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{{quality|Exceptional|18:27, 29 April 2012 (UTC)}}{{av}}
 
{{quality|Exceptional|18:27, 29 April 2012 (UTC)}}{{av}}
  
:''This is a quickstart guide for [[Dwarf fortress mode]] for those who have never played before and quickly want to jump in head-first.''
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 +
<div style="font-size:120%">
 +
:''This is a quickstart guide for [[Dwarf fortress mode]] for those who have never played before who quickly want to jump in head-first.''
 
:''If you are looking to learn adventure mode instead, see the [[Adventure mode quick start]] guide.''
 
:''If you are looking to learn adventure mode instead, see the [[Adventure mode quick start]] guide.''
:''Also see [[Tutorials]] for more detailed tutorials that people have submitted.''
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</div>
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<div style="font-size:120%">
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:'''''Also see [[Tutorials]] for more detailed tutorials that people have submitted.'''''
 +
</div>
 
{{TipBox2|float=right|Before you get started...|Always remember that '''losing is [[fun]]!''' Be prepared to lose a few fortresses before you get all the way through this guide &ndash; it can be easy to accidentally kill the entire fortress while learning. But remember: losing means that next time, ''you'll remember how you lost.'' In a big way, Dwarf Fortress uses the principle of learning from one's mistakes.}}
 
{{TipBox2|float=right|Before you get started...|Always remember that '''losing is [[fun]]!''' Be prepared to lose a few fortresses before you get all the way through this guide &ndash; it can be easy to accidentally kill the entire fortress while learning. But remember: losing means that next time, ''you'll remember how you lost.'' In a big way, Dwarf Fortress uses the principle of learning from one's mistakes.}}
 
{{TipBox2|float=right|titlebg=#0cb|Feedback|
 
{{TipBox2|float=right|titlebg=#0cb|Feedback|
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* Export Local Image: Saves full-size images of your fortress.
 
* Export Local Image: Saves full-size images of your fortress.
 
* Music and Sound: Controls for volume adjustment.
 
* Music and Sound: Controls for volume adjustment.
* Abandon the Fortress: {{tc|#d00|Do not select this option unless you know what you are doing!}} It will end your fortress permanently and return to the main menu (all progress in your fortress will be lost). Your fort and most items will remain, however, so this can be useful in extreme circumstances (e.g. when you know your fortress is doomed and want to start again) – see [[abandon]] for more information).
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* Abandon the Fortress: {{tc|#d00|Do not select this option unless you know what you are doing!}} It will end your fortress permanently (although it will leave behind the fortress itself and most items &mdash; see [[abandon]] for more information) and return to the main menu.
  
Notably lacking is an "exit without save" option. Players who wish to quit and leave their previous save unchanged may manually kill the Dwarf Fortress process using the "die" command in [[Utility:DFHack|DFHack]], the Windows Task Manager (you might then have to end the process dumprep.exe), or the Unix "kill" command (on some systems, {{k|ctrl}}-{{k|\}} in the terminal running DF accomplishes the same thing). '''Do not''' attempt this while saving, as your save folder may become corrupted. Alternatively, you can make a copy of your region folder in the (DF)/data/save folder (e.g. "regionXX") ''before saving'', save the game normally, remove the "regionXX" folder and rename the copy.
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Notably lacking is an "exit without save" option. Players who wish to quit and leave their previous save unchanged may manually kill the Dwarf Fortress process using the "die" command in [[Utility:DFHack|DFHack]], Windows Task Manager, or the Unix "kill" command.
  
 
=World Generation=
 
=World Generation=
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For your first game, find a site with the following properties:
 
For your first game, find a site with the following properties:
 
*'''NO [[Aquifer]]''' (This is '''''very''''' important!)
 
*'''NO [[Aquifer]]''' (This is '''''very''''' important!)
*'''Trees:''' Forested or Heavily Forested (or, at the very least, sparsely forested)
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*'''Trees:''' Forested or Heavily Forested
 
*'''Temperature:''' Warm
 
*'''Temperature:''' Warm
 
*'''Surroundings:''' Serene, calm, or at least '''not''' any evil or savage biome.
 
*'''Surroundings:''' Serene, calm, or at least '''not''' any evil or savage biome.
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The find tool may take 1-2 minutes to run, when it's done, '''be sure to press {{K|ESC}} to look around at the different sites it returns''' (look for flashing Xs on the world map).  As you move your yellow X over the flashing suggested sites, the info bar on the right will tell you soil, minerals, aquifer, etc.  Choose the one that looks best to you!
 
The find tool may take 1-2 minutes to run, when it's done, '''be sure to press {{K|ESC}} to look around at the different sites it returns''' (look for flashing Xs on the world map).  As you move your yellow X over the flashing suggested sites, the info bar on the right will tell you soil, minerals, aquifer, etc.  Choose the one that looks best to you!
  
Your site may have '''multiple biomes''' overlapping it. If so make sure to press {{K|F1}}, {{K|F2}}, etc, to take a look at all of them (Macs and laptops may require {{k|fn}}-{{k|F1}}, depending on your settings). They may each have significantly different characteristics. Note that occasionally a site with multiple biomes may contain an aquifer which ''isn't visible on the local map at first'', due to it not being in the "first" biome (the one visible with {{k|F1}}). If your site has multiple biomes, it is '''very important''' to check all of them to avoid surprises like this.
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Your site may have '''multiple biomes''' overlapping it. If so make sure to press {{K|F1}}, {{K|F2}}, etc, to take a look at all of them (Macs may require {{k|fn}}-{{k|F1}}, depending on your settings). They may each have significantly different characteristics. Note that occasionally a site with multiple biomes may contain an aquifer which ''isn't visible on the local map at first'', due to it not being in the "first" biome (the one visible with {{k|F1}}). If your site has multiple biomes, it is '''very important''' to check all of them to avoid surprises like this.
  
 
Additionally, you can resize your embark area using {{k|U}} {{k|M}} {{k|K}} {{k|H}}. A 4x4 embark (the standard) is usually reasonable, but you may want to decrease the size to avoid an undesirable biome (or if your computer can't handle a 4x4 embark).   
 
Additionally, you can resize your embark area using {{k|U}} {{k|M}} {{k|K}} {{k|H}}. A 4x4 embark (the standard) is usually reasonable, but you may want to decrease the size to avoid an undesirable biome (or if your computer can't handle a 4x4 embark).   
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===Stout Labor===
 
===Stout Labor===
{{TipBox2|float=right|titlebg=#0a0|Keybindings|
 
If you're on a laptop (or using a restricted keyboard), you may notice that using {{k|+}} to scroll upward on some menus is inconvenient, since it requires the {{k|Shift}} key. Fortunately, this is easy to change by modifying your [[key binding]]s:
 
# Press {{k|Esc}} to access the [[#Options menu|options menu]] and select {{DFtext|Key Bindings}}
 
# Select {{DFtext|General}}, scroll down to {{DFtext|Move secondary selector down}} (using the arrow keys), move right, and select {{DFtext|Add binding}}
 
# Press {{k|1==}} and select either option that appears. (Technically, you can choose any key you like at this point. However, {{k|1==}} (equals) is probably a good choice, since it's next to {{k|-}} and isn't used for anything else in menus.)
 
# Scroll down, select {{DFtext|By letter: +}}, and press {{k|Backspace}} (or {{k|Delete}}, depending on your keyboard)
 
# Press {{k|Esc}} and select {{DFtext|Save and exit}}
 
You can now use {{k|1==}} instead of {{k|+}} to scroll these types of menus (including the labors menu), which can be significantly easier than using {{k|+}} on certain keyboards.
 
}}
 
{{TipBox2|float=right|titlebg=#aa0|Utilities|2=
 
You may have noticed that the UI for managing dwarves is a bit difficult to use. There are a few utilities available for this purpose (for Windows, Mac OS X, and most Linux systems):
 
* '''[[Utilities#Dwarf_Therapist|Dwarf Therapist]]''' can make labor management considerably easier, especially when you're dealing with twenty times the number of dwarves you have now. It can group and sort dwarves by multiple attributes and display their preferences, mood, and more.
 
* '''[[Utility:DFHack|DFHack]]''' also contains a UI for managing labors. While it has fewer features than Dwarf Therapist, it still lets you change labors. In addition, it is accessible from within DF (which eliminates the need to constantly switch between applications). It also supports sorting and can display dwarves' moods and preferences.
 
}}
 
 
 
'''Labors''' are how you control what types of tasks a dwarf will do. For example, if the [[Fishing]] labor is enabled for a dwarf, that dwarf is allowed to engage in fishing.
 
'''Labors''' are how you control what types of tasks a dwarf will do. For example, if the [[Fishing]] labor is enabled for a dwarf, that dwarf is allowed to engage in fishing.
  
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Dwarves will automatically have some labors enabled if they start out with skill in those labors, and some labors (such as hauling and cleaning) are enabled for all dwarves by default. This is why you didn't need to enable any labors on dwarves to get them to haul and mine, but later you may need a labor that no dwarf is currently capable of.
 
Dwarves will automatically have some labors enabled if they start out with skill in those labors, and some labors (such as hauling and cleaning) are enabled for all dwarves by default. This is why you didn't need to enable any labors on dwarves to get them to haul and mine, but later you may need a labor that no dwarf is currently capable of.
  
Look over your dwarves' assigned [[labor]]s. Press {{K|v}} (View Units) then place the cursor on a dwarf. Now, press {{K|p}}-{{K|l}} for "preferences: labors". You will see a list of labor categories that you can navigate using {{K|-}} and {{K|+}}. You can enter each category with {{k|Enter}} (except for mining, which is a single labor), toggle each labor off and on with {{K|Enter}}, and get back out with {{K|Esc}}.
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{{TipBox2|float=right|titlebg=#aa0|Dwarf Therapist|
 +
You may have noticed that the UI for managing dwarves is a bit difficult to use. There are a few utilities available for this purpose (for Windows, Mac, and most Linux systems):
 +
* '''[[Utilities#Dwarf_Therapist|Dwarf Therapist]]''' can make labor management considerably easier, especially when you're dealing with twenty times the number of dwarves you have now. It can group and sort dwarves by multiple attributes and display their preferences, mood, and more.
 +
* '''[[Utility:DFHack|DFHack]]''' also contains a UI for managing labors. While it has fewer features than Dwarf Therapist, it still lets you change labors. In addition, it is accessible from within DF (which eliminates the need to constantly switch between applications). It also supports sorting and can display dwarves' moods and preferences.}}
 +
 
 +
Look over your dwarves' assigned [[labor]]s. Press {{K|v}} (View Units) then place the cursor on a dwarf. Now, press {{K|p}}-{{K|l}} for "preferences: labors". You will see a list of labor categories that you can navigate using {{K|-}}{{K|+}}. You can enter each category with {{k|Enter}} (except for mining, which is a single labor), toggle each labor off and on with {{K|Enter}}, and get back out with {{K|Esc}}.
  
 
After exiting the View Units menu, you can use {{K|u}} (the units screen) to help you locate dwarves. Hit {{K|u}}, select a dwarf, hit {{K|c}} for "zoom to creature" and you'll automatically be placed in view mode on that dwarf. (Then use {{K|p}}-{{K|l}} to get to the labor configuration menu if necessary.)
 
After exiting the View Units menu, you can use {{K|u}} (the units screen) to help you locate dwarves. Hit {{K|u}}, select a dwarf, hit {{K|c}} for "zoom to creature" and you'll automatically be placed in view mode on that dwarf. (Then use {{K|p}}-{{K|l}} to get to the labor configuration menu if necessary.)
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Note that ''any'' unskilled dwarf can perform any labor given the necessary equipment and materials. Dwarves with no skill will simply be slow and produce a smaller quantity of lower quality goods in a given time period, but they will gain skill points as they do so.
 
Note that ''any'' unskilled dwarf can perform any labor given the necessary equipment and materials. Dwarves with no skill will simply be slow and produce a smaller quantity of lower quality goods in a given time period, but they will gain skill points as they do so.
 +
{{clear}}
  
 
==Strike The Earth!==
 
==Strike The Earth!==
Decide where you will build your main entrance. Generally, you will want to get all your dwarves and supplies inside a protected area as quickly as possible. The best strategy is to put the entrance near your wagon to speed up the process of hauling all of your supplies inside.
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Generally, you will want to get all your dwarves and supplies inside a protected area as quickly as possible. So the first thing you will do is {{K|d}}esignate some areas to "mine".
  
The {{K|d}}esignations menu allows you to select areas to dig. There are multiple methods of digging:
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Decide where you will build your main entrance. The best thing to do is just put it near your wagon to make it faster and less work to haul all of your supplies inside.
* '''[[Mining]]''' removes solid, floor-to-ceiling terrain (natural 'walls') on the z-level selected, leaving behind a rock or soil surface (also referred to as a natural floor). This does '''not''' do anything in areas without natural walls (for example, the surface or previously-mined areas).
 
* '''[[Channel]]ing''' removes ''natural'' (rock/soil) floors (either created naturally or by mining) and creates a downward slope on the z-level selected, as well as creating an upward slope on the z-level below. (For best results, ensure that the area below is unrevealed, i.e. black).
 
  
 
To designate an area for digging:
 
To designate an area for digging:
 
#Hit {{K|d}} to bring up the [[Designations Menu]].
 
#Hit {{K|d}} to bring up the [[Designations Menu]].
#Hit {{K|d}} to mine or {{k|h}} to channel (see above)
+
#Hit {{K|d}} again to select Mine. (Note that dwarves mine horizontally, not downwards.  Use {{k|h}} (Channel) instead if you want to dig down.)
 
#Place the cursor on one corner of the rectangular area you want to designate and press {{K|Enter}}.
 
#Place the cursor on one corner of the rectangular area you want to designate and press {{K|Enter}}.
#Move the cursor to the other corner of the rectangle and press {{K|Enter}}. A rectangle will be highlighted and a miner will start to dig out this area once you exit the menu (with {{K|Esc}}) and unpause the game with {{K|Space}}.
+
#Move the cursor to the other corner of the rectangle and press {{K|Enter}}. A rectangle will be highlighted and a miner dwarf will start to dig out this area once you exit the menu (with {{K|Esc}}) and unpause the game with {{K|Space}}.
  
This is basically how all of the designation commands work. Everything has to be designated one rectangle at a time, but rectangles can be many tiles wide.
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This is basically how all of the designation commands work. Everything has to be designated one rectangle at a time, but rectangles can also be one tile wide, or just one single tile.
  
[[File:Digging Channeling tiles.PNG|200px|thumb|right|Demonstrating the difference between mining and channeling. Mining creates empty space on the same level where it is designated. Channeling creates empty space in the level below, clearing the floor. The levels are connected by up/down ramps. ]]
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If your wagon is near a [[cliff]], you can just designate a tunnel to mine ({{K|d}}-{{K|d}}) into the cliff to create an entryway. If you are on flat land with no cliff near the wagon, [[channel]] out a small rectangle (perhaps 3x3) on the surface with {{K|d}}-{{K|h}} to create a sort of pit with ramps on the edges, then go down one z-level with {{K|>}} and tunnel into the wall of the pit (with {{K|d}}-{{K|d}}) to create your entry. (Think of this as creating your own cliff, with the inside wall of the pit being the "cliff".)
 
 
If your wagon is near a [[cliff]] or hill (generally speaking, any difference in levels, usually showed by the existence of natural ramps), you can just designate a tunnel to mine ({{K|d}}-{{K|d}}) into the cliff to create an entryway. If the wagon is surrounded by flat terrain, [[channel]] out a 3x3 rectangle on the surface with {{K|d}}-{{K|h}} to create a sort of pit with ramps on the edges, then go down one z-level with {{K|>}} and tunnel into the wall of the pit (with {{K|d}}-{{K|d}}) to create your entry. (Think of this as creating your own cliff, with the inside wall of the pit being the "cliff".)
 
  
 
Dig a hallway one tile wide and ''at least'' 10 long, ideally more like 20 ({{k|Shift}} moves 10 tiles when digging, so this can be easily accomplished by pressing {{k|Shift}}+an arrow key twice). This will be your entryway.
 
Dig a hallway one tile wide and ''at least'' 10 long, ideally more like 20 ({{k|Shift}} moves 10 tiles when digging, so this can be easily accomplished by pressing {{k|Shift}}+an arrow key twice). This will be your entryway.
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[[File:Quickstart lodgings 1.png|thumb|right|An example layout, as described in this section. Note the 3-tile wide passage - this allows merchants to access your depot, which will go in the 5x5 room. Note that the turn also needs to be 3 tiles wide; otherwise, wagons won't be able to access the room.]]
 
[[File:Quickstart lodgings 1.png|thumb|right|An example layout, as described in this section. Note the 3-tile wide passage - this allows merchants to access your depot, which will go in the 5x5 room. Note that the turn also needs to be 3 tiles wide; otherwise, wagons won't be able to access the room.]]
  
Near the middle of the entry tunnel, build a 5x5 room, and link it to the entrance tunnel with a 3-tile-wide passageway. Expand the main entry tunnel to ''three'' tiles wide from the entrance of the new room to the outside entry. At the end of the entry tunnel, dig a 3x3 room, which will later become your main stairwell. Two tiles past that, dig an 11x11 room (one {{k|Shift}}+arrow key in each direction), which will later become your general stockpile, and connect it to the stairwell with a 1-wide passageway.
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Near the middle of the entry tunnel, build a 5x5 room, and link it to the entrance tunnel with a 3-tile-wide passageway. Expand the main entry tunnel to ''three'' tiles wide from the entrance of the new room to the outside entry. At the end of the entry tunnel, dig a 3x3 room, which will later become your main stairwell. Two tiles past that, dig an 11x11 room, which will later become your general stockpile, and connect it to the stairwell with a 1-wide passageway.
  
 
Don't make any of these rooms too much larger than the sizes given, or your miner will take forever to dig the rooms out, especially if they're digging in stone instead of soil (digging through soil is much faster). Most sites have at least one level soil layer below ground level, which is where you're digging right now, but as you dig deeper you'll hit stone (if you haven't already), and digging will become slower.
 
Don't make any of these rooms too much larger than the sizes given, or your miner will take forever to dig the rooms out, especially if they're digging in stone instead of soil (digging through soil is much faster). Most sites have at least one level soil layer below ground level, which is where you're digging right now, but as you dig deeper you'll hit stone (if you haven't already), and digging will become slower.
  
 
=== Mining safety ===
 
=== Mining safety ===
While mining, take care to avoid digging into [[water]]. Dwarves are usually poor swimmers, and are unlikely to escape from an underground flood. However, it is safe to mine ''next to'' underground water, as long as you leave at least one "wall" tile between them (see the picture to the right). You can also mine one z-level under a body of water (for example, mining under a river), but you will have to designate each tile individually because DF automatically cancels digging of newly-revealed "damp" tiles (tiles are considered damp when they are adjacent to a water tile, regardless of whether the water tile is on the same z-level or not).
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While mining, you may notice [[water]] visible nearby. Dwarves do not like water, particularly high water, and especially water underground. Most dwarves are also terrible swimmers. For these reasons, do not mine directly into the side of ''any'' underground water you encounter. However, it is safe to mine ''next to'' underground water, as long as you leave at least one "wall" tile between them (see the picture to the right). You can also mine one z-level under a body of water (for example, mining under a river), but DF will generate warnings and force you to designate each tile individually.
  
Also note that '''water can flow diagonally''':
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Also note that '''water can flow diagonally:'''
<diagram>
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{{diagram|spaces=yes|
[#00f]≈[#]▓.▓   [#00f]≈[#]▓.▓
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[#00f]≈▓.▓ [#00f]≈▓.▓
▓▓.▓   ▓..▓
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▓▓.▓ ▓..▓
     
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    ║
[#0f0]ok[#]     [#f00]flood[#]
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[#0f0]o[#0f0]k  ║ [#f00]f[#f00]l[#f00]o[#f00]o[#f00]d
</diagram>
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}}
  
 
=== Stockpiles ===
 
=== Stockpiles ===
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Note that a default embark starts with ''five'' plump helmet seeds &mdash; for now, only half of your field will end up being planted. Eventually, as your dwarves consume plump helmets, more seeds will become available and will be automatically planted by an unoccupied farmer.
 
Note that a default embark starts with ''five'' plump helmet seeds &mdash; for now, only half of your field will end up being planted. Eventually, as your dwarves consume plump helmets, more seeds will become available and will be automatically planted by an unoccupied farmer.
:''For more troubleshooting tips, see [[How do I build a farm]]''
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{{clear}}
 
{{clear}}
  
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==== Plant gathering ====
 
==== Plant gathering ====
If you have shrubs ({{raw tile|"|2:0}}) growing above ground, you can harvest plants from them. Note that this requires a dwarf with the {{dftext|Plant gathering}} labor enabled (under {{dftext|Farming}}), and time (this can take a while for an inexperienced dwarf, and it doesn't always yield edible plants). To start, {{k|d}}esignate some {{k|p}}lants to be gathered on the surface (similar to selecting an area for mining, except it only selects plants in the given rectangle). Once processed, some will leave behind harvested plants (often edible berries).
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If you have shrubs ({{raw tile|"|2:0}}) growing above ground, you can harvest plants from them. Note that this requires a dwarf with the {{dftext|Plant gathering}} labor enabled (under {{dftext|Farming}}), and time (this can take a while for an inexperienced dwarf, and it doesn't always yield food on the first try). To start, {{k|d}}esignate some {{k|p}}lants to be gathered on the surface (similar to selecting an area for mining, except it only selects plants in the given rectangle). Once processed, some will leave behind edible plants (often berries).
  
 
====Butchering====
 
====Butchering====
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===Woodcutting===
 
===Woodcutting===
{{Update in next major version}}
 
 
Assuming your site has [[tree]]s above ground, now is a good time to start obtaining wood.
 
Assuming your site has [[tree]]s above ground, now is a good time to start obtaining wood.
  
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You need a [[brewer]] to brew drinks. Unfortunately, your brewer is also your woodcutter (with a default embark), who is busy cutting down trees. You will want to make a different dwarf your brewer instead, since both your brewer and woodcutter will be busy (and one dwarf can't do both jobs at the same time).
 
You need a [[brewer]] to brew drinks. Unfortunately, your brewer is also your woodcutter (with a default embark), who is busy cutting down trees. You will want to make a different dwarf your brewer instead, since both your brewer and woodcutter will be busy (and one dwarf can't do both jobs at the same time).
# Find your woodcutter in the {{k|u}}nits list, select it, and press {{k|c}} (this selects the dwarf without you having to search your entire map). Use the {{k|p}}-{{k|l}} menu to disable brewing (located under "Farming/related" &mdash; you can navigate this menu with the {{k|+}} and {{k|-}} buttons).
+
# Find your woodcutter in the {{k|u}}nits list, select it, and press {{k|c}} (this selects the dwarf without you having to search your entire map). Use the {{k|p}}-{{k|l}} menu to disable brewing (located under "Farming/related").
# Pick another dwarf that isn't doing anything useful. Right now, this can probably be your fish cleaner, but you can change this as soon as some migrants arrive (by following these steps again).
+
# Pick another dwarf that isn't doing anything useful. Right now, this can probably be your jeweler, but you can change this as soon as some migrants arrive (by following these steps again).
 
# Use the {{k|u}}-{{k|c}}-{{k|p}}-{{k|l}} menu again to enable brewing on the new dwarf.
 
# Use the {{k|u}}-{{k|c}}-{{k|p}}-{{k|l}} menu again to enable brewing on the new dwarf.
  
[[File:Quickstart still 1.png|thumb|right|A completed still]]
 
 
Assuming you have building materials available (which you will if your woodcutter has been doing their job), you can now create a still:
 
Assuming you have building materials available (which you will if your woodcutter has been doing their job), you can now create a still:
 
# Dig out a 3x3 area connected to the farm plot.
 
# Dig out a 3x3 area connected to the farm plot.
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# Use {{K|Enter}} to select a building material for the still (this is probably one of the logs you just cut down by default).
 
# Use {{K|Enter}} to select a building material for the still (this is probably one of the logs you just cut down by default).
 
# Use {{k|Esc}} to exit the menu, and unpause the game.
 
# Use {{k|Esc}} to exit the menu, and unpause the game.
 +
[[File:Quickstart still 1.png|thumb|right|A completed still]]
 
After a short delay, your new brewer should run off, drag a log over to the workshop site, and build the workshop. (This is also how building other workshops works, but you won't need to do that yet).
 
After a short delay, your new brewer should run off, drag a log over to the workshop site, and build the workshop. (This is also how building other workshops works, but you won't need to do that yet).
  
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Go to your mason's shop with {{K|q}} and use {{K|a}} to queue up one [[table|{{k|t}}able]] and one [[throne]]/{{k|c}}hair. You will find out why you need these in a second, but now is a good time to start building them. If you still don't have any stone at this point just use wood at the carpenter's workshop.
 
Go to your mason's shop with {{K|q}} and use {{K|a}} to queue up one [[table|{{k|t}}able]] and one [[throne]]/{{k|c}}hair. You will find out why you need these in a second, but now is a good time to start building them. If you still don't have any stone at this point just use wood at the carpenter's workshop.
 
Also, it would be helpful to build a few [[wheelbarrow]]s to make hauling large objects easier. Queue up 2 or 3 at the carpenter's workshop (they're located near the bottom of the list, but remember that scrolling up with {{k|-}} wraps to the bottom of the list). While the wheelbarrows are being built, select your stone stockpile with {{k|q}} and use {{k|w}} to increase "Max Wheelbarrow" to 3 (the maximum). Your dwarves will automatically move wheelbarrows to the stockpile once they are built.
 
 
{{clear}}
 
{{clear}}
  
 
== Brewing ==
 
== Brewing ==
You'll need [[barrel]]s to store drinks for your dwarves. The stockpile you set up earlier will use as many barrels as possible to store items in, which means they can't be used to store drinks. To change this, press {{k|p}} to access the stockpile menu and use {{k|*}} to increase the number of "reserved" barrels (e.g. barrels kept out of stockpiles - 5 barrels is good for now).
+
(If you haven't already, pause the game before creating the stockpile. This keeps dwarves from trying to store things in it before you can change the settings.)
 +
 
 +
You need to set aside a location for '''[[barrel]]s'''. These will be used to hold drinks, so you'll end up needing several eventually. Barrels can be used to store ''anything'', however, which is a problem when you need them to be empty to put drinks in. In order to avoid this problem, you'll want to set aside a stockpile especially for empty barrels:
 +
# Dig a small area next to your still (or you can use an existing empty area, as long as it's close to the still).
 +
# Create a stock{{k|p}}ile for f{{k|u}}rniture in the location you just created (or the existing location you chose)
 +
# Use {{k|q}}, select the stockpile you just created, and open its {{k|s}}ettings
 +
# Scroll down to "Furniture" and press {{k|b}}lock all. This disables all subcategories, but still leaves the furniture menu accessible.
 +
# Move right, highlight the "Type" menu, move right again, locate "barrels" (in the second page of options) and enable it ({{k|Enter}}).
 +
(Use {{k|Esc}} to get back to the game. You can also unpause now, if you want to, although you only really need to unpause when your dwarves are doing something.)
  
You'll also want to decrease the maximum number of barrels in the stockpile* you created before, so your dwarves don't put all of your barrels in one stockpile. Select the stockpile with {{k|q}} (not {{k|p}} - {{k|p}} only ''designates'' stockpiles), and use {{k|e}} to decrease the maximum number of barrels ({{k|E}} decreases it to zero). Set the maximum to the number of barrels currently in your stockpile.
+
Queue up two or three barrels in your carpenter's workshop with {{k|a}}-{{k|v}}. (If you run out of wood at any point, cut down 5-10 more trees outside. If a lack of wood cancelled a job, you will need to queue the job again).  
  
<small>*If you created more than one stockpile, you'll need to set the maximum number of barrels for each stockpile.</small>
+
Go back to your still and order some drinks to be {{k|a}}-{{k|b}}rewed. Each drink requires one barrel and one edible plant, such as a plump helmet. Even if none of yours have been harvested yet, you should have some left over from embark. Also, brewing plump helmets creates ''two'' seeds from one plant, and enough beer for five servings, which makes plump helmets an excellent choice for a beginning fortress.
  
Queue up two or three barrels in your carpenter's workshop with {{k|a}}-{{k|v}}. (If you run out of wood at any point, cut down 5-10 more trees outside. If a lack of wood cancelled a job, you will need to queue the job again).  
+
You may see a message similar to the following:
 +
{{gametext|Urist McDwarf, Dwarf cancels Brew Drink: needs empty food storage item.|4:1}}
 +
This indicates that no barrels are available. It's entirely possible that a barrel was used for item storage by mistake. Try ordering another barrel to be constructed, but watch the dwarf taking the barrel to the stockpile and queue the drink as soon as the dwarf sets it down.
  
Go back to your still and order some drinks to be {{k|a}}-{{k|b}}rewed. Each drink requires one barrel and one edible plant, such as a plump helmet. Even if none of yours have been harvested yet, you should have some left over from embark. Also, brewing plump helmets creates ''two'' seeds from one plant, which makes plump helmets an excellent choice for a beginning fortress.
+
Note that if you receive fewer cancellation messages than the number of jobs you created, it's possible that you've used up all of your barrels. In this case, you don't need to worry.
  
Five barrels should be plenty for now (each plant makes 5 "units", or servings, of booze, and dwarves don't need to drink too often, so 25 units should last you well into autumn, and possibly into next spring. By autumn, you'll probably want to start queueing up more drinks to be made (you should have more empty barrels by then).
+
After a while, you'll want to queue up some more drinks to be made (you can probably wait until fall to do so, though).
  
 
=="Garbage" Dumping==
 
=="Garbage" Dumping==
{{main|Garbage dump}}
 
 
 
'''Note that garbage is not the same thing as refuse.''' [[Stockpile#Refuse|Refuse]] is [[Miasma|rotting stuff]]. Garbage is anything you designate to be hauled to a [[Activity_zone#Garbage_Dump|garbage dump]], even important things that aren't really garbage. Think of your garbage dump zone as a way to specify that objects you select will be brought to a specific area.
 
'''Note that garbage is not the same thing as refuse.''' [[Stockpile#Refuse|Refuse]] is [[Miasma|rotting stuff]]. Garbage is anything you designate to be hauled to a [[Activity_zone#Garbage_Dump|garbage dump]], even important things that aren't really garbage. Think of your garbage dump zone as a way to specify that objects you select will be brought to a specific area.
  
Use {{K|i}} to create a 1x1 activity zone somewhere near your mason's and mechanic's workshops and set it to be a {{K|g}}arbage dump. Unlike stockpile areas where you are limited to storing one object per tile, any number of items may be piled in a garbage area. That means you will only need one tile to hold as much garbage as you like.  Although many of the room sizes in this guide are suggestions, think of the 1x1 garbage dump size as mandatory.  At some point you will probably want to retrieve an important item from your garbage dump, and the more tiles your dump contains, the harder it will be to find anything in it.
+
Use {{K|i}} to create a 1x1 activity zone somewhere near your mason's and mechanic's workshops and set it to be a {{K|g}}arbage Dump. Unlike stockpile areas where you are limited to storing one object per tile, any number of items may be piled in a garbage area. That means you will only need one tile to hold as much garbage as you like.  Although many of the room sizes in this guide are suggestions, think of the 1x1 garbage dump size as mandatory.  At some point you will probably want to retrieve an important item from your garbage dump, and the larger your dump is, the harder it will be to find anything in it.
  
Press {{k|d}}-{{k|b}} to get to the mass dump/forbid screen and select the {{k|d}}ump option. With "dump" selected, designate a rectangle over the loose stones cluttering up your living area (if there are any – this often isn't a problem yet if you've build your fort in a soil layer). This will designate this stone to be transported to the closest garbage dump zone. Be sure not to dump stone in your stockpiles by mistake, since that will only cause your dwarves to perform unneeded hauling.
+
Press {{k|d}}-{{k|b}} to get to the mass dump/forbid screen and select the {{k|d}}ump option. With "dump" selected, designate a rectangle over all of the loose stones cluttering up your living area. This will designate this stone to be transported to the closest garbage dump zone.
  
 
Once the stone from your living area has been moved there, it will be set as [[Forbid|forbidden]]. Before it can be used you will need to unforbid it using the same {{k|d}}-{{k|b}} screen, hitting {{k|c}} to claim it.
 
Once the stone from your living area has been moved there, it will be set as [[Forbid|forbidden]]. Before it can be used you will need to unforbid it using the same {{k|d}}-{{k|b}} screen, hitting {{k|c}} to claim it.
  
Note that dwarves hauling stone (or any large, heavy objects) move slowly, and can take a lot of time to reach their destination. This can be a major waste of time if you designate 50 boulders to be dumped at once. Unless the stone is in the way of something, you don't ''need'' to dump it every time you dig out a new area. Stones lying on the ground don't slow dwarves down at all.
+
Congratulations! Knowing how to use garbage zones and dump commands puts you head and shoulders above most newbs. It takes some people weeks to figure this out.
 
 
If there is a particular dwarf you don't want hauling stone, you can disable the "Stone Hauling" labor (under the "Hauling" category). Miners are good candidates, since they are far more useful when digging than when moving the stone they just dug out.
 
 
 
Congratulations! Knowing how to use garbage zones as garbage dumps puts you head and shoulders above many new players. It takes some people weeks to figure this out.
 
  
 
==Trade Depot==
 
==Trade Depot==
 
Build a [[trade depot]] using {{K|b}}-{{K|D}} in the 5x5 room you created near your entrance. This is where caravans will park their stuff and where [[trading]] will take place when one arrives. (as stated earlier, the wagons are 3x3 so the entrance tunnel needs to be at least 3x3 for the wagons to go by).
 
Build a [[trade depot]] using {{K|b}}-{{K|D}} in the 5x5 room you created near your entrance. This is where caravans will park their stuff and where [[trading]] will take place when one arrives. (as stated earlier, the wagons are 3x3 so the entrance tunnel needs to be at least 3x3 for the wagons to go by).
  
You will need one [[architect]], which will be enabled on your mason if you selected {{DFtext|Play now!}} at embark. You also need at least 3 logs or boulders to build the depot.
+
You will need one [[architect]], which will be enabled on your mason if you selected {{DFtext|Play now!}} at embark. If you didn't, you can enable it in any dwarf's labor preferences (you may wish to make your mason the architect, but any dwarf can fill the role). Depending on the material you use to build the depot, you also need a [[carpenter]] if you decide to use wood, or a [[mason]] if you decide to use stone.
 +
 
 +
<span style="font-size:85%;">'''Note:''' You can also build a depot out of metal, but this requires a [[metalsmith]], which you may not have yet. Also, there are many better uses for metal, so you're better off choosing a more common material, like stone or wood.</span>
  
 
===Troubleshooting===
 
===Troubleshooting===
Once the depot is built, use {{K|D}} from the main menu to make sure your depot is accessible. ( This command is only available once the depot is built before building, the command will be disabled, and while the depot is under construction everything will flash red until the depot is built). Once completed, checking {{k|D}}epot access will flash some of the following symbols:
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{{collapsible|Troubleshooting|hidden=yes|halign=left|hbgcolor=#e0f0ff|
* {{raw tile|X|4:4:1}}: This tile is not accessible by wagon. This could be because something is blocking it (a tree, a natural [[boulder]], etc.).
+
'''Use {{K|D}} from the main menu to make sure your depot is accessible!'''  This command is only available once the depot is built (before building, the command will be disabled, and while the depot is under construction everything will flash red until the depot is built). Once completed, checking {{k|D}}epot access will flash some of the following symbols:
* {{raw tile|W|2:2:1}}: This tile is accessible by wagon. (These tiles will radiate outward from the depot, not from the map edges.)
+
* {{raw tile|X|4:4:1}}: This tile is not accessible by wagon. This could be due to a number of reasons:
:This is good, but does not guarantee wagons will be able to reach the depot. Make sure you see the words {{DFtext|Depot accessible|2:1}} on the left.
+
:* The tile is part of an underground tunnel less than 3 tiles wide.
 +
:* The tile is next to a '''tree''' or '''[[boulder]]'''.
 +
:* The tile is a '''wall''' or part of the '''air''', where it isn't possible for wagons to travel (no, unfortunately, wagons don't fly).  
 +
* {{raw tile|W|2:2:1}}: This tile is accessible by wagon. These tiles will radiate outward from the depot, not from the map edges.
 +
:This is '''good''', but does not guarantee wagons will be able to reach the depot. Make sure you see the words {{DFtext|Depot accessible|2:1}} on the left.
 
* {{raw tile|D|3:2:1}} The depot is accessible via wagon.  
 
* {{raw tile|D|3:2:1}} The depot is accessible via wagon.  
 
* {{raw tile|D|6:2:1}} The depot is '''not''' accessible by wagon. See below.
 
* {{raw tile|D|6:2:1}} The depot is '''not''' accessible by wagon. See below.
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* Is the path to the depot (in your fortress) less than 3 tiles wide? If not, expand the entranceway and try {{k|D}} again.
 
* Is the path to the depot (in your fortress) less than 3 tiles wide? If not, expand the entranceway and try {{k|D}} again.
 
* Are there [[tree]]s blocking a path to the depot outside? Try clearing a path by cutting down a few (you probably won't need to cut ''all'' the trees in a 3-tile wide path; usually cutting some a few at the end of a path of {{raw tile|W|2:2:1}}'s clears a path.
 
* Are there [[tree]]s blocking a path to the depot outside? Try clearing a path by cutting down a few (you probably won't need to cut ''all'' the trees in a 3-tile wide path; usually cutting some a few at the end of a path of {{raw tile|W|2:2:1}}'s clears a path.
* Are there [[boulder]]s ({{raw tile|∞|7:0:0}}) blocking the path outside? To remove them easily, you need an [[engraver]]. If you selected "play now", you should have one already. Select {{k|d}}-{{k|s}}mooth Stone and designate the boulder(s) for smoothing. They should flash this symbol: {{raw tile|┼|7:0:1}}.
+
* Are there [[boulder]]s ({{raw tile|∞|7:0:0}}) blocking the path outside? To remove them easily, you need an [[engraver]]. If you selected "play now", you should have one already. Select {{k|d}}-{{k|s}}mooth Stone and designate the boulder(s) for smoothing. They should flash this symbol: {{raw tile|┼|7:0:1}}. Once an engraver has removed the boulder(s), check {{k|D}}epot access again.
It's possible that there are multiple obstacles blocking the depot, so keep checking {{k|D}}epot access until the {{DFtext|Depot accessible|2:1}} message appears.
 
 
 
== Migrants ==
 
{{gametext|Some migrants have arrived.}}
 
At some point, you'll most likely be getting migrants soon (if you haven't already). You'll usually get between 5 and 15 migrants in the first 2 waves, which occur somewhere during the first summer and autumn. See [[/Migrants|this page]] for advice when you receive migrants.
 
 
 
== Bedrooms ==
 
Up to this point, your dwarves have probably been sleeping on dirt or rock in your fortress. While this is fine for a short time, your dwarves will gradually become less happy if they are forced to sleep without a bed. Wood is required for beds, unlike many other things, so be sure to designate some more trees to be cut down if you're short on logs.
 
 
 
[[Bedroom design|Designing living quarters]] is largely a matter of personal preference and aesthetic sense. While a few useful designs are discussed here, there are many other options. In general, try to keep the bedrooms close to the stairs, and make your access hallways at least two tiles wide to reduce congestion.  
 
  
=== Location ===
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}} <!-- end box thing -->
Because noise generated from certain jobs (especially mining and woodcutting) can bother sleeping dwarves, doing these jobs within 8 tiles of a sleeping dwarf should be avoided (see [[noise]] for more information). There are two ways of accomplishing this:
 
* Placing bedrooms at the end of a hallway at least 8 tiles long will avoid most noise (as long as you are careful to avoid noisy jobs directly above or below the bedrooms).
 
* Extending your fortress down several z-levels will also work (9 levels from the surface is a safe choice), although extending a 3x3 staircase takes more work than extending a single hallway.
 
Both options works equally well, as long as you are careful to avoid disturbing sleeping dwarves. Ultimately it depends on how you want your fortress to look.
 
  
=== Layout ===
+
==Bedrooms==
Due to the limited resources of a new fortress, setting up a dormitory is a good idea. However, you can also set up individual bedrooms for dwarves.
+
{{TipBox2|float=right|titlebg=#0a0|Communal Living|When a fort is first getting started, a common [[dormitory]] type [[bedroom]] will suffice for a while, but dwarves will eventually want their own rooms. So feel free to create a [[dormitory]] now if you want and come back later to create individual rooms. You will want an office now though.}}
 +
[[File:Quickstart-level-7-bedrooms.png|left|thumb|Level -7: Meager bedrooms and office. All rooms have doors; the bedrooms have a bed, cabinet, and coffer; and the office has a table and chair.]]
 +
Continue digging your stairwell down about seven more levels. Just create the stairwells for now.
  
'''Benefits of individual bedrooms:'''
+
On the lowest level, dig some halls leading to rooms for sleeping quarters. Dwarves don't need much space for living quarters; in fact, you can turn a 1x3 room into decent quarters by smoothing the stone and filling it with some decent quality furniture.
* Dwarves are happier with their own bedroom and furniture.
 
* Individual rooms can increase your fort's perceived wealth.
 
'''Benefits of dormitories:'''
 
* Dormitories are easier to set up and expand (only one room is necessary, and each dwarf only requires one bed).
 
* Sleeping dwarves are much less likely to be attacked when other dwarves are around them.
 
* Multiple dwarves can sleep in a dormitory. In contrast, only one dwarf can ever sleep in a bedroom (other dwarves cannot sleep in a dwarf's bedroom, even when unoccupied).
 
* Far fewer beds are needed – in a fort of 50 dwarves, for example, around five dwarves will be sleeping at a time (on average). A dormitory, therefore, rarely requires above ten beds, while individual bedrooms would require 50 beds to be built.
 
* Even when all of the beds are occupied, dwarves will still sleep in the general area of the dormitory. This is more convenient than having dwarves sleeping all over your fort.
 
For now, setting up a dormitory is easiest (although you can change this later, if you feel the need to).
 
=== Building ===
 
Queue up as many beds as you need in a carpenter's workshop (no more than 3 or 4 should be necessary for a dormitory). Beds are queued with {{k|q}}-{{k|a}}-{{k|b}} at a carpenter's workshop and built with {{k|b}}-{{k|b}}. (As long as your furniture/general-purpose stockpile isn't full yet, dwarves will store beds in them as they are finished, so there may be a delay before they're available to be built.)
 
  
'''Setting up a dormitory:'''
+
[[Bedroom design|Designing living quarters]] is a matter of personal preference and aesthetic sense. Actual design will be left as an exercise for the player. Just try to keep the bedrooms close to the stairs, and ideally make your access hallways at least two tiles wide so your dwarves don't have to crawl over and under each other to get where they are going.  
# Dig out an empty room in the location you selected.
 
# Once you have a bed ready, build it near the middle of the room (towards the end away from the entrance).
 
# Use {{k|q}} to select the bed and {{k|r}} to turn it into a bedroom. Resize the room until it fills the area you dug out (positioning the bed away from the entrance makes it easier to avoid extending the room out into the hallway). If you decide you don't like the position of the bed, remove it with {{k|q}}-{{k|x}} and place it again.
 
# Press {{k|d}} to turn the room into a dormitory (the menu should read {{DFtext|d: Dormitory <Y>}})
 
Once you have more beds built, you can place them in the same room. You don't need to mark them as dormitories as long as they're in the area you designated for the bedroom.
 
  
[[File:Quickstart-level-7-bedrooms.png|thumb|right|An example of individual bedrooms (with furniture, discussed below)]]
+
You will want to create at least eight rooms: seven for your [[bedroom]]s, and one as an [[office]] for your manager/bookkeeper, which, rather than a chest, bed and cabinet, will contain the chair and table you queued up earlier.
'''Setting up individual bedrooms:'''
 
# Dig out a small room for each bed (the size and shape are up to you, but 2 to 4 tiles generally works best).
 
# Build each bed in a room when ready
 
# Use {{k|q}}-{{k|r}} to mark the bed as a bedroom.
 
You should see {{DFtext|Current owner: Nobody}} in the menu. A dwarf will eventually get around to claiming the bedroom – you don't need to assign each dwarf to a specific bedroom.
 
  
 
==Nobles==
 
==Nobles==
 
Hit the {{k|n}} key to open up the [[Noble|nobles and administrators]] screen.   
 
Hit the {{k|n}} key to open up the [[Noble|nobles and administrators]] screen.   
  
The most important positions to assign are '''[[broker]]''', '''[[bookkeeper]]''' and '''[[manager]]'''. Your [[expedition leader]] is a good choice for bookkeeper and manager when starting out. Don't worry that it's just one dwarf doing all this; none of these jobs take very long. The broker should be another one of your other dwarves (rather than being the same as your bookkeeper) so that they're not too busy doing bookkeeping when a trade delegation arrives to actually talk to the traders.
+
The most important positions to assign are '''[[broker]]''', '''[[bookkeeper]]''' and '''[[manager]]'''. Your [[expedition leader]] is a good choice for bookkeeper and manager when starting out. Don't worry that it's just one dwarf doing all this; none of these jobs take very long. The broker should be chosen from one of your other dwarves (rather than being the same as your bookkeeper) so that they're not too busy doing bookkeeping when a trade delegation arrives to actually talk to the traders.
  
 
Having a manager will allow you to queue up work orders which will greatly simplify managing your production. Having a bookkeeper will allow you to maintain inventory counts on the {{K|z}} screen so you'll know what you do and don't have. A broker is necessary to trade with a caravan once one has arrived at your trade depot.
 
Having a manager will allow you to queue up work orders which will greatly simplify managing your production. Having a bookkeeper will allow you to maintain inventory counts on the {{K|z}} screen so you'll know what you do and don't have. A broker is necessary to trade with a caravan once one has arrived at your trade depot.
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Some of your administrative positions (manager and bookkeeper) require an [[office]] in order to function. If your manager, for example, doesn't have an office, you will not be able to do any of the things that require a manager even though you have one assigned.
 
Some of your administrative positions (manager and bookkeeper) require an [[office]] in order to function. If your manager, for example, doesn't have an office, you will not be able to do any of the things that require a manager even though you have one assigned.
  
Earlier you should have queued up a table and throne in your mason's shop, and they should be done by now. Dig out a room near your sleeping quarters or stockpiles (at least 1x3, no more than 5x5).  Place the furniture in it with {{k|b}}-{{k|c}} (chair) and {{k|b}}-{{k|t}} (table). Once dwarves have installed the furniture, use {{K|q}} to select the '''chair''' (not the table), select "Make Throne Room or Study" ({{k|r}}), size the room appropriately, and assign the office to your expedition leader (who should be your bookkeeper and manager). Hit {{K|n}} to verify that these positions now have the office they need (if so, {{DFtext|[REQUIRE]|7:1}} should no longer be red).
+
Earlier you should have queued up a table and throne in your mason's shop, and they should be done by now. Place them in the office (room you created down in the sleeping area) using the {{K|b}}uild command. Once dwarves have installed the furniture, use {{K|q}} to select the chair, select "make study" {{k|r}}, size the room appropriately, and assign the office to your expedition leader (who should be your bookkeeper and manager). Hit {{K|n}} to verify that these positions now have the office they need. If so then you shouldn't see any red.
  
 
==Furniture==
 
==Furniture==
{{TipBox2|float=right|titlebg=#0a0|width=45%|Different Names, Same Thing|As you've noticed, some things have different names based on what they're made of (like chairs vs. thrones) even if they're functionally the same (material almost never makes a difference). So, if it seems like you can't make something of a particular material, do some poking around and check the wiki.
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{{TipBox2|float=right|titlebg=#0a0|Different Names, Same Thing|As you've noticed, some things have different names based on what they're made of (like chairs vs. thrones) even if they're functionally the same. So, if it seems like you can't make something of a particular material, do some poking around and check the wiki.}}
 
 
[[Bed]]s are a notable exception &mdash; they can only be made of wood.
 
}}
 
 
Now would be a good time to start building some [[furniture]]. You could queue up all these items directly from your workshops, but why not give your new manager a little practice?
 
Now would be a good time to start building some [[furniture]]. You could queue up all these items directly from your workshops, but why not give your new manager a little practice?
  
Using the manager screen {{k|j}}-{{k|m}}, hit {{k|q}} to queue up a new job, and type "[[bed]]", and then select "construct bed." Set the quantity to around 4 (or more, depending on how many beds you need). Next, queue up at least four [[table]]s, eight [[throne]]s/chairs, and four doors. Make sure you select a material you have – rock or wood will both work for all of these (except beds), so use whatever you have in your stockpiles. If you like, you can also queue up a few wooden [[chest]]s or rock coffers and [[cabinet]]s (which can be used in bedrooms, if you set up individual bedrooms). The tables and chairs will go in your [[dining room]], speaking of which...
+
Using the manager screen {{k|j}}-{{k|m}}, hit {{k|q}} to queue up a new job, and type "bed", and then select "construct bed." Set the quantity to seven. Next, queue up seven wooden [[chest]]s or rock coffers, eight [[door]]s, seven [[cabinet]]s, at least two [[table]]s and two [[throne]]s/chairs. The tables and chairs will go in your [[dining room]], speaking of which...
  
 
==Dining and Food Prep Area==
 
==Dining and Food Prep Area==
Right off the main stairwell (any unused area by the staircase will work), create three rooms. One will be for general food storage, one a [[dining room|dining hall]], and one a [[kitchen]]. The kitchen will allow you to make [[Cook#Recipes|prepared food]]. Make the room for the kitchen 5x5. The storage area and dining hall should be larger. Ideally, leave empty space on at least one side of your dining hall so that it can be expanded later if necessary.
+
Above the living quarters, and right off the main stairwell, create another four rooms. One will be for general food storage, one a [[dining room|dining hall]], one a [[kitchen]], and one a [[still]]. The still will allow you to make alcohol. The Kitchen will allow you to make [[Cook#Recipes|Prepared food]].
 +
 
 +
Make the rooms for the kitchen and still 5x5 each. The storage area and dining hall should be larger. Ideally make the dining hall so that it can be further expanded later.
  
[[File:Quickstart_dining_area.png|right|thumb|Dining level with dining hall (east), kitchen (north), storage area (west), fishery, butcher's workshop, and tanner's workshop (south).]]
+
Use {{K|b}}-{{K|w}} to build the still and kitchen in the middle of the 5x5 rooms. Create {{K|f}}ood stockpiles in the remaining space around each workshop, as well as the entire food storage room.
  
Use {{K|b}}-{{K|w}}-{{k|z}} to build the kitchen in the middle of the 5x5 room. Use {{k|p}} to create {{K|f}}ood stockpiles in the remaining space around it, as well as the entire food storage room.
+
[[File:Quickstart-level-6-dining.png|right|thumb|Level -6: Dining level with dining hall, kitchen, still, and storage area.]]
  
 
Go back to your general purpose stockpile on the top level and use {{K|q}} to change the {{K|s}}ettings to {{K|d}}isable Food. This will cause any food in your general purpose stockpile to get moved to your new food-only stockpiles.
 
Go back to your general purpose stockpile on the top level and use {{K|q}} to change the {{K|s}}ettings to {{K|d}}isable Food. This will cause any food in your general purpose stockpile to get moved to your new food-only stockpiles.
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If you plan to do any fishing, dig out another area and create a [[Fishery]] on this level so the uncleaned fish your fisherdwarf just caught can be cleaned (gutted) for consumption or cooking. If you plan to do any hunting or [[Status#Animal_Status_Screen|slaughter]] any animals, create a [[Butcher's shop]] on this level so animal corpses can be butchered. The fishery/butcher's shop can be placed behind the kitchen or the general food stockpile, for example. A door is recommended for the butcher's shop in order to contain [[Miasma]] should something rot, and to otherwise avoid offending squeamish dwarves.
 
If you plan to do any fishing, dig out another area and create a [[Fishery]] on this level so the uncleaned fish your fisherdwarf just caught can be cleaned (gutted) for consumption or cooking. If you plan to do any hunting or [[Status#Animal_Status_Screen|slaughter]] any animals, create a [[Butcher's shop]] on this level so animal corpses can be butchered. The fishery/butcher's shop can be placed behind the kitchen or the general food stockpile, for example. A door is recommended for the butcher's shop in order to contain [[Miasma]] should something rot, and to otherwise avoid offending squeamish dwarves.
  
Eventually go check out the subpage on [[/Stockpiles/]] for more information on fine-tuning these stockpiles for maximum efficiency. For now you can safely procrastinate on this and move on to the next section.
+
Eventually go check out the subpage on [[/Stockpiles|Stockpiles]] for more information on fine-tuning these stockpiles for maximum efficiency. For now you can safely procrastinate on this and move on to the next section.
  
 
==Placing Furniture==
 
==Placing Furniture==
Once your furnishings are complete, you need to place them in rooms using the {{K|b}}uild command. Put the new {{k|c}}hairs and {{k|t}}ables in the dining room. If you like, you can add doors for aesthetics (they can be useful in case something starts rotting in your food stockpiles). If you created chests and cabinets, you can add them to each room if you want, but it is not urgent now.
+
Once your furnishings are complete, you need to place them in rooms using the {{K|b}}uild command. Make sure each bedroom gets a bed.  Once dwarves have hauled beds to the bedrooms, use {{K|q}} on the installed beds to define the actual bedrooms from them. Don't worry about assigning the bedrooms to specific dwarves; they will eventually pick their own as long as they have been defined as unowned bedrooms.
 +
 
 +
Put the new chairs and tables in the dining room.
 +
 
 +
You can add doors, chests, and cabinets to each room if you want, but it is not urgent now.
  
 
==Meeting Hall==
 
==Meeting Hall==
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Keep checking your food and drink stock levels on the {{K|z}} screen periodically. While cooked food (properly stockpiled) and alcohol don't spoil, there is really no need to stock 2,000 units of dwarven wine at this point. Ten times the number of drinks and meals as you have dwarves is more than enough. If you start running out of food or drinks, designate some wild plants for harvesting, [[Status#Animal_Status_Screen|slaughter]] some of your animals, start hunting or fishing, or start more farms.
 
Keep checking your food and drink stock levels on the {{K|z}} screen periodically. While cooked food (properly stockpiled) and alcohol don't spoil, there is really no need to stock 2,000 units of dwarven wine at this point. Ten times the number of drinks and meals as you have dwarves is more than enough. If you start running out of food or drinks, designate some wild plants for harvesting, [[Status#Animal_Status_Screen|slaughter]] some of your animals, start hunting or fishing, or start more farms.
  
Actually, now would be a fine time to make another 3x3 farm. Set it to produce [[sweet pod]]s in the spring and summer, [[cave wheat]] or [[pig tail]]s (your choice) in the fall (autumn), and [[plump helmet]]s in the winter. Having multiple types of plants will give your dwarves more variety in their food and drink, keeping them from [[Thought|grumbling]].
+
Actually, now would be a fine time to make another three by three farm. Set it to produce [[sweet pod]]s in the spring and summer, [[cave wheat]] or [[pig tail]]s (your choice) in the fall (autumn), and [[plump helmet]]s in the winter. Having multiple types of plants will give your dwarves more variety in their food and drink, keeping them from [[Thought|grumbling]].
  
 
==Storage Space==
 
==Storage Space==
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At this point, you have all the components of a minimal but functional fortress! Your next steps will be to make it safer and better protected, to set up your [[metal industry]], and later to prepare your [[military|militia]].
 
At this point, you have all the components of a minimal but functional fortress! Your next steps will be to make it safer and better protected, to set up your [[metal industry]], and later to prepare your [[military|militia]].
 +
 +
==Preparing for Immigrants==
 +
Soon you should get some [[Immigration|immigrants]] if you haven't already. When you do get a group of [[Immigration|immigrants]], take a headcount and queue up enough beds, doors, cabinets and chests to make bedrooms for them all. Examine their skills. (This is where [[Utilities#Dwarf_Therapist|Dwarf Therapist]] can come in handy again.) Be sure to enable any labors that they have skills in, but aren't active. Turn any useless dwarves into furnace operators.
  
 
==Traps==
 
==Traps==
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{|
 
{|
 
|-
 
|-
|<diagram>
+
|{{diagram|
[#1:1]^^^^^
+
[#33f]^[#33f]^[#33f]^[#33f]^[#33f]^
[#2:1].....
+
[#0f0].[#0f0].[#0f0].[#0f0].[#0f0].
.....
+
[#0f0].[#0f0].[#0f0].[#0f0].[#0f0].
.....
+
[#0f0].[#0f0].[#0f0].[#0f0].[#0f0].
[#1:1]^^^^^
+
[#33f]^[#33f]^[#33f]^[#33f]^[#33f]^
</diagram>
+
}}
 
|A simple strategy, most useful outside where invaders can come from the sides – inside, this is less useful (invaders don't tend to emerge from the walls)
 
|A simple strategy, most useful outside where invaders can come from the sides – inside, this is less useful (invaders don't tend to emerge from the walls)
 
|-
 
|-
|<diagram fg="4:0">
+
|{{diagram|spaces=yes|\
░░░░░░░░░
+
[#c00]░[#c00]░[#c00]░[#c00]░[#c00]░[#c00]░[#c00]░[#c00]░[#c00]░
░.......░
+
[#c00]░.......[#c00]
░.......░
+
[#c00]░.......[#c00]
░.......░
+
[#c00]░.......[#c00]
....[#1:1]^[#]....
+
....[#33f]^....
....[#1:1]^[#]....
+
....[#33f]^....
....[#1:1]^[#]....
+
....[#33f]^....
░░░░░░░░░
+
[#c00]░[#c00]░[#c00]░[#c00]░[#c00]░[#c00]░[#c00]░[#c00]░[#c00]░
</diagram>
+
}}
 
|A more complex design, but also extremely effective (best used underground). The majority of invaders will choose to take the shortest path, directly through the traps. This can also be extended to make a wider group of traps of a longer safe route.
 
|A more complex design, but also extremely effective (best used underground). The majority of invaders will choose to take the shortest path, directly through the traps. This can also be extended to make a wider group of traps of a longer safe route.
  
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|}
 
|}
  
Note that this is only necessary when caravans can't get to your trade depot because the hallway is filled with traps - if your trade depot is not behind a trap-lined hallway, you can safely make a hallway full of traps - citizens won't trigger traps.
 
  
 
If you place a trap somewhere you didn't mean to, remove it with {{k|t}}-{{k|x}} ({{k|q}}-{{k|x}} will work, but it won't display the name of the trap, making it harder to select the correct one).
 
If you place a trap somewhere you didn't mean to, remove it with {{k|t}}-{{k|x}} ({{k|q}}-{{k|x}} will work, but it won't display the name of the trap, making it harder to select the correct one).
  
 
==Guard Animals==
 
==Guard Animals==
Create two 1x1 [[pasture]]s near the beginning of your entryway, one on either side, using {{K|i}}. Using the {{K|N}} key inside the zone interface, assign a [[dog]] or other non-grazing animal to each of them. These animals will spot thieves and raiders before they gain entrance to your fortress. Try to pick disposable animals, as they ''will'' be slaughtered by the first ambush raiders. Ideally, don't assign female animals; you want them safe for [[Meat industry#Breeding|breeding]] (you should make sure to keep at least one male around for breeding as well).
+
Create two 1x1 [[pasture]]s near the beginning of your entryway, one on either side, using {{K|i}}. Using the {{K|N}} key inside the zone interface, assign a [[dog]] or other non-grazing animal to each of them. These animals will spot thieves and raiders before they gain entrance to your fortress. Try to pick disposable animals, as they ''will'' be slaughtered by the first ambush raiders. Ideally, don't assign female animals; you want them safe for [[Meat industry#Breeding|breeding]].
  
 
==Drawbridge==
 
==Drawbridge==
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[[File:Quickstart-level-2-forge.png|thumb|right|Level -2: Forge and smelters with ore stockpile in the middle.]]
 
[[File:Quickstart-level-2-forge.png|thumb|right|Level -2: Forge and smelters with ore stockpile in the middle.]]
 
Now, below your first workshop level, dig out four more 5x5 rooms around the stairwell. Three of these will be [[smelter]]s, and one a [[metalsmith's forge]]. Designate stockpiles for {{K|b}}ars around the smelters and forge. The bar stockpiles will hold [[Fuel|coke and charcoal]] and metal [[bar]]s. You will probably need larger bar stockpiles, but you can dig out more space and expand them later.
 
Now, below your first workshop level, dig out four more 5x5 rooms around the stairwell. Three of these will be [[smelter]]s, and one a [[metalsmith's forge]]. Designate stockpiles for {{K|b}}ars around the smelters and forge. The bar stockpiles will hold [[Fuel|coke and charcoal]] and metal [[bar]]s. You will probably need larger bar stockpiles, but you can dig out more space and expand them later.
 
Mind that the forge is a workshop, but the smelters are furnaces, build the metalsmith's forge workshop with {{K|b}} {{K|w}} {{K|f}}, build the smelters (furnaces) with {{K|b}} {{K|e}} {{K|s}}.
 
  
 
Also dig out some space and create a stockpile for [[ore]] somewhere nearby. To make an ore stockpile, designate a {{K|s}}tone stockpile, then use {{K|q}} to change the {{K|s}}ettings on it to forbid all types of stone other than ore.
 
Also dig out some space and create a stockpile for [[ore]] somewhere nearby. To make an ore stockpile, designate a {{K|s}}tone stockpile, then use {{K|q}} to change the {{K|s}}ettings on it to forbid all types of stone other than ore.
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===Forging===
 
===Forging===
{{TipBox2|float=right|titlebg=#0a0|Alternative Energy|If you don't find coal then you will have to continue to burn wood into charcoal, or dig down to the bottom of the map and find the magma sea so you can power [[magma smelter]]s and [[magma forge]]s. Getting to magma can be difficult for various reasons that you will discover, so make sure you are ready for some trouble before you go that direction. Burning charcoal should work out okay in the short term.}}
+
{{TipBox2|float=right|titlebg=#0a0|Alternative Energy|If you don't find coal then you will have to continue to burn wood into charcoal, or dig down to the bottom of the map and find the magma sea so you can power [[magma smelter]]s and [[magma forge]]s. Getting to magma can be difficult for various reasons that you will discover, so make sure you are ready for some trouble before you go that direction. Burning charcoal should work out ok in the short term.}}
 
Once you have smelted some ore to get metal bars, and have additional bars of either coal or charcoal, you can start forging metal items. Here are some suggestions on what to make first:
 
Once you have smelted some ore to get metal bars, and have additional bars of either coal or charcoal, you can start forging metal items. Here are some suggestions on what to make first:
 
#'''[[Pick]]s''' - You may have only started out with one pick which limits the number of miners you have to one. By this point you are probably wishing you had more miners. Make a few picks and give some dwarves the mining labor once you get some immigrants. It doesn't matter what metal you use to make picks, at least when it comes to mining, so even copper is perfectly good.
 
#'''[[Pick]]s''' - You may have only started out with one pick which limits the number of miners you have to one. By this point you are probably wishing you had more miners. Make a few picks and give some dwarves the mining labor once you get some immigrants. It doesn't matter what metal you use to make picks, at least when it comes to mining, so even copper is perfectly good.
 
#'''[[Weapon]]s''' - Picks actually make pretty good weapons, but there can be some issues equipping them because they're tied to the mining labor. You may want to make a few axes. They make good weapons, at least against most lightly armored opponents you're likely to encounter first, and can be used to chop trees. Start with 5 or so.
 
#'''[[Weapon]]s''' - Picks actually make pretty good weapons, but there can be some issues equipping them because they're tied to the mining labor. You may want to make a few axes. They make good weapons, at least against most lightly armored opponents you're likely to encounter first, and can be used to chop trees. Start with 5 or so.
#'''[[Armor]]''' - You're going to want some armor. Start with mail shirts, helmets, leggings, then gauntlets and boots. Start with 3 or so of each in the order listed, then make more later when your military grows.  Also make some shields out of wood, unless you're swimming in metal (since the shield's material doesn't matter for defensive purposes).  Once you have the essentials covered, you can include breastplates (but they take 3 bars of metal to make, and they don't cover as much of the torso and arms as a mail shirt).
+
#'''[[Armor]]''' - You're going to want some armor. Start with mail shirts, helmets, leggings, then gauntlets and boots. Start with 3 or so of each in the order listed, then make more later when your military grows.  Also make some shields out of wood (since the shield's material doesn't matter for defensive purposes), unless you're swimming in metal.  Once you have the essentials covered, you can include breastplates (but they take 3 bars of metal to make, and they don't cover as much of the torso and arms as a mail shirt).
  
 
[[Steel]] is the best normal metal to make armor and most weapons out of, but you're likely find that you want some arms before you can make steel. [[Iron]] is good, and [[bronze]] is also good. [[Copper]] is not ideal, but it still works and is better than no metal weapons/armor at all.
 
[[Steel]] is the best normal metal to make armor and most weapons out of, but you're likely find that you want some arms before you can make steel. [[Iron]] is good, and [[bronze]] is also good. [[Copper]] is not ideal, but it still works and is better than no metal weapons/armor at all.
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Here are some things that players often do as their population grows:
 
Here are some things that players often do as their population grows:
 
*Smooth and [[engraving|engrave]] walls and floors
 
*Smooth and [[engraving|engrave]] walls and floors
*Produce [[Meat industry|Meat]], [[Egg production|eggs]], milk and [[Beekeeping industry|honey]]
+
*Produce [[Meat industry|Meat, eggs, milk, and honey]]
 
*Continue to expand the [[military]]
 
*Continue to expand the [[military]]
 
*Explore new [[Industry|industries]]
 
*Explore new [[Industry|industries]]
 
*Dig down to the [[caverns]] and create a defended lower entrance with traps to defend the fort against the [[creatures|denizens]] below
 
*Dig down to the [[caverns]] and create a defended lower entrance with traps to defend the fort against the [[creatures|denizens]] below
*Enable [[Animal training]] for a dwarf and train some war animals
+
*Build a [[kennel]] and train some war animals
 
*Build a [[Mass pitting]] system to dispose of caged enemies
 
*Build a [[Mass pitting]] system to dispose of caged enemies
 
*Build above-ground [[construction]]s such as an archery tower or garden
 
*Build above-ground [[construction]]s such as an archery tower or garden

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