needs similar to [[human]]s - [[food]], [[drink]], and somewhere secure to [[bedroom|live]] & [[workshop|work]]. Even with just 7 dwarves, you will have to multi-task to get it all done in a timely manner. If you don't fulfill these requirements your dwarves will become [[mood|unhappy]] and eventually go [[insane]].   
  
 
The article on [[your first fortress]] has some great suggestions on how to get your feet under you before you try to run, but really it's up to you how you build your fort.  See [[starting build]] for a discussion on what you should take with you, before you "strike the earth!"
 
The article on [[your first fortress]] has some great suggestions on how to get your feet under you before you try to run, but really it's up to you how you build your fort.  See [[starting build]] for a discussion on what you should take with you, before you "strike the earth!"
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== A quick checklist ==
 
== A quick checklist ==
  
It may seem like a lot, but each one is simple, and Dwarf Fortress is always more complex than it looks - there's always "one more thing" that you can do to delay [[Fun|the inevitable]].
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It may seem like a lot, but each one is simple, and Dwarf Fortress is always more complex than it looks - there's always "one more thing" that you can do to delay [[losing|the inevitable]].
  
These are, perhaps, in some sort of rough order.  But if you delay starting one while you finish another, you may find yourself in bad shape on that front.  There is no one "best" way - the environment of the map ([[weather]], resources and [[creature|creatures]]), luck, and your playstyle will all influence what is "more important" and "what comes next".
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These are, perhaps, in some sort of rough order.  But if you delay starting one while you finish another, you may find yourself in bad shape on that front.  There is no one "best" way - the environment of the map ([[weather]], resources and [[creature]]s), luck, and your playstyle will all influence what is "more important" and "what comes next".
  
:*'''Break down the [[wagon (embark)|wagon]]'''
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:*'''Break down the [[wagon]]'''
 
::{{k|q}}, {{k|x}} and the [[carpentry]] [[labor]] for 3 free logs.
 
::{{k|q}}, {{k|x}} and the [[carpentry]] [[labor]] for 3 free logs.
  
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:* ''(at least)'' '''One [[bed]] and a [[bucket]]'''
 
:* ''(at least)'' '''One [[bed]] and a [[bucket]]'''
::Injured dwarves cannot care for themselves - they must rest in a bed, and must be brought water in a bucket. A bed must be made out of 1 [[wood]] log at a [[carpenter's workshop]]; a bucket can be as well, or out of a bar of metal at a [[forge]].
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::Injured dwarfs cannot care for themselves - they must rest in a bed, and must be brought water in a bucket. A bed must be made out of 1 [[wood]] log at a [[carpenter's workshop]]; a bucket can be as well, or out of a bar of metal at a [[forge]].
  
 
:* '''Deal with immediate [[creature|threats]]'''
 
:* '''Deal with immediate [[creature|threats]]'''
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::~''If''~ you chose to be bold, save money and not buy an [[axe]] or [[pick]]s at [[embark]], and instead brought the material to make your own, now is the time to do it.  Depending on what you brought with you, you may need a [[forge]] to make the item, a [[smelter]] to turn the ore into bars, and/or a [[wood burner]] to create the [[fuel]] you need to power both.
 
::~''If''~ you chose to be bold, save money and not buy an [[axe]] or [[pick]]s at [[embark]], and instead brought the material to make your own, now is the time to do it.  Depending on what you brought with you, you may need a [[forge]] to make the item, a [[smelter]] to turn the ore into bars, and/or a [[wood burner]] to create the [[fuel]] you need to power both.
  
:* '''[[Table|Tables]] and [[chair|chairs]] for eating'''
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:* '''[[Table]]s and [[chair]]s for eating'''
 
::Dwarves will sit on a barrel while they drink, but they want a table to eat at. And they'd rather have a chair as well.  They don't share tables or chairs while eating.  Like sleeping, they don't all eat at the same time - a nice little square of 4 tables and chairs should be plenty. Designate a [[dining room|Dining Room]] as large as you care to.  If you want, you can make your Dining Hall into a [[Zone#Meeting area|Meeting Area]] as well.  
 
::Dwarves will sit on a barrel while they drink, but they want a table to eat at. And they'd rather have a chair as well.  They don't share tables or chairs while eating.  Like sleeping, they don't all eat at the same time - a nice little square of 4 tables and chairs should be plenty. Designate a [[dining room|Dining Room]] as large as you care to.  If you want, you can make your Dining Hall into a [[Zone#Meeting area|Meeting Area]] as well.  
  
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:* '''Traps for defense'''
 
:* '''Traps for defense'''
::Not everyone uses [[trap|traps]], but they're quick and easy and get the job done, especially when you're starting out.  You'll need stone and a [[mechanic's workshop]].  Build some [[mechanism|mechanisms]], then designate them as [[Trap#Stone-fall_Trap|stone-fall traps]], the simplest. The other trap-types are fine if you have the other requirements (a cage, some spare weapons), or they can wait for now...
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::Not everyone uses [[trap]]s, but they're quick and easy and get the job done, especially when you're starting out.  You'll need stone and a [[mechanic's workshop]].  Build some [[mechanism]]s, then designate them as [[Trap#Stone-fall_Trap|stone-fall trap]]s, the simplest. The other trap-types are fine if you have the other requirements (a cage, some spare weapons), or they can wait for now...
  
 
:* '''[[Food]] for the future'''
 
:* '''[[Food]] for the future'''
::Not everyone [[farm|farms]], but most do. The sooner you plant, the sooner you harvest.
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::Not everyone [[farm]]s, but most do. The sooner you plant, the sooner you harvest.
  
 
:* '''Enough beds for all.'''
 
:* '''Enough beds for all.'''
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===Food and Drink===
 
===Food and Drink===
You should have started out with a plentiful supply of food and drink at your [[wagon (embark)|wagon]]. But depending on where you build your fort, this could be quite a walk back and forth for your dwarves when they get hungry and thirsty - you'll probably want to create a food [[stockpile]] near the entrance of your fort, preferably an underground a store room inside the fort to protect both your food and dwarves from threats and the weather.
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You should have started out with a plentiful supply of food and drink at your [[wagon]]. But depending on where you build your fort, this could be quite a walk back and forth for your dwarves when they get hungry and thirsty - you'll probably want to create a food [[stockpile]] near the entrance of your fort, preferably an underground a store room inside the fort to protect both your food and dwarves from threats and the weather.
  
 
For replenishing your food you have several options:
 
For replenishing your food you have several options:
:*[[Farming|Grow food]] from [[seed|seeds]] at a [[farm]]
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:*[[Farming|Grow food]] from [[seed]]s at a [[farm]]
 
:*[[Gather plants]] from the surroundings
 
:*[[Gather plants]] from the surroundings
:*[[Fish]] from [[river|rivers]] (not edible until process at a [[fishery]] - see below)
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:*[[Fish]] from [[river]]s (not edible until process at a [[fishery]] - see below)
:*[[Ambusher|Hunt]] [[creature|wild animals]]
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:*[[Hunt]] [[creature|wild animals]]
  
If you are [[Ambusher|hunting]] now, you also need the following right away:
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If you are [[hunting]] now, you also need the following right away:
  
 
:* '''[[Refuse]] [[stockpile]]'''
 
:* '''[[Refuse]] [[stockpile]]'''
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If you are [[fishing]] right away, you need to:
 
If you are [[fishing]] right away, you need to:
  
:* Designate a [[Zone#Fishing|fishing zone]]
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:* Designate a [[fishing zone]]
 
::Somewhere safe(ish) where your defenseless fisherdwarves can swap lies and slack off in peace.
 
::Somewhere safe(ish) where your defenseless fisherdwarves can swap lies and slack off in peace.
  
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:: Put it near the fishery (unless the fishery is right there. Fisherdwarves will drop the fish next to them, so the fish needs to be processed before they rot. Fisherdwarves ''are'' lazy.)
 
:: Put it near the fishery (unless the fishery is right there. Fisherdwarves will drop the fish next to them, so the fish needs to be processed before they rot. Fisherdwarves ''are'' lazy.)
  
Dwarves like to eat their food in a [[dining room]], so you will need to create [[table|tables]] and [[chair|chairs]], and build them inside. Once you've built at least one table you can select it and define a dining room from it.  
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Dwarves like to eat their food in a [[dining room]], so you will need to create [[table]]s and [[chair]]s, and build them inside. Once you've built at least one table you can select it and define a dining room from it.  
  
Tables and chairs can be made from any material, but [[stone]] is (generally) readily available. So you'll need a [[mason's workshop]] and a dwarf with the [[Masonry]] labor enabled.  
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Tables and chairs can be made from any material, but [[stone]] is (generally) readily available. So you'll need a [[mason's workshop]] and a dwarf with the [[Masonry]] labour enabled.  
  
The food you brought, creatures that have been [[butcher|butchered]], and many plants can be eaten raw, but to brew more alcohol you will need a [[still]], the appropriate raw plants, and a dwarf with the [[Brewing]] labor enabled.
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The food you brought, creatures that have been [[butcher]]ed, and many plants can be eaten raw, but to brew more alcohol you will need a [[still]], the appropriate raw plants, and a dwarf with the [[Brewing]] labour enabled.
  
If your alcohol ever runs out, your dwarves will drink [[water]] from any pool/stream in the surroundings - you may want to designate a drinking zone at the nearest pond, but they'll be will be <s>happier</s> less upset if they have a [[well]] to get their water from.) If you chose site with a hot environment and no [[river]], you may want to dig a [[cistern]] immediately, before the heat [[evaporate|evaporates]] all the water on the map!)
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If your alcohol ever runs out, your dwarves will drink [[water]] from any pool/stream in the surrondings - you may want to designate a drinking zone at the nearest pond, but they'll be will be <s>happier</s> less upset if they have a [[well]] to get their water from.) If you chose site with a hot environment and no [[river]], you may want to dig a [[cistern]] immediately, before the heat [[evaporate]]s all the water on the map!)
  
 
Dwarves who are injured (they only drink water) must drink water - build at least one [[bucket]], and early on.
 
Dwarves who are injured (they only drink water) must drink water - build at least one [[bucket]], and early on.
  
 
=== Sleeping arrangements ===
 
=== Sleeping arrangements ===
You need to construct [[bed|beds]] for your dwarves and build them inside. Beds can only be made out of wood, and hence you will need a [[carpenter's workshop]], logs, and a dwarf with the [[Carpentry]] labor enabled.  Because dwarves' sleep-cycles will not be the same, a starting fortress can ''usually'' get away with 3-5 beds for the starting 7 dwarves, if you're looking for ways to cut corners.
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You need to construct [[bed]]s for your dwarves and build them inside. Beds can only be made out of wood, and hence you will need a [[carpenter's workshop]], logs, and a dwarf with the [[Carpentry]] labour enabled.  Because dwarves' sleep-cycles will not be the same, a starting fortress can ''usually'' get away with 3-5 beds for the starting 7 dwarves, if you're looking for ways to cut corners.
  
 
A bed is first constructed by the carpenter, then built/placed by a [[Hauling#Furniture_hauling|furniture hauler]]. Although at first they can all just sleep in a [[barracks]], it is worth planning the placement of bedrooms as dwarves are greatly bothered by [[noise]], and poor placement of bedrooms will result in a very inefficient fortress.
 
A bed is first constructed by the carpenter, then built/placed by a [[Hauling#Furniture_hauling|furniture hauler]]. Although at first they can all just sleep in a [[barracks]], it is worth planning the placement of bedrooms as dwarves are greatly bothered by [[noise]], and poor placement of bedrooms will result in a very inefficient fortress.
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:* '''Animal sentries'''
 
:* '''Animal sentries'''
::[[Restrain]] a wardog or one of your [[domestic animal|draft animals]] near your entrance, so they can warn you of any [[thief|thieves]]. They usually don't come earlier than first Summer, and [[trap|traps]] are not adequate.
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::[[Restrain]] a wardog or one of your [[domestic animal|draft animals]] near your entrance, so they can warn you of any [[thief|thieves]]. They usually don't come earlier than first Summer, and [[trap]]s are not adequate.
  
:* '''A chair for the [[bookkeeper]]'''
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:* '''A chair for the [[book keeper]]'''
::If you have 10 or more of an item type, you can't see them in the z-[[stock|stocks]] screen unless you improve your [[Stocks#Bookkeeping & precision|bookkeeper's accuracy]] - and that requires a chair, designated as an [[office]] and assigned to that dwarf. This can be one of the Dining Hall chairs.  Give the guy a table, too.
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::If you have 10 or more of an item type, you can't see them in the z-[[stock]]s screen unless you improve your [[Stocks#Bookkeeping & precision|bookkeeper's accuracy]] - and that requires a chair, designated as an [[office]] and assigned to that dwarf. This can be one of the Dining Hall chairs.  Give the guy a table, too.
  
:* '''[[Trade depot]]'''
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:* '''[[Trade Depot]]'''
::First [[caravan]] comes in early fall.  Maybe build a [[craftsdwarf's workshop]] so you can start making goods to trade.  
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::First [[caravan]] come in early fall.  Maybe build a [[craftdwarf's workshop]] so you can start making goods to trade.  
  
 
:* '''[[Metal]] Industry'''
 
:* '''[[Metal]] Industry'''
::Build one or more [[wood burner|wood burners]], [[smelter|smelters]], and [[forge|forges]] for making metal items.
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::Build one or more [[wood burner]]s, [[smelter]]s, and [[forge]]s for making metal items.
  
 
::...and a big part of that is...
 
::...and a big part of that is...
  
:* '''[[Weapon]]s and [[Armor]]'''
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:* '''[[Weapon]]s and [[armour]]'''
::With 7 dwarves, you may decide you don't (yet) have enough to set aside to train for real [[military]] - it takes at least 2 to [[spar]].  But you can still make some good [[armor]] and [[weapon|weapons]], so that even if they're untrained, they'll be well equipped and protected if and when trouble is spotted. (And it will come...)
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::With 7 dwarfs, you may decide you don't (yet) have enough to set aside to train for real [[military]] - it takes at least 2 to [[spar]].  But you can still make some good [[armor]] and [[weapon]]s, so that even if they're untrained, they'll be well equipped and protected if and when trouble is spotted. (And it will come...)
  
 
:* '''[[Created wealth]]'''
 
:* '''[[Created wealth]]'''
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== First immigration wave ==
 
== First immigration wave ==
  
If your fortress is even moderately successful, you will get some [[migrant|migrants]] around first Spring or maybe before &mdash; maybe a couple, maybe a couple dozen.  
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If your fortress is even moderately successful, you will get some [[migrant]]s around first Spring or maybe before - maybe a couple, maybe a couple dozen.  
  
  
:*'''[[Hauler|Haulers]]'''
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:*'''[[Hauler]]s'''
::While your skilled dwarves do important work, unskilled [[peasant|peasants]] can haul the raw materials and finished goods to where they are needed.  Consider [[cross-training]].
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::While your skilled dwarfs do important work, unskilled [[peasant]]s can haul the raw materials and finished goods to where they are needed.  Consider [[cross-training]].
  
 
:*'''[[Military]]'''
 
:*'''[[Military]]'''
::Most forts need at least a small military to fend off various nuisances. Migrants with no useful [[skill|skills]] are the perfect volunteers.
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::Most forts need at least a small military to fend of various nuisances. Migrants with no useful [[skill]]s are the perfect volunteers.
  
 
:*'''[[Defense]]'''
 
:*'''[[Defense]]'''
::More trouble is coming &mdash; believe it.  Beef up your physical defenses ''now'', so you can laugh at the puny efforts of your enemies &mdash; as opposed to them laughing at yours.  [[Mason|Masons]] to build more walls and towers, [[miner|miners]] to dig more tunnels and mine more stone for those masons.  Armorers and weaponsmiths, bowyers and bone carvers (for practice bolts), wood cutters, carpenters... whatever you lack, train your migrants to fill that need.
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::More trouble is coming - believe it.  Beef up your physical defenses ''now'', so you can laugh at the puny efforts of your enemies - as opposed to them laughing at yours.  [[Mason]]s to build more walls and towers, [[miner]]s to dig more tunnels and mine more stone for those masons.  Armorers and weaponsmiths, bowyers and bone carvers (for practice bolts), wood cutters, carpenters... whatever you lack, train your migrants to fill that need.
  
 
:*'''[[Mega construction|Mega-projects]]
 
:*'''[[Mega construction|Mega-projects]]

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