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Editing Tutorial:Powerplay Guide

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'''IMPORTANT:''' As of 0.43.05, after creating the desirable world, you have two options:  
 
'''IMPORTANT:''' As of 0.43.05, after creating the desirable world, you have two options:  
  
'''Option 1''' - start a fortress mode game immediately (preferably, at the 2-tiles-away island mentioned above) and play until you create the following masterwork or artifact weapons: Axe(steel/adam), Spear(steel,adam), War Hammer (silver/platinum). Optionally, capture a Forgotten Beast and have the weapons coated with its flesh-eating seizure-inducing paralyzing dust. Optionally, produce a masterwork [[nether cap]] shield, a couple of masterwork stacks of steel bolts and a suit of adamantine armor. Retire the fort afterwards. You will return to your fort later on in the adventure mode game to reclaim the weapons for your character's use. Starting on an isle will guarantee safety from being besieged. It also provides an exciting challenge for your adventurer, who has to swim across the long strait (possibly filled with sea lampreys, bull sharks, giant orcas and other [[DF2014:Sea_monster|wondrous]] creatures).
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'''Option 1''' - start a fortress mode game immediately (preferably, at the 2-tiles-away island mentioned above) and play until you create the following masterwork or artifact weapons: Axe(steel/adam), Spear(steel,adam), War Hammer (silver/platinum). Optionally, capture a Forgotten Beast and have the weapons coated with its flesh-eating seizure-inducing paralyzing dust. Optionally, produce a masterwork [[nether cap]] shield, a couple of masterwork stacks of steel bolts and a suit of adamantine armor. Retire the fort afterwards. You will return to your fort later on in the adventure mode game to reclaim the weapons for your character's use. Starting on an isle will guarantee safety from being besieged. It also provides an exciting challenge for your adventurer, who has to swim across the long strait (possibly filled with sea lampreys, bull sharks, giant orcas and other wondrous creatures).
  
 
'''Option 2''' - proceed with adventurer mode and play until you have earned some fame. Then retire the adventurer, enter fort mode, create a starting party, embark, carve basic rooms for dwarves, appoint a [[militia commander]] and one soldier. Then retire the fort. Next, go back to adventurer mode, unretire, travel to the location of your newly created fort and speak to the militia commander. Bring up your heroic deeds of valor (through "Bring up specific incident" menu). Then, ask the commander to be made a militiaman. Since you've already impressed him, the militia commander will make you a squad member, effectively granting you fort [[citizenship]] on the spot. Retire at the fort location, but ensure you do not have any lordships, or the adventurer will just travel back to their holding in the two weeks before fortress generation.
 
'''Option 2''' - proceed with adventurer mode and play until you have earned some fame. Then retire the adventurer, enter fort mode, create a starting party, embark, carve basic rooms for dwarves, appoint a [[militia commander]] and one soldier. Then retire the fort. Next, go back to adventurer mode, unretire, travel to the location of your newly created fort and speak to the militia commander. Bring up your heroic deeds of valor (through "Bring up specific incident" menu). Then, ask the commander to be made a militiaman. Since you've already impressed him, the militia commander will make you a squad member, effectively granting you fort [[citizenship]] on the spot. Retire at the fort location, but ensure you do not have any lordships, or the adventurer will just travel back to their holding in the two weeks before fortress generation.

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