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		<id>https://dwarffortresswiki.org/index.php?title=Civilization&amp;diff=234390</id>
		<title>Civilization</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Civilization&amp;diff=234390"/>
		<updated>2017-12-20T18:07:28Z</updated>

		<summary type="html">&lt;p&gt;Azeroth2b: /* News and Rumors */  Adding the icons I've determined.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|21:55, 20 September 2016 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
A '''civilization''' is an organized society formed by a group of distinct, intelligent [[creature]]s. Civilizations are characterized by recognizable symbols, arts, and [[language]], communities possessing common [[ethic]]s and [[value]]s, the development of advanced [[site]]s and [[structure]]s, the use of defined resources, governing systems with individuals or groups exercising authority, interactions with the [[surroundings|environment]], and the creation of complex relationships between other entities, which can result in global networks of [[trade]], the sharing of [[knowledge]], and conflicts due to disagreements, which may break out into [[war]].&lt;br /&gt;
&lt;br /&gt;
When you start a game in [[fortress mode]], there are typically one or more dwarven civilizations which you can choose to be the parent civilization of your fortress. You can select your civilization at the [[location|site selection]] screen. Different civilizations will have different items available when you [[embark]].&lt;br /&gt;
&lt;br /&gt;
Only dwarven civilizations are playable by default, and to play as other civilizations requires [[modding]].&lt;br /&gt;
&lt;br /&gt;
==Types of civilizations==&lt;br /&gt;
===Mountain===&lt;br /&gt;
The '''mountain civilization''' is established by the [[dwarf|dwarves]] {{Tile|☺|3:0}}. Mountain civilizations centralize in [[industry]], [[alcohol]], [[mining]] deep, producing ☼masterful [[craft]]s☼, and creating pretty epic [[stories]]. Mountain civilizations build great [[fortress]]es on the edge of mountain ranges, smaller [[hillock]]s in the hill-lands, and [[mountain halls]] deep in the mountain. Fortresses and mountain halls are connected by roads and underground [[tunnel]]s.&lt;br /&gt;
&lt;br /&gt;
===Plains===&lt;br /&gt;
The '''plains civilization''' is established by the [[human]]s {{Tile|U|3:0}}. Humans are the most variable out of all the civilizations. Plains civilizations build vast [[town]]s and rural [[hamlet]]s in low plains near bodies of water. Broad roads connect nearby towns together.&lt;br /&gt;
&lt;br /&gt;
===Forest===&lt;br /&gt;
The '''forest civilization''' is established by the &amp;lt;s&amp;gt;hippies&amp;lt;/s&amp;gt; [[elf|elves]] {{Tile|e|3:0}}. Forest civilizations are firmly devoted to the protection and well-being of nature, including [[tree]]s. Especially trees. Harming of plants (most importantly trees) is considered an unspeakable act of crime. Forest civilizations build [[forest retreat]]s made of large, outdoor structures of living trees in wooded areas.&lt;br /&gt;
&lt;br /&gt;
===Evil===&lt;br /&gt;
The '''evil civilization''' is established by the [[goblin]]s {{Tile|g|7:0}}. Evil civilizations are keen on going to war and &amp;lt;s&amp;gt;rescuing&amp;lt;/s&amp;gt; [[snatcher|kidnapping]] innocent children. They are undoubtedly the most cruel of all the civilizations. Evil civilizations construct sinister [[dark fortress]]es and blot the land with [[dark pit]]s.&lt;br /&gt;
&lt;br /&gt;
Evil civilizations are actually formed by certain supernatural [[demon|beings]] from an [[hidden fun stuff|eerie place]].&lt;br /&gt;
&lt;br /&gt;
===Skulking===&lt;br /&gt;
The '''skulking civilization''' is established by the [[kobold]]s {{Tile|k|6:0}}. Skulking civilizations [[thief|steal]] items from nearby civilizations and stay distant from other affairs. Skulking civilizations populate natural [[cave]]s. Cave residents do not show as neighbors on the embark screen, and in default [[advanced world generation|world-gen settings]], the caves themselves are hidden from the map.&lt;br /&gt;
&lt;br /&gt;
===Subterranean animal peoples===&lt;br /&gt;
Unnamed tribes spawn in deep [[cavern]]s underground and are populated by various [[animal people|humanoids resembling animals]], forming small, crude camps. Unlike other civilizations, they do not appear in the civilizations screen. Creatures that form underground civilizations are as follows:&lt;br /&gt;
&lt;br /&gt;
*{{Tile|a|6:0}} [[Amphibian man]]&lt;br /&gt;
*{{Tile|a|0:1}} [[Antman]]&lt;br /&gt;
*{{Tile|b|0:1}} [[Bat man]]&lt;br /&gt;
*{{Tile|f|7:1}} [[Cave fish man]]&lt;br /&gt;
*{{Tile|s|0:1}} [[Cave swallow man]]&lt;br /&gt;
*{{Tile|o|7:1}} [[Olm man]]&lt;br /&gt;
*{{Tile|r|2:0}} [[Reptile man]]&lt;br /&gt;
*{{Tile|r|0:1}} [[Rodent man]]&lt;br /&gt;
*{{Tile|s|7:1}} [[Serpent man]]&lt;br /&gt;
&lt;br /&gt;
==Dead and struggling civilizations==&lt;br /&gt;
When a civilization is destroyed by war or other calamities, it becomes a dead civilization. A civilization that is quite close to being dead is said to be struggling or dying.&lt;br /&gt;
&lt;br /&gt;
In Fortress mode, a player may embark while part of a struggling civilization – sometimes even as part of a dead civilization.&lt;br /&gt;
If you are embarking as a dead or struggling civilization you are warned about that at embark. It can be tricky to determine if your civilization is struggling or dead, but here are some indicators:&lt;br /&gt;
&lt;br /&gt;
===Struggling===&lt;br /&gt;
*Dwarven caravan may appear, but may also be absent for one or several years at a time.&lt;br /&gt;
*The outpost liaison may also appear with the caravan, but could also be absent (even if the caravan comes) for several years.&lt;br /&gt;
*Migrants should arrive as normal.&lt;br /&gt;
*Your (struggling) civilization will show on the Civilization screen right after embark, though it may be said to have no important leaders.&lt;br /&gt;
*A monarch might be appointed: most likely triggered by some unknown event, at which one of your dwarves become monarch after a polite discussion with its peers, but at the latest at the turn of the second year of your fortress (and frequently it's the expedition leader). Note that a monarch can be elected in your fortress even when the civilization was healthy at embark, in which case the election was triggered by the death of the previous monarch and nobody was elected at the other sites.&lt;br /&gt;
&lt;br /&gt;
===Dead===&lt;br /&gt;
*All dwarven civilizations in existence are dead. If at least one is not, the dead ones will not be available for embark.&lt;br /&gt;
*Only two migrant waves, no more.&lt;br /&gt;
*No dwarven caravans, ever.&lt;br /&gt;
*No monarch in the fortress or out in the world, ever.&lt;br /&gt;
*Right after embark, the Civilization screen is completely empty. Your (dead) dwarven civilization will show up once you make contact with any other civilization, including kobolds.&lt;br /&gt;
&lt;br /&gt;
Civilizations can be struggling even though they should by normal logic be dead, such as having had no living members or sites for over 1,000 years.{{bug|9503}}&lt;br /&gt;
&lt;br /&gt;
==Fortress Mode==&lt;br /&gt;
As of version 44.02, there exist 6 information screens in the [[DF2014:Civilization_and_World_Info]] screen: World, Missions, News and Rumors, People, Artifacts, and Civilizations. &lt;br /&gt;
&lt;br /&gt;
===World===&lt;br /&gt;
The world map can be accessed by pressing {{k|w}} from the [[DF2014:Civilization_and_World_Info]] menu. Use the cursor keys to navigate around the map and view other lands.&lt;br /&gt;
&lt;br /&gt;
===Missions===&lt;br /&gt;
[[DF2014:Mission|Missions]] are commands that send one or more of your squads to visit sites outside of your fortress. They are created in the [[DF2014:Civilization_and_World_Info]] screen  (accessed by pressing {{k|c}}-{{k|m}} in the main fortress view). There are multiple types of missions, such as raids, explorations, artifact recovery, and citizen recovery.&lt;br /&gt;
&lt;br /&gt;
[[DF2014:Mission|Mission Page]]&lt;br /&gt;
&lt;br /&gt;
===News and Rumors===&lt;br /&gt;
News and rumors can be access from the [[DF2014:Civilization_and_World_Info]] menu by pressing {{k|n}}.  Display items include:&lt;br /&gt;
* armies and settlers on the move as moving dots (The dots start at one location and move to a destination)&lt;br /&gt;
* O - Towns that were conquered&lt;br /&gt;
* A - Red: Towns that were attacked &lt;br /&gt;
* A - Yellow: An important/historical figure's last known location&lt;br /&gt;
* R - Refugees fleeing an army&lt;br /&gt;
* P - Political event&lt;br /&gt;
&lt;br /&gt;
===People===&lt;br /&gt;
The People view can be accessed by pressing {{k|p}} from the [[DF2014:Civilization_and_World_Info]] menu.  It lists the recoverable missing citizens.&lt;br /&gt;
&lt;br /&gt;
===Artifacts===&lt;br /&gt;
The Artifact view can be accessed by pressing {{k|a}} from the [[DF2014:Civilization_and_World_Info]] menu. It lists all known artifacts.  Artifact recovery missions can be launched by selecting an artifact and pressing {{k|r}}&lt;br /&gt;
&lt;br /&gt;
===Civilizations===&lt;br /&gt;
Civilizations that you have been in contact with (either by trade or war) can be viewed by pressing {{k|c}} to go to the [[DF2014:Civilization_and_World_Info]] and then {{k|c}}. Once you've selected a civilization to view, you can switch between viewing figureheads, export/import tallies, and trade agreements for that civilization with {{k|Tab}}. Friendly civilizations will generally report positive import/export values, while hostile civilizations generally trade in [[death]] and [[fun]]. You can peruse trade agreements with the arrow keys and {{k|Enter}}. [More information is needed about the other screens.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The {{Tile|P|2:1}} or {{Tile|W|4:1}} to the right of the civilization screen indicates the current relationships between the selected civilization with other civilizations on the list. {{Tile|P|2:1}} indicates peace (note for goblins, you will still get sieges even if you are at &amp;quot;peace&amp;quot; with them) and {{Tile|W|4:1}} indicates war. As an example, if you select the dwarven civilization, and next to a goblin civilization is {{Tile|W|4:1}} (which is not uncommon) it means that—congratulations—your civilization is at war with the goblins.&lt;br /&gt;
&lt;br /&gt;
Be aware that &amp;quot;neighbors&amp;quot; on the screen are not necessarily close neighbors, they are merely civilizations that have been contacted with yours. Your civilization may have connections with another civilization that are found on the far side of the world.&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;br /&gt;
{{Category|World}}&lt;/div&gt;</summary>
		<author><name>Azeroth2b</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Civilization&amp;diff=234357</id>
		<title>Civilization</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Civilization&amp;diff=234357"/>
		<updated>2017-12-18T21:50:13Z</updated>

		<summary type="html">&lt;p&gt;Azeroth2b: /* Fortress Mode */  Added Links to DF2014:Civilization_and_World_Info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|21:55, 20 September 2016 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
A '''civilization''' is an organized society formed by a group of distinct, intelligent [[creature]]s. Civilizations are characterized by recognizable symbols, arts, and [[language]], communities possessing common [[ethic]]s and [[value]]s, the development of advanced [[site]]s and [[structure]]s, the use of defined resources, governing systems with individuals or groups exercising authority, interactions with the [[surroundings|environment]], and the creation of complex relationships between other entities, which can result in global networks of [[trade]], the sharing of [[knowledge]], and conflicts due to disagreements, which may break out into [[war]].&lt;br /&gt;
&lt;br /&gt;
When you start a game in [[fortress mode]], there are typically one or more dwarven civilizations which you can choose to be the parent civilization of your fortress. You can select your civilization at the [[location|site selection]] screen. Different civilizations will have different items available when you [[embark]].&lt;br /&gt;
&lt;br /&gt;
Only dwarven civilizations are playable by default, and to play as other civilizations requires [[modding]].&lt;br /&gt;
&lt;br /&gt;
==Types of civilizations==&lt;br /&gt;
===Mountain===&lt;br /&gt;
The '''mountain civilization''' is established by the [[dwarf|dwarves]] {{Tile|☺|3:0}}. Mountain civilizations centralize in [[industry]], [[alcohol]], [[mining]] deep, producing ☼masterful [[craft]]s☼, and creating pretty epic [[stories]]. Mountain civilizations build great [[fortress]]es on the edge of mountain ranges, smaller [[hillock]]s in the hill-lands, and [[mountain halls]] deep in the mountain. Fortresses and mountain halls are connected by roads and underground [[tunnel]]s.&lt;br /&gt;
&lt;br /&gt;
===Plains===&lt;br /&gt;
The '''plains civilization''' is established by the [[human]]s {{Tile|U|3:0}}. Humans are the most variable out of all the civilizations. Plains civilizations build vast [[town]]s and rural [[hamlet]]s in low plains near bodies of water. Broad roads connect nearby towns together.&lt;br /&gt;
&lt;br /&gt;
===Forest===&lt;br /&gt;
The '''forest civilization''' is established by the &amp;lt;s&amp;gt;hippies&amp;lt;/s&amp;gt; [[elf|elves]] {{Tile|e|3:0}}. Forest civilizations are firmly devoted to the protection and well-being of nature, including [[tree]]s. Especially trees. Harming of plants (most importantly trees) is considered an unspeakable act of crime. Forest civilizations build [[forest retreat]]s made of large, outdoor structures of living trees in wooded areas.&lt;br /&gt;
&lt;br /&gt;
===Evil===&lt;br /&gt;
The '''evil civilization''' is established by the [[goblin]]s {{Tile|g|7:0}}. Evil civilizations are keen on going to war and &amp;lt;s&amp;gt;rescuing&amp;lt;/s&amp;gt; [[snatcher|kidnapping]] innocent children. They are undoubtedly the most cruel of all the civilizations. Evil civilizations construct sinister [[dark fortress]]es and blot the land with [[dark pit]]s.&lt;br /&gt;
&lt;br /&gt;
Evil civilizations are actually formed by certain supernatural [[demon|beings]] from an [[hidden fun stuff|eerie place]].&lt;br /&gt;
&lt;br /&gt;
===Skulking===&lt;br /&gt;
The '''skulking civilization''' is established by the [[kobold]]s {{Tile|k|6:0}}. Skulking civilizations [[thief|steal]] items from nearby civilizations and stay distant from other affairs. Skulking civilizations populate natural [[cave]]s. Cave residents do not show as neighbors on the embark screen, and in default [[advanced world generation|world-gen settings]], the caves themselves are hidden from the map.&lt;br /&gt;
&lt;br /&gt;
===Subterranean animal peoples===&lt;br /&gt;
Unnamed tribes spawn in deep [[cavern]]s underground and are populated by various [[animal people|humanoids resembling animals]], forming small, crude camps. Unlike other civilizations, they do not appear in the civilizations screen. Creatures that form underground civilizations are as follows:&lt;br /&gt;
&lt;br /&gt;
*{{Tile|a|6:0}} [[Amphibian man]]&lt;br /&gt;
*{{Tile|a|0:1}} [[Antman]]&lt;br /&gt;
*{{Tile|b|0:1}} [[Bat man]]&lt;br /&gt;
*{{Tile|f|7:1}} [[Cave fish man]]&lt;br /&gt;
*{{Tile|s|0:1}} [[Cave swallow man]]&lt;br /&gt;
*{{Tile|o|7:1}} [[Olm man]]&lt;br /&gt;
*{{Tile|r|2:0}} [[Reptile man]]&lt;br /&gt;
*{{Tile|r|0:1}} [[Rodent man]]&lt;br /&gt;
*{{Tile|s|7:1}} [[Serpent man]]&lt;br /&gt;
&lt;br /&gt;
==Dead and struggling civilizations==&lt;br /&gt;
When a civilization is destroyed by war or other calamities, it becomes a dead civilization. A civilization that is quite close to being dead is said to be struggling or dying.&lt;br /&gt;
&lt;br /&gt;
In Fortress mode, a player may embark while part of a struggling civilization – sometimes even as part of a dead civilization.&lt;br /&gt;
If you are embarking as a dead or struggling civilization you are warned about that at embark. It can be tricky to determine if your civilization is struggling or dead, but here are some indicators:&lt;br /&gt;
&lt;br /&gt;
===Struggling===&lt;br /&gt;
*Dwarven caravan may appear, but may also be absent for one or several years at a time.&lt;br /&gt;
*The outpost liaison may also appear with the caravan, but could also be absent (even if the caravan comes) for several years.&lt;br /&gt;
*Migrants should arrive as normal.&lt;br /&gt;
*Your (struggling) civilization will show on the Civilization screen right after embark, though it may be said to have no important leaders.&lt;br /&gt;
*A monarch might be appointed: most likely triggered by some unknown event, at which one of your dwarves become monarch after a polite discussion with its peers, but at the latest at the turn of the second year of your fortress (and frequently it's the expedition leader). Note that a monarch can be elected in your fortress even when the civilization was healthy at embark, in which case the election was triggered by the death of the previous monarch and nobody was elected at the other sites.&lt;br /&gt;
&lt;br /&gt;
===Dead===&lt;br /&gt;
*All dwarven civilizations in existence are dead. If at least one is not, the dead ones will not be available for embark.&lt;br /&gt;
*Only two migrant waves, no more.&lt;br /&gt;
*No dwarven caravans, ever.&lt;br /&gt;
*No monarch in the fortress or out in the world, ever.&lt;br /&gt;
*Right after embark, the Civilization screen is completely empty. Your (dead) dwarven civilization will show up once you make contact with any other civilization, including kobolds.&lt;br /&gt;
&lt;br /&gt;
Civilizations can be struggling even though they should by normal logic be dead, such as having had no living members or sites for over 1,000 years.{{bug|9503}}&lt;br /&gt;
&lt;br /&gt;
==Fortress Mode==&lt;br /&gt;
As of version 44.02, there exist 6 information screens in the [[DF2014:Civilization_and_World_Info]] screen: World, Missions, News and Rumors, People, Artifacts, and Civilizations. &lt;br /&gt;
&lt;br /&gt;
===World===&lt;br /&gt;
The world map can be accessed by pressing {{k|w}} from the [[DF2014:Civilization_and_World_Info]] menu. Use the cursor keys to navigate around the map and view other lands.&lt;br /&gt;
&lt;br /&gt;
===Missions===&lt;br /&gt;
[[DF2014:Mission|Missions]] are commands that send one or more of your squads to visit sites outside of your fortress. They are created in the [[DF2014:Civilization_and_World_Info]] screen  (accessed by pressing {{k|c}}-{{k|m}} in the main fortress view). There are multiple types of missions, such as raids, explorations, artifact recovery, and citizen recovery.&lt;br /&gt;
&lt;br /&gt;
[[DF2014:Mission|Mission Page]]&lt;br /&gt;
&lt;br /&gt;
===News and Rumors===&lt;br /&gt;
News and rumors can be access from the [[DF2014:Civilization_and_World_Info]] menu by pressing {{k|n}}. The map displays moving dots, but this author didn't know the purpose at time of generating this stub.&lt;br /&gt;
&lt;br /&gt;
===People===&lt;br /&gt;
The People view can be accessed by pressing {{k|p}} from the [[DF2014:Civilization_and_World_Info]] menu.  It lists the recoverable missing citizens.&lt;br /&gt;
&lt;br /&gt;
===Artifacts===&lt;br /&gt;
The Artifact view can be accessed by pressing {{k|a}} from the [[DF2014:Civilization_and_World_Info]] menu. It lists all known artifacts.  Artifact recovery missions can be launched by selecting an artifact and pressing {{k|r}}&lt;br /&gt;
&lt;br /&gt;
===Civilizations===&lt;br /&gt;
Civilizations that you have been in contact with (either by trade or war) can be viewed by pressing {{k|c}} to go to the [[DF2014:Civilization_and_World_Info]] and then {{k|c}}. Once you've selected a civilization to view, you can switch between viewing figureheads, export/import tallies, and trade agreements for that civilization with {{k|Tab}}. Friendly civilizations will generally report positive import/export values, while hostile civilizations generally trade in [[death]] and [[fun]]. You can peruse trade agreements with the arrow keys and {{k|Enter}}. [More information is needed about the other screens.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The {{Tile|P|2:1}} or {{Tile|W|4:1}} to the right of the civilization screen indicates the current relationships between the selected civilization with other civilizations on the list. {{Tile|P|2:1}} indicates peace (note for goblins, you will still get sieges even if you are at &amp;quot;peace&amp;quot; with them) and {{Tile|W|4:1}} indicates war. As an example, if you select the dwarven civilization, and next to a goblin civilization is {{Tile|W|4:1}} (which is not uncommon) it means that—congratulations—your civilization is at war with the goblins.&lt;br /&gt;
&lt;br /&gt;
Be aware that &amp;quot;neighbors&amp;quot; on the screen are not necessarily close neighbors, they are merely civilizations that have been contacted with yours. Your civilization may have connections with another civilization that are found on the far side of the world.&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;br /&gt;
{{Category|World}}&lt;/div&gt;</summary>
		<author><name>Azeroth2b</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Civilization_and_World_Info&amp;diff=234356</id>
		<title>DF2014 Talk:Civilization and World Info</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Civilization_and_World_Info&amp;diff=234356"/>
		<updated>2017-12-18T21:47:49Z</updated>

		<summary type="html">&lt;p&gt;Azeroth2b: Questions on page layout&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* Should [[DF2014:Civilization]] link to here instead?&lt;br /&gt;
* Should I bring over the section stubs from [[DF2014:Civilization]]?&lt;br /&gt;
* Should pages like, say, [[DF2014:Mission]], be here in their entirety?&lt;br /&gt;
[[User:Azeroth2b|Azeroth2b]] ([[User talk:Azeroth2b|talk]]) 21:47, 18 December 2017 (UTC)&lt;/div&gt;</summary>
		<author><name>Azeroth2b</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Civilization&amp;diff=234351</id>
		<title>Civilization</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Civilization&amp;diff=234351"/>
		<updated>2017-12-18T15:24:09Z</updated>

		<summary type="html">&lt;p&gt;Azeroth2b: /* Missions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|21:55, 20 September 2016 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
A '''civilization''' is an organized society formed by a group of distinct, intelligent [[creature]]s. Civilizations are characterized by recognizable symbols, arts, and [[language]], communities possessing common [[ethic]]s and [[value]]s, the development of advanced [[site]]s and [[structure]]s, the use of defined resources, governing systems with individuals or groups exercising authority, interactions with the [[surroundings|environment]], and the creation of complex relationships between other entities, which can result in global networks of [[trade]], the sharing of [[knowledge]], and conflicts due to disagreements, which may break out into [[war]].&lt;br /&gt;
&lt;br /&gt;
When you start a game in [[fortress mode]], there are typically one or more dwarven civilizations which you can choose to be the parent civilization of your fortress. You can select your civilization at the [[location|site selection]] screen. Different civilizations will have different items available when you [[embark]].&lt;br /&gt;
&lt;br /&gt;
Only dwarven civilizations are playable by default, and to play as other civilizations requires [[modding]].&lt;br /&gt;
&lt;br /&gt;
==Types of civilizations==&lt;br /&gt;
===Mountain===&lt;br /&gt;
The '''mountain civilization''' is established by the [[dwarf|dwarves]] {{Tile|☺|3:0}}. Mountain civilizations centralize in [[industry]], [[alcohol]], [[mining]] deep, producing ☼masterful [[craft]]s☼, and creating pretty epic [[stories]]. Mountain civilizations build great [[fortress]]es on the edge of mountain ranges, smaller [[hillock]]s in the hill-lands, and [[mountain halls]] deep in the mountain. Fortresses and mountain halls are connected by roads and underground [[tunnel]]s.&lt;br /&gt;
&lt;br /&gt;
===Plains===&lt;br /&gt;
The '''plains civilization''' is established by the [[human]]s {{Tile|U|3:0}}. Humans are the most variable out of all the civilizations. Plains civilizations build vast [[town]]s and rural [[hamlet]]s in low plains near bodies of water. Broad roads connect nearby towns together.&lt;br /&gt;
&lt;br /&gt;
===Forest===&lt;br /&gt;
The '''forest civilization''' is established by the &amp;lt;s&amp;gt;hippies&amp;lt;/s&amp;gt; [[elf|elves]] {{Tile|e|3:0}}. Forest civilizations are firmly devoted to the protection and well-being of nature, including [[tree]]s. Especially trees. Harming of plants (most importantly trees) is considered an unspeakable act of crime. Forest civilizations build [[forest retreat]]s made of large, outdoor structures of living trees in wooded areas.&lt;br /&gt;
&lt;br /&gt;
===Evil===&lt;br /&gt;
The '''evil civilization''' is established by the [[goblin]]s {{Tile|g|7:0}}. Evil civilizations are keen on going to war and &amp;lt;s&amp;gt;rescuing&amp;lt;/s&amp;gt; [[snatcher|kidnapping]] innocent children. They are undoubtedly the most cruel of all the civilizations. Evil civilizations construct sinister [[dark fortress]]es and blot the land with [[dark pit]]s.&lt;br /&gt;
&lt;br /&gt;
Evil civilizations are actually formed by certain supernatural [[demon|beings]] from an [[hidden fun stuff|eerie place]].&lt;br /&gt;
&lt;br /&gt;
===Skulking===&lt;br /&gt;
The '''skulking civilization''' is established by the [[kobold]]s {{Tile|k|6:0}}. Skulking civilizations [[thief|steal]] items from nearby civilizations and stay distant from other affairs. Skulking civilizations populate natural [[cave]]s. Cave residents do not show as neighbors on the embark screen, and in default [[advanced world generation|world-gen settings]], the caves themselves are hidden from the map.&lt;br /&gt;
&lt;br /&gt;
===Subterranean animal peoples===&lt;br /&gt;
Unnamed tribes spawn in deep [[cavern]]s underground and are populated by various [[animal people|humanoids resembling animals]], forming small, crude camps. Unlike other civilizations, they do not appear in the civilizations screen. Creatures that form underground civilizations are as follows:&lt;br /&gt;
&lt;br /&gt;
*{{Tile|a|6:0}} [[Amphibian man]]&lt;br /&gt;
*{{Tile|a|0:1}} [[Antman]]&lt;br /&gt;
*{{Tile|b|0:1}} [[Bat man]]&lt;br /&gt;
*{{Tile|f|7:1}} [[Cave fish man]]&lt;br /&gt;
*{{Tile|s|0:1}} [[Cave swallow man]]&lt;br /&gt;
*{{Tile|o|7:1}} [[Olm man]]&lt;br /&gt;
*{{Tile|r|2:0}} [[Reptile man]]&lt;br /&gt;
*{{Tile|r|0:1}} [[Rodent man]]&lt;br /&gt;
*{{Tile|s|7:1}} [[Serpent man]]&lt;br /&gt;
&lt;br /&gt;
==Dead and struggling civilizations==&lt;br /&gt;
When a civilization is destroyed by war or other calamities, it becomes a dead civilization. A civilization that is quite close to being dead is said to be struggling or dying.&lt;br /&gt;
&lt;br /&gt;
In Fortress mode, a player may embark while part of a struggling civilization – sometimes even as part of a dead civilization.&lt;br /&gt;
If you are embarking as a dead or struggling civilization you are warned about that at embark. It can be tricky to determine if your civilization is struggling or dead, but here are some indicators:&lt;br /&gt;
&lt;br /&gt;
===Struggling===&lt;br /&gt;
*Dwarven caravan may appear, but may also be absent for one or several years at a time.&lt;br /&gt;
*The outpost liaison may also appear with the caravan, but could also be absent (even if the caravan comes) for several years.&lt;br /&gt;
*Migrants should arrive as normal.&lt;br /&gt;
*Your (struggling) civilization will show on the Civilization screen right after embark, though it may be said to have no important leaders.&lt;br /&gt;
*A monarch might be appointed: most likely triggered by some unknown event, at which one of your dwarves become monarch after a polite discussion with its peers, but at the latest at the turn of the second year of your fortress (and frequently it's the expedition leader). Note that a monarch can be elected in your fortress even when the civilization was healthy at embark, in which case the election was triggered by the death of the previous monarch and nobody was elected at the other sites.&lt;br /&gt;
&lt;br /&gt;
===Dead===&lt;br /&gt;
*All dwarven civilizations in existence are dead. If at least one is not, the dead ones will not be available for embark.&lt;br /&gt;
*Only two migrant waves, no more.&lt;br /&gt;
*No dwarven caravans, ever.&lt;br /&gt;
*No monarch in the fortress or out in the world, ever.&lt;br /&gt;
*Right after embark, the Civilization screen is completely empty. Your (dead) dwarven civilization will show up once you make contact with any other civilization, including kobolds.&lt;br /&gt;
&lt;br /&gt;
Civilizations can be struggling even though they should by normal logic be dead, such as having had no living members or sites for over 1,000 years.{{bug|9503}}&lt;br /&gt;
&lt;br /&gt;
==Fortress Mode==&lt;br /&gt;
As of version 44.02, there exist 6 information screens: World, Missions, News and Rumors, People, Artifacts, and Civilizations. &lt;br /&gt;
&lt;br /&gt;
===World===&lt;br /&gt;
The world map can be accessed by pressing {{k|w}} from the Civilization/World Info menu. Use the cursor keys to navigate around the map and view other lands.&lt;br /&gt;
&lt;br /&gt;
===Missions===&lt;br /&gt;
[[DF2014:Mission|Missions]] are commands that send one or more of your squads to visit sites outside of your fortress. They are created in the Civilization/World Info screen  (accessed by pressing {{k|c}}-{{k|m}} in the main fortress view). There are multiple types of missions, such as raids, explorations, artifact recovery, and citizen recovery.&lt;br /&gt;
&lt;br /&gt;
[[DF2014:Mission|Mission Page]]&lt;br /&gt;
&lt;br /&gt;
===News and Rumors===&lt;br /&gt;
News and rumors can be access from the Civilization/World Info menu by pressing {{k|n}}. The map displays moving dots, but this author didn't know the purpose at time of generating this stub.&lt;br /&gt;
&lt;br /&gt;
===People===&lt;br /&gt;
The People view can be accessed by pressing {{k|p}} from the Civilization/World Info menu.  It lists the recoverable missing citizens.&lt;br /&gt;
&lt;br /&gt;
===Artifacts===&lt;br /&gt;
The Artifact view can be accessed by pressing {{k|a}} from the Civilization/World Info menu. It lists all known artifacts.  Artifact recovery missions can be launched by selecting an artifact and pressing {{k|r}}&lt;br /&gt;
&lt;br /&gt;
===Civilizations===&lt;br /&gt;
Civilizations that you have been in contact with (either by trade or war) can be viewed by pressing {{k|c}} to go to the [[Civilization/World Info menu]] and then {{k|c}}. Once you've selected a civilization to view, you can switch between viewing figureheads, export/import tallies, and trade agreements for that civilization with {{k|Tab}}. Friendly civilizations will generally report positive import/export values, while hostile civilizations generally trade in [[death]] and [[fun]]. You can peruse trade agreements with the arrow keys and {{k|Enter}}. [More information is needed about the other screens.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The {{Tile|P|2:1}} or {{Tile|W|4:1}} to the right of the civilization screen indicates the current relationships between the selected civilization with other civilizations on the list. {{Tile|P|2:1}} indicates peace (note for goblins, you will still get sieges even if you are at &amp;quot;peace&amp;quot; with them) and {{Tile|W|4:1}} indicates war. As an example, if you select the dwarven civilization, and next to a goblin civilization is {{Tile|W|4:1}} (which is not uncommon) it means that—congratulations—your civilization is at war with the goblins.&lt;br /&gt;
&lt;br /&gt;
Be aware that &amp;quot;neighbors&amp;quot; on the screen are not necessarily close neighbors, they are merely civilizations that have been contacted with yours. Your civilization may have connections with another civilization that are found on the far side of the world.&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;br /&gt;
{{Category|World}}&lt;/div&gt;</summary>
		<author><name>Azeroth2b</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Civilization&amp;diff=234350</id>
		<title>Civilization</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Civilization&amp;diff=234350"/>
		<updated>2017-12-18T15:23:42Z</updated>

		<summary type="html">&lt;p&gt;Azeroth2b: /* Missions */ Added link to new Missions page ~~~~&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|21:55, 20 September 2016 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
A '''civilization''' is an organized society formed by a group of distinct, intelligent [[creature]]s. Civilizations are characterized by recognizable symbols, arts, and [[language]], communities possessing common [[ethic]]s and [[value]]s, the development of advanced [[site]]s and [[structure]]s, the use of defined resources, governing systems with individuals or groups exercising authority, interactions with the [[surroundings|environment]], and the creation of complex relationships between other entities, which can result in global networks of [[trade]], the sharing of [[knowledge]], and conflicts due to disagreements, which may break out into [[war]].&lt;br /&gt;
&lt;br /&gt;
When you start a game in [[fortress mode]], there are typically one or more dwarven civilizations which you can choose to be the parent civilization of your fortress. You can select your civilization at the [[location|site selection]] screen. Different civilizations will have different items available when you [[embark]].&lt;br /&gt;
&lt;br /&gt;
Only dwarven civilizations are playable by default, and to play as other civilizations requires [[modding]].&lt;br /&gt;
&lt;br /&gt;
==Types of civilizations==&lt;br /&gt;
===Mountain===&lt;br /&gt;
The '''mountain civilization''' is established by the [[dwarf|dwarves]] {{Tile|☺|3:0}}. Mountain civilizations centralize in [[industry]], [[alcohol]], [[mining]] deep, producing ☼masterful [[craft]]s☼, and creating pretty epic [[stories]]. Mountain civilizations build great [[fortress]]es on the edge of mountain ranges, smaller [[hillock]]s in the hill-lands, and [[mountain halls]] deep in the mountain. Fortresses and mountain halls are connected by roads and underground [[tunnel]]s.&lt;br /&gt;
&lt;br /&gt;
===Plains===&lt;br /&gt;
The '''plains civilization''' is established by the [[human]]s {{Tile|U|3:0}}. Humans are the most variable out of all the civilizations. Plains civilizations build vast [[town]]s and rural [[hamlet]]s in low plains near bodies of water. Broad roads connect nearby towns together.&lt;br /&gt;
&lt;br /&gt;
===Forest===&lt;br /&gt;
The '''forest civilization''' is established by the &amp;lt;s&amp;gt;hippies&amp;lt;/s&amp;gt; [[elf|elves]] {{Tile|e|3:0}}. Forest civilizations are firmly devoted to the protection and well-being of nature, including [[tree]]s. Especially trees. Harming of plants (most importantly trees) is considered an unspeakable act of crime. Forest civilizations build [[forest retreat]]s made of large, outdoor structures of living trees in wooded areas.&lt;br /&gt;
&lt;br /&gt;
===Evil===&lt;br /&gt;
The '''evil civilization''' is established by the [[goblin]]s {{Tile|g|7:0}}. Evil civilizations are keen on going to war and &amp;lt;s&amp;gt;rescuing&amp;lt;/s&amp;gt; [[snatcher|kidnapping]] innocent children. They are undoubtedly the most cruel of all the civilizations. Evil civilizations construct sinister [[dark fortress]]es and blot the land with [[dark pit]]s.&lt;br /&gt;
&lt;br /&gt;
Evil civilizations are actually formed by certain supernatural [[demon|beings]] from an [[hidden fun stuff|eerie place]].&lt;br /&gt;
&lt;br /&gt;
===Skulking===&lt;br /&gt;
The '''skulking civilization''' is established by the [[kobold]]s {{Tile|k|6:0}}. Skulking civilizations [[thief|steal]] items from nearby civilizations and stay distant from other affairs. Skulking civilizations populate natural [[cave]]s. Cave residents do not show as neighbors on the embark screen, and in default [[advanced world generation|world-gen settings]], the caves themselves are hidden from the map.&lt;br /&gt;
&lt;br /&gt;
===Subterranean animal peoples===&lt;br /&gt;
Unnamed tribes spawn in deep [[cavern]]s underground and are populated by various [[animal people|humanoids resembling animals]], forming small, crude camps. Unlike other civilizations, they do not appear in the civilizations screen. Creatures that form underground civilizations are as follows:&lt;br /&gt;
&lt;br /&gt;
*{{Tile|a|6:0}} [[Amphibian man]]&lt;br /&gt;
*{{Tile|a|0:1}} [[Antman]]&lt;br /&gt;
*{{Tile|b|0:1}} [[Bat man]]&lt;br /&gt;
*{{Tile|f|7:1}} [[Cave fish man]]&lt;br /&gt;
*{{Tile|s|0:1}} [[Cave swallow man]]&lt;br /&gt;
*{{Tile|o|7:1}} [[Olm man]]&lt;br /&gt;
*{{Tile|r|2:0}} [[Reptile man]]&lt;br /&gt;
*{{Tile|r|0:1}} [[Rodent man]]&lt;br /&gt;
*{{Tile|s|7:1}} [[Serpent man]]&lt;br /&gt;
&lt;br /&gt;
==Dead and struggling civilizations==&lt;br /&gt;
When a civilization is destroyed by war or other calamities, it becomes a dead civilization. A civilization that is quite close to being dead is said to be struggling or dying.&lt;br /&gt;
&lt;br /&gt;
In Fortress mode, a player may embark while part of a struggling civilization – sometimes even as part of a dead civilization.&lt;br /&gt;
If you are embarking as a dead or struggling civilization you are warned about that at embark. It can be tricky to determine if your civilization is struggling or dead, but here are some indicators:&lt;br /&gt;
&lt;br /&gt;
===Struggling===&lt;br /&gt;
*Dwarven caravan may appear, but may also be absent for one or several years at a time.&lt;br /&gt;
*The outpost liaison may also appear with the caravan, but could also be absent (even if the caravan comes) for several years.&lt;br /&gt;
*Migrants should arrive as normal.&lt;br /&gt;
*Your (struggling) civilization will show on the Civilization screen right after embark, though it may be said to have no important leaders.&lt;br /&gt;
*A monarch might be appointed: most likely triggered by some unknown event, at which one of your dwarves become monarch after a polite discussion with its peers, but at the latest at the turn of the second year of your fortress (and frequently it's the expedition leader). Note that a monarch can be elected in your fortress even when the civilization was healthy at embark, in which case the election was triggered by the death of the previous monarch and nobody was elected at the other sites.&lt;br /&gt;
&lt;br /&gt;
===Dead===&lt;br /&gt;
*All dwarven civilizations in existence are dead. If at least one is not, the dead ones will not be available for embark.&lt;br /&gt;
*Only two migrant waves, no more.&lt;br /&gt;
*No dwarven caravans, ever.&lt;br /&gt;
*No monarch in the fortress or out in the world, ever.&lt;br /&gt;
*Right after embark, the Civilization screen is completely empty. Your (dead) dwarven civilization will show up once you make contact with any other civilization, including kobolds.&lt;br /&gt;
&lt;br /&gt;
Civilizations can be struggling even though they should by normal logic be dead, such as having had no living members or sites for over 1,000 years.{{bug|9503}}&lt;br /&gt;
&lt;br /&gt;
==Fortress Mode==&lt;br /&gt;
As of version 44.02, there exist 6 information screens: World, Missions, News and Rumors, People, Artifacts, and Civilizations. &lt;br /&gt;
&lt;br /&gt;
===World===&lt;br /&gt;
The world map can be accessed by pressing {{k|w}} from the Civilization/World Info menu. Use the cursor keys to navigate around the map and view other lands.&lt;br /&gt;
&lt;br /&gt;
===Missions===&lt;br /&gt;
[[DF2014:Mission|Missions]] are commands in Fortress mode that send one or more of your squads to visit sites outside of your fortress. They are created in the Civilization/World Info screen  (accessed by pressing {{k|c}}-{{k|m}} in the main fortress view). There are multiple types of missions, such as raids, explorations, artifact recovery, and citizen recovery.&lt;br /&gt;
&lt;br /&gt;
[[DF2014:Mission|Mission Page]]&lt;br /&gt;
&lt;br /&gt;
===News and Rumors===&lt;br /&gt;
News and rumors can be access from the Civilization/World Info menu by pressing {{k|n}}. The map displays moving dots, but this author didn't know the purpose at time of generating this stub.&lt;br /&gt;
&lt;br /&gt;
===People===&lt;br /&gt;
The People view can be accessed by pressing {{k|p}} from the Civilization/World Info menu.  It lists the recoverable missing citizens.&lt;br /&gt;
&lt;br /&gt;
===Artifacts===&lt;br /&gt;
The Artifact view can be accessed by pressing {{k|a}} from the Civilization/World Info menu. It lists all known artifacts.  Artifact recovery missions can be launched by selecting an artifact and pressing {{k|r}}&lt;br /&gt;
&lt;br /&gt;
===Civilizations===&lt;br /&gt;
Civilizations that you have been in contact with (either by trade or war) can be viewed by pressing {{k|c}} to go to the [[Civilization/World Info menu]] and then {{k|c}}. Once you've selected a civilization to view, you can switch between viewing figureheads, export/import tallies, and trade agreements for that civilization with {{k|Tab}}. Friendly civilizations will generally report positive import/export values, while hostile civilizations generally trade in [[death]] and [[fun]]. You can peruse trade agreements with the arrow keys and {{k|Enter}}. [More information is needed about the other screens.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The {{Tile|P|2:1}} or {{Tile|W|4:1}} to the right of the civilization screen indicates the current relationships between the selected civilization with other civilizations on the list. {{Tile|P|2:1}} indicates peace (note for goblins, you will still get sieges even if you are at &amp;quot;peace&amp;quot; with them) and {{Tile|W|4:1}} indicates war. As an example, if you select the dwarven civilization, and next to a goblin civilization is {{Tile|W|4:1}} (which is not uncommon) it means that—congratulations—your civilization is at war with the goblins.&lt;br /&gt;
&lt;br /&gt;
Be aware that &amp;quot;neighbors&amp;quot; on the screen are not necessarily close neighbors, they are merely civilizations that have been contacted with yours. Your civilization may have connections with another civilization that are found on the far side of the world.&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;br /&gt;
{{Category|World}}&lt;/div&gt;</summary>
		<author><name>Azeroth2b</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki:Page_request/List&amp;diff=234280</id>
		<title>Dwarf Fortress Wiki:Page request/List</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki:Page_request/List&amp;diff=234280"/>
		<updated>2017-12-13T18:33:34Z</updated>

		<summary type="html">&lt;p&gt;Azeroth2b: New page request&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{page request header|List of page requests}}&lt;br /&gt;
:''This is a '''list''' of page requests. See [[DF:PR|this page]] for assistance with requesting a new page.''&lt;br /&gt;
== Recently created pages ==&lt;br /&gt;
{{Special:RecentChangesLinked/Template:Newpage|showlinkedto=1}}&lt;br /&gt;
----&lt;br /&gt;
{{page request footer}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Article requests ==&lt;br /&gt;
&amp;lt;!-- Add new requests directly below this line (remember to sign with ~~~~). Don't forget to save using the &amp;quot;Save page&amp;quot; button below! --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Request: I would like to create [[Civilization/World_Info_menu]] [[User:Azeroth2b|Azeroth2b]] ([[User talk:Azeroth2b|talk]]) 18:33, 13 December 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
* Request: I would like to create [[DF2014:Kisat Dur]] [[Special:Contributions/174.27.44.232|174.27.44.232]] 00:14, 31 July 2016 (UTC)&lt;br /&gt;
** Done. [http://www.bay12forums.com/smf/index.php?topic=148015.0 Forum thread] for reference. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 02:09, 1 August 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
* Request: [[DF2014:Reaction examples]] Simply copy the old page from v0.31 for more resources. Many old pages on modding haven't been pushed through versions even when they are still accurate. [[Special:Contributions/2606:A000:FD44:7A00:B58A:AB43:BD25:B51C|2606:A000:FD44:7A00:B58A:AB43:BD25:B51C]] 22:23, 28 March 2016 (UTC)Ryga_&lt;br /&gt;
** Done.--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 19:47, 1 August 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
* Request: I would like to create [[DF2014:Philosopher]] and [[DF2014:Sage]] because these are new scholar jobs in 42.xx [[User:Lead Cafe|Lead Cafe]] ([[User talk:Lead Cafe|talk]]) 22:33, 28 January 2016 (UTC)&lt;br /&gt;
** Both are profession titles associated with scholars; I created them as redirects to [[DF2014:Scholar]].--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 04:08, 29 January 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
*[[DF2014:Citizenship]] — here's one article on a new mechanic not currently covered by the wiki, we most definitely need to work on this. — [[Special:Contributions/94.19.200.59|94.19.200.59]] 20:39, 8 December 2015 (UTC)&lt;br /&gt;
**Done. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 22:17, 4 January 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
*[[Masterwork:Titanite]]: I can't find any information about Masterwork's Titanite, either from the wiki or Google.  After mining some, I can only cut it like gems.  Also need a to-do for this: build a crucible to determine if [[Masterwork:Titanium]] can be extracted from titanite. 1 Jan 2016&lt;br /&gt;
**Done. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 22:17, 4 January 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
*[[DF2014:Giant Firefly]]: Just found one in my latest save of 0.42.05, realized a page didn't exist. [[User:ArcaneMusic|ArcaneMusic]] ([[User talk:ArcaneMusic|talk]]) 22:07, 19 January 2016 (UTC)&lt;br /&gt;
** I just added a list of all the new creatures (probably contains some errors) on the talk pages of the [[graphic set]] and [[creature]] pages. Most of those probably need to be added as new pages too. In addition the page [[Back_bear_man]] should be deleted (mistyped b-L-ack bear man). In the future, it would be nice to have a script that simply goes through the creature raws and suggests new pages to be created for missing creature entries. [[User:CLA|CLA]] ([[User talk:CLA|talk]]) 15:12, 20 January 2016 (UTC)&lt;br /&gt;
***The admins have bots that can create the pages automatically. Part of the hold-up is that the wiki's raws haven't been updated, so new creature pages aren't able to &amp;quot;autofill&amp;quot; with the appropriate details from the raws (and we prefer not to enter all that information manually).--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 20:38, 20 January 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Talk page requests ==&lt;br /&gt;
&amp;lt;!-- Add new requests directly below this line (remember to sign with ~~~~). Don't forget to save using the &amp;quot;Save page&amp;quot; button below! --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Request: Talk page for [[DF2012:Repeater]] [[Special:Contributions/68.6.123.36|68.6.123.36]] 03:38, 25 March 2014 (UTC)&lt;br /&gt;
:Done. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 03:44, 25 March 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
Masterwork_Talk:Guildhall [[Special:Contributions/68.46.84.117|68.46.84.117]] 14:02, 20 October 2013 (UTC)&lt;br /&gt;
:Done. --[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 15:01, 20 October 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
Hello, would you be able to create a Talk page with the following question for me?:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Do children born during fortress mode (or worldgen if you can find out) adopt the dieties of their friends/parents, or are they assigned a random diety? Is this with immediate effect from birth?&lt;br /&gt;
&lt;br /&gt;
Thanks.&lt;br /&gt;
&lt;br /&gt;
Josh&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Thank you! :)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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Hello, I'd like to open another talk/discussion page for &amp;quot;Size&amp;quot; (http://dwarffortresswiki.org/index.php/DF2012:Size) with the following question:&lt;br /&gt;
&lt;br /&gt;
Are there any combat benefits to SMALL dwarves?&lt;br /&gt;
&lt;br /&gt;
On one of the pages for an older version of DF it notes that large creatures like elephants have a hard time landing a hit on small creatures like cavies. Would this alleged bonus to-dodge and/or penalty to-hit modifier translate in any meaningul way for smaller dwarves?&lt;br /&gt;
:[[DF2012 talk:Size|Done]]. --[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 19:05, 1 January 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I'd like to open a talk page for [[DF2012_Talk:Relationships]] with the following note (two paragraphs):&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The royalty section is inaccurate. I have a second-generation native-born dwarf in one of my fortresses who has a plentitude of aunts and uncles and listed maternal and paternal grandparents. I'm not sure why having those relationships is only noticed for royalty, but I think it's partially because shorter worlds mean smaller lineages and partially because most forts don't last long enough to see native-born children grow up, get married, and have children of their own. I really don't think there's any reason why extended family would be limited to royalty in any case.&lt;br /&gt;
&lt;br /&gt;
Anyway, I added parents to the Types section, and also grandparents because I hadn't noticed the Royalty section. I'd add Aunts/Uncles but I'm not sure where they fall in on the list, and baby Sarvesh doesn't have any cousins yet. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Thank you! --[[User:Lielac|Lielac]] ([[User talk:Lielac|talk]]) 02:41, 24 January 2014 (UTC)&lt;br /&gt;
:Done. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 03:37, 24 January 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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Hello, I feel that [[DF2012:World_generation]] should cover what goes into history simulation, as it is obviously different to simulation in fortress mode.&lt;br /&gt;
However, this is not a matter I am educated on. I would put this request on the page, but I cannot yet create a talk page.&lt;br /&gt;
:Done. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 19:05, 22 April 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
== User page requests ==&lt;br /&gt;
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{{upr|[[User:Lead Cafe|Lead Cafe]] ([[User talk:Lead Cafe|talk]])}}&lt;br /&gt;
{{upr|[[User:BillyJack|BillyJack]] ([[User talk:BillyJack|talk]])}}&lt;br /&gt;
{{upr|[[User:BillyJack|Sandbox]] ([[User talk:BillyJack|talk]])}}&lt;br /&gt;
{{upr|[[User:Theit8514|Theit8514]] ([[User talk:Theit8514|talk]])}}&lt;br /&gt;
:Created. --[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 23:37, 30 June 2013 (UTC)&lt;br /&gt;
{{upr|[[User:Mixtrak|Mixtrak]] ([[User talk:Mixtrak|talk]])}}&lt;br /&gt;
&lt;br /&gt;
== Redirect requests ==&lt;br /&gt;
&amp;lt;!-- Add new requests directly below this line (remember to sign with ~~~~). Don't forget to save using the &amp;quot;Save page&amp;quot; button below! --&amp;gt;&lt;br /&gt;
*[[DF2014:Fun]] to [[DF2014:Losing]]&lt;br /&gt;
[[dfhack]], [[DFHack]] and [[DF2012:DFHack]] to [[Utility:DFHack]]. --[[User:Lurker|Lurker]] ([[User talk:Lurker|talk]]) 14:07, 7 August 2013 (UTC)&lt;br /&gt;
:Done. --[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 17:48, 7 August 2013 (UTC)&lt;br /&gt;
* Page &amp;quot;Taming&amp;quot; should redirect to &amp;quot;DF2012:Tame&amp;quot; [[User:Latias1290|Latias1290]] ([[User talk:Latias1290|talk]]) 18:02, 27 August 2013 (UTC)&lt;br /&gt;
**[[DF2012:Tame]] is a redirect to [[DF2012:Animal trainer]]. Created [[Taming]] and [[DF2012:Taming]] as redirects. --[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 19:33, 27 August 2013 (UTC)&lt;br /&gt;
* Page &amp;quot;Gcs&amp;quot; should redirect to [[DF2014:Giant_cave_spider]]. [[Special:Contributions/199.60.104.18|199.60.104.18]] 19:00, 1 September 2015 (UTC)&lt;br /&gt;
:Done. Just do it yourself next time. Just create the page and add &amp;quot;#REDIRECT&amp;quot; followed by a space and the link to the page.[[User:CLA|CLA]] ([[User talk:CLA|talk]]) 22:19, 1 September 2015 (UTC)&lt;br /&gt;
::The reason this page exists is because anonymous users can't create pages. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 12:09, 4 September 2015 (UTC)&lt;br /&gt;
:::Oh, that makes sense. Should have figured that out on my own.&lt;br /&gt;
* [[DF2014:Combat log]] could redirect to [[DF2014:Reports]], I think it's the phrase new players will search for. [[User:Okdewit|Okdewit]] ([[User talk:Okdewit|talk]]) 18:58, 30 January 2016 (UTC)&lt;br /&gt;
**Done. [[User:Jwoodward48|Jwoodward48]] ([[User talk:Jwoodward48|talk]]) 00:05, 2 March 2016 (UTC)&lt;br /&gt;
* create redirect page &amp;quot;World Activation&amp;quot; and redirect to World_activities [[User:Untrustedlife|Untrustedlife]] ([[User talk:Untrustedlife|talk]]) 00:13, 26 July 2016 (UTC)&lt;br /&gt;
-- Got it done [[User:Untrustedlife|Untrustedlife]] ([[User talk:Untrustedlife|talk]]) 00:16, 26 July 2016 (UTC)&lt;br /&gt;
* Page [[DF2014:Guineahen]] and [[DF2014:Keet]] could redirect to [[DF2014:Guineafowl]] the same way [[DF2014:Guineacock]] does currently. [[Special:Contributions/2A01:C50E:D66A:5500:0:0:0:10|2A01:C50E:D66A:5500:0:0:0:10]] 17:43, 29 November 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Other requests ==&lt;br /&gt;
&amp;lt;!-- Add new requests directly below this line (remember to sign with ~~~~). Don't forget to save using the &amp;quot;Save page&amp;quot; button below! --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Can someone include a discussion about how dwarfs choose which jobs/tasks to do if they have enabled multiple labors and there are jobs in multiple labors on the DF2012:Labor page?  Is it based on which job is created first?  Their skills / traits / attributes?  Which labor they are highest ranked or their titled profession?  This seems to be an issue in the LPs I've been watching early on when there are only the 7 starting dwarves, sometimes extending into the first migration.  I know a solution is to deactivate other labors, or use burrows, but I'm still curious how it works.  Thank you, [[Special:Contributions/108.243.77.185|108.243.77.185]] 03:08, 17 August 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
* Hello. I wanted to know how to make the tiles uniform for the ground. I'm sure to have read somewhere once that it was possible to change the tiles to be all &amp;quot;.&amp;quot; (I am currently searching for a Goblin Snatcher for a while now ^^). I searched for &amp;quot;ground&amp;quot; what has yielded me a link to above ground page. There was no link there. Could make one to the relevant article or indicate the settings to do please? [[Special:Contributions/31.164.176.33|31.164.176.33]] 20:04, 23 September 2013 (UTC)&lt;br /&gt;
** Done: [[Ground]]. --[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 21:57, 23 September 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
* Hi, im new and just want to start translation of the wiki into german. im really into this game and i guess i still could learn a shitload of new stuff by doing this. AND there would maybe be more players around if and when i/we translate. not every german is fluent in english. -f4nt4sy [[User:F4nt4sy|F4nt4sy]] ([[User talk:F4nt4sy|talk]]) 15:01, 1 March 2014 (UTC)&lt;br /&gt;
:See [[DF:Centralized Discussion/Translating the wiki|here]]. It's been suggested before, but it's been hard to set something up on this wiki. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 03:22, 2 March 2014 (UTC)&lt;/div&gt;</summary>
		<author><name>Azeroth2b</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Civilization&amp;diff=234279</id>
		<title>Civilization</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Civilization&amp;diff=234279"/>
		<updated>2017-12-13T18:15:56Z</updated>

		<summary type="html">&lt;p&gt;Azeroth2b: /* In-game */ Updating to create stubs that reflect changes from the Artifact release.  Probably needs more work.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|21:55, 20 September 2016 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
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A '''civilization''' is an organized society formed by a group of distinct, intelligent [[creature]]s. Civilizations are characterized by recognizable symbols, arts, and [[language]], communities possessing common [[ethic]]s and [[value]]s, the development of advanced [[site]]s and [[structure]]s, the use of defined resources, governing systems with individuals or groups exercising authority, interactions with the [[surroundings|environment]], and the creation of complex relationships between other entities, which can result in global networks of [[trade]], the sharing of [[knowledge]], and conflicts due to disagreements, which may break out into [[war]].&lt;br /&gt;
&lt;br /&gt;
When you start a game in [[fortress mode]], there are typically one or more dwarven civilizations which you can choose to be the parent civilization of your fortress. You can select your civilization at the [[location|site selection]] screen. Different civilizations will have different items available when you [[embark]].&lt;br /&gt;
&lt;br /&gt;
Only dwarven civilizations are playable by default, and to play as other civilizations requires [[modding]].&lt;br /&gt;
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==Types of civilizations==&lt;br /&gt;
===Mountain===&lt;br /&gt;
The '''mountain civilization''' is established by the [[dwarf|dwarves]] {{Tile|☺|3:0}}. Mountain civilizations centralize in [[industry]], [[alcohol]], [[mining]] deep, producing ☼masterful [[craft]]s☼, and creating pretty epic [[stories]]. Mountain civilizations build great [[fortress]]es on the edge of mountain ranges, smaller [[hillock]]s in the hill-lands, and [[mountain halls]] deep in the mountain. Fortresses and mountain halls are connected by roads and underground [[tunnel]]s.&lt;br /&gt;
&lt;br /&gt;
===Plains===&lt;br /&gt;
The '''plains civilization''' is established by the [[human]]s {{Tile|U|3:0}}. Humans are the most variable out of all the civilizations. Plains civilizations build vast [[town]]s and rural [[hamlet]]s in low plains near bodies of water. Broad roads connect nearby towns together.&lt;br /&gt;
&lt;br /&gt;
===Forest===&lt;br /&gt;
The '''forest civilization''' is established by the &amp;lt;s&amp;gt;hippies&amp;lt;/s&amp;gt; [[elf|elves]] {{Tile|e|3:0}}. Forest civilizations are firmly devoted to the protection and well-being of nature, including [[tree]]s. Especially trees. Harming of plants (most importantly trees) is considered an unspeakable act of crime. Forest civilizations build [[forest retreat]]s made of large, outdoor structures of living trees in wooded areas.&lt;br /&gt;
&lt;br /&gt;
===Evil===&lt;br /&gt;
The '''evil civilization''' is established by the [[goblin]]s {{Tile|g|7:0}}. Evil civilizations are keen on going to war and &amp;lt;s&amp;gt;rescuing&amp;lt;/s&amp;gt; [[snatcher|kidnapping]] innocent children. They are undoubtedly the most cruel of all the civilizations. Evil civilizations construct sinister [[dark fortress]]es and blot the land with [[dark pit]]s.&lt;br /&gt;
&lt;br /&gt;
Evil civilizations are actually formed by certain supernatural [[demon|beings]] from an [[hidden fun stuff|eerie place]].&lt;br /&gt;
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===Skulking===&lt;br /&gt;
The '''skulking civilization''' is established by the [[kobold]]s {{Tile|k|6:0}}. Skulking civilizations [[thief|steal]] items from nearby civilizations and stay distant from other affairs. Skulking civilizations populate natural [[cave]]s. Cave residents do not show as neighbors on the embark screen, and in default [[advanced world generation|world-gen settings]], the caves themselves are hidden from the map.&lt;br /&gt;
&lt;br /&gt;
===Subterranean animal peoples===&lt;br /&gt;
Unnamed tribes spawn in deep [[cavern]]s underground and are populated by various [[animal people|humanoids resembling animals]], forming small, crude camps. Unlike other civilizations, they do not appear in the civilizations screen. Creatures that form underground civilizations are as follows:&lt;br /&gt;
&lt;br /&gt;
*{{Tile|a|6:0}} [[Amphibian man]]&lt;br /&gt;
*{{Tile|a|0:1}} [[Antman]]&lt;br /&gt;
*{{Tile|b|0:1}} [[Bat man]]&lt;br /&gt;
*{{Tile|f|7:1}} [[Cave fish man]]&lt;br /&gt;
*{{Tile|s|0:1}} [[Cave swallow man]]&lt;br /&gt;
*{{Tile|o|7:1}} [[Olm man]]&lt;br /&gt;
*{{Tile|r|2:0}} [[Reptile man]]&lt;br /&gt;
*{{Tile|r|0:1}} [[Rodent man]]&lt;br /&gt;
*{{Tile|s|7:1}} [[Serpent man]]&lt;br /&gt;
&lt;br /&gt;
==Dead and struggling civilizations==&lt;br /&gt;
When a civilization is destroyed by war or other calamities, it becomes a dead civilization. A civilization that is quite close to being dead is said to be struggling or dying.&lt;br /&gt;
&lt;br /&gt;
In Fortress mode, a player may embark while part of a struggling civilization – sometimes even as part of a dead civilization.&lt;br /&gt;
If you are embarking as a dead or struggling civilization you are warned about that at embark. It can be tricky to determine if your civilization is struggling or dead, but here are some indicators:&lt;br /&gt;
&lt;br /&gt;
===Struggling===&lt;br /&gt;
*Dwarven caravan may appear, but may also be absent for one or several years at a time.&lt;br /&gt;
*The outpost liaison may also appear with the caravan, but could also be absent (even if the caravan comes) for several years.&lt;br /&gt;
*Migrants should arrive as normal.&lt;br /&gt;
*Your (struggling) civilization will show on the Civilization screen right after embark, though it may be said to have no important leaders.&lt;br /&gt;
*A monarch might be appointed: most likely triggered by some unknown event, at which one of your dwarves become monarch after a polite discussion with its peers, but at the latest at the turn of the second year of your fortress (and frequently it's the expedition leader). Note that a monarch can be elected in your fortress even when the civilization was healthy at embark, in which case the election was triggered by the death of the previous monarch and nobody was elected at the other sites.&lt;br /&gt;
&lt;br /&gt;
===Dead===&lt;br /&gt;
*All dwarven civilizations in existence are dead. If at least one is not, the dead ones will not be available for embark.&lt;br /&gt;
*Only two migrant waves, no more.&lt;br /&gt;
*No dwarven caravans, ever.&lt;br /&gt;
*No monarch in the fortress or out in the world, ever.&lt;br /&gt;
*Right after embark, the Civilization screen is completely empty. Your (dead) dwarven civilization will show up once you make contact with any other civilization, including kobolds.&lt;br /&gt;
&lt;br /&gt;
Civilizations can be struggling even though they should by normal logic be dead, such as having had no living members or sites for over 1,000 years.{{bug|9503}}&lt;br /&gt;
&lt;br /&gt;
==Fortress Mode==&lt;br /&gt;
As of version 44.02, there exist 6 information screens: World, Missions, News and Rumors, People, Artifacts, and Civilizations. &lt;br /&gt;
&lt;br /&gt;
===World===&lt;br /&gt;
The world map can be accessed by pressing {{k|w}} from the Civilization/World Info menu. Use the cursor keys to navigate around the map and view other lands.&lt;br /&gt;
&lt;br /&gt;
===Missions===&lt;br /&gt;
The missions view can be accessed by pressing {{k|m}} from the Civilization/World Info menu.&lt;br /&gt;
&lt;br /&gt;
===News and Rumors===&lt;br /&gt;
News and rumors can be access from the Civilization/World Info menu by pressing {{k/n}. The map displays moving dots, but this author didn't know the purpose at time of generating this stub.&lt;br /&gt;
&lt;br /&gt;
===People===&lt;br /&gt;
The People view can be accessed by pressing {{k|p}} from the Civilization/World Info menu.  It lists the recoverable missing citizens.&lt;br /&gt;
&lt;br /&gt;
===Artifacts===&lt;br /&gt;
The Artifact view can be accessed by pressing {{k|a}} from the Civilization/World Info menu. It lists all known artifacts.  Artifact recovery missions can be launched by selecting an artifact and pressing {{k|r}}&lt;br /&gt;
&lt;br /&gt;
===Civilizations===&lt;br /&gt;
Civilizations that you have been in contact with (either by trade or war) can be viewed by pressing {{k|c}} to go to the [[Civilization/World Info menu]] and then {{k|c}}. Once you've selected a civilization to view, you can switch between viewing figureheads, export/import tallies, and trade agreements for that civilization with {{k|Tab}}. Friendly civilizations will generally report positive import/export values, while hostile civilizations generally trade in [[death]] and [[fun]]. You can peruse trade agreements with the arrow keys and {{k|Enter}}. [More information is needed about the other screens.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The {{Tile|P|2:1}} or {{Tile|W|4:1}} to the right of the civilization screen indicates the current relationships between the selected civilization with other civilizations on the list. {{Tile|P|2:1}} indicates peace (note for goblins, you will still get sieges even if you are at &amp;quot;peace&amp;quot; with them) and {{Tile|W|4:1}} indicates war. As an example, if you select the dwarven civilization, and next to a goblin civilization is {{Tile|W|4:1}} (which is not uncommon) it means that—congratulations—your civilization is at war with the goblins.&lt;br /&gt;
&lt;br /&gt;
Be aware that &amp;quot;neighbors&amp;quot; on the screen are not necessarily close neighbors, they are merely civilizations that have been contacted with yours. Your civilization may have connections with another civilization that are found on the far side of the world.&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;br /&gt;
{{Category|World}}&lt;/div&gt;</summary>
		<author><name>Azeroth2b</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Emotion&amp;diff=212328</id>
		<title>DF2014 Talk:Emotion</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Emotion&amp;diff=212328"/>
		<updated>2014-11-18T14:27:17Z</updated>

		<summary type="html">&lt;p&gt;Azeroth2b: /* Bug disabling Sorting */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A complete list of emotions can be found in the [https://github.com/DFHack/df-structures/blob/master/df.unit-thoughts.xml df-structures repo]. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 20:25, 10 November 2014 (UTC)&lt;br /&gt;
:Added a table (generated with [https://github.com/lethosor/dfhack-scripts/blob/master/devel/emotion-table.lua this script]). &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 20:56, 10 November 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Bug disabling Sorting ==&lt;br /&gt;
&lt;br /&gt;
I think there may be a bug with that code preventing sorting. It seems to work in preview but not on the site itself. Is this intentional?&lt;br /&gt;
[[User:Azeroth2b|Azeroth2b]] ([[User talk:Azeroth2b|talk]]) 14:27, 18 November 2014 (UTC)&lt;/div&gt;</summary>
		<author><name>Azeroth2b</name></author>
	</entry>
</feed>