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Is it really necessary to recommend a sedimentary layer? You don't really need to start with iron at all, you can just let the goblins import it for you and melt their armor for an essentially infinite supply. Unless this changes at the end of Army Arc I'm not sure starting iron is needed.
 
Is it really necessary to recommend a sedimentary layer? You don't really need to start with iron at all, you can just let the goblins import it for you and melt their armor for an essentially infinite supply. Unless this changes at the end of Army Arc I'm not sure starting iron is needed.
  
*Who said this?  Anyway, goblins aren't that reliable, at least in the early years.  I've settled in everything but Terrifying regions and I've yet to be sieged or raided.  Kobold thieves up the wazoo but no goblins except the odd snatcher.  [[User:Corona688|Corona688]] 19:24, 30 October 2008 (EDT)
 
*Melting is a terrible way to get metal unless you have magma, that's pretty much impossible to argue.  Goblins show up at population hurdles, though, so you probably just haven't gotten big enough yet.  Regardless, iron-level equipment can be replicated with masterwork leather and bone equipment.  Iron is far from critical.  Helpful, but not critical. --[[User:ThunderClaw|ThunderClaw]] 20:23, 30 October 2008 (EDT)
 
*_IF_ you have a magma source, you can also easily strip human and dwarven caravans of all their iron/steel items if you want to. Plus order more bars. This is terrible under an economic point of view, but even a single skilled stonecrafter will turn out more wealth than you ever reasonably need, so from your second or third year on this should not be a problem. Especially since you hardly ever need iron or steel except for high quality weapons and armour. [[User:Qwertyu|Qwertyu]] 07:31, 5 November 2008 (EST)
 
*:I have to second this.  Between goblins and traders you can eventually amass a couple hundred iron (or steel if you've got access to flux).  Masterwork leather is really not too bad, but masterwork steel is 2.67 times better, plus metal armor can be layered.  Masterwork leather armor offers 20 points of protection; to this you can potentially add a masterwork coat, totaling 35.  However, if you add steel chain and plate over that, you can get up to 155/115 for the upper body.  And you need it: I've seen dwarves get head injuries when sparring even when wearing a top-quality steel cap ''and'' steel helm.  I just got through a siege where one dwarf who is an adept armor user and high master shield user received a brown neck injury (and lost an eye) despite a exceptional steel cap and helm and shield.  It was probably the elite bowman that did it.  Without all that steel, she'd probably be pulp now.  <br />It may be a lot more trouble to get your steel through melting than smelting, but get it any way you can.--[[User:Maximus|Maximus]] 22:23, 7 November 2008 (EST)
 
  
 
===== Have to be in contact with dwarves? =====
 
===== Have to be in contact with dwarves? =====
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:::Well, I sort of meant it as a joke.  Off-screen boats.  My entire tile was flat land, but they still got there somehow, so I was supposing boats over the water.--[[User:Dadamh|Dadamh]] 07:32, 31 May 2008 (EDT)
 
:::Well, I sort of meant it as a joke.  Off-screen boats.  My entire tile was flat land, but they still got there somehow, so I was supposing boats over the water.--[[User:Dadamh|Dadamh]] 07:32, 31 May 2008 (EDT)
 
::::What if every map edge is water (ex. really large embark zone on a really small island)?  What would happen then? [[Special:Contributions/71.194.101.232|71.194.101.232]] 22:39, 11 March 2010 (UTC)
 
  
 
=Buying Skills and Items=
 
=Buying Skills and Items=
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I have a concern that fisherdwarf is a suggested skill. If you are along a river or ocean, chances are any fisherdwarves will be horribly mauled by deadly carp and longnose gar. Fish are deadly enough to any dwarves getting a drink from a river without tempting fate by actually fishing. One dwarf dying along a river creates a deadly cycle of dwarves attempting to loot the body and then being killed by fish.--[[User:Quartic|quartic]] 14:19, 30 May 2008 (EDT)
 
I have a concern that fisherdwarf is a suggested skill. If you are along a river or ocean, chances are any fisherdwarves will be horribly mauled by deadly carp and longnose gar. Fish are deadly enough to any dwarves getting a drink from a river without tempting fate by actually fishing. One dwarf dying along a river creates a deadly cycle of dwarves attempting to loot the body and then being killed by fish.--[[User:Quartic|quartic]] 14:19, 30 May 2008 (EDT)
 
Of note, if your map has at least one layer of sand, it's better to spend your skill points on your miners into something else like mechanics instead of mining.  Sand digs fast even with unskilled miners and they skill up at a fast rate.  A much faster rate then any trade-skill, so it's a far more efficient setup.  Also, if you embark to any location with stone a Proficient Stonecrafter is essential for generating wealth and more importantly clearing up all the stone laying around.--[[User:Robbox|Robbox]] 20:25, 17 October 2008 (EDT)
 
  
 
===== Dwarf with appropriate skills not necessarily the leader =====
 
===== Dwarf with appropriate skills not necessarily the leader =====
 
I used a skill assignment similar to those recommended here and my presumptive leader with mining/judge of intent/consoler/appraiser/record-keeper/organizer was passed over for the weaponsmith/armorsmith.  He was assigned outpost leader, manager, trader, and bookkeeper despite not having a single appropriate skill.  And to really rub it it in, one of his traits is "never speaks out or attempts to direct activities."  At least I was able to switch the jobs other than leader back to the right dwarf for the job (and I'm forcing the smith to smooth stone all day for his presumption.)  One other factor that may have been involved is that the smith is friends with 5 others and the intended boss-dwarf has but one friend and one grudge. --[[User:Danny Rathjens|Danny Rathjens]] 02:12, 7 April 2008 (EDT)
 
I used a skill assignment similar to those recommended here and my presumptive leader with mining/judge of intent/consoler/appraiser/record-keeper/organizer was passed over for the weaponsmith/armorsmith.  He was assigned outpost leader, manager, trader, and bookkeeper despite not having a single appropriate skill.  And to really rub it it in, one of his traits is "never speaks out or attempts to direct activities."  At least I was able to switch the jobs other than leader back to the right dwarf for the job (and I'm forcing the smith to smooth stone all day for his presumption.)  One other factor that may have been involved is that the smith is friends with 5 others and the intended boss-dwarf has but one friend and one grudge. --[[User:Danny Rathjens|Danny Rathjens]] 02:12, 7 April 2008 (EDT)
:I believe giving the intended leader a couple points of social skills (Negotiator/Consoler/etc) prevents this, but it could use some testing. [[User:Walliard|Walliard]] 11:43, 4 November 2008 (EST)
 
  
 
===== Switching out Weaponsmith/Armorsmith =====
 
===== Switching out Weaponsmith/Armorsmith =====
 
I was thinking, instead of switching out the weapon/armor smith for a fisher, you could switch them out for a craftsdwarf and remove 1 point from building design for fisherdwarf. --[[User:0todd0|0todd0]] 19:57, 1 September 2008 (EDT)
 
I was thinking, instead of switching out the weapon/armor smith for a fisher, you could switch them out for a craftsdwarf and remove 1 point from building design for fisherdwarf. --[[User:0todd0|0todd0]] 19:57, 1 September 2008 (EDT)
 
:The weapon/armor smith is certainly the weakest in this setup, I don't take him with me also. It mostly takes quite a while until you are ready to smelter stuff, usually having quite some migrants already at the time. And even if you have an untrained dwarf. Working with metal is seldom something you need to go really fast. So I for one always take 1 military trained dwarf (marksdwarf) with me instead of the smith, to take care of the early monsters, which can otherwise be quite a pain. --[[User:Catpaw|Catpaw]] 08:56, 22 September 2008 (EDT)
 
  
 
==Items==
 
==Items==
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Is this still up to date? In the newest version of DF, you don't seem to spend money on skills, but rather use points from a collective pool. There doesn't seem to be enough points to even come close to creating the suggested group. I've never actually played a game (hence my consultation of the "first fortress" page), so I'm not sure if I'm just missing something, though. Any advice? --[[User:DuckAndCower|DuckAndCower]] 23:47, 29 April 2008 (EDT)
 
Is this still up to date? In the newest version of DF, you don't seem to spend money on skills, but rather use points from a collective pool. There doesn't seem to be enough points to even come close to creating the suggested group. I've never actually played a game (hence my consultation of the "first fortress" page), so I'm not sure if I'm just missing something, though. Any advice? --[[User:DuckAndCower|DuckAndCower]] 23:47, 29 April 2008 (EDT)
  
:Nevermind... I just realized I needed to remove items from the pool first. Maybe a note that you have to hit Tab to get to the items page would help? --[[User:DuckAndCower|DuckAndCower]] 23:52, 29 April 2008 (EDT)
+
Nevermind... I just realized I needed to remove items from the pool first. Maybe a note that you have to hit Tab to get to the items page would help? --[[User:DuckAndCower|DuckAndCower]] 23:52, 29 April 2008 (EDT)
  
::Personally, I can't seem to get rid of any items, and I only started with 200 points. Any tips? --[[User:MrGuy|MrGuy]] 08:08, 22 November 2008 (EST)
 
 
:::I haven't read over the redone article yet, so the following answer is said in ignorance of it, but that shouldn't matter.
 
:::To increase the number of items, press {{k|+}}, so to decrease, press {{k|-}}. This may not work with a laptop. If you are using a laptop, see [[Key_bindings]], which may help you. --[[User:Savok|Savok]] 11:00, 22 November 2008 (EST)
 
  
 
=Beginning the Fortress=
 
=Beginning the Fortress=
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I think the "Beginning the Fortress" section isn't very pleasant to read. The bullet points help a bit, but I think numbered ones (matching the "TOC" above it) would be a bit more helpful. I'd however prefer to split the steps using numbered headlines, then it'd clearly define each step and automatically be indexed at the top. Thoughts? --[[User:TwoD|TwoD]] 13:03, 2 November 2007 (EDT)
 
I think the "Beginning the Fortress" section isn't very pleasant to read. The bullet points help a bit, but I think numbered ones (matching the "TOC" above it) would be a bit more helpful. I'd however prefer to split the steps using numbered headlines, then it'd clearly define each step and automatically be indexed at the top. Thoughts? --[[User:TwoD|TwoD]] 13:03, 2 November 2007 (EDT)
 
:That's beyond me, but anyone who can should feel free to clean it up and make it as readable as possible. --[[User:BahamutZERO|BahamutZERO]] 01:37, 3 November 2007 (EDT)
 
:That's beyond me, but anyone who can should feel free to clean it up and make it as readable as possible. --[[User:BahamutZERO|BahamutZERO]] 01:37, 3 November 2007 (EDT)
 
I believe the following sentence to be much to hard to understand for its continued existence:
 
"Stairs can go as deep as you want in a stack if you keep making up/down stairways on top of each other. You can continue stairs from both the top and the bottom of up/down stairways, but only from the bottom of downward stairways, and only from the top of upward stairways so only use the upward stairway or downward stairway when you're not planning to ever go further that direction."
 
[[User:Iluziat|Iluziat]] 02:23, 15 September 2008 (EDT)
 
  
 
== Trading ==
 
== Trading ==
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Just for an example, I store my refuge and graveyard in a nearby cave/mountain/basement. I usually make the corridors a bit more winding then usual, and I put a few doors in for an air-lock effect. a 5x5 refuge pit should be enough for the first year, and 1-3 coffins in the graveyard just in case. [[User:AlexFili|AlexFili]] 07:41, 30 April 2008 (EDT)
 
Just for an example, I store my refuge and graveyard in a nearby cave/mountain/basement. I usually make the corridors a bit more winding then usual, and I put a few doors in for an air-lock effect. a 5x5 refuge pit should be enough for the first year, and 1-3 coffins in the graveyard just in case. [[User:AlexFili|AlexFili]] 07:41, 30 April 2008 (EDT)
 
=Long Term Planning=
 
Should we add a section discussing what sort of population percentages might be assigned to various tasks once migrants start coming in? Or perhaps adding a page discussing Mid-game and Full Population fortresses and what people can do during them? --[[User:RomeoFalling|RomeoFalling]] 21:41, 25 October 2008 (EDT)
 
 
:Sure, I'd love to compare notes.  I've got a late-game fortress right now with 164 dwarves.  50 are doing skilled work, 15 are soldiers, 17 are <s>leeches</s> nobles and children, and the remainder (82) are hauling full-time.  Legendary dwarves of any sort can turn out so much product, you need like 3 or 4 haulers for each of them just to keep them supplied and their workshops free of clutter.
 
 
:Of those 50 skilled dwarves, 4 are miners; 7 are woodcutters who actually spend a lot more time wood hauling; 2-3 are bone carvers or wood crafters turning out practice bolts; one's a glassmaker; 2 are fisherdwarves (they waste most of their time hauling the fish they've caught); 3 are growers who actually haven't grown anything for like three years (they turned out about 5,000 plants in the early years, and booze-roasting and trading for food has kept the fort well-fed since then); one's a brewer/cook doing the booze-roasting; one's a mechanic who made most of my trade goods in the early years (he's mostly hauling these days though); one's a blacksmith churning out nickel bins; and 14 are furnace operators (I've got 3,000 bars, half of which are copper).  Most of the hauling at this point is bringing ore to the smelters, bones and corpses to the carvers, and cramming all their output into bins.  In the previous "phase", I had at least five dwarves doing everything they could to keep my forges clear of copper armor while I trained up an armorsmith to Legendary+5.
 
 
:Oh, and I also have a full-time miller getting rid of all this dimple cup I grew in the first years.  Not sure why, I don't have any clothing industry to speak of.  And a few of the soldiers with nervous injuries are killing wildlife for the bone carvers to process.  I suppose I could butcher some of them but I've got too much meat and leather from the traders as it is.  One of the soldiers has 13 goblin kills, 27 elephants, and over 100 other animals.  Attaboy.
 
 
:The earliest phase of the fortress centered around the farms.  After a few years I shut them down altogether and had about 40 clearing all the stone out of an enormous room near the magma pipe, then started up smelting operations.  Everybody not involved with that started hauling all the food to the new fort center.  The miners have continuously been seeking out ores and digging/widening corridors.  Everybody sleeps in a big barracks.  Bedrooms are for sissies.
 
 
:A few years back I sent some soldiers out to clear the chasm of hostiles, in concert with miners sent to breach their lairs.  I've had three sieges and I think four ambushes, with few casualties.  The worst losses I've had were to failed moods and The Ogre Incident in the first year.  Been quite lucky in this fort.  Wardogs took the brunt of the last siege, though I've been replenishing them through trade and still have 58 plus 10 untrained dogs.
 
 
:About a year ago I moved my depot to the back of the fortress, where the new operations are, and I finally bridged the chasm, which was visible from the surface and actually was a great natural defensive line against invaders from the south.  (The new bridge path is heavily trapped.)
 
 
:I still haven't gone hunting for adamantine.  I want to train another 20 marksdwarves first.  I certainly have enough bolts for it now (about 6,000).  And plenty of exceptional steel armor... which the recruits can't carry just yet.--[[User:Maximus|Maximus]] 02:15, 26 October 2008 (EDT)
 
 
:Just thought I'd add my two cents to this... 275 dwarves (100 children, 48 soldiers, rest workers)  I have 10 legendary masons that make blocks full time (for my castle/village I'm building), 4 smelters, 2 wood burners (no lava, kill me now!), 2 armorers, 2 weaponsmiths, 4 mechanics (gates/portcullis/pumps for fountains, etc.), 2 butchers, 2 tanners, 2 weavers, 2 clothiers, 4 brewers (you would be SHOCKED how fast 2k beer disappears with 100 children...), 2 weavers, 2 threshers, 4 planters (need plump helmets for food/beer, I import ~1000 meat a year to supplement my stocks...), 1 gem cutter, 1 gem setter, 4 miners, 4 woodcutters... 40ish haulers, and another 40 engravers/masons (who put up blocks full time).  The rest... nobles, and people I'm too lazy to check their labor on.
 
 
:Noticing 15 years in my dwarves are invulnerable, 16 axedwarves is overkill when one can rout the goblin sieges (14 toughness, 10 agility, 9 strength... just one of them.  He was originally a level 72 woodcutter... wonder how many trees that was?)  Even my children usually have one or two maxed out stats when they hit puberty.  God only knows what I'd do with the economy enabled, probably die.  If you don't have any big construction works in mind, anything over 150 seems superfluous.  --Gotthard 23:36, 9 November 2008 (EST)
 
 
=Rewrite=
 
I suggest an almost total overhaul for this article.  The major headings are good, as are the images, but it kind of stops there.  When talking about your first fortress, we should be explaining the core concepts of the game, providing links to more detailed reading, and encouraging the user to think for themselves, using examples to illustrate the concepts.  The way this is set up is a loose example that railroads the user to a specific mold that doesn't even work that well for many people.  We should refocus it onto a clear, full explanation of the interface and the considerations for getting started, then use a specific sample from a real game to show the thought process involved.  Any other suggestions? --[[User:ThunderClaw|ThunderClaw]] 17:54, 30 October 2008 (EDT)
 
 
:I agree.  Our "newbie overview" material is scattered all over the place and incomplete.  The [[quickstart guide]] has a heavy focus on the interface, like I believe you're suggesting here, although it's really minimal.  Other important stuff is scattered throughout the FAQs and [[:category:guides|guides]].  Then there's also [[Indecisive's illustrated fortress mode tutorial]], which is good in its own right, though there's a lot of redundancy between it and other pages.  We need to do a lot of consolidation and streamlining of this advice.--[[User:Maximus|Maximus]] 18:46, 30 October 2008 (EDT)
 
 
:Actually, in further scrutinizing this page, it's quite good; the only thing I could fault it for is that the recommended [[starting build]] is too specific, which is part of your complaint.
 
 
:What interface advice do you think is missing from this page?--[[User:Maximus|Maximus]] 18:58, 30 October 2008 (EDT)
 
::All the data is there, that's not my gripe.  The gripe is that the way it's presented, you already have to know what you're looking for.  Most guides that are attempting to introduce concepts will enumerate the concepts very clearly, then list specifics after it's been explicitly described what they're dealing with.
 
 
::For example: the descripion of the embark location screen.
 
# [[Temperature]], amount of [[tree]]s, amount of [[plant]]s, and a hint at the sort of [[Animal|wildlife]] at the center of the selection rectangle.
 
#* Look at the example picture again. Notice that you are told that you'll see no trees or plants here ([[mountain]]s being too high for either to grow), but that's only true for the exact center of the local area.
 
#* You'll notice that the local area includes some trees and plants on the edges, which is often all you need.
 
#* To get more information about the non-mountain areas you can press {{k|F1}} {{k|F2}} {{k|F3}} or {{k|F4}} to view the different types of [[biomes]].
 
# Nearby [[civilization]]s that are capable of interacting with you. Other settlements are shown with various symbols on the regional map.
 
#* You will want to be in contact with dwarves to get [[immigrant]]s and a dwarven trading caravan. However, dwarves are, sometimes seemingly magically, everywhere - it is impossible to settle anywhere <i>without</i> dwarves (assuming there is at least one surviving dwarf civilization).
 
#*You'll want to trade with [[human]]s and [[elves]] if possible.
 
#*[[Goblin]]s mean trouble, but it's hard to avoid them without hiding on an island and you will be attacked by Goblins some point in the game anyway. Just don't set up your first fortress right on top of a goblin fort.
 
 
::In this example, what does Temperature actually mean?  How should I interpret the tree count?  Why do I care how many plants there are?  What is this nebulous hint about the kind of animals I'm going to run into?  Aside from what I see in the example pictures, what should I expect to see?  The answers to these are NOT obvious for newcomers to the game, but are taken for granted by veterans like us.  The biome comments are one of the biggest offenders.  I had to read this wiki for hours before I had a good handle on what the alignment and biomes added up to.
 
 
::We need ''introduction'', ''enumeration'', ''explanation'', ''example'', in that order.  That is how all Prima strategy guides are written, that is how all instruction manuals are written, and that is how most academic textbooks are written, too.  It is simply the best way to present alien information, especially when you are in possession of an exhaustive list of topics (which we are, in this case).  Currently, we're extremely light on enumeration and and explanation, and too narrow-minded in the examples.  Fixing all that is likely going to require a complete rewrite. --[[User:ThunderClaw|ThunderClaw]] 01:22, 31 October 2008 (EDT)
 
 
::: I suggest that if you want to "completely rewrite" a tutorial, it would be better to keep the tutorial as it is and write up a completely new one. A variety of examples is more useful than a single thoroughly edited tutorial. There are differences between a Prima Strategy Guide and a wiki. These differences should be harnessed in a way that empowers the wiki.
 
::: Here's an example that is beyond my own wiki-editing capabilities, but should give ThunderClaw what s/he's looking for without requiring a complete rewrite, or a new tutorial: create a "why" tag which, like the verify tag, allows newbies to easily ask for expansion.  This could even be a FAQ-like new category, so that we could quickly edit this tutorial in small, easily managed chunks that more users would likely contribute to. Eg,
 
[[Temperature]], amount of [[tree]]s ([[why trees]]?), amount of [[plant]]s ([[why plants]]?), and a hint at the sort of [[Animal|wildlife]] ([[why hunt]]?) at the center of the selection rectangle.
 
::: Put another way, introduction to concepts and keyboard commands should be distinct content, and a step-by-step guide should contain only enough enumeration and/or examples to cover all exceptions once. Additional exploration should be available as links. But then again, that's just my take on it, and the prize goes to the guy who actually does the deed. --[[User:RomeoFalling|RomeoFalling]] 20:38, 4 November 2008 (EST)
 
::::That is a good way to deal with the ''example'' part of what I was talking about.  It'll shorten the article fantastically for people who don't feel they need detailed explanations, but it doesn't address the other problems: bad enumeration and incomplete explanation.  The bad enumeration part is really what's killing this guide most, because many times concepts run together and it's difficult follow.
 
::::This isn't just a 'Prima' thing, this is the fundamentals of technical/instructional writing that all engineers, scientists, mathematicians, researchers, and most liberal arts majors have to learn in college because it just panders to the way that humans traditionally process information and concepts.  Wiki formatting and such will definitely be different from a paper strategy guide, but I still maintain that the writing in this article is fundamentally flawed because of the poor enumeration that leads to incomplete and confusing explanation.
 
::::Anyway, I'm going to do up a rewrite of this pretty soon.  The history will always let us revert if everyone universally considers it crap. --[[User:ThunderClaw|ThunderClaw]] 10:07, 5 November 2008 (EST)
 
 
::::: To be clear, I wasn't questioning Prima's quality.
 
::::: It worked perfectly well for me when I first started playing a few weeks ago. For a certain subset of the population, the best way to learn is to make a bunch of random choices and then see why those choices are imperfect. Further, I question if it "panders to the way that humans process info," or if it merely panders to the way AMERICANS process info.
 
::::: Regardless, space is abundant and memory is cheap. What's wrong with keeping this copy intact as is, and then writing up a "Your First Fortress v2.0" guide, possibly based on this one? I still say that two guides are better than one. --[[User:RomeoFalling|RomeoFalling]] 18:18, 5 November 2008 (EST)
 
:::::Oxford follows the same rules that I'm advocating, so I seriously doubt it's 'just an american thing'.  Toyko University also advocates writing like this.  The problem isn't space, the problem is that it violates so many basic writing tenents that many people could find it unreadable.  I'm glad it worked for you, but it certainly didn't for the community I tried to get into the game (who, incidentally, are from America, Canada, the Netherlands, Scandinavia, and Mexico), who almost universally called this guide confusing and frustrating. --[[User:ThunderClaw|ThunderClaw]] 12:59, 6 November 2008 (EST)
 
 
First part of the rewrite is done.  We really need more images.  Hopefully I'll be able to get to that soon.  I'm going to finish with the actual play explanation a little bit later.  Savok's play tutorial got branched off into a sample game, and not deleted.  So far really it's just been an overhaul of how things are arranged. --[[User:ThunderClaw|ThunderClaw]] 12:59, 6 November 2008 (EST)
 
 
: Thanks for keeping Savok's guide somewhere. Really excellent work. I see what you mean about readability now. --[[User:RomeoFalling|RomeoFalling]] 21:52, 6 November 2008 (EST)
 
 
==Bringing along coal==
 
I modified the anvil embarking strategy to encompass bringing along coal and lignite as well as a single unit of charcoal; the problem with bringing a 1-1 ratio of charcoal to items for smelting is that while a single unit of charcoal costs 10☼, a unit of coal/lignite costs 3☼ and can produce 3 units of coke; a 27☼ discount after the first charcoal needed to start the coal industry.
 
:Oh, good call.  I couldn't remember how much a hunk of charcoal costs when I was writing it.  Thanks for the catch. --[[User:ThunderClaw|ThunderClaw]] 13:49, 6 November 2008 (EST)
 
 
==Food/Booze Numbers==
 
I think it would be very helpful to newbies to quantify how much food and booze they'll need per dwarf. I think the relevant pages say that a healthy dwarf drinks something like 9 units of booze per season, but newbies may not know. We might want to have a section that just tells them straight up how much food and booze 7 dwarves will go through in a year. If they've got that much, then they can rest assured that they won't starve their fortress to death.
 
 
 
Just a thought.
 
[[Special:Contributions/68.102.237.253|68.102.237.253]] 01:52, 22 October 2009 (UTC)
 
:That's more than covered under both [[starting build]] and [[food]] & [[drink]].  The numbers suggested in this article are enough for'' a year'' - that's ''more'' than ample, even for a newbie. (I bring enough for 1-1.5 seasons, depending on the expected challenges on the current map.)  If they want, they can do the math (dividing by 4 seasons and then by 7 dwarves - not too tough.)--[[User:Albedo|Albedo]] 02:15, 22 October 2009 (UTC)
 

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