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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>
 +
<div style="font-size:120%">
 +
:'''''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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* 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).
 
* 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).
  
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.
+
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, 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.
  
 
=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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# Press {{k|Esc}} to access the [[#Options menu|options menu]] and select {{DFtext|Key Bindings}}
 
# 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}}
 
# 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.)
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# 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)
 
# 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}}
 
# Press {{k|Esc}} and select {{DFtext|Save and exit}}
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==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.
+
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)
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#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. ]]
+
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.
+
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).
+
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]≈[#]▓.▓
+
[#00f]≈▓.▓ [#00f]≈▓.▓
▓▓.▓   ▓..▓
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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>
+
}}
  
 
=== Stockpiles ===
 
=== Stockpiles ===
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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" &mdash; you can navigate this menu with the {{k|+}} and {{k|-}} buttons).
# 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).
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# 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.
  
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== 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'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.
+
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.)
  
<small>*If you created more than one stockpile, you'll need to set the maximum number of barrels for each stockpile.</small>
+
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).  
  
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).  
+
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.
 +
 
 +
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 your brewer has been producing drinks (or possibly if you receive fewer cancellation messages than the number of jobs you created) it's likely that you've used up all of your barrels. In this case, you don't need to worry - you have enough drinks to last for a reasonably long time.
  
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 wait until fall or winter to do so, though).
  
 
=="Garbage" Dumping==
 
=="Garbage" Dumping==
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For now, setting up a dormitory is easiest (although you can change this later, if you feel the need to).
 
For now, setting up a dormitory is easiest (although you can change this later, if you feel the need to).
 
=== Building ===
 
=== 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.)
+
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}} 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:'''
 
'''Setting up a dormitory:'''
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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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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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