<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Aquillion</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Aquillion"/>
	<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php/Special:Contributions/Aquillion"/>
	<updated>2026-05-28T23:02:48Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.11</generator>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Bedroom_design&amp;diff=298851</id>
		<title>Bedroom design</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Bedroom_design&amp;diff=298851"/>
		<updated>2024-03-26T18:37:23Z</updated>

		<summary type="html">&lt;p&gt;Aquillion: /* Communal dormitory */ adding another advantage to dormitories and summarizing when and why you'd use them; rewording a bit and splitting off the reasons you'd use 1x1 rooms, because at this point it doesn't make sense to frame this with &amp;quot;only.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{av}}&lt;br /&gt;
There are many ways to design the layout of [[bedroom]]s. Simplicity, ease of designating, efficiency, and aesthetics are all important factors in designing dwarven housing. The ability to modify the design to enlarge, improve, or add rooms can be important as well. Proximity of the rooms to [[noise]] should also be considered.&lt;br /&gt;
&lt;br /&gt;
As to size, all a dwarf needs to sleep is a 1-tile bed, anywhere. However, to be [[Thought|happy]], a dwarf wants their own room with a bed, and a chest and a cabinet to put stuff in.  Dwarves consider it a bonus if the room is enclosed by 4 walls (or 3 and a door) for privacy. If you want to add some other item(s) that a dwarf [[preference|prefers]] to add to their happiness, that would require that much more space - usually no more than a tile or two.  However, some [[noble]]s can get very [[Room#Quality|particular]], and their rooms need to be bigger to meet all their requirements. &lt;br /&gt;
&lt;br /&gt;
The simplest approach resolving dwarven sleeping requirements is to have all your dwarves sleep in a large communal [[dormitory]]. The smallest ''bedroom design'' possible is a corridor with notched spaces for beds. &lt;br /&gt;
&lt;br /&gt;
Players frequently want designs which maximize positive thought and minimize the path distance between a dwarf's food, drink, job and home. For these purposes, nothing holds a candle to the ease, simplicity, and efficiency of [[#The_multiply-overlapping_single_bedroom|overlapping bedrooms]] in a single large, carved-out area. In the current version, the main benefits of individualized rooms are for roleplaying purposes. Historically, room design was further complicated when the [[dwarven economy]] kicked in, and a wide range of &amp;quot;[[Zones#Quality_and_value|room qualities]]&amp;quot; were needed, and poor dwarves were kicked out of over-priced quarters (the dwarven economy is currently disabled). To this end, a number of solutions, some surprisingly elegant, have been produced. &lt;br /&gt;
&lt;br /&gt;
Many of the designs shown here were taken from [http://www.bay12forums.com/smf/index.php?topic=16901.0 this forum post].&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
                         NOTE - EDITORS/CONTRIBUTORS:&lt;br /&gt;
=LEVEL 1= SUBSECTIONS WERE CHOSEN FOR VISIBILITY. THIS PAGE IS FAR TOO BUSY FOR ==LEVEL 2== SUBSECTION HEADERS.&lt;br /&gt;
FOR SPECIFIC EXAMPLES, USE ===LEVEL 3=== &lt;br /&gt;
--&amp;gt;&lt;br /&gt;
=Minimalism=&lt;br /&gt;
&lt;br /&gt;
Sometimes, simpler is better... not always, but sometimes...&lt;br /&gt;
&lt;br /&gt;
=== 1×1 bed only, no walls ===&lt;br /&gt;
[[Image:1x1 Bedroom Example.png|60px|right]]&lt;br /&gt;
&lt;br /&gt;
By far the most minimal design is to take a bed, place it anywhere you want, then set it as a 1×1 room. This bed 'room' can be assigned to a dwarf early on, and will at least serve the bare minimum purpose of avoiding unhappy thoughts from the lack of a room. It will not, of course, leave the dwarves with any space to store any possessions at all. However, it requires the absolute minimum work to set up; all you need is existing empty space, preferably with no noise nearby, and a bed to place in it.&lt;br /&gt;
&lt;br /&gt;
Alternatively if you are building compact merely to save space or improve framerate, a 1×1 bedroom on a smoothed, engraved floor can have quite a high room value.&lt;br /&gt;
&lt;br /&gt;
Note that since beds do not block movement and simply having people moving nearby (or even directly ''over'' them) does not produce noise or disrupt sleeping dwarves in any way, you can place these 1×1 rooms in a solid block with no space between them; this makes it easy to smooth and engrave the floor for all of them at once.  With a competent engraver and quality beds, this is often enough to raise the room value to the point where even this minimalist setup will produce happy thoughts; compared to a high-quality bed, the amount that un-engraved walls would add to a room's value is minimal anyway.&lt;br /&gt;
&lt;br /&gt;
=== Communal dormitory ===&lt;br /&gt;
[[Image:dormitory Example.png|60px|right]]&lt;br /&gt;
&lt;br /&gt;
The simplest form of dwarven housing.  Stick a bunch of beds in a room, zone them in a [[dormitory]], and voilà, instant flophouse.  On maps with no [[tree]]s, this is pretty much your only option for sleeping quarters before breaching a cavern or importing large amounts of wood.  (Dwarves will sleep on the floor of the dormitory if no beds are available, which at least keeps them from sleeping in the wilderness.)&lt;br /&gt;
&lt;br /&gt;
This setup only causes a single negative thought (&amp;quot;slept without a proper room recently&amp;quot;), although you miss out the benefit of the happy thoughts generated by personally-owned furniture.  However, as long as you compensate by offering your dwarves high-quality [[food]] and [[alcohol]], an expansive [[dining room]], and other luxuries, your dwarves will remain happy enough to be productive throughout the life of a fortress.  (You may still wish to give [[noble]]s their own rooms, however; they tend to [[mandate|get]] [[demand|upset]] when their [[Noble#Room Requirements Summary|requirements]] are not met)&lt;br /&gt;
&lt;br /&gt;
More than one dormitory can be built in a fortress; if they do not own their own bedroom, dwarves will gravitate to a nearby empty bed when it is time for them to sleep.&lt;br /&gt;
&lt;br /&gt;
Communal dormitories are more appealing now due to the presence of [[vampire]]s among fortress populations, as it increases the likelihood of the offending bloodsucker being caught.&lt;br /&gt;
&lt;br /&gt;
Compared to the solid block of 1×1 bedrooms above, the advantages to a communal dormitory are the ease with which it can be set up, the lower number of beds required (several dwarves can time-share one), and the fact that it allows dwarves to sleep on the floor in a dedicated area if all beds are occupied. These make them ideal if not enough wood is available to make beds for everyone or as a fallback in case you fall behind on building rooms.&lt;br /&gt;
&lt;br /&gt;
However, even a 1×1 owned room generates happy thoughts (as opposed to the minor negative one from a dormitory) and takes the exact same space. Therefore, if unhappy thoughts are a concern and you have enough beds, you should designate them as rooms instead.&lt;br /&gt;
&lt;br /&gt;
=== Plain square design ===&lt;br /&gt;
[[Image:3x3 example.png|180px|right]]&lt;br /&gt;
If it is 2&amp;amp;times;2, 3&amp;amp;times;3 or more, square designs are probably the first choice of many players. Easy to plan, easy to put in place, this kind of design is one of the best when the player values their playing time instead of the overall layout of their fortress. While square designs are easy to reproduce en masse, most are not optimized either for beauty or space efficiency, two aspects that other designs excel at.&lt;br /&gt;
&lt;br /&gt;
=== Line design ===&lt;br /&gt;
[[Image:line_bedroom.png|right|thumb| '''Line design''', laid out (left) and finished (right)]]&lt;br /&gt;
Line designs have the advantage of being very space efficient and very adaptative. From 1&amp;amp;times;1 to 1&amp;amp;times;4 and longer, it can fit almost anywhere, can be upgraded later on as long as you have the space behind your first original line and do not need excessive corridor space for the bedroom access. Simply dig a few lines out of an access tunnel already in use in your fortress and voilà, you have new living quarters. This kind of minimalistic design was particularly useful when the economy kicked in, as it could be adapted in a flash to meet the needs of low-wage citizens.&lt;br /&gt;
&lt;br /&gt;
===Decentralized living===&lt;br /&gt;
In larger fortresses, one of the bigger problems is traffic.  Dwarves have a tendency to all get hungry, thirsty, and tired in waves, and a crowd of 50 of them storming your centralized food stockpiles, one big dining room, and dormitory tunnels can cause a lot of lost time while the hordes shuffle by each other.  A good solution to this is decentralized architecture, incorporating most of the essentials of every day life into numerous smaller areas.  This isn't to suggest that you shouldn't have a legendary dining hall set as a meeting area, capable of holding half your fortress at once.  You definitely should!  But decentralizing from that dining hall relieves a lot of congestion in the halls surrounding the main dining hall, and makes it easier for dwarves just to pass through.&lt;br /&gt;
&lt;br /&gt;
[[image:Living.GIF|right]]&lt;br /&gt;
In this image, the access stairwell (blue fields in the center), spread out in all directions to a public dormitory and dining room for poorer dwarves on the left/right and to 3×3 private rooms on the top/bottom.  The design allows for two small stockpiles of food (gray fields) to minimize the walk to a dining hall.&lt;br /&gt;
&lt;br /&gt;
There are also built-in areas for impressive things like [[Main:statues|statues]] and [[Main:cages|cages]] (for zoos) to keep dwarves admiring your handiwork.  The 3×3 rooms are easy to get up to decent or higher to keep your most useful dwarves happy as clams.  They're also convenient for impromptu noble housing, since you can just knock out a wall between two rooms and convert one into a dining room for a whiny noble.  You could even expand the corner rooms a bit more on both the X and Y axes to make four 3×3 rooms to give the noble a dining room, tomb, and office all in one area.  This is especially useful for the mayor, who gets replaced every so often.  When a new Mayor is elected, one can reassign all the trappings to the new mayor in one go.  If you want an even more decentralized and calm traffic pattern, put tables and chairs in all the private rooms; dwarves will prefer to eat in their quarters.  The walls between the doors leading to the dormitory and Dining Room allow for 2 entrances and 2 exits to each predictably higher-traffic room while leaving a pillar of rock for an engraving.  The main corridor also allows you to branch off into 4 restraints per floor in a private 1×2 prison.  Since it's flanked by an animal cage and a statue (or alternatively, 2 statues. This may be better because Statues block movement and it's effectively the same as surrounding the prisoner with walls). Additionally, in an area you want smoothed and engraved to begin with, it gives prisoners a leg upon their happiness immediately and -- once again -- prevents traffic jams from convicts being brought food and water in larger prisons.&lt;br /&gt;
&lt;br /&gt;
Another option for maximizing traffic throughput is to put a 1×3 line of upward stairwells on one end of the blue field, and a 1×3 line of downward stairwells on the other.  This simulates a 3-wide vertical corridor without the safety risks of up/down stairwells.&lt;br /&gt;
&lt;br /&gt;
You may also, at your discretion, knock out the statues and cages near the stairwell to make the entire plan a little more compact (though you lose the easy prisons in this case).  This plan can stretch on the x axis as much as you like, but note that the 1 wide corridors leading to individual rooms can get crowded if more than 10 dwarves are living along each one.  Even with the given layout, though, one floor supports 26 private rooms and as many as 14 public beds.  This works out quite nicely since one floor is enough to handle most immigrant waves, while existing floors' public beds can handle a decent amount of overflow.  The public dormitory rooms can also be converted into prisons very easily (just put chains next to every bed) if you decide not to go with the main design.&lt;br /&gt;
&lt;br /&gt;
=== High density single floor housing ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Housing_by_Marble_Dice.png|thumb|244px|This is the 61×61 housing plan]]&lt;br /&gt;
&lt;br /&gt;
This fractal-inspired design combines space efficiency with wider access hallways to alleviate traffic jams.  Stairs are placed in the middle, and the design can expand indefinitely.  To decrease the size, remove the outermost perimeter hallway, and all connected bedrooms.  To increase the size, use the picture as a guide and follow the same radial pattern.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;padding:&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Size&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Capacity&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Max walk distance from center&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 29×29 tiles&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 48 dwarves&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 23 steps&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 45×45 tiles&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 120 dwarves&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 39 steps&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 61×61 tiles&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 224 dwarves&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 55 steps&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 77×77 tiles&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 360 dwarves&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 71 steps&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== The multiply-overlapping single bedroom ===&lt;br /&gt;
&lt;br /&gt;
A variation on the dormitory can produce large numbers of cheap, high quality bedrooms, very easily.  Start with a large room, perhaps 20×20 tiles, and put many beds in it.  From each of those beds, create a bedroom that covers the entire room.  Each of the rooms overlaps the other rooms, and therefore suffers a quality modifier, but the room is large enough that its size can dominate the quality calculation. The quality hit for overlapping rooms is only applied once; your room either overlaps or it does not. With any reasonable amount of beds, it is easier and cheaper to furnish the one room with high quality items (at a penalty) than it is to carve out and furnish dozens of rooms separately. In addition, side by side beds in an open room is by far the most efficient use of space and walking distance. A room this size with a couple hundred beds in it, and some combination of smoothing, engraving, or multiple pieces of cheap furniture, can be of any quality level that is desired, from modest to royal.&lt;br /&gt;
&lt;br /&gt;
=== Staggered Doorless Rooms ===&lt;br /&gt;
&lt;br /&gt;
Dwarves suffer no penalties for having other Dwarves travel through their bedrooms even when they are sleeping. They also don't require doors. Therefore, you can take advantage of diagonal pathing in room design for high-density, non-overlapping, multi-tile rooms.&lt;br /&gt;
&lt;br /&gt;
The following diagram shows a 3×1 layout surrounding a 3×3 stairwell. The design can be repeated outwards as far as necessary.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
---.B.---.B.---&lt;br /&gt;
.B.---.B.---.B.&lt;br /&gt;
---.B.---.B.---&lt;br /&gt;
.B.---XXX---.B.&lt;br /&gt;
---.B.XXX.B.---&lt;br /&gt;
.B.---XXX---.B.&lt;br /&gt;
---.B.---.B.---&lt;br /&gt;
.B.---.B.---.B.&lt;br /&gt;
---.B.---.B.---&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Dwarves will navigate from the stairwell diagonally through rooms, while bedroom sizes can be applied at 3×3 (without the area leaking to adjoining rooms) allowing for some level of furnishing.&lt;br /&gt;
&lt;br /&gt;
=High density, single floor, quick housing=&lt;br /&gt;
&lt;br /&gt;
[[Image:Dwarf-bedroom-simple.jpg|thumb|250px|This is a 35×35 housing plan]]&lt;br /&gt;
&lt;br /&gt;
This design is nice in that it is very quick to lay since using shift to move the cursor moves in steps of 11 tiles. It is also very easy to increase or decrease their value by adding or removing [[furniture]]. Each 1-tile wide walkway is shared by 10 dwarves reducing congestion and each room can fit a bed, a chest and a cabinet leaving 1 free space for any miscellaneous items such as a statue for legendary dwarves, the free space is in the back of the room for the reason that it allows you to place blocking items that cannot be moved over there without sealing your dwarves in/out.&lt;br /&gt;
&lt;br /&gt;
=High density, multi-level=&lt;br /&gt;
&lt;br /&gt;
Optimizing space, minimizing walking distance, these are good things... for some...&lt;br /&gt;
&lt;br /&gt;
===Magical Multi-way Doors===&lt;br /&gt;
&lt;br /&gt;
The main point of this design is that it squeezes six bedrooms in a space of 9×8 squares (including walls) by using two-way doors. It's meant to be built across several Z-levels, making it take up a minimal amount of practical space. It can be easily mirrored, although that requires a wider corridor (or the use of four bedrooms instead of six on the other side).&lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
 Level -1  ¦   Level 0   ¦   Level 1&lt;br /&gt;
 +-----+   ¦   +-----+   ¦   +-----+&lt;br /&gt;
 ¦..¦..¦   ¦   ¦..¦..¦   ¦   ¦..¦..¦&lt;br /&gt;
+-+.¦.+-+  ¦  +-+.¦.+-+  ¦  +-+.¦.+-+&lt;br /&gt;
¦.+D-D+.¦  ¦  ¦.+D-D+.¦  ¦  ¦.+D-D+.¦&lt;br /&gt;
¦..¦X¦..¦  ¦  ¦..¦X¦..¦  ¦  ¦..¦X¦..¦&lt;br /&gt;
¦---D---¦  ¦  ---+.+---  ¦  ¦---D---¦&lt;br /&gt;
¦...¦...¦  ¦  .........  ¦  ¦...¦...¦&lt;br /&gt;
+-------+  ¦             ¦  +-------+}}&lt;br /&gt;
&lt;br /&gt;
'''Alternate layout:'''&lt;br /&gt;
&lt;br /&gt;
This is a simpler (though slightly less compact) design using three-way doors.&lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
    +---+---+&lt;br /&gt;
    ¦...¦...¦&lt;br /&gt;
+---+---D---+&lt;br /&gt;
¦...¦XXX¦...¦&lt;br /&gt;
+---D---+---+&lt;br /&gt;
¦...¦...¦&lt;br /&gt;
+---+---+}}&lt;br /&gt;
&lt;br /&gt;
One apartment &amp;quot;unit&amp;quot; gives you 6 rooms using only 2 doors and it fits within a 13×7 space (including walls).  Access to the apartments in the unit is through the 1-3 up/down stairwells in the center.  This design can be expanded by repeating the same pattern one level down and/or by tiling together multiple units together on the same level.&lt;br /&gt;
&lt;br /&gt;
Both designs mean that you have to build less doors per bedroom, which helps save time and materials.&lt;br /&gt;
&lt;br /&gt;
===Sandwich===&lt;br /&gt;
&lt;br /&gt;
A design to move bedrooms vertically spread across many unused Z levels easily. The rooms can be preferentially scaled up or down depending on needs. If space is reserved serves well for expansion of each bedroom as suitable.&lt;br /&gt;
&lt;br /&gt;
The sandwich basically consists of a three tile wide hallway or wider. Up/Down Stairways are evenly distributed in increments which lead to one or more bedrooms as needed. [[Floor hatch]]es can be used between the individual bedrooms like vertical doors, but, unlike doors, owned floor hatches can generate happy [[thought]]s.&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?topic=118751.0 Recent science] has established that having any &amp;quot;holes&amp;quot; in a room's walls reduces the apparent [[room value]]; this design is therefore particularly well-suited to producing high-value rooms.&lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
Level -1       ¦   Level 0       ¦    Level 1&lt;br /&gt;
+-----------+  ¦                 ¦  +-----------+&lt;br /&gt;
¦B.¦B.¦B.¦B.¦  ¦                 ¦  ¦B.¦B.¦B.¦B.¦&lt;br /&gt;
¦..¦..¦..¦..¦  ¦  -------------  ¦  ¦..¦..¦..¦..¦&lt;br /&gt;
¦X.¦X.¦X.¦X.¦  ¦  .X..X..X..X..  ¦  ¦X.¦X.¦X.¦X.¦&lt;br /&gt;
¦--+--+--+--¦  ¦  .............  ¦  ¦--+--+--+--¦&lt;br /&gt;
¦X.¦X.¦X.¦X.¦  ¦  .X..X..X..X..  ¦  ¦X.¦X.¦X.¦X.¦&lt;br /&gt;
¦..¦..¦..¦..¦  ¦  -------------  ¦  ¦..¦..¦..¦..¦&lt;br /&gt;
¦B.¦B.¦B.¦B.¦  ¦                 ¦  ¦B.¦B.¦B.¦B.¦&lt;br /&gt;
+-----------+  ¦                 ¦  +-----------+}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The bedroom design can be copied several times further up and down starting from Level 1 or -1 to exploit available space in neighbouring Z levels. The design is excellent as the space surrounding the hallway can be used for directly tying to the dining/meeting hall.&lt;br /&gt;
&lt;br /&gt;
===6-room clusters===&lt;br /&gt;
&lt;br /&gt;
[[File:ClusterBedrooms.png|thumb|350 pix|'''6-room clusters'''  ''(click to enlarge)'']]&lt;br /&gt;
This one is quite dense. There are six bedroom clusters. They can be built close to each other.&lt;br /&gt;
&lt;br /&gt;
There are 7 6-room clusters here. If 5 Z-Levels of this are built, that's 5*7*6=210, which is plenty for most any fortress.&lt;br /&gt;
&lt;br /&gt;
=== Living Pods (Residential Flats) ===&lt;br /&gt;
   &lt;br /&gt;
This design is compact and allows for a large number of rooms. Each room has 3 tiles plus a door. To add to the complex build an apartment level one level above or below the lobby - the stairs allow direct access. The design can be stretched to make the rooms 3×2 or 3×3, or to allow more rooms per floor, depending on your preference. Though not as visually impressive as the fractal patterns it is very efficient in that it can allow for large numbers of dwarves to easily access the main hallway.  The pods are very quick to deploy as the interior (mined out) width of the pods exactly equals one {{k|Shift}}+move of the cursor.  Highlight a full square with a horizontal shift+move then a vertical.  Then ''un''mark the 3 internal walls in both horizontal and vertical directions (each also 1 shift+move distance long), and finally mark in the four staircases. Sixteen bedrooms with extremely efficient pathing laid out in as many seconds.&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
Upper/lower&lt;br /&gt;
Apartment Level:     Lobby Level:&lt;br /&gt;
+-----------+        +-----------+..&lt;br /&gt;
¦..¦..¦..¦..¦        ¦..¦..¦..¦..¦.. O&lt;br /&gt;
¦.+-+.¦.+-+.¦        ¦.+-+.¦.+-+.¦.. u&lt;br /&gt;
¦-¦X¦-+-¦X¦-¦        ¦-¦X+---+X+-+.. t&lt;br /&gt;
¦.+-+.¦.+-+.¦        ¦.++..O........ e&lt;br /&gt;
¦..¦..¦..¦..¦        ¦..¦........... r&lt;br /&gt;
¦--+--+--+--¦        ¦--¦O...O+--+..&lt;br /&gt;
¦..¦..¦..¦..¦        ¦..¦.....¦..¦.. H&lt;br /&gt;
¦.+-+.¦.+-+.¦        ¦.++..O..++.¦.. a&lt;br /&gt;
¦-¦X¦-+-¦X¦-¦        ¦-¦X+---+X¦-¦.. l&lt;br /&gt;
¦.+-+.¦.+-+.¦        ¦.+-+.¦.+-+.¦.. l&lt;br /&gt;
¦..¦..¦..¦..¦        ¦..¦..¦..¦..¦..&lt;br /&gt;
+-----------+        +-----------+..}}&lt;br /&gt;
&lt;br /&gt;
==== Pod variant ====&lt;br /&gt;
&lt;br /&gt;
This is an example of varying the above to suit personal taste. Three significant changes have been made: &lt;br /&gt;
&lt;br /&gt;
:1) 2 pairs of vertical access stairs feed upward, instead of one horizontal hallway.&lt;br /&gt;
&lt;br /&gt;
:2) The entire design has been expanded (to 15×15, vs 13×13 above), but rooms have not been expanded to fill all available space - not yet.  That will be done if/as need arises, and many of the 3-tile rooms can become 5- or 7-tile&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;, or two joined together to become 12-tile suites&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
:3) Allow for a central waterfall with drain system*.&lt;br /&gt;
   &lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Upper Apartment         Lobby         Lower Apartment&lt;br /&gt;
   Level(s*):           Level:           Level(s*):&lt;br /&gt;
+-----+ +-----+    +-----+ +-----+    +-----+ +-----+&lt;br /&gt;
¦..¦..¦ ¦..¦..¦    ¦..¦..¦ ¦..¦..¦    ¦..¦..¦ ¦..¦..¦&lt;br /&gt;
¦.+-+.¦ ¦.+-+.¦    ¦.+-+.¦ ¦.+-+.¦    ¦.+-+.¦ ¦.+-+.¦&lt;br /&gt;
¦-¦X¦-¦ ¦-¦X¦-¦    ¦-¦X¦-----¦X¦-¦    ¦-¦X¦-----¦X¦-¦&lt;br /&gt;
¦.+¦+.¦ ¦.+-+.¦    ¦.+¦+.OOO.+-+.¦    ¦.+¦+..¦..+-+.¦&lt;br /&gt;
¦..¦..¦ ¦..¦..¦    ¦..¦.......¦..¦    ¦..¦.+---+.¦..¦&lt;br /&gt;
+--+-------+--+    +--¦..###..¦--+    +--¦.¦~~~¦.¦--+&lt;br /&gt;
   ¦XX#~#XX¦          ¦&amp;lt;&amp;lt;#~#&amp;lt;&amp;lt;¦          ¦-¦~¦~¦-¦ &lt;br /&gt;
+--+-------+--+    +--¦..###..¦--+    +--¦.¦~~~¦.¦--+ &lt;br /&gt;
¦..¦..¦ ¦..¦..¦    ¦..¦.......¦..¦    ¦..¦.+---+.¦..¦&lt;br /&gt;
¦.+-+.¦ ¦.+-+.¦    ¦.+-+.OOO.+-+.¦    ¦.+-+..¦..+-+.¦&lt;br /&gt;
¦-¦X¦-¦ ¦-¦X¦-¦    ¦-¦X¦-----¦X¦-¦    ¦-¦X¦-----¦X¦-¦&lt;br /&gt;
¦.+-+.¦ ¦.+-+.¦    ¦.+-+.¦ ¦.+-+.¦    ¦.+-+.¦ ¦.+-+.¦&lt;br /&gt;
¦..¦..¦ ¦..¦..¦    ¦..¦..¦ ¦..¦..¦    ¦..¦..¦ ¦..¦..¦&lt;br /&gt;
+-----+ +-----+    +-----+ +-----+    +-----+ +-----+}}&lt;br /&gt;
Legend:&lt;br /&gt;
  X = up/down stair&lt;br /&gt;
  &amp;lt; = up stair&lt;br /&gt;
  ~ = flowing water, in waterfall and drain&lt;br /&gt;
  # = [[grate]] or floor [[bars]] over drain&lt;br /&gt;
  ¦ = solid block at base of waterfall&lt;br /&gt;
  O = [[statue]]s (though a [[zoo]] or booze stockpiles could work as well)&amp;lt;/pre&amp;gt;&lt;br /&gt;
Notes:&lt;br /&gt;
: 1) There is a central, vertical line of unused tiles, allowing adjacent rooms to be expanded to 5 tiles large.&lt;br /&gt;
: 2) Expanding out one more tile beyond the outer boundaries can create size 5-11 rooms, or size 19 if two are connected.&lt;br /&gt;
: 3) A size 15 room is ample for any noble, with the possible exception of a [[king|king/queen]].&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; The floor plan for the waterfall/drain system may vary from floor to floor, and by personal taste.  Eventually it can be routed off and out one side, and the full interior area of all levels below that reserved for apartments.&lt;br /&gt;
&lt;br /&gt;
''(Note - It's easy to [[flood]] an area with a waterfall such as this - be sure you are familiar with the technique before risking an entire dormitory (or the lower parts, at least) on it.)''&lt;br /&gt;
&lt;br /&gt;
=== Greek Cross design===&lt;br /&gt;
[[image:VaniverGreek48.png|right|thumb| 48 room design]]&lt;br /&gt;
Minimizing walking distances requires good use of vertical space. This plan is simple, scalable, and only takes up a few floors - 6 if you have 32 per floor, 4 if you have 48. The maximum walking distance should be less than 20 (walking up/down stairs counts as one distance.).[[image:VaniverGreek32.png|center|thumb| 32 room design]]&lt;br /&gt;
A Quickfort blueprint for the 32 tile Greek Cross design is available [http://www.mediafire.com/download/yfeoeo0qj38vw24/Greek_Cross_Design_Blueprint.zip here]&lt;br /&gt;
&lt;br /&gt;
=== Shaft design ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Shaft_bedroom_design.gif|thumb|Shaft bedroom design with a few possible variations.]]&lt;br /&gt;
&lt;br /&gt;
The Shaft design allows various options for entry direction and central &amp;quot;shaft&amp;quot; use. The central shaft may be altered to create dining rooms and offices for minor nobles, &amp;quot;deluxe&amp;quot; bedrooms, hospital beds, or simply more bedrooms. The design can easily accommodate several different room sizes while maintaining efficiency. However, the design utilizes Z-levels for efficiency, and you must build several levels of Shaft designs to accommodate a fully grown fortress.&lt;br /&gt;
&lt;br /&gt;
The Shaft design can fit 20 2×2 rooms, or 30 1×1 rooms.&lt;br /&gt;
&lt;br /&gt;
=== Tileable shaft design ===&lt;br /&gt;
The tileable shaft design is a further expansion of the general shaft design above, coming in somewhere between the simple geometric designs and the vastly more complex fractal designs. These are designs that can be symmetrically tiled, that means concatenated in all six directions and are thus suited both for manual design as well as macro-automation. They allow the user to extend the same pattern over very large areas and to easily extend the available space per room up to a given size by tearing down just a few walls. Additionally, they can be suited for bedrooms as well as work and storage.[[Image:tileable_shaft_big.png|thumb|Tileable shaft design with a few possible variations.]]&lt;br /&gt;
&lt;br /&gt;
The downsides are that they're not especially optimized for walking distance or large hallways, and the necessity of the main access shaft on the z-level (stairs) having to be in the central-most tile (marked red in the examples) to allow z-level stacking.&lt;br /&gt;
&lt;br /&gt;
=== Modified Windmill Villas ===&lt;br /&gt;
&lt;br /&gt;
This is the most efficient method I have seen, and it keeps the central staircase as well.  &lt;br /&gt;
&lt;br /&gt;
(Calculations use 8 levels)&lt;br /&gt;
*Dwarfs per level = 28&lt;br /&gt;
*Levels needed for 200 = 7.1&lt;br /&gt;
*Max distance (including Z) = 15&lt;br /&gt;
*Average distance = 10.2&lt;br /&gt;
*Average distance per level = 5.4&lt;br /&gt;
&lt;br /&gt;
[[Image:Modified_Windmill_Villas.png|Modified windmill villas]]&lt;br /&gt;
&lt;br /&gt;
=== Squarified Tri-way Doors ===&lt;br /&gt;
&lt;br /&gt;
Four &amp;quot;tri-way doors&amp;quot; patterns adjacent to each other, squarified with 4 normal rooms and 2 noble rooms.&lt;br /&gt;
&lt;br /&gt;
This results in 30 bedrooms in a 21×15 rectangular space (counting all walls, including external ones). Can be repeated multiple z-levels, accessed from a lobby hallway.&lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
+-------+---+---+---+&lt;br /&gt;
¦.....DX¦...¦...¦...¦&lt;br /&gt;
+---+---+---D-+-+-+D¦&lt;br /&gt;
¦...¦...¦...¦X¦...¦X¦&lt;br /&gt;
+---D-+-+-+-+-D---+D¦&lt;br /&gt;
¦...¦X¦...¦...¦...¦.¦&lt;br /&gt;
+-+-+-D---+---+---+.¦&lt;br /&gt;
¦.¦...¦...¦...¦...¦.¦&lt;br /&gt;
¦.+---+---+---D-+-+-+&lt;br /&gt;
¦.¦...¦...¦...¦X¦...¦&lt;br /&gt;
¦D+---D-+-+-+-+-D---+&lt;br /&gt;
¦X¦...¦X¦...¦...¦...¦&lt;br /&gt;
¦D+-+-+-D---+---+---+&lt;br /&gt;
¦...¦...¦...¦XD.....¦&lt;br /&gt;
+---+---+---+-------+}}&lt;br /&gt;
&lt;br /&gt;
=== Large Squarified Tri-way Doors ===&lt;br /&gt;
&lt;br /&gt;
By playing with the basic building block of the above design, and a 25×25 space, you can get this elegant square and symmetrical design:&lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
╔═╦═╦═══╦═╦═╦═╦═╦═══╦═╦═╗&lt;br /&gt;
║ +X+   ║ ║ ║ ║ ║   +X+ ║&lt;br /&gt;
║ ╠═╬═╦═╣ ║ ║ ║ ╠═╦═╬═╣ ║&lt;br /&gt;
║ ║ ║ ║ ║ ║ ║ ║ ║ ║ ║ ║ ║&lt;br /&gt;
╠═╣ ║ ║ ╠═+═╬═+═╣ ║ ║ ╠═╣&lt;br /&gt;
║ ║ ║ ║ ║X║ ║ ║X║ ║ ║ ║ ║&lt;br /&gt;
║ ╠═+═╬═+═╣ ║ ╠═+═╬═+═╣ ║&lt;br /&gt;
║ ║X║ ║ ║ ║ ║ ║ ║ ║ ║X║ ║&lt;br /&gt;
╠═+═╣ ║ ║ ╠═╩═╣ ║ ║ ╠═+═╣&lt;br /&gt;
║ ║ ║ ║ ║ ║   ║ ║ ║ ║ ║ ║&lt;br /&gt;
║ ║ ╠═╩═╬═╣ ╔═╩═╬═╩═╣ ║ ║&lt;br /&gt;
║ ║ ║   ║X+ ║   ║   ║ ║ ║&lt;br /&gt;
╠═╬═╬═══+═╩═╬═╦═+═══╬═╬═╣&lt;br /&gt;
║ ║ ║   ║   ║ +X║   ║ ║ ║&lt;br /&gt;
║ ║ ╠═╦═╬═╦═╝ ╠═╬═╦═╣ ║ ║&lt;br /&gt;
║ ║ ║ ║ ║ ║   ║ ║ ║ ║ ║ ║&lt;br /&gt;
╠═+═╣ ║ ║ ╠═╦═╣ ║ ║ ╠═+═╣&lt;br /&gt;
║ ║X║ ║ ║ ║ ║ ║ ║ ║ ║X║ ║&lt;br /&gt;
║ ╠═+═╬═+═╣ ║ ╠═+═╬═+═╣ ║&lt;br /&gt;
║ ║ ║ ║ ║X║ ║ ║X║ ║ ║ ║ ║&lt;br /&gt;
╠═╣ ║ ║ ╠═+═╬═+═╣ ║ ║ ╠═╣&lt;br /&gt;
║ ║ ║ ║ ║ ║ ║ ║ ║ ║ ║ ║ ║&lt;br /&gt;
║ ╠═╬═╩═╣ ║ ║ ║ ╠═╩═╬═╣ ║&lt;br /&gt;
║ +X+   ║ ║ ║ ║ ║   +X+ ║&lt;br /&gt;
╚═╩═╩═══╩═╩═╩═╩═╩═══╩═╩═╝}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is the most space-efficient design when aiming for bedrooms with exactly three tiles of space which are accessible without crossing another bedroom. It uses only 9 tiles per bedroom overall, an amazing feat, since the mathematical minimum for the problem given is 8 tiles per bedroom! Such bedroom allocations are not in any way required, however: normal citizens are perfectly happy with an [[#The_multiply-overlapping_single_bedroom|overlapping bedroom]] in a large hall packed to capacity with beds.&lt;br /&gt;
&lt;br /&gt;
=Repeating patterns &amp;amp; fractals=&lt;br /&gt;
&lt;br /&gt;
Art for art's sake... and if it's functional, so much the better...&lt;br /&gt;
&lt;br /&gt;
=== Blossom ===&lt;br /&gt;
[[Image:blossom.png|300px]]&lt;br /&gt;
&lt;br /&gt;
Not truly fractal, but inspired by other fractals with a more aesthetic appeal.  A slightly stripped down quickfort version of this is available [http://www.mediafire.com/view/?wx3g4373422u02r here].&lt;br /&gt;
&lt;br /&gt;
=== Tessellated Apartments ===&lt;br /&gt;
&amp;lt;!-- Originally &amp;quot;GnomeChomskey's...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
        ╔══╗       &lt;br /&gt;
        ║.θ║       &lt;br /&gt;
        ║.╔╬══╗    &lt;br /&gt;
      ╔═╬┼╩┼..║    &lt;br /&gt;
   ╔══╣θ╚╣X╠╗θ║    &lt;br /&gt;
   ║.θ║..┼╦┼╬═╩╗   &lt;br /&gt;
   ║.╔╬══╬╝.║.θ║   &lt;br /&gt;
 ╔═╬┼╩┼..║θ.║.╔╬══╗&lt;br /&gt;
 ║θ╚╣X╠╗θ╠╦═╬┼╩┼..║&lt;br /&gt;
 ║..┼╦┼╬═╩╣θ╚╣X╠╗θ║&lt;br /&gt;
 ╚══╬╝.║.θ║..┼╦┼╬═╝&lt;br /&gt;
    ║θ.║.╔╬══╬╝.║  &lt;br /&gt;
    ╚╦═╬┼╩┼..║θ.║  &lt;br /&gt;
     ║θ╚╣X╠╗θ╠══╝  &lt;br /&gt;
     ║..┼╦┼╬═╝     &lt;br /&gt;
     ╚══╬╝.║       &lt;br /&gt;
        ║θ.║       &lt;br /&gt;
        ╚══╝       &lt;br /&gt;
&lt;br /&gt;
        ╔══╗       &lt;br /&gt;
        ║.θ║       &lt;br /&gt;
        ║.╔╬══╗    &lt;br /&gt;
      ╔═╬┼╩┼..║    &lt;br /&gt;
   ╔══╣÷╚╝X╚╗θ║    &lt;br /&gt;
   ║.θ║.╥...╚═╩╗   &lt;br /&gt;
   ║.╔╝.╤.╥...÷║   &lt;br /&gt;
 ╔═╬┼╝....╤.╤╥╔╬══╗&lt;br /&gt;
 ║θ╚╣X.╥╤.....╚┼..║&lt;br /&gt;
 ║..┼╗.....╤╥.X╠╗θ║&lt;br /&gt;
 ╚══╬╝╥╤.╤....╔┼╬═╝&lt;br /&gt;
    ║÷...╥.╤.╔╝.║  &lt;br /&gt;
    ╚╦═╗...╥.║θ.║  &lt;br /&gt;
     ║θ╚╗X╔╗÷╠══╝  &lt;br /&gt;
     ║..┼╦┼╬═╝     &lt;br /&gt;
     ╚══╬╝.║       &lt;br /&gt;
        ║θ.║       &lt;br /&gt;
        ╚══╝       --&amp;gt;&lt;br /&gt;
[[File:Tessellatedrooms.jpg]]&lt;br /&gt;
&lt;br /&gt;
Access can be from above and/or below by the stairs, or a hallway can be run into the dining room level by removing the bedroom at one of the cardinal points.  This design can be repeated as far as desired in the X, Y, and Z directions.&lt;br /&gt;
&lt;br /&gt;
===Noble Hive Pods===&lt;br /&gt;
&lt;br /&gt;
A geometric pattern for Noble housing trying for interesting aesthetics and high mobility.  The basic tiling pattern is shown on the left;  one possible way to join them, involving surrounding corridors and a central staircase and a jillion doors, on the right.&lt;br /&gt;
&lt;br /&gt;
[[File:Noblehive.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Fractal designs ===&lt;br /&gt;
&lt;br /&gt;
Betting on design beauty and on geometrical symmetry first, fractal designs can also be, at the same time, very space and walk efficient. They however require a lot of time and space both to plan and execute and are most likely out of reach of all but the most serious players. On the other hand, most of the designs displayed below would be avoided by the most serious players, due to their lack of serious Z-level access and incongruity with almost any general access plan. Most players however agree that they are the most incredible of all the designs around, if not for the sheer challenge of successfully executing something as complex, as for the extra touch it gives to the fortress as a whole once it is done.&lt;br /&gt;
&lt;br /&gt;
[[image:Raynard_square_delight1.png]] [[image:Raynard1.png]]&lt;br /&gt;
&lt;br /&gt;
[[image:Raynard_whirlpool_housing.png]]&lt;br /&gt;
&lt;br /&gt;
[[image:Hactar1_3_branch_tree.png]] [[image:Hactar1_Mandelbrot_Tree.png]]&lt;br /&gt;
&lt;br /&gt;
[[Image:SavokisLeaf08a032.png]]&lt;br /&gt;
&lt;br /&gt;
[[image:Andrelius_Windmill_Villas.png]]&lt;br /&gt;
&lt;br /&gt;
[[image:4bh0r53n_h-fractal.jpg]]&lt;br /&gt;
&lt;br /&gt;
More fractal bedroom designs based upon the H-Tree (pictured above) can be found at [[User:Tenebrous|this user page]].&lt;br /&gt;
&lt;br /&gt;
===Fractal modified for 3d===&lt;br /&gt;
This was created by palin88 from [http://www.bay12forums.com/smf/index.php?topic=17784.msg17413 Bay12Games forum] in order to make a three-dimensional version of Raynard's Fractal Design.&lt;br /&gt;
&lt;br /&gt;
[[File:Palin88_Bedroom_Design.png]]&lt;br /&gt;
&lt;br /&gt;
===Animated design===&lt;br /&gt;
&lt;br /&gt;
Tall towers of designs are more efficient to designate, but can be visually boring and hard for you to orient which z-level you are currently on when zoomed in. You can 'animate' any tower based patterns by rotating around a central staircase. The rooms become less uniform in shape, but as you move z-levels it produces a more eye-catching animation that can also help with keeping oriented.&lt;br /&gt;
&lt;br /&gt;
===Hallway with office===&lt;br /&gt;
&lt;br /&gt;
 +---------+╤¦ ¦b+---------+&lt;br /&gt;
 ¦B¦B¦B¦B¦B¦╥¦ ¦r¦B¦B¦B¦B¦B¦&lt;br /&gt;
 ¦k¦k¦k¦k¦k¦H¦ ¦H¦k¦k¦k¦k¦k¦&lt;br /&gt;
 ¦c¦c¦c¦c¦c¦     ¦c¦c¦c¦c¦c¦&lt;br /&gt;
 ¦D¦D¦D¦D¦D¦     ¦D¦D¦D¦D¦D¦&lt;br /&gt;
              X  &lt;br /&gt;
 ¦D¦D¦D¦D¦D¦     ¦D¦D¦D¦D¦D¦&lt;br /&gt;
 ¦c¦c¦c¦c¦c¦     ¦c¦c¦c¦c¦c¦&lt;br /&gt;
 ¦k¦k¦k¦k¦k¦H¦ ¦H¦k¦k¦k¦k¦k¦&lt;br /&gt;
 ¦B¦B¦B¦B¦B¦╥¦ ¦╥¦B¦B¦B¦B¦B¦&lt;br /&gt;
 +---------+╤¦ ¦╤+---------+            &lt;br /&gt;
&lt;br /&gt;
Legend:&amp;lt;br /&amp;gt;&lt;br /&gt;
B: Bed&amp;lt;br /&amp;gt;&lt;br /&gt;
D: Door&amp;lt;br /&amp;gt;&lt;br /&gt;
X: Staircase&amp;lt;br /&amp;gt;&lt;br /&gt;
╥: Chair&amp;lt;br /&amp;gt;&lt;br /&gt;
╤: Table&amp;lt;br /&amp;gt;&lt;br /&gt;
c: Chest or Bag&amp;lt;br /&amp;gt;&lt;br /&gt;
k: Cabinet&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
An interesting design made to consume less space but still look pretty. It can be repeated infinitely, or at least as far as your embark square goes. One may also decide to use the stairwells as noble offices or rooms, or put the staircase somewhere else and put a well where the staircase would be.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;br /&gt;
{{Category|Design}}&lt;/div&gt;</summary>
		<author><name>Aquillion</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Strange_mood&amp;diff=298433</id>
		<title>Strange mood</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Strange_mood&amp;diff=298433"/>
		<updated>2024-03-10T23:27:11Z</updated>

		<summary type="html">&lt;p&gt;Aquillion: /* &amp;quot;Best&amp;quot; skills */ noting that artifact adamantine clothing is genuinely useful.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{Quality|Exceptional}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{buggy|bugsection=Bugs}}&lt;br /&gt;
{{minorspoiler}}&lt;br /&gt;
[[File:strange_mood_prev.png|thumb|350px|right|A dwarf losing ownership of his mind.&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;''Artwork by Zippy''&amp;lt;/small&amp;gt;]]&lt;br /&gt;
Periodically, individual [[Dwarf|dwarves]] are struck with an idea for a [[legendary artifact]] and enter a '''strange mood'''. Dwarves which enter a strange mood will stop whatever they are doing, and pursue the construction of this artifact to the exclusion of all else - they will not stop to eat, drink, or sleep - pretty much the ''only'' thing that can pause a 'mooded' dwarf is giving birth, after which they will immediately get back to making the artifact. If they do not manage to begin construction of the artifact within a handful of months, they will go [[#Failure|insane]] and die soon afterward.&lt;br /&gt;
&lt;br /&gt;
Note: All controllable civilizations with the {{token|STRANGE_MOODS}} token are able to enter strange moods, though, by default, the only civilization this applies to is dwarves.&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
[[File:mood_announce_v50_x2.png|right]]Once your fortress has at least 20 dwarves, occasionally, one of them will be struck by a &amp;quot;strange mood&amp;quot;. These largely random events will be seen as an [[announcement]], and will pause the game.&lt;br /&gt;
&lt;br /&gt;
A dwarf struck by a strange mood will seek an appropriate workshop, immediately claim it for the duration of the mood, attempt to collect the materials to create their [[artifact]] of choice, and, once those have been collected, proceed to do so. Depending on the exact mood (see [[Strange mood#Types of moods|types of moods]], below), both the workshop and the artifact are based on the highest &amp;quot;moodable skill&amp;quot; of that dwarf (see &amp;quot;[[Strange mood#Skills and Workshops|Skills and Workshops]]&amp;quot;, below).&lt;br /&gt;
&lt;br /&gt;
At the end of this process, if successful, the dwarf will '''usually''' gain enough [[experience]] to become Legendary (or higher), and then return to life as normal, but now with a Legendary skill. The &amp;quot;possessed&amp;quot; mood is an exception to this rule, as it does not grant any experience upon completion.&lt;br /&gt;
&lt;br /&gt;
A dwarf cannot be struck by more than one mood in their lifetime.&lt;br /&gt;
&lt;br /&gt;
=== In fortress mode ===&lt;br /&gt;
[[File:workshop_claimed_sample.png|thumb|300px|right|Information from a forcefully claimed workshop.]]&lt;br /&gt;
# The game will announce that the dwarf has entered one of five different types of strange moods. The [[#Types of moods|types of moods]] are listed below.  While in a mood, a dwarf will display a blinking exclamation point (see [[Status icon|status icons]]).&lt;br /&gt;
# For the duration of the mood, the dwarf will claim a workshop related to the skill that the mood affects (not all skills are eligible), kick out any dwarf who was using it, and render it otherwise unusable until the mood has ended. If a moody dwarf does not claim a workshop, it is because the appropriate workshop does not exist.  (See [[#Skills and workshops|skills and workshops]] below to determine which workshop(s) might be required.) A moody dwarf will ''not'' be able to build a needed workshop; another dwarf with the appropriate [[labor]] designation must do so for them, if one is necessary. Furnaces are also counted as a workshop.&lt;br /&gt;
# After claiming a workshop, the dwarf will set about collecting the required materials for their artifact.  If the dwarf remains idle inside the workshop, it's because they cannot find the right material. Reference the [[#Demands|demands]] section to determine what may be required.  Important Note: They will only collect these materials in the order that they require them.  In other words, you have to determine where they are on the list of required materials and then provide the next one before they will continue collecting other materials.&lt;br /&gt;
# Once all materials have been gathered, the game will once again pause and center, and the moody dwarf will begin construction.  Upon completion, the dwarf will create a semi-random artifact related to the skill affected and gain [[legendary]] (or higher) status in that skill (unless the mood type is [[#Possessed|possessed]]).  See the [[#Skills and workshops|skills and workshops]] for information on which skills can be gained, or the [[#Artifacts created|artifacts created]] section for more details on the artifacts themselves.&lt;br /&gt;
# While you have some control over the skill the dwarf uses, and so some (but less) control over the type of artifact created, and (with some effort) the materials used, you have no control over which dwarf is struck by a mood, nor the type of mood that strikes them, nor the specific type of artifact created.&lt;br /&gt;
# The conditions necessary for a strange mood to occur have been fully understood due to a disassembly of the game; see below for the exact mechanics.&lt;br /&gt;
&lt;br /&gt;
===In world generation===&lt;br /&gt;
Long before your seven dwarves [[embark]] on their adventure, non-player dwarves may also be struck by strange moods during world generation, albeit these are treated more abstractly. These events are a primary source of non-player artifacts that are scattered across the outside world when the game starts (see [[Mission]]). They have the same properties and quality as any artifact your fortress could have produced, and may be stolen or pillaged just like any other non-player artifact.&lt;br /&gt;
&lt;br /&gt;
== Skills and workshops ==&lt;br /&gt;
If struck by a Fey, Secretive or Possessed mood, the workshop and artifact will be based on the highest &amp;quot;moodable skill&amp;quot; that a dwarf possesses. Not all skills are moodable. Fell and Macabre moods will either claim a butcher's shop and use Bonecarving, or a tanner's shop and use Tanning (see [[Strange mood#Types of moods|Types of moods]], below).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; cellpadding=&amp;quot;4&amp;quot; style=&amp;quot;border:1px solid black;border-collapse:collapse;text-align:left;float:right;margin:0 0 20px 30px;vertical-align:top;&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! Highest skill&lt;br /&gt;
! Workshop required&lt;br /&gt;
|- style=&amp;quot;background-color:palegreen&amp;quot;&lt;br /&gt;
| [[Armorsmith]]&lt;br /&gt;
| [[Metalsmith's forge]] (or [[Magma forge]])&lt;br /&gt;
|-  style=&amp;quot;background-color:palegreen&amp;quot;&lt;br /&gt;
| [[Bone carver]]&lt;br /&gt;
| [[Craftsdwarf's workshop]]&lt;br /&gt;
|-  style=&amp;quot;background-color:palegreen&amp;quot;&lt;br /&gt;
| [[Bowyer]]&lt;br /&gt;
| [[Bowyer's workshop]]&lt;br /&gt;
|-  style=&amp;quot;background-color:wheat&amp;quot;&lt;br /&gt;
| [[Carpenter]]&lt;br /&gt;
| [[Carpenter's workshop]]&lt;br /&gt;
|-   style=&amp;quot;background-color:palegreen&amp;quot;&lt;br /&gt;
| [[Clothier]]&lt;br /&gt;
| [[Clothier's shop]]&lt;br /&gt;
|- style=&amp;quot;background-color:lightgray&amp;quot;&lt;br /&gt;
| [[Engraver]]&lt;br /&gt;
| [[Craftsdwarf's workshop]]&lt;br /&gt;
|- style=&amp;quot;background-color:wheat&amp;quot;&lt;br /&gt;
| [[Gem cutter]]&lt;br /&gt;
| [[Jeweler's workshop]]&lt;br /&gt;
|- style=&amp;quot;background-color:wheat&amp;quot;&lt;br /&gt;
| [[Gem setter]]&lt;br /&gt;
| [[Jeweler's workshop]]&lt;br /&gt;
|- style=&amp;quot;background-color:wheat&amp;quot;&lt;br /&gt;
| [[Glassmaker]]&lt;br /&gt;
| [[Glass furnace]] (or [[Magma glass furnace]])&lt;br /&gt;
|-   style=&amp;quot;background-color:palegreen&amp;quot;&lt;br /&gt;
| [[Leatherworker]]&lt;br /&gt;
| [[Leather works]]&lt;br /&gt;
|-  style=&amp;quot;background-color:wheat&amp;quot;&lt;br /&gt;
| [[Mason]]&lt;br /&gt;
| [[Stoneworker's workshop]]&lt;br /&gt;
|-   style=&amp;quot;background-color:palegreen&amp;quot;&lt;br /&gt;
| [[Mechanic]]&lt;br /&gt;
| [[Mechanic's workshop]]&lt;br /&gt;
|-  style=&amp;quot;background-color:wheat&amp;quot;&lt;br /&gt;
| [[Metal crafter]]&lt;br /&gt;
| [[Metalsmith's forge]] (or [[Magma forge]])&lt;br /&gt;
|-  style=&amp;quot;background-color:wheat&amp;quot;&lt;br /&gt;
| [[Blacksmith|Metalsmith]]&lt;br /&gt;
| [[Metalsmith's forge]] (or [[Magma forge]])&lt;br /&gt;
|-  style=&amp;quot;background-color:wheat&amp;quot;&lt;br /&gt;
| [[Miner]]&lt;br /&gt;
| [[Stoneworker's workshop]]&lt;br /&gt;
|- style=&amp;quot;background-color:wheat&amp;quot;&lt;br /&gt;
| [[Stone carver]]&lt;br /&gt;
| [[Stoneworker's workshop]]&lt;br /&gt;
|- style=&amp;quot;background-color:lightgray&amp;quot;&lt;br /&gt;
| [[Stone crafter]]&lt;br /&gt;
| [[Craftsdwarf's workshop]]&lt;br /&gt;
|- style=&amp;quot;background-color:wheat&amp;quot;&lt;br /&gt;
| [[Stonecutter]]&lt;br /&gt;
| [[Stoneworker's workshop]]&lt;br /&gt;
|-  style=&amp;quot;background-color:wheat&amp;quot;&lt;br /&gt;
| [[Tanner]]&lt;br /&gt;
| [[Leather works]]&lt;br /&gt;
|-   style=&amp;quot;background-color:palegreen&amp;quot;&lt;br /&gt;
| [[Weaponsmith]]&lt;br /&gt;
| [[Metalsmith's forge]] (or [[Magma forge]])&lt;br /&gt;
|- style=&amp;quot;background-color:wheat&amp;quot;&lt;br /&gt;
| [[Weaver]]&lt;br /&gt;
| [[Clothier's shop]]&lt;br /&gt;
|- style=&amp;quot;background-color:lightgray&amp;quot;&lt;br /&gt;
| [[Wood crafter]]&lt;br /&gt;
| [[Craftsdwarf's workshop]]&lt;br /&gt;
|- style=&amp;quot;background-color:lightgray&amp;quot;&lt;br /&gt;
| &amp;amp;lt;none&amp;amp;gt;&lt;br /&gt;
| [[Craftsdwarf's workshop]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A dwarf will claim a workshop according to their highest applicable [[skill]]. If not [[Strange mood#Possessed|possessed]], completion of the artifact grants roughly 10,000 [[experience]] in that skill. This will transform a previously unskilled dwarf to one of Accomplished-level (on average).  The table to the right describes all applicable skills and their potential workshop requirements – there are only 20 skills that determine the workshop and that can be affected by a mood (sometimes referred to as '''moodable''' skills.)  If a dwarf does not possess at least one of the moodable skills listed to the right, they will take over a [[craftsdwarf's workshop]] and gain one of [[bone carver]], [[stone crafter]], or [[wood crafter]] skills, producing an artifact [[craft]].&lt;br /&gt;
&lt;br /&gt;
When selecting the desired mood skill, only the level itself is checked, and if the highest level found is shared by multiple skills, then one will be selected randomly. &lt;br /&gt;
&lt;br /&gt;
This fact can be utilized to maximize the possibility of getting a dwarf with the specific legendary skill you want: since ''non''-moodable skills are ignored, whenever possible make sure that each dwarf's highest ''moodable'' skill is one of those you want.  Have all your peasants, [[farmer]]s, non-professional military and other dwarves without any moodable skills do one job each in the skill(s) you most want; if a &amp;quot;[[experience|dabbling]]&amp;quot; skill is the highest moodable skill they have, that is the skill that will be used. [[Guildhall]]s related to moodable skills may both help and hinder, as demonstrations will increase skill levels without any jobs being done.&lt;br /&gt;
&lt;br /&gt;
[[Scholar]]s may discuss mechanics as part of their work and gain a small amount of experience in it.  This is the only skill that scholars discuss that is moodable.&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;Best&amp;quot; skills ===&lt;br /&gt;
Some skills produce generally useful and valuable items, and others produce only trinkets or jewelry. While &amp;quot;best&amp;quot; is very subjective, balancing the artifact itself with the Legendary skill the mood (usually!) produces, and both of those against the needs and goals of the current fortress, generally speaking the skills can be broken down into tiers of usefulness. &lt;br /&gt;
&lt;br /&gt;
Note that in addition to an artifact, the mood will (usually) raise the dwarf to Legendary in the chosen skill; often this is, from a practical standpoint, more valuable than an artifact, so you might consider trying to push poorly-trained dwarves towards moodable skills you have a need for, instead, in case they are struck by a mood.&lt;br /&gt;
&lt;br /&gt;
* [[Weaponsmith]] is one of the &amp;quot;best&amp;quot; skills. While the moody dwarf might create a questionable lead spear or lightweight aluminum mace, the odds are they'll create something that is still more deadly than its ☼steel☼ equivalent. And with a little manipulation, you can at least make sure the item ''is'' steel, although they could still give you a non-dwarf weapon. [[Mechanic]] is a close second for reliability and usefulness –- any mechanism's [[quality]] modifies the chance for a trap to hit its target, and an artifact lever or trap in a room will make its value skyrocket (even if not connected to anything!). Note that, despite popular belief, traps made with artifact mechanisms can still jam ([https://www.reddit.com/r/dwarffortress/comments/wj2ego/i_thought_traps_made_with_artifact_mechanisms/ source]).&lt;br /&gt;
* [[Armorsmith]] is similarly valuable, having a decent chance to create something with exceptional value for your military (or at least one member of it), but, similar to weapons, this requires manipulating available material to avoid getting [[Armor#Material|soft]], useless gold or lead [[armor]] pieces. And, while moody [[Bowyer]]s can create artifact wood/bone [[crossbow]]s of great accuracy, they can also give you [[blowgun]]s. Good luck with either one.&lt;br /&gt;
* Artifact [[furniture]] is unbreakable by building destroyers and creates otherwise-impossible fortress defense options. A dwarf with a preference for doors, hatches, or floodgates will always produce that item, which can then be locked against many enemies that would otherwise break through. It can also have huge monetary worth for improving room value, and placing an artifact item where all can pass by and admire it will be good for general morale. These skills include [[Mason]]s, [[Miner]]s (who are treated the same as masons), [[Carpenter]]s, and [[Blacksmith|Metalsmith]]s. Many of these can also produce items from the lower-utility lists, below. But maybe you'll get an artifact [[mug]] for your tavern. Good luck with that, too.&lt;br /&gt;
* These next are (very?) odds-against; chances are good that they'll produce something on one of the ''next'' lists, or at best some nice furniture, but there's a (very) small chance it'll be something truly useful as well as valuable. [[Clothier]]s can make an artifact [[rope]], and [[metal crafter]]s can create [[chain]]s, either of which can be used for your main [[well]].  Similarly with a [[carpenter]] or [[blacksmith]] and [[bucket]]s.  [[Glassmaker]]s can create an artifact trap component. [[Leatherworker]]s and [[tanner]]s can create [[shield]]s, and both they and [[bone carver]]s can create artifact Leather/Bone Armor pieces, which are great if you have Hunters, etc. Which are all better than the next two...&lt;br /&gt;
* Next to last are skills that produce an artifact that could only be worn by one dwarf, and perhaps admired by others they come in contact with. [[Clothier]]s and [[weaver]]s fall just below some of the above: for no ability to produce anything except wearable, non-military items. [[Gem cutter]]s and [[Gem setter]]s can fall on this list too, as creating something of pure monetary value and no practical use in your dwarven society. One exception to the general uselessness of clothing artifacts is [[Adamantine]] clothing, especially cloaks; its material allows it to accord the wearer meaningful protection, and unlike normal Adamantine clothing, its status as an artifact renders it immune to wear (which otherwise renders such clothing impractical.)&lt;br /&gt;
* Last on the list are &amp;quot;crafts&amp;quot; – surprisingly valuable trinkets in the form of amulets, totems, rings, figurines – or, at best, crowns, which at least ''sound'' impressive. These skills are [[engraver]], [[stone crafter]], and [[wood crafter]] (and a distinct chance from several of the skills mentioned earlier: [[bone carver]], [[gem cutter]], [[gem setter]], [[glassmaker]], and [[metalcrafter]].)&lt;br /&gt;
:* Peasants, defined here as having no moodable skill, always produce from the crafts list:  It's always a good idea to have every newly arrived &amp;quot;peasant&amp;quot; migrant craft just one item from the moodable skill of your choice, to avoid such a tragic waste of dwarfcraft.&lt;br /&gt;
&lt;br /&gt;
== Types of moods ==&lt;br /&gt;
For each of the following types of moods, the first message is how the mood is [[Announcement|announced]]; the second message appears in the dwarf's profile when he or she is viewed with the {{K|v}} key. All moody dwarves will have &amp;quot;Strange Mood&amp;quot; listed as their active task and are &amp;quot;quite content&amp;quot;, regardless of any recent [[thought]]s they may have had.&lt;br /&gt;
&lt;br /&gt;
=== Fey ===&lt;br /&gt;
* {{Gametext|&amp;lt;dwarf&amp;gt; is taken by a fey mood!|7:1}}&lt;br /&gt;
: ''Has the aspect of one fey!''&lt;br /&gt;
&lt;br /&gt;
This is the most basic strange mood.  Fey dwarves will clearly state their demands when the workshop they are in is examined.&lt;br /&gt;
&lt;br /&gt;
=== Secretive ===&lt;br /&gt;
* {{Gametext|&amp;lt;dwarf&amp;gt; withdraws from society...|7:0}}&lt;br /&gt;
: ''Peculiarly secretive...''&lt;br /&gt;
&lt;br /&gt;
Secretive moods are the same as fey moods, except a secretive dwarf will sketch pictures of their required materials instead of clearly stating their demands if they cannot find what they need.   Descriptions of all these [[#Demands|secretive requirements]] can be seen only by viewing the workshop that the moody dwarf has claimed, with {{k|q}}, and then only while the dwarf is waiting inside it.  More than one &amp;quot;picture&amp;quot; is likely; these will cycle through the entire list automatically if any one is not available.  (Since materials are gathered ''in order'', it's quite possible that only one of a long list is needed to allow the moody dwarf to continue on their project.  If the dwarf has gathered some of the materials (seen as &amp;quot;tasked&amp;quot; when looking at the workshop with {{k|t}}), then the next in the list is what they are looking for.)&lt;br /&gt;
&lt;br /&gt;
=== Possessed ===&lt;br /&gt;
* {{Gametext|&amp;lt;dwarf&amp;gt; has been possessed!|5:1}}&lt;br /&gt;
: ''Possessed by unknown forces!''&lt;br /&gt;
&lt;br /&gt;
Possessed dwarves have cryptic material requests, and have the unfortunate distinction of not receiving any experience upon the successful construction of an artifact.  No controllable circumstances lead to a possessed mood instead of one of the more desirable fey or secretive moods, it is purely luck-based. Possessed dwarves will mutter the name of the artifact they are working on (which, under some circumstances, might end up being ''their own name'') once they have all the materials they need.&lt;br /&gt;
&lt;br /&gt;
Possession is the only mood that does '''''not''''' result in a jump in [[experience]].&lt;br /&gt;
&lt;br /&gt;
A possessed dwarf that &amp;quot;keeps muttering &amp;lt;name of the artifact&amp;gt;...&amp;quot; has already gathered everything they need.&lt;br /&gt;
&lt;br /&gt;
=== Fell ===&lt;br /&gt;
* {{Gametext|&amp;lt;dwarf&amp;gt; looses a roaring laughter, fell and terrible!|5:0}}&lt;br /&gt;
: ''Has a horrible fell look!''&lt;br /&gt;
&lt;br /&gt;
A dwarf that goes into a fell mood will try to take over a [[butcher's shop]] or a [[tanner's shop]]. If neither are available, any other workshop will be used instead. The dwarf will then ''murder'' the nearest dwarf, drag the corpse into the shop and make some sort of object out of dwarf [[leather]] or [[bone]]. The unfortunate dwarf is killed on the spot – no dragging to the workshop, just sneaking up behind them, killing them, and dragging their corpse to the workshop. Once the artifact is completed, the fell dwarf will become a legendary [[bone carver]] or [[leatherworker]].  Only unhappy dwarves may enter a fell mood.&lt;br /&gt;
&lt;br /&gt;
Amusingly, it seems fell dwarves can also murder [[ghost]]s. If they do, they will murder a living dwarf as well, since ghosts obviously don't yield a corpse to butcher.{{bug|4681}}&lt;br /&gt;
&lt;br /&gt;
Aside from the loss of a potentially important dwarf in the wrong place at the wrong time, there doesn't seem to be any downside to a fell mood. The end result is always an artifact and a legendary craftsdwarf. Since the only ingredient used (a dwarf) is available in abundance, a fell mood will only fail if the fell dwarf is completely isolated from other dwarves, or if the proper workshop does not exist.&lt;br /&gt;
&lt;br /&gt;
If no one is around to witness the murder, whichever dwarf Urist McEmo decides to slaughter will be reported as missing some time after their death. If the murder is witnessed (or if the &amp;lt;s&amp;gt;idiot&amp;lt;/s&amp;gt; dwarf in fell mood reports themself), the moody dwarf will be subject to dwarven [[justice]].&lt;br /&gt;
&lt;br /&gt;
=== Macabre ===&lt;br /&gt;
* {{Gametext|&amp;lt;dwarf&amp;gt; begins to stalk and brood...|0:1}}&lt;br /&gt;
: ''Brooding darkly...''&lt;br /&gt;
&lt;br /&gt;
Macabre moods are similar to fell moods, but the dwarf will not murder a fellow dwarf. A macabre dwarf may require [[bone]]s, [[skull]]s, or vermin [[remains]]; if you do not happen to have any, you will have to make some, e.g. by butchering an animal and/or allowing a [[cat]] to go hunting, or let the moody dwarf go [[insane]]. Like fell moods, only unhappy dwarves can enter macabre moods.&lt;br /&gt;
&lt;br /&gt;
==Caveats==&lt;br /&gt;
* Shells are perhaps the most difficult-to-obtain material for a strange mood, though there are several {{catlink|Shell|creatures}} that produce shells. Some of these, such as [[armadillo]]s and [[common snapping turtle]]s, are butcherable. Vermin from [[fishing]] are the easiest and most renewable source of shells.  [[Pond turtle]]s are common in many embarks in [[murky pool]]s, but usually only appear in small numbers, and can go extinct easily.  A stream or river almost guarantees a functionally inexhaustible supply of [[mussel]]s. [[Nautilus]]es can also serve as sources of shells when cleaned at a fishery. Nevertheless, shells are rare and hard to acquire. Currently, the only way of trading for shells is to hope that the [[elven]] caravan brings some tamed shell-producing large creature. Traded [[cave lobster]]s and [[turtle]]s are ''processed'' fish (with the shells already removed). Tamed vermin with shells cannot be butchered for their shells, since the only way to get a vermin's shell is to [[Fish cleaning|clean]] it. Since all shelled non-vermin animals are [[exotic pet|exotic]], only elves will bring them. If you should be fortunate enough to acquire some breeding, shelled, butcherable animals, it's probably worth keeping a breeding pair around in case of future need. Only dwarves with a [[preference]] for shells will demand shells in a strange mood.&lt;br /&gt;
* All demands for cloth are for a specific generic type (plant, silk, or yarn). Clothiers and Weavers will demand [[adamantine]] cloth if any is available, otherwise the type will be the generic form of the dwarf's first cloth preference, or a randomly chosen variety if the dwarf has no preference (or if the cloth is for a decoration, not the primary material). Types of cloth your fortress has not produced are '''not''' excluded, so it's best to keep a few bolts of each type of cloth in reserve.&lt;br /&gt;
* Should the claimed workshop be a [[magma forge]] and lose power due to insufficient magma beneath it, the mood will fail immediately and the dwarf will go [[insanity|insane]]. Should the forge be in danger of losing power, you should forbid it before it is claimed and wait until it is powered up reliably. Once magma forges are built, at least some dwarves will no longer be satisfied with a regular forge. Similarly, if a workshop claimed by a dwarf is deconstructed, destroyed or [[Creature_token#BUILDING_DESTROYER|toppled]] the mood will immediately fail and the dwarf will go insane.&lt;br /&gt;
* If one of a claimed workshop's building materials are selected and toggled to forbidden, this will also cause the mood to immediately fail and the dwarf to go insane.&lt;br /&gt;
* The mood's primary material will only be mentioned ''once'' in the dwarf's requests, even if the dwarf wants more than one unit of it. [http://www.bay12forums.com/smf/index.php?topic=75139.0]&lt;br /&gt;
* The item type of the artifact to be created is not decided until the instant the mood ''ends''. Saving (even after a dwarf has begun to gather materials) will allow you to reload and the result may be a different artifact (unless the moody dwarf's preferences force a particular item type). If you want to get an artifact platinum warhammer, make sure to have platinum nearby and/or block access to any other materials. &lt;br /&gt;
* You can restart the artifact creating process, even after the dwarf has gathered most of the components, by forbidding the claimed items (use {{k|t}} to view the contents of the workshop, select the undesired material, and press {{k|f}} to forbid it). If other items of that type are available, the dwarf will immediately switch to them.&lt;br /&gt;
* Each request for bones is actually a request for any kind of bone [[stack]], not individual bones. If they request bones more than one time, then they need that many stacks. Any size stack will do and the entire stack will be used. Bones come from [[butcher]]ing, rotted animal corpses do not count, even if they are skeletons. [[Tame]] animal corpses, whether they were pets or strays, can only be butchered as a result of a [[Butcher#Slaughtering|slaughter]] task, tame animals that died by any other means cannot be butchered. Slaughter a puppy. [http://www.bay12forums.com/smf/index.php?topic=105002.0]&lt;br /&gt;
&lt;br /&gt;
== Demands ==&lt;br /&gt;
Once a workshop is claimed, the dwarf will begin collecting materials.  Each artifact will require 1-3 &amp;quot;base items&amp;quot; and up to 7 additional items for decorations. The dwarf may well need several items of one material! &lt;br /&gt;
&lt;br /&gt;
If the moody dwarf remains idle, then the necessary materials are not available.  [[Forbid|Forbidden]] items must be reclaimed ({{K|i}} – {{K|F}}) before they may be used, but moody dwarves will ignore settings regarding [[economic stone]]. Click on the workshop to receive a series of clues about what the dwarf needs.  '''Hints that stay active for longer than 2 seconds mean that multiple pieces of that material will be required; each single demand will be displayed for 2 seconds, so if it says &amp;quot;gems... shining&amp;quot; for 6 seconds, 3 gems are demanded. However, the mood's primary material will always be shown for only 2 seconds, even if more than one is required.''' Materials will always be fetched ''in order'', so if at least one item has already been retrieved (the items will show up with &amp;quot;TSK&amp;quot; (&amp;quot;task&amp;quot;) next to them when the workshop is viewed with the {{K|t}} context menu), it will usually be possible to tell what item is required next.&lt;br /&gt;
&lt;br /&gt;
If you want your dwarves to construct their artifacts out of valuable materials instead of whatever useless thing happens to be close at hand, you can selectively forbid types of material through the stocks screen so that only the material you want them to use is available; though this might interfere with the normal crafting operations of your fortress, the disruption is generally short-lived (as long as you remember to unforbid them again afterwards!). You can even forbid something a moody dwarf is carrying (which may be necessary sometimes, since while they are not waiting in the workshop, they will not tell you what they need); the dwarf will finish hauling it to the workshop, but then immediately go searching for another. This trick can mean the difference between a bauxite statue decorated with moss agates and a native platinum statue encrusted with diamonds. Be aware that this may not always work – see below for more information.&lt;br /&gt;
&lt;br /&gt;
Burrows allow even better control over a moody dwarf's material usage. Simply by creating a burrow around the claimed workshop and another part over the desired material, a moody dwarf can be controlled without forbidding every single stone in the fortress. A moody dwarf will follow the burrow definitions just like a regular worker, but be mindful that they will not leave the burrow to get materials that are outside of their assigned burrow. A problem can arise when bones from an outside refuse stockpile are needed by a moody dwarf that is assigned to a burrow.&lt;br /&gt;
&lt;br /&gt;
The various demands are translated here:&lt;br /&gt;
&lt;br /&gt;
:{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left;width:90%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Material&lt;br /&gt;
! Fey&lt;br /&gt;
! Secretive&lt;br /&gt;
! Possessed&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| &amp;lt;dwarf&amp;gt; screams &amp;quot;I must have &amp;lt;demand&amp;gt;!&amp;quot;&lt;br /&gt;
| &amp;lt;dwarf&amp;gt; sketches pictures of &amp;lt;demand&amp;gt;.&lt;br /&gt;
| &amp;lt;dwarf&amp;gt; mutters &amp;quot;&amp;lt;artifact&amp;gt; needs &amp;lt;demand&amp;gt;...&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[Stone]]&lt;br /&gt;
| rock&lt;br /&gt;
| a quarry&lt;br /&gt;
| stone... rock&lt;br /&gt;
|-&lt;br /&gt;
| Stone/metal [[block]]s&lt;br /&gt;
| rock blocks&lt;br /&gt;
| square blocks&lt;br /&gt;
| blocks... bricks&lt;br /&gt;
|-&lt;br /&gt;
| [[Wood]]&lt;br /&gt;
| wood logs&lt;br /&gt;
| a forest&lt;br /&gt;
| tree... life&lt;br /&gt;
|-&lt;br /&gt;
| Metal [[bar]]&lt;br /&gt;
| metal bars&lt;br /&gt;
| shining bars of metal&lt;br /&gt;
| bars... metal&lt;br /&gt;
|-&lt;br /&gt;
| [[Gem]]s (cut)&lt;br /&gt;
| cut gems&lt;br /&gt;
| cut gems&lt;br /&gt;
| gems... shining&lt;br /&gt;
|-&lt;br /&gt;
| [[Gem]]s (raw)&lt;br /&gt;
| rough gems&lt;br /&gt;
| rough gems&lt;br /&gt;
| rough... color&lt;br /&gt;
|-&lt;br /&gt;
| Green [[glass]]&lt;br /&gt;
| raw green glass&lt;br /&gt;
| glass&lt;br /&gt;
| raw... green&lt;br /&gt;
|-&lt;br /&gt;
| Clear glass&lt;br /&gt;
| raw clear glass{{verify}}&lt;br /&gt;
| glass and burning wood&lt;br /&gt;
| raw... clear&lt;br /&gt;
|-&lt;br /&gt;
| Crystal glass&lt;br /&gt;
| raw crystal glass{{verify}}&lt;br /&gt;
| rough gems and glass&lt;br /&gt;
| raw... crystal&lt;br /&gt;
|-&lt;br /&gt;
| [[Bone]] [http://www.bay12forums.com/smf/index.php?topic=105002.0;topicseen stack]&lt;br /&gt;
| bones&lt;br /&gt;
| skeletons&lt;br /&gt;
| bones... yes&lt;br /&gt;
|-&lt;br /&gt;
| [[Shell]] {{cite talk/this|Re:_.22Verify.22_on_the_shell_row_of_the_demands_table}}&lt;br /&gt;
| shells&lt;br /&gt;
| shells&lt;br /&gt;
| a shell...&lt;br /&gt;
|-&lt;br /&gt;
| [[Leather]]&lt;br /&gt;
| tanned hides&lt;br /&gt;
| stacked leather&lt;br /&gt;
| leather... skin&lt;br /&gt;
|-&lt;br /&gt;
| [[Cloth]] (plant fiber)&lt;br /&gt;
| plant cloth&lt;br /&gt;
| stacked cloth&lt;br /&gt;
| cloth... thread&lt;br /&gt;
|-&lt;br /&gt;
| [[Cloth]] (silk)&lt;br /&gt;
| silk cloth&lt;br /&gt;
| stacked cloth&lt;br /&gt;
| cloth... thread&lt;br /&gt;
|-&lt;br /&gt;
| [[Cloth]] (yarn)&lt;br /&gt;
| yarn cloth&lt;br /&gt;
| stacked cloth&lt;br /&gt;
| cloth... thread&lt;br /&gt;
|-&lt;br /&gt;
| [[Skull]]{{verify}}&lt;br /&gt;
| body parts&lt;br /&gt;
| death&lt;br /&gt;
| a corpse&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Dwarves in macabre moods will list their demands in the same fashion as those in fey moods (though with them brooding &amp;quot;Yes. I need &amp;lt;item&amp;gt;.&amp;quot; instead of screaming &amp;quot;I must have &amp;lt;item&amp;gt;!&amp;quot;). They may also say &amp;quot;Leave me. I need... things... certain things&amp;quot;, in which case they want special items, such as [[skull]]s or vermin [[remains]].&lt;br /&gt;
&lt;br /&gt;
Related to the above behavior, moody dwarves demanding rock blocks will also accept blocks forged from metal bars.&lt;br /&gt;
&lt;br /&gt;
*The first item demanded by the dwarf is based on the moodable skill being used – stoneworkers (miners, engravers, masons, stone crafters, and mechanics) will demand boulders, woodworkers (carpenters, wood crafters, and bowyers) will demand logs, leatherworkers and tanners will demand leather, weavers and clothiers will demand cloth, metalworkers will demand metal bars, gem cutters/setters will demand rough gems, glassmakers will demand raw glass, and bone carvers will demand bones.&lt;br /&gt;
**Metalworkers will demand adamantine wafers if any are available (unforbidden). If not, they will demand a preferred metal ''if'' you have ''ever'' smelted any bars of it – fey moods will state this outright, while for secretive moods and possessions, you will need to check the dwarf's [[preferences]] to see which metal they like. Metal bars acquired via [[trade]] or by melting down items (such as Goblinite) do ''not'' count as smelted. Otherwise, they will select any available metal(s).&lt;br /&gt;
**Weavers and clothiers will demand [[adamantine]] cloth if any is available (unforbidden). If not, they will demand a generic type of cloth (silk, plant fiber, or yarn) that matches a specific cloth preference (e.g. a dwarf that likes cave spider silk will require ''any'' type of silk cloth, and a dwarf who likes more than one type of cloth will demand whichever one appears first in their list). Dwarves without a cloth preference will demand a generic type at random.&lt;br /&gt;
**Glassmakers will demand their preferred type of glass ''if'' you've produced any of it (or if it's green glass); if they don't prefer any type of glass, they will randomly select one type of glass you've produced (though they will always assume you have created green glass). Note that acquiring raw glass from a caravan does ''not'' count as producing it.&lt;br /&gt;
**Dwarves in macabre moods will select either 1 vermin remains, 1 stack of bones, or 1-3 skulls.&lt;br /&gt;
**Bone carvers will demand shells if they like a type of shell; if not, they will demand bones.&lt;br /&gt;
**All preference-based material requests are decided the instant the mood begins – by the time the workshop is claimed, it is too late to change the dwarf's mind.&lt;br /&gt;
*The remaining &amp;quot;decoration&amp;quot; items are selected randomly from the following list: wood logs, metal bars, small gems, rock blocks, rough gems, boulders, bones, leather, plant/silk/yarn cloth, or raw glass (green/clear/crystal, based on what you've produced).&lt;br /&gt;
**Decoration items will never be the same type as the primary mood material.&lt;br /&gt;
**Certain mood professions will also explicitly avoid using certain items for decorations – most of these match up with the primary mood material, but miners, engravers, masons, and stonecrafters will additionally avoid requesting rock blocks.&lt;br /&gt;
**If you have not produced any raw glass in your fortress, moody dwarves will never request it.&lt;br /&gt;
**Dwarves in macabre moods have a 50% chance to replace each decoration item with either remains or bones.&lt;br /&gt;
*Gem cutters and gem setters have a 50% chance of only gathering a single rough gem and nothing else – when they do this, they produce a &amp;quot;perfect gem&amp;quot; with a single decoration.&lt;br /&gt;
&lt;br /&gt;
Once all materials have been gathered, viewing the workshop with {{K|q}} will display a special message depending on the type of mood:&lt;br /&gt;
* Fey – &amp;quot;&amp;lt;dwarf&amp;gt; works furiously!&amp;quot;&lt;br /&gt;
* Secretive – &amp;quot;&amp;lt;dwarf&amp;gt; works secretly...&amp;quot;&lt;br /&gt;
* Possessed – &amp;quot;&amp;lt;dwarf&amp;gt; keeps muttering &amp;lt;artifact&amp;gt;...&amp;quot;&lt;br /&gt;
* Macabre – &amp;quot;&amp;lt;dwarf&amp;gt; works, darkly brooding...&amp;quot;&lt;br /&gt;
* Fell – &amp;quot;&amp;lt;dwarf&amp;gt; works with menacing fury!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== The mechanics of moods ==&lt;br /&gt;
&lt;br /&gt;
=== Frequency===&lt;br /&gt;
When a fortress is started, an internal counter is set to 1000. Every 100 frames (12 times per day), this counter is decremented by 1, running down to zero in about 3 months. When the counter would ordinarily be decremented when it has already reached zero, there is a 1 in 500 chance that a strange mood will strike. This means that, once all conditions are met and the clock is ticking, while there is approximately a 2.4% chance of a strange mood per day, or a ~52% chance of at least one strange mood per month, there is no guarantee when a mood will strike – might be sooner, might be (almost) never. The counter resets to 1000 once a mood begins and continues counting down as the mood progresses, resetting again if it reaches zero before the mood finishes.&lt;br /&gt;
&lt;br /&gt;
=== Conditions ===&lt;br /&gt;
In order for a dwarf to be struck with a strange mood, three conditions must be met:&lt;br /&gt;
:* There is no currently active strange mood,&lt;br /&gt;
:* The maximum number of artifacts is not met,&lt;br /&gt;
:* There are at least 20 eligible dwarves ''(see below)'', including dwarves who have already created artifacts.&lt;br /&gt;
&lt;br /&gt;
If all three of these conditions are true, the game may trigger a strange mood according to the frequency.&lt;br /&gt;
&lt;br /&gt;
==== Maximum number of artifacts ====&lt;br /&gt;
The maximum number of artifacts in any one fortress is limited by the lower of:&lt;br /&gt;
* The number of items created divided by 100.&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Mined-out rock ''does'' count as an &amp;quot;item created&amp;quot;, though it is not clear whether bolts or units of drink are counted individually.&lt;br /&gt;
* The number of revealed [[subterranean]] tiles divided by 2304 (this is an area equivalent to a 48x48 square). Once you discover and explore the [[cavern]]s and [[magma sea]], this limit becomes largely irrelevant, and using a [[utilities#DFHack|&amp;quot;reveal&amp;quot; utility]] will eliminate it altogether, though strip-mining an area entirely and exposing it to the surface will count ''against'' this.&lt;br /&gt;
:&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; – actually the sum of all items by type ''and'' by type+subtype+material, divided by 200. Furthermore, destroying items does '''not''' decrement these counters, so casting and mining [[obsidian]] will count toward this.&lt;br /&gt;
&lt;br /&gt;
==== Eligibility ====&lt;br /&gt;
The deciding factor for eligibility is a dwarf's actual [[profession]]. ''(Note that &amp;quot;[[Skill#Professions|custom professions]]&amp;quot; have no effect on this!)'' Thus, dwarves may enter strange moods regardless of what skills they have or don't have, so long as they are of an acceptable profession. Dwarves who have already created an artifact are not eligible to create another, and since every mood ends in either an artifact or death, every dwarf may enter at most one mood. Dwarves who have obtained one or more legendary skills without creating artifacts ''may'' enter strange moods and will simply become even ''more'' legendary.&lt;br /&gt;
&lt;br /&gt;
On-duty dwarves with a [[Soldier#Soldier professions|military profession]] other than &amp;quot;Recruit&amp;quot; ''cannot'' enter moods. Incidental military skills make no difference – eligibility (and weighting) depends purely on the actual ''[[profession]]'' as listed at the time (with the exception of unit leaders, whose on-duty and off-duty titles are the same). Soldiers are still capable of entering moods if they are ''off duty'' and thus in Civilian mode, but you don't have to worry about your axedwarves getting a burst of inspiration mid-combat and then wandering off to make a highest-quality craftsdwarfship gabbro scepter decorated with cow bone menacing spikes, cow bone rings and a cow bone image of hamster men while the trolls sack your settlement.&lt;br /&gt;
&lt;br /&gt;
Children may enter moods, but babies will not.&lt;br /&gt;
&lt;br /&gt;
Any other profession is eligible to enter a mood, but not all have the same ''chance'' to enter a mood.&lt;br /&gt;
&lt;br /&gt;
:''('''Note''' – Specifically, and to avoid previous misunderstandings, [[Strand extractor]], [[Clerk]]/[[Administrator]]/[[Trader]], [[Doctor]] (and related), [[Soldier#Recruits|Recruit]] and [[Child]] ''are'' moodable professions.)''&lt;br /&gt;
&lt;br /&gt;
There are several additional factors which will prevent a dwarf from entering a mood:&lt;br /&gt;
* Being unable to pick up items (&amp;quot;cannot grasp&amp;quot;)&lt;br /&gt;
* Being dragged by/dragging another unit (off to [[jail]]/leading livestock to a [[cage]], [[chain]], [[pasture]], [[Activity zone#Pit/Pond|pit/pond zone]], or to the [[butcher's shop]] or [[farmer's workshop]].)&lt;br /&gt;
&lt;br /&gt;
=== Chance ===&lt;br /&gt;
When determining who will have a strange mood, each eligible dwarf is put into a weighted lottery, where the chance of being selected is based on the dwarf's [[profession]]. Most professions receive 6 &amp;quot;tickets&amp;quot;, but some receive additional tickets to improve their odds.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;2&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Weighting&lt;br /&gt;
! Professions&lt;br /&gt;
|-&lt;br /&gt;
| 21 ||Armorer, Blacksmith, Bone Carver, Clothier, Craftsdwarf, Jeweler, Gem Cutter, Gem Setter, Glassmaker, Leatherworker, Metalcrafter, Metalsmith, Stonecrafter, Weaponsmith, Weaver, Woodcrafter&lt;br /&gt;
|-&lt;br /&gt;
| 11 ||Bowyer, Carpenter, Stoneworker, Stone Carver, Woodworker&lt;br /&gt;
|-&lt;br /&gt;
| 6 ||Engraver, Mechanic, Miner, Tanner, and all other [[profession]]s (including Peasant).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
:'''''Example:''' What this means is: if you had 21 dwarves, made up of 20 eligible farmers, furnace operators, miners, woodcutters etc. (with 6 chances each) plus one Armorer (with 21 chances), that one Armorer would have a 21 in 141 chance &amp;lt;small&amp;gt;(20 dwarves x 6 chances each = 120 + 21 chances more = 141 total)&amp;lt;/small&amp;gt; of the mood striking them. That's about 1 in 7, while the other 20 have a 6 in 141 chance each, or about 1 in 24. The odds are still against the armorer, but much better than for any other single dwarf.''&lt;br /&gt;
&lt;br /&gt;
Note that not every profession has a moodable skill. A Soaper, Furnace Operator, or Strand Extractor can be taken by a mood, but that will not make those skills legendary, nor will they create an artifact bar of soap, bar of metal, or wafer of adamantine.&lt;br /&gt;
&lt;br /&gt;
=== Timing ===&lt;br /&gt;
A dwarf will go [[Insanity|insane]] after exactly 50000 ticks (which, at 1200 ticks per day, works out to 41.66 days, or almost a month and a half) waiting for an item they demand. However:&lt;br /&gt;
*The insanity countdown is reset after every item they bring to the workshop.&lt;br /&gt;
*It doesn't run while they are out getting something, working on their construction or on their way to claim a workshop. Only during time spent idling without either the required workshop or a required item do they spiral towards madness.&lt;br /&gt;
*Dwarves under strange moods do not feel hunger, thirst or drowsiness.&lt;br /&gt;
&lt;br /&gt;
=== Fuel ===&lt;br /&gt;
&lt;br /&gt;
{{D for dwarf}}&lt;br /&gt;
&lt;br /&gt;
Curiously, [[metalsmith]]s in strange moods do not seem to require any [[fuel]] to complete their [[metal]] [[artifact]]s. It is believed that they, consumed by artistic passion, fuel the forges with their own beards, vigorously fanning the flaming hairs while they feed the furnace more beard. Such a sacrifice is a dwarf's own beard that only an artifact merits its removal. Only an artifact's completion can mollify its creator's shame; dwarves unable to complete this great pursuit go insane, not because of its failure, but because they cannot endure the inevitable humiliation.&lt;br /&gt;
&lt;br /&gt;
Legend has it that the world's first [[elf]] once attempted to forge the world's most powerful artifact, imbued with magic to control all dwarves. But, because he could not suffer to cut a tree for fuel, he was unable to do so. Faced with no alternative, he kidnapped each of the seven ancient dwarves by tempting them with [[booze]], an unfamiliar drink to the first dwarves. He then forcefully shaved them and created [[charcoal]] from their beards.&lt;br /&gt;
&lt;br /&gt;
Enraged by their loss, the dwarves set out to find the elf's home, based in the world's first tree. They startled the engrossed elf who fled with nothing but a handful of the tree's unborn children. After reclaiming the beard-charcoal, the dwarves set fire to this tree. Alight in flames hotter than the sun, the tree burned in what is believed to have been the world's hottest fire – a fire so hot that the tree's roots melted the inside of the earth, creating a worldwide [[magma sea]]. The elf watched this fire and swore revenge on the dwarves.&lt;br /&gt;
&lt;br /&gt;
After realizing their beards could not be recovered from their charred state, the dwarves agreed to sprinkle the charcoal over the earth, as a gift and reminder to future dwarves. In doing so, they created the world's [[bituminous coal]] deposits. They then spent the next years searching for a way to create the drink they had been given. Discovering new drinks along their pursuit, the dwarves eventually perfected the hidden art of brewing booze and passed this emerging knowledge to coming generations.&lt;br /&gt;
&lt;br /&gt;
== Artifacts created ==&lt;br /&gt;
The type of artifact created depends on the type of mood, the dwarf's highest moodable skill, and the base material. Masons and miners will always create some kind of stone furniture; bone carvers, a bone or shell object (including furniture); carpenters, a piece of wooden furniture; engravers and stone crafters, a stone craft; metalworkers, metal crafts, weapons, or armor (depending on the type of metalworker); weavers and clothiers, an article of clothing; tanners and leatherworkers, a leather armor or object. If a dwarf has no moodable skills, they will randomly select stone crafting, wood crafting, or bone carving as their mood skill and produce their artifact accordingly. The precise type of craft created is usually somewhat random, but if a dwarf has a personality preference for a particular item type, such as gauntlets or floodgates or crowns, and that thing is an available choice given the dwarf's profession, they are guaranteed to create an object of that type (if multiple preferences match, one will be randomly selected).&lt;br /&gt;
&lt;br /&gt;
The first object grabbed by the dwarf will be the base material; all other materials will be used as [[decoration]]s. If a dwarf grabs a piece of [[chalk]] and makes a statue, for instance, it will be a &amp;quot;chalk statue&amp;quot;, but an artifact can potentially include bone, cloth, gems, leather, metal, shell, stone, and wood decorations all at once. In some cases, a moody dwarf will produce an item which normally cannot be made from that material, leading to such odd constructions as an [[obsidian]] [[bed]], [[ruby]] [[floodgate]], or turtle [[shell]] [[cage]], but the actual item types available for each mood type are still very much restricted (e.g. only a glassmaker or jeweler can make a [[window]], and a moody clothier cannot produce an article of clothing that could not normally be made from cloth).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=&amp;quot;4&amp;quot; style=&amp;quot;border:1px solid black;border-collapse:collapse;text-align:left;&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! Mood / Skill&lt;br /&gt;
! Artifact type&lt;br /&gt;
|- &lt;br /&gt;
| [[Armorsmith]]&lt;br /&gt;
| Each equipment item with [METAL] (mail shirt, breastplate, leggings, greaves, gauntlet, low boot, high boot, cap, helm, mask), any shield&lt;br /&gt;
|- &lt;br /&gt;
| [[Bone carver]] (bone)&lt;br /&gt;
| Each equipment item with [BARRED] (leggings, greaves, gauntlet, helm), any shield, instrument, toy, door, bed, chair, table, statue, coffer, bin, armor stand, weapon rack, cabinet, coffin, floodgate, hatch cover, grate, chain, cage, animal trap, figurine, amulet, scepter, crown, ring, earring, bracelet, any weapon, any trap component&amp;lt;sup&amp;gt;†&amp;lt;/sup&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| [[Bone carver]] (shell)&lt;br /&gt;
| Each equipment item with [SCALED] (leggings, gauntlet, helm), figurine, amulet, crown, ring, earring, bracelet, chain, cage, animal trap, instrument, toy&lt;br /&gt;
|- &lt;br /&gt;
| [[Bowyer]]&lt;br /&gt;
| Each ranged weapon (crossbow, bow, blowgun)&lt;br /&gt;
|- &lt;br /&gt;
| [[Carpenter]]&lt;br /&gt;
| Door, bed, chair, table, statue, chest, bin, armor stand, weapon rack, cabinet, coffin, floodgate, hatch cover, grate, cage, barrel, bucket, animal trap, splint, crutch&lt;br /&gt;
|- &lt;br /&gt;
| [[Clothier]]&lt;br /&gt;
| rowspan=2| Each equipment item with [SOFT] (dress, shirt, tunic, toga, vest, robe, coat, cloak, cape, trousers, loincloth, thong, short skirt, skirt, long skirt, braies, glove, mitten, sock, sandal, shoe, chausses, cap, hood, mask, turban, head veil, face veil, headscarf), bag, rope&lt;br /&gt;
|- &lt;br /&gt;
| [[Weaver]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Engraver]]&lt;br /&gt;
| Figurine, amulet, scepter, crown, ring, earring, bracelet, goblet, instrument, toy&lt;br /&gt;
|-&lt;br /&gt;
| Fell Mood&lt;br /&gt;
| rowspan=3| Each equipment item with [LEATHER] (dress, shirt, tunic, toga, vest, robe, coat, cloak, cape, armor, trousers, loincloth, thong, short skirt, skirt, long skirt, braies, leggings, glove, mitten, sock, sandal, shoe, chausses, low boot, high boot, cap, hood, mask, turban, head veil, face veil, headscarf, helm), any shield, bag, backpack, quiver, instrument&lt;br /&gt;
|- &lt;br /&gt;
| [[Leatherworker]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Tanner]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Gem cutter]]&lt;br /&gt;
| rowspan=3| Perfect gem&amp;lt;sup&amp;gt;‡&amp;lt;/sup&amp;gt;, door, bed, chair, table, statue, box, armor stand, weapon rack, cabinet, coffin, floodgate, hatch cover, grate, figurine, amulet, scepter, crown, ring, earring, bracelet, chain, flask, goblet, cage, barrel, bucket, animal trap, window, instrument, toy&lt;br /&gt;
|- &lt;br /&gt;
| [[Gem setter]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Glassmaker]]&lt;br /&gt;
|- &lt;br /&gt;
| Macabre Mood (vermin remains)&lt;br /&gt;
| Amulet, bracelet, earring&lt;br /&gt;
|- &lt;br /&gt;
| [[Mason]]&lt;br /&gt;
| rowspan=4| Door, bed, chair, table, statue, quern, millstone, coffer, armor stand, weapon rack, cabinet, coffin, floodgate, hatch cover, grate&lt;br /&gt;
|-&lt;br /&gt;
| [[Stonecutter]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Stone carver]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Miner]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Mechanic]]&lt;br /&gt;
| Mechanism&lt;br /&gt;
|- &lt;br /&gt;
| [[Metal crafter]]&lt;br /&gt;
| Figurine, amulet, scepter, crown, ring, earring, bracelet, chain, flask, goblet, instrument, toy&lt;br /&gt;
|- &lt;br /&gt;
| [[Metalsmith]]&lt;br /&gt;
| Door, bed, chair, table, statue, coffer, armor stand, weapon rack, cabinet, anvil, coffin, floodgate, hatch cover, grate, cage, barrel, bucket, animal trap, pipe section&amp;lt;sup&amp;gt;†&amp;lt;/sup&amp;gt;, splint, crutch&lt;br /&gt;
|- &lt;br /&gt;
| [[Stone crafter]]&lt;br /&gt;
| Figurine, amulet, scepter, crown, ring, earring, bracelet, goblet, instrument, toy&lt;br /&gt;
|- &lt;br /&gt;
| [[Weaponsmith]]&lt;br /&gt;
| Any weapon, any trap component&amp;lt;sup&amp;gt;†&amp;lt;/sup&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| [[Wood crafter]]&lt;br /&gt;
| Figurine, amulet, scepter, crown, ring, earring, bracelet, goblet, instrument, toy&lt;br /&gt;
|}&lt;br /&gt;
:&amp;lt;sup&amp;gt;†&amp;lt;/sup&amp;gt; ''chance of selection for this entry is reduced by 90%''&lt;br /&gt;
:&amp;lt;sup&amp;gt;‡&amp;lt;/sup&amp;gt; ''this item may only be selected at the beginning of the mood (50% chance)''&lt;br /&gt;
&lt;br /&gt;
If your dwarf does not have a preference for any possible items, the game will randomly select one from the list. Entries with &amp;quot;any&amp;quot; are treated as collective entries with a single chance and will randomly choose a subtype which your civilization is capable of making. This explains why bowyers and clothiers will regularly produce foreign artifacts, while weaponsmiths will not unless they have exotic preferences.&lt;br /&gt;
&lt;br /&gt;
== Success ==&lt;br /&gt;
Once created, most [[artifact]]s will be available for use just like a normal item of its type. Artifact [[armor]] and [[weapon]]s gain extra bonuses in combat, while artifact clothing is immune to [[wear]]. Artifact mechanisms installed in weapon traps will improve attack rolls. Artifact furniture is useful for raising the value of a [[noble]]'s room. Artifact mechanisms, trap components, or weapons in [[weapon trap|weapon trap]]s can also boost a room's value considerably. Other artifacts that can be used in construction (such as [[barrel]]s, [[bucket]]s, and [[anvil]]s) may be used similarly. Artifact [[door]]s and [[hatch]]es are immune to [[building destroyer]]s, and artifact [[cage]]s can even hold gnawing vermin. All artifacts can be displayed in a [[display case]] or on a [[pedestal]], or [[trade]]d to a [[caravan]] for supplies.&lt;br /&gt;
&lt;br /&gt;
Successfully creating an artifact grants a very strong happy [[thought]] (enough to make the creator totally ecstatic for several months) as well as granting the creator partial ''immunity to insanity'' – even if your fortress is left in a terrible state, any dwarf who has created an artifact is exempt from going [[insane]] due to prolonged unhappiness. The dwarf may also cry, found as a coating of dwarf tears on both their eyes.&lt;br /&gt;
&lt;br /&gt;
== Failure ==&lt;br /&gt;
If you can't provide the desired workshop and all the required component materials within a couple of months, the dwarf will go [[insanity|insane]], which cancels the mood and the artifact. As if that's not bad enough, any dwarf who goes insane will soon die, one way or another.&lt;br /&gt;
&lt;br /&gt;
A dwarf who is '''stark raving mad''', '''melancholy''', or '''catatonic''' is harmless to others (until they die and start a [[tantrum]] spiral), but a '''berserk''' dwarf will attack other dwarves and possibly pull levers at random.  You may want to station a squad nearby or assign a few war dogs to the dwarf on the chance that they will lash out. If you build your workshops inside enclosed rooms with doors you can also lock the moody dwarf in the room until he or she starves. In extreme cases, building a wall around an open workshop is the best precaution.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
There are many bugs reported related to moody dwarves. As has been the case in 40d, most turned out to be (understandable) failures of the player to grasp the mechanics of artifact creation and demands. ([http://bay12games.com/dwarves/mantisbt/view_all_bug_page.php Bug tracker])&lt;br /&gt;
* If a dwarf dies due to failing to complete an artifact, a memorial made to the dwarf will read that the dwarf did create it, despite the failure, and will even list the name of the artifact that never came to be. {{bug|3640}}&lt;br /&gt;
* When producing an item that is normally made in pairs (gloves, boots, etc.), only a single artifact will be created.&lt;br /&gt;
* Attacking a dwarf who fails their mood with your militia may result in a loyalty cascade. {{bug|7107}}&lt;br /&gt;
* Dwarves entering a strange mood when isolated (e.g. on a stepladder) cause severe lag. {{bug|8698}}&lt;br /&gt;
* If the mood primary component is forbidden while working, but the strange mood still has other items tasked, the result is an iron artifact. {{bug|5625}}&lt;br /&gt;
* If the dwarf starts constructing the artifact and is scared off by a hostile creature before completion, they may become stuck. {{bug|9833}} Removing the floors around them, then dropping an item on them should cause them to dodge, fall, and return to the workshop.{{cite forum|161598}}&lt;br /&gt;
&lt;br /&gt;
== Troubleshooting ==&lt;br /&gt;
&lt;br /&gt;
'''Problem''': Moody dwarf does not claim a workshop&lt;br /&gt;
:'''Solution''': Check for highest moodable skill and build the corresponding workshop. If no moodable skills, build a craftsdwarf's workshop. Once [[magma forge]]s have been built, some dwarves may demand to work at a magma-powered forge or furnace while others might still insist on a coal-powered one. If a forge is needed, make sure you built a forge, not smelter. Note that [[forbid]]den workshops cannot be claimed. Verify if the dwarf is assigned to a burrow and/or if there is a civilian alert set to a burrow. If so, verify that the burrow allows access to the workshop being sought after.&lt;br /&gt;
&lt;br /&gt;
'''Problem''': Moody dwarf waits in claimed workshop&lt;br /&gt;
:'''Solution''': Desired material is unavailable. Determine which material is requested next (materials are collected in the same order as shown in the dwarf's request list) and make some available, if possible. Be aware that some lists contain duplicates and you will need to make a seperate stack available for each one. Note that dwarves with [[preference]]s may demand a specific type of material ([[brass]] bars or [[yarn]] cloth, for example). [[Forbid]]den and inaccessible materials cannot be collected, nor can material located outside the moody dwarf's [[burrow]].&lt;br /&gt;
&lt;br /&gt;
'''Problem''': No dwarf has entered a mood for a long time&lt;br /&gt;
:'''Solution''': Strange moods require at least 20 dwarves; if you have that many, you've probably hit one of the two caps. Exploring the caverns can increase the number of revealed tiles very quickly, while [[craft]]ing [[goblet]]s will quickly raise your item count; [[exploratory mining]] will count toward ''both'' caps, simultaneously revealing tiles and producing boulders, though more slowly than exploring or crafting. Exposing excavated terrain to the sky is counterproductive, as it will ''lower'' your artifact cap (since the cap only counts revealed ''subterranean'' tiles).&lt;br /&gt;
&lt;br /&gt;
'''Problem''': Moody dwarf wants stacked cloth, but all types are available and he's not moving&lt;br /&gt;
:'''Solution''': Dwarves will not take items from active hospitals. If you have no cloth available outside of hospitals, try disabling or temporarily removing the hospital designation from their zones. They will then proceed to take new items, even if they don't go for the cloth right away. It is also possible that the desired cloth has been partially consumed in order to make wound dressings.&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
It is widely said that Tarn Adams has been in the grips of a fey mood for two decades now, and we are playing his artifact. However, neither [[human]]s nor [[giant toad]]s can enter strange moods, so this must surely be a joke.&lt;br /&gt;
&lt;br /&gt;
{{Category|Dwarves}}&lt;br /&gt;
[[Ru:Strange mood]]&lt;/div&gt;</summary>
		<author><name>Aquillion</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Remains&amp;diff=296002</id>
		<title>Remains</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Remains&amp;diff=296002"/>
		<updated>2023-11-19T05:05:35Z</updated>

		<summary type="html">&lt;p&gt;Aquillion: noting that remains can block doors from closing, which is a common issue caused by them.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{infostart|Remains}}&lt;br /&gt;
{{infocell|{{#tag:nowiki|{{char|{{char|253}}}}}}|style=color: {{fgcolor|5:0:0}}; background: black; font-size:x-large; font-weight: bold; font-family: 'Courier New', 'Quicktype Mono', 'Bitstream Vera Sans Mono', 'Lucida Console',  'Lucida Sans Typewriter', monospace; text-align:center; vertical-align:center}}&lt;br /&gt;
{{infoend}}The [[corpse]]s of non-fish [[vermin]] are called '''remains'''. Unhappy dwarves in a macabre [[strange mood]] will sometimes request vermin remains to construct their [[artifact]]s. Remains cannot be [[butcher]]ed, and are not otherwise useful.&lt;br /&gt;
&lt;br /&gt;
Creatures with the [[Creature token#H|&amp;lt;tt&amp;gt;HUNTS_VERMIN&amp;lt;/tt&amp;gt;]] tag, notably [[cat]]s, will kill vermin, leaving the remains scattered around the fort. (Cats who have adopted a dwarf seem to drag the remains of vermin they kill to their &amp;lt;s&amp;gt;owner&amp;lt;/s&amp;gt; slave). While this prevents unhappy [[thoughts]] from [[vermin#Hateable vermin|hateable vermin]], it can also cause areas of your fort to become littered with remains if not properly [[stockpile#Refuse|taken care of]]; even as tiny as they are, remains are capable of blocking doors from closing, which can sometimes cause problems.&lt;br /&gt;
&lt;br /&gt;
[[Honey bee]]s, for example, will leave behind remains after stinging.&lt;br /&gt;
&lt;br /&gt;
With time, remains rot away. Unlike corpses, remains do not cause miasma or leave [[bone]]s upon full decomposition; they simply disappear. Remains are stored in a [[stockpile#Refuse|refuse stockpile]], subject to [[standing orders]] refuse settings.&lt;br /&gt;
&lt;br /&gt;
[[Night troll]]s have vermin remains on tables or in cauldrons, because they have the habit  ({{token|HABIT|c|COOK_VERMIN}}). &lt;br /&gt;
&lt;br /&gt;
{{category|Body parts}}&lt;br /&gt;
[[ru:Remains]][[zh:Remains]]&lt;/div&gt;</summary>
		<author><name>Aquillion</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Wood&amp;diff=266736</id>
		<title>Wood</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Wood&amp;diff=266736"/>
		<updated>2022-11-17T08:20:31Z</updated>

		<summary type="html">&lt;p&gt;Aquillion: hrm, it's more complex than this, since some things can ignite it without regard for temperature.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{catbox}}&lt;br /&gt;
[[File:logs.jpg|thumb|230px|right|So many roots, that you wood hardly believe it.]]&lt;br /&gt;
''&amp;quot;Timber&amp;quot; redirects here. For the month, see [[Calendar]].''&lt;br /&gt;
&lt;br /&gt;
'''Wood''' is a hard [[material]] found in nearly all [[tree]]s. It (''currently'') does not form the actual material of tree tiles, which are composed of generic [[plant]] material, but is instead dropped from trees as '''logs''' {{Tile|▬|6:0}}, the raw [[item]] form of wood, when they are cut down. For the most part, different kinds of wood are identical, except for differences in [[density]] and [[color]]. It is generally weaker and more lightweight than other heavy-duty materials, such as [[stone]] or [[metal]]. All wood is flammable, with an ignition point of {{ct|10508}}. Only [[nether-cap]] wood is [[magma-safe]], due to its fixed temperature. The harvesting and use of wood to make products is known as the [[wood industry]].&lt;br /&gt;
&lt;br /&gt;
&amp;quot;'''Timber'''&amp;quot; is the name of the ninth month of the dwarven [[calendar]], covering late Autumn, the only month of the dwarven [[calendar]] to not be named after a stone.&lt;br /&gt;
&lt;br /&gt;
== Occurrence and production ==&lt;br /&gt;
&lt;br /&gt;
=== Chopping down trees ===&lt;br /&gt;
&lt;br /&gt;
Wood is obtained by [[designation|{{Key|d}}esignating {{Key|t}}rees]] to be chopped down. Any [[dwarf]] with the [[wood cutting]] [[labor]] enabled and access to a [[battle axe]] will cut down a tree, producing a variable number of 'logs' dependent upon the tree's size and composition. In general, bigger trees yield more logs than smaller ones, though relevant [[plant token]]s can have a significant impact on the total.&lt;br /&gt;
&lt;br /&gt;
Trees start their lives as saplings. Saplings cannot be cut down until they mature into full-grown trees, which can take several years. Creatures frequently moving on a tile with a sapling will eventually kill the sapling, leaving you with a dead sapling occupying the square for a time before it disappears and another plant starts growing.&lt;br /&gt;
&lt;br /&gt;
Saplings will randomly appear in above-ground [[soil]], only if the tiles underneath them are unmined and have at least another z-level of open space above them. If the soil does not have an immediate support for the roots, no saplings will appear. If there is no open space above, saplings will not grow. Underground saplings will begin to randomly appear in soil and [[mud]]dy underground rock only once one of the [[cavern]]s is exposed. Unlike above-ground saplings, underground saplings don't require the level below them to be unmined. However, they also require open space on the z-levels directly above them, otherwise the saplings will never grow.&lt;br /&gt;
&lt;br /&gt;
It is recommended to clear trees out of active corridors. Tree trunks act as walls and may, for example, block the path of wagons to the [[trade depot]]. Building [[road]]s and [[smoothing]] floors prevents new saplings from growing on the tiles.&lt;br /&gt;
&lt;br /&gt;
=== Civilizations ===&lt;br /&gt;
&lt;br /&gt;
Entities with {{token|OUTDOOR_WOOD|e}} and {{token|INDOOR_WOOD|e}} use wood from above-ground and underground trees respectively from their local environment for their products. Additionally, {{token|USE_GOOD_WOOD|e}} and {{token|USE_EVIL_WOOD|e}} allow entities to use wood from good or evil-aligned trees: [[feather tree]]s and [[glumprong]]s.  Except for [[kobold]]s, all civilizations use some type of wood.&lt;br /&gt;
&lt;br /&gt;
{{token|USE_MISC_PROCESSED_WOOD_PRODUCTS|e}} permits the availability of certain wood-derived products: [[lye]], [[charcoal]], and [[potash]]. Dwarves, [[human]]s, and [[goblin]]s possess this. Entities with {{token|WOOD_WEAPONS|e}} and {{token|WOOD_ARMOR|e}} will use wooden weapons and armor - [[Elf|elves]] and subterranean [[animal people]] possess these tokens.&lt;br /&gt;
&lt;br /&gt;
Logs and wooden products are available from [[trading]] by any friendly civilizations. Wood can also be brought before embarking. Logs are quite inexpensive, costing only three points per log, and bringing a large number can help jump-start the wood industry immediately.&lt;br /&gt;
&lt;br /&gt;
=== Other sources ===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Wagon wood&amp;quot; can be obtained from [[wagon]]s. The [[wagon (embark)|initial wagon after embark]] (an entirely different wagon) can be dismantled for three free logs of any type.&lt;br /&gt;
&lt;br /&gt;
== Types ==&lt;br /&gt;
&lt;br /&gt;
{{Main|Tree}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable floatright&amp;quot;&lt;br /&gt;
|+ Comparison of [[density]], [[weight]], and [[color]]&lt;br /&gt;
! Wood&lt;br /&gt;
! Density&amp;lt;br/&amp;gt;(kg/m³)&lt;br /&gt;
! Weight (Γ)&amp;lt;br/&amp;gt;per log &lt;br /&gt;
! Color&lt;br /&gt;
|-&lt;br /&gt;
| [[Feather tree|Feather]] || 100 || 5 || style=&amp;quot;background: {{fgcolor|7:1}};&amp;quot;| Cream&lt;br /&gt;
|-&lt;br /&gt;
| [[Papaya]] || 130 || 6.5 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Taupe pale&lt;br /&gt;
|-&lt;br /&gt;
| [[Candlenut]] ||140 || 7 ||  style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Ochre&lt;br /&gt;
|-&lt;br /&gt;
| [[Kapok]] || 260 || 13 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Tan&lt;br /&gt;
|-&lt;br /&gt;
| [[Custard-apple]] || 360 || 18 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Tan&lt;br /&gt;
|-&lt;br /&gt;
| [[Willow]] || 390 || 19.5 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Tan&lt;br /&gt;
|-&lt;br /&gt;
| [[Alder]] || 410 || 20.5 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Tan&lt;br /&gt;
|-&lt;br /&gt;
| [[Cherry]] || 425 || 21.25 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Gold&lt;br /&gt;
|-&lt;br /&gt;
| [[Cacao tree|Cacao]] || 430 || 21.5 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Chocolate&lt;br /&gt;
|-&lt;br /&gt;
| [[Chestnut]] || 430 || 21.5 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Dark chestnut&lt;br /&gt;
|-&lt;br /&gt;
| [[Saguaro]] || 430 || 21.5 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Ecru&lt;br /&gt;
|-&lt;br /&gt;
| [[Cashew]] || 450 || 22.5 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Dark chestnut&lt;br /&gt;
|-&lt;br /&gt;
| [[Ginkgo]] || 450 || 22.5 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Peach&lt;br /&gt;
|-&lt;br /&gt;
| [[Rubber tree|Rubber]] || 490 || 24.5 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Flax&lt;br /&gt;
|-&lt;br /&gt;
| ''Default wood'' || 500 || 25 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Brown&lt;br /&gt;
|-&lt;br /&gt;
| [[Highwood]] || 500 || 25 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Brown&lt;br /&gt;
|-&lt;br /&gt;
| [[Tunnel tube]] || 500 || 25 || style=&amp;quot;background: {{fgcolor|5:1}};&amp;quot;| Violet&lt;br /&gt;
|-&lt;br /&gt;
| [[Wagon]] || 500 || 25 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Brown&lt;br /&gt;
|-&lt;br /&gt;
| [[Pine]] || 510 || 25.5 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Beige&lt;br /&gt;
|-&lt;br /&gt;
| [[Durian]] || 520 || 26 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Taupe pale&lt;br /&gt;
|-&lt;br /&gt;
| [[Mango tree|Mango]] || 520 || 26 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Burnt sienna&lt;br /&gt;
|-&lt;br /&gt;
| [[Avocado]] || 540 || 27 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Chestnut&lt;br /&gt;
|-&lt;br /&gt;
| [[Maple]] || 540 || 27 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Rust&lt;br /&gt;
|-&lt;br /&gt;
| [[Carambola]] || 550 || 27.5 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Flax&lt;br /&gt;
|-&lt;br /&gt;
| [[Nether-cap]] || 550 || 27.5 || style=&amp;quot;background: {{fgcolor|1:0}}; color: #fff;&amp;quot;| Dark indigo&lt;br /&gt;
|-&lt;br /&gt;
| [[Tea]] || 550 || 27.5 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Taupe pale&lt;br /&gt;
|-&lt;br /&gt;
| [[Walnut]] || 562 || 28.1 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Dark tan&lt;br /&gt;
|-&lt;br /&gt;
| [[Cedar]] || 570 || 28.5 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Olive&lt;br /&gt;
|-&lt;br /&gt;
| [[Hazel]] || 580 || 29 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Taupe pale&lt;br /&gt;
|-&lt;br /&gt;
| [[Bitter orange]] || 590 || 29.5 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Taupe pale&lt;br /&gt;
|-&lt;br /&gt;
| [[Desert lime]] || 590 || 29.5 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Tan&lt;br /&gt;
|-&lt;br /&gt;
| [[Finger lime]] || 590 || 29.5 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Tan&lt;br /&gt;
|-&lt;br /&gt;
| [[Kumquat]] || 590 || 29.5 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Taupe pale&lt;br /&gt;
|-&lt;br /&gt;
| [[Larch]] || 590 || 29.5 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Light brown&lt;br /&gt;
|-&lt;br /&gt;
| [[Lime]] || 590 || 29.5 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Tan&lt;br /&gt;
|-&lt;br /&gt;
| [[Orange]] || 590 || 29.5 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Burnt sienna&lt;br /&gt;
|-&lt;br /&gt;
| [[Pomelo]] || 590 || 29.5 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Ash gray&lt;br /&gt;
|-&lt;br /&gt;
| [[Round lime]] || 590 || 29.5 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Tan&lt;br /&gt;
|-&lt;br /&gt;
| [[Acacia]] || 600 || 30 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Peach&lt;br /&gt;
|-&lt;br /&gt;
| [[Ash (tree)|Ash]] || 600 || 30 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Pale brown&lt;br /&gt;
|-&lt;br /&gt;
| [[Fungiwood]] || 600 || 30 || style=&amp;quot;background: {{fgcolor|6:1}};&amp;quot;| Lemon&lt;br /&gt;
|-&lt;br /&gt;
| [[Goblin-cap]] || 600 || 30 || style=&amp;quot;background: {{fgcolor|4:1}}; color: #fff;&amp;quot;| Red&lt;br /&gt;
|-&lt;br /&gt;
| [[Mahogany]] || 600 || 30 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Mahogany&lt;br /&gt;
|-&lt;br /&gt;
| [[Pear]] || 600 || 30 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Buff&lt;br /&gt;
|-&lt;br /&gt;
| [[Spore tree|Spore]] || 600 || 30 || style=&amp;quot;background: {{fgcolor|3:0}}; color: #fff;&amp;quot;| Teal&lt;br /&gt;
|-&lt;br /&gt;
| [[Tower-cap]] || 600 || 30 || style=&amp;quot;background: {{fgcolor|7:1}};&amp;quot;| White&lt;br /&gt;
|-&lt;br /&gt;
| [[Guava]] || 610 || 30.5 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Tan&lt;br /&gt;
|-&lt;br /&gt;
| [[Coffee]] || 620 || 31 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Taupe pale &lt;br /&gt;
|-&lt;br /&gt;
| [[Rambutan]] || 620 || 31 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Bronze &lt;br /&gt;
|-&lt;br /&gt;
| [[Birch]] || 650 || 32.5 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Burnt umber&lt;br /&gt;
|-&lt;br /&gt;
| [[Black-cap]] || 650 || 32.5 || style=&amp;quot;background: {{fgcolor|0:1}}; color: #fff;&amp;quot;| Black&lt;br /&gt;
|-&lt;br /&gt;
| [[Palm]] || 680 || 34 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Dark taupe&lt;br /&gt;
|-&lt;br /&gt;
| [[Sand pear]] || 690 || 34.5 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Buff&lt;br /&gt;
|-&lt;br /&gt;
| [[Bayberry]] || 700 || 35 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Pale brown&lt;br /&gt;
|-&lt;br /&gt;
| [[Citron]] || 700 || 35 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Ash gray&lt;br /&gt;
|-&lt;br /&gt;
| [[Oak]] || 700 || 35 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Auburn&lt;br /&gt;
|-&lt;br /&gt;
| [[Macadamia]] || 705 || 35.25 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Pale brown&lt;br /&gt;
|-&lt;br /&gt;
| [[Pecan]] || 735 || 36.75 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Peach&lt;br /&gt;
|-&lt;br /&gt;
| [[Apple]] || 745 || 37.25 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Chocolate&lt;br /&gt;
|-&lt;br /&gt;
| [[Apricot]] || 745 || 37.25 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Light brown&lt;br /&gt;
|-&lt;br /&gt;
| [[Pomegranate]] || 770 || 38.5 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Peach&lt;br /&gt;
|-&lt;br /&gt;
| [[Almond]] || 795 || 39.75 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Copper&lt;br /&gt;
|-&lt;br /&gt;
| [[Peach]] || 795 || 39.75 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Dark tan&lt;br /&gt;
|-&lt;br /&gt;
| [[Plum]] || 795 || 39.75 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Pale brown&lt;br /&gt;
|-&lt;br /&gt;
| [[Date palm]] || 820 || 41 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Burnt sienna&lt;br /&gt;
|-&lt;br /&gt;
| [[Paradise nut]] || 820 || 41 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Light brown&lt;br /&gt;
|-&lt;br /&gt;
| [[Mangrove]] || 830 || 41.5 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Dark taupe&lt;br /&gt;
|-&lt;br /&gt;
| [[Persimmon]] || 835 || 41.75 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Tan&lt;br /&gt;
|-&lt;br /&gt;
| [[Lychee]] || 880 || 44 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Taupe sandy&lt;br /&gt;
|-&lt;br /&gt;
| [[Olive]] || 990 || 49.5 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Pale brown&lt;br /&gt;
|-&lt;br /&gt;
| [[Glumprong]] || 1200 || 60 || style=&amp;quot;background: {{fgcolor|5:0}}; color: #fff;&amp;quot;| Purple&lt;br /&gt;
|-&lt;br /&gt;
| [[Blood thorn]] || 1250 || 62.5 || style=&amp;quot;background: {{fgcolor|4:0}}; color: #fff;&amp;quot;| Crimson&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
There are 71 types of wood, excluding the default one. Of the 72 trees, [[abaca]] and [[banana]] do not produce wood. Nine types of trees are only found underground, while the remaining 61 grow above-ground in various [[biome]]s, except [[mountain]]s, [[glacier]]s, [[tundra]]s, and [[ocean]]s. The final type of wood, wagon wood, is only produced by the death of a wagon. All wood possesses the same material properties except its density (which affects the weight of an item) and color. It is brown by default, and very few types exhibit a color besides it.&lt;br /&gt;
&lt;br /&gt;
The density of the material is the most important factor when choosing different types of wood. Wooden products made with heavier wood slow down [[hauling]], which negatively impacts the work speed of a fortress in the long-term. The type of wood used in weapons and armor also becomes important in regards to its force, durability, and weight.&lt;br /&gt;
&lt;br /&gt;
=== Weight of logs ===&lt;br /&gt;
&lt;br /&gt;
Each log has a volume of 5,000 or 50 litres. The [[weight]] can be derived by dividing the density (kg/m³) of the material by 20. An oak log will thus weigh 35Γ, a feather wood log 5Γ and a blood thorn log 62.5Γ. Weight is displayed in integers in-game, so a blood thorn log's weight will be displayed as just 62Γ. Wood has a default {{token|SOLID_DENSITY|md}} of 500 kg/m³, about five times lighter than most stone and fifteen times lighter than iron. [[Feather tree|Feather wood]] is the lightest at 100, and [[blood thorn]] wood is the heaviest at 1,250. Papaya (130) and [[glumprong]] (1,200) wood are also notable.&lt;br /&gt;
&lt;br /&gt;
=== Grown wood ===&lt;br /&gt;
&lt;br /&gt;
All wooden items made by elves are referred to as &amp;quot;grown&amp;quot;. It is assumed that elves use an unknown (and unimplemented) [[magic]] to grow their products from trees without chopping them down. Elven [[caravan]]s only accept wooden products made from grown wood.&lt;br /&gt;
&lt;br /&gt;
== Applications ==&lt;br /&gt;
&lt;br /&gt;
=== Ash ===&lt;br /&gt;
&lt;br /&gt;
Burning wood in a [[wood furnace]] is the only major way to produce [[ash]]. It is otherwise rare and difficult to obtain naturally. Ash is essential in the production of [[lye]], [[potash]], and [[pearlash]]. Lye is used for making [[soap]], and potash is used as a [[fertilizer]] for farm plots to yield larger harvests. Pearlash is used for making clear glass and crystal glass in [[glassmaking]]. Ash can also be used as a [[glaze]] for ceramic products. In total, ash has major applications in the soap, farming, glass, and ceramic industries, all of which derives from wood.&lt;br /&gt;
&lt;br /&gt;
=== Charcoal ===&lt;br /&gt;
&lt;br /&gt;
[[Charcoal]] is a type of [[fuel]] produced by burning wood in a wood furnace. [[Smelter]]s, [[forge]]s, [[glass furnace]]s, and [[kiln]]s need fuel to operate. Coke is produced from [[bituminous coal]] or [[lignite]], neither of which is guaranteed to be present on a map, thus charcoal is typically the first reliable fuel for an early fortress. If coke sources are present though, it is recommended to use coke over charcoal so that wood can be used for other purposes.&lt;br /&gt;
&lt;br /&gt;
Once [[magma]] is acquired, charcoal becomes obsolete as a fuel source for workshops. Despite this, charcoal is still significant in the production of [[steel]], where refined coal is required as a source of carbon.&lt;br /&gt;
&lt;br /&gt;
=== Bed ===&lt;br /&gt;
&lt;br /&gt;
[[Bed]]s can only be made from wood, with the exception of [[artifact]] beds created from [[strange mood]]s. Without beds, citizens get unhappy [[thought]]s from sleeping on the ground.&lt;br /&gt;
&lt;br /&gt;
=== Machine components ===&lt;br /&gt;
&lt;br /&gt;
The following [[machine component]]s can only be made from wood: [[water wheel]]s, [[windmill]]s, and [[axle]]s. Axles are necessary in the transfer of [[power]] over distances. Water wheels and windmills are the only power sources to not require a dwarf to generate power.&lt;br /&gt;
&lt;br /&gt;
=== Lightweight storage ===&lt;br /&gt;
&lt;br /&gt;
Wooden items used for [[storage]] are lighter to carry than items made of most stone or metals. [[Barrel]]s, [[bin]]s, [[bucket]]s, [[jug]]s, [[large pot]]s, [[wheelbarrow]]s, [[minecart]]s, and [[cage]]s are items that can be made of wood and are frequently used in [[hauling]] stuff between stockpiles and workshops. Using a lighter material for storage decreases encumbrance and increases movement speed.&lt;br /&gt;
&lt;br /&gt;
The type of wood is very important in [[storage]] items. Among the trees with the lightest wood are: [[feather tree]], [[papaya]], [[candlenut]], [[kapok]], [[custard-apple]], [[willow]], [[alder]], [[cherry]], [[cacao tree|cacao]], [[chestnut]], and [[saguaro]]. Making storage items from the wood of these trees provide the best results. Trees to avoid include [[blood thorn]], [[glumprong]], [[olive]], [[persimmon]], [[mangrove]], [[paradise nut]], [[date palm]], and [[lychee]].&lt;br /&gt;
&lt;br /&gt;
In addition, it only takes one log to produce a bin, cage, wheelbarrow or minecart. Forging them with metal will take two or three bars instead.&lt;br /&gt;
&lt;br /&gt;
=== Weapons and armor ===&lt;br /&gt;
&lt;br /&gt;
:''See also: [[Weapon#Material|Weapon § Material]]&lt;br /&gt;
&lt;br /&gt;
Wood is an extremely terrible material for combat. It has the worst impact and shear properties out of the standard weapons-grade materials (even against bone), making it ineffective in dealing substantial damage, both blunt or cutting. Denser wood has a small effect on its force power, but it remains weak compared to metal. A creature's [[natural weapon]]s can be more lethal than a wooden weapon. Wooden armor provides little to no protection. Wood durability is low, and breaks very quickly from repeated hits against harder materials. Its weakness serves as an advantage in situations where damage is desired to be kept to a minimum. In [[justice]], inflicting punishment with wooden weapons deals very little damage to the accused, which reduces the chance of accidental deaths.&lt;br /&gt;
&lt;br /&gt;
[[Shield]]s and bucklers can be made from wood. Bashes with wooden shields in melee combat are weaker than those delivered by metal shields. The material does not affect a shield's ability to block, and even [[dragonfire]] can be blocked without getting burned at all. Taking in their lower weight, wooden shields are more effective over metal ones for their maneuverability. There is still the drawback of wood breaking faster than metal.&lt;br /&gt;
&lt;br /&gt;
Dwarves can only create wooden melee weapons in the form of [[training weapon]]s, which are used in the military for training. They are useful for [[live training]] and [[danger room]]s, but are not necessary. Training weapons can also be bought from caravans at a cheap price.&lt;br /&gt;
&lt;br /&gt;
[[Short sword]]s made of [[obsidian]] require one log in production. They are more or less a novelty, as metal weapons are superior.&lt;br /&gt;
&lt;br /&gt;
[[Crossbow]]s can be made from wood by a [[bowyer]]. Wooden crossbows suffer reduced damage in comparison to metal crossbows if they are used to bash enemies in melee combat. However, since even metal crossbows are spectacularly bad melee weapons, this is a fairly unimportant consideration. The lighter wooden crossbow should be prioritized over metal ones for its lesser weight, minimizing encumbrance. [[Bone]] has a density of 500 kg/m³, so bone crossbows should replace wood whenever the type of wood being used is over 500 kg/m³.&lt;br /&gt;
&lt;br /&gt;
A stack of 25 [[bolt]]s is made from a single log. In comparison, 5 bolts are made from a single bone. Wooden bolts are sufficient for training and [[hunting]], although significantly less effective against armored opponents than metal bolts.&lt;br /&gt;
&lt;br /&gt;
=== Siege engines ===&lt;br /&gt;
&lt;br /&gt;
[[Siege engine]] parts can only be made from wood. Although siege engines require lots of effort to manage, they can be very effective defenses when traps and soldiers fail. Both wooden and metal [[ballista arrow]]s also need a log to be made. Wooden ballista arrows are inferior to metal ones. Wooden ballista arrows made from denser wood deal more damage than lighter wood.&lt;br /&gt;
&lt;br /&gt;
=== Trading ===&lt;br /&gt;
&lt;br /&gt;
All logs are valued at 3☼. Wooden products are a poor choice for trading, because wood has a [[material multiplier]] of ×1 (no bonus). Elves do not accept any items or decorations made from wood, except the &amp;quot;grown&amp;quot; wood items that only elves produce. They get extremely upset when offered regular wood and will leave with no further possible trading for the season.&lt;br /&gt;
&lt;br /&gt;
=== Other uses ===&lt;br /&gt;
&lt;br /&gt;
Wood can be used to make most [[finished good]]s, [[furniture]], and [[tool]]s. Items can be [[decoration|decorated]] with wood through [[strange mood]]s. Colorful wood from underground, good, and evil trees are useful for aesthetic creations; they include black, blue, cyan, red, magenta, yellow, and white.&lt;br /&gt;
&lt;br /&gt;
Wooden [[construction]]s can safely hold magma, but wooden [[building]]s will burn so using other materials is recommended where fire is a potential risk. [[Floor]]s constructed using lightweight wood will reduce the damage from falls. The lighter the wood, the softer the impact.&lt;br /&gt;
&lt;br /&gt;
[[Building destroyer]]s prioritize destroying wooden [[door]]s and [[floor hatch]]es.{{verify}} Wooden buildings can be used in [[trap design]]s as cheap, affordable bait to lure them toward traps.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Driftwood]]&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = lolum&lt;br /&gt;
| elvish  = ave&lt;br /&gt;
| goblin  = dôr&lt;br /&gt;
| human   = pado&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Gamedata}}&lt;br /&gt;
{{materials}}&lt;br /&gt;
{{Wood FAQ}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Materials}}&lt;br /&gt;
{{Category|Wood|0}}&lt;br /&gt;
[[Ru:Wood]]&lt;/div&gt;</summary>
		<author><name>Aquillion</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Wood&amp;diff=266735</id>
		<title>Wood</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Wood&amp;diff=266735"/>
		<updated>2022-11-17T08:18:57Z</updated>

		<summary type="html">&lt;p&gt;Aquillion: noting that, while technically flammable in its data definition, nether-cap wood generally can't be ignited due to its fixed temperature.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{catbox}}&lt;br /&gt;
[[File:logs.jpg|thumb|230px|right|So many roots, that you wood hardly believe it.]]&lt;br /&gt;
''&amp;quot;Timber&amp;quot; redirects here. For the month, see [[Calendar]].''&lt;br /&gt;
&lt;br /&gt;
'''Wood''' is a hard [[material]] found in nearly all [[tree]]s. It (''currently'') does not form the actual material of tree tiles, which are composed of generic [[plant]] material, but is instead dropped from trees as '''logs''' {{Tile|▬|6:0}}, the raw [[item]] form of wood, when they are cut down. For the most part, different kinds of wood are identical, except for differences in [[density]] and [[color]]. It is generally weaker and more lightweight than other heavy-duty materials, such as [[stone]] or [[metal]]. All wood is flammable, with an ignition point of {{ct|10508}}, though as a practical matter [[nether-cap]] wood cannot generally be ignited due to its fixed temperature, which also makes it the only [[magma-safe]] form of wood. The harvesting and use of wood to make products is known as the [[wood industry]].&lt;br /&gt;
&lt;br /&gt;
&amp;quot;'''Timber'''&amp;quot; is the name of the ninth month of the dwarven [[calendar]], covering late Autumn, the only month of the dwarven [[calendar]] to not be named after a stone.&lt;br /&gt;
&lt;br /&gt;
== Occurrence and production ==&lt;br /&gt;
&lt;br /&gt;
=== Chopping down trees ===&lt;br /&gt;
&lt;br /&gt;
Wood is obtained by [[designation|{{Key|d}}esignating {{Key|t}}rees]] to be chopped down. Any [[dwarf]] with the [[wood cutting]] [[labor]] enabled and access to a [[battle axe]] will cut down a tree, producing a variable number of 'logs' dependent upon the tree's size and composition. In general, bigger trees yield more logs than smaller ones, though relevant [[plant token]]s can have a significant impact on the total.&lt;br /&gt;
&lt;br /&gt;
Trees start their lives as saplings. Saplings cannot be cut down until they mature into full-grown trees, which can take several years. Creatures frequently moving on a tile with a sapling will eventually kill the sapling, leaving you with a dead sapling occupying the square for a time before it disappears and another plant starts growing.&lt;br /&gt;
&lt;br /&gt;
Saplings will randomly appear in above-ground [[soil]], only if the tiles underneath them are unmined and have at least another z-level of open space above them. If the soil does not have an immediate support for the roots, no saplings will appear. If there is no open space above, saplings will not grow. Underground saplings will begin to randomly appear in soil and [[mud]]dy underground rock only once one of the [[cavern]]s is exposed. Unlike above-ground saplings, underground saplings don't require the level below them to be unmined. However, they also require open space on the z-levels directly above them, otherwise the saplings will never grow.&lt;br /&gt;
&lt;br /&gt;
It is recommended to clear trees out of active corridors. Tree trunks act as walls and may, for example, block the path of wagons to the [[trade depot]]. Building [[road]]s and [[smoothing]] floors prevents new saplings from growing on the tiles.&lt;br /&gt;
&lt;br /&gt;
=== Civilizations ===&lt;br /&gt;
&lt;br /&gt;
Entities with {{token|OUTDOOR_WOOD|e}} and {{token|INDOOR_WOOD|e}} use wood from above-ground and underground trees respectively from their local environment for their products. Additionally, {{token|USE_GOOD_WOOD|e}} and {{token|USE_EVIL_WOOD|e}} allow entities to use wood from good or evil-aligned trees: [[feather tree]]s and [[glumprong]]s.  Except for [[kobold]]s, all civilizations use some type of wood.&lt;br /&gt;
&lt;br /&gt;
{{token|USE_MISC_PROCESSED_WOOD_PRODUCTS|e}} permits the availability of certain wood-derived products: [[lye]], [[charcoal]], and [[potash]]. Dwarves, [[human]]s, and [[goblin]]s possess this. Entities with {{token|WOOD_WEAPONS|e}} and {{token|WOOD_ARMOR|e}} will use wooden weapons and armor - [[Elf|elves]] and subterranean [[animal people]] possess these tokens.&lt;br /&gt;
&lt;br /&gt;
Logs and wooden products are available from [[trading]] by any friendly civilizations. Wood can also be brought before embarking. Logs are quite inexpensive, costing only three points per log, and bringing a large number can help jump-start the wood industry immediately.&lt;br /&gt;
&lt;br /&gt;
=== Other sources ===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Wagon wood&amp;quot; can be obtained from [[wagon]]s. The [[wagon (embark)|initial wagon after embark]] (an entirely different wagon) can be dismantled for three free logs of any type.&lt;br /&gt;
&lt;br /&gt;
== Types ==&lt;br /&gt;
&lt;br /&gt;
{{Main|Tree}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable floatright&amp;quot;&lt;br /&gt;
|+ Comparison of [[density]], [[weight]], and [[color]]&lt;br /&gt;
! Wood&lt;br /&gt;
! Density&amp;lt;br/&amp;gt;(kg/m³)&lt;br /&gt;
! Weight (Γ)&amp;lt;br/&amp;gt;per log &lt;br /&gt;
! Color&lt;br /&gt;
|-&lt;br /&gt;
| [[Feather tree|Feather]] || 100 || 5 || style=&amp;quot;background: {{fgcolor|7:1}};&amp;quot;| Cream&lt;br /&gt;
|-&lt;br /&gt;
| [[Papaya]] || 130 || 6.5 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Taupe pale&lt;br /&gt;
|-&lt;br /&gt;
| [[Candlenut]] ||140 || 7 ||  style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Ochre&lt;br /&gt;
|-&lt;br /&gt;
| [[Kapok]] || 260 || 13 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Tan&lt;br /&gt;
|-&lt;br /&gt;
| [[Custard-apple]] || 360 || 18 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Tan&lt;br /&gt;
|-&lt;br /&gt;
| [[Willow]] || 390 || 19.5 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Tan&lt;br /&gt;
|-&lt;br /&gt;
| [[Alder]] || 410 || 20.5 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Tan&lt;br /&gt;
|-&lt;br /&gt;
| [[Cherry]] || 425 || 21.25 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Gold&lt;br /&gt;
|-&lt;br /&gt;
| [[Cacao tree|Cacao]] || 430 || 21.5 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Chocolate&lt;br /&gt;
|-&lt;br /&gt;
| [[Chestnut]] || 430 || 21.5 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Dark chestnut&lt;br /&gt;
|-&lt;br /&gt;
| [[Saguaro]] || 430 || 21.5 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Ecru&lt;br /&gt;
|-&lt;br /&gt;
| [[Cashew]] || 450 || 22.5 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Dark chestnut&lt;br /&gt;
|-&lt;br /&gt;
| [[Ginkgo]] || 450 || 22.5 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Peach&lt;br /&gt;
|-&lt;br /&gt;
| [[Rubber tree|Rubber]] || 490 || 24.5 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Flax&lt;br /&gt;
|-&lt;br /&gt;
| ''Default wood'' || 500 || 25 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Brown&lt;br /&gt;
|-&lt;br /&gt;
| [[Highwood]] || 500 || 25 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Brown&lt;br /&gt;
|-&lt;br /&gt;
| [[Tunnel tube]] || 500 || 25 || style=&amp;quot;background: {{fgcolor|5:1}};&amp;quot;| Violet&lt;br /&gt;
|-&lt;br /&gt;
| [[Wagon]] || 500 || 25 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Brown&lt;br /&gt;
|-&lt;br /&gt;
| [[Pine]] || 510 || 25.5 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Beige&lt;br /&gt;
|-&lt;br /&gt;
| [[Durian]] || 520 || 26 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Taupe pale&lt;br /&gt;
|-&lt;br /&gt;
| [[Mango tree|Mango]] || 520 || 26 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Burnt sienna&lt;br /&gt;
|-&lt;br /&gt;
| [[Avocado]] || 540 || 27 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Chestnut&lt;br /&gt;
|-&lt;br /&gt;
| [[Maple]] || 540 || 27 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Rust&lt;br /&gt;
|-&lt;br /&gt;
| [[Carambola]] || 550 || 27.5 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Flax&lt;br /&gt;
|-&lt;br /&gt;
| [[Nether-cap]] || 550 || 27.5 || style=&amp;quot;background: {{fgcolor|1:0}}; color: #fff;&amp;quot;| Dark indigo&lt;br /&gt;
|-&lt;br /&gt;
| [[Tea]] || 550 || 27.5 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Taupe pale&lt;br /&gt;
|-&lt;br /&gt;
| [[Walnut]] || 562 || 28.1 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Dark tan&lt;br /&gt;
|-&lt;br /&gt;
| [[Cedar]] || 570 || 28.5 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Olive&lt;br /&gt;
|-&lt;br /&gt;
| [[Hazel]] || 580 || 29 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Taupe pale&lt;br /&gt;
|-&lt;br /&gt;
| [[Bitter orange]] || 590 || 29.5 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Taupe pale&lt;br /&gt;
|-&lt;br /&gt;
| [[Desert lime]] || 590 || 29.5 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Tan&lt;br /&gt;
|-&lt;br /&gt;
| [[Finger lime]] || 590 || 29.5 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Tan&lt;br /&gt;
|-&lt;br /&gt;
| [[Kumquat]] || 590 || 29.5 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Taupe pale&lt;br /&gt;
|-&lt;br /&gt;
| [[Larch]] || 590 || 29.5 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Light brown&lt;br /&gt;
|-&lt;br /&gt;
| [[Lime]] || 590 || 29.5 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Tan&lt;br /&gt;
|-&lt;br /&gt;
| [[Orange]] || 590 || 29.5 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Burnt sienna&lt;br /&gt;
|-&lt;br /&gt;
| [[Pomelo]] || 590 || 29.5 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Ash gray&lt;br /&gt;
|-&lt;br /&gt;
| [[Round lime]] || 590 || 29.5 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Tan&lt;br /&gt;
|-&lt;br /&gt;
| [[Acacia]] || 600 || 30 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Peach&lt;br /&gt;
|-&lt;br /&gt;
| [[Ash (tree)|Ash]] || 600 || 30 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Pale brown&lt;br /&gt;
|-&lt;br /&gt;
| [[Fungiwood]] || 600 || 30 || style=&amp;quot;background: {{fgcolor|6:1}};&amp;quot;| Lemon&lt;br /&gt;
|-&lt;br /&gt;
| [[Goblin-cap]] || 600 || 30 || style=&amp;quot;background: {{fgcolor|4:1}}; color: #fff;&amp;quot;| Red&lt;br /&gt;
|-&lt;br /&gt;
| [[Mahogany]] || 600 || 30 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Mahogany&lt;br /&gt;
|-&lt;br /&gt;
| [[Pear]] || 600 || 30 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Buff&lt;br /&gt;
|-&lt;br /&gt;
| [[Spore tree|Spore]] || 600 || 30 || style=&amp;quot;background: {{fgcolor|3:0}}; color: #fff;&amp;quot;| Teal&lt;br /&gt;
|-&lt;br /&gt;
| [[Tower-cap]] || 600 || 30 || style=&amp;quot;background: {{fgcolor|7:1}};&amp;quot;| White&lt;br /&gt;
|-&lt;br /&gt;
| [[Guava]] || 610 || 30.5 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Tan&lt;br /&gt;
|-&lt;br /&gt;
| [[Coffee]] || 620 || 31 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Taupe pale &lt;br /&gt;
|-&lt;br /&gt;
| [[Rambutan]] || 620 || 31 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Bronze &lt;br /&gt;
|-&lt;br /&gt;
| [[Birch]] || 650 || 32.5 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Burnt umber&lt;br /&gt;
|-&lt;br /&gt;
| [[Black-cap]] || 650 || 32.5 || style=&amp;quot;background: {{fgcolor|0:1}}; color: #fff;&amp;quot;| Black&lt;br /&gt;
|-&lt;br /&gt;
| [[Palm]] || 680 || 34 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Dark taupe&lt;br /&gt;
|-&lt;br /&gt;
| [[Sand pear]] || 690 || 34.5 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Buff&lt;br /&gt;
|-&lt;br /&gt;
| [[Bayberry]] || 700 || 35 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Pale brown&lt;br /&gt;
|-&lt;br /&gt;
| [[Citron]] || 700 || 35 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Ash gray&lt;br /&gt;
|-&lt;br /&gt;
| [[Oak]] || 700 || 35 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Auburn&lt;br /&gt;
|-&lt;br /&gt;
| [[Macadamia]] || 705 || 35.25 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Pale brown&lt;br /&gt;
|-&lt;br /&gt;
| [[Pecan]] || 735 || 36.75 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Peach&lt;br /&gt;
|-&lt;br /&gt;
| [[Apple]] || 745 || 37.25 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Chocolate&lt;br /&gt;
|-&lt;br /&gt;
| [[Apricot]] || 745 || 37.25 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Light brown&lt;br /&gt;
|-&lt;br /&gt;
| [[Pomegranate]] || 770 || 38.5 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Peach&lt;br /&gt;
|-&lt;br /&gt;
| [[Almond]] || 795 || 39.75 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Copper&lt;br /&gt;
|-&lt;br /&gt;
| [[Peach]] || 795 || 39.75 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Dark tan&lt;br /&gt;
|-&lt;br /&gt;
| [[Plum]] || 795 || 39.75 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Pale brown&lt;br /&gt;
|-&lt;br /&gt;
| [[Date palm]] || 820 || 41 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Burnt sienna&lt;br /&gt;
|-&lt;br /&gt;
| [[Paradise nut]] || 820 || 41 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Light brown&lt;br /&gt;
|-&lt;br /&gt;
| [[Mangrove]] || 830 || 41.5 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Dark taupe&lt;br /&gt;
|-&lt;br /&gt;
| [[Persimmon]] || 835 || 41.75 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Tan&lt;br /&gt;
|-&lt;br /&gt;
| [[Lychee]] || 880 || 44 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Taupe sandy&lt;br /&gt;
|-&lt;br /&gt;
| [[Olive]] || 990 || 49.5 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Pale brown&lt;br /&gt;
|-&lt;br /&gt;
| [[Glumprong]] || 1200 || 60 || style=&amp;quot;background: {{fgcolor|5:0}}; color: #fff;&amp;quot;| Purple&lt;br /&gt;
|-&lt;br /&gt;
| [[Blood thorn]] || 1250 || 62.5 || style=&amp;quot;background: {{fgcolor|4:0}}; color: #fff;&amp;quot;| Crimson&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
There are 71 types of wood, excluding the default one. Of the 72 trees, [[abaca]] and [[banana]] do not produce wood. Nine types of trees are only found underground, while the remaining 61 grow above-ground in various [[biome]]s, except [[mountain]]s, [[glacier]]s, [[tundra]]s, and [[ocean]]s. The final type of wood, wagon wood, is only produced by the death of a wagon. All wood possesses the same material properties except its density (which affects the weight of an item) and color. It is brown by default, and very few types exhibit a color besides it.&lt;br /&gt;
&lt;br /&gt;
The density of the material is the most important factor when choosing different types of wood. Wooden products made with heavier wood slow down [[hauling]], which negatively impacts the work speed of a fortress in the long-term. The type of wood used in weapons and armor also becomes important in regards to its force, durability, and weight.&lt;br /&gt;
&lt;br /&gt;
=== Weight of logs ===&lt;br /&gt;
&lt;br /&gt;
Each log has a volume of 5,000 or 50 litres. The [[weight]] can be derived by dividing the density (kg/m³) of the material by 20. An oak log will thus weigh 35Γ, a feather wood log 5Γ and a blood thorn log 62.5Γ. Weight is displayed in integers in-game, so a blood thorn log's weight will be displayed as just 62Γ. Wood has a default {{token|SOLID_DENSITY|md}} of 500 kg/m³, about five times lighter than most stone and fifteen times lighter than iron. [[Feather tree|Feather wood]] is the lightest at 100, and [[blood thorn]] wood is the heaviest at 1,250. Papaya (130) and [[glumprong]] (1,200) wood are also notable.&lt;br /&gt;
&lt;br /&gt;
=== Grown wood ===&lt;br /&gt;
&lt;br /&gt;
All wooden items made by elves are referred to as &amp;quot;grown&amp;quot;. It is assumed that elves use an unknown (and unimplemented) [[magic]] to grow their products from trees without chopping them down. Elven [[caravan]]s only accept wooden products made from grown wood.&lt;br /&gt;
&lt;br /&gt;
== Applications ==&lt;br /&gt;
&lt;br /&gt;
=== Ash ===&lt;br /&gt;
&lt;br /&gt;
Burning wood in a [[wood furnace]] is the only major way to produce [[ash]]. It is otherwise rare and difficult to obtain naturally. Ash is essential in the production of [[lye]], [[potash]], and [[pearlash]]. Lye is used for making [[soap]], and potash is used as a [[fertilizer]] for farm plots to yield larger harvests. Pearlash is used for making clear glass and crystal glass in [[glassmaking]]. Ash can also be used as a [[glaze]] for ceramic products. In total, ash has major applications in the soap, farming, glass, and ceramic industries, all of which derives from wood.&lt;br /&gt;
&lt;br /&gt;
=== Charcoal ===&lt;br /&gt;
&lt;br /&gt;
[[Charcoal]] is a type of [[fuel]] produced by burning wood in a wood furnace. [[Smelter]]s, [[forge]]s, [[glass furnace]]s, and [[kiln]]s need fuel to operate. Coke is produced from [[bituminous coal]] or [[lignite]], neither of which is guaranteed to be present on a map, thus charcoal is typically the first reliable fuel for an early fortress. If coke sources are present though, it is recommended to use coke over charcoal so that wood can be used for other purposes.&lt;br /&gt;
&lt;br /&gt;
Once [[magma]] is acquired, charcoal becomes obsolete as a fuel source for workshops. Despite this, charcoal is still significant in the production of [[steel]], where refined coal is required as a source of carbon.&lt;br /&gt;
&lt;br /&gt;
=== Bed ===&lt;br /&gt;
&lt;br /&gt;
[[Bed]]s can only be made from wood, with the exception of [[artifact]] beds created from [[strange mood]]s. Without beds, citizens get unhappy [[thought]]s from sleeping on the ground.&lt;br /&gt;
&lt;br /&gt;
=== Machine components ===&lt;br /&gt;
&lt;br /&gt;
The following [[machine component]]s can only be made from wood: [[water wheel]]s, [[windmill]]s, and [[axle]]s. Axles are necessary in the transfer of [[power]] over distances. Water wheels and windmills are the only power sources to not require a dwarf to generate power.&lt;br /&gt;
&lt;br /&gt;
=== Lightweight storage ===&lt;br /&gt;
&lt;br /&gt;
Wooden items used for [[storage]] are lighter to carry than items made of most stone or metals. [[Barrel]]s, [[bin]]s, [[bucket]]s, [[jug]]s, [[large pot]]s, [[wheelbarrow]]s, [[minecart]]s, and [[cage]]s are items that can be made of wood and are frequently used in [[hauling]] stuff between stockpiles and workshops. Using a lighter material for storage decreases encumbrance and increases movement speed.&lt;br /&gt;
&lt;br /&gt;
The type of wood is very important in [[storage]] items. Among the trees with the lightest wood are: [[feather tree]], [[papaya]], [[candlenut]], [[kapok]], [[custard-apple]], [[willow]], [[alder]], [[cherry]], [[cacao tree|cacao]], [[chestnut]], and [[saguaro]]. Making storage items from the wood of these trees provide the best results. Trees to avoid include [[blood thorn]], [[glumprong]], [[olive]], [[persimmon]], [[mangrove]], [[paradise nut]], [[date palm]], and [[lychee]].&lt;br /&gt;
&lt;br /&gt;
In addition, it only takes one log to produce a bin, cage, wheelbarrow or minecart. Forging them with metal will take two or three bars instead.&lt;br /&gt;
&lt;br /&gt;
=== Weapons and armor ===&lt;br /&gt;
&lt;br /&gt;
:''See also: [[Weapon#Material|Weapon § Material]]&lt;br /&gt;
&lt;br /&gt;
Wood is an extremely terrible material for combat. It has the worst impact and shear properties out of the standard weapons-grade materials (even against bone), making it ineffective in dealing substantial damage, both blunt or cutting. Denser wood has a small effect on its force power, but it remains weak compared to metal. A creature's [[natural weapon]]s can be more lethal than a wooden weapon. Wooden armor provides little to no protection. Wood durability is low, and breaks very quickly from repeated hits against harder materials. Its weakness serves as an advantage in situations where damage is desired to be kept to a minimum. In [[justice]], inflicting punishment with wooden weapons deals very little damage to the accused, which reduces the chance of accidental deaths.&lt;br /&gt;
&lt;br /&gt;
[[Shield]]s and bucklers can be made from wood. Bashes with wooden shields in melee combat are weaker than those delivered by metal shields. The material does not affect a shield's ability to block, and even [[dragonfire]] can be blocked without getting burned at all. Taking in their lower weight, wooden shields are more effective over metal ones for their maneuverability. There is still the drawback of wood breaking faster than metal.&lt;br /&gt;
&lt;br /&gt;
Dwarves can only create wooden melee weapons in the form of [[training weapon]]s, which are used in the military for training. They are useful for [[live training]] and [[danger room]]s, but are not necessary. Training weapons can also be bought from caravans at a cheap price.&lt;br /&gt;
&lt;br /&gt;
[[Short sword]]s made of [[obsidian]] require one log in production. They are more or less a novelty, as metal weapons are superior.&lt;br /&gt;
&lt;br /&gt;
[[Crossbow]]s can be made from wood by a [[bowyer]]. Wooden crossbows suffer reduced damage in comparison to metal crossbows if they are used to bash enemies in melee combat. However, since even metal crossbows are spectacularly bad melee weapons, this is a fairly unimportant consideration. The lighter wooden crossbow should be prioritized over metal ones for its lesser weight, minimizing encumbrance. [[Bone]] has a density of 500 kg/m³, so bone crossbows should replace wood whenever the type of wood being used is over 500 kg/m³.&lt;br /&gt;
&lt;br /&gt;
A stack of 25 [[bolt]]s is made from a single log. In comparison, 5 bolts are made from a single bone. Wooden bolts are sufficient for training and [[hunting]], although significantly less effective against armored opponents than metal bolts.&lt;br /&gt;
&lt;br /&gt;
=== Siege engines ===&lt;br /&gt;
&lt;br /&gt;
[[Siege engine]] parts can only be made from wood. Although siege engines require lots of effort to manage, they can be very effective defenses when traps and soldiers fail. Both wooden and metal [[ballista arrow]]s also need a log to be made. Wooden ballista arrows are inferior to metal ones. Wooden ballista arrows made from denser wood deal more damage than lighter wood.&lt;br /&gt;
&lt;br /&gt;
=== Trading ===&lt;br /&gt;
&lt;br /&gt;
All logs are valued at 3☼. Wooden products are a poor choice for trading, because wood has a [[material multiplier]] of ×1 (no bonus). Elves do not accept any items or decorations made from wood, except the &amp;quot;grown&amp;quot; wood items that only elves produce. They get extremely upset when offered regular wood and will leave with no further possible trading for the season.&lt;br /&gt;
&lt;br /&gt;
=== Other uses ===&lt;br /&gt;
&lt;br /&gt;
Wood can be used to make most [[finished good]]s, [[furniture]], and [[tool]]s. Items can be [[decoration|decorated]] with wood through [[strange mood]]s. Colorful wood from underground, good, and evil trees are useful for aesthetic creations; they include black, blue, cyan, red, magenta, yellow, and white.&lt;br /&gt;
&lt;br /&gt;
Wooden [[construction]]s can safely hold magma, but wooden [[building]]s will burn so using other materials is recommended where fire is a potential risk. [[Floor]]s constructed using lightweight wood will reduce the damage from falls. The lighter the wood, the softer the impact.&lt;br /&gt;
&lt;br /&gt;
[[Building destroyer]]s prioritize destroying wooden [[door]]s and [[floor hatch]]es.{{verify}} Wooden buildings can be used in [[trap design]]s as cheap, affordable bait to lure them toward traps.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Driftwood]]&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = lolum&lt;br /&gt;
| elvish  = ave&lt;br /&gt;
| goblin  = dôr&lt;br /&gt;
| human   = pado&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Gamedata}}&lt;br /&gt;
{{materials}}&lt;br /&gt;
{{Wood FAQ}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Materials}}&lt;br /&gt;
{{Category|Wood|0}}&lt;br /&gt;
[[Ru:Wood]]&lt;/div&gt;</summary>
		<author><name>Aquillion</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Lay_pewter&amp;diff=257759</id>
		<title>Lay pewter</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Lay_pewter&amp;diff=257759"/>
		<updated>2021-04-12T20:44:44Z</updated>

		<summary type="html">&lt;p&gt;Aquillion: mentioning bronze and fine pewter as alternatives&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Alloy3|name=Lay pewter|color=3:7:0|color1=7:3:0|color2=6:4:0|color3=0:7:1&lt;br /&gt;
|uses=&lt;br /&gt;
* [[Crafts|Metal crafting]]&lt;br /&gt;
|recipe=&lt;br /&gt;
* 2 [[Tin]] [[bar]]s&lt;br /&gt;
* 1 [[Copper]] [[bar]]&lt;br /&gt;
* 1 [[Lead]] [[bar]]&lt;br /&gt;
|properties=&lt;br /&gt;
* [[Material value]] 3&lt;br /&gt;
{{firemagmasafe|no|no}}&lt;br /&gt;
* [[Melting point]] {{ct|10417}}&lt;br /&gt;
* [[Boiling point]] {{ct|14684}}&lt;br /&gt;
* [[Ignition point]] none&lt;br /&gt;
* [[Solid density]] 7280&lt;br /&gt;
* Liquid [[density]] 6990&lt;br /&gt;
* [[Specific heat]] 210&lt;br /&gt;
}}{{av}}{{Quality|Exceptional}}&lt;br /&gt;
&lt;br /&gt;
'''Lay pewter''' is an [[alloy]] that cannot be smelted directly from [[ore]]; it can only be created from [[bar]]s of metal, at a [[smelter]], using the following recipe:&lt;br /&gt;
&lt;br /&gt;
*2 [[Tin]] [[bar]]s + 1 [[Copper]] bar + 1 [[Lead]] bar&lt;br /&gt;
&lt;br /&gt;
Lay pewter has a base value of 3, which would make it preferable over its ingredient metals for creating objects of [[value]], since all of its ingredients have a value of only 2.  However, with the same ingredients (in a different formula) you get more value from making [[trifle pewter]] or, better still, [[bronze]] or [[fine pewter]], and using lead as-is (separately). &lt;br /&gt;
&lt;br /&gt;
Lay pewter is notable for producing [[bar]]s, [[furniture]] and [[crafts]] that appear in-game as teal-colored, a color shared only by [[clear glass]] and [[spore tree]] wood.&lt;br /&gt;
&lt;br /&gt;
Technically ''(i.e. &amp;quot;in real life&amp;quot;)'', lay pewter is [[trifle pewter]] that has been cut with [[lead]]; it is less valuable, but you get more of it. &lt;br /&gt;
&lt;br /&gt;
[[File:Pewter chunks.JPG|thumb|center|150px|Lay pewter]]&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{metals}}&lt;/div&gt;</summary>
		<author><name>Aquillion</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Maximizing_value&amp;diff=257758</id>
		<title>Maximizing value</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Maximizing_value&amp;diff=257758"/>
		<updated>2021-04-12T18:31:42Z</updated>

		<summary type="html">&lt;p&gt;Aquillion: Noting need for sand to make glass.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|17:47, 14 June 2020 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
[[Value]] is important for [[trade]] with caravans, ensuring your dwarves [[thought|happiness]], attracting [[migrant]]s, and luring in [[megabeast|visitors]]. One reliable way to increase value is creating items. Not all items are equal, or even close to equal, in value, however. The tables below are ordered by value, to help you select optimum [[furniture]] and [[trade good]]s to maximize your fortress's value.&lt;br /&gt;
&lt;br /&gt;
It is also vital to consider the material, which acts as a multiplier to the base values listed here; see the table on [[Item value]] for details.&lt;br /&gt;
&lt;br /&gt;
==Metal==&lt;br /&gt;
===Weapon-grade metals===&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Item !! Value !! Bars !! Value/Bar !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Spiked Ball|| 126 || 1 || 126 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Large Serrated Disc|| 126 || 1 || 126 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Menacing Spike|| 66 || 1 || 66 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Giant Axe Blade|| 66 || 1 || 66 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Enormous Corkscrew|| 66 || 1 || 66 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Battle axe || 34 || 1 || 34 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Mechanisms || 30 || 1 || 30 || (lever, trap)&lt;br /&gt;
|-&lt;br /&gt;
| Shield || 27 || 1 || 27 || &lt;br /&gt;
|-&lt;br /&gt;
| Ammo (stack of 25) || 25 || 1 || 25 || &lt;br /&gt;
|-&lt;br /&gt;
| High boot (2) || 24 || 1 || 24 || &lt;br /&gt;
|-&lt;br /&gt;
| Leggings || 23 || 1 || 23 || &lt;br /&gt;
|-&lt;br /&gt;
| Pick || 22 || 1 || 22 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Gauntlet (2) || 22 || 1 || 22 || &lt;br /&gt;
|-&lt;br /&gt;
| Spear || 18 || 1 || 18 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Low boot (2) || 18 || 1 || 18 || &lt;br /&gt;
|-&lt;br /&gt;
| Mace || 17 || 1 || 17 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Short sword || 14 || 1 || 14 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Buckler || 14 || 1 || 14 || &lt;br /&gt;
|-&lt;br /&gt;
| Helm || 12 || 1 || 12 || &lt;br /&gt;
|-&lt;br /&gt;
| Greaves || 23 || 2 || 11.5 || &lt;br /&gt;
|-&lt;br /&gt;
| Crossbow || 10 || 1 || 10 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Mail shirt || 20 || 2 || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| War hammer || 9 || 1 || 9 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Breastplate || 15 || 3 || 5 || &lt;br /&gt;
|-&lt;br /&gt;
| Cap || 5 || 1 || 5 || &lt;br /&gt;
|-&lt;br /&gt;
| Anvil || 10 || 3 || 3.3 || (forge)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For weapon-grade metals, spiked balls and serrated discs are much more valuable than any other products. They can be traded to caravans or installed in weapon traps to give passing dwarves happy [[thought]]s, while lower-quality products can be [[melt]]ed without loss of material.&lt;br /&gt;
&lt;br /&gt;
===All metals===&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Item !! Value !! Bars !! Value/Bar !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Flask, Goblet (3) || 30 || 1 || 30 || trade goods&lt;br /&gt;
|-&lt;br /&gt;
| Minecart || 50 || 2 || 25 || &lt;br /&gt;
|-&lt;br /&gt;
| Wheelbarrow || 50 || 2 || 25 || &lt;br /&gt;
|-&lt;br /&gt;
| Trade Goods (1-3) || ~20 || 1 || ~20 || variable&lt;br /&gt;
|-&lt;br /&gt;
| Chain || 10 || 1 || 10 || (restraint)&lt;br /&gt;
|-&lt;br /&gt;
| Nest box || 10 || 1 || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Hive || 10 || 1 || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Bucket || 10 || 1 || 10 || (well)&lt;br /&gt;
|-&lt;br /&gt;
| Jug || 10 || 1 || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Pot || 10 || 1 || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Animal trap || 10 || 1 || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Statue || 25 || 3 || 8.3 || &lt;br /&gt;
|-&lt;br /&gt;
| Traction bench || 20 || 3 || 6.7 || &lt;br /&gt;
|-&lt;br /&gt;
| Armor stand || 10 || 3 || 3.3 || &lt;br /&gt;
|-&lt;br /&gt;
| Barrel || 10 || 3 || 3.3 || (dyer's shop)&lt;br /&gt;
|-&lt;br /&gt;
| Bin || 10 || 3 || 3.3 || &lt;br /&gt;
|-&lt;br /&gt;
| Cabinet || 10 || 3 || 3.3 || &lt;br /&gt;
|-&lt;br /&gt;
| Cage || 10 || 3 || 3.3 || &lt;br /&gt;
|-&lt;br /&gt;
| Chair || 10 || 3 || 3.3 || &lt;br /&gt;
|-&lt;br /&gt;
| Chest || 10 || 3 || 3.3 || &lt;br /&gt;
|-&lt;br /&gt;
| Coffin || 10 || 3 || 3.3 || &lt;br /&gt;
|-&lt;br /&gt;
| Crutch || 10 || 3 || 3.3 || &lt;br /&gt;
|-&lt;br /&gt;
| Door || 10 || 3 || 3.3 || &lt;br /&gt;
|-&lt;br /&gt;
| Floodgate || 10 || 3 || 3.3 || &lt;br /&gt;
|-&lt;br /&gt;
| Grate || 10 || 3 || 3.3 || &lt;br /&gt;
|-&lt;br /&gt;
| Hatch cover || 10 || 3 || 3.3 || &lt;br /&gt;
|-&lt;br /&gt;
| Pipe section || 10 || 3 || 3.3 || &lt;br /&gt;
|-&lt;br /&gt;
| Splint || 10 || 3 || 3.3 || &lt;br /&gt;
|-&lt;br /&gt;
| Table || 10 || 3 || 3.3 || &lt;br /&gt;
|-&lt;br /&gt;
| Weapon rack || 10 || 3 || 3.3 || &lt;br /&gt;
|-&lt;br /&gt;
| Blocks || 5 || 1 || 5 || no quality&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For all non-weapon-grade metals, flasks and goblets are the optimum trade goods. The best choice for furniture is probably a chain--they can be decorated as &amp;quot;finished goods&amp;quot; and installed in [[restraint]]s and [[well]]s, both of which can be admired by passing dwarves. Lower-quality chains can be [[melt]]ed without loss of material.&lt;br /&gt;
&lt;br /&gt;
==Stone==&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Item !! Value !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Mechanisms || 30 || (lever, trap)&lt;br /&gt;
|-&lt;br /&gt;
| Mug (3) || 30 ||  trade goods&lt;br /&gt;
|-&lt;br /&gt;
| Statue || 25 || &lt;br /&gt;
|-&lt;br /&gt;
| Trade Goods (1-3) || ~20 || variable&lt;br /&gt;
|-&lt;br /&gt;
| Traction bench || 20 || &lt;br /&gt;
|-&lt;br /&gt;
| Short sword || 14 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Armor stand || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Cabinet || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Throne || 10 ||  &lt;br /&gt;
|-&lt;br /&gt;
| Coffer || 10 ||  &lt;br /&gt;
|-&lt;br /&gt;
| Coffin || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Door || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Floodgate || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Grate || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Hatch cover || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Table || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Weapon rack || 10 ||&lt;br /&gt;
|-&lt;br /&gt;
| Quern/Millstone || 10 || (quern/mill) &lt;br /&gt;
|-&lt;br /&gt;
| Nest box || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Hive || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Jug || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Pot || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Blocks (4) || 20 || no quality&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For stone, mugs are the optimum trade goods. The best choice for furniture is mechanisms, followed closely by statues. Both can be decorated and, when built, admired by passing dwarves. Thanks to the 4x bar multiplier, metal ores are always more valuable when smelted to bars than when worked as stone (assuming equivalent quality).&lt;br /&gt;
&lt;br /&gt;
The base value of common stone is quite low (a mere 1), but most fortresses end up with such vast amounts of it that consuming it to produce value or trade goods is seen as an upside.  [[Flux]] stone has a slightly higher value of 2, but you may want to use it for [[steel]] production instead.  [[Obsidian]] has the highest value of all non-ore stones and can be mass-produced, making it ideal if you want to produce large amounts of value over the long term.&lt;br /&gt;
&lt;br /&gt;
==Glass==&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Item !! Value !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Spiked Ball|| 126 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Large Serrated Disc|| 126 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Menacing Spike|| 66 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Giant Axe Blade|| 66 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Enormous Corkscrew|| 66 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Goblet/Vial (3) || 30 ||  trade goods&lt;br /&gt;
|-&lt;br /&gt;
| Statue || 25 || &lt;br /&gt;
|-&lt;br /&gt;
| Window || 25 || &lt;br /&gt;
|-&lt;br /&gt;
| Trade Goods (1-3) || ~20 || variable&lt;br /&gt;
|-&lt;br /&gt;
| Traction bench || 20 || &lt;br /&gt;
|-&lt;br /&gt;
| Armor stand || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Cabinet || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Throne || 10 ||  &lt;br /&gt;
|-&lt;br /&gt;
| Box || 10 ||  &lt;br /&gt;
|-&lt;br /&gt;
| Coffin || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Portal || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Floodgate || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Grate || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Hatch cover || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Table || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Terrarium || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Weapon rack || 10 ||&lt;br /&gt;
|-&lt;br /&gt;
| Tube || 10 || (screw pump) &lt;br /&gt;
|-&lt;br /&gt;
| Nest box || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Hive || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Jug || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Pot || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Blocks || 5 || no quality&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For glass, trap components top the list again. They're so valuable they make reasonable trade goods, even though goblets and vials are much lighter. The best non-trap-component furniture is probably a statue, since it seems to be admired more often than a window.&lt;br /&gt;
&lt;br /&gt;
Glass has the added advantage that (provided you have a [[Magma glass furnace]] and a source of [[sand]]) green glass can be easily and cheaply produced in massive quantities without consuming any meaningful resources.  Clear glass can as well, but it consumes [[wood]], which may be available in more limited supply and needed for other things; additionally, due to the required wood, it cannot be sold to [[elves]].  Crystal glass is more valuable still, but available in finite supply.&lt;br /&gt;
&lt;br /&gt;
==Wood==&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Item !! Value !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Spiked Ball|| 126 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Menacing Spike|| 66 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Enormous Corkscrew|| 66 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Minecart || 50 ||  &lt;br /&gt;
|-&lt;br /&gt;
| Wheelbarrow || 50 || &lt;br /&gt;
|-&lt;br /&gt;
| Shield || 27 || &lt;br /&gt;
|-&lt;br /&gt;
| Ammo (stack of 25) || 25 ||&lt;br /&gt;
|-&lt;br /&gt;
| Crafts (1-3) || ~20 || variable&lt;br /&gt;
|-&lt;br /&gt;
| Traction bench || 20 ||&lt;br /&gt;
|-&lt;br /&gt;
| Training axe || 17 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Buckler || 14 || &lt;br /&gt;
|-&lt;br /&gt;
| Armor stand || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Bed || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Cabinet || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Chair || 10 ||  &lt;br /&gt;
|-&lt;br /&gt;
| Chest || 10 ||  &lt;br /&gt;
|-&lt;br /&gt;
| Casket || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Door || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Floodgate || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Grate || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Hatch cover || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Table || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Cage || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Weapon rack || 10 ||&lt;br /&gt;
|-&lt;br /&gt;
| Pipe section || 10 || (screw pump) &lt;br /&gt;
|-&lt;br /&gt;
| Nest box || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Hive || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Crossbow || 10 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Bucket || 10 || (well)&lt;br /&gt;
|-&lt;br /&gt;
| Barrel || 10 || (dyer's shop)&lt;br /&gt;
|-&lt;br /&gt;
| Jug || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Pot || 10 || &lt;br /&gt;
|- &lt;br /&gt;
| Training spear || 9 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Training sword || 7 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Blocks || 5 || no quality&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For wood, trap components top the list yet again. They're also the best trade goods, even though crafts are much lighter. All of the non-trap-component furniture has similar value (except traction benches, but they require additional material).&lt;br /&gt;
&lt;br /&gt;
Wood is available in unlimited supply, but the ''rate'' at which you can produce it is often limited; given its many other uses, many players avoid using it for trading.  Another drawback is that as a material, all wood has the same low base value of 1.&lt;br /&gt;
&lt;br /&gt;
==Pottery==&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Item !! Value !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Statue || 25 || &lt;br /&gt;
|-&lt;br /&gt;
| Crafts (1-3) || ~20 || variable &lt;br /&gt;
|-&lt;br /&gt;
| Hive || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Jug || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Pot || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Bricks || 5 || no quality&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For pottery, the options are quite limited. Statues are the most valuable furniture, though a set of three crafts can be more valuable overall.&lt;br /&gt;
&lt;br /&gt;
==Cloth==&lt;br /&gt;
The value of cloth items is [[textile industry#Value|complicated]].  For most purposes, the dye, cloth and thread components add a constant amount to the value of cloth products, but goods that are produced in pairs get this value added to each item, making them worthwhile when using high-quality dyed cloth.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Item !! Value !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Robe || 33 ||&lt;br /&gt;
|-&lt;br /&gt;
| Dress || 31 ||&lt;br /&gt;
|-&lt;br /&gt;
| Cloak || 26 ||&lt;br /&gt;
|-&lt;br /&gt;
| Trousers || 23 ||&lt;br /&gt;
|-&lt;br /&gt;
| Shoe (2) || 16 ||&lt;br /&gt;
|-&lt;br /&gt;
| Mitten (2) || 14 ||&lt;br /&gt;
|-&lt;br /&gt;
| Glove (2) || 12 ||&lt;br /&gt;
|-&lt;br /&gt;
| Sock (2) || 12 ||&lt;br /&gt;
|-&lt;br /&gt;
| Bag || 10 ||&lt;br /&gt;
|-&lt;br /&gt;
| Rope || 10 || (restraint) &lt;br /&gt;
|-&lt;br /&gt;
| Hood || 8 ||&lt;br /&gt;
|-&lt;br /&gt;
| Vest || 8 ||&lt;br /&gt;
|-&lt;br /&gt;
| Cap || 5 ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Food==&lt;br /&gt;
The value of a well-prepared meal made from the proper ingredients is so high that some players consider trading them to be an exploit.  One advantage to relying on them to trade or amass value is that you don't have to split your production between feeding your dwarves and producing trade goods; another advantage is that the workflow that leads to a cooked meal can accept materials from a wide variety of sources indiscriminately, including crops, meats, fishes, random gathered plants, and even many liquids (provided the meal has at least one solid base.)  On the other hand, food rots when left outside of a food stockpile, which can make it tricky to manage, and higher-value ingredients (such as flour) generally require long production chains to turn them into food.&lt;br /&gt;
&lt;br /&gt;
The final value of a meal is complicated and depends primarily on the number of ingredients, which acts as a multiplier to the final total ''after'' summing up the value of each individual ingredient; therefore, the low value of each individual [[Crop]] is misleading (although some, like flour, are already fairly high.)  See [[Cook]] for details and the material multipliers on [[item value]] to get a sense of the relative value of plants and meats.&lt;br /&gt;
&lt;br /&gt;
{{Category|Trade}}&lt;br /&gt;
{{Category|Economy}}&lt;/div&gt;</summary>
		<author><name>Aquillion</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Strange_mood&amp;diff=257737</id>
		<title>Strange mood</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Strange_mood&amp;diff=257737"/>
		<updated>2021-04-09T21:12:53Z</updated>

		<summary type="html">&lt;p&gt;Aquillion: /* &amp;quot;Best&amp;quot; skills */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|00:23, 18 May 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
{{buggy|bugsection=Bugs}}&lt;br /&gt;
{{minorspoiler}}&lt;br /&gt;
Periodically, individual dwarves are struck with an idea for a [[legendary artifact]] and enter a '''strange mood'''. Dwarves which enter a strange mood will stop whatever they are doing and pursue the construction of this artifact to the exclusion of all else.  They will not stop to eat, drink, sleep, or even run away from dangerous creatures. If they do not manage to begin construction of the artifact within a handful of months, they will go [[#Failure|insane]] and die soon afterward.&lt;br /&gt;
&lt;br /&gt;
[[File:strange_mood_prev.png|thumb|250px|right|''Crudely drawn by Zippy'']]Note: All controllable civilizations with the {{token|STRANGE_MOODS}} token are able to enter strange moods, though, by default, the only civilization this applies to is dwarves.&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
Once your fortress has at least 20 dwarves, every now and then, one of them will be struck by a &amp;quot;strange mood&amp;quot;. These largely random events will be seen as an [[announcement]], and will pause the game.&lt;br /&gt;
&lt;br /&gt;
A dwarf struck by a strange mood will seek an appropriate workshop, immediately claim it for the duration of the mood, attempt to collect the materials to create their [[artifact]] of choice, and, once those have been collected, proceed to do so. Depending on the exact mood (see [[Strange mood#Types of moods|types of moods]], below), both the workshop and the artifact are based on the highest &amp;quot;moodable skill&amp;quot; of that dwarf (see &amp;quot;[[Strange mood#Skills and Workshops|Skills and Workshops]]&amp;quot;, below).&lt;br /&gt;
&lt;br /&gt;
At the end of this process, if successful, the dwarf will '''usually''' gain enough [[experience]] to become Legendary (or higher), and then return to life as normal, but now with a Legendary skill. The &amp;quot;possessed&amp;quot; mood is an exception to this rule, as it does not grant any experience upon completion.&lt;br /&gt;
&lt;br /&gt;
A dwarf cannot be struck by more than one mood in their lifetime.&lt;br /&gt;
&lt;br /&gt;
=== In Fortress mode ===&lt;br /&gt;
# The game will pause, center on a dwarf, and announce that the dwarf has entered one of five different types of strange moods.  The [[#Types of moods|types of moods]] are listed below.  While in a mood, a dwarf will display a blinking exclamation point (see [[Status icon|status icons]]).&lt;br /&gt;
# For the duration of the mood, the dwarf will claim a workshop related to the skill that the mood affects (not all skills are eligible), kick out any dwarf who was using it, and render it otherwise unusable until the mood has ended. If a moody dwarf does not claim a workshop, it is because the appropriate workshop does not exist.  (See [[#Skills and workshops|skills and workshops]] below to determine which workshop(s) might be required.) A moody dwarf will ''not'' be able to build a needed workshop; another dwarf with the appropriate [[labor]] designation must do so for them, if one is necessary. Furnaces are also counted as a workshop.&lt;br /&gt;
# After claiming a workshop, the dwarf will set about collecting the required materials for their artifact.  If the dwarf remains idle inside the workshop, it's because they cannot find the right material. Reference the [[#Demands|demands]] section to determine what may be required.  Important Note: They will only collect these materials in the order that they require them.  In other words, you have to determine where they are on the list of required materials and then provide the next one before they will continue collecting other materials.&lt;br /&gt;
# Once all materials have been gathered, the game will once again pause and center, and the moody dwarf will begin construction.  Upon completion, the dwarf will create a semi-random artifact related to the skill affected and gain [[legendary]] (or higher) status in that skill (unless the mood type is [[#Possessed|possessed]]).  See the [[#Skills and workshops|skills and workshops]] for information on which skills can be gained, or the [[#Artifacts created|artifacts created]] section for more details on the artifacts themselves.&lt;br /&gt;
# While you have some control over the skill the dwarf uses, and so some (but less) control over the type of artifact created, and (with some effort) the materials used, you have no control over which dwarf is struck by a mood, nor the type of mood that strikes them, nor the specific type of artifact created.&lt;br /&gt;
# The conditions necessary for a strange mood to occur have been fully understood due to a disassembly of the game; see below for the exact mechanics.&lt;br /&gt;
&lt;br /&gt;
===In world generation===&lt;br /&gt;
Long before your seven dwarves [[embark]] on their adventure, non-player dwarves may also be struck by strange moods during world generation, albeit these are treated more abstractly. These events are a primary source of non-player artifacts that are scattered across the outside world when the game starts (see [[Mission]]). They have the same properties and quality as any artifact your fortress could have produced, and may be stolen or pillaged just like any other non-player artifact.&lt;br /&gt;
&lt;br /&gt;
== Skills and workshops ==&lt;br /&gt;
If struck by a Fey, Secretive or Possessed mood, the workshop and artifact will be based on the highest &amp;quot;moodable skill&amp;quot; that a dwarf possesses. Not all skills are moodable. Fell and Macabre moods will either claim a butcher's shop and use Bonecarving, or a tanner's shop and use Tanning (see [[Strange mood#Types of moods|Types of moods]], below).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; cellpadding=&amp;quot;4&amp;quot; style=&amp;quot;border:1px solid black;border-collapse:collapse;text-align:left;float:right;margin:0 0 20px 30px;vertical-align:top;&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! Highest skill&lt;br /&gt;
! Workshop required&lt;br /&gt;
|- style=&amp;quot;background-color:palegreen&amp;quot;&lt;br /&gt;
| [[Armorsmith]]&lt;br /&gt;
| [[Metalsmith's forge]] (or [[Magma forge]])&lt;br /&gt;
|-  style=&amp;quot;background-color:palegreen&amp;quot;&lt;br /&gt;
| [[Bone carver]]&lt;br /&gt;
| [[Craftsdwarf's workshop]]&lt;br /&gt;
|-  style=&amp;quot;background-color:palegreen&amp;quot;&lt;br /&gt;
| [[Bowyer]]&lt;br /&gt;
| [[Bowyer's workshop]]&lt;br /&gt;
|-  style=&amp;quot;background-color:wheat&amp;quot;&lt;br /&gt;
| [[Carpenter]]&lt;br /&gt;
| [[Carpenter's workshop]]&lt;br /&gt;
|-   style=&amp;quot;background-color:palegreen&amp;quot;&lt;br /&gt;
| [[Clothier]]&lt;br /&gt;
| [[Clothier's shop]]&lt;br /&gt;
|- style=&amp;quot;background-color:lightgray&amp;quot;&lt;br /&gt;
| [[Engraver]]&lt;br /&gt;
| [[Craftsdwarf's workshop]]&lt;br /&gt;
|- style=&amp;quot;background-color:wheat&amp;quot;&lt;br /&gt;
| [[Gem cutter]]&lt;br /&gt;
| [[Jeweler's workshop]]&lt;br /&gt;
|- style=&amp;quot;background-color:wheat&amp;quot;&lt;br /&gt;
| [[Gem setter]]&lt;br /&gt;
| [[Jeweler's workshop]]&lt;br /&gt;
|- style=&amp;quot;background-color:wheat&amp;quot;&lt;br /&gt;
| [[Glassmaker]]&lt;br /&gt;
| [[Glass furnace]] (or [[Magma glass furnace]])&lt;br /&gt;
|-   style=&amp;quot;background-color:palegreen&amp;quot;&lt;br /&gt;
| [[Leatherworker]]&lt;br /&gt;
| [[Leather works]]&lt;br /&gt;
|-  style=&amp;quot;background-color:wheat&amp;quot;&lt;br /&gt;
| [[Mason]]&lt;br /&gt;
| [[Mason's workshop]]&lt;br /&gt;
|-   style=&amp;quot;background-color:palegreen&amp;quot;&lt;br /&gt;
| [[Mechanic]]&lt;br /&gt;
| [[Mechanic's workshop]]&lt;br /&gt;
|-  style=&amp;quot;background-color:wheat&amp;quot;&lt;br /&gt;
| [[Metal crafter]]&lt;br /&gt;
| [[Metalsmith's forge]] (or [[Magma forge]])&lt;br /&gt;
|-  style=&amp;quot;background-color:wheat&amp;quot;&lt;br /&gt;
| [[Blacksmith|Metalsmith]]&lt;br /&gt;
| [[Metalsmith's forge]] (or [[Magma forge]])&lt;br /&gt;
|-  style=&amp;quot;background-color:wheat&amp;quot;&lt;br /&gt;
| [[Miner]]&lt;br /&gt;
| [[Mason's workshop]]&lt;br /&gt;
|- style=&amp;quot;background-color:lightgray&amp;quot;&lt;br /&gt;
| [[Stone crafter]]&lt;br /&gt;
| [[Craftsdwarf's workshop]]&lt;br /&gt;
|-  style=&amp;quot;background-color:wheat&amp;quot;&lt;br /&gt;
| [[Tanner]]&lt;br /&gt;
| [[Leather works]]&lt;br /&gt;
|-   style=&amp;quot;background-color:palegreen&amp;quot;&lt;br /&gt;
| [[Weaponsmith]]&lt;br /&gt;
| [[Metalsmith's forge]] (or [[Magma forge]])&lt;br /&gt;
|- style=&amp;quot;background-color:wheat&amp;quot;&lt;br /&gt;
| [[Weaver]]&lt;br /&gt;
| [[Clothier's shop]]&lt;br /&gt;
|- style=&amp;quot;background-color:lightgray&amp;quot;&lt;br /&gt;
| [[Wood crafter]]&lt;br /&gt;
| [[Craftsdwarf's workshop]]&lt;br /&gt;
|- style=&amp;quot;background-color:lightgray&amp;quot;&lt;br /&gt;
| &amp;amp;lt;none&amp;amp;gt;&lt;br /&gt;
| [[Craftsdwarf's workshop]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A dwarf will claim a workshop according to their highest applicable skill, and upon completion of the artifact, gain 20,000 [[experience]] in that skill (excepting [[Strange mood#Possessed|possessed]]  dwarves). This will give the dwarf a legendary-level [[skill]] (specifically, &amp;quot;legendary+1&amp;quot; or higher, depending on the dwarf's initial skill level).  The table to the right describes all applicable skills and their potential workshop requirements - there are only 20 skills that determine the workshop and that can be affected by a mood (sometimes referred to as '''moodable''' skills.)  If a dwarf does not possess at least one of the moodable skills listed to the right, they will take over a [[craftsdwarf's workshop]] and gain one of [[bone carver]], [[stone crafter]], or [[wood crafter]] skills, producing an artifact [[craft]].&lt;br /&gt;
&lt;br /&gt;
When selecting the desired mood skill, only the level itself is checked, and if the highest level found is shared by multiple skills, then one will be selected randomly. &lt;br /&gt;
&lt;br /&gt;
This fact can be utilized to maximize the possibility of getting a dwarf with the specific legendary skill you want: since ''non''-moodable skills are ignored, whenever possible make sure that each dwarf's highest ''moodable'' skill is one of those you want.  Have all your peasants, [[farmer]]s, non-professional military and other dwarves without any moodable skills do one job each in the skill(s) you most want; if a &amp;quot;[[experience|dabbling]]&amp;quot; skill is the highest moodable skill they have, that is the skill that will be used. [[Guildhall]]s related to moodable skills may both help and hinder, as demonstrations will increase skill levels without any jobs being done.&lt;br /&gt;
&lt;br /&gt;
[[Scholar]]s may discuss mechanics as part of their work and gain a small amount of experience in it.  This is the only skill that scholars discuss that is moodable.&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;Best&amp;quot; skills ===&lt;br /&gt;
Some skills produce generally useful and valuable items, and others produce only trinkets or jewelry. While &amp;quot;best&amp;quot; is very subjective, balancing the artifact itself with the Legendary skill the mood (usually!) produces, and both of those against the needs and goals of the current fortress, generally speaking the skills can be broken down into tiers of usefulness. &lt;br /&gt;
&lt;br /&gt;
Note that in addition to an artifact, the mood will (usually) raise the dwarf to Legendary in the chosen skill; often this is, from a practical standpoint, more valuable than an artifact, so you might consider trying to push poorly-trained dwarves towards moodable skills you have a need for instead in case they are struck by a mood.&lt;br /&gt;
&lt;br /&gt;
* [[Weaponsmith]] is one of the &amp;quot;best&amp;quot; skills. While the moody dwarf might create a questionable lead spear or lightweight aluminum mace, the odds are they'll create something that is still more deadly than its ☼steel☼ equivalent. And with a little manipulation, you can at least make sure the item ''is'' steel, although they could still give you a non-dwarf weapon. [[Mechanic]] is a close second for reliability and usefulness - any mechanism's [[quality]] modifies the chance for a trap to hit its target, an artifact [[Trap#Weapon trap|weapon trap]] never jams{{verify}}, and an artifact lever in a room will make its value skyrocket (even if not connected to anything!).&lt;br /&gt;
&lt;br /&gt;
* [[Armorsmith]]s is similarly valuable, having a decent chance to create something with exceptional value for your military (or at least one member of it), but, similar to weapons, this requires manipulating available material to avoid getting [[Armor#Material|soft]], useless gold or lead [[armor]] pieces. And, while moody [[Bowyer]]s can create artifact wood/bone [[crossbow]]s of great accuracy, they can also give you [[blowgun]]s. Good luck with either one.&lt;br /&gt;
&lt;br /&gt;
* Artifact [[furniture]] is unbreakable by building destroyers and creates otherwise-impossible fortress defense options. A dwarf with a preference for doors, hatches, or floodgates will always produce that item, which can then be locked against many enemies that would otherwise break through. It can also have huge monetary worth for improving room value, and placing an artifact item where all can pass by and admire it will be good for general morale. These skills include [[Mason]]s, [[Miner]]s (who are treated the same as masons), [[Carpenter]]s, and [[Blacksmith|Metalsmith]]s. Many of these can also produce items from the lower-utility lists, below. But maybe you'll get an artifact [[mug]] for your tavern. Good luck with that, too.&lt;br /&gt;
&lt;br /&gt;
* These next are (very?) odds-against; chances are good that they'll produce something on one of the ''next'' lists, or at best some nice furniture, but there's a (very) small chance it'll be something truly useful as well as valuable. [[Clothier]]s can make an artifact [[rope]], and [[metal crafter]]s can create [[chain]]s, either of which can be used for your main [[well]].  Similarly with a [[carpenter]] or [[blacksmith]] and [[bucket]]s.  [[Glassmaker]]s can create an artifact trap component. [[Leatherworker]]s and [[tanner]]s can create [[shield]]s, and both they and [[bone carver]]s can create artifact Leather/Bone Armor pieces, which are great if you have Hunters, etc. Which are all better than the next two...&lt;br /&gt;
&lt;br /&gt;
* Next to last are skills that produce an artifact that could only be worn by one dwarf, and perhaps admired by others he comes in contact with. [[Clothier]]s and [[weaver]]s fall just below some of the above for no ability to produce anything except wearable, non-military items. [[Gem cutter]]s and [[Gem setter]]s can fall on this list too, as creating something of pure monetary value and no practical use in your dwarven society.&lt;br /&gt;
&lt;br /&gt;
* Last on the list are &amp;quot;crafts&amp;quot; - surprisingly valuable trinkets in the form of amulets, tokens, rings, figurines - or, at best, crowns, which at least ''sound'' impressive. These skills are [[engraver]], [[stone crafter]], and [[wood crafter]] (and a distinct chance from several of the skills mentioned earlier: [[bone carver]], [[gem cutter]], [[gem setter]], [[glassmaker]], and [[metalcrafter]].)&lt;br /&gt;
:* Peasants, defined here as having no moodable skill, always produce from the crafts list:  It's always a good idea to have every newly arrived &amp;quot;peasant&amp;quot; migrant craft just one item from the moodable skill of your choice, to avoid such a tragic waste of dwarfcraft.&lt;br /&gt;
&lt;br /&gt;
== Types of moods ==&lt;br /&gt;
For each of the following types of moods, the first message is how the mood is [[Announcement|announced]]; the second message appears in the dwarf's profile when he or she is viewed with the {{K|v}} key.  All moody dwarves will have &amp;quot;Strange Mood&amp;quot; listed as their active task and are &amp;quot;quite content&amp;quot;, regardless of any recent [[thought]]s they may have had.&lt;br /&gt;
&lt;br /&gt;
=== Fey ===&lt;br /&gt;
* {{Gametext|&amp;lt;dwarf&amp;gt; is taken by a fey mood!|7:1}}&lt;br /&gt;
: ''Has the aspect of one fey!''&lt;br /&gt;
&lt;br /&gt;
This is the most basic strange mood.  Fey dwarves will clearly state their demands when the workshop they are in is examined.&lt;br /&gt;
&lt;br /&gt;
=== Secretive ===&lt;br /&gt;
* {{Gametext|&amp;lt;dwarf&amp;gt; withdraws from society...|7:0}}&lt;br /&gt;
: ''Peculiarly secretive...''&lt;br /&gt;
&lt;br /&gt;
Secretive moods are the same as fey moods, except a secretive dwarf will sketch pictures of their required materials instead of clearly stating their demands if they cannot find what they need.   Descriptions of all these [[#Demands|secretive requirements]] can be seen only by viewing the workshop that the moody dwarf has claimed, with {{k|q}}, and then only while the dwarf is waiting inside it.  More than one &amp;quot;picture&amp;quot; is likely; these will cycle through the entire list automatically if any one is not available.  (Since materials are gathered ''in order'', it's quite possible that only one of a long list is needed to allow the moody dwarf to continue on their project.  If the dwarf has gathered some of the materials (seen as &amp;quot;tasked&amp;quot; when looking at the workshop with {{k|t}}), then the next in the list is what they are looking for.)&lt;br /&gt;
&lt;br /&gt;
=== Possessed ===&lt;br /&gt;
* {{Gametext|&amp;lt;dwarf&amp;gt; has been possessed!|5:1}}&lt;br /&gt;
: ''Possessed by unknown forces!''&lt;br /&gt;
&lt;br /&gt;
Possessed dwarves have cryptic material requests, and have the unfortunate distinction of not receiving any experience upon successful construction of an artifact.  No controllable circumstances lead to a possessed mood instead of one of the more desirable fey or secretive moods, it is purely luck-based. Possessed dwarves will mutter the name of the artifact they are working on (which, under some circumstances, might end up being ''their own name'') once they have all the materials they need.&lt;br /&gt;
&lt;br /&gt;
A possession is the only mood that does '''''not''''' result in a jump in [[experience]].&lt;br /&gt;
&lt;br /&gt;
A possessed dwarf that &amp;quot;keeps muttering &amp;lt;name of the artifact&amp;gt;...&amp;quot; has already gathered everything they need.&lt;br /&gt;
&lt;br /&gt;
=== Fell ===&lt;br /&gt;
* {{Gametext|&amp;lt;dwarf&amp;gt; looses a roaring laughter, fell and terrible!|5:0}}&lt;br /&gt;
: ''Has a horrible fell look!''&lt;br /&gt;
&lt;br /&gt;
A dwarf that goes into a fell mood will try to take over a [[butcher's shop]] or a [[tanner's shop]]. If neither are available, any other workshop will be used instead. The dwarf will then ''murder'' the nearest dwarf, drag the corpse into the shop and make some sort of object out of dwarf [[leather]] or [[bone]]. The unfortunate dwarf is killed on the spot - no dragging to the workshop, just sneaking up behind them, killing them, and dragging their corpse to the workshop. Once the artifact is completed, the fell dwarf will become a legendary [[bone carver]] or [[leatherworker]].  Only unhappy dwarves may enter a fell mood.&lt;br /&gt;
&lt;br /&gt;
Amusingly, it seems fell dwarves can also murder [[ghost]]s. If they do, they will murder a living dwarf as well, since ghosts obviously don't yield a corpse to butcher.{{bug|4681}}&lt;br /&gt;
&lt;br /&gt;
Aside from the loss of a potentially important dwarf in the wrong place at the wrong time, there doesn't seem to be any downside to a fell mood. The end result is always an artifact and a legendary craftsdwarf. Since the only ingredient used (a dwarf) is available in abundance, a fell mood will only fail if the fell dwarf is completely isolated from other dwarves, or if the proper workshop does not exist.&lt;br /&gt;
&lt;br /&gt;
If no-one is around to witness the murder, whichever dwarf Urist McEmo decides to slaughter will be reported as missing some time after their death. If the murder is witnessed (or if the &amp;lt;s&amp;gt;idiot&amp;lt;/s&amp;gt; dwarf in fell mood reports themself), the moody dwarf will be subject to dwarven [[justice]].&lt;br /&gt;
&lt;br /&gt;
=== Macabre ===&lt;br /&gt;
* {{Gametext|&amp;lt;dwarf&amp;gt; begins to stalk and brood...|0:1}}&lt;br /&gt;
: ''Brooding darkly...''&lt;br /&gt;
&lt;br /&gt;
Macabre moods are similar to fell moods, but the dwarf will not murder a fellow dwarf.  A macabre dwarf may require [[bone]]s, [[skull]]s, or vermin [[remains]]; if you do not happen to have any, you will have to make some, e.g. by butchering an animal and/or allowing a [[cat]] to go hunting, or let the moody dwarf go [[insane]].  Like fell moods, only unhappy dwarves can enter macabre moods.&lt;br /&gt;
&lt;br /&gt;
==Caveats==&lt;br /&gt;
* Shells are perhaps the most difficult-to-obtain material for a strange mood, though there are several {{catlink|Shell|creatures}} that produce shells. Some of these, such as [[armadillo]]s and [[common snapping turtle]]s, are butcherable. Vermin from [[fishing]] are the easiest and most renewable source of shells.  [[Pond turtle]]s are common in many embarks in [[murky pool]]s, but usually only appear in small numbers, and can go extinct easily.  A stream or river almost guarantees a functionally inexhaustible supply of [[mussel]]s. [[Nautilus]]es can also serve as sources of shells when cleaned at a fishery. Nevertheless, shells are rare and hard to acquire. Currently, the only way of trading for shells is to hope that the [[elven]] caravan brings some tamed shell-producing large creature. Traded [[cave lobster]]s and [[turtle]]s are ''processed'' fish (with the shells already removed). Tamed vermin with shells cannot be butchered for their shells, since the only way to get a vermin's shell is to [[Fish cleaning|clean]] it. Since all shelled non-vermin animals are [[exotic pet|exotic]], only elves will bring them. If you should be fortunate enough to acquire some breeding, shelled, butcherable animals, it's probably worth keeping a breeding pair around in case of future need. Only dwarves with a [[preference]] for shells will demand shells in a strange mood.&lt;br /&gt;
* All demands for cloth are for a specific generic type (plant, silk, or yarn). Clothiers and Weavers will demand [[adamantine]] cloth if any is available, otherwise the type will be the generic form of the dwarf's first cloth preference, or a randomly chosen variety if the dwarf has no preference (or if the cloth is for a decoration, not the primary material). Types of cloth your fortress has not produced are '''not''' excluded, so it's best to keep a few bolts of each type of cloth in reserve.&lt;br /&gt;
* Should the claimed workshop be a [[magma forge]] and lose power due to insufficient magma beneath it, the mood will fail immediately and the dwarf will go [[insanity|insane]]. Should the forge be in danger of losing power, you should forbid it before it is claimed and wait until it is powered up reliably. Once magma forges are built, at least some dwarves will no longer be satisfied with a regular forge.&lt;br /&gt;
* Similarly, if a workshop claimed by a dwarf is deconstructed, destroyed or [[Creature_token#BUILDING_DESTROYER|toppled]] the mood will immediately fail and the dwarf will go insane.&lt;br /&gt;
* The mood's primary material will only be mentioned ''once'' in the dwarf's requests, even if the dwarf wants more than one unit of it. [http://www.bay12forums.com/smf/index.php?topic=75139.0]&lt;br /&gt;
* The item type of the artifact to be created is not decided until the instant the mood ''ends''. Saving (even after a dwarf has begun to gather materials) will allow you to reload and the result may be a different artifact (unless the moody dwarf's preferences force a particular item type). If you want to get an artifact platinum warhammer, make sure to have platinum nearby and/or block access to any other materials. &lt;br /&gt;
* You can restart the artifact creating process, even after the dwarf has gathered most of the components, by forbidding the claimed items (use {{k|t}} to view the contents of the workshop, select the undesired material, and press {{k|f}} to forbid it). If other items of that type are available, the dwarf will immediately switch to them.&lt;br /&gt;
* Requests for bones are actually requests for any kind of bone stacks, not individual bones.  Slaughter a puppy.  [http://www.bay12forums.com/smf/index.php?topic=105002.0]&lt;br /&gt;
&lt;br /&gt;
== Demands ==&lt;br /&gt;
Once a workshop is claimed, the dwarf will begin collecting materials.  Each artifact will require 1-3 &amp;quot;base items&amp;quot; and up to 7 additional items for decorations. The dwarf may well need several items of one material!  If the moody dwarf remains idle, then the necessary materials are not available.  [[Forbid|Forbidden]] items must be reclaimed ({{K|d}} - {{K|b}} - {{K|c}}) before they may be used, but moody dwarves will ignore settings regarding [[economic stone]]. Press {{K|q}} and highlight the workshop to receive a series of clues about what the dwarf needs.  Hints that stay active for longer than 2 seconds mean that multiple pieces of that material will be required; each single demand will be displayed for 2 seconds, so if it says &amp;quot;gems... shining&amp;quot; for 6 seconds, 3 gems are demanded. However, the mood's '''primary''' material will always be shown for only 2 seconds even if more than one is required. Materials will always be fetched ''in order'', so if at least one item has already been retrieved (the items will show up with &amp;quot;TSK&amp;quot; (&amp;quot;task&amp;quot;) next to them when the workshop is viewed with the {{K|t}} context menu), it will usually be possible to tell what item is required next.&lt;br /&gt;
&lt;br /&gt;
If you want your dwarves to construct their artifacts out of valuable materials instead of whatever useless thing happens to be close at hand, you can selectively forbid types of material through the stocks screen so that only the material you want them to use is available; though this might interfere with the normal crafting operations of your fortress, the disruption is generally short-lived (as long as you remember to unforbid them again afterwards!). You can even forbid something a moody dwarf is carrying (which may be necessary sometimes, since while they are not waiting in the workshop they will not tell you what they need); the dwarf will finish hauling it to the workshop, but then immediately go searching for another. This trick can mean the difference between a bauxite statue decorated with moss agates and a native platinum statue encrusted with diamonds. Be aware that this may not always work - see below for more information.&lt;br /&gt;
&lt;br /&gt;
Burrows allow even better control over a moody dwarf's material usage. Simply by creating a burrow around the claimed workshop and another part over the desired material, a moody dwarf can be controlled without forbidding every single stone in the fortress. A moody dwarf will follow the burrow-definitions just like a regular worker, but be mindful that they will not leave the burrow to get materials that are outside of their assigned burrow. A problem can arise when bones from an outside refuse stockpile are needed by a moody dwarf that is assigned to a burrow.&lt;br /&gt;
&lt;br /&gt;
The various demands are translated here:&lt;br /&gt;
&lt;br /&gt;
:{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left;width:90%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Material&lt;br /&gt;
! Fey&lt;br /&gt;
! Secretive&lt;br /&gt;
! Possessed&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| &amp;lt;dwarf&amp;gt; screams &amp;quot;I must have &amp;lt;demand&amp;gt;!&amp;quot;&lt;br /&gt;
| &amp;lt;dwarf&amp;gt; sketches pictures of &amp;lt;demand&amp;gt;.&lt;br /&gt;
| &amp;lt;dwarf&amp;gt; mutters &amp;quot;&amp;lt;artifact&amp;gt; needs &amp;lt;demand&amp;gt;...&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[Stone]]&lt;br /&gt;
| rock&lt;br /&gt;
| a quarry&lt;br /&gt;
| stone... rock&lt;br /&gt;
|-&lt;br /&gt;
| Stone/metal [[block]]s&lt;br /&gt;
| rock blocks&lt;br /&gt;
| square blocks&lt;br /&gt;
| blocks... bricks&lt;br /&gt;
|-&lt;br /&gt;
| [[Wood]]&lt;br /&gt;
| wood logs&lt;br /&gt;
| a forest&lt;br /&gt;
| tree... life&lt;br /&gt;
|-&lt;br /&gt;
| Metal [[bar]]&lt;br /&gt;
| metal bars&lt;br /&gt;
| shining bars of metal&lt;br /&gt;
| bars... metal&lt;br /&gt;
|-&lt;br /&gt;
| [[Gem]]s (cut)&lt;br /&gt;
| cut gems&lt;br /&gt;
| cut gems&lt;br /&gt;
| gems... shining&lt;br /&gt;
|-&lt;br /&gt;
| [[Gem]]s (raw)&lt;br /&gt;
| rough gems&lt;br /&gt;
| rough gems&lt;br /&gt;
| rough... color&lt;br /&gt;
|-&lt;br /&gt;
| Green [[glass]]&lt;br /&gt;
| raw green glass&lt;br /&gt;
| glass&lt;br /&gt;
| raw... green&lt;br /&gt;
|-&lt;br /&gt;
| Clear glass&lt;br /&gt;
| raw clear glass{{verify}}&lt;br /&gt;
| glass and burning wood&lt;br /&gt;
| raw... clear&lt;br /&gt;
|-&lt;br /&gt;
| Crystal glass&lt;br /&gt;
| raw crystal glass{{verify}}&lt;br /&gt;
| rough gems and glass&lt;br /&gt;
| raw... crystal&lt;br /&gt;
|-&lt;br /&gt;
| [[Bone]] [http://www.bay12forums.com/smf/index.php?topic=105002.0;topicseen stack] {{verify}}&lt;br /&gt;
| bones&lt;br /&gt;
| skeletons&lt;br /&gt;
| bones... yes&lt;br /&gt;
|-&lt;br /&gt;
| [[Shell]] {{cite talk/this|Re:_.22Verify.22_on_the_shell_row_of_the_demands_table}}&lt;br /&gt;
| shells&lt;br /&gt;
| shells&lt;br /&gt;
| a shell...&lt;br /&gt;
|-&lt;br /&gt;
| [[Leather]]&lt;br /&gt;
| tanned hides&lt;br /&gt;
| stacked leather&lt;br /&gt;
| leather... skin&lt;br /&gt;
|-&lt;br /&gt;
| [[Cloth]] (plant fiber)&lt;br /&gt;
| plant cloth&lt;br /&gt;
| stacked cloth&lt;br /&gt;
| cloth... thread&lt;br /&gt;
|-&lt;br /&gt;
| [[Cloth]] (silk)&lt;br /&gt;
| silk cloth&lt;br /&gt;
| stacked cloth&lt;br /&gt;
| cloth... thread&lt;br /&gt;
|-&lt;br /&gt;
| [[Cloth]] (yarn)&lt;br /&gt;
| yarn cloth&lt;br /&gt;
| stacked cloth&lt;br /&gt;
| cloth... thread&lt;br /&gt;
|-&lt;br /&gt;
| [[Skull]]{{verify}}&lt;br /&gt;
| body parts&lt;br /&gt;
| death&lt;br /&gt;
| a corpse&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Dwarves in macabre moods will list their demands in the same fashion as those in fey moods (though with them brooding &amp;quot;Yes. I need &amp;lt;item&amp;gt;.&amp;quot; instead of screaming &amp;quot;I must have &amp;lt;item&amp;gt;!&amp;quot;). They may also say &amp;quot;Leave me. I need... things... certain things&amp;quot;, in which case they want special items such as [[skull]]s or vermin [[remains]].&lt;br /&gt;
&lt;br /&gt;
Related to the above behavior, moody dwarves demanding rock blocks will also accept blocks forged from metal bars.&lt;br /&gt;
&lt;br /&gt;
*The first item demanded by the dwarf is based on the mood skill being used - stoneworkers (miners, engravers, masons, stone crafters, and mechanics) will demand boulders, woodworkers (carpenters, wood crafters, and bowyers) will demand logs, leatherworkers and tanners will demand leather, weavers and clothiers will demand cloth, metalworkers will demand metal bars, gem cutters/setters will demand rough gems, glassmakers will demand raw glass, and bone carvers will demand bones.&lt;br /&gt;
**Metalworkers will demand adamantine wafers if any are available (unforbidden). If not, they will demand a preferred metal '''if''' you have smelted any bars of it - fey moods will state this outright, while for secretive moods and possessions you will need to check the dwarf's [[preferences]] to see which metal they like. Otherwise, they will select any available metal(s).&lt;br /&gt;
**Weavers and clothiers will demand [[adamantine]] cloth if any is available (unforbidden). If not, they will demand a generic type of cloth (silk, plant fiber, or yarn) that matches a specific cloth preference (e.g. a dwarf that likes cave spider silk will require ''any'' type of silk cloth, and a dwarf who likes more than one type of cloth will demand whichever one appears first in their list). Dwarves without a cloth preference will demand a generic type at random.&lt;br /&gt;
**Glassmakers will demand their preferred type of glass ''if'' you've produced any of it (or if it's green glass); if they don't prefer any type of glass, they will randomly select one type of glass you've produced (though they will always assume you have created green glass). Note that acquiring raw glass from a caravan does '''not''' count as producing it.&lt;br /&gt;
**Dwarves in macabre moods will select either 1 vermin remains, 1 stack of bones, or 1-3 skulls.&lt;br /&gt;
**Bone carvers will demand shells if they like a type of shell; if not, they will demand bones.&lt;br /&gt;
**All preference-based material requests are decided the instant the mood begins - by the time the workshop is claimed, it is too late to change the dwarf's mind.&lt;br /&gt;
*The remaining &amp;quot;decoration&amp;quot; items are selected randomly from the following list: wood logs, metal bars, small gems, rock blocks, rough gems, boulders, bones, leather, plant/silk/yarn cloth, or raw glass (green/clear/crystal, based on what you've produced).&lt;br /&gt;
**Decoration items will never be the same type as the primary mood material.&lt;br /&gt;
**Certain mood professions will also explicitly avoid using certain items for decorations - most of these match up with the primary mood material, but miners, engravers, masons, and stone crafters will additionally avoid requesting rock blocks.&lt;br /&gt;
**If you have not produced any raw glass in your fortress, moody dwarves will never request it.&lt;br /&gt;
**Dwarves in macabre moods have a 50% chance to replace each decoration item with either remains or bones.&lt;br /&gt;
*Gem cutters and gem setters have a 50% chance of only gathering a single rough gem and nothing else - when they do this, they produce a &amp;quot;perfect gem&amp;quot; with a single decoration.&lt;br /&gt;
&lt;br /&gt;
Once all materials have been gathered, viewing the workshop with {{K|q}} will display a special message depending on the type of mood:&lt;br /&gt;
* Fey - &amp;quot;&amp;lt;dwarf&amp;gt; works furiously!&amp;quot;&lt;br /&gt;
* Secretive - &amp;quot;&amp;lt;dwarf&amp;gt; works secretly...&amp;quot;&lt;br /&gt;
* Possessed - &amp;quot;&amp;lt;dwarf&amp;gt; keeps muttering &amp;lt;artifact&amp;gt;...&amp;quot;&lt;br /&gt;
* Macabre - &amp;quot;&amp;lt;dwarf&amp;gt; works, darkly brooding...&amp;quot;&lt;br /&gt;
* Fell - &amp;quot;&amp;lt;dwarf&amp;gt; works with menacing fury!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== The mechanics of moods ==&lt;br /&gt;
&lt;br /&gt;
=== Frequency===&lt;br /&gt;
When a fortress is started, an internal counter is set to 1000.  Every 100 frames (12 times per day), this counter is decremented by 1, running down to zero in about 3 months.  When the counter would ordinarily be decremented when it has already reached zero, there is a 1 in 500 chance that a strange mood will strike.  This means that, once all conditions are met and the clock is ticking, while there is approximately a 2.4% chance of a strange mood per day, or a ~52% chance of at least one strange mood per month, there is no guarantee when a mood will strike - might be sooner, might be (almost) never.&lt;br /&gt;
&lt;br /&gt;
=== Conditions ===&lt;br /&gt;
In order for a dwarf to be struck with a strange mood, three conditions must be met:&lt;br /&gt;
:* There is no currently active strange mood,&lt;br /&gt;
:* The maximum number of artifacts is not met,&lt;br /&gt;
:* There are at least 20 eligible dwarves ''(see below)'', including dwarves who have already created artifacts.&lt;br /&gt;
&lt;br /&gt;
If all three of these conditions are true, the game may trigger a strange mood according to the frequency.&lt;br /&gt;
&lt;br /&gt;
==== Maximum number of artifacts ====&lt;br /&gt;
The maximum number of artifacts in any one fortress is limited by the lower of:&lt;br /&gt;
* The number of items created divided by 100.&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;  Mined-out rock '''does''' count as an &amp;quot;item created&amp;quot;, though it is not clear whether bolts or units of drink are counted individually.&lt;br /&gt;
* The number of revealed [[subterranean]] tiles divided by 2304 (this is an area equivalent to a 48x48 square).  Once you discover and explore the [[cavern]]s and [[magma sea]], this limit becomes largely irrelevant, and using a [[utilities#DFHack|&amp;quot;reveal&amp;quot; utility]] will eliminate it altogether, though strip-mining an area entirely and exposing it to the surface will count ''against'' this.&lt;br /&gt;
:&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; - actually the sum of all items by type '''and''' by type+subtype+material, divided by 200. Furthermore, destroying items does '''not''' decrement these counters, so casting and mining [[obsidian]] will count toward this.&lt;br /&gt;
&lt;br /&gt;
==== Eligibility ====&lt;br /&gt;
The deciding factor for eligibility is a dwarf's actual [[profession]]. ''(Note that &amp;quot;[[Skill#Custom profession labels|custom professions]]&amp;quot; have no effect on this!)'' Thus, dwarves may enter strange moods regardless of what skills they have or don't have, so long as they are of an acceptable profession.  Dwarves who have already created an artifact are not eligible to create another, and since every mood ends in either an artifact or death, every dwarf may enter at most one mood.  Dwarves who have obtained one or more legendary skills without creating artifacts '''may''' enter strange moods and will simply become even ''more'' legendary.&lt;br /&gt;
&lt;br /&gt;
On-duty Dwarves with a [[Soldier#Soldier professions|military profession]] other than &amp;quot;Recruit&amp;quot; '''cannot''' enter moods.  Incidental military skills make no difference - eligibility (and weighting) depends purely on the actual ''[[profession]]'' as listed at the time (with the exception of unit leaders, whose on-duty and off-duty titles are the same). Soldiers are still capable of entering moods if they are ''off duty'' and thus in Civilian mode, but you don't have to worry about your axedwarves getting a burst of inspiration mid-combat and then wandering off to make a highest-quality craftsdwarfship gabbro scepter decorated with cow bone menacing spikes, cow bone rings and a cow bone image of hamster men while the trolls sack your settlement.&lt;br /&gt;
&lt;br /&gt;
Children may enter moods, but babies will not.&lt;br /&gt;
&lt;br /&gt;
Any other profession is eligible to enter a mood, but not all have the same ''chance'' to enter a mood...&lt;br /&gt;
&lt;br /&gt;
:''('''Note''' - Specifically, and to avoid previous misunderstandings, [[Strand extractor]], [[Clerk]]/[[Administrator]]/[[Trader]], [[Doctor]] (and related), [[Building designer|Architect]], [[Soldier#Recruits|Recruit]] and [[Child]] '''are''' moodable professions.)''&lt;br /&gt;
&lt;br /&gt;
There are several additional factors which will prevent a dwarf from entering a mood:&lt;br /&gt;
* Being unable to pick up items (&amp;quot;cannot grasp&amp;quot;)&lt;br /&gt;
* Being dragged by another unit (off to [[jail]])&lt;br /&gt;
* Dragging another unit (leading livestock to a [[cage]], [[chain]], [[pasture]], [[Activity zone#Pit/Pond|pit/pond zone]], or to the [[butcher's shop]] or [[farmer's workshop]].)&lt;br /&gt;
&lt;br /&gt;
=== Chance ===&lt;br /&gt;
When determining who will have a strange mood, each eligible dwarf is put into a weighted lottery, where the chance of being selected is based on the dwarf's [[profession]].  Most professions receive 6 'tickets', but some receive additional tickets to improve their odds.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;2&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Weighting&lt;br /&gt;
! Professions&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 21 ||Armorer, Blacksmith, Bone Carver, Clothier, Craftsdwarf, Jeweler, Gem Cutter, Gem Setter, Glassmaker, Leatherworker, Metalcrafter, Metalsmith, Stonecrafter, Weaponsmith, Weaver, Woodcrafter&lt;br /&gt;
|-&lt;br /&gt;
| 11 ||Bowyer, Carpenter, Stoneworker, Mason, Woodworker&lt;br /&gt;
|-&lt;br /&gt;
| 6 ||Engraver, Mechanic, Miner, Tanner, &amp;amp; all other [[profession]]s (including Peasant).&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
:'''''Example:''' What this means is: if you had 21 dwarves, made up of 20 eligible farmers, furnace operators, miners, woodcutters etc. (with 6 chances each) plus one Armorer (with 21 chances), that one Armorer would have a 21 in 141 chance &amp;lt;small&amp;gt;(20 dwarves x 6 chances each = 120 + 21 chances more = 141 total)&amp;lt;/small&amp;gt; of the mood striking them.  That's about 1 in 7, while the other 20 have a 6 in 141 chance each, or about 1 in 24.  The odds are still against the armorer, but much better than for any other single dwarf.''&lt;br /&gt;
&lt;br /&gt;
Note that not every profession has a moodable skill.  A Soaper, Architect, Furnace Operator or Strand Extractor can be taken by a mood, but that will not make those skills legendary, nor will they create an artifact bar of soap, building, bar of metal or wafer of adamantine.&lt;br /&gt;
&lt;br /&gt;
=== Timing ===&lt;br /&gt;
&lt;br /&gt;
A dwarf will go insane after exactly 50000 ticks (which, at 1200 ticks per day, works out to 41.66 days, or almost a month and a half) waiting for an item they demand. However:&lt;br /&gt;
*The insanity countdown is reset after every item they bring to the workshop.&lt;br /&gt;
*It doesn't run while they are out getting something, working on their construction or on their way to claim a workshop. Only during time spent idling without either the required workshop or a required item do they spiral towards madness.&lt;br /&gt;
*Dwarves under strange moods do not feel hunger, thirst or drowsiness.&lt;br /&gt;
&lt;br /&gt;
=== Fuel ===&lt;br /&gt;
&lt;br /&gt;
{{D for dwarf}}&lt;br /&gt;
&lt;br /&gt;
Curiously, [[metalsmith]]s in strange moods do not seem to require any [[fuel]] to complete their [[metal]] [[artifact]]s. It is believed that they, consumed by artistic passion, fuel the forges with their own beards, vigorously fanning the flaming hairs while they feed the furnace more beard. Such a sacrifice is a dwarf's own beard, that only an artifact merits its removal. Only an artifact's completion can mollify its creator's shame; dwarves unable to complete this great pursuit go insane, not because of its failure, but because they cannot endure the inevitable humiliation.&lt;br /&gt;
&lt;br /&gt;
Legend has it, that the world's first [[elf]] once attempted to forge the world's most powerful artifact, imbued with magic to control all dwarves. But, because he could not suffer to cut a tree for fuel, he was unable to do so. Faced with no alternative, he kidnapped each of the seven ancient dwarves by tempting them with [[booze]], an unfamiliar drink to the first dwarves. He then forcefully shaved them, and created [[charcoal]] from their beards.&lt;br /&gt;
&lt;br /&gt;
Enraged by their loss, the dwarves set out to find the elf's home, based in the world's first tree. They startled the engrossed elf who fled with nothing but a handful of the tree's unborn children. After reclaiming the beard-charcoal, the dwarves set fire to this tree. Alight in flames hotter than the sun, the tree burnt in what is believed to have been the world's hottest fire -- a fire so hot, that the tree's roots melted the inside of the earth, creating a worldwide [[magma sea]]. The elf watched this fire, and swore revenge on the dwarves.&lt;br /&gt;
&lt;br /&gt;
After realizing their beards could not be recovered from their charred state, the dwarves agreed to sprinkle the charcoal over the earth, as a gift and reminder to future dwarves. In doing so, they created the world's [[bituminous coal]] deposits. They then spent the next years searching for a way to create the drink they had been given. Discovering new drinks along their pursuit, the dwarves eventually perfected the hidden art of brewing booze and passed this emerging knowledge to coming generations.&lt;br /&gt;
&lt;br /&gt;
== Artifacts created ==&lt;br /&gt;
The type of artifact created depends on the type of mood, the dwarf's highest moodable skill, and the base material.  Masons and miners will always create some kind of stone furniture; bone carvers, a bone or shell object (including furniture); carpenters, a piece of wooden furniture; engravers and stone crafters, a stone craft; metalworkers, metal crafts, weapons, or armor (depending on the type of metalworker); weavers and clothiers, an article of clothing; tanners and leatherworkers, a leather armor or object. If a dwarf has no moodable skills, they will randomly select stone crafting, wood crafting, or bone carving as their mood skill and produce their artifact accordingly. The precise type of craft created is usually somewhat random, but if a dwarf has a personality preference for a particular item type, such as gauntlets or floodgates or crowns, and that thing is an available choice given the dwarf's profession, they are guaranteed to create an object of that type (if multiple preferences match, one will be randomly selected).&lt;br /&gt;
&lt;br /&gt;
The first object grabbed by the dwarf will be the base material; all other materials will be used as [[decoration]]s. If a dwarf grabs a piece of [[chalk]] and makes a statue, for instance, it will be a &amp;quot;chalk statue&amp;quot;, but an artifact can potentially include bone, cloth, gems, leather, metal, shell, stone, and wood decorations all at once. In some cases, a moody dwarf will produce an item which normally cannot be made from that material, leading to such odd constructions as an [[obsidian]] [[bed]], [[ruby]] [[floodgate]], or turtle [[shell]] [[cage]], but the actual item types available for each mood type are still very much restricted (e.g. only a glassmaker or jeweler can make a [[window]], and a moody clothier cannot produce an article of clothing that could not normally be made from cloth).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=&amp;quot;4&amp;quot; style=&amp;quot;border:1px solid black;border-collapse:collapse;text-align:left;&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! Mood / Skill&lt;br /&gt;
! Artifact type&lt;br /&gt;
|- &lt;br /&gt;
| [[Armorsmith]]&lt;br /&gt;
| Each equipment item with [METAL] (mail shirt, breastplate, leggings, greaves, gauntlet, low boot, high boot, cap, helm, mask), any shield&lt;br /&gt;
|- &lt;br /&gt;
| [[Bone carver]] (bone)&lt;br /&gt;
| Each equipment item with [BARRED] (leggings, greaves, gauntlet, helm), any shield, instrument, toy, door, bed, chair, table, statue, coffer, bin, armor stand, weapon rack, cabinet, coffin, floodgate, hatch cover, grate, chain, cage, animal trap, figurine, amulet, scepter, crown, ring, earring, bracelet, any weapon, any trap component&amp;lt;sup&amp;gt;†&amp;lt;/sup&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| [[Bone carver]] (shell)&lt;br /&gt;
| Each equipment item with [SCALED] (leggings, gauntlet, helm), figurine, amulet, crown, ring, earring, bracelet, chain, cage, animal trap, instrument, toy&lt;br /&gt;
|- &lt;br /&gt;
| [[Bowyer]]&lt;br /&gt;
| Each ranged weapon (crossbow, bow, blowgun)&lt;br /&gt;
|- &lt;br /&gt;
| [[Carpenter]]&lt;br /&gt;
| Door, bed, chair, table, statue, chest, bin, armor stand, weapon rack, cabinet, coffin, floodgate, hatch cover, grate, cage, barrel, bucket, animal trap, splint, crutch&lt;br /&gt;
|- &lt;br /&gt;
| [[Clothier]]&lt;br /&gt;
| rowspan=2| Each equipment item with [SOFT] (dress, shirt, tunic, toga, vest, robe, coat, cloak, cape, trousers, loincloth, thong, short skirt, skirt, long skirt, braies, glove, mitten, sock, sandal, shoe, chausses, cap, hood, mask, turban, head veil, face veil, headscarf), bag, rope&lt;br /&gt;
|- &lt;br /&gt;
| [[Weaver]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Engraver]]&lt;br /&gt;
| Figurine, amulet, scepter, crown, ring, earring, bracelet, goblet, instrument, toy&lt;br /&gt;
|-&lt;br /&gt;
| Fell Mood&lt;br /&gt;
| rowspan=3| Each equipment item with [LEATHER] (dress, shirt, tunic, toga, vest, robe, coat, cloak, cape, armor, trousers, loincloth, thong, short skirt, skirt, long skirt, braies, leggings, glove, mitten, sock, sandal, shoe, chausses, low boot, high boot, cap, hood, mask, turban, head veil, face veil, headscarf, helm), any shield, bag, backpack, quiver, instrument&lt;br /&gt;
|- &lt;br /&gt;
| [[Leatherworker]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Tanner]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Gem cutter]]&lt;br /&gt;
| rowspan=3| Perfect gem&amp;lt;sup&amp;gt;‡&amp;lt;/sup&amp;gt;, door, bed, chair, table, statue, box, armor stand, weapon rack, cabinet, coffin, floodgate, hatch cover, grate, figurine, amulet, scepter, crown, ring, earring, bracelet, chain, flask, goblet, cage, barrel, bucket, animal trap, window, instrument, toy&lt;br /&gt;
|- &lt;br /&gt;
| [[Gem setter]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Glassmaker]]&lt;br /&gt;
|- &lt;br /&gt;
| Macabre Mood (vermin remains)&lt;br /&gt;
| Amulet, bracelet, earring&lt;br /&gt;
|- &lt;br /&gt;
| [[Mason]]&lt;br /&gt;
| rowspan=2| Door, bed, chair, table, statue, quern, millstone, coffer, armor stand, weapon rack, cabinet, coffin, floodgate, hatch cover, grate&lt;br /&gt;
|- &lt;br /&gt;
| [[Miner]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Mechanic]]&lt;br /&gt;
| Mechanism&lt;br /&gt;
|- &lt;br /&gt;
| [[Metal crafter]]&lt;br /&gt;
| Figurine, amulet, scepter, crown, ring, earring, bracelet, chain, flask, goblet, instrument, toy&lt;br /&gt;
|- &lt;br /&gt;
| [[Metalsmith]]&lt;br /&gt;
| Door, bed, chair, table, statue, coffer, armor stand, weapon rack, cabinet, anvil, coffin, floodgate, hatch cover, grate, cage, barrel, bucket, animal trap, pipe section&amp;lt;sup&amp;gt;†&amp;lt;/sup&amp;gt;, splint, crutch&lt;br /&gt;
|- &lt;br /&gt;
| [[Stone crafter]]&lt;br /&gt;
| Figurine, amulet, scepter, crown, ring, earring, bracelet, goblet, instrument, toy&lt;br /&gt;
|- &lt;br /&gt;
| [[Weaponsmith]]&lt;br /&gt;
| Any weapon, any trap component&amp;lt;sup&amp;gt;†&amp;lt;/sup&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| [[Wood crafter]]&lt;br /&gt;
| Figurine, amulet, scepter, crown, ring, earring, bracelet, goblet, instrument, toy&lt;br /&gt;
|}&lt;br /&gt;
:&amp;lt;sup&amp;gt;†&amp;lt;/sup&amp;gt; ''chance of selection for this entry is reduced by 90%''&lt;br /&gt;
:&amp;lt;sup&amp;gt;‡&amp;lt;/sup&amp;gt; ''this item may only be selected at the beginning of the mood (50% chance)''&lt;br /&gt;
&lt;br /&gt;
If your dwarf does not have a preference for any possible items, the game will randomly select one from the list. Entries with &amp;quot;any&amp;quot; are treated as collective entries with a single chance and will randomly choose a subtype which your civilization is capable of making. This explains why bowyers and clothiers will regularly produce foreign artifacts, while weaponsmiths will not unless they have exotic preferences.&lt;br /&gt;
&lt;br /&gt;
== Success ==&lt;br /&gt;
Once created, most [[artifact]]s will be available for use just like a normal item of its type. Artifact [[armor]] and [[weapon]]s gain extra bonuses in combat, while artifact clothing is immune to [[wear]]. Artifact mechanisms installed in weapon traps will improve attack rolls. Artifact furniture is useful for raising the value of a [[noble]]'s room. Artifact mechanisms, trap components, or weapons in [[weapon trap|weapon trap]]s can also boost a room's value considerably. Other artifacts that can be used in construction (such as [[barrel]]s, [[bucket]]s, and [[anvil]]s) may be used similarly. Artifact [[door]]s and [[hatch]]es are immune to [[building destroyer]]s, and artifact [[cage]]s can even hold gnawing vermin. All artifacts can be displayed in a [[display case]] or on a [[pedestal]], or [[trade]]d to a [[caravan]] for supplies.&lt;br /&gt;
&lt;br /&gt;
Successfully creating an artifact grants a very strong happy [[thought]] (enough to make the creator totally ecstatic for several months) as well as granting the creator partial '''immunity to insanity''' - even if your fortress is left in a terrible state, any dwarf who has created an artifact is exempt from going [[insane]] due to prolonged unhappiness. The dwarf may also cry, found as a coating of dwarf tears on both their eyes.&lt;br /&gt;
&lt;br /&gt;
== Failure ==&lt;br /&gt;
If you can't provide the desired workshop and all the required component materials within a couple of months, the dwarf will go [[insanity|insane]], which cancels the mood and the artifact.  As if that's not bad enough, any dwarf who goes insane will soon die, one way or another.&lt;br /&gt;
&lt;br /&gt;
A dwarf who is '''stark raving mad''', '''melancholy''', or '''catatonic''' is harmless to others (until they die and start a [[tantrum]] spiral), but a '''berserk''' dwarf will attack other dwarves and possibly pull levers at random.  You may want to station a squad nearby or assign a few war dogs to the dwarf on the chance that they will lash out.  If you build your workshops inside enclosed rooms with doors you can also lock the moody dwarf in the room until he or she starves.  In extreme cases, building a wall around an open workshop is the best precaution.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
There are many bugs reported related to moody dwarves. As has been the case in 40d, most turned out to be (understandable) failures of the player to grasp the mechanics of artifact creation and demands. ([http://bay12games.com/dwarves/mantisbt/view_all_bug_page.php Bug tracker])&lt;br /&gt;
* If a dwarf dies due to failing to complete an artifact, a memorial made to the dwarf will read that the dwarf did create it, despite the failure, and will even list the name of the artifact that never came to be. {{bug|3640}}&lt;br /&gt;
* When producing an item that is normally made in pairs (gloves, boots, etc.), only a single artifact will be created.&lt;br /&gt;
* Attacking a dwarf who fails their mood with your militia may result in a loyalty cascade. {{bug|7107}}&lt;br /&gt;
* Dwarf entering a strange mood when isolated (e.g. on a stepladder) causes severe lag. {{bug|8698}}&lt;br /&gt;
* If the mood primary component is forbidden while working, but the strange mood still has other items tasked, the result is an iron artifact. {{bug|5625}}&lt;br /&gt;
&lt;br /&gt;
== Troubleshooting ==&lt;br /&gt;
&lt;br /&gt;
'''Problem''': Moody dwarf does not claim a workshop&lt;br /&gt;
:'''Solution''': Check for highest moodable skill and build the corresponding workshop. If no moodable skills, build a craftsdwarf's workshop. Once [[magma forge]]s have been built, some dwarves may demand to work at a magma forge. Note that [[forbid]]den workshops cannot be claimed.  Verify if the dwarf is assigned to a burrow and/or if there is a civilian alert set to a burrow.  If so, verify that the burrow allows access to the workshop being sought after.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Problem''': Moody dwarf waits in claimed workshop&lt;br /&gt;
:'''Solution''': Desired material is unavailable. Determine which material is requested next (materials are collected in the same order as shown in the dwarf's request list), and make some available, if possible. Note that dwarves with [[preference]]s may demand a specific type of material ([[brass]] bars or [[yarn]] cloth, for example). [[Forbid]]den and inaccessible materials cannot be collected, nor can material located outside the moody dwarf's [[burrow]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Problem''': No dwarf has entered a mood for a long time&lt;br /&gt;
:'''Solution''': Strange moods require at least 20 dwarves; if you have that many you've probably hit one of the two caps. Exploring the caverns can increase the number of revealed tiles very quickly, while [[craft]]ing [[goblet]]s will quickly raise your item count; [[exploratory mining]] will count toward ''both'' caps, simultaneously revealing tiles and producing boulders, though slower than exploring or crafting. Exposing excavated terrain to the sky is counterproductive, as it will '''lower''' your artifact cap (since the cap only counts revealed ''subterranean'' tiles).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Problem''': Moody dwarf wants stacked cloth, but all types are available and he's not moving&lt;br /&gt;
:'''Solution''': Dwarves will not take items from active hospitals. If you have no cloth available outside of hospitals, try disabling or temporarily removing the hospital designation from their zones. They will then proceed to take new items, even if they don't go for the cloth right away.&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
It is widely said that Tarn Adams has been in the grips of a fey mood for two decades now, and we are playing his artifact. However, neither [[human]]s nor [[giant toad]]s can enter strange moods, so this must surely be a joke.&lt;br /&gt;
&lt;br /&gt;
{{Category|Dwarves}}&lt;br /&gt;
[[Ru:Strange mood]]&lt;/div&gt;</summary>
		<author><name>Aquillion</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Strange_mood&amp;diff=257736</id>
		<title>Strange mood</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Strange_mood&amp;diff=257736"/>
		<updated>2021-04-09T21:12:24Z</updated>

		<summary type="html">&lt;p&gt;Aquillion: /* &amp;quot;Best&amp;quot; skills */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|00:23, 18 May 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
{{buggy|bugsection=Bugs}}&lt;br /&gt;
{{minorspoiler}}&lt;br /&gt;
Periodically, individual dwarves are struck with an idea for a [[legendary artifact]] and enter a '''strange mood'''. Dwarves which enter a strange mood will stop whatever they are doing and pursue the construction of this artifact to the exclusion of all else.  They will not stop to eat, drink, sleep, or even run away from dangerous creatures. If they do not manage to begin construction of the artifact within a handful of months, they will go [[#Failure|insane]] and die soon afterward.&lt;br /&gt;
&lt;br /&gt;
[[File:strange_mood_prev.png|thumb|250px|right|''Crudely drawn by Zippy'']]Note: All controllable civilizations with the {{token|STRANGE_MOODS}} token are able to enter strange moods, though, by default, the only civilization this applies to is dwarves.&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
Once your fortress has at least 20 dwarves, every now and then, one of them will be struck by a &amp;quot;strange mood&amp;quot;. These largely random events will be seen as an [[announcement]], and will pause the game.&lt;br /&gt;
&lt;br /&gt;
A dwarf struck by a strange mood will seek an appropriate workshop, immediately claim it for the duration of the mood, attempt to collect the materials to create their [[artifact]] of choice, and, once those have been collected, proceed to do so. Depending on the exact mood (see [[Strange mood#Types of moods|types of moods]], below), both the workshop and the artifact are based on the highest &amp;quot;moodable skill&amp;quot; of that dwarf (see &amp;quot;[[Strange mood#Skills and Workshops|Skills and Workshops]]&amp;quot;, below).&lt;br /&gt;
&lt;br /&gt;
At the end of this process, if successful, the dwarf will '''usually''' gain enough [[experience]] to become Legendary (or higher), and then return to life as normal, but now with a Legendary skill. The &amp;quot;possessed&amp;quot; mood is an exception to this rule, as it does not grant any experience upon completion.&lt;br /&gt;
&lt;br /&gt;
A dwarf cannot be struck by more than one mood in their lifetime.&lt;br /&gt;
&lt;br /&gt;
=== In Fortress mode ===&lt;br /&gt;
# The game will pause, center on a dwarf, and announce that the dwarf has entered one of five different types of strange moods.  The [[#Types of moods|types of moods]] are listed below.  While in a mood, a dwarf will display a blinking exclamation point (see [[Status icon|status icons]]).&lt;br /&gt;
# For the duration of the mood, the dwarf will claim a workshop related to the skill that the mood affects (not all skills are eligible), kick out any dwarf who was using it, and render it otherwise unusable until the mood has ended. If a moody dwarf does not claim a workshop, it is because the appropriate workshop does not exist.  (See [[#Skills and workshops|skills and workshops]] below to determine which workshop(s) might be required.) A moody dwarf will ''not'' be able to build a needed workshop; another dwarf with the appropriate [[labor]] designation must do so for them, if one is necessary. Furnaces are also counted as a workshop.&lt;br /&gt;
# After claiming a workshop, the dwarf will set about collecting the required materials for their artifact.  If the dwarf remains idle inside the workshop, it's because they cannot find the right material. Reference the [[#Demands|demands]] section to determine what may be required.  Important Note: They will only collect these materials in the order that they require them.  In other words, you have to determine where they are on the list of required materials and then provide the next one before they will continue collecting other materials.&lt;br /&gt;
# Once all materials have been gathered, the game will once again pause and center, and the moody dwarf will begin construction.  Upon completion, the dwarf will create a semi-random artifact related to the skill affected and gain [[legendary]] (or higher) status in that skill (unless the mood type is [[#Possessed|possessed]]).  See the [[#Skills and workshops|skills and workshops]] for information on which skills can be gained, or the [[#Artifacts created|artifacts created]] section for more details on the artifacts themselves.&lt;br /&gt;
# While you have some control over the skill the dwarf uses, and so some (but less) control over the type of artifact created, and (with some effort) the materials used, you have no control over which dwarf is struck by a mood, nor the type of mood that strikes them, nor the specific type of artifact created.&lt;br /&gt;
# The conditions necessary for a strange mood to occur have been fully understood due to a disassembly of the game; see below for the exact mechanics.&lt;br /&gt;
&lt;br /&gt;
===In world generation===&lt;br /&gt;
Long before your seven dwarves [[embark]] on their adventure, non-player dwarves may also be struck by strange moods during world generation, albeit these are treated more abstractly. These events are a primary source of non-player artifacts that are scattered across the outside world when the game starts (see [[Mission]]). They have the same properties and quality as any artifact your fortress could have produced, and may be stolen or pillaged just like any other non-player artifact.&lt;br /&gt;
&lt;br /&gt;
== Skills and workshops ==&lt;br /&gt;
If struck by a Fey, Secretive or Possessed mood, the workshop and artifact will be based on the highest &amp;quot;moodable skill&amp;quot; that a dwarf possesses. Not all skills are moodable. Fell and Macabre moods will either claim a butcher's shop and use Bonecarving, or a tanner's shop and use Tanning (see [[Strange mood#Types of moods|Types of moods]], below).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; cellpadding=&amp;quot;4&amp;quot; style=&amp;quot;border:1px solid black;border-collapse:collapse;text-align:left;float:right;margin:0 0 20px 30px;vertical-align:top;&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! Highest skill&lt;br /&gt;
! Workshop required&lt;br /&gt;
|- style=&amp;quot;background-color:palegreen&amp;quot;&lt;br /&gt;
| [[Armorsmith]]&lt;br /&gt;
| [[Metalsmith's forge]] (or [[Magma forge]])&lt;br /&gt;
|-  style=&amp;quot;background-color:palegreen&amp;quot;&lt;br /&gt;
| [[Bone carver]]&lt;br /&gt;
| [[Craftsdwarf's workshop]]&lt;br /&gt;
|-  style=&amp;quot;background-color:palegreen&amp;quot;&lt;br /&gt;
| [[Bowyer]]&lt;br /&gt;
| [[Bowyer's workshop]]&lt;br /&gt;
|-  style=&amp;quot;background-color:wheat&amp;quot;&lt;br /&gt;
| [[Carpenter]]&lt;br /&gt;
| [[Carpenter's workshop]]&lt;br /&gt;
|-   style=&amp;quot;background-color:palegreen&amp;quot;&lt;br /&gt;
| [[Clothier]]&lt;br /&gt;
| [[Clothier's shop]]&lt;br /&gt;
|- style=&amp;quot;background-color:lightgray&amp;quot;&lt;br /&gt;
| [[Engraver]]&lt;br /&gt;
| [[Craftsdwarf's workshop]]&lt;br /&gt;
|- style=&amp;quot;background-color:wheat&amp;quot;&lt;br /&gt;
| [[Gem cutter]]&lt;br /&gt;
| [[Jeweler's workshop]]&lt;br /&gt;
|- style=&amp;quot;background-color:wheat&amp;quot;&lt;br /&gt;
| [[Gem setter]]&lt;br /&gt;
| [[Jeweler's workshop]]&lt;br /&gt;
|- style=&amp;quot;background-color:wheat&amp;quot;&lt;br /&gt;
| [[Glassmaker]]&lt;br /&gt;
| [[Glass furnace]] (or [[Magma glass furnace]])&lt;br /&gt;
|-   style=&amp;quot;background-color:palegreen&amp;quot;&lt;br /&gt;
| [[Leatherworker]]&lt;br /&gt;
| [[Leather works]]&lt;br /&gt;
|-  style=&amp;quot;background-color:wheat&amp;quot;&lt;br /&gt;
| [[Mason]]&lt;br /&gt;
| [[Mason's workshop]]&lt;br /&gt;
|-   style=&amp;quot;background-color:palegreen&amp;quot;&lt;br /&gt;
| [[Mechanic]]&lt;br /&gt;
| [[Mechanic's workshop]]&lt;br /&gt;
|-  style=&amp;quot;background-color:wheat&amp;quot;&lt;br /&gt;
| [[Metal crafter]]&lt;br /&gt;
| [[Metalsmith's forge]] (or [[Magma forge]])&lt;br /&gt;
|-  style=&amp;quot;background-color:wheat&amp;quot;&lt;br /&gt;
| [[Blacksmith|Metalsmith]]&lt;br /&gt;
| [[Metalsmith's forge]] (or [[Magma forge]])&lt;br /&gt;
|-  style=&amp;quot;background-color:wheat&amp;quot;&lt;br /&gt;
| [[Miner]]&lt;br /&gt;
| [[Mason's workshop]]&lt;br /&gt;
|- style=&amp;quot;background-color:lightgray&amp;quot;&lt;br /&gt;
| [[Stone crafter]]&lt;br /&gt;
| [[Craftsdwarf's workshop]]&lt;br /&gt;
|-  style=&amp;quot;background-color:wheat&amp;quot;&lt;br /&gt;
| [[Tanner]]&lt;br /&gt;
| [[Leather works]]&lt;br /&gt;
|-   style=&amp;quot;background-color:palegreen&amp;quot;&lt;br /&gt;
| [[Weaponsmith]]&lt;br /&gt;
| [[Metalsmith's forge]] (or [[Magma forge]])&lt;br /&gt;
|- style=&amp;quot;background-color:wheat&amp;quot;&lt;br /&gt;
| [[Weaver]]&lt;br /&gt;
| [[Clothier's shop]]&lt;br /&gt;
|- style=&amp;quot;background-color:lightgray&amp;quot;&lt;br /&gt;
| [[Wood crafter]]&lt;br /&gt;
| [[Craftsdwarf's workshop]]&lt;br /&gt;
|- style=&amp;quot;background-color:lightgray&amp;quot;&lt;br /&gt;
| &amp;amp;lt;none&amp;amp;gt;&lt;br /&gt;
| [[Craftsdwarf's workshop]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A dwarf will claim a workshop according to their highest applicable skill, and upon completion of the artifact, gain 20,000 [[experience]] in that skill (excepting [[Strange mood#Possessed|possessed]]  dwarves). This will give the dwarf a legendary-level [[skill]] (specifically, &amp;quot;legendary+1&amp;quot; or higher, depending on the dwarf's initial skill level).  The table to the right describes all applicable skills and their potential workshop requirements - there are only 20 skills that determine the workshop and that can be affected by a mood (sometimes referred to as '''moodable''' skills.)  If a dwarf does not possess at least one of the moodable skills listed to the right, they will take over a [[craftsdwarf's workshop]] and gain one of [[bone carver]], [[stone crafter]], or [[wood crafter]] skills, producing an artifact [[craft]].&lt;br /&gt;
&lt;br /&gt;
When selecting the desired mood skill, only the level itself is checked, and if the highest level found is shared by multiple skills, then one will be selected randomly. &lt;br /&gt;
&lt;br /&gt;
This fact can be utilized to maximize the possibility of getting a dwarf with the specific legendary skill you want: since ''non''-moodable skills are ignored, whenever possible make sure that each dwarf's highest ''moodable'' skill is one of those you want.  Have all your peasants, [[farmer]]s, non-professional military and other dwarves without any moodable skills do one job each in the skill(s) you most want; if a &amp;quot;[[experience|dabbling]]&amp;quot; skill is the highest moodable skill they have, that is the skill that will be used. [[Guildhall]]s related to moodable skills may both help and hinder, as demonstrations will increase skill levels without any jobs being done.&lt;br /&gt;
&lt;br /&gt;
[[Scholar]]s may discuss mechanics as part of their work and gain a small amount of experience in it.  This is the only skill that scholars discuss that is moodable.&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;Best&amp;quot; skills ===&lt;br /&gt;
Some skills produce generally useful and valuable items, and others produce only trinkets or jewelry. While &amp;quot;best&amp;quot; is very subjective, balancing the artifact itself with the Legendary skill the mood (usually!) produces, and both of those against the needs and goals of the current fortress, generally speaking the skills can be broken down into tiers of usefulness. &lt;br /&gt;
&lt;br /&gt;
Note that in addition to an artifact, the mood will (usually) raise the dwarf to Legendary in the chosen skill; often this is more valuable than an artifact, so you might consider trying to push poorly-trained dwarves towards moodable skills you have a need for instead in case they are struck by a mood.&lt;br /&gt;
&lt;br /&gt;
* [[Weaponsmith]] is one of the &amp;quot;best&amp;quot; skills. While the moody dwarf might create a questionable lead spear or lightweight aluminum mace, the odds are they'll create something that is still more deadly than its ☼steel☼ equivalent. And with a little manipulation, you can at least make sure the item ''is'' steel, although they could still give you a non-dwarf weapon. [[Mechanic]] is a close second for reliability and usefulness - any mechanism's [[quality]] modifies the chance for a trap to hit its target, an artifact [[Trap#Weapon trap|weapon trap]] never jams{{verify}}, and an artifact lever in a room will make its value skyrocket (even if not connected to anything!).&lt;br /&gt;
&lt;br /&gt;
* [[Armorsmith]]s is similarly valuable, having a decent chance to create something with exceptional value for your military (or at least one member of it), but, similar to weapons, this requires manipulating available material to avoid getting [[Armor#Material|soft]], useless gold or lead [[armor]] pieces. And, while moody [[Bowyer]]s can create artifact wood/bone [[crossbow]]s of great accuracy, they can also give you [[blowgun]]s. Good luck with either one.&lt;br /&gt;
&lt;br /&gt;
* Artifact [[furniture]] is unbreakable by building destroyers and creates otherwise-impossible fortress defense options. A dwarf with a preference for doors, hatches, or floodgates will always produce that item, which can then be locked against many enemies that would otherwise break through. It can also have huge monetary worth for improving room value, and placing an artifact item where all can pass by and admire it will be good for general morale. These skills include [[Mason]]s, [[Miner]]s (who are treated the same as masons), [[Carpenter]]s, and [[Blacksmith|Metalsmith]]s. Many of these can also produce items from the lower-utility lists, below. But maybe you'll get an artifact [[mug]] for your tavern. Good luck with that, too.&lt;br /&gt;
&lt;br /&gt;
* These next are (very?) odds-against; chances are good that they'll produce something on one of the ''next'' lists, or at best some nice furniture, but there's a (very) small chance it'll be something truly useful as well as valuable. [[Clothier]]s can make an artifact [[rope]], and [[metal crafter]]s can create [[chain]]s, either of which can be used for your main [[well]].  Similarly with a [[carpenter]] or [[blacksmith]] and [[bucket]]s.  [[Glassmaker]]s can create an artifact trap component. [[Leatherworker]]s and [[tanner]]s can create [[shield]]s, and both they and [[bone carver]]s can create artifact Leather/Bone Armor pieces, which are great if you have Hunters, etc. Which are all better than the next two...&lt;br /&gt;
&lt;br /&gt;
* Next to last are skills that produce an artifact that could only be worn by one dwarf, and perhaps admired by others he comes in contact with. [[Clothier]]s and [[weaver]]s fall just below some of the above for no ability to produce anything except wearable, non-military items. [[Gem cutter]]s and [[Gem setter]]s can fall on this list too, as creating something of pure monetary value and no practical use in your dwarven society.&lt;br /&gt;
&lt;br /&gt;
* Last on the list are &amp;quot;crafts&amp;quot; - surprisingly valuable trinkets in the form of amulets, tokens, rings, figurines - or, at best, crowns, which at least ''sound'' impressive. These skills are [[engraver]], [[stone crafter]], and [[wood crafter]] (and a distinct chance from several of the skills mentioned earlier: [[bone carver]], [[gem cutter]], [[gem setter]], [[glassmaker]], and [[metalcrafter]].)&lt;br /&gt;
:* Peasants, defined here as having no moodable skill, always produce from the crafts list:  It's always a good idea to have every newly arrived &amp;quot;peasant&amp;quot; migrant craft just one item from the moodable skill of your choice, to avoid such a tragic waste of dwarfcraft.&lt;br /&gt;
&lt;br /&gt;
== Types of moods ==&lt;br /&gt;
For each of the following types of moods, the first message is how the mood is [[Announcement|announced]]; the second message appears in the dwarf's profile when he or she is viewed with the {{K|v}} key.  All moody dwarves will have &amp;quot;Strange Mood&amp;quot; listed as their active task and are &amp;quot;quite content&amp;quot;, regardless of any recent [[thought]]s they may have had.&lt;br /&gt;
&lt;br /&gt;
=== Fey ===&lt;br /&gt;
* {{Gametext|&amp;lt;dwarf&amp;gt; is taken by a fey mood!|7:1}}&lt;br /&gt;
: ''Has the aspect of one fey!''&lt;br /&gt;
&lt;br /&gt;
This is the most basic strange mood.  Fey dwarves will clearly state their demands when the workshop they are in is examined.&lt;br /&gt;
&lt;br /&gt;
=== Secretive ===&lt;br /&gt;
* {{Gametext|&amp;lt;dwarf&amp;gt; withdraws from society...|7:0}}&lt;br /&gt;
: ''Peculiarly secretive...''&lt;br /&gt;
&lt;br /&gt;
Secretive moods are the same as fey moods, except a secretive dwarf will sketch pictures of their required materials instead of clearly stating their demands if they cannot find what they need.   Descriptions of all these [[#Demands|secretive requirements]] can be seen only by viewing the workshop that the moody dwarf has claimed, with {{k|q}}, and then only while the dwarf is waiting inside it.  More than one &amp;quot;picture&amp;quot; is likely; these will cycle through the entire list automatically if any one is not available.  (Since materials are gathered ''in order'', it's quite possible that only one of a long list is needed to allow the moody dwarf to continue on their project.  If the dwarf has gathered some of the materials (seen as &amp;quot;tasked&amp;quot; when looking at the workshop with {{k|t}}), then the next in the list is what they are looking for.)&lt;br /&gt;
&lt;br /&gt;
=== Possessed ===&lt;br /&gt;
* {{Gametext|&amp;lt;dwarf&amp;gt; has been possessed!|5:1}}&lt;br /&gt;
: ''Possessed by unknown forces!''&lt;br /&gt;
&lt;br /&gt;
Possessed dwarves have cryptic material requests, and have the unfortunate distinction of not receiving any experience upon successful construction of an artifact.  No controllable circumstances lead to a possessed mood instead of one of the more desirable fey or secretive moods, it is purely luck-based. Possessed dwarves will mutter the name of the artifact they are working on (which, under some circumstances, might end up being ''their own name'') once they have all the materials they need.&lt;br /&gt;
&lt;br /&gt;
A possession is the only mood that does '''''not''''' result in a jump in [[experience]].&lt;br /&gt;
&lt;br /&gt;
A possessed dwarf that &amp;quot;keeps muttering &amp;lt;name of the artifact&amp;gt;...&amp;quot; has already gathered everything they need.&lt;br /&gt;
&lt;br /&gt;
=== Fell ===&lt;br /&gt;
* {{Gametext|&amp;lt;dwarf&amp;gt; looses a roaring laughter, fell and terrible!|5:0}}&lt;br /&gt;
: ''Has a horrible fell look!''&lt;br /&gt;
&lt;br /&gt;
A dwarf that goes into a fell mood will try to take over a [[butcher's shop]] or a [[tanner's shop]]. If neither are available, any other workshop will be used instead. The dwarf will then ''murder'' the nearest dwarf, drag the corpse into the shop and make some sort of object out of dwarf [[leather]] or [[bone]]. The unfortunate dwarf is killed on the spot - no dragging to the workshop, just sneaking up behind them, killing them, and dragging their corpse to the workshop. Once the artifact is completed, the fell dwarf will become a legendary [[bone carver]] or [[leatherworker]].  Only unhappy dwarves may enter a fell mood.&lt;br /&gt;
&lt;br /&gt;
Amusingly, it seems fell dwarves can also murder [[ghost]]s. If they do, they will murder a living dwarf as well, since ghosts obviously don't yield a corpse to butcher.{{bug|4681}}&lt;br /&gt;
&lt;br /&gt;
Aside from the loss of a potentially important dwarf in the wrong place at the wrong time, there doesn't seem to be any downside to a fell mood. The end result is always an artifact and a legendary craftsdwarf. Since the only ingredient used (a dwarf) is available in abundance, a fell mood will only fail if the fell dwarf is completely isolated from other dwarves, or if the proper workshop does not exist.&lt;br /&gt;
&lt;br /&gt;
If no-one is around to witness the murder, whichever dwarf Urist McEmo decides to slaughter will be reported as missing some time after their death. If the murder is witnessed (or if the &amp;lt;s&amp;gt;idiot&amp;lt;/s&amp;gt; dwarf in fell mood reports themself), the moody dwarf will be subject to dwarven [[justice]].&lt;br /&gt;
&lt;br /&gt;
=== Macabre ===&lt;br /&gt;
* {{Gametext|&amp;lt;dwarf&amp;gt; begins to stalk and brood...|0:1}}&lt;br /&gt;
: ''Brooding darkly...''&lt;br /&gt;
&lt;br /&gt;
Macabre moods are similar to fell moods, but the dwarf will not murder a fellow dwarf.  A macabre dwarf may require [[bone]]s, [[skull]]s, or vermin [[remains]]; if you do not happen to have any, you will have to make some, e.g. by butchering an animal and/or allowing a [[cat]] to go hunting, or let the moody dwarf go [[insane]].  Like fell moods, only unhappy dwarves can enter macabre moods.&lt;br /&gt;
&lt;br /&gt;
==Caveats==&lt;br /&gt;
* Shells are perhaps the most difficult-to-obtain material for a strange mood, though there are several {{catlink|Shell|creatures}} that produce shells. Some of these, such as [[armadillo]]s and [[common snapping turtle]]s, are butcherable. Vermin from [[fishing]] are the easiest and most renewable source of shells.  [[Pond turtle]]s are common in many embarks in [[murky pool]]s, but usually only appear in small numbers, and can go extinct easily.  A stream or river almost guarantees a functionally inexhaustible supply of [[mussel]]s. [[Nautilus]]es can also serve as sources of shells when cleaned at a fishery. Nevertheless, shells are rare and hard to acquire. Currently, the only way of trading for shells is to hope that the [[elven]] caravan brings some tamed shell-producing large creature. Traded [[cave lobster]]s and [[turtle]]s are ''processed'' fish (with the shells already removed). Tamed vermin with shells cannot be butchered for their shells, since the only way to get a vermin's shell is to [[Fish cleaning|clean]] it. Since all shelled non-vermin animals are [[exotic pet|exotic]], only elves will bring them. If you should be fortunate enough to acquire some breeding, shelled, butcherable animals, it's probably worth keeping a breeding pair around in case of future need. Only dwarves with a [[preference]] for shells will demand shells in a strange mood.&lt;br /&gt;
* All demands for cloth are for a specific generic type (plant, silk, or yarn). Clothiers and Weavers will demand [[adamantine]] cloth if any is available, otherwise the type will be the generic form of the dwarf's first cloth preference, or a randomly chosen variety if the dwarf has no preference (or if the cloth is for a decoration, not the primary material). Types of cloth your fortress has not produced are '''not''' excluded, so it's best to keep a few bolts of each type of cloth in reserve.&lt;br /&gt;
* Should the claimed workshop be a [[magma forge]] and lose power due to insufficient magma beneath it, the mood will fail immediately and the dwarf will go [[insanity|insane]]. Should the forge be in danger of losing power, you should forbid it before it is claimed and wait until it is powered up reliably. Once magma forges are built, at least some dwarves will no longer be satisfied with a regular forge.&lt;br /&gt;
* Similarly, if a workshop claimed by a dwarf is deconstructed, destroyed or [[Creature_token#BUILDING_DESTROYER|toppled]] the mood will immediately fail and the dwarf will go insane.&lt;br /&gt;
* The mood's primary material will only be mentioned ''once'' in the dwarf's requests, even if the dwarf wants more than one unit of it. [http://www.bay12forums.com/smf/index.php?topic=75139.0]&lt;br /&gt;
* The item type of the artifact to be created is not decided until the instant the mood ''ends''. Saving (even after a dwarf has begun to gather materials) will allow you to reload and the result may be a different artifact (unless the moody dwarf's preferences force a particular item type). If you want to get an artifact platinum warhammer, make sure to have platinum nearby and/or block access to any other materials. &lt;br /&gt;
* You can restart the artifact creating process, even after the dwarf has gathered most of the components, by forbidding the claimed items (use {{k|t}} to view the contents of the workshop, select the undesired material, and press {{k|f}} to forbid it). If other items of that type are available, the dwarf will immediately switch to them.&lt;br /&gt;
* Requests for bones are actually requests for any kind of bone stacks, not individual bones.  Slaughter a puppy.  [http://www.bay12forums.com/smf/index.php?topic=105002.0]&lt;br /&gt;
&lt;br /&gt;
== Demands ==&lt;br /&gt;
Once a workshop is claimed, the dwarf will begin collecting materials.  Each artifact will require 1-3 &amp;quot;base items&amp;quot; and up to 7 additional items for decorations. The dwarf may well need several items of one material!  If the moody dwarf remains idle, then the necessary materials are not available.  [[Forbid|Forbidden]] items must be reclaimed ({{K|d}} - {{K|b}} - {{K|c}}) before they may be used, but moody dwarves will ignore settings regarding [[economic stone]]. Press {{K|q}} and highlight the workshop to receive a series of clues about what the dwarf needs.  Hints that stay active for longer than 2 seconds mean that multiple pieces of that material will be required; each single demand will be displayed for 2 seconds, so if it says &amp;quot;gems... shining&amp;quot; for 6 seconds, 3 gems are demanded. However, the mood's '''primary''' material will always be shown for only 2 seconds even if more than one is required. Materials will always be fetched ''in order'', so if at least one item has already been retrieved (the items will show up with &amp;quot;TSK&amp;quot; (&amp;quot;task&amp;quot;) next to them when the workshop is viewed with the {{K|t}} context menu), it will usually be possible to tell what item is required next.&lt;br /&gt;
&lt;br /&gt;
If you want your dwarves to construct their artifacts out of valuable materials instead of whatever useless thing happens to be close at hand, you can selectively forbid types of material through the stocks screen so that only the material you want them to use is available; though this might interfere with the normal crafting operations of your fortress, the disruption is generally short-lived (as long as you remember to unforbid them again afterwards!). You can even forbid something a moody dwarf is carrying (which may be necessary sometimes, since while they are not waiting in the workshop they will not tell you what they need); the dwarf will finish hauling it to the workshop, but then immediately go searching for another. This trick can mean the difference between a bauxite statue decorated with moss agates and a native platinum statue encrusted with diamonds. Be aware that this may not always work - see below for more information.&lt;br /&gt;
&lt;br /&gt;
Burrows allow even better control over a moody dwarf's material usage. Simply by creating a burrow around the claimed workshop and another part over the desired material, a moody dwarf can be controlled without forbidding every single stone in the fortress. A moody dwarf will follow the burrow-definitions just like a regular worker, but be mindful that they will not leave the burrow to get materials that are outside of their assigned burrow. A problem can arise when bones from an outside refuse stockpile are needed by a moody dwarf that is assigned to a burrow.&lt;br /&gt;
&lt;br /&gt;
The various demands are translated here:&lt;br /&gt;
&lt;br /&gt;
:{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left;width:90%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Material&lt;br /&gt;
! Fey&lt;br /&gt;
! Secretive&lt;br /&gt;
! Possessed&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| &amp;lt;dwarf&amp;gt; screams &amp;quot;I must have &amp;lt;demand&amp;gt;!&amp;quot;&lt;br /&gt;
| &amp;lt;dwarf&amp;gt; sketches pictures of &amp;lt;demand&amp;gt;.&lt;br /&gt;
| &amp;lt;dwarf&amp;gt; mutters &amp;quot;&amp;lt;artifact&amp;gt; needs &amp;lt;demand&amp;gt;...&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[Stone]]&lt;br /&gt;
| rock&lt;br /&gt;
| a quarry&lt;br /&gt;
| stone... rock&lt;br /&gt;
|-&lt;br /&gt;
| Stone/metal [[block]]s&lt;br /&gt;
| rock blocks&lt;br /&gt;
| square blocks&lt;br /&gt;
| blocks... bricks&lt;br /&gt;
|-&lt;br /&gt;
| [[Wood]]&lt;br /&gt;
| wood logs&lt;br /&gt;
| a forest&lt;br /&gt;
| tree... life&lt;br /&gt;
|-&lt;br /&gt;
| Metal [[bar]]&lt;br /&gt;
| metal bars&lt;br /&gt;
| shining bars of metal&lt;br /&gt;
| bars... metal&lt;br /&gt;
|-&lt;br /&gt;
| [[Gem]]s (cut)&lt;br /&gt;
| cut gems&lt;br /&gt;
| cut gems&lt;br /&gt;
| gems... shining&lt;br /&gt;
|-&lt;br /&gt;
| [[Gem]]s (raw)&lt;br /&gt;
| rough gems&lt;br /&gt;
| rough gems&lt;br /&gt;
| rough... color&lt;br /&gt;
|-&lt;br /&gt;
| Green [[glass]]&lt;br /&gt;
| raw green glass&lt;br /&gt;
| glass&lt;br /&gt;
| raw... green&lt;br /&gt;
|-&lt;br /&gt;
| Clear glass&lt;br /&gt;
| raw clear glass{{verify}}&lt;br /&gt;
| glass and burning wood&lt;br /&gt;
| raw... clear&lt;br /&gt;
|-&lt;br /&gt;
| Crystal glass&lt;br /&gt;
| raw crystal glass{{verify}}&lt;br /&gt;
| rough gems and glass&lt;br /&gt;
| raw... crystal&lt;br /&gt;
|-&lt;br /&gt;
| [[Bone]] [http://www.bay12forums.com/smf/index.php?topic=105002.0;topicseen stack] {{verify}}&lt;br /&gt;
| bones&lt;br /&gt;
| skeletons&lt;br /&gt;
| bones... yes&lt;br /&gt;
|-&lt;br /&gt;
| [[Shell]] {{cite talk/this|Re:_.22Verify.22_on_the_shell_row_of_the_demands_table}}&lt;br /&gt;
| shells&lt;br /&gt;
| shells&lt;br /&gt;
| a shell...&lt;br /&gt;
|-&lt;br /&gt;
| [[Leather]]&lt;br /&gt;
| tanned hides&lt;br /&gt;
| stacked leather&lt;br /&gt;
| leather... skin&lt;br /&gt;
|-&lt;br /&gt;
| [[Cloth]] (plant fiber)&lt;br /&gt;
| plant cloth&lt;br /&gt;
| stacked cloth&lt;br /&gt;
| cloth... thread&lt;br /&gt;
|-&lt;br /&gt;
| [[Cloth]] (silk)&lt;br /&gt;
| silk cloth&lt;br /&gt;
| stacked cloth&lt;br /&gt;
| cloth... thread&lt;br /&gt;
|-&lt;br /&gt;
| [[Cloth]] (yarn)&lt;br /&gt;
| yarn cloth&lt;br /&gt;
| stacked cloth&lt;br /&gt;
| cloth... thread&lt;br /&gt;
|-&lt;br /&gt;
| [[Skull]]{{verify}}&lt;br /&gt;
| body parts&lt;br /&gt;
| death&lt;br /&gt;
| a corpse&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Dwarves in macabre moods will list their demands in the same fashion as those in fey moods (though with them brooding &amp;quot;Yes. I need &amp;lt;item&amp;gt;.&amp;quot; instead of screaming &amp;quot;I must have &amp;lt;item&amp;gt;!&amp;quot;). They may also say &amp;quot;Leave me. I need... things... certain things&amp;quot;, in which case they want special items such as [[skull]]s or vermin [[remains]].&lt;br /&gt;
&lt;br /&gt;
Related to the above behavior, moody dwarves demanding rock blocks will also accept blocks forged from metal bars.&lt;br /&gt;
&lt;br /&gt;
*The first item demanded by the dwarf is based on the mood skill being used - stoneworkers (miners, engravers, masons, stone crafters, and mechanics) will demand boulders, woodworkers (carpenters, wood crafters, and bowyers) will demand logs, leatherworkers and tanners will demand leather, weavers and clothiers will demand cloth, metalworkers will demand metal bars, gem cutters/setters will demand rough gems, glassmakers will demand raw glass, and bone carvers will demand bones.&lt;br /&gt;
**Metalworkers will demand adamantine wafers if any are available (unforbidden). If not, they will demand a preferred metal '''if''' you have smelted any bars of it - fey moods will state this outright, while for secretive moods and possessions you will need to check the dwarf's [[preferences]] to see which metal they like. Otherwise, they will select any available metal(s).&lt;br /&gt;
**Weavers and clothiers will demand [[adamantine]] cloth if any is available (unforbidden). If not, they will demand a generic type of cloth (silk, plant fiber, or yarn) that matches a specific cloth preference (e.g. a dwarf that likes cave spider silk will require ''any'' type of silk cloth, and a dwarf who likes more than one type of cloth will demand whichever one appears first in their list). Dwarves without a cloth preference will demand a generic type at random.&lt;br /&gt;
**Glassmakers will demand their preferred type of glass ''if'' you've produced any of it (or if it's green glass); if they don't prefer any type of glass, they will randomly select one type of glass you've produced (though they will always assume you have created green glass). Note that acquiring raw glass from a caravan does '''not''' count as producing it.&lt;br /&gt;
**Dwarves in macabre moods will select either 1 vermin remains, 1 stack of bones, or 1-3 skulls.&lt;br /&gt;
**Bone carvers will demand shells if they like a type of shell; if not, they will demand bones.&lt;br /&gt;
**All preference-based material requests are decided the instant the mood begins - by the time the workshop is claimed, it is too late to change the dwarf's mind.&lt;br /&gt;
*The remaining &amp;quot;decoration&amp;quot; items are selected randomly from the following list: wood logs, metal bars, small gems, rock blocks, rough gems, boulders, bones, leather, plant/silk/yarn cloth, or raw glass (green/clear/crystal, based on what you've produced).&lt;br /&gt;
**Decoration items will never be the same type as the primary mood material.&lt;br /&gt;
**Certain mood professions will also explicitly avoid using certain items for decorations - most of these match up with the primary mood material, but miners, engravers, masons, and stone crafters will additionally avoid requesting rock blocks.&lt;br /&gt;
**If you have not produced any raw glass in your fortress, moody dwarves will never request it.&lt;br /&gt;
**Dwarves in macabre moods have a 50% chance to replace each decoration item with either remains or bones.&lt;br /&gt;
*Gem cutters and gem setters have a 50% chance of only gathering a single rough gem and nothing else - when they do this, they produce a &amp;quot;perfect gem&amp;quot; with a single decoration.&lt;br /&gt;
&lt;br /&gt;
Once all materials have been gathered, viewing the workshop with {{K|q}} will display a special message depending on the type of mood:&lt;br /&gt;
* Fey - &amp;quot;&amp;lt;dwarf&amp;gt; works furiously!&amp;quot;&lt;br /&gt;
* Secretive - &amp;quot;&amp;lt;dwarf&amp;gt; works secretly...&amp;quot;&lt;br /&gt;
* Possessed - &amp;quot;&amp;lt;dwarf&amp;gt; keeps muttering &amp;lt;artifact&amp;gt;...&amp;quot;&lt;br /&gt;
* Macabre - &amp;quot;&amp;lt;dwarf&amp;gt; works, darkly brooding...&amp;quot;&lt;br /&gt;
* Fell - &amp;quot;&amp;lt;dwarf&amp;gt; works with menacing fury!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== The mechanics of moods ==&lt;br /&gt;
&lt;br /&gt;
=== Frequency===&lt;br /&gt;
When a fortress is started, an internal counter is set to 1000.  Every 100 frames (12 times per day), this counter is decremented by 1, running down to zero in about 3 months.  When the counter would ordinarily be decremented when it has already reached zero, there is a 1 in 500 chance that a strange mood will strike.  This means that, once all conditions are met and the clock is ticking, while there is approximately a 2.4% chance of a strange mood per day, or a ~52% chance of at least one strange mood per month, there is no guarantee when a mood will strike - might be sooner, might be (almost) never.&lt;br /&gt;
&lt;br /&gt;
=== Conditions ===&lt;br /&gt;
In order for a dwarf to be struck with a strange mood, three conditions must be met:&lt;br /&gt;
:* There is no currently active strange mood,&lt;br /&gt;
:* The maximum number of artifacts is not met,&lt;br /&gt;
:* There are at least 20 eligible dwarves ''(see below)'', including dwarves who have already created artifacts.&lt;br /&gt;
&lt;br /&gt;
If all three of these conditions are true, the game may trigger a strange mood according to the frequency.&lt;br /&gt;
&lt;br /&gt;
==== Maximum number of artifacts ====&lt;br /&gt;
The maximum number of artifacts in any one fortress is limited by the lower of:&lt;br /&gt;
* The number of items created divided by 100.&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;  Mined-out rock '''does''' count as an &amp;quot;item created&amp;quot;, though it is not clear whether bolts or units of drink are counted individually.&lt;br /&gt;
* The number of revealed [[subterranean]] tiles divided by 2304 (this is an area equivalent to a 48x48 square).  Once you discover and explore the [[cavern]]s and [[magma sea]], this limit becomes largely irrelevant, and using a [[utilities#DFHack|&amp;quot;reveal&amp;quot; utility]] will eliminate it altogether, though strip-mining an area entirely and exposing it to the surface will count ''against'' this.&lt;br /&gt;
:&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; - actually the sum of all items by type '''and''' by type+subtype+material, divided by 200. Furthermore, destroying items does '''not''' decrement these counters, so casting and mining [[obsidian]] will count toward this.&lt;br /&gt;
&lt;br /&gt;
==== Eligibility ====&lt;br /&gt;
The deciding factor for eligibility is a dwarf's actual [[profession]]. ''(Note that &amp;quot;[[Skill#Custom profession labels|custom professions]]&amp;quot; have no effect on this!)'' Thus, dwarves may enter strange moods regardless of what skills they have or don't have, so long as they are of an acceptable profession.  Dwarves who have already created an artifact are not eligible to create another, and since every mood ends in either an artifact or death, every dwarf may enter at most one mood.  Dwarves who have obtained one or more legendary skills without creating artifacts '''may''' enter strange moods and will simply become even ''more'' legendary.&lt;br /&gt;
&lt;br /&gt;
On-duty Dwarves with a [[Soldier#Soldier professions|military profession]] other than &amp;quot;Recruit&amp;quot; '''cannot''' enter moods.  Incidental military skills make no difference - eligibility (and weighting) depends purely on the actual ''[[profession]]'' as listed at the time (with the exception of unit leaders, whose on-duty and off-duty titles are the same). Soldiers are still capable of entering moods if they are ''off duty'' and thus in Civilian mode, but you don't have to worry about your axedwarves getting a burst of inspiration mid-combat and then wandering off to make a highest-quality craftsdwarfship gabbro scepter decorated with cow bone menacing spikes, cow bone rings and a cow bone image of hamster men while the trolls sack your settlement.&lt;br /&gt;
&lt;br /&gt;
Children may enter moods, but babies will not.&lt;br /&gt;
&lt;br /&gt;
Any other profession is eligible to enter a mood, but not all have the same ''chance'' to enter a mood...&lt;br /&gt;
&lt;br /&gt;
:''('''Note''' - Specifically, and to avoid previous misunderstandings, [[Strand extractor]], [[Clerk]]/[[Administrator]]/[[Trader]], [[Doctor]] (and related), [[Building designer|Architect]], [[Soldier#Recruits|Recruit]] and [[Child]] '''are''' moodable professions.)''&lt;br /&gt;
&lt;br /&gt;
There are several additional factors which will prevent a dwarf from entering a mood:&lt;br /&gt;
* Being unable to pick up items (&amp;quot;cannot grasp&amp;quot;)&lt;br /&gt;
* Being dragged by another unit (off to [[jail]])&lt;br /&gt;
* Dragging another unit (leading livestock to a [[cage]], [[chain]], [[pasture]], [[Activity zone#Pit/Pond|pit/pond zone]], or to the [[butcher's shop]] or [[farmer's workshop]].)&lt;br /&gt;
&lt;br /&gt;
=== Chance ===&lt;br /&gt;
When determining who will have a strange mood, each eligible dwarf is put into a weighted lottery, where the chance of being selected is based on the dwarf's [[profession]].  Most professions receive 6 'tickets', but some receive additional tickets to improve their odds.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;2&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Weighting&lt;br /&gt;
! Professions&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 21 ||Armorer, Blacksmith, Bone Carver, Clothier, Craftsdwarf, Jeweler, Gem Cutter, Gem Setter, Glassmaker, Leatherworker, Metalcrafter, Metalsmith, Stonecrafter, Weaponsmith, Weaver, Woodcrafter&lt;br /&gt;
|-&lt;br /&gt;
| 11 ||Bowyer, Carpenter, Stoneworker, Mason, Woodworker&lt;br /&gt;
|-&lt;br /&gt;
| 6 ||Engraver, Mechanic, Miner, Tanner, &amp;amp; all other [[profession]]s (including Peasant).&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
:'''''Example:''' What this means is: if you had 21 dwarves, made up of 20 eligible farmers, furnace operators, miners, woodcutters etc. (with 6 chances each) plus one Armorer (with 21 chances), that one Armorer would have a 21 in 141 chance &amp;lt;small&amp;gt;(20 dwarves x 6 chances each = 120 + 21 chances more = 141 total)&amp;lt;/small&amp;gt; of the mood striking them.  That's about 1 in 7, while the other 20 have a 6 in 141 chance each, or about 1 in 24.  The odds are still against the armorer, but much better than for any other single dwarf.''&lt;br /&gt;
&lt;br /&gt;
Note that not every profession has a moodable skill.  A Soaper, Architect, Furnace Operator or Strand Extractor can be taken by a mood, but that will not make those skills legendary, nor will they create an artifact bar of soap, building, bar of metal or wafer of adamantine.&lt;br /&gt;
&lt;br /&gt;
=== Timing ===&lt;br /&gt;
&lt;br /&gt;
A dwarf will go insane after exactly 50000 ticks (which, at 1200 ticks per day, works out to 41.66 days, or almost a month and a half) waiting for an item they demand. However:&lt;br /&gt;
*The insanity countdown is reset after every item they bring to the workshop.&lt;br /&gt;
*It doesn't run while they are out getting something, working on their construction or on their way to claim a workshop. Only during time spent idling without either the required workshop or a required item do they spiral towards madness.&lt;br /&gt;
*Dwarves under strange moods do not feel hunger, thirst or drowsiness.&lt;br /&gt;
&lt;br /&gt;
=== Fuel ===&lt;br /&gt;
&lt;br /&gt;
{{D for dwarf}}&lt;br /&gt;
&lt;br /&gt;
Curiously, [[metalsmith]]s in strange moods do not seem to require any [[fuel]] to complete their [[metal]] [[artifact]]s. It is believed that they, consumed by artistic passion, fuel the forges with their own beards, vigorously fanning the flaming hairs while they feed the furnace more beard. Such a sacrifice is a dwarf's own beard, that only an artifact merits its removal. Only an artifact's completion can mollify its creator's shame; dwarves unable to complete this great pursuit go insane, not because of its failure, but because they cannot endure the inevitable humiliation.&lt;br /&gt;
&lt;br /&gt;
Legend has it, that the world's first [[elf]] once attempted to forge the world's most powerful artifact, imbued with magic to control all dwarves. But, because he could not suffer to cut a tree for fuel, he was unable to do so. Faced with no alternative, he kidnapped each of the seven ancient dwarves by tempting them with [[booze]], an unfamiliar drink to the first dwarves. He then forcefully shaved them, and created [[charcoal]] from their beards.&lt;br /&gt;
&lt;br /&gt;
Enraged by their loss, the dwarves set out to find the elf's home, based in the world's first tree. They startled the engrossed elf who fled with nothing but a handful of the tree's unborn children. After reclaiming the beard-charcoal, the dwarves set fire to this tree. Alight in flames hotter than the sun, the tree burnt in what is believed to have been the world's hottest fire -- a fire so hot, that the tree's roots melted the inside of the earth, creating a worldwide [[magma sea]]. The elf watched this fire, and swore revenge on the dwarves.&lt;br /&gt;
&lt;br /&gt;
After realizing their beards could not be recovered from their charred state, the dwarves agreed to sprinkle the charcoal over the earth, as a gift and reminder to future dwarves. In doing so, they created the world's [[bituminous coal]] deposits. They then spent the next years searching for a way to create the drink they had been given. Discovering new drinks along their pursuit, the dwarves eventually perfected the hidden art of brewing booze and passed this emerging knowledge to coming generations.&lt;br /&gt;
&lt;br /&gt;
== Artifacts created ==&lt;br /&gt;
The type of artifact created depends on the type of mood, the dwarf's highest moodable skill, and the base material.  Masons and miners will always create some kind of stone furniture; bone carvers, a bone or shell object (including furniture); carpenters, a piece of wooden furniture; engravers and stone crafters, a stone craft; metalworkers, metal crafts, weapons, or armor (depending on the type of metalworker); weavers and clothiers, an article of clothing; tanners and leatherworkers, a leather armor or object. If a dwarf has no moodable skills, they will randomly select stone crafting, wood crafting, or bone carving as their mood skill and produce their artifact accordingly. The precise type of craft created is usually somewhat random, but if a dwarf has a personality preference for a particular item type, such as gauntlets or floodgates or crowns, and that thing is an available choice given the dwarf's profession, they are guaranteed to create an object of that type (if multiple preferences match, one will be randomly selected).&lt;br /&gt;
&lt;br /&gt;
The first object grabbed by the dwarf will be the base material; all other materials will be used as [[decoration]]s. If a dwarf grabs a piece of [[chalk]] and makes a statue, for instance, it will be a &amp;quot;chalk statue&amp;quot;, but an artifact can potentially include bone, cloth, gems, leather, metal, shell, stone, and wood decorations all at once. In some cases, a moody dwarf will produce an item which normally cannot be made from that material, leading to such odd constructions as an [[obsidian]] [[bed]], [[ruby]] [[floodgate]], or turtle [[shell]] [[cage]], but the actual item types available for each mood type are still very much restricted (e.g. only a glassmaker or jeweler can make a [[window]], and a moody clothier cannot produce an article of clothing that could not normally be made from cloth).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=&amp;quot;4&amp;quot; style=&amp;quot;border:1px solid black;border-collapse:collapse;text-align:left;&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! Mood / Skill&lt;br /&gt;
! Artifact type&lt;br /&gt;
|- &lt;br /&gt;
| [[Armorsmith]]&lt;br /&gt;
| Each equipment item with [METAL] (mail shirt, breastplate, leggings, greaves, gauntlet, low boot, high boot, cap, helm, mask), any shield&lt;br /&gt;
|- &lt;br /&gt;
| [[Bone carver]] (bone)&lt;br /&gt;
| Each equipment item with [BARRED] (leggings, greaves, gauntlet, helm), any shield, instrument, toy, door, bed, chair, table, statue, coffer, bin, armor stand, weapon rack, cabinet, coffin, floodgate, hatch cover, grate, chain, cage, animal trap, figurine, amulet, scepter, crown, ring, earring, bracelet, any weapon, any trap component&amp;lt;sup&amp;gt;†&amp;lt;/sup&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| [[Bone carver]] (shell)&lt;br /&gt;
| Each equipment item with [SCALED] (leggings, gauntlet, helm), figurine, amulet, crown, ring, earring, bracelet, chain, cage, animal trap, instrument, toy&lt;br /&gt;
|- &lt;br /&gt;
| [[Bowyer]]&lt;br /&gt;
| Each ranged weapon (crossbow, bow, blowgun)&lt;br /&gt;
|- &lt;br /&gt;
| [[Carpenter]]&lt;br /&gt;
| Door, bed, chair, table, statue, chest, bin, armor stand, weapon rack, cabinet, coffin, floodgate, hatch cover, grate, cage, barrel, bucket, animal trap, splint, crutch&lt;br /&gt;
|- &lt;br /&gt;
| [[Clothier]]&lt;br /&gt;
| rowspan=2| Each equipment item with [SOFT] (dress, shirt, tunic, toga, vest, robe, coat, cloak, cape, trousers, loincloth, thong, short skirt, skirt, long skirt, braies, glove, mitten, sock, sandal, shoe, chausses, cap, hood, mask, turban, head veil, face veil, headscarf), bag, rope&lt;br /&gt;
|- &lt;br /&gt;
| [[Weaver]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Engraver]]&lt;br /&gt;
| Figurine, amulet, scepter, crown, ring, earring, bracelet, goblet, instrument, toy&lt;br /&gt;
|-&lt;br /&gt;
| Fell Mood&lt;br /&gt;
| rowspan=3| Each equipment item with [LEATHER] (dress, shirt, tunic, toga, vest, robe, coat, cloak, cape, armor, trousers, loincloth, thong, short skirt, skirt, long skirt, braies, leggings, glove, mitten, sock, sandal, shoe, chausses, low boot, high boot, cap, hood, mask, turban, head veil, face veil, headscarf, helm), any shield, bag, backpack, quiver, instrument&lt;br /&gt;
|- &lt;br /&gt;
| [[Leatherworker]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Tanner]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Gem cutter]]&lt;br /&gt;
| rowspan=3| Perfect gem&amp;lt;sup&amp;gt;‡&amp;lt;/sup&amp;gt;, door, bed, chair, table, statue, box, armor stand, weapon rack, cabinet, coffin, floodgate, hatch cover, grate, figurine, amulet, scepter, crown, ring, earring, bracelet, chain, flask, goblet, cage, barrel, bucket, animal trap, window, instrument, toy&lt;br /&gt;
|- &lt;br /&gt;
| [[Gem setter]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Glassmaker]]&lt;br /&gt;
|- &lt;br /&gt;
| Macabre Mood (vermin remains)&lt;br /&gt;
| Amulet, bracelet, earring&lt;br /&gt;
|- &lt;br /&gt;
| [[Mason]]&lt;br /&gt;
| rowspan=2| Door, bed, chair, table, statue, quern, millstone, coffer, armor stand, weapon rack, cabinet, coffin, floodgate, hatch cover, grate&lt;br /&gt;
|- &lt;br /&gt;
| [[Miner]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Mechanic]]&lt;br /&gt;
| Mechanism&lt;br /&gt;
|- &lt;br /&gt;
| [[Metal crafter]]&lt;br /&gt;
| Figurine, amulet, scepter, crown, ring, earring, bracelet, chain, flask, goblet, instrument, toy&lt;br /&gt;
|- &lt;br /&gt;
| [[Metalsmith]]&lt;br /&gt;
| Door, bed, chair, table, statue, coffer, armor stand, weapon rack, cabinet, anvil, coffin, floodgate, hatch cover, grate, cage, barrel, bucket, animal trap, pipe section&amp;lt;sup&amp;gt;†&amp;lt;/sup&amp;gt;, splint, crutch&lt;br /&gt;
|- &lt;br /&gt;
| [[Stone crafter]]&lt;br /&gt;
| Figurine, amulet, scepter, crown, ring, earring, bracelet, goblet, instrument, toy&lt;br /&gt;
|- &lt;br /&gt;
| [[Weaponsmith]]&lt;br /&gt;
| Any weapon, any trap component&amp;lt;sup&amp;gt;†&amp;lt;/sup&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| [[Wood crafter]]&lt;br /&gt;
| Figurine, amulet, scepter, crown, ring, earring, bracelet, goblet, instrument, toy&lt;br /&gt;
|}&lt;br /&gt;
:&amp;lt;sup&amp;gt;†&amp;lt;/sup&amp;gt; ''chance of selection for this entry is reduced by 90%''&lt;br /&gt;
:&amp;lt;sup&amp;gt;‡&amp;lt;/sup&amp;gt; ''this item may only be selected at the beginning of the mood (50% chance)''&lt;br /&gt;
&lt;br /&gt;
If your dwarf does not have a preference for any possible items, the game will randomly select one from the list. Entries with &amp;quot;any&amp;quot; are treated as collective entries with a single chance and will randomly choose a subtype which your civilization is capable of making. This explains why bowyers and clothiers will regularly produce foreign artifacts, while weaponsmiths will not unless they have exotic preferences.&lt;br /&gt;
&lt;br /&gt;
== Success ==&lt;br /&gt;
Once created, most [[artifact]]s will be available for use just like a normal item of its type. Artifact [[armor]] and [[weapon]]s gain extra bonuses in combat, while artifact clothing is immune to [[wear]]. Artifact mechanisms installed in weapon traps will improve attack rolls. Artifact furniture is useful for raising the value of a [[noble]]'s room. Artifact mechanisms, trap components, or weapons in [[weapon trap|weapon trap]]s can also boost a room's value considerably. Other artifacts that can be used in construction (such as [[barrel]]s, [[bucket]]s, and [[anvil]]s) may be used similarly. Artifact [[door]]s and [[hatch]]es are immune to [[building destroyer]]s, and artifact [[cage]]s can even hold gnawing vermin. All artifacts can be displayed in a [[display case]] or on a [[pedestal]], or [[trade]]d to a [[caravan]] for supplies.&lt;br /&gt;
&lt;br /&gt;
Successfully creating an artifact grants a very strong happy [[thought]] (enough to make the creator totally ecstatic for several months) as well as granting the creator partial '''immunity to insanity''' - even if your fortress is left in a terrible state, any dwarf who has created an artifact is exempt from going [[insane]] due to prolonged unhappiness. The dwarf may also cry, found as a coating of dwarf tears on both their eyes.&lt;br /&gt;
&lt;br /&gt;
== Failure ==&lt;br /&gt;
If you can't provide the desired workshop and all the required component materials within a couple of months, the dwarf will go [[insanity|insane]], which cancels the mood and the artifact.  As if that's not bad enough, any dwarf who goes insane will soon die, one way or another.&lt;br /&gt;
&lt;br /&gt;
A dwarf who is '''stark raving mad''', '''melancholy''', or '''catatonic''' is harmless to others (until they die and start a [[tantrum]] spiral), but a '''berserk''' dwarf will attack other dwarves and possibly pull levers at random.  You may want to station a squad nearby or assign a few war dogs to the dwarf on the chance that they will lash out.  If you build your workshops inside enclosed rooms with doors you can also lock the moody dwarf in the room until he or she starves.  In extreme cases, building a wall around an open workshop is the best precaution.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
There are many bugs reported related to moody dwarves. As has been the case in 40d, most turned out to be (understandable) failures of the player to grasp the mechanics of artifact creation and demands. ([http://bay12games.com/dwarves/mantisbt/view_all_bug_page.php Bug tracker])&lt;br /&gt;
* If a dwarf dies due to failing to complete an artifact, a memorial made to the dwarf will read that the dwarf did create it, despite the failure, and will even list the name of the artifact that never came to be. {{bug|3640}}&lt;br /&gt;
* When producing an item that is normally made in pairs (gloves, boots, etc.), only a single artifact will be created.&lt;br /&gt;
* Attacking a dwarf who fails their mood with your militia may result in a loyalty cascade. {{bug|7107}}&lt;br /&gt;
* Dwarf entering a strange mood when isolated (e.g. on a stepladder) causes severe lag. {{bug|8698}}&lt;br /&gt;
* If the mood primary component is forbidden while working, but the strange mood still has other items tasked, the result is an iron artifact. {{bug|5625}}&lt;br /&gt;
&lt;br /&gt;
== Troubleshooting ==&lt;br /&gt;
&lt;br /&gt;
'''Problem''': Moody dwarf does not claim a workshop&lt;br /&gt;
:'''Solution''': Check for highest moodable skill and build the corresponding workshop. If no moodable skills, build a craftsdwarf's workshop. Once [[magma forge]]s have been built, some dwarves may demand to work at a magma forge. Note that [[forbid]]den workshops cannot be claimed.  Verify if the dwarf is assigned to a burrow and/or if there is a civilian alert set to a burrow.  If so, verify that the burrow allows access to the workshop being sought after.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Problem''': Moody dwarf waits in claimed workshop&lt;br /&gt;
:'''Solution''': Desired material is unavailable. Determine which material is requested next (materials are collected in the same order as shown in the dwarf's request list), and make some available, if possible. Note that dwarves with [[preference]]s may demand a specific type of material ([[brass]] bars or [[yarn]] cloth, for example). [[Forbid]]den and inaccessible materials cannot be collected, nor can material located outside the moody dwarf's [[burrow]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Problem''': No dwarf has entered a mood for a long time&lt;br /&gt;
:'''Solution''': Strange moods require at least 20 dwarves; if you have that many you've probably hit one of the two caps. Exploring the caverns can increase the number of revealed tiles very quickly, while [[craft]]ing [[goblet]]s will quickly raise your item count; [[exploratory mining]] will count toward ''both'' caps, simultaneously revealing tiles and producing boulders, though slower than exploring or crafting. Exposing excavated terrain to the sky is counterproductive, as it will '''lower''' your artifact cap (since the cap only counts revealed ''subterranean'' tiles).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Problem''': Moody dwarf wants stacked cloth, but all types are available and he's not moving&lt;br /&gt;
:'''Solution''': Dwarves will not take items from active hospitals. If you have no cloth available outside of hospitals, try disabling or temporarily removing the hospital designation from their zones. They will then proceed to take new items, even if they don't go for the cloth right away.&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
It is widely said that Tarn Adams has been in the grips of a fey mood for two decades now, and we are playing his artifact. However, neither [[human]]s nor [[giant toad]]s can enter strange moods, so this must surely be a joke.&lt;br /&gt;
&lt;br /&gt;
{{Category|Dwarves}}&lt;br /&gt;
[[Ru:Strange mood]]&lt;/div&gt;</summary>
		<author><name>Aquillion</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Giant_cave_spider&amp;diff=257735</id>
		<title>Giant cave spider</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Giant_cave_spider&amp;diff=257735"/>
		<updated>2021-04-09T20:58:14Z</updated>

		<summary type="html">&lt;p&gt;Aquillion: /* Capturing */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|18:29, 23 August 2014 (UTC)}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|wiki=no&lt;br /&gt;
|contrib=no&lt;br /&gt;
|meat=19&lt;br /&gt;
|fat=18&lt;br /&gt;
|heart=1&lt;br /&gt;
|intestine=1&lt;br /&gt;
|brain=1&lt;br /&gt;
|skin=chitin&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Giant cave spiders''' (also known as GCS) are far different from your regular [[cave spider]]s; those are just treats for your [[cat]]. Giant cave spiders are as big as [[grizzly bear]]s and will make treats ''of'' cats, [[dwarves]], and the occasional careless adventurer. You can find giant cave spiders in, obviously, caves, [[caverns]] and most underground areas. They are '''the''' most dangerous creature in the caverns, excluding some [[forgotten beast]]s, as they [[No Pain|feel no pain]], [[No Stun|cannot be stunned]], can [[syndrome|poison]] creatures and have the ability to shoot [[web]]bing to ensnare their prey, with a range of 5 squares. If you see a giant cave spider in [[adventurer mode]], an announcement, &amp;quot;You've spotted a Giant Cave Spider!&amp;quot; will appear.&lt;br /&gt;
&lt;br /&gt;
Giant cave spiders are not a rarity with dozens present in the underground caverns, deep below the surface. They can be extremely hard to kill. They do not pose a big threat to a fortress when undisturbed, but when a dwarf ''does'' disturb one, [[Main:Armok|Armok]] bless the soul of the unlucky dwarf. On occasion, however, a lucky dwarf might pound one to death within a few attacks by punching its skull into its brain, which can be a godsend after an unfortunate cavern breaching exercise.&lt;br /&gt;
&lt;br /&gt;
Webs are quite useful when they aren't being used in an attack against you. Giant cave spider [[silk]] is worth twice as much as plant-derived textile and, given the [[silk farming|proper setup]] and victims, can be produced in endless amounts. Giant cave spiders are [[building destroyer]]s and will topple [[wood]]en [[furniture]] on sight.&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[Preferences|like]] giant cave spiders for their ''mystery''.&lt;br /&gt;
&lt;br /&gt;
==Fighting==&lt;br /&gt;
Giant cave spiders fight by throwing impressively large amounts of web at their enemies and biting them. Once an enemy is webbed, the spider goes for the head.&lt;br /&gt;
&lt;br /&gt;
Giant cave spider venom appears to be a neurotoxin which causes progressive [[syndrome|paralysis]] and is usually fatal due to suffocation as the victim's diaphragm succumbs and ceases to function. The poison's effects set in relatively quickly, with complete paralysis after 720 seconds (10 [[time|time units]]). Larger dwarfs will sometimes recover from this poison and resume breathing, assuming they are only bitten once. If not, death usually occurs after 1300 seconds (19 time units). In terms of Fortress mode, and depending on the speed of the victim, the venom will paralyze an infected dwarf within two steps and cause death by suffocation soon after.&lt;br /&gt;
&lt;br /&gt;
Giant cave spider venom is only deadly on relatively small creatures, unlike [[giant desert scorpion]] venom. It only tends to induce mild paralysis of members on large creatures such as giants, meaning a giant cave spider cannot typically kill large creatures. However, it will incapacitate and exhaust them very well.&lt;br /&gt;
&lt;br /&gt;
In older versions, a lone giant cave spider could take on and fight equally with all of the [[semi-megabeast]]s and most of the [[megabeast]]s (with the notable exception of [[dragon]]s, due to [[Dragonfire|!!giant cave spider!!]] syndrome). They couldn't kill them, but not even a [[bronze colossus]] is immune to webs. They were ''more'' dangerous than [[cave dragon]]s and the only thing in the caverns that could reliably win against them is a forgotten beast with webs or ranged attack. However, as of the latest version, a [[cyclops]] or an [[ettin]] will reliably kill a GCS one-on-one. &lt;br /&gt;
&lt;br /&gt;
==Killing a GCS==&lt;br /&gt;
The web attack of a giant cave spider not only covers a wide area but also has a very low cooldown, and as such, the creature is easily able to spam it and is able to take out entire [[squad]]s with little trouble, making melee combat extremely risky. Ranged combat with [[crossbow]]s is much safer in comparison, as marksdwarves can out-range a cave spider's web, though this does not make it flawless; marksdwarves have the tendency to charge at their foes (and as such, right into the webs) while the giant cave spider can quickly charge at them itself, plus their large size means they can usually shrug off multiple bolts before going down. The safest method to attack a giant cave spider is either to ambush it in a chokepoint (where your dwarves may get to hit it before it can web all of them), by firing bolts through [[fortification]]s or by shooting it while it is distracted fighting something else (such as your unlucky melee squad). Pray your squads do not waste time attacking the spider's limbs and go straight for the head, before the spider does the same to them.&lt;br /&gt;
&lt;br /&gt;
Due to giant cave spiders only attacking the head of a webbed dwarf, a few dwarves armored with [[steel]] helmets should be a match for a lone GCS. The coding for all creatures sets headshots as the number one priority if possible, and the web ensures that a headshot is indeed always possible. You may want to avoid using untrained dwarves for this though, because the spider will still counterattack if the dwarf misses, potentially landing a blow on an unprotected area of the dwarf. One way to minimize this problem is to make the dwarf wear full armour (the GCS will still latch on with her bite however, helm or no, and can still kill a dwarf by shaking them by the head).&lt;br /&gt;
&lt;br /&gt;
Fortunately (or unfortunately...), giant cave spiders tend to take time to kill their prey, giving you time to kill the GCS and save the dwarf, if you are so inclined of course. You may however not be able to save the dwarf from the GCS' poison.&lt;br /&gt;
&lt;br /&gt;
Another strategy is to use large [[Animal trainer|trained]] animals to kill the GCS; two [[giant black bear]]s, [[giant grizzly bear]]s, or [[giant polar bear]]s will usually kill a GCS. The giant grizzly bears have the advantage that they can be trained for war, further increasing their strength. Other animals that can kill a GCS very effectively include:&lt;br /&gt;
*[[Giant alligator]]s &lt;br /&gt;
*[[Giant lion]]s &lt;br /&gt;
*[[Giant tiger]]s&lt;br /&gt;
&lt;br /&gt;
Clever use of [[trap]]s can also make short work of a giant cave spider before it reaches your fortress. Stone and weapon traps can severely injure, if not kill the spider before it reaches your front lines, hopefully slowing it down and increasing the chances of your squads killing it before it can kill them.&lt;br /&gt;
&lt;br /&gt;
==Capturing==&lt;br /&gt;
Due to the considerable value of giant cave spider silk, many players attempt to capture a live spider and set up a silk farm to boost their fortress's economy. While simply opening a path to the caverns and lining it with [[cage]] [[trap]]s may eventually work, a much more effective method is to take advantage of one peculiar behavior of building destroyers: simply build a '''wooden''' [[door]] within the caverns and surround it with cage traps (to a distance of at least 2 tiles), and any giant cave spider (or [[giant cave toad]], [[giant olm]], [[cave crocodile]], etc.) that wanders relatively close enough to the door will immediately charge toward it and be captured. Or, if you have enough [[mechanism]]s, cages and dwarfpower to spare, cage trap all of the cavern exits - a good precaution in any case in order to keep things from wandering out and causing trouble.&lt;br /&gt;
&lt;br /&gt;
Another thing that can be done with a captured giant cave spider is turn it into a [[pet]]. They possess a pet value of 2,500, being the most valuable animals in the game who aren't cave dragons or megabeasts. It's wasteful to simply [[butcher]] them for meat, as multiple spiders can be captured and bred in order to create a very formidable [[fortress defense]] force. GCSs are born adults and as such cannot be turned fully tame, but a skilled animal trainer will ensure they never revert back into hostility.&lt;br /&gt;
&lt;br /&gt;
Raiding [[kobold]] caves for livestock is an easy way to get tame giant cave spiders.{{version|0.44.01}}&lt;br /&gt;
&lt;br /&gt;
==Farming silk==&lt;br /&gt;
{{main|Silk farming}}&lt;br /&gt;
&lt;br /&gt;
Giant cave spiders can be a very lucrative and nearly-inexhaustible source of [[silk]] [[thread]] for your [[weaver]]s. The general idea is to expose the spider to a target, causing it to spew [[web]]s which can later be collected. Well-designed silk farms can maximize safety and production, and greatly increase fortress [[wealth]].&lt;br /&gt;
&lt;br /&gt;
[[File:giant_cave_spider.png|thumb|230px|center|Contains even more web!&amp;lt;br /&amp;gt;''Art by kruggsmash]]&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;br /&gt;
[[ru:Giant Cave Spider]]&lt;/div&gt;</summary>
		<author><name>Aquillion</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Diplomat&amp;diff=238907</id>
		<title>Diplomat</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Diplomat&amp;diff=238907"/>
		<updated>2019-01-05T08:15:48Z</updated>

		<summary type="html">&lt;p&gt;Aquillion: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|20:19, 13 May 2013 (UTC)}}&lt;br /&gt;
{{Noble&lt;br /&gt;
| noble= Diplomat&lt;br /&gt;
| office= Throne Room&lt;br /&gt;
| quarters= Great Bedroom&lt;br /&gt;
| dining= Great Dining Room&lt;br /&gt;
| tomb= Tomb&lt;br /&gt;
| chests=3&lt;br /&gt;
| cabinets=2&lt;br /&gt;
| racks=2&lt;br /&gt;
| stands=2&lt;br /&gt;
| demands=3&lt;br /&gt;
| arrival = &lt;br /&gt;
* Rarely arrives with [[monarch]]&lt;br /&gt;
}}{{av}}{{buggy}}{{Minorspoiler}}&lt;br /&gt;
&lt;br /&gt;
A '''diplomat''' is a [[noble]] position responsible for acts of diplomacy. In the current version it is not possible to assign a dwarf to this position, and only rarely will one migrate to your fortress.&lt;br /&gt;
&lt;br /&gt;
Diplomats from ''other'' civilizations tend to arrive on the map edge up to a week before or after their civilization's [[caravan]] once your fortress has a [[baron]]. Each diplomat will attempt to attend a meeting with your [[Expedition leader|leader]]: they will typically follow your leader around, waiting for an opportunity to discuss your situation.  Your leader will need to perform the &amp;quot;Conduct Meeting&amp;quot; job, sometimes for quite a while, to satisfy the visiting diplomat; by default they will want to do this in an [[office]], though they will a bedroom (with an accompanying negative thought) if no office is available.&lt;br /&gt;
&lt;br /&gt;
In the event that your leader is replaced, killed, or taken by a [[strange mood]] the diplomat may decide to leave your fortress [[stymied|&amp;quot;unhappy&amp;quot;]].{{bug|576}} Curiously, this will '''not''' occur if your leader is otherwise unable to perform the &amp;quot;conduct meeting&amp;quot; task. You can currently lock a diplomat in a room and he will wait years to attend the meeting your noble is constantly conducting (and all subsequent diplomats appear to wait in line for the first to finish); this behavior is presumably a bug.{{bug|8947}}&lt;br /&gt;
&lt;br /&gt;
An unhappy diplomat will naturally prevent you from creating agreements and ending hostilities, however it is not currently known what other effects this has on relations with that civilization. Whether the diplomat successfully met with your leader or just gave up, a diplomat who has decided to leave but is prevented from reaching the map edge will eventually go [[insane]].&lt;br /&gt;
&lt;br /&gt;
If a diplomat is killed (or permanently detained), a new diplomat will arrive the following year. The death of a diplomat will, however, strain relations with the represented civilization, and might result in a [[siege]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Dwarven Diplomats==&lt;br /&gt;
Dwarven diplomats are typically only encountered in Adventurer mode - they do not visit your fortress, nor can you appoint one yourself. Instead, your own dwarven civilization sends an [[outpost liaison]] to negotiate trade agreements with your fortress (assuming your fortress is not the mountainhome).&lt;br /&gt;
&lt;br /&gt;
However, dwarven diplomats may occasionally immigrate to your fortress, e.g. as [[King consort|consort]] to an arriving [[monarch]]. Immigrant diplomats currently do not conduct meetings or otherwise perform diplomacy, though they do have room requirements equivalent to an outpost liaison and may issue [[demand]]s.&lt;br /&gt;
&lt;br /&gt;
==Elven Diplomats==&lt;br /&gt;
{{dftext|Greetings from the woodlands. We have much to discuss.|2:1}}&lt;br /&gt;
&lt;br /&gt;
Once your baron has been appointed, the neighboring [[Elf|elven]] civilization will attempt to make ''first contact'' - at the very beginning of the year, their diplomat will appear ''unannounced'' at the edge of your map and immediately attempt to meet with your new leader. If you have cut down any [[tree]]s, you will be scolded and given a stern warning - {{dftext|You have disrespected the trees in this area, but this is what we have come to expect from your stunted kind. Further abuse cannot be tolerated. Let this be a warning to you.|2:1}} - otherwise you will be congratulated for your kindness to the environment. &lt;br /&gt;
&lt;br /&gt;
During subsequent visits (which will happen within a few weeks of the arrival of their caravan), elven diplomats will ask you to limit your tree-cutting to approximately one hundred trees. If you agree to this concession, the civilization {{k|c}} screen will track the number of [[Wood cutter|Fell Tree]] jobs you complete during the year, shown as (remaining allowed cuts)/(total allowed cuts). Both above-ground and subterranean trees are counted. They will then share with you news of world like an outpost liaison would. The agreement (and the count) remain in effect until the next year's agreement is negotiated. If you stay within this limit, the bond between your civilizations will be strengthened; violating it will strain diplomatic relations and potentially lead to attacks.&lt;br /&gt;
&lt;br /&gt;
The actual number of trees in the quota is controlled by a number of factors, including your noble's [[Room#Quality|office quality]], happiness, and social skills. Maximizing each of these can allow your noble to talk the elves into letting you cut down a few extra trees each year.&lt;br /&gt;
&lt;br /&gt;
If you have managed to start a [[war]] with the elves, whether due to a mishap involving their caravans or from violating a tree-cutting quota, the diplomat may offer a peace treaty.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
It is a well-known fact among the dwarf nobility that many seemingly-rude interruptions and delays such as sleep, drinking, deconstructing of walls, etc., that occur on a regular basis during the conduction of diplomatic meetings with elves actually serve one simple purpose: to stretch the period of time when the old tree-cutting agreement is no longer in force, but the new agreement is not yet signed. During that time, all the fortress woodcutters must clear-cut as many trees as possible.&lt;br /&gt;
&lt;br /&gt;
==Human Diplomats==&lt;br /&gt;
{{dftext|Greetings, noble dwarf. There is much to discuss.|7:1}}&lt;br /&gt;
&lt;br /&gt;
Diplomats from [[human]] civilizations tend to just say {{dftext|It's such a pleasant place you've carved out for yourselves...|7:1}} They will then share with you news of the world like an outpost liaison would. If you are at war with them, the diplomat may offer a peace treaty.&lt;br /&gt;
&lt;br /&gt;
Note that all [[trap]]s &amp;quot;seen&amp;quot; by the Human diplomat may be ineffective against subsequent human attackers. &lt;br /&gt;
&lt;br /&gt;
Sometimes, under certain circumstances, a human diplomat may be a [[necromancer]]. When such an event occurs, you will not be notified of the diplomat's arrival, nor will you be able to see them. They will act as a normal, non-diplomat necromancer: sneaking around your fort undiscovered, raising the dead and causing havoc. When they ''are'' discovered, you will get the alert message ''&amp;quot;Invaders! Drive them away!&amp;quot;'', the game will pause and the camera will zoom to them. At this point they become hostile to your civilization, scaring dwarves and setting off traps. Your militia may also try and kill them. It is unknown whether keeping them caged/pitted harms your relationship with a civilization, but killing them certainly does.&lt;br /&gt;
&lt;br /&gt;
A human diplomat may also be a [[vampire]] who enjoys recreationally visiting your fortress and hanging around having fun... while draining your citizens of blood.  Most normal methods of vampire detection are frustrated by lack of introspection into the diplomat's characteristics.  A diplomat can be accurately convicted of the murder of one of your citizens and receive no sentence, possibly enjoying diplomatic immunity (or some element of the justice system may be confused by the situation; or, since the observed case was a law-giver visiting a Mountainhome, the principle involved may have been head of state privilege rather than ordinary diplomatic immunity).&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
* Diplomats will wait indefinitely to conduct a meeting, potentially leading to multiple diplomats. {{bug|3027}}&lt;br /&gt;
&lt;br /&gt;
{{Nobles}}&lt;/div&gt;</summary>
		<author><name>Aquillion</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Diplomat&amp;diff=238906</id>
		<title>Diplomat</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Diplomat&amp;diff=238906"/>
		<updated>2019-01-05T08:15:32Z</updated>

		<summary type="html">&lt;p&gt;Aquillion: Mentioning office in the lead, since it's important.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|20:19, 13 May 2013 (UTC)}}&lt;br /&gt;
{{Noble&lt;br /&gt;
| noble= Diplomat&lt;br /&gt;
| office= Throne Room&lt;br /&gt;
| quarters= Great Bedroom&lt;br /&gt;
| dining= Great Dining Room&lt;br /&gt;
| tomb= Tomb&lt;br /&gt;
| chests=3&lt;br /&gt;
| cabinets=2&lt;br /&gt;
| racks=2&lt;br /&gt;
| stands=2&lt;br /&gt;
| demands=3&lt;br /&gt;
| arrival = &lt;br /&gt;
* Rarely arrives with [[monarch]]&lt;br /&gt;
}}{{av}}{{buggy}}{{Minorspoiler}}&lt;br /&gt;
&lt;br /&gt;
A '''diplomat''' is a [[noble]] position responsible for acts of diplomacy. In the current version it is not possible to assign a dwarf to this position, and only rarely will one migrate to your fortress.&lt;br /&gt;
&lt;br /&gt;
Diplomats from ''other'' civilizations tend to arrive on the map edge up to a week before or after their civilization's [[caravan]] once your fortress has a [[baron]]. Each diplomat will attempt to attend a meeting with your [[Expedition leader|leader]]: they will typically follow your leader around, waiting for an opportunity to discuss your situation.  Your leader will need to perform the &amp;quot;Conduct Meeting&amp;quot; job, sometimes for quite a while, to satisfy the visiting diplomat; by default they will want to do this in an [[Office]], though they will a bedroom (with an accompanying negative thought) if no office is available.&lt;br /&gt;
&lt;br /&gt;
In the event that your leader is replaced, killed, or taken by a [[strange mood]] the diplomat may decide to leave your fortress [[stymied|&amp;quot;unhappy&amp;quot;]].{{bug|576}} Curiously, this will '''not''' occur if your leader is otherwise unable to perform the &amp;quot;conduct meeting&amp;quot; task. You can currently lock a diplomat in a room and he will wait years to attend the meeting your noble is constantly conducting (and all subsequent diplomats appear to wait in line for the first to finish); this behavior is presumably a bug.{{bug|8947}}&lt;br /&gt;
&lt;br /&gt;
An unhappy diplomat will naturally prevent you from creating agreements and ending hostilities, however it is not currently known what other effects this has on relations with that civilization. Whether the diplomat successfully met with your leader or just gave up, a diplomat who has decided to leave but is prevented from reaching the map edge will eventually go [[insane]].&lt;br /&gt;
&lt;br /&gt;
If a diplomat is killed (or permanently detained), a new diplomat will arrive the following year. The death of a diplomat will, however, strain relations with the represented civilization, and might result in a [[siege]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Dwarven Diplomats==&lt;br /&gt;
Dwarven diplomats are typically only encountered in Adventurer mode - they do not visit your fortress, nor can you appoint one yourself. Instead, your own dwarven civilization sends an [[outpost liaison]] to negotiate trade agreements with your fortress (assuming your fortress is not the mountainhome).&lt;br /&gt;
&lt;br /&gt;
However, dwarven diplomats may occasionally immigrate to your fortress, e.g. as [[King consort|consort]] to an arriving [[monarch]]. Immigrant diplomats currently do not conduct meetings or otherwise perform diplomacy, though they do have room requirements equivalent to an outpost liaison and may issue [[demand]]s.&lt;br /&gt;
&lt;br /&gt;
==Elven Diplomats==&lt;br /&gt;
{{dftext|Greetings from the woodlands. We have much to discuss.|2:1}}&lt;br /&gt;
&lt;br /&gt;
Once your baron has been appointed, the neighboring [[Elf|elven]] civilization will attempt to make ''first contact'' - at the very beginning of the year, their diplomat will appear ''unannounced'' at the edge of your map and immediately attempt to meet with your new leader. If you have cut down any [[tree]]s, you will be scolded and given a stern warning - {{dftext|You have disrespected the trees in this area, but this is what we have come to expect from your stunted kind. Further abuse cannot be tolerated. Let this be a warning to you.|2:1}} - otherwise you will be congratulated for your kindness to the environment. &lt;br /&gt;
&lt;br /&gt;
During subsequent visits (which will happen within a few weeks of the arrival of their caravan), elven diplomats will ask you to limit your tree-cutting to approximately one hundred trees. If you agree to this concession, the civilization {{k|c}} screen will track the number of [[Wood cutter|Fell Tree]] jobs you complete during the year, shown as (remaining allowed cuts)/(total allowed cuts). Both above-ground and subterranean trees are counted. They will then share with you news of world like an outpost liaison would. The agreement (and the count) remain in effect until the next year's agreement is negotiated. If you stay within this limit, the bond between your civilizations will be strengthened; violating it will strain diplomatic relations and potentially lead to attacks.&lt;br /&gt;
&lt;br /&gt;
The actual number of trees in the quota is controlled by a number of factors, including your noble's [[Room#Quality|office quality]], happiness, and social skills. Maximizing each of these can allow your noble to talk the elves into letting you cut down a few extra trees each year.&lt;br /&gt;
&lt;br /&gt;
If you have managed to start a [[war]] with the elves, whether due to a mishap involving their caravans or from violating a tree-cutting quota, the diplomat may offer a peace treaty.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
It is a well-known fact among the dwarf nobility that many seemingly-rude interruptions and delays such as sleep, drinking, deconstructing of walls, etc., that occur on a regular basis during the conduction of diplomatic meetings with elves actually serve one simple purpose: to stretch the period of time when the old tree-cutting agreement is no longer in force, but the new agreement is not yet signed. During that time, all the fortress woodcutters must clear-cut as many trees as possible.&lt;br /&gt;
&lt;br /&gt;
==Human Diplomats==&lt;br /&gt;
{{dftext|Greetings, noble dwarf. There is much to discuss.|7:1}}&lt;br /&gt;
&lt;br /&gt;
Diplomats from [[human]] civilizations tend to just say {{dftext|It's such a pleasant place you've carved out for yourselves...|7:1}} They will then share with you news of the world like an outpost liaison would. If you are at war with them, the diplomat may offer a peace treaty.&lt;br /&gt;
&lt;br /&gt;
Note that all [[trap]]s &amp;quot;seen&amp;quot; by the Human diplomat may be ineffective against subsequent human attackers. &lt;br /&gt;
&lt;br /&gt;
Sometimes, under certain circumstances, a human diplomat may be a [[necromancer]]. When such an event occurs, you will not be notified of the diplomat's arrival, nor will you be able to see them. They will act as a normal, non-diplomat necromancer: sneaking around your fort undiscovered, raising the dead and causing havoc. When they ''are'' discovered, you will get the alert message ''&amp;quot;Invaders! Drive them away!&amp;quot;'', the game will pause and the camera will zoom to them. At this point they become hostile to your civilization, scaring dwarves and setting off traps. Your militia may also try and kill them. It is unknown whether keeping them caged/pitted harms your relationship with a civilization, but killing them certainly does.&lt;br /&gt;
&lt;br /&gt;
A human diplomat may also be a [[vampire]] who enjoys recreationally visiting your fortress and hanging around having fun... while draining your citizens of blood.  Most normal methods of vampire detection are frustrated by lack of introspection into the diplomat's characteristics.  A diplomat can be accurately convicted of the murder of one of your citizens and receive no sentence, possibly enjoying diplomatic immunity (or some element of the justice system may be confused by the situation; or, since the observed case was a law-giver visiting a Mountainhome, the principle involved may have been head of state privilege rather than ordinary diplomatic immunity).&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
* Diplomats will wait indefinitely to conduct a meeting, potentially leading to multiple diplomats. {{bug|3027}}&lt;br /&gt;
&lt;br /&gt;
{{Nobles}}&lt;/div&gt;</summary>
		<author><name>Aquillion</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Maximizing_value&amp;diff=238905</id>
		<title>Maximizing value</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Maximizing_value&amp;diff=238905"/>
		<updated>2019-01-05T07:44:39Z</updated>

		<summary type="html">&lt;p&gt;Aquillion: /* Cloth */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
&lt;br /&gt;
[[Value]] is important for [[trade]] with caravans, ensuring your dwarves [[thought|happiness]], attracting [[migrant]]s, and luring in [[megabeast|visitors]]. One reliable way to increase value is creating items. Not all items are equal, or even close to equal, in value, however. The tables below are ordered by value, to help you select optimum [[furniture]] and [[trade good]]s to maximize your fortress's value.&lt;br /&gt;
&lt;br /&gt;
It is also vital to consider the material, which acts as a multiplier to the base values listed here; see the table on [[Item value]] for details.&lt;br /&gt;
&lt;br /&gt;
==Metal==&lt;br /&gt;
===Weapon-grade metals===&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Item !! Value !! Bars !! Value/Bar !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Spiked Ball|| 126 || 1 || 126 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Large Serrated Disc|| 126 || 1 || 126 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Menacing Spike|| 66 || 1 || 66 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Giant Axe Blade|| 66 || 1 || 66 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Enormous Corkscrew|| 66 || 1 || 66 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Battle axe || 34 || 1 || 34 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Mechanisms || 30 || 1 || 30 || (lever, trap)&lt;br /&gt;
|-&lt;br /&gt;
| Shield || 27 || 1 || 27 || &lt;br /&gt;
|-&lt;br /&gt;
| Ammo (stack of 25) || 25 || 1 || 25 || &lt;br /&gt;
|-&lt;br /&gt;
| High boot (2) || 24 || 1 || 24 || &lt;br /&gt;
|-&lt;br /&gt;
| Leggings || 23 || 1 || 23 || &lt;br /&gt;
|-&lt;br /&gt;
| Pick || 22 || 1 || 22 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Gauntlet (2) || 22 || 1 || 22 || &lt;br /&gt;
|-&lt;br /&gt;
| Spear || 18 || 1 || 18 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Low boot (2) || 18 || 1 || 18 || &lt;br /&gt;
|-&lt;br /&gt;
| Mace || 17 || 1 || 17 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Short sword || 14 || 1 || 14 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Buckler || 14 || 1 || 14 || &lt;br /&gt;
|-&lt;br /&gt;
| Helm || 12 || 1 || 12 || &lt;br /&gt;
|-&lt;br /&gt;
| Greaves || 23 || 2 || 11.5 || &lt;br /&gt;
|-&lt;br /&gt;
| Crossbow || 10 || 1 || 10 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Mail shirt || 20 || 2 || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| War hammer || 9 || 1 || 9 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Breastplate || 15 || 3 || 5 || &lt;br /&gt;
|-&lt;br /&gt;
| Cap || 5 || 1 || 5 || &lt;br /&gt;
|-&lt;br /&gt;
| Anvil || 10 || 3 || 3.3 || (forge)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For weapon-grade metals, spiked balls and serrated discs are much more valuable than any other products. They can be traded to caravans or installed in weapon traps to give passing dwarves happy [[thought]]s, while lower-quality products can be [[melt]]ed without loss of material.&lt;br /&gt;
&lt;br /&gt;
===All metals===&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Item !! Value !! Bars !! Value/Bar !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Flask, Goblet (3) || 30 || 1 || 30 || trade goods&lt;br /&gt;
|-&lt;br /&gt;
| Minecart || 50 || 2 || 25 || &lt;br /&gt;
|-&lt;br /&gt;
| Wheelbarrow || 50 || 2 || 25 || &lt;br /&gt;
|-&lt;br /&gt;
| Trade Goods (1-3) || ~20 || 1 || ~20 || variable&lt;br /&gt;
|-&lt;br /&gt;
| Chain || 10 || 1 || 10 || (restraint)&lt;br /&gt;
|-&lt;br /&gt;
| Nest box || 10 || 1 || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Hive || 10 || 1 || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Bucket || 10 || 1 || 10 || (well)&lt;br /&gt;
|-&lt;br /&gt;
| Jug || 10 || 1 || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Pot || 10 || 1 || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Animal trap || 10 || 1 || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Statue || 25 || 3 || 8.3 || &lt;br /&gt;
|-&lt;br /&gt;
| Traction bench || 20 || 3 || 6.7 || &lt;br /&gt;
|-&lt;br /&gt;
| Armor stand || 10 || 3 || 3.3 || &lt;br /&gt;
|-&lt;br /&gt;
| Barrel || 10 || 3 || 3.3 || (dyer's shop)&lt;br /&gt;
|-&lt;br /&gt;
| Bin || 10 || 3 || 3.3 || &lt;br /&gt;
|-&lt;br /&gt;
| Cabinet || 10 || 3 || 3.3 || &lt;br /&gt;
|-&lt;br /&gt;
| Cage || 10 || 3 || 3.3 || &lt;br /&gt;
|-&lt;br /&gt;
| Chair || 10 || 3 || 3.3 || &lt;br /&gt;
|-&lt;br /&gt;
| Chest || 10 || 3 || 3.3 || &lt;br /&gt;
|-&lt;br /&gt;
| Coffin || 10 || 3 || 3.3 || &lt;br /&gt;
|-&lt;br /&gt;
| Crutch || 10 || 3 || 3.3 || &lt;br /&gt;
|-&lt;br /&gt;
| Door || 10 || 3 || 3.3 || &lt;br /&gt;
|-&lt;br /&gt;
| Floodgate || 10 || 3 || 3.3 || &lt;br /&gt;
|-&lt;br /&gt;
| Grate || 10 || 3 || 3.3 || &lt;br /&gt;
|-&lt;br /&gt;
| Hatch cover || 10 || 3 || 3.3 || &lt;br /&gt;
|-&lt;br /&gt;
| Pipe section || 10 || 3 || 3.3 || &lt;br /&gt;
|-&lt;br /&gt;
| Splint || 10 || 3 || 3.3 || &lt;br /&gt;
|-&lt;br /&gt;
| Table || 10 || 3 || 3.3 || &lt;br /&gt;
|-&lt;br /&gt;
| Weapon rack || 10 || 3 || 3.3 || &lt;br /&gt;
|-&lt;br /&gt;
| Blocks || 5 || 1 || 5 || no quality&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For all non-weapon-grade metals, flasks and goblets are the optimum trade goods. The best choice for furniture is probably a chain--they can be decorated as &amp;quot;finished goods&amp;quot; and installed in [[restraint]]s and [[well]]s, both of which can be admired by passing dwarves. Lower-quality chains can be [[melt]]ed without loss of material.&lt;br /&gt;
&lt;br /&gt;
==Stone==&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Item !! Value !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Mechanisms || 30 || (lever, trap)&lt;br /&gt;
|-&lt;br /&gt;
| Mug (3) || 30 ||  trade goods&lt;br /&gt;
|-&lt;br /&gt;
| Statue || 25 || &lt;br /&gt;
|-&lt;br /&gt;
| Trade Goods (1-3) || ~20 || variable&lt;br /&gt;
|-&lt;br /&gt;
| Traction bench || 20 || &lt;br /&gt;
|-&lt;br /&gt;
| Short sword || 14 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Armor stand || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Cabinet || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Throne || 10 ||  &lt;br /&gt;
|-&lt;br /&gt;
| Coffer || 10 ||  &lt;br /&gt;
|-&lt;br /&gt;
| Coffin || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Door || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Floodgate || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Grate || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Hatch cover || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Table || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Weapon rack || 10 ||&lt;br /&gt;
|-&lt;br /&gt;
| Quern/Millstone || 10 || (quern/mill) &lt;br /&gt;
|-&lt;br /&gt;
| Nest box || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Hive || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Jug || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Pot || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Blocks (4) || 20 || no quality&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For stone, mugs are the optimum trade goods. The best choice for furniture is mechanisms, followed closely by statues. Both can be decorated and, when built, admired by passing dwarves. Thanks to the 4x bar multiplier, metal ores are always more valuable when smelted to bars than when worked as stone (assuming equivalent quality).&lt;br /&gt;
&lt;br /&gt;
The base value of common stone is quite low (a mere 1), but most fortresses end up with such vast amounts of it that consuming it to produce value or trade goods is seen as an upside.  [[Flux]] stone has a slightly higher value of 2, but you may want to use it for [[steel]] production instead.  [[Obsidian]] has the highest value of all non-ore stones and can be mass-produced, making it ideal if you want to produce large amounts of value over the long term.&lt;br /&gt;
&lt;br /&gt;
==Glass==&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Item !! Value !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Spiked Ball|| 126 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Large Serrated Disc|| 126 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Menacing Spike|| 66 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Giant Axe Blade|| 66 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Enormous Corkscrew|| 66 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Goblet/Vial (3) || 30 ||  trade goods&lt;br /&gt;
|-&lt;br /&gt;
| Statue || 25 || &lt;br /&gt;
|-&lt;br /&gt;
| Window || 25 || &lt;br /&gt;
|-&lt;br /&gt;
| Trade Goods (1-3) || ~20 || variable&lt;br /&gt;
|-&lt;br /&gt;
| Traction bench || 20 || &lt;br /&gt;
|-&lt;br /&gt;
| Armor stand || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Cabinet || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Throne || 10 ||  &lt;br /&gt;
|-&lt;br /&gt;
| Box || 10 ||  &lt;br /&gt;
|-&lt;br /&gt;
| Coffin || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Portal || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Floodgate || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Grate || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Hatch cover || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Table || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Terrarium || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Weapon rack || 10 ||&lt;br /&gt;
|-&lt;br /&gt;
| Tube || 10 || (screw pump) &lt;br /&gt;
|-&lt;br /&gt;
| Nest box || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Hive || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Jug || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Pot || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Blocks || 5 || no quality&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For glass, trap components top the list again. They're so valuable they make reasonable trade goods, even though goblets and vials are much lighter. The best non-trap-component furniture is probably a statue, since it seems to be admired more often than a window.&lt;br /&gt;
&lt;br /&gt;
Glass has the added advantage that (provided you have a [[Magma glass furnace]]) green glass can be easily and cheaply produced in massive quantities without consuming any meaningful resources.  Clear glass can as well, but it consumes [[wood]], which may be available in more limited supply and needed for other things; additionally, due to the required wood, it cannot be sold to [[elves]].  Crystal glass is more valuable still, but available in finite supply.&lt;br /&gt;
&lt;br /&gt;
==Wood==&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Item !! Value !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Spiked Ball|| 126 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Menacing Spike|| 66 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Enormous Corkscrew|| 66 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Minecart || 50 ||  &lt;br /&gt;
|-&lt;br /&gt;
| Wheelbarrow || 50 || &lt;br /&gt;
|-&lt;br /&gt;
| Shield || 27 || &lt;br /&gt;
|-&lt;br /&gt;
| Ammo (stack of 25) || 25 ||&lt;br /&gt;
|-&lt;br /&gt;
| Crafts (1-3) || ~20 || variable&lt;br /&gt;
|-&lt;br /&gt;
| Traction bench || 20 ||&lt;br /&gt;
|-&lt;br /&gt;
| Training axe || 17 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Buckler || 14 || &lt;br /&gt;
|-&lt;br /&gt;
| Armor stand || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Bed || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Cabinet || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Chair || 10 ||  &lt;br /&gt;
|-&lt;br /&gt;
| Chest || 10 ||  &lt;br /&gt;
|-&lt;br /&gt;
| Casket || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Door || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Floodgate || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Grate || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Hatch cover || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Table || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Cage || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Weapon rack || 10 ||&lt;br /&gt;
|-&lt;br /&gt;
| Pipe section || 10 || (screw pump) &lt;br /&gt;
|-&lt;br /&gt;
| Nest box || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Hive || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Crossbow || 10 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Bucket || 10 || (well)&lt;br /&gt;
|-&lt;br /&gt;
| Barrel || 10 || (dyer's shop)&lt;br /&gt;
|-&lt;br /&gt;
| Jug || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Pot || 10 || &lt;br /&gt;
|- &lt;br /&gt;
| Training spear || 9 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Training sword || 7 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Blocks || 5 || no quality&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For wood, trap components top the list yet again. They're also the best trade goods, even though crafts are much lighter. All of the non-trap-component furniture has similar value (except traction benches, but they require additional material).&lt;br /&gt;
&lt;br /&gt;
Wood is available in unlimited supply, but the ''rate'' at which you can produce it is often limited; given its many other uses, many players avoid using it for trading.  Another drawback is that as a material, all wood has the same low base value of 2.&lt;br /&gt;
&lt;br /&gt;
==Pottery==&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Item !! Value !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Statue || 25 || &lt;br /&gt;
|-&lt;br /&gt;
| Crafts (1-3) || ~20 || variable &lt;br /&gt;
|-&lt;br /&gt;
| Hive || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Jug || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Pot || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Bricks || 5 || no quality&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For pottery, the options are quite limited. Statues are the most valuable furniture, though a set of three crafts can be more valuable overall.&lt;br /&gt;
&lt;br /&gt;
==Cloth==&lt;br /&gt;
The value of cloth items is [[textile industry#Value|complicated]].  For most purposes, the dye, cloth and thread components add a constant amount to the value of cloth products, but goods that are produced in pairs get this value added to each item, making them worthwhile when using high-quality dyed cloth.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Item !! Value !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Robe || 33 ||&lt;br /&gt;
|-&lt;br /&gt;
| Dress || 31 ||&lt;br /&gt;
|-&lt;br /&gt;
| Cloak || 26 ||&lt;br /&gt;
|-&lt;br /&gt;
| Trousers || 23 ||&lt;br /&gt;
|-&lt;br /&gt;
| Shoe (2) || 16 ||&lt;br /&gt;
|-&lt;br /&gt;
| Mitten (2) || 14 ||&lt;br /&gt;
|-&lt;br /&gt;
| Glove (2) || 12 ||&lt;br /&gt;
|-&lt;br /&gt;
| Sock (2) || 12 ||&lt;br /&gt;
|-&lt;br /&gt;
| Bag || 10 ||&lt;br /&gt;
|-&lt;br /&gt;
| Rope || 10 || (restraint) &lt;br /&gt;
|-&lt;br /&gt;
| Hood || 8 ||&lt;br /&gt;
|-&lt;br /&gt;
| Vest || 8 ||&lt;br /&gt;
|-&lt;br /&gt;
| Cap || 5 ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Food==&lt;br /&gt;
The value of a well-prepared meal made from the proper ingredients is so high that some players consider trading them to be an exploit.  One advantage to relying on them to trade or amass value is that you don't have to split your production between feeding your dwarves and producing trade goods; another advantage is that the workflow that leads to a cooked meal can accept materials from a wide variety of sources indiscriminately, including crops, meats, fishes, random gathered plants, and even many liquids (provided the meal has at least one solid base.)  On the other hand, food rots when left outside of a food stockpile, which can make it tricky to manage, and higher-value ingredients (such as flour) generally require long production chains to turn them into food.&lt;br /&gt;
&lt;br /&gt;
The final value of a meal is complicated and depends primarily on the number of ingredients, which acts as a multiplier to the final total ''after'' summing up the value of each individual ingredient; therefore, the low value of each individual [[Crop]] is misleading (although some, like flour, are already fairly high.)  See [[Cook]] for details and the material multipliers on [[item value]] to get a sense of the relative value of plants and meats.&lt;br /&gt;
&lt;br /&gt;
{{Category|Trade}}&lt;br /&gt;
{{Category|Economy}}&lt;/div&gt;</summary>
		<author><name>Aquillion</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Maximizing_value&amp;diff=238904</id>
		<title>Maximizing value</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Maximizing_value&amp;diff=238904"/>
		<updated>2019-01-05T07:43:53Z</updated>

		<summary type="html">&lt;p&gt;Aquillion: /* Stone */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
&lt;br /&gt;
[[Value]] is important for [[trade]] with caravans, ensuring your dwarves [[thought|happiness]], attracting [[migrant]]s, and luring in [[megabeast|visitors]]. One reliable way to increase value is creating items. Not all items are equal, or even close to equal, in value, however. The tables below are ordered by value, to help you select optimum [[furniture]] and [[trade good]]s to maximize your fortress's value.&lt;br /&gt;
&lt;br /&gt;
It is also vital to consider the material, which acts as a multiplier to the base values listed here; see the table on [[Item value]] for details.&lt;br /&gt;
&lt;br /&gt;
==Metal==&lt;br /&gt;
===Weapon-grade metals===&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Item !! Value !! Bars !! Value/Bar !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Spiked Ball|| 126 || 1 || 126 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Large Serrated Disc|| 126 || 1 || 126 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Menacing Spike|| 66 || 1 || 66 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Giant Axe Blade|| 66 || 1 || 66 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Enormous Corkscrew|| 66 || 1 || 66 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Battle axe || 34 || 1 || 34 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Mechanisms || 30 || 1 || 30 || (lever, trap)&lt;br /&gt;
|-&lt;br /&gt;
| Shield || 27 || 1 || 27 || &lt;br /&gt;
|-&lt;br /&gt;
| Ammo (stack of 25) || 25 || 1 || 25 || &lt;br /&gt;
|-&lt;br /&gt;
| High boot (2) || 24 || 1 || 24 || &lt;br /&gt;
|-&lt;br /&gt;
| Leggings || 23 || 1 || 23 || &lt;br /&gt;
|-&lt;br /&gt;
| Pick || 22 || 1 || 22 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Gauntlet (2) || 22 || 1 || 22 || &lt;br /&gt;
|-&lt;br /&gt;
| Spear || 18 || 1 || 18 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Low boot (2) || 18 || 1 || 18 || &lt;br /&gt;
|-&lt;br /&gt;
| Mace || 17 || 1 || 17 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Short sword || 14 || 1 || 14 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Buckler || 14 || 1 || 14 || &lt;br /&gt;
|-&lt;br /&gt;
| Helm || 12 || 1 || 12 || &lt;br /&gt;
|-&lt;br /&gt;
| Greaves || 23 || 2 || 11.5 || &lt;br /&gt;
|-&lt;br /&gt;
| Crossbow || 10 || 1 || 10 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Mail shirt || 20 || 2 || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| War hammer || 9 || 1 || 9 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Breastplate || 15 || 3 || 5 || &lt;br /&gt;
|-&lt;br /&gt;
| Cap || 5 || 1 || 5 || &lt;br /&gt;
|-&lt;br /&gt;
| Anvil || 10 || 3 || 3.3 || (forge)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For weapon-grade metals, spiked balls and serrated discs are much more valuable than any other products. They can be traded to caravans or installed in weapon traps to give passing dwarves happy [[thought]]s, while lower-quality products can be [[melt]]ed without loss of material.&lt;br /&gt;
&lt;br /&gt;
===All metals===&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Item !! Value !! Bars !! Value/Bar !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Flask, Goblet (3) || 30 || 1 || 30 || trade goods&lt;br /&gt;
|-&lt;br /&gt;
| Minecart || 50 || 2 || 25 || &lt;br /&gt;
|-&lt;br /&gt;
| Wheelbarrow || 50 || 2 || 25 || &lt;br /&gt;
|-&lt;br /&gt;
| Trade Goods (1-3) || ~20 || 1 || ~20 || variable&lt;br /&gt;
|-&lt;br /&gt;
| Chain || 10 || 1 || 10 || (restraint)&lt;br /&gt;
|-&lt;br /&gt;
| Nest box || 10 || 1 || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Hive || 10 || 1 || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Bucket || 10 || 1 || 10 || (well)&lt;br /&gt;
|-&lt;br /&gt;
| Jug || 10 || 1 || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Pot || 10 || 1 || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Animal trap || 10 || 1 || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Statue || 25 || 3 || 8.3 || &lt;br /&gt;
|-&lt;br /&gt;
| Traction bench || 20 || 3 || 6.7 || &lt;br /&gt;
|-&lt;br /&gt;
| Armor stand || 10 || 3 || 3.3 || &lt;br /&gt;
|-&lt;br /&gt;
| Barrel || 10 || 3 || 3.3 || (dyer's shop)&lt;br /&gt;
|-&lt;br /&gt;
| Bin || 10 || 3 || 3.3 || &lt;br /&gt;
|-&lt;br /&gt;
| Cabinet || 10 || 3 || 3.3 || &lt;br /&gt;
|-&lt;br /&gt;
| Cage || 10 || 3 || 3.3 || &lt;br /&gt;
|-&lt;br /&gt;
| Chair || 10 || 3 || 3.3 || &lt;br /&gt;
|-&lt;br /&gt;
| Chest || 10 || 3 || 3.3 || &lt;br /&gt;
|-&lt;br /&gt;
| Coffin || 10 || 3 || 3.3 || &lt;br /&gt;
|-&lt;br /&gt;
| Crutch || 10 || 3 || 3.3 || &lt;br /&gt;
|-&lt;br /&gt;
| Door || 10 || 3 || 3.3 || &lt;br /&gt;
|-&lt;br /&gt;
| Floodgate || 10 || 3 || 3.3 || &lt;br /&gt;
|-&lt;br /&gt;
| Grate || 10 || 3 || 3.3 || &lt;br /&gt;
|-&lt;br /&gt;
| Hatch cover || 10 || 3 || 3.3 || &lt;br /&gt;
|-&lt;br /&gt;
| Pipe section || 10 || 3 || 3.3 || &lt;br /&gt;
|-&lt;br /&gt;
| Splint || 10 || 3 || 3.3 || &lt;br /&gt;
|-&lt;br /&gt;
| Table || 10 || 3 || 3.3 || &lt;br /&gt;
|-&lt;br /&gt;
| Weapon rack || 10 || 3 || 3.3 || &lt;br /&gt;
|-&lt;br /&gt;
| Blocks || 5 || 1 || 5 || no quality&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For all non-weapon-grade metals, flasks and goblets are the optimum trade goods. The best choice for furniture is probably a chain--they can be decorated as &amp;quot;finished goods&amp;quot; and installed in [[restraint]]s and [[well]]s, both of which can be admired by passing dwarves. Lower-quality chains can be [[melt]]ed without loss of material.&lt;br /&gt;
&lt;br /&gt;
==Stone==&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Item !! Value !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Mechanisms || 30 || (lever, trap)&lt;br /&gt;
|-&lt;br /&gt;
| Mug (3) || 30 ||  trade goods&lt;br /&gt;
|-&lt;br /&gt;
| Statue || 25 || &lt;br /&gt;
|-&lt;br /&gt;
| Trade Goods (1-3) || ~20 || variable&lt;br /&gt;
|-&lt;br /&gt;
| Traction bench || 20 || &lt;br /&gt;
|-&lt;br /&gt;
| Short sword || 14 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Armor stand || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Cabinet || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Throne || 10 ||  &lt;br /&gt;
|-&lt;br /&gt;
| Coffer || 10 ||  &lt;br /&gt;
|-&lt;br /&gt;
| Coffin || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Door || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Floodgate || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Grate || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Hatch cover || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Table || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Weapon rack || 10 ||&lt;br /&gt;
|-&lt;br /&gt;
| Quern/Millstone || 10 || (quern/mill) &lt;br /&gt;
|-&lt;br /&gt;
| Nest box || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Hive || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Jug || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Pot || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Blocks (4) || 20 || no quality&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For stone, mugs are the optimum trade goods. The best choice for furniture is mechanisms, followed closely by statues. Both can be decorated and, when built, admired by passing dwarves. Thanks to the 4x bar multiplier, metal ores are always more valuable when smelted to bars than when worked as stone (assuming equivalent quality).&lt;br /&gt;
&lt;br /&gt;
The base value of common stone is quite low (a mere 1), but most fortresses end up with such vast amounts of it that consuming it to produce value or trade goods is seen as an upside.  [[Flux]] stone has a slightly higher value of 2, but you may want to use it for [[steel]] production instead.  [[Obsidian]] has the highest value of all non-ore stones and can be mass-produced, making it ideal if you want to produce large amounts of value over the long term.&lt;br /&gt;
&lt;br /&gt;
==Glass==&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Item !! Value !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Spiked Ball|| 126 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Large Serrated Disc|| 126 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Menacing Spike|| 66 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Giant Axe Blade|| 66 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Enormous Corkscrew|| 66 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Goblet/Vial (3) || 30 ||  trade goods&lt;br /&gt;
|-&lt;br /&gt;
| Statue || 25 || &lt;br /&gt;
|-&lt;br /&gt;
| Window || 25 || &lt;br /&gt;
|-&lt;br /&gt;
| Trade Goods (1-3) || ~20 || variable&lt;br /&gt;
|-&lt;br /&gt;
| Traction bench || 20 || &lt;br /&gt;
|-&lt;br /&gt;
| Armor stand || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Cabinet || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Throne || 10 ||  &lt;br /&gt;
|-&lt;br /&gt;
| Box || 10 ||  &lt;br /&gt;
|-&lt;br /&gt;
| Coffin || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Portal || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Floodgate || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Grate || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Hatch cover || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Table || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Terrarium || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Weapon rack || 10 ||&lt;br /&gt;
|-&lt;br /&gt;
| Tube || 10 || (screw pump) &lt;br /&gt;
|-&lt;br /&gt;
| Nest box || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Hive || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Jug || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Pot || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Blocks || 5 || no quality&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For glass, trap components top the list again. They're so valuable they make reasonable trade goods, even though goblets and vials are much lighter. The best non-trap-component furniture is probably a statue, since it seems to be admired more often than a window.&lt;br /&gt;
&lt;br /&gt;
Glass has the added advantage that (provided you have a [[Magma glass furnace]]) green glass can be easily and cheaply produced in massive quantities without consuming any meaningful resources.  Clear glass can as well, but it consumes [[wood]], which may be available in more limited supply and needed for other things; additionally, due to the required wood, it cannot be sold to [[elves]].  Crystal glass is more valuable still, but available in finite supply.&lt;br /&gt;
&lt;br /&gt;
==Wood==&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Item !! Value !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Spiked Ball|| 126 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Menacing Spike|| 66 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Enormous Corkscrew|| 66 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Minecart || 50 ||  &lt;br /&gt;
|-&lt;br /&gt;
| Wheelbarrow || 50 || &lt;br /&gt;
|-&lt;br /&gt;
| Shield || 27 || &lt;br /&gt;
|-&lt;br /&gt;
| Ammo (stack of 25) || 25 ||&lt;br /&gt;
|-&lt;br /&gt;
| Crafts (1-3) || ~20 || variable&lt;br /&gt;
|-&lt;br /&gt;
| Traction bench || 20 ||&lt;br /&gt;
|-&lt;br /&gt;
| Training axe || 17 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Buckler || 14 || &lt;br /&gt;
|-&lt;br /&gt;
| Armor stand || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Bed || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Cabinet || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Chair || 10 ||  &lt;br /&gt;
|-&lt;br /&gt;
| Chest || 10 ||  &lt;br /&gt;
|-&lt;br /&gt;
| Casket || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Door || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Floodgate || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Grate || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Hatch cover || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Table || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Cage || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Weapon rack || 10 ||&lt;br /&gt;
|-&lt;br /&gt;
| Pipe section || 10 || (screw pump) &lt;br /&gt;
|-&lt;br /&gt;
| Nest box || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Hive || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Crossbow || 10 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Bucket || 10 || (well)&lt;br /&gt;
|-&lt;br /&gt;
| Barrel || 10 || (dyer's shop)&lt;br /&gt;
|-&lt;br /&gt;
| Jug || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Pot || 10 || &lt;br /&gt;
|- &lt;br /&gt;
| Training spear || 9 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Training sword || 7 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Blocks || 5 || no quality&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For wood, trap components top the list yet again. They're also the best trade goods, even though crafts are much lighter. All of the non-trap-component furniture has similar value (except traction benches, but they require additional material).&lt;br /&gt;
&lt;br /&gt;
Wood is available in unlimited supply, but the ''rate'' at which you can produce it is often limited; given its many other uses, many players avoid using it for trading.  Another drawback is that as a material, all wood has the same low base value of 2.&lt;br /&gt;
&lt;br /&gt;
==Pottery==&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Item !! Value !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Statue || 25 || &lt;br /&gt;
|-&lt;br /&gt;
| Crafts (1-3) || ~20 || variable &lt;br /&gt;
|-&lt;br /&gt;
| Hive || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Jug || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Pot || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Bricks || 5 || no quality&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For pottery, the options are quite limited. Statues are the most valuable furniture, though a set of three crafts can be more valuable overall.&lt;br /&gt;
&lt;br /&gt;
==Cloth==&lt;br /&gt;
Value of cloth items is [[textile industry#Value|complicated]].  For most purposes, the dye, cloth and thread components add a constant amount to the value of cloth products, but goods that are produced in pairs get this value added to each item, making them worthwhile when using high-quality dyed cloth.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Item !! Value !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Robe || 33 ||&lt;br /&gt;
|-&lt;br /&gt;
| Dress || 31 ||&lt;br /&gt;
|-&lt;br /&gt;
| Cloak || 26 ||&lt;br /&gt;
|-&lt;br /&gt;
| Trousers || 23 ||&lt;br /&gt;
|-&lt;br /&gt;
| Shoe (2) || 16 ||&lt;br /&gt;
|-&lt;br /&gt;
| Mitten (2) || 14 ||&lt;br /&gt;
|-&lt;br /&gt;
| Glove (2) || 12 ||&lt;br /&gt;
|-&lt;br /&gt;
| Sock (2) || 12 ||&lt;br /&gt;
|-&lt;br /&gt;
| Bag || 10 ||&lt;br /&gt;
|-&lt;br /&gt;
| Rope || 10 || (restraint) &lt;br /&gt;
|-&lt;br /&gt;
| Hood || 8 ||&lt;br /&gt;
|-&lt;br /&gt;
| Vest || 8 ||&lt;br /&gt;
|-&lt;br /&gt;
| Cap || 5 ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Food==&lt;br /&gt;
The value of a well-prepared meal made from the proper ingredients is so high that some players consider trading them to be an exploit.  One advantage to relying on them to trade or amass value is that you don't have to split your production between feeding your dwarves and producing trade goods; another advantage is that the workflow that leads to a cooked meal can accept materials from a wide variety of sources indiscriminately, including crops, meats, fishes, random gathered plants, and even many liquids (provided the meal has at least one solid base.)  On the other hand, food rots when left outside of a food stockpile, which can make it tricky to manage, and higher-value ingredients (such as flour) generally require long production chains to turn them into food.&lt;br /&gt;
&lt;br /&gt;
The final value of a meal is complicated and depends primarily on the number of ingredients, which acts as a multiplier to the final total ''after'' summing up the value of each individual ingredient; therefore, the low value of each individual [[Crop]] is misleading (although some, like flour, are already fairly high.)  See [[Cook]] for details and the material multipliers on [[item value]] to get a sense of the relative value of plants and meats.&lt;br /&gt;
&lt;br /&gt;
{{Category|Trade}}&lt;br /&gt;
{{Category|Economy}}&lt;/div&gt;</summary>
		<author><name>Aquillion</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Maximizing_value&amp;diff=238903</id>
		<title>Maximizing value</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Maximizing_value&amp;diff=238903"/>
		<updated>2019-01-05T07:39:18Z</updated>

		<summary type="html">&lt;p&gt;Aquillion: /* Wood */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
&lt;br /&gt;
[[Value]] is important for [[trade]] with caravans, ensuring your dwarves [[thought|happiness]], attracting [[migrant]]s, and luring in [[megabeast|visitors]]. One reliable way to increase value is creating items. Not all items are equal, or even close to equal, in value, however. The tables below are ordered by value, to help you select optimum [[furniture]] and [[trade good]]s to maximize your fortress's value.&lt;br /&gt;
&lt;br /&gt;
It is also vital to consider the material, which acts as a multiplier to the base values listed here; see the table on [[Item value]] for details.&lt;br /&gt;
&lt;br /&gt;
==Metal==&lt;br /&gt;
===Weapon-grade metals===&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Item !! Value !! Bars !! Value/Bar !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Spiked Ball|| 126 || 1 || 126 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Large Serrated Disc|| 126 || 1 || 126 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Menacing Spike|| 66 || 1 || 66 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Giant Axe Blade|| 66 || 1 || 66 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Enormous Corkscrew|| 66 || 1 || 66 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Battle axe || 34 || 1 || 34 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Mechanisms || 30 || 1 || 30 || (lever, trap)&lt;br /&gt;
|-&lt;br /&gt;
| Shield || 27 || 1 || 27 || &lt;br /&gt;
|-&lt;br /&gt;
| Ammo (stack of 25) || 25 || 1 || 25 || &lt;br /&gt;
|-&lt;br /&gt;
| High boot (2) || 24 || 1 || 24 || &lt;br /&gt;
|-&lt;br /&gt;
| Leggings || 23 || 1 || 23 || &lt;br /&gt;
|-&lt;br /&gt;
| Pick || 22 || 1 || 22 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Gauntlet (2) || 22 || 1 || 22 || &lt;br /&gt;
|-&lt;br /&gt;
| Spear || 18 || 1 || 18 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Low boot (2) || 18 || 1 || 18 || &lt;br /&gt;
|-&lt;br /&gt;
| Mace || 17 || 1 || 17 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Short sword || 14 || 1 || 14 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Buckler || 14 || 1 || 14 || &lt;br /&gt;
|-&lt;br /&gt;
| Helm || 12 || 1 || 12 || &lt;br /&gt;
|-&lt;br /&gt;
| Greaves || 23 || 2 || 11.5 || &lt;br /&gt;
|-&lt;br /&gt;
| Crossbow || 10 || 1 || 10 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Mail shirt || 20 || 2 || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| War hammer || 9 || 1 || 9 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Breastplate || 15 || 3 || 5 || &lt;br /&gt;
|-&lt;br /&gt;
| Cap || 5 || 1 || 5 || &lt;br /&gt;
|-&lt;br /&gt;
| Anvil || 10 || 3 || 3.3 || (forge)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For weapon-grade metals, spiked balls and serrated discs are much more valuable than any other products. They can be traded to caravans or installed in weapon traps to give passing dwarves happy [[thought]]s, while lower-quality products can be [[melt]]ed without loss of material.&lt;br /&gt;
&lt;br /&gt;
===All metals===&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Item !! Value !! Bars !! Value/Bar !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Flask, Goblet (3) || 30 || 1 || 30 || trade goods&lt;br /&gt;
|-&lt;br /&gt;
| Minecart || 50 || 2 || 25 || &lt;br /&gt;
|-&lt;br /&gt;
| Wheelbarrow || 50 || 2 || 25 || &lt;br /&gt;
|-&lt;br /&gt;
| Trade Goods (1-3) || ~20 || 1 || ~20 || variable&lt;br /&gt;
|-&lt;br /&gt;
| Chain || 10 || 1 || 10 || (restraint)&lt;br /&gt;
|-&lt;br /&gt;
| Nest box || 10 || 1 || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Hive || 10 || 1 || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Bucket || 10 || 1 || 10 || (well)&lt;br /&gt;
|-&lt;br /&gt;
| Jug || 10 || 1 || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Pot || 10 || 1 || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Animal trap || 10 || 1 || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Statue || 25 || 3 || 8.3 || &lt;br /&gt;
|-&lt;br /&gt;
| Traction bench || 20 || 3 || 6.7 || &lt;br /&gt;
|-&lt;br /&gt;
| Armor stand || 10 || 3 || 3.3 || &lt;br /&gt;
|-&lt;br /&gt;
| Barrel || 10 || 3 || 3.3 || (dyer's shop)&lt;br /&gt;
|-&lt;br /&gt;
| Bin || 10 || 3 || 3.3 || &lt;br /&gt;
|-&lt;br /&gt;
| Cabinet || 10 || 3 || 3.3 || &lt;br /&gt;
|-&lt;br /&gt;
| Cage || 10 || 3 || 3.3 || &lt;br /&gt;
|-&lt;br /&gt;
| Chair || 10 || 3 || 3.3 || &lt;br /&gt;
|-&lt;br /&gt;
| Chest || 10 || 3 || 3.3 || &lt;br /&gt;
|-&lt;br /&gt;
| Coffin || 10 || 3 || 3.3 || &lt;br /&gt;
|-&lt;br /&gt;
| Crutch || 10 || 3 || 3.3 || &lt;br /&gt;
|-&lt;br /&gt;
| Door || 10 || 3 || 3.3 || &lt;br /&gt;
|-&lt;br /&gt;
| Floodgate || 10 || 3 || 3.3 || &lt;br /&gt;
|-&lt;br /&gt;
| Grate || 10 || 3 || 3.3 || &lt;br /&gt;
|-&lt;br /&gt;
| Hatch cover || 10 || 3 || 3.3 || &lt;br /&gt;
|-&lt;br /&gt;
| Pipe section || 10 || 3 || 3.3 || &lt;br /&gt;
|-&lt;br /&gt;
| Splint || 10 || 3 || 3.3 || &lt;br /&gt;
|-&lt;br /&gt;
| Table || 10 || 3 || 3.3 || &lt;br /&gt;
|-&lt;br /&gt;
| Weapon rack || 10 || 3 || 3.3 || &lt;br /&gt;
|-&lt;br /&gt;
| Blocks || 5 || 1 || 5 || no quality&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For all non-weapon-grade metals, flasks and goblets are the optimum trade goods. The best choice for furniture is probably a chain--they can be decorated as &amp;quot;finished goods&amp;quot; and installed in [[restraint]]s and [[well]]s, both of which can be admired by passing dwarves. Lower-quality chains can be [[melt]]ed without loss of material.&lt;br /&gt;
&lt;br /&gt;
==Stone==&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Item !! Value !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Mechanisms || 30 || (lever, trap)&lt;br /&gt;
|-&lt;br /&gt;
| Mug (3) || 30 ||  trade goods&lt;br /&gt;
|-&lt;br /&gt;
| Statue || 25 || &lt;br /&gt;
|-&lt;br /&gt;
| Trade Goods (1-3) || ~20 || variable&lt;br /&gt;
|-&lt;br /&gt;
| Traction bench || 20 || &lt;br /&gt;
|-&lt;br /&gt;
| Short sword || 14 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Armor stand || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Cabinet || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Throne || 10 ||  &lt;br /&gt;
|-&lt;br /&gt;
| Coffer || 10 ||  &lt;br /&gt;
|-&lt;br /&gt;
| Coffin || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Door || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Floodgate || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Grate || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Hatch cover || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Table || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Weapon rack || 10 ||&lt;br /&gt;
|-&lt;br /&gt;
| Quern/Millstone || 10 || (quern/mill) &lt;br /&gt;
|-&lt;br /&gt;
| Nest box || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Hive || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Jug || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Pot || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Blocks (4) || 20 || no quality&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For stone, mugs are the optimum trade goods. The best choice for furniture is mechanisms, followed closely by statues. Both can be decorated and, when built, admired by passing dwarves. Thanks to the 4x bar multiplier, metal ores are always more valuable when smelted to bars than when worked as stone (assuming equivalent quality).&lt;br /&gt;
&lt;br /&gt;
==Glass==&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Item !! Value !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Spiked Ball|| 126 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Large Serrated Disc|| 126 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Menacing Spike|| 66 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Giant Axe Blade|| 66 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Enormous Corkscrew|| 66 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Goblet/Vial (3) || 30 ||  trade goods&lt;br /&gt;
|-&lt;br /&gt;
| Statue || 25 || &lt;br /&gt;
|-&lt;br /&gt;
| Window || 25 || &lt;br /&gt;
|-&lt;br /&gt;
| Trade Goods (1-3) || ~20 || variable&lt;br /&gt;
|-&lt;br /&gt;
| Traction bench || 20 || &lt;br /&gt;
|-&lt;br /&gt;
| Armor stand || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Cabinet || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Throne || 10 ||  &lt;br /&gt;
|-&lt;br /&gt;
| Box || 10 ||  &lt;br /&gt;
|-&lt;br /&gt;
| Coffin || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Portal || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Floodgate || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Grate || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Hatch cover || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Table || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Terrarium || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Weapon rack || 10 ||&lt;br /&gt;
|-&lt;br /&gt;
| Tube || 10 || (screw pump) &lt;br /&gt;
|-&lt;br /&gt;
| Nest box || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Hive || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Jug || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Pot || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Blocks || 5 || no quality&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For glass, trap components top the list again. They're so valuable they make reasonable trade goods, even though goblets and vials are much lighter. The best non-trap-component furniture is probably a statue, since it seems to be admired more often than a window.&lt;br /&gt;
&lt;br /&gt;
Glass has the added advantage that (provided you have a [[Magma glass furnace]]) green glass can be easily and cheaply produced in massive quantities without consuming any meaningful resources.  Clear glass can as well, but it consumes [[wood]], which may be available in more limited supply and needed for other things; additionally, due to the required wood, it cannot be sold to [[elves]].  Crystal glass is more valuable still, but available in finite supply.&lt;br /&gt;
&lt;br /&gt;
==Wood==&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Item !! Value !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Spiked Ball|| 126 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Menacing Spike|| 66 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Enormous Corkscrew|| 66 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Minecart || 50 ||  &lt;br /&gt;
|-&lt;br /&gt;
| Wheelbarrow || 50 || &lt;br /&gt;
|-&lt;br /&gt;
| Shield || 27 || &lt;br /&gt;
|-&lt;br /&gt;
| Ammo (stack of 25) || 25 ||&lt;br /&gt;
|-&lt;br /&gt;
| Crafts (1-3) || ~20 || variable&lt;br /&gt;
|-&lt;br /&gt;
| Traction bench || 20 ||&lt;br /&gt;
|-&lt;br /&gt;
| Training axe || 17 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Buckler || 14 || &lt;br /&gt;
|-&lt;br /&gt;
| Armor stand || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Bed || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Cabinet || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Chair || 10 ||  &lt;br /&gt;
|-&lt;br /&gt;
| Chest || 10 ||  &lt;br /&gt;
|-&lt;br /&gt;
| Casket || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Door || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Floodgate || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Grate || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Hatch cover || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Table || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Cage || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Weapon rack || 10 ||&lt;br /&gt;
|-&lt;br /&gt;
| Pipe section || 10 || (screw pump) &lt;br /&gt;
|-&lt;br /&gt;
| Nest box || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Hive || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Crossbow || 10 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Bucket || 10 || (well)&lt;br /&gt;
|-&lt;br /&gt;
| Barrel || 10 || (dyer's shop)&lt;br /&gt;
|-&lt;br /&gt;
| Jug || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Pot || 10 || &lt;br /&gt;
|- &lt;br /&gt;
| Training spear || 9 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Training sword || 7 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Blocks || 5 || no quality&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For wood, trap components top the list yet again. They're also the best trade goods, even though crafts are much lighter. All of the non-trap-component furniture has similar value (except traction benches, but they require additional material).&lt;br /&gt;
&lt;br /&gt;
Wood is available in unlimited supply, but the ''rate'' at which you can produce it is often limited; given its many other uses, many players avoid using it for trading.  Another drawback is that as a material, all wood has the same low base value of 2.&lt;br /&gt;
&lt;br /&gt;
==Pottery==&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Item !! Value !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Statue || 25 || &lt;br /&gt;
|-&lt;br /&gt;
| Crafts (1-3) || ~20 || variable &lt;br /&gt;
|-&lt;br /&gt;
| Hive || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Jug || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Pot || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Bricks || 5 || no quality&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For pottery, the options are quite limited. Statues are the most valuable furniture, though a set of three crafts can be more valuable overall.&lt;br /&gt;
&lt;br /&gt;
==Cloth==&lt;br /&gt;
Value of cloth items is [[textile industry#Value|complicated]].  For most purposes, the dye, cloth and thread components add a constant amount to the value of cloth products, but goods that are produced in pairs get this value added to each item, making them worthwhile when using high-quality dyed cloth.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Item !! Value !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Robe || 33 ||&lt;br /&gt;
|-&lt;br /&gt;
| Dress || 31 ||&lt;br /&gt;
|-&lt;br /&gt;
| Cloak || 26 ||&lt;br /&gt;
|-&lt;br /&gt;
| Trousers || 23 ||&lt;br /&gt;
|-&lt;br /&gt;
| Shoe (2) || 16 ||&lt;br /&gt;
|-&lt;br /&gt;
| Mitten (2) || 14 ||&lt;br /&gt;
|-&lt;br /&gt;
| Glove (2) || 12 ||&lt;br /&gt;
|-&lt;br /&gt;
| Sock (2) || 12 ||&lt;br /&gt;
|-&lt;br /&gt;
| Bag || 10 ||&lt;br /&gt;
|-&lt;br /&gt;
| Rope || 10 || (restraint) &lt;br /&gt;
|-&lt;br /&gt;
| Hood || 8 ||&lt;br /&gt;
|-&lt;br /&gt;
| Vest || 8 ||&lt;br /&gt;
|-&lt;br /&gt;
| Cap || 5 ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Food==&lt;br /&gt;
The value of a well-prepared meal made from the proper ingredients is so high that some players consider trading them to be an exploit.  One advantage to relying on them to trade or amass value is that you don't have to split your production between feeding your dwarves and producing trade goods; another advantage is that the workflow that leads to a cooked meal can accept materials from a wide variety of sources indiscriminately, including crops, meats, fishes, random gathered plants, and even many liquids (provided the meal has at least one solid base.)  On the other hand, food rots when left outside of a food stockpile, which can make it tricky to manage, and higher-value ingredients (such as flour) generally require long production chains to turn them into food.&lt;br /&gt;
&lt;br /&gt;
The final value of a meal is complicated and depends primarily on the number of ingredients, which acts as a multiplier to the final total ''after'' summing up the value of each individual ingredient; therefore, the low value of each individual [[Crop]] is misleading (although some, like flour, are already fairly high.)  See [[Cook]] for details and the material multipliers on [[item value]] to get a sense of the relative value of plants and meats.&lt;br /&gt;
&lt;br /&gt;
{{Category|Trade}}&lt;br /&gt;
{{Category|Economy}}&lt;/div&gt;</summary>
		<author><name>Aquillion</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Maximizing_value&amp;diff=238902</id>
		<title>Maximizing value</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Maximizing_value&amp;diff=238902"/>
		<updated>2019-01-05T07:37:30Z</updated>

		<summary type="html">&lt;p&gt;Aquillion: /* Glass */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
&lt;br /&gt;
[[Value]] is important for [[trade]] with caravans, ensuring your dwarves [[thought|happiness]], attracting [[migrant]]s, and luring in [[megabeast|visitors]]. One reliable way to increase value is creating items. Not all items are equal, or even close to equal, in value, however. The tables below are ordered by value, to help you select optimum [[furniture]] and [[trade good]]s to maximize your fortress's value.&lt;br /&gt;
&lt;br /&gt;
It is also vital to consider the material, which acts as a multiplier to the base values listed here; see the table on [[Item value]] for details.&lt;br /&gt;
&lt;br /&gt;
==Metal==&lt;br /&gt;
===Weapon-grade metals===&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Item !! Value !! Bars !! Value/Bar !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Spiked Ball|| 126 || 1 || 126 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Large Serrated Disc|| 126 || 1 || 126 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Menacing Spike|| 66 || 1 || 66 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Giant Axe Blade|| 66 || 1 || 66 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Enormous Corkscrew|| 66 || 1 || 66 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Battle axe || 34 || 1 || 34 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Mechanisms || 30 || 1 || 30 || (lever, trap)&lt;br /&gt;
|-&lt;br /&gt;
| Shield || 27 || 1 || 27 || &lt;br /&gt;
|-&lt;br /&gt;
| Ammo (stack of 25) || 25 || 1 || 25 || &lt;br /&gt;
|-&lt;br /&gt;
| High boot (2) || 24 || 1 || 24 || &lt;br /&gt;
|-&lt;br /&gt;
| Leggings || 23 || 1 || 23 || &lt;br /&gt;
|-&lt;br /&gt;
| Pick || 22 || 1 || 22 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Gauntlet (2) || 22 || 1 || 22 || &lt;br /&gt;
|-&lt;br /&gt;
| Spear || 18 || 1 || 18 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Low boot (2) || 18 || 1 || 18 || &lt;br /&gt;
|-&lt;br /&gt;
| Mace || 17 || 1 || 17 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Short sword || 14 || 1 || 14 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Buckler || 14 || 1 || 14 || &lt;br /&gt;
|-&lt;br /&gt;
| Helm || 12 || 1 || 12 || &lt;br /&gt;
|-&lt;br /&gt;
| Greaves || 23 || 2 || 11.5 || &lt;br /&gt;
|-&lt;br /&gt;
| Crossbow || 10 || 1 || 10 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Mail shirt || 20 || 2 || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| War hammer || 9 || 1 || 9 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Breastplate || 15 || 3 || 5 || &lt;br /&gt;
|-&lt;br /&gt;
| Cap || 5 || 1 || 5 || &lt;br /&gt;
|-&lt;br /&gt;
| Anvil || 10 || 3 || 3.3 || (forge)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For weapon-grade metals, spiked balls and serrated discs are much more valuable than any other products. They can be traded to caravans or installed in weapon traps to give passing dwarves happy [[thought]]s, while lower-quality products can be [[melt]]ed without loss of material.&lt;br /&gt;
&lt;br /&gt;
===All metals===&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Item !! Value !! Bars !! Value/Bar !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Flask, Goblet (3) || 30 || 1 || 30 || trade goods&lt;br /&gt;
|-&lt;br /&gt;
| Minecart || 50 || 2 || 25 || &lt;br /&gt;
|-&lt;br /&gt;
| Wheelbarrow || 50 || 2 || 25 || &lt;br /&gt;
|-&lt;br /&gt;
| Trade Goods (1-3) || ~20 || 1 || ~20 || variable&lt;br /&gt;
|-&lt;br /&gt;
| Chain || 10 || 1 || 10 || (restraint)&lt;br /&gt;
|-&lt;br /&gt;
| Nest box || 10 || 1 || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Hive || 10 || 1 || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Bucket || 10 || 1 || 10 || (well)&lt;br /&gt;
|-&lt;br /&gt;
| Jug || 10 || 1 || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Pot || 10 || 1 || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Animal trap || 10 || 1 || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Statue || 25 || 3 || 8.3 || &lt;br /&gt;
|-&lt;br /&gt;
| Traction bench || 20 || 3 || 6.7 || &lt;br /&gt;
|-&lt;br /&gt;
| Armor stand || 10 || 3 || 3.3 || &lt;br /&gt;
|-&lt;br /&gt;
| Barrel || 10 || 3 || 3.3 || (dyer's shop)&lt;br /&gt;
|-&lt;br /&gt;
| Bin || 10 || 3 || 3.3 || &lt;br /&gt;
|-&lt;br /&gt;
| Cabinet || 10 || 3 || 3.3 || &lt;br /&gt;
|-&lt;br /&gt;
| Cage || 10 || 3 || 3.3 || &lt;br /&gt;
|-&lt;br /&gt;
| Chair || 10 || 3 || 3.3 || &lt;br /&gt;
|-&lt;br /&gt;
| Chest || 10 || 3 || 3.3 || &lt;br /&gt;
|-&lt;br /&gt;
| Coffin || 10 || 3 || 3.3 || &lt;br /&gt;
|-&lt;br /&gt;
| Crutch || 10 || 3 || 3.3 || &lt;br /&gt;
|-&lt;br /&gt;
| Door || 10 || 3 || 3.3 || &lt;br /&gt;
|-&lt;br /&gt;
| Floodgate || 10 || 3 || 3.3 || &lt;br /&gt;
|-&lt;br /&gt;
| Grate || 10 || 3 || 3.3 || &lt;br /&gt;
|-&lt;br /&gt;
| Hatch cover || 10 || 3 || 3.3 || &lt;br /&gt;
|-&lt;br /&gt;
| Pipe section || 10 || 3 || 3.3 || &lt;br /&gt;
|-&lt;br /&gt;
| Splint || 10 || 3 || 3.3 || &lt;br /&gt;
|-&lt;br /&gt;
| Table || 10 || 3 || 3.3 || &lt;br /&gt;
|-&lt;br /&gt;
| Weapon rack || 10 || 3 || 3.3 || &lt;br /&gt;
|-&lt;br /&gt;
| Blocks || 5 || 1 || 5 || no quality&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For all non-weapon-grade metals, flasks and goblets are the optimum trade goods. The best choice for furniture is probably a chain--they can be decorated as &amp;quot;finished goods&amp;quot; and installed in [[restraint]]s and [[well]]s, both of which can be admired by passing dwarves. Lower-quality chains can be [[melt]]ed without loss of material.&lt;br /&gt;
&lt;br /&gt;
==Stone==&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Item !! Value !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Mechanisms || 30 || (lever, trap)&lt;br /&gt;
|-&lt;br /&gt;
| Mug (3) || 30 ||  trade goods&lt;br /&gt;
|-&lt;br /&gt;
| Statue || 25 || &lt;br /&gt;
|-&lt;br /&gt;
| Trade Goods (1-3) || ~20 || variable&lt;br /&gt;
|-&lt;br /&gt;
| Traction bench || 20 || &lt;br /&gt;
|-&lt;br /&gt;
| Short sword || 14 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Armor stand || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Cabinet || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Throne || 10 ||  &lt;br /&gt;
|-&lt;br /&gt;
| Coffer || 10 ||  &lt;br /&gt;
|-&lt;br /&gt;
| Coffin || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Door || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Floodgate || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Grate || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Hatch cover || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Table || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Weapon rack || 10 ||&lt;br /&gt;
|-&lt;br /&gt;
| Quern/Millstone || 10 || (quern/mill) &lt;br /&gt;
|-&lt;br /&gt;
| Nest box || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Hive || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Jug || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Pot || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Blocks (4) || 20 || no quality&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For stone, mugs are the optimum trade goods. The best choice for furniture is mechanisms, followed closely by statues. Both can be decorated and, when built, admired by passing dwarves. Thanks to the 4x bar multiplier, metal ores are always more valuable when smelted to bars than when worked as stone (assuming equivalent quality).&lt;br /&gt;
&lt;br /&gt;
==Glass==&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Item !! Value !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Spiked Ball|| 126 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Large Serrated Disc|| 126 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Menacing Spike|| 66 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Giant Axe Blade|| 66 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Enormous Corkscrew|| 66 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Goblet/Vial (3) || 30 ||  trade goods&lt;br /&gt;
|-&lt;br /&gt;
| Statue || 25 || &lt;br /&gt;
|-&lt;br /&gt;
| Window || 25 || &lt;br /&gt;
|-&lt;br /&gt;
| Trade Goods (1-3) || ~20 || variable&lt;br /&gt;
|-&lt;br /&gt;
| Traction bench || 20 || &lt;br /&gt;
|-&lt;br /&gt;
| Armor stand || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Cabinet || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Throne || 10 ||  &lt;br /&gt;
|-&lt;br /&gt;
| Box || 10 ||  &lt;br /&gt;
|-&lt;br /&gt;
| Coffin || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Portal || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Floodgate || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Grate || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Hatch cover || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Table || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Terrarium || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Weapon rack || 10 ||&lt;br /&gt;
|-&lt;br /&gt;
| Tube || 10 || (screw pump) &lt;br /&gt;
|-&lt;br /&gt;
| Nest box || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Hive || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Jug || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Pot || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Blocks || 5 || no quality&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For glass, trap components top the list again. They're so valuable they make reasonable trade goods, even though goblets and vials are much lighter. The best non-trap-component furniture is probably a statue, since it seems to be admired more often than a window.&lt;br /&gt;
&lt;br /&gt;
Glass has the added advantage that (provided you have a [[Magma glass furnace]]) green glass can be easily and cheaply produced in massive quantities without consuming any meaningful resources.  Clear glass can as well, but it consumes [[wood]], which may be available in more limited supply and needed for other things; additionally, due to the required wood, it cannot be sold to [[elves]].  Crystal glass is more valuable still, but available in finite supply.&lt;br /&gt;
&lt;br /&gt;
==Wood==&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Item !! Value !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Spiked Ball|| 126 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Menacing Spike|| 66 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Enormous Corkscrew|| 66 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Minecart || 50 ||  &lt;br /&gt;
|-&lt;br /&gt;
| Wheelbarrow || 50 || &lt;br /&gt;
|-&lt;br /&gt;
| Shield || 27 || &lt;br /&gt;
|-&lt;br /&gt;
| Ammo (stack of 25) || 25 ||&lt;br /&gt;
|-&lt;br /&gt;
| Crafts (1-3) || ~20 || variable&lt;br /&gt;
|-&lt;br /&gt;
| Traction bench || 20 ||&lt;br /&gt;
|-&lt;br /&gt;
| Training axe || 17 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Buckler || 14 || &lt;br /&gt;
|-&lt;br /&gt;
| Armor stand || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Bed || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Cabinet || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Chair || 10 ||  &lt;br /&gt;
|-&lt;br /&gt;
| Chest || 10 ||  &lt;br /&gt;
|-&lt;br /&gt;
| Casket || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Door || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Floodgate || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Grate || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Hatch cover || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Table || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Cage || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Weapon rack || 10 ||&lt;br /&gt;
|-&lt;br /&gt;
| Pipe section || 10 || (screw pump) &lt;br /&gt;
|-&lt;br /&gt;
| Nest box || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Hive || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Crossbow || 10 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Bucket || 10 || (well)&lt;br /&gt;
|-&lt;br /&gt;
| Barrel || 10 || (dyer's shop)&lt;br /&gt;
|-&lt;br /&gt;
| Jug || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Pot || 10 || &lt;br /&gt;
|- &lt;br /&gt;
| Training spear || 9 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Training sword || 7 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Blocks || 5 || no quality&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For wood, trap components top the list yet again. They're also the best trade goods, even though crafts are much lighter. All of the non-trap-component furniture has similar value (except traction benches, but they require additional material).&lt;br /&gt;
&lt;br /&gt;
==Pottery==&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Item !! Value !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Statue || 25 || &lt;br /&gt;
|-&lt;br /&gt;
| Crafts (1-3) || ~20 || variable &lt;br /&gt;
|-&lt;br /&gt;
| Hive || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Jug || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Pot || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Bricks || 5 || no quality&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For pottery, the options are quite limited. Statues are the most valuable furniture, though a set of three crafts can be more valuable overall.&lt;br /&gt;
&lt;br /&gt;
==Cloth==&lt;br /&gt;
Value of cloth items is [[textile industry#Value|complicated]].  For most purposes, the dye, cloth and thread components add a constant amount to the value of cloth products, but goods that are produced in pairs get this value added to each item, making them worthwhile when using high-quality dyed cloth.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Item !! Value !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Robe || 33 ||&lt;br /&gt;
|-&lt;br /&gt;
| Dress || 31 ||&lt;br /&gt;
|-&lt;br /&gt;
| Cloak || 26 ||&lt;br /&gt;
|-&lt;br /&gt;
| Trousers || 23 ||&lt;br /&gt;
|-&lt;br /&gt;
| Shoe (2) || 16 ||&lt;br /&gt;
|-&lt;br /&gt;
| Mitten (2) || 14 ||&lt;br /&gt;
|-&lt;br /&gt;
| Glove (2) || 12 ||&lt;br /&gt;
|-&lt;br /&gt;
| Sock (2) || 12 ||&lt;br /&gt;
|-&lt;br /&gt;
| Bag || 10 ||&lt;br /&gt;
|-&lt;br /&gt;
| Rope || 10 || (restraint) &lt;br /&gt;
|-&lt;br /&gt;
| Hood || 8 ||&lt;br /&gt;
|-&lt;br /&gt;
| Vest || 8 ||&lt;br /&gt;
|-&lt;br /&gt;
| Cap || 5 ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Food==&lt;br /&gt;
The value of a well-prepared meal made from the proper ingredients is so high that some players consider trading them to be an exploit.  One advantage to relying on them to trade or amass value is that you don't have to split your production between feeding your dwarves and producing trade goods; another advantage is that the workflow that leads to a cooked meal can accept materials from a wide variety of sources indiscriminately, including crops, meats, fishes, random gathered plants, and even many liquids (provided the meal has at least one solid base.)  On the other hand, food rots when left outside of a food stockpile, which can make it tricky to manage, and higher-value ingredients (such as flour) generally require long production chains to turn them into food.&lt;br /&gt;
&lt;br /&gt;
The final value of a meal is complicated and depends primarily on the number of ingredients, which acts as a multiplier to the final total ''after'' summing up the value of each individual ingredient; therefore, the low value of each individual [[Crop]] is misleading (although some, like flour, are already fairly high.)  See [[Cook]] for details and the material multipliers on [[item value]] to get a sense of the relative value of plants and meats.&lt;br /&gt;
&lt;br /&gt;
{{Category|Trade}}&lt;br /&gt;
{{Category|Economy}}&lt;/div&gt;</summary>
		<author><name>Aquillion</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Maximizing_value&amp;diff=238901</id>
		<title>Maximizing value</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Maximizing_value&amp;diff=238901"/>
		<updated>2019-01-05T07:25:38Z</updated>

		<summary type="html">&lt;p&gt;Aquillion: /* Food */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
&lt;br /&gt;
[[Value]] is important for [[trade]] with caravans, ensuring your dwarves [[thought|happiness]], attracting [[migrant]]s, and luring in [[megabeast|visitors]]. One reliable way to increase value is creating items. Not all items are equal, or even close to equal, in value, however. The tables below are ordered by value, to help you select optimum [[furniture]] and [[trade good]]s to maximize your fortress's value.&lt;br /&gt;
&lt;br /&gt;
It is also vital to consider the material, which acts as a multiplier to the base values listed here; see the table on [[Item value]] for details.&lt;br /&gt;
&lt;br /&gt;
==Metal==&lt;br /&gt;
===Weapon-grade metals===&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Item !! Value !! Bars !! Value/Bar !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Spiked Ball|| 126 || 1 || 126 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Large Serrated Disc|| 126 || 1 || 126 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Menacing Spike|| 66 || 1 || 66 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Giant Axe Blade|| 66 || 1 || 66 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Enormous Corkscrew|| 66 || 1 || 66 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Battle axe || 34 || 1 || 34 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Mechanisms || 30 || 1 || 30 || (lever, trap)&lt;br /&gt;
|-&lt;br /&gt;
| Shield || 27 || 1 || 27 || &lt;br /&gt;
|-&lt;br /&gt;
| Ammo (stack of 25) || 25 || 1 || 25 || &lt;br /&gt;
|-&lt;br /&gt;
| High boot (2) || 24 || 1 || 24 || &lt;br /&gt;
|-&lt;br /&gt;
| Leggings || 23 || 1 || 23 || &lt;br /&gt;
|-&lt;br /&gt;
| Pick || 22 || 1 || 22 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Gauntlet (2) || 22 || 1 || 22 || &lt;br /&gt;
|-&lt;br /&gt;
| Spear || 18 || 1 || 18 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Low boot (2) || 18 || 1 || 18 || &lt;br /&gt;
|-&lt;br /&gt;
| Mace || 17 || 1 || 17 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Short sword || 14 || 1 || 14 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Buckler || 14 || 1 || 14 || &lt;br /&gt;
|-&lt;br /&gt;
| Helm || 12 || 1 || 12 || &lt;br /&gt;
|-&lt;br /&gt;
| Greaves || 23 || 2 || 11.5 || &lt;br /&gt;
|-&lt;br /&gt;
| Crossbow || 10 || 1 || 10 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Mail shirt || 20 || 2 || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| War hammer || 9 || 1 || 9 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Breastplate || 15 || 3 || 5 || &lt;br /&gt;
|-&lt;br /&gt;
| Cap || 5 || 1 || 5 || &lt;br /&gt;
|-&lt;br /&gt;
| Anvil || 10 || 3 || 3.3 || (forge)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For weapon-grade metals, spiked balls and serrated discs are much more valuable than any other products. They can be traded to caravans or installed in weapon traps to give passing dwarves happy [[thought]]s, while lower-quality products can be [[melt]]ed without loss of material.&lt;br /&gt;
&lt;br /&gt;
===All metals===&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Item !! Value !! Bars !! Value/Bar !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Flask, Goblet (3) || 30 || 1 || 30 || trade goods&lt;br /&gt;
|-&lt;br /&gt;
| Minecart || 50 || 2 || 25 || &lt;br /&gt;
|-&lt;br /&gt;
| Wheelbarrow || 50 || 2 || 25 || &lt;br /&gt;
|-&lt;br /&gt;
| Trade Goods (1-3) || ~20 || 1 || ~20 || variable&lt;br /&gt;
|-&lt;br /&gt;
| Chain || 10 || 1 || 10 || (restraint)&lt;br /&gt;
|-&lt;br /&gt;
| Nest box || 10 || 1 || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Hive || 10 || 1 || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Bucket || 10 || 1 || 10 || (well)&lt;br /&gt;
|-&lt;br /&gt;
| Jug || 10 || 1 || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Pot || 10 || 1 || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Animal trap || 10 || 1 || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Statue || 25 || 3 || 8.3 || &lt;br /&gt;
|-&lt;br /&gt;
| Traction bench || 20 || 3 || 6.7 || &lt;br /&gt;
|-&lt;br /&gt;
| Armor stand || 10 || 3 || 3.3 || &lt;br /&gt;
|-&lt;br /&gt;
| Barrel || 10 || 3 || 3.3 || (dyer's shop)&lt;br /&gt;
|-&lt;br /&gt;
| Bin || 10 || 3 || 3.3 || &lt;br /&gt;
|-&lt;br /&gt;
| Cabinet || 10 || 3 || 3.3 || &lt;br /&gt;
|-&lt;br /&gt;
| Cage || 10 || 3 || 3.3 || &lt;br /&gt;
|-&lt;br /&gt;
| Chair || 10 || 3 || 3.3 || &lt;br /&gt;
|-&lt;br /&gt;
| Chest || 10 || 3 || 3.3 || &lt;br /&gt;
|-&lt;br /&gt;
| Coffin || 10 || 3 || 3.3 || &lt;br /&gt;
|-&lt;br /&gt;
| Crutch || 10 || 3 || 3.3 || &lt;br /&gt;
|-&lt;br /&gt;
| Door || 10 || 3 || 3.3 || &lt;br /&gt;
|-&lt;br /&gt;
| Floodgate || 10 || 3 || 3.3 || &lt;br /&gt;
|-&lt;br /&gt;
| Grate || 10 || 3 || 3.3 || &lt;br /&gt;
|-&lt;br /&gt;
| Hatch cover || 10 || 3 || 3.3 || &lt;br /&gt;
|-&lt;br /&gt;
| Pipe section || 10 || 3 || 3.3 || &lt;br /&gt;
|-&lt;br /&gt;
| Splint || 10 || 3 || 3.3 || &lt;br /&gt;
|-&lt;br /&gt;
| Table || 10 || 3 || 3.3 || &lt;br /&gt;
|-&lt;br /&gt;
| Weapon rack || 10 || 3 || 3.3 || &lt;br /&gt;
|-&lt;br /&gt;
| Blocks || 5 || 1 || 5 || no quality&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For all non-weapon-grade metals, flasks and goblets are the optimum trade goods. The best choice for furniture is probably a chain--they can be decorated as &amp;quot;finished goods&amp;quot; and installed in [[restraint]]s and [[well]]s, both of which can be admired by passing dwarves. Lower-quality chains can be [[melt]]ed without loss of material.&lt;br /&gt;
&lt;br /&gt;
==Stone==&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Item !! Value !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Mechanisms || 30 || (lever, trap)&lt;br /&gt;
|-&lt;br /&gt;
| Mug (3) || 30 ||  trade goods&lt;br /&gt;
|-&lt;br /&gt;
| Statue || 25 || &lt;br /&gt;
|-&lt;br /&gt;
| Trade Goods (1-3) || ~20 || variable&lt;br /&gt;
|-&lt;br /&gt;
| Traction bench || 20 || &lt;br /&gt;
|-&lt;br /&gt;
| Short sword || 14 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Armor stand || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Cabinet || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Throne || 10 ||  &lt;br /&gt;
|-&lt;br /&gt;
| Coffer || 10 ||  &lt;br /&gt;
|-&lt;br /&gt;
| Coffin || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Door || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Floodgate || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Grate || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Hatch cover || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Table || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Weapon rack || 10 ||&lt;br /&gt;
|-&lt;br /&gt;
| Quern/Millstone || 10 || (quern/mill) &lt;br /&gt;
|-&lt;br /&gt;
| Nest box || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Hive || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Jug || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Pot || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Blocks (4) || 20 || no quality&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For stone, mugs are the optimum trade goods. The best choice for furniture is mechanisms, followed closely by statues. Both can be decorated and, when built, admired by passing dwarves. Thanks to the 4x bar multiplier, metal ores are always more valuable when smelted to bars than when worked as stone (assuming equivalent quality).&lt;br /&gt;
&lt;br /&gt;
==Glass==&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Item !! Value !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Spiked Ball|| 126 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Large Serrated Disc|| 126 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Menacing Spike|| 66 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Giant Axe Blade|| 66 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Enormous Corkscrew|| 66 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Goblet/Vial (3) || 30 ||  trade goods&lt;br /&gt;
|-&lt;br /&gt;
| Statue || 25 || &lt;br /&gt;
|-&lt;br /&gt;
| Window || 25 || &lt;br /&gt;
|-&lt;br /&gt;
| Trade Goods (1-3) || ~20 || variable&lt;br /&gt;
|-&lt;br /&gt;
| Traction bench || 20 || &lt;br /&gt;
|-&lt;br /&gt;
| Armor stand || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Cabinet || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Throne || 10 ||  &lt;br /&gt;
|-&lt;br /&gt;
| Box || 10 ||  &lt;br /&gt;
|-&lt;br /&gt;
| Coffin || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Portal || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Floodgate || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Grate || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Hatch cover || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Table || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Terrarium || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Weapon rack || 10 ||&lt;br /&gt;
|-&lt;br /&gt;
| Tube || 10 || (screw pump) &lt;br /&gt;
|-&lt;br /&gt;
| Nest box || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Hive || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Jug || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Pot || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Blocks || 5 || no quality&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For glass, trap components top the list again. They're so valuable they make reasonable trade goods, even though goblets and vials are much lighter. The best non-trap-component furniture is probably a statue, since it seems to be admired more often than a window.&lt;br /&gt;
&lt;br /&gt;
==Wood==&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Item !! Value !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Spiked Ball|| 126 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Menacing Spike|| 66 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Enormous Corkscrew|| 66 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Minecart || 50 ||  &lt;br /&gt;
|-&lt;br /&gt;
| Wheelbarrow || 50 || &lt;br /&gt;
|-&lt;br /&gt;
| Shield || 27 || &lt;br /&gt;
|-&lt;br /&gt;
| Ammo (stack of 25) || 25 ||&lt;br /&gt;
|-&lt;br /&gt;
| Crafts (1-3) || ~20 || variable&lt;br /&gt;
|-&lt;br /&gt;
| Traction bench || 20 ||&lt;br /&gt;
|-&lt;br /&gt;
| Training axe || 17 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Buckler || 14 || &lt;br /&gt;
|-&lt;br /&gt;
| Armor stand || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Bed || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Cabinet || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Chair || 10 ||  &lt;br /&gt;
|-&lt;br /&gt;
| Chest || 10 ||  &lt;br /&gt;
|-&lt;br /&gt;
| Casket || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Door || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Floodgate || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Grate || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Hatch cover || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Table || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Cage || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Weapon rack || 10 ||&lt;br /&gt;
|-&lt;br /&gt;
| Pipe section || 10 || (screw pump) &lt;br /&gt;
|-&lt;br /&gt;
| Nest box || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Hive || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Crossbow || 10 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Bucket || 10 || (well)&lt;br /&gt;
|-&lt;br /&gt;
| Barrel || 10 || (dyer's shop)&lt;br /&gt;
|-&lt;br /&gt;
| Jug || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Pot || 10 || &lt;br /&gt;
|- &lt;br /&gt;
| Training spear || 9 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Training sword || 7 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Blocks || 5 || no quality&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For wood, trap components top the list yet again. They're also the best trade goods, even though crafts are much lighter. All of the non-trap-component furniture has similar value (except traction benches, but they require additional material).&lt;br /&gt;
&lt;br /&gt;
==Pottery==&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Item !! Value !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Statue || 25 || &lt;br /&gt;
|-&lt;br /&gt;
| Crafts (1-3) || ~20 || variable &lt;br /&gt;
|-&lt;br /&gt;
| Hive || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Jug || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Pot || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Bricks || 5 || no quality&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For pottery, the options are quite limited. Statues are the most valuable furniture, though a set of three crafts can be more valuable overall.&lt;br /&gt;
&lt;br /&gt;
==Cloth==&lt;br /&gt;
Value of cloth items is [[textile industry#Value|complicated]].  For most purposes, the dye, cloth and thread components add a constant amount to the value of cloth products, but goods that are produced in pairs get this value added to each item, making them worthwhile when using high-quality dyed cloth.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Item !! Value !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Robe || 33 ||&lt;br /&gt;
|-&lt;br /&gt;
| Dress || 31 ||&lt;br /&gt;
|-&lt;br /&gt;
| Cloak || 26 ||&lt;br /&gt;
|-&lt;br /&gt;
| Trousers || 23 ||&lt;br /&gt;
|-&lt;br /&gt;
| Shoe (2) || 16 ||&lt;br /&gt;
|-&lt;br /&gt;
| Mitten (2) || 14 ||&lt;br /&gt;
|-&lt;br /&gt;
| Glove (2) || 12 ||&lt;br /&gt;
|-&lt;br /&gt;
| Sock (2) || 12 ||&lt;br /&gt;
|-&lt;br /&gt;
| Bag || 10 ||&lt;br /&gt;
|-&lt;br /&gt;
| Rope || 10 || (restraint) &lt;br /&gt;
|-&lt;br /&gt;
| Hood || 8 ||&lt;br /&gt;
|-&lt;br /&gt;
| Vest || 8 ||&lt;br /&gt;
|-&lt;br /&gt;
| Cap || 5 ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Food==&lt;br /&gt;
The value of a well-prepared meal made from the proper ingredients is so high that some players consider trading them to be an exploit.  One advantage to relying on them to trade or amass value is that you don't have to split your production between feeding your dwarves and producing trade goods; another advantage is that the workflow that leads to a cooked meal can accept materials from a wide variety of sources indiscriminately, including crops, meats, fishes, random gathered plants, and even many liquids (provided the meal has at least one solid base.)  On the other hand, food rots when left outside of a food stockpile, which can make it tricky to manage, and higher-value ingredients (such as flour) generally require long production chains to turn them into food.&lt;br /&gt;
&lt;br /&gt;
The final value of a meal is complicated and depends primarily on the number of ingredients, which acts as a multiplier to the final total ''after'' summing up the value of each individual ingredient; therefore, the low value of each individual [[Crop]] is misleading (although some, like flour, are already fairly high.)  See [[Cook]] for details and the material multipliers on [[item value]] to get a sense of the relative value of plants and meats.&lt;br /&gt;
&lt;br /&gt;
{{Category|Trade}}&lt;br /&gt;
{{Category|Economy}}&lt;/div&gt;</summary>
		<author><name>Aquillion</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Maximizing_value&amp;diff=238783</id>
		<title>Maximizing value</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Maximizing_value&amp;diff=238783"/>
		<updated>2018-12-19T20:36:48Z</updated>

		<summary type="html">&lt;p&gt;Aquillion: /* Food */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
&lt;br /&gt;
[[Value]] is important for [[trade]] with caravans, ensuring your dwarves [[thought|happiness]], attracting [[migrant]]s, and luring in [[megabeast|visitors]]. One reliable way to increase value is creating items. Not all items are equal, or even close to equal, in value, however. The tables below are ordered by value, to help you select optimum [[furniture]] and [[trade good]]s to maximize your fortress's value.&lt;br /&gt;
&lt;br /&gt;
It is also vital to consider the material, which acts as a multiplier to the base values listed here; see the table on [[Item value]] for details.&lt;br /&gt;
&lt;br /&gt;
==Metal==&lt;br /&gt;
===Weapon-grade metals===&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Item !! Value !! Bars !! Value/Bar !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Spiked Ball|| 126 || 1 || 126 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Large Serrated Disc|| 126 || 1 || 126 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Menacing Spike|| 66 || 1 || 66 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Giant Axe Blade|| 66 || 1 || 66 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Enormous Corkscrew|| 66 || 1 || 66 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Battle axe || 34 || 1 || 34 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Mechanisms || 30 || 1 || 30 || (lever, trap)&lt;br /&gt;
|-&lt;br /&gt;
| Shield || 27 || 1 || 27 || &lt;br /&gt;
|-&lt;br /&gt;
| Ammo (stack of 25) || 25 || 1 || 25 || &lt;br /&gt;
|-&lt;br /&gt;
| High boot (2) || 24 || 1 || 24 || &lt;br /&gt;
|-&lt;br /&gt;
| Leggings || 23 || 1 || 23 || &lt;br /&gt;
|-&lt;br /&gt;
| Pick || 22 || 1 || 22 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Gauntlet (2) || 22 || 1 || 22 || &lt;br /&gt;
|-&lt;br /&gt;
| Spear || 18 || 1 || 18 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Low boot (2) || 18 || 1 || 18 || &lt;br /&gt;
|-&lt;br /&gt;
| Mace || 17 || 1 || 17 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Short sword || 14 || 1 || 14 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Buckler || 14 || 1 || 14 || &lt;br /&gt;
|-&lt;br /&gt;
| Helm || 12 || 1 || 12 || &lt;br /&gt;
|-&lt;br /&gt;
| Greaves || 23 || 2 || 11.5 || &lt;br /&gt;
|-&lt;br /&gt;
| Crossbow || 10 || 1 || 10 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Mail shirt || 20 || 2 || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| War hammer || 9 || 1 || 9 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Breastplate || 15 || 3 || 5 || &lt;br /&gt;
|-&lt;br /&gt;
| Cap || 5 || 1 || 5 || &lt;br /&gt;
|-&lt;br /&gt;
| Anvil || 10 || 3 || 3.3 || (forge)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For weapon-grade metals, spiked balls and serrated discs are much more valuable than any other products. They can be traded to caravans or installed in weapon traps to give passing dwarves happy [[thought]]s, while lower-quality products can be [[melt]]ed without loss of material.&lt;br /&gt;
&lt;br /&gt;
===All metals===&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Item !! Value !! Bars !! Value/Bar !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Flask, Goblet (3) || 30 || 1 || 30 || trade goods&lt;br /&gt;
|-&lt;br /&gt;
| Minecart || 50 || 2 || 25 || &lt;br /&gt;
|-&lt;br /&gt;
| Wheelbarrow || 50 || 2 || 25 || &lt;br /&gt;
|-&lt;br /&gt;
| Trade Goods (1-3) || ~20 || 1 || ~20 || variable&lt;br /&gt;
|-&lt;br /&gt;
| Chain || 10 || 1 || 10 || (restraint)&lt;br /&gt;
|-&lt;br /&gt;
| Nest box || 10 || 1 || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Hive || 10 || 1 || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Bucket || 10 || 1 || 10 || (well)&lt;br /&gt;
|-&lt;br /&gt;
| Jug || 10 || 1 || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Pot || 10 || 1 || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Animal trap || 10 || 1 || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Statue || 25 || 3 || 8.3 || &lt;br /&gt;
|-&lt;br /&gt;
| Traction bench || 20 || 3 || 6.7 || &lt;br /&gt;
|-&lt;br /&gt;
| Armor stand || 10 || 3 || 3.3 || &lt;br /&gt;
|-&lt;br /&gt;
| Barrel || 10 || 3 || 3.3 || (dyer's shop)&lt;br /&gt;
|-&lt;br /&gt;
| Bin || 10 || 3 || 3.3 || &lt;br /&gt;
|-&lt;br /&gt;
| Cabinet || 10 || 3 || 3.3 || &lt;br /&gt;
|-&lt;br /&gt;
| Cage || 10 || 3 || 3.3 || &lt;br /&gt;
|-&lt;br /&gt;
| Chair || 10 || 3 || 3.3 || &lt;br /&gt;
|-&lt;br /&gt;
| Chest || 10 || 3 || 3.3 || &lt;br /&gt;
|-&lt;br /&gt;
| Coffin || 10 || 3 || 3.3 || &lt;br /&gt;
|-&lt;br /&gt;
| Crutch || 10 || 3 || 3.3 || &lt;br /&gt;
|-&lt;br /&gt;
| Door || 10 || 3 || 3.3 || &lt;br /&gt;
|-&lt;br /&gt;
| Floodgate || 10 || 3 || 3.3 || &lt;br /&gt;
|-&lt;br /&gt;
| Grate || 10 || 3 || 3.3 || &lt;br /&gt;
|-&lt;br /&gt;
| Hatch cover || 10 || 3 || 3.3 || &lt;br /&gt;
|-&lt;br /&gt;
| Pipe section || 10 || 3 || 3.3 || &lt;br /&gt;
|-&lt;br /&gt;
| Splint || 10 || 3 || 3.3 || &lt;br /&gt;
|-&lt;br /&gt;
| Table || 10 || 3 || 3.3 || &lt;br /&gt;
|-&lt;br /&gt;
| Weapon rack || 10 || 3 || 3.3 || &lt;br /&gt;
|-&lt;br /&gt;
| Blocks || 5 || 1 || 5 || no quality&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For all non-weapon-grade metals, flasks and goblets are the optimum trade goods. The best choice for furniture is probably a chain--they can be decorated as &amp;quot;finished goods&amp;quot; and installed in [[restraint]]s and [[well]]s, both of which can be admired by passing dwarves. Lower-quality chains can be [[melt]]ed without loss of material.&lt;br /&gt;
&lt;br /&gt;
==Stone==&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Item !! Value !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Mechanisms || 30 || (lever, trap)&lt;br /&gt;
|-&lt;br /&gt;
| Mug (3) || 30 ||  trade goods&lt;br /&gt;
|-&lt;br /&gt;
| Statue || 25 || &lt;br /&gt;
|-&lt;br /&gt;
| Trade Goods (1-3) || ~20 || variable&lt;br /&gt;
|-&lt;br /&gt;
| Traction bench || 20 || &lt;br /&gt;
|-&lt;br /&gt;
| Short sword || 14 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Armor stand || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Cabinet || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Throne || 10 ||  &lt;br /&gt;
|-&lt;br /&gt;
| Coffer || 10 ||  &lt;br /&gt;
|-&lt;br /&gt;
| Coffin || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Door || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Floodgate || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Grate || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Hatch cover || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Table || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Weapon rack || 10 ||&lt;br /&gt;
|-&lt;br /&gt;
| Quern/Millstone || 10 || (quern/mill) &lt;br /&gt;
|-&lt;br /&gt;
| Nest box || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Hive || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Jug || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Pot || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Blocks (4) || 20 || no quality&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For stone, mugs are the optimum trade goods. The best choice for furniture is mechanisms, followed closely by statues. Both can be decorated and, when built, admired by passing dwarves. Thanks to the 4x bar multiplier, metal ores are always more valuable when smelted to bars than when worked as stone (assuming equivalent quality).&lt;br /&gt;
&lt;br /&gt;
==Glass==&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Item !! Value !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Spiked Ball|| 126 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Large Serrated Disc|| 126 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Menacing Spike|| 66 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Giant Axe Blade|| 66 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Enormous Corkscrew|| 66 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Goblet/Vial (3) || 30 ||  trade goods&lt;br /&gt;
|-&lt;br /&gt;
| Statue || 25 || &lt;br /&gt;
|-&lt;br /&gt;
| Window || 25 || &lt;br /&gt;
|-&lt;br /&gt;
| Trade Goods (1-3) || ~20 || variable&lt;br /&gt;
|-&lt;br /&gt;
| Traction bench || 20 || &lt;br /&gt;
|-&lt;br /&gt;
| Armor stand || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Cabinet || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Throne || 10 ||  &lt;br /&gt;
|-&lt;br /&gt;
| Box || 10 ||  &lt;br /&gt;
|-&lt;br /&gt;
| Coffin || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Portal || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Floodgate || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Grate || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Hatch cover || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Table || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Terrarium || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Weapon rack || 10 ||&lt;br /&gt;
|-&lt;br /&gt;
| Tube || 10 || (screw pump) &lt;br /&gt;
|-&lt;br /&gt;
| Nest box || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Hive || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Jug || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Pot || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Blocks || 5 || no quality&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For glass, trap components top the list again. They're so valuable they make reasonable trade goods, even though goblets and vials are much lighter. The best non-trap-component furniture is probably a statue, since it seems to be admired more often than a window.&lt;br /&gt;
&lt;br /&gt;
==Wood==&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Item !! Value !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Spiked Ball|| 126 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Menacing Spike|| 66 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Enormous Corkscrew|| 66 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Minecart || 50 ||  &lt;br /&gt;
|-&lt;br /&gt;
| Wheelbarrow || 50 || &lt;br /&gt;
|-&lt;br /&gt;
| Shield || 27 || &lt;br /&gt;
|-&lt;br /&gt;
| Ammo (stack of 25) || 25 ||&lt;br /&gt;
|-&lt;br /&gt;
| Crafts (1-3) || ~20 || variable&lt;br /&gt;
|-&lt;br /&gt;
| Traction bench || 20 ||&lt;br /&gt;
|-&lt;br /&gt;
| Training axe || 17 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Buckler || 14 || &lt;br /&gt;
|-&lt;br /&gt;
| Armor stand || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Bed || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Cabinet || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Chair || 10 ||  &lt;br /&gt;
|-&lt;br /&gt;
| Chest || 10 ||  &lt;br /&gt;
|-&lt;br /&gt;
| Casket || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Door || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Floodgate || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Grate || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Hatch cover || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Table || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Cage || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Weapon rack || 10 ||&lt;br /&gt;
|-&lt;br /&gt;
| Pipe section || 10 || (screw pump) &lt;br /&gt;
|-&lt;br /&gt;
| Nest box || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Hive || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Crossbow || 10 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Bucket || 10 || (well)&lt;br /&gt;
|-&lt;br /&gt;
| Barrel || 10 || (dyer's shop)&lt;br /&gt;
|-&lt;br /&gt;
| Jug || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Pot || 10 || &lt;br /&gt;
|- &lt;br /&gt;
| Training spear || 9 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Training sword || 7 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Blocks || 5 || no quality&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For wood, trap components top the list yet again. They're also the best trade goods, even though crafts are much lighter. All of the non-trap-component furniture has similar value (except traction benches, but they require additional material).&lt;br /&gt;
&lt;br /&gt;
==Pottery==&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Item !! Value !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Statue || 25 || &lt;br /&gt;
|-&lt;br /&gt;
| Crafts (1-3) || ~20 || variable &lt;br /&gt;
|-&lt;br /&gt;
| Hive || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Jug || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Pot || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Bricks || 5 || no quality&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For pottery, the options are quite limited. Statues are the most valuable furniture, though a set of three crafts can be more valuable overall.&lt;br /&gt;
&lt;br /&gt;
==Cloth==&lt;br /&gt;
Value of cloth items is [[textile industry#Value|complicated]].  For most purposes, the dye, cloth and thread components add a constant amount to the value of cloth products, but goods that are produced in pairs get this value added to each item, making them worthwhile when using high-quality dyed cloth.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Item !! Value !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Robe || 33 ||&lt;br /&gt;
|-&lt;br /&gt;
| Dress || 31 ||&lt;br /&gt;
|-&lt;br /&gt;
| Cloak || 26 ||&lt;br /&gt;
|-&lt;br /&gt;
| Trousers || 23 ||&lt;br /&gt;
|-&lt;br /&gt;
| Shoe (2) || 16 ||&lt;br /&gt;
|-&lt;br /&gt;
| Mitten (2) || 14 ||&lt;br /&gt;
|-&lt;br /&gt;
| Glove (2) || 12 ||&lt;br /&gt;
|-&lt;br /&gt;
| Sock (2) || 12 ||&lt;br /&gt;
|-&lt;br /&gt;
| Bag || 10 ||&lt;br /&gt;
|-&lt;br /&gt;
| Rope || 10 || (restraint) &lt;br /&gt;
|-&lt;br /&gt;
| Hood || 8 ||&lt;br /&gt;
|-&lt;br /&gt;
| Vest || 8 ||&lt;br /&gt;
|-&lt;br /&gt;
| Cap || 5 ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Food==&lt;br /&gt;
The value of a well-prepared meal made from the proper ingredients is so high that some players consider trading them to be an exploit.  One advantage to relying on them to trade or amass value is that you don't have to split your production between feeding your dwarves and producing trade goods; another advantage is that the workflow that leads to a cooked meal can accept materials from a wide variety of sources indiscriminately, including crops, meats, fishes, random gathered plants, and even many liquids (provided the meal has at least one solid base.)  On the other hand, food rots when left outside of a food stockpile, which can make it tricky to manage, and higher-value foods (such as flour) require long production chains to turn them into food.&lt;br /&gt;
&lt;br /&gt;
The final value of a meal is complicated and depends primarily on the number of ingredients, which acts as a multiplier to the final total ''after'' summing up the value of each individual ingredient; therefore, the low value of each individual [[Crop]] is misleading (although some, like flour, are already fairly high.)  See [[Cook]] for details and the material multipliers on [[item value]] to get a sense of the relative value of plants and meats.&lt;br /&gt;
&lt;br /&gt;
{{Category|Trade}}&lt;br /&gt;
{{Category|Economy}}&lt;/div&gt;</summary>
		<author><name>Aquillion</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Maximizing_value&amp;diff=238782</id>
		<title>Maximizing value</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Maximizing_value&amp;diff=238782"/>
		<updated>2018-12-19T20:35:30Z</updated>

		<summary type="html">&lt;p&gt;Aquillion: /* Food */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
&lt;br /&gt;
[[Value]] is important for [[trade]] with caravans, ensuring your dwarves [[thought|happiness]], attracting [[migrant]]s, and luring in [[megabeast|visitors]]. One reliable way to increase value is creating items. Not all items are equal, or even close to equal, in value, however. The tables below are ordered by value, to help you select optimum [[furniture]] and [[trade good]]s to maximize your fortress's value.&lt;br /&gt;
&lt;br /&gt;
It is also vital to consider the material, which acts as a multiplier to the base values listed here; see the table on [[Item value]] for details.&lt;br /&gt;
&lt;br /&gt;
==Metal==&lt;br /&gt;
===Weapon-grade metals===&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Item !! Value !! Bars !! Value/Bar !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Spiked Ball|| 126 || 1 || 126 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Large Serrated Disc|| 126 || 1 || 126 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Menacing Spike|| 66 || 1 || 66 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Giant Axe Blade|| 66 || 1 || 66 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Enormous Corkscrew|| 66 || 1 || 66 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Battle axe || 34 || 1 || 34 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Mechanisms || 30 || 1 || 30 || (lever, trap)&lt;br /&gt;
|-&lt;br /&gt;
| Shield || 27 || 1 || 27 || &lt;br /&gt;
|-&lt;br /&gt;
| Ammo (stack of 25) || 25 || 1 || 25 || &lt;br /&gt;
|-&lt;br /&gt;
| High boot (2) || 24 || 1 || 24 || &lt;br /&gt;
|-&lt;br /&gt;
| Leggings || 23 || 1 || 23 || &lt;br /&gt;
|-&lt;br /&gt;
| Pick || 22 || 1 || 22 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Gauntlet (2) || 22 || 1 || 22 || &lt;br /&gt;
|-&lt;br /&gt;
| Spear || 18 || 1 || 18 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Low boot (2) || 18 || 1 || 18 || &lt;br /&gt;
|-&lt;br /&gt;
| Mace || 17 || 1 || 17 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Short sword || 14 || 1 || 14 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Buckler || 14 || 1 || 14 || &lt;br /&gt;
|-&lt;br /&gt;
| Helm || 12 || 1 || 12 || &lt;br /&gt;
|-&lt;br /&gt;
| Greaves || 23 || 2 || 11.5 || &lt;br /&gt;
|-&lt;br /&gt;
| Crossbow || 10 || 1 || 10 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Mail shirt || 20 || 2 || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| War hammer || 9 || 1 || 9 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Breastplate || 15 || 3 || 5 || &lt;br /&gt;
|-&lt;br /&gt;
| Cap || 5 || 1 || 5 || &lt;br /&gt;
|-&lt;br /&gt;
| Anvil || 10 || 3 || 3.3 || (forge)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For weapon-grade metals, spiked balls and serrated discs are much more valuable than any other products. They can be traded to caravans or installed in weapon traps to give passing dwarves happy [[thought]]s, while lower-quality products can be [[melt]]ed without loss of material.&lt;br /&gt;
&lt;br /&gt;
===All metals===&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Item !! Value !! Bars !! Value/Bar !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Flask, Goblet (3) || 30 || 1 || 30 || trade goods&lt;br /&gt;
|-&lt;br /&gt;
| Minecart || 50 || 2 || 25 || &lt;br /&gt;
|-&lt;br /&gt;
| Wheelbarrow || 50 || 2 || 25 || &lt;br /&gt;
|-&lt;br /&gt;
| Trade Goods (1-3) || ~20 || 1 || ~20 || variable&lt;br /&gt;
|-&lt;br /&gt;
| Chain || 10 || 1 || 10 || (restraint)&lt;br /&gt;
|-&lt;br /&gt;
| Nest box || 10 || 1 || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Hive || 10 || 1 || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Bucket || 10 || 1 || 10 || (well)&lt;br /&gt;
|-&lt;br /&gt;
| Jug || 10 || 1 || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Pot || 10 || 1 || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Animal trap || 10 || 1 || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Statue || 25 || 3 || 8.3 || &lt;br /&gt;
|-&lt;br /&gt;
| Traction bench || 20 || 3 || 6.7 || &lt;br /&gt;
|-&lt;br /&gt;
| Armor stand || 10 || 3 || 3.3 || &lt;br /&gt;
|-&lt;br /&gt;
| Barrel || 10 || 3 || 3.3 || (dyer's shop)&lt;br /&gt;
|-&lt;br /&gt;
| Bin || 10 || 3 || 3.3 || &lt;br /&gt;
|-&lt;br /&gt;
| Cabinet || 10 || 3 || 3.3 || &lt;br /&gt;
|-&lt;br /&gt;
| Cage || 10 || 3 || 3.3 || &lt;br /&gt;
|-&lt;br /&gt;
| Chair || 10 || 3 || 3.3 || &lt;br /&gt;
|-&lt;br /&gt;
| Chest || 10 || 3 || 3.3 || &lt;br /&gt;
|-&lt;br /&gt;
| Coffin || 10 || 3 || 3.3 || &lt;br /&gt;
|-&lt;br /&gt;
| Crutch || 10 || 3 || 3.3 || &lt;br /&gt;
|-&lt;br /&gt;
| Door || 10 || 3 || 3.3 || &lt;br /&gt;
|-&lt;br /&gt;
| Floodgate || 10 || 3 || 3.3 || &lt;br /&gt;
|-&lt;br /&gt;
| Grate || 10 || 3 || 3.3 || &lt;br /&gt;
|-&lt;br /&gt;
| Hatch cover || 10 || 3 || 3.3 || &lt;br /&gt;
|-&lt;br /&gt;
| Pipe section || 10 || 3 || 3.3 || &lt;br /&gt;
|-&lt;br /&gt;
| Splint || 10 || 3 || 3.3 || &lt;br /&gt;
|-&lt;br /&gt;
| Table || 10 || 3 || 3.3 || &lt;br /&gt;
|-&lt;br /&gt;
| Weapon rack || 10 || 3 || 3.3 || &lt;br /&gt;
|-&lt;br /&gt;
| Blocks || 5 || 1 || 5 || no quality&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For all non-weapon-grade metals, flasks and goblets are the optimum trade goods. The best choice for furniture is probably a chain--they can be decorated as &amp;quot;finished goods&amp;quot; and installed in [[restraint]]s and [[well]]s, both of which can be admired by passing dwarves. Lower-quality chains can be [[melt]]ed without loss of material.&lt;br /&gt;
&lt;br /&gt;
==Stone==&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Item !! Value !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Mechanisms || 30 || (lever, trap)&lt;br /&gt;
|-&lt;br /&gt;
| Mug (3) || 30 ||  trade goods&lt;br /&gt;
|-&lt;br /&gt;
| Statue || 25 || &lt;br /&gt;
|-&lt;br /&gt;
| Trade Goods (1-3) || ~20 || variable&lt;br /&gt;
|-&lt;br /&gt;
| Traction bench || 20 || &lt;br /&gt;
|-&lt;br /&gt;
| Short sword || 14 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Armor stand || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Cabinet || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Throne || 10 ||  &lt;br /&gt;
|-&lt;br /&gt;
| Coffer || 10 ||  &lt;br /&gt;
|-&lt;br /&gt;
| Coffin || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Door || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Floodgate || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Grate || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Hatch cover || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Table || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Weapon rack || 10 ||&lt;br /&gt;
|-&lt;br /&gt;
| Quern/Millstone || 10 || (quern/mill) &lt;br /&gt;
|-&lt;br /&gt;
| Nest box || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Hive || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Jug || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Pot || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Blocks (4) || 20 || no quality&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For stone, mugs are the optimum trade goods. The best choice for furniture is mechanisms, followed closely by statues. Both can be decorated and, when built, admired by passing dwarves. Thanks to the 4x bar multiplier, metal ores are always more valuable when smelted to bars than when worked as stone (assuming equivalent quality).&lt;br /&gt;
&lt;br /&gt;
==Glass==&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Item !! Value !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Spiked Ball|| 126 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Large Serrated Disc|| 126 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Menacing Spike|| 66 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Giant Axe Blade|| 66 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Enormous Corkscrew|| 66 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Goblet/Vial (3) || 30 ||  trade goods&lt;br /&gt;
|-&lt;br /&gt;
| Statue || 25 || &lt;br /&gt;
|-&lt;br /&gt;
| Window || 25 || &lt;br /&gt;
|-&lt;br /&gt;
| Trade Goods (1-3) || ~20 || variable&lt;br /&gt;
|-&lt;br /&gt;
| Traction bench || 20 || &lt;br /&gt;
|-&lt;br /&gt;
| Armor stand || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Cabinet || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Throne || 10 ||  &lt;br /&gt;
|-&lt;br /&gt;
| Box || 10 ||  &lt;br /&gt;
|-&lt;br /&gt;
| Coffin || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Portal || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Floodgate || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Grate || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Hatch cover || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Table || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Terrarium || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Weapon rack || 10 ||&lt;br /&gt;
|-&lt;br /&gt;
| Tube || 10 || (screw pump) &lt;br /&gt;
|-&lt;br /&gt;
| Nest box || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Hive || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Jug || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Pot || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Blocks || 5 || no quality&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For glass, trap components top the list again. They're so valuable they make reasonable trade goods, even though goblets and vials are much lighter. The best non-trap-component furniture is probably a statue, since it seems to be admired more often than a window.&lt;br /&gt;
&lt;br /&gt;
==Wood==&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Item !! Value !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Spiked Ball|| 126 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Menacing Spike|| 66 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Enormous Corkscrew|| 66 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Minecart || 50 ||  &lt;br /&gt;
|-&lt;br /&gt;
| Wheelbarrow || 50 || &lt;br /&gt;
|-&lt;br /&gt;
| Shield || 27 || &lt;br /&gt;
|-&lt;br /&gt;
| Ammo (stack of 25) || 25 ||&lt;br /&gt;
|-&lt;br /&gt;
| Crafts (1-3) || ~20 || variable&lt;br /&gt;
|-&lt;br /&gt;
| Traction bench || 20 ||&lt;br /&gt;
|-&lt;br /&gt;
| Training axe || 17 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Buckler || 14 || &lt;br /&gt;
|-&lt;br /&gt;
| Armor stand || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Bed || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Cabinet || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Chair || 10 ||  &lt;br /&gt;
|-&lt;br /&gt;
| Chest || 10 ||  &lt;br /&gt;
|-&lt;br /&gt;
| Casket || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Door || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Floodgate || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Grate || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Hatch cover || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Table || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Cage || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Weapon rack || 10 ||&lt;br /&gt;
|-&lt;br /&gt;
| Pipe section || 10 || (screw pump) &lt;br /&gt;
|-&lt;br /&gt;
| Nest box || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Hive || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Crossbow || 10 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Bucket || 10 || (well)&lt;br /&gt;
|-&lt;br /&gt;
| Barrel || 10 || (dyer's shop)&lt;br /&gt;
|-&lt;br /&gt;
| Jug || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Pot || 10 || &lt;br /&gt;
|- &lt;br /&gt;
| Training spear || 9 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Training sword || 7 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Blocks || 5 || no quality&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For wood, trap components top the list yet again. They're also the best trade goods, even though crafts are much lighter. All of the non-trap-component furniture has similar value (except traction benches, but they require additional material).&lt;br /&gt;
&lt;br /&gt;
==Pottery==&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Item !! Value !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Statue || 25 || &lt;br /&gt;
|-&lt;br /&gt;
| Crafts (1-3) || ~20 || variable &lt;br /&gt;
|-&lt;br /&gt;
| Hive || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Jug || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Pot || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Bricks || 5 || no quality&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For pottery, the options are quite limited. Statues are the most valuable furniture, though a set of three crafts can be more valuable overall.&lt;br /&gt;
&lt;br /&gt;
==Cloth==&lt;br /&gt;
Value of cloth items is [[textile industry#Value|complicated]].  For most purposes, the dye, cloth and thread components add a constant amount to the value of cloth products, but goods that are produced in pairs get this value added to each item, making them worthwhile when using high-quality dyed cloth.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Item !! Value !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Robe || 33 ||&lt;br /&gt;
|-&lt;br /&gt;
| Dress || 31 ||&lt;br /&gt;
|-&lt;br /&gt;
| Cloak || 26 ||&lt;br /&gt;
|-&lt;br /&gt;
| Trousers || 23 ||&lt;br /&gt;
|-&lt;br /&gt;
| Shoe (2) || 16 ||&lt;br /&gt;
|-&lt;br /&gt;
| Mitten (2) || 14 ||&lt;br /&gt;
|-&lt;br /&gt;
| Glove (2) || 12 ||&lt;br /&gt;
|-&lt;br /&gt;
| Sock (2) || 12 ||&lt;br /&gt;
|-&lt;br /&gt;
| Bag || 10 ||&lt;br /&gt;
|-&lt;br /&gt;
| Rope || 10 || (restraint) &lt;br /&gt;
|-&lt;br /&gt;
| Hood || 8 ||&lt;br /&gt;
|-&lt;br /&gt;
| Vest || 8 ||&lt;br /&gt;
|-&lt;br /&gt;
| Cap || 5 ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Food==&lt;br /&gt;
The value of a well-prepared meal made from the proper ingredients is so high that some players consider trading them to be an exploit.  One advantage to relying on them to trade or amass value is that you don't have to split your production between feeding your dwarves and producing trade goods; another advantage is that the workflow that leads to a cooked meal can accept materials from a wide variety of sources indiscriminately, including crops, meats, fishes, random gathered plants, and even many liquids (provided the meal has at least one solid base.)  On the other hand, food rots when left outside of a depot, which can make it tricky to manage, and higher-value foods (such as flour) require long production chains to turn them into food.&lt;br /&gt;
&lt;br /&gt;
The final value of a meal is complicated and depends primarily on the number of ingredients, which acts as a multiplier to the final total ''after'' summing up the value of each individual ingredient; therefore, the low value of each individual [[Crop]] is misleading (although some, like flour, are already fairly high.)  See [[Cook]] for details and the material multipliers on [[item value]] to get a sense of the relative value of plants and meats.&lt;br /&gt;
&lt;br /&gt;
{{Category|Trade}}&lt;br /&gt;
{{Category|Economy}}&lt;/div&gt;</summary>
		<author><name>Aquillion</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Maximizing_value&amp;diff=238781</id>
		<title>Maximizing value</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Maximizing_value&amp;diff=238781"/>
		<updated>2018-12-19T20:30:05Z</updated>

		<summary type="html">&lt;p&gt;Aquillion: /* Food */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
&lt;br /&gt;
[[Value]] is important for [[trade]] with caravans, ensuring your dwarves [[thought|happiness]], attracting [[migrant]]s, and luring in [[megabeast|visitors]]. One reliable way to increase value is creating items. Not all items are equal, or even close to equal, in value, however. The tables below are ordered by value, to help you select optimum [[furniture]] and [[trade good]]s to maximize your fortress's value.&lt;br /&gt;
&lt;br /&gt;
It is also vital to consider the material, which acts as a multiplier to the base values listed here; see the table on [[Item value]] for details.&lt;br /&gt;
&lt;br /&gt;
==Metal==&lt;br /&gt;
===Weapon-grade metals===&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Item !! Value !! Bars !! Value/Bar !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Spiked Ball|| 126 || 1 || 126 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Large Serrated Disc|| 126 || 1 || 126 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Menacing Spike|| 66 || 1 || 66 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Giant Axe Blade|| 66 || 1 || 66 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Enormous Corkscrew|| 66 || 1 || 66 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Battle axe || 34 || 1 || 34 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Mechanisms || 30 || 1 || 30 || (lever, trap)&lt;br /&gt;
|-&lt;br /&gt;
| Shield || 27 || 1 || 27 || &lt;br /&gt;
|-&lt;br /&gt;
| Ammo (stack of 25) || 25 || 1 || 25 || &lt;br /&gt;
|-&lt;br /&gt;
| High boot (2) || 24 || 1 || 24 || &lt;br /&gt;
|-&lt;br /&gt;
| Leggings || 23 || 1 || 23 || &lt;br /&gt;
|-&lt;br /&gt;
| Pick || 22 || 1 || 22 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Gauntlet (2) || 22 || 1 || 22 || &lt;br /&gt;
|-&lt;br /&gt;
| Spear || 18 || 1 || 18 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Low boot (2) || 18 || 1 || 18 || &lt;br /&gt;
|-&lt;br /&gt;
| Mace || 17 || 1 || 17 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Short sword || 14 || 1 || 14 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Buckler || 14 || 1 || 14 || &lt;br /&gt;
|-&lt;br /&gt;
| Helm || 12 || 1 || 12 || &lt;br /&gt;
|-&lt;br /&gt;
| Greaves || 23 || 2 || 11.5 || &lt;br /&gt;
|-&lt;br /&gt;
| Crossbow || 10 || 1 || 10 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Mail shirt || 20 || 2 || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| War hammer || 9 || 1 || 9 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Breastplate || 15 || 3 || 5 || &lt;br /&gt;
|-&lt;br /&gt;
| Cap || 5 || 1 || 5 || &lt;br /&gt;
|-&lt;br /&gt;
| Anvil || 10 || 3 || 3.3 || (forge)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For weapon-grade metals, spiked balls and serrated discs are much more valuable than any other products. They can be traded to caravans or installed in weapon traps to give passing dwarves happy [[thought]]s, while lower-quality products can be [[melt]]ed without loss of material.&lt;br /&gt;
&lt;br /&gt;
===All metals===&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Item !! Value !! Bars !! Value/Bar !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Flask, Goblet (3) || 30 || 1 || 30 || trade goods&lt;br /&gt;
|-&lt;br /&gt;
| Minecart || 50 || 2 || 25 || &lt;br /&gt;
|-&lt;br /&gt;
| Wheelbarrow || 50 || 2 || 25 || &lt;br /&gt;
|-&lt;br /&gt;
| Trade Goods (1-3) || ~20 || 1 || ~20 || variable&lt;br /&gt;
|-&lt;br /&gt;
| Chain || 10 || 1 || 10 || (restraint)&lt;br /&gt;
|-&lt;br /&gt;
| Nest box || 10 || 1 || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Hive || 10 || 1 || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Bucket || 10 || 1 || 10 || (well)&lt;br /&gt;
|-&lt;br /&gt;
| Jug || 10 || 1 || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Pot || 10 || 1 || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Animal trap || 10 || 1 || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Statue || 25 || 3 || 8.3 || &lt;br /&gt;
|-&lt;br /&gt;
| Traction bench || 20 || 3 || 6.7 || &lt;br /&gt;
|-&lt;br /&gt;
| Armor stand || 10 || 3 || 3.3 || &lt;br /&gt;
|-&lt;br /&gt;
| Barrel || 10 || 3 || 3.3 || (dyer's shop)&lt;br /&gt;
|-&lt;br /&gt;
| Bin || 10 || 3 || 3.3 || &lt;br /&gt;
|-&lt;br /&gt;
| Cabinet || 10 || 3 || 3.3 || &lt;br /&gt;
|-&lt;br /&gt;
| Cage || 10 || 3 || 3.3 || &lt;br /&gt;
|-&lt;br /&gt;
| Chair || 10 || 3 || 3.3 || &lt;br /&gt;
|-&lt;br /&gt;
| Chest || 10 || 3 || 3.3 || &lt;br /&gt;
|-&lt;br /&gt;
| Coffin || 10 || 3 || 3.3 || &lt;br /&gt;
|-&lt;br /&gt;
| Crutch || 10 || 3 || 3.3 || &lt;br /&gt;
|-&lt;br /&gt;
| Door || 10 || 3 || 3.3 || &lt;br /&gt;
|-&lt;br /&gt;
| Floodgate || 10 || 3 || 3.3 || &lt;br /&gt;
|-&lt;br /&gt;
| Grate || 10 || 3 || 3.3 || &lt;br /&gt;
|-&lt;br /&gt;
| Hatch cover || 10 || 3 || 3.3 || &lt;br /&gt;
|-&lt;br /&gt;
| Pipe section || 10 || 3 || 3.3 || &lt;br /&gt;
|-&lt;br /&gt;
| Splint || 10 || 3 || 3.3 || &lt;br /&gt;
|-&lt;br /&gt;
| Table || 10 || 3 || 3.3 || &lt;br /&gt;
|-&lt;br /&gt;
| Weapon rack || 10 || 3 || 3.3 || &lt;br /&gt;
|-&lt;br /&gt;
| Blocks || 5 || 1 || 5 || no quality&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For all non-weapon-grade metals, flasks and goblets are the optimum trade goods. The best choice for furniture is probably a chain--they can be decorated as &amp;quot;finished goods&amp;quot; and installed in [[restraint]]s and [[well]]s, both of which can be admired by passing dwarves. Lower-quality chains can be [[melt]]ed without loss of material.&lt;br /&gt;
&lt;br /&gt;
==Stone==&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Item !! Value !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Mechanisms || 30 || (lever, trap)&lt;br /&gt;
|-&lt;br /&gt;
| Mug (3) || 30 ||  trade goods&lt;br /&gt;
|-&lt;br /&gt;
| Statue || 25 || &lt;br /&gt;
|-&lt;br /&gt;
| Trade Goods (1-3) || ~20 || variable&lt;br /&gt;
|-&lt;br /&gt;
| Traction bench || 20 || &lt;br /&gt;
|-&lt;br /&gt;
| Short sword || 14 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Armor stand || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Cabinet || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Throne || 10 ||  &lt;br /&gt;
|-&lt;br /&gt;
| Coffer || 10 ||  &lt;br /&gt;
|-&lt;br /&gt;
| Coffin || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Door || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Floodgate || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Grate || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Hatch cover || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Table || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Weapon rack || 10 ||&lt;br /&gt;
|-&lt;br /&gt;
| Quern/Millstone || 10 || (quern/mill) &lt;br /&gt;
|-&lt;br /&gt;
| Nest box || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Hive || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Jug || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Pot || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Blocks (4) || 20 || no quality&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For stone, mugs are the optimum trade goods. The best choice for furniture is mechanisms, followed closely by statues. Both can be decorated and, when built, admired by passing dwarves. Thanks to the 4x bar multiplier, metal ores are always more valuable when smelted to bars than when worked as stone (assuming equivalent quality).&lt;br /&gt;
&lt;br /&gt;
==Glass==&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Item !! Value !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Spiked Ball|| 126 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Large Serrated Disc|| 126 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Menacing Spike|| 66 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Giant Axe Blade|| 66 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Enormous Corkscrew|| 66 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Goblet/Vial (3) || 30 ||  trade goods&lt;br /&gt;
|-&lt;br /&gt;
| Statue || 25 || &lt;br /&gt;
|-&lt;br /&gt;
| Window || 25 || &lt;br /&gt;
|-&lt;br /&gt;
| Trade Goods (1-3) || ~20 || variable&lt;br /&gt;
|-&lt;br /&gt;
| Traction bench || 20 || &lt;br /&gt;
|-&lt;br /&gt;
| Armor stand || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Cabinet || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Throne || 10 ||  &lt;br /&gt;
|-&lt;br /&gt;
| Box || 10 ||  &lt;br /&gt;
|-&lt;br /&gt;
| Coffin || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Portal || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Floodgate || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Grate || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Hatch cover || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Table || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Terrarium || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Weapon rack || 10 ||&lt;br /&gt;
|-&lt;br /&gt;
| Tube || 10 || (screw pump) &lt;br /&gt;
|-&lt;br /&gt;
| Nest box || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Hive || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Jug || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Pot || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Blocks || 5 || no quality&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For glass, trap components top the list again. They're so valuable they make reasonable trade goods, even though goblets and vials are much lighter. The best non-trap-component furniture is probably a statue, since it seems to be admired more often than a window.&lt;br /&gt;
&lt;br /&gt;
==Wood==&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Item !! Value !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Spiked Ball|| 126 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Menacing Spike|| 66 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Enormous Corkscrew|| 66 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Minecart || 50 ||  &lt;br /&gt;
|-&lt;br /&gt;
| Wheelbarrow || 50 || &lt;br /&gt;
|-&lt;br /&gt;
| Shield || 27 || &lt;br /&gt;
|-&lt;br /&gt;
| Ammo (stack of 25) || 25 ||&lt;br /&gt;
|-&lt;br /&gt;
| Crafts (1-3) || ~20 || variable&lt;br /&gt;
|-&lt;br /&gt;
| Traction bench || 20 ||&lt;br /&gt;
|-&lt;br /&gt;
| Training axe || 17 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Buckler || 14 || &lt;br /&gt;
|-&lt;br /&gt;
| Armor stand || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Bed || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Cabinet || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Chair || 10 ||  &lt;br /&gt;
|-&lt;br /&gt;
| Chest || 10 ||  &lt;br /&gt;
|-&lt;br /&gt;
| Casket || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Door || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Floodgate || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Grate || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Hatch cover || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Table || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Cage || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Weapon rack || 10 ||&lt;br /&gt;
|-&lt;br /&gt;
| Pipe section || 10 || (screw pump) &lt;br /&gt;
|-&lt;br /&gt;
| Nest box || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Hive || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Crossbow || 10 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Bucket || 10 || (well)&lt;br /&gt;
|-&lt;br /&gt;
| Barrel || 10 || (dyer's shop)&lt;br /&gt;
|-&lt;br /&gt;
| Jug || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Pot || 10 || &lt;br /&gt;
|- &lt;br /&gt;
| Training spear || 9 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Training sword || 7 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Blocks || 5 || no quality&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For wood, trap components top the list yet again. They're also the best trade goods, even though crafts are much lighter. All of the non-trap-component furniture has similar value (except traction benches, but they require additional material).&lt;br /&gt;
&lt;br /&gt;
==Pottery==&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Item !! Value !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Statue || 25 || &lt;br /&gt;
|-&lt;br /&gt;
| Crafts (1-3) || ~20 || variable &lt;br /&gt;
|-&lt;br /&gt;
| Hive || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Jug || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Pot || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Bricks || 5 || no quality&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For pottery, the options are quite limited. Statues are the most valuable furniture, though a set of three crafts can be more valuable overall.&lt;br /&gt;
&lt;br /&gt;
==Cloth==&lt;br /&gt;
Value of cloth items is [[textile industry#Value|complicated]].  For most purposes, the dye, cloth and thread components add a constant amount to the value of cloth products, but goods that are produced in pairs get this value added to each item, making them worthwhile when using high-quality dyed cloth.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Item !! Value !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Robe || 33 ||&lt;br /&gt;
|-&lt;br /&gt;
| Dress || 31 ||&lt;br /&gt;
|-&lt;br /&gt;
| Cloak || 26 ||&lt;br /&gt;
|-&lt;br /&gt;
| Trousers || 23 ||&lt;br /&gt;
|-&lt;br /&gt;
| Shoe (2) || 16 ||&lt;br /&gt;
|-&lt;br /&gt;
| Mitten (2) || 14 ||&lt;br /&gt;
|-&lt;br /&gt;
| Glove (2) || 12 ||&lt;br /&gt;
|-&lt;br /&gt;
| Sock (2) || 12 ||&lt;br /&gt;
|-&lt;br /&gt;
| Bag || 10 ||&lt;br /&gt;
|-&lt;br /&gt;
| Rope || 10 || (restraint) &lt;br /&gt;
|-&lt;br /&gt;
| Hood || 8 ||&lt;br /&gt;
|-&lt;br /&gt;
| Vest || 8 ||&lt;br /&gt;
|-&lt;br /&gt;
| Cap || 5 ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Food==&lt;br /&gt;
The value of a well-prepared meal made from the proper ingredients is so high that some players consider trading them to be an exploit.  One advantage to relying on them to trade or amass value is that you don't have to split your production between feeding your dwarves and producing trade goods; another advantage is that the workflow that leads to a cooked meal can accept materials from a wide variety of sources indiscriminately, including crops, meats, fishes, random gathered plants, and even many liquids (provided the meal has at least one solid base.)  On the other hand, food rots when left outside of a depot, which can make it tricky to manage, and higher-value foods (such as flour) require long production chains to turn them into food.&lt;br /&gt;
&lt;br /&gt;
The final value of a meal is complicated and depends primarily on the number of ingredients, which acts as a multiplier to the final total ''after'' summing up the value of each individual ingredient; therefore, the low value of each individual [[Crop]] is misleading.  See [[Cook]] for details.&lt;br /&gt;
&lt;br /&gt;
{{Category|Trade}}&lt;br /&gt;
{{Category|Economy}}&lt;/div&gt;</summary>
		<author><name>Aquillion</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Maximizing_value&amp;diff=238780</id>
		<title>Maximizing value</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Maximizing_value&amp;diff=238780"/>
		<updated>2018-12-19T20:28:30Z</updated>

		<summary type="html">&lt;p&gt;Aquillion: Mentioning food, which is often the main part of a fortress' wealth.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
&lt;br /&gt;
[[Value]] is important for [[trade]] with caravans, ensuring your dwarves [[thought|happiness]], attracting [[migrant]]s, and luring in [[megabeast|visitors]]. One reliable way to increase value is creating items. Not all items are equal, or even close to equal, in value, however. The tables below are ordered by value, to help you select optimum [[furniture]] and [[trade good]]s to maximize your fortress's value.&lt;br /&gt;
&lt;br /&gt;
It is also vital to consider the material, which acts as a multiplier to the base values listed here; see the table on [[Item value]] for details.&lt;br /&gt;
&lt;br /&gt;
==Metal==&lt;br /&gt;
===Weapon-grade metals===&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Item !! Value !! Bars !! Value/Bar !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Spiked Ball|| 126 || 1 || 126 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Large Serrated Disc|| 126 || 1 || 126 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Menacing Spike|| 66 || 1 || 66 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Giant Axe Blade|| 66 || 1 || 66 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Enormous Corkscrew|| 66 || 1 || 66 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Battle axe || 34 || 1 || 34 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Mechanisms || 30 || 1 || 30 || (lever, trap)&lt;br /&gt;
|-&lt;br /&gt;
| Shield || 27 || 1 || 27 || &lt;br /&gt;
|-&lt;br /&gt;
| Ammo (stack of 25) || 25 || 1 || 25 || &lt;br /&gt;
|-&lt;br /&gt;
| High boot (2) || 24 || 1 || 24 || &lt;br /&gt;
|-&lt;br /&gt;
| Leggings || 23 || 1 || 23 || &lt;br /&gt;
|-&lt;br /&gt;
| Pick || 22 || 1 || 22 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Gauntlet (2) || 22 || 1 || 22 || &lt;br /&gt;
|-&lt;br /&gt;
| Spear || 18 || 1 || 18 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Low boot (2) || 18 || 1 || 18 || &lt;br /&gt;
|-&lt;br /&gt;
| Mace || 17 || 1 || 17 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Short sword || 14 || 1 || 14 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Buckler || 14 || 1 || 14 || &lt;br /&gt;
|-&lt;br /&gt;
| Helm || 12 || 1 || 12 || &lt;br /&gt;
|-&lt;br /&gt;
| Greaves || 23 || 2 || 11.5 || &lt;br /&gt;
|-&lt;br /&gt;
| Crossbow || 10 || 1 || 10 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Mail shirt || 20 || 2 || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| War hammer || 9 || 1 || 9 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Breastplate || 15 || 3 || 5 || &lt;br /&gt;
|-&lt;br /&gt;
| Cap || 5 || 1 || 5 || &lt;br /&gt;
|-&lt;br /&gt;
| Anvil || 10 || 3 || 3.3 || (forge)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For weapon-grade metals, spiked balls and serrated discs are much more valuable than any other products. They can be traded to caravans or installed in weapon traps to give passing dwarves happy [[thought]]s, while lower-quality products can be [[melt]]ed without loss of material.&lt;br /&gt;
&lt;br /&gt;
===All metals===&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Item !! Value !! Bars !! Value/Bar !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Flask, Goblet (3) || 30 || 1 || 30 || trade goods&lt;br /&gt;
|-&lt;br /&gt;
| Minecart || 50 || 2 || 25 || &lt;br /&gt;
|-&lt;br /&gt;
| Wheelbarrow || 50 || 2 || 25 || &lt;br /&gt;
|-&lt;br /&gt;
| Trade Goods (1-3) || ~20 || 1 || ~20 || variable&lt;br /&gt;
|-&lt;br /&gt;
| Chain || 10 || 1 || 10 || (restraint)&lt;br /&gt;
|-&lt;br /&gt;
| Nest box || 10 || 1 || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Hive || 10 || 1 || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Bucket || 10 || 1 || 10 || (well)&lt;br /&gt;
|-&lt;br /&gt;
| Jug || 10 || 1 || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Pot || 10 || 1 || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Animal trap || 10 || 1 || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Statue || 25 || 3 || 8.3 || &lt;br /&gt;
|-&lt;br /&gt;
| Traction bench || 20 || 3 || 6.7 || &lt;br /&gt;
|-&lt;br /&gt;
| Armor stand || 10 || 3 || 3.3 || &lt;br /&gt;
|-&lt;br /&gt;
| Barrel || 10 || 3 || 3.3 || (dyer's shop)&lt;br /&gt;
|-&lt;br /&gt;
| Bin || 10 || 3 || 3.3 || &lt;br /&gt;
|-&lt;br /&gt;
| Cabinet || 10 || 3 || 3.3 || &lt;br /&gt;
|-&lt;br /&gt;
| Cage || 10 || 3 || 3.3 || &lt;br /&gt;
|-&lt;br /&gt;
| Chair || 10 || 3 || 3.3 || &lt;br /&gt;
|-&lt;br /&gt;
| Chest || 10 || 3 || 3.3 || &lt;br /&gt;
|-&lt;br /&gt;
| Coffin || 10 || 3 || 3.3 || &lt;br /&gt;
|-&lt;br /&gt;
| Crutch || 10 || 3 || 3.3 || &lt;br /&gt;
|-&lt;br /&gt;
| Door || 10 || 3 || 3.3 || &lt;br /&gt;
|-&lt;br /&gt;
| Floodgate || 10 || 3 || 3.3 || &lt;br /&gt;
|-&lt;br /&gt;
| Grate || 10 || 3 || 3.3 || &lt;br /&gt;
|-&lt;br /&gt;
| Hatch cover || 10 || 3 || 3.3 || &lt;br /&gt;
|-&lt;br /&gt;
| Pipe section || 10 || 3 || 3.3 || &lt;br /&gt;
|-&lt;br /&gt;
| Splint || 10 || 3 || 3.3 || &lt;br /&gt;
|-&lt;br /&gt;
| Table || 10 || 3 || 3.3 || &lt;br /&gt;
|-&lt;br /&gt;
| Weapon rack || 10 || 3 || 3.3 || &lt;br /&gt;
|-&lt;br /&gt;
| Blocks || 5 || 1 || 5 || no quality&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For all non-weapon-grade metals, flasks and goblets are the optimum trade goods. The best choice for furniture is probably a chain--they can be decorated as &amp;quot;finished goods&amp;quot; and installed in [[restraint]]s and [[well]]s, both of which can be admired by passing dwarves. Lower-quality chains can be [[melt]]ed without loss of material.&lt;br /&gt;
&lt;br /&gt;
==Stone==&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Item !! Value !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Mechanisms || 30 || (lever, trap)&lt;br /&gt;
|-&lt;br /&gt;
| Mug (3) || 30 ||  trade goods&lt;br /&gt;
|-&lt;br /&gt;
| Statue || 25 || &lt;br /&gt;
|-&lt;br /&gt;
| Trade Goods (1-3) || ~20 || variable&lt;br /&gt;
|-&lt;br /&gt;
| Traction bench || 20 || &lt;br /&gt;
|-&lt;br /&gt;
| Short sword || 14 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Armor stand || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Cabinet || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Throne || 10 ||  &lt;br /&gt;
|-&lt;br /&gt;
| Coffer || 10 ||  &lt;br /&gt;
|-&lt;br /&gt;
| Coffin || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Door || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Floodgate || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Grate || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Hatch cover || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Table || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Weapon rack || 10 ||&lt;br /&gt;
|-&lt;br /&gt;
| Quern/Millstone || 10 || (quern/mill) &lt;br /&gt;
|-&lt;br /&gt;
| Nest box || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Hive || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Jug || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Pot || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Blocks (4) || 20 || no quality&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For stone, mugs are the optimum trade goods. The best choice for furniture is mechanisms, followed closely by statues. Both can be decorated and, when built, admired by passing dwarves. Thanks to the 4x bar multiplier, metal ores are always more valuable when smelted to bars than when worked as stone (assuming equivalent quality).&lt;br /&gt;
&lt;br /&gt;
==Glass==&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Item !! Value !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Spiked Ball|| 126 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Large Serrated Disc|| 126 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Menacing Spike|| 66 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Giant Axe Blade|| 66 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Enormous Corkscrew|| 66 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Goblet/Vial (3) || 30 ||  trade goods&lt;br /&gt;
|-&lt;br /&gt;
| Statue || 25 || &lt;br /&gt;
|-&lt;br /&gt;
| Window || 25 || &lt;br /&gt;
|-&lt;br /&gt;
| Trade Goods (1-3) || ~20 || variable&lt;br /&gt;
|-&lt;br /&gt;
| Traction bench || 20 || &lt;br /&gt;
|-&lt;br /&gt;
| Armor stand || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Cabinet || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Throne || 10 ||  &lt;br /&gt;
|-&lt;br /&gt;
| Box || 10 ||  &lt;br /&gt;
|-&lt;br /&gt;
| Coffin || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Portal || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Floodgate || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Grate || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Hatch cover || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Table || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Terrarium || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Weapon rack || 10 ||&lt;br /&gt;
|-&lt;br /&gt;
| Tube || 10 || (screw pump) &lt;br /&gt;
|-&lt;br /&gt;
| Nest box || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Hive || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Jug || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Pot || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Blocks || 5 || no quality&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For glass, trap components top the list again. They're so valuable they make reasonable trade goods, even though goblets and vials are much lighter. The best non-trap-component furniture is probably a statue, since it seems to be admired more often than a window.&lt;br /&gt;
&lt;br /&gt;
==Wood==&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Item !! Value !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Spiked Ball|| 126 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Menacing Spike|| 66 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Enormous Corkscrew|| 66 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Minecart || 50 ||  &lt;br /&gt;
|-&lt;br /&gt;
| Wheelbarrow || 50 || &lt;br /&gt;
|-&lt;br /&gt;
| Shield || 27 || &lt;br /&gt;
|-&lt;br /&gt;
| Ammo (stack of 25) || 25 ||&lt;br /&gt;
|-&lt;br /&gt;
| Crafts (1-3) || ~20 || variable&lt;br /&gt;
|-&lt;br /&gt;
| Traction bench || 20 ||&lt;br /&gt;
|-&lt;br /&gt;
| Training axe || 17 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Buckler || 14 || &lt;br /&gt;
|-&lt;br /&gt;
| Armor stand || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Bed || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Cabinet || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Chair || 10 ||  &lt;br /&gt;
|-&lt;br /&gt;
| Chest || 10 ||  &lt;br /&gt;
|-&lt;br /&gt;
| Casket || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Door || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Floodgate || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Grate || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Hatch cover || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Table || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Cage || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Weapon rack || 10 ||&lt;br /&gt;
|-&lt;br /&gt;
| Pipe section || 10 || (screw pump) &lt;br /&gt;
|-&lt;br /&gt;
| Nest box || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Hive || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Crossbow || 10 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Bucket || 10 || (well)&lt;br /&gt;
|-&lt;br /&gt;
| Barrel || 10 || (dyer's shop)&lt;br /&gt;
|-&lt;br /&gt;
| Jug || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Pot || 10 || &lt;br /&gt;
|- &lt;br /&gt;
| Training spear || 9 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Training sword || 7 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Blocks || 5 || no quality&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For wood, trap components top the list yet again. They're also the best trade goods, even though crafts are much lighter. All of the non-trap-component furniture has similar value (except traction benches, but they require additional material).&lt;br /&gt;
&lt;br /&gt;
==Pottery==&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Item !! Value !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Statue || 25 || &lt;br /&gt;
|-&lt;br /&gt;
| Crafts (1-3) || ~20 || variable &lt;br /&gt;
|-&lt;br /&gt;
| Hive || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Jug || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Pot || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Bricks || 5 || no quality&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For pottery, the options are quite limited. Statues are the most valuable furniture, though a set of three crafts can be more valuable overall.&lt;br /&gt;
&lt;br /&gt;
==Cloth==&lt;br /&gt;
Value of cloth items is [[textile industry#Value|complicated]].  For most purposes, the dye, cloth and thread components add a constant amount to the value of cloth products, but goods that are produced in pairs get this value added to each item, making them worthwhile when using high-quality dyed cloth.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Item !! Value !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Robe || 33 ||&lt;br /&gt;
|-&lt;br /&gt;
| Dress || 31 ||&lt;br /&gt;
|-&lt;br /&gt;
| Cloak || 26 ||&lt;br /&gt;
|-&lt;br /&gt;
| Trousers || 23 ||&lt;br /&gt;
|-&lt;br /&gt;
| Shoe (2) || 16 ||&lt;br /&gt;
|-&lt;br /&gt;
| Mitten (2) || 14 ||&lt;br /&gt;
|-&lt;br /&gt;
| Glove (2) || 12 ||&lt;br /&gt;
|-&lt;br /&gt;
| Sock (2) || 12 ||&lt;br /&gt;
|-&lt;br /&gt;
| Bag || 10 ||&lt;br /&gt;
|-&lt;br /&gt;
| Rope || 10 || (restraint) &lt;br /&gt;
|-&lt;br /&gt;
| Hood || 8 ||&lt;br /&gt;
|-&lt;br /&gt;
| Vest || 8 ||&lt;br /&gt;
|-&lt;br /&gt;
| Cap || 5 ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Food==&lt;br /&gt;
The value of a well-prepared meal made from the proper ingredients is so high that some players consider trading them to be an exploit.  One advantage to relying on them to trade or amass value is that you don't have to split your production between feeding your dwarves and producing trade goods; another advantage is that the workflow that leads to a cooked meal can accept materials from a wide variety of sources indiscriminately, including crops, meats, fishes, random gathered plants, and even many liquids (provided the meal has at least one solid base.)  On the other hand, food rots when left outside of a depot, which can make it tricky to manage, and higher-value foods (such as flour) require long production chains to turn them into food.  The final value of a meal is complicated and depends primarily on the number of ingredients, which acts as a multiplier to the final total ''after'' summing up the value of each individual ingredient; therefore, the low value of each individual [[Crop]] is misleading.  See [[Cook]] for details.&lt;br /&gt;
&lt;br /&gt;
{{Category|Trade}}&lt;br /&gt;
{{Category|Economy}}&lt;/div&gt;</summary>
		<author><name>Aquillion</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Maximizing_value&amp;diff=238778</id>
		<title>Maximizing value</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Maximizing_value&amp;diff=238778"/>
		<updated>2018-12-19T20:14:58Z</updated>

		<summary type="html">&lt;p&gt;Aquillion: Adding a reference to material values.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
&lt;br /&gt;
[[Value]] is important for [[trade]] with caravans, ensuring your dwarves [[thought|happiness]], attracting [[migrant]]s, and luring in [[megabeast|visitors]]. One reliable way to increase value is creating items. Not all items are equal, or even close to equal, in value, however. The tables below are ordered by value, to help you select optimum [[furniture]] and [[trade good]]s to maximize your fortress's value.&lt;br /&gt;
&lt;br /&gt;
It is also vital to consider the material, which acts as a multiplier to the base values listed here; see the table on [[DF2014:Item value]] for details.&lt;br /&gt;
&lt;br /&gt;
==Metal==&lt;br /&gt;
===Weapon-grade metals===&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Item !! Value !! Bars !! Value/Bar !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Spiked Ball|| 126 || 1 || 126 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Large Serrated Disc|| 126 || 1 || 126 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Menacing Spike|| 66 || 1 || 66 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Giant Axe Blade|| 66 || 1 || 66 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Enormous Corkscrew|| 66 || 1 || 66 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Battle axe || 34 || 1 || 34 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Mechanisms || 30 || 1 || 30 || (lever, trap)&lt;br /&gt;
|-&lt;br /&gt;
| Shield || 27 || 1 || 27 || &lt;br /&gt;
|-&lt;br /&gt;
| Ammo (stack of 25) || 25 || 1 || 25 || &lt;br /&gt;
|-&lt;br /&gt;
| High boot (2) || 24 || 1 || 24 || &lt;br /&gt;
|-&lt;br /&gt;
| Leggings || 23 || 1 || 23 || &lt;br /&gt;
|-&lt;br /&gt;
| Pick || 22 || 1 || 22 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Gauntlet (2) || 22 || 1 || 22 || &lt;br /&gt;
|-&lt;br /&gt;
| Spear || 18 || 1 || 18 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Low boot (2) || 18 || 1 || 18 || &lt;br /&gt;
|-&lt;br /&gt;
| Mace || 17 || 1 || 17 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Short sword || 14 || 1 || 14 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Buckler || 14 || 1 || 14 || &lt;br /&gt;
|-&lt;br /&gt;
| Helm || 12 || 1 || 12 || &lt;br /&gt;
|-&lt;br /&gt;
| Greaves || 23 || 2 || 11.5 || &lt;br /&gt;
|-&lt;br /&gt;
| Crossbow || 10 || 1 || 10 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Mail shirt || 20 || 2 || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| War hammer || 9 || 1 || 9 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Breastplate || 15 || 3 || 5 || &lt;br /&gt;
|-&lt;br /&gt;
| Cap || 5 || 1 || 5 || &lt;br /&gt;
|-&lt;br /&gt;
| Anvil || 10 || 3 || 3.3 || (forge)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For weapon-grade metals, spiked balls and serrated discs are much more valuable than any other products. They can be traded to caravans or installed in weapon traps to give passing dwarves happy [[thought]]s, while lower-quality products can be [[melt]]ed without loss of material.&lt;br /&gt;
&lt;br /&gt;
===All metals===&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Item !! Value !! Bars !! Value/Bar !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Flask, Goblet (3) || 30 || 1 || 30 || trade goods&lt;br /&gt;
|-&lt;br /&gt;
| Minecart || 50 || 2 || 25 || &lt;br /&gt;
|-&lt;br /&gt;
| Wheelbarrow || 50 || 2 || 25 || &lt;br /&gt;
|-&lt;br /&gt;
| Trade Goods (1-3) || ~20 || 1 || ~20 || variable&lt;br /&gt;
|-&lt;br /&gt;
| Chain || 10 || 1 || 10 || (restraint)&lt;br /&gt;
|-&lt;br /&gt;
| Nest box || 10 || 1 || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Hive || 10 || 1 || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Bucket || 10 || 1 || 10 || (well)&lt;br /&gt;
|-&lt;br /&gt;
| Jug || 10 || 1 || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Pot || 10 || 1 || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Animal trap || 10 || 1 || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Statue || 25 || 3 || 8.3 || &lt;br /&gt;
|-&lt;br /&gt;
| Traction bench || 20 || 3 || 6.7 || &lt;br /&gt;
|-&lt;br /&gt;
| Armor stand || 10 || 3 || 3.3 || &lt;br /&gt;
|-&lt;br /&gt;
| Barrel || 10 || 3 || 3.3 || (dyer's shop)&lt;br /&gt;
|-&lt;br /&gt;
| Bin || 10 || 3 || 3.3 || &lt;br /&gt;
|-&lt;br /&gt;
| Cabinet || 10 || 3 || 3.3 || &lt;br /&gt;
|-&lt;br /&gt;
| Cage || 10 || 3 || 3.3 || &lt;br /&gt;
|-&lt;br /&gt;
| Chair || 10 || 3 || 3.3 || &lt;br /&gt;
|-&lt;br /&gt;
| Chest || 10 || 3 || 3.3 || &lt;br /&gt;
|-&lt;br /&gt;
| Coffin || 10 || 3 || 3.3 || &lt;br /&gt;
|-&lt;br /&gt;
| Crutch || 10 || 3 || 3.3 || &lt;br /&gt;
|-&lt;br /&gt;
| Door || 10 || 3 || 3.3 || &lt;br /&gt;
|-&lt;br /&gt;
| Floodgate || 10 || 3 || 3.3 || &lt;br /&gt;
|-&lt;br /&gt;
| Grate || 10 || 3 || 3.3 || &lt;br /&gt;
|-&lt;br /&gt;
| Hatch cover || 10 || 3 || 3.3 || &lt;br /&gt;
|-&lt;br /&gt;
| Pipe section || 10 || 3 || 3.3 || &lt;br /&gt;
|-&lt;br /&gt;
| Splint || 10 || 3 || 3.3 || &lt;br /&gt;
|-&lt;br /&gt;
| Table || 10 || 3 || 3.3 || &lt;br /&gt;
|-&lt;br /&gt;
| Weapon rack || 10 || 3 || 3.3 || &lt;br /&gt;
|-&lt;br /&gt;
| Blocks || 5 || 1 || 5 || no quality&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For all non-weapon-grade metals, flasks and goblets are the optimum trade goods. The best choice for furniture is probably a chain--they can be decorated as &amp;quot;finished goods&amp;quot; and installed in [[restraint]]s and [[well]]s, both of which can be admired by passing dwarves. Lower-quality chains can be [[melt]]ed without loss of material.&lt;br /&gt;
&lt;br /&gt;
==Stone==&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Item !! Value !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Mechanisms || 30 || (lever, trap)&lt;br /&gt;
|-&lt;br /&gt;
| Mug (3) || 30 ||  trade goods&lt;br /&gt;
|-&lt;br /&gt;
| Statue || 25 || &lt;br /&gt;
|-&lt;br /&gt;
| Trade Goods (1-3) || ~20 || variable&lt;br /&gt;
|-&lt;br /&gt;
| Traction bench || 20 || &lt;br /&gt;
|-&lt;br /&gt;
| Short sword || 14 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Armor stand || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Cabinet || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Throne || 10 ||  &lt;br /&gt;
|-&lt;br /&gt;
| Coffer || 10 ||  &lt;br /&gt;
|-&lt;br /&gt;
| Coffin || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Door || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Floodgate || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Grate || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Hatch cover || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Table || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Weapon rack || 10 ||&lt;br /&gt;
|-&lt;br /&gt;
| Quern/Millstone || 10 || (quern/mill) &lt;br /&gt;
|-&lt;br /&gt;
| Nest box || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Hive || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Jug || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Pot || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Blocks (4) || 20 || no quality&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For stone, mugs are the optimum trade goods. The best choice for furniture is mechanisms, followed closely by statues. Both can be decorated and, when built, admired by passing dwarves. Thanks to the 4x bar multiplier, metal ores are always more valuable when smelted to bars than when worked as stone (assuming equivalent quality).&lt;br /&gt;
&lt;br /&gt;
==Glass==&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Item !! Value !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Spiked Ball|| 126 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Large Serrated Disc|| 126 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Menacing Spike|| 66 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Giant Axe Blade|| 66 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Enormous Corkscrew|| 66 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Goblet/Vial (3) || 30 ||  trade goods&lt;br /&gt;
|-&lt;br /&gt;
| Statue || 25 || &lt;br /&gt;
|-&lt;br /&gt;
| Window || 25 || &lt;br /&gt;
|-&lt;br /&gt;
| Trade Goods (1-3) || ~20 || variable&lt;br /&gt;
|-&lt;br /&gt;
| Traction bench || 20 || &lt;br /&gt;
|-&lt;br /&gt;
| Armor stand || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Cabinet || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Throne || 10 ||  &lt;br /&gt;
|-&lt;br /&gt;
| Box || 10 ||  &lt;br /&gt;
|-&lt;br /&gt;
| Coffin || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Portal || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Floodgate || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Grate || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Hatch cover || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Table || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Terrarium || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Weapon rack || 10 ||&lt;br /&gt;
|-&lt;br /&gt;
| Tube || 10 || (screw pump) &lt;br /&gt;
|-&lt;br /&gt;
| Nest box || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Hive || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Jug || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Pot || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Blocks || 5 || no quality&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For glass, trap components top the list again. They're so valuable they make reasonable trade goods, even though goblets and vials are much lighter. The best non-trap-component furniture is probably a statue, since it seems to be admired more often than a window.&lt;br /&gt;
&lt;br /&gt;
==Wood==&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Item !! Value !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Spiked Ball|| 126 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Menacing Spike|| 66 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Enormous Corkscrew|| 66 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Minecart || 50 ||  &lt;br /&gt;
|-&lt;br /&gt;
| Wheelbarrow || 50 || &lt;br /&gt;
|-&lt;br /&gt;
| Shield || 27 || &lt;br /&gt;
|-&lt;br /&gt;
| Ammo (stack of 25) || 25 ||&lt;br /&gt;
|-&lt;br /&gt;
| Crafts (1-3) || ~20 || variable&lt;br /&gt;
|-&lt;br /&gt;
| Traction bench || 20 ||&lt;br /&gt;
|-&lt;br /&gt;
| Training axe || 17 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Buckler || 14 || &lt;br /&gt;
|-&lt;br /&gt;
| Armor stand || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Bed || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Cabinet || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Chair || 10 ||  &lt;br /&gt;
|-&lt;br /&gt;
| Chest || 10 ||  &lt;br /&gt;
|-&lt;br /&gt;
| Casket || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Door || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Floodgate || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Grate || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Hatch cover || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Table || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Cage || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Weapon rack || 10 ||&lt;br /&gt;
|-&lt;br /&gt;
| Pipe section || 10 || (screw pump) &lt;br /&gt;
|-&lt;br /&gt;
| Nest box || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Hive || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Crossbow || 10 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Bucket || 10 || (well)&lt;br /&gt;
|-&lt;br /&gt;
| Barrel || 10 || (dyer's shop)&lt;br /&gt;
|-&lt;br /&gt;
| Jug || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Pot || 10 || &lt;br /&gt;
|- &lt;br /&gt;
| Training spear || 9 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Training sword || 7 || (weapon trap)&lt;br /&gt;
|-&lt;br /&gt;
| Blocks || 5 || no quality&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For wood, trap components top the list yet again. They're also the best trade goods, even though crafts are much lighter. All of the non-trap-component furniture has similar value (except traction benches, but they require additional material).&lt;br /&gt;
&lt;br /&gt;
==Pottery==&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Item !! Value !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Statue || 25 || &lt;br /&gt;
|-&lt;br /&gt;
| Crafts (1-3) || ~20 || variable &lt;br /&gt;
|-&lt;br /&gt;
| Hive || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Jug || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Pot || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| Bricks || 5 || no quality&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For pottery, the options are quite limited. Statues are the most valuable furniture, though a set of three crafts can be more valuable overall.&lt;br /&gt;
&lt;br /&gt;
==Cloth==&lt;br /&gt;
Value of cloth items is [[textile industry#Value|complicated]].  For most purposes, the dye, cloth and thread components add a constant amount to the value of cloth products, but goods that are produced in pairs get this value added to each item, making them worthwhile when using high-quality dyed cloth.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Item !! Value !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Robe || 33 ||&lt;br /&gt;
|-&lt;br /&gt;
| Dress || 31 ||&lt;br /&gt;
|-&lt;br /&gt;
| Cloak || 26 ||&lt;br /&gt;
|-&lt;br /&gt;
| Trousers || 23 ||&lt;br /&gt;
|-&lt;br /&gt;
| Shoe (2) || 16 ||&lt;br /&gt;
|-&lt;br /&gt;
| Mitten (2) || 14 ||&lt;br /&gt;
|-&lt;br /&gt;
| Glove (2) || 12 ||&lt;br /&gt;
|-&lt;br /&gt;
| Sock (2) || 12 ||&lt;br /&gt;
|-&lt;br /&gt;
| Bag || 10 ||&lt;br /&gt;
|-&lt;br /&gt;
| Rope || 10 || (restraint) &lt;br /&gt;
|-&lt;br /&gt;
| Hood || 8 ||&lt;br /&gt;
|-&lt;br /&gt;
| Vest || 8 ||&lt;br /&gt;
|-&lt;br /&gt;
| Cap || 5 ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Category|Trade}}&lt;br /&gt;
{{Category|Economy}}&lt;/div&gt;</summary>
		<author><name>Aquillion</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Trading&amp;diff=228591</id>
		<title>v0.34:Trading</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Trading&amp;diff=228591"/>
		<updated>2017-01-16T23:32:34Z</updated>

		<summary type="html">&lt;p&gt;Aquillion: /* Miscellaneous Trading Advice */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|07:56, 19 January 2011 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Trading''' in Dwarf Fortress first occurs in the first [[Calendar|autumn]] after establishing your fortress, with the arrival of the [[dwarf|Dwarven]] [[Trading#Caravans|caravan]]. Trading is a good way to acquire resources that are not available or are rare in the local area. It also allows for more freedom in selecting starting gear or purchase of additional skills for the expedition party, because items can always be obtained through trade later.&lt;br /&gt;
&lt;br /&gt;
'''Trader''' is the term used at your [[trade depot]] to refer to your fortress representative when dealing with merchants in a visiting caravan ({{key|r}} - &amp;quot;''Trader requested at Depot&amp;quot;'').  As a [[profession]], the term applies to visiting merchants and dwarves whose highest [[skill]] is [[Appraiser]].&lt;br /&gt;
&lt;br /&gt;
== Trade Depot ==&lt;br /&gt;
{{Main|Trade depot}}&lt;br /&gt;
Building a [[trade depot]] is a pre-requisite for trade with caravans that arrive at your fortress. &lt;br /&gt;
&lt;br /&gt;
While it may be convenient to build a Trade Depot outside at first, it is usually a really good idea to move it inside or build walls, bridges and other fortifications around it to protect caravans and your goods from animals (guzzlers), [[thief|thieves]] and [[goblin]]s.&lt;br /&gt;
&lt;br /&gt;
Everything that is on your map belongs to you, except:&lt;br /&gt;
* the items that are on merchant animals and wagons&lt;br /&gt;
* the items that are on the trade depot (they belong to the caravan until they are moved out of it)&lt;br /&gt;
* items worn by non-fortress units are initially forbidden, but can be claimed via unforbidding and dumping them&lt;br /&gt;
&lt;br /&gt;
==Trading Flowchart ==&lt;br /&gt;
{{:Trading/Flowchart}}&lt;br /&gt;
&lt;br /&gt;
==Trader to depot==&lt;br /&gt;
Before you can begin trading, your fortress's representative trader must be at the [[trade depot]]. Select the [[trade depot]] with {{K|q}} and then {{k|r}}equest the trader. Be sure that {{k|b}} reads &amp;quot;Only broker may trade&amp;quot; if you want your [[broker]] to represent your fortress. If it reads &amp;quot;Anyone can trade&amp;quot;, a random, probably unskilled dwarf will volunteer to conduct the trade. Pressing {{k|b}} will toggle this setting. Once your trader has arrived, select the depot again with {{k|q}} and enter the {{k|t}}rade menu. In the trade menu select the items to offer from the right and the desired items from the left. All caravans have a weight limit which cannot be exceeded, and the allowed additional weight is displayed in the lower right corner. If your broker (specifically, not necessarily your trader) has at least Novice or better [[Appraisal]] skill, the value of all items will be displayed.  Once the proposal is ready, press {{K|t}} to propose the trade, but merchants will not agree unless they make adequate profit.  Be sure to use '''trade''', not '''offer''' {{K|o}}, as this will make a gift of the selected items. The amount of acceptable profit is determined by the trader's [[Broker skills|skills]] and the merchant's mood, described below.  Merchants may attempt to propose counteroffers if they do not accept the proposal, which can then be accepted, rejected, or further amended by the trader.&lt;br /&gt;
&lt;br /&gt;
With more experienced traders or pleased merchants, even marginally profitable trades can be successful, and counterproposals can be rejected safely, offering the same trade again. Note however that a low profit margin for the traders may not be desirable - it has been suggested that both export and profit numbers influence the size of next years caravan and, in the case of the dwarven caravan, immigration numbers.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
Goods brought by caravans rarely have base quality higher than superior, and decorations on a good rarely exceed superior as well.&lt;br /&gt;
&lt;br /&gt;
== Trading cue colors ==&lt;br /&gt;
&lt;br /&gt;
* {{DFtext|Brown|6:0}} Items have been created (or modified) by your fortress. They can be traded away or offered as a gift.&lt;br /&gt;
* {{DFtext|Gray|7:0}} Items were created by another source. They can be traded, but if one of these items has been selected, the entire selection cannot be offered as a gift.&lt;br /&gt;
* {{DFtext|Purple|5:0}} Items are under a no-export mandate.  If they are traded away it will result in disciplinary action (see [[justice]]) against the dwarf that brought the item to the depot.&lt;br /&gt;
* {{DFtext|Green|2:0}} Items have just been gifted to the caravan and they will not trade it back.&lt;br /&gt;
* {{DFtext|Red|4:0}} Items have been seized from another caravan and cannot be traded as is; you will need to decorate them or turn them into other items for them to become &amp;quot;valid&amp;quot; trading items.&lt;br /&gt;
&lt;br /&gt;
Note that containers (barrels, bins, etc.) will be displayed according to the origin of the ''container'', not the contents. So a foreign barrel holding locally-produced beer will display as foreign (white). Once you {{k|v}}iew the container, the locally-made contents are displayed as local (brown).&lt;br /&gt;
&lt;br /&gt;
== Merchant mood ==&lt;br /&gt;
If your trader has Novice or better [[Judge of intent]] skill, there will be a line added below the merchant's dialogue describing the caravan's attitude. Their attitude rises with successful trades (especially if they get lots of profit) and falls when you propose deals they don't like. &lt;br /&gt;
&lt;br /&gt;
* (trader) seems ecstatic with the trading&lt;br /&gt;
* (trader) seems very happy about the trading&lt;br /&gt;
* (trader) seems pleased with the trading&lt;br /&gt;
* (trader) seems willing to trade (Default, at least for humans)&lt;br /&gt;
* (trader) seems to be rapidly losing patience&lt;br /&gt;
* (trader) is not going to take much more of this&lt;br /&gt;
* (trader) is unwilling to trade&lt;br /&gt;
&lt;br /&gt;
The happier you make a merchant, the less profit margin he will demand in a trade. If merchants reach the lowest level, no further trade will be possible, and they will immediately pack up and leave your depot. Since annoyed traders are more likely to reject deals, you should be generous in initial negotiations. Skilled negotiators seem less likely to offend traders with unsuccessful deals. &lt;br /&gt;
&lt;br /&gt;
An easy way to capitalize on this mood system is to perform several partial trades. First trade for a few items, offering goods twice the value of the items you ask for (e.g. offer 2000☼ for 1000☼ of his stuff). This will likely make the merchant ecstatic about trading with you. Exit the trade screen, unpause briefly, and then return to trading with a vengeance. With the merchant in such a good mood, he is more likely to counteroffer than reject a trade outright.&lt;br /&gt;
&lt;br /&gt;
== Seizing items ==&lt;br /&gt;
&lt;br /&gt;
Pressing {{K|s}} from the trade menu will seize the selected items of the merchant's.  If you seize goods from a caravan, the merchant will respond &amp;quot;Take what you want. I can't stop you.&amp;quot; and then leave immediately without the seized goods.  Items cannot be seized from the dwarven caravan, and other races will not buy goods stolen from one of their caravans (then marked in red) unless they are tricked into asking for them via counteroffer, or the items are &amp;quot;laundered&amp;quot; by decoration or used to create other goods.  Seizing goods will hurt diplomatic relations, but is not grounds for an automatic [[siege]].&lt;br /&gt;
&lt;br /&gt;
Pressing the seize button while no goods are selected will result in the merchant interpreting your seizure as a joke. This apparently does nothing to benefit or hinder your trading.&lt;br /&gt;
&lt;br /&gt;
As a side note, if you deconstruct your trade depot with a caravan in it, all the caravan's items will drop to the ground, to be readily hauled away by your Dwarves. This does not mark the items as stolen, and the caravan will leave. However, ''next'' year's caravan is partly based on the profits from the previous year - so if you are relying on that race's caravans for needed items, you're hurting yourself in the long run.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
Another way to steal without marking as stolen is to forbid the trade depot just before they leave, causing them to leave their goods at the depot.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
If you establish your hospital at the moment the first elven caravan arrives, or if you add the first coffers to it, your dwarves will take all of the cloth and thread they can carry off of the elves.&lt;br /&gt;
&lt;br /&gt;
Note that the civilization attached to a particular caravan will keep track of the value of items the caravan was carrying when they set out to trade, and they will compare this value with the value of items they return home with. Regardless of what method you use to confiscate items from a caravan, even if you came to possess the goods through no fault of your own (an [[ambush]] killed the caravaners, for example) the parent civilization may decide that you stole from them and send a [[siege]] instead of a caravan the following year. It is prudent to take measures to protect caravans visiting your lands!&lt;br /&gt;
&lt;br /&gt;
==Offering items==&lt;br /&gt;
&lt;br /&gt;
{{key|o}} You can also give away items, as gifts to the leaders of the [[civilization]] you are trading with. This presumably helps relations between yourself and the other faction, though there is not yet a clear correlation between the value of the offerings and the improvement to relations. The exact effects of offerings on trading are unknown but it is believed due to the offerings' net trade value being counted towards the traders' profit, possibly with a modifier (possibly a multiplier of more than 1 as a bonus or less than 1 to compensate for the improved relations){{Verify}}, which in turn increases the quantity and variety of trade goods brought by next year's caravan. Also the [[King]] requires offerings to be made before his arrival. You cannot offer items that were not made at your fortress; the traders do not want your spare [[Goblinite]] clothes..&lt;br /&gt;
&lt;br /&gt;
Unless you are looking for [[fun]], under no conditions should you offer or trade items which are wooden or used wood in their creation (glass, for example) to [[elves]], as this will insult the traders, and may cause them to leave or even damage relations enough to provoke a war between you and the elven civilization you traded with. They will be equally insulted by you trading back their wood-related items.&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous Trading Advice ==&lt;br /&gt;
* Thieves and thieving critters tend to follow caravans. Expect assaults and intruders.&lt;br /&gt;
* Be careful about asking traders to bring lots of individual lightweight items (such as meat and fish) as it can result in traders taking a very long time to unload their goods. Unless the path to your depot is extremely long, though, this is unlikely to cause significant problems.{{Verify}}&lt;br /&gt;
** On a similar note, if you have sold a large number of low value goods (such as all the loincloths and cloaks scrounged from a siege,) it can take a caravan ''months'' to pack it all up, to the point where they're still on the depot when the next one comes. An incoming caravan can occupy the same depot and trade with you, but if they both try to go through your entry tunnel at the same time they will become gridlocked against each other, resulting in the destruction of wagons and loss of trade opportunities.&lt;br /&gt;
* Create your trading depot inside your fort, preferably in the beginning. Place a 3-tile wide path (which must be free of obstructions such as stairways, traps, minecart tracks and boulders) to the entrance of the fort and position war dogs along it (chains do not block wagons); this will help to protect the traders and keep the depot close to your supplies.  The war dogs will also catch any stealthy enemies who try to sneak in through the trade entrance.&lt;br /&gt;
* All caravans will bring extra food (meat and edible plants), wooden logs, and cloth/leather (for making clothes) if the supplies of your fortress are low enough, independent of whether or not you requested them. This does not apply in the case that the weight limit is exceeded by (other) items you requested. The supply situation, as observed by traders, is based solely on the number of unforbidden items in your fortress, stockpiled or not; thus, it is possible to trick caravans into thinking your supplies are low by [[forbid]]ding all of your relevant stocks immediately prior to their arrival.&lt;br /&gt;
**In order to '''avoid''' this behavior, you should make sure that, for each dwarf in your fortress, you have the following ''unforbidden'' items:&lt;br /&gt;
*** 5 pieces of food - meat, fish, plants, or &amp;quot;other&amp;quot; in your [[Status]] screen (even though &amp;quot;other&amp;quot; includes inedible items)&lt;br /&gt;
*** 1 wood log&lt;br /&gt;
*** 5 pieces of cloth, pieces of leather, or complete sets of [[wear|pristine]] clothing (shirt+pants+shoe)&lt;br /&gt;
* Define your trade depot as a burrow. When traders arrive, you can add your broker or another dwarf, perhaps one you want to train in trading, to the burrow. They will head to the depot immediately, and stay there until you remove them from the burrow.&lt;br /&gt;
* Each trade you make (regardless of value) will increase your trader's skills by 50, distributed among Comedian, Flatterer, Intimidator, Judge of Intent, Negotiator, and Persuader.  Each skill seems to gain around 5-15 experience points, but the sum will always be 50.  The skill gain occurs as soon as the &amp;quot;t&amp;quot; button is pressed - if the offer is rejected, the dwarf will still gain 50 points.  If the same offer is subsequently accepted, no additional skill will be gained.&lt;br /&gt;
* Selecting &amp;quot;only broker may trade&amp;quot; ensures that you will start negotiations with a decently-skilled trader, but also requires a significant wait while your broker makes his way to the depot (possibly months if he is &amp;quot;[[on break]]&amp;quot;). Selecting &amp;quot;anyone can trade&amp;quot; will result in a poorly-trained trader arriving immediately. Once your fortress is producing enough goods to buy out the caravan, waiting for your broker is unnecessary; allowing your commoners to trade spreads out the trading skill gains and eliminates the micromanagement of trying to get your broker to the depot in a timely manner.&lt;br /&gt;
&lt;br /&gt;
== Caravans ==&lt;br /&gt;
Each friendly race will send a caravan per year, linked to one season, which is autumn for dwarves, summer for humans, spring for elves, and winter for goblins. It is rare for your civilization to be on peaceful terms with goblins, however. In the first year, only a dwarven caravan will arrive, although it will only arrive  in late autumn, about a month later than in previous versions. Caravans will only show up if that race considers the fortress site accessible (as denoted on the embark screen), with the exception of dwarves, who always arrive unless they are [[extinct]].{{verify}}  Caravans appear to enter the map from a random direction which does not coincide with the relative direction of the originating [[civilization]], and they may appear from different directions or z-levels each year.  Caravans may leave without trading if it takes too long to reach the trade depot. Caravans will embark on their journey back exactly one month after their arrival, whether they have succeeded in reaching the depot or not.&lt;br /&gt;
&lt;br /&gt;
Note that if traders or their animals are prevented from leaving, they will eventually go [[insane]].&lt;br /&gt;
&lt;br /&gt;
Also worth mention is the pathing behavior of the entire caravan. If one member of the caravan reaches a block in their chosen path (i.e. a raised drawbridge that was lowered when they entered the map) the entire caravan will re-path, instead of encountering the obstacle one by one. This behavior can be useful when attempting to free &amp;quot;stuck&amp;quot; wagons--a trader on foot encountering an obstacle will cause the stuck wagons to turn around and path to a different exit, if available.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== [[Dwarves]] ====&lt;br /&gt;
:''&amp;quot;Greetings from the mountainhome. Your efforts are legend there. Let us trade!&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
The dwarven caravan:&lt;br /&gt;
* arrives in [[Calendar|autumn]].&lt;br /&gt;
* carries metal bars, [[leather]], weapons and armor, food and booze, and more.  Dwarves alone may bring [[steel]] and steel goods. They can still bring steel (and steel goods) and [[pig iron]] bars even if they do not have access to [[iron]], but will not bring iron products.&lt;br /&gt;
* is heavily guarded.&lt;br /&gt;
* sends a liaison who will speak with the [[Expedition leader]], [[Mayor]], [[Baron]], [[Count]], or [[Duke]] to negotiate an import-export agreement (unless the [[Monarch]] is present).&lt;br /&gt;
* influences the number of immigrants received (if the caravan leaves intact).&lt;br /&gt;
* will not cause sieges when repeatedly destroyed or lost.&lt;br /&gt;
* is the only caravan to arrive during a fortress' first year.&lt;br /&gt;
* always arrives regardless of embark location unless the dwarven civilization is [[extinct]].&lt;br /&gt;
* cannot have its goods seized from the trade menu.&lt;br /&gt;
* may not arrive if your civilization lacks any notable figures.&lt;br /&gt;
&lt;br /&gt;
==== [[elf|Elves]] ====&lt;br /&gt;
[[Image:Evil_elves.png|thumb|400px|A typical elven caravan.]]&lt;br /&gt;
:''&amp;quot;Greetings. We are enchanted by your more ethical works. We've come to trade.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
The elven caravan:&lt;br /&gt;
* arrives in the [[Calendar|spring]].&lt;br /&gt;
* carries [[cloth]], [[rope]]s, various above-ground seeds, [[plant]]s and their byproducts, [[log]]s, [[wood]]en goods &amp;amp; [[weapon]]s, clothing and [[armor]], and may carry tame exotic [[creature]]s.&lt;br /&gt;
* Is unguarded.&lt;br /&gt;
* does not accept some items in trade:&lt;br /&gt;
&lt;br /&gt;
Elven traders do not like to be offered any tree byproducts.  Forbidden items include:&lt;br /&gt;
&lt;br /&gt;
* [[Wood]]en items (including subterranean mushrooms such as [[tower-cap]]s)&lt;br /&gt;
* Items derived from wood - [[ash]] and [[charcoal]], as well as [[lye]], [[potash]], and [[pearlash]]&lt;br /&gt;
* Items made from clear and crystal [[glass]] (due to the [[pearlash]] used) - green glass appears to be perfectly acceptable&lt;br /&gt;
* Items [[decoration|decorated]] with any of the above materials&lt;br /&gt;
* [[Obsidian]] shortswords (since they have wooden handles)&lt;br /&gt;
* [[Soap]] (made with [[lye]])&lt;br /&gt;
&lt;br /&gt;
Offering or trading forbidden items will cause the mood of the trader to drop rapidly, causing them to refuse to trade any more that season and leave immediately.  Additionally you will be called uncouth, crude, and barbaric for not understanding their customs.&lt;br /&gt;
&lt;br /&gt;
However, [[stone]] and [[metal]] items, even when [[charcoal]] is used in production, are acceptable (since the elves are unfamiliar with metalworking, and do not know that charcoal is used to make metal items). Items made from [[silk]] are acceptable, as are all non-wooden plant-derived products such as [[cloth]] and [[thread]]. Items made of bone (totems too), horn, shell or leather are acceptable, so are meat and fish. You can also transport your goods to the [[trade depot]] in a wooden [[bin]], as long as you do not try to sell the bin. Living animals are acceptable, as long as the [[cage]] or [[trap]] is not made of [[wood]].&lt;br /&gt;
&lt;br /&gt;
Be especially careful with reselling decorated items from other caravans, as non-wood/glass items may have decorations of wood or clear/crystal glass.  All such items that elven caravans sell are also unacceptable to sell back to elves, as the dwarves have no means of proving that they were made in an &amp;quot;elf kosher&amp;quot; way.&lt;br /&gt;
&lt;br /&gt;
Because they do not utilize wagons, elven caravans have a much smaller weight limit than dwarven and human ones, making trading heavy items like furniture problematic.&lt;br /&gt;
&lt;br /&gt;
:''&amp;quot;Once a beautiful tree, and now? It is a rude bauble, fit only for your kind.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
==== [[Human]]s ====&lt;br /&gt;
:''&amp;quot;Greetings. The craftsdwarfship of the dwarves is unparalleled. Let's make a deal!&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
The human caravan:&lt;br /&gt;
* arrives in [[Calendar|summer]].&lt;br /&gt;
* carries metal bars, sand, [[leather]], cloth, wood, food and booze, ropes, waterskins, quivers, backpacks, metal weapons and clothing and armor, cages and a few domestic animals.&lt;br /&gt;
* carries only large-sized clothing, which is unusable by dwarves.&lt;br /&gt;
* is moderately guarded.&lt;br /&gt;
&lt;br /&gt;
==== [[Goblin]]s and [[Kobold]]s ====&lt;br /&gt;
A goblin caravan will only arrive if you mod the game, primarily because their entity lacks the [[entity token]]s needed to make use of pack animals and wagons. That, and one of the tokens (presumably babysnatcher) makes them hostile to all non-goblin civilizations. These same caveats apply to kobolds.&lt;br /&gt;
&lt;br /&gt;
The goblin caravan:&lt;br /&gt;
*will arrive every season, four times per year&lt;br /&gt;
*unguarded&lt;br /&gt;
*brings mostly food and cloth&lt;br /&gt;
*does not send a liaison or a guild representative&lt;br /&gt;
*does not make import/export agreements&lt;br /&gt;
&lt;br /&gt;
== Diplomats ==&lt;br /&gt;
[[Diplomat]]s may be sent by other civilizations to speak to your [[noble]] dwarves (and they ''will'' speak to those dwarves, even if they have to wait at their bedside in the hospital for months after the caravan has left). Diplomats generally appear on the map edge around the time that civilization's caravan would arrive. Meeting with a diplomat may allow you to request specific items for the next caravan to bring (at a premium price), take requests for production for the next caravan (for which the merchants will pay a premium), or sign a cease-fire to end hostilities.&lt;br /&gt;
&lt;br /&gt;
Current trade agreements can be viewed through the Civilization menu ({{k|c}}). These trade agreements are cleared when a diplomat of the corresponding civilization enters the screen, so they are generally not accessible after the caravan has arrived.&lt;br /&gt;
&lt;br /&gt;
In the event that your leader is replaced, killed, or taken by a [[strange mood]], the diplomat may decide to leave your fortress [[stymied|&amp;quot;unhappy&amp;quot;]]. Curiously, this will '''not''' occur if your leader is otherwise unable to perform the &amp;quot;conduct meeting&amp;quot; task. You can currently lock a diplomat in a room and he will wait years to attend the meeting your noble is constantly conducting (and all subsequent diplomats appear to wait in line for the first to finish); this behavior is presumably a bug.{{bug|3027}} &lt;br /&gt;
&lt;br /&gt;
An unhappy diplomat will naturally prevent you from creating trade agreements and ending hostilities. However, it is not currently known what other effects this has on relations with that civilization. Whether the diplomat successfully met with your leader or just gave up, a diplomat who has decided to leave but is prevented from reaching the map edge will eventually go [[insane]].&lt;br /&gt;
&lt;br /&gt;
== Destruction ==&lt;br /&gt;
If caravans are destroyed (intentionally or unintentionally), the items may remain for use. Traders caught in a [[cave-in]] will flee as if they were attacked, but will leave all the items dropped by the caravan behind. Pack animals carrying items are affected just like a normal tamed [[mule]] and must be killed in the cave-in for them to drop items on the ground. It is however much more likely that the pack animals will only be stunned or rendered unconscious, and flee shortly after recovering from the hit.&lt;br /&gt;
&lt;br /&gt;
While caravans can defend themselves, they don't like being ambushed. An encounter with unfriendly creatures resulting in the death of any merchant or pack animal will cause them to retreat and forget about trading with you for the season. Repeated caravan destruction (intentional or unintentional) will strain diplomatic relations and may result in a [[siege]].&lt;br /&gt;
&lt;br /&gt;
Ambushing or seizing a caravan and letting a survivor escape seems to have a more detrimental effect than simply annihilating the whole caravan.&lt;br /&gt;
&lt;br /&gt;
== Caravan Delay ==&lt;br /&gt;
If a caravan has arrived at your trade depot and is unable to leave for about two months after they finished packing up their goods, the merchants and animals will go insane.  This can result in a bunch of merchants attacking your dwarves, or just standing around moping until they starve to death.  It is not known for certain if this hurts diplomatic relations, but most likely it's the same as any case where the entire caravan fails to return home.&lt;br /&gt;
&lt;br /&gt;
If you have locked the caravan into your fortress to hold out against a siege, it's a good idea to station a squad of soldiers near the trade depot in case the merchants [[Insanity#Types|go berserk]]. You may also want to make the depot a restricted area to encourage civilians to go around it. Alternatively, you can design the trade depot using drawbridges, so that it can be sealed off from the rest of the fortress during a siege.&lt;br /&gt;
&lt;br /&gt;
If you want the merchants to leave safely, you can build four or more tunnels to each corner of the map, connected to your fortress only by drawbridges. As long as there is no other way to enter and exit your fortress, invaders and merchants will both go towards any tunnel that you activate. You can lock the merchants into the trade depot, and then open a tunnel entrance on one side of the map to make the invaders head towards that tunnel. When they get close to it, you can close it, and then open the entrance on the other side of the map, and let the traders out of the depot. If your fortress and depot are in the middle of the map, this will give the traders quite a head-start to get away.&lt;br /&gt;
&lt;br /&gt;
Merchants can leave the map from any map edge-- including underground map edges.  If an unobstructed path through your fortress reaches an edge, then blocking an overland path will cause the merchants to travel underground.  This can be useful, if you're suffering a prolonged siege; it can also be dangerous, if your underground regions are less secure than your surface.&lt;br /&gt;
&lt;br /&gt;
Caravan guards cannot be starved, dehydrated, or driven to insanity if prevented from leaving, their employers and animals will however.&lt;br /&gt;
&lt;br /&gt;
If an large amount of items is sold / offered to the caravan, it may take a while to load it all, especially if you chose to keep your precious bins and traded your items individually.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
&lt;br /&gt;
*Aggressive, untrainable creatures (captured goblins, for example) cannot be traded; when a dwarf attempts to move the caged animal to the Depot, the creature is set free.&lt;br /&gt;
*If your [[hospital]] isn't already stocked with the specified amount of thread/cloth, your dwarves will carry off as much from the caravan as they need to fill it. {{Bug|66}}&lt;br /&gt;
*Caravans show up very late in the season. {{Bug|1756}}&lt;br /&gt;
*One outgoing trade caravan can run into another incoming trade caravan, leading to them getting stuck in the entrance to your fortress, wagons breaking, trade failing, and other problems. Rarely, this can even happen out in the open, when they are surrounded by plenty of space to maneuver. {{Bug|5687}}&lt;br /&gt;
*[[Unfortunate accident|Killed]] caravan guards can't be [[slab|memorialized]] {{Bug|5755}}&lt;br /&gt;
*If a caravan attempts to leave in late Winter/early Spring, they may try to path over any large frozen body of water. If the water thaws while the caravan is on it, the caravan will become magically stuck in mid-air for the majority of the year (until the water refreezes). At this point, if they are still alive, they will leave the map normally.&lt;br /&gt;
*When merchants leave with an animal, the merchants seem to be dragging their beast of burden instead of leading it. If the animal is incapacitated but not dead, the merchant will continue to walk at the same speed, dragging the unconscious beast&lt;br /&gt;
*If a merchant's chosen map edge exit is guarded by a hostile creature (including those on a [[restraint]]), the merchant will wander back and forth repeatedly and eventually go insane rather than path to an alternate exit.&lt;br /&gt;
&lt;br /&gt;
== Loyalty cascade ==&lt;br /&gt;
{{main|Faction#Loyalty cascade|l1=Faction}}&lt;br /&gt;
If you order your military to kill merchants from your own civilization, a bizarre result of the way loyalty is handled makes the members of your military who attacked the traders become enemies of your civilization, but members of your fort's government (dwarves of this [[faction]] are referred to as ''separatists''). As enemies, they attack your other dwarves (''citizens''), but as members of the fort, they still follow orders. Allowing citizen militia dwarves to attack the separatists will give them opposite loyalties of the separatists, (i.e. loyal to civ, not to fort), or ''loyalists'', who do '''not''' follow orders. And then, if a separatist or loyalist kill a citizen, they become enemies of the civ '''and''' fort, making them ''Renegades'', who are essentially complete enemies of the citizens.&lt;br /&gt;
&lt;br /&gt;
To prevent the cascade from spreading, order the original separatists away from the fortress and let them fight amongst themselves. If the results are renegades, it is okay to allow other dwarves to kill them (by stationing them nearby). If the results are separatists/loyalists, then you will need to separate them somehow.&lt;br /&gt;
&lt;br /&gt;
== Exploits ==&lt;br /&gt;
&lt;br /&gt;
*Deconstructing the Depot will cause merchants to leave your fortress and abandon any goods in the Depot because items are not available until the building is fully deconstructed. However any animals they had caged will still belong to the merchants and only become friendly, you won't actually own them. According to Toady One, this is actually working as intended, and is not really an exploit or bug: &amp;quot;...the reckoning comes when they return with lesser value, and it has the same negative effect (it'll be listed as a disaster rather than an intentional seizing -- the depot could be destroyed, for instance -- but it counts for the same value if I remember). The overall wording could be changed and the interaction could be deepened to recognize this or that, but it's working as intended.&amp;quot;[http://www.bay12games.com/dwarves/mantisbt/view.php?id=293#c8393]&lt;br /&gt;
&lt;br /&gt;
*If you wait some time (2-3 months{{verify}}), you can &amp;quot;claim&amp;quot; animals by linking a lever to the cage and opening it, the animals will be released in a tamed state. Check the {{k|u}}nit screen before releasing them; if the creatures still show as Merchant creatures, they will wander off the map when released; if they show as Tame creatures, they will stay once released.&lt;/div&gt;</summary>
		<author><name>Aquillion</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Bedroom_design&amp;diff=228306</id>
		<title>Bedroom design</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Bedroom_design&amp;diff=228306"/>
		<updated>2016-12-17T07:57:45Z</updated>

		<summary type="html">&lt;p&gt;Aquillion: /* 1x1 bed only, no walls */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{quality|exceptional}}&lt;br /&gt;
There are many ways to design the layout of [[bedroom]]s. Simplicity, ease of designating, efficiency, and aesthetics are all important factors in designing dwarven housing. The ability to modify the design to enlarge, improve, or add rooms can be important as well. Proximity of the rooms to [[noise]] should also be considered.&lt;br /&gt;
&lt;br /&gt;
The simplest approach resolving dwarven sleeping requirements is to have all your dwarves sleep in a large communal [[dormitory]]. The smallest ''bedroom design'' possible is a corridor with notched spaces for beds. &lt;br /&gt;
&lt;br /&gt;
Players frequently want designs which maximize positive thought and minimize the path distance between a dwarf's food, drink, job and home. For these purposes, nothing holds a candle to the ease, simplicity, and efficiency of [[#The_multiply-overlapping_single_bedroom|overlapping bedrooms]] in a single large carved out area. In the current version, the main benefits of individualized rooms are for roleplaying purposes. Historically, room design was further complicated when the [[dwarven economy]] kicked in, and a wide range of &amp;quot;[[Room#Specific room quality grades|room qualities]]&amp;quot; were needed, and poor dwarves were kicked out of over-priced quarters (the dwarven economy is currently disabled). To this end, a number of solutions, some surprisingly elegant, have been produced. &lt;br /&gt;
&lt;br /&gt;
Many of the designs shown here were taken from [http://www.bay12forums.com/smf/index.php?topic=16901.0 this forum post].&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
                         NOTE - EDITORS/CONTRIBUTORS:&lt;br /&gt;
=LEVEL 1= SUBSECTIONS WERE CHOSEN FOR VISIBILITY. THIS PAGE IS FAR TOO BUSY FOR ==LEVEL 2== SUBSECTION HEADERS.&lt;br /&gt;
FOR SPECIFIC EXAMPLES, USE ===LEVEL 3=== &lt;br /&gt;
--&amp;gt;&lt;br /&gt;
=Minimalism=&lt;br /&gt;
&lt;br /&gt;
Sometimes, simpler is better... not always, but sometimes...&lt;br /&gt;
&lt;br /&gt;
=== 1x1 bed only, no walls ===&lt;br /&gt;
&lt;br /&gt;
By far the most minimal design is to take a bed, place it anywhere you want, then set it as a 1x1 room. This bed 'room' can be assigned to a dwarf early on, and will at least serve the bare minimum purpose of avoiding unhappy thoughts from the lack of a room. It will not, of course, leave the dwarves with any space to store any possessions at all. However, it requires the absolute minimum work to set up; all you need is existing empty space, preferably with no noise nearby, and a bed to place in it.&lt;br /&gt;
&lt;br /&gt;
Alternatively if you are building compact merely to save space or improve framerate, a 1x1 bedroom on a smoothed, engraved floor can have quite a high room value.&lt;br /&gt;
&lt;br /&gt;
Note that since beds do not block movement and simply having people moving nearby (or even directly ''over'' them) does not produce noise or disrupt sleeping dwarves in any way, you can place these 1x1 rooms in a solid block with no space between them; this makes it easy to smooth and engrave the floor for all of them at once.  With a competent engraver and quality beds, this is often enough to raise the room value to the point where even this minimalist setup will produce happy thoughts; compared to a high-quality bed, the amount that un-engraved walls would add to a room's value is minimal anyway.&lt;br /&gt;
&lt;br /&gt;
=== Communal dormitory ===&lt;br /&gt;
&lt;br /&gt;
The simplest form of dwarven housing.  Stick a bunch of beds in a room, designate a [[dormitory]] from one of them (do not assign the bed to anyone), and voilà, instant flophouse.  On maps with no [[tree]]s, this is pretty much your only option for sleeping quarters before breaching a cavern or importing large amounts of wood.  (Dwarves will sleep on the floor of the dormitory if no beds are available, which at least keeps them from sleeping in the wilderness.)&lt;br /&gt;
&lt;br /&gt;
This setup only causes a single negative thought (&amp;quot;slept without a proper room recently&amp;quot;), although you miss out the benefit of the happy thoughts generated by personally-owned furniture.  However, as long as you compensate by offering your dwarves high-quality [[food]] and [[alcohol]], an expansive [[dining room]], and other luxuries, your dwarves will remain happy enough to be productive throughout the life of a fortress.  (You may still wish to give [[noble]]s their own rooms, however; they tend to [[mandate|get]] [[demand|upset]] when their [[Noble#Room Requirements Summary|requirements]] are not met)&lt;br /&gt;
&lt;br /&gt;
More than one dormitory can be built in a fortress; if they do not own their own bedroom, dwarves will gravitate to a nearby empty bed when it is time for them to sleep.&lt;br /&gt;
&lt;br /&gt;
Communal dormitories are more appealing in .34 due to the presence of [[vampire]]s among fortress populations, as it increases the likelihood of the offending bloodsucker being caught.&lt;br /&gt;
&lt;br /&gt;
Note that compared to the solid block of 1x1 bedrooms above, the only advantage to a communal dormitory is the ease with which it can be set up - even owning a 1x1 room generates happy thoughts (as opposed to the minor negative one from a dormitory) and take the exact same space.  Therefore, if unhappy thoughts are a concern, you should designate the beds as rooms instead.&lt;br /&gt;
&lt;br /&gt;
=== Plain square design ===&lt;br /&gt;
[[Image:square_bedroom.png|right]]&lt;br /&gt;
If it is 2&amp;amp;times;2, 3&amp;amp;times;3 or more, square designs are probably the first choice of many players. Easy to plan, easy to put in place, this kind of design is one of the best when the player values his playing time instead of the overall layout of his fortress. While square designs are easy to reproduce en masse, most are not optimized either for beauty or space efficiency, two aspects that other designs excel at.&lt;br /&gt;
&lt;br /&gt;
=== Line design ===&lt;br /&gt;
[[Image:line_bedroom.png|right|thumb| '''Line design''', laid out (left) and finished (right)]]&lt;br /&gt;
Line designs have the advantage of being very space efficient and very adaptative. From 1&amp;amp;times;1 to 1&amp;amp;times;4 and longer, it can fit almost anywhere, can be upgraded later on as long as you have the space behind your first original line and do not need excessive corridor space for the bedroom access. Simply dig a few lines out of an access tunnel already in use in your fortress and voilà, you have new living quarters. This kind of minimalistic design was particularly useful when the economy kicked in, as it could be adapted in a flash to meet the needs of low-wage citizens.&lt;br /&gt;
&lt;br /&gt;
===Decentralized living===&lt;br /&gt;
In larger fortresses, one of the bigger problems is traffic.  Dwarves have a tendency to all get hungry, thirsty, and tired in waves, and a crowd of 50 of them storming your centralized food stockpiles, one big dining room, and dormitory tunnels can cause a lot of lost time while the hordes shuffle by each other.  A good solution to this is decentralized architecture, incorporating most of the essentials of every day life into numerous smaller areas.  This isn't to suggest that you shouldn't have a legendary dining hall set as a meeting area, capable of holding half your fortress at once.  You definitely should!  But decentralizing from that dining hall relieves a lot of congestion in the halls surrounding the main dining hall, and makes it easier for dwarves just to pass through.&lt;br /&gt;
&lt;br /&gt;
[[image:Living.GIF|right]]&lt;br /&gt;
In this image, the access stairwell (blue fields in the center), spread out in all directions to a public dormitory and dining room for poorer dwarves on the left/right and to 3x3 private rooms on the top/bottom.  The design allows for two small stockpiles of food (gray fields) to minimize the walk to a dining hall.&lt;br /&gt;
&lt;br /&gt;
There are also built-in areas for impressive things like [[Main:statues|statues]] and [[Main:cages|cages]] (for zoos) to keep dwarves admiring your handiwork.  The 3x3 rooms are easy to get up to decent or higher to keep your most useful dwarves happy as clams.  They're also convenient for impromptu noble housing, since you can just knock out a wall between two rooms and convert one into a dining room for a whiny noble.  You could even expand the corner rooms a bit more on both the X and Y axes to make four 3x3 rooms to give the noble a dining room, tomb, and office all in one area.  This is especially useful for the mayor, who gets replaced every so often.  When a new Mayor is elected, one can reassign all the trappings to the new mayor in one go.  If you want an even more decentralized and calm traffic pattern, put tables and chairs in all the private rooms; dwarves will prefer to eat in their quarters.  The walls between the doors leading to the dormitory and Dining Room allow for 2 entrances and 2 exits to each predictably higher-traffic room while leaving a pillar of rock for an engraving.  The main corridor also allows you to branch off into 4 restraints per floor in a private 1x2 prison.  Since it's flanked by an animal cage and a statue (or alternatively, 2 statues. This may be better because Statues block movement and it's effectively the same as surrounding the prisoner with walls). Additionally, in an area you want smoothed and engraved to begin with, it gives prisoners a leg upon their happiness immediately and -- once again -- prevents traffic jams from convicts being brought food and water in larger prisons.&lt;br /&gt;
&lt;br /&gt;
Another option for maximizing traffic throughput is to put a 1x3 line of upward stairwells on one end of the blue field, and a 1x3 line of downward stairwells on the other.  This simulates a 3-wide vertical corridor without the safety risks of up/down stairwells.&lt;br /&gt;
&lt;br /&gt;
You may also, at your discretion, knock out the statues and cages near the stairwell to make the entire plan a little more compact (though you lose the easy prisons in this case).  This plan can stretch on the x axis as much as you like, but note that the 1 wide corridors leading to individual rooms can get crowded if more than 10 dwarves are living along each one.  Even with the given layout, though, one floor supports 26 private rooms and as many as 14 public beds.  This works out quite nicely since one floor is enough to handle most immigrant waves, while existing floors' public beds can handle a decent amount of overflow.  The public dormitory rooms can also be converted into prisons very easily (just put chains next to every bed) if you decide not to go with the main design.&lt;br /&gt;
&lt;br /&gt;
=== High density single floor housing ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Housing_by_Marble_Dice.png|thumb|244px|This is the 61x61 housing plan]]&lt;br /&gt;
&lt;br /&gt;
This fractal-inspired design combines space efficiency with wider access hallways to alleviate traffic jams.  Stairs are placed in the middle, and the design can expand indefinitely.  To decrease the size, remove the outermost perimeter hallway, and all connected bedrooms.  To increase the size, use the picture as a guide and follow the same radial pattern.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;padding:&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Size&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Capacity&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Max walk distance from center&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 29x29 tiles&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 48 dwarves&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 23 steps&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 45x45 tiles&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 120 dwarves&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 39 steps&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 61x61 tiles&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 224 dwarves&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 55 steps&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 77x77 tiles&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 360 dwarves&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 71 steps&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== The multiply-overlapping single bedroom ===&lt;br /&gt;
&lt;br /&gt;
A variation on the dormitory can produce large numbers of cheap, high quality bedrooms, very easily.  Start with a large room, perhaps 20 x 20 tiles, and put many beds in it.  From each of those beds, create a bedroom that covers the entire room.  Each of the rooms overlaps the other rooms, and therefore suffers a quality modifier, but the room is large enough that its size can dominate the quality calculation. The quality hit for overlapping rooms is only applied once; your room either overlaps or it does not. With any reasonable amount of beds, it is easier and cheaper to furnish the one room with high quality items (at a penalty) than it is to carve out and furnish dozens of rooms separately. In addition, side by side beds in an open room is by far the most efficient use of space and walking distance. A room this size with a couple hundred beds in it, and some combination of smoothing, engraving, or multiple pieces of cheap furniture, can be of any quality level that is desired, from modest to royal.&lt;br /&gt;
&lt;br /&gt;
=== Staggered Doorless Rooms ===&lt;br /&gt;
&lt;br /&gt;
Dwarves suffer no penalties for having other Dwarves travel through their bedrooms even when they are sleeping. They also don't require doors. Therefore, you can take advantage of diagonal pathing in room design for high-density, non-overlapping, multi-tile rooms.&lt;br /&gt;
&lt;br /&gt;
The following diagram shows a 3x1 layout surrounding a 3x3 stairwell. The design can be repeated outwards as far as necessary.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
---.B.---.B.---&lt;br /&gt;
.B.---.B.---.B.&lt;br /&gt;
---.B.---.B.---&lt;br /&gt;
.B.---XXX---.B.&lt;br /&gt;
---.B.XXX.B.---&lt;br /&gt;
.B.---XXX---.B.&lt;br /&gt;
---.B.---.B.---&lt;br /&gt;
.B.---.B.---.B.&lt;br /&gt;
---.B.---.B.---&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Dwarves will navigate from the stairwell diagonally through rooms, while bedroom sizes can be applied at 3x3 (without the area leaking to adjoining rooms) allowing for some level of furnishing.&lt;br /&gt;
&lt;br /&gt;
=High density,single floor, quick housing=&lt;br /&gt;
&lt;br /&gt;
[[Image:Dwarf-bedroom-simple.jpg|thumb|250px|This is a 35x35 housing plan]]&lt;br /&gt;
&lt;br /&gt;
This design is nice in that it is very quick to lay since using shift to move the cursor moves in steps of 11 tiles. It is also very easy to increase or decrease their value by adding or removing [[furniture]]. Each 1-tile wide walkway is shared by 10 dwarves reducing congestion and each room can fit a bed, a chest and a cabinet leaving 1 free space for any miscellaneous items such as a statue for legendary dwarves, the free space is in the back of the room for the reason that it allows you to place blocking items that cannot be moved over there without sealing your dwarves in/out.&lt;br /&gt;
&lt;br /&gt;
=High density, multi-level=&lt;br /&gt;
&lt;br /&gt;
Optimizing space, minimizing walking distance, these are good things... for some...&lt;br /&gt;
&lt;br /&gt;
===Magical Multi-way Doors===&lt;br /&gt;
&lt;br /&gt;
The main point of this design is that it squeezes six bedrooms in a space of 9x8 squares (including walls) by using two-way doors. It's meant to be built across several Z-levels, making it take up a minimal amount of practical space. It can be easily mirrored, although that requires a wider corridor (or the use of four bedrooms instead of six on the other side).&lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
 Level -1  ¦   Level 0   ¦   Level 1&lt;br /&gt;
 +-----+   ¦   +-----+   ¦   +-----+&lt;br /&gt;
 ¦..¦..¦   ¦   ¦..¦..¦   ¦   ¦..¦..¦&lt;br /&gt;
+-+.¦.+-+  ¦  +-+.¦.+-+  ¦  +-+.¦.+-+&lt;br /&gt;
¦.+D-D+.¦  ¦  ¦.+D-D+.¦  ¦  ¦.+D-D+.¦&lt;br /&gt;
¦..¦X¦..¦  ¦  ¦..¦X¦..¦  ¦  ¦..¦X¦..¦&lt;br /&gt;
¦---D---¦  ¦  ---+.+---  ¦  ¦---D---¦&lt;br /&gt;
¦...¦...¦  ¦  .........  ¦  ¦...¦...¦&lt;br /&gt;
+-------+  ¦             ¦  +-------+}}&lt;br /&gt;
&lt;br /&gt;
'''Alternate layout:'''&lt;br /&gt;
&lt;br /&gt;
This is a simpler (though slightly less compact) design using three-way doors.&lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
    +---+---+&lt;br /&gt;
    ¦...¦...¦&lt;br /&gt;
+---+---D---+&lt;br /&gt;
¦...¦XXX¦...¦&lt;br /&gt;
+---D---+---+&lt;br /&gt;
¦...¦...¦&lt;br /&gt;
+---+---+}}&lt;br /&gt;
&lt;br /&gt;
One apartment &amp;quot;unit&amp;quot; gives you 6 rooms using only 2 doors and it fits within a 13x7 space (including walls).  Access to the apartments in the unit is through the 1-3 up/down stairwells in the center.  This design can be expanded by repeating the same pattern one level down and/or by tiling together multiple units together on the same level.&lt;br /&gt;
&lt;br /&gt;
Both designs mean that you have to build less doors per bedroom, which helps save time and materials.&lt;br /&gt;
&lt;br /&gt;
===Sandwich===&lt;br /&gt;
&lt;br /&gt;
A design to move bedrooms vertically spread across many unused Z levels easily. The rooms can be preferentially scaled up or down depending on needs. If space is reserved serves well for expansion of each bedroom as suitable.&lt;br /&gt;
&lt;br /&gt;
The sandwich basically consists of a three tile wide hallway or wider. Up/Down Stairways are evenly distributed in increments which lead to one or more bedrooms as needed. [[Floor hatch]]es can be used between the individual bedrooms like vertical doors, but, unlike doors, owned floor hatches can generate happy [[thought]]s.&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?topic=118751.0 Recent science] has established that having any &amp;quot;holes&amp;quot; in a room's walls reduces the apparent [[room value]]; this design is therefore particularly well-suited to producing high-value rooms.&lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
Level -1       ¦   Level 0       ¦    Level 1&lt;br /&gt;
+-----------+  ¦                 ¦  +-----------+&lt;br /&gt;
¦B.¦B.¦B.¦B.¦  ¦                 ¦  ¦B.¦B.¦B.¦B.¦&lt;br /&gt;
¦..¦..¦..¦..¦  ¦  -------------  ¦  ¦..¦..¦..¦..¦&lt;br /&gt;
¦X.¦X.¦X.¦X.¦  ¦  .X..X..X..X..  ¦  ¦X.¦X.¦X.¦X.¦&lt;br /&gt;
¦--+--+--+--¦  ¦  .............  ¦  ¦--+--+--+--¦&lt;br /&gt;
¦X.¦X.¦X.¦X.¦  ¦  .X..X..X..X..  ¦  ¦X.¦X.¦X.¦X.¦&lt;br /&gt;
¦..¦..¦..¦..¦  ¦  -------------  ¦  ¦..¦..¦..¦..¦&lt;br /&gt;
¦B.¦B.¦B.¦B.¦  ¦                 ¦  ¦B.¦B.¦B.¦B.¦&lt;br /&gt;
+-----------+  ¦                 ¦  +-----------+}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The bedroom design can be copied several times further up and down starting from Level 1 or -1 to exploit available space in neighbouring Z levels. The design is excellent as the space surrounding the hallway can be used for directly tying to the dining/meeting hall.&lt;br /&gt;
&lt;br /&gt;
===6-room clusters===&lt;br /&gt;
&lt;br /&gt;
[[File:ClusterBedrooms.png|thumb|350 pix|'''6-room clusters'''  ''(click to enlarge)'']]&lt;br /&gt;
This one is quite dense. There are six bedroom clusters. They can be built close to each other.&lt;br /&gt;
&lt;br /&gt;
There are 7 6-room clusters here. If 5 Z-Levels of this are built, that's 5*7*6=210, which is plenty for most any fortress.&lt;br /&gt;
&lt;br /&gt;
=== Living Pods (Residential Flats) ===&lt;br /&gt;
   &lt;br /&gt;
This design is compact and allows for a large number of rooms. Each room has 3 tiles plus a door. To add to the complex build an apartment level one level above or below the lobby - the stairs allow direct access. The design can be stretched to make the rooms 3x2 or 3x3, or to allow more rooms per floor, depending on your preference. Though not as visually impressive as the fractal patterns it is very efficient in that it can allow for large numbers of dwarves to easily access the main hallway.  The pods are very quick to deploy as the interior (mined out) width of the pods exactly equals one {{k|Shift}}+move of the cursor.  Highlight a full square with a horizontal shift+move then a vertical.  Then ''un''mark the 3 internal walls in both horizontal and vertical directions (each also 1 shift+move distance long), and finally mark in the four staircases. Sixteen bedrooms with extremely efficient pathing laid out in as many seconds.&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
Upper/lower&lt;br /&gt;
Apartment Level:     Lobby Level:&lt;br /&gt;
+-----------+        +-----------+..&lt;br /&gt;
¦..¦..¦..¦..¦        ¦..¦..¦..¦..¦.. O&lt;br /&gt;
¦.+-+.¦.+-+.¦        ¦.+-+.¦.+-+.¦.. u&lt;br /&gt;
¦-¦X¦-+-¦X¦-¦        ¦-¦X+---+X+-+.. t&lt;br /&gt;
¦.+-+.¦.+-+.¦        ¦.++..O........ e&lt;br /&gt;
¦..¦..¦..¦..¦        ¦..¦........... r&lt;br /&gt;
¦--+--+--+--¦        ¦--¦O...O+--+..&lt;br /&gt;
¦..¦..¦..¦..¦        ¦..¦.....¦..¦.. H&lt;br /&gt;
¦.+-+.¦.+-+.¦        ¦.++..O..++.¦.. a&lt;br /&gt;
¦-¦X¦-+-¦X¦-¦        ¦-¦X+---+X¦-¦.. l&lt;br /&gt;
¦.+-+.¦.+-+.¦        ¦.+-+.¦.+-+.¦.. l&lt;br /&gt;
¦..¦..¦..¦..¦        ¦..¦..¦..¦..¦..&lt;br /&gt;
+-----------+        +-----------+..}}&lt;br /&gt;
&lt;br /&gt;
==== Pod variant ====&lt;br /&gt;
&lt;br /&gt;
This is an example of varying the above to suit personal taste. Three significant changes have been made: &lt;br /&gt;
&lt;br /&gt;
:1) 2 pairs of vertical access stairs feed upward, instead of one horizontal hallway.&lt;br /&gt;
&lt;br /&gt;
:2) The entire design has been expanded (to 15x15, vs 13x13 above), but rooms have not been expanded to fill all available space - not yet.  That will be done if/as need arises, and many of the 3-tile rooms can become 5- or 7-tile&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;, or two joined together to become 12-tile suites&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
:3) Allow for a central waterfall with drain system*.&lt;br /&gt;
   &lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Upper Apartment Level(s*):    Lobby Level:           Lower Apartment Level(s*):&lt;br /&gt;
+-----+ +-----+              +-----+ +-----+              +-----+ +-----+&lt;br /&gt;
¦..¦..¦ ¦..¦..¦              ¦..¦..¦ ¦..¦..¦              ¦..¦..¦ ¦..¦..¦&lt;br /&gt;
¦.+-+.¦ ¦.+-+.¦              ¦.+-+.¦ ¦.+-+.¦              ¦.+-+.¦ ¦.+-+.¦&lt;br /&gt;
¦-¦X¦-¦ ¦-¦X¦-¦              ¦-¦X¦-----¦X¦-¦              ¦-¦X¦-----¦X¦-¦&lt;br /&gt;
¦.+¦+.¦ ¦.+-+.¦              ¦.+¦+.OOO.+-+.¦              ¦.+¦+..¦..+-+.¦&lt;br /&gt;
¦..¦..¦ ¦..¦..¦              ¦..¦.......¦..¦              ¦..¦.+---+.¦..¦&lt;br /&gt;
+--+-------+--+              +--¦..###..¦--+              +--¦.¦~~~¦.¦--+&lt;br /&gt;
   ¦XX#~#XX¦                    ¦&amp;lt;&amp;lt;#~#&amp;lt;&amp;lt;¦                    ¦-¦~¦~¦-¦ &lt;br /&gt;
+--+-------+--+              +--¦..###..¦--+              +--¦.¦~~~¦.¦--+ &lt;br /&gt;
¦..¦..¦ ¦..¦..¦              ¦..¦.......¦..¦              ¦..¦.+---+.¦..¦&lt;br /&gt;
¦.+-+.¦ ¦.+-+.¦              ¦.+-+.OOO.+-+.¦              ¦.+-+..¦..+-+.¦&lt;br /&gt;
¦-¦X¦-¦ ¦-¦X¦-¦              ¦-¦X¦-----¦X¦-¦              ¦-¦X¦-----¦X¦-¦&lt;br /&gt;
¦.+-+.¦ ¦.+-+.¦              ¦.+-+.¦ ¦.+-+.¦              ¦.+-+.¦ ¦.+-+.¦&lt;br /&gt;
¦..¦..¦ ¦..¦..¦              ¦..¦..¦ ¦..¦..¦              ¦..¦..¦ ¦..¦..¦&lt;br /&gt;
+-----+ +-----+              +-----+ +-----+              +-----+ +-----+&amp;lt;/pre&amp;gt;Legend:&lt;br /&gt;
:X = up/down stair&lt;br /&gt;
:&amp;lt; = up stair&lt;br /&gt;
:~ = flowing water, in waterfall and drain&lt;br /&gt;
:&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt; = [[grate]] or floor [[bars]] over drain&lt;br /&gt;
:¦ = solid block at base of waterfall&lt;br /&gt;
:O = [[statue]]s (though a [[zoo]] or booze stockpiles could work as well)&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
:1) Expanding out one more tile can create size 5-11 rooms, or size 19 if two are connected.&lt;br /&gt;
:2) A size 15 room is ample for any noble, with the possible exception of a [[king|king/queen]].&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; The floor plan for the waterfall/drain system may vary from floor to floor, and by personal taste.  Eventually it can be routed off and out one side, and the full interior area of all levels below that reserved for apartments.&lt;br /&gt;
&lt;br /&gt;
''(Note - It's easy to [[flood]] an area with a waterfall such as this - be sure you are familiar with the technique before risking an entire dormitory (or the lower parts, at least) on it.)''&lt;br /&gt;
&lt;br /&gt;
=== Greek Cross design===&lt;br /&gt;
[[image:VaniverGreek48.png|right|thumb| 48 tile design]]&lt;br /&gt;
Minimizing walking distances requires good use of vertical space. This plan is simple, scalable, and only takes up a few floors - 6 if you have 32 per floor, 4 if you have 48. The maximum walking distance should be less than 20 (walking up/down stairs counts as one distance.).[[image:VaniverGreek32.png|center|thumb| 32 tile design]]&lt;br /&gt;
A Quickfort blueprint for the 32 tile Greek Cross design is available [http://www.mediafire.com/download/yfeoeo0qj38vw24/Greek_Cross_Design_Blueprint.zip here]&lt;br /&gt;
&lt;br /&gt;
=== Shaft design ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Shaft_bedroom_design.gif|thumb|Shaft bedroom design with a few possible variations.]]&lt;br /&gt;
&lt;br /&gt;
The Shaft design allows various options for entry direction and central &amp;quot;shaft&amp;quot; use. The central shaft may be altered to create dining rooms and offices for minor nobles, &amp;quot;deluxe&amp;quot; bedrooms, hospital beds, or simply more bedrooms. The design can easily accommodate several different room sizes while maintaining efficiency. However, the design utilizes Z-levels for efficiency, and you must build several levels of Shaft designs to accommodate a fully grown fortress.&lt;br /&gt;
&lt;br /&gt;
The Shaft design can fit 20 2x2 rooms, or 30 1x1 rooms.&lt;br /&gt;
&lt;br /&gt;
=== Tileable shaft design ===&lt;br /&gt;
&lt;br /&gt;
The tileable shaft design is a further expansion of the general shaft design above, coming in somewhere between the simple geometric designs and the vastly more complex fractal designs. These are designs that can be symmetrically tiled, that means concatenated in all six directions and are thus suited both for manual design as well as macro-automation. They allow the user to extend the same pattern over very large areas and to easily extend the available space per room up to a given size by tearing down just a few walls. Additionally, they can be suited for bedrooms as well as work and storage.[[Image:tileable_shaft_big.png|thumb|Tileable shaft design with a few possible variations.]]&lt;br /&gt;
&lt;br /&gt;
The downsides are that they're not especially optimized for walking distance or large hallways, and the necessity of the main access shaft on the z-level (stairs) having to be in the central-most tile (marked red in the examples) to allow z-level stacking.&lt;br /&gt;
&lt;br /&gt;
=== Modified Windmill Villas ===&lt;br /&gt;
&lt;br /&gt;
This is the most efficient method I have seen, and it keeps the central staircase as well.  &lt;br /&gt;
&lt;br /&gt;
(Calculations use 8 levels)&lt;br /&gt;
*Dwarfs per level = 28&lt;br /&gt;
*Levels needed for 200 = 7.1&lt;br /&gt;
*Max distance (including Z) = 15&lt;br /&gt;
*Average distance = 10.2&lt;br /&gt;
*Average distance per level = 5.4&lt;br /&gt;
&lt;br /&gt;
[[Image:Modified_Windmill_Villas.png|Modified windmill villas]]&lt;br /&gt;
&lt;br /&gt;
=== Squarified Tri-way Doors ===&lt;br /&gt;
&lt;br /&gt;
Four &amp;quot;tri-way doors&amp;quot; patterns adjacent to each other, squarified with 4 normal rooms and 2 noble rooms.&lt;br /&gt;
&lt;br /&gt;
This results in 30 bedrooms in a 21x15 rectangular space (counting all walls, including external ones). Can be repeated multiple z-levels, accessed from a lobby hallway.&lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
+-------+---+---+---+&lt;br /&gt;
¦.....DX¦...¦...¦...¦&lt;br /&gt;
+---+---+---D-+-+-+D¦&lt;br /&gt;
¦...¦...¦...¦X¦...¦X¦&lt;br /&gt;
+---D-+-+-+-+-D---+D¦&lt;br /&gt;
¦...¦X¦...¦...¦...¦.¦&lt;br /&gt;
+-+-+-D---+---+---+.¦&lt;br /&gt;
¦.¦...¦...¦...¦...¦.¦&lt;br /&gt;
¦.+---+---+---D-+-+-+&lt;br /&gt;
¦.¦...¦...¦...¦X¦...¦&lt;br /&gt;
¦D+---D-+-+-+-+-D---+&lt;br /&gt;
¦X¦...¦X¦...¦...¦...¦&lt;br /&gt;
¦D+-+-+-D---+---+---+&lt;br /&gt;
¦...¦...¦...¦XD.....¦&lt;br /&gt;
+---+---+---+-------+}}&lt;br /&gt;
&lt;br /&gt;
=== Large Squarified Tri-way Doors ===&lt;br /&gt;
&lt;br /&gt;
By playing with the basic building block of the above design, and a 25x25 space, you can get this elegant square and symmetrical design:&lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
╔═╦═╦═══╦═╦═╦═╦═╦═══╦═╦═╗&lt;br /&gt;
║ +X+   ║ ║ ║ ║ ║   +X+ ║&lt;br /&gt;
║ ╠═╬═╦═╣ ║ ║ ║ ╠═╦═╬═╣ ║&lt;br /&gt;
║ ║ ║ ║ ║ ║ ║ ║ ║ ║ ║ ║ ║&lt;br /&gt;
╠═╣ ║ ║ ╠═+═╬═+═╣ ║ ║ ╠═╣&lt;br /&gt;
║ ║ ║ ║ ║X║ ║ ║X║ ║ ║ ║ ║&lt;br /&gt;
║ ╠═+═╬═+═╣ ║ ╠═+═╬═+═╣ ║&lt;br /&gt;
║ ║X║ ║ ║ ║ ║ ║ ║ ║ ║X║ ║&lt;br /&gt;
╠═+═╣ ║ ║ ╠═╩═╣ ║ ║ ╠═+═╣&lt;br /&gt;
║ ║ ║ ║ ║ ║   ║ ║ ║ ║ ║ ║&lt;br /&gt;
║ ║ ╠═╩═╬═╣ ╔═╩═╬═╩═╣ ║ ║&lt;br /&gt;
║ ║ ║   ║X+ ║   ║   ║ ║ ║&lt;br /&gt;
╠═╬═╬═══+═╩═╬═╦═+═══╬═╬═╣&lt;br /&gt;
║ ║ ║   ║   ║ +X║   ║ ║ ║&lt;br /&gt;
║ ║ ╠═╦═╬═╦═╝ ╠═╬═╦═╣ ║ ║&lt;br /&gt;
║ ║ ║ ║ ║ ║   ║ ║ ║ ║ ║ ║&lt;br /&gt;
╠═+═╣ ║ ║ ╠═╦═╣ ║ ║ ╠═+═╣&lt;br /&gt;
║ ║X║ ║ ║ ║ ║ ║ ║ ║ ║X║ ║&lt;br /&gt;
║ ╠═+═╬═+═╣ ║ ╠═+═╬═+═╣ ║&lt;br /&gt;
║ ║ ║ ║ ║X║ ║ ║X║ ║ ║ ║ ║&lt;br /&gt;
╠═╣ ║ ║ ╠═+═╬═+═╣ ║ ║ ╠═╣&lt;br /&gt;
║ ║ ║ ║ ║ ║ ║ ║ ║ ║ ║ ║ ║&lt;br /&gt;
║ ╠═╬═╩═╣ ║ ║ ║ ╠═╩═╬═╣ ║&lt;br /&gt;
║ +X+   ║ ║ ║ ║ ║   +X+ ║&lt;br /&gt;
╚═╩═╩═══╩═╩═╩═╩═╩═══╩═╩═╝}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is the most space-efficient design when aiming for bedrooms with exactly three tiles of space which are accessible without crossing another bedroom. It uses only 9 tiles per bedroom overall, an amazing feat, since the mathematical minimum for the problem given is 8 tiles per bedroom! Such bedroom allocations are not in any way required, however: normal citizens are perfectly happy with an [[#The_multiply-overlapping_single_bedroom|overlapping bedroom]] in a large hall packed to capacity with beds.&lt;br /&gt;
&lt;br /&gt;
=Repeating patterns &amp;amp; fractals=&lt;br /&gt;
&lt;br /&gt;
Art for art's sake... and if it's functional, so much the better...&lt;br /&gt;
&lt;br /&gt;
=== Blossom ===&lt;br /&gt;
[[Image:blossom.png|300px]]&lt;br /&gt;
&lt;br /&gt;
Not truly fractal, but inspired by other fractals with a more aesthetic appeal.  A slightly stripped down quickfort version of this is available [http://www.mediafire.com/view/?wx3g4373422u02r here].&lt;br /&gt;
&lt;br /&gt;
=== Tessellated Apartments ===&lt;br /&gt;
&amp;lt;!-- Originally &amp;quot;GnomeChomskey's...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
        ╔══╗       &lt;br /&gt;
        ║.θ║       &lt;br /&gt;
        ║.╔╬══╗    &lt;br /&gt;
      ╔═╬┼╩┼..║    &lt;br /&gt;
   ╔══╣θ╚╣X╠╗θ║    &lt;br /&gt;
   ║.θ║..┼╦┼╬═╩╗   &lt;br /&gt;
   ║.╔╬══╬╝.║.θ║   &lt;br /&gt;
 ╔═╬┼╩┼..║θ.║.╔╬══╗&lt;br /&gt;
 ║θ╚╣X╠╗θ╠╦═╬┼╩┼..║&lt;br /&gt;
 ║..┼╦┼╬═╩╣θ╚╣X╠╗θ║&lt;br /&gt;
 ╚══╬╝.║.θ║..┼╦┼╬═╝&lt;br /&gt;
    ║θ.║.╔╬══╬╝.║  &lt;br /&gt;
    ╚╦═╬┼╩┼..║θ.║  &lt;br /&gt;
     ║θ╚╣X╠╗θ╠══╝  &lt;br /&gt;
     ║..┼╦┼╬═╝     &lt;br /&gt;
     ╚══╬╝.║       &lt;br /&gt;
        ║θ.║       &lt;br /&gt;
        ╚══╝       &lt;br /&gt;
&lt;br /&gt;
        ╔══╗       &lt;br /&gt;
        ║.θ║       &lt;br /&gt;
        ║.╔╬══╗    &lt;br /&gt;
      ╔═╬┼╩┼..║    &lt;br /&gt;
   ╔══╣÷╚╝X╚╗θ║    &lt;br /&gt;
   ║.θ║.╥...╚═╩╗   &lt;br /&gt;
   ║.╔╝.╤.╥...÷║   &lt;br /&gt;
 ╔═╬┼╝....╤.╤╥╔╬══╗&lt;br /&gt;
 ║θ╚╣X.╥╤.....╚┼..║&lt;br /&gt;
 ║..┼╗.....╤╥.X╠╗θ║&lt;br /&gt;
 ╚══╬╝╥╤.╤....╔┼╬═╝&lt;br /&gt;
    ║÷...╥.╤.╔╝.║  &lt;br /&gt;
    ╚╦═╗...╥.║θ.║  &lt;br /&gt;
     ║θ╚╗X╔╗÷╠══╝  &lt;br /&gt;
     ║..┼╦┼╬═╝     &lt;br /&gt;
     ╚══╬╝.║       &lt;br /&gt;
        ║θ.║       &lt;br /&gt;
        ╚══╝       --&amp;gt;&lt;br /&gt;
[[File:Tessellatedrooms.jpg]]&lt;br /&gt;
&lt;br /&gt;
Access can be from above and/or below by the stairs, or a hallway can be run into the dining room level by removing the bedroom at one of the cardinal points.  This design can be repeated as far as desired in the X, Y, and Z directions.&lt;br /&gt;
&lt;br /&gt;
===Noble Hive Pods===&lt;br /&gt;
&lt;br /&gt;
A geometric pattern for Noble housing trying for interesting aesthetics and high mobility.  The basic tiling pattern is shown on the left;  one possible way to join them, involving surrounding corridors and a central staircase and a jillion doors, on the right.&lt;br /&gt;
&lt;br /&gt;
[[File:Noblehive.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Fractal designs ===&lt;br /&gt;
&lt;br /&gt;
Betting on design beauty and on geometrical symmetry first, fractal designs can also be, at the same time, very space and walk efficient. They however require a lot of time and space both to plan and execute and are most likely out of reach of all but the most serious players. Fortunately, most of the designs displayed below would be avoided by the most serious players, due to their lack of serious Z-level access and incongruity with almost any general access plan. Most players however agree that they are the most incredible of all the designs around, if not for the sheer challenge of successfully executing something as complex, as for the extra touch it gives to the fortress as a whole once it is done.&lt;br /&gt;
&lt;br /&gt;
[[image:Raynard_square_delight1.png]] [[image:Raynard1.png]]&lt;br /&gt;
&lt;br /&gt;
[[image:Raynard_whirlpool_housing.png]]&lt;br /&gt;
&lt;br /&gt;
[[image:Hactar1_3_branch_tree.png]] [[image:Hactar1_Mandelbrot_Tree.png]]&lt;br /&gt;
&lt;br /&gt;
[[Image:SavokisLeaf08a032.png]]&lt;br /&gt;
&lt;br /&gt;
[[image:Andrelius_Windmill_Villas.png]]&lt;br /&gt;
&lt;br /&gt;
[[image:4bh0r53n_h-fractal.jpg]]&lt;br /&gt;
&lt;br /&gt;
More fractal bedroom designs based upon the H-Tree (pictured above) can be found at [[User:Tenebrous|this user page]].&lt;br /&gt;
&lt;br /&gt;
===Fractal modified for 3d===&lt;br /&gt;
This was created by palin88 from [http://www.bay12forums.com/smf/index.php?topic=17784.msg17413 Bay12Games forum] in order to make a three-dimensional version of Raynard's Fractal Design.&lt;br /&gt;
&lt;br /&gt;
[[File:Palin88_Bedroom_Design.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Hallway with office===&lt;br /&gt;
&lt;br /&gt;
 +---------+╤¦ ¦b+---------+&lt;br /&gt;
 ¦B¦B¦B¦B¦B¦╥¦ ¦r¦B¦B¦B¦B¦B¦&lt;br /&gt;
 ¦k¦k¦k¦k¦k¦H¦ ¦H¦k¦k¦k¦k¦k¦&lt;br /&gt;
 ¦c¦c¦c¦c¦c¦     ¦c¦c¦c¦c¦c¦&lt;br /&gt;
 ¦D¦D¦D¦D¦D¦     ¦D¦D¦D¦D¦D¦&lt;br /&gt;
              X  &lt;br /&gt;
 ¦D¦D¦D¦D¦D¦     ¦D¦D¦D¦D¦D¦&lt;br /&gt;
 ¦c¦c¦c¦c¦c¦     ¦c¦c¦c¦c¦c¦&lt;br /&gt;
 ¦k¦k¦k¦k¦k¦H¦ ¦H¦k¦k¦k¦k¦k¦&lt;br /&gt;
 ¦B¦B¦B¦B¦B¦╥¦ ¦╥¦B¦B¦B¦B¦B¦&lt;br /&gt;
 +---------+╤¦ ¦╤+---------+            &lt;br /&gt;
&lt;br /&gt;
Legend:&amp;lt;br /&amp;gt;&lt;br /&gt;
B: Bed&amp;lt;br /&amp;gt;&lt;br /&gt;
D: Door&amp;lt;br /&amp;gt;&lt;br /&gt;
X: Staircase&amp;lt;br /&amp;gt;&lt;br /&gt;
╥: Chair&amp;lt;br /&amp;gt;&lt;br /&gt;
╤: Table&amp;lt;br /&amp;gt;&lt;br /&gt;
c: Chest or Bag&amp;lt;br /&amp;gt;&lt;br /&gt;
k: Cabinet&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
An interesting design made to consume less space but still look pretty. It can be repeated infinitely, or at least as far as your embark square goes. One may also decide to use the stairwells as noble offices or rooms, or put the staircase somewhere else and put a well where the staircase would be.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;br /&gt;
{{Category|Design}}&lt;/div&gt;</summary>
		<author><name>Aquillion</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Bedroom_design&amp;diff=228305</id>
		<title>Bedroom design</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Bedroom_design&amp;diff=228305"/>
		<updated>2016-12-17T07:55:01Z</updated>

		<summary type="html">&lt;p&gt;Aquillion: /* Communal dormitory */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{quality|exceptional}}&lt;br /&gt;
There are many ways to design the layout of [[bedroom]]s. Simplicity, ease of designating, efficiency, and aesthetics are all important factors in designing dwarven housing. The ability to modify the design to enlarge, improve, or add rooms can be important as well. Proximity of the rooms to [[noise]] should also be considered.&lt;br /&gt;
&lt;br /&gt;
The simplest approach resolving dwarven sleeping requirements is to have all your dwarves sleep in a large communal [[dormitory]]. The smallest ''bedroom design'' possible is a corridor with notched spaces for beds. &lt;br /&gt;
&lt;br /&gt;
Players frequently want designs which maximize positive thought and minimize the path distance between a dwarf's food, drink, job and home. For these purposes, nothing holds a candle to the ease, simplicity, and efficiency of [[#The_multiply-overlapping_single_bedroom|overlapping bedrooms]] in a single large carved out area. In the current version, the main benefits of individualized rooms are for roleplaying purposes. Historically, room design was further complicated when the [[dwarven economy]] kicked in, and a wide range of &amp;quot;[[Room#Specific room quality grades|room qualities]]&amp;quot; were needed, and poor dwarves were kicked out of over-priced quarters (the dwarven economy is currently disabled). To this end, a number of solutions, some surprisingly elegant, have been produced. &lt;br /&gt;
&lt;br /&gt;
Many of the designs shown here were taken from [http://www.bay12forums.com/smf/index.php?topic=16901.0 this forum post].&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
                         NOTE - EDITORS/CONTRIBUTORS:&lt;br /&gt;
=LEVEL 1= SUBSECTIONS WERE CHOSEN FOR VISIBILITY. THIS PAGE IS FAR TOO BUSY FOR ==LEVEL 2== SUBSECTION HEADERS.&lt;br /&gt;
FOR SPECIFIC EXAMPLES, USE ===LEVEL 3=== &lt;br /&gt;
--&amp;gt;&lt;br /&gt;
=Minimalism=&lt;br /&gt;
&lt;br /&gt;
Sometimes, simpler is better... not always, but sometimes...&lt;br /&gt;
&lt;br /&gt;
=== 1x1 bed only, no walls ===&lt;br /&gt;
&lt;br /&gt;
By far the most minimal design is to take a bed, place it anywhere you want, then set it as a 1x1 room. This bed 'room' can be assigned to a dwarf early on, and will at least serve the bare minimum purpose of avoiding unhappy thoughts from the lack of a room. It will not, of course, leave the dwarves with any space to store any possessions at all. However, it requires the absolute minimum work to set up; all you need is existing empty space, preferably with no noise nearby, and a bed to place in it.&lt;br /&gt;
&lt;br /&gt;
Alternatively if you are building compact merely to save space or improve framerate, a 1x1 bedroom on a smoothed, engraved floor can have quite a high room value.&lt;br /&gt;
&lt;br /&gt;
Note that since beds do not block movement and simply having people moving nearby (or even directly ''over'' them) does not produce noise or disrupt sleeping dwarves in any way, you can place these 1x1 rooms in a solid block with no space between them; this makes it easy to smooth and engrave the floor for all of them at once.  With a competent engraver and quality beds, this is often enough to raise the room value to the point where even this minimalist setup will produce happy thoughts.&lt;br /&gt;
&lt;br /&gt;
=== Communal dormitory ===&lt;br /&gt;
&lt;br /&gt;
The simplest form of dwarven housing.  Stick a bunch of beds in a room, designate a [[dormitory]] from one of them (do not assign the bed to anyone), and voilà, instant flophouse.  On maps with no [[tree]]s, this is pretty much your only option for sleeping quarters before breaching a cavern or importing large amounts of wood.  (Dwarves will sleep on the floor of the dormitory if no beds are available, which at least keeps them from sleeping in the wilderness.)&lt;br /&gt;
&lt;br /&gt;
This setup only causes a single negative thought (&amp;quot;slept without a proper room recently&amp;quot;), although you miss out the benefit of the happy thoughts generated by personally-owned furniture.  However, as long as you compensate by offering your dwarves high-quality [[food]] and [[alcohol]], an expansive [[dining room]], and other luxuries, your dwarves will remain happy enough to be productive throughout the life of a fortress.  (You may still wish to give [[noble]]s their own rooms, however; they tend to [[mandate|get]] [[demand|upset]] when their [[Noble#Room Requirements Summary|requirements]] are not met)&lt;br /&gt;
&lt;br /&gt;
More than one dormitory can be built in a fortress; if they do not own their own bedroom, dwarves will gravitate to a nearby empty bed when it is time for them to sleep.&lt;br /&gt;
&lt;br /&gt;
Communal dormitories are more appealing in .34 due to the presence of [[vampire]]s among fortress populations, as it increases the likelihood of the offending bloodsucker being caught.&lt;br /&gt;
&lt;br /&gt;
Note that compared to the solid block of 1x1 bedrooms above, the only advantage to a communal dormitory is the ease with which it can be set up - even owning a 1x1 room generates happy thoughts (as opposed to the minor negative one from a dormitory) and take the exact same space.  Therefore, if unhappy thoughts are a concern, you should designate the beds as rooms instead.&lt;br /&gt;
&lt;br /&gt;
=== Plain square design ===&lt;br /&gt;
[[Image:square_bedroom.png|right]]&lt;br /&gt;
If it is 2&amp;amp;times;2, 3&amp;amp;times;3 or more, square designs are probably the first choice of many players. Easy to plan, easy to put in place, this kind of design is one of the best when the player values his playing time instead of the overall layout of his fortress. While square designs are easy to reproduce en masse, most are not optimized either for beauty or space efficiency, two aspects that other designs excel at.&lt;br /&gt;
&lt;br /&gt;
=== Line design ===&lt;br /&gt;
[[Image:line_bedroom.png|right|thumb| '''Line design''', laid out (left) and finished (right)]]&lt;br /&gt;
Line designs have the advantage of being very space efficient and very adaptative. From 1&amp;amp;times;1 to 1&amp;amp;times;4 and longer, it can fit almost anywhere, can be upgraded later on as long as you have the space behind your first original line and do not need excessive corridor space for the bedroom access. Simply dig a few lines out of an access tunnel already in use in your fortress and voilà, you have new living quarters. This kind of minimalistic design was particularly useful when the economy kicked in, as it could be adapted in a flash to meet the needs of low-wage citizens.&lt;br /&gt;
&lt;br /&gt;
===Decentralized living===&lt;br /&gt;
In larger fortresses, one of the bigger problems is traffic.  Dwarves have a tendency to all get hungry, thirsty, and tired in waves, and a crowd of 50 of them storming your centralized food stockpiles, one big dining room, and dormitory tunnels can cause a lot of lost time while the hordes shuffle by each other.  A good solution to this is decentralized architecture, incorporating most of the essentials of every day life into numerous smaller areas.  This isn't to suggest that you shouldn't have a legendary dining hall set as a meeting area, capable of holding half your fortress at once.  You definitely should!  But decentralizing from that dining hall relieves a lot of congestion in the halls surrounding the main dining hall, and makes it easier for dwarves just to pass through.&lt;br /&gt;
&lt;br /&gt;
[[image:Living.GIF|right]]&lt;br /&gt;
In this image, the access stairwell (blue fields in the center), spread out in all directions to a public dormitory and dining room for poorer dwarves on the left/right and to 3x3 private rooms on the top/bottom.  The design allows for two small stockpiles of food (gray fields) to minimize the walk to a dining hall.&lt;br /&gt;
&lt;br /&gt;
There are also built-in areas for impressive things like [[Main:statues|statues]] and [[Main:cages|cages]] (for zoos) to keep dwarves admiring your handiwork.  The 3x3 rooms are easy to get up to decent or higher to keep your most useful dwarves happy as clams.  They're also convenient for impromptu noble housing, since you can just knock out a wall between two rooms and convert one into a dining room for a whiny noble.  You could even expand the corner rooms a bit more on both the X and Y axes to make four 3x3 rooms to give the noble a dining room, tomb, and office all in one area.  This is especially useful for the mayor, who gets replaced every so often.  When a new Mayor is elected, one can reassign all the trappings to the new mayor in one go.  If you want an even more decentralized and calm traffic pattern, put tables and chairs in all the private rooms; dwarves will prefer to eat in their quarters.  The walls between the doors leading to the dormitory and Dining Room allow for 2 entrances and 2 exits to each predictably higher-traffic room while leaving a pillar of rock for an engraving.  The main corridor also allows you to branch off into 4 restraints per floor in a private 1x2 prison.  Since it's flanked by an animal cage and a statue (or alternatively, 2 statues. This may be better because Statues block movement and it's effectively the same as surrounding the prisoner with walls). Additionally, in an area you want smoothed and engraved to begin with, it gives prisoners a leg upon their happiness immediately and -- once again -- prevents traffic jams from convicts being brought food and water in larger prisons.&lt;br /&gt;
&lt;br /&gt;
Another option for maximizing traffic throughput is to put a 1x3 line of upward stairwells on one end of the blue field, and a 1x3 line of downward stairwells on the other.  This simulates a 3-wide vertical corridor without the safety risks of up/down stairwells.&lt;br /&gt;
&lt;br /&gt;
You may also, at your discretion, knock out the statues and cages near the stairwell to make the entire plan a little more compact (though you lose the easy prisons in this case).  This plan can stretch on the x axis as much as you like, but note that the 1 wide corridors leading to individual rooms can get crowded if more than 10 dwarves are living along each one.  Even with the given layout, though, one floor supports 26 private rooms and as many as 14 public beds.  This works out quite nicely since one floor is enough to handle most immigrant waves, while existing floors' public beds can handle a decent amount of overflow.  The public dormitory rooms can also be converted into prisons very easily (just put chains next to every bed) if you decide not to go with the main design.&lt;br /&gt;
&lt;br /&gt;
=== High density single floor housing ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Housing_by_Marble_Dice.png|thumb|244px|This is the 61x61 housing plan]]&lt;br /&gt;
&lt;br /&gt;
This fractal-inspired design combines space efficiency with wider access hallways to alleviate traffic jams.  Stairs are placed in the middle, and the design can expand indefinitely.  To decrease the size, remove the outermost perimeter hallway, and all connected bedrooms.  To increase the size, use the picture as a guide and follow the same radial pattern.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;padding:&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Size&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Capacity&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Max walk distance from center&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 29x29 tiles&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 48 dwarves&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 23 steps&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 45x45 tiles&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 120 dwarves&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 39 steps&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 61x61 tiles&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 224 dwarves&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 55 steps&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 77x77 tiles&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 360 dwarves&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 71 steps&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== The multiply-overlapping single bedroom ===&lt;br /&gt;
&lt;br /&gt;
A variation on the dormitory can produce large numbers of cheap, high quality bedrooms, very easily.  Start with a large room, perhaps 20 x 20 tiles, and put many beds in it.  From each of those beds, create a bedroom that covers the entire room.  Each of the rooms overlaps the other rooms, and therefore suffers a quality modifier, but the room is large enough that its size can dominate the quality calculation. The quality hit for overlapping rooms is only applied once; your room either overlaps or it does not. With any reasonable amount of beds, it is easier and cheaper to furnish the one room with high quality items (at a penalty) than it is to carve out and furnish dozens of rooms separately. In addition, side by side beds in an open room is by far the most efficient use of space and walking distance. A room this size with a couple hundred beds in it, and some combination of smoothing, engraving, or multiple pieces of cheap furniture, can be of any quality level that is desired, from modest to royal.&lt;br /&gt;
&lt;br /&gt;
=== Staggered Doorless Rooms ===&lt;br /&gt;
&lt;br /&gt;
Dwarves suffer no penalties for having other Dwarves travel through their bedrooms even when they are sleeping. They also don't require doors. Therefore, you can take advantage of diagonal pathing in room design for high-density, non-overlapping, multi-tile rooms.&lt;br /&gt;
&lt;br /&gt;
The following diagram shows a 3x1 layout surrounding a 3x3 stairwell. The design can be repeated outwards as far as necessary.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
---.B.---.B.---&lt;br /&gt;
.B.---.B.---.B.&lt;br /&gt;
---.B.---.B.---&lt;br /&gt;
.B.---XXX---.B.&lt;br /&gt;
---.B.XXX.B.---&lt;br /&gt;
.B.---XXX---.B.&lt;br /&gt;
---.B.---.B.---&lt;br /&gt;
.B.---.B.---.B.&lt;br /&gt;
---.B.---.B.---&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Dwarves will navigate from the stairwell diagonally through rooms, while bedroom sizes can be applied at 3x3 (without the area leaking to adjoining rooms) allowing for some level of furnishing.&lt;br /&gt;
&lt;br /&gt;
=High density,single floor, quick housing=&lt;br /&gt;
&lt;br /&gt;
[[Image:Dwarf-bedroom-simple.jpg|thumb|250px|This is a 35x35 housing plan]]&lt;br /&gt;
&lt;br /&gt;
This design is nice in that it is very quick to lay since using shift to move the cursor moves in steps of 11 tiles. It is also very easy to increase or decrease their value by adding or removing [[furniture]]. Each 1-tile wide walkway is shared by 10 dwarves reducing congestion and each room can fit a bed, a chest and a cabinet leaving 1 free space for any miscellaneous items such as a statue for legendary dwarves, the free space is in the back of the room for the reason that it allows you to place blocking items that cannot be moved over there without sealing your dwarves in/out.&lt;br /&gt;
&lt;br /&gt;
=High density, multi-level=&lt;br /&gt;
&lt;br /&gt;
Optimizing space, minimizing walking distance, these are good things... for some...&lt;br /&gt;
&lt;br /&gt;
===Magical Multi-way Doors===&lt;br /&gt;
&lt;br /&gt;
The main point of this design is that it squeezes six bedrooms in a space of 9x8 squares (including walls) by using two-way doors. It's meant to be built across several Z-levels, making it take up a minimal amount of practical space. It can be easily mirrored, although that requires a wider corridor (or the use of four bedrooms instead of six on the other side).&lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
 Level -1  ¦   Level 0   ¦   Level 1&lt;br /&gt;
 +-----+   ¦   +-----+   ¦   +-----+&lt;br /&gt;
 ¦..¦..¦   ¦   ¦..¦..¦   ¦   ¦..¦..¦&lt;br /&gt;
+-+.¦.+-+  ¦  +-+.¦.+-+  ¦  +-+.¦.+-+&lt;br /&gt;
¦.+D-D+.¦  ¦  ¦.+D-D+.¦  ¦  ¦.+D-D+.¦&lt;br /&gt;
¦..¦X¦..¦  ¦  ¦..¦X¦..¦  ¦  ¦..¦X¦..¦&lt;br /&gt;
¦---D---¦  ¦  ---+.+---  ¦  ¦---D---¦&lt;br /&gt;
¦...¦...¦  ¦  .........  ¦  ¦...¦...¦&lt;br /&gt;
+-------+  ¦             ¦  +-------+}}&lt;br /&gt;
&lt;br /&gt;
'''Alternate layout:'''&lt;br /&gt;
&lt;br /&gt;
This is a simpler (though slightly less compact) design using three-way doors.&lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
    +---+---+&lt;br /&gt;
    ¦...¦...¦&lt;br /&gt;
+---+---D---+&lt;br /&gt;
¦...¦XXX¦...¦&lt;br /&gt;
+---D---+---+&lt;br /&gt;
¦...¦...¦&lt;br /&gt;
+---+---+}}&lt;br /&gt;
&lt;br /&gt;
One apartment &amp;quot;unit&amp;quot; gives you 6 rooms using only 2 doors and it fits within a 13x7 space (including walls).  Access to the apartments in the unit is through the 1-3 up/down stairwells in the center.  This design can be expanded by repeating the same pattern one level down and/or by tiling together multiple units together on the same level.&lt;br /&gt;
&lt;br /&gt;
Both designs mean that you have to build less doors per bedroom, which helps save time and materials.&lt;br /&gt;
&lt;br /&gt;
===Sandwich===&lt;br /&gt;
&lt;br /&gt;
A design to move bedrooms vertically spread across many unused Z levels easily. The rooms can be preferentially scaled up or down depending on needs. If space is reserved serves well for expansion of each bedroom as suitable.&lt;br /&gt;
&lt;br /&gt;
The sandwich basically consists of a three tile wide hallway or wider. Up/Down Stairways are evenly distributed in increments which lead to one or more bedrooms as needed. [[Floor hatch]]es can be used between the individual bedrooms like vertical doors, but, unlike doors, owned floor hatches can generate happy [[thought]]s.&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?topic=118751.0 Recent science] has established that having any &amp;quot;holes&amp;quot; in a room's walls reduces the apparent [[room value]]; this design is therefore particularly well-suited to producing high-value rooms.&lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
Level -1       ¦   Level 0       ¦    Level 1&lt;br /&gt;
+-----------+  ¦                 ¦  +-----------+&lt;br /&gt;
¦B.¦B.¦B.¦B.¦  ¦                 ¦  ¦B.¦B.¦B.¦B.¦&lt;br /&gt;
¦..¦..¦..¦..¦  ¦  -------------  ¦  ¦..¦..¦..¦..¦&lt;br /&gt;
¦X.¦X.¦X.¦X.¦  ¦  .X..X..X..X..  ¦  ¦X.¦X.¦X.¦X.¦&lt;br /&gt;
¦--+--+--+--¦  ¦  .............  ¦  ¦--+--+--+--¦&lt;br /&gt;
¦X.¦X.¦X.¦X.¦  ¦  .X..X..X..X..  ¦  ¦X.¦X.¦X.¦X.¦&lt;br /&gt;
¦..¦..¦..¦..¦  ¦  -------------  ¦  ¦..¦..¦..¦..¦&lt;br /&gt;
¦B.¦B.¦B.¦B.¦  ¦                 ¦  ¦B.¦B.¦B.¦B.¦&lt;br /&gt;
+-----------+  ¦                 ¦  +-----------+}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The bedroom design can be copied several times further up and down starting from Level 1 or -1 to exploit available space in neighbouring Z levels. The design is excellent as the space surrounding the hallway can be used for directly tying to the dining/meeting hall.&lt;br /&gt;
&lt;br /&gt;
===6-room clusters===&lt;br /&gt;
&lt;br /&gt;
[[File:ClusterBedrooms.png|thumb|350 pix|'''6-room clusters'''  ''(click to enlarge)'']]&lt;br /&gt;
This one is quite dense. There are six bedroom clusters. They can be built close to each other.&lt;br /&gt;
&lt;br /&gt;
There are 7 6-room clusters here. If 5 Z-Levels of this are built, that's 5*7*6=210, which is plenty for most any fortress.&lt;br /&gt;
&lt;br /&gt;
=== Living Pods (Residential Flats) ===&lt;br /&gt;
   &lt;br /&gt;
This design is compact and allows for a large number of rooms. Each room has 3 tiles plus a door. To add to the complex build an apartment level one level above or below the lobby - the stairs allow direct access. The design can be stretched to make the rooms 3x2 or 3x3, or to allow more rooms per floor, depending on your preference. Though not as visually impressive as the fractal patterns it is very efficient in that it can allow for large numbers of dwarves to easily access the main hallway.  The pods are very quick to deploy as the interior (mined out) width of the pods exactly equals one {{k|Shift}}+move of the cursor.  Highlight a full square with a horizontal shift+move then a vertical.  Then ''un''mark the 3 internal walls in both horizontal and vertical directions (each also 1 shift+move distance long), and finally mark in the four staircases. Sixteen bedrooms with extremely efficient pathing laid out in as many seconds.&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
Upper/lower&lt;br /&gt;
Apartment Level:     Lobby Level:&lt;br /&gt;
+-----------+        +-----------+..&lt;br /&gt;
¦..¦..¦..¦..¦        ¦..¦..¦..¦..¦.. O&lt;br /&gt;
¦.+-+.¦.+-+.¦        ¦.+-+.¦.+-+.¦.. u&lt;br /&gt;
¦-¦X¦-+-¦X¦-¦        ¦-¦X+---+X+-+.. t&lt;br /&gt;
¦.+-+.¦.+-+.¦        ¦.++..O........ e&lt;br /&gt;
¦..¦..¦..¦..¦        ¦..¦........... r&lt;br /&gt;
¦--+--+--+--¦        ¦--¦O...O+--+..&lt;br /&gt;
¦..¦..¦..¦..¦        ¦..¦.....¦..¦.. H&lt;br /&gt;
¦.+-+.¦.+-+.¦        ¦.++..O..++.¦.. a&lt;br /&gt;
¦-¦X¦-+-¦X¦-¦        ¦-¦X+---+X¦-¦.. l&lt;br /&gt;
¦.+-+.¦.+-+.¦        ¦.+-+.¦.+-+.¦.. l&lt;br /&gt;
¦..¦..¦..¦..¦        ¦..¦..¦..¦..¦..&lt;br /&gt;
+-----------+        +-----------+..}}&lt;br /&gt;
&lt;br /&gt;
==== Pod variant ====&lt;br /&gt;
&lt;br /&gt;
This is an example of varying the above to suit personal taste. Three significant changes have been made: &lt;br /&gt;
&lt;br /&gt;
:1) 2 pairs of vertical access stairs feed upward, instead of one horizontal hallway.&lt;br /&gt;
&lt;br /&gt;
:2) The entire design has been expanded (to 15x15, vs 13x13 above), but rooms have not been expanded to fill all available space - not yet.  That will be done if/as need arises, and many of the 3-tile rooms can become 5- or 7-tile&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;, or two joined together to become 12-tile suites&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
:3) Allow for a central waterfall with drain system*.&lt;br /&gt;
   &lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Upper Apartment Level(s*):    Lobby Level:           Lower Apartment Level(s*):&lt;br /&gt;
+-----+ +-----+              +-----+ +-----+              +-----+ +-----+&lt;br /&gt;
¦..¦..¦ ¦..¦..¦              ¦..¦..¦ ¦..¦..¦              ¦..¦..¦ ¦..¦..¦&lt;br /&gt;
¦.+-+.¦ ¦.+-+.¦              ¦.+-+.¦ ¦.+-+.¦              ¦.+-+.¦ ¦.+-+.¦&lt;br /&gt;
¦-¦X¦-¦ ¦-¦X¦-¦              ¦-¦X¦-----¦X¦-¦              ¦-¦X¦-----¦X¦-¦&lt;br /&gt;
¦.+¦+.¦ ¦.+-+.¦              ¦.+¦+.OOO.+-+.¦              ¦.+¦+..¦..+-+.¦&lt;br /&gt;
¦..¦..¦ ¦..¦..¦              ¦..¦.......¦..¦              ¦..¦.+---+.¦..¦&lt;br /&gt;
+--+-------+--+              +--¦..###..¦--+              +--¦.¦~~~¦.¦--+&lt;br /&gt;
   ¦XX#~#XX¦                    ¦&amp;lt;&amp;lt;#~#&amp;lt;&amp;lt;¦                    ¦-¦~¦~¦-¦ &lt;br /&gt;
+--+-------+--+              +--¦..###..¦--+              +--¦.¦~~~¦.¦--+ &lt;br /&gt;
¦..¦..¦ ¦..¦..¦              ¦..¦.......¦..¦              ¦..¦.+---+.¦..¦&lt;br /&gt;
¦.+-+.¦ ¦.+-+.¦              ¦.+-+.OOO.+-+.¦              ¦.+-+..¦..+-+.¦&lt;br /&gt;
¦-¦X¦-¦ ¦-¦X¦-¦              ¦-¦X¦-----¦X¦-¦              ¦-¦X¦-----¦X¦-¦&lt;br /&gt;
¦.+-+.¦ ¦.+-+.¦              ¦.+-+.¦ ¦.+-+.¦              ¦.+-+.¦ ¦.+-+.¦&lt;br /&gt;
¦..¦..¦ ¦..¦..¦              ¦..¦..¦ ¦..¦..¦              ¦..¦..¦ ¦..¦..¦&lt;br /&gt;
+-----+ +-----+              +-----+ +-----+              +-----+ +-----+&amp;lt;/pre&amp;gt;Legend:&lt;br /&gt;
:X = up/down stair&lt;br /&gt;
:&amp;lt; = up stair&lt;br /&gt;
:~ = flowing water, in waterfall and drain&lt;br /&gt;
:&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt; = [[grate]] or floor [[bars]] over drain&lt;br /&gt;
:¦ = solid block at base of waterfall&lt;br /&gt;
:O = [[statue]]s (though a [[zoo]] or booze stockpiles could work as well)&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
:1) Expanding out one more tile can create size 5-11 rooms, or size 19 if two are connected.&lt;br /&gt;
:2) A size 15 room is ample for any noble, with the possible exception of a [[king|king/queen]].&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; The floor plan for the waterfall/drain system may vary from floor to floor, and by personal taste.  Eventually it can be routed off and out one side, and the full interior area of all levels below that reserved for apartments.&lt;br /&gt;
&lt;br /&gt;
''(Note - It's easy to [[flood]] an area with a waterfall such as this - be sure you are familiar with the technique before risking an entire dormitory (or the lower parts, at least) on it.)''&lt;br /&gt;
&lt;br /&gt;
=== Greek Cross design===&lt;br /&gt;
[[image:VaniverGreek48.png|right|thumb| 48 tile design]]&lt;br /&gt;
Minimizing walking distances requires good use of vertical space. This plan is simple, scalable, and only takes up a few floors - 6 if you have 32 per floor, 4 if you have 48. The maximum walking distance should be less than 20 (walking up/down stairs counts as one distance.).[[image:VaniverGreek32.png|center|thumb| 32 tile design]]&lt;br /&gt;
A Quickfort blueprint for the 32 tile Greek Cross design is available [http://www.mediafire.com/download/yfeoeo0qj38vw24/Greek_Cross_Design_Blueprint.zip here]&lt;br /&gt;
&lt;br /&gt;
=== Shaft design ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Shaft_bedroom_design.gif|thumb|Shaft bedroom design with a few possible variations.]]&lt;br /&gt;
&lt;br /&gt;
The Shaft design allows various options for entry direction and central &amp;quot;shaft&amp;quot; use. The central shaft may be altered to create dining rooms and offices for minor nobles, &amp;quot;deluxe&amp;quot; bedrooms, hospital beds, or simply more bedrooms. The design can easily accommodate several different room sizes while maintaining efficiency. However, the design utilizes Z-levels for efficiency, and you must build several levels of Shaft designs to accommodate a fully grown fortress.&lt;br /&gt;
&lt;br /&gt;
The Shaft design can fit 20 2x2 rooms, or 30 1x1 rooms.&lt;br /&gt;
&lt;br /&gt;
=== Tileable shaft design ===&lt;br /&gt;
&lt;br /&gt;
The tileable shaft design is a further expansion of the general shaft design above, coming in somewhere between the simple geometric designs and the vastly more complex fractal designs. These are designs that can be symmetrically tiled, that means concatenated in all six directions and are thus suited both for manual design as well as macro-automation. They allow the user to extend the same pattern over very large areas and to easily extend the available space per room up to a given size by tearing down just a few walls. Additionally, they can be suited for bedrooms as well as work and storage.[[Image:tileable_shaft_big.png|thumb|Tileable shaft design with a few possible variations.]]&lt;br /&gt;
&lt;br /&gt;
The downsides are that they're not especially optimized for walking distance or large hallways, and the necessity of the main access shaft on the z-level (stairs) having to be in the central-most tile (marked red in the examples) to allow z-level stacking.&lt;br /&gt;
&lt;br /&gt;
=== Modified Windmill Villas ===&lt;br /&gt;
&lt;br /&gt;
This is the most efficient method I have seen, and it keeps the central staircase as well.  &lt;br /&gt;
&lt;br /&gt;
(Calculations use 8 levels)&lt;br /&gt;
*Dwarfs per level = 28&lt;br /&gt;
*Levels needed for 200 = 7.1&lt;br /&gt;
*Max distance (including Z) = 15&lt;br /&gt;
*Average distance = 10.2&lt;br /&gt;
*Average distance per level = 5.4&lt;br /&gt;
&lt;br /&gt;
[[Image:Modified_Windmill_Villas.png|Modified windmill villas]]&lt;br /&gt;
&lt;br /&gt;
=== Squarified Tri-way Doors ===&lt;br /&gt;
&lt;br /&gt;
Four &amp;quot;tri-way doors&amp;quot; patterns adjacent to each other, squarified with 4 normal rooms and 2 noble rooms.&lt;br /&gt;
&lt;br /&gt;
This results in 30 bedrooms in a 21x15 rectangular space (counting all walls, including external ones). Can be repeated multiple z-levels, accessed from a lobby hallway.&lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
+-------+---+---+---+&lt;br /&gt;
¦.....DX¦...¦...¦...¦&lt;br /&gt;
+---+---+---D-+-+-+D¦&lt;br /&gt;
¦...¦...¦...¦X¦...¦X¦&lt;br /&gt;
+---D-+-+-+-+-D---+D¦&lt;br /&gt;
¦...¦X¦...¦...¦...¦.¦&lt;br /&gt;
+-+-+-D---+---+---+.¦&lt;br /&gt;
¦.¦...¦...¦...¦...¦.¦&lt;br /&gt;
¦.+---+---+---D-+-+-+&lt;br /&gt;
¦.¦...¦...¦...¦X¦...¦&lt;br /&gt;
¦D+---D-+-+-+-+-D---+&lt;br /&gt;
¦X¦...¦X¦...¦...¦...¦&lt;br /&gt;
¦D+-+-+-D---+---+---+&lt;br /&gt;
¦...¦...¦...¦XD.....¦&lt;br /&gt;
+---+---+---+-------+}}&lt;br /&gt;
&lt;br /&gt;
=== Large Squarified Tri-way Doors ===&lt;br /&gt;
&lt;br /&gt;
By playing with the basic building block of the above design, and a 25x25 space, you can get this elegant square and symmetrical design:&lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
╔═╦═╦═══╦═╦═╦═╦═╦═══╦═╦═╗&lt;br /&gt;
║ +X+   ║ ║ ║ ║ ║   +X+ ║&lt;br /&gt;
║ ╠═╬═╦═╣ ║ ║ ║ ╠═╦═╬═╣ ║&lt;br /&gt;
║ ║ ║ ║ ║ ║ ║ ║ ║ ║ ║ ║ ║&lt;br /&gt;
╠═╣ ║ ║ ╠═+═╬═+═╣ ║ ║ ╠═╣&lt;br /&gt;
║ ║ ║ ║ ║X║ ║ ║X║ ║ ║ ║ ║&lt;br /&gt;
║ ╠═+═╬═+═╣ ║ ╠═+═╬═+═╣ ║&lt;br /&gt;
║ ║X║ ║ ║ ║ ║ ║ ║ ║ ║X║ ║&lt;br /&gt;
╠═+═╣ ║ ║ ╠═╩═╣ ║ ║ ╠═+═╣&lt;br /&gt;
║ ║ ║ ║ ║ ║   ║ ║ ║ ║ ║ ║&lt;br /&gt;
║ ║ ╠═╩═╬═╣ ╔═╩═╬═╩═╣ ║ ║&lt;br /&gt;
║ ║ ║   ║X+ ║   ║   ║ ║ ║&lt;br /&gt;
╠═╬═╬═══+═╩═╬═╦═+═══╬═╬═╣&lt;br /&gt;
║ ║ ║   ║   ║ +X║   ║ ║ ║&lt;br /&gt;
║ ║ ╠═╦═╬═╦═╝ ╠═╬═╦═╣ ║ ║&lt;br /&gt;
║ ║ ║ ║ ║ ║   ║ ║ ║ ║ ║ ║&lt;br /&gt;
╠═+═╣ ║ ║ ╠═╦═╣ ║ ║ ╠═+═╣&lt;br /&gt;
║ ║X║ ║ ║ ║ ║ ║ ║ ║ ║X║ ║&lt;br /&gt;
║ ╠═+═╬═+═╣ ║ ╠═+═╬═+═╣ ║&lt;br /&gt;
║ ║ ║ ║ ║X║ ║ ║X║ ║ ║ ║ ║&lt;br /&gt;
╠═╣ ║ ║ ╠═+═╬═+═╣ ║ ║ ╠═╣&lt;br /&gt;
║ ║ ║ ║ ║ ║ ║ ║ ║ ║ ║ ║ ║&lt;br /&gt;
║ ╠═╬═╩═╣ ║ ║ ║ ╠═╩═╬═╣ ║&lt;br /&gt;
║ +X+   ║ ║ ║ ║ ║   +X+ ║&lt;br /&gt;
╚═╩═╩═══╩═╩═╩═╩═╩═══╩═╩═╝}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is the most space-efficient design when aiming for bedrooms with exactly three tiles of space which are accessible without crossing another bedroom. It uses only 9 tiles per bedroom overall, an amazing feat, since the mathematical minimum for the problem given is 8 tiles per bedroom! Such bedroom allocations are not in any way required, however: normal citizens are perfectly happy with an [[#The_multiply-overlapping_single_bedroom|overlapping bedroom]] in a large hall packed to capacity with beds.&lt;br /&gt;
&lt;br /&gt;
=Repeating patterns &amp;amp; fractals=&lt;br /&gt;
&lt;br /&gt;
Art for art's sake... and if it's functional, so much the better...&lt;br /&gt;
&lt;br /&gt;
=== Blossom ===&lt;br /&gt;
[[Image:blossom.png|300px]]&lt;br /&gt;
&lt;br /&gt;
Not truly fractal, but inspired by other fractals with a more aesthetic appeal.  A slightly stripped down quickfort version of this is available [http://www.mediafire.com/view/?wx3g4373422u02r here].&lt;br /&gt;
&lt;br /&gt;
=== Tessellated Apartments ===&lt;br /&gt;
&amp;lt;!-- Originally &amp;quot;GnomeChomskey's...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
        ╔══╗       &lt;br /&gt;
        ║.θ║       &lt;br /&gt;
        ║.╔╬══╗    &lt;br /&gt;
      ╔═╬┼╩┼..║    &lt;br /&gt;
   ╔══╣θ╚╣X╠╗θ║    &lt;br /&gt;
   ║.θ║..┼╦┼╬═╩╗   &lt;br /&gt;
   ║.╔╬══╬╝.║.θ║   &lt;br /&gt;
 ╔═╬┼╩┼..║θ.║.╔╬══╗&lt;br /&gt;
 ║θ╚╣X╠╗θ╠╦═╬┼╩┼..║&lt;br /&gt;
 ║..┼╦┼╬═╩╣θ╚╣X╠╗θ║&lt;br /&gt;
 ╚══╬╝.║.θ║..┼╦┼╬═╝&lt;br /&gt;
    ║θ.║.╔╬══╬╝.║  &lt;br /&gt;
    ╚╦═╬┼╩┼..║θ.║  &lt;br /&gt;
     ║θ╚╣X╠╗θ╠══╝  &lt;br /&gt;
     ║..┼╦┼╬═╝     &lt;br /&gt;
     ╚══╬╝.║       &lt;br /&gt;
        ║θ.║       &lt;br /&gt;
        ╚══╝       &lt;br /&gt;
&lt;br /&gt;
        ╔══╗       &lt;br /&gt;
        ║.θ║       &lt;br /&gt;
        ║.╔╬══╗    &lt;br /&gt;
      ╔═╬┼╩┼..║    &lt;br /&gt;
   ╔══╣÷╚╝X╚╗θ║    &lt;br /&gt;
   ║.θ║.╥...╚═╩╗   &lt;br /&gt;
   ║.╔╝.╤.╥...÷║   &lt;br /&gt;
 ╔═╬┼╝....╤.╤╥╔╬══╗&lt;br /&gt;
 ║θ╚╣X.╥╤.....╚┼..║&lt;br /&gt;
 ║..┼╗.....╤╥.X╠╗θ║&lt;br /&gt;
 ╚══╬╝╥╤.╤....╔┼╬═╝&lt;br /&gt;
    ║÷...╥.╤.╔╝.║  &lt;br /&gt;
    ╚╦═╗...╥.║θ.║  &lt;br /&gt;
     ║θ╚╗X╔╗÷╠══╝  &lt;br /&gt;
     ║..┼╦┼╬═╝     &lt;br /&gt;
     ╚══╬╝.║       &lt;br /&gt;
        ║θ.║       &lt;br /&gt;
        ╚══╝       --&amp;gt;&lt;br /&gt;
[[File:Tessellatedrooms.jpg]]&lt;br /&gt;
&lt;br /&gt;
Access can be from above and/or below by the stairs, or a hallway can be run into the dining room level by removing the bedroom at one of the cardinal points.  This design can be repeated as far as desired in the X, Y, and Z directions.&lt;br /&gt;
&lt;br /&gt;
===Noble Hive Pods===&lt;br /&gt;
&lt;br /&gt;
A geometric pattern for Noble housing trying for interesting aesthetics and high mobility.  The basic tiling pattern is shown on the left;  one possible way to join them, involving surrounding corridors and a central staircase and a jillion doors, on the right.&lt;br /&gt;
&lt;br /&gt;
[[File:Noblehive.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Fractal designs ===&lt;br /&gt;
&lt;br /&gt;
Betting on design beauty and on geometrical symmetry first, fractal designs can also be, at the same time, very space and walk efficient. They however require a lot of time and space both to plan and execute and are most likely out of reach of all but the most serious players. Fortunately, most of the designs displayed below would be avoided by the most serious players, due to their lack of serious Z-level access and incongruity with almost any general access plan. Most players however agree that they are the most incredible of all the designs around, if not for the sheer challenge of successfully executing something as complex, as for the extra touch it gives to the fortress as a whole once it is done.&lt;br /&gt;
&lt;br /&gt;
[[image:Raynard_square_delight1.png]] [[image:Raynard1.png]]&lt;br /&gt;
&lt;br /&gt;
[[image:Raynard_whirlpool_housing.png]]&lt;br /&gt;
&lt;br /&gt;
[[image:Hactar1_3_branch_tree.png]] [[image:Hactar1_Mandelbrot_Tree.png]]&lt;br /&gt;
&lt;br /&gt;
[[Image:SavokisLeaf08a032.png]]&lt;br /&gt;
&lt;br /&gt;
[[image:Andrelius_Windmill_Villas.png]]&lt;br /&gt;
&lt;br /&gt;
[[image:4bh0r53n_h-fractal.jpg]]&lt;br /&gt;
&lt;br /&gt;
More fractal bedroom designs based upon the H-Tree (pictured above) can be found at [[User:Tenebrous|this user page]].&lt;br /&gt;
&lt;br /&gt;
===Fractal modified for 3d===&lt;br /&gt;
This was created by palin88 from [http://www.bay12forums.com/smf/index.php?topic=17784.msg17413 Bay12Games forum] in order to make a three-dimensional version of Raynard's Fractal Design.&lt;br /&gt;
&lt;br /&gt;
[[File:Palin88_Bedroom_Design.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Hallway with office===&lt;br /&gt;
&lt;br /&gt;
 +---------+╤¦ ¦b+---------+&lt;br /&gt;
 ¦B¦B¦B¦B¦B¦╥¦ ¦r¦B¦B¦B¦B¦B¦&lt;br /&gt;
 ¦k¦k¦k¦k¦k¦H¦ ¦H¦k¦k¦k¦k¦k¦&lt;br /&gt;
 ¦c¦c¦c¦c¦c¦     ¦c¦c¦c¦c¦c¦&lt;br /&gt;
 ¦D¦D¦D¦D¦D¦     ¦D¦D¦D¦D¦D¦&lt;br /&gt;
              X  &lt;br /&gt;
 ¦D¦D¦D¦D¦D¦     ¦D¦D¦D¦D¦D¦&lt;br /&gt;
 ¦c¦c¦c¦c¦c¦     ¦c¦c¦c¦c¦c¦&lt;br /&gt;
 ¦k¦k¦k¦k¦k¦H¦ ¦H¦k¦k¦k¦k¦k¦&lt;br /&gt;
 ¦B¦B¦B¦B¦B¦╥¦ ¦╥¦B¦B¦B¦B¦B¦&lt;br /&gt;
 +---------+╤¦ ¦╤+---------+            &lt;br /&gt;
&lt;br /&gt;
Legend:&amp;lt;br /&amp;gt;&lt;br /&gt;
B: Bed&amp;lt;br /&amp;gt;&lt;br /&gt;
D: Door&amp;lt;br /&amp;gt;&lt;br /&gt;
X: Staircase&amp;lt;br /&amp;gt;&lt;br /&gt;
╥: Chair&amp;lt;br /&amp;gt;&lt;br /&gt;
╤: Table&amp;lt;br /&amp;gt;&lt;br /&gt;
c: Chest or Bag&amp;lt;br /&amp;gt;&lt;br /&gt;
k: Cabinet&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
An interesting design made to consume less space but still look pretty. It can be repeated infinitely, or at least as far as your embark square goes. One may also decide to use the stairwells as noble offices or rooms, or put the staircase somewhere else and put a well where the staircase would be.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;br /&gt;
{{Category|Design}}&lt;/div&gt;</summary>
		<author><name>Aquillion</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Bedroom_design&amp;diff=228304</id>
		<title>Bedroom design</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Bedroom_design&amp;diff=228304"/>
		<updated>2016-12-17T07:52:54Z</updated>

		<summary type="html">&lt;p&gt;Aquillion: /* 1x1 bed only, no walls */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{quality|exceptional}}&lt;br /&gt;
There are many ways to design the layout of [[bedroom]]s. Simplicity, ease of designating, efficiency, and aesthetics are all important factors in designing dwarven housing. The ability to modify the design to enlarge, improve, or add rooms can be important as well. Proximity of the rooms to [[noise]] should also be considered.&lt;br /&gt;
&lt;br /&gt;
The simplest approach resolving dwarven sleeping requirements is to have all your dwarves sleep in a large communal [[dormitory]]. The smallest ''bedroom design'' possible is a corridor with notched spaces for beds. &lt;br /&gt;
&lt;br /&gt;
Players frequently want designs which maximize positive thought and minimize the path distance between a dwarf's food, drink, job and home. For these purposes, nothing holds a candle to the ease, simplicity, and efficiency of [[#The_multiply-overlapping_single_bedroom|overlapping bedrooms]] in a single large carved out area. In the current version, the main benefits of individualized rooms are for roleplaying purposes. Historically, room design was further complicated when the [[dwarven economy]] kicked in, and a wide range of &amp;quot;[[Room#Specific room quality grades|room qualities]]&amp;quot; were needed, and poor dwarves were kicked out of over-priced quarters (the dwarven economy is currently disabled). To this end, a number of solutions, some surprisingly elegant, have been produced. &lt;br /&gt;
&lt;br /&gt;
Many of the designs shown here were taken from [http://www.bay12forums.com/smf/index.php?topic=16901.0 this forum post].&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
                         NOTE - EDITORS/CONTRIBUTORS:&lt;br /&gt;
=LEVEL 1= SUBSECTIONS WERE CHOSEN FOR VISIBILITY. THIS PAGE IS FAR TOO BUSY FOR ==LEVEL 2== SUBSECTION HEADERS.&lt;br /&gt;
FOR SPECIFIC EXAMPLES, USE ===LEVEL 3=== &lt;br /&gt;
--&amp;gt;&lt;br /&gt;
=Minimalism=&lt;br /&gt;
&lt;br /&gt;
Sometimes, simpler is better... not always, but sometimes...&lt;br /&gt;
&lt;br /&gt;
=== 1x1 bed only, no walls ===&lt;br /&gt;
&lt;br /&gt;
By far the most minimal design is to take a bed, place it anywhere you want, then set it as a 1x1 room. This bed 'room' can be assigned to a dwarf early on, and will at least serve the bare minimum purpose of avoiding unhappy thoughts from the lack of a room. It will not, of course, leave the dwarves with any space to store any possessions at all. However, it requires the absolute minimum work to set up; all you need is existing empty space, preferably with no noise nearby, and a bed to place in it.&lt;br /&gt;
&lt;br /&gt;
Alternatively if you are building compact merely to save space or improve framerate, a 1x1 bedroom on a smoothed, engraved floor can have quite a high room value.&lt;br /&gt;
&lt;br /&gt;
Note that since beds do not block movement and simply having people moving nearby (or even directly ''over'' them) does not produce noise or disrupt sleeping dwarves in any way, you can place these 1x1 rooms in a solid block with no space between them; this makes it easy to smooth and engrave the floor for all of them at once.  With a competent engraver and quality beds, this is often enough to raise the room value to the point where even this minimalist setup will produce happy thoughts.&lt;br /&gt;
&lt;br /&gt;
=== Communal dormitory ===&lt;br /&gt;
&lt;br /&gt;
The simplest form of dwarven housing.  Stick a bunch of beds in a room, designate a [[dormitory]] from one of them (do not assign the bed to anyone), and voilà, instant flophouse.  On maps with no [[tree]]s, this is pretty much your only option for sleeping quarters before breaching a cavern or importing large amounts of wood.  (Dwarves will sleep on the floor of the dormitory if no beds are available, which at least keeps them from sleeping in the wilderness.)&lt;br /&gt;
&lt;br /&gt;
This setup only causes a single negative thought (&amp;quot;slept without a proper room recently&amp;quot;), although you miss out the benefit of the happy thoughts generated by personally-owned furniture.  However, as long as you compensate by offering your dwarves high-quality [[food]] and [[alcohol]], an expansive [[dining room]], and other luxuries, your dwarves will remain happy enough to be productive throughout the life of a fortress.  (You may still wish to give [[noble]]s their own rooms, however; they tend to [[mandate|get]] [[demand|upset]] when their [[Noble#Room Requirements Summary|requirements]] are not met)&lt;br /&gt;
&lt;br /&gt;
More than one dormitory can be built in a fortress; if they do not own their own bedroom, dwarves will gravitate to a nearby empty bed when it is time for them to sleep.&lt;br /&gt;
&lt;br /&gt;
Communal dormitories are more appealing in .34 due to the presence of [[vampire]]s among fortress populations, as it increases the likelihood of the offending bloodsucker being caught.  If unhappy thoughts are a concern, individual spaces around the beds may be assigned as bedrooms instead (and optionally, furniture built on those spaces).&lt;br /&gt;
&lt;br /&gt;
=== Plain square design ===&lt;br /&gt;
[[Image:square_bedroom.png|right]]&lt;br /&gt;
If it is 2&amp;amp;times;2, 3&amp;amp;times;3 or more, square designs are probably the first choice of many players. Easy to plan, easy to put in place, this kind of design is one of the best when the player values his playing time instead of the overall layout of his fortress. While square designs are easy to reproduce en masse, most are not optimized either for beauty or space efficiency, two aspects that other designs excel at.&lt;br /&gt;
&lt;br /&gt;
=== Line design ===&lt;br /&gt;
[[Image:line_bedroom.png|right|thumb| '''Line design''', laid out (left) and finished (right)]]&lt;br /&gt;
Line designs have the advantage of being very space efficient and very adaptative. From 1&amp;amp;times;1 to 1&amp;amp;times;4 and longer, it can fit almost anywhere, can be upgraded later on as long as you have the space behind your first original line and do not need excessive corridor space for the bedroom access. Simply dig a few lines out of an access tunnel already in use in your fortress and voilà, you have new living quarters. This kind of minimalistic design was particularly useful when the economy kicked in, as it could be adapted in a flash to meet the needs of low-wage citizens.&lt;br /&gt;
&lt;br /&gt;
===Decentralized living===&lt;br /&gt;
In larger fortresses, one of the bigger problems is traffic.  Dwarves have a tendency to all get hungry, thirsty, and tired in waves, and a crowd of 50 of them storming your centralized food stockpiles, one big dining room, and dormitory tunnels can cause a lot of lost time while the hordes shuffle by each other.  A good solution to this is decentralized architecture, incorporating most of the essentials of every day life into numerous smaller areas.  This isn't to suggest that you shouldn't have a legendary dining hall set as a meeting area, capable of holding half your fortress at once.  You definitely should!  But decentralizing from that dining hall relieves a lot of congestion in the halls surrounding the main dining hall, and makes it easier for dwarves just to pass through.&lt;br /&gt;
&lt;br /&gt;
[[image:Living.GIF|right]]&lt;br /&gt;
In this image, the access stairwell (blue fields in the center), spread out in all directions to a public dormitory and dining room for poorer dwarves on the left/right and to 3x3 private rooms on the top/bottom.  The design allows for two small stockpiles of food (gray fields) to minimize the walk to a dining hall.&lt;br /&gt;
&lt;br /&gt;
There are also built-in areas for impressive things like [[Main:statues|statues]] and [[Main:cages|cages]] (for zoos) to keep dwarves admiring your handiwork.  The 3x3 rooms are easy to get up to decent or higher to keep your most useful dwarves happy as clams.  They're also convenient for impromptu noble housing, since you can just knock out a wall between two rooms and convert one into a dining room for a whiny noble.  You could even expand the corner rooms a bit more on both the X and Y axes to make four 3x3 rooms to give the noble a dining room, tomb, and office all in one area.  This is especially useful for the mayor, who gets replaced every so often.  When a new Mayor is elected, one can reassign all the trappings to the new mayor in one go.  If you want an even more decentralized and calm traffic pattern, put tables and chairs in all the private rooms; dwarves will prefer to eat in their quarters.  The walls between the doors leading to the dormitory and Dining Room allow for 2 entrances and 2 exits to each predictably higher-traffic room while leaving a pillar of rock for an engraving.  The main corridor also allows you to branch off into 4 restraints per floor in a private 1x2 prison.  Since it's flanked by an animal cage and a statue (or alternatively, 2 statues. This may be better because Statues block movement and it's effectively the same as surrounding the prisoner with walls). Additionally, in an area you want smoothed and engraved to begin with, it gives prisoners a leg upon their happiness immediately and -- once again -- prevents traffic jams from convicts being brought food and water in larger prisons.&lt;br /&gt;
&lt;br /&gt;
Another option for maximizing traffic throughput is to put a 1x3 line of upward stairwells on one end of the blue field, and a 1x3 line of downward stairwells on the other.  This simulates a 3-wide vertical corridor without the safety risks of up/down stairwells.&lt;br /&gt;
&lt;br /&gt;
You may also, at your discretion, knock out the statues and cages near the stairwell to make the entire plan a little more compact (though you lose the easy prisons in this case).  This plan can stretch on the x axis as much as you like, but note that the 1 wide corridors leading to individual rooms can get crowded if more than 10 dwarves are living along each one.  Even with the given layout, though, one floor supports 26 private rooms and as many as 14 public beds.  This works out quite nicely since one floor is enough to handle most immigrant waves, while existing floors' public beds can handle a decent amount of overflow.  The public dormitory rooms can also be converted into prisons very easily (just put chains next to every bed) if you decide not to go with the main design.&lt;br /&gt;
&lt;br /&gt;
=== High density single floor housing ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Housing_by_Marble_Dice.png|thumb|244px|This is the 61x61 housing plan]]&lt;br /&gt;
&lt;br /&gt;
This fractal-inspired design combines space efficiency with wider access hallways to alleviate traffic jams.  Stairs are placed in the middle, and the design can expand indefinitely.  To decrease the size, remove the outermost perimeter hallway, and all connected bedrooms.  To increase the size, use the picture as a guide and follow the same radial pattern.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;padding:&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Size&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Capacity&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Max walk distance from center&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 29x29 tiles&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 48 dwarves&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 23 steps&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 45x45 tiles&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 120 dwarves&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 39 steps&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 61x61 tiles&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 224 dwarves&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 55 steps&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 77x77 tiles&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 360 dwarves&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 71 steps&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== The multiply-overlapping single bedroom ===&lt;br /&gt;
&lt;br /&gt;
A variation on the dormitory can produce large numbers of cheap, high quality bedrooms, very easily.  Start with a large room, perhaps 20 x 20 tiles, and put many beds in it.  From each of those beds, create a bedroom that covers the entire room.  Each of the rooms overlaps the other rooms, and therefore suffers a quality modifier, but the room is large enough that its size can dominate the quality calculation. The quality hit for overlapping rooms is only applied once; your room either overlaps or it does not. With any reasonable amount of beds, it is easier and cheaper to furnish the one room with high quality items (at a penalty) than it is to carve out and furnish dozens of rooms separately. In addition, side by side beds in an open room is by far the most efficient use of space and walking distance. A room this size with a couple hundred beds in it, and some combination of smoothing, engraving, or multiple pieces of cheap furniture, can be of any quality level that is desired, from modest to royal.&lt;br /&gt;
&lt;br /&gt;
=== Staggered Doorless Rooms ===&lt;br /&gt;
&lt;br /&gt;
Dwarves suffer no penalties for having other Dwarves travel through their bedrooms even when they are sleeping. They also don't require doors. Therefore, you can take advantage of diagonal pathing in room design for high-density, non-overlapping, multi-tile rooms.&lt;br /&gt;
&lt;br /&gt;
The following diagram shows a 3x1 layout surrounding a 3x3 stairwell. The design can be repeated outwards as far as necessary.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
---.B.---.B.---&lt;br /&gt;
.B.---.B.---.B.&lt;br /&gt;
---.B.---.B.---&lt;br /&gt;
.B.---XXX---.B.&lt;br /&gt;
---.B.XXX.B.---&lt;br /&gt;
.B.---XXX---.B.&lt;br /&gt;
---.B.---.B.---&lt;br /&gt;
.B.---.B.---.B.&lt;br /&gt;
---.B.---.B.---&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Dwarves will navigate from the stairwell diagonally through rooms, while bedroom sizes can be applied at 3x3 (without the area leaking to adjoining rooms) allowing for some level of furnishing.&lt;br /&gt;
&lt;br /&gt;
=High density,single floor, quick housing=&lt;br /&gt;
&lt;br /&gt;
[[Image:Dwarf-bedroom-simple.jpg|thumb|250px|This is a 35x35 housing plan]]&lt;br /&gt;
&lt;br /&gt;
This design is nice in that it is very quick to lay since using shift to move the cursor moves in steps of 11 tiles. It is also very easy to increase or decrease their value by adding or removing [[furniture]]. Each 1-tile wide walkway is shared by 10 dwarves reducing congestion and each room can fit a bed, a chest and a cabinet leaving 1 free space for any miscellaneous items such as a statue for legendary dwarves, the free space is in the back of the room for the reason that it allows you to place blocking items that cannot be moved over there without sealing your dwarves in/out.&lt;br /&gt;
&lt;br /&gt;
=High density, multi-level=&lt;br /&gt;
&lt;br /&gt;
Optimizing space, minimizing walking distance, these are good things... for some...&lt;br /&gt;
&lt;br /&gt;
===Magical Multi-way Doors===&lt;br /&gt;
&lt;br /&gt;
The main point of this design is that it squeezes six bedrooms in a space of 9x8 squares (including walls) by using two-way doors. It's meant to be built across several Z-levels, making it take up a minimal amount of practical space. It can be easily mirrored, although that requires a wider corridor (or the use of four bedrooms instead of six on the other side).&lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
 Level -1  ¦   Level 0   ¦   Level 1&lt;br /&gt;
 +-----+   ¦   +-----+   ¦   +-----+&lt;br /&gt;
 ¦..¦..¦   ¦   ¦..¦..¦   ¦   ¦..¦..¦&lt;br /&gt;
+-+.¦.+-+  ¦  +-+.¦.+-+  ¦  +-+.¦.+-+&lt;br /&gt;
¦.+D-D+.¦  ¦  ¦.+D-D+.¦  ¦  ¦.+D-D+.¦&lt;br /&gt;
¦..¦X¦..¦  ¦  ¦..¦X¦..¦  ¦  ¦..¦X¦..¦&lt;br /&gt;
¦---D---¦  ¦  ---+.+---  ¦  ¦---D---¦&lt;br /&gt;
¦...¦...¦  ¦  .........  ¦  ¦...¦...¦&lt;br /&gt;
+-------+  ¦             ¦  +-------+}}&lt;br /&gt;
&lt;br /&gt;
'''Alternate layout:'''&lt;br /&gt;
&lt;br /&gt;
This is a simpler (though slightly less compact) design using three-way doors.&lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
    +---+---+&lt;br /&gt;
    ¦...¦...¦&lt;br /&gt;
+---+---D---+&lt;br /&gt;
¦...¦XXX¦...¦&lt;br /&gt;
+---D---+---+&lt;br /&gt;
¦...¦...¦&lt;br /&gt;
+---+---+}}&lt;br /&gt;
&lt;br /&gt;
One apartment &amp;quot;unit&amp;quot; gives you 6 rooms using only 2 doors and it fits within a 13x7 space (including walls).  Access to the apartments in the unit is through the 1-3 up/down stairwells in the center.  This design can be expanded by repeating the same pattern one level down and/or by tiling together multiple units together on the same level.&lt;br /&gt;
&lt;br /&gt;
Both designs mean that you have to build less doors per bedroom, which helps save time and materials.&lt;br /&gt;
&lt;br /&gt;
===Sandwich===&lt;br /&gt;
&lt;br /&gt;
A design to move bedrooms vertically spread across many unused Z levels easily. The rooms can be preferentially scaled up or down depending on needs. If space is reserved serves well for expansion of each bedroom as suitable.&lt;br /&gt;
&lt;br /&gt;
The sandwich basically consists of a three tile wide hallway or wider. Up/Down Stairways are evenly distributed in increments which lead to one or more bedrooms as needed. [[Floor hatch]]es can be used between the individual bedrooms like vertical doors, but, unlike doors, owned floor hatches can generate happy [[thought]]s.&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?topic=118751.0 Recent science] has established that having any &amp;quot;holes&amp;quot; in a room's walls reduces the apparent [[room value]]; this design is therefore particularly well-suited to producing high-value rooms.&lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
Level -1       ¦   Level 0       ¦    Level 1&lt;br /&gt;
+-----------+  ¦                 ¦  +-----------+&lt;br /&gt;
¦B.¦B.¦B.¦B.¦  ¦                 ¦  ¦B.¦B.¦B.¦B.¦&lt;br /&gt;
¦..¦..¦..¦..¦  ¦  -------------  ¦  ¦..¦..¦..¦..¦&lt;br /&gt;
¦X.¦X.¦X.¦X.¦  ¦  .X..X..X..X..  ¦  ¦X.¦X.¦X.¦X.¦&lt;br /&gt;
¦--+--+--+--¦  ¦  .............  ¦  ¦--+--+--+--¦&lt;br /&gt;
¦X.¦X.¦X.¦X.¦  ¦  .X..X..X..X..  ¦  ¦X.¦X.¦X.¦X.¦&lt;br /&gt;
¦..¦..¦..¦..¦  ¦  -------------  ¦  ¦..¦..¦..¦..¦&lt;br /&gt;
¦B.¦B.¦B.¦B.¦  ¦                 ¦  ¦B.¦B.¦B.¦B.¦&lt;br /&gt;
+-----------+  ¦                 ¦  +-----------+}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The bedroom design can be copied several times further up and down starting from Level 1 or -1 to exploit available space in neighbouring Z levels. The design is excellent as the space surrounding the hallway can be used for directly tying to the dining/meeting hall.&lt;br /&gt;
&lt;br /&gt;
===6-room clusters===&lt;br /&gt;
&lt;br /&gt;
[[File:ClusterBedrooms.png|thumb|350 pix|'''6-room clusters'''  ''(click to enlarge)'']]&lt;br /&gt;
This one is quite dense. There are six bedroom clusters. They can be built close to each other.&lt;br /&gt;
&lt;br /&gt;
There are 7 6-room clusters here. If 5 Z-Levels of this are built, that's 5*7*6=210, which is plenty for most any fortress.&lt;br /&gt;
&lt;br /&gt;
=== Living Pods (Residential Flats) ===&lt;br /&gt;
   &lt;br /&gt;
This design is compact and allows for a large number of rooms. Each room has 3 tiles plus a door. To add to the complex build an apartment level one level above or below the lobby - the stairs allow direct access. The design can be stretched to make the rooms 3x2 or 3x3, or to allow more rooms per floor, depending on your preference. Though not as visually impressive as the fractal patterns it is very efficient in that it can allow for large numbers of dwarves to easily access the main hallway.  The pods are very quick to deploy as the interior (mined out) width of the pods exactly equals one {{k|Shift}}+move of the cursor.  Highlight a full square with a horizontal shift+move then a vertical.  Then ''un''mark the 3 internal walls in both horizontal and vertical directions (each also 1 shift+move distance long), and finally mark in the four staircases. Sixteen bedrooms with extremely efficient pathing laid out in as many seconds.&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
Upper/lower&lt;br /&gt;
Apartment Level:     Lobby Level:&lt;br /&gt;
+-----------+        +-----------+..&lt;br /&gt;
¦..¦..¦..¦..¦        ¦..¦..¦..¦..¦.. O&lt;br /&gt;
¦.+-+.¦.+-+.¦        ¦.+-+.¦.+-+.¦.. u&lt;br /&gt;
¦-¦X¦-+-¦X¦-¦        ¦-¦X+---+X+-+.. t&lt;br /&gt;
¦.+-+.¦.+-+.¦        ¦.++..O........ e&lt;br /&gt;
¦..¦..¦..¦..¦        ¦..¦........... r&lt;br /&gt;
¦--+--+--+--¦        ¦--¦O...O+--+..&lt;br /&gt;
¦..¦..¦..¦..¦        ¦..¦.....¦..¦.. H&lt;br /&gt;
¦.+-+.¦.+-+.¦        ¦.++..O..++.¦.. a&lt;br /&gt;
¦-¦X¦-+-¦X¦-¦        ¦-¦X+---+X¦-¦.. l&lt;br /&gt;
¦.+-+.¦.+-+.¦        ¦.+-+.¦.+-+.¦.. l&lt;br /&gt;
¦..¦..¦..¦..¦        ¦..¦..¦..¦..¦..&lt;br /&gt;
+-----------+        +-----------+..}}&lt;br /&gt;
&lt;br /&gt;
==== Pod variant ====&lt;br /&gt;
&lt;br /&gt;
This is an example of varying the above to suit personal taste. Three significant changes have been made: &lt;br /&gt;
&lt;br /&gt;
:1) 2 pairs of vertical access stairs feed upward, instead of one horizontal hallway.&lt;br /&gt;
&lt;br /&gt;
:2) The entire design has been expanded (to 15x15, vs 13x13 above), but rooms have not been expanded to fill all available space - not yet.  That will be done if/as need arises, and many of the 3-tile rooms can become 5- or 7-tile&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;, or two joined together to become 12-tile suites&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
:3) Allow for a central waterfall with drain system*.&lt;br /&gt;
   &lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Upper Apartment Level(s*):    Lobby Level:           Lower Apartment Level(s*):&lt;br /&gt;
+-----+ +-----+              +-----+ +-----+              +-----+ +-----+&lt;br /&gt;
¦..¦..¦ ¦..¦..¦              ¦..¦..¦ ¦..¦..¦              ¦..¦..¦ ¦..¦..¦&lt;br /&gt;
¦.+-+.¦ ¦.+-+.¦              ¦.+-+.¦ ¦.+-+.¦              ¦.+-+.¦ ¦.+-+.¦&lt;br /&gt;
¦-¦X¦-¦ ¦-¦X¦-¦              ¦-¦X¦-----¦X¦-¦              ¦-¦X¦-----¦X¦-¦&lt;br /&gt;
¦.+¦+.¦ ¦.+-+.¦              ¦.+¦+.OOO.+-+.¦              ¦.+¦+..¦..+-+.¦&lt;br /&gt;
¦..¦..¦ ¦..¦..¦              ¦..¦.......¦..¦              ¦..¦.+---+.¦..¦&lt;br /&gt;
+--+-------+--+              +--¦..###..¦--+              +--¦.¦~~~¦.¦--+&lt;br /&gt;
   ¦XX#~#XX¦                    ¦&amp;lt;&amp;lt;#~#&amp;lt;&amp;lt;¦                    ¦-¦~¦~¦-¦ &lt;br /&gt;
+--+-------+--+              +--¦..###..¦--+              +--¦.¦~~~¦.¦--+ &lt;br /&gt;
¦..¦..¦ ¦..¦..¦              ¦..¦.......¦..¦              ¦..¦.+---+.¦..¦&lt;br /&gt;
¦.+-+.¦ ¦.+-+.¦              ¦.+-+.OOO.+-+.¦              ¦.+-+..¦..+-+.¦&lt;br /&gt;
¦-¦X¦-¦ ¦-¦X¦-¦              ¦-¦X¦-----¦X¦-¦              ¦-¦X¦-----¦X¦-¦&lt;br /&gt;
¦.+-+.¦ ¦.+-+.¦              ¦.+-+.¦ ¦.+-+.¦              ¦.+-+.¦ ¦.+-+.¦&lt;br /&gt;
¦..¦..¦ ¦..¦..¦              ¦..¦..¦ ¦..¦..¦              ¦..¦..¦ ¦..¦..¦&lt;br /&gt;
+-----+ +-----+              +-----+ +-----+              +-----+ +-----+&amp;lt;/pre&amp;gt;Legend:&lt;br /&gt;
:X = up/down stair&lt;br /&gt;
:&amp;lt; = up stair&lt;br /&gt;
:~ = flowing water, in waterfall and drain&lt;br /&gt;
:&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt; = [[grate]] or floor [[bars]] over drain&lt;br /&gt;
:¦ = solid block at base of waterfall&lt;br /&gt;
:O = [[statue]]s (though a [[zoo]] or booze stockpiles could work as well)&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
:1) Expanding out one more tile can create size 5-11 rooms, or size 19 if two are connected.&lt;br /&gt;
:2) A size 15 room is ample for any noble, with the possible exception of a [[king|king/queen]].&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; The floor plan for the waterfall/drain system may vary from floor to floor, and by personal taste.  Eventually it can be routed off and out one side, and the full interior area of all levels below that reserved for apartments.&lt;br /&gt;
&lt;br /&gt;
''(Note - It's easy to [[flood]] an area with a waterfall such as this - be sure you are familiar with the technique before risking an entire dormitory (or the lower parts, at least) on it.)''&lt;br /&gt;
&lt;br /&gt;
=== Greek Cross design===&lt;br /&gt;
[[image:VaniverGreek48.png|right|thumb| 48 tile design]]&lt;br /&gt;
Minimizing walking distances requires good use of vertical space. This plan is simple, scalable, and only takes up a few floors - 6 if you have 32 per floor, 4 if you have 48. The maximum walking distance should be less than 20 (walking up/down stairs counts as one distance.).[[image:VaniverGreek32.png|center|thumb| 32 tile design]]&lt;br /&gt;
A Quickfort blueprint for the 32 tile Greek Cross design is available [http://www.mediafire.com/download/yfeoeo0qj38vw24/Greek_Cross_Design_Blueprint.zip here]&lt;br /&gt;
&lt;br /&gt;
=== Shaft design ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Shaft_bedroom_design.gif|thumb|Shaft bedroom design with a few possible variations.]]&lt;br /&gt;
&lt;br /&gt;
The Shaft design allows various options for entry direction and central &amp;quot;shaft&amp;quot; use. The central shaft may be altered to create dining rooms and offices for minor nobles, &amp;quot;deluxe&amp;quot; bedrooms, hospital beds, or simply more bedrooms. The design can easily accommodate several different room sizes while maintaining efficiency. However, the design utilizes Z-levels for efficiency, and you must build several levels of Shaft designs to accommodate a fully grown fortress.&lt;br /&gt;
&lt;br /&gt;
The Shaft design can fit 20 2x2 rooms, or 30 1x1 rooms.&lt;br /&gt;
&lt;br /&gt;
=== Tileable shaft design ===&lt;br /&gt;
&lt;br /&gt;
The tileable shaft design is a further expansion of the general shaft design above, coming in somewhere between the simple geometric designs and the vastly more complex fractal designs. These are designs that can be symmetrically tiled, that means concatenated in all six directions and are thus suited both for manual design as well as macro-automation. They allow the user to extend the same pattern over very large areas and to easily extend the available space per room up to a given size by tearing down just a few walls. Additionally, they can be suited for bedrooms as well as work and storage.[[Image:tileable_shaft_big.png|thumb|Tileable shaft design with a few possible variations.]]&lt;br /&gt;
&lt;br /&gt;
The downsides are that they're not especially optimized for walking distance or large hallways, and the necessity of the main access shaft on the z-level (stairs) having to be in the central-most tile (marked red in the examples) to allow z-level stacking.&lt;br /&gt;
&lt;br /&gt;
=== Modified Windmill Villas ===&lt;br /&gt;
&lt;br /&gt;
This is the most efficient method I have seen, and it keeps the central staircase as well.  &lt;br /&gt;
&lt;br /&gt;
(Calculations use 8 levels)&lt;br /&gt;
*Dwarfs per level = 28&lt;br /&gt;
*Levels needed for 200 = 7.1&lt;br /&gt;
*Max distance (including Z) = 15&lt;br /&gt;
*Average distance = 10.2&lt;br /&gt;
*Average distance per level = 5.4&lt;br /&gt;
&lt;br /&gt;
[[Image:Modified_Windmill_Villas.png|Modified windmill villas]]&lt;br /&gt;
&lt;br /&gt;
=== Squarified Tri-way Doors ===&lt;br /&gt;
&lt;br /&gt;
Four &amp;quot;tri-way doors&amp;quot; patterns adjacent to each other, squarified with 4 normal rooms and 2 noble rooms.&lt;br /&gt;
&lt;br /&gt;
This results in 30 bedrooms in a 21x15 rectangular space (counting all walls, including external ones). Can be repeated multiple z-levels, accessed from a lobby hallway.&lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
+-------+---+---+---+&lt;br /&gt;
¦.....DX¦...¦...¦...¦&lt;br /&gt;
+---+---+---D-+-+-+D¦&lt;br /&gt;
¦...¦...¦...¦X¦...¦X¦&lt;br /&gt;
+---D-+-+-+-+-D---+D¦&lt;br /&gt;
¦...¦X¦...¦...¦...¦.¦&lt;br /&gt;
+-+-+-D---+---+---+.¦&lt;br /&gt;
¦.¦...¦...¦...¦...¦.¦&lt;br /&gt;
¦.+---+---+---D-+-+-+&lt;br /&gt;
¦.¦...¦...¦...¦X¦...¦&lt;br /&gt;
¦D+---D-+-+-+-+-D---+&lt;br /&gt;
¦X¦...¦X¦...¦...¦...¦&lt;br /&gt;
¦D+-+-+-D---+---+---+&lt;br /&gt;
¦...¦...¦...¦XD.....¦&lt;br /&gt;
+---+---+---+-------+}}&lt;br /&gt;
&lt;br /&gt;
=== Large Squarified Tri-way Doors ===&lt;br /&gt;
&lt;br /&gt;
By playing with the basic building block of the above design, and a 25x25 space, you can get this elegant square and symmetrical design:&lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
╔═╦═╦═══╦═╦═╦═╦═╦═══╦═╦═╗&lt;br /&gt;
║ +X+   ║ ║ ║ ║ ║   +X+ ║&lt;br /&gt;
║ ╠═╬═╦═╣ ║ ║ ║ ╠═╦═╬═╣ ║&lt;br /&gt;
║ ║ ║ ║ ║ ║ ║ ║ ║ ║ ║ ║ ║&lt;br /&gt;
╠═╣ ║ ║ ╠═+═╬═+═╣ ║ ║ ╠═╣&lt;br /&gt;
║ ║ ║ ║ ║X║ ║ ║X║ ║ ║ ║ ║&lt;br /&gt;
║ ╠═+═╬═+═╣ ║ ╠═+═╬═+═╣ ║&lt;br /&gt;
║ ║X║ ║ ║ ║ ║ ║ ║ ║ ║X║ ║&lt;br /&gt;
╠═+═╣ ║ ║ ╠═╩═╣ ║ ║ ╠═+═╣&lt;br /&gt;
║ ║ ║ ║ ║ ║   ║ ║ ║ ║ ║ ║&lt;br /&gt;
║ ║ ╠═╩═╬═╣ ╔═╩═╬═╩═╣ ║ ║&lt;br /&gt;
║ ║ ║   ║X+ ║   ║   ║ ║ ║&lt;br /&gt;
╠═╬═╬═══+═╩═╬═╦═+═══╬═╬═╣&lt;br /&gt;
║ ║ ║   ║   ║ +X║   ║ ║ ║&lt;br /&gt;
║ ║ ╠═╦═╬═╦═╝ ╠═╬═╦═╣ ║ ║&lt;br /&gt;
║ ║ ║ ║ ║ ║   ║ ║ ║ ║ ║ ║&lt;br /&gt;
╠═+═╣ ║ ║ ╠═╦═╣ ║ ║ ╠═+═╣&lt;br /&gt;
║ ║X║ ║ ║ ║ ║ ║ ║ ║ ║X║ ║&lt;br /&gt;
║ ╠═+═╬═+═╣ ║ ╠═+═╬═+═╣ ║&lt;br /&gt;
║ ║ ║ ║ ║X║ ║ ║X║ ║ ║ ║ ║&lt;br /&gt;
╠═╣ ║ ║ ╠═+═╬═+═╣ ║ ║ ╠═╣&lt;br /&gt;
║ ║ ║ ║ ║ ║ ║ ║ ║ ║ ║ ║ ║&lt;br /&gt;
║ ╠═╬═╩═╣ ║ ║ ║ ╠═╩═╬═╣ ║&lt;br /&gt;
║ +X+   ║ ║ ║ ║ ║   +X+ ║&lt;br /&gt;
╚═╩═╩═══╩═╩═╩═╩═╩═══╩═╩═╝}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is the most space-efficient design when aiming for bedrooms with exactly three tiles of space which are accessible without crossing another bedroom. It uses only 9 tiles per bedroom overall, an amazing feat, since the mathematical minimum for the problem given is 8 tiles per bedroom! Such bedroom allocations are not in any way required, however: normal citizens are perfectly happy with an [[#The_multiply-overlapping_single_bedroom|overlapping bedroom]] in a large hall packed to capacity with beds.&lt;br /&gt;
&lt;br /&gt;
=Repeating patterns &amp;amp; fractals=&lt;br /&gt;
&lt;br /&gt;
Art for art's sake... and if it's functional, so much the better...&lt;br /&gt;
&lt;br /&gt;
=== Blossom ===&lt;br /&gt;
[[Image:blossom.png|300px]]&lt;br /&gt;
&lt;br /&gt;
Not truly fractal, but inspired by other fractals with a more aesthetic appeal.  A slightly stripped down quickfort version of this is available [http://www.mediafire.com/view/?wx3g4373422u02r here].&lt;br /&gt;
&lt;br /&gt;
=== Tessellated Apartments ===&lt;br /&gt;
&amp;lt;!-- Originally &amp;quot;GnomeChomskey's...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
        ╔══╗       &lt;br /&gt;
        ║.θ║       &lt;br /&gt;
        ║.╔╬══╗    &lt;br /&gt;
      ╔═╬┼╩┼..║    &lt;br /&gt;
   ╔══╣θ╚╣X╠╗θ║    &lt;br /&gt;
   ║.θ║..┼╦┼╬═╩╗   &lt;br /&gt;
   ║.╔╬══╬╝.║.θ║   &lt;br /&gt;
 ╔═╬┼╩┼..║θ.║.╔╬══╗&lt;br /&gt;
 ║θ╚╣X╠╗θ╠╦═╬┼╩┼..║&lt;br /&gt;
 ║..┼╦┼╬═╩╣θ╚╣X╠╗θ║&lt;br /&gt;
 ╚══╬╝.║.θ║..┼╦┼╬═╝&lt;br /&gt;
    ║θ.║.╔╬══╬╝.║  &lt;br /&gt;
    ╚╦═╬┼╩┼..║θ.║  &lt;br /&gt;
     ║θ╚╣X╠╗θ╠══╝  &lt;br /&gt;
     ║..┼╦┼╬═╝     &lt;br /&gt;
     ╚══╬╝.║       &lt;br /&gt;
        ║θ.║       &lt;br /&gt;
        ╚══╝       &lt;br /&gt;
&lt;br /&gt;
        ╔══╗       &lt;br /&gt;
        ║.θ║       &lt;br /&gt;
        ║.╔╬══╗    &lt;br /&gt;
      ╔═╬┼╩┼..║    &lt;br /&gt;
   ╔══╣÷╚╝X╚╗θ║    &lt;br /&gt;
   ║.θ║.╥...╚═╩╗   &lt;br /&gt;
   ║.╔╝.╤.╥...÷║   &lt;br /&gt;
 ╔═╬┼╝....╤.╤╥╔╬══╗&lt;br /&gt;
 ║θ╚╣X.╥╤.....╚┼..║&lt;br /&gt;
 ║..┼╗.....╤╥.X╠╗θ║&lt;br /&gt;
 ╚══╬╝╥╤.╤....╔┼╬═╝&lt;br /&gt;
    ║÷...╥.╤.╔╝.║  &lt;br /&gt;
    ╚╦═╗...╥.║θ.║  &lt;br /&gt;
     ║θ╚╗X╔╗÷╠══╝  &lt;br /&gt;
     ║..┼╦┼╬═╝     &lt;br /&gt;
     ╚══╬╝.║       &lt;br /&gt;
        ║θ.║       &lt;br /&gt;
        ╚══╝       --&amp;gt;&lt;br /&gt;
[[File:Tessellatedrooms.jpg]]&lt;br /&gt;
&lt;br /&gt;
Access can be from above and/or below by the stairs, or a hallway can be run into the dining room level by removing the bedroom at one of the cardinal points.  This design can be repeated as far as desired in the X, Y, and Z directions.&lt;br /&gt;
&lt;br /&gt;
===Noble Hive Pods===&lt;br /&gt;
&lt;br /&gt;
A geometric pattern for Noble housing trying for interesting aesthetics and high mobility.  The basic tiling pattern is shown on the left;  one possible way to join them, involving surrounding corridors and a central staircase and a jillion doors, on the right.&lt;br /&gt;
&lt;br /&gt;
[[File:Noblehive.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Fractal designs ===&lt;br /&gt;
&lt;br /&gt;
Betting on design beauty and on geometrical symmetry first, fractal designs can also be, at the same time, very space and walk efficient. They however require a lot of time and space both to plan and execute and are most likely out of reach of all but the most serious players. Fortunately, most of the designs displayed below would be avoided by the most serious players, due to their lack of serious Z-level access and incongruity with almost any general access plan. Most players however agree that they are the most incredible of all the designs around, if not for the sheer challenge of successfully executing something as complex, as for the extra touch it gives to the fortress as a whole once it is done.&lt;br /&gt;
&lt;br /&gt;
[[image:Raynard_square_delight1.png]] [[image:Raynard1.png]]&lt;br /&gt;
&lt;br /&gt;
[[image:Raynard_whirlpool_housing.png]]&lt;br /&gt;
&lt;br /&gt;
[[image:Hactar1_3_branch_tree.png]] [[image:Hactar1_Mandelbrot_Tree.png]]&lt;br /&gt;
&lt;br /&gt;
[[Image:SavokisLeaf08a032.png]]&lt;br /&gt;
&lt;br /&gt;
[[image:Andrelius_Windmill_Villas.png]]&lt;br /&gt;
&lt;br /&gt;
[[image:4bh0r53n_h-fractal.jpg]]&lt;br /&gt;
&lt;br /&gt;
More fractal bedroom designs based upon the H-Tree (pictured above) can be found at [[User:Tenebrous|this user page]].&lt;br /&gt;
&lt;br /&gt;
===Fractal modified for 3d===&lt;br /&gt;
This was created by palin88 from [http://www.bay12forums.com/smf/index.php?topic=17784.msg17413 Bay12Games forum] in order to make a three-dimensional version of Raynard's Fractal Design.&lt;br /&gt;
&lt;br /&gt;
[[File:Palin88_Bedroom_Design.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Hallway with office===&lt;br /&gt;
&lt;br /&gt;
 +---------+╤¦ ¦b+---------+&lt;br /&gt;
 ¦B¦B¦B¦B¦B¦╥¦ ¦r¦B¦B¦B¦B¦B¦&lt;br /&gt;
 ¦k¦k¦k¦k¦k¦H¦ ¦H¦k¦k¦k¦k¦k¦&lt;br /&gt;
 ¦c¦c¦c¦c¦c¦     ¦c¦c¦c¦c¦c¦&lt;br /&gt;
 ¦D¦D¦D¦D¦D¦     ¦D¦D¦D¦D¦D¦&lt;br /&gt;
              X  &lt;br /&gt;
 ¦D¦D¦D¦D¦D¦     ¦D¦D¦D¦D¦D¦&lt;br /&gt;
 ¦c¦c¦c¦c¦c¦     ¦c¦c¦c¦c¦c¦&lt;br /&gt;
 ¦k¦k¦k¦k¦k¦H¦ ¦H¦k¦k¦k¦k¦k¦&lt;br /&gt;
 ¦B¦B¦B¦B¦B¦╥¦ ¦╥¦B¦B¦B¦B¦B¦&lt;br /&gt;
 +---------+╤¦ ¦╤+---------+            &lt;br /&gt;
&lt;br /&gt;
Legend:&amp;lt;br /&amp;gt;&lt;br /&gt;
B: Bed&amp;lt;br /&amp;gt;&lt;br /&gt;
D: Door&amp;lt;br /&amp;gt;&lt;br /&gt;
X: Staircase&amp;lt;br /&amp;gt;&lt;br /&gt;
╥: Chair&amp;lt;br /&amp;gt;&lt;br /&gt;
╤: Table&amp;lt;br /&amp;gt;&lt;br /&gt;
c: Chest or Bag&amp;lt;br /&amp;gt;&lt;br /&gt;
k: Cabinet&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
An interesting design made to consume less space but still look pretty. It can be repeated infinitely, or at least as far as your embark square goes. One may also decide to use the stairwells as noble offices or rooms, or put the staircase somewhere else and put a well where the staircase would be.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;br /&gt;
{{Category|Design}}&lt;/div&gt;</summary>
		<author><name>Aquillion</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Bedroom_design&amp;diff=228303</id>
		<title>Bedroom design</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Bedroom_design&amp;diff=228303"/>
		<updated>2016-12-17T07:47:56Z</updated>

		<summary type="html">&lt;p&gt;Aquillion: /* 1x1 bed only, no walls */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{quality|exceptional}}&lt;br /&gt;
There are many ways to design the layout of [[bedroom]]s. Simplicity, ease of designating, efficiency, and aesthetics are all important factors in designing dwarven housing. The ability to modify the design to enlarge, improve, or add rooms can be important as well. Proximity of the rooms to [[noise]] should also be considered.&lt;br /&gt;
&lt;br /&gt;
The simplest approach resolving dwarven sleeping requirements is to have all your dwarves sleep in a large communal [[dormitory]]. The smallest ''bedroom design'' possible is a corridor with notched spaces for beds. &lt;br /&gt;
&lt;br /&gt;
Players frequently want designs which maximize positive thought and minimize the path distance between a dwarf's food, drink, job and home. For these purposes, nothing holds a candle to the ease, simplicity, and efficiency of [[#The_multiply-overlapping_single_bedroom|overlapping bedrooms]] in a single large carved out area. In the current version, the main benefits of individualized rooms are for roleplaying purposes. Historically, room design was further complicated when the [[dwarven economy]] kicked in, and a wide range of &amp;quot;[[Room#Specific room quality grades|room qualities]]&amp;quot; were needed, and poor dwarves were kicked out of over-priced quarters (the dwarven economy is currently disabled). To this end, a number of solutions, some surprisingly elegant, have been produced. &lt;br /&gt;
&lt;br /&gt;
Many of the designs shown here were taken from [http://www.bay12forums.com/smf/index.php?topic=16901.0 this forum post].&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
                         NOTE - EDITORS/CONTRIBUTORS:&lt;br /&gt;
=LEVEL 1= SUBSECTIONS WERE CHOSEN FOR VISIBILITY. THIS PAGE IS FAR TOO BUSY FOR ==LEVEL 2== SUBSECTION HEADERS.&lt;br /&gt;
FOR SPECIFIC EXAMPLES, USE ===LEVEL 3=== &lt;br /&gt;
--&amp;gt;&lt;br /&gt;
=Minimalism=&lt;br /&gt;
&lt;br /&gt;
Sometimes, simpler is better... not always, but sometimes...&lt;br /&gt;
&lt;br /&gt;
=== 1x1 bed only, no walls ===&lt;br /&gt;
&lt;br /&gt;
By far the most minimal design is to take a bed, place it anywhere you want, then set it as a 1x1 room. This bed 'room' can be assigned to a dwarf early on, and will at least serve the bare minimum purpose of avoiding unhappy thoughts from the lack of a room. It will not, of course, leave the dwarves with any space to store any possessions at all. However, it requires the absolute minimum work to set up; all you need is existing empty space, preferably with no noise nearby, and a bed to place in it.&lt;br /&gt;
&lt;br /&gt;
Alternatively if you are building compact merely to save space or improve framerate, a 1x1 bedroom on a smoothed, engraved floor can have quite a high room value.&lt;br /&gt;
&lt;br /&gt;
Note since beds do not block movement and simply having people moving nearby (or even directly ''over'' them) does not produce noise or disrupt sleeping dwarves in any way, you can place these 1x1 rooms in a solid block with no space between them; this makes it easy to smooth and engrave the floor for all of them at once.  With a competent engraver and quality beds, this is often enough to raise the room value to the point where even this minimalist setup will produce happy thoughts.&lt;br /&gt;
&lt;br /&gt;
=== Communal dormitory ===&lt;br /&gt;
&lt;br /&gt;
The simplest form of dwarven housing.  Stick a bunch of beds in a room, designate a [[dormitory]] from one of them (do not assign the bed to anyone), and voilà, instant flophouse.  On maps with no [[tree]]s, this is pretty much your only option for sleeping quarters before breaching a cavern or importing large amounts of wood.  (Dwarves will sleep on the floor of the dormitory if no beds are available, which at least keeps them from sleeping in the wilderness.)&lt;br /&gt;
&lt;br /&gt;
This setup only causes a single negative thought (&amp;quot;slept without a proper room recently&amp;quot;), although you miss out the benefit of the happy thoughts generated by personally-owned furniture.  However, as long as you compensate by offering your dwarves high-quality [[food]] and [[alcohol]], an expansive [[dining room]], and other luxuries, your dwarves will remain happy enough to be productive throughout the life of a fortress.  (You may still wish to give [[noble]]s their own rooms, however; they tend to [[mandate|get]] [[demand|upset]] when their [[Noble#Room Requirements Summary|requirements]] are not met)&lt;br /&gt;
&lt;br /&gt;
More than one dormitory can be built in a fortress; if they do not own their own bedroom, dwarves will gravitate to a nearby empty bed when it is time for them to sleep.&lt;br /&gt;
&lt;br /&gt;
Communal dormitories are more appealing in .34 due to the presence of [[vampire]]s among fortress populations, as it increases the likelihood of the offending bloodsucker being caught.  If unhappy thoughts are a concern, individual spaces around the beds may be assigned as bedrooms instead (and optionally, furniture built on those spaces).&lt;br /&gt;
&lt;br /&gt;
=== Plain square design ===&lt;br /&gt;
[[Image:square_bedroom.png|right]]&lt;br /&gt;
If it is 2&amp;amp;times;2, 3&amp;amp;times;3 or more, square designs are probably the first choice of many players. Easy to plan, easy to put in place, this kind of design is one of the best when the player values his playing time instead of the overall layout of his fortress. While square designs are easy to reproduce en masse, most are not optimized either for beauty or space efficiency, two aspects that other designs excel at.&lt;br /&gt;
&lt;br /&gt;
=== Line design ===&lt;br /&gt;
[[Image:line_bedroom.png|right|thumb| '''Line design''', laid out (left) and finished (right)]]&lt;br /&gt;
Line designs have the advantage of being very space efficient and very adaptative. From 1&amp;amp;times;1 to 1&amp;amp;times;4 and longer, it can fit almost anywhere, can be upgraded later on as long as you have the space behind your first original line and do not need excessive corridor space for the bedroom access. Simply dig a few lines out of an access tunnel already in use in your fortress and voilà, you have new living quarters. This kind of minimalistic design was particularly useful when the economy kicked in, as it could be adapted in a flash to meet the needs of low-wage citizens.&lt;br /&gt;
&lt;br /&gt;
===Decentralized living===&lt;br /&gt;
In larger fortresses, one of the bigger problems is traffic.  Dwarves have a tendency to all get hungry, thirsty, and tired in waves, and a crowd of 50 of them storming your centralized food stockpiles, one big dining room, and dormitory tunnels can cause a lot of lost time while the hordes shuffle by each other.  A good solution to this is decentralized architecture, incorporating most of the essentials of every day life into numerous smaller areas.  This isn't to suggest that you shouldn't have a legendary dining hall set as a meeting area, capable of holding half your fortress at once.  You definitely should!  But decentralizing from that dining hall relieves a lot of congestion in the halls surrounding the main dining hall, and makes it easier for dwarves just to pass through.&lt;br /&gt;
&lt;br /&gt;
[[image:Living.GIF|right]]&lt;br /&gt;
In this image, the access stairwell (blue fields in the center), spread out in all directions to a public dormitory and dining room for poorer dwarves on the left/right and to 3x3 private rooms on the top/bottom.  The design allows for two small stockpiles of food (gray fields) to minimize the walk to a dining hall.&lt;br /&gt;
&lt;br /&gt;
There are also built-in areas for impressive things like [[Main:statues|statues]] and [[Main:cages|cages]] (for zoos) to keep dwarves admiring your handiwork.  The 3x3 rooms are easy to get up to decent or higher to keep your most useful dwarves happy as clams.  They're also convenient for impromptu noble housing, since you can just knock out a wall between two rooms and convert one into a dining room for a whiny noble.  You could even expand the corner rooms a bit more on both the X and Y axes to make four 3x3 rooms to give the noble a dining room, tomb, and office all in one area.  This is especially useful for the mayor, who gets replaced every so often.  When a new Mayor is elected, one can reassign all the trappings to the new mayor in one go.  If you want an even more decentralized and calm traffic pattern, put tables and chairs in all the private rooms; dwarves will prefer to eat in their quarters.  The walls between the doors leading to the dormitory and Dining Room allow for 2 entrances and 2 exits to each predictably higher-traffic room while leaving a pillar of rock for an engraving.  The main corridor also allows you to branch off into 4 restraints per floor in a private 1x2 prison.  Since it's flanked by an animal cage and a statue (or alternatively, 2 statues. This may be better because Statues block movement and it's effectively the same as surrounding the prisoner with walls). Additionally, in an area you want smoothed and engraved to begin with, it gives prisoners a leg upon their happiness immediately and -- once again -- prevents traffic jams from convicts being brought food and water in larger prisons.&lt;br /&gt;
&lt;br /&gt;
Another option for maximizing traffic throughput is to put a 1x3 line of upward stairwells on one end of the blue field, and a 1x3 line of downward stairwells on the other.  This simulates a 3-wide vertical corridor without the safety risks of up/down stairwells.&lt;br /&gt;
&lt;br /&gt;
You may also, at your discretion, knock out the statues and cages near the stairwell to make the entire plan a little more compact (though you lose the easy prisons in this case).  This plan can stretch on the x axis as much as you like, but note that the 1 wide corridors leading to individual rooms can get crowded if more than 10 dwarves are living along each one.  Even with the given layout, though, one floor supports 26 private rooms and as many as 14 public beds.  This works out quite nicely since one floor is enough to handle most immigrant waves, while existing floors' public beds can handle a decent amount of overflow.  The public dormitory rooms can also be converted into prisons very easily (just put chains next to every bed) if you decide not to go with the main design.&lt;br /&gt;
&lt;br /&gt;
=== High density single floor housing ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Housing_by_Marble_Dice.png|thumb|244px|This is the 61x61 housing plan]]&lt;br /&gt;
&lt;br /&gt;
This fractal-inspired design combines space efficiency with wider access hallways to alleviate traffic jams.  Stairs are placed in the middle, and the design can expand indefinitely.  To decrease the size, remove the outermost perimeter hallway, and all connected bedrooms.  To increase the size, use the picture as a guide and follow the same radial pattern.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;padding:&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Size&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Capacity&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Max walk distance from center&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 29x29 tiles&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 48 dwarves&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 23 steps&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 45x45 tiles&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 120 dwarves&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 39 steps&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 61x61 tiles&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 224 dwarves&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 55 steps&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 77x77 tiles&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 360 dwarves&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 71 steps&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== The multiply-overlapping single bedroom ===&lt;br /&gt;
&lt;br /&gt;
A variation on the dormitory can produce large numbers of cheap, high quality bedrooms, very easily.  Start with a large room, perhaps 20 x 20 tiles, and put many beds in it.  From each of those beds, create a bedroom that covers the entire room.  Each of the rooms overlaps the other rooms, and therefore suffers a quality modifier, but the room is large enough that its size can dominate the quality calculation. The quality hit for overlapping rooms is only applied once; your room either overlaps or it does not. With any reasonable amount of beds, it is easier and cheaper to furnish the one room with high quality items (at a penalty) than it is to carve out and furnish dozens of rooms separately. In addition, side by side beds in an open room is by far the most efficient use of space and walking distance. A room this size with a couple hundred beds in it, and some combination of smoothing, engraving, or multiple pieces of cheap furniture, can be of any quality level that is desired, from modest to royal.&lt;br /&gt;
&lt;br /&gt;
=== Staggered Doorless Rooms ===&lt;br /&gt;
&lt;br /&gt;
Dwarves suffer no penalties for having other Dwarves travel through their bedrooms even when they are sleeping. They also don't require doors. Therefore, you can take advantage of diagonal pathing in room design for high-density, non-overlapping, multi-tile rooms.&lt;br /&gt;
&lt;br /&gt;
The following diagram shows a 3x1 layout surrounding a 3x3 stairwell. The design can be repeated outwards as far as necessary.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
---.B.---.B.---&lt;br /&gt;
.B.---.B.---.B.&lt;br /&gt;
---.B.---.B.---&lt;br /&gt;
.B.---XXX---.B.&lt;br /&gt;
---.B.XXX.B.---&lt;br /&gt;
.B.---XXX---.B.&lt;br /&gt;
---.B.---.B.---&lt;br /&gt;
.B.---.B.---.B.&lt;br /&gt;
---.B.---.B.---&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Dwarves will navigate from the stairwell diagonally through rooms, while bedroom sizes can be applied at 3x3 (without the area leaking to adjoining rooms) allowing for some level of furnishing.&lt;br /&gt;
&lt;br /&gt;
=High density,single floor, quick housing=&lt;br /&gt;
&lt;br /&gt;
[[Image:Dwarf-bedroom-simple.jpg|thumb|250px|This is a 35x35 housing plan]]&lt;br /&gt;
&lt;br /&gt;
This design is nice in that it is very quick to lay since using shift to move the cursor moves in steps of 11 tiles. It is also very easy to increase or decrease their value by adding or removing [[furniture]]. Each 1-tile wide walkway is shared by 10 dwarves reducing congestion and each room can fit a bed, a chest and a cabinet leaving 1 free space for any miscellaneous items such as a statue for legendary dwarves, the free space is in the back of the room for the reason that it allows you to place blocking items that cannot be moved over there without sealing your dwarves in/out.&lt;br /&gt;
&lt;br /&gt;
=High density, multi-level=&lt;br /&gt;
&lt;br /&gt;
Optimizing space, minimizing walking distance, these are good things... for some...&lt;br /&gt;
&lt;br /&gt;
===Magical Multi-way Doors===&lt;br /&gt;
&lt;br /&gt;
The main point of this design is that it squeezes six bedrooms in a space of 9x8 squares (including walls) by using two-way doors. It's meant to be built across several Z-levels, making it take up a minimal amount of practical space. It can be easily mirrored, although that requires a wider corridor (or the use of four bedrooms instead of six on the other side).&lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
 Level -1  ¦   Level 0   ¦   Level 1&lt;br /&gt;
 +-----+   ¦   +-----+   ¦   +-----+&lt;br /&gt;
 ¦..¦..¦   ¦   ¦..¦..¦   ¦   ¦..¦..¦&lt;br /&gt;
+-+.¦.+-+  ¦  +-+.¦.+-+  ¦  +-+.¦.+-+&lt;br /&gt;
¦.+D-D+.¦  ¦  ¦.+D-D+.¦  ¦  ¦.+D-D+.¦&lt;br /&gt;
¦..¦X¦..¦  ¦  ¦..¦X¦..¦  ¦  ¦..¦X¦..¦&lt;br /&gt;
¦---D---¦  ¦  ---+.+---  ¦  ¦---D---¦&lt;br /&gt;
¦...¦...¦  ¦  .........  ¦  ¦...¦...¦&lt;br /&gt;
+-------+  ¦             ¦  +-------+}}&lt;br /&gt;
&lt;br /&gt;
'''Alternate layout:'''&lt;br /&gt;
&lt;br /&gt;
This is a simpler (though slightly less compact) design using three-way doors.&lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
    +---+---+&lt;br /&gt;
    ¦...¦...¦&lt;br /&gt;
+---+---D---+&lt;br /&gt;
¦...¦XXX¦...¦&lt;br /&gt;
+---D---+---+&lt;br /&gt;
¦...¦...¦&lt;br /&gt;
+---+---+}}&lt;br /&gt;
&lt;br /&gt;
One apartment &amp;quot;unit&amp;quot; gives you 6 rooms using only 2 doors and it fits within a 13x7 space (including walls).  Access to the apartments in the unit is through the 1-3 up/down stairwells in the center.  This design can be expanded by repeating the same pattern one level down and/or by tiling together multiple units together on the same level.&lt;br /&gt;
&lt;br /&gt;
Both designs mean that you have to build less doors per bedroom, which helps save time and materials.&lt;br /&gt;
&lt;br /&gt;
===Sandwich===&lt;br /&gt;
&lt;br /&gt;
A design to move bedrooms vertically spread across many unused Z levels easily. The rooms can be preferentially scaled up or down depending on needs. If space is reserved serves well for expansion of each bedroom as suitable.&lt;br /&gt;
&lt;br /&gt;
The sandwich basically consists of a three tile wide hallway or wider. Up/Down Stairways are evenly distributed in increments which lead to one or more bedrooms as needed. [[Floor hatch]]es can be used between the individual bedrooms like vertical doors, but, unlike doors, owned floor hatches can generate happy [[thought]]s.&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?topic=118751.0 Recent science] has established that having any &amp;quot;holes&amp;quot; in a room's walls reduces the apparent [[room value]]; this design is therefore particularly well-suited to producing high-value rooms.&lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
Level -1       ¦   Level 0       ¦    Level 1&lt;br /&gt;
+-----------+  ¦                 ¦  +-----------+&lt;br /&gt;
¦B.¦B.¦B.¦B.¦  ¦                 ¦  ¦B.¦B.¦B.¦B.¦&lt;br /&gt;
¦..¦..¦..¦..¦  ¦  -------------  ¦  ¦..¦..¦..¦..¦&lt;br /&gt;
¦X.¦X.¦X.¦X.¦  ¦  .X..X..X..X..  ¦  ¦X.¦X.¦X.¦X.¦&lt;br /&gt;
¦--+--+--+--¦  ¦  .............  ¦  ¦--+--+--+--¦&lt;br /&gt;
¦X.¦X.¦X.¦X.¦  ¦  .X..X..X..X..  ¦  ¦X.¦X.¦X.¦X.¦&lt;br /&gt;
¦..¦..¦..¦..¦  ¦  -------------  ¦  ¦..¦..¦..¦..¦&lt;br /&gt;
¦B.¦B.¦B.¦B.¦  ¦                 ¦  ¦B.¦B.¦B.¦B.¦&lt;br /&gt;
+-----------+  ¦                 ¦  +-----------+}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The bedroom design can be copied several times further up and down starting from Level 1 or -1 to exploit available space in neighbouring Z levels. The design is excellent as the space surrounding the hallway can be used for directly tying to the dining/meeting hall.&lt;br /&gt;
&lt;br /&gt;
===6-room clusters===&lt;br /&gt;
&lt;br /&gt;
[[File:ClusterBedrooms.png|thumb|350 pix|'''6-room clusters'''  ''(click to enlarge)'']]&lt;br /&gt;
This one is quite dense. There are six bedroom clusters. They can be built close to each other.&lt;br /&gt;
&lt;br /&gt;
There are 7 6-room clusters here. If 5 Z-Levels of this are built, that's 5*7*6=210, which is plenty for most any fortress.&lt;br /&gt;
&lt;br /&gt;
=== Living Pods (Residential Flats) ===&lt;br /&gt;
   &lt;br /&gt;
This design is compact and allows for a large number of rooms. Each room has 3 tiles plus a door. To add to the complex build an apartment level one level above or below the lobby - the stairs allow direct access. The design can be stretched to make the rooms 3x2 or 3x3, or to allow more rooms per floor, depending on your preference. Though not as visually impressive as the fractal patterns it is very efficient in that it can allow for large numbers of dwarves to easily access the main hallway.  The pods are very quick to deploy as the interior (mined out) width of the pods exactly equals one {{k|Shift}}+move of the cursor.  Highlight a full square with a horizontal shift+move then a vertical.  Then ''un''mark the 3 internal walls in both horizontal and vertical directions (each also 1 shift+move distance long), and finally mark in the four staircases. Sixteen bedrooms with extremely efficient pathing laid out in as many seconds.&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
Upper/lower&lt;br /&gt;
Apartment Level:     Lobby Level:&lt;br /&gt;
+-----------+        +-----------+..&lt;br /&gt;
¦..¦..¦..¦..¦        ¦..¦..¦..¦..¦.. O&lt;br /&gt;
¦.+-+.¦.+-+.¦        ¦.+-+.¦.+-+.¦.. u&lt;br /&gt;
¦-¦X¦-+-¦X¦-¦        ¦-¦X+---+X+-+.. t&lt;br /&gt;
¦.+-+.¦.+-+.¦        ¦.++..O........ e&lt;br /&gt;
¦..¦..¦..¦..¦        ¦..¦........... r&lt;br /&gt;
¦--+--+--+--¦        ¦--¦O...O+--+..&lt;br /&gt;
¦..¦..¦..¦..¦        ¦..¦.....¦..¦.. H&lt;br /&gt;
¦.+-+.¦.+-+.¦        ¦.++..O..++.¦.. a&lt;br /&gt;
¦-¦X¦-+-¦X¦-¦        ¦-¦X+---+X¦-¦.. l&lt;br /&gt;
¦.+-+.¦.+-+.¦        ¦.+-+.¦.+-+.¦.. l&lt;br /&gt;
¦..¦..¦..¦..¦        ¦..¦..¦..¦..¦..&lt;br /&gt;
+-----------+        +-----------+..}}&lt;br /&gt;
&lt;br /&gt;
==== Pod variant ====&lt;br /&gt;
&lt;br /&gt;
This is an example of varying the above to suit personal taste. Three significant changes have been made: &lt;br /&gt;
&lt;br /&gt;
:1) 2 pairs of vertical access stairs feed upward, instead of one horizontal hallway.&lt;br /&gt;
&lt;br /&gt;
:2) The entire design has been expanded (to 15x15, vs 13x13 above), but rooms have not been expanded to fill all available space - not yet.  That will be done if/as need arises, and many of the 3-tile rooms can become 5- or 7-tile&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;, or two joined together to become 12-tile suites&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
:3) Allow for a central waterfall with drain system*.&lt;br /&gt;
   &lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Upper Apartment Level(s*):    Lobby Level:           Lower Apartment Level(s*):&lt;br /&gt;
+-----+ +-----+              +-----+ +-----+              +-----+ +-----+&lt;br /&gt;
¦..¦..¦ ¦..¦..¦              ¦..¦..¦ ¦..¦..¦              ¦..¦..¦ ¦..¦..¦&lt;br /&gt;
¦.+-+.¦ ¦.+-+.¦              ¦.+-+.¦ ¦.+-+.¦              ¦.+-+.¦ ¦.+-+.¦&lt;br /&gt;
¦-¦X¦-¦ ¦-¦X¦-¦              ¦-¦X¦-----¦X¦-¦              ¦-¦X¦-----¦X¦-¦&lt;br /&gt;
¦.+¦+.¦ ¦.+-+.¦              ¦.+¦+.OOO.+-+.¦              ¦.+¦+..¦..+-+.¦&lt;br /&gt;
¦..¦..¦ ¦..¦..¦              ¦..¦.......¦..¦              ¦..¦.+---+.¦..¦&lt;br /&gt;
+--+-------+--+              +--¦..###..¦--+              +--¦.¦~~~¦.¦--+&lt;br /&gt;
   ¦XX#~#XX¦                    ¦&amp;lt;&amp;lt;#~#&amp;lt;&amp;lt;¦                    ¦-¦~¦~¦-¦ &lt;br /&gt;
+--+-------+--+              +--¦..###..¦--+              +--¦.¦~~~¦.¦--+ &lt;br /&gt;
¦..¦..¦ ¦..¦..¦              ¦..¦.......¦..¦              ¦..¦.+---+.¦..¦&lt;br /&gt;
¦.+-+.¦ ¦.+-+.¦              ¦.+-+.OOO.+-+.¦              ¦.+-+..¦..+-+.¦&lt;br /&gt;
¦-¦X¦-¦ ¦-¦X¦-¦              ¦-¦X¦-----¦X¦-¦              ¦-¦X¦-----¦X¦-¦&lt;br /&gt;
¦.+-+.¦ ¦.+-+.¦              ¦.+-+.¦ ¦.+-+.¦              ¦.+-+.¦ ¦.+-+.¦&lt;br /&gt;
¦..¦..¦ ¦..¦..¦              ¦..¦..¦ ¦..¦..¦              ¦..¦..¦ ¦..¦..¦&lt;br /&gt;
+-----+ +-----+              +-----+ +-----+              +-----+ +-----+&amp;lt;/pre&amp;gt;Legend:&lt;br /&gt;
:X = up/down stair&lt;br /&gt;
:&amp;lt; = up stair&lt;br /&gt;
:~ = flowing water, in waterfall and drain&lt;br /&gt;
:&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt; = [[grate]] or floor [[bars]] over drain&lt;br /&gt;
:¦ = solid block at base of waterfall&lt;br /&gt;
:O = [[statue]]s (though a [[zoo]] or booze stockpiles could work as well)&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
:1) Expanding out one more tile can create size 5-11 rooms, or size 19 if two are connected.&lt;br /&gt;
:2) A size 15 room is ample for any noble, with the possible exception of a [[king|king/queen]].&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; The floor plan for the waterfall/drain system may vary from floor to floor, and by personal taste.  Eventually it can be routed off and out one side, and the full interior area of all levels below that reserved for apartments.&lt;br /&gt;
&lt;br /&gt;
''(Note - It's easy to [[flood]] an area with a waterfall such as this - be sure you are familiar with the technique before risking an entire dormitory (or the lower parts, at least) on it.)''&lt;br /&gt;
&lt;br /&gt;
=== Greek Cross design===&lt;br /&gt;
[[image:VaniverGreek48.png|right|thumb| 48 tile design]]&lt;br /&gt;
Minimizing walking distances requires good use of vertical space. This plan is simple, scalable, and only takes up a few floors - 6 if you have 32 per floor, 4 if you have 48. The maximum walking distance should be less than 20 (walking up/down stairs counts as one distance.).[[image:VaniverGreek32.png|center|thumb| 32 tile design]]&lt;br /&gt;
A Quickfort blueprint for the 32 tile Greek Cross design is available [http://www.mediafire.com/download/yfeoeo0qj38vw24/Greek_Cross_Design_Blueprint.zip here]&lt;br /&gt;
&lt;br /&gt;
=== Shaft design ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Shaft_bedroom_design.gif|thumb|Shaft bedroom design with a few possible variations.]]&lt;br /&gt;
&lt;br /&gt;
The Shaft design allows various options for entry direction and central &amp;quot;shaft&amp;quot; use. The central shaft may be altered to create dining rooms and offices for minor nobles, &amp;quot;deluxe&amp;quot; bedrooms, hospital beds, or simply more bedrooms. The design can easily accommodate several different room sizes while maintaining efficiency. However, the design utilizes Z-levels for efficiency, and you must build several levels of Shaft designs to accommodate a fully grown fortress.&lt;br /&gt;
&lt;br /&gt;
The Shaft design can fit 20 2x2 rooms, or 30 1x1 rooms.&lt;br /&gt;
&lt;br /&gt;
=== Tileable shaft design ===&lt;br /&gt;
&lt;br /&gt;
The tileable shaft design is a further expansion of the general shaft design above, coming in somewhere between the simple geometric designs and the vastly more complex fractal designs. These are designs that can be symmetrically tiled, that means concatenated in all six directions and are thus suited both for manual design as well as macro-automation. They allow the user to extend the same pattern over very large areas and to easily extend the available space per room up to a given size by tearing down just a few walls. Additionally, they can be suited for bedrooms as well as work and storage.[[Image:tileable_shaft_big.png|thumb|Tileable shaft design with a few possible variations.]]&lt;br /&gt;
&lt;br /&gt;
The downsides are that they're not especially optimized for walking distance or large hallways, and the necessity of the main access shaft on the z-level (stairs) having to be in the central-most tile (marked red in the examples) to allow z-level stacking.&lt;br /&gt;
&lt;br /&gt;
=== Modified Windmill Villas ===&lt;br /&gt;
&lt;br /&gt;
This is the most efficient method I have seen, and it keeps the central staircase as well.  &lt;br /&gt;
&lt;br /&gt;
(Calculations use 8 levels)&lt;br /&gt;
*Dwarfs per level = 28&lt;br /&gt;
*Levels needed for 200 = 7.1&lt;br /&gt;
*Max distance (including Z) = 15&lt;br /&gt;
*Average distance = 10.2&lt;br /&gt;
*Average distance per level = 5.4&lt;br /&gt;
&lt;br /&gt;
[[Image:Modified_Windmill_Villas.png|Modified windmill villas]]&lt;br /&gt;
&lt;br /&gt;
=== Squarified Tri-way Doors ===&lt;br /&gt;
&lt;br /&gt;
Four &amp;quot;tri-way doors&amp;quot; patterns adjacent to each other, squarified with 4 normal rooms and 2 noble rooms.&lt;br /&gt;
&lt;br /&gt;
This results in 30 bedrooms in a 21x15 rectangular space (counting all walls, including external ones). Can be repeated multiple z-levels, accessed from a lobby hallway.&lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
+-------+---+---+---+&lt;br /&gt;
¦.....DX¦...¦...¦...¦&lt;br /&gt;
+---+---+---D-+-+-+D¦&lt;br /&gt;
¦...¦...¦...¦X¦...¦X¦&lt;br /&gt;
+---D-+-+-+-+-D---+D¦&lt;br /&gt;
¦...¦X¦...¦...¦...¦.¦&lt;br /&gt;
+-+-+-D---+---+---+.¦&lt;br /&gt;
¦.¦...¦...¦...¦...¦.¦&lt;br /&gt;
¦.+---+---+---D-+-+-+&lt;br /&gt;
¦.¦...¦...¦...¦X¦...¦&lt;br /&gt;
¦D+---D-+-+-+-+-D---+&lt;br /&gt;
¦X¦...¦X¦...¦...¦...¦&lt;br /&gt;
¦D+-+-+-D---+---+---+&lt;br /&gt;
¦...¦...¦...¦XD.....¦&lt;br /&gt;
+---+---+---+-------+}}&lt;br /&gt;
&lt;br /&gt;
=== Large Squarified Tri-way Doors ===&lt;br /&gt;
&lt;br /&gt;
By playing with the basic building block of the above design, and a 25x25 space, you can get this elegant square and symmetrical design:&lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
╔═╦═╦═══╦═╦═╦═╦═╦═══╦═╦═╗&lt;br /&gt;
║ +X+   ║ ║ ║ ║ ║   +X+ ║&lt;br /&gt;
║ ╠═╬═╦═╣ ║ ║ ║ ╠═╦═╬═╣ ║&lt;br /&gt;
║ ║ ║ ║ ║ ║ ║ ║ ║ ║ ║ ║ ║&lt;br /&gt;
╠═╣ ║ ║ ╠═+═╬═+═╣ ║ ║ ╠═╣&lt;br /&gt;
║ ║ ║ ║ ║X║ ║ ║X║ ║ ║ ║ ║&lt;br /&gt;
║ ╠═+═╬═+═╣ ║ ╠═+═╬═+═╣ ║&lt;br /&gt;
║ ║X║ ║ ║ ║ ║ ║ ║ ║ ║X║ ║&lt;br /&gt;
╠═+═╣ ║ ║ ╠═╩═╣ ║ ║ ╠═+═╣&lt;br /&gt;
║ ║ ║ ║ ║ ║   ║ ║ ║ ║ ║ ║&lt;br /&gt;
║ ║ ╠═╩═╬═╣ ╔═╩═╬═╩═╣ ║ ║&lt;br /&gt;
║ ║ ║   ║X+ ║   ║   ║ ║ ║&lt;br /&gt;
╠═╬═╬═══+═╩═╬═╦═+═══╬═╬═╣&lt;br /&gt;
║ ║ ║   ║   ║ +X║   ║ ║ ║&lt;br /&gt;
║ ║ ╠═╦═╬═╦═╝ ╠═╬═╦═╣ ║ ║&lt;br /&gt;
║ ║ ║ ║ ║ ║   ║ ║ ║ ║ ║ ║&lt;br /&gt;
╠═+═╣ ║ ║ ╠═╦═╣ ║ ║ ╠═+═╣&lt;br /&gt;
║ ║X║ ║ ║ ║ ║ ║ ║ ║ ║X║ ║&lt;br /&gt;
║ ╠═+═╬═+═╣ ║ ╠═+═╬═+═╣ ║&lt;br /&gt;
║ ║ ║ ║ ║X║ ║ ║X║ ║ ║ ║ ║&lt;br /&gt;
╠═╣ ║ ║ ╠═+═╬═+═╣ ║ ║ ╠═╣&lt;br /&gt;
║ ║ ║ ║ ║ ║ ║ ║ ║ ║ ║ ║ ║&lt;br /&gt;
║ ╠═╬═╩═╣ ║ ║ ║ ╠═╩═╬═╣ ║&lt;br /&gt;
║ +X+   ║ ║ ║ ║ ║   +X+ ║&lt;br /&gt;
╚═╩═╩═══╩═╩═╩═╩═╩═══╩═╩═╝}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is the most space-efficient design when aiming for bedrooms with exactly three tiles of space which are accessible without crossing another bedroom. It uses only 9 tiles per bedroom overall, an amazing feat, since the mathematical minimum for the problem given is 8 tiles per bedroom! Such bedroom allocations are not in any way required, however: normal citizens are perfectly happy with an [[#The_multiply-overlapping_single_bedroom|overlapping bedroom]] in a large hall packed to capacity with beds.&lt;br /&gt;
&lt;br /&gt;
=Repeating patterns &amp;amp; fractals=&lt;br /&gt;
&lt;br /&gt;
Art for art's sake... and if it's functional, so much the better...&lt;br /&gt;
&lt;br /&gt;
=== Blossom ===&lt;br /&gt;
[[Image:blossom.png|300px]]&lt;br /&gt;
&lt;br /&gt;
Not truly fractal, but inspired by other fractals with a more aesthetic appeal.  A slightly stripped down quickfort version of this is available [http://www.mediafire.com/view/?wx3g4373422u02r here].&lt;br /&gt;
&lt;br /&gt;
=== Tessellated Apartments ===&lt;br /&gt;
&amp;lt;!-- Originally &amp;quot;GnomeChomskey's...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
        ╔══╗       &lt;br /&gt;
        ║.θ║       &lt;br /&gt;
        ║.╔╬══╗    &lt;br /&gt;
      ╔═╬┼╩┼..║    &lt;br /&gt;
   ╔══╣θ╚╣X╠╗θ║    &lt;br /&gt;
   ║.θ║..┼╦┼╬═╩╗   &lt;br /&gt;
   ║.╔╬══╬╝.║.θ║   &lt;br /&gt;
 ╔═╬┼╩┼..║θ.║.╔╬══╗&lt;br /&gt;
 ║θ╚╣X╠╗θ╠╦═╬┼╩┼..║&lt;br /&gt;
 ║..┼╦┼╬═╩╣θ╚╣X╠╗θ║&lt;br /&gt;
 ╚══╬╝.║.θ║..┼╦┼╬═╝&lt;br /&gt;
    ║θ.║.╔╬══╬╝.║  &lt;br /&gt;
    ╚╦═╬┼╩┼..║θ.║  &lt;br /&gt;
     ║θ╚╣X╠╗θ╠══╝  &lt;br /&gt;
     ║..┼╦┼╬═╝     &lt;br /&gt;
     ╚══╬╝.║       &lt;br /&gt;
        ║θ.║       &lt;br /&gt;
        ╚══╝       &lt;br /&gt;
&lt;br /&gt;
        ╔══╗       &lt;br /&gt;
        ║.θ║       &lt;br /&gt;
        ║.╔╬══╗    &lt;br /&gt;
      ╔═╬┼╩┼..║    &lt;br /&gt;
   ╔══╣÷╚╝X╚╗θ║    &lt;br /&gt;
   ║.θ║.╥...╚═╩╗   &lt;br /&gt;
   ║.╔╝.╤.╥...÷║   &lt;br /&gt;
 ╔═╬┼╝....╤.╤╥╔╬══╗&lt;br /&gt;
 ║θ╚╣X.╥╤.....╚┼..║&lt;br /&gt;
 ║..┼╗.....╤╥.X╠╗θ║&lt;br /&gt;
 ╚══╬╝╥╤.╤....╔┼╬═╝&lt;br /&gt;
    ║÷...╥.╤.╔╝.║  &lt;br /&gt;
    ╚╦═╗...╥.║θ.║  &lt;br /&gt;
     ║θ╚╗X╔╗÷╠══╝  &lt;br /&gt;
     ║..┼╦┼╬═╝     &lt;br /&gt;
     ╚══╬╝.║       &lt;br /&gt;
        ║θ.║       &lt;br /&gt;
        ╚══╝       --&amp;gt;&lt;br /&gt;
[[File:Tessellatedrooms.jpg]]&lt;br /&gt;
&lt;br /&gt;
Access can be from above and/or below by the stairs, or a hallway can be run into the dining room level by removing the bedroom at one of the cardinal points.  This design can be repeated as far as desired in the X, Y, and Z directions.&lt;br /&gt;
&lt;br /&gt;
===Noble Hive Pods===&lt;br /&gt;
&lt;br /&gt;
A geometric pattern for Noble housing trying for interesting aesthetics and high mobility.  The basic tiling pattern is shown on the left;  one possible way to join them, involving surrounding corridors and a central staircase and a jillion doors, on the right.&lt;br /&gt;
&lt;br /&gt;
[[File:Noblehive.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Fractal designs ===&lt;br /&gt;
&lt;br /&gt;
Betting on design beauty and on geometrical symmetry first, fractal designs can also be, at the same time, very space and walk efficient. They however require a lot of time and space both to plan and execute and are most likely out of reach of all but the most serious players. Fortunately, most of the designs displayed below would be avoided by the most serious players, due to their lack of serious Z-level access and incongruity with almost any general access plan. Most players however agree that they are the most incredible of all the designs around, if not for the sheer challenge of successfully executing something as complex, as for the extra touch it gives to the fortress as a whole once it is done.&lt;br /&gt;
&lt;br /&gt;
[[image:Raynard_square_delight1.png]] [[image:Raynard1.png]]&lt;br /&gt;
&lt;br /&gt;
[[image:Raynard_whirlpool_housing.png]]&lt;br /&gt;
&lt;br /&gt;
[[image:Hactar1_3_branch_tree.png]] [[image:Hactar1_Mandelbrot_Tree.png]]&lt;br /&gt;
&lt;br /&gt;
[[Image:SavokisLeaf08a032.png]]&lt;br /&gt;
&lt;br /&gt;
[[image:Andrelius_Windmill_Villas.png]]&lt;br /&gt;
&lt;br /&gt;
[[image:4bh0r53n_h-fractal.jpg]]&lt;br /&gt;
&lt;br /&gt;
More fractal bedroom designs based upon the H-Tree (pictured above) can be found at [[User:Tenebrous|this user page]].&lt;br /&gt;
&lt;br /&gt;
===Fractal modified for 3d===&lt;br /&gt;
This was created by palin88 from [http://www.bay12forums.com/smf/index.php?topic=17784.msg17413 Bay12Games forum] in order to make a three-dimensional version of Raynard's Fractal Design.&lt;br /&gt;
&lt;br /&gt;
[[File:Palin88_Bedroom_Design.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Hallway with office===&lt;br /&gt;
&lt;br /&gt;
 +---------+╤¦ ¦b+---------+&lt;br /&gt;
 ¦B¦B¦B¦B¦B¦╥¦ ¦r¦B¦B¦B¦B¦B¦&lt;br /&gt;
 ¦k¦k¦k¦k¦k¦H¦ ¦H¦k¦k¦k¦k¦k¦&lt;br /&gt;
 ¦c¦c¦c¦c¦c¦     ¦c¦c¦c¦c¦c¦&lt;br /&gt;
 ¦D¦D¦D¦D¦D¦     ¦D¦D¦D¦D¦D¦&lt;br /&gt;
              X  &lt;br /&gt;
 ¦D¦D¦D¦D¦D¦     ¦D¦D¦D¦D¦D¦&lt;br /&gt;
 ¦c¦c¦c¦c¦c¦     ¦c¦c¦c¦c¦c¦&lt;br /&gt;
 ¦k¦k¦k¦k¦k¦H¦ ¦H¦k¦k¦k¦k¦k¦&lt;br /&gt;
 ¦B¦B¦B¦B¦B¦╥¦ ¦╥¦B¦B¦B¦B¦B¦&lt;br /&gt;
 +---------+╤¦ ¦╤+---------+            &lt;br /&gt;
&lt;br /&gt;
Legend:&amp;lt;br /&amp;gt;&lt;br /&gt;
B: Bed&amp;lt;br /&amp;gt;&lt;br /&gt;
D: Door&amp;lt;br /&amp;gt;&lt;br /&gt;
X: Staircase&amp;lt;br /&amp;gt;&lt;br /&gt;
╥: Chair&amp;lt;br /&amp;gt;&lt;br /&gt;
╤: Table&amp;lt;br /&amp;gt;&lt;br /&gt;
c: Chest or Bag&amp;lt;br /&amp;gt;&lt;br /&gt;
k: Cabinet&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
An interesting design made to consume less space but still look pretty. It can be repeated infinitely, or at least as far as your embark square goes. One may also decide to use the stairwells as noble offices or rooms, or put the staircase somewhere else and put a well where the staircase would be.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;br /&gt;
{{Category|Design}}&lt;/div&gt;</summary>
		<author><name>Aquillion</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Bone&amp;diff=228301</id>
		<title>Bone</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Bone&amp;diff=228301"/>
		<updated>2016-12-17T04:04:19Z</updated>

		<summary type="html">&lt;p&gt;Aquillion: /* Bugs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|20:54, 31 July 2013 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{buggy}}&lt;br /&gt;
'''Bones''' are obtained when butchering [[animals]] or taking apart skeletons. Some severed body parts also decay into usable bones, the same way a corpse rots into a skeleton.&lt;br /&gt;
&lt;br /&gt;
Skeletons are the last step of the [[wear|rotting]] procedure. After a [[corpse]] begins to rot, no [[food]] can be created from it, and it will eventually rot into a skeleton. The skeleton has to be taken to the [[butcher's shop]] and &amp;quot;butchered&amp;quot; to be torn apart into [[skull]]s and bones afterwards. Bone does not rot further or produce [[miasma]]. Note that many civilizations (like dwarves) consider it unethical to butcher certain skeletons {{bug|1180}}. An exception is the stack of bone that can form after a severed part decays. This appears to happen when the part in question has bone as its only non-rotting material.&lt;br /&gt;
&lt;br /&gt;
==Stockpiles==&lt;br /&gt;
While bones are counted as &amp;quot;[[body parts]]&amp;quot; in the [[stocks]] menu, they have their own subcategory in the [[stockpile|refuse stockpile]] menu.&lt;br /&gt;
&lt;br /&gt;
Be aware, stockpiles with refuse enabled automatically degrade some items (clothes and armor) quite quickly; refuse should not be enabled in a multi-purpose stockpile. Refuse stockpiles also cause the degradation of stored body parts (such as bones and shells), though at a much slower pace. Bones stored in a refuse stockpile may eventually disappear due to [[vermin]] such as [[rat]]s, it is therefore advisable to have a pasture with [[cat|cats]] overlaying the stockpile.&lt;br /&gt;
&lt;br /&gt;
==Uses for Bone==&lt;br /&gt;
&lt;br /&gt;
Bones are processed as follows:&lt;br /&gt;
&lt;br /&gt;
At a [[craftsdwarf's workshop]], using the [[bone carving]] labor:&lt;br /&gt;
&lt;br /&gt;
* Bone [[craft]]s, for sale to visiting merchants.&lt;br /&gt;
* Bone [[armor]], namely [[leggings]], [[greaves]], [[gauntlet]]s, and [[helm]]. Bone armor uses bones individually, but may require one bone from several stacks. The first stack determines the material of the resulting armor. Note that [[armor]] made out of bone can be used by dwarves assigned a [[uniform]] of [[metal]] armor.&lt;br /&gt;
* Bone [[decoration]]s. Any decoratable item can be decorated with bone, which adds to the items' value.&lt;br /&gt;
* Bone [[bolt]]s. These bolts are fired from crossbows. Each bone will produce 5 bolts. Each bone must be crafted individually (a stack of Yak Cow bone [7] becomes a stack of Yak Cow bone [6] plus a stack of yak bone bolts [5]). This renders the process for carving bone bolts very slow. Despite this, some players still use bone bolts for hunting animals for a long time, mainly because the remnants of animals killed become bones, allowing more bone bolts to be made. Bone bolts are an excellent substitute for wood bolts if there is a shortage of wood. Like wooden bolts, they are mostly good for hunting and archery training, not so much for actual combat use against invading armies.&lt;br /&gt;
* Some [[instruments]] or instrument parts can be made from bone.&lt;br /&gt;
&lt;br /&gt;
At a [[bowyer's workshop]], using the [[crossbow-making]] labor:&lt;br /&gt;
* Bone [[crossbow]]s. They are one of the few weapons available without access to [[wood]] or [[metal]].&lt;br /&gt;
&lt;br /&gt;
Apart from the manufacture of leggings and greaves, each bone-using job consumes only one bone from a stack. Greaves will consume 3 bones per job. This means it's ideal to make greaves out of lower value bones and weapons out of higher value bones if you plan to export the non-masterworks. The difference is only about 25% in value, but it adds up after making hundreds of items.&lt;br /&gt;
&lt;br /&gt;
Bone greaves are among the best items to make because metal gauntlets and high boots give a positive return for melting while greaves do not. Metal greaves are also very heavy. Bone greaves can be combined with a metal helm, gauntlets, high boots, and leather armor with optional mail shirt, to make a relatively light-weight, full-coverage, uniform for an all-civilian military.&lt;br /&gt;
&lt;br /&gt;
==Moods==&lt;br /&gt;
&lt;br /&gt;
Dwarves in [[strange mood|strange moods]] will occasionally require bones, sometimes even multiple stacks of them. These dwarves will always take an entire stack independent of the amount of bones in it.&lt;br /&gt;
&lt;br /&gt;
As the amount of bones per stack has no influence on the value of the resulting artifact it is recommended to ''guide'' your moody dwarf to use smaller stacks. This may be achieved by creating stacks of single bones '''before''' a strange mood happens and forbidding all other stacks of bones when you get the notice of the dwarf having claimed a workshop.&lt;br /&gt;
&lt;br /&gt;
(Note that while it is not directly possible to ''unstack'' bones, it is possible to use bigger stacks to craft goods until only one bone remains.)&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
* Dwarves will not butcher corpses or skeletons of tame creatures that died to causes other than hunting and workshop slaughtering {{bug|1180}}; this can be partly fixed by changing their ethics.&lt;br /&gt;
&lt;br /&gt;
* Butchered bone stacks from hostile creatures cause &amp;quot;seeing a _ die&amp;quot; thoughts.{{bug|8813}} &lt;br /&gt;
&lt;br /&gt;
* Limbless torsos can rot to bonestacks which cannot be used for bone decorations, returning a misleading &amp;quot;needs improvable item&amp;quot; error.{{bug|2540}}&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = osod&lt;br /&gt;
| elvish  = one&lt;br /&gt;
| goblin  = mudo&lt;br /&gt;
| human   = sut&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Materials}}&lt;br /&gt;
{{Category|Body parts}}&lt;/div&gt;</summary>
		<author><name>Aquillion</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Bone&amp;diff=228300</id>
		<title>Bone</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Bone&amp;diff=228300"/>
		<updated>2016-12-17T04:03:41Z</updated>

		<summary type="html">&lt;p&gt;Aquillion: /* Bugs */ rewording; refusing to butcher sentient isn't a bug.  The bug here is that they refuse to butcher livestock that died the &amp;quot;wrong&amp;quot; way.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|20:54, 31 July 2013 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{buggy}}&lt;br /&gt;
'''Bones''' are obtained when butchering [[animals]] or taking apart skeletons. Some severed body parts also decay into usable bones, the same way a corpse rots into a skeleton.&lt;br /&gt;
&lt;br /&gt;
Skeletons are the last step of the [[wear|rotting]] procedure. After a [[corpse]] begins to rot, no [[food]] can be created from it, and it will eventually rot into a skeleton. The skeleton has to be taken to the [[butcher's shop]] and &amp;quot;butchered&amp;quot; to be torn apart into [[skull]]s and bones afterwards. Bone does not rot further or produce [[miasma]]. Note that many civilizations (like dwarves) consider it unethical to butcher certain skeletons {{bug|1180}}. An exception is the stack of bone that can form after a severed part decays. This appears to happen when the part in question has bone as its only non-rotting material.&lt;br /&gt;
&lt;br /&gt;
==Stockpiles==&lt;br /&gt;
While bones are counted as &amp;quot;[[body parts]]&amp;quot; in the [[stocks]] menu, they have their own subcategory in the [[stockpile|refuse stockpile]] menu.&lt;br /&gt;
&lt;br /&gt;
Be aware, stockpiles with refuse enabled automatically degrade some items (clothes and armor) quite quickly; refuse should not be enabled in a multi-purpose stockpile. Refuse stockpiles also cause the degradation of stored body parts (such as bones and shells), though at a much slower pace. Bones stored in a refuse stockpile may eventually disappear due to [[vermin]] such as [[rat]]s, it is therefore advisable to have a pasture with [[cat|cats]] overlaying the stockpile.&lt;br /&gt;
&lt;br /&gt;
==Uses for Bone==&lt;br /&gt;
&lt;br /&gt;
Bones are processed as follows:&lt;br /&gt;
&lt;br /&gt;
At a [[craftsdwarf's workshop]], using the [[bone carving]] labor:&lt;br /&gt;
&lt;br /&gt;
* Bone [[craft]]s, for sale to visiting merchants.&lt;br /&gt;
* Bone [[armor]], namely [[leggings]], [[greaves]], [[gauntlet]]s, and [[helm]]. Bone armor uses bones individually, but may require one bone from several stacks. The first stack determines the material of the resulting armor. Note that [[armor]] made out of bone can be used by dwarves assigned a [[uniform]] of [[metal]] armor.&lt;br /&gt;
* Bone [[decoration]]s. Any decoratable item can be decorated with bone, which adds to the items' value.&lt;br /&gt;
* Bone [[bolt]]s. These bolts are fired from crossbows. Each bone will produce 5 bolts. Each bone must be crafted individually (a stack of Yak Cow bone [7] becomes a stack of Yak Cow bone [6] plus a stack of yak bone bolts [5]). This renders the process for carving bone bolts very slow. Despite this, some players still use bone bolts for hunting animals for a long time, mainly because the remnants of animals killed become bones, allowing more bone bolts to be made. Bone bolts are an excellent substitute for wood bolts if there is a shortage of wood. Like wooden bolts, they are mostly good for hunting and archery training, not so much for actual combat use against invading armies.&lt;br /&gt;
* Some [[instruments]] or instrument parts can be made from bone.&lt;br /&gt;
&lt;br /&gt;
At a [[bowyer's workshop]], using the [[crossbow-making]] labor:&lt;br /&gt;
* Bone [[crossbow]]s. They are one of the few weapons available without access to [[wood]] or [[metal]].&lt;br /&gt;
&lt;br /&gt;
Apart from the manufacture of leggings and greaves, each bone-using job consumes only one bone from a stack. Greaves will consume 3 bones per job. This means it's ideal to make greaves out of lower value bones and weapons out of higher value bones if you plan to export the non-masterworks. The difference is only about 25% in value, but it adds up after making hundreds of items.&lt;br /&gt;
&lt;br /&gt;
Bone greaves are among the best items to make because metal gauntlets and high boots give a positive return for melting while greaves do not. Metal greaves are also very heavy. Bone greaves can be combined with a metal helm, gauntlets, high boots, and leather armor with optional mail shirt, to make a relatively light-weight, full-coverage, uniform for an all-civilian military.&lt;br /&gt;
&lt;br /&gt;
==Moods==&lt;br /&gt;
&lt;br /&gt;
Dwarves in [[strange mood|strange moods]] will occasionally require bones, sometimes even multiple stacks of them. These dwarves will always take an entire stack independent of the amount of bones in it.&lt;br /&gt;
&lt;br /&gt;
As the amount of bones per stack has no influence on the value of the resulting artifact it is recommended to ''guide'' your moody dwarf to use smaller stacks. This may be achieved by creating stacks of single bones '''before''' a strange mood happens and forbidding all other stacks of bones when you get the notice of the dwarf having claimed a workshop.&lt;br /&gt;
&lt;br /&gt;
(Note that while it is not directly possible to ''unstack'' bones, it is possible to use bigger stacks to craft goods until only one bone remains.)&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
* Dwarves will not butcher corpses or skeletons of tame creatures that died to causes other than workshop slaughtering {{bug|1180}}; this can be partly fixed by changing their ethics.&lt;br /&gt;
&lt;br /&gt;
* Butchered bone stacks from hostile creatures cause &amp;quot;seeing a _ die&amp;quot; thoughts.{{bug|8813}} &lt;br /&gt;
&lt;br /&gt;
* Limbless torsos can rot to bonestacks which cannot be used for bone decorations, returning a misleading &amp;quot;needs improvable item&amp;quot; error.{{bug|2540}}&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = osod&lt;br /&gt;
| elvish  = one&lt;br /&gt;
| goblin  = mudo&lt;br /&gt;
| human   = sut&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Materials}}&lt;br /&gt;
{{Category|Body parts}}&lt;/div&gt;</summary>
		<author><name>Aquillion</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Maximizing_framerate&amp;diff=228299</id>
		<title>Maximizing framerate</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Maximizing_framerate&amp;diff=228299"/>
		<updated>2016-12-16T23:46:20Z</updated>

		<summary type="html">&lt;p&gt;Aquillion: Adding a workaround to the inability to farm obsidian with temperature calculations disabled.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{merge|DF2014:Frames per second}}&lt;br /&gt;
{{Quality|Exceptional|12:48, 18 May 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
[[File:Frames_Per_Second_Meter.png|300px|thumb|bottom|A picture of Dwarf Fortress with Frames Per Second displayed.]]&lt;br /&gt;
&lt;br /&gt;
[[Frames per second|Framerate]] is used in Dwarf Fortress to measure the speed at which the game is running. It is measured in &amp;quot;frames per second&amp;quot;, or FPS for short. To check your FPS in Dwarf Fortress, simply change [FPS:NO] to [FPS:YES] in [[init.txt]], and your FPS will be displayed on the top row of the screen.  The first number is the current frame rate, while the number in parentheses is the current graphical frame refresh rate.&lt;br /&gt;
&lt;br /&gt;
==Increasing your Framerate==&lt;br /&gt;
In general, the more stuff the game has to keep track of, the slower the game will run.  So, reducing the amount of stuff active keeps your game running fast. The below lists separate ways to improve FPS into two categories: things that don't change the game in any fundamental way, and things that do.&lt;br /&gt;
&lt;br /&gt;
===Without Game Alterations===&lt;br /&gt;
Fortress design is specific ways of building and planning, game setting changes are changes mostly in the init and init_d files that don't actually change how the game plays out.&lt;br /&gt;
&lt;br /&gt;
====World Generation====&lt;br /&gt;
* Larger worlds require more background processing to update. The larger the civilizations, the more events occur in the world and the more complex they are. Generating too large civilized populations can result in permanent, unavoidable FPS drop.&lt;br /&gt;
* Longer histories require more memory and storage space for historical figures and events.&lt;br /&gt;
* Reducing the number of civilizations, sites, beasts, and setting world population cap can limit the resources spent updating the rest of the world.&lt;br /&gt;
* [[Caverns]] can be a FPS hog due to [[pathfinding]] and how complex they can be. Creatures will repeatedly try to path into your fort from a cavern. Sometimes even [[Trading#Caravans|trading caravans]] will try to path out of your fort underground.&lt;br /&gt;
** Adjusting the [[Advanced_world_generation#Cavern_Layer_Number|cavern layer number]] in [[advanced world generation]] parameters can reduce the number of [[cavern]] layers (default 3). However, this will restrict access to subterranean plants, creatures, and [[megabeast]]s. You need at least 1 cavern layer to get underground [[crop|plants]], 2 caverns to get all the underground [[tree]]s, and 3 caverns to get all the underground [[animal]]s.&lt;br /&gt;
** Similarly, one could adjust [[Advanced_world_generation#Layer_Openness_Min.2FMax|Layer Openness]] and [[Advanced_world_generation#Layer_Passage_Density_Min.2FMax|Layer Passage Density]] in [[advanced world generation]] to turn caverns into wide, open expanses instead of complex mazes that have to be pathed through. However, there is some evidence that excessively open caverns cause performance issues as well.[http://www.bay12forums.com/smf/index.php?topic=104643.msg3096896#msg3096896]&lt;br /&gt;
&lt;br /&gt;
====Fortress Design====&lt;br /&gt;
* Larger embark sites dramatically increase the amount of terrain which DF needs to keep track of and path through.&lt;br /&gt;
** Reducing the size of your embark site from the default 4x4 squares to 3x3 or even 2x2 will have an enormous impact on FPS.  Keep in mind that a 2x2 embark is only 25% of the size of a 4x4.&lt;br /&gt;
&lt;br /&gt;
* Multi-tile trees are a potential source of lag. &lt;br /&gt;
** Choosing an embark location that only grows trees on one or two squares can improve performance.&lt;br /&gt;
&lt;br /&gt;
* Fewer items inside a fort means fewer items to be [[stockpile]]d, checked for [[wear]], and so on and so forth.&lt;br /&gt;
** The obvious solution is not to generate so many items in the first place. Don't build such large [[Farming|farm plot]]s and don't go overboard with multiple [[Workshop|workshops]] constantly queued or set on perpetual repeat.&lt;br /&gt;
** Checking for clothing [[wear]] and unhappy [[thoughts]] could still have some impact on FPS. (Research is needed.) Armor counts for missing clothing thoughts, so dwarves can wear armor instead of clothes or going naked. If nothing else, dumping excess/worn out clothing may help FPS on an old fortress.&lt;br /&gt;
** Use a [[Dwarven Atom Smasher]] to remove items, or donate them to [[Trading|passing caravans]] to be taken away.&lt;br /&gt;
** [[Exploit#Quantum_stockpiles|Quantum stockpiles]] can [http://www.bay12forums.com/smf/index.php?topic=92241.msg3276117#msg3276117 reportedly] improve game speed.&lt;br /&gt;
** The quantity of items in any particular stack doesn't affect framerate so much as the number of stacks in general, due to the resultant impact on [[hauling]], [[stockpiles]], [[pathfinding]] and other CPU-intensive tasks.  The research done on the [http://www.bay12forums.com/smf/index.php?topic=92241.0 Undump Engine] and [http://www.bay12forums.com/smf/index.php?topic=109319.0 Micha's experimental fort] demonstrate very FPS efficient solutions, while avoiding traditional stockpiles and the use of [[barrel]]s and [[bin]]s.&lt;br /&gt;
** That said, [http://www.bay12forums.com/smf/index.php?topic=104643.msg3094753#msg3094753 total quantity of items does matter].  Quantity matters far more with objects that have quality, wear, or decorations than boulders, as they take up more memory.  Even in quantum stockpiles, temperature checks, wear increments, and other issues lag the game, although it takes far larger item quantities (10,000+) to be seriously notable.  &lt;br /&gt;
* Flowing [[water]] slows the game down.&lt;br /&gt;
** Don't build [[mist]] generators, [[Screw pump|pump stacks]], or other major water-moving projects.  If you do build them, build a [[Lever|way to switch them off]].  &lt;br /&gt;
** Don't embark on a [[river]] or [[ocean]].  Rivers aren't too bad in their natural state, because the game only needs to calculate at where the water enters and where the water leaves, more-or-less skipping the water in between.  Then you start damming them and pumping water out, and it gets worse.&lt;br /&gt;
** [[Aquifer]]s don't impose load until you start digging around in them.&lt;br /&gt;
** [[Water wheel#Perpetual motion|Dwarven water reactors]] also slow down the game, often significantly.&lt;br /&gt;
** Wall off areas with changing water levels[http://www.bay12games.com/dwarves/mantisbt/view.php?id=5986#c22870]. This prevents the game from needing to update pathfinding information whenever the water level changes and is safer anyway.&lt;br /&gt;
* Changes to the map's connections can cause brief lag spikes as the game's connections map needs updating.  &lt;br /&gt;
** This is most notable with doors, drawbridges, or other objects linked to a [[repeater]].  An atom-smasher linked to a repeater, even disconnected from the rest of the fortress, can cause lag spikes every time it is raised or lowered.  If you use an atom-smasher to eliminate garbage, make it operate only very infrequently through mechanics, or operate it manually by [[lever]].&lt;br /&gt;
* Proper use of [[traffic]] designations will help.&lt;br /&gt;
** Setting corridors to &amp;quot;high&amp;quot; traffic, and dead-end workshop rooms next to them to &amp;quot;low&amp;quot; traffic, means the pathfinder algorithm will search more quickly along the corridor, and waste less time searching in the rooms.&lt;br /&gt;
** Changing the normal traffic weight to 1 in d_init.txt will optimize the pathfinder at the cost of High traffic zones not making a difference ([http://www.bay12forums.com/smf/index.php?topic=97763.msg2841109#msg2841109 source])&lt;br /&gt;
* Reducing the area which the pathfinder algorithm has to search lets the game run faster.&lt;br /&gt;
** The obvious solution is to not dig out quite so much of the ground.&lt;br /&gt;
** Some careful fort planning and design can cut down on pathfinding with shorter trips.&lt;br /&gt;
** Spreading your fortress out horizontally tends to mean travelling three or four tiles further down the hallway per every second workshop you build.  Making workshops stack vertically upon multiple stairwells or ramps up or down from the stockpiles lets you cram workshops around the stairs or ramps just one further tile per set of four workshops. &lt;br /&gt;
** Giant stockpile areas are huge areas that cost pathfinding. Quantum stockpiling can prevent the need to excavate more space.  That said, each item you produce [http://www.bay12forums.com/smf/index.php?topic=104643.msg3094753#msg3094753 takes up more memory and is considered in routine cycles like temperature].  Avoid producing more goods than you can actually use just because you &amp;quot;want to keep dwarves busy&amp;quot;.  If you are starting to run out of space to hold your goods, rather than dig out more space to stash it all, just stop producing goods.&lt;br /&gt;
** If fortress functions are spread far apart, consider multiple dining halls.  A legendary dining hall isn't THAT hard to produce, and there are few reasons a magma forge operator has to cross 100 zs to the surface to get a drink before going back down.&lt;br /&gt;
** Crowded hallways force &amp;quot;dodging&amp;quot; which results in more pathfinds.  Find ways to spread traffic out to avoid collisions.  Don't rely upon a 1-tile hallway for access to areas dwarves travel to frequently, and possibly set up multiple paths that are &amp;quot;shortcuts&amp;quot; for dwarves rather than always having to travel through the same hallways to the same central staircase every single time.&lt;br /&gt;
** Dwarves have been found to prefer pathing across ramps to stairs or even horizontal travel if there is a change in z-level.  Laying out your fortress with ramps rather than stairs can give an edge.  &lt;br /&gt;
** Closing off unused areas with raised [[bridge]]s and locked [[door]]s can help.&lt;br /&gt;
** Open &amp;quot;quarry pits&amp;quot; are pathfinding traps.  Seal them off from your fort with walls when you are done with them. &lt;br /&gt;
** Caverns are probably the worst offender for pathfinding in irrelevant areas. So keep any part you aren't occupying closed off. &lt;br /&gt;
** Don't designate large areas to be smoothed at once.{{bugl|5986}}&lt;br /&gt;
** Trapped dwarves, particularly trapped moody dwarves cause significant lag at times. Free them, of bondage or life to get your own.&lt;br /&gt;
* Each animal needs to pathfind, too.&lt;br /&gt;
** Tame animals can be put into [[cage]]s, keeping them from having anywhere to go.  Or you can butcher them.&lt;br /&gt;
** Avoid pet-impassible doors; animals will stand at the door and continuously path through it.{{bug|797}}&lt;br /&gt;
* [[DF2012:Contaminant|Contaminants]] can accumulate on the ground and on dwarves and creatures. Especially for old forts, this can impact FPS.  There is a bug ({{bug|296}}) which makes contaminants continuously multiply and another ({{bug|3270}}) which prevents blood from ever disappearing.&lt;br /&gt;
** If the contaminants are outside, isolate the area and let [[DF2012:Weather|rain]] slowly wash it away.  Pets can be kept out with a [[Activity_zone#Pen.2FPasture|pen/pasture]] or a [[Activity_zone#Pit.2FPond|pit]].  Similarly, setting the [[traffic]] designation to restricted and/or assigning [[Activity_zone|Activity Zones]] strategically may keep dwarves away.&lt;br /&gt;
** Add in some in-fortress means of cleaning dwarves and pets. The [[User:Uristocrat/Dwarven_Bathtub|Dwarven Bathtub]] is one example.  And make sure you have the [[cleaning]] labor enabled. Details of these and other suggestions can be found on the [[cleaning]] page.&lt;br /&gt;
* Encountering [[HFS]] will dramatically reduce FPS AFTER you seal the breach ({{bug|1340}}). Either avoid doing so or use the work around posted in the bug report.&lt;br /&gt;
* Heavy construction, especially megaprojects, will cause increasingly severe input lag as the fortress grows.  Forbid materials (especially stones, blocks, and bars) as much as possible to reduce the time the game needs to calculate the list of available materials to build constructions with.&lt;br /&gt;
* Training your military can cause lag, mostly due to sparring. Try to avoid training more than one or two squads at a time.&lt;br /&gt;
&lt;br /&gt;
====Game Settings==== &lt;br /&gt;
* G_FPS is a setting in the [[init.txt]] file.  It controls how often Dwarf Fortress redraws the screen.  It also controls how often the game checks for keyboard or mouse input.&lt;br /&gt;
** Reducing G_FPS can speed up the rest of the game.  The default choice of 50 works well, but many people reduce it down to 20 with no ill effect.&lt;br /&gt;
** Reducing G_FPS too far can make the game unresponsive and glitchy.  Some people can cope with 5;  most cannot.&lt;br /&gt;
* PRINT_MODE is another init setting.  It controls the method Dwarf Fortress uses to draw the screen.&lt;br /&gt;
** More advanced methods allow DF to make more use of OpenGL features and therefore your graphics card.  STANDARD and VBO are good starting points.&lt;br /&gt;
** More advanced methods may still have bugs.  2D is more likely to be reliable.&lt;br /&gt;
* Using creature graphics may reduce FPS. (Using a custom ASCII tileset should have no effect)&lt;br /&gt;
*PRIORITY represents how much importance the game is given when it makes a request of the CPU.  From [[init.txt]]:&lt;br /&gt;
**&amp;quot;Change this to make the dwarfort.exe process have a different priority.  From highest to lowest, the options are REALTIME, HIGH, ABOVE_NORMAL, NORMAL, BELOW_NORMAL and IDLE.&amp;quot;&lt;br /&gt;
**While it's best to run DF with no other programs in the background if FPS is an issue, giving the priority a bump or two can help speed things up regardless.&lt;br /&gt;
*TEXTURE_PARAM controls how the graphics are displayed, specifically how the color value of each pixel is smoothed.  It is LINEAR by default.  Turning this off gives the CPU one less thing to do, though the improvement in performance is so far unquantified.&lt;br /&gt;
**From [[init.txt]]: &amp;quot;Change this to NEAREST if you want the texture values to use the nearest pixel without averaging.  Change this to LINEAR if you want the texture values to be averaged over the adjacent pixels.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===With Game Alterations===&lt;br /&gt;
All changes in this area have some effect on the game itself, use at your own discretion.&lt;br /&gt;
&lt;br /&gt;
====Game Settings====&lt;br /&gt;
* Consider running an older version of DF. While lacking features, 40d, v0.31, or v0.34 ''may'' run faster than 2014. *Disputed* (See [http://www.bay12forums.com/smf/index.php?topic=122441.0 this topic] for a debate over FPS on 2012 vs v0.31, game settings, and other FPS issues.)&lt;br /&gt;
* [[Temperature]] calculations place a significant load on the processor.&lt;br /&gt;
** Disabling them, using the settings in d_init.txt, will speed things up.&lt;br /&gt;
** Without temperature calculations, [[obsidian farming]] becomes unusable; as the tiles never cool down, dwarves refuse to step on the obsidian floor, preventing the access of hauling dwarves.{{bug|6033}} You can re-enable temperature occasionally to allow tile temperatures to normalize.  Alternatively, you can work around this issue by altering obsidian in the raws to give it [MAT_FIXED_TEMP:10000] (as [[Nether-cap]] does normally), preventing it from being hot.&lt;br /&gt;
** Multiple users have reported an fps increase of 100% or better when disabling temperature calculations (in previous versions)[http://www.bay12forums.com/smf/index.php?topic=86761.msg2352509#msg2352509].&lt;br /&gt;
* Disabling [[weather]] ''might'' speed things up as well.&lt;br /&gt;
** But then rain won't refill [[murky pool]]s, clean contaminants, kill dwarves, etc.&lt;br /&gt;
* Each dwarf needs to keep track of where he's going.&lt;br /&gt;
** Limit the number of dwarves by setting a [[immigration|population cap]].&lt;br /&gt;
* Invaders also need to pathfind.&lt;br /&gt;
** Turn off invasions using the option in [[D_init.txt]]. Or you can kill them all.&lt;br /&gt;
* You can disable cavern layers in [[advanced world generation]]. Without caverns you will have far fewer critters and threats pathfinding through winding passages. Unfortunately, you also lose underground [[plant]]s and [[tree]]s.&lt;br /&gt;
&lt;br /&gt;
====Mods and Utilities====&lt;br /&gt;
* Accumulations of [[contaminant]]s can decrease FPS and they are somewhat buggy. (See {{bug|296}} and {{bug|3270}}.)&lt;br /&gt;
** Sometimes contaminants are widespread or difficult to reach such that relying on the usual [[cleaning]] methods would be impractical or impossible. Or the player make lack the patience to deal with it that way. Some opt to use the &amp;quot;clean&amp;quot; and &amp;quot;spotclean&amp;quot; commands in the [[Utility:DFHack|DFhack]] utility to clear contaminants.&lt;br /&gt;
&lt;br /&gt;
* Constantly-growing piles of cast-off clothes and checking for clothing [[wear]] and unhappy [[thoughts]] can impact FPS.&lt;br /&gt;
** One could [[Modding_guide|modify]] clothing to prevent [[wear]]. (This would require a [[DF2012:World_generation|world regen]].) This can be done by adding an [[DF2012:Armor_token|ARMORLEVEL:1]] token. Aside from a possible FPS gain, this has other benefits as well. This fix is part of the [[DF2012:List_of_mods#Modest_Mod|Modest Mod]] as an optional &amp;quot;Eternal Fashion module&amp;quot;. It might also be found in other mods which are based around Modest Mod. (Search the [http://dffd.wimbli.com/ DFFD] for &amp;quot;Modest&amp;quot;.) Also, [[DF2012:List_of_mods#Masterwork_Dwarf_Fortress_.28MDF.29|Masterwork Dwarf Fortress]] allows the creation of metal clothing.&lt;br /&gt;
&lt;br /&gt;
* Some mods have been created specifically to improve performance. They often reduce and standardize materials (like leather and bone) and may reduce the types of clothing available to control item count (especially for invaders).&lt;br /&gt;
** [http://www.bay12forums.com/smf/index.php?topic=117954.0 Accelerated Dwarf Fortress] for v0.34.11&lt;br /&gt;
** [http://www.bay12forums.com/smf/index.php?topic=141715.0 Modest Accelerated Mash] for v0.40.x&lt;br /&gt;
** [http://www.bay12forums.com/smf/index.php?topic=148265.0 Modest Mod] for v0.42.x has the Accelerated module&lt;br /&gt;
&lt;br /&gt;
==DFHack commands==&lt;br /&gt;
A list of [[Utility:DFHack|DFHack]] commands that can help with your framerate by fixing bugs and reducing items.&lt;br /&gt;
&lt;br /&gt;
*{{DFtext|autodump|white}} Useful for mass dumping or destroying items. Use {{DFtext|help autodump|white}} for options.&lt;br /&gt;
*{{DFtext|cleanowned|white}} Confiscates and dumps garbage owned by dwarfs. Use {{DFtext|help cleanowned|white}} for options. Can cause unhappy thoughts if no replacement clothing is available.&lt;br /&gt;
*{{DFtext|clean|white}} and {{DFtext|spotclean|white}} Removes contaminants from tiles/units/items or one tile. {{bug|296}}{{bug|1750}}{{bug|3270}} Use {{DFtext|help clean|white}} for options.&lt;br /&gt;
*{{DFtext|flows|white}} Counts map blocks with flowing liquids, which slow the game down.&lt;br /&gt;
&lt;br /&gt;
*{{DFtext|tweak fast-heat|white}} Further improves temperature update performance.&lt;br /&gt;
&lt;br /&gt;
*{{DFtext|fastdwarf|white}} Causes dwarves and other creatures to move and work faster or causes them to teleport. Run {{DFtext|fastdwarf help|white}} for more information.&lt;br /&gt;
&lt;br /&gt;
==Mac OS X Specific==&lt;br /&gt;
Spotlight indexes files on your mac. Since DF constantly changes files, spotlight will keep indexing them using 60-70% of your CPU. Exclude DF in system preferences: spotlight's privacy settings (by dragging the save folder into the list or pressing the {{K|+}} button) and you can get a factor of two in FPS. This can easily provide benefits of over 30 FPS, even on multicore computers that do not need to worry about CPU.  This is due to the fact that DF is not multi-threaded in any significant way.  &lt;br /&gt;
&lt;br /&gt;
Note that excluding the save folder from Spotlight means you can't use Spotlight or Finder to search through the raw files. If you need to for some reason, you can use &amp;quot;find&amp;quot; from the command line for this.&lt;br /&gt;
&lt;br /&gt;
==GNU/Linux Specific==&lt;br /&gt;
Placing the whole df_linux directory in tmpfs using [https://github.com/graysky2/anything-sync-daemon Anything Sync Daemon] might improve FPS depending on your system.&lt;br /&gt;
&lt;br /&gt;
If you run any indexing, exclude DF directory.&lt;br /&gt;
&lt;br /&gt;
===Setting process niceness===&lt;br /&gt;
One thing that GNU/Linux features is being able to control the priority of a process in relation to other processes running at the same time. This is its &amp;quot;niceness&amp;quot; value, with -20 being most favorable to the process. To set Dwarf Fortress' niceness, you can use the &amp;quot;renice&amp;quot; command as so:&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;sudo renice -n -20 -p $(pgrep Dwarf_Fortress)&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This command should work in most distributions of GNU/Linux.&lt;br /&gt;
{{Category|Guides}}&lt;/div&gt;</summary>
		<author><name>Aquillion</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Scamps/raw&amp;diff=212873</id>
		<title>Scamps/raw</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Scamps/raw&amp;diff=212873"/>
		<updated>2014-12-21T11:57:12Z</updated>

		<summary type="html">&lt;p&gt;Aquillion: Scamps has no tail (and Toady has said that it is part of his creature definition.)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{raw header}}&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
[CREATURE:SCAMPS]&lt;br /&gt;
	[NAME:Scamps:Scamps:cat]&lt;br /&gt;
	[CASTE_NAME:Scamps:Scamps:cat]&lt;br /&gt;
	[CREATURE_TILE:'c'][COLOR:0:0:1]&lt;br /&gt;
	[LARGE_ROAMING]&lt;br /&gt;
	[AT_PEACE_WITH_WILDLIFE]&lt;br /&gt;
	[HUNTS_VERMIN]&lt;br /&gt;
	[RETURNS_VERMIN_KILLS_TO_OWNER]&lt;br /&gt;
	[ADOPTS_OWNER]&lt;br /&gt;
	[PETVALUE:50]&lt;br /&gt;
	[NOT_BUTCHERABLE]&lt;br /&gt;
	[CARNIVORE][NATURAL][PET]&lt;br /&gt;
	[COMMON_DOMESTIC][BENIGN]&lt;br /&gt;
	[CURIOUSBEAST_ITEM]&lt;br /&gt;
	[BUILDINGDESTROYER:2]&lt;br /&gt;
	[PREFSTRING:legendary owner]&lt;br /&gt;
	[BODY:QUADRUPED:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:SKULL:5TOES_FQ_REG:4TOES_RQ_REG:MOUTH:TONGUE:GENERIC_TEETH_WITH_LARGE_EYE_TEETH:RIBCAGE]&lt;br /&gt;
	[BODYGLOSS:PAW]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_MATERIALS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_TISSUES]&lt;br /&gt;
	[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:BODY_HAIR_TISSUE_LAYERS:HAIR]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:CLAW:NAIL_TEMPLATE]&lt;br /&gt;
	[USE_TISSUE_TEMPLATE:CLAW:CLAW_TEMPLATE]&lt;br /&gt;
	[TISSUE_LAYER:BY_CATEGORY:TOE:CLAW:FRONT]&lt;br /&gt;
	[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]&lt;br /&gt;
	 [PLUS_TISSUE_LAYER:SKIN:BY_CATEGORY:THROAT]&lt;br /&gt;
		[TL_MAJOR_ARTERIES]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]&lt;br /&gt;
	[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]&lt;br /&gt;
	[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]&lt;br /&gt;
	[HAS_NERVES]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]&lt;br /&gt;
	[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]&lt;br /&gt;
	[CREATURE_CLASS:GENERAL_POISON]&lt;br /&gt;
	[GETS_WOUND_INFECTIONS]&lt;br /&gt;
	[GETS_INFECTIONS_FROM_ROT]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]&lt;br /&gt;
	[PUS:LOCAL_CREATURE_MAT:PUS:LIQUID]&lt;br /&gt;
	[BODY_SIZE:0:0:500]&lt;br /&gt;
	[BODY_SIZE:1:0:1500]&lt;br /&gt;
	[BODY_SIZE:2:0:2500]&lt;br /&gt;
	[BODY_APPEARANCE_MODIFIER:LENGTH:90:95:98:100:102:105:110]&lt;br /&gt;
	[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]&lt;br /&gt;
	[BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]&lt;br /&gt;
	[MAXAGE:10:20]&lt;br /&gt;
	[ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH]&lt;br /&gt;
		[ATTACK_SKILL:BITE]&lt;br /&gt;
		[ATTACK_VERB:bite:bites]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PENETRATION_PERC:100]&lt;br /&gt;
		[ATTACK_FLAG_EDGE]&lt;br /&gt;
		[ATTACK_PRIORITY:MAIN]&lt;br /&gt;
		[ATTACK_FLAG_CANLATCH]&lt;br /&gt;
	[ATTACK:SCRATCH:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:STANCE:BY_CATEGORY:ALL:CLAW]&lt;br /&gt;
		[ATTACK_SKILL:STANCE_STRIKE]&lt;br /&gt;
		[ATTACK_VERB:scratch:scratches]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PENETRATION_PERC:100]&lt;br /&gt;
		[ATTACK_FLAG_EDGE]&lt;br /&gt;
		[ATTACK_PRIORITY:MAIN]&lt;br /&gt;
	[CHILD:1][GENERAL_CHILD_NAME:scampling:scamplings]&lt;br /&gt;
	[DIURNAL]&lt;br /&gt;
	[HOMEOTHERM:10070]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
	[MUNDANE]&lt;br /&gt;
	[CASTE:MALE]&lt;br /&gt;
		[MALE]&lt;br /&gt;
	[SELECT_CASTE:ALL]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:BODY_UPPER:HAIR]&lt;br /&gt;
		 [PLUS_TL_GROUP:BY_CATEGORY:BODY_LOWER:HAIR]&lt;br /&gt;
		 [PLUS_TL_GROUP:BY_CATEGORY:LEG_FRONT:HAIR]&lt;br /&gt;
		 [PLUS_TL_GROUP:BY_CATEGORY:LEG_REAR:HAIR]&lt;br /&gt;
	[TL_COLOR_MODIFIER:SLATE_GRAY:1]&lt;br /&gt;
				[TLCM_NOUN:hair:SINGULAR]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:EAR:HAIR]&lt;br /&gt;
	[TL_COLOR_MODIFIER:BLACK:1]&lt;br /&gt;
				[TLCM_NOUN:ears:PLURAL]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:HEAD:HAIR]&lt;br /&gt;
	[TL_COLOR_MODIFIER:SLATE_GRAY:1]&lt;br /&gt;
				[TLCM_NOUN:head:SINGULAR]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:FOOT_FRONT:HAIR]&lt;br /&gt;
		 [PLUS_TL_GROUP:BY_TOKEN:RFTOE1:HAIR]&lt;br /&gt;
		 [PLUS_TL_GROUP:BY_TOKEN:RFTOE2:HAIR]&lt;br /&gt;
		 [PLUS_TL_GROUP:BY_TOKEN:RFTOE3:HAIR]&lt;br /&gt;
		 [PLUS_TL_GROUP:BY_TOKEN:RFTOE4:HAIR]&lt;br /&gt;
		 [PLUS_TL_GROUP:BY_TOKEN:RFTOE5:HAIR]&lt;br /&gt;
		 [PLUS_TL_GROUP:BY_TOKEN:LFTOE1:HAIR]&lt;br /&gt;
		 [PLUS_TL_GROUP:BY_TOKEN:LFTOE2:HAIR]&lt;br /&gt;
		 [PLUS_TL_GROUP:BY_TOKEN:LFTOE3:HAIR]&lt;br /&gt;
		 [PLUS_TL_GROUP:BY_TOKEN:LFTOE4:HAIR]&lt;br /&gt;
		 [PLUS_TL_GROUP:BY_TOKEN:LFTOE5:HAIR]&lt;br /&gt;
	[TL_COLOR_MODIFIER:BLACK:1]&lt;br /&gt;
				[TLCM_NOUN:front paws:PLURAL]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:FOOT_REAR:HAIR]&lt;br /&gt;
		 [PLUS_TL_GROUP:BY_TOKEN:RRTOE1:HAIR]&lt;br /&gt;
		 [PLUS_TL_GROUP:BY_TOKEN:RRTOE2:HAIR]&lt;br /&gt;
		 [PLUS_TL_GROUP:BY_TOKEN:RRTOE3:HAIR]&lt;br /&gt;
		 [PLUS_TL_GROUP:BY_TOKEN:RRTOE4:HAIR]&lt;br /&gt;
		 [PLUS_TL_GROUP:BY_TOKEN:LRTOE1:HAIR]&lt;br /&gt;
		 [PLUS_TL_GROUP:BY_TOKEN:LRTOE2:HAIR]&lt;br /&gt;
		 [PLUS_TL_GROUP:BY_TOKEN:LRTOE3:HAIR]&lt;br /&gt;
		 [PLUS_TL_GROUP:BY_TOKEN:LRTOE4:HAIR]&lt;br /&gt;
	[TL_COLOR_MODIFIER:BLACK:1]&lt;br /&gt;
				[TLCM_NOUN:rear paws:PLURAL]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:ALL:SKIN]&lt;br /&gt;
	[TL_COLOR_MODIFIER:SLATE_GRAY:1]&lt;br /&gt;
				[TLCM_NOUN:skin:SINGULAR]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]&lt;br /&gt;
			[TL_COLOR_MODIFIER:BLACK:1]&lt;br /&gt;
				[TLCM_NOUN:eyes:PLURAL]&lt;br /&gt;
	[CAN_DO_INTERACTION:CLEANING]&lt;br /&gt;
		[CDI:ADV_NAME:Clean]&lt;br /&gt;
		[CDI:USAGE_HINT:CLEAN_SELF]&lt;br /&gt;
		[CDI:USAGE_HINT:CLEAN_FRIEND]&lt;br /&gt;
		[CDI:BP_REQUIRED:BY_CATEGORY:TONGUE]&lt;br /&gt;
		[CDI:VERB:lick:licks:lick each other]&lt;br /&gt;
		[CDI:CAN_BE_MUTUAL]&lt;br /&gt;
		[CDI:TARGET:A:SELF_ALLOWED:TOUCHABLE]&lt;br /&gt;
		[CDI:TARGET_RANGE:A:1]&lt;br /&gt;
		[CDI:MAX_TARGET_NUMBER:A:1]&lt;br /&gt;
		[CDI:WAIT_PERIOD:10]&lt;br /&gt;
	[CAN_DO_INTERACTION:BP_BUMP]&lt;br /&gt;
		[CDI:ADV_NAME:Head bump]&lt;br /&gt;
		[CDI:USAGE_HINT:GREETING]&lt;br /&gt;
		[CDI:BP_REQUIRED:BY_CATEGORY:HEAD]&lt;br /&gt;
		[CDI:VERB:head-bump:head-bumps:bump heads]&lt;br /&gt;
		[CDI:CAN_BE_MUTUAL]&lt;br /&gt;
		[CDI:TARGET:A:SELF_ONLY]&lt;br /&gt;
		[CDI:TARGET:B:TOUCHABLE]&lt;br /&gt;
		[CDI:TARGET_RANGE:B:1]&lt;br /&gt;
		[CDI:MAX_TARGET_NUMBER:B:1]&lt;br /&gt;
		[CDI:WAIT_PERIOD:20]&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;{{raw footer|Creature}}&lt;/div&gt;</summary>
		<author><name>Aquillion</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Consolidated_development&amp;diff=206745</id>
		<title>Consolidated development</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Consolidated_development&amp;diff=206745"/>
		<updated>2014-07-17T07:14:14Z</updated>

		<summary type="html">&lt;p&gt;Aquillion: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a (extended) transcript of the old &amp;quot;Consolidated Development Page&amp;quot; as it was before the redesign of the Dwarf Fortress webpage. It includes all long- and short- Term arcs, core-Items, Reqs, Bloats and Powergoals.&lt;br /&gt;
&lt;br /&gt;
Note that, due to the page's age and the fact that it has long since been taken down, many of the specific goals here may no longer be directly applicable; however, they provide a general overview of the original thought-process behind Dwarf Fortresses' development, and the broader arcs are still frequently referred to in reference to current development.&lt;br /&gt;
&lt;br /&gt;
=Arcs=&lt;br /&gt;
&lt;br /&gt;
An arc is a number of features that add to one theme-field. Many of an arc's features can, but don't need to, be done simultaneously - as such the status of completeness can't be determined that easily. &lt;br /&gt;
&lt;br /&gt;
Short-term arcs are the arcs that are likely to be done in the near future. Long-term arcs, on the other hand, will be added much later or even after the version 1.0 is done. &lt;br /&gt;
&lt;br /&gt;
==Short-Term Arcs==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#EFEFEF&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:20%&amp;quot;|Arc&lt;br /&gt;
! style=&amp;quot;width:40%&amp;quot;|Description&lt;br /&gt;
! style=&amp;quot;width:40%&amp;quot;|Requirements&lt;br /&gt;
|-&lt;br /&gt;
| BUSTLING TOWN ARC&lt;br /&gt;
| The towns should be more structured. The peasants need to do less aimless wandering and more standard activities. There need to be various items in town outside of what's in the stores. There need to be guards, and the keep/mead hall should be more interesting.&lt;br /&gt;
| [[#Core41|Core41]], [[#Core42|Core42]], [[#Core43|Core43]], [[#Req148|Req148]], [[#Req162|Req162]], [[#Req249|Req249]], [[#Req261|Req261]], [[#Req344|Req344]], [[#Req348|Req348]], [[#Req369|Req369]], [[#Req379|Req379]], [[#Req408|Req408]], [[#Req415|Req415]], [[#Req471|Req471]], [[#Req477|Req477]], [[#Req588|Req588]], [[#Bloat165|Bloat165]], [[#Bloat188|Bloat188]], [[#Bloat203|Bloat203]], [[#Bloat204|Bloat204]], [[#Bloat210|Bloat210]], [[#Bloat233|Bloat233]], [[#Bloat242|Bloat242]], [[#Bloat243|Bloat243]], [[#Bloat266|Bloat266]], [[#Bloat267|Bloat267]], [[#Bloat373|Bloat373]], [[#Bloat378|Bloat378]], [[#Bloat381|Bloat381]], [[#Bloat382|Bloat382]], [[#PowerGoal 34|PowerGoal34]], [[#PowerGoal 36|PowerGoal36]], [[#PowerGoal 41|PowerGoal41]], [[#PowerGoal 48|PowerGoal48]], [[#PowerGoal 55|PowerGoal55]], [[#PowerGoal 67|PowerGoal67]], [[#PowerGoal 73|PowerGoal73]], [[#PowerGoal 74|PowerGoal74]], [[#PowerGoal 82|PowerGoal82]], [[#PowerGoal 91|PowerGoal91]], [[#PowerGoal 131|PowerGoal131]], [[#PowerGoal 137|PowerGoal137]] and [[#PowerGoal 148|PowerGoal148]].&lt;br /&gt;
|-&lt;br /&gt;
| FIRE AND LIGHTING ARC &lt;br /&gt;
|  The lighting in caves is artificial right now. It should be pitch black. This is also true of moonless cloudy nights. Once that's in, your adventurer will want fire. Fire can also come up in dwarf mode in various ways.&lt;br /&gt;
| [[#Core14|Core14]], [[#Core55|Core55]], [[#Req96|Req96]] and [[#PowerGoal 150|PowerGoal150]].&lt;br /&gt;
|-&lt;br /&gt;
|  BURROWS, TRANSPORTION AND AUTOMATION ARC&lt;br /&gt;
|  Make dwarves live and restrict their movements to sections (&amp;quot;burrows&amp;quot;) of the cave to reduce the amount of hauling. This includes many of the haul/pile reqs. Other workshops could be automated, while the work order system could be made more robust to decrease the amount of interface fiddling required to produce glass and soap, for example.&lt;br /&gt;
| [[#Core36|Core36]], [[#Core56|Core56]], [[#Core57|Core57]], [[#Req1|Req1]], [[#Req2|Req2]], [[#Req18|Req18]], [[#Req22|Req22]], [[#Req24|Req24]], [[#Req27|Req27]], [[#Req28|Req28]], [[#Req38|Req38]], [[#Req41|Req41]], [[#Req46|Req46]], [[#Req47|Req47]], [[#Req67|Req67]], [[#Req74|Req74]], [[#Req82|Req82]], [[#Req83|Req83]], [[#Req86|Req86]], [[#Req90|Req90]], [[#Req112|Req112]], [[#Req128|Req128]], [[#Req129|Req129]], [[#Req140|Req140]], [[#Req146|Req146]], [[#Req162|Req162]], [[#Req197|Req197]], [[#Req273|Req273]], [[#Req287|Req287]], [[#Req349|Req349]], [[#Req384|Req384]], [[#Req385|Req385]], [[#Req392|Req392]], [[#Req393|Req393]], [[#Req400|Req400]], [[#Req404|Req404]], [[#Req409|Req409]], [[#Req410|Req410]], [[#Req413|Req413]], [[#Req422|Req422]], [[#Req424|Req424]], [[#Req428|Req428]], [[#Req429|Req429]], [[#Req435|Req435]], [[#Req436|Req436]], [[#Req437|Req437]], [[#Req439|Req439]], [[#Req450|Req450]], [[#Req482|Req482]], [[#Req528|Req528]], [[#Req533|Req533]], [[#Req534|Req534]], [[#Req544|Req544]], [[#Req558|Req558]], [[#Req560|Req560]], [[#Req572|Req572]], [[#Req584|Req584]], [[#Bloat6|Bloat6]], [[#Bloat10|Bloat10]], [[#Bloat19|Bloat19]], [[#Bloat28|Bloat28]], [[#Bloat30|Bloat30]], [[#Bloat32|Bloat32]], [[#Bloat54|Bloat54]], [[#Bloat59|Bloat59]], [[#Bloat60|Bloat60]], [[#Bloat83|Bloat83]], [[#Bloat218|Bloat218]], [[#Bloat253|Bloat253]], [[#Bloat281|Bloat281]], [[#Bloat308|Bloat308]] and [[#Bloat313|Bloat313]].&lt;br /&gt;
|-&lt;br /&gt;
|  ADVANCED HELP ARC  &lt;br /&gt;
|  Yeah, dwarves has a steep learning curve. Tutorials and advisors could help this, as well as decent in-game help.&lt;br /&gt;
|  [[#Core19|Core19]], [[#Core22|Core22]] and [[#Core58|Core58]].&lt;br /&gt;
|-&lt;br /&gt;
|  CARAVAN ARC  &lt;br /&gt;
|  As a prelude to armies, we'll have caravans actually move around the world map rather than just appear at your outpost. They'll move between each city on the map, though we'll try to stay away from supporting a real economy for the time being. You should be able to find items you traded in your fortress in adventure mode, and a caravan could come to your fortress with an adventure mode item.&lt;br /&gt;
|  [[#Core3|Core3]], [[#Core38|Core38]], [[#Core81|Core81]], [[#Req21|Req21]], [[#Req132|Req132]], [[#Req133|Req133]], [[#Req175|Req175]], [[#Req204|Req204]], [[#Req218|Req218]], [[#Req220|Req220]], [[#Req260|Req260]], [[#Req279|Req279]], [[#Req364|Req364]], [[#Req463|Req463]], [[#Req516|Req516]], [[#Req555|Req555]], [[#Bloat155|Bloat155]], [[#Bloat263|Bloat263]], [[#Bloat267|Bloat267]], [[#PowerGoal 24|PowerGoal24]], [[#PowerGoal 33|PowerGoal33]], [[#PowerGoal 56|PowerGoal56]] and [[#PowerGoal 148|PowerGoal148]].&lt;br /&gt;
|-&lt;br /&gt;
|  COUNTY ARC &lt;br /&gt;
| You should be able to develop a larger settlement outside the confines of the immediate play area. &lt;br /&gt;
| [[#Core28|Core28]], [[#Core29|Core29]] and [[#PowerGoal 53|PowerGoal53]].&lt;br /&gt;
|-&lt;br /&gt;
|    ARMY ARC &lt;br /&gt;
| You should be able to control patrols and then armies in dwarf mode. The adventurer should be able to both go with and command armies. In dwarf mode, you should have the option to control your individual patrol members as you would in adventure mode. Entities should war with each other from bandit and monster raids to full fledged wars. Upset entities could patrol near their sites, leading to new wilderness encounters etc. &lt;br /&gt;
| [[#Core26|Core26]], [[#Core27|Core27]], [[#Core35|Core35]], [[#Core45|Core45]], [[#Core46|Core46]], [[#Req18|Req18]], [[#Req29|Req29]], [[#Req61|Req61]], [[#Req71|Req71]], [[#Req81|Req81]], [[#Req125|Req125]], [[#Req126|Req126]], [[#Req221|Req221]], [[#Req273|Req273]], [[#Req301|Req301]], [[#Req371|Req371]], [[#Req398|Req398]], [[#Req414|Req414]], [[#Req417|Req417]], [[#Req427|Req427]], [[#Req444|Req444]], [[#Req449|Req449]], [[#Req475|Req475]], [[#Req478|Req478]], [[#Req496|Req496]], [[#Req503|Req503]], [[#Req545|Req545]], [[#Req571|Req571]], [[#Bloat44|Bloat44]], [[#Bloat117|Bloat117]], [[#Bloat130|Bloat130]], [[#Bloat131|Bloat131]], [[#Bloat175|Bloat175]], [[#Bloat289|Bloat289]], [[#PowerGoal 1|PowerGoal1]], [[#PowerGoal 2|PowerGoal2]], [[#PowerGoal 3|PowerGoal3]], [[#PowerGoal 4|PowerGoal4]], [[#PowerGoal 5|PowerGoal5]], [[#PowerGoal 6|PowerGoal6]], [[#PowerGoal 7|PowerGoal7]], [[#PowerGoal 8|PowerGoal8]], [[#PowerGoal 11|PowerGoal11]], [[#PowerGoal 17|PowerGoal17]], [[#PowerGoal 40|PowerGoal40]], [[#PowerGoal 59|PowerGoal59]], [[#PowerGoal 70|PowerGoal70]], [[#PowerGoal 71|PowerGoal71]], [[#PowerGoal 76|PowerGoal76]], [[#PowerGoal 92|PowerGoal92]], [[#PowerGoal 98|PowerGoal98]], [[#PowerGoal 119|PowerGoal119]], [[#PowerGoal 127|PowerGoal127]], [[#PowerGoal 130|PowerGoal130]], [[#PowerGoal 138|PowerGoal138]], [[#PowerGoal 140|PowerGoal140]], [[#PowerGoal 141|PowerGoal141]], [[#PowerGoal 142|PowerGoal142]], [[#PowerGoal 143|PowerGoal143]], [[#PowerGoal 144|PowerGoal144]] and [[#PowerGoal 147|PowerGoal147]].&lt;br /&gt;
|-&lt;br /&gt;
|  NEMESIS ARC &lt;br /&gt;
| The civilization leaders should be fleshed out in many ways. &lt;br /&gt;
| [[#Core11|Core11]], [[#Core15|Core15]], [[#Core40|Core40]], [[#Req161|Req161]], [[#Req277|Req277]], [[#Bloat48|Bloat48]], [[#Bloat68|Bloat68]], [[#Bloat176|Bloat176]], [[#PowerGoal 98|PowerGoal98]], [[#PowerGoal 101|PowerGoal101]], [[#PowerGoal 102|PowerGoal102]] and [[#PowerGoal 122|PowerGoal122]].&lt;br /&gt;
|-&lt;br /&gt;
|  RELATIONSHIPS ARC &lt;br /&gt;
| You should be able to take a spouse, make a household, and create playable heirs as an adventurer. The dwarven relationships and personalities can also be expanded upon. &lt;br /&gt;
| [[#Core59|Core59]], [[#Core60|Core60]], [[#Bloat51|Bloat51]], [[#Bloat93|Bloat93]], [[#Bloat95|Bloat95]], [[#Bloat105|Bloat105]], [[#Bloat123|Bloat123]], [[#Bloat374|Bloat374]], [[#Bloat375|Bloat375]], [[#Bloat380|Bloat380]], [[#PowerGoal 20|PowerGoal20]], [[#PowerGoal 21|PowerGoal21]], [[#PowerGoal 109|PowerGoal109]] and [[#PowerGoal 119|PowerGoal119]].&lt;br /&gt;
|-&lt;br /&gt;
|  DIPLOMACY ARC &lt;br /&gt;
|  There should be a lot more diplomacy between your outpost and the outside world, especially as you get more nobles. Right now there's hardly anything. &lt;br /&gt;
| [[#Core33|Core33]], [[#Core62|Core62]], [[#Core63|Core63]], [[#Req174|Req174]], [[#Req177|Req177]], [[#Req291|Req291]], [[#Req451|Req451]], [[#Req527|Req527]], [[#Req542|Req542]], [[#Req543|Req543]], [[#Bloat31|Bloat31]], [[#Bloat72|Bloat72]], [[#Bloat73|Bloat73]], [[#PowerGoal 10|PowerGoal10]], [[#PowerGoal 98|PowerGoal98]] and [[#PowerGoal 101|PowerGoal101]].&lt;br /&gt;
|-&lt;br /&gt;
|  GHOSTS ARC  &lt;br /&gt;
| When you take an adventurer back to a fortress, it could afford to be a lot more interesting. Since it keeps track of all the dwarves that ever lived or died in each outpost, it might as well utilize them. When the civs fight in world gen, it could also create ruins from earlier times, and you could go to these places (old castles, temples, etc.). &lt;br /&gt;
| [[#Core67|Core67]], [[#Core68|Core68]], [[#Core69|Core69]], [[#Core70|Core70]], [[#Bloat21|Bloat21]], [[#PowerGoal 11|PowerGoal11]], [[#PowerGoal 92|PowerGoal92]] and [[#PowerGoal 107|PowerGoal107]].&lt;br /&gt;
|-&lt;br /&gt;
|  AFFILIATION ARC &lt;br /&gt;
|  You should be able to rise to the top of an entity (civilization, town, etc.) in adventure mode. While the full set of responsibilities that would entail will have to wait, it should at least be possible to attain this status for the first version. You should be able to do things for individuals. This could earn you favors from sleeping in their home and food gifts all the way to a marriage offer. There can be smaller entities like bandits and cults which could offer more unsavory tasks for similar privileges (steal, kill, kidnap, etc.). Can earn right to sleep in the large hall in town if you've become affiliated with them, but vagrancy needs to be punished and the camping must be harsher before this is meaningful. &lt;br /&gt;
| [[#Core64|Core64]], [[#Core65|Core65]], [[#Core71|Core71]], [[#Req586|Req586]], [[#Req587|Req587]], [[#Bloat163|Bloat163]], [[#PowerGoal 12|PowerGoal12]], [[#PowerGoal 19|PowerGoal19]], [[#PowerGoal 27|PowerGoal27]], [[#PowerGoal 37|PowerGoal37]], [[#PowerGoal 41|PowerGoal41]], [[#PowerGoal 42|PowerGoal42]], [[#PowerGoal 44|PowerGoal44]], [[#PowerGoal 48|PowerGoal48]] and [[#PowerGoal 54|PowerGoal54]].&lt;br /&gt;
|-&lt;br /&gt;
|  COMBAT ARC &lt;br /&gt;
| Many more combat skills and more attributes, etc. &lt;br /&gt;
| [[#Core72|Core72]], [[#Core73|Core73]], [[#Core74|Core74]], [[#Req45|Req45]], [[#Req54|Req54]], [[#Req85|Req85]], [[#Req92|Req92]], [[#Req104|Req104]], [[#Req149|Req149]], [[#Req164|Req164]], [[#Req171|Req171]], [[#Req183|Req183]], [[#Req188|Req188]], [[#Req192|Req192]], [[#Req198|Req198]], [[#Req199|Req199]], [[#Req200|Req200]], [[#Req206|Req206]], [[#Req224|Req224]], [[#Req230|Req230]], [[#Req233|Req233]], [[#Req234|Req234]], [[#Req290|Req290]], [[#Req315|Req315]], [[#Req330|Req330]], [[#Req331|Req331]], [[#Req340|Req340]], [[#Req352|Req352]], [[#Req403|Req403]], [[#Req466|Req466]], [[#Req532|Req532]], [[#Req568|Req568]], [[#Req575|Req575]], [[#Bloat15|Bloat15]], [[#Bloat55|Bloat55]], [[#Bloat76|Bloat76]], [[#Bloat102|Bloat102]], [[#Bloat127|Bloat127]], [[#Bloat135|Bloat135]], [[#Bloat136|Bloat136]], [[#Bloat137|Bloat137]], [[#Bloat138|Bloat138]], [[#Bloat139|Bloat139]], [[#Bloat141|Bloat141]], [[#Bloat142|Bloat142]], [[#Bloat162|Bloat162]], [[#Bloat222|Bloat222]], [[#Bloat254|Bloat254]], [[#Bloat271|Bloat271]], [[#PowerGoal 28|PowerGoal28]], [[#PowerGoal 29|PowerGoal29]], [[#PowerGoal 61|PowerGoal61]], [[#PowerGoal 63|PowerGoal63]], [[#PowerGoal 77|PowerGoal77]], [[#PowerGoal 79|PowerGoal79]], [[#PowerGoal 89|PowerGoal89]], [[#PowerGoal 90|PowerGoal90]], [[#PowerGoal 93|PowerGoal93]], [[#PowerGoal 94|PowerGoal94]], [[#PowerGoal 96|PowerGoal96]], [[#PowerGoal 103|PowerGoal103]] and [[#PowerGoal 150|PowerGoal150]].&lt;br /&gt;
|-&lt;br /&gt;
|      SCENARIOS ARC &lt;br /&gt;
| Character generation is due for a major change. The current plan is to have an interactive history generator that takes your character from birth to a playable age, incorporating them into the fabric of the world. Pressing &amp;quot;Play Now!&amp;quot; would answer the questions automatically, perhaps with a strong tendency to place you in dire/interesting situations. &lt;br /&gt;
| [[#Core75|Core75]], [[#Core76|Core76]], [[#Req214|Req214]], [[#Req317|Req317]], [[#Bloat26|Bloat26]] and [[#Bloat143|Bloat143]].&lt;br /&gt;
|-&lt;br /&gt;
|  LIFE CYCLE ARC&lt;br /&gt;
|  Right now, there are no births and no aging in the towns and other populations. From the founding of a town, it should instead simulate and track these things during world creation. This makes the world much more interesting and also more resilient to changes inflicted by the player. At the same time, it creates instability un |the actions of the player, so it has to be done carefully. &lt;br /&gt;
| [[#Core77|Core77]], [[#Core78|Core78]], [[#Req317|Req317]], [[#Req441|Req441]], [[#Req489|Req489]], [[#Bloat115|Bloat115]], [[#Bloat193|Bloat193]], [[#Bloat194|Bloat194]] and [[#PowerGoal 31|PowerGoal31]].&lt;br /&gt;
|-&lt;br /&gt;
|  ARTIFACT ARC  &lt;br /&gt;
| Special items made by the dwarves aren't very interesting right now, and there's not much for an adventurer to do with them. These objects should have magical powers and they should have a huge influence on the actions of entities that come into contact with them. Even if your adventurer can't make use of a particular artifact, you could arrange for buyers in the nobility, and use those opportunitites to get a home or good entity standing, for instance.&lt;br /&gt;
| [[#Core79|Core79]], [[#Core80|Core80]], [[#Req395|Req395]], [[#Bloat49|Bloat49]], [[#Bloat173|Bloat173]], [[#PowerGoal 13|PowerGoal13]], [[#PowerGoal 60|PowerGoal60]], [[#PowerGoal 68|PowerGoal68]] and [[#PowerGoal 134|PowerGoal134]].&lt;br /&gt;
|-&lt;br /&gt;
|  CRIME AND PUNISHMENT ARC &lt;br /&gt;
| There should be mild punishments for mild crimes, for instance. This could include making the drunks in the town more interesting and adding bar fights, as well as proper thievery, arrest, imprisonment, execution... &lt;br /&gt;
| [[#Core82|Core82]], [[#Core83|Core83]], [[#Req303|Req303]], [[#Req327|Req327]], [[#Req366|Req366]], [[#Bloat53|Bloat53]], [[#Bloat75|Bloat75]], [[#Bloat143|Bloat143]], [[#PowerGoal 14|PowerGoal14]], [[#PowerGoal 22|PowerGoal22]], [[#PowerGoal 23|PowerGoal23]], [[#PowerGoal 25|PowerGoal25]], [[#PowerGoal 26|PowerGoal26]], [[#PowerGoal 38|PowerGoal38]], [[#PowerGoal 47|PowerGoal47]], [[#PowerGoal 66|PowerGoal66]], [[#PowerGoal 80|PowerGoal80]], [[#PowerGoal 91|PowerGoal91]], [[#PowerGoal 99|PowerGoal99]], [[#PowerGoal 124|PowerGoal124]], [[#PowerGoal 126|PowerGoal126]], [[#PowerGoal 136|PowerGoal136]] and [[#PowerGoal 146|PowerGoal146]].&lt;br /&gt;
|-&lt;br /&gt;
|   ADVENTURER SKILLS ARC  &lt;br /&gt;
| It's nice to have all those jobs and professions sitting around in the dwarf mode. The adventurer should be able to do these things, especially those skills  |survival in the wilderness. Eventually you'll be able to place constructions, create a home and have your own site on the map. &lt;br /&gt;
| [[#Core84|Core84]], [[#Core85|Core85]], [[#Core86|Core86]], [[#Req32|Req32]], [[#Req34|Req34]], [[#Req99|Req99]], [[#Req107|Req107]], [[#Req168|Req168]], [[#Req236|Req236]], [[#Req302|Req302]], [[#Req327|Req327]], [[#Req491|Req491]], [[#Bloat160|Bloat160]], [[#Bloat317|Bloat317]], [[#Bloat380|Bloat380]], [[#PowerGoal 9|PowerGoal9]], [[#PowerGoal 15|PowerGoal15]] and [[#PowerGoal 103|PowerGoal103]].&lt;br /&gt;
|-&lt;br /&gt;
|  ADVENTURER PARTIES AND ENTITY  &lt;br /&gt;
| As an adventurer with followers, you should can your own entity definition. If you have enough people, you might be able to delegate orders and control them more strategically. You should also be able to control each member in a party of adventurers you make yourself. You could lead one and the others follow (as it is currently) or control them all, particularly during tense situations where you don't want to count on the AI. &lt;br /&gt;
| [[#Core24|Core24]], [[#Core61|Core61]], [[#PowerGoal 20|PowerGoal20]] and [[#PowerGoal 135|PowerGoal135]].&lt;br /&gt;
|-&lt;br /&gt;
| DUNGEON ARC  &lt;br /&gt;
| Improve kobold and goblin areas and civilizations with eyes on expanding entity definitions and future random generation. Includes adding entity definitions and tags for more primitive humanoids like lizardmen. Make mega-beasts fit in with better with the world.&lt;br /&gt;
|  [[#Core89|Core89]], [[#Core90|Core90]], [[#Core91|Core91]], [[#Req8|Req8]], [[#Req80|Req80]], [[#Req107|Req107]], [[#Req148|Req148]], [[#Req232|Req232]], [[#Req284|Req284]], [[#Req324|Req324]], [[#Req375|Req375]], [[#Req426|Req426]], [[#Req476|Req476]], [[#Req479|Req479]], [[#Req504|Req504]], [[#Req576|Req576]], [[#Bloat17|Bloat17]], [[#Bloat23|Bloat23]], [[#Bloat169|Bloat169]], [[#Bloat172|Bloat172]], [[#Bloat189|Bloat189]], [[#Bloat190|Bloat190]], [[#Bloat241|Bloat241]], [[#Bloat383|Bloat383]], [[#PowerGoal 13|PowerGoal13]], [[#PowerGoal 27|PowerGoal27]], [[#PowerGoal 32|PowerGoal32]], [[#PowerGoal 49|PowerGoal49]], [[#PowerGoal 50|PowerGoal50]], [[#PowerGoal 51|PowerGoal51]], [[#PowerGoal 52|PowerGoal52]], [[#PowerGoal 62|PowerGoal62]], [[#PowerGoal 100|PowerGoal100]], [[#PowerGoal 111|PowerGoal111]] and [[#PowerGoal 145|PowerGoal145]].&lt;br /&gt;
|-&lt;br /&gt;
|  HUMANOID ARC &lt;br /&gt;
|  Make non-player dwarf fortresses look more like player made fortresses and act like them to the extent that it's reasonable. Improve elves as in the Dungeon Arc, with multi-tile tree dwellings. &lt;br /&gt;
| [[#Core87|Core87]], [[#Core88|Core88]], [[#Req148|Req148]], [[#Bloat206|Bloat206]] and [[#PowerGoal 129|PowerGoal129]].&lt;br /&gt;
|-&lt;br /&gt;
|   PRESENTATION ARC &lt;br /&gt;
|  A cleaner interface and more interface and display options will make the game more accessible. Better support for translations. &lt;br /&gt;
|  [[#Core21|Core21]], [[#Core50|Core50]], [[#Core51|Core51]], [[#Core52|Core52]], [[#Core54|Core54]], [[#Req37|Req37]], [[#Req43|Req43]], [[#Req79|Req79]], [[#Req142|Req142]], [[#Req152|Req152]], [[#Req179|Req179]], [[#Req180|Req180]], [[#Req207|Req207]], [[#Req218|Req218]], [[#Req258|Req258]], [[#Req306|Req306]], [[#Req314|Req314]], [[#Req320|Req320]], [[#Req328|Req328]], [[#Req332|Req332]], [[#Req338|Req338]], [[#Req381|Req381]], [[#Req382|Req382]], [[#Req383|Req383]], [[#Req386|Req386]], [[#Req387|Req387]], [[#Req388|Req388]], [[#Req390|Req390]], [[#Req401|Req401]], [[#Req402|Req402]], [[#Req411|Req411]], [[#Req421|Req421]], [[#Req430|Req430]], [[#Req432|Req432]], [[#Req434|Req434]], [[#Req443|Req443]], [[#Req460|Req460]], [[#Req483|Req483]], [[#Req513|Req513]], [[#Req520|Req520]], [[#Req531|Req531]], [[#Req546|Req546]], [[#Req547|Req547]], [[#Req548|Req548]], [[#Req550|Req550]], [[#Req556|Req556]], [[#Req558|Req558]], [[#Req559|Req559]], [[#Req560|Req560]], [[#Req564|Req564]], [[#Req566|Req566]], [[#Req570|Req570]], [[#Req585|Req585]], [[#Bloat52|Bloat52]], [[#Bloat106|Bloat106]], [[#Bloat107|Bloat107]], [[#Bloat108|Bloat108]], [[#Bloat118|Bloat118]], [[#Bloat153|Bloat153]], [[#Bloat199|Bloat199]], [[#Bloat268|Bloat268]], [[#Bloat303|Bloat303]], [[#Bloat307|Bloat307]], [[#Bloat311|Bloat311]], [[#Bloat354|Bloat354]], [[#Bloat355|Bloat355]], [[#Bloat358|Bloat358]], [[#Bloat361|Bloat361]], [[#Bloat364|Bloat364]], [[#Bloat368|Bloat368]] and [[#Bloat379|Bloat379]].&lt;br /&gt;
|-&lt;br /&gt;
|  LANGUAGE ARC  &lt;br /&gt;
|  The in-game languages need a better framework, as many simple name formulations are impossible in the current system, and it wouldn't hurt to add a basic grammar and phonetics at this time as well. In addition, paper, engraved writing, books, poems, songs, etc. could all be explored in the different game modes in various ways.&lt;br /&gt;
| [[#Core97|Core97]], [[#Core98|Core98]], [[#Core99|Core99]] and [[#Core100|Core100]].&lt;br /&gt;
|-&lt;br /&gt;
| RANDOMIZATION AND RAWS ARC&lt;br /&gt;
| More things need to make it out to the raws, and when they arrive, there should be some ability to randomize what you get in play. Current raw objects such as creatures, entities, plants, metals or even stone should also be randomizable. This doesn't just include randomizing an existing entry, but, more importantly, the creation of entirely new objects. This behavior should be controlled by the world parameters so that you can run anything from a stock universe to a complete replacement of all existing raw objects. In worlds with random objects, the random objects need to be introduced to the player in such a way that familiarity can be gained (involving descriptions, back stories, etc.) so that it isn't just a mess of static with garbage names. &lt;br /&gt;
| [[#Core53|Core53]], [[#Core92|Core92]], [[#Core93|Core93]], [[#Core94|Core94]], [[#Core95|Core95]] and [[#Core96|Core96]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Long-Term Arcs==   &lt;br /&gt;
    &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#EFEFEF&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:20%&amp;quot;|Arc&lt;br /&gt;
! style=&amp;quot;width:40%&amp;quot;|Description&lt;br /&gt;
! style=&amp;quot;width:40%&amp;quot;|Requirements&lt;br /&gt;
|-&lt;br /&gt;
| HIGH LEVEL PLOTS AND DIPLOMACY&lt;br /&gt;
| Various intrigue and interesting not-necessarily-violent conflict between entities and individuals. Once you place the actors in place, they should act according to their wants and the wants of their associated entities based on the strength of those ties. Both adventurers and dwarf fortresses can become immersed in the push and pull which arises from the AI. This is already true to some extent (the current quests are all created from the surroundings and entity ties), but these effects can be made pervasive. Since armies and invasions will be done before we get here, there will already be some of this AI in place to work with. &lt;br /&gt;
| [[#Core30|Core30]], [[#Core33|Core33]], [[#Req131|Req131]], [[#PowerGoal 18|PowerGoal18]], [[#PowerGoal 47|PowerGoal47]], [[#PowerGoal 57|PowerGoal57]], [[#PowerGoal 65|PowerGoal65]], [[#PowerGoal 95|PowerGoal95]] and [[#PowerGoal 124|PowerGoal124]].&lt;br /&gt;
|-   &lt;br /&gt;
| LATE GAME &lt;br /&gt;
| As you kill the large creatures, the world becomes more... boring. The game can be prepared for this kind of change and move over into a sort of fairy-tale/Beowulf/Robert E Howard type of hybrid with human civs and occasional monsters so that things continue to be interesting. This already happens naturally in a way, but the dialogue and reactions of people to these changes should be there to fully adjust to the new setting.  &lt;br /&gt;
| [[#Bloat149|Bloat149]].&lt;br /&gt;
|-&lt;br /&gt;
| EARLY GAME &lt;br /&gt;
| The Age of Myth in world generation should be playable.  &lt;br /&gt;
| [[#Bloat148|Bloat148]].&lt;br /&gt;
|-&lt;br /&gt;
| HUMAN TOWN &lt;br /&gt;
| You should be able to control a human town, as you control a dwarf fortress, but with changes appropriate to the new setting.  &lt;br /&gt;
|[[#Req469|Req469]] and [[#Bloat146|Bloat146]].&lt;br /&gt;
|-&lt;br /&gt;
| GOBLIN/KOBOLD/CAVER &lt;br /&gt;
| Controlling the bad guys is an obvious extension, and you've got the whole friendly happy world waiting for your raiding parties.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| ELF FOREST RETREAT &lt;br /&gt;
| Yes, elves for the elf people -- but thinking more general, as we list all these racial civilizations, we should think in broad terms and use the civilization definitions to allow any type of civilization to be played. Elves will provide some necessary extra elements for this process. Mixing the cliff dwelling, wilderness dwelling, town building, ethics/sphere-aligned/religious tendencies into a robust interface for civilization building is a long-term goal.  &lt;br /&gt;
|[[#Bloat25|Bloat25]].&lt;br /&gt;
|-&lt;br /&gt;
| MONSTER &lt;br /&gt;
| Playing the dragons and other large beasts seems like another good (and fairly easy) extension. You'd have to be careful, since there aren't very many large beasts in the world and you don't want to just possess them and have them all burn out in a blaze of glory. Or maybe you do... or it could just give you new ones. You could also just occasionally have fun going out on an excursion and retiring, then play an adventurer and take a quest from a town to go and dispatch your old self.  &lt;br /&gt;
|[[#PowerGoal 60|PowerGoal60]].&lt;br /&gt;
|-&lt;br /&gt;
| MERCHANT &lt;br /&gt;
| With the Caravan Arc, we have traders moving around the world, but I said over there that I didn't want to mess around too much with having a real economy, or it would surely fall apart and all the towns would starve. Once I get up the nerve to tackle these problems, it would be a lot of fun to play a merchant or guild yourself. You could even retire and be visited by yourself in a subsequent dwarf game.  &lt;br /&gt;
|[[#PowerGoal 62|PowerGoal62]].&lt;br /&gt;
|-&lt;br /&gt;
| MAGIC &lt;br /&gt;
| There are no specific decisions nailed down yet, although we've thought about it a lot. It's probably best to go for a very general system here, as in the first Armok attempt. Then the world generator and entities can decide what they want to use from what's available. Early efforts might be to make dwarven artifacts more interesting and to increase the power and variability of enemy leaders, rather than focusing on traditional spell-casting adventurers.  &lt;br /&gt;
| [[#Bloat134|Bloat134]], [[#PowerGoal 58|PowerGoal58]], [[#PowerGoal 68|PowerGoal68]], [[#PowerGoal 84|PowerGoal84]], [[#PowerGoal 92|PowerGoal92]], [[#PowerGoal 97|PowerGoal97]], [[#PowerGoal 108|PowerGoal108]], [[#PowerGoal 122|PowerGoal122]] and [[#PowerGoal 128|PowerGoal128]].&lt;br /&gt;
|-&lt;br /&gt;
| CONTROL A WIZARD ENTITY &lt;br /&gt;
| Not just one of those guys that backs up the team and shoots fireballs, but run something more like a dwarven outpost and construct your own multilevel tower or other such dwelling. This could include adventure style elements where your wizard is engaged in various activities, as well as larger scale army battles and so on. Randomized creatures could also be introduced as you create your minions, and they should be able to breed and expand outward, perhaps becoming a playable race in either adventure or civilization modes.  &lt;br /&gt;
| [[#Bloat134|Bloat134]], [[#Bloat147|Bloat147]], [[#PowerGoal 58|PowerGoal58]] and [[#PowerGoal 60|PowerGoal60]].&lt;br /&gt;
|-&lt;br /&gt;
| DEITY &lt;br /&gt;
| Have religions in the game correspond to forces or deities and let you play one and do whatever you like, possibly restricted by your defining characteristics and geography.  &lt;br /&gt;
|[[#Bloat344|Bloat344]], [[#Bloat376|Bloat376]], [[#Bloat377|Bloat377]], [[#Bloat382|Bloat382]], [[#PowerGoal 64|PowerGoal64]], [[#PowerGoal 75|PowerGoal75]], [[#PowerGoal 82|PowerGoal82]], [[#PowerGoal 86|PowerGoal86]], [[#PowerGoal 90|PowerGoal90]], [[#PowerGoal 105|PowerGoal105]], [[#PowerGoal 109|PowerGoal109]], [[#PowerGoal 113|PowerGoal113]], [[#PowerGoal 118|PowerGoal118]], [[#PowerGoal 122|PowerGoal122]], [[#PowerGoal 125|PowerGoal125]], [[#PowerGoal 135|PowerGoal135]], [[#PowerGoal 139|PowerGoal139]], [[#PowerGoal 141|PowerGoal141]] and [[#PowerGoal 146|PowerGoal146]].&lt;br /&gt;
|-&lt;br /&gt;
| WORLD GENERATION PARAMETERS &lt;br /&gt;
| Allow some degree of control over the world and the more sweeping aspects of play. Possibilities include control over terrain, magic, religions, random vs. stock creatures, fantasy vs. a more 'historical' (ie human) feeling. Ideally, the variability would allow you to move between standard fantasy, fairy tales, mythic fantasy and gothic fantasy, for example. If there are concepts like planes or dimensions implemented, you'd have control over that as well. You could also set the mood -- there's no reason the game needs to be violent at all, for example, assuming the rest of the game can carry it at that point. The world could be generated completely underwater or with no water at all. You could be the first or last sentient creature. There are lots of ways this could go.  &lt;br /&gt;
| [[#Bloat150|Bloat150]], [[#Bloat217|Bloat217]] and [[#PowerGoal 125|PowerGoal125]].&lt;br /&gt;
|-&lt;br /&gt;
| TERRAIN/WEATHER/SWIMMING/FLYING/BOATS &lt;br /&gt;
| Boats of some kind might go in early to make different regions more accessible, but you won't be able to be a pirate or an undersea civ for quite a while. Rivers freeze with daily temperatures instead of seasonal temperatures. Realize river and ocean squares when you visit them (forcing town layouts to adapt). Realize interesting canyons and so on in such areas. Track hurricanes and other major storm/disasters, in-game and during world gen. Thunderstorms with lightning strikes (with corresponding lighting effects) and hail. Levels of rainfall. Eating snow, making snowballs and picking up hail during and after hail storms. Tornados with wind flows that push items, projectiles and creatures. Proper eclipse modeling. Tides, deep oceans and pearl-diving, etc. More intricate interplay between cliff faces, inner rivers and outer rivers, using Z coord and waterfalls.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| PLANES &lt;br /&gt;
| Once it's all established, you can make regions arbitrarily strange, and you make a lot of them. The real chore here is allowing multiple world maps to be active in one way or another and to allow game elements to move between them. It would be a headache to program, but it would add a lot to the game.  &lt;br /&gt;
|[[#PowerGoal 81|PowerGoal81]].&lt;br /&gt;
|-&lt;br /&gt;
| EDITORS &lt;br /&gt;
| Draw your own region maps, create your own towns, creatures, items, start situations, etc. For example, you could create Earth at various time periods (or an amalgamation of various time periods).&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| AND MORE, AND WORSE &lt;br /&gt;
| I'm still too embarrassed to share every idea we had... The Keep and Event Horizon came up. You don't want to know.&lt;br /&gt;
|&lt;br /&gt;
|}    &lt;br /&gt;
    &lt;br /&gt;
&lt;br /&gt;
Building blocks for some of the arcs&lt;br /&gt;
&lt;br /&gt;
=Core items=&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#EFEFEF&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:10%&amp;quot;| Core-item&lt;br /&gt;
! style=&amp;quot;width:15%&amp;quot;| Name&lt;br /&gt;
! style=&amp;quot;width:10%&amp;quot;| Status&lt;br /&gt;
! style=&amp;quot;width:50%&amp;quot;| Description&lt;br /&gt;
! style=&amp;quot;width:15%&amp;quot;| Requirements&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core1&amp;quot;&amp;gt;Core1&amp;lt;/div&amp;gt;&lt;br /&gt;
| WRESTLING&lt;br /&gt;
| Completed&lt;br /&gt;
| Introduce close combat with various manuevers.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core2&amp;quot;&amp;gt;Core2&amp;lt;/div&amp;gt;&lt;br /&gt;
| ADVENTURER EATING AND DRINKING&lt;br /&gt;
| Completed&lt;br /&gt;
| Start the adventurer with food and allow them to eat and drink.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core3&amp;quot;&amp;gt;Core3&amp;lt;/div&amp;gt;&lt;br /&gt;
| CARAVANS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Use resource tracking and the adventurer travel infrastructure to set up groups of traders that go between sites. Make sure to respect the current flow of the dwarf game, though caravans will no longer be 'generated' when needed. Related to entity knowledge transfer if we are there by this time. The trading done by caravans would interface with the resource tracking system and thus be immediately available to adventurers. This includes items traded away by your dwarf fortress, although it's possible they could be abstracted a bit if they are too numerous.&lt;br /&gt;
| [[#Core38|Core38]]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core4&amp;quot;&amp;gt;Core4&amp;lt;/div&amp;gt;&lt;br /&gt;
| GROUND INTERACTIONS&lt;br /&gt;
| Completed&lt;br /&gt;
| Introduce adventurer interacting with the environment.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core5&amp;quot;&amp;gt;Core5&amp;lt;/div&amp;gt;&lt;br /&gt;
| ADVENTURER TRAVEL&lt;br /&gt;
| Completed&lt;br /&gt;
| Allow the adventurer and companions to travel between sites on the world map.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core6&amp;quot;&amp;gt;Core6&amp;lt;/div&amp;gt;&lt;br /&gt;
| BASIC ADVENTURER ENVIRONMENTAL EFFECTS&lt;br /&gt;
| Completed&lt;br /&gt;
| Things like rain, snow, temperature, sunlight. No temperature or local lighting effects yet.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core7&amp;quot;&amp;gt;Core7&amp;lt;/div&amp;gt;&lt;br /&gt;
| CONVERSATIONS&lt;br /&gt;
| Completed&lt;br /&gt;
| Add the ability to talk to other creatures in adventure mode.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core8&amp;quot;&amp;gt;Core8&amp;lt;/div&amp;gt;&lt;br /&gt;
| ADVENTURER SHOPS&lt;br /&gt;
| Completed&lt;br /&gt;
| Basic buying and selling of objects in adventure mode.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core9&amp;quot;&amp;gt;Core9&amp;lt;/div&amp;gt;&lt;br /&gt;
| TOWNS&lt;br /&gt;
| Completed&lt;br /&gt;
| Add basic town maps to adventure mode, making use of the Z coordinate to do basements and second stories.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core10&amp;quot;&amp;gt;Core10&amp;lt;/div&amp;gt;&lt;br /&gt;
| OO CODE UPDATE&lt;br /&gt;
| Completed&lt;br /&gt;
| Update all of the major code objects to C++.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core11&amp;quot;&amp;gt;Core11&amp;lt;/div&amp;gt;&lt;br /&gt;
| ENEMY PETS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Can give the leaders creatures depending on their personal likes, race, the entity definition and the local available wilderness populations. These pets can have names and profiles like regular creatures. Can co-opt some of the behavior from dwarven pet owners.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core12&amp;quot;&amp;gt;Core12&amp;lt;/div&amp;gt;&lt;br /&gt;
| END GAME&lt;br /&gt;
| Completed&lt;br /&gt;
| Handled dwarf mode end game.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core13&amp;quot;&amp;gt;Core13&amp;lt;/div&amp;gt;&lt;br /&gt;
| BEAST ATTACKS&lt;br /&gt;
| Completed&lt;br /&gt;
| Have the larger beasts that live in the caves attack your fortress during dwarf mode.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core14&amp;quot;&amp;gt;Core14&amp;lt;/div&amp;gt;&lt;br /&gt;
| FIRE&lt;br /&gt;
| Completed&lt;br /&gt;
| Have items catch on fire. Fire spreads. Trees outside can catch fire. Creatures catch on fire when appropriate. Items become damaged. Very hot metal objects can melt, and they can melt over characters carrying them, using the same &amp;quot;contaminant&amp;quot; system that currently handles poison injections.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core15&amp;quot;&amp;gt;Core15&amp;lt;/div&amp;gt;&lt;br /&gt;
| PRESENTATION OF ENEMY LEADERS AND OTHER IMPORTANT FIGURES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Enemy leader play an important part in creating a story around otherwise by-the-numbers conflicts that can occur, so the leaders can afford to be presented in such a way that you as the player can learn something about their background, motivations and appearance without digging around in the legends screen. There can be a variety of mechanisms for this. Diplomats and others that visit your fortress could afford the same treatment, as well as the people you talk to and about in adventure mode conversations, etc.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core16&amp;quot;&amp;gt;Core16&amp;lt;/div&amp;gt;&lt;br /&gt;
| END GAME 2&lt;br /&gt;
| Completed&lt;br /&gt;
| Additional dwarf mode end game.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core17&amp;quot;&amp;gt;Core17&amp;lt;/div&amp;gt;&lt;br /&gt;
| LEGENDS&lt;br /&gt;
| Completed&lt;br /&gt;
| Introduce the legends screen, historical events and historical figures.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core18&amp;quot;&amp;gt;Core18&amp;lt;/div&amp;gt;&lt;br /&gt;
| INTERFACE KEYS&lt;br /&gt;
| Completed&lt;br /&gt;
| Put the interface keys in editable files.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core19&amp;quot;&amp;gt;Core19&amp;lt;/div&amp;gt;&lt;br /&gt;
| TUTORIALS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Set up small tutorial files that you can load up. These would have text instructions and little activities for you to do so you can learn how to play more easily.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core20&amp;quot;&amp;gt;Core20&amp;lt;/div&amp;gt;&lt;br /&gt;
| TITLE MOVIES&lt;br /&gt;
| Completed&lt;br /&gt;
| Do the intro movies with sound.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core21&amp;quot;&amp;gt;Core21&amp;lt;/div&amp;gt;&lt;br /&gt;
| SOUND&lt;br /&gt;
| (Future)&lt;br /&gt;
| Make all music/sounds optional, in groups. More songs (possibly seasonal), incidental music (like spotting the first kobold in a cave, etc.), various combat type sounds and ambient sounds, pleasing interface clicks.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core22&amp;quot;&amp;gt;Core22&amp;lt;/div&amp;gt;&lt;br /&gt;
| ADVISORS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Either some kind of abstract advisors, or the actual dwarves that are living there. They can look over the state of the fortress and come up with some suggestions to help you survive and advance up the noble chain.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core23&amp;quot;&amp;gt;Core23&amp;lt;/div&amp;gt;&lt;br /&gt;
| THE MANUAL&lt;br /&gt;
| Completed&lt;br /&gt;
| Do all of the sections of a basic manual to be viewed in-game.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core24&amp;quot;&amp;gt;Core24&amp;lt;/div&amp;gt;&lt;br /&gt;
| ADVENTURER PARTIES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Create up to, say, 6 characters at once. These are controlled as with the dwarven raiding parties. If the scenarios are in, it can generate historical connections that explain why they are together. Could give your group a name, like the dwarf squads, and non-players could be admitted, as in the standard adventure mode 'join' option.&lt;br /&gt;
| [[#Core61|Core61]]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core25&amp;quot;&amp;gt;Core25&amp;lt;/div&amp;gt;&lt;br /&gt;
| PLOT CLEANUP&lt;br /&gt;
| Completed&lt;br /&gt;
| The dwarf mode used to have some fixed plot events, like an attack by an undead army and so on. These were excised, but there's a lot of associated cleanup needed. Once this is established, the game will be ready for armies.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core26&amp;quot;&amp;gt;Core26&amp;lt;/div&amp;gt;&lt;br /&gt;
| OVERLAND ARMIES ATTACKS&lt;br /&gt;
| (Future)&lt;br /&gt;
| The invasions by various creatures should no longer generate soldiers, but should use overland armies instead. There should be some AI limits in place to stop early dwarven outposts from being overwhelmed (at least as a default).&lt;br /&gt;
| [[#Core25|Core25]], [[#Core45|Core45]]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core27&amp;quot;&amp;gt;Core27&amp;lt;/div&amp;gt;&lt;br /&gt;
| ARMIES OF DWARVES&lt;br /&gt;
| (Future)&lt;br /&gt;
| You should be able to send patrols (and, as you get more dwarves, armies) out over the world map. They could attack smaller nearby threats, such as a kobold cave, or let you know about incoming invasions.&lt;br /&gt;
| [[#Core26|Core26]]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core28&amp;quot;&amp;gt;Core28&amp;lt;/div&amp;gt;&lt;br /&gt;
| CONTROL OF TERRITORY AND EXTERNAL LOCATIONS&lt;br /&gt;
| (Future)&lt;br /&gt;
| As your fortress expands into a barony, county and duchy, these words should attain some meaning with regards to the surrounding lands. Additional outposts/villages/work camps might be founded under your control, but out of the playable view, providing local trade and a further population pool for warfare and other endeavors. The scope is undecided, but this might include typical mountainside outposts, dwarf/human/mixed villages nearby in other biomes, or deeper sites that you found in tunnels that you carve via the next core item.&lt;br /&gt;
| [[#Core29|Core29]], [[#Bloat172|Bloat172]]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core29&amp;quot;&amp;gt;Core29&amp;lt;/div&amp;gt;&lt;br /&gt;
| EXTERNAL CONSTRUCTIONS&lt;br /&gt;
| (Future)&lt;br /&gt;
| World map roads, bridges, walls and tunnels shouldn't just be products of world generation. You should be able to dispatch dwarves and materials to accomplish these tasks (though the amount of material used in a typical world generation road would virtually prohibit doing this as it currently stands, so something has to change).&lt;br /&gt;
| [[#Core28|Core28]]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core30&amp;quot;&amp;gt;Core30&amp;lt;/div&amp;gt;&lt;br /&gt;
| KINGDOM&lt;br /&gt;
| (Future)&lt;br /&gt;
| If you manage to get the monarch of the dwarves to arrive, you should obtain at least indirect control over the entire corresponding dwarven civilization. This includes the movement of all dwarven armies on the map and the ability to make the most important diplomatic decisions.&lt;br /&gt;
| [[#Core28|Core28]]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core31&amp;quot;&amp;gt;Core31&amp;lt;/div&amp;gt;&lt;br /&gt;
| MAPS FOR SITES&lt;br /&gt;
| Completed&lt;br /&gt;
| Caves and goblin fortress maps.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core32&amp;quot;&amp;gt;Core32&amp;lt;/div&amp;gt;&lt;br /&gt;
| STARTING QUESTS&lt;br /&gt;
| Completed&lt;br /&gt;
| Set up asking about surroundings, basic quests and town defense.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core33&amp;quot;&amp;gt;Core33&amp;lt;/div&amp;gt;&lt;br /&gt;
| SERVING YOUR MONARCH&lt;br /&gt;
| (Future)&lt;br /&gt;
| Once you have an outside village (or even before), you could receive orders from the dwarven leader to serve up some of your population as troops. If the soldier is one of your familiar fortress units, you could control them in any future army fights later in that game, or you might control an entire squad if more of your soldiers were drafted.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core34&amp;quot;&amp;gt;Core34&amp;lt;/div&amp;gt;&lt;br /&gt;
| ABANDONMENT&lt;br /&gt;
| Completed&lt;br /&gt;
| Preserved dwarves when you abandon a game in an 'army' for later use.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core35&amp;quot;&amp;gt;Core35&amp;lt;/div&amp;gt;&lt;br /&gt;
| DWARF RAIDS&lt;br /&gt;
| (Future)&lt;br /&gt;
| If you send one of your patrols to attack a site, and it is small enough, you should be able to control the units individually, as in adventure mode. If your group is large, then you could either control one squad as a party, and have the others on AI, or you could let the whole thing run real-time as in dwarf mode.&lt;br /&gt;
| [[#Core27|Core27]]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core36&amp;quot;&amp;gt;Core36&amp;lt;/div&amp;gt;&lt;br /&gt;
| BURROWS&lt;br /&gt;
| (Future)&lt;br /&gt;
| You should be able to associate buildings and dwarves to areas called burrows. A dwarf would only work on jobs at its burrow, and could not haul between burrows unless specifically designated to do so. Miners, outside workers, engravers and so on would be exempt while doing those jobs. Burrows could have general goals for the amount of objects, such as bins, that they need to have, and you could order transfers between burrows with the manager. Manager work orders could specify burrows. Once your fortress is large, having such a system to reduce the amount of hauling is very important. Coupled with some of the other ideas, large fortresses should become easier to manage.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core37&amp;quot;&amp;gt;Core37&amp;lt;/div&amp;gt;&lt;br /&gt;
| RETIREMENT&lt;br /&gt;
| Completed&lt;br /&gt;
| Add the ability to retire (or rest) your adventurer in any town.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core38&amp;quot;&amp;gt;Core38&amp;lt;/div&amp;gt;&lt;br /&gt;
| SITE RESOURCES&lt;br /&gt;
| (Future)&lt;br /&gt;
| The objects at a site need to be tracked in an abstract form so that the world can use them without loading up the site files. The different profession holders working at a town in world-gen and then during play should be able to produce and use resources based on these stockpiles and local map propertioes. Any changes could be applied to existing site files retroactively when they are loaded. Stores should restock their inventories. The objects need to be separated based on the entity that owns them, since several entities can potentially operate at one site.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core39&amp;quot;&amp;gt;Core39&amp;lt;/div&amp;gt;&lt;br /&gt;
| END GAME 3&lt;br /&gt;
| Completed&lt;br /&gt;
| Additional handling of dwarf mode end game.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core40&amp;quot;&amp;gt;Core40&amp;lt;/div&amp;gt;&lt;br /&gt;
| MONSTERS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Dragon attacks need to be more righteous. Their flying needs to be more of a benefit. Snatching and dropping people should be possible. Would also be good to get the wizards and undead armies from the old fixed-plot stuff back into the mix. There was a time when the dead dwarves and pets would suddenly rise in your fortress, due to a plot event. That might have to wait for magic.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core41&amp;quot;&amp;gt;Core41&amp;lt;/div&amp;gt;&lt;br /&gt;
| TOWN, HOME AND SCHEDULES&lt;br /&gt;
| Completed&lt;br /&gt;
| People in towns should have families and they should live in locations together. People should have a rough idea of where they should be over the course of the day. The peasants should need to eat and sleep, but for now they'll be well provided for. Many of the armed people in the town should be guards that won't join you.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core42&amp;quot;&amp;gt;Core42&amp;lt;/div&amp;gt;&lt;br /&gt;
| TOWN, ITEMS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Basic items all around the town, including differentiations between the homes of various people. Keys. Clothes, outfits, uniforms and symbols. Workshops/etc. in towns related to professions, trade and resources.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core43&amp;quot;&amp;gt;Core43&amp;lt;/div&amp;gt;&lt;br /&gt;
| TOWN, IMPORTANT LOCATIONS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Make the important people stay in relevant locations. Make the keep in the capital more interesting. Interesting adornments. Add a bit more culture to the mead hall where the mayor and drunks stay.&lt;br /&gt;
| [[#Core42|Core42]]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core44&amp;quot;&amp;gt;Core44&amp;lt;/div&amp;gt;&lt;br /&gt;
| OVERLAND TOWN MIGRANTS&lt;br /&gt;
| Completed&lt;br /&gt;
| If towns become depopulated (by an adventurer perhaps!), migrants can appear on map edges or seashores from seas adjacent to map edges. These groups can enter towns and join with existing towns (possibly at a low allegiance level). You can meet these groups in adventure mode.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core45&amp;quot;&amp;gt;Core45&amp;lt;/div&amp;gt;&lt;br /&gt;
| CIVILIZATIONS AT WAR&lt;br /&gt;
| (Future)&lt;br /&gt;
| Civilizations (for example, goblins or expansionist humans) should be able to declare war on each other and raise armies. They can send messengers to outlying towns or gather soldiers as they march from town to town toward their destinations.&lt;br /&gt;
| [[#Core44|Core44]]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core46&amp;quot;&amp;gt;Core46&amp;lt;/div&amp;gt;&lt;br /&gt;
| ARMY BATTLES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Hostile armies that meet each other should be able to fight and take losses. Armies should be able to attack towns, take captive historical figures, and switch towns to new allegiances over time. Does not include protracted sieges, tactics or strategy -- just the basics. An adventurer at the site of an army battle can observe it.&lt;br /&gt;
| [[#Core45|Core45]]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core47&amp;quot;&amp;gt;Core47&amp;lt;/div&amp;gt;&lt;br /&gt;
| CLEANING HISTORY&lt;br /&gt;
| Completed&lt;br /&gt;
| Unimportant dead historical figures should be abstracted away to save space.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core48&amp;quot;&amp;gt;Core48&amp;lt;/div&amp;gt;&lt;br /&gt;
| SEAMLESS MAP&lt;br /&gt;
| Completed&lt;br /&gt;
| The adventurer should be able to move between areas of the map from the local view without having to leave from an edge. Current sites should respect this.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core49&amp;quot;&amp;gt;Core49&amp;lt;/div&amp;gt;&lt;br /&gt;
| FULL Z AXIS&lt;br /&gt;
| Completed&lt;br /&gt;
| The Z-axis should be supported in dwarf mode and elevations should be respected in adventure mode.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core50&amp;quot;&amp;gt;Core50&amp;lt;/div&amp;gt;&lt;br /&gt;
| TILESET SUPPORT&lt;br /&gt;
| (Future)&lt;br /&gt;
| Allow graphical tiles to be used for all game objects.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core51&amp;quot;&amp;gt;Core51&amp;lt;/div&amp;gt;&lt;br /&gt;
| SIZEABLE GAME WINDOW&lt;br /&gt;
| (Future)&lt;br /&gt;
| Allow the resizing of the game windows, and possibly the support of variable width fonts to allow more text to be displayed.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core52&amp;quot;&amp;gt;Core52&amp;lt;/div&amp;gt;&lt;br /&gt;
| INTERFACE OVERHAUL&lt;br /&gt;
| (Future)&lt;br /&gt;
| A coherent interface, additional options and mouse support.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core53&amp;quot;&amp;gt;Core53&amp;lt;/div&amp;gt;&lt;br /&gt;
| MORE RAW FILES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Everything should be moved out of the code and into the raw folders, insofar as the processor will allow it. There needs to be a generalized framework for things like plant and animal related materials and products. Not all of the building types will make it out, but workshop and furnace types are certainly good candidates.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core54&amp;quot;&amp;gt;Core54&amp;lt;/div&amp;gt;&lt;br /&gt;
| TRANSLATION SUPPORT&lt;br /&gt;
| (Future)&lt;br /&gt;
| Announcements and other interface text needs to come out of the game and be placed in an editable format to support any potential translators, though current font implementations restrict this process at the moment if non-ASCII characters are to be involved.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core55&amp;quot;&amp;gt;Core55&amp;lt;/div&amp;gt;&lt;br /&gt;
| LIGHTING&lt;br /&gt;
| (Future)&lt;br /&gt;
| This is essentially the old lighting dev item, upgraded, since it's important that proper lighting, vision, torches, etc. are recognized. The most necessary parts are making vision depending on the lighting of the location in question rather than where you are standing and adding some means of producing light (torches, candles, etc).&lt;br /&gt;
| [[#Req96|Req96]]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core56&amp;quot;&amp;gt;Core56&amp;lt;/div&amp;gt;&lt;br /&gt;
| IMPROVED FORTRESS TRANSPORTATION&lt;br /&gt;
| (Future)&lt;br /&gt;
| Though there's always going to be room for improvement here, some basics are needed the first version. Work animals, carts or wheelbarrows, perhaps some more mechanical options, and the ability to organize stockpiles, workshops and other elements of the fortress so that transport of items can be done with less pain.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core57&amp;quot;&amp;gt;Core57&amp;lt;/div&amp;gt;&lt;br /&gt;
| IMPROVED FORTRESS AUTOMATION AND WORKSHOP HANDLING&lt;br /&gt;
| (Future)&lt;br /&gt;
| As with transportation, the goal itself is pretty open-ended, but certain basics goals need to be reached for v1. Ability to use specific materials more easily, job priorities, better automatic job creation via manager triggers etc., and whatever else is deemed essential.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core58&amp;quot;&amp;gt;Core58&amp;lt;/div&amp;gt;&lt;br /&gt;
| DOCUMENTATION&lt;br /&gt;
| (Future)&lt;br /&gt;
| The in-game documentation is dire -- not quite like the Dire Wolf of the Pleistocene, but more like a &amp;quot;dire economic forecast&amp;quot;. Any of manual improvements, context-based help with the mouse, or an in-game encyclopedia might make the game more accessible, along with tutorials and more graphical options.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core59&amp;quot;&amp;gt;Core59&amp;lt;/div&amp;gt;&lt;br /&gt;
| LOVE AND ROMANCE&lt;br /&gt;
| (Future)&lt;br /&gt;
| Though some of the dialog is likely to be an entertaining trainwreck, especially if coupled with a random poem generator (yes, that's a threat), love of all sorts is very important for driving stories and situations and needs to come in all over the place -- world generation, the world during play, dwarf mode and adventure mode.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core60&amp;quot;&amp;gt;Core60&amp;lt;/div&amp;gt;&lt;br /&gt;
| HEIRS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Having playable heirs in adventure mode would be fun. Dwarves should also do a bit more for their children than sometimes running to pick them up when they are crawling toward the magma vent as infants, and the notion of the family in general could afford to have more impact on the game.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core61&amp;quot;&amp;gt;Core61&amp;lt;/div&amp;gt;&lt;br /&gt;
| ADVENTURER ENTITIES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Your adventuring group deserves entity status, as it's quite possibly one of the most important groups in all of history. This will activate all of the entity vs. entity and individual vs. entity mechanics in the game and allow you to establish your place in the world as army/entity changes allow you to delegate orders to subordinates and so on. It would be possible for the group to persist between games and adventurers, perhaps even harassing a new fortress when bandits are put in.&lt;br /&gt;
| [[#Core24|Core24]]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core62&amp;quot;&amp;gt;Core62&amp;lt;/div&amp;gt;&lt;br /&gt;
| FURTHER DIPLOMACY&lt;br /&gt;
| (Future)&lt;br /&gt;
| Diplomacy in dwarf mode could afford a lot of changes. Aside from trade agreements that are more interesting, fun to uphold and related to the state of the world, all sorts of relationships could be established with both neighboring civilizations and the parent civilization. Though we'll leave quite a bit of work for later versions, the system should be satisfying for version 1 as it merges with the caravan arc, wars, tribute and succession conflicts described in other v1 dev items.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core63&amp;quot;&amp;gt;Core63&amp;lt;/div&amp;gt;&lt;br /&gt;
| SUCCESSION, ASSOCIATED CONFLICTS AND SCHISMS&lt;br /&gt;
| (Future)&lt;br /&gt;
| First of all, succession for positions needs to occur in play, so that dead liaisons are replaced, as well as dead monarchs. Then the process needs to be made messier all around. Wars over succession, schisms over religious disagreements, etc., starting from world gen and coming into regular play. In dwarf mode, you might be involved on one side or the other, directly or indirectly, relying on more involved diplomacy and army code than we currently have, and adventure mode can also gain a lot from such conflicts.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core64&amp;quot;&amp;gt;Core64&amp;lt;/div&amp;gt;&lt;br /&gt;
| INDIVIDUAL AFFILIATIONS&lt;br /&gt;
| (Future)&lt;br /&gt;
| People in towns should be more distinct, and almost all of them should have goals that the player can help them out with. These might be based on likes and dislikes, relationships with other people in town or farther away, etc., and though they'll start in world gen it's imperative that new goals, etc. be formed as well, especially as the Life Cycles Arc comes in. Individual goals are vital to break up the AI brain-death caused by homogeneous entity affiliations and to create tension within entities that can serve to spontaneously create complicated situations. These provide useful material for adventure mode (possibly the bulk of it), and any changes beyond what already exists in dwarf mode can be adopted for your dwarves as well.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core65&amp;quot;&amp;gt;Core65&amp;lt;/div&amp;gt;&lt;br /&gt;
| ADVENTURER SITE AFFILIATIONS&lt;br /&gt;
| (Future)&lt;br /&gt;
| When you perform a task for an entity, you currently can an affiliation with it, but that's all. This needs to be expanded greatly. Not only should you be given various positions of responsibility, but you should also become accepted by the group in question and given some way of obtaining living space, equipment, pay, etc. as appropriate. It would also be good for tasks to be appropriate for the goals of the entity, and where possible, to soften the notion of a task -- if you do something that benefits a group, even if the group didn't explicitly ask for it, this should raise your standing with them in general (to the extent that the action/benefit is detectable from a technical standpoint), and a person at an appropriate position within a group should in some circumstances be able to act under their own power with entity subordinates. The primary target entities/positions here for version 1 are soldiers (either proper ones or loosely defined mead hall groups), caravan guards, bandits and religious groups.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core66&amp;quot;&amp;gt;Core66&amp;lt;/div&amp;gt;&lt;br /&gt;
| HIDDEN FUN STUFF&lt;br /&gt;
| (Future)&lt;br /&gt;
| No game is complete without it!&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core67&amp;quot;&amp;gt;Core67&amp;lt;/div&amp;gt;&lt;br /&gt;
| RUINS&lt;br /&gt;
| (Future)&lt;br /&gt;
| There used to be ruins with skeletons and zombies with architecture not found elsewhere in the world. This can be recovered in various ways, the most prominent of which is just having civilizations with different architectures bury their dead and those they die out can have proper ruins. Lost and buried ruins, as in those found at dig sites, are possible with some work. Whether or not the dead rise or there are just traps or nothing at all can also depend on all sorts of things, mainly the civilization in question and what happened to ruin it in the first place.&lt;br /&gt;
| [[#Core68|Core68]]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core68&amp;quot;&amp;gt;Core68&amp;lt;/div&amp;gt;&lt;br /&gt;
| GRAVEYARDS AND TOMBS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Right now the dead are so dead they don't exist outside of the fantastic memories of the people that have heard of them. There should be various methods of disposal, some adventure-full ones being graveyards and tombs, including large and elaborate tombs with all sorts of treasure and traps appropriate for the civilization that created them.&lt;br /&gt;
| [[#Core67|Core67]]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core69&amp;quot;&amp;gt;Core69&amp;lt;/div&amp;gt;&lt;br /&gt;
| OLD BATTLEFIELDS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Battlefields are currently referenced by their general coordinates on the world map during legends, but they don't actually exist as places. Though not all battles would leave traces, especially after a long time has passed, others would, and since this is a fantasy game, it's important to take this in various directions. The first target would be world gen battlefields, but battlefields that occur once armies are fighting need to be handled as well, whether you are present as an adventurer or dwarven army or not.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core70&amp;quot;&amp;gt;Core70&amp;lt;/div&amp;gt;&lt;br /&gt;
| FORTRESS RUINS, PRODUCTION TRACKING AND HISTORY TRIGGERS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Right now, an abandoned fortress is basically a scattered mass of crap. If any item is moved, there should at least be a plausible reason for it to happen. Additionally, since tracking too many items in fortress mode can lead to problems, one early idea was to add additional items after abandonment that would flesh out the fortress, such as production logs and diaries. These would have to be squared with reclaim, however. Depending on how that works out, the items themselves might occur during standard play instead or not at all. In any case, various facts about production and prominent (and other) artisans need to be tracked and available after sufficient poking around (or earlier should the parameters call for it, as with historical events).&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core71&amp;quot;&amp;gt;Core71&amp;lt;/div&amp;gt;&lt;br /&gt;
| BANDITS AND CULTS&lt;br /&gt;
| (Future)&lt;br /&gt;
| It's important to have groups acting on their own or generally causing trouble without necessarily belonging to an entirely different civilization. Bandits and cults are good choices to start. Bandits could harass or make demands of an early fortress, cults could spring up in a later one, and the adventurer could end up a member or an adversary.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core72&amp;quot;&amp;gt;Core72&amp;lt;/div&amp;gt;&lt;br /&gt;
| ROBUST ATTRIBUTE SYSTEM&lt;br /&gt;
| (Future)&lt;br /&gt;
| Attributes are a sad, sad placeholder right now. There should be more attributes, say those from Armok 1, and their development, to the extent that they change, should depend on use rather than random assignment. They should degrade slowly over time if left completely unused.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core73&amp;quot;&amp;gt;Core73&amp;lt;/div&amp;gt;&lt;br /&gt;
| COMBAT OVERHAUL&lt;br /&gt;
| (Future)&lt;br /&gt;
| This one is a bit vague, mostly because the Combat Arc consists of so many small changes rather than a few sweeping additions. Aside from obvious changes to projectiles and the wrestling interface, skills could afford to overlap, attributes need to be associated to skills properly, skills could become rusty and ultimately degrade as in Armok 1, new general combat related skills can be added, styles/techniques for weapon/weaponless fighting roughly along the path Armok 1 had started, etc. As a dev item, this'll be done when combat more or less makes sense.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core74&amp;quot;&amp;gt;Core74&amp;lt;/div&amp;gt;&lt;br /&gt;
| WOUND HANDLING&lt;br /&gt;
| (Future)&lt;br /&gt;
| Wounds are dull right now and lead to at least one major problem (extreme and long-lasting phantom limb pain). Proper descriptions, scarring, infections and so on are in order here.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core75&amp;quot;&amp;gt;Core75&amp;lt;/div&amp;gt;&lt;br /&gt;
| ADVENTURER GENERATION AND SCENARIOS&lt;br /&gt;
| (Future)&lt;br /&gt;
| The adventurer is quite a nebulous object at this point. There are a variety of angles that can be taken here, from weaving the adventurer fulling into their starting location's history, actually playing an existing creature in the world, creating starting scenarios that at least make sense of the adventurer's existence and/or mysterious arrival, etc.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core76&amp;quot;&amp;gt;Core76&amp;lt;/div&amp;gt;&lt;br /&gt;
| EMBARK SCENARIOS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Embarking in dwarf mode is one of the more sterile, gameish parts of the... game, and it can afford to be spruced up. Though a full take-your-wagons-from-here-to-there style embark is probably beyond the scope of version 1, at least giving the backstory for the journey and adding various game effects and alterations to starting conditions based on it would help with immersion.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core77&amp;quot;&amp;gt;Core77&amp;lt;/div&amp;gt;&lt;br /&gt;
| AGE AND POPULATION TRACKING FOR ENTITIES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Once world gen terminates, age-related deaths only occur locally and people never have children again. This needs to be corrected, especially as armies and migrants start being pulled from actual populations rather than being generated on the spot.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core78&amp;quot;&amp;gt;Core78&amp;lt;/div&amp;gt;&lt;br /&gt;
| WILDERNESS POPULATION TRACKING&lt;br /&gt;
| (Future)&lt;br /&gt;
| Wilderness population is quite limited, and worse in a few ways than it was back before the Z coordinate. This should be fixed in world gen and in regular play in all modes for all categories of wilderness or subterranean creature.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core79&amp;quot;&amp;gt;Core79&amp;lt;/div&amp;gt;&lt;br /&gt;
| COLLECTORS AND FINDING BUYERS&lt;br /&gt;
| (Future)&lt;br /&gt;
| As an extension of the dwarf mode system of likes and dislikes, you should be able to find people that are collecting objects, starting with simple objects like coins and bugs. It should also be an adventure unto itself to find a buyer for many valuable objects, if you want to get more than a local merchant would be able to provide, and news of your acquisition should keep your life interesting.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core80&amp;quot;&amp;gt;Core80&amp;lt;/div&amp;gt;&lt;br /&gt;
| ARTIFACT MAGIC&lt;br /&gt;
| (Future)&lt;br /&gt;
| An early angle on magic that should find its way into the game. Although ultimately influenced by world parameters, stock DF will likely focus on rare, unique, somewhat mysterious effects without tables, to the extent that that's possible. Some cliches are probably unavoidable, he he he. The artifact process is likely to be changed somewhat to align with this, and artifacts should be created in world-generation and elsewhere during play, though a good player artifact should still have high importance.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core81&amp;quot;&amp;gt;Core81&amp;lt;/div&amp;gt;&lt;br /&gt;
| TRIBUTE&lt;br /&gt;
| (Future)&lt;br /&gt;
| The tribute relationships established during world generation should be fleshed out there and then brought into regular play with tribute being transported across the map. These could also occur as part of dwarf mode diplomacy and dwarf mode world map play.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core82&amp;quot;&amp;gt;Core82&amp;lt;/div&amp;gt;&lt;br /&gt;
| THIEF AND SUPPORTING CAST&lt;br /&gt;
| (Future)&lt;br /&gt;
| Aside from the issues dealt with in the next dev item, a thief in adventure mode can only sell their items all the way over at the next civilization and is immediately considered a criminal throughout the original civilization, causing subsequent thefts there to be more the acts of a crazed bandit than a thief. There are lots of ways in which this should be fixed. Crimes should not immediately be tied to the adventurer, and in large enough cities, there should be enough of an underbelly to be a successful criminal without even leaving town, at least for a while. None of the existing cities are really large enough for this right now, though the most populous cities of large empires should be after the relevant dev items are complete. Whether general criminal behavior will be extended to dwarf mode, beyond what's there now, is an open question.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core83&amp;quot;&amp;gt;Core83&amp;lt;/div&amp;gt;&lt;br /&gt;
| ARREST AND PUNISHMENT&lt;br /&gt;
| (Future)&lt;br /&gt;
| The guards shouldn't just kill you. You have rights, sort of. It's important that there are jails and dungeons and executions, anyway. The guards will need to arrest you to put you into the system, and once you've been arrested there are various delicate steps that need to be performed properly for everything work out. Whatever happens in adventure mode should be tied back in to dwarf mode. If this includes beard-shaving, well, you'd better just obey the law.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core84&amp;quot;&amp;gt;Core84&amp;lt;/div&amp;gt;&lt;br /&gt;
| HUNTING AND GATHERING&lt;br /&gt;
| (Future)&lt;br /&gt;
| You need to be able to obtain food from the wilderness and perform other tasks related to processing a hunted creature's body, trading with the a town perhaps but able to survive in the wilds. More abstract hunting on the travel view needs to be roughly equivalent to hunting only on the local view. You should be able to find signs of animals to help you out, and you should be able to gather any plants you find.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core85&amp;quot;&amp;gt;Core85&amp;lt;/div&amp;gt;&lt;br /&gt;
| CHOP, DIG, BUILD!&lt;br /&gt;
| (Future)&lt;br /&gt;
| As an adventurer, chop down trees, dig channels, mine into a cliff face, build whatever structure you have the patience for. Your efforts should be saved as a proper site or at least some similar notion (whatever inns and so on along roads end up using), and the contents should remain relatively undisturbed with proper precautions.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core86&amp;quot;&amp;gt;Core86&amp;lt;/div&amp;gt;&lt;br /&gt;
| ADVANCED ADVENTURER SKILLS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Virtually every job available in dwarf mode should be available to you as an adventurer, though it might rely on town infrastructure, especially at first.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core87&amp;quot;&amp;gt;Core87&amp;lt;/div&amp;gt;&lt;br /&gt;
| PROPER DWARVES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Dwarves are, of course, proper when they are played in dwarf mode, but their sites in adventure mode are completely lacking and their society isn't really realized anywhere outside of dwarf mode play. They need to be brought up to standards throughout the world and in adventure mode. Also note, for this and the following three core items, there will be some emphasis not on just building up the stock universe, but extending modding/random possibilities for all civilizations by providing these as fleshed-out and somewhat diverse examples.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core88&amp;quot;&amp;gt;Core88&amp;lt;/div&amp;gt;&lt;br /&gt;
| PROPER ELVES&lt;br /&gt;
| (Future)&lt;br /&gt;
| As with the dwarves, the current elves, especially their sites, suffer from a lack of almost everything. Multi-tile trees, how the druids and the regional forces interact, their relationship with animals and the animal peoples, their dining habits in-game rather than just in world generation...&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core89&amp;quot;&amp;gt;Core89&amp;lt;/div&amp;gt;&lt;br /&gt;
| PROPER GOBLINS&lt;br /&gt;
| (Future)&lt;br /&gt;
| At the very least, the role of baby-snatching needs to be further sorted, and their demonic leaders should have proper world-spanning aspirations. Many of the elements of their might-makes-right ethical framework need to be fleshed out and used in actual play.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core90&amp;quot;&amp;gt;Core90&amp;lt;/div&amp;gt;&lt;br /&gt;
| PROPER KOBOLDS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Of course, this means different things to different people. To us, a proper kobold is neither a chihuahua man nor a mini-draconian, but instead sort of a small mammaloreptilian humanoid with pointy ears and yellow eyes with a penchant for trickery and mischief, context-based sublanguage, poisonous critter collection, traps and kleptomaniacal hoarding.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core91&amp;quot;&amp;gt;Core91&amp;lt;/div&amp;gt;&lt;br /&gt;
| PROPER UNDERGROUND/MAP FEATURES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Underground is currently where the stone and boring stuff and occasionally something else is. There needs to be more something else and less boring and stone, though stone might be bored. This project includes areas outside the mountains, as well as some interesting natural features in the mostly featureless above ground areas.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core92&amp;quot;&amp;gt;Core92&amp;lt;/div&amp;gt;&lt;br /&gt;
| APPEARANCE VARIABLES/DESCRIPTIONS&lt;br /&gt;
| (Future)&lt;br /&gt;
| This is especially relevant for individualizing civilized critters you meet, but important elsewhere as well, and will be the springboard for randomly-generated beasties and other stuffs.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core93&amp;quot;&amp;gt;Core93&amp;lt;/div&amp;gt;&lt;br /&gt;
| RANDOMIZED MEGABEASTS AND POWERS&lt;br /&gt;
| (Future)&lt;br /&gt;
| (Semi)megabeasts and powers can be randomly generated, in accordance with existing local belief structures or regional sphere alignments when that goes in. The degree of randomization should depend on world parameters so that stock creatures can still be used.&lt;br /&gt;
| [[#Core92|Core92]]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core94&amp;quot;&amp;gt;Core94&amp;lt;/div&amp;gt;&lt;br /&gt;
| RANDOMIZED REGIONS AND THEIR FLORA/FAUNA&lt;br /&gt;
| (Future)&lt;br /&gt;
| The current good/evil regions should be scrapped and replaced by a system that aligns a region to varying degrees with a set of spheres. In this way you could end up with a desert where the stones sing or a forest where the trees bleed, with all sorts of randomly generated creatures and plants that are appropriate to the sphere settings. It's important that randomly generated objects be introduced to the player carefully during play rather than just being thrown one after another to allow for immersion, though there's also something to be said for cold dumping the player in a world with completely random settings, provided they can access enough information by looking/listening and having conversations, etc.&lt;br /&gt;
| [[#Core92|Core92]]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core95&amp;quot;&amp;gt;Core95&amp;lt;/div&amp;gt;&lt;br /&gt;
| RANDOMIZED ENTITIES AND CIVILIZED CREATURES&lt;br /&gt;
| (Future)&lt;br /&gt;
| As a further project of random generation, an entire entity definition complete with creature definitions, items, etc. could be generated and introduced into the world. As with other random settings, the degree to which this process is used would depend on world generation parameters, and the generation procedures would be accessible through raw objects.&lt;br /&gt;
| [[#Core93|Core93]], [[#Core94|Core94]]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core96&amp;quot;&amp;gt;Core96&amp;lt;/div&amp;gt;&lt;br /&gt;
| GENERALIZED CURSES AND OTHER ALTERATIONS&lt;br /&gt;
| (Future)&lt;br /&gt;
| &amp;quot;Zombie&amp;quot; and &amp;quot;Skeleton&amp;quot; modified creatures aren't really satisfying right now, since zombies, ghosts, and so on gain some of their interest from the details surrounding the transformation and the particulars of the creature so transformed. Generalized curses and sphere-based alterations could vary from world to world and involve all sorts of changes to creatures (and other objects).&lt;br /&gt;
| [[#Core92|Core92]]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core97&amp;quot;&amp;gt;Core97&amp;lt;/div&amp;gt;&lt;br /&gt;
| IMPROVED PHRASE STORAGE&lt;br /&gt;
| (Future)&lt;br /&gt;
| The current system of storing names is not very extendable, so it needs to be altered to support later changes.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core98&amp;quot;&amp;gt;Core98&amp;lt;/div&amp;gt;&lt;br /&gt;
| BASIC GRAMMAR&lt;br /&gt;
| (Future)&lt;br /&gt;
| The abstract phrases can be realized by each of the in-game languages in vastly different ways, and a framework for this needs to be realized in the raw files.&lt;br /&gt;
| [[#Core97|Core97]]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core99&amp;quot;&amp;gt;Core99&amp;lt;/div&amp;gt;&lt;br /&gt;
| WRITING&lt;br /&gt;
| (Future)&lt;br /&gt;
| Existing objects (such as wall engravings and blades) need to be able to support writing in any of the in-game languages, and there can be associated skills/professions for this.&lt;br /&gt;
| [[#Core98|Core98]]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core100&amp;quot;&amp;gt;Core100&amp;lt;/div&amp;gt;&lt;br /&gt;
| NEW LANGUAGE ITEMS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Parchment, vellum and their buddies then books, songs, poems... all for your entertainment (and horror, if there are random poems).&lt;br /&gt;
| [[#Core99|Core99]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Reqs=&lt;br /&gt;
&lt;br /&gt;
Reqs are old bugs, additions and adjustments that have to be handled. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#EFEFEF&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:10%&amp;quot;| Req-item&lt;br /&gt;
! style=&amp;quot;width:15%&amp;quot;| Name&lt;br /&gt;
! style=&amp;quot;width:10%&amp;quot;| Status&lt;br /&gt;
! style=&amp;quot;width:50%&amp;quot;| Description&lt;br /&gt;
! style=&amp;quot;width:15%&amp;quot;| Requirements&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req1&amp;quot;&amp;gt;Req1&amp;lt;/div&amp;gt;&lt;br /&gt;
| PILE MASTERY AND TYPES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Ability to have specific item types in a pile, ability to move a specific number of items from one pile to another, etc.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req2&amp;quot;&amp;gt;Req2&amp;lt;/div&amp;gt;&lt;br /&gt;
| IMPROVED WORK ORDERS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Allow deletion of work orders, allow work orders to have different priorities and try for a balance rather than just doing them in order.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req3&amp;quot;&amp;gt;Req3&amp;lt;/div&amp;gt;&lt;br /&gt;
| TWEAK PRODUCTS OF WOOD BURNING&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req4&amp;quot;&amp;gt;Req4&amp;lt;/div&amp;gt;&lt;br /&gt;
| PAYMENT FOR STORAGE JOBS&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req5&amp;quot;&amp;gt;Req5&amp;lt;/div&amp;gt;&lt;br /&gt;
| STOP TREES FROM BEING ADJACENT&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req6&amp;quot;&amp;gt;Req6&amp;lt;/div&amp;gt;&lt;br /&gt;
| CHECK CONTAINER CONTENTS FOR EXPORT MANDATE VIOLATIONS&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req7&amp;quot;&amp;gt;Req7&amp;lt;/div&amp;gt;&lt;br /&gt;
| PARTY NOTIFICATION OPTION&lt;br /&gt;
| (Future)&lt;br /&gt;
| Option to turn off notification about dwarves organizing parties.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req8&amp;quot;&amp;gt;Req8&amp;lt;/div&amp;gt;&lt;br /&gt;
| RIVER ACTIVITY AND ATTACKS&lt;br /&gt;
| (Future)&lt;br /&gt;
| If dwarves are constantly on the shore, throwing refuse in the chasm, building bridges, etc., then attacks should be more likely. Large river attack without provocation should be very rare.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req9&amp;quot;&amp;gt;Req9&amp;lt;/div&amp;gt;&lt;br /&gt;
| RESTRAINED SLEEP&lt;br /&gt;
| (Future)&lt;br /&gt;
| People don't sleep/rest when they are chained/caged.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req10&amp;quot;&amp;gt;Req10&amp;lt;/div&amp;gt;&lt;br /&gt;
| CARETAKER WELL USE&lt;br /&gt;
| Completed&lt;br /&gt;
| Caretakers seeking water should be able to use wells.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req11&amp;quot;&amp;gt;Req11&amp;lt;/div&amp;gt;&lt;br /&gt;
| IMPROVED RESCUE&lt;br /&gt;
| (Future)&lt;br /&gt;
| People should try to recover the wounded with more zeal, rather than just stopping to eat when they are a little hungry.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req12&amp;quot;&amp;gt;Req12&amp;lt;/div&amp;gt;&lt;br /&gt;
| WRESTLE TARGET PROBLEMS&lt;br /&gt;
| Completed&lt;br /&gt;
| A creature normally targets anybody wrestling with it, but this should be toned down properly for melee training.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req13&amp;quot;&amp;gt;Req13&amp;lt;/div&amp;gt;&lt;br /&gt;
| WINTER CAVE RIVER&lt;br /&gt;
| Completed&lt;br /&gt;
| (Obsolete) The cave water should dry up during the winter to allow you to repair your floodgate systems and so on.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req14&amp;quot;&amp;gt;Req14&amp;lt;/div&amp;gt;&lt;br /&gt;
| OUTSIDE LAVA BLOCKING&lt;br /&gt;
| Completed&lt;br /&gt;
| Units shouldn't attempt to enter the map if you've blocked it off with lava.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req15&amp;quot;&amp;gt;Req15&amp;lt;/div&amp;gt;&lt;br /&gt;
| LAVA AND TREES&lt;br /&gt;
| Completed&lt;br /&gt;
| Lava flow should destroy trees, although this might wait for fire and the tree could catch fire first.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req16&amp;quot;&amp;gt;Req16&amp;lt;/div&amp;gt;&lt;br /&gt;
| REMOVE PUBLIC CHEST/CABINETS&lt;br /&gt;
| Completed&lt;br /&gt;
| This is part of the swap over to the bin system.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req17&amp;quot;&amp;gt;Req17&amp;lt;/div&amp;gt;&lt;br /&gt;
| AJAR DEFAULT DOOR SETTING&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req18&amp;quot;&amp;gt;Req18&amp;lt;/div&amp;gt;&lt;br /&gt;
| ARMOR-CLOTHING CONFLICTS, RACK/STAND USE/PILES&lt;br /&gt;
| (Future)&lt;br /&gt;
| People had trouble changing from armor to clothing or back because they'd be made unhappy by nakedness. These thoughts are currently turned off. In general, how armor (and weapons) are handled is due to be modified. Specific soldiers can claim their own racks and stands, and piles and bins can be used for general storage of the excess.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req19&amp;quot;&amp;gt;Req19&amp;lt;/div&amp;gt;&lt;br /&gt;
| TARGETING PROBLEM&lt;br /&gt;
| Completed&lt;br /&gt;
| Champions didn't seem to want to target anything.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req20&amp;quot;&amp;gt;Req20&amp;lt;/div&amp;gt;&lt;br /&gt;
| PILE CHECKING&lt;br /&gt;
| (Future)&lt;br /&gt;
| People should seek possessions in bins/piles before the economy starts. They used to do this with chests, so that they could wear little baubles they like, but since we changed over to bins they don't do it anymore.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req21&amp;quot;&amp;gt;Req21&amp;lt;/div&amp;gt;&lt;br /&gt;
| BODYGUARDS LEAVING&lt;br /&gt;
| (Future)&lt;br /&gt;
| Sometimes merchant bodyguards will wait a long time to leave after everybody else in the caravan has already departed. They should just leave.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req22&amp;quot;&amp;gt;Req22&amp;lt;/div&amp;gt;&lt;br /&gt;
| HAULING PROFESSION&lt;br /&gt;
| (Future)&lt;br /&gt;
| New profession for pile hauling. This is part of burrows. It will allow you to leave hauling on for your artisans, so that they can do some local hauling, while leaving longer hauls to specific dwarves.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req23&amp;quot;&amp;gt;Req23&amp;lt;/div&amp;gt;&lt;br /&gt;
| USE GROUNDING TO CURE TRAFFIC JAMS&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req24&amp;quot;&amp;gt;Req24&amp;lt;/div&amp;gt;&lt;br /&gt;
| TRANSFER PILES&lt;br /&gt;
| (Future)&lt;br /&gt;
| You should be able to place piles that have no default item types associated to them. Then you can use some of the other reqs to transfer specific items through these piles, branching off to other burrows and so on.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req25&amp;quot;&amp;gt;Req25&amp;lt;/div&amp;gt;&lt;br /&gt;
| TANTRUM THROWS&lt;br /&gt;
| Completed&lt;br /&gt;
| Thrown tantrum objects don't hit other friendlies, but they should.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req26&amp;quot;&amp;gt;Req26&amp;lt;/div&amp;gt;&lt;br /&gt;
| SLEEPING THROUGH TANTRUMS&lt;br /&gt;
| Completed&lt;br /&gt;
| Tantrums/berserking are maintained while the dwarf sleeps. This is inappropriate. Berserk dwarves shouldn't even be able to sleep.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req27&amp;quot;&amp;gt;Req27&amp;lt;/div&amp;gt;&lt;br /&gt;
| IMPROVED WORKSHOP INTERFACES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Many workshops should give you the option to choose which material, plant etc. you'd like to use, rather than just picking the closest one.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req28&amp;quot;&amp;gt;Req28&amp;lt;/div&amp;gt;&lt;br /&gt;
| CHASMING REFUSE&lt;br /&gt;
| Completed&lt;br /&gt;
| They used to throw refuse in the chasm. Now they don't. They should.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req29&amp;quot;&amp;gt;Req29&amp;lt;/div&amp;gt;&lt;br /&gt;
| SOLDIER PROFILES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Entity definitions should track what kinds of soldiers the civilization uses (they currently track weapon types, which is part of the picture). Reintroduce goblin lashers with scourges and make sure every adventurer skill choice yields the correct equipment.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req30&amp;quot;&amp;gt;Req30&amp;lt;/div&amp;gt;&lt;br /&gt;
| MORE TRADE GOODS&lt;br /&gt;
| Completed&lt;br /&gt;
| Access to more items during trading, including weapons, armor, clothing, toys, instruments, lumber (for no-tree sites) and so on.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req31&amp;quot;&amp;gt;Req31&amp;lt;/div&amp;gt;&lt;br /&gt;
| EXPAND AVAILABLE EQUIPMENT FOR SETTLERS&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req32&amp;quot;&amp;gt;Req32&amp;lt;/div&amp;gt;&lt;br /&gt;
| SKILL SYNERGY&lt;br /&gt;
| (Future)&lt;br /&gt;
| Have some skills give bonuses to other skills.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req33&amp;quot;&amp;gt;Req33&amp;lt;/div&amp;gt;&lt;br /&gt;
| SMARTER ENGRAVER&lt;br /&gt;
| Completed&lt;br /&gt;
| Make engraver use the dig code to select the next square to detail. They currently do this after wall jobs, but not floor jobs.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req34&amp;quot;&amp;gt;Req34&amp;lt;/div&amp;gt;&lt;br /&gt;
| SHODDY ITEMS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Shoddy items from low skill craftsdwarves. These can have various malfunctions and so on, especially things like crossbows.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req35&amp;quot;&amp;gt;Req35&amp;lt;/div&amp;gt;&lt;br /&gt;
| SHODDY START ITEMS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Shoddy items for low skill settlers.&lt;br /&gt;
| [[#Req34|Req34]]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req36&amp;quot;&amp;gt;Req36&amp;lt;/div&amp;gt;&lt;br /&gt;
| INIT BUG&lt;br /&gt;
| Completed&lt;br /&gt;
| Potential initialization problem for dwarf mode if previous games have been played.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req37&amp;quot;&amp;gt;Req37&amp;lt;/div&amp;gt;&lt;br /&gt;
| TRIGGER LINK INTERFACE&lt;br /&gt;
| (Future)&lt;br /&gt;
| It could be more clear about what you are linking to and what it will do.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req38&amp;quot;&amp;gt;Req38&amp;lt;/div&amp;gt;&lt;br /&gt;
| JOB INFORMATION RETENTION&lt;br /&gt;
| (Future)&lt;br /&gt;
| Let jobs keep more information when a worker quits for purposes unrelated to the job. This way goods that are in use won't first be brought back to the storage piles.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req39&amp;quot;&amp;gt;Req39&amp;lt;/div&amp;gt;&lt;br /&gt;
| AXES FOR WOODCUTTERS&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req40&amp;quot;&amp;gt;Req40&amp;lt;/div&amp;gt;&lt;br /&gt;
| IMPROVED OUTPOST LIAISON&lt;br /&gt;
| Completed&lt;br /&gt;
| Liaison should come earlier and be more useful.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req41&amp;quot;&amp;gt;Req41&amp;lt;/div&amp;gt;&lt;br /&gt;
| BUILDING CONSTRUCTION ITEM SELECTION&lt;br /&gt;
| Completed&lt;br /&gt;
| There are some requests for the items you select for buildings to be listed by distance from the build site. Others want items grouped by material, or simply to have material lists with numbers of items available.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req42&amp;quot;&amp;gt;Req42&amp;lt;/div&amp;gt;&lt;br /&gt;
| STOP JOB RESUME WHEN UNDER ATTACK&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req43&amp;quot;&amp;gt;Req43&amp;lt;/div&amp;gt;&lt;br /&gt;
| MOVIE MAKER INTERFACE&lt;br /&gt;
| (Future)&lt;br /&gt;
| Put fast-forward back in, some other tweaks.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req44&amp;quot;&amp;gt;Req44&amp;lt;/div&amp;gt;&lt;br /&gt;
| JOB ASSIGN OPTIMIZATION&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req45&amp;quot;&amp;gt;Req45&amp;lt;/div&amp;gt;&lt;br /&gt;
| TARGET OPTIMIZATION&lt;br /&gt;
| Completed&lt;br /&gt;
| (Obsolete) There are some ways to make this code faster. The overall impact would be slight.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req46&amp;quot;&amp;gt;Req46&amp;lt;/div&amp;gt;&lt;br /&gt;
| JOB AMOUNT ABUSE&lt;br /&gt;
| (Future)&lt;br /&gt;
| Make sure jobs don't abuse the amount of resource vs. amount of output. This problem used to be worse, but it still exists.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req47&amp;quot;&amp;gt;Req47&amp;lt;/div&amp;gt;&lt;br /&gt;
| GENERAL CHASMING OF ITEMS&lt;br /&gt;
| Completed&lt;br /&gt;
| Once they throw refuse in the chasm again, you should be able to designate any object for disposal.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req48&amp;quot;&amp;gt;Req48&amp;lt;/div&amp;gt;&lt;br /&gt;
| NO RECORD&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req49&amp;quot;&amp;gt;Req49&amp;lt;/div&amp;gt;&lt;br /&gt;
| POUR BUCKETS INTO BARRELS&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req50&amp;quot;&amp;gt;Req50&amp;lt;/div&amp;gt;&lt;br /&gt;
| ERRANT BLOOD PLACEMENT&lt;br /&gt;
| Completed&lt;br /&gt;
| In adventure mode, when in a dwarf fortress, blood can get added to squares off your viewable level sometimes.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req51&amp;quot;&amp;gt;Req51&amp;lt;/div&amp;gt;&lt;br /&gt;
| OVER-POWERED TANTRUMS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Damaging certain buildings is too easy.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req52&amp;quot;&amp;gt;Req52&amp;lt;/div&amp;gt;&lt;br /&gt;
| NO RECORD&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req53&amp;quot;&amp;gt;Req53&amp;lt;/div&amp;gt;&lt;br /&gt;
| NO RECORD&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req54&amp;quot;&amp;gt;Req54&amp;lt;/div&amp;gt;&lt;br /&gt;
| FOCUS 3D&lt;br /&gt;
| (Future)&lt;br /&gt;
| Focus should respect z-coord. Focus is what tells the game you can be hit from behind.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req55&amp;quot;&amp;gt;Req55&amp;lt;/div&amp;gt;&lt;br /&gt;
| NO RECORD&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req56&amp;quot;&amp;gt;Req56&amp;lt;/div&amp;gt;&lt;br /&gt;
| NO RECORD&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req57&amp;quot;&amp;gt;Req57&amp;lt;/div&amp;gt;&lt;br /&gt;
| NO RECORD&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req58&amp;quot;&amp;gt;Req58&amp;lt;/div&amp;gt;&lt;br /&gt;
| SOLDIERS ON TOP OF MILITARY SCREEN&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req59&amp;quot;&amp;gt;Req59&amp;lt;/div&amp;gt;&lt;br /&gt;
| COLOR ON UNIT SCREEN&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req60&amp;quot;&amp;gt;Req60&amp;lt;/div&amp;gt;&lt;br /&gt;
| BLOCK EXPLANATIONS&lt;br /&gt;
| Completed&lt;br /&gt;
| Can't tell what's blocking you when are blocked going down dwarf stairs.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req61&amp;quot;&amp;gt;Req61&amp;lt;/div&amp;gt;&lt;br /&gt;
| INVASION AFTER-EFFECTS&lt;br /&gt;
| (Future)&lt;br /&gt;
| If your fortress is attacked and overcome, it could be looted. The way in which the invading army stays is currently very haphazard.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req62&amp;quot;&amp;gt;Req62&amp;lt;/div&amp;gt;&lt;br /&gt;
| SITE CLIFF DEFINITION&lt;br /&gt;
| Completed&lt;br /&gt;
| There are a few places in the code where the game still assumes there is a cliff face present. This isn't appropriate for human towns and other locations.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req63&amp;quot;&amp;gt;Req63&amp;lt;/div&amp;gt;&lt;br /&gt;
| SMALL PET ATTACHMENTS&lt;br /&gt;
| (Future)&lt;br /&gt;
| People don't care when their smaller pets die.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req64&amp;quot;&amp;gt;Req64&amp;lt;/div&amp;gt;&lt;br /&gt;
| ACCESSIBILITY ISSUES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Sometimes items get stuck in channels and cause lags and annoyances. There are also times when a job can have different components in disconnected parts of the dungeon. All of these need to be accounted for. Caveins can disconnect the dungeon and cause trouble.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req65&amp;quot;&amp;gt;Req65&amp;lt;/div&amp;gt;&lt;br /&gt;
| CRASH BUG WITH BOWS&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req66&amp;quot;&amp;gt;Req66&amp;lt;/div&amp;gt;&lt;br /&gt;
| PROBLEM WITH POPULATION CREATION&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req67&amp;quot;&amp;gt;Req67&amp;lt;/div&amp;gt;&lt;br /&gt;
| MONSTER BURIAL&lt;br /&gt;
| Completed&lt;br /&gt;
| They didn't put a kobold body in refuse, but they put the bones there after it rotted. This problem might be fixed.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req68&amp;quot;&amp;gt;Req68&amp;lt;/div&amp;gt;&lt;br /&gt;
| HUNTING ARMOR&lt;br /&gt;
| (Future)&lt;br /&gt;
| Aside from the other concerns with armor/clothing conflicts, the hunting profession seemed to determine whether a dwarf chose to wear leather.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req69&amp;quot;&amp;gt;Req69&amp;lt;/div&amp;gt;&lt;br /&gt;
| IMPROPER BURIAL&lt;br /&gt;
| Completed&lt;br /&gt;
| They put a corpse in a coffin that wasn't flagged &amp;quot;Use for Burial&amp;quot;.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req70&amp;quot;&amp;gt;Req70&amp;lt;/div&amp;gt;&lt;br /&gt;
| BREAKUP ITEM STACKS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Should break up bone and other clusters when moving site items around, possibly respecting tombs. Sometimes it could also elect to leave the skeletons intact.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req71&amp;quot;&amp;gt;Req71&amp;lt;/div&amp;gt;&lt;br /&gt;
| ARMY PROFILES&lt;br /&gt;
| (Future)&lt;br /&gt;
| This is related to soldier profiles and would determine how an entity tries to configure its armies, from the soldier types available in the definition.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req72&amp;quot;&amp;gt;Req72&amp;lt;/div&amp;gt;&lt;br /&gt;
| WILD BEASTS POPULATING SITES&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req73&amp;quot;&amp;gt;Req73&amp;lt;/div&amp;gt;&lt;br /&gt;
| SOME CODE CLEANING&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req74&amp;quot;&amp;gt;Req74&amp;lt;/div&amp;gt;&lt;br /&gt;
| MINING DESIGNATIONS&lt;br /&gt;
| (Future)&lt;br /&gt;
| A mining designation that makes the resulting stone and other products remain on the ground invisible to haulers until you say otherwise.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req75&amp;quot;&amp;gt;Req75&amp;lt;/div&amp;gt;&lt;br /&gt;
| REWALL&lt;br /&gt;
| Completed&lt;br /&gt;
| Option to re-wall or fill in channels, using some stone.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req76&amp;quot;&amp;gt;Req76&amp;lt;/div&amp;gt;&lt;br /&gt;
| INTELLIGENT HUNTING&lt;br /&gt;
| (Future)&lt;br /&gt;
| Crossbow hunters should be more intelligent about their ammo.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req77&amp;quot;&amp;gt;Req77&amp;lt;/div&amp;gt;&lt;br /&gt;
| SOME NEW WILDERNESS CREATURE TYPES&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req78&amp;quot;&amp;gt;Req78&amp;lt;/div&amp;gt;&lt;br /&gt;
| TWEAK FOR PILES&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req79&amp;quot;&amp;gt;Req79&amp;lt;/div&amp;gt;&lt;br /&gt;
| JOB CANCEL NOTICES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Option to turn off job cancel notices. Make it smarter about posting multiple notices in the first place by making jobs handle themselves when they are in trouble.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req80&amp;quot;&amp;gt;Req80&amp;lt;/div&amp;gt;&lt;br /&gt;
| WILDERNESS INTERACTIONS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Wilderness creatures should interact with each other, rather than being like the Peaceable Kingdom.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req81&amp;quot;&amp;gt;Req81&amp;lt;/div&amp;gt;&lt;br /&gt;
| ARTISANS WEARING ARMOR&lt;br /&gt;
| (Future)&lt;br /&gt;
| Option to let dwarves always wear armor, but they won't like to do it unless they feel threatened.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req82&amp;quot;&amp;gt;Req82&amp;lt;/div&amp;gt;&lt;br /&gt;
| NUMBERED JOB REPEAT&lt;br /&gt;
| (Future)&lt;br /&gt;
| Option to have numeric repeats for a job.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req83&amp;quot;&amp;gt;Req83&amp;lt;/div&amp;gt;&lt;br /&gt;
| INTELLIGENT JOB HANDLING&lt;br /&gt;
| (Future)&lt;br /&gt;
| More job suspensions rather than complete cancellations.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req84&amp;quot;&amp;gt;Req84&amp;lt;/div&amp;gt;&lt;br /&gt;
| SKILL ROLL CONSISTENCY&lt;br /&gt;
| (Future)&lt;br /&gt;
| Improve consistency between skill rolls. Right now, the process for getting a good strike and making a good item are related, but it would be nicer to have everything use the same process.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req85&amp;quot;&amp;gt;Req85&amp;lt;/div&amp;gt;&lt;br /&gt;
| PAIN DEADENING AND SCARS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Wounds should stop hurting after a while (unless they get infected). Eventually, wounds should scar over, and you should be able to view scars (they would be maintained on your old foes between games, etc.).&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req86&amp;quot;&amp;gt;Req86&amp;lt;/div&amp;gt;&lt;br /&gt;
| JOB PRIORITIZING&lt;br /&gt;
| (Future)&lt;br /&gt;
| Right now, there is a fixed order in which units decide to do the different types of jobs. This could be changed for a given unit (or for the whole fortress).&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req87&amp;quot;&amp;gt;Req87&amp;lt;/div&amp;gt;&lt;br /&gt;
| IMPROVE DROWNING&lt;br /&gt;
| (Future)&lt;br /&gt;
| Drowning is way too harsh right now. It should also track the kill cause correctly if somebody climbs up on the shore and still suffocates.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req88&amp;quot;&amp;gt;Req88&amp;lt;/div&amp;gt;&lt;br /&gt;
| STOCKS AND CORPSES&lt;br /&gt;
| Completed&lt;br /&gt;
| Problem with corpses/body parts in the stockpile screen.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req89&amp;quot;&amp;gt;Req89&amp;lt;/div&amp;gt;&lt;br /&gt;
| DIG INTERFACE PROBLEM&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req90&amp;quot;&amp;gt;Req90&amp;lt;/div&amp;gt;&lt;br /&gt;
| MULTIPLE AUTOMATED SHOP&lt;br /&gt;
| (Future)&lt;br /&gt;
| Must be more careful about how it handles multiple automated shops (e.g. butcher) of the same kind. They might fight over jobs.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req91&amp;quot;&amp;gt;Req91&amp;lt;/div&amp;gt;&lt;br /&gt;
| LEATHER COUNTING&lt;br /&gt;
| (Future)&lt;br /&gt;
| Smaller creatures should have smaller skins. When skin is tanned, it could be turned into multiple pieces of leather, more like metal bars, with many being required for the larger goods like armor.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req92&amp;quot;&amp;gt;Req92&amp;lt;/div&amp;gt;&lt;br /&gt;
| BETTER SHOOTING INTERFACE&lt;br /&gt;
| (Future)&lt;br /&gt;
| Archery can neglect same square and grounded targets, need to have choice if many are in same square.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req93&amp;quot;&amp;gt;Req93&amp;lt;/div&amp;gt;&lt;br /&gt;
| NO RECORD&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req94&amp;quot;&amp;gt;Req94&amp;lt;/div&amp;gt;&lt;br /&gt;
| ABANDONMENT FIX&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req95&amp;quot;&amp;gt;Req95&amp;lt;/div&amp;gt;&lt;br /&gt;
| BETTER TRAP TEXT&lt;br /&gt;
| (Future)&lt;br /&gt;
| Better trap text in adventure mode, flesh them out a bit, more variables, respect their glory.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req96&amp;quot;&amp;gt;Req96&amp;lt;/div&amp;gt;&lt;br /&gt;
| LIGHTING&lt;br /&gt;
| (Future)&lt;br /&gt;
| Should be pitch black inside adventure caves and on cloudy moonless nights. Vision state should influence what you can see. Can try to make sunlight shine inside caves a bit by casting light lines on map-gen. Can track light with RGB filters so that things through red gem windows look red, etc. Things seen through glass statues could be distorted from their proper positions. Once fire is in, can do torches and other such light sources. Dwarves could place fires or gem lamps in dark places. Any magical take on alchemy could make extensive use of gems in this fashion, and the different colors of light can please certain nobles etc. Related to Core55.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req97&amp;quot;&amp;gt;Req97&amp;lt;/div&amp;gt;&lt;br /&gt;
| VERMIN SWARMS IN ADVENTURE MODE&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req98&amp;quot;&amp;gt;Req98&amp;lt;/div&amp;gt;&lt;br /&gt;
| ART IMAGES&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req99&amp;quot;&amp;gt;Req99&amp;lt;/div&amp;gt;&lt;br /&gt;
| BURYING THINGS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Allow items to be buried under the soil.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req100&amp;quot;&amp;gt;Req100&amp;lt;/div&amp;gt;&lt;br /&gt;
| COIN STORES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Dwarves should set up their coin stores every month or so. Doing this should be a fairly high priority. They should complain if they can't obtain or don't have room for their coins.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req101&amp;quot;&amp;gt;Req101&amp;lt;/div&amp;gt;&lt;br /&gt;
| HAPPINESS UPON RELEASE FROM CONFINEMENT&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req102&amp;quot;&amp;gt;Req102&amp;lt;/div&amp;gt;&lt;br /&gt;
| SOME WAGE ADJUSTMENTS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Jeweler and mechanic jobs should take a little longer but pay more.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req103&amp;quot;&amp;gt;Req103&amp;lt;/div&amp;gt;&lt;br /&gt;
| NO RECORD&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req104&amp;quot;&amp;gt;Req104&amp;lt;/div&amp;gt;&lt;br /&gt;
| SLAYER ANNOUNCEMENT&lt;br /&gt;
| (Future)&lt;br /&gt;
| In dwarf mode, it could include the slayer in some of the death announcements if it is warranted.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req105&amp;quot;&amp;gt;Req105&amp;lt;/div&amp;gt;&lt;br /&gt;
| SOME BUILDING INTERACTIONS&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req106&amp;quot;&amp;gt;Req106&amp;lt;/div&amp;gt;&lt;br /&gt;
| FINALIZING THE STATE OF ACTIVE FLOWS&lt;br /&gt;
| (Future)&lt;br /&gt;
| If flows are active when the player quits, their effects need to be handled.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req107&amp;quot;&amp;gt;Req107&amp;lt;/div&amp;gt;&lt;br /&gt;
| PRIMITIVE WEAPONS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Primitive item making in both dwarf mode and adventure mode. This includes use of primitive weapons by primitive entities.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req108&amp;quot;&amp;gt;Req108&amp;lt;/div&amp;gt;&lt;br /&gt;
| INTERFACE BINDINGS&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req109&amp;quot;&amp;gt;Req109&amp;lt;/div&amp;gt;&lt;br /&gt;
| FINISH TRAP BAITING&lt;br /&gt;
| (Future)&lt;br /&gt;
| It's very sparse right now. Gems aren't actually used.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req110&amp;quot;&amp;gt;Req110&amp;lt;/div&amp;gt;&lt;br /&gt;
| NEMESIS TRADES&lt;br /&gt;
| (Future)&lt;br /&gt;
| If you trade a historical figure in a cage, it is currently released outside and stranded. There are many ways this can be upgraded.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req111&amp;quot;&amp;gt;Req111&amp;lt;/div&amp;gt;&lt;br /&gt;
| FILE I/O CHECKING&lt;br /&gt;
| (Future)&lt;br /&gt;
| It could give more feedback about save/load errors.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req112&amp;quot;&amp;gt;Req112&amp;lt;/div&amp;gt;&lt;br /&gt;
| ITEM AGGREGATES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Need fake item stacks that combine items that aren't identical. There are a number of associated difficulties. Identical items should also be combined into actual stacks. These currently exist but are never reformed once they are broken part.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req113&amp;quot;&amp;gt;Req113&amp;lt;/div&amp;gt;&lt;br /&gt;
| RACE SPECIFIC PROFESSION NAMES&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req114&amp;quot;&amp;gt;Req114&amp;lt;/div&amp;gt;&lt;br /&gt;
| DWARF LEVEL TWISTING ISSUES&lt;br /&gt;
| Completed&lt;br /&gt;
| Can see/shoot through dwarf twisted areas improperly sometimes.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req115&amp;quot;&amp;gt;Req115&amp;lt;/div&amp;gt;&lt;br /&gt;
| NO RECORD&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req116&amp;quot;&amp;gt;Req116&amp;lt;/div&amp;gt;&lt;br /&gt;
| PROBLEM WITH LEAVES TEXT&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req117&amp;quot;&amp;gt;Req117&amp;lt;/div&amp;gt;&lt;br /&gt;
| PET CAGE ASSIGNMENT PROBLEM&lt;br /&gt;
| (Future)&lt;br /&gt;
| Purchased pets retain their old cage assignments improperly. You can also reassign small pets that are owned.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req118&amp;quot;&amp;gt;Req118&amp;lt;/div&amp;gt;&lt;br /&gt;
| SOLDIER STATIONING LOAD PROBLEM&lt;br /&gt;
| Completed&lt;br /&gt;
| Bug with soldier stationing after load.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req119&amp;quot;&amp;gt;Req119&amp;lt;/div&amp;gt;&lt;br /&gt;
| LOSS OF THREAD PLANT RESOURCES&lt;br /&gt;
| Completed&lt;br /&gt;
| It still gives you one thread from pig tail(5).&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req120&amp;quot;&amp;gt;Req120&amp;lt;/div&amp;gt;&lt;br /&gt;
| OFF DUTY SOLDIER STORES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Off-duty soldiers don't store their belongings, but they should.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req121&amp;quot;&amp;gt;Req121&amp;lt;/div&amp;gt;&lt;br /&gt;
| BACKPACK AND QUIVER USE&lt;br /&gt;
| Completed&lt;br /&gt;
| Problem with quivers and backpacks conflicting in dwarf mode especially.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req122&amp;quot;&amp;gt;Req122&amp;lt;/div&amp;gt;&lt;br /&gt;
| RESPECT BELT SLOT&lt;br /&gt;
| Completed&lt;br /&gt;
| The belt inventory slot is created by pants, but this is only partially respected.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req123&amp;quot;&amp;gt;Req123&amp;lt;/div&amp;gt;&lt;br /&gt;
| NO RECORD&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req124&amp;quot;&amp;gt;Req124&amp;lt;/div&amp;gt;&lt;br /&gt;
| CAVE-IN RAMIFICATIONS&lt;br /&gt;
| (Future)&lt;br /&gt;
| There are a few jobs that don't handle cave-ins effects properly. Possibly engraving.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req125&amp;quot;&amp;gt;Req125&amp;lt;/div&amp;gt;&lt;br /&gt;
| BUILDING DAMAGE AND INVADERS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Invaders currently ignore buildings they can destroy. It should either make them ineffective against these buildings, or they should go after them.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req126&amp;quot;&amp;gt;Req126&amp;lt;/div&amp;gt;&lt;br /&gt;
| INVADERS AND WELLS&lt;br /&gt;
| Completed&lt;br /&gt;
| (Obsolete) Invaders are blocked by wells, but they don't destroy them.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req127&amp;quot;&amp;gt;Req127&amp;lt;/div&amp;gt;&lt;br /&gt;
| CLARIFY DOOR DESIGNATIONS&lt;br /&gt;
| Completed&lt;br /&gt;
| The door designations are very confusing right now.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req128&amp;quot;&amp;gt;Req128&amp;lt;/div&amp;gt;&lt;br /&gt;
| TRAFFIC JAMS&lt;br /&gt;
| Completed&lt;br /&gt;
| The creatures need to make minor path adjustments to reduce traffic before attempting to crawl.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req129&amp;quot;&amp;gt;Req129&amp;lt;/div&amp;gt;&lt;br /&gt;
| IMPROVE COOKING&lt;br /&gt;
| (Future)&lt;br /&gt;
| More food. Food should require a substrate, rather than just being seeds etc. Seeds, syrups, drinks and other such objects can contribute to the likes/dislike checks as they do now, but they shouldn't add to the number created. A good roll could lead to the recipe being given a name and saved to the entity definition, where it can then be encountered in other cities in subsequent games.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req130&amp;quot;&amp;gt;Req130&amp;lt;/div&amp;gt;&lt;br /&gt;
| SOME MORE END GAME STUFF&lt;br /&gt;
| (Future)&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req131&amp;quot;&amp;gt;Req131&amp;lt;/div&amp;gt;&lt;br /&gt;
| RECEIVING OFFERINGS&lt;br /&gt;
| (Future)&lt;br /&gt;
| When you get king, you should receive offerings.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req132&amp;quot;&amp;gt;Req132&amp;lt;/div&amp;gt;&lt;br /&gt;
| ELF CHECK DEFICIENCIES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Elves should be angered if your depot is wood. The animal check is not as thorough as it should be for item improvements.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req133&amp;quot;&amp;gt;Req133&amp;lt;/div&amp;gt;&lt;br /&gt;
| ELVEN TRADE GOODS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Elf trade items should be more interesting. This can be accomplished by a general extension of the entity definitions.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req134&amp;quot;&amp;gt;Req134&amp;lt;/div&amp;gt;&lt;br /&gt;
| FORTIFICATION OBJECT PROBLEMS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Lost projectiles in fortified squares can cause complications. You should be able to retrieve them somehow.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req135&amp;quot;&amp;gt;Req135&amp;lt;/div&amp;gt;&lt;br /&gt;
| HIDDEN REQUIRED FUN STUFF&lt;br /&gt;
| (Future)&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req136&amp;quot;&amp;gt;Req136&amp;lt;/div&amp;gt;&lt;br /&gt;
| ADVANCED STEALTH&lt;br /&gt;
| (Future)&lt;br /&gt;
| Stealth should be able to handle people walking right by sometimes. Right now stealth is ineffective even in low-light conditions and there's no notion of sneaking up from behind unless the target is actively engaging somebody else. Sneaking needs to be squared with swimming and flying.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req137&amp;quot;&amp;gt;Req137&amp;lt;/div&amp;gt;&lt;br /&gt;
| ORPHANED BABIES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Handle orphaned babies less cruelly. At least bring them to a bed and feed them or something. A dwarf could be selected to adopt one.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req138&amp;quot;&amp;gt;Req138&amp;lt;/div&amp;gt;&lt;br /&gt;
| ALCHEMY AND HEALING&lt;br /&gt;
| (Future)&lt;br /&gt;
| Extracts are not used for anything right now, except cooking. Antivenom used to be in but was removed for a bit. All of this can go back in and be extended, making the alchemist's workshop worthwhile rather than a soap factory.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req139&amp;quot;&amp;gt;Req139&amp;lt;/div&amp;gt;&lt;br /&gt;
| POSSIBLE KO BUG&lt;br /&gt;
| Completed&lt;br /&gt;
| Repeated KOs cause you to stay out longer, but the variable that causes this might never clear in your lifetime.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req140&amp;quot;&amp;gt;Req140&amp;lt;/div&amp;gt;&lt;br /&gt;
| BETTER JOB CANCELLATION&lt;br /&gt;
| (Future)&lt;br /&gt;
| If you are a few steps from completing your job and get a little hungry, you should stick it out.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req141&amp;quot;&amp;gt;Req141&amp;lt;/div&amp;gt;&lt;br /&gt;
| HANDLE DISCONNECTED COMPONENTS&lt;br /&gt;
| Completed&lt;br /&gt;
| Sometimes needs to deal with disconnected caves on loss.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req142&amp;quot;&amp;gt;Req142&amp;lt;/div&amp;gt;&lt;br /&gt;
| WEIGHT/INJURY INTERFACE&lt;br /&gt;
| (Future)&lt;br /&gt;
| It should let you know why you can't stand if you press stand. There are a number of other things like this. Carrying capacity and associated notifications are included here.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req143&amp;quot;&amp;gt;Req143&amp;lt;/div&amp;gt;&lt;br /&gt;
| ADVENTURE WEAR ISSUES&lt;br /&gt;
| (Future)&lt;br /&gt;
| The wearing things in adventure mode should take time and be interruptable.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req144&amp;quot;&amp;gt;Req144&amp;lt;/div&amp;gt;&lt;br /&gt;
| NAME ENTRY&lt;br /&gt;
| Completed&lt;br /&gt;
| Ability to enter name manually, at least your first name (which is never translated).&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req145&amp;quot;&amp;gt;Req145&amp;lt;/div&amp;gt;&lt;br /&gt;
| CHANNEL INTERFACE PROBLEMS&lt;br /&gt;
| Completed&lt;br /&gt;
| Sometimes channels can display several times because of the way it links them. This can be changed.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req146&amp;quot;&amp;gt;Req146&amp;lt;/div&amp;gt;&lt;br /&gt;
| PILE ISSUES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Hunter should bring corpses to refuse pile if no available butcher's shop and clean up the pile mastery interface.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req147&amp;quot;&amp;gt;Req147&amp;lt;/div&amp;gt;&lt;br /&gt;
| BUILD PATH VIOLATION&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req148&amp;quot;&amp;gt;Req148&amp;lt;/div&amp;gt;&lt;br /&gt;
| EXPANDED DUNGEON AI&lt;br /&gt;
| (Future)&lt;br /&gt;
| Make townies and dungeon dwellers a bit more interesting in terms of their milling-around behavior. They can adopt some of the behaviors from dwarf mode.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req149&amp;quot;&amp;gt;Req149&amp;lt;/div&amp;gt;&lt;br /&gt;
| FINISH ITEM DAMAGE&lt;br /&gt;
| (Future)&lt;br /&gt;
| Fully implement item wear-and-tear, especially during combat. People throwing tantrums should be able to damage items in their square rather than just throwing them.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req150&amp;quot;&amp;gt;Req150&amp;lt;/div&amp;gt;&lt;br /&gt;
| SAFE-CAGING ISSUES&lt;br /&gt;
| Completed&lt;br /&gt;
| Possible problem with caging dangerous animals.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req151&amp;quot;&amp;gt;Req151&amp;lt;/div&amp;gt;&lt;br /&gt;
| LEGENDS SCREEN&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req152&amp;quot;&amp;gt;Req152&amp;lt;/div&amp;gt;&lt;br /&gt;
| GRAMMAR PROBLEMS&lt;br /&gt;
| (Future)&lt;br /&gt;
| There are various grammar problems.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req153&amp;quot;&amp;gt;Req153&amp;lt;/div&amp;gt;&lt;br /&gt;
| LINE DRAWING&lt;br /&gt;
| Completed&lt;br /&gt;
| Basic problem with how line code treats adjacent squares.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req154&amp;quot;&amp;gt;Req154&amp;lt;/div&amp;gt;&lt;br /&gt;
| PROBLEM WITH SECONDARY SCROLLING&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req155&amp;quot;&amp;gt;Req155&amp;lt;/div&amp;gt;&lt;br /&gt;
| NO RECORD&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req156&amp;quot;&amp;gt;Req156&amp;lt;/div&amp;gt;&lt;br /&gt;
| PROJECTILE UNIT KILL CAUSES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Flaw with unit projectiles and lava flows. Sometimes it doesn't track the cause of death properly, especially if the unit in flight is already dead.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req157&amp;quot;&amp;gt;Req157&amp;lt;/div&amp;gt;&lt;br /&gt;
| PROBLEM WITH DISTANCE CALCULATION&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req158&amp;quot;&amp;gt;Req158&amp;lt;/div&amp;gt;&lt;br /&gt;
| THEFT WEIGHT LIMITS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Fix up theft weight limits. They are currently arbitrary.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req159&amp;quot;&amp;gt;Req159&amp;lt;/div&amp;gt;&lt;br /&gt;
| ANIMAL MISCHIEF BROKEN&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req160&amp;quot;&amp;gt;Req160&amp;lt;/div&amp;gt;&lt;br /&gt;
| INVENTORY PROBLEMS&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req161&amp;quot;&amp;gt;Req161&amp;lt;/div&amp;gt;&lt;br /&gt;
| LEADER TITLES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Civilization leaders need proper titles.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req162&amp;quot;&amp;gt;Req162&amp;lt;/div&amp;gt;&lt;br /&gt;
| ENTITY RECIPES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Civilization initial recipes. This also includes some food management for civs so food items can be created more easily.&lt;br /&gt;
| [[#Req129|Req129]]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req163&amp;quot;&amp;gt;Req163&amp;lt;/div&amp;gt;&lt;br /&gt;
| NEMESIS SAVE BUG&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req164&amp;quot;&amp;gt;Req164&amp;lt;/div&amp;gt;&lt;br /&gt;
| ITEM DAMAGE ISSUES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Handle projectile damage for odd objects. There are also problems with projectile damage being used when ammo is used in close combat.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req165&amp;quot;&amp;gt;Req165&amp;lt;/div&amp;gt;&lt;br /&gt;
| REFINE POISONING&lt;br /&gt;
| (Future)&lt;br /&gt;
| Refine unit contamination amounts and levels.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req166&amp;quot;&amp;gt;Req166&amp;lt;/div&amp;gt;&lt;br /&gt;
| REFINE WAGON AI&lt;br /&gt;
| Completed&lt;br /&gt;
| Improve wagon scuttling code. They shouldn't just die immediately if they can't find their way.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req167&amp;quot;&amp;gt;Req167&amp;lt;/div&amp;gt;&lt;br /&gt;
| NO RECORD&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req168&amp;quot;&amp;gt;Req168&amp;lt;/div&amp;gt;&lt;br /&gt;
| ADVENTURER RIDERS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Your adventurer should be able to ride creatures. There are some issues that need to be resolved before this is possible.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req169&amp;quot;&amp;gt;Req169&amp;lt;/div&amp;gt;&lt;br /&gt;
| RAMP USAGE&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req170&amp;quot;&amp;gt;Req170&amp;lt;/div&amp;gt;&lt;br /&gt;
| PROBLEM WITH ANIMAL TRAINING AND 3D&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req171&amp;quot;&amp;gt;Req171&amp;lt;/div&amp;gt;&lt;br /&gt;
| TARGETING AND MOVEMENT ISSUES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Some adventure mode melee targeting and movement code issues.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req172&amp;quot;&amp;gt;Req172&amp;lt;/div&amp;gt;&lt;br /&gt;
| PROBLEM WITH MULTIPLE HUMAN CIVS&lt;br /&gt;
| (Future)&lt;br /&gt;
| It only checks one human civ per season, so some of the update code can work too slowly.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req173&amp;quot;&amp;gt;Req173&amp;lt;/div&amp;gt;&lt;br /&gt;
| CULLING&lt;br /&gt;
| (Future)&lt;br /&gt;
| Cull things when there are too many. It needs to pick the things that are less likely to be missed.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req174&amp;quot;&amp;gt;Req174&amp;lt;/div&amp;gt;&lt;br /&gt;
| REASON FOR OFFERING&lt;br /&gt;
| (Future)&lt;br /&gt;
| There's no point of offering goods to your own king right now.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req175&amp;quot;&amp;gt;Req175&amp;lt;/div&amp;gt;&lt;br /&gt;
| TRADE OPTIMIZATION&lt;br /&gt;
| (Future)&lt;br /&gt;
| Improve trading code.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req176&amp;quot;&amp;gt;Req176&amp;lt;/div&amp;gt;&lt;br /&gt;
| PET TRADE PROBLEM&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req177&amp;quot;&amp;gt;Req177&amp;lt;/div&amp;gt;&lt;br /&gt;
| KING ENTOURAGE&lt;br /&gt;
| (Future)&lt;br /&gt;
| Handle offering inventory concerns with these migrants, and line them up nicely perhaps.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req178&amp;quot;&amp;gt;Req178&amp;lt;/div&amp;gt;&lt;br /&gt;
| NO RECORD&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req179&amp;quot;&amp;gt;Req179&amp;lt;/div&amp;gt;&lt;br /&gt;
| SMALL PET INVENTORY DESCRIPTIONS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Pet-in-inventory descriptions need to respect the body of the holder.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req180&amp;quot;&amp;gt;Req180&amp;lt;/div&amp;gt;&lt;br /&gt;
| ENGRAVING LOOK PROBLEMS&lt;br /&gt;
| (Future)&lt;br /&gt;
| You can see engraving descriptions even if you are off of the facing level.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req181&amp;quot;&amp;gt;Req181&amp;lt;/div&amp;gt;&lt;br /&gt;
| MOUNT PROJECTILE ISSUES&lt;br /&gt;
| (Future)&lt;br /&gt;
| There are potential problems with riders when mount becomes projectile.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req182&amp;quot;&amp;gt;Req182&amp;lt;/div&amp;gt;&lt;br /&gt;
| BUILDING PLACEMENT INTERFACE&lt;br /&gt;
| Completed&lt;br /&gt;
| Need to explain why red X appears.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req183&amp;quot;&amp;gt;Req183&amp;lt;/div&amp;gt;&lt;br /&gt;
| LOOK/SHOOT INTERFACE&lt;br /&gt;
| (Future)&lt;br /&gt;
| Improve look interface code a bit. Let you choose targets in shoot/throw.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req184&amp;quot;&amp;gt;Req184&amp;lt;/div&amp;gt;&lt;br /&gt;
| FLOORS IN LOOK SENTENCES&lt;br /&gt;
| Completed&lt;br /&gt;
| In the look sentence in adventure mode, it could include information about the floor type.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req185&amp;quot;&amp;gt;Req185&amp;lt;/div&amp;gt;&lt;br /&gt;
| NO RECORD&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req186&amp;quot;&amp;gt;Req186&amp;lt;/div&amp;gt;&lt;br /&gt;
| PROPER CIV NEIGHBORS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Properly display your civilization neighbors in dwarf mode. It can use the surroundings chat system to figure out who they are. This could also change with the caravan and army arc though.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req187&amp;quot;&amp;gt;Req187&amp;lt;/div&amp;gt;&lt;br /&gt;
| SEVER EFFECTS&lt;br /&gt;
| Completed&lt;br /&gt;
| Inventory like gloves, rings etc. do not respect severs. For now, gloves can fall off when both hands are gone. Whether or not to add left/right gloves later is an open question. It would be realistic, but it would also bog-down dwarf mode. However, being able to mix and match gloves etc. would lead to many interesting situations and possible enhancements.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req188&amp;quot;&amp;gt;Req188&amp;lt;/div&amp;gt;&lt;br /&gt;
| SPEED REFINEMENT&lt;br /&gt;
| (Future)&lt;br /&gt;
| Differentiate attack and move speed. This has many ramifications and associated difficulties.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req189&amp;quot;&amp;gt;Req189&amp;lt;/div&amp;gt;&lt;br /&gt;
| ARCHER ARMOR START SKILLS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Starting skills for archers are a bit off. They should have some armor skill if they use light armor.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req190&amp;quot;&amp;gt;Req190&amp;lt;/div&amp;gt;&lt;br /&gt;
| CREATURE KNOWLEDGE&lt;br /&gt;
| (Future)&lt;br /&gt;
| Need to diversify likes/dislikes beyond dwarves, and they need to apply to creatures in adventure mode.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req191&amp;quot;&amp;gt;Req191&amp;lt;/div&amp;gt;&lt;br /&gt;
| TREE PREFERENCES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Tree preferences are fairly arbitrary right now.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req192&amp;quot;&amp;gt;Req192&amp;lt;/div&amp;gt;&lt;br /&gt;
| TRANCE BONUSES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Consolidate trance bonuses. Right now, they are spread out somewhat haphazardly.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req193&amp;quot;&amp;gt;Req193&amp;lt;/div&amp;gt;&lt;br /&gt;
| CHANGE ITEM ACQUISITION&lt;br /&gt;
| (Future)&lt;br /&gt;
| When people choose inventory items they like, they don't consider dropping what they are already wearing.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req194&amp;quot;&amp;gt;Req194&amp;lt;/div&amp;gt;&lt;br /&gt;
| STARTING BELT OBJECTS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Rarely a creature can be given a belt object but no pants. The belt object is dropped immediately.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req195&amp;quot;&amp;gt;Req195&amp;lt;/div&amp;gt;&lt;br /&gt;
| ITEM MATERIAL PROBLEM&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req196&amp;quot;&amp;gt;Req196&amp;lt;/div&amp;gt;&lt;br /&gt;
| DRINK APPRECIATION PROBLEM&lt;br /&gt;
| (Future)&lt;br /&gt;
| Liking drinks is flawed, since they like the drink more if the entire drink stack is larger.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req197&amp;quot;&amp;gt;Req197&amp;lt;/div&amp;gt;&lt;br /&gt;
| BUTCHERY OPTIMIZATION&lt;br /&gt;
| (Future)&lt;br /&gt;
| The butchery code can be consolidated with some other sections of the program.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req198&amp;quot;&amp;gt;Req198&amp;lt;/div&amp;gt;&lt;br /&gt;
| KO VOMIT CHOKE&lt;br /&gt;
| (Future)&lt;br /&gt;
| If you are knocked out, you should choke if you vomit sometimes.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req199&amp;quot;&amp;gt;Req199&amp;lt;/div&amp;gt;&lt;br /&gt;
| VOMIT TEXT ISSUE WITH WEBS, AND SOLUTION&lt;br /&gt;
| (Future)&lt;br /&gt;
| There's some undisplayable text that can only be salvaged by adding projectile vomit, so there you go.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req200&amp;quot;&amp;gt;Req200&amp;lt;/div&amp;gt;&lt;br /&gt;
| ARCHER ISSUES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Range penalties for throw/shoot aren't applied properly for grounded targets. Throwing needs some weight and strength modifiers.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req201&amp;quot;&amp;gt;Req201&amp;lt;/div&amp;gt;&lt;br /&gt;
| POTENTIAL PROJECTILE PROBLEM&lt;br /&gt;
| (Future)&lt;br /&gt;
| No symptoms, just a code-check.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req202&amp;quot;&amp;gt;Req202&amp;lt;/div&amp;gt;&lt;br /&gt;
| DRESS/ROBE PROBLEM&lt;br /&gt;
| Completed&lt;br /&gt;
| If dresses/robes are added, there is a problem with how armor would work that needs to be addressed.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req203&amp;quot;&amp;gt;Req203&amp;lt;/div&amp;gt;&lt;br /&gt;
| PROPER HEALING&lt;br /&gt;
| (Future)&lt;br /&gt;
| Nemeses should not just heal on travel, it needs to use the amount of time passed. This is related to infections and scarring.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req204&amp;quot;&amp;gt;Req204&amp;lt;/div&amp;gt;&lt;br /&gt;
| MID-TRADE GAME ENDINGS&lt;br /&gt;
| (Future)&lt;br /&gt;
| If the game ends in the midst of a trade, the world might have some issues making that caravan continue on properly.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req205&amp;quot;&amp;gt;Req205&amp;lt;/div&amp;gt;&lt;br /&gt;
| NO RECORD&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req206&amp;quot;&amp;gt;Req206&amp;lt;/div&amp;gt;&lt;br /&gt;
| ITEM WRESTLING&lt;br /&gt;
| (Future)&lt;br /&gt;
| Disarms, user-interface twists (rather than the current methods), struggling over items more explicitly.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req207&amp;quot;&amp;gt;Req207&amp;lt;/div&amp;gt;&lt;br /&gt;
| CONSOLIDATE MISS ANNOUNCEMENTS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Consolidate repeated miss announcements. A few other announcements could also be collapsed.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req208&amp;quot;&amp;gt;Req208&amp;lt;/div&amp;gt;&lt;br /&gt;
| DEAL WITH POTASH VS ASH&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req209&amp;quot;&amp;gt;Req209&amp;lt;/div&amp;gt;&lt;br /&gt;
| ENTITY DEF ITEM TYPES&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req210&amp;quot;&amp;gt;Req210&amp;lt;/div&amp;gt;&lt;br /&gt;
| GROUP SKILLS IN STARTUP&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req211&amp;quot;&amp;gt;Req211&amp;lt;/div&amp;gt;&lt;br /&gt;
| TOMB STORAGE AND ACCESSIBILITY&lt;br /&gt;
| (Future)&lt;br /&gt;
| Problem storing inaccessible body in tomb. The job was repeatedly created.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req212&amp;quot;&amp;gt;Req212&amp;lt;/div&amp;gt;&lt;br /&gt;
| RE-EVALUATE HAUL LOCATIONS&lt;br /&gt;
| Completed&lt;br /&gt;
| A dwarf should re-check where an item should be placed when they pick it up, since this could save them a lot of time.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req213&amp;quot;&amp;gt;Req213&amp;lt;/div&amp;gt;&lt;br /&gt;
| BABY SEARCHER PROBLEM&lt;br /&gt;
| Completed&lt;br /&gt;
| Thirsty mothers cannot seek lost babies effectively.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req214&amp;quot;&amp;gt;Req214&amp;lt;/div&amp;gt;&lt;br /&gt;
| START SCENARIOS&lt;br /&gt;
| (Future)&lt;br /&gt;
| See the scenarios arc in the dev section, this is part of that, and could be upgraded to a core component in the future.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req215&amp;quot;&amp;gt;Req215&amp;lt;/div&amp;gt;&lt;br /&gt;
| NEMESIS SAVE BUG&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req216&amp;quot;&amp;gt;Req216&amp;lt;/div&amp;gt;&lt;br /&gt;
| SOME DISPLAY RATE ISSUES&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req217&amp;quot;&amp;gt;Req217&amp;lt;/div&amp;gt;&lt;br /&gt;
| BUILDING CONSTRUCTION PROBLEM&lt;br /&gt;
| (Future)&lt;br /&gt;
| Suspend building constructions if item blocking the build site are unreachable.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req218&amp;quot;&amp;gt;Req218&amp;lt;/div&amp;gt;&lt;br /&gt;
| MERCHANT ANNOUNCEMENTS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Notification when merchants are done unloading.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req219&amp;quot;&amp;gt;Req219&amp;lt;/div&amp;gt;&lt;br /&gt;
| VERMIN PROBLEM&lt;br /&gt;
| (Future)&lt;br /&gt;
| Possibly issue when cleaning vermin references.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req220&amp;quot;&amp;gt;Req220&amp;lt;/div&amp;gt;&lt;br /&gt;
| MULTIPLE DEPOTS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Randomize the incoming merchant path for multiple depots, or else the wagons can get mixed up and scuttle.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req221&amp;quot;&amp;gt;Req221&amp;lt;/div&amp;gt;&lt;br /&gt;
| HISTORY GENERATION&lt;br /&gt;
| Completed&lt;br /&gt;
| Refine the history generator. This includes many issues related to the army arc. Age delineations should be tracked explicitly, and they shouldn't just be set numbers like they are now. As they civilizations spread out, they can make claims on the various regions and fight over them. It should retain the location of major battles for various reasons, even if there isn't a town or cave there.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req222&amp;quot;&amp;gt;Req222&amp;lt;/div&amp;gt;&lt;br /&gt;
| SAVE COIN BATCHES GLOBALLY&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req223&amp;quot;&amp;gt;Req223&amp;lt;/div&amp;gt;&lt;br /&gt;
| SET RACE MAKER PROPERLY ON ITEMS&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req224&amp;quot;&amp;gt;Req224&amp;lt;/div&amp;gt;&lt;br /&gt;
| PARRYING AND ITEMS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Refine parrying chances, based on item type.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req225&amp;quot;&amp;gt;Req225&amp;lt;/div&amp;gt;&lt;br /&gt;
| BUILD PATH VIOLATION&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req226&amp;quot;&amp;gt;Req226&amp;lt;/div&amp;gt;&lt;br /&gt;
| BUILDING ADMIRATION BUG&lt;br /&gt;
| (Future)&lt;br /&gt;
| A metalsmith was able to admire &amp;quot;own furnace&amp;quot; even though ownership shouldn't apply to such buildings.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req227&amp;quot;&amp;gt;Req227&amp;lt;/div&amp;gt;&lt;br /&gt;
| PEAKS AND VOLCANOS&lt;br /&gt;
| Completed&lt;br /&gt;
| Record the names of the mountain peaks and their general character. This includes adding volcanos. Volcanos should also be able to exist independent of a large mountain range.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req228&amp;quot;&amp;gt;Req228&amp;lt;/div&amp;gt;&lt;br /&gt;
| ALLOW MULTIPLE SITES IN A SQUARE&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req229&amp;quot;&amp;gt;Req229&amp;lt;/div&amp;gt;&lt;br /&gt;
| PROBLEM WITH SUBREGION TYPING&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req230&amp;quot;&amp;gt;Req230&amp;lt;/div&amp;gt;&lt;br /&gt;
| AIMED SHOTS AND BODYPART SIZES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Should be able to aim at parts, AI should do it too, body parts currently have relative sizes but it should depend on the creature rather than just the part type.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req231&amp;quot;&amp;gt;Req231&amp;lt;/div&amp;gt;&lt;br /&gt;
| NO RECORD&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req232&amp;quot;&amp;gt;Req232&amp;lt;/div&amp;gt;&lt;br /&gt;
| CAVE RIVER ENTITIES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Realize certain cave dwellers as entities, with all that implies about items and persistent historical figures, etc.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req233&amp;quot;&amp;gt;Req233&amp;lt;/div&amp;gt;&lt;br /&gt;
| ISSUES WITH ITEM SHARING&lt;br /&gt;
| Completed&lt;br /&gt;
| There are some potential problems with shared items that need to be addressed.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req234&amp;quot;&amp;gt;Req234&amp;lt;/div&amp;gt;&lt;br /&gt;
| MULTIGRASP WEAPON PROBLEM&lt;br /&gt;
| (Future)&lt;br /&gt;
| It might be screwing the multi-grasp check when it does skill penalities. And somebody shot a bow with one arm.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req235&amp;quot;&amp;gt;Req235&amp;lt;/div&amp;gt;&lt;br /&gt;
| ENTITY ARMOR ISSUES&lt;br /&gt;
| Completed&lt;br /&gt;
| For incoming units -- specific armor materials based on desired armor level. Right now it isn't exact enough.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req236&amp;quot;&amp;gt;Req236&amp;lt;/div&amp;gt;&lt;br /&gt;
| ADVENTURE MODE BUILDING INTERACTIONS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Pickup and topple furniture. Plant seeds in the mud. Use the furnaces. Break windows and knock down supports. Using wells. Use siege engines. Deactivate, dismantle or set off traps. Use animal traps. Use archery targets and get feed back. Lock yourself or others up in cages and chains. Tie creatures up with rope. Interact with impaled players. Lock doors, push doors open briefly so you can see out before they close, secret doors, close doors, slam doors on vermin, lockpicking.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req237&amp;quot;&amp;gt;Req237&amp;lt;/div&amp;gt;&lt;br /&gt;
| ASKING ABOUT SURROUNDINGS&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req238&amp;quot;&amp;gt;Req238&amp;lt;/div&amp;gt;&lt;br /&gt;
| IMPROVE SMELTING&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req239&amp;quot;&amp;gt;Req239&amp;lt;/div&amp;gt;&lt;br /&gt;
| REMOVE STRANGE NOBLE REQUESTS&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req240&amp;quot;&amp;gt;Req240&amp;lt;/div&amp;gt;&lt;br /&gt;
| HAVE CONTENTS CHECKED FOR BAD TRADES&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req241&amp;quot;&amp;gt;Req241&amp;lt;/div&amp;gt;&lt;br /&gt;
| PROBLEM WITH PROJECTILES FALLING THROUGH FLOORS&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req242&amp;quot;&amp;gt;Req242&amp;lt;/div&amp;gt;&lt;br /&gt;
| HIDE TRAPS FROM ADVENTURER&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req243&amp;quot;&amp;gt;Req243&amp;lt;/div&amp;gt;&lt;br /&gt;
| PROBLEM WITH GRAB-TEARS&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req244&amp;quot;&amp;gt;Req244&amp;lt;/div&amp;gt;&lt;br /&gt;
| PLACE CREATURES IN LARGE COMPONENTS&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req245&amp;quot;&amp;gt;Req245&amp;lt;/div&amp;gt;&lt;br /&gt;
| PROBLEM WITH FULLSCREEN FONTS&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req246&amp;quot;&amp;gt;Req246&amp;lt;/div&amp;gt;&lt;br /&gt;
| FINISH USING ENTITY ITEMS&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req247&amp;quot;&amp;gt;Req247&amp;lt;/div&amp;gt;&lt;br /&gt;
| IMPROVE END GAME&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req248&amp;quot;&amp;gt;Req248&amp;lt;/div&amp;gt;&lt;br /&gt;
| IMPROVED CAVE POPULATIONS&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req249&amp;quot;&amp;gt;Req249&amp;lt;/div&amp;gt;&lt;br /&gt;
| ADVENTURE STORE RESTOCKING&lt;br /&gt;
| (Future)&lt;br /&gt;
| Adventure mode stores need to restock and put scattered items back in place. It might be best to wait for production tracking or even caravans before adding these features.&lt;br /&gt;
| [[#Core3|Core3]]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req250&amp;quot;&amp;gt;Req250&amp;lt;/div&amp;gt;&lt;br /&gt;
| DEAL WITH HIRING RETIREES&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req251&amp;quot;&amp;gt;Req251&amp;lt;/div&amp;gt;&lt;br /&gt;
| PATH BLOCK MESSAGES&lt;br /&gt;
| Completed&lt;br /&gt;
| On a hunt job, path block message was issued repeatedly.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req252&amp;quot;&amp;gt;Req252&amp;lt;/div&amp;gt;&lt;br /&gt;
| USE BARRACKS BEDS&lt;br /&gt;
| (Future)&lt;br /&gt;
| People should use the barracks beds when they don't have their own rooms, but they don't do this properly.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req253&amp;quot;&amp;gt;Req253&amp;lt;/div&amp;gt;&lt;br /&gt;
| JUSTICE MANDATE NUMBERS&lt;br /&gt;
| (Future)&lt;br /&gt;
| The amount of guards and cages can be treated as a permanent mandate attached to a noble rather than the current vague system.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req254&amp;quot;&amp;gt;Req254&amp;lt;/div&amp;gt;&lt;br /&gt;
| ASSIGN WEAPON PREFS FROM MIL SCREEN&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req255&amp;quot;&amp;gt;Req255&amp;lt;/div&amp;gt;&lt;br /&gt;
| IMPROVE SQUAD SELECTION&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req256&amp;quot;&amp;gt;Req256&amp;lt;/div&amp;gt;&lt;br /&gt;
| BUTCHERY ISSUES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Butchery should not be instant. Should be able to butcher the small creatures too. Need to mix this with extraction properly.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req257&amp;quot;&amp;gt;Req257&amp;lt;/div&amp;gt;&lt;br /&gt;
| TYPES OF EATERS&lt;br /&gt;
| (Future)&lt;br /&gt;
| It's not clear whether deer and other herbivores are actually playing that role or if they behave as omnivores.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req258&amp;quot;&amp;gt;Req258&amp;lt;/div&amp;gt;&lt;br /&gt;
| STRANGE MOOD HELP&lt;br /&gt;
| (Future)&lt;br /&gt;
| Artifact builders are difficult to handle sometimes, especially when you don't even know what kind of building they want. It shouldn't be easy, but the frustration level is too high right now.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req259&amp;quot;&amp;gt;Req259&amp;lt;/div&amp;gt;&lt;br /&gt;
| PROBLEM WITH SLAYER NAMES&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req260&amp;quot;&amp;gt;Req260&amp;lt;/div&amp;gt;&lt;br /&gt;
| DEGREES OF BARTERING&lt;br /&gt;
| (Future)&lt;br /&gt;
| Merchants need to tell you the extent to which your offer failed.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req261&amp;quot;&amp;gt;Req261&amp;lt;/div&amp;gt;&lt;br /&gt;
| BARTER CONTAINER PROBLEMS&lt;br /&gt;
| (Future)&lt;br /&gt;
| In adventure mode, container contents mess up bartering in a number of ways.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req262&amp;quot;&amp;gt;Req262&amp;lt;/div&amp;gt;&lt;br /&gt;
| PROBLEMS WITH WATER&lt;br /&gt;
| Completed&lt;br /&gt;
| Water currently rots and should be value zero.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req263&amp;quot;&amp;gt;Req263&amp;lt;/div&amp;gt;&lt;br /&gt;
| INAPPROPRIATE CONTAINERS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Some containers can hold too much. With certain mixes, the items should interact as they should, possibly ruining them.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req264&amp;quot;&amp;gt;Req264&amp;lt;/div&amp;gt;&lt;br /&gt;
| STOP SPEAKING TO UNINTELLIGENT CREATURES&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req265&amp;quot;&amp;gt;Req265&amp;lt;/div&amp;gt;&lt;br /&gt;
| RETIREMENT ISSUES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Shouldn't be able to retire while you are talking or otherwise in the middle of something.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req266&amp;quot;&amp;gt;Req266&amp;lt;/div&amp;gt;&lt;br /&gt;
| SITE LOOTING&lt;br /&gt;
| (Future)&lt;br /&gt;
| Should loot roads and expensive items near the front of your old dwarf fortresses and other sites. Once resource tracking is in, it can gives these goods to appropriate groups.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req267&amp;quot;&amp;gt;Req267&amp;lt;/div&amp;gt;&lt;br /&gt;
| PERSISTENCE OF CORPSE ASSOCIATIONS&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req268&amp;quot;&amp;gt;Req268&amp;lt;/div&amp;gt;&lt;br /&gt;
| ADVENTURE MODE TWEAK&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req269&amp;quot;&amp;gt;Req269&amp;lt;/div&amp;gt;&lt;br /&gt;
| PROBLEM WITH CAVE POPULATIONS BEING IN TOWN&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req270&amp;quot;&amp;gt;Req270&amp;lt;/div&amp;gt;&lt;br /&gt;
| AUTOSAVE&lt;br /&gt;
| Completed&lt;br /&gt;
| We had an autosave feature for a while, but it involves copying a very large folder, so this needs to be tightly controlled if we put it back in.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req271&amp;quot;&amp;gt;Req271&amp;lt;/div&amp;gt;&lt;br /&gt;
| SAND ISSUES&lt;br /&gt;
| Completed&lt;br /&gt;
| Need to define the sand object more broadly, as a miscellaneous powder (this is a technical issue that will allow easier expansions later).&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req272&amp;quot;&amp;gt;Req272&amp;lt;/div&amp;gt;&lt;br /&gt;
| CLARIFY COIN QUOTAS&lt;br /&gt;
| Completed&lt;br /&gt;
| When the economy starts up, you have to produce coins. The bookkeeper tells you what is needed, but it could be further clarified.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req273&amp;quot;&amp;gt;Req273&amp;lt;/div&amp;gt;&lt;br /&gt;
| STATE OF EMERGENCY&lt;br /&gt;
| (Future)&lt;br /&gt;
| Having castle and royal guards uses up soldiers you'd like to use sometimes. Add state of emergency declaration. This allows you to stop these guards from performing their regular duties, and you can control the castle guard under their captain (the sheriff), and you can control the royal guard under the hammerer. They don't like this of course, and the ensuing negative thoughts can ensure that the option is used sparingly.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req274&amp;quot;&amp;gt;Req274&amp;lt;/div&amp;gt;&lt;br /&gt;
| ABORTING WORLD GENERATION&lt;br /&gt;
| Completed&lt;br /&gt;
| Ability to leave history generation in the middle.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req275&amp;quot;&amp;gt;Req275&amp;lt;/div&amp;gt;&lt;br /&gt;
| KIDNAPPING ISSUES&lt;br /&gt;
| Completed&lt;br /&gt;
| Check some technical stuff with kidnapping. It seems to generate a &amp;quot;(kidnapped unit) has died in a cage&amp;quot; message sometimes.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req276&amp;quot;&amp;gt;Req276&amp;lt;/div&amp;gt;&lt;br /&gt;
| STOPPED GUARDS FROM BEING UPSET ABOUT LONG PATROLS&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req277&amp;quot;&amp;gt;Req277&amp;lt;/div&amp;gt;&lt;br /&gt;
| STRANDED NEMESES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Making regional creatures go home properly instead of being assigned to fairly random places after a game ends.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req278&amp;quot;&amp;gt;Req278&amp;lt;/div&amp;gt;&lt;br /&gt;
| COIN STACKS&lt;br /&gt;
| Completed&lt;br /&gt;
| Adjust the size of minted coin stacks upward to make the economy easier to manage. Might need to make coins worth less.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req279&amp;quot;&amp;gt;Req279&amp;lt;/div&amp;gt;&lt;br /&gt;
| MERCHANT COUNTER-OFFERS&lt;br /&gt;
| Completed&lt;br /&gt;
| Merchants need to make counter offers if your offer fails, to make bartering more realistic and less frustrating. If a counter-offer is impossible, it needs to be clear about that.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req280&amp;quot;&amp;gt;Req280&amp;lt;/div&amp;gt;&lt;br /&gt;
| STAIRWAY BLOCKAGE INFORMATION&lt;br /&gt;
| Completed&lt;br /&gt;
| Needs to tell you why stairways are blocked when you fail to move.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req281&amp;quot;&amp;gt;Req281&amp;lt;/div&amp;gt;&lt;br /&gt;
| RESPECT NEMESIS INVENTORIES&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req282&amp;quot;&amp;gt;Req282&amp;lt;/div&amp;gt;&lt;br /&gt;
| ERRONEOUS COMBAT MESSAGES&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req283&amp;quot;&amp;gt;Req283&amp;lt;/div&amp;gt;&lt;br /&gt;
| CHANGED SOME END GAME PARAMETERS&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req284&amp;quot;&amp;gt;Req284&amp;lt;/div&amp;gt;&lt;br /&gt;
| CONTAINER PLACEMENT&lt;br /&gt;
| (Future)&lt;br /&gt;
| Containers should be placed deeper in the dungeon if the contents are valuable, or the contents could be removed.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req285&amp;quot;&amp;gt;Req285&amp;lt;/div&amp;gt;&lt;br /&gt;
| OLD BLOODY WALLS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Need to handle bloody river walls in dwarf mode.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req286&amp;quot;&amp;gt;Req286&amp;lt;/div&amp;gt;&lt;br /&gt;
| HUNTER SLEEP PREFS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Make hunters sleep on the ground only while hunting.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req287&amp;quot;&amp;gt;Req287&amp;lt;/div&amp;gt;&lt;br /&gt;
| SPECIFIC MATERIAL USE&lt;br /&gt;
| (Future)&lt;br /&gt;
| Need to be able to choose specific rocks or logs to process sometimes, since this is important for noble demands.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req288&amp;quot;&amp;gt;Req288&amp;lt;/div&amp;gt;&lt;br /&gt;
| FLOODGATE PLACEMENT ISSUES&lt;br /&gt;
| (Future)&lt;br /&gt;
| It's very common for people to get blocked off by floodgates while placing them.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req289&amp;quot;&amp;gt;Req289&amp;lt;/div&amp;gt;&lt;br /&gt;
| MORE CLEANING&lt;br /&gt;
| (Future)&lt;br /&gt;
| Make cleaning jobs more wide ranging. Some areas that are just out of range leave the fortress bloody forever. Allow designation of cleaning areas.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req290&amp;quot;&amp;gt;Req290&amp;lt;/div&amp;gt;&lt;br /&gt;
| WIELD ISSUES&lt;br /&gt;
| (Future)&lt;br /&gt;
| It can be confused about which object is wielded, and there are some issues about the primary hand.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req291&amp;quot;&amp;gt;Req291&amp;lt;/div&amp;gt;&lt;br /&gt;
| NOBLE DEATH&lt;br /&gt;
| (Future)&lt;br /&gt;
| Killing off nobles needs to have serious consequences. Once the counties (see Core28) are in, there could be revolts from the village if the count is popular. Other nobles could have angry relatives. Losing your law enforcement nobles could lead to more tantrums and other acts in large fortresses. Nobles should all be upset by the death of the tax collector. When a noble is buried, other dwarves could be sealed in the tomb.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req292&amp;quot;&amp;gt;Req292&amp;lt;/div&amp;gt;&lt;br /&gt;
| NO RECORD&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req293&amp;quot;&amp;gt;Req293&amp;lt;/div&amp;gt;&lt;br /&gt;
| STORAGE OPTIMIZATION&lt;br /&gt;
| Completed&lt;br /&gt;
| The periodic storage checks of items can make things lag, especially if you dig out 3000 stone and just let it sit there. The items can learn that they are not going to be picked up soon and make calls less frequently. Calls can also be smeared out.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req294&amp;quot;&amp;gt;Req294&amp;lt;/div&amp;gt;&lt;br /&gt;
| NO SILK ROPE SKILLS&lt;br /&gt;
| Completed&lt;br /&gt;
| Does clothesmaking skill go up when silk ropes are made?&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req295&amp;quot;&amp;gt;Req295&amp;lt;/div&amp;gt;&lt;br /&gt;
| DROWNING ISSUES&lt;br /&gt;
| Completed&lt;br /&gt;
| Although drowning is generally harsh, there was a case of people just swimming around in the river.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req296&amp;quot;&amp;gt;Req296&amp;lt;/div&amp;gt;&lt;br /&gt;
| INDOOR PLANT DEATH&lt;br /&gt;
| Completed&lt;br /&gt;
| Some indoor bushes would die and disappear quickly.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req297&amp;quot;&amp;gt;Req297&amp;lt;/div&amp;gt;&lt;br /&gt;
| INNER DEFENDERS&lt;br /&gt;
| Completed&lt;br /&gt;
| The inside defenders need to occasionally go on forays or you can just pick them off at range.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req298&amp;quot;&amp;gt;Req298&amp;lt;/div&amp;gt;&lt;br /&gt;
| SLIDING UNDER ENEMIES&lt;br /&gt;
| (Future)&lt;br /&gt;
| If you move toward an opponent that is one square away from you, you'll end up sliding underneath it sometimes instead of attacking it. Sliding under creatures in town is related.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req299&amp;quot;&amp;gt;Req299&amp;lt;/div&amp;gt;&lt;br /&gt;
| RIVER SITE UPDATE&lt;br /&gt;
| Completed&lt;br /&gt;
| If you've found an underground feature in a fortress, it should receive the same abstract building designation as other sites.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req300&amp;quot;&amp;gt;Req300&amp;lt;/div&amp;gt;&lt;br /&gt;
| TREE DISPLAY PROBLEM&lt;br /&gt;
| (Future)&lt;br /&gt;
| Snow covered leafless deciduous trees aren't white.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req301&amp;quot;&amp;gt;Req301&amp;lt;/div&amp;gt;&lt;br /&gt;
| TRAP AVOIDANCE&lt;br /&gt;
| (Future)&lt;br /&gt;
| Invaders shouldn't fall for traps if they've seen them used.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req302&amp;quot;&amp;gt;Req302&amp;lt;/div&amp;gt;&lt;br /&gt;
| ADVENTURER PROFESSIONS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Need to be able to tame the lizards you find, wood work, make clothes, whatever.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req303&amp;quot;&amp;gt;Req303&amp;lt;/div&amp;gt;&lt;br /&gt;
| ENTITY ENEMY LEGEND&lt;br /&gt;
| (Future)&lt;br /&gt;
| If you become a town's enemy, it needs a legend event for it.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req304&amp;quot;&amp;gt;Req304&amp;lt;/div&amp;gt;&lt;br /&gt;
| STRANGE FOOD OWNERSHIP&lt;br /&gt;
| (Future)&lt;br /&gt;
| Dwarves took food to their rooms and placed it there, and it rotted, rather than eating it or something, this was early game. Related to Req347.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req305&amp;quot;&amp;gt;Req305&amp;lt;/div&amp;gt;&lt;br /&gt;
| CHEAP BARRELS&lt;br /&gt;
| (Future)&lt;br /&gt;
| In the start up screen, when you buy booze for 2 points you get a 10 pt barrel thrown in too. It might track what sort of containers are implied by your other purchases.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req306&amp;quot;&amp;gt;Req306&amp;lt;/div&amp;gt;&lt;br /&gt;
| UNIT NAME ISSUE&lt;br /&gt;
| (Future)&lt;br /&gt;
| Technical problem with unit name display.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req307&amp;quot;&amp;gt;Req307&amp;lt;/div&amp;gt;&lt;br /&gt;
| BLANK TANTRUM MESSAGE&lt;br /&gt;
| Completed&lt;br /&gt;
| &amp;quot;(blank) is destroyed by Aliz, craftsdwarf.&amp;quot;&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req308&amp;quot;&amp;gt;Req308&amp;lt;/div&amp;gt;&lt;br /&gt;
| FARM FERTILIZER DISPLAY&lt;br /&gt;
| Completed&lt;br /&gt;
| Show fertilizer amount for farms where it has happened.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req309&amp;quot;&amp;gt;Req309&amp;lt;/div&amp;gt;&lt;br /&gt;
| CHANNEL/AQUEDUCT INTERACTIONS&lt;br /&gt;
| Completed&lt;br /&gt;
| Water should go from channels to aqueducts or you should be able to place floodgates on channels.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req310&amp;quot;&amp;gt;Req310&amp;lt;/div&amp;gt;&lt;br /&gt;
| ITEM NAME ISSUE&lt;br /&gt;
| Completed&lt;br /&gt;
| Technical problem with item name display.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req311&amp;quot;&amp;gt;Req311&amp;lt;/div&amp;gt;&lt;br /&gt;
| MELEE TRAINING ISSUE&lt;br /&gt;
| Completed&lt;br /&gt;
| Melee training seems to be deadly again.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req312&amp;quot;&amp;gt;Req312&amp;lt;/div&amp;gt;&lt;br /&gt;
| DOUBLE IMPROVEMENTS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Artifact was studded with gold and gold.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req313&amp;quot;&amp;gt;Req313&amp;lt;/div&amp;gt;&lt;br /&gt;
| ROAD BUILDING&lt;br /&gt;
| (Future)&lt;br /&gt;
| Need an easier way to build roads, rather than just picking out items from long lists and placing them section by section.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req314&amp;quot;&amp;gt;Req314&amp;lt;/div&amp;gt;&lt;br /&gt;
| LEGEND DISPLAY PROBLEM&lt;br /&gt;
| (Future)&lt;br /&gt;
| Long history names busted -- it should instead place it on two lines if possible.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req315&amp;quot;&amp;gt;Req315&amp;lt;/div&amp;gt;&lt;br /&gt;
| REPEAT ATTACK BUTTON&lt;br /&gt;
| (Future)&lt;br /&gt;
| Repeat attack button, esp. for specific wrestling.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req316&amp;quot;&amp;gt;Req316&amp;lt;/div&amp;gt;&lt;br /&gt;
| WAIT KEY&lt;br /&gt;
| Completed&lt;br /&gt;
| Wait key in adventure mode.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req317&amp;quot;&amp;gt;Req317&amp;lt;/div&amp;gt;&lt;br /&gt;
| CORRECT AGING&lt;br /&gt;
| (Future)&lt;br /&gt;
| Need creatures to age properly when reloaded, incl. retirees.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req318&amp;quot;&amp;gt;Req318&amp;lt;/div&amp;gt;&lt;br /&gt;
| ALCHEMY PILE&lt;br /&gt;
| (Future)&lt;br /&gt;
| Alchemical pile filled with lye, vials and so on.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req319&amp;quot;&amp;gt;Req319&amp;lt;/div&amp;gt;&lt;br /&gt;
| WAKE UP!&lt;br /&gt;
| Completed&lt;br /&gt;
| Adventure mode sleep needs to clear upon being attacked.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req320&amp;quot;&amp;gt;Req320&amp;lt;/div&amp;gt;&lt;br /&gt;
| NAMING ISSUE&lt;br /&gt;
| (Future)&lt;br /&gt;
| There's an issue with some unit names&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req321&amp;quot;&amp;gt;Req321&amp;lt;/div&amp;gt;&lt;br /&gt;
| ARCHERY PRACTICE GROUNDING&lt;br /&gt;
| Completed&lt;br /&gt;
| While doing archery practice, people that were grounded don't stand up until it's over.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req322&amp;quot;&amp;gt;Req322&amp;lt;/div&amp;gt;&lt;br /&gt;
| COIN BATCH ISSUE&lt;br /&gt;
| Completed&lt;br /&gt;
| Potential problems with coin batches for non-currencies. Need to check.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req323&amp;quot;&amp;gt;Req323&amp;lt;/div&amp;gt;&lt;br /&gt;
| BREAK EXPLOIT&lt;br /&gt;
| (Future)&lt;br /&gt;
| Can draft then undraft to end breaks.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req324&amp;quot;&amp;gt;Req324&amp;lt;/div&amp;gt;&lt;br /&gt;
| PROACTIVE BEAST ATTACKERS&lt;br /&gt;
| (Future)&lt;br /&gt;
| The large beasts could afford to be slightly more aggressive.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req325&amp;quot;&amp;gt;Req325&amp;lt;/div&amp;gt;&lt;br /&gt;
| PUNGENT BUGS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Dead insects and really small things shouldn't create miasma. But dead rodents should still stink.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req326&amp;quot;&amp;gt;Req326&amp;lt;/div&amp;gt;&lt;br /&gt;
| HARDER FISHING&lt;br /&gt;
| (Future)&lt;br /&gt;
| Fishing is a little too easy, maybe.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req327&amp;quot;&amp;gt;Req327&amp;lt;/div&amp;gt;&lt;br /&gt;
| CORPSE PROCESSING&lt;br /&gt;
| (Future)&lt;br /&gt;
| Can process corpse to eat etc if you have a sharp object.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req328&amp;quot;&amp;gt;Req328&amp;lt;/div&amp;gt;&lt;br /&gt;
| NAMING ISSUE&lt;br /&gt;
| (Future)&lt;br /&gt;
| Issue with some unit names.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req329&amp;quot;&amp;gt;Req329&amp;lt;/div&amp;gt;&lt;br /&gt;
| STRANGE POPULATION ISSUES&lt;br /&gt;
| Completed&lt;br /&gt;
| Every region currently makes 2 oceanfish populations. This is to simulate fishing for seaside civs, but it should be handled properly instead.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req330&amp;quot;&amp;gt;Req330&amp;lt;/div&amp;gt;&lt;br /&gt;
| CHARGE CHANGE&lt;br /&gt;
| (Future)&lt;br /&gt;
| Knock-backs without people falling on the ground should be more common in charging.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req331&amp;quot;&amp;gt;Req331&amp;lt;/div&amp;gt;&lt;br /&gt;
| ATTACK OPPORTUNITY NUMBERS&lt;br /&gt;
| (Future)&lt;br /&gt;
| It should generate random variations on rolls for each attack for a given turn between each creature, so that a swing at the head one turn is almost impossible, while grabbing the arm could be three times as easy as normal. This will lead to more variety in combat AI, rather than just having the 'best' moves used all the time.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req332&amp;quot;&amp;gt;Req332&amp;lt;/div&amp;gt;&lt;br /&gt;
| SHORT JOB NAMES&lt;br /&gt;
| (Future)&lt;br /&gt;
| In certain contexts, it should display shorter job names. When making glass objects for instance, you can't tell what you are making if you don't have the menus tabbed out.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req333&amp;quot;&amp;gt;Req333&amp;lt;/div&amp;gt;&lt;br /&gt;
| RESPECT CONTAINER CAPACITY ON PICKUP&lt;br /&gt;
| (Future)&lt;br /&gt;
| Container capacity needs to be respected on pickup as it is with the put command.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req334&amp;quot;&amp;gt;Req334&amp;lt;/div&amp;gt;&lt;br /&gt;
| CRASHING ISSUE I&lt;br /&gt;
| Completed&lt;br /&gt;
| There is a crash bug related to store assignment of objects after building destruction. I had a town attacked by 100 dragons, and something went wrong.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req335&amp;quot;&amp;gt;Req335&amp;lt;/div&amp;gt;&lt;br /&gt;
| INFESTATION FREQUENCIES&lt;br /&gt;
| Completed&lt;br /&gt;
| The creatures selected to infest caves don't respect their population frequencies.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req336&amp;quot;&amp;gt;Req336&amp;lt;/div&amp;gt;&lt;br /&gt;
| GOOD/EVIL/SAVAGERY VERMIN CHECKS&lt;br /&gt;
| (Future)&lt;br /&gt;
| A lot of vermin creation doesn't respect good/evil/savagery of the particular square involved. Undead regions should have undead vermin, but there are some technical issues here.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req337&amp;quot;&amp;gt;Req337&amp;lt;/div&amp;gt;&lt;br /&gt;
| IN-GAME SNAPSHOTS&lt;br /&gt;
| Completed&lt;br /&gt;
| Just as you can export an image of the world map, you could also export an image of the entire fortress or adventure area.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req338&amp;quot;&amp;gt;Req338&amp;lt;/div&amp;gt;&lt;br /&gt;
| MEMMAP ISSUES&lt;br /&gt;
| (Future)&lt;br /&gt;
| There are some issues with it showing the green and yellow stair symbols improperly on the memmap. The memmap should also highlight staircases, and the symbols for previously seen creatures are currently overdone.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req339&amp;quot;&amp;gt;Req339&amp;lt;/div&amp;gt;&lt;br /&gt;
| MYSTERY WEB&lt;br /&gt;
| Completed&lt;br /&gt;
| A web printed off in a hidden area during dwarf mode. It was probably on an unseen river branch since it disappeared during the flood, but it shouldn't have been visible at all.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req340&amp;quot;&amp;gt;Req340&amp;lt;/div&amp;gt;&lt;br /&gt;
| FIRE FLOW SLAYER CREDIT&lt;br /&gt;
| (Future)&lt;br /&gt;
| Creatures don't get credit for killing creatures directly with flows.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req341&amp;quot;&amp;gt;Req341&amp;lt;/div&amp;gt;&lt;br /&gt;
| RIVER LOOPS&lt;br /&gt;
| Completed&lt;br /&gt;
| The world map generator doesn't completely loop erase the rivers. At least I think it's done. They always seem to come back.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req342&amp;quot;&amp;gt;Req342&amp;lt;/div&amp;gt;&lt;br /&gt;
| FROZEN WATER DISAGREEMENT&lt;br /&gt;
| Completed&lt;br /&gt;
| The out-of-play river squares sometimes display as frozen when the in-play river is not frozen.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req343&amp;quot;&amp;gt;Req343&amp;lt;/div&amp;gt;&lt;br /&gt;
| CORNER DOOR DETAILING&lt;br /&gt;
| Completed&lt;br /&gt;
| A room corner caught between two doors should detail immediately, not later when the dungeon is converted or other detailing occurs, or else it shouldn't detail at all.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req344&amp;quot;&amp;gt;Req344&amp;lt;/div&amp;gt;&lt;br /&gt;
| TOWN ANIMALS UNDER THREAT&lt;br /&gt;
| (Future)&lt;br /&gt;
| Attacking stray animals in town should still anger the entities, or at least be a misdemeanor or something.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req345&amp;quot;&amp;gt;Req345&amp;lt;/div&amp;gt;&lt;br /&gt;
| REST/SLEEP CONFLICT&lt;br /&gt;
| Completed&lt;br /&gt;
| When somebody is healing, they don't always take time off to sleep, so they can become drowsy when resting.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req346&amp;quot;&amp;gt;Req346&amp;lt;/div&amp;gt;&lt;br /&gt;
| PROJECTILES FALLING THROUGH FLOORS&lt;br /&gt;
| Completed&lt;br /&gt;
| Corpse pieces have occasionally been observed falling through the floor.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req347&amp;quot;&amp;gt;Req347&amp;lt;/div&amp;gt;&lt;br /&gt;
| ERRONEOUS FOOD OWNERSHIP&lt;br /&gt;
| (Future)&lt;br /&gt;
| If you remove a chair somebody is planning on eating in, they cancel their eat job but retain ownership of the food. Then they store it in their room, where it rots and smells, rather than eating it later. Related to Req304.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req348&amp;quot;&amp;gt;Req348&amp;lt;/div&amp;gt;&lt;br /&gt;
| SURROUNDING CHAT BIOME VERIFICATION&lt;br /&gt;
| (Future)&lt;br /&gt;
| When discussing which creatures roam a region, it doesn't do biome verification, so it could refer to creatures that aren't actually found in the region.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req349&amp;quot;&amp;gt;Req349&amp;lt;/div&amp;gt;&lt;br /&gt;
| PATH FIND ALTERATIONS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Right now, people go to the ground a lot when dealing with path find problems. If it isn't urgent, they should wait a bit but retain their paths. However, it's also important not to create traffic jams or lags.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req350&amp;quot;&amp;gt;Req350&amp;lt;/div&amp;gt;&lt;br /&gt;
| CRASH ISSUE ON BODY PART VIEW&lt;br /&gt;
| Completed&lt;br /&gt;
| During a fight with some zombies in dwarf mode, crashed while viewing body parts after moving the cursor.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req351&amp;quot;&amp;gt;Req351&amp;lt;/div&amp;gt;&lt;br /&gt;
| PET INFO CRASH&lt;br /&gt;
| Completed&lt;br /&gt;
| There was a crash related to null pet and owner pointers inside some pet info.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req352&amp;quot;&amp;gt;Req352&amp;lt;/div&amp;gt;&lt;br /&gt;
| TEMPERATURE FLOW SLAYERS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Dragons and other flow-creating creatures aren't credited properly for kills via temperature.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req353&amp;quot;&amp;gt;Req353&amp;lt;/div&amp;gt;&lt;br /&gt;
| PROJECTILES AND FLOWS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Some projectiles survive environmental effects unaffected.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req354&amp;quot;&amp;gt;Req354&amp;lt;/div&amp;gt;&lt;br /&gt;
| DIAGONAL FLOW PATHS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Diagonal-tending dragonfire has a tendency to wrap backward.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req355&amp;quot;&amp;gt;Req355&amp;lt;/div&amp;gt;&lt;br /&gt;
| LIQUID CREATURE SUPPORT&lt;br /&gt;
| (Future)&lt;br /&gt;
| Some creatures like magma men need better support for extreme temperature effects to work properly for them.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req356&amp;quot;&amp;gt;Req356&amp;lt;/div&amp;gt;&lt;br /&gt;
| GRASS-TREE BURN SPEEDS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Grass and trees undergo different burn-speed transformations between dwarf mode and adventure mode, leading to unwarranted mode differences.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req357&amp;quot;&amp;gt;Req357&amp;lt;/div&amp;gt;&lt;br /&gt;
| FIRE AND TEMPERATURE&lt;br /&gt;
| (Future)&lt;br /&gt;
| In some flow and map square situations, items are still burned away immediately instead of using temperature to affect them.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req358&amp;quot;&amp;gt;Req358&amp;lt;/div&amp;gt;&lt;br /&gt;
| CONTAMINANT MATERIALS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Contaminant materials need to be tracked more carefully.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req359&amp;quot;&amp;gt;Req359&amp;lt;/div&amp;gt;&lt;br /&gt;
| CONTAMINANT TEMPERATURE EFFECTS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Most importantly, metals that melt over creatures should have an effect, but the temperature of contaminants isn't currently stored.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req360&amp;quot;&amp;gt;Req360&amp;lt;/div&amp;gt;&lt;br /&gt;
| TEMPERATURE AND ROTTING&lt;br /&gt;
| (Future)&lt;br /&gt;
| The recycling critters that rot corpses and food work faster and are more abundant in higher temperature areas in general, though it might also be linked to the biome specifically.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req361&amp;quot;&amp;gt;Req361&amp;lt;/div&amp;gt;&lt;br /&gt;
| CORE TEMPERATURE VS EXTREMITIES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Frostbite doesn't work properly now, because temperatures are fairly uniform, even in homeotherms.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req362&amp;quot;&amp;gt;Req362&amp;lt;/div&amp;gt;&lt;br /&gt;
| CREATURE SUBTYPES AND TEMPERATURE&lt;br /&gt;
| (Future)&lt;br /&gt;
| The safe temperature calculations don't take the gloss into consideration, so even if &amp;quot;oak&amp;quot; and &amp;quot;mangrove&amp;quot; have different temperature properties, the game doesn't use them for related creature doesn't use them in some instances.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req363&amp;quot;&amp;gt;Req363&amp;lt;/div&amp;gt;&lt;br /&gt;
| VERMIN AND TEMPERATURE&lt;br /&gt;
| (Future)&lt;br /&gt;
| Vermin are currently unaffected by temperature and flows.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req364&amp;quot;&amp;gt;Req364&amp;lt;/div&amp;gt;&lt;br /&gt;
| VENOM... BARRELS?&lt;br /&gt;
| (Future)&lt;br /&gt;
| Traders bring venom in barrels instead of vials. This might be excessive.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req365&amp;quot;&amp;gt;Req365&amp;lt;/div&amp;gt;&lt;br /&gt;
| AGGRESSIVE SAPLING GROWTH&lt;br /&gt;
| (Future)&lt;br /&gt;
| Saplings seem to show up all over the place, including under lava or water. Might be handled.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req366&amp;quot;&amp;gt;Req366&amp;lt;/div&amp;gt;&lt;br /&gt;
| DISTANT OFFICERS&lt;br /&gt;
| (Future)&lt;br /&gt;
| It will often select the worst possible officer for a case. It should consider distance issues, for example.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req367&amp;quot;&amp;gt;Req367&amp;lt;/div&amp;gt;&lt;br /&gt;
| LOST FOOD&lt;br /&gt;
| (Future)&lt;br /&gt;
| The eat job sometimes loses control over the munchy's location.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req368&amp;quot;&amp;gt;Req368&amp;lt;/div&amp;gt;&lt;br /&gt;
| THE WELL BUCKET AND MAGMA&lt;br /&gt;
| (Future)&lt;br /&gt;
| The well bucket is not affected by local temperatures as it should be when it descends.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req369&amp;quot;&amp;gt;Req369&amp;lt;/div&amp;gt;&lt;br /&gt;
| MISSING UNIFORM&lt;br /&gt;
| (Future)&lt;br /&gt;
| When resetting clothing for temperature conditions, it can destroy guard uniforms.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req370&amp;quot;&amp;gt;Req370&amp;lt;/div&amp;gt;&lt;br /&gt;
| EATING IN STRANGE ROOMS&lt;br /&gt;
| (Future)&lt;br /&gt;
| The dwarves exhibit a propensity for eating in odd rooms when more appropriate rooms are available.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req371&amp;quot;&amp;gt;Req371&amp;lt;/div&amp;gt;&lt;br /&gt;
| AXE USE DEACTIVATED&lt;br /&gt;
| (Future)&lt;br /&gt;
| Deactivating squads can do strange things to axe use preference.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req372&amp;quot;&amp;gt;Req372&amp;lt;/div&amp;gt;&lt;br /&gt;
| TANTRUM EXHAUSTION&lt;br /&gt;
| (Future)&lt;br /&gt;
| Dwarves throwing tantrums might get a bit tired of what they are doing, especially if they are injured. They shouldn't destroy their beds when they are trying to sleep unless they are in a particularly bad mood.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req373&amp;quot;&amp;gt;Req373&amp;lt;/div&amp;gt;&lt;br /&gt;
| RAMP WALLS&lt;br /&gt;
| Completed&lt;br /&gt;
| There are some inconsistencies with ramp use regarding whether or not an adjacent wall is needed.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req374&amp;quot;&amp;gt;Req374&amp;lt;/div&amp;gt;&lt;br /&gt;
| PET CAP&lt;br /&gt;
| (Future)&lt;br /&gt;
| Evaluate alternatives to the 50 per type animal cap.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req375&amp;quot;&amp;gt;Req375&amp;lt;/div&amp;gt;&lt;br /&gt;
| OTHER CAVES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Need to use some rock outcrops to add caves to soil heavy environments (or tighten soil with roots).&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req376&amp;quot;&amp;gt;Req376&amp;lt;/div&amp;gt;&lt;br /&gt;
| ADV MODE LIGHTING PROBLEMS&lt;br /&gt;
| (Future)&lt;br /&gt;
| There are some problems with adventure mode lighting versus lower fluids and the memory map in open spaces.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req377&amp;quot;&amp;gt;Req377&amp;lt;/div&amp;gt;&lt;br /&gt;
| AMAZING VERMIN ENTRY&lt;br /&gt;
| (Future)&lt;br /&gt;
| Eater vermin from map features can get into things that are impossible to get into.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req378&amp;quot;&amp;gt;Req378&amp;lt;/div&amp;gt;&lt;br /&gt;
| LACK OF FLUID MIXING IN CONTAINERS&lt;br /&gt;
| (Future)&lt;br /&gt;
| It lets you have for instance &amp;quot;water&amp;quot; and &amp;quot;stagnant water&amp;quot; as distinct items in your flask, and you can also fill up your backpack with water without getting other objects wet and without leakage.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req379&amp;quot;&amp;gt;Req379&amp;lt;/div&amp;gt;&lt;br /&gt;
| TRAILS AND ROADS&lt;br /&gt;
| (Future)&lt;br /&gt;
| There should be trails and roads all over the place in civilized areas.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req380&amp;quot;&amp;gt;Req380&amp;lt;/div&amp;gt;&lt;br /&gt;
| AREA DIFFICULTIES&lt;br /&gt;
| (Future)&lt;br /&gt;
| There need to be some more additions to challenging areas and perhaps a little more work on making calm areas calm.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req381&amp;quot;&amp;gt;Req381&amp;lt;/div&amp;gt;&lt;br /&gt;
| MOOD WORKSHOP&lt;br /&gt;
| (Future)&lt;br /&gt;
| There should be additional indicators of which workshop has been taken over by a mood dwarf.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req382&amp;quot;&amp;gt;Req382&amp;lt;/div&amp;gt;&lt;br /&gt;
| OFFER CONFIRMATION&lt;br /&gt;
| (Future)&lt;br /&gt;
| A confirmation might be helpful for making offerings in the depot.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req383&amp;quot;&amp;gt;Req383&amp;lt;/div&amp;gt;&lt;br /&gt;
| RAW FISH NAME&lt;br /&gt;
| (Future)&lt;br /&gt;
| Raw fish might need to be renamed for clarity&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req384&amp;quot;&amp;gt;Req384&amp;lt;/div&amp;gt;&lt;br /&gt;
| BUILDING JOB CHECKS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Need to look into how often buildings do job checks and when they reset their counters.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req385&amp;quot;&amp;gt;Req385&amp;lt;/div&amp;gt;&lt;br /&gt;
| HAUL JOB OVERRIDES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Workshop jobs should remove haul tasks from items within them if the item is applicable for the job.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req386&amp;quot;&amp;gt;Req386&amp;lt;/div&amp;gt;&lt;br /&gt;
| PERSISTENT CURSOR POSITION&lt;br /&gt;
| (Future)&lt;br /&gt;
| There are some mode changes in dwarf mode where the cursor position should persist.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req387&amp;quot;&amp;gt;Req387&amp;lt;/div&amp;gt;&lt;br /&gt;
| TOTAL PROFESSION NUMBERS&lt;br /&gt;
| (Future)&lt;br /&gt;
| There should be a way to view the total numbers enabled for each labor list item.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req388&amp;quot;&amp;gt;Req388&amp;lt;/div&amp;gt;&lt;br /&gt;
| ROOM QUALITY DISPLAY&lt;br /&gt;
| (Future)&lt;br /&gt;
| There should be an easier way to view the quality of a room.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req389&amp;quot;&amp;gt;Req389&amp;lt;/div&amp;gt;&lt;br /&gt;
| PERSONAL ROOM TRAFFIC&lt;br /&gt;
| (Future)&lt;br /&gt;
| Dwarves should probably get upset if a bunch of dwarves walk through their rooms while they are around to notice.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req390&amp;quot;&amp;gt;Req390&amp;lt;/div&amp;gt;&lt;br /&gt;
| JOB INFORMATION&lt;br /&gt;
| (Future)&lt;br /&gt;
| You should be able to view more information about jobs so that you can better understand how to complete them and what you have available to do so.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req391&amp;quot;&amp;gt;Req391&amp;lt;/div&amp;gt;&lt;br /&gt;
| WOUNDED BABY CARE&lt;br /&gt;
| (Future)&lt;br /&gt;
| Mothers don't care if their babies are wounded, even if they are being carried at the time.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req392&amp;quot;&amp;gt;Req392&amp;lt;/div&amp;gt;&lt;br /&gt;
| HAULING ORDERS&lt;br /&gt;
| (Future)&lt;br /&gt;
| More ways to control hauling orders, so important corpses can be picked up and lone bolts can be ignored.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req393&amp;quot;&amp;gt;Req393&amp;lt;/div&amp;gt;&lt;br /&gt;
| MINING SKILL SETTINGS&lt;br /&gt;
| (Future)&lt;br /&gt;
| There are situations where it would be nice to have the ability to set skill threshholds for gem/ore mining jobs.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req394&amp;quot;&amp;gt;Req394&amp;lt;/div&amp;gt;&lt;br /&gt;
| VARIOUS COMPENSATION METHODS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Certain jobs should pay by the hour instead of by the job (or by other factors). Examples include hauling and pump operation.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req395&amp;quot;&amp;gt;Req395&amp;lt;/div&amp;gt;&lt;br /&gt;
| HOLDING ARTIFACTS&lt;br /&gt;
| (Future)&lt;br /&gt;
| There seems to be something a bit loopy with how artifact keep/drop/hide decisions are made. They can hold on to an object for a very long time without committing to anything. Even if a dwarf chooses to keep an artifact, it shouldn't just walk around with a floodgate or something.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req396&amp;quot;&amp;gt;Req396&amp;lt;/div&amp;gt;&lt;br /&gt;
| OBSTACLE HANDLING FOR BUILDERS AND MINERS&lt;br /&gt;
| (Future)&lt;br /&gt;
| When a dwarves are mining or placing a building which will become an obstacle, they should do the jobs from the first good square they touch so that they don't lock themselves in.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req397&amp;quot;&amp;gt;Req397&amp;lt;/div&amp;gt;&lt;br /&gt;
| ERRONEOUS CAGED UNIT DEATHS&lt;br /&gt;
| (Future)&lt;br /&gt;
| A container item that is destroyed can kill units, even if the unit itself is resistant to the destroyer of the item (magma for example).&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req398&amp;quot;&amp;gt;Req398&amp;lt;/div&amp;gt;&lt;br /&gt;
| PLATE/CHAIN LAYERING VS. ARMOR LEVEL&lt;br /&gt;
| (Future)&lt;br /&gt;
| Wearing mail under plate is permissible, but it can be confusing to see when you select plate as the armor level.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req399&amp;quot;&amp;gt;Req399&amp;lt;/div&amp;gt;&lt;br /&gt;
| DIRT ROADS ON ICE&lt;br /&gt;
| (Future)&lt;br /&gt;
| When roads are built over ice, trampled dirt can be created spontaneously.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req400&amp;quot;&amp;gt;Req400&amp;lt;/div&amp;gt;&lt;br /&gt;
| DYED CLOTH STOCKPILE SEPARATION&lt;br /&gt;
| (Future)&lt;br /&gt;
| The ability to separate dyed and undyed cloth in stockpiles can be useful for speeding up production.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req401&amp;quot;&amp;gt;Req401&amp;lt;/div&amp;gt;&lt;br /&gt;
| PREMATURE TRADE SCREEN EXITS&lt;br /&gt;
| (Future)&lt;br /&gt;
| It's easy to skip out of the trade agreement screens without knowing what happened.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req402&amp;quot;&amp;gt;Req402&amp;lt;/div&amp;gt;&lt;br /&gt;
| SAVE TO MAIN MENU TRANSITION&lt;br /&gt;
| (Future)&lt;br /&gt;
| Need a prompt after save has completely successfully, and it should finish cleaning before asking you to press the key.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req403&amp;quot;&amp;gt;Req403&amp;lt;/div&amp;gt;&lt;br /&gt;
| DAMBLOCK OPTS&lt;br /&gt;
| (Future)&lt;br /&gt;
| There are some optimizations that can be made to the damage blocking calculations.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req404&amp;quot;&amp;gt;Req404&amp;lt;/div&amp;gt;&lt;br /&gt;
| STILL BARRELS&lt;br /&gt;
| (Future)&lt;br /&gt;
| If a booze stockpile contains empty barrels, a brewing job should be able to use them for storage.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req405&amp;quot;&amp;gt;Req405&amp;lt;/div&amp;gt;&lt;br /&gt;
| VERMIN TRACKING&lt;br /&gt;
| (Future)&lt;br /&gt;
| There are some problems with the accounting of vermin populations.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req406&amp;quot;&amp;gt;Req406&amp;lt;/div&amp;gt;&lt;br /&gt;
| PUT ON YOUR MASK BEFORE ASSISTING THE CHILD NEXT TO YOU&lt;br /&gt;
| (Future)&lt;br /&gt;
| Parents can die from thirst seeking their infants. It might help them to prioritize if they are dehydrated.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req407&amp;quot;&amp;gt;Req407&amp;lt;/div&amp;gt;&lt;br /&gt;
| RECLAIM STACKS&lt;br /&gt;
| (Future)&lt;br /&gt;
| On reclaim, some of the container emptying procedures can be very annoying, especially if there are tons of coin piles.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req408&amp;quot;&amp;gt;Req408&amp;lt;/div&amp;gt;&lt;br /&gt;
| DOMESTICATION AND ENTITY DEFS&lt;br /&gt;
| (Future)&lt;br /&gt;
| The &amp;quot;common domestic&amp;quot; state of animals should be in part an entity property, rather than solely a creature property.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req409&amp;quot;&amp;gt;Req409&amp;lt;/div&amp;gt;&lt;br /&gt;
| BAG RESERVES&lt;br /&gt;
| (Future)&lt;br /&gt;
| The ability to reserve bags for uses other than seed storage would be useful.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req410&amp;quot;&amp;gt;Req410&amp;lt;/div&amp;gt;&lt;br /&gt;
| KITCHEN ISSUES&lt;br /&gt;
| (Future)&lt;br /&gt;
| It would be useful to have kitchen options for items that you don't necessarily have in stock at the moment, and there's an issue with needing milk's cook setting active to make cheese.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req411&amp;quot;&amp;gt;Req411&amp;lt;/div&amp;gt;&lt;br /&gt;
| ZOOMING AROUND&lt;br /&gt;
| (Future)&lt;br /&gt;
| It would be useful to have more ways to get between object screens and zooming to objects between all of the views.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req412&amp;quot;&amp;gt;Req412&amp;lt;/div&amp;gt;&lt;br /&gt;
| DROWSINESS VS. KNOCKOUTS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Dwarves can having drowsiness problems if they are KO'd for long periods of time.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req413&amp;quot;&amp;gt;Req413&amp;lt;/div&amp;gt;&lt;br /&gt;
| PAIRED ITEMS ON ARMOR STANDS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Armor stands need to be able to hold 2 gloves and shoes, rather than just one item.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req414&amp;quot;&amp;gt;Req414&amp;lt;/div&amp;gt;&lt;br /&gt;
| EQUIPMENT STORAGE&lt;br /&gt;
| (Future)&lt;br /&gt;
| Need to salvage some armor stand/weapon rack storage code for use by soldiers.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req415&amp;quot;&amp;gt;Req415&amp;lt;/div&amp;gt;&lt;br /&gt;
| SCHEDULING ISSUES&lt;br /&gt;
| (Future)&lt;br /&gt;
| There are some minor adventure mode town schedule issues that need addressing.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req416&amp;quot;&amp;gt;Req416&amp;lt;/div&amp;gt;&lt;br /&gt;
| PAIRED IMPROVEMENTS&lt;br /&gt;
| (Future)&lt;br /&gt;
| For the most part, improvements on pregenerated paired items should be made identical.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req417&amp;quot;&amp;gt;Req417&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;quot;WATER&amp;quot;SKINS?&lt;br /&gt;
| (Future)&lt;br /&gt;
| Military dwarves should be apt to carry booze instead of water.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req418&amp;quot;&amp;gt;Req418&amp;lt;/div&amp;gt;&lt;br /&gt;
| WEIGHT AND VALUE PROBLEMS&lt;br /&gt;
| (Future)&lt;br /&gt;
| There are a lot of inconsistencies with weight and value numbers in the raws.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req419&amp;quot;&amp;gt;Req419&amp;lt;/div&amp;gt;&lt;br /&gt;
| PRICE SETTER STORAGE&lt;br /&gt;
| (Future)&lt;br /&gt;
| Technical issue with price setter storage.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req420&amp;quot;&amp;gt;Req420&amp;lt;/div&amp;gt;&lt;br /&gt;
| DRINK JOB CONNECTION CHECKS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Some drink jobs don't check connectivity correctly.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req421&amp;quot;&amp;gt;Req421&amp;lt;/div&amp;gt;&lt;br /&gt;
| BUILDING NAMES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Custom names for buildings. For stockpiles they can be inherited by containers.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req422&amp;quot;&amp;gt;Req422&amp;lt;/div&amp;gt;&lt;br /&gt;
| ROCKY ROAD&lt;br /&gt;
| (Future)&lt;br /&gt;
| Road building can be annoying on rocky maps.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req423&amp;quot;&amp;gt;Req423&amp;lt;/div&amp;gt;&lt;br /&gt;
| WEALTH OVERCOUNTS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Held/worn items are counted too much toward fortress wealth.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req424&amp;quot;&amp;gt;Req424&amp;lt;/div&amp;gt;&lt;br /&gt;
| PLANTING CANCELLATIONS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Farming plots that are set to fallow won't cancel their jobs if there's even a single seed planted. There are also issues with cancellation for redded out plants.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req425&amp;quot;&amp;gt;Req425&amp;lt;/div&amp;gt;&lt;br /&gt;
| DWARVEN WAGONS&lt;br /&gt;
| Completed&lt;br /&gt;
| Dwarves have wagons, so they should use them to trade.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req426&amp;quot;&amp;gt;Req426&amp;lt;/div&amp;gt;&lt;br /&gt;
| WATERFALL EDGES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Waterfalls have an issue where water at the bottom can potentially flow up off the edge into the unallocated void.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req427&amp;quot;&amp;gt;Req427&amp;lt;/div&amp;gt;&lt;br /&gt;
| ELITE SOLDIER SETTINGS&lt;br /&gt;
| (Future)&lt;br /&gt;
| You should be able to set soldier preferences for elite soldiers, though they should be unhappy to part with their favorite weapons.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req428&amp;quot;&amp;gt;Req428&amp;lt;/div&amp;gt;&lt;br /&gt;
| TASK PRIORITIES&lt;br /&gt;
| (Future)&lt;br /&gt;
| It should be easier to single out a dwarf as the only one permitted to perform a task, or to give that dwarf higher priority for the task.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req429&amp;quot;&amp;gt;Req429&amp;lt;/div&amp;gt;&lt;br /&gt;
| FARM SETTINGS LOST&lt;br /&gt;
| (Future)&lt;br /&gt;
| It can destroy preset crop selections for future seasons when there's a problem with the current season.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req430&amp;quot;&amp;gt;Req430&amp;lt;/div&amp;gt;&lt;br /&gt;
| JOB POSSIBILITIES DISPLAYED&lt;br /&gt;
| (Future)&lt;br /&gt;
| When adding jobs to workshops, it should be more clear which jobs could actually be completed at that time.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req431&amp;quot;&amp;gt;Req431&amp;lt;/div&amp;gt;&lt;br /&gt;
| EQUIPMENT CLEANING&lt;br /&gt;
| (Future)&lt;br /&gt;
| You need to be able to clean off dirty equipment, both modes. You might need to use grass or some kind of intermediate object/liquid to avoid getting more dirty.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req432&amp;quot;&amp;gt;Req432&amp;lt;/div&amp;gt;&lt;br /&gt;
| SETUP SCREEN CHANGES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Various minor changes to the dwarf mode setup screen. It should be easier to see the skills of the dwarves you are bringing and you should have more of an idea what the equipment you are bringing it for. It should update the profession names of dwarves as you change their skills.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req433&amp;quot;&amp;gt;Req433&amp;lt;/div&amp;gt;&lt;br /&gt;
| FLOATING&lt;br /&gt;
| (Future)&lt;br /&gt;
| Objects with proper densities should float in liquids. This should also apply to swimming creatures.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req434&amp;quot;&amp;gt;Req434&amp;lt;/div&amp;gt;&lt;br /&gt;
| MESSAGE CONTROL&lt;br /&gt;
| (Future)&lt;br /&gt;
| All messages should be optional with optional pause-zooming. There should be optional building completion announcements.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req435&amp;quot;&amp;gt;Req435&amp;lt;/div&amp;gt;&lt;br /&gt;
| SETTINGS FOR BASIC JOBS&lt;br /&gt;
| (Future)&lt;br /&gt;
| There should be specific labor list settings for jobs like harvesting, level pulling and depot hauls that all dwarves do.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req436&amp;quot;&amp;gt;Req436&amp;lt;/div&amp;gt;&lt;br /&gt;
| EQUIPMENT DISPOSAL&lt;br /&gt;
| (Future)&lt;br /&gt;
| There should be more standing orders for how unusable clothing, armor and other equipment are handled to expedite siege cleaning and the disposal of old clothes.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req437&amp;quot;&amp;gt;Req437&amp;lt;/div&amp;gt;&lt;br /&gt;
| ASHERY SKILLS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Potash-making from lye should be skillless, and ideally you'd just set the stuff to evaporate. The ash to potash job should give lye-making skill.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req438&amp;quot;&amp;gt;Req438&amp;lt;/div&amp;gt;&lt;br /&gt;
| REFERENCE UPDATE&lt;br /&gt;
| (Future)&lt;br /&gt;
| Some internal references should be stored differently.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req439&amp;quot;&amp;gt;Req439&amp;lt;/div&amp;gt;&lt;br /&gt;
| FISHERY AUTOMATION&lt;br /&gt;
| (Future)&lt;br /&gt;
| The fishery (and other workshops) should have automation features.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req440&amp;quot;&amp;gt;Req440&amp;lt;/div&amp;gt;&lt;br /&gt;
| TRAVELER OUTFITS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Sometimes it fails to update the clothing of people that have traveled to another town to account for temperature.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req441&amp;quot;&amp;gt;Req441&amp;lt;/div&amp;gt;&lt;br /&gt;
| CHILDREN AND GROWTH&lt;br /&gt;
| (Future)&lt;br /&gt;
| Children need to change sizes more gradually as they grow up. It must also handle their clothing sizes without generating a ton of garbage objects.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req442&amp;quot;&amp;gt;Req442&amp;lt;/div&amp;gt;&lt;br /&gt;
| SHOPKEEPERS AND THEIR INVENTORY&lt;br /&gt;
| (Future)&lt;br /&gt;
| Owners of dwarf mode shops aren't tied closely enough to their wares, even though they pay for them.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req443&amp;quot;&amp;gt;Req443&amp;lt;/div&amp;gt;&lt;br /&gt;
| UNIT-JOB SCREEN IMPROVEMENTS&lt;br /&gt;
| (Future)&lt;br /&gt;
| The unit-job screen should be improved in myriad ways, though the options people have requested are too numerous to fit in a simple screen.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req444&amp;quot;&amp;gt;Req444&amp;lt;/div&amp;gt;&lt;br /&gt;
| FLEEING SOLDIER AI&lt;br /&gt;
| (Future)&lt;br /&gt;
| Fleeing soldiers don't cope well with not being able to reach their exit location.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req445&amp;quot;&amp;gt;Req445&amp;lt;/div&amp;gt;&lt;br /&gt;
| INJURED HUNTERS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Injured hunters should not attempt to hunt in general.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req446&amp;quot;&amp;gt;Req446&amp;lt;/div&amp;gt;&lt;br /&gt;
| COOKING SELECTION ISSUE&lt;br /&gt;
| (Future)&lt;br /&gt;
| Cooking had an issue where it selected a barrel and the object inside of it.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req447&amp;quot;&amp;gt;Req447&amp;lt;/div&amp;gt;&lt;br /&gt;
| PRESERVING VALUABLE STONES&lt;br /&gt;
| Completed&lt;br /&gt;
| There should be a way to stop valuable stones like obsidian from being used in general stoneworking jobs.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req448&amp;quot;&amp;gt;Req448&amp;lt;/div&amp;gt;&lt;br /&gt;
| INTERRUPTED JOB DURATIONS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Issue with job durations versus interruptions.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req449&amp;quot;&amp;gt;Req449&amp;lt;/div&amp;gt;&lt;br /&gt;
| BARRACKS ASSIGNMENTS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Allow barracks assignments for squads, including specific assignments (possibly automated within the barracks) for weapon racks and armor stands for soldiers.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req450&amp;quot;&amp;gt;Req450&amp;lt;/div&amp;gt;&lt;br /&gt;
| USEFUL BREAKS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Dwarves should actively pursue non-work related activities while they are taking breaks.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req451&amp;quot;&amp;gt;Req451&amp;lt;/div&amp;gt;&lt;br /&gt;
| LIAISON AND WORKERS&lt;br /&gt;
| (Future)&lt;br /&gt;
| You should be able to request specific workers and worker types from your outpost liaison.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req452&amp;quot;&amp;gt;Req452&amp;lt;/div&amp;gt;&lt;br /&gt;
| IMPROVE LOCAL MATERIAL TABULATION&lt;br /&gt;
| (Future)&lt;br /&gt;
| The game doesn't quite have a handle on which materials are available locally. This would make demands more reasonable.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req453&amp;quot;&amp;gt;Req453&amp;lt;/div&amp;gt;&lt;br /&gt;
| COFFIN OBJECT ISSUES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Issues with the items in coffins versus building destruction and rotting.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req454&amp;quot;&amp;gt;Req454&amp;lt;/div&amp;gt;&lt;br /&gt;
| FOOD SELECTION&lt;br /&gt;
| (Future)&lt;br /&gt;
| There are some issues with food choice relative to value and distance.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req455&amp;quot;&amp;gt;Req455&amp;lt;/div&amp;gt;&lt;br /&gt;
| RAMPS ON BOUNDARIES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Some ramps were omitted on block splits.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req456&amp;quot;&amp;gt;Req456&amp;lt;/div&amp;gt;&lt;br /&gt;
| KIDNAP INFO HANDLING&lt;br /&gt;
| (Future)&lt;br /&gt;
| Kidnapped dwarves need to have more game info removed.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req457&amp;quot;&amp;gt;Req457&amp;lt;/div&amp;gt;&lt;br /&gt;
| STEAM EFFECTS&lt;br /&gt;
| (Future)&lt;br /&gt;
| There are currently problems with steam temperature damage, and the effects of walking through a forest fire.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req458&amp;quot;&amp;gt;Req458&amp;lt;/div&amp;gt;&lt;br /&gt;
| ZOMBIE BODIES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Zombies should just leave rotten corpses instead of rotten zombie corpses, though their former status as a zombie might have impacts on the body's properties later on.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req459&amp;quot;&amp;gt;Req459&amp;lt;/div&amp;gt;&lt;br /&gt;
| CAVE-IN COLUMN WEIGHTS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Cave-in columns need more careful weight calculations.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req460&amp;quot;&amp;gt;Req460&amp;lt;/div&amp;gt;&lt;br /&gt;
| INITIAL RIVER DISPLAY&lt;br /&gt;
| (Future)&lt;br /&gt;
| It needs to initialize river flow directions before the rivers are initially displayed.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req461&amp;quot;&amp;gt;Req461&amp;lt;/div&amp;gt;&lt;br /&gt;
| FLOWS AND DIRECTIONAL CALCULATIONS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Certain flow calculations still only run in 4 directions.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req462&amp;quot;&amp;gt;Req462&amp;lt;/div&amp;gt;&lt;br /&gt;
| CONTAMINANT TEMPERATURE AND MOISTURE&lt;br /&gt;
| (Future)&lt;br /&gt;
| Contaminants on units and items need to have temperatures so that these objects can be covered with snow or heated oil. Some contaminants also need to have some kind of moisture content so that blood can dry out and stain for example.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req463&amp;quot;&amp;gt;Req463&amp;lt;/div&amp;gt;&lt;br /&gt;
| FORBIDDEN WARES&lt;br /&gt;
| (Future)&lt;br /&gt;
| The &amp;quot;good&amp;quot; creatures should be a little less likely to purchase leather or other items made from the bodies of civilized creatures, with various exceptions.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req464&amp;quot;&amp;gt;Req464&amp;lt;/div&amp;gt;&lt;br /&gt;
| EXCESSIVE BAIT&lt;br /&gt;
| (Future)&lt;br /&gt;
| Dwarves should not use entire stacks of meat or fish to bait traps.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req465&amp;quot;&amp;gt;Req465&amp;lt;/div&amp;gt;&lt;br /&gt;
| METAL BLOCK/BAR WEIGHTS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Need to watch out for the weight of metal objects versus metal bars.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req466&amp;quot;&amp;gt;Req466&amp;lt;/div&amp;gt;&lt;br /&gt;
| WRESTLING GRASPS VERSUS OTHER ACTIONS&lt;br /&gt;
| (Future)&lt;br /&gt;
| It should be more difficult or impossible to use the grasps you are using for wrestling in other tasks at the same time.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req467&amp;quot;&amp;gt;Req467&amp;lt;/div&amp;gt;&lt;br /&gt;
| UNDEAD HEALING&lt;br /&gt;
| (Future)&lt;br /&gt;
| Undead and construct-type creatures tend to heal when they shouldn't.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req468&amp;quot;&amp;gt;Req468&amp;lt;/div&amp;gt;&lt;br /&gt;
| EXTRACT MATERIALS&lt;br /&gt;
| (Future)&lt;br /&gt;
| The extract system needs to be overhauled to support more robust material definitions and more potential extracts from a given creature or plant.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req469&amp;quot;&amp;gt;Req469&amp;lt;/div&amp;gt;&lt;br /&gt;
| HUMAN MIGRANT ISSUES&lt;br /&gt;
| (Future)&lt;br /&gt;
| In the limited test I did of human migrants in a dwarf fortress, there were several issues, including the humans being treated like tame beasts.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req470&amp;quot;&amp;gt;Req470&amp;lt;/div&amp;gt;&lt;br /&gt;
| UNDEAD POPULATIONS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Undead populations aren't tracked properly.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req471&amp;quot;&amp;gt;Req471&amp;lt;/div&amp;gt;&lt;br /&gt;
| ASKING DIRECTIONS&lt;br /&gt;
| (Future)&lt;br /&gt;
| You should be able to ask directions more robustly in adventure mode. They should be able to give you directions and location descriptions. You should be able to ask about general or specific items or trades, and various other things. Different creatures might have a broader knowledge of more areas depending on various factors.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req472&amp;quot;&amp;gt;Req472&amp;lt;/div&amp;gt;&lt;br /&gt;
| MIXING LIQUID CONTAMINANTS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Liquid contaminants should mix so that you can't just act on one of them, assuming they overlap on the object in question.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req473&amp;quot;&amp;gt;Req473&amp;lt;/div&amp;gt;&lt;br /&gt;
| MATERIAL REWRITE&lt;br /&gt;
| (Future)&lt;br /&gt;
| There's a technical rewrite required to support things like object materials which are, for instance, the blood of a specific creature.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req474&amp;quot;&amp;gt;Req474&amp;lt;/div&amp;gt;&lt;br /&gt;
| PATH BUFFER CLEARING&lt;br /&gt;
| (Future)&lt;br /&gt;
| There's a bit of an optimization that can be done to the periodic path buffer clearing.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req475&amp;quot;&amp;gt;Req475&amp;lt;/div&amp;gt;&lt;br /&gt;
| SIEGE ENGINES AND THE Z AXIS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Siege engines need to respect the z axis.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req476&amp;quot;&amp;gt;Req476&amp;lt;/div&amp;gt;&lt;br /&gt;
| DEEP OBJECT PLACEMENT ISSUE&lt;br /&gt;
| (Future)&lt;br /&gt;
| There's an issue with object placement in one of the deep areas.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req477&amp;quot;&amp;gt;Req477&amp;lt;/div&amp;gt;&lt;br /&gt;
| CONNECTED SITE COMPONENTS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Sites in areas with large elevation changes need to connect up their components. For instance, a town built into several areas on a cliff might have some stairs carved into the walls to connect the components.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req478&amp;quot;&amp;gt;Req478&amp;lt;/div&amp;gt;&lt;br /&gt;
| LOCAL ARMY MOVEMENT&lt;br /&gt;
| (Future)&lt;br /&gt;
| There are some issue with army movement in adventure mode, especially related to armies you are visiting that would like to move.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req479&amp;quot;&amp;gt;Req479&amp;lt;/div&amp;gt;&lt;br /&gt;
| GOBLIN TOWER ISSUES&lt;br /&gt;
| (Future)&lt;br /&gt;
| There are some issues with swamps, vegetation and subterranean areas in goblin towers.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req480&amp;quot;&amp;gt;Req480&amp;lt;/div&amp;gt;&lt;br /&gt;
| DWARVES ON FIRE&lt;br /&gt;
| (Future)&lt;br /&gt;
| Dwarves should really handle themselves a bit better when they are around fire. They should start by recognizing that it's actually a problem to be on fire.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req481&amp;quot;&amp;gt;Req481&amp;lt;/div&amp;gt;&lt;br /&gt;
| HATCH OPENING FOR DIAGONAL FLIERS&lt;br /&gt;
| (Future)&lt;br /&gt;
| It needs to be more specific about how fliers moving diagonally and up interact with multiple hatches.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req482&amp;quot;&amp;gt;Req482&amp;lt;/div&amp;gt;&lt;br /&gt;
| FISH CLEANING IMPROVEMENTS&lt;br /&gt;
| (Future)&lt;br /&gt;
| You should be able to remove relevant portions (shell/bones) of fish during cleaning.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req483&amp;quot;&amp;gt;Req483&amp;lt;/div&amp;gt;&lt;br /&gt;
| BLOOD VISIBILITY&lt;br /&gt;
| (Future)&lt;br /&gt;
| Blood of all types should be visible on whatever color stone it falls on.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req484&amp;quot;&amp;gt;Req484&amp;lt;/div&amp;gt;&lt;br /&gt;
| WIND&lt;br /&gt;
| (Future)&lt;br /&gt;
| Local wind patterns need to be more interesting.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req485&amp;quot;&amp;gt;Req485&amp;lt;/div&amp;gt;&lt;br /&gt;
| GROUNDED/SWIMMING&lt;br /&gt;
| (Future)&lt;br /&gt;
| Need to square the commonly-used notion of being on the ground with swimming.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req486&amp;quot;&amp;gt;Req486&amp;lt;/div&amp;gt;&lt;br /&gt;
| VISION AND SWIMMING&lt;br /&gt;
| (Future)&lt;br /&gt;
| Need to work out what should be visible when you are swimming, especially if you are breathing up at the surface.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req487&amp;quot;&amp;gt;Req487&amp;lt;/div&amp;gt;&lt;br /&gt;
| WATER PRESERVATION&lt;br /&gt;
| (Future)&lt;br /&gt;
| There are some cases where water is deleted when it might be pushed away to other tiles instead.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req488&amp;quot;&amp;gt;Req488&amp;lt;/div&amp;gt;&lt;br /&gt;
| WARM STONE PROBLEM&lt;br /&gt;
| (Future)&lt;br /&gt;
| There are some rare cases where warm stone next to lava gets its temperature reset.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req489&amp;quot;&amp;gt;Req489&amp;lt;/div&amp;gt;&lt;br /&gt;
| MIGRANT CHILDREN AGES&lt;br /&gt;
| (Future)&lt;br /&gt;
| The ages of migrant children are not based on the raws.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req490&amp;quot;&amp;gt;Req490&amp;lt;/div&amp;gt;&lt;br /&gt;
| MATERIAL DEMANDS AND MANDATES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Local materials lists for demands aren't compiled properly now.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req491&amp;quot;&amp;gt;Req491&amp;lt;/div&amp;gt;&lt;br /&gt;
| ADVENTURE MODE TRADE SKILLS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Some of the features from dwarf mode trade can be moved over to adventure mode.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req492&amp;quot;&amp;gt;Req492&amp;lt;/div&amp;gt;&lt;br /&gt;
| MELTED OBJECT SIZE&lt;br /&gt;
| (Future)&lt;br /&gt;
| When objects change states, their sizes need to be tracked more carefully.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req493&amp;quot;&amp;gt;Req493&amp;lt;/div&amp;gt;&lt;br /&gt;
| MISSING MIGRANT TYPES&lt;br /&gt;
| (Future)&lt;br /&gt;
| A few professions don't occur as migrant types.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req494&amp;quot;&amp;gt;Req494&amp;lt;/div&amp;gt;&lt;br /&gt;
| INITIALIZING PREFERENCES ISSUE&lt;br /&gt;
| (Future)&lt;br /&gt;
| There's a minor issue with unit preferences and which ones it knows about at which times.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req495&amp;quot;&amp;gt;Req495&amp;lt;/div&amp;gt;&lt;br /&gt;
| FISH SEARCH&lt;br /&gt;
| (Future)&lt;br /&gt;
| Fisherdwarves don't make the same efforts to find locations as thirsty dwarves.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req496&amp;quot;&amp;gt;Req496&amp;lt;/div&amp;gt;&lt;br /&gt;
| WORLD MIGRANT LINKS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Migrants joining towns on the world map don't get proper entity links.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req497&amp;quot;&amp;gt;Req497&amp;lt;/div&amp;gt;&lt;br /&gt;
| RIVER STONES FOR ENTITIES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Civilizations don't use alluvial deposits properly.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req498&amp;quot;&amp;gt;Req498&amp;lt;/div&amp;gt;&lt;br /&gt;
| SAME-SQUARE MOVEMENT&lt;br /&gt;
| (Future)&lt;br /&gt;
| There are some adventure mode issues with same-square interactions.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req499&amp;quot;&amp;gt;Req499&amp;lt;/div&amp;gt;&lt;br /&gt;
| BETTER PRESSURE&lt;br /&gt;
| Completed&lt;br /&gt;
| Water should avoid upward paths when there is a good downward route, though this taxes the CPU slightly.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req500&amp;quot;&amp;gt;Req500&amp;lt;/div&amp;gt;&lt;br /&gt;
| SITE POPULATIONS&lt;br /&gt;
| (Future)&lt;br /&gt;
| There are various little issues with site animal populations that need to be cleaned up.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req501&amp;quot;&amp;gt;Req501&amp;lt;/div&amp;gt;&lt;br /&gt;
| MINOR WILDERNESS POP ISSUES&lt;br /&gt;
| (Future)&lt;br /&gt;
| There are some minor issues with the distributions of local wilderness populations.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req502&amp;quot;&amp;gt;Req502&amp;lt;/div&amp;gt;&lt;br /&gt;
| FROZEN WATER CONTAMINANTS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Contaminants for frozen liquids aren't tracked carefully enough.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req503&amp;quot;&amp;gt;Req503&amp;lt;/div&amp;gt;&lt;br /&gt;
| FLIERS/SWIMMERS AND BUILDING TARGETING&lt;br /&gt;
| (Future)&lt;br /&gt;
| Creatures with unusual movement types can't target buildings properly.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req504&amp;quot;&amp;gt;Req504&amp;lt;/div&amp;gt;&lt;br /&gt;
| RUIN PLACEMENT&lt;br /&gt;
| (Future)&lt;br /&gt;
| Ruin placement is disabled in sites that become crowded with buildings, but it should adapt instead.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req505&amp;quot;&amp;gt;Req505&amp;lt;/div&amp;gt;&lt;br /&gt;
| CAVE-IN DUST&lt;br /&gt;
| (Future)&lt;br /&gt;
| Dust flows from cave-ins need to be generated more carefully.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req506&amp;quot;&amp;gt;Req506&amp;lt;/div&amp;gt;&lt;br /&gt;
| IMPROVED CAVE-IN MECHANICS&lt;br /&gt;
| (Future)&lt;br /&gt;
| The cave-in framework isn't being used for much. There should be more requirements for supports again.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req507&amp;quot;&amp;gt;Req507&amp;lt;/div&amp;gt;&lt;br /&gt;
| SOIL CAVE-INS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Certain rock/ground types shouldn't support anything by themselves.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req508&amp;quot;&amp;gt;Req508&amp;lt;/div&amp;gt;&lt;br /&gt;
| WALKING ON BUILDINGS&lt;br /&gt;
| (Future)&lt;br /&gt;
| It seems like you should be able to walk over the top of something like a floodgate on the tile above, but this is quite annoying to handle.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req509&amp;quot;&amp;gt;Req509&amp;lt;/div&amp;gt;&lt;br /&gt;
| CASTRATING ANIMALS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Dwarves should be able to castrate male animals. Spaying female animals might be beyond the ability of dwarves to do reliably.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req510&amp;quot;&amp;gt;Req510&amp;lt;/div&amp;gt;&lt;br /&gt;
| FIRES IN CONTAINERS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Fires should not be able to burn in sealed containers.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req511&amp;quot;&amp;gt;Req511&amp;lt;/div&amp;gt;&lt;br /&gt;
| ARMORED AGAINST JUSTICE&lt;br /&gt;
| (Future)&lt;br /&gt;
| People shouldn't be able to throw armor on a dwarf that's about to be hammered. All such items should be removed before the sentence is carried out.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req512&amp;quot;&amp;gt;Req512&amp;lt;/div&amp;gt;&lt;br /&gt;
| PERSONAL HYGIENE&lt;br /&gt;
| (Future)&lt;br /&gt;
| Dwarves get filthy with all manner of foul matter and should clean themselves. Soap might come up. Clothes should also be cleaned. Could have stains.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req513&amp;quot;&amp;gt;Req513&amp;lt;/div&amp;gt;&lt;br /&gt;
| FOOD PLURALS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Food items need plurals (for the description screen for example).&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req514&amp;quot;&amp;gt;Req514&amp;lt;/div&amp;gt;&lt;br /&gt;
| MAP GENERATION BIAS&lt;br /&gt;
| (Future)&lt;br /&gt;
| The mid-level square maps never use the bottom right corner if all biome priorities are the same.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req515&amp;quot;&amp;gt;Req515&amp;lt;/div&amp;gt;&lt;br /&gt;
| CONSTRUCTION BUILDING PLACEMENT&lt;br /&gt;
| (Future)&lt;br /&gt;
| You shouldn't have to place construction squares one by one, and you shouldn't have to wait for constructions to be finished to place further pending constructions.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req516&amp;quot;&amp;gt;Req516&amp;lt;/div&amp;gt;&lt;br /&gt;
| ELVES TRADING ANIMALS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Elves should be reluctant to trade animals to dwarves they haven't built up a relationship with.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req517&amp;quot;&amp;gt;Req517&amp;lt;/div&amp;gt;&lt;br /&gt;
| KIDNAP THOUGHT&lt;br /&gt;
| (Future)&lt;br /&gt;
| Children should have some kind of thought about being kidnapped.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req518&amp;quot;&amp;gt;Req518&amp;lt;/div&amp;gt;&lt;br /&gt;
| OFFICE WORK&lt;br /&gt;
| (Future)&lt;br /&gt;
| Proper office work should require a table by the chair.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req519&amp;quot;&amp;gt;Req519&amp;lt;/div&amp;gt;&lt;br /&gt;
| BEAST INTERRUPTIONS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Beasts should not constantly interrupt workers that aren't actual under threat.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req520&amp;quot;&amp;gt;Req520&amp;lt;/div&amp;gt;&lt;br /&gt;
| EASY-TO-SKIP MEETING SCREENS&lt;br /&gt;
| (Future)&lt;br /&gt;
| It's too easy to skip passed important meeting screens by pressing space.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req521&amp;quot;&amp;gt;Req521&amp;lt;/div&amp;gt;&lt;br /&gt;
| WATERY RAMPS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Rivers and pools need ramps for the most part, so you can move in and out of them. Seashores too.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req522&amp;quot;&amp;gt;Req522&amp;lt;/div&amp;gt;&lt;br /&gt;
| FLYING UP&lt;br /&gt;
| (Future)&lt;br /&gt;
| In adventure mode, it needs to allocate sky for you if you try to fly up into unallocated areas.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req523&amp;quot;&amp;gt;Req523&amp;lt;/div&amp;gt;&lt;br /&gt;
| STREAM WATER FEET&lt;br /&gt;
| (Future)&lt;br /&gt;
| Stance points need to get water covers when walking over wet streams.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req524&amp;quot;&amp;gt;Req524&amp;lt;/div&amp;gt;&lt;br /&gt;
| SALT WATER PONDS&lt;br /&gt;
| (Future)&lt;br /&gt;
| You can't designate salt water as a water source, so you can't make salt water ponds from the ocean for example.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req525&amp;quot;&amp;gt;Req525&amp;lt;/div&amp;gt;&lt;br /&gt;
| MORE RIVERS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Sometimes vast high-rain areas on the world map aren't drained, which is strange. The water systems could be underground, but there should be some in-game explanation.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req526&amp;quot;&amp;gt;Req526&amp;lt;/div&amp;gt;&lt;br /&gt;
| WOOD RAW TOKENS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Wood raws are missing a lot of customizable properties that other materials have.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req527&amp;quot;&amp;gt;Req527&amp;lt;/div&amp;gt;&lt;br /&gt;
| PROMPT MEETINGS&lt;br /&gt;
| (Future)&lt;br /&gt;
| People that have meetings should take care of them promptly. The broker should get to the trade depot when called.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req528&amp;quot;&amp;gt;Req528&amp;lt;/div&amp;gt;&lt;br /&gt;
| SOME NEW STOCKPILE SETTINGS&lt;br /&gt;
| (Future)&lt;br /&gt;
| People wanted stockpiles of meltables, stockpiles that exclude meltables, and stockpiles that distinguish dyed and undyed objects.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req529&amp;quot;&amp;gt;Req529&amp;lt;/div&amp;gt;&lt;br /&gt;
| CONSTRUCTION WEAR&lt;br /&gt;
| (Future)&lt;br /&gt;
| Constructions don't wear down in the same way that regular smoothed walls do.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req530&amp;quot;&amp;gt;Req530&amp;lt;/div&amp;gt;&lt;br /&gt;
| ORE/ALLOY AMOUNT PROBLEMS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Some of the alloy smelting reaction numbers don't match up with the amount of bar smelting reactions when they meet certain ores.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req531&amp;quot;&amp;gt;Req531&amp;lt;/div&amp;gt;&lt;br /&gt;
| IMPROVED WORLD MAP DURING EMBARK&lt;br /&gt;
| (Future)&lt;br /&gt;
| The tiles on the world map should be more representative of what's actually there.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req532&amp;quot;&amp;gt;Req532&amp;lt;/div&amp;gt;&lt;br /&gt;
| EDGE PROJECTILES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Ammunition fired at the edge of the play area shouldn't bounce against it.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req533&amp;quot;&amp;gt;Req533&amp;lt;/div&amp;gt;&lt;br /&gt;
| BUILDING CONSTRUCTION INCONSISTENCIES&lt;br /&gt;
| (Future)&lt;br /&gt;
| There are some issues about diagonal access and so on with building constructions.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req534&amp;quot;&amp;gt;Req534&amp;lt;/div&amp;gt;&lt;br /&gt;
| MINING SIDES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Dwarves sometimes go on a long detour to mine a wall from a particular side.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req535&amp;quot;&amp;gt;Req535&amp;lt;/div&amp;gt;&lt;br /&gt;
| WATER CONTAMINANT CONTROLS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Salinity and stagnance markers can spread up into areas they don't particularly belong, especially during adventure mode travel. Water shouldn't drop mud all the time.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req536&amp;quot;&amp;gt;Req536&amp;lt;/div&amp;gt;&lt;br /&gt;
| MAP BOULDER&lt;br /&gt;
| (Future)&lt;br /&gt;
| Should be able to pull up a stone object from boulder tiles.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req537&amp;quot;&amp;gt;Req537&amp;lt;/div&amp;gt;&lt;br /&gt;
| MASTER RECORD KEEPER&lt;br /&gt;
| (Future)&lt;br /&gt;
| Record keepers gain skill too quickly.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req538&amp;quot;&amp;gt;Req538&amp;lt;/div&amp;gt;&lt;br /&gt;
| MORE VEGETATION CONTROL&lt;br /&gt;
| (Future)&lt;br /&gt;
| Should be able to designation permanent zones for plant gathering and wood chopping and suspend all of these jobs as well.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req539&amp;quot;&amp;gt;Req539&amp;lt;/div&amp;gt;&lt;br /&gt;
| UNDIGNIFIED DIGGING&lt;br /&gt;
| (Future)&lt;br /&gt;
| Somebody wanted to dig in the dirt without picks. It's not very dwarven, but I suppose it could be allowed.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req540&amp;quot;&amp;gt;Req540&amp;lt;/div&amp;gt;&lt;br /&gt;
| FULL REACTION CLASSES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Reaction classes need full definitions instead of just tokens like &amp;quot;FLUX&amp;quot; so that they can have more associated text and information.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req541&amp;quot;&amp;gt;Req541&amp;lt;/div&amp;gt;&lt;br /&gt;
| WATERPROOF AXLES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Somebody wanted to stick an axle through a wall without it leaking everywhere.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req542&amp;quot;&amp;gt;Req542&amp;lt;/div&amp;gt;&lt;br /&gt;
| NOBLE QUEUE ISSUES&lt;br /&gt;
| (Future)&lt;br /&gt;
| The queue for meetings is updated sort of haphazardly. It could afford to be more organized.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req543&amp;quot;&amp;gt;Req543&amp;lt;/div&amp;gt;&lt;br /&gt;
| MEETING/CONVERSATION/GAME/PARTY LINKS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Many social activities in the game should be further organized and consolidated.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req544&amp;quot;&amp;gt;Req544&amp;lt;/div&amp;gt;&lt;br /&gt;
| WORK ANIMAL ASSIGNMENT&lt;br /&gt;
| (Future)&lt;br /&gt;
| There are various issues with work animal assignment. It needs to be updated.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req545&amp;quot;&amp;gt;Req545&amp;lt;/div&amp;gt;&lt;br /&gt;
| LAZY COMMANDERS&lt;br /&gt;
| (Future)&lt;br /&gt;
| In addition to whatever else is keeping soldiers from there stations and patrols, they should not hang out with their eating/sleeping/wounded commander.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req546&amp;quot;&amp;gt;Req546&amp;lt;/div&amp;gt;&lt;br /&gt;
| MORE FARM FAILURE INFORMATION&lt;br /&gt;
| (Future)&lt;br /&gt;
| Farms need to explain more carefully what's going on when there's a biome or other conflict with available seeds. If you don't have any farmers, it should let you plant and fail before telling you.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req547&amp;quot;&amp;gt;Req547&amp;lt;/div&amp;gt;&lt;br /&gt;
| AUTOSAVE NAME CONFUSION&lt;br /&gt;
| (Future)&lt;br /&gt;
| Autosaves that are loaded can generating somewhat confusing save names that have multiple seasons.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req548&amp;quot;&amp;gt;Req548&amp;lt;/div&amp;gt;&lt;br /&gt;
| IN-GAME INIT OPTION ACCESS&lt;br /&gt;
| (Future)&lt;br /&gt;
| You should be able to change any reasonable init option within the game (flows as numbers, etc.).&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req549&amp;quot;&amp;gt;Req549&amp;lt;/div&amp;gt;&lt;br /&gt;
| PERSONALITY VS. PROFESSION&lt;br /&gt;
| (Future)&lt;br /&gt;
| Some migrants come with personalities completely unsuited to their line of work. The personalities of dwarves you select for a given profession should matter more.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req550&amp;quot;&amp;gt;Req550&amp;lt;/div&amp;gt;&lt;br /&gt;
| CEILING INFORMATION&lt;br /&gt;
| (Future)&lt;br /&gt;
| You should be given at least some information about the ceiling above a tile in certain circumstances.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req551&amp;quot;&amp;gt;Req551&amp;lt;/div&amp;gt;&lt;br /&gt;
| LOADED AREA IN OCEAN&lt;br /&gt;
| (Future)&lt;br /&gt;
| It keeps track of too many Z levels when you swim deep out into the ocean.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req552&amp;quot;&amp;gt;Req552&amp;lt;/div&amp;gt;&lt;br /&gt;
| STUCK AND CAN'T DIG&lt;br /&gt;
| (Future)&lt;br /&gt;
| Dwarves that get stranded in a pit can't dig out the floor, even if that's the best option.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req553&amp;quot;&amp;gt;Req553&amp;lt;/div&amp;gt;&lt;br /&gt;
| FLOWS VERSUS TREES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Water and magma should be able to flow passed (and burn for magma) trees.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req554&amp;quot;&amp;gt;Req554&amp;lt;/div&amp;gt;&lt;br /&gt;
| WALLS VERSUS MAGMA&lt;br /&gt;
| (Future)&lt;br /&gt;
| Constructed and non-constructed walls should be subject to magma. It can't just melt stone though, or the whole map will be affected (since magma currently generates its own heat).&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req555&amp;quot;&amp;gt;Req555&amp;lt;/div&amp;gt;&lt;br /&gt;
| MORE EFFECTIVE TRADE AGREEMENTS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Traders should bring more of your high priority requests. In general, trade agreements can be more specific and interesting.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req556&amp;quot;&amp;gt;Req556&amp;lt;/div&amp;gt;&lt;br /&gt;
| SAVING SOUND OPTIONS&lt;br /&gt;
| (Future)&lt;br /&gt;
| You should be able to save sound options back to the init file from the sound options menu.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req557&amp;quot;&amp;gt;Req557&amp;lt;/div&amp;gt;&lt;br /&gt;
| FROZEN RIVER SOURCES&lt;br /&gt;
| (Future)&lt;br /&gt;
| River source squares that are just going to stack water on ice squares shouldn't make water.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req558&amp;quot;&amp;gt;Req558&amp;lt;/div&amp;gt;&lt;br /&gt;
| MORE INFORMATION ABOUT ITEMS IN USE&lt;br /&gt;
| (Future)&lt;br /&gt;
| Some sort of indication such as TSK for items that are in use from views other than the building item view with more information about what's going on available from the item's screen.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req559&amp;quot;&amp;gt;Req559&amp;lt;/div&amp;gt;&lt;br /&gt;
| POST-EMBARK LOAD INDICATOR&lt;br /&gt;
| (Future)&lt;br /&gt;
| After getting through the final embark screen, it can leave you hanging for quite a while.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req560&amp;quot;&amp;gt;Req560&amp;lt;/div&amp;gt;&lt;br /&gt;
| WORKSHOP PROFILE CHANGE&lt;br /&gt;
| (Future)&lt;br /&gt;
| When setting workshop profile dwarves, it would be useful to be able to order the list in various ways (by relevant skills, unit type, whatever).&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req561&amp;quot;&amp;gt;Req561&amp;lt;/div&amp;gt;&lt;br /&gt;
| LOCAL WILDERNESS POPULATION REPLENISHMENT&lt;br /&gt;
| (Future)&lt;br /&gt;
| Local wilderness populations don't replenish like they used to over the course of a dwarf mode game.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req562&amp;quot;&amp;gt;Req562&amp;lt;/div&amp;gt;&lt;br /&gt;
| ROOMS FOR APPOINTEES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Assigning rooms to appointees would help alleviate problems that come up after the mayor's election.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req563&amp;quot;&amp;gt;Req563&amp;lt;/div&amp;gt;&lt;br /&gt;
| CONSORT POSITION&lt;br /&gt;
| (Future)&lt;br /&gt;
| Need to handle the position of consorts in the case that their spouses die.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req564&amp;quot;&amp;gt;Req564&amp;lt;/div&amp;gt;&lt;br /&gt;
| MORE CUSTOMIZATION FOR UNITS&lt;br /&gt;
| (Future)&lt;br /&gt;
| You can set their type names, but being able to set colors or custom tiles should also be possible.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req565&amp;quot;&amp;gt;Req565&amp;lt;/div&amp;gt;&lt;br /&gt;
| CAGE CLEANING&lt;br /&gt;
| (Future)&lt;br /&gt;
| You need to be able to free cages of all the various filth that collects there.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req566&amp;quot;&amp;gt;Req566&amp;lt;/div&amp;gt;&lt;br /&gt;
| SKY AND ICE&lt;br /&gt;
| (Future)&lt;br /&gt;
| Need to make ice and sky look different, since there are conflicts at night.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req567&amp;quot;&amp;gt;Req567&amp;lt;/div&amp;gt;&lt;br /&gt;
| SMOOTHING AND ENGRAVING SKILLS&lt;br /&gt;
| (Future)&lt;br /&gt;
| They aren't closely related, so they should have different skills and professions, although having a skill entirely for smoothing stone seems like a stretch.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req568&amp;quot;&amp;gt;Req568&amp;lt;/div&amp;gt;&lt;br /&gt;
| LIMB BLOOD DROPPING&lt;br /&gt;
| (Future)&lt;br /&gt;
| Bloody limbs that fly up in the air don't drop blood.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req569&amp;quot;&amp;gt;Req569&amp;lt;/div&amp;gt;&lt;br /&gt;
| BETTER TERRAIN ESCAPE&lt;br /&gt;
| (Future)&lt;br /&gt;
| There is more that dwarves should be able to do while they are attempting to escape dangerous terrain, specifically in relation to running back and forth over squares they've already checked.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req570&amp;quot;&amp;gt;Req570&amp;lt;/div&amp;gt;&lt;br /&gt;
| VEGETATION TEMPERATURE TOLERANCE AND EMBARK READOUT&lt;br /&gt;
| (Future)&lt;br /&gt;
| It needs to check temperature tolerances for local vegetation in embark, or else the tree/shrub density could be misleading.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req571&amp;quot;&amp;gt;Req571&amp;lt;/div&amp;gt;&lt;br /&gt;
| STANDING IS GOOD&lt;br /&gt;
| Completed&lt;br /&gt;
| If a passing cat or something forces a training marksdwarf to the ground, they'll stay on the ground throughout archery practice.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req572&amp;quot;&amp;gt;Req572&amp;lt;/div&amp;gt;&lt;br /&gt;
| PLEASE FORM A LINE&lt;br /&gt;
| (Future)&lt;br /&gt;
| Activity zone users all stack up on the same square instead of looking normal and standing on square where they can move at full speed.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req573&amp;quot;&amp;gt;Req573&amp;lt;/div&amp;gt;&lt;br /&gt;
| BOOZE THE WOUNDED&lt;br /&gt;
| (Future)&lt;br /&gt;
| Wounded dwarves should be brought booze in the absence of or even instead of water.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req574&amp;quot;&amp;gt;Req574&amp;lt;/div&amp;gt;&lt;br /&gt;
| BUILDING MECHANISM LOSS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Triggered buildings that lose mechanisms (via melting etc.) shouldn't collapse, but it should let you know.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req575&amp;quot;&amp;gt;Req575&amp;lt;/div&amp;gt;&lt;br /&gt;
| UNDERWATER PROJECTILES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Throwing/shooting underwater are currently unrestricted, and projectiles in general should be handled.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req576&amp;quot;&amp;gt;Req576&amp;lt;/div&amp;gt;&lt;br /&gt;
| WANDERING FEATURE POPULATIONS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Creatures that reside in features and sites (such as subterranean creatures) should probably start and stay in their favored habitat, mostly.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req577&amp;quot;&amp;gt;Req577&amp;lt;/div&amp;gt;&lt;br /&gt;
| AMMO PRICES&lt;br /&gt;
| (Future)&lt;br /&gt;
| All prices have problems, but improved ammo is especially ridiculous.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req578&amp;quot;&amp;gt;Req578&amp;lt;/div&amp;gt;&lt;br /&gt;
| SAME SQUARE DRINKING&lt;br /&gt;
| (Future)&lt;br /&gt;
| If you are thirsty and it has been a while on dangerous semi-flooded terrain, you should go ahead and drink instead of being confused.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req579&amp;quot;&amp;gt;Req579&amp;lt;/div&amp;gt;&lt;br /&gt;
| CAGE TRAP CONTROLS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Need to have more control over cage trap loading to control spam. The load job should suspend if it can't find anything.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req580&amp;quot;&amp;gt;Req580&amp;lt;/div&amp;gt;&lt;br /&gt;
| FLUID TEMPERATURE TRANSFER&lt;br /&gt;
| (Future)&lt;br /&gt;
| It would be nice if warm water could transfer that temperature to squares that it moves into, for example, but it is potentially very expensive CPU-wise to force more temperature updates.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req581&amp;quot;&amp;gt;Req581&amp;lt;/div&amp;gt;&lt;br /&gt;
| CONTAMINANTS WITH CONTAMINANTS&lt;br /&gt;
| (Future)&lt;br /&gt;
| It needs to track whether you are covered with salt/filthy water for example.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req582&amp;quot;&amp;gt;Req582&amp;lt;/div&amp;gt;&lt;br /&gt;
| UPWARD DIAGONAL MOVEMENT RATES&lt;br /&gt;
| (Future)&lt;br /&gt;
| It only applies a speed modifier to horizontal diagonal movement.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req583&amp;quot;&amp;gt;Req583&amp;lt;/div&amp;gt;&lt;br /&gt;
| REWALLING IN WATER&lt;br /&gt;
| (Future)&lt;br /&gt;
| You should be able to drop some simple constructions down into the water, as long as it's reasonable.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req584&amp;quot;&amp;gt;Req584&amp;lt;/div&amp;gt;&lt;br /&gt;
| MORE CONTROL OVER ROOMS&lt;br /&gt;
| (Future)&lt;br /&gt;
| You shouldn't have to rely on the room-flow to get things right for you. There's also some issues with being able to set doors as 'internal' before they are built and whether or not constructions should be treated as walls before they are built.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req585&amp;quot;&amp;gt;Req585&amp;lt;/div&amp;gt;&lt;br /&gt;
| SNOWY WORLD GEN MAP&lt;br /&gt;
| (Future)&lt;br /&gt;
| The map in world generation is always covered with a lot of snow as it thinks it is the beginning of Spring.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req586&amp;quot;&amp;gt;Req586&amp;lt;/div&amp;gt;&lt;br /&gt;
| FORMER ENTITY MEMBER STATUS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Former entity members need to have that status tracked more explicitly.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req587&amp;quot;&amp;gt;Req587&amp;lt;/div&amp;gt;&lt;br /&gt;
| SUCCESSION&lt;br /&gt;
| (Future)&lt;br /&gt;
| New leaders need to come into power when the previous entity leader is lost. This happens automatically during world generation, but during play the process needs to be more prolonged most of the time.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req588&amp;quot;&amp;gt;Req588&amp;lt;/div&amp;gt;&lt;br /&gt;
| ADVENTURE MODE TOWN BED USE&lt;br /&gt;
| (Future)&lt;br /&gt;
| Adventure mode townspeople don't think about beds properly and can often stack many, many people in a bed before they'd think about an available second bed.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req589&amp;quot;&amp;gt;Req589&amp;lt;/div&amp;gt;&lt;br /&gt;
| CONSORT HANDLING&lt;br /&gt;
| (Future)&lt;br /&gt;
| There are some problems with how consorts are handled/finalized during world generation, and how that ties in to previous jobs that might have held.&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Bloats=&lt;br /&gt;
&lt;br /&gt;
Bloats are somewhat superfluous ideas and thoughts of the Adams brothers.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#EFEFEF&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:10%&amp;quot;| Bloat-item&lt;br /&gt;
! style=&amp;quot;width:15%&amp;quot;| Name&lt;br /&gt;
! style=&amp;quot;width:10%&amp;quot;| Status&lt;br /&gt;
! style=&amp;quot;width:50%&amp;quot;| Description&lt;br /&gt;
! style=&amp;quot;width:15%&amp;quot;| Requirements&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat1&amp;quot;&amp;gt;Bloat1&amp;lt;/div&amp;gt;&lt;br /&gt;
| ITEM GLOSSES&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat2&amp;quot;&amp;gt;Bloat2&amp;lt;/div&amp;gt;&lt;br /&gt;
| MORE ITEM IMPROVEMENTS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Do more with matching up specific item improvements to the item type. Figurines can have associated shapes, much like engravings, and these can generate more slots for improvement. An image added on an improvement can do the same thing. So a shield could have an image of a tortoise engraved on it, and the tortoise could be given ruby eyes, etc.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat3&amp;quot;&amp;gt;Bloat3&amp;lt;/div&amp;gt;&lt;br /&gt;
| PLAY&lt;br /&gt;
| (Future)&lt;br /&gt;
| Kids should want toys and play with them, adults can use puzzle boxes.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat4&amp;quot;&amp;gt;Bloat4&amp;lt;/div&amp;gt;&lt;br /&gt;
| HIDDEN FUN STUFF&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat5&amp;quot;&amp;gt;Bloat5&amp;lt;/div&amp;gt;&lt;br /&gt;
| BURROWS&lt;br /&gt;
| Completed&lt;br /&gt;
| (Upgraded) Moved this to a core item.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat6&amp;quot;&amp;gt;Bloat6&amp;lt;/div&amp;gt;&lt;br /&gt;
| BAR COUNTING&lt;br /&gt;
| (Future)&lt;br /&gt;
| Keep track of bars and blocks more closely. It can count the number of bars and they could be thrown individual by the adventurer. This also allows the refinement of the amount of metal used by jobs.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat7&amp;quot;&amp;gt;Bloat7&amp;lt;/div&amp;gt;&lt;br /&gt;
| RENTAL UNITS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Allow bedrooms and dining rooms etc. to be rented out as units instead of the current bedroom only system.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat8&amp;quot;&amp;gt;Bloat8&amp;lt;/div&amp;gt;&lt;br /&gt;
| RENT SETTING&lt;br /&gt;
| (Future)&lt;br /&gt;
| Improve the rent setting process. Could be through some kind of supply/demand calc, perhaps realized by hidden bidding.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat9&amp;quot;&amp;gt;Bloat9&amp;lt;/div&amp;gt;&lt;br /&gt;
| NOBLE RENT TWEAKS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Nobles tweaking the rent of places they like so as to obtain them.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat10&amp;quot;&amp;gt;Bloat10&amp;lt;/div&amp;gt;&lt;br /&gt;
| WHEELBARROWS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Wheelbarrows could be made and used by haulers to do several jobs at once. The AI for this is complicated though.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat11&amp;quot;&amp;gt;Bloat11&amp;lt;/div&amp;gt;&lt;br /&gt;
| FOOD HOARDERS BEWARE&lt;br /&gt;
| (Future)&lt;br /&gt;
| Plagues of vermin for people that keep way too much food. Some of them could even be large-sized regular creatures. Fungus civilizations and large crawling beasts.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat12&amp;quot;&amp;gt;Bloat12&amp;lt;/div&amp;gt;&lt;br /&gt;
| VERMIN TROUBLE&lt;br /&gt;
| (Future)&lt;br /&gt;
| More vermin trouble for farmers in general. This makes vermin hunting pets more essential to have around. There can be various funny farm vermin. They could burrow in the farms. Creatures outside could also make burrows.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat13&amp;quot;&amp;gt;Bloat13&amp;lt;/div&amp;gt;&lt;br /&gt;
| HUNTING THE SMALL&lt;br /&gt;
| (Future)&lt;br /&gt;
| Ability to carry multiple small kills when hunting, hunters should also be able to hunt the smaller vermin that are running around without having to use a special job issued from a building.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat14&amp;quot;&amp;gt;Bloat14&amp;lt;/div&amp;gt;&lt;br /&gt;
| HUNTER AI&lt;br /&gt;
| (Future)&lt;br /&gt;
| Be smarter about returning kills when interrupted.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat15&amp;quot;&amp;gt;Bloat15&amp;lt;/div&amp;gt;&lt;br /&gt;
| FILTHY COMBAT EXTENSIONS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Throwing sand into eyes, spitting, spitting blood into eyes. Should be able to cup hands to pick up liquid/semi-liquid items so you can pitch vomit etc. at opponents.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat16&amp;quot;&amp;gt;Bloat16&amp;lt;/div&amp;gt;&lt;br /&gt;
| ADVENTURING IN DWARF MODE&lt;br /&gt;
| Completed&lt;br /&gt;
| (Obsolete -- there's no longer a notion of separate locations for these areas) In the same way as you'll send out baron patrols, send out patrols into wells and side dungeons (in the chasm etc.). Regular adventure mode could also go into these places.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat17&amp;quot;&amp;gt;Bloat17&amp;lt;/div&amp;gt;&lt;br /&gt;
| UNDERWATER DUNGEONS&lt;br /&gt;
| (Future)&lt;br /&gt;
| There should be undersea dungeons, swimming and diving. The liquid doesn't have to be water, especially in bad bad places. Ice could also be involved, and grottos open to air. Moats could use some of this. If the elves conquer your fortress they could turn it into a nature preserve of some kind.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat18&amp;quot;&amp;gt;Bloat18&amp;lt;/div&amp;gt;&lt;br /&gt;
| VERMIN AND DISEASE&lt;br /&gt;
| (Future)&lt;br /&gt;
| Link vermin to plagues.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat19&amp;quot;&amp;gt;Bloat19&amp;lt;/div&amp;gt;&lt;br /&gt;
| FLUID WORKSHOPS&lt;br /&gt;
| (Future)&lt;br /&gt;
| More fluid multi-purpose workshops, where you can do simple tasks in a general purpose shop, but you can add tools to make more specialized objects with bonuses.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat20&amp;quot;&amp;gt;Bloat20&amp;lt;/div&amp;gt;&lt;br /&gt;
| TRAP CONVERSION ISSUES&lt;br /&gt;
| (Future)&lt;br /&gt;
| It could change or add new traps to your dwarf cave when it is abandoned. It should only reset spent traps when it makes sense (ie the cave is inhabitated by intelligent creatures).&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat21&amp;quot;&amp;gt;Bloat21&amp;lt;/div&amp;gt;&lt;br /&gt;
| VARIOUS GHOST IDEAS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Blame the lever puller for flooded dungeon, make a ghost constantly pull the lever. Save relationships with various entities and have ghosts react to entity members as they would in life possibly. Ghosts can show you their bodies. Ghosts can pretend to do their old jobs. Ghost appearance can depend on how they died. Could force the adventurer to interact with ghosts to access now-secret parts of the fortress (could also use writings and legends for this). It can keep outposts that it normally throws away for fun little ghost stories. If the dwarves hate the elves, the ghosts could guide the adventurer to a poisoned goblet or insultingly engraved object to bring back to the elves, and they could lie to the player about it.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat22&amp;quot;&amp;gt;Bloat22&amp;lt;/div&amp;gt;&lt;br /&gt;
| ART HISTORY&lt;br /&gt;
| (Future)&lt;br /&gt;
| Comments on art work, over different periods in the artist's career.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat23&amp;quot;&amp;gt;Bloat23&amp;lt;/div&amp;gt;&lt;br /&gt;
| END GAME EXPANSION&lt;br /&gt;
| (Future)&lt;br /&gt;
| Extend adventure opportunities in end game caverns.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat24&amp;quot;&amp;gt;Bloat24&amp;lt;/div&amp;gt;&lt;br /&gt;
| ADVENTURE MODE TWEAK&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat25&amp;quot;&amp;gt;Bloat25&amp;lt;/div&amp;gt;&lt;br /&gt;
| ELVEN FOREST RETREAT&lt;br /&gt;
| (Future)&lt;br /&gt;
| Control elf forest retreat. They could be on break all the time.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat26&amp;quot;&amp;gt;Bloat26&amp;lt;/div&amp;gt;&lt;br /&gt;
| SIDE STORIES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Little scenarios and side stories added to caves to make them more interesting.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat27&amp;quot;&amp;gt;Bloat27&amp;lt;/div&amp;gt;&lt;br /&gt;
| ABSTRACT KNOWLEDGE SYSTEM&lt;br /&gt;
| (Future)&lt;br /&gt;
| Implement a more abstract &amp;quot;knowledge&amp;quot; system. Right now it tracks what items a civilization uses and what creatures it has seen, but there could be general things like how good their crossbow making knowledge is or even points of philosophy and law, etc. Knowledge could be transferred, lost and rediscovered.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat28&amp;quot;&amp;gt;Bloat28&amp;lt;/div&amp;gt;&lt;br /&gt;
| GATES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Sizeable giant gates that can be opened and closed remotely.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat29&amp;quot;&amp;gt;Bloat29&amp;lt;/div&amp;gt;&lt;br /&gt;
| MECHANISMS OUTDOORS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Allow some of the traps to be placed outside.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat30&amp;quot;&amp;gt;Bloat30&amp;lt;/div&amp;gt;&lt;br /&gt;
| AUTOMATE KITCHEN&lt;br /&gt;
| (Future)&lt;br /&gt;
| It would be nice to automate the kitchen like the butcher or loom, but it's a harder problem.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat31&amp;quot;&amp;gt;Bloat31&amp;lt;/div&amp;gt;&lt;br /&gt;
| ABUSING DIPLOMATS AND MERCHANTS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Various ways to assassinate diplomats and cause trouble.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat32&amp;quot;&amp;gt;Bloat32&amp;lt;/div&amp;gt;&lt;br /&gt;
| WORKSHOP ASSIGNMENT&lt;br /&gt;
| (Future)&lt;br /&gt;
| Permanent assignment to workshops. Can also set skill restrictions on shops, assign them to burrows or have a master-apprentice system over the workshops.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat33&amp;quot;&amp;gt;Bloat33&amp;lt;/div&amp;gt;&lt;br /&gt;
| EYE GLASSES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Eye glasses and dwarves that need them. Jeweler can make lenses from raw glass, and then make frames from another material.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat34&amp;quot;&amp;gt;Bloat34&amp;lt;/div&amp;gt;&lt;br /&gt;
| MIRRORS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Use glass and silver to make mirrored glass, then use another material to create hand mirrors or large standing mirrors.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat35&amp;quot;&amp;gt;Bloat35&amp;lt;/div&amp;gt;&lt;br /&gt;
| PROSTHETIC LIMBS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Prosthetic limbs, could be fitted to individuals. Could be improved with hooks and so on.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat36&amp;quot;&amp;gt;Bloat36&amp;lt;/div&amp;gt;&lt;br /&gt;
| DICE AND PLAYING CARDS&lt;br /&gt;
| (Future)&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat37&amp;quot;&amp;gt;Bloat37&amp;lt;/div&amp;gt;&lt;br /&gt;
| COSTUMES&lt;br /&gt;
| (Future)&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat38&amp;quot;&amp;gt;Bloat38&amp;lt;/div&amp;gt;&lt;br /&gt;
| MASKS&lt;br /&gt;
| (Future)&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat39&amp;quot;&amp;gt;Bloat39&amp;lt;/div&amp;gt;&lt;br /&gt;
| CLOCKS&lt;br /&gt;
| (Future)&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat40&amp;quot;&amp;gt;Bloat40&amp;lt;/div&amp;gt;&lt;br /&gt;
| BETTER BEDS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Can extend the list of available materials, add blankets, pillows, etc.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat41&amp;quot;&amp;gt;Bloat41&amp;lt;/div&amp;gt;&lt;br /&gt;
| MECHANICAL TOYS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Like regular toys, but they requires small mechanisms made at the mechanic's workshop. These mechanisms could be more or less specific to the task.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat42&amp;quot;&amp;gt;Bloat42&amp;lt;/div&amp;gt;&lt;br /&gt;
| AUTOMATONS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Automatons could be created, but it's campy to overdo it, at least in the standard world model. An artifact creating dwarf could make special automatons.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat43&amp;quot;&amp;gt;Bloat43&amp;lt;/div&amp;gt;&lt;br /&gt;
| THINGS TO SMOKE&lt;br /&gt;
| (Future)&lt;br /&gt;
| Things to smoke, pipes, smoke circle events and so on.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat44&amp;quot;&amp;gt;Bloat44&amp;lt;/div&amp;gt;&lt;br /&gt;
| RESCUE OPERATIONS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Rescuing kidnap victims using baron-level patrols or adventurers.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat45&amp;quot;&amp;gt;Bloat45&amp;lt;/div&amp;gt;&lt;br /&gt;
| FLASKS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Use flasks for drinking. Dwarves should seek to have a full flask on their person at all times.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat46&amp;quot;&amp;gt;Bloat46&amp;lt;/div&amp;gt;&lt;br /&gt;
| PROPER PREGNANCY&lt;br /&gt;
| (Future)&lt;br /&gt;
| Currently creatures become pregnant from a distance, although it does do a gender check at least.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat47&amp;quot;&amp;gt;Bloat47&amp;lt;/div&amp;gt;&lt;br /&gt;
| POND FISHING&lt;br /&gt;
| (Future)&lt;br /&gt;
| Cats should fish things out of your ponds.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat48&amp;quot;&amp;gt;Bloat48&amp;lt;/div&amp;gt;&lt;br /&gt;
| PERSONALITIES&lt;br /&gt;
| Completed&lt;br /&gt;
| Dwarves should be further individualized with the potential to affect most aspects of the game.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat49&amp;quot;&amp;gt;Bloat49&amp;lt;/div&amp;gt;&lt;br /&gt;
| ARTIFACT GROUPS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Connections between artifacts. Some artifacts could be made in groups, especially ammo and small jewelry.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat50&amp;quot;&amp;gt;Bloat50&amp;lt;/div&amp;gt;&lt;br /&gt;
| RESTRICT ANIMAL TRAINING&lt;br /&gt;
| (Future)&lt;br /&gt;
| Decrease the effective age range for training animals.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat51&amp;quot;&amp;gt;Bloat51&amp;lt;/div&amp;gt;&lt;br /&gt;
| FAMILY TREE INTERFACE&lt;br /&gt;
| (Future)&lt;br /&gt;
| Ability to view family trees. Show marriages, pets, parents of pets, etc.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat52&amp;quot;&amp;gt;Bloat52&amp;lt;/div&amp;gt;&lt;br /&gt;
| INTERFACE MOVEMENT&lt;br /&gt;
| (Future)&lt;br /&gt;
| More ways in the interface to get between different unit/building/item views.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat53&amp;quot;&amp;gt;Bloat53&amp;lt;/div&amp;gt;&lt;br /&gt;
| MANDATE TEXT&lt;br /&gt;
| (Future)&lt;br /&gt;
| Add some flavor text to noble mandates, including punishment descriptions.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat54&amp;quot;&amp;gt;Bloat54&amp;lt;/div&amp;gt;&lt;br /&gt;
| BUILDING JOB PRIORITIES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Soften up and allow some customization to building jobs priorities. This can be done with a job application process (hidden) that works quickly to choose the best units.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat55&amp;quot;&amp;gt;Bloat55&amp;lt;/div&amp;gt;&lt;br /&gt;
| SULLIES&lt;br /&gt;
| Completed&lt;br /&gt;
| Blood contaminants on units and items from fights and walking through pools, etc.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat56&amp;quot;&amp;gt;Bloat56&amp;lt;/div&amp;gt;&lt;br /&gt;
| EXTEND FELL MOOD&lt;br /&gt;
| (Future)&lt;br /&gt;
| Extend fell mood to encompass other victims.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat57&amp;quot;&amp;gt;Bloat57&amp;lt;/div&amp;gt;&lt;br /&gt;
| LAVA FURNACES&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat58&amp;quot;&amp;gt;Bloat58&amp;lt;/div&amp;gt;&lt;br /&gt;
| MORE LIVESTOCK&lt;br /&gt;
| (Future)&lt;br /&gt;
| Livestock. Use of feathers. Use of wool. Various eggs and nests. Dwarves should hate eating plants all the time.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat59&amp;quot;&amp;gt;Bloat59&amp;lt;/div&amp;gt;&lt;br /&gt;
| MORE HAULING&lt;br /&gt;
| (Future)&lt;br /&gt;
| Animal-drawn carts and large rocks. Use carts and places to post them to do hauls more efficiently (move dozens of objects from post to post between burrows).&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat60&amp;quot;&amp;gt;Bloat60&amp;lt;/div&amp;gt;&lt;br /&gt;
| KITCHEN STORAGE&lt;br /&gt;
| (Future)&lt;br /&gt;
| Allow kitchen to store some barrels, although not sure about this.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat61&amp;quot;&amp;gt;Bloat61&amp;lt;/div&amp;gt;&lt;br /&gt;
| HIDDEN MACABRE FUN STUFF&lt;br /&gt;
| (Future)&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat62&amp;quot;&amp;gt;Bloat62&amp;lt;/div&amp;gt;&lt;br /&gt;
| WORKSHOP GUILD ASSOCIATIONS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Extend guild associations to buildings. This can be used to control mandate punishments and other things.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat63&amp;quot;&amp;gt;Bloat63&amp;lt;/div&amp;gt;&lt;br /&gt;
| COAL BYPRODUCTS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Coal gas and coal tar. Tar could be used in soaps. Prolonged exposure to gas can cause diseases.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat64&amp;quot;&amp;gt;Bloat64&amp;lt;/div&amp;gt;&lt;br /&gt;
| PROPER GEM ENVIRONMENTS&lt;br /&gt;
| Completed&lt;br /&gt;
| Link gem types with proper substrates as much as possible.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat65&amp;quot;&amp;gt;Bloat65&amp;lt;/div&amp;gt;&lt;br /&gt;
| ROCK APPEARANCE&lt;br /&gt;
| Completed&lt;br /&gt;
| Make sandstone look better, can extend rock types in general.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat66&amp;quot;&amp;gt;Bloat66&amp;lt;/div&amp;gt;&lt;br /&gt;
| NO RECORD&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat67&amp;quot;&amp;gt;Bloat67&amp;lt;/div&amp;gt;&lt;br /&gt;
| PET AGE INTERFACE&lt;br /&gt;
| (Future)&lt;br /&gt;
| Mention pet age in their names or have profiles for them.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat68&amp;quot;&amp;gt;Bloat68&amp;lt;/div&amp;gt;&lt;br /&gt;
| SCARY EVIL ARMIES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Evil opponents with flavor, generals riding giant beasts, favorite beasts, could be saved by intervening armies that fight it out in front of your fortress.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat69&amp;quot;&amp;gt;Bloat69&amp;lt;/div&amp;gt;&lt;br /&gt;
| MORE END GAME&lt;br /&gt;
| (Future)&lt;br /&gt;
| Pre-endgame and post-endgame warnings and cave changes, in line with nemesis character.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat70&amp;quot;&amp;gt;Bloat70&amp;lt;/div&amp;gt;&lt;br /&gt;
| ROOM ASSIGNMENT INTERFACE&lt;br /&gt;
| (Future)&lt;br /&gt;
| Ability to assign rooms from the unit screen.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat71&amp;quot;&amp;gt;Bloat71&amp;lt;/div&amp;gt;&lt;br /&gt;
| MORE UNIT TYPES&lt;br /&gt;
| Completed&lt;br /&gt;
| Add some more distinctions to dwarf unit types.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat72&amp;quot;&amp;gt;Bloat72&amp;lt;/div&amp;gt;&lt;br /&gt;
| ELVEN DIPLOMACY&lt;br /&gt;
| (Future)&lt;br /&gt;
| Right now diplomacy with the elves and so on is pretty lame. They should look over your effects on the wilderness and judge accordingly, but also respect the current state between your civ and theirs.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat73&amp;quot;&amp;gt;Bloat73&amp;lt;/div&amp;gt;&lt;br /&gt;
| MORE DIPLOMACY&lt;br /&gt;
| (Future)&lt;br /&gt;
| Some first contact diplomacy stuff. Your outpost could be the first contact between the two entities, or they might already have a long history. All of these things need to be integrated and respected.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat74&amp;quot;&amp;gt;Bloat74&amp;lt;/div&amp;gt;&lt;br /&gt;
| NO RECORD&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat75&amp;quot;&amp;gt;Bloat75&amp;lt;/div&amp;gt;&lt;br /&gt;
| MINOR PUNISHMENT&lt;br /&gt;
| (Future)&lt;br /&gt;
| Minor punishments like fines and beard shaving and permanent marks. Beard shaving implies beards, which implies wrestling with hair.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat76&amp;quot;&amp;gt;Bloat76&amp;lt;/div&amp;gt;&lt;br /&gt;
| MONSTER FIGHTING SKILLS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Some skills for fighting unusual creatures, at least as a dwarf mode bonus from dungeon master, but possibly as general opponent knowledge system.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat77&amp;quot;&amp;gt;Bloat77&amp;lt;/div&amp;gt;&lt;br /&gt;
| CLAY, MUD, ADOBE STUFF&lt;br /&gt;
| (Future)&lt;br /&gt;
| Can use the kiln, have glazes, etc. Bricks.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat78&amp;quot;&amp;gt;Bloat78&amp;lt;/div&amp;gt;&lt;br /&gt;
| WAGE AND JOB MANDATES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Nobles tweaking wages, nobles demanding jobs. If a noble becomes friends with a miner, the noble could mandate more mining jobs if the friend is poor, or even if the friend isn't poor. The nobles could also retaliate against people they hold grudges against by suspending certain forms of work briefly, although that is dangerous.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat79&amp;quot;&amp;gt;Bloat79&amp;lt;/div&amp;gt;&lt;br /&gt;
| BONUSES FOR GOOD JOB&lt;br /&gt;
| (Future)&lt;br /&gt;
| Bonus on top of regular wages for doing a good job. This is partially implemented.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat80&amp;quot;&amp;gt;Bloat80&amp;lt;/div&amp;gt;&lt;br /&gt;
| POND WATER USE&lt;br /&gt;
| Completed&lt;br /&gt;
| Drink out of ponds if no wells or rivers accessible.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat81&amp;quot;&amp;gt;Bloat81&amp;lt;/div&amp;gt;&lt;br /&gt;
| VISIBLE SWIMMERS&lt;br /&gt;
| Completed&lt;br /&gt;
| Show swimming wilderness critters occasionally if the population is high. This can include things like the salmon runs. Can be used in ponds as well, although it's already done there somewhat.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat82&amp;quot;&amp;gt;Bloat82&amp;lt;/div&amp;gt;&lt;br /&gt;
| EXTEND RANSACKING&lt;br /&gt;
| (Future)&lt;br /&gt;
| Extend ransacking code so that nobles can do it during tantrums. Right now it is restricted to tax collection guards.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat83&amp;quot;&amp;gt;Bloat83&amp;lt;/div&amp;gt;&lt;br /&gt;
| PORTERS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Nobles can have other people store their possessions, possibly for a wage.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat84&amp;quot;&amp;gt;Bloat84&amp;lt;/div&amp;gt;&lt;br /&gt;
| LEFT/RIGHT SPLIT&lt;br /&gt;
| Completed&lt;br /&gt;
| Consider splitting up items like &amp;quot;gloves&amp;quot; into left and right to handle things like severs correctly and to allow interesting mismatches. The downside is that it would make dwarf mode storage more of a hassle. Under consideration.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat85&amp;quot;&amp;gt;Bloat85&amp;lt;/div&amp;gt;&lt;br /&gt;
| MORE FOOD PREFS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Prepared food preferences, like &amp;quot;biscuits&amp;quot; or &amp;quot;minced foods&amp;quot; without respect to what is actually in it. Very picky dwarves, especially nobles, could like things like &amp;quot;roasted venison biscuits&amp;quot; or something, but then you'd have to be able to have that much control over the kitchen.&lt;br /&gt;
| [[#Req129|Req129]]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat86&amp;quot;&amp;gt;Bloat86&amp;lt;/div&amp;gt;&lt;br /&gt;
| UNIT DISTINCTIONS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Distinguish thieves a bit based on quality as they gain skill.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat87&amp;quot;&amp;gt;Bloat87&amp;lt;/div&amp;gt;&lt;br /&gt;
| PET ADMIRATION ISSUE&lt;br /&gt;
| (Future)&lt;br /&gt;
| Issue/optimization with being satisfied at seeing animals you like.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat88&amp;quot;&amp;gt;Bloat88&amp;lt;/div&amp;gt;&lt;br /&gt;
| MORE SLEEP DISTURBANCES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Make nearby violent deaths disturb sleepers heavily, or even wake them up.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat89&amp;quot;&amp;gt;Bloat89&amp;lt;/div&amp;gt;&lt;br /&gt;
| EXTREME MOOD MODIFICATION&lt;br /&gt;
| (Future)&lt;br /&gt;
| Reduce the finality of going berserk, at least initially, can also swap between the other final moods like depression and insanity.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat90&amp;quot;&amp;gt;Bloat90&amp;lt;/div&amp;gt;&lt;br /&gt;
| MUTINY&lt;br /&gt;
| (Future)&lt;br /&gt;
| Mutinies by mistreated and unhappy soldiers, possibly taking the whole squad or causing conflict within it. Small versions of this can be disregarding your orders.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat91&amp;quot;&amp;gt;Bloat91&amp;lt;/div&amp;gt;&lt;br /&gt;
| HOUSE OF ANIMALS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Advocacy from the house of animals noble.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat92&amp;quot;&amp;gt;Bloat92&amp;lt;/div&amp;gt;&lt;br /&gt;
| BETTER PARTIES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Official and commemorative parties. If it is a party for a unit, they can invite friends and family. If it is an official party, it can start from the top nobles and go down. There can be organized feasts and so on.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat93&amp;quot;&amp;gt;Bloat93&amp;lt;/div&amp;gt;&lt;br /&gt;
| AMOROUS RELATIONSHIPS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Dwarves that become good friends can have little parties by themselves. Eventually they can get married.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat94&amp;quot;&amp;gt;Bloat94&amp;lt;/div&amp;gt;&lt;br /&gt;
| INSTRUMENT USE&lt;br /&gt;
| (Future)&lt;br /&gt;
| Instrument use at parties.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat95&amp;quot;&amp;gt;Bloat95&amp;lt;/div&amp;gt;&lt;br /&gt;
| GRUDGES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Grudges and personality conflicts. So instead of making friends, sometimes, dwarves will make enemies. Can form grudges over dead pets and fist fight tantrums. If a cat eats an escaped vermin pet, the owner can start a fist fight with the nearest cat or with the cat's owner.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat96&amp;quot;&amp;gt;Bloat96&amp;lt;/div&amp;gt;&lt;br /&gt;
| WAGE ADJUSTMENT&lt;br /&gt;
| (Future)&lt;br /&gt;
| Bonuses for dangerous taming jobs.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat97&amp;quot;&amp;gt;Bloat97&amp;lt;/div&amp;gt;&lt;br /&gt;
| ETCHING&lt;br /&gt;
| (Future)&lt;br /&gt;
| Etching on items. Could lead to magical runes type stuff.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat98&amp;quot;&amp;gt;Bloat98&amp;lt;/div&amp;gt;&lt;br /&gt;
| HIDDEN FUN STUFF&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat99&amp;quot;&amp;gt;Bloat99&amp;lt;/div&amp;gt;&lt;br /&gt;
| SELF-SERVICE HEALTHCARE&lt;br /&gt;
| (Future)&lt;br /&gt;
| Take charge of your own health if nobody comes to help after a while.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat100&amp;quot;&amp;gt;Bloat100&amp;lt;/div&amp;gt;&lt;br /&gt;
| TECHNICAL SITE EXTENSIONS&lt;br /&gt;
| Completed&lt;br /&gt;
| Some issues with extending dwarf mode to other sites.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat101&amp;quot;&amp;gt;Bloat101&amp;lt;/div&amp;gt;&lt;br /&gt;
| CAGE OPTIMIZATION&lt;br /&gt;
| (Future)&lt;br /&gt;
| Optimize the caging routines.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat102&amp;quot;&amp;gt;Bloat102&amp;lt;/div&amp;gt;&lt;br /&gt;
| AMMO FETCHING&lt;br /&gt;
| (Future)&lt;br /&gt;
| Improve ammo fetching code. Right now they shoot until they run out, but there were some issues with replenishing ammo sooner that might have to wait for item stacking.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat103&amp;quot;&amp;gt;Bloat103&amp;lt;/div&amp;gt;&lt;br /&gt;
| THIEF AI&lt;br /&gt;
| (Future)&lt;br /&gt;
| Improve thieves ability to get around your guys. Right now they just charge in and leave it to chance pretty much.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat104&amp;quot;&amp;gt;Bloat104&amp;lt;/div&amp;gt;&lt;br /&gt;
| CHITIN PROCESSING&lt;br /&gt;
| (Future)&lt;br /&gt;
| Handle chitin properly in butcher's shop. Shouldn't need to tan it maybe, but use some other process, or perhaps use it raw.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat105&amp;quot;&amp;gt;Bloat105&amp;lt;/div&amp;gt;&lt;br /&gt;
| OSTRACISM AND SOCIAL STIGMA&lt;br /&gt;
| (Future)&lt;br /&gt;
| Alienation of badly misbehaving dwarves.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat106&amp;quot;&amp;gt;Bloat106&amp;lt;/div&amp;gt;&lt;br /&gt;
| JUSTICE INTERFACE&lt;br /&gt;
| (Future)&lt;br /&gt;
| Give more information on the justice screen.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat107&amp;quot;&amp;gt;Bloat107&amp;lt;/div&amp;gt;&lt;br /&gt;
| THIEF INFORMATION&lt;br /&gt;
| (Future)&lt;br /&gt;
| Give more information about how much thieves have stolen.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat108&amp;quot;&amp;gt;Bloat108&amp;lt;/div&amp;gt;&lt;br /&gt;
| IMPROVE HISTORY SCREEN&lt;br /&gt;
| (Future)&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat109&amp;quot;&amp;gt;Bloat109&amp;lt;/div&amp;gt;&lt;br /&gt;
| DRINK IMPROVEMENTS&lt;br /&gt;
| (Future)&lt;br /&gt;
| More names for drinks, they could have special names, commemorate things, be improved in the kitchen, associated drinking rituals, etc.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat110&amp;quot;&amp;gt;Bloat110&amp;lt;/div&amp;gt;&lt;br /&gt;
| CAVE-IN INJURIES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Allow people to survive cave-ins with injuries, instead of the current all-or-nothing system.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat111&amp;quot;&amp;gt;Bloat111&amp;lt;/div&amp;gt;&lt;br /&gt;
| KNOWLEDGE OF TREES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Add civ knowledge of trees. There could be more unsavory kinds of trees in the evil places, and the goblins could know about them. For some reason, I stream-of-consciousnessed goblins capturing and butchering your adventurer with you having time to escape here too.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat112&amp;quot;&amp;gt;Bloat112&amp;lt;/div&amp;gt;&lt;br /&gt;
| IMPROVE CALENDAR&lt;br /&gt;
| (Future)&lt;br /&gt;
| Make the calendar more interesting. It can depend on the entity involved. There could be days commemorated by certain entities named on the calendar, including those corresponding to historical events that happen during your games.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat113&amp;quot;&amp;gt;Bloat113&amp;lt;/div&amp;gt;&lt;br /&gt;
| THEFT IMPROVEMENTS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Thieves should be able to steal tagged items from the depot. Thieves can steal animals and later have the same animal as a pet, or it could be processed into jewelry.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat114&amp;quot;&amp;gt;Bloat114&amp;lt;/div&amp;gt;&lt;br /&gt;
| THEFT IMPROVEMENTS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Make the highest power thieves more daring and interesting.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat115&amp;quot;&amp;gt;Bloat115&amp;lt;/div&amp;gt;&lt;br /&gt;
| MISSING HIST FIGS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Certain historical figures, such as those in the king's entourage, are currently generated rather than being present during history creation.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat116&amp;quot;&amp;gt;Bloat116&amp;lt;/div&amp;gt;&lt;br /&gt;
| ART IMAGERY&lt;br /&gt;
| (Future)&lt;br /&gt;
| More varied art imagery, such as buildings and siege engines.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat117&amp;quot;&amp;gt;Bloat117&amp;lt;/div&amp;gt;&lt;br /&gt;
| SIEGE ENGINES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Do more with siege engines, more types, more descriptions like animal-headed battering rams and so on. This also leads to extensive improvements that could be made. This involves taking the general &amp;quot;ballista parts&amp;quot; and so on and making them more specific.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat118&amp;quot;&amp;gt;Bloat118&amp;lt;/div&amp;gt;&lt;br /&gt;
| INTERFACE MOVEMENT&lt;br /&gt;
| (Future)&lt;br /&gt;
| Improve ability to hop between interface screens, especially when viewing items, jobs, buildings and units.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat119&amp;quot;&amp;gt;Bloat119&amp;lt;/div&amp;gt;&lt;br /&gt;
| CONTAINER CONTENTS PAGING&lt;br /&gt;
| Completed&lt;br /&gt;
| Clean up scroll overflows on the item screen.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat120&amp;quot;&amp;gt;Bloat120&amp;lt;/div&amp;gt;&lt;br /&gt;
| JOB STATS OPTIMIZATION&lt;br /&gt;
| (Future)&lt;br /&gt;
| Technical tweak of job completion number storage.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat121&amp;quot;&amp;gt;Bloat121&amp;lt;/div&amp;gt;&lt;br /&gt;
| CHAR MAP CUSTOMIZATION&lt;br /&gt;
| Completed&lt;br /&gt;
| (Upgraded) Ability to customize the character maps has been superceded by tiles.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat122&amp;quot;&amp;gt;Bloat122&amp;lt;/div&amp;gt;&lt;br /&gt;
| OWNABLE LIQUIDS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Certain liquids should be ownable.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat123&amp;quot;&amp;gt;Bloat123&amp;lt;/div&amp;gt;&lt;br /&gt;
| SIBLING MIGRANT ISSUE&lt;br /&gt;
| (Future)&lt;br /&gt;
| Sibling migrants don't track relationships properly.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat124&amp;quot;&amp;gt;Bloat124&amp;lt;/div&amp;gt;&lt;br /&gt;
| SMALL MIGRANTS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Allow migrants to bring babies and the small pocket pets.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat125&amp;quot;&amp;gt;Bloat125&amp;lt;/div&amp;gt;&lt;br /&gt;
| VERMIN OFFERING RESOLUTION&lt;br /&gt;
| (Future)&lt;br /&gt;
| Traded vermin should be converted into pets if they are brought back or seen again, or they could just disappear as if eaten or processed.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat126&amp;quot;&amp;gt;Bloat126&amp;lt;/div&amp;gt;&lt;br /&gt;
| HIDDEN FUN STUFF&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat127&amp;quot;&amp;gt;Bloat127&amp;lt;/div&amp;gt;&lt;br /&gt;
| HEALING CODE TWEAK&lt;br /&gt;
| (Future)&lt;br /&gt;
| There's a small issue with healing that might slow the mending of breaks slightly.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat128&amp;quot;&amp;gt;Bloat128&amp;lt;/div&amp;gt;&lt;br /&gt;
| DREAMS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Use the current dream code to make it track random dreams, could do premonitions with this.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat129&amp;quot;&amp;gt;Bloat129&amp;lt;/div&amp;gt;&lt;br /&gt;
| INVENTORY SHUFFLING&lt;br /&gt;
| (Future)&lt;br /&gt;
| Refine equipment shuffling code so that dwarves fill their hands evenly if necessary.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat130&amp;quot;&amp;gt;Bloat130&amp;lt;/div&amp;gt;&lt;br /&gt;
| OPTIMIZATION FOR INVASIONS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Speed optimization for invasion code.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat131&amp;quot;&amp;gt;Bloat131&amp;lt;/div&amp;gt;&lt;br /&gt;
| INVASION HISTORIES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Improve history keeping for invasions. There are also some issues with ambush invasions possibly being given away by the siege light.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat132&amp;quot;&amp;gt;Bloat132&amp;lt;/div&amp;gt;&lt;br /&gt;
| HIDDEN FUN STUFF&lt;br /&gt;
| (Future)&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat133&amp;quot;&amp;gt;Bloat133&amp;lt;/div&amp;gt;&lt;br /&gt;
| PHILOSOPHER ADVOCACY&lt;br /&gt;
| (Future)&lt;br /&gt;
| Advocacy by philosopher (complains to mayor as the others do). Could be some standard ethical stuff, but with a dwarven bent.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat134&amp;quot;&amp;gt;Bloat134&amp;lt;/div&amp;gt;&lt;br /&gt;
| WIZARD STUFF&lt;br /&gt;
| (Future)&lt;br /&gt;
| This bloat was just to remind me about books and all kinds of magic stuff arc.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat135&amp;quot;&amp;gt;Bloat135&amp;lt;/div&amp;gt;&lt;br /&gt;
| WRESTLING&lt;br /&gt;
| (Future)&lt;br /&gt;
| Track who is lowest if a bunch of people are wrestling in a square and start to crush them.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat136&amp;quot;&amp;gt;Bloat136&amp;lt;/div&amp;gt;&lt;br /&gt;
| WRESTLING&lt;br /&gt;
| (Future)&lt;br /&gt;
| Various ways to involve exposed guts in wrestling. Grab the guts. Strangle with the guts. Flames should affect spilled guts. Guts should remain on the field after death.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat137&amp;quot;&amp;gt;Bloat137&amp;lt;/div&amp;gt;&lt;br /&gt;
| WRESTLING&lt;br /&gt;
| (Future)&lt;br /&gt;
| Technical issue with stuck-ins and freedom of movement.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat138&amp;quot;&amp;gt;Bloat138&amp;lt;/div&amp;gt;&lt;br /&gt;
| WRESTLING&lt;br /&gt;
| (Future)&lt;br /&gt;
| Handle grab-tear shaking and further poison injection.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat139&amp;quot;&amp;gt;Bloat139&amp;lt;/div&amp;gt;&lt;br /&gt;
| WRESTLING&lt;br /&gt;
| (Future)&lt;br /&gt;
| Incidental item/item, item/bp tangle-ups.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat140&amp;quot;&amp;gt;Bloat140&amp;lt;/div&amp;gt;&lt;br /&gt;
| SPECIFIC WRESTLING INTERFACE&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat141&amp;quot;&amp;gt;Bloat141&amp;lt;/div&amp;gt;&lt;br /&gt;
| WRESTLING MOVES AND MORE INTERFACE&lt;br /&gt;
| (Future)&lt;br /&gt;
| Lifts, impalements, smashing into terrain, disarms, throat-slitting, etc. Much more wrestling. Make graspers and the most common moves appear at the top of the interface list.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat142&amp;quot;&amp;gt;Bloat142&amp;lt;/div&amp;gt;&lt;br /&gt;
| AND MORE WRESTLING&lt;br /&gt;
| (Future)&lt;br /&gt;
| Reversing wrestling holds.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat143&amp;quot;&amp;gt;Bloat143&amp;lt;/div&amp;gt;&lt;br /&gt;
| PUNISHMENT&lt;br /&gt;
| (Future)&lt;br /&gt;
| Thrown in cave as punishment for a crime, remove your possessions. This could also be a typical start scenario.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat144&amp;quot;&amp;gt;Bloat144&amp;lt;/div&amp;gt;&lt;br /&gt;
| DISEASE AND INFECTION&lt;br /&gt;
| (Future)&lt;br /&gt;
| Disease and infection. Get some from swamp or blood drinking. Hearty creatures (like dwarves) shouldn't be affected so much. The absence of a spleen can increase the chance of septicemia. Infections of some wounds, especially if you are dirty, leprosy type stuff, plagues. Tumors, especially those caused by magic. The kidneys, spleen, liver, stomach and pancreas should have functions that are reduced by damage.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat145&amp;quot;&amp;gt;Bloat145&amp;lt;/div&amp;gt;&lt;br /&gt;
| RUST&lt;br /&gt;
| (Future)&lt;br /&gt;
| Rust and verdigris and so on.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat146&amp;quot;&amp;gt;Bloat146&amp;lt;/div&amp;gt;&lt;br /&gt;
| HUMAN TOWN MODE&lt;br /&gt;
| (Future)&lt;br /&gt;
| Control human town. See future dev.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat147&amp;quot;&amp;gt;Bloat147&amp;lt;/div&amp;gt;&lt;br /&gt;
| WIZARD MODE&lt;br /&gt;
| (Future)&lt;br /&gt;
| Control wizard from tower, etc. See future dev.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat148&amp;quot;&amp;gt;Bloat148&amp;lt;/div&amp;gt;&lt;br /&gt;
| EARLY GAME&lt;br /&gt;
| (Future)&lt;br /&gt;
| Start games in Age of Myth. See future dev.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat149&amp;quot;&amp;gt;Bloat149&amp;lt;/div&amp;gt;&lt;br /&gt;
| LATE GAME&lt;br /&gt;
| (Future)&lt;br /&gt;
| Run games passed the Golden Age into more mundane times. See future dev.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat150&amp;quot;&amp;gt;Bloat150&amp;lt;/div&amp;gt;&lt;br /&gt;
| WORLD CUSTOMIZATION&lt;br /&gt;
| (Future)&lt;br /&gt;
| Some startup options to speed things up if you already have preferences in mind, including the ability to set the world size. See future dev.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat151&amp;quot;&amp;gt;Bloat151&amp;lt;/div&amp;gt;&lt;br /&gt;
| HIDDEN FUN STUFF&lt;br /&gt;
| (Future)&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat152&amp;quot;&amp;gt;Bloat152&amp;lt;/div&amp;gt;&lt;br /&gt;
| FIGURINE SHAPES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Shapes for figurines.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat153&amp;quot;&amp;gt;Bloat153&amp;lt;/div&amp;gt;&lt;br /&gt;
| MORE UNIT SCREENS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Other helpful versions of the unit screen for various purposes. This could just wait for tiles and access to graphics and scrollbars and so on.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat154&amp;quot;&amp;gt;Bloat154&amp;lt;/div&amp;gt;&lt;br /&gt;
| ACTIVATE SOLDIERS FROM MAIN SCREEN&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat155&amp;quot;&amp;gt;Bloat155&amp;lt;/div&amp;gt;&lt;br /&gt;
| MERCHANT FOOD PRICES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Expand merchant price tweaks to cover foods.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat156&amp;quot;&amp;gt;Bloat156&amp;lt;/div&amp;gt;&lt;br /&gt;
| SIEGE ENGINE IMPROVEMENT&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat157&amp;quot;&amp;gt;Bloat157&amp;lt;/div&amp;gt;&lt;br /&gt;
| EXCISE SOME OLD PLOT STUFF&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat158&amp;quot;&amp;gt;Bloat158&amp;lt;/div&amp;gt;&lt;br /&gt;
| COIN IMAGES&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat159&amp;quot;&amp;gt;Bloat159&amp;lt;/div&amp;gt;&lt;br /&gt;
| CHANGE SNEAK SKILL&lt;br /&gt;
| (Future)&lt;br /&gt;
| Refine sneak skill gains. You should get the most when someone is trying to detect you and you know they are doing it.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat160&amp;quot;&amp;gt;Bloat160&amp;lt;/div&amp;gt;&lt;br /&gt;
| KILL VERMIN&lt;br /&gt;
| (Future)&lt;br /&gt;
| Adventurer should be able to kill live vermin, rather than being forced to eat them alive. Eating them alive should be harder. Cooking should be preferable.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat161&amp;quot;&amp;gt;Bloat161&amp;lt;/div&amp;gt;&lt;br /&gt;
| MORE PLAYER ABUSE&lt;br /&gt;
| (Future)&lt;br /&gt;
| Many other ways to abuse the player's body, aside from what it does now. Hang the bodies from trees. Flay. Make clothing and ornaments. Body part sculptures. Crucifixion. Associated shit-talking and historical events. You should be able to do anything to an enemy's body that they can do to you. These should also be recorded in the histories.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat162&amp;quot;&amp;gt;Bloat162&amp;lt;/div&amp;gt;&lt;br /&gt;
| POWDER THROWS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Throwing powdery object should make short-lived cloud flows (like dust from cave-ins but slower).&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat163&amp;quot;&amp;gt;Bloat163&amp;lt;/div&amp;gt;&lt;br /&gt;
| COLLECTOR QUESTS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Quests to gather rare bugs in glass vials (coins too). Since these are actual game objects rather than scripted events, these quests could be very open and challenging.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat164&amp;quot;&amp;gt;Bloat164&amp;lt;/div&amp;gt;&lt;br /&gt;
| ITEM PLACEMENT&lt;br /&gt;
| (Future)&lt;br /&gt;
| Items should be placed in dwarf mode ponds sometimes after game.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat165&amp;quot;&amp;gt;Bloat165&amp;lt;/div&amp;gt;&lt;br /&gt;
| WALL HANGINGS AND RUGS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Rugs, tapestries, paintings, etc. This leads to things like paint and pigments. The player's skin could hang in the goblin fortress in the same way. It could even be improved like dwarf items.&lt;br /&gt;
| [[#Core43|Core43]]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat166&amp;quot;&amp;gt;Bloat166&amp;lt;/div&amp;gt;&lt;br /&gt;
| BATHS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Bath tubs. Golden bath tubs. Use of soap with a bucket of water.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat167&amp;quot;&amp;gt;Bloat167&amp;lt;/div&amp;gt;&lt;br /&gt;
| ANIMAL PREFS AND DEATH&lt;br /&gt;
| (Future)&lt;br /&gt;
| Consider animal prefs/dislikes in thoughts when doing butchering jobs (or in combat).&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat168&amp;quot;&amp;gt;Bloat168&amp;lt;/div&amp;gt;&lt;br /&gt;
| PET EATERS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Hungry pet carnivore could kill your other pets, leading to fights between pet owners.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat169&amp;quot;&amp;gt;Bloat169&amp;lt;/div&amp;gt;&lt;br /&gt;
| INSIDE WILDLIFE&lt;br /&gt;
| Completed&lt;br /&gt;
| Diversify behavior of inside wildlife. A lot of them could act more like the outside wildlife than the insane murderers they are now. Then it would make more sense for them to be brought or kept as pets.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat170&amp;quot;&amp;gt;Bloat170&amp;lt;/div&amp;gt;&lt;br /&gt;
| ROOM CLEANING&lt;br /&gt;
| (Future)&lt;br /&gt;
| Cleaning rooms more responsibly, perhaps before sleeping.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat171&amp;quot;&amp;gt;Bloat171&amp;lt;/div&amp;gt;&lt;br /&gt;
| ADVENTURER AND TOYS&lt;br /&gt;
| (Future)&lt;br /&gt;
| You should be able to play with all the toys. Puzzleboxes can contain things in adventure mode, related to anything (history, secret doors, whatever).&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat172&amp;quot;&amp;gt;Bloat172&amp;lt;/div&amp;gt;&lt;br /&gt;
| DEEP SITES&lt;br /&gt;
| (Future)&lt;br /&gt;
| There should be more interesting sites deep in the mountains, and it should be possible for you to create multi-tile tunnels under mountain ranges with various sites of your making and not of your making on the way.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat173&amp;quot;&amp;gt;Bloat173&amp;lt;/div&amp;gt;&lt;br /&gt;
| FINDING BUYERS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Arranging for buyers for artifacts. It could be harder to access nobles, and this might be a challenge.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat174&amp;quot;&amp;gt;Bloat174&amp;lt;/div&amp;gt;&lt;br /&gt;
| NOBLE RANK SYSTEM&lt;br /&gt;
| Completed&lt;br /&gt;
| Consider sometimes having just one baron/baroness, but they rank up as you improve, rather than many of these nobles at each rank.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat175&amp;quot;&amp;gt;Bloat175&amp;lt;/div&amp;gt;&lt;br /&gt;
| CARE PACKAGES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Being able to send comforting trinkets and provisions to your armies.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat176&amp;quot;&amp;gt;Bloat176&amp;lt;/div&amp;gt;&lt;br /&gt;
| PHYSICAL FEATURES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Various superfluous physical features for dwarves and others.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat177&amp;quot;&amp;gt;Bloat177&amp;lt;/div&amp;gt;&lt;br /&gt;
| PRISON REFORM&lt;br /&gt;
| (Future)&lt;br /&gt;
| If prisoner situation becomes untenable etc., can have a rebellion against the nobles. Nobles should stop throwing people in jail if enough are already there.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat178&amp;quot;&amp;gt;Bloat178&amp;lt;/div&amp;gt;&lt;br /&gt;
| MINING TWEAK&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat179&amp;quot;&amp;gt;Bloat179&amp;lt;/div&amp;gt;&lt;br /&gt;
| HIDDEN FUN STUFF&lt;br /&gt;
| (Future)&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat180&amp;quot;&amp;gt;Bloat180&amp;lt;/div&amp;gt;&lt;br /&gt;
| HIDDEN FUN STUFF&lt;br /&gt;
| (Future)&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat181&amp;quot;&amp;gt;Bloat181&amp;lt;/div&amp;gt;&lt;br /&gt;
| ABANDONMENT ISSUE&lt;br /&gt;
| (Future)&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat182&amp;quot;&amp;gt;Bloat182&amp;lt;/div&amp;gt;&lt;br /&gt;
| CAVE CLAIMING&lt;br /&gt;
| (Future)&lt;br /&gt;
| Should be able to run something like reclaim mode on any available cave. You could run a reclaim on anything with a group of adventurers you've assembled yourself.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat183&amp;quot;&amp;gt;Bloat183&amp;lt;/div&amp;gt;&lt;br /&gt;
| CHILD NAMING&lt;br /&gt;
| (Future)&lt;br /&gt;
| Children can be named after historical figures, including adventurers, and parents can explain why they selected the name. In general, the fame and infamy of adventurers can be realized in various ways.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat184&amp;quot;&amp;gt;Bloat184&amp;lt;/div&amp;gt;&lt;br /&gt;
| NO RECORD&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat185&amp;quot;&amp;gt;Bloat185&amp;lt;/div&amp;gt;&lt;br /&gt;
| LIBRARIES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Books and libraries utilizing histories. Once these are in, people that you chat with don't need to know as much. You can find legends here that reveal locations of ruins made by world gen, or your dwarf games. Various other books are possible.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat186&amp;quot;&amp;gt;Bloat186&amp;lt;/div&amp;gt;&lt;br /&gt;
| HIDDEN FUN STUFF&lt;br /&gt;
| (Future)&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat187&amp;quot;&amp;gt;Bloat187&amp;lt;/div&amp;gt;&lt;br /&gt;
| WRITING AND GRAPHICS&lt;br /&gt;
| (Future)&lt;br /&gt;
| If tile graphics go in, be sure to pay attention to the writing system. The writing and associated graphics can be generated for each entity.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat188&amp;quot;&amp;gt;Bloat188&amp;lt;/div&amp;gt;&lt;br /&gt;
| KEYS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Keys, the kind that unlock doors. These can be used everywhere, thrown all over your old dwarf caves for some of the doors etc.&lt;br /&gt;
| [[#Core42|Core42]]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat189&amp;quot;&amp;gt;Bloat189&amp;lt;/div&amp;gt;&lt;br /&gt;
| INTERNAL AREAS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Internal mushroom jungles and lost whatevers and so on.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat190&amp;quot;&amp;gt;Bloat190&amp;lt;/div&amp;gt;&lt;br /&gt;
| UNDERGROUND LAKES&lt;br /&gt;
| Completed&lt;br /&gt;
| Large underground lakes, can build platforms on them, and the platforms can support further buildings.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat191&amp;quot;&amp;gt;Bloat191&amp;lt;/div&amp;gt;&lt;br /&gt;
| SNAKES AND WORMS&lt;br /&gt;
| (Future)&lt;br /&gt;
| There are some complications from these creatures since they should always be on the ground and need to start that way.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat192&amp;quot;&amp;gt;Bloat192&amp;lt;/div&amp;gt;&lt;br /&gt;
| LYING AND BEING PUNISHED&lt;br /&gt;
| (Future)&lt;br /&gt;
| You should be able to tell people you know how to kill dragons and then some guys could join you and turn on you as soon as you get into the woods and leave you naked. Proper bar tales should be generated.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat193&amp;quot;&amp;gt;Bloat193&amp;lt;/div&amp;gt;&lt;br /&gt;
| DEMOGRAPHICS ISSUES 1&lt;br /&gt;
| (Future)&lt;br /&gt;
| If a town runs out of women, they could seek more.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat194&amp;quot;&amp;gt;Bloat194&amp;lt;/div&amp;gt;&lt;br /&gt;
| DEMOGRAPHICS ISSUES 2&lt;br /&gt;
| (Future)&lt;br /&gt;
| If there are too many men in town, they could start more wars.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat195&amp;quot;&amp;gt;Bloat195&amp;lt;/div&amp;gt;&lt;br /&gt;
| ADVENTURER MOUNTS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Should be able to acquire mounts and beasts of burden.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat196&amp;quot;&amp;gt;Bloat196&amp;lt;/div&amp;gt;&lt;br /&gt;
| VILLAGE STORIES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Profiles can track the last few spots the creature has been at with the associated years, and they could refer to this while chatting. Certain people could stretch these years out of bounds and talk about ancient things not involving them and write themselves into the story.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat197&amp;quot;&amp;gt;Bloat197&amp;lt;/div&amp;gt;&lt;br /&gt;
| MINIMAP ISSUES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Center X on minimap and make sure it flickers properly.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat198&amp;quot;&amp;gt;Bloat198&amp;lt;/div&amp;gt;&lt;br /&gt;
| SITE SPRAWL&lt;br /&gt;
| (Future)&lt;br /&gt;
| The largest cities should have multiple site maps linked up at the edges to help with loading issues, though it will have to handle the AI for creatures that have business across multiple sections.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat199&amp;quot;&amp;gt;Bloat199&amp;lt;/div&amp;gt;&lt;br /&gt;
| MINING/CUTTING ANNOUNCEMENTS&lt;br /&gt;
| (Future)&lt;br /&gt;
| It could announce when current reachable wood-cutting and mining jobs are done.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat200&amp;quot;&amp;gt;Bloat200&amp;lt;/div&amp;gt;&lt;br /&gt;
| PERSISTENT CONVERSATIONS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Conversations can remain active once the screen closes, allowing you to move around and do things while the conversation is still running. Conversations would fade over time. You could have more than one active conversation, and multiple participants could be involved in these. This would be important for group meetings and side discussions with a messenger than comes in and so on. This will require conversations to be saved and loaded as well.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat201&amp;quot;&amp;gt;Bloat201&amp;lt;/div&amp;gt;&lt;br /&gt;
| CONVERSATION UTTERANCE BUILDERS&lt;br /&gt;
| (Future)&lt;br /&gt;
| When asking specific questions or making statements, much like wrestling, you could set specific parameters. You could set a topic and a question word or your topic and intention and a tone.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat202&amp;quot;&amp;gt;Bloat202&amp;lt;/div&amp;gt;&lt;br /&gt;
| CONVERSATION PLEASANTRIES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Have random pleasantries with random responses.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat203&amp;quot;&amp;gt;Bloat203&amp;lt;/div&amp;gt;&lt;br /&gt;
| SPECIFIC QUERIES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Can ask about any entity, site, creature etc that is known to you.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat204&amp;quot;&amp;gt;Bloat204&amp;lt;/div&amp;gt;&lt;br /&gt;
| STORE QUERIES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Can ask about stores, people can direct you, even to another town.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat205&amp;quot;&amp;gt;Bloat205&amp;lt;/div&amp;gt;&lt;br /&gt;
| UNIT KNOWLEDGE&lt;br /&gt;
| (Future)&lt;br /&gt;
| Could set up a system whereby each creature in the town knows different facts, even if they have the same entity affiliations.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat206&amp;quot;&amp;gt;Bloat206&amp;lt;/div&amp;gt;&lt;br /&gt;
| DWARF/ELF COMMUNITIES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Add meaningful things to the dwarf/elf communities.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat207&amp;quot;&amp;gt;Bloat207&amp;lt;/div&amp;gt;&lt;br /&gt;
| SLOW ESCALATION TO VIOLENCE&lt;br /&gt;
| (Future)&lt;br /&gt;
| Rather than just killing you, or even creating a crime, there should be a slow escalation through violent stages. For instance, if you throw a toad at somebody (once projectile damage is fixed and projectiles can hit friendlies), they could get upset and yell at you. You could lie about doing it. And they could see through it if they don't see anybody else around. Store owners should yell at you if you leave, but not send the whole town to kill you.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat208&amp;quot;&amp;gt;Bloat208&amp;lt;/div&amp;gt;&lt;br /&gt;
| VEGETATION ISSUES&lt;br /&gt;
| (Future)&lt;br /&gt;
| More shrub pictures, flowers with pictures, times of flowering, grass browning should be controlled by more than just temperature (rainfall, etc.).&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat209&amp;quot;&amp;gt;Bloat209&amp;lt;/div&amp;gt;&lt;br /&gt;
| REGION FACTS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Regions can have legend facts, like what dwells there. Only show discovered populations.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat210&amp;quot;&amp;gt;Bloat210&amp;lt;/div&amp;gt;&lt;br /&gt;
| STORE NAMES&lt;br /&gt;
| (Future)&lt;br /&gt;
| The stores in town should have names, saved in the abstract at world level so that people can talk about and direct you to them.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat211&amp;quot;&amp;gt;Bloat211&amp;lt;/div&amp;gt;&lt;br /&gt;
| RELATIONSHIP OPTIMIZATION&lt;br /&gt;
| Completed&lt;br /&gt;
| There's a technical optimization tagged in the code for how they store relationships.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat212&amp;quot;&amp;gt;Bloat212&amp;lt;/div&amp;gt;&lt;br /&gt;
| BOTTLING&lt;br /&gt;
| (Future)&lt;br /&gt;
| Glass bottles for trading away master booze, bottling it and aging it, fun labeling of the bottles complete with names and images and years, comments on years, collector quests.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat213&amp;quot;&amp;gt;Bloat213&amp;lt;/div&amp;gt;&lt;br /&gt;
| HIDDEN FUN STUFF&lt;br /&gt;
| (Future)&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat214&amp;quot;&amp;gt;Bloat214&amp;lt;/div&amp;gt;&lt;br /&gt;
| SPRINTING&lt;br /&gt;
| (Future)&lt;br /&gt;
| Move faster, but have to move an extra square and can't turn fast, if you press backward it could make you slide forward on the ground, should cause exertion&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat215&amp;quot;&amp;gt;Bloat215&amp;lt;/div&amp;gt;&lt;br /&gt;
| COIN ISSUE&lt;br /&gt;
| Completed&lt;br /&gt;
| Technical issue with coin batches.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat216&amp;quot;&amp;gt;Bloat216&amp;lt;/div&amp;gt;&lt;br /&gt;
| FINALIZE ART IMAGES&lt;br /&gt;
| Completed&lt;br /&gt;
| Art images should describe historical events, etc., rather than just being an image.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat217&amp;quot;&amp;gt;Bloat217&amp;lt;/div&amp;gt;&lt;br /&gt;
| SAVING MAP SEEDS&lt;br /&gt;
| Completed&lt;br /&gt;
| Option to save a map seed once a map is created, so you can generate it again or send the seed to a friend without having to send a whole save folder.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat218&amp;quot;&amp;gt;Bloat218&amp;lt;/div&amp;gt;&lt;br /&gt;
| VEIN MINING OPTION&lt;br /&gt;
| (Future)&lt;br /&gt;
| Ability to designate a metal vein for digging. They'd keep mining out the same kind of metal in adjacent squares as they uncover them.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat219&amp;quot;&amp;gt;Bloat219&amp;lt;/div&amp;gt;&lt;br /&gt;
| HISTORY GROUPING&lt;br /&gt;
| (Future)&lt;br /&gt;
| When you enter places, it could record it all of the subsequent events under a general heading which it names later, like &amp;quot;the raid of &amp;quot;.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat220&amp;quot;&amp;gt;Bloat220&amp;lt;/div&amp;gt;&lt;br /&gt;
| AGING ITEMS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Items that should rot when you visit a site after some time will only undergo one change right now, they can go from fresh to being gone. It would be nice if item aging and rotting could be unified into a seamless system that let you age an item by any amount, but there are a number of obstacles.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat221&amp;quot;&amp;gt;Bloat221&amp;lt;/div&amp;gt;&lt;br /&gt;
| ART IMAGE COMPLEXITY AND IMPROVEMENT&lt;br /&gt;
| (Future)&lt;br /&gt;
| Item improvement image complexity can be determined by craft quality, the image can generate slots for further improvements on the item to occupy, but it needs to do this in an abstract way that works for detail events as well, and also statues and figurines&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat222&amp;quot;&amp;gt;Bloat222&amp;lt;/div&amp;gt;&lt;br /&gt;
| FRIENDLY FIRE&lt;br /&gt;
| (Future)&lt;br /&gt;
| If you fire at an enemy 5 squares away and that creature is wrestling with a friendly, there should be a chance of hitting the friendly. But if the buddy is in the line of fire (by squares) but much closer to you, you shouldn't hit the buddy at all.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat223&amp;quot;&amp;gt;Bloat223&amp;lt;/div&amp;gt;&lt;br /&gt;
| WILDERNESS CAUTION&lt;br /&gt;
| (Future)&lt;br /&gt;
| Abort random encounters against large groups of adventurers if there's no chance of attacker victory&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat224&amp;quot;&amp;gt;Bloat224&amp;lt;/div&amp;gt;&lt;br /&gt;
| STATUE IMPROVEMENTS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Describe statues, analagous to figurines, could have arms that can be moved and hidden levers and buttons and so on, could be linked to creature defs and be animated or come alive&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat225&amp;quot;&amp;gt;Bloat225&amp;lt;/div&amp;gt;&lt;br /&gt;
| UNPREPARED FISH ROTTING&lt;br /&gt;
| (Future)&lt;br /&gt;
| Unprepared fish should rot slowly in the foodpile, like unrendered fat.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat226&amp;quot;&amp;gt;Bloat226&amp;lt;/div&amp;gt;&lt;br /&gt;
| WEB CHECK&lt;br /&gt;
| (Future)&lt;br /&gt;
| Technical issue with webs.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat227&amp;quot;&amp;gt;Bloat227&amp;lt;/div&amp;gt;&lt;br /&gt;
| LEAPING AND PITS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Could add little open pits in the caves, respecting Z coord, and the ability to leap into any space with a confirmation, it might be a hassle to teach the path-finding of your opponents to leap after you though&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat228&amp;quot;&amp;gt;Bloat228&amp;lt;/div&amp;gt;&lt;br /&gt;
| ADVENTURE MODE DREAMS WHILE SLEEPING&lt;br /&gt;
| (Future)&lt;br /&gt;
| Dreams in adventure mode, occasionally you can get history, other information and quests this way&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat229&amp;quot;&amp;gt;Bloat229&amp;lt;/div&amp;gt;&lt;br /&gt;
| QUICKLIME&lt;br /&gt;
| (Future)&lt;br /&gt;
| Bake limestone in a kiln for it, and implement some uses&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat230&amp;quot;&amp;gt;Bloat230&amp;lt;/div&amp;gt;&lt;br /&gt;
| DWARVEN HUNGER&lt;br /&gt;
| Completed&lt;br /&gt;
| Hungry dwarves should take food from the merchant if they need it, although this could cause trouble between the civs if the merchant doesn't return with enough value&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat231&amp;quot;&amp;gt;Bloat231&amp;lt;/div&amp;gt;&lt;br /&gt;
| HIDDEN FUN STUFF&lt;br /&gt;
| (Future)&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat232&amp;quot;&amp;gt;Bloat232&amp;lt;/div&amp;gt;&lt;br /&gt;
| SWEAT&lt;br /&gt;
| (Future)&lt;br /&gt;
| Linked to exertion, can have a number of effects.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat233&amp;quot;&amp;gt;Bloat233&amp;lt;/div&amp;gt;&lt;br /&gt;
| ARENAS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Fight for food or money, stuff can be on chains or just waiting inside. Various associated industries.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat234&amp;quot;&amp;gt;Bloat234&amp;lt;/div&amp;gt;&lt;br /&gt;
| APPROPRIATE ANIMALS FOR CIVS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Dwarves shouldn't use full-sized horses to pull their wagons, for example.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat235&amp;quot;&amp;gt;Bloat235&amp;lt;/div&amp;gt;&lt;br /&gt;
| HALF-BLOCKED SKY&lt;br /&gt;
| (Future)&lt;br /&gt;
| &amp;quot;you cannot view the sky to the south because of the cliff face&amp;quot;, etc. This sort of thing would block your vision of certain clouds and the moon and sun at certain times.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat236&amp;quot;&amp;gt;Bloat236&amp;lt;/div&amp;gt;&lt;br /&gt;
| MARTIAL LAW&lt;br /&gt;
| (Future)&lt;br /&gt;
| Nobles could declare martial law if things get out of hand, which could have various effects.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat237&amp;quot;&amp;gt;Bloat237&amp;lt;/div&amp;gt;&lt;br /&gt;
| EVIL ALCHEMY&lt;br /&gt;
| (Future)&lt;br /&gt;
| Certain of the darker mood dwarves could take over alchemy shops and use the dwarven liver and so on.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat238&amp;quot;&amp;gt;Bloat238&amp;lt;/div&amp;gt;&lt;br /&gt;
| REGIONAL EVIL EXPLANATIONS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Right now, the regions just go bad or good without explanation. There needs to be a backdrop for this, even if magic isn't in the game yet. The evil could be linked to certain historical figures in the region that need to be removed or else the evil keeps replenishing.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat239&amp;quot;&amp;gt;Bloat239&amp;lt;/div&amp;gt;&lt;br /&gt;
| REGION HISTORIES&lt;br /&gt;
| (Future)&lt;br /&gt;
| There should be associated events for regions going bad etc, and the old name of the region prior to its name change should be recorded.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat240&amp;quot;&amp;gt;Bloat240&amp;lt;/div&amp;gt;&lt;br /&gt;
| Z VEINS&lt;br /&gt;
| Completed&lt;br /&gt;
| Currently only the main Z level has associated gem and metal vein events, this needs to be changed.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat241&amp;quot;&amp;gt;Bloat241&amp;lt;/div&amp;gt;&lt;br /&gt;
| CREATURE ANTICS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Creatures, including ones like kobolds, could dig around for pretty rocks, root around in the mud, and make random vocalizations, rather than just wandering from point to point.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat242&amp;quot;&amp;gt;Bloat242&amp;lt;/div&amp;gt;&lt;br /&gt;
| REGIONAL POPULATIONS INFLUENCE CIV ITEMS&lt;br /&gt;
| (Future)&lt;br /&gt;
| The wilderness creatures available locally should influence what sort of objects the people are wearing, although when caravans go in things can become more blurred. Could have notions of what's fashionable. They could comment on the adventurer's clothing in this respect.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat243&amp;quot;&amp;gt;Bloat243&amp;lt;/div&amp;gt;&lt;br /&gt;
| CLOTHING VARIATIONS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Entities need to have clothing variations, even at the town level. This includes adding many clothing types beyond the shirt and pants we currently have. Certain materials and dye colors could be in favor (need to add dye first).&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat244&amp;quot;&amp;gt;Bloat244&amp;lt;/div&amp;gt;&lt;br /&gt;
| VOCALIZATIONS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Battle yells, random grunts, etc.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat245&amp;quot;&amp;gt;Bloat245&amp;lt;/div&amp;gt;&lt;br /&gt;
| IMPROVEMENT OF ENGRAVINGS&lt;br /&gt;
| (Future)&lt;br /&gt;
| This is already referred to in many places, but engravings should be able to be improved by gems etc. There's a difficulty selecting which ones need to be improved, since you could place a workshop over it, etc.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat246&amp;quot;&amp;gt;Bloat246&amp;lt;/div&amp;gt;&lt;br /&gt;
| ORGAN RETENTION&lt;br /&gt;
| (Future)&lt;br /&gt;
| Rather than just creating &amp;quot;chunks&amp;quot;, butchery should keep many creature organs intact for cooking and alchemy&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat247&amp;quot;&amp;gt;Bloat247&amp;lt;/div&amp;gt;&lt;br /&gt;
| HERBIVORES AND LIVESTOCK AND SO ON&lt;br /&gt;
| (Future)&lt;br /&gt;
| Herbivores should be able to eat grass outside, people can bring livestock, not as pets, sheep/goats -- sheep lead to wool on butcher? or can you process them without butcher at the farm shop, like milking?&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat248&amp;quot;&amp;gt;Bloat248&amp;lt;/div&amp;gt;&lt;br /&gt;
| TRANSLATION CLEARANCE&lt;br /&gt;
| Completed&lt;br /&gt;
| Go through and check languages for tone.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat249&amp;quot;&amp;gt;Bloat249&amp;lt;/div&amp;gt;&lt;br /&gt;
| PROPER BLOOD SUCKING&lt;br /&gt;
| (Future)&lt;br /&gt;
| Blood sucking should occur over a longer period like the latch and-shake wrestling move. It should also feed the sucker.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat250&amp;quot;&amp;gt;Bloat250&amp;lt;/div&amp;gt;&lt;br /&gt;
| AUTOMATIC MANDATE HANDLING&lt;br /&gt;
| (Future)&lt;br /&gt;
| Could add an option to make noble mandates go directly into the work order queue.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat251&amp;quot;&amp;gt;Bloat251&amp;lt;/div&amp;gt;&lt;br /&gt;
| USEFUL TREASURER&lt;br /&gt;
| (Future)&lt;br /&gt;
| The treasurer could walk around and combine coin stacks.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat252&amp;quot;&amp;gt;Bloat252&amp;lt;/div&amp;gt;&lt;br /&gt;
| ENVIRONMENTAL LEARNING&lt;br /&gt;
| (Future)&lt;br /&gt;
| Some preferences could be gained by children as they play and explore, rather than having them be innate. These can include personality development. Many preferences and other aspects of their profiles shouldn't be visible at first.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat253&amp;quot;&amp;gt;Bloat253&amp;lt;/div&amp;gt;&lt;br /&gt;
| ADVANCED WORK ORDERS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Work orders could be made more intelligent, so that they could order up precursors to the job at hand rather than just failing.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat254&amp;quot;&amp;gt;Bloat254&amp;lt;/div&amp;gt;&lt;br /&gt;
| GRAB-TEARS II&lt;br /&gt;
| (Future)&lt;br /&gt;
| If the strength+size difference is large enough, a wrestler should be able to rip an enemy apart directly.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat255&amp;quot;&amp;gt;Bloat255&amp;lt;/div&amp;gt;&lt;br /&gt;
| INCIDENTAL HANGINGS&lt;br /&gt;
| (Future)&lt;br /&gt;
| If a creature is attached by the neck to a chain building and falls down in the z direction or into a chasm, it should start strangling.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat256&amp;quot;&amp;gt;Bloat256&amp;lt;/div&amp;gt;&lt;br /&gt;
| VEGETATION MELTING/BOILING&lt;br /&gt;
| (Future)&lt;br /&gt;
| Vegetation made out of exotic materials that would melt rather than burn aren't currently supported.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat257&amp;quot;&amp;gt;Bloat257&amp;lt;/div&amp;gt;&lt;br /&gt;
| TANNING&lt;br /&gt;
| (Future)&lt;br /&gt;
| Tanning should probably be made more interesting.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat258&amp;quot;&amp;gt;Bloat258&amp;lt;/div&amp;gt;&lt;br /&gt;
| WATERPROOFING&lt;br /&gt;
| (Future)&lt;br /&gt;
| Waterproofing of leather might become an issue&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat259&amp;quot;&amp;gt;Bloat259&amp;lt;/div&amp;gt;&lt;br /&gt;
| TAWING&lt;br /&gt;
| (Future)&lt;br /&gt;
| An interesting alternative to tanning.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat260&amp;quot;&amp;gt;Bloat260&amp;lt;/div&amp;gt;&lt;br /&gt;
| CUSTOM ENGRAVINGS&lt;br /&gt;
| (Future)&lt;br /&gt;
| People have expressed an interest in engraving custom text and symbols.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat261&amp;quot;&amp;gt;Bloat261&amp;lt;/div&amp;gt;&lt;br /&gt;
| LEGEND ERASURE&lt;br /&gt;
| (Future)&lt;br /&gt;
| It should be possible to rehide history events so that a new player can rediscover the legends of a world.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat262&amp;quot;&amp;gt;Bloat262&amp;lt;/div&amp;gt;&lt;br /&gt;
| MORE THOUGHT INFORMATION&lt;br /&gt;
| (Future)&lt;br /&gt;
| Certain thoughts need to store additional information.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat263&amp;quot;&amp;gt;Bloat263&amp;lt;/div&amp;gt;&lt;br /&gt;
| MASTERPIECE TRADE&lt;br /&gt;
| (Future)&lt;br /&gt;
| Masterpieces should be handled in a more interesting fashion as it relates to trade. Specific people should be interested in obtaining the best works.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat264&amp;quot;&amp;gt;Bloat264&amp;lt;/div&amp;gt;&lt;br /&gt;
| DYES AND MORDANTS&lt;br /&gt;
| (Future)&lt;br /&gt;
| There are all sorts of things that can be done with dyes and mordants.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat265&amp;quot;&amp;gt;Bloat265&amp;lt;/div&amp;gt;&lt;br /&gt;
| WOODEN FURNITURE DISASSEMBLY&lt;br /&gt;
| (Future)&lt;br /&gt;
| Ability to take apart wooden furniture.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat266&amp;quot;&amp;gt;Bloat266&amp;lt;/div&amp;gt;&lt;br /&gt;
| TALKING ABOUT THE WEATHER&lt;br /&gt;
| (Future)&lt;br /&gt;
| Ability to ask people, including farmers, about the weather and time of day. They might comment about past or future weather. Weather information might be volunteered without prompting.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat267&amp;quot;&amp;gt;Bloat267&amp;lt;/div&amp;gt;&lt;br /&gt;
| EXTENDED BARTERING&lt;br /&gt;
| (Future)&lt;br /&gt;
| Almost every object in the possession of a creature should be available for sale if you set the price high enough, even if the creature in question is not given to bartering.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat268&amp;quot;&amp;gt;Bloat268&amp;lt;/div&amp;gt;&lt;br /&gt;
| SCREENSHOTS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Ability to have the game output a screenshot easily.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat269&amp;quot;&amp;gt;Bloat269&amp;lt;/div&amp;gt;&lt;br /&gt;
| ALCHEMY&lt;br /&gt;
| (Future)&lt;br /&gt;
| Various uses and reactions of chemicals, acids etc.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat270&amp;quot;&amp;gt;Bloat270&amp;lt;/div&amp;gt;&lt;br /&gt;
| COMBAT LOGS AND EVENTS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Combat log display for dwarf mode. Tracking and grouping of combat events for larger historical events. Important specifics of a given combat event might be kept for the historical record. Combat events could be named in the legends.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat271&amp;quot;&amp;gt;Bloat271&amp;lt;/div&amp;gt;&lt;br /&gt;
| DRAGGING PEOPLE AROUND&lt;br /&gt;
| (Future)&lt;br /&gt;
| Ability to drag somebody around instead of releasing a wrestling hold when you move.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat272&amp;quot;&amp;gt;Bloat272&amp;lt;/div&amp;gt;&lt;br /&gt;
| WATER POISONING&lt;br /&gt;
| (Future)&lt;br /&gt;
| Malicious creatures might attempt to poison or otherwise taint your water supply.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat273&amp;quot;&amp;gt;Bloat273&amp;lt;/div&amp;gt;&lt;br /&gt;
| ONE-STEP OPTIONS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Ability to set the amount of time advanced by the one-step key.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat274&amp;quot;&amp;gt;Bloat274&amp;lt;/div&amp;gt;&lt;br /&gt;
| CUSTOM COLORS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Customizable unit and custom profession colors.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat275&amp;quot;&amp;gt;Bloat275&amp;lt;/div&amp;gt;&lt;br /&gt;
| REVENGE AND INJURIES&lt;br /&gt;
| (Future)&lt;br /&gt;
| More revenge-based thoughts that can mitigate injury thoughts. Development of hatred for groups of creatures after an injury or other act.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat276&amp;quot;&amp;gt;Bloat276&amp;lt;/div&amp;gt;&lt;br /&gt;
| HIDDEN FUN STUFF&lt;br /&gt;
| (Future)&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat277&amp;quot;&amp;gt;Bloat277&amp;lt;/div&amp;gt;&lt;br /&gt;
| SOUND EVENTS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Removal of annoying off-screen combat spam and replacement with sound events that have displayed locations. Selection of the sound event might show a further breakdown of associated announcements. Might be very useful if screen is blanked out on blinding.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat278&amp;quot;&amp;gt;Bloat278&amp;lt;/div&amp;gt;&lt;br /&gt;
| TRAPS THAT PROPEL THINGS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Weapon traps cannot propel units, but giant hammer traps should propel units.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat279&amp;quot;&amp;gt;Bloat279&amp;lt;/div&amp;gt;&lt;br /&gt;
| IMPROVED LEVERS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Improved lever interface with various options for how the lever behaves. Ability to see what lever does after connection. Ability to disconnect levers.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat280&amp;quot;&amp;gt;Bloat280&amp;lt;/div&amp;gt;&lt;br /&gt;
| ONE-WAY/SECRET DOORS&lt;br /&gt;
| (Future)&lt;br /&gt;
| These would be nice but raise path-finding optimization issues.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat281&amp;quot;&amp;gt;Bloat281&amp;lt;/div&amp;gt;&lt;br /&gt;
| IMPROVE ANIMAL MANAGEMENT&lt;br /&gt;
| (Future)&lt;br /&gt;
| There are many improvements that can be made to animal management, including improved abilities to assign animals and replace lost assignees as well as various breeding and cull settings.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat282&amp;quot;&amp;gt;Bloat282&amp;lt;/div&amp;gt;&lt;br /&gt;
| MORE MINERAL PROPERTIES&lt;br /&gt;
| (Future)&lt;br /&gt;
| The various minerals should have additional properties. These might influence dig speed and so on.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat283&amp;quot;&amp;gt;Bloat283&amp;lt;/div&amp;gt;&lt;br /&gt;
| DEBUG OPTIONS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Various ways to fiddle with internal settings.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat284&amp;quot;&amp;gt;Bloat284&amp;lt;/div&amp;gt;&lt;br /&gt;
| RIVER ROCKS&lt;br /&gt;
| (Future)&lt;br /&gt;
| The way river flows are calculated, the water won't currently make little white waves against boulder tiles in the middle of the water.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat285&amp;quot;&amp;gt;Bloat285&amp;lt;/div&amp;gt;&lt;br /&gt;
| CREATURE RANGES&lt;br /&gt;
| (Future)&lt;br /&gt;
| A given creature should often have a more coherent range over the entire world, rather than going region by region.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat286&amp;quot;&amp;gt;Bloat286&amp;lt;/div&amp;gt;&lt;br /&gt;
| RAIN POOLING&lt;br /&gt;
| (Future)&lt;br /&gt;
| Rain should have a chance to collect in certain areas.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat287&amp;quot;&amp;gt;Bloat287&amp;lt;/div&amp;gt;&lt;br /&gt;
| THIN ICE&lt;br /&gt;
| (Future)&lt;br /&gt;
| Thin ice is a more difficult problem with the Z axis everywhere, but it should still be possible.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat288&amp;quot;&amp;gt;Bloat288&amp;lt;/div&amp;gt;&lt;br /&gt;
| DUST STORMS&lt;br /&gt;
| (Future)&lt;br /&gt;
| There should be giant dust storms, the Spain-sized ones you can see from a satellite.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat289&amp;quot;&amp;gt;Bloat289&amp;lt;/div&amp;gt;&lt;br /&gt;
| HUMANS USE HORSES&lt;br /&gt;
| Completed&lt;br /&gt;
| Humans should ride horses into battle if they are available.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat290&amp;quot;&amp;gt;Bloat290&amp;lt;/div&amp;gt;&lt;br /&gt;
| LAKE/SWAMP IMPROVEMENTS I&lt;br /&gt;
| (Future)&lt;br /&gt;
| Water lilies rooted to the soil below, duckweed floating in the water&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat291&amp;quot;&amp;gt;Bloat291&amp;lt;/div&amp;gt;&lt;br /&gt;
| LAKE/SWAMP IMPROVEMENTS II&lt;br /&gt;
| (Future)&lt;br /&gt;
| Mosquitoes and leeches.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat292&amp;quot;&amp;gt;Bloat292&amp;lt;/div&amp;gt;&lt;br /&gt;
| DEEP AND PERSISTENT SNOW&lt;br /&gt;
| (Future)&lt;br /&gt;
| Deep snow that you have to trudge through or that you can sink down into, depending on the regional snowfall number. Snow that lasts for a while at temperatures above freezing, based on amonut and temperature differential.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat293&amp;quot;&amp;gt;Bloat293&amp;lt;/div&amp;gt;&lt;br /&gt;
| LOCAL ROADS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Most town sites should have stone or at least dirt roads between all of the buildings, rather than being pristine wildernesses punctuated by buildings.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat294&amp;quot;&amp;gt;Bloat294&amp;lt;/div&amp;gt;&lt;br /&gt;
| CLEANING ADJACENT INACCESSIBLE SQUARES&lt;br /&gt;
| (Future)&lt;br /&gt;
| There should be a way to clean chunks and other garbage out of fortifications or other places it gets stuck.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat295&amp;quot;&amp;gt;Bloat295&amp;lt;/div&amp;gt;&lt;br /&gt;
| WEAPON TRAP EFFECTS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Traps should often do full damage to units rather than stopping when the unit dies to improve the explosive effect of a many-weaponed trap.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat296&amp;quot;&amp;gt;Bloat296&amp;lt;/div&amp;gt;&lt;br /&gt;
| FINGERLESS GLOVES&lt;br /&gt;
| (Future)&lt;br /&gt;
| There are some difficulties with the details of this kind of object. And distinguishing mittens and gloves. And toe socks versus regular socks.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat297&amp;quot;&amp;gt;Bloat297&amp;lt;/div&amp;gt;&lt;br /&gt;
| CONTINUOUS ITEM AMOUNTS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Thread, rope, chains and cloth should have variable dimensions that are treated like variable amounts in jobs.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat298&amp;quot;&amp;gt;Bloat298&amp;lt;/div&amp;gt;&lt;br /&gt;
| IMPERFECT CONSTRUCTIONS&lt;br /&gt;
| (Future)&lt;br /&gt;
| You should be able to intentionally build submasterpiece buildings and items.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat299&amp;quot;&amp;gt;Bloat299&amp;lt;/div&amp;gt;&lt;br /&gt;
| FLATWORLD&lt;br /&gt;
| (Future)&lt;br /&gt;
| For processor and memory needs, an ability to make the world flat, with no significant elevation gains in the mountains to cut down on cliff allocations.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat300&amp;quot;&amp;gt;Bloat300&amp;lt;/div&amp;gt;&lt;br /&gt;
| ARCHERY TRAINING MATERIALS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Standing orders for archery training regarding which material to use.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat301&amp;quot;&amp;gt;Bloat301&amp;lt;/div&amp;gt;&lt;br /&gt;
| BUILDING SQUARE BLOCKAGES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Handle the various issues and annoyance that come from having workshops always block squares in a given pattern.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat302&amp;quot;&amp;gt;Bloat302&amp;lt;/div&amp;gt;&lt;br /&gt;
| CREATURE ART ELEMENTS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Allow art elements for abstract body parts, like eyes and hands, with tendencies toward the ones the artist's entity race actually has. Allow varying degrees of specificity for them.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat303&amp;quot;&amp;gt;Bloat303&amp;lt;/div&amp;gt;&lt;br /&gt;
| NOISE POLLUTION INDICATOR&lt;br /&gt;
| (Future)&lt;br /&gt;
| It might be helpful to have more of an idea where sleep-disturbing noise is coming from&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat304&amp;quot;&amp;gt;Bloat304&amp;lt;/div&amp;gt;&lt;br /&gt;
| UNDERGROUND TREE CAPS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Evaluate elf tree caps with respect to underground tree farms.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat305&amp;quot;&amp;gt;Bloat305&amp;lt;/div&amp;gt;&lt;br /&gt;
| GUILDS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Bring guild back more robustly as local and civ-wide organizations.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat306&amp;quot;&amp;gt;Bloat306&amp;lt;/div&amp;gt;&lt;br /&gt;
| HIDDEN FUN STUFF&lt;br /&gt;
| (Future)&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat307&amp;quot;&amp;gt;Bloat307&amp;lt;/div&amp;gt;&lt;br /&gt;
| DESCRIPTIVE INFO&lt;br /&gt;
| (Future)&lt;br /&gt;
| Ability to see genders information more easily in adventure mode. Ability to see other descriptive information as it comes in.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat308&amp;quot;&amp;gt;Bloat308&amp;lt;/div&amp;gt;&lt;br /&gt;
| QUALITY/DAMAGE CUSTOM STOCKPILES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Allow stockpiles to specify quality/damage state.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat309&amp;quot;&amp;gt;Bloat309&amp;lt;/div&amp;gt;&lt;br /&gt;
| SENSIBLE MIGRANT PROVISIONS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Immigrants should arrive with pack animals and various objects that make sense for their role and their journey.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat310&amp;quot;&amp;gt;Bloat310&amp;lt;/div&amp;gt;&lt;br /&gt;
| STRICT STONE BUILDING MATERIAL REQUIREMENTS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Some buildings require rock blocks where metal ones would do.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat311&amp;quot;&amp;gt;Bloat311&amp;lt;/div&amp;gt;&lt;br /&gt;
| UNIT INVENTORY DISPLAY&lt;br /&gt;
| (Future)&lt;br /&gt;
| Ability to see inventory somewhere on the unit profile screen.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat312&amp;quot;&amp;gt;Bloat312&amp;lt;/div&amp;gt;&lt;br /&gt;
| MIGRANT CONTROL&lt;br /&gt;
| (Future)&lt;br /&gt;
| Ability to refuse migrant groups with repercussions.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat313&amp;quot;&amp;gt;Bloat313&amp;lt;/div&amp;gt;&lt;br /&gt;
| STOCKPILE CONSOLIDATION&lt;br /&gt;
| (Future)&lt;br /&gt;
| Ability to order the consolidation of items in a given stockpile. Part of the item stacking problem.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat314&amp;quot;&amp;gt;Bloat314&amp;lt;/div&amp;gt;&lt;br /&gt;
| DESIGNATION SIZE INFO&lt;br /&gt;
| (Future)&lt;br /&gt;
| When selecting an area, for instance in mining designations, it could show you the dimensions and size of that area.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat315&amp;quot;&amp;gt;Bloat315&amp;lt;/div&amp;gt;&lt;br /&gt;
| DESIGNATION SHAPES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Option to designate with circles and custom templates.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat316&amp;quot;&amp;gt;Bloat316&amp;lt;/div&amp;gt;&lt;br /&gt;
| PIPE SECTIONS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Square-filling pipes sections that you can place and walk inside and hook together over many tiles and fill with fluids and stuff.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat317&amp;quot;&amp;gt;Bloat317&amp;lt;/div&amp;gt;&lt;br /&gt;
| PERSISTENT WILDS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Saving to some extent of non-site wilderness areas. The world is too large to save in its entirety, but some work can be done to save the places you've actually visited without completely filling your hard drive.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat318&amp;quot;&amp;gt;Bloat318&amp;lt;/div&amp;gt;&lt;br /&gt;
| VARIOUS GRASSES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Specific grass types associated by midmap square, rather than just 'grass'. Moss could also afford to occur in places other than old sites.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat319&amp;quot;&amp;gt;Bloat319&amp;lt;/div&amp;gt;&lt;br /&gt;
| IMPROVED BLOOD TRACKING&lt;br /&gt;
| (Future)&lt;br /&gt;
| It can use stance point blood contaminants to handle blood tracking rather than spreading blood infinitely from spatters. In general, map blood amounts could afford to be tracked more closely.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat320&amp;quot;&amp;gt;Bloat320&amp;lt;/div&amp;gt;&lt;br /&gt;
| WORLD-SPANNING FEATURES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Use the world map feature system to create some world-spanning special map features, both indoor and outdoor, aside from rivers.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat321&amp;quot;&amp;gt;Bloat321&amp;lt;/div&amp;gt;&lt;br /&gt;
| FOOTPRINTS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Footprints for walkers on sand, wet sand, snow, from blood contaminants on stance points, etc. Need some notion of foot print profiles by creature versus stance versus ground material.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat322&amp;quot;&amp;gt;Bloat322&amp;lt;/div&amp;gt;&lt;br /&gt;
| MISCELLANEOUS MATERIAL ACQUISITION&lt;br /&gt;
| (Future)&lt;br /&gt;
| Finding jade and so on at certain rivers, finding pearls, amber, etc. Being able to obtain horn and ivory from creatures.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat323&amp;quot;&amp;gt;Bloat323&amp;lt;/div&amp;gt;&lt;br /&gt;
| WIDER USE OF COLOR DEFINITIONS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Tying all of the raws to color definitions would improve the coherence of the game. Minerals, plants, etc. should all be linked to color definition tokens.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat324&amp;quot;&amp;gt;Bloat324&amp;lt;/div&amp;gt;&lt;br /&gt;
| FOSSILS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Fossils beyond petrified wood. Another good way to start the random creature generator. Fossils could be collected by certain people.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat325&amp;quot;&amp;gt;Bloat325&amp;lt;/div&amp;gt;&lt;br /&gt;
| ADDITIONAL LIQUID TYPES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Candidates for new flowing &amp;quot;liquids&amp;quot; include sand, oil, mud, blood of various sorts, slime, farm products like grain and beer for the beer fountain. Only a limited number of materials from plant raws like beer would be able to be supported as a map flow at a given time.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat326&amp;quot;&amp;gt;Bloat326&amp;lt;/div&amp;gt;&lt;br /&gt;
| SKY AND TOPO DISPLAY&lt;br /&gt;
| (Future)&lt;br /&gt;
| Add various optional methods for visualizing the 3D stuffs.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat327&amp;quot;&amp;gt;Bloat327&amp;lt;/div&amp;gt;&lt;br /&gt;
| VARIOUS RIDING POSITIONS&lt;br /&gt;
| (Future)&lt;br /&gt;
| When a creature rides another creature, it isn't very specific about where that creature is, and 'riding' is used for creatures carrying other creatures at times. The game would profit from more specific information.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat328&amp;quot;&amp;gt;Bloat328&amp;lt;/div&amp;gt;&lt;br /&gt;
| IMPROVED SEASHORES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Coastal biome designations, crabs, gulls, washed up jelly fish, ability to skillfully build sand castles in wet sand which can be worn down by waves, shells, washed up objects from distance civilizations that are on the body of water, seaweed, tidepools with anenomes, driftwood interactions.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat329&amp;quot;&amp;gt;Bloat329&amp;lt;/div&amp;gt;&lt;br /&gt;
| HIDDEN FUN STUFF&lt;br /&gt;
| (Future)&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat330&amp;quot;&amp;gt;Bloat330&amp;lt;/div&amp;gt;&lt;br /&gt;
| CLEANSING EVIL AREAS&lt;br /&gt;
| (Future)&lt;br /&gt;
| The cleansing of evil areas needs to be put back in after tracking is improved.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat331&amp;quot;&amp;gt;Bloat331&amp;lt;/div&amp;gt;&lt;br /&gt;
| PRESSURE EQUILIBRIUM&lt;br /&gt;
| (Future)&lt;br /&gt;
| Liquid pressure equilibrium can be given a finer resolution at the cost of some map bits.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat332&amp;quot;&amp;gt;Bloat332&amp;lt;/div&amp;gt;&lt;br /&gt;
| PATTERN FLYING CRITTERS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Put the pattern flying cave feature critters back in.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat333&amp;quot;&amp;gt;Bloat333&amp;lt;/div&amp;gt;&lt;br /&gt;
| ARMOR CONTAMINATION FROM BLEEDING&lt;br /&gt;
| (Future)&lt;br /&gt;
| Requires location specific bleeding information, tied to scarring and infection.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat334&amp;quot;&amp;gt;Bloat334&amp;lt;/div&amp;gt;&lt;br /&gt;
| IMPROVE LIQUID SINK DIRECTION&lt;br /&gt;
| (Future)&lt;br /&gt;
| River flows can be made to appear less diagonal on horizontal/vertical paths, but the routine is expensive.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat335&amp;quot;&amp;gt;Bloat335&amp;lt;/div&amp;gt;&lt;br /&gt;
| IMPROVED FARMING&lt;br /&gt;
| (Future)&lt;br /&gt;
| Improved outdoor farming. I've already copied down a ton of NPK tables. We'll see what's inflicted upon you. A skilled farmer should make any fertilizer requirements very straightforward and easy to deal with.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat336&amp;quot;&amp;gt;Bloat336&amp;lt;/div&amp;gt;&lt;br /&gt;
| ITEM PLACEMENT VERSUS SMALL AREAS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Check some issues with the placement of objects versus small isolated areas.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat337&amp;quot;&amp;gt;Bloat337&amp;lt;/div&amp;gt;&lt;br /&gt;
| PEAT&lt;br /&gt;
| (Future)&lt;br /&gt;
| Make peat more than just another soil type.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat338&amp;quot;&amp;gt;Bloat338&amp;lt;/div&amp;gt;&lt;br /&gt;
| MORE OUTDOOR MAP FEATURES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Various additional outside and inside features, like mesas, canyons, hill tops and so on.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat339&amp;quot;&amp;gt;Bloat339&amp;lt;/div&amp;gt;&lt;br /&gt;
| RIVER OVERFLOWS&lt;br /&gt;
| (Future)&lt;br /&gt;
| River overflows and the return of the associated farming techniques.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat340&amp;quot;&amp;gt;Bloat340&amp;lt;/div&amp;gt;&lt;br /&gt;
| BOULDER REMOVAL&lt;br /&gt;
| (Future)&lt;br /&gt;
| The ability to excavate boulders in the ground to make a stone object, as if you want another stone object.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat341&amp;quot;&amp;gt;Bloat341&amp;lt;/div&amp;gt;&lt;br /&gt;
| STUCK-IN CONTAMINANTS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Issues with contaminants on item that becomes stuck inside another creature.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat342&amp;quot;&amp;gt;Bloat342&amp;lt;/div&amp;gt;&lt;br /&gt;
| MIGRANT HISTORICAL EVENTS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Some issues with migrants and associated historical events.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat343&amp;quot;&amp;gt;Bloat343&amp;lt;/div&amp;gt;&lt;br /&gt;
| CLIMBING&lt;br /&gt;
| (Future)&lt;br /&gt;
| Ability to climb terrain that would be otherwise impassable.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat344&amp;quot;&amp;gt;Bloat344&amp;lt;/div&amp;gt;&lt;br /&gt;
| RELIGIONS AND CULTS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Return of things like the death and weapon nobles via potentially world-wide religions and cults.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat345&amp;quot;&amp;gt;Bloat345&amp;lt;/div&amp;gt;&lt;br /&gt;
| WEB MOVEMENT&lt;br /&gt;
| (Future)&lt;br /&gt;
| Creatures that spin large webs should be able to move along the web, even in open space.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat346&amp;quot;&amp;gt;Bloat346&amp;lt;/div&amp;gt;&lt;br /&gt;
| SUPER NIGHT SKY&lt;br /&gt;
| (Future)&lt;br /&gt;
| Stars, entity-named constellations with lines chosen for them. If there are hemispheres, visible stars can change with position. If the world rotates, they can move during the course of an evening.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat347&amp;quot;&amp;gt;Bloat347&amp;lt;/div&amp;gt;&lt;br /&gt;
| HEREDITY&lt;br /&gt;
| (Future)&lt;br /&gt;
| Once there are enough physical and other candidate traits to be passed along, the game could model heredity/genetics with some simple algorithms and data.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat348&amp;quot;&amp;gt;Bloat348&amp;lt;/div&amp;gt;&lt;br /&gt;
| LINGUISTICS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Aside from having translations for basic words and a displayed written language, civ languages could also have a syntax, phonetic information, etc.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat349&amp;quot;&amp;gt;Bloat349&amp;lt;/div&amp;gt;&lt;br /&gt;
| UNIT NAMES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Right now it only lets you specify a few unit names. It should let you do more with profession names by race/entity. This ties in to having specialized unit names for certain customized professions within an entity.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat350&amp;quot;&amp;gt;Bloat350&amp;lt;/div&amp;gt;&lt;br /&gt;
| MORE MECHANISMS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Animal power for turning wheels etc., other pumps like tympanum wheels, various other things.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat351&amp;quot;&amp;gt;Bloat351&amp;lt;/div&amp;gt;&lt;br /&gt;
| UNAWARE OF PROFESSIONS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Your adventurer should not know somebody is a &amp;quot;guard&amp;quot; for example without knowing a bit about the civilization or at least doing some observation.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat352&amp;quot;&amp;gt;Bloat352&amp;lt;/div&amp;gt;&lt;br /&gt;
| RIVER/LAKE IMPROVEMENTS&lt;br /&gt;
| (Future)&lt;br /&gt;
| There are various cosmetic improvements that can be made to under/above ground rivers and lakes.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat353&amp;quot;&amp;gt;Bloat353&amp;lt;/div&amp;gt;&lt;br /&gt;
| BARRACKS FUNCTION SPLIT&lt;br /&gt;
| (Future)&lt;br /&gt;
| The barracks has various functions, and you should be able to say what goes on in a given barracks.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat354&amp;quot;&amp;gt;Bloat354&amp;lt;/div&amp;gt;&lt;br /&gt;
| SAVE KITCHEN SETTINGS&lt;br /&gt;
| (Future)&lt;br /&gt;
| You should be able to save settings in the kitchen screen for later games. Applies to some other menus as well.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat355&amp;quot;&amp;gt;Bloat355&amp;lt;/div&amp;gt;&lt;br /&gt;
| TAKING NOTES&lt;br /&gt;
| Completed&lt;br /&gt;
| It would be nice to be able to take notes on both the embark screen world map and during the regular game that you can view later.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat356&amp;quot;&amp;gt;Bloat356&amp;lt;/div&amp;gt;&lt;br /&gt;
| IMPROVED FISHING&lt;br /&gt;
| (Future)&lt;br /&gt;
| Dwarves should be able to fish for certain unit-sized creatures. Fish should be visible all over the place and dwarves should possibly have to catch them, depending on how the AI works out.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat357&amp;quot;&amp;gt;Bloat357&amp;lt;/div&amp;gt;&lt;br /&gt;
| HOLDING BREATH&lt;br /&gt;
| (Future)&lt;br /&gt;
| Being able to hold your breath in adventure mode might be an interesting mechanic. You wouldn't have to do it explicitly any time you wanted to swim, but it might be a neat way to interact with gases and other features.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat358&amp;quot;&amp;gt;Bloat358&amp;lt;/div&amp;gt;&lt;br /&gt;
| MACROS&lt;br /&gt;
| (Future)&lt;br /&gt;
| You should be able to make keyboard macros to perform complicated repetitive actions.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat359&amp;quot;&amp;gt;Bloat359&amp;lt;/div&amp;gt;&lt;br /&gt;
| UNCONVENTIONAL AMMUNITION&lt;br /&gt;
| (Future)&lt;br /&gt;
| You should be able to attempt to use various non-standard items in missile weapons and siege weapons.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat360&amp;quot;&amp;gt;Bloat360&amp;lt;/div&amp;gt;&lt;br /&gt;
| OTHER WATER SOURCES&lt;br /&gt;
| (Future)&lt;br /&gt;
| There should be various additional ways to obtain water. Rain, filling barrels from streams, simple desalination, etc.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat361&amp;quot;&amp;gt;Bloat361&amp;lt;/div&amp;gt;&lt;br /&gt;
| EMBARK PROFESSION UPDATE&lt;br /&gt;
| (Future)&lt;br /&gt;
| As you change skills on the embark screen, it should show the dwarf's resulting profession.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat362&amp;quot;&amp;gt;Bloat362&amp;lt;/div&amp;gt;&lt;br /&gt;
| VERMIN BODIES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Small animals should have full body representations, even if they don't have as many effects as they do for unit-sized creatures. These might only be allocated if something actually happens to the creature in question.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat363&amp;quot;&amp;gt;Bloat363&amp;lt;/div&amp;gt;&lt;br /&gt;
| FURNITURE FLUX&lt;br /&gt;
| (Future)&lt;br /&gt;
| You should be able to break down furniture and other objects that are made from materials that have occur in reactions (such as a flux) and use them at the smelter for example.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat364&amp;quot;&amp;gt;Bloat364&amp;lt;/div&amp;gt;&lt;br /&gt;
| SITE RECTANGLE INFORMATION&lt;br /&gt;
| (Future)&lt;br /&gt;
| Sites should be able to give additional information about what is in their world map rectangle for map export and embark screen purposes.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat365&amp;quot;&amp;gt;Bloat365&amp;lt;/div&amp;gt;&lt;br /&gt;
| GLACIER/OCEAN INTERFACE&lt;br /&gt;
| (Future)&lt;br /&gt;
| The boundary between the glacier and ocean biomes probably shouldn't be a regular beach in virtually all cases.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat366&amp;quot;&amp;gt;Bloat366&amp;lt;/div&amp;gt;&lt;br /&gt;
| SMOOTHER ELEVATION CHANGES&lt;br /&gt;
| (Future)&lt;br /&gt;
| The game relies on cliffs too much to handle midmap elevation changes, especially in river valleys.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat367&amp;quot;&amp;gt;Bloat367&amp;lt;/div&amp;gt;&lt;br /&gt;
| WATER ON BUILDINGS DISPLAY&lt;br /&gt;
| (Future)&lt;br /&gt;
| Water running over buildings currently blots them out. You should probably be able to see what's there -- grates and bars at the very least.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat368&amp;quot;&amp;gt;Bloat368&amp;lt;/div&amp;gt;&lt;br /&gt;
| GENDER-BASED PICTURES&lt;br /&gt;
| (Future)&lt;br /&gt;
| You should be able to further specify which graphical tiles are used if you like.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat369&amp;quot;&amp;gt;Bloat369&amp;lt;/div&amp;gt;&lt;br /&gt;
| LEGENDARY SWIM SPEED&lt;br /&gt;
| (Future)&lt;br /&gt;
| It could afford to make finer gradations for swim skill passed legendary.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat370&amp;quot;&amp;gt;Bloat370&amp;lt;/div&amp;gt;&lt;br /&gt;
| ITEMS AND GRATES/BARS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Small items should have a chance of falling through floor grates. Floor bars should be even worse. Projectiles should also interact with grates and bars (similar to fortifications).&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat371&amp;quot;&amp;gt;Bloat371&amp;lt;/div&amp;gt;&lt;br /&gt;
| SUBORDINATE SITE POPULATIONS&lt;br /&gt;
| (Future)&lt;br /&gt;
| A site that becomes subordinated under a dwarf site should still be able to maintain its inhabitants after the dwarf game.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat372&amp;quot;&amp;gt;Bloat372&amp;lt;/div&amp;gt;&lt;br /&gt;
| MORE WITH TRAPS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Traps, being far too powerful, should probably have to be set up. For instance, you should be required to actually create a stonefall trap using a few different locations to get it to work. Pulling things apart like this will also allow more versatility.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat373&amp;quot;&amp;gt;Bloat373&amp;lt;/div&amp;gt;&lt;br /&gt;
| IMPROVED DRUNKS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Adventure mode drunks shouldn't be a separate unit type. They are currently determined by the immoderation personality facet, but much more can be done here. In general, there's an implication that world gen personalities should be stored for more units, but that is expensive memory-wise.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat374&amp;quot;&amp;gt;Bloat374&amp;lt;/div&amp;gt;&lt;br /&gt;
| CONVERSATION SKILLS IN ADVENTURE MODE&lt;br /&gt;
| (Future)&lt;br /&gt;
| With the proper skills, you should be able to judge the mood of people you are talking to in finer and finer degrees. You should also be able to exercise the various conversation skills that can be used in dwarf mode.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat375&amp;quot;&amp;gt;Bloat375&amp;lt;/div&amp;gt;&lt;br /&gt;
| PRIVACY AND ADVENTURE MODE CONVERSATIONS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Depending on personality scores, people you come up to on the street might not want to talk to you about personal matters when they don't know you.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat376&amp;quot;&amp;gt;Bloat376&amp;lt;/div&amp;gt;&lt;br /&gt;
| TALKING TO GODS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Instead of being forced to join a temple first, a player should be able to attempt to speak to any known deity.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat377&amp;quot;&amp;gt;Bloat377&amp;lt;/div&amp;gt;&lt;br /&gt;
| TEMPLE-SPECIFIC TASKS&lt;br /&gt;
| (Future)&lt;br /&gt;
| High priests at the temple should have various things for you to do. Though it's best to have all task assignments occur within a general framework according to the goals of the task-giver, just being the leader of the temple and a strident believer in a deity will no doubt give rise to interesting and specific quests. Building a new temple and spreading the faith? Recovering holy relics? Dealing with rivals? Objectives could be vague to remove some of the quest straitjacket effect that can develop, as long as it has means to track your progress and you have various means to accomplish the task at hand. It would be cool to be accepted as a temple higher-up once you manager to spread the faith into an outlying village.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat378&amp;quot;&amp;gt;Bloat378&amp;lt;/div&amp;gt;&lt;br /&gt;
| MORE BUILDING CONVERSATION&lt;br /&gt;
| (Future)&lt;br /&gt;
| Right now, you only hear architecture comments when there's a direct relationship between the building and a deity, and those relationships are fairly rare. It could talk about the architect, the central figure around which the building was designed, any of the elements used in the architecture, the material used and its relationship any underlying concepts, etc.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat379&amp;quot;&amp;gt;Bloat379&amp;lt;/div&amp;gt;&lt;br /&gt;
| LEGEND SUBSET SELECTION&lt;br /&gt;
| (Future)&lt;br /&gt;
| The legends screen is virtually useless once enough objects and events have been discovered. You should be able to select subsets in various ways, whether by creature type or building type or time period or event type or even using a map to go by geographic area.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat380&amp;quot;&amp;gt;Bloat380&amp;lt;/div&amp;gt;&lt;br /&gt;
| MOODS AND IMPRESSIONS&lt;br /&gt;
| (Future)&lt;br /&gt;
| In both modes, relationships need to be stored with some more information. People should have short and long-term impressions of the people that they meet, at least as many as it can safely store (and always with the player). They can also have short and long-term moods that are altered by their interactions with others.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat381&amp;quot;&amp;gt;Bloat381&amp;lt;/div&amp;gt;&lt;br /&gt;
| GENERALIZE ARCHITECTURE SYSTEM&lt;br /&gt;
| (Future)&lt;br /&gt;
| The system used for temples linking abstract concepts to architectural elements should be put in to place for other structures, especially castles and towers.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat382&amp;quot;&amp;gt;Bloat382&amp;lt;/div&amp;gt;&lt;br /&gt;
| MORE SPHERE LINKS FOR TEMPLES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Right now, only certain deity spheres get architecture links in their corresponding temples. There's more that can be done there, and the concept can be expanded from architecture to many other elements of the faith/temple, so that certain type of items/creatures/festivals/rituals/etc. occur in the temple.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat383&amp;quot;&amp;gt;Bloat383&amp;lt;/div&amp;gt;&lt;br /&gt;
| GOBLIN DUNGEONS&lt;br /&gt;
| (Future)&lt;br /&gt;
| The goblins lost the tunnel network under their towers with the building revision, and they want it back in improved form with various untoward goings on.&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Power Goals=&lt;br /&gt;
&lt;br /&gt;
Power Goals are the ultimate missions for the future.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#EFEFEF&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:10%&amp;quot;| PowerGoal&lt;br /&gt;
! style=&amp;quot;width:20%&amp;quot;| Name&lt;br /&gt;
! style=&amp;quot;width:10%&amp;quot;| Status&lt;br /&gt;
! style=&amp;quot;width:60%&amp;quot;| Description&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_1&amp;quot;&amp;gt;PowerGoal 1&amp;lt;/div&amp;gt;&lt;br /&gt;
| MIGHTY ARMIES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Mighty one-square armies burning villages or reeducating people to their entity.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_2&amp;quot;&amp;gt;PowerGoal 2&amp;lt;/div&amp;gt;&lt;br /&gt;
| DWARVEN ARMIES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Organize dwarven armies and use them to attack villages and caves on the overland map.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_3&amp;quot;&amp;gt;PowerGoal 3&amp;lt;/div&amp;gt;&lt;br /&gt;
| SIEGE DEFENSE&lt;br /&gt;
| (Future)&lt;br /&gt;
| Armies torment enemy soldiers from the safety of a castle.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_4&amp;quot;&amp;gt;PowerGoal 4&amp;lt;/div&amp;gt;&lt;br /&gt;
| SIEGE PRESSURE&lt;br /&gt;
| (Future)&lt;br /&gt;
| After a long siege, starving citizens eat the dead and whatever else they might fancy.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_5&amp;quot;&amp;gt;PowerGoal 5&amp;lt;/div&amp;gt;&lt;br /&gt;
| SIEGE POWER&lt;br /&gt;
| (Future)&lt;br /&gt;
| Your armies totally obliterate and overcome the strength of a fortified position with the power of siegecraft.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_6&amp;quot;&amp;gt;PowerGoal 6&amp;lt;/div&amp;gt;&lt;br /&gt;
| FIGHT AND DIE IN ELONGATED WARS&lt;br /&gt;
| (Future)&lt;br /&gt;
| You join up with an army and follow it around.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_7&amp;quot;&amp;gt;PowerGoal 7&amp;lt;/div&amp;gt;&lt;br /&gt;
| THE ONE LEFT BEHIND&lt;br /&gt;
| (Future)&lt;br /&gt;
| You have a conversation with somebody whose parent died in a war.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_8&amp;quot;&amp;gt;PowerGoal 8&amp;lt;/div&amp;gt;&lt;br /&gt;
| NEW SOLDIERS&lt;br /&gt;
| (Future)&lt;br /&gt;
| You conquer a city and take prisoners back to home, pressing them into service.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_9&amp;quot;&amp;gt;PowerGoal 9&amp;lt;/div&amp;gt;&lt;br /&gt;
| BETTIN' ON FORGETTIN'&lt;br /&gt;
| (Future)&lt;br /&gt;
| You make a cabin in the woods, decorate it with hides and get a table with utensils so that you can dine like a king.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_10&amp;quot;&amp;gt;PowerGoal 10&amp;lt;/div&amp;gt;&lt;br /&gt;
| HELP US!&lt;br /&gt;
| (Future)&lt;br /&gt;
| A human or elf civilization pleads for help from your outpost, and you graciously respond and actually do something useful.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_11&amp;quot;&amp;gt;PowerGoal 11&amp;lt;/div&amp;gt;&lt;br /&gt;
| GHOST TOWN&lt;br /&gt;
| (Future)&lt;br /&gt;
| A village that was razed becomes peopled by zombies of the dead.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_12&amp;quot;&amp;gt;PowerGoal 12&amp;lt;/div&amp;gt;&lt;br /&gt;
| CLAIM THE THRONE&lt;br /&gt;
| (Future)&lt;br /&gt;
| You prove your worth to the meadhall's warriors through repeated daring tasks until you can take the throne for yourself.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_13&amp;quot;&amp;gt;PowerGoal 13&amp;lt;/div&amp;gt;&lt;br /&gt;
| ARTIFACT QUEST&lt;br /&gt;
| (Future)&lt;br /&gt;
| You pledge to the human king that you will recover a lost artifact that is in the willful possession of a monster.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_14&amp;quot;&amp;gt;PowerGoal 14&amp;lt;/div&amp;gt;&lt;br /&gt;
| THE SYSTEM&lt;br /&gt;
| (Future)&lt;br /&gt;
| You are apprehended, brought to a jail, chained to the wall, interrogated and beaten, brought before the ruler, sentenced, put on public display locked in stocks, subjected to thrown vegetables and ridicule, brought up to a platform and executed.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_15&amp;quot;&amp;gt;PowerGoal 15&amp;lt;/div&amp;gt;&lt;br /&gt;
| REVENGE AND THE WILDERNESS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Lost in the cold woods naked, you succeed in using your skills in order to find and kill the person who left you that way, despite a beast stalking you, hunger, thirst and the elements.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_16&amp;quot;&amp;gt;PowerGoal 16&amp;lt;/div&amp;gt;&lt;br /&gt;
| CARE FOR YOUR STEEDS!&lt;br /&gt;
| (Future)&lt;br /&gt;
| You watch as a knight strikes down one of his lieutenants because he whips his horses too hard.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_17&amp;quot;&amp;gt;PowerGoal 17&amp;lt;/div&amp;gt;&lt;br /&gt;
| THE AFTERMATH&lt;br /&gt;
| (Future)&lt;br /&gt;
| Numerous scavengers pick through the remains on a recent battlefield, squabbling.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_18&amp;quot;&amp;gt;PowerGoal 18&amp;lt;/div&amp;gt;&lt;br /&gt;
| THE WILY USURPER&lt;br /&gt;
| (Future)&lt;br /&gt;
| The evil advisor usurps the throne from the rightful heir.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_19&amp;quot;&amp;gt;PowerGoal 19&amp;lt;/div&amp;gt;&lt;br /&gt;
| I HAVE PROOF!&lt;br /&gt;
| (Future)&lt;br /&gt;
| You walk into a town and shout &amp;quot;Behold! The left head of the ettin which I slew!&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_20&amp;quot;&amp;gt;PowerGoal 20&amp;lt;/div&amp;gt;&lt;br /&gt;
| SETTLING DOWN&lt;br /&gt;
| (Future)&lt;br /&gt;
| After proving yourself in battle, you accept a gift and the hand of your spouse.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_21&amp;quot;&amp;gt;PowerGoal 21&amp;lt;/div&amp;gt;&lt;br /&gt;
| THERE ARE WOMEN UPRIVER!&lt;br /&gt;
| (Future)&lt;br /&gt;
| You travel from your village to a village down the river. After learning from you that there are indeed many women still living in your birthplace, the village's young men hatch a bizarre scheme to win wives from your village.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_22&amp;quot;&amp;gt;PowerGoal 22&amp;lt;/div&amp;gt;&lt;br /&gt;
| MIDNIGHT SAPPER&lt;br /&gt;
| (Future)&lt;br /&gt;
| In the dead of night, you swim across the moat, scale a wall dressed in black, wait for the guard to pass by, hit him across the head with a sap, and leave.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_23&amp;quot;&amp;gt;PowerGoal 23&amp;lt;/div&amp;gt;&lt;br /&gt;
| SO YOU CAN FEEL IT&lt;br /&gt;
| (Future)&lt;br /&gt;
| The ruffian shoves you from behind, kicks you in the ribs, kicks you in the face, picks you up and shakes you until you become conscious, then punches you again.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_24&amp;quot;&amp;gt;PowerGoal 24&amp;lt;/div&amp;gt;&lt;br /&gt;
| MERCHANT TRAITOR&lt;br /&gt;
| (Future)&lt;br /&gt;
| You bribe a merchant to tell you when the next caravan is coming in and what's on it so that you can raid it.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_25&amp;quot;&amp;gt;PowerGoal 25&amp;lt;/div&amp;gt;&lt;br /&gt;
| STRONG ARM ROBBERY&lt;br /&gt;
| (Future)&lt;br /&gt;
| You walk up to somebody and say &amp;quot;give me your tunic&amp;quot; and the guy says &amp;quot;a.. anything you want&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_26&amp;quot;&amp;gt;PowerGoal 26&amp;lt;/div&amp;gt;&lt;br /&gt;
| THE INTIMIDATOR&lt;br /&gt;
| (Future)&lt;br /&gt;
| You draw your blade and step toward a lone man on the street. He runs away down an alley. When you get to the alley, he is playing dead.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_27&amp;quot;&amp;gt;PowerGoal 27&amp;lt;/div&amp;gt;&lt;br /&gt;
| HUNT THE CYCLOPS&lt;br /&gt;
| (Future)&lt;br /&gt;
| The cyclops breaks into a barn and steals a sheep. The farmer draws a map for you to show where the cyclops's cave is.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_28&amp;quot;&amp;gt;PowerGoal 28&amp;lt;/div&amp;gt;&lt;br /&gt;
| RELEASE THE HOUNDS&lt;br /&gt;
| (Future)&lt;br /&gt;
| You shoot somebody in the leg, and he starts limping. Then you release the hounds.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_29&amp;quot;&amp;gt;PowerGoal 29&amp;lt;/div&amp;gt;&lt;br /&gt;
| EVIDENCE OF SHAME&lt;br /&gt;
| (Future)&lt;br /&gt;
| The wound of a kobold's contaminated spear begins to fester, but with the aid of magic herbs it heals, leaving a horrible scar.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_30&amp;quot;&amp;gt;PowerGoal 30&amp;lt;/div&amp;gt;&lt;br /&gt;
| DECLAWED SNACK&lt;br /&gt;
| (Future)&lt;br /&gt;
| You are thrown in a pit with a ferocious beast. You fail to climb out repeatedly, leaving your fingernails in the wall before you are eaten alive.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_31&amp;quot;&amp;gt;PowerGoal 31&amp;lt;/div&amp;gt;&lt;br /&gt;
| YOUR DAD AND JUSTICE&lt;br /&gt;
| (Future)&lt;br /&gt;
| You wipe the blood off your sword, revealing the name of your father's tribe, which reminds you that justice has been served. Bards sing of this moment through the empire.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_32&amp;quot;&amp;gt;PowerGoal 32&amp;lt;/div&amp;gt;&lt;br /&gt;
| IT MUST BE POSSIBLE!&lt;br /&gt;
| (Future)&lt;br /&gt;
| After piecing together the location of the dragon's lair through the works of several ancient historians, you seek out the seer to ask about the rumor of the dragon's hidden weakness.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_33&amp;quot;&amp;gt;PowerGoal 33&amp;lt;/div&amp;gt;&lt;br /&gt;
| CARAVAN CONSPIRACY&lt;br /&gt;
| (Future)&lt;br /&gt;
| The outlaws meet in the tavern to plot the robbery of the next caravan.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_34&amp;quot;&amp;gt;PowerGoal 34&amp;lt;/div&amp;gt;&lt;br /&gt;
| BLESS OUR HERO ON THE QUEST&lt;br /&gt;
| (Future)&lt;br /&gt;
| Peasants gather at the church to pray for you before your quest to rescue the villager from the cyclops.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_35&amp;quot;&amp;gt;PowerGoal 35&amp;lt;/div&amp;gt;&lt;br /&gt;
| LEG BREAKER&lt;br /&gt;
| (Future)&lt;br /&gt;
| You make your rounds from shopkeeper to shopkeeper, demanding payments for the protection of the prince of thieves.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_36&amp;quot;&amp;gt;PowerGoal 36&amp;lt;/div&amp;gt;&lt;br /&gt;
| NOT WELCOME HERE&lt;br /&gt;
| (Future)&lt;br /&gt;
| You - &amp;quot;How do I find the capital?&amp;quot; Peasant - (spits on the ground)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_37&amp;quot;&amp;gt;PowerGoal 37&amp;lt;/div&amp;gt;&lt;br /&gt;
| BLOOD IN BLOOD OUT&lt;br /&gt;
| (Future)&lt;br /&gt;
| All the warriors come together and toast you into their band after you kill one of their compatriots.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_38&amp;quot;&amp;gt;PowerGoal 38&amp;lt;/div&amp;gt;&lt;br /&gt;
| MORNING TEMPERANCE&lt;br /&gt;
| (Future)&lt;br /&gt;
| You are banished from the town for drinking before noon.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_39&amp;quot;&amp;gt;PowerGoal 39&amp;lt;/div&amp;gt;&lt;br /&gt;
| RESPECTING AUTHORITY&lt;br /&gt;
| (Future)&lt;br /&gt;
| After the ruler orders you to sweep the stables and you refuse, you are ordered to kill the dragon.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_40&amp;quot;&amp;gt;PowerGoal 40&amp;lt;/div&amp;gt;&lt;br /&gt;
| THE MARKS OF A WARRIOR&lt;br /&gt;
| (Future)&lt;br /&gt;
| You tattoo yourself with the fresh marks of a warrior in a ceremony before the war season begins.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_41&amp;quot;&amp;gt;PowerGoal 41&amp;lt;/div&amp;gt;&lt;br /&gt;
| THE ARENA&lt;br /&gt;
| (Future)&lt;br /&gt;
| You read the schedule of the stadium's coming attractions, including wrestling, spear-throwing, full-armored combat and man versus beast.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_42&amp;quot;&amp;gt;PowerGoal 42&amp;lt;/div&amp;gt;&lt;br /&gt;
| THE BLACK CAPS&lt;br /&gt;
| (Future)&lt;br /&gt;
| The Baron sponspors you to enter the Tacticus league, which culminates in a match against the court favorite. The court favorite is bribed to lose. During the match, you must wear thinking caps, as is customary.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_43&amp;quot;&amp;gt;PowerGoal 43&amp;lt;/div&amp;gt;&lt;br /&gt;
| LET'S HAVE A DRINK!&lt;br /&gt;
| (Future)&lt;br /&gt;
| You get your opponent drunk the night before a game of Tacticus, crucial for the tournament.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_44&amp;quot;&amp;gt;PowerGoal 44&amp;lt;/div&amp;gt;&lt;br /&gt;
| PATIENT PRIEST&lt;br /&gt;
| (Future)&lt;br /&gt;
| The ruler convenes a council of the nobles to appoint you the high priest of the nearby towns, but you are forced to wait in an antechamber while they drink.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_45&amp;quot;&amp;gt;PowerGoal 45&amp;lt;/div&amp;gt;&lt;br /&gt;
| MEET THE CYBERFIST&lt;br /&gt;
| (Future)&lt;br /&gt;
| You use your iron geared prosthetic hand to crush a piece of stone in front of the cowering goblin, and it passes out.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_46&amp;quot;&amp;gt;PowerGoal 46&amp;lt;/div&amp;gt;&lt;br /&gt;
| THE GIANT ASS BOOK&lt;br /&gt;
| (Future)&lt;br /&gt;
| You go to a dwarf fortress and see a giant unliftable tome filled with maps of the Underworld. You sketch a copy and depart.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_47&amp;quot;&amp;gt;PowerGoal 47&amp;lt;/div&amp;gt;&lt;br /&gt;
| PLEA BARGAIN&lt;br /&gt;
| (Future)&lt;br /&gt;
| A former tyrant is overthrown, but in exchange for his life he swears an oath never to enter the realm again and is banished.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_48&amp;quot;&amp;gt;PowerGoal 48&amp;lt;/div&amp;gt;&lt;br /&gt;
| ROAD HOUSE&lt;br /&gt;
| (Future)&lt;br /&gt;
| Onlookers led by you stop a fight, and somebody demands to see the manager. The manager appoints you official bar bouncer.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_49&amp;quot;&amp;gt;PowerGoal 49&amp;lt;/div&amp;gt;&lt;br /&gt;
| SCREAM BALL&lt;br /&gt;
| (Future)&lt;br /&gt;
| Trolls take the captives and see if they can throw them all the way over the chasm to each other.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_50&amp;quot;&amp;gt;PowerGoal 50&amp;lt;/div&amp;gt;&lt;br /&gt;
| SKULL GAMES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Trolls stack skulls to see how high the piles can get, bowl with skulls and play catch with skulls.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_51&amp;quot;&amp;gt;PowerGoal 51&amp;lt;/div&amp;gt;&lt;br /&gt;
| BAD GOBLINS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Goblins play &amp;quot;who can make the prisoner scream the loudest&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_52&amp;quot;&amp;gt;PowerGoal 52&amp;lt;/div&amp;gt;&lt;br /&gt;
| BEAST OF BURDEN&lt;br /&gt;
| (Future)&lt;br /&gt;
| Captives are forced to pull a cart filled with goblin children. They are whipped to keep the cart running around as the children scream and yell.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_53&amp;quot;&amp;gt;PowerGoal 53&amp;lt;/div&amp;gt;&lt;br /&gt;
| MESSALA&lt;br /&gt;
| (Future)&lt;br /&gt;
| The evil ruler whips his beak dogs, driving his chariot on, when the elves cast a poisonous net over the dogs, killing them. The ruler tumbles over the chariot and breaks his neck on a tree.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_54&amp;quot;&amp;gt;PowerGoal 54&amp;lt;/div&amp;gt;&lt;br /&gt;
| OFFICIAL CATTLE RUSTLER&lt;br /&gt;
| (Future)&lt;br /&gt;
| You are appointed the tax collector and given a squad of enforcers. You order them to collect livestock from the peasants.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_55&amp;quot;&amp;gt;PowerGoal 55&amp;lt;/div&amp;gt;&lt;br /&gt;
| THE CORRUPT CAPTAIN&lt;br /&gt;
| (Future)&lt;br /&gt;
| The captain orders his subordinates to seize the possessions of the wealthy merchant so that he can have them for himself.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_56&amp;quot;&amp;gt;PowerGoal 56&amp;lt;/div&amp;gt;&lt;br /&gt;
| AN UNFORTUNATE DECISION&lt;br /&gt;
| (Future)&lt;br /&gt;
| The jealous peasant spits on the merchant prince, and the merchant prince orders the bodyguards to seize the peasant, strip him bare, tie a rope around his neck and force him to march behind the wagon.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_57&amp;quot;&amp;gt;PowerGoal 57&amp;lt;/div&amp;gt;&lt;br /&gt;
| NICE AND CLEAN&lt;br /&gt;
| (Future)&lt;br /&gt;
| The Head Housekeeper urges the other servants to clean and prepare the house so that the visiting diplomat will not think badly of the master.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_58&amp;quot;&amp;gt;PowerGoal 58&amp;lt;/div&amp;gt;&lt;br /&gt;
| WHAT WERE WE THINKING&lt;br /&gt;
| (Future)&lt;br /&gt;
| You are sent to rescue the prince and princess, who have been captured by the evil wizard. You uncover the sinister and disgusting plot to breed the siblings to form an evil army of mutants.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_59&amp;quot;&amp;gt;PowerGoal 59&amp;lt;/div&amp;gt;&lt;br /&gt;
| FOOLHARDY&lt;br /&gt;
| (Future)&lt;br /&gt;
| The warriors line up behind the row of rocks with their crossbows as the goblins charge on their beakdogs. You jump up and charge the goblins in turn. The warriors shout, &amp;quot;You're a fool! Don't do it!&amp;quot;. Right as the first approaches you, you duck and swing, slicing off the beakdog's legs.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_60&amp;quot;&amp;gt;PowerGoal 60&amp;lt;/div&amp;gt;&lt;br /&gt;
| HUNGRY LIKE THE WOLF&lt;br /&gt;
| (Future)&lt;br /&gt;
| You put on a talisman, turn into a werewolf, and your buddy screams, &amp;quot;take it off!&amp;quot;, but you can't understand him with your beast mind and soon fill with rage and kill him.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_61&amp;quot;&amp;gt;PowerGoal 61&amp;lt;/div&amp;gt;&lt;br /&gt;
| REVERSE COMPOUND FRACTURE&lt;br /&gt;
| (Future)&lt;br /&gt;
| As you stumble through the tomb, you bump into an ogre chewing on a corpse with a leg bone still in its mouth. The beast bites the bone in half and stabs you in the throat with the jagged edge, gouging it out.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_62&amp;quot;&amp;gt;PowerGoal 62&amp;lt;/div&amp;gt;&lt;br /&gt;
| THE EVIL PLAYER MEETS THE GOBLINS&lt;br /&gt;
| (Future)&lt;br /&gt;
| You kidnap a child and take it to the goblins. They let you in and seem interested in buying it, but you struggle to speak with them. After a protracted negotiation involving displaying objects and gestures, you seal the deal.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_63&amp;quot;&amp;gt;PowerGoal 63&amp;lt;/div&amp;gt;&lt;br /&gt;
| INEXPERTLY AND REPEATEDLY&lt;br /&gt;
| (Future)&lt;br /&gt;
| You swing at the goblin, overextending. It kicks you in the stomach and your feet slip out from under you. When you hit the ground, you drop your sword. The goblin holds its giant club over its head, but with the weight of the club, it loses its balance and stumbles. You leap forward up from the ground and rush the goblin but trip on a rock and land in some serpent vines, which entangle you. You struggle to free yourself, but aren't in time as the goblin inexpertly and repeatedly clubs you until you die.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_64&amp;quot;&amp;gt;PowerGoal 64&amp;lt;/div&amp;gt;&lt;br /&gt;
| THE LOCAL SPIRIT&lt;br /&gt;
| (Future)&lt;br /&gt;
| You take a coin that had been offered at the village shrine. A red deer runs across a nearby field, pausing to stare directly at you for a heartbeat, and then disappears beyond the woodline. You turn into a kobold that night. Your best friend feels compelled to kill you to put you out of your misery.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_65&amp;quot;&amp;gt;PowerGoal 65&amp;lt;/div&amp;gt;&lt;br /&gt;
| KINDA LIKE SNOW WHITE OR SOMETHING&lt;br /&gt;
| (Future)&lt;br /&gt;
| You are sent to steal another potion from the elves. The beautiful queen is appearing before her lustful and incompetent generals the following day and she must remove the marks of her advancing age.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_66&amp;quot;&amp;gt;PowerGoal 66&amp;lt;/div&amp;gt;&lt;br /&gt;
| IT WAS WORTH THE TIME&lt;br /&gt;
| (Future)&lt;br /&gt;
| The guards are hunting you because you have a stolen diamond. You dip into a group of mourners that are a viewing a body just as the guards appear. They dare not stop you from slipping into the solemn crowd. You pretend to mourn the body, holding its head in your hand as you hide the diamond in the corpse's mouth. Although you are subsequently apprehended and imprisoned for twenty years, after you are released, you dig up the body and claim the prize.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_67&amp;quot;&amp;gt;PowerGoal 67&amp;lt;/div&amp;gt;&lt;br /&gt;
| THE LOCAL ARENA&lt;br /&gt;
| (Future)&lt;br /&gt;
| You are in charge of taking the bets for the local arena. Somebody loses all their farm animals on a fight, and you have to collect the debt.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_68&amp;quot;&amp;gt;PowerGoal 68&amp;lt;/div&amp;gt;&lt;br /&gt;
| MAGICAL IDIOT PEEPER&lt;br /&gt;
| (Future)&lt;br /&gt;
| Hearing of her exotic beauty, the young knave uses a ring to open a portal in the wall of the princess's bedroom, wrenching a small cylinder of stone out of the wall via its magical powers. However, the stories had all been told by Southmen, and she was in fact quite unattractive by the different standards of his culture.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_69&amp;quot;&amp;gt;PowerGoal 69&amp;lt;/div&amp;gt;&lt;br /&gt;
| THE LEGEND OF THE HORAK PART I&lt;br /&gt;
| (Future)&lt;br /&gt;
| The two princes, friends from childhood, laughed as they rode their horses. They got off and tied them to a tree. Then a giant Horak stepped out of the woods. The princes tried to keep it back with their telescoping knife-poles, but it charged forward and swallowed them whole.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_70&amp;quot;&amp;gt;PowerGoal 70&amp;lt;/div&amp;gt;&lt;br /&gt;
| MUDSLIDE&lt;br /&gt;
| (Future)&lt;br /&gt;
| You summon the tribal elders to the top of the slope. An army has gathered and is chanting prior to their charge up against your position. The elders perform a dance, it rains heavily, and the resulting mudslide buries the enemy soldiers alive. They all slowly die.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_71&amp;quot;&amp;gt;PowerGoal 71&amp;lt;/div&amp;gt;&lt;br /&gt;
| YOUR PLATFORM&lt;br /&gt;
| (Future)&lt;br /&gt;
| The slaves carry a giant platform on which you sit above the reserves behind your advancing army. When your army enter a narrow ravine, you are fired upon by kobold archers.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_72&amp;quot;&amp;gt;PowerGoal 72&amp;lt;/div&amp;gt;&lt;br /&gt;
| YEAH!&lt;br /&gt;
| (Future)&lt;br /&gt;
| The explorers make their way down the cave river, past dangerous stalagmites in the rapids, turn to face each other and do a high-five.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_73&amp;quot;&amp;gt;PowerGoal 73&amp;lt;/div&amp;gt;&lt;br /&gt;
| WHERE'S MY MONEY?&lt;br /&gt;
| (Future)&lt;br /&gt;
| The money changer shorts you a gold piece, so you declare a quest for vengeance. You and your fellow adventurer sneak into his house three days later. You hold a jagged knife to his neck, and he gasps. You lower your dagger to his coin purse, cut it loose, then take the coin he owes you.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_74&amp;quot;&amp;gt;PowerGoal 74&amp;lt;/div&amp;gt;&lt;br /&gt;
| A PAINFUL MEMORY&lt;br /&gt;
| (Future)&lt;br /&gt;
| On the toll bridge, you see a man with two locks of hair curled around his ears and the rest of his head shaved. He wields a great club. You twitch and hold your knee where you've been wounded by a club before. As you go to pay the toll, your nervousness causes you to stutter, and he looks at you suspiciously.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_75&amp;quot;&amp;gt;PowerGoal 75&amp;lt;/div&amp;gt;&lt;br /&gt;
| SONG OF DREAD&lt;br /&gt;
| (Future)&lt;br /&gt;
| The evil spirit of the wood caused the people's hair to turn white. On the day of the sacrifice, the priest sang a song of such dread that many villagers volunteered to die just to free themselves from the memory of its singing.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_76&amp;quot;&amp;gt;PowerGoal 76&amp;lt;/div&amp;gt;&lt;br /&gt;
| THE GENERAL'S RING&lt;br /&gt;
| (Future)&lt;br /&gt;
| You go to the refugees, and they tell you that the general of the invading army leaves his signet ring in his dresser drawer before he goes to bed. You steal it that night.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_77&amp;quot;&amp;gt;PowerGoal 77&amp;lt;/div&amp;gt;&lt;br /&gt;
| YUCK!&lt;br /&gt;
| (Future)&lt;br /&gt;
| You lock blades with Snylar the Lizardman. During the contest of strength, you tell it that it is little more than a hatchling. It tells you that your beard is patchy and sparse. You spit a glob of saliva into his eye. He sprays spit at you in return.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_78&amp;quot;&amp;gt;PowerGoal 78&amp;lt;/div&amp;gt;&lt;br /&gt;
| WEREWOLF HUNTER&lt;br /&gt;
| (Future)&lt;br /&gt;
| Dolnar the hunter teaches you how to track the werewolf by its sign and by its call. She recommends a special breed of hunting dog, known for its ability to track down and contest the elusive beasts.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_79&amp;quot;&amp;gt;PowerGoal 79&amp;lt;/div&amp;gt;&lt;br /&gt;
| THE LEGEND OF THE HORAK PART II&lt;br /&gt;
| (Future)&lt;br /&gt;
| The tribesman have passed down for generations the story that the giant Horak cannot be harmed by blades, so the mighty barbarian traveling with you decides to wrestle the beast and tears it apart with his bare hands.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_80&amp;quot;&amp;gt;PowerGoal 80&amp;lt;/div&amp;gt;&lt;br /&gt;
| BUT HOW DID HE DIE?&lt;br /&gt;
| (Future)&lt;br /&gt;
| You ask the peasant how the mayor was murdered, and you are told in detail how the mayor was stabbed to death and toppled out of the window landing two stories below.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_81&amp;quot;&amp;gt;PowerGoal 81&amp;lt;/div&amp;gt;&lt;br /&gt;
| JOURNEY TO THE UNDERWORLD&lt;br /&gt;
| (Future)&lt;br /&gt;
| You consult with the servant of the Lord of the Underworld, and he tells you to follow him. He walks through a black gate in the wall. You try to do the same and bump into the wall, hurting your nose, as mortals are not admitted without an escort. He pokes his head back out and smirks, and then grabs your hand and pulls you through.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_82&amp;quot;&amp;gt;PowerGoal 82&amp;lt;/div&amp;gt;&lt;br /&gt;
| ON KARNAK'S GOOD SIDE&lt;br /&gt;
| (Future)&lt;br /&gt;
| It is the Holy Day of Karnak. The people gather in their customary place at night in the Baron's orchard for their prayer circle. After the prayer, the player is elevated to one of the positions within the priesthood emphasizing Karnak's association with the sun rather than one emphasizing his association with suffering.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_83&amp;quot;&amp;gt;PowerGoal 83&amp;lt;/div&amp;gt;&lt;br /&gt;
| DENIED ENTRY - THE PROPHECY!&lt;br /&gt;
| (Future)&lt;br /&gt;
| You are not allowed to enter the province of Zandibar because you have red hair. The prophecy says that if anybody with red hair enters the province of Zandibar, great suffering will follow them.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_84&amp;quot;&amp;gt;PowerGoal 84&amp;lt;/div&amp;gt;&lt;br /&gt;
| KILL THE WITCH!&lt;br /&gt;
| (Future)&lt;br /&gt;
| The wells are dry in your town because of the evil witch's curse. The bravest townspeople volunteer to come with you to kill the witch. You hear the opening of a creaking gate and the howling of wolves and you go to the top of the ridge. You can see the cold breath of people far away as the witch's servants leave the haunted cemetery.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_85&amp;quot;&amp;gt;PowerGoal 85&amp;lt;/div&amp;gt;&lt;br /&gt;
| RETIRE AS A PEASANT&lt;br /&gt;
| (Future)&lt;br /&gt;
| You start out shoveling the stables and continuing passing the days by rapidly until you become old, ignoring changes in leadership and the passing of friends, only leaving the job when you are no longer able to perform it.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_86&amp;quot;&amp;gt;PowerGoal 86&amp;lt;/div&amp;gt;&lt;br /&gt;
| THE PROPHET OF AA&lt;br /&gt;
| (Future)&lt;br /&gt;
| The Church of Aa has become decadent and gifts to the deity have waned, and the priests have been filling their coffers. You appear and claim to be a prophet and say that Aa has abandoned the Church. The priests scoff at you, but you perform a miracle, and there is a schism in the Church and much violence.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_87&amp;quot;&amp;gt;PowerGoal 87&amp;lt;/div&amp;gt;&lt;br /&gt;
| DO NOT MOVE FROM THAT SPOT&lt;br /&gt;
| (Future)&lt;br /&gt;
| A kobold tries to sneak out of its corner, and you tell it to go back. It does, because it is afraid of being whipped again.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_88&amp;quot;&amp;gt;PowerGoal 88&amp;lt;/div&amp;gt;&lt;br /&gt;
| YOUR NAUGHTY CHILD&lt;br /&gt;
| (Future)&lt;br /&gt;
| You and your sons follow a train of people from various towns going to see the prophet Shangris. When you arrive, Shangris tells people to overthrow the king. Shangris also says he is parentless -- that he sprang up from a hole in the ground. You leap up from the crowd and claim truthfully to be Shangris's father. Your sons come up and say that they are his brothers. Shangris holds a knife to your neck, screaming that he has no father. Your sons step back. The confusion disorients the crowd, allowing your evil son Shangris to escape.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_89&amp;quot;&amp;gt;PowerGoal 89&amp;lt;/div&amp;gt;&lt;br /&gt;
| DIGESTIVE TRACT LESSON&lt;br /&gt;
| (Future)&lt;br /&gt;
| You are eaten by the dragon. It chews on you briefly, and you are grieviously wounded, but it swallows you and you survive. The powerful acids in its stomach surround you, but you are protected by your ring. Eventually you are passed into the intestines, where nutrients and water are absorbed, and then you are excreted.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_90&amp;quot;&amp;gt;PowerGoal 90&amp;lt;/div&amp;gt;&lt;br /&gt;
| BY THE POWER OF MOTHRA&lt;br /&gt;
| (Future)&lt;br /&gt;
| You say a prayer to Mothra in the face of your enemies and are filled with great strength. You rip the heart from the chest of your adversary and eat it in front of his quailing comrades.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_91&amp;quot;&amp;gt;PowerGoal 91&amp;lt;/div&amp;gt;&lt;br /&gt;
| STREET ALTERCATION&lt;br /&gt;
| (Future)&lt;br /&gt;
| He says &amp;quot;give me your money!&amp;quot;. You say &amp;quot;no!&amp;quot;. He says &amp;quot;give me your money or you're going to die&amp;quot; and pulls a dagger. You pull a dagger. After a moment you throw a gold coin on the ground and run away. He is distracted and you escape.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_92&amp;quot;&amp;gt;PowerGoal 92&amp;lt;/div&amp;gt;&lt;br /&gt;
| ZOMBIES AND REPERCUSSIONS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Your evil magic causes those that starve in a besieged town to rise as undead and attack the defenders from within. The villagers burn the bodies of the undead but eventually in their hunger they consume them. Due to the nature of the zombies' corrupted flesh, the villagers gain nightvision and become crazed, foraying out of the town. They kill and eat you.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_93&amp;quot;&amp;gt;PowerGoal 93&amp;lt;/div&amp;gt;&lt;br /&gt;
| IT IS LIKELY A PREDATORY ATTACK; FIGHT BACK VIGOROUSLY&lt;br /&gt;
| (Future)&lt;br /&gt;
| You are in the forest. You bump into Grendel the black bear. Afraid, you run. That sets Grendel off, and the bear chases you down and knocks you on the ground. Grendel then drags you off by the leg across the ground to his den and eats you alive.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_94&amp;quot;&amp;gt;PowerGoal 94&amp;lt;/div&amp;gt;&lt;br /&gt;
| STICK AROUND!&lt;br /&gt;
| (Future)&lt;br /&gt;
| The giant lifts you up by your spear and stabs it high up a tall wooden wall, leaving you dangling far above the ground.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_95&amp;quot;&amp;gt;PowerGoal 95&amp;lt;/div&amp;gt;&lt;br /&gt;
| THE CROWN IS MINE!&lt;br /&gt;
| (Future)&lt;br /&gt;
| The five year old prince is going to be crowned that very moment, but you, his uncle, step forward and push the young boy aside and seize the crown for yourself. The high priest who had been holding the crown is disoriented by the disturbance of the elaborate routine.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_96&amp;quot;&amp;gt;PowerGoal 96&amp;lt;/div&amp;gt;&lt;br /&gt;
| BODY SHIELD&lt;br /&gt;
| (Future)&lt;br /&gt;
| You stab the goblin through the ribs simultaneously with two daggers and wheel the dying creature around to block incoming arrows.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_97&amp;quot;&amp;gt;PowerGoal 97&amp;lt;/div&amp;gt;&lt;br /&gt;
| THE ROYAL CURSE&lt;br /&gt;
| (Future)&lt;br /&gt;
| You are assigned to take the royal scepter from town to town to warn the subjects that the king that night will undergo the yearly transformation into the Night Beast and go on an evening's rampage. The curse is passed down the royal line.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_98&amp;quot;&amp;gt;PowerGoal 98&amp;lt;/div&amp;gt;&lt;br /&gt;
| THE MIGHTY HAVE FALLEN&lt;br /&gt;
| (Future)&lt;br /&gt;
| You meet the victorious enemy general on the field each surrounded by banners and attendants. You tell your servant to fetch the peace offering, but the general tells you to do it yourself.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_99&amp;quot;&amp;gt;PowerGoal 99&amp;lt;/div&amp;gt;&lt;br /&gt;
| IMPENDING JAIL BREAK&lt;br /&gt;
| (Future)&lt;br /&gt;
| The assassin visits you in jail, pulls out the knife, covered with blood, and tells you that the job has been done. The assassin cleans the knife and hands it to you between the bars. Dousing the torch on the wall, the assassin slips away. You hide the knife and wait for the jailer to come.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_100&amp;quot;&amp;gt;PowerGoal 100&amp;lt;/div&amp;gt;&lt;br /&gt;
| THE DEATH PIT&lt;br /&gt;
| (Future)&lt;br /&gt;
| Fleeing from the goblins, you leap over a giant pile of skulls. As you slide down the far side, spears thud against the pile. You hit the ground and twist your ankle. Finding yourself in a sea of bones, you grope around in the darkness, unable to find a foothold to climb out of the expansive pitch-black death pit.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_101&amp;quot;&amp;gt;PowerGoal 101&amp;lt;/div&amp;gt;&lt;br /&gt;
| SHAVED EVIL&lt;br /&gt;
| (Future)&lt;br /&gt;
| Venturing to the evil town of Blackport on the Sea of Annihilation, you call forth the Lord of Darkness. You have his pet ratman, which you have shaved. The ratman takes a few steps and turns to you. You hold up your knife. The ratman holds its hands over its head and scampers to its master.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_102&amp;quot;&amp;gt;PowerGoal 102&amp;lt;/div&amp;gt;&lt;br /&gt;
| SAVE MY DOG&lt;br /&gt;
| (Future)&lt;br /&gt;
| A sniveling wretch left you for dead, but you weren't dead and after many hardships you return to his town a mighty and imposing warrior. He recognizes you immediately and rather than facing agonizing drawn-out justice at your hand, he ingests a poison, calling out &amp;quot;who will look after my dog?&amp;quot; before he dies. You look after it.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_103&amp;quot;&amp;gt;PowerGoal 103&amp;lt;/div&amp;gt;&lt;br /&gt;
| THE LEGEND OF THE HORAK PART II (ALTERNATE)&lt;br /&gt;
| (Future)&lt;br /&gt;
| You enter the cave of the giant Horak from an airshaft high above. You descend down a rope. The rope isn't long enough and you hang in the air. Eventually the giant Horak sees you and it snarls salivating dripping venom. You swing from the rope and leap atop the beast, kill it, shave off its skin and wear its hide.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_104&amp;quot;&amp;gt;PowerGoal 104&amp;lt;/div&amp;gt;&lt;br /&gt;
| WHERE IS THE OBJECT?!&lt;br /&gt;
| (Future)&lt;br /&gt;
| You restrain the goblin with a knife, telling it to find the object. The goblin refuses and you cut it. It bleeds out all over its armor and your knife. The goblin decides to comply, sniffing out the object from a distance.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_105&amp;quot;&amp;gt;PowerGoal 105&amp;lt;/div&amp;gt;&lt;br /&gt;
| MONUMENT TO DESTRUCTION&lt;br /&gt;
| (Future)&lt;br /&gt;
| You kill the evil god Wolfram and take his hand from which he had pulled the life's blood of the earth and put it on the top of a scepter. You build a pyramid next to the great city which he had destroyed as a monument to the disaster. Each day, the pyramid casts a shadow on the ruins of the city on the hour of its destruction. The pyramid contains the scepter.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_106&amp;quot;&amp;gt;PowerGoal 106&amp;lt;/div&amp;gt;&lt;br /&gt;
| BOOK LEARNIN'&lt;br /&gt;
| (Future)&lt;br /&gt;
| Your master doesn't have time for you and has you read his book instead. You misunderstand the book and think the book is easy when it is actually advanced, and you tell your master you have learned what the book has to teach. Your master is upset and orders you to perform various menial tasks.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_107&amp;quot;&amp;gt;PowerGoal 107&amp;lt;/div&amp;gt;&lt;br /&gt;
| ZOMBIE JUICE&lt;br /&gt;
| (Future)&lt;br /&gt;
| The cultists go to the crossroads at night and collect dried blood from the outlaws that had been lynched. They cook it over a candle until they get addictive zombie juice, which eventually turns them into undead fiends. Once exposed, a cultist must drink the juice regularly or risk death.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_108&amp;quot;&amp;gt;PowerGoal 108&amp;lt;/div&amp;gt;&lt;br /&gt;
| ATTACK OF THE VERMIN&lt;br /&gt;
| (Future)&lt;br /&gt;
| You are born with the ability to talk to animals. Siding with the trapped rabbits, you stage an attack of rabbits on the farmer's field. You are cast out of the town.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_109&amp;quot;&amp;gt;PowerGoal 109&amp;lt;/div&amp;gt;&lt;br /&gt;
| LOVE OR WAR?&lt;br /&gt;
| (Future)&lt;br /&gt;
| You take a wife and break your vow of celibacy to Markad, the god of war. Sulan, the god of the sea and fertility, sides with you and saves you from ultimate destruction, but Markad makes your hair turn white through the excruciating process of being in his angered presence.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_110&amp;quot;&amp;gt;PowerGoal 110&amp;lt;/div&amp;gt;&lt;br /&gt;
| LEGENDARY LIAR&lt;br /&gt;
| (Future)&lt;br /&gt;
| You lie to your companions and tell them the castle is abandoned, when in fact you have knowledge that it is inhabited by a giant beast that you wish to kill. They come with you seeking treasure. Somebody else asks where you are going later, and you say &amp;quot;to the castle to kill the beast!&amp;quot; Your companions abandon you and your reputation as a liar is secured for all time in the history books.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_111&amp;quot;&amp;gt;PowerGoal 111&amp;lt;/div&amp;gt;&lt;br /&gt;
| OFF TO THE LARDER&lt;br /&gt;
| (Future)&lt;br /&gt;
| The goblins pull an obese child out from under the bed and insult him, saying he isn't fit to a work in the mines before carting him off to the larder.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_112&amp;quot;&amp;gt;PowerGoal 112&amp;lt;/div&amp;gt;&lt;br /&gt;
| THE LOCAL BREW&lt;br /&gt;
| (Future)&lt;br /&gt;
| You are an elf and visit the human mead hall for a drink, but the local brew is more than what you are used to. You are henceforth referred to as &amp;quot;Spittoondrinker&amp;quot; whenever you come back to visit.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_113&amp;quot;&amp;gt;PowerGoal 113&amp;lt;/div&amp;gt;&lt;br /&gt;
| DIVINE INTERVENTION&lt;br /&gt;
| (Future)&lt;br /&gt;
| You are playing goblin ball in the arena when your son yells &amp;quot;dad! dad! goal! goal!&amp;quot;. Your son had been praying all day just so that you would win. Your kick is short, but the god Markad manifests and finishes the kick.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_114&amp;quot;&amp;gt;PowerGoal 114&amp;lt;/div&amp;gt;&lt;br /&gt;
| IS THAT A POWER GOAL?&lt;br /&gt;
| (Future)&lt;br /&gt;
| The hermit is cursed to extinguish all flames but is mortally terrified of darkness, so he lives in a cave with light generating fungus so he can be surrounded by light at all times.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_115&amp;quot;&amp;gt;PowerGoal 115&amp;lt;/div&amp;gt;&lt;br /&gt;
| THE DEATH DRIVE&lt;br /&gt;
| (Future)&lt;br /&gt;
| The goblin prisoners tow your carriage through the pass. Whipping them doesn't seem to work after a time and you get snowed in. Running low on food, you decide to cook and eat the old goblins and keep the fresh ones.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_116&amp;quot;&amp;gt;PowerGoal 116&amp;lt;/div&amp;gt;&lt;br /&gt;
| THE MIGHTY WYRM&lt;br /&gt;
| (Future)&lt;br /&gt;
| Ensnared by a net trap that lifts and suspends you in the air, you cut yourself free only to fall down into a muck-filled spiky pit. The slime covers your wounds and you catch a parasitic disease. The worm grows in your liver and eventually chews its way free, ending your life.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_117&amp;quot;&amp;gt;PowerGoal 117&amp;lt;/div&amp;gt;&lt;br /&gt;
| ROW TO FREEDOM!&lt;br /&gt;
| (Future)&lt;br /&gt;
| Your ferry is the only safe passage as rebels have taken the bridges. You accept some nobles on your ferry, with rebels in pursuit. As you untie the ferry from the post, arrows stick into it. You push away and an arrow sticks into the oar! Arrows stick into the ferry boat! Arrows stick into the nobles!&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_118&amp;quot;&amp;gt;PowerGoal 118&amp;lt;/div&amp;gt;&lt;br /&gt;
| THE TREE OF LIFE&lt;br /&gt;
| (Future)&lt;br /&gt;
| As the head of the cult of Narnin, you bribe the Baron to give you a deed to the land on which the Tree of Life, revered by the locals, is planted. Financing the temple with their ill-gotten gains, the cultists coerces the locals to build the temple over the uprooted Tree.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_119&amp;quot;&amp;gt;PowerGoal 119&amp;lt;/div&amp;gt;&lt;br /&gt;
| WINE FOR VICTORY&lt;br /&gt;
| (Future)&lt;br /&gt;
| You want to marry into the royal family, and the monarch says, &amp;quot;We're out of booze, go get some.&amp;quot; You respond, &amp;quot;We know the elves have wine.&amp;quot; The monarch declares, &amp;quot;You'll need an army!&amp;quot; You are given an army.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_120&amp;quot;&amp;gt;PowerGoal 120&amp;lt;/div&amp;gt;&lt;br /&gt;
| ENTRANCE DENIED&lt;br /&gt;
| (Future)&lt;br /&gt;
| You -- &amp;quot;You know I'm the hero of Askabar. Come on, let me in the castle.&amp;quot; Guard -- &amp;quot;You aren't the hero of Askabar. You're widely known as a low-life.&amp;quot; You -- &amp;quot;Come on, I'll give you 3 copper coins.&amp;quot; The guard spits on the ground.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_121&amp;quot;&amp;gt;PowerGoal 121&amp;lt;/div&amp;gt;&lt;br /&gt;
| GET THE COW&lt;br /&gt;
| (Future)&lt;br /&gt;
| Two cattle rustlers are sitting there and one of them says, &amp;quot;if you go get me that cow, I'll give you 2 copper now and 2 copper when you bring the cow.&amp;quot; The other agrees, puts some hay over himself and sneaks toward the cow while it is grazing.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_122&amp;quot;&amp;gt;PowerGoal 122&amp;lt;/div&amp;gt;&lt;br /&gt;
| KILLER CURSE&lt;br /&gt;
| (Future)&lt;br /&gt;
| Cursed by the dying breath of your nemesis, you are fated to kill one person a week or die yourself. After standing in a line of people waiting to pay their tithes, you confess to a church official. After receiving your payment, he says a few words and claims that your curse is removed. While the official is off buying fine whiskey and an expensive candelabrum, you find that you are still afflicted.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_123&amp;quot;&amp;gt;PowerGoal 123&amp;lt;/div&amp;gt;&lt;br /&gt;
| THE EVIL PLAYER AND THE TWILIGHT OF THE GNOMES&lt;br /&gt;
| (Future)&lt;br /&gt;
| You are ordered to go clean up the city, because the king hates the lifestyle of the street gnomes. You find a tent city. You throw your torch into it and set it on fire. The gnomes scatter, but one approaches you and pleads, &amp;quot;please let us go.&amp;quot; You stick him and he holds you saying, &amp;quot;please, no, no.&amp;quot; You cannot move with him clinging on you, so you brain him with the hilt of your sword.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_124&amp;quot;&amp;gt;PowerGoal 124&amp;lt;/div&amp;gt;&lt;br /&gt;
| A BAD REPUTATION&lt;br /&gt;
| (Future)&lt;br /&gt;
| The disguised prince goes on a drunken spree and abuses the populace. You have a reputation for drunken sprees and are blamed by the prince's handler for these various foul acts. A gang of angry townspeople beat you. Before they can hang you, you escape and are chased deep into the wilds.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_125&amp;quot;&amp;gt;PowerGoal 125&amp;lt;/div&amp;gt;&lt;br /&gt;
| SPEAR OF THE GODS&lt;br /&gt;
| (Future)&lt;br /&gt;
| The gods of life and death have been at war since the beginning of time. The regions of the world are set in opposition, and creatures are occasionally born with affinity for one force or the other. You are born as a servant of death and claim the great barbed spear from the highest peak where it had sprung forth from the mutual hatred of the gods.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_126&amp;quot;&amp;gt;PowerGoal 126&amp;lt;/div&amp;gt;&lt;br /&gt;
| CAN I SPEAK TO THE OWNER?&lt;br /&gt;
| (Future)&lt;br /&gt;
| You are upset about your uncooked meal and demand to see the owner of the establishment. Not satisfied with his equivocations, you challenge him to a hatchet fight to the death and win easily. You are arrested, but you claim that the fight was sanctioned and produce a witness, the horrified waiter who served you the meal.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_127&amp;quot;&amp;gt;PowerGoal 127&amp;lt;/div&amp;gt;&lt;br /&gt;
| TREE SAVIOR&lt;br /&gt;
| (Future)&lt;br /&gt;
| Amidst the battle, the knight and the elf are fighting for their lives. They see the horned helm of Offrox the Devastator. The elf yells, &amp;quot;Don't, Offrox is too strong!&amp;quot; The knight and Offrox meet on the field and Offrox guts the knight. The elf manages to rescue him, but the wound festers. The elf says the Charm of the Trees and the tree they are hiding under engulfs the knight, putting him into stasis.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_128&amp;quot;&amp;gt;PowerGoal 128&amp;lt;/div&amp;gt;&lt;br /&gt;
| WAND OF THE WIZARD&lt;br /&gt;
| (Future)&lt;br /&gt;
| You and your henchman assail the wily old wizard Dargus. The wizard dramatically reveals a wand, claiming that it can release a stream of fire when the user is in need, and he offers it to you in exchange for his life. Later that night, your greedy henchman attacks you and attempts to pry the wand from your grasp. When you refuse to let go, he breaks your elbow and seizes the object for himself. Attempting to finish the job, he turns the wand on you, but it turns him into a block of ice.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_129&amp;quot;&amp;gt;PowerGoal 129&amp;lt;/div&amp;gt;&lt;br /&gt;
| DAGGER DELIVERY&lt;br /&gt;
| (Future)&lt;br /&gt;
| The elf swings through the trees with the Dagger of Galanthiar in his mouth. The elf climbs up the rope ladders to the top of the home tree. After delivering the Dagger, the elf rappels down the tree to a shady home in the dense foliage and rests.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_130&amp;quot;&amp;gt;PowerGoal 130&amp;lt;/div&amp;gt;&lt;br /&gt;
| YOU ARE THE MOST INCOMPETENT&lt;br /&gt;
| (Future)&lt;br /&gt;
| The march is too long, the pay is too little, the food is too meager, the enemy is too powerful, the officers are too incompetent and the cause seems hopelessly lost. Your soldiers desert you.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_131&amp;quot;&amp;gt;PowerGoal 131&amp;lt;/div&amp;gt;&lt;br /&gt;
| THE INTRIGUING PLAYER&lt;br /&gt;
| (Future)&lt;br /&gt;
| You begin to talk to a peasant, and he listens to your story. He shouts at another peasant, &amp;quot;Hey, come listen!&amp;quot; Soon a crowd gathers and your story-telling becomes even more enthusiastic. One of the listeners suggests you move to the forum, and you all walk down there, where the story continues.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_132&amp;quot;&amp;gt;PowerGoal 132&amp;lt;/div&amp;gt;&lt;br /&gt;
| EVERYTHING IN ITS PROPER PLACE&lt;br /&gt;
| (Future)&lt;br /&gt;
| You sheathe your sword in the scabbard that hangs from your belt.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_133&amp;quot;&amp;gt;PowerGoal 133&amp;lt;/div&amp;gt;&lt;br /&gt;
| PERSONALIZED ACCESORIES&lt;br /&gt;
| (Future)&lt;br /&gt;
| &amp;quot;That's my sword!&amp;quot; &amp;quot;No it's not. It's mine.&amp;quot; &amp;quot;But your initials aren't P.W.! Look at the blade!&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_134&amp;quot;&amp;gt;PowerGoal 134&amp;lt;/div&amp;gt;&lt;br /&gt;
| AND WHEN YOU FIND IT, WHAT WILL YOU DO WITH IT?&lt;br /&gt;
| (Future)&lt;br /&gt;
| The scribe Arcania writes down the last known location of the sacred skull of Aa on a map which is torn in two pieces and hidden in widely-separated regions of the world.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_135&amp;quot;&amp;gt;PowerGoal 135&amp;lt;/div&amp;gt;&lt;br /&gt;
| JUST IN CASE&lt;br /&gt;
| (Future)&lt;br /&gt;
| You kill a deer in order to survive, but realize that you have strayed into the Forgotten Forest. You quickly say a prayer to the spirit of the forest and hope that the spirit does not alert the elves to your transgression.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_136&amp;quot;&amp;gt;PowerGoal 136&amp;lt;/div&amp;gt;&lt;br /&gt;
| PEOPLE SAY I LOOK LIKE A CRIMINAL&lt;br /&gt;
| (Future)&lt;br /&gt;
| After a bandit murders several people outside the village, patrols increase along the road. You are walking down the same road with your sword drawn. Seeing your weapon, a patrol assumes you are the bandit and attacks you.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_137&amp;quot;&amp;gt;PowerGoal 137&amp;lt;/div&amp;gt;&lt;br /&gt;
| YOUR CASTLE WAS EASY TO FIND&lt;br /&gt;
| (Future)&lt;br /&gt;
| You walk down the road, crossing a bridge. Arriving at a crossroads, you follow the directions on a sign and eventually arrive at the castle gate, where a guard stands.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_138&amp;quot;&amp;gt;PowerGoal 138&amp;lt;/div&amp;gt;&lt;br /&gt;
| THEY MADE FUN OF HIS NAME&lt;br /&gt;
| (Future)&lt;br /&gt;
| The Goblin King Gorlomomilguraguraga signals for his bodyguard to wait while he goes to talk to his lieutenant. &amp;quot;Down below, there is a village. I want you to kill everyone living there.&amp;quot; The lieutenant smiles, knowing that there will be carnage at last.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_139&amp;quot;&amp;gt;PowerGoal 139&amp;lt;/div&amp;gt;&lt;br /&gt;
| A BATTERY OF AA MECHANICS&lt;br /&gt;
| (Future)&lt;br /&gt;
| You receive the holy relic of Aa from a manifestation of the deity. You bring it to the Temple of Aa and set it on the altar. People dance as you chant the prayer of Aa. Word spreads quickly that a prophet of Aa has arisen, and the religion of Aa sweeps throughout the land.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_140&amp;quot;&amp;gt;PowerGoal 140&amp;lt;/div&amp;gt;&lt;br /&gt;
| I JOINED THE TEAM WITH THE BEST UNIFORM&lt;br /&gt;
| (Future)&lt;br /&gt;
| You put on your tunic and government-issue skull shoulder guards. Your commander raises his blade, signalling your unit to scream the imperial battle cry. Seeing your master's sword sweep forward, you charge with the rest of the soldiers.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_141&amp;quot;&amp;gt;PowerGoal 141&amp;lt;/div&amp;gt;&lt;br /&gt;
| BROTHER BATTLE&lt;br /&gt;
| (Future)&lt;br /&gt;
| The younger brother strives to take control of the Holy Office of Emperor of the World. His supporters are arrayed in giant battlelines against the emperor's forces, and he challenges his older brother to single combat on the field. As the would-be usurper rides out, the righteousness and splendor of his brother's office in its rightful place causes the younger brother's horse to rear back and throw him to the ground, where he is brained on a rock. The younger brother spends the rest of his life in the dungeon suffering from severe personality disorders due to his injury.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_142&amp;quot;&amp;gt;PowerGoal 142&amp;lt;/div&amp;gt;&lt;br /&gt;
| GO KING GO!&lt;br /&gt;
| (Future)&lt;br /&gt;
| At the victory celebration, the king dedicated the newly built monument to the victory and the gods. The balladeer sang to the crowd, recounting how the king had stood strong in the face of many foes, inspiring his retreating army to return to the field.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_143&amp;quot;&amp;gt;PowerGoal 143&amp;lt;/div&amp;gt;&lt;br /&gt;
| HARD TIMES FOR THE DARTOKS&lt;br /&gt;
| (Future)&lt;br /&gt;
| The site at which the evil overlords were vanquished was decorated with their bodies to remember it for all time as the place of liberation of our people. The newly subjugated Dartoks must bow every time we pass, knowing that if they do not, their corpses shall join those on the highways. If ever they choose to rise up against us, there shall be no quarter.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_144&amp;quot;&amp;gt;PowerGoal 144&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;quot;THE GREEDY BARON&amp;quot;&lt;br /&gt;
| (Future)&lt;br /&gt;
| The greedy baron raises an army, pressing the poorest peasants into service. The new army is driven on a forced march to the field of battle. There they engage the goblins, where they are routed. The peasants flee into the woods.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_145&amp;quot;&amp;gt;PowerGoal 145&amp;lt;/div&amp;gt;&lt;br /&gt;
| ULOK ONLY CONSUMES THE SPIRITUAL PORTION OF THE OFFERING&lt;br /&gt;
| (Future)&lt;br /&gt;
| You get captured by the goblins. They throw you in a pot of water. The high priest asks their demon god Ulok to accept the sacrifice before slitting your throat. You are then boiled and eaten.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_146&amp;quot;&amp;gt;PowerGoal 146&amp;lt;/div&amp;gt;&lt;br /&gt;
| WALKING INTO THE WRONG BAR&lt;br /&gt;
| (Future)&lt;br /&gt;
| Wearing a pendant of Imi the Owl of Hell, you enter a mead hall frequented by worshippers of Vutu the Playful Ooze of Midnight. They tie you to a post and break your fingers one by one.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_147&amp;quot;&amp;gt;PowerGoal 147&amp;lt;/div&amp;gt;&lt;br /&gt;
| READY ON THE FIRING LINE!&lt;br /&gt;
| (Future)&lt;br /&gt;
| You are part an army of the civilized peoples. Your commander tells the crossbowmen to hold position as the wild enemy charges, firing many bolts into their ranks. The enemies flee in disarray, and your commander gives thanks to the god of victory.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_148&amp;quot;&amp;gt;PowerGoal 148&amp;lt;/div&amp;gt;&lt;br /&gt;
| THE FOOD RIOT&lt;br /&gt;
| (Future)&lt;br /&gt;
| The feudal lord taxes his peasants' food in order to feed his growing army. The peasants, facing starvation, turn against their betters and riot in the streets. The guards fence them away from the palace and let them run amok for awhile before eventually moving in to crush the rebellion.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_149&amp;quot;&amp;gt;PowerGoal 149&amp;lt;/div&amp;gt;&lt;br /&gt;
| GERBIS, A HERO'S TALE&lt;br /&gt;
| (Future)&lt;br /&gt;
| You are outside the dragon's cave with your henchman Gerbis, an amateur thief who overestimates his worth. You - &amp;quot;You are a great rogue and your prowess is known throughout the land! Many famous burglars have tried to steal it from the beast but none so great as yourself.&amp;quot; Your naive apprentice is calmed by your words. &amp;quot;Do you think you have what it takes to steal the dragon's egg?&amp;quot; Gerbis braces up and enters the cave.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_150&amp;quot;&amp;gt;PowerGoal 150&amp;lt;/div&amp;gt;&lt;br /&gt;
| I SAW A BRIGHT LIGHT, THEN EVERYTHING WENT DARK&lt;br /&gt;
| (Future)&lt;br /&gt;
| You stand before your opponent, blocking the sun. You jerk to the side, blinding him with the sun's rays before headbutting him in the teeth.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_151&amp;quot;&amp;gt;PowerGoal 151&amp;lt;/div&amp;gt;&lt;br /&gt;
| HE FELL FOR IT&lt;br /&gt;
| (Future)&lt;br /&gt;
| As you bow before the king, a guard sees that you have a dagger in your belt. This is not allowed in the royal chamber. As the guard approaches, you yell, &amp;quot;Look, over there!&amp;quot; and when the guard looks, you run.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_152&amp;quot;&amp;gt;PowerGoal 152&amp;lt;/div&amp;gt;&lt;br /&gt;
| HUFFING DARKNESS&lt;br /&gt;
| (Future)&lt;br /&gt;
| You are standing outside the castle gate. You pretend to be drinking from a flask when in reality you are inhaling the gaseous form of the evil demon. Donning a cloak, you sneak through shadows and through the open gate. Safely passed the Underworld-sensitive sentinel dogs, you exhale your master into the courtyard.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_153&amp;quot;&amp;gt;PowerGoal 153&amp;lt;/div&amp;gt;&lt;br /&gt;
| THE CRACKS OF DOOM&lt;br /&gt;
| (Future)&lt;br /&gt;
| You flee into the sewer with the baron's ring, but sliding in the muck, you drop it. Try as you might, you cannot locate the precious object in the town's filth.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_154&amp;quot;&amp;gt;PowerGoal 154&amp;lt;/div&amp;gt;&lt;br /&gt;
| AMONG THE BARBARIANS&lt;br /&gt;
| (Future)&lt;br /&gt;
| The newly appointed diplomat arrives in the northlands. He is shocked when the barbarian takes him by the hand and shakes it, a base ritual practiced only by the lowliest peasants in his country. Then he is taken to a hut, no different than the huts of the other barbarians.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_155&amp;quot;&amp;gt;PowerGoal 155&amp;lt;/div&amp;gt;&lt;br /&gt;
| SHINING ARMOR IS IMPORTANT&lt;br /&gt;
| (Future)&lt;br /&gt;
| The dirt and blood-covered knight corners the villian as the crowd shrinks away from his gruesome appearance. The villian begs for his life before the knight strikes him down, completing the king's mission.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_156&amp;quot;&amp;gt;PowerGoal 156&amp;lt;/div&amp;gt;&lt;br /&gt;
| ANNOYING RELATIVES&lt;br /&gt;
| (Future)&lt;br /&gt;
| While visiting another town during the Autumn celebration, your distant cousin swings his club at you, barely missing, and laughs at you.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_157&amp;quot;&amp;gt;PowerGoal 157&amp;lt;/div&amp;gt;&lt;br /&gt;
| A GOBLIN'S DEPTH-FIRST SEARCH AT LEVEL FOUR&lt;br /&gt;
| (Future)&lt;br /&gt;
| You try again and again to hack at the troll with your sword, but the beast keeps you at bay with a long spear. The troll stabs you through the chest and raises you into the air, after which a goblin climbs up on the troll and cuts a valuable necklace from your neck before the others can get it.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_158&amp;quot;&amp;gt;PowerGoal 158&amp;lt;/div&amp;gt;&lt;br /&gt;
| NEVER THE SAME FOREVER AFTER&lt;br /&gt;
| (Future)&lt;br /&gt;
| The goblin and the troll have fun in the snow, throwing snowballs at each other. The troll puts a rock in one of his snowballs and hits the goblin in the side of the head. For the rest of his days, the goblin can only speak from the left side of his mouth, and he is no longer able to relate to his goblin friends as the brain damage has robbed him of his taste for blood and violence.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_159&amp;quot;&amp;gt;PowerGoal 159&amp;lt;/div&amp;gt;&lt;br /&gt;
| THAT SHIT'LL KILL YOU&lt;br /&gt;
| (Future)&lt;br /&gt;
| The desert warrior is under the influence of camalah berries. In his cloudy stupor he misjudges where the safe rocks are and stumbles to the side, where he is swallowed up by the treacherous sands.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_160&amp;quot;&amp;gt;PowerGoal 160&amp;lt;/div&amp;gt;&lt;br /&gt;
| SINCE THE BEGINNING OF TIME&lt;br /&gt;
| (Future)&lt;br /&gt;
| The Night King calls upon his vassal nation to join forces with his great army in order to cleanse the land once and for all of the brutal filth that worship the sun god.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_161&amp;quot;&amp;gt;PowerGoal 161&amp;lt;/div&amp;gt;&lt;br /&gt;
| BUT WHY WAS THE LEADER POINTING THERE?&lt;br /&gt;
| (Future)&lt;br /&gt;
| The peasants dance around the campfire playing lutes as the village leader points to the sky at the Heavenly Lady, as the constellation was called, into whose bosom it was said the dead were wont to flutter.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_162&amp;quot;&amp;gt;PowerGoal 162&amp;lt;/div&amp;gt;&lt;br /&gt;
| SPARED THE DETAILS&lt;br /&gt;
| (Future)&lt;br /&gt;
| The Order of Dread, whose royal charter is kept in the Hall of Records in a secret tome, is charged with spying on the nobility and blackmailing them to keep them in line, using their own sick night-lives against them.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_163&amp;quot;&amp;gt;PowerGoal 163&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;quot;OH, BY THE WAY...&amp;quot;&lt;br /&gt;
| (Future)&lt;br /&gt;
| The family is feasting with a seat left open for the son that died while making a bridge for the king. With them is a con artist who mentions during the meal that he has a potion that can bring the dead back to life.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_164&amp;quot;&amp;gt;PowerGoal 164&amp;lt;/div&amp;gt;&lt;br /&gt;
| IT DIDN'T HELP MUCH&lt;br /&gt;
| (Future)&lt;br /&gt;
| Your enemy holds up his hand to shield his face as you bring your axe down upon him.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_165&amp;quot;&amp;gt;PowerGoal 165&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;quot;IT WAS A DESPERATE BATTLE...&amp;quot;&lt;br /&gt;
| (Future)&lt;br /&gt;
| You are cursed with the ability to regenerate your limbs overnight. The King of Yondor has set on a bounty on the bandits and will give three gold pieces for every arm that is brought in with the bandits' characteristic tattoos. After adding the necessary marks yourself, you repeatedly cut off your own arm to give to the king, waiting each time for the body part to rot somewhat so as to avoid suspicion.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_166&amp;quot;&amp;gt;PowerGoal 166&amp;lt;/div&amp;gt;&lt;br /&gt;
| GRACE IN VICTORY&lt;br /&gt;
| (Future)&lt;br /&gt;
| After your rival bests you in a duel, he mockingly offer to help you out of the muddy puddle into which you fell.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_167&amp;quot;&amp;gt;PowerGoal 167&amp;lt;/div&amp;gt;&lt;br /&gt;
| THE EVIL SWAMP&lt;br /&gt;
| (Future)&lt;br /&gt;
| Unable to deal with the cold damp weather of the evil swamp, you, after first suffering from skin rashes and a wracking cough from wading through the filth, eventually contract the Blue Death, a wasting disease of a mysterious nature. When it runs its course, you are transformed into a salamander.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_168&amp;quot;&amp;gt;PowerGoal 168&amp;lt;/div&amp;gt;&lt;br /&gt;
| CONTEMPLATION, CONCERN, CONFUSION AND CONSTERNATION&lt;br /&gt;
| (Future)&lt;br /&gt;
| He sits with his hand on his chin in a pose of deep thought, slowly shaking his head while he ponders the troubling events of the night before.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_169&amp;quot;&amp;gt;PowerGoal 169&amp;lt;/div&amp;gt;&lt;br /&gt;
| MAN-BRANDED&lt;br /&gt;
| (Future)&lt;br /&gt;
| The boy, named To-Be-A-Man like the others, must be branded with the mark of adulthood. He will not truly be a man if he screams in pain.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_170&amp;quot;&amp;gt;PowerGoal 170&amp;lt;/div&amp;gt;&lt;br /&gt;
| AS LONG AS THEY DON'T DO IT TOO OFTEN&lt;br /&gt;
| (Future)&lt;br /&gt;
| With a foot atop the slain alligator, the barbarian warrior cries &amp;quot;I name you Dragon Sword!&amp;quot; at his raised blade.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_171&amp;quot;&amp;gt;PowerGoal 171&amp;lt;/div&amp;gt;&lt;br /&gt;
| THE MIGHTY ROCKNOR&lt;br /&gt;
| (Future)&lt;br /&gt;
| The mighty Rocknor summons up his warrior's training, using the Ogre-Lion method to simultaneously strike his opponent in the head with his club and the neck with his foot, causing internal bleeding to his opponent's artery. The unconscious opponent goes into shock.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_172&amp;quot;&amp;gt;PowerGoal 172&amp;lt;/div&amp;gt;&lt;br /&gt;
| WHAT ARE YOU DOING AFTER WORK?&lt;br /&gt;
| (Future)&lt;br /&gt;
| The guards placed their weapons on the weapon racks and stripped off their tunics before leaving for the tavern to spend their money on wenches and wench-men.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_173&amp;quot;&amp;gt;PowerGoal 173&amp;lt;/div&amp;gt;&lt;br /&gt;
| THEY ARE SENSITIVE CREATURES&lt;br /&gt;
| (Future)&lt;br /&gt;
| The goblin child taunts the troll child on account of the troll child's large and lardy appearance. The vicious jibes continue until the troll begins to cry, but the goblin child is still not satisfied and continues poking fun. The troll child is eventually driven to anger and hurls the goblin child against a wall, breaking both the wall and the goblin.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_174&amp;quot;&amp;gt;PowerGoal 174&amp;lt;/div&amp;gt;&lt;br /&gt;
| IT'S A BAD PLACE&lt;br /&gt;
| (Future)&lt;br /&gt;
| A shallow-buried corpse is unearthed by a shadow jaguar, who takes the body back to its den. The discarded bones are possessed by an evil spirit of the gloomy forest.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_175&amp;quot;&amp;gt;PowerGoal 175&amp;lt;/div&amp;gt;&lt;br /&gt;
| THE POWER OF FRIENDSHIP&lt;br /&gt;
| (Future)&lt;br /&gt;
| The dwarf stumbles out of the whiskey stockpile and falls flat on his face. Finding him there, his companions haul him to bed.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_176&amp;quot;&amp;gt;PowerGoal 176&amp;lt;/div&amp;gt;&lt;br /&gt;
| NOT SO STEALTHY THIS TIME!&lt;br /&gt;
| (Future)&lt;br /&gt;
| A twig snaps and the adventurer bolts upright from his bedroll, reaching for his sword, knowing that the kobolds were close.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_177&amp;quot;&amp;gt;PowerGoal 177&amp;lt;/div&amp;gt;&lt;br /&gt;
| VERY FOUL&lt;br /&gt;
| (Future)&lt;br /&gt;
| The foul vapors of the sewer cause the corpse of a discarded murder victim to arise. The zombie wanders back home. When the zombie sees her husband, her dead eyes flash in recognition, and she attacks, for it was he that murdered her!&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_178&amp;quot;&amp;gt;PowerGoal 178&amp;lt;/div&amp;gt;&lt;br /&gt;
| WHY DO YOU HANG OUT WITH THOSE GUYS?&lt;br /&gt;
| (Future)&lt;br /&gt;
| Your friends drag your sleeping drunken body under a low table. Later they wake you and you jump up, hitting your head hard on the wood.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_179&amp;quot;&amp;gt;PowerGoal 179&amp;lt;/div&amp;gt;&lt;br /&gt;
| A STRONG LEADER&lt;br /&gt;
| (Future)&lt;br /&gt;
| You tell the soldiers that if they do not fight, they are cowards, and they become red-faced with shame, yet they still refuse to charge. You put your hand on your horse-whip and stare them down. Unable to stand further abuse, Twensly shouts, &amp;quot;Whip yourself, for you are the true coward!&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_180&amp;quot;&amp;gt;PowerGoal 180&amp;lt;/div&amp;gt;&lt;br /&gt;
| BATTLE BUFFET&lt;br /&gt;
| (Future)&lt;br /&gt;
| The troll pokes at the bodies, feeling them for meat. Eventually it drags off the choicest specimen. After a moment, a kobold emerges from the shadows and picks through the bodies looking for shiny trinkets.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_181&amp;quot;&amp;gt;PowerGoal 181&amp;lt;/div&amp;gt;&lt;br /&gt;
| I MAKE ALL MY OWN CLOTHES&lt;br /&gt;
| (Future)&lt;br /&gt;
| You follow the stench of death to the corpse of a corpulent goblin. You flay it and wear its foul skin as a jumpsuit.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_182&amp;quot;&amp;gt;PowerGoal 182&amp;lt;/div&amp;gt;&lt;br /&gt;
| PLAY DEAD. IF THE ATTACK CONTINUES, IT IS LIKELY PREDATORY. FIGHT BACK VIGOROUSLY.&lt;br /&gt;
| (Future)&lt;br /&gt;
| The great wolf folds its ears back and growls, ready to pounce on the hapless adventurer.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_183&amp;quot;&amp;gt;PowerGoal 183&amp;lt;/div&amp;gt;&lt;br /&gt;
| JUST A LITTLE MORE!&lt;br /&gt;
| (Future)&lt;br /&gt;
| You are running through the woods when you get shot in the gut by a barbed arrow. The bowel is knicked, and the wound goes septic. You dig desperately at the wound but it only ends up getting more dirty and infected. Eventually your digging becomes so vigorous that your guts pop out through the hole.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Game_development]]&lt;/div&gt;</summary>
		<author><name>Aquillion</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Dragon&amp;diff=206744</id>
		<title>Dragon</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Dragon&amp;diff=206744"/>
		<updated>2014-07-17T07:10:37Z</updated>

		<summary type="html">&lt;p&gt;Aquillion: /* Defense Strategies */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Migrated_article}}&lt;br /&gt;
{{quality|unrated}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|bone=66-110&lt;br /&gt;
|tooth=3&lt;br /&gt;
|meat=113-173&lt;br /&gt;
|fat=42-65&lt;br /&gt;
|nail=1&lt;br /&gt;
|lung=8-18&lt;br /&gt;
|heart=2-4&lt;br /&gt;
|intestine=14-27&lt;br /&gt;
|liver=4-9&lt;br /&gt;
|tripe=4-9&lt;br /&gt;
|sweetbread=2-4&lt;br /&gt;
|spleen=2-4&lt;br /&gt;
|kidney=4-8&lt;br /&gt;
|brain=4-8&lt;br /&gt;
|skull=1&lt;br /&gt;
|skin=scale&lt;br /&gt;
|eye=2&lt;br /&gt;
|contrib=no&lt;br /&gt;
|wiki=yes&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Dragons''' are gigantic fire-breathing, green reptilian [[megabeast]]s, eventually becoming the [[List_of_creatures_by_adult_size#end_of_list|largest land creatures]] in the world.&lt;br /&gt;
&lt;br /&gt;
While based on the occidental dragon model, dragons do not fly nor have wings. They are immune to fire and magma (and are not harmed by being immersed in it, they will however [[drown]] in it). They breathe out a jet of extremely hot (theoretically {{ct|50000}} hot, over four times the heat of [[magma]]) &amp;quot;[[dragonfire]]&amp;quot; which can injure things that are immune to normal fire, such as the [[Bronze colossus]] (dragonfire is, however, a blockable attack if a creature is using a shield). Only Dragons and [[Cave dragon|Cave Dragons]] are naturally immune to dragonfire. They are also ''not'' [[Trapavoid|trapavoid]].&lt;br /&gt;
&lt;br /&gt;
Dragons are covetous and seek to steal items from your fortresses to bring them back to their lairs. Dragons generally succeed in doing so on worldgen, but most of the time when they attack a player fortress they get caged, killed or succeed in burning the whole fortress down.&lt;br /&gt;
&lt;br /&gt;
Dragons are the glass cannons of the megabeasts. They aren't especially durable for a megabeast and can be slain quite easily with traps or skilled soldiers, however their dragonfire will melt every other non-shield-using creature in the game (except for [[sponge]]s), they breathe fire over a long distance (20+ tiles) and they breathe fire often.&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[preference|admire]] dragons for their ''terrible majesty''.&lt;br /&gt;
&lt;br /&gt;
==Dragon Size==&lt;br /&gt;
&lt;br /&gt;
Dragons slowly grow to become one of the largest creatures in the game, finally reaching their adult size of 25,000,000 cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; after 1000 years.  As a hatchling, dragons are quite tiny, at exactly 1/10th an adult dwarf's size, but they grow very rapidly, at roughly 25,000 cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; per year. Dragons reach dwarf size shortly after its second birthday, are more than double a dwarf at about year 5, and add another dwarf in size roughly every two years after that.  &lt;br /&gt;
&lt;br /&gt;
*At 23 years, a dragon is the size of a [[giant cheetah]].&lt;br /&gt;
*At 100 years, a dragon is the size of a [[draltha]].&lt;br /&gt;
*At 200 years, a dragon is the size of an [[elephant]].&lt;br /&gt;
*At 320 years, a dragon is the size of a [[hydra]].&lt;br /&gt;
*At 800 years, a dragon is the size of a [[bronze colossus]] or an adult [[roc]].&lt;br /&gt;
*Thereafter, a dragon is the largest creature found on land. (The [[giant sperm whale]] is the largest creature found anywhere)&lt;br /&gt;
&lt;br /&gt;
==Defense Strategies==&lt;br /&gt;
&lt;br /&gt;
[[Dragonfire]] can be blocked if the victim is using a shield, and it will be more than 99% of the time.  Though they are among the physically weakest of the megabeasts, Dragons are still massively powerful in melee combat, so they can be hard to take down without a good military.  Possibly the best defense is to use piercing weapons like crossbows and especially spears and hope you get lucky and hit a vital organ which can bring it down immediately. An alternative is building one or multiple cage traps, possibly beforehand, which will probably cage the dragon making it harmless. You should know that wooden cages and stone mechanisms will be destroyed by dragonfire, so either make sure both cages (or weapons, or supports) and mechanisms are impervious to dragonfire, or more simply ensure that the dragon has no reason to breathe fire by removing animals and dwarves from the trapped area.  While they won't fire on buildings normally, a stray blast (at your outdoor livestock or bait animals, say) that catches any traps, doors, bridges not made of [[dragonfire]]-safe materials will melt and deactivate them. Also, Dragons make good companions if you are able to reanimate them as a [[Necromancer]]&lt;br /&gt;
&lt;br /&gt;
==Domestication==&lt;br /&gt;
Dragons can be captured in cage traps and tamed if you're lucky enough to catch one.  Currently, knowledge of animal behaviour is based on the civilization level and depends partly on the animals available for contact in a given civilization site.  Such a rare megabeast as a dragon is unlikely to have had any civilized contact aside from adventurers attempting to slay them and other violent contact; as such, your fort will have to build the knowledge base from the ground up, making dragon-taming a highly difficult task.  Bear in mind that even with a skilled [[animal trainer]] at hand, your first attempts to control such a powerful and elusive beast may result in [[Fun|half your fortress burning in dragonfire]].&lt;br /&gt;
&lt;br /&gt;
If you can manage to endure its long-untamed wrath, you'll have a massively valuable pet that can lay [[egg]]s. Dragons can also be trained as war or hunting animals at an [[Activity_zone#Animal_Training|animal training zone]]. While a tamed dragon is an immensely destructive tool at your disposal, it is also very eager to use dragonfire against your enemies, which can be ''exceedingly'' [[fun]] if it happens in your booze stockpile or meeting room.&lt;br /&gt;
&lt;br /&gt;
Dragons do not have a {{token|CHILD|c}} tag, and therefore their eggs do not hatch in fortress mode.&lt;br /&gt;
&lt;br /&gt;
==Irregularities, Bugs, and Future Plans==&lt;br /&gt;
Dragons have been observed to occasionally wear some armor (breastplates, greaves, leggings and boots). This armor is specified as &amp;quot;Large [metal][armor type]&amp;quot; and gives the dragon the same protection as any other species might get from it.&lt;br /&gt;
&lt;br /&gt;
Toady has mentioned that he plans to eventually extend the random creature generator of the game to create different species and varieties of dragon within certain constraints, calling it &amp;quot;Half-Random&amp;quot;, with ideas for variants including just about anything dragons have been given in literature, such as acidic blood, while maintaining a basic draconic structure.&amp;lt;sup&amp;gt;([http://www.bay12forums.com/smf/index.php?topic=30026.msg1012311#msg1012311])&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
One of the [[Main:Consolidated_development#Power_Goals|old power goals]] referenced stealing dragon eggs as part of an adventure mode quest. &lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Megabeasts}}&lt;/div&gt;</summary>
		<author><name>Aquillion</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Dragon&amp;diff=206743</id>
		<title>Dragon</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Dragon&amp;diff=206743"/>
		<updated>2014-07-17T07:10:19Z</updated>

		<summary type="html">&lt;p&gt;Aquillion: /* Defense Strategies */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Migrated_article}}&lt;br /&gt;
{{quality|unrated}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|bone=66-110&lt;br /&gt;
|tooth=3&lt;br /&gt;
|meat=113-173&lt;br /&gt;
|fat=42-65&lt;br /&gt;
|nail=1&lt;br /&gt;
|lung=8-18&lt;br /&gt;
|heart=2-4&lt;br /&gt;
|intestine=14-27&lt;br /&gt;
|liver=4-9&lt;br /&gt;
|tripe=4-9&lt;br /&gt;
|sweetbread=2-4&lt;br /&gt;
|spleen=2-4&lt;br /&gt;
|kidney=4-8&lt;br /&gt;
|brain=4-8&lt;br /&gt;
|skull=1&lt;br /&gt;
|skin=scale&lt;br /&gt;
|eye=2&lt;br /&gt;
|contrib=no&lt;br /&gt;
|wiki=yes&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Dragons''' are gigantic fire-breathing, green reptilian [[megabeast]]s, eventually becoming the [[List_of_creatures_by_adult_size#end_of_list|largest land creatures]] in the world.&lt;br /&gt;
&lt;br /&gt;
While based on the occidental dragon model, dragons do not fly nor have wings. They are immune to fire and magma (and are not harmed by being immersed in it, they will however [[drown]] in it). They breathe out a jet of extremely hot (theoretically {{ct|50000}} hot, over four times the heat of [[magma]]) &amp;quot;[[dragonfire]]&amp;quot; which can injure things that are immune to normal fire, such as the [[Bronze colossus]] (dragonfire is, however, a blockable attack if a creature is using a shield). Only Dragons and [[Cave dragon|Cave Dragons]] are naturally immune to dragonfire. They are also ''not'' [[Trapavoid|trapavoid]].&lt;br /&gt;
&lt;br /&gt;
Dragons are covetous and seek to steal items from your fortresses to bring them back to their lairs. Dragons generally succeed in doing so on worldgen, but most of the time when they attack a player fortress they get caged, killed or succeed in burning the whole fortress down.&lt;br /&gt;
&lt;br /&gt;
Dragons are the glass cannons of the megabeasts. They aren't especially durable for a megabeast and can be slain quite easily with traps or skilled soldiers, however their dragonfire will melt every other non-shield-using creature in the game (except for [[sponge]]s), they breathe fire over a long distance (20+ tiles) and they breathe fire often.&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[preference|admire]] dragons for their ''terrible majesty''.&lt;br /&gt;
&lt;br /&gt;
==Dragon Size==&lt;br /&gt;
&lt;br /&gt;
Dragons slowly grow to become one of the largest creatures in the game, finally reaching their adult size of 25,000,000 cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; after 1000 years.  As a hatchling, dragons are quite tiny, at exactly 1/10th an adult dwarf's size, but they grow very rapidly, at roughly 25,000 cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; per year. Dragons reach dwarf size shortly after its second birthday, are more than double a dwarf at about year 5, and add another dwarf in size roughly every two years after that.  &lt;br /&gt;
&lt;br /&gt;
*At 23 years, a dragon is the size of a [[giant cheetah]].&lt;br /&gt;
*At 100 years, a dragon is the size of a [[draltha]].&lt;br /&gt;
*At 200 years, a dragon is the size of an [[elephant]].&lt;br /&gt;
*At 320 years, a dragon is the size of a [[hydra]].&lt;br /&gt;
*At 800 years, a dragon is the size of a [[bronze colossus]] or an adult [[roc]].&lt;br /&gt;
*Thereafter, a dragon is the largest creature found on land. (The [[giant sperm whale]] is the largest creature found anywhere)&lt;br /&gt;
&lt;br /&gt;
==Defense Strategies==&lt;br /&gt;
&lt;br /&gt;
[[Dragonfire]] can be blocked if the victim is using a shield, and it will be more than 99% of the time; however, it is still inadvisable to approach at close range.  Though they are among the physically weakest of the megabeasts, Dragons are still massively powerful in melee combat, so they can be hard to take down without a good military.  Possibly the best defense is to use piercing weapons like crossbows and especially spears and hope you get lucky and hit a vital organ which can bring it down immediately. An alternative is building one or multiple cage traps, possibly beforehand, which will probably cage the dragon making it harmless. You should know that wooden cages and stone mechanisms will be destroyed by dragonfire, so either make sure both cages (or weapons, or supports) and mechanisms are impervious to dragonfire, or more simply ensure that the dragon has no reason to breathe fire by removing animals and dwarves from the trapped area.  While they won't fire on buildings normally, a stray blast (at your outdoor livestock or bait animals, say) that catches any traps, doors, bridges not made of [[dragonfire]]-safe materials will melt and deactivate them. Also, Dragons make good companions if you are able to reanimate them as a [[Necromancer]]&lt;br /&gt;
&lt;br /&gt;
==Domestication==&lt;br /&gt;
Dragons can be captured in cage traps and tamed if you're lucky enough to catch one.  Currently, knowledge of animal behaviour is based on the civilization level and depends partly on the animals available for contact in a given civilization site.  Such a rare megabeast as a dragon is unlikely to have had any civilized contact aside from adventurers attempting to slay them and other violent contact; as such, your fort will have to build the knowledge base from the ground up, making dragon-taming a highly difficult task.  Bear in mind that even with a skilled [[animal trainer]] at hand, your first attempts to control such a powerful and elusive beast may result in [[Fun|half your fortress burning in dragonfire]].&lt;br /&gt;
&lt;br /&gt;
If you can manage to endure its long-untamed wrath, you'll have a massively valuable pet that can lay [[egg]]s. Dragons can also be trained as war or hunting animals at an [[Activity_zone#Animal_Training|animal training zone]]. While a tamed dragon is an immensely destructive tool at your disposal, it is also very eager to use dragonfire against your enemies, which can be ''exceedingly'' [[fun]] if it happens in your booze stockpile or meeting room.&lt;br /&gt;
&lt;br /&gt;
Dragons do not have a {{token|CHILD|c}} tag, and therefore their eggs do not hatch in fortress mode.&lt;br /&gt;
&lt;br /&gt;
==Irregularities, Bugs, and Future Plans==&lt;br /&gt;
Dragons have been observed to occasionally wear some armor (breastplates, greaves, leggings and boots). This armor is specified as &amp;quot;Large [metal][armor type]&amp;quot; and gives the dragon the same protection as any other species might get from it.&lt;br /&gt;
&lt;br /&gt;
Toady has mentioned that he plans to eventually extend the random creature generator of the game to create different species and varieties of dragon within certain constraints, calling it &amp;quot;Half-Random&amp;quot;, with ideas for variants including just about anything dragons have been given in literature, such as acidic blood, while maintaining a basic draconic structure.&amp;lt;sup&amp;gt;([http://www.bay12forums.com/smf/index.php?topic=30026.msg1012311#msg1012311])&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
One of the [[Main:Consolidated_development#Power_Goals|old power goals]] referenced stealing dragon eggs as part of an adventure mode quest. &lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Megabeasts}}&lt;/div&gt;</summary>
		<author><name>Aquillion</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Consolidated_development&amp;diff=206742</id>
		<title>Consolidated development</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Consolidated_development&amp;diff=206742"/>
		<updated>2014-07-17T07:07:40Z</updated>

		<summary type="html">&lt;p&gt;Aquillion: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a (extended) transcript of the old &amp;quot;Consolidated Development Page&amp;quot; as it was before the redesign of the Dwarf Fortress webpage. It includes all long- and short- Term arcs, core-Items, Reqs, Bloats and Powergoals. Note that, due to the page's age and the fact that it has long since been taken down, many of the specific goals here may no longer be directly applicable; however, they provide a general overview of the original thought-process behind Dwarf Fortresses' development, and the broader arcs are still frequently referred to in reference to current development.&lt;br /&gt;
&lt;br /&gt;
=Arcs=&lt;br /&gt;
&lt;br /&gt;
An arc is a number of features that add to one theme-field. Many of an arc's features can, but don't need to, be done simultaneously - as such the status of completeness can't be determined that easily. &lt;br /&gt;
&lt;br /&gt;
Short-term arcs are the arcs that are likely to be done in the near future. Long-term arcs, on the other hand, will be added much later or even after the version 1.0 is done. &lt;br /&gt;
&lt;br /&gt;
==Short-Term Arcs==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#EFEFEF&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:20%&amp;quot;|Arc&lt;br /&gt;
! style=&amp;quot;width:40%&amp;quot;|Description&lt;br /&gt;
! style=&amp;quot;width:40%&amp;quot;|Requirements&lt;br /&gt;
|-&lt;br /&gt;
| BUSTLING TOWN ARC&lt;br /&gt;
| The towns should be more structured. The peasants need to do less aimless wandering and more standard activities. There need to be various items in town outside of what's in the stores. There need to be guards, and the keep/mead hall should be more interesting.&lt;br /&gt;
| [[#Core41|Core41]], [[#Core42|Core42]], [[#Core43|Core43]], [[#Req148|Req148]], [[#Req162|Req162]], [[#Req249|Req249]], [[#Req261|Req261]], [[#Req344|Req344]], [[#Req348|Req348]], [[#Req369|Req369]], [[#Req379|Req379]], [[#Req408|Req408]], [[#Req415|Req415]], [[#Req471|Req471]], [[#Req477|Req477]], [[#Req588|Req588]], [[#Bloat165|Bloat165]], [[#Bloat188|Bloat188]], [[#Bloat203|Bloat203]], [[#Bloat204|Bloat204]], [[#Bloat210|Bloat210]], [[#Bloat233|Bloat233]], [[#Bloat242|Bloat242]], [[#Bloat243|Bloat243]], [[#Bloat266|Bloat266]], [[#Bloat267|Bloat267]], [[#Bloat373|Bloat373]], [[#Bloat378|Bloat378]], [[#Bloat381|Bloat381]], [[#Bloat382|Bloat382]], [[#PowerGoal 34|PowerGoal34]], [[#PowerGoal 36|PowerGoal36]], [[#PowerGoal 41|PowerGoal41]], [[#PowerGoal 48|PowerGoal48]], [[#PowerGoal 55|PowerGoal55]], [[#PowerGoal 67|PowerGoal67]], [[#PowerGoal 73|PowerGoal73]], [[#PowerGoal 74|PowerGoal74]], [[#PowerGoal 82|PowerGoal82]], [[#PowerGoal 91|PowerGoal91]], [[#PowerGoal 131|PowerGoal131]], [[#PowerGoal 137|PowerGoal137]] and [[#PowerGoal 148|PowerGoal148]].&lt;br /&gt;
|-&lt;br /&gt;
| FIRE AND LIGHTING ARC &lt;br /&gt;
|  The lighting in caves is artificial right now. It should be pitch black. This is also true of moonless cloudy nights. Once that's in, your adventurer will want fire. Fire can also come up in dwarf mode in various ways.&lt;br /&gt;
| [[#Core14|Core14]], [[#Core55|Core55]], [[#Req96|Req96]] and [[#PowerGoal 150|PowerGoal150]].&lt;br /&gt;
|-&lt;br /&gt;
|  BURROWS, TRANSPORTION AND AUTOMATION ARC&lt;br /&gt;
|  Make dwarves live and restrict their movements to sections (&amp;quot;burrows&amp;quot;) of the cave to reduce the amount of hauling. This includes many of the haul/pile reqs. Other workshops could be automated, while the work order system could be made more robust to decrease the amount of interface fiddling required to produce glass and soap, for example.&lt;br /&gt;
| [[#Core36|Core36]], [[#Core56|Core56]], [[#Core57|Core57]], [[#Req1|Req1]], [[#Req2|Req2]], [[#Req18|Req18]], [[#Req22|Req22]], [[#Req24|Req24]], [[#Req27|Req27]], [[#Req28|Req28]], [[#Req38|Req38]], [[#Req41|Req41]], [[#Req46|Req46]], [[#Req47|Req47]], [[#Req67|Req67]], [[#Req74|Req74]], [[#Req82|Req82]], [[#Req83|Req83]], [[#Req86|Req86]], [[#Req90|Req90]], [[#Req112|Req112]], [[#Req128|Req128]], [[#Req129|Req129]], [[#Req140|Req140]], [[#Req146|Req146]], [[#Req162|Req162]], [[#Req197|Req197]], [[#Req273|Req273]], [[#Req287|Req287]], [[#Req349|Req349]], [[#Req384|Req384]], [[#Req385|Req385]], [[#Req392|Req392]], [[#Req393|Req393]], [[#Req400|Req400]], [[#Req404|Req404]], [[#Req409|Req409]], [[#Req410|Req410]], [[#Req413|Req413]], [[#Req422|Req422]], [[#Req424|Req424]], [[#Req428|Req428]], [[#Req429|Req429]], [[#Req435|Req435]], [[#Req436|Req436]], [[#Req437|Req437]], [[#Req439|Req439]], [[#Req450|Req450]], [[#Req482|Req482]], [[#Req528|Req528]], [[#Req533|Req533]], [[#Req534|Req534]], [[#Req544|Req544]], [[#Req558|Req558]], [[#Req560|Req560]], [[#Req572|Req572]], [[#Req584|Req584]], [[#Bloat6|Bloat6]], [[#Bloat10|Bloat10]], [[#Bloat19|Bloat19]], [[#Bloat28|Bloat28]], [[#Bloat30|Bloat30]], [[#Bloat32|Bloat32]], [[#Bloat54|Bloat54]], [[#Bloat59|Bloat59]], [[#Bloat60|Bloat60]], [[#Bloat83|Bloat83]], [[#Bloat218|Bloat218]], [[#Bloat253|Bloat253]], [[#Bloat281|Bloat281]], [[#Bloat308|Bloat308]] and [[#Bloat313|Bloat313]].&lt;br /&gt;
|-&lt;br /&gt;
|  ADVANCED HELP ARC  &lt;br /&gt;
|  Yeah, dwarves has a steep learning curve. Tutorials and advisors could help this, as well as decent in-game help.&lt;br /&gt;
|  [[#Core19|Core19]], [[#Core22|Core22]] and [[#Core58|Core58]].&lt;br /&gt;
|-&lt;br /&gt;
|  CARAVAN ARC  &lt;br /&gt;
|  As a prelude to armies, we'll have caravans actually move around the world map rather than just appear at your outpost. They'll move between each city on the map, though we'll try to stay away from supporting a real economy for the time being. You should be able to find items you traded in your fortress in adventure mode, and a caravan could come to your fortress with an adventure mode item.&lt;br /&gt;
|  [[#Core3|Core3]], [[#Core38|Core38]], [[#Core81|Core81]], [[#Req21|Req21]], [[#Req132|Req132]], [[#Req133|Req133]], [[#Req175|Req175]], [[#Req204|Req204]], [[#Req218|Req218]], [[#Req220|Req220]], [[#Req260|Req260]], [[#Req279|Req279]], [[#Req364|Req364]], [[#Req463|Req463]], [[#Req516|Req516]], [[#Req555|Req555]], [[#Bloat155|Bloat155]], [[#Bloat263|Bloat263]], [[#Bloat267|Bloat267]], [[#PowerGoal 24|PowerGoal24]], [[#PowerGoal 33|PowerGoal33]], [[#PowerGoal 56|PowerGoal56]] and [[#PowerGoal 148|PowerGoal148]].&lt;br /&gt;
|-&lt;br /&gt;
|  COUNTY ARC &lt;br /&gt;
| You should be able to develop a larger settlement outside the confines of the immediate play area. &lt;br /&gt;
| [[#Core28|Core28]], [[#Core29|Core29]] and [[#PowerGoal 53|PowerGoal53]].&lt;br /&gt;
|-&lt;br /&gt;
|    ARMY ARC &lt;br /&gt;
| You should be able to control patrols and then armies in dwarf mode. The adventurer should be able to both go with and command armies. In dwarf mode, you should have the option to control your individual patrol members as you would in adventure mode. Entities should war with each other from bandit and monster raids to full fledged wars. Upset entities could patrol near their sites, leading to new wilderness encounters etc. &lt;br /&gt;
| [[#Core26|Core26]], [[#Core27|Core27]], [[#Core35|Core35]], [[#Core45|Core45]], [[#Core46|Core46]], [[#Req18|Req18]], [[#Req29|Req29]], [[#Req61|Req61]], [[#Req71|Req71]], [[#Req81|Req81]], [[#Req125|Req125]], [[#Req126|Req126]], [[#Req221|Req221]], [[#Req273|Req273]], [[#Req301|Req301]], [[#Req371|Req371]], [[#Req398|Req398]], [[#Req414|Req414]], [[#Req417|Req417]], [[#Req427|Req427]], [[#Req444|Req444]], [[#Req449|Req449]], [[#Req475|Req475]], [[#Req478|Req478]], [[#Req496|Req496]], [[#Req503|Req503]], [[#Req545|Req545]], [[#Req571|Req571]], [[#Bloat44|Bloat44]], [[#Bloat117|Bloat117]], [[#Bloat130|Bloat130]], [[#Bloat131|Bloat131]], [[#Bloat175|Bloat175]], [[#Bloat289|Bloat289]], [[#PowerGoal 1|PowerGoal1]], [[#PowerGoal 2|PowerGoal2]], [[#PowerGoal 3|PowerGoal3]], [[#PowerGoal 4|PowerGoal4]], [[#PowerGoal 5|PowerGoal5]], [[#PowerGoal 6|PowerGoal6]], [[#PowerGoal 7|PowerGoal7]], [[#PowerGoal 8|PowerGoal8]], [[#PowerGoal 11|PowerGoal11]], [[#PowerGoal 17|PowerGoal17]], [[#PowerGoal 40|PowerGoal40]], [[#PowerGoal 59|PowerGoal59]], [[#PowerGoal 70|PowerGoal70]], [[#PowerGoal 71|PowerGoal71]], [[#PowerGoal 76|PowerGoal76]], [[#PowerGoal 92|PowerGoal92]], [[#PowerGoal 98|PowerGoal98]], [[#PowerGoal 119|PowerGoal119]], [[#PowerGoal 127|PowerGoal127]], [[#PowerGoal 130|PowerGoal130]], [[#PowerGoal 138|PowerGoal138]], [[#PowerGoal 140|PowerGoal140]], [[#PowerGoal 141|PowerGoal141]], [[#PowerGoal 142|PowerGoal142]], [[#PowerGoal 143|PowerGoal143]], [[#PowerGoal 144|PowerGoal144]] and [[#PowerGoal 147|PowerGoal147]].&lt;br /&gt;
|-&lt;br /&gt;
|  NEMESIS ARC &lt;br /&gt;
| The civilization leaders should be fleshed out in many ways. &lt;br /&gt;
| [[#Core11|Core11]], [[#Core15|Core15]], [[#Core40|Core40]], [[#Req161|Req161]], [[#Req277|Req277]], [[#Bloat48|Bloat48]], [[#Bloat68|Bloat68]], [[#Bloat176|Bloat176]], [[#PowerGoal 98|PowerGoal98]], [[#PowerGoal 101|PowerGoal101]], [[#PowerGoal 102|PowerGoal102]] and [[#PowerGoal 122|PowerGoal122]].&lt;br /&gt;
|-&lt;br /&gt;
|  RELATIONSHIPS ARC &lt;br /&gt;
| You should be able to take a spouse, make a household, and create playable heirs as an adventurer. The dwarven relationships and personalities can also be expanded upon. &lt;br /&gt;
| [[#Core59|Core59]], [[#Core60|Core60]], [[#Bloat51|Bloat51]], [[#Bloat93|Bloat93]], [[#Bloat95|Bloat95]], [[#Bloat105|Bloat105]], [[#Bloat123|Bloat123]], [[#Bloat374|Bloat374]], [[#Bloat375|Bloat375]], [[#Bloat380|Bloat380]], [[#PowerGoal 20|PowerGoal20]], [[#PowerGoal 21|PowerGoal21]], [[#PowerGoal 109|PowerGoal109]] and [[#PowerGoal 119|PowerGoal119]].&lt;br /&gt;
|-&lt;br /&gt;
|  DIPLOMACY ARC &lt;br /&gt;
|  There should be a lot more diplomacy between your outpost and the outside world, especially as you get more nobles. Right now there's hardly anything. &lt;br /&gt;
| [[#Core33|Core33]], [[#Core62|Core62]], [[#Core63|Core63]], [[#Req174|Req174]], [[#Req177|Req177]], [[#Req291|Req291]], [[#Req451|Req451]], [[#Req527|Req527]], [[#Req542|Req542]], [[#Req543|Req543]], [[#Bloat31|Bloat31]], [[#Bloat72|Bloat72]], [[#Bloat73|Bloat73]], [[#PowerGoal 10|PowerGoal10]], [[#PowerGoal 98|PowerGoal98]] and [[#PowerGoal 101|PowerGoal101]].&lt;br /&gt;
|-&lt;br /&gt;
|  GHOSTS ARC  &lt;br /&gt;
| When you take an adventurer back to a fortress, it could afford to be a lot more interesting. Since it keeps track of all the dwarves that ever lived or died in each outpost, it might as well utilize them. When the civs fight in world gen, it could also create ruins from earlier times, and you could go to these places (old castles, temples, etc.). &lt;br /&gt;
| [[#Core67|Core67]], [[#Core68|Core68]], [[#Core69|Core69]], [[#Core70|Core70]], [[#Bloat21|Bloat21]], [[#PowerGoal 11|PowerGoal11]], [[#PowerGoal 92|PowerGoal92]] and [[#PowerGoal 107|PowerGoal107]].&lt;br /&gt;
|-&lt;br /&gt;
|  AFFILIATION ARC &lt;br /&gt;
|  You should be able to rise to the top of an entity (civilization, town, etc.) in adventure mode. While the full set of responsibilities that would entail will have to wait, it should at least be possible to attain this status for the first version. You should be able to do things for individuals. This could earn you favors from sleeping in their home and food gifts all the way to a marriage offer. There can be smaller entities like bandits and cults which could offer more unsavory tasks for similar privileges (steal, kill, kidnap, etc.). Can earn right to sleep in the large hall in town if you've become affiliated with them, but vagrancy needs to be punished and the camping must be harsher before this is meaningful. &lt;br /&gt;
| [[#Core64|Core64]], [[#Core65|Core65]], [[#Core71|Core71]], [[#Req586|Req586]], [[#Req587|Req587]], [[#Bloat163|Bloat163]], [[#PowerGoal 12|PowerGoal12]], [[#PowerGoal 19|PowerGoal19]], [[#PowerGoal 27|PowerGoal27]], [[#PowerGoal 37|PowerGoal37]], [[#PowerGoal 41|PowerGoal41]], [[#PowerGoal 42|PowerGoal42]], [[#PowerGoal 44|PowerGoal44]], [[#PowerGoal 48|PowerGoal48]] and [[#PowerGoal 54|PowerGoal54]].&lt;br /&gt;
|-&lt;br /&gt;
|  COMBAT ARC &lt;br /&gt;
| Many more combat skills and more attributes, etc. &lt;br /&gt;
| [[#Core72|Core72]], [[#Core73|Core73]], [[#Core74|Core74]], [[#Req45|Req45]], [[#Req54|Req54]], [[#Req85|Req85]], [[#Req92|Req92]], [[#Req104|Req104]], [[#Req149|Req149]], [[#Req164|Req164]], [[#Req171|Req171]], [[#Req183|Req183]], [[#Req188|Req188]], [[#Req192|Req192]], [[#Req198|Req198]], [[#Req199|Req199]], [[#Req200|Req200]], [[#Req206|Req206]], [[#Req224|Req224]], [[#Req230|Req230]], [[#Req233|Req233]], [[#Req234|Req234]], [[#Req290|Req290]], [[#Req315|Req315]], [[#Req330|Req330]], [[#Req331|Req331]], [[#Req340|Req340]], [[#Req352|Req352]], [[#Req403|Req403]], [[#Req466|Req466]], [[#Req532|Req532]], [[#Req568|Req568]], [[#Req575|Req575]], [[#Bloat15|Bloat15]], [[#Bloat55|Bloat55]], [[#Bloat76|Bloat76]], [[#Bloat102|Bloat102]], [[#Bloat127|Bloat127]], [[#Bloat135|Bloat135]], [[#Bloat136|Bloat136]], [[#Bloat137|Bloat137]], [[#Bloat138|Bloat138]], [[#Bloat139|Bloat139]], [[#Bloat141|Bloat141]], [[#Bloat142|Bloat142]], [[#Bloat162|Bloat162]], [[#Bloat222|Bloat222]], [[#Bloat254|Bloat254]], [[#Bloat271|Bloat271]], [[#PowerGoal 28|PowerGoal28]], [[#PowerGoal 29|PowerGoal29]], [[#PowerGoal 61|PowerGoal61]], [[#PowerGoal 63|PowerGoal63]], [[#PowerGoal 77|PowerGoal77]], [[#PowerGoal 79|PowerGoal79]], [[#PowerGoal 89|PowerGoal89]], [[#PowerGoal 90|PowerGoal90]], [[#PowerGoal 93|PowerGoal93]], [[#PowerGoal 94|PowerGoal94]], [[#PowerGoal 96|PowerGoal96]], [[#PowerGoal 103|PowerGoal103]] and [[#PowerGoal 150|PowerGoal150]].&lt;br /&gt;
|-&lt;br /&gt;
|      SCENARIOS ARC &lt;br /&gt;
| Character generation is due for a major change. The current plan is to have an interactive history generator that takes your character from birth to a playable age, incorporating them into the fabric of the world. Pressing &amp;quot;Play Now!&amp;quot; would answer the questions automatically, perhaps with a strong tendency to place you in dire/interesting situations. &lt;br /&gt;
| [[#Core75|Core75]], [[#Core76|Core76]], [[#Req214|Req214]], [[#Req317|Req317]], [[#Bloat26|Bloat26]] and [[#Bloat143|Bloat143]].&lt;br /&gt;
|-&lt;br /&gt;
|  LIFE CYCLE ARC&lt;br /&gt;
|  Right now, there are no births and no aging in the towns and other populations. From the founding of a town, it should instead simulate and track these things during world creation. This makes the world much more interesting and also more resilient to changes inflicted by the player. At the same time, it creates instability un |the actions of the player, so it has to be done carefully. &lt;br /&gt;
| [[#Core77|Core77]], [[#Core78|Core78]], [[#Req317|Req317]], [[#Req441|Req441]], [[#Req489|Req489]], [[#Bloat115|Bloat115]], [[#Bloat193|Bloat193]], [[#Bloat194|Bloat194]] and [[#PowerGoal 31|PowerGoal31]].&lt;br /&gt;
|-&lt;br /&gt;
|  ARTIFACT ARC  &lt;br /&gt;
| Special items made by the dwarves aren't very interesting right now, and there's not much for an adventurer to do with them. These objects should have magical powers and they should have a huge influence on the actions of entities that come into contact with them. Even if your adventurer can't make use of a particular artifact, you could arrange for buyers in the nobility, and use those opportunitites to get a home or good entity standing, for instance.&lt;br /&gt;
| [[#Core79|Core79]], [[#Core80|Core80]], [[#Req395|Req395]], [[#Bloat49|Bloat49]], [[#Bloat173|Bloat173]], [[#PowerGoal 13|PowerGoal13]], [[#PowerGoal 60|PowerGoal60]], [[#PowerGoal 68|PowerGoal68]] and [[#PowerGoal 134|PowerGoal134]].&lt;br /&gt;
|-&lt;br /&gt;
|  CRIME AND PUNISHMENT ARC &lt;br /&gt;
| There should be mild punishments for mild crimes, for instance. This could include making the drunks in the town more interesting and adding bar fights, as well as proper thievery, arrest, imprisonment, execution... &lt;br /&gt;
| [[#Core82|Core82]], [[#Core83|Core83]], [[#Req303|Req303]], [[#Req327|Req327]], [[#Req366|Req366]], [[#Bloat53|Bloat53]], [[#Bloat75|Bloat75]], [[#Bloat143|Bloat143]], [[#PowerGoal 14|PowerGoal14]], [[#PowerGoal 22|PowerGoal22]], [[#PowerGoal 23|PowerGoal23]], [[#PowerGoal 25|PowerGoal25]], [[#PowerGoal 26|PowerGoal26]], [[#PowerGoal 38|PowerGoal38]], [[#PowerGoal 47|PowerGoal47]], [[#PowerGoal 66|PowerGoal66]], [[#PowerGoal 80|PowerGoal80]], [[#PowerGoal 91|PowerGoal91]], [[#PowerGoal 99|PowerGoal99]], [[#PowerGoal 124|PowerGoal124]], [[#PowerGoal 126|PowerGoal126]], [[#PowerGoal 136|PowerGoal136]] and [[#PowerGoal 146|PowerGoal146]].&lt;br /&gt;
|-&lt;br /&gt;
|   ADVENTURER SKILLS ARC  &lt;br /&gt;
| It's nice to have all those jobs and professions sitting around in the dwarf mode. The adventurer should be able to do these things, especially those skills  |survival in the wilderness. Eventually you'll be able to place constructions, create a home and have your own site on the map. &lt;br /&gt;
| [[#Core84|Core84]], [[#Core85|Core85]], [[#Core86|Core86]], [[#Req32|Req32]], [[#Req34|Req34]], [[#Req99|Req99]], [[#Req107|Req107]], [[#Req168|Req168]], [[#Req236|Req236]], [[#Req302|Req302]], [[#Req327|Req327]], [[#Req491|Req491]], [[#Bloat160|Bloat160]], [[#Bloat317|Bloat317]], [[#Bloat380|Bloat380]], [[#PowerGoal 9|PowerGoal9]], [[#PowerGoal 15|PowerGoal15]] and [[#PowerGoal 103|PowerGoal103]].&lt;br /&gt;
|-&lt;br /&gt;
|  ADVENTURER PARTIES AND ENTITY  &lt;br /&gt;
| As an adventurer with followers, you should can your own entity definition. If you have enough people, you might be able to delegate orders and control them more strategically. You should also be able to control each member in a party of adventurers you make yourself. You could lead one and the others follow (as it is currently) or control them all, particularly during tense situations where you don't want to count on the AI. &lt;br /&gt;
| [[#Core24|Core24]], [[#Core61|Core61]], [[#PowerGoal 20|PowerGoal20]] and [[#PowerGoal 135|PowerGoal135]].&lt;br /&gt;
|-&lt;br /&gt;
| DUNGEON ARC  &lt;br /&gt;
| Improve kobold and goblin areas and civilizations with eyes on expanding entity definitions and future random generation. Includes adding entity definitions and tags for more primitive humanoids like lizardmen. Make mega-beasts fit in with better with the world.&lt;br /&gt;
|  [[#Core89|Core89]], [[#Core90|Core90]], [[#Core91|Core91]], [[#Req8|Req8]], [[#Req80|Req80]], [[#Req107|Req107]], [[#Req148|Req148]], [[#Req232|Req232]], [[#Req284|Req284]], [[#Req324|Req324]], [[#Req375|Req375]], [[#Req426|Req426]], [[#Req476|Req476]], [[#Req479|Req479]], [[#Req504|Req504]], [[#Req576|Req576]], [[#Bloat17|Bloat17]], [[#Bloat23|Bloat23]], [[#Bloat169|Bloat169]], [[#Bloat172|Bloat172]], [[#Bloat189|Bloat189]], [[#Bloat190|Bloat190]], [[#Bloat241|Bloat241]], [[#Bloat383|Bloat383]], [[#PowerGoal 13|PowerGoal13]], [[#PowerGoal 27|PowerGoal27]], [[#PowerGoal 32|PowerGoal32]], [[#PowerGoal 49|PowerGoal49]], [[#PowerGoal 50|PowerGoal50]], [[#PowerGoal 51|PowerGoal51]], [[#PowerGoal 52|PowerGoal52]], [[#PowerGoal 62|PowerGoal62]], [[#PowerGoal 100|PowerGoal100]], [[#PowerGoal 111|PowerGoal111]] and [[#PowerGoal 145|PowerGoal145]].&lt;br /&gt;
|-&lt;br /&gt;
|  HUMANOID ARC &lt;br /&gt;
|  Make non-player dwarf fortresses look more like player made fortresses and act like them to the extent that it's reasonable. Improve elves as in the Dungeon Arc, with multi-tile tree dwellings. &lt;br /&gt;
| [[#Core87|Core87]], [[#Core88|Core88]], [[#Req148|Req148]], [[#Bloat206|Bloat206]] and [[#PowerGoal 129|PowerGoal129]].&lt;br /&gt;
|-&lt;br /&gt;
|   PRESENTATION ARC &lt;br /&gt;
|  A cleaner interface and more interface and display options will make the game more accessible. Better support for translations. &lt;br /&gt;
|  [[#Core21|Core21]], [[#Core50|Core50]], [[#Core51|Core51]], [[#Core52|Core52]], [[#Core54|Core54]], [[#Req37|Req37]], [[#Req43|Req43]], [[#Req79|Req79]], [[#Req142|Req142]], [[#Req152|Req152]], [[#Req179|Req179]], [[#Req180|Req180]], [[#Req207|Req207]], [[#Req218|Req218]], [[#Req258|Req258]], [[#Req306|Req306]], [[#Req314|Req314]], [[#Req320|Req320]], [[#Req328|Req328]], [[#Req332|Req332]], [[#Req338|Req338]], [[#Req381|Req381]], [[#Req382|Req382]], [[#Req383|Req383]], [[#Req386|Req386]], [[#Req387|Req387]], [[#Req388|Req388]], [[#Req390|Req390]], [[#Req401|Req401]], [[#Req402|Req402]], [[#Req411|Req411]], [[#Req421|Req421]], [[#Req430|Req430]], [[#Req432|Req432]], [[#Req434|Req434]], [[#Req443|Req443]], [[#Req460|Req460]], [[#Req483|Req483]], [[#Req513|Req513]], [[#Req520|Req520]], [[#Req531|Req531]], [[#Req546|Req546]], [[#Req547|Req547]], [[#Req548|Req548]], [[#Req550|Req550]], [[#Req556|Req556]], [[#Req558|Req558]], [[#Req559|Req559]], [[#Req560|Req560]], [[#Req564|Req564]], [[#Req566|Req566]], [[#Req570|Req570]], [[#Req585|Req585]], [[#Bloat52|Bloat52]], [[#Bloat106|Bloat106]], [[#Bloat107|Bloat107]], [[#Bloat108|Bloat108]], [[#Bloat118|Bloat118]], [[#Bloat153|Bloat153]], [[#Bloat199|Bloat199]], [[#Bloat268|Bloat268]], [[#Bloat303|Bloat303]], [[#Bloat307|Bloat307]], [[#Bloat311|Bloat311]], [[#Bloat354|Bloat354]], [[#Bloat355|Bloat355]], [[#Bloat358|Bloat358]], [[#Bloat361|Bloat361]], [[#Bloat364|Bloat364]], [[#Bloat368|Bloat368]] and [[#Bloat379|Bloat379]].&lt;br /&gt;
|-&lt;br /&gt;
|  LANGUAGE ARC  &lt;br /&gt;
|  The in-game languages need a better framework, as many simple name formulations are impossible in the current system, and it wouldn't hurt to add a basic grammar and phonetics at this time as well. In addition, paper, engraved writing, books, poems, songs, etc. could all be explored in the different game modes in various ways.&lt;br /&gt;
| [[#Core97|Core97]], [[#Core98|Core98]], [[#Core99|Core99]] and [[#Core100|Core100]].&lt;br /&gt;
|-&lt;br /&gt;
| RANDOMIZATION AND RAWS ARC&lt;br /&gt;
| More things need to make it out to the raws, and when they arrive, there should be some ability to randomize what you get in play. Current raw objects such as creatures, entities, plants, metals or even stone should also be randomizable. This doesn't just include randomizing an existing entry, but, more importantly, the creation of entirely new objects. This behavior should be controlled by the world parameters so that you can run anything from a stock universe to a complete replacement of all existing raw objects. In worlds with random objects, the random objects need to be introduced to the player in such a way that familiarity can be gained (involving descriptions, back stories, etc.) so that it isn't just a mess of static with garbage names. &lt;br /&gt;
| [[#Core53|Core53]], [[#Core92|Core92]], [[#Core93|Core93]], [[#Core94|Core94]], [[#Core95|Core95]] and [[#Core96|Core96]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Long-Term Arcs==   &lt;br /&gt;
    &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#EFEFEF&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:20%&amp;quot;|Arc&lt;br /&gt;
! style=&amp;quot;width:40%&amp;quot;|Description&lt;br /&gt;
! style=&amp;quot;width:40%&amp;quot;|Requirements&lt;br /&gt;
|-&lt;br /&gt;
| HIGH LEVEL PLOTS AND DIPLOMACY&lt;br /&gt;
| Various intrigue and interesting not-necessarily-violent conflict between entities and individuals. Once you place the actors in place, they should act according to their wants and the wants of their associated entities based on the strength of those ties. Both adventurers and dwarf fortresses can become immersed in the push and pull which arises from the AI. This is already true to some extent (the current quests are all created from the surroundings and entity ties), but these effects can be made pervasive. Since armies and invasions will be done before we get here, there will already be some of this AI in place to work with. &lt;br /&gt;
| [[#Core30|Core30]], [[#Core33|Core33]], [[#Req131|Req131]], [[#PowerGoal 18|PowerGoal18]], [[#PowerGoal 47|PowerGoal47]], [[#PowerGoal 57|PowerGoal57]], [[#PowerGoal 65|PowerGoal65]], [[#PowerGoal 95|PowerGoal95]] and [[#PowerGoal 124|PowerGoal124]].&lt;br /&gt;
|-   &lt;br /&gt;
| LATE GAME &lt;br /&gt;
| As you kill the large creatures, the world becomes more... boring. The game can be prepared for this kind of change and move over into a sort of fairy-tale/Beowulf/Robert E Howard type of hybrid with human civs and occasional monsters so that things continue to be interesting. This already happens naturally in a way, but the dialogue and reactions of people to these changes should be there to fully adjust to the new setting.  &lt;br /&gt;
| [[#Bloat149|Bloat149]].&lt;br /&gt;
|-&lt;br /&gt;
| EARLY GAME &lt;br /&gt;
| The Age of Myth in world generation should be playable.  &lt;br /&gt;
| [[#Bloat148|Bloat148]].&lt;br /&gt;
|-&lt;br /&gt;
| HUMAN TOWN &lt;br /&gt;
| You should be able to control a human town, as you control a dwarf fortress, but with changes appropriate to the new setting.  &lt;br /&gt;
|[[#Req469|Req469]] and [[#Bloat146|Bloat146]].&lt;br /&gt;
|-&lt;br /&gt;
| GOBLIN/KOBOLD/CAVER &lt;br /&gt;
| Controlling the bad guys is an obvious extension, and you've got the whole friendly happy world waiting for your raiding parties.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| ELF FOREST RETREAT &lt;br /&gt;
| Yes, elves for the elf people -- but thinking more general, as we list all these racial civilizations, we should think in broad terms and use the civilization definitions to allow any type of civilization to be played. Elves will provide some necessary extra elements for this process. Mixing the cliff dwelling, wilderness dwelling, town building, ethics/sphere-aligned/religious tendencies into a robust interface for civilization building is a long-term goal.  &lt;br /&gt;
|[[#Bloat25|Bloat25]].&lt;br /&gt;
|-&lt;br /&gt;
| MONSTER &lt;br /&gt;
| Playing the dragons and other large beasts seems like another good (and fairly easy) extension. You'd have to be careful, since there aren't very many large beasts in the world and you don't want to just possess them and have them all burn out in a blaze of glory. Or maybe you do... or it could just give you new ones. You could also just occasionally have fun going out on an excursion and retiring, then play an adventurer and take a quest from a town to go and dispatch your old self.  &lt;br /&gt;
|[[#PowerGoal 60|PowerGoal60]].&lt;br /&gt;
|-&lt;br /&gt;
| MERCHANT &lt;br /&gt;
| With the Caravan Arc, we have traders moving around the world, but I said over there that I didn't want to mess around too much with having a real economy, or it would surely fall apart and all the towns would starve. Once I get up the nerve to tackle these problems, it would be a lot of fun to play a merchant or guild yourself. You could even retire and be visited by yourself in a subsequent dwarf game.  &lt;br /&gt;
|[[#PowerGoal 62|PowerGoal62]].&lt;br /&gt;
|-&lt;br /&gt;
| MAGIC &lt;br /&gt;
| There are no specific decisions nailed down yet, although we've thought about it a lot. It's probably best to go for a very general system here, as in the first Armok attempt. Then the world generator and entities can decide what they want to use from what's available. Early efforts might be to make dwarven artifacts more interesting and to increase the power and variability of enemy leaders, rather than focusing on traditional spell-casting adventurers.  &lt;br /&gt;
| [[#Bloat134|Bloat134]], [[#PowerGoal 58|PowerGoal58]], [[#PowerGoal 68|PowerGoal68]], [[#PowerGoal 84|PowerGoal84]], [[#PowerGoal 92|PowerGoal92]], [[#PowerGoal 97|PowerGoal97]], [[#PowerGoal 108|PowerGoal108]], [[#PowerGoal 122|PowerGoal122]] and [[#PowerGoal 128|PowerGoal128]].&lt;br /&gt;
|-&lt;br /&gt;
| CONTROL A WIZARD ENTITY &lt;br /&gt;
| Not just one of those guys that backs up the team and shoots fireballs, but run something more like a dwarven outpost and construct your own multilevel tower or other such dwelling. This could include adventure style elements where your wizard is engaged in various activities, as well as larger scale army battles and so on. Randomized creatures could also be introduced as you create your minions, and they should be able to breed and expand outward, perhaps becoming a playable race in either adventure or civilization modes.  &lt;br /&gt;
| [[#Bloat134|Bloat134]], [[#Bloat147|Bloat147]], [[#PowerGoal 58|PowerGoal58]] and [[#PowerGoal 60|PowerGoal60]].&lt;br /&gt;
|-&lt;br /&gt;
| DEITY &lt;br /&gt;
| Have religions in the game correspond to forces or deities and let you play one and do whatever you like, possibly restricted by your defining characteristics and geography.  &lt;br /&gt;
|[[#Bloat344|Bloat344]], [[#Bloat376|Bloat376]], [[#Bloat377|Bloat377]], [[#Bloat382|Bloat382]], [[#PowerGoal 64|PowerGoal64]], [[#PowerGoal 75|PowerGoal75]], [[#PowerGoal 82|PowerGoal82]], [[#PowerGoal 86|PowerGoal86]], [[#PowerGoal 90|PowerGoal90]], [[#PowerGoal 105|PowerGoal105]], [[#PowerGoal 109|PowerGoal109]], [[#PowerGoal 113|PowerGoal113]], [[#PowerGoal 118|PowerGoal118]], [[#PowerGoal 122|PowerGoal122]], [[#PowerGoal 125|PowerGoal125]], [[#PowerGoal 135|PowerGoal135]], [[#PowerGoal 139|PowerGoal139]], [[#PowerGoal 141|PowerGoal141]] and [[#PowerGoal 146|PowerGoal146]].&lt;br /&gt;
|-&lt;br /&gt;
| WORLD GENERATION PARAMETERS &lt;br /&gt;
| Allow some degree of control over the world and the more sweeping aspects of play. Possibilities include control over terrain, magic, religions, random vs. stock creatures, fantasy vs. a more 'historical' (ie human) feeling. Ideally, the variability would allow you to move between standard fantasy, fairy tales, mythic fantasy and gothic fantasy, for example. If there are concepts like planes or dimensions implemented, you'd have control over that as well. You could also set the mood -- there's no reason the game needs to be violent at all, for example, assuming the rest of the game can carry it at that point. The world could be generated completely underwater or with no water at all. You could be the first or last sentient creature. There are lots of ways this could go.  &lt;br /&gt;
| [[#Bloat150|Bloat150]], [[#Bloat217|Bloat217]] and [[#PowerGoal 125|PowerGoal125]].&lt;br /&gt;
|-&lt;br /&gt;
| TERRAIN/WEATHER/SWIMMING/FLYING/BOATS &lt;br /&gt;
| Boats of some kind might go in early to make different regions more accessible, but you won't be able to be a pirate or an undersea civ for quite a while. Rivers freeze with daily temperatures instead of seasonal temperatures. Realize river and ocean squares when you visit them (forcing town layouts to adapt). Realize interesting canyons and so on in such areas. Track hurricanes and other major storm/disasters, in-game and during world gen. Thunderstorms with lightning strikes (with corresponding lighting effects) and hail. Levels of rainfall. Eating snow, making snowballs and picking up hail during and after hail storms. Tornados with wind flows that push items, projectiles and creatures. Proper eclipse modeling. Tides, deep oceans and pearl-diving, etc. More intricate interplay between cliff faces, inner rivers and outer rivers, using Z coord and waterfalls.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| PLANES &lt;br /&gt;
| Once it's all established, you can make regions arbitrarily strange, and you make a lot of them. The real chore here is allowing multiple world maps to be active in one way or another and to allow game elements to move between them. It would be a headache to program, but it would add a lot to the game.  &lt;br /&gt;
|[[#PowerGoal 81|PowerGoal81]].&lt;br /&gt;
|-&lt;br /&gt;
| EDITORS &lt;br /&gt;
| Draw your own region maps, create your own towns, creatures, items, start situations, etc. For example, you could create Earth at various time periods (or an amalgamation of various time periods).&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| AND MORE, AND WORSE &lt;br /&gt;
| I'm still too embarrassed to share every idea we had... The Keep and Event Horizon came up. You don't want to know.&lt;br /&gt;
|&lt;br /&gt;
|}    &lt;br /&gt;
    &lt;br /&gt;
&lt;br /&gt;
Building blocks for some of the arcs&lt;br /&gt;
&lt;br /&gt;
=Core items=&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#EFEFEF&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:10%&amp;quot;| Core-item&lt;br /&gt;
! style=&amp;quot;width:15%&amp;quot;| Name&lt;br /&gt;
! style=&amp;quot;width:10%&amp;quot;| Status&lt;br /&gt;
! style=&amp;quot;width:50%&amp;quot;| Description&lt;br /&gt;
! style=&amp;quot;width:15%&amp;quot;| Requirements&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core1&amp;quot;&amp;gt;Core1&amp;lt;/div&amp;gt;&lt;br /&gt;
| WRESTLING&lt;br /&gt;
| Completed&lt;br /&gt;
| Introduce close combat with various manuevers.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core2&amp;quot;&amp;gt;Core2&amp;lt;/div&amp;gt;&lt;br /&gt;
| ADVENTURER EATING AND DRINKING&lt;br /&gt;
| Completed&lt;br /&gt;
| Start the adventurer with food and allow them to eat and drink.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core3&amp;quot;&amp;gt;Core3&amp;lt;/div&amp;gt;&lt;br /&gt;
| CARAVANS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Use resource tracking and the adventurer travel infrastructure to set up groups of traders that go between sites. Make sure to respect the current flow of the dwarf game, though caravans will no longer be 'generated' when needed. Related to entity knowledge transfer if we are there by this time. The trading done by caravans would interface with the resource tracking system and thus be immediately available to adventurers. This includes items traded away by your dwarf fortress, although it's possible they could be abstracted a bit if they are too numerous.&lt;br /&gt;
| [[#Core38|Core38]]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core4&amp;quot;&amp;gt;Core4&amp;lt;/div&amp;gt;&lt;br /&gt;
| GROUND INTERACTIONS&lt;br /&gt;
| Completed&lt;br /&gt;
| Introduce adventurer interacting with the environment.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core5&amp;quot;&amp;gt;Core5&amp;lt;/div&amp;gt;&lt;br /&gt;
| ADVENTURER TRAVEL&lt;br /&gt;
| Completed&lt;br /&gt;
| Allow the adventurer and companions to travel between sites on the world map.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core6&amp;quot;&amp;gt;Core6&amp;lt;/div&amp;gt;&lt;br /&gt;
| BASIC ADVENTURER ENVIRONMENTAL EFFECTS&lt;br /&gt;
| Completed&lt;br /&gt;
| Things like rain, snow, temperature, sunlight. No temperature or local lighting effects yet.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core7&amp;quot;&amp;gt;Core7&amp;lt;/div&amp;gt;&lt;br /&gt;
| CONVERSATIONS&lt;br /&gt;
| Completed&lt;br /&gt;
| Add the ability to talk to other creatures in adventure mode.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core8&amp;quot;&amp;gt;Core8&amp;lt;/div&amp;gt;&lt;br /&gt;
| ADVENTURER SHOPS&lt;br /&gt;
| Completed&lt;br /&gt;
| Basic buying and selling of objects in adventure mode.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core9&amp;quot;&amp;gt;Core9&amp;lt;/div&amp;gt;&lt;br /&gt;
| TOWNS&lt;br /&gt;
| Completed&lt;br /&gt;
| Add basic town maps to adventure mode, making use of the Z coordinate to do basements and second stories.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core10&amp;quot;&amp;gt;Core10&amp;lt;/div&amp;gt;&lt;br /&gt;
| OO CODE UPDATE&lt;br /&gt;
| Completed&lt;br /&gt;
| Update all of the major code objects to C++.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core11&amp;quot;&amp;gt;Core11&amp;lt;/div&amp;gt;&lt;br /&gt;
| ENEMY PETS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Can give the leaders creatures depending on their personal likes, race, the entity definition and the local available wilderness populations. These pets can have names and profiles like regular creatures. Can co-opt some of the behavior from dwarven pet owners.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core12&amp;quot;&amp;gt;Core12&amp;lt;/div&amp;gt;&lt;br /&gt;
| END GAME&lt;br /&gt;
| Completed&lt;br /&gt;
| Handled dwarf mode end game.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core13&amp;quot;&amp;gt;Core13&amp;lt;/div&amp;gt;&lt;br /&gt;
| BEAST ATTACKS&lt;br /&gt;
| Completed&lt;br /&gt;
| Have the larger beasts that live in the caves attack your fortress during dwarf mode.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core14&amp;quot;&amp;gt;Core14&amp;lt;/div&amp;gt;&lt;br /&gt;
| FIRE&lt;br /&gt;
| Completed&lt;br /&gt;
| Have items catch on fire. Fire spreads. Trees outside can catch fire. Creatures catch on fire when appropriate. Items become damaged. Very hot metal objects can melt, and they can melt over characters carrying them, using the same &amp;quot;contaminant&amp;quot; system that currently handles poison injections.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core15&amp;quot;&amp;gt;Core15&amp;lt;/div&amp;gt;&lt;br /&gt;
| PRESENTATION OF ENEMY LEADERS AND OTHER IMPORTANT FIGURES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Enemy leader play an important part in creating a story around otherwise by-the-numbers conflicts that can occur, so the leaders can afford to be presented in such a way that you as the player can learn something about their background, motivations and appearance without digging around in the legends screen. There can be a variety of mechanisms for this. Diplomats and others that visit your fortress could afford the same treatment, as well as the people you talk to and about in adventure mode conversations, etc.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core16&amp;quot;&amp;gt;Core16&amp;lt;/div&amp;gt;&lt;br /&gt;
| END GAME 2&lt;br /&gt;
| Completed&lt;br /&gt;
| Additional dwarf mode end game.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core17&amp;quot;&amp;gt;Core17&amp;lt;/div&amp;gt;&lt;br /&gt;
| LEGENDS&lt;br /&gt;
| Completed&lt;br /&gt;
| Introduce the legends screen, historical events and historical figures.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core18&amp;quot;&amp;gt;Core18&amp;lt;/div&amp;gt;&lt;br /&gt;
| INTERFACE KEYS&lt;br /&gt;
| Completed&lt;br /&gt;
| Put the interface keys in editable files.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core19&amp;quot;&amp;gt;Core19&amp;lt;/div&amp;gt;&lt;br /&gt;
| TUTORIALS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Set up small tutorial files that you can load up. These would have text instructions and little activities for you to do so you can learn how to play more easily.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core20&amp;quot;&amp;gt;Core20&amp;lt;/div&amp;gt;&lt;br /&gt;
| TITLE MOVIES&lt;br /&gt;
| Completed&lt;br /&gt;
| Do the intro movies with sound.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core21&amp;quot;&amp;gt;Core21&amp;lt;/div&amp;gt;&lt;br /&gt;
| SOUND&lt;br /&gt;
| (Future)&lt;br /&gt;
| Make all music/sounds optional, in groups. More songs (possibly seasonal), incidental music (like spotting the first kobold in a cave, etc.), various combat type sounds and ambient sounds, pleasing interface clicks.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core22&amp;quot;&amp;gt;Core22&amp;lt;/div&amp;gt;&lt;br /&gt;
| ADVISORS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Either some kind of abstract advisors, or the actual dwarves that are living there. They can look over the state of the fortress and come up with some suggestions to help you survive and advance up the noble chain.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core23&amp;quot;&amp;gt;Core23&amp;lt;/div&amp;gt;&lt;br /&gt;
| THE MANUAL&lt;br /&gt;
| Completed&lt;br /&gt;
| Do all of the sections of a basic manual to be viewed in-game.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core24&amp;quot;&amp;gt;Core24&amp;lt;/div&amp;gt;&lt;br /&gt;
| ADVENTURER PARTIES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Create up to, say, 6 characters at once. These are controlled as with the dwarven raiding parties. If the scenarios are in, it can generate historical connections that explain why they are together. Could give your group a name, like the dwarf squads, and non-players could be admitted, as in the standard adventure mode 'join' option.&lt;br /&gt;
| [[#Core61|Core61]]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core25&amp;quot;&amp;gt;Core25&amp;lt;/div&amp;gt;&lt;br /&gt;
| PLOT CLEANUP&lt;br /&gt;
| Completed&lt;br /&gt;
| The dwarf mode used to have some fixed plot events, like an attack by an undead army and so on. These were excised, but there's a lot of associated cleanup needed. Once this is established, the game will be ready for armies.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core26&amp;quot;&amp;gt;Core26&amp;lt;/div&amp;gt;&lt;br /&gt;
| OVERLAND ARMIES ATTACKS&lt;br /&gt;
| (Future)&lt;br /&gt;
| The invasions by various creatures should no longer generate soldiers, but should use overland armies instead. There should be some AI limits in place to stop early dwarven outposts from being overwhelmed (at least as a default).&lt;br /&gt;
| [[#Core25|Core25]], [[#Core45|Core45]]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core27&amp;quot;&amp;gt;Core27&amp;lt;/div&amp;gt;&lt;br /&gt;
| ARMIES OF DWARVES&lt;br /&gt;
| (Future)&lt;br /&gt;
| You should be able to send patrols (and, as you get more dwarves, armies) out over the world map. They could attack smaller nearby threats, such as a kobold cave, or let you know about incoming invasions.&lt;br /&gt;
| [[#Core26|Core26]]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core28&amp;quot;&amp;gt;Core28&amp;lt;/div&amp;gt;&lt;br /&gt;
| CONTROL OF TERRITORY AND EXTERNAL LOCATIONS&lt;br /&gt;
| (Future)&lt;br /&gt;
| As your fortress expands into a barony, county and duchy, these words should attain some meaning with regards to the surrounding lands. Additional outposts/villages/work camps might be founded under your control, but out of the playable view, providing local trade and a further population pool for warfare and other endeavors. The scope is undecided, but this might include typical mountainside outposts, dwarf/human/mixed villages nearby in other biomes, or deeper sites that you found in tunnels that you carve via the next core item.&lt;br /&gt;
| [[#Core29|Core29]], [[#Bloat172|Bloat172]]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core29&amp;quot;&amp;gt;Core29&amp;lt;/div&amp;gt;&lt;br /&gt;
| EXTERNAL CONSTRUCTIONS&lt;br /&gt;
| (Future)&lt;br /&gt;
| World map roads, bridges, walls and tunnels shouldn't just be products of world generation. You should be able to dispatch dwarves and materials to accomplish these tasks (though the amount of material used in a typical world generation road would virtually prohibit doing this as it currently stands, so something has to change).&lt;br /&gt;
| [[#Core28|Core28]]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core30&amp;quot;&amp;gt;Core30&amp;lt;/div&amp;gt;&lt;br /&gt;
| KINGDOM&lt;br /&gt;
| (Future)&lt;br /&gt;
| If you manage to get the monarch of the dwarves to arrive, you should obtain at least indirect control over the entire corresponding dwarven civilization. This includes the movement of all dwarven armies on the map and the ability to make the most important diplomatic decisions.&lt;br /&gt;
| [[#Core28|Core28]]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core31&amp;quot;&amp;gt;Core31&amp;lt;/div&amp;gt;&lt;br /&gt;
| MAPS FOR SITES&lt;br /&gt;
| Completed&lt;br /&gt;
| Caves and goblin fortress maps.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core32&amp;quot;&amp;gt;Core32&amp;lt;/div&amp;gt;&lt;br /&gt;
| STARTING QUESTS&lt;br /&gt;
| Completed&lt;br /&gt;
| Set up asking about surroundings, basic quests and town defense.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core33&amp;quot;&amp;gt;Core33&amp;lt;/div&amp;gt;&lt;br /&gt;
| SERVING YOUR MONARCH&lt;br /&gt;
| (Future)&lt;br /&gt;
| Once you have an outside village (or even before), you could receive orders from the dwarven leader to serve up some of your population as troops. If the soldier is one of your familiar fortress units, you could control them in any future army fights later in that game, or you might control an entire squad if more of your soldiers were drafted.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core34&amp;quot;&amp;gt;Core34&amp;lt;/div&amp;gt;&lt;br /&gt;
| ABANDONMENT&lt;br /&gt;
| Completed&lt;br /&gt;
| Preserved dwarves when you abandon a game in an 'army' for later use.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core35&amp;quot;&amp;gt;Core35&amp;lt;/div&amp;gt;&lt;br /&gt;
| DWARF RAIDS&lt;br /&gt;
| (Future)&lt;br /&gt;
| If you send one of your patrols to attack a site, and it is small enough, you should be able to control the units individually, as in adventure mode. If your group is large, then you could either control one squad as a party, and have the others on AI, or you could let the whole thing run real-time as in dwarf mode.&lt;br /&gt;
| [[#Core27|Core27]]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core36&amp;quot;&amp;gt;Core36&amp;lt;/div&amp;gt;&lt;br /&gt;
| BURROWS&lt;br /&gt;
| (Future)&lt;br /&gt;
| You should be able to associate buildings and dwarves to areas called burrows. A dwarf would only work on jobs at its burrow, and could not haul between burrows unless specifically designated to do so. Miners, outside workers, engravers and so on would be exempt while doing those jobs. Burrows could have general goals for the amount of objects, such as bins, that they need to have, and you could order transfers between burrows with the manager. Manager work orders could specify burrows. Once your fortress is large, having such a system to reduce the amount of hauling is very important. Coupled with some of the other ideas, large fortresses should become easier to manage.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core37&amp;quot;&amp;gt;Core37&amp;lt;/div&amp;gt;&lt;br /&gt;
| RETIREMENT&lt;br /&gt;
| Completed&lt;br /&gt;
| Add the ability to retire (or rest) your adventurer in any town.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core38&amp;quot;&amp;gt;Core38&amp;lt;/div&amp;gt;&lt;br /&gt;
| SITE RESOURCES&lt;br /&gt;
| (Future)&lt;br /&gt;
| The objects at a site need to be tracked in an abstract form so that the world can use them without loading up the site files. The different profession holders working at a town in world-gen and then during play should be able to produce and use resources based on these stockpiles and local map propertioes. Any changes could be applied to existing site files retroactively when they are loaded. Stores should restock their inventories. The objects need to be separated based on the entity that owns them, since several entities can potentially operate at one site.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core39&amp;quot;&amp;gt;Core39&amp;lt;/div&amp;gt;&lt;br /&gt;
| END GAME 3&lt;br /&gt;
| Completed&lt;br /&gt;
| Additional handling of dwarf mode end game.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core40&amp;quot;&amp;gt;Core40&amp;lt;/div&amp;gt;&lt;br /&gt;
| MONSTERS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Dragon attacks need to be more righteous. Their flying needs to be more of a benefit. Snatching and dropping people should be possible. Would also be good to get the wizards and undead armies from the old fixed-plot stuff back into the mix. There was a time when the dead dwarves and pets would suddenly rise in your fortress, due to a plot event. That might have to wait for magic.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core41&amp;quot;&amp;gt;Core41&amp;lt;/div&amp;gt;&lt;br /&gt;
| TOWN, HOME AND SCHEDULES&lt;br /&gt;
| Completed&lt;br /&gt;
| People in towns should have families and they should live in locations together. People should have a rough idea of where they should be over the course of the day. The peasants should need to eat and sleep, but for now they'll be well provided for. Many of the armed people in the town should be guards that won't join you.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core42&amp;quot;&amp;gt;Core42&amp;lt;/div&amp;gt;&lt;br /&gt;
| TOWN, ITEMS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Basic items all around the town, including differentiations between the homes of various people. Keys. Clothes, outfits, uniforms and symbols. Workshops/etc. in towns related to professions, trade and resources.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core43&amp;quot;&amp;gt;Core43&amp;lt;/div&amp;gt;&lt;br /&gt;
| TOWN, IMPORTANT LOCATIONS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Make the important people stay in relevant locations. Make the keep in the capital more interesting. Interesting adornments. Add a bit more culture to the mead hall where the mayor and drunks stay.&lt;br /&gt;
| [[#Core42|Core42]]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core44&amp;quot;&amp;gt;Core44&amp;lt;/div&amp;gt;&lt;br /&gt;
| OVERLAND TOWN MIGRANTS&lt;br /&gt;
| Completed&lt;br /&gt;
| If towns become depopulated (by an adventurer perhaps!), migrants can appear on map edges or seashores from seas adjacent to map edges. These groups can enter towns and join with existing towns (possibly at a low allegiance level). You can meet these groups in adventure mode.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core45&amp;quot;&amp;gt;Core45&amp;lt;/div&amp;gt;&lt;br /&gt;
| CIVILIZATIONS AT WAR&lt;br /&gt;
| (Future)&lt;br /&gt;
| Civilizations (for example, goblins or expansionist humans) should be able to declare war on each other and raise armies. They can send messengers to outlying towns or gather soldiers as they march from town to town toward their destinations.&lt;br /&gt;
| [[#Core44|Core44]]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core46&amp;quot;&amp;gt;Core46&amp;lt;/div&amp;gt;&lt;br /&gt;
| ARMY BATTLES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Hostile armies that meet each other should be able to fight and take losses. Armies should be able to attack towns, take captive historical figures, and switch towns to new allegiances over time. Does not include protracted sieges, tactics or strategy -- just the basics. An adventurer at the site of an army battle can observe it.&lt;br /&gt;
| [[#Core45|Core45]]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core47&amp;quot;&amp;gt;Core47&amp;lt;/div&amp;gt;&lt;br /&gt;
| CLEANING HISTORY&lt;br /&gt;
| Completed&lt;br /&gt;
| Unimportant dead historical figures should be abstracted away to save space.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core48&amp;quot;&amp;gt;Core48&amp;lt;/div&amp;gt;&lt;br /&gt;
| SEAMLESS MAP&lt;br /&gt;
| Completed&lt;br /&gt;
| The adventurer should be able to move between areas of the map from the local view without having to leave from an edge. Current sites should respect this.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core49&amp;quot;&amp;gt;Core49&amp;lt;/div&amp;gt;&lt;br /&gt;
| FULL Z AXIS&lt;br /&gt;
| Completed&lt;br /&gt;
| The Z-axis should be supported in dwarf mode and elevations should be respected in adventure mode.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core50&amp;quot;&amp;gt;Core50&amp;lt;/div&amp;gt;&lt;br /&gt;
| TILESET SUPPORT&lt;br /&gt;
| (Future)&lt;br /&gt;
| Allow graphical tiles to be used for all game objects.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core51&amp;quot;&amp;gt;Core51&amp;lt;/div&amp;gt;&lt;br /&gt;
| SIZEABLE GAME WINDOW&lt;br /&gt;
| (Future)&lt;br /&gt;
| Allow the resizing of the game windows, and possibly the support of variable width fonts to allow more text to be displayed.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core52&amp;quot;&amp;gt;Core52&amp;lt;/div&amp;gt;&lt;br /&gt;
| INTERFACE OVERHAUL&lt;br /&gt;
| (Future)&lt;br /&gt;
| A coherent interface, additional options and mouse support.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core53&amp;quot;&amp;gt;Core53&amp;lt;/div&amp;gt;&lt;br /&gt;
| MORE RAW FILES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Everything should be moved out of the code and into the raw folders, insofar as the processor will allow it. There needs to be a generalized framework for things like plant and animal related materials and products. Not all of the building types will make it out, but workshop and furnace types are certainly good candidates.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core54&amp;quot;&amp;gt;Core54&amp;lt;/div&amp;gt;&lt;br /&gt;
| TRANSLATION SUPPORT&lt;br /&gt;
| (Future)&lt;br /&gt;
| Announcements and other interface text needs to come out of the game and be placed in an editable format to support any potential translators, though current font implementations restrict this process at the moment if non-ASCII characters are to be involved.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core55&amp;quot;&amp;gt;Core55&amp;lt;/div&amp;gt;&lt;br /&gt;
| LIGHTING&lt;br /&gt;
| (Future)&lt;br /&gt;
| This is essentially the old lighting dev item, upgraded, since it's important that proper lighting, vision, torches, etc. are recognized. The most necessary parts are making vision depending on the lighting of the location in question rather than where you are standing and adding some means of producing light (torches, candles, etc).&lt;br /&gt;
| [[#Req96|Req96]]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core56&amp;quot;&amp;gt;Core56&amp;lt;/div&amp;gt;&lt;br /&gt;
| IMPROVED FORTRESS TRANSPORTATION&lt;br /&gt;
| (Future)&lt;br /&gt;
| Though there's always going to be room for improvement here, some basics are needed the first version. Work animals, carts or wheelbarrows, perhaps some more mechanical options, and the ability to organize stockpiles, workshops and other elements of the fortress so that transport of items can be done with less pain.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core57&amp;quot;&amp;gt;Core57&amp;lt;/div&amp;gt;&lt;br /&gt;
| IMPROVED FORTRESS AUTOMATION AND WORKSHOP HANDLING&lt;br /&gt;
| (Future)&lt;br /&gt;
| As with transportation, the goal itself is pretty open-ended, but certain basics goals need to be reached for v1. Ability to use specific materials more easily, job priorities, better automatic job creation via manager triggers etc., and whatever else is deemed essential.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core58&amp;quot;&amp;gt;Core58&amp;lt;/div&amp;gt;&lt;br /&gt;
| DOCUMENTATION&lt;br /&gt;
| (Future)&lt;br /&gt;
| The in-game documentation is dire -- not quite like the Dire Wolf of the Pleistocene, but more like a &amp;quot;dire economic forecast&amp;quot;. Any of manual improvements, context-based help with the mouse, or an in-game encyclopedia might make the game more accessible, along with tutorials and more graphical options.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core59&amp;quot;&amp;gt;Core59&amp;lt;/div&amp;gt;&lt;br /&gt;
| LOVE AND ROMANCE&lt;br /&gt;
| (Future)&lt;br /&gt;
| Though some of the dialog is likely to be an entertaining trainwreck, especially if coupled with a random poem generator (yes, that's a threat), love of all sorts is very important for driving stories and situations and needs to come in all over the place -- world generation, the world during play, dwarf mode and adventure mode.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core60&amp;quot;&amp;gt;Core60&amp;lt;/div&amp;gt;&lt;br /&gt;
| HEIRS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Having playable heirs in adventure mode would be fun. Dwarves should also do a bit more for their children than sometimes running to pick them up when they are crawling toward the magma vent as infants, and the notion of the family in general could afford to have more impact on the game.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core61&amp;quot;&amp;gt;Core61&amp;lt;/div&amp;gt;&lt;br /&gt;
| ADVENTURER ENTITIES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Your adventuring group deserves entity status, as it's quite possibly one of the most important groups in all of history. This will activate all of the entity vs. entity and individual vs. entity mechanics in the game and allow you to establish your place in the world as army/entity changes allow you to delegate orders to subordinates and so on. It would be possible for the group to persist between games and adventurers, perhaps even harassing a new fortress when bandits are put in.&lt;br /&gt;
| [[#Core24|Core24]]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core62&amp;quot;&amp;gt;Core62&amp;lt;/div&amp;gt;&lt;br /&gt;
| FURTHER DIPLOMACY&lt;br /&gt;
| (Future)&lt;br /&gt;
| Diplomacy in dwarf mode could afford a lot of changes. Aside from trade agreements that are more interesting, fun to uphold and related to the state of the world, all sorts of relationships could be established with both neighboring civilizations and the parent civilization. Though we'll leave quite a bit of work for later versions, the system should be satisfying for version 1 as it merges with the caravan arc, wars, tribute and succession conflicts described in other v1 dev items.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core63&amp;quot;&amp;gt;Core63&amp;lt;/div&amp;gt;&lt;br /&gt;
| SUCCESSION, ASSOCIATED CONFLICTS AND SCHISMS&lt;br /&gt;
| (Future)&lt;br /&gt;
| First of all, succession for positions needs to occur in play, so that dead liaisons are replaced, as well as dead monarchs. Then the process needs to be made messier all around. Wars over succession, schisms over religious disagreements, etc., starting from world gen and coming into regular play. In dwarf mode, you might be involved on one side or the other, directly or indirectly, relying on more involved diplomacy and army code than we currently have, and adventure mode can also gain a lot from such conflicts.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core64&amp;quot;&amp;gt;Core64&amp;lt;/div&amp;gt;&lt;br /&gt;
| INDIVIDUAL AFFILIATIONS&lt;br /&gt;
| (Future)&lt;br /&gt;
| People in towns should be more distinct, and almost all of them should have goals that the player can help them out with. These might be based on likes and dislikes, relationships with other people in town or farther away, etc., and though they'll start in world gen it's imperative that new goals, etc. be formed as well, especially as the Life Cycles Arc comes in. Individual goals are vital to break up the AI brain-death caused by homogeneous entity affiliations and to create tension within entities that can serve to spontaneously create complicated situations. These provide useful material for adventure mode (possibly the bulk of it), and any changes beyond what already exists in dwarf mode can be adopted for your dwarves as well.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core65&amp;quot;&amp;gt;Core65&amp;lt;/div&amp;gt;&lt;br /&gt;
| ADVENTURER SITE AFFILIATIONS&lt;br /&gt;
| (Future)&lt;br /&gt;
| When you perform a task for an entity, you currently can an affiliation with it, but that's all. This needs to be expanded greatly. Not only should you be given various positions of responsibility, but you should also become accepted by the group in question and given some way of obtaining living space, equipment, pay, etc. as appropriate. It would also be good for tasks to be appropriate for the goals of the entity, and where possible, to soften the notion of a task -- if you do something that benefits a group, even if the group didn't explicitly ask for it, this should raise your standing with them in general (to the extent that the action/benefit is detectable from a technical standpoint), and a person at an appropriate position within a group should in some circumstances be able to act under their own power with entity subordinates. The primary target entities/positions here for version 1 are soldiers (either proper ones or loosely defined mead hall groups), caravan guards, bandits and religious groups.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core66&amp;quot;&amp;gt;Core66&amp;lt;/div&amp;gt;&lt;br /&gt;
| HIDDEN FUN STUFF&lt;br /&gt;
| (Future)&lt;br /&gt;
| No game is complete without it!&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core67&amp;quot;&amp;gt;Core67&amp;lt;/div&amp;gt;&lt;br /&gt;
| RUINS&lt;br /&gt;
| (Future)&lt;br /&gt;
| There used to be ruins with skeletons and zombies with architecture not found elsewhere in the world. This can be recovered in various ways, the most prominent of which is just having civilizations with different architectures bury their dead and those they die out can have proper ruins. Lost and buried ruins, as in those found at dig sites, are possible with some work. Whether or not the dead rise or there are just traps or nothing at all can also depend on all sorts of things, mainly the civilization in question and what happened to ruin it in the first place.&lt;br /&gt;
| [[#Core68|Core68]]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core68&amp;quot;&amp;gt;Core68&amp;lt;/div&amp;gt;&lt;br /&gt;
| GRAVEYARDS AND TOMBS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Right now the dead are so dead they don't exist outside of the fantastic memories of the people that have heard of them. There should be various methods of disposal, some adventure-full ones being graveyards and tombs, including large and elaborate tombs with all sorts of treasure and traps appropriate for the civilization that created them.&lt;br /&gt;
| [[#Core67|Core67]]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core69&amp;quot;&amp;gt;Core69&amp;lt;/div&amp;gt;&lt;br /&gt;
| OLD BATTLEFIELDS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Battlefields are currently referenced by their general coordinates on the world map during legends, but they don't actually exist as places. Though not all battles would leave traces, especially after a long time has passed, others would, and since this is a fantasy game, it's important to take this in various directions. The first target would be world gen battlefields, but battlefields that occur once armies are fighting need to be handled as well, whether you are present as an adventurer or dwarven army or not.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core70&amp;quot;&amp;gt;Core70&amp;lt;/div&amp;gt;&lt;br /&gt;
| FORTRESS RUINS, PRODUCTION TRACKING AND HISTORY TRIGGERS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Right now, an abandoned fortress is basically a scattered mass of crap. If any item is moved, there should at least be a plausible reason for it to happen. Additionally, since tracking too many items in fortress mode can lead to problems, one early idea was to add additional items after abandonment that would flesh out the fortress, such as production logs and diaries. These would have to be squared with reclaim, however. Depending on how that works out, the items themselves might occur during standard play instead or not at all. In any case, various facts about production and prominent (and other) artisans need to be tracked and available after sufficient poking around (or earlier should the parameters call for it, as with historical events).&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core71&amp;quot;&amp;gt;Core71&amp;lt;/div&amp;gt;&lt;br /&gt;
| BANDITS AND CULTS&lt;br /&gt;
| (Future)&lt;br /&gt;
| It's important to have groups acting on their own or generally causing trouble without necessarily belonging to an entirely different civilization. Bandits and cults are good choices to start. Bandits could harass or make demands of an early fortress, cults could spring up in a later one, and the adventurer could end up a member or an adversary.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core72&amp;quot;&amp;gt;Core72&amp;lt;/div&amp;gt;&lt;br /&gt;
| ROBUST ATTRIBUTE SYSTEM&lt;br /&gt;
| (Future)&lt;br /&gt;
| Attributes are a sad, sad placeholder right now. There should be more attributes, say those from Armok 1, and their development, to the extent that they change, should depend on use rather than random assignment. They should degrade slowly over time if left completely unused.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core73&amp;quot;&amp;gt;Core73&amp;lt;/div&amp;gt;&lt;br /&gt;
| COMBAT OVERHAUL&lt;br /&gt;
| (Future)&lt;br /&gt;
| This one is a bit vague, mostly because the Combat Arc consists of so many small changes rather than a few sweeping additions. Aside from obvious changes to projectiles and the wrestling interface, skills could afford to overlap, attributes need to be associated to skills properly, skills could become rusty and ultimately degrade as in Armok 1, new general combat related skills can be added, styles/techniques for weapon/weaponless fighting roughly along the path Armok 1 had started, etc. As a dev item, this'll be done when combat more or less makes sense.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core74&amp;quot;&amp;gt;Core74&amp;lt;/div&amp;gt;&lt;br /&gt;
| WOUND HANDLING&lt;br /&gt;
| (Future)&lt;br /&gt;
| Wounds are dull right now and lead to at least one major problem (extreme and long-lasting phantom limb pain). Proper descriptions, scarring, infections and so on are in order here.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core75&amp;quot;&amp;gt;Core75&amp;lt;/div&amp;gt;&lt;br /&gt;
| ADVENTURER GENERATION AND SCENARIOS&lt;br /&gt;
| (Future)&lt;br /&gt;
| The adventurer is quite a nebulous object at this point. There are a variety of angles that can be taken here, from weaving the adventurer fulling into their starting location's history, actually playing an existing creature in the world, creating starting scenarios that at least make sense of the adventurer's existence and/or mysterious arrival, etc.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core76&amp;quot;&amp;gt;Core76&amp;lt;/div&amp;gt;&lt;br /&gt;
| EMBARK SCENARIOS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Embarking in dwarf mode is one of the more sterile, gameish parts of the... game, and it can afford to be spruced up. Though a full take-your-wagons-from-here-to-there style embark is probably beyond the scope of version 1, at least giving the backstory for the journey and adding various game effects and alterations to starting conditions based on it would help with immersion.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core77&amp;quot;&amp;gt;Core77&amp;lt;/div&amp;gt;&lt;br /&gt;
| AGE AND POPULATION TRACKING FOR ENTITIES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Once world gen terminates, age-related deaths only occur locally and people never have children again. This needs to be corrected, especially as armies and migrants start being pulled from actual populations rather than being generated on the spot.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core78&amp;quot;&amp;gt;Core78&amp;lt;/div&amp;gt;&lt;br /&gt;
| WILDERNESS POPULATION TRACKING&lt;br /&gt;
| (Future)&lt;br /&gt;
| Wilderness population is quite limited, and worse in a few ways than it was back before the Z coordinate. This should be fixed in world gen and in regular play in all modes for all categories of wilderness or subterranean creature.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core79&amp;quot;&amp;gt;Core79&amp;lt;/div&amp;gt;&lt;br /&gt;
| COLLECTORS AND FINDING BUYERS&lt;br /&gt;
| (Future)&lt;br /&gt;
| As an extension of the dwarf mode system of likes and dislikes, you should be able to find people that are collecting objects, starting with simple objects like coins and bugs. It should also be an adventure unto itself to find a buyer for many valuable objects, if you want to get more than a local merchant would be able to provide, and news of your acquisition should keep your life interesting.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core80&amp;quot;&amp;gt;Core80&amp;lt;/div&amp;gt;&lt;br /&gt;
| ARTIFACT MAGIC&lt;br /&gt;
| (Future)&lt;br /&gt;
| An early angle on magic that should find its way into the game. Although ultimately influenced by world parameters, stock DF will likely focus on rare, unique, somewhat mysterious effects without tables, to the extent that that's possible. Some cliches are probably unavoidable, he he he. The artifact process is likely to be changed somewhat to align with this, and artifacts should be created in world-generation and elsewhere during play, though a good player artifact should still have high importance.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core81&amp;quot;&amp;gt;Core81&amp;lt;/div&amp;gt;&lt;br /&gt;
| TRIBUTE&lt;br /&gt;
| (Future)&lt;br /&gt;
| The tribute relationships established during world generation should be fleshed out there and then brought into regular play with tribute being transported across the map. These could also occur as part of dwarf mode diplomacy and dwarf mode world map play.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core82&amp;quot;&amp;gt;Core82&amp;lt;/div&amp;gt;&lt;br /&gt;
| THIEF AND SUPPORTING CAST&lt;br /&gt;
| (Future)&lt;br /&gt;
| Aside from the issues dealt with in the next dev item, a thief in adventure mode can only sell their items all the way over at the next civilization and is immediately considered a criminal throughout the original civilization, causing subsequent thefts there to be more the acts of a crazed bandit than a thief. There are lots of ways in which this should be fixed. Crimes should not immediately be tied to the adventurer, and in large enough cities, there should be enough of an underbelly to be a successful criminal without even leaving town, at least for a while. None of the existing cities are really large enough for this right now, though the most populous cities of large empires should be after the relevant dev items are complete. Whether general criminal behavior will be extended to dwarf mode, beyond what's there now, is an open question.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core83&amp;quot;&amp;gt;Core83&amp;lt;/div&amp;gt;&lt;br /&gt;
| ARREST AND PUNISHMENT&lt;br /&gt;
| (Future)&lt;br /&gt;
| The guards shouldn't just kill you. You have rights, sort of. It's important that there are jails and dungeons and executions, anyway. The guards will need to arrest you to put you into the system, and once you've been arrested there are various delicate steps that need to be performed properly for everything work out. Whatever happens in adventure mode should be tied back in to dwarf mode. If this includes beard-shaving, well, you'd better just obey the law.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core84&amp;quot;&amp;gt;Core84&amp;lt;/div&amp;gt;&lt;br /&gt;
| HUNTING AND GATHERING&lt;br /&gt;
| (Future)&lt;br /&gt;
| You need to be able to obtain food from the wilderness and perform other tasks related to processing a hunted creature's body, trading with the a town perhaps but able to survive in the wilds. More abstract hunting on the travel view needs to be roughly equivalent to hunting only on the local view. You should be able to find signs of animals to help you out, and you should be able to gather any plants you find.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core85&amp;quot;&amp;gt;Core85&amp;lt;/div&amp;gt;&lt;br /&gt;
| CHOP, DIG, BUILD!&lt;br /&gt;
| (Future)&lt;br /&gt;
| As an adventurer, chop down trees, dig channels, mine into a cliff face, build whatever structure you have the patience for. Your efforts should be saved as a proper site or at least some similar notion (whatever inns and so on along roads end up using), and the contents should remain relatively undisturbed with proper precautions.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core86&amp;quot;&amp;gt;Core86&amp;lt;/div&amp;gt;&lt;br /&gt;
| ADVANCED ADVENTURER SKILLS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Virtually every job available in dwarf mode should be available to you as an adventurer, though it might rely on town infrastructure, especially at first.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core87&amp;quot;&amp;gt;Core87&amp;lt;/div&amp;gt;&lt;br /&gt;
| PROPER DWARVES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Dwarves are, of course, proper when they are played in dwarf mode, but their sites in adventure mode are completely lacking and their society isn't really realized anywhere outside of dwarf mode play. They need to be brought up to standards throughout the world and in adventure mode. Also note, for this and the following three core items, there will be some emphasis not on just building up the stock universe, but extending modding/random possibilities for all civilizations by providing these as fleshed-out and somewhat diverse examples.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core88&amp;quot;&amp;gt;Core88&amp;lt;/div&amp;gt;&lt;br /&gt;
| PROPER ELVES&lt;br /&gt;
| (Future)&lt;br /&gt;
| As with the dwarves, the current elves, especially their sites, suffer from a lack of almost everything. Multi-tile trees, how the druids and the regional forces interact, their relationship with animals and the animal peoples, their dining habits in-game rather than just in world generation...&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core89&amp;quot;&amp;gt;Core89&amp;lt;/div&amp;gt;&lt;br /&gt;
| PROPER GOBLINS&lt;br /&gt;
| (Future)&lt;br /&gt;
| At the very least, the role of baby-snatching needs to be further sorted, and their demonic leaders should have proper world-spanning aspirations. Many of the elements of their might-makes-right ethical framework need to be fleshed out and used in actual play.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core90&amp;quot;&amp;gt;Core90&amp;lt;/div&amp;gt;&lt;br /&gt;
| PROPER KOBOLDS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Of course, this means different things to different people. To us, a proper kobold is neither a chihuahua man nor a mini-draconian, but instead sort of a small mammaloreptilian humanoid with pointy ears and yellow eyes with a penchant for trickery and mischief, context-based sublanguage, poisonous critter collection, traps and kleptomaniacal hoarding.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core91&amp;quot;&amp;gt;Core91&amp;lt;/div&amp;gt;&lt;br /&gt;
| PROPER UNDERGROUND/MAP FEATURES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Underground is currently where the stone and boring stuff and occasionally something else is. There needs to be more something else and less boring and stone, though stone might be bored. This project includes areas outside the mountains, as well as some interesting natural features in the mostly featureless above ground areas.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core92&amp;quot;&amp;gt;Core92&amp;lt;/div&amp;gt;&lt;br /&gt;
| APPEARANCE VARIABLES/DESCRIPTIONS&lt;br /&gt;
| (Future)&lt;br /&gt;
| This is especially relevant for individualizing civilized critters you meet, but important elsewhere as well, and will be the springboard for randomly-generated beasties and other stuffs.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core93&amp;quot;&amp;gt;Core93&amp;lt;/div&amp;gt;&lt;br /&gt;
| RANDOMIZED MEGABEASTS AND POWERS&lt;br /&gt;
| (Future)&lt;br /&gt;
| (Semi)megabeasts and powers can be randomly generated, in accordance with existing local belief structures or regional sphere alignments when that goes in. The degree of randomization should depend on world parameters so that stock creatures can still be used.&lt;br /&gt;
| [[#Core92|Core92]]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core94&amp;quot;&amp;gt;Core94&amp;lt;/div&amp;gt;&lt;br /&gt;
| RANDOMIZED REGIONS AND THEIR FLORA/FAUNA&lt;br /&gt;
| (Future)&lt;br /&gt;
| The current good/evil regions should be scrapped and replaced by a system that aligns a region to varying degrees with a set of spheres. In this way you could end up with a desert where the stones sing or a forest where the trees bleed, with all sorts of randomly generated creatures and plants that are appropriate to the sphere settings. It's important that randomly generated objects be introduced to the player carefully during play rather than just being thrown one after another to allow for immersion, though there's also something to be said for cold dumping the player in a world with completely random settings, provided they can access enough information by looking/listening and having conversations, etc.&lt;br /&gt;
| [[#Core92|Core92]]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core95&amp;quot;&amp;gt;Core95&amp;lt;/div&amp;gt;&lt;br /&gt;
| RANDOMIZED ENTITIES AND CIVILIZED CREATURES&lt;br /&gt;
| (Future)&lt;br /&gt;
| As a further project of random generation, an entire entity definition complete with creature definitions, items, etc. could be generated and introduced into the world. As with other random settings, the degree to which this process is used would depend on world generation parameters, and the generation procedures would be accessible through raw objects.&lt;br /&gt;
| [[#Core93|Core93]], [[#Core94|Core94]]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core96&amp;quot;&amp;gt;Core96&amp;lt;/div&amp;gt;&lt;br /&gt;
| GENERALIZED CURSES AND OTHER ALTERATIONS&lt;br /&gt;
| (Future)&lt;br /&gt;
| &amp;quot;Zombie&amp;quot; and &amp;quot;Skeleton&amp;quot; modified creatures aren't really satisfying right now, since zombies, ghosts, and so on gain some of their interest from the details surrounding the transformation and the particulars of the creature so transformed. Generalized curses and sphere-based alterations could vary from world to world and involve all sorts of changes to creatures (and other objects).&lt;br /&gt;
| [[#Core92|Core92]]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core97&amp;quot;&amp;gt;Core97&amp;lt;/div&amp;gt;&lt;br /&gt;
| IMPROVED PHRASE STORAGE&lt;br /&gt;
| (Future)&lt;br /&gt;
| The current system of storing names is not very extendable, so it needs to be altered to support later changes.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core98&amp;quot;&amp;gt;Core98&amp;lt;/div&amp;gt;&lt;br /&gt;
| BASIC GRAMMAR&lt;br /&gt;
| (Future)&lt;br /&gt;
| The abstract phrases can be realized by each of the in-game languages in vastly different ways, and a framework for this needs to be realized in the raw files.&lt;br /&gt;
| [[#Core97|Core97]]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core99&amp;quot;&amp;gt;Core99&amp;lt;/div&amp;gt;&lt;br /&gt;
| WRITING&lt;br /&gt;
| (Future)&lt;br /&gt;
| Existing objects (such as wall engravings and blades) need to be able to support writing in any of the in-game languages, and there can be associated skills/professions for this.&lt;br /&gt;
| [[#Core98|Core98]]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core100&amp;quot;&amp;gt;Core100&amp;lt;/div&amp;gt;&lt;br /&gt;
| NEW LANGUAGE ITEMS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Parchment, vellum and their buddies then books, songs, poems... all for your entertainment (and horror, if there are random poems).&lt;br /&gt;
| [[#Core99|Core99]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Reqs=&lt;br /&gt;
&lt;br /&gt;
Reqs are old bugs, additions and adjustments that have to be handled. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#EFEFEF&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:10%&amp;quot;| Req-item&lt;br /&gt;
! style=&amp;quot;width:15%&amp;quot;| Name&lt;br /&gt;
! style=&amp;quot;width:10%&amp;quot;| Status&lt;br /&gt;
! style=&amp;quot;width:50%&amp;quot;| Description&lt;br /&gt;
! style=&amp;quot;width:15%&amp;quot;| Requirements&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req1&amp;quot;&amp;gt;Req1&amp;lt;/div&amp;gt;&lt;br /&gt;
| PILE MASTERY AND TYPES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Ability to have specific item types in a pile, ability to move a specific number of items from one pile to another, etc.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req2&amp;quot;&amp;gt;Req2&amp;lt;/div&amp;gt;&lt;br /&gt;
| IMPROVED WORK ORDERS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Allow deletion of work orders, allow work orders to have different priorities and try for a balance rather than just doing them in order.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req3&amp;quot;&amp;gt;Req3&amp;lt;/div&amp;gt;&lt;br /&gt;
| TWEAK PRODUCTS OF WOOD BURNING&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req4&amp;quot;&amp;gt;Req4&amp;lt;/div&amp;gt;&lt;br /&gt;
| PAYMENT FOR STORAGE JOBS&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req5&amp;quot;&amp;gt;Req5&amp;lt;/div&amp;gt;&lt;br /&gt;
| STOP TREES FROM BEING ADJACENT&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req6&amp;quot;&amp;gt;Req6&amp;lt;/div&amp;gt;&lt;br /&gt;
| CHECK CONTAINER CONTENTS FOR EXPORT MANDATE VIOLATIONS&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req7&amp;quot;&amp;gt;Req7&amp;lt;/div&amp;gt;&lt;br /&gt;
| PARTY NOTIFICATION OPTION&lt;br /&gt;
| (Future)&lt;br /&gt;
| Option to turn off notification about dwarves organizing parties.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req8&amp;quot;&amp;gt;Req8&amp;lt;/div&amp;gt;&lt;br /&gt;
| RIVER ACTIVITY AND ATTACKS&lt;br /&gt;
| (Future)&lt;br /&gt;
| If dwarves are constantly on the shore, throwing refuse in the chasm, building bridges, etc., then attacks should be more likely. Large river attack without provocation should be very rare.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req9&amp;quot;&amp;gt;Req9&amp;lt;/div&amp;gt;&lt;br /&gt;
| RESTRAINED SLEEP&lt;br /&gt;
| (Future)&lt;br /&gt;
| People don't sleep/rest when they are chained/caged.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req10&amp;quot;&amp;gt;Req10&amp;lt;/div&amp;gt;&lt;br /&gt;
| CARETAKER WELL USE&lt;br /&gt;
| Completed&lt;br /&gt;
| Caretakers seeking water should be able to use wells.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req11&amp;quot;&amp;gt;Req11&amp;lt;/div&amp;gt;&lt;br /&gt;
| IMPROVED RESCUE&lt;br /&gt;
| (Future)&lt;br /&gt;
| People should try to recover the wounded with more zeal, rather than just stopping to eat when they are a little hungry.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req12&amp;quot;&amp;gt;Req12&amp;lt;/div&amp;gt;&lt;br /&gt;
| WRESTLE TARGET PROBLEMS&lt;br /&gt;
| Completed&lt;br /&gt;
| A creature normally targets anybody wrestling with it, but this should be toned down properly for melee training.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req13&amp;quot;&amp;gt;Req13&amp;lt;/div&amp;gt;&lt;br /&gt;
| WINTER CAVE RIVER&lt;br /&gt;
| Completed&lt;br /&gt;
| (Obsolete) The cave water should dry up during the winter to allow you to repair your floodgate systems and so on.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req14&amp;quot;&amp;gt;Req14&amp;lt;/div&amp;gt;&lt;br /&gt;
| OUTSIDE LAVA BLOCKING&lt;br /&gt;
| Completed&lt;br /&gt;
| Units shouldn't attempt to enter the map if you've blocked it off with lava.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req15&amp;quot;&amp;gt;Req15&amp;lt;/div&amp;gt;&lt;br /&gt;
| LAVA AND TREES&lt;br /&gt;
| Completed&lt;br /&gt;
| Lava flow should destroy trees, although this might wait for fire and the tree could catch fire first.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req16&amp;quot;&amp;gt;Req16&amp;lt;/div&amp;gt;&lt;br /&gt;
| REMOVE PUBLIC CHEST/CABINETS&lt;br /&gt;
| Completed&lt;br /&gt;
| This is part of the swap over to the bin system.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req17&amp;quot;&amp;gt;Req17&amp;lt;/div&amp;gt;&lt;br /&gt;
| AJAR DEFAULT DOOR SETTING&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req18&amp;quot;&amp;gt;Req18&amp;lt;/div&amp;gt;&lt;br /&gt;
| ARMOR-CLOTHING CONFLICTS, RACK/STAND USE/PILES&lt;br /&gt;
| (Future)&lt;br /&gt;
| People had trouble changing from armor to clothing or back because they'd be made unhappy by nakedness. These thoughts are currently turned off. In general, how armor (and weapons) are handled is due to be modified. Specific soldiers can claim their own racks and stands, and piles and bins can be used for general storage of the excess.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req19&amp;quot;&amp;gt;Req19&amp;lt;/div&amp;gt;&lt;br /&gt;
| TARGETING PROBLEM&lt;br /&gt;
| Completed&lt;br /&gt;
| Champions didn't seem to want to target anything.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req20&amp;quot;&amp;gt;Req20&amp;lt;/div&amp;gt;&lt;br /&gt;
| PILE CHECKING&lt;br /&gt;
| (Future)&lt;br /&gt;
| People should seek possessions in bins/piles before the economy starts. They used to do this with chests, so that they could wear little baubles they like, but since we changed over to bins they don't do it anymore.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req21&amp;quot;&amp;gt;Req21&amp;lt;/div&amp;gt;&lt;br /&gt;
| BODYGUARDS LEAVING&lt;br /&gt;
| (Future)&lt;br /&gt;
| Sometimes merchant bodyguards will wait a long time to leave after everybody else in the caravan has already departed. They should just leave.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req22&amp;quot;&amp;gt;Req22&amp;lt;/div&amp;gt;&lt;br /&gt;
| HAULING PROFESSION&lt;br /&gt;
| (Future)&lt;br /&gt;
| New profession for pile hauling. This is part of burrows. It will allow you to leave hauling on for your artisans, so that they can do some local hauling, while leaving longer hauls to specific dwarves.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req23&amp;quot;&amp;gt;Req23&amp;lt;/div&amp;gt;&lt;br /&gt;
| USE GROUNDING TO CURE TRAFFIC JAMS&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req24&amp;quot;&amp;gt;Req24&amp;lt;/div&amp;gt;&lt;br /&gt;
| TRANSFER PILES&lt;br /&gt;
| (Future)&lt;br /&gt;
| You should be able to place piles that have no default item types associated to them. Then you can use some of the other reqs to transfer specific items through these piles, branching off to other burrows and so on.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req25&amp;quot;&amp;gt;Req25&amp;lt;/div&amp;gt;&lt;br /&gt;
| TANTRUM THROWS&lt;br /&gt;
| Completed&lt;br /&gt;
| Thrown tantrum objects don't hit other friendlies, but they should.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req26&amp;quot;&amp;gt;Req26&amp;lt;/div&amp;gt;&lt;br /&gt;
| SLEEPING THROUGH TANTRUMS&lt;br /&gt;
| Completed&lt;br /&gt;
| Tantrums/berserking are maintained while the dwarf sleeps. This is inappropriate. Berserk dwarves shouldn't even be able to sleep.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req27&amp;quot;&amp;gt;Req27&amp;lt;/div&amp;gt;&lt;br /&gt;
| IMPROVED WORKSHOP INTERFACES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Many workshops should give you the option to choose which material, plant etc. you'd like to use, rather than just picking the closest one.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req28&amp;quot;&amp;gt;Req28&amp;lt;/div&amp;gt;&lt;br /&gt;
| CHASMING REFUSE&lt;br /&gt;
| Completed&lt;br /&gt;
| They used to throw refuse in the chasm. Now they don't. They should.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req29&amp;quot;&amp;gt;Req29&amp;lt;/div&amp;gt;&lt;br /&gt;
| SOLDIER PROFILES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Entity definitions should track what kinds of soldiers the civilization uses (they currently track weapon types, which is part of the picture). Reintroduce goblin lashers with scourges and make sure every adventurer skill choice yields the correct equipment.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req30&amp;quot;&amp;gt;Req30&amp;lt;/div&amp;gt;&lt;br /&gt;
| MORE TRADE GOODS&lt;br /&gt;
| Completed&lt;br /&gt;
| Access to more items during trading, including weapons, armor, clothing, toys, instruments, lumber (for no-tree sites) and so on.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req31&amp;quot;&amp;gt;Req31&amp;lt;/div&amp;gt;&lt;br /&gt;
| EXPAND AVAILABLE EQUIPMENT FOR SETTLERS&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req32&amp;quot;&amp;gt;Req32&amp;lt;/div&amp;gt;&lt;br /&gt;
| SKILL SYNERGY&lt;br /&gt;
| (Future)&lt;br /&gt;
| Have some skills give bonuses to other skills.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req33&amp;quot;&amp;gt;Req33&amp;lt;/div&amp;gt;&lt;br /&gt;
| SMARTER ENGRAVER&lt;br /&gt;
| Completed&lt;br /&gt;
| Make engraver use the dig code to select the next square to detail. They currently do this after wall jobs, but not floor jobs.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req34&amp;quot;&amp;gt;Req34&amp;lt;/div&amp;gt;&lt;br /&gt;
| SHODDY ITEMS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Shoddy items from low skill craftsdwarves. These can have various malfunctions and so on, especially things like crossbows.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req35&amp;quot;&amp;gt;Req35&amp;lt;/div&amp;gt;&lt;br /&gt;
| SHODDY START ITEMS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Shoddy items for low skill settlers.&lt;br /&gt;
| [[#Req34|Req34]]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req36&amp;quot;&amp;gt;Req36&amp;lt;/div&amp;gt;&lt;br /&gt;
| INIT BUG&lt;br /&gt;
| Completed&lt;br /&gt;
| Potential initialization problem for dwarf mode if previous games have been played.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req37&amp;quot;&amp;gt;Req37&amp;lt;/div&amp;gt;&lt;br /&gt;
| TRIGGER LINK INTERFACE&lt;br /&gt;
| (Future)&lt;br /&gt;
| It could be more clear about what you are linking to and what it will do.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req38&amp;quot;&amp;gt;Req38&amp;lt;/div&amp;gt;&lt;br /&gt;
| JOB INFORMATION RETENTION&lt;br /&gt;
| (Future)&lt;br /&gt;
| Let jobs keep more information when a worker quits for purposes unrelated to the job. This way goods that are in use won't first be brought back to the storage piles.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req39&amp;quot;&amp;gt;Req39&amp;lt;/div&amp;gt;&lt;br /&gt;
| AXES FOR WOODCUTTERS&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req40&amp;quot;&amp;gt;Req40&amp;lt;/div&amp;gt;&lt;br /&gt;
| IMPROVED OUTPOST LIAISON&lt;br /&gt;
| Completed&lt;br /&gt;
| Liaison should come earlier and be more useful.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req41&amp;quot;&amp;gt;Req41&amp;lt;/div&amp;gt;&lt;br /&gt;
| BUILDING CONSTRUCTION ITEM SELECTION&lt;br /&gt;
| Completed&lt;br /&gt;
| There are some requests for the items you select for buildings to be listed by distance from the build site. Others want items grouped by material, or simply to have material lists with numbers of items available.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req42&amp;quot;&amp;gt;Req42&amp;lt;/div&amp;gt;&lt;br /&gt;
| STOP JOB RESUME WHEN UNDER ATTACK&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req43&amp;quot;&amp;gt;Req43&amp;lt;/div&amp;gt;&lt;br /&gt;
| MOVIE MAKER INTERFACE&lt;br /&gt;
| (Future)&lt;br /&gt;
| Put fast-forward back in, some other tweaks.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req44&amp;quot;&amp;gt;Req44&amp;lt;/div&amp;gt;&lt;br /&gt;
| JOB ASSIGN OPTIMIZATION&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req45&amp;quot;&amp;gt;Req45&amp;lt;/div&amp;gt;&lt;br /&gt;
| TARGET OPTIMIZATION&lt;br /&gt;
| Completed&lt;br /&gt;
| (Obsolete) There are some ways to make this code faster. The overall impact would be slight.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req46&amp;quot;&amp;gt;Req46&amp;lt;/div&amp;gt;&lt;br /&gt;
| JOB AMOUNT ABUSE&lt;br /&gt;
| (Future)&lt;br /&gt;
| Make sure jobs don't abuse the amount of resource vs. amount of output. This problem used to be worse, but it still exists.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req47&amp;quot;&amp;gt;Req47&amp;lt;/div&amp;gt;&lt;br /&gt;
| GENERAL CHASMING OF ITEMS&lt;br /&gt;
| Completed&lt;br /&gt;
| Once they throw refuse in the chasm again, you should be able to designate any object for disposal.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req48&amp;quot;&amp;gt;Req48&amp;lt;/div&amp;gt;&lt;br /&gt;
| NO RECORD&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req49&amp;quot;&amp;gt;Req49&amp;lt;/div&amp;gt;&lt;br /&gt;
| POUR BUCKETS INTO BARRELS&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req50&amp;quot;&amp;gt;Req50&amp;lt;/div&amp;gt;&lt;br /&gt;
| ERRANT BLOOD PLACEMENT&lt;br /&gt;
| Completed&lt;br /&gt;
| In adventure mode, when in a dwarf fortress, blood can get added to squares off your viewable level sometimes.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req51&amp;quot;&amp;gt;Req51&amp;lt;/div&amp;gt;&lt;br /&gt;
| OVER-POWERED TANTRUMS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Damaging certain buildings is too easy.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req52&amp;quot;&amp;gt;Req52&amp;lt;/div&amp;gt;&lt;br /&gt;
| NO RECORD&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req53&amp;quot;&amp;gt;Req53&amp;lt;/div&amp;gt;&lt;br /&gt;
| NO RECORD&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req54&amp;quot;&amp;gt;Req54&amp;lt;/div&amp;gt;&lt;br /&gt;
| FOCUS 3D&lt;br /&gt;
| (Future)&lt;br /&gt;
| Focus should respect z-coord. Focus is what tells the game you can be hit from behind.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req55&amp;quot;&amp;gt;Req55&amp;lt;/div&amp;gt;&lt;br /&gt;
| NO RECORD&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req56&amp;quot;&amp;gt;Req56&amp;lt;/div&amp;gt;&lt;br /&gt;
| NO RECORD&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req57&amp;quot;&amp;gt;Req57&amp;lt;/div&amp;gt;&lt;br /&gt;
| NO RECORD&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req58&amp;quot;&amp;gt;Req58&amp;lt;/div&amp;gt;&lt;br /&gt;
| SOLDIERS ON TOP OF MILITARY SCREEN&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req59&amp;quot;&amp;gt;Req59&amp;lt;/div&amp;gt;&lt;br /&gt;
| COLOR ON UNIT SCREEN&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req60&amp;quot;&amp;gt;Req60&amp;lt;/div&amp;gt;&lt;br /&gt;
| BLOCK EXPLANATIONS&lt;br /&gt;
| Completed&lt;br /&gt;
| Can't tell what's blocking you when are blocked going down dwarf stairs.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req61&amp;quot;&amp;gt;Req61&amp;lt;/div&amp;gt;&lt;br /&gt;
| INVASION AFTER-EFFECTS&lt;br /&gt;
| (Future)&lt;br /&gt;
| If your fortress is attacked and overcome, it could be looted. The way in which the invading army stays is currently very haphazard.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req62&amp;quot;&amp;gt;Req62&amp;lt;/div&amp;gt;&lt;br /&gt;
| SITE CLIFF DEFINITION&lt;br /&gt;
| Completed&lt;br /&gt;
| There are a few places in the code where the game still assumes there is a cliff face present. This isn't appropriate for human towns and other locations.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req63&amp;quot;&amp;gt;Req63&amp;lt;/div&amp;gt;&lt;br /&gt;
| SMALL PET ATTACHMENTS&lt;br /&gt;
| (Future)&lt;br /&gt;
| People don't care when their smaller pets die.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req64&amp;quot;&amp;gt;Req64&amp;lt;/div&amp;gt;&lt;br /&gt;
| ACCESSIBILITY ISSUES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Sometimes items get stuck in channels and cause lags and annoyances. There are also times when a job can have different components in disconnected parts of the dungeon. All of these need to be accounted for. Caveins can disconnect the dungeon and cause trouble.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req65&amp;quot;&amp;gt;Req65&amp;lt;/div&amp;gt;&lt;br /&gt;
| CRASH BUG WITH BOWS&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req66&amp;quot;&amp;gt;Req66&amp;lt;/div&amp;gt;&lt;br /&gt;
| PROBLEM WITH POPULATION CREATION&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req67&amp;quot;&amp;gt;Req67&amp;lt;/div&amp;gt;&lt;br /&gt;
| MONSTER BURIAL&lt;br /&gt;
| Completed&lt;br /&gt;
| They didn't put a kobold body in refuse, but they put the bones there after it rotted. This problem might be fixed.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req68&amp;quot;&amp;gt;Req68&amp;lt;/div&amp;gt;&lt;br /&gt;
| HUNTING ARMOR&lt;br /&gt;
| (Future)&lt;br /&gt;
| Aside from the other concerns with armor/clothing conflicts, the hunting profession seemed to determine whether a dwarf chose to wear leather.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req69&amp;quot;&amp;gt;Req69&amp;lt;/div&amp;gt;&lt;br /&gt;
| IMPROPER BURIAL&lt;br /&gt;
| Completed&lt;br /&gt;
| They put a corpse in a coffin that wasn't flagged &amp;quot;Use for Burial&amp;quot;.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req70&amp;quot;&amp;gt;Req70&amp;lt;/div&amp;gt;&lt;br /&gt;
| BREAKUP ITEM STACKS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Should break up bone and other clusters when moving site items around, possibly respecting tombs. Sometimes it could also elect to leave the skeletons intact.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req71&amp;quot;&amp;gt;Req71&amp;lt;/div&amp;gt;&lt;br /&gt;
| ARMY PROFILES&lt;br /&gt;
| (Future)&lt;br /&gt;
| This is related to soldier profiles and would determine how an entity tries to configure its armies, from the soldier types available in the definition.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req72&amp;quot;&amp;gt;Req72&amp;lt;/div&amp;gt;&lt;br /&gt;
| WILD BEASTS POPULATING SITES&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req73&amp;quot;&amp;gt;Req73&amp;lt;/div&amp;gt;&lt;br /&gt;
| SOME CODE CLEANING&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req74&amp;quot;&amp;gt;Req74&amp;lt;/div&amp;gt;&lt;br /&gt;
| MINING DESIGNATIONS&lt;br /&gt;
| (Future)&lt;br /&gt;
| A mining designation that makes the resulting stone and other products remain on the ground invisible to haulers until you say otherwise.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req75&amp;quot;&amp;gt;Req75&amp;lt;/div&amp;gt;&lt;br /&gt;
| REWALL&lt;br /&gt;
| Completed&lt;br /&gt;
| Option to re-wall or fill in channels, using some stone.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req76&amp;quot;&amp;gt;Req76&amp;lt;/div&amp;gt;&lt;br /&gt;
| INTELLIGENT HUNTING&lt;br /&gt;
| (Future)&lt;br /&gt;
| Crossbow hunters should be more intelligent about their ammo.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req77&amp;quot;&amp;gt;Req77&amp;lt;/div&amp;gt;&lt;br /&gt;
| SOME NEW WILDERNESS CREATURE TYPES&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req78&amp;quot;&amp;gt;Req78&amp;lt;/div&amp;gt;&lt;br /&gt;
| TWEAK FOR PILES&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req79&amp;quot;&amp;gt;Req79&amp;lt;/div&amp;gt;&lt;br /&gt;
| JOB CANCEL NOTICES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Option to turn off job cancel notices. Make it smarter about posting multiple notices in the first place by making jobs handle themselves when they are in trouble.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req80&amp;quot;&amp;gt;Req80&amp;lt;/div&amp;gt;&lt;br /&gt;
| WILDERNESS INTERACTIONS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Wilderness creatures should interact with each other, rather than being like the Peaceable Kingdom.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req81&amp;quot;&amp;gt;Req81&amp;lt;/div&amp;gt;&lt;br /&gt;
| ARTISANS WEARING ARMOR&lt;br /&gt;
| (Future)&lt;br /&gt;
| Option to let dwarves always wear armor, but they won't like to do it unless they feel threatened.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req82&amp;quot;&amp;gt;Req82&amp;lt;/div&amp;gt;&lt;br /&gt;
| NUMBERED JOB REPEAT&lt;br /&gt;
| (Future)&lt;br /&gt;
| Option to have numeric repeats for a job.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req83&amp;quot;&amp;gt;Req83&amp;lt;/div&amp;gt;&lt;br /&gt;
| INTELLIGENT JOB HANDLING&lt;br /&gt;
| (Future)&lt;br /&gt;
| More job suspensions rather than complete cancellations.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req84&amp;quot;&amp;gt;Req84&amp;lt;/div&amp;gt;&lt;br /&gt;
| SKILL ROLL CONSISTENCY&lt;br /&gt;
| (Future)&lt;br /&gt;
| Improve consistency between skill rolls. Right now, the process for getting a good strike and making a good item are related, but it would be nicer to have everything use the same process.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req85&amp;quot;&amp;gt;Req85&amp;lt;/div&amp;gt;&lt;br /&gt;
| PAIN DEADENING AND SCARS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Wounds should stop hurting after a while (unless they get infected). Eventually, wounds should scar over, and you should be able to view scars (they would be maintained on your old foes between games, etc.).&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req86&amp;quot;&amp;gt;Req86&amp;lt;/div&amp;gt;&lt;br /&gt;
| JOB PRIORITIZING&lt;br /&gt;
| (Future)&lt;br /&gt;
| Right now, there is a fixed order in which units decide to do the different types of jobs. This could be changed for a given unit (or for the whole fortress).&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req87&amp;quot;&amp;gt;Req87&amp;lt;/div&amp;gt;&lt;br /&gt;
| IMPROVE DROWNING&lt;br /&gt;
| (Future)&lt;br /&gt;
| Drowning is way too harsh right now. It should also track the kill cause correctly if somebody climbs up on the shore and still suffocates.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req88&amp;quot;&amp;gt;Req88&amp;lt;/div&amp;gt;&lt;br /&gt;
| STOCKS AND CORPSES&lt;br /&gt;
| Completed&lt;br /&gt;
| Problem with corpses/body parts in the stockpile screen.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req89&amp;quot;&amp;gt;Req89&amp;lt;/div&amp;gt;&lt;br /&gt;
| DIG INTERFACE PROBLEM&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req90&amp;quot;&amp;gt;Req90&amp;lt;/div&amp;gt;&lt;br /&gt;
| MULTIPLE AUTOMATED SHOP&lt;br /&gt;
| (Future)&lt;br /&gt;
| Must be more careful about how it handles multiple automated shops (e.g. butcher) of the same kind. They might fight over jobs.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req91&amp;quot;&amp;gt;Req91&amp;lt;/div&amp;gt;&lt;br /&gt;
| LEATHER COUNTING&lt;br /&gt;
| (Future)&lt;br /&gt;
| Smaller creatures should have smaller skins. When skin is tanned, it could be turned into multiple pieces of leather, more like metal bars, with many being required for the larger goods like armor.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req92&amp;quot;&amp;gt;Req92&amp;lt;/div&amp;gt;&lt;br /&gt;
| BETTER SHOOTING INTERFACE&lt;br /&gt;
| (Future)&lt;br /&gt;
| Archery can neglect same square and grounded targets, need to have choice if many are in same square.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req93&amp;quot;&amp;gt;Req93&amp;lt;/div&amp;gt;&lt;br /&gt;
| NO RECORD&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req94&amp;quot;&amp;gt;Req94&amp;lt;/div&amp;gt;&lt;br /&gt;
| ABANDONMENT FIX&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req95&amp;quot;&amp;gt;Req95&amp;lt;/div&amp;gt;&lt;br /&gt;
| BETTER TRAP TEXT&lt;br /&gt;
| (Future)&lt;br /&gt;
| Better trap text in adventure mode, flesh them out a bit, more variables, respect their glory.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req96&amp;quot;&amp;gt;Req96&amp;lt;/div&amp;gt;&lt;br /&gt;
| LIGHTING&lt;br /&gt;
| (Future)&lt;br /&gt;
| Should be pitch black inside adventure caves and on cloudy moonless nights. Vision state should influence what you can see. Can try to make sunlight shine inside caves a bit by casting light lines on map-gen. Can track light with RGB filters so that things through red gem windows look red, etc. Things seen through glass statues could be distorted from their proper positions. Once fire is in, can do torches and other such light sources. Dwarves could place fires or gem lamps in dark places. Any magical take on alchemy could make extensive use of gems in this fashion, and the different colors of light can please certain nobles etc. Related to Core55.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req97&amp;quot;&amp;gt;Req97&amp;lt;/div&amp;gt;&lt;br /&gt;
| VERMIN SWARMS IN ADVENTURE MODE&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req98&amp;quot;&amp;gt;Req98&amp;lt;/div&amp;gt;&lt;br /&gt;
| ART IMAGES&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req99&amp;quot;&amp;gt;Req99&amp;lt;/div&amp;gt;&lt;br /&gt;
| BURYING THINGS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Allow items to be buried under the soil.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req100&amp;quot;&amp;gt;Req100&amp;lt;/div&amp;gt;&lt;br /&gt;
| COIN STORES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Dwarves should set up their coin stores every month or so. Doing this should be a fairly high priority. They should complain if they can't obtain or don't have room for their coins.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req101&amp;quot;&amp;gt;Req101&amp;lt;/div&amp;gt;&lt;br /&gt;
| HAPPINESS UPON RELEASE FROM CONFINEMENT&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req102&amp;quot;&amp;gt;Req102&amp;lt;/div&amp;gt;&lt;br /&gt;
| SOME WAGE ADJUSTMENTS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Jeweler and mechanic jobs should take a little longer but pay more.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req103&amp;quot;&amp;gt;Req103&amp;lt;/div&amp;gt;&lt;br /&gt;
| NO RECORD&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req104&amp;quot;&amp;gt;Req104&amp;lt;/div&amp;gt;&lt;br /&gt;
| SLAYER ANNOUNCEMENT&lt;br /&gt;
| (Future)&lt;br /&gt;
| In dwarf mode, it could include the slayer in some of the death announcements if it is warranted.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req105&amp;quot;&amp;gt;Req105&amp;lt;/div&amp;gt;&lt;br /&gt;
| SOME BUILDING INTERACTIONS&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req106&amp;quot;&amp;gt;Req106&amp;lt;/div&amp;gt;&lt;br /&gt;
| FINALIZING THE STATE OF ACTIVE FLOWS&lt;br /&gt;
| (Future)&lt;br /&gt;
| If flows are active when the player quits, their effects need to be handled.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req107&amp;quot;&amp;gt;Req107&amp;lt;/div&amp;gt;&lt;br /&gt;
| PRIMITIVE WEAPONS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Primitive item making in both dwarf mode and adventure mode. This includes use of primitive weapons by primitive entities.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req108&amp;quot;&amp;gt;Req108&amp;lt;/div&amp;gt;&lt;br /&gt;
| INTERFACE BINDINGS&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req109&amp;quot;&amp;gt;Req109&amp;lt;/div&amp;gt;&lt;br /&gt;
| FINISH TRAP BAITING&lt;br /&gt;
| (Future)&lt;br /&gt;
| It's very sparse right now. Gems aren't actually used.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req110&amp;quot;&amp;gt;Req110&amp;lt;/div&amp;gt;&lt;br /&gt;
| NEMESIS TRADES&lt;br /&gt;
| (Future)&lt;br /&gt;
| If you trade a historical figure in a cage, it is currently released outside and stranded. There are many ways this can be upgraded.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req111&amp;quot;&amp;gt;Req111&amp;lt;/div&amp;gt;&lt;br /&gt;
| FILE I/O CHECKING&lt;br /&gt;
| (Future)&lt;br /&gt;
| It could give more feedback about save/load errors.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req112&amp;quot;&amp;gt;Req112&amp;lt;/div&amp;gt;&lt;br /&gt;
| ITEM AGGREGATES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Need fake item stacks that combine items that aren't identical. There are a number of associated difficulties. Identical items should also be combined into actual stacks. These currently exist but are never reformed once they are broken part.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req113&amp;quot;&amp;gt;Req113&amp;lt;/div&amp;gt;&lt;br /&gt;
| RACE SPECIFIC PROFESSION NAMES&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req114&amp;quot;&amp;gt;Req114&amp;lt;/div&amp;gt;&lt;br /&gt;
| DWARF LEVEL TWISTING ISSUES&lt;br /&gt;
| Completed&lt;br /&gt;
| Can see/shoot through dwarf twisted areas improperly sometimes.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req115&amp;quot;&amp;gt;Req115&amp;lt;/div&amp;gt;&lt;br /&gt;
| NO RECORD&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req116&amp;quot;&amp;gt;Req116&amp;lt;/div&amp;gt;&lt;br /&gt;
| PROBLEM WITH LEAVES TEXT&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req117&amp;quot;&amp;gt;Req117&amp;lt;/div&amp;gt;&lt;br /&gt;
| PET CAGE ASSIGNMENT PROBLEM&lt;br /&gt;
| (Future)&lt;br /&gt;
| Purchased pets retain their old cage assignments improperly. You can also reassign small pets that are owned.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req118&amp;quot;&amp;gt;Req118&amp;lt;/div&amp;gt;&lt;br /&gt;
| SOLDIER STATIONING LOAD PROBLEM&lt;br /&gt;
| Completed&lt;br /&gt;
| Bug with soldier stationing after load.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req119&amp;quot;&amp;gt;Req119&amp;lt;/div&amp;gt;&lt;br /&gt;
| LOSS OF THREAD PLANT RESOURCES&lt;br /&gt;
| Completed&lt;br /&gt;
| It still gives you one thread from pig tail(5).&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req120&amp;quot;&amp;gt;Req120&amp;lt;/div&amp;gt;&lt;br /&gt;
| OFF DUTY SOLDIER STORES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Off-duty soldiers don't store their belongings, but they should.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req121&amp;quot;&amp;gt;Req121&amp;lt;/div&amp;gt;&lt;br /&gt;
| BACKPACK AND QUIVER USE&lt;br /&gt;
| Completed&lt;br /&gt;
| Problem with quivers and backpacks conflicting in dwarf mode especially.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req122&amp;quot;&amp;gt;Req122&amp;lt;/div&amp;gt;&lt;br /&gt;
| RESPECT BELT SLOT&lt;br /&gt;
| Completed&lt;br /&gt;
| The belt inventory slot is created by pants, but this is only partially respected.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req123&amp;quot;&amp;gt;Req123&amp;lt;/div&amp;gt;&lt;br /&gt;
| NO RECORD&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req124&amp;quot;&amp;gt;Req124&amp;lt;/div&amp;gt;&lt;br /&gt;
| CAVE-IN RAMIFICATIONS&lt;br /&gt;
| (Future)&lt;br /&gt;
| There are a few jobs that don't handle cave-ins effects properly. Possibly engraving.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req125&amp;quot;&amp;gt;Req125&amp;lt;/div&amp;gt;&lt;br /&gt;
| BUILDING DAMAGE AND INVADERS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Invaders currently ignore buildings they can destroy. It should either make them ineffective against these buildings, or they should go after them.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req126&amp;quot;&amp;gt;Req126&amp;lt;/div&amp;gt;&lt;br /&gt;
| INVADERS AND WELLS&lt;br /&gt;
| Completed&lt;br /&gt;
| (Obsolete) Invaders are blocked by wells, but they don't destroy them.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req127&amp;quot;&amp;gt;Req127&amp;lt;/div&amp;gt;&lt;br /&gt;
| CLARIFY DOOR DESIGNATIONS&lt;br /&gt;
| Completed&lt;br /&gt;
| The door designations are very confusing right now.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req128&amp;quot;&amp;gt;Req128&amp;lt;/div&amp;gt;&lt;br /&gt;
| TRAFFIC JAMS&lt;br /&gt;
| Completed&lt;br /&gt;
| The creatures need to make minor path adjustments to reduce traffic before attempting to crawl.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req129&amp;quot;&amp;gt;Req129&amp;lt;/div&amp;gt;&lt;br /&gt;
| IMPROVE COOKING&lt;br /&gt;
| (Future)&lt;br /&gt;
| More food. Food should require a substrate, rather than just being seeds etc. Seeds, syrups, drinks and other such objects can contribute to the likes/dislike checks as they do now, but they shouldn't add to the number created. A good roll could lead to the recipe being given a name and saved to the entity definition, where it can then be encountered in other cities in subsequent games.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req130&amp;quot;&amp;gt;Req130&amp;lt;/div&amp;gt;&lt;br /&gt;
| SOME MORE END GAME STUFF&lt;br /&gt;
| (Future)&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req131&amp;quot;&amp;gt;Req131&amp;lt;/div&amp;gt;&lt;br /&gt;
| RECEIVING OFFERINGS&lt;br /&gt;
| (Future)&lt;br /&gt;
| When you get king, you should receive offerings.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req132&amp;quot;&amp;gt;Req132&amp;lt;/div&amp;gt;&lt;br /&gt;
| ELF CHECK DEFICIENCIES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Elves should be angered if your depot is wood. The animal check is not as thorough as it should be for item improvements.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req133&amp;quot;&amp;gt;Req133&amp;lt;/div&amp;gt;&lt;br /&gt;
| ELVEN TRADE GOODS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Elf trade items should be more interesting. This can be accomplished by a general extension of the entity definitions.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req134&amp;quot;&amp;gt;Req134&amp;lt;/div&amp;gt;&lt;br /&gt;
| FORTIFICATION OBJECT PROBLEMS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Lost projectiles in fortified squares can cause complications. You should be able to retrieve them somehow.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req135&amp;quot;&amp;gt;Req135&amp;lt;/div&amp;gt;&lt;br /&gt;
| HIDDEN REQUIRED FUN STUFF&lt;br /&gt;
| (Future)&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req136&amp;quot;&amp;gt;Req136&amp;lt;/div&amp;gt;&lt;br /&gt;
| ADVANCED STEALTH&lt;br /&gt;
| (Future)&lt;br /&gt;
| Stealth should be able to handle people walking right by sometimes. Right now stealth is ineffective even in low-light conditions and there's no notion of sneaking up from behind unless the target is actively engaging somebody else. Sneaking needs to be squared with swimming and flying.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req137&amp;quot;&amp;gt;Req137&amp;lt;/div&amp;gt;&lt;br /&gt;
| ORPHANED BABIES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Handle orphaned babies less cruelly. At least bring them to a bed and feed them or something. A dwarf could be selected to adopt one.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req138&amp;quot;&amp;gt;Req138&amp;lt;/div&amp;gt;&lt;br /&gt;
| ALCHEMY AND HEALING&lt;br /&gt;
| (Future)&lt;br /&gt;
| Extracts are not used for anything right now, except cooking. Antivenom used to be in but was removed for a bit. All of this can go back in and be extended, making the alchemist's workshop worthwhile rather than a soap factory.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req139&amp;quot;&amp;gt;Req139&amp;lt;/div&amp;gt;&lt;br /&gt;
| POSSIBLE KO BUG&lt;br /&gt;
| Completed&lt;br /&gt;
| Repeated KOs cause you to stay out longer, but the variable that causes this might never clear in your lifetime.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req140&amp;quot;&amp;gt;Req140&amp;lt;/div&amp;gt;&lt;br /&gt;
| BETTER JOB CANCELLATION&lt;br /&gt;
| (Future)&lt;br /&gt;
| If you are a few steps from completing your job and get a little hungry, you should stick it out.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req141&amp;quot;&amp;gt;Req141&amp;lt;/div&amp;gt;&lt;br /&gt;
| HANDLE DISCONNECTED COMPONENTS&lt;br /&gt;
| Completed&lt;br /&gt;
| Sometimes needs to deal with disconnected caves on loss.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req142&amp;quot;&amp;gt;Req142&amp;lt;/div&amp;gt;&lt;br /&gt;
| WEIGHT/INJURY INTERFACE&lt;br /&gt;
| (Future)&lt;br /&gt;
| It should let you know why you can't stand if you press stand. There are a number of other things like this. Carrying capacity and associated notifications are included here.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req143&amp;quot;&amp;gt;Req143&amp;lt;/div&amp;gt;&lt;br /&gt;
| ADVENTURE WEAR ISSUES&lt;br /&gt;
| (Future)&lt;br /&gt;
| The wearing things in adventure mode should take time and be interruptable.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req144&amp;quot;&amp;gt;Req144&amp;lt;/div&amp;gt;&lt;br /&gt;
| NAME ENTRY&lt;br /&gt;
| Completed&lt;br /&gt;
| Ability to enter name manually, at least your first name (which is never translated).&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req145&amp;quot;&amp;gt;Req145&amp;lt;/div&amp;gt;&lt;br /&gt;
| CHANNEL INTERFACE PROBLEMS&lt;br /&gt;
| Completed&lt;br /&gt;
| Sometimes channels can display several times because of the way it links them. This can be changed.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req146&amp;quot;&amp;gt;Req146&amp;lt;/div&amp;gt;&lt;br /&gt;
| PILE ISSUES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Hunter should bring corpses to refuse pile if no available butcher's shop and clean up the pile mastery interface.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req147&amp;quot;&amp;gt;Req147&amp;lt;/div&amp;gt;&lt;br /&gt;
| BUILD PATH VIOLATION&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req148&amp;quot;&amp;gt;Req148&amp;lt;/div&amp;gt;&lt;br /&gt;
| EXPANDED DUNGEON AI&lt;br /&gt;
| (Future)&lt;br /&gt;
| Make townies and dungeon dwellers a bit more interesting in terms of their milling-around behavior. They can adopt some of the behaviors from dwarf mode.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req149&amp;quot;&amp;gt;Req149&amp;lt;/div&amp;gt;&lt;br /&gt;
| FINISH ITEM DAMAGE&lt;br /&gt;
| (Future)&lt;br /&gt;
| Fully implement item wear-and-tear, especially during combat. People throwing tantrums should be able to damage items in their square rather than just throwing them.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req150&amp;quot;&amp;gt;Req150&amp;lt;/div&amp;gt;&lt;br /&gt;
| SAFE-CAGING ISSUES&lt;br /&gt;
| Completed&lt;br /&gt;
| Possible problem with caging dangerous animals.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req151&amp;quot;&amp;gt;Req151&amp;lt;/div&amp;gt;&lt;br /&gt;
| LEGENDS SCREEN&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req152&amp;quot;&amp;gt;Req152&amp;lt;/div&amp;gt;&lt;br /&gt;
| GRAMMAR PROBLEMS&lt;br /&gt;
| (Future)&lt;br /&gt;
| There are various grammar problems.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req153&amp;quot;&amp;gt;Req153&amp;lt;/div&amp;gt;&lt;br /&gt;
| LINE DRAWING&lt;br /&gt;
| Completed&lt;br /&gt;
| Basic problem with how line code treats adjacent squares.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req154&amp;quot;&amp;gt;Req154&amp;lt;/div&amp;gt;&lt;br /&gt;
| PROBLEM WITH SECONDARY SCROLLING&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req155&amp;quot;&amp;gt;Req155&amp;lt;/div&amp;gt;&lt;br /&gt;
| NO RECORD&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req156&amp;quot;&amp;gt;Req156&amp;lt;/div&amp;gt;&lt;br /&gt;
| PROJECTILE UNIT KILL CAUSES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Flaw with unit projectiles and lava flows. Sometimes it doesn't track the cause of death properly, especially if the unit in flight is already dead.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req157&amp;quot;&amp;gt;Req157&amp;lt;/div&amp;gt;&lt;br /&gt;
| PROBLEM WITH DISTANCE CALCULATION&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req158&amp;quot;&amp;gt;Req158&amp;lt;/div&amp;gt;&lt;br /&gt;
| THEFT WEIGHT LIMITS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Fix up theft weight limits. They are currently arbitrary.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req159&amp;quot;&amp;gt;Req159&amp;lt;/div&amp;gt;&lt;br /&gt;
| ANIMAL MISCHIEF BROKEN&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req160&amp;quot;&amp;gt;Req160&amp;lt;/div&amp;gt;&lt;br /&gt;
| INVENTORY PROBLEMS&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req161&amp;quot;&amp;gt;Req161&amp;lt;/div&amp;gt;&lt;br /&gt;
| LEADER TITLES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Civilization leaders need proper titles.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req162&amp;quot;&amp;gt;Req162&amp;lt;/div&amp;gt;&lt;br /&gt;
| ENTITY RECIPES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Civilization initial recipes. This also includes some food management for civs so food items can be created more easily.&lt;br /&gt;
| [[#Req129|Req129]]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req163&amp;quot;&amp;gt;Req163&amp;lt;/div&amp;gt;&lt;br /&gt;
| NEMESIS SAVE BUG&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req164&amp;quot;&amp;gt;Req164&amp;lt;/div&amp;gt;&lt;br /&gt;
| ITEM DAMAGE ISSUES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Handle projectile damage for odd objects. There are also problems with projectile damage being used when ammo is used in close combat.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req165&amp;quot;&amp;gt;Req165&amp;lt;/div&amp;gt;&lt;br /&gt;
| REFINE POISONING&lt;br /&gt;
| (Future)&lt;br /&gt;
| Refine unit contamination amounts and levels.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req166&amp;quot;&amp;gt;Req166&amp;lt;/div&amp;gt;&lt;br /&gt;
| REFINE WAGON AI&lt;br /&gt;
| Completed&lt;br /&gt;
| Improve wagon scuttling code. They shouldn't just die immediately if they can't find their way.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req167&amp;quot;&amp;gt;Req167&amp;lt;/div&amp;gt;&lt;br /&gt;
| NO RECORD&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req168&amp;quot;&amp;gt;Req168&amp;lt;/div&amp;gt;&lt;br /&gt;
| ADVENTURER RIDERS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Your adventurer should be able to ride creatures. There are some issues that need to be resolved before this is possible.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req169&amp;quot;&amp;gt;Req169&amp;lt;/div&amp;gt;&lt;br /&gt;
| RAMP USAGE&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req170&amp;quot;&amp;gt;Req170&amp;lt;/div&amp;gt;&lt;br /&gt;
| PROBLEM WITH ANIMAL TRAINING AND 3D&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req171&amp;quot;&amp;gt;Req171&amp;lt;/div&amp;gt;&lt;br /&gt;
| TARGETING AND MOVEMENT ISSUES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Some adventure mode melee targeting and movement code issues.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req172&amp;quot;&amp;gt;Req172&amp;lt;/div&amp;gt;&lt;br /&gt;
| PROBLEM WITH MULTIPLE HUMAN CIVS&lt;br /&gt;
| (Future)&lt;br /&gt;
| It only checks one human civ per season, so some of the update code can work too slowly.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req173&amp;quot;&amp;gt;Req173&amp;lt;/div&amp;gt;&lt;br /&gt;
| CULLING&lt;br /&gt;
| (Future)&lt;br /&gt;
| Cull things when there are too many. It needs to pick the things that are less likely to be missed.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req174&amp;quot;&amp;gt;Req174&amp;lt;/div&amp;gt;&lt;br /&gt;
| REASON FOR OFFERING&lt;br /&gt;
| (Future)&lt;br /&gt;
| There's no point of offering goods to your own king right now.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req175&amp;quot;&amp;gt;Req175&amp;lt;/div&amp;gt;&lt;br /&gt;
| TRADE OPTIMIZATION&lt;br /&gt;
| (Future)&lt;br /&gt;
| Improve trading code.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req176&amp;quot;&amp;gt;Req176&amp;lt;/div&amp;gt;&lt;br /&gt;
| PET TRADE PROBLEM&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req177&amp;quot;&amp;gt;Req177&amp;lt;/div&amp;gt;&lt;br /&gt;
| KING ENTOURAGE&lt;br /&gt;
| (Future)&lt;br /&gt;
| Handle offering inventory concerns with these migrants, and line them up nicely perhaps.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req178&amp;quot;&amp;gt;Req178&amp;lt;/div&amp;gt;&lt;br /&gt;
| NO RECORD&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req179&amp;quot;&amp;gt;Req179&amp;lt;/div&amp;gt;&lt;br /&gt;
| SMALL PET INVENTORY DESCRIPTIONS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Pet-in-inventory descriptions need to respect the body of the holder.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req180&amp;quot;&amp;gt;Req180&amp;lt;/div&amp;gt;&lt;br /&gt;
| ENGRAVING LOOK PROBLEMS&lt;br /&gt;
| (Future)&lt;br /&gt;
| You can see engraving descriptions even if you are off of the facing level.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req181&amp;quot;&amp;gt;Req181&amp;lt;/div&amp;gt;&lt;br /&gt;
| MOUNT PROJECTILE ISSUES&lt;br /&gt;
| (Future)&lt;br /&gt;
| There are potential problems with riders when mount becomes projectile.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req182&amp;quot;&amp;gt;Req182&amp;lt;/div&amp;gt;&lt;br /&gt;
| BUILDING PLACEMENT INTERFACE&lt;br /&gt;
| Completed&lt;br /&gt;
| Need to explain why red X appears.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req183&amp;quot;&amp;gt;Req183&amp;lt;/div&amp;gt;&lt;br /&gt;
| LOOK/SHOOT INTERFACE&lt;br /&gt;
| (Future)&lt;br /&gt;
| Improve look interface code a bit. Let you choose targets in shoot/throw.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req184&amp;quot;&amp;gt;Req184&amp;lt;/div&amp;gt;&lt;br /&gt;
| FLOORS IN LOOK SENTENCES&lt;br /&gt;
| Completed&lt;br /&gt;
| In the look sentence in adventure mode, it could include information about the floor type.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req185&amp;quot;&amp;gt;Req185&amp;lt;/div&amp;gt;&lt;br /&gt;
| NO RECORD&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req186&amp;quot;&amp;gt;Req186&amp;lt;/div&amp;gt;&lt;br /&gt;
| PROPER CIV NEIGHBORS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Properly display your civilization neighbors in dwarf mode. It can use the surroundings chat system to figure out who they are. This could also change with the caravan and army arc though.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req187&amp;quot;&amp;gt;Req187&amp;lt;/div&amp;gt;&lt;br /&gt;
| SEVER EFFECTS&lt;br /&gt;
| Completed&lt;br /&gt;
| Inventory like gloves, rings etc. do not respect severs. For now, gloves can fall off when both hands are gone. Whether or not to add left/right gloves later is an open question. It would be realistic, but it would also bog-down dwarf mode. However, being able to mix and match gloves etc. would lead to many interesting situations and possible enhancements.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req188&amp;quot;&amp;gt;Req188&amp;lt;/div&amp;gt;&lt;br /&gt;
| SPEED REFINEMENT&lt;br /&gt;
| (Future)&lt;br /&gt;
| Differentiate attack and move speed. This has many ramifications and associated difficulties.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req189&amp;quot;&amp;gt;Req189&amp;lt;/div&amp;gt;&lt;br /&gt;
| ARCHER ARMOR START SKILLS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Starting skills for archers are a bit off. They should have some armor skill if they use light armor.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req190&amp;quot;&amp;gt;Req190&amp;lt;/div&amp;gt;&lt;br /&gt;
| CREATURE KNOWLEDGE&lt;br /&gt;
| (Future)&lt;br /&gt;
| Need to diversify likes/dislikes beyond dwarves, and they need to apply to creatures in adventure mode.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req191&amp;quot;&amp;gt;Req191&amp;lt;/div&amp;gt;&lt;br /&gt;
| TREE PREFERENCES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Tree preferences are fairly arbitrary right now.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req192&amp;quot;&amp;gt;Req192&amp;lt;/div&amp;gt;&lt;br /&gt;
| TRANCE BONUSES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Consolidate trance bonuses. Right now, they are spread out somewhat haphazardly.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req193&amp;quot;&amp;gt;Req193&amp;lt;/div&amp;gt;&lt;br /&gt;
| CHANGE ITEM ACQUISITION&lt;br /&gt;
| (Future)&lt;br /&gt;
| When people choose inventory items they like, they don't consider dropping what they are already wearing.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req194&amp;quot;&amp;gt;Req194&amp;lt;/div&amp;gt;&lt;br /&gt;
| STARTING BELT OBJECTS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Rarely a creature can be given a belt object but no pants. The belt object is dropped immediately.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req195&amp;quot;&amp;gt;Req195&amp;lt;/div&amp;gt;&lt;br /&gt;
| ITEM MATERIAL PROBLEM&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req196&amp;quot;&amp;gt;Req196&amp;lt;/div&amp;gt;&lt;br /&gt;
| DRINK APPRECIATION PROBLEM&lt;br /&gt;
| (Future)&lt;br /&gt;
| Liking drinks is flawed, since they like the drink more if the entire drink stack is larger.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req197&amp;quot;&amp;gt;Req197&amp;lt;/div&amp;gt;&lt;br /&gt;
| BUTCHERY OPTIMIZATION&lt;br /&gt;
| (Future)&lt;br /&gt;
| The butchery code can be consolidated with some other sections of the program.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req198&amp;quot;&amp;gt;Req198&amp;lt;/div&amp;gt;&lt;br /&gt;
| KO VOMIT CHOKE&lt;br /&gt;
| (Future)&lt;br /&gt;
| If you are knocked out, you should choke if you vomit sometimes.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req199&amp;quot;&amp;gt;Req199&amp;lt;/div&amp;gt;&lt;br /&gt;
| VOMIT TEXT ISSUE WITH WEBS, AND SOLUTION&lt;br /&gt;
| (Future)&lt;br /&gt;
| There's some undisplayable text that can only be salvaged by adding projectile vomit, so there you go.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req200&amp;quot;&amp;gt;Req200&amp;lt;/div&amp;gt;&lt;br /&gt;
| ARCHER ISSUES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Range penalties for throw/shoot aren't applied properly for grounded targets. Throwing needs some weight and strength modifiers.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req201&amp;quot;&amp;gt;Req201&amp;lt;/div&amp;gt;&lt;br /&gt;
| POTENTIAL PROJECTILE PROBLEM&lt;br /&gt;
| (Future)&lt;br /&gt;
| No symptoms, just a code-check.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req202&amp;quot;&amp;gt;Req202&amp;lt;/div&amp;gt;&lt;br /&gt;
| DRESS/ROBE PROBLEM&lt;br /&gt;
| Completed&lt;br /&gt;
| If dresses/robes are added, there is a problem with how armor would work that needs to be addressed.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req203&amp;quot;&amp;gt;Req203&amp;lt;/div&amp;gt;&lt;br /&gt;
| PROPER HEALING&lt;br /&gt;
| (Future)&lt;br /&gt;
| Nemeses should not just heal on travel, it needs to use the amount of time passed. This is related to infections and scarring.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req204&amp;quot;&amp;gt;Req204&amp;lt;/div&amp;gt;&lt;br /&gt;
| MID-TRADE GAME ENDINGS&lt;br /&gt;
| (Future)&lt;br /&gt;
| If the game ends in the midst of a trade, the world might have some issues making that caravan continue on properly.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req205&amp;quot;&amp;gt;Req205&amp;lt;/div&amp;gt;&lt;br /&gt;
| NO RECORD&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req206&amp;quot;&amp;gt;Req206&amp;lt;/div&amp;gt;&lt;br /&gt;
| ITEM WRESTLING&lt;br /&gt;
| (Future)&lt;br /&gt;
| Disarms, user-interface twists (rather than the current methods), struggling over items more explicitly.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req207&amp;quot;&amp;gt;Req207&amp;lt;/div&amp;gt;&lt;br /&gt;
| CONSOLIDATE MISS ANNOUNCEMENTS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Consolidate repeated miss announcements. A few other announcements could also be collapsed.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req208&amp;quot;&amp;gt;Req208&amp;lt;/div&amp;gt;&lt;br /&gt;
| DEAL WITH POTASH VS ASH&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req209&amp;quot;&amp;gt;Req209&amp;lt;/div&amp;gt;&lt;br /&gt;
| ENTITY DEF ITEM TYPES&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req210&amp;quot;&amp;gt;Req210&amp;lt;/div&amp;gt;&lt;br /&gt;
| GROUP SKILLS IN STARTUP&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req211&amp;quot;&amp;gt;Req211&amp;lt;/div&amp;gt;&lt;br /&gt;
| TOMB STORAGE AND ACCESSIBILITY&lt;br /&gt;
| (Future)&lt;br /&gt;
| Problem storing inaccessible body in tomb. The job was repeatedly created.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req212&amp;quot;&amp;gt;Req212&amp;lt;/div&amp;gt;&lt;br /&gt;
| RE-EVALUATE HAUL LOCATIONS&lt;br /&gt;
| Completed&lt;br /&gt;
| A dwarf should re-check where an item should be placed when they pick it up, since this could save them a lot of time.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req213&amp;quot;&amp;gt;Req213&amp;lt;/div&amp;gt;&lt;br /&gt;
| BABY SEARCHER PROBLEM&lt;br /&gt;
| Completed&lt;br /&gt;
| Thirsty mothers cannot seek lost babies effectively.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req214&amp;quot;&amp;gt;Req214&amp;lt;/div&amp;gt;&lt;br /&gt;
| START SCENARIOS&lt;br /&gt;
| (Future)&lt;br /&gt;
| See the scenarios arc in the dev section, this is part of that, and could be upgraded to a core component in the future.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req215&amp;quot;&amp;gt;Req215&amp;lt;/div&amp;gt;&lt;br /&gt;
| NEMESIS SAVE BUG&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req216&amp;quot;&amp;gt;Req216&amp;lt;/div&amp;gt;&lt;br /&gt;
| SOME DISPLAY RATE ISSUES&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req217&amp;quot;&amp;gt;Req217&amp;lt;/div&amp;gt;&lt;br /&gt;
| BUILDING CONSTRUCTION PROBLEM&lt;br /&gt;
| (Future)&lt;br /&gt;
| Suspend building constructions if item blocking the build site are unreachable.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req218&amp;quot;&amp;gt;Req218&amp;lt;/div&amp;gt;&lt;br /&gt;
| MERCHANT ANNOUNCEMENTS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Notification when merchants are done unloading.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req219&amp;quot;&amp;gt;Req219&amp;lt;/div&amp;gt;&lt;br /&gt;
| VERMIN PROBLEM&lt;br /&gt;
| (Future)&lt;br /&gt;
| Possibly issue when cleaning vermin references.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req220&amp;quot;&amp;gt;Req220&amp;lt;/div&amp;gt;&lt;br /&gt;
| MULTIPLE DEPOTS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Randomize the incoming merchant path for multiple depots, or else the wagons can get mixed up and scuttle.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req221&amp;quot;&amp;gt;Req221&amp;lt;/div&amp;gt;&lt;br /&gt;
| HISTORY GENERATION&lt;br /&gt;
| Completed&lt;br /&gt;
| Refine the history generator. This includes many issues related to the army arc. Age delineations should be tracked explicitly, and they shouldn't just be set numbers like they are now. As they civilizations spread out, they can make claims on the various regions and fight over them. It should retain the location of major battles for various reasons, even if there isn't a town or cave there.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req222&amp;quot;&amp;gt;Req222&amp;lt;/div&amp;gt;&lt;br /&gt;
| SAVE COIN BATCHES GLOBALLY&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req223&amp;quot;&amp;gt;Req223&amp;lt;/div&amp;gt;&lt;br /&gt;
| SET RACE MAKER PROPERLY ON ITEMS&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req224&amp;quot;&amp;gt;Req224&amp;lt;/div&amp;gt;&lt;br /&gt;
| PARRYING AND ITEMS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Refine parrying chances, based on item type.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req225&amp;quot;&amp;gt;Req225&amp;lt;/div&amp;gt;&lt;br /&gt;
| BUILD PATH VIOLATION&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req226&amp;quot;&amp;gt;Req226&amp;lt;/div&amp;gt;&lt;br /&gt;
| BUILDING ADMIRATION BUG&lt;br /&gt;
| (Future)&lt;br /&gt;
| A metalsmith was able to admire &amp;quot;own furnace&amp;quot; even though ownership shouldn't apply to such buildings.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req227&amp;quot;&amp;gt;Req227&amp;lt;/div&amp;gt;&lt;br /&gt;
| PEAKS AND VOLCANOS&lt;br /&gt;
| Completed&lt;br /&gt;
| Record the names of the mountain peaks and their general character. This includes adding volcanos. Volcanos should also be able to exist independent of a large mountain range.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req228&amp;quot;&amp;gt;Req228&amp;lt;/div&amp;gt;&lt;br /&gt;
| ALLOW MULTIPLE SITES IN A SQUARE&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req229&amp;quot;&amp;gt;Req229&amp;lt;/div&amp;gt;&lt;br /&gt;
| PROBLEM WITH SUBREGION TYPING&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req230&amp;quot;&amp;gt;Req230&amp;lt;/div&amp;gt;&lt;br /&gt;
| AIMED SHOTS AND BODYPART SIZES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Should be able to aim at parts, AI should do it too, body parts currently have relative sizes but it should depend on the creature rather than just the part type.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req231&amp;quot;&amp;gt;Req231&amp;lt;/div&amp;gt;&lt;br /&gt;
| NO RECORD&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req232&amp;quot;&amp;gt;Req232&amp;lt;/div&amp;gt;&lt;br /&gt;
| CAVE RIVER ENTITIES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Realize certain cave dwellers as entities, with all that implies about items and persistent historical figures, etc.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req233&amp;quot;&amp;gt;Req233&amp;lt;/div&amp;gt;&lt;br /&gt;
| ISSUES WITH ITEM SHARING&lt;br /&gt;
| Completed&lt;br /&gt;
| There are some potential problems with shared items that need to be addressed.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req234&amp;quot;&amp;gt;Req234&amp;lt;/div&amp;gt;&lt;br /&gt;
| MULTIGRASP WEAPON PROBLEM&lt;br /&gt;
| (Future)&lt;br /&gt;
| It might be screwing the multi-grasp check when it does skill penalities. And somebody shot a bow with one arm.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req235&amp;quot;&amp;gt;Req235&amp;lt;/div&amp;gt;&lt;br /&gt;
| ENTITY ARMOR ISSUES&lt;br /&gt;
| Completed&lt;br /&gt;
| For incoming units -- specific armor materials based on desired armor level. Right now it isn't exact enough.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req236&amp;quot;&amp;gt;Req236&amp;lt;/div&amp;gt;&lt;br /&gt;
| ADVENTURE MODE BUILDING INTERACTIONS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Pickup and topple furniture. Plant seeds in the mud. Use the furnaces. Break windows and knock down supports. Using wells. Use siege engines. Deactivate, dismantle or set off traps. Use animal traps. Use archery targets and get feed back. Lock yourself or others up in cages and chains. Tie creatures up with rope. Interact with impaled players. Lock doors, push doors open briefly so you can see out before they close, secret doors, close doors, slam doors on vermin, lockpicking.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req237&amp;quot;&amp;gt;Req237&amp;lt;/div&amp;gt;&lt;br /&gt;
| ASKING ABOUT SURROUNDINGS&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req238&amp;quot;&amp;gt;Req238&amp;lt;/div&amp;gt;&lt;br /&gt;
| IMPROVE SMELTING&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req239&amp;quot;&amp;gt;Req239&amp;lt;/div&amp;gt;&lt;br /&gt;
| REMOVE STRANGE NOBLE REQUESTS&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req240&amp;quot;&amp;gt;Req240&amp;lt;/div&amp;gt;&lt;br /&gt;
| HAVE CONTENTS CHECKED FOR BAD TRADES&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req241&amp;quot;&amp;gt;Req241&amp;lt;/div&amp;gt;&lt;br /&gt;
| PROBLEM WITH PROJECTILES FALLING THROUGH FLOORS&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req242&amp;quot;&amp;gt;Req242&amp;lt;/div&amp;gt;&lt;br /&gt;
| HIDE TRAPS FROM ADVENTURER&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req243&amp;quot;&amp;gt;Req243&amp;lt;/div&amp;gt;&lt;br /&gt;
| PROBLEM WITH GRAB-TEARS&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req244&amp;quot;&amp;gt;Req244&amp;lt;/div&amp;gt;&lt;br /&gt;
| PLACE CREATURES IN LARGE COMPONENTS&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req245&amp;quot;&amp;gt;Req245&amp;lt;/div&amp;gt;&lt;br /&gt;
| PROBLEM WITH FULLSCREEN FONTS&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req246&amp;quot;&amp;gt;Req246&amp;lt;/div&amp;gt;&lt;br /&gt;
| FINISH USING ENTITY ITEMS&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req247&amp;quot;&amp;gt;Req247&amp;lt;/div&amp;gt;&lt;br /&gt;
| IMPROVE END GAME&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req248&amp;quot;&amp;gt;Req248&amp;lt;/div&amp;gt;&lt;br /&gt;
| IMPROVED CAVE POPULATIONS&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req249&amp;quot;&amp;gt;Req249&amp;lt;/div&amp;gt;&lt;br /&gt;
| ADVENTURE STORE RESTOCKING&lt;br /&gt;
| (Future)&lt;br /&gt;
| Adventure mode stores need to restock and put scattered items back in place. It might be best to wait for production tracking or even caravans before adding these features.&lt;br /&gt;
| [[#Core3|Core3]]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req250&amp;quot;&amp;gt;Req250&amp;lt;/div&amp;gt;&lt;br /&gt;
| DEAL WITH HIRING RETIREES&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req251&amp;quot;&amp;gt;Req251&amp;lt;/div&amp;gt;&lt;br /&gt;
| PATH BLOCK MESSAGES&lt;br /&gt;
| Completed&lt;br /&gt;
| On a hunt job, path block message was issued repeatedly.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req252&amp;quot;&amp;gt;Req252&amp;lt;/div&amp;gt;&lt;br /&gt;
| USE BARRACKS BEDS&lt;br /&gt;
| (Future)&lt;br /&gt;
| People should use the barracks beds when they don't have their own rooms, but they don't do this properly.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req253&amp;quot;&amp;gt;Req253&amp;lt;/div&amp;gt;&lt;br /&gt;
| JUSTICE MANDATE NUMBERS&lt;br /&gt;
| (Future)&lt;br /&gt;
| The amount of guards and cages can be treated as a permanent mandate attached to a noble rather than the current vague system.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req254&amp;quot;&amp;gt;Req254&amp;lt;/div&amp;gt;&lt;br /&gt;
| ASSIGN WEAPON PREFS FROM MIL SCREEN&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req255&amp;quot;&amp;gt;Req255&amp;lt;/div&amp;gt;&lt;br /&gt;
| IMPROVE SQUAD SELECTION&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req256&amp;quot;&amp;gt;Req256&amp;lt;/div&amp;gt;&lt;br /&gt;
| BUTCHERY ISSUES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Butchery should not be instant. Should be able to butcher the small creatures too. Need to mix this with extraction properly.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req257&amp;quot;&amp;gt;Req257&amp;lt;/div&amp;gt;&lt;br /&gt;
| TYPES OF EATERS&lt;br /&gt;
| (Future)&lt;br /&gt;
| It's not clear whether deer and other herbivores are actually playing that role or if they behave as omnivores.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req258&amp;quot;&amp;gt;Req258&amp;lt;/div&amp;gt;&lt;br /&gt;
| STRANGE MOOD HELP&lt;br /&gt;
| (Future)&lt;br /&gt;
| Artifact builders are difficult to handle sometimes, especially when you don't even know what kind of building they want. It shouldn't be easy, but the frustration level is too high right now.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req259&amp;quot;&amp;gt;Req259&amp;lt;/div&amp;gt;&lt;br /&gt;
| PROBLEM WITH SLAYER NAMES&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req260&amp;quot;&amp;gt;Req260&amp;lt;/div&amp;gt;&lt;br /&gt;
| DEGREES OF BARTERING&lt;br /&gt;
| (Future)&lt;br /&gt;
| Merchants need to tell you the extent to which your offer failed.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req261&amp;quot;&amp;gt;Req261&amp;lt;/div&amp;gt;&lt;br /&gt;
| BARTER CONTAINER PROBLEMS&lt;br /&gt;
| (Future)&lt;br /&gt;
| In adventure mode, container contents mess up bartering in a number of ways.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req262&amp;quot;&amp;gt;Req262&amp;lt;/div&amp;gt;&lt;br /&gt;
| PROBLEMS WITH WATER&lt;br /&gt;
| Completed&lt;br /&gt;
| Water currently rots and should be value zero.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req263&amp;quot;&amp;gt;Req263&amp;lt;/div&amp;gt;&lt;br /&gt;
| INAPPROPRIATE CONTAINERS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Some containers can hold too much. With certain mixes, the items should interact as they should, possibly ruining them.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req264&amp;quot;&amp;gt;Req264&amp;lt;/div&amp;gt;&lt;br /&gt;
| STOP SPEAKING TO UNINTELLIGENT CREATURES&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req265&amp;quot;&amp;gt;Req265&amp;lt;/div&amp;gt;&lt;br /&gt;
| RETIREMENT ISSUES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Shouldn't be able to retire while you are talking or otherwise in the middle of something.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req266&amp;quot;&amp;gt;Req266&amp;lt;/div&amp;gt;&lt;br /&gt;
| SITE LOOTING&lt;br /&gt;
| (Future)&lt;br /&gt;
| Should loot roads and expensive items near the front of your old dwarf fortresses and other sites. Once resource tracking is in, it can gives these goods to appropriate groups.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req267&amp;quot;&amp;gt;Req267&amp;lt;/div&amp;gt;&lt;br /&gt;
| PERSISTENCE OF CORPSE ASSOCIATIONS&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req268&amp;quot;&amp;gt;Req268&amp;lt;/div&amp;gt;&lt;br /&gt;
| ADVENTURE MODE TWEAK&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req269&amp;quot;&amp;gt;Req269&amp;lt;/div&amp;gt;&lt;br /&gt;
| PROBLEM WITH CAVE POPULATIONS BEING IN TOWN&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req270&amp;quot;&amp;gt;Req270&amp;lt;/div&amp;gt;&lt;br /&gt;
| AUTOSAVE&lt;br /&gt;
| Completed&lt;br /&gt;
| We had an autosave feature for a while, but it involves copying a very large folder, so this needs to be tightly controlled if we put it back in.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req271&amp;quot;&amp;gt;Req271&amp;lt;/div&amp;gt;&lt;br /&gt;
| SAND ISSUES&lt;br /&gt;
| Completed&lt;br /&gt;
| Need to define the sand object more broadly, as a miscellaneous powder (this is a technical issue that will allow easier expansions later).&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req272&amp;quot;&amp;gt;Req272&amp;lt;/div&amp;gt;&lt;br /&gt;
| CLARIFY COIN QUOTAS&lt;br /&gt;
| Completed&lt;br /&gt;
| When the economy starts up, you have to produce coins. The bookkeeper tells you what is needed, but it could be further clarified.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req273&amp;quot;&amp;gt;Req273&amp;lt;/div&amp;gt;&lt;br /&gt;
| STATE OF EMERGENCY&lt;br /&gt;
| (Future)&lt;br /&gt;
| Having castle and royal guards uses up soldiers you'd like to use sometimes. Add state of emergency declaration. This allows you to stop these guards from performing their regular duties, and you can control the castle guard under their captain (the sheriff), and you can control the royal guard under the hammerer. They don't like this of course, and the ensuing negative thoughts can ensure that the option is used sparingly.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req274&amp;quot;&amp;gt;Req274&amp;lt;/div&amp;gt;&lt;br /&gt;
| ABORTING WORLD GENERATION&lt;br /&gt;
| Completed&lt;br /&gt;
| Ability to leave history generation in the middle.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req275&amp;quot;&amp;gt;Req275&amp;lt;/div&amp;gt;&lt;br /&gt;
| KIDNAPPING ISSUES&lt;br /&gt;
| Completed&lt;br /&gt;
| Check some technical stuff with kidnapping. It seems to generate a &amp;quot;(kidnapped unit) has died in a cage&amp;quot; message sometimes.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req276&amp;quot;&amp;gt;Req276&amp;lt;/div&amp;gt;&lt;br /&gt;
| STOPPED GUARDS FROM BEING UPSET ABOUT LONG PATROLS&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req277&amp;quot;&amp;gt;Req277&amp;lt;/div&amp;gt;&lt;br /&gt;
| STRANDED NEMESES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Making regional creatures go home properly instead of being assigned to fairly random places after a game ends.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req278&amp;quot;&amp;gt;Req278&amp;lt;/div&amp;gt;&lt;br /&gt;
| COIN STACKS&lt;br /&gt;
| Completed&lt;br /&gt;
| Adjust the size of minted coin stacks upward to make the economy easier to manage. Might need to make coins worth less.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req279&amp;quot;&amp;gt;Req279&amp;lt;/div&amp;gt;&lt;br /&gt;
| MERCHANT COUNTER-OFFERS&lt;br /&gt;
| Completed&lt;br /&gt;
| Merchants need to make counter offers if your offer fails, to make bartering more realistic and less frustrating. If a counter-offer is impossible, it needs to be clear about that.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req280&amp;quot;&amp;gt;Req280&amp;lt;/div&amp;gt;&lt;br /&gt;
| STAIRWAY BLOCKAGE INFORMATION&lt;br /&gt;
| Completed&lt;br /&gt;
| Needs to tell you why stairways are blocked when you fail to move.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req281&amp;quot;&amp;gt;Req281&amp;lt;/div&amp;gt;&lt;br /&gt;
| RESPECT NEMESIS INVENTORIES&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req282&amp;quot;&amp;gt;Req282&amp;lt;/div&amp;gt;&lt;br /&gt;
| ERRONEOUS COMBAT MESSAGES&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req283&amp;quot;&amp;gt;Req283&amp;lt;/div&amp;gt;&lt;br /&gt;
| CHANGED SOME END GAME PARAMETERS&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req284&amp;quot;&amp;gt;Req284&amp;lt;/div&amp;gt;&lt;br /&gt;
| CONTAINER PLACEMENT&lt;br /&gt;
| (Future)&lt;br /&gt;
| Containers should be placed deeper in the dungeon if the contents are valuable, or the contents could be removed.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req285&amp;quot;&amp;gt;Req285&amp;lt;/div&amp;gt;&lt;br /&gt;
| OLD BLOODY WALLS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Need to handle bloody river walls in dwarf mode.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req286&amp;quot;&amp;gt;Req286&amp;lt;/div&amp;gt;&lt;br /&gt;
| HUNTER SLEEP PREFS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Make hunters sleep on the ground only while hunting.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req287&amp;quot;&amp;gt;Req287&amp;lt;/div&amp;gt;&lt;br /&gt;
| SPECIFIC MATERIAL USE&lt;br /&gt;
| (Future)&lt;br /&gt;
| Need to be able to choose specific rocks or logs to process sometimes, since this is important for noble demands.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req288&amp;quot;&amp;gt;Req288&amp;lt;/div&amp;gt;&lt;br /&gt;
| FLOODGATE PLACEMENT ISSUES&lt;br /&gt;
| (Future)&lt;br /&gt;
| It's very common for people to get blocked off by floodgates while placing them.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req289&amp;quot;&amp;gt;Req289&amp;lt;/div&amp;gt;&lt;br /&gt;
| MORE CLEANING&lt;br /&gt;
| (Future)&lt;br /&gt;
| Make cleaning jobs more wide ranging. Some areas that are just out of range leave the fortress bloody forever. Allow designation of cleaning areas.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req290&amp;quot;&amp;gt;Req290&amp;lt;/div&amp;gt;&lt;br /&gt;
| WIELD ISSUES&lt;br /&gt;
| (Future)&lt;br /&gt;
| It can be confused about which object is wielded, and there are some issues about the primary hand.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req291&amp;quot;&amp;gt;Req291&amp;lt;/div&amp;gt;&lt;br /&gt;
| NOBLE DEATH&lt;br /&gt;
| (Future)&lt;br /&gt;
| Killing off nobles needs to have serious consequences. Once the counties (see Core28) are in, there could be revolts from the village if the count is popular. Other nobles could have angry relatives. Losing your law enforcement nobles could lead to more tantrums and other acts in large fortresses. Nobles should all be upset by the death of the tax collector. When a noble is buried, other dwarves could be sealed in the tomb.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req292&amp;quot;&amp;gt;Req292&amp;lt;/div&amp;gt;&lt;br /&gt;
| NO RECORD&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req293&amp;quot;&amp;gt;Req293&amp;lt;/div&amp;gt;&lt;br /&gt;
| STORAGE OPTIMIZATION&lt;br /&gt;
| Completed&lt;br /&gt;
| The periodic storage checks of items can make things lag, especially if you dig out 3000 stone and just let it sit there. The items can learn that they are not going to be picked up soon and make calls less frequently. Calls can also be smeared out.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req294&amp;quot;&amp;gt;Req294&amp;lt;/div&amp;gt;&lt;br /&gt;
| NO SILK ROPE SKILLS&lt;br /&gt;
| Completed&lt;br /&gt;
| Does clothesmaking skill go up when silk ropes are made?&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req295&amp;quot;&amp;gt;Req295&amp;lt;/div&amp;gt;&lt;br /&gt;
| DROWNING ISSUES&lt;br /&gt;
| Completed&lt;br /&gt;
| Although drowning is generally harsh, there was a case of people just swimming around in the river.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req296&amp;quot;&amp;gt;Req296&amp;lt;/div&amp;gt;&lt;br /&gt;
| INDOOR PLANT DEATH&lt;br /&gt;
| Completed&lt;br /&gt;
| Some indoor bushes would die and disappear quickly.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req297&amp;quot;&amp;gt;Req297&amp;lt;/div&amp;gt;&lt;br /&gt;
| INNER DEFENDERS&lt;br /&gt;
| Completed&lt;br /&gt;
| The inside defenders need to occasionally go on forays or you can just pick them off at range.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req298&amp;quot;&amp;gt;Req298&amp;lt;/div&amp;gt;&lt;br /&gt;
| SLIDING UNDER ENEMIES&lt;br /&gt;
| (Future)&lt;br /&gt;
| If you move toward an opponent that is one square away from you, you'll end up sliding underneath it sometimes instead of attacking it. Sliding under creatures in town is related.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req299&amp;quot;&amp;gt;Req299&amp;lt;/div&amp;gt;&lt;br /&gt;
| RIVER SITE UPDATE&lt;br /&gt;
| Completed&lt;br /&gt;
| If you've found an underground feature in a fortress, it should receive the same abstract building designation as other sites.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req300&amp;quot;&amp;gt;Req300&amp;lt;/div&amp;gt;&lt;br /&gt;
| TREE DISPLAY PROBLEM&lt;br /&gt;
| (Future)&lt;br /&gt;
| Snow covered leafless deciduous trees aren't white.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req301&amp;quot;&amp;gt;Req301&amp;lt;/div&amp;gt;&lt;br /&gt;
| TRAP AVOIDANCE&lt;br /&gt;
| (Future)&lt;br /&gt;
| Invaders shouldn't fall for traps if they've seen them used.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req302&amp;quot;&amp;gt;Req302&amp;lt;/div&amp;gt;&lt;br /&gt;
| ADVENTURER PROFESSIONS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Need to be able to tame the lizards you find, wood work, make clothes, whatever.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req303&amp;quot;&amp;gt;Req303&amp;lt;/div&amp;gt;&lt;br /&gt;
| ENTITY ENEMY LEGEND&lt;br /&gt;
| (Future)&lt;br /&gt;
| If you become a town's enemy, it needs a legend event for it.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req304&amp;quot;&amp;gt;Req304&amp;lt;/div&amp;gt;&lt;br /&gt;
| STRANGE FOOD OWNERSHIP&lt;br /&gt;
| (Future)&lt;br /&gt;
| Dwarves took food to their rooms and placed it there, and it rotted, rather than eating it or something, this was early game. Related to Req347.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req305&amp;quot;&amp;gt;Req305&amp;lt;/div&amp;gt;&lt;br /&gt;
| CHEAP BARRELS&lt;br /&gt;
| (Future)&lt;br /&gt;
| In the start up screen, when you buy booze for 2 points you get a 10 pt barrel thrown in too. It might track what sort of containers are implied by your other purchases.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req306&amp;quot;&amp;gt;Req306&amp;lt;/div&amp;gt;&lt;br /&gt;
| UNIT NAME ISSUE&lt;br /&gt;
| (Future)&lt;br /&gt;
| Technical problem with unit name display.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req307&amp;quot;&amp;gt;Req307&amp;lt;/div&amp;gt;&lt;br /&gt;
| BLANK TANTRUM MESSAGE&lt;br /&gt;
| Completed&lt;br /&gt;
| &amp;quot;(blank) is destroyed by Aliz, craftsdwarf.&amp;quot;&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req308&amp;quot;&amp;gt;Req308&amp;lt;/div&amp;gt;&lt;br /&gt;
| FARM FERTILIZER DISPLAY&lt;br /&gt;
| Completed&lt;br /&gt;
| Show fertilizer amount for farms where it has happened.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req309&amp;quot;&amp;gt;Req309&amp;lt;/div&amp;gt;&lt;br /&gt;
| CHANNEL/AQUEDUCT INTERACTIONS&lt;br /&gt;
| Completed&lt;br /&gt;
| Water should go from channels to aqueducts or you should be able to place floodgates on channels.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req310&amp;quot;&amp;gt;Req310&amp;lt;/div&amp;gt;&lt;br /&gt;
| ITEM NAME ISSUE&lt;br /&gt;
| Completed&lt;br /&gt;
| Technical problem with item name display.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req311&amp;quot;&amp;gt;Req311&amp;lt;/div&amp;gt;&lt;br /&gt;
| MELEE TRAINING ISSUE&lt;br /&gt;
| Completed&lt;br /&gt;
| Melee training seems to be deadly again.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req312&amp;quot;&amp;gt;Req312&amp;lt;/div&amp;gt;&lt;br /&gt;
| DOUBLE IMPROVEMENTS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Artifact was studded with gold and gold.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req313&amp;quot;&amp;gt;Req313&amp;lt;/div&amp;gt;&lt;br /&gt;
| ROAD BUILDING&lt;br /&gt;
| (Future)&lt;br /&gt;
| Need an easier way to build roads, rather than just picking out items from long lists and placing them section by section.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req314&amp;quot;&amp;gt;Req314&amp;lt;/div&amp;gt;&lt;br /&gt;
| LEGEND DISPLAY PROBLEM&lt;br /&gt;
| (Future)&lt;br /&gt;
| Long history names busted -- it should instead place it on two lines if possible.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req315&amp;quot;&amp;gt;Req315&amp;lt;/div&amp;gt;&lt;br /&gt;
| REPEAT ATTACK BUTTON&lt;br /&gt;
| (Future)&lt;br /&gt;
| Repeat attack button, esp. for specific wrestling.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req316&amp;quot;&amp;gt;Req316&amp;lt;/div&amp;gt;&lt;br /&gt;
| WAIT KEY&lt;br /&gt;
| Completed&lt;br /&gt;
| Wait key in adventure mode.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req317&amp;quot;&amp;gt;Req317&amp;lt;/div&amp;gt;&lt;br /&gt;
| CORRECT AGING&lt;br /&gt;
| (Future)&lt;br /&gt;
| Need creatures to age properly when reloaded, incl. retirees.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req318&amp;quot;&amp;gt;Req318&amp;lt;/div&amp;gt;&lt;br /&gt;
| ALCHEMY PILE&lt;br /&gt;
| (Future)&lt;br /&gt;
| Alchemical pile filled with lye, vials and so on.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req319&amp;quot;&amp;gt;Req319&amp;lt;/div&amp;gt;&lt;br /&gt;
| WAKE UP!&lt;br /&gt;
| Completed&lt;br /&gt;
| Adventure mode sleep needs to clear upon being attacked.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req320&amp;quot;&amp;gt;Req320&amp;lt;/div&amp;gt;&lt;br /&gt;
| NAMING ISSUE&lt;br /&gt;
| (Future)&lt;br /&gt;
| There's an issue with some unit names&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req321&amp;quot;&amp;gt;Req321&amp;lt;/div&amp;gt;&lt;br /&gt;
| ARCHERY PRACTICE GROUNDING&lt;br /&gt;
| Completed&lt;br /&gt;
| While doing archery practice, people that were grounded don't stand up until it's over.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req322&amp;quot;&amp;gt;Req322&amp;lt;/div&amp;gt;&lt;br /&gt;
| COIN BATCH ISSUE&lt;br /&gt;
| Completed&lt;br /&gt;
| Potential problems with coin batches for non-currencies. Need to check.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req323&amp;quot;&amp;gt;Req323&amp;lt;/div&amp;gt;&lt;br /&gt;
| BREAK EXPLOIT&lt;br /&gt;
| (Future)&lt;br /&gt;
| Can draft then undraft to end breaks.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req324&amp;quot;&amp;gt;Req324&amp;lt;/div&amp;gt;&lt;br /&gt;
| PROACTIVE BEAST ATTACKERS&lt;br /&gt;
| (Future)&lt;br /&gt;
| The large beasts could afford to be slightly more aggressive.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req325&amp;quot;&amp;gt;Req325&amp;lt;/div&amp;gt;&lt;br /&gt;
| PUNGENT BUGS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Dead insects and really small things shouldn't create miasma. But dead rodents should still stink.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req326&amp;quot;&amp;gt;Req326&amp;lt;/div&amp;gt;&lt;br /&gt;
| HARDER FISHING&lt;br /&gt;
| (Future)&lt;br /&gt;
| Fishing is a little too easy, maybe.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req327&amp;quot;&amp;gt;Req327&amp;lt;/div&amp;gt;&lt;br /&gt;
| CORPSE PROCESSING&lt;br /&gt;
| (Future)&lt;br /&gt;
| Can process corpse to eat etc if you have a sharp object.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req328&amp;quot;&amp;gt;Req328&amp;lt;/div&amp;gt;&lt;br /&gt;
| NAMING ISSUE&lt;br /&gt;
| (Future)&lt;br /&gt;
| Issue with some unit names.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req329&amp;quot;&amp;gt;Req329&amp;lt;/div&amp;gt;&lt;br /&gt;
| STRANGE POPULATION ISSUES&lt;br /&gt;
| Completed&lt;br /&gt;
| Every region currently makes 2 oceanfish populations. This is to simulate fishing for seaside civs, but it should be handled properly instead.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req330&amp;quot;&amp;gt;Req330&amp;lt;/div&amp;gt;&lt;br /&gt;
| CHARGE CHANGE&lt;br /&gt;
| (Future)&lt;br /&gt;
| Knock-backs without people falling on the ground should be more common in charging.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req331&amp;quot;&amp;gt;Req331&amp;lt;/div&amp;gt;&lt;br /&gt;
| ATTACK OPPORTUNITY NUMBERS&lt;br /&gt;
| (Future)&lt;br /&gt;
| It should generate random variations on rolls for each attack for a given turn between each creature, so that a swing at the head one turn is almost impossible, while grabbing the arm could be three times as easy as normal. This will lead to more variety in combat AI, rather than just having the 'best' moves used all the time.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req332&amp;quot;&amp;gt;Req332&amp;lt;/div&amp;gt;&lt;br /&gt;
| SHORT JOB NAMES&lt;br /&gt;
| (Future)&lt;br /&gt;
| In certain contexts, it should display shorter job names. When making glass objects for instance, you can't tell what you are making if you don't have the menus tabbed out.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req333&amp;quot;&amp;gt;Req333&amp;lt;/div&amp;gt;&lt;br /&gt;
| RESPECT CONTAINER CAPACITY ON PICKUP&lt;br /&gt;
| (Future)&lt;br /&gt;
| Container capacity needs to be respected on pickup as it is with the put command.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req334&amp;quot;&amp;gt;Req334&amp;lt;/div&amp;gt;&lt;br /&gt;
| CRASHING ISSUE I&lt;br /&gt;
| Completed&lt;br /&gt;
| There is a crash bug related to store assignment of objects after building destruction. I had a town attacked by 100 dragons, and something went wrong.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req335&amp;quot;&amp;gt;Req335&amp;lt;/div&amp;gt;&lt;br /&gt;
| INFESTATION FREQUENCIES&lt;br /&gt;
| Completed&lt;br /&gt;
| The creatures selected to infest caves don't respect their population frequencies.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req336&amp;quot;&amp;gt;Req336&amp;lt;/div&amp;gt;&lt;br /&gt;
| GOOD/EVIL/SAVAGERY VERMIN CHECKS&lt;br /&gt;
| (Future)&lt;br /&gt;
| A lot of vermin creation doesn't respect good/evil/savagery of the particular square involved. Undead regions should have undead vermin, but there are some technical issues here.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req337&amp;quot;&amp;gt;Req337&amp;lt;/div&amp;gt;&lt;br /&gt;
| IN-GAME SNAPSHOTS&lt;br /&gt;
| Completed&lt;br /&gt;
| Just as you can export an image of the world map, you could also export an image of the entire fortress or adventure area.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req338&amp;quot;&amp;gt;Req338&amp;lt;/div&amp;gt;&lt;br /&gt;
| MEMMAP ISSUES&lt;br /&gt;
| (Future)&lt;br /&gt;
| There are some issues with it showing the green and yellow stair symbols improperly on the memmap. The memmap should also highlight staircases, and the symbols for previously seen creatures are currently overdone.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req339&amp;quot;&amp;gt;Req339&amp;lt;/div&amp;gt;&lt;br /&gt;
| MYSTERY WEB&lt;br /&gt;
| Completed&lt;br /&gt;
| A web printed off in a hidden area during dwarf mode. It was probably on an unseen river branch since it disappeared during the flood, but it shouldn't have been visible at all.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req340&amp;quot;&amp;gt;Req340&amp;lt;/div&amp;gt;&lt;br /&gt;
| FIRE FLOW SLAYER CREDIT&lt;br /&gt;
| (Future)&lt;br /&gt;
| Creatures don't get credit for killing creatures directly with flows.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req341&amp;quot;&amp;gt;Req341&amp;lt;/div&amp;gt;&lt;br /&gt;
| RIVER LOOPS&lt;br /&gt;
| Completed&lt;br /&gt;
| The world map generator doesn't completely loop erase the rivers. At least I think it's done. They always seem to come back.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req342&amp;quot;&amp;gt;Req342&amp;lt;/div&amp;gt;&lt;br /&gt;
| FROZEN WATER DISAGREEMENT&lt;br /&gt;
| Completed&lt;br /&gt;
| The out-of-play river squares sometimes display as frozen when the in-play river is not frozen.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req343&amp;quot;&amp;gt;Req343&amp;lt;/div&amp;gt;&lt;br /&gt;
| CORNER DOOR DETAILING&lt;br /&gt;
| Completed&lt;br /&gt;
| A room corner caught between two doors should detail immediately, not later when the dungeon is converted or other detailing occurs, or else it shouldn't detail at all.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req344&amp;quot;&amp;gt;Req344&amp;lt;/div&amp;gt;&lt;br /&gt;
| TOWN ANIMALS UNDER THREAT&lt;br /&gt;
| (Future)&lt;br /&gt;
| Attacking stray animals in town should still anger the entities, or at least be a misdemeanor or something.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req345&amp;quot;&amp;gt;Req345&amp;lt;/div&amp;gt;&lt;br /&gt;
| REST/SLEEP CONFLICT&lt;br /&gt;
| Completed&lt;br /&gt;
| When somebody is healing, they don't always take time off to sleep, so they can become drowsy when resting.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req346&amp;quot;&amp;gt;Req346&amp;lt;/div&amp;gt;&lt;br /&gt;
| PROJECTILES FALLING THROUGH FLOORS&lt;br /&gt;
| Completed&lt;br /&gt;
| Corpse pieces have occasionally been observed falling through the floor.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req347&amp;quot;&amp;gt;Req347&amp;lt;/div&amp;gt;&lt;br /&gt;
| ERRONEOUS FOOD OWNERSHIP&lt;br /&gt;
| (Future)&lt;br /&gt;
| If you remove a chair somebody is planning on eating in, they cancel their eat job but retain ownership of the food. Then they store it in their room, where it rots and smells, rather than eating it later. Related to Req304.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req348&amp;quot;&amp;gt;Req348&amp;lt;/div&amp;gt;&lt;br /&gt;
| SURROUNDING CHAT BIOME VERIFICATION&lt;br /&gt;
| (Future)&lt;br /&gt;
| When discussing which creatures roam a region, it doesn't do biome verification, so it could refer to creatures that aren't actually found in the region.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req349&amp;quot;&amp;gt;Req349&amp;lt;/div&amp;gt;&lt;br /&gt;
| PATH FIND ALTERATIONS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Right now, people go to the ground a lot when dealing with path find problems. If it isn't urgent, they should wait a bit but retain their paths. However, it's also important not to create traffic jams or lags.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req350&amp;quot;&amp;gt;Req350&amp;lt;/div&amp;gt;&lt;br /&gt;
| CRASH ISSUE ON BODY PART VIEW&lt;br /&gt;
| Completed&lt;br /&gt;
| During a fight with some zombies in dwarf mode, crashed while viewing body parts after moving the cursor.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req351&amp;quot;&amp;gt;Req351&amp;lt;/div&amp;gt;&lt;br /&gt;
| PET INFO CRASH&lt;br /&gt;
| Completed&lt;br /&gt;
| There was a crash related to null pet and owner pointers inside some pet info.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req352&amp;quot;&amp;gt;Req352&amp;lt;/div&amp;gt;&lt;br /&gt;
| TEMPERATURE FLOW SLAYERS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Dragons and other flow-creating creatures aren't credited properly for kills via temperature.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req353&amp;quot;&amp;gt;Req353&amp;lt;/div&amp;gt;&lt;br /&gt;
| PROJECTILES AND FLOWS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Some projectiles survive environmental effects unaffected.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req354&amp;quot;&amp;gt;Req354&amp;lt;/div&amp;gt;&lt;br /&gt;
| DIAGONAL FLOW PATHS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Diagonal-tending dragonfire has a tendency to wrap backward.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req355&amp;quot;&amp;gt;Req355&amp;lt;/div&amp;gt;&lt;br /&gt;
| LIQUID CREATURE SUPPORT&lt;br /&gt;
| (Future)&lt;br /&gt;
| Some creatures like magma men need better support for extreme temperature effects to work properly for them.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req356&amp;quot;&amp;gt;Req356&amp;lt;/div&amp;gt;&lt;br /&gt;
| GRASS-TREE BURN SPEEDS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Grass and trees undergo different burn-speed transformations between dwarf mode and adventure mode, leading to unwarranted mode differences.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req357&amp;quot;&amp;gt;Req357&amp;lt;/div&amp;gt;&lt;br /&gt;
| FIRE AND TEMPERATURE&lt;br /&gt;
| (Future)&lt;br /&gt;
| In some flow and map square situations, items are still burned away immediately instead of using temperature to affect them.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req358&amp;quot;&amp;gt;Req358&amp;lt;/div&amp;gt;&lt;br /&gt;
| CONTAMINANT MATERIALS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Contaminant materials need to be tracked more carefully.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req359&amp;quot;&amp;gt;Req359&amp;lt;/div&amp;gt;&lt;br /&gt;
| CONTAMINANT TEMPERATURE EFFECTS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Most importantly, metals that melt over creatures should have an effect, but the temperature of contaminants isn't currently stored.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req360&amp;quot;&amp;gt;Req360&amp;lt;/div&amp;gt;&lt;br /&gt;
| TEMPERATURE AND ROTTING&lt;br /&gt;
| (Future)&lt;br /&gt;
| The recycling critters that rot corpses and food work faster and are more abundant in higher temperature areas in general, though it might also be linked to the biome specifically.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req361&amp;quot;&amp;gt;Req361&amp;lt;/div&amp;gt;&lt;br /&gt;
| CORE TEMPERATURE VS EXTREMITIES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Frostbite doesn't work properly now, because temperatures are fairly uniform, even in homeotherms.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req362&amp;quot;&amp;gt;Req362&amp;lt;/div&amp;gt;&lt;br /&gt;
| CREATURE SUBTYPES AND TEMPERATURE&lt;br /&gt;
| (Future)&lt;br /&gt;
| The safe temperature calculations don't take the gloss into consideration, so even if &amp;quot;oak&amp;quot; and &amp;quot;mangrove&amp;quot; have different temperature properties, the game doesn't use them for related creature doesn't use them in some instances.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req363&amp;quot;&amp;gt;Req363&amp;lt;/div&amp;gt;&lt;br /&gt;
| VERMIN AND TEMPERATURE&lt;br /&gt;
| (Future)&lt;br /&gt;
| Vermin are currently unaffected by temperature and flows.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req364&amp;quot;&amp;gt;Req364&amp;lt;/div&amp;gt;&lt;br /&gt;
| VENOM... BARRELS?&lt;br /&gt;
| (Future)&lt;br /&gt;
| Traders bring venom in barrels instead of vials. This might be excessive.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req365&amp;quot;&amp;gt;Req365&amp;lt;/div&amp;gt;&lt;br /&gt;
| AGGRESSIVE SAPLING GROWTH&lt;br /&gt;
| (Future)&lt;br /&gt;
| Saplings seem to show up all over the place, including under lava or water. Might be handled.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req366&amp;quot;&amp;gt;Req366&amp;lt;/div&amp;gt;&lt;br /&gt;
| DISTANT OFFICERS&lt;br /&gt;
| (Future)&lt;br /&gt;
| It will often select the worst possible officer for a case. It should consider distance issues, for example.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req367&amp;quot;&amp;gt;Req367&amp;lt;/div&amp;gt;&lt;br /&gt;
| LOST FOOD&lt;br /&gt;
| (Future)&lt;br /&gt;
| The eat job sometimes loses control over the munchy's location.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req368&amp;quot;&amp;gt;Req368&amp;lt;/div&amp;gt;&lt;br /&gt;
| THE WELL BUCKET AND MAGMA&lt;br /&gt;
| (Future)&lt;br /&gt;
| The well bucket is not affected by local temperatures as it should be when it descends.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req369&amp;quot;&amp;gt;Req369&amp;lt;/div&amp;gt;&lt;br /&gt;
| MISSING UNIFORM&lt;br /&gt;
| (Future)&lt;br /&gt;
| When resetting clothing for temperature conditions, it can destroy guard uniforms.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req370&amp;quot;&amp;gt;Req370&amp;lt;/div&amp;gt;&lt;br /&gt;
| EATING IN STRANGE ROOMS&lt;br /&gt;
| (Future)&lt;br /&gt;
| The dwarves exhibit a propensity for eating in odd rooms when more appropriate rooms are available.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req371&amp;quot;&amp;gt;Req371&amp;lt;/div&amp;gt;&lt;br /&gt;
| AXE USE DEACTIVATED&lt;br /&gt;
| (Future)&lt;br /&gt;
| Deactivating squads can do strange things to axe use preference.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req372&amp;quot;&amp;gt;Req372&amp;lt;/div&amp;gt;&lt;br /&gt;
| TANTRUM EXHAUSTION&lt;br /&gt;
| (Future)&lt;br /&gt;
| Dwarves throwing tantrums might get a bit tired of what they are doing, especially if they are injured. They shouldn't destroy their beds when they are trying to sleep unless they are in a particularly bad mood.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req373&amp;quot;&amp;gt;Req373&amp;lt;/div&amp;gt;&lt;br /&gt;
| RAMP WALLS&lt;br /&gt;
| Completed&lt;br /&gt;
| There are some inconsistencies with ramp use regarding whether or not an adjacent wall is needed.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req374&amp;quot;&amp;gt;Req374&amp;lt;/div&amp;gt;&lt;br /&gt;
| PET CAP&lt;br /&gt;
| (Future)&lt;br /&gt;
| Evaluate alternatives to the 50 per type animal cap.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req375&amp;quot;&amp;gt;Req375&amp;lt;/div&amp;gt;&lt;br /&gt;
| OTHER CAVES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Need to use some rock outcrops to add caves to soil heavy environments (or tighten soil with roots).&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req376&amp;quot;&amp;gt;Req376&amp;lt;/div&amp;gt;&lt;br /&gt;
| ADV MODE LIGHTING PROBLEMS&lt;br /&gt;
| (Future)&lt;br /&gt;
| There are some problems with adventure mode lighting versus lower fluids and the memory map in open spaces.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req377&amp;quot;&amp;gt;Req377&amp;lt;/div&amp;gt;&lt;br /&gt;
| AMAZING VERMIN ENTRY&lt;br /&gt;
| (Future)&lt;br /&gt;
| Eater vermin from map features can get into things that are impossible to get into.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req378&amp;quot;&amp;gt;Req378&amp;lt;/div&amp;gt;&lt;br /&gt;
| LACK OF FLUID MIXING IN CONTAINERS&lt;br /&gt;
| (Future)&lt;br /&gt;
| It lets you have for instance &amp;quot;water&amp;quot; and &amp;quot;stagnant water&amp;quot; as distinct items in your flask, and you can also fill up your backpack with water without getting other objects wet and without leakage.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req379&amp;quot;&amp;gt;Req379&amp;lt;/div&amp;gt;&lt;br /&gt;
| TRAILS AND ROADS&lt;br /&gt;
| (Future)&lt;br /&gt;
| There should be trails and roads all over the place in civilized areas.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req380&amp;quot;&amp;gt;Req380&amp;lt;/div&amp;gt;&lt;br /&gt;
| AREA DIFFICULTIES&lt;br /&gt;
| (Future)&lt;br /&gt;
| There need to be some more additions to challenging areas and perhaps a little more work on making calm areas calm.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req381&amp;quot;&amp;gt;Req381&amp;lt;/div&amp;gt;&lt;br /&gt;
| MOOD WORKSHOP&lt;br /&gt;
| (Future)&lt;br /&gt;
| There should be additional indicators of which workshop has been taken over by a mood dwarf.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req382&amp;quot;&amp;gt;Req382&amp;lt;/div&amp;gt;&lt;br /&gt;
| OFFER CONFIRMATION&lt;br /&gt;
| (Future)&lt;br /&gt;
| A confirmation might be helpful for making offerings in the depot.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req383&amp;quot;&amp;gt;Req383&amp;lt;/div&amp;gt;&lt;br /&gt;
| RAW FISH NAME&lt;br /&gt;
| (Future)&lt;br /&gt;
| Raw fish might need to be renamed for clarity&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req384&amp;quot;&amp;gt;Req384&amp;lt;/div&amp;gt;&lt;br /&gt;
| BUILDING JOB CHECKS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Need to look into how often buildings do job checks and when they reset their counters.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req385&amp;quot;&amp;gt;Req385&amp;lt;/div&amp;gt;&lt;br /&gt;
| HAUL JOB OVERRIDES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Workshop jobs should remove haul tasks from items within them if the item is applicable for the job.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req386&amp;quot;&amp;gt;Req386&amp;lt;/div&amp;gt;&lt;br /&gt;
| PERSISTENT CURSOR POSITION&lt;br /&gt;
| (Future)&lt;br /&gt;
| There are some mode changes in dwarf mode where the cursor position should persist.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req387&amp;quot;&amp;gt;Req387&amp;lt;/div&amp;gt;&lt;br /&gt;
| TOTAL PROFESSION NUMBERS&lt;br /&gt;
| (Future)&lt;br /&gt;
| There should be a way to view the total numbers enabled for each labor list item.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req388&amp;quot;&amp;gt;Req388&amp;lt;/div&amp;gt;&lt;br /&gt;
| ROOM QUALITY DISPLAY&lt;br /&gt;
| (Future)&lt;br /&gt;
| There should be an easier way to view the quality of a room.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req389&amp;quot;&amp;gt;Req389&amp;lt;/div&amp;gt;&lt;br /&gt;
| PERSONAL ROOM TRAFFIC&lt;br /&gt;
| (Future)&lt;br /&gt;
| Dwarves should probably get upset if a bunch of dwarves walk through their rooms while they are around to notice.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req390&amp;quot;&amp;gt;Req390&amp;lt;/div&amp;gt;&lt;br /&gt;
| JOB INFORMATION&lt;br /&gt;
| (Future)&lt;br /&gt;
| You should be able to view more information about jobs so that you can better understand how to complete them and what you have available to do so.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req391&amp;quot;&amp;gt;Req391&amp;lt;/div&amp;gt;&lt;br /&gt;
| WOUNDED BABY CARE&lt;br /&gt;
| (Future)&lt;br /&gt;
| Mothers don't care if their babies are wounded, even if they are being carried at the time.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req392&amp;quot;&amp;gt;Req392&amp;lt;/div&amp;gt;&lt;br /&gt;
| HAULING ORDERS&lt;br /&gt;
| (Future)&lt;br /&gt;
| More ways to control hauling orders, so important corpses can be picked up and lone bolts can be ignored.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req393&amp;quot;&amp;gt;Req393&amp;lt;/div&amp;gt;&lt;br /&gt;
| MINING SKILL SETTINGS&lt;br /&gt;
| (Future)&lt;br /&gt;
| There are situations where it would be nice to have the ability to set skill threshholds for gem/ore mining jobs.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req394&amp;quot;&amp;gt;Req394&amp;lt;/div&amp;gt;&lt;br /&gt;
| VARIOUS COMPENSATION METHODS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Certain jobs should pay by the hour instead of by the job (or by other factors). Examples include hauling and pump operation.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req395&amp;quot;&amp;gt;Req395&amp;lt;/div&amp;gt;&lt;br /&gt;
| HOLDING ARTIFACTS&lt;br /&gt;
| (Future)&lt;br /&gt;
| There seems to be something a bit loopy with how artifact keep/drop/hide decisions are made. They can hold on to an object for a very long time without committing to anything. Even if a dwarf chooses to keep an artifact, it shouldn't just walk around with a floodgate or something.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req396&amp;quot;&amp;gt;Req396&amp;lt;/div&amp;gt;&lt;br /&gt;
| OBSTACLE HANDLING FOR BUILDERS AND MINERS&lt;br /&gt;
| (Future)&lt;br /&gt;
| When a dwarves are mining or placing a building which will become an obstacle, they should do the jobs from the first good square they touch so that they don't lock themselves in.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req397&amp;quot;&amp;gt;Req397&amp;lt;/div&amp;gt;&lt;br /&gt;
| ERRONEOUS CAGED UNIT DEATHS&lt;br /&gt;
| (Future)&lt;br /&gt;
| A container item that is destroyed can kill units, even if the unit itself is resistant to the destroyer of the item (magma for example).&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req398&amp;quot;&amp;gt;Req398&amp;lt;/div&amp;gt;&lt;br /&gt;
| PLATE/CHAIN LAYERING VS. ARMOR LEVEL&lt;br /&gt;
| (Future)&lt;br /&gt;
| Wearing mail under plate is permissible, but it can be confusing to see when you select plate as the armor level.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req399&amp;quot;&amp;gt;Req399&amp;lt;/div&amp;gt;&lt;br /&gt;
| DIRT ROADS ON ICE&lt;br /&gt;
| (Future)&lt;br /&gt;
| When roads are built over ice, trampled dirt can be created spontaneously.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req400&amp;quot;&amp;gt;Req400&amp;lt;/div&amp;gt;&lt;br /&gt;
| DYED CLOTH STOCKPILE SEPARATION&lt;br /&gt;
| (Future)&lt;br /&gt;
| The ability to separate dyed and undyed cloth in stockpiles can be useful for speeding up production.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req401&amp;quot;&amp;gt;Req401&amp;lt;/div&amp;gt;&lt;br /&gt;
| PREMATURE TRADE SCREEN EXITS&lt;br /&gt;
| (Future)&lt;br /&gt;
| It's easy to skip out of the trade agreement screens without knowing what happened.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req402&amp;quot;&amp;gt;Req402&amp;lt;/div&amp;gt;&lt;br /&gt;
| SAVE TO MAIN MENU TRANSITION&lt;br /&gt;
| (Future)&lt;br /&gt;
| Need a prompt after save has completely successfully, and it should finish cleaning before asking you to press the key.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req403&amp;quot;&amp;gt;Req403&amp;lt;/div&amp;gt;&lt;br /&gt;
| DAMBLOCK OPTS&lt;br /&gt;
| (Future)&lt;br /&gt;
| There are some optimizations that can be made to the damage blocking calculations.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req404&amp;quot;&amp;gt;Req404&amp;lt;/div&amp;gt;&lt;br /&gt;
| STILL BARRELS&lt;br /&gt;
| (Future)&lt;br /&gt;
| If a booze stockpile contains empty barrels, a brewing job should be able to use them for storage.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req405&amp;quot;&amp;gt;Req405&amp;lt;/div&amp;gt;&lt;br /&gt;
| VERMIN TRACKING&lt;br /&gt;
| (Future)&lt;br /&gt;
| There are some problems with the accounting of vermin populations.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req406&amp;quot;&amp;gt;Req406&amp;lt;/div&amp;gt;&lt;br /&gt;
| PUT ON YOUR MASK BEFORE ASSISTING THE CHILD NEXT TO YOU&lt;br /&gt;
| (Future)&lt;br /&gt;
| Parents can die from thirst seeking their infants. It might help them to prioritize if they are dehydrated.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req407&amp;quot;&amp;gt;Req407&amp;lt;/div&amp;gt;&lt;br /&gt;
| RECLAIM STACKS&lt;br /&gt;
| (Future)&lt;br /&gt;
| On reclaim, some of the container emptying procedures can be very annoying, especially if there are tons of coin piles.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req408&amp;quot;&amp;gt;Req408&amp;lt;/div&amp;gt;&lt;br /&gt;
| DOMESTICATION AND ENTITY DEFS&lt;br /&gt;
| (Future)&lt;br /&gt;
| The &amp;quot;common domestic&amp;quot; state of animals should be in part an entity property, rather than solely a creature property.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req409&amp;quot;&amp;gt;Req409&amp;lt;/div&amp;gt;&lt;br /&gt;
| BAG RESERVES&lt;br /&gt;
| (Future)&lt;br /&gt;
| The ability to reserve bags for uses other than seed storage would be useful.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req410&amp;quot;&amp;gt;Req410&amp;lt;/div&amp;gt;&lt;br /&gt;
| KITCHEN ISSUES&lt;br /&gt;
| (Future)&lt;br /&gt;
| It would be useful to have kitchen options for items that you don't necessarily have in stock at the moment, and there's an issue with needing milk's cook setting active to make cheese.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req411&amp;quot;&amp;gt;Req411&amp;lt;/div&amp;gt;&lt;br /&gt;
| ZOOMING AROUND&lt;br /&gt;
| (Future)&lt;br /&gt;
| It would be useful to have more ways to get between object screens and zooming to objects between all of the views.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req412&amp;quot;&amp;gt;Req412&amp;lt;/div&amp;gt;&lt;br /&gt;
| DROWSINESS VS. KNOCKOUTS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Dwarves can having drowsiness problems if they are KO'd for long periods of time.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req413&amp;quot;&amp;gt;Req413&amp;lt;/div&amp;gt;&lt;br /&gt;
| PAIRED ITEMS ON ARMOR STANDS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Armor stands need to be able to hold 2 gloves and shoes, rather than just one item.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req414&amp;quot;&amp;gt;Req414&amp;lt;/div&amp;gt;&lt;br /&gt;
| EQUIPMENT STORAGE&lt;br /&gt;
| (Future)&lt;br /&gt;
| Need to salvage some armor stand/weapon rack storage code for use by soldiers.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req415&amp;quot;&amp;gt;Req415&amp;lt;/div&amp;gt;&lt;br /&gt;
| SCHEDULING ISSUES&lt;br /&gt;
| (Future)&lt;br /&gt;
| There are some minor adventure mode town schedule issues that need addressing.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req416&amp;quot;&amp;gt;Req416&amp;lt;/div&amp;gt;&lt;br /&gt;
| PAIRED IMPROVEMENTS&lt;br /&gt;
| (Future)&lt;br /&gt;
| For the most part, improvements on pregenerated paired items should be made identical.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req417&amp;quot;&amp;gt;Req417&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;quot;WATER&amp;quot;SKINS?&lt;br /&gt;
| (Future)&lt;br /&gt;
| Military dwarves should be apt to carry booze instead of water.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req418&amp;quot;&amp;gt;Req418&amp;lt;/div&amp;gt;&lt;br /&gt;
| WEIGHT AND VALUE PROBLEMS&lt;br /&gt;
| (Future)&lt;br /&gt;
| There are a lot of inconsistencies with weight and value numbers in the raws.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req419&amp;quot;&amp;gt;Req419&amp;lt;/div&amp;gt;&lt;br /&gt;
| PRICE SETTER STORAGE&lt;br /&gt;
| (Future)&lt;br /&gt;
| Technical issue with price setter storage.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req420&amp;quot;&amp;gt;Req420&amp;lt;/div&amp;gt;&lt;br /&gt;
| DRINK JOB CONNECTION CHECKS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Some drink jobs don't check connectivity correctly.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req421&amp;quot;&amp;gt;Req421&amp;lt;/div&amp;gt;&lt;br /&gt;
| BUILDING NAMES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Custom names for buildings. For stockpiles they can be inherited by containers.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req422&amp;quot;&amp;gt;Req422&amp;lt;/div&amp;gt;&lt;br /&gt;
| ROCKY ROAD&lt;br /&gt;
| (Future)&lt;br /&gt;
| Road building can be annoying on rocky maps.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req423&amp;quot;&amp;gt;Req423&amp;lt;/div&amp;gt;&lt;br /&gt;
| WEALTH OVERCOUNTS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Held/worn items are counted too much toward fortress wealth.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req424&amp;quot;&amp;gt;Req424&amp;lt;/div&amp;gt;&lt;br /&gt;
| PLANTING CANCELLATIONS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Farming plots that are set to fallow won't cancel their jobs if there's even a single seed planted. There are also issues with cancellation for redded out plants.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req425&amp;quot;&amp;gt;Req425&amp;lt;/div&amp;gt;&lt;br /&gt;
| DWARVEN WAGONS&lt;br /&gt;
| Completed&lt;br /&gt;
| Dwarves have wagons, so they should use them to trade.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req426&amp;quot;&amp;gt;Req426&amp;lt;/div&amp;gt;&lt;br /&gt;
| WATERFALL EDGES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Waterfalls have an issue where water at the bottom can potentially flow up off the edge into the unallocated void.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req427&amp;quot;&amp;gt;Req427&amp;lt;/div&amp;gt;&lt;br /&gt;
| ELITE SOLDIER SETTINGS&lt;br /&gt;
| (Future)&lt;br /&gt;
| You should be able to set soldier preferences for elite soldiers, though they should be unhappy to part with their favorite weapons.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req428&amp;quot;&amp;gt;Req428&amp;lt;/div&amp;gt;&lt;br /&gt;
| TASK PRIORITIES&lt;br /&gt;
| (Future)&lt;br /&gt;
| It should be easier to single out a dwarf as the only one permitted to perform a task, or to give that dwarf higher priority for the task.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req429&amp;quot;&amp;gt;Req429&amp;lt;/div&amp;gt;&lt;br /&gt;
| FARM SETTINGS LOST&lt;br /&gt;
| (Future)&lt;br /&gt;
| It can destroy preset crop selections for future seasons when there's a problem with the current season.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req430&amp;quot;&amp;gt;Req430&amp;lt;/div&amp;gt;&lt;br /&gt;
| JOB POSSIBILITIES DISPLAYED&lt;br /&gt;
| (Future)&lt;br /&gt;
| When adding jobs to workshops, it should be more clear which jobs could actually be completed at that time.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req431&amp;quot;&amp;gt;Req431&amp;lt;/div&amp;gt;&lt;br /&gt;
| EQUIPMENT CLEANING&lt;br /&gt;
| (Future)&lt;br /&gt;
| You need to be able to clean off dirty equipment, both modes. You might need to use grass or some kind of intermediate object/liquid to avoid getting more dirty.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req432&amp;quot;&amp;gt;Req432&amp;lt;/div&amp;gt;&lt;br /&gt;
| SETUP SCREEN CHANGES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Various minor changes to the dwarf mode setup screen. It should be easier to see the skills of the dwarves you are bringing and you should have more of an idea what the equipment you are bringing it for. It should update the profession names of dwarves as you change their skills.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req433&amp;quot;&amp;gt;Req433&amp;lt;/div&amp;gt;&lt;br /&gt;
| FLOATING&lt;br /&gt;
| (Future)&lt;br /&gt;
| Objects with proper densities should float in liquids. This should also apply to swimming creatures.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req434&amp;quot;&amp;gt;Req434&amp;lt;/div&amp;gt;&lt;br /&gt;
| MESSAGE CONTROL&lt;br /&gt;
| (Future)&lt;br /&gt;
| All messages should be optional with optional pause-zooming. There should be optional building completion announcements.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req435&amp;quot;&amp;gt;Req435&amp;lt;/div&amp;gt;&lt;br /&gt;
| SETTINGS FOR BASIC JOBS&lt;br /&gt;
| (Future)&lt;br /&gt;
| There should be specific labor list settings for jobs like harvesting, level pulling and depot hauls that all dwarves do.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req436&amp;quot;&amp;gt;Req436&amp;lt;/div&amp;gt;&lt;br /&gt;
| EQUIPMENT DISPOSAL&lt;br /&gt;
| (Future)&lt;br /&gt;
| There should be more standing orders for how unusable clothing, armor and other equipment are handled to expedite siege cleaning and the disposal of old clothes.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req437&amp;quot;&amp;gt;Req437&amp;lt;/div&amp;gt;&lt;br /&gt;
| ASHERY SKILLS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Potash-making from lye should be skillless, and ideally you'd just set the stuff to evaporate. The ash to potash job should give lye-making skill.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req438&amp;quot;&amp;gt;Req438&amp;lt;/div&amp;gt;&lt;br /&gt;
| REFERENCE UPDATE&lt;br /&gt;
| (Future)&lt;br /&gt;
| Some internal references should be stored differently.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req439&amp;quot;&amp;gt;Req439&amp;lt;/div&amp;gt;&lt;br /&gt;
| FISHERY AUTOMATION&lt;br /&gt;
| (Future)&lt;br /&gt;
| The fishery (and other workshops) should have automation features.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req440&amp;quot;&amp;gt;Req440&amp;lt;/div&amp;gt;&lt;br /&gt;
| TRAVELER OUTFITS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Sometimes it fails to update the clothing of people that have traveled to another town to account for temperature.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req441&amp;quot;&amp;gt;Req441&amp;lt;/div&amp;gt;&lt;br /&gt;
| CHILDREN AND GROWTH&lt;br /&gt;
| (Future)&lt;br /&gt;
| Children need to change sizes more gradually as they grow up. It must also handle their clothing sizes without generating a ton of garbage objects.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req442&amp;quot;&amp;gt;Req442&amp;lt;/div&amp;gt;&lt;br /&gt;
| SHOPKEEPERS AND THEIR INVENTORY&lt;br /&gt;
| (Future)&lt;br /&gt;
| Owners of dwarf mode shops aren't tied closely enough to their wares, even though they pay for them.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req443&amp;quot;&amp;gt;Req443&amp;lt;/div&amp;gt;&lt;br /&gt;
| UNIT-JOB SCREEN IMPROVEMENTS&lt;br /&gt;
| (Future)&lt;br /&gt;
| The unit-job screen should be improved in myriad ways, though the options people have requested are too numerous to fit in a simple screen.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req444&amp;quot;&amp;gt;Req444&amp;lt;/div&amp;gt;&lt;br /&gt;
| FLEEING SOLDIER AI&lt;br /&gt;
| (Future)&lt;br /&gt;
| Fleeing soldiers don't cope well with not being able to reach their exit location.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req445&amp;quot;&amp;gt;Req445&amp;lt;/div&amp;gt;&lt;br /&gt;
| INJURED HUNTERS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Injured hunters should not attempt to hunt in general.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req446&amp;quot;&amp;gt;Req446&amp;lt;/div&amp;gt;&lt;br /&gt;
| COOKING SELECTION ISSUE&lt;br /&gt;
| (Future)&lt;br /&gt;
| Cooking had an issue where it selected a barrel and the object inside of it.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req447&amp;quot;&amp;gt;Req447&amp;lt;/div&amp;gt;&lt;br /&gt;
| PRESERVING VALUABLE STONES&lt;br /&gt;
| Completed&lt;br /&gt;
| There should be a way to stop valuable stones like obsidian from being used in general stoneworking jobs.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req448&amp;quot;&amp;gt;Req448&amp;lt;/div&amp;gt;&lt;br /&gt;
| INTERRUPTED JOB DURATIONS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Issue with job durations versus interruptions.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req449&amp;quot;&amp;gt;Req449&amp;lt;/div&amp;gt;&lt;br /&gt;
| BARRACKS ASSIGNMENTS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Allow barracks assignments for squads, including specific assignments (possibly automated within the barracks) for weapon racks and armor stands for soldiers.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req450&amp;quot;&amp;gt;Req450&amp;lt;/div&amp;gt;&lt;br /&gt;
| USEFUL BREAKS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Dwarves should actively pursue non-work related activities while they are taking breaks.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req451&amp;quot;&amp;gt;Req451&amp;lt;/div&amp;gt;&lt;br /&gt;
| LIAISON AND WORKERS&lt;br /&gt;
| (Future)&lt;br /&gt;
| You should be able to request specific workers and worker types from your outpost liaison.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req452&amp;quot;&amp;gt;Req452&amp;lt;/div&amp;gt;&lt;br /&gt;
| IMPROVE LOCAL MATERIAL TABULATION&lt;br /&gt;
| (Future)&lt;br /&gt;
| The game doesn't quite have a handle on which materials are available locally. This would make demands more reasonable.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req453&amp;quot;&amp;gt;Req453&amp;lt;/div&amp;gt;&lt;br /&gt;
| COFFIN OBJECT ISSUES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Issues with the items in coffins versus building destruction and rotting.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req454&amp;quot;&amp;gt;Req454&amp;lt;/div&amp;gt;&lt;br /&gt;
| FOOD SELECTION&lt;br /&gt;
| (Future)&lt;br /&gt;
| There are some issues with food choice relative to value and distance.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req455&amp;quot;&amp;gt;Req455&amp;lt;/div&amp;gt;&lt;br /&gt;
| RAMPS ON BOUNDARIES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Some ramps were omitted on block splits.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req456&amp;quot;&amp;gt;Req456&amp;lt;/div&amp;gt;&lt;br /&gt;
| KIDNAP INFO HANDLING&lt;br /&gt;
| (Future)&lt;br /&gt;
| Kidnapped dwarves need to have more game info removed.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req457&amp;quot;&amp;gt;Req457&amp;lt;/div&amp;gt;&lt;br /&gt;
| STEAM EFFECTS&lt;br /&gt;
| (Future)&lt;br /&gt;
| There are currently problems with steam temperature damage, and the effects of walking through a forest fire.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req458&amp;quot;&amp;gt;Req458&amp;lt;/div&amp;gt;&lt;br /&gt;
| ZOMBIE BODIES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Zombies should just leave rotten corpses instead of rotten zombie corpses, though their former status as a zombie might have impacts on the body's properties later on.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req459&amp;quot;&amp;gt;Req459&amp;lt;/div&amp;gt;&lt;br /&gt;
| CAVE-IN COLUMN WEIGHTS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Cave-in columns need more careful weight calculations.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req460&amp;quot;&amp;gt;Req460&amp;lt;/div&amp;gt;&lt;br /&gt;
| INITIAL RIVER DISPLAY&lt;br /&gt;
| (Future)&lt;br /&gt;
| It needs to initialize river flow directions before the rivers are initially displayed.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req461&amp;quot;&amp;gt;Req461&amp;lt;/div&amp;gt;&lt;br /&gt;
| FLOWS AND DIRECTIONAL CALCULATIONS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Certain flow calculations still only run in 4 directions.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req462&amp;quot;&amp;gt;Req462&amp;lt;/div&amp;gt;&lt;br /&gt;
| CONTAMINANT TEMPERATURE AND MOISTURE&lt;br /&gt;
| (Future)&lt;br /&gt;
| Contaminants on units and items need to have temperatures so that these objects can be covered with snow or heated oil. Some contaminants also need to have some kind of moisture content so that blood can dry out and stain for example.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req463&amp;quot;&amp;gt;Req463&amp;lt;/div&amp;gt;&lt;br /&gt;
| FORBIDDEN WARES&lt;br /&gt;
| (Future)&lt;br /&gt;
| The &amp;quot;good&amp;quot; creatures should be a little less likely to purchase leather or other items made from the bodies of civilized creatures, with various exceptions.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req464&amp;quot;&amp;gt;Req464&amp;lt;/div&amp;gt;&lt;br /&gt;
| EXCESSIVE BAIT&lt;br /&gt;
| (Future)&lt;br /&gt;
| Dwarves should not use entire stacks of meat or fish to bait traps.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req465&amp;quot;&amp;gt;Req465&amp;lt;/div&amp;gt;&lt;br /&gt;
| METAL BLOCK/BAR WEIGHTS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Need to watch out for the weight of metal objects versus metal bars.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req466&amp;quot;&amp;gt;Req466&amp;lt;/div&amp;gt;&lt;br /&gt;
| WRESTLING GRASPS VERSUS OTHER ACTIONS&lt;br /&gt;
| (Future)&lt;br /&gt;
| It should be more difficult or impossible to use the grasps you are using for wrestling in other tasks at the same time.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req467&amp;quot;&amp;gt;Req467&amp;lt;/div&amp;gt;&lt;br /&gt;
| UNDEAD HEALING&lt;br /&gt;
| (Future)&lt;br /&gt;
| Undead and construct-type creatures tend to heal when they shouldn't.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req468&amp;quot;&amp;gt;Req468&amp;lt;/div&amp;gt;&lt;br /&gt;
| EXTRACT MATERIALS&lt;br /&gt;
| (Future)&lt;br /&gt;
| The extract system needs to be overhauled to support more robust material definitions and more potential extracts from a given creature or plant.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req469&amp;quot;&amp;gt;Req469&amp;lt;/div&amp;gt;&lt;br /&gt;
| HUMAN MIGRANT ISSUES&lt;br /&gt;
| (Future)&lt;br /&gt;
| In the limited test I did of human migrants in a dwarf fortress, there were several issues, including the humans being treated like tame beasts.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req470&amp;quot;&amp;gt;Req470&amp;lt;/div&amp;gt;&lt;br /&gt;
| UNDEAD POPULATIONS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Undead populations aren't tracked properly.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req471&amp;quot;&amp;gt;Req471&amp;lt;/div&amp;gt;&lt;br /&gt;
| ASKING DIRECTIONS&lt;br /&gt;
| (Future)&lt;br /&gt;
| You should be able to ask directions more robustly in adventure mode. They should be able to give you directions and location descriptions. You should be able to ask about general or specific items or trades, and various other things. Different creatures might have a broader knowledge of more areas depending on various factors.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req472&amp;quot;&amp;gt;Req472&amp;lt;/div&amp;gt;&lt;br /&gt;
| MIXING LIQUID CONTAMINANTS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Liquid contaminants should mix so that you can't just act on one of them, assuming they overlap on the object in question.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req473&amp;quot;&amp;gt;Req473&amp;lt;/div&amp;gt;&lt;br /&gt;
| MATERIAL REWRITE&lt;br /&gt;
| (Future)&lt;br /&gt;
| There's a technical rewrite required to support things like object materials which are, for instance, the blood of a specific creature.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req474&amp;quot;&amp;gt;Req474&amp;lt;/div&amp;gt;&lt;br /&gt;
| PATH BUFFER CLEARING&lt;br /&gt;
| (Future)&lt;br /&gt;
| There's a bit of an optimization that can be done to the periodic path buffer clearing.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req475&amp;quot;&amp;gt;Req475&amp;lt;/div&amp;gt;&lt;br /&gt;
| SIEGE ENGINES AND THE Z AXIS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Siege engines need to respect the z axis.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req476&amp;quot;&amp;gt;Req476&amp;lt;/div&amp;gt;&lt;br /&gt;
| DEEP OBJECT PLACEMENT ISSUE&lt;br /&gt;
| (Future)&lt;br /&gt;
| There's an issue with object placement in one of the deep areas.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req477&amp;quot;&amp;gt;Req477&amp;lt;/div&amp;gt;&lt;br /&gt;
| CONNECTED SITE COMPONENTS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Sites in areas with large elevation changes need to connect up their components. For instance, a town built into several areas on a cliff might have some stairs carved into the walls to connect the components.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req478&amp;quot;&amp;gt;Req478&amp;lt;/div&amp;gt;&lt;br /&gt;
| LOCAL ARMY MOVEMENT&lt;br /&gt;
| (Future)&lt;br /&gt;
| There are some issue with army movement in adventure mode, especially related to armies you are visiting that would like to move.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req479&amp;quot;&amp;gt;Req479&amp;lt;/div&amp;gt;&lt;br /&gt;
| GOBLIN TOWER ISSUES&lt;br /&gt;
| (Future)&lt;br /&gt;
| There are some issues with swamps, vegetation and subterranean areas in goblin towers.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req480&amp;quot;&amp;gt;Req480&amp;lt;/div&amp;gt;&lt;br /&gt;
| DWARVES ON FIRE&lt;br /&gt;
| (Future)&lt;br /&gt;
| Dwarves should really handle themselves a bit better when they are around fire. They should start by recognizing that it's actually a problem to be on fire.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req481&amp;quot;&amp;gt;Req481&amp;lt;/div&amp;gt;&lt;br /&gt;
| HATCH OPENING FOR DIAGONAL FLIERS&lt;br /&gt;
| (Future)&lt;br /&gt;
| It needs to be more specific about how fliers moving diagonally and up interact with multiple hatches.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req482&amp;quot;&amp;gt;Req482&amp;lt;/div&amp;gt;&lt;br /&gt;
| FISH CLEANING IMPROVEMENTS&lt;br /&gt;
| (Future)&lt;br /&gt;
| You should be able to remove relevant portions (shell/bones) of fish during cleaning.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req483&amp;quot;&amp;gt;Req483&amp;lt;/div&amp;gt;&lt;br /&gt;
| BLOOD VISIBILITY&lt;br /&gt;
| (Future)&lt;br /&gt;
| Blood of all types should be visible on whatever color stone it falls on.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req484&amp;quot;&amp;gt;Req484&amp;lt;/div&amp;gt;&lt;br /&gt;
| WIND&lt;br /&gt;
| (Future)&lt;br /&gt;
| Local wind patterns need to be more interesting.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req485&amp;quot;&amp;gt;Req485&amp;lt;/div&amp;gt;&lt;br /&gt;
| GROUNDED/SWIMMING&lt;br /&gt;
| (Future)&lt;br /&gt;
| Need to square the commonly-used notion of being on the ground with swimming.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req486&amp;quot;&amp;gt;Req486&amp;lt;/div&amp;gt;&lt;br /&gt;
| VISION AND SWIMMING&lt;br /&gt;
| (Future)&lt;br /&gt;
| Need to work out what should be visible when you are swimming, especially if you are breathing up at the surface.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req487&amp;quot;&amp;gt;Req487&amp;lt;/div&amp;gt;&lt;br /&gt;
| WATER PRESERVATION&lt;br /&gt;
| (Future)&lt;br /&gt;
| There are some cases where water is deleted when it might be pushed away to other tiles instead.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req488&amp;quot;&amp;gt;Req488&amp;lt;/div&amp;gt;&lt;br /&gt;
| WARM STONE PROBLEM&lt;br /&gt;
| (Future)&lt;br /&gt;
| There are some rare cases where warm stone next to lava gets its temperature reset.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req489&amp;quot;&amp;gt;Req489&amp;lt;/div&amp;gt;&lt;br /&gt;
| MIGRANT CHILDREN AGES&lt;br /&gt;
| (Future)&lt;br /&gt;
| The ages of migrant children are not based on the raws.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req490&amp;quot;&amp;gt;Req490&amp;lt;/div&amp;gt;&lt;br /&gt;
| MATERIAL DEMANDS AND MANDATES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Local materials lists for demands aren't compiled properly now.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req491&amp;quot;&amp;gt;Req491&amp;lt;/div&amp;gt;&lt;br /&gt;
| ADVENTURE MODE TRADE SKILLS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Some of the features from dwarf mode trade can be moved over to adventure mode.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req492&amp;quot;&amp;gt;Req492&amp;lt;/div&amp;gt;&lt;br /&gt;
| MELTED OBJECT SIZE&lt;br /&gt;
| (Future)&lt;br /&gt;
| When objects change states, their sizes need to be tracked more carefully.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req493&amp;quot;&amp;gt;Req493&amp;lt;/div&amp;gt;&lt;br /&gt;
| MISSING MIGRANT TYPES&lt;br /&gt;
| (Future)&lt;br /&gt;
| A few professions don't occur as migrant types.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req494&amp;quot;&amp;gt;Req494&amp;lt;/div&amp;gt;&lt;br /&gt;
| INITIALIZING PREFERENCES ISSUE&lt;br /&gt;
| (Future)&lt;br /&gt;
| There's a minor issue with unit preferences and which ones it knows about at which times.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req495&amp;quot;&amp;gt;Req495&amp;lt;/div&amp;gt;&lt;br /&gt;
| FISH SEARCH&lt;br /&gt;
| (Future)&lt;br /&gt;
| Fisherdwarves don't make the same efforts to find locations as thirsty dwarves.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req496&amp;quot;&amp;gt;Req496&amp;lt;/div&amp;gt;&lt;br /&gt;
| WORLD MIGRANT LINKS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Migrants joining towns on the world map don't get proper entity links.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req497&amp;quot;&amp;gt;Req497&amp;lt;/div&amp;gt;&lt;br /&gt;
| RIVER STONES FOR ENTITIES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Civilizations don't use alluvial deposits properly.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req498&amp;quot;&amp;gt;Req498&amp;lt;/div&amp;gt;&lt;br /&gt;
| SAME-SQUARE MOVEMENT&lt;br /&gt;
| (Future)&lt;br /&gt;
| There are some adventure mode issues with same-square interactions.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req499&amp;quot;&amp;gt;Req499&amp;lt;/div&amp;gt;&lt;br /&gt;
| BETTER PRESSURE&lt;br /&gt;
| Completed&lt;br /&gt;
| Water should avoid upward paths when there is a good downward route, though this taxes the CPU slightly.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req500&amp;quot;&amp;gt;Req500&amp;lt;/div&amp;gt;&lt;br /&gt;
| SITE POPULATIONS&lt;br /&gt;
| (Future)&lt;br /&gt;
| There are various little issues with site animal populations that need to be cleaned up.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req501&amp;quot;&amp;gt;Req501&amp;lt;/div&amp;gt;&lt;br /&gt;
| MINOR WILDERNESS POP ISSUES&lt;br /&gt;
| (Future)&lt;br /&gt;
| There are some minor issues with the distributions of local wilderness populations.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req502&amp;quot;&amp;gt;Req502&amp;lt;/div&amp;gt;&lt;br /&gt;
| FROZEN WATER CONTAMINANTS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Contaminants for frozen liquids aren't tracked carefully enough.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req503&amp;quot;&amp;gt;Req503&amp;lt;/div&amp;gt;&lt;br /&gt;
| FLIERS/SWIMMERS AND BUILDING TARGETING&lt;br /&gt;
| (Future)&lt;br /&gt;
| Creatures with unusual movement types can't target buildings properly.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req504&amp;quot;&amp;gt;Req504&amp;lt;/div&amp;gt;&lt;br /&gt;
| RUIN PLACEMENT&lt;br /&gt;
| (Future)&lt;br /&gt;
| Ruin placement is disabled in sites that become crowded with buildings, but it should adapt instead.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req505&amp;quot;&amp;gt;Req505&amp;lt;/div&amp;gt;&lt;br /&gt;
| CAVE-IN DUST&lt;br /&gt;
| (Future)&lt;br /&gt;
| Dust flows from cave-ins need to be generated more carefully.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req506&amp;quot;&amp;gt;Req506&amp;lt;/div&amp;gt;&lt;br /&gt;
| IMPROVED CAVE-IN MECHANICS&lt;br /&gt;
| (Future)&lt;br /&gt;
| The cave-in framework isn't being used for much. There should be more requirements for supports again.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req507&amp;quot;&amp;gt;Req507&amp;lt;/div&amp;gt;&lt;br /&gt;
| SOIL CAVE-INS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Certain rock/ground types shouldn't support anything by themselves.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req508&amp;quot;&amp;gt;Req508&amp;lt;/div&amp;gt;&lt;br /&gt;
| WALKING ON BUILDINGS&lt;br /&gt;
| (Future)&lt;br /&gt;
| It seems like you should be able to walk over the top of something like a floodgate on the tile above, but this is quite annoying to handle.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req509&amp;quot;&amp;gt;Req509&amp;lt;/div&amp;gt;&lt;br /&gt;
| CASTRATING ANIMALS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Dwarves should be able to castrate male animals. Spaying female animals might be beyond the ability of dwarves to do reliably.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req510&amp;quot;&amp;gt;Req510&amp;lt;/div&amp;gt;&lt;br /&gt;
| FIRES IN CONTAINERS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Fires should not be able to burn in sealed containers.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req511&amp;quot;&amp;gt;Req511&amp;lt;/div&amp;gt;&lt;br /&gt;
| ARMORED AGAINST JUSTICE&lt;br /&gt;
| (Future)&lt;br /&gt;
| People shouldn't be able to throw armor on a dwarf that's about to be hammered. All such items should be removed before the sentence is carried out.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req512&amp;quot;&amp;gt;Req512&amp;lt;/div&amp;gt;&lt;br /&gt;
| PERSONAL HYGIENE&lt;br /&gt;
| (Future)&lt;br /&gt;
| Dwarves get filthy with all manner of foul matter and should clean themselves. Soap might come up. Clothes should also be cleaned. Could have stains.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req513&amp;quot;&amp;gt;Req513&amp;lt;/div&amp;gt;&lt;br /&gt;
| FOOD PLURALS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Food items need plurals (for the description screen for example).&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req514&amp;quot;&amp;gt;Req514&amp;lt;/div&amp;gt;&lt;br /&gt;
| MAP GENERATION BIAS&lt;br /&gt;
| (Future)&lt;br /&gt;
| The mid-level square maps never use the bottom right corner if all biome priorities are the same.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req515&amp;quot;&amp;gt;Req515&amp;lt;/div&amp;gt;&lt;br /&gt;
| CONSTRUCTION BUILDING PLACEMENT&lt;br /&gt;
| (Future)&lt;br /&gt;
| You shouldn't have to place construction squares one by one, and you shouldn't have to wait for constructions to be finished to place further pending constructions.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req516&amp;quot;&amp;gt;Req516&amp;lt;/div&amp;gt;&lt;br /&gt;
| ELVES TRADING ANIMALS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Elves should be reluctant to trade animals to dwarves they haven't built up a relationship with.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req517&amp;quot;&amp;gt;Req517&amp;lt;/div&amp;gt;&lt;br /&gt;
| KIDNAP THOUGHT&lt;br /&gt;
| (Future)&lt;br /&gt;
| Children should have some kind of thought about being kidnapped.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req518&amp;quot;&amp;gt;Req518&amp;lt;/div&amp;gt;&lt;br /&gt;
| OFFICE WORK&lt;br /&gt;
| (Future)&lt;br /&gt;
| Proper office work should require a table by the chair.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req519&amp;quot;&amp;gt;Req519&amp;lt;/div&amp;gt;&lt;br /&gt;
| BEAST INTERRUPTIONS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Beasts should not constantly interrupt workers that aren't actual under threat.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req520&amp;quot;&amp;gt;Req520&amp;lt;/div&amp;gt;&lt;br /&gt;
| EASY-TO-SKIP MEETING SCREENS&lt;br /&gt;
| (Future)&lt;br /&gt;
| It's too easy to skip passed important meeting screens by pressing space.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req521&amp;quot;&amp;gt;Req521&amp;lt;/div&amp;gt;&lt;br /&gt;
| WATERY RAMPS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Rivers and pools need ramps for the most part, so you can move in and out of them. Seashores too.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req522&amp;quot;&amp;gt;Req522&amp;lt;/div&amp;gt;&lt;br /&gt;
| FLYING UP&lt;br /&gt;
| (Future)&lt;br /&gt;
| In adventure mode, it needs to allocate sky for you if you try to fly up into unallocated areas.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req523&amp;quot;&amp;gt;Req523&amp;lt;/div&amp;gt;&lt;br /&gt;
| STREAM WATER FEET&lt;br /&gt;
| (Future)&lt;br /&gt;
| Stance points need to get water covers when walking over wet streams.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req524&amp;quot;&amp;gt;Req524&amp;lt;/div&amp;gt;&lt;br /&gt;
| SALT WATER PONDS&lt;br /&gt;
| (Future)&lt;br /&gt;
| You can't designate salt water as a water source, so you can't make salt water ponds from the ocean for example.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req525&amp;quot;&amp;gt;Req525&amp;lt;/div&amp;gt;&lt;br /&gt;
| MORE RIVERS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Sometimes vast high-rain areas on the world map aren't drained, which is strange. The water systems could be underground, but there should be some in-game explanation.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req526&amp;quot;&amp;gt;Req526&amp;lt;/div&amp;gt;&lt;br /&gt;
| WOOD RAW TOKENS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Wood raws are missing a lot of customizable properties that other materials have.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req527&amp;quot;&amp;gt;Req527&amp;lt;/div&amp;gt;&lt;br /&gt;
| PROMPT MEETINGS&lt;br /&gt;
| (Future)&lt;br /&gt;
| People that have meetings should take care of them promptly. The broker should get to the trade depot when called.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req528&amp;quot;&amp;gt;Req528&amp;lt;/div&amp;gt;&lt;br /&gt;
| SOME NEW STOCKPILE SETTINGS&lt;br /&gt;
| (Future)&lt;br /&gt;
| People wanted stockpiles of meltables, stockpiles that exclude meltables, and stockpiles that distinguish dyed and undyed objects.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req529&amp;quot;&amp;gt;Req529&amp;lt;/div&amp;gt;&lt;br /&gt;
| CONSTRUCTION WEAR&lt;br /&gt;
| (Future)&lt;br /&gt;
| Constructions don't wear down in the same way that regular smoothed walls do.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req530&amp;quot;&amp;gt;Req530&amp;lt;/div&amp;gt;&lt;br /&gt;
| ORE/ALLOY AMOUNT PROBLEMS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Some of the alloy smelting reaction numbers don't match up with the amount of bar smelting reactions when they meet certain ores.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req531&amp;quot;&amp;gt;Req531&amp;lt;/div&amp;gt;&lt;br /&gt;
| IMPROVED WORLD MAP DURING EMBARK&lt;br /&gt;
| (Future)&lt;br /&gt;
| The tiles on the world map should be more representative of what's actually there.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req532&amp;quot;&amp;gt;Req532&amp;lt;/div&amp;gt;&lt;br /&gt;
| EDGE PROJECTILES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Ammunition fired at the edge of the play area shouldn't bounce against it.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req533&amp;quot;&amp;gt;Req533&amp;lt;/div&amp;gt;&lt;br /&gt;
| BUILDING CONSTRUCTION INCONSISTENCIES&lt;br /&gt;
| (Future)&lt;br /&gt;
| There are some issues about diagonal access and so on with building constructions.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req534&amp;quot;&amp;gt;Req534&amp;lt;/div&amp;gt;&lt;br /&gt;
| MINING SIDES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Dwarves sometimes go on a long detour to mine a wall from a particular side.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req535&amp;quot;&amp;gt;Req535&amp;lt;/div&amp;gt;&lt;br /&gt;
| WATER CONTAMINANT CONTROLS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Salinity and stagnance markers can spread up into areas they don't particularly belong, especially during adventure mode travel. Water shouldn't drop mud all the time.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req536&amp;quot;&amp;gt;Req536&amp;lt;/div&amp;gt;&lt;br /&gt;
| MAP BOULDER&lt;br /&gt;
| (Future)&lt;br /&gt;
| Should be able to pull up a stone object from boulder tiles.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req537&amp;quot;&amp;gt;Req537&amp;lt;/div&amp;gt;&lt;br /&gt;
| MASTER RECORD KEEPER&lt;br /&gt;
| (Future)&lt;br /&gt;
| Record keepers gain skill too quickly.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req538&amp;quot;&amp;gt;Req538&amp;lt;/div&amp;gt;&lt;br /&gt;
| MORE VEGETATION CONTROL&lt;br /&gt;
| (Future)&lt;br /&gt;
| Should be able to designation permanent zones for plant gathering and wood chopping and suspend all of these jobs as well.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req539&amp;quot;&amp;gt;Req539&amp;lt;/div&amp;gt;&lt;br /&gt;
| UNDIGNIFIED DIGGING&lt;br /&gt;
| (Future)&lt;br /&gt;
| Somebody wanted to dig in the dirt without picks. It's not very dwarven, but I suppose it could be allowed.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req540&amp;quot;&amp;gt;Req540&amp;lt;/div&amp;gt;&lt;br /&gt;
| FULL REACTION CLASSES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Reaction classes need full definitions instead of just tokens like &amp;quot;FLUX&amp;quot; so that they can have more associated text and information.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req541&amp;quot;&amp;gt;Req541&amp;lt;/div&amp;gt;&lt;br /&gt;
| WATERPROOF AXLES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Somebody wanted to stick an axle through a wall without it leaking everywhere.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req542&amp;quot;&amp;gt;Req542&amp;lt;/div&amp;gt;&lt;br /&gt;
| NOBLE QUEUE ISSUES&lt;br /&gt;
| (Future)&lt;br /&gt;
| The queue for meetings is updated sort of haphazardly. It could afford to be more organized.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req543&amp;quot;&amp;gt;Req543&amp;lt;/div&amp;gt;&lt;br /&gt;
| MEETING/CONVERSATION/GAME/PARTY LINKS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Many social activities in the game should be further organized and consolidated.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req544&amp;quot;&amp;gt;Req544&amp;lt;/div&amp;gt;&lt;br /&gt;
| WORK ANIMAL ASSIGNMENT&lt;br /&gt;
| (Future)&lt;br /&gt;
| There are various issues with work animal assignment. It needs to be updated.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req545&amp;quot;&amp;gt;Req545&amp;lt;/div&amp;gt;&lt;br /&gt;
| LAZY COMMANDERS&lt;br /&gt;
| (Future)&lt;br /&gt;
| In addition to whatever else is keeping soldiers from there stations and patrols, they should not hang out with their eating/sleeping/wounded commander.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req546&amp;quot;&amp;gt;Req546&amp;lt;/div&amp;gt;&lt;br /&gt;
| MORE FARM FAILURE INFORMATION&lt;br /&gt;
| (Future)&lt;br /&gt;
| Farms need to explain more carefully what's going on when there's a biome or other conflict with available seeds. If you don't have any farmers, it should let you plant and fail before telling you.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req547&amp;quot;&amp;gt;Req547&amp;lt;/div&amp;gt;&lt;br /&gt;
| AUTOSAVE NAME CONFUSION&lt;br /&gt;
| (Future)&lt;br /&gt;
| Autosaves that are loaded can generating somewhat confusing save names that have multiple seasons.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req548&amp;quot;&amp;gt;Req548&amp;lt;/div&amp;gt;&lt;br /&gt;
| IN-GAME INIT OPTION ACCESS&lt;br /&gt;
| (Future)&lt;br /&gt;
| You should be able to change any reasonable init option within the game (flows as numbers, etc.).&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req549&amp;quot;&amp;gt;Req549&amp;lt;/div&amp;gt;&lt;br /&gt;
| PERSONALITY VS. PROFESSION&lt;br /&gt;
| (Future)&lt;br /&gt;
| Some migrants come with personalities completely unsuited to their line of work. The personalities of dwarves you select for a given profession should matter more.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req550&amp;quot;&amp;gt;Req550&amp;lt;/div&amp;gt;&lt;br /&gt;
| CEILING INFORMATION&lt;br /&gt;
| (Future)&lt;br /&gt;
| You should be given at least some information about the ceiling above a tile in certain circumstances.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req551&amp;quot;&amp;gt;Req551&amp;lt;/div&amp;gt;&lt;br /&gt;
| LOADED AREA IN OCEAN&lt;br /&gt;
| (Future)&lt;br /&gt;
| It keeps track of too many Z levels when you swim deep out into the ocean.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req552&amp;quot;&amp;gt;Req552&amp;lt;/div&amp;gt;&lt;br /&gt;
| STUCK AND CAN'T DIG&lt;br /&gt;
| (Future)&lt;br /&gt;
| Dwarves that get stranded in a pit can't dig out the floor, even if that's the best option.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req553&amp;quot;&amp;gt;Req553&amp;lt;/div&amp;gt;&lt;br /&gt;
| FLOWS VERSUS TREES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Water and magma should be able to flow passed (and burn for magma) trees.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req554&amp;quot;&amp;gt;Req554&amp;lt;/div&amp;gt;&lt;br /&gt;
| WALLS VERSUS MAGMA&lt;br /&gt;
| (Future)&lt;br /&gt;
| Constructed and non-constructed walls should be subject to magma. It can't just melt stone though, or the whole map will be affected (since magma currently generates its own heat).&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req555&amp;quot;&amp;gt;Req555&amp;lt;/div&amp;gt;&lt;br /&gt;
| MORE EFFECTIVE TRADE AGREEMENTS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Traders should bring more of your high priority requests. In general, trade agreements can be more specific and interesting.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req556&amp;quot;&amp;gt;Req556&amp;lt;/div&amp;gt;&lt;br /&gt;
| SAVING SOUND OPTIONS&lt;br /&gt;
| (Future)&lt;br /&gt;
| You should be able to save sound options back to the init file from the sound options menu.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req557&amp;quot;&amp;gt;Req557&amp;lt;/div&amp;gt;&lt;br /&gt;
| FROZEN RIVER SOURCES&lt;br /&gt;
| (Future)&lt;br /&gt;
| River source squares that are just going to stack water on ice squares shouldn't make water.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req558&amp;quot;&amp;gt;Req558&amp;lt;/div&amp;gt;&lt;br /&gt;
| MORE INFORMATION ABOUT ITEMS IN USE&lt;br /&gt;
| (Future)&lt;br /&gt;
| Some sort of indication such as TSK for items that are in use from views other than the building item view with more information about what's going on available from the item's screen.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req559&amp;quot;&amp;gt;Req559&amp;lt;/div&amp;gt;&lt;br /&gt;
| POST-EMBARK LOAD INDICATOR&lt;br /&gt;
| (Future)&lt;br /&gt;
| After getting through the final embark screen, it can leave you hanging for quite a while.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req560&amp;quot;&amp;gt;Req560&amp;lt;/div&amp;gt;&lt;br /&gt;
| WORKSHOP PROFILE CHANGE&lt;br /&gt;
| (Future)&lt;br /&gt;
| When setting workshop profile dwarves, it would be useful to be able to order the list in various ways (by relevant skills, unit type, whatever).&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req561&amp;quot;&amp;gt;Req561&amp;lt;/div&amp;gt;&lt;br /&gt;
| LOCAL WILDERNESS POPULATION REPLENISHMENT&lt;br /&gt;
| (Future)&lt;br /&gt;
| Local wilderness populations don't replenish like they used to over the course of a dwarf mode game.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req562&amp;quot;&amp;gt;Req562&amp;lt;/div&amp;gt;&lt;br /&gt;
| ROOMS FOR APPOINTEES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Assigning rooms to appointees would help alleviate problems that come up after the mayor's election.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req563&amp;quot;&amp;gt;Req563&amp;lt;/div&amp;gt;&lt;br /&gt;
| CONSORT POSITION&lt;br /&gt;
| (Future)&lt;br /&gt;
| Need to handle the position of consorts in the case that their spouses die.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req564&amp;quot;&amp;gt;Req564&amp;lt;/div&amp;gt;&lt;br /&gt;
| MORE CUSTOMIZATION FOR UNITS&lt;br /&gt;
| (Future)&lt;br /&gt;
| You can set their type names, but being able to set colors or custom tiles should also be possible.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req565&amp;quot;&amp;gt;Req565&amp;lt;/div&amp;gt;&lt;br /&gt;
| CAGE CLEANING&lt;br /&gt;
| (Future)&lt;br /&gt;
| You need to be able to free cages of all the various filth that collects there.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req566&amp;quot;&amp;gt;Req566&amp;lt;/div&amp;gt;&lt;br /&gt;
| SKY AND ICE&lt;br /&gt;
| (Future)&lt;br /&gt;
| Need to make ice and sky look different, since there are conflicts at night.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req567&amp;quot;&amp;gt;Req567&amp;lt;/div&amp;gt;&lt;br /&gt;
| SMOOTHING AND ENGRAVING SKILLS&lt;br /&gt;
| (Future)&lt;br /&gt;
| They aren't closely related, so they should have different skills and professions, although having a skill entirely for smoothing stone seems like a stretch.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req568&amp;quot;&amp;gt;Req568&amp;lt;/div&amp;gt;&lt;br /&gt;
| LIMB BLOOD DROPPING&lt;br /&gt;
| (Future)&lt;br /&gt;
| Bloody limbs that fly up in the air don't drop blood.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req569&amp;quot;&amp;gt;Req569&amp;lt;/div&amp;gt;&lt;br /&gt;
| BETTER TERRAIN ESCAPE&lt;br /&gt;
| (Future)&lt;br /&gt;
| There is more that dwarves should be able to do while they are attempting to escape dangerous terrain, specifically in relation to running back and forth over squares they've already checked.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req570&amp;quot;&amp;gt;Req570&amp;lt;/div&amp;gt;&lt;br /&gt;
| VEGETATION TEMPERATURE TOLERANCE AND EMBARK READOUT&lt;br /&gt;
| (Future)&lt;br /&gt;
| It needs to check temperature tolerances for local vegetation in embark, or else the tree/shrub density could be misleading.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req571&amp;quot;&amp;gt;Req571&amp;lt;/div&amp;gt;&lt;br /&gt;
| STANDING IS GOOD&lt;br /&gt;
| Completed&lt;br /&gt;
| If a passing cat or something forces a training marksdwarf to the ground, they'll stay on the ground throughout archery practice.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req572&amp;quot;&amp;gt;Req572&amp;lt;/div&amp;gt;&lt;br /&gt;
| PLEASE FORM A LINE&lt;br /&gt;
| (Future)&lt;br /&gt;
| Activity zone users all stack up on the same square instead of looking normal and standing on square where they can move at full speed.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req573&amp;quot;&amp;gt;Req573&amp;lt;/div&amp;gt;&lt;br /&gt;
| BOOZE THE WOUNDED&lt;br /&gt;
| (Future)&lt;br /&gt;
| Wounded dwarves should be brought booze in the absence of or even instead of water.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req574&amp;quot;&amp;gt;Req574&amp;lt;/div&amp;gt;&lt;br /&gt;
| BUILDING MECHANISM LOSS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Triggered buildings that lose mechanisms (via melting etc.) shouldn't collapse, but it should let you know.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req575&amp;quot;&amp;gt;Req575&amp;lt;/div&amp;gt;&lt;br /&gt;
| UNDERWATER PROJECTILES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Throwing/shooting underwater are currently unrestricted, and projectiles in general should be handled.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req576&amp;quot;&amp;gt;Req576&amp;lt;/div&amp;gt;&lt;br /&gt;
| WANDERING FEATURE POPULATIONS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Creatures that reside in features and sites (such as subterranean creatures) should probably start and stay in their favored habitat, mostly.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req577&amp;quot;&amp;gt;Req577&amp;lt;/div&amp;gt;&lt;br /&gt;
| AMMO PRICES&lt;br /&gt;
| (Future)&lt;br /&gt;
| All prices have problems, but improved ammo is especially ridiculous.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req578&amp;quot;&amp;gt;Req578&amp;lt;/div&amp;gt;&lt;br /&gt;
| SAME SQUARE DRINKING&lt;br /&gt;
| (Future)&lt;br /&gt;
| If you are thirsty and it has been a while on dangerous semi-flooded terrain, you should go ahead and drink instead of being confused.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req579&amp;quot;&amp;gt;Req579&amp;lt;/div&amp;gt;&lt;br /&gt;
| CAGE TRAP CONTROLS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Need to have more control over cage trap loading to control spam. The load job should suspend if it can't find anything.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req580&amp;quot;&amp;gt;Req580&amp;lt;/div&amp;gt;&lt;br /&gt;
| FLUID TEMPERATURE TRANSFER&lt;br /&gt;
| (Future)&lt;br /&gt;
| It would be nice if warm water could transfer that temperature to squares that it moves into, for example, but it is potentially very expensive CPU-wise to force more temperature updates.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req581&amp;quot;&amp;gt;Req581&amp;lt;/div&amp;gt;&lt;br /&gt;
| CONTAMINANTS WITH CONTAMINANTS&lt;br /&gt;
| (Future)&lt;br /&gt;
| It needs to track whether you are covered with salt/filthy water for example.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req582&amp;quot;&amp;gt;Req582&amp;lt;/div&amp;gt;&lt;br /&gt;
| UPWARD DIAGONAL MOVEMENT RATES&lt;br /&gt;
| (Future)&lt;br /&gt;
| It only applies a speed modifier to horizontal diagonal movement.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req583&amp;quot;&amp;gt;Req583&amp;lt;/div&amp;gt;&lt;br /&gt;
| REWALLING IN WATER&lt;br /&gt;
| (Future)&lt;br /&gt;
| You should be able to drop some simple constructions down into the water, as long as it's reasonable.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req584&amp;quot;&amp;gt;Req584&amp;lt;/div&amp;gt;&lt;br /&gt;
| MORE CONTROL OVER ROOMS&lt;br /&gt;
| (Future)&lt;br /&gt;
| You shouldn't have to rely on the room-flow to get things right for you. There's also some issues with being able to set doors as 'internal' before they are built and whether or not constructions should be treated as walls before they are built.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req585&amp;quot;&amp;gt;Req585&amp;lt;/div&amp;gt;&lt;br /&gt;
| SNOWY WORLD GEN MAP&lt;br /&gt;
| (Future)&lt;br /&gt;
| The map in world generation is always covered with a lot of snow as it thinks it is the beginning of Spring.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req586&amp;quot;&amp;gt;Req586&amp;lt;/div&amp;gt;&lt;br /&gt;
| FORMER ENTITY MEMBER STATUS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Former entity members need to have that status tracked more explicitly.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req587&amp;quot;&amp;gt;Req587&amp;lt;/div&amp;gt;&lt;br /&gt;
| SUCCESSION&lt;br /&gt;
| (Future)&lt;br /&gt;
| New leaders need to come into power when the previous entity leader is lost. This happens automatically during world generation, but during play the process needs to be more prolonged most of the time.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req588&amp;quot;&amp;gt;Req588&amp;lt;/div&amp;gt;&lt;br /&gt;
| ADVENTURE MODE TOWN BED USE&lt;br /&gt;
| (Future)&lt;br /&gt;
| Adventure mode townspeople don't think about beds properly and can often stack many, many people in a bed before they'd think about an available second bed.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req589&amp;quot;&amp;gt;Req589&amp;lt;/div&amp;gt;&lt;br /&gt;
| CONSORT HANDLING&lt;br /&gt;
| (Future)&lt;br /&gt;
| There are some problems with how consorts are handled/finalized during world generation, and how that ties in to previous jobs that might have held.&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Bloats=&lt;br /&gt;
&lt;br /&gt;
Bloats are somewhat superfluous ideas and thoughts of the Adams brothers.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#EFEFEF&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:10%&amp;quot;| Bloat-item&lt;br /&gt;
! style=&amp;quot;width:15%&amp;quot;| Name&lt;br /&gt;
! style=&amp;quot;width:10%&amp;quot;| Status&lt;br /&gt;
! style=&amp;quot;width:50%&amp;quot;| Description&lt;br /&gt;
! style=&amp;quot;width:15%&amp;quot;| Requirements&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat1&amp;quot;&amp;gt;Bloat1&amp;lt;/div&amp;gt;&lt;br /&gt;
| ITEM GLOSSES&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat2&amp;quot;&amp;gt;Bloat2&amp;lt;/div&amp;gt;&lt;br /&gt;
| MORE ITEM IMPROVEMENTS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Do more with matching up specific item improvements to the item type. Figurines can have associated shapes, much like engravings, and these can generate more slots for improvement. An image added on an improvement can do the same thing. So a shield could have an image of a tortoise engraved on it, and the tortoise could be given ruby eyes, etc.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat3&amp;quot;&amp;gt;Bloat3&amp;lt;/div&amp;gt;&lt;br /&gt;
| PLAY&lt;br /&gt;
| (Future)&lt;br /&gt;
| Kids should want toys and play with them, adults can use puzzle boxes.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat4&amp;quot;&amp;gt;Bloat4&amp;lt;/div&amp;gt;&lt;br /&gt;
| HIDDEN FUN STUFF&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat5&amp;quot;&amp;gt;Bloat5&amp;lt;/div&amp;gt;&lt;br /&gt;
| BURROWS&lt;br /&gt;
| Completed&lt;br /&gt;
| (Upgraded) Moved this to a core item.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat6&amp;quot;&amp;gt;Bloat6&amp;lt;/div&amp;gt;&lt;br /&gt;
| BAR COUNTING&lt;br /&gt;
| (Future)&lt;br /&gt;
| Keep track of bars and blocks more closely. It can count the number of bars and they could be thrown individual by the adventurer. This also allows the refinement of the amount of metal used by jobs.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat7&amp;quot;&amp;gt;Bloat7&amp;lt;/div&amp;gt;&lt;br /&gt;
| RENTAL UNITS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Allow bedrooms and dining rooms etc. to be rented out as units instead of the current bedroom only system.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat8&amp;quot;&amp;gt;Bloat8&amp;lt;/div&amp;gt;&lt;br /&gt;
| RENT SETTING&lt;br /&gt;
| (Future)&lt;br /&gt;
| Improve the rent setting process. Could be through some kind of supply/demand calc, perhaps realized by hidden bidding.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat9&amp;quot;&amp;gt;Bloat9&amp;lt;/div&amp;gt;&lt;br /&gt;
| NOBLE RENT TWEAKS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Nobles tweaking the rent of places they like so as to obtain them.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat10&amp;quot;&amp;gt;Bloat10&amp;lt;/div&amp;gt;&lt;br /&gt;
| WHEELBARROWS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Wheelbarrows could be made and used by haulers to do several jobs at once. The AI for this is complicated though.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat11&amp;quot;&amp;gt;Bloat11&amp;lt;/div&amp;gt;&lt;br /&gt;
| FOOD HOARDERS BEWARE&lt;br /&gt;
| (Future)&lt;br /&gt;
| Plagues of vermin for people that keep way too much food. Some of them could even be large-sized regular creatures. Fungus civilizations and large crawling beasts.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat12&amp;quot;&amp;gt;Bloat12&amp;lt;/div&amp;gt;&lt;br /&gt;
| VERMIN TROUBLE&lt;br /&gt;
| (Future)&lt;br /&gt;
| More vermin trouble for farmers in general. This makes vermin hunting pets more essential to have around. There can be various funny farm vermin. They could burrow in the farms. Creatures outside could also make burrows.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat13&amp;quot;&amp;gt;Bloat13&amp;lt;/div&amp;gt;&lt;br /&gt;
| HUNTING THE SMALL&lt;br /&gt;
| (Future)&lt;br /&gt;
| Ability to carry multiple small kills when hunting, hunters should also be able to hunt the smaller vermin that are running around without having to use a special job issued from a building.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat14&amp;quot;&amp;gt;Bloat14&amp;lt;/div&amp;gt;&lt;br /&gt;
| HUNTER AI&lt;br /&gt;
| (Future)&lt;br /&gt;
| Be smarter about returning kills when interrupted.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat15&amp;quot;&amp;gt;Bloat15&amp;lt;/div&amp;gt;&lt;br /&gt;
| FILTHY COMBAT EXTENSIONS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Throwing sand into eyes, spitting, spitting blood into eyes. Should be able to cup hands to pick up liquid/semi-liquid items so you can pitch vomit etc. at opponents.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat16&amp;quot;&amp;gt;Bloat16&amp;lt;/div&amp;gt;&lt;br /&gt;
| ADVENTURING IN DWARF MODE&lt;br /&gt;
| Completed&lt;br /&gt;
| (Obsolete -- there's no longer a notion of separate locations for these areas) In the same way as you'll send out baron patrols, send out patrols into wells and side dungeons (in the chasm etc.). Regular adventure mode could also go into these places.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat17&amp;quot;&amp;gt;Bloat17&amp;lt;/div&amp;gt;&lt;br /&gt;
| UNDERWATER DUNGEONS&lt;br /&gt;
| (Future)&lt;br /&gt;
| There should be undersea dungeons, swimming and diving. The liquid doesn't have to be water, especially in bad bad places. Ice could also be involved, and grottos open to air. Moats could use some of this. If the elves conquer your fortress they could turn it into a nature preserve of some kind.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat18&amp;quot;&amp;gt;Bloat18&amp;lt;/div&amp;gt;&lt;br /&gt;
| VERMIN AND DISEASE&lt;br /&gt;
| (Future)&lt;br /&gt;
| Link vermin to plagues.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat19&amp;quot;&amp;gt;Bloat19&amp;lt;/div&amp;gt;&lt;br /&gt;
| FLUID WORKSHOPS&lt;br /&gt;
| (Future)&lt;br /&gt;
| More fluid multi-purpose workshops, where you can do simple tasks in a general purpose shop, but you can add tools to make more specialized objects with bonuses.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat20&amp;quot;&amp;gt;Bloat20&amp;lt;/div&amp;gt;&lt;br /&gt;
| TRAP CONVERSION ISSUES&lt;br /&gt;
| (Future)&lt;br /&gt;
| It could change or add new traps to your dwarf cave when it is abandoned. It should only reset spent traps when it makes sense (ie the cave is inhabitated by intelligent creatures).&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat21&amp;quot;&amp;gt;Bloat21&amp;lt;/div&amp;gt;&lt;br /&gt;
| VARIOUS GHOST IDEAS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Blame the lever puller for flooded dungeon, make a ghost constantly pull the lever. Save relationships with various entities and have ghosts react to entity members as they would in life possibly. Ghosts can show you their bodies. Ghosts can pretend to do their old jobs. Ghost appearance can depend on how they died. Could force the adventurer to interact with ghosts to access now-secret parts of the fortress (could also use writings and legends for this). It can keep outposts that it normally throws away for fun little ghost stories. If the dwarves hate the elves, the ghosts could guide the adventurer to a poisoned goblet or insultingly engraved object to bring back to the elves, and they could lie to the player about it.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat22&amp;quot;&amp;gt;Bloat22&amp;lt;/div&amp;gt;&lt;br /&gt;
| ART HISTORY&lt;br /&gt;
| (Future)&lt;br /&gt;
| Comments on art work, over different periods in the artist's career.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat23&amp;quot;&amp;gt;Bloat23&amp;lt;/div&amp;gt;&lt;br /&gt;
| END GAME EXPANSION&lt;br /&gt;
| (Future)&lt;br /&gt;
| Extend adventure opportunities in end game caverns.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat24&amp;quot;&amp;gt;Bloat24&amp;lt;/div&amp;gt;&lt;br /&gt;
| ADVENTURE MODE TWEAK&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat25&amp;quot;&amp;gt;Bloat25&amp;lt;/div&amp;gt;&lt;br /&gt;
| ELVEN FOREST RETREAT&lt;br /&gt;
| (Future)&lt;br /&gt;
| Control elf forest retreat. They could be on break all the time.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat26&amp;quot;&amp;gt;Bloat26&amp;lt;/div&amp;gt;&lt;br /&gt;
| SIDE STORIES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Little scenarios and side stories added to caves to make them more interesting.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat27&amp;quot;&amp;gt;Bloat27&amp;lt;/div&amp;gt;&lt;br /&gt;
| ABSTRACT KNOWLEDGE SYSTEM&lt;br /&gt;
| (Future)&lt;br /&gt;
| Implement a more abstract &amp;quot;knowledge&amp;quot; system. Right now it tracks what items a civilization uses and what creatures it has seen, but there could be general things like how good their crossbow making knowledge is or even points of philosophy and law, etc. Knowledge could be transferred, lost and rediscovered.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat28&amp;quot;&amp;gt;Bloat28&amp;lt;/div&amp;gt;&lt;br /&gt;
| GATES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Sizeable giant gates that can be opened and closed remotely.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat29&amp;quot;&amp;gt;Bloat29&amp;lt;/div&amp;gt;&lt;br /&gt;
| MECHANISMS OUTDOORS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Allow some of the traps to be placed outside.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat30&amp;quot;&amp;gt;Bloat30&amp;lt;/div&amp;gt;&lt;br /&gt;
| AUTOMATE KITCHEN&lt;br /&gt;
| (Future)&lt;br /&gt;
| It would be nice to automate the kitchen like the butcher or loom, but it's a harder problem.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat31&amp;quot;&amp;gt;Bloat31&amp;lt;/div&amp;gt;&lt;br /&gt;
| ABUSING DIPLOMATS AND MERCHANTS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Various ways to assassinate diplomats and cause trouble.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat32&amp;quot;&amp;gt;Bloat32&amp;lt;/div&amp;gt;&lt;br /&gt;
| WORKSHOP ASSIGNMENT&lt;br /&gt;
| (Future)&lt;br /&gt;
| Permanent assignment to workshops. Can also set skill restrictions on shops, assign them to burrows or have a master-apprentice system over the workshops.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat33&amp;quot;&amp;gt;Bloat33&amp;lt;/div&amp;gt;&lt;br /&gt;
| EYE GLASSES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Eye glasses and dwarves that need them. Jeweler can make lenses from raw glass, and then make frames from another material.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat34&amp;quot;&amp;gt;Bloat34&amp;lt;/div&amp;gt;&lt;br /&gt;
| MIRRORS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Use glass and silver to make mirrored glass, then use another material to create hand mirrors or large standing mirrors.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat35&amp;quot;&amp;gt;Bloat35&amp;lt;/div&amp;gt;&lt;br /&gt;
| PROSTHETIC LIMBS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Prosthetic limbs, could be fitted to individuals. Could be improved with hooks and so on.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat36&amp;quot;&amp;gt;Bloat36&amp;lt;/div&amp;gt;&lt;br /&gt;
| DICE AND PLAYING CARDS&lt;br /&gt;
| (Future)&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat37&amp;quot;&amp;gt;Bloat37&amp;lt;/div&amp;gt;&lt;br /&gt;
| COSTUMES&lt;br /&gt;
| (Future)&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat38&amp;quot;&amp;gt;Bloat38&amp;lt;/div&amp;gt;&lt;br /&gt;
| MASKS&lt;br /&gt;
| (Future)&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat39&amp;quot;&amp;gt;Bloat39&amp;lt;/div&amp;gt;&lt;br /&gt;
| CLOCKS&lt;br /&gt;
| (Future)&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat40&amp;quot;&amp;gt;Bloat40&amp;lt;/div&amp;gt;&lt;br /&gt;
| BETTER BEDS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Can extend the list of available materials, add blankets, pillows, etc.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat41&amp;quot;&amp;gt;Bloat41&amp;lt;/div&amp;gt;&lt;br /&gt;
| MECHANICAL TOYS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Like regular toys, but they requires small mechanisms made at the mechanic's workshop. These mechanisms could be more or less specific to the task.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat42&amp;quot;&amp;gt;Bloat42&amp;lt;/div&amp;gt;&lt;br /&gt;
| AUTOMATONS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Automatons could be created, but it's campy to overdo it, at least in the standard world model. An artifact creating dwarf could make special automatons.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat43&amp;quot;&amp;gt;Bloat43&amp;lt;/div&amp;gt;&lt;br /&gt;
| THINGS TO SMOKE&lt;br /&gt;
| (Future)&lt;br /&gt;
| Things to smoke, pipes, smoke circle events and so on.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat44&amp;quot;&amp;gt;Bloat44&amp;lt;/div&amp;gt;&lt;br /&gt;
| RESCUE OPERATIONS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Rescuing kidnap victims using baron-level patrols or adventurers.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat45&amp;quot;&amp;gt;Bloat45&amp;lt;/div&amp;gt;&lt;br /&gt;
| FLASKS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Use flasks for drinking. Dwarves should seek to have a full flask on their person at all times.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat46&amp;quot;&amp;gt;Bloat46&amp;lt;/div&amp;gt;&lt;br /&gt;
| PROPER PREGNANCY&lt;br /&gt;
| (Future)&lt;br /&gt;
| Currently creatures become pregnant from a distance, although it does do a gender check at least.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat47&amp;quot;&amp;gt;Bloat47&amp;lt;/div&amp;gt;&lt;br /&gt;
| POND FISHING&lt;br /&gt;
| (Future)&lt;br /&gt;
| Cats should fish things out of your ponds.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat48&amp;quot;&amp;gt;Bloat48&amp;lt;/div&amp;gt;&lt;br /&gt;
| PERSONALITIES&lt;br /&gt;
| Completed&lt;br /&gt;
| Dwarves should be further individualized with the potential to affect most aspects of the game.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat49&amp;quot;&amp;gt;Bloat49&amp;lt;/div&amp;gt;&lt;br /&gt;
| ARTIFACT GROUPS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Connections between artifacts. Some artifacts could be made in groups, especially ammo and small jewelry.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat50&amp;quot;&amp;gt;Bloat50&amp;lt;/div&amp;gt;&lt;br /&gt;
| RESTRICT ANIMAL TRAINING&lt;br /&gt;
| (Future)&lt;br /&gt;
| Decrease the effective age range for training animals.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat51&amp;quot;&amp;gt;Bloat51&amp;lt;/div&amp;gt;&lt;br /&gt;
| FAMILY TREE INTERFACE&lt;br /&gt;
| (Future)&lt;br /&gt;
| Ability to view family trees. Show marriages, pets, parents of pets, etc.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat52&amp;quot;&amp;gt;Bloat52&amp;lt;/div&amp;gt;&lt;br /&gt;
| INTERFACE MOVEMENT&lt;br /&gt;
| (Future)&lt;br /&gt;
| More ways in the interface to get between different unit/building/item views.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat53&amp;quot;&amp;gt;Bloat53&amp;lt;/div&amp;gt;&lt;br /&gt;
| MANDATE TEXT&lt;br /&gt;
| (Future)&lt;br /&gt;
| Add some flavor text to noble mandates, including punishment descriptions.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat54&amp;quot;&amp;gt;Bloat54&amp;lt;/div&amp;gt;&lt;br /&gt;
| BUILDING JOB PRIORITIES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Soften up and allow some customization to building jobs priorities. This can be done with a job application process (hidden) that works quickly to choose the best units.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat55&amp;quot;&amp;gt;Bloat55&amp;lt;/div&amp;gt;&lt;br /&gt;
| SULLIES&lt;br /&gt;
| Completed&lt;br /&gt;
| Blood contaminants on units and items from fights and walking through pools, etc.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat56&amp;quot;&amp;gt;Bloat56&amp;lt;/div&amp;gt;&lt;br /&gt;
| EXTEND FELL MOOD&lt;br /&gt;
| (Future)&lt;br /&gt;
| Extend fell mood to encompass other victims.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat57&amp;quot;&amp;gt;Bloat57&amp;lt;/div&amp;gt;&lt;br /&gt;
| LAVA FURNACES&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat58&amp;quot;&amp;gt;Bloat58&amp;lt;/div&amp;gt;&lt;br /&gt;
| MORE LIVESTOCK&lt;br /&gt;
| (Future)&lt;br /&gt;
| Livestock. Use of feathers. Use of wool. Various eggs and nests. Dwarves should hate eating plants all the time.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat59&amp;quot;&amp;gt;Bloat59&amp;lt;/div&amp;gt;&lt;br /&gt;
| MORE HAULING&lt;br /&gt;
| (Future)&lt;br /&gt;
| Animal-drawn carts and large rocks. Use carts and places to post them to do hauls more efficiently (move dozens of objects from post to post between burrows).&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat60&amp;quot;&amp;gt;Bloat60&amp;lt;/div&amp;gt;&lt;br /&gt;
| KITCHEN STORAGE&lt;br /&gt;
| (Future)&lt;br /&gt;
| Allow kitchen to store some barrels, although not sure about this.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat61&amp;quot;&amp;gt;Bloat61&amp;lt;/div&amp;gt;&lt;br /&gt;
| HIDDEN MACABRE FUN STUFF&lt;br /&gt;
| (Future)&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat62&amp;quot;&amp;gt;Bloat62&amp;lt;/div&amp;gt;&lt;br /&gt;
| WORKSHOP GUILD ASSOCIATIONS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Extend guild associations to buildings. This can be used to control mandate punishments and other things.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat63&amp;quot;&amp;gt;Bloat63&amp;lt;/div&amp;gt;&lt;br /&gt;
| COAL BYPRODUCTS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Coal gas and coal tar. Tar could be used in soaps. Prolonged exposure to gas can cause diseases.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat64&amp;quot;&amp;gt;Bloat64&amp;lt;/div&amp;gt;&lt;br /&gt;
| PROPER GEM ENVIRONMENTS&lt;br /&gt;
| Completed&lt;br /&gt;
| Link gem types with proper substrates as much as possible.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat65&amp;quot;&amp;gt;Bloat65&amp;lt;/div&amp;gt;&lt;br /&gt;
| ROCK APPEARANCE&lt;br /&gt;
| Completed&lt;br /&gt;
| Make sandstone look better, can extend rock types in general.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat66&amp;quot;&amp;gt;Bloat66&amp;lt;/div&amp;gt;&lt;br /&gt;
| NO RECORD&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat67&amp;quot;&amp;gt;Bloat67&amp;lt;/div&amp;gt;&lt;br /&gt;
| PET AGE INTERFACE&lt;br /&gt;
| (Future)&lt;br /&gt;
| Mention pet age in their names or have profiles for them.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat68&amp;quot;&amp;gt;Bloat68&amp;lt;/div&amp;gt;&lt;br /&gt;
| SCARY EVIL ARMIES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Evil opponents with flavor, generals riding giant beasts, favorite beasts, could be saved by intervening armies that fight it out in front of your fortress.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat69&amp;quot;&amp;gt;Bloat69&amp;lt;/div&amp;gt;&lt;br /&gt;
| MORE END GAME&lt;br /&gt;
| (Future)&lt;br /&gt;
| Pre-endgame and post-endgame warnings and cave changes, in line with nemesis character.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat70&amp;quot;&amp;gt;Bloat70&amp;lt;/div&amp;gt;&lt;br /&gt;
| ROOM ASSIGNMENT INTERFACE&lt;br /&gt;
| (Future)&lt;br /&gt;
| Ability to assign rooms from the unit screen.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat71&amp;quot;&amp;gt;Bloat71&amp;lt;/div&amp;gt;&lt;br /&gt;
| MORE UNIT TYPES&lt;br /&gt;
| Completed&lt;br /&gt;
| Add some more distinctions to dwarf unit types.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat72&amp;quot;&amp;gt;Bloat72&amp;lt;/div&amp;gt;&lt;br /&gt;
| ELVEN DIPLOMACY&lt;br /&gt;
| (Future)&lt;br /&gt;
| Right now diplomacy with the elves and so on is pretty lame. They should look over your effects on the wilderness and judge accordingly, but also respect the current state between your civ and theirs.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat73&amp;quot;&amp;gt;Bloat73&amp;lt;/div&amp;gt;&lt;br /&gt;
| MORE DIPLOMACY&lt;br /&gt;
| (Future)&lt;br /&gt;
| Some first contact diplomacy stuff. Your outpost could be the first contact between the two entities, or they might already have a long history. All of these things need to be integrated and respected.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat74&amp;quot;&amp;gt;Bloat74&amp;lt;/div&amp;gt;&lt;br /&gt;
| NO RECORD&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat75&amp;quot;&amp;gt;Bloat75&amp;lt;/div&amp;gt;&lt;br /&gt;
| MINOR PUNISHMENT&lt;br /&gt;
| (Future)&lt;br /&gt;
| Minor punishments like fines and beard shaving and permanent marks. Beard shaving implies beards, which implies wrestling with hair.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat76&amp;quot;&amp;gt;Bloat76&amp;lt;/div&amp;gt;&lt;br /&gt;
| MONSTER FIGHTING SKILLS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Some skills for fighting unusual creatures, at least as a dwarf mode bonus from dungeon master, but possibly as general opponent knowledge system.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat77&amp;quot;&amp;gt;Bloat77&amp;lt;/div&amp;gt;&lt;br /&gt;
| CLAY, MUD, ADOBE STUFF&lt;br /&gt;
| (Future)&lt;br /&gt;
| Can use the kiln, have glazes, etc. Bricks.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat78&amp;quot;&amp;gt;Bloat78&amp;lt;/div&amp;gt;&lt;br /&gt;
| WAGE AND JOB MANDATES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Nobles tweaking wages, nobles demanding jobs. If a noble becomes friends with a miner, the noble could mandate more mining jobs if the friend is poor, or even if the friend isn't poor. The nobles could also retaliate against people they hold grudges against by suspending certain forms of work briefly, although that is dangerous.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat79&amp;quot;&amp;gt;Bloat79&amp;lt;/div&amp;gt;&lt;br /&gt;
| BONUSES FOR GOOD JOB&lt;br /&gt;
| (Future)&lt;br /&gt;
| Bonus on top of regular wages for doing a good job. This is partially implemented.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat80&amp;quot;&amp;gt;Bloat80&amp;lt;/div&amp;gt;&lt;br /&gt;
| POND WATER USE&lt;br /&gt;
| Completed&lt;br /&gt;
| Drink out of ponds if no wells or rivers accessible.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat81&amp;quot;&amp;gt;Bloat81&amp;lt;/div&amp;gt;&lt;br /&gt;
| VISIBLE SWIMMERS&lt;br /&gt;
| Completed&lt;br /&gt;
| Show swimming wilderness critters occasionally if the population is high. This can include things like the salmon runs. Can be used in ponds as well, although it's already done there somewhat.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat82&amp;quot;&amp;gt;Bloat82&amp;lt;/div&amp;gt;&lt;br /&gt;
| EXTEND RANSACKING&lt;br /&gt;
| (Future)&lt;br /&gt;
| Extend ransacking code so that nobles can do it during tantrums. Right now it is restricted to tax collection guards.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat83&amp;quot;&amp;gt;Bloat83&amp;lt;/div&amp;gt;&lt;br /&gt;
| PORTERS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Nobles can have other people store their possessions, possibly for a wage.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat84&amp;quot;&amp;gt;Bloat84&amp;lt;/div&amp;gt;&lt;br /&gt;
| LEFT/RIGHT SPLIT&lt;br /&gt;
| Completed&lt;br /&gt;
| Consider splitting up items like &amp;quot;gloves&amp;quot; into left and right to handle things like severs correctly and to allow interesting mismatches. The downside is that it would make dwarf mode storage more of a hassle. Under consideration.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat85&amp;quot;&amp;gt;Bloat85&amp;lt;/div&amp;gt;&lt;br /&gt;
| MORE FOOD PREFS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Prepared food preferences, like &amp;quot;biscuits&amp;quot; or &amp;quot;minced foods&amp;quot; without respect to what is actually in it. Very picky dwarves, especially nobles, could like things like &amp;quot;roasted venison biscuits&amp;quot; or something, but then you'd have to be able to have that much control over the kitchen.&lt;br /&gt;
| [[#Req129|Req129]]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat86&amp;quot;&amp;gt;Bloat86&amp;lt;/div&amp;gt;&lt;br /&gt;
| UNIT DISTINCTIONS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Distinguish thieves a bit based on quality as they gain skill.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat87&amp;quot;&amp;gt;Bloat87&amp;lt;/div&amp;gt;&lt;br /&gt;
| PET ADMIRATION ISSUE&lt;br /&gt;
| (Future)&lt;br /&gt;
| Issue/optimization with being satisfied at seeing animals you like.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat88&amp;quot;&amp;gt;Bloat88&amp;lt;/div&amp;gt;&lt;br /&gt;
| MORE SLEEP DISTURBANCES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Make nearby violent deaths disturb sleepers heavily, or even wake them up.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat89&amp;quot;&amp;gt;Bloat89&amp;lt;/div&amp;gt;&lt;br /&gt;
| EXTREME MOOD MODIFICATION&lt;br /&gt;
| (Future)&lt;br /&gt;
| Reduce the finality of going berserk, at least initially, can also swap between the other final moods like depression and insanity.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat90&amp;quot;&amp;gt;Bloat90&amp;lt;/div&amp;gt;&lt;br /&gt;
| MUTINY&lt;br /&gt;
| (Future)&lt;br /&gt;
| Mutinies by mistreated and unhappy soldiers, possibly taking the whole squad or causing conflict within it. Small versions of this can be disregarding your orders.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat91&amp;quot;&amp;gt;Bloat91&amp;lt;/div&amp;gt;&lt;br /&gt;
| HOUSE OF ANIMALS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Advocacy from the house of animals noble.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat92&amp;quot;&amp;gt;Bloat92&amp;lt;/div&amp;gt;&lt;br /&gt;
| BETTER PARTIES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Official and commemorative parties. If it is a party for a unit, they can invite friends and family. If it is an official party, it can start from the top nobles and go down. There can be organized feasts and so on.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat93&amp;quot;&amp;gt;Bloat93&amp;lt;/div&amp;gt;&lt;br /&gt;
| AMOROUS RELATIONSHIPS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Dwarves that become good friends can have little parties by themselves. Eventually they can get married.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat94&amp;quot;&amp;gt;Bloat94&amp;lt;/div&amp;gt;&lt;br /&gt;
| INSTRUMENT USE&lt;br /&gt;
| (Future)&lt;br /&gt;
| Instrument use at parties.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat95&amp;quot;&amp;gt;Bloat95&amp;lt;/div&amp;gt;&lt;br /&gt;
| GRUDGES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Grudges and personality conflicts. So instead of making friends, sometimes, dwarves will make enemies. Can form grudges over dead pets and fist fight tantrums. If a cat eats an escaped vermin pet, the owner can start a fist fight with the nearest cat or with the cat's owner.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat96&amp;quot;&amp;gt;Bloat96&amp;lt;/div&amp;gt;&lt;br /&gt;
| WAGE ADJUSTMENT&lt;br /&gt;
| (Future)&lt;br /&gt;
| Bonuses for dangerous taming jobs.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat97&amp;quot;&amp;gt;Bloat97&amp;lt;/div&amp;gt;&lt;br /&gt;
| ETCHING&lt;br /&gt;
| (Future)&lt;br /&gt;
| Etching on items. Could lead to magical runes type stuff.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat98&amp;quot;&amp;gt;Bloat98&amp;lt;/div&amp;gt;&lt;br /&gt;
| HIDDEN FUN STUFF&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat99&amp;quot;&amp;gt;Bloat99&amp;lt;/div&amp;gt;&lt;br /&gt;
| SELF-SERVICE HEALTHCARE&lt;br /&gt;
| (Future)&lt;br /&gt;
| Take charge of your own health if nobody comes to help after a while.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat100&amp;quot;&amp;gt;Bloat100&amp;lt;/div&amp;gt;&lt;br /&gt;
| TECHNICAL SITE EXTENSIONS&lt;br /&gt;
| Completed&lt;br /&gt;
| Some issues with extending dwarf mode to other sites.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat101&amp;quot;&amp;gt;Bloat101&amp;lt;/div&amp;gt;&lt;br /&gt;
| CAGE OPTIMIZATION&lt;br /&gt;
| (Future)&lt;br /&gt;
| Optimize the caging routines.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat102&amp;quot;&amp;gt;Bloat102&amp;lt;/div&amp;gt;&lt;br /&gt;
| AMMO FETCHING&lt;br /&gt;
| (Future)&lt;br /&gt;
| Improve ammo fetching code. Right now they shoot until they run out, but there were some issues with replenishing ammo sooner that might have to wait for item stacking.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat103&amp;quot;&amp;gt;Bloat103&amp;lt;/div&amp;gt;&lt;br /&gt;
| THIEF AI&lt;br /&gt;
| (Future)&lt;br /&gt;
| Improve thieves ability to get around your guys. Right now they just charge in and leave it to chance pretty much.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat104&amp;quot;&amp;gt;Bloat104&amp;lt;/div&amp;gt;&lt;br /&gt;
| CHITIN PROCESSING&lt;br /&gt;
| (Future)&lt;br /&gt;
| Handle chitin properly in butcher's shop. Shouldn't need to tan it maybe, but use some other process, or perhaps use it raw.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat105&amp;quot;&amp;gt;Bloat105&amp;lt;/div&amp;gt;&lt;br /&gt;
| OSTRACISM AND SOCIAL STIGMA&lt;br /&gt;
| (Future)&lt;br /&gt;
| Alienation of badly misbehaving dwarves.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat106&amp;quot;&amp;gt;Bloat106&amp;lt;/div&amp;gt;&lt;br /&gt;
| JUSTICE INTERFACE&lt;br /&gt;
| (Future)&lt;br /&gt;
| Give more information on the justice screen.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat107&amp;quot;&amp;gt;Bloat107&amp;lt;/div&amp;gt;&lt;br /&gt;
| THIEF INFORMATION&lt;br /&gt;
| (Future)&lt;br /&gt;
| Give more information about how much thieves have stolen.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat108&amp;quot;&amp;gt;Bloat108&amp;lt;/div&amp;gt;&lt;br /&gt;
| IMPROVE HISTORY SCREEN&lt;br /&gt;
| (Future)&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat109&amp;quot;&amp;gt;Bloat109&amp;lt;/div&amp;gt;&lt;br /&gt;
| DRINK IMPROVEMENTS&lt;br /&gt;
| (Future)&lt;br /&gt;
| More names for drinks, they could have special names, commemorate things, be improved in the kitchen, associated drinking rituals, etc.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat110&amp;quot;&amp;gt;Bloat110&amp;lt;/div&amp;gt;&lt;br /&gt;
| CAVE-IN INJURIES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Allow people to survive cave-ins with injuries, instead of the current all-or-nothing system.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat111&amp;quot;&amp;gt;Bloat111&amp;lt;/div&amp;gt;&lt;br /&gt;
| KNOWLEDGE OF TREES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Add civ knowledge of trees. There could be more unsavory kinds of trees in the evil places, and the goblins could know about them. For some reason, I stream-of-consciousnessed goblins capturing and butchering your adventurer with you having time to escape here too.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat112&amp;quot;&amp;gt;Bloat112&amp;lt;/div&amp;gt;&lt;br /&gt;
| IMPROVE CALENDAR&lt;br /&gt;
| (Future)&lt;br /&gt;
| Make the calendar more interesting. It can depend on the entity involved. There could be days commemorated by certain entities named on the calendar, including those corresponding to historical events that happen during your games.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat113&amp;quot;&amp;gt;Bloat113&amp;lt;/div&amp;gt;&lt;br /&gt;
| THEFT IMPROVEMENTS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Thieves should be able to steal tagged items from the depot. Thieves can steal animals and later have the same animal as a pet, or it could be processed into jewelry.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat114&amp;quot;&amp;gt;Bloat114&amp;lt;/div&amp;gt;&lt;br /&gt;
| THEFT IMPROVEMENTS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Make the highest power thieves more daring and interesting.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat115&amp;quot;&amp;gt;Bloat115&amp;lt;/div&amp;gt;&lt;br /&gt;
| MISSING HIST FIGS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Certain historical figures, such as those in the king's entourage, are currently generated rather than being present during history creation.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat116&amp;quot;&amp;gt;Bloat116&amp;lt;/div&amp;gt;&lt;br /&gt;
| ART IMAGERY&lt;br /&gt;
| (Future)&lt;br /&gt;
| More varied art imagery, such as buildings and siege engines.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat117&amp;quot;&amp;gt;Bloat117&amp;lt;/div&amp;gt;&lt;br /&gt;
| SIEGE ENGINES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Do more with siege engines, more types, more descriptions like animal-headed battering rams and so on. This also leads to extensive improvements that could be made. This involves taking the general &amp;quot;ballista parts&amp;quot; and so on and making them more specific.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat118&amp;quot;&amp;gt;Bloat118&amp;lt;/div&amp;gt;&lt;br /&gt;
| INTERFACE MOVEMENT&lt;br /&gt;
| (Future)&lt;br /&gt;
| Improve ability to hop between interface screens, especially when viewing items, jobs, buildings and units.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat119&amp;quot;&amp;gt;Bloat119&amp;lt;/div&amp;gt;&lt;br /&gt;
| CONTAINER CONTENTS PAGING&lt;br /&gt;
| Completed&lt;br /&gt;
| Clean up scroll overflows on the item screen.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat120&amp;quot;&amp;gt;Bloat120&amp;lt;/div&amp;gt;&lt;br /&gt;
| JOB STATS OPTIMIZATION&lt;br /&gt;
| (Future)&lt;br /&gt;
| Technical tweak of job completion number storage.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat121&amp;quot;&amp;gt;Bloat121&amp;lt;/div&amp;gt;&lt;br /&gt;
| CHAR MAP CUSTOMIZATION&lt;br /&gt;
| Completed&lt;br /&gt;
| (Upgraded) Ability to customize the character maps has been superceded by tiles.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat122&amp;quot;&amp;gt;Bloat122&amp;lt;/div&amp;gt;&lt;br /&gt;
| OWNABLE LIQUIDS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Certain liquids should be ownable.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat123&amp;quot;&amp;gt;Bloat123&amp;lt;/div&amp;gt;&lt;br /&gt;
| SIBLING MIGRANT ISSUE&lt;br /&gt;
| (Future)&lt;br /&gt;
| Sibling migrants don't track relationships properly.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat124&amp;quot;&amp;gt;Bloat124&amp;lt;/div&amp;gt;&lt;br /&gt;
| SMALL MIGRANTS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Allow migrants to bring babies and the small pocket pets.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat125&amp;quot;&amp;gt;Bloat125&amp;lt;/div&amp;gt;&lt;br /&gt;
| VERMIN OFFERING RESOLUTION&lt;br /&gt;
| (Future)&lt;br /&gt;
| Traded vermin should be converted into pets if they are brought back or seen again, or they could just disappear as if eaten or processed.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat126&amp;quot;&amp;gt;Bloat126&amp;lt;/div&amp;gt;&lt;br /&gt;
| HIDDEN FUN STUFF&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat127&amp;quot;&amp;gt;Bloat127&amp;lt;/div&amp;gt;&lt;br /&gt;
| HEALING CODE TWEAK&lt;br /&gt;
| (Future)&lt;br /&gt;
| There's a small issue with healing that might slow the mending of breaks slightly.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat128&amp;quot;&amp;gt;Bloat128&amp;lt;/div&amp;gt;&lt;br /&gt;
| DREAMS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Use the current dream code to make it track random dreams, could do premonitions with this.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat129&amp;quot;&amp;gt;Bloat129&amp;lt;/div&amp;gt;&lt;br /&gt;
| INVENTORY SHUFFLING&lt;br /&gt;
| (Future)&lt;br /&gt;
| Refine equipment shuffling code so that dwarves fill their hands evenly if necessary.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat130&amp;quot;&amp;gt;Bloat130&amp;lt;/div&amp;gt;&lt;br /&gt;
| OPTIMIZATION FOR INVASIONS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Speed optimization for invasion code.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat131&amp;quot;&amp;gt;Bloat131&amp;lt;/div&amp;gt;&lt;br /&gt;
| INVASION HISTORIES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Improve history keeping for invasions. There are also some issues with ambush invasions possibly being given away by the siege light.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat132&amp;quot;&amp;gt;Bloat132&amp;lt;/div&amp;gt;&lt;br /&gt;
| HIDDEN FUN STUFF&lt;br /&gt;
| (Future)&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat133&amp;quot;&amp;gt;Bloat133&amp;lt;/div&amp;gt;&lt;br /&gt;
| PHILOSOPHER ADVOCACY&lt;br /&gt;
| (Future)&lt;br /&gt;
| Advocacy by philosopher (complains to mayor as the others do). Could be some standard ethical stuff, but with a dwarven bent.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat134&amp;quot;&amp;gt;Bloat134&amp;lt;/div&amp;gt;&lt;br /&gt;
| WIZARD STUFF&lt;br /&gt;
| (Future)&lt;br /&gt;
| This bloat was just to remind me about books and all kinds of magic stuff arc.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat135&amp;quot;&amp;gt;Bloat135&amp;lt;/div&amp;gt;&lt;br /&gt;
| WRESTLING&lt;br /&gt;
| (Future)&lt;br /&gt;
| Track who is lowest if a bunch of people are wrestling in a square and start to crush them.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat136&amp;quot;&amp;gt;Bloat136&amp;lt;/div&amp;gt;&lt;br /&gt;
| WRESTLING&lt;br /&gt;
| (Future)&lt;br /&gt;
| Various ways to involve exposed guts in wrestling. Grab the guts. Strangle with the guts. Flames should affect spilled guts. Guts should remain on the field after death.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat137&amp;quot;&amp;gt;Bloat137&amp;lt;/div&amp;gt;&lt;br /&gt;
| WRESTLING&lt;br /&gt;
| (Future)&lt;br /&gt;
| Technical issue with stuck-ins and freedom of movement.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat138&amp;quot;&amp;gt;Bloat138&amp;lt;/div&amp;gt;&lt;br /&gt;
| WRESTLING&lt;br /&gt;
| (Future)&lt;br /&gt;
| Handle grab-tear shaking and further poison injection.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat139&amp;quot;&amp;gt;Bloat139&amp;lt;/div&amp;gt;&lt;br /&gt;
| WRESTLING&lt;br /&gt;
| (Future)&lt;br /&gt;
| Incidental item/item, item/bp tangle-ups.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat140&amp;quot;&amp;gt;Bloat140&amp;lt;/div&amp;gt;&lt;br /&gt;
| SPECIFIC WRESTLING INTERFACE&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat141&amp;quot;&amp;gt;Bloat141&amp;lt;/div&amp;gt;&lt;br /&gt;
| WRESTLING MOVES AND MORE INTERFACE&lt;br /&gt;
| (Future)&lt;br /&gt;
| Lifts, impalements, smashing into terrain, disarms, throat-slitting, etc. Much more wrestling. Make graspers and the most common moves appear at the top of the interface list.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat142&amp;quot;&amp;gt;Bloat142&amp;lt;/div&amp;gt;&lt;br /&gt;
| AND MORE WRESTLING&lt;br /&gt;
| (Future)&lt;br /&gt;
| Reversing wrestling holds.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat143&amp;quot;&amp;gt;Bloat143&amp;lt;/div&amp;gt;&lt;br /&gt;
| PUNISHMENT&lt;br /&gt;
| (Future)&lt;br /&gt;
| Thrown in cave as punishment for a crime, remove your possessions. This could also be a typical start scenario.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat144&amp;quot;&amp;gt;Bloat144&amp;lt;/div&amp;gt;&lt;br /&gt;
| DISEASE AND INFECTION&lt;br /&gt;
| (Future)&lt;br /&gt;
| Disease and infection. Get some from swamp or blood drinking. Hearty creatures (like dwarves) shouldn't be affected so much. The absence of a spleen can increase the chance of septicemia. Infections of some wounds, especially if you are dirty, leprosy type stuff, plagues. Tumors, especially those caused by magic. The kidneys, spleen, liver, stomach and pancreas should have functions that are reduced by damage.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat145&amp;quot;&amp;gt;Bloat145&amp;lt;/div&amp;gt;&lt;br /&gt;
| RUST&lt;br /&gt;
| (Future)&lt;br /&gt;
| Rust and verdigris and so on.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat146&amp;quot;&amp;gt;Bloat146&amp;lt;/div&amp;gt;&lt;br /&gt;
| HUMAN TOWN MODE&lt;br /&gt;
| (Future)&lt;br /&gt;
| Control human town. See future dev.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat147&amp;quot;&amp;gt;Bloat147&amp;lt;/div&amp;gt;&lt;br /&gt;
| WIZARD MODE&lt;br /&gt;
| (Future)&lt;br /&gt;
| Control wizard from tower, etc. See future dev.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat148&amp;quot;&amp;gt;Bloat148&amp;lt;/div&amp;gt;&lt;br /&gt;
| EARLY GAME&lt;br /&gt;
| (Future)&lt;br /&gt;
| Start games in Age of Myth. See future dev.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat149&amp;quot;&amp;gt;Bloat149&amp;lt;/div&amp;gt;&lt;br /&gt;
| LATE GAME&lt;br /&gt;
| (Future)&lt;br /&gt;
| Run games passed the Golden Age into more mundane times. See future dev.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat150&amp;quot;&amp;gt;Bloat150&amp;lt;/div&amp;gt;&lt;br /&gt;
| WORLD CUSTOMIZATION&lt;br /&gt;
| (Future)&lt;br /&gt;
| Some startup options to speed things up if you already have preferences in mind, including the ability to set the world size. See future dev.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat151&amp;quot;&amp;gt;Bloat151&amp;lt;/div&amp;gt;&lt;br /&gt;
| HIDDEN FUN STUFF&lt;br /&gt;
| (Future)&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat152&amp;quot;&amp;gt;Bloat152&amp;lt;/div&amp;gt;&lt;br /&gt;
| FIGURINE SHAPES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Shapes for figurines.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat153&amp;quot;&amp;gt;Bloat153&amp;lt;/div&amp;gt;&lt;br /&gt;
| MORE UNIT SCREENS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Other helpful versions of the unit screen for various purposes. This could just wait for tiles and access to graphics and scrollbars and so on.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat154&amp;quot;&amp;gt;Bloat154&amp;lt;/div&amp;gt;&lt;br /&gt;
| ACTIVATE SOLDIERS FROM MAIN SCREEN&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat155&amp;quot;&amp;gt;Bloat155&amp;lt;/div&amp;gt;&lt;br /&gt;
| MERCHANT FOOD PRICES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Expand merchant price tweaks to cover foods.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat156&amp;quot;&amp;gt;Bloat156&amp;lt;/div&amp;gt;&lt;br /&gt;
| SIEGE ENGINE IMPROVEMENT&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat157&amp;quot;&amp;gt;Bloat157&amp;lt;/div&amp;gt;&lt;br /&gt;
| EXCISE SOME OLD PLOT STUFF&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat158&amp;quot;&amp;gt;Bloat158&amp;lt;/div&amp;gt;&lt;br /&gt;
| COIN IMAGES&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat159&amp;quot;&amp;gt;Bloat159&amp;lt;/div&amp;gt;&lt;br /&gt;
| CHANGE SNEAK SKILL&lt;br /&gt;
| (Future)&lt;br /&gt;
| Refine sneak skill gains. You should get the most when someone is trying to detect you and you know they are doing it.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat160&amp;quot;&amp;gt;Bloat160&amp;lt;/div&amp;gt;&lt;br /&gt;
| KILL VERMIN&lt;br /&gt;
| (Future)&lt;br /&gt;
| Adventurer should be able to kill live vermin, rather than being forced to eat them alive. Eating them alive should be harder. Cooking should be preferable.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat161&amp;quot;&amp;gt;Bloat161&amp;lt;/div&amp;gt;&lt;br /&gt;
| MORE PLAYER ABUSE&lt;br /&gt;
| (Future)&lt;br /&gt;
| Many other ways to abuse the player's body, aside from what it does now. Hang the bodies from trees. Flay. Make clothing and ornaments. Body part sculptures. Crucifixion. Associated shit-talking and historical events. You should be able to do anything to an enemy's body that they can do to you. These should also be recorded in the histories.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat162&amp;quot;&amp;gt;Bloat162&amp;lt;/div&amp;gt;&lt;br /&gt;
| POWDER THROWS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Throwing powdery object should make short-lived cloud flows (like dust from cave-ins but slower).&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat163&amp;quot;&amp;gt;Bloat163&amp;lt;/div&amp;gt;&lt;br /&gt;
| COLLECTOR QUESTS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Quests to gather rare bugs in glass vials (coins too). Since these are actual game objects rather than scripted events, these quests could be very open and challenging.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat164&amp;quot;&amp;gt;Bloat164&amp;lt;/div&amp;gt;&lt;br /&gt;
| ITEM PLACEMENT&lt;br /&gt;
| (Future)&lt;br /&gt;
| Items should be placed in dwarf mode ponds sometimes after game.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat165&amp;quot;&amp;gt;Bloat165&amp;lt;/div&amp;gt;&lt;br /&gt;
| WALL HANGINGS AND RUGS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Rugs, tapestries, paintings, etc. This leads to things like paint and pigments. The player's skin could hang in the goblin fortress in the same way. It could even be improved like dwarf items.&lt;br /&gt;
| [[#Core43|Core43]]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat166&amp;quot;&amp;gt;Bloat166&amp;lt;/div&amp;gt;&lt;br /&gt;
| BATHS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Bath tubs. Golden bath tubs. Use of soap with a bucket of water.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat167&amp;quot;&amp;gt;Bloat167&amp;lt;/div&amp;gt;&lt;br /&gt;
| ANIMAL PREFS AND DEATH&lt;br /&gt;
| (Future)&lt;br /&gt;
| Consider animal prefs/dislikes in thoughts when doing butchering jobs (or in combat).&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat168&amp;quot;&amp;gt;Bloat168&amp;lt;/div&amp;gt;&lt;br /&gt;
| PET EATERS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Hungry pet carnivore could kill your other pets, leading to fights between pet owners.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat169&amp;quot;&amp;gt;Bloat169&amp;lt;/div&amp;gt;&lt;br /&gt;
| INSIDE WILDLIFE&lt;br /&gt;
| Completed&lt;br /&gt;
| Diversify behavior of inside wildlife. A lot of them could act more like the outside wildlife than the insane murderers they are now. Then it would make more sense for them to be brought or kept as pets.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat170&amp;quot;&amp;gt;Bloat170&amp;lt;/div&amp;gt;&lt;br /&gt;
| ROOM CLEANING&lt;br /&gt;
| (Future)&lt;br /&gt;
| Cleaning rooms more responsibly, perhaps before sleeping.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat171&amp;quot;&amp;gt;Bloat171&amp;lt;/div&amp;gt;&lt;br /&gt;
| ADVENTURER AND TOYS&lt;br /&gt;
| (Future)&lt;br /&gt;
| You should be able to play with all the toys. Puzzleboxes can contain things in adventure mode, related to anything (history, secret doors, whatever).&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat172&amp;quot;&amp;gt;Bloat172&amp;lt;/div&amp;gt;&lt;br /&gt;
| DEEP SITES&lt;br /&gt;
| (Future)&lt;br /&gt;
| There should be more interesting sites deep in the mountains, and it should be possible for you to create multi-tile tunnels under mountain ranges with various sites of your making and not of your making on the way.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat173&amp;quot;&amp;gt;Bloat173&amp;lt;/div&amp;gt;&lt;br /&gt;
| FINDING BUYERS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Arranging for buyers for artifacts. It could be harder to access nobles, and this might be a challenge.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat174&amp;quot;&amp;gt;Bloat174&amp;lt;/div&amp;gt;&lt;br /&gt;
| NOBLE RANK SYSTEM&lt;br /&gt;
| Completed&lt;br /&gt;
| Consider sometimes having just one baron/baroness, but they rank up as you improve, rather than many of these nobles at each rank.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat175&amp;quot;&amp;gt;Bloat175&amp;lt;/div&amp;gt;&lt;br /&gt;
| CARE PACKAGES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Being able to send comforting trinkets and provisions to your armies.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat176&amp;quot;&amp;gt;Bloat176&amp;lt;/div&amp;gt;&lt;br /&gt;
| PHYSICAL FEATURES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Various superfluous physical features for dwarves and others.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat177&amp;quot;&amp;gt;Bloat177&amp;lt;/div&amp;gt;&lt;br /&gt;
| PRISON REFORM&lt;br /&gt;
| (Future)&lt;br /&gt;
| If prisoner situation becomes untenable etc., can have a rebellion against the nobles. Nobles should stop throwing people in jail if enough are already there.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat178&amp;quot;&amp;gt;Bloat178&amp;lt;/div&amp;gt;&lt;br /&gt;
| MINING TWEAK&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat179&amp;quot;&amp;gt;Bloat179&amp;lt;/div&amp;gt;&lt;br /&gt;
| HIDDEN FUN STUFF&lt;br /&gt;
| (Future)&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat180&amp;quot;&amp;gt;Bloat180&amp;lt;/div&amp;gt;&lt;br /&gt;
| HIDDEN FUN STUFF&lt;br /&gt;
| (Future)&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat181&amp;quot;&amp;gt;Bloat181&amp;lt;/div&amp;gt;&lt;br /&gt;
| ABANDONMENT ISSUE&lt;br /&gt;
| (Future)&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat182&amp;quot;&amp;gt;Bloat182&amp;lt;/div&amp;gt;&lt;br /&gt;
| CAVE CLAIMING&lt;br /&gt;
| (Future)&lt;br /&gt;
| Should be able to run something like reclaim mode on any available cave. You could run a reclaim on anything with a group of adventurers you've assembled yourself.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat183&amp;quot;&amp;gt;Bloat183&amp;lt;/div&amp;gt;&lt;br /&gt;
| CHILD NAMING&lt;br /&gt;
| (Future)&lt;br /&gt;
| Children can be named after historical figures, including adventurers, and parents can explain why they selected the name. In general, the fame and infamy of adventurers can be realized in various ways.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat184&amp;quot;&amp;gt;Bloat184&amp;lt;/div&amp;gt;&lt;br /&gt;
| NO RECORD&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat185&amp;quot;&amp;gt;Bloat185&amp;lt;/div&amp;gt;&lt;br /&gt;
| LIBRARIES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Books and libraries utilizing histories. Once these are in, people that you chat with don't need to know as much. You can find legends here that reveal locations of ruins made by world gen, or your dwarf games. Various other books are possible.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat186&amp;quot;&amp;gt;Bloat186&amp;lt;/div&amp;gt;&lt;br /&gt;
| HIDDEN FUN STUFF&lt;br /&gt;
| (Future)&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat187&amp;quot;&amp;gt;Bloat187&amp;lt;/div&amp;gt;&lt;br /&gt;
| WRITING AND GRAPHICS&lt;br /&gt;
| (Future)&lt;br /&gt;
| If tile graphics go in, be sure to pay attention to the writing system. The writing and associated graphics can be generated for each entity.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat188&amp;quot;&amp;gt;Bloat188&amp;lt;/div&amp;gt;&lt;br /&gt;
| KEYS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Keys, the kind that unlock doors. These can be used everywhere, thrown all over your old dwarf caves for some of the doors etc.&lt;br /&gt;
| [[#Core42|Core42]]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat189&amp;quot;&amp;gt;Bloat189&amp;lt;/div&amp;gt;&lt;br /&gt;
| INTERNAL AREAS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Internal mushroom jungles and lost whatevers and so on.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat190&amp;quot;&amp;gt;Bloat190&amp;lt;/div&amp;gt;&lt;br /&gt;
| UNDERGROUND LAKES&lt;br /&gt;
| Completed&lt;br /&gt;
| Large underground lakes, can build platforms on them, and the platforms can support further buildings.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat191&amp;quot;&amp;gt;Bloat191&amp;lt;/div&amp;gt;&lt;br /&gt;
| SNAKES AND WORMS&lt;br /&gt;
| (Future)&lt;br /&gt;
| There are some complications from these creatures since they should always be on the ground and need to start that way.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat192&amp;quot;&amp;gt;Bloat192&amp;lt;/div&amp;gt;&lt;br /&gt;
| LYING AND BEING PUNISHED&lt;br /&gt;
| (Future)&lt;br /&gt;
| You should be able to tell people you know how to kill dragons and then some guys could join you and turn on you as soon as you get into the woods and leave you naked. Proper bar tales should be generated.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat193&amp;quot;&amp;gt;Bloat193&amp;lt;/div&amp;gt;&lt;br /&gt;
| DEMOGRAPHICS ISSUES 1&lt;br /&gt;
| (Future)&lt;br /&gt;
| If a town runs out of women, they could seek more.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat194&amp;quot;&amp;gt;Bloat194&amp;lt;/div&amp;gt;&lt;br /&gt;
| DEMOGRAPHICS ISSUES 2&lt;br /&gt;
| (Future)&lt;br /&gt;
| If there are too many men in town, they could start more wars.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat195&amp;quot;&amp;gt;Bloat195&amp;lt;/div&amp;gt;&lt;br /&gt;
| ADVENTURER MOUNTS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Should be able to acquire mounts and beasts of burden.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat196&amp;quot;&amp;gt;Bloat196&amp;lt;/div&amp;gt;&lt;br /&gt;
| VILLAGE STORIES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Profiles can track the last few spots the creature has been at with the associated years, and they could refer to this while chatting. Certain people could stretch these years out of bounds and talk about ancient things not involving them and write themselves into the story.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat197&amp;quot;&amp;gt;Bloat197&amp;lt;/div&amp;gt;&lt;br /&gt;
| MINIMAP ISSUES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Center X on minimap and make sure it flickers properly.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat198&amp;quot;&amp;gt;Bloat198&amp;lt;/div&amp;gt;&lt;br /&gt;
| SITE SPRAWL&lt;br /&gt;
| (Future)&lt;br /&gt;
| The largest cities should have multiple site maps linked up at the edges to help with loading issues, though it will have to handle the AI for creatures that have business across multiple sections.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat199&amp;quot;&amp;gt;Bloat199&amp;lt;/div&amp;gt;&lt;br /&gt;
| MINING/CUTTING ANNOUNCEMENTS&lt;br /&gt;
| (Future)&lt;br /&gt;
| It could announce when current reachable wood-cutting and mining jobs are done.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat200&amp;quot;&amp;gt;Bloat200&amp;lt;/div&amp;gt;&lt;br /&gt;
| PERSISTENT CONVERSATIONS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Conversations can remain active once the screen closes, allowing you to move around and do things while the conversation is still running. Conversations would fade over time. You could have more than one active conversation, and multiple participants could be involved in these. This would be important for group meetings and side discussions with a messenger than comes in and so on. This will require conversations to be saved and loaded as well.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat201&amp;quot;&amp;gt;Bloat201&amp;lt;/div&amp;gt;&lt;br /&gt;
| CONVERSATION UTTERANCE BUILDERS&lt;br /&gt;
| (Future)&lt;br /&gt;
| When asking specific questions or making statements, much like wrestling, you could set specific parameters. You could set a topic and a question word or your topic and intention and a tone.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat202&amp;quot;&amp;gt;Bloat202&amp;lt;/div&amp;gt;&lt;br /&gt;
| CONVERSATION PLEASANTRIES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Have random pleasantries with random responses.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat203&amp;quot;&amp;gt;Bloat203&amp;lt;/div&amp;gt;&lt;br /&gt;
| SPECIFIC QUERIES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Can ask about any entity, site, creature etc that is known to you.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat204&amp;quot;&amp;gt;Bloat204&amp;lt;/div&amp;gt;&lt;br /&gt;
| STORE QUERIES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Can ask about stores, people can direct you, even to another town.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat205&amp;quot;&amp;gt;Bloat205&amp;lt;/div&amp;gt;&lt;br /&gt;
| UNIT KNOWLEDGE&lt;br /&gt;
| (Future)&lt;br /&gt;
| Could set up a system whereby each creature in the town knows different facts, even if they have the same entity affiliations.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat206&amp;quot;&amp;gt;Bloat206&amp;lt;/div&amp;gt;&lt;br /&gt;
| DWARF/ELF COMMUNITIES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Add meaningful things to the dwarf/elf communities.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat207&amp;quot;&amp;gt;Bloat207&amp;lt;/div&amp;gt;&lt;br /&gt;
| SLOW ESCALATION TO VIOLENCE&lt;br /&gt;
| (Future)&lt;br /&gt;
| Rather than just killing you, or even creating a crime, there should be a slow escalation through violent stages. For instance, if you throw a toad at somebody (once projectile damage is fixed and projectiles can hit friendlies), they could get upset and yell at you. You could lie about doing it. And they could see through it if they don't see anybody else around. Store owners should yell at you if you leave, but not send the whole town to kill you.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat208&amp;quot;&amp;gt;Bloat208&amp;lt;/div&amp;gt;&lt;br /&gt;
| VEGETATION ISSUES&lt;br /&gt;
| (Future)&lt;br /&gt;
| More shrub pictures, flowers with pictures, times of flowering, grass browning should be controlled by more than just temperature (rainfall, etc.).&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat209&amp;quot;&amp;gt;Bloat209&amp;lt;/div&amp;gt;&lt;br /&gt;
| REGION FACTS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Regions can have legend facts, like what dwells there. Only show discovered populations.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat210&amp;quot;&amp;gt;Bloat210&amp;lt;/div&amp;gt;&lt;br /&gt;
| STORE NAMES&lt;br /&gt;
| (Future)&lt;br /&gt;
| The stores in town should have names, saved in the abstract at world level so that people can talk about and direct you to them.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat211&amp;quot;&amp;gt;Bloat211&amp;lt;/div&amp;gt;&lt;br /&gt;
| RELATIONSHIP OPTIMIZATION&lt;br /&gt;
| Completed&lt;br /&gt;
| There's a technical optimization tagged in the code for how they store relationships.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat212&amp;quot;&amp;gt;Bloat212&amp;lt;/div&amp;gt;&lt;br /&gt;
| BOTTLING&lt;br /&gt;
| (Future)&lt;br /&gt;
| Glass bottles for trading away master booze, bottling it and aging it, fun labeling of the bottles complete with names and images and years, comments on years, collector quests.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat213&amp;quot;&amp;gt;Bloat213&amp;lt;/div&amp;gt;&lt;br /&gt;
| HIDDEN FUN STUFF&lt;br /&gt;
| (Future)&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat214&amp;quot;&amp;gt;Bloat214&amp;lt;/div&amp;gt;&lt;br /&gt;
| SPRINTING&lt;br /&gt;
| (Future)&lt;br /&gt;
| Move faster, but have to move an extra square and can't turn fast, if you press backward it could make you slide forward on the ground, should cause exertion&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat215&amp;quot;&amp;gt;Bloat215&amp;lt;/div&amp;gt;&lt;br /&gt;
| COIN ISSUE&lt;br /&gt;
| Completed&lt;br /&gt;
| Technical issue with coin batches.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat216&amp;quot;&amp;gt;Bloat216&amp;lt;/div&amp;gt;&lt;br /&gt;
| FINALIZE ART IMAGES&lt;br /&gt;
| Completed&lt;br /&gt;
| Art images should describe historical events, etc., rather than just being an image.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat217&amp;quot;&amp;gt;Bloat217&amp;lt;/div&amp;gt;&lt;br /&gt;
| SAVING MAP SEEDS&lt;br /&gt;
| Completed&lt;br /&gt;
| Option to save a map seed once a map is created, so you can generate it again or send the seed to a friend without having to send a whole save folder.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat218&amp;quot;&amp;gt;Bloat218&amp;lt;/div&amp;gt;&lt;br /&gt;
| VEIN MINING OPTION&lt;br /&gt;
| (Future)&lt;br /&gt;
| Ability to designate a metal vein for digging. They'd keep mining out the same kind of metal in adjacent squares as they uncover them.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat219&amp;quot;&amp;gt;Bloat219&amp;lt;/div&amp;gt;&lt;br /&gt;
| HISTORY GROUPING&lt;br /&gt;
| (Future)&lt;br /&gt;
| When you enter places, it could record it all of the subsequent events under a general heading which it names later, like &amp;quot;the raid of &amp;quot;.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat220&amp;quot;&amp;gt;Bloat220&amp;lt;/div&amp;gt;&lt;br /&gt;
| AGING ITEMS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Items that should rot when you visit a site after some time will only undergo one change right now, they can go from fresh to being gone. It would be nice if item aging and rotting could be unified into a seamless system that let you age an item by any amount, but there are a number of obstacles.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat221&amp;quot;&amp;gt;Bloat221&amp;lt;/div&amp;gt;&lt;br /&gt;
| ART IMAGE COMPLEXITY AND IMPROVEMENT&lt;br /&gt;
| (Future)&lt;br /&gt;
| Item improvement image complexity can be determined by craft quality, the image can generate slots for further improvements on the item to occupy, but it needs to do this in an abstract way that works for detail events as well, and also statues and figurines&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat222&amp;quot;&amp;gt;Bloat222&amp;lt;/div&amp;gt;&lt;br /&gt;
| FRIENDLY FIRE&lt;br /&gt;
| (Future)&lt;br /&gt;
| If you fire at an enemy 5 squares away and that creature is wrestling with a friendly, there should be a chance of hitting the friendly. But if the buddy is in the line of fire (by squares) but much closer to you, you shouldn't hit the buddy at all.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat223&amp;quot;&amp;gt;Bloat223&amp;lt;/div&amp;gt;&lt;br /&gt;
| WILDERNESS CAUTION&lt;br /&gt;
| (Future)&lt;br /&gt;
| Abort random encounters against large groups of adventurers if there's no chance of attacker victory&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat224&amp;quot;&amp;gt;Bloat224&amp;lt;/div&amp;gt;&lt;br /&gt;
| STATUE IMPROVEMENTS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Describe statues, analagous to figurines, could have arms that can be moved and hidden levers and buttons and so on, could be linked to creature defs and be animated or come alive&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat225&amp;quot;&amp;gt;Bloat225&amp;lt;/div&amp;gt;&lt;br /&gt;
| UNPREPARED FISH ROTTING&lt;br /&gt;
| (Future)&lt;br /&gt;
| Unprepared fish should rot slowly in the foodpile, like unrendered fat.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat226&amp;quot;&amp;gt;Bloat226&amp;lt;/div&amp;gt;&lt;br /&gt;
| WEB CHECK&lt;br /&gt;
| (Future)&lt;br /&gt;
| Technical issue with webs.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat227&amp;quot;&amp;gt;Bloat227&amp;lt;/div&amp;gt;&lt;br /&gt;
| LEAPING AND PITS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Could add little open pits in the caves, respecting Z coord, and the ability to leap into any space with a confirmation, it might be a hassle to teach the path-finding of your opponents to leap after you though&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat228&amp;quot;&amp;gt;Bloat228&amp;lt;/div&amp;gt;&lt;br /&gt;
| ADVENTURE MODE DREAMS WHILE SLEEPING&lt;br /&gt;
| (Future)&lt;br /&gt;
| Dreams in adventure mode, occasionally you can get history, other information and quests this way&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat229&amp;quot;&amp;gt;Bloat229&amp;lt;/div&amp;gt;&lt;br /&gt;
| QUICKLIME&lt;br /&gt;
| (Future)&lt;br /&gt;
| Bake limestone in a kiln for it, and implement some uses&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat230&amp;quot;&amp;gt;Bloat230&amp;lt;/div&amp;gt;&lt;br /&gt;
| DWARVEN HUNGER&lt;br /&gt;
| Completed&lt;br /&gt;
| Hungry dwarves should take food from the merchant if they need it, although this could cause trouble between the civs if the merchant doesn't return with enough value&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat231&amp;quot;&amp;gt;Bloat231&amp;lt;/div&amp;gt;&lt;br /&gt;
| HIDDEN FUN STUFF&lt;br /&gt;
| (Future)&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat232&amp;quot;&amp;gt;Bloat232&amp;lt;/div&amp;gt;&lt;br /&gt;
| SWEAT&lt;br /&gt;
| (Future)&lt;br /&gt;
| Linked to exertion, can have a number of effects.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat233&amp;quot;&amp;gt;Bloat233&amp;lt;/div&amp;gt;&lt;br /&gt;
| ARENAS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Fight for food or money, stuff can be on chains or just waiting inside. Various associated industries.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat234&amp;quot;&amp;gt;Bloat234&amp;lt;/div&amp;gt;&lt;br /&gt;
| APPROPRIATE ANIMALS FOR CIVS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Dwarves shouldn't use full-sized horses to pull their wagons, for example.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat235&amp;quot;&amp;gt;Bloat235&amp;lt;/div&amp;gt;&lt;br /&gt;
| HALF-BLOCKED SKY&lt;br /&gt;
| (Future)&lt;br /&gt;
| &amp;quot;you cannot view the sky to the south because of the cliff face&amp;quot;, etc. This sort of thing would block your vision of certain clouds and the moon and sun at certain times.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat236&amp;quot;&amp;gt;Bloat236&amp;lt;/div&amp;gt;&lt;br /&gt;
| MARTIAL LAW&lt;br /&gt;
| (Future)&lt;br /&gt;
| Nobles could declare martial law if things get out of hand, which could have various effects.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat237&amp;quot;&amp;gt;Bloat237&amp;lt;/div&amp;gt;&lt;br /&gt;
| EVIL ALCHEMY&lt;br /&gt;
| (Future)&lt;br /&gt;
| Certain of the darker mood dwarves could take over alchemy shops and use the dwarven liver and so on.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat238&amp;quot;&amp;gt;Bloat238&amp;lt;/div&amp;gt;&lt;br /&gt;
| REGIONAL EVIL EXPLANATIONS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Right now, the regions just go bad or good without explanation. There needs to be a backdrop for this, even if magic isn't in the game yet. The evil could be linked to certain historical figures in the region that need to be removed or else the evil keeps replenishing.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat239&amp;quot;&amp;gt;Bloat239&amp;lt;/div&amp;gt;&lt;br /&gt;
| REGION HISTORIES&lt;br /&gt;
| (Future)&lt;br /&gt;
| There should be associated events for regions going bad etc, and the old name of the region prior to its name change should be recorded.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat240&amp;quot;&amp;gt;Bloat240&amp;lt;/div&amp;gt;&lt;br /&gt;
| Z VEINS&lt;br /&gt;
| Completed&lt;br /&gt;
| Currently only the main Z level has associated gem and metal vein events, this needs to be changed.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat241&amp;quot;&amp;gt;Bloat241&amp;lt;/div&amp;gt;&lt;br /&gt;
| CREATURE ANTICS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Creatures, including ones like kobolds, could dig around for pretty rocks, root around in the mud, and make random vocalizations, rather than just wandering from point to point.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat242&amp;quot;&amp;gt;Bloat242&amp;lt;/div&amp;gt;&lt;br /&gt;
| REGIONAL POPULATIONS INFLUENCE CIV ITEMS&lt;br /&gt;
| (Future)&lt;br /&gt;
| The wilderness creatures available locally should influence what sort of objects the people are wearing, although when caravans go in things can become more blurred. Could have notions of what's fashionable. They could comment on the adventurer's clothing in this respect.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat243&amp;quot;&amp;gt;Bloat243&amp;lt;/div&amp;gt;&lt;br /&gt;
| CLOTHING VARIATIONS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Entities need to have clothing variations, even at the town level. This includes adding many clothing types beyond the shirt and pants we currently have. Certain materials and dye colors could be in favor (need to add dye first).&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat244&amp;quot;&amp;gt;Bloat244&amp;lt;/div&amp;gt;&lt;br /&gt;
| VOCALIZATIONS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Battle yells, random grunts, etc.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat245&amp;quot;&amp;gt;Bloat245&amp;lt;/div&amp;gt;&lt;br /&gt;
| IMPROVEMENT OF ENGRAVINGS&lt;br /&gt;
| (Future)&lt;br /&gt;
| This is already referred to in many places, but engravings should be able to be improved by gems etc. There's a difficulty selecting which ones need to be improved, since you could place a workshop over it, etc.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat246&amp;quot;&amp;gt;Bloat246&amp;lt;/div&amp;gt;&lt;br /&gt;
| ORGAN RETENTION&lt;br /&gt;
| (Future)&lt;br /&gt;
| Rather than just creating &amp;quot;chunks&amp;quot;, butchery should keep many creature organs intact for cooking and alchemy&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat247&amp;quot;&amp;gt;Bloat247&amp;lt;/div&amp;gt;&lt;br /&gt;
| HERBIVORES AND LIVESTOCK AND SO ON&lt;br /&gt;
| (Future)&lt;br /&gt;
| Herbivores should be able to eat grass outside, people can bring livestock, not as pets, sheep/goats -- sheep lead to wool on butcher? or can you process them without butcher at the farm shop, like milking?&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat248&amp;quot;&amp;gt;Bloat248&amp;lt;/div&amp;gt;&lt;br /&gt;
| TRANSLATION CLEARANCE&lt;br /&gt;
| Completed&lt;br /&gt;
| Go through and check languages for tone.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat249&amp;quot;&amp;gt;Bloat249&amp;lt;/div&amp;gt;&lt;br /&gt;
| PROPER BLOOD SUCKING&lt;br /&gt;
| (Future)&lt;br /&gt;
| Blood sucking should occur over a longer period like the latch and-shake wrestling move. It should also feed the sucker.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat250&amp;quot;&amp;gt;Bloat250&amp;lt;/div&amp;gt;&lt;br /&gt;
| AUTOMATIC MANDATE HANDLING&lt;br /&gt;
| (Future)&lt;br /&gt;
| Could add an option to make noble mandates go directly into the work order queue.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat251&amp;quot;&amp;gt;Bloat251&amp;lt;/div&amp;gt;&lt;br /&gt;
| USEFUL TREASURER&lt;br /&gt;
| (Future)&lt;br /&gt;
| The treasurer could walk around and combine coin stacks.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat252&amp;quot;&amp;gt;Bloat252&amp;lt;/div&amp;gt;&lt;br /&gt;
| ENVIRONMENTAL LEARNING&lt;br /&gt;
| (Future)&lt;br /&gt;
| Some preferences could be gained by children as they play and explore, rather than having them be innate. These can include personality development. Many preferences and other aspects of their profiles shouldn't be visible at first.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat253&amp;quot;&amp;gt;Bloat253&amp;lt;/div&amp;gt;&lt;br /&gt;
| ADVANCED WORK ORDERS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Work orders could be made more intelligent, so that they could order up precursors to the job at hand rather than just failing.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat254&amp;quot;&amp;gt;Bloat254&amp;lt;/div&amp;gt;&lt;br /&gt;
| GRAB-TEARS II&lt;br /&gt;
| (Future)&lt;br /&gt;
| If the strength+size difference is large enough, a wrestler should be able to rip an enemy apart directly.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat255&amp;quot;&amp;gt;Bloat255&amp;lt;/div&amp;gt;&lt;br /&gt;
| INCIDENTAL HANGINGS&lt;br /&gt;
| (Future)&lt;br /&gt;
| If a creature is attached by the neck to a chain building and falls down in the z direction or into a chasm, it should start strangling.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat256&amp;quot;&amp;gt;Bloat256&amp;lt;/div&amp;gt;&lt;br /&gt;
| VEGETATION MELTING/BOILING&lt;br /&gt;
| (Future)&lt;br /&gt;
| Vegetation made out of exotic materials that would melt rather than burn aren't currently supported.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat257&amp;quot;&amp;gt;Bloat257&amp;lt;/div&amp;gt;&lt;br /&gt;
| TANNING&lt;br /&gt;
| (Future)&lt;br /&gt;
| Tanning should probably be made more interesting.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat258&amp;quot;&amp;gt;Bloat258&amp;lt;/div&amp;gt;&lt;br /&gt;
| WATERPROOFING&lt;br /&gt;
| (Future)&lt;br /&gt;
| Waterproofing of leather might become an issue&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat259&amp;quot;&amp;gt;Bloat259&amp;lt;/div&amp;gt;&lt;br /&gt;
| TAWING&lt;br /&gt;
| (Future)&lt;br /&gt;
| An interesting alternative to tanning.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat260&amp;quot;&amp;gt;Bloat260&amp;lt;/div&amp;gt;&lt;br /&gt;
| CUSTOM ENGRAVINGS&lt;br /&gt;
| (Future)&lt;br /&gt;
| People have expressed an interest in engraving custom text and symbols.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat261&amp;quot;&amp;gt;Bloat261&amp;lt;/div&amp;gt;&lt;br /&gt;
| LEGEND ERASURE&lt;br /&gt;
| (Future)&lt;br /&gt;
| It should be possible to rehide history events so that a new player can rediscover the legends of a world.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat262&amp;quot;&amp;gt;Bloat262&amp;lt;/div&amp;gt;&lt;br /&gt;
| MORE THOUGHT INFORMATION&lt;br /&gt;
| (Future)&lt;br /&gt;
| Certain thoughts need to store additional information.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat263&amp;quot;&amp;gt;Bloat263&amp;lt;/div&amp;gt;&lt;br /&gt;
| MASTERPIECE TRADE&lt;br /&gt;
| (Future)&lt;br /&gt;
| Masterpieces should be handled in a more interesting fashion as it relates to trade. Specific people should be interested in obtaining the best works.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat264&amp;quot;&amp;gt;Bloat264&amp;lt;/div&amp;gt;&lt;br /&gt;
| DYES AND MORDANTS&lt;br /&gt;
| (Future)&lt;br /&gt;
| There are all sorts of things that can be done with dyes and mordants.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat265&amp;quot;&amp;gt;Bloat265&amp;lt;/div&amp;gt;&lt;br /&gt;
| WOODEN FURNITURE DISASSEMBLY&lt;br /&gt;
| (Future)&lt;br /&gt;
| Ability to take apart wooden furniture.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat266&amp;quot;&amp;gt;Bloat266&amp;lt;/div&amp;gt;&lt;br /&gt;
| TALKING ABOUT THE WEATHER&lt;br /&gt;
| (Future)&lt;br /&gt;
| Ability to ask people, including farmers, about the weather and time of day. They might comment about past or future weather. Weather information might be volunteered without prompting.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat267&amp;quot;&amp;gt;Bloat267&amp;lt;/div&amp;gt;&lt;br /&gt;
| EXTENDED BARTERING&lt;br /&gt;
| (Future)&lt;br /&gt;
| Almost every object in the possession of a creature should be available for sale if you set the price high enough, even if the creature in question is not given to bartering.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat268&amp;quot;&amp;gt;Bloat268&amp;lt;/div&amp;gt;&lt;br /&gt;
| SCREENSHOTS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Ability to have the game output a screenshot easily.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat269&amp;quot;&amp;gt;Bloat269&amp;lt;/div&amp;gt;&lt;br /&gt;
| ALCHEMY&lt;br /&gt;
| (Future)&lt;br /&gt;
| Various uses and reactions of chemicals, acids etc.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat270&amp;quot;&amp;gt;Bloat270&amp;lt;/div&amp;gt;&lt;br /&gt;
| COMBAT LOGS AND EVENTS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Combat log display for dwarf mode. Tracking and grouping of combat events for larger historical events. Important specifics of a given combat event might be kept for the historical record. Combat events could be named in the legends.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat271&amp;quot;&amp;gt;Bloat271&amp;lt;/div&amp;gt;&lt;br /&gt;
| DRAGGING PEOPLE AROUND&lt;br /&gt;
| (Future)&lt;br /&gt;
| Ability to drag somebody around instead of releasing a wrestling hold when you move.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat272&amp;quot;&amp;gt;Bloat272&amp;lt;/div&amp;gt;&lt;br /&gt;
| WATER POISONING&lt;br /&gt;
| (Future)&lt;br /&gt;
| Malicious creatures might attempt to poison or otherwise taint your water supply.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat273&amp;quot;&amp;gt;Bloat273&amp;lt;/div&amp;gt;&lt;br /&gt;
| ONE-STEP OPTIONS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Ability to set the amount of time advanced by the one-step key.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat274&amp;quot;&amp;gt;Bloat274&amp;lt;/div&amp;gt;&lt;br /&gt;
| CUSTOM COLORS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Customizable unit and custom profession colors.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat275&amp;quot;&amp;gt;Bloat275&amp;lt;/div&amp;gt;&lt;br /&gt;
| REVENGE AND INJURIES&lt;br /&gt;
| (Future)&lt;br /&gt;
| More revenge-based thoughts that can mitigate injury thoughts. Development of hatred for groups of creatures after an injury or other act.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat276&amp;quot;&amp;gt;Bloat276&amp;lt;/div&amp;gt;&lt;br /&gt;
| HIDDEN FUN STUFF&lt;br /&gt;
| (Future)&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat277&amp;quot;&amp;gt;Bloat277&amp;lt;/div&amp;gt;&lt;br /&gt;
| SOUND EVENTS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Removal of annoying off-screen combat spam and replacement with sound events that have displayed locations. Selection of the sound event might show a further breakdown of associated announcements. Might be very useful if screen is blanked out on blinding.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat278&amp;quot;&amp;gt;Bloat278&amp;lt;/div&amp;gt;&lt;br /&gt;
| TRAPS THAT PROPEL THINGS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Weapon traps cannot propel units, but giant hammer traps should propel units.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat279&amp;quot;&amp;gt;Bloat279&amp;lt;/div&amp;gt;&lt;br /&gt;
| IMPROVED LEVERS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Improved lever interface with various options for how the lever behaves. Ability to see what lever does after connection. Ability to disconnect levers.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat280&amp;quot;&amp;gt;Bloat280&amp;lt;/div&amp;gt;&lt;br /&gt;
| ONE-WAY/SECRET DOORS&lt;br /&gt;
| (Future)&lt;br /&gt;
| These would be nice but raise path-finding optimization issues.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat281&amp;quot;&amp;gt;Bloat281&amp;lt;/div&amp;gt;&lt;br /&gt;
| IMPROVE ANIMAL MANAGEMENT&lt;br /&gt;
| (Future)&lt;br /&gt;
| There are many improvements that can be made to animal management, including improved abilities to assign animals and replace lost assignees as well as various breeding and cull settings.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat282&amp;quot;&amp;gt;Bloat282&amp;lt;/div&amp;gt;&lt;br /&gt;
| MORE MINERAL PROPERTIES&lt;br /&gt;
| (Future)&lt;br /&gt;
| The various minerals should have additional properties. These might influence dig speed and so on.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat283&amp;quot;&amp;gt;Bloat283&amp;lt;/div&amp;gt;&lt;br /&gt;
| DEBUG OPTIONS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Various ways to fiddle with internal settings.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat284&amp;quot;&amp;gt;Bloat284&amp;lt;/div&amp;gt;&lt;br /&gt;
| RIVER ROCKS&lt;br /&gt;
| (Future)&lt;br /&gt;
| The way river flows are calculated, the water won't currently make little white waves against boulder tiles in the middle of the water.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat285&amp;quot;&amp;gt;Bloat285&amp;lt;/div&amp;gt;&lt;br /&gt;
| CREATURE RANGES&lt;br /&gt;
| (Future)&lt;br /&gt;
| A given creature should often have a more coherent range over the entire world, rather than going region by region.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat286&amp;quot;&amp;gt;Bloat286&amp;lt;/div&amp;gt;&lt;br /&gt;
| RAIN POOLING&lt;br /&gt;
| (Future)&lt;br /&gt;
| Rain should have a chance to collect in certain areas.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat287&amp;quot;&amp;gt;Bloat287&amp;lt;/div&amp;gt;&lt;br /&gt;
| THIN ICE&lt;br /&gt;
| (Future)&lt;br /&gt;
| Thin ice is a more difficult problem with the Z axis everywhere, but it should still be possible.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat288&amp;quot;&amp;gt;Bloat288&amp;lt;/div&amp;gt;&lt;br /&gt;
| DUST STORMS&lt;br /&gt;
| (Future)&lt;br /&gt;
| There should be giant dust storms, the Spain-sized ones you can see from a satellite.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat289&amp;quot;&amp;gt;Bloat289&amp;lt;/div&amp;gt;&lt;br /&gt;
| HUMANS USE HORSES&lt;br /&gt;
| Completed&lt;br /&gt;
| Humans should ride horses into battle if they are available.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat290&amp;quot;&amp;gt;Bloat290&amp;lt;/div&amp;gt;&lt;br /&gt;
| LAKE/SWAMP IMPROVEMENTS I&lt;br /&gt;
| (Future)&lt;br /&gt;
| Water lilies rooted to the soil below, duckweed floating in the water&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat291&amp;quot;&amp;gt;Bloat291&amp;lt;/div&amp;gt;&lt;br /&gt;
| LAKE/SWAMP IMPROVEMENTS II&lt;br /&gt;
| (Future)&lt;br /&gt;
| Mosquitoes and leeches.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat292&amp;quot;&amp;gt;Bloat292&amp;lt;/div&amp;gt;&lt;br /&gt;
| DEEP AND PERSISTENT SNOW&lt;br /&gt;
| (Future)&lt;br /&gt;
| Deep snow that you have to trudge through or that you can sink down into, depending on the regional snowfall number. Snow that lasts for a while at temperatures above freezing, based on amonut and temperature differential.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat293&amp;quot;&amp;gt;Bloat293&amp;lt;/div&amp;gt;&lt;br /&gt;
| LOCAL ROADS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Most town sites should have stone or at least dirt roads between all of the buildings, rather than being pristine wildernesses punctuated by buildings.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat294&amp;quot;&amp;gt;Bloat294&amp;lt;/div&amp;gt;&lt;br /&gt;
| CLEANING ADJACENT INACCESSIBLE SQUARES&lt;br /&gt;
| (Future)&lt;br /&gt;
| There should be a way to clean chunks and other garbage out of fortifications or other places it gets stuck.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat295&amp;quot;&amp;gt;Bloat295&amp;lt;/div&amp;gt;&lt;br /&gt;
| WEAPON TRAP EFFECTS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Traps should often do full damage to units rather than stopping when the unit dies to improve the explosive effect of a many-weaponed trap.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat296&amp;quot;&amp;gt;Bloat296&amp;lt;/div&amp;gt;&lt;br /&gt;
| FINGERLESS GLOVES&lt;br /&gt;
| (Future)&lt;br /&gt;
| There are some difficulties with the details of this kind of object. And distinguishing mittens and gloves. And toe socks versus regular socks.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat297&amp;quot;&amp;gt;Bloat297&amp;lt;/div&amp;gt;&lt;br /&gt;
| CONTINUOUS ITEM AMOUNTS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Thread, rope, chains and cloth should have variable dimensions that are treated like variable amounts in jobs.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat298&amp;quot;&amp;gt;Bloat298&amp;lt;/div&amp;gt;&lt;br /&gt;
| IMPERFECT CONSTRUCTIONS&lt;br /&gt;
| (Future)&lt;br /&gt;
| You should be able to intentionally build submasterpiece buildings and items.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat299&amp;quot;&amp;gt;Bloat299&amp;lt;/div&amp;gt;&lt;br /&gt;
| FLATWORLD&lt;br /&gt;
| (Future)&lt;br /&gt;
| For processor and memory needs, an ability to make the world flat, with no significant elevation gains in the mountains to cut down on cliff allocations.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat300&amp;quot;&amp;gt;Bloat300&amp;lt;/div&amp;gt;&lt;br /&gt;
| ARCHERY TRAINING MATERIALS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Standing orders for archery training regarding which material to use.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat301&amp;quot;&amp;gt;Bloat301&amp;lt;/div&amp;gt;&lt;br /&gt;
| BUILDING SQUARE BLOCKAGES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Handle the various issues and annoyance that come from having workshops always block squares in a given pattern.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat302&amp;quot;&amp;gt;Bloat302&amp;lt;/div&amp;gt;&lt;br /&gt;
| CREATURE ART ELEMENTS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Allow art elements for abstract body parts, like eyes and hands, with tendencies toward the ones the artist's entity race actually has. Allow varying degrees of specificity for them.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat303&amp;quot;&amp;gt;Bloat303&amp;lt;/div&amp;gt;&lt;br /&gt;
| NOISE POLLUTION INDICATOR&lt;br /&gt;
| (Future)&lt;br /&gt;
| It might be helpful to have more of an idea where sleep-disturbing noise is coming from&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat304&amp;quot;&amp;gt;Bloat304&amp;lt;/div&amp;gt;&lt;br /&gt;
| UNDERGROUND TREE CAPS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Evaluate elf tree caps with respect to underground tree farms.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat305&amp;quot;&amp;gt;Bloat305&amp;lt;/div&amp;gt;&lt;br /&gt;
| GUILDS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Bring guild back more robustly as local and civ-wide organizations.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat306&amp;quot;&amp;gt;Bloat306&amp;lt;/div&amp;gt;&lt;br /&gt;
| HIDDEN FUN STUFF&lt;br /&gt;
| (Future)&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat307&amp;quot;&amp;gt;Bloat307&amp;lt;/div&amp;gt;&lt;br /&gt;
| DESCRIPTIVE INFO&lt;br /&gt;
| (Future)&lt;br /&gt;
| Ability to see genders information more easily in adventure mode. Ability to see other descriptive information as it comes in.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat308&amp;quot;&amp;gt;Bloat308&amp;lt;/div&amp;gt;&lt;br /&gt;
| QUALITY/DAMAGE CUSTOM STOCKPILES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Allow stockpiles to specify quality/damage state.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat309&amp;quot;&amp;gt;Bloat309&amp;lt;/div&amp;gt;&lt;br /&gt;
| SENSIBLE MIGRANT PROVISIONS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Immigrants should arrive with pack animals and various objects that make sense for their role and their journey.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat310&amp;quot;&amp;gt;Bloat310&amp;lt;/div&amp;gt;&lt;br /&gt;
| STRICT STONE BUILDING MATERIAL REQUIREMENTS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Some buildings require rock blocks where metal ones would do.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat311&amp;quot;&amp;gt;Bloat311&amp;lt;/div&amp;gt;&lt;br /&gt;
| UNIT INVENTORY DISPLAY&lt;br /&gt;
| (Future)&lt;br /&gt;
| Ability to see inventory somewhere on the unit profile screen.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat312&amp;quot;&amp;gt;Bloat312&amp;lt;/div&amp;gt;&lt;br /&gt;
| MIGRANT CONTROL&lt;br /&gt;
| (Future)&lt;br /&gt;
| Ability to refuse migrant groups with repercussions.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat313&amp;quot;&amp;gt;Bloat313&amp;lt;/div&amp;gt;&lt;br /&gt;
| STOCKPILE CONSOLIDATION&lt;br /&gt;
| (Future)&lt;br /&gt;
| Ability to order the consolidation of items in a given stockpile. Part of the item stacking problem.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat314&amp;quot;&amp;gt;Bloat314&amp;lt;/div&amp;gt;&lt;br /&gt;
| DESIGNATION SIZE INFO&lt;br /&gt;
| (Future)&lt;br /&gt;
| When selecting an area, for instance in mining designations, it could show you the dimensions and size of that area.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat315&amp;quot;&amp;gt;Bloat315&amp;lt;/div&amp;gt;&lt;br /&gt;
| DESIGNATION SHAPES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Option to designate with circles and custom templates.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat316&amp;quot;&amp;gt;Bloat316&amp;lt;/div&amp;gt;&lt;br /&gt;
| PIPE SECTIONS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Square-filling pipes sections that you can place and walk inside and hook together over many tiles and fill with fluids and stuff.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat317&amp;quot;&amp;gt;Bloat317&amp;lt;/div&amp;gt;&lt;br /&gt;
| PERSISTENT WILDS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Saving to some extent of non-site wilderness areas. The world is too large to save in its entirety, but some work can be done to save the places you've actually visited without completely filling your hard drive.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat318&amp;quot;&amp;gt;Bloat318&amp;lt;/div&amp;gt;&lt;br /&gt;
| VARIOUS GRASSES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Specific grass types associated by midmap square, rather than just 'grass'. Moss could also afford to occur in places other than old sites.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat319&amp;quot;&amp;gt;Bloat319&amp;lt;/div&amp;gt;&lt;br /&gt;
| IMPROVED BLOOD TRACKING&lt;br /&gt;
| (Future)&lt;br /&gt;
| It can use stance point blood contaminants to handle blood tracking rather than spreading blood infinitely from spatters. In general, map blood amounts could afford to be tracked more closely.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat320&amp;quot;&amp;gt;Bloat320&amp;lt;/div&amp;gt;&lt;br /&gt;
| WORLD-SPANNING FEATURES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Use the world map feature system to create some world-spanning special map features, both indoor and outdoor, aside from rivers.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat321&amp;quot;&amp;gt;Bloat321&amp;lt;/div&amp;gt;&lt;br /&gt;
| FOOTPRINTS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Footprints for walkers on sand, wet sand, snow, from blood contaminants on stance points, etc. Need some notion of foot print profiles by creature versus stance versus ground material.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat322&amp;quot;&amp;gt;Bloat322&amp;lt;/div&amp;gt;&lt;br /&gt;
| MISCELLANEOUS MATERIAL ACQUISITION&lt;br /&gt;
| (Future)&lt;br /&gt;
| Finding jade and so on at certain rivers, finding pearls, amber, etc. Being able to obtain horn and ivory from creatures.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat323&amp;quot;&amp;gt;Bloat323&amp;lt;/div&amp;gt;&lt;br /&gt;
| WIDER USE OF COLOR DEFINITIONS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Tying all of the raws to color definitions would improve the coherence of the game. Minerals, plants, etc. should all be linked to color definition tokens.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat324&amp;quot;&amp;gt;Bloat324&amp;lt;/div&amp;gt;&lt;br /&gt;
| FOSSILS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Fossils beyond petrified wood. Another good way to start the random creature generator. Fossils could be collected by certain people.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat325&amp;quot;&amp;gt;Bloat325&amp;lt;/div&amp;gt;&lt;br /&gt;
| ADDITIONAL LIQUID TYPES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Candidates for new flowing &amp;quot;liquids&amp;quot; include sand, oil, mud, blood of various sorts, slime, farm products like grain and beer for the beer fountain. Only a limited number of materials from plant raws like beer would be able to be supported as a map flow at a given time.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat326&amp;quot;&amp;gt;Bloat326&amp;lt;/div&amp;gt;&lt;br /&gt;
| SKY AND TOPO DISPLAY&lt;br /&gt;
| (Future)&lt;br /&gt;
| Add various optional methods for visualizing the 3D stuffs.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat327&amp;quot;&amp;gt;Bloat327&amp;lt;/div&amp;gt;&lt;br /&gt;
| VARIOUS RIDING POSITIONS&lt;br /&gt;
| (Future)&lt;br /&gt;
| When a creature rides another creature, it isn't very specific about where that creature is, and 'riding' is used for creatures carrying other creatures at times. The game would profit from more specific information.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat328&amp;quot;&amp;gt;Bloat328&amp;lt;/div&amp;gt;&lt;br /&gt;
| IMPROVED SEASHORES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Coastal biome designations, crabs, gulls, washed up jelly fish, ability to skillfully build sand castles in wet sand which can be worn down by waves, shells, washed up objects from distance civilizations that are on the body of water, seaweed, tidepools with anenomes, driftwood interactions.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat329&amp;quot;&amp;gt;Bloat329&amp;lt;/div&amp;gt;&lt;br /&gt;
| HIDDEN FUN STUFF&lt;br /&gt;
| (Future)&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat330&amp;quot;&amp;gt;Bloat330&amp;lt;/div&amp;gt;&lt;br /&gt;
| CLEANSING EVIL AREAS&lt;br /&gt;
| (Future)&lt;br /&gt;
| The cleansing of evil areas needs to be put back in after tracking is improved.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat331&amp;quot;&amp;gt;Bloat331&amp;lt;/div&amp;gt;&lt;br /&gt;
| PRESSURE EQUILIBRIUM&lt;br /&gt;
| (Future)&lt;br /&gt;
| Liquid pressure equilibrium can be given a finer resolution at the cost of some map bits.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat332&amp;quot;&amp;gt;Bloat332&amp;lt;/div&amp;gt;&lt;br /&gt;
| PATTERN FLYING CRITTERS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Put the pattern flying cave feature critters back in.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat333&amp;quot;&amp;gt;Bloat333&amp;lt;/div&amp;gt;&lt;br /&gt;
| ARMOR CONTAMINATION FROM BLEEDING&lt;br /&gt;
| (Future)&lt;br /&gt;
| Requires location specific bleeding information, tied to scarring and infection.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat334&amp;quot;&amp;gt;Bloat334&amp;lt;/div&amp;gt;&lt;br /&gt;
| IMPROVE LIQUID SINK DIRECTION&lt;br /&gt;
| (Future)&lt;br /&gt;
| River flows can be made to appear less diagonal on horizontal/vertical paths, but the routine is expensive.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat335&amp;quot;&amp;gt;Bloat335&amp;lt;/div&amp;gt;&lt;br /&gt;
| IMPROVED FARMING&lt;br /&gt;
| (Future)&lt;br /&gt;
| Improved outdoor farming. I've already copied down a ton of NPK tables. We'll see what's inflicted upon you. A skilled farmer should make any fertilizer requirements very straightforward and easy to deal with.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat336&amp;quot;&amp;gt;Bloat336&amp;lt;/div&amp;gt;&lt;br /&gt;
| ITEM PLACEMENT VERSUS SMALL AREAS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Check some issues with the placement of objects versus small isolated areas.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat337&amp;quot;&amp;gt;Bloat337&amp;lt;/div&amp;gt;&lt;br /&gt;
| PEAT&lt;br /&gt;
| (Future)&lt;br /&gt;
| Make peat more than just another soil type.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat338&amp;quot;&amp;gt;Bloat338&amp;lt;/div&amp;gt;&lt;br /&gt;
| MORE OUTDOOR MAP FEATURES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Various additional outside and inside features, like mesas, canyons, hill tops and so on.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat339&amp;quot;&amp;gt;Bloat339&amp;lt;/div&amp;gt;&lt;br /&gt;
| RIVER OVERFLOWS&lt;br /&gt;
| (Future)&lt;br /&gt;
| River overflows and the return of the associated farming techniques.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat340&amp;quot;&amp;gt;Bloat340&amp;lt;/div&amp;gt;&lt;br /&gt;
| BOULDER REMOVAL&lt;br /&gt;
| (Future)&lt;br /&gt;
| The ability to excavate boulders in the ground to make a stone object, as if you want another stone object.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat341&amp;quot;&amp;gt;Bloat341&amp;lt;/div&amp;gt;&lt;br /&gt;
| STUCK-IN CONTAMINANTS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Issues with contaminants on item that becomes stuck inside another creature.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat342&amp;quot;&amp;gt;Bloat342&amp;lt;/div&amp;gt;&lt;br /&gt;
| MIGRANT HISTORICAL EVENTS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Some issues with migrants and associated historical events.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat343&amp;quot;&amp;gt;Bloat343&amp;lt;/div&amp;gt;&lt;br /&gt;
| CLIMBING&lt;br /&gt;
| (Future)&lt;br /&gt;
| Ability to climb terrain that would be otherwise impassable.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat344&amp;quot;&amp;gt;Bloat344&amp;lt;/div&amp;gt;&lt;br /&gt;
| RELIGIONS AND CULTS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Return of things like the death and weapon nobles via potentially world-wide religions and cults.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat345&amp;quot;&amp;gt;Bloat345&amp;lt;/div&amp;gt;&lt;br /&gt;
| WEB MOVEMENT&lt;br /&gt;
| (Future)&lt;br /&gt;
| Creatures that spin large webs should be able to move along the web, even in open space.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat346&amp;quot;&amp;gt;Bloat346&amp;lt;/div&amp;gt;&lt;br /&gt;
| SUPER NIGHT SKY&lt;br /&gt;
| (Future)&lt;br /&gt;
| Stars, entity-named constellations with lines chosen for them. If there are hemispheres, visible stars can change with position. If the world rotates, they can move during the course of an evening.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat347&amp;quot;&amp;gt;Bloat347&amp;lt;/div&amp;gt;&lt;br /&gt;
| HEREDITY&lt;br /&gt;
| (Future)&lt;br /&gt;
| Once there are enough physical and other candidate traits to be passed along, the game could model heredity/genetics with some simple algorithms and data.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat348&amp;quot;&amp;gt;Bloat348&amp;lt;/div&amp;gt;&lt;br /&gt;
| LINGUISTICS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Aside from having translations for basic words and a displayed written language, civ languages could also have a syntax, phonetic information, etc.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat349&amp;quot;&amp;gt;Bloat349&amp;lt;/div&amp;gt;&lt;br /&gt;
| UNIT NAMES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Right now it only lets you specify a few unit names. It should let you do more with profession names by race/entity. This ties in to having specialized unit names for certain customized professions within an entity.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat350&amp;quot;&amp;gt;Bloat350&amp;lt;/div&amp;gt;&lt;br /&gt;
| MORE MECHANISMS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Animal power for turning wheels etc., other pumps like tympanum wheels, various other things.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat351&amp;quot;&amp;gt;Bloat351&amp;lt;/div&amp;gt;&lt;br /&gt;
| UNAWARE OF PROFESSIONS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Your adventurer should not know somebody is a &amp;quot;guard&amp;quot; for example without knowing a bit about the civilization or at least doing some observation.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat352&amp;quot;&amp;gt;Bloat352&amp;lt;/div&amp;gt;&lt;br /&gt;
| RIVER/LAKE IMPROVEMENTS&lt;br /&gt;
| (Future)&lt;br /&gt;
| There are various cosmetic improvements that can be made to under/above ground rivers and lakes.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat353&amp;quot;&amp;gt;Bloat353&amp;lt;/div&amp;gt;&lt;br /&gt;
| BARRACKS FUNCTION SPLIT&lt;br /&gt;
| (Future)&lt;br /&gt;
| The barracks has various functions, and you should be able to say what goes on in a given barracks.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat354&amp;quot;&amp;gt;Bloat354&amp;lt;/div&amp;gt;&lt;br /&gt;
| SAVE KITCHEN SETTINGS&lt;br /&gt;
| (Future)&lt;br /&gt;
| You should be able to save settings in the kitchen screen for later games. Applies to some other menus as well.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat355&amp;quot;&amp;gt;Bloat355&amp;lt;/div&amp;gt;&lt;br /&gt;
| TAKING NOTES&lt;br /&gt;
| Completed&lt;br /&gt;
| It would be nice to be able to take notes on both the embark screen world map and during the regular game that you can view later.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat356&amp;quot;&amp;gt;Bloat356&amp;lt;/div&amp;gt;&lt;br /&gt;
| IMPROVED FISHING&lt;br /&gt;
| (Future)&lt;br /&gt;
| Dwarves should be able to fish for certain unit-sized creatures. Fish should be visible all over the place and dwarves should possibly have to catch them, depending on how the AI works out.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat357&amp;quot;&amp;gt;Bloat357&amp;lt;/div&amp;gt;&lt;br /&gt;
| HOLDING BREATH&lt;br /&gt;
| (Future)&lt;br /&gt;
| Being able to hold your breath in adventure mode might be an interesting mechanic. You wouldn't have to do it explicitly any time you wanted to swim, but it might be a neat way to interact with gases and other features.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat358&amp;quot;&amp;gt;Bloat358&amp;lt;/div&amp;gt;&lt;br /&gt;
| MACROS&lt;br /&gt;
| (Future)&lt;br /&gt;
| You should be able to make keyboard macros to perform complicated repetitive actions.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat359&amp;quot;&amp;gt;Bloat359&amp;lt;/div&amp;gt;&lt;br /&gt;
| UNCONVENTIONAL AMMUNITION&lt;br /&gt;
| (Future)&lt;br /&gt;
| You should be able to attempt to use various non-standard items in missile weapons and siege weapons.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat360&amp;quot;&amp;gt;Bloat360&amp;lt;/div&amp;gt;&lt;br /&gt;
| OTHER WATER SOURCES&lt;br /&gt;
| (Future)&lt;br /&gt;
| There should be various additional ways to obtain water. Rain, filling barrels from streams, simple desalination, etc.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat361&amp;quot;&amp;gt;Bloat361&amp;lt;/div&amp;gt;&lt;br /&gt;
| EMBARK PROFESSION UPDATE&lt;br /&gt;
| (Future)&lt;br /&gt;
| As you change skills on the embark screen, it should show the dwarf's resulting profession.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat362&amp;quot;&amp;gt;Bloat362&amp;lt;/div&amp;gt;&lt;br /&gt;
| VERMIN BODIES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Small animals should have full body representations, even if they don't have as many effects as they do for unit-sized creatures. These might only be allocated if something actually happens to the creature in question.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat363&amp;quot;&amp;gt;Bloat363&amp;lt;/div&amp;gt;&lt;br /&gt;
| FURNITURE FLUX&lt;br /&gt;
| (Future)&lt;br /&gt;
| You should be able to break down furniture and other objects that are made from materials that have occur in reactions (such as a flux) and use them at the smelter for example.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat364&amp;quot;&amp;gt;Bloat364&amp;lt;/div&amp;gt;&lt;br /&gt;
| SITE RECTANGLE INFORMATION&lt;br /&gt;
| (Future)&lt;br /&gt;
| Sites should be able to give additional information about what is in their world map rectangle for map export and embark screen purposes.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat365&amp;quot;&amp;gt;Bloat365&amp;lt;/div&amp;gt;&lt;br /&gt;
| GLACIER/OCEAN INTERFACE&lt;br /&gt;
| (Future)&lt;br /&gt;
| The boundary between the glacier and ocean biomes probably shouldn't be a regular beach in virtually all cases.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat366&amp;quot;&amp;gt;Bloat366&amp;lt;/div&amp;gt;&lt;br /&gt;
| SMOOTHER ELEVATION CHANGES&lt;br /&gt;
| (Future)&lt;br /&gt;
| The game relies on cliffs too much to handle midmap elevation changes, especially in river valleys.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat367&amp;quot;&amp;gt;Bloat367&amp;lt;/div&amp;gt;&lt;br /&gt;
| WATER ON BUILDINGS DISPLAY&lt;br /&gt;
| (Future)&lt;br /&gt;
| Water running over buildings currently blots them out. You should probably be able to see what's there -- grates and bars at the very least.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat368&amp;quot;&amp;gt;Bloat368&amp;lt;/div&amp;gt;&lt;br /&gt;
| GENDER-BASED PICTURES&lt;br /&gt;
| (Future)&lt;br /&gt;
| You should be able to further specify which graphical tiles are used if you like.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat369&amp;quot;&amp;gt;Bloat369&amp;lt;/div&amp;gt;&lt;br /&gt;
| LEGENDARY SWIM SPEED&lt;br /&gt;
| (Future)&lt;br /&gt;
| It could afford to make finer gradations for swim skill passed legendary.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat370&amp;quot;&amp;gt;Bloat370&amp;lt;/div&amp;gt;&lt;br /&gt;
| ITEMS AND GRATES/BARS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Small items should have a chance of falling through floor grates. Floor bars should be even worse. Projectiles should also interact with grates and bars (similar to fortifications).&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat371&amp;quot;&amp;gt;Bloat371&amp;lt;/div&amp;gt;&lt;br /&gt;
| SUBORDINATE SITE POPULATIONS&lt;br /&gt;
| (Future)&lt;br /&gt;
| A site that becomes subordinated under a dwarf site should still be able to maintain its inhabitants after the dwarf game.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat372&amp;quot;&amp;gt;Bloat372&amp;lt;/div&amp;gt;&lt;br /&gt;
| MORE WITH TRAPS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Traps, being far too powerful, should probably have to be set up. For instance, you should be required to actually create a stonefall trap using a few different locations to get it to work. Pulling things apart like this will also allow more versatility.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat373&amp;quot;&amp;gt;Bloat373&amp;lt;/div&amp;gt;&lt;br /&gt;
| IMPROVED DRUNKS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Adventure mode drunks shouldn't be a separate unit type. They are currently determined by the immoderation personality facet, but much more can be done here. In general, there's an implication that world gen personalities should be stored for more units, but that is expensive memory-wise.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat374&amp;quot;&amp;gt;Bloat374&amp;lt;/div&amp;gt;&lt;br /&gt;
| CONVERSATION SKILLS IN ADVENTURE MODE&lt;br /&gt;
| (Future)&lt;br /&gt;
| With the proper skills, you should be able to judge the mood of people you are talking to in finer and finer degrees. You should also be able to exercise the various conversation skills that can be used in dwarf mode.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat375&amp;quot;&amp;gt;Bloat375&amp;lt;/div&amp;gt;&lt;br /&gt;
| PRIVACY AND ADVENTURE MODE CONVERSATIONS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Depending on personality scores, people you come up to on the street might not want to talk to you about personal matters when they don't know you.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat376&amp;quot;&amp;gt;Bloat376&amp;lt;/div&amp;gt;&lt;br /&gt;
| TALKING TO GODS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Instead of being forced to join a temple first, a player should be able to attempt to speak to any known deity.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat377&amp;quot;&amp;gt;Bloat377&amp;lt;/div&amp;gt;&lt;br /&gt;
| TEMPLE-SPECIFIC TASKS&lt;br /&gt;
| (Future)&lt;br /&gt;
| High priests at the temple should have various things for you to do. Though it's best to have all task assignments occur within a general framework according to the goals of the task-giver, just being the leader of the temple and a strident believer in a deity will no doubt give rise to interesting and specific quests. Building a new temple and spreading the faith? Recovering holy relics? Dealing with rivals? Objectives could be vague to remove some of the quest straitjacket effect that can develop, as long as it has means to track your progress and you have various means to accomplish the task at hand. It would be cool to be accepted as a temple higher-up once you manager to spread the faith into an outlying village.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat378&amp;quot;&amp;gt;Bloat378&amp;lt;/div&amp;gt;&lt;br /&gt;
| MORE BUILDING CONVERSATION&lt;br /&gt;
| (Future)&lt;br /&gt;
| Right now, you only hear architecture comments when there's a direct relationship between the building and a deity, and those relationships are fairly rare. It could talk about the architect, the central figure around which the building was designed, any of the elements used in the architecture, the material used and its relationship any underlying concepts, etc.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat379&amp;quot;&amp;gt;Bloat379&amp;lt;/div&amp;gt;&lt;br /&gt;
| LEGEND SUBSET SELECTION&lt;br /&gt;
| (Future)&lt;br /&gt;
| The legends screen is virtually useless once enough objects and events have been discovered. You should be able to select subsets in various ways, whether by creature type or building type or time period or event type or even using a map to go by geographic area.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat380&amp;quot;&amp;gt;Bloat380&amp;lt;/div&amp;gt;&lt;br /&gt;
| MOODS AND IMPRESSIONS&lt;br /&gt;
| (Future)&lt;br /&gt;
| In both modes, relationships need to be stored with some more information. People should have short and long-term impressions of the people that they meet, at least as many as it can safely store (and always with the player). They can also have short and long-term moods that are altered by their interactions with others.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat381&amp;quot;&amp;gt;Bloat381&amp;lt;/div&amp;gt;&lt;br /&gt;
| GENERALIZE ARCHITECTURE SYSTEM&lt;br /&gt;
| (Future)&lt;br /&gt;
| The system used for temples linking abstract concepts to architectural elements should be put in to place for other structures, especially castles and towers.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat382&amp;quot;&amp;gt;Bloat382&amp;lt;/div&amp;gt;&lt;br /&gt;
| MORE SPHERE LINKS FOR TEMPLES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Right now, only certain deity spheres get architecture links in their corresponding temples. There's more that can be done there, and the concept can be expanded from architecture to many other elements of the faith/temple, so that certain type of items/creatures/festivals/rituals/etc. occur in the temple.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat383&amp;quot;&amp;gt;Bloat383&amp;lt;/div&amp;gt;&lt;br /&gt;
| GOBLIN DUNGEONS&lt;br /&gt;
| (Future)&lt;br /&gt;
| The goblins lost the tunnel network under their towers with the building revision, and they want it back in improved form with various untoward goings on.&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Power Goals=&lt;br /&gt;
&lt;br /&gt;
Power Goals are the ultimate missions for the future.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#EFEFEF&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:10%&amp;quot;| PowerGoal&lt;br /&gt;
! style=&amp;quot;width:20%&amp;quot;| Name&lt;br /&gt;
! style=&amp;quot;width:10%&amp;quot;| Status&lt;br /&gt;
! style=&amp;quot;width:60%&amp;quot;| Description&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_1&amp;quot;&amp;gt;PowerGoal 1&amp;lt;/div&amp;gt;&lt;br /&gt;
| MIGHTY ARMIES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Mighty one-square armies burning villages or reeducating people to their entity.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_2&amp;quot;&amp;gt;PowerGoal 2&amp;lt;/div&amp;gt;&lt;br /&gt;
| DWARVEN ARMIES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Organize dwarven armies and use them to attack villages and caves on the overland map.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_3&amp;quot;&amp;gt;PowerGoal 3&amp;lt;/div&amp;gt;&lt;br /&gt;
| SIEGE DEFENSE&lt;br /&gt;
| (Future)&lt;br /&gt;
| Armies torment enemy soldiers from the safety of a castle.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_4&amp;quot;&amp;gt;PowerGoal 4&amp;lt;/div&amp;gt;&lt;br /&gt;
| SIEGE PRESSURE&lt;br /&gt;
| (Future)&lt;br /&gt;
| After a long siege, starving citizens eat the dead and whatever else they might fancy.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_5&amp;quot;&amp;gt;PowerGoal 5&amp;lt;/div&amp;gt;&lt;br /&gt;
| SIEGE POWER&lt;br /&gt;
| (Future)&lt;br /&gt;
| Your armies totally obliterate and overcome the strength of a fortified position with the power of siegecraft.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_6&amp;quot;&amp;gt;PowerGoal 6&amp;lt;/div&amp;gt;&lt;br /&gt;
| FIGHT AND DIE IN ELONGATED WARS&lt;br /&gt;
| (Future)&lt;br /&gt;
| You join up with an army and follow it around.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_7&amp;quot;&amp;gt;PowerGoal 7&amp;lt;/div&amp;gt;&lt;br /&gt;
| THE ONE LEFT BEHIND&lt;br /&gt;
| (Future)&lt;br /&gt;
| You have a conversation with somebody whose parent died in a war.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_8&amp;quot;&amp;gt;PowerGoal 8&amp;lt;/div&amp;gt;&lt;br /&gt;
| NEW SOLDIERS&lt;br /&gt;
| (Future)&lt;br /&gt;
| You conquer a city and take prisoners back to home, pressing them into service.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_9&amp;quot;&amp;gt;PowerGoal 9&amp;lt;/div&amp;gt;&lt;br /&gt;
| BETTIN' ON FORGETTIN'&lt;br /&gt;
| (Future)&lt;br /&gt;
| You make a cabin in the woods, decorate it with hides and get a table with utensils so that you can dine like a king.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_10&amp;quot;&amp;gt;PowerGoal 10&amp;lt;/div&amp;gt;&lt;br /&gt;
| HELP US!&lt;br /&gt;
| (Future)&lt;br /&gt;
| A human or elf civilization pleads for help from your outpost, and you graciously respond and actually do something useful.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_11&amp;quot;&amp;gt;PowerGoal 11&amp;lt;/div&amp;gt;&lt;br /&gt;
| GHOST TOWN&lt;br /&gt;
| (Future)&lt;br /&gt;
| A village that was razed becomes peopled by zombies of the dead.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_12&amp;quot;&amp;gt;PowerGoal 12&amp;lt;/div&amp;gt;&lt;br /&gt;
| CLAIM THE THRONE&lt;br /&gt;
| (Future)&lt;br /&gt;
| You prove your worth to the meadhall's warriors through repeated daring tasks until you can take the throne for yourself.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_13&amp;quot;&amp;gt;PowerGoal 13&amp;lt;/div&amp;gt;&lt;br /&gt;
| ARTIFACT QUEST&lt;br /&gt;
| (Future)&lt;br /&gt;
| You pledge to the human king that you will recover a lost artifact that is in the willful possession of a monster.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_14&amp;quot;&amp;gt;PowerGoal 14&amp;lt;/div&amp;gt;&lt;br /&gt;
| THE SYSTEM&lt;br /&gt;
| (Future)&lt;br /&gt;
| You are apprehended, brought to a jail, chained to the wall, interrogated and beaten, brought before the ruler, sentenced, put on public display locked in stocks, subjected to thrown vegetables and ridicule, brought up to a platform and executed.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_15&amp;quot;&amp;gt;PowerGoal 15&amp;lt;/div&amp;gt;&lt;br /&gt;
| REVENGE AND THE WILDERNESS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Lost in the cold woods naked, you succeed in using your skills in order to find and kill the person who left you that way, despite a beast stalking you, hunger, thirst and the elements.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_16&amp;quot;&amp;gt;PowerGoal 16&amp;lt;/div&amp;gt;&lt;br /&gt;
| CARE FOR YOUR STEEDS!&lt;br /&gt;
| (Future)&lt;br /&gt;
| You watch as a knight strikes down one of his lieutenants because he whips his horses too hard.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_17&amp;quot;&amp;gt;PowerGoal 17&amp;lt;/div&amp;gt;&lt;br /&gt;
| THE AFTERMATH&lt;br /&gt;
| (Future)&lt;br /&gt;
| Numerous scavengers pick through the remains on a recent battlefield, squabbling.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_18&amp;quot;&amp;gt;PowerGoal 18&amp;lt;/div&amp;gt;&lt;br /&gt;
| THE WILY USURPER&lt;br /&gt;
| (Future)&lt;br /&gt;
| The evil advisor usurps the throne from the rightful heir.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_19&amp;quot;&amp;gt;PowerGoal 19&amp;lt;/div&amp;gt;&lt;br /&gt;
| I HAVE PROOF!&lt;br /&gt;
| (Future)&lt;br /&gt;
| You walk into a town and shout &amp;quot;Behold! The left head of the ettin which I slew!&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_20&amp;quot;&amp;gt;PowerGoal 20&amp;lt;/div&amp;gt;&lt;br /&gt;
| SETTLING DOWN&lt;br /&gt;
| (Future)&lt;br /&gt;
| After proving yourself in battle, you accept a gift and the hand of your spouse.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_21&amp;quot;&amp;gt;PowerGoal 21&amp;lt;/div&amp;gt;&lt;br /&gt;
| THERE ARE WOMEN UPRIVER!&lt;br /&gt;
| (Future)&lt;br /&gt;
| You travel from your village to a village down the river. After learning from you that there are indeed many women still living in your birthplace, the village's young men hatch a bizarre scheme to win wives from your village.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_22&amp;quot;&amp;gt;PowerGoal 22&amp;lt;/div&amp;gt;&lt;br /&gt;
| MIDNIGHT SAPPER&lt;br /&gt;
| (Future)&lt;br /&gt;
| In the dead of night, you swim across the moat, scale a wall dressed in black, wait for the guard to pass by, hit him across the head with a sap, and leave.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_23&amp;quot;&amp;gt;PowerGoal 23&amp;lt;/div&amp;gt;&lt;br /&gt;
| SO YOU CAN FEEL IT&lt;br /&gt;
| (Future)&lt;br /&gt;
| The ruffian shoves you from behind, kicks you in the ribs, kicks you in the face, picks you up and shakes you until you become conscious, then punches you again.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_24&amp;quot;&amp;gt;PowerGoal 24&amp;lt;/div&amp;gt;&lt;br /&gt;
| MERCHANT TRAITOR&lt;br /&gt;
| (Future)&lt;br /&gt;
| You bribe a merchant to tell you when the next caravan is coming in and what's on it so that you can raid it.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_25&amp;quot;&amp;gt;PowerGoal 25&amp;lt;/div&amp;gt;&lt;br /&gt;
| STRONG ARM ROBBERY&lt;br /&gt;
| (Future)&lt;br /&gt;
| You walk up to somebody and say &amp;quot;give me your tunic&amp;quot; and the guy says &amp;quot;a.. anything you want&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_26&amp;quot;&amp;gt;PowerGoal 26&amp;lt;/div&amp;gt;&lt;br /&gt;
| THE INTIMIDATOR&lt;br /&gt;
| (Future)&lt;br /&gt;
| You draw your blade and step toward a lone man on the street. He runs away down an alley. When you get to the alley, he is playing dead.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_27&amp;quot;&amp;gt;PowerGoal 27&amp;lt;/div&amp;gt;&lt;br /&gt;
| HUNT THE CYCLOPS&lt;br /&gt;
| (Future)&lt;br /&gt;
| The cyclops breaks into a barn and steals a sheep. The farmer draws a map for you to show where the cyclops's cave is.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_28&amp;quot;&amp;gt;PowerGoal 28&amp;lt;/div&amp;gt;&lt;br /&gt;
| RELEASE THE HOUNDS&lt;br /&gt;
| (Future)&lt;br /&gt;
| You shoot somebody in the leg, and he starts limping. Then you release the hounds.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_29&amp;quot;&amp;gt;PowerGoal 29&amp;lt;/div&amp;gt;&lt;br /&gt;
| EVIDENCE OF SHAME&lt;br /&gt;
| (Future)&lt;br /&gt;
| The wound of a kobold's contaminated spear begins to fester, but with the aid of magic herbs it heals, leaving a horrible scar.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_30&amp;quot;&amp;gt;PowerGoal 30&amp;lt;/div&amp;gt;&lt;br /&gt;
| DECLAWED SNACK&lt;br /&gt;
| (Future)&lt;br /&gt;
| You are thrown in a pit with a ferocious beast. You fail to climb out repeatedly, leaving your fingernails in the wall before you are eaten alive.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_31&amp;quot;&amp;gt;PowerGoal 31&amp;lt;/div&amp;gt;&lt;br /&gt;
| YOUR DAD AND JUSTICE&lt;br /&gt;
| (Future)&lt;br /&gt;
| You wipe the blood off your sword, revealing the name of your father's tribe, which reminds you that justice has been served. Bards sing of this moment through the empire.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_32&amp;quot;&amp;gt;PowerGoal 32&amp;lt;/div&amp;gt;&lt;br /&gt;
| IT MUST BE POSSIBLE!&lt;br /&gt;
| (Future)&lt;br /&gt;
| After piecing together the location of the dragon's lair through the works of several ancient historians, you seek out the seer to ask about the rumor of the dragon's hidden weakness.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_33&amp;quot;&amp;gt;PowerGoal 33&amp;lt;/div&amp;gt;&lt;br /&gt;
| CARAVAN CONSPIRACY&lt;br /&gt;
| (Future)&lt;br /&gt;
| The outlaws meet in the tavern to plot the robbery of the next caravan.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_34&amp;quot;&amp;gt;PowerGoal 34&amp;lt;/div&amp;gt;&lt;br /&gt;
| BLESS OUR HERO ON THE QUEST&lt;br /&gt;
| (Future)&lt;br /&gt;
| Peasants gather at the church to pray for you before your quest to rescue the villager from the cyclops.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_35&amp;quot;&amp;gt;PowerGoal 35&amp;lt;/div&amp;gt;&lt;br /&gt;
| LEG BREAKER&lt;br /&gt;
| (Future)&lt;br /&gt;
| You make your rounds from shopkeeper to shopkeeper, demanding payments for the protection of the prince of thieves.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_36&amp;quot;&amp;gt;PowerGoal 36&amp;lt;/div&amp;gt;&lt;br /&gt;
| NOT WELCOME HERE&lt;br /&gt;
| (Future)&lt;br /&gt;
| You - &amp;quot;How do I find the capital?&amp;quot; Peasant - (spits on the ground)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_37&amp;quot;&amp;gt;PowerGoal 37&amp;lt;/div&amp;gt;&lt;br /&gt;
| BLOOD IN BLOOD OUT&lt;br /&gt;
| (Future)&lt;br /&gt;
| All the warriors come together and toast you into their band after you kill one of their compatriots.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_38&amp;quot;&amp;gt;PowerGoal 38&amp;lt;/div&amp;gt;&lt;br /&gt;
| MORNING TEMPERANCE&lt;br /&gt;
| (Future)&lt;br /&gt;
| You are banished from the town for drinking before noon.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_39&amp;quot;&amp;gt;PowerGoal 39&amp;lt;/div&amp;gt;&lt;br /&gt;
| RESPECTING AUTHORITY&lt;br /&gt;
| (Future)&lt;br /&gt;
| After the ruler orders you to sweep the stables and you refuse, you are ordered to kill the dragon.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_40&amp;quot;&amp;gt;PowerGoal 40&amp;lt;/div&amp;gt;&lt;br /&gt;
| THE MARKS OF A WARRIOR&lt;br /&gt;
| (Future)&lt;br /&gt;
| You tattoo yourself with the fresh marks of a warrior in a ceremony before the war season begins.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_41&amp;quot;&amp;gt;PowerGoal 41&amp;lt;/div&amp;gt;&lt;br /&gt;
| THE ARENA&lt;br /&gt;
| (Future)&lt;br /&gt;
| You read the schedule of the stadium's coming attractions, including wrestling, spear-throwing, full-armored combat and man versus beast.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_42&amp;quot;&amp;gt;PowerGoal 42&amp;lt;/div&amp;gt;&lt;br /&gt;
| THE BLACK CAPS&lt;br /&gt;
| (Future)&lt;br /&gt;
| The Baron sponspors you to enter the Tacticus league, which culminates in a match against the court favorite. The court favorite is bribed to lose. During the match, you must wear thinking caps, as is customary.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_43&amp;quot;&amp;gt;PowerGoal 43&amp;lt;/div&amp;gt;&lt;br /&gt;
| LET'S HAVE A DRINK!&lt;br /&gt;
| (Future)&lt;br /&gt;
| You get your opponent drunk the night before a game of Tacticus, crucial for the tournament.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_44&amp;quot;&amp;gt;PowerGoal 44&amp;lt;/div&amp;gt;&lt;br /&gt;
| PATIENT PRIEST&lt;br /&gt;
| (Future)&lt;br /&gt;
| The ruler convenes a council of the nobles to appoint you the high priest of the nearby towns, but you are forced to wait in an antechamber while they drink.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_45&amp;quot;&amp;gt;PowerGoal 45&amp;lt;/div&amp;gt;&lt;br /&gt;
| MEET THE CYBERFIST&lt;br /&gt;
| (Future)&lt;br /&gt;
| You use your iron geared prosthetic hand to crush a piece of stone in front of the cowering goblin, and it passes out.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_46&amp;quot;&amp;gt;PowerGoal 46&amp;lt;/div&amp;gt;&lt;br /&gt;
| THE GIANT ASS BOOK&lt;br /&gt;
| (Future)&lt;br /&gt;
| You go to a dwarf fortress and see a giant unliftable tome filled with maps of the Underworld. You sketch a copy and depart.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_47&amp;quot;&amp;gt;PowerGoal 47&amp;lt;/div&amp;gt;&lt;br /&gt;
| PLEA BARGAIN&lt;br /&gt;
| (Future)&lt;br /&gt;
| A former tyrant is overthrown, but in exchange for his life he swears an oath never to enter the realm again and is banished.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_48&amp;quot;&amp;gt;PowerGoal 48&amp;lt;/div&amp;gt;&lt;br /&gt;
| ROAD HOUSE&lt;br /&gt;
| (Future)&lt;br /&gt;
| Onlookers led by you stop a fight, and somebody demands to see the manager. The manager appoints you official bar bouncer.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_49&amp;quot;&amp;gt;PowerGoal 49&amp;lt;/div&amp;gt;&lt;br /&gt;
| SCREAM BALL&lt;br /&gt;
| (Future)&lt;br /&gt;
| Trolls take the captives and see if they can throw them all the way over the chasm to each other.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_50&amp;quot;&amp;gt;PowerGoal 50&amp;lt;/div&amp;gt;&lt;br /&gt;
| SKULL GAMES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Trolls stack skulls to see how high the piles can get, bowl with skulls and play catch with skulls.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_51&amp;quot;&amp;gt;PowerGoal 51&amp;lt;/div&amp;gt;&lt;br /&gt;
| BAD GOBLINS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Goblins play &amp;quot;who can make the prisoner scream the loudest&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_52&amp;quot;&amp;gt;PowerGoal 52&amp;lt;/div&amp;gt;&lt;br /&gt;
| BEAST OF BURDEN&lt;br /&gt;
| (Future)&lt;br /&gt;
| Captives are forced to pull a cart filled with goblin children. They are whipped to keep the cart running around as the children scream and yell.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_53&amp;quot;&amp;gt;PowerGoal 53&amp;lt;/div&amp;gt;&lt;br /&gt;
| MESSALA&lt;br /&gt;
| (Future)&lt;br /&gt;
| The evil ruler whips his beak dogs, driving his chariot on, when the elves cast a poisonous net over the dogs, killing them. The ruler tumbles over the chariot and breaks his neck on a tree.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_54&amp;quot;&amp;gt;PowerGoal 54&amp;lt;/div&amp;gt;&lt;br /&gt;
| OFFICIAL CATTLE RUSTLER&lt;br /&gt;
| (Future)&lt;br /&gt;
| You are appointed the tax collector and given a squad of enforcers. You order them to collect livestock from the peasants.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_55&amp;quot;&amp;gt;PowerGoal 55&amp;lt;/div&amp;gt;&lt;br /&gt;
| THE CORRUPT CAPTAIN&lt;br /&gt;
| (Future)&lt;br /&gt;
| The captain orders his subordinates to seize the possessions of the wealthy merchant so that he can have them for himself.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_56&amp;quot;&amp;gt;PowerGoal 56&amp;lt;/div&amp;gt;&lt;br /&gt;
| AN UNFORTUNATE DECISION&lt;br /&gt;
| (Future)&lt;br /&gt;
| The jealous peasant spits on the merchant prince, and the merchant prince orders the bodyguards to seize the peasant, strip him bare, tie a rope around his neck and force him to march behind the wagon.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_57&amp;quot;&amp;gt;PowerGoal 57&amp;lt;/div&amp;gt;&lt;br /&gt;
| NICE AND CLEAN&lt;br /&gt;
| (Future)&lt;br /&gt;
| The Head Housekeeper urges the other servants to clean and prepare the house so that the visiting diplomat will not think badly of the master.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_58&amp;quot;&amp;gt;PowerGoal 58&amp;lt;/div&amp;gt;&lt;br /&gt;
| WHAT WERE WE THINKING&lt;br /&gt;
| (Future)&lt;br /&gt;
| You are sent to rescue the prince and princess, who have been captured by the evil wizard. You uncover the sinister and disgusting plot to breed the siblings to form an evil army of mutants.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_59&amp;quot;&amp;gt;PowerGoal 59&amp;lt;/div&amp;gt;&lt;br /&gt;
| FOOLHARDY&lt;br /&gt;
| (Future)&lt;br /&gt;
| The warriors line up behind the row of rocks with their crossbows as the goblins charge on their beakdogs. You jump up and charge the goblins in turn. The warriors shout, &amp;quot;You're a fool! Don't do it!&amp;quot;. Right as the first approaches you, you duck and swing, slicing off the beakdog's legs.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_60&amp;quot;&amp;gt;PowerGoal 60&amp;lt;/div&amp;gt;&lt;br /&gt;
| HUNGRY LIKE THE WOLF&lt;br /&gt;
| (Future)&lt;br /&gt;
| You put on a talisman, turn into a werewolf, and your buddy screams, &amp;quot;take it off!&amp;quot;, but you can't understand him with your beast mind and soon fill with rage and kill him.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_61&amp;quot;&amp;gt;PowerGoal 61&amp;lt;/div&amp;gt;&lt;br /&gt;
| REVERSE COMPOUND FRACTURE&lt;br /&gt;
| (Future)&lt;br /&gt;
| As you stumble through the tomb, you bump into an ogre chewing on a corpse with a leg bone still in its mouth. The beast bites the bone in half and stabs you in the throat with the jagged edge, gouging it out.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_62&amp;quot;&amp;gt;PowerGoal 62&amp;lt;/div&amp;gt;&lt;br /&gt;
| THE EVIL PLAYER MEETS THE GOBLINS&lt;br /&gt;
| (Future)&lt;br /&gt;
| You kidnap a child and take it to the goblins. They let you in and seem interested in buying it, but you struggle to speak with them. After a protracted negotiation involving displaying objects and gestures, you seal the deal.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_63&amp;quot;&amp;gt;PowerGoal 63&amp;lt;/div&amp;gt;&lt;br /&gt;
| INEXPERTLY AND REPEATEDLY&lt;br /&gt;
| (Future)&lt;br /&gt;
| You swing at the goblin, overextending. It kicks you in the stomach and your feet slip out from under you. When you hit the ground, you drop your sword. The goblin holds its giant club over its head, but with the weight of the club, it loses its balance and stumbles. You leap forward up from the ground and rush the goblin but trip on a rock and land in some serpent vines, which entangle you. You struggle to free yourself, but aren't in time as the goblin inexpertly and repeatedly clubs you until you die.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_64&amp;quot;&amp;gt;PowerGoal 64&amp;lt;/div&amp;gt;&lt;br /&gt;
| THE LOCAL SPIRIT&lt;br /&gt;
| (Future)&lt;br /&gt;
| You take a coin that had been offered at the village shrine. A red deer runs across a nearby field, pausing to stare directly at you for a heartbeat, and then disappears beyond the woodline. You turn into a kobold that night. Your best friend feels compelled to kill you to put you out of your misery.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_65&amp;quot;&amp;gt;PowerGoal 65&amp;lt;/div&amp;gt;&lt;br /&gt;
| KINDA LIKE SNOW WHITE OR SOMETHING&lt;br /&gt;
| (Future)&lt;br /&gt;
| You are sent to steal another potion from the elves. The beautiful queen is appearing before her lustful and incompetent generals the following day and she must remove the marks of her advancing age.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_66&amp;quot;&amp;gt;PowerGoal 66&amp;lt;/div&amp;gt;&lt;br /&gt;
| IT WAS WORTH THE TIME&lt;br /&gt;
| (Future)&lt;br /&gt;
| The guards are hunting you because you have a stolen diamond. You dip into a group of mourners that are a viewing a body just as the guards appear. They dare not stop you from slipping into the solemn crowd. You pretend to mourn the body, holding its head in your hand as you hide the diamond in the corpse's mouth. Although you are subsequently apprehended and imprisoned for twenty years, after you are released, you dig up the body and claim the prize.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_67&amp;quot;&amp;gt;PowerGoal 67&amp;lt;/div&amp;gt;&lt;br /&gt;
| THE LOCAL ARENA&lt;br /&gt;
| (Future)&lt;br /&gt;
| You are in charge of taking the bets for the local arena. Somebody loses all their farm animals on a fight, and you have to collect the debt.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_68&amp;quot;&amp;gt;PowerGoal 68&amp;lt;/div&amp;gt;&lt;br /&gt;
| MAGICAL IDIOT PEEPER&lt;br /&gt;
| (Future)&lt;br /&gt;
| Hearing of her exotic beauty, the young knave uses a ring to open a portal in the wall of the princess's bedroom, wrenching a small cylinder of stone out of the wall via its magical powers. However, the stories had all been told by Southmen, and she was in fact quite unattractive by the different standards of his culture.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_69&amp;quot;&amp;gt;PowerGoal 69&amp;lt;/div&amp;gt;&lt;br /&gt;
| THE LEGEND OF THE HORAK PART I&lt;br /&gt;
| (Future)&lt;br /&gt;
| The two princes, friends from childhood, laughed as they rode their horses. They got off and tied them to a tree. Then a giant Horak stepped out of the woods. The princes tried to keep it back with their telescoping knife-poles, but it charged forward and swallowed them whole.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_70&amp;quot;&amp;gt;PowerGoal 70&amp;lt;/div&amp;gt;&lt;br /&gt;
| MUDSLIDE&lt;br /&gt;
| (Future)&lt;br /&gt;
| You summon the tribal elders to the top of the slope. An army has gathered and is chanting prior to their charge up against your position. The elders perform a dance, it rains heavily, and the resulting mudslide buries the enemy soldiers alive. They all slowly die.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_71&amp;quot;&amp;gt;PowerGoal 71&amp;lt;/div&amp;gt;&lt;br /&gt;
| YOUR PLATFORM&lt;br /&gt;
| (Future)&lt;br /&gt;
| The slaves carry a giant platform on which you sit above the reserves behind your advancing army. When your army enter a narrow ravine, you are fired upon by kobold archers.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_72&amp;quot;&amp;gt;PowerGoal 72&amp;lt;/div&amp;gt;&lt;br /&gt;
| YEAH!&lt;br /&gt;
| (Future)&lt;br /&gt;
| The explorers make their way down the cave river, past dangerous stalagmites in the rapids, turn to face each other and do a high-five.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_73&amp;quot;&amp;gt;PowerGoal 73&amp;lt;/div&amp;gt;&lt;br /&gt;
| WHERE'S MY MONEY?&lt;br /&gt;
| (Future)&lt;br /&gt;
| The money changer shorts you a gold piece, so you declare a quest for vengeance. You and your fellow adventurer sneak into his house three days later. You hold a jagged knife to his neck, and he gasps. You lower your dagger to his coin purse, cut it loose, then take the coin he owes you.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_74&amp;quot;&amp;gt;PowerGoal 74&amp;lt;/div&amp;gt;&lt;br /&gt;
| A PAINFUL MEMORY&lt;br /&gt;
| (Future)&lt;br /&gt;
| On the toll bridge, you see a man with two locks of hair curled around his ears and the rest of his head shaved. He wields a great club. You twitch and hold your knee where you've been wounded by a club before. As you go to pay the toll, your nervousness causes you to stutter, and he looks at you suspiciously.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_75&amp;quot;&amp;gt;PowerGoal 75&amp;lt;/div&amp;gt;&lt;br /&gt;
| SONG OF DREAD&lt;br /&gt;
| (Future)&lt;br /&gt;
| The evil spirit of the wood caused the people's hair to turn white. On the day of the sacrifice, the priest sang a song of such dread that many villagers volunteered to die just to free themselves from the memory of its singing.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_76&amp;quot;&amp;gt;PowerGoal 76&amp;lt;/div&amp;gt;&lt;br /&gt;
| THE GENERAL'S RING&lt;br /&gt;
| (Future)&lt;br /&gt;
| You go to the refugees, and they tell you that the general of the invading army leaves his signet ring in his dresser drawer before he goes to bed. You steal it that night.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_77&amp;quot;&amp;gt;PowerGoal 77&amp;lt;/div&amp;gt;&lt;br /&gt;
| YUCK!&lt;br /&gt;
| (Future)&lt;br /&gt;
| You lock blades with Snylar the Lizardman. During the contest of strength, you tell it that it is little more than a hatchling. It tells you that your beard is patchy and sparse. You spit a glob of saliva into his eye. He sprays spit at you in return.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_78&amp;quot;&amp;gt;PowerGoal 78&amp;lt;/div&amp;gt;&lt;br /&gt;
| WEREWOLF HUNTER&lt;br /&gt;
| (Future)&lt;br /&gt;
| Dolnar the hunter teaches you how to track the werewolf by its sign and by its call. She recommends a special breed of hunting dog, known for its ability to track down and contest the elusive beasts.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_79&amp;quot;&amp;gt;PowerGoal 79&amp;lt;/div&amp;gt;&lt;br /&gt;
| THE LEGEND OF THE HORAK PART II&lt;br /&gt;
| (Future)&lt;br /&gt;
| The tribesman have passed down for generations the story that the giant Horak cannot be harmed by blades, so the mighty barbarian traveling with you decides to wrestle the beast and tears it apart with his bare hands.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_80&amp;quot;&amp;gt;PowerGoal 80&amp;lt;/div&amp;gt;&lt;br /&gt;
| BUT HOW DID HE DIE?&lt;br /&gt;
| (Future)&lt;br /&gt;
| You ask the peasant how the mayor was murdered, and you are told in detail how the mayor was stabbed to death and toppled out of the window landing two stories below.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_81&amp;quot;&amp;gt;PowerGoal 81&amp;lt;/div&amp;gt;&lt;br /&gt;
| JOURNEY TO THE UNDERWORLD&lt;br /&gt;
| (Future)&lt;br /&gt;
| You consult with the servant of the Lord of the Underworld, and he tells you to follow him. He walks through a black gate in the wall. You try to do the same and bump into the wall, hurting your nose, as mortals are not admitted without an escort. He pokes his head back out and smirks, and then grabs your hand and pulls you through.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_82&amp;quot;&amp;gt;PowerGoal 82&amp;lt;/div&amp;gt;&lt;br /&gt;
| ON KARNAK'S GOOD SIDE&lt;br /&gt;
| (Future)&lt;br /&gt;
| It is the Holy Day of Karnak. The people gather in their customary place at night in the Baron's orchard for their prayer circle. After the prayer, the player is elevated to one of the positions within the priesthood emphasizing Karnak's association with the sun rather than one emphasizing his association with suffering.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_83&amp;quot;&amp;gt;PowerGoal 83&amp;lt;/div&amp;gt;&lt;br /&gt;
| DENIED ENTRY - THE PROPHECY!&lt;br /&gt;
| (Future)&lt;br /&gt;
| You are not allowed to enter the province of Zandibar because you have red hair. The prophecy says that if anybody with red hair enters the province of Zandibar, great suffering will follow them.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_84&amp;quot;&amp;gt;PowerGoal 84&amp;lt;/div&amp;gt;&lt;br /&gt;
| KILL THE WITCH!&lt;br /&gt;
| (Future)&lt;br /&gt;
| The wells are dry in your town because of the evil witch's curse. The bravest townspeople volunteer to come with you to kill the witch. You hear the opening of a creaking gate and the howling of wolves and you go to the top of the ridge. You can see the cold breath of people far away as the witch's servants leave the haunted cemetery.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_85&amp;quot;&amp;gt;PowerGoal 85&amp;lt;/div&amp;gt;&lt;br /&gt;
| RETIRE AS A PEASANT&lt;br /&gt;
| (Future)&lt;br /&gt;
| You start out shoveling the stables and continuing passing the days by rapidly until you become old, ignoring changes in leadership and the passing of friends, only leaving the job when you are no longer able to perform it.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_86&amp;quot;&amp;gt;PowerGoal 86&amp;lt;/div&amp;gt;&lt;br /&gt;
| THE PROPHET OF AA&lt;br /&gt;
| (Future)&lt;br /&gt;
| The Church of Aa has become decadent and gifts to the deity have waned, and the priests have been filling their coffers. You appear and claim to be a prophet and say that Aa has abandoned the Church. The priests scoff at you, but you perform a miracle, and there is a schism in the Church and much violence.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_87&amp;quot;&amp;gt;PowerGoal 87&amp;lt;/div&amp;gt;&lt;br /&gt;
| DO NOT MOVE FROM THAT SPOT&lt;br /&gt;
| (Future)&lt;br /&gt;
| A kobold tries to sneak out of its corner, and you tell it to go back. It does, because it is afraid of being whipped again.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_88&amp;quot;&amp;gt;PowerGoal 88&amp;lt;/div&amp;gt;&lt;br /&gt;
| YOUR NAUGHTY CHILD&lt;br /&gt;
| (Future)&lt;br /&gt;
| You and your sons follow a train of people from various towns going to see the prophet Shangris. When you arrive, Shangris tells people to overthrow the king. Shangris also says he is parentless -- that he sprang up from a hole in the ground. You leap up from the crowd and claim truthfully to be Shangris's father. Your sons come up and say that they are his brothers. Shangris holds a knife to your neck, screaming that he has no father. Your sons step back. The confusion disorients the crowd, allowing your evil son Shangris to escape.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_89&amp;quot;&amp;gt;PowerGoal 89&amp;lt;/div&amp;gt;&lt;br /&gt;
| DIGESTIVE TRACT LESSON&lt;br /&gt;
| (Future)&lt;br /&gt;
| You are eaten by the dragon. It chews on you briefly, and you are grieviously wounded, but it swallows you and you survive. The powerful acids in its stomach surround you, but you are protected by your ring. Eventually you are passed into the intestines, where nutrients and water are absorbed, and then you are excreted.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_90&amp;quot;&amp;gt;PowerGoal 90&amp;lt;/div&amp;gt;&lt;br /&gt;
| BY THE POWER OF MOTHRA&lt;br /&gt;
| (Future)&lt;br /&gt;
| You say a prayer to Mothra in the face of your enemies and are filled with great strength. You rip the heart from the chest of your adversary and eat it in front of his quailing comrades.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_91&amp;quot;&amp;gt;PowerGoal 91&amp;lt;/div&amp;gt;&lt;br /&gt;
| STREET ALTERCATION&lt;br /&gt;
| (Future)&lt;br /&gt;
| He says &amp;quot;give me your money!&amp;quot;. You say &amp;quot;no!&amp;quot;. He says &amp;quot;give me your money or you're going to die&amp;quot; and pulls a dagger. You pull a dagger. After a moment you throw a gold coin on the ground and run away. He is distracted and you escape.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_92&amp;quot;&amp;gt;PowerGoal 92&amp;lt;/div&amp;gt;&lt;br /&gt;
| ZOMBIES AND REPERCUSSIONS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Your evil magic causes those that starve in a besieged town to rise as undead and attack the defenders from within. The villagers burn the bodies of the undead but eventually in their hunger they consume them. Due to the nature of the zombies' corrupted flesh, the villagers gain nightvision and become crazed, foraying out of the town. They kill and eat you.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_93&amp;quot;&amp;gt;PowerGoal 93&amp;lt;/div&amp;gt;&lt;br /&gt;
| IT IS LIKELY A PREDATORY ATTACK; FIGHT BACK VIGOROUSLY&lt;br /&gt;
| (Future)&lt;br /&gt;
| You are in the forest. You bump into Grendel the black bear. Afraid, you run. That sets Grendel off, and the bear chases you down and knocks you on the ground. Grendel then drags you off by the leg across the ground to his den and eats you alive.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_94&amp;quot;&amp;gt;PowerGoal 94&amp;lt;/div&amp;gt;&lt;br /&gt;
| STICK AROUND!&lt;br /&gt;
| (Future)&lt;br /&gt;
| The giant lifts you up by your spear and stabs it high up a tall wooden wall, leaving you dangling far above the ground.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_95&amp;quot;&amp;gt;PowerGoal 95&amp;lt;/div&amp;gt;&lt;br /&gt;
| THE CROWN IS MINE!&lt;br /&gt;
| (Future)&lt;br /&gt;
| The five year old prince is going to be crowned that very moment, but you, his uncle, step forward and push the young boy aside and seize the crown for yourself. The high priest who had been holding the crown is disoriented by the disturbance of the elaborate routine.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_96&amp;quot;&amp;gt;PowerGoal 96&amp;lt;/div&amp;gt;&lt;br /&gt;
| BODY SHIELD&lt;br /&gt;
| (Future)&lt;br /&gt;
| You stab the goblin through the ribs simultaneously with two daggers and wheel the dying creature around to block incoming arrows.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_97&amp;quot;&amp;gt;PowerGoal 97&amp;lt;/div&amp;gt;&lt;br /&gt;
| THE ROYAL CURSE&lt;br /&gt;
| (Future)&lt;br /&gt;
| You are assigned to take the royal scepter from town to town to warn the subjects that the king that night will undergo the yearly transformation into the Night Beast and go on an evening's rampage. The curse is passed down the royal line.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_98&amp;quot;&amp;gt;PowerGoal 98&amp;lt;/div&amp;gt;&lt;br /&gt;
| THE MIGHTY HAVE FALLEN&lt;br /&gt;
| (Future)&lt;br /&gt;
| You meet the victorious enemy general on the field each surrounded by banners and attendants. You tell your servant to fetch the peace offering, but the general tells you to do it yourself.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_99&amp;quot;&amp;gt;PowerGoal 99&amp;lt;/div&amp;gt;&lt;br /&gt;
| IMPENDING JAIL BREAK&lt;br /&gt;
| (Future)&lt;br /&gt;
| The assassin visits you in jail, pulls out the knife, covered with blood, and tells you that the job has been done. The assassin cleans the knife and hands it to you between the bars. Dousing the torch on the wall, the assassin slips away. You hide the knife and wait for the jailer to come.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_100&amp;quot;&amp;gt;PowerGoal 100&amp;lt;/div&amp;gt;&lt;br /&gt;
| THE DEATH PIT&lt;br /&gt;
| (Future)&lt;br /&gt;
| Fleeing from the goblins, you leap over a giant pile of skulls. As you slide down the far side, spears thud against the pile. You hit the ground and twist your ankle. Finding yourself in a sea of bones, you grope around in the darkness, unable to find a foothold to climb out of the expansive pitch-black death pit.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_101&amp;quot;&amp;gt;PowerGoal 101&amp;lt;/div&amp;gt;&lt;br /&gt;
| SHAVED EVIL&lt;br /&gt;
| (Future)&lt;br /&gt;
| Venturing to the evil town of Blackport on the Sea of Annihilation, you call forth the Lord of Darkness. You have his pet ratman, which you have shaved. The ratman takes a few steps and turns to you. You hold up your knife. The ratman holds its hands over its head and scampers to its master.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_102&amp;quot;&amp;gt;PowerGoal 102&amp;lt;/div&amp;gt;&lt;br /&gt;
| SAVE MY DOG&lt;br /&gt;
| (Future)&lt;br /&gt;
| A sniveling wretch left you for dead, but you weren't dead and after many hardships you return to his town a mighty and imposing warrior. He recognizes you immediately and rather than facing agonizing drawn-out justice at your hand, he ingests a poison, calling out &amp;quot;who will look after my dog?&amp;quot; before he dies. You look after it.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_103&amp;quot;&amp;gt;PowerGoal 103&amp;lt;/div&amp;gt;&lt;br /&gt;
| THE LEGEND OF THE HORAK PART II (ALTERNATE)&lt;br /&gt;
| (Future)&lt;br /&gt;
| You enter the cave of the giant Horak from an airshaft high above. You descend down a rope. The rope isn't long enough and you hang in the air. Eventually the giant Horak sees you and it snarls salivating dripping venom. You swing from the rope and leap atop the beast, kill it, shave off its skin and wear its hide.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_104&amp;quot;&amp;gt;PowerGoal 104&amp;lt;/div&amp;gt;&lt;br /&gt;
| WHERE IS THE OBJECT?!&lt;br /&gt;
| (Future)&lt;br /&gt;
| You restrain the goblin with a knife, telling it to find the object. The goblin refuses and you cut it. It bleeds out all over its armor and your knife. The goblin decides to comply, sniffing out the object from a distance.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_105&amp;quot;&amp;gt;PowerGoal 105&amp;lt;/div&amp;gt;&lt;br /&gt;
| MONUMENT TO DESTRUCTION&lt;br /&gt;
| (Future)&lt;br /&gt;
| You kill the evil god Wolfram and take his hand from which he had pulled the life's blood of the earth and put it on the top of a scepter. You build a pyramid next to the great city which he had destroyed as a monument to the disaster. Each day, the pyramid casts a shadow on the ruins of the city on the hour of its destruction. The pyramid contains the scepter.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_106&amp;quot;&amp;gt;PowerGoal 106&amp;lt;/div&amp;gt;&lt;br /&gt;
| BOOK LEARNIN'&lt;br /&gt;
| (Future)&lt;br /&gt;
| Your master doesn't have time for you and has you read his book instead. You misunderstand the book and think the book is easy when it is actually advanced, and you tell your master you have learned what the book has to teach. Your master is upset and orders you to perform various menial tasks.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_107&amp;quot;&amp;gt;PowerGoal 107&amp;lt;/div&amp;gt;&lt;br /&gt;
| ZOMBIE JUICE&lt;br /&gt;
| (Future)&lt;br /&gt;
| The cultists go to the crossroads at night and collect dried blood from the outlaws that had been lynched. They cook it over a candle until they get addictive zombie juice, which eventually turns them into undead fiends. Once exposed, a cultist must drink the juice regularly or risk death.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_108&amp;quot;&amp;gt;PowerGoal 108&amp;lt;/div&amp;gt;&lt;br /&gt;
| ATTACK OF THE VERMIN&lt;br /&gt;
| (Future)&lt;br /&gt;
| You are born with the ability to talk to animals. Siding with the trapped rabbits, you stage an attack of rabbits on the farmer's field. You are cast out of the town.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_109&amp;quot;&amp;gt;PowerGoal 109&amp;lt;/div&amp;gt;&lt;br /&gt;
| LOVE OR WAR?&lt;br /&gt;
| (Future)&lt;br /&gt;
| You take a wife and break your vow of celibacy to Markad, the god of war. Sulan, the god of the sea and fertility, sides with you and saves you from ultimate destruction, but Markad makes your hair turn white through the excruciating process of being in his angered presence.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_110&amp;quot;&amp;gt;PowerGoal 110&amp;lt;/div&amp;gt;&lt;br /&gt;
| LEGENDARY LIAR&lt;br /&gt;
| (Future)&lt;br /&gt;
| You lie to your companions and tell them the castle is abandoned, when in fact you have knowledge that it is inhabited by a giant beast that you wish to kill. They come with you seeking treasure. Somebody else asks where you are going later, and you say &amp;quot;to the castle to kill the beast!&amp;quot; Your companions abandon you and your reputation as a liar is secured for all time in the history books.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_111&amp;quot;&amp;gt;PowerGoal 111&amp;lt;/div&amp;gt;&lt;br /&gt;
| OFF TO THE LARDER&lt;br /&gt;
| (Future)&lt;br /&gt;
| The goblins pull an obese child out from under the bed and insult him, saying he isn't fit to a work in the mines before carting him off to the larder.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_112&amp;quot;&amp;gt;PowerGoal 112&amp;lt;/div&amp;gt;&lt;br /&gt;
| THE LOCAL BREW&lt;br /&gt;
| (Future)&lt;br /&gt;
| You are an elf and visit the human mead hall for a drink, but the local brew is more than what you are used to. You are henceforth referred to as &amp;quot;Spittoondrinker&amp;quot; whenever you come back to visit.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_113&amp;quot;&amp;gt;PowerGoal 113&amp;lt;/div&amp;gt;&lt;br /&gt;
| DIVINE INTERVENTION&lt;br /&gt;
| (Future)&lt;br /&gt;
| You are playing goblin ball in the arena when your son yells &amp;quot;dad! dad! goal! goal!&amp;quot;. Your son had been praying all day just so that you would win. Your kick is short, but the god Markad manifests and finishes the kick.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_114&amp;quot;&amp;gt;PowerGoal 114&amp;lt;/div&amp;gt;&lt;br /&gt;
| IS THAT A POWER GOAL?&lt;br /&gt;
| (Future)&lt;br /&gt;
| The hermit is cursed to extinguish all flames but is mortally terrified of darkness, so he lives in a cave with light generating fungus so he can be surrounded by light at all times.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_115&amp;quot;&amp;gt;PowerGoal 115&amp;lt;/div&amp;gt;&lt;br /&gt;
| THE DEATH DRIVE&lt;br /&gt;
| (Future)&lt;br /&gt;
| The goblin prisoners tow your carriage through the pass. Whipping them doesn't seem to work after a time and you get snowed in. Running low on food, you decide to cook and eat the old goblins and keep the fresh ones.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_116&amp;quot;&amp;gt;PowerGoal 116&amp;lt;/div&amp;gt;&lt;br /&gt;
| THE MIGHTY WYRM&lt;br /&gt;
| (Future)&lt;br /&gt;
| Ensnared by a net trap that lifts and suspends you in the air, you cut yourself free only to fall down into a muck-filled spiky pit. The slime covers your wounds and you catch a parasitic disease. The worm grows in your liver and eventually chews its way free, ending your life.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_117&amp;quot;&amp;gt;PowerGoal 117&amp;lt;/div&amp;gt;&lt;br /&gt;
| ROW TO FREEDOM!&lt;br /&gt;
| (Future)&lt;br /&gt;
| Your ferry is the only safe passage as rebels have taken the bridges. You accept some nobles on your ferry, with rebels in pursuit. As you untie the ferry from the post, arrows stick into it. You push away and an arrow sticks into the oar! Arrows stick into the ferry boat! Arrows stick into the nobles!&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_118&amp;quot;&amp;gt;PowerGoal 118&amp;lt;/div&amp;gt;&lt;br /&gt;
| THE TREE OF LIFE&lt;br /&gt;
| (Future)&lt;br /&gt;
| As the head of the cult of Narnin, you bribe the Baron to give you a deed to the land on which the Tree of Life, revered by the locals, is planted. Financing the temple with their ill-gotten gains, the cultists coerces the locals to build the temple over the uprooted Tree.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_119&amp;quot;&amp;gt;PowerGoal 119&amp;lt;/div&amp;gt;&lt;br /&gt;
| WINE FOR VICTORY&lt;br /&gt;
| (Future)&lt;br /&gt;
| You want to marry into the royal family, and the monarch says, &amp;quot;We're out of booze, go get some.&amp;quot; You respond, &amp;quot;We know the elves have wine.&amp;quot; The monarch declares, &amp;quot;You'll need an army!&amp;quot; You are given an army.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_120&amp;quot;&amp;gt;PowerGoal 120&amp;lt;/div&amp;gt;&lt;br /&gt;
| ENTRANCE DENIED&lt;br /&gt;
| (Future)&lt;br /&gt;
| You -- &amp;quot;You know I'm the hero of Askabar. Come on, let me in the castle.&amp;quot; Guard -- &amp;quot;You aren't the hero of Askabar. You're widely known as a low-life.&amp;quot; You -- &amp;quot;Come on, I'll give you 3 copper coins.&amp;quot; The guard spits on the ground.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_121&amp;quot;&amp;gt;PowerGoal 121&amp;lt;/div&amp;gt;&lt;br /&gt;
| GET THE COW&lt;br /&gt;
| (Future)&lt;br /&gt;
| Two cattle rustlers are sitting there and one of them says, &amp;quot;if you go get me that cow, I'll give you 2 copper now and 2 copper when you bring the cow.&amp;quot; The other agrees, puts some hay over himself and sneaks toward the cow while it is grazing.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_122&amp;quot;&amp;gt;PowerGoal 122&amp;lt;/div&amp;gt;&lt;br /&gt;
| KILLER CURSE&lt;br /&gt;
| (Future)&lt;br /&gt;
| Cursed by the dying breath of your nemesis, you are fated to kill one person a week or die yourself. After standing in a line of people waiting to pay their tithes, you confess to a church official. After receiving your payment, he says a few words and claims that your curse is removed. While the official is off buying fine whiskey and an expensive candelabrum, you find that you are still afflicted.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_123&amp;quot;&amp;gt;PowerGoal 123&amp;lt;/div&amp;gt;&lt;br /&gt;
| THE EVIL PLAYER AND THE TWILIGHT OF THE GNOMES&lt;br /&gt;
| (Future)&lt;br /&gt;
| You are ordered to go clean up the city, because the king hates the lifestyle of the street gnomes. You find a tent city. You throw your torch into it and set it on fire. The gnomes scatter, but one approaches you and pleads, &amp;quot;please let us go.&amp;quot; You stick him and he holds you saying, &amp;quot;please, no, no.&amp;quot; You cannot move with him clinging on you, so you brain him with the hilt of your sword.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_124&amp;quot;&amp;gt;PowerGoal 124&amp;lt;/div&amp;gt;&lt;br /&gt;
| A BAD REPUTATION&lt;br /&gt;
| (Future)&lt;br /&gt;
| The disguised prince goes on a drunken spree and abuses the populace. You have a reputation for drunken sprees and are blamed by the prince's handler for these various foul acts. A gang of angry townspeople beat you. Before they can hang you, you escape and are chased deep into the wilds.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_125&amp;quot;&amp;gt;PowerGoal 125&amp;lt;/div&amp;gt;&lt;br /&gt;
| SPEAR OF THE GODS&lt;br /&gt;
| (Future)&lt;br /&gt;
| The gods of life and death have been at war since the beginning of time. The regions of the world are set in opposition, and creatures are occasionally born with affinity for one force or the other. You are born as a servant of death and claim the great barbed spear from the highest peak where it had sprung forth from the mutual hatred of the gods.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_126&amp;quot;&amp;gt;PowerGoal 126&amp;lt;/div&amp;gt;&lt;br /&gt;
| CAN I SPEAK TO THE OWNER?&lt;br /&gt;
| (Future)&lt;br /&gt;
| You are upset about your uncooked meal and demand to see the owner of the establishment. Not satisfied with his equivocations, you challenge him to a hatchet fight to the death and win easily. You are arrested, but you claim that the fight was sanctioned and produce a witness, the horrified waiter who served you the meal.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_127&amp;quot;&amp;gt;PowerGoal 127&amp;lt;/div&amp;gt;&lt;br /&gt;
| TREE SAVIOR&lt;br /&gt;
| (Future)&lt;br /&gt;
| Amidst the battle, the knight and the elf are fighting for their lives. They see the horned helm of Offrox the Devastator. The elf yells, &amp;quot;Don't, Offrox is too strong!&amp;quot; The knight and Offrox meet on the field and Offrox guts the knight. The elf manages to rescue him, but the wound festers. The elf says the Charm of the Trees and the tree they are hiding under engulfs the knight, putting him into stasis.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_128&amp;quot;&amp;gt;PowerGoal 128&amp;lt;/div&amp;gt;&lt;br /&gt;
| WAND OF THE WIZARD&lt;br /&gt;
| (Future)&lt;br /&gt;
| You and your henchman assail the wily old wizard Dargus. The wizard dramatically reveals a wand, claiming that it can release a stream of fire when the user is in need, and he offers it to you in exchange for his life. Later that night, your greedy henchman attacks you and attempts to pry the wand from your grasp. When you refuse to let go, he breaks your elbow and seizes the object for himself. Attempting to finish the job, he turns the wand on you, but it turns him into a block of ice.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_129&amp;quot;&amp;gt;PowerGoal 129&amp;lt;/div&amp;gt;&lt;br /&gt;
| DAGGER DELIVERY&lt;br /&gt;
| (Future)&lt;br /&gt;
| The elf swings through the trees with the Dagger of Galanthiar in his mouth. The elf climbs up the rope ladders to the top of the home tree. After delivering the Dagger, the elf rappels down the tree to a shady home in the dense foliage and rests.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_130&amp;quot;&amp;gt;PowerGoal 130&amp;lt;/div&amp;gt;&lt;br /&gt;
| YOU ARE THE MOST INCOMPETENT&lt;br /&gt;
| (Future)&lt;br /&gt;
| The march is too long, the pay is too little, the food is too meager, the enemy is too powerful, the officers are too incompetent and the cause seems hopelessly lost. Your soldiers desert you.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_131&amp;quot;&amp;gt;PowerGoal 131&amp;lt;/div&amp;gt;&lt;br /&gt;
| THE INTRIGUING PLAYER&lt;br /&gt;
| (Future)&lt;br /&gt;
| You begin to talk to a peasant, and he listens to your story. He shouts at another peasant, &amp;quot;Hey, come listen!&amp;quot; Soon a crowd gathers and your story-telling becomes even more enthusiastic. One of the listeners suggests you move to the forum, and you all walk down there, where the story continues.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_132&amp;quot;&amp;gt;PowerGoal 132&amp;lt;/div&amp;gt;&lt;br /&gt;
| EVERYTHING IN ITS PROPER PLACE&lt;br /&gt;
| (Future)&lt;br /&gt;
| You sheathe your sword in the scabbard that hangs from your belt.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_133&amp;quot;&amp;gt;PowerGoal 133&amp;lt;/div&amp;gt;&lt;br /&gt;
| PERSONALIZED ACCESORIES&lt;br /&gt;
| (Future)&lt;br /&gt;
| &amp;quot;That's my sword!&amp;quot; &amp;quot;No it's not. It's mine.&amp;quot; &amp;quot;But your initials aren't P.W.! Look at the blade!&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_134&amp;quot;&amp;gt;PowerGoal 134&amp;lt;/div&amp;gt;&lt;br /&gt;
| AND WHEN YOU FIND IT, WHAT WILL YOU DO WITH IT?&lt;br /&gt;
| (Future)&lt;br /&gt;
| The scribe Arcania writes down the last known location of the sacred skull of Aa on a map which is torn in two pieces and hidden in widely-separated regions of the world.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_135&amp;quot;&amp;gt;PowerGoal 135&amp;lt;/div&amp;gt;&lt;br /&gt;
| JUST IN CASE&lt;br /&gt;
| (Future)&lt;br /&gt;
| You kill a deer in order to survive, but realize that you have strayed into the Forgotten Forest. You quickly say a prayer to the spirit of the forest and hope that the spirit does not alert the elves to your transgression.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_136&amp;quot;&amp;gt;PowerGoal 136&amp;lt;/div&amp;gt;&lt;br /&gt;
| PEOPLE SAY I LOOK LIKE A CRIMINAL&lt;br /&gt;
| (Future)&lt;br /&gt;
| After a bandit murders several people outside the village, patrols increase along the road. You are walking down the same road with your sword drawn. Seeing your weapon, a patrol assumes you are the bandit and attacks you.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_137&amp;quot;&amp;gt;PowerGoal 137&amp;lt;/div&amp;gt;&lt;br /&gt;
| YOUR CASTLE WAS EASY TO FIND&lt;br /&gt;
| (Future)&lt;br /&gt;
| You walk down the road, crossing a bridge. Arriving at a crossroads, you follow the directions on a sign and eventually arrive at the castle gate, where a guard stands.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_138&amp;quot;&amp;gt;PowerGoal 138&amp;lt;/div&amp;gt;&lt;br /&gt;
| THEY MADE FUN OF HIS NAME&lt;br /&gt;
| (Future)&lt;br /&gt;
| The Goblin King Gorlomomilguraguraga signals for his bodyguard to wait while he goes to talk to his lieutenant. &amp;quot;Down below, there is a village. I want you to kill everyone living there.&amp;quot; The lieutenant smiles, knowing that there will be carnage at last.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_139&amp;quot;&amp;gt;PowerGoal 139&amp;lt;/div&amp;gt;&lt;br /&gt;
| A BATTERY OF AA MECHANICS&lt;br /&gt;
| (Future)&lt;br /&gt;
| You receive the holy relic of Aa from a manifestation of the deity. You bring it to the Temple of Aa and set it on the altar. People dance as you chant the prayer of Aa. Word spreads quickly that a prophet of Aa has arisen, and the religion of Aa sweeps throughout the land.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_140&amp;quot;&amp;gt;PowerGoal 140&amp;lt;/div&amp;gt;&lt;br /&gt;
| I JOINED THE TEAM WITH THE BEST UNIFORM&lt;br /&gt;
| (Future)&lt;br /&gt;
| You put on your tunic and government-issue skull shoulder guards. Your commander raises his blade, signalling your unit to scream the imperial battle cry. Seeing your master's sword sweep forward, you charge with the rest of the soldiers.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_141&amp;quot;&amp;gt;PowerGoal 141&amp;lt;/div&amp;gt;&lt;br /&gt;
| BROTHER BATTLE&lt;br /&gt;
| (Future)&lt;br /&gt;
| The younger brother strives to take control of the Holy Office of Emperor of the World. His supporters are arrayed in giant battlelines against the emperor's forces, and he challenges his older brother to single combat on the field. As the would-be usurper rides out, the righteousness and splendor of his brother's office in its rightful place causes the younger brother's horse to rear back and throw him to the ground, where he is brained on a rock. The younger brother spends the rest of his life in the dungeon suffering from severe personality disorders due to his injury.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_142&amp;quot;&amp;gt;PowerGoal 142&amp;lt;/div&amp;gt;&lt;br /&gt;
| GO KING GO!&lt;br /&gt;
| (Future)&lt;br /&gt;
| At the victory celebration, the king dedicated the newly built monument to the victory and the gods. The balladeer sang to the crowd, recounting how the king had stood strong in the face of many foes, inspiring his retreating army to return to the field.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_143&amp;quot;&amp;gt;PowerGoal 143&amp;lt;/div&amp;gt;&lt;br /&gt;
| HARD TIMES FOR THE DARTOKS&lt;br /&gt;
| (Future)&lt;br /&gt;
| The site at which the evil overlords were vanquished was decorated with their bodies to remember it for all time as the place of liberation of our people. The newly subjugated Dartoks must bow every time we pass, knowing that if they do not, their corpses shall join those on the highways. If ever they choose to rise up against us, there shall be no quarter.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_144&amp;quot;&amp;gt;PowerGoal 144&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;quot;THE GREEDY BARON&amp;quot;&lt;br /&gt;
| (Future)&lt;br /&gt;
| The greedy baron raises an army, pressing the poorest peasants into service. The new army is driven on a forced march to the field of battle. There they engage the goblins, where they are routed. The peasants flee into the woods.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_145&amp;quot;&amp;gt;PowerGoal 145&amp;lt;/div&amp;gt;&lt;br /&gt;
| ULOK ONLY CONSUMES THE SPIRITUAL PORTION OF THE OFFERING&lt;br /&gt;
| (Future)&lt;br /&gt;
| You get captured by the goblins. They throw you in a pot of water. The high priest asks their demon god Ulok to accept the sacrifice before slitting your throat. You are then boiled and eaten.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_146&amp;quot;&amp;gt;PowerGoal 146&amp;lt;/div&amp;gt;&lt;br /&gt;
| WALKING INTO THE WRONG BAR&lt;br /&gt;
| (Future)&lt;br /&gt;
| Wearing a pendant of Imi the Owl of Hell, you enter a mead hall frequented by worshippers of Vutu the Playful Ooze of Midnight. They tie you to a post and break your fingers one by one.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_147&amp;quot;&amp;gt;PowerGoal 147&amp;lt;/div&amp;gt;&lt;br /&gt;
| READY ON THE FIRING LINE!&lt;br /&gt;
| (Future)&lt;br /&gt;
| You are part an army of the civilized peoples. Your commander tells the crossbowmen to hold position as the wild enemy charges, firing many bolts into their ranks. The enemies flee in disarray, and your commander gives thanks to the god of victory.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_148&amp;quot;&amp;gt;PowerGoal 148&amp;lt;/div&amp;gt;&lt;br /&gt;
| THE FOOD RIOT&lt;br /&gt;
| (Future)&lt;br /&gt;
| The feudal lord taxes his peasants' food in order to feed his growing army. The peasants, facing starvation, turn against their betters and riot in the streets. The guards fence them away from the palace and let them run amok for awhile before eventually moving in to crush the rebellion.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_149&amp;quot;&amp;gt;PowerGoal 149&amp;lt;/div&amp;gt;&lt;br /&gt;
| GERBIS, A HERO'S TALE&lt;br /&gt;
| (Future)&lt;br /&gt;
| You are outside the dragon's cave with your henchman Gerbis, an amateur thief who overestimates his worth. You - &amp;quot;You are a great rogue and your prowess is known throughout the land! Many famous burglars have tried to steal it from the beast but none so great as yourself.&amp;quot; Your naive apprentice is calmed by your words. &amp;quot;Do you think you have what it takes to steal the dragon's egg?&amp;quot; Gerbis braces up and enters the cave.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_150&amp;quot;&amp;gt;PowerGoal 150&amp;lt;/div&amp;gt;&lt;br /&gt;
| I SAW A BRIGHT LIGHT, THEN EVERYTHING WENT DARK&lt;br /&gt;
| (Future)&lt;br /&gt;
| You stand before your opponent, blocking the sun. You jerk to the side, blinding him with the sun's rays before headbutting him in the teeth.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_151&amp;quot;&amp;gt;PowerGoal 151&amp;lt;/div&amp;gt;&lt;br /&gt;
| HE FELL FOR IT&lt;br /&gt;
| (Future)&lt;br /&gt;
| As you bow before the king, a guard sees that you have a dagger in your belt. This is not allowed in the royal chamber. As the guard approaches, you yell, &amp;quot;Look, over there!&amp;quot; and when the guard looks, you run.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_152&amp;quot;&amp;gt;PowerGoal 152&amp;lt;/div&amp;gt;&lt;br /&gt;
| HUFFING DARKNESS&lt;br /&gt;
| (Future)&lt;br /&gt;
| You are standing outside the castle gate. You pretend to be drinking from a flask when in reality you are inhaling the gaseous form of the evil demon. Donning a cloak, you sneak through shadows and through the open gate. Safely passed the Underworld-sensitive sentinel dogs, you exhale your master into the courtyard.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_153&amp;quot;&amp;gt;PowerGoal 153&amp;lt;/div&amp;gt;&lt;br /&gt;
| THE CRACKS OF DOOM&lt;br /&gt;
| (Future)&lt;br /&gt;
| You flee into the sewer with the baron's ring, but sliding in the muck, you drop it. Try as you might, you cannot locate the precious object in the town's filth.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_154&amp;quot;&amp;gt;PowerGoal 154&amp;lt;/div&amp;gt;&lt;br /&gt;
| AMONG THE BARBARIANS&lt;br /&gt;
| (Future)&lt;br /&gt;
| The newly appointed diplomat arrives in the northlands. He is shocked when the barbarian takes him by the hand and shakes it, a base ritual practiced only by the lowliest peasants in his country. Then he is taken to a hut, no different than the huts of the other barbarians.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_155&amp;quot;&amp;gt;PowerGoal 155&amp;lt;/div&amp;gt;&lt;br /&gt;
| SHINING ARMOR IS IMPORTANT&lt;br /&gt;
| (Future)&lt;br /&gt;
| The dirt and blood-covered knight corners the villian as the crowd shrinks away from his gruesome appearance. The villian begs for his life before the knight strikes him down, completing the king's mission.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_156&amp;quot;&amp;gt;PowerGoal 156&amp;lt;/div&amp;gt;&lt;br /&gt;
| ANNOYING RELATIVES&lt;br /&gt;
| (Future)&lt;br /&gt;
| While visiting another town during the Autumn celebration, your distant cousin swings his club at you, barely missing, and laughs at you.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_157&amp;quot;&amp;gt;PowerGoal 157&amp;lt;/div&amp;gt;&lt;br /&gt;
| A GOBLIN'S DEPTH-FIRST SEARCH AT LEVEL FOUR&lt;br /&gt;
| (Future)&lt;br /&gt;
| You try again and again to hack at the troll with your sword, but the beast keeps you at bay with a long spear. The troll stabs you through the chest and raises you into the air, after which a goblin climbs up on the troll and cuts a valuable necklace from your neck before the others can get it.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_158&amp;quot;&amp;gt;PowerGoal 158&amp;lt;/div&amp;gt;&lt;br /&gt;
| NEVER THE SAME FOREVER AFTER&lt;br /&gt;
| (Future)&lt;br /&gt;
| The goblin and the troll have fun in the snow, throwing snowballs at each other. The troll puts a rock in one of his snowballs and hits the goblin in the side of the head. For the rest of his days, the goblin can only speak from the left side of his mouth, and he is no longer able to relate to his goblin friends as the brain damage has robbed him of his taste for blood and violence.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_159&amp;quot;&amp;gt;PowerGoal 159&amp;lt;/div&amp;gt;&lt;br /&gt;
| THAT SHIT'LL KILL YOU&lt;br /&gt;
| (Future)&lt;br /&gt;
| The desert warrior is under the influence of camalah berries. In his cloudy stupor he misjudges where the safe rocks are and stumbles to the side, where he is swallowed up by the treacherous sands.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_160&amp;quot;&amp;gt;PowerGoal 160&amp;lt;/div&amp;gt;&lt;br /&gt;
| SINCE THE BEGINNING OF TIME&lt;br /&gt;
| (Future)&lt;br /&gt;
| The Night King calls upon his vassal nation to join forces with his great army in order to cleanse the land once and for all of the brutal filth that worship the sun god.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_161&amp;quot;&amp;gt;PowerGoal 161&amp;lt;/div&amp;gt;&lt;br /&gt;
| BUT WHY WAS THE LEADER POINTING THERE?&lt;br /&gt;
| (Future)&lt;br /&gt;
| The peasants dance around the campfire playing lutes as the village leader points to the sky at the Heavenly Lady, as the constellation was called, into whose bosom it was said the dead were wont to flutter.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_162&amp;quot;&amp;gt;PowerGoal 162&amp;lt;/div&amp;gt;&lt;br /&gt;
| SPARED THE DETAILS&lt;br /&gt;
| (Future)&lt;br /&gt;
| The Order of Dread, whose royal charter is kept in the Hall of Records in a secret tome, is charged with spying on the nobility and blackmailing them to keep them in line, using their own sick night-lives against them.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_163&amp;quot;&amp;gt;PowerGoal 163&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;quot;OH, BY THE WAY...&amp;quot;&lt;br /&gt;
| (Future)&lt;br /&gt;
| The family is feasting with a seat left open for the son that died while making a bridge for the king. With them is a con artist who mentions during the meal that he has a potion that can bring the dead back to life.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_164&amp;quot;&amp;gt;PowerGoal 164&amp;lt;/div&amp;gt;&lt;br /&gt;
| IT DIDN'T HELP MUCH&lt;br /&gt;
| (Future)&lt;br /&gt;
| Your enemy holds up his hand to shield his face as you bring your axe down upon him.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_165&amp;quot;&amp;gt;PowerGoal 165&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;quot;IT WAS A DESPERATE BATTLE...&amp;quot;&lt;br /&gt;
| (Future)&lt;br /&gt;
| You are cursed with the ability to regenerate your limbs overnight. The King of Yondor has set on a bounty on the bandits and will give three gold pieces for every arm that is brought in with the bandits' characteristic tattoos. After adding the necessary marks yourself, you repeatedly cut off your own arm to give to the king, waiting each time for the body part to rot somewhat so as to avoid suspicion.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_166&amp;quot;&amp;gt;PowerGoal 166&amp;lt;/div&amp;gt;&lt;br /&gt;
| GRACE IN VICTORY&lt;br /&gt;
| (Future)&lt;br /&gt;
| After your rival bests you in a duel, he mockingly offer to help you out of the muddy puddle into which you fell.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_167&amp;quot;&amp;gt;PowerGoal 167&amp;lt;/div&amp;gt;&lt;br /&gt;
| THE EVIL SWAMP&lt;br /&gt;
| (Future)&lt;br /&gt;
| Unable to deal with the cold damp weather of the evil swamp, you, after first suffering from skin rashes and a wracking cough from wading through the filth, eventually contract the Blue Death, a wasting disease of a mysterious nature. When it runs its course, you are transformed into a salamander.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_168&amp;quot;&amp;gt;PowerGoal 168&amp;lt;/div&amp;gt;&lt;br /&gt;
| CONTEMPLATION, CONCERN, CONFUSION AND CONSTERNATION&lt;br /&gt;
| (Future)&lt;br /&gt;
| He sits with his hand on his chin in a pose of deep thought, slowly shaking his head while he ponders the troubling events of the night before.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_169&amp;quot;&amp;gt;PowerGoal 169&amp;lt;/div&amp;gt;&lt;br /&gt;
| MAN-BRANDED&lt;br /&gt;
| (Future)&lt;br /&gt;
| The boy, named To-Be-A-Man like the others, must be branded with the mark of adulthood. He will not truly be a man if he screams in pain.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_170&amp;quot;&amp;gt;PowerGoal 170&amp;lt;/div&amp;gt;&lt;br /&gt;
| AS LONG AS THEY DON'T DO IT TOO OFTEN&lt;br /&gt;
| (Future)&lt;br /&gt;
| With a foot atop the slain alligator, the barbarian warrior cries &amp;quot;I name you Dragon Sword!&amp;quot; at his raised blade.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_171&amp;quot;&amp;gt;PowerGoal 171&amp;lt;/div&amp;gt;&lt;br /&gt;
| THE MIGHTY ROCKNOR&lt;br /&gt;
| (Future)&lt;br /&gt;
| The mighty Rocknor summons up his warrior's training, using the Ogre-Lion method to simultaneously strike his opponent in the head with his club and the neck with his foot, causing internal bleeding to his opponent's artery. The unconscious opponent goes into shock.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_172&amp;quot;&amp;gt;PowerGoal 172&amp;lt;/div&amp;gt;&lt;br /&gt;
| WHAT ARE YOU DOING AFTER WORK?&lt;br /&gt;
| (Future)&lt;br /&gt;
| The guards placed their weapons on the weapon racks and stripped off their tunics before leaving for the tavern to spend their money on wenches and wench-men.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_173&amp;quot;&amp;gt;PowerGoal 173&amp;lt;/div&amp;gt;&lt;br /&gt;
| THEY ARE SENSITIVE CREATURES&lt;br /&gt;
| (Future)&lt;br /&gt;
| The goblin child taunts the troll child on account of the troll child's large and lardy appearance. The vicious jibes continue until the troll begins to cry, but the goblin child is still not satisfied and continues poking fun. The troll child is eventually driven to anger and hurls the goblin child against a wall, breaking both the wall and the goblin.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_174&amp;quot;&amp;gt;PowerGoal 174&amp;lt;/div&amp;gt;&lt;br /&gt;
| IT'S A BAD PLACE&lt;br /&gt;
| (Future)&lt;br /&gt;
| A shallow-buried corpse is unearthed by a shadow jaguar, who takes the body back to its den. The discarded bones are possessed by an evil spirit of the gloomy forest.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_175&amp;quot;&amp;gt;PowerGoal 175&amp;lt;/div&amp;gt;&lt;br /&gt;
| THE POWER OF FRIENDSHIP&lt;br /&gt;
| (Future)&lt;br /&gt;
| The dwarf stumbles out of the whiskey stockpile and falls flat on his face. Finding him there, his companions haul him to bed.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_176&amp;quot;&amp;gt;PowerGoal 176&amp;lt;/div&amp;gt;&lt;br /&gt;
| NOT SO STEALTHY THIS TIME!&lt;br /&gt;
| (Future)&lt;br /&gt;
| A twig snaps and the adventurer bolts upright from his bedroll, reaching for his sword, knowing that the kobolds were close.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_177&amp;quot;&amp;gt;PowerGoal 177&amp;lt;/div&amp;gt;&lt;br /&gt;
| VERY FOUL&lt;br /&gt;
| (Future)&lt;br /&gt;
| The foul vapors of the sewer cause the corpse of a discarded murder victim to arise. The zombie wanders back home. When the zombie sees her husband, her dead eyes flash in recognition, and she attacks, for it was he that murdered her!&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_178&amp;quot;&amp;gt;PowerGoal 178&amp;lt;/div&amp;gt;&lt;br /&gt;
| WHY DO YOU HANG OUT WITH THOSE GUYS?&lt;br /&gt;
| (Future)&lt;br /&gt;
| Your friends drag your sleeping drunken body under a low table. Later they wake you and you jump up, hitting your head hard on the wood.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_179&amp;quot;&amp;gt;PowerGoal 179&amp;lt;/div&amp;gt;&lt;br /&gt;
| A STRONG LEADER&lt;br /&gt;
| (Future)&lt;br /&gt;
| You tell the soldiers that if they do not fight, they are cowards, and they become red-faced with shame, yet they still refuse to charge. You put your hand on your horse-whip and stare them down. Unable to stand further abuse, Twensly shouts, &amp;quot;Whip yourself, for you are the true coward!&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_180&amp;quot;&amp;gt;PowerGoal 180&amp;lt;/div&amp;gt;&lt;br /&gt;
| BATTLE BUFFET&lt;br /&gt;
| (Future)&lt;br /&gt;
| The troll pokes at the bodies, feeling them for meat. Eventually it drags off the choicest specimen. After a moment, a kobold emerges from the shadows and picks through the bodies looking for shiny trinkets.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_181&amp;quot;&amp;gt;PowerGoal 181&amp;lt;/div&amp;gt;&lt;br /&gt;
| I MAKE ALL MY OWN CLOTHES&lt;br /&gt;
| (Future)&lt;br /&gt;
| You follow the stench of death to the corpse of a corpulent goblin. You flay it and wear its foul skin as a jumpsuit.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_182&amp;quot;&amp;gt;PowerGoal 182&amp;lt;/div&amp;gt;&lt;br /&gt;
| PLAY DEAD. IF THE ATTACK CONTINUES, IT IS LIKELY PREDATORY. FIGHT BACK VIGOROUSLY.&lt;br /&gt;
| (Future)&lt;br /&gt;
| The great wolf folds its ears back and growls, ready to pounce on the hapless adventurer.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_183&amp;quot;&amp;gt;PowerGoal 183&amp;lt;/div&amp;gt;&lt;br /&gt;
| JUST A LITTLE MORE!&lt;br /&gt;
| (Future)&lt;br /&gt;
| You are running through the woods when you get shot in the gut by a barbed arrow. The bowel is knicked, and the wound goes septic. You dig desperately at the wound but it only ends up getting more dirty and infected. Eventually your digging becomes so vigorous that your guts pop out through the hole.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Game_development]]&lt;/div&gt;</summary>
		<author><name>Aquillion</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Consolidated_development&amp;diff=206741</id>
		<title>Consolidated development</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Consolidated_development&amp;diff=206741"/>
		<updated>2014-07-17T07:03:27Z</updated>

		<summary type="html">&lt;p&gt;Aquillion: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a (extended) transcript of the old &amp;quot;Consolidated Development Page&amp;quot; as it was before the redesign of the Dwarf Fortress webpage. It includes all long- and short- Term arcs, core-Items, Reqs, Bloats and Powergoals. Note that, due to the page's age and the fact that it has long since been taken down, many of the specific goals here may no longer be directly applicable; however, they provide a general overview of the original thought-process behind Dwarf Fortresses' development.&lt;br /&gt;
&lt;br /&gt;
=Arcs=&lt;br /&gt;
&lt;br /&gt;
An arc is a number of features that add to one theme-field. Many of an arc's features can, but don't need to, be done simultaneously - as such the status of completeness can't be determined that easily. &lt;br /&gt;
&lt;br /&gt;
Short-term arcs are the arcs that are likely to be done in the near future. Long-term arcs, on the other hand, will be added much later or even after the version 1.0 is done. &lt;br /&gt;
&lt;br /&gt;
==Short-Term Arcs==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#EFEFEF&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:20%&amp;quot;|Arc&lt;br /&gt;
! style=&amp;quot;width:40%&amp;quot;|Description&lt;br /&gt;
! style=&amp;quot;width:40%&amp;quot;|Requirements&lt;br /&gt;
|-&lt;br /&gt;
| BUSTLING TOWN ARC&lt;br /&gt;
| The towns should be more structured. The peasants need to do less aimless wandering and more standard activities. There need to be various items in town outside of what's in the stores. There need to be guards, and the keep/mead hall should be more interesting.&lt;br /&gt;
| [[#Core41|Core41]], [[#Core42|Core42]], [[#Core43|Core43]], [[#Req148|Req148]], [[#Req162|Req162]], [[#Req249|Req249]], [[#Req261|Req261]], [[#Req344|Req344]], [[#Req348|Req348]], [[#Req369|Req369]], [[#Req379|Req379]], [[#Req408|Req408]], [[#Req415|Req415]], [[#Req471|Req471]], [[#Req477|Req477]], [[#Req588|Req588]], [[#Bloat165|Bloat165]], [[#Bloat188|Bloat188]], [[#Bloat203|Bloat203]], [[#Bloat204|Bloat204]], [[#Bloat210|Bloat210]], [[#Bloat233|Bloat233]], [[#Bloat242|Bloat242]], [[#Bloat243|Bloat243]], [[#Bloat266|Bloat266]], [[#Bloat267|Bloat267]], [[#Bloat373|Bloat373]], [[#Bloat378|Bloat378]], [[#Bloat381|Bloat381]], [[#Bloat382|Bloat382]], [[#PowerGoal 34|PowerGoal34]], [[#PowerGoal 36|PowerGoal36]], [[#PowerGoal 41|PowerGoal41]], [[#PowerGoal 48|PowerGoal48]], [[#PowerGoal 55|PowerGoal55]], [[#PowerGoal 67|PowerGoal67]], [[#PowerGoal 73|PowerGoal73]], [[#PowerGoal 74|PowerGoal74]], [[#PowerGoal 82|PowerGoal82]], [[#PowerGoal 91|PowerGoal91]], [[#PowerGoal 131|PowerGoal131]], [[#PowerGoal 137|PowerGoal137]] and [[#PowerGoal 148|PowerGoal148]].&lt;br /&gt;
|-&lt;br /&gt;
| FIRE AND LIGHTING ARC &lt;br /&gt;
|  The lighting in caves is artificial right now. It should be pitch black. This is also true of moonless cloudy nights. Once that's in, your adventurer will want fire. Fire can also come up in dwarf mode in various ways.&lt;br /&gt;
| [[#Core14|Core14]], [[#Core55|Core55]], [[#Req96|Req96]] and [[#PowerGoal 150|PowerGoal150]].&lt;br /&gt;
|-&lt;br /&gt;
|  BURROWS, TRANSPORTION AND AUTOMATION ARC&lt;br /&gt;
|  Make dwarves live and restrict their movements to sections (&amp;quot;burrows&amp;quot;) of the cave to reduce the amount of hauling. This includes many of the haul/pile reqs. Other workshops could be automated, while the work order system could be made more robust to decrease the amount of interface fiddling required to produce glass and soap, for example.&lt;br /&gt;
| [[#Core36|Core36]], [[#Core56|Core56]], [[#Core57|Core57]], [[#Req1|Req1]], [[#Req2|Req2]], [[#Req18|Req18]], [[#Req22|Req22]], [[#Req24|Req24]], [[#Req27|Req27]], [[#Req28|Req28]], [[#Req38|Req38]], [[#Req41|Req41]], [[#Req46|Req46]], [[#Req47|Req47]], [[#Req67|Req67]], [[#Req74|Req74]], [[#Req82|Req82]], [[#Req83|Req83]], [[#Req86|Req86]], [[#Req90|Req90]], [[#Req112|Req112]], [[#Req128|Req128]], [[#Req129|Req129]], [[#Req140|Req140]], [[#Req146|Req146]], [[#Req162|Req162]], [[#Req197|Req197]], [[#Req273|Req273]], [[#Req287|Req287]], [[#Req349|Req349]], [[#Req384|Req384]], [[#Req385|Req385]], [[#Req392|Req392]], [[#Req393|Req393]], [[#Req400|Req400]], [[#Req404|Req404]], [[#Req409|Req409]], [[#Req410|Req410]], [[#Req413|Req413]], [[#Req422|Req422]], [[#Req424|Req424]], [[#Req428|Req428]], [[#Req429|Req429]], [[#Req435|Req435]], [[#Req436|Req436]], [[#Req437|Req437]], [[#Req439|Req439]], [[#Req450|Req450]], [[#Req482|Req482]], [[#Req528|Req528]], [[#Req533|Req533]], [[#Req534|Req534]], [[#Req544|Req544]], [[#Req558|Req558]], [[#Req560|Req560]], [[#Req572|Req572]], [[#Req584|Req584]], [[#Bloat6|Bloat6]], [[#Bloat10|Bloat10]], [[#Bloat19|Bloat19]], [[#Bloat28|Bloat28]], [[#Bloat30|Bloat30]], [[#Bloat32|Bloat32]], [[#Bloat54|Bloat54]], [[#Bloat59|Bloat59]], [[#Bloat60|Bloat60]], [[#Bloat83|Bloat83]], [[#Bloat218|Bloat218]], [[#Bloat253|Bloat253]], [[#Bloat281|Bloat281]], [[#Bloat308|Bloat308]] and [[#Bloat313|Bloat313]].&lt;br /&gt;
|-&lt;br /&gt;
|  ADVANCED HELP ARC  &lt;br /&gt;
|  Yeah, dwarves has a steep learning curve. Tutorials and advisors could help this, as well as decent in-game help.&lt;br /&gt;
|  [[#Core19|Core19]], [[#Core22|Core22]] and [[#Core58|Core58]].&lt;br /&gt;
|-&lt;br /&gt;
|  CARAVAN ARC  &lt;br /&gt;
|  As a prelude to armies, we'll have caravans actually move around the world map rather than just appear at your outpost. They'll move between each city on the map, though we'll try to stay away from supporting a real economy for the time being. You should be able to find items you traded in your fortress in adventure mode, and a caravan could come to your fortress with an adventure mode item.&lt;br /&gt;
|  [[#Core3|Core3]], [[#Core38|Core38]], [[#Core81|Core81]], [[#Req21|Req21]], [[#Req132|Req132]], [[#Req133|Req133]], [[#Req175|Req175]], [[#Req204|Req204]], [[#Req218|Req218]], [[#Req220|Req220]], [[#Req260|Req260]], [[#Req279|Req279]], [[#Req364|Req364]], [[#Req463|Req463]], [[#Req516|Req516]], [[#Req555|Req555]], [[#Bloat155|Bloat155]], [[#Bloat263|Bloat263]], [[#Bloat267|Bloat267]], [[#PowerGoal 24|PowerGoal24]], [[#PowerGoal 33|PowerGoal33]], [[#PowerGoal 56|PowerGoal56]] and [[#PowerGoal 148|PowerGoal148]].&lt;br /&gt;
|-&lt;br /&gt;
|  COUNTY ARC &lt;br /&gt;
| You should be able to develop a larger settlement outside the confines of the immediate play area. &lt;br /&gt;
| [[#Core28|Core28]], [[#Core29|Core29]] and [[#PowerGoal 53|PowerGoal53]].&lt;br /&gt;
|-&lt;br /&gt;
|    ARMY ARC &lt;br /&gt;
| You should be able to control patrols and then armies in dwarf mode. The adventurer should be able to both go with and command armies. In dwarf mode, you should have the option to control your individual patrol members as you would in adventure mode. Entities should war with each other from bandit and monster raids to full fledged wars. Upset entities could patrol near their sites, leading to new wilderness encounters etc. &lt;br /&gt;
| [[#Core26|Core26]], [[#Core27|Core27]], [[#Core35|Core35]], [[#Core45|Core45]], [[#Core46|Core46]], [[#Req18|Req18]], [[#Req29|Req29]], [[#Req61|Req61]], [[#Req71|Req71]], [[#Req81|Req81]], [[#Req125|Req125]], [[#Req126|Req126]], [[#Req221|Req221]], [[#Req273|Req273]], [[#Req301|Req301]], [[#Req371|Req371]], [[#Req398|Req398]], [[#Req414|Req414]], [[#Req417|Req417]], [[#Req427|Req427]], [[#Req444|Req444]], [[#Req449|Req449]], [[#Req475|Req475]], [[#Req478|Req478]], [[#Req496|Req496]], [[#Req503|Req503]], [[#Req545|Req545]], [[#Req571|Req571]], [[#Bloat44|Bloat44]], [[#Bloat117|Bloat117]], [[#Bloat130|Bloat130]], [[#Bloat131|Bloat131]], [[#Bloat175|Bloat175]], [[#Bloat289|Bloat289]], [[#PowerGoal 1|PowerGoal1]], [[#PowerGoal 2|PowerGoal2]], [[#PowerGoal 3|PowerGoal3]], [[#PowerGoal 4|PowerGoal4]], [[#PowerGoal 5|PowerGoal5]], [[#PowerGoal 6|PowerGoal6]], [[#PowerGoal 7|PowerGoal7]], [[#PowerGoal 8|PowerGoal8]], [[#PowerGoal 11|PowerGoal11]], [[#PowerGoal 17|PowerGoal17]], [[#PowerGoal 40|PowerGoal40]], [[#PowerGoal 59|PowerGoal59]], [[#PowerGoal 70|PowerGoal70]], [[#PowerGoal 71|PowerGoal71]], [[#PowerGoal 76|PowerGoal76]], [[#PowerGoal 92|PowerGoal92]], [[#PowerGoal 98|PowerGoal98]], [[#PowerGoal 119|PowerGoal119]], [[#PowerGoal 127|PowerGoal127]], [[#PowerGoal 130|PowerGoal130]], [[#PowerGoal 138|PowerGoal138]], [[#PowerGoal 140|PowerGoal140]], [[#PowerGoal 141|PowerGoal141]], [[#PowerGoal 142|PowerGoal142]], [[#PowerGoal 143|PowerGoal143]], [[#PowerGoal 144|PowerGoal144]] and [[#PowerGoal 147|PowerGoal147]].&lt;br /&gt;
|-&lt;br /&gt;
|  NEMESIS ARC &lt;br /&gt;
| The civilization leaders should be fleshed out in many ways. &lt;br /&gt;
| [[#Core11|Core11]], [[#Core15|Core15]], [[#Core40|Core40]], [[#Req161|Req161]], [[#Req277|Req277]], [[#Bloat48|Bloat48]], [[#Bloat68|Bloat68]], [[#Bloat176|Bloat176]], [[#PowerGoal 98|PowerGoal98]], [[#PowerGoal 101|PowerGoal101]], [[#PowerGoal 102|PowerGoal102]] and [[#PowerGoal 122|PowerGoal122]].&lt;br /&gt;
|-&lt;br /&gt;
|  RELATIONSHIPS ARC &lt;br /&gt;
| You should be able to take a spouse, make a household, and create playable heirs as an adventurer. The dwarven relationships and personalities can also be expanded upon. &lt;br /&gt;
| [[#Core59|Core59]], [[#Core60|Core60]], [[#Bloat51|Bloat51]], [[#Bloat93|Bloat93]], [[#Bloat95|Bloat95]], [[#Bloat105|Bloat105]], [[#Bloat123|Bloat123]], [[#Bloat374|Bloat374]], [[#Bloat375|Bloat375]], [[#Bloat380|Bloat380]], [[#PowerGoal 20|PowerGoal20]], [[#PowerGoal 21|PowerGoal21]], [[#PowerGoal 109|PowerGoal109]] and [[#PowerGoal 119|PowerGoal119]].&lt;br /&gt;
|-&lt;br /&gt;
|  DIPLOMACY ARC &lt;br /&gt;
|  There should be a lot more diplomacy between your outpost and the outside world, especially as you get more nobles. Right now there's hardly anything. &lt;br /&gt;
| [[#Core33|Core33]], [[#Core62|Core62]], [[#Core63|Core63]], [[#Req174|Req174]], [[#Req177|Req177]], [[#Req291|Req291]], [[#Req451|Req451]], [[#Req527|Req527]], [[#Req542|Req542]], [[#Req543|Req543]], [[#Bloat31|Bloat31]], [[#Bloat72|Bloat72]], [[#Bloat73|Bloat73]], [[#PowerGoal 10|PowerGoal10]], [[#PowerGoal 98|PowerGoal98]] and [[#PowerGoal 101|PowerGoal101]].&lt;br /&gt;
|-&lt;br /&gt;
|  GHOSTS ARC  &lt;br /&gt;
| When you take an adventurer back to a fortress, it could afford to be a lot more interesting. Since it keeps track of all the dwarves that ever lived or died in each outpost, it might as well utilize them. When the civs fight in world gen, it could also create ruins from earlier times, and you could go to these places (old castles, temples, etc.). &lt;br /&gt;
| [[#Core67|Core67]], [[#Core68|Core68]], [[#Core69|Core69]], [[#Core70|Core70]], [[#Bloat21|Bloat21]], [[#PowerGoal 11|PowerGoal11]], [[#PowerGoal 92|PowerGoal92]] and [[#PowerGoal 107|PowerGoal107]].&lt;br /&gt;
|-&lt;br /&gt;
|  AFFILIATION ARC &lt;br /&gt;
|  You should be able to rise to the top of an entity (civilization, town, etc.) in adventure mode. While the full set of responsibilities that would entail will have to wait, it should at least be possible to attain this status for the first version. You should be able to do things for individuals. This could earn you favors from sleeping in their home and food gifts all the way to a marriage offer. There can be smaller entities like bandits and cults which could offer more unsavory tasks for similar privileges (steal, kill, kidnap, etc.). Can earn right to sleep in the large hall in town if you've become affiliated with them, but vagrancy needs to be punished and the camping must be harsher before this is meaningful. &lt;br /&gt;
| [[#Core64|Core64]], [[#Core65|Core65]], [[#Core71|Core71]], [[#Req586|Req586]], [[#Req587|Req587]], [[#Bloat163|Bloat163]], [[#PowerGoal 12|PowerGoal12]], [[#PowerGoal 19|PowerGoal19]], [[#PowerGoal 27|PowerGoal27]], [[#PowerGoal 37|PowerGoal37]], [[#PowerGoal 41|PowerGoal41]], [[#PowerGoal 42|PowerGoal42]], [[#PowerGoal 44|PowerGoal44]], [[#PowerGoal 48|PowerGoal48]] and [[#PowerGoal 54|PowerGoal54]].&lt;br /&gt;
|-&lt;br /&gt;
|  COMBAT ARC &lt;br /&gt;
| Many more combat skills and more attributes, etc. &lt;br /&gt;
| [[#Core72|Core72]], [[#Core73|Core73]], [[#Core74|Core74]], [[#Req45|Req45]], [[#Req54|Req54]], [[#Req85|Req85]], [[#Req92|Req92]], [[#Req104|Req104]], [[#Req149|Req149]], [[#Req164|Req164]], [[#Req171|Req171]], [[#Req183|Req183]], [[#Req188|Req188]], [[#Req192|Req192]], [[#Req198|Req198]], [[#Req199|Req199]], [[#Req200|Req200]], [[#Req206|Req206]], [[#Req224|Req224]], [[#Req230|Req230]], [[#Req233|Req233]], [[#Req234|Req234]], [[#Req290|Req290]], [[#Req315|Req315]], [[#Req330|Req330]], [[#Req331|Req331]], [[#Req340|Req340]], [[#Req352|Req352]], [[#Req403|Req403]], [[#Req466|Req466]], [[#Req532|Req532]], [[#Req568|Req568]], [[#Req575|Req575]], [[#Bloat15|Bloat15]], [[#Bloat55|Bloat55]], [[#Bloat76|Bloat76]], [[#Bloat102|Bloat102]], [[#Bloat127|Bloat127]], [[#Bloat135|Bloat135]], [[#Bloat136|Bloat136]], [[#Bloat137|Bloat137]], [[#Bloat138|Bloat138]], [[#Bloat139|Bloat139]], [[#Bloat141|Bloat141]], [[#Bloat142|Bloat142]], [[#Bloat162|Bloat162]], [[#Bloat222|Bloat222]], [[#Bloat254|Bloat254]], [[#Bloat271|Bloat271]], [[#PowerGoal 28|PowerGoal28]], [[#PowerGoal 29|PowerGoal29]], [[#PowerGoal 61|PowerGoal61]], [[#PowerGoal 63|PowerGoal63]], [[#PowerGoal 77|PowerGoal77]], [[#PowerGoal 79|PowerGoal79]], [[#PowerGoal 89|PowerGoal89]], [[#PowerGoal 90|PowerGoal90]], [[#PowerGoal 93|PowerGoal93]], [[#PowerGoal 94|PowerGoal94]], [[#PowerGoal 96|PowerGoal96]], [[#PowerGoal 103|PowerGoal103]] and [[#PowerGoal 150|PowerGoal150]].&lt;br /&gt;
|-&lt;br /&gt;
|      SCENARIOS ARC &lt;br /&gt;
| Character generation is due for a major change. The current plan is to have an interactive history generator that takes your character from birth to a playable age, incorporating them into the fabric of the world. Pressing &amp;quot;Play Now!&amp;quot; would answer the questions automatically, perhaps with a strong tendency to place you in dire/interesting situations. &lt;br /&gt;
| [[#Core75|Core75]], [[#Core76|Core76]], [[#Req214|Req214]], [[#Req317|Req317]], [[#Bloat26|Bloat26]] and [[#Bloat143|Bloat143]].&lt;br /&gt;
|-&lt;br /&gt;
|  LIFE CYCLE ARC&lt;br /&gt;
|  Right now, there are no births and no aging in the towns and other populations. From the founding of a town, it should instead simulate and track these things during world creation. This makes the world much more interesting and also more resilient to changes inflicted by the player. At the same time, it creates instability un |the actions of the player, so it has to be done carefully. &lt;br /&gt;
| [[#Core77|Core77]], [[#Core78|Core78]], [[#Req317|Req317]], [[#Req441|Req441]], [[#Req489|Req489]], [[#Bloat115|Bloat115]], [[#Bloat193|Bloat193]], [[#Bloat194|Bloat194]] and [[#PowerGoal 31|PowerGoal31]].&lt;br /&gt;
|-&lt;br /&gt;
|  ARTIFACT ARC  &lt;br /&gt;
| Special items made by the dwarves aren't very interesting right now, and there's not much for an adventurer to do with them. These objects should have magical powers and they should have a huge influence on the actions of entities that come into contact with them. Even if your adventurer can't make use of a particular artifact, you could arrange for buyers in the nobility, and use those opportunitites to get a home or good entity standing, for instance.&lt;br /&gt;
| [[#Core79|Core79]], [[#Core80|Core80]], [[#Req395|Req395]], [[#Bloat49|Bloat49]], [[#Bloat173|Bloat173]], [[#PowerGoal 13|PowerGoal13]], [[#PowerGoal 60|PowerGoal60]], [[#PowerGoal 68|PowerGoal68]] and [[#PowerGoal 134|PowerGoal134]].&lt;br /&gt;
|-&lt;br /&gt;
|  CRIME AND PUNISHMENT ARC &lt;br /&gt;
| There should be mild punishments for mild crimes, for instance. This could include making the drunks in the town more interesting and adding bar fights, as well as proper thievery, arrest, imprisonment, execution... &lt;br /&gt;
| [[#Core82|Core82]], [[#Core83|Core83]], [[#Req303|Req303]], [[#Req327|Req327]], [[#Req366|Req366]], [[#Bloat53|Bloat53]], [[#Bloat75|Bloat75]], [[#Bloat143|Bloat143]], [[#PowerGoal 14|PowerGoal14]], [[#PowerGoal 22|PowerGoal22]], [[#PowerGoal 23|PowerGoal23]], [[#PowerGoal 25|PowerGoal25]], [[#PowerGoal 26|PowerGoal26]], [[#PowerGoal 38|PowerGoal38]], [[#PowerGoal 47|PowerGoal47]], [[#PowerGoal 66|PowerGoal66]], [[#PowerGoal 80|PowerGoal80]], [[#PowerGoal 91|PowerGoal91]], [[#PowerGoal 99|PowerGoal99]], [[#PowerGoal 124|PowerGoal124]], [[#PowerGoal 126|PowerGoal126]], [[#PowerGoal 136|PowerGoal136]] and [[#PowerGoal 146|PowerGoal146]].&lt;br /&gt;
|-&lt;br /&gt;
|   ADVENTURER SKILLS ARC  &lt;br /&gt;
| It's nice to have all those jobs and professions sitting around in the dwarf mode. The adventurer should be able to do these things, especially those skills  |survival in the wilderness. Eventually you'll be able to place constructions, create a home and have your own site on the map. &lt;br /&gt;
| [[#Core84|Core84]], [[#Core85|Core85]], [[#Core86|Core86]], [[#Req32|Req32]], [[#Req34|Req34]], [[#Req99|Req99]], [[#Req107|Req107]], [[#Req168|Req168]], [[#Req236|Req236]], [[#Req302|Req302]], [[#Req327|Req327]], [[#Req491|Req491]], [[#Bloat160|Bloat160]], [[#Bloat317|Bloat317]], [[#Bloat380|Bloat380]], [[#PowerGoal 9|PowerGoal9]], [[#PowerGoal 15|PowerGoal15]] and [[#PowerGoal 103|PowerGoal103]].&lt;br /&gt;
|-&lt;br /&gt;
|  ADVENTURER PARTIES AND ENTITY  &lt;br /&gt;
| As an adventurer with followers, you should can your own entity definition. If you have enough people, you might be able to delegate orders and control them more strategically. You should also be able to control each member in a party of adventurers you make yourself. You could lead one and the others follow (as it is currently) or control them all, particularly during tense situations where you don't want to count on the AI. &lt;br /&gt;
| [[#Core24|Core24]], [[#Core61|Core61]], [[#PowerGoal 20|PowerGoal20]] and [[#PowerGoal 135|PowerGoal135]].&lt;br /&gt;
|-&lt;br /&gt;
| DUNGEON ARC  &lt;br /&gt;
| Improve kobold and goblin areas and civilizations with eyes on expanding entity definitions and future random generation. Includes adding entity definitions and tags for more primitive humanoids like lizardmen. Make mega-beasts fit in with better with the world.&lt;br /&gt;
|  [[#Core89|Core89]], [[#Core90|Core90]], [[#Core91|Core91]], [[#Req8|Req8]], [[#Req80|Req80]], [[#Req107|Req107]], [[#Req148|Req148]], [[#Req232|Req232]], [[#Req284|Req284]], [[#Req324|Req324]], [[#Req375|Req375]], [[#Req426|Req426]], [[#Req476|Req476]], [[#Req479|Req479]], [[#Req504|Req504]], [[#Req576|Req576]], [[#Bloat17|Bloat17]], [[#Bloat23|Bloat23]], [[#Bloat169|Bloat169]], [[#Bloat172|Bloat172]], [[#Bloat189|Bloat189]], [[#Bloat190|Bloat190]], [[#Bloat241|Bloat241]], [[#Bloat383|Bloat383]], [[#PowerGoal 13|PowerGoal13]], [[#PowerGoal 27|PowerGoal27]], [[#PowerGoal 32|PowerGoal32]], [[#PowerGoal 49|PowerGoal49]], [[#PowerGoal 50|PowerGoal50]], [[#PowerGoal 51|PowerGoal51]], [[#PowerGoal 52|PowerGoal52]], [[#PowerGoal 62|PowerGoal62]], [[#PowerGoal 100|PowerGoal100]], [[#PowerGoal 111|PowerGoal111]] and [[#PowerGoal 145|PowerGoal145]].&lt;br /&gt;
|-&lt;br /&gt;
|  HUMANOID ARC &lt;br /&gt;
|  Make non-player dwarf fortresses look more like player made fortresses and act like them to the extent that it's reasonable. Improve elves as in the Dungeon Arc, with multi-tile tree dwellings. &lt;br /&gt;
| [[#Core87|Core87]], [[#Core88|Core88]], [[#Req148|Req148]], [[#Bloat206|Bloat206]] and [[#PowerGoal 129|PowerGoal129]].&lt;br /&gt;
|-&lt;br /&gt;
|   PRESENTATION ARC &lt;br /&gt;
|  A cleaner interface and more interface and display options will make the game more accessible. Better support for translations. &lt;br /&gt;
|  [[#Core21|Core21]], [[#Core50|Core50]], [[#Core51|Core51]], [[#Core52|Core52]], [[#Core54|Core54]], [[#Req37|Req37]], [[#Req43|Req43]], [[#Req79|Req79]], [[#Req142|Req142]], [[#Req152|Req152]], [[#Req179|Req179]], [[#Req180|Req180]], [[#Req207|Req207]], [[#Req218|Req218]], [[#Req258|Req258]], [[#Req306|Req306]], [[#Req314|Req314]], [[#Req320|Req320]], [[#Req328|Req328]], [[#Req332|Req332]], [[#Req338|Req338]], [[#Req381|Req381]], [[#Req382|Req382]], [[#Req383|Req383]], [[#Req386|Req386]], [[#Req387|Req387]], [[#Req388|Req388]], [[#Req390|Req390]], [[#Req401|Req401]], [[#Req402|Req402]], [[#Req411|Req411]], [[#Req421|Req421]], [[#Req430|Req430]], [[#Req432|Req432]], [[#Req434|Req434]], [[#Req443|Req443]], [[#Req460|Req460]], [[#Req483|Req483]], [[#Req513|Req513]], [[#Req520|Req520]], [[#Req531|Req531]], [[#Req546|Req546]], [[#Req547|Req547]], [[#Req548|Req548]], [[#Req550|Req550]], [[#Req556|Req556]], [[#Req558|Req558]], [[#Req559|Req559]], [[#Req560|Req560]], [[#Req564|Req564]], [[#Req566|Req566]], [[#Req570|Req570]], [[#Req585|Req585]], [[#Bloat52|Bloat52]], [[#Bloat106|Bloat106]], [[#Bloat107|Bloat107]], [[#Bloat108|Bloat108]], [[#Bloat118|Bloat118]], [[#Bloat153|Bloat153]], [[#Bloat199|Bloat199]], [[#Bloat268|Bloat268]], [[#Bloat303|Bloat303]], [[#Bloat307|Bloat307]], [[#Bloat311|Bloat311]], [[#Bloat354|Bloat354]], [[#Bloat355|Bloat355]], [[#Bloat358|Bloat358]], [[#Bloat361|Bloat361]], [[#Bloat364|Bloat364]], [[#Bloat368|Bloat368]] and [[#Bloat379|Bloat379]].&lt;br /&gt;
|-&lt;br /&gt;
|  LANGUAGE ARC  &lt;br /&gt;
|  The in-game languages need a better framework, as many simple name formulations are impossible in the current system, and it wouldn't hurt to add a basic grammar and phonetics at this time as well. In addition, paper, engraved writing, books, poems, songs, etc. could all be explored in the different game modes in various ways.&lt;br /&gt;
| [[#Core97|Core97]], [[#Core98|Core98]], [[#Core99|Core99]] and [[#Core100|Core100]].&lt;br /&gt;
|-&lt;br /&gt;
| RANDOMIZATION AND RAWS ARC&lt;br /&gt;
| More things need to make it out to the raws, and when they arrive, there should be some ability to randomize what you get in play. Current raw objects such as creatures, entities, plants, metals or even stone should also be randomizable. This doesn't just include randomizing an existing entry, but, more importantly, the creation of entirely new objects. This behavior should be controlled by the world parameters so that you can run anything from a stock universe to a complete replacement of all existing raw objects. In worlds with random objects, the random objects need to be introduced to the player in such a way that familiarity can be gained (involving descriptions, back stories, etc.) so that it isn't just a mess of static with garbage names. &lt;br /&gt;
| [[#Core53|Core53]], [[#Core92|Core92]], [[#Core93|Core93]], [[#Core94|Core94]], [[#Core95|Core95]] and [[#Core96|Core96]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Long-Term Arcs==   &lt;br /&gt;
    &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#EFEFEF&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:20%&amp;quot;|Arc&lt;br /&gt;
! style=&amp;quot;width:40%&amp;quot;|Description&lt;br /&gt;
! style=&amp;quot;width:40%&amp;quot;|Requirements&lt;br /&gt;
|-&lt;br /&gt;
| HIGH LEVEL PLOTS AND DIPLOMACY&lt;br /&gt;
| Various intrigue and interesting not-necessarily-violent conflict between entities and individuals. Once you place the actors in place, they should act according to their wants and the wants of their associated entities based on the strength of those ties. Both adventurers and dwarf fortresses can become immersed in the push and pull which arises from the AI. This is already true to some extent (the current quests are all created from the surroundings and entity ties), but these effects can be made pervasive. Since armies and invasions will be done before we get here, there will already be some of this AI in place to work with. &lt;br /&gt;
| [[#Core30|Core30]], [[#Core33|Core33]], [[#Req131|Req131]], [[#PowerGoal 18|PowerGoal18]], [[#PowerGoal 47|PowerGoal47]], [[#PowerGoal 57|PowerGoal57]], [[#PowerGoal 65|PowerGoal65]], [[#PowerGoal 95|PowerGoal95]] and [[#PowerGoal 124|PowerGoal124]].&lt;br /&gt;
|-   &lt;br /&gt;
| LATE GAME &lt;br /&gt;
| As you kill the large creatures, the world becomes more... boring. The game can be prepared for this kind of change and move over into a sort of fairy-tale/Beowulf/Robert E Howard type of hybrid with human civs and occasional monsters so that things continue to be interesting. This already happens naturally in a way, but the dialogue and reactions of people to these changes should be there to fully adjust to the new setting.  &lt;br /&gt;
| [[#Bloat149|Bloat149]].&lt;br /&gt;
|-&lt;br /&gt;
| EARLY GAME &lt;br /&gt;
| The Age of Myth in world generation should be playable.  &lt;br /&gt;
| [[#Bloat148|Bloat148]].&lt;br /&gt;
|-&lt;br /&gt;
| HUMAN TOWN &lt;br /&gt;
| You should be able to control a human town, as you control a dwarf fortress, but with changes appropriate to the new setting.  &lt;br /&gt;
|[[#Req469|Req469]] and [[#Bloat146|Bloat146]].&lt;br /&gt;
|-&lt;br /&gt;
| GOBLIN/KOBOLD/CAVER &lt;br /&gt;
| Controlling the bad guys is an obvious extension, and you've got the whole friendly happy world waiting for your raiding parties.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| ELF FOREST RETREAT &lt;br /&gt;
| Yes, elves for the elf people -- but thinking more general, as we list all these racial civilizations, we should think in broad terms and use the civilization definitions to allow any type of civilization to be played. Elves will provide some necessary extra elements for this process. Mixing the cliff dwelling, wilderness dwelling, town building, ethics/sphere-aligned/religious tendencies into a robust interface for civilization building is a long-term goal.  &lt;br /&gt;
|[[#Bloat25|Bloat25]].&lt;br /&gt;
|-&lt;br /&gt;
| MONSTER &lt;br /&gt;
| Playing the dragons and other large beasts seems like another good (and fairly easy) extension. You'd have to be careful, since there aren't very many large beasts in the world and you don't want to just possess them and have them all burn out in a blaze of glory. Or maybe you do... or it could just give you new ones. You could also just occasionally have fun going out on an excursion and retiring, then play an adventurer and take a quest from a town to go and dispatch your old self.  &lt;br /&gt;
|[[#PowerGoal 60|PowerGoal60]].&lt;br /&gt;
|-&lt;br /&gt;
| MERCHANT &lt;br /&gt;
| With the Caravan Arc, we have traders moving around the world, but I said over there that I didn't want to mess around too much with having a real economy, or it would surely fall apart and all the towns would starve. Once I get up the nerve to tackle these problems, it would be a lot of fun to play a merchant or guild yourself. You could even retire and be visited by yourself in a subsequent dwarf game.  &lt;br /&gt;
|[[#PowerGoal 62|PowerGoal62]].&lt;br /&gt;
|-&lt;br /&gt;
| MAGIC &lt;br /&gt;
| There are no specific decisions nailed down yet, although we've thought about it a lot. It's probably best to go for a very general system here, as in the first Armok attempt. Then the world generator and entities can decide what they want to use from what's available. Early efforts might be to make dwarven artifacts more interesting and to increase the power and variability of enemy leaders, rather than focusing on traditional spell-casting adventurers.  &lt;br /&gt;
| [[#Bloat134|Bloat134]], [[#PowerGoal 58|PowerGoal58]], [[#PowerGoal 68|PowerGoal68]], [[#PowerGoal 84|PowerGoal84]], [[#PowerGoal 92|PowerGoal92]], [[#PowerGoal 97|PowerGoal97]], [[#PowerGoal 108|PowerGoal108]], [[#PowerGoal 122|PowerGoal122]] and [[#PowerGoal 128|PowerGoal128]].&lt;br /&gt;
|-&lt;br /&gt;
| CONTROL A WIZARD ENTITY &lt;br /&gt;
| Not just one of those guys that backs up the team and shoots fireballs, but run something more like a dwarven outpost and construct your own multilevel tower or other such dwelling. This could include adventure style elements where your wizard is engaged in various activities, as well as larger scale army battles and so on. Randomized creatures could also be introduced as you create your minions, and they should be able to breed and expand outward, perhaps becoming a playable race in either adventure or civilization modes.  &lt;br /&gt;
| [[#Bloat134|Bloat134]], [[#Bloat147|Bloat147]], [[#PowerGoal 58|PowerGoal58]] and [[#PowerGoal 60|PowerGoal60]].&lt;br /&gt;
|-&lt;br /&gt;
| DEITY &lt;br /&gt;
| Have religions in the game correspond to forces or deities and let you play one and do whatever you like, possibly restricted by your defining characteristics and geography.  &lt;br /&gt;
|[[#Bloat344|Bloat344]], [[#Bloat376|Bloat376]], [[#Bloat377|Bloat377]], [[#Bloat382|Bloat382]], [[#PowerGoal 64|PowerGoal64]], [[#PowerGoal 75|PowerGoal75]], [[#PowerGoal 82|PowerGoal82]], [[#PowerGoal 86|PowerGoal86]], [[#PowerGoal 90|PowerGoal90]], [[#PowerGoal 105|PowerGoal105]], [[#PowerGoal 109|PowerGoal109]], [[#PowerGoal 113|PowerGoal113]], [[#PowerGoal 118|PowerGoal118]], [[#PowerGoal 122|PowerGoal122]], [[#PowerGoal 125|PowerGoal125]], [[#PowerGoal 135|PowerGoal135]], [[#PowerGoal 139|PowerGoal139]], [[#PowerGoal 141|PowerGoal141]] and [[#PowerGoal 146|PowerGoal146]].&lt;br /&gt;
|-&lt;br /&gt;
| WORLD GENERATION PARAMETERS &lt;br /&gt;
| Allow some degree of control over the world and the more sweeping aspects of play. Possibilities include control over terrain, magic, religions, random vs. stock creatures, fantasy vs. a more 'historical' (ie human) feeling. Ideally, the variability would allow you to move between standard fantasy, fairy tales, mythic fantasy and gothic fantasy, for example. If there are concepts like planes or dimensions implemented, you'd have control over that as well. You could also set the mood -- there's no reason the game needs to be violent at all, for example, assuming the rest of the game can carry it at that point. The world could be generated completely underwater or with no water at all. You could be the first or last sentient creature. There are lots of ways this could go.  &lt;br /&gt;
| [[#Bloat150|Bloat150]], [[#Bloat217|Bloat217]] and [[#PowerGoal 125|PowerGoal125]].&lt;br /&gt;
|-&lt;br /&gt;
| TERRAIN/WEATHER/SWIMMING/FLYING/BOATS &lt;br /&gt;
| Boats of some kind might go in early to make different regions more accessible, but you won't be able to be a pirate or an undersea civ for quite a while. Rivers freeze with daily temperatures instead of seasonal temperatures. Realize river and ocean squares when you visit them (forcing town layouts to adapt). Realize interesting canyons and so on in such areas. Track hurricanes and other major storm/disasters, in-game and during world gen. Thunderstorms with lightning strikes (with corresponding lighting effects) and hail. Levels of rainfall. Eating snow, making snowballs and picking up hail during and after hail storms. Tornados with wind flows that push items, projectiles and creatures. Proper eclipse modeling. Tides, deep oceans and pearl-diving, etc. More intricate interplay between cliff faces, inner rivers and outer rivers, using Z coord and waterfalls.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| PLANES &lt;br /&gt;
| Once it's all established, you can make regions arbitrarily strange, and you make a lot of them. The real chore here is allowing multiple world maps to be active in one way or another and to allow game elements to move between them. It would be a headache to program, but it would add a lot to the game.  &lt;br /&gt;
|[[#PowerGoal 81|PowerGoal81]].&lt;br /&gt;
|-&lt;br /&gt;
| EDITORS &lt;br /&gt;
| Draw your own region maps, create your own towns, creatures, items, start situations, etc. For example, you could create Earth at various time periods (or an amalgamation of various time periods).&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| AND MORE, AND WORSE &lt;br /&gt;
| I'm still too embarrassed to share every idea we had... The Keep and Event Horizon came up. You don't want to know.&lt;br /&gt;
|&lt;br /&gt;
|}    &lt;br /&gt;
    &lt;br /&gt;
&lt;br /&gt;
Building blocks for some of the arcs&lt;br /&gt;
&lt;br /&gt;
=Core items=&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#EFEFEF&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:10%&amp;quot;| Core-item&lt;br /&gt;
! style=&amp;quot;width:15%&amp;quot;| Name&lt;br /&gt;
! style=&amp;quot;width:10%&amp;quot;| Status&lt;br /&gt;
! style=&amp;quot;width:50%&amp;quot;| Description&lt;br /&gt;
! style=&amp;quot;width:15%&amp;quot;| Requirements&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core1&amp;quot;&amp;gt;Core1&amp;lt;/div&amp;gt;&lt;br /&gt;
| WRESTLING&lt;br /&gt;
| Completed&lt;br /&gt;
| Introduce close combat with various manuevers.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core2&amp;quot;&amp;gt;Core2&amp;lt;/div&amp;gt;&lt;br /&gt;
| ADVENTURER EATING AND DRINKING&lt;br /&gt;
| Completed&lt;br /&gt;
| Start the adventurer with food and allow them to eat and drink.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core3&amp;quot;&amp;gt;Core3&amp;lt;/div&amp;gt;&lt;br /&gt;
| CARAVANS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Use resource tracking and the adventurer travel infrastructure to set up groups of traders that go between sites. Make sure to respect the current flow of the dwarf game, though caravans will no longer be 'generated' when needed. Related to entity knowledge transfer if we are there by this time. The trading done by caravans would interface with the resource tracking system and thus be immediately available to adventurers. This includes items traded away by your dwarf fortress, although it's possible they could be abstracted a bit if they are too numerous.&lt;br /&gt;
| [[#Core38|Core38]]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core4&amp;quot;&amp;gt;Core4&amp;lt;/div&amp;gt;&lt;br /&gt;
| GROUND INTERACTIONS&lt;br /&gt;
| Completed&lt;br /&gt;
| Introduce adventurer interacting with the environment.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core5&amp;quot;&amp;gt;Core5&amp;lt;/div&amp;gt;&lt;br /&gt;
| ADVENTURER TRAVEL&lt;br /&gt;
| Completed&lt;br /&gt;
| Allow the adventurer and companions to travel between sites on the world map.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core6&amp;quot;&amp;gt;Core6&amp;lt;/div&amp;gt;&lt;br /&gt;
| BASIC ADVENTURER ENVIRONMENTAL EFFECTS&lt;br /&gt;
| Completed&lt;br /&gt;
| Things like rain, snow, temperature, sunlight. No temperature or local lighting effects yet.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core7&amp;quot;&amp;gt;Core7&amp;lt;/div&amp;gt;&lt;br /&gt;
| CONVERSATIONS&lt;br /&gt;
| Completed&lt;br /&gt;
| Add the ability to talk to other creatures in adventure mode.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core8&amp;quot;&amp;gt;Core8&amp;lt;/div&amp;gt;&lt;br /&gt;
| ADVENTURER SHOPS&lt;br /&gt;
| Completed&lt;br /&gt;
| Basic buying and selling of objects in adventure mode.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core9&amp;quot;&amp;gt;Core9&amp;lt;/div&amp;gt;&lt;br /&gt;
| TOWNS&lt;br /&gt;
| Completed&lt;br /&gt;
| Add basic town maps to adventure mode, making use of the Z coordinate to do basements and second stories.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core10&amp;quot;&amp;gt;Core10&amp;lt;/div&amp;gt;&lt;br /&gt;
| OO CODE UPDATE&lt;br /&gt;
| Completed&lt;br /&gt;
| Update all of the major code objects to C++.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core11&amp;quot;&amp;gt;Core11&amp;lt;/div&amp;gt;&lt;br /&gt;
| ENEMY PETS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Can give the leaders creatures depending on their personal likes, race, the entity definition and the local available wilderness populations. These pets can have names and profiles like regular creatures. Can co-opt some of the behavior from dwarven pet owners.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core12&amp;quot;&amp;gt;Core12&amp;lt;/div&amp;gt;&lt;br /&gt;
| END GAME&lt;br /&gt;
| Completed&lt;br /&gt;
| Handled dwarf mode end game.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core13&amp;quot;&amp;gt;Core13&amp;lt;/div&amp;gt;&lt;br /&gt;
| BEAST ATTACKS&lt;br /&gt;
| Completed&lt;br /&gt;
| Have the larger beasts that live in the caves attack your fortress during dwarf mode.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core14&amp;quot;&amp;gt;Core14&amp;lt;/div&amp;gt;&lt;br /&gt;
| FIRE&lt;br /&gt;
| Completed&lt;br /&gt;
| Have items catch on fire. Fire spreads. Trees outside can catch fire. Creatures catch on fire when appropriate. Items become damaged. Very hot metal objects can melt, and they can melt over characters carrying them, using the same &amp;quot;contaminant&amp;quot; system that currently handles poison injections.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core15&amp;quot;&amp;gt;Core15&amp;lt;/div&amp;gt;&lt;br /&gt;
| PRESENTATION OF ENEMY LEADERS AND OTHER IMPORTANT FIGURES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Enemy leader play an important part in creating a story around otherwise by-the-numbers conflicts that can occur, so the leaders can afford to be presented in such a way that you as the player can learn something about their background, motivations and appearance without digging around in the legends screen. There can be a variety of mechanisms for this. Diplomats and others that visit your fortress could afford the same treatment, as well as the people you talk to and about in adventure mode conversations, etc.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core16&amp;quot;&amp;gt;Core16&amp;lt;/div&amp;gt;&lt;br /&gt;
| END GAME 2&lt;br /&gt;
| Completed&lt;br /&gt;
| Additional dwarf mode end game.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core17&amp;quot;&amp;gt;Core17&amp;lt;/div&amp;gt;&lt;br /&gt;
| LEGENDS&lt;br /&gt;
| Completed&lt;br /&gt;
| Introduce the legends screen, historical events and historical figures.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core18&amp;quot;&amp;gt;Core18&amp;lt;/div&amp;gt;&lt;br /&gt;
| INTERFACE KEYS&lt;br /&gt;
| Completed&lt;br /&gt;
| Put the interface keys in editable files.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core19&amp;quot;&amp;gt;Core19&amp;lt;/div&amp;gt;&lt;br /&gt;
| TUTORIALS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Set up small tutorial files that you can load up. These would have text instructions and little activities for you to do so you can learn how to play more easily.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core20&amp;quot;&amp;gt;Core20&amp;lt;/div&amp;gt;&lt;br /&gt;
| TITLE MOVIES&lt;br /&gt;
| Completed&lt;br /&gt;
| Do the intro movies with sound.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core21&amp;quot;&amp;gt;Core21&amp;lt;/div&amp;gt;&lt;br /&gt;
| SOUND&lt;br /&gt;
| (Future)&lt;br /&gt;
| Make all music/sounds optional, in groups. More songs (possibly seasonal), incidental music (like spotting the first kobold in a cave, etc.), various combat type sounds and ambient sounds, pleasing interface clicks.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core22&amp;quot;&amp;gt;Core22&amp;lt;/div&amp;gt;&lt;br /&gt;
| ADVISORS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Either some kind of abstract advisors, or the actual dwarves that are living there. They can look over the state of the fortress and come up with some suggestions to help you survive and advance up the noble chain.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core23&amp;quot;&amp;gt;Core23&amp;lt;/div&amp;gt;&lt;br /&gt;
| THE MANUAL&lt;br /&gt;
| Completed&lt;br /&gt;
| Do all of the sections of a basic manual to be viewed in-game.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core24&amp;quot;&amp;gt;Core24&amp;lt;/div&amp;gt;&lt;br /&gt;
| ADVENTURER PARTIES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Create up to, say, 6 characters at once. These are controlled as with the dwarven raiding parties. If the scenarios are in, it can generate historical connections that explain why they are together. Could give your group a name, like the dwarf squads, and non-players could be admitted, as in the standard adventure mode 'join' option.&lt;br /&gt;
| [[#Core61|Core61]]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core25&amp;quot;&amp;gt;Core25&amp;lt;/div&amp;gt;&lt;br /&gt;
| PLOT CLEANUP&lt;br /&gt;
| Completed&lt;br /&gt;
| The dwarf mode used to have some fixed plot events, like an attack by an undead army and so on. These were excised, but there's a lot of associated cleanup needed. Once this is established, the game will be ready for armies.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core26&amp;quot;&amp;gt;Core26&amp;lt;/div&amp;gt;&lt;br /&gt;
| OVERLAND ARMIES ATTACKS&lt;br /&gt;
| (Future)&lt;br /&gt;
| The invasions by various creatures should no longer generate soldiers, but should use overland armies instead. There should be some AI limits in place to stop early dwarven outposts from being overwhelmed (at least as a default).&lt;br /&gt;
| [[#Core25|Core25]], [[#Core45|Core45]]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core27&amp;quot;&amp;gt;Core27&amp;lt;/div&amp;gt;&lt;br /&gt;
| ARMIES OF DWARVES&lt;br /&gt;
| (Future)&lt;br /&gt;
| You should be able to send patrols (and, as you get more dwarves, armies) out over the world map. They could attack smaller nearby threats, such as a kobold cave, or let you know about incoming invasions.&lt;br /&gt;
| [[#Core26|Core26]]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core28&amp;quot;&amp;gt;Core28&amp;lt;/div&amp;gt;&lt;br /&gt;
| CONTROL OF TERRITORY AND EXTERNAL LOCATIONS&lt;br /&gt;
| (Future)&lt;br /&gt;
| As your fortress expands into a barony, county and duchy, these words should attain some meaning with regards to the surrounding lands. Additional outposts/villages/work camps might be founded under your control, but out of the playable view, providing local trade and a further population pool for warfare and other endeavors. The scope is undecided, but this might include typical mountainside outposts, dwarf/human/mixed villages nearby in other biomes, or deeper sites that you found in tunnels that you carve via the next core item.&lt;br /&gt;
| [[#Core29|Core29]], [[#Bloat172|Bloat172]]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core29&amp;quot;&amp;gt;Core29&amp;lt;/div&amp;gt;&lt;br /&gt;
| EXTERNAL CONSTRUCTIONS&lt;br /&gt;
| (Future)&lt;br /&gt;
| World map roads, bridges, walls and tunnels shouldn't just be products of world generation. You should be able to dispatch dwarves and materials to accomplish these tasks (though the amount of material used in a typical world generation road would virtually prohibit doing this as it currently stands, so something has to change).&lt;br /&gt;
| [[#Core28|Core28]]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core30&amp;quot;&amp;gt;Core30&amp;lt;/div&amp;gt;&lt;br /&gt;
| KINGDOM&lt;br /&gt;
| (Future)&lt;br /&gt;
| If you manage to get the monarch of the dwarves to arrive, you should obtain at least indirect control over the entire corresponding dwarven civilization. This includes the movement of all dwarven armies on the map and the ability to make the most important diplomatic decisions.&lt;br /&gt;
| [[#Core28|Core28]]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core31&amp;quot;&amp;gt;Core31&amp;lt;/div&amp;gt;&lt;br /&gt;
| MAPS FOR SITES&lt;br /&gt;
| Completed&lt;br /&gt;
| Caves and goblin fortress maps.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core32&amp;quot;&amp;gt;Core32&amp;lt;/div&amp;gt;&lt;br /&gt;
| STARTING QUESTS&lt;br /&gt;
| Completed&lt;br /&gt;
| Set up asking about surroundings, basic quests and town defense.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core33&amp;quot;&amp;gt;Core33&amp;lt;/div&amp;gt;&lt;br /&gt;
| SERVING YOUR MONARCH&lt;br /&gt;
| (Future)&lt;br /&gt;
| Once you have an outside village (or even before), you could receive orders from the dwarven leader to serve up some of your population as troops. If the soldier is one of your familiar fortress units, you could control them in any future army fights later in that game, or you might control an entire squad if more of your soldiers were drafted.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core34&amp;quot;&amp;gt;Core34&amp;lt;/div&amp;gt;&lt;br /&gt;
| ABANDONMENT&lt;br /&gt;
| Completed&lt;br /&gt;
| Preserved dwarves when you abandon a game in an 'army' for later use.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core35&amp;quot;&amp;gt;Core35&amp;lt;/div&amp;gt;&lt;br /&gt;
| DWARF RAIDS&lt;br /&gt;
| (Future)&lt;br /&gt;
| If you send one of your patrols to attack a site, and it is small enough, you should be able to control the units individually, as in adventure mode. If your group is large, then you could either control one squad as a party, and have the others on AI, or you could let the whole thing run real-time as in dwarf mode.&lt;br /&gt;
| [[#Core27|Core27]]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core36&amp;quot;&amp;gt;Core36&amp;lt;/div&amp;gt;&lt;br /&gt;
| BURROWS&lt;br /&gt;
| (Future)&lt;br /&gt;
| You should be able to associate buildings and dwarves to areas called burrows. A dwarf would only work on jobs at its burrow, and could not haul between burrows unless specifically designated to do so. Miners, outside workers, engravers and so on would be exempt while doing those jobs. Burrows could have general goals for the amount of objects, such as bins, that they need to have, and you could order transfers between burrows with the manager. Manager work orders could specify burrows. Once your fortress is large, having such a system to reduce the amount of hauling is very important. Coupled with some of the other ideas, large fortresses should become easier to manage.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core37&amp;quot;&amp;gt;Core37&amp;lt;/div&amp;gt;&lt;br /&gt;
| RETIREMENT&lt;br /&gt;
| Completed&lt;br /&gt;
| Add the ability to retire (or rest) your adventurer in any town.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core38&amp;quot;&amp;gt;Core38&amp;lt;/div&amp;gt;&lt;br /&gt;
| SITE RESOURCES&lt;br /&gt;
| (Future)&lt;br /&gt;
| The objects at a site need to be tracked in an abstract form so that the world can use them without loading up the site files. The different profession holders working at a town in world-gen and then during play should be able to produce and use resources based on these stockpiles and local map propertioes. Any changes could be applied to existing site files retroactively when they are loaded. Stores should restock their inventories. The objects need to be separated based on the entity that owns them, since several entities can potentially operate at one site.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core39&amp;quot;&amp;gt;Core39&amp;lt;/div&amp;gt;&lt;br /&gt;
| END GAME 3&lt;br /&gt;
| Completed&lt;br /&gt;
| Additional handling of dwarf mode end game.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core40&amp;quot;&amp;gt;Core40&amp;lt;/div&amp;gt;&lt;br /&gt;
| MONSTERS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Dragon attacks need to be more righteous. Their flying needs to be more of a benefit. Snatching and dropping people should be possible. Would also be good to get the wizards and undead armies from the old fixed-plot stuff back into the mix. There was a time when the dead dwarves and pets would suddenly rise in your fortress, due to a plot event. That might have to wait for magic.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core41&amp;quot;&amp;gt;Core41&amp;lt;/div&amp;gt;&lt;br /&gt;
| TOWN, HOME AND SCHEDULES&lt;br /&gt;
| Completed&lt;br /&gt;
| People in towns should have families and they should live in locations together. People should have a rough idea of where they should be over the course of the day. The peasants should need to eat and sleep, but for now they'll be well provided for. Many of the armed people in the town should be guards that won't join you.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core42&amp;quot;&amp;gt;Core42&amp;lt;/div&amp;gt;&lt;br /&gt;
| TOWN, ITEMS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Basic items all around the town, including differentiations between the homes of various people. Keys. Clothes, outfits, uniforms and symbols. Workshops/etc. in towns related to professions, trade and resources.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core43&amp;quot;&amp;gt;Core43&amp;lt;/div&amp;gt;&lt;br /&gt;
| TOWN, IMPORTANT LOCATIONS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Make the important people stay in relevant locations. Make the keep in the capital more interesting. Interesting adornments. Add a bit more culture to the mead hall where the mayor and drunks stay.&lt;br /&gt;
| [[#Core42|Core42]]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core44&amp;quot;&amp;gt;Core44&amp;lt;/div&amp;gt;&lt;br /&gt;
| OVERLAND TOWN MIGRANTS&lt;br /&gt;
| Completed&lt;br /&gt;
| If towns become depopulated (by an adventurer perhaps!), migrants can appear on map edges or seashores from seas adjacent to map edges. These groups can enter towns and join with existing towns (possibly at a low allegiance level). You can meet these groups in adventure mode.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core45&amp;quot;&amp;gt;Core45&amp;lt;/div&amp;gt;&lt;br /&gt;
| CIVILIZATIONS AT WAR&lt;br /&gt;
| (Future)&lt;br /&gt;
| Civilizations (for example, goblins or expansionist humans) should be able to declare war on each other and raise armies. They can send messengers to outlying towns or gather soldiers as they march from town to town toward their destinations.&lt;br /&gt;
| [[#Core44|Core44]]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core46&amp;quot;&amp;gt;Core46&amp;lt;/div&amp;gt;&lt;br /&gt;
| ARMY BATTLES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Hostile armies that meet each other should be able to fight and take losses. Armies should be able to attack towns, take captive historical figures, and switch towns to new allegiances over time. Does not include protracted sieges, tactics or strategy -- just the basics. An adventurer at the site of an army battle can observe it.&lt;br /&gt;
| [[#Core45|Core45]]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core47&amp;quot;&amp;gt;Core47&amp;lt;/div&amp;gt;&lt;br /&gt;
| CLEANING HISTORY&lt;br /&gt;
| Completed&lt;br /&gt;
| Unimportant dead historical figures should be abstracted away to save space.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core48&amp;quot;&amp;gt;Core48&amp;lt;/div&amp;gt;&lt;br /&gt;
| SEAMLESS MAP&lt;br /&gt;
| Completed&lt;br /&gt;
| The adventurer should be able to move between areas of the map from the local view without having to leave from an edge. Current sites should respect this.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core49&amp;quot;&amp;gt;Core49&amp;lt;/div&amp;gt;&lt;br /&gt;
| FULL Z AXIS&lt;br /&gt;
| Completed&lt;br /&gt;
| The Z-axis should be supported in dwarf mode and elevations should be respected in adventure mode.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core50&amp;quot;&amp;gt;Core50&amp;lt;/div&amp;gt;&lt;br /&gt;
| TILESET SUPPORT&lt;br /&gt;
| (Future)&lt;br /&gt;
| Allow graphical tiles to be used for all game objects.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core51&amp;quot;&amp;gt;Core51&amp;lt;/div&amp;gt;&lt;br /&gt;
| SIZEABLE GAME WINDOW&lt;br /&gt;
| (Future)&lt;br /&gt;
| Allow the resizing of the game windows, and possibly the support of variable width fonts to allow more text to be displayed.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core52&amp;quot;&amp;gt;Core52&amp;lt;/div&amp;gt;&lt;br /&gt;
| INTERFACE OVERHAUL&lt;br /&gt;
| (Future)&lt;br /&gt;
| A coherent interface, additional options and mouse support.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core53&amp;quot;&amp;gt;Core53&amp;lt;/div&amp;gt;&lt;br /&gt;
| MORE RAW FILES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Everything should be moved out of the code and into the raw folders, insofar as the processor will allow it. There needs to be a generalized framework for things like plant and animal related materials and products. Not all of the building types will make it out, but workshop and furnace types are certainly good candidates.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core54&amp;quot;&amp;gt;Core54&amp;lt;/div&amp;gt;&lt;br /&gt;
| TRANSLATION SUPPORT&lt;br /&gt;
| (Future)&lt;br /&gt;
| Announcements and other interface text needs to come out of the game and be placed in an editable format to support any potential translators, though current font implementations restrict this process at the moment if non-ASCII characters are to be involved.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core55&amp;quot;&amp;gt;Core55&amp;lt;/div&amp;gt;&lt;br /&gt;
| LIGHTING&lt;br /&gt;
| (Future)&lt;br /&gt;
| This is essentially the old lighting dev item, upgraded, since it's important that proper lighting, vision, torches, etc. are recognized. The most necessary parts are making vision depending on the lighting of the location in question rather than where you are standing and adding some means of producing light (torches, candles, etc).&lt;br /&gt;
| [[#Req96|Req96]]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core56&amp;quot;&amp;gt;Core56&amp;lt;/div&amp;gt;&lt;br /&gt;
| IMPROVED FORTRESS TRANSPORTATION&lt;br /&gt;
| (Future)&lt;br /&gt;
| Though there's always going to be room for improvement here, some basics are needed the first version. Work animals, carts or wheelbarrows, perhaps some more mechanical options, and the ability to organize stockpiles, workshops and other elements of the fortress so that transport of items can be done with less pain.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core57&amp;quot;&amp;gt;Core57&amp;lt;/div&amp;gt;&lt;br /&gt;
| IMPROVED FORTRESS AUTOMATION AND WORKSHOP HANDLING&lt;br /&gt;
| (Future)&lt;br /&gt;
| As with transportation, the goal itself is pretty open-ended, but certain basics goals need to be reached for v1. Ability to use specific materials more easily, job priorities, better automatic job creation via manager triggers etc., and whatever else is deemed essential.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core58&amp;quot;&amp;gt;Core58&amp;lt;/div&amp;gt;&lt;br /&gt;
| DOCUMENTATION&lt;br /&gt;
| (Future)&lt;br /&gt;
| The in-game documentation is dire -- not quite like the Dire Wolf of the Pleistocene, but more like a &amp;quot;dire economic forecast&amp;quot;. Any of manual improvements, context-based help with the mouse, or an in-game encyclopedia might make the game more accessible, along with tutorials and more graphical options.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core59&amp;quot;&amp;gt;Core59&amp;lt;/div&amp;gt;&lt;br /&gt;
| LOVE AND ROMANCE&lt;br /&gt;
| (Future)&lt;br /&gt;
| Though some of the dialog is likely to be an entertaining trainwreck, especially if coupled with a random poem generator (yes, that's a threat), love of all sorts is very important for driving stories and situations and needs to come in all over the place -- world generation, the world during play, dwarf mode and adventure mode.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core60&amp;quot;&amp;gt;Core60&amp;lt;/div&amp;gt;&lt;br /&gt;
| HEIRS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Having playable heirs in adventure mode would be fun. Dwarves should also do a bit more for their children than sometimes running to pick them up when they are crawling toward the magma vent as infants, and the notion of the family in general could afford to have more impact on the game.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core61&amp;quot;&amp;gt;Core61&amp;lt;/div&amp;gt;&lt;br /&gt;
| ADVENTURER ENTITIES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Your adventuring group deserves entity status, as it's quite possibly one of the most important groups in all of history. This will activate all of the entity vs. entity and individual vs. entity mechanics in the game and allow you to establish your place in the world as army/entity changes allow you to delegate orders to subordinates and so on. It would be possible for the group to persist between games and adventurers, perhaps even harassing a new fortress when bandits are put in.&lt;br /&gt;
| [[#Core24|Core24]]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core62&amp;quot;&amp;gt;Core62&amp;lt;/div&amp;gt;&lt;br /&gt;
| FURTHER DIPLOMACY&lt;br /&gt;
| (Future)&lt;br /&gt;
| Diplomacy in dwarf mode could afford a lot of changes. Aside from trade agreements that are more interesting, fun to uphold and related to the state of the world, all sorts of relationships could be established with both neighboring civilizations and the parent civilization. Though we'll leave quite a bit of work for later versions, the system should be satisfying for version 1 as it merges with the caravan arc, wars, tribute and succession conflicts described in other v1 dev items.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core63&amp;quot;&amp;gt;Core63&amp;lt;/div&amp;gt;&lt;br /&gt;
| SUCCESSION, ASSOCIATED CONFLICTS AND SCHISMS&lt;br /&gt;
| (Future)&lt;br /&gt;
| First of all, succession for positions needs to occur in play, so that dead liaisons are replaced, as well as dead monarchs. Then the process needs to be made messier all around. Wars over succession, schisms over religious disagreements, etc., starting from world gen and coming into regular play. In dwarf mode, you might be involved on one side or the other, directly or indirectly, relying on more involved diplomacy and army code than we currently have, and adventure mode can also gain a lot from such conflicts.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core64&amp;quot;&amp;gt;Core64&amp;lt;/div&amp;gt;&lt;br /&gt;
| INDIVIDUAL AFFILIATIONS&lt;br /&gt;
| (Future)&lt;br /&gt;
| People in towns should be more distinct, and almost all of them should have goals that the player can help them out with. These might be based on likes and dislikes, relationships with other people in town or farther away, etc., and though they'll start in world gen it's imperative that new goals, etc. be formed as well, especially as the Life Cycles Arc comes in. Individual goals are vital to break up the AI brain-death caused by homogeneous entity affiliations and to create tension within entities that can serve to spontaneously create complicated situations. These provide useful material for adventure mode (possibly the bulk of it), and any changes beyond what already exists in dwarf mode can be adopted for your dwarves as well.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core65&amp;quot;&amp;gt;Core65&amp;lt;/div&amp;gt;&lt;br /&gt;
| ADVENTURER SITE AFFILIATIONS&lt;br /&gt;
| (Future)&lt;br /&gt;
| When you perform a task for an entity, you currently can an affiliation with it, but that's all. This needs to be expanded greatly. Not only should you be given various positions of responsibility, but you should also become accepted by the group in question and given some way of obtaining living space, equipment, pay, etc. as appropriate. It would also be good for tasks to be appropriate for the goals of the entity, and where possible, to soften the notion of a task -- if you do something that benefits a group, even if the group didn't explicitly ask for it, this should raise your standing with them in general (to the extent that the action/benefit is detectable from a technical standpoint), and a person at an appropriate position within a group should in some circumstances be able to act under their own power with entity subordinates. The primary target entities/positions here for version 1 are soldiers (either proper ones or loosely defined mead hall groups), caravan guards, bandits and religious groups.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core66&amp;quot;&amp;gt;Core66&amp;lt;/div&amp;gt;&lt;br /&gt;
| HIDDEN FUN STUFF&lt;br /&gt;
| (Future)&lt;br /&gt;
| No game is complete without it!&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core67&amp;quot;&amp;gt;Core67&amp;lt;/div&amp;gt;&lt;br /&gt;
| RUINS&lt;br /&gt;
| (Future)&lt;br /&gt;
| There used to be ruins with skeletons and zombies with architecture not found elsewhere in the world. This can be recovered in various ways, the most prominent of which is just having civilizations with different architectures bury their dead and those they die out can have proper ruins. Lost and buried ruins, as in those found at dig sites, are possible with some work. Whether or not the dead rise or there are just traps or nothing at all can also depend on all sorts of things, mainly the civilization in question and what happened to ruin it in the first place.&lt;br /&gt;
| [[#Core68|Core68]]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core68&amp;quot;&amp;gt;Core68&amp;lt;/div&amp;gt;&lt;br /&gt;
| GRAVEYARDS AND TOMBS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Right now the dead are so dead they don't exist outside of the fantastic memories of the people that have heard of them. There should be various methods of disposal, some adventure-full ones being graveyards and tombs, including large and elaborate tombs with all sorts of treasure and traps appropriate for the civilization that created them.&lt;br /&gt;
| [[#Core67|Core67]]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core69&amp;quot;&amp;gt;Core69&amp;lt;/div&amp;gt;&lt;br /&gt;
| OLD BATTLEFIELDS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Battlefields are currently referenced by their general coordinates on the world map during legends, but they don't actually exist as places. Though not all battles would leave traces, especially after a long time has passed, others would, and since this is a fantasy game, it's important to take this in various directions. The first target would be world gen battlefields, but battlefields that occur once armies are fighting need to be handled as well, whether you are present as an adventurer or dwarven army or not.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core70&amp;quot;&amp;gt;Core70&amp;lt;/div&amp;gt;&lt;br /&gt;
| FORTRESS RUINS, PRODUCTION TRACKING AND HISTORY TRIGGERS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Right now, an abandoned fortress is basically a scattered mass of crap. If any item is moved, there should at least be a plausible reason for it to happen. Additionally, since tracking too many items in fortress mode can lead to problems, one early idea was to add additional items after abandonment that would flesh out the fortress, such as production logs and diaries. These would have to be squared with reclaim, however. Depending on how that works out, the items themselves might occur during standard play instead or not at all. In any case, various facts about production and prominent (and other) artisans need to be tracked and available after sufficient poking around (or earlier should the parameters call for it, as with historical events).&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core71&amp;quot;&amp;gt;Core71&amp;lt;/div&amp;gt;&lt;br /&gt;
| BANDITS AND CULTS&lt;br /&gt;
| (Future)&lt;br /&gt;
| It's important to have groups acting on their own or generally causing trouble without necessarily belonging to an entirely different civilization. Bandits and cults are good choices to start. Bandits could harass or make demands of an early fortress, cults could spring up in a later one, and the adventurer could end up a member or an adversary.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core72&amp;quot;&amp;gt;Core72&amp;lt;/div&amp;gt;&lt;br /&gt;
| ROBUST ATTRIBUTE SYSTEM&lt;br /&gt;
| (Future)&lt;br /&gt;
| Attributes are a sad, sad placeholder right now. There should be more attributes, say those from Armok 1, and their development, to the extent that they change, should depend on use rather than random assignment. They should degrade slowly over time if left completely unused.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core73&amp;quot;&amp;gt;Core73&amp;lt;/div&amp;gt;&lt;br /&gt;
| COMBAT OVERHAUL&lt;br /&gt;
| (Future)&lt;br /&gt;
| This one is a bit vague, mostly because the Combat Arc consists of so many small changes rather than a few sweeping additions. Aside from obvious changes to projectiles and the wrestling interface, skills could afford to overlap, attributes need to be associated to skills properly, skills could become rusty and ultimately degrade as in Armok 1, new general combat related skills can be added, styles/techniques for weapon/weaponless fighting roughly along the path Armok 1 had started, etc. As a dev item, this'll be done when combat more or less makes sense.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core74&amp;quot;&amp;gt;Core74&amp;lt;/div&amp;gt;&lt;br /&gt;
| WOUND HANDLING&lt;br /&gt;
| (Future)&lt;br /&gt;
| Wounds are dull right now and lead to at least one major problem (extreme and long-lasting phantom limb pain). Proper descriptions, scarring, infections and so on are in order here.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core75&amp;quot;&amp;gt;Core75&amp;lt;/div&amp;gt;&lt;br /&gt;
| ADVENTURER GENERATION AND SCENARIOS&lt;br /&gt;
| (Future)&lt;br /&gt;
| The adventurer is quite a nebulous object at this point. There are a variety of angles that can be taken here, from weaving the adventurer fulling into their starting location's history, actually playing an existing creature in the world, creating starting scenarios that at least make sense of the adventurer's existence and/or mysterious arrival, etc.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core76&amp;quot;&amp;gt;Core76&amp;lt;/div&amp;gt;&lt;br /&gt;
| EMBARK SCENARIOS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Embarking in dwarf mode is one of the more sterile, gameish parts of the... game, and it can afford to be spruced up. Though a full take-your-wagons-from-here-to-there style embark is probably beyond the scope of version 1, at least giving the backstory for the journey and adding various game effects and alterations to starting conditions based on it would help with immersion.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core77&amp;quot;&amp;gt;Core77&amp;lt;/div&amp;gt;&lt;br /&gt;
| AGE AND POPULATION TRACKING FOR ENTITIES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Once world gen terminates, age-related deaths only occur locally and people never have children again. This needs to be corrected, especially as armies and migrants start being pulled from actual populations rather than being generated on the spot.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core78&amp;quot;&amp;gt;Core78&amp;lt;/div&amp;gt;&lt;br /&gt;
| WILDERNESS POPULATION TRACKING&lt;br /&gt;
| (Future)&lt;br /&gt;
| Wilderness population is quite limited, and worse in a few ways than it was back before the Z coordinate. This should be fixed in world gen and in regular play in all modes for all categories of wilderness or subterranean creature.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core79&amp;quot;&amp;gt;Core79&amp;lt;/div&amp;gt;&lt;br /&gt;
| COLLECTORS AND FINDING BUYERS&lt;br /&gt;
| (Future)&lt;br /&gt;
| As an extension of the dwarf mode system of likes and dislikes, you should be able to find people that are collecting objects, starting with simple objects like coins and bugs. It should also be an adventure unto itself to find a buyer for many valuable objects, if you want to get more than a local merchant would be able to provide, and news of your acquisition should keep your life interesting.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core80&amp;quot;&amp;gt;Core80&amp;lt;/div&amp;gt;&lt;br /&gt;
| ARTIFACT MAGIC&lt;br /&gt;
| (Future)&lt;br /&gt;
| An early angle on magic that should find its way into the game. Although ultimately influenced by world parameters, stock DF will likely focus on rare, unique, somewhat mysterious effects without tables, to the extent that that's possible. Some cliches are probably unavoidable, he he he. The artifact process is likely to be changed somewhat to align with this, and artifacts should be created in world-generation and elsewhere during play, though a good player artifact should still have high importance.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core81&amp;quot;&amp;gt;Core81&amp;lt;/div&amp;gt;&lt;br /&gt;
| TRIBUTE&lt;br /&gt;
| (Future)&lt;br /&gt;
| The tribute relationships established during world generation should be fleshed out there and then brought into regular play with tribute being transported across the map. These could also occur as part of dwarf mode diplomacy and dwarf mode world map play.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core82&amp;quot;&amp;gt;Core82&amp;lt;/div&amp;gt;&lt;br /&gt;
| THIEF AND SUPPORTING CAST&lt;br /&gt;
| (Future)&lt;br /&gt;
| Aside from the issues dealt with in the next dev item, a thief in adventure mode can only sell their items all the way over at the next civilization and is immediately considered a criminal throughout the original civilization, causing subsequent thefts there to be more the acts of a crazed bandit than a thief. There are lots of ways in which this should be fixed. Crimes should not immediately be tied to the adventurer, and in large enough cities, there should be enough of an underbelly to be a successful criminal without even leaving town, at least for a while. None of the existing cities are really large enough for this right now, though the most populous cities of large empires should be after the relevant dev items are complete. Whether general criminal behavior will be extended to dwarf mode, beyond what's there now, is an open question.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core83&amp;quot;&amp;gt;Core83&amp;lt;/div&amp;gt;&lt;br /&gt;
| ARREST AND PUNISHMENT&lt;br /&gt;
| (Future)&lt;br /&gt;
| The guards shouldn't just kill you. You have rights, sort of. It's important that there are jails and dungeons and executions, anyway. The guards will need to arrest you to put you into the system, and once you've been arrested there are various delicate steps that need to be performed properly for everything work out. Whatever happens in adventure mode should be tied back in to dwarf mode. If this includes beard-shaving, well, you'd better just obey the law.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core84&amp;quot;&amp;gt;Core84&amp;lt;/div&amp;gt;&lt;br /&gt;
| HUNTING AND GATHERING&lt;br /&gt;
| (Future)&lt;br /&gt;
| You need to be able to obtain food from the wilderness and perform other tasks related to processing a hunted creature's body, trading with the a town perhaps but able to survive in the wilds. More abstract hunting on the travel view needs to be roughly equivalent to hunting only on the local view. You should be able to find signs of animals to help you out, and you should be able to gather any plants you find.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core85&amp;quot;&amp;gt;Core85&amp;lt;/div&amp;gt;&lt;br /&gt;
| CHOP, DIG, BUILD!&lt;br /&gt;
| (Future)&lt;br /&gt;
| As an adventurer, chop down trees, dig channels, mine into a cliff face, build whatever structure you have the patience for. Your efforts should be saved as a proper site or at least some similar notion (whatever inns and so on along roads end up using), and the contents should remain relatively undisturbed with proper precautions.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core86&amp;quot;&amp;gt;Core86&amp;lt;/div&amp;gt;&lt;br /&gt;
| ADVANCED ADVENTURER SKILLS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Virtually every job available in dwarf mode should be available to you as an adventurer, though it might rely on town infrastructure, especially at first.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core87&amp;quot;&amp;gt;Core87&amp;lt;/div&amp;gt;&lt;br /&gt;
| PROPER DWARVES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Dwarves are, of course, proper when they are played in dwarf mode, but their sites in adventure mode are completely lacking and their society isn't really realized anywhere outside of dwarf mode play. They need to be brought up to standards throughout the world and in adventure mode. Also note, for this and the following three core items, there will be some emphasis not on just building up the stock universe, but extending modding/random possibilities for all civilizations by providing these as fleshed-out and somewhat diverse examples.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core88&amp;quot;&amp;gt;Core88&amp;lt;/div&amp;gt;&lt;br /&gt;
| PROPER ELVES&lt;br /&gt;
| (Future)&lt;br /&gt;
| As with the dwarves, the current elves, especially their sites, suffer from a lack of almost everything. Multi-tile trees, how the druids and the regional forces interact, their relationship with animals and the animal peoples, their dining habits in-game rather than just in world generation...&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core89&amp;quot;&amp;gt;Core89&amp;lt;/div&amp;gt;&lt;br /&gt;
| PROPER GOBLINS&lt;br /&gt;
| (Future)&lt;br /&gt;
| At the very least, the role of baby-snatching needs to be further sorted, and their demonic leaders should have proper world-spanning aspirations. Many of the elements of their might-makes-right ethical framework need to be fleshed out and used in actual play.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core90&amp;quot;&amp;gt;Core90&amp;lt;/div&amp;gt;&lt;br /&gt;
| PROPER KOBOLDS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Of course, this means different things to different people. To us, a proper kobold is neither a chihuahua man nor a mini-draconian, but instead sort of a small mammaloreptilian humanoid with pointy ears and yellow eyes with a penchant for trickery and mischief, context-based sublanguage, poisonous critter collection, traps and kleptomaniacal hoarding.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core91&amp;quot;&amp;gt;Core91&amp;lt;/div&amp;gt;&lt;br /&gt;
| PROPER UNDERGROUND/MAP FEATURES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Underground is currently where the stone and boring stuff and occasionally something else is. There needs to be more something else and less boring and stone, though stone might be bored. This project includes areas outside the mountains, as well as some interesting natural features in the mostly featureless above ground areas.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core92&amp;quot;&amp;gt;Core92&amp;lt;/div&amp;gt;&lt;br /&gt;
| APPEARANCE VARIABLES/DESCRIPTIONS&lt;br /&gt;
| (Future)&lt;br /&gt;
| This is especially relevant for individualizing civilized critters you meet, but important elsewhere as well, and will be the springboard for randomly-generated beasties and other stuffs.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core93&amp;quot;&amp;gt;Core93&amp;lt;/div&amp;gt;&lt;br /&gt;
| RANDOMIZED MEGABEASTS AND POWERS&lt;br /&gt;
| (Future)&lt;br /&gt;
| (Semi)megabeasts and powers can be randomly generated, in accordance with existing local belief structures or regional sphere alignments when that goes in. The degree of randomization should depend on world parameters so that stock creatures can still be used.&lt;br /&gt;
| [[#Core92|Core92]]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core94&amp;quot;&amp;gt;Core94&amp;lt;/div&amp;gt;&lt;br /&gt;
| RANDOMIZED REGIONS AND THEIR FLORA/FAUNA&lt;br /&gt;
| (Future)&lt;br /&gt;
| The current good/evil regions should be scrapped and replaced by a system that aligns a region to varying degrees with a set of spheres. In this way you could end up with a desert where the stones sing or a forest where the trees bleed, with all sorts of randomly generated creatures and plants that are appropriate to the sphere settings. It's important that randomly generated objects be introduced to the player carefully during play rather than just being thrown one after another to allow for immersion, though there's also something to be said for cold dumping the player in a world with completely random settings, provided they can access enough information by looking/listening and having conversations, etc.&lt;br /&gt;
| [[#Core92|Core92]]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core95&amp;quot;&amp;gt;Core95&amp;lt;/div&amp;gt;&lt;br /&gt;
| RANDOMIZED ENTITIES AND CIVILIZED CREATURES&lt;br /&gt;
| (Future)&lt;br /&gt;
| As a further project of random generation, an entire entity definition complete with creature definitions, items, etc. could be generated and introduced into the world. As with other random settings, the degree to which this process is used would depend on world generation parameters, and the generation procedures would be accessible through raw objects.&lt;br /&gt;
| [[#Core93|Core93]], [[#Core94|Core94]]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core96&amp;quot;&amp;gt;Core96&amp;lt;/div&amp;gt;&lt;br /&gt;
| GENERALIZED CURSES AND OTHER ALTERATIONS&lt;br /&gt;
| (Future)&lt;br /&gt;
| &amp;quot;Zombie&amp;quot; and &amp;quot;Skeleton&amp;quot; modified creatures aren't really satisfying right now, since zombies, ghosts, and so on gain some of their interest from the details surrounding the transformation and the particulars of the creature so transformed. Generalized curses and sphere-based alterations could vary from world to world and involve all sorts of changes to creatures (and other objects).&lt;br /&gt;
| [[#Core92|Core92]]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core97&amp;quot;&amp;gt;Core97&amp;lt;/div&amp;gt;&lt;br /&gt;
| IMPROVED PHRASE STORAGE&lt;br /&gt;
| (Future)&lt;br /&gt;
| The current system of storing names is not very extendable, so it needs to be altered to support later changes.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core98&amp;quot;&amp;gt;Core98&amp;lt;/div&amp;gt;&lt;br /&gt;
| BASIC GRAMMAR&lt;br /&gt;
| (Future)&lt;br /&gt;
| The abstract phrases can be realized by each of the in-game languages in vastly different ways, and a framework for this needs to be realized in the raw files.&lt;br /&gt;
| [[#Core97|Core97]]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core99&amp;quot;&amp;gt;Core99&amp;lt;/div&amp;gt;&lt;br /&gt;
| WRITING&lt;br /&gt;
| (Future)&lt;br /&gt;
| Existing objects (such as wall engravings and blades) need to be able to support writing in any of the in-game languages, and there can be associated skills/professions for this.&lt;br /&gt;
| [[#Core98|Core98]]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Core100&amp;quot;&amp;gt;Core100&amp;lt;/div&amp;gt;&lt;br /&gt;
| NEW LANGUAGE ITEMS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Parchment, vellum and their buddies then books, songs, poems... all for your entertainment (and horror, if there are random poems).&lt;br /&gt;
| [[#Core99|Core99]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Reqs=&lt;br /&gt;
&lt;br /&gt;
Reqs are old bugs, additions and adjustments that have to be handled. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#EFEFEF&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:10%&amp;quot;| Req-item&lt;br /&gt;
! style=&amp;quot;width:15%&amp;quot;| Name&lt;br /&gt;
! style=&amp;quot;width:10%&amp;quot;| Status&lt;br /&gt;
! style=&amp;quot;width:50%&amp;quot;| Description&lt;br /&gt;
! style=&amp;quot;width:15%&amp;quot;| Requirements&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req1&amp;quot;&amp;gt;Req1&amp;lt;/div&amp;gt;&lt;br /&gt;
| PILE MASTERY AND TYPES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Ability to have specific item types in a pile, ability to move a specific number of items from one pile to another, etc.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req2&amp;quot;&amp;gt;Req2&amp;lt;/div&amp;gt;&lt;br /&gt;
| IMPROVED WORK ORDERS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Allow deletion of work orders, allow work orders to have different priorities and try for a balance rather than just doing them in order.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req3&amp;quot;&amp;gt;Req3&amp;lt;/div&amp;gt;&lt;br /&gt;
| TWEAK PRODUCTS OF WOOD BURNING&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req4&amp;quot;&amp;gt;Req4&amp;lt;/div&amp;gt;&lt;br /&gt;
| PAYMENT FOR STORAGE JOBS&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req5&amp;quot;&amp;gt;Req5&amp;lt;/div&amp;gt;&lt;br /&gt;
| STOP TREES FROM BEING ADJACENT&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req6&amp;quot;&amp;gt;Req6&amp;lt;/div&amp;gt;&lt;br /&gt;
| CHECK CONTAINER CONTENTS FOR EXPORT MANDATE VIOLATIONS&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req7&amp;quot;&amp;gt;Req7&amp;lt;/div&amp;gt;&lt;br /&gt;
| PARTY NOTIFICATION OPTION&lt;br /&gt;
| (Future)&lt;br /&gt;
| Option to turn off notification about dwarves organizing parties.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req8&amp;quot;&amp;gt;Req8&amp;lt;/div&amp;gt;&lt;br /&gt;
| RIVER ACTIVITY AND ATTACKS&lt;br /&gt;
| (Future)&lt;br /&gt;
| If dwarves are constantly on the shore, throwing refuse in the chasm, building bridges, etc., then attacks should be more likely. Large river attack without provocation should be very rare.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req9&amp;quot;&amp;gt;Req9&amp;lt;/div&amp;gt;&lt;br /&gt;
| RESTRAINED SLEEP&lt;br /&gt;
| (Future)&lt;br /&gt;
| People don't sleep/rest when they are chained/caged.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req10&amp;quot;&amp;gt;Req10&amp;lt;/div&amp;gt;&lt;br /&gt;
| CARETAKER WELL USE&lt;br /&gt;
| Completed&lt;br /&gt;
| Caretakers seeking water should be able to use wells.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req11&amp;quot;&amp;gt;Req11&amp;lt;/div&amp;gt;&lt;br /&gt;
| IMPROVED RESCUE&lt;br /&gt;
| (Future)&lt;br /&gt;
| People should try to recover the wounded with more zeal, rather than just stopping to eat when they are a little hungry.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req12&amp;quot;&amp;gt;Req12&amp;lt;/div&amp;gt;&lt;br /&gt;
| WRESTLE TARGET PROBLEMS&lt;br /&gt;
| Completed&lt;br /&gt;
| A creature normally targets anybody wrestling with it, but this should be toned down properly for melee training.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req13&amp;quot;&amp;gt;Req13&amp;lt;/div&amp;gt;&lt;br /&gt;
| WINTER CAVE RIVER&lt;br /&gt;
| Completed&lt;br /&gt;
| (Obsolete) The cave water should dry up during the winter to allow you to repair your floodgate systems and so on.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req14&amp;quot;&amp;gt;Req14&amp;lt;/div&amp;gt;&lt;br /&gt;
| OUTSIDE LAVA BLOCKING&lt;br /&gt;
| Completed&lt;br /&gt;
| Units shouldn't attempt to enter the map if you've blocked it off with lava.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req15&amp;quot;&amp;gt;Req15&amp;lt;/div&amp;gt;&lt;br /&gt;
| LAVA AND TREES&lt;br /&gt;
| Completed&lt;br /&gt;
| Lava flow should destroy trees, although this might wait for fire and the tree could catch fire first.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req16&amp;quot;&amp;gt;Req16&amp;lt;/div&amp;gt;&lt;br /&gt;
| REMOVE PUBLIC CHEST/CABINETS&lt;br /&gt;
| Completed&lt;br /&gt;
| This is part of the swap over to the bin system.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req17&amp;quot;&amp;gt;Req17&amp;lt;/div&amp;gt;&lt;br /&gt;
| AJAR DEFAULT DOOR SETTING&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req18&amp;quot;&amp;gt;Req18&amp;lt;/div&amp;gt;&lt;br /&gt;
| ARMOR-CLOTHING CONFLICTS, RACK/STAND USE/PILES&lt;br /&gt;
| (Future)&lt;br /&gt;
| People had trouble changing from armor to clothing or back because they'd be made unhappy by nakedness. These thoughts are currently turned off. In general, how armor (and weapons) are handled is due to be modified. Specific soldiers can claim their own racks and stands, and piles and bins can be used for general storage of the excess.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req19&amp;quot;&amp;gt;Req19&amp;lt;/div&amp;gt;&lt;br /&gt;
| TARGETING PROBLEM&lt;br /&gt;
| Completed&lt;br /&gt;
| Champions didn't seem to want to target anything.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req20&amp;quot;&amp;gt;Req20&amp;lt;/div&amp;gt;&lt;br /&gt;
| PILE CHECKING&lt;br /&gt;
| (Future)&lt;br /&gt;
| People should seek possessions in bins/piles before the economy starts. They used to do this with chests, so that they could wear little baubles they like, but since we changed over to bins they don't do it anymore.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req21&amp;quot;&amp;gt;Req21&amp;lt;/div&amp;gt;&lt;br /&gt;
| BODYGUARDS LEAVING&lt;br /&gt;
| (Future)&lt;br /&gt;
| Sometimes merchant bodyguards will wait a long time to leave after everybody else in the caravan has already departed. They should just leave.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req22&amp;quot;&amp;gt;Req22&amp;lt;/div&amp;gt;&lt;br /&gt;
| HAULING PROFESSION&lt;br /&gt;
| (Future)&lt;br /&gt;
| New profession for pile hauling. This is part of burrows. It will allow you to leave hauling on for your artisans, so that they can do some local hauling, while leaving longer hauls to specific dwarves.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req23&amp;quot;&amp;gt;Req23&amp;lt;/div&amp;gt;&lt;br /&gt;
| USE GROUNDING TO CURE TRAFFIC JAMS&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req24&amp;quot;&amp;gt;Req24&amp;lt;/div&amp;gt;&lt;br /&gt;
| TRANSFER PILES&lt;br /&gt;
| (Future)&lt;br /&gt;
| You should be able to place piles that have no default item types associated to them. Then you can use some of the other reqs to transfer specific items through these piles, branching off to other burrows and so on.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req25&amp;quot;&amp;gt;Req25&amp;lt;/div&amp;gt;&lt;br /&gt;
| TANTRUM THROWS&lt;br /&gt;
| Completed&lt;br /&gt;
| Thrown tantrum objects don't hit other friendlies, but they should.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req26&amp;quot;&amp;gt;Req26&amp;lt;/div&amp;gt;&lt;br /&gt;
| SLEEPING THROUGH TANTRUMS&lt;br /&gt;
| Completed&lt;br /&gt;
| Tantrums/berserking are maintained while the dwarf sleeps. This is inappropriate. Berserk dwarves shouldn't even be able to sleep.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req27&amp;quot;&amp;gt;Req27&amp;lt;/div&amp;gt;&lt;br /&gt;
| IMPROVED WORKSHOP INTERFACES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Many workshops should give you the option to choose which material, plant etc. you'd like to use, rather than just picking the closest one.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req28&amp;quot;&amp;gt;Req28&amp;lt;/div&amp;gt;&lt;br /&gt;
| CHASMING REFUSE&lt;br /&gt;
| Completed&lt;br /&gt;
| They used to throw refuse in the chasm. Now they don't. They should.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req29&amp;quot;&amp;gt;Req29&amp;lt;/div&amp;gt;&lt;br /&gt;
| SOLDIER PROFILES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Entity definitions should track what kinds of soldiers the civilization uses (they currently track weapon types, which is part of the picture). Reintroduce goblin lashers with scourges and make sure every adventurer skill choice yields the correct equipment.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req30&amp;quot;&amp;gt;Req30&amp;lt;/div&amp;gt;&lt;br /&gt;
| MORE TRADE GOODS&lt;br /&gt;
| Completed&lt;br /&gt;
| Access to more items during trading, including weapons, armor, clothing, toys, instruments, lumber (for no-tree sites) and so on.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req31&amp;quot;&amp;gt;Req31&amp;lt;/div&amp;gt;&lt;br /&gt;
| EXPAND AVAILABLE EQUIPMENT FOR SETTLERS&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req32&amp;quot;&amp;gt;Req32&amp;lt;/div&amp;gt;&lt;br /&gt;
| SKILL SYNERGY&lt;br /&gt;
| (Future)&lt;br /&gt;
| Have some skills give bonuses to other skills.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req33&amp;quot;&amp;gt;Req33&amp;lt;/div&amp;gt;&lt;br /&gt;
| SMARTER ENGRAVER&lt;br /&gt;
| Completed&lt;br /&gt;
| Make engraver use the dig code to select the next square to detail. They currently do this after wall jobs, but not floor jobs.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req34&amp;quot;&amp;gt;Req34&amp;lt;/div&amp;gt;&lt;br /&gt;
| SHODDY ITEMS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Shoddy items from low skill craftsdwarves. These can have various malfunctions and so on, especially things like crossbows.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req35&amp;quot;&amp;gt;Req35&amp;lt;/div&amp;gt;&lt;br /&gt;
| SHODDY START ITEMS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Shoddy items for low skill settlers.&lt;br /&gt;
| [[#Req34|Req34]]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req36&amp;quot;&amp;gt;Req36&amp;lt;/div&amp;gt;&lt;br /&gt;
| INIT BUG&lt;br /&gt;
| Completed&lt;br /&gt;
| Potential initialization problem for dwarf mode if previous games have been played.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req37&amp;quot;&amp;gt;Req37&amp;lt;/div&amp;gt;&lt;br /&gt;
| TRIGGER LINK INTERFACE&lt;br /&gt;
| (Future)&lt;br /&gt;
| It could be more clear about what you are linking to and what it will do.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req38&amp;quot;&amp;gt;Req38&amp;lt;/div&amp;gt;&lt;br /&gt;
| JOB INFORMATION RETENTION&lt;br /&gt;
| (Future)&lt;br /&gt;
| Let jobs keep more information when a worker quits for purposes unrelated to the job. This way goods that are in use won't first be brought back to the storage piles.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req39&amp;quot;&amp;gt;Req39&amp;lt;/div&amp;gt;&lt;br /&gt;
| AXES FOR WOODCUTTERS&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req40&amp;quot;&amp;gt;Req40&amp;lt;/div&amp;gt;&lt;br /&gt;
| IMPROVED OUTPOST LIAISON&lt;br /&gt;
| Completed&lt;br /&gt;
| Liaison should come earlier and be more useful.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req41&amp;quot;&amp;gt;Req41&amp;lt;/div&amp;gt;&lt;br /&gt;
| BUILDING CONSTRUCTION ITEM SELECTION&lt;br /&gt;
| Completed&lt;br /&gt;
| There are some requests for the items you select for buildings to be listed by distance from the build site. Others want items grouped by material, or simply to have material lists with numbers of items available.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req42&amp;quot;&amp;gt;Req42&amp;lt;/div&amp;gt;&lt;br /&gt;
| STOP JOB RESUME WHEN UNDER ATTACK&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req43&amp;quot;&amp;gt;Req43&amp;lt;/div&amp;gt;&lt;br /&gt;
| MOVIE MAKER INTERFACE&lt;br /&gt;
| (Future)&lt;br /&gt;
| Put fast-forward back in, some other tweaks.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req44&amp;quot;&amp;gt;Req44&amp;lt;/div&amp;gt;&lt;br /&gt;
| JOB ASSIGN OPTIMIZATION&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req45&amp;quot;&amp;gt;Req45&amp;lt;/div&amp;gt;&lt;br /&gt;
| TARGET OPTIMIZATION&lt;br /&gt;
| Completed&lt;br /&gt;
| (Obsolete) There are some ways to make this code faster. The overall impact would be slight.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req46&amp;quot;&amp;gt;Req46&amp;lt;/div&amp;gt;&lt;br /&gt;
| JOB AMOUNT ABUSE&lt;br /&gt;
| (Future)&lt;br /&gt;
| Make sure jobs don't abuse the amount of resource vs. amount of output. This problem used to be worse, but it still exists.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req47&amp;quot;&amp;gt;Req47&amp;lt;/div&amp;gt;&lt;br /&gt;
| GENERAL CHASMING OF ITEMS&lt;br /&gt;
| Completed&lt;br /&gt;
| Once they throw refuse in the chasm again, you should be able to designate any object for disposal.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req48&amp;quot;&amp;gt;Req48&amp;lt;/div&amp;gt;&lt;br /&gt;
| NO RECORD&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req49&amp;quot;&amp;gt;Req49&amp;lt;/div&amp;gt;&lt;br /&gt;
| POUR BUCKETS INTO BARRELS&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req50&amp;quot;&amp;gt;Req50&amp;lt;/div&amp;gt;&lt;br /&gt;
| ERRANT BLOOD PLACEMENT&lt;br /&gt;
| Completed&lt;br /&gt;
| In adventure mode, when in a dwarf fortress, blood can get added to squares off your viewable level sometimes.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req51&amp;quot;&amp;gt;Req51&amp;lt;/div&amp;gt;&lt;br /&gt;
| OVER-POWERED TANTRUMS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Damaging certain buildings is too easy.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req52&amp;quot;&amp;gt;Req52&amp;lt;/div&amp;gt;&lt;br /&gt;
| NO RECORD&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req53&amp;quot;&amp;gt;Req53&amp;lt;/div&amp;gt;&lt;br /&gt;
| NO RECORD&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req54&amp;quot;&amp;gt;Req54&amp;lt;/div&amp;gt;&lt;br /&gt;
| FOCUS 3D&lt;br /&gt;
| (Future)&lt;br /&gt;
| Focus should respect z-coord. Focus is what tells the game you can be hit from behind.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req55&amp;quot;&amp;gt;Req55&amp;lt;/div&amp;gt;&lt;br /&gt;
| NO RECORD&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req56&amp;quot;&amp;gt;Req56&amp;lt;/div&amp;gt;&lt;br /&gt;
| NO RECORD&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req57&amp;quot;&amp;gt;Req57&amp;lt;/div&amp;gt;&lt;br /&gt;
| NO RECORD&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req58&amp;quot;&amp;gt;Req58&amp;lt;/div&amp;gt;&lt;br /&gt;
| SOLDIERS ON TOP OF MILITARY SCREEN&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req59&amp;quot;&amp;gt;Req59&amp;lt;/div&amp;gt;&lt;br /&gt;
| COLOR ON UNIT SCREEN&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req60&amp;quot;&amp;gt;Req60&amp;lt;/div&amp;gt;&lt;br /&gt;
| BLOCK EXPLANATIONS&lt;br /&gt;
| Completed&lt;br /&gt;
| Can't tell what's blocking you when are blocked going down dwarf stairs.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req61&amp;quot;&amp;gt;Req61&amp;lt;/div&amp;gt;&lt;br /&gt;
| INVASION AFTER-EFFECTS&lt;br /&gt;
| (Future)&lt;br /&gt;
| If your fortress is attacked and overcome, it could be looted. The way in which the invading army stays is currently very haphazard.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req62&amp;quot;&amp;gt;Req62&amp;lt;/div&amp;gt;&lt;br /&gt;
| SITE CLIFF DEFINITION&lt;br /&gt;
| Completed&lt;br /&gt;
| There are a few places in the code where the game still assumes there is a cliff face present. This isn't appropriate for human towns and other locations.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req63&amp;quot;&amp;gt;Req63&amp;lt;/div&amp;gt;&lt;br /&gt;
| SMALL PET ATTACHMENTS&lt;br /&gt;
| (Future)&lt;br /&gt;
| People don't care when their smaller pets die.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req64&amp;quot;&amp;gt;Req64&amp;lt;/div&amp;gt;&lt;br /&gt;
| ACCESSIBILITY ISSUES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Sometimes items get stuck in channels and cause lags and annoyances. There are also times when a job can have different components in disconnected parts of the dungeon. All of these need to be accounted for. Caveins can disconnect the dungeon and cause trouble.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req65&amp;quot;&amp;gt;Req65&amp;lt;/div&amp;gt;&lt;br /&gt;
| CRASH BUG WITH BOWS&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req66&amp;quot;&amp;gt;Req66&amp;lt;/div&amp;gt;&lt;br /&gt;
| PROBLEM WITH POPULATION CREATION&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req67&amp;quot;&amp;gt;Req67&amp;lt;/div&amp;gt;&lt;br /&gt;
| MONSTER BURIAL&lt;br /&gt;
| Completed&lt;br /&gt;
| They didn't put a kobold body in refuse, but they put the bones there after it rotted. This problem might be fixed.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req68&amp;quot;&amp;gt;Req68&amp;lt;/div&amp;gt;&lt;br /&gt;
| HUNTING ARMOR&lt;br /&gt;
| (Future)&lt;br /&gt;
| Aside from the other concerns with armor/clothing conflicts, the hunting profession seemed to determine whether a dwarf chose to wear leather.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req69&amp;quot;&amp;gt;Req69&amp;lt;/div&amp;gt;&lt;br /&gt;
| IMPROPER BURIAL&lt;br /&gt;
| Completed&lt;br /&gt;
| They put a corpse in a coffin that wasn't flagged &amp;quot;Use for Burial&amp;quot;.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req70&amp;quot;&amp;gt;Req70&amp;lt;/div&amp;gt;&lt;br /&gt;
| BREAKUP ITEM STACKS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Should break up bone and other clusters when moving site items around, possibly respecting tombs. Sometimes it could also elect to leave the skeletons intact.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req71&amp;quot;&amp;gt;Req71&amp;lt;/div&amp;gt;&lt;br /&gt;
| ARMY PROFILES&lt;br /&gt;
| (Future)&lt;br /&gt;
| This is related to soldier profiles and would determine how an entity tries to configure its armies, from the soldier types available in the definition.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req72&amp;quot;&amp;gt;Req72&amp;lt;/div&amp;gt;&lt;br /&gt;
| WILD BEASTS POPULATING SITES&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req73&amp;quot;&amp;gt;Req73&amp;lt;/div&amp;gt;&lt;br /&gt;
| SOME CODE CLEANING&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req74&amp;quot;&amp;gt;Req74&amp;lt;/div&amp;gt;&lt;br /&gt;
| MINING DESIGNATIONS&lt;br /&gt;
| (Future)&lt;br /&gt;
| A mining designation that makes the resulting stone and other products remain on the ground invisible to haulers until you say otherwise.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req75&amp;quot;&amp;gt;Req75&amp;lt;/div&amp;gt;&lt;br /&gt;
| REWALL&lt;br /&gt;
| Completed&lt;br /&gt;
| Option to re-wall or fill in channels, using some stone.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req76&amp;quot;&amp;gt;Req76&amp;lt;/div&amp;gt;&lt;br /&gt;
| INTELLIGENT HUNTING&lt;br /&gt;
| (Future)&lt;br /&gt;
| Crossbow hunters should be more intelligent about their ammo.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req77&amp;quot;&amp;gt;Req77&amp;lt;/div&amp;gt;&lt;br /&gt;
| SOME NEW WILDERNESS CREATURE TYPES&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req78&amp;quot;&amp;gt;Req78&amp;lt;/div&amp;gt;&lt;br /&gt;
| TWEAK FOR PILES&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req79&amp;quot;&amp;gt;Req79&amp;lt;/div&amp;gt;&lt;br /&gt;
| JOB CANCEL NOTICES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Option to turn off job cancel notices. Make it smarter about posting multiple notices in the first place by making jobs handle themselves when they are in trouble.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req80&amp;quot;&amp;gt;Req80&amp;lt;/div&amp;gt;&lt;br /&gt;
| WILDERNESS INTERACTIONS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Wilderness creatures should interact with each other, rather than being like the Peaceable Kingdom.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req81&amp;quot;&amp;gt;Req81&amp;lt;/div&amp;gt;&lt;br /&gt;
| ARTISANS WEARING ARMOR&lt;br /&gt;
| (Future)&lt;br /&gt;
| Option to let dwarves always wear armor, but they won't like to do it unless they feel threatened.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req82&amp;quot;&amp;gt;Req82&amp;lt;/div&amp;gt;&lt;br /&gt;
| NUMBERED JOB REPEAT&lt;br /&gt;
| (Future)&lt;br /&gt;
| Option to have numeric repeats for a job.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req83&amp;quot;&amp;gt;Req83&amp;lt;/div&amp;gt;&lt;br /&gt;
| INTELLIGENT JOB HANDLING&lt;br /&gt;
| (Future)&lt;br /&gt;
| More job suspensions rather than complete cancellations.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req84&amp;quot;&amp;gt;Req84&amp;lt;/div&amp;gt;&lt;br /&gt;
| SKILL ROLL CONSISTENCY&lt;br /&gt;
| (Future)&lt;br /&gt;
| Improve consistency between skill rolls. Right now, the process for getting a good strike and making a good item are related, but it would be nicer to have everything use the same process.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req85&amp;quot;&amp;gt;Req85&amp;lt;/div&amp;gt;&lt;br /&gt;
| PAIN DEADENING AND SCARS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Wounds should stop hurting after a while (unless they get infected). Eventually, wounds should scar over, and you should be able to view scars (they would be maintained on your old foes between games, etc.).&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req86&amp;quot;&amp;gt;Req86&amp;lt;/div&amp;gt;&lt;br /&gt;
| JOB PRIORITIZING&lt;br /&gt;
| (Future)&lt;br /&gt;
| Right now, there is a fixed order in which units decide to do the different types of jobs. This could be changed for a given unit (or for the whole fortress).&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req87&amp;quot;&amp;gt;Req87&amp;lt;/div&amp;gt;&lt;br /&gt;
| IMPROVE DROWNING&lt;br /&gt;
| (Future)&lt;br /&gt;
| Drowning is way too harsh right now. It should also track the kill cause correctly if somebody climbs up on the shore and still suffocates.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req88&amp;quot;&amp;gt;Req88&amp;lt;/div&amp;gt;&lt;br /&gt;
| STOCKS AND CORPSES&lt;br /&gt;
| Completed&lt;br /&gt;
| Problem with corpses/body parts in the stockpile screen.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req89&amp;quot;&amp;gt;Req89&amp;lt;/div&amp;gt;&lt;br /&gt;
| DIG INTERFACE PROBLEM&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req90&amp;quot;&amp;gt;Req90&amp;lt;/div&amp;gt;&lt;br /&gt;
| MULTIPLE AUTOMATED SHOP&lt;br /&gt;
| (Future)&lt;br /&gt;
| Must be more careful about how it handles multiple automated shops (e.g. butcher) of the same kind. They might fight over jobs.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req91&amp;quot;&amp;gt;Req91&amp;lt;/div&amp;gt;&lt;br /&gt;
| LEATHER COUNTING&lt;br /&gt;
| (Future)&lt;br /&gt;
| Smaller creatures should have smaller skins. When skin is tanned, it could be turned into multiple pieces of leather, more like metal bars, with many being required for the larger goods like armor.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req92&amp;quot;&amp;gt;Req92&amp;lt;/div&amp;gt;&lt;br /&gt;
| BETTER SHOOTING INTERFACE&lt;br /&gt;
| (Future)&lt;br /&gt;
| Archery can neglect same square and grounded targets, need to have choice if many are in same square.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req93&amp;quot;&amp;gt;Req93&amp;lt;/div&amp;gt;&lt;br /&gt;
| NO RECORD&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req94&amp;quot;&amp;gt;Req94&amp;lt;/div&amp;gt;&lt;br /&gt;
| ABANDONMENT FIX&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req95&amp;quot;&amp;gt;Req95&amp;lt;/div&amp;gt;&lt;br /&gt;
| BETTER TRAP TEXT&lt;br /&gt;
| (Future)&lt;br /&gt;
| Better trap text in adventure mode, flesh them out a bit, more variables, respect their glory.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req96&amp;quot;&amp;gt;Req96&amp;lt;/div&amp;gt;&lt;br /&gt;
| LIGHTING&lt;br /&gt;
| (Future)&lt;br /&gt;
| Should be pitch black inside adventure caves and on cloudy moonless nights. Vision state should influence what you can see. Can try to make sunlight shine inside caves a bit by casting light lines on map-gen. Can track light with RGB filters so that things through red gem windows look red, etc. Things seen through glass statues could be distorted from their proper positions. Once fire is in, can do torches and other such light sources. Dwarves could place fires or gem lamps in dark places. Any magical take on alchemy could make extensive use of gems in this fashion, and the different colors of light can please certain nobles etc. Related to Core55.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req97&amp;quot;&amp;gt;Req97&amp;lt;/div&amp;gt;&lt;br /&gt;
| VERMIN SWARMS IN ADVENTURE MODE&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req98&amp;quot;&amp;gt;Req98&amp;lt;/div&amp;gt;&lt;br /&gt;
| ART IMAGES&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req99&amp;quot;&amp;gt;Req99&amp;lt;/div&amp;gt;&lt;br /&gt;
| BURYING THINGS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Allow items to be buried under the soil.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req100&amp;quot;&amp;gt;Req100&amp;lt;/div&amp;gt;&lt;br /&gt;
| COIN STORES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Dwarves should set up their coin stores every month or so. Doing this should be a fairly high priority. They should complain if they can't obtain or don't have room for their coins.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req101&amp;quot;&amp;gt;Req101&amp;lt;/div&amp;gt;&lt;br /&gt;
| HAPPINESS UPON RELEASE FROM CONFINEMENT&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req102&amp;quot;&amp;gt;Req102&amp;lt;/div&amp;gt;&lt;br /&gt;
| SOME WAGE ADJUSTMENTS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Jeweler and mechanic jobs should take a little longer but pay more.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req103&amp;quot;&amp;gt;Req103&amp;lt;/div&amp;gt;&lt;br /&gt;
| NO RECORD&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req104&amp;quot;&amp;gt;Req104&amp;lt;/div&amp;gt;&lt;br /&gt;
| SLAYER ANNOUNCEMENT&lt;br /&gt;
| (Future)&lt;br /&gt;
| In dwarf mode, it could include the slayer in some of the death announcements if it is warranted.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req105&amp;quot;&amp;gt;Req105&amp;lt;/div&amp;gt;&lt;br /&gt;
| SOME BUILDING INTERACTIONS&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req106&amp;quot;&amp;gt;Req106&amp;lt;/div&amp;gt;&lt;br /&gt;
| FINALIZING THE STATE OF ACTIVE FLOWS&lt;br /&gt;
| (Future)&lt;br /&gt;
| If flows are active when the player quits, their effects need to be handled.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req107&amp;quot;&amp;gt;Req107&amp;lt;/div&amp;gt;&lt;br /&gt;
| PRIMITIVE WEAPONS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Primitive item making in both dwarf mode and adventure mode. This includes use of primitive weapons by primitive entities.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req108&amp;quot;&amp;gt;Req108&amp;lt;/div&amp;gt;&lt;br /&gt;
| INTERFACE BINDINGS&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req109&amp;quot;&amp;gt;Req109&amp;lt;/div&amp;gt;&lt;br /&gt;
| FINISH TRAP BAITING&lt;br /&gt;
| (Future)&lt;br /&gt;
| It's very sparse right now. Gems aren't actually used.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req110&amp;quot;&amp;gt;Req110&amp;lt;/div&amp;gt;&lt;br /&gt;
| NEMESIS TRADES&lt;br /&gt;
| (Future)&lt;br /&gt;
| If you trade a historical figure in a cage, it is currently released outside and stranded. There are many ways this can be upgraded.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req111&amp;quot;&amp;gt;Req111&amp;lt;/div&amp;gt;&lt;br /&gt;
| FILE I/O CHECKING&lt;br /&gt;
| (Future)&lt;br /&gt;
| It could give more feedback about save/load errors.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req112&amp;quot;&amp;gt;Req112&amp;lt;/div&amp;gt;&lt;br /&gt;
| ITEM AGGREGATES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Need fake item stacks that combine items that aren't identical. There are a number of associated difficulties. Identical items should also be combined into actual stacks. These currently exist but are never reformed once they are broken part.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req113&amp;quot;&amp;gt;Req113&amp;lt;/div&amp;gt;&lt;br /&gt;
| RACE SPECIFIC PROFESSION NAMES&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req114&amp;quot;&amp;gt;Req114&amp;lt;/div&amp;gt;&lt;br /&gt;
| DWARF LEVEL TWISTING ISSUES&lt;br /&gt;
| Completed&lt;br /&gt;
| Can see/shoot through dwarf twisted areas improperly sometimes.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req115&amp;quot;&amp;gt;Req115&amp;lt;/div&amp;gt;&lt;br /&gt;
| NO RECORD&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req116&amp;quot;&amp;gt;Req116&amp;lt;/div&amp;gt;&lt;br /&gt;
| PROBLEM WITH LEAVES TEXT&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req117&amp;quot;&amp;gt;Req117&amp;lt;/div&amp;gt;&lt;br /&gt;
| PET CAGE ASSIGNMENT PROBLEM&lt;br /&gt;
| (Future)&lt;br /&gt;
| Purchased pets retain their old cage assignments improperly. You can also reassign small pets that are owned.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req118&amp;quot;&amp;gt;Req118&amp;lt;/div&amp;gt;&lt;br /&gt;
| SOLDIER STATIONING LOAD PROBLEM&lt;br /&gt;
| Completed&lt;br /&gt;
| Bug with soldier stationing after load.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req119&amp;quot;&amp;gt;Req119&amp;lt;/div&amp;gt;&lt;br /&gt;
| LOSS OF THREAD PLANT RESOURCES&lt;br /&gt;
| Completed&lt;br /&gt;
| It still gives you one thread from pig tail(5).&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req120&amp;quot;&amp;gt;Req120&amp;lt;/div&amp;gt;&lt;br /&gt;
| OFF DUTY SOLDIER STORES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Off-duty soldiers don't store their belongings, but they should.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req121&amp;quot;&amp;gt;Req121&amp;lt;/div&amp;gt;&lt;br /&gt;
| BACKPACK AND QUIVER USE&lt;br /&gt;
| Completed&lt;br /&gt;
| Problem with quivers and backpacks conflicting in dwarf mode especially.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req122&amp;quot;&amp;gt;Req122&amp;lt;/div&amp;gt;&lt;br /&gt;
| RESPECT BELT SLOT&lt;br /&gt;
| Completed&lt;br /&gt;
| The belt inventory slot is created by pants, but this is only partially respected.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req123&amp;quot;&amp;gt;Req123&amp;lt;/div&amp;gt;&lt;br /&gt;
| NO RECORD&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req124&amp;quot;&amp;gt;Req124&amp;lt;/div&amp;gt;&lt;br /&gt;
| CAVE-IN RAMIFICATIONS&lt;br /&gt;
| (Future)&lt;br /&gt;
| There are a few jobs that don't handle cave-ins effects properly. Possibly engraving.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req125&amp;quot;&amp;gt;Req125&amp;lt;/div&amp;gt;&lt;br /&gt;
| BUILDING DAMAGE AND INVADERS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Invaders currently ignore buildings they can destroy. It should either make them ineffective against these buildings, or they should go after them.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req126&amp;quot;&amp;gt;Req126&amp;lt;/div&amp;gt;&lt;br /&gt;
| INVADERS AND WELLS&lt;br /&gt;
| Completed&lt;br /&gt;
| (Obsolete) Invaders are blocked by wells, but they don't destroy them.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req127&amp;quot;&amp;gt;Req127&amp;lt;/div&amp;gt;&lt;br /&gt;
| CLARIFY DOOR DESIGNATIONS&lt;br /&gt;
| Completed&lt;br /&gt;
| The door designations are very confusing right now.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req128&amp;quot;&amp;gt;Req128&amp;lt;/div&amp;gt;&lt;br /&gt;
| TRAFFIC JAMS&lt;br /&gt;
| Completed&lt;br /&gt;
| The creatures need to make minor path adjustments to reduce traffic before attempting to crawl.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req129&amp;quot;&amp;gt;Req129&amp;lt;/div&amp;gt;&lt;br /&gt;
| IMPROVE COOKING&lt;br /&gt;
| (Future)&lt;br /&gt;
| More food. Food should require a substrate, rather than just being seeds etc. Seeds, syrups, drinks and other such objects can contribute to the likes/dislike checks as they do now, but they shouldn't add to the number created. A good roll could lead to the recipe being given a name and saved to the entity definition, where it can then be encountered in other cities in subsequent games.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req130&amp;quot;&amp;gt;Req130&amp;lt;/div&amp;gt;&lt;br /&gt;
| SOME MORE END GAME STUFF&lt;br /&gt;
| (Future)&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req131&amp;quot;&amp;gt;Req131&amp;lt;/div&amp;gt;&lt;br /&gt;
| RECEIVING OFFERINGS&lt;br /&gt;
| (Future)&lt;br /&gt;
| When you get king, you should receive offerings.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req132&amp;quot;&amp;gt;Req132&amp;lt;/div&amp;gt;&lt;br /&gt;
| ELF CHECK DEFICIENCIES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Elves should be angered if your depot is wood. The animal check is not as thorough as it should be for item improvements.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req133&amp;quot;&amp;gt;Req133&amp;lt;/div&amp;gt;&lt;br /&gt;
| ELVEN TRADE GOODS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Elf trade items should be more interesting. This can be accomplished by a general extension of the entity definitions.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req134&amp;quot;&amp;gt;Req134&amp;lt;/div&amp;gt;&lt;br /&gt;
| FORTIFICATION OBJECT PROBLEMS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Lost projectiles in fortified squares can cause complications. You should be able to retrieve them somehow.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req135&amp;quot;&amp;gt;Req135&amp;lt;/div&amp;gt;&lt;br /&gt;
| HIDDEN REQUIRED FUN STUFF&lt;br /&gt;
| (Future)&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req136&amp;quot;&amp;gt;Req136&amp;lt;/div&amp;gt;&lt;br /&gt;
| ADVANCED STEALTH&lt;br /&gt;
| (Future)&lt;br /&gt;
| Stealth should be able to handle people walking right by sometimes. Right now stealth is ineffective even in low-light conditions and there's no notion of sneaking up from behind unless the target is actively engaging somebody else. Sneaking needs to be squared with swimming and flying.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req137&amp;quot;&amp;gt;Req137&amp;lt;/div&amp;gt;&lt;br /&gt;
| ORPHANED BABIES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Handle orphaned babies less cruelly. At least bring them to a bed and feed them or something. A dwarf could be selected to adopt one.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req138&amp;quot;&amp;gt;Req138&amp;lt;/div&amp;gt;&lt;br /&gt;
| ALCHEMY AND HEALING&lt;br /&gt;
| (Future)&lt;br /&gt;
| Extracts are not used for anything right now, except cooking. Antivenom used to be in but was removed for a bit. All of this can go back in and be extended, making the alchemist's workshop worthwhile rather than a soap factory.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req139&amp;quot;&amp;gt;Req139&amp;lt;/div&amp;gt;&lt;br /&gt;
| POSSIBLE KO BUG&lt;br /&gt;
| Completed&lt;br /&gt;
| Repeated KOs cause you to stay out longer, but the variable that causes this might never clear in your lifetime.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req140&amp;quot;&amp;gt;Req140&amp;lt;/div&amp;gt;&lt;br /&gt;
| BETTER JOB CANCELLATION&lt;br /&gt;
| (Future)&lt;br /&gt;
| If you are a few steps from completing your job and get a little hungry, you should stick it out.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req141&amp;quot;&amp;gt;Req141&amp;lt;/div&amp;gt;&lt;br /&gt;
| HANDLE DISCONNECTED COMPONENTS&lt;br /&gt;
| Completed&lt;br /&gt;
| Sometimes needs to deal with disconnected caves on loss.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req142&amp;quot;&amp;gt;Req142&amp;lt;/div&amp;gt;&lt;br /&gt;
| WEIGHT/INJURY INTERFACE&lt;br /&gt;
| (Future)&lt;br /&gt;
| It should let you know why you can't stand if you press stand. There are a number of other things like this. Carrying capacity and associated notifications are included here.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req143&amp;quot;&amp;gt;Req143&amp;lt;/div&amp;gt;&lt;br /&gt;
| ADVENTURE WEAR ISSUES&lt;br /&gt;
| (Future)&lt;br /&gt;
| The wearing things in adventure mode should take time and be interruptable.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req144&amp;quot;&amp;gt;Req144&amp;lt;/div&amp;gt;&lt;br /&gt;
| NAME ENTRY&lt;br /&gt;
| Completed&lt;br /&gt;
| Ability to enter name manually, at least your first name (which is never translated).&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req145&amp;quot;&amp;gt;Req145&amp;lt;/div&amp;gt;&lt;br /&gt;
| CHANNEL INTERFACE PROBLEMS&lt;br /&gt;
| Completed&lt;br /&gt;
| Sometimes channels can display several times because of the way it links them. This can be changed.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req146&amp;quot;&amp;gt;Req146&amp;lt;/div&amp;gt;&lt;br /&gt;
| PILE ISSUES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Hunter should bring corpses to refuse pile if no available butcher's shop and clean up the pile mastery interface.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req147&amp;quot;&amp;gt;Req147&amp;lt;/div&amp;gt;&lt;br /&gt;
| BUILD PATH VIOLATION&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req148&amp;quot;&amp;gt;Req148&amp;lt;/div&amp;gt;&lt;br /&gt;
| EXPANDED DUNGEON AI&lt;br /&gt;
| (Future)&lt;br /&gt;
| Make townies and dungeon dwellers a bit more interesting in terms of their milling-around behavior. They can adopt some of the behaviors from dwarf mode.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req149&amp;quot;&amp;gt;Req149&amp;lt;/div&amp;gt;&lt;br /&gt;
| FINISH ITEM DAMAGE&lt;br /&gt;
| (Future)&lt;br /&gt;
| Fully implement item wear-and-tear, especially during combat. People throwing tantrums should be able to damage items in their square rather than just throwing them.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req150&amp;quot;&amp;gt;Req150&amp;lt;/div&amp;gt;&lt;br /&gt;
| SAFE-CAGING ISSUES&lt;br /&gt;
| Completed&lt;br /&gt;
| Possible problem with caging dangerous animals.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req151&amp;quot;&amp;gt;Req151&amp;lt;/div&amp;gt;&lt;br /&gt;
| LEGENDS SCREEN&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req152&amp;quot;&amp;gt;Req152&amp;lt;/div&amp;gt;&lt;br /&gt;
| GRAMMAR PROBLEMS&lt;br /&gt;
| (Future)&lt;br /&gt;
| There are various grammar problems.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req153&amp;quot;&amp;gt;Req153&amp;lt;/div&amp;gt;&lt;br /&gt;
| LINE DRAWING&lt;br /&gt;
| Completed&lt;br /&gt;
| Basic problem with how line code treats adjacent squares.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req154&amp;quot;&amp;gt;Req154&amp;lt;/div&amp;gt;&lt;br /&gt;
| PROBLEM WITH SECONDARY SCROLLING&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req155&amp;quot;&amp;gt;Req155&amp;lt;/div&amp;gt;&lt;br /&gt;
| NO RECORD&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req156&amp;quot;&amp;gt;Req156&amp;lt;/div&amp;gt;&lt;br /&gt;
| PROJECTILE UNIT KILL CAUSES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Flaw with unit projectiles and lava flows. Sometimes it doesn't track the cause of death properly, especially if the unit in flight is already dead.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req157&amp;quot;&amp;gt;Req157&amp;lt;/div&amp;gt;&lt;br /&gt;
| PROBLEM WITH DISTANCE CALCULATION&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req158&amp;quot;&amp;gt;Req158&amp;lt;/div&amp;gt;&lt;br /&gt;
| THEFT WEIGHT LIMITS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Fix up theft weight limits. They are currently arbitrary.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req159&amp;quot;&amp;gt;Req159&amp;lt;/div&amp;gt;&lt;br /&gt;
| ANIMAL MISCHIEF BROKEN&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req160&amp;quot;&amp;gt;Req160&amp;lt;/div&amp;gt;&lt;br /&gt;
| INVENTORY PROBLEMS&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req161&amp;quot;&amp;gt;Req161&amp;lt;/div&amp;gt;&lt;br /&gt;
| LEADER TITLES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Civilization leaders need proper titles.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req162&amp;quot;&amp;gt;Req162&amp;lt;/div&amp;gt;&lt;br /&gt;
| ENTITY RECIPES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Civilization initial recipes. This also includes some food management for civs so food items can be created more easily.&lt;br /&gt;
| [[#Req129|Req129]]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req163&amp;quot;&amp;gt;Req163&amp;lt;/div&amp;gt;&lt;br /&gt;
| NEMESIS SAVE BUG&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req164&amp;quot;&amp;gt;Req164&amp;lt;/div&amp;gt;&lt;br /&gt;
| ITEM DAMAGE ISSUES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Handle projectile damage for odd objects. There are also problems with projectile damage being used when ammo is used in close combat.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req165&amp;quot;&amp;gt;Req165&amp;lt;/div&amp;gt;&lt;br /&gt;
| REFINE POISONING&lt;br /&gt;
| (Future)&lt;br /&gt;
| Refine unit contamination amounts and levels.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req166&amp;quot;&amp;gt;Req166&amp;lt;/div&amp;gt;&lt;br /&gt;
| REFINE WAGON AI&lt;br /&gt;
| Completed&lt;br /&gt;
| Improve wagon scuttling code. They shouldn't just die immediately if they can't find their way.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req167&amp;quot;&amp;gt;Req167&amp;lt;/div&amp;gt;&lt;br /&gt;
| NO RECORD&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req168&amp;quot;&amp;gt;Req168&amp;lt;/div&amp;gt;&lt;br /&gt;
| ADVENTURER RIDERS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Your adventurer should be able to ride creatures. There are some issues that need to be resolved before this is possible.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req169&amp;quot;&amp;gt;Req169&amp;lt;/div&amp;gt;&lt;br /&gt;
| RAMP USAGE&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req170&amp;quot;&amp;gt;Req170&amp;lt;/div&amp;gt;&lt;br /&gt;
| PROBLEM WITH ANIMAL TRAINING AND 3D&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req171&amp;quot;&amp;gt;Req171&amp;lt;/div&amp;gt;&lt;br /&gt;
| TARGETING AND MOVEMENT ISSUES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Some adventure mode melee targeting and movement code issues.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req172&amp;quot;&amp;gt;Req172&amp;lt;/div&amp;gt;&lt;br /&gt;
| PROBLEM WITH MULTIPLE HUMAN CIVS&lt;br /&gt;
| (Future)&lt;br /&gt;
| It only checks one human civ per season, so some of the update code can work too slowly.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req173&amp;quot;&amp;gt;Req173&amp;lt;/div&amp;gt;&lt;br /&gt;
| CULLING&lt;br /&gt;
| (Future)&lt;br /&gt;
| Cull things when there are too many. It needs to pick the things that are less likely to be missed.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req174&amp;quot;&amp;gt;Req174&amp;lt;/div&amp;gt;&lt;br /&gt;
| REASON FOR OFFERING&lt;br /&gt;
| (Future)&lt;br /&gt;
| There's no point of offering goods to your own king right now.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req175&amp;quot;&amp;gt;Req175&amp;lt;/div&amp;gt;&lt;br /&gt;
| TRADE OPTIMIZATION&lt;br /&gt;
| (Future)&lt;br /&gt;
| Improve trading code.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req176&amp;quot;&amp;gt;Req176&amp;lt;/div&amp;gt;&lt;br /&gt;
| PET TRADE PROBLEM&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req177&amp;quot;&amp;gt;Req177&amp;lt;/div&amp;gt;&lt;br /&gt;
| KING ENTOURAGE&lt;br /&gt;
| (Future)&lt;br /&gt;
| Handle offering inventory concerns with these migrants, and line them up nicely perhaps.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req178&amp;quot;&amp;gt;Req178&amp;lt;/div&amp;gt;&lt;br /&gt;
| NO RECORD&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req179&amp;quot;&amp;gt;Req179&amp;lt;/div&amp;gt;&lt;br /&gt;
| SMALL PET INVENTORY DESCRIPTIONS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Pet-in-inventory descriptions need to respect the body of the holder.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req180&amp;quot;&amp;gt;Req180&amp;lt;/div&amp;gt;&lt;br /&gt;
| ENGRAVING LOOK PROBLEMS&lt;br /&gt;
| (Future)&lt;br /&gt;
| You can see engraving descriptions even if you are off of the facing level.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req181&amp;quot;&amp;gt;Req181&amp;lt;/div&amp;gt;&lt;br /&gt;
| MOUNT PROJECTILE ISSUES&lt;br /&gt;
| (Future)&lt;br /&gt;
| There are potential problems with riders when mount becomes projectile.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req182&amp;quot;&amp;gt;Req182&amp;lt;/div&amp;gt;&lt;br /&gt;
| BUILDING PLACEMENT INTERFACE&lt;br /&gt;
| Completed&lt;br /&gt;
| Need to explain why red X appears.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req183&amp;quot;&amp;gt;Req183&amp;lt;/div&amp;gt;&lt;br /&gt;
| LOOK/SHOOT INTERFACE&lt;br /&gt;
| (Future)&lt;br /&gt;
| Improve look interface code a bit. Let you choose targets in shoot/throw.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req184&amp;quot;&amp;gt;Req184&amp;lt;/div&amp;gt;&lt;br /&gt;
| FLOORS IN LOOK SENTENCES&lt;br /&gt;
| Completed&lt;br /&gt;
| In the look sentence in adventure mode, it could include information about the floor type.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req185&amp;quot;&amp;gt;Req185&amp;lt;/div&amp;gt;&lt;br /&gt;
| NO RECORD&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req186&amp;quot;&amp;gt;Req186&amp;lt;/div&amp;gt;&lt;br /&gt;
| PROPER CIV NEIGHBORS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Properly display your civilization neighbors in dwarf mode. It can use the surroundings chat system to figure out who they are. This could also change with the caravan and army arc though.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req187&amp;quot;&amp;gt;Req187&amp;lt;/div&amp;gt;&lt;br /&gt;
| SEVER EFFECTS&lt;br /&gt;
| Completed&lt;br /&gt;
| Inventory like gloves, rings etc. do not respect severs. For now, gloves can fall off when both hands are gone. Whether or not to add left/right gloves later is an open question. It would be realistic, but it would also bog-down dwarf mode. However, being able to mix and match gloves etc. would lead to many interesting situations and possible enhancements.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req188&amp;quot;&amp;gt;Req188&amp;lt;/div&amp;gt;&lt;br /&gt;
| SPEED REFINEMENT&lt;br /&gt;
| (Future)&lt;br /&gt;
| Differentiate attack and move speed. This has many ramifications and associated difficulties.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req189&amp;quot;&amp;gt;Req189&amp;lt;/div&amp;gt;&lt;br /&gt;
| ARCHER ARMOR START SKILLS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Starting skills for archers are a bit off. They should have some armor skill if they use light armor.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req190&amp;quot;&amp;gt;Req190&amp;lt;/div&amp;gt;&lt;br /&gt;
| CREATURE KNOWLEDGE&lt;br /&gt;
| (Future)&lt;br /&gt;
| Need to diversify likes/dislikes beyond dwarves, and they need to apply to creatures in adventure mode.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req191&amp;quot;&amp;gt;Req191&amp;lt;/div&amp;gt;&lt;br /&gt;
| TREE PREFERENCES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Tree preferences are fairly arbitrary right now.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req192&amp;quot;&amp;gt;Req192&amp;lt;/div&amp;gt;&lt;br /&gt;
| TRANCE BONUSES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Consolidate trance bonuses. Right now, they are spread out somewhat haphazardly.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req193&amp;quot;&amp;gt;Req193&amp;lt;/div&amp;gt;&lt;br /&gt;
| CHANGE ITEM ACQUISITION&lt;br /&gt;
| (Future)&lt;br /&gt;
| When people choose inventory items they like, they don't consider dropping what they are already wearing.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req194&amp;quot;&amp;gt;Req194&amp;lt;/div&amp;gt;&lt;br /&gt;
| STARTING BELT OBJECTS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Rarely a creature can be given a belt object but no pants. The belt object is dropped immediately.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req195&amp;quot;&amp;gt;Req195&amp;lt;/div&amp;gt;&lt;br /&gt;
| ITEM MATERIAL PROBLEM&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req196&amp;quot;&amp;gt;Req196&amp;lt;/div&amp;gt;&lt;br /&gt;
| DRINK APPRECIATION PROBLEM&lt;br /&gt;
| (Future)&lt;br /&gt;
| Liking drinks is flawed, since they like the drink more if the entire drink stack is larger.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req197&amp;quot;&amp;gt;Req197&amp;lt;/div&amp;gt;&lt;br /&gt;
| BUTCHERY OPTIMIZATION&lt;br /&gt;
| (Future)&lt;br /&gt;
| The butchery code can be consolidated with some other sections of the program.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req198&amp;quot;&amp;gt;Req198&amp;lt;/div&amp;gt;&lt;br /&gt;
| KO VOMIT CHOKE&lt;br /&gt;
| (Future)&lt;br /&gt;
| If you are knocked out, you should choke if you vomit sometimes.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req199&amp;quot;&amp;gt;Req199&amp;lt;/div&amp;gt;&lt;br /&gt;
| VOMIT TEXT ISSUE WITH WEBS, AND SOLUTION&lt;br /&gt;
| (Future)&lt;br /&gt;
| There's some undisplayable text that can only be salvaged by adding projectile vomit, so there you go.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req200&amp;quot;&amp;gt;Req200&amp;lt;/div&amp;gt;&lt;br /&gt;
| ARCHER ISSUES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Range penalties for throw/shoot aren't applied properly for grounded targets. Throwing needs some weight and strength modifiers.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req201&amp;quot;&amp;gt;Req201&amp;lt;/div&amp;gt;&lt;br /&gt;
| POTENTIAL PROJECTILE PROBLEM&lt;br /&gt;
| (Future)&lt;br /&gt;
| No symptoms, just a code-check.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req202&amp;quot;&amp;gt;Req202&amp;lt;/div&amp;gt;&lt;br /&gt;
| DRESS/ROBE PROBLEM&lt;br /&gt;
| Completed&lt;br /&gt;
| If dresses/robes are added, there is a problem with how armor would work that needs to be addressed.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req203&amp;quot;&amp;gt;Req203&amp;lt;/div&amp;gt;&lt;br /&gt;
| PROPER HEALING&lt;br /&gt;
| (Future)&lt;br /&gt;
| Nemeses should not just heal on travel, it needs to use the amount of time passed. This is related to infections and scarring.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req204&amp;quot;&amp;gt;Req204&amp;lt;/div&amp;gt;&lt;br /&gt;
| MID-TRADE GAME ENDINGS&lt;br /&gt;
| (Future)&lt;br /&gt;
| If the game ends in the midst of a trade, the world might have some issues making that caravan continue on properly.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req205&amp;quot;&amp;gt;Req205&amp;lt;/div&amp;gt;&lt;br /&gt;
| NO RECORD&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req206&amp;quot;&amp;gt;Req206&amp;lt;/div&amp;gt;&lt;br /&gt;
| ITEM WRESTLING&lt;br /&gt;
| (Future)&lt;br /&gt;
| Disarms, user-interface twists (rather than the current methods), struggling over items more explicitly.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req207&amp;quot;&amp;gt;Req207&amp;lt;/div&amp;gt;&lt;br /&gt;
| CONSOLIDATE MISS ANNOUNCEMENTS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Consolidate repeated miss announcements. A few other announcements could also be collapsed.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req208&amp;quot;&amp;gt;Req208&amp;lt;/div&amp;gt;&lt;br /&gt;
| DEAL WITH POTASH VS ASH&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req209&amp;quot;&amp;gt;Req209&amp;lt;/div&amp;gt;&lt;br /&gt;
| ENTITY DEF ITEM TYPES&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req210&amp;quot;&amp;gt;Req210&amp;lt;/div&amp;gt;&lt;br /&gt;
| GROUP SKILLS IN STARTUP&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req211&amp;quot;&amp;gt;Req211&amp;lt;/div&amp;gt;&lt;br /&gt;
| TOMB STORAGE AND ACCESSIBILITY&lt;br /&gt;
| (Future)&lt;br /&gt;
| Problem storing inaccessible body in tomb. The job was repeatedly created.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req212&amp;quot;&amp;gt;Req212&amp;lt;/div&amp;gt;&lt;br /&gt;
| RE-EVALUATE HAUL LOCATIONS&lt;br /&gt;
| Completed&lt;br /&gt;
| A dwarf should re-check where an item should be placed when they pick it up, since this could save them a lot of time.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req213&amp;quot;&amp;gt;Req213&amp;lt;/div&amp;gt;&lt;br /&gt;
| BABY SEARCHER PROBLEM&lt;br /&gt;
| Completed&lt;br /&gt;
| Thirsty mothers cannot seek lost babies effectively.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req214&amp;quot;&amp;gt;Req214&amp;lt;/div&amp;gt;&lt;br /&gt;
| START SCENARIOS&lt;br /&gt;
| (Future)&lt;br /&gt;
| See the scenarios arc in the dev section, this is part of that, and could be upgraded to a core component in the future.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req215&amp;quot;&amp;gt;Req215&amp;lt;/div&amp;gt;&lt;br /&gt;
| NEMESIS SAVE BUG&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req216&amp;quot;&amp;gt;Req216&amp;lt;/div&amp;gt;&lt;br /&gt;
| SOME DISPLAY RATE ISSUES&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req217&amp;quot;&amp;gt;Req217&amp;lt;/div&amp;gt;&lt;br /&gt;
| BUILDING CONSTRUCTION PROBLEM&lt;br /&gt;
| (Future)&lt;br /&gt;
| Suspend building constructions if item blocking the build site are unreachable.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req218&amp;quot;&amp;gt;Req218&amp;lt;/div&amp;gt;&lt;br /&gt;
| MERCHANT ANNOUNCEMENTS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Notification when merchants are done unloading.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req219&amp;quot;&amp;gt;Req219&amp;lt;/div&amp;gt;&lt;br /&gt;
| VERMIN PROBLEM&lt;br /&gt;
| (Future)&lt;br /&gt;
| Possibly issue when cleaning vermin references.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req220&amp;quot;&amp;gt;Req220&amp;lt;/div&amp;gt;&lt;br /&gt;
| MULTIPLE DEPOTS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Randomize the incoming merchant path for multiple depots, or else the wagons can get mixed up and scuttle.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req221&amp;quot;&amp;gt;Req221&amp;lt;/div&amp;gt;&lt;br /&gt;
| HISTORY GENERATION&lt;br /&gt;
| Completed&lt;br /&gt;
| Refine the history generator. This includes many issues related to the army arc. Age delineations should be tracked explicitly, and they shouldn't just be set numbers like they are now. As they civilizations spread out, they can make claims on the various regions and fight over them. It should retain the location of major battles for various reasons, even if there isn't a town or cave there.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req222&amp;quot;&amp;gt;Req222&amp;lt;/div&amp;gt;&lt;br /&gt;
| SAVE COIN BATCHES GLOBALLY&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req223&amp;quot;&amp;gt;Req223&amp;lt;/div&amp;gt;&lt;br /&gt;
| SET RACE MAKER PROPERLY ON ITEMS&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req224&amp;quot;&amp;gt;Req224&amp;lt;/div&amp;gt;&lt;br /&gt;
| PARRYING AND ITEMS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Refine parrying chances, based on item type.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req225&amp;quot;&amp;gt;Req225&amp;lt;/div&amp;gt;&lt;br /&gt;
| BUILD PATH VIOLATION&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req226&amp;quot;&amp;gt;Req226&amp;lt;/div&amp;gt;&lt;br /&gt;
| BUILDING ADMIRATION BUG&lt;br /&gt;
| (Future)&lt;br /&gt;
| A metalsmith was able to admire &amp;quot;own furnace&amp;quot; even though ownership shouldn't apply to such buildings.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req227&amp;quot;&amp;gt;Req227&amp;lt;/div&amp;gt;&lt;br /&gt;
| PEAKS AND VOLCANOS&lt;br /&gt;
| Completed&lt;br /&gt;
| Record the names of the mountain peaks and their general character. This includes adding volcanos. Volcanos should also be able to exist independent of a large mountain range.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req228&amp;quot;&amp;gt;Req228&amp;lt;/div&amp;gt;&lt;br /&gt;
| ALLOW MULTIPLE SITES IN A SQUARE&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req229&amp;quot;&amp;gt;Req229&amp;lt;/div&amp;gt;&lt;br /&gt;
| PROBLEM WITH SUBREGION TYPING&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req230&amp;quot;&amp;gt;Req230&amp;lt;/div&amp;gt;&lt;br /&gt;
| AIMED SHOTS AND BODYPART SIZES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Should be able to aim at parts, AI should do it too, body parts currently have relative sizes but it should depend on the creature rather than just the part type.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req231&amp;quot;&amp;gt;Req231&amp;lt;/div&amp;gt;&lt;br /&gt;
| NO RECORD&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req232&amp;quot;&amp;gt;Req232&amp;lt;/div&amp;gt;&lt;br /&gt;
| CAVE RIVER ENTITIES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Realize certain cave dwellers as entities, with all that implies about items and persistent historical figures, etc.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req233&amp;quot;&amp;gt;Req233&amp;lt;/div&amp;gt;&lt;br /&gt;
| ISSUES WITH ITEM SHARING&lt;br /&gt;
| Completed&lt;br /&gt;
| There are some potential problems with shared items that need to be addressed.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req234&amp;quot;&amp;gt;Req234&amp;lt;/div&amp;gt;&lt;br /&gt;
| MULTIGRASP WEAPON PROBLEM&lt;br /&gt;
| (Future)&lt;br /&gt;
| It might be screwing the multi-grasp check when it does skill penalities. And somebody shot a bow with one arm.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req235&amp;quot;&amp;gt;Req235&amp;lt;/div&amp;gt;&lt;br /&gt;
| ENTITY ARMOR ISSUES&lt;br /&gt;
| Completed&lt;br /&gt;
| For incoming units -- specific armor materials based on desired armor level. Right now it isn't exact enough.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req236&amp;quot;&amp;gt;Req236&amp;lt;/div&amp;gt;&lt;br /&gt;
| ADVENTURE MODE BUILDING INTERACTIONS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Pickup and topple furniture. Plant seeds in the mud. Use the furnaces. Break windows and knock down supports. Using wells. Use siege engines. Deactivate, dismantle or set off traps. Use animal traps. Use archery targets and get feed back. Lock yourself or others up in cages and chains. Tie creatures up with rope. Interact with impaled players. Lock doors, push doors open briefly so you can see out before they close, secret doors, close doors, slam doors on vermin, lockpicking.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req237&amp;quot;&amp;gt;Req237&amp;lt;/div&amp;gt;&lt;br /&gt;
| ASKING ABOUT SURROUNDINGS&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req238&amp;quot;&amp;gt;Req238&amp;lt;/div&amp;gt;&lt;br /&gt;
| IMPROVE SMELTING&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req239&amp;quot;&amp;gt;Req239&amp;lt;/div&amp;gt;&lt;br /&gt;
| REMOVE STRANGE NOBLE REQUESTS&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req240&amp;quot;&amp;gt;Req240&amp;lt;/div&amp;gt;&lt;br /&gt;
| HAVE CONTENTS CHECKED FOR BAD TRADES&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req241&amp;quot;&amp;gt;Req241&amp;lt;/div&amp;gt;&lt;br /&gt;
| PROBLEM WITH PROJECTILES FALLING THROUGH FLOORS&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req242&amp;quot;&amp;gt;Req242&amp;lt;/div&amp;gt;&lt;br /&gt;
| HIDE TRAPS FROM ADVENTURER&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req243&amp;quot;&amp;gt;Req243&amp;lt;/div&amp;gt;&lt;br /&gt;
| PROBLEM WITH GRAB-TEARS&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req244&amp;quot;&amp;gt;Req244&amp;lt;/div&amp;gt;&lt;br /&gt;
| PLACE CREATURES IN LARGE COMPONENTS&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req245&amp;quot;&amp;gt;Req245&amp;lt;/div&amp;gt;&lt;br /&gt;
| PROBLEM WITH FULLSCREEN FONTS&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req246&amp;quot;&amp;gt;Req246&amp;lt;/div&amp;gt;&lt;br /&gt;
| FINISH USING ENTITY ITEMS&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req247&amp;quot;&amp;gt;Req247&amp;lt;/div&amp;gt;&lt;br /&gt;
| IMPROVE END GAME&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req248&amp;quot;&amp;gt;Req248&amp;lt;/div&amp;gt;&lt;br /&gt;
| IMPROVED CAVE POPULATIONS&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req249&amp;quot;&amp;gt;Req249&amp;lt;/div&amp;gt;&lt;br /&gt;
| ADVENTURE STORE RESTOCKING&lt;br /&gt;
| (Future)&lt;br /&gt;
| Adventure mode stores need to restock and put scattered items back in place. It might be best to wait for production tracking or even caravans before adding these features.&lt;br /&gt;
| [[#Core3|Core3]]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req250&amp;quot;&amp;gt;Req250&amp;lt;/div&amp;gt;&lt;br /&gt;
| DEAL WITH HIRING RETIREES&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req251&amp;quot;&amp;gt;Req251&amp;lt;/div&amp;gt;&lt;br /&gt;
| PATH BLOCK MESSAGES&lt;br /&gt;
| Completed&lt;br /&gt;
| On a hunt job, path block message was issued repeatedly.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req252&amp;quot;&amp;gt;Req252&amp;lt;/div&amp;gt;&lt;br /&gt;
| USE BARRACKS BEDS&lt;br /&gt;
| (Future)&lt;br /&gt;
| People should use the barracks beds when they don't have their own rooms, but they don't do this properly.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req253&amp;quot;&amp;gt;Req253&amp;lt;/div&amp;gt;&lt;br /&gt;
| JUSTICE MANDATE NUMBERS&lt;br /&gt;
| (Future)&lt;br /&gt;
| The amount of guards and cages can be treated as a permanent mandate attached to a noble rather than the current vague system.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req254&amp;quot;&amp;gt;Req254&amp;lt;/div&amp;gt;&lt;br /&gt;
| ASSIGN WEAPON PREFS FROM MIL SCREEN&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req255&amp;quot;&amp;gt;Req255&amp;lt;/div&amp;gt;&lt;br /&gt;
| IMPROVE SQUAD SELECTION&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req256&amp;quot;&amp;gt;Req256&amp;lt;/div&amp;gt;&lt;br /&gt;
| BUTCHERY ISSUES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Butchery should not be instant. Should be able to butcher the small creatures too. Need to mix this with extraction properly.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req257&amp;quot;&amp;gt;Req257&amp;lt;/div&amp;gt;&lt;br /&gt;
| TYPES OF EATERS&lt;br /&gt;
| (Future)&lt;br /&gt;
| It's not clear whether deer and other herbivores are actually playing that role or if they behave as omnivores.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req258&amp;quot;&amp;gt;Req258&amp;lt;/div&amp;gt;&lt;br /&gt;
| STRANGE MOOD HELP&lt;br /&gt;
| (Future)&lt;br /&gt;
| Artifact builders are difficult to handle sometimes, especially when you don't even know what kind of building they want. It shouldn't be easy, but the frustration level is too high right now.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req259&amp;quot;&amp;gt;Req259&amp;lt;/div&amp;gt;&lt;br /&gt;
| PROBLEM WITH SLAYER NAMES&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req260&amp;quot;&amp;gt;Req260&amp;lt;/div&amp;gt;&lt;br /&gt;
| DEGREES OF BARTERING&lt;br /&gt;
| (Future)&lt;br /&gt;
| Merchants need to tell you the extent to which your offer failed.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req261&amp;quot;&amp;gt;Req261&amp;lt;/div&amp;gt;&lt;br /&gt;
| BARTER CONTAINER PROBLEMS&lt;br /&gt;
| (Future)&lt;br /&gt;
| In adventure mode, container contents mess up bartering in a number of ways.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req262&amp;quot;&amp;gt;Req262&amp;lt;/div&amp;gt;&lt;br /&gt;
| PROBLEMS WITH WATER&lt;br /&gt;
| Completed&lt;br /&gt;
| Water currently rots and should be value zero.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req263&amp;quot;&amp;gt;Req263&amp;lt;/div&amp;gt;&lt;br /&gt;
| INAPPROPRIATE CONTAINERS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Some containers can hold too much. With certain mixes, the items should interact as they should, possibly ruining them.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req264&amp;quot;&amp;gt;Req264&amp;lt;/div&amp;gt;&lt;br /&gt;
| STOP SPEAKING TO UNINTELLIGENT CREATURES&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req265&amp;quot;&amp;gt;Req265&amp;lt;/div&amp;gt;&lt;br /&gt;
| RETIREMENT ISSUES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Shouldn't be able to retire while you are talking or otherwise in the middle of something.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req266&amp;quot;&amp;gt;Req266&amp;lt;/div&amp;gt;&lt;br /&gt;
| SITE LOOTING&lt;br /&gt;
| (Future)&lt;br /&gt;
| Should loot roads and expensive items near the front of your old dwarf fortresses and other sites. Once resource tracking is in, it can gives these goods to appropriate groups.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req267&amp;quot;&amp;gt;Req267&amp;lt;/div&amp;gt;&lt;br /&gt;
| PERSISTENCE OF CORPSE ASSOCIATIONS&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req268&amp;quot;&amp;gt;Req268&amp;lt;/div&amp;gt;&lt;br /&gt;
| ADVENTURE MODE TWEAK&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req269&amp;quot;&amp;gt;Req269&amp;lt;/div&amp;gt;&lt;br /&gt;
| PROBLEM WITH CAVE POPULATIONS BEING IN TOWN&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req270&amp;quot;&amp;gt;Req270&amp;lt;/div&amp;gt;&lt;br /&gt;
| AUTOSAVE&lt;br /&gt;
| Completed&lt;br /&gt;
| We had an autosave feature for a while, but it involves copying a very large folder, so this needs to be tightly controlled if we put it back in.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req271&amp;quot;&amp;gt;Req271&amp;lt;/div&amp;gt;&lt;br /&gt;
| SAND ISSUES&lt;br /&gt;
| Completed&lt;br /&gt;
| Need to define the sand object more broadly, as a miscellaneous powder (this is a technical issue that will allow easier expansions later).&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req272&amp;quot;&amp;gt;Req272&amp;lt;/div&amp;gt;&lt;br /&gt;
| CLARIFY COIN QUOTAS&lt;br /&gt;
| Completed&lt;br /&gt;
| When the economy starts up, you have to produce coins. The bookkeeper tells you what is needed, but it could be further clarified.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req273&amp;quot;&amp;gt;Req273&amp;lt;/div&amp;gt;&lt;br /&gt;
| STATE OF EMERGENCY&lt;br /&gt;
| (Future)&lt;br /&gt;
| Having castle and royal guards uses up soldiers you'd like to use sometimes. Add state of emergency declaration. This allows you to stop these guards from performing their regular duties, and you can control the castle guard under their captain (the sheriff), and you can control the royal guard under the hammerer. They don't like this of course, and the ensuing negative thoughts can ensure that the option is used sparingly.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req274&amp;quot;&amp;gt;Req274&amp;lt;/div&amp;gt;&lt;br /&gt;
| ABORTING WORLD GENERATION&lt;br /&gt;
| Completed&lt;br /&gt;
| Ability to leave history generation in the middle.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req275&amp;quot;&amp;gt;Req275&amp;lt;/div&amp;gt;&lt;br /&gt;
| KIDNAPPING ISSUES&lt;br /&gt;
| Completed&lt;br /&gt;
| Check some technical stuff with kidnapping. It seems to generate a &amp;quot;(kidnapped unit) has died in a cage&amp;quot; message sometimes.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req276&amp;quot;&amp;gt;Req276&amp;lt;/div&amp;gt;&lt;br /&gt;
| STOPPED GUARDS FROM BEING UPSET ABOUT LONG PATROLS&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req277&amp;quot;&amp;gt;Req277&amp;lt;/div&amp;gt;&lt;br /&gt;
| STRANDED NEMESES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Making regional creatures go home properly instead of being assigned to fairly random places after a game ends.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req278&amp;quot;&amp;gt;Req278&amp;lt;/div&amp;gt;&lt;br /&gt;
| COIN STACKS&lt;br /&gt;
| Completed&lt;br /&gt;
| Adjust the size of minted coin stacks upward to make the economy easier to manage. Might need to make coins worth less.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req279&amp;quot;&amp;gt;Req279&amp;lt;/div&amp;gt;&lt;br /&gt;
| MERCHANT COUNTER-OFFERS&lt;br /&gt;
| Completed&lt;br /&gt;
| Merchants need to make counter offers if your offer fails, to make bartering more realistic and less frustrating. If a counter-offer is impossible, it needs to be clear about that.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req280&amp;quot;&amp;gt;Req280&amp;lt;/div&amp;gt;&lt;br /&gt;
| STAIRWAY BLOCKAGE INFORMATION&lt;br /&gt;
| Completed&lt;br /&gt;
| Needs to tell you why stairways are blocked when you fail to move.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req281&amp;quot;&amp;gt;Req281&amp;lt;/div&amp;gt;&lt;br /&gt;
| RESPECT NEMESIS INVENTORIES&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req282&amp;quot;&amp;gt;Req282&amp;lt;/div&amp;gt;&lt;br /&gt;
| ERRONEOUS COMBAT MESSAGES&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req283&amp;quot;&amp;gt;Req283&amp;lt;/div&amp;gt;&lt;br /&gt;
| CHANGED SOME END GAME PARAMETERS&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req284&amp;quot;&amp;gt;Req284&amp;lt;/div&amp;gt;&lt;br /&gt;
| CONTAINER PLACEMENT&lt;br /&gt;
| (Future)&lt;br /&gt;
| Containers should be placed deeper in the dungeon if the contents are valuable, or the contents could be removed.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req285&amp;quot;&amp;gt;Req285&amp;lt;/div&amp;gt;&lt;br /&gt;
| OLD BLOODY WALLS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Need to handle bloody river walls in dwarf mode.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req286&amp;quot;&amp;gt;Req286&amp;lt;/div&amp;gt;&lt;br /&gt;
| HUNTER SLEEP PREFS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Make hunters sleep on the ground only while hunting.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req287&amp;quot;&amp;gt;Req287&amp;lt;/div&amp;gt;&lt;br /&gt;
| SPECIFIC MATERIAL USE&lt;br /&gt;
| (Future)&lt;br /&gt;
| Need to be able to choose specific rocks or logs to process sometimes, since this is important for noble demands.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req288&amp;quot;&amp;gt;Req288&amp;lt;/div&amp;gt;&lt;br /&gt;
| FLOODGATE PLACEMENT ISSUES&lt;br /&gt;
| (Future)&lt;br /&gt;
| It's very common for people to get blocked off by floodgates while placing them.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req289&amp;quot;&amp;gt;Req289&amp;lt;/div&amp;gt;&lt;br /&gt;
| MORE CLEANING&lt;br /&gt;
| (Future)&lt;br /&gt;
| Make cleaning jobs more wide ranging. Some areas that are just out of range leave the fortress bloody forever. Allow designation of cleaning areas.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req290&amp;quot;&amp;gt;Req290&amp;lt;/div&amp;gt;&lt;br /&gt;
| WIELD ISSUES&lt;br /&gt;
| (Future)&lt;br /&gt;
| It can be confused about which object is wielded, and there are some issues about the primary hand.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req291&amp;quot;&amp;gt;Req291&amp;lt;/div&amp;gt;&lt;br /&gt;
| NOBLE DEATH&lt;br /&gt;
| (Future)&lt;br /&gt;
| Killing off nobles needs to have serious consequences. Once the counties (see Core28) are in, there could be revolts from the village if the count is popular. Other nobles could have angry relatives. Losing your law enforcement nobles could lead to more tantrums and other acts in large fortresses. Nobles should all be upset by the death of the tax collector. When a noble is buried, other dwarves could be sealed in the tomb.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req292&amp;quot;&amp;gt;Req292&amp;lt;/div&amp;gt;&lt;br /&gt;
| NO RECORD&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req293&amp;quot;&amp;gt;Req293&amp;lt;/div&amp;gt;&lt;br /&gt;
| STORAGE OPTIMIZATION&lt;br /&gt;
| Completed&lt;br /&gt;
| The periodic storage checks of items can make things lag, especially if you dig out 3000 stone and just let it sit there. The items can learn that they are not going to be picked up soon and make calls less frequently. Calls can also be smeared out.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req294&amp;quot;&amp;gt;Req294&amp;lt;/div&amp;gt;&lt;br /&gt;
| NO SILK ROPE SKILLS&lt;br /&gt;
| Completed&lt;br /&gt;
| Does clothesmaking skill go up when silk ropes are made?&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req295&amp;quot;&amp;gt;Req295&amp;lt;/div&amp;gt;&lt;br /&gt;
| DROWNING ISSUES&lt;br /&gt;
| Completed&lt;br /&gt;
| Although drowning is generally harsh, there was a case of people just swimming around in the river.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req296&amp;quot;&amp;gt;Req296&amp;lt;/div&amp;gt;&lt;br /&gt;
| INDOOR PLANT DEATH&lt;br /&gt;
| Completed&lt;br /&gt;
| Some indoor bushes would die and disappear quickly.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req297&amp;quot;&amp;gt;Req297&amp;lt;/div&amp;gt;&lt;br /&gt;
| INNER DEFENDERS&lt;br /&gt;
| Completed&lt;br /&gt;
| The inside defenders need to occasionally go on forays or you can just pick them off at range.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req298&amp;quot;&amp;gt;Req298&amp;lt;/div&amp;gt;&lt;br /&gt;
| SLIDING UNDER ENEMIES&lt;br /&gt;
| (Future)&lt;br /&gt;
| If you move toward an opponent that is one square away from you, you'll end up sliding underneath it sometimes instead of attacking it. Sliding under creatures in town is related.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req299&amp;quot;&amp;gt;Req299&amp;lt;/div&amp;gt;&lt;br /&gt;
| RIVER SITE UPDATE&lt;br /&gt;
| Completed&lt;br /&gt;
| If you've found an underground feature in a fortress, it should receive the same abstract building designation as other sites.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req300&amp;quot;&amp;gt;Req300&amp;lt;/div&amp;gt;&lt;br /&gt;
| TREE DISPLAY PROBLEM&lt;br /&gt;
| (Future)&lt;br /&gt;
| Snow covered leafless deciduous trees aren't white.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req301&amp;quot;&amp;gt;Req301&amp;lt;/div&amp;gt;&lt;br /&gt;
| TRAP AVOIDANCE&lt;br /&gt;
| (Future)&lt;br /&gt;
| Invaders shouldn't fall for traps if they've seen them used.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req302&amp;quot;&amp;gt;Req302&amp;lt;/div&amp;gt;&lt;br /&gt;
| ADVENTURER PROFESSIONS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Need to be able to tame the lizards you find, wood work, make clothes, whatever.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req303&amp;quot;&amp;gt;Req303&amp;lt;/div&amp;gt;&lt;br /&gt;
| ENTITY ENEMY LEGEND&lt;br /&gt;
| (Future)&lt;br /&gt;
| If you become a town's enemy, it needs a legend event for it.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req304&amp;quot;&amp;gt;Req304&amp;lt;/div&amp;gt;&lt;br /&gt;
| STRANGE FOOD OWNERSHIP&lt;br /&gt;
| (Future)&lt;br /&gt;
| Dwarves took food to their rooms and placed it there, and it rotted, rather than eating it or something, this was early game. Related to Req347.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req305&amp;quot;&amp;gt;Req305&amp;lt;/div&amp;gt;&lt;br /&gt;
| CHEAP BARRELS&lt;br /&gt;
| (Future)&lt;br /&gt;
| In the start up screen, when you buy booze for 2 points you get a 10 pt barrel thrown in too. It might track what sort of containers are implied by your other purchases.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req306&amp;quot;&amp;gt;Req306&amp;lt;/div&amp;gt;&lt;br /&gt;
| UNIT NAME ISSUE&lt;br /&gt;
| (Future)&lt;br /&gt;
| Technical problem with unit name display.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req307&amp;quot;&amp;gt;Req307&amp;lt;/div&amp;gt;&lt;br /&gt;
| BLANK TANTRUM MESSAGE&lt;br /&gt;
| Completed&lt;br /&gt;
| &amp;quot;(blank) is destroyed by Aliz, craftsdwarf.&amp;quot;&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req308&amp;quot;&amp;gt;Req308&amp;lt;/div&amp;gt;&lt;br /&gt;
| FARM FERTILIZER DISPLAY&lt;br /&gt;
| Completed&lt;br /&gt;
| Show fertilizer amount for farms where it has happened.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req309&amp;quot;&amp;gt;Req309&amp;lt;/div&amp;gt;&lt;br /&gt;
| CHANNEL/AQUEDUCT INTERACTIONS&lt;br /&gt;
| Completed&lt;br /&gt;
| Water should go from channels to aqueducts or you should be able to place floodgates on channels.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req310&amp;quot;&amp;gt;Req310&amp;lt;/div&amp;gt;&lt;br /&gt;
| ITEM NAME ISSUE&lt;br /&gt;
| Completed&lt;br /&gt;
| Technical problem with item name display.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req311&amp;quot;&amp;gt;Req311&amp;lt;/div&amp;gt;&lt;br /&gt;
| MELEE TRAINING ISSUE&lt;br /&gt;
| Completed&lt;br /&gt;
| Melee training seems to be deadly again.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req312&amp;quot;&amp;gt;Req312&amp;lt;/div&amp;gt;&lt;br /&gt;
| DOUBLE IMPROVEMENTS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Artifact was studded with gold and gold.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req313&amp;quot;&amp;gt;Req313&amp;lt;/div&amp;gt;&lt;br /&gt;
| ROAD BUILDING&lt;br /&gt;
| (Future)&lt;br /&gt;
| Need an easier way to build roads, rather than just picking out items from long lists and placing them section by section.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req314&amp;quot;&amp;gt;Req314&amp;lt;/div&amp;gt;&lt;br /&gt;
| LEGEND DISPLAY PROBLEM&lt;br /&gt;
| (Future)&lt;br /&gt;
| Long history names busted -- it should instead place it on two lines if possible.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req315&amp;quot;&amp;gt;Req315&amp;lt;/div&amp;gt;&lt;br /&gt;
| REPEAT ATTACK BUTTON&lt;br /&gt;
| (Future)&lt;br /&gt;
| Repeat attack button, esp. for specific wrestling.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req316&amp;quot;&amp;gt;Req316&amp;lt;/div&amp;gt;&lt;br /&gt;
| WAIT KEY&lt;br /&gt;
| Completed&lt;br /&gt;
| Wait key in adventure mode.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req317&amp;quot;&amp;gt;Req317&amp;lt;/div&amp;gt;&lt;br /&gt;
| CORRECT AGING&lt;br /&gt;
| (Future)&lt;br /&gt;
| Need creatures to age properly when reloaded, incl. retirees.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req318&amp;quot;&amp;gt;Req318&amp;lt;/div&amp;gt;&lt;br /&gt;
| ALCHEMY PILE&lt;br /&gt;
| (Future)&lt;br /&gt;
| Alchemical pile filled with lye, vials and so on.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req319&amp;quot;&amp;gt;Req319&amp;lt;/div&amp;gt;&lt;br /&gt;
| WAKE UP!&lt;br /&gt;
| Completed&lt;br /&gt;
| Adventure mode sleep needs to clear upon being attacked.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req320&amp;quot;&amp;gt;Req320&amp;lt;/div&amp;gt;&lt;br /&gt;
| NAMING ISSUE&lt;br /&gt;
| (Future)&lt;br /&gt;
| There's an issue with some unit names&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req321&amp;quot;&amp;gt;Req321&amp;lt;/div&amp;gt;&lt;br /&gt;
| ARCHERY PRACTICE GROUNDING&lt;br /&gt;
| Completed&lt;br /&gt;
| While doing archery practice, people that were grounded don't stand up until it's over.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req322&amp;quot;&amp;gt;Req322&amp;lt;/div&amp;gt;&lt;br /&gt;
| COIN BATCH ISSUE&lt;br /&gt;
| Completed&lt;br /&gt;
| Potential problems with coin batches for non-currencies. Need to check.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req323&amp;quot;&amp;gt;Req323&amp;lt;/div&amp;gt;&lt;br /&gt;
| BREAK EXPLOIT&lt;br /&gt;
| (Future)&lt;br /&gt;
| Can draft then undraft to end breaks.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req324&amp;quot;&amp;gt;Req324&amp;lt;/div&amp;gt;&lt;br /&gt;
| PROACTIVE BEAST ATTACKERS&lt;br /&gt;
| (Future)&lt;br /&gt;
| The large beasts could afford to be slightly more aggressive.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req325&amp;quot;&amp;gt;Req325&amp;lt;/div&amp;gt;&lt;br /&gt;
| PUNGENT BUGS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Dead insects and really small things shouldn't create miasma. But dead rodents should still stink.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req326&amp;quot;&amp;gt;Req326&amp;lt;/div&amp;gt;&lt;br /&gt;
| HARDER FISHING&lt;br /&gt;
| (Future)&lt;br /&gt;
| Fishing is a little too easy, maybe.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req327&amp;quot;&amp;gt;Req327&amp;lt;/div&amp;gt;&lt;br /&gt;
| CORPSE PROCESSING&lt;br /&gt;
| (Future)&lt;br /&gt;
| Can process corpse to eat etc if you have a sharp object.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req328&amp;quot;&amp;gt;Req328&amp;lt;/div&amp;gt;&lt;br /&gt;
| NAMING ISSUE&lt;br /&gt;
| (Future)&lt;br /&gt;
| Issue with some unit names.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req329&amp;quot;&amp;gt;Req329&amp;lt;/div&amp;gt;&lt;br /&gt;
| STRANGE POPULATION ISSUES&lt;br /&gt;
| Completed&lt;br /&gt;
| Every region currently makes 2 oceanfish populations. This is to simulate fishing for seaside civs, but it should be handled properly instead.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req330&amp;quot;&amp;gt;Req330&amp;lt;/div&amp;gt;&lt;br /&gt;
| CHARGE CHANGE&lt;br /&gt;
| (Future)&lt;br /&gt;
| Knock-backs without people falling on the ground should be more common in charging.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req331&amp;quot;&amp;gt;Req331&amp;lt;/div&amp;gt;&lt;br /&gt;
| ATTACK OPPORTUNITY NUMBERS&lt;br /&gt;
| (Future)&lt;br /&gt;
| It should generate random variations on rolls for each attack for a given turn between each creature, so that a swing at the head one turn is almost impossible, while grabbing the arm could be three times as easy as normal. This will lead to more variety in combat AI, rather than just having the 'best' moves used all the time.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req332&amp;quot;&amp;gt;Req332&amp;lt;/div&amp;gt;&lt;br /&gt;
| SHORT JOB NAMES&lt;br /&gt;
| (Future)&lt;br /&gt;
| In certain contexts, it should display shorter job names. When making glass objects for instance, you can't tell what you are making if you don't have the menus tabbed out.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req333&amp;quot;&amp;gt;Req333&amp;lt;/div&amp;gt;&lt;br /&gt;
| RESPECT CONTAINER CAPACITY ON PICKUP&lt;br /&gt;
| (Future)&lt;br /&gt;
| Container capacity needs to be respected on pickup as it is with the put command.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req334&amp;quot;&amp;gt;Req334&amp;lt;/div&amp;gt;&lt;br /&gt;
| CRASHING ISSUE I&lt;br /&gt;
| Completed&lt;br /&gt;
| There is a crash bug related to store assignment of objects after building destruction. I had a town attacked by 100 dragons, and something went wrong.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req335&amp;quot;&amp;gt;Req335&amp;lt;/div&amp;gt;&lt;br /&gt;
| INFESTATION FREQUENCIES&lt;br /&gt;
| Completed&lt;br /&gt;
| The creatures selected to infest caves don't respect their population frequencies.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req336&amp;quot;&amp;gt;Req336&amp;lt;/div&amp;gt;&lt;br /&gt;
| GOOD/EVIL/SAVAGERY VERMIN CHECKS&lt;br /&gt;
| (Future)&lt;br /&gt;
| A lot of vermin creation doesn't respect good/evil/savagery of the particular square involved. Undead regions should have undead vermin, but there are some technical issues here.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req337&amp;quot;&amp;gt;Req337&amp;lt;/div&amp;gt;&lt;br /&gt;
| IN-GAME SNAPSHOTS&lt;br /&gt;
| Completed&lt;br /&gt;
| Just as you can export an image of the world map, you could also export an image of the entire fortress or adventure area.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req338&amp;quot;&amp;gt;Req338&amp;lt;/div&amp;gt;&lt;br /&gt;
| MEMMAP ISSUES&lt;br /&gt;
| (Future)&lt;br /&gt;
| There are some issues with it showing the green and yellow stair symbols improperly on the memmap. The memmap should also highlight staircases, and the symbols for previously seen creatures are currently overdone.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req339&amp;quot;&amp;gt;Req339&amp;lt;/div&amp;gt;&lt;br /&gt;
| MYSTERY WEB&lt;br /&gt;
| Completed&lt;br /&gt;
| A web printed off in a hidden area during dwarf mode. It was probably on an unseen river branch since it disappeared during the flood, but it shouldn't have been visible at all.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req340&amp;quot;&amp;gt;Req340&amp;lt;/div&amp;gt;&lt;br /&gt;
| FIRE FLOW SLAYER CREDIT&lt;br /&gt;
| (Future)&lt;br /&gt;
| Creatures don't get credit for killing creatures directly with flows.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req341&amp;quot;&amp;gt;Req341&amp;lt;/div&amp;gt;&lt;br /&gt;
| RIVER LOOPS&lt;br /&gt;
| Completed&lt;br /&gt;
| The world map generator doesn't completely loop erase the rivers. At least I think it's done. They always seem to come back.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req342&amp;quot;&amp;gt;Req342&amp;lt;/div&amp;gt;&lt;br /&gt;
| FROZEN WATER DISAGREEMENT&lt;br /&gt;
| Completed&lt;br /&gt;
| The out-of-play river squares sometimes display as frozen when the in-play river is not frozen.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req343&amp;quot;&amp;gt;Req343&amp;lt;/div&amp;gt;&lt;br /&gt;
| CORNER DOOR DETAILING&lt;br /&gt;
| Completed&lt;br /&gt;
| A room corner caught between two doors should detail immediately, not later when the dungeon is converted or other detailing occurs, or else it shouldn't detail at all.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req344&amp;quot;&amp;gt;Req344&amp;lt;/div&amp;gt;&lt;br /&gt;
| TOWN ANIMALS UNDER THREAT&lt;br /&gt;
| (Future)&lt;br /&gt;
| Attacking stray animals in town should still anger the entities, or at least be a misdemeanor or something.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req345&amp;quot;&amp;gt;Req345&amp;lt;/div&amp;gt;&lt;br /&gt;
| REST/SLEEP CONFLICT&lt;br /&gt;
| Completed&lt;br /&gt;
| When somebody is healing, they don't always take time off to sleep, so they can become drowsy when resting.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req346&amp;quot;&amp;gt;Req346&amp;lt;/div&amp;gt;&lt;br /&gt;
| PROJECTILES FALLING THROUGH FLOORS&lt;br /&gt;
| Completed&lt;br /&gt;
| Corpse pieces have occasionally been observed falling through the floor.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req347&amp;quot;&amp;gt;Req347&amp;lt;/div&amp;gt;&lt;br /&gt;
| ERRONEOUS FOOD OWNERSHIP&lt;br /&gt;
| (Future)&lt;br /&gt;
| If you remove a chair somebody is planning on eating in, they cancel their eat job but retain ownership of the food. Then they store it in their room, where it rots and smells, rather than eating it later. Related to Req304.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req348&amp;quot;&amp;gt;Req348&amp;lt;/div&amp;gt;&lt;br /&gt;
| SURROUNDING CHAT BIOME VERIFICATION&lt;br /&gt;
| (Future)&lt;br /&gt;
| When discussing which creatures roam a region, it doesn't do biome verification, so it could refer to creatures that aren't actually found in the region.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req349&amp;quot;&amp;gt;Req349&amp;lt;/div&amp;gt;&lt;br /&gt;
| PATH FIND ALTERATIONS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Right now, people go to the ground a lot when dealing with path find problems. If it isn't urgent, they should wait a bit but retain their paths. However, it's also important not to create traffic jams or lags.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req350&amp;quot;&amp;gt;Req350&amp;lt;/div&amp;gt;&lt;br /&gt;
| CRASH ISSUE ON BODY PART VIEW&lt;br /&gt;
| Completed&lt;br /&gt;
| During a fight with some zombies in dwarf mode, crashed while viewing body parts after moving the cursor.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req351&amp;quot;&amp;gt;Req351&amp;lt;/div&amp;gt;&lt;br /&gt;
| PET INFO CRASH&lt;br /&gt;
| Completed&lt;br /&gt;
| There was a crash related to null pet and owner pointers inside some pet info.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req352&amp;quot;&amp;gt;Req352&amp;lt;/div&amp;gt;&lt;br /&gt;
| TEMPERATURE FLOW SLAYERS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Dragons and other flow-creating creatures aren't credited properly for kills via temperature.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req353&amp;quot;&amp;gt;Req353&amp;lt;/div&amp;gt;&lt;br /&gt;
| PROJECTILES AND FLOWS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Some projectiles survive environmental effects unaffected.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req354&amp;quot;&amp;gt;Req354&amp;lt;/div&amp;gt;&lt;br /&gt;
| DIAGONAL FLOW PATHS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Diagonal-tending dragonfire has a tendency to wrap backward.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req355&amp;quot;&amp;gt;Req355&amp;lt;/div&amp;gt;&lt;br /&gt;
| LIQUID CREATURE SUPPORT&lt;br /&gt;
| (Future)&lt;br /&gt;
| Some creatures like magma men need better support for extreme temperature effects to work properly for them.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req356&amp;quot;&amp;gt;Req356&amp;lt;/div&amp;gt;&lt;br /&gt;
| GRASS-TREE BURN SPEEDS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Grass and trees undergo different burn-speed transformations between dwarf mode and adventure mode, leading to unwarranted mode differences.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req357&amp;quot;&amp;gt;Req357&amp;lt;/div&amp;gt;&lt;br /&gt;
| FIRE AND TEMPERATURE&lt;br /&gt;
| (Future)&lt;br /&gt;
| In some flow and map square situations, items are still burned away immediately instead of using temperature to affect them.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req358&amp;quot;&amp;gt;Req358&amp;lt;/div&amp;gt;&lt;br /&gt;
| CONTAMINANT MATERIALS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Contaminant materials need to be tracked more carefully.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req359&amp;quot;&amp;gt;Req359&amp;lt;/div&amp;gt;&lt;br /&gt;
| CONTAMINANT TEMPERATURE EFFECTS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Most importantly, metals that melt over creatures should have an effect, but the temperature of contaminants isn't currently stored.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req360&amp;quot;&amp;gt;Req360&amp;lt;/div&amp;gt;&lt;br /&gt;
| TEMPERATURE AND ROTTING&lt;br /&gt;
| (Future)&lt;br /&gt;
| The recycling critters that rot corpses and food work faster and are more abundant in higher temperature areas in general, though it might also be linked to the biome specifically.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req361&amp;quot;&amp;gt;Req361&amp;lt;/div&amp;gt;&lt;br /&gt;
| CORE TEMPERATURE VS EXTREMITIES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Frostbite doesn't work properly now, because temperatures are fairly uniform, even in homeotherms.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req362&amp;quot;&amp;gt;Req362&amp;lt;/div&amp;gt;&lt;br /&gt;
| CREATURE SUBTYPES AND TEMPERATURE&lt;br /&gt;
| (Future)&lt;br /&gt;
| The safe temperature calculations don't take the gloss into consideration, so even if &amp;quot;oak&amp;quot; and &amp;quot;mangrove&amp;quot; have different temperature properties, the game doesn't use them for related creature doesn't use them in some instances.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req363&amp;quot;&amp;gt;Req363&amp;lt;/div&amp;gt;&lt;br /&gt;
| VERMIN AND TEMPERATURE&lt;br /&gt;
| (Future)&lt;br /&gt;
| Vermin are currently unaffected by temperature and flows.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req364&amp;quot;&amp;gt;Req364&amp;lt;/div&amp;gt;&lt;br /&gt;
| VENOM... BARRELS?&lt;br /&gt;
| (Future)&lt;br /&gt;
| Traders bring venom in barrels instead of vials. This might be excessive.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req365&amp;quot;&amp;gt;Req365&amp;lt;/div&amp;gt;&lt;br /&gt;
| AGGRESSIVE SAPLING GROWTH&lt;br /&gt;
| (Future)&lt;br /&gt;
| Saplings seem to show up all over the place, including under lava or water. Might be handled.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req366&amp;quot;&amp;gt;Req366&amp;lt;/div&amp;gt;&lt;br /&gt;
| DISTANT OFFICERS&lt;br /&gt;
| (Future)&lt;br /&gt;
| It will often select the worst possible officer for a case. It should consider distance issues, for example.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req367&amp;quot;&amp;gt;Req367&amp;lt;/div&amp;gt;&lt;br /&gt;
| LOST FOOD&lt;br /&gt;
| (Future)&lt;br /&gt;
| The eat job sometimes loses control over the munchy's location.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req368&amp;quot;&amp;gt;Req368&amp;lt;/div&amp;gt;&lt;br /&gt;
| THE WELL BUCKET AND MAGMA&lt;br /&gt;
| (Future)&lt;br /&gt;
| The well bucket is not affected by local temperatures as it should be when it descends.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req369&amp;quot;&amp;gt;Req369&amp;lt;/div&amp;gt;&lt;br /&gt;
| MISSING UNIFORM&lt;br /&gt;
| (Future)&lt;br /&gt;
| When resetting clothing for temperature conditions, it can destroy guard uniforms.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req370&amp;quot;&amp;gt;Req370&amp;lt;/div&amp;gt;&lt;br /&gt;
| EATING IN STRANGE ROOMS&lt;br /&gt;
| (Future)&lt;br /&gt;
| The dwarves exhibit a propensity for eating in odd rooms when more appropriate rooms are available.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req371&amp;quot;&amp;gt;Req371&amp;lt;/div&amp;gt;&lt;br /&gt;
| AXE USE DEACTIVATED&lt;br /&gt;
| (Future)&lt;br /&gt;
| Deactivating squads can do strange things to axe use preference.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req372&amp;quot;&amp;gt;Req372&amp;lt;/div&amp;gt;&lt;br /&gt;
| TANTRUM EXHAUSTION&lt;br /&gt;
| (Future)&lt;br /&gt;
| Dwarves throwing tantrums might get a bit tired of what they are doing, especially if they are injured. They shouldn't destroy their beds when they are trying to sleep unless they are in a particularly bad mood.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req373&amp;quot;&amp;gt;Req373&amp;lt;/div&amp;gt;&lt;br /&gt;
| RAMP WALLS&lt;br /&gt;
| Completed&lt;br /&gt;
| There are some inconsistencies with ramp use regarding whether or not an adjacent wall is needed.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req374&amp;quot;&amp;gt;Req374&amp;lt;/div&amp;gt;&lt;br /&gt;
| PET CAP&lt;br /&gt;
| (Future)&lt;br /&gt;
| Evaluate alternatives to the 50 per type animal cap.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req375&amp;quot;&amp;gt;Req375&amp;lt;/div&amp;gt;&lt;br /&gt;
| OTHER CAVES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Need to use some rock outcrops to add caves to soil heavy environments (or tighten soil with roots).&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req376&amp;quot;&amp;gt;Req376&amp;lt;/div&amp;gt;&lt;br /&gt;
| ADV MODE LIGHTING PROBLEMS&lt;br /&gt;
| (Future)&lt;br /&gt;
| There are some problems with adventure mode lighting versus lower fluids and the memory map in open spaces.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req377&amp;quot;&amp;gt;Req377&amp;lt;/div&amp;gt;&lt;br /&gt;
| AMAZING VERMIN ENTRY&lt;br /&gt;
| (Future)&lt;br /&gt;
| Eater vermin from map features can get into things that are impossible to get into.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req378&amp;quot;&amp;gt;Req378&amp;lt;/div&amp;gt;&lt;br /&gt;
| LACK OF FLUID MIXING IN CONTAINERS&lt;br /&gt;
| (Future)&lt;br /&gt;
| It lets you have for instance &amp;quot;water&amp;quot; and &amp;quot;stagnant water&amp;quot; as distinct items in your flask, and you can also fill up your backpack with water without getting other objects wet and without leakage.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req379&amp;quot;&amp;gt;Req379&amp;lt;/div&amp;gt;&lt;br /&gt;
| TRAILS AND ROADS&lt;br /&gt;
| (Future)&lt;br /&gt;
| There should be trails and roads all over the place in civilized areas.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req380&amp;quot;&amp;gt;Req380&amp;lt;/div&amp;gt;&lt;br /&gt;
| AREA DIFFICULTIES&lt;br /&gt;
| (Future)&lt;br /&gt;
| There need to be some more additions to challenging areas and perhaps a little more work on making calm areas calm.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req381&amp;quot;&amp;gt;Req381&amp;lt;/div&amp;gt;&lt;br /&gt;
| MOOD WORKSHOP&lt;br /&gt;
| (Future)&lt;br /&gt;
| There should be additional indicators of which workshop has been taken over by a mood dwarf.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req382&amp;quot;&amp;gt;Req382&amp;lt;/div&amp;gt;&lt;br /&gt;
| OFFER CONFIRMATION&lt;br /&gt;
| (Future)&lt;br /&gt;
| A confirmation might be helpful for making offerings in the depot.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req383&amp;quot;&amp;gt;Req383&amp;lt;/div&amp;gt;&lt;br /&gt;
| RAW FISH NAME&lt;br /&gt;
| (Future)&lt;br /&gt;
| Raw fish might need to be renamed for clarity&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req384&amp;quot;&amp;gt;Req384&amp;lt;/div&amp;gt;&lt;br /&gt;
| BUILDING JOB CHECKS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Need to look into how often buildings do job checks and when they reset their counters.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req385&amp;quot;&amp;gt;Req385&amp;lt;/div&amp;gt;&lt;br /&gt;
| HAUL JOB OVERRIDES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Workshop jobs should remove haul tasks from items within them if the item is applicable for the job.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req386&amp;quot;&amp;gt;Req386&amp;lt;/div&amp;gt;&lt;br /&gt;
| PERSISTENT CURSOR POSITION&lt;br /&gt;
| (Future)&lt;br /&gt;
| There are some mode changes in dwarf mode where the cursor position should persist.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req387&amp;quot;&amp;gt;Req387&amp;lt;/div&amp;gt;&lt;br /&gt;
| TOTAL PROFESSION NUMBERS&lt;br /&gt;
| (Future)&lt;br /&gt;
| There should be a way to view the total numbers enabled for each labor list item.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req388&amp;quot;&amp;gt;Req388&amp;lt;/div&amp;gt;&lt;br /&gt;
| ROOM QUALITY DISPLAY&lt;br /&gt;
| (Future)&lt;br /&gt;
| There should be an easier way to view the quality of a room.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req389&amp;quot;&amp;gt;Req389&amp;lt;/div&amp;gt;&lt;br /&gt;
| PERSONAL ROOM TRAFFIC&lt;br /&gt;
| (Future)&lt;br /&gt;
| Dwarves should probably get upset if a bunch of dwarves walk through their rooms while they are around to notice.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req390&amp;quot;&amp;gt;Req390&amp;lt;/div&amp;gt;&lt;br /&gt;
| JOB INFORMATION&lt;br /&gt;
| (Future)&lt;br /&gt;
| You should be able to view more information about jobs so that you can better understand how to complete them and what you have available to do so.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req391&amp;quot;&amp;gt;Req391&amp;lt;/div&amp;gt;&lt;br /&gt;
| WOUNDED BABY CARE&lt;br /&gt;
| (Future)&lt;br /&gt;
| Mothers don't care if their babies are wounded, even if they are being carried at the time.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req392&amp;quot;&amp;gt;Req392&amp;lt;/div&amp;gt;&lt;br /&gt;
| HAULING ORDERS&lt;br /&gt;
| (Future)&lt;br /&gt;
| More ways to control hauling orders, so important corpses can be picked up and lone bolts can be ignored.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req393&amp;quot;&amp;gt;Req393&amp;lt;/div&amp;gt;&lt;br /&gt;
| MINING SKILL SETTINGS&lt;br /&gt;
| (Future)&lt;br /&gt;
| There are situations where it would be nice to have the ability to set skill threshholds for gem/ore mining jobs.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req394&amp;quot;&amp;gt;Req394&amp;lt;/div&amp;gt;&lt;br /&gt;
| VARIOUS COMPENSATION METHODS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Certain jobs should pay by the hour instead of by the job (or by other factors). Examples include hauling and pump operation.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req395&amp;quot;&amp;gt;Req395&amp;lt;/div&amp;gt;&lt;br /&gt;
| HOLDING ARTIFACTS&lt;br /&gt;
| (Future)&lt;br /&gt;
| There seems to be something a bit loopy with how artifact keep/drop/hide decisions are made. They can hold on to an object for a very long time without committing to anything. Even if a dwarf chooses to keep an artifact, it shouldn't just walk around with a floodgate or something.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req396&amp;quot;&amp;gt;Req396&amp;lt;/div&amp;gt;&lt;br /&gt;
| OBSTACLE HANDLING FOR BUILDERS AND MINERS&lt;br /&gt;
| (Future)&lt;br /&gt;
| When a dwarves are mining or placing a building which will become an obstacle, they should do the jobs from the first good square they touch so that they don't lock themselves in.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req397&amp;quot;&amp;gt;Req397&amp;lt;/div&amp;gt;&lt;br /&gt;
| ERRONEOUS CAGED UNIT DEATHS&lt;br /&gt;
| (Future)&lt;br /&gt;
| A container item that is destroyed can kill units, even if the unit itself is resistant to the destroyer of the item (magma for example).&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req398&amp;quot;&amp;gt;Req398&amp;lt;/div&amp;gt;&lt;br /&gt;
| PLATE/CHAIN LAYERING VS. ARMOR LEVEL&lt;br /&gt;
| (Future)&lt;br /&gt;
| Wearing mail under plate is permissible, but it can be confusing to see when you select plate as the armor level.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req399&amp;quot;&amp;gt;Req399&amp;lt;/div&amp;gt;&lt;br /&gt;
| DIRT ROADS ON ICE&lt;br /&gt;
| (Future)&lt;br /&gt;
| When roads are built over ice, trampled dirt can be created spontaneously.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req400&amp;quot;&amp;gt;Req400&amp;lt;/div&amp;gt;&lt;br /&gt;
| DYED CLOTH STOCKPILE SEPARATION&lt;br /&gt;
| (Future)&lt;br /&gt;
| The ability to separate dyed and undyed cloth in stockpiles can be useful for speeding up production.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req401&amp;quot;&amp;gt;Req401&amp;lt;/div&amp;gt;&lt;br /&gt;
| PREMATURE TRADE SCREEN EXITS&lt;br /&gt;
| (Future)&lt;br /&gt;
| It's easy to skip out of the trade agreement screens without knowing what happened.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req402&amp;quot;&amp;gt;Req402&amp;lt;/div&amp;gt;&lt;br /&gt;
| SAVE TO MAIN MENU TRANSITION&lt;br /&gt;
| (Future)&lt;br /&gt;
| Need a prompt after save has completely successfully, and it should finish cleaning before asking you to press the key.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req403&amp;quot;&amp;gt;Req403&amp;lt;/div&amp;gt;&lt;br /&gt;
| DAMBLOCK OPTS&lt;br /&gt;
| (Future)&lt;br /&gt;
| There are some optimizations that can be made to the damage blocking calculations.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req404&amp;quot;&amp;gt;Req404&amp;lt;/div&amp;gt;&lt;br /&gt;
| STILL BARRELS&lt;br /&gt;
| (Future)&lt;br /&gt;
| If a booze stockpile contains empty barrels, a brewing job should be able to use them for storage.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req405&amp;quot;&amp;gt;Req405&amp;lt;/div&amp;gt;&lt;br /&gt;
| VERMIN TRACKING&lt;br /&gt;
| (Future)&lt;br /&gt;
| There are some problems with the accounting of vermin populations.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req406&amp;quot;&amp;gt;Req406&amp;lt;/div&amp;gt;&lt;br /&gt;
| PUT ON YOUR MASK BEFORE ASSISTING THE CHILD NEXT TO YOU&lt;br /&gt;
| (Future)&lt;br /&gt;
| Parents can die from thirst seeking their infants. It might help them to prioritize if they are dehydrated.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req407&amp;quot;&amp;gt;Req407&amp;lt;/div&amp;gt;&lt;br /&gt;
| RECLAIM STACKS&lt;br /&gt;
| (Future)&lt;br /&gt;
| On reclaim, some of the container emptying procedures can be very annoying, especially if there are tons of coin piles.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req408&amp;quot;&amp;gt;Req408&amp;lt;/div&amp;gt;&lt;br /&gt;
| DOMESTICATION AND ENTITY DEFS&lt;br /&gt;
| (Future)&lt;br /&gt;
| The &amp;quot;common domestic&amp;quot; state of animals should be in part an entity property, rather than solely a creature property.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req409&amp;quot;&amp;gt;Req409&amp;lt;/div&amp;gt;&lt;br /&gt;
| BAG RESERVES&lt;br /&gt;
| (Future)&lt;br /&gt;
| The ability to reserve bags for uses other than seed storage would be useful.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req410&amp;quot;&amp;gt;Req410&amp;lt;/div&amp;gt;&lt;br /&gt;
| KITCHEN ISSUES&lt;br /&gt;
| (Future)&lt;br /&gt;
| It would be useful to have kitchen options for items that you don't necessarily have in stock at the moment, and there's an issue with needing milk's cook setting active to make cheese.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req411&amp;quot;&amp;gt;Req411&amp;lt;/div&amp;gt;&lt;br /&gt;
| ZOOMING AROUND&lt;br /&gt;
| (Future)&lt;br /&gt;
| It would be useful to have more ways to get between object screens and zooming to objects between all of the views.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req412&amp;quot;&amp;gt;Req412&amp;lt;/div&amp;gt;&lt;br /&gt;
| DROWSINESS VS. KNOCKOUTS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Dwarves can having drowsiness problems if they are KO'd for long periods of time.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req413&amp;quot;&amp;gt;Req413&amp;lt;/div&amp;gt;&lt;br /&gt;
| PAIRED ITEMS ON ARMOR STANDS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Armor stands need to be able to hold 2 gloves and shoes, rather than just one item.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req414&amp;quot;&amp;gt;Req414&amp;lt;/div&amp;gt;&lt;br /&gt;
| EQUIPMENT STORAGE&lt;br /&gt;
| (Future)&lt;br /&gt;
| Need to salvage some armor stand/weapon rack storage code for use by soldiers.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req415&amp;quot;&amp;gt;Req415&amp;lt;/div&amp;gt;&lt;br /&gt;
| SCHEDULING ISSUES&lt;br /&gt;
| (Future)&lt;br /&gt;
| There are some minor adventure mode town schedule issues that need addressing.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req416&amp;quot;&amp;gt;Req416&amp;lt;/div&amp;gt;&lt;br /&gt;
| PAIRED IMPROVEMENTS&lt;br /&gt;
| (Future)&lt;br /&gt;
| For the most part, improvements on pregenerated paired items should be made identical.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req417&amp;quot;&amp;gt;Req417&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;quot;WATER&amp;quot;SKINS?&lt;br /&gt;
| (Future)&lt;br /&gt;
| Military dwarves should be apt to carry booze instead of water.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req418&amp;quot;&amp;gt;Req418&amp;lt;/div&amp;gt;&lt;br /&gt;
| WEIGHT AND VALUE PROBLEMS&lt;br /&gt;
| (Future)&lt;br /&gt;
| There are a lot of inconsistencies with weight and value numbers in the raws.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req419&amp;quot;&amp;gt;Req419&amp;lt;/div&amp;gt;&lt;br /&gt;
| PRICE SETTER STORAGE&lt;br /&gt;
| (Future)&lt;br /&gt;
| Technical issue with price setter storage.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req420&amp;quot;&amp;gt;Req420&amp;lt;/div&amp;gt;&lt;br /&gt;
| DRINK JOB CONNECTION CHECKS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Some drink jobs don't check connectivity correctly.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req421&amp;quot;&amp;gt;Req421&amp;lt;/div&amp;gt;&lt;br /&gt;
| BUILDING NAMES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Custom names for buildings. For stockpiles they can be inherited by containers.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req422&amp;quot;&amp;gt;Req422&amp;lt;/div&amp;gt;&lt;br /&gt;
| ROCKY ROAD&lt;br /&gt;
| (Future)&lt;br /&gt;
| Road building can be annoying on rocky maps.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req423&amp;quot;&amp;gt;Req423&amp;lt;/div&amp;gt;&lt;br /&gt;
| WEALTH OVERCOUNTS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Held/worn items are counted too much toward fortress wealth.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req424&amp;quot;&amp;gt;Req424&amp;lt;/div&amp;gt;&lt;br /&gt;
| PLANTING CANCELLATIONS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Farming plots that are set to fallow won't cancel their jobs if there's even a single seed planted. There are also issues with cancellation for redded out plants.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req425&amp;quot;&amp;gt;Req425&amp;lt;/div&amp;gt;&lt;br /&gt;
| DWARVEN WAGONS&lt;br /&gt;
| Completed&lt;br /&gt;
| Dwarves have wagons, so they should use them to trade.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req426&amp;quot;&amp;gt;Req426&amp;lt;/div&amp;gt;&lt;br /&gt;
| WATERFALL EDGES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Waterfalls have an issue where water at the bottom can potentially flow up off the edge into the unallocated void.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req427&amp;quot;&amp;gt;Req427&amp;lt;/div&amp;gt;&lt;br /&gt;
| ELITE SOLDIER SETTINGS&lt;br /&gt;
| (Future)&lt;br /&gt;
| You should be able to set soldier preferences for elite soldiers, though they should be unhappy to part with their favorite weapons.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req428&amp;quot;&amp;gt;Req428&amp;lt;/div&amp;gt;&lt;br /&gt;
| TASK PRIORITIES&lt;br /&gt;
| (Future)&lt;br /&gt;
| It should be easier to single out a dwarf as the only one permitted to perform a task, or to give that dwarf higher priority for the task.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req429&amp;quot;&amp;gt;Req429&amp;lt;/div&amp;gt;&lt;br /&gt;
| FARM SETTINGS LOST&lt;br /&gt;
| (Future)&lt;br /&gt;
| It can destroy preset crop selections for future seasons when there's a problem with the current season.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req430&amp;quot;&amp;gt;Req430&amp;lt;/div&amp;gt;&lt;br /&gt;
| JOB POSSIBILITIES DISPLAYED&lt;br /&gt;
| (Future)&lt;br /&gt;
| When adding jobs to workshops, it should be more clear which jobs could actually be completed at that time.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req431&amp;quot;&amp;gt;Req431&amp;lt;/div&amp;gt;&lt;br /&gt;
| EQUIPMENT CLEANING&lt;br /&gt;
| (Future)&lt;br /&gt;
| You need to be able to clean off dirty equipment, both modes. You might need to use grass or some kind of intermediate object/liquid to avoid getting more dirty.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req432&amp;quot;&amp;gt;Req432&amp;lt;/div&amp;gt;&lt;br /&gt;
| SETUP SCREEN CHANGES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Various minor changes to the dwarf mode setup screen. It should be easier to see the skills of the dwarves you are bringing and you should have more of an idea what the equipment you are bringing it for. It should update the profession names of dwarves as you change their skills.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req433&amp;quot;&amp;gt;Req433&amp;lt;/div&amp;gt;&lt;br /&gt;
| FLOATING&lt;br /&gt;
| (Future)&lt;br /&gt;
| Objects with proper densities should float in liquids. This should also apply to swimming creatures.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req434&amp;quot;&amp;gt;Req434&amp;lt;/div&amp;gt;&lt;br /&gt;
| MESSAGE CONTROL&lt;br /&gt;
| (Future)&lt;br /&gt;
| All messages should be optional with optional pause-zooming. There should be optional building completion announcements.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req435&amp;quot;&amp;gt;Req435&amp;lt;/div&amp;gt;&lt;br /&gt;
| SETTINGS FOR BASIC JOBS&lt;br /&gt;
| (Future)&lt;br /&gt;
| There should be specific labor list settings for jobs like harvesting, level pulling and depot hauls that all dwarves do.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req436&amp;quot;&amp;gt;Req436&amp;lt;/div&amp;gt;&lt;br /&gt;
| EQUIPMENT DISPOSAL&lt;br /&gt;
| (Future)&lt;br /&gt;
| There should be more standing orders for how unusable clothing, armor and other equipment are handled to expedite siege cleaning and the disposal of old clothes.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req437&amp;quot;&amp;gt;Req437&amp;lt;/div&amp;gt;&lt;br /&gt;
| ASHERY SKILLS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Potash-making from lye should be skillless, and ideally you'd just set the stuff to evaporate. The ash to potash job should give lye-making skill.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req438&amp;quot;&amp;gt;Req438&amp;lt;/div&amp;gt;&lt;br /&gt;
| REFERENCE UPDATE&lt;br /&gt;
| (Future)&lt;br /&gt;
| Some internal references should be stored differently.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req439&amp;quot;&amp;gt;Req439&amp;lt;/div&amp;gt;&lt;br /&gt;
| FISHERY AUTOMATION&lt;br /&gt;
| (Future)&lt;br /&gt;
| The fishery (and other workshops) should have automation features.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req440&amp;quot;&amp;gt;Req440&amp;lt;/div&amp;gt;&lt;br /&gt;
| TRAVELER OUTFITS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Sometimes it fails to update the clothing of people that have traveled to another town to account for temperature.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req441&amp;quot;&amp;gt;Req441&amp;lt;/div&amp;gt;&lt;br /&gt;
| CHILDREN AND GROWTH&lt;br /&gt;
| (Future)&lt;br /&gt;
| Children need to change sizes more gradually as they grow up. It must also handle their clothing sizes without generating a ton of garbage objects.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req442&amp;quot;&amp;gt;Req442&amp;lt;/div&amp;gt;&lt;br /&gt;
| SHOPKEEPERS AND THEIR INVENTORY&lt;br /&gt;
| (Future)&lt;br /&gt;
| Owners of dwarf mode shops aren't tied closely enough to their wares, even though they pay for them.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req443&amp;quot;&amp;gt;Req443&amp;lt;/div&amp;gt;&lt;br /&gt;
| UNIT-JOB SCREEN IMPROVEMENTS&lt;br /&gt;
| (Future)&lt;br /&gt;
| The unit-job screen should be improved in myriad ways, though the options people have requested are too numerous to fit in a simple screen.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req444&amp;quot;&amp;gt;Req444&amp;lt;/div&amp;gt;&lt;br /&gt;
| FLEEING SOLDIER AI&lt;br /&gt;
| (Future)&lt;br /&gt;
| Fleeing soldiers don't cope well with not being able to reach their exit location.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req445&amp;quot;&amp;gt;Req445&amp;lt;/div&amp;gt;&lt;br /&gt;
| INJURED HUNTERS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Injured hunters should not attempt to hunt in general.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req446&amp;quot;&amp;gt;Req446&amp;lt;/div&amp;gt;&lt;br /&gt;
| COOKING SELECTION ISSUE&lt;br /&gt;
| (Future)&lt;br /&gt;
| Cooking had an issue where it selected a barrel and the object inside of it.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req447&amp;quot;&amp;gt;Req447&amp;lt;/div&amp;gt;&lt;br /&gt;
| PRESERVING VALUABLE STONES&lt;br /&gt;
| Completed&lt;br /&gt;
| There should be a way to stop valuable stones like obsidian from being used in general stoneworking jobs.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req448&amp;quot;&amp;gt;Req448&amp;lt;/div&amp;gt;&lt;br /&gt;
| INTERRUPTED JOB DURATIONS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Issue with job durations versus interruptions.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req449&amp;quot;&amp;gt;Req449&amp;lt;/div&amp;gt;&lt;br /&gt;
| BARRACKS ASSIGNMENTS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Allow barracks assignments for squads, including specific assignments (possibly automated within the barracks) for weapon racks and armor stands for soldiers.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req450&amp;quot;&amp;gt;Req450&amp;lt;/div&amp;gt;&lt;br /&gt;
| USEFUL BREAKS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Dwarves should actively pursue non-work related activities while they are taking breaks.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req451&amp;quot;&amp;gt;Req451&amp;lt;/div&amp;gt;&lt;br /&gt;
| LIAISON AND WORKERS&lt;br /&gt;
| (Future)&lt;br /&gt;
| You should be able to request specific workers and worker types from your outpost liaison.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req452&amp;quot;&amp;gt;Req452&amp;lt;/div&amp;gt;&lt;br /&gt;
| IMPROVE LOCAL MATERIAL TABULATION&lt;br /&gt;
| (Future)&lt;br /&gt;
| The game doesn't quite have a handle on which materials are available locally. This would make demands more reasonable.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req453&amp;quot;&amp;gt;Req453&amp;lt;/div&amp;gt;&lt;br /&gt;
| COFFIN OBJECT ISSUES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Issues with the items in coffins versus building destruction and rotting.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req454&amp;quot;&amp;gt;Req454&amp;lt;/div&amp;gt;&lt;br /&gt;
| FOOD SELECTION&lt;br /&gt;
| (Future)&lt;br /&gt;
| There are some issues with food choice relative to value and distance.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req455&amp;quot;&amp;gt;Req455&amp;lt;/div&amp;gt;&lt;br /&gt;
| RAMPS ON BOUNDARIES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Some ramps were omitted on block splits.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req456&amp;quot;&amp;gt;Req456&amp;lt;/div&amp;gt;&lt;br /&gt;
| KIDNAP INFO HANDLING&lt;br /&gt;
| (Future)&lt;br /&gt;
| Kidnapped dwarves need to have more game info removed.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req457&amp;quot;&amp;gt;Req457&amp;lt;/div&amp;gt;&lt;br /&gt;
| STEAM EFFECTS&lt;br /&gt;
| (Future)&lt;br /&gt;
| There are currently problems with steam temperature damage, and the effects of walking through a forest fire.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req458&amp;quot;&amp;gt;Req458&amp;lt;/div&amp;gt;&lt;br /&gt;
| ZOMBIE BODIES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Zombies should just leave rotten corpses instead of rotten zombie corpses, though their former status as a zombie might have impacts on the body's properties later on.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req459&amp;quot;&amp;gt;Req459&amp;lt;/div&amp;gt;&lt;br /&gt;
| CAVE-IN COLUMN WEIGHTS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Cave-in columns need more careful weight calculations.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req460&amp;quot;&amp;gt;Req460&amp;lt;/div&amp;gt;&lt;br /&gt;
| INITIAL RIVER DISPLAY&lt;br /&gt;
| (Future)&lt;br /&gt;
| It needs to initialize river flow directions before the rivers are initially displayed.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req461&amp;quot;&amp;gt;Req461&amp;lt;/div&amp;gt;&lt;br /&gt;
| FLOWS AND DIRECTIONAL CALCULATIONS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Certain flow calculations still only run in 4 directions.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req462&amp;quot;&amp;gt;Req462&amp;lt;/div&amp;gt;&lt;br /&gt;
| CONTAMINANT TEMPERATURE AND MOISTURE&lt;br /&gt;
| (Future)&lt;br /&gt;
| Contaminants on units and items need to have temperatures so that these objects can be covered with snow or heated oil. Some contaminants also need to have some kind of moisture content so that blood can dry out and stain for example.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req463&amp;quot;&amp;gt;Req463&amp;lt;/div&amp;gt;&lt;br /&gt;
| FORBIDDEN WARES&lt;br /&gt;
| (Future)&lt;br /&gt;
| The &amp;quot;good&amp;quot; creatures should be a little less likely to purchase leather or other items made from the bodies of civilized creatures, with various exceptions.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req464&amp;quot;&amp;gt;Req464&amp;lt;/div&amp;gt;&lt;br /&gt;
| EXCESSIVE BAIT&lt;br /&gt;
| (Future)&lt;br /&gt;
| Dwarves should not use entire stacks of meat or fish to bait traps.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req465&amp;quot;&amp;gt;Req465&amp;lt;/div&amp;gt;&lt;br /&gt;
| METAL BLOCK/BAR WEIGHTS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Need to watch out for the weight of metal objects versus metal bars.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req466&amp;quot;&amp;gt;Req466&amp;lt;/div&amp;gt;&lt;br /&gt;
| WRESTLING GRASPS VERSUS OTHER ACTIONS&lt;br /&gt;
| (Future)&lt;br /&gt;
| It should be more difficult or impossible to use the grasps you are using for wrestling in other tasks at the same time.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req467&amp;quot;&amp;gt;Req467&amp;lt;/div&amp;gt;&lt;br /&gt;
| UNDEAD HEALING&lt;br /&gt;
| (Future)&lt;br /&gt;
| Undead and construct-type creatures tend to heal when they shouldn't.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req468&amp;quot;&amp;gt;Req468&amp;lt;/div&amp;gt;&lt;br /&gt;
| EXTRACT MATERIALS&lt;br /&gt;
| (Future)&lt;br /&gt;
| The extract system needs to be overhauled to support more robust material definitions and more potential extracts from a given creature or plant.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req469&amp;quot;&amp;gt;Req469&amp;lt;/div&amp;gt;&lt;br /&gt;
| HUMAN MIGRANT ISSUES&lt;br /&gt;
| (Future)&lt;br /&gt;
| In the limited test I did of human migrants in a dwarf fortress, there were several issues, including the humans being treated like tame beasts.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req470&amp;quot;&amp;gt;Req470&amp;lt;/div&amp;gt;&lt;br /&gt;
| UNDEAD POPULATIONS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Undead populations aren't tracked properly.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req471&amp;quot;&amp;gt;Req471&amp;lt;/div&amp;gt;&lt;br /&gt;
| ASKING DIRECTIONS&lt;br /&gt;
| (Future)&lt;br /&gt;
| You should be able to ask directions more robustly in adventure mode. They should be able to give you directions and location descriptions. You should be able to ask about general or specific items or trades, and various other things. Different creatures might have a broader knowledge of more areas depending on various factors.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req472&amp;quot;&amp;gt;Req472&amp;lt;/div&amp;gt;&lt;br /&gt;
| MIXING LIQUID CONTAMINANTS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Liquid contaminants should mix so that you can't just act on one of them, assuming they overlap on the object in question.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req473&amp;quot;&amp;gt;Req473&amp;lt;/div&amp;gt;&lt;br /&gt;
| MATERIAL REWRITE&lt;br /&gt;
| (Future)&lt;br /&gt;
| There's a technical rewrite required to support things like object materials which are, for instance, the blood of a specific creature.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req474&amp;quot;&amp;gt;Req474&amp;lt;/div&amp;gt;&lt;br /&gt;
| PATH BUFFER CLEARING&lt;br /&gt;
| (Future)&lt;br /&gt;
| There's a bit of an optimization that can be done to the periodic path buffer clearing.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req475&amp;quot;&amp;gt;Req475&amp;lt;/div&amp;gt;&lt;br /&gt;
| SIEGE ENGINES AND THE Z AXIS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Siege engines need to respect the z axis.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req476&amp;quot;&amp;gt;Req476&amp;lt;/div&amp;gt;&lt;br /&gt;
| DEEP OBJECT PLACEMENT ISSUE&lt;br /&gt;
| (Future)&lt;br /&gt;
| There's an issue with object placement in one of the deep areas.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req477&amp;quot;&amp;gt;Req477&amp;lt;/div&amp;gt;&lt;br /&gt;
| CONNECTED SITE COMPONENTS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Sites in areas with large elevation changes need to connect up their components. For instance, a town built into several areas on a cliff might have some stairs carved into the walls to connect the components.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req478&amp;quot;&amp;gt;Req478&amp;lt;/div&amp;gt;&lt;br /&gt;
| LOCAL ARMY MOVEMENT&lt;br /&gt;
| (Future)&lt;br /&gt;
| There are some issue with army movement in adventure mode, especially related to armies you are visiting that would like to move.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req479&amp;quot;&amp;gt;Req479&amp;lt;/div&amp;gt;&lt;br /&gt;
| GOBLIN TOWER ISSUES&lt;br /&gt;
| (Future)&lt;br /&gt;
| There are some issues with swamps, vegetation and subterranean areas in goblin towers.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req480&amp;quot;&amp;gt;Req480&amp;lt;/div&amp;gt;&lt;br /&gt;
| DWARVES ON FIRE&lt;br /&gt;
| (Future)&lt;br /&gt;
| Dwarves should really handle themselves a bit better when they are around fire. They should start by recognizing that it's actually a problem to be on fire.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req481&amp;quot;&amp;gt;Req481&amp;lt;/div&amp;gt;&lt;br /&gt;
| HATCH OPENING FOR DIAGONAL FLIERS&lt;br /&gt;
| (Future)&lt;br /&gt;
| It needs to be more specific about how fliers moving diagonally and up interact with multiple hatches.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req482&amp;quot;&amp;gt;Req482&amp;lt;/div&amp;gt;&lt;br /&gt;
| FISH CLEANING IMPROVEMENTS&lt;br /&gt;
| (Future)&lt;br /&gt;
| You should be able to remove relevant portions (shell/bones) of fish during cleaning.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req483&amp;quot;&amp;gt;Req483&amp;lt;/div&amp;gt;&lt;br /&gt;
| BLOOD VISIBILITY&lt;br /&gt;
| (Future)&lt;br /&gt;
| Blood of all types should be visible on whatever color stone it falls on.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req484&amp;quot;&amp;gt;Req484&amp;lt;/div&amp;gt;&lt;br /&gt;
| WIND&lt;br /&gt;
| (Future)&lt;br /&gt;
| Local wind patterns need to be more interesting.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req485&amp;quot;&amp;gt;Req485&amp;lt;/div&amp;gt;&lt;br /&gt;
| GROUNDED/SWIMMING&lt;br /&gt;
| (Future)&lt;br /&gt;
| Need to square the commonly-used notion of being on the ground with swimming.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req486&amp;quot;&amp;gt;Req486&amp;lt;/div&amp;gt;&lt;br /&gt;
| VISION AND SWIMMING&lt;br /&gt;
| (Future)&lt;br /&gt;
| Need to work out what should be visible when you are swimming, especially if you are breathing up at the surface.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req487&amp;quot;&amp;gt;Req487&amp;lt;/div&amp;gt;&lt;br /&gt;
| WATER PRESERVATION&lt;br /&gt;
| (Future)&lt;br /&gt;
| There are some cases where water is deleted when it might be pushed away to other tiles instead.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req488&amp;quot;&amp;gt;Req488&amp;lt;/div&amp;gt;&lt;br /&gt;
| WARM STONE PROBLEM&lt;br /&gt;
| (Future)&lt;br /&gt;
| There are some rare cases where warm stone next to lava gets its temperature reset.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req489&amp;quot;&amp;gt;Req489&amp;lt;/div&amp;gt;&lt;br /&gt;
| MIGRANT CHILDREN AGES&lt;br /&gt;
| (Future)&lt;br /&gt;
| The ages of migrant children are not based on the raws.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req490&amp;quot;&amp;gt;Req490&amp;lt;/div&amp;gt;&lt;br /&gt;
| MATERIAL DEMANDS AND MANDATES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Local materials lists for demands aren't compiled properly now.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req491&amp;quot;&amp;gt;Req491&amp;lt;/div&amp;gt;&lt;br /&gt;
| ADVENTURE MODE TRADE SKILLS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Some of the features from dwarf mode trade can be moved over to adventure mode.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req492&amp;quot;&amp;gt;Req492&amp;lt;/div&amp;gt;&lt;br /&gt;
| MELTED OBJECT SIZE&lt;br /&gt;
| (Future)&lt;br /&gt;
| When objects change states, their sizes need to be tracked more carefully.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req493&amp;quot;&amp;gt;Req493&amp;lt;/div&amp;gt;&lt;br /&gt;
| MISSING MIGRANT TYPES&lt;br /&gt;
| (Future)&lt;br /&gt;
| A few professions don't occur as migrant types.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req494&amp;quot;&amp;gt;Req494&amp;lt;/div&amp;gt;&lt;br /&gt;
| INITIALIZING PREFERENCES ISSUE&lt;br /&gt;
| (Future)&lt;br /&gt;
| There's a minor issue with unit preferences and which ones it knows about at which times.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req495&amp;quot;&amp;gt;Req495&amp;lt;/div&amp;gt;&lt;br /&gt;
| FISH SEARCH&lt;br /&gt;
| (Future)&lt;br /&gt;
| Fisherdwarves don't make the same efforts to find locations as thirsty dwarves.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req496&amp;quot;&amp;gt;Req496&amp;lt;/div&amp;gt;&lt;br /&gt;
| WORLD MIGRANT LINKS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Migrants joining towns on the world map don't get proper entity links.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req497&amp;quot;&amp;gt;Req497&amp;lt;/div&amp;gt;&lt;br /&gt;
| RIVER STONES FOR ENTITIES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Civilizations don't use alluvial deposits properly.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req498&amp;quot;&amp;gt;Req498&amp;lt;/div&amp;gt;&lt;br /&gt;
| SAME-SQUARE MOVEMENT&lt;br /&gt;
| (Future)&lt;br /&gt;
| There are some adventure mode issues with same-square interactions.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req499&amp;quot;&amp;gt;Req499&amp;lt;/div&amp;gt;&lt;br /&gt;
| BETTER PRESSURE&lt;br /&gt;
| Completed&lt;br /&gt;
| Water should avoid upward paths when there is a good downward route, though this taxes the CPU slightly.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req500&amp;quot;&amp;gt;Req500&amp;lt;/div&amp;gt;&lt;br /&gt;
| SITE POPULATIONS&lt;br /&gt;
| (Future)&lt;br /&gt;
| There are various little issues with site animal populations that need to be cleaned up.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req501&amp;quot;&amp;gt;Req501&amp;lt;/div&amp;gt;&lt;br /&gt;
| MINOR WILDERNESS POP ISSUES&lt;br /&gt;
| (Future)&lt;br /&gt;
| There are some minor issues with the distributions of local wilderness populations.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req502&amp;quot;&amp;gt;Req502&amp;lt;/div&amp;gt;&lt;br /&gt;
| FROZEN WATER CONTAMINANTS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Contaminants for frozen liquids aren't tracked carefully enough.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req503&amp;quot;&amp;gt;Req503&amp;lt;/div&amp;gt;&lt;br /&gt;
| FLIERS/SWIMMERS AND BUILDING TARGETING&lt;br /&gt;
| (Future)&lt;br /&gt;
| Creatures with unusual movement types can't target buildings properly.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req504&amp;quot;&amp;gt;Req504&amp;lt;/div&amp;gt;&lt;br /&gt;
| RUIN PLACEMENT&lt;br /&gt;
| (Future)&lt;br /&gt;
| Ruin placement is disabled in sites that become crowded with buildings, but it should adapt instead.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req505&amp;quot;&amp;gt;Req505&amp;lt;/div&amp;gt;&lt;br /&gt;
| CAVE-IN DUST&lt;br /&gt;
| (Future)&lt;br /&gt;
| Dust flows from cave-ins need to be generated more carefully.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req506&amp;quot;&amp;gt;Req506&amp;lt;/div&amp;gt;&lt;br /&gt;
| IMPROVED CAVE-IN MECHANICS&lt;br /&gt;
| (Future)&lt;br /&gt;
| The cave-in framework isn't being used for much. There should be more requirements for supports again.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req507&amp;quot;&amp;gt;Req507&amp;lt;/div&amp;gt;&lt;br /&gt;
| SOIL CAVE-INS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Certain rock/ground types shouldn't support anything by themselves.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req508&amp;quot;&amp;gt;Req508&amp;lt;/div&amp;gt;&lt;br /&gt;
| WALKING ON BUILDINGS&lt;br /&gt;
| (Future)&lt;br /&gt;
| It seems like you should be able to walk over the top of something like a floodgate on the tile above, but this is quite annoying to handle.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req509&amp;quot;&amp;gt;Req509&amp;lt;/div&amp;gt;&lt;br /&gt;
| CASTRATING ANIMALS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Dwarves should be able to castrate male animals. Spaying female animals might be beyond the ability of dwarves to do reliably.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req510&amp;quot;&amp;gt;Req510&amp;lt;/div&amp;gt;&lt;br /&gt;
| FIRES IN CONTAINERS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Fires should not be able to burn in sealed containers.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req511&amp;quot;&amp;gt;Req511&amp;lt;/div&amp;gt;&lt;br /&gt;
| ARMORED AGAINST JUSTICE&lt;br /&gt;
| (Future)&lt;br /&gt;
| People shouldn't be able to throw armor on a dwarf that's about to be hammered. All such items should be removed before the sentence is carried out.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req512&amp;quot;&amp;gt;Req512&amp;lt;/div&amp;gt;&lt;br /&gt;
| PERSONAL HYGIENE&lt;br /&gt;
| (Future)&lt;br /&gt;
| Dwarves get filthy with all manner of foul matter and should clean themselves. Soap might come up. Clothes should also be cleaned. Could have stains.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req513&amp;quot;&amp;gt;Req513&amp;lt;/div&amp;gt;&lt;br /&gt;
| FOOD PLURALS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Food items need plurals (for the description screen for example).&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req514&amp;quot;&amp;gt;Req514&amp;lt;/div&amp;gt;&lt;br /&gt;
| MAP GENERATION BIAS&lt;br /&gt;
| (Future)&lt;br /&gt;
| The mid-level square maps never use the bottom right corner if all biome priorities are the same.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req515&amp;quot;&amp;gt;Req515&amp;lt;/div&amp;gt;&lt;br /&gt;
| CONSTRUCTION BUILDING PLACEMENT&lt;br /&gt;
| (Future)&lt;br /&gt;
| You shouldn't have to place construction squares one by one, and you shouldn't have to wait for constructions to be finished to place further pending constructions.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req516&amp;quot;&amp;gt;Req516&amp;lt;/div&amp;gt;&lt;br /&gt;
| ELVES TRADING ANIMALS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Elves should be reluctant to trade animals to dwarves they haven't built up a relationship with.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req517&amp;quot;&amp;gt;Req517&amp;lt;/div&amp;gt;&lt;br /&gt;
| KIDNAP THOUGHT&lt;br /&gt;
| (Future)&lt;br /&gt;
| Children should have some kind of thought about being kidnapped.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req518&amp;quot;&amp;gt;Req518&amp;lt;/div&amp;gt;&lt;br /&gt;
| OFFICE WORK&lt;br /&gt;
| (Future)&lt;br /&gt;
| Proper office work should require a table by the chair.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req519&amp;quot;&amp;gt;Req519&amp;lt;/div&amp;gt;&lt;br /&gt;
| BEAST INTERRUPTIONS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Beasts should not constantly interrupt workers that aren't actual under threat.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req520&amp;quot;&amp;gt;Req520&amp;lt;/div&amp;gt;&lt;br /&gt;
| EASY-TO-SKIP MEETING SCREENS&lt;br /&gt;
| (Future)&lt;br /&gt;
| It's too easy to skip passed important meeting screens by pressing space.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req521&amp;quot;&amp;gt;Req521&amp;lt;/div&amp;gt;&lt;br /&gt;
| WATERY RAMPS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Rivers and pools need ramps for the most part, so you can move in and out of them. Seashores too.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req522&amp;quot;&amp;gt;Req522&amp;lt;/div&amp;gt;&lt;br /&gt;
| FLYING UP&lt;br /&gt;
| (Future)&lt;br /&gt;
| In adventure mode, it needs to allocate sky for you if you try to fly up into unallocated areas.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req523&amp;quot;&amp;gt;Req523&amp;lt;/div&amp;gt;&lt;br /&gt;
| STREAM WATER FEET&lt;br /&gt;
| (Future)&lt;br /&gt;
| Stance points need to get water covers when walking over wet streams.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req524&amp;quot;&amp;gt;Req524&amp;lt;/div&amp;gt;&lt;br /&gt;
| SALT WATER PONDS&lt;br /&gt;
| (Future)&lt;br /&gt;
| You can't designate salt water as a water source, so you can't make salt water ponds from the ocean for example.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req525&amp;quot;&amp;gt;Req525&amp;lt;/div&amp;gt;&lt;br /&gt;
| MORE RIVERS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Sometimes vast high-rain areas on the world map aren't drained, which is strange. The water systems could be underground, but there should be some in-game explanation.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req526&amp;quot;&amp;gt;Req526&amp;lt;/div&amp;gt;&lt;br /&gt;
| WOOD RAW TOKENS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Wood raws are missing a lot of customizable properties that other materials have.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req527&amp;quot;&amp;gt;Req527&amp;lt;/div&amp;gt;&lt;br /&gt;
| PROMPT MEETINGS&lt;br /&gt;
| (Future)&lt;br /&gt;
| People that have meetings should take care of them promptly. The broker should get to the trade depot when called.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req528&amp;quot;&amp;gt;Req528&amp;lt;/div&amp;gt;&lt;br /&gt;
| SOME NEW STOCKPILE SETTINGS&lt;br /&gt;
| (Future)&lt;br /&gt;
| People wanted stockpiles of meltables, stockpiles that exclude meltables, and stockpiles that distinguish dyed and undyed objects.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req529&amp;quot;&amp;gt;Req529&amp;lt;/div&amp;gt;&lt;br /&gt;
| CONSTRUCTION WEAR&lt;br /&gt;
| (Future)&lt;br /&gt;
| Constructions don't wear down in the same way that regular smoothed walls do.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req530&amp;quot;&amp;gt;Req530&amp;lt;/div&amp;gt;&lt;br /&gt;
| ORE/ALLOY AMOUNT PROBLEMS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Some of the alloy smelting reaction numbers don't match up with the amount of bar smelting reactions when they meet certain ores.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req531&amp;quot;&amp;gt;Req531&amp;lt;/div&amp;gt;&lt;br /&gt;
| IMPROVED WORLD MAP DURING EMBARK&lt;br /&gt;
| (Future)&lt;br /&gt;
| The tiles on the world map should be more representative of what's actually there.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req532&amp;quot;&amp;gt;Req532&amp;lt;/div&amp;gt;&lt;br /&gt;
| EDGE PROJECTILES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Ammunition fired at the edge of the play area shouldn't bounce against it.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req533&amp;quot;&amp;gt;Req533&amp;lt;/div&amp;gt;&lt;br /&gt;
| BUILDING CONSTRUCTION INCONSISTENCIES&lt;br /&gt;
| (Future)&lt;br /&gt;
| There are some issues about diagonal access and so on with building constructions.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req534&amp;quot;&amp;gt;Req534&amp;lt;/div&amp;gt;&lt;br /&gt;
| MINING SIDES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Dwarves sometimes go on a long detour to mine a wall from a particular side.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req535&amp;quot;&amp;gt;Req535&amp;lt;/div&amp;gt;&lt;br /&gt;
| WATER CONTAMINANT CONTROLS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Salinity and stagnance markers can spread up into areas they don't particularly belong, especially during adventure mode travel. Water shouldn't drop mud all the time.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req536&amp;quot;&amp;gt;Req536&amp;lt;/div&amp;gt;&lt;br /&gt;
| MAP BOULDER&lt;br /&gt;
| (Future)&lt;br /&gt;
| Should be able to pull up a stone object from boulder tiles.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req537&amp;quot;&amp;gt;Req537&amp;lt;/div&amp;gt;&lt;br /&gt;
| MASTER RECORD KEEPER&lt;br /&gt;
| (Future)&lt;br /&gt;
| Record keepers gain skill too quickly.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req538&amp;quot;&amp;gt;Req538&amp;lt;/div&amp;gt;&lt;br /&gt;
| MORE VEGETATION CONTROL&lt;br /&gt;
| (Future)&lt;br /&gt;
| Should be able to designation permanent zones for plant gathering and wood chopping and suspend all of these jobs as well.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req539&amp;quot;&amp;gt;Req539&amp;lt;/div&amp;gt;&lt;br /&gt;
| UNDIGNIFIED DIGGING&lt;br /&gt;
| (Future)&lt;br /&gt;
| Somebody wanted to dig in the dirt without picks. It's not very dwarven, but I suppose it could be allowed.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req540&amp;quot;&amp;gt;Req540&amp;lt;/div&amp;gt;&lt;br /&gt;
| FULL REACTION CLASSES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Reaction classes need full definitions instead of just tokens like &amp;quot;FLUX&amp;quot; so that they can have more associated text and information.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req541&amp;quot;&amp;gt;Req541&amp;lt;/div&amp;gt;&lt;br /&gt;
| WATERPROOF AXLES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Somebody wanted to stick an axle through a wall without it leaking everywhere.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req542&amp;quot;&amp;gt;Req542&amp;lt;/div&amp;gt;&lt;br /&gt;
| NOBLE QUEUE ISSUES&lt;br /&gt;
| (Future)&lt;br /&gt;
| The queue for meetings is updated sort of haphazardly. It could afford to be more organized.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req543&amp;quot;&amp;gt;Req543&amp;lt;/div&amp;gt;&lt;br /&gt;
| MEETING/CONVERSATION/GAME/PARTY LINKS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Many social activities in the game should be further organized and consolidated.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req544&amp;quot;&amp;gt;Req544&amp;lt;/div&amp;gt;&lt;br /&gt;
| WORK ANIMAL ASSIGNMENT&lt;br /&gt;
| (Future)&lt;br /&gt;
| There are various issues with work animal assignment. It needs to be updated.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req545&amp;quot;&amp;gt;Req545&amp;lt;/div&amp;gt;&lt;br /&gt;
| LAZY COMMANDERS&lt;br /&gt;
| (Future)&lt;br /&gt;
| In addition to whatever else is keeping soldiers from there stations and patrols, they should not hang out with their eating/sleeping/wounded commander.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req546&amp;quot;&amp;gt;Req546&amp;lt;/div&amp;gt;&lt;br /&gt;
| MORE FARM FAILURE INFORMATION&lt;br /&gt;
| (Future)&lt;br /&gt;
| Farms need to explain more carefully what's going on when there's a biome or other conflict with available seeds. If you don't have any farmers, it should let you plant and fail before telling you.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req547&amp;quot;&amp;gt;Req547&amp;lt;/div&amp;gt;&lt;br /&gt;
| AUTOSAVE NAME CONFUSION&lt;br /&gt;
| (Future)&lt;br /&gt;
| Autosaves that are loaded can generating somewhat confusing save names that have multiple seasons.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req548&amp;quot;&amp;gt;Req548&amp;lt;/div&amp;gt;&lt;br /&gt;
| IN-GAME INIT OPTION ACCESS&lt;br /&gt;
| (Future)&lt;br /&gt;
| You should be able to change any reasonable init option within the game (flows as numbers, etc.).&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req549&amp;quot;&amp;gt;Req549&amp;lt;/div&amp;gt;&lt;br /&gt;
| PERSONALITY VS. PROFESSION&lt;br /&gt;
| (Future)&lt;br /&gt;
| Some migrants come with personalities completely unsuited to their line of work. The personalities of dwarves you select for a given profession should matter more.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req550&amp;quot;&amp;gt;Req550&amp;lt;/div&amp;gt;&lt;br /&gt;
| CEILING INFORMATION&lt;br /&gt;
| (Future)&lt;br /&gt;
| You should be given at least some information about the ceiling above a tile in certain circumstances.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req551&amp;quot;&amp;gt;Req551&amp;lt;/div&amp;gt;&lt;br /&gt;
| LOADED AREA IN OCEAN&lt;br /&gt;
| (Future)&lt;br /&gt;
| It keeps track of too many Z levels when you swim deep out into the ocean.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req552&amp;quot;&amp;gt;Req552&amp;lt;/div&amp;gt;&lt;br /&gt;
| STUCK AND CAN'T DIG&lt;br /&gt;
| (Future)&lt;br /&gt;
| Dwarves that get stranded in a pit can't dig out the floor, even if that's the best option.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req553&amp;quot;&amp;gt;Req553&amp;lt;/div&amp;gt;&lt;br /&gt;
| FLOWS VERSUS TREES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Water and magma should be able to flow passed (and burn for magma) trees.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req554&amp;quot;&amp;gt;Req554&amp;lt;/div&amp;gt;&lt;br /&gt;
| WALLS VERSUS MAGMA&lt;br /&gt;
| (Future)&lt;br /&gt;
| Constructed and non-constructed walls should be subject to magma. It can't just melt stone though, or the whole map will be affected (since magma currently generates its own heat).&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req555&amp;quot;&amp;gt;Req555&amp;lt;/div&amp;gt;&lt;br /&gt;
| MORE EFFECTIVE TRADE AGREEMENTS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Traders should bring more of your high priority requests. In general, trade agreements can be more specific and interesting.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req556&amp;quot;&amp;gt;Req556&amp;lt;/div&amp;gt;&lt;br /&gt;
| SAVING SOUND OPTIONS&lt;br /&gt;
| (Future)&lt;br /&gt;
| You should be able to save sound options back to the init file from the sound options menu.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req557&amp;quot;&amp;gt;Req557&amp;lt;/div&amp;gt;&lt;br /&gt;
| FROZEN RIVER SOURCES&lt;br /&gt;
| (Future)&lt;br /&gt;
| River source squares that are just going to stack water on ice squares shouldn't make water.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req558&amp;quot;&amp;gt;Req558&amp;lt;/div&amp;gt;&lt;br /&gt;
| MORE INFORMATION ABOUT ITEMS IN USE&lt;br /&gt;
| (Future)&lt;br /&gt;
| Some sort of indication such as TSK for items that are in use from views other than the building item view with more information about what's going on available from the item's screen.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req559&amp;quot;&amp;gt;Req559&amp;lt;/div&amp;gt;&lt;br /&gt;
| POST-EMBARK LOAD INDICATOR&lt;br /&gt;
| (Future)&lt;br /&gt;
| After getting through the final embark screen, it can leave you hanging for quite a while.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req560&amp;quot;&amp;gt;Req560&amp;lt;/div&amp;gt;&lt;br /&gt;
| WORKSHOP PROFILE CHANGE&lt;br /&gt;
| (Future)&lt;br /&gt;
| When setting workshop profile dwarves, it would be useful to be able to order the list in various ways (by relevant skills, unit type, whatever).&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req561&amp;quot;&amp;gt;Req561&amp;lt;/div&amp;gt;&lt;br /&gt;
| LOCAL WILDERNESS POPULATION REPLENISHMENT&lt;br /&gt;
| (Future)&lt;br /&gt;
| Local wilderness populations don't replenish like they used to over the course of a dwarf mode game.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req562&amp;quot;&amp;gt;Req562&amp;lt;/div&amp;gt;&lt;br /&gt;
| ROOMS FOR APPOINTEES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Assigning rooms to appointees would help alleviate problems that come up after the mayor's election.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req563&amp;quot;&amp;gt;Req563&amp;lt;/div&amp;gt;&lt;br /&gt;
| CONSORT POSITION&lt;br /&gt;
| (Future)&lt;br /&gt;
| Need to handle the position of consorts in the case that their spouses die.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req564&amp;quot;&amp;gt;Req564&amp;lt;/div&amp;gt;&lt;br /&gt;
| MORE CUSTOMIZATION FOR UNITS&lt;br /&gt;
| (Future)&lt;br /&gt;
| You can set their type names, but being able to set colors or custom tiles should also be possible.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req565&amp;quot;&amp;gt;Req565&amp;lt;/div&amp;gt;&lt;br /&gt;
| CAGE CLEANING&lt;br /&gt;
| (Future)&lt;br /&gt;
| You need to be able to free cages of all the various filth that collects there.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req566&amp;quot;&amp;gt;Req566&amp;lt;/div&amp;gt;&lt;br /&gt;
| SKY AND ICE&lt;br /&gt;
| (Future)&lt;br /&gt;
| Need to make ice and sky look different, since there are conflicts at night.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req567&amp;quot;&amp;gt;Req567&amp;lt;/div&amp;gt;&lt;br /&gt;
| SMOOTHING AND ENGRAVING SKILLS&lt;br /&gt;
| (Future)&lt;br /&gt;
| They aren't closely related, so they should have different skills and professions, although having a skill entirely for smoothing stone seems like a stretch.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req568&amp;quot;&amp;gt;Req568&amp;lt;/div&amp;gt;&lt;br /&gt;
| LIMB BLOOD DROPPING&lt;br /&gt;
| (Future)&lt;br /&gt;
| Bloody limbs that fly up in the air don't drop blood.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req569&amp;quot;&amp;gt;Req569&amp;lt;/div&amp;gt;&lt;br /&gt;
| BETTER TERRAIN ESCAPE&lt;br /&gt;
| (Future)&lt;br /&gt;
| There is more that dwarves should be able to do while they are attempting to escape dangerous terrain, specifically in relation to running back and forth over squares they've already checked.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req570&amp;quot;&amp;gt;Req570&amp;lt;/div&amp;gt;&lt;br /&gt;
| VEGETATION TEMPERATURE TOLERANCE AND EMBARK READOUT&lt;br /&gt;
| (Future)&lt;br /&gt;
| It needs to check temperature tolerances for local vegetation in embark, or else the tree/shrub density could be misleading.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req571&amp;quot;&amp;gt;Req571&amp;lt;/div&amp;gt;&lt;br /&gt;
| STANDING IS GOOD&lt;br /&gt;
| Completed&lt;br /&gt;
| If a passing cat or something forces a training marksdwarf to the ground, they'll stay on the ground throughout archery practice.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req572&amp;quot;&amp;gt;Req572&amp;lt;/div&amp;gt;&lt;br /&gt;
| PLEASE FORM A LINE&lt;br /&gt;
| (Future)&lt;br /&gt;
| Activity zone users all stack up on the same square instead of looking normal and standing on square where they can move at full speed.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req573&amp;quot;&amp;gt;Req573&amp;lt;/div&amp;gt;&lt;br /&gt;
| BOOZE THE WOUNDED&lt;br /&gt;
| (Future)&lt;br /&gt;
| Wounded dwarves should be brought booze in the absence of or even instead of water.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req574&amp;quot;&amp;gt;Req574&amp;lt;/div&amp;gt;&lt;br /&gt;
| BUILDING MECHANISM LOSS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Triggered buildings that lose mechanisms (via melting etc.) shouldn't collapse, but it should let you know.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req575&amp;quot;&amp;gt;Req575&amp;lt;/div&amp;gt;&lt;br /&gt;
| UNDERWATER PROJECTILES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Throwing/shooting underwater are currently unrestricted, and projectiles in general should be handled.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req576&amp;quot;&amp;gt;Req576&amp;lt;/div&amp;gt;&lt;br /&gt;
| WANDERING FEATURE POPULATIONS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Creatures that reside in features and sites (such as subterranean creatures) should probably start and stay in their favored habitat, mostly.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req577&amp;quot;&amp;gt;Req577&amp;lt;/div&amp;gt;&lt;br /&gt;
| AMMO PRICES&lt;br /&gt;
| (Future)&lt;br /&gt;
| All prices have problems, but improved ammo is especially ridiculous.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req578&amp;quot;&amp;gt;Req578&amp;lt;/div&amp;gt;&lt;br /&gt;
| SAME SQUARE DRINKING&lt;br /&gt;
| (Future)&lt;br /&gt;
| If you are thirsty and it has been a while on dangerous semi-flooded terrain, you should go ahead and drink instead of being confused.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req579&amp;quot;&amp;gt;Req579&amp;lt;/div&amp;gt;&lt;br /&gt;
| CAGE TRAP CONTROLS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Need to have more control over cage trap loading to control spam. The load job should suspend if it can't find anything.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req580&amp;quot;&amp;gt;Req580&amp;lt;/div&amp;gt;&lt;br /&gt;
| FLUID TEMPERATURE TRANSFER&lt;br /&gt;
| (Future)&lt;br /&gt;
| It would be nice if warm water could transfer that temperature to squares that it moves into, for example, but it is potentially very expensive CPU-wise to force more temperature updates.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req581&amp;quot;&amp;gt;Req581&amp;lt;/div&amp;gt;&lt;br /&gt;
| CONTAMINANTS WITH CONTAMINANTS&lt;br /&gt;
| (Future)&lt;br /&gt;
| It needs to track whether you are covered with salt/filthy water for example.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req582&amp;quot;&amp;gt;Req582&amp;lt;/div&amp;gt;&lt;br /&gt;
| UPWARD DIAGONAL MOVEMENT RATES&lt;br /&gt;
| (Future)&lt;br /&gt;
| It only applies a speed modifier to horizontal diagonal movement.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req583&amp;quot;&amp;gt;Req583&amp;lt;/div&amp;gt;&lt;br /&gt;
| REWALLING IN WATER&lt;br /&gt;
| (Future)&lt;br /&gt;
| You should be able to drop some simple constructions down into the water, as long as it's reasonable.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req584&amp;quot;&amp;gt;Req584&amp;lt;/div&amp;gt;&lt;br /&gt;
| MORE CONTROL OVER ROOMS&lt;br /&gt;
| (Future)&lt;br /&gt;
| You shouldn't have to rely on the room-flow to get things right for you. There's also some issues with being able to set doors as 'internal' before they are built and whether or not constructions should be treated as walls before they are built.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req585&amp;quot;&amp;gt;Req585&amp;lt;/div&amp;gt;&lt;br /&gt;
| SNOWY WORLD GEN MAP&lt;br /&gt;
| (Future)&lt;br /&gt;
| The map in world generation is always covered with a lot of snow as it thinks it is the beginning of Spring.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req586&amp;quot;&amp;gt;Req586&amp;lt;/div&amp;gt;&lt;br /&gt;
| FORMER ENTITY MEMBER STATUS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Former entity members need to have that status tracked more explicitly.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req587&amp;quot;&amp;gt;Req587&amp;lt;/div&amp;gt;&lt;br /&gt;
| SUCCESSION&lt;br /&gt;
| (Future)&lt;br /&gt;
| New leaders need to come into power when the previous entity leader is lost. This happens automatically during world generation, but during play the process needs to be more prolonged most of the time.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req588&amp;quot;&amp;gt;Req588&amp;lt;/div&amp;gt;&lt;br /&gt;
| ADVENTURE MODE TOWN BED USE&lt;br /&gt;
| (Future)&lt;br /&gt;
| Adventure mode townspeople don't think about beds properly and can often stack many, many people in a bed before they'd think about an available second bed.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req589&amp;quot;&amp;gt;Req589&amp;lt;/div&amp;gt;&lt;br /&gt;
| CONSORT HANDLING&lt;br /&gt;
| (Future)&lt;br /&gt;
| There are some problems with how consorts are handled/finalized during world generation, and how that ties in to previous jobs that might have held.&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Bloats=&lt;br /&gt;
&lt;br /&gt;
Bloats are somewhat superfluous ideas and thoughts of the Adams brothers.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#EFEFEF&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:10%&amp;quot;| Bloat-item&lt;br /&gt;
! style=&amp;quot;width:15%&amp;quot;| Name&lt;br /&gt;
! style=&amp;quot;width:10%&amp;quot;| Status&lt;br /&gt;
! style=&amp;quot;width:50%&amp;quot;| Description&lt;br /&gt;
! style=&amp;quot;width:15%&amp;quot;| Requirements&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat1&amp;quot;&amp;gt;Bloat1&amp;lt;/div&amp;gt;&lt;br /&gt;
| ITEM GLOSSES&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat2&amp;quot;&amp;gt;Bloat2&amp;lt;/div&amp;gt;&lt;br /&gt;
| MORE ITEM IMPROVEMENTS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Do more with matching up specific item improvements to the item type. Figurines can have associated shapes, much like engravings, and these can generate more slots for improvement. An image added on an improvement can do the same thing. So a shield could have an image of a tortoise engraved on it, and the tortoise could be given ruby eyes, etc.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat3&amp;quot;&amp;gt;Bloat3&amp;lt;/div&amp;gt;&lt;br /&gt;
| PLAY&lt;br /&gt;
| (Future)&lt;br /&gt;
| Kids should want toys and play with them, adults can use puzzle boxes.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat4&amp;quot;&amp;gt;Bloat4&amp;lt;/div&amp;gt;&lt;br /&gt;
| HIDDEN FUN STUFF&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat5&amp;quot;&amp;gt;Bloat5&amp;lt;/div&amp;gt;&lt;br /&gt;
| BURROWS&lt;br /&gt;
| Completed&lt;br /&gt;
| (Upgraded) Moved this to a core item.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat6&amp;quot;&amp;gt;Bloat6&amp;lt;/div&amp;gt;&lt;br /&gt;
| BAR COUNTING&lt;br /&gt;
| (Future)&lt;br /&gt;
| Keep track of bars and blocks more closely. It can count the number of bars and they could be thrown individual by the adventurer. This also allows the refinement of the amount of metal used by jobs.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat7&amp;quot;&amp;gt;Bloat7&amp;lt;/div&amp;gt;&lt;br /&gt;
| RENTAL UNITS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Allow bedrooms and dining rooms etc. to be rented out as units instead of the current bedroom only system.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat8&amp;quot;&amp;gt;Bloat8&amp;lt;/div&amp;gt;&lt;br /&gt;
| RENT SETTING&lt;br /&gt;
| (Future)&lt;br /&gt;
| Improve the rent setting process. Could be through some kind of supply/demand calc, perhaps realized by hidden bidding.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat9&amp;quot;&amp;gt;Bloat9&amp;lt;/div&amp;gt;&lt;br /&gt;
| NOBLE RENT TWEAKS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Nobles tweaking the rent of places they like so as to obtain them.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat10&amp;quot;&amp;gt;Bloat10&amp;lt;/div&amp;gt;&lt;br /&gt;
| WHEELBARROWS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Wheelbarrows could be made and used by haulers to do several jobs at once. The AI for this is complicated though.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat11&amp;quot;&amp;gt;Bloat11&amp;lt;/div&amp;gt;&lt;br /&gt;
| FOOD HOARDERS BEWARE&lt;br /&gt;
| (Future)&lt;br /&gt;
| Plagues of vermin for people that keep way too much food. Some of them could even be large-sized regular creatures. Fungus civilizations and large crawling beasts.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat12&amp;quot;&amp;gt;Bloat12&amp;lt;/div&amp;gt;&lt;br /&gt;
| VERMIN TROUBLE&lt;br /&gt;
| (Future)&lt;br /&gt;
| More vermin trouble for farmers in general. This makes vermin hunting pets more essential to have around. There can be various funny farm vermin. They could burrow in the farms. Creatures outside could also make burrows.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat13&amp;quot;&amp;gt;Bloat13&amp;lt;/div&amp;gt;&lt;br /&gt;
| HUNTING THE SMALL&lt;br /&gt;
| (Future)&lt;br /&gt;
| Ability to carry multiple small kills when hunting, hunters should also be able to hunt the smaller vermin that are running around without having to use a special job issued from a building.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat14&amp;quot;&amp;gt;Bloat14&amp;lt;/div&amp;gt;&lt;br /&gt;
| HUNTER AI&lt;br /&gt;
| (Future)&lt;br /&gt;
| Be smarter about returning kills when interrupted.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat15&amp;quot;&amp;gt;Bloat15&amp;lt;/div&amp;gt;&lt;br /&gt;
| FILTHY COMBAT EXTENSIONS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Throwing sand into eyes, spitting, spitting blood into eyes. Should be able to cup hands to pick up liquid/semi-liquid items so you can pitch vomit etc. at opponents.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat16&amp;quot;&amp;gt;Bloat16&amp;lt;/div&amp;gt;&lt;br /&gt;
| ADVENTURING IN DWARF MODE&lt;br /&gt;
| Completed&lt;br /&gt;
| (Obsolete -- there's no longer a notion of separate locations for these areas) In the same way as you'll send out baron patrols, send out patrols into wells and side dungeons (in the chasm etc.). Regular adventure mode could also go into these places.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat17&amp;quot;&amp;gt;Bloat17&amp;lt;/div&amp;gt;&lt;br /&gt;
| UNDERWATER DUNGEONS&lt;br /&gt;
| (Future)&lt;br /&gt;
| There should be undersea dungeons, swimming and diving. The liquid doesn't have to be water, especially in bad bad places. Ice could also be involved, and grottos open to air. Moats could use some of this. If the elves conquer your fortress they could turn it into a nature preserve of some kind.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat18&amp;quot;&amp;gt;Bloat18&amp;lt;/div&amp;gt;&lt;br /&gt;
| VERMIN AND DISEASE&lt;br /&gt;
| (Future)&lt;br /&gt;
| Link vermin to plagues.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat19&amp;quot;&amp;gt;Bloat19&amp;lt;/div&amp;gt;&lt;br /&gt;
| FLUID WORKSHOPS&lt;br /&gt;
| (Future)&lt;br /&gt;
| More fluid multi-purpose workshops, where you can do simple tasks in a general purpose shop, but you can add tools to make more specialized objects with bonuses.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat20&amp;quot;&amp;gt;Bloat20&amp;lt;/div&amp;gt;&lt;br /&gt;
| TRAP CONVERSION ISSUES&lt;br /&gt;
| (Future)&lt;br /&gt;
| It could change or add new traps to your dwarf cave when it is abandoned. It should only reset spent traps when it makes sense (ie the cave is inhabitated by intelligent creatures).&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat21&amp;quot;&amp;gt;Bloat21&amp;lt;/div&amp;gt;&lt;br /&gt;
| VARIOUS GHOST IDEAS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Blame the lever puller for flooded dungeon, make a ghost constantly pull the lever. Save relationships with various entities and have ghosts react to entity members as they would in life possibly. Ghosts can show you their bodies. Ghosts can pretend to do their old jobs. Ghost appearance can depend on how they died. Could force the adventurer to interact with ghosts to access now-secret parts of the fortress (could also use writings and legends for this). It can keep outposts that it normally throws away for fun little ghost stories. If the dwarves hate the elves, the ghosts could guide the adventurer to a poisoned goblet or insultingly engraved object to bring back to the elves, and they could lie to the player about it.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat22&amp;quot;&amp;gt;Bloat22&amp;lt;/div&amp;gt;&lt;br /&gt;
| ART HISTORY&lt;br /&gt;
| (Future)&lt;br /&gt;
| Comments on art work, over different periods in the artist's career.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat23&amp;quot;&amp;gt;Bloat23&amp;lt;/div&amp;gt;&lt;br /&gt;
| END GAME EXPANSION&lt;br /&gt;
| (Future)&lt;br /&gt;
| Extend adventure opportunities in end game caverns.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat24&amp;quot;&amp;gt;Bloat24&amp;lt;/div&amp;gt;&lt;br /&gt;
| ADVENTURE MODE TWEAK&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat25&amp;quot;&amp;gt;Bloat25&amp;lt;/div&amp;gt;&lt;br /&gt;
| ELVEN FOREST RETREAT&lt;br /&gt;
| (Future)&lt;br /&gt;
| Control elf forest retreat. They could be on break all the time.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat26&amp;quot;&amp;gt;Bloat26&amp;lt;/div&amp;gt;&lt;br /&gt;
| SIDE STORIES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Little scenarios and side stories added to caves to make them more interesting.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat27&amp;quot;&amp;gt;Bloat27&amp;lt;/div&amp;gt;&lt;br /&gt;
| ABSTRACT KNOWLEDGE SYSTEM&lt;br /&gt;
| (Future)&lt;br /&gt;
| Implement a more abstract &amp;quot;knowledge&amp;quot; system. Right now it tracks what items a civilization uses and what creatures it has seen, but there could be general things like how good their crossbow making knowledge is or even points of philosophy and law, etc. Knowledge could be transferred, lost and rediscovered.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat28&amp;quot;&amp;gt;Bloat28&amp;lt;/div&amp;gt;&lt;br /&gt;
| GATES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Sizeable giant gates that can be opened and closed remotely.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat29&amp;quot;&amp;gt;Bloat29&amp;lt;/div&amp;gt;&lt;br /&gt;
| MECHANISMS OUTDOORS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Allow some of the traps to be placed outside.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat30&amp;quot;&amp;gt;Bloat30&amp;lt;/div&amp;gt;&lt;br /&gt;
| AUTOMATE KITCHEN&lt;br /&gt;
| (Future)&lt;br /&gt;
| It would be nice to automate the kitchen like the butcher or loom, but it's a harder problem.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat31&amp;quot;&amp;gt;Bloat31&amp;lt;/div&amp;gt;&lt;br /&gt;
| ABUSING DIPLOMATS AND MERCHANTS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Various ways to assassinate diplomats and cause trouble.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat32&amp;quot;&amp;gt;Bloat32&amp;lt;/div&amp;gt;&lt;br /&gt;
| WORKSHOP ASSIGNMENT&lt;br /&gt;
| (Future)&lt;br /&gt;
| Permanent assignment to workshops. Can also set skill restrictions on shops, assign them to burrows or have a master-apprentice system over the workshops.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat33&amp;quot;&amp;gt;Bloat33&amp;lt;/div&amp;gt;&lt;br /&gt;
| EYE GLASSES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Eye glasses and dwarves that need them. Jeweler can make lenses from raw glass, and then make frames from another material.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat34&amp;quot;&amp;gt;Bloat34&amp;lt;/div&amp;gt;&lt;br /&gt;
| MIRRORS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Use glass and silver to make mirrored glass, then use another material to create hand mirrors or large standing mirrors.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat35&amp;quot;&amp;gt;Bloat35&amp;lt;/div&amp;gt;&lt;br /&gt;
| PROSTHETIC LIMBS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Prosthetic limbs, could be fitted to individuals. Could be improved with hooks and so on.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat36&amp;quot;&amp;gt;Bloat36&amp;lt;/div&amp;gt;&lt;br /&gt;
| DICE AND PLAYING CARDS&lt;br /&gt;
| (Future)&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat37&amp;quot;&amp;gt;Bloat37&amp;lt;/div&amp;gt;&lt;br /&gt;
| COSTUMES&lt;br /&gt;
| (Future)&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat38&amp;quot;&amp;gt;Bloat38&amp;lt;/div&amp;gt;&lt;br /&gt;
| MASKS&lt;br /&gt;
| (Future)&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat39&amp;quot;&amp;gt;Bloat39&amp;lt;/div&amp;gt;&lt;br /&gt;
| CLOCKS&lt;br /&gt;
| (Future)&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat40&amp;quot;&amp;gt;Bloat40&amp;lt;/div&amp;gt;&lt;br /&gt;
| BETTER BEDS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Can extend the list of available materials, add blankets, pillows, etc.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat41&amp;quot;&amp;gt;Bloat41&amp;lt;/div&amp;gt;&lt;br /&gt;
| MECHANICAL TOYS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Like regular toys, but they requires small mechanisms made at the mechanic's workshop. These mechanisms could be more or less specific to the task.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat42&amp;quot;&amp;gt;Bloat42&amp;lt;/div&amp;gt;&lt;br /&gt;
| AUTOMATONS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Automatons could be created, but it's campy to overdo it, at least in the standard world model. An artifact creating dwarf could make special automatons.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat43&amp;quot;&amp;gt;Bloat43&amp;lt;/div&amp;gt;&lt;br /&gt;
| THINGS TO SMOKE&lt;br /&gt;
| (Future)&lt;br /&gt;
| Things to smoke, pipes, smoke circle events and so on.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat44&amp;quot;&amp;gt;Bloat44&amp;lt;/div&amp;gt;&lt;br /&gt;
| RESCUE OPERATIONS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Rescuing kidnap victims using baron-level patrols or adventurers.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat45&amp;quot;&amp;gt;Bloat45&amp;lt;/div&amp;gt;&lt;br /&gt;
| FLASKS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Use flasks for drinking. Dwarves should seek to have a full flask on their person at all times.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat46&amp;quot;&amp;gt;Bloat46&amp;lt;/div&amp;gt;&lt;br /&gt;
| PROPER PREGNANCY&lt;br /&gt;
| (Future)&lt;br /&gt;
| Currently creatures become pregnant from a distance, although it does do a gender check at least.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat47&amp;quot;&amp;gt;Bloat47&amp;lt;/div&amp;gt;&lt;br /&gt;
| POND FISHING&lt;br /&gt;
| (Future)&lt;br /&gt;
| Cats should fish things out of your ponds.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat48&amp;quot;&amp;gt;Bloat48&amp;lt;/div&amp;gt;&lt;br /&gt;
| PERSONALITIES&lt;br /&gt;
| Completed&lt;br /&gt;
| Dwarves should be further individualized with the potential to affect most aspects of the game.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat49&amp;quot;&amp;gt;Bloat49&amp;lt;/div&amp;gt;&lt;br /&gt;
| ARTIFACT GROUPS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Connections between artifacts. Some artifacts could be made in groups, especially ammo and small jewelry.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat50&amp;quot;&amp;gt;Bloat50&amp;lt;/div&amp;gt;&lt;br /&gt;
| RESTRICT ANIMAL TRAINING&lt;br /&gt;
| (Future)&lt;br /&gt;
| Decrease the effective age range for training animals.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat51&amp;quot;&amp;gt;Bloat51&amp;lt;/div&amp;gt;&lt;br /&gt;
| FAMILY TREE INTERFACE&lt;br /&gt;
| (Future)&lt;br /&gt;
| Ability to view family trees. Show marriages, pets, parents of pets, etc.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat52&amp;quot;&amp;gt;Bloat52&amp;lt;/div&amp;gt;&lt;br /&gt;
| INTERFACE MOVEMENT&lt;br /&gt;
| (Future)&lt;br /&gt;
| More ways in the interface to get between different unit/building/item views.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat53&amp;quot;&amp;gt;Bloat53&amp;lt;/div&amp;gt;&lt;br /&gt;
| MANDATE TEXT&lt;br /&gt;
| (Future)&lt;br /&gt;
| Add some flavor text to noble mandates, including punishment descriptions.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat54&amp;quot;&amp;gt;Bloat54&amp;lt;/div&amp;gt;&lt;br /&gt;
| BUILDING JOB PRIORITIES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Soften up and allow some customization to building jobs priorities. This can be done with a job application process (hidden) that works quickly to choose the best units.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat55&amp;quot;&amp;gt;Bloat55&amp;lt;/div&amp;gt;&lt;br /&gt;
| SULLIES&lt;br /&gt;
| Completed&lt;br /&gt;
| Blood contaminants on units and items from fights and walking through pools, etc.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat56&amp;quot;&amp;gt;Bloat56&amp;lt;/div&amp;gt;&lt;br /&gt;
| EXTEND FELL MOOD&lt;br /&gt;
| (Future)&lt;br /&gt;
| Extend fell mood to encompass other victims.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat57&amp;quot;&amp;gt;Bloat57&amp;lt;/div&amp;gt;&lt;br /&gt;
| LAVA FURNACES&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat58&amp;quot;&amp;gt;Bloat58&amp;lt;/div&amp;gt;&lt;br /&gt;
| MORE LIVESTOCK&lt;br /&gt;
| (Future)&lt;br /&gt;
| Livestock. Use of feathers. Use of wool. Various eggs and nests. Dwarves should hate eating plants all the time.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat59&amp;quot;&amp;gt;Bloat59&amp;lt;/div&amp;gt;&lt;br /&gt;
| MORE HAULING&lt;br /&gt;
| (Future)&lt;br /&gt;
| Animal-drawn carts and large rocks. Use carts and places to post them to do hauls more efficiently (move dozens of objects from post to post between burrows).&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat60&amp;quot;&amp;gt;Bloat60&amp;lt;/div&amp;gt;&lt;br /&gt;
| KITCHEN STORAGE&lt;br /&gt;
| (Future)&lt;br /&gt;
| Allow kitchen to store some barrels, although not sure about this.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat61&amp;quot;&amp;gt;Bloat61&amp;lt;/div&amp;gt;&lt;br /&gt;
| HIDDEN MACABRE FUN STUFF&lt;br /&gt;
| (Future)&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat62&amp;quot;&amp;gt;Bloat62&amp;lt;/div&amp;gt;&lt;br /&gt;
| WORKSHOP GUILD ASSOCIATIONS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Extend guild associations to buildings. This can be used to control mandate punishments and other things.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat63&amp;quot;&amp;gt;Bloat63&amp;lt;/div&amp;gt;&lt;br /&gt;
| COAL BYPRODUCTS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Coal gas and coal tar. Tar could be used in soaps. Prolonged exposure to gas can cause diseases.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat64&amp;quot;&amp;gt;Bloat64&amp;lt;/div&amp;gt;&lt;br /&gt;
| PROPER GEM ENVIRONMENTS&lt;br /&gt;
| Completed&lt;br /&gt;
| Link gem types with proper substrates as much as possible.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat65&amp;quot;&amp;gt;Bloat65&amp;lt;/div&amp;gt;&lt;br /&gt;
| ROCK APPEARANCE&lt;br /&gt;
| Completed&lt;br /&gt;
| Make sandstone look better, can extend rock types in general.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat66&amp;quot;&amp;gt;Bloat66&amp;lt;/div&amp;gt;&lt;br /&gt;
| NO RECORD&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat67&amp;quot;&amp;gt;Bloat67&amp;lt;/div&amp;gt;&lt;br /&gt;
| PET AGE INTERFACE&lt;br /&gt;
| (Future)&lt;br /&gt;
| Mention pet age in their names or have profiles for them.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat68&amp;quot;&amp;gt;Bloat68&amp;lt;/div&amp;gt;&lt;br /&gt;
| SCARY EVIL ARMIES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Evil opponents with flavor, generals riding giant beasts, favorite beasts, could be saved by intervening armies that fight it out in front of your fortress.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat69&amp;quot;&amp;gt;Bloat69&amp;lt;/div&amp;gt;&lt;br /&gt;
| MORE END GAME&lt;br /&gt;
| (Future)&lt;br /&gt;
| Pre-endgame and post-endgame warnings and cave changes, in line with nemesis character.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat70&amp;quot;&amp;gt;Bloat70&amp;lt;/div&amp;gt;&lt;br /&gt;
| ROOM ASSIGNMENT INTERFACE&lt;br /&gt;
| (Future)&lt;br /&gt;
| Ability to assign rooms from the unit screen.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat71&amp;quot;&amp;gt;Bloat71&amp;lt;/div&amp;gt;&lt;br /&gt;
| MORE UNIT TYPES&lt;br /&gt;
| Completed&lt;br /&gt;
| Add some more distinctions to dwarf unit types.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat72&amp;quot;&amp;gt;Bloat72&amp;lt;/div&amp;gt;&lt;br /&gt;
| ELVEN DIPLOMACY&lt;br /&gt;
| (Future)&lt;br /&gt;
| Right now diplomacy with the elves and so on is pretty lame. They should look over your effects on the wilderness and judge accordingly, but also respect the current state between your civ and theirs.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat73&amp;quot;&amp;gt;Bloat73&amp;lt;/div&amp;gt;&lt;br /&gt;
| MORE DIPLOMACY&lt;br /&gt;
| (Future)&lt;br /&gt;
| Some first contact diplomacy stuff. Your outpost could be the first contact between the two entities, or they might already have a long history. All of these things need to be integrated and respected.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat74&amp;quot;&amp;gt;Bloat74&amp;lt;/div&amp;gt;&lt;br /&gt;
| NO RECORD&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat75&amp;quot;&amp;gt;Bloat75&amp;lt;/div&amp;gt;&lt;br /&gt;
| MINOR PUNISHMENT&lt;br /&gt;
| (Future)&lt;br /&gt;
| Minor punishments like fines and beard shaving and permanent marks. Beard shaving implies beards, which implies wrestling with hair.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat76&amp;quot;&amp;gt;Bloat76&amp;lt;/div&amp;gt;&lt;br /&gt;
| MONSTER FIGHTING SKILLS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Some skills for fighting unusual creatures, at least as a dwarf mode bonus from dungeon master, but possibly as general opponent knowledge system.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat77&amp;quot;&amp;gt;Bloat77&amp;lt;/div&amp;gt;&lt;br /&gt;
| CLAY, MUD, ADOBE STUFF&lt;br /&gt;
| (Future)&lt;br /&gt;
| Can use the kiln, have glazes, etc. Bricks.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat78&amp;quot;&amp;gt;Bloat78&amp;lt;/div&amp;gt;&lt;br /&gt;
| WAGE AND JOB MANDATES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Nobles tweaking wages, nobles demanding jobs. If a noble becomes friends with a miner, the noble could mandate more mining jobs if the friend is poor, or even if the friend isn't poor. The nobles could also retaliate against people they hold grudges against by suspending certain forms of work briefly, although that is dangerous.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat79&amp;quot;&amp;gt;Bloat79&amp;lt;/div&amp;gt;&lt;br /&gt;
| BONUSES FOR GOOD JOB&lt;br /&gt;
| (Future)&lt;br /&gt;
| Bonus on top of regular wages for doing a good job. This is partially implemented.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat80&amp;quot;&amp;gt;Bloat80&amp;lt;/div&amp;gt;&lt;br /&gt;
| POND WATER USE&lt;br /&gt;
| Completed&lt;br /&gt;
| Drink out of ponds if no wells or rivers accessible.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat81&amp;quot;&amp;gt;Bloat81&amp;lt;/div&amp;gt;&lt;br /&gt;
| VISIBLE SWIMMERS&lt;br /&gt;
| Completed&lt;br /&gt;
| Show swimming wilderness critters occasionally if the population is high. This can include things like the salmon runs. Can be used in ponds as well, although it's already done there somewhat.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat82&amp;quot;&amp;gt;Bloat82&amp;lt;/div&amp;gt;&lt;br /&gt;
| EXTEND RANSACKING&lt;br /&gt;
| (Future)&lt;br /&gt;
| Extend ransacking code so that nobles can do it during tantrums. Right now it is restricted to tax collection guards.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat83&amp;quot;&amp;gt;Bloat83&amp;lt;/div&amp;gt;&lt;br /&gt;
| PORTERS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Nobles can have other people store their possessions, possibly for a wage.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat84&amp;quot;&amp;gt;Bloat84&amp;lt;/div&amp;gt;&lt;br /&gt;
| LEFT/RIGHT SPLIT&lt;br /&gt;
| Completed&lt;br /&gt;
| Consider splitting up items like &amp;quot;gloves&amp;quot; into left and right to handle things like severs correctly and to allow interesting mismatches. The downside is that it would make dwarf mode storage more of a hassle. Under consideration.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat85&amp;quot;&amp;gt;Bloat85&amp;lt;/div&amp;gt;&lt;br /&gt;
| MORE FOOD PREFS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Prepared food preferences, like &amp;quot;biscuits&amp;quot; or &amp;quot;minced foods&amp;quot; without respect to what is actually in it. Very picky dwarves, especially nobles, could like things like &amp;quot;roasted venison biscuits&amp;quot; or something, but then you'd have to be able to have that much control over the kitchen.&lt;br /&gt;
| [[#Req129|Req129]]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat86&amp;quot;&amp;gt;Bloat86&amp;lt;/div&amp;gt;&lt;br /&gt;
| UNIT DISTINCTIONS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Distinguish thieves a bit based on quality as they gain skill.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat87&amp;quot;&amp;gt;Bloat87&amp;lt;/div&amp;gt;&lt;br /&gt;
| PET ADMIRATION ISSUE&lt;br /&gt;
| (Future)&lt;br /&gt;
| Issue/optimization with being satisfied at seeing animals you like.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat88&amp;quot;&amp;gt;Bloat88&amp;lt;/div&amp;gt;&lt;br /&gt;
| MORE SLEEP DISTURBANCES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Make nearby violent deaths disturb sleepers heavily, or even wake them up.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat89&amp;quot;&amp;gt;Bloat89&amp;lt;/div&amp;gt;&lt;br /&gt;
| EXTREME MOOD MODIFICATION&lt;br /&gt;
| (Future)&lt;br /&gt;
| Reduce the finality of going berserk, at least initially, can also swap between the other final moods like depression and insanity.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat90&amp;quot;&amp;gt;Bloat90&amp;lt;/div&amp;gt;&lt;br /&gt;
| MUTINY&lt;br /&gt;
| (Future)&lt;br /&gt;
| Mutinies by mistreated and unhappy soldiers, possibly taking the whole squad or causing conflict within it. Small versions of this can be disregarding your orders.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat91&amp;quot;&amp;gt;Bloat91&amp;lt;/div&amp;gt;&lt;br /&gt;
| HOUSE OF ANIMALS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Advocacy from the house of animals noble.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat92&amp;quot;&amp;gt;Bloat92&amp;lt;/div&amp;gt;&lt;br /&gt;
| BETTER PARTIES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Official and commemorative parties. If it is a party for a unit, they can invite friends and family. If it is an official party, it can start from the top nobles and go down. There can be organized feasts and so on.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat93&amp;quot;&amp;gt;Bloat93&amp;lt;/div&amp;gt;&lt;br /&gt;
| AMOROUS RELATIONSHIPS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Dwarves that become good friends can have little parties by themselves. Eventually they can get married.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat94&amp;quot;&amp;gt;Bloat94&amp;lt;/div&amp;gt;&lt;br /&gt;
| INSTRUMENT USE&lt;br /&gt;
| (Future)&lt;br /&gt;
| Instrument use at parties.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat95&amp;quot;&amp;gt;Bloat95&amp;lt;/div&amp;gt;&lt;br /&gt;
| GRUDGES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Grudges and personality conflicts. So instead of making friends, sometimes, dwarves will make enemies. Can form grudges over dead pets and fist fight tantrums. If a cat eats an escaped vermin pet, the owner can start a fist fight with the nearest cat or with the cat's owner.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat96&amp;quot;&amp;gt;Bloat96&amp;lt;/div&amp;gt;&lt;br /&gt;
| WAGE ADJUSTMENT&lt;br /&gt;
| (Future)&lt;br /&gt;
| Bonuses for dangerous taming jobs.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat97&amp;quot;&amp;gt;Bloat97&amp;lt;/div&amp;gt;&lt;br /&gt;
| ETCHING&lt;br /&gt;
| (Future)&lt;br /&gt;
| Etching on items. Could lead to magical runes type stuff.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat98&amp;quot;&amp;gt;Bloat98&amp;lt;/div&amp;gt;&lt;br /&gt;
| HIDDEN FUN STUFF&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat99&amp;quot;&amp;gt;Bloat99&amp;lt;/div&amp;gt;&lt;br /&gt;
| SELF-SERVICE HEALTHCARE&lt;br /&gt;
| (Future)&lt;br /&gt;
| Take charge of your own health if nobody comes to help after a while.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat100&amp;quot;&amp;gt;Bloat100&amp;lt;/div&amp;gt;&lt;br /&gt;
| TECHNICAL SITE EXTENSIONS&lt;br /&gt;
| Completed&lt;br /&gt;
| Some issues with extending dwarf mode to other sites.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat101&amp;quot;&amp;gt;Bloat101&amp;lt;/div&amp;gt;&lt;br /&gt;
| CAGE OPTIMIZATION&lt;br /&gt;
| (Future)&lt;br /&gt;
| Optimize the caging routines.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat102&amp;quot;&amp;gt;Bloat102&amp;lt;/div&amp;gt;&lt;br /&gt;
| AMMO FETCHING&lt;br /&gt;
| (Future)&lt;br /&gt;
| Improve ammo fetching code. Right now they shoot until they run out, but there were some issues with replenishing ammo sooner that might have to wait for item stacking.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat103&amp;quot;&amp;gt;Bloat103&amp;lt;/div&amp;gt;&lt;br /&gt;
| THIEF AI&lt;br /&gt;
| (Future)&lt;br /&gt;
| Improve thieves ability to get around your guys. Right now they just charge in and leave it to chance pretty much.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat104&amp;quot;&amp;gt;Bloat104&amp;lt;/div&amp;gt;&lt;br /&gt;
| CHITIN PROCESSING&lt;br /&gt;
| (Future)&lt;br /&gt;
| Handle chitin properly in butcher's shop. Shouldn't need to tan it maybe, but use some other process, or perhaps use it raw.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat105&amp;quot;&amp;gt;Bloat105&amp;lt;/div&amp;gt;&lt;br /&gt;
| OSTRACISM AND SOCIAL STIGMA&lt;br /&gt;
| (Future)&lt;br /&gt;
| Alienation of badly misbehaving dwarves.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat106&amp;quot;&amp;gt;Bloat106&amp;lt;/div&amp;gt;&lt;br /&gt;
| JUSTICE INTERFACE&lt;br /&gt;
| (Future)&lt;br /&gt;
| Give more information on the justice screen.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat107&amp;quot;&amp;gt;Bloat107&amp;lt;/div&amp;gt;&lt;br /&gt;
| THIEF INFORMATION&lt;br /&gt;
| (Future)&lt;br /&gt;
| Give more information about how much thieves have stolen.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat108&amp;quot;&amp;gt;Bloat108&amp;lt;/div&amp;gt;&lt;br /&gt;
| IMPROVE HISTORY SCREEN&lt;br /&gt;
| (Future)&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat109&amp;quot;&amp;gt;Bloat109&amp;lt;/div&amp;gt;&lt;br /&gt;
| DRINK IMPROVEMENTS&lt;br /&gt;
| (Future)&lt;br /&gt;
| More names for drinks, they could have special names, commemorate things, be improved in the kitchen, associated drinking rituals, etc.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat110&amp;quot;&amp;gt;Bloat110&amp;lt;/div&amp;gt;&lt;br /&gt;
| CAVE-IN INJURIES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Allow people to survive cave-ins with injuries, instead of the current all-or-nothing system.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat111&amp;quot;&amp;gt;Bloat111&amp;lt;/div&amp;gt;&lt;br /&gt;
| KNOWLEDGE OF TREES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Add civ knowledge of trees. There could be more unsavory kinds of trees in the evil places, and the goblins could know about them. For some reason, I stream-of-consciousnessed goblins capturing and butchering your adventurer with you having time to escape here too.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat112&amp;quot;&amp;gt;Bloat112&amp;lt;/div&amp;gt;&lt;br /&gt;
| IMPROVE CALENDAR&lt;br /&gt;
| (Future)&lt;br /&gt;
| Make the calendar more interesting. It can depend on the entity involved. There could be days commemorated by certain entities named on the calendar, including those corresponding to historical events that happen during your games.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat113&amp;quot;&amp;gt;Bloat113&amp;lt;/div&amp;gt;&lt;br /&gt;
| THEFT IMPROVEMENTS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Thieves should be able to steal tagged items from the depot. Thieves can steal animals and later have the same animal as a pet, or it could be processed into jewelry.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat114&amp;quot;&amp;gt;Bloat114&amp;lt;/div&amp;gt;&lt;br /&gt;
| THEFT IMPROVEMENTS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Make the highest power thieves more daring and interesting.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat115&amp;quot;&amp;gt;Bloat115&amp;lt;/div&amp;gt;&lt;br /&gt;
| MISSING HIST FIGS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Certain historical figures, such as those in the king's entourage, are currently generated rather than being present during history creation.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat116&amp;quot;&amp;gt;Bloat116&amp;lt;/div&amp;gt;&lt;br /&gt;
| ART IMAGERY&lt;br /&gt;
| (Future)&lt;br /&gt;
| More varied art imagery, such as buildings and siege engines.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat117&amp;quot;&amp;gt;Bloat117&amp;lt;/div&amp;gt;&lt;br /&gt;
| SIEGE ENGINES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Do more with siege engines, more types, more descriptions like animal-headed battering rams and so on. This also leads to extensive improvements that could be made. This involves taking the general &amp;quot;ballista parts&amp;quot; and so on and making them more specific.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat118&amp;quot;&amp;gt;Bloat118&amp;lt;/div&amp;gt;&lt;br /&gt;
| INTERFACE MOVEMENT&lt;br /&gt;
| (Future)&lt;br /&gt;
| Improve ability to hop between interface screens, especially when viewing items, jobs, buildings and units.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat119&amp;quot;&amp;gt;Bloat119&amp;lt;/div&amp;gt;&lt;br /&gt;
| CONTAINER CONTENTS PAGING&lt;br /&gt;
| Completed&lt;br /&gt;
| Clean up scroll overflows on the item screen.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat120&amp;quot;&amp;gt;Bloat120&amp;lt;/div&amp;gt;&lt;br /&gt;
| JOB STATS OPTIMIZATION&lt;br /&gt;
| (Future)&lt;br /&gt;
| Technical tweak of job completion number storage.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat121&amp;quot;&amp;gt;Bloat121&amp;lt;/div&amp;gt;&lt;br /&gt;
| CHAR MAP CUSTOMIZATION&lt;br /&gt;
| Completed&lt;br /&gt;
| (Upgraded) Ability to customize the character maps has been superceded by tiles.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat122&amp;quot;&amp;gt;Bloat122&amp;lt;/div&amp;gt;&lt;br /&gt;
| OWNABLE LIQUIDS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Certain liquids should be ownable.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat123&amp;quot;&amp;gt;Bloat123&amp;lt;/div&amp;gt;&lt;br /&gt;
| SIBLING MIGRANT ISSUE&lt;br /&gt;
| (Future)&lt;br /&gt;
| Sibling migrants don't track relationships properly.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat124&amp;quot;&amp;gt;Bloat124&amp;lt;/div&amp;gt;&lt;br /&gt;
| SMALL MIGRANTS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Allow migrants to bring babies and the small pocket pets.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat125&amp;quot;&amp;gt;Bloat125&amp;lt;/div&amp;gt;&lt;br /&gt;
| VERMIN OFFERING RESOLUTION&lt;br /&gt;
| (Future)&lt;br /&gt;
| Traded vermin should be converted into pets if they are brought back or seen again, or they could just disappear as if eaten or processed.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat126&amp;quot;&amp;gt;Bloat126&amp;lt;/div&amp;gt;&lt;br /&gt;
| HIDDEN FUN STUFF&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat127&amp;quot;&amp;gt;Bloat127&amp;lt;/div&amp;gt;&lt;br /&gt;
| HEALING CODE TWEAK&lt;br /&gt;
| (Future)&lt;br /&gt;
| There's a small issue with healing that might slow the mending of breaks slightly.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat128&amp;quot;&amp;gt;Bloat128&amp;lt;/div&amp;gt;&lt;br /&gt;
| DREAMS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Use the current dream code to make it track random dreams, could do premonitions with this.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat129&amp;quot;&amp;gt;Bloat129&amp;lt;/div&amp;gt;&lt;br /&gt;
| INVENTORY SHUFFLING&lt;br /&gt;
| (Future)&lt;br /&gt;
| Refine equipment shuffling code so that dwarves fill their hands evenly if necessary.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat130&amp;quot;&amp;gt;Bloat130&amp;lt;/div&amp;gt;&lt;br /&gt;
| OPTIMIZATION FOR INVASIONS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Speed optimization for invasion code.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat131&amp;quot;&amp;gt;Bloat131&amp;lt;/div&amp;gt;&lt;br /&gt;
| INVASION HISTORIES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Improve history keeping for invasions. There are also some issues with ambush invasions possibly being given away by the siege light.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat132&amp;quot;&amp;gt;Bloat132&amp;lt;/div&amp;gt;&lt;br /&gt;
| HIDDEN FUN STUFF&lt;br /&gt;
| (Future)&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat133&amp;quot;&amp;gt;Bloat133&amp;lt;/div&amp;gt;&lt;br /&gt;
| PHILOSOPHER ADVOCACY&lt;br /&gt;
| (Future)&lt;br /&gt;
| Advocacy by philosopher (complains to mayor as the others do). Could be some standard ethical stuff, but with a dwarven bent.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat134&amp;quot;&amp;gt;Bloat134&amp;lt;/div&amp;gt;&lt;br /&gt;
| WIZARD STUFF&lt;br /&gt;
| (Future)&lt;br /&gt;
| This bloat was just to remind me about books and all kinds of magic stuff arc.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat135&amp;quot;&amp;gt;Bloat135&amp;lt;/div&amp;gt;&lt;br /&gt;
| WRESTLING&lt;br /&gt;
| (Future)&lt;br /&gt;
| Track who is lowest if a bunch of people are wrestling in a square and start to crush them.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat136&amp;quot;&amp;gt;Bloat136&amp;lt;/div&amp;gt;&lt;br /&gt;
| WRESTLING&lt;br /&gt;
| (Future)&lt;br /&gt;
| Various ways to involve exposed guts in wrestling. Grab the guts. Strangle with the guts. Flames should affect spilled guts. Guts should remain on the field after death.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat137&amp;quot;&amp;gt;Bloat137&amp;lt;/div&amp;gt;&lt;br /&gt;
| WRESTLING&lt;br /&gt;
| (Future)&lt;br /&gt;
| Technical issue with stuck-ins and freedom of movement.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat138&amp;quot;&amp;gt;Bloat138&amp;lt;/div&amp;gt;&lt;br /&gt;
| WRESTLING&lt;br /&gt;
| (Future)&lt;br /&gt;
| Handle grab-tear shaking and further poison injection.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat139&amp;quot;&amp;gt;Bloat139&amp;lt;/div&amp;gt;&lt;br /&gt;
| WRESTLING&lt;br /&gt;
| (Future)&lt;br /&gt;
| Incidental item/item, item/bp tangle-ups.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat140&amp;quot;&amp;gt;Bloat140&amp;lt;/div&amp;gt;&lt;br /&gt;
| SPECIFIC WRESTLING INTERFACE&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat141&amp;quot;&amp;gt;Bloat141&amp;lt;/div&amp;gt;&lt;br /&gt;
| WRESTLING MOVES AND MORE INTERFACE&lt;br /&gt;
| (Future)&lt;br /&gt;
| Lifts, impalements, smashing into terrain, disarms, throat-slitting, etc. Much more wrestling. Make graspers and the most common moves appear at the top of the interface list.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat142&amp;quot;&amp;gt;Bloat142&amp;lt;/div&amp;gt;&lt;br /&gt;
| AND MORE WRESTLING&lt;br /&gt;
| (Future)&lt;br /&gt;
| Reversing wrestling holds.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat143&amp;quot;&amp;gt;Bloat143&amp;lt;/div&amp;gt;&lt;br /&gt;
| PUNISHMENT&lt;br /&gt;
| (Future)&lt;br /&gt;
| Thrown in cave as punishment for a crime, remove your possessions. This could also be a typical start scenario.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat144&amp;quot;&amp;gt;Bloat144&amp;lt;/div&amp;gt;&lt;br /&gt;
| DISEASE AND INFECTION&lt;br /&gt;
| (Future)&lt;br /&gt;
| Disease and infection. Get some from swamp or blood drinking. Hearty creatures (like dwarves) shouldn't be affected so much. The absence of a spleen can increase the chance of septicemia. Infections of some wounds, especially if you are dirty, leprosy type stuff, plagues. Tumors, especially those caused by magic. The kidneys, spleen, liver, stomach and pancreas should have functions that are reduced by damage.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat145&amp;quot;&amp;gt;Bloat145&amp;lt;/div&amp;gt;&lt;br /&gt;
| RUST&lt;br /&gt;
| (Future)&lt;br /&gt;
| Rust and verdigris and so on.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat146&amp;quot;&amp;gt;Bloat146&amp;lt;/div&amp;gt;&lt;br /&gt;
| HUMAN TOWN MODE&lt;br /&gt;
| (Future)&lt;br /&gt;
| Control human town. See future dev.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat147&amp;quot;&amp;gt;Bloat147&amp;lt;/div&amp;gt;&lt;br /&gt;
| WIZARD MODE&lt;br /&gt;
| (Future)&lt;br /&gt;
| Control wizard from tower, etc. See future dev.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat148&amp;quot;&amp;gt;Bloat148&amp;lt;/div&amp;gt;&lt;br /&gt;
| EARLY GAME&lt;br /&gt;
| (Future)&lt;br /&gt;
| Start games in Age of Myth. See future dev.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat149&amp;quot;&amp;gt;Bloat149&amp;lt;/div&amp;gt;&lt;br /&gt;
| LATE GAME&lt;br /&gt;
| (Future)&lt;br /&gt;
| Run games passed the Golden Age into more mundane times. See future dev.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat150&amp;quot;&amp;gt;Bloat150&amp;lt;/div&amp;gt;&lt;br /&gt;
| WORLD CUSTOMIZATION&lt;br /&gt;
| (Future)&lt;br /&gt;
| Some startup options to speed things up if you already have preferences in mind, including the ability to set the world size. See future dev.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat151&amp;quot;&amp;gt;Bloat151&amp;lt;/div&amp;gt;&lt;br /&gt;
| HIDDEN FUN STUFF&lt;br /&gt;
| (Future)&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat152&amp;quot;&amp;gt;Bloat152&amp;lt;/div&amp;gt;&lt;br /&gt;
| FIGURINE SHAPES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Shapes for figurines.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat153&amp;quot;&amp;gt;Bloat153&amp;lt;/div&amp;gt;&lt;br /&gt;
| MORE UNIT SCREENS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Other helpful versions of the unit screen for various purposes. This could just wait for tiles and access to graphics and scrollbars and so on.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat154&amp;quot;&amp;gt;Bloat154&amp;lt;/div&amp;gt;&lt;br /&gt;
| ACTIVATE SOLDIERS FROM MAIN SCREEN&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat155&amp;quot;&amp;gt;Bloat155&amp;lt;/div&amp;gt;&lt;br /&gt;
| MERCHANT FOOD PRICES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Expand merchant price tweaks to cover foods.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat156&amp;quot;&amp;gt;Bloat156&amp;lt;/div&amp;gt;&lt;br /&gt;
| SIEGE ENGINE IMPROVEMENT&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat157&amp;quot;&amp;gt;Bloat157&amp;lt;/div&amp;gt;&lt;br /&gt;
| EXCISE SOME OLD PLOT STUFF&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat158&amp;quot;&amp;gt;Bloat158&amp;lt;/div&amp;gt;&lt;br /&gt;
| COIN IMAGES&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat159&amp;quot;&amp;gt;Bloat159&amp;lt;/div&amp;gt;&lt;br /&gt;
| CHANGE SNEAK SKILL&lt;br /&gt;
| (Future)&lt;br /&gt;
| Refine sneak skill gains. You should get the most when someone is trying to detect you and you know they are doing it.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat160&amp;quot;&amp;gt;Bloat160&amp;lt;/div&amp;gt;&lt;br /&gt;
| KILL VERMIN&lt;br /&gt;
| (Future)&lt;br /&gt;
| Adventurer should be able to kill live vermin, rather than being forced to eat them alive. Eating them alive should be harder. Cooking should be preferable.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat161&amp;quot;&amp;gt;Bloat161&amp;lt;/div&amp;gt;&lt;br /&gt;
| MORE PLAYER ABUSE&lt;br /&gt;
| (Future)&lt;br /&gt;
| Many other ways to abuse the player's body, aside from what it does now. Hang the bodies from trees. Flay. Make clothing and ornaments. Body part sculptures. Crucifixion. Associated shit-talking and historical events. You should be able to do anything to an enemy's body that they can do to you. These should also be recorded in the histories.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat162&amp;quot;&amp;gt;Bloat162&amp;lt;/div&amp;gt;&lt;br /&gt;
| POWDER THROWS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Throwing powdery object should make short-lived cloud flows (like dust from cave-ins but slower).&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat163&amp;quot;&amp;gt;Bloat163&amp;lt;/div&amp;gt;&lt;br /&gt;
| COLLECTOR QUESTS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Quests to gather rare bugs in glass vials (coins too). Since these are actual game objects rather than scripted events, these quests could be very open and challenging.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat164&amp;quot;&amp;gt;Bloat164&amp;lt;/div&amp;gt;&lt;br /&gt;
| ITEM PLACEMENT&lt;br /&gt;
| (Future)&lt;br /&gt;
| Items should be placed in dwarf mode ponds sometimes after game.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat165&amp;quot;&amp;gt;Bloat165&amp;lt;/div&amp;gt;&lt;br /&gt;
| WALL HANGINGS AND RUGS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Rugs, tapestries, paintings, etc. This leads to things like paint and pigments. The player's skin could hang in the goblin fortress in the same way. It could even be improved like dwarf items.&lt;br /&gt;
| [[#Core43|Core43]]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat166&amp;quot;&amp;gt;Bloat166&amp;lt;/div&amp;gt;&lt;br /&gt;
| BATHS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Bath tubs. Golden bath tubs. Use of soap with a bucket of water.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat167&amp;quot;&amp;gt;Bloat167&amp;lt;/div&amp;gt;&lt;br /&gt;
| ANIMAL PREFS AND DEATH&lt;br /&gt;
| (Future)&lt;br /&gt;
| Consider animal prefs/dislikes in thoughts when doing butchering jobs (or in combat).&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat168&amp;quot;&amp;gt;Bloat168&amp;lt;/div&amp;gt;&lt;br /&gt;
| PET EATERS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Hungry pet carnivore could kill your other pets, leading to fights between pet owners.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat169&amp;quot;&amp;gt;Bloat169&amp;lt;/div&amp;gt;&lt;br /&gt;
| INSIDE WILDLIFE&lt;br /&gt;
| Completed&lt;br /&gt;
| Diversify behavior of inside wildlife. A lot of them could act more like the outside wildlife than the insane murderers they are now. Then it would make more sense for them to be brought or kept as pets.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat170&amp;quot;&amp;gt;Bloat170&amp;lt;/div&amp;gt;&lt;br /&gt;
| ROOM CLEANING&lt;br /&gt;
| (Future)&lt;br /&gt;
| Cleaning rooms more responsibly, perhaps before sleeping.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat171&amp;quot;&amp;gt;Bloat171&amp;lt;/div&amp;gt;&lt;br /&gt;
| ADVENTURER AND TOYS&lt;br /&gt;
| (Future)&lt;br /&gt;
| You should be able to play with all the toys. Puzzleboxes can contain things in adventure mode, related to anything (history, secret doors, whatever).&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat172&amp;quot;&amp;gt;Bloat172&amp;lt;/div&amp;gt;&lt;br /&gt;
| DEEP SITES&lt;br /&gt;
| (Future)&lt;br /&gt;
| There should be more interesting sites deep in the mountains, and it should be possible for you to create multi-tile tunnels under mountain ranges with various sites of your making and not of your making on the way.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat173&amp;quot;&amp;gt;Bloat173&amp;lt;/div&amp;gt;&lt;br /&gt;
| FINDING BUYERS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Arranging for buyers for artifacts. It could be harder to access nobles, and this might be a challenge.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat174&amp;quot;&amp;gt;Bloat174&amp;lt;/div&amp;gt;&lt;br /&gt;
| NOBLE RANK SYSTEM&lt;br /&gt;
| Completed&lt;br /&gt;
| Consider sometimes having just one baron/baroness, but they rank up as you improve, rather than many of these nobles at each rank.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat175&amp;quot;&amp;gt;Bloat175&amp;lt;/div&amp;gt;&lt;br /&gt;
| CARE PACKAGES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Being able to send comforting trinkets and provisions to your armies.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat176&amp;quot;&amp;gt;Bloat176&amp;lt;/div&amp;gt;&lt;br /&gt;
| PHYSICAL FEATURES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Various superfluous physical features for dwarves and others.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat177&amp;quot;&amp;gt;Bloat177&amp;lt;/div&amp;gt;&lt;br /&gt;
| PRISON REFORM&lt;br /&gt;
| (Future)&lt;br /&gt;
| If prisoner situation becomes untenable etc., can have a rebellion against the nobles. Nobles should stop throwing people in jail if enough are already there.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat178&amp;quot;&amp;gt;Bloat178&amp;lt;/div&amp;gt;&lt;br /&gt;
| MINING TWEAK&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat179&amp;quot;&amp;gt;Bloat179&amp;lt;/div&amp;gt;&lt;br /&gt;
| HIDDEN FUN STUFF&lt;br /&gt;
| (Future)&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat180&amp;quot;&amp;gt;Bloat180&amp;lt;/div&amp;gt;&lt;br /&gt;
| HIDDEN FUN STUFF&lt;br /&gt;
| (Future)&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat181&amp;quot;&amp;gt;Bloat181&amp;lt;/div&amp;gt;&lt;br /&gt;
| ABANDONMENT ISSUE&lt;br /&gt;
| (Future)&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat182&amp;quot;&amp;gt;Bloat182&amp;lt;/div&amp;gt;&lt;br /&gt;
| CAVE CLAIMING&lt;br /&gt;
| (Future)&lt;br /&gt;
| Should be able to run something like reclaim mode on any available cave. You could run a reclaim on anything with a group of adventurers you've assembled yourself.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat183&amp;quot;&amp;gt;Bloat183&amp;lt;/div&amp;gt;&lt;br /&gt;
| CHILD NAMING&lt;br /&gt;
| (Future)&lt;br /&gt;
| Children can be named after historical figures, including adventurers, and parents can explain why they selected the name. In general, the fame and infamy of adventurers can be realized in various ways.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat184&amp;quot;&amp;gt;Bloat184&amp;lt;/div&amp;gt;&lt;br /&gt;
| NO RECORD&lt;br /&gt;
| Completed&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat185&amp;quot;&amp;gt;Bloat185&amp;lt;/div&amp;gt;&lt;br /&gt;
| LIBRARIES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Books and libraries utilizing histories. Once these are in, people that you chat with don't need to know as much. You can find legends here that reveal locations of ruins made by world gen, or your dwarf games. Various other books are possible.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat186&amp;quot;&amp;gt;Bloat186&amp;lt;/div&amp;gt;&lt;br /&gt;
| HIDDEN FUN STUFF&lt;br /&gt;
| (Future)&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat187&amp;quot;&amp;gt;Bloat187&amp;lt;/div&amp;gt;&lt;br /&gt;
| WRITING AND GRAPHICS&lt;br /&gt;
| (Future)&lt;br /&gt;
| If tile graphics go in, be sure to pay attention to the writing system. The writing and associated graphics can be generated for each entity.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat188&amp;quot;&amp;gt;Bloat188&amp;lt;/div&amp;gt;&lt;br /&gt;
| KEYS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Keys, the kind that unlock doors. These can be used everywhere, thrown all over your old dwarf caves for some of the doors etc.&lt;br /&gt;
| [[#Core42|Core42]]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat189&amp;quot;&amp;gt;Bloat189&amp;lt;/div&amp;gt;&lt;br /&gt;
| INTERNAL AREAS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Internal mushroom jungles and lost whatevers and so on.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat190&amp;quot;&amp;gt;Bloat190&amp;lt;/div&amp;gt;&lt;br /&gt;
| UNDERGROUND LAKES&lt;br /&gt;
| Completed&lt;br /&gt;
| Large underground lakes, can build platforms on them, and the platforms can support further buildings.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat191&amp;quot;&amp;gt;Bloat191&amp;lt;/div&amp;gt;&lt;br /&gt;
| SNAKES AND WORMS&lt;br /&gt;
| (Future)&lt;br /&gt;
| There are some complications from these creatures since they should always be on the ground and need to start that way.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat192&amp;quot;&amp;gt;Bloat192&amp;lt;/div&amp;gt;&lt;br /&gt;
| LYING AND BEING PUNISHED&lt;br /&gt;
| (Future)&lt;br /&gt;
| You should be able to tell people you know how to kill dragons and then some guys could join you and turn on you as soon as you get into the woods and leave you naked. Proper bar tales should be generated.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat193&amp;quot;&amp;gt;Bloat193&amp;lt;/div&amp;gt;&lt;br /&gt;
| DEMOGRAPHICS ISSUES 1&lt;br /&gt;
| (Future)&lt;br /&gt;
| If a town runs out of women, they could seek more.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat194&amp;quot;&amp;gt;Bloat194&amp;lt;/div&amp;gt;&lt;br /&gt;
| DEMOGRAPHICS ISSUES 2&lt;br /&gt;
| (Future)&lt;br /&gt;
| If there are too many men in town, they could start more wars.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat195&amp;quot;&amp;gt;Bloat195&amp;lt;/div&amp;gt;&lt;br /&gt;
| ADVENTURER MOUNTS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Should be able to acquire mounts and beasts of burden.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat196&amp;quot;&amp;gt;Bloat196&amp;lt;/div&amp;gt;&lt;br /&gt;
| VILLAGE STORIES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Profiles can track the last few spots the creature has been at with the associated years, and they could refer to this while chatting. Certain people could stretch these years out of bounds and talk about ancient things not involving them and write themselves into the story.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat197&amp;quot;&amp;gt;Bloat197&amp;lt;/div&amp;gt;&lt;br /&gt;
| MINIMAP ISSUES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Center X on minimap and make sure it flickers properly.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat198&amp;quot;&amp;gt;Bloat198&amp;lt;/div&amp;gt;&lt;br /&gt;
| SITE SPRAWL&lt;br /&gt;
| (Future)&lt;br /&gt;
| The largest cities should have multiple site maps linked up at the edges to help with loading issues, though it will have to handle the AI for creatures that have business across multiple sections.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat199&amp;quot;&amp;gt;Bloat199&amp;lt;/div&amp;gt;&lt;br /&gt;
| MINING/CUTTING ANNOUNCEMENTS&lt;br /&gt;
| (Future)&lt;br /&gt;
| It could announce when current reachable wood-cutting and mining jobs are done.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat200&amp;quot;&amp;gt;Bloat200&amp;lt;/div&amp;gt;&lt;br /&gt;
| PERSISTENT CONVERSATIONS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Conversations can remain active once the screen closes, allowing you to move around and do things while the conversation is still running. Conversations would fade over time. You could have more than one active conversation, and multiple participants could be involved in these. This would be important for group meetings and side discussions with a messenger than comes in and so on. This will require conversations to be saved and loaded as well.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat201&amp;quot;&amp;gt;Bloat201&amp;lt;/div&amp;gt;&lt;br /&gt;
| CONVERSATION UTTERANCE BUILDERS&lt;br /&gt;
| (Future)&lt;br /&gt;
| When asking specific questions or making statements, much like wrestling, you could set specific parameters. You could set a topic and a question word or your topic and intention and a tone.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat202&amp;quot;&amp;gt;Bloat202&amp;lt;/div&amp;gt;&lt;br /&gt;
| CONVERSATION PLEASANTRIES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Have random pleasantries with random responses.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat203&amp;quot;&amp;gt;Bloat203&amp;lt;/div&amp;gt;&lt;br /&gt;
| SPECIFIC QUERIES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Can ask about any entity, site, creature etc that is known to you.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat204&amp;quot;&amp;gt;Bloat204&amp;lt;/div&amp;gt;&lt;br /&gt;
| STORE QUERIES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Can ask about stores, people can direct you, even to another town.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat205&amp;quot;&amp;gt;Bloat205&amp;lt;/div&amp;gt;&lt;br /&gt;
| UNIT KNOWLEDGE&lt;br /&gt;
| (Future)&lt;br /&gt;
| Could set up a system whereby each creature in the town knows different facts, even if they have the same entity affiliations.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat206&amp;quot;&amp;gt;Bloat206&amp;lt;/div&amp;gt;&lt;br /&gt;
| DWARF/ELF COMMUNITIES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Add meaningful things to the dwarf/elf communities.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat207&amp;quot;&amp;gt;Bloat207&amp;lt;/div&amp;gt;&lt;br /&gt;
| SLOW ESCALATION TO VIOLENCE&lt;br /&gt;
| (Future)&lt;br /&gt;
| Rather than just killing you, or even creating a crime, there should be a slow escalation through violent stages. For instance, if you throw a toad at somebody (once projectile damage is fixed and projectiles can hit friendlies), they could get upset and yell at you. You could lie about doing it. And they could see through it if they don't see anybody else around. Store owners should yell at you if you leave, but not send the whole town to kill you.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat208&amp;quot;&amp;gt;Bloat208&amp;lt;/div&amp;gt;&lt;br /&gt;
| VEGETATION ISSUES&lt;br /&gt;
| (Future)&lt;br /&gt;
| More shrub pictures, flowers with pictures, times of flowering, grass browning should be controlled by more than just temperature (rainfall, etc.).&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat209&amp;quot;&amp;gt;Bloat209&amp;lt;/div&amp;gt;&lt;br /&gt;
| REGION FACTS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Regions can have legend facts, like what dwells there. Only show discovered populations.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat210&amp;quot;&amp;gt;Bloat210&amp;lt;/div&amp;gt;&lt;br /&gt;
| STORE NAMES&lt;br /&gt;
| (Future)&lt;br /&gt;
| The stores in town should have names, saved in the abstract at world level so that people can talk about and direct you to them.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat211&amp;quot;&amp;gt;Bloat211&amp;lt;/div&amp;gt;&lt;br /&gt;
| RELATIONSHIP OPTIMIZATION&lt;br /&gt;
| Completed&lt;br /&gt;
| There's a technical optimization tagged in the code for how they store relationships.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat212&amp;quot;&amp;gt;Bloat212&amp;lt;/div&amp;gt;&lt;br /&gt;
| BOTTLING&lt;br /&gt;
| (Future)&lt;br /&gt;
| Glass bottles for trading away master booze, bottling it and aging it, fun labeling of the bottles complete with names and images and years, comments on years, collector quests.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat213&amp;quot;&amp;gt;Bloat213&amp;lt;/div&amp;gt;&lt;br /&gt;
| HIDDEN FUN STUFF&lt;br /&gt;
| (Future)&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat214&amp;quot;&amp;gt;Bloat214&amp;lt;/div&amp;gt;&lt;br /&gt;
| SPRINTING&lt;br /&gt;
| (Future)&lt;br /&gt;
| Move faster, but have to move an extra square and can't turn fast, if you press backward it could make you slide forward on the ground, should cause exertion&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat215&amp;quot;&amp;gt;Bloat215&amp;lt;/div&amp;gt;&lt;br /&gt;
| COIN ISSUE&lt;br /&gt;
| Completed&lt;br /&gt;
| Technical issue with coin batches.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat216&amp;quot;&amp;gt;Bloat216&amp;lt;/div&amp;gt;&lt;br /&gt;
| FINALIZE ART IMAGES&lt;br /&gt;
| Completed&lt;br /&gt;
| Art images should describe historical events, etc., rather than just being an image.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat217&amp;quot;&amp;gt;Bloat217&amp;lt;/div&amp;gt;&lt;br /&gt;
| SAVING MAP SEEDS&lt;br /&gt;
| Completed&lt;br /&gt;
| Option to save a map seed once a map is created, so you can generate it again or send the seed to a friend without having to send a whole save folder.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat218&amp;quot;&amp;gt;Bloat218&amp;lt;/div&amp;gt;&lt;br /&gt;
| VEIN MINING OPTION&lt;br /&gt;
| (Future)&lt;br /&gt;
| Ability to designate a metal vein for digging. They'd keep mining out the same kind of metal in adjacent squares as they uncover them.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat219&amp;quot;&amp;gt;Bloat219&amp;lt;/div&amp;gt;&lt;br /&gt;
| HISTORY GROUPING&lt;br /&gt;
| (Future)&lt;br /&gt;
| When you enter places, it could record it all of the subsequent events under a general heading which it names later, like &amp;quot;the raid of &amp;quot;.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat220&amp;quot;&amp;gt;Bloat220&amp;lt;/div&amp;gt;&lt;br /&gt;
| AGING ITEMS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Items that should rot when you visit a site after some time will only undergo one change right now, they can go from fresh to being gone. It would be nice if item aging and rotting could be unified into a seamless system that let you age an item by any amount, but there are a number of obstacles.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat221&amp;quot;&amp;gt;Bloat221&amp;lt;/div&amp;gt;&lt;br /&gt;
| ART IMAGE COMPLEXITY AND IMPROVEMENT&lt;br /&gt;
| (Future)&lt;br /&gt;
| Item improvement image complexity can be determined by craft quality, the image can generate slots for further improvements on the item to occupy, but it needs to do this in an abstract way that works for detail events as well, and also statues and figurines&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat222&amp;quot;&amp;gt;Bloat222&amp;lt;/div&amp;gt;&lt;br /&gt;
| FRIENDLY FIRE&lt;br /&gt;
| (Future)&lt;br /&gt;
| If you fire at an enemy 5 squares away and that creature is wrestling with a friendly, there should be a chance of hitting the friendly. But if the buddy is in the line of fire (by squares) but much closer to you, you shouldn't hit the buddy at all.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat223&amp;quot;&amp;gt;Bloat223&amp;lt;/div&amp;gt;&lt;br /&gt;
| WILDERNESS CAUTION&lt;br /&gt;
| (Future)&lt;br /&gt;
| Abort random encounters against large groups of adventurers if there's no chance of attacker victory&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat224&amp;quot;&amp;gt;Bloat224&amp;lt;/div&amp;gt;&lt;br /&gt;
| STATUE IMPROVEMENTS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Describe statues, analagous to figurines, could have arms that can be moved and hidden levers and buttons and so on, could be linked to creature defs and be animated or come alive&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat225&amp;quot;&amp;gt;Bloat225&amp;lt;/div&amp;gt;&lt;br /&gt;
| UNPREPARED FISH ROTTING&lt;br /&gt;
| (Future)&lt;br /&gt;
| Unprepared fish should rot slowly in the foodpile, like unrendered fat.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat226&amp;quot;&amp;gt;Bloat226&amp;lt;/div&amp;gt;&lt;br /&gt;
| WEB CHECK&lt;br /&gt;
| (Future)&lt;br /&gt;
| Technical issue with webs.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat227&amp;quot;&amp;gt;Bloat227&amp;lt;/div&amp;gt;&lt;br /&gt;
| LEAPING AND PITS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Could add little open pits in the caves, respecting Z coord, and the ability to leap into any space with a confirmation, it might be a hassle to teach the path-finding of your opponents to leap after you though&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat228&amp;quot;&amp;gt;Bloat228&amp;lt;/div&amp;gt;&lt;br /&gt;
| ADVENTURE MODE DREAMS WHILE SLEEPING&lt;br /&gt;
| (Future)&lt;br /&gt;
| Dreams in adventure mode, occasionally you can get history, other information and quests this way&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat229&amp;quot;&amp;gt;Bloat229&amp;lt;/div&amp;gt;&lt;br /&gt;
| QUICKLIME&lt;br /&gt;
| (Future)&lt;br /&gt;
| Bake limestone in a kiln for it, and implement some uses&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat230&amp;quot;&amp;gt;Bloat230&amp;lt;/div&amp;gt;&lt;br /&gt;
| DWARVEN HUNGER&lt;br /&gt;
| Completed&lt;br /&gt;
| Hungry dwarves should take food from the merchant if they need it, although this could cause trouble between the civs if the merchant doesn't return with enough value&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat231&amp;quot;&amp;gt;Bloat231&amp;lt;/div&amp;gt;&lt;br /&gt;
| HIDDEN FUN STUFF&lt;br /&gt;
| (Future)&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat232&amp;quot;&amp;gt;Bloat232&amp;lt;/div&amp;gt;&lt;br /&gt;
| SWEAT&lt;br /&gt;
| (Future)&lt;br /&gt;
| Linked to exertion, can have a number of effects.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat233&amp;quot;&amp;gt;Bloat233&amp;lt;/div&amp;gt;&lt;br /&gt;
| ARENAS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Fight for food or money, stuff can be on chains or just waiting inside. Various associated industries.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat234&amp;quot;&amp;gt;Bloat234&amp;lt;/div&amp;gt;&lt;br /&gt;
| APPROPRIATE ANIMALS FOR CIVS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Dwarves shouldn't use full-sized horses to pull their wagons, for example.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat235&amp;quot;&amp;gt;Bloat235&amp;lt;/div&amp;gt;&lt;br /&gt;
| HALF-BLOCKED SKY&lt;br /&gt;
| (Future)&lt;br /&gt;
| &amp;quot;you cannot view the sky to the south because of the cliff face&amp;quot;, etc. This sort of thing would block your vision of certain clouds and the moon and sun at certain times.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat236&amp;quot;&amp;gt;Bloat236&amp;lt;/div&amp;gt;&lt;br /&gt;
| MARTIAL LAW&lt;br /&gt;
| (Future)&lt;br /&gt;
| Nobles could declare martial law if things get out of hand, which could have various effects.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat237&amp;quot;&amp;gt;Bloat237&amp;lt;/div&amp;gt;&lt;br /&gt;
| EVIL ALCHEMY&lt;br /&gt;
| (Future)&lt;br /&gt;
| Certain of the darker mood dwarves could take over alchemy shops and use the dwarven liver and so on.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat238&amp;quot;&amp;gt;Bloat238&amp;lt;/div&amp;gt;&lt;br /&gt;
| REGIONAL EVIL EXPLANATIONS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Right now, the regions just go bad or good without explanation. There needs to be a backdrop for this, even if magic isn't in the game yet. The evil could be linked to certain historical figures in the region that need to be removed or else the evil keeps replenishing.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat239&amp;quot;&amp;gt;Bloat239&amp;lt;/div&amp;gt;&lt;br /&gt;
| REGION HISTORIES&lt;br /&gt;
| (Future)&lt;br /&gt;
| There should be associated events for regions going bad etc, and the old name of the region prior to its name change should be recorded.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat240&amp;quot;&amp;gt;Bloat240&amp;lt;/div&amp;gt;&lt;br /&gt;
| Z VEINS&lt;br /&gt;
| Completed&lt;br /&gt;
| Currently only the main Z level has associated gem and metal vein events, this needs to be changed.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat241&amp;quot;&amp;gt;Bloat241&amp;lt;/div&amp;gt;&lt;br /&gt;
| CREATURE ANTICS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Creatures, including ones like kobolds, could dig around for pretty rocks, root around in the mud, and make random vocalizations, rather than just wandering from point to point.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat242&amp;quot;&amp;gt;Bloat242&amp;lt;/div&amp;gt;&lt;br /&gt;
| REGIONAL POPULATIONS INFLUENCE CIV ITEMS&lt;br /&gt;
| (Future)&lt;br /&gt;
| The wilderness creatures available locally should influence what sort of objects the people are wearing, although when caravans go in things can become more blurred. Could have notions of what's fashionable. They could comment on the adventurer's clothing in this respect.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat243&amp;quot;&amp;gt;Bloat243&amp;lt;/div&amp;gt;&lt;br /&gt;
| CLOTHING VARIATIONS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Entities need to have clothing variations, even at the town level. This includes adding many clothing types beyond the shirt and pants we currently have. Certain materials and dye colors could be in favor (need to add dye first).&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat244&amp;quot;&amp;gt;Bloat244&amp;lt;/div&amp;gt;&lt;br /&gt;
| VOCALIZATIONS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Battle yells, random grunts, etc.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat245&amp;quot;&amp;gt;Bloat245&amp;lt;/div&amp;gt;&lt;br /&gt;
| IMPROVEMENT OF ENGRAVINGS&lt;br /&gt;
| (Future)&lt;br /&gt;
| This is already referred to in many places, but engravings should be able to be improved by gems etc. There's a difficulty selecting which ones need to be improved, since you could place a workshop over it, etc.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat246&amp;quot;&amp;gt;Bloat246&amp;lt;/div&amp;gt;&lt;br /&gt;
| ORGAN RETENTION&lt;br /&gt;
| (Future)&lt;br /&gt;
| Rather than just creating &amp;quot;chunks&amp;quot;, butchery should keep many creature organs intact for cooking and alchemy&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat247&amp;quot;&amp;gt;Bloat247&amp;lt;/div&amp;gt;&lt;br /&gt;
| HERBIVORES AND LIVESTOCK AND SO ON&lt;br /&gt;
| (Future)&lt;br /&gt;
| Herbivores should be able to eat grass outside, people can bring livestock, not as pets, sheep/goats -- sheep lead to wool on butcher? or can you process them without butcher at the farm shop, like milking?&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat248&amp;quot;&amp;gt;Bloat248&amp;lt;/div&amp;gt;&lt;br /&gt;
| TRANSLATION CLEARANCE&lt;br /&gt;
| Completed&lt;br /&gt;
| Go through and check languages for tone.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat249&amp;quot;&amp;gt;Bloat249&amp;lt;/div&amp;gt;&lt;br /&gt;
| PROPER BLOOD SUCKING&lt;br /&gt;
| (Future)&lt;br /&gt;
| Blood sucking should occur over a longer period like the latch and-shake wrestling move. It should also feed the sucker.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat250&amp;quot;&amp;gt;Bloat250&amp;lt;/div&amp;gt;&lt;br /&gt;
| AUTOMATIC MANDATE HANDLING&lt;br /&gt;
| (Future)&lt;br /&gt;
| Could add an option to make noble mandates go directly into the work order queue.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat251&amp;quot;&amp;gt;Bloat251&amp;lt;/div&amp;gt;&lt;br /&gt;
| USEFUL TREASURER&lt;br /&gt;
| (Future)&lt;br /&gt;
| The treasurer could walk around and combine coin stacks.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat252&amp;quot;&amp;gt;Bloat252&amp;lt;/div&amp;gt;&lt;br /&gt;
| ENVIRONMENTAL LEARNING&lt;br /&gt;
| (Future)&lt;br /&gt;
| Some preferences could be gained by children as they play and explore, rather than having them be innate. These can include personality development. Many preferences and other aspects of their profiles shouldn't be visible at first.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat253&amp;quot;&amp;gt;Bloat253&amp;lt;/div&amp;gt;&lt;br /&gt;
| ADVANCED WORK ORDERS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Work orders could be made more intelligent, so that they could order up precursors to the job at hand rather than just failing.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat254&amp;quot;&amp;gt;Bloat254&amp;lt;/div&amp;gt;&lt;br /&gt;
| GRAB-TEARS II&lt;br /&gt;
| (Future)&lt;br /&gt;
| If the strength+size difference is large enough, a wrestler should be able to rip an enemy apart directly.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat255&amp;quot;&amp;gt;Bloat255&amp;lt;/div&amp;gt;&lt;br /&gt;
| INCIDENTAL HANGINGS&lt;br /&gt;
| (Future)&lt;br /&gt;
| If a creature is attached by the neck to a chain building and falls down in the z direction or into a chasm, it should start strangling.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat256&amp;quot;&amp;gt;Bloat256&amp;lt;/div&amp;gt;&lt;br /&gt;
| VEGETATION MELTING/BOILING&lt;br /&gt;
| (Future)&lt;br /&gt;
| Vegetation made out of exotic materials that would melt rather than burn aren't currently supported.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat257&amp;quot;&amp;gt;Bloat257&amp;lt;/div&amp;gt;&lt;br /&gt;
| TANNING&lt;br /&gt;
| (Future)&lt;br /&gt;
| Tanning should probably be made more interesting.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat258&amp;quot;&amp;gt;Bloat258&amp;lt;/div&amp;gt;&lt;br /&gt;
| WATERPROOFING&lt;br /&gt;
| (Future)&lt;br /&gt;
| Waterproofing of leather might become an issue&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat259&amp;quot;&amp;gt;Bloat259&amp;lt;/div&amp;gt;&lt;br /&gt;
| TAWING&lt;br /&gt;
| (Future)&lt;br /&gt;
| An interesting alternative to tanning.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat260&amp;quot;&amp;gt;Bloat260&amp;lt;/div&amp;gt;&lt;br /&gt;
| CUSTOM ENGRAVINGS&lt;br /&gt;
| (Future)&lt;br /&gt;
| People have expressed an interest in engraving custom text and symbols.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat261&amp;quot;&amp;gt;Bloat261&amp;lt;/div&amp;gt;&lt;br /&gt;
| LEGEND ERASURE&lt;br /&gt;
| (Future)&lt;br /&gt;
| It should be possible to rehide history events so that a new player can rediscover the legends of a world.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat262&amp;quot;&amp;gt;Bloat262&amp;lt;/div&amp;gt;&lt;br /&gt;
| MORE THOUGHT INFORMATION&lt;br /&gt;
| (Future)&lt;br /&gt;
| Certain thoughts need to store additional information.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat263&amp;quot;&amp;gt;Bloat263&amp;lt;/div&amp;gt;&lt;br /&gt;
| MASTERPIECE TRADE&lt;br /&gt;
| (Future)&lt;br /&gt;
| Masterpieces should be handled in a more interesting fashion as it relates to trade. Specific people should be interested in obtaining the best works.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat264&amp;quot;&amp;gt;Bloat264&amp;lt;/div&amp;gt;&lt;br /&gt;
| DYES AND MORDANTS&lt;br /&gt;
| (Future)&lt;br /&gt;
| There are all sorts of things that can be done with dyes and mordants.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat265&amp;quot;&amp;gt;Bloat265&amp;lt;/div&amp;gt;&lt;br /&gt;
| WOODEN FURNITURE DISASSEMBLY&lt;br /&gt;
| (Future)&lt;br /&gt;
| Ability to take apart wooden furniture.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat266&amp;quot;&amp;gt;Bloat266&amp;lt;/div&amp;gt;&lt;br /&gt;
| TALKING ABOUT THE WEATHER&lt;br /&gt;
| (Future)&lt;br /&gt;
| Ability to ask people, including farmers, about the weather and time of day. They might comment about past or future weather. Weather information might be volunteered without prompting.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat267&amp;quot;&amp;gt;Bloat267&amp;lt;/div&amp;gt;&lt;br /&gt;
| EXTENDED BARTERING&lt;br /&gt;
| (Future)&lt;br /&gt;
| Almost every object in the possession of a creature should be available for sale if you set the price high enough, even if the creature in question is not given to bartering.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat268&amp;quot;&amp;gt;Bloat268&amp;lt;/div&amp;gt;&lt;br /&gt;
| SCREENSHOTS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Ability to have the game output a screenshot easily.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat269&amp;quot;&amp;gt;Bloat269&amp;lt;/div&amp;gt;&lt;br /&gt;
| ALCHEMY&lt;br /&gt;
| (Future)&lt;br /&gt;
| Various uses and reactions of chemicals, acids etc.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat270&amp;quot;&amp;gt;Bloat270&amp;lt;/div&amp;gt;&lt;br /&gt;
| COMBAT LOGS AND EVENTS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Combat log display for dwarf mode. Tracking and grouping of combat events for larger historical events. Important specifics of a given combat event might be kept for the historical record. Combat events could be named in the legends.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat271&amp;quot;&amp;gt;Bloat271&amp;lt;/div&amp;gt;&lt;br /&gt;
| DRAGGING PEOPLE AROUND&lt;br /&gt;
| (Future)&lt;br /&gt;
| Ability to drag somebody around instead of releasing a wrestling hold when you move.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat272&amp;quot;&amp;gt;Bloat272&amp;lt;/div&amp;gt;&lt;br /&gt;
| WATER POISONING&lt;br /&gt;
| (Future)&lt;br /&gt;
| Malicious creatures might attempt to poison or otherwise taint your water supply.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat273&amp;quot;&amp;gt;Bloat273&amp;lt;/div&amp;gt;&lt;br /&gt;
| ONE-STEP OPTIONS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Ability to set the amount of time advanced by the one-step key.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat274&amp;quot;&amp;gt;Bloat274&amp;lt;/div&amp;gt;&lt;br /&gt;
| CUSTOM COLORS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Customizable unit and custom profession colors.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat275&amp;quot;&amp;gt;Bloat275&amp;lt;/div&amp;gt;&lt;br /&gt;
| REVENGE AND INJURIES&lt;br /&gt;
| (Future)&lt;br /&gt;
| More revenge-based thoughts that can mitigate injury thoughts. Development of hatred for groups of creatures after an injury or other act.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat276&amp;quot;&amp;gt;Bloat276&amp;lt;/div&amp;gt;&lt;br /&gt;
| HIDDEN FUN STUFF&lt;br /&gt;
| (Future)&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat277&amp;quot;&amp;gt;Bloat277&amp;lt;/div&amp;gt;&lt;br /&gt;
| SOUND EVENTS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Removal of annoying off-screen combat spam and replacement with sound events that have displayed locations. Selection of the sound event might show a further breakdown of associated announcements. Might be very useful if screen is blanked out on blinding.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat278&amp;quot;&amp;gt;Bloat278&amp;lt;/div&amp;gt;&lt;br /&gt;
| TRAPS THAT PROPEL THINGS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Weapon traps cannot propel units, but giant hammer traps should propel units.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat279&amp;quot;&amp;gt;Bloat279&amp;lt;/div&amp;gt;&lt;br /&gt;
| IMPROVED LEVERS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Improved lever interface with various options for how the lever behaves. Ability to see what lever does after connection. Ability to disconnect levers.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat280&amp;quot;&amp;gt;Bloat280&amp;lt;/div&amp;gt;&lt;br /&gt;
| ONE-WAY/SECRET DOORS&lt;br /&gt;
| (Future)&lt;br /&gt;
| These would be nice but raise path-finding optimization issues.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat281&amp;quot;&amp;gt;Bloat281&amp;lt;/div&amp;gt;&lt;br /&gt;
| IMPROVE ANIMAL MANAGEMENT&lt;br /&gt;
| (Future)&lt;br /&gt;
| There are many improvements that can be made to animal management, including improved abilities to assign animals and replace lost assignees as well as various breeding and cull settings.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat282&amp;quot;&amp;gt;Bloat282&amp;lt;/div&amp;gt;&lt;br /&gt;
| MORE MINERAL PROPERTIES&lt;br /&gt;
| (Future)&lt;br /&gt;
| The various minerals should have additional properties. These might influence dig speed and so on.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat283&amp;quot;&amp;gt;Bloat283&amp;lt;/div&amp;gt;&lt;br /&gt;
| DEBUG OPTIONS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Various ways to fiddle with internal settings.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat284&amp;quot;&amp;gt;Bloat284&amp;lt;/div&amp;gt;&lt;br /&gt;
| RIVER ROCKS&lt;br /&gt;
| (Future)&lt;br /&gt;
| The way river flows are calculated, the water won't currently make little white waves against boulder tiles in the middle of the water.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat285&amp;quot;&amp;gt;Bloat285&amp;lt;/div&amp;gt;&lt;br /&gt;
| CREATURE RANGES&lt;br /&gt;
| (Future)&lt;br /&gt;
| A given creature should often have a more coherent range over the entire world, rather than going region by region.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat286&amp;quot;&amp;gt;Bloat286&amp;lt;/div&amp;gt;&lt;br /&gt;
| RAIN POOLING&lt;br /&gt;
| (Future)&lt;br /&gt;
| Rain should have a chance to collect in certain areas.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat287&amp;quot;&amp;gt;Bloat287&amp;lt;/div&amp;gt;&lt;br /&gt;
| THIN ICE&lt;br /&gt;
| (Future)&lt;br /&gt;
| Thin ice is a more difficult problem with the Z axis everywhere, but it should still be possible.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat288&amp;quot;&amp;gt;Bloat288&amp;lt;/div&amp;gt;&lt;br /&gt;
| DUST STORMS&lt;br /&gt;
| (Future)&lt;br /&gt;
| There should be giant dust storms, the Spain-sized ones you can see from a satellite.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat289&amp;quot;&amp;gt;Bloat289&amp;lt;/div&amp;gt;&lt;br /&gt;
| HUMANS USE HORSES&lt;br /&gt;
| Completed&lt;br /&gt;
| Humans should ride horses into battle if they are available.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat290&amp;quot;&amp;gt;Bloat290&amp;lt;/div&amp;gt;&lt;br /&gt;
| LAKE/SWAMP IMPROVEMENTS I&lt;br /&gt;
| (Future)&lt;br /&gt;
| Water lilies rooted to the soil below, duckweed floating in the water&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat291&amp;quot;&amp;gt;Bloat291&amp;lt;/div&amp;gt;&lt;br /&gt;
| LAKE/SWAMP IMPROVEMENTS II&lt;br /&gt;
| (Future)&lt;br /&gt;
| Mosquitoes and leeches.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat292&amp;quot;&amp;gt;Bloat292&amp;lt;/div&amp;gt;&lt;br /&gt;
| DEEP AND PERSISTENT SNOW&lt;br /&gt;
| (Future)&lt;br /&gt;
| Deep snow that you have to trudge through or that you can sink down into, depending on the regional snowfall number. Snow that lasts for a while at temperatures above freezing, based on amonut and temperature differential.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat293&amp;quot;&amp;gt;Bloat293&amp;lt;/div&amp;gt;&lt;br /&gt;
| LOCAL ROADS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Most town sites should have stone or at least dirt roads between all of the buildings, rather than being pristine wildernesses punctuated by buildings.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat294&amp;quot;&amp;gt;Bloat294&amp;lt;/div&amp;gt;&lt;br /&gt;
| CLEANING ADJACENT INACCESSIBLE SQUARES&lt;br /&gt;
| (Future)&lt;br /&gt;
| There should be a way to clean chunks and other garbage out of fortifications or other places it gets stuck.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat295&amp;quot;&amp;gt;Bloat295&amp;lt;/div&amp;gt;&lt;br /&gt;
| WEAPON TRAP EFFECTS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Traps should often do full damage to units rather than stopping when the unit dies to improve the explosive effect of a many-weaponed trap.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat296&amp;quot;&amp;gt;Bloat296&amp;lt;/div&amp;gt;&lt;br /&gt;
| FINGERLESS GLOVES&lt;br /&gt;
| (Future)&lt;br /&gt;
| There are some difficulties with the details of this kind of object. And distinguishing mittens and gloves. And toe socks versus regular socks.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat297&amp;quot;&amp;gt;Bloat297&amp;lt;/div&amp;gt;&lt;br /&gt;
| CONTINUOUS ITEM AMOUNTS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Thread, rope, chains and cloth should have variable dimensions that are treated like variable amounts in jobs.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat298&amp;quot;&amp;gt;Bloat298&amp;lt;/div&amp;gt;&lt;br /&gt;
| IMPERFECT CONSTRUCTIONS&lt;br /&gt;
| (Future)&lt;br /&gt;
| You should be able to intentionally build submasterpiece buildings and items.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat299&amp;quot;&amp;gt;Bloat299&amp;lt;/div&amp;gt;&lt;br /&gt;
| FLATWORLD&lt;br /&gt;
| (Future)&lt;br /&gt;
| For processor and memory needs, an ability to make the world flat, with no significant elevation gains in the mountains to cut down on cliff allocations.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat300&amp;quot;&amp;gt;Bloat300&amp;lt;/div&amp;gt;&lt;br /&gt;
| ARCHERY TRAINING MATERIALS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Standing orders for archery training regarding which material to use.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat301&amp;quot;&amp;gt;Bloat301&amp;lt;/div&amp;gt;&lt;br /&gt;
| BUILDING SQUARE BLOCKAGES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Handle the various issues and annoyance that come from having workshops always block squares in a given pattern.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat302&amp;quot;&amp;gt;Bloat302&amp;lt;/div&amp;gt;&lt;br /&gt;
| CREATURE ART ELEMENTS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Allow art elements for abstract body parts, like eyes and hands, with tendencies toward the ones the artist's entity race actually has. Allow varying degrees of specificity for them.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat303&amp;quot;&amp;gt;Bloat303&amp;lt;/div&amp;gt;&lt;br /&gt;
| NOISE POLLUTION INDICATOR&lt;br /&gt;
| (Future)&lt;br /&gt;
| It might be helpful to have more of an idea where sleep-disturbing noise is coming from&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat304&amp;quot;&amp;gt;Bloat304&amp;lt;/div&amp;gt;&lt;br /&gt;
| UNDERGROUND TREE CAPS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Evaluate elf tree caps with respect to underground tree farms.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat305&amp;quot;&amp;gt;Bloat305&amp;lt;/div&amp;gt;&lt;br /&gt;
| GUILDS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Bring guild back more robustly as local and civ-wide organizations.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat306&amp;quot;&amp;gt;Bloat306&amp;lt;/div&amp;gt;&lt;br /&gt;
| HIDDEN FUN STUFF&lt;br /&gt;
| (Future)&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat307&amp;quot;&amp;gt;Bloat307&amp;lt;/div&amp;gt;&lt;br /&gt;
| DESCRIPTIVE INFO&lt;br /&gt;
| (Future)&lt;br /&gt;
| Ability to see genders information more easily in adventure mode. Ability to see other descriptive information as it comes in.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat308&amp;quot;&amp;gt;Bloat308&amp;lt;/div&amp;gt;&lt;br /&gt;
| QUALITY/DAMAGE CUSTOM STOCKPILES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Allow stockpiles to specify quality/damage state.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat309&amp;quot;&amp;gt;Bloat309&amp;lt;/div&amp;gt;&lt;br /&gt;
| SENSIBLE MIGRANT PROVISIONS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Immigrants should arrive with pack animals and various objects that make sense for their role and their journey.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat310&amp;quot;&amp;gt;Bloat310&amp;lt;/div&amp;gt;&lt;br /&gt;
| STRICT STONE BUILDING MATERIAL REQUIREMENTS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Some buildings require rock blocks where metal ones would do.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat311&amp;quot;&amp;gt;Bloat311&amp;lt;/div&amp;gt;&lt;br /&gt;
| UNIT INVENTORY DISPLAY&lt;br /&gt;
| (Future)&lt;br /&gt;
| Ability to see inventory somewhere on the unit profile screen.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat312&amp;quot;&amp;gt;Bloat312&amp;lt;/div&amp;gt;&lt;br /&gt;
| MIGRANT CONTROL&lt;br /&gt;
| (Future)&lt;br /&gt;
| Ability to refuse migrant groups with repercussions.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat313&amp;quot;&amp;gt;Bloat313&amp;lt;/div&amp;gt;&lt;br /&gt;
| STOCKPILE CONSOLIDATION&lt;br /&gt;
| (Future)&lt;br /&gt;
| Ability to order the consolidation of items in a given stockpile. Part of the item stacking problem.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat314&amp;quot;&amp;gt;Bloat314&amp;lt;/div&amp;gt;&lt;br /&gt;
| DESIGNATION SIZE INFO&lt;br /&gt;
| (Future)&lt;br /&gt;
| When selecting an area, for instance in mining designations, it could show you the dimensions and size of that area.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat315&amp;quot;&amp;gt;Bloat315&amp;lt;/div&amp;gt;&lt;br /&gt;
| DESIGNATION SHAPES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Option to designate with circles and custom templates.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat316&amp;quot;&amp;gt;Bloat316&amp;lt;/div&amp;gt;&lt;br /&gt;
| PIPE SECTIONS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Square-filling pipes sections that you can place and walk inside and hook together over many tiles and fill with fluids and stuff.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat317&amp;quot;&amp;gt;Bloat317&amp;lt;/div&amp;gt;&lt;br /&gt;
| PERSISTENT WILDS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Saving to some extent of non-site wilderness areas. The world is too large to save in its entirety, but some work can be done to save the places you've actually visited without completely filling your hard drive.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat318&amp;quot;&amp;gt;Bloat318&amp;lt;/div&amp;gt;&lt;br /&gt;
| VARIOUS GRASSES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Specific grass types associated by midmap square, rather than just 'grass'. Moss could also afford to occur in places other than old sites.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat319&amp;quot;&amp;gt;Bloat319&amp;lt;/div&amp;gt;&lt;br /&gt;
| IMPROVED BLOOD TRACKING&lt;br /&gt;
| (Future)&lt;br /&gt;
| It can use stance point blood contaminants to handle blood tracking rather than spreading blood infinitely from spatters. In general, map blood amounts could afford to be tracked more closely.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat320&amp;quot;&amp;gt;Bloat320&amp;lt;/div&amp;gt;&lt;br /&gt;
| WORLD-SPANNING FEATURES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Use the world map feature system to create some world-spanning special map features, both indoor and outdoor, aside from rivers.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat321&amp;quot;&amp;gt;Bloat321&amp;lt;/div&amp;gt;&lt;br /&gt;
| FOOTPRINTS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Footprints for walkers on sand, wet sand, snow, from blood contaminants on stance points, etc. Need some notion of foot print profiles by creature versus stance versus ground material.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat322&amp;quot;&amp;gt;Bloat322&amp;lt;/div&amp;gt;&lt;br /&gt;
| MISCELLANEOUS MATERIAL ACQUISITION&lt;br /&gt;
| (Future)&lt;br /&gt;
| Finding jade and so on at certain rivers, finding pearls, amber, etc. Being able to obtain horn and ivory from creatures.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat323&amp;quot;&amp;gt;Bloat323&amp;lt;/div&amp;gt;&lt;br /&gt;
| WIDER USE OF COLOR DEFINITIONS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Tying all of the raws to color definitions would improve the coherence of the game. Minerals, plants, etc. should all be linked to color definition tokens.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat324&amp;quot;&amp;gt;Bloat324&amp;lt;/div&amp;gt;&lt;br /&gt;
| FOSSILS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Fossils beyond petrified wood. Another good way to start the random creature generator. Fossils could be collected by certain people.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat325&amp;quot;&amp;gt;Bloat325&amp;lt;/div&amp;gt;&lt;br /&gt;
| ADDITIONAL LIQUID TYPES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Candidates for new flowing &amp;quot;liquids&amp;quot; include sand, oil, mud, blood of various sorts, slime, farm products like grain and beer for the beer fountain. Only a limited number of materials from plant raws like beer would be able to be supported as a map flow at a given time.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat326&amp;quot;&amp;gt;Bloat326&amp;lt;/div&amp;gt;&lt;br /&gt;
| SKY AND TOPO DISPLAY&lt;br /&gt;
| (Future)&lt;br /&gt;
| Add various optional methods for visualizing the 3D stuffs.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat327&amp;quot;&amp;gt;Bloat327&amp;lt;/div&amp;gt;&lt;br /&gt;
| VARIOUS RIDING POSITIONS&lt;br /&gt;
| (Future)&lt;br /&gt;
| When a creature rides another creature, it isn't very specific about where that creature is, and 'riding' is used for creatures carrying other creatures at times. The game would profit from more specific information.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat328&amp;quot;&amp;gt;Bloat328&amp;lt;/div&amp;gt;&lt;br /&gt;
| IMPROVED SEASHORES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Coastal biome designations, crabs, gulls, washed up jelly fish, ability to skillfully build sand castles in wet sand which can be worn down by waves, shells, washed up objects from distance civilizations that are on the body of water, seaweed, tidepools with anenomes, driftwood interactions.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat329&amp;quot;&amp;gt;Bloat329&amp;lt;/div&amp;gt;&lt;br /&gt;
| HIDDEN FUN STUFF&lt;br /&gt;
| (Future)&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat330&amp;quot;&amp;gt;Bloat330&amp;lt;/div&amp;gt;&lt;br /&gt;
| CLEANSING EVIL AREAS&lt;br /&gt;
| (Future)&lt;br /&gt;
| The cleansing of evil areas needs to be put back in after tracking is improved.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat331&amp;quot;&amp;gt;Bloat331&amp;lt;/div&amp;gt;&lt;br /&gt;
| PRESSURE EQUILIBRIUM&lt;br /&gt;
| (Future)&lt;br /&gt;
| Liquid pressure equilibrium can be given a finer resolution at the cost of some map bits.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat332&amp;quot;&amp;gt;Bloat332&amp;lt;/div&amp;gt;&lt;br /&gt;
| PATTERN FLYING CRITTERS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Put the pattern flying cave feature critters back in.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat333&amp;quot;&amp;gt;Bloat333&amp;lt;/div&amp;gt;&lt;br /&gt;
| ARMOR CONTAMINATION FROM BLEEDING&lt;br /&gt;
| (Future)&lt;br /&gt;
| Requires location specific bleeding information, tied to scarring and infection.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat334&amp;quot;&amp;gt;Bloat334&amp;lt;/div&amp;gt;&lt;br /&gt;
| IMPROVE LIQUID SINK DIRECTION&lt;br /&gt;
| (Future)&lt;br /&gt;
| River flows can be made to appear less diagonal on horizontal/vertical paths, but the routine is expensive.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat335&amp;quot;&amp;gt;Bloat335&amp;lt;/div&amp;gt;&lt;br /&gt;
| IMPROVED FARMING&lt;br /&gt;
| (Future)&lt;br /&gt;
| Improved outdoor farming. I've already copied down a ton of NPK tables. We'll see what's inflicted upon you. A skilled farmer should make any fertilizer requirements very straightforward and easy to deal with.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat336&amp;quot;&amp;gt;Bloat336&amp;lt;/div&amp;gt;&lt;br /&gt;
| ITEM PLACEMENT VERSUS SMALL AREAS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Check some issues with the placement of objects versus small isolated areas.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat337&amp;quot;&amp;gt;Bloat337&amp;lt;/div&amp;gt;&lt;br /&gt;
| PEAT&lt;br /&gt;
| (Future)&lt;br /&gt;
| Make peat more than just another soil type.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat338&amp;quot;&amp;gt;Bloat338&amp;lt;/div&amp;gt;&lt;br /&gt;
| MORE OUTDOOR MAP FEATURES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Various additional outside and inside features, like mesas, canyons, hill tops and so on.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat339&amp;quot;&amp;gt;Bloat339&amp;lt;/div&amp;gt;&lt;br /&gt;
| RIVER OVERFLOWS&lt;br /&gt;
| (Future)&lt;br /&gt;
| River overflows and the return of the associated farming techniques.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat340&amp;quot;&amp;gt;Bloat340&amp;lt;/div&amp;gt;&lt;br /&gt;
| BOULDER REMOVAL&lt;br /&gt;
| (Future)&lt;br /&gt;
| The ability to excavate boulders in the ground to make a stone object, as if you want another stone object.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat341&amp;quot;&amp;gt;Bloat341&amp;lt;/div&amp;gt;&lt;br /&gt;
| STUCK-IN CONTAMINANTS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Issues with contaminants on item that becomes stuck inside another creature.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat342&amp;quot;&amp;gt;Bloat342&amp;lt;/div&amp;gt;&lt;br /&gt;
| MIGRANT HISTORICAL EVENTS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Some issues with migrants and associated historical events.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat343&amp;quot;&amp;gt;Bloat343&amp;lt;/div&amp;gt;&lt;br /&gt;
| CLIMBING&lt;br /&gt;
| (Future)&lt;br /&gt;
| Ability to climb terrain that would be otherwise impassable.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat344&amp;quot;&amp;gt;Bloat344&amp;lt;/div&amp;gt;&lt;br /&gt;
| RELIGIONS AND CULTS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Return of things like the death and weapon nobles via potentially world-wide religions and cults.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat345&amp;quot;&amp;gt;Bloat345&amp;lt;/div&amp;gt;&lt;br /&gt;
| WEB MOVEMENT&lt;br /&gt;
| (Future)&lt;br /&gt;
| Creatures that spin large webs should be able to move along the web, even in open space.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat346&amp;quot;&amp;gt;Bloat346&amp;lt;/div&amp;gt;&lt;br /&gt;
| SUPER NIGHT SKY&lt;br /&gt;
| (Future)&lt;br /&gt;
| Stars, entity-named constellations with lines chosen for them. If there are hemispheres, visible stars can change with position. If the world rotates, they can move during the course of an evening.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat347&amp;quot;&amp;gt;Bloat347&amp;lt;/div&amp;gt;&lt;br /&gt;
| HEREDITY&lt;br /&gt;
| (Future)&lt;br /&gt;
| Once there are enough physical and other candidate traits to be passed along, the game could model heredity/genetics with some simple algorithms and data.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat348&amp;quot;&amp;gt;Bloat348&amp;lt;/div&amp;gt;&lt;br /&gt;
| LINGUISTICS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Aside from having translations for basic words and a displayed written language, civ languages could also have a syntax, phonetic information, etc.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat349&amp;quot;&amp;gt;Bloat349&amp;lt;/div&amp;gt;&lt;br /&gt;
| UNIT NAMES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Right now it only lets you specify a few unit names. It should let you do more with profession names by race/entity. This ties in to having specialized unit names for certain customized professions within an entity.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat350&amp;quot;&amp;gt;Bloat350&amp;lt;/div&amp;gt;&lt;br /&gt;
| MORE MECHANISMS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Animal power for turning wheels etc., other pumps like tympanum wheels, various other things.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat351&amp;quot;&amp;gt;Bloat351&amp;lt;/div&amp;gt;&lt;br /&gt;
| UNAWARE OF PROFESSIONS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Your adventurer should not know somebody is a &amp;quot;guard&amp;quot; for example without knowing a bit about the civilization or at least doing some observation.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat352&amp;quot;&amp;gt;Bloat352&amp;lt;/div&amp;gt;&lt;br /&gt;
| RIVER/LAKE IMPROVEMENTS&lt;br /&gt;
| (Future)&lt;br /&gt;
| There are various cosmetic improvements that can be made to under/above ground rivers and lakes.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat353&amp;quot;&amp;gt;Bloat353&amp;lt;/div&amp;gt;&lt;br /&gt;
| BARRACKS FUNCTION SPLIT&lt;br /&gt;
| (Future)&lt;br /&gt;
| The barracks has various functions, and you should be able to say what goes on in a given barracks.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat354&amp;quot;&amp;gt;Bloat354&amp;lt;/div&amp;gt;&lt;br /&gt;
| SAVE KITCHEN SETTINGS&lt;br /&gt;
| (Future)&lt;br /&gt;
| You should be able to save settings in the kitchen screen for later games. Applies to some other menus as well.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat355&amp;quot;&amp;gt;Bloat355&amp;lt;/div&amp;gt;&lt;br /&gt;
| TAKING NOTES&lt;br /&gt;
| Completed&lt;br /&gt;
| It would be nice to be able to take notes on both the embark screen world map and during the regular game that you can view later.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat356&amp;quot;&amp;gt;Bloat356&amp;lt;/div&amp;gt;&lt;br /&gt;
| IMPROVED FISHING&lt;br /&gt;
| (Future)&lt;br /&gt;
| Dwarves should be able to fish for certain unit-sized creatures. Fish should be visible all over the place and dwarves should possibly have to catch them, depending on how the AI works out.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat357&amp;quot;&amp;gt;Bloat357&amp;lt;/div&amp;gt;&lt;br /&gt;
| HOLDING BREATH&lt;br /&gt;
| (Future)&lt;br /&gt;
| Being able to hold your breath in adventure mode might be an interesting mechanic. You wouldn't have to do it explicitly any time you wanted to swim, but it might be a neat way to interact with gases and other features.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat358&amp;quot;&amp;gt;Bloat358&amp;lt;/div&amp;gt;&lt;br /&gt;
| MACROS&lt;br /&gt;
| (Future)&lt;br /&gt;
| You should be able to make keyboard macros to perform complicated repetitive actions.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat359&amp;quot;&amp;gt;Bloat359&amp;lt;/div&amp;gt;&lt;br /&gt;
| UNCONVENTIONAL AMMUNITION&lt;br /&gt;
| (Future)&lt;br /&gt;
| You should be able to attempt to use various non-standard items in missile weapons and siege weapons.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat360&amp;quot;&amp;gt;Bloat360&amp;lt;/div&amp;gt;&lt;br /&gt;
| OTHER WATER SOURCES&lt;br /&gt;
| (Future)&lt;br /&gt;
| There should be various additional ways to obtain water. Rain, filling barrels from streams, simple desalination, etc.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat361&amp;quot;&amp;gt;Bloat361&amp;lt;/div&amp;gt;&lt;br /&gt;
| EMBARK PROFESSION UPDATE&lt;br /&gt;
| (Future)&lt;br /&gt;
| As you change skills on the embark screen, it should show the dwarf's resulting profession.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat362&amp;quot;&amp;gt;Bloat362&amp;lt;/div&amp;gt;&lt;br /&gt;
| VERMIN BODIES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Small animals should have full body representations, even if they don't have as many effects as they do for unit-sized creatures. These might only be allocated if something actually happens to the creature in question.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat363&amp;quot;&amp;gt;Bloat363&amp;lt;/div&amp;gt;&lt;br /&gt;
| FURNITURE FLUX&lt;br /&gt;
| (Future)&lt;br /&gt;
| You should be able to break down furniture and other objects that are made from materials that have occur in reactions (such as a flux) and use them at the smelter for example.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat364&amp;quot;&amp;gt;Bloat364&amp;lt;/div&amp;gt;&lt;br /&gt;
| SITE RECTANGLE INFORMATION&lt;br /&gt;
| (Future)&lt;br /&gt;
| Sites should be able to give additional information about what is in their world map rectangle for map export and embark screen purposes.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat365&amp;quot;&amp;gt;Bloat365&amp;lt;/div&amp;gt;&lt;br /&gt;
| GLACIER/OCEAN INTERFACE&lt;br /&gt;
| (Future)&lt;br /&gt;
| The boundary between the glacier and ocean biomes probably shouldn't be a regular beach in virtually all cases.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat366&amp;quot;&amp;gt;Bloat366&amp;lt;/div&amp;gt;&lt;br /&gt;
| SMOOTHER ELEVATION CHANGES&lt;br /&gt;
| (Future)&lt;br /&gt;
| The game relies on cliffs too much to handle midmap elevation changes, especially in river valleys.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat367&amp;quot;&amp;gt;Bloat367&amp;lt;/div&amp;gt;&lt;br /&gt;
| WATER ON BUILDINGS DISPLAY&lt;br /&gt;
| (Future)&lt;br /&gt;
| Water running over buildings currently blots them out. You should probably be able to see what's there -- grates and bars at the very least.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat368&amp;quot;&amp;gt;Bloat368&amp;lt;/div&amp;gt;&lt;br /&gt;
| GENDER-BASED PICTURES&lt;br /&gt;
| (Future)&lt;br /&gt;
| You should be able to further specify which graphical tiles are used if you like.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat369&amp;quot;&amp;gt;Bloat369&amp;lt;/div&amp;gt;&lt;br /&gt;
| LEGENDARY SWIM SPEED&lt;br /&gt;
| (Future)&lt;br /&gt;
| It could afford to make finer gradations for swim skill passed legendary.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat370&amp;quot;&amp;gt;Bloat370&amp;lt;/div&amp;gt;&lt;br /&gt;
| ITEMS AND GRATES/BARS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Small items should have a chance of falling through floor grates. Floor bars should be even worse. Projectiles should also interact with grates and bars (similar to fortifications).&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat371&amp;quot;&amp;gt;Bloat371&amp;lt;/div&amp;gt;&lt;br /&gt;
| SUBORDINATE SITE POPULATIONS&lt;br /&gt;
| (Future)&lt;br /&gt;
| A site that becomes subordinated under a dwarf site should still be able to maintain its inhabitants after the dwarf game.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat372&amp;quot;&amp;gt;Bloat372&amp;lt;/div&amp;gt;&lt;br /&gt;
| MORE WITH TRAPS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Traps, being far too powerful, should probably have to be set up. For instance, you should be required to actually create a stonefall trap using a few different locations to get it to work. Pulling things apart like this will also allow more versatility.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat373&amp;quot;&amp;gt;Bloat373&amp;lt;/div&amp;gt;&lt;br /&gt;
| IMPROVED DRUNKS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Adventure mode drunks shouldn't be a separate unit type. They are currently determined by the immoderation personality facet, but much more can be done here. In general, there's an implication that world gen personalities should be stored for more units, but that is expensive memory-wise.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat374&amp;quot;&amp;gt;Bloat374&amp;lt;/div&amp;gt;&lt;br /&gt;
| CONVERSATION SKILLS IN ADVENTURE MODE&lt;br /&gt;
| (Future)&lt;br /&gt;
| With the proper skills, you should be able to judge the mood of people you are talking to in finer and finer degrees. You should also be able to exercise the various conversation skills that can be used in dwarf mode.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat375&amp;quot;&amp;gt;Bloat375&amp;lt;/div&amp;gt;&lt;br /&gt;
| PRIVACY AND ADVENTURE MODE CONVERSATIONS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Depending on personality scores, people you come up to on the street might not want to talk to you about personal matters when they don't know you.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat376&amp;quot;&amp;gt;Bloat376&amp;lt;/div&amp;gt;&lt;br /&gt;
| TALKING TO GODS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Instead of being forced to join a temple first, a player should be able to attempt to speak to any known deity.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat377&amp;quot;&amp;gt;Bloat377&amp;lt;/div&amp;gt;&lt;br /&gt;
| TEMPLE-SPECIFIC TASKS&lt;br /&gt;
| (Future)&lt;br /&gt;
| High priests at the temple should have various things for you to do. Though it's best to have all task assignments occur within a general framework according to the goals of the task-giver, just being the leader of the temple and a strident believer in a deity will no doubt give rise to interesting and specific quests. Building a new temple and spreading the faith? Recovering holy relics? Dealing with rivals? Objectives could be vague to remove some of the quest straitjacket effect that can develop, as long as it has means to track your progress and you have various means to accomplish the task at hand. It would be cool to be accepted as a temple higher-up once you manager to spread the faith into an outlying village.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat378&amp;quot;&amp;gt;Bloat378&amp;lt;/div&amp;gt;&lt;br /&gt;
| MORE BUILDING CONVERSATION&lt;br /&gt;
| (Future)&lt;br /&gt;
| Right now, you only hear architecture comments when there's a direct relationship between the building and a deity, and those relationships are fairly rare. It could talk about the architect, the central figure around which the building was designed, any of the elements used in the architecture, the material used and its relationship any underlying concepts, etc.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat379&amp;quot;&amp;gt;Bloat379&amp;lt;/div&amp;gt;&lt;br /&gt;
| LEGEND SUBSET SELECTION&lt;br /&gt;
| (Future)&lt;br /&gt;
| The legends screen is virtually useless once enough objects and events have been discovered. You should be able to select subsets in various ways, whether by creature type or building type or time period or event type or even using a map to go by geographic area.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat380&amp;quot;&amp;gt;Bloat380&amp;lt;/div&amp;gt;&lt;br /&gt;
| MOODS AND IMPRESSIONS&lt;br /&gt;
| (Future)&lt;br /&gt;
| In both modes, relationships need to be stored with some more information. People should have short and long-term impressions of the people that they meet, at least as many as it can safely store (and always with the player). They can also have short and long-term moods that are altered by their interactions with others.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat381&amp;quot;&amp;gt;Bloat381&amp;lt;/div&amp;gt;&lt;br /&gt;
| GENERALIZE ARCHITECTURE SYSTEM&lt;br /&gt;
| (Future)&lt;br /&gt;
| The system used for temples linking abstract concepts to architectural elements should be put in to place for other structures, especially castles and towers.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat382&amp;quot;&amp;gt;Bloat382&amp;lt;/div&amp;gt;&lt;br /&gt;
| MORE SPHERE LINKS FOR TEMPLES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Right now, only certain deity spheres get architecture links in their corresponding temples. There's more that can be done there, and the concept can be expanded from architecture to many other elements of the faith/temple, so that certain type of items/creatures/festivals/rituals/etc. occur in the temple.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Bloat383&amp;quot;&amp;gt;Bloat383&amp;lt;/div&amp;gt;&lt;br /&gt;
| GOBLIN DUNGEONS&lt;br /&gt;
| (Future)&lt;br /&gt;
| The goblins lost the tunnel network under their towers with the building revision, and they want it back in improved form with various untoward goings on.&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Power Goals=&lt;br /&gt;
&lt;br /&gt;
Power Goals are the ultimate missions for the future.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#EFEFEF&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:10%&amp;quot;| PowerGoal&lt;br /&gt;
! style=&amp;quot;width:20%&amp;quot;| Name&lt;br /&gt;
! style=&amp;quot;width:10%&amp;quot;| Status&lt;br /&gt;
! style=&amp;quot;width:60%&amp;quot;| Description&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_1&amp;quot;&amp;gt;PowerGoal 1&amp;lt;/div&amp;gt;&lt;br /&gt;
| MIGHTY ARMIES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Mighty one-square armies burning villages or reeducating people to their entity.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_2&amp;quot;&amp;gt;PowerGoal 2&amp;lt;/div&amp;gt;&lt;br /&gt;
| DWARVEN ARMIES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Organize dwarven armies and use them to attack villages and caves on the overland map.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_3&amp;quot;&amp;gt;PowerGoal 3&amp;lt;/div&amp;gt;&lt;br /&gt;
| SIEGE DEFENSE&lt;br /&gt;
| (Future)&lt;br /&gt;
| Armies torment enemy soldiers from the safety of a castle.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_4&amp;quot;&amp;gt;PowerGoal 4&amp;lt;/div&amp;gt;&lt;br /&gt;
| SIEGE PRESSURE&lt;br /&gt;
| (Future)&lt;br /&gt;
| After a long siege, starving citizens eat the dead and whatever else they might fancy.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_5&amp;quot;&amp;gt;PowerGoal 5&amp;lt;/div&amp;gt;&lt;br /&gt;
| SIEGE POWER&lt;br /&gt;
| (Future)&lt;br /&gt;
| Your armies totally obliterate and overcome the strength of a fortified position with the power of siegecraft.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_6&amp;quot;&amp;gt;PowerGoal 6&amp;lt;/div&amp;gt;&lt;br /&gt;
| FIGHT AND DIE IN ELONGATED WARS&lt;br /&gt;
| (Future)&lt;br /&gt;
| You join up with an army and follow it around.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_7&amp;quot;&amp;gt;PowerGoal 7&amp;lt;/div&amp;gt;&lt;br /&gt;
| THE ONE LEFT BEHIND&lt;br /&gt;
| (Future)&lt;br /&gt;
| You have a conversation with somebody whose parent died in a war.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_8&amp;quot;&amp;gt;PowerGoal 8&amp;lt;/div&amp;gt;&lt;br /&gt;
| NEW SOLDIERS&lt;br /&gt;
| (Future)&lt;br /&gt;
| You conquer a city and take prisoners back to home, pressing them into service.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_9&amp;quot;&amp;gt;PowerGoal 9&amp;lt;/div&amp;gt;&lt;br /&gt;
| BETTIN' ON FORGETTIN'&lt;br /&gt;
| (Future)&lt;br /&gt;
| You make a cabin in the woods, decorate it with hides and get a table with utensils so that you can dine like a king.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_10&amp;quot;&amp;gt;PowerGoal 10&amp;lt;/div&amp;gt;&lt;br /&gt;
| HELP US!&lt;br /&gt;
| (Future)&lt;br /&gt;
| A human or elf civilization pleads for help from your outpost, and you graciously respond and actually do something useful.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_11&amp;quot;&amp;gt;PowerGoal 11&amp;lt;/div&amp;gt;&lt;br /&gt;
| GHOST TOWN&lt;br /&gt;
| (Future)&lt;br /&gt;
| A village that was razed becomes peopled by zombies of the dead.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_12&amp;quot;&amp;gt;PowerGoal 12&amp;lt;/div&amp;gt;&lt;br /&gt;
| CLAIM THE THRONE&lt;br /&gt;
| (Future)&lt;br /&gt;
| You prove your worth to the meadhall's warriors through repeated daring tasks until you can take the throne for yourself.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_13&amp;quot;&amp;gt;PowerGoal 13&amp;lt;/div&amp;gt;&lt;br /&gt;
| ARTIFACT QUEST&lt;br /&gt;
| (Future)&lt;br /&gt;
| You pledge to the human king that you will recover a lost artifact that is in the willful possession of a monster.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_14&amp;quot;&amp;gt;PowerGoal 14&amp;lt;/div&amp;gt;&lt;br /&gt;
| THE SYSTEM&lt;br /&gt;
| (Future)&lt;br /&gt;
| You are apprehended, brought to a jail, chained to the wall, interrogated and beaten, brought before the ruler, sentenced, put on public display locked in stocks, subjected to thrown vegetables and ridicule, brought up to a platform and executed.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_15&amp;quot;&amp;gt;PowerGoal 15&amp;lt;/div&amp;gt;&lt;br /&gt;
| REVENGE AND THE WILDERNESS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Lost in the cold woods naked, you succeed in using your skills in order to find and kill the person who left you that way, despite a beast stalking you, hunger, thirst and the elements.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_16&amp;quot;&amp;gt;PowerGoal 16&amp;lt;/div&amp;gt;&lt;br /&gt;
| CARE FOR YOUR STEEDS!&lt;br /&gt;
| (Future)&lt;br /&gt;
| You watch as a knight strikes down one of his lieutenants because he whips his horses too hard.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_17&amp;quot;&amp;gt;PowerGoal 17&amp;lt;/div&amp;gt;&lt;br /&gt;
| THE AFTERMATH&lt;br /&gt;
| (Future)&lt;br /&gt;
| Numerous scavengers pick through the remains on a recent battlefield, squabbling.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_18&amp;quot;&amp;gt;PowerGoal 18&amp;lt;/div&amp;gt;&lt;br /&gt;
| THE WILY USURPER&lt;br /&gt;
| (Future)&lt;br /&gt;
| The evil advisor usurps the throne from the rightful heir.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_19&amp;quot;&amp;gt;PowerGoal 19&amp;lt;/div&amp;gt;&lt;br /&gt;
| I HAVE PROOF!&lt;br /&gt;
| (Future)&lt;br /&gt;
| You walk into a town and shout &amp;quot;Behold! The left head of the ettin which I slew!&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_20&amp;quot;&amp;gt;PowerGoal 20&amp;lt;/div&amp;gt;&lt;br /&gt;
| SETTLING DOWN&lt;br /&gt;
| (Future)&lt;br /&gt;
| After proving yourself in battle, you accept a gift and the hand of your spouse.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_21&amp;quot;&amp;gt;PowerGoal 21&amp;lt;/div&amp;gt;&lt;br /&gt;
| THERE ARE WOMEN UPRIVER!&lt;br /&gt;
| (Future)&lt;br /&gt;
| You travel from your village to a village down the river. After learning from you that there are indeed many women still living in your birthplace, the village's young men hatch a bizarre scheme to win wives from your village.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_22&amp;quot;&amp;gt;PowerGoal 22&amp;lt;/div&amp;gt;&lt;br /&gt;
| MIDNIGHT SAPPER&lt;br /&gt;
| (Future)&lt;br /&gt;
| In the dead of night, you swim across the moat, scale a wall dressed in black, wait for the guard to pass by, hit him across the head with a sap, and leave.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_23&amp;quot;&amp;gt;PowerGoal 23&amp;lt;/div&amp;gt;&lt;br /&gt;
| SO YOU CAN FEEL IT&lt;br /&gt;
| (Future)&lt;br /&gt;
| The ruffian shoves you from behind, kicks you in the ribs, kicks you in the face, picks you up and shakes you until you become conscious, then punches you again.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_24&amp;quot;&amp;gt;PowerGoal 24&amp;lt;/div&amp;gt;&lt;br /&gt;
| MERCHANT TRAITOR&lt;br /&gt;
| (Future)&lt;br /&gt;
| You bribe a merchant to tell you when the next caravan is coming in and what's on it so that you can raid it.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_25&amp;quot;&amp;gt;PowerGoal 25&amp;lt;/div&amp;gt;&lt;br /&gt;
| STRONG ARM ROBBERY&lt;br /&gt;
| (Future)&lt;br /&gt;
| You walk up to somebody and say &amp;quot;give me your tunic&amp;quot; and the guy says &amp;quot;a.. anything you want&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_26&amp;quot;&amp;gt;PowerGoal 26&amp;lt;/div&amp;gt;&lt;br /&gt;
| THE INTIMIDATOR&lt;br /&gt;
| (Future)&lt;br /&gt;
| You draw your blade and step toward a lone man on the street. He runs away down an alley. When you get to the alley, he is playing dead.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_27&amp;quot;&amp;gt;PowerGoal 27&amp;lt;/div&amp;gt;&lt;br /&gt;
| HUNT THE CYCLOPS&lt;br /&gt;
| (Future)&lt;br /&gt;
| The cyclops breaks into a barn and steals a sheep. The farmer draws a map for you to show where the cyclops's cave is.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_28&amp;quot;&amp;gt;PowerGoal 28&amp;lt;/div&amp;gt;&lt;br /&gt;
| RELEASE THE HOUNDS&lt;br /&gt;
| (Future)&lt;br /&gt;
| You shoot somebody in the leg, and he starts limping. Then you release the hounds.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_29&amp;quot;&amp;gt;PowerGoal 29&amp;lt;/div&amp;gt;&lt;br /&gt;
| EVIDENCE OF SHAME&lt;br /&gt;
| (Future)&lt;br /&gt;
| The wound of a kobold's contaminated spear begins to fester, but with the aid of magic herbs it heals, leaving a horrible scar.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_30&amp;quot;&amp;gt;PowerGoal 30&amp;lt;/div&amp;gt;&lt;br /&gt;
| DECLAWED SNACK&lt;br /&gt;
| (Future)&lt;br /&gt;
| You are thrown in a pit with a ferocious beast. You fail to climb out repeatedly, leaving your fingernails in the wall before you are eaten alive.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_31&amp;quot;&amp;gt;PowerGoal 31&amp;lt;/div&amp;gt;&lt;br /&gt;
| YOUR DAD AND JUSTICE&lt;br /&gt;
| (Future)&lt;br /&gt;
| You wipe the blood off your sword, revealing the name of your father's tribe, which reminds you that justice has been served. Bards sing of this moment through the empire.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_32&amp;quot;&amp;gt;PowerGoal 32&amp;lt;/div&amp;gt;&lt;br /&gt;
| IT MUST BE POSSIBLE!&lt;br /&gt;
| (Future)&lt;br /&gt;
| After piecing together the location of the dragon's lair through the works of several ancient historians, you seek out the seer to ask about the rumor of the dragon's hidden weakness.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_33&amp;quot;&amp;gt;PowerGoal 33&amp;lt;/div&amp;gt;&lt;br /&gt;
| CARAVAN CONSPIRACY&lt;br /&gt;
| (Future)&lt;br /&gt;
| The outlaws meet in the tavern to plot the robbery of the next caravan.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_34&amp;quot;&amp;gt;PowerGoal 34&amp;lt;/div&amp;gt;&lt;br /&gt;
| BLESS OUR HERO ON THE QUEST&lt;br /&gt;
| (Future)&lt;br /&gt;
| Peasants gather at the church to pray for you before your quest to rescue the villager from the cyclops.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_35&amp;quot;&amp;gt;PowerGoal 35&amp;lt;/div&amp;gt;&lt;br /&gt;
| LEG BREAKER&lt;br /&gt;
| (Future)&lt;br /&gt;
| You make your rounds from shopkeeper to shopkeeper, demanding payments for the protection of the prince of thieves.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_36&amp;quot;&amp;gt;PowerGoal 36&amp;lt;/div&amp;gt;&lt;br /&gt;
| NOT WELCOME HERE&lt;br /&gt;
| (Future)&lt;br /&gt;
| You - &amp;quot;How do I find the capital?&amp;quot; Peasant - (spits on the ground)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_37&amp;quot;&amp;gt;PowerGoal 37&amp;lt;/div&amp;gt;&lt;br /&gt;
| BLOOD IN BLOOD OUT&lt;br /&gt;
| (Future)&lt;br /&gt;
| All the warriors come together and toast you into their band after you kill one of their compatriots.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_38&amp;quot;&amp;gt;PowerGoal 38&amp;lt;/div&amp;gt;&lt;br /&gt;
| MORNING TEMPERANCE&lt;br /&gt;
| (Future)&lt;br /&gt;
| You are banished from the town for drinking before noon.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_39&amp;quot;&amp;gt;PowerGoal 39&amp;lt;/div&amp;gt;&lt;br /&gt;
| RESPECTING AUTHORITY&lt;br /&gt;
| (Future)&lt;br /&gt;
| After the ruler orders you to sweep the stables and you refuse, you are ordered to kill the dragon.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_40&amp;quot;&amp;gt;PowerGoal 40&amp;lt;/div&amp;gt;&lt;br /&gt;
| THE MARKS OF A WARRIOR&lt;br /&gt;
| (Future)&lt;br /&gt;
| You tattoo yourself with the fresh marks of a warrior in a ceremony before the war season begins.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_41&amp;quot;&amp;gt;PowerGoal 41&amp;lt;/div&amp;gt;&lt;br /&gt;
| THE ARENA&lt;br /&gt;
| (Future)&lt;br /&gt;
| You read the schedule of the stadium's coming attractions, including wrestling, spear-throwing, full-armored combat and man versus beast.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_42&amp;quot;&amp;gt;PowerGoal 42&amp;lt;/div&amp;gt;&lt;br /&gt;
| THE BLACK CAPS&lt;br /&gt;
| (Future)&lt;br /&gt;
| The Baron sponspors you to enter the Tacticus league, which culminates in a match against the court favorite. The court favorite is bribed to lose. During the match, you must wear thinking caps, as is customary.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_43&amp;quot;&amp;gt;PowerGoal 43&amp;lt;/div&amp;gt;&lt;br /&gt;
| LET'S HAVE A DRINK!&lt;br /&gt;
| (Future)&lt;br /&gt;
| You get your opponent drunk the night before a game of Tacticus, crucial for the tournament.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_44&amp;quot;&amp;gt;PowerGoal 44&amp;lt;/div&amp;gt;&lt;br /&gt;
| PATIENT PRIEST&lt;br /&gt;
| (Future)&lt;br /&gt;
| The ruler convenes a council of the nobles to appoint you the high priest of the nearby towns, but you are forced to wait in an antechamber while they drink.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_45&amp;quot;&amp;gt;PowerGoal 45&amp;lt;/div&amp;gt;&lt;br /&gt;
| MEET THE CYBERFIST&lt;br /&gt;
| (Future)&lt;br /&gt;
| You use your iron geared prosthetic hand to crush a piece of stone in front of the cowering goblin, and it passes out.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_46&amp;quot;&amp;gt;PowerGoal 46&amp;lt;/div&amp;gt;&lt;br /&gt;
| THE GIANT ASS BOOK&lt;br /&gt;
| (Future)&lt;br /&gt;
| You go to a dwarf fortress and see a giant unliftable tome filled with maps of the Underworld. You sketch a copy and depart.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_47&amp;quot;&amp;gt;PowerGoal 47&amp;lt;/div&amp;gt;&lt;br /&gt;
| PLEA BARGAIN&lt;br /&gt;
| (Future)&lt;br /&gt;
| A former tyrant is overthrown, but in exchange for his life he swears an oath never to enter the realm again and is banished.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_48&amp;quot;&amp;gt;PowerGoal 48&amp;lt;/div&amp;gt;&lt;br /&gt;
| ROAD HOUSE&lt;br /&gt;
| (Future)&lt;br /&gt;
| Onlookers led by you stop a fight, and somebody demands to see the manager. The manager appoints you official bar bouncer.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_49&amp;quot;&amp;gt;PowerGoal 49&amp;lt;/div&amp;gt;&lt;br /&gt;
| SCREAM BALL&lt;br /&gt;
| (Future)&lt;br /&gt;
| Trolls take the captives and see if they can throw them all the way over the chasm to each other.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_50&amp;quot;&amp;gt;PowerGoal 50&amp;lt;/div&amp;gt;&lt;br /&gt;
| SKULL GAMES&lt;br /&gt;
| (Future)&lt;br /&gt;
| Trolls stack skulls to see how high the piles can get, bowl with skulls and play catch with skulls.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_51&amp;quot;&amp;gt;PowerGoal 51&amp;lt;/div&amp;gt;&lt;br /&gt;
| BAD GOBLINS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Goblins play &amp;quot;who can make the prisoner scream the loudest&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_52&amp;quot;&amp;gt;PowerGoal 52&amp;lt;/div&amp;gt;&lt;br /&gt;
| BEAST OF BURDEN&lt;br /&gt;
| (Future)&lt;br /&gt;
| Captives are forced to pull a cart filled with goblin children. They are whipped to keep the cart running around as the children scream and yell.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_53&amp;quot;&amp;gt;PowerGoal 53&amp;lt;/div&amp;gt;&lt;br /&gt;
| MESSALA&lt;br /&gt;
| (Future)&lt;br /&gt;
| The evil ruler whips his beak dogs, driving his chariot on, when the elves cast a poisonous net over the dogs, killing them. The ruler tumbles over the chariot and breaks his neck on a tree.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_54&amp;quot;&amp;gt;PowerGoal 54&amp;lt;/div&amp;gt;&lt;br /&gt;
| OFFICIAL CATTLE RUSTLER&lt;br /&gt;
| (Future)&lt;br /&gt;
| You are appointed the tax collector and given a squad of enforcers. You order them to collect livestock from the peasants.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_55&amp;quot;&amp;gt;PowerGoal 55&amp;lt;/div&amp;gt;&lt;br /&gt;
| THE CORRUPT CAPTAIN&lt;br /&gt;
| (Future)&lt;br /&gt;
| The captain orders his subordinates to seize the possessions of the wealthy merchant so that he can have them for himself.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_56&amp;quot;&amp;gt;PowerGoal 56&amp;lt;/div&amp;gt;&lt;br /&gt;
| AN UNFORTUNATE DECISION&lt;br /&gt;
| (Future)&lt;br /&gt;
| The jealous peasant spits on the merchant prince, and the merchant prince orders the bodyguards to seize the peasant, strip him bare, tie a rope around his neck and force him to march behind the wagon.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_57&amp;quot;&amp;gt;PowerGoal 57&amp;lt;/div&amp;gt;&lt;br /&gt;
| NICE AND CLEAN&lt;br /&gt;
| (Future)&lt;br /&gt;
| The Head Housekeeper urges the other servants to clean and prepare the house so that the visiting diplomat will not think badly of the master.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_58&amp;quot;&amp;gt;PowerGoal 58&amp;lt;/div&amp;gt;&lt;br /&gt;
| WHAT WERE WE THINKING&lt;br /&gt;
| (Future)&lt;br /&gt;
| You are sent to rescue the prince and princess, who have been captured by the evil wizard. You uncover the sinister and disgusting plot to breed the siblings to form an evil army of mutants.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_59&amp;quot;&amp;gt;PowerGoal 59&amp;lt;/div&amp;gt;&lt;br /&gt;
| FOOLHARDY&lt;br /&gt;
| (Future)&lt;br /&gt;
| The warriors line up behind the row of rocks with their crossbows as the goblins charge on their beakdogs. You jump up and charge the goblins in turn. The warriors shout, &amp;quot;You're a fool! Don't do it!&amp;quot;. Right as the first approaches you, you duck and swing, slicing off the beakdog's legs.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_60&amp;quot;&amp;gt;PowerGoal 60&amp;lt;/div&amp;gt;&lt;br /&gt;
| HUNGRY LIKE THE WOLF&lt;br /&gt;
| (Future)&lt;br /&gt;
| You put on a talisman, turn into a werewolf, and your buddy screams, &amp;quot;take it off!&amp;quot;, but you can't understand him with your beast mind and soon fill with rage and kill him.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_61&amp;quot;&amp;gt;PowerGoal 61&amp;lt;/div&amp;gt;&lt;br /&gt;
| REVERSE COMPOUND FRACTURE&lt;br /&gt;
| (Future)&lt;br /&gt;
| As you stumble through the tomb, you bump into an ogre chewing on a corpse with a leg bone still in its mouth. The beast bites the bone in half and stabs you in the throat with the jagged edge, gouging it out.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_62&amp;quot;&amp;gt;PowerGoal 62&amp;lt;/div&amp;gt;&lt;br /&gt;
| THE EVIL PLAYER MEETS THE GOBLINS&lt;br /&gt;
| (Future)&lt;br /&gt;
| You kidnap a child and take it to the goblins. They let you in and seem interested in buying it, but you struggle to speak with them. After a protracted negotiation involving displaying objects and gestures, you seal the deal.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_63&amp;quot;&amp;gt;PowerGoal 63&amp;lt;/div&amp;gt;&lt;br /&gt;
| INEXPERTLY AND REPEATEDLY&lt;br /&gt;
| (Future)&lt;br /&gt;
| You swing at the goblin, overextending. It kicks you in the stomach and your feet slip out from under you. When you hit the ground, you drop your sword. The goblin holds its giant club over its head, but with the weight of the club, it loses its balance and stumbles. You leap forward up from the ground and rush the goblin but trip on a rock and land in some serpent vines, which entangle you. You struggle to free yourself, but aren't in time as the goblin inexpertly and repeatedly clubs you until you die.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_64&amp;quot;&amp;gt;PowerGoal 64&amp;lt;/div&amp;gt;&lt;br /&gt;
| THE LOCAL SPIRIT&lt;br /&gt;
| (Future)&lt;br /&gt;
| You take a coin that had been offered at the village shrine. A red deer runs across a nearby field, pausing to stare directly at you for a heartbeat, and then disappears beyond the woodline. You turn into a kobold that night. Your best friend feels compelled to kill you to put you out of your misery.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_65&amp;quot;&amp;gt;PowerGoal 65&amp;lt;/div&amp;gt;&lt;br /&gt;
| KINDA LIKE SNOW WHITE OR SOMETHING&lt;br /&gt;
| (Future)&lt;br /&gt;
| You are sent to steal another potion from the elves. The beautiful queen is appearing before her lustful and incompetent generals the following day and she must remove the marks of her advancing age.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_66&amp;quot;&amp;gt;PowerGoal 66&amp;lt;/div&amp;gt;&lt;br /&gt;
| IT WAS WORTH THE TIME&lt;br /&gt;
| (Future)&lt;br /&gt;
| The guards are hunting you because you have a stolen diamond. You dip into a group of mourners that are a viewing a body just as the guards appear. They dare not stop you from slipping into the solemn crowd. You pretend to mourn the body, holding its head in your hand as you hide the diamond in the corpse's mouth. Although you are subsequently apprehended and imprisoned for twenty years, after you are released, you dig up the body and claim the prize.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_67&amp;quot;&amp;gt;PowerGoal 67&amp;lt;/div&amp;gt;&lt;br /&gt;
| THE LOCAL ARENA&lt;br /&gt;
| (Future)&lt;br /&gt;
| You are in charge of taking the bets for the local arena. Somebody loses all their farm animals on a fight, and you have to collect the debt.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_68&amp;quot;&amp;gt;PowerGoal 68&amp;lt;/div&amp;gt;&lt;br /&gt;
| MAGICAL IDIOT PEEPER&lt;br /&gt;
| (Future)&lt;br /&gt;
| Hearing of her exotic beauty, the young knave uses a ring to open a portal in the wall of the princess's bedroom, wrenching a small cylinder of stone out of the wall via its magical powers. However, the stories had all been told by Southmen, and she was in fact quite unattractive by the different standards of his culture.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_69&amp;quot;&amp;gt;PowerGoal 69&amp;lt;/div&amp;gt;&lt;br /&gt;
| THE LEGEND OF THE HORAK PART I&lt;br /&gt;
| (Future)&lt;br /&gt;
| The two princes, friends from childhood, laughed as they rode their horses. They got off and tied them to a tree. Then a giant Horak stepped out of the woods. The princes tried to keep it back with their telescoping knife-poles, but it charged forward and swallowed them whole.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_70&amp;quot;&amp;gt;PowerGoal 70&amp;lt;/div&amp;gt;&lt;br /&gt;
| MUDSLIDE&lt;br /&gt;
| (Future)&lt;br /&gt;
| You summon the tribal elders to the top of the slope. An army has gathered and is chanting prior to their charge up against your position. The elders perform a dance, it rains heavily, and the resulting mudslide buries the enemy soldiers alive. They all slowly die.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_71&amp;quot;&amp;gt;PowerGoal 71&amp;lt;/div&amp;gt;&lt;br /&gt;
| YOUR PLATFORM&lt;br /&gt;
| (Future)&lt;br /&gt;
| The slaves carry a giant platform on which you sit above the reserves behind your advancing army. When your army enter a narrow ravine, you are fired upon by kobold archers.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_72&amp;quot;&amp;gt;PowerGoal 72&amp;lt;/div&amp;gt;&lt;br /&gt;
| YEAH!&lt;br /&gt;
| (Future)&lt;br /&gt;
| The explorers make their way down the cave river, past dangerous stalagmites in the rapids, turn to face each other and do a high-five.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_73&amp;quot;&amp;gt;PowerGoal 73&amp;lt;/div&amp;gt;&lt;br /&gt;
| WHERE'S MY MONEY?&lt;br /&gt;
| (Future)&lt;br /&gt;
| The money changer shorts you a gold piece, so you declare a quest for vengeance. You and your fellow adventurer sneak into his house three days later. You hold a jagged knife to his neck, and he gasps. You lower your dagger to his coin purse, cut it loose, then take the coin he owes you.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_74&amp;quot;&amp;gt;PowerGoal 74&amp;lt;/div&amp;gt;&lt;br /&gt;
| A PAINFUL MEMORY&lt;br /&gt;
| (Future)&lt;br /&gt;
| On the toll bridge, you see a man with two locks of hair curled around his ears and the rest of his head shaved. He wields a great club. You twitch and hold your knee where you've been wounded by a club before. As you go to pay the toll, your nervousness causes you to stutter, and he looks at you suspiciously.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_75&amp;quot;&amp;gt;PowerGoal 75&amp;lt;/div&amp;gt;&lt;br /&gt;
| SONG OF DREAD&lt;br /&gt;
| (Future)&lt;br /&gt;
| The evil spirit of the wood caused the people's hair to turn white. On the day of the sacrifice, the priest sang a song of such dread that many villagers volunteered to die just to free themselves from the memory of its singing.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_76&amp;quot;&amp;gt;PowerGoal 76&amp;lt;/div&amp;gt;&lt;br /&gt;
| THE GENERAL'S RING&lt;br /&gt;
| (Future)&lt;br /&gt;
| You go to the refugees, and they tell you that the general of the invading army leaves his signet ring in his dresser drawer before he goes to bed. You steal it that night.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_77&amp;quot;&amp;gt;PowerGoal 77&amp;lt;/div&amp;gt;&lt;br /&gt;
| YUCK!&lt;br /&gt;
| (Future)&lt;br /&gt;
| You lock blades with Snylar the Lizardman. During the contest of strength, you tell it that it is little more than a hatchling. It tells you that your beard is patchy and sparse. You spit a glob of saliva into his eye. He sprays spit at you in return.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_78&amp;quot;&amp;gt;PowerGoal 78&amp;lt;/div&amp;gt;&lt;br /&gt;
| WEREWOLF HUNTER&lt;br /&gt;
| (Future)&lt;br /&gt;
| Dolnar the hunter teaches you how to track the werewolf by its sign and by its call. She recommends a special breed of hunting dog, known for its ability to track down and contest the elusive beasts.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_79&amp;quot;&amp;gt;PowerGoal 79&amp;lt;/div&amp;gt;&lt;br /&gt;
| THE LEGEND OF THE HORAK PART II&lt;br /&gt;
| (Future)&lt;br /&gt;
| The tribesman have passed down for generations the story that the giant Horak cannot be harmed by blades, so the mighty barbarian traveling with you decides to wrestle the beast and tears it apart with his bare hands.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_80&amp;quot;&amp;gt;PowerGoal 80&amp;lt;/div&amp;gt;&lt;br /&gt;
| BUT HOW DID HE DIE?&lt;br /&gt;
| (Future)&lt;br /&gt;
| You ask the peasant how the mayor was murdered, and you are told in detail how the mayor was stabbed to death and toppled out of the window landing two stories below.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_81&amp;quot;&amp;gt;PowerGoal 81&amp;lt;/div&amp;gt;&lt;br /&gt;
| JOURNEY TO THE UNDERWORLD&lt;br /&gt;
| (Future)&lt;br /&gt;
| You consult with the servant of the Lord of the Underworld, and he tells you to follow him. He walks through a black gate in the wall. You try to do the same and bump into the wall, hurting your nose, as mortals are not admitted without an escort. He pokes his head back out and smirks, and then grabs your hand and pulls you through.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_82&amp;quot;&amp;gt;PowerGoal 82&amp;lt;/div&amp;gt;&lt;br /&gt;
| ON KARNAK'S GOOD SIDE&lt;br /&gt;
| (Future)&lt;br /&gt;
| It is the Holy Day of Karnak. The people gather in their customary place at night in the Baron's orchard for their prayer circle. After the prayer, the player is elevated to one of the positions within the priesthood emphasizing Karnak's association with the sun rather than one emphasizing his association with suffering.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_83&amp;quot;&amp;gt;PowerGoal 83&amp;lt;/div&amp;gt;&lt;br /&gt;
| DENIED ENTRY - THE PROPHECY!&lt;br /&gt;
| (Future)&lt;br /&gt;
| You are not allowed to enter the province of Zandibar because you have red hair. The prophecy says that if anybody with red hair enters the province of Zandibar, great suffering will follow them.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_84&amp;quot;&amp;gt;PowerGoal 84&amp;lt;/div&amp;gt;&lt;br /&gt;
| KILL THE WITCH!&lt;br /&gt;
| (Future)&lt;br /&gt;
| The wells are dry in your town because of the evil witch's curse. The bravest townspeople volunteer to come with you to kill the witch. You hear the opening of a creaking gate and the howling of wolves and you go to the top of the ridge. You can see the cold breath of people far away as the witch's servants leave the haunted cemetery.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_85&amp;quot;&amp;gt;PowerGoal 85&amp;lt;/div&amp;gt;&lt;br /&gt;
| RETIRE AS A PEASANT&lt;br /&gt;
| (Future)&lt;br /&gt;
| You start out shoveling the stables and continuing passing the days by rapidly until you become old, ignoring changes in leadership and the passing of friends, only leaving the job when you are no longer able to perform it.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_86&amp;quot;&amp;gt;PowerGoal 86&amp;lt;/div&amp;gt;&lt;br /&gt;
| THE PROPHET OF AA&lt;br /&gt;
| (Future)&lt;br /&gt;
| The Church of Aa has become decadent and gifts to the deity have waned, and the priests have been filling their coffers. You appear and claim to be a prophet and say that Aa has abandoned the Church. The priests scoff at you, but you perform a miracle, and there is a schism in the Church and much violence.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_87&amp;quot;&amp;gt;PowerGoal 87&amp;lt;/div&amp;gt;&lt;br /&gt;
| DO NOT MOVE FROM THAT SPOT&lt;br /&gt;
| (Future)&lt;br /&gt;
| A kobold tries to sneak out of its corner, and you tell it to go back. It does, because it is afraid of being whipped again.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_88&amp;quot;&amp;gt;PowerGoal 88&amp;lt;/div&amp;gt;&lt;br /&gt;
| YOUR NAUGHTY CHILD&lt;br /&gt;
| (Future)&lt;br /&gt;
| You and your sons follow a train of people from various towns going to see the prophet Shangris. When you arrive, Shangris tells people to overthrow the king. Shangris also says he is parentless -- that he sprang up from a hole in the ground. You leap up from the crowd and claim truthfully to be Shangris's father. Your sons come up and say that they are his brothers. Shangris holds a knife to your neck, screaming that he has no father. Your sons step back. The confusion disorients the crowd, allowing your evil son Shangris to escape.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_89&amp;quot;&amp;gt;PowerGoal 89&amp;lt;/div&amp;gt;&lt;br /&gt;
| DIGESTIVE TRACT LESSON&lt;br /&gt;
| (Future)&lt;br /&gt;
| You are eaten by the dragon. It chews on you briefly, and you are grieviously wounded, but it swallows you and you survive. The powerful acids in its stomach surround you, but you are protected by your ring. Eventually you are passed into the intestines, where nutrients and water are absorbed, and then you are excreted.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_90&amp;quot;&amp;gt;PowerGoal 90&amp;lt;/div&amp;gt;&lt;br /&gt;
| BY THE POWER OF MOTHRA&lt;br /&gt;
| (Future)&lt;br /&gt;
| You say a prayer to Mothra in the face of your enemies and are filled with great strength. You rip the heart from the chest of your adversary and eat it in front of his quailing comrades.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_91&amp;quot;&amp;gt;PowerGoal 91&amp;lt;/div&amp;gt;&lt;br /&gt;
| STREET ALTERCATION&lt;br /&gt;
| (Future)&lt;br /&gt;
| He says &amp;quot;give me your money!&amp;quot;. You say &amp;quot;no!&amp;quot;. He says &amp;quot;give me your money or you're going to die&amp;quot; and pulls a dagger. You pull a dagger. After a moment you throw a gold coin on the ground and run away. He is distracted and you escape.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_92&amp;quot;&amp;gt;PowerGoal 92&amp;lt;/div&amp;gt;&lt;br /&gt;
| ZOMBIES AND REPERCUSSIONS&lt;br /&gt;
| (Future)&lt;br /&gt;
| Your evil magic causes those that starve in a besieged town to rise as undead and attack the defenders from within. The villagers burn the bodies of the undead but eventually in their hunger they consume them. Due to the nature of the zombies' corrupted flesh, the villagers gain nightvision and become crazed, foraying out of the town. They kill and eat you.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_93&amp;quot;&amp;gt;PowerGoal 93&amp;lt;/div&amp;gt;&lt;br /&gt;
| IT IS LIKELY A PREDATORY ATTACK; FIGHT BACK VIGOROUSLY&lt;br /&gt;
| (Future)&lt;br /&gt;
| You are in the forest. You bump into Grendel the black bear. Afraid, you run. That sets Grendel off, and the bear chases you down and knocks you on the ground. Grendel then drags you off by the leg across the ground to his den and eats you alive.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_94&amp;quot;&amp;gt;PowerGoal 94&amp;lt;/div&amp;gt;&lt;br /&gt;
| STICK AROUND!&lt;br /&gt;
| (Future)&lt;br /&gt;
| The giant lifts you up by your spear and stabs it high up a tall wooden wall, leaving you dangling far above the ground.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_95&amp;quot;&amp;gt;PowerGoal 95&amp;lt;/div&amp;gt;&lt;br /&gt;
| THE CROWN IS MINE!&lt;br /&gt;
| (Future)&lt;br /&gt;
| The five year old prince is going to be crowned that very moment, but you, his uncle, step forward and push the young boy aside and seize the crown for yourself. The high priest who had been holding the crown is disoriented by the disturbance of the elaborate routine.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_96&amp;quot;&amp;gt;PowerGoal 96&amp;lt;/div&amp;gt;&lt;br /&gt;
| BODY SHIELD&lt;br /&gt;
| (Future)&lt;br /&gt;
| You stab the goblin through the ribs simultaneously with two daggers and wheel the dying creature around to block incoming arrows.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_97&amp;quot;&amp;gt;PowerGoal 97&amp;lt;/div&amp;gt;&lt;br /&gt;
| THE ROYAL CURSE&lt;br /&gt;
| (Future)&lt;br /&gt;
| You are assigned to take the royal scepter from town to town to warn the subjects that the king that night will undergo the yearly transformation into the Night Beast and go on an evening's rampage. The curse is passed down the royal line.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_98&amp;quot;&amp;gt;PowerGoal 98&amp;lt;/div&amp;gt;&lt;br /&gt;
| THE MIGHTY HAVE FALLEN&lt;br /&gt;
| (Future)&lt;br /&gt;
| You meet the victorious enemy general on the field each surrounded by banners and attendants. You tell your servant to fetch the peace offering, but the general tells you to do it yourself.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_99&amp;quot;&amp;gt;PowerGoal 99&amp;lt;/div&amp;gt;&lt;br /&gt;
| IMPENDING JAIL BREAK&lt;br /&gt;
| (Future)&lt;br /&gt;
| The assassin visits you in jail, pulls out the knife, covered with blood, and tells you that the job has been done. The assassin cleans the knife and hands it to you between the bars. Dousing the torch on the wall, the assassin slips away. You hide the knife and wait for the jailer to come.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_100&amp;quot;&amp;gt;PowerGoal 100&amp;lt;/div&amp;gt;&lt;br /&gt;
| THE DEATH PIT&lt;br /&gt;
| (Future)&lt;br /&gt;
| Fleeing from the goblins, you leap over a giant pile of skulls. As you slide down the far side, spears thud against the pile. You hit the ground and twist your ankle. Finding yourself in a sea of bones, you grope around in the darkness, unable to find a foothold to climb out of the expansive pitch-black death pit.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_101&amp;quot;&amp;gt;PowerGoal 101&amp;lt;/div&amp;gt;&lt;br /&gt;
| SHAVED EVIL&lt;br /&gt;
| (Future)&lt;br /&gt;
| Venturing to the evil town of Blackport on the Sea of Annihilation, you call forth the Lord of Darkness. You have his pet ratman, which you have shaved. The ratman takes a few steps and turns to you. You hold up your knife. The ratman holds its hands over its head and scampers to its master.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_102&amp;quot;&amp;gt;PowerGoal 102&amp;lt;/div&amp;gt;&lt;br /&gt;
| SAVE MY DOG&lt;br /&gt;
| (Future)&lt;br /&gt;
| A sniveling wretch left you for dead, but you weren't dead and after many hardships you return to his town a mighty and imposing warrior. He recognizes you immediately and rather than facing agonizing drawn-out justice at your hand, he ingests a poison, calling out &amp;quot;who will look after my dog?&amp;quot; before he dies. You look after it.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_103&amp;quot;&amp;gt;PowerGoal 103&amp;lt;/div&amp;gt;&lt;br /&gt;
| THE LEGEND OF THE HORAK PART II (ALTERNATE)&lt;br /&gt;
| (Future)&lt;br /&gt;
| You enter the cave of the giant Horak from an airshaft high above. You descend down a rope. The rope isn't long enough and you hang in the air. Eventually the giant Horak sees you and it snarls salivating dripping venom. You swing from the rope and leap atop the beast, kill it, shave off its skin and wear its hide.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_104&amp;quot;&amp;gt;PowerGoal 104&amp;lt;/div&amp;gt;&lt;br /&gt;
| WHERE IS THE OBJECT?!&lt;br /&gt;
| (Future)&lt;br /&gt;
| You restrain the goblin with a knife, telling it to find the object. The goblin refuses and you cut it. It bleeds out all over its armor and your knife. The goblin decides to comply, sniffing out the object from a distance.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_105&amp;quot;&amp;gt;PowerGoal 105&amp;lt;/div&amp;gt;&lt;br /&gt;
| MONUMENT TO DESTRUCTION&lt;br /&gt;
| (Future)&lt;br /&gt;
| You kill the evil god Wolfram and take his hand from which he had pulled the life's blood of the earth and put it on the top of a scepter. You build a pyramid next to the great city which he had destroyed as a monument to the disaster. Each day, the pyramid casts a shadow on the ruins of the city on the hour of its destruction. The pyramid contains the scepter.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_106&amp;quot;&amp;gt;PowerGoal 106&amp;lt;/div&amp;gt;&lt;br /&gt;
| BOOK LEARNIN'&lt;br /&gt;
| (Future)&lt;br /&gt;
| Your master doesn't have time for you and has you read his book instead. You misunderstand the book and think the book is easy when it is actually advanced, and you tell your master you have learned what the book has to teach. Your master is upset and orders you to perform various menial tasks.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_107&amp;quot;&amp;gt;PowerGoal 107&amp;lt;/div&amp;gt;&lt;br /&gt;
| ZOMBIE JUICE&lt;br /&gt;
| (Future)&lt;br /&gt;
| The cultists go to the crossroads at night and collect dried blood from the outlaws that had been lynched. They cook it over a candle until they get addictive zombie juice, which eventually turns them into undead fiends. Once exposed, a cultist must drink the juice regularly or risk death.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_108&amp;quot;&amp;gt;PowerGoal 108&amp;lt;/div&amp;gt;&lt;br /&gt;
| ATTACK OF THE VERMIN&lt;br /&gt;
| (Future)&lt;br /&gt;
| You are born with the ability to talk to animals. Siding with the trapped rabbits, you stage an attack of rabbits on the farmer's field. You are cast out of the town.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_109&amp;quot;&amp;gt;PowerGoal 109&amp;lt;/div&amp;gt;&lt;br /&gt;
| LOVE OR WAR?&lt;br /&gt;
| (Future)&lt;br /&gt;
| You take a wife and break your vow of celibacy to Markad, the god of war. Sulan, the god of the sea and fertility, sides with you and saves you from ultimate destruction, but Markad makes your hair turn white through the excruciating process of being in his angered presence.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_110&amp;quot;&amp;gt;PowerGoal 110&amp;lt;/div&amp;gt;&lt;br /&gt;
| LEGENDARY LIAR&lt;br /&gt;
| (Future)&lt;br /&gt;
| You lie to your companions and tell them the castle is abandoned, when in fact you have knowledge that it is inhabited by a giant beast that you wish to kill. They come with you seeking treasure. Somebody else asks where you are going later, and you say &amp;quot;to the castle to kill the beast!&amp;quot; Your companions abandon you and your reputation as a liar is secured for all time in the history books.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_111&amp;quot;&amp;gt;PowerGoal 111&amp;lt;/div&amp;gt;&lt;br /&gt;
| OFF TO THE LARDER&lt;br /&gt;
| (Future)&lt;br /&gt;
| The goblins pull an obese child out from under the bed and insult him, saying he isn't fit to a work in the mines before carting him off to the larder.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_112&amp;quot;&amp;gt;PowerGoal 112&amp;lt;/div&amp;gt;&lt;br /&gt;
| THE LOCAL BREW&lt;br /&gt;
| (Future)&lt;br /&gt;
| You are an elf and visit the human mead hall for a drink, but the local brew is more than what you are used to. You are henceforth referred to as &amp;quot;Spittoondrinker&amp;quot; whenever you come back to visit.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_113&amp;quot;&amp;gt;PowerGoal 113&amp;lt;/div&amp;gt;&lt;br /&gt;
| DIVINE INTERVENTION&lt;br /&gt;
| (Future)&lt;br /&gt;
| You are playing goblin ball in the arena when your son yells &amp;quot;dad! dad! goal! goal!&amp;quot;. Your son had been praying all day just so that you would win. Your kick is short, but the god Markad manifests and finishes the kick.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_114&amp;quot;&amp;gt;PowerGoal 114&amp;lt;/div&amp;gt;&lt;br /&gt;
| IS THAT A POWER GOAL?&lt;br /&gt;
| (Future)&lt;br /&gt;
| The hermit is cursed to extinguish all flames but is mortally terrified of darkness, so he lives in a cave with light generating fungus so he can be surrounded by light at all times.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_115&amp;quot;&amp;gt;PowerGoal 115&amp;lt;/div&amp;gt;&lt;br /&gt;
| THE DEATH DRIVE&lt;br /&gt;
| (Future)&lt;br /&gt;
| The goblin prisoners tow your carriage through the pass. Whipping them doesn't seem to work after a time and you get snowed in. Running low on food, you decide to cook and eat the old goblins and keep the fresh ones.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_116&amp;quot;&amp;gt;PowerGoal 116&amp;lt;/div&amp;gt;&lt;br /&gt;
| THE MIGHTY WYRM&lt;br /&gt;
| (Future)&lt;br /&gt;
| Ensnared by a net trap that lifts and suspends you in the air, you cut yourself free only to fall down into a muck-filled spiky pit. The slime covers your wounds and you catch a parasitic disease. The worm grows in your liver and eventually chews its way free, ending your life.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_117&amp;quot;&amp;gt;PowerGoal 117&amp;lt;/div&amp;gt;&lt;br /&gt;
| ROW TO FREEDOM!&lt;br /&gt;
| (Future)&lt;br /&gt;
| Your ferry is the only safe passage as rebels have taken the bridges. You accept some nobles on your ferry, with rebels in pursuit. As you untie the ferry from the post, arrows stick into it. You push away and an arrow sticks into the oar! Arrows stick into the ferry boat! Arrows stick into the nobles!&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_118&amp;quot;&amp;gt;PowerGoal 118&amp;lt;/div&amp;gt;&lt;br /&gt;
| THE TREE OF LIFE&lt;br /&gt;
| (Future)&lt;br /&gt;
| As the head of the cult of Narnin, you bribe the Baron to give you a deed to the land on which the Tree of Life, revered by the locals, is planted. Financing the temple with their ill-gotten gains, the cultists coerces the locals to build the temple over the uprooted Tree.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_119&amp;quot;&amp;gt;PowerGoal 119&amp;lt;/div&amp;gt;&lt;br /&gt;
| WINE FOR VICTORY&lt;br /&gt;
| (Future)&lt;br /&gt;
| You want to marry into the royal family, and the monarch says, &amp;quot;We're out of booze, go get some.&amp;quot; You respond, &amp;quot;We know the elves have wine.&amp;quot; The monarch declares, &amp;quot;You'll need an army!&amp;quot; You are given an army.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_120&amp;quot;&amp;gt;PowerGoal 120&amp;lt;/div&amp;gt;&lt;br /&gt;
| ENTRANCE DENIED&lt;br /&gt;
| (Future)&lt;br /&gt;
| You -- &amp;quot;You know I'm the hero of Askabar. Come on, let me in the castle.&amp;quot; Guard -- &amp;quot;You aren't the hero of Askabar. You're widely known as a low-life.&amp;quot; You -- &amp;quot;Come on, I'll give you 3 copper coins.&amp;quot; The guard spits on the ground.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_121&amp;quot;&amp;gt;PowerGoal 121&amp;lt;/div&amp;gt;&lt;br /&gt;
| GET THE COW&lt;br /&gt;
| (Future)&lt;br /&gt;
| Two cattle rustlers are sitting there and one of them says, &amp;quot;if you go get me that cow, I'll give you 2 copper now and 2 copper when you bring the cow.&amp;quot; The other agrees, puts some hay over himself and sneaks toward the cow while it is grazing.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_122&amp;quot;&amp;gt;PowerGoal 122&amp;lt;/div&amp;gt;&lt;br /&gt;
| KILLER CURSE&lt;br /&gt;
| (Future)&lt;br /&gt;
| Cursed by the dying breath of your nemesis, you are fated to kill one person a week or die yourself. After standing in a line of people waiting to pay their tithes, you confess to a church official. After receiving your payment, he says a few words and claims that your curse is removed. While the official is off buying fine whiskey and an expensive candelabrum, you find that you are still afflicted.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_123&amp;quot;&amp;gt;PowerGoal 123&amp;lt;/div&amp;gt;&lt;br /&gt;
| THE EVIL PLAYER AND THE TWILIGHT OF THE GNOMES&lt;br /&gt;
| (Future)&lt;br /&gt;
| You are ordered to go clean up the city, because the king hates the lifestyle of the street gnomes. You find a tent city. You throw your torch into it and set it on fire. The gnomes scatter, but one approaches you and pleads, &amp;quot;please let us go.&amp;quot; You stick him and he holds you saying, &amp;quot;please, no, no.&amp;quot; You cannot move with him clinging on you, so you brain him with the hilt of your sword.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_124&amp;quot;&amp;gt;PowerGoal 124&amp;lt;/div&amp;gt;&lt;br /&gt;
| A BAD REPUTATION&lt;br /&gt;
| (Future)&lt;br /&gt;
| The disguised prince goes on a drunken spree and abuses the populace. You have a reputation for drunken sprees and are blamed by the prince's handler for these various foul acts. A gang of angry townspeople beat you. Before they can hang you, you escape and are chased deep into the wilds.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_125&amp;quot;&amp;gt;PowerGoal 125&amp;lt;/div&amp;gt;&lt;br /&gt;
| SPEAR OF THE GODS&lt;br /&gt;
| (Future)&lt;br /&gt;
| The gods of life and death have been at war since the beginning of time. The regions of the world are set in opposition, and creatures are occasionally born with affinity for one force or the other. You are born as a servant of death and claim the great barbed spear from the highest peak where it had sprung forth from the mutual hatred of the gods.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_126&amp;quot;&amp;gt;PowerGoal 126&amp;lt;/div&amp;gt;&lt;br /&gt;
| CAN I SPEAK TO THE OWNER?&lt;br /&gt;
| (Future)&lt;br /&gt;
| You are upset about your uncooked meal and demand to see the owner of the establishment. Not satisfied with his equivocations, you challenge him to a hatchet fight to the death and win easily. You are arrested, but you claim that the fight was sanctioned and produce a witness, the horrified waiter who served you the meal.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_127&amp;quot;&amp;gt;PowerGoal 127&amp;lt;/div&amp;gt;&lt;br /&gt;
| TREE SAVIOR&lt;br /&gt;
| (Future)&lt;br /&gt;
| Amidst the battle, the knight and the elf are fighting for their lives. They see the horned helm of Offrox the Devastator. The elf yells, &amp;quot;Don't, Offrox is too strong!&amp;quot; The knight and Offrox meet on the field and Offrox guts the knight. The elf manages to rescue him, but the wound festers. The elf says the Charm of the Trees and the tree they are hiding under engulfs the knight, putting him into stasis.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_128&amp;quot;&amp;gt;PowerGoal 128&amp;lt;/div&amp;gt;&lt;br /&gt;
| WAND OF THE WIZARD&lt;br /&gt;
| (Future)&lt;br /&gt;
| You and your henchman assail the wily old wizard Dargus. The wizard dramatically reveals a wand, claiming that it can release a stream of fire when the user is in need, and he offers it to you in exchange for his life. Later that night, your greedy henchman attacks you and attempts to pry the wand from your grasp. When you refuse to let go, he breaks your elbow and seizes the object for himself. Attempting to finish the job, he turns the wand on you, but it turns him into a block of ice.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_129&amp;quot;&amp;gt;PowerGoal 129&amp;lt;/div&amp;gt;&lt;br /&gt;
| DAGGER DELIVERY&lt;br /&gt;
| (Future)&lt;br /&gt;
| The elf swings through the trees with the Dagger of Galanthiar in his mouth. The elf climbs up the rope ladders to the top of the home tree. After delivering the Dagger, the elf rappels down the tree to a shady home in the dense foliage and rests.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_130&amp;quot;&amp;gt;PowerGoal 130&amp;lt;/div&amp;gt;&lt;br /&gt;
| YOU ARE THE MOST INCOMPETENT&lt;br /&gt;
| (Future)&lt;br /&gt;
| The march is too long, the pay is too little, the food is too meager, the enemy is too powerful, the officers are too incompetent and the cause seems hopelessly lost. Your soldiers desert you.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_131&amp;quot;&amp;gt;PowerGoal 131&amp;lt;/div&amp;gt;&lt;br /&gt;
| THE INTRIGUING PLAYER&lt;br /&gt;
| (Future)&lt;br /&gt;
| You begin to talk to a peasant, and he listens to your story. He shouts at another peasant, &amp;quot;Hey, come listen!&amp;quot; Soon a crowd gathers and your story-telling becomes even more enthusiastic. One of the listeners suggests you move to the forum, and you all walk down there, where the story continues.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_132&amp;quot;&amp;gt;PowerGoal 132&amp;lt;/div&amp;gt;&lt;br /&gt;
| EVERYTHING IN ITS PROPER PLACE&lt;br /&gt;
| (Future)&lt;br /&gt;
| You sheathe your sword in the scabbard that hangs from your belt.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_133&amp;quot;&amp;gt;PowerGoal 133&amp;lt;/div&amp;gt;&lt;br /&gt;
| PERSONALIZED ACCESORIES&lt;br /&gt;
| (Future)&lt;br /&gt;
| &amp;quot;That's my sword!&amp;quot; &amp;quot;No it's not. It's mine.&amp;quot; &amp;quot;But your initials aren't P.W.! Look at the blade!&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_134&amp;quot;&amp;gt;PowerGoal 134&amp;lt;/div&amp;gt;&lt;br /&gt;
| AND WHEN YOU FIND IT, WHAT WILL YOU DO WITH IT?&lt;br /&gt;
| (Future)&lt;br /&gt;
| The scribe Arcania writes down the last known location of the sacred skull of Aa on a map which is torn in two pieces and hidden in widely-separated regions of the world.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_135&amp;quot;&amp;gt;PowerGoal 135&amp;lt;/div&amp;gt;&lt;br /&gt;
| JUST IN CASE&lt;br /&gt;
| (Future)&lt;br /&gt;
| You kill a deer in order to survive, but realize that you have strayed into the Forgotten Forest. You quickly say a prayer to the spirit of the forest and hope that the spirit does not alert the elves to your transgression.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_136&amp;quot;&amp;gt;PowerGoal 136&amp;lt;/div&amp;gt;&lt;br /&gt;
| PEOPLE SAY I LOOK LIKE A CRIMINAL&lt;br /&gt;
| (Future)&lt;br /&gt;
| After a bandit murders several people outside the village, patrols increase along the road. You are walking down the same road with your sword drawn. Seeing your weapon, a patrol assumes you are the bandit and attacks you.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_137&amp;quot;&amp;gt;PowerGoal 137&amp;lt;/div&amp;gt;&lt;br /&gt;
| YOUR CASTLE WAS EASY TO FIND&lt;br /&gt;
| (Future)&lt;br /&gt;
| You walk down the road, crossing a bridge. Arriving at a crossroads, you follow the directions on a sign and eventually arrive at the castle gate, where a guard stands.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_138&amp;quot;&amp;gt;PowerGoal 138&amp;lt;/div&amp;gt;&lt;br /&gt;
| THEY MADE FUN OF HIS NAME&lt;br /&gt;
| (Future)&lt;br /&gt;
| The Goblin King Gorlomomilguraguraga signals for his bodyguard to wait while he goes to talk to his lieutenant. &amp;quot;Down below, there is a village. I want you to kill everyone living there.&amp;quot; The lieutenant smiles, knowing that there will be carnage at last.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_139&amp;quot;&amp;gt;PowerGoal 139&amp;lt;/div&amp;gt;&lt;br /&gt;
| A BATTERY OF AA MECHANICS&lt;br /&gt;
| (Future)&lt;br /&gt;
| You receive the holy relic of Aa from a manifestation of the deity. You bring it to the Temple of Aa and set it on the altar. People dance as you chant the prayer of Aa. Word spreads quickly that a prophet of Aa has arisen, and the religion of Aa sweeps throughout the land.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_140&amp;quot;&amp;gt;PowerGoal 140&amp;lt;/div&amp;gt;&lt;br /&gt;
| I JOINED THE TEAM WITH THE BEST UNIFORM&lt;br /&gt;
| (Future)&lt;br /&gt;
| You put on your tunic and government-issue skull shoulder guards. Your commander raises his blade, signalling your unit to scream the imperial battle cry. Seeing your master's sword sweep forward, you charge with the rest of the soldiers.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_141&amp;quot;&amp;gt;PowerGoal 141&amp;lt;/div&amp;gt;&lt;br /&gt;
| BROTHER BATTLE&lt;br /&gt;
| (Future)&lt;br /&gt;
| The younger brother strives to take control of the Holy Office of Emperor of the World. His supporters are arrayed in giant battlelines against the emperor's forces, and he challenges his older brother to single combat on the field. As the would-be usurper rides out, the righteousness and splendor of his brother's office in its rightful place causes the younger brother's horse to rear back and throw him to the ground, where he is brained on a rock. The younger brother spends the rest of his life in the dungeon suffering from severe personality disorders due to his injury.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_142&amp;quot;&amp;gt;PowerGoal 142&amp;lt;/div&amp;gt;&lt;br /&gt;
| GO KING GO!&lt;br /&gt;
| (Future)&lt;br /&gt;
| At the victory celebration, the king dedicated the newly built monument to the victory and the gods. The balladeer sang to the crowd, recounting how the king had stood strong in the face of many foes, inspiring his retreating army to return to the field.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_143&amp;quot;&amp;gt;PowerGoal 143&amp;lt;/div&amp;gt;&lt;br /&gt;
| HARD TIMES FOR THE DARTOKS&lt;br /&gt;
| (Future)&lt;br /&gt;
| The site at which the evil overlords were vanquished was decorated with their bodies to remember it for all time as the place of liberation of our people. The newly subjugated Dartoks must bow every time we pass, knowing that if they do not, their corpses shall join those on the highways. If ever they choose to rise up against us, there shall be no quarter.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_144&amp;quot;&amp;gt;PowerGoal 144&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;quot;THE GREEDY BARON&amp;quot;&lt;br /&gt;
| (Future)&lt;br /&gt;
| The greedy baron raises an army, pressing the poorest peasants into service. The new army is driven on a forced march to the field of battle. There they engage the goblins, where they are routed. The peasants flee into the woods.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_145&amp;quot;&amp;gt;PowerGoal 145&amp;lt;/div&amp;gt;&lt;br /&gt;
| ULOK ONLY CONSUMES THE SPIRITUAL PORTION OF THE OFFERING&lt;br /&gt;
| (Future)&lt;br /&gt;
| You get captured by the goblins. They throw you in a pot of water. The high priest asks their demon god Ulok to accept the sacrifice before slitting your throat. You are then boiled and eaten.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_146&amp;quot;&amp;gt;PowerGoal 146&amp;lt;/div&amp;gt;&lt;br /&gt;
| WALKING INTO THE WRONG BAR&lt;br /&gt;
| (Future)&lt;br /&gt;
| Wearing a pendant of Imi the Owl of Hell, you enter a mead hall frequented by worshippers of Vutu the Playful Ooze of Midnight. They tie you to a post and break your fingers one by one.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_147&amp;quot;&amp;gt;PowerGoal 147&amp;lt;/div&amp;gt;&lt;br /&gt;
| READY ON THE FIRING LINE!&lt;br /&gt;
| (Future)&lt;br /&gt;
| You are part an army of the civilized peoples. Your commander tells the crossbowmen to hold position as the wild enemy charges, firing many bolts into their ranks. The enemies flee in disarray, and your commander gives thanks to the god of victory.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_148&amp;quot;&amp;gt;PowerGoal 148&amp;lt;/div&amp;gt;&lt;br /&gt;
| THE FOOD RIOT&lt;br /&gt;
| (Future)&lt;br /&gt;
| The feudal lord taxes his peasants' food in order to feed his growing army. The peasants, facing starvation, turn against their betters and riot in the streets. The guards fence them away from the palace and let them run amok for awhile before eventually moving in to crush the rebellion.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_149&amp;quot;&amp;gt;PowerGoal 149&amp;lt;/div&amp;gt;&lt;br /&gt;
| GERBIS, A HERO'S TALE&lt;br /&gt;
| (Future)&lt;br /&gt;
| You are outside the dragon's cave with your henchman Gerbis, an amateur thief who overestimates his worth. You - &amp;quot;You are a great rogue and your prowess is known throughout the land! Many famous burglars have tried to steal it from the beast but none so great as yourself.&amp;quot; Your naive apprentice is calmed by your words. &amp;quot;Do you think you have what it takes to steal the dragon's egg?&amp;quot; Gerbis braces up and enters the cave.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_150&amp;quot;&amp;gt;PowerGoal 150&amp;lt;/div&amp;gt;&lt;br /&gt;
| I SAW A BRIGHT LIGHT, THEN EVERYTHING WENT DARK&lt;br /&gt;
| (Future)&lt;br /&gt;
| You stand before your opponent, blocking the sun. You jerk to the side, blinding him with the sun's rays before headbutting him in the teeth.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_151&amp;quot;&amp;gt;PowerGoal 151&amp;lt;/div&amp;gt;&lt;br /&gt;
| HE FELL FOR IT&lt;br /&gt;
| (Future)&lt;br /&gt;
| As you bow before the king, a guard sees that you have a dagger in your belt. This is not allowed in the royal chamber. As the guard approaches, you yell, &amp;quot;Look, over there!&amp;quot; and when the guard looks, you run.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_152&amp;quot;&amp;gt;PowerGoal 152&amp;lt;/div&amp;gt;&lt;br /&gt;
| HUFFING DARKNESS&lt;br /&gt;
| (Future)&lt;br /&gt;
| You are standing outside the castle gate. You pretend to be drinking from a flask when in reality you are inhaling the gaseous form of the evil demon. Donning a cloak, you sneak through shadows and through the open gate. Safely passed the Underworld-sensitive sentinel dogs, you exhale your master into the courtyard.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_153&amp;quot;&amp;gt;PowerGoal 153&amp;lt;/div&amp;gt;&lt;br /&gt;
| THE CRACKS OF DOOM&lt;br /&gt;
| (Future)&lt;br /&gt;
| You flee into the sewer with the baron's ring, but sliding in the muck, you drop it. Try as you might, you cannot locate the precious object in the town's filth.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_154&amp;quot;&amp;gt;PowerGoal 154&amp;lt;/div&amp;gt;&lt;br /&gt;
| AMONG THE BARBARIANS&lt;br /&gt;
| (Future)&lt;br /&gt;
| The newly appointed diplomat arrives in the northlands. He is shocked when the barbarian takes him by the hand and shakes it, a base ritual practiced only by the lowliest peasants in his country. Then he is taken to a hut, no different than the huts of the other barbarians.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_155&amp;quot;&amp;gt;PowerGoal 155&amp;lt;/div&amp;gt;&lt;br /&gt;
| SHINING ARMOR IS IMPORTANT&lt;br /&gt;
| (Future)&lt;br /&gt;
| The dirt and blood-covered knight corners the villian as the crowd shrinks away from his gruesome appearance. The villian begs for his life before the knight strikes him down, completing the king's mission.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_156&amp;quot;&amp;gt;PowerGoal 156&amp;lt;/div&amp;gt;&lt;br /&gt;
| ANNOYING RELATIVES&lt;br /&gt;
| (Future)&lt;br /&gt;
| While visiting another town during the Autumn celebration, your distant cousin swings his club at you, barely missing, and laughs at you.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_157&amp;quot;&amp;gt;PowerGoal 157&amp;lt;/div&amp;gt;&lt;br /&gt;
| A GOBLIN'S DEPTH-FIRST SEARCH AT LEVEL FOUR&lt;br /&gt;
| (Future)&lt;br /&gt;
| You try again and again to hack at the troll with your sword, but the beast keeps you at bay with a long spear. The troll stabs you through the chest and raises you into the air, after which a goblin climbs up on the troll and cuts a valuable necklace from your neck before the others can get it.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_158&amp;quot;&amp;gt;PowerGoal 158&amp;lt;/div&amp;gt;&lt;br /&gt;
| NEVER THE SAME FOREVER AFTER&lt;br /&gt;
| (Future)&lt;br /&gt;
| The goblin and the troll have fun in the snow, throwing snowballs at each other. The troll puts a rock in one of his snowballs and hits the goblin in the side of the head. For the rest of his days, the goblin can only speak from the left side of his mouth, and he is no longer able to relate to his goblin friends as the brain damage has robbed him of his taste for blood and violence.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_159&amp;quot;&amp;gt;PowerGoal 159&amp;lt;/div&amp;gt;&lt;br /&gt;
| THAT SHIT'LL KILL YOU&lt;br /&gt;
| (Future)&lt;br /&gt;
| The desert warrior is under the influence of camalah berries. In his cloudy stupor he misjudges where the safe rocks are and stumbles to the side, where he is swallowed up by the treacherous sands.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_160&amp;quot;&amp;gt;PowerGoal 160&amp;lt;/div&amp;gt;&lt;br /&gt;
| SINCE THE BEGINNING OF TIME&lt;br /&gt;
| (Future)&lt;br /&gt;
| The Night King calls upon his vassal nation to join forces with his great army in order to cleanse the land once and for all of the brutal filth that worship the sun god.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_161&amp;quot;&amp;gt;PowerGoal 161&amp;lt;/div&amp;gt;&lt;br /&gt;
| BUT WHY WAS THE LEADER POINTING THERE?&lt;br /&gt;
| (Future)&lt;br /&gt;
| The peasants dance around the campfire playing lutes as the village leader points to the sky at the Heavenly Lady, as the constellation was called, into whose bosom it was said the dead were wont to flutter.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_162&amp;quot;&amp;gt;PowerGoal 162&amp;lt;/div&amp;gt;&lt;br /&gt;
| SPARED THE DETAILS&lt;br /&gt;
| (Future)&lt;br /&gt;
| The Order of Dread, whose royal charter is kept in the Hall of Records in a secret tome, is charged with spying on the nobility and blackmailing them to keep them in line, using their own sick night-lives against them.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_163&amp;quot;&amp;gt;PowerGoal 163&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;quot;OH, BY THE WAY...&amp;quot;&lt;br /&gt;
| (Future)&lt;br /&gt;
| The family is feasting with a seat left open for the son that died while making a bridge for the king. With them is a con artist who mentions during the meal that he has a potion that can bring the dead back to life.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_164&amp;quot;&amp;gt;PowerGoal 164&amp;lt;/div&amp;gt;&lt;br /&gt;
| IT DIDN'T HELP MUCH&lt;br /&gt;
| (Future)&lt;br /&gt;
| Your enemy holds up his hand to shield his face as you bring your axe down upon him.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_165&amp;quot;&amp;gt;PowerGoal 165&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;quot;IT WAS A DESPERATE BATTLE...&amp;quot;&lt;br /&gt;
| (Future)&lt;br /&gt;
| You are cursed with the ability to regenerate your limbs overnight. The King of Yondor has set on a bounty on the bandits and will give three gold pieces for every arm that is brought in with the bandits' characteristic tattoos. After adding the necessary marks yourself, you repeatedly cut off your own arm to give to the king, waiting each time for the body part to rot somewhat so as to avoid suspicion.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_166&amp;quot;&amp;gt;PowerGoal 166&amp;lt;/div&amp;gt;&lt;br /&gt;
| GRACE IN VICTORY&lt;br /&gt;
| (Future)&lt;br /&gt;
| After your rival bests you in a duel, he mockingly offer to help you out of the muddy puddle into which you fell.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_167&amp;quot;&amp;gt;PowerGoal 167&amp;lt;/div&amp;gt;&lt;br /&gt;
| THE EVIL SWAMP&lt;br /&gt;
| (Future)&lt;br /&gt;
| Unable to deal with the cold damp weather of the evil swamp, you, after first suffering from skin rashes and a wracking cough from wading through the filth, eventually contract the Blue Death, a wasting disease of a mysterious nature. When it runs its course, you are transformed into a salamander.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_168&amp;quot;&amp;gt;PowerGoal 168&amp;lt;/div&amp;gt;&lt;br /&gt;
| CONTEMPLATION, CONCERN, CONFUSION AND CONSTERNATION&lt;br /&gt;
| (Future)&lt;br /&gt;
| He sits with his hand on his chin in a pose of deep thought, slowly shaking his head while he ponders the troubling events of the night before.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_169&amp;quot;&amp;gt;PowerGoal 169&amp;lt;/div&amp;gt;&lt;br /&gt;
| MAN-BRANDED&lt;br /&gt;
| (Future)&lt;br /&gt;
| The boy, named To-Be-A-Man like the others, must be branded with the mark of adulthood. He will not truly be a man if he screams in pain.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_170&amp;quot;&amp;gt;PowerGoal 170&amp;lt;/div&amp;gt;&lt;br /&gt;
| AS LONG AS THEY DON'T DO IT TOO OFTEN&lt;br /&gt;
| (Future)&lt;br /&gt;
| With a foot atop the slain alligator, the barbarian warrior cries &amp;quot;I name you Dragon Sword!&amp;quot; at his raised blade.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_171&amp;quot;&amp;gt;PowerGoal 171&amp;lt;/div&amp;gt;&lt;br /&gt;
| THE MIGHTY ROCKNOR&lt;br /&gt;
| (Future)&lt;br /&gt;
| The mighty Rocknor summons up his warrior's training, using the Ogre-Lion method to simultaneously strike his opponent in the head with his club and the neck with his foot, causing internal bleeding to his opponent's artery. The unconscious opponent goes into shock.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_172&amp;quot;&amp;gt;PowerGoal 172&amp;lt;/div&amp;gt;&lt;br /&gt;
| WHAT ARE YOU DOING AFTER WORK?&lt;br /&gt;
| (Future)&lt;br /&gt;
| The guards placed their weapons on the weapon racks and stripped off their tunics before leaving for the tavern to spend their money on wenches and wench-men.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_173&amp;quot;&amp;gt;PowerGoal 173&amp;lt;/div&amp;gt;&lt;br /&gt;
| THEY ARE SENSITIVE CREATURES&lt;br /&gt;
| (Future)&lt;br /&gt;
| The goblin child taunts the troll child on account of the troll child's large and lardy appearance. The vicious jibes continue until the troll begins to cry, but the goblin child is still not satisfied and continues poking fun. The troll child is eventually driven to anger and hurls the goblin child against a wall, breaking both the wall and the goblin.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_174&amp;quot;&amp;gt;PowerGoal 174&amp;lt;/div&amp;gt;&lt;br /&gt;
| IT'S A BAD PLACE&lt;br /&gt;
| (Future)&lt;br /&gt;
| A shallow-buried corpse is unearthed by a shadow jaguar, who takes the body back to its den. The discarded bones are possessed by an evil spirit of the gloomy forest.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_175&amp;quot;&amp;gt;PowerGoal 175&amp;lt;/div&amp;gt;&lt;br /&gt;
| THE POWER OF FRIENDSHIP&lt;br /&gt;
| (Future)&lt;br /&gt;
| The dwarf stumbles out of the whiskey stockpile and falls flat on his face. Finding him there, his companions haul him to bed.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_176&amp;quot;&amp;gt;PowerGoal 176&amp;lt;/div&amp;gt;&lt;br /&gt;
| NOT SO STEALTHY THIS TIME!&lt;br /&gt;
| (Future)&lt;br /&gt;
| A twig snaps and the adventurer bolts upright from his bedroll, reaching for his sword, knowing that the kobolds were close.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_177&amp;quot;&amp;gt;PowerGoal 177&amp;lt;/div&amp;gt;&lt;br /&gt;
| VERY FOUL&lt;br /&gt;
| (Future)&lt;br /&gt;
| The foul vapors of the sewer cause the corpse of a discarded murder victim to arise. The zombie wanders back home. When the zombie sees her husband, her dead eyes flash in recognition, and she attacks, for it was he that murdered her!&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_178&amp;quot;&amp;gt;PowerGoal 178&amp;lt;/div&amp;gt;&lt;br /&gt;
| WHY DO YOU HANG OUT WITH THOSE GUYS?&lt;br /&gt;
| (Future)&lt;br /&gt;
| Your friends drag your sleeping drunken body under a low table. Later they wake you and you jump up, hitting your head hard on the wood.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_179&amp;quot;&amp;gt;PowerGoal 179&amp;lt;/div&amp;gt;&lt;br /&gt;
| A STRONG LEADER&lt;br /&gt;
| (Future)&lt;br /&gt;
| You tell the soldiers that if they do not fight, they are cowards, and they become red-faced with shame, yet they still refuse to charge. You put your hand on your horse-whip and stare them down. Unable to stand further abuse, Twensly shouts, &amp;quot;Whip yourself, for you are the true coward!&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_180&amp;quot;&amp;gt;PowerGoal 180&amp;lt;/div&amp;gt;&lt;br /&gt;
| BATTLE BUFFET&lt;br /&gt;
| (Future)&lt;br /&gt;
| The troll pokes at the bodies, feeling them for meat. Eventually it drags off the choicest specimen. After a moment, a kobold emerges from the shadows and picks through the bodies looking for shiny trinkets.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_181&amp;quot;&amp;gt;PowerGoal 181&amp;lt;/div&amp;gt;&lt;br /&gt;
| I MAKE ALL MY OWN CLOTHES&lt;br /&gt;
| (Future)&lt;br /&gt;
| You follow the stench of death to the corpse of a corpulent goblin. You flay it and wear its foul skin as a jumpsuit.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_182&amp;quot;&amp;gt;PowerGoal 182&amp;lt;/div&amp;gt;&lt;br /&gt;
| PLAY DEAD. IF THE ATTACK CONTINUES, IT IS LIKELY PREDATORY. FIGHT BACK VIGOROUSLY.&lt;br /&gt;
| (Future)&lt;br /&gt;
| The great wolf folds its ears back and growls, ready to pounce on the hapless adventurer.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal_183&amp;quot;&amp;gt;PowerGoal 183&amp;lt;/div&amp;gt;&lt;br /&gt;
| JUST A LITTLE MORE!&lt;br /&gt;
| (Future)&lt;br /&gt;
| You are running through the woods when you get shot in the gut by a barbed arrow. The bowel is knicked, and the wound goes septic. You dig desperately at the wound but it only ends up getting more dirty and infected. Eventually your digging becomes so vigorous that your guts pop out through the hole.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Game_development]]&lt;/div&gt;</summary>
		<author><name>Aquillion</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Bronze_colossus&amp;diff=196093</id>
		<title>v0.34:Bronze colossus</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Bronze_colossus&amp;diff=196093"/>
		<updated>2014-02-02T13:07:39Z</updated>

		<summary type="html">&lt;p&gt;Aquillion: /* Fortress Mode */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|07:20, 28 June 2010 (UTC)}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|death=item&lt;br /&gt;
|item=☼[[bronze]] [[statue]]☼ (worth 1500☼)&lt;br /&gt;
|contrib=no&lt;br /&gt;
|wiki=Colossus&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
A '''bronze colossus''' (plural: '''bronze colossuses''' from the raws) is a [[megabeast]]. When one takes up residence near a fortress, it's up to those within to make an end of it, or it will make an end of them. Upon its death by means other than melting, a bronze colossus becomes a [[item value|masterwork]] [[bronze]] [[statue]] (worth 1500☼), a great decoration for a grand entrance hall.&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?topic=64341.msg1501902#msg1501902 Rough calculations] have placed the colossus somewhere between thirty five and forty feet tall, or about 1/4th the height of the Statue of Liberty. This of course assumes it is sculpted in the form of a nude male — a clothed or female figure might be shorter or taller.&lt;br /&gt;
&lt;br /&gt;
==Fortress Mode==&lt;br /&gt;
&lt;br /&gt;
Unless you are using [[whip]]s or marksdwarves (but you will need a '''lot''' of bolts to kill a bronze colossus), a bronze colossus takes no damage from any material inferior to [[steel]] {{verify}}, but can still be defeated with cumulative damage. Attacks that cause cumulative damage will be reported as ''chipping'' or ''denting'' the colossus in the combat log [http://www.bay12forums.com/smf/index.php?topic=59642.msg1362817#msg1362817]. Adamantine two-handed swords and axes can also lop off entire limbs and heads if you have access to them.&lt;br /&gt;
&lt;br /&gt;
Like other large creatures, a bronze colossus cannot be atom smashed. Raising and retractable bridges do not operate while underneath a colossus either. However, the great weight of a colossus can be exploited by sending it into a multi-floor fall with a controlled [[cave-in]]. While the colossus may not die from the fall, it will likely lose all its limbs and any combat effectiveness, which turns it into a [[Live training|great training dummy]]. &lt;br /&gt;
&lt;br /&gt;
Magma, the solution to all dwarven problems, is also effective against a bronze colossus. It may take an extremely long time to melt one unless large amounts of magma are used, however. A tamed [[dragon]] can also be quite effective, since a colossus can be melted with dragonfire, which is also much faster than small amounts of magma. Freezing in water, solidifying in obsidian, and cave-ins are also effective tactics.&lt;br /&gt;
&lt;br /&gt;
On the other hand, why kill a 165-tonne colossus when you can trap it in a wooden cage and use it as a centerpiece for a [[zoo]]? Or, since a colossus takes no damage from wood and bone bolts, with a little engineering and lots of ammo it can become an easy source of limitless marksdwarf experience.&lt;br /&gt;
&lt;br /&gt;
==Adventure Mode==&lt;br /&gt;
&lt;br /&gt;
Even a relatively weak and unskilled adventurer can easily cripple a bronze colossus with a whip. Other weapons with small contact areas retain some effectiveness too, and cumulative damage will eventually bring down a colossus. Stronger and more skillful adventurers can opt for swords and axes, as they can occasionally lop off limbs and heads. Since bronze colossuses are incapable of learning and have no skills, they have a hard time detecting adventurers that are hidden in ambush, even in close proximity. One can take advantage of this by attacking the colossus' feet and legs early in the battle from hiding, as this will bring it to the ground, greatly lowering its speed and preventing it from charging you. Bronze colossuses also have a unique weakness to water, presumably because of its heaviness. A bronze colossus will not drown in water, but will flounder around helplessly, making it an easy target for adventurers with a good swimming skill; or if the adventurer stands on a land tile next to the water tile the colossus is in.&lt;br /&gt;
&lt;br /&gt;
==Creature behavior==&lt;br /&gt;
{{D for Dwarf}}A bronze colossus leaves a masterwork bronze statue after death, but this is almost never actually a statue of the colossus. It can be presumed that the individual attacking the colossus is literally sculpting it to death, sometimes into the shape of an animal, sometimes into a statue of ''themselves''. How a warrior can so carefully and deliberately carve a 40-foot tall man made of bronze into a masterwork statue while it is trying to turn them into paste is a mystery for the ages. In rare cases, they can even end up as statues of multiple creatures, even with appendages not possessed by the bronze colossus during life.&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
In previous versions of the game, bronze colossuses were nigh invincible in combat, save via decapitation. Only one such feat has been [http://www.bay12forums.com/smf/index.php?topic=56935.0 documented] in an epic battle.&lt;br /&gt;
&lt;br /&gt;
The plural &amp;quot;colossuses&amp;quot; was reported as a bug{{bug|1953|cat=nocat}}, but it was deemed an acceptable alternate and remains the official term. &amp;quot;Colossi&amp;quot; is however also widely used. Not that you'd be likely to ever encounter several of them, if any.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Creatures}}&lt;br /&gt;
{{Category|Megabeasts}}&lt;/div&gt;</summary>
		<author><name>Aquillion</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Legendary_artifact&amp;diff=195892</id>
		<title>v0.34:Legendary artifact</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Legendary_artifact&amp;diff=195892"/>
		<updated>2014-01-28T04:13:07Z</updated>

		<summary type="html">&lt;p&gt;Aquillion: /* Mechanisms */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Exceptional|18:18, 13 March 2012 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
[[File:Announce.png|thumb|right|500px|Example of an [[announcement]]...announcing...the creation of a legendary artifact: in this case, a glorified [[millstone]].]]&lt;br /&gt;
Dwarves in [[strange mood]]s will create '''legendary artifacts''': unique, &amp;quot;named&amp;quot; [[item]]s which are of unsurpassable [[Item quality|quality]] (and often [[value]] as well). An artifact is the ultimate expression of a [[dwarf]]'s desires, fears, memories and hopes in art form, and each dwarf will produce at most one in their lives (or [[insanity|die]] trying). Dwarves that create an artifact immediately gain enough [[experience]] to boost them to [[legendary]] level in the affected [[Strange mood#Skills and workshops|skill]], unless they were [[Strange mood#Possessed|possessed]].&lt;br /&gt;
 &lt;br /&gt;
Dwarves drop artifacts in the [[workshop]] as soon as they are made. They cannot be traded, but most can be used just like any item of its type. A list of all artifacts that the fortress has created can be seen by pressing {{k|l}}.&lt;br /&gt;
&lt;br /&gt;
== Uses ==&lt;br /&gt;
Artifacts are normally of extremely high [[value]] and [[quality]], and can be used just like normal items of their type; they're therefore extremely useful in any situation where value or quality are important. Note that material and weight calculations still apply, so an artifact sword made of dingo bone or an artifact breast plate made of gold are not going to be overwhelmingly powerful.&lt;br /&gt;
&lt;br /&gt;
=== Furniture ===&lt;br /&gt;
Artifact [[furniture]] of high value can be placed in [[room]]s to greatly increase the room's value (and hence quality), which can be useful to meet the room quality requirements of [[noble]]s. They can also be placed in high traffic areas of the fort, so that dwarves that pass by (or over) them will get happy [[thought]]s from admiring them. Artifact [[mechanism]]s can be turned into [[lever]]s and [[trap]]s, which count as furniture.&lt;br /&gt;
&lt;br /&gt;
Certain artifact types (barrels, buckets, mechanisms, etc) can be used as components in some buildings; doing so will multiply the artifact's effect on fortress value.&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
Artifact weapons get a large &amp;amp;times;3 quality bonus to their weapon accuracy and armor deflection values (compared to &amp;amp;times;2 to masterwork); this is not enough to make totally inappropriate materials competitive with [[steel]] masterwork equipment. Also note that while they will be half again more accurate, artifact blades do not have a sharper edge than masterwork items of their material; in other words, their material type modifiers remain unchanged, and they will do no more damage than a regular item of their type (though they will never dull.)&lt;br /&gt;
&lt;br /&gt;
Artifact [[weapon]]s (if not being used in the military) can be put into a [[trap#Weapon Trap|weapon trap]], which will make it count as valuable [[furniture]]. Artifact [[door]]s and [[hatch]]es provide indestructible, instantly lockable gates.&lt;br /&gt;
&lt;br /&gt;
=== Finished Goods ===&lt;br /&gt;
[[File:Artifact Storage.png|thumb|right|300px|Finished goods are not particularly useful, only adding to your [[wealth]] (and all of the things that entails). This bin is clutter for the fortress, but any and every thief's dream score, an object of worship for three different [[kobold]] [[civilization]]s.]]&lt;br /&gt;
An artifact [[gem]] is called a perfect gem and functions the same as a large gem, having all the same uses, i.e., none.&lt;br /&gt;
&lt;br /&gt;
Artifact [[finished goods]] solely add to value of your fortress, or they can be traded in Adventurer Mode.&lt;br /&gt;
&lt;br /&gt;
=== Cages ===&lt;br /&gt;
&lt;br /&gt;
Artifact cages are apparently intended to be impossible for creatures to escape.  However, due to a bug, the logic appears to be backwards -- currently, creatures can eventually escape from [[artifact]] cages, but not from lower-quality cages.{{bug|6117}}&lt;br /&gt;
&lt;br /&gt;
== Adventure Mode ==&lt;br /&gt;
&lt;br /&gt;
Artifacts can include books written by historical figures. Where they are stored is recorded during worldgen, and can be discovered in Legends mode.&lt;br /&gt;
&lt;br /&gt;
== Other notes ==&lt;br /&gt;
Sometimes dwarves will grow particularly attached to [[weapon]]s and [[armor]], and if they become attached enough, they will name their armor/weapons. The armor/weapon will then be listed as an artifact. What causes dwarves to name their weapons is unknown - time alone will suffice (though it may take a very long time), but slaying an important historical figure such as a [[forgotten beast]] will often be enough.&lt;br /&gt;
&lt;br /&gt;
Artifacts cannot be destroyed by temperature extremes{{verify}}, building destroyers, [[cave-ins]], or fire, although they will ignite and burn as is normal for their material type.  They can be lost in pits, carried off the map by flows, stolen by thieves, or atom-smashed by bridges.  The loss of an artifact does not appear to affect the happiness of its creator.&lt;br /&gt;
&lt;br /&gt;
After creation, an artifact cannot be further decorated (by encrusting it with gems, studding it with metal, or have images sewn into it). Your pitiful gabbro scepter cannot be made more valuable.&lt;br /&gt;
&lt;br /&gt;
Artifacts disappear from the artifact list upon abandoning a fortress.&lt;br /&gt;
&lt;br /&gt;
Artifact creation has a wider selection of possible item types for several skills, occasionally resulting in artifact items that could not be made normally, like bone shields or metal beds.&lt;br /&gt;
&lt;br /&gt;
Artifacts and their mechanics were the topic of [[Main:Dwarf Fortress Talk|Dwarf Fortress Talk]] [http://www.bay12games.com/media/df_talk_7_transcript.html #7]. The future of artifacts was discussed in a [http://www.bay12games.com/media/df_talk_7_transcript_2.html separate portion] of that cast.&lt;br /&gt;
&lt;br /&gt;
Artifacts can be disabled in [[D_init.txt]]&lt;br /&gt;
&lt;br /&gt;
Artifacts created by happy dwarves (i.e. not fell or macabre moods) have a 1% chance to be named after the dwarf who created them.&lt;br /&gt;
&lt;br /&gt;
{{Category|Items}}&lt;br /&gt;
{{Category|Lore}}&lt;/div&gt;</summary>
		<author><name>Aquillion</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Legendary_artifact&amp;diff=195891</id>
		<title>v0.34:Legendary artifact</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Legendary_artifact&amp;diff=195891"/>
		<updated>2014-01-28T04:06:25Z</updated>

		<summary type="html">&lt;p&gt;Aquillion: /* Uses */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Exceptional|18:18, 13 March 2012 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
[[File:Announce.png|thumb|right|500px|Example of an [[announcement]]...announcing...the creation of a legendary artifact: in this case, a glorified [[millstone]].]]&lt;br /&gt;
Dwarves in [[strange mood]]s will create '''legendary artifacts''': unique, &amp;quot;named&amp;quot; [[item]]s which are of unsurpassable [[Item quality|quality]] (and often [[value]] as well). An artifact is the ultimate expression of a [[dwarf]]'s desires, fears, memories and hopes in art form, and each dwarf will produce at most one in their lives (or [[insanity|die]] trying). Dwarves that create an artifact immediately gain enough [[experience]] to boost them to [[legendary]] level in the affected [[Strange mood#Skills and workshops|skill]], unless they were [[Strange mood#Possessed|possessed]].&lt;br /&gt;
 &lt;br /&gt;
Dwarves drop artifacts in the [[workshop]] as soon as they are made. They cannot be traded, but most can be used just like any item of its type. A list of all artifacts that the fortress has created can be seen by pressing {{k|l}}.&lt;br /&gt;
&lt;br /&gt;
== Uses ==&lt;br /&gt;
Artifacts are normally of extremely high [[value]] and [[quality]], and can be used just like normal items of their type; they're therefore extremely useful in any situation where value or quality are important. Note that material and weight calculations still apply, so an artifact sword made of dingo bone or an artifact breast plate made of gold are not going to be overwhelmingly powerful.&lt;br /&gt;
&lt;br /&gt;
=== Furniture ===&lt;br /&gt;
Artifact [[furniture]] of high value can be placed in [[room]]s to greatly increase the room's value (and hence quality), which can be useful to meet the room quality requirements of [[noble]]s. They can also be placed in high traffic areas of the fort, so that dwarves that pass by (or over) them will get happy [[thought]]s from admiring them. Artifact [[mechanism]]s can be turned into [[lever]]s and [[trap]]s, which count as furniture.&lt;br /&gt;
&lt;br /&gt;
Certain artifact types (barrels, buckets, mechanisms, etc) can be used as components in some buildings; doing so will multiply the artifact's effect on fortress value.&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
Artifact weapons get a large &amp;amp;times;3 quality bonus to their weapon accuracy and armor deflection values (compared to &amp;amp;times;2 to masterwork); this is not enough to make totally inappropriate materials competitive with [[steel]] masterwork equipment. Also note that while they will be half again more accurate, artifact blades do not have a sharper edge than masterwork items of their material; in other words, their material type modifiers remain unchanged, and they will do no more damage than a regular item of their type (though they will never dull.)&lt;br /&gt;
&lt;br /&gt;
Artifact [[weapon]]s (if not being used in the military) can be put into a [[trap#Weapon Trap|weapon trap]], which will make it count as valuable [[furniture]]. Artifact [[door]]s and [[hatch]]es provide indestructible, instantly lockable gates.&lt;br /&gt;
&lt;br /&gt;
=== Finished Goods ===&lt;br /&gt;
[[File:Artifact Storage.png|thumb|right|300px|Finished goods are not particularly useful, only adding to your [[wealth]] (and all of the things that entails). This bin is clutter for the fortress, but any and every thief's dream score, an object of worship for three different [[kobold]] [[civilization]]s.]]&lt;br /&gt;
An artifact [[gem]] is called a perfect gem and functions the same as a large gem, having all the same uses, i.e., none.&lt;br /&gt;
&lt;br /&gt;
Artifact [[finished goods]] solely add to value of your fortress, or they can be traded in Adventurer Mode.&lt;br /&gt;
&lt;br /&gt;
=== Mechanisms ===&lt;br /&gt;
&lt;br /&gt;
Artifact mechanisms deserve particular note due to their versatility.  When placed as a [[lever]] or a [[trap]], their high value contributes to the room as furniture; a trap created in this manner will also be extremely accurate and deadly. But most importantly, weapon traps made using artifact mechanisms will '''never jam'''.  Beyond the obvious utility this adds to fortress defense, this means that they can be used for a number of projects requiring an endlessly-effective trap -- for instance, with the help of a [[necromancer]], they can be used to grind up [[corpse]]s your dwarves refuse to [[butcher]] until all that is left is unusable parts and [[bone]]s.&lt;br /&gt;
&lt;br /&gt;
=== Cages ===&lt;br /&gt;
&lt;br /&gt;
Artifact cages are apparently intended to be impossible for creatures to escape.  However, due to a bug, the logic appears to be backwards -- currently, creatures can eventually escape from [[artifact]] cages, but not from lower-quality cages.{{bug|6117}}&lt;br /&gt;
&lt;br /&gt;
== Adventure Mode ==&lt;br /&gt;
&lt;br /&gt;
Artifacts can include books written by historical figures. Where they are stored is recorded during worldgen, and can be discovered in Legends mode.&lt;br /&gt;
&lt;br /&gt;
== Other notes ==&lt;br /&gt;
Sometimes dwarves will grow particularly attached to [[weapon]]s and [[armor]], and if they become attached enough, they will name their armor/weapons. The armor/weapon will then be listed as an artifact. What causes dwarves to name their weapons is unknown - time alone will suffice (though it may take a very long time), but slaying an important historical figure such as a [[forgotten beast]] will often be enough.&lt;br /&gt;
&lt;br /&gt;
Artifacts cannot be destroyed by temperature extremes{{verify}}, building destroyers, [[cave-ins]], or fire, although they will ignite and burn as is normal for their material type.  They can be lost in pits, carried off the map by flows, stolen by thieves, or atom-smashed by bridges.  The loss of an artifact does not appear to affect the happiness of its creator.&lt;br /&gt;
&lt;br /&gt;
After creation, an artifact cannot be further decorated (by encrusting it with gems, studding it with metal, or have images sewn into it). Your pitiful gabbro scepter cannot be made more valuable.&lt;br /&gt;
&lt;br /&gt;
Artifacts disappear from the artifact list upon abandoning a fortress.&lt;br /&gt;
&lt;br /&gt;
Artifact creation has a wider selection of possible item types for several skills, occasionally resulting in artifact items that could not be made normally, like bone shields or metal beds.&lt;br /&gt;
&lt;br /&gt;
Artifacts and their mechanics were the topic of [[Main:Dwarf Fortress Talk|Dwarf Fortress Talk]] [http://www.bay12games.com/media/df_talk_7_transcript.html #7]. The future of artifacts was discussed in a [http://www.bay12games.com/media/df_talk_7_transcript_2.html separate portion] of that cast.&lt;br /&gt;
&lt;br /&gt;
Artifacts can be disabled in [[D_init.txt]]&lt;br /&gt;
&lt;br /&gt;
Artifacts created by happy dwarves (i.e. not fell or macabre moods) have a 1% chance to be named after the dwarf who created them.&lt;br /&gt;
&lt;br /&gt;
{{Category|Items}}&lt;br /&gt;
{{Category|Lore}}&lt;/div&gt;</summary>
		<author><name>Aquillion</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Legendary_artifact&amp;diff=195890</id>
		<title>v0.34:Legendary artifact</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Legendary_artifact&amp;diff=195890"/>
		<updated>2014-01-28T04:03:54Z</updated>

		<summary type="html">&lt;p&gt;Aquillion: /* Mechanisms */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Exceptional|18:18, 13 March 2012 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
[[File:Announce.png|thumb|right|500px|Example of an [[announcement]]...announcing...the creation of a legendary artifact: in this case, a glorified [[millstone]].]]&lt;br /&gt;
Dwarves in [[strange mood]]s will create '''legendary artifacts''': unique, &amp;quot;named&amp;quot; [[item]]s which are of unsurpassable [[Item quality|quality]] (and often [[value]] as well). An artifact is the ultimate expression of a [[dwarf]]'s desires, fears, memories and hopes in art form, and each dwarf will produce at most one in their lives (or [[insanity|die]] trying). Dwarves that create an artifact immediately gain enough [[experience]] to boost them to [[legendary]] level in the affected [[Strange mood#Skills and workshops|skill]], unless they were [[Strange mood#Possessed|possessed]].&lt;br /&gt;
 &lt;br /&gt;
Dwarves drop artifacts in the [[workshop]] as soon as they are made. They cannot be traded, but most can be used just like any item of its type. A list of all artifacts that the fortress has created can be seen by pressing {{k|l}}.&lt;br /&gt;
&lt;br /&gt;
== Uses ==&lt;br /&gt;
Artifacts are normally of extremely high [[value]] and [[quality]], and can be used just like normal items of their type; they're therefore extremely useful in any situation where value or quality are important. Note that material and weight calculations still apply, so an artifact sword made of dingo bone or an artifact breast plate made of gold are not going to be overwhelmingly powerful.&lt;br /&gt;
&lt;br /&gt;
=== Furniture ===&lt;br /&gt;
Artifact [[furniture]] of high value can be placed in [[room]]s to greatly increase the room's value (and hence quality), which can be useful to meet the room quality requirements of [[noble]]s. They can also be placed in high traffic areas of the fort, so that dwarves that pass by (or over) them will get happy [[thought]]s from admiring them. Artifact [[mechanism]]s can be turned into [[lever]]s and [[trap]]s, which count as furniture.&lt;br /&gt;
&lt;br /&gt;
Certain artifact types (barrels, buckets, mechanisms, etc) can be used as components in some buildings; doing so will multiply the artifact's effect on fortress value.&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
Artifact weapons get a large &amp;amp;times;3 quality bonus to their weapon accuracy and armor deflection values (compared to &amp;amp;times;2 to masterwork); this is not enough to make totally inappropriate materials competitive with [[steel]] masterwork equipment. Also note that while they will be half again more accurate, artifact blades do not have a sharper edge than masterwork items of their material; in other words, their material type modifiers remain unchanged, and they will do no more damage than a regular item of their type (though they will never dull.)&lt;br /&gt;
&lt;br /&gt;
Artifact [[weapon]]s (if not being used in the military) can be put into a [[trap#Weapon Trap|weapon trap]], which will make it count as valuable [[furniture]]. Artifact [[door]]s and [[hatch]]es provide indestructible, instantly lockable gates.&lt;br /&gt;
&lt;br /&gt;
=== Mechanisms ===&lt;br /&gt;
&lt;br /&gt;
Artifact mechanisms deserve particular note due to their versatility.  When placed as a [[lever]] or a [[trap]], their high value contributes to the room as furniture; a trap created in this manner will also be extremely accurate and deadly. But most importantly, weapon traps made using artifact mechanisms will '''never jam'''.  Beyond the obvious utility this adds to fortress defense, this means that they can be used for a number of projects requiring an endlessly-effective trap -- for instance, with the help of a [[necromancer]], they can be used to grind up [[corpse]]s your dwarves refuse to [[butcher]] until all that is left is unusable parts and [[bone]]s.&lt;br /&gt;
&lt;br /&gt;
=== Finished Goods ===&lt;br /&gt;
[[File:Artifact Storage.png|thumb|right|300px|Finished goods are not particularly useful, only adding to your [[wealth]] (and all of the things that entails). This bin is clutter for the fortress, but any and every thief's dream score, an object of worship for three different [[kobold]] [[civilization]]s.]]&lt;br /&gt;
An artifact [[gem]] is called a perfect gem and functions the same as a large gem, having all the same uses, i.e., none.&lt;br /&gt;
&lt;br /&gt;
Artifact [[finished goods]] solely add to value of your fortress, or they can be traded in Adventurer Mode.&lt;br /&gt;
&lt;br /&gt;
== Adventure Mode ==&lt;br /&gt;
&lt;br /&gt;
Artifacts can include books written by historical figures. Where they are stored is recorded during worldgen, and can be discovered in Legends mode.&lt;br /&gt;
&lt;br /&gt;
== Other notes ==&lt;br /&gt;
Sometimes dwarves will grow particularly attached to [[weapon]]s and [[armor]], and if they become attached enough, they will name their armor/weapons. The armor/weapon will then be listed as an artifact. What causes dwarves to name their weapons is unknown - time alone will suffice (though it may take a very long time), but slaying an important historical figure such as a [[forgotten beast]] will often be enough.&lt;br /&gt;
&lt;br /&gt;
Artifacts cannot be destroyed by temperature extremes{{verify}}, building destroyers, [[cave-ins]], or fire, although they will ignite and burn as is normal for their material type.  They can be lost in pits, carried off the map by flows, stolen by thieves, or atom-smashed by bridges.  The loss of an artifact does not appear to affect the happiness of its creator.&lt;br /&gt;
&lt;br /&gt;
After creation, an artifact cannot be further decorated (by encrusting it with gems, studding it with metal, or have images sewn into it). Your pitiful gabbro scepter cannot be made more valuable.&lt;br /&gt;
&lt;br /&gt;
Artifacts disappear from the artifact list upon abandoning a fortress.&lt;br /&gt;
&lt;br /&gt;
Artifact creation has a wider selection of possible item types for several skills, occasionally resulting in artifact items that could not be made normally, like bone shields or metal beds.&lt;br /&gt;
&lt;br /&gt;
Artifacts and their mechanics were the topic of [[Main:Dwarf Fortress Talk|Dwarf Fortress Talk]] [http://www.bay12games.com/media/df_talk_7_transcript.html #7]. The future of artifacts was discussed in a [http://www.bay12games.com/media/df_talk_7_transcript_2.html separate portion] of that cast.&lt;br /&gt;
&lt;br /&gt;
Artifacts can be disabled in [[D_init.txt]]&lt;br /&gt;
&lt;br /&gt;
Artifacts created by happy dwarves (i.e. not fell or macabre moods) have a 1% chance to be named after the dwarf who created them.&lt;br /&gt;
&lt;br /&gt;
{{Category|Items}}&lt;br /&gt;
{{Category|Lore}}&lt;/div&gt;</summary>
		<author><name>Aquillion</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Legendary_artifact&amp;diff=195889</id>
		<title>v0.34:Legendary artifact</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Legendary_artifact&amp;diff=195889"/>
		<updated>2014-01-28T04:03:23Z</updated>

		<summary type="html">&lt;p&gt;Aquillion: /* Mechanisms */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Exceptional|18:18, 13 March 2012 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
[[File:Announce.png|thumb|right|500px|Example of an [[announcement]]...announcing...the creation of a legendary artifact: in this case, a glorified [[millstone]].]]&lt;br /&gt;
Dwarves in [[strange mood]]s will create '''legendary artifacts''': unique, &amp;quot;named&amp;quot; [[item]]s which are of unsurpassable [[Item quality|quality]] (and often [[value]] as well). An artifact is the ultimate expression of a [[dwarf]]'s desires, fears, memories and hopes in art form, and each dwarf will produce at most one in their lives (or [[insanity|die]] trying). Dwarves that create an artifact immediately gain enough [[experience]] to boost them to [[legendary]] level in the affected [[Strange mood#Skills and workshops|skill]], unless they were [[Strange mood#Possessed|possessed]].&lt;br /&gt;
 &lt;br /&gt;
Dwarves drop artifacts in the [[workshop]] as soon as they are made. They cannot be traded, but most can be used just like any item of its type. A list of all artifacts that the fortress has created can be seen by pressing {{k|l}}.&lt;br /&gt;
&lt;br /&gt;
== Uses ==&lt;br /&gt;
Artifacts are normally of extremely high [[value]] and [[quality]], and can be used just like normal items of their type; they're therefore extremely useful in any situation where value or quality are important. Note that material and weight calculations still apply, so an artifact sword made of dingo bone or an artifact breast plate made of gold are not going to be overwhelmingly powerful.&lt;br /&gt;
&lt;br /&gt;
=== Furniture ===&lt;br /&gt;
Artifact [[furniture]] of high value can be placed in [[room]]s to greatly increase the room's value (and hence quality), which can be useful to meet the room quality requirements of [[noble]]s. They can also be placed in high traffic areas of the fort, so that dwarves that pass by (or over) them will get happy [[thought]]s from admiring them. Artifact [[mechanism]]s can be turned into [[lever]]s and [[trap]]s, which count as furniture.&lt;br /&gt;
&lt;br /&gt;
Certain artifact types (barrels, buckets, mechanisms, etc) can be used as components in some buildings; doing so will multiply the artifact's effect on fortress value.&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
Artifact weapons get a large &amp;amp;times;3 quality bonus to their weapon accuracy and armor deflection values (compared to &amp;amp;times;2 to masterwork); this is not enough to make totally inappropriate materials competitive with [[steel]] masterwork equipment. Also note that while they will be half again more accurate, artifact blades do not have a sharper edge than masterwork items of their material; in other words, their material type modifiers remain unchanged, and they will do no more damage than a regular item of their type (though they will never dull.)&lt;br /&gt;
&lt;br /&gt;
Artifact [[weapon]]s (if not being used in the military) can be put into a [[trap#Weapon Trap|weapon trap]], which will make it count as valuable [[furniture]]. Artifact [[door]]s and [[hatch]]es provide indestructible, instantly lockable gates.&lt;br /&gt;
&lt;br /&gt;
=== Mechanisms ===&lt;br /&gt;
&lt;br /&gt;
Artifact mechanisms deserve particular note due to their versatility.  When placed as a [[lever]] weapon [[trap]], their high value contributes to the room as furniture; a trap created in this manner will also be extremely accurate and deadly. But most importantly, traps made using artifact mechanisms will '''never jam'''.  Beyond the obvious utility this adds to fortress defense, this means that they can be used for a number of projects requiring an endlessly-effective trap -- for instance, with the help of a [[necromancer]], they can be used to grind up [[corpse]]s your dwarves refuse to [[butcher]] until all that is left is unusable parts and [[bone]]s.&lt;br /&gt;
&lt;br /&gt;
=== Finished Goods ===&lt;br /&gt;
[[File:Artifact Storage.png|thumb|right|300px|Finished goods are not particularly useful, only adding to your [[wealth]] (and all of the things that entails). This bin is clutter for the fortress, but any and every thief's dream score, an object of worship for three different [[kobold]] [[civilization]]s.]]&lt;br /&gt;
An artifact [[gem]] is called a perfect gem and functions the same as a large gem, having all the same uses, i.e., none.&lt;br /&gt;
&lt;br /&gt;
Artifact [[finished goods]] solely add to value of your fortress, or they can be traded in Adventurer Mode.&lt;br /&gt;
&lt;br /&gt;
== Adventure Mode ==&lt;br /&gt;
&lt;br /&gt;
Artifacts can include books written by historical figures. Where they are stored is recorded during worldgen, and can be discovered in Legends mode.&lt;br /&gt;
&lt;br /&gt;
== Other notes ==&lt;br /&gt;
Sometimes dwarves will grow particularly attached to [[weapon]]s and [[armor]], and if they become attached enough, they will name their armor/weapons. The armor/weapon will then be listed as an artifact. What causes dwarves to name their weapons is unknown - time alone will suffice (though it may take a very long time), but slaying an important historical figure such as a [[forgotten beast]] will often be enough.&lt;br /&gt;
&lt;br /&gt;
Artifacts cannot be destroyed by temperature extremes{{verify}}, building destroyers, [[cave-ins]], or fire, although they will ignite and burn as is normal for their material type.  They can be lost in pits, carried off the map by flows, stolen by thieves, or atom-smashed by bridges.  The loss of an artifact does not appear to affect the happiness of its creator.&lt;br /&gt;
&lt;br /&gt;
After creation, an artifact cannot be further decorated (by encrusting it with gems, studding it with metal, or have images sewn into it). Your pitiful gabbro scepter cannot be made more valuable.&lt;br /&gt;
&lt;br /&gt;
Artifacts disappear from the artifact list upon abandoning a fortress.&lt;br /&gt;
&lt;br /&gt;
Artifact creation has a wider selection of possible item types for several skills, occasionally resulting in artifact items that could not be made normally, like bone shields or metal beds.&lt;br /&gt;
&lt;br /&gt;
Artifacts and their mechanics were the topic of [[Main:Dwarf Fortress Talk|Dwarf Fortress Talk]] [http://www.bay12games.com/media/df_talk_7_transcript.html #7]. The future of artifacts was discussed in a [http://www.bay12games.com/media/df_talk_7_transcript_2.html separate portion] of that cast.&lt;br /&gt;
&lt;br /&gt;
Artifacts can be disabled in [[D_init.txt]]&lt;br /&gt;
&lt;br /&gt;
Artifacts created by happy dwarves (i.e. not fell or macabre moods) have a 1% chance to be named after the dwarf who created them.&lt;br /&gt;
&lt;br /&gt;
{{Category|Items}}&lt;br /&gt;
{{Category|Lore}}&lt;/div&gt;</summary>
		<author><name>Aquillion</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Legendary_artifact&amp;diff=195888</id>
		<title>v0.34:Legendary artifact</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Legendary_artifact&amp;diff=195888"/>
		<updated>2014-01-28T04:02:21Z</updated>

		<summary type="html">&lt;p&gt;Aquillion: /* Weapons */ Creating a section for mechanisms, since they have many more uses and benefits than usual artifacts; noting that traps made with an artifact mechanism never jam.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Exceptional|18:18, 13 March 2012 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
[[File:Announce.png|thumb|right|500px|Example of an [[announcement]]...announcing...the creation of a legendary artifact: in this case, a glorified [[millstone]].]]&lt;br /&gt;
Dwarves in [[strange mood]]s will create '''legendary artifacts''': unique, &amp;quot;named&amp;quot; [[item]]s which are of unsurpassable [[Item quality|quality]] (and often [[value]] as well). An artifact is the ultimate expression of a [[dwarf]]'s desires, fears, memories and hopes in art form, and each dwarf will produce at most one in their lives (or [[insanity|die]] trying). Dwarves that create an artifact immediately gain enough [[experience]] to boost them to [[legendary]] level in the affected [[Strange mood#Skills and workshops|skill]], unless they were [[Strange mood#Possessed|possessed]].&lt;br /&gt;
 &lt;br /&gt;
Dwarves drop artifacts in the [[workshop]] as soon as they are made. They cannot be traded, but most can be used just like any item of its type. A list of all artifacts that the fortress has created can be seen by pressing {{k|l}}.&lt;br /&gt;
&lt;br /&gt;
== Uses ==&lt;br /&gt;
Artifacts are normally of extremely high [[value]] and [[quality]], and can be used just like normal items of their type; they're therefore extremely useful in any situation where value or quality are important. Note that material and weight calculations still apply, so an artifact sword made of dingo bone or an artifact breast plate made of gold are not going to be overwhelmingly powerful.&lt;br /&gt;
&lt;br /&gt;
=== Furniture ===&lt;br /&gt;
Artifact [[furniture]] of high value can be placed in [[room]]s to greatly increase the room's value (and hence quality), which can be useful to meet the room quality requirements of [[noble]]s. They can also be placed in high traffic areas of the fort, so that dwarves that pass by (or over) them will get happy [[thought]]s from admiring them. Artifact [[mechanism]]s can be turned into [[lever]]s and [[trap]]s, which count as furniture.&lt;br /&gt;
&lt;br /&gt;
Certain artifact types (barrels, buckets, mechanisms, etc) can be used as components in some buildings; doing so will multiply the artifact's effect on fortress value.&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
Artifact weapons get a large &amp;amp;times;3 quality bonus to their weapon accuracy and armor deflection values (compared to &amp;amp;times;2 to masterwork); this is not enough to make totally inappropriate materials competitive with [[steel]] masterwork equipment. Also note that while they will be half again more accurate, artifact blades do not have a sharper edge than masterwork items of their material; in other words, their material type modifiers remain unchanged, and they will do no more damage than a regular item of their type (though they will never dull.)&lt;br /&gt;
&lt;br /&gt;
Artifact [[weapon]]s (if not being used in the military) can be put into a [[trap#Weapon Trap|weapon trap]], which will make it count as valuable [[furniture]]. Artifact [[door]]s and [[hatch]]es provide indestructible, instantly lockable gates.&lt;br /&gt;
&lt;br /&gt;
=== Mechanisms ===&lt;br /&gt;
&lt;br /&gt;
Artifact mechanisms deserve particular note due to their versatility.  When placed as a weapon trap, their high value contributes to the room; the resulting trap will also be extremely accurate and deadly. But most importantly, traps made using artifact mechanisms will '''never jam'''.  Beyond the obvious utility this adds to fortress defense, this means that they can be used for a number of projects requiring an endlessly-effective trap -- for instance, with the help of a [[necromancer]], they can be used to grind up [[corpse]]s your dwarves refuse to [[butcher]] until all that is left is unusable parts and [[bone]]s.&lt;br /&gt;
&lt;br /&gt;
=== Finished Goods ===&lt;br /&gt;
[[File:Artifact Storage.png|thumb|right|300px|Finished goods are not particularly useful, only adding to your [[wealth]] (and all of the things that entails). This bin is clutter for the fortress, but any and every thief's dream score, an object of worship for three different [[kobold]] [[civilization]]s.]]&lt;br /&gt;
An artifact [[gem]] is called a perfect gem and functions the same as a large gem, having all the same uses, i.e., none.&lt;br /&gt;
&lt;br /&gt;
Artifact [[finished goods]] solely add to value of your fortress, or they can be traded in Adventurer Mode.&lt;br /&gt;
&lt;br /&gt;
== Adventure Mode ==&lt;br /&gt;
&lt;br /&gt;
Artifacts can include books written by historical figures. Where they are stored is recorded during worldgen, and can be discovered in Legends mode.&lt;br /&gt;
&lt;br /&gt;
== Other notes ==&lt;br /&gt;
Sometimes dwarves will grow particularly attached to [[weapon]]s and [[armor]], and if they become attached enough, they will name their armor/weapons. The armor/weapon will then be listed as an artifact. What causes dwarves to name their weapons is unknown - time alone will suffice (though it may take a very long time), but slaying an important historical figure such as a [[forgotten beast]] will often be enough.&lt;br /&gt;
&lt;br /&gt;
Artifacts cannot be destroyed by temperature extremes{{verify}}, building destroyers, [[cave-ins]], or fire, although they will ignite and burn as is normal for their material type.  They can be lost in pits, carried off the map by flows, stolen by thieves, or atom-smashed by bridges.  The loss of an artifact does not appear to affect the happiness of its creator.&lt;br /&gt;
&lt;br /&gt;
After creation, an artifact cannot be further decorated (by encrusting it with gems, studding it with metal, or have images sewn into it). Your pitiful gabbro scepter cannot be made more valuable.&lt;br /&gt;
&lt;br /&gt;
Artifacts disappear from the artifact list upon abandoning a fortress.&lt;br /&gt;
&lt;br /&gt;
Artifact creation has a wider selection of possible item types for several skills, occasionally resulting in artifact items that could not be made normally, like bone shields or metal beds.&lt;br /&gt;
&lt;br /&gt;
Artifacts and their mechanics were the topic of [[Main:Dwarf Fortress Talk|Dwarf Fortress Talk]] [http://www.bay12games.com/media/df_talk_7_transcript.html #7]. The future of artifacts was discussed in a [http://www.bay12games.com/media/df_talk_7_transcript_2.html separate portion] of that cast.&lt;br /&gt;
&lt;br /&gt;
Artifacts can be disabled in [[D_init.txt]]&lt;br /&gt;
&lt;br /&gt;
Artifacts created by happy dwarves (i.e. not fell or macabre moods) have a 1% chance to be named after the dwarf who created them.&lt;br /&gt;
&lt;br /&gt;
{{Category|Items}}&lt;br /&gt;
{{Category|Lore}}&lt;/div&gt;</summary>
		<author><name>Aquillion</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Stupid_dwarf_trick&amp;diff=195887</id>
		<title>v0.31:Stupid dwarf trick</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Stupid_dwarf_trick&amp;diff=195887"/>
		<updated>2014-01-28T03:37:13Z</updated>

		<summary type="html">&lt;p&gt;Aquillion: /* Adventure Mode Fortress */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|13:08, 22 June 2010 (UTC)}}{{av}}&lt;br /&gt;
&amp;lt;!--From older version:&lt;br /&gt;
EDITORS!&lt;br /&gt;
For those who don't notice, these are listed in ALPHABETICAL ORDER, so those trying to remember/find a specific SDT (heh) can. Please attempt to follow that pattern, thanks!&lt;br /&gt;
&lt;br /&gt;
ALSO, be sure to include the following format:&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' &lt;br /&gt;
&lt;br /&gt;
One (1) blank line between last line of prev subsection and next sub-section title.&lt;br /&gt;
 --&amp;gt;&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
A '''stupid dwarf trick''' is any project that requires a large amount time and effort - often for little or no practical benefit.  They exist only as a challenge for experienced players. &lt;br /&gt;
&lt;br /&gt;
==Adventure Mode Fortress==&lt;br /&gt;
&lt;br /&gt;
Build a fortress specifically for exploring in [[adventure mode]]. You can either make a nasty monster-filled challenge, or a smörgåsbord of masterpiece adamantine weapons and armor. Possibly both. Breaching the [[caverns]] or  [[hidden fun stuff]] should ensure the fortress is occupied. &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' The sky's the limit. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' No direct usefulness in the fort where it's built, but Adamantine weapons and armor can be very useful in Adventurer Mode.  In theory, an adventurer can also leave items there which you can use in Dwarf Mode if you reclaim the fort, but in practice there is not really much worth the trouble.&lt;br /&gt;
&lt;br /&gt;
==Alarm Clock==&lt;br /&gt;
Are your soldiers all sound asleep while blood soaks the walls?  No need to deconstruct their beds one by one, ''if'' you bought the Dwarf Wakey 3000!  Simply a solitary floor tile balanced on a support, one or more can be toppled with the pull of a lever to produce an earth-shaking racket that'll have them leaping for their axes!&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Limited.  They will sleep through &amp;lt;s&amp;gt;'''anything'''&amp;lt;/s&amp;gt; Noise. Although have been known to awaken when drenched in water, only waking up due to thinking it's alcohol, making an Alarm clock not impossible, if carefully prepared.&lt;br /&gt;
&lt;br /&gt;
==Alphabet Cages==&lt;br /&gt;
[[Image:Cage.gif|right]]&lt;br /&gt;
Use captured monsters in cages to spell messages.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Medium.  Vowels are hard to come by.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Absolutely none whatsoever. (Easy reminders in case you're too lazy to use notes?)&lt;br /&gt;
&lt;br /&gt;
==Aqueduct Power==&lt;br /&gt;
If your river's a long way away from your fortress, building a trans-map axle may be less efficient than building an aqueduct and pump stack driven by waterwheels in the river.  The pump stack raises it to the height of your fort, where it flows through the long, long aqueduct and drives waterwheels on the other end.  Getting the water pressure &amp;lt;em&amp;gt;just right&amp;lt;/em&amp;gt; so it powers your waterwheel without flooding the fort can be [[Fun]].  Diagonal channels make good pressure reducers. &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' High.  Lots of stone, lots of engineering, lots of dangerous outdoor work, lots of trial-and-error for the receiving waterwheels.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' High.  As much water and power as you want, wherever you want, whenever you want.&lt;br /&gt;
&lt;br /&gt;
==Aquifer Power==&lt;br /&gt;
Aquifers can be a resource of immense power.  If you have two levels of aquifer, you can generate a continuous flow by draining one level of aquifer into another and plant waterwheels above it.  One stream can power a lot of wheel.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' High.  Anything to do with draining aquifers is very [[Fun]].&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' High.  The lowly windmill pales in utility compared to a waterwheel.&lt;br /&gt;
&lt;br /&gt;
==Archaeological Excavation==&lt;br /&gt;
A Fortress in the Caverns, built by the first dwarf tribes. Build the Fortress however you see fit for those prehistoric Dwarves (i.e. only primitive metals, elaborate tombs for the chieftains with burial objects, cave art, etc.) and abandon it. Then, embark with modern Dwarves, and excavate the ancient Fortress. Sort of like the Adventure Fortress above, only for Reclaim Mode&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' As High as you want.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Not applicable.&lt;br /&gt;
&lt;br /&gt;
*Bonus: A Museum detailing the lives of those early dwarves&lt;br /&gt;
&lt;br /&gt;
==Artificial Waterfall==&lt;br /&gt;
To keep the waterfall going, you need a [[pump]] stack, preferably powered by a [[windmill]] or [[water wheel]]. Alternatively, an [[aquifer]], or other limitless water source, makes for a waterfall entirely underground.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Moderate (Low if there is an aquifer above pouring down).&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Dwarves love [[waterfall]]s. Putting a waterfall in your [[meeting hall]] will give your dwarves good [[thought]]s, although it can significantly lower frame rate.&lt;br /&gt;
&lt;br /&gt;
*Bonus: Build it in a &amp;quot;Warm&amp;quot; or hotter [[climate]] so it does not freeze.&lt;br /&gt;
*DwarfBonus: Build it in a freezing/cold/temperate climate and keep it going entire year! &lt;br /&gt;
*MegaDwarf Bonus: Use [[magma]]. It does not freeze, even in a freezing climate!&lt;br /&gt;
*MegaDwarf Bonus EXTREME+: Use magma and water in the same waterfall. The results will enshrine you in dwarf history! Possibly permanently.&lt;br /&gt;
&lt;br /&gt;
==[[Ballista]] Battery==&lt;br /&gt;
Overlap a few ballistas to completely cover a narrow corridor. There is an unavoidable risk of your operators wandering into the line of fire. &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low. If you insist on highly-trained operators with high-quality ballistas, it gets harder. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' A complicated and dangerous way to defend a single corridor.  Ultimately extremely effective.  Sometimes.&lt;br /&gt;
&lt;br /&gt;
==Bolt Recovery Operation==&lt;br /&gt;
One curious property of Dwarven Physics is that a bar of metal makes 25 bolts, but if each of those 25 bolts is melted separately, they will become 2.5 bars, generating metal from nothing.  The trick is in separating the stacks of bolts into individual bolts without destroying them, for which EliDupree found this trick:&lt;br /&gt;
&lt;br /&gt;
  ∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙&lt;br /&gt;
  ∙++++@∙+++++++++&lt;br /&gt;
  ∙+∙∙∙┼∙+++++++++++++++&lt;br /&gt;
  ∙+∙g∙┼∙++++++++++++++@&lt;br /&gt;
  ∙+∙∙∙┼∙+++++++++++++++&lt;br /&gt;
  ∙+++++∙+++++++++&lt;br /&gt;
  ∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙&lt;br /&gt;
&lt;br /&gt;
The @ at the right is a stack of marksdwarves (all in different squads so that they'll stand on the same tile) with [[adamantine]] bolts. The @ at the left is a single Perfectly Agile soldier with orders to patrol up and down, with little delays at the top and bottom. The &amp;quot;g&amp;quot; at the left is a goblin standing on a pillar (I pitted it from the z-level above.)&lt;br /&gt;
&lt;br /&gt;
When the dwarf at the left runs up or down the line of doors, it opens all of them, and some of the marksdwarves shoot their bolts. By the time the bolts get there, the doors have closed, so they hit the doors and fall into the channel, where they can be collected and melted separately. (That distance is exact, by the way. Any less and they sometimes get shots through the doors, which kills your goblin. Also, with less-skilled marksdwarves, some of the bolts will stray and land on the floors, but that isn't enough to worry about even with mere dabblers.) Naturally, this is also an excellent way to train marksdwarves.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Moderate.  The hardest part is getting the marksdwarves to shoot from exactly the right spot.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' High.  Even in .18 or worlds generated with high mineral availability, because you can do this to generate [[adamantine]].&lt;br /&gt;
&lt;br /&gt;
==Break the Dam==&lt;br /&gt;
Dam a river (or brook) using something non-permanent (floodgates, drawbridges) and build your fortress entrance in the now dry river bed, make sure you can seal it off nicely (floodgates anyone?) then wait till the first Goblin siege, let them get to your entrance floodgates, seal them, open the dam and laugh manically&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Instantaneous death to all sieges&lt;br /&gt;
&lt;br /&gt;
SuperDwarf bonus: Do this with magma&lt;br /&gt;
&lt;br /&gt;
==Bridge-a-pult==&lt;br /&gt;
A bridge that opens outwards, to fling enemies away. Ideally, they land in a very nasty place. &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' The hard part is the nasty place they get flung to. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' There are far more effective ways to defend a fortress, but few are as entertaining.&lt;br /&gt;
&lt;br /&gt;
==Dam==&lt;br /&gt;
Build a wall across a riverbed to stop the flow of water. Floodgates optional. &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' On a map that freezes in the winter, or an aquifer located below the river, this is easy. Otherwise, very difficult. (See [[dam]], or Moses effect, below.  But with the bonuses it gets a bit harder.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Depends on how many bonuses you fulfill. The power station is obvious, and with the control room you could build up a nice defense system.&lt;br /&gt;
&lt;br /&gt;
*Bonus: Excavate a reservoir and a lower river valley. &amp;lt;br /&amp;gt;&lt;br /&gt;
*Bonus: Build a control center to control the water flow. &amp;lt;br /&amp;gt;&lt;br /&gt;
*Bonus: Draw your entire energy from a power station within. &amp;lt;br /&amp;gt;&lt;br /&gt;
*MegaDwarfBonus: Use screw pumps and another dam to replace the water with magma.&lt;br /&gt;
&lt;br /&gt;
==[[Danger room|Danger Room]]==&lt;br /&gt;
A room full of upright spear traps linked to a lever or pressure plate.  Teach your dwarves to dodge the pointy sticks!&lt;br /&gt;
&lt;br /&gt;
'''Difficulty''': Low to Medium, depending on how you activate the traps.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness''': High.  Trains combat skills very quickly, assuming you don't kill anyone.&lt;br /&gt;
&lt;br /&gt;
'''Downside''': Civilians and pets that wander into the danger room will inevitably get killed, even if you use low quality training spears.&lt;br /&gt;
&lt;br /&gt;
*MegaDwarfBonus: Menacing spikes greatly increase the danger, and may help train your medical team (and/or your coffin construction crew).&lt;br /&gt;
*MegaDwarfBonus: Use [[adamantine]] spikes! On the plus side, you have a thriving coffin industry going now.&lt;br /&gt;
&lt;br /&gt;
==Day Care==&lt;br /&gt;
A room where you put all your dwarf children so they cannot be kidnapped by snatchers. Make a suicide booth setup that drops the child into a room with beds and tables and stuff. Remember to include a food chute to quantum stockpile a huge amount of food and alcohol on a 1x1 stockpile (so it doesn't rot) in the room. High quality food, furniture, and socializing should keep them happy. Note that the children will no longer be able to perform certain useful tasks like crop harvesting and deconstruction, and will not level up their skill in various professions like an otherwise vulnerable child, but this is a small trade-off if they usually get kidnapped before maturing anyway.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low (burrows). &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Low. Protecting the children may be more trouble than it's worth.&lt;br /&gt;
&lt;br /&gt;
==Doberman Bomb==&lt;br /&gt;
Whenever a dog or cat gives birth, stuff all the kittens and puppies in one cage in your entryway.  Link this cage to a pressure plate beside it.  Should your last lines of defense be breached, goblins will step on it and in the next instant be torn apart by dozens of goblin-seeking hostiles and distracted by dozens of surplus targets.  The trap actually going off will probably be very bad for your frame rate.  &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Medium, potentially fortress-saving&lt;br /&gt;
&lt;br /&gt;
*Bonus: Train all dogs inside as war dogs when they mature.  &lt;br /&gt;
&lt;br /&gt;
*MegaDwarfBonus:  Make it a Bear Trap. &lt;br /&gt;
*MegaDwarfBonus: Combine with a drowning chamber and carp trap.&lt;br /&gt;
*MegaDwarfBonus:  Make it a Rhino Trap.&lt;br /&gt;
*SadisticDwarfBonus:  Make it a Panda Trap.&lt;br /&gt;
*YouHorribleEvilDwarfBonus: Make it a Badger Trap&lt;br /&gt;
&lt;br /&gt;
==Drowning Chamber==&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Moderate. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' You can kill prisoners, useless peasants, irate nobles, hammerers, untamable animals, or anything else.  Just be ready for something that knows how to swim.&lt;br /&gt;
&lt;br /&gt;
*Bonus: Utilize lava.&lt;br /&gt;
&lt;br /&gt;
*Bonus: Utilize trained fish.&lt;br /&gt;
&lt;br /&gt;
*MegaDwarfBonus: Edit the raw and do both!&lt;br /&gt;
&lt;br /&gt;
==[[Computing|Dwarfputer]] Complex==&lt;br /&gt;
A big mess of fluid and/or machine logic full of hatches, floodgates, gears, pumps, etc. and powered by waterwheels, windmills, or useless idle dwarves.  Hook it up to doors, bridges, and traps.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Medium to high, depending on what you want to build.  You'll want to build for very high water flow if you have more than a few fluid gates.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Your mechanics and architects will level up very fast.  Manual pumps give something for your haulers to do&amp;lt;s&amp;gt; and makes them stronger&amp;lt;/s&amp;gt; (in 31.25 only military work increases stats, i was really disappointed after 4 years of nonstop pumping only to see weak in urist description).  Try and make a clock to trigger different mechanisms in different seasons.  See if enemies actually blunder into your intricate traps.  Watch all hell break loose as water freezes.&lt;br /&gt;
&lt;br /&gt;
==Dwarven Apartment Complex==&lt;br /&gt;
Essentially, one of the many possible [[megaprojects]] dedicated to providing dwarves with rooms so high above the ground they get vertigo. Every floor must have plenty of rooms of at least 2x3 squares, with walls and a door surrounding this. Oh, and it has to go up as many Z-levels as possible. For extra credit, decide on what the top story will be (i.e. as many levels up as you deem possible, minus one so you can build a roof) and turn this into a Royal bedroom for a [[noble]], complete with gem windows, artifact/masterwork components, and untold numbers of armour stands and weapon racks. And then build some shorter but wider apartment buildings nearby to turn your fortress into essentially a giant fist with extended middle finger. Extra points for adding extra useless things for luxury, such as a magma-based heating system, fireplaces in rooms, and a lock-down lever in case of goblin attack. (or a self-destruct lever connected to the main supports, in case your dwarfish tenants are unsatisfied with your 5-star service.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low, although the walls around the rooms can be a bit fiddly due to the impossibility of building walls on constructed floors (yes, an extra credit challenge is to do this without using Remove Construction).&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Limited, because you could just dig the things underground and save yourself the hassle. However it is much harder to flood a tower than a cave, in case you're prone to fun by water. Additionally, if you have the time and resources to train a sizable force of marksdwarves, placing a few &amp;quot;security rooms&amp;quot; (with barracks, ammunition store, ration cache, armory, etc) at appropriate floors, complete with fortified balconies, will allow you to take advantage of the higher vantage point.&lt;br /&gt;
&lt;br /&gt;
Megadwarfbonus: Extend the tower to have levels below ground as well as above.&lt;br /&gt;
&lt;br /&gt;
==Dwarven Day Care==&lt;br /&gt;
A cruel and unusual attempt at raising a Dwarven super soldier. Constrain a dwarven child (must be one year old to actually eat and drink) in a very small room with an alarmingly high number of animals (dogs seem popular). Have the child fed food and alcohol through ceiling hatches, while he endures 11 years of constant physical and mental trauma as he fights for his life.&lt;br /&gt;
&lt;br /&gt;
Theoretically, if done optimally, when you release the full grown dwarf, he will be an incredibly combat experienced, battle hardened, emotionally desensitized, 12 year old super soldier. Practically, the combat training will be very sporadical and slow and the strain on the child's physical and mental health is enormous. Not to mention that a few weeks of danger room practice will produce much higher and more combat-applicable skills than the whole arduous &amp;quot;day care&amp;quot; process.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low to medium to construct, depending on the details of your exact daycare. Achieving any kind of success appears very difficult.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Considerable, if successful.&lt;br /&gt;
&lt;br /&gt;
*Bonus: name subject &amp;quot;Bane&amp;quot; upon his emergence from the room.&lt;br /&gt;
&lt;br /&gt;
*MegaDwarfBonus: Make several daycares, and mass produce.&lt;br /&gt;
&lt;br /&gt;
*MegaDwarfBonus: Do some experimenting to invent the perfect daycare with the best possible results, then publish your findings on the forum or this page.&lt;br /&gt;
&lt;br /&gt;
==Dwarven Disco Ball==&lt;br /&gt;
Why waste all those cut gems on things that only some selfish noble will enjoy? Create as large a wall-less sphere as you can, then cover it in Gem Windows of 3 different-colored gems to make it shine! The bigger, and more valuable gems involved (e.g., [[ruby|rubies]], [[sapphire]]s, and [[emerald]]s, or colored diamonds if you're really masochistic), the dwarfier.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Constructing a sphere is very hard, especially the larger you make one. Gathering enough differently colored gems can also be very hard, depending on stone layers. Trading helps a lot. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Negative. More value can be created by encrusting furniture, and Gem Windows lack quality.&lt;br /&gt;
&lt;br /&gt;
*Bonus: Alternating [[alunite]] and [[obsidian]] tiles to make a 'dance floor'.&lt;br /&gt;
&lt;br /&gt;
*MegaDwarfBonus: Use lava contained in glass for illumination.&lt;br /&gt;
&lt;br /&gt;
*MegaDwarfBonus: Caged &amp;quot;Dancers&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Dwarven Labor Camp (aka Dwarkuta)==&lt;br /&gt;
Create an aboveground walled fortress in a freezing climate with guard towers, barracks, housing, and armories. Dig a long ramp downward and add a large mining network below the surface. Make some small military squads to guard the camp. Designate the lower levels as workshops, and when migrants arrive, assign them to the mines. Give the workers minimal food and only water (no booze, booze is for the hypocritical decadence of Dwarkuta's leaders). Have them haul the stone and metal they mine back to the surface and ship the raw materials off to the Motherland. Import only food, booze, weapons, fuel, and other necessities.&lt;br /&gt;
&lt;br /&gt;
*Bonus: Build the giant digging machines. They don't actually have to dig anything.&lt;br /&gt;
&lt;br /&gt;
*MegaBonus: Escape. Wait for a goblin siege, then get everyone underground and block the entrance. Let the goblins in. Wait a few months. The goblins are now the guards you must kill.&lt;br /&gt;
&lt;br /&gt;
Step 1. Secure the keys: Make improvised weapons. If you have obsidian at your disposal, make rock short swords.&lt;br /&gt;
&lt;br /&gt;
Step 2. Ascend from darkness: Get your dwarves out of the mines and into the camp.&lt;br /&gt;
&lt;br /&gt;
Step 3. Rain fire: Use your imagination. Try using magma, if possible.&lt;br /&gt;
&lt;br /&gt;
Step 4. Unleash the horde: Attack!&lt;br /&gt;
&lt;br /&gt;
Step 5. Skewer the winged beast: If the goblins brought a giant bat or other flying creature, kill it.&lt;br /&gt;
&lt;br /&gt;
*Bonus: Use a ballista.&lt;br /&gt;
&lt;br /&gt;
Step 6. Wield a fist of iron: Break open the armory and equip your rebels with armor and weapons.&lt;br /&gt;
&lt;br /&gt;
Step 7. Raise hell: Exactly what it says on the tin.&lt;br /&gt;
&lt;br /&gt;
Step 8. Freedom!&lt;br /&gt;
&lt;br /&gt;
*MegaDwarfBonus: In Adventure mode, try (and probably fail) to lead the prisoners to freedom.&lt;br /&gt;
&lt;br /&gt;
==Dwarven Refrigerator==&lt;br /&gt;
Dig down to the 3rd cavern layer and harvest as many [[nether-cap]]s as you can. Make them all into barrels! Nether caps have the unique property of being 10000° Urist, which is 32°F or 0°C. Now your dwarves can enjoy their favorite alcohol, cheese, and plump helmets chilled to perfection! If you've set your population cap very low in the INIT files, caverns aren't extremely dangerous, but you should still be on the lookout for nasties down there. Remember to wall off your entrance to the cavern once you're finished. &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low to Medium&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' None except pretty colored barrels&lt;br /&gt;
&lt;br /&gt;
*Bonus: Nether-caps are magma-resistant.  Flood your food stocks with magma to keep them safe from vermin and marauders.&lt;br /&gt;
&lt;br /&gt;
==Emergency Destruct Stairs==&lt;br /&gt;
A tall column of stairs plunging all the way down into the underdark, with a one-tile wide area of thin destructible floor all around it.  In case of subterranean invasion, a thrown switch drops a stone O straight down, ringing the staircase and neatly severing all inter-level connections at a blow.  Does with one lever and one support what would take dozens of bridges or hundreds of retracting grates.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Harder than it sounds.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Sometimes...  sometimes they fly.&lt;br /&gt;
&lt;br /&gt;
==Execution Tower==&lt;br /&gt;
Just a tall tower to chuck your captives to their deaths. &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Easy.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Lets you dispose of prisoners, and claim expensive silk, meltable iron, and (eventually) useful bones. Also highly amusing.&lt;br /&gt;
&lt;br /&gt;
==Flood the World==&lt;br /&gt;
'''Difficulty:''' High danger. Will kill your frame rate. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Will prevent any sieges, at least. Or anything else, save for the occasional invasion of sociopathic [[Carp]].&lt;br /&gt;
&lt;br /&gt;
*Bonus: Use magma.&lt;br /&gt;
&lt;br /&gt;
*MegaDwarfBonus: Use trained fish to kill off all creatures not of your colony.&lt;br /&gt;
&lt;br /&gt;
==Gladiator Arena==&lt;br /&gt;
Station some soldiers at the bottom of a shallow [[Activity_zone#Pit/Pond|pit]] and dump your captives in. You can also use dangerous animals instead of soldiers. For extra points, put the prisoners in cages connected to ramps underneath the arena floor.  One lever will open both the cage and a hatch above the ramp.  Variant: build prisoner cages inside the arena, link to a lever outside the arena, lock the soldiers in, and then open the cages.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low, but time consuming. Some danger depending on the relative skill of your soldiers and the danger of the captive.  (If the prisoners have weapons, you can remove them by using {{k|d}}-{{k|b}}-{{k|d}} to dump the cage and its contents, then looking at and undumping the cages themselves with {{k|k}}-{{k|d}}).&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Low to High, depending on how long your soldiers can draw out the execution.  Equipping your soldiers with wooden training weapons can greatly increase the fun (and/or [[Fun]] if their armor isn't as good as you thought).&lt;br /&gt;
&lt;br /&gt;
==Glass Ceiling==&lt;br /&gt;
Sick of having your dwarfs vomit all the time when they go out to retrieve loot or lumber? Despair no more! Build an almost-infinitely tall tower, and then put a glass floor on the highest level, spanning the entire map. For extra kicks, make a mechanism that will crash the entire thing upon the heads of the one goblin horde that manages to get through all your other deathtraps.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Medium. Very grueling.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Low, but potentially fortress-saving. (see above)&lt;br /&gt;
&lt;br /&gt;
==Greenhouse==&lt;br /&gt;
A [[farming|greenhouse]] is just a farm with the the ceiling channeled out from above. This lets you grow outdoor plants without venturing above ground. For maximum style, build the greenhouse above ground and cover it with a glass roof to keep your farmers safe.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Medium. Surface plants can be grown at any time of the year, and some are more useful than those available underground - for example, [[sun berry|sun berries]] can be brewed into valuable [[Sunshine]], and [[whip vine]]s can be milled into superior quality flour. Having greater food and booze diversity can also keep your dwarves happier.&lt;br /&gt;
&lt;br /&gt;
*Bonus: Give it a glass floor to allow surface plants even lower down.&lt;br /&gt;
&lt;br /&gt;
==Hammer of [[Armok]]==&lt;br /&gt;
A gigantic hammer made out of pure steel and/or valuables looming over your fortress entrance ready to smite those foolish enough to lay a siege on you. Also gives you a psychological advantage over the traders who unload their goods under it. Attach to a lever-linked support for quick-smiting.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low. Depends on size and materials, though. Make it a gold hammer menacing with adamantine spikes, if you're going for high quality.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Low-medium. 10x10 size is minimum for practical effectiveness. 30x30 attached to a handle extending from your entrance actually works against sieges.&lt;br /&gt;
&lt;br /&gt;
*Bonus: Cover it with blood.&lt;br /&gt;
&lt;br /&gt;
==Ice tower==&lt;br /&gt;
&lt;br /&gt;
Building a huge tower is easy. To make things more [[fun]], make one out of some exotic material, like [[glass]], [[ice]], [[gold]], or [[soap]]. &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low. You need to be on a freezing map to pull off an ice tower. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Depends entirely on you.&lt;br /&gt;
&lt;br /&gt;
==Journey to the Center of the Earth==&lt;br /&gt;
&lt;br /&gt;
Construct a sturdy vessel hanging over the top of a magma pipe or volcano, outfitted with everything your intrepid crew might need for their journey of exploration - food, booze, sleeping quarters and a bridge a must, but depending on the amount of effort it can include other items such as a recreation deck, water reservoir and trade depot for dealing with the natives. When all is ready, lock the explorers inside and send them on their way. Bonus points if you can detach it from inside so you can use it in Adventure mode later.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Moderate to High, depending on the size of the ship. For bonus points, carve the entire thing out of existing rock overhanging a magma pipe and engrave it with messages. The main problem is getting the whole crew inside at the same time - separate sleeping quarters help here.  &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Negative. For some reason, no explorers have returned. Of course, if you select only the [[Nobles |Best and Brightest]] for the ship's crew...&lt;br /&gt;
&lt;br /&gt;
*MegaDwarfBonus: Design it so that it can return OR send all of your nobility on the voyage.&lt;br /&gt;
&lt;br /&gt;
==Maze==&lt;br /&gt;
&lt;br /&gt;
A maze of twisty little passages, all alike. [[Trap]]s and dangerous animals are essential. You can have a retracting bridge drop invaders in, or just have a labyrinth as a back door. &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' It's a lot of mining. Having a bridge drop invaders inside is more difficult, but more useful. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' It makes a nice element of fortress defense, and you can dump your prisoners inside it. Also makes a great place to explore in [[adventure mode]].&lt;br /&gt;
&lt;br /&gt;
*Bonus: Generate a world with large mountain [[cave]]s. Instead of using the labyrinth as your backdoor, use it as your fortress.&lt;br /&gt;
*Bonus: Release a live caged [[minotaur]] into the maze.&lt;br /&gt;
*MegaBonus: Make it three-dimensional and [http://gwydir.demon.co.uk/jo/maze/design/index.htm#uni unicursal].&lt;br /&gt;
&lt;br /&gt;
==Magma Chamber==&lt;br /&gt;
'''Difficulty:''' Dangerous as any magma project. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' It's like a drowning chamber, but any non-iron items carried by the victim will be destroyed. Depending on your style of play, this may be a good thing.&lt;br /&gt;
&lt;br /&gt;
==Magma Cannon==&lt;br /&gt;
[http://www.bay12games.com/forum/index.php?topic=33837.0 It can be done!] It uses a row of pumps to pressurize the magma in a chamber with only one exit. When the floodgate opens, the magma flies out a short distance. &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Very high. You need [[metal]] (or [[glass]]) [[screw pump]]s to make it work, [[magma-safe]] floodgates and mechanisms, plus a big above-ground construction. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Marginal. But very cool.&lt;br /&gt;
&lt;br /&gt;
==Magma Highway==&lt;br /&gt;
Magma moves across the map annoyingly slowly, due to its thickness and lack of pressure.  But a tunnel several Z-levels high, with magma entering at the top, will flow much faster because the magma's '''falling''' in, not flowing in, and can expand on either Z-level before falling down.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:'''  Medium.  Not hard to make, but cutting open a multi-Z magmafall is [[fun]].&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:'''  Medium.&lt;br /&gt;
&lt;br /&gt;
==Magma Mausoleum==&lt;br /&gt;
This trick involves dripping water on to the middle of a magma pool until you have a column of obsidian, then channeling down into the obsidian ''more than'' one Z level, and putting a burial receptacle there.  This probably won't work in magma tubes or Volcanos since the created obsidian would fall into the bottomless pit.  The trick is getting the water to fall onto the magma in a controlled manner.  &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' High.  Requires certain resources from the start, plus lots of setup.  And your dwarves tend to erupt into dwarf steam occasionally.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' None, since an obsidian lined room with the exact same furniture somewhere else will please your nobles just as much.&lt;br /&gt;
&lt;br /&gt;
*Bonus:Put the coffin at least 20 floors down.&lt;br /&gt;
*Megabonus:Build it in a volcano if possible, and put the coffin at the very bottom of the map&lt;br /&gt;
&lt;br /&gt;
==Mass Cage Recycling System==&lt;br /&gt;
&lt;br /&gt;
Build a '''[[Mass pitting]]''' system to recycle your cage trap cages quickly.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Very easy. Requires basic digging and very little time.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Very. Keeps you from having to build cages before releasing monsters from them. With six hatches you can safely empty out 48 cages very quickly. You can build lots of cage traps without having to worry about emptying each cage individually. &lt;br /&gt;
   &lt;br /&gt;
*Bonus: Cover the floor of your pit with cage traps, creating a neverending cycle and giving your dwarves something to do during the long harsh summer when going outside is overly taxing on their stomachs.&lt;br /&gt;
&lt;br /&gt;
==Mega/Water Drowning Trap-Thing==&lt;br /&gt;
This is basically a channel above some pressurized water with a short tunnel leading to a door. The door needs to be connected to a lever somewhere in a safe part of the fortress. Position the door facing the main stairs into your fortress (for multiple stairs use multiple traps). When enemies come down the stairs, pull the lever and make them drown. (It helps to seal off the rooms).&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Medium. Needs flowing water under pressure and levers.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Medium. Depends on the size of your fortress/defences/amount of attackers. Works well with fire creatures to create a sauna.&lt;br /&gt;
&lt;br /&gt;
==Monumental Statue==&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Depends on how big you want the statue to be. If you are feeling really masochistic, cast it out of obsidian using magma and water.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' None.&lt;br /&gt;
&lt;br /&gt;
*Bonus: Make the statue hollow and have dwarves live inside it.&lt;br /&gt;
&lt;br /&gt;
==Moses Effect==&lt;br /&gt;
With enough pumps, you can pull water out of a square faster than it flows in. This can create a reverse waterfall, or a dry spot in the middle of a flowing river. The effect is like Moses parting the Red Sea.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Surprisingly easy. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' You can use this trick to create a waterfall or drowning chamber. It is also important if you want to pass through an [[Aquifer]], although that is far more difficult. The same trick can be used in lieu of a drawbridge, although its practicality as compared to the drawbridge is highly questionable.&lt;br /&gt;
&lt;br /&gt;
==[[Obsidian]] factory==&lt;br /&gt;
You need one reservoir of water, and one of magma. Mix, cool, mine, and repeat as necessary.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Medium. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Obsidian is 50% more valuable than [[flux]] and 3 times as valuable as ordinary stone, making it ideal for your [[mason]]s and [[stone crafter]]s. Done properly, it can also serve as a magma chamber ''and'' a drowning chamber.&lt;br /&gt;
&lt;br /&gt;
==Pit o' Doom==&lt;br /&gt;
Combine with an Execution Tower for maximum z-level executions! Traps which menace with spikes are a must.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low. You want it nice and deep though.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Dispose of prisoners, execute nobles, gruesome fatal injuries, laugh maniacally.&lt;br /&gt;
&lt;br /&gt;
==Pressure Washer==&lt;br /&gt;
A huge tower with floodgates at the bottom on one side. When opened, the pressurized water fires out and pushes anything in the way of the flow away. Depending on size, can be surprisingly powerful. You can see an example tower [http://mkv25.net/dfma/map-7485-griffonwind here.]&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Medium, construction technique takes some consideration. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Medium-High.  Tested in version .40d with 50 recruits standing in front of it when the floodgates opened, killed 46 of them, including ones not pushed into the pit.&lt;br /&gt;
&lt;br /&gt;
*Bonus: Fill it with Magma instead (though Magma doesn't pressurize).&lt;br /&gt;
&lt;br /&gt;
==Rehabilitation Centre==&lt;br /&gt;
Had any problems with dwarves charging brainlessly towards the enemy, getting slaughtered, and then starting a tantrum spiral that will destroy your fortress? Turn your prison into a luxurious room full of things that make dwarves happy. Add artifact furniture, beds, a booze stockpile, chains made of gold (or anything valuable,) a waterfall, creatures in cages, etc. Hopefully they will return to society as a happy, productive dwarf.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low-Medium. Acquiring valuable items and setting up the waterfall can be annoying sometimes. Also you need guards to actually put them in jail. And it can be a real pain when those ungrateful sobs destroy the nice furniture you give them.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' High. A tantrum spiral can quickly turn a productive fort of 200+ dwarves into a rioting fortress inhabited by a bunch of insane, miserable dwarves who spend their time punching people and breaking furniture. Don't let it happen to you.&lt;br /&gt;
&lt;br /&gt;
MegaDwarfBonus: Points for making every other dwarf drink water and sleep on cheap beds.&lt;br /&gt;
&lt;br /&gt;
==Road of the Damned==&lt;br /&gt;
Create a giant channel filled with spike traps, 10 tiles wide and going all the way from your fort to the map edge. Pave it over with crystal glass so traders can get that foreboding feeling that'll make them seal the deal without bargaining too hard!&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low-mid, depending on the rarity of crystal glass.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:'''Low. The same as a normal road.&lt;br /&gt;
&lt;br /&gt;
*Bonus: Spike a goblin on every trap!&lt;br /&gt;
&lt;br /&gt;
==Sectorized World==&lt;br /&gt;
Divide the world edges into multiple sectors and then gate access to each one separately. This allows you to protect your fortress from seiges whilst keeping access to most of the outside world and allowing most traders into and out of the fortress (those unfortunate enough to enter the world from the same direction as the seigers may be screwed, of course). For bonus points, build separate gateable access routes for each sector. For further bonus points, design your fortress so that you can simultaneously allow access to traders ''at the same time'' as seigers are exposed to your defensive mechanisms.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low, unless you allow separate access routes for each sector in which case high. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Moderate, increasing with each bonus you fill. Mostly for those who want to build the best possible defenses. Can also double as a means of easily trapping wild animals.&lt;br /&gt;
&lt;br /&gt;
==Self Destruct Lever==&lt;br /&gt;
A mechanism that, for example, could flood your fort with magma, or release a trapped megabeast. For bonus points, build the whole fort on a single [[support]]. &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Very high. Extremely fun. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Could serve as kind of a last revenge on a goblin siege, but also highly amusing. If done properly it can make reclaim easier.&lt;br /&gt;
&lt;br /&gt;
==[[Swimming]] pool==&lt;br /&gt;
It's a reservoir that fills to 4/7 exactly. Station soldiers inside, lock them in, and fill. This way they gain [[swimming]] skill. &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low. It's just a pair of reservoirs. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' The swimming skill is only slightly useful. This is most useful if the entrance to your fort has narrow walkways/moats surrounded by water, and you station your soldiers there.  It does help gain attributes though. Though if you utilize a '''H'''ydraulic '''E'''levation and '''L'''owering '''P'''latform, this is a priceless necessity.&lt;br /&gt;
&lt;br /&gt;
==Underground Forest==&lt;br /&gt;
Break into an underground cavern, make some muddy floors over a big area and wait.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Medium - need to dig out a suitably large area, then find a way of introducing water to the area and subsequently draining or evaporating it.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Depends on size (bigger is better) as well as proximity to wood stockpiles. A tree farm outside the caverns can grow trees from all 3 layers, and you'll never have to worry about hostile creatures threatening your wood cutters.&lt;br /&gt;
&lt;br /&gt;
==Underground Perpetual Motion Power Plant==&lt;br /&gt;
Combine with a use for the power and you either have an awesome setup, or a ticking time bomb.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' High.  Maintaining the correct water level is annoying difficult at times. Note: Incredibly easy with an aquifer.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Depends on size of plant and what it's connected to.  Also useful as a puzzle for adventurers.&lt;br /&gt;
&lt;br /&gt;
==Underwater Statue room==&lt;br /&gt;
A simple room filled with statues that just also happens to be flooded. Simply dig a room near to a water source smooth and engrave the walls and floors than fill with statues. Dig a tunnel to the water source and a separate escape route. seal both off with floodgates pull the levers in the right order and bam! underwater statue room. For added effect make the meeting room a room directly above with a glass floor.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Absolutely positively none.&lt;br /&gt;
&lt;br /&gt;
*Bonus: Build it on area with trees and shrubs; make walls from ice or use windows; fill it with fish and merfolk; now you'll get a big aquarium&lt;br /&gt;
&lt;br /&gt;
*Note: It doesn't count if you accidentally flood your fortress and wind up with one of these.  It does count if one of your nobles has an unfortunate accident in their sculpture garden.&lt;br /&gt;
&lt;br /&gt;
==U.R.I.S.T. Artificial Intelligence==&lt;br /&gt;
Basically, a dwarf in a bunker that controls your fortress. Being that there are no supercomputers in DF at the moment, we'll have to use the closest substitute, a dwarf. Seal your dwarf in a room full of levers that activate various floodgates, bridges, doors, hatch covers, traps, etc. Make sure this room has no exits or entrances, but it needs a luxurious bedroom and dining area, and you must include a chute for dropping in &amp;lt;s&amp;gt;food&amp;lt;/s&amp;gt; biomass and &amp;lt;s&amp;gt;alcohol&amp;lt;/s&amp;gt; coolant fluid. Profile the levers so that they can only be used by the A.I. dwarf.&lt;br /&gt;
&lt;br /&gt;
It would be a good idea to make the system into two rooms. The food/drink/bed room and the lever room. Should you need to add more levers, you can lock the A.I. dwarf outside the lever room and have your mechanics set up more levers without interacting with or releasing the A.I.&lt;br /&gt;
&lt;br /&gt;
You can make the lodging room suited for the particular dwarf by adding furniture made from their favorite materials, and smoothing and engraving everything. Use quantum stockpiling to give them 10+ years of food and drink. Make sure the A.I. is unable to communicate with other dwarves. His/her mood must not be affected by the deaths of the walking meat-bags who tried to befriend him/her. &lt;br /&gt;
&lt;br /&gt;
In order to ensure that your A.I. doesn't find sleep interfering with crucial lever pulling, you might consider incorporating an alarm clock. If a goblin siege turns up on your doorstep, a single external lever to dump 7/7 of water on the sleeping A.I. might well save your fortress (and is so much cooler than having backup levers in your meeting hall).&lt;br /&gt;
&lt;br /&gt;
Alternately, you may use a vampire dwarf, which saves the need for an alarm (as they do not sleep), as well as the food stockpile.&lt;br /&gt;
&lt;br /&gt;
You must also make a snazzy/lame acronym name for your AI, here are some examples: &lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;U.R.I.S.T. - '''U'''nderground '''R'''easonably '''I'''ntelligent '''S'''ettlement '''T'''echnologist&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;H.A.L. - '''H'''airy '''A'''lternate '''L'''ifeform&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;D.O.S. - '''D'''warf '''O'''perating '''S'''ystem &lt;br /&gt;
&amp;lt;li&amp;gt;N.O.B.L.E. - '''N'''arcissistic '''O'''bnoxious '''B'''oastful '''L'''aughable '''E'''xcrement &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;M.A.G.M.A. - '''M'''assively '''A'''lcoholic '''G'''ear-'''M'''achine '''A'''ssembly&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;A.R.M.O.K. - '''A'''ll-'''R'''eaching '''M'''achine '''O'''f '''K'''illing&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;A.S.S. - '''A'''lmost-autonomous '''S'''ystems '''S'''elector&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;D.I.E.D. - '''D'''edicated '''I'''rrigation and '''E'''verything else '''D'''warf(s)&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;D.O.R.F. - '''D'''oes '''O'''rders '''R'''ather '''F'''ast&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;G.L.A.D.O.S. - '''G'''enetic '''L'''ifeform and '''D'''warf '''O'''perating '''S'''ystem&lt;br /&gt;
&amp;lt;li&amp;gt;P.O.A.T.O.     '''P'''ossibly '''O'''rganic '''A'''live '''T'''rash '''O'''mitted&lt;br /&gt;
&amp;lt;li&amp;gt;D.O.M.E.S. - '''D'''warf '''O'''perated '''M'''echanics and '''E'''ngineering '''S'''ystem&lt;br /&gt;
&amp;lt;!-- Feel free to add your own AI names --&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Medium. Setting up all the levers and lodgings can be a micromanagement hassle. Further research is required as to how well the A.I. will fit into a dwarven economy.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' High. Having a dwarf dedicated to pulling levers will ensure that they are pulled on time. Additionally, you will have a constantly-ecstatic dwarf who is virtually invulnerable to all threats. Should your fortress be slaughtered by invaders or drowned by flooding or tantrum spiraled, your fortress will be preserved until more migrants arrive, or the AI runs out of food.&lt;br /&gt;
&lt;br /&gt;
===D.O.S.T.N.G.O.S.P.===&lt;br /&gt;
&lt;br /&gt;
Dwarven Organic Switch Toggle, Neutered Gastrectomied Overpersistent Sober Prisoner.  Goblins have several advantages over dwarves in the lever pulling department: they live forever, do not breed or tantrum, and need not eat, drink, or sleep.  Seal one or more goblins in your supercomputer complex, and use their predictable pathing in combination with instantly lockable doors and pressure plates to make dwarven lever pulling a thing of an older, less advanced era.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Medium.  While goblin pressure plate runners require more space than dwarven lever pullers, once their room is set up, it's done, and easily copied for the next one.  With only one goblin, you'll need a pressure plate for every possible combination of lever states, but it's easy to add more goblins instead.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' High.  Instant response time (&amp;lt;50 ticks is possible) can make lever worries a thing of the past.  D.O.S.T.N.G.O.S.P. requires absolutely no maintenance once set up.  Unlike with the U.R.I.S.Ts of the previous generation, modern POW-based computing is never held hostage to eating, drinking, or breaks.  Stay tuned for the next-generation C.A.C.A.M.E.!&lt;br /&gt;
&lt;br /&gt;
==Vomitorium==&lt;br /&gt;
Prevents [[cave adaptation]]. It's like the greenhouse, only instead of a farm, it's a [[meeting hall]] or [[barracks]]. Since you can't build [[table]]s or [[bed]]s outside, build the room and [[channel]] down to it.  Variant: above-ground statue garden or zoo.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Low. Make sure to wall the pit in or it will become very [[Fun]] once [[goblin]] archers become involved.&lt;br /&gt;
&lt;br /&gt;
==Watervator==&lt;br /&gt;
By creating a vertical &amp;quot;'''H'''ydraulic '''E'''levation and '''L'''owering '''P'''latform&amp;quot; chamber, or HELP (so named for the cries of the passenger dwarf) with lever controlled water levels, you can move a dwarf up several z-levels without any stairs. All it takes is the dwarf's ability to swim up to the surface of the water to breathe.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Medium. Moderate possibility of Fun by way of flooding your fortress. Any dwarves that can't swim will instead experience Fun when using the Watervator. The actual construction time and resource usage is very low. Using the Watervator often leads to unhappy thoughts about drowning&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Low to Medium. The Watervator requires manual micromanaging, while stairs do not. On the other hand, it can be used to create a pathway that most &amp;lt;s&amp;gt;Dwarves&amp;lt;/s&amp;gt; enemies will simply be unable to use. Those that can would still be doing so at great risk of drowning or falling to their death. It is recommend that with the exception of the entrance you use stairs.&lt;br /&gt;
&lt;br /&gt;
*MegaDwarfBonus:Utilize trained fish.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Category|Design}}&lt;/div&gt;</summary>
		<author><name>Aquillion</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Road&amp;diff=183003</id>
		<title>v0.34:Road</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Road&amp;diff=183003"/>
		<updated>2013-03-31T06:48:58Z</updated>

		<summary type="html">&lt;p&gt;Aquillion: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|18:26, 8 November 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A '''road''' is a construction that paves over a large section of flat terrain. Roads are most commonly used to give [[caravan|caravans]] a reliable path to your fortress from the map's edge.  They are not strictly necessary, as a wagon is entirely capable of making its way over dirt or grass provided a 3-wide path exists the entire way; but without a road, you run the risk of trees growing in positions that prevent a wagon from squeezing through. A dwarf with the [[Architect]] labor must haul any materials to the site and design the structure before it can be finished by any available dwarf.&lt;br /&gt;
&lt;br /&gt;
'''Dirt roads''' ({{k|b}} - {{k|O}}) can be constructed for free on any soil, removing mud and other contaminants, and removing [[shrub]]s and [[tree]]s and preventing new ones from growing. However, they wear away over time, and have to be reconstructed periodically. Depending on the size of the road, this can be a hassle.&lt;br /&gt;
&lt;br /&gt;
'''Paved roads''' ({{k|b}} - {{k|o}}) can be constructed with any building material, including [[stone]], [[block]]s, [[wood]] and metal [[bars]]. These roads are permanent, and use less material than paving the same space with constructed [[floor]]s. To avoid the hassle of long-distance hauling, it is advisable to place a [[stockpile]] near the desired site for your architect to get materials from. Broken bolts do not show up on tiles with paved roads, so paving your archery ranges can keep them looking neat.  The number of units of material needed to construct a road is given by one fourth the number of tiles the road would cover plus one ( Tiles/4 + 1 ); this is not reduced by unpavable areas such as walls and statues. &lt;br /&gt;
&lt;br /&gt;
Paved Roads cannot be built over water (except 'Brooks'). They can, however, be built ontop of 'Ice Walls' (i.e. frozen water), but will fully deconstruct themselves if the Ice Walls they're built on thaw out. A simple work-around is to build constructed floors ( {{k|b}} - {{k|C}} - {{k|f}}) ) over the water, which you can (but don't have to) then pave over. A [[bridge]] may also work, providing the body of water is no more than 20 squares wide.&lt;br /&gt;
&lt;br /&gt;
Building with stone blocks instead of natural stone results in Smooth paved roads instead of Rough paved roads.&lt;br /&gt;
== World Gen Roads ==&lt;br /&gt;
During [[world generation]], roads are created connecting [[Human]] towns.  In the past, sufficiently powerful Dwarven and Goblin civilizations also created underground roads connecting their sites, which could be discovered in caverns after embark.&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;/div&gt;</summary>
		<author><name>Aquillion</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Road&amp;diff=183002</id>
		<title>v0.34:Road</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Road&amp;diff=183002"/>
		<updated>2013-03-31T06:45:59Z</updated>

		<summary type="html">&lt;p&gt;Aquillion: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|18:26, 8 November 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A '''road''' is a construction that paves over a large section of flat terrain. Roads are most commonly used to give [[caravan|caravans]] a reliable path to your fortress from the map's edge.  They are not strictly necessary, and wagon is entirely capable of making its way over dirt or grass provided a 3-wide path exists the entire way; but without a road, you run the risk of trees growing in positions that prevent a wagon from squeezing through. A dwarf with the [[Architect]] labor must haul any materials to the site and design the structure before it can be finished by any available dwarf.&lt;br /&gt;
&lt;br /&gt;
'''Dirt roads''' ({{k|b}} - {{k|O}}) can be constructed for free on any soil, removing mud and other contaminants, and removing [[shrub]]s and [[tree]]s and preventing new ones from growing. However, they wear away over time, and have to be reconstructed periodically. Depending on the size of the road, this can be a hassle.&lt;br /&gt;
&lt;br /&gt;
'''Paved roads''' ({{k|b}} - {{k|o}}) can be constructed with any building material, including [[stone]], [[block]]s, [[wood]] and metal [[bars]]. These roads are permanent, and use less material than paving the same space with constructed [[floor]]s. To avoid the hassle of long-distance hauling, it is advisable to place a [[stockpile]] near the desired site for your architect to get materials from. Broken bolts do not show up on tiles with paved roads, so paving your archery ranges can keep them looking neat.  The number of units of material needed to construct a road is given by one fourth the number of tiles the road would cover plus one ( Tiles/4 + 1 ); this is not reduced by unpavable areas such as walls and statues. &lt;br /&gt;
&lt;br /&gt;
Paved Roads cannot be built over water (except 'Brooks'). They can, however, be built ontop of 'Ice Walls' (i.e. frozen water), but will fully deconstruct themselves if the Ice Walls they're built on thaw out. A simple work-around is to build constructed floors ( {{k|b}} - {{k|C}} - {{k|f}}) ) over the water, which you can (but don't have to) then pave over. A [[bridge]] may also work, providing the body of water is no more than 20 squares wide.&lt;br /&gt;
&lt;br /&gt;
Building with stone blocks instead of natural stone results in Smooth paved roads instead of Rough paved roads.&lt;br /&gt;
== World Gen Roads ==&lt;br /&gt;
During [[world generation]], roads are created connecting [[Human]] towns.  In the past, sufficiently powerful Dwarven and Goblin civilizations also created underground roads connecting their sites, which could be discovered in caverns after embark.&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;/div&gt;</summary>
		<author><name>Aquillion</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Adventure_mode_quick_start&amp;diff=164835</id>
		<title>v0.34:Adventure mode quick start</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Adventure_mode_quick_start&amp;diff=164835"/>
		<updated>2012-02-24T04:04:26Z</updated>

		<summary type="html">&lt;p&gt;Aquillion: /* Race and Civilization */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Masterwork|15:23, 17 April 2011 (UTC)}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; margin:1.5em&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This guide provides step-by-step instruction for those who have never played Dwarf Fortress in '''Adventure Mode''' before. It assumes that you have already installed the game and can navigate the menus on your own, but no significant knowledge of how to play Fortress Mode is required.&lt;br /&gt;
&lt;br /&gt;
Read the full [[adventure mode]] documentation for additional detail.&lt;br /&gt;
&lt;br /&gt;
= Common UI Concepts =&lt;br /&gt;
&lt;br /&gt;
{{KeyConventions}}&lt;br /&gt;
&lt;br /&gt;
= World Generation =&lt;br /&gt;
&lt;br /&gt;
Some custom worlds which are interesting for fortress mode may be annoying for adventure mode for various reasons such as few civilizations, low population, certain races not existing, lack of access to metals, or history being so far advanced that many fortresses and towns have been abandoned.&lt;br /&gt;
&lt;br /&gt;
For your first game it's best to start with a generic world to avoid potential problems. You can come back to an existing world once you have the hang of things.&lt;br /&gt;
&lt;br /&gt;
See [[World generation]] if you need help with world generation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|titlebg=#0a0|For your first game...|'''Generate a world using''' {{DFtext|Create New World!}} '''with:'''&lt;br /&gt;
* {{DFtext|World Size}} is {{DFtext|Medium|3:1}}&lt;br /&gt;
* {{DFtext|History}} is {{DFtext|Short|3:1}}&lt;br /&gt;
* {{DFtext|Number of Civilizations}} is {{DFtext|High|3:1}}&lt;br /&gt;
* {{DFtext|Number of Sites}} is {{DFtext|High|3:1}}&lt;br /&gt;
* {{DFtext|Number of Beasts}} is {{DFtext|Medium|3:1}}&lt;br /&gt;
* {{DFtext|Natural Savagery}} is {{DFtext|Medium|3:1}}&lt;br /&gt;
* {{DFtext|Mineral Occurrence}} is {{DFtext|Frequent|3:1}}&lt;br /&gt;
These settings should help avoid the aforementioned problems.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
= Character Creation =&lt;br /&gt;
&lt;br /&gt;
== Race and Civilization==&lt;br /&gt;
{{TipBox2|titlebg=#0a0|float=right|For your first game...|'''Select Human of some civilization (not outsider).'''}}&lt;br /&gt;
The first step in starting an [[adventure mode]] game is to choose the race (and civilization) of your adventurer. All three races can complete the same quests.&lt;br /&gt;
&lt;br /&gt;
*'''Civilized Humans''' begin with bronze or iron weapons and can use any of the items sold by shopkeepers (who, for the time being, are only found in human towns and only sell human-sized clothing/armor). They also start with the widest variety of weapon skills. This is probably the best race to use when starting out.&lt;br /&gt;
&lt;br /&gt;
*'''Human Outsiders''' can only start with Spear User and Knife User as weapon skills, and they cannot start with Armor User or Shield User. They also start out literally naked with no clothing.&lt;br /&gt;
&lt;br /&gt;
*'''Dwarves''' have the advantage of being able to go into a [[Martial trance|martial trance]] when fighting multiple foes at once. They are the only race which can start with steel weapons, but they wear &amp;quot;small&amp;quot; sized clothing (like goblins and elves) which means that they're unable to wear human clothing and armor found in shops.&lt;br /&gt;
&lt;br /&gt;
*'''Elves''' start with very weak wooden weapons and have a more limited list of weapon skills during character creation. They have the advantage that they have higher natural speed. Like dwarves they wear small sized clothing so will have the same problem finding suitable armor in shops.  Finally, while this is of limited benefit, they are at peace with the wilderness and therefore will never be attacked by wild animals.&lt;br /&gt;
&lt;br /&gt;
== Status ==&lt;br /&gt;
{{TipBox2|titlebg=#0a0|float=right|For your first game...|'''Select Demigod as your status.''' Even as a demigod you will probably die anyway.}}&lt;br /&gt;
You can then choose to start as either a '''Peasant''', '''Hero''' or '''Demigod'''. Each offers progressively more points to spend on attributes and skills. These three options essentially amount to how difficult it is to get started, so to make things easier for your first game you may want to just pick &amp;quot;demigod&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Starting Attributes ==&lt;br /&gt;
These are the attributes you start with. They will go up as your skills increase which means that many of them can be raised in game, sometimes rather easily. '''Agility''', '''Toughness''', and '''Strength''' are probably the most important, in that order. '''Endurance''' keeps a character from getting exhausted too quickly in battle, and '''Social Awareness''' increases the number of followers you can have at one time.&lt;br /&gt;
&lt;br /&gt;
Other attributes to keep in mind in the future: '''Focus''' helps with Archer, Observer, and Ambusher. '''Willpower''' helps characters resist exertion/pain effects. '''Spatial Sense''' helps combat skills. '''Kinesthetic Sense''' helps with most skills involving any movement at all. These are less important to start out with, though, because they can be raised by doing various things in game, some of which are explained in the [[#Tips|tips]] section.&lt;br /&gt;
&lt;br /&gt;
Some attributes like Musicality are currently completely useless.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|titlebg=#0a0|For your first game...|'''Select the following attributes:'''&lt;br /&gt;
&lt;br /&gt;
* High '''Strength'''&lt;br /&gt;
* Superior '''Agility'''&lt;br /&gt;
* Superior '''Toughness'''&lt;br /&gt;
* High '''Endurance'''&lt;br /&gt;
* Above Average '''Social Awareness'''&lt;br /&gt;
&lt;br /&gt;
The others are either less important, easier to raise by doing things in game, or totally useless. Note that you won't have enough attribute points to increase all of these unless you set status to Demigod.&lt;br /&gt;
&lt;br /&gt;
Later you may find that you want to start with different attributes, but these are a good safe starting point. For example, you may find that later you don't care about the extra follower from Social Awareness and want to increase Spatial Sense or something instead, but for purposes of getting through this tutorial alive the extra follower will help.}}&lt;br /&gt;
&lt;br /&gt;
Read up on [[Attribute|attributes]] for more information.&lt;br /&gt;
&lt;br /&gt;
== Starting Skills ==&lt;br /&gt;
These are what you start out with for skills, though you can increase them and develop others by doing things in game. The most important in the beginning are a specific melee weapon skill (such as '''Swordsman'''), and defensive skills like '''Shield User''', '''Armor User''', and '''Dodger'''.&lt;br /&gt;
&lt;br /&gt;
Defensive skills are absolutely critical if you don't want to die instantly. (See [[Fighter|combat skills]] for more info.) '''Observer''' is important for avoiding ambushes, which often mean instant death if sleeping, and '''Swimmer''' helps to avoid drowning. Others such as Fighter are useful but increase rather easily on their own in game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|titlebg=#0a0|For your first game...|'''Select the following starting skills:'''&lt;br /&gt;
&lt;br /&gt;
* Skilled '''Swordsman''' (feel free to substitute a different melee weapon skill for this)&lt;br /&gt;
* Competent '''Observer'''&lt;br /&gt;
* Adequate '''Swimmer'''&lt;br /&gt;
* Proficient '''Shield User'''&lt;br /&gt;
* Proficient '''Armor User'''&lt;br /&gt;
* Proficient '''Dodger'''&lt;br /&gt;
&lt;br /&gt;
The rest of the skills are relatively easy to raise in game or aren't that important at the beginning. Note that you won't have enough skill points to select all of these unless you previously selected Demigod as your status.&lt;br /&gt;
&lt;br /&gt;
As with attributes, you may later find that you want to experiment with different skill point allocations, but these are some good safe starting choices for purposes of getting through the tutorial.}}&lt;br /&gt;
&lt;br /&gt;
Read up on [[Skill|skills]] for more information.&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
{{TipBox2|titlebg=#0a0|float=right|Key Reference|Most of the key commands you will need are noted in the text, but refer to the [[Adventure Mode quick reference|quick reference]] guide if you need to look up the key for a particular action.}}&lt;br /&gt;
Your name and gender don't impact your character's ability, so feel free to do whatever you want with those.&lt;br /&gt;
&lt;br /&gt;
= Gameplay =&lt;br /&gt;
Once you have finished character creation, hit the {{k|Esc}} key at any time and select {{DFtext|Save Game}} to save your game. You can then come back to it later by using the {{DFtext|Continue Playing}} option in the main menu.&lt;br /&gt;
&lt;br /&gt;
== Setting Off ==&lt;br /&gt;
[[File:adventurer-talking.png|thumb|400px|Talking to someone.]]&lt;br /&gt;
&lt;br /&gt;
You will usually start your adventure near a peasant hut. You can ask nearby commoners, using the {{k|k}} key, if you may be of any {{DFtext|Service|3:1}}. They will then inform you of any problems their locality is suffering from, giving you a quest. In the beginning this usually means killing a nearby bandit.&lt;br /&gt;
&lt;br /&gt;
'''Walk into a hut, talk to a commoner, and get a quest.''' Feel free to ask some commoners to {{DFtext|Join|3:1}} you if you want though most of them will refuse. Soldiers will make better companions anyway.&lt;br /&gt;
&lt;br /&gt;
== Fast Travel ==&lt;br /&gt;
{{TipBox2|titlebg=#a00|float=right|Alone in the dark...|'''Avoid traveling in the wilderness at night, particularly when you are alone.'''}}&lt;br /&gt;
[[Image:adventurer-fast-travel.png|thumb|400px|Fast Travel screen. A fort is on the west side, and a town is on the east side of the map. The regional map is displayed on the far right.]]&lt;br /&gt;
So far you've been traveling around at normal scale, but this can be very slow for traveling between geographical regions.&lt;br /&gt;
&lt;br /&gt;
Using {{k|T}} will open the fast-travel screen and enable you to roam the land very quickly. Notice the uppermost bar indicating the position of the sun.&lt;br /&gt;
&lt;br /&gt;
Use {{k|m}} to open a zoomed-out overview map to further help you navigate.&lt;br /&gt;
&lt;br /&gt;
== Finding Some Muscle ==&lt;br /&gt;
Much of the time, especially at the beginning, you need some companions to watch your back. The best place to find some is at a fortress. When in the fast-travel screen, press {{k|m}} to bring up the region map. Fortresses on the region map appear as small circles (marked as O on the map) and look like large buildings on the fast travel map.&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|titlebg=#a00|float=right|No companion left behind...|When fast-traveling, make sure that all of your companions are near you or some may be left behind.}}&lt;br /&gt;
Move next to the entrance of a fortress and hit {{k|&amp;gt;}} to exit fast travel. Now move toward the fortress and you'll soon encounter the wall. You may need to walk around a bit to find the entrance. Once inside, if the fortress is not abandoned, you will find soldiers milling around. Use {{k|k}} to talk to them and ask them to {{DFtext|Join|3:1}} you. At first you will only be able to get three followers but this is enough for now.&lt;br /&gt;
&lt;br /&gt;
If the fortress is abandoned, leave and try another one.&lt;br /&gt;
&lt;br /&gt;
Walk some distance away from the fort and go back to the fast travel screen with {{key|T}}.&lt;br /&gt;
&lt;br /&gt;
== Getting Some Rest ==&lt;br /&gt;
{{TipBox2|titlebg=#a00|float=right|Going bump in the night...|'''Beware of sleeping in the wilderness at night!'''  If you have to sleep outside, only do so if you have companions. Even if you do have companions, it will usually be better to travel drowsy until you reach a fort or town where it's safe to sleep.}}&lt;br /&gt;
At this point you may have traveled enough that your character is tired. When your adventurer becomes tired, as indicated by the {{DFtext|Drowsy|3:0}} attribute, it's time for some sleep. Move to a settlement of some sort, go into a building, and use the {{k|Z}} key to bring up the sleep menu. &lt;br /&gt;
&lt;br /&gt;
If you are in a private house, you must first ask the owner for permission before you can sleep. If a commoner is blocking you from entering his home, use the {{k|s}} key to crawl under his legs, and then the same key to stand back up.&lt;br /&gt;
&lt;br /&gt;
== Finding Your Target ==&lt;br /&gt;
Use {{k|Q}} to bring up the quest screen. Using the {{k|+}} and {{k|-}} keys, you can scroll through the quests displayed on the right. Pressing {{k|z}} will zoom in on the current quest target, showing you the quickest path to reach it. The quest menu can also be used to pinpoint the location of many other useful sites and entities.&lt;br /&gt;
&lt;br /&gt;
Fast travel toward the location where your target is. When you get close, go back to the quest screen, hit {{k|z}} and you should get a more detailed map of exactly where to go. Once you are in the right spot, hit {{k|&amp;gt;}} to exit fast travel mode.&lt;br /&gt;
&lt;br /&gt;
In the upper-left corner of the screen you will now see a box with a list of icons and an abbreviation for a direction such as {{DFtext|NNE}} (north northeast). One of these will be marked with {{DFtext|TSK|3:1}} and that is your target. Continue to move in the indicated direction until you find the target that you're supposed to kill.&lt;br /&gt;
&lt;br /&gt;
== Fighting ==&lt;br /&gt;
{{TipBox2|titlebg=#a00|float=right|Bandits|Note that the target of your first quest may be in a camp (looks like {{Tile|{{DB}}|6:0:1}}) surrounded by henchmen. Make sure to approach carefully and when you see one of them, let them come to you and let your companions attack first.}}&lt;br /&gt;
'''If you attempt to kill the target(s) of your first quest with neither companions nor armor then you are very likely to die.''' Therefore, before proceeding make sure you have friends with you. If you do, you shouldn't need armor if you let them do most of the fighting.&lt;br /&gt;
&lt;br /&gt;
As you may have noticed by now, combat in Dwarf Fortress is quite complex compared to other games, so this section is kind of long. Please read it carefully though.&lt;br /&gt;
&lt;br /&gt;
=== Movement and Positioning ===&lt;br /&gt;
When approaching a target it's usually best to wait using {{k|.}} to skip turns once you get close and let your target come to you so you can get the first shot on them. Positioning can be important because you don't want to let enemies attack you from the side or behind (!) and you should also try to move so that you're never fighting more than one opponent at a time.&lt;br /&gt;
&lt;br /&gt;
If you find yourself being shot at with ranged weapons, put a tree, hill, or other terrain feature between you and the archer and wait for some melee equipped opponents to come to you. Your followers will probably not be so smart though.&lt;br /&gt;
&lt;br /&gt;
For your first fight, you may want to let your companions take the lead anyway though as you won't have any decent armor yet. Press {{k|.}} to skip turns if you want to wait in one spot and let your friends advance and soften up some enemies first. If one of your companions dies, no big deal. You can just take his stuff by pressing {{k|g}} then get another follower later. If they die and you're outnumbered, just run away and come back later with new companions.&lt;br /&gt;
&lt;br /&gt;
If you want to be useful while sitting back and letting your friends charge in first, use {{k|t}} to throw objects such as rocks (freely available on many outdoor tiles by pressing {{k|g}}) at your opponent.&lt;br /&gt;
&lt;br /&gt;
=== Attacking Effectively ===&lt;br /&gt;
{{TipBox2|titlebg=#0a0|float=right|Don't expect it to be easy...|If you're finding your first quest too difficult, and you manage to escape with your life, you can ignore the quest for a while, replace any dead followers, go ask NPCs about Surroundings, and try to find an easier camp or lair to attack. When you kill whatever &amp;quot;boss&amp;quot; is there, even if it not part of a quest, you can still go brag about it, raise your fame, get more followers, and then go back to the original quest. You can also just ask different people in different towns for different quests and perhaps find an easy one like killing a leopard.}}&lt;br /&gt;
To attack, you can simply use a directional key to move your character as if to collide with your target. More effective though is pressing {{k|Shift}}+{{key|A}} when directly adjacent to a target in order to target specific body parts.&lt;br /&gt;
&lt;br /&gt;
At first your skills obviously won't be that great, so it's important to make targeted shots using {{k|Shift}}+{{k|A}}. Take the '''Easy''' strikes that are also '''Solid''' even if they target arms or legs. At first you're going to want to target limbs anyway because you're much less likely to be able to one-shot enemies with a blow to the head and you want to render them harmless as quickly as possible. If you get an '''Easy''' or '''Tricky''' shot to the head that is also relatively '''Solid''', you might want to take it though. If every shot is difficult except for a body shot, take the body shot.&lt;br /&gt;
&lt;br /&gt;
Taking out an arm or hand can disarm your foe, cutting off a foot or leg will knock the opponent down and severely limit their movement, and anything causing severe pain can cause the opponent to lose consciousness making a followup headshot very easy. Cutting off weapon arms and a leg means they're almost as good as dead, so take note of what will most easily neutralize the threat before killing it. You may want to ignore such disabled opponents for a while and help your companions disable uninjured enemies.&lt;br /&gt;
&lt;br /&gt;
For armored areas, either avoid attacking them or attempt stabbing or blunt force rather than slashing.&lt;br /&gt;
&lt;br /&gt;
'''Frequently your weapon will get &amp;quot;lodged in the wound&amp;quot; making it unavailable for another attack until you free it.''' To free the weapon, use the directional keys to move either toward your opponent or step away/sideways.&lt;br /&gt;
&lt;br /&gt;
'''When your weapon is lodged in an opponent, they are unable to dodge.''' If you have another weapon, then getting 1 weapon lodged is extremely beneficial as you can then proceed to kill/neutralise your opponent without worrying about them dodging. However, they are still able to parry, and you are still able to miss. Remember - counterattacks are the most deadly attacks. If you want to attack an opponent in a diffuclt place, then don't - it's not worth the risk.&lt;br /&gt;
&lt;br /&gt;
== Looting ==&lt;br /&gt;
Once your targets are dead, take their stuff using the {{k|g}} key. Immediately use {{k|w}} to wear any armor or clothing you gain. Decapitated heads can be left behind.&lt;br /&gt;
&lt;br /&gt;
When walking around, use the {{k|g}} key to pick up any equipment or item lying on the ground. These will then be added to your inventory {{k|i}}. Items may be sold later on to a shop at a nearby town (not hamlet).&lt;br /&gt;
&lt;br /&gt;
== Completing Quests ==&lt;br /&gt;
Once you complete your first quest, you can talk to any hamlet, town or fortress dweller to spread the news of your success. Though your quest log will direct you there, it is not necessary to return to the individual who gave you the quest to report your success.&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|titlebg=#0a0|float=right|Small army...|For now, always recruit the maximum number of companions. Later you may find that you don't need as many, though you'll usually need at least a few.}}&lt;br /&gt;
Each time you report your success, your level of fame will increase. Once your fame has risen, more mighty warriors may want to join you on your way to glory. They can be recruited at fortresses or among the common peasants. Your companions will greatly increase your chances of survival and adventurers who care about such things should drop by the nearest fortress as quickly as possible.&lt;br /&gt;
&lt;br /&gt;
== Checking Things Out ==&lt;br /&gt;
At any time, use the {{k|z}} key to display your status. This can be used to look for any scratches, bruises or missing limbs.&lt;br /&gt;
&lt;br /&gt;
To check on the status of your companions, use the {{k|c}} key to get a list of them (specifically, the ones within visual range) and a summary of their conditions, then press the key corresponding to the one you want to view up close. Alternatively, you can use the {{K|l}} key, which can also be used to look at any other item or creature within your range of vision.&lt;br /&gt;
&lt;br /&gt;
You may equip any items that you find or buy using the {{k|w}} key. If you are wearing too many items in an existing location, items must first be removed using the {{k|r}} key. To swap weapons you should {{k|d}}rop the equipped weapon first, or {{k|p}}ut it in your backpack, then {{k|g}}et the new equipment from the ground or {{k|r}}remove it from your backpack.&lt;br /&gt;
&lt;br /&gt;
== Trading ==&lt;br /&gt;
{{TipBox2|titlebg=#a00|float=right|&amp;quot;Don't forget your stuff!&amp;quot;|Read the section on [[Adventure_mode#Trading_.28barter.29|Adventure Mode Trading]] because how trading works is not entirely obvious, especially the fact that you must manually pick up your change and whatever you buy.}}&lt;br /&gt;
Next you will probably want to sell of a bunch of junk you don't need and ideally buy some armor. To do this you'll need to find a shop.&lt;br /&gt;
&lt;br /&gt;
You can tell at a glance which towns have shops by looking for white roads in towns (rather than the yellow roads that are houses most of the time) on the travel map.&lt;br /&gt;
&lt;br /&gt;
To find shops, go stand on a white road tile on the fast travel screen then press {{k|&amp;gt;}}. Walk around a bit and you should find some huts with signs outside. These are shops. You can walk inside and talk to the residents just like anyone else, except that residents in shops will be willing to {{DFtext|Trade|3:1}} with you. Armor shops have a sign that looks like {{Tile|[|0:6:0}}.&lt;br /&gt;
&lt;br /&gt;
== What Next ==&lt;br /&gt;
The next thing you should do is work on getting a full set of armor unless you have been lucky enough to have already obtained one. You may want to go tromping around in the woods looking for animals to kill. Killing animals can be profitable because you can butcher their corpses with {{k|x}} and sell the products. Butcher and sell all animal corpses until you've managed to obtain a full set of metal armor. Meat is surprisingly valuable.&lt;br /&gt;
&lt;br /&gt;
You may need to visit several armor shops to find all the armor pieces you need.&lt;br /&gt;
&lt;br /&gt;
Somewhat more dangerous, but much more profitable, is attacking bandit camps. Just let followers do most of the fighting and concentrate on picking off severely wounded enemies until you get at least a helmet, body, and leg armor. And if some followers die, all the better. You can take their stuff and use or sell it.&lt;br /&gt;
&lt;br /&gt;
After you've armored up a bit, it's probably safe to go on the next quest. Get as many companions as you can and set off for your next target. You can also ask commoners about {{DFtext|Surroundings|3:1}} which can reveal lairs and other hidden sites on the map, but you should probably avoid any non-quest lairs in the beginning as lairs and such can have creatures that you won't be able to handle at this point.&lt;br /&gt;
&lt;br /&gt;
== After That ==&lt;br /&gt;
{{TipBox2|titlebg=#0a0|float=right|More Tips|See the [[Adventurer_mode#FAQ|Adventure mode FAQ]] for lots of tips and suggestions on how to avoid death and increase your skills.}}&lt;br /&gt;
Congratulations, you have graduated from adventurer school. You can now keep doing quests, explore random sites, go find and explore an old fort of yours in one of your existing worlds, get lost in the underworld, or whatever you feel like.&lt;br /&gt;
&lt;br /&gt;
You may want to read though the full [[adventure mode]] documentation to learn about things that weren't covered here.&lt;br /&gt;
&lt;br /&gt;
= Feedback =&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?topic=80637.0 Thread about this tutorial on the Bay12 Forums]&lt;br /&gt;
&lt;br /&gt;
{{Getting Started}}&lt;br /&gt;
{{Category|Adventurer mode}}&lt;br /&gt;
{{Category|Guides}}&lt;/div&gt;</summary>
		<author><name>Aquillion</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Kennel&amp;diff=164516</id>
		<title>v0.34:Kennel</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Kennel&amp;diff=164516"/>
		<updated>2012-02-21T07:38:29Z</updated>

		<summary type="html">&lt;p&gt;Aquillion: /* Train a War Dog */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}{{buggy}}{{Building|name=Kennel|key=k&lt;br /&gt;
|job= &lt;br /&gt;
1 of&lt;br /&gt;
* [[Animal training]]&lt;br /&gt;
* [[Trapping]]&lt;br /&gt;
|construction=&lt;br /&gt;
* [[Building material]] (non-[[economic]])&lt;br /&gt;
|construction_job=&lt;br /&gt;
1 of&lt;br /&gt;
* [[Animal training]]&lt;br /&gt;
* [[Small animal dissection]]&lt;br /&gt;
* [[Trapping]]&lt;br /&gt;
|purpose=&lt;br /&gt;
* Train Hunting Animals&lt;br /&gt;
* Train War Animals&lt;br /&gt;
* Capture [[Vermin]]&lt;br /&gt;
* [[Tame]] [[Vermin]]&lt;br /&gt;
* [[Tame]] [[cage]]d wild [[creature]]s&lt;br /&gt;
}}{{av}}&lt;br /&gt;
&lt;br /&gt;
A '''Kennel''' is a large 5x5 [[workshop]] for an [[animal trainer]]. To build a kennel you need one building material ([[wood]], [[stone]], [[metal]] [[bar]]) and a dwarf who has the [[animal training]], [[Animal dissector|small animal dissection]] and/or [[trapping]] [[skills]] enabled. &lt;br /&gt;
&lt;br /&gt;
''(Note that the '''[[labor]]''' associated with the [[skill]] &amp;quot;[[small animal dissection]]&amp;quot; (namely &amp;quot;Extract from a dead animal&amp;quot;) is used solely at a [[butcher's shop]].  But that '''skill''' is one of the three that can build a kennel, and is listed as such.  Just accept it.)''&lt;br /&gt;
&lt;br /&gt;
Training animals and taming vermin will automatically select an appropriate creature, while taming a caged wild animal will allow you to choose exactly which animal you wish to tame. &lt;br /&gt;
&lt;br /&gt;
While the kennel's menu only offers the option 'train a war dog', in fact a wide range of animals can be trained. Also note that the queued task indeed is named 'train war animal'. The same goes for 'train a hunting dog'.&lt;br /&gt;
&lt;br /&gt;
==Kennel Tasks==&lt;br /&gt;
===Train a Hunting Dog===&lt;br /&gt;
Requires: An [[Cage|uncaged]] '''tame''' animal with [TRAINABLE] or [TRAINABLE_HUNTING] and an [[animal trainer]].  Note that an animal that is in a pasture can only be trained if the kennel is also in the same [[pasture]].&lt;br /&gt;
&lt;br /&gt;
Hunting animals can be assigned ({{K|v}}-select dwarf-{{K|p}}-{{K|e}}) to follow a hunter and assist in the hunting process. They are faster and more agile than a regular tamed animal, but not as strong as a war animal and cannot be unassigned.&lt;br /&gt;
&lt;br /&gt;
Although the Kennel lists the job as &amp;quot;Train a Hunting Dog&amp;quot;, it becomes &amp;quot;Train Hunting Animal&amp;quot; once added and can train ''any'' permitted creature - see below for a complete list.&lt;br /&gt;
&lt;br /&gt;
===Train a War Dog===&lt;br /&gt;
Requires: An [[Cage|uncaged]] '''tame''' animal with [TRAINABLE] (or [TRAINABLE_WAR], although no such animals exist) and an [[animal trainer]]. [[Pasture|Pastured]] animals can only be trained if Kennel is located within their pasture.&lt;br /&gt;
&lt;br /&gt;
A war animal is stronger than its untrained counterpart. War dogs make excellent companions when starting a fortress, when you can't spare many dwarves for fighting.&lt;br /&gt;
&lt;br /&gt;
Like hunting animals, they can also be assigned to individual dwarves; combined with their strength, this makes them effective expendable bodyguards for any dwarf likely to see danger or who you feel is valuable enough to be worth protecting.  Even if they fail to defeat an attacker, they can often buy their charge time to escape or for additional reinforcements to arrive.&lt;br /&gt;
&lt;br /&gt;
Although the Kennel lists the job as &amp;quot;Train a War Dog&amp;quot;, it becomes &amp;quot;Train War Animal&amp;quot; once added and can train ''any'' permitted creature - see below for a complete list.&lt;br /&gt;
&lt;br /&gt;
===Capture a Live Land Animal===&lt;br /&gt;
Requires: An [[animal trap]] and a [[trapper]].&lt;br /&gt;
&lt;br /&gt;
Direct animal trappers to attempt to capture vermin in an animal trap. The trapper will carry an animal trap around the fortress and look for vermin to pounce on; then the trap will be hauled to an animal [[stockpile]]. Vermin caught through this job can be eaten or transferred to cages; they can be tamed now.&lt;br /&gt;
&lt;br /&gt;
===Tame a Small Animal===&lt;br /&gt;
Requires: An [[animal trainer]] and trapped vermin.&lt;br /&gt;
&lt;br /&gt;
This is used to tame vermin for adoption as pets or eaten if left alone.&lt;br /&gt;
&lt;br /&gt;
===Tame a Large Animal===&lt;br /&gt;
Requires: A [[Trap#Cage Trap|caged wild animal]], an appropriate piece of [[food]], and an [[animal trainer]].&lt;br /&gt;
&lt;br /&gt;
The animal trainer uses the food to tame wild [[creatures|animals]] not already domesticated, such as those caught in cage traps. Some creatures cannot be tamed until the [[dungeon master]] arrives. The dungeon master's [TRAIN_EXOTICS] tag is currently non-functional, so you will never be able to tame animals with the [PET_EXOTIC] tag. This may be worked around by editing the raws to make all [PET_EXOTIC] animals [PET] animals.&lt;br /&gt;
&lt;br /&gt;
Unlike other tasks, large animal taming allows you to select the exact creature you wish to tame. Putting the task on {{K|r}}epeat is mostly useless, as it will simply result in the same creature being re-tamed over and over, wasting food and potentially filling the cage with seeds, though it does provide a way to increase Animal Trainer [[experience]] with a limited supply of caged animals.&lt;br /&gt;
&lt;br /&gt;
Animals that are fed with food that leaves seeds will need to have the seeds {{K|d}}umped to allow the cage to be re-used in a cage trap. First loo{{K|k}} at the cage in your Animal [[stockpile]], then highlight the seed and press {{K|Enter}} to look at the seed, then press {{K|d}} to dump the seed. Cages are only re-used for cage traps when truly empty.&lt;br /&gt;
&lt;br /&gt;
==Trainable animals==&lt;br /&gt;
The following creatures can be trained into war animals or hunting animals:&lt;br /&gt;
{| border=&amp;quot;1px #AAA solid;&amp;quot; style=&amp;quot;text-align:center;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
|+style=&amp;quot;border:1px #AAA solid;background:#EEE;&amp;quot;|Titley bit could go here. &lt;br /&gt;
|-&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;background:#DDD;&amp;quot;| Animal&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;background:#DDD;&amp;quot;| Size&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;background:#DDD;&amp;quot;| Notes&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Dog]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|30,000&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|† ♪&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Mandrill]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|20,000&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|☼ †&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Gorilla]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|150,000&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|☼ †&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Grizzly bear]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|200,000&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|☼&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Polar bear]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|400,000&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|☼&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Gigantic panda]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|1,160,900&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|‼&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Elephant]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|5,000,000&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|‼&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Rhinoceros]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|3,000,000&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|‼&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Giant bat]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|200,000&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|♪ Hunting only&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Giant cave swallow]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|200,000&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|♪ Hunting only&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Giant eagle]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|200,000&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|☼ ♪&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Cheetah]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|50,000&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|♪&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Leopard]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|50,000 &lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|♪ &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Jaguar]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|75,000&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|♪ &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Lion]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|200,000 &lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|† ♪&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Tiger]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|225,000 &lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|† ♪&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Giant cheetah]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|560,000&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|♪ &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Giant leopard]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|560,000 &lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|♪ &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Giant jaguar]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|750,000&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|♪ &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Giant lion]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|1,700,000 &lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|♪ &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Giant tiger]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|1,900,000 &lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|☼ ♪ &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Roc]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|20,000,000&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|☼ ♪ [[Megabeast]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Dragon]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|25,000,000&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|☼ [[Megabeast]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
''☼ - These animals are a good choice for your army.''&amp;lt;br /&amp;gt;&lt;br /&gt;
''† - These animals are good choices for protecting important civilians, attacking dangerous creatures so the dwarf can escape.''&amp;lt;br /&amp;gt;&lt;br /&gt;
''♪ - These animals are good companions for hunters and marksdwarves.''&amp;lt;br /&amp;gt;&lt;br /&gt;
''‼ - These animals are a poor choice for training due to their voracious appetites for [[grass]].''&amp;lt;br /&amp;gt;&lt;br /&gt;
Remember to keep a breeding pair out of harm's way around if you want more of a particular animal, in case the ones in service somehow die.&amp;lt;br /&amp;gt;&lt;br /&gt;
It is reported possible to capture and tame water creatures if special care is used.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
* Wild animals can't be tamed with food bought from the embark screen or from caravans.  If no home-grown food is available, you'll get a &amp;quot;needs unrotten item&amp;quot; error. {{Bug|3667}}{{verify}}&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;/div&gt;</summary>
		<author><name>Aquillion</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Crossbow&amp;diff=164277</id>
		<title>v0.34:Crossbow</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Crossbow&amp;diff=164277"/>
		<updated>2012-02-19T07:23:55Z</updated>

		<summary type="html">&lt;p&gt;Aquillion: /* Crossbow Safety */ rm section -- not relevant to Dwarf Fortress, and potentially distracting!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|08:05, 27 September 2010 (UTC)}}{{av}}{{Buggy}}&lt;br /&gt;
&lt;br /&gt;
:''See [[Weapon]] for a general overview of weapons and related information.''&lt;br /&gt;
'''Crossbows''' can be made from [[wood]], [[bone]] or [[metal]]. Wooden and bone crossbows are made at a [[bowyer's workshop]] using the [[crossbow-making]] skill; metal crossbows are made at a [[metalsmith's forge]] using the [[weaponsmithing]] skill.&lt;br /&gt;
A dwarf will open fire at a range of '''20''' tiles, but the bolts may travel further and hit something by accident.&lt;br /&gt;
&lt;br /&gt;
== Crossbows in Ranged Combat ==&lt;br /&gt;
Crossbows use [[Bolt|bolts]] as their [[ammunition]]. The quality of the crossbow affects the accuracy of the shot, while the material of the crossbow is unimportant.&lt;br /&gt;
&lt;br /&gt;
== Crossbows in Melee ==&lt;br /&gt;
In melee combat, crossbows use the [[Hammer]] skill. [[Cross-training]] your marksdwarves so that they can hold their own in a melee is advisable. Choosing a better material will, of course, result in a more damaging butt-stroke - but crossbows make a poor melee weapon anyway.&lt;br /&gt;
&lt;br /&gt;
== Hunters and Crossbows ==&lt;br /&gt;
[[ambusher|Hunters]] use crossbows to hunt with, and will automatically pick one up if they don't already have one.  They'll also carry a quiver and bolts.  You can modify their ammunition allotment using the [[Military_interface#Ammunition|Military screen]].&lt;br /&gt;
&lt;br /&gt;
Hunters will typically give up on hunting if they run out of ammunition, thus the material of their crossbows is unimportant.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
*If squad is assigned multiple ammo types, dwarves with &amp;quot;individual choice ranged&amp;quot; carry wrong ammo{{bug|1374}}.&lt;br /&gt;
{{Category|Weapons}}&lt;br /&gt;
{{Category|Military}}&lt;/div&gt;</summary>
		<author><name>Aquillion</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Crossbow&amp;diff=164276</id>
		<title>v0.31:Crossbow</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Crossbow&amp;diff=164276"/>
		<updated>2012-02-19T07:23:04Z</updated>

		<summary type="html">&lt;p&gt;Aquillion: /* Crossbow Safety */ rm section -- not relevant to Dwarf Fortress, and potentially confusing!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|08:05, 27 September 2010 (UTC)}}{{av}}{{Buggy}}&lt;br /&gt;
&lt;br /&gt;
:''See [[Weapon]] for a general overview of weapons and related information.''&lt;br /&gt;
'''Crossbows''' can be made from [[wood]], [[bone]] or [[metal]]. Wooden and bone crossbows are made at a [[bowyer's workshop]] using the [[crossbow-making]] skill; metal crossbows are made at a [[metalsmith's forge]] using the [[weaponsmithing]] skill.&lt;br /&gt;
A dwarf will open fire at a range of '''20''' tiles, but the bolts may travel further and hit something by accident.&lt;br /&gt;
&lt;br /&gt;
== Crossbows in Ranged Combat ==&lt;br /&gt;
Crossbows use [[Bolt|bolts]] as their [[ammunition]]. The quality of the crossbow affects the accuracy of the shot, while the material of the crossbow is unimportant.&lt;br /&gt;
&lt;br /&gt;
== Crossbows in Melee ==&lt;br /&gt;
In melee combat, crossbows use the [[Hammer]] skill. [[Cross-training]] your marksdwarves so that they can hold their own in a melee is advisable. Choosing a better material will, of course, result in a more damaging butt-stroke - but crossbows make a poor melee weapon anyway.&lt;br /&gt;
&lt;br /&gt;
== Hunters and Crossbows ==&lt;br /&gt;
[[ambusher|Hunters]] use crossbows to hunt with, and will automatically pick one up if they don't already have one.  They'll also carry a quiver and bolts.  You can modify their ammunition allotment using the [[Military_interface#Ammunition|Military screen]].&lt;br /&gt;
&lt;br /&gt;
Hunters will typically give up on hunting if they run out of ammunition, thus the material of their crossbows is unimportant.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
*If squad is assigned multiple ammo types, dwarves with &amp;quot;individual choice ranged&amp;quot; carry wrong ammo{{bug|1374}}.&lt;br /&gt;
{{Category|Weapons}}&lt;br /&gt;
{{Category|Military}}&lt;/div&gt;</summary>
		<author><name>Aquillion</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Legendary_artifact&amp;diff=159239</id>
		<title>v0.31:Legendary artifact</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Legendary_artifact&amp;diff=159239"/>
		<updated>2012-01-03T21:11:56Z</updated>

		<summary type="html">&lt;p&gt;Aquillion: /* Uses */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Fine}}&lt;br /&gt;
&lt;br /&gt;
Dwarves in [[strange mood]]s will create '''legendary artifacts''', unique, &amp;quot;named&amp;quot; items which are of unsurpassable quality (and often [[value]] as well). An artifact is the ultimate expression of a [[dwarf]]'s desires, fears, memories and hopes in art form, and each dwarf will produce at most only one in their lives (or [[insanity|die]] trying).  Dwarves that create an artifact immediately gain enough [[experience]] to boost them to [[legendary]] level in the affected [[Strange mood#Skills and workshops|skill]] unless they were [[Strange mood#Possessed|possessed]].&lt;br /&gt;
 &lt;br /&gt;
Dwarves drop artifacts in the [[workshop]] as soon as they are made. They cannot be traded, but most can be used just like any item of its type.  A list of all artifacts that the fortress has created can be seen by pressing {{k|l}}.&lt;br /&gt;
&lt;br /&gt;
== Uses ==&lt;br /&gt;
&lt;br /&gt;
Artifacts are normally of extremely high [[value]] and [[quality]], and can be used just like normal items of their type; they're therefore extremely useful in any situation where value or quality are important.  Note that material and weight calculations still apply (so an artifact sword made of cobwebs or an artifact hammer made of glass are not going to be overwhelming powerful); artifact weapons do get a large x3 quality bonus to their weapon accuracy and armor deflection values (compared to x2 to masterwork), but this is not enough to make totally inappropriate materials competitive with [[steel]] masterwork equipment.  Also note that while they will be half again more accurate, artifact blades do not have a sharper edge than masterwork items of their material.&lt;br /&gt;
&lt;br /&gt;
Artifact [[furniture]] of high value can be placed in [[room]]s to give a big increase to the room's value (and hence quality), which can be useful to meet the room quality requirements of [[noble]]s.  They can also be placed in high traffic areas of the fort, so that dwarves that pass by (or over) them will get happy [[thought]]s from admiring them.  Artifact [[mechanism]]s can be turned into [[lever]]s and [[trap]]s, which count as furniture.  Artifact [[weapon]]s (if not being used in the military) can be put into a weapon trap, which will make it count as valuable furniture.  Artifact doors and hatches provide indestructible, instantly lockable gates.&lt;br /&gt;
&lt;br /&gt;
Certain artifact types (barrels, buckets, mechanisms, etc) can be used as components in some buildings; doing so will multiply the artifact's effect on fortress value.&lt;br /&gt;
&lt;br /&gt;
An artifact [[gem]] is called a perfect gem and functions the same as a large gem, having all the same uses.&lt;br /&gt;
&lt;br /&gt;
== Other notes ==&lt;br /&gt;
&lt;br /&gt;
Sometimes dwarves will grow particularly attached to [[weapon]]s and [[armor]], and if they become attached enough, they will name their armor/weapons. The armor/weapon will then be listed as an artifact. What causes dwarves to name their weapons is unknown - time alone will suffice (though it may take a very long time), but slaying an important historical figure such as a [[forgotten beast]] will often be enough.&lt;br /&gt;
&lt;br /&gt;
Artifacts cannot be destroyed by temperature extremes{{verify}}, building destroyers, or fire, although they will ignite and burn as is normal for their material type.  They can be lost in pits, carried off the map by flows or thieves, or atom-smashed by bridges.  This does not appear to affect the happiness of the artifact's creator.&lt;br /&gt;
&lt;br /&gt;
After creation, an artifact cannot be further decorated (by encrusting it with gems, studding it with metal, or have images sewn into it).  Your pitiful gabbro scepter cannot be made more valuable, sorry.&lt;br /&gt;
&lt;br /&gt;
Artifacts disappear from the artifact list upon abandoning a fortress.&lt;br /&gt;
&lt;br /&gt;
Artifacts and their mechanics were the topic of [[Main:Dwarf Fortress Talk|Dwarf Fortress Talk]] [http://www.bay12games.com/media/df_talk_7_transcript.html #7]. The future of artifacts was discussed in a [http://www.bay12games.com/media/df_talk_7_transcript_2.html separate portion] of that cast.&lt;/div&gt;</summary>
		<author><name>Aquillion</name></author>
	</entry>
</feed>