<?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=EFrisby67</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=EFrisby67"/>
	<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php/Special:Contributions/EFrisby67"/>
	<updated>2026-06-26T08:19:45Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.11</generator>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:String_dump&amp;diff=153476</id>
		<title>40d:String dump</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:String_dump&amp;diff=153476"/>
		<updated>2011-10-04T09:34:09Z</updated>

		<summary type="html">&lt;p&gt;EFrisby67: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Unrated}}{{av}}&lt;br /&gt;
The following is a dump of all text strings found within dwarfort.exe. Scholars of the &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[http://xstretchmarks.com &amp;lt;span style=&amp;quot;color:black;font-weight:normal;text-decoration:none!important;background:none!important; text-decoration:none;/*CITATION*/&amp;quot;&amp;gt;stretch marks&amp;lt;/span&amp;gt;]&amp;lt;/span&amp;gt; game may pick up clues from these strings as to what kind of behaviors and data are hard-coded within the game (as opposed to being contained in the {{L|raws}}).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
From version 0.28.181.40d:&lt;br /&gt;
&lt;br /&gt;
  inflate 1.2.1 Copyright 1995-2003 Mark Adler &lt;br /&gt;
  deflate 1.2.1 Copyright 1995-2003 Jean-loup Gailly &lt;br /&gt;
 1.2.1&lt;br /&gt;
 invalid block type&lt;br /&gt;
 invalid stored block lengths&lt;br /&gt;
 too many length or distance symbols&lt;br /&gt;
 invalid code lengths set&lt;br /&gt;
 invalid bit length repeat&lt;br /&gt;
 invalid literal/lengths set&lt;br /&gt;
 invalid distances set&lt;br /&gt;
 invalid literal/length code&lt;br /&gt;
 invalid distance code&lt;br /&gt;
 invalid distance too far back&lt;br /&gt;
 incorrect header check&lt;br /&gt;
 unknown compression method&lt;br /&gt;
 invalid window size&lt;br /&gt;
 unknown header flags set&lt;br /&gt;
 header crc mismatch&lt;br /&gt;
 incorrect data check&lt;br /&gt;
 incorrect length check&lt;br /&gt;
 incompatible version&lt;br /&gt;
 buffer error&lt;br /&gt;
 insufficient memory&lt;br /&gt;
 data error&lt;br /&gt;
 stream error&lt;br /&gt;
 file error&lt;br /&gt;
 stream end&lt;br /&gt;
 need dictionary&lt;br /&gt;
 bad allocation&lt;br /&gt;
 TRANS_NAME&lt;br /&gt;
 FIRST_NAME&lt;br /&gt;
 PRO_POS&lt;br /&gt;
 PRO_OBJ&lt;br /&gt;
 PRO_SUB&lt;br /&gt;
 PRO_REF&lt;br /&gt;
 vector&amp;lt;T&amp;gt; too long&lt;br /&gt;
  &lt;br /&gt;
 A group of &lt;br /&gt;
 migrants, &lt;br /&gt;
 , has arrived.&lt;br /&gt;
 migrants has arrived.&lt;br /&gt;
 C&lt;br /&gt;
 data&lt;br /&gt;
 data/save&lt;br /&gt;
 data/save/current&lt;br /&gt;
 data/save/current/art_image-&lt;br /&gt;
 .dat&lt;br /&gt;
 art_image-&lt;br /&gt;
 data/save/current/&lt;br /&gt;
 /&lt;br /&gt;
 data/save/&lt;br /&gt;
  is &lt;br /&gt;
  are &lt;br /&gt;
  prostrating &lt;br /&gt;
 themselves&lt;br /&gt;
  before &lt;br /&gt;
  torturing &lt;br /&gt;
  committing a depraved act upon &lt;br /&gt;
  devouring &lt;br /&gt;
  admiring &lt;br /&gt;
  burning &lt;br /&gt;
  shooting &lt;br /&gt;
  surrounded by &lt;br /&gt;
  massacring &lt;br /&gt;
  fighting with &lt;br /&gt;
  greeting &lt;br /&gt;
  refusing &lt;br /&gt;
  speaking with &lt;br /&gt;
  embracing &lt;br /&gt;
  striking down &lt;br /&gt;
  raising &lt;br /&gt;
  hiding &lt;br /&gt;
  praying to &lt;br /&gt;
  contemplating &lt;br /&gt;
  cooking &lt;br /&gt;
  engraving &lt;br /&gt;
  impaled on &lt;br /&gt;
  being flayed by &lt;br /&gt;
  hanging from &lt;br /&gt;
  being mutilated by &lt;br /&gt;
 .  &lt;br /&gt;
  praying&lt;br /&gt;
  weeping&lt;br /&gt;
  cringing&lt;br /&gt;
  screaming&lt;br /&gt;
  being tortured&lt;br /&gt;
  committing a depraved act&lt;br /&gt;
  making a submissive gesture&lt;br /&gt;
  in a fetal position&lt;br /&gt;
  smeared out into a spiral&lt;br /&gt;
  falling&lt;br /&gt;
  dead&lt;br /&gt;
  laughing&lt;br /&gt;
  being shot&lt;br /&gt;
  making a plaintive gesture&lt;br /&gt;
  melting&lt;br /&gt;
  burning&lt;br /&gt;
 looks&lt;br /&gt;
 look&lt;br /&gt;
  dejected&lt;br /&gt;
  terrified&lt;br /&gt;
  offended&lt;br /&gt;
  confused&lt;br /&gt;
  suffering&lt;br /&gt;
  withering away&lt;br /&gt;
  striking a menacing pose&lt;br /&gt;
  striking a triumphant pose&lt;br /&gt;
  laboring&lt;br /&gt;
  traveling&lt;br /&gt;
  contemplating&lt;br /&gt;
  cooking&lt;br /&gt;
  engraving&lt;br /&gt;
  unnaturally contorted&lt;br /&gt;
  being flayed&lt;br /&gt;
  being mutilated&lt;br /&gt;
 the &lt;br /&gt;
 a &lt;br /&gt;
 two &lt;br /&gt;
 three &lt;br /&gt;
 four &lt;br /&gt;
 five &lt;br /&gt;
  the &lt;br /&gt;
  the deity of &lt;br /&gt;
 , &lt;br /&gt;
  and &lt;br /&gt;
 , depicted as a &lt;br /&gt;
 female &lt;br /&gt;
 male &lt;br /&gt;
 s&lt;br /&gt;
 bad cast&lt;br /&gt;
&lt;br /&gt;
 false&lt;br /&gt;
 true&lt;br /&gt;
 ios_base::badbit set&lt;br /&gt;
 ios_base::failbit set&lt;br /&gt;
 ios_base::eofbit set&lt;br /&gt;
 pus&lt;br /&gt;
 ichor&lt;br /&gt;
 goo&lt;br /&gt;
 blood&lt;br /&gt;
 KILL_ENTITY_MEMBER&lt;br /&gt;
 KILL_NEUTRAL&lt;br /&gt;
 KILL_ENEMY&lt;br /&gt;
 KILL_ANIMAL&lt;br /&gt;
 EAT_SAPIENT_OTHER&lt;br /&gt;
 EAT_SAPIENT_KILL&lt;br /&gt;
 MAKE_TROPHY_SAME_RACE&lt;br /&gt;
 MAKE_TROPHY_SAPIENT&lt;br /&gt;
 MAKE_TROPHY_ANIMAL&lt;br /&gt;
 KILL_PLANT&lt;br /&gt;
 TORTURE_AS_EXAMPLE&lt;br /&gt;
 TORTURE_FOR_INFORMATION&lt;br /&gt;
 TORTURE_FOR_FUN&lt;br /&gt;
 TORTURE_ANIMALS&lt;br /&gt;
 TREASON&lt;br /&gt;
 OATH_BREAKING&lt;br /&gt;
 LYING&lt;br /&gt;
 VANDALISM&lt;br /&gt;
 TRESPASSING&lt;br /&gt;
 THEFT&lt;br /&gt;
 ASSAULT&lt;br /&gt;
 SLAVERY&lt;br /&gt;
 Unrecognized Ethic Action Token: &lt;br /&gt;
 NOT_APPLICABLE&lt;br /&gt;
 ACCEPTABLE&lt;br /&gt;
 PERSONAL_MATTER&lt;br /&gt;
 JUSTIFIED_IF_NO_REPERCUSSIONS&lt;br /&gt;
 JUSTIFIED_IF_GOOD_REASON&lt;br /&gt;
 JUSTIFIED_IF_EXTREME_REASON&lt;br /&gt;
 JUSTIFIED_IF_SELF_DEFENSE&lt;br /&gt;
 ONLY_IF_SANCTIONED&lt;br /&gt;
 MISGUIDED&lt;br /&gt;
 SHUN&lt;br /&gt;
 APPALLING&lt;br /&gt;
 PUNISH_REPRIMAND&lt;br /&gt;
 PUNISH_SERIOUS&lt;br /&gt;
 PUNISH_EXILE&lt;br /&gt;
 PUNISH_CAPITAL&lt;br /&gt;
 UNTHINKABLE&lt;br /&gt;
 Unrecognized Ethic Response Token: &lt;br /&gt;
 ROAD&lt;br /&gt;
 TUNNEL&lt;br /&gt;
 BRIDGE&lt;br /&gt;
 WALL&lt;br /&gt;
 Unrecognized World Construction Token: &lt;br /&gt;
 PANTHEON&lt;br /&gt;
 REGIONAL_FORCE&lt;br /&gt;
 ANY_APPROPRIATE_POWER&lt;br /&gt;
 Unrecognized Religion Token: &lt;br /&gt;
 SPRING&lt;br /&gt;
 SUMMER&lt;br /&gt;
 AUTUMN&lt;br /&gt;
 WINTER&lt;br /&gt;
 Unrecognized Season Token: &lt;br /&gt;
 AGRICULTURE&lt;br /&gt;
 ANIMALS&lt;br /&gt;
 ART&lt;br /&gt;
 BALANCE&lt;br /&gt;
 BEAUTY&lt;br /&gt;
 BIRTH&lt;br /&gt;
 BLIGHT&lt;br /&gt;
 BOUNDARIES&lt;br /&gt;
 CAVERNS&lt;br /&gt;
 CHAOS&lt;br /&gt;
 CHARITY&lt;br /&gt;
 CHILDREN&lt;br /&gt;
 COASTS&lt;br /&gt;
 CONSOLATION&lt;br /&gt;
 COURAGE&lt;br /&gt;
 CRAFTS&lt;br /&gt;
 CREATION&lt;br /&gt;
 DANCE&lt;br /&gt;
 DARKNESS&lt;br /&gt;
 DAWN&lt;br /&gt;
 DAY&lt;br /&gt;
 DEATH&lt;br /&gt;
 DEFORMITY&lt;br /&gt;
 DEPRAVITY&lt;br /&gt;
 DISCIPLINE&lt;br /&gt;
 DISEASE&lt;br /&gt;
 DREAMS&lt;br /&gt;
 DUSK&lt;br /&gt;
 DUTY&lt;br /&gt;
 EARTH&lt;br /&gt;
 FAMILY&lt;br /&gt;
 FAME&lt;br /&gt;
 FATE&lt;br /&gt;
 FERTILITY&lt;br /&gt;
 FESTIVALS&lt;br /&gt;
 FIRE&lt;br /&gt;
 FISH&lt;br /&gt;
 FISHING&lt;br /&gt;
 FOOD&lt;br /&gt;
 FORGIVENESS&lt;br /&gt;
 FORTRESSES&lt;br /&gt;
 FREEDOM&lt;br /&gt;
 GAMBLING&lt;br /&gt;
 GAMES&lt;br /&gt;
 GENEROSITY&lt;br /&gt;
 HAPPINESS&lt;br /&gt;
 HEALING&lt;br /&gt;
 HOSPITALITY&lt;br /&gt;
 HUNTING&lt;br /&gt;
 INSPIRATION&lt;br /&gt;
 JEALOUSY&lt;br /&gt;
 JEWELS&lt;br /&gt;
 JUSTICE&lt;br /&gt;
 LABOR&lt;br /&gt;
 LAKES&lt;br /&gt;
 LAWS&lt;br /&gt;
 LIES&lt;br /&gt;
 LIGHT&lt;br /&gt;
 LIGHTNING&lt;br /&gt;
 LONGEVITY&lt;br /&gt;
 LOVE&lt;br /&gt;
 LOYALTY&lt;br /&gt;
 LUCK&lt;br /&gt;
 LUST&lt;br /&gt;
 MARRIAGE&lt;br /&gt;
 MERCY&lt;br /&gt;
 METALS&lt;br /&gt;
 MINERALS&lt;br /&gt;
 MISERY&lt;br /&gt;
 MIST&lt;br /&gt;
 MOON&lt;br /&gt;
 MOUNTAINS&lt;br /&gt;
 MUCK&lt;br /&gt;
 MURDER&lt;br /&gt;
 MUSIC&lt;br /&gt;
 NATURE&lt;br /&gt;
 NIGHT&lt;br /&gt;
 NIGHTMARES&lt;br /&gt;
 OATHS&lt;br /&gt;
 OCEANS&lt;br /&gt;
 ORDER&lt;br /&gt;
 PAINTING&lt;br /&gt;
 PEACE&lt;br /&gt;
 PERSUASION&lt;br /&gt;
 PLANTS&lt;br /&gt;
 POETRY&lt;br /&gt;
 PREGNANCY&lt;br /&gt;
 RAIN&lt;br /&gt;
 RAINBOWS&lt;br /&gt;
 REBIRTH&lt;br /&gt;
 REVELRY&lt;br /&gt;
 REVENGE&lt;br /&gt;
 RIVERS&lt;br /&gt;
 RULERSHIP&lt;br /&gt;
 RUMOR&lt;br /&gt;
 SACRIFICE&lt;br /&gt;
 SALT&lt;br /&gt;
 SCHOLARSHIP&lt;br /&gt;
 SEASONS&lt;br /&gt;
 SILENCE&lt;br /&gt;
 SKY&lt;br /&gt;
 SONG&lt;br /&gt;
 SPEECH&lt;br /&gt;
 STARS&lt;br /&gt;
 STORMS&lt;br /&gt;
 STRENGTH&lt;br /&gt;
 SUICIDE&lt;br /&gt;
 SUN&lt;br /&gt;
 THRALLDOM&lt;br /&gt;
 THUNDER&lt;br /&gt;
 TORTURE&lt;br /&gt;
 TRADE&lt;br /&gt;
 TRAVELERS&lt;br /&gt;
 TREACHERY&lt;br /&gt;
 TREES&lt;br /&gt;
 TRICKERY&lt;br /&gt;
 TRUTH&lt;br /&gt;
 TWILIGHT&lt;br /&gt;
 VALOR&lt;br /&gt;
 VICTORY&lt;br /&gt;
 VOLCANOS&lt;br /&gt;
 WAR&lt;br /&gt;
 WATER&lt;br /&gt;
 WEALTH&lt;br /&gt;
 WEATHER&lt;br /&gt;
 WIND&lt;br /&gt;
 WISDOM&lt;br /&gt;
 WRITING&lt;br /&gt;
 YOUTH&lt;br /&gt;
 Unrecognized Sphere Token: &lt;br /&gt;
 OWN_RACE&lt;br /&gt;
 FANCIFUL&lt;br /&gt;
 EVIL&lt;br /&gt;
 GOOD&lt;br /&gt;
 Unrecognized Art Facet Token: &lt;br /&gt;
 CREATURE&lt;br /&gt;
 PLANT&lt;br /&gt;
 TREE&lt;br /&gt;
 SHAPE&lt;br /&gt;
 ITEM&lt;br /&gt;
 Unrecognized Art Image Element Token: &lt;br /&gt;
 ART_IMAGE&lt;br /&gt;
 COVERED&lt;br /&gt;
 RINGS_HANGING&lt;br /&gt;
 BANDS&lt;br /&gt;
 SPIKES&lt;br /&gt;
 ITEMSPECIFIC&lt;br /&gt;
 THREAD&lt;br /&gt;
 CLOTH&lt;br /&gt;
 SEWN_IMAGE&lt;br /&gt;
 Unrecognized Item Improvement Token: &lt;br /&gt;
 PLAYER_FORTRESS&lt;br /&gt;
 DARK_FORTRESS&lt;br /&gt;
 CAVE&lt;br /&gt;
 CAVE_DETAILED&lt;br /&gt;
 TREE_CITY&lt;br /&gt;
 CITY&lt;br /&gt;
 RUIN&lt;br /&gt;
 Unrecognized Site Token: &lt;br /&gt;
 DEFAULT&lt;br /&gt;
 GUARD&lt;br /&gt;
 ROYALGUARD&lt;br /&gt;
 ZOMBIE&lt;br /&gt;
 SKELETON&lt;br /&gt;
 ADVENTURER&lt;br /&gt;
 Unrecognized Creature Texture Token: &lt;br /&gt;
 MOTHER&lt;br /&gt;
 FATHER&lt;br /&gt;
 SPOUSE&lt;br /&gt;
 CHILD&lt;br /&gt;
 DEITY&lt;br /&gt;
 LOVER&lt;br /&gt;
 Unrecognized Historical Figure Hist Fig Link Token: &lt;br /&gt;
 LEADER&lt;br /&gt;
 MAYOR&lt;br /&gt;
 ROYAL_GUARD&lt;br /&gt;
 MERCENARY&lt;br /&gt;
 FORMER_MERCENARY&lt;br /&gt;
 ENEMY&lt;br /&gt;
 CRIMINAL&lt;br /&gt;
 MEMBER&lt;br /&gt;
 FORMER_MEMBER&lt;br /&gt;
 MANAGER&lt;br /&gt;
 BOOKKEEPER&lt;br /&gt;
 BROKER&lt;br /&gt;
 SHERIFF&lt;br /&gt;
 GUARD_CAPTAIN&lt;br /&gt;
 CAPTAIN_OF_THE_GUARD&lt;br /&gt;
 MERCHANT_NOBILITY&lt;br /&gt;
 OUTPOST_LIAISON&lt;br /&gt;
 DIPLOMAT&lt;br /&gt;
 HIGH_PRIEST&lt;br /&gt;
 SLAVE&lt;br /&gt;
 FORMER_SLAVE&lt;br /&gt;
 PRISONER&lt;br /&gt;
 FORMER_PRISONER&lt;br /&gt;
 PRIEST&lt;br /&gt;
 SHOPKEEPER&lt;br /&gt;
 MINER&lt;br /&gt;
 WOODWORKER&lt;br /&gt;
 CARPENTER&lt;br /&gt;
 BOWYER&lt;br /&gt;
 WOODCUTTER&lt;br /&gt;
 STONEWORKER&lt;br /&gt;
 ENGRAVER&lt;br /&gt;
 MASON&lt;br /&gt;
 RANGER&lt;br /&gt;
 ANIMAL_CARETAKER&lt;br /&gt;
 ANIMAL_TRAINER&lt;br /&gt;
 HUNTER&lt;br /&gt;
 TRAPPER&lt;br /&gt;
 ANIMAL_DISSECTOR&lt;br /&gt;
 METALSMITH&lt;br /&gt;
 FURNACE_OPERATOR&lt;br /&gt;
 WEAPONSMITH&lt;br /&gt;
 ARMORER&lt;br /&gt;
 BLACKSMITH&lt;br /&gt;
 METALCRAFTER&lt;br /&gt;
 JEWELER&lt;br /&gt;
 GEM_CUTTER&lt;br /&gt;
 GEM_SETTER&lt;br /&gt;
 CRAFTSMAN&lt;br /&gt;
 WOODCRAFTER&lt;br /&gt;
 STONECRAFTER&lt;br /&gt;
 LEATHERWORKER&lt;br /&gt;
 BONE_CARVER&lt;br /&gt;
 WEAVER&lt;br /&gt;
 CLOTHIER&lt;br /&gt;
 GLASSMAKER&lt;br /&gt;
 STRAND_EXTRACTOR&lt;br /&gt;
 KING&lt;br /&gt;
 KING_CONSORT&lt;br /&gt;
 FISHERY_WORKER&lt;br /&gt;
 FISHERMAN&lt;br /&gt;
 FISH_DISSECTOR&lt;br /&gt;
 FISH_CLEANER&lt;br /&gt;
 FARMER&lt;br /&gt;
 CHEESE_MAKER&lt;br /&gt;
 MILKER&lt;br /&gt;
 COOK&lt;br /&gt;
 THRESHER&lt;br /&gt;
 MILLER&lt;br /&gt;
 BUTCHER&lt;br /&gt;
 TANNER&lt;br /&gt;
 DYER&lt;br /&gt;
 PLANTER&lt;br /&gt;
 HERBALIST&lt;br /&gt;
 BREWER&lt;br /&gt;
 SOAP_MAKER&lt;br /&gt;
 POTASH_MAKER&lt;br /&gt;
 LYE_MAKER&lt;br /&gt;
 WOOD_BURNER&lt;br /&gt;
 ENGINEER&lt;br /&gt;
 MECHANIC&lt;br /&gt;
 SIEGE_ENGINEER&lt;br /&gt;
 SIEGE_OPERATOR&lt;br /&gt;
 PUMP_OPERATOR&lt;br /&gt;
 CLERK&lt;br /&gt;
 ARCHITECT&lt;br /&gt;
 ADMINISTRATOR&lt;br /&gt;
 TRADER&lt;br /&gt;
 TAXCOLLECTOR&lt;br /&gt;
 EXECUTIONER&lt;br /&gt;
 BARON&lt;br /&gt;
 COUNT&lt;br /&gt;
 DUKE&lt;br /&gt;
 BARON_CONSORT&lt;br /&gt;
 COUNT_CONSORT&lt;br /&gt;
 DUKE_CONSORT&lt;br /&gt;
 PHILOSOPHER&lt;br /&gt;
 ADVISOR&lt;br /&gt;
 ALCHEMIST&lt;br /&gt;
 DUNGEONMASTER&lt;br /&gt;
 MERCHANT&lt;br /&gt;
 GUILDREP&lt;br /&gt;
 MERCHANTBARON&lt;br /&gt;
 MERCHANTPRINCE&lt;br /&gt;
 OUTPOSTLIAISON&lt;br /&gt;
 DRUID&lt;br /&gt;
 CHAMPION&lt;br /&gt;
 HAMMERMAN&lt;br /&gt;
 MASTER_HAMMERMAN&lt;br /&gt;
 SPEARMAN&lt;br /&gt;
 MASTER_SPEARMAN&lt;br /&gt;
 CROSSBOWMAN&lt;br /&gt;
 MASTER_CROSSBOWMAN&lt;br /&gt;
 WRESTLER&lt;br /&gt;
 MASTER_WRESTLER&lt;br /&gt;
 AXEMAN&lt;br /&gt;
 MASTER_AXEMAN&lt;br /&gt;
 SWORDSMAN&lt;br /&gt;
 MASTER_SWORDSMAN&lt;br /&gt;
 MACEMAN&lt;br /&gt;
 MASTER_MACEMAN&lt;br /&gt;
 PIKEMAN&lt;br /&gt;
 MASTER_PIKEMAN&lt;br /&gt;
 BOWMAN&lt;br /&gt;
 MASTER_BOWMAN&lt;br /&gt;
 BLOWGUNMAN&lt;br /&gt;
 MASTER_BLOWGUNMAN&lt;br /&gt;
 RECRUIT&lt;br /&gt;
 TRAINED_HUNTER&lt;br /&gt;
 TRAINED_WAR&lt;br /&gt;
 MASTER_THIEF&lt;br /&gt;
 THIEF&lt;br /&gt;
 STANDARD&lt;br /&gt;
 BABY&lt;br /&gt;
 DRUNK&lt;br /&gt;
 LASHER&lt;br /&gt;
 MASTER_LASHER&lt;br /&gt;
 NONE&lt;br /&gt;
 Unrecognized Unit Type Token: &lt;br /&gt;
 BLUDGEON&lt;br /&gt;
 SLASH&lt;br /&gt;
 GORE&lt;br /&gt;
 PIERCE&lt;br /&gt;
 BURN&lt;br /&gt;
 HEAT&lt;br /&gt;
 COLD&lt;br /&gt;
 Unrecognized Damage Token: &lt;br /&gt;
 MINING&lt;br /&gt;
 WOODCUTTING&lt;br /&gt;
 CARPENTRY&lt;br /&gt;
 DETAILSTONE&lt;br /&gt;
 MASONRY&lt;br /&gt;
 ANIMALTRAIN&lt;br /&gt;
 ANIMALCARE&lt;br /&gt;
 DISSECT_FISH&lt;br /&gt;
 DISSECT_VERMIN&lt;br /&gt;
 PROCESSFISH&lt;br /&gt;
 TRAPPING&lt;br /&gt;
 WEAVING&lt;br /&gt;
 BREWING&lt;br /&gt;
 ALCHEMY&lt;br /&gt;
 CLOTHESMAKING&lt;br /&gt;
 MILLING&lt;br /&gt;
 PROCESSPLANTS&lt;br /&gt;
 CHEESEMAKING&lt;br /&gt;
 MILK&lt;br /&gt;
 HERBALISM&lt;br /&gt;
 SMELT&lt;br /&gt;
 EXTRACT_STRAND&lt;br /&gt;
 FORGE_WEAPON&lt;br /&gt;
 FORGE_ARMOR&lt;br /&gt;
 FORGE_FURNITURE&lt;br /&gt;
 CUTGEM&lt;br /&gt;
 ENCRUSTGEM&lt;br /&gt;
 WOODCRAFT&lt;br /&gt;
 STONECRAFT&lt;br /&gt;
 METALCRAFT&lt;br /&gt;
 LEATHERWORK&lt;br /&gt;
 BONECARVE&lt;br /&gt;
 UNARMED&lt;br /&gt;
 AXE&lt;br /&gt;
 SWORD&lt;br /&gt;
 DAGGER&lt;br /&gt;
 MACE&lt;br /&gt;
 HAMMER&lt;br /&gt;
 SPEAR&lt;br /&gt;
 CROSSBOW&lt;br /&gt;
 SHIELD&lt;br /&gt;
 ARMOR&lt;br /&gt;
 SIEGECRAFT&lt;br /&gt;
 SIEGEOPERATE&lt;br /&gt;
 OPERATE_PUMP&lt;br /&gt;
 PIKE&lt;br /&gt;
 WHIP&lt;br /&gt;
 BOW&lt;br /&gt;
 BLOWGUN&lt;br /&gt;
 THROW&lt;br /&gt;
 MECHANICS&lt;br /&gt;
 MAGIC_NATURE&lt;br /&gt;
 SNEAK&lt;br /&gt;
 DESIGNBUILDING&lt;br /&gt;
 WOOD_BURNING&lt;br /&gt;
 LYE_MAKING&lt;br /&gt;
 POTASH_MAKING&lt;br /&gt;
 SOAP_MAKING&lt;br /&gt;
 SWIMMING&lt;br /&gt;
 NEGOTIATION&lt;br /&gt;
 JUDGING_INTENT&lt;br /&gt;
 APPRAISAL&lt;br /&gt;
 ORGANIZATION&lt;br /&gt;
 RECORD_KEEPING&lt;br /&gt;
 INTIMIDATION&lt;br /&gt;
 CONVERSATION&lt;br /&gt;
 COMEDY&lt;br /&gt;
 FLATTERY&lt;br /&gt;
 CONSOLE&lt;br /&gt;
 PACIFY&lt;br /&gt;
 TRACKING&lt;br /&gt;
 Unrecognized Skill Token: &lt;br /&gt;
 WOOD&lt;br /&gt;
 STONE&lt;br /&gt;
 METAL&lt;br /&gt;
 BONE&lt;br /&gt;
 IVORY&lt;br /&gt;
 HORN&lt;br /&gt;
 AMBER&lt;br /&gt;
 CORAL&lt;br /&gt;
 PEARL&lt;br /&gt;
 SHELL&lt;br /&gt;
 LEATHER&lt;br /&gt;
 SILK&lt;br /&gt;
 PLANT_ALCOHOL&lt;br /&gt;
 GLASS_GREEN&lt;br /&gt;
 GLASS_CLEAR&lt;br /&gt;
 GLASS_CRYSTAL&lt;br /&gt;
 SAND&lt;br /&gt;
 COAL&lt;br /&gt;
 POTASH&lt;br /&gt;
 ASH&lt;br /&gt;
 PEARLASH&lt;br /&gt;
 LYE&lt;br /&gt;
 RENDERED_FAT&lt;br /&gt;
 SOAP_ANIMAL&lt;br /&gt;
 FAT&lt;br /&gt;
 MUD&lt;br /&gt;
 VOMIT&lt;br /&gt;
 BLOOD_NONSPECIFIC&lt;br /&gt;
 BLOOD_SPECIFIC&lt;br /&gt;
 SLIME&lt;br /&gt;
 FILTH_B&lt;br /&gt;
 FILTH_Y&lt;br /&gt;
 UNKNOWN_SUBSTANCE&lt;br /&gt;
 GRIME&lt;br /&gt;
 Unrecognized Material Token: &lt;br /&gt;
 FORCED&lt;br /&gt;
 UNCOMMON&lt;br /&gt;
 RARE&lt;br /&gt;
 BAR&lt;br /&gt;
 SMALLGEM&lt;br /&gt;
 BLOCKS&lt;br /&gt;
 ROUGH&lt;br /&gt;
 DOOR&lt;br /&gt;
 FLOODGATE&lt;br /&gt;
 HATCH_COVER&lt;br /&gt;
 GRATE&lt;br /&gt;
 BED&lt;br /&gt;
 CHAIR&lt;br /&gt;
 CHAIN&lt;br /&gt;
 FLASK&lt;br /&gt;
 GOBLET&lt;br /&gt;
 INSTRUMENT&lt;br /&gt;
 TOY&lt;br /&gt;
 WINDOW&lt;br /&gt;
 CAGE&lt;br /&gt;
 BARREL&lt;br /&gt;
 BUCKET&lt;br /&gt;
 ANIMALTRAP&lt;br /&gt;
 TABLE&lt;br /&gt;
 COFFIN&lt;br /&gt;
 STATUE&lt;br /&gt;
 QUERN&lt;br /&gt;
 MILLSTONE&lt;br /&gt;
 CORPSE&lt;br /&gt;
 WEAPON&lt;br /&gt;
 SHOES&lt;br /&gt;
 HELM&lt;br /&gt;
 GLOVES&lt;br /&gt;
 BOX&lt;br /&gt;
 BIN&lt;br /&gt;
 ARMORSTAND&lt;br /&gt;
 WEAPONRACK&lt;br /&gt;
 CABINET&lt;br /&gt;
 FIGURINE&lt;br /&gt;
 AMULET&lt;br /&gt;
 SCEPTER&lt;br /&gt;
 AMMO&lt;br /&gt;
 CROWN&lt;br /&gt;
 RING&lt;br /&gt;
 EARRING&lt;br /&gt;
 BRACELET&lt;br /&gt;
 GEM&lt;br /&gt;
 ANVIL&lt;br /&gt;
 CORPSEPIECE&lt;br /&gt;
 REMAINS&lt;br /&gt;
 MEAT&lt;br /&gt;
 FISH_RAW&lt;br /&gt;
 VERMIN&lt;br /&gt;
 PET&lt;br /&gt;
 SEEDS&lt;br /&gt;
 SKIN_RAW&lt;br /&gt;
 SKIN_TANNED&lt;br /&gt;
 BONES&lt;br /&gt;
 LEAVES&lt;br /&gt;
 TOTEM&lt;br /&gt;
 SKULL&lt;br /&gt;
 PANTS&lt;br /&gt;
 BACKPACK&lt;br /&gt;
 QUIVER&lt;br /&gt;
 CATAPULTPARTS&lt;br /&gt;
 BALLISTAPARTS&lt;br /&gt;
 SIEGEAMMO&lt;br /&gt;
 BALLISTAARROWHEAD&lt;br /&gt;
 TRAPPARTS&lt;br /&gt;
 TRAPCOMP&lt;br /&gt;
 EXTRACT&lt;br /&gt;
 POTION&lt;br /&gt;
 DRINK&lt;br /&gt;
 POWDER_MISC&lt;br /&gt;
 CHEESE&lt;br /&gt;
 LIQUID_MISC&lt;br /&gt;
 COIN&lt;br /&gt;
 GLOB&lt;br /&gt;
 ROCK&lt;br /&gt;
 PIPE_SECTION&lt;br /&gt;
 Unrecognized Item Token: &lt;br /&gt;
 CIV&lt;br /&gt;
 SITE&lt;br /&gt;
 VESSEL&lt;br /&gt;
 RELIGION&lt;br /&gt;
 TEMPLE&lt;br /&gt;
 BATTLE&lt;br /&gt;
 SIEGE&lt;br /&gt;
 errorlog.txt&lt;br /&gt;
 map_rejection_log.txt&lt;br /&gt;
 gamelog.txt&lt;br /&gt;
 COKE&lt;br /&gt;
 CHARCOAL&lt;br /&gt;
 NO_MATGLOSS&lt;br /&gt;
 Unrecognized Coal Token: &lt;br /&gt;
 USE_RACEGLOSS&lt;br /&gt;
 Unrecognized Wood Token: &lt;br /&gt;
 Unrecognized Plant Token: &lt;br /&gt;
 Unrecognized Plant Alcohol Token: &lt;br /&gt;
 USE_LAVA_STONE&lt;br /&gt;
 Unrecognized Stone Token: &lt;br /&gt;
 Unrecognized Metal Token: &lt;br /&gt;
 No Appropriate Nonspecific Blood Types in Token: &lt;br /&gt;
 Unrecognized Leather Token: &lt;br /&gt;
 Unrecognized Silk Token: &lt;br /&gt;
 Unrecognized Specific Blood Token: &lt;br /&gt;
 Unrecognized Bone Token: &lt;br /&gt;
 VEIN&lt;br /&gt;
 CLUSTER&lt;br /&gt;
 CLUSTER_SMALL&lt;br /&gt;
 CLUSTER_ONE&lt;br /&gt;
 Unrecognized Inclusion Type Token: &lt;br /&gt;
 NW&lt;br /&gt;
 NE&lt;br /&gt;
 SW&lt;br /&gt;
 SE&lt;br /&gt;
 West&lt;br /&gt;
 East&lt;br /&gt;
 North&lt;br /&gt;
 South&lt;br /&gt;
 Below&lt;br /&gt;
 Above&lt;br /&gt;
 Here&lt;br /&gt;
 /Below&lt;br /&gt;
 /Above&lt;br /&gt;
 gooey&lt;br /&gt;
 slimy&lt;br /&gt;
 vomitous&lt;br /&gt;
 bloody&lt;br /&gt;
 purulent&lt;br /&gt;
 ichorous&lt;br /&gt;
 slimy &lt;br /&gt;
 vomitous &lt;br /&gt;
 mixture of &lt;br /&gt;
 pool of &lt;br /&gt;
 slurry of &lt;br /&gt;
 All&lt;br /&gt;
 Leather&lt;br /&gt;
 Cloth (Plant)&lt;br /&gt;
 Cloth (Silk)&lt;br /&gt;
 Crafts&lt;br /&gt;
 Wood&lt;br /&gt;
 Pets&lt;br /&gt;
 Drinks&lt;br /&gt;
 Cheeses&lt;br /&gt;
 Powders&lt;br /&gt;
 Extracts&lt;br /&gt;
 Meat/Fish&lt;br /&gt;
 Plants&lt;br /&gt;
 Meat/Fish Recipes&lt;br /&gt;
 Other Recipes&lt;br /&gt;
 Metal Bars&lt;br /&gt;
 Small Cut Gems&lt;br /&gt;
 Large Cut Gems&lt;br /&gt;
 Stone Blocks&lt;br /&gt;
 Seeds&lt;br /&gt;
 Anvils&lt;br /&gt;
 Weapons&lt;br /&gt;
 Bodywear&lt;br /&gt;
 Ammo&lt;br /&gt;
 Trap Components&lt;br /&gt;
 Digging Implements&lt;br /&gt;
 Headwear&lt;br /&gt;
 Handwear&lt;br /&gt;
 Footwear&lt;br /&gt;
 Legwear&lt;br /&gt;
 Shields&lt;br /&gt;
 Toys&lt;br /&gt;
 Instruments&lt;br /&gt;
 Stone&lt;br /&gt;
 Cages&lt;br /&gt;
 Bags (Leather)&lt;br /&gt;
 Bags (Plant)&lt;br /&gt;
 Bags (Silk)&lt;br /&gt;
 Thread (Plant)&lt;br /&gt;
 Thread (Silk)&lt;br /&gt;
 Ropes (Plant)&lt;br /&gt;
 Ropes (Silk)&lt;br /&gt;
 Barrels&lt;br /&gt;
 Miscellaneous&lt;br /&gt;
 Invalid&lt;br /&gt;
 Dungeon Commander&lt;br /&gt;
 Insane Mood&lt;br /&gt;
 Undead Hunt&lt;br /&gt;
 Sieger Patrol&lt;br /&gt;
 Maraude Target&lt;br /&gt;
 Sieger Basepoint&lt;br /&gt;
 Sieger Mill&lt;br /&gt;
 Ambush Patrol&lt;br /&gt;
 Marauder Mill&lt;br /&gt;
 Wilderness Curious Wander&lt;br /&gt;
 Wilderness Curious Steal Target&lt;br /&gt;
 Wilderness Roamer&lt;br /&gt;
 Pattern Patrol&lt;br /&gt;
 Inactive Marauder&lt;br /&gt;
 Owner&lt;br /&gt;
 Commander&lt;br /&gt;
 Chained Animal&lt;br /&gt;
 Meeting Location&lt;br /&gt;
 Meeting Location Building&lt;br /&gt;
 Depot&lt;br /&gt;
 Vermin Hunting&lt;br /&gt;
 Seek Commander&lt;br /&gt;
 Return to Base&lt;br /&gt;
 Mill Anywhere&lt;br /&gt;
 Wagon&lt;br /&gt;
 Mill Building&lt;br /&gt;
 Head for Edge&lt;br /&gt;
 Milling Flood&lt;br /&gt;
 Nonsense&lt;br /&gt;
 Come to Job Building&lt;br /&gt;
 Valid Pond Dump Unit&lt;br /&gt;
 Valid Pond Dump&lt;br /&gt;
 Conflict Defense&lt;br /&gt;
 Adventure Move&lt;br /&gt;
 Thief Target&lt;br /&gt;
 Check Chest&lt;br /&gt;
 Sleep Bed&lt;br /&gt;
 Sleep Barracks&lt;br /&gt;
 Sleep Ground&lt;br /&gt;
 Leave Wall&lt;br /&gt;
 Flee Terrain&lt;br /&gt;
 Tax Room&lt;br /&gt;
 Guard Taxes&lt;br /&gt;
 Ransack Taxes&lt;br /&gt;
 Get Empty Sand Bag&lt;br /&gt;
 Sand Zone&lt;br /&gt;
 Grab Cage&lt;br /&gt;
 Uncage Animal&lt;br /&gt;
 Capture Small Pet&lt;br /&gt;
 Grab Cage Unit&lt;br /&gt;
 Go to Cage&lt;br /&gt;
 Grab Animal Trap&lt;br /&gt;
 Cage Vermin&lt;br /&gt;
 Grab Unfill Bucket&lt;br /&gt;
 Seek Fill Bucket&lt;br /&gt;
 Seek Patient for Carry&lt;br /&gt;
 Carry Patient to Bed&lt;br /&gt;
 Seek Give Water Bucket&lt;br /&gt;
 Go to Give Water Target&lt;br /&gt;
 Seek Food for Target&lt;br /&gt;
 Seek Target for Food&lt;br /&gt;
 Seek Animal for Slaughter&lt;br /&gt;
 Seek Slaughter Building&lt;br /&gt;
 Seek Animal for Chain&lt;br /&gt;
 Seek Chain for Animal&lt;br /&gt;
 Seek Cage for Unchain&lt;br /&gt;
 Seek Animal for Unchain&lt;br /&gt;
 Grab Food for Taming&lt;br /&gt;
 Seek Animal for Taming&lt;br /&gt;
 Seek Drink Item&lt;br /&gt;
 Seek Food Item&lt;br /&gt;
 Seek Eating Chair&lt;br /&gt;
 Seek Eating Chair 2&lt;br /&gt;
 Seek Bad Mood Building&lt;br /&gt;
 Set Glass Mood Building&lt;br /&gt;
 Set Mood Building&lt;br /&gt;
 Seek Fell Victim&lt;br /&gt;
 Clean Building Site&lt;br /&gt;
 Reset Priority Goal&lt;br /&gt;
 Main Job Building&lt;br /&gt;
 Drop Off Job Items&lt;br /&gt;
 Grab Job Resources&lt;br /&gt;
 Work at Building&lt;br /&gt;
 Grab Clothing&lt;br /&gt;
 Grab Weapon&lt;br /&gt;
 Grab Ammunition&lt;br /&gt;
 Grab Shield&lt;br /&gt;
 Grab Armor&lt;br /&gt;
 Grab Helm&lt;br /&gt;
 Grab Boots&lt;br /&gt;
 Grab Gloves&lt;br /&gt;
 Grab Pants&lt;br /&gt;
 Grab Quiver&lt;br /&gt;
 Grab Backpack&lt;br /&gt;
 Grab Waterskin&lt;br /&gt;
 Start Hunt&lt;br /&gt;
 Start Fish&lt;br /&gt;
 Clean&lt;br /&gt;
 Hunt Vermin&lt;br /&gt;
 Patrol&lt;br /&gt;
 Squad Station&lt;br /&gt;
 Seek Infant&lt;br /&gt;
 Shop Specific&lt;br /&gt;
 Mill in Shop&lt;br /&gt;
 Go to Shop&lt;br /&gt;
 Seek Training Ammunition&lt;br /&gt;
 Archery Training Site&lt;br /&gt;
 Sparring Partner&lt;br /&gt;
 Sparring Site&lt;br /&gt;
 Attend Party&lt;br /&gt;
 Seek Artifact&lt;br /&gt;
 Grab Ammunition for Building&lt;br /&gt;
 Seek Building for Ammunition&lt;br /&gt;
 Seek Item for Storage&lt;br /&gt;
 Store Item&lt;br /&gt;
 Grab Kill&lt;br /&gt;
 Drop Kill at Butcher&lt;br /&gt;
 Drop Kill out Front&lt;br /&gt;
 Go to Beating Target&lt;br /&gt;
 Seek Kidnap Victim&lt;br /&gt;
 Seek Hunting Target&lt;br /&gt;
 Seek Target Mechanism&lt;br /&gt;
 Seek Target for Mechanism&lt;br /&gt;
 Seek Mechanism for Trigger&lt;br /&gt;
 Seek Trigger for Mechanism&lt;br /&gt;
 Seek Trap for Vermin Catch&lt;br /&gt;
 Seek Vermin for Catching&lt;br /&gt;
 Seek Vermin Catch Location&lt;br /&gt;
 Wander Vermin Catch Location&lt;br /&gt;
 Seek Vermin for Hunting&lt;br /&gt;
 Seek Vermin Hunting Spot&lt;br /&gt;
 Wander Vermin Hunting Spot&lt;br /&gt;
 Seek Fish Trap&lt;br /&gt;
 Seek Fish Catch Location&lt;br /&gt;
 Seek Well for Water&lt;br /&gt;
 Seek Drink Area for Water&lt;br /&gt;
 Manage Work Orders&lt;br /&gt;
 Update Stockpile Records&lt;br /&gt;
 Wander Depot&lt;br /&gt;
 Seek Update Office&lt;br /&gt;
 Seek Manage Office&lt;br /&gt;
 Assigned Building Job&lt;br /&gt;
 Chase Opponent&lt;br /&gt;
 Chase Opponent (Same Square)&lt;br /&gt;
 Flee from Opponent&lt;br /&gt;
 Attack Building&lt;br /&gt;
 Start Bed Carry&lt;br /&gt;
 Start Give Food Water&lt;br /&gt;
 Seek Station Flood&lt;br /&gt;
 Seek Station&lt;br /&gt;
 Start Water Job Well&lt;br /&gt;
 Start Water Job Drink&lt;br /&gt;
 Start Eat Job&lt;br /&gt;
 Scheduled Meal&lt;br /&gt;
 Scheduled Sleep Bed&lt;br /&gt;
 Scheduled Sleep Ground&lt;br /&gt;
 Rest&lt;br /&gt;
 Remove Construction&lt;br /&gt;
 Chop&lt;br /&gt;
 Detail&lt;br /&gt;
 Gather Plant&lt;br /&gt;
 Dig&lt;br /&gt;
 Mischief&lt;br /&gt;
 Rest (Recovered)&lt;br /&gt;
 Rest (Reset)&lt;br /&gt;
 PRIMITIVE&lt;br /&gt;
 FLOWERY&lt;br /&gt;
 THOUGHT&lt;br /&gt;
 NEW&lt;br /&gt;
 UGLY&lt;br /&gt;
 BOUNDARY&lt;br /&gt;
 NAME_CAVE&lt;br /&gt;
 VIOLENT&lt;br /&gt;
 WILD&lt;br /&gt;
 AQUATIC&lt;br /&gt;
 ASSERTIVE&lt;br /&gt;
 ARTIFICE&lt;br /&gt;
 MYSTERY&lt;br /&gt;
 COLOR&lt;br /&gt;
 UNTOWARD&lt;br /&gt;
 DOMESTIC&lt;br /&gt;
 MYTHIC&lt;br /&gt;
 FESTIVAL&lt;br /&gt;
 SUBORDINATE&lt;br /&gt;
 NEGATIVE&lt;br /&gt;
 NEGATOR&lt;br /&gt;
 PROTECT&lt;br /&gt;
 NAME_LAKE&lt;br /&gt;
 RESTRAIN&lt;br /&gt;
 OLD&lt;br /&gt;
 ROMANTIC&lt;br /&gt;
 NAME_MOUNTAINS&lt;br /&gt;
 NAME_OCEAN&lt;br /&gt;
 TRAVEL&lt;br /&gt;
 NAME_FOREST&lt;br /&gt;
 NAME_VOLCANO&lt;br /&gt;
 agriculture&lt;br /&gt;
 animals&lt;br /&gt;
 art&lt;br /&gt;
 balance&lt;br /&gt;
 beauty&lt;br /&gt;
 birth&lt;br /&gt;
 blight&lt;br /&gt;
 boundaries&lt;br /&gt;
 caverns&lt;br /&gt;
 chaos&lt;br /&gt;
 charity&lt;br /&gt;
 children&lt;br /&gt;
 coasts&lt;br /&gt;
 consolation&lt;br /&gt;
 courage&lt;br /&gt;
 crafts&lt;br /&gt;
 creation&lt;br /&gt;
 dance&lt;br /&gt;
 darkness&lt;br /&gt;
 dawn&lt;br /&gt;
 day&lt;br /&gt;
 death&lt;br /&gt;
 deformity&lt;br /&gt;
 depravity&lt;br /&gt;
 discipline&lt;br /&gt;
 disease&lt;br /&gt;
 dreams&lt;br /&gt;
 dusk&lt;br /&gt;
 duty&lt;br /&gt;
 earth&lt;br /&gt;
 family&lt;br /&gt;
 fame&lt;br /&gt;
 fate&lt;br /&gt;
 fertility&lt;br /&gt;
 festivals&lt;br /&gt;
 fire&lt;br /&gt;
 fish&lt;br /&gt;
 fishing&lt;br /&gt;
 food&lt;br /&gt;
 forgiveness&lt;br /&gt;
 fortresses&lt;br /&gt;
 freedom&lt;br /&gt;
 gambling&lt;br /&gt;
 games&lt;br /&gt;
 generosity&lt;br /&gt;
 happiness&lt;br /&gt;
 healing&lt;br /&gt;
 hospitality&lt;br /&gt;
 hunting&lt;br /&gt;
 inspiration&lt;br /&gt;
 jealousy&lt;br /&gt;
 jewels&lt;br /&gt;
 justice&lt;br /&gt;
 labor&lt;br /&gt;
 lakes&lt;br /&gt;
 laws&lt;br /&gt;
 lies&lt;br /&gt;
 light&lt;br /&gt;
 lightning&lt;br /&gt;
 longevity&lt;br /&gt;
 love&lt;br /&gt;
 loyalty&lt;br /&gt;
 luck&lt;br /&gt;
 lust&lt;br /&gt;
 marriage&lt;br /&gt;
 mercy&lt;br /&gt;
 metals&lt;br /&gt;
 minerals&lt;br /&gt;
 misery&lt;br /&gt;
 mist&lt;br /&gt;
 moon&lt;br /&gt;
 mountains&lt;br /&gt;
 muck&lt;br /&gt;
 murder&lt;br /&gt;
 music&lt;br /&gt;
 nature&lt;br /&gt;
 night&lt;br /&gt;
 nightmares&lt;br /&gt;
 oaths&lt;br /&gt;
 oceans&lt;br /&gt;
 order&lt;br /&gt;
 painting&lt;br /&gt;
 peace&lt;br /&gt;
 persuasion&lt;br /&gt;
 plants&lt;br /&gt;
 poetry&lt;br /&gt;
 pregnancy&lt;br /&gt;
 rain&lt;br /&gt;
 rainbows&lt;br /&gt;
 rebirth&lt;br /&gt;
 revelry&lt;br /&gt;
 revenge&lt;br /&gt;
 rivers&lt;br /&gt;
 rulership&lt;br /&gt;
 rumors&lt;br /&gt;
 sacrifice&lt;br /&gt;
 salt&lt;br /&gt;
 scholarship&lt;br /&gt;
 seasons&lt;br /&gt;
 silence&lt;br /&gt;
 sky&lt;br /&gt;
 song&lt;br /&gt;
 speech&lt;br /&gt;
 stars&lt;br /&gt;
 storms&lt;br /&gt;
 strength&lt;br /&gt;
 suicide&lt;br /&gt;
 sun&lt;br /&gt;
 theft&lt;br /&gt;
 thralldom&lt;br /&gt;
 thunder&lt;br /&gt;
 torture&lt;br /&gt;
 trade&lt;br /&gt;
 travelers&lt;br /&gt;
 treachery&lt;br /&gt;
 trees&lt;br /&gt;
 trickery&lt;br /&gt;
 truth&lt;br /&gt;
 twilight&lt;br /&gt;
 valor&lt;br /&gt;
 victory&lt;br /&gt;
 volcanos&lt;br /&gt;
 war&lt;br /&gt;
 water&lt;br /&gt;
 wealth&lt;br /&gt;
 weather&lt;br /&gt;
 wind&lt;br /&gt;
 wisdom&lt;br /&gt;
 writing&lt;br /&gt;
 youth&lt;br /&gt;
 no sphere&lt;br /&gt;
 paved outdoor area&lt;br /&gt;
 uneven pillars&lt;br /&gt;
 square of pillars&lt;br /&gt;
 pillars on the perimeter&lt;br /&gt;
 upper floors&lt;br /&gt;
 lower floors&lt;br /&gt;
 water pool&lt;br /&gt;
 lava pool&lt;br /&gt;
 stagnant pool&lt;br /&gt;
 open structure&lt;br /&gt;
 paved indoor areas&lt;br /&gt;
 detailed surfaces&lt;br /&gt;
 no architectural element&lt;br /&gt;
 MOUNTAIN&lt;br /&gt;
 GLACIER&lt;br /&gt;
 TUNDRA&lt;br /&gt;
 SWAMP_TEMPERATE_FRESHWATER&lt;br /&gt;
 SWAMP_TEMPERATE_SALTWATER&lt;br /&gt;
 MARSH_TEMPERATE_FRESHWATER&lt;br /&gt;
 MARSH_TEMPERATE_SALTWATER&lt;br /&gt;
 SWAMP_TROPICAL_FRESHWATER&lt;br /&gt;
 SWAMP_TROPICAL_SALTWATER&lt;br /&gt;
 SWAMP_MANGROVE&lt;br /&gt;
 MARSH_TROPICAL_FRESHWATER&lt;br /&gt;
 MARSH_TROPICAL_SALTWATER&lt;br /&gt;
 FOREST_TAIGA&lt;br /&gt;
 FOREST_TEMPERATE_CONIFER&lt;br /&gt;
 FOREST_TEMPERATE_BROADLEAF&lt;br /&gt;
 FOREST_TROPICAL_CONIFER&lt;br /&gt;
 FOREST_TROPICAL_DRY_BROADLEAF&lt;br /&gt;
 FOREST_TROPICAL_MOIST_BROADLEAF&lt;br /&gt;
 GRASSLAND_TEMPERATE&lt;br /&gt;
 SAVANNA_TEMPERATE&lt;br /&gt;
 SHRUBLAND_TEMPERATE&lt;br /&gt;
 GRASSLAND_TROPICAL&lt;br /&gt;
 SAVANNA_TROPICAL&lt;br /&gt;
 SHRUBLAND_TROPICAL&lt;br /&gt;
 DESERT_BADLAND&lt;br /&gt;
 DESERT_ROCK&lt;br /&gt;
 DESERT_SAND&lt;br /&gt;
 OCEAN_TROPICAL&lt;br /&gt;
 OCEAN_TEMPERATE&lt;br /&gt;
 OCEAN_ARCTIC&lt;br /&gt;
 POOL_TEMPERATE_FRESHWATER&lt;br /&gt;
 POOL_TEMPERATE_BRACKISHWATER&lt;br /&gt;
 POOL_TEMPERATE_SALTWATER&lt;br /&gt;
 POOL_TROPICAL_FRESHWATER&lt;br /&gt;
 POOL_TROPICAL_BRACKISHWATER&lt;br /&gt;
 POOL_TROPICAL_SALTWATER&lt;br /&gt;
 LAKE_TEMPERATE_FRESHWATER&lt;br /&gt;
 LAKE_TEMPERATE_BRACKISHWATER&lt;br /&gt;
 LAKE_TEMPERATE_SALTWATER&lt;br /&gt;
 LAKE_TROPICAL_FRESHWATER&lt;br /&gt;
 LAKE_TROPICAL_BRACKISHWATER&lt;br /&gt;
 LAKE_TROPICAL_SALTWATER&lt;br /&gt;
 RIVER_TEMPERATE_FRESHWATER&lt;br /&gt;
 RIVER_TEMPERATE_BRACKISHWATER&lt;br /&gt;
 RIVER_TEMPERATE_SALTWATER&lt;br /&gt;
 RIVER_TROPICAL_FRESHWATER&lt;br /&gt;
 RIVER_TROPICAL_BRACKISHWATER&lt;br /&gt;
 RIVER_TROPICAL_SALTWATER&lt;br /&gt;
 SUBTERRANEAN_WATER&lt;br /&gt;
 SUBTERRANEAN_CHASM&lt;br /&gt;
 SUBTERRANEAN_LAVA&lt;br /&gt;
 ALL_MAIN&lt;br /&gt;
 ANY_LAND&lt;br /&gt;
 ANY_OCEAN&lt;br /&gt;
 ANY_LAKE&lt;br /&gt;
 ANY_RIVER&lt;br /&gt;
 ANY_POOL&lt;br /&gt;
 NOT_FREEZING&lt;br /&gt;
 ANY_TEMPERATE&lt;br /&gt;
 ANY_TROPICAL&lt;br /&gt;
 ANY_FOREST&lt;br /&gt;
 ANY_SHRUBLAND&lt;br /&gt;
 ANY_GRASSLAND&lt;br /&gt;
 ANY_SAVANNA&lt;br /&gt;
 ANY_TEMPERATE_FOREST&lt;br /&gt;
 ANY_TROPICAL_FOREST&lt;br /&gt;
 ANY_TEMPERATE_BROADLEAF&lt;br /&gt;
 ANY_TROPICAL_BROADLEAF&lt;br /&gt;
 ANY_WETLAND&lt;br /&gt;
 ANY_DESERT&lt;br /&gt;
 Unrecognized Biome Token: &lt;br /&gt;
 an &lt;br /&gt;
 mother&lt;br /&gt;
 father&lt;br /&gt;
 parent&lt;br /&gt;
 husband&lt;br /&gt;
 wives&lt;br /&gt;
 wife&lt;br /&gt;
 spouse&lt;br /&gt;
 eldest son&lt;br /&gt;
 second eldest son&lt;br /&gt;
 third eldest son&lt;br /&gt;
 fourth eldest son&lt;br /&gt;
 fifth eldest son&lt;br /&gt;
 sixth eldest son&lt;br /&gt;
 seventh eldest son&lt;br /&gt;
 eighth eldest son&lt;br /&gt;
 ninth eldest son&lt;br /&gt;
 tenth eldest son&lt;br /&gt;
 son&lt;br /&gt;
 youngest son&lt;br /&gt;
 only son&lt;br /&gt;
 eldest daughter&lt;br /&gt;
 second eldest daughter&lt;br /&gt;
 third eldest daughter&lt;br /&gt;
 fourth eldest daughter&lt;br /&gt;
 fifth eldest daughter&lt;br /&gt;
 sixth eldest daughter&lt;br /&gt;
 seventh eldest daughter&lt;br /&gt;
 eighth eldest daughter&lt;br /&gt;
 ninth eldest daughter&lt;br /&gt;
 tenth eldest daughter&lt;br /&gt;
 daughter&lt;br /&gt;
 only daughter&lt;br /&gt;
 youngest daughter&lt;br /&gt;
 eldest child&lt;br /&gt;
 second eldest child&lt;br /&gt;
 third eldest child&lt;br /&gt;
 fourth eldest child&lt;br /&gt;
 fifth eldest child&lt;br /&gt;
 sixth eldest child&lt;br /&gt;
 seventh eldest child&lt;br /&gt;
 eighth eldest child&lt;br /&gt;
 ninth eldest child&lt;br /&gt;
 tenth eldest child&lt;br /&gt;
 child&lt;br /&gt;
 youngest child&lt;br /&gt;
 only child&lt;br /&gt;
 paternal grandmother&lt;br /&gt;
 paternal grandfather&lt;br /&gt;
 maternal grandmother&lt;br /&gt;
 maternal grandfather&lt;br /&gt;
 grandmother&lt;br /&gt;
 grandfather&lt;br /&gt;
 grandparent&lt;br /&gt;
 older brother&lt;br /&gt;
 older sister&lt;br /&gt;
 older sibling&lt;br /&gt;
 younger brother&lt;br /&gt;
 younger sister&lt;br /&gt;
 younger sibling&lt;br /&gt;
 cousin&lt;br /&gt;
 aunt&lt;br /&gt;
 uncle&lt;br /&gt;
 no relationship&lt;br /&gt;
 ren&lt;br /&gt;
 negative &lt;br /&gt;
 zero&lt;br /&gt;
 one&lt;br /&gt;
 two&lt;br /&gt;
 three&lt;br /&gt;
 four&lt;br /&gt;
 five&lt;br /&gt;
 six&lt;br /&gt;
 seven&lt;br /&gt;
 eight&lt;br /&gt;
 nine&lt;br /&gt;
 ten&lt;br /&gt;
 eleven&lt;br /&gt;
 twelve&lt;br /&gt;
 thirteen&lt;br /&gt;
 fourteen&lt;br /&gt;
 fifteen&lt;br /&gt;
 sixteen&lt;br /&gt;
 seventeen&lt;br /&gt;
 eighteen&lt;br /&gt;
 nineteen&lt;br /&gt;
  billion&lt;br /&gt;
  million&lt;br /&gt;
  thousand&lt;br /&gt;
  hundred&lt;br /&gt;
 twenty&lt;br /&gt;
 thirty&lt;br /&gt;
 forty&lt;br /&gt;
 fifty&lt;br /&gt;
 sixty&lt;br /&gt;
 seventy&lt;br /&gt;
 eighty&lt;br /&gt;
 ninety&lt;br /&gt;
 -&lt;br /&gt;
 Negative &lt;br /&gt;
 Zeroth&lt;br /&gt;
 First&lt;br /&gt;
 Second&lt;br /&gt;
 Third&lt;br /&gt;
 Fourth&lt;br /&gt;
 Fifth&lt;br /&gt;
 Sixth&lt;br /&gt;
 Seventh&lt;br /&gt;
 Eighth&lt;br /&gt;
 Ninth&lt;br /&gt;
 Tenth&lt;br /&gt;
 Eleventh&lt;br /&gt;
 Twelfth&lt;br /&gt;
 Thirteenth&lt;br /&gt;
 Fourteenth&lt;br /&gt;
 Fifteenth&lt;br /&gt;
 Sixteenth&lt;br /&gt;
 Seventeenth&lt;br /&gt;
 Eighteenth&lt;br /&gt;
 Nineteenth&lt;br /&gt;
 th&lt;br /&gt;
 st&lt;br /&gt;
 nd&lt;br /&gt;
 rd&lt;br /&gt;
 SWAMP&lt;br /&gt;
 DESERT&lt;br /&gt;
 FOREST&lt;br /&gt;
 OCEAN&lt;br /&gt;
 LAKE&lt;br /&gt;
 GRASSLAND&lt;br /&gt;
 HILLS&lt;br /&gt;
 Unrecognized Region Type Token: &lt;br /&gt;
 Wetland&lt;br /&gt;
 Desert&lt;br /&gt;
 Forest&lt;br /&gt;
 Mountains&lt;br /&gt;
 Ocean&lt;br /&gt;
 Lake&lt;br /&gt;
 Glacier&lt;br /&gt;
 Tundra&lt;br /&gt;
 Grassland&lt;br /&gt;
 Hills&lt;br /&gt;
&lt;br /&gt;
 The impertinent lava has defaced a &lt;br /&gt;
 The impertinent magma has defaced a &lt;br /&gt;
 !&lt;br /&gt;
 A&lt;br /&gt;
  sculpture has melted!&lt;br /&gt;
 Digging designation cancelled: warm stone located.&lt;br /&gt;
 Digging designation cancelled: damp stone located.&lt;br /&gt;
&lt;br /&gt;
 Shop&lt;br /&gt;
 Trade Depot&lt;br /&gt;
 Alchemist's Laboratory&lt;br /&gt;
 Carpenter's Workshop&lt;br /&gt;
 Farmer's Workshop&lt;br /&gt;
 Ashery&lt;br /&gt;
 Mason's Workshop&lt;br /&gt;
 Craftsman&lt;br /&gt;
 's Workshop&lt;br /&gt;
 Jeweler's Workshop&lt;br /&gt;
 Metalsmith's Forge&lt;br /&gt;
 Magma Forge&lt;br /&gt;
 Bowyer's Workshop&lt;br /&gt;
 Mechanic's Workshop&lt;br /&gt;
 Siege Workshop&lt;br /&gt;
 Butcher's Shop&lt;br /&gt;
 Leather Works&lt;br /&gt;
 Tanner's Shop&lt;br /&gt;
 Dyer's Shop&lt;br /&gt;
 Clothier's Shop&lt;br /&gt;
 Fishery&lt;br /&gt;
 Still&lt;br /&gt;
 Loom&lt;br /&gt;
 Quern&lt;br /&gt;
 Millstone&lt;br /&gt;
 Kennels&lt;br /&gt;
 Kitchen&lt;br /&gt;
 Workshop&lt;br /&gt;
 Zone&lt;br /&gt;
 Farm Plot&lt;br /&gt;
 Smelter&lt;br /&gt;
 Glass Furnace&lt;br /&gt;
 Wood Furnace&lt;br /&gt;
 Kiln&lt;br /&gt;
 Magma Smelter&lt;br /&gt;
 Magma Glass Furnace&lt;br /&gt;
 Magma Kiln&lt;br /&gt;
 Furnace&lt;br /&gt;
 Lever&lt;br /&gt;
 Pressure Plate&lt;br /&gt;
 Cage Trap&lt;br /&gt;
 Stone-Fall Trap&lt;br /&gt;
 Weapon Trap&lt;br /&gt;
 Trap&lt;br /&gt;
 Catapult&lt;br /&gt;
 Ballista&lt;br /&gt;
 Siege Engine&lt;br /&gt;
 Door&lt;br /&gt;
 Floor Hatch&lt;br /&gt;
 Wall Grate&lt;br /&gt;
 Floor Grate&lt;br /&gt;
 Vertical Bars&lt;br /&gt;
 Floor Bars&lt;br /&gt;
 Floodgate&lt;br /&gt;
 Restraint&lt;br /&gt;
 Cage&lt;br /&gt;
 Support&lt;br /&gt;
 Gear Assembly&lt;br /&gt;
 Horizontal Axle&lt;br /&gt;
 Vertical Axle&lt;br /&gt;
 Upright Spear/Spike&lt;br /&gt;
 Archery Target&lt;br /&gt;
 Screw Pump&lt;br /&gt;
 Water Wheel&lt;br /&gt;
 Windmill&lt;br /&gt;
 Burial Receptacle&lt;br /&gt;
 Seat&lt;br /&gt;
 Animal Trap&lt;br /&gt;
 Table&lt;br /&gt;
 Cabinet&lt;br /&gt;
 Weapon Rack&lt;br /&gt;
 Armor Stand&lt;br /&gt;
 Container&lt;br /&gt;
 Bed&lt;br /&gt;
 Dirt Road&lt;br /&gt;
 Paved Road&lt;br /&gt;
 Bridge&lt;br /&gt;
 Well&lt;br /&gt;
 Statue&lt;br /&gt;
 Glass Window&lt;br /&gt;
 Gem Window&lt;br /&gt;
 Stockpile&lt;br /&gt;
 Wall&lt;br /&gt;
 Floor&lt;br /&gt;
 Up Stair&lt;br /&gt;
 Down Stair&lt;br /&gt;
 Up/Down Stair&lt;br /&gt;
 Ramp&lt;br /&gt;
 Fortification&lt;br /&gt;
 Construction&lt;br /&gt;
 Vacant Shop&lt;br /&gt;
 General Store&lt;br /&gt;
 Crafts Market&lt;br /&gt;
 Clothing Shop&lt;br /&gt;
 Exotic Clothing Shop&lt;br /&gt;
  Lever&lt;br /&gt;
  Door&lt;br /&gt;
  Floor Hatch&lt;br /&gt;
  Wall Grate&lt;br /&gt;
  Floor Grate&lt;br /&gt;
 Vertical &lt;br /&gt;
  Bars&lt;br /&gt;
  Floor Bars&lt;br /&gt;
  Floodgate&lt;br /&gt;
  Rope&lt;br /&gt;
  Chain&lt;br /&gt;
 Aquarium&lt;br /&gt;
 Terrarium&lt;br /&gt;
 Shared&lt;br /&gt;
 )&lt;br /&gt;
  (&lt;br /&gt;
 Rough &lt;br /&gt;
  Archery Target&lt;br /&gt;
  Gear Assembly&lt;br /&gt;
 Horizontal &lt;br /&gt;
  Axle&lt;br /&gt;
  Pillar&lt;br /&gt;
  Support&lt;br /&gt;
 Retracted &lt;br /&gt;
 Upright &lt;br /&gt;
 Spikes&lt;br /&gt;
 Spears&lt;br /&gt;
 Spears/Spikes&lt;br /&gt;
 Weapon&lt;br /&gt;
  Casket&lt;br /&gt;
  Sarcophagus&lt;br /&gt;
  Coffin&lt;br /&gt;
  Chair&lt;br /&gt;
  Throne&lt;br /&gt;
  Animal Trap&lt;br /&gt;
  Table&lt;br /&gt;
  Cabinet&lt;br /&gt;
  Weapon Rack&lt;br /&gt;
  Armor Stand&lt;br /&gt;
  Coffer&lt;br /&gt;
  Bag&lt;br /&gt;
  Chest&lt;br /&gt;
 Dirt&lt;br /&gt;
  Road&lt;br /&gt;
  Bridge&lt;br /&gt;
  Statue&lt;br /&gt;
 Glass&lt;br /&gt;
 Gem&lt;br /&gt;
  Window&lt;br /&gt;
 Armor &lt;br /&gt;
 Weapon &lt;br /&gt;
 Animal &lt;br /&gt;
 Food &lt;br /&gt;
 Furniture &lt;br /&gt;
 Graveyard &lt;br /&gt;
 Refuse &lt;br /&gt;
 Stone &lt;br /&gt;
 Ammo &lt;br /&gt;
 Coins &lt;br /&gt;
 Bar/Block &lt;br /&gt;
 Gem &lt;br /&gt;
 Finished Goods &lt;br /&gt;
 Leather &lt;br /&gt;
 Cloth &lt;br /&gt;
 Wood &lt;br /&gt;
 Stockpile #&lt;br /&gt;
 (CLT)&lt;br /&gt;
 *CLT*&lt;br /&gt;
 CLT&lt;br /&gt;
 You've caught a &lt;br /&gt;
 Your trap was robbed of the &lt;br /&gt;
 BALLISTA&lt;br /&gt;
  has designed a masterpiece!&lt;br /&gt;
  has constructed a masterpiece!&lt;br /&gt;
 preparetomb() HAS NULL owner&lt;br /&gt;
 preparetomb() HAS LIVE owner&lt;br /&gt;
 A masterwork of &lt;br /&gt;
  has been lost!&lt;br /&gt;
 Home&lt;br /&gt;
 Craft Store&lt;br /&gt;
 Basement&lt;br /&gt;
 Weapon Store&lt;br /&gt;
 Armor Store&lt;br /&gt;
 Clothing Store&lt;br /&gt;
 Food Store&lt;br /&gt;
 Mead Hall&lt;br /&gt;
 Temple&lt;br /&gt;
 Throneroom&lt;br /&gt;
 Activity Zone&lt;br /&gt;
 Invalid Type&lt;br /&gt;
 Building Level Map Overflow&lt;br /&gt;
&lt;br /&gt;
 This is the &lt;br /&gt;
  currency of &lt;br /&gt;
  from the year &lt;br /&gt;
  from an unknown year&lt;br /&gt;
  under the ruler &lt;br /&gt;
  under an obscure ruler&lt;br /&gt;
  from a period of no rule&lt;br /&gt;
 gen&lt;br /&gt;
 RANDOM&lt;br /&gt;
 You&lt;br /&gt;
 The &lt;br /&gt;
 Your&lt;br /&gt;
 's&lt;br /&gt;
 spinning &lt;br /&gt;
 flying &lt;br /&gt;
 its&lt;br /&gt;
 It&lt;br /&gt;
  twist&lt;br /&gt;
  twists&lt;br /&gt;
  the embedded &lt;br /&gt;
  around in &lt;br /&gt;
  let&lt;br /&gt;
  lets&lt;br /&gt;
  drop away as &lt;br /&gt;
 attack&lt;br /&gt;
 attacks&lt;br /&gt;
 .&lt;br /&gt;
  leap at &lt;br /&gt;
  leaps at &lt;br /&gt;
  charge at &lt;br /&gt;
  charges at &lt;br /&gt;
  from behind&lt;br /&gt;
  from the side&lt;br /&gt;
  looks &lt;br /&gt;
 surprised by the ferocity of &lt;br /&gt;
  onslaught!&lt;br /&gt;
  jump&lt;br /&gt;
  jumps&lt;br /&gt;
  away from &lt;br /&gt;
  attack &lt;br /&gt;
  attacks &lt;br /&gt;
  but &lt;br /&gt;
  away&lt;br /&gt;
  miss &lt;br /&gt;
  misses &lt;br /&gt;
  counterstrike&lt;br /&gt;
  counterstrikes&lt;br /&gt;
  by the &lt;br /&gt;
  in the &lt;br /&gt;
  with &lt;br /&gt;
 The grab glances away.&lt;br /&gt;
  are&lt;br /&gt;
  is&lt;br /&gt;
  propelled away by the force of the blow!&lt;br /&gt;
  has lodged firmly in the wound!&lt;br /&gt;
 Many large thorns grow from the &lt;br /&gt;
  latch on firmly&lt;br /&gt;
  latches on firmly&lt;br /&gt;
  to &lt;br /&gt;
  latch on firmly!&lt;br /&gt;
  latches on firmly!&lt;br /&gt;
  has become enraged!&lt;br /&gt;
 The shot glances away.&lt;br /&gt;
  strike at &lt;br /&gt;
  strikes at &lt;br /&gt;
  but the shot is blocked!&lt;br /&gt;
  block &lt;br /&gt;
  blocks &lt;br /&gt;
  but the shot is parried!&lt;br /&gt;
  bat &lt;br /&gt;
  bats &lt;br /&gt;
  out of the air!&lt;br /&gt;
  collide&lt;br /&gt;
  collides&lt;br /&gt;
  knocked over&lt;br /&gt;
  and tumble&lt;br /&gt;
  and tumbles&lt;br /&gt;
  backward&lt;br /&gt;
  bounce&lt;br /&gt;
  bounces&lt;br /&gt;
 You tangle together and fall over!&lt;br /&gt;
 They tangle together and fall over!&lt;br /&gt;
 You tangle together and tumble forward!&lt;br /&gt;
 They tangle together and tumble forward!&lt;br /&gt;
  rush&lt;br /&gt;
  rushes&lt;br /&gt;
  by &lt;br /&gt;
  manage&lt;br /&gt;
  manages&lt;br /&gt;
  to stop where &lt;br /&gt;
  used to be.&lt;br /&gt;
  slam&lt;br /&gt;
  slams&lt;br /&gt;
  into an obstacle&lt;br /&gt;
  and&lt;br /&gt;
  fall&lt;br /&gt;
  falls&lt;br /&gt;
  over&lt;br /&gt;
 strikes&lt;br /&gt;
 hack at&lt;br /&gt;
 hacks at&lt;br /&gt;
 lash&lt;br /&gt;
 lashes&lt;br /&gt;
 stab&lt;br /&gt;
 stabs&lt;br /&gt;
 bash&lt;br /&gt;
 bashes&lt;br /&gt;
 burn&lt;br /&gt;
 burns&lt;br /&gt;
 freeze&lt;br /&gt;
 freezes&lt;br /&gt;
 your&lt;br /&gt;
  lock&lt;br /&gt;
  locks&lt;br /&gt;
  place&lt;br /&gt;
  places&lt;br /&gt;
  a chokehold on &lt;br /&gt;
  take&lt;br /&gt;
  takes&lt;br /&gt;
  down by the &lt;br /&gt;
  throw&lt;br /&gt;
  throws&lt;br /&gt;
  pinch&lt;br /&gt;
  pinches&lt;br /&gt;
  gouge&lt;br /&gt;
  gouges&lt;br /&gt;
 sprain&lt;br /&gt;
 badly sprain&lt;br /&gt;
 break&lt;br /&gt;
 cripple&lt;br /&gt;
  release&lt;br /&gt;
  releases&lt;br /&gt;
  loosen&lt;br /&gt;
  loosens&lt;br /&gt;
  the joint lock of &lt;br /&gt;
  on &lt;br /&gt;
  the choke hold of &lt;br /&gt;
  break&lt;br /&gt;
  breaks&lt;br /&gt;
  the grip of &lt;br /&gt;
  struggle&lt;br /&gt;
  struggles&lt;br /&gt;
  in vain against the grip of &lt;br /&gt;
  shake&lt;br /&gt;
  shakes&lt;br /&gt;
  around by the &lt;br /&gt;
  is ripped away and remains in &lt;br /&gt;
  mouth&lt;br /&gt;
  grip&lt;br /&gt;
 strangle&lt;br /&gt;
  pass&lt;br /&gt;
  passes&lt;br /&gt;
  out.&lt;br /&gt;
  adjust&lt;br /&gt;
  adjusts&lt;br /&gt;
 grab&lt;br /&gt;
 grabs&lt;br /&gt;
 push&lt;br /&gt;
 pushes&lt;br /&gt;
&lt;br /&gt;
  spatter&lt;br /&gt;
  smear&lt;br /&gt;
  covering&lt;br /&gt;
 Don't talk to me.&lt;br /&gt;
 Welcome to &lt;br /&gt;
 Welcome home, my child.&lt;br /&gt;
 Welcome to the &lt;br /&gt;
 Let's trade.&lt;br /&gt;
 Fantastic!  Please come closer and ask again.&lt;br /&gt;
 You do business.&lt;br /&gt;
 Come see me in my store sometime.&lt;br /&gt;
 You should probably try a shopkeeper.&lt;br /&gt;
 Join me on my adventures!&lt;br /&gt;
 Yes, let's continue onward!&lt;br /&gt;
 Hey...  that sounds like a great idea!&lt;br /&gt;
 Excitement!  Adventure!  I am thrilled to join you.&lt;br /&gt;
 Surely any place is better than this.  Let's set off immediately!&lt;br /&gt;
 I've always wanted to travel the world.  Let us be off!&lt;br /&gt;
 I will agree to travel with you if you lead me to glory and death.&lt;br /&gt;
 Take me away from here.&lt;br /&gt;
 I'm sorry.  My duty is here.&lt;br /&gt;
 I'm sorry.  I can't go with you.&lt;br /&gt;
 It is I that would lead you, but I have no need of your protection.&lt;br /&gt;
 Ha!  Such enthusiasm from one such as yourself.&lt;br /&gt;
 With a band so large, what share of the glory would I have?&lt;br /&gt;
 I would...  rather not.&lt;br /&gt;
 Tell me about this area.&lt;br /&gt;
 Ask me when I've returned to my home!&lt;br /&gt;
 Tell me about &lt;br /&gt;
 You look like a mighty warrior indeed.&lt;br /&gt;
 I am the leader of &lt;br /&gt;
 I am the mayor of &lt;br /&gt;
 I am the manager of &lt;br /&gt;
 I am the bookkeeper of &lt;br /&gt;
 I am the broker of &lt;br /&gt;
 I am the sheriff of &lt;br /&gt;
 I am the captain of the guard of &lt;br /&gt;
 I am the outpost liaison of &lt;br /&gt;
 I am the diplomat of &lt;br /&gt;
 I am &lt;br /&gt;
 of the merchant nobility&lt;br /&gt;
  of &lt;br /&gt;
 I am the high priest of &lt;br /&gt;
 I am a slave of &lt;br /&gt;
 I am a prisoner of &lt;br /&gt;
 I am a shopkeeper&lt;br /&gt;
  at &lt;br /&gt;
  here&lt;br /&gt;
  in &lt;br /&gt;
 I am a priest of &lt;br /&gt;
 Please help me to escape from this place.&lt;br /&gt;
 But mostly I just like to drink.&lt;br /&gt;
 How I long for some excitement in my life...&lt;br /&gt;
 I've always dreamed of seeing far-away places.&lt;br /&gt;
 I would give anything to be away from here.  I can't stand the boredom!&lt;br /&gt;
 Can you lead me to battle and a warrior's death?&lt;br /&gt;
 Tell me about your family.&lt;br /&gt;
 I seek the capital.&lt;br /&gt;
 I am here to discuss serving your cause.&lt;br /&gt;
 Ah, of course.  Please come closer and ask again.&lt;br /&gt;
 I'm flattered, but I have no need of you.&lt;br /&gt;
 Goodbye.&lt;br /&gt;
 Press &lt;br /&gt;
  to continue.&lt;br /&gt;
  when finished.&lt;br /&gt;
 Greet&lt;br /&gt;
 Nevermind&lt;br /&gt;
 Trade&lt;br /&gt;
 Join&lt;br /&gt;
 Profession&lt;br /&gt;
 Family&lt;br /&gt;
 Capital&lt;br /&gt;
 Surroundings&lt;br /&gt;
 Service&lt;br /&gt;
 Goodbye&lt;br /&gt;
  to select choices.&lt;br /&gt;
  to scroll text.&lt;br /&gt;
 Talking to &lt;br /&gt;
 You begin a conversation with &lt;br /&gt;
  lies before&lt;br /&gt;
  stands before&lt;br /&gt;
  calls out to&lt;br /&gt;
  you.&lt;br /&gt;
 S&lt;br /&gt;
 ([LIP])&lt;br /&gt;
 ([lip])&lt;br /&gt;
 ...&lt;br /&gt;
  STRANGUS &lt;br /&gt;
  AUGIS &lt;br /&gt;
  STORKIS &lt;br /&gt;
 ... (slew &lt;br /&gt;
 , leader of &lt;br /&gt;
 , mayor of &lt;br /&gt;
 , high priest of &lt;br /&gt;
 [PRO_SUB]&lt;br /&gt;
 [PRO_OBJ]&lt;br /&gt;
 [PRO_POS]&lt;br /&gt;
 I am speaking for &lt;br /&gt;
 .  Thank you for your offer of service.&lt;br /&gt;
 Our people have been pestered by a skulking villian.&lt;br /&gt;
 Our people have been tormented by a fearsome foe.&lt;br /&gt;
 As you know, we are at war.  You might be able to strike our enemies where our armies cannot reach.&lt;br /&gt;
 Vanquishing a great beast on our behalf would bring us all much glory.&lt;br /&gt;
 Seek this place and kill &lt;br /&gt;
 Seek and kill &lt;br /&gt;
 Knowing no mercy, &lt;br /&gt;
 devoured &lt;br /&gt;
 devoured our livestock&lt;br /&gt;
 stole &lt;br /&gt;
 stole our treasures&lt;br /&gt;
 destroyed &lt;br /&gt;
 a craft store&lt;br /&gt;
 a weapon store&lt;br /&gt;
 an armor store&lt;br /&gt;
 a clothing store&lt;br /&gt;
 a food store&lt;br /&gt;
 a mead hall&lt;br /&gt;
 a keep&lt;br /&gt;
 a home&lt;br /&gt;
 a collection of homes&lt;br /&gt;
 an apartment room&lt;br /&gt;
 a temple&lt;br /&gt;
 a tower&lt;br /&gt;
 destroyed our homes&lt;br /&gt;
 This vile fiend &lt;br /&gt;
 even &lt;br /&gt;
 murdered &lt;br /&gt;
 my &lt;br /&gt;
 has even killed &lt;br /&gt;
 has killed &lt;br /&gt;
  lust for murder&lt;br /&gt;
 , among them &lt;br /&gt;
 Ah, well...  we are quite untroubled here.&lt;br /&gt;
 You succeeded!  Amazing.  You are a champion.&lt;br /&gt;
 It looks like somebody got there first.  In any case, thank you for your dedication.&lt;br /&gt;
 Keep up the good work.  Let me know when the deed is done.&lt;br /&gt;
 Capital of what?&lt;br /&gt;
 This is all there is.&lt;br /&gt;
 There is no capital.&lt;br /&gt;
 There's absolutely nothing interesting around here.&lt;br /&gt;
 We are in &lt;br /&gt;
 There is a great keep there&lt;br /&gt;
  named &lt;br /&gt;
 There is a temple&lt;br /&gt;
  there&lt;br /&gt;
  is there.&lt;br /&gt;
 It is a place of great evil.&lt;br /&gt;
  looks around nervously and leans forward, speaking quietly.&lt;br /&gt;
 It is rumored that the dead rise and stalk the living!&lt;br /&gt;
 That place is blessed.&lt;br /&gt;
 Savage beasts call it their home.&lt;br /&gt;
 !  It's terrifying.&lt;br /&gt;
  have been known to hunt out there.&lt;br /&gt;
  roam freely out there.&lt;br /&gt;
 I don't know very much about it.&lt;br /&gt;
 The surrounding area is called &lt;br /&gt;
 PLACE&lt;br /&gt;
 the wilds&lt;br /&gt;
 something&lt;br /&gt;
 CONTEXT&lt;br /&gt;
 ANY&lt;br /&gt;
 ENTITY&lt;br /&gt;
 HIST_FIG&lt;br /&gt;
 ABSTRACT_BUILDING&lt;br /&gt;
 SUBREGION&lt;br /&gt;
 FAMILY_RELATIONSHIP&lt;br /&gt;
 NUMBER&lt;br /&gt;
 ORDINAL&lt;br /&gt;
 UNIT_NAME&lt;br /&gt;
 RACE&lt;br /&gt;
 INDEF_FAMILY_RELATIONSHIP&lt;br /&gt;
 SPHERE&lt;br /&gt;
 DEF_SPHERE&lt;br /&gt;
 ARCH_ELEMENT&lt;br /&gt;
 JUSTIFICATION&lt;br /&gt;
 SPEAKER&lt;br /&gt;
 AUDIENCE&lt;br /&gt;
 is&lt;br /&gt;
 us&lt;br /&gt;
 er&lt;br /&gt;
 in&lt;br /&gt;
 as&lt;br /&gt;
  remains silent.&lt;br /&gt;
 The Void&lt;br /&gt;
 , Deity&lt;br /&gt;
 , Force&lt;br /&gt;
 vector&amp;lt;bool&amp;gt; too long&lt;br /&gt;
&lt;br /&gt;
 nothing&lt;br /&gt;
 chunk&lt;br /&gt;
 chunks&lt;br /&gt;
 FEATURE_ATTACK_GROUP&lt;br /&gt;
 CRAFTSMAN_NAME&lt;br /&gt;
 FISHERMAN_NAME&lt;br /&gt;
 HAMMERMAN_NAME&lt;br /&gt;
 SPEARMAN_NAME&lt;br /&gt;
 CROSSBOWMAN_NAME&lt;br /&gt;
 AXEMAN_NAME&lt;br /&gt;
 SWORDSMAN_NAME&lt;br /&gt;
 MACEMAN_NAME&lt;br /&gt;
 PIKEMAN_NAME&lt;br /&gt;
 BOWMAN_NAME&lt;br /&gt;
 CHILDNAME&lt;br /&gt;
 BABYNAME&lt;br /&gt;
 AMPHIBIOUS&lt;br /&gt;
 MOUNT&lt;br /&gt;
 MOUNT_EXOTIC&lt;br /&gt;
 LIKES_FIGHTING&lt;br /&gt;
 STOUT&lt;br /&gt;
 NARROW&lt;br /&gt;
 VEGETATION&lt;br /&gt;
 MAGICAL&lt;br /&gt;
 SAVAGE&lt;br /&gt;
 NATURAL&lt;br /&gt;
 VERMIN_HATEABLE&lt;br /&gt;
 REMAINS_UNDETERMINED&lt;br /&gt;
 BODY&lt;br /&gt;
 Unrecognized Creature Body Token: &lt;br /&gt;
  : &lt;br /&gt;
 BODYGLOSS&lt;br /&gt;
 Unrecognized Creature Body Gloss Token: &lt;br /&gt;
 ATTACK&lt;br /&gt;
 MAIN&lt;br /&gt;
 BYTYPE&lt;br /&gt;
 BYTOKEN&lt;br /&gt;
 ATTACKFLAG_CANLATCH&lt;br /&gt;
 ATTACKFLAG_WITH&lt;br /&gt;
 SPECIALATTACK_INJECT_EXTRACT&lt;br /&gt;
 SPECIALATTACK_SUCK_BLOOD&lt;br /&gt;
 NOSMELLYROT&lt;br /&gt;
 ITEMCORPSE&lt;br /&gt;
 ITEMCORPSE_QUALITY&lt;br /&gt;
 HAS_RACEGLOSS&lt;br /&gt;
 BEACH_FREQUENCY&lt;br /&gt;
 UNDERSWIM&lt;br /&gt;
 CANOPENDOORS&lt;br /&gt;
 NOFEAR&lt;br /&gt;
 NOSTUCKINS&lt;br /&gt;
 SEVERONBREAKS&lt;br /&gt;
 PARALYZEIMMUNE&lt;br /&gt;
 PREFSTRING&lt;br /&gt;
 NOSKULL&lt;br /&gt;
 NOSKIN&lt;br /&gt;
 NOBONES&lt;br /&gt;
 NOMEAT&lt;br /&gt;
 HASSHELL&lt;br /&gt;
 NOEXERT&lt;br /&gt;
 NOPAIN&lt;br /&gt;
 CAVE_ADAPT&lt;br /&gt;
 NOTHOUGHT&lt;br /&gt;
 NOEMOTION&lt;br /&gt;
 TRANCES&lt;br /&gt;
 NOBLEED&lt;br /&gt;
 NOSTUN&lt;br /&gt;
 NONAUSEA&lt;br /&gt;
 EXTRAVISION&lt;br /&gt;
 BONECARN&lt;br /&gt;
 CARNIVORE&lt;br /&gt;
 SPEECH_MALE&lt;br /&gt;
 SPEECH_FEMALE&lt;br /&gt;
 PERSONALITY&lt;br /&gt;
 LISP&lt;br /&gt;
 INTELLIGENT&lt;br /&gt;
 CAN_CIV&lt;br /&gt;
 CAN_LEARN&lt;br /&gt;
 SLOW_LEARNER&lt;br /&gt;
 CAN_SPEAK&lt;br /&gt;
 UTTERANCES&lt;br /&gt;
 EQUIPS&lt;br /&gt;
 ALL_ACTIVE&lt;br /&gt;
 DIURNAL&lt;br /&gt;
 NOCTURNAL&lt;br /&gt;
 CREPUSCULAR&lt;br /&gt;
 MATUTINAL&lt;br /&gt;
 VESPERTINE&lt;br /&gt;
 ENDING&lt;br /&gt;
 POWER&lt;br /&gt;
 MEGABEAST&lt;br /&gt;
 SEMIMEGABEAST&lt;br /&gt;
 BIOME&lt;br /&gt;
 DEFENDER&lt;br /&gt;
 MEANDERER&lt;br /&gt;
 ALCOHOL_DEPENDENT&lt;br /&gt;
 EXTRACT_COOKABLE&lt;br /&gt;
 CHITIN&lt;br /&gt;
 NOBREATHE&lt;br /&gt;
 AMBUSHPREDATOR&lt;br /&gt;
 LOCKPICKER&lt;br /&gt;
 TRAPAVOID&lt;br /&gt;
 NOT_BUTCHERABLE&lt;br /&gt;
 MISCHIEVIOUS&lt;br /&gt;
 COOKABLE_LIVE&lt;br /&gt;
 PATTERNFLIER&lt;br /&gt;
 CURIOUSBEAST_EATER&lt;br /&gt;
 CURIOUSBEAST_ITEM&lt;br /&gt;
 CURIOUSBEAST_GUZZLER&lt;br /&gt;
 FLEEQUICK&lt;br /&gt;
 MUNDANE&lt;br /&gt;
 VERMINHUNTER&lt;br /&gt;
 EXTRACT_PERMANENT&lt;br /&gt;
 EXTRACT_PARALYZE&lt;br /&gt;
 EXTRACT_STUN_INTERMITTENT&lt;br /&gt;
 EXTRACT_STUN&lt;br /&gt;
 EXTRACT_PARALYZE_INTERMITTENT&lt;br /&gt;
 IMMOLATE&lt;br /&gt;
 NO_SPRING&lt;br /&gt;
 NO_SUMMER&lt;br /&gt;
 NO_AUTUMN&lt;br /&gt;
 NO_WINTER&lt;br /&gt;
 MILKABLE&lt;br /&gt;
 EQUIPMENT_WAGON&lt;br /&gt;
 LARGE_PREDATOR&lt;br /&gt;
 BENIGN&lt;br /&gt;
 SMALL_REMAINS&lt;br /&gt;
 remains&lt;br /&gt;
 NAME&lt;br /&gt;
 SPECNAME&lt;br /&gt;
 MALE&lt;br /&gt;
 FEMALE&lt;br /&gt;
 GLOWCOLOR&lt;br /&gt;
 REMAINS_COLOR&lt;br /&gt;
 IMMOBILE_LAND&lt;br /&gt;
 VERMIN_EATER&lt;br /&gt;
 LIGHT_GEN&lt;br /&gt;
 VERMIN_GROUNDER&lt;br /&gt;
 VERMIN_ROTTER&lt;br /&gt;
 VERMIN_MICRO&lt;br /&gt;
 VERMIN_SOIL&lt;br /&gt;
 VERMIN_SOIL_COLONY&lt;br /&gt;
 VERMIN_FISH&lt;br /&gt;
 CANNOT_UNDEAD&lt;br /&gt;
 NO_EAT&lt;br /&gt;
 NO_DRINK&lt;br /&gt;
 NO_SLEEP&lt;br /&gt;
 COMMON_DOMESTIC&lt;br /&gt;
 WAGON_PULLER&lt;br /&gt;
 PACK_ANIMAL&lt;br /&gt;
 LARGE_ROAMING&lt;br /&gt;
 FLIER&lt;br /&gt;
 LOOSE_CLUSTERS&lt;br /&gt;
 PET_EXOTIC&lt;br /&gt;
 TRAINABLE&lt;br /&gt;
 WEBBER&lt;br /&gt;
 THICKWEB&lt;br /&gt;
 WEBIMMUNE&lt;br /&gt;
 FIREBREATH&lt;br /&gt;
 MULTIPLE_LITTER_RARE&lt;br /&gt;
 DRAGONFIREBREATH&lt;br /&gt;
 MAGMA_VISION&lt;br /&gt;
 FIREIMMUNE&lt;br /&gt;
 FIREIMMUNE_SUPER&lt;br /&gt;
 NO_GENDER&lt;br /&gt;
 POPULATION_NUMBER&lt;br /&gt;
 CLUSTER_NUMBER&lt;br /&gt;
 TRIGGERABLE_GROUP&lt;br /&gt;
 LITTERSIZE&lt;br /&gt;
 MAXAGE&lt;br /&gt;
 GNAWER&lt;br /&gt;
 PETVALUE&lt;br /&gt;
 SIZE&lt;br /&gt;
 EXTRACT_SIZE&lt;br /&gt;
 MODVALUE&lt;br /&gt;
 EXTRACT_VALUE&lt;br /&gt;
 CHEESE_VALUE&lt;br /&gt;
 VIEWRANGE&lt;br /&gt;
 BUILDINGDESTROYER&lt;br /&gt;
 DAMBLOCK&lt;br /&gt;
 DIFFICULTY&lt;br /&gt;
 GENPOWER&lt;br /&gt;
 GRASSTRAMPLE&lt;br /&gt;
 SPEED&lt;br /&gt;
 SWIMS_LEARNED&lt;br /&gt;
 SWIMS_INNATE&lt;br /&gt;
 SWIM_SPEED&lt;br /&gt;
 TRADE_CAPACITY&lt;br /&gt;
 BLOODTYPE&lt;br /&gt;
 G&lt;br /&gt;
 B&lt;br /&gt;
 Y&lt;br /&gt;
 M&lt;br /&gt;
 W&lt;br /&gt;
 0&lt;br /&gt;
 TILE&lt;br /&gt;
 GLOWTILE&lt;br /&gt;
 ALTTILE&lt;br /&gt;
 EXTRACT_ANTIDOTE&lt;br /&gt;
 EXTRACT_CHEESE&lt;br /&gt;
 VERMIN_BITE&lt;br /&gt;
 USE_EXTRACT&lt;br /&gt;
 PENETRATEPOWER&lt;br /&gt;
 FREQUENCY&lt;br /&gt;
 FISHITEM&lt;br /&gt;
 VERMIN_NOROAM&lt;br /&gt;
 VERMIN_NOFISH&lt;br /&gt;
 VERMIN_NOTRAP&lt;br /&gt;
 HOMEOTHERM&lt;br /&gt;
 LAYERING&lt;br /&gt;
 SPEC_HEAT&lt;br /&gt;
 HEATDAM_POINT&lt;br /&gt;
 COLDDAM_POINT&lt;br /&gt;
 IGNITE_POINT&lt;br /&gt;
 MELTING_POINT&lt;br /&gt;
 BOILING_POINT&lt;br /&gt;
 FIXED_TEMP&lt;br /&gt;
 SILK_SPEC_HEAT&lt;br /&gt;
 SILK_HEATDAM_POINT&lt;br /&gt;
 SILK_COLDDAM_POINT&lt;br /&gt;
 SILK_IGNITE_POINT&lt;br /&gt;
 SILK_MELTING_POINT&lt;br /&gt;
 SILK_BOILING_POINT&lt;br /&gt;
 SILK_FIXED_TEMP&lt;br /&gt;
 LEATHER_SPEC_HEAT&lt;br /&gt;
 LEATHER_HEATDAM_POINT&lt;br /&gt;
 LEATHER_COLDDAM_POINT&lt;br /&gt;
 LEATHER_IGNITE_POINT&lt;br /&gt;
 LEATHER_MELTING_POINT&lt;br /&gt;
 LEATHER_BOILING_POINT&lt;br /&gt;
 LEATHER_FIXED_TEMP&lt;br /&gt;
 BONE_SPEC_HEAT&lt;br /&gt;
 BONE_HEATDAM_POINT&lt;br /&gt;
 BONE_COLDDAM_POINT&lt;br /&gt;
 BONE_IGNITE_POINT&lt;br /&gt;
 BONE_MELTING_POINT&lt;br /&gt;
 BONE_BOILING_POINT&lt;br /&gt;
 BONE_FIXED_TEMP&lt;br /&gt;
 EXTRACT_SPEC_HEAT&lt;br /&gt;
 EXTRACT_HEATDAM_POINT&lt;br /&gt;
 EXTRACT_COLDDAM_POINT&lt;br /&gt;
 EXTRACT_IGNITE_POINT&lt;br /&gt;
 EXTRACT_MELTING_POINT&lt;br /&gt;
 EXTRACT_BOILING_POINT&lt;br /&gt;
 EXTRACT_FIXED_TEMP&lt;br /&gt;
 CHEESE_SPEC_HEAT&lt;br /&gt;
 CHEESE_HEATDAM_POINT&lt;br /&gt;
 CHEESE_COLDDAM_POINT&lt;br /&gt;
 CHEESE_IGNITE_POINT&lt;br /&gt;
 CHEESE_MELTING_POINT&lt;br /&gt;
 CHEESE_BOILING_POINT&lt;br /&gt;
 CHEESE_FIXED_TEMP&lt;br /&gt;
 DRINK_SPEC_HEAT&lt;br /&gt;
 DRINK_HEATDAM_POINT&lt;br /&gt;
 DRINK_COLDDAM_POINT&lt;br /&gt;
 DRINK_IGNITE_POINT&lt;br /&gt;
 DRINK_MELTING_POINT&lt;br /&gt;
 DRINK_BOILING_POINT&lt;br /&gt;
 DRINK_FIXED_TEMP&lt;br /&gt;
 DENSITY&lt;br /&gt;
 LEATHER_SOLID_DENSITY&lt;br /&gt;
 LEATHER_LIQUID_DENSITY&lt;br /&gt;
 BONE_SOLID_DENSITY&lt;br /&gt;
 BONE_LIQUID_DENSITY&lt;br /&gt;
 SILK_SOLID_DENSITY&lt;br /&gt;
 SILK_LIQUID_DENSITY&lt;br /&gt;
 EXTRACT_SOLID_DENSITY&lt;br /&gt;
 EXTRACT_LIQUID_DENSITY&lt;br /&gt;
 CHEESE_SOLID_DENSITY&lt;br /&gt;
 CHEESE_LIQUID_DENSITY&lt;br /&gt;
 DRINK_SOLID_DENSITY&lt;br /&gt;
 DRINK_LIQUID_DENSITY&lt;br /&gt;
 STANDARD_FLESH&lt;br /&gt;
 MATERIAL&lt;br /&gt;
 Unrecognized Creature Token: &lt;br /&gt;
 &amp;lt;RESERVED_MOD&amp;gt;&lt;br /&gt;
  size to small for non-vermin -- reset to 2&lt;br /&gt;
 data/speech/&lt;br /&gt;
 ADD_COLOR&lt;br /&gt;
 a girl&lt;br /&gt;
 a boy&lt;br /&gt;
 a child&lt;br /&gt;
 twins&lt;br /&gt;
 triplets&lt;br /&gt;
 quadruplets&lt;br /&gt;
 quintuplets&lt;br /&gt;
 sextuplets&lt;br /&gt;
 septuplets&lt;br /&gt;
 octuplets&lt;br /&gt;
 nonuplets&lt;br /&gt;
 decaplets&lt;br /&gt;
 undecaplets&lt;br /&gt;
 duodecaplets&lt;br /&gt;
 tredecaplets&lt;br /&gt;
 quattuordecaplets&lt;br /&gt;
 quindecaplets&lt;br /&gt;
 many babies&lt;br /&gt;
 creature&lt;br /&gt;
 NUMBERED_NAME&lt;br /&gt;
 skeletal &lt;br /&gt;
 zombie &lt;br /&gt;
 BP&lt;br /&gt;
 UPPERBODY&lt;br /&gt;
 LOWERBODY&lt;br /&gt;
 HEAD&lt;br /&gt;
 CON&lt;br /&gt;
 CONTYPE&lt;br /&gt;
 GRASP&lt;br /&gt;
 STANCE&lt;br /&gt;
 LIMB&lt;br /&gt;
 THROAT&lt;br /&gt;
 JOINT&lt;br /&gt;
 NERVOUS&lt;br /&gt;
 SIGHT&lt;br /&gt;
 HEAR&lt;br /&gt;
 SMELL&lt;br /&gt;
 EMBEDDED&lt;br /&gt;
 APERTURE&lt;br /&gt;
 SMALL&lt;br /&gt;
 INTERNAL&lt;br /&gt;
 BREATHE&lt;br /&gt;
 CIRCULATION&lt;br /&gt;
 GUTS&lt;br /&gt;
 RIGHT&lt;br /&gt;
 LEFT&lt;br /&gt;
 DIGIT&lt;br /&gt;
 MOUTH&lt;br /&gt;
 Unrecognized Creature Bodypart Token: &lt;br /&gt;
 WORD&lt;br /&gt;
 RGB&lt;br /&gt;
 Unrecognized Color Token: &lt;br /&gt;
 ADJ&lt;br /&gt;
 Unrecognized Shape Token: &lt;br /&gt;
 Gain possession&lt;br /&gt;
 Pull it out&lt;br /&gt;
 FATAL ERROR&lt;br /&gt;
 Adventure Starting Site Files Missing/Corrupted&lt;br /&gt;
 Could not locate adventure start square&lt;br /&gt;
 Where would you like to go?&lt;br /&gt;
 Nowhere&lt;br /&gt;
 Mountain Halls&lt;br /&gt;
 Dark Fortress&lt;br /&gt;
 Ruin&lt;br /&gt;
 Cave&lt;br /&gt;
 Forest Retreat&lt;br /&gt;
 Town&lt;br /&gt;
 Civilization &lt;br /&gt;
 Site &lt;br /&gt;
 Vessel &lt;br /&gt;
 Migrating &lt;br /&gt;
 Nomadic &lt;br /&gt;
 Religion &lt;br /&gt;
 Creature&lt;br /&gt;
 Group&lt;br /&gt;
 Do Not Travel&lt;br /&gt;
 You awaken from your slumber.&lt;br /&gt;
 Your sleep has been interrupted!&lt;br /&gt;
 Select your combat preferences.&lt;br /&gt;
  - Current Attack Preference: &lt;br /&gt;
 Strike&lt;br /&gt;
 Charge&lt;br /&gt;
 Close Combat&lt;br /&gt;
 According to Opponent&lt;br /&gt;
  - Current Dodge Preference: &lt;br /&gt;
 Move Around&lt;br /&gt;
 Stand Ground&lt;br /&gt;
  - Current Charge Defense: &lt;br /&gt;
 Dodge Away&lt;br /&gt;
 Select your movement preferences.&lt;br /&gt;
  - Current Swimming Preference: &lt;br /&gt;
 When Possible&lt;br /&gt;
 When Necessary&lt;br /&gt;
 What would you like to do with the &lt;br /&gt;
 ?&lt;br /&gt;
   (&lt;br /&gt;
  to view other pages)&lt;br /&gt;
  - &lt;br /&gt;
 Where would you like to move?&lt;br /&gt;
 What would you like to pick up?&lt;br /&gt;
 . &lt;br /&gt;
 Who will you talk to?&lt;br /&gt;
  to view other pages&lt;br /&gt;
  -  &lt;br /&gt;
 a colony of &lt;br /&gt;
 many &lt;br /&gt;
 a swarm of &lt;br /&gt;
 Miasma&lt;br /&gt;
 Steam&lt;br /&gt;
 Mist&lt;br /&gt;
 Bloody Mist&lt;br /&gt;
 A Dust Cloud&lt;br /&gt;
 An Ocean Wave&lt;br /&gt;
 Sea Foam&lt;br /&gt;
 Lava Mist&lt;br /&gt;
 Magma Mist&lt;br /&gt;
 Boiling &lt;br /&gt;
 Smoke&lt;br /&gt;
 Dragonfire&lt;br /&gt;
 Fire&lt;br /&gt;
 A Web&lt;br /&gt;
 A Fire&lt;br /&gt;
 A Campfire&lt;br /&gt;
 Water [&lt;br /&gt;
 /7]&lt;br /&gt;
 Lava [&lt;br /&gt;
 Magma [&lt;br /&gt;
 A Spattering of Blood&lt;br /&gt;
 A Smear of Blood&lt;br /&gt;
 A Pool of Blood&lt;br /&gt;
 Vomit&lt;br /&gt;
 A Spattering of Slime&lt;br /&gt;
 A Smear of Slime&lt;br /&gt;
 A Pool of Slime&lt;br /&gt;
 A Spattering of Pus&lt;br /&gt;
 A Smear of Pus&lt;br /&gt;
 A Pool of Pus&lt;br /&gt;
 A Spattering of Ichor&lt;br /&gt;
 A Smear of Ichor&lt;br /&gt;
 A Pool of Ichor&lt;br /&gt;
 A Spattering of Goo&lt;br /&gt;
 A Smear of Goo&lt;br /&gt;
 A Pool of Goo&lt;br /&gt;
 Untitled&lt;br /&gt;
 , &amp;quot;&lt;br /&gt;
 &amp;quot;&lt;br /&gt;
 Really attack &lt;br /&gt;
 Really wrestle &lt;br /&gt;
  confirms.  &lt;br /&gt;
  aborts.&lt;br /&gt;
 Which creature will you attack?  &lt;br /&gt;
 Which creature will you wrestle?  &lt;br /&gt;
  changes mode.&lt;br /&gt;
  pages)&lt;br /&gt;
 Really sleep?  Your character will rest for eight hours.&lt;br /&gt;
 You sleep.&lt;br /&gt;
 You can't rest because you are drowning.&lt;br /&gt;
 You can't rest because you are swimming.&lt;br /&gt;
 You can't rest because somebody can see you.&lt;br /&gt;
 You've already searched this area recently.&lt;br /&gt;
 You've found a colony of &lt;br /&gt;
  and another small creature.&lt;br /&gt;
  and some other small creatures.&lt;br /&gt;
 You've found a small creature.&lt;br /&gt;
 You've found some small creatures.&lt;br /&gt;
 Your intense search turns up nothing.&lt;br /&gt;
 You have nothing with which to interact.&lt;br /&gt;
 You have nothing to examine.&lt;br /&gt;
 You have nothing left to remove.&lt;br /&gt;
 You have nothing left to wear.&lt;br /&gt;
 You have nothing left to eat or drink.&lt;br /&gt;
 You have nothing to put inside a container.&lt;br /&gt;
 You have nothing left to drop.&lt;br /&gt;
 There is nothing to pick up here.&lt;br /&gt;
 You have nothing left to throw.&lt;br /&gt;
 You have nothing to fire with.&lt;br /&gt;
 You have nothing left to fire.&lt;br /&gt;
 You are no longer in hiding.&lt;br /&gt;
 You begin sneaking.&lt;br /&gt;
 You can't sneak because somebody can see you.&lt;br /&gt;
 There is no sunlight when you are dead.&lt;br /&gt;
 There are no traces of sunlight here.&lt;br /&gt;
 Being dead is cold and clammy.&lt;br /&gt;
 The temperature is as it has been and always will be.&lt;br /&gt;
 The temperature cannot be judged.&lt;br /&gt;
 It is burning.&lt;br /&gt;
 It is deathly cold.&lt;br /&gt;
 The temperature is pleasant.&lt;br /&gt;
 It is scorching.&lt;br /&gt;
 It is hot.&lt;br /&gt;
 It is warm.&lt;br /&gt;
 It is cool.&lt;br /&gt;
 It is freezing.&lt;br /&gt;
 It is cold.&lt;br /&gt;
 You've lost track of time since your death.&lt;br /&gt;
 It is the &lt;br /&gt;
 Granite&lt;br /&gt;
 Slate&lt;br /&gt;
 Felsite&lt;br /&gt;
 Hematite&lt;br /&gt;
 Malachite&lt;br /&gt;
 Galena&lt;br /&gt;
 Limestone&lt;br /&gt;
 Sandstone&lt;br /&gt;
 Timber&lt;br /&gt;
 Moonstone&lt;br /&gt;
 Opal&lt;br /&gt;
 Obsidian&lt;br /&gt;
 You can't travel because somebody can see you.&lt;br /&gt;
 You can't travel because you are carrying someone else's goods.  Purchase them or put some distance between yourself and the site.&lt;br /&gt;
 You can't travel until you've stopped the bleeding.&lt;br /&gt;
 You can't travel because you can't breathe.&lt;br /&gt;
 You can't travel because you are swimming.&lt;br /&gt;
 You can't travel because you are journeying underground.&lt;br /&gt;
 You must survive the ambush.&lt;br /&gt;
 You cannot travel until you leave this site.&lt;br /&gt;
 You stand up.&lt;br /&gt;
 You lie on the ground.&lt;br /&gt;
 The webs make it impossible to stand.&lt;br /&gt;
 You can't stand up -- somebody is in the way.&lt;br /&gt;
 You have reached the summit of &lt;br /&gt;
 You are deceased.  Press &lt;br /&gt;
  to finish.&lt;br /&gt;
 Unconscious&lt;br /&gt;
 Stunned&lt;br /&gt;
 Exhausted&lt;br /&gt;
 Over-Exert&lt;br /&gt;
 Tired&lt;br /&gt;
 Drowsy&lt;br /&gt;
 Drowning&lt;br /&gt;
 Winded&lt;br /&gt;
 Swimming&lt;br /&gt;
 Flying&lt;br /&gt;
 Nauseous&lt;br /&gt;
 Dhyd&lt;br /&gt;
 Thir&lt;br /&gt;
 Stvg&lt;br /&gt;
 Hung&lt;br /&gt;
 W: &lt;br /&gt;
 None&lt;br /&gt;
 A: &lt;br /&gt;
 Mortal Wound&lt;br /&gt;
 In Flight&lt;br /&gt;
 Paralyzed&lt;br /&gt;
 Webbed&lt;br /&gt;
 On Ground&lt;br /&gt;
 Bleeding!&lt;br /&gt;
 Bleeding&lt;br /&gt;
 Pale&lt;br /&gt;
 Faint&lt;br /&gt;
 Pain&lt;br /&gt;
 Speed: &lt;br /&gt;
  [DONE]&lt;br /&gt;
  [MORE]&lt;br /&gt;
                                                                                 &lt;br /&gt;
 Adventure Log: NULL task&lt;br /&gt;
 Adventure Log: NULL site&lt;br /&gt;
 Adventure Log: NULL subregion&lt;br /&gt;
 Adventure Log: NULL entity&lt;br /&gt;
 Adventure Log&lt;br /&gt;
 &amp;quot;, &lt;br /&gt;
  for destination.&lt;br /&gt;
 Civilization&lt;br /&gt;
 Site Government&lt;br /&gt;
 Vessel Crew&lt;br /&gt;
 Migrating Group&lt;br /&gt;
 Nomadic Group&lt;br /&gt;
 Religion&lt;br /&gt;
 , Dead&lt;br /&gt;
 Unaligned&lt;br /&gt;
 Enemy&lt;br /&gt;
 Criminal&lt;br /&gt;
 Prisoner&lt;br /&gt;
 Devoted&lt;br /&gt;
 Loyal&lt;br /&gt;
 Aligned&lt;br /&gt;
 Affiliated&lt;br /&gt;
 Associated&lt;br /&gt;
  Member&lt;br /&gt;
  Mercenary&lt;br /&gt;
  Slave&lt;br /&gt;
 Former &lt;br /&gt;
 Member&lt;br /&gt;
 Mercenary&lt;br /&gt;
 Slave&lt;br /&gt;
 Mountain&lt;br /&gt;
 Temperate Freshwater Swamp&lt;br /&gt;
 Temperate Saltwater Swamp&lt;br /&gt;
 Temperate Freshwater Marsh&lt;br /&gt;
 Temperate Saltwater Marsh&lt;br /&gt;
 Tropical Freshwater Swamp&lt;br /&gt;
 Tropical Saltwater Swamp&lt;br /&gt;
 Mangrove Swamp&lt;br /&gt;
 Tropical Freshwater Marsh&lt;br /&gt;
 Tropical Saltwater Marsh&lt;br /&gt;
 Taiga&lt;br /&gt;
 Temperate Coniferous Forest&lt;br /&gt;
 Temperate Broadleaf Forest&lt;br /&gt;
 Tropical Coniferous Forest&lt;br /&gt;
 Tropical Dry Broadleaf Forest&lt;br /&gt;
 Tropical Moist Broadleaf Forest&lt;br /&gt;
 Temperate Grassland&lt;br /&gt;
 Temperate Savanna&lt;br /&gt;
 Temperate Shrubland&lt;br /&gt;
 Tropical Grassland&lt;br /&gt;
 Tropical Savanna&lt;br /&gt;
 Tropical Shrubland&lt;br /&gt;
 Badlands&lt;br /&gt;
 Rocky Wasteland&lt;br /&gt;
 Sand Desert&lt;br /&gt;
 Tropical Ocean&lt;br /&gt;
 Temperate Ocean&lt;br /&gt;
 Arctic Ocean&lt;br /&gt;
 Temperate Freshwater Pool&lt;br /&gt;
 Temperate Brackish Pool&lt;br /&gt;
 Temperate Saltwater Pool&lt;br /&gt;
 Tropical Freshwater Pool&lt;br /&gt;
 Tropical Brackish Pool&lt;br /&gt;
 Tropical Saltwater Pool&lt;br /&gt;
 Temperate Freshwater Lake&lt;br /&gt;
 Temperate Brackish Lake&lt;br /&gt;
 Temperate Saltwater Lake&lt;br /&gt;
 Tropical Freshwater Lake&lt;br /&gt;
 Tropical Brackish Lake&lt;br /&gt;
 Tropical Saltwater Lake&lt;br /&gt;
 Temperate Freshwater River&lt;br /&gt;
 Temperate Brackish River&lt;br /&gt;
 Temperate Saltwater River&lt;br /&gt;
 Tropical Freshwater River&lt;br /&gt;
 Tropical Brackish River&lt;br /&gt;
 Tropical Saltwater River&lt;br /&gt;
 Subterranean Water&lt;br /&gt;
 Subterranean Chasm&lt;br /&gt;
 Subterranean Magma&lt;br /&gt;
  - Tasks&lt;br /&gt;
  - Entities&lt;br /&gt;
  - Sites&lt;br /&gt;
  - Regions&lt;br /&gt;
  - Scroll&lt;br /&gt;
  - Zoom to Selected&lt;br /&gt;
  - Zoom to Current Location&lt;br /&gt;
  - Toggle Line&lt;br /&gt;
  - Toggle Map/Info&lt;br /&gt;
 Wrestle &lt;br /&gt;
 The Wrestling of &lt;br /&gt;
 &amp;gt;-&lt;br /&gt;
 --&lt;br /&gt;
 &amp;lt;-&lt;br /&gt;
 Latch&lt;br /&gt;
 Grasp&lt;br /&gt;
 JLock&lt;br /&gt;
 Choke&lt;br /&gt;
 -&amp;gt;&lt;br /&gt;
 -&amp;lt;&lt;br /&gt;
  to scroll&lt;br /&gt;
 Lock &lt;br /&gt;
 Choke &lt;br /&gt;
 Take-down by &lt;br /&gt;
 Throw by &lt;br /&gt;
 Pinch &lt;br /&gt;
 Gouge &lt;br /&gt;
 Break &lt;br /&gt;
 Release joint lock of &lt;br /&gt;
 Release choke of &lt;br /&gt;
 Release grip of &lt;br /&gt;
 Loosen joint lock of &lt;br /&gt;
 Loosen choke of &lt;br /&gt;
 Break grip of &lt;br /&gt;
 Shake &lt;br /&gt;
 Strangle &lt;br /&gt;
 Grab &lt;br /&gt;
 Deceased&lt;br /&gt;
 Strong&lt;br /&gt;
 Very Strong&lt;br /&gt;
 Extremely Strong&lt;br /&gt;
 Mighty&lt;br /&gt;
 Ultra-Mighty&lt;br /&gt;
 Agile&lt;br /&gt;
 Very Agile&lt;br /&gt;
 Extremely Agile&lt;br /&gt;
 Unbelievably Agile&lt;br /&gt;
 Perfectly Agile&lt;br /&gt;
 Tough&lt;br /&gt;
 Very Tough&lt;br /&gt;
 Extremely Tough&lt;br /&gt;
 Unbelievably Tough&lt;br /&gt;
 Super&lt;br /&gt;
 ly Tough&lt;br /&gt;
 Enraged at all enemies!&lt;br /&gt;
 In a martial trance!&lt;br /&gt;
 Throwing a tantrum!&lt;br /&gt;
 On the Ground&lt;br /&gt;
 Partially Webbed&lt;br /&gt;
 Partially Paralyzed&lt;br /&gt;
 Sluggish&lt;br /&gt;
 Heavy Bleeding&lt;br /&gt;
 Extreme Pain&lt;br /&gt;
 Dehydrated&lt;br /&gt;
 Thirsty&lt;br /&gt;
 Starving&lt;br /&gt;
 Hungry&lt;br /&gt;
 : View Kills&lt;br /&gt;
 : Select&lt;br /&gt;
 : View&lt;br /&gt;
 : Scroll&lt;br /&gt;
 : View Wr&lt;br /&gt;
 : Cust&lt;br /&gt;
 [C:7:0:1]&lt;br /&gt;
 The Kills of &lt;br /&gt;
 What would you like to wear?&lt;br /&gt;
 What would you like to remove?&lt;br /&gt;
 What would you like to drop?&lt;br /&gt;
 What would you like to throw?&lt;br /&gt;
 With what would you like to interact?&lt;br /&gt;
 With what would you like to eat or drink?&lt;br /&gt;
 What would you like to put inside a container?&lt;br /&gt;
 Where would you like to put the &lt;br /&gt;
 Your Inventory&lt;br /&gt;
  to view other pages.  &lt;br /&gt;
  when done.&lt;br /&gt;
 There is nothing to do with the &lt;br /&gt;
 You empty the &lt;br /&gt;
 You take out the &lt;br /&gt;
 You don't have a suitable container.&lt;br /&gt;
 You put the &lt;br /&gt;
  into the &lt;br /&gt;
 You eat the &lt;br /&gt;
 You drink the &lt;br /&gt;
  is too salty.&lt;br /&gt;
  is too hot.&lt;br /&gt;
  is too cold.&lt;br /&gt;
 You lick the &lt;br /&gt;
 No.  That's disgusting.&lt;br /&gt;
 You are too full.&lt;br /&gt;
 You drop &lt;br /&gt;
 You pick&lt;br /&gt;
  picks&lt;br /&gt;
  up the &lt;br /&gt;
  and put it in &lt;br /&gt;
  and puts it in &lt;br /&gt;
 You do not have a free grasp and your quivers and packs are full.&lt;br /&gt;
 You do not have a free grasp and your quiver and packs are full.&lt;br /&gt;
 You do not have a free grasp and your quivers and pack are full.&lt;br /&gt;
 You do not have a free grasp and your quiver and pack are full.&lt;br /&gt;
 You do not have a free grasp and your quivers are full.&lt;br /&gt;
 You do not have a free grasp and your quiver is full.&lt;br /&gt;
 You do not have a free grasp and your packs are full.&lt;br /&gt;
 You do not have a free grasp and your pack is full.&lt;br /&gt;
 You do not have a free grasp.&lt;br /&gt;
 No announcements yet.&lt;br /&gt;
 Announcements &lt;br /&gt;
 Offloading site...&lt;br /&gt;
 There is a &lt;br /&gt;
  here.&lt;br /&gt;
  - Pull it&lt;br /&gt;
 You pull the lever.&lt;br /&gt;
 There is a locked &lt;br /&gt;
  - Break it in&lt;br /&gt;
  - Pick the lock&lt;br /&gt;
 You break the hatch in!&lt;br /&gt;
 You pick the lock!&lt;br /&gt;
  - Bash it down&lt;br /&gt;
 You bash the door down!&lt;br /&gt;
 Create Your Character&lt;br /&gt;
 Race: &lt;br /&gt;
 , Female&lt;br /&gt;
 , Male&lt;br /&gt;
  from &lt;br /&gt;
 : Play Now!&lt;br /&gt;
 : Select   &lt;br /&gt;
 : Back&lt;br /&gt;
 Remaining: &lt;br /&gt;
 Not&lt;br /&gt;
 : Done     &lt;br /&gt;
  to change&lt;br /&gt;
 Name: &lt;br /&gt;
 : Done&lt;br /&gt;
 : Abort&lt;br /&gt;
 : Enter First Name&lt;br /&gt;
 : Customize Name&lt;br /&gt;
 : Random Name&lt;br /&gt;
 : Change Gender&lt;br /&gt;
 : Go!&lt;br /&gt;
 ** Unretiring Adventurer **&lt;br /&gt;
 ** Starting Adventurer **&lt;br /&gt;
 Dawn is breaking.&lt;br /&gt;
 It is noon.&lt;br /&gt;
 Night is falling.&lt;br /&gt;
 You struggle for &lt;br /&gt;
 You pull out &lt;br /&gt;
 Fill &lt;br /&gt;
 stagnant &lt;br /&gt;
 water (&lt;br /&gt;
  with mud (&lt;br /&gt;
 slime (&lt;br /&gt;
 vomit (&lt;br /&gt;
 You fill your &lt;br /&gt;
  with water.&lt;br /&gt;
 Your &lt;br /&gt;
  is already full.&lt;br /&gt;
  with mud.&lt;br /&gt;
  with slime.&lt;br /&gt;
  with vomit.&lt;br /&gt;
 Eat &lt;br /&gt;
 mud (&lt;br /&gt;
 Drink &lt;br /&gt;
 Ignite &lt;br /&gt;
 The steam around the vegetation stops you from setting the fire.&lt;br /&gt;
 The vegetation is submerged.&lt;br /&gt;
 The vegetation is too wet.&lt;br /&gt;
 You set a fire.&lt;br /&gt;
 Attack error&lt;br /&gt;
 Attack &lt;br /&gt;
 creatures&lt;br /&gt;
 Interact with &lt;br /&gt;
 building&lt;br /&gt;
 Move to &lt;br /&gt;
 N&lt;br /&gt;
 NNE&lt;br /&gt;
 ENE&lt;br /&gt;
 ESE&lt;br /&gt;
 SSE&lt;br /&gt;
 SSW&lt;br /&gt;
 WSW&lt;br /&gt;
 WNW&lt;br /&gt;
 NNW&lt;br /&gt;
 ---&lt;br /&gt;
 TSK&lt;br /&gt;
 Site Center Flood Overflow&lt;br /&gt;
&lt;br /&gt;
 Button&lt;br /&gt;
   Saving...  &lt;br /&gt;
 REC&lt;br /&gt;
 Disconnected Build Overflow&lt;br /&gt;
   Select Item: &lt;br /&gt;
  Points Remaining  &lt;br /&gt;
  to select.  &lt;br /&gt;
  to abort.&lt;br /&gt;
  scroll.  Type in parts of the name to narrow your search.&lt;br /&gt;
  P&lt;br /&gt;
 Weapons and Ammunition&lt;br /&gt;
 Armor&lt;br /&gt;
 Furniture&lt;br /&gt;
 Siege Equipment&lt;br /&gt;
 Other Objects&lt;br /&gt;
 Metal Clothing&lt;br /&gt;
 Permit Trap Components&lt;br /&gt;
 Permit Foreign Weapons&lt;br /&gt;
 Permit Foreign Siege Ammo&lt;br /&gt;
 Permit Foreign Armor&lt;br /&gt;
 Main&lt;br /&gt;
 Siege Engines&lt;br /&gt;
 Traps/Levers&lt;br /&gt;
 Workshops&lt;br /&gt;
 Furnaces&lt;br /&gt;
 Wall/Floor/Stairs&lt;br /&gt;
 Machine Components&lt;br /&gt;
 Building Placement Distance Overflow&lt;br /&gt;
&lt;br /&gt;
 WGL_EXT_swap_control&lt;br /&gt;
 wglSwapIntervalEXT&lt;br /&gt;
 wglGetSwapIntervalEXT&lt;br /&gt;
 OpenGL&lt;br /&gt;
 Dwarf Fortress&lt;br /&gt;
 Error&lt;br /&gt;
 Error Registering Window Class!&lt;br /&gt;
 Error Creating OpenGL Window&lt;br /&gt;
 rb&lt;br /&gt;
 Mode Switch Failed.&lt;br /&gt;
 Running In Windowed Mode.&lt;br /&gt;
 RegisterClassEx Failed!&lt;br /&gt;
 Error Initializing Text: &lt;br /&gt;
 wb&lt;br /&gt;
&lt;br /&gt;
  Chitin&lt;br /&gt;
  Leather&lt;br /&gt;
  Cloth&lt;br /&gt;
  Silk&lt;br /&gt;
  Crafts&lt;br /&gt;
  Logs&lt;br /&gt;
  Leather Bags&lt;br /&gt;
  Cloth Bags&lt;br /&gt;
  Silk Bags&lt;br /&gt;
  Thread&lt;br /&gt;
  Silk Thread&lt;br /&gt;
  Ropes&lt;br /&gt;
  Silk Ropes&lt;br /&gt;
 DIGGER&lt;br /&gt;
 TRANSLATION&lt;br /&gt;
 CIV_CONTROLLABLE&lt;br /&gt;
 INDIV_CONTROLLABLE&lt;br /&gt;
 SIEGER&lt;br /&gt;
 AMBUSHER&lt;br /&gt;
 BABYSNATCHER&lt;br /&gt;
 ITEM_THIEF&lt;br /&gt;
 SUBTERRANEAN_CLOTHING&lt;br /&gt;
 CLOTHING&lt;br /&gt;
 CURRENCY_BY_YEAR&lt;br /&gt;
 METAL_PREF&lt;br /&gt;
 GEM_PREF&lt;br /&gt;
 STONE_PREF&lt;br /&gt;
 WOOD_PREF&lt;br /&gt;
 MINOR_METAL&lt;br /&gt;
 RIVER_PRODUCTS&lt;br /&gt;
 OCEAN_PRODUCTS&lt;br /&gt;
 INDOOR_FARMING&lt;br /&gt;
 OUTDOOR_FARMING&lt;br /&gt;
 UNDEAD_CANDIDATE&lt;br /&gt;
 USE_CAVE_ANIMALS&lt;br /&gt;
 USE_EVIL_ANIMALS&lt;br /&gt;
 USE_GOOD_ANIMALS&lt;br /&gt;
 USE_EVIL_WOOD&lt;br /&gt;
 USE_GOOD_WOOD&lt;br /&gt;
 USE_EVIL_PLANTS&lt;br /&gt;
 USE_GOOD_PLANTS&lt;br /&gt;
 START_BIOME&lt;br /&gt;
 BIOME_SUPPORT&lt;br /&gt;
 SKULKING&lt;br /&gt;
 PERMITTED_JOB&lt;br /&gt;
 WORLD_CONSTRUCTION&lt;br /&gt;
 WILL_ACCEPT_TRIBUTE&lt;br /&gt;
 ETHIC&lt;br /&gt;
 WANDERER&lt;br /&gt;
 BEAST_HUNTER&lt;br /&gt;
 SCOUT&lt;br /&gt;
 MAX_STARTING_CIV_NUMBER&lt;br /&gt;
 START_GROUP_NUMBER&lt;br /&gt;
 MAX_SITE_POP_NUMBER&lt;br /&gt;
 MAX_POP_NUMBER&lt;br /&gt;
 RELIGION_SPHERE&lt;br /&gt;
 TREE_CAP_DIPLOMACY&lt;br /&gt;
 DIPLOMAT_BODYGUARDS&lt;br /&gt;
 MERCHANT_BODYGUARDS&lt;br /&gt;
 ACTIVE_SEASON&lt;br /&gt;
 PROGRESS_TRIGGER_POPULATION&lt;br /&gt;
 PROGRESS_TRIGGER_PRODUCTION&lt;br /&gt;
 PROGRESS_TRIGGER_TRADE&lt;br /&gt;
 CAN_HAVE_MILITARY_LEADER&lt;br /&gt;
 CAN_HAVE_MILITARY_SITE_LEADER&lt;br /&gt;
 LEADER_TYPE&lt;br /&gt;
 SITE_LEADER_TYPE&lt;br /&gt;
 DEFAULT_SITE_TYPE&lt;br /&gt;
 LIKES_SITE&lt;br /&gt;
 TOLERATES_SITE&lt;br /&gt;
 USE_ANY_PET_RACE&lt;br /&gt;
 USE_MISC_PROCESSED_WOOD_PRODUCTS&lt;br /&gt;
 IMPROVED_BOWS&lt;br /&gt;
 INVADERS_IGNORE_NEUTRALS&lt;br /&gt;
 AT_PEACE_WITH_WILDLIFE&lt;br /&gt;
 EQUIPMENT_IMPROVEMENTS&lt;br /&gt;
 ABUSE_BODIES&lt;br /&gt;
 USE_ANIMAL_PRODUCTS&lt;br /&gt;
 COMMON_DOMESTIC_PACK&lt;br /&gt;
 COMMON_DOMESTIC_PULL&lt;br /&gt;
 COMMON_DOMESTIC_MOUNT&lt;br /&gt;
 COMMON_DOMESTIC_PET&lt;br /&gt;
 SPHERE_ALIGNMENT&lt;br /&gt;
 ART_FACET_MODIFIER&lt;br /&gt;
 ART_IMAGE_ELEMENT_MODIFIER&lt;br /&gt;
 ITEM_IMPROVEMENT_MODIFIER&lt;br /&gt;
 CURRENCY&lt;br /&gt;
 ADVENTURE_TIER&lt;br /&gt;
 SELECT_SYMBOL&lt;br /&gt;
 ALL&lt;br /&gt;
 REMAINING&lt;br /&gt;
 SUBSELECT_SYMBOL&lt;br /&gt;
 CULL_SYMBOL&lt;br /&gt;
 FRIENDLY_COLOR&lt;br /&gt;
 Unrecognized Entity Token: &lt;br /&gt;
 a&lt;br /&gt;
 i&lt;br /&gt;
 o&lt;br /&gt;
 u&lt;br /&gt;
 ay&lt;br /&gt;
 ee&lt;br /&gt;
 b&lt;br /&gt;
 br&lt;br /&gt;
 bl&lt;br /&gt;
 d&lt;br /&gt;
 dr&lt;br /&gt;
 dl&lt;br /&gt;
 str&lt;br /&gt;
 stl&lt;br /&gt;
 sh&lt;br /&gt;
 shr&lt;br /&gt;
 shl&lt;br /&gt;
 sr&lt;br /&gt;
 sl&lt;br /&gt;
 t&lt;br /&gt;
 tr&lt;br /&gt;
 tl&lt;br /&gt;
 thr&lt;br /&gt;
 thl&lt;br /&gt;
 ch&lt;br /&gt;
 chr&lt;br /&gt;
 chl&lt;br /&gt;
 l&lt;br /&gt;
 lr&lt;br /&gt;
 f&lt;br /&gt;
 fr&lt;br /&gt;
 fl&lt;br /&gt;
 g&lt;br /&gt;
 gr&lt;br /&gt;
 gl&lt;br /&gt;
 k&lt;br /&gt;
 kr&lt;br /&gt;
 kl&lt;br /&gt;
 p&lt;br /&gt;
 pr&lt;br /&gt;
 pl&lt;br /&gt;
 j&lt;br /&gt;
 jr&lt;br /&gt;
 jl&lt;br /&gt;
 m&lt;br /&gt;
 r&lt;br /&gt;
 ng&lt;br /&gt;
 mb&lt;br /&gt;
 lg&lt;br /&gt;
 lb&lt;br /&gt;
 lm&lt;br /&gt;
 nk&lt;br /&gt;
 rsn&lt;br /&gt;
 Migrating group coordinates out of bounds during goal check&lt;br /&gt;
 (&lt;br /&gt;
 ),&lt;br /&gt;
 ) &lt;br /&gt;
 Invalid Nem&lt;br /&gt;
 Invalid ID&lt;br /&gt;
 Empty&lt;br /&gt;
 , has decided to stay.&lt;br /&gt;
 WORSHIP_HF&lt;br /&gt;
 failure to get start square construction for transport link&lt;br /&gt;
 failure to get end square construction for transport link&lt;br /&gt;
 midmap construction path build failure&lt;br /&gt;
 Entity &lt;br /&gt;
  has self-referential diplomacy state&lt;br /&gt;
 [PROFILE]&lt;br /&gt;
 TITLE:&lt;br /&gt;
 [SKILL:&lt;br /&gt;
 [RECLAIM_SKILL:&lt;br /&gt;
 [ITEM:&lt;br /&gt;
 [PET:&lt;br /&gt;
&lt;br /&gt;
  has guzzled some &lt;br /&gt;
 Miner destination wiped&lt;br /&gt;
 Merchants have arrived and are unloading their goods.&lt;br /&gt;
 The merchants need a trade depot to unload their goods.&lt;br /&gt;
 An animal&lt;br /&gt;
  has become a &lt;br /&gt;
  has adopted &lt;br /&gt;
 Something has pulled a lever!&lt;br /&gt;
 Something has triggered a pressure plate!&lt;br /&gt;
 Something has emptied a cage!&lt;br /&gt;
 Something has unchained a creature!&lt;br /&gt;
 improvable &lt;br /&gt;
 butcherable &lt;br /&gt;
 millable &lt;br /&gt;
 possibly buryable &lt;br /&gt;
 unrotten &lt;br /&gt;
 undisturbed &lt;br /&gt;
 collected &lt;br /&gt;
 sharpenable &lt;br /&gt;
 distillable &lt;br /&gt;
 empty &lt;br /&gt;
 processable &lt;br /&gt;
 cookable &lt;br /&gt;
 extract-bearing plant &lt;br /&gt;
 extract-bearing fish &lt;br /&gt;
 extract-bearing small creature &lt;br /&gt;
 processable (to vial) &lt;br /&gt;
 processable (to bag) &lt;br /&gt;
 processable (to barrel) &lt;br /&gt;
 alchemical &lt;br /&gt;
 tameable small creature &lt;br /&gt;
 nearby &lt;br /&gt;
 sand-bearing &lt;br /&gt;
 glass &lt;br /&gt;
 lye-bearing &lt;br /&gt;
 milk &lt;br /&gt;
 milkable &lt;br /&gt;
 finished good &lt;br /&gt;
 ammo &lt;br /&gt;
 furniture &lt;br /&gt;
 dye &lt;br /&gt;
 dyeable &lt;br /&gt;
 glass-making &lt;br /&gt;
 dyed &lt;br /&gt;
 melt-designated &lt;br /&gt;
 deep material &lt;br /&gt;
 sewn-imageless &lt;br /&gt;
 screw &lt;br /&gt;
 fire-safe &lt;br /&gt;
 magma-safe &lt;br /&gt;
 building material &lt;br /&gt;
 non-economic &lt;br /&gt;
 -bearing &lt;br /&gt;
 bag&lt;br /&gt;
  that isn't a bin&lt;br /&gt;
 Short Pathing Flood Overflow&lt;br /&gt;
&lt;br /&gt;
 have&lt;br /&gt;
 has&lt;br /&gt;
  been &lt;br /&gt;
  by a &lt;br /&gt;
 burned&lt;br /&gt;
 flown&lt;br /&gt;
 rough &lt;br /&gt;
  log&lt;br /&gt;
  block&lt;br /&gt;
&lt;br /&gt;
 One of the compressed files on disk has errors in it.  Restore from backup if you are able.&lt;br /&gt;
 \&lt;br /&gt;
 T&lt;br /&gt;
 ..&lt;br /&gt;
 STP&lt;br /&gt;
 vomit&lt;br /&gt;
 slime&lt;br /&gt;
 missing blood type&lt;br /&gt;
 Year &lt;br /&gt;
  was waged by &lt;br /&gt;
 One of the most significant causes of the conflict was &lt;br /&gt;
 The most significant cause of the conflict was &lt;br /&gt;
  disgust with the adversary's godlessness&lt;br /&gt;
  religious opposition to the adversary's worship of &lt;br /&gt;
  religious opposition to the adversary's inherent association with &lt;br /&gt;
  natural aversion to the adversary's worship of &lt;br /&gt;
  natural aversion to the adversary's inherent association with &lt;br /&gt;
 a dispute over &lt;br /&gt;
 the treatment of animals&lt;br /&gt;
 the treatment of plants&lt;br /&gt;
 a formalized agreement&lt;br /&gt;
 truthfulness&lt;br /&gt;
 the devouring of the bodies of sapient beings&lt;br /&gt;
 the display of war and hunting trophies&lt;br /&gt;
 the adversary's inability to communicate and form treaties&lt;br /&gt;
 prior aggression by the adversary&lt;br /&gt;
 a first contact that went horribly wrong&lt;br /&gt;
 the adversary's refusal to form treaties&lt;br /&gt;
 the adversary's abuse of the aggressor's fallen&lt;br /&gt;
 an incident involving a lost diplomat&lt;br /&gt;
 a disagreement over prior treaties&lt;br /&gt;
 an incident involving a trade caravan&lt;br /&gt;
 general ill feelings over past historical events&lt;br /&gt;
 a previous war&lt;br /&gt;
 a previous battle&lt;br /&gt;
 a previous duel&lt;br /&gt;
 a previous conquest&lt;br /&gt;
 an abduction&lt;br /&gt;
 an act of theft&lt;br /&gt;
 an attack by a beast&lt;br /&gt;
 The causes of the conflict are debated by scholars and very little is truly known.&lt;br /&gt;
  unknown&lt;br /&gt;
  creature&lt;br /&gt;
 , lost&lt;br /&gt;
 , all lost&lt;br /&gt;
  losses&lt;br /&gt;
 , one loss&lt;br /&gt;
 , no losses&lt;br /&gt;
 , mostly &lt;br /&gt;
  creatures&lt;br /&gt;
 D: &lt;br /&gt;
 Attacker was uncontested.&lt;br /&gt;
 Attacker was victorious.&lt;br /&gt;
 Defender was victorious.&lt;br /&gt;
 A fearsome&lt;br /&gt;
 beast&lt;br /&gt;
  attack&lt;br /&gt;
  was a time when the &lt;br /&gt;
 , the &lt;br /&gt;
  and the &lt;br /&gt;
  were the only great powers in the world.&lt;br /&gt;
  was a time when &lt;br /&gt;
 yet &lt;br /&gt;
 again &lt;br /&gt;
  was the only great power in the world.&lt;br /&gt;
 living gods and mighty beasts &lt;br /&gt;
 still &lt;br /&gt;
 held sway.&lt;br /&gt;
 the powers of the world were fading&lt;br /&gt;
 great powers had returned to the world&lt;br /&gt;
 there were still great powers in the world&lt;br /&gt;
 fantastic creatures no longer lived in great numbers.&lt;br /&gt;
 fantastic creatures were few and far between, and some even doubted their existence.&lt;br /&gt;
  ruled the world.&lt;br /&gt;
 the last of the &lt;br /&gt;
 ancient &lt;br /&gt;
 powers fought their final battles.&lt;br /&gt;
 various civilized races peopled the world.&lt;br /&gt;
  was a time after civilization had&lt;br /&gt;
  yet&lt;br /&gt;
  again&lt;br /&gt;
  crumbled completely.&lt;br /&gt;
 fantastic creatures were but mere stories told by travelers.&lt;br /&gt;
 only simple creatures inhabited&lt;br /&gt;
 no civilized peoples existed in&lt;br /&gt;
  the world.&lt;br /&gt;
 Part of &lt;br /&gt;
 In &lt;br /&gt;
 ended.&lt;br /&gt;
 occurred.&lt;br /&gt;
 began.&lt;br /&gt;
 Legends&lt;br /&gt;
 Sorting&lt;br /&gt;
 Initialization complete...&lt;br /&gt;
 Historical events &lt;br /&gt;
  completed&lt;br /&gt;
 Check for culled historical figures &lt;br /&gt;
 Historical figures &lt;br /&gt;
 Artifacts completed&lt;br /&gt;
 Structures completed&lt;br /&gt;
  event sort &lt;br /&gt;
 Historical events left to discover: &lt;br /&gt;
 Historical Figures&lt;br /&gt;
 Sites&lt;br /&gt;
 Artifacts&lt;br /&gt;
 Regions&lt;br /&gt;
 Civilizations and other entities&lt;br /&gt;
 Art&lt;br /&gt;
 Structures&lt;br /&gt;
 Historical Maps&lt;br /&gt;
 goddess&lt;br /&gt;
 god&lt;br /&gt;
 deity&lt;br /&gt;
 , force&lt;br /&gt;
 b. &lt;br /&gt;
 d. &lt;br /&gt;
 Civilizations and Other Entities&lt;br /&gt;
 Keep&lt;br /&gt;
 Hovel&lt;br /&gt;
 Apartment Complex&lt;br /&gt;
 Apartment Room&lt;br /&gt;
 Dark Tower&lt;br /&gt;
 Slain&lt;br /&gt;
 Received &lt;br /&gt;
 a wound&lt;br /&gt;
  wounds&lt;br /&gt;
 fled&lt;br /&gt;
 Fled&lt;br /&gt;
  yet emerged &lt;br /&gt;
 victorious&lt;br /&gt;
 Victorious&lt;br /&gt;
  yet &lt;br /&gt;
 drove forward&lt;br /&gt;
 Drove forward&lt;br /&gt;
  and was &lt;br /&gt;
 repelled&lt;br /&gt;
 Repelled&lt;br /&gt;
 stood fast&lt;br /&gt;
 Stood fast&lt;br /&gt;
 beaten back&lt;br /&gt;
 Beaten back&lt;br /&gt;
 : Filter on string&lt;br /&gt;
 _&lt;br /&gt;
 : Done filtering.&lt;br /&gt;
 Movement keys to view.&lt;br /&gt;
 : civ/site&lt;br /&gt;
  to change year.&lt;br /&gt;
 : view top event&lt;br /&gt;
 : toggle territories.  &lt;br /&gt;
 : select an option.  &lt;br /&gt;
 : done.  &lt;br /&gt;
 : export current map.  &lt;br /&gt;
 : show only important events.  &lt;br /&gt;
 : show all events.  &lt;br /&gt;
 : back to age.  &lt;br /&gt;
 : export map and gen info.  &lt;br /&gt;
 : export detailed map.  &lt;br /&gt;
 Standard biome+site map&lt;br /&gt;
 Elevations including lake and ocean floors (lowest 25 black)&lt;br /&gt;
 Elevations respecting water level&lt;br /&gt;
 Temperature&lt;br /&gt;
 Rainfall&lt;br /&gt;
 Drainage&lt;br /&gt;
 Savagery&lt;br /&gt;
 Volcanism&lt;br /&gt;
 Current vegetation&lt;br /&gt;
 Evil&lt;br /&gt;
 Salinity&lt;br /&gt;
  to export&lt;br /&gt;
  to cancel&lt;br /&gt;
 Export of column &lt;br /&gt;
  complete&lt;br /&gt;
 Saving world...&lt;br /&gt;
 Offloading units... &lt;br /&gt;
 Offloading art images...&lt;br /&gt;
 Sorting historical figures...&lt;br /&gt;
 Saving world information...&lt;br /&gt;
 Synchronizing folders...&lt;br /&gt;
 data/save/current/world.dat&lt;br /&gt;
 Command Line: World exported.&lt;br /&gt;
 data/init/world_gen.txt&lt;br /&gt;
 WORLD_GEN&lt;br /&gt;
 TITLE&lt;br /&gt;
 SEED&lt;br /&gt;
 HISTORY_SEED&lt;br /&gt;
 NAME_SEED&lt;br /&gt;
 DIM&lt;br /&gt;
 CUSTOM_NAME&lt;br /&gt;
 PEAK_NUMBER_MIN&lt;br /&gt;
 OCEAN_EDGE_MIN&lt;br /&gt;
 REVEAL_ALL_HISTORY&lt;br /&gt;
 CULL_HISTORICAL_FIGURES&lt;br /&gt;
 EROSION_CYCLE_COUNT&lt;br /&gt;
 PERIODICALLY_ERODE_EXTREMES&lt;br /&gt;
 OROGRAPHIC_PRECIPITATION&lt;br /&gt;
 ALL_CAVES_VISIBLE&lt;br /&gt;
 SHOW_EMBARK_RIVER&lt;br /&gt;
 SHOW_EMBARK_POOL&lt;br /&gt;
 SHOW_EMBARK_M_POOL&lt;br /&gt;
 SHOW_EMBARK_M_PIPE&lt;br /&gt;
 SHOW_EMBARK_CHASM&lt;br /&gt;
 SHOW_EMBARK_PIT&lt;br /&gt;
 SHOW_EMBARK_OTHER&lt;br /&gt;
 SHOW_EMBARK_TUNNEL&lt;br /&gt;
 PLAYABLE_CIVILIZATION_REQUIRED&lt;br /&gt;
 VOLCANO_MIN&lt;br /&gt;
 END_YEAR&lt;br /&gt;
 BEAST_END_YEAR&lt;br /&gt;
 ELEVATION&lt;br /&gt;
 RAINFALL&lt;br /&gt;
 TEMPERATURE&lt;br /&gt;
 DRAINAGE&lt;br /&gt;
 VOLCANISM&lt;br /&gt;
 SAVAGERY&lt;br /&gt;
 PS_EL&lt;br /&gt;
 PS_RF&lt;br /&gt;
 PS_TP&lt;br /&gt;
 PS_DR&lt;br /&gt;
 PS_VL&lt;br /&gt;
 PS_SV&lt;br /&gt;
 Attempted to set world gen presets prior to dimensions&lt;br /&gt;
 Elevation&lt;br /&gt;
  preset attempted beyond Y range&lt;br /&gt;
  preset failed to load X value at Y = &lt;br /&gt;
 ELEVATION_FREQUENCY&lt;br /&gt;
 RAIN_FREQUENCY&lt;br /&gt;
 DRAINAGE_FREQUENCY&lt;br /&gt;
 TEMPERATURE_FREQUENCY&lt;br /&gt;
 SAVAGERY_FREQUENCY&lt;br /&gt;
 VOLCANISM_FREQUENCY&lt;br /&gt;
 GOOD_SQ_COUNTS&lt;br /&gt;
 EVIL_SQ_COUNTS&lt;br /&gt;
 REGION_COUNTS&lt;br /&gt;
 RIVER_MINS&lt;br /&gt;
 SUBREGION_MAX&lt;br /&gt;
 CAVE_MIN_SIZE&lt;br /&gt;
 CAVE_MAX_SIZE&lt;br /&gt;
 MOUNTAIN_CAVE_MIN&lt;br /&gt;
 NON_MOUNTAIN_CAVE_MIN&lt;br /&gt;
 TOTAL_CIV_NUMBER&lt;br /&gt;
 TOTAL_CIV_POPULATION&lt;br /&gt;
 ELEVATION_RANGES&lt;br /&gt;
 RAIN_RANGES&lt;br /&gt;
 DRAINAGE_RANGES&lt;br /&gt;
 SAVAGERY_RANGES&lt;br /&gt;
 VOLCANISM_RANGES&lt;br /&gt;
 Unrecognized World Gen Token: &lt;br /&gt;
 LARGE&lt;br /&gt;
 MEDIUM&lt;br /&gt;
 SMALLER&lt;br /&gt;
 POCKET&lt;br /&gt;
 Command Line: World generation manually aborted.&lt;br /&gt;
 The world generator is having trouble placing enough mountain peaks.  &lt;br /&gt;
 You might want to check your maximum elevation value and other elevation parameters.  &lt;br /&gt;
 Can the elevation 400 be placed enough times to provide space for your peaks?  &lt;br /&gt;
 You might want to check your preset elevations for the elevation 400.  &lt;br /&gt;
 You must have at least as many of these highest elevation points as you are requiring peaks.  &lt;br /&gt;
 Alternatively, you can reduce the number of peaks required by the parameters.&lt;br /&gt;
 The world generator is having trouble placing enough mid-level elevations.  &lt;br /&gt;
 Can your parameters achieve elevations between 100 and 299?  &lt;br /&gt;
 You might want to adjust the parameters governing elevation frequencies.  &lt;br /&gt;
 Alternatively, you can reduce the number of mid-level elevation squares required.&lt;br /&gt;
 The world generator is having trouble placing enough low elevations.  &lt;br /&gt;
 Can your parameters achieve elevations between 0 and 99?  &lt;br /&gt;
 The world generator is having trouble placing enough high elevations.  &lt;br /&gt;
 Can your parameters achieve elevations between 300 and 400?  &lt;br /&gt;
 The world generator is having trouble placing enough ocean squares along the edges.  &lt;br /&gt;
 Can your parameters achieve elevations between 0 and 99 frequently?  &lt;br /&gt;
 You might want to adjust the parameters governing elevation.  &lt;br /&gt;
 Alternatively, you can reduce the number of edge oceans required.&lt;br /&gt;
 The world generator is having trouble placing rainfall in the manner specified by the parameters.  &lt;br /&gt;
 You might want to adjust the parameters governing rainfall.  &lt;br /&gt;
 Alternatively, you can reduce the number of high, medium or low rainfall squares required.&lt;br /&gt;
 The world generator is having trouble setting drainage in the manner specified by the parameters.  &lt;br /&gt;
 You might want to adjust the parameters governing drainage.  &lt;br /&gt;
 Alternatively, you can reduce the number of high, medium or low drainage squares required.&lt;br /&gt;
 The world generator is having trouble placing savagery in the manner specified by the parameters.  &lt;br /&gt;
 You might want to adjust the parameters governing savagery.  &lt;br /&gt;
 Alternatively, you can reduce the number of high, medium or low savagery squares required.&lt;br /&gt;
 The world generator is having trouble setting volcanism in the manner specified by the parameters.  &lt;br /&gt;
 You might want to adjust the parameters governing volcanism.  &lt;br /&gt;
 Alternatively, you can reduce the number of high, medium or low volcanism squares required.&lt;br /&gt;
 The world generator is having trouble placing enough volcanos.  &lt;br /&gt;
 You might want to check your maximum volcanism value.  &lt;br /&gt;
 Can volcanism be placed at the value 100 enough times to provide space for each of your volcanos?  &lt;br /&gt;
 You might want to check your preset volcanism for the value 100.  &lt;br /&gt;
 You must have at least as many of these highest volcanism points as you are requiring volcanos.  &lt;br /&gt;
 Alternatively, you can reduce the number of volcanos required by the parameters.&lt;br /&gt;
 The world generator is having trouble placing swamps and marshes.  &lt;br /&gt;
 Make sure your parameters and presets can support mid-elevation, mid-to-high rainfall, low drainage, non-freezing areas.  &lt;br /&gt;
 Alternatively, you can reduce the number of swamp squares and regions required by the parameters.&lt;br /&gt;
 The world generator is having trouble placing deserts and badlands.  &lt;br /&gt;
 Make sure your parameters and presets can support mid-elevation, very low rainfall, non-freezing areas.  &lt;br /&gt;
 Alternatively, you can reduce the number of desert squares and regions required by the parameters.&lt;br /&gt;
 The world generator is having trouble placing forests.  &lt;br /&gt;
 Make sure your parameters and presets can support mid-elevation, high rainfall, high drainage, non-freezing areas.  &lt;br /&gt;
 Alternatively, you can reduce the number of forest squares and regions required by the parameters.&lt;br /&gt;
 The world generator is having trouble placing mountains.  &lt;br /&gt;
 Make sure your parameters and presets can support high elevation areas.  &lt;br /&gt;
 Alternatively, you can reduce the number of mountain squares and regions required by the parameters.&lt;br /&gt;
 The world generator is having trouble placing oceans.  &lt;br /&gt;
 Make sure your parameters and presets can support low elevation areas.  &lt;br /&gt;
 Alternatively, you can reduce the number of ocean squares and regions required by the parameters.&lt;br /&gt;
 The world generator is having trouble placing glaciers.  &lt;br /&gt;
 Make sure your parameters and presets can support mid-elevation, very high drainage, freezing areas.  &lt;br /&gt;
 Alternatively, you can reduce the number of glacial squares and regions required by the parameters.&lt;br /&gt;
 The world generator is having trouble placing tundra regions.  &lt;br /&gt;
 Make sure your parameters and presets can support mid-elevation, low-to-mid drainage, freezing areas.  &lt;br /&gt;
 Alternatively, you can reduce the number of tundra squares and regions required by the parameters.&lt;br /&gt;
 The world generator is having trouble placing grasslands.  &lt;br /&gt;
 Make sure your parameters and presets can support mid-elevation, low-to-mid rainfall, low-to-mid drainage, non-freezing areas.  &lt;br /&gt;
 The world generator is having trouble placing hills.  &lt;br /&gt;
 Make sure your parameters and presets can support mid-elevation, low-to-mid rainfall, high drainage, non-freezing areas.  &lt;br /&gt;
 The world generator is having trouble placing rivers.  &lt;br /&gt;
 Make sure your parameters and presets allow as many mountain squares as you are requiring river start points.  &lt;br /&gt;
 Alternatively, you can reduce the number of rivers required by the parameters.&lt;br /&gt;
 The world generator is placing too many subregions.  &lt;br /&gt;
 Make sure your parameters and presets aren't so variable that biomes change frequently.  &lt;br /&gt;
 Alternatively, you can increase the number of subregions permitted by the parameters, up to the cap.&lt;br /&gt;
 The world generator is having trouble placing mountain caves.  &lt;br /&gt;
 Make sure your parameters and presets allow as many border mountain squares as you are requiring mountain caves.  &lt;br /&gt;
 Alternatively, you can reduce the number of mountain caves required by the parameters.&lt;br /&gt;
 The world generator is having trouble placing low-lying caves.  &lt;br /&gt;
 Make sure your parameters and presets allow as many mid-elevation squares as you are requiring low-lying caves.  &lt;br /&gt;
 Alternatively, you can reduce the number of non-mountain caves required by the parameters.&lt;br /&gt;
 The world generator is having trouble placing enough civilizations.  &lt;br /&gt;
 Make sure your parameters and presets offer enough low-to-mid savagery, evil/good appropriate, biome appropriate squares to establish sites.  &lt;br /&gt;
 High savagery (66+) blocks civilization placement -- make sure your parameters and presets offer at least small pockets of low-to-mid savagery areas.  &lt;br /&gt;
 If you have very few biome types and are placing good or evil regions, they'll often crowd out the civilizations as well.  &lt;br /&gt;
 Alternatively, you can reduce the number of civilizations required by the parameters.&lt;br /&gt;
 The world generator is couldn't find any civilization definitions.  &lt;br /&gt;
 This problem cannot be resolved by continuing, so you should either abort or skip all rejects for a legends-only game.  &lt;br /&gt;
 The world generator is having trouble placing a controllable civilization.  &lt;br /&gt;
 Dwarves, for example, require non-evil, non-good, unsavage mountain squares that aren't surrounded by the ocean.  &lt;br /&gt;
 Make sure your parameters and presets have adequate squares of this kind.  &lt;br /&gt;
 Alternatively, you can remove the requirement of a controllable civilization from the parameters, which will restrict you to adventurers (assuming an appropriate civilization is placed).&lt;br /&gt;
  TO CREATE THE WORLD.&lt;br /&gt;
 Title: &lt;br /&gt;
 Seed: &lt;br /&gt;
 Various&lt;br /&gt;
 Random&lt;br /&gt;
 Dimensions: &lt;br /&gt;
 x&lt;br /&gt;
 Custom Name: &lt;br /&gt;
 Random Name&lt;br /&gt;
 : Enter advanced parameters&lt;br /&gt;
 : New param set&lt;br /&gt;
 : Copy param set&lt;br /&gt;
 : Delete param set&lt;br /&gt;
 : Enter title&lt;br /&gt;
 : Use random name&lt;br /&gt;
 : Enter custom name&lt;br /&gt;
 : Use random seed&lt;br /&gt;
 : Enter custom seed&lt;br /&gt;
 : Change dimensions&lt;br /&gt;
  to load the world params.&lt;br /&gt;
  to save the world params.&lt;br /&gt;
 Last Param Set: &lt;br /&gt;
 Last Seed: &lt;br /&gt;
 Last History Seed: &lt;br /&gt;
 Last Name Seed: &lt;br /&gt;
 Really delete this parameter set?&lt;br /&gt;
 : Delete&lt;br /&gt;
 : Cancel&lt;br /&gt;
 Really change the dimensions?&lt;br /&gt;
 This parameter set will be reset.&lt;br /&gt;
 : Change&lt;br /&gt;
 Are you sure you want to abort?&lt;br /&gt;
 You haven't saved your changes.&lt;br /&gt;
 : Yes&lt;br /&gt;
 Are you sure you want to go on?&lt;br /&gt;
 Creating New Region&lt;br /&gt;
  Rejected)&lt;br /&gt;
 Initializing...&lt;br /&gt;
 Preparing elevation...&lt;br /&gt;
 Setting temperature...&lt;br /&gt;
 Running rivers...&lt;br /&gt;
 Forming lakes...&lt;br /&gt;
 Growing vegetation...&lt;br /&gt;
 Verifying terrain...&lt;br /&gt;
 Importing wildlife...&lt;br /&gt;
 Recounting legends...&lt;br /&gt;
 Initializing&lt;br /&gt;
 Hist Figs: &lt;br /&gt;
      Dead: &lt;br /&gt;
    Events: &lt;br /&gt;
 Finalizing civ mats... (&lt;br /&gt;
 Finalizing art... (&lt;br /&gt;
 Finalizing uniforms... (&lt;br /&gt;
 Finalizing sites... (&lt;br /&gt;
  or &lt;br /&gt;
 Dark &lt;br /&gt;
 Fortress&lt;br /&gt;
 LACK OF PEAKS&lt;br /&gt;
 MEDIUM ELEVATION REJECTION&lt;br /&gt;
 LOW ELEVATION REJECTION&lt;br /&gt;
 HIGH ELEVATION REJECTION&lt;br /&gt;
 LACK OF EDGE OCEANS&lt;br /&gt;
 RAINFALL REJECTION&lt;br /&gt;
 DRAINAGE REJECTION&lt;br /&gt;
 SAVAGERY REJECTION&lt;br /&gt;
 VOLCANISM REJECTION&lt;br /&gt;
 LACK OF VOLCANOS&lt;br /&gt;
 SWAMP REJECTION&lt;br /&gt;
 DESERT REJECTION&lt;br /&gt;
 FOREST REJECTION&lt;br /&gt;
 MOUNTAIN REJECTION&lt;br /&gt;
 OCEAN REJECTION&lt;br /&gt;
 GLACIER REJECTION&lt;br /&gt;
 TUNDRA REJECTION&lt;br /&gt;
 GRASSLAND REJECTION&lt;br /&gt;
 HILLS REJECTION&lt;br /&gt;
 LACK OF RIVERS&lt;br /&gt;
 TOO MANY REGIONS&lt;br /&gt;
 LACK OF MOUNTAIN CAVES&lt;br /&gt;
 LACK OF LOW-LYING CAVES&lt;br /&gt;
 UNABLE TO PLACE ENOUGH CIVILIZATIONS&lt;br /&gt;
 NO CIVILIZATIONS AVAILABLE&lt;br /&gt;
 UNABLE TO PLACE CONTROLLABLE CIVILIZATION&lt;br /&gt;
 Note: If you are using the default parameters in unmodded DF,&lt;br /&gt;
 and it doesn't work after continuing a few times, please report&lt;br /&gt;
 the issue at the B12 forum.&lt;br /&gt;
 : CONTINUE until you give me another warning.&lt;br /&gt;
 : ABORT NOW and I'll look over my parameters.&lt;br /&gt;
 : ALLOW THIS REJECTION TYPE and continue reporting others.&lt;br /&gt;
 : ALLOW ALL REJECTS, even if I end up with a legends-only world!&lt;br /&gt;
  has been created.&lt;br /&gt;
 : Accept&lt;br /&gt;
 : Export image/info&lt;br /&gt;
 : Use the world as it currently exists&lt;br /&gt;
 : Continue&lt;br /&gt;
 Command Line: World image, detailed image and info exported.&lt;br /&gt;
 Cleaning game objects...&lt;br /&gt;
 Cleaning stranded objects...&lt;br /&gt;
 Cleaning play objects...&lt;br /&gt;
 /world.dat&lt;br /&gt;
 Continue Playing&lt;br /&gt;
 Start Playing&lt;br /&gt;
 Create New World Now!&lt;br /&gt;
 Design New World With Parameters&lt;br /&gt;
 Quit&lt;br /&gt;
  to select an option.   &lt;br /&gt;
  scroll.&lt;br /&gt;
  at any time for options, including key bindings.&lt;br /&gt;
  at any time for the manual.&lt;br /&gt;
 , Folder: &lt;br /&gt;
 Importing world...&lt;br /&gt;
 world_graphic-&lt;br /&gt;
 el-&lt;br /&gt;
 elw-&lt;br /&gt;
 tmp-&lt;br /&gt;
 rain-&lt;br /&gt;
 drn-&lt;br /&gt;
 sav-&lt;br /&gt;
 vol-&lt;br /&gt;
 veg-&lt;br /&gt;
 evil-&lt;br /&gt;
 sal-&lt;br /&gt;
 .bmp&lt;br /&gt;
 Histories of &lt;br /&gt;
 Greed&lt;br /&gt;
 Avarice&lt;br /&gt;
 Jealousy&lt;br /&gt;
 Cupidity&lt;br /&gt;
 Gluttony&lt;br /&gt;
 Industry&lt;br /&gt;
 Enterprise&lt;br /&gt;
 Resourcefulness&lt;br /&gt;
 Determination&lt;br /&gt;
 Mettle&lt;br /&gt;
 Dynamism&lt;br /&gt;
 Labor&lt;br /&gt;
 Toil&lt;br /&gt;
 Diligence&lt;br /&gt;
 Exertion&lt;br /&gt;
 Tenacity&lt;br /&gt;
 Perseverance&lt;br /&gt;
 *** STARTING NEW GAME ***&lt;br /&gt;
 Command Line: &lt;br /&gt;
 data/art/curses.bmp&lt;br /&gt;
 data/init/init.txt&lt;br /&gt;
 FONT&lt;br /&gt;
 data/art/&lt;br /&gt;
 FULLFONT&lt;br /&gt;
 WINDOWEDX&lt;br /&gt;
 WINDOWEDY&lt;br /&gt;
 FULLSCREENX&lt;br /&gt;
 FULLSCREENY&lt;br /&gt;
 PARTIAL_PRINT&lt;br /&gt;
 YES&lt;br /&gt;
 GRAPHICS_FONT&lt;br /&gt;
 GRAPHICS_FULLFONT&lt;br /&gt;
 GRAPHICS_WINDOWEDX&lt;br /&gt;
 GRAPHICS_WINDOWEDY&lt;br /&gt;
 GRAPHICS_FULLSCREENX&lt;br /&gt;
 GRAPHICS_FULLSCREENY&lt;br /&gt;
 GRAPHICS_BLACK_SPACE&lt;br /&gt;
 GRAPHICS&lt;br /&gt;
 BLACK_SPACE&lt;br /&gt;
 SHOW_ALL_HISTORY_IN_DWARF_MODE&lt;br /&gt;
 ALWAYS&lt;br /&gt;
 FINDER&lt;br /&gt;
 NO&lt;br /&gt;
 SHOW_FLOW_AMOUNTS&lt;br /&gt;
 SHOW_IMP_QUALITY&lt;br /&gt;
 ENGRAVINGS_START_OBSCURED&lt;br /&gt;
 MOUSE&lt;br /&gt;
 VSYNC&lt;br /&gt;
 ON&lt;br /&gt;
 OFF&lt;br /&gt;
 PRIORITY&lt;br /&gt;
 REALTIME&lt;br /&gt;
 HIGH&lt;br /&gt;
 ABOVE_NORMAL&lt;br /&gt;
 NORMAL&lt;br /&gt;
 BELOW_NORMAL&lt;br /&gt;
 IDLE&lt;br /&gt;
 TEXTURE_PARAM&lt;br /&gt;
 LINEAR&lt;br /&gt;
 TOPMOST&lt;br /&gt;
 FPS&lt;br /&gt;
 AUTOSAVE_PAUSE&lt;br /&gt;
 EMBARK_WARNING_ALWAYS&lt;br /&gt;
 INITIAL_SAVE&lt;br /&gt;
 AUTOSAVE&lt;br /&gt;
 SEASONAL&lt;br /&gt;
 YEARLY&lt;br /&gt;
 AUTOBACKUP&lt;br /&gt;
 PATH_COST&lt;br /&gt;
 CAVEINS&lt;br /&gt;
 ARTIFACTS&lt;br /&gt;
 ECONOMY&lt;br /&gt;
 ZERO_RENT&lt;br /&gt;
 EMBARK_RECTANGLE&lt;br /&gt;
 PAUSE_ON_LOAD&lt;br /&gt;
 LOG_MAP_REJECTS&lt;br /&gt;
 INVADERS&lt;br /&gt;
 MOUSE_PICTURE&lt;br /&gt;
 VARIED_GROUND_TILES&lt;br /&gt;
 NICKNAME_DWARF&lt;br /&gt;
 REPLACE_FIRST&lt;br /&gt;
 CENTRALIZE&lt;br /&gt;
 REPLACE_ALL&lt;br /&gt;
 NICKNAME_ADVENTURE&lt;br /&gt;
 NICKNAME_LEGENDS&lt;br /&gt;
 FPS_CAP&lt;br /&gt;
 G_FPS_CAP&lt;br /&gt;
 CHASM&lt;br /&gt;
 WINDOWED&lt;br /&gt;
 PROMPT&lt;br /&gt;
 GRID&lt;br /&gt;
 FULLGRID&lt;br /&gt;
 IDLERS&lt;br /&gt;
 TOP&lt;br /&gt;
 BOTTOM&lt;br /&gt;
 MORE&lt;br /&gt;
 ADVENTURER_TRAPS&lt;br /&gt;
 ADVENTURER_ALWAYS_CENTER&lt;br /&gt;
 ADVENTURER_Z_VIEWS&lt;br /&gt;
 UNHIDDEN&lt;br /&gt;
 DISPLAY_LENGTH&lt;br /&gt;
 COFFIN_NO_PETS_DEFAULT&lt;br /&gt;
 STORE_DIST_ITEM_DECREASE&lt;br /&gt;
 STORE_DIST_SEED_COMBINE&lt;br /&gt;
 STORE_DIST_BUCKET_COMBINE&lt;br /&gt;
 STORE_DIST_BARREL_COMBINE&lt;br /&gt;
 STORE_DIST_BIN_COMBINE&lt;br /&gt;
 BABY_CHILD_CAP&lt;br /&gt;
 POPULATION_CAP&lt;br /&gt;
 BLACK_R&lt;br /&gt;
 BLACK_G&lt;br /&gt;
 BLACK_B&lt;br /&gt;
 BLUE_R&lt;br /&gt;
 BLUE_G&lt;br /&gt;
 BLUE_B&lt;br /&gt;
 GREEN_R&lt;br /&gt;
 GREEN_G&lt;br /&gt;
 GREEN_B&lt;br /&gt;
 CYAN_R&lt;br /&gt;
 CYAN_G&lt;br /&gt;
 CYAN_B&lt;br /&gt;
 RED_R&lt;br /&gt;
 RED_G&lt;br /&gt;
 RED_B&lt;br /&gt;
 MAGENTA_R&lt;br /&gt;
 MAGENTA_G&lt;br /&gt;
 MAGENTA_B&lt;br /&gt;
 BROWN_R&lt;br /&gt;
 BROWN_G&lt;br /&gt;
 BROWN_B&lt;br /&gt;
 LGRAY_R&lt;br /&gt;
 LGRAY_G&lt;br /&gt;
 LGRAY_B&lt;br /&gt;
 DGRAY_R&lt;br /&gt;
 DGRAY_G&lt;br /&gt;
 DGRAY_B&lt;br /&gt;
 LBLUE_R&lt;br /&gt;
 LBLUE_G&lt;br /&gt;
 LBLUE_B&lt;br /&gt;
 LGREEN_R&lt;br /&gt;
 LGREEN_G&lt;br /&gt;
 LGREEN_B&lt;br /&gt;
 LCYAN_R&lt;br /&gt;
 LCYAN_G&lt;br /&gt;
 LCYAN_B&lt;br /&gt;
 LRED_R&lt;br /&gt;
 LRED_G&lt;br /&gt;
 LRED_B&lt;br /&gt;
 LMAGENTA_R&lt;br /&gt;
 LMAGENTA_G&lt;br /&gt;
 LMAGENTA_B&lt;br /&gt;
 YELLOW_R&lt;br /&gt;
 YELLOW_G&lt;br /&gt;
 YELLOW_B&lt;br /&gt;
 WHITE_R&lt;br /&gt;
 WHITE_G&lt;br /&gt;
 WHITE_B&lt;br /&gt;
 SOUND&lt;br /&gt;
 INTRO&lt;br /&gt;
 VOLUME&lt;br /&gt;
 KEY_HOLD_MS&lt;br /&gt;
 RECENTER_INTERFACE_SHUTDOWN_MS&lt;br /&gt;
 Start FullScreen?&lt;br /&gt;
 Run in Fullscreen Mode?  You can set your preferences in data\init\init.txt.&lt;br /&gt;
 Unless you've changed your bindings, you can press F11 to toggle this setting any time.&lt;br /&gt;
 data/sound/song_title.ogg&lt;br /&gt;
 data/sound/song_game.ogg&lt;br /&gt;
 data/art/mouse.bmp&lt;br /&gt;
 data/movies&lt;br /&gt;
 /objects&lt;br /&gt;
 data/&lt;br /&gt;
 hmbcu&lt;br /&gt;
 .txt&lt;br /&gt;
 /*.txt&lt;br /&gt;
 text&lt;br /&gt;
 data/dipscript/*.*&lt;br /&gt;
 data/dipscript/&lt;br /&gt;
   &lt;br /&gt;
 region&lt;br /&gt;
 Command Line: World generation initiated.&lt;br /&gt;
 Command Line: World generation aborted because world exists.&lt;br /&gt;
 data/speech/general.txt&lt;br /&gt;
 data/speech/male.txt&lt;br /&gt;
 data/speech/female.txt&lt;br /&gt;
 data/speech/slayer.txt&lt;br /&gt;
 data/speech/threat.txt&lt;br /&gt;
 data/speech/greet.txt&lt;br /&gt;
 data/speech/greet_reply.txt&lt;br /&gt;
 data/speech/greet_reply_diff_language.txt&lt;br /&gt;
 data/speech/greet_reply_unusual_first.txt&lt;br /&gt;
 data/speech/greet_worship.txt&lt;br /&gt;
 data/speech/greet_baby.txt&lt;br /&gt;
 data/speech/goodbye_worship_1.txt&lt;br /&gt;
 data/speech/goodbye_worship_2.txt&lt;br /&gt;
 data/speech/goodbye_worship_3.txt&lt;br /&gt;
 data/speech/temple_already_member.txt&lt;br /&gt;
 data/speech/temple_become_member.txt&lt;br /&gt;
 data/speech/positive.txt&lt;br /&gt;
 data/speech/task_recommendation.txt&lt;br /&gt;
 data/speech/unknown_hf_seeker.txt&lt;br /&gt;
 data/speech/ab_specific_hf_seeker.txt&lt;br /&gt;
 data/speech/site_specific_hf_seeker.txt&lt;br /&gt;
 data/speech/same_site_ab_specific_hf_seeker.txt&lt;br /&gt;
 data/speech/same_site_specific_hf_seeker.txt&lt;br /&gt;
 data/speech/arch_info_justification.txt&lt;br /&gt;
 data/speech/justification_representation.txt&lt;br /&gt;
 data/speech/justification_proximity.txt&lt;br /&gt;
 data/speech/justification_experience.txt&lt;br /&gt;
 data/speech/justification_reminder.txt&lt;br /&gt;
 data/speech/justification_antithetical.txt&lt;br /&gt;
 data/speech/no_family.txt&lt;br /&gt;
 data/speech/family_relationship_spec.txt&lt;br /&gt;
 data/speech/family_relationship_no_spec.txt&lt;br /&gt;
 data/speech/family_relationship_additional.txt&lt;br /&gt;
 data/speech/family_relationship_spec_dead.txt&lt;br /&gt;
 data/speech/family_relationship_no_spec_dead.txt&lt;br /&gt;
 data/speech/family_relationship_additional_dead.txt&lt;br /&gt;
 data/speech/child_age_proclamation.txt&lt;br /&gt;
 data/speech/wandering_profession.txt&lt;br /&gt;
 data/speech/scouting_profession.txt&lt;br /&gt;
 data/speech/hunting_profession.txt&lt;br /&gt;
 data/speech/snatcher_profession.txt&lt;br /&gt;
 data/speech/thief_profession.txt&lt;br /&gt;
 data/speech/wandering_profession_year.txt&lt;br /&gt;
 data/speech/scouting_profession_year.txt&lt;br /&gt;
 data/speech/hunting_profession_year.txt&lt;br /&gt;
 data/speech/snatcher_profession_year.txt&lt;br /&gt;
 data/speech/thief_profession_year.txt&lt;br /&gt;
 data/speech/past_wandering_profession.txt&lt;br /&gt;
 data/speech/past_scouting_profession.txt&lt;br /&gt;
 data/speech/past_hunting_profession.txt&lt;br /&gt;
 data/speech/past_snatcher_profession.txt&lt;br /&gt;
 data/speech/past_thief_profession.txt&lt;br /&gt;
 data/speech/guard_profession.txt&lt;br /&gt;
 data/speech/guard_warning.txt&lt;br /&gt;
 data/speech/soldier_profession.txt&lt;br /&gt;
 data/speech/past_profession_no_year.txt&lt;br /&gt;
 data/speech/past_profession_year.txt&lt;br /&gt;
 data/speech/current_profession_no_year.txt&lt;br /&gt;
 data/speech/current_profession_year.txt&lt;br /&gt;
 data/speech/hist_fig_slayer.txt&lt;br /&gt;
 data/speech/animal_slayer.txt&lt;br /&gt;
  were unable to complete the &lt;br /&gt;
 Jobs removed from unpowered &lt;br /&gt;
 narrow&lt;br /&gt;
 stout&lt;br /&gt;
 small&lt;br /&gt;
 large&lt;br /&gt;
 wood&lt;br /&gt;
 logs&lt;br /&gt;
 rough gems&lt;br /&gt;
 raw green glass&lt;br /&gt;
 raw clear glass&lt;br /&gt;
 raw crystal glass&lt;br /&gt;
 small &lt;br /&gt;
 rock&lt;br /&gt;
 stones&lt;br /&gt;
  wafers&lt;br /&gt;
  bars&lt;br /&gt;
 charcoal&lt;br /&gt;
 coke&lt;br /&gt;
 refined coal&lt;br /&gt;
 potash&lt;br /&gt;
 ashes&lt;br /&gt;
 pearlash&lt;br /&gt;
 tallow &lt;br /&gt;
 soap&lt;br /&gt;
 bars&lt;br /&gt;
 cut gems&lt;br /&gt;
 cut green glass gems&lt;br /&gt;
 cut clear glass gems&lt;br /&gt;
 cut crystal glass gems&lt;br /&gt;
 gems&lt;br /&gt;
 blocks&lt;br /&gt;
 portal&lt;br /&gt;
 door&lt;br /&gt;
 floodgate&lt;br /&gt;
 hatch cover&lt;br /&gt;
 grate&lt;br /&gt;
 table&lt;br /&gt;
 cabinet&lt;br /&gt;
 weapon rack&lt;br /&gt;
 armor stand&lt;br /&gt;
 bin&lt;br /&gt;
 box&lt;br /&gt;
 coffer&lt;br /&gt;
 chest&lt;br /&gt;
 boxes and bag&lt;br /&gt;
 backpack&lt;br /&gt;
 quiver&lt;br /&gt;
 casket&lt;br /&gt;
 sarcophag&lt;br /&gt;
 coffin&lt;br /&gt;
 rope&lt;br /&gt;
 chain&lt;br /&gt;
 waterskin&lt;br /&gt;
 vial&lt;br /&gt;
 flask&lt;br /&gt;
 musical instrument&lt;br /&gt;
 toy&lt;br /&gt;
 cup&lt;br /&gt;
 mug&lt;br /&gt;
 goblet&lt;br /&gt;
 window&lt;br /&gt;
 terrarium&lt;br /&gt;
 cage&lt;br /&gt;
 barrel&lt;br /&gt;
 bucket&lt;br /&gt;
 animal trap&lt;br /&gt;
 chair&lt;br /&gt;
 throne&lt;br /&gt;
 web&lt;br /&gt;
 strands&lt;br /&gt;
 thread&lt;br /&gt;
 cloth&lt;br /&gt;
 tanned hide&lt;br /&gt;
 rotten &lt;br /&gt;
  skin&lt;br /&gt;
 raw hide&lt;br /&gt;
 skull totem&lt;br /&gt;
 skull&lt;br /&gt;
 idol&lt;br /&gt;
 extract&lt;br /&gt;
 potion&lt;br /&gt;
 drink&lt;br /&gt;
 filthy &lt;br /&gt;
 sticky &lt;br /&gt;
 dirty &lt;br /&gt;
 gooey &lt;br /&gt;
 purulent &lt;br /&gt;
 ichorous &lt;br /&gt;
 bloody &lt;br /&gt;
 molten &lt;br /&gt;
 liquid&lt;br /&gt;
 ice&lt;br /&gt;
 glob&lt;br /&gt;
  laced with &lt;br /&gt;
 powder&lt;br /&gt;
 cheese&lt;br /&gt;
 catapult parts&lt;br /&gt;
 mechanisms&lt;br /&gt;
 tube&lt;br /&gt;
 pipe section&lt;br /&gt;
 trap component&lt;br /&gt;
 ballista parts&lt;br /&gt;
 anvil&lt;br /&gt;
 amulet&lt;br /&gt;
 ballista arrow head&lt;br /&gt;
 siege ammo&lt;br /&gt;
 ammunition&lt;br /&gt;
 scepter&lt;br /&gt;
 crown&lt;br /&gt;
 coin&lt;br /&gt;
 perfect &lt;br /&gt;
 large &lt;br /&gt;
 green glass &lt;br /&gt;
 clear glass &lt;br /&gt;
 crystal glass &lt;br /&gt;
 gem&lt;br /&gt;
  gem&lt;br /&gt;
 ring&lt;br /&gt;
 earring&lt;br /&gt;
 bracelet&lt;br /&gt;
 bed&lt;br /&gt;
 quern&lt;br /&gt;
 millstone&lt;br /&gt;
 statue&lt;br /&gt;
 corpse&lt;br /&gt;
 body part&lt;br /&gt;
 Rotten &lt;br /&gt;
 seeds&lt;br /&gt;
 withered &lt;br /&gt;
 leaves&lt;br /&gt;
 raw &lt;br /&gt;
 live &lt;br /&gt;
 small live animal&lt;br /&gt;
 tame &lt;br /&gt;
 small tame animal&lt;br /&gt;
 prepared meal&lt;br /&gt;
 meat&lt;br /&gt;
 shell&lt;br /&gt;
 bones&lt;br /&gt;
 weapon&lt;br /&gt;
 suits of &lt;br /&gt;
 armor&lt;br /&gt;
 right &lt;br /&gt;
 left &lt;br /&gt;
 handwear&lt;br /&gt;
 shield&lt;br /&gt;
 /buckler&lt;br /&gt;
 footwear&lt;br /&gt;
 headwear&lt;br /&gt;
 chain &lt;br /&gt;
 legwear&lt;br /&gt;
 item&lt;br /&gt;
  [&lt;br /&gt;
 ]&lt;br /&gt;
 A kidnapper has made off with &lt;br /&gt;
  has stolen &lt;br /&gt;
 A thief has stolen &lt;br /&gt;
  has &lt;br /&gt;
 You have &lt;br /&gt;
 died in a cage.&lt;br /&gt;
 fallen into a deep chasm.&lt;br /&gt;
 died of old age.&lt;br /&gt;
 starved to death.&lt;br /&gt;
 died from thirst.&lt;br /&gt;
 drowned.&lt;br /&gt;
 burned up in magma.&lt;br /&gt;
 burned up in dragon fire.&lt;br /&gt;
 died in the heat.&lt;br /&gt;
 been encased in cooling lava.&lt;br /&gt;
 been encased in cooling magma.&lt;br /&gt;
 been encased in ice.&lt;br /&gt;
 frozen to death.&lt;br /&gt;
 burned to death.&lt;br /&gt;
 been scalded to death.&lt;br /&gt;
 burned up in a magma mist.&lt;br /&gt;
 been crushed by a drawbridge.&lt;br /&gt;
 been crushed under the collapsing ceiling.&lt;br /&gt;
 been killed by falling rocks.&lt;br /&gt;
 been shot and killed.&lt;br /&gt;
 bled to death.&lt;br /&gt;
 suffocated.&lt;br /&gt;
 been struck down.&lt;br /&gt;
 been scuttled.&lt;br /&gt;
 been hacked to pieces.&lt;br /&gt;
 been beheaded.&lt;br /&gt;
 been crucified.&lt;br /&gt;
 been buried alive.&lt;br /&gt;
 been executed by being left out in the air.&lt;br /&gt;
 been executed by drowning.&lt;br /&gt;
 been burned alive.&lt;br /&gt;
 been fed to beasts.&lt;br /&gt;
 been murdered by &lt;br /&gt;
 somebody&lt;br /&gt;
 been killed by a trap.&lt;br /&gt;
 collapsed.&lt;br /&gt;
 died after colliding with an obstacle.&lt;br /&gt;
 been impaled on spikes.&lt;br /&gt;
 Of &lt;br /&gt;
 of &lt;br /&gt;
  is taken by a fey mood!&lt;br /&gt;
  withdraws from society...&lt;br /&gt;
  has been possessed!&lt;br /&gt;
  looses a roaring laughter, fell and terrible!&lt;br /&gt;
  begins to stalk and brood...&lt;br /&gt;
  has created &lt;br /&gt;
 , a &lt;br /&gt;
 *PAUSED*&lt;br /&gt;
  SIEGE &lt;br /&gt;
 +&lt;br /&gt;
  Idlers: &lt;br /&gt;
  x&lt;br /&gt;
 Ingredient Type&lt;br /&gt;
 Number&lt;br /&gt;
 Permissions&lt;br /&gt;
 Cook&lt;br /&gt;
 ----&lt;br /&gt;
 Brew&lt;br /&gt;
 : Toggle cook.  &lt;br /&gt;
 : Toggle brew.&lt;br /&gt;
 You have no appropriate ingredients.&lt;br /&gt;
 Price&lt;br /&gt;
 N/A&lt;br /&gt;
 Uninterested&lt;br /&gt;
 For Sale&lt;br /&gt;
 Available&lt;br /&gt;
 Ready for Slaughter&lt;br /&gt;
 Work Animal&lt;br /&gt;
 Not For Sale&lt;br /&gt;
 Unavailable&lt;br /&gt;
 Being Traded&lt;br /&gt;
 Not Tame&lt;br /&gt;
 : Toggle pet availability.  &lt;br /&gt;
 : Slaughter.&lt;br /&gt;
 You have no appropriate creatures.&lt;br /&gt;
  Justice  &lt;br /&gt;
   Cages&amp;amp;Chains: &lt;br /&gt;
 , Deceased&lt;br /&gt;
 There are no criminals.&lt;br /&gt;
 No Sentence Pending.&lt;br /&gt;
  Hammerstrike&lt;br /&gt;
 Beating.&lt;br /&gt;
  Day&lt;br /&gt;
  in Prison.&lt;br /&gt;
 Officer: &lt;br /&gt;
 None Assigned&lt;br /&gt;
 Violation of Production Order.&lt;br /&gt;
 Violation of Export Prohibition.&lt;br /&gt;
 Violation of Job Order.&lt;br /&gt;
 Conspiracy to Slow Labor.&lt;br /&gt;
 Murder.&lt;br /&gt;
 Disorderly Conduct.&lt;br /&gt;
 Building Destruction.&lt;br /&gt;
 Vandalism.&lt;br /&gt;
 Injured Party: &lt;br /&gt;
 General Items&lt;br /&gt;
 Prepared Food&lt;br /&gt;
 Potions&lt;br /&gt;
 Materials&lt;br /&gt;
 Cloth&lt;br /&gt;
 Bone&lt;br /&gt;
 Ivory&lt;br /&gt;
 Horn&lt;br /&gt;
 Pearl&lt;br /&gt;
 Shell&lt;br /&gt;
 Silk&lt;br /&gt;
 Stone/Gems&lt;br /&gt;
 Anml Extracts&lt;br /&gt;
 Plnt Extracts&lt;br /&gt;
 Anml Cheeses&lt;br /&gt;
 Plnt Cheeses&lt;br /&gt;
 Milled Animal&lt;br /&gt;
 Milled Plants&lt;br /&gt;
 Item Type&lt;br /&gt;
 Setter&lt;br /&gt;
 Unknown&lt;br /&gt;
 Job&lt;br /&gt;
 Wage&lt;br /&gt;
 Cleaning&lt;br /&gt;
 Place Item in Tomb&lt;br /&gt;
 Store Item in Stockpile&lt;br /&gt;
 Store Item in Bag&lt;br /&gt;
 Store Item in Chest&lt;br /&gt;
 Store Item in Cabinet&lt;br /&gt;
 Store Weapon&lt;br /&gt;
 Store Armor&lt;br /&gt;
 Store Item in Barrel&lt;br /&gt;
 Store Item in Bin&lt;br /&gt;
 Dump Item&lt;br /&gt;
 Building Construction&lt;br /&gt;
 Building Removal&lt;br /&gt;
 Door Construction&lt;br /&gt;
 Floodgate Construction&lt;br /&gt;
 Hatch Cover Construction&lt;br /&gt;
 Grate Construction&lt;br /&gt;
 Bed Construction&lt;br /&gt;
 Chair Construction&lt;br /&gt;
 Coffin Construction&lt;br /&gt;
 Table Construction&lt;br /&gt;
 Bin Construction&lt;br /&gt;
 Chest Construction&lt;br /&gt;
 Cabinet Construction&lt;br /&gt;
 Statue Construction&lt;br /&gt;
 Block Construction&lt;br /&gt;
 Anvil Construction&lt;br /&gt;
 Window Construction&lt;br /&gt;
 Pipe Section Construction&lt;br /&gt;
 Sand Collection&lt;br /&gt;
 Gem Cutting&lt;br /&gt;
 Gem Encrusting&lt;br /&gt;
 Glass Cutting&lt;br /&gt;
 Glass Encrusting&lt;br /&gt;
 Basic Ore Smelting&lt;br /&gt;
 Advanced Ore Smelting&lt;br /&gt;
 Object Melting&lt;br /&gt;
 Craft Making&lt;br /&gt;
 Coin Minting&lt;br /&gt;
 Metal Studding&lt;br /&gt;
 Metal Strand Extraction&lt;br /&gt;
 Totem Construction&lt;br /&gt;
 Flask Construction&lt;br /&gt;
 Goblet Construction&lt;br /&gt;
 Bone/Shell Decoration&lt;br /&gt;
 Instrument Construction&lt;br /&gt;
 Toy Construction&lt;br /&gt;
 Weapon Construction&lt;br /&gt;
 Ammo Construction&lt;br /&gt;
 Quiver Construction&lt;br /&gt;
 Armor Stand Construction&lt;br /&gt;
 Weapon Rack Construction&lt;br /&gt;
 Armor Construction&lt;br /&gt;
 Glove Construction&lt;br /&gt;
 Helm Construction&lt;br /&gt;
 Shield Construction&lt;br /&gt;
 Pants Construction&lt;br /&gt;
 Shoe Construction&lt;br /&gt;
 Backpack Construction&lt;br /&gt;
 Animal Trap Construction&lt;br /&gt;
 Trap Baiting&lt;br /&gt;
 Mechanism Construction&lt;br /&gt;
 Trap Component Construction&lt;br /&gt;
 Trap Cleaning&lt;br /&gt;
 Trigger Linking&lt;br /&gt;
 Cage Trap Loading&lt;br /&gt;
 Stone Trap Loading&lt;br /&gt;
 Weapon Trap Loading&lt;br /&gt;
 Lever Pulling&lt;br /&gt;
 Operate Pump&lt;br /&gt;
 Construct Quern&lt;br /&gt;
 Construct Millstone&lt;br /&gt;
 Catapult Loading&lt;br /&gt;
 Ballista Loading&lt;br /&gt;
 Catapult Firing&lt;br /&gt;
 Ballista Firing&lt;br /&gt;
 Ballista Arrow Head Construction&lt;br /&gt;
 Siege Ammo Construction&lt;br /&gt;
 Catapult Part Construction&lt;br /&gt;
 Ballista Part Construction&lt;br /&gt;
 Fortification Carving&lt;br /&gt;
 Wall Detailing&lt;br /&gt;
 Floor Detailing&lt;br /&gt;
 Mining&lt;br /&gt;
 Stair/Ramp Removal&lt;br /&gt;
 Carving Upward Staircase&lt;br /&gt;
 Carving Downward Staircase&lt;br /&gt;
 Carving Up/Down Staircase&lt;br /&gt;
 Carving Ramp&lt;br /&gt;
 Digging Channel&lt;br /&gt;
 Tree Felling&lt;br /&gt;
 Plant Gathering&lt;br /&gt;
 Construction Removal&lt;br /&gt;
 Fishing&lt;br /&gt;
 Hunting&lt;br /&gt;
 Returning Kill&lt;br /&gt;
 Capturing Land Animals&lt;br /&gt;
 Capturing Fish&lt;br /&gt;
 Hunting Animal Training&lt;br /&gt;
 War Animal Training&lt;br /&gt;
 Web Collection&lt;br /&gt;
 Cage Construction&lt;br /&gt;
 Chain Construction&lt;br /&gt;
 Bucket Construction&lt;br /&gt;
 Planting&lt;br /&gt;
 Harvesting&lt;br /&gt;
 Fertilizing&lt;br /&gt;
 Brewing&lt;br /&gt;
 Thread Dyeing&lt;br /&gt;
 Cloth Dyeing&lt;br /&gt;
 Image Sewing&lt;br /&gt;
 Plant Extraction&lt;br /&gt;
 Plant Processing&lt;br /&gt;
 Plant Processing/Bag&lt;br /&gt;
 Plant Processing/Vial&lt;br /&gt;
 Plant Processing/Barrel&lt;br /&gt;
 Cheese Making&lt;br /&gt;
 Milking&lt;br /&gt;
 Tanning&lt;br /&gt;
 Cooking&lt;br /&gt;
 Weaving&lt;br /&gt;
 Alchemy&lt;br /&gt;
 Fish Extraction&lt;br /&gt;
 Land Animal Extraction&lt;br /&gt;
 Small Creature Taming&lt;br /&gt;
 Large Creature Taming&lt;br /&gt;
 Butchering&lt;br /&gt;
 Slaughtering&lt;br /&gt;
 Fish Processing&lt;br /&gt;
 Milling&lt;br /&gt;
 Barrel Construction&lt;br /&gt;
 Give Water&lt;br /&gt;
 Give Food&lt;br /&gt;
 Recover Wounded&lt;br /&gt;
 Fat Rendering&lt;br /&gt;
 Animal Chaining&lt;br /&gt;
 Animal Unchaining&lt;br /&gt;
 Releasing Large Creature&lt;br /&gt;
 Releasing Small Creature&lt;br /&gt;
 Handling Large Creature&lt;br /&gt;
 Handling Small Creature&lt;br /&gt;
 Large Creature Caging&lt;br /&gt;
 Small Creature Caging&lt;br /&gt;
 Aquarium Draining&lt;br /&gt;
 Aquarium Filling&lt;br /&gt;
 Pond Filling&lt;br /&gt;
 Beat Criminal&lt;br /&gt;
 Large Creature Pit/Ponding&lt;br /&gt;
 Small Creature Pit/Ponding&lt;br /&gt;
 Charcoal Making&lt;br /&gt;
 Ash Making&lt;br /&gt;
 Lye Making&lt;br /&gt;
 Potash Making (Lye)&lt;br /&gt;
 Potash Making (Ash)&lt;br /&gt;
 Pearlash Making&lt;br /&gt;
 Glassmaking&lt;br /&gt;
 Soap Making&lt;br /&gt;
 Managing Work Orders&lt;br /&gt;
 Updating Stockpile Records&lt;br /&gt;
 Trading at Depot&lt;br /&gt;
 Work Orders&lt;br /&gt;
 Left&lt;br /&gt;
 Validated&lt;br /&gt;
 A manager is required to coordinate work orders.&lt;br /&gt;
 All work orders must be validated by the manager before they become active.&lt;br /&gt;
 : New Order  &lt;br /&gt;
 : Remove  &lt;br /&gt;
 : Increase priority  &lt;br /&gt;
 : Max priority  &lt;br /&gt;
 : Wages&lt;br /&gt;
 Quantity: &lt;br /&gt;
 Type in parts of the name to narrow your search.  &lt;br /&gt;
  ELEC&lt;br /&gt;
 Look, if you want to play DND, I'm sure you can find a game that has your&lt;br /&gt;
 favorite metal in it.  Don't look here.&lt;br /&gt;
 /R&lt;br /&gt;
 Suspended&lt;br /&gt;
 Inactive&lt;br /&gt;
 Wild Animal&lt;br /&gt;
 Undead&lt;br /&gt;
 Berserk&lt;br /&gt;
 Invader&lt;br /&gt;
 Diplomat&lt;br /&gt;
 Merchant&lt;br /&gt;
 Visitor&lt;br /&gt;
 Friendly&lt;br /&gt;
 From The Underworld&lt;br /&gt;
 Uninvited Guest&lt;br /&gt;
 Current Resident&lt;br /&gt;
 Hostile&lt;br /&gt;
 Tame&lt;br /&gt;
 There are no idle &lt;br /&gt;
  or jobs.&lt;br /&gt;
  to return, &lt;br /&gt;
 : Manager&lt;br /&gt;
 : ViewCre, &lt;br /&gt;
 : ViewJob, &lt;br /&gt;
 : Zoom-Cre, &lt;br /&gt;
 : Zoom-Bld, &lt;br /&gt;
 : Manager, &lt;br /&gt;
 : Remv Cre&lt;br /&gt;
  (Lost)&lt;br /&gt;
 No treasures yet.&lt;br /&gt;
 This land has no important leaders.&lt;br /&gt;
 Exports to &lt;br /&gt;
 Petty Annoyance&lt;br /&gt;
 Terror&lt;br /&gt;
 Imports from &lt;br /&gt;
 Offerings from &lt;br /&gt;
 Death&lt;br /&gt;
 Vengeance&lt;br /&gt;
 You can look at trade information once you have a broker&lt;br /&gt;
 with appraisal skill.&lt;br /&gt;
 Trade Agreement (Exports to &lt;br /&gt;
 Trade Agreement (Imports from &lt;br /&gt;
 : View Agreement&lt;br /&gt;
 You have no agreements with this land.&lt;br /&gt;
  to change modes.&lt;br /&gt;
   Civilizations  &lt;br /&gt;
   Squad: &lt;br /&gt;
 &amp;quot;  &lt;br /&gt;
 : Food Carried - &lt;br /&gt;
 One ration&lt;br /&gt;
 Two rations&lt;br /&gt;
 Water is carried&lt;br /&gt;
 Water is not carried&lt;br /&gt;
 : Sleep - &lt;br /&gt;
 Sleep on ground&lt;br /&gt;
 Sleep in barracks&lt;br /&gt;
 Sleep in room&lt;br /&gt;
 Squad stays close to station&lt;br /&gt;
 Squad chases opponents&lt;br /&gt;
 Squad harasses dangerous wild animals&lt;br /&gt;
 Squad ignores wild animals if possible&lt;br /&gt;
 Squad is standing down&lt;br /&gt;
 Squad is on duty&lt;br /&gt;
 : Zoom to the commander.&lt;br /&gt;
   Military Command Chain  &lt;br /&gt;
   Royal Guard: &lt;br /&gt;
   Fortress Guard: &lt;br /&gt;
 Unm&lt;br /&gt;
 Axe&lt;br /&gt;
 Cbw&lt;br /&gt;
 Ham&lt;br /&gt;
 Mac&lt;br /&gt;
 Spr&lt;br /&gt;
 Swd&lt;br /&gt;
 #:&lt;br /&gt;
 A:&lt;br /&gt;
 Lth&lt;br /&gt;
 Chn&lt;br /&gt;
 Plt&lt;br /&gt;
 Bkl&lt;br /&gt;
 Shd&lt;br /&gt;
 Squad: &lt;br /&gt;
 Royal Guard&lt;br /&gt;
 Fortress Guard&lt;br /&gt;
 You have no soldiers.&lt;br /&gt;
  change.&lt;br /&gt;
  select.&lt;br /&gt;
  done with weapons.&lt;br /&gt;
  activates, &lt;br /&gt;
  view squad, &lt;br /&gt;
  zoom.&lt;br /&gt;
  weapons.&lt;br /&gt;
  promotes, &lt;br /&gt;
  done promoting.&lt;br /&gt;
 Squad &lt;br /&gt;
  has been disbanded.&lt;br /&gt;
  has been annihilated!&lt;br /&gt;
  Seeds&lt;br /&gt;
  Leaves&lt;br /&gt;
 bone meal&lt;br /&gt;
  dust&lt;br /&gt;
 dust&lt;br /&gt;
  powder&lt;br /&gt;
 he&lt;br /&gt;
 she&lt;br /&gt;
 it&lt;br /&gt;
 him&lt;br /&gt;
 her&lt;br /&gt;
 himself&lt;br /&gt;
 herself&lt;br /&gt;
 itself&lt;br /&gt;
 his&lt;br /&gt;
  caught in a cloud of flames!&lt;br /&gt;
  caught up in the web!&lt;br /&gt;
 The item sparkles with a supernatural brillance.&lt;br /&gt;
 The air around the object seems warped as if it were very hot, yet the item is cool to the touch.&lt;br /&gt;
 The object looks oddly square.&lt;br /&gt;
 The item constantly emits a nearly inaudible high-pitched whistle.&lt;br /&gt;
 The item is covered with small bumps.&lt;br /&gt;
 The item smells like wet earth.&lt;br /&gt;
 Tiny streaks of lightning streak quickly over the object's surface.&lt;br /&gt;
 Creatures that look at the item cannot think negative thoughts.&lt;br /&gt;
 The item is covered with minute gray hairs.&lt;br /&gt;
 The item sounds like rustling leaves when moved.&lt;br /&gt;
 Needs &lt;br /&gt;
 Disconnected&lt;br /&gt;
 Need trigger type&lt;br /&gt;
 Needs walkable perimeter&lt;br /&gt;
 Hidden&lt;br /&gt;
 Needs to be anchored on edge&lt;br /&gt;
 Blocked&lt;br /&gt;
 Surrounded by empty space&lt;br /&gt;
 Needs adjacent wall&lt;br /&gt;
 Needs open space&lt;br /&gt;
 Off map&lt;br /&gt;
 Water&lt;br /&gt;
 Lava/Magma&lt;br /&gt;
 Building present&lt;br /&gt;
 Construction present&lt;br /&gt;
 Must be inside&lt;br /&gt;
 Too close to edge&lt;br /&gt;
 Must be outside&lt;br /&gt;
 Cannot build at highest level&lt;br /&gt;
 Needs soil or mud&lt;br /&gt;
 Needs soil&lt;br /&gt;
 Needs ground or near machine&lt;br /&gt;
 No access to &lt;br /&gt;
 No access&lt;br /&gt;
 Null site on overall status&lt;br /&gt;
 &amp;quot; &lt;br /&gt;
 Early &lt;br /&gt;
 Mid-&lt;br /&gt;
 Late &lt;br /&gt;
 Spring&lt;br /&gt;
 Summer&lt;br /&gt;
 Autumn&lt;br /&gt;
 Winter&lt;br /&gt;
 Animals&lt;br /&gt;
 Stocks&lt;br /&gt;
 Prices&lt;br /&gt;
 Currency&lt;br /&gt;
 Justice&lt;br /&gt;
 Created Wealth:&lt;br /&gt;
 Weapons:&lt;br /&gt;
 Armor and Garb:&lt;br /&gt;
 Furniture:&lt;br /&gt;
 Other Objects:&lt;br /&gt;
 Architecture:&lt;br /&gt;
 Displayed:&lt;br /&gt;
 Held/Worn:&lt;br /&gt;
 You need a broker with&lt;br /&gt;
 the appraisal skill.&lt;br /&gt;
 Imported Wealth:&lt;br /&gt;
 Exported Wealth:&lt;br /&gt;
 Trade Information:&lt;br /&gt;
 Population:&lt;br /&gt;
 Leader &lt;br /&gt;
 Consort &lt;br /&gt;
 Nobles/Admins&lt;br /&gt;
 Peasants&lt;br /&gt;
 Trained Animals&lt;br /&gt;
 Other Animals&lt;br /&gt;
 Food Stores:&lt;br /&gt;
 Meat&lt;br /&gt;
 Fish&lt;br /&gt;
 Plant&lt;br /&gt;
 Drink&lt;br /&gt;
 Other&lt;br /&gt;
 Mountainhome&lt;br /&gt;
 Metropolis&lt;br /&gt;
 City&lt;br /&gt;
 Village&lt;br /&gt;
 Hamlet&lt;br /&gt;
 Outpost&lt;br /&gt;
 Evaluate Depot Access Overflow&lt;br /&gt;
 Evaluate Depot Caravan Access Overflow&lt;br /&gt;
   Building List  &lt;br /&gt;
  (S)&lt;br /&gt;
  / Spouse&lt;br /&gt;
 No Owner&lt;br /&gt;
 You don't having any buildings.&lt;br /&gt;
 Evaluation:&lt;br /&gt;
 : View building information&lt;br /&gt;
 : Zoom to building items&lt;br /&gt;
 : Zoom to building tasks&lt;br /&gt;
 : Swap right panel&lt;br /&gt;
   Stone Restrictions  &lt;br /&gt;
 Economic stones&lt;br /&gt;
  are reserved for use by the listed tasks.&lt;br /&gt;
 : Change status&lt;br /&gt;
 : View selected&lt;br /&gt;
 Requires fuel&lt;br /&gt;
 Takes place at smelter&lt;br /&gt;
 REAGENTS&lt;br /&gt;
 PRODUCTS&lt;br /&gt;
   Currency Counts  &lt;br /&gt;
 The broker recommends keeping &lt;br /&gt;
  of each coin type to match accounts.&lt;br /&gt;
   The Nobles and Administrators of &lt;br /&gt;
   Choose the &lt;br /&gt;
  Settings  &lt;br /&gt;
 The Incoming King&lt;br /&gt;
 [REQUIRE]&lt;br /&gt;
 [DEMAND]&lt;br /&gt;
 [MANDATE]&lt;br /&gt;
 VACANT&lt;br /&gt;
 : Replace&lt;br /&gt;
 : View Unit/Fill Vacancy&lt;br /&gt;
 : Settings&lt;br /&gt;
 Leave Vacant&lt;br /&gt;
 No relevant skills&lt;br /&gt;
 There are no reasonable candidates.&lt;br /&gt;
 : View Unit&lt;br /&gt;
 Lowest Precision&lt;br /&gt;
 Low Precision&lt;br /&gt;
 Medium Precision&lt;br /&gt;
 High Precision&lt;br /&gt;
 Highest Precision&lt;br /&gt;
 77 -&amp;gt; 80   777 -&amp;gt; 800   7777 -&amp;gt; 8000   77777 -&amp;gt; 80000&lt;br /&gt;
 77 -&amp;gt; 77   777 -&amp;gt; 780   7777 -&amp;gt; 7800   77777 -&amp;gt; 78000&lt;br /&gt;
 77 -&amp;gt; 77   777 -&amp;gt; 777   7777 -&amp;gt; 7780   77777 -&amp;gt; 77800&lt;br /&gt;
 77 -&amp;gt; 77   777 -&amp;gt; 777   7777 -&amp;gt; 7777   77777 -&amp;gt; 77780&lt;br /&gt;
 All counts accurate&lt;br /&gt;
 Your bookkeeper has done enough work to attain &lt;br /&gt;
 Your bookkeeper needs to work in an office to improve precision&lt;br /&gt;
 low precision&lt;br /&gt;
 medium precision&lt;br /&gt;
 high precision&lt;br /&gt;
 highest precision&lt;br /&gt;
 The stockpile records are &lt;br /&gt;
 % updated toward the next precision level.&lt;br /&gt;
 Architecture&lt;br /&gt;
 Desired:&lt;br /&gt;
 Current:&lt;br /&gt;
 Road Value&lt;br /&gt;
 Offerings&lt;br /&gt;
 Royal Throne Room&lt;br /&gt;
 Opulent Throne Room&lt;br /&gt;
 Throne Room&lt;br /&gt;
 Splendid Office&lt;br /&gt;
 Decent Office&lt;br /&gt;
 Office&lt;br /&gt;
 Modest Office&lt;br /&gt;
 Meager Office&lt;br /&gt;
 No Office&lt;br /&gt;
 Royal Bedroom&lt;br /&gt;
 Grand Bedroom&lt;br /&gt;
 Great Bedroom&lt;br /&gt;
 Fine Quarters&lt;br /&gt;
 Decent Quarters&lt;br /&gt;
 Quarters&lt;br /&gt;
 Modest Quarters&lt;br /&gt;
 Meager Quarters&lt;br /&gt;
 No Quarters&lt;br /&gt;
 Royal Dining Room&lt;br /&gt;
 Grand Dining Room&lt;br /&gt;
 Great Dining Room&lt;br /&gt;
 Fine Dining Room&lt;br /&gt;
 Decent Dining Room&lt;br /&gt;
 Dining Room&lt;br /&gt;
 Modest Dining Room&lt;br /&gt;
 Meager Dining Room&lt;br /&gt;
 No Dining Room&lt;br /&gt;
 Royal Mausoleum&lt;br /&gt;
 Grand Mausoleum&lt;br /&gt;
 Mausoleum&lt;br /&gt;
 Fine Tomb&lt;br /&gt;
 Tomb&lt;br /&gt;
 Burial Chamber&lt;br /&gt;
 Servant's Burial Chamber&lt;br /&gt;
 Grave&lt;br /&gt;
 No Tomb&lt;br /&gt;
  has been disturbed.&lt;br /&gt;
 group of &lt;br /&gt;
 Many &lt;br /&gt;
  have been disturbed.&lt;br /&gt;
 swarm of &lt;br /&gt;
  its way out of confinement!&lt;br /&gt;
  caught in a burst of steam!&lt;br /&gt;
 lumber limits&lt;br /&gt;
 data/init/interface.txt&lt;br /&gt;
 DISPLAY_STRING&lt;br /&gt;
 Unknown Interface Token: &lt;br /&gt;
   The Wealth of &lt;br /&gt;
 F&lt;br /&gt;
 D&lt;br /&gt;
 H&lt;br /&gt;
&lt;br /&gt;
 : Mode&lt;br /&gt;
 : Zoom&lt;br /&gt;
 : Melt&lt;br /&gt;
 : Forbid&lt;br /&gt;
 : Dump&lt;br /&gt;
 : Hide&lt;br /&gt;
 Basic Value: &lt;br /&gt;
 Weight: &lt;br /&gt;
 Price: &lt;br /&gt;
 Owner: &lt;br /&gt;
 Uses and Contents: &lt;br /&gt;
 Uses: &lt;br /&gt;
 Contents: &lt;br /&gt;
 : Claim&lt;br /&gt;
 : Description&lt;br /&gt;
 This building &lt;br /&gt;
 was designed by&lt;br /&gt;
 was well-designed by&lt;br /&gt;
 was finely-designed by&lt;br /&gt;
 was superiorly designed by&lt;br /&gt;
 bears the exceptional design of&lt;br /&gt;
 was masterfully designed by&lt;br /&gt;
 an unknown architect&lt;br /&gt;
 The structure &lt;br /&gt;
 was built by&lt;br /&gt;
 was solidly built by&lt;br /&gt;
 was finely-built by&lt;br /&gt;
 was superiorly built by&lt;br /&gt;
 was exceptionally built by&lt;br /&gt;
 was masterfully built by&lt;br /&gt;
 an unknown artisan&lt;br /&gt;
 Worker: &lt;br /&gt;
 Location: &lt;br /&gt;
 Repeating&lt;br /&gt;
 Items:&lt;br /&gt;
 Stone Hauling&lt;br /&gt;
 Wood Hauling&lt;br /&gt;
 Burial&lt;br /&gt;
 Food Hauling&lt;br /&gt;
 Refuse Hauling&lt;br /&gt;
 Item Hauling&lt;br /&gt;
 Furniture Hauling&lt;br /&gt;
 Animal Hauling&lt;br /&gt;
 Wood Cutting&lt;br /&gt;
 Carpentry&lt;br /&gt;
 Stone Detailing&lt;br /&gt;
 Masonry&lt;br /&gt;
 Animal Training&lt;br /&gt;
 Animal Care&lt;br /&gt;
 Health Care&lt;br /&gt;
 Butchery&lt;br /&gt;
 Trapping&lt;br /&gt;
 Small Animal Dissection&lt;br /&gt;
 Leatherworking&lt;br /&gt;
 Dyeing&lt;br /&gt;
 Soap Maker&lt;br /&gt;
 Clothesmaking&lt;br /&gt;
 Farming (Fields)&lt;br /&gt;
 Fish Cleaning&lt;br /&gt;
 Fish Dissection&lt;br /&gt;
 Potash Making&lt;br /&gt;
 Furnace Operating&lt;br /&gt;
 Wood Burning&lt;br /&gt;
 Weaponsmithing&lt;br /&gt;
 Armoring&lt;br /&gt;
 Blacksmithing&lt;br /&gt;
 Metalcrafting&lt;br /&gt;
 Gem Setting&lt;br /&gt;
 Woodcrafting&lt;br /&gt;
 Stonecrafting&lt;br /&gt;
 Bone Carving&lt;br /&gt;
 Strand Extraction&lt;br /&gt;
 Axe-fighting&lt;br /&gt;
 Sword-fighting&lt;br /&gt;
 Mace-fighting&lt;br /&gt;
 Hammer-fighting&lt;br /&gt;
 Spear-fighting&lt;br /&gt;
 Dagger-fighting&lt;br /&gt;
 Crossbow-fighting&lt;br /&gt;
 Bow-fighting&lt;br /&gt;
 Blowgun-fighting&lt;br /&gt;
 Pike-fighting&lt;br /&gt;
 Whip-fighting&lt;br /&gt;
 Shield Using&lt;br /&gt;
 Armor Using&lt;br /&gt;
 Siege Engineering&lt;br /&gt;
 Siege Operating&lt;br /&gt;
 Crossbow-making&lt;br /&gt;
 Mechanics&lt;br /&gt;
 Weapon Number&lt;br /&gt;
 Pump Operating&lt;br /&gt;
 OBJECT&lt;br /&gt;
 LANGUAGE&lt;br /&gt;
 MATGLOSS&lt;br /&gt;
 DESCRIPTOR&lt;br /&gt;
 REACTION&lt;br /&gt;
 /*.*&lt;br /&gt;
 data/save/*.*&lt;br /&gt;
 spr&lt;br /&gt;
 sum&lt;br /&gt;
 aut&lt;br /&gt;
 win&lt;br /&gt;
 *.dat&lt;br /&gt;
 *.sav&lt;br /&gt;
 data/save/current/*.dat&lt;br /&gt;
 data/save/current/*.sav&lt;br /&gt;
 world.dat&lt;br /&gt;
 world.sav&lt;br /&gt;
 data/save/current/world.sav&lt;br /&gt;
&lt;br /&gt;
 FPS: &lt;br /&gt;
 TILE_PAGE&lt;br /&gt;
 CREATURE_GRAPHICS&lt;br /&gt;
 Unrecognized Creature Graphics Token: &lt;br /&gt;
 FILE&lt;br /&gt;
 TILE_DIM&lt;br /&gt;
 PAGE_DIM&lt;br /&gt;
 Unrecognized Tile Page Token: &lt;br /&gt;
 raw/graphics/graphics_*.*&lt;br /&gt;
 raw/graphics/&lt;br /&gt;
  designed a masterful &lt;br /&gt;
  for &lt;br /&gt;
  constructed a masterful &lt;br /&gt;
  created a masterful &lt;br /&gt;
  masterfully dyed a &lt;br /&gt;
 added a masterful image&lt;br /&gt;
 added a masterful covering&lt;br /&gt;
 added masterful rings&lt;br /&gt;
 added masterful bands&lt;br /&gt;
 added masterful spikes&lt;br /&gt;
 added a masterful handle&lt;br /&gt;
 added masterful thread&lt;br /&gt;
 added masterful cloth&lt;br /&gt;
 wove a masterful sewn image&lt;br /&gt;
  &amp;quot;&lt;br /&gt;
  to a &lt;br /&gt;
  prepared a masterful &lt;br /&gt;
  created a masterful engraving&lt;br /&gt;
  destroyed &lt;br /&gt;
 a masterpiece&lt;br /&gt;
  was destroyed&lt;br /&gt;
  by melting&lt;br /&gt;
  by magma&lt;br /&gt;
  during fortification carving&lt;br /&gt;
  during mining&lt;br /&gt;
  by falling debris&lt;br /&gt;
  by growing vegetation&lt;br /&gt;
  masterfully designed by &lt;br /&gt;
  masterfully constructed by &lt;br /&gt;
 the masterful &lt;br /&gt;
  created by &lt;br /&gt;
  masterfully dyed with &lt;br /&gt;
 addition of a masterful image&lt;br /&gt;
 addition of a masterful covering&lt;br /&gt;
 addition of masterful rings&lt;br /&gt;
 addition of masterful bands&lt;br /&gt;
 addition of masterful spikes&lt;br /&gt;
 addition of a masterful handle&lt;br /&gt;
 addition of masterful thread&lt;br /&gt;
 addition of masterful cloth&lt;br /&gt;
 weaving of a masterful sewn image&lt;br /&gt;
  prepared by &lt;br /&gt;
 the masterful engraving&lt;br /&gt;
 the destruction of &lt;br /&gt;
 in &lt;br /&gt;
  attacked &lt;br /&gt;
  led the attack&lt;br /&gt;
 , and the defenders were led by &lt;br /&gt;
   The defenders were led by &lt;br /&gt;
 the attack by &lt;br /&gt;
 the attack on &lt;br /&gt;
  defeated &lt;br /&gt;
  and destroyed &lt;br /&gt;
 the defeat of &lt;br /&gt;
  and destruction of &lt;br /&gt;
  and pillaged &lt;br /&gt;
  and pillaging of &lt;br /&gt;
  and placed &lt;br /&gt;
  in charge of &lt;br /&gt;
 The new government was called &lt;br /&gt;
  and lordship of &lt;br /&gt;
  over &lt;br /&gt;
  and demanded tribute from &lt;br /&gt;
  and the demand of tribute from &lt;br /&gt;
  and took over &lt;br /&gt;
  and takeover of &lt;br /&gt;
  routed &lt;br /&gt;
 the route of &lt;br /&gt;
 their&lt;br /&gt;
  settlement of &lt;br /&gt;
  withered.&lt;br /&gt;
 the withering of &lt;br /&gt;
  formed&lt;br /&gt;
  merged with &lt;br /&gt;
  abandoned the settlement of &lt;br /&gt;
 the formation of &lt;br /&gt;
 the incorporation of &lt;br /&gt;
  into &lt;br /&gt;
 the abandonment of the settlement of &lt;br /&gt;
  finished the construction of &lt;br /&gt;
  as a part of &lt;br /&gt;
  connecting &lt;br /&gt;
 the completion of &lt;br /&gt;
  constructed &lt;br /&gt;
  replaced &lt;br /&gt;
  razed &lt;br /&gt;
  founded &lt;br /&gt;
 the foundation of &lt;br /&gt;
 the construction of &lt;br /&gt;
 the replacement of &lt;br /&gt;
 the razing of &lt;br /&gt;
  launched an expedition to reclaim &lt;br /&gt;
 the reclamation of &lt;br /&gt;
  devoured &lt;br /&gt;
 the devouring of &lt;br /&gt;
  was &lt;br /&gt;
 broken away&lt;br /&gt;
 slashed out&lt;br /&gt;
 slashed off&lt;br /&gt;
 torn out&lt;br /&gt;
 torn off&lt;br /&gt;
 stabbed out&lt;br /&gt;
 ripped off&lt;br /&gt;
 burned out&lt;br /&gt;
 burned away&lt;br /&gt;
 shattered&lt;br /&gt;
 smashed&lt;br /&gt;
 slashed&lt;br /&gt;
 ripped&lt;br /&gt;
 stabbed&lt;br /&gt;
 frozen&lt;br /&gt;
 breaking away&lt;br /&gt;
 slashing out&lt;br /&gt;
 slashing off&lt;br /&gt;
 tearing out&lt;br /&gt;
 tearing off&lt;br /&gt;
 stabbing out&lt;br /&gt;
 ripping off&lt;br /&gt;
 burning out&lt;br /&gt;
 burning away&lt;br /&gt;
 shattering&lt;br /&gt;
 smashing&lt;br /&gt;
 slashing&lt;br /&gt;
 ripping&lt;br /&gt;
 stabbing&lt;br /&gt;
 burning&lt;br /&gt;
 freezing&lt;br /&gt;
  and others&lt;br /&gt;
  was&lt;br /&gt;
  were&lt;br /&gt;
  the first to reach the summit of &lt;br /&gt;
 an unknown peak&lt;br /&gt;
 , which rises above &lt;br /&gt;
 the climbing of &lt;br /&gt;
  fought with &lt;br /&gt;
 .  While defeated, the latter escaped unscathed&lt;br /&gt;
  managed to escape from &lt;br /&gt;
 's onslaught&lt;br /&gt;
  was forced to retreat from &lt;br /&gt;
  despite the latter's wounds&lt;br /&gt;
  eventually prevailed and &lt;br /&gt;
  was forced to make a hasty escape&lt;br /&gt;
  surprised &lt;br /&gt;
  ambushed &lt;br /&gt;
  happened upon &lt;br /&gt;
  cornered &lt;br /&gt;
  confronted &lt;br /&gt;
 a scuffle between &lt;br /&gt;
  in which the former emerged victorious&lt;br /&gt;
 the escape of &lt;br /&gt;
  after a punishing fight&lt;br /&gt;
  after a horrific combat&lt;br /&gt;
 attack on&lt;br /&gt;
 surprising of&lt;br /&gt;
 ambush of&lt;br /&gt;
 happening upon&lt;br /&gt;
 cornering of&lt;br /&gt;
 confrontation of&lt;br /&gt;
  burned &lt;br /&gt;
  in dragon fire&lt;br /&gt;
  to death&lt;br /&gt;
  shot and killed &lt;br /&gt;
  mortally wounded &lt;br /&gt;
 , who bled to death&lt;br /&gt;
 , who suffocated&lt;br /&gt;
  hacked &lt;br /&gt;
  to pieces&lt;br /&gt;
  beheaded &lt;br /&gt;
  crucified &lt;br /&gt;
  buried &lt;br /&gt;
  alive&lt;br /&gt;
  left &lt;br /&gt;
  out in the air&lt;br /&gt;
  drowned &lt;br /&gt;
  fed &lt;br /&gt;
  to beasts&lt;br /&gt;
  struck down &lt;br /&gt;
  murdered &lt;br /&gt;
  threw &lt;br /&gt;
  against an obstacle, causing immediate death&lt;br /&gt;
  into a pit of spikes.&lt;br /&gt;
 died in the heat&lt;br /&gt;
 was encased in cooling lava&lt;br /&gt;
 was encased in cooling magma&lt;br /&gt;
 was encased in ice&lt;br /&gt;
 froze to death&lt;br /&gt;
 died in a cage&lt;br /&gt;
 fell into a deep chasm&lt;br /&gt;
 died of old age&lt;br /&gt;
 starved to death&lt;br /&gt;
 died from thirst&lt;br /&gt;
 drowned&lt;br /&gt;
 burned up in magma&lt;br /&gt;
 burned up in &lt;br /&gt;
  dragon fire&lt;br /&gt;
 dragon fire&lt;br /&gt;
 was burned to death by &lt;br /&gt;
  fire&lt;br /&gt;
 burned to death&lt;br /&gt;
 was scalded to death&lt;br /&gt;
 burned up in a magma mist&lt;br /&gt;
 was crushed by a drawbridge&lt;br /&gt;
 was crushed under a collapsing ceiling&lt;br /&gt;
 was killed by falling rocks&lt;br /&gt;
 was shot and killed&lt;br /&gt;
 bled to death&lt;br /&gt;
 , slain by &lt;br /&gt;
 suffocated&lt;br /&gt;
 was hacked to pieces&lt;br /&gt;
 was beheaded&lt;br /&gt;
 was crucified&lt;br /&gt;
 was buried alive&lt;br /&gt;
 was left out in the air&lt;br /&gt;
 was drowned&lt;br /&gt;
 was burned alive&lt;br /&gt;
 was fed to beasts&lt;br /&gt;
 was struck down&lt;br /&gt;
 was scuttled&lt;br /&gt;
 was murdered by &lt;br /&gt;
 was killed by a trap&lt;br /&gt;
 collapsed&lt;br /&gt;
 died after colliding with an obstacle&lt;br /&gt;
 was impaled on spikes&lt;br /&gt;
 the death of &lt;br /&gt;
  in a cage&lt;br /&gt;
 the fall of &lt;br /&gt;
  into a deep chasm&lt;br /&gt;
 the passing of &lt;br /&gt;
 the starvation of &lt;br /&gt;
 the dehydration of &lt;br /&gt;
 the drowning of &lt;br /&gt;
 the burning of &lt;br /&gt;
  in magma&lt;br /&gt;
 the heat-induced death of &lt;br /&gt;
 the encasement of &lt;br /&gt;
  in cooling lava&lt;br /&gt;
  in cooling magma&lt;br /&gt;
  in ice&lt;br /&gt;
 the freezing of &lt;br /&gt;
 the scalding of &lt;br /&gt;
  in a magma mist&lt;br /&gt;
 the crushing of &lt;br /&gt;
  under a drawbridge&lt;br /&gt;
  under a collapsing ceiling&lt;br /&gt;
  by falling rocks&lt;br /&gt;
 the shooting of &lt;br /&gt;
 the mortal wounding of &lt;br /&gt;
 the hacking of &lt;br /&gt;
 the beheading of &lt;br /&gt;
 the crucifixion of &lt;br /&gt;
 the burial of &lt;br /&gt;
 the leaving of &lt;br /&gt;
 the feeding of &lt;br /&gt;
 the killing of &lt;br /&gt;
 the scuttling of &lt;br /&gt;
 the murder of &lt;br /&gt;
  by a trap&lt;br /&gt;
 the collapse of &lt;br /&gt;
 the collision of &lt;br /&gt;
  with an obstacle&lt;br /&gt;
 , after the death strike by &lt;br /&gt;
 the impalement of &lt;br /&gt;
  on spikes&lt;br /&gt;
 were&lt;br /&gt;
 was&lt;br /&gt;
  reunited with &lt;br /&gt;
 the reunion of &lt;br /&gt;
  abducted &lt;br /&gt;
  was abducted&lt;br /&gt;
 the abduction of &lt;br /&gt;
 gave up being a &lt;br /&gt;
  to become a &lt;br /&gt;
 became a &lt;br /&gt;
 stopped being a &lt;br /&gt;
 lost a hist fig entry&lt;br /&gt;
  in&lt;br /&gt;
  the wilds&lt;br /&gt;
 the career change from &lt;br /&gt;
 the start as a &lt;br /&gt;
 the giving up on being a &lt;br /&gt;
 the loss of a hist fig entry&lt;br /&gt;
 began wandering&lt;br /&gt;
 began scouting&lt;br /&gt;
 began hunting great beasts in&lt;br /&gt;
 settled in&lt;br /&gt;
 decided to become a baby-snatcher, operating out of&lt;br /&gt;
 decided to become a thief, operating out of&lt;br /&gt;
 fled into&lt;br /&gt;
 the area around &lt;br /&gt;
 wandering&lt;br /&gt;
 scouting&lt;br /&gt;
 hunting of great beasts&lt;br /&gt;
 settling&lt;br /&gt;
 baby-snatching&lt;br /&gt;
 thievery&lt;br /&gt;
 flight&lt;br /&gt;
 into the area around&lt;br /&gt;
 into&lt;br /&gt;
 around&lt;br /&gt;
 , based in&lt;br /&gt;
 gave birth to&lt;br /&gt;
 sired&lt;br /&gt;
 married&lt;br /&gt;
 was born to&lt;br /&gt;
 received the worship of&lt;br /&gt;
 became romantically involved with&lt;br /&gt;
 was sired by&lt;br /&gt;
 became the parent of&lt;br /&gt;
 began worshipping&lt;br /&gt;
 stopped being the mother of&lt;br /&gt;
 stopped being the father of&lt;br /&gt;
 divorced&lt;br /&gt;
 stopped being the child of&lt;br /&gt;
 lost the worship of&lt;br /&gt;
 ended the romantic relationship with&lt;br /&gt;
 stopped being the parent of&lt;br /&gt;
 lost faith in&lt;br /&gt;
 entered the priesthood of&lt;br /&gt;
 became a shopkeeper at&lt;br /&gt;
 ruled from&lt;br /&gt;
 started hanging out at&lt;br /&gt;
 took up residence in&lt;br /&gt;
 left the priesthood of&lt;br /&gt;
 stopped shopkeeping at&lt;br /&gt;
 stopped ruling from&lt;br /&gt;
 stopped hanging out at&lt;br /&gt;
 moved out of&lt;br /&gt;
  was enslaved by&lt;br /&gt;
  was imprisoned by&lt;br /&gt;
  became &lt;br /&gt;
 the leader of&lt;br /&gt;
 the high priest of&lt;br /&gt;
 the mayor of&lt;br /&gt;
 a guard of&lt;br /&gt;
 a royal guard of&lt;br /&gt;
 a mercenary for&lt;br /&gt;
 an enemy of&lt;br /&gt;
 a criminal in the eyes of&lt;br /&gt;
 a member of&lt;br /&gt;
 a former member of&lt;br /&gt;
 a former mercenary of&lt;br /&gt;
 the manager of&lt;br /&gt;
 the record keeper of&lt;br /&gt;
 the broker of&lt;br /&gt;
 the sheriff of&lt;br /&gt;
 the guard captain of&lt;br /&gt;
 part of the merchant nobility of&lt;br /&gt;
 the outpost liaison for&lt;br /&gt;
 a diplomat of&lt;br /&gt;
 a former slave of&lt;br /&gt;
 a former prisoner of&lt;br /&gt;
 ceased to lead&lt;br /&gt;
 ceased to be the high priest of&lt;br /&gt;
 ceased to be mayor of&lt;br /&gt;
 left the guard of&lt;br /&gt;
 left the royal guard of&lt;br /&gt;
 left the service of&lt;br /&gt;
 made peace with&lt;br /&gt;
 was brought to the justice of&lt;br /&gt;
 left&lt;br /&gt;
 stopped managing&lt;br /&gt;
 stopped keeping records for&lt;br /&gt;
 stopped brokering for&lt;br /&gt;
 stopped working as the sheriff of&lt;br /&gt;
 stopped working as the guard captain of&lt;br /&gt;
 left the merchant nobility of&lt;br /&gt;
 ceased to be the outpost liaison for&lt;br /&gt;
 stopped working as a diplomat for&lt;br /&gt;
 escaped from the slavery of&lt;br /&gt;
 escaped from the prisons of&lt;br /&gt;
 the status of&lt;br /&gt;
 the marriage of&lt;br /&gt;
 the belief of&lt;br /&gt;
 the romantic relationship between&lt;br /&gt;
 as the child of&lt;br /&gt;
 and&lt;br /&gt;
 as the parent of&lt;br /&gt;
 the termination of&lt;br /&gt;
 the divorce of&lt;br /&gt;
 the loss of faith of&lt;br /&gt;
 the end of the romantic relationship between&lt;br /&gt;
 the priesthood membership of&lt;br /&gt;
 the shopkeeping of&lt;br /&gt;
 the seat of power of&lt;br /&gt;
 the hanging-out of&lt;br /&gt;
 the residence of&lt;br /&gt;
 at&lt;br /&gt;
 the departure of&lt;br /&gt;
 the close of business of&lt;br /&gt;
 the removal of the seat of power of&lt;br /&gt;
 the stoppage of hanging-out of&lt;br /&gt;
 the moving out of&lt;br /&gt;
 from&lt;br /&gt;
 from the priesthood of&lt;br /&gt;
 the ascension&lt;br /&gt;
 the selection&lt;br /&gt;
 the election&lt;br /&gt;
 the joining&lt;br /&gt;
 the entry&lt;br /&gt;
 the rise&lt;br /&gt;
 the crimes&lt;br /&gt;
 the acceptance&lt;br /&gt;
 the status&lt;br /&gt;
 the appointment&lt;br /&gt;
 the enslavement&lt;br /&gt;
 the imprisonment&lt;br /&gt;
 to leadership of&lt;br /&gt;
 to the position of mayor of&lt;br /&gt;
 with the royal guards of&lt;br /&gt;
 into the mercenary service of&lt;br /&gt;
 as an enemy of&lt;br /&gt;
 in the eyes of&lt;br /&gt;
 as a member of&lt;br /&gt;
 as a former member of&lt;br /&gt;
 as a former mercenary of&lt;br /&gt;
 as a former slave of&lt;br /&gt;
 as a former prisoner of&lt;br /&gt;
 as the manager of&lt;br /&gt;
 as the record keeper of&lt;br /&gt;
 as the broker of&lt;br /&gt;
 as the sheriff of&lt;br /&gt;
 as the guard captain of&lt;br /&gt;
 to the merchant nobility of&lt;br /&gt;
 as the outpost liaison for&lt;br /&gt;
 as a diplomat of&lt;br /&gt;
 by&lt;br /&gt;
 the fall of&lt;br /&gt;
 the peace-making of&lt;br /&gt;
 the resolution of criminal matters between&lt;br /&gt;
 the end of the membership of&lt;br /&gt;
 the end of the former membership of&lt;br /&gt;
 the end of the former mercenary status of&lt;br /&gt;
 the end of the former enslavement of&lt;br /&gt;
 the end of the former imprisonment of&lt;br /&gt;
 the removal of&lt;br /&gt;
 the escape of&lt;br /&gt;
 from leadership of&lt;br /&gt;
 from the mayoral position of&lt;br /&gt;
 from the guard of&lt;br /&gt;
 from the royal guard of&lt;br /&gt;
 from the mercenary service of&lt;br /&gt;
 with&lt;br /&gt;
 from the merchant nobility of&lt;br /&gt;
 from the slavery of&lt;br /&gt;
 from the prisons of&lt;br /&gt;
  made contact with &lt;br /&gt;
 the first contact of &lt;br /&gt;
  rejected contact with &lt;br /&gt;
 the rejection of contact by &lt;br /&gt;
  between &lt;br /&gt;
  concluded&lt;br /&gt;
 , cementing bonds of mutual trust&lt;br /&gt;
  with a positive outcome&lt;br /&gt;
  fairly&lt;br /&gt;
  in an unsatisfactory fashion&lt;br /&gt;
  in failure&lt;br /&gt;
  with miserable outcome&lt;br /&gt;
 the brilliant&lt;br /&gt;
 the positive&lt;br /&gt;
 the fair conclusion&lt;br /&gt;
 the unsatisfactory conclusion&lt;br /&gt;
 the failure&lt;br /&gt;
 the miserable failure&lt;br /&gt;
  proposed by &lt;br /&gt;
  was rejected by &lt;br /&gt;
 the rejection of &lt;br /&gt;
  was accepted by &lt;br /&gt;
 the acceptance of &lt;br /&gt;
  accepted an offer of peace from &lt;br /&gt;
 the acceptance of an offer of peace from &lt;br /&gt;
  rejected an offer of peace from &lt;br /&gt;
 the rejection of an offer of peace from &lt;br /&gt;
 the bodies&lt;br /&gt;
 the body&lt;br /&gt;
 impaled on &lt;br /&gt;
 added to a grisly mound&lt;br /&gt;
 added to a grotesque pillar&lt;br /&gt;
 added to a gruesome sculpture&lt;br /&gt;
 flayed and the skin stretched over &lt;br /&gt;
 hung from a &lt;br /&gt;
 horribly mutilated&lt;br /&gt;
  on behalf of &lt;br /&gt;
 impalement on &lt;br /&gt;
  of&lt;br /&gt;
 construction of a grisly mound from&lt;br /&gt;
 construction of a grotesque pillar from&lt;br /&gt;
 construction of a gruesome sculpture from&lt;br /&gt;
 the display on &lt;br /&gt;
  of the skins of&lt;br /&gt;
 hanging from a &lt;br /&gt;
 horrible mutilation of&lt;br /&gt;
  lost a diplomat at &lt;br /&gt;
 They suspected the involvement of &lt;br /&gt;
 the loss of a diplomat of &lt;br /&gt;
  with the possible involvment of &lt;br /&gt;
  voided all agreements with &lt;br /&gt;
 the voiding of agreements with &lt;br /&gt;
 , merchants from &lt;br /&gt;
  visited &lt;br /&gt;
  and were never heard from again&lt;br /&gt;
  and suffered great hardships&lt;br /&gt;
 .  They reported a seizure of goods&lt;br /&gt;
 .  They reported irregularities with their goods&lt;br /&gt;
 .  They were greatly offended by the locals&lt;br /&gt;
 ill-fated&lt;br /&gt;
 tragic&lt;br /&gt;
 terrible&lt;br /&gt;
 costly&lt;br /&gt;
 unfortunate&lt;br /&gt;
  visit of merchants from &lt;br /&gt;
  was hidden in &lt;br /&gt;
 the concealment of &lt;br /&gt;
  was claimed in &lt;br /&gt;
 the acquisition of &lt;br /&gt;
  was created in &lt;br /&gt;
 the creation of &lt;br /&gt;
  was lost in &lt;br /&gt;
 the disappearance of &lt;br /&gt;
  was found in &lt;br /&gt;
 the discovery of &lt;br /&gt;
  was stolen&lt;br /&gt;
  and brought to &lt;br /&gt;
 the theft of &lt;br /&gt;
  was recovered by &lt;br /&gt;
 the recovery of &lt;br /&gt;
  was dropped by &lt;br /&gt;
 the discardment of &lt;br /&gt;
  was encased in adamantine deep within &lt;br /&gt;
 the imprisonment of &lt;br /&gt;
  in adamantine deep within &lt;br /&gt;
  was released by careless miners in the deepest recesses of &lt;br /&gt;
 the release of &lt;br /&gt;
  by careless miners in the deepest recesses of &lt;br /&gt;
  is a &lt;br /&gt;
  was a &lt;br /&gt;
  that occurs in the myths of &lt;br /&gt;
 force&lt;br /&gt;
  which permeates &lt;br /&gt;
  which was said to permeate &lt;br /&gt;
  born in &lt;br /&gt;
 The identity of &lt;br /&gt;
  mother has been lost to time&lt;br /&gt;
  father has been lost to time&lt;br /&gt;
  parent has been lost to time&lt;br /&gt;
  of unknown parentage&lt;br /&gt;
  is the &lt;br /&gt;
  was the &lt;br /&gt;
  has been lost to time&lt;br /&gt;
  the first of &lt;br /&gt;
  one of the first of &lt;br /&gt;
  the only one of &lt;br /&gt;
  one of the only ones of &lt;br /&gt;
  kind&lt;br /&gt;
 Although accounts vary, it is universally agreed that &lt;br /&gt;
 guided by forces unknown.  &lt;br /&gt;
  most often takes the form of a &lt;br /&gt;
  was most often depicted as a &lt;br /&gt;
 rotting &lt;br /&gt;
 associated with &lt;br /&gt;
 [B]&lt;br /&gt;
 a mountain fortress&lt;br /&gt;
 a dark fortress&lt;br /&gt;
 a ruin&lt;br /&gt;
 a cave&lt;br /&gt;
 a forest retreat&lt;br /&gt;
 a town&lt;br /&gt;
  was a legendary &lt;br /&gt;
  could be found within &lt;br /&gt;
  civilization of &lt;br /&gt;
  religion of &lt;br /&gt;
  group from &lt;br /&gt;
  centered around the worship of various beings&lt;br /&gt;
  centered around the worship of &lt;br /&gt;
 , a force&lt;br /&gt;
 [C:3:0:1]Related Historical Figures[C:7:0:0][B]&lt;br /&gt;
 object of &lt;br /&gt;
 ardent &lt;br /&gt;
 faithful &lt;br /&gt;
 casual &lt;br /&gt;
 dubious &lt;br /&gt;
 worship&lt;br /&gt;
 lover&lt;br /&gt;
 [R]&lt;br /&gt;
 [C:1:0:1]Related Entities[C:7:0:0][B]&lt;br /&gt;
 leader&lt;br /&gt;
 mayor&lt;br /&gt;
 guard&lt;br /&gt;
 royal guard&lt;br /&gt;
 mercenary&lt;br /&gt;
 former mercenary&lt;br /&gt;
 enemy&lt;br /&gt;
 criminal&lt;br /&gt;
 member&lt;br /&gt;
 former member&lt;br /&gt;
 manager&lt;br /&gt;
 bookkeeper&lt;br /&gt;
 broker&lt;br /&gt;
 sheriff&lt;br /&gt;
 guard captain&lt;br /&gt;
 merchant nobility&lt;br /&gt;
 outpost liaison&lt;br /&gt;
 diplomat&lt;br /&gt;
 high priest&lt;br /&gt;
 slave&lt;br /&gt;
 former slave&lt;br /&gt;
 prisoner&lt;br /&gt;
 former prisoner&lt;br /&gt;
 )[R]&lt;br /&gt;
 [C:6:0:1]Related Sites[C:7:0:0][B]&lt;br /&gt;
 shopkeeper&lt;br /&gt;
 seat of power&lt;br /&gt;
 hangout&lt;br /&gt;
 home&lt;br /&gt;
 priest&lt;br /&gt;
 late &lt;br /&gt;
 early &lt;br /&gt;
 mid&lt;br /&gt;
 spring&lt;br /&gt;
 summer&lt;br /&gt;
 autumn&lt;br /&gt;
 winter&lt;br /&gt;
 a time before time&lt;br /&gt;
 an unknown civiliation&lt;br /&gt;
 me&lt;br /&gt;
 my&lt;br /&gt;
 myself&lt;br /&gt;
 I&lt;br /&gt;
 an unknown creature&lt;br /&gt;
 an unknown site&lt;br /&gt;
 a road&lt;br /&gt;
 a tunnel&lt;br /&gt;
 a bridge&lt;br /&gt;
 a wall&lt;br /&gt;
 an unknown construction&lt;br /&gt;
 an unknown store&lt;br /&gt;
 a hovel&lt;br /&gt;
 an apartment complex&lt;br /&gt;
 an apartment&lt;br /&gt;
 a dark tower&lt;br /&gt;
 an unknown building&lt;br /&gt;
 an unknown artifact&lt;br /&gt;
 an unknown region&lt;br /&gt;
 a peace agreement&lt;br /&gt;
 a lumber agreement&lt;br /&gt;
 a trade agreement&lt;br /&gt;
 a vague agreement&lt;br /&gt;
 Only the barest fragments of this amazing story have been uncovered.  It is one of the great untold tales of our times.  &lt;br /&gt;
 Its nature is still an intriguing puzzle to the learned.  &lt;br /&gt;
 It is still shrouded in mystery.  &lt;br /&gt;
 Many facts are still unclear to historians.  &lt;br /&gt;
 A few issues still trouble scholars, but the picture is fairly clear.  &lt;br /&gt;
 HF_LINK&lt;br /&gt;
 RANDOM_DEF_SPHERE&lt;br /&gt;
 some vague concept&lt;br /&gt;
 Age of Three Powers&lt;br /&gt;
 Age of &lt;br /&gt;
 Two &lt;br /&gt;
 Two Powers&lt;br /&gt;
 Age of the &lt;br /&gt;
  Age&lt;br /&gt;
 Age of One Power&lt;br /&gt;
 Age of Myth&lt;br /&gt;
 Age of Legends&lt;br /&gt;
 Twilight Age&lt;br /&gt;
 Age of Fairy Tales&lt;br /&gt;
 Age of Heroes&lt;br /&gt;
 Golden Age&lt;br /&gt;
 Age of Death&lt;br /&gt;
 Age of Civilization&lt;br /&gt;
 Age of Emptiness&lt;br /&gt;
 The world has passed into &lt;br /&gt;
 Unknown Age&lt;br /&gt;
 [C:4:0:1]&lt;br /&gt;
  Notable Kill&lt;br /&gt;
 [C:7:0:0][B]&lt;br /&gt;
  Kill&lt;br /&gt;
 Unknown creature in &lt;br /&gt;
 Unknown creature[R]&lt;br /&gt;
  Other Kill&lt;br /&gt;
  in the wilds&lt;br /&gt;
 Duel of &lt;br /&gt;
 Pillaging&lt;br /&gt;
 Conquest&lt;br /&gt;
 Destruction&lt;br /&gt;
 Attempted &lt;br /&gt;
 Abduction&lt;br /&gt;
  in the Wilds&lt;br /&gt;
 Theft&lt;br /&gt;
 Monster&lt;br /&gt;
 Rampage&lt;br /&gt;
 the Wilds&lt;br /&gt;
&lt;br /&gt;
 Set Building/Item Properties&lt;br /&gt;
 Set Traffic Areas&lt;br /&gt;
 Select&lt;br /&gt;
 Deselect&lt;br /&gt;
 Select all&lt;br /&gt;
 Deselect All&lt;br /&gt;
 Leave screen&lt;br /&gt;
 Leave text entry screen&lt;br /&gt;
 Leave all screens&lt;br /&gt;
 Close mega announcement&lt;br /&gt;
 Toggle Fullscreen&lt;br /&gt;
 World Param: Add&lt;br /&gt;
 World Param: Copy&lt;br /&gt;
 World Param: Delete&lt;br /&gt;
 World Param: Title&lt;br /&gt;
 World Param: Name, Random&lt;br /&gt;
 World Param: Name, Enter&lt;br /&gt;
 World Param: Seed, Random&lt;br /&gt;
 World Param: Seed, Enter&lt;br /&gt;
 World Param: Load&lt;br /&gt;
 World Param: Save&lt;br /&gt;
 World Param: Dim X, Up&lt;br /&gt;
 World Param: Dim X, Down&lt;br /&gt;
 World Param: Dim Y, Up&lt;br /&gt;
 World Param: Dim Y, Down&lt;br /&gt;
 World Param: Enter Advanced Parameters&lt;br /&gt;
 World Param: Increase Parameter&lt;br /&gt;
 World Param: Decrease Parameter&lt;br /&gt;
 World Param: Enter Value&lt;br /&gt;
 World Param: Nullify Parameter&lt;br /&gt;
 World Param: Set Presets&lt;br /&gt;
 World Param: Reject, Continue&lt;br /&gt;
 World Param: Reject, Abort&lt;br /&gt;
 World Param: Reject, Allow This&lt;br /&gt;
 World Param: Reject, Allow All&lt;br /&gt;
 World Generation: Continue&lt;br /&gt;
 World Generation: Use&lt;br /&gt;
 World Generation: Abort&lt;br /&gt;
 Setup game: Embark&lt;br /&gt;
 Setup game: Name Fort&lt;br /&gt;
 Setup game: Name Group&lt;br /&gt;
 Setup game: Reclaim&lt;br /&gt;
 Setup game: Find&lt;br /&gt;
 Setup game: Notes&lt;br /&gt;
 Setup game: Notes, New Note&lt;br /&gt;
 Setup game: Notes, Delete Note&lt;br /&gt;
 Setup game: Notes, Change Symbol Selection&lt;br /&gt;
 Setup game: Notes, Adopt Symbol&lt;br /&gt;
 Setup game: Resize Local Y Up&lt;br /&gt;
 Setup game: Resize Local Y Down&lt;br /&gt;
 Setup game: Resize Local X Up&lt;br /&gt;
 Setup game: Resize Local X Down&lt;br /&gt;
 Setup game: Move Local Y Up&lt;br /&gt;
 Setup game: Move Local Y Down&lt;br /&gt;
 Setup game: Move Local X Up&lt;br /&gt;
 Setup game: Move Local X Down&lt;br /&gt;
 Setup game: View Biome 1&lt;br /&gt;
 Setup game: View Biome 2&lt;br /&gt;
 Setup game: View Biome 3&lt;br /&gt;
 Setup game: View Biome 4&lt;br /&gt;
 Setup game: View Biome 5&lt;br /&gt;
 Setup game: View Biome 6&lt;br /&gt;
 Setup game: View Biome 7&lt;br /&gt;
 Setup game: View Biome 8&lt;br /&gt;
 Setup game: View Biome 9&lt;br /&gt;
 Choose name: Random&lt;br /&gt;
 Choose name: Clear&lt;br /&gt;
 Choose name: Type&lt;br /&gt;
 View item: Description&lt;br /&gt;
 View item: Forbid&lt;br /&gt;
 View item: Melt&lt;br /&gt;
 View item: Dump&lt;br /&gt;
 View item: Hide&lt;br /&gt;
 Main menu&lt;br /&gt;
 Options, Export Local Image&lt;br /&gt;
 Help&lt;br /&gt;
 Movies&lt;br /&gt;
 Change tab or highlight selection&lt;br /&gt;
 Move selector up&lt;br /&gt;
 Move selector down&lt;br /&gt;
 Move selector left&lt;br /&gt;
 Move selector right&lt;br /&gt;
 Page selector up&lt;br /&gt;
 Page selector down&lt;br /&gt;
 Move secondary selector up&lt;br /&gt;
 Move secondary selector down&lt;br /&gt;
 Page secondary selector up&lt;br /&gt;
 Page secondary selector down&lt;br /&gt;
 Move view/cursor up&lt;br /&gt;
 Move view/cursor down&lt;br /&gt;
 Move view/cursor left&lt;br /&gt;
 Move view/cursor right&lt;br /&gt;
 Move view/cursor up and left&lt;br /&gt;
 Move view/cursor up and right&lt;br /&gt;
 Move view/cursor down and left&lt;br /&gt;
 Move view/cursor down and right&lt;br /&gt;
 Move view/cursor up, fast&lt;br /&gt;
 Move view/cursor down, fast&lt;br /&gt;
 Move view/cursor left, fast&lt;br /&gt;
 Move view/cursor right, fast&lt;br /&gt;
 Move view/cursor up and left, fast&lt;br /&gt;
 Move view/cursor up and right, fast&lt;br /&gt;
 Move view/cursor down and left, fast&lt;br /&gt;
 Move view/cursor down and right, fast&lt;br /&gt;
 Move view/cursor up (z)&lt;br /&gt;
 Move view/cursor down (z)&lt;br /&gt;
 Move view/cursor up (z), aux&lt;br /&gt;
 Move view/cursor down (z), aux&lt;br /&gt;
 Adventure: move north&lt;br /&gt;
 Adventure: move south&lt;br /&gt;
 Adventure: move east&lt;br /&gt;
 Adventure: move west&lt;br /&gt;
 Adventure: move northwest&lt;br /&gt;
 Adventure: move northeast&lt;br /&gt;
 Adventure: move southwest&lt;br /&gt;
 Adventure: move southeast&lt;br /&gt;
 Adventure: move wait&lt;br /&gt;
 Adventure: careful move north up/down&lt;br /&gt;
 Adventure: careful move south up/down&lt;br /&gt;
 Adventure: careful move east up/down&lt;br /&gt;
 Adventure: careful move west up/down&lt;br /&gt;
 Adventure: careful move northwest up/down&lt;br /&gt;
 Adventure: careful move northeast up/down&lt;br /&gt;
 Adventure: careful move southwest up/down&lt;br /&gt;
 Adventure: careful move southeast up/down&lt;br /&gt;
 Adventure: careful move up/down&lt;br /&gt;
 Adventure: move north/up&lt;br /&gt;
 Adventure: move south/up&lt;br /&gt;
 Adventure: move east/up&lt;br /&gt;
 Adventure: move west/up&lt;br /&gt;
 Adventure: move northwest/up&lt;br /&gt;
 Adventure: move northeast/up&lt;br /&gt;
 Adventure: move southwest/up&lt;br /&gt;
 Adventure: move southeast/up&lt;br /&gt;
 Adventure: move up&lt;br /&gt;
 Adventure: move north/down&lt;br /&gt;
 Adventure: move south/down&lt;br /&gt;
 Adventure: move east/down&lt;br /&gt;
 Adventure: move west/down&lt;br /&gt;
 Adventure: move northwest/down&lt;br /&gt;
 Adventure: move northeast/down&lt;br /&gt;
 Adventure: move southwest/down&lt;br /&gt;
 Adventure: move southeast/down&lt;br /&gt;
 Adventure: move down&lt;br /&gt;
 Adventure: move up, aux&lt;br /&gt;
 Adventure: move down, aux&lt;br /&gt;
 World Gen: Export Map&lt;br /&gt;
 Legends: Export Map&lt;br /&gt;
 Legends: Export Detailed Map&lt;br /&gt;
 Legends: Civ/Site&lt;br /&gt;
 Legends: String filter&lt;br /&gt;
 Adventure: Combat, Attack Mode&lt;br /&gt;
 Adventure: Combat, Dodge Mode&lt;br /&gt;
 Adventure: Combat, Charge Defend Mode&lt;br /&gt;
 Adventure: Status&lt;br /&gt;
 Adventure: Status, Close Combat&lt;br /&gt;
 Adventure: Status, Customize&lt;br /&gt;
 Adventure: Status, Kills&lt;br /&gt;
 Unit View, Customize&lt;br /&gt;
 Unit View, Relationships&lt;br /&gt;
 Unit View, Relationships, Zoom&lt;br /&gt;
 Unit View, Relationships, View&lt;br /&gt;
 Unit View, Kills&lt;br /&gt;
 Customize Unit, Nickname&lt;br /&gt;
 Customize Unit, Profession&lt;br /&gt;
 Adventure: Sleep&lt;br /&gt;
 Adventure: Wait&lt;br /&gt;
 Adventure: Attack&lt;br /&gt;
 Adventure: Look&lt;br /&gt;
 Adventure: Search&lt;br /&gt;
 Adventure: Talk&lt;br /&gt;
 Adventure: Inv. Interact&lt;br /&gt;
 Adventure: Inv. Look&lt;br /&gt;
 Adventure: Inv. Remove&lt;br /&gt;
 Adventure: Inv. Wear&lt;br /&gt;
 Adventure: Inv. Eat/Drink&lt;br /&gt;
 Adventure: Inv. Put In&lt;br /&gt;
 Adventure: Inv. Drop&lt;br /&gt;
 Adventure: Get/Ground&lt;br /&gt;
 Adventure: Throw&lt;br /&gt;
 Adventure: Fire&lt;br /&gt;
 Adventure: Announcements&lt;br /&gt;
 Adventure: Combat Options&lt;br /&gt;
 Adventure: Movement Options&lt;br /&gt;
 Adventure: Movement Options, Swim&lt;br /&gt;
 Adventure: Sneak&lt;br /&gt;
 Adventure: Center&lt;br /&gt;
 Adventure: Building Interact&lt;br /&gt;
 Adventure: Travel&lt;br /&gt;
 Adventure: Get Date&lt;br /&gt;
 Adventure: Get Weather&lt;br /&gt;
 Adventure: Get Temperature&lt;br /&gt;
 Adventure: Change Stance&lt;br /&gt;
 Adventure: Option 1&lt;br /&gt;
 Adventure: Option 2&lt;br /&gt;
 Adventure: Option 3&lt;br /&gt;
 Adventure: Option 4&lt;br /&gt;
 Adventure: Option 5&lt;br /&gt;
 Adventure: Option 6&lt;br /&gt;
 Adventure: Option 7&lt;br /&gt;
 Adventure: Option 8&lt;br /&gt;
 Adventure: Option 9&lt;br /&gt;
 Adventure: Option 10&lt;br /&gt;
 Adventure: Option 11&lt;br /&gt;
 Adventure: Option 12&lt;br /&gt;
 Adventure: Option 13&lt;br /&gt;
 Adventure: Option 14&lt;br /&gt;
 Adventure: Option 15&lt;br /&gt;
 Adventure: Option 16&lt;br /&gt;
 Adventure: Option 17&lt;br /&gt;
 Adventure: Option 18&lt;br /&gt;
 Adventure: Option 19&lt;br /&gt;
 Adventure: Option 20&lt;br /&gt;
 Hotkey: Make Ash&lt;br /&gt;
 Hotkey: Make Charcoal&lt;br /&gt;
 Hotkey: Melt Object&lt;br /&gt;
 Hotkey: Green Glass&lt;br /&gt;
 Hotkey: Clear Glass&lt;br /&gt;
 Hotkey: Crystal Glass&lt;br /&gt;
 Hotkey: Collect Sand&lt;br /&gt;
 Hotkey: Raw Glass&lt;br /&gt;
 Hotkey: Glass Armorstand&lt;br /&gt;
 Hotkey: Glass Box&lt;br /&gt;
 Hotkey: Glass Cabinet&lt;br /&gt;
 Hotkey: Glass Coffin&lt;br /&gt;
 Hotkey: Glass Floodgate&lt;br /&gt;
 Hotkey: Glass Hatch Cover&lt;br /&gt;
 Hotkey: Glass Grate&lt;br /&gt;
 Hotkey: Glass Goblet&lt;br /&gt;
 Hotkey: Glass Toy&lt;br /&gt;
 Hotkey: Glass Instrument&lt;br /&gt;
 Hotkey: Glass Portal&lt;br /&gt;
 Hotkey: Glass Statue&lt;br /&gt;
 Hotkey: Glass Table&lt;br /&gt;
 Hotkey: Glass Cage&lt;br /&gt;
 Hotkey: Glass Chair&lt;br /&gt;
 Hotkey: Glass Blocks&lt;br /&gt;
 Hotkey: Glass Vial&lt;br /&gt;
 Hotkey: Glass Weaponrack&lt;br /&gt;
 Hotkey: Glass Window&lt;br /&gt;
 Hotkey: Make Pearlash&lt;br /&gt;
 Hotkey: Ashery, Lye&lt;br /&gt;
 Hotkey: Ashery, Potash (Lye)&lt;br /&gt;
 Hotkey: Ashery, Potash (Ash)&lt;br /&gt;
 Hotkey: Carpenter, Barrel&lt;br /&gt;
 Hotkey: Carpenter, Blocks&lt;br /&gt;
 Hotkey: Carpenter, Bucket&lt;br /&gt;
 Hotkey: Carpenter, Animal Trap&lt;br /&gt;
 Hotkey: Carpenter, Cage&lt;br /&gt;
 Hotkey: Carpenter, Armorstand&lt;br /&gt;
 Hotkey: Carpenter, Bed&lt;br /&gt;
 Hotkey: Carpenter, Chair&lt;br /&gt;
 Hotkey: Carpenter, Coffin&lt;br /&gt;
 Hotkey: Carpenter, Door&lt;br /&gt;
 Hotkey: Carpenter, Floodgate&lt;br /&gt;
 Hotkey: Carpenter, Hatch Cover&lt;br /&gt;
 Hotkey: Carpenter, Grate&lt;br /&gt;
 Hotkey: Carpenter, Cabinet&lt;br /&gt;
 Hotkey: Carpenter, Bin&lt;br /&gt;
 Hotkey: Carpenter, Box&lt;br /&gt;
 Hotkey: Carpenter, Weaponrack&lt;br /&gt;
 Hotkey: Carpenter, Table&lt;br /&gt;
 Hotkey: Siege Shop, Ballista&lt;br /&gt;
 Hotkey: Siege Shop, Catapult&lt;br /&gt;
 Hotkey: Leather, Bag&lt;br /&gt;
 Hotkey: Leather, Flask&lt;br /&gt;
 Hotkey: Leather, Shirt&lt;br /&gt;
 Hotkey: Leather, Cloak&lt;br /&gt;
 Hotkey: Leather, Backpack&lt;br /&gt;
 Hotkey: Leather, Quiver&lt;br /&gt;
 Hotkey: Leather, Image&lt;br /&gt;
 Hotkey: Clothes, Cloth&lt;br /&gt;
 Hotkey: Clothes, Silk&lt;br /&gt;
 Hotkey: Clothes, Shirt&lt;br /&gt;
 Hotkey: Clothes, Cloak&lt;br /&gt;
 Hotkey: Clothes, Box&lt;br /&gt;
 Hotkey: Clothes, Rope&lt;br /&gt;
 Hotkey: Clothes, Image&lt;br /&gt;
 Hotkey: Crafts, Mat Stone&lt;br /&gt;
 Hotkey: Crafts, Mat Wood&lt;br /&gt;
 Hotkey: Crafts, Dec Bone&lt;br /&gt;
 Hotkey: Crafts, Dec Shell&lt;br /&gt;
 Hotkey: Crafts, Totem&lt;br /&gt;
 Hotkey: Crafts, Cloth&lt;br /&gt;
 Hotkey: Crafts, Silk&lt;br /&gt;
 Hotkey: Crafts, Shell&lt;br /&gt;
 Hotkey: Crafts, Bone&lt;br /&gt;
 Hotkey: Crafts, Leather&lt;br /&gt;
 Hotkey: Crafts, Mat Crafts&lt;br /&gt;
 Hotkey: Crafts, Mat Goblet&lt;br /&gt;
 Hotkey: Crafts, Mat Instrument&lt;br /&gt;
 Hotkey: Crafts, Mat Toy&lt;br /&gt;
 Hotkey: Forge, Weapon&lt;br /&gt;
 Hotkey: Forge, Armor&lt;br /&gt;
 Hotkey: Forge, Furniture&lt;br /&gt;
 Hotkey: Forge, Siege&lt;br /&gt;
 Hotkey: Forge, Trap&lt;br /&gt;
 Hotkey: Forge, Other&lt;br /&gt;
 Hotkey: Forge, Metal Clothing&lt;br /&gt;
 Hotkey: Building, Armorstand&lt;br /&gt;
 Hotkey: Building, Bed&lt;br /&gt;
 Hotkey: Building, Chair&lt;br /&gt;
 Hotkey: Building, Coffin&lt;br /&gt;
 Hotkey: Building, Door&lt;br /&gt;
 Hotkey: Building, Floodgate&lt;br /&gt;
 Hotkey: Building, Hatch&lt;br /&gt;
 Hotkey: Building, Wall Grate&lt;br /&gt;
 Hotkey: Building, Floor Grate&lt;br /&gt;
 Hotkey: Building, Vertical Bars&lt;br /&gt;
 Hotkey: Building, Floor Bars&lt;br /&gt;
 Hotkey: Building, Cabinet&lt;br /&gt;
 Hotkey: Building, Chest&lt;br /&gt;
 Hotkey: Building, Kennel&lt;br /&gt;
 Hotkey: Building, Farm Plot&lt;br /&gt;
 Hotkey: Building, Weaponrack&lt;br /&gt;
 Hotkey: Building, Statue&lt;br /&gt;
 Hotkey: Building, Table&lt;br /&gt;
 Hotkey: Building, Dirt Road&lt;br /&gt;
 Hotkey: Building, Paved Road&lt;br /&gt;
 Hotkey: Building, Bridge&lt;br /&gt;
 Hotkey: Building, Well&lt;br /&gt;
 Hotkey: Building, Siege&lt;br /&gt;
 Hotkey: Building, Workshop&lt;br /&gt;
 Hotkey: Building, Furnace&lt;br /&gt;
 Hotkey: Building, Glass Window&lt;br /&gt;
 Hotkey: Building, Gem Window&lt;br /&gt;
 Hotkey: Building, Shop&lt;br /&gt;
 Hotkey: Building, Animal Trap&lt;br /&gt;
 Hotkey: Building, Chain&lt;br /&gt;
 Hotkey: Building, Cage&lt;br /&gt;
 Hotkey: Building, Trade Depot&lt;br /&gt;
 Hotkey: Building, Trap&lt;br /&gt;
 Hotkey: Building, Machine Component&lt;br /&gt;
 Hotkey: Building, Support&lt;br /&gt;
 Hotkey: Building, Archery Target&lt;br /&gt;
 Hotkey: Building, Machine Component, Screw Pump&lt;br /&gt;
 Hotkey: Building, Machine Component, Water Wheel&lt;br /&gt;
 Hotkey: Building, Machine Component, Windmill&lt;br /&gt;
 Hotkey: Building, Machine Component, Gear Assembly&lt;br /&gt;
 Hotkey: Building, Machine Component, Horizontal Axle&lt;br /&gt;
 Hotkey: Building, Machine Component, Vertical Axle&lt;br /&gt;
 Hotkey: Building, Siege, Ballista&lt;br /&gt;
 Hotkey: Building, Siege, Catapult&lt;br /&gt;
 Hotkey: Building, Trap, Stone&lt;br /&gt;
 Hotkey: Building, Trap, Weapon&lt;br /&gt;
 Hotkey: Building, Trap, Lever&lt;br /&gt;
 Hotkey: Building, Trap, Trigger&lt;br /&gt;
 Hotkey: Building, Trap, Cage&lt;br /&gt;
 Hotkey: Building, Trap, Upright Spear/Spike&lt;br /&gt;
 Hotkey: Building, Wall/Floor/Stairs&lt;br /&gt;
 Hotkey: Building, Construction, Fortification&lt;br /&gt;
 Hotkey: Building, Construction, Wall&lt;br /&gt;
 Hotkey: Building, Construction, Floor&lt;br /&gt;
 Hotkey: Building, Construction, Ramp&lt;br /&gt;
 Hotkey: Building, Construction, Upward Stair&lt;br /&gt;
 Hotkey: Building, Construction, Downward Stair&lt;br /&gt;
 Hotkey: Building, Construction, Up/Down Stair&lt;br /&gt;
 Hotkey: Building, Wksp, Leather&lt;br /&gt;
 Hotkey: Building, Wksp, Quern&lt;br /&gt;
 Hotkey: Building, Wksp, Millstone&lt;br /&gt;
 Hotkey: Building, Wksp, Loom&lt;br /&gt;
 Hotkey: Building, Wksp, Clothes&lt;br /&gt;
 Hotkey: Building, Wksp, Bowyer&lt;br /&gt;
 Hotkey: Building, Wksp, Carpenter&lt;br /&gt;
 Hotkey: Building, Wksp, Metalsmith&lt;br /&gt;
 Hotkey: Building, Wksp, Lavamill&lt;br /&gt;
 Hotkey: Building, Wksp, Jeweler&lt;br /&gt;
 Hotkey: Building, Wksp, Mason&lt;br /&gt;
 Hotkey: Building, Wksp, Butcher&lt;br /&gt;
 Hotkey: Building, Wksp, Tanner&lt;br /&gt;
 Hotkey: Building, Wksp, Dyer&lt;br /&gt;
 Hotkey: Building, Wksp, Craftsman&lt;br /&gt;
 Hotkey: Building, Wksp, Siege&lt;br /&gt;
 Hotkey: Building, Wksp, Mechanic&lt;br /&gt;
 Hotkey: Building, Wksp, Still&lt;br /&gt;
 Hotkey: Building, Wksp, Farmer&lt;br /&gt;
 Hotkey: Building, Wksp, Kitchen&lt;br /&gt;
 Hotkey: Building, Wksp, Fishery&lt;br /&gt;
 Hotkey: Building, Wksp, Lab&lt;br /&gt;
 Hotkey: Building, Wksp, Ashery&lt;br /&gt;
 Hotkey: Building, Furn, Wood&lt;br /&gt;
 Hotkey: Building, Furn, Smelter&lt;br /&gt;
 Hotkey: Building, Furn, Glass&lt;br /&gt;
 Hotkey: Building, Furn, Kiln&lt;br /&gt;
 Main: One-Step&lt;br /&gt;
 Main: Pause/Resume&lt;br /&gt;
 Depot Access&lt;br /&gt;
 Main: Hot Keys&lt;br /&gt;
 Main: Hot Key 1&lt;br /&gt;
 Main: Hot Key 2&lt;br /&gt;
 Main: Hot Key 3&lt;br /&gt;
 Main: Hot Key 4&lt;br /&gt;
 Main: Hot Key 5&lt;br /&gt;
 Main: Hot Key 6&lt;br /&gt;
 Main: Hot Key 7&lt;br /&gt;
 Main: Hot Key 8&lt;br /&gt;
 Main: Hot Key 9&lt;br /&gt;
 Main: Hot Key 10&lt;br /&gt;
 Main: Hot Key 11&lt;br /&gt;
 Main: Hot Key 12&lt;br /&gt;
 Main: Hot Key 13&lt;br /&gt;
 Main: Hot Key 14&lt;br /&gt;
 Main: Hot Key 15&lt;br /&gt;
 Main: Hot Key 16&lt;br /&gt;
 Hot Keys: Change Name&lt;br /&gt;
 Hot Keys: Zoom&lt;br /&gt;
 Main: Announcements&lt;br /&gt;
 Main: Place Building&lt;br /&gt;
 Main: Civilizations&lt;br /&gt;
 Main: Designations&lt;br /&gt;
 Main: Artifacts&lt;br /&gt;
 Main: Nobles&lt;br /&gt;
 Main: Standing Orders&lt;br /&gt;
 Main: Military&lt;br /&gt;
 Main: Rooms&lt;br /&gt;
 Building List: Zoom T&lt;br /&gt;
 Building List: Zoom Q&lt;br /&gt;
 Main: Control Squads&lt;br /&gt;
 Main: Stockpiles&lt;br /&gt;
 Main: Activity Zone&lt;br /&gt;
 Main: View Units&lt;br /&gt;
 Main: Job List&lt;br /&gt;
 Main: Unit List&lt;br /&gt;
 Main: Look&lt;br /&gt;
 Main: Note&lt;br /&gt;
 Main: Note, Place&lt;br /&gt;
 Main: Note, Delete&lt;br /&gt;
 Main: Note, Enter Text&lt;br /&gt;
 Main: Note, Adopt Symbol&lt;br /&gt;
 Main: Note, Change Selection&lt;br /&gt;
 Main: Building Jobs&lt;br /&gt;
 Main: Overall Status&lt;br /&gt;
 Main: Building Items&lt;br /&gt;
 Main: Visualize&lt;br /&gt;
 Building Items: Forbid&lt;br /&gt;
 Building Items: Dump&lt;br /&gt;
 Building Items: Melt&lt;br /&gt;
 Building Items: Hide&lt;br /&gt;
 Dwf Look: Forbid&lt;br /&gt;
 Dwf Look: Dump&lt;br /&gt;
 Dwf Look: Melt&lt;br /&gt;
 Dwf Look: Hide&lt;br /&gt;
 Adventure: Creation, Name Entry&lt;br /&gt;
 Adventure: Creation, Customize Name&lt;br /&gt;
 Adventure: Creation, Random Name&lt;br /&gt;
 Adventure: Creation, Change Gender&lt;br /&gt;
 Adventure: Travel, Visit Site&lt;br /&gt;
 Adventure: Travel, Clouds&lt;br /&gt;
 Adventure: Log&lt;br /&gt;
 Adventure: Travel, Log&lt;br /&gt;
 Adventure: Log, Tasks&lt;br /&gt;
 Adventure: Log, Entities&lt;br /&gt;
 Adventure: Log, Sites&lt;br /&gt;
 Adventure: Log, Regions&lt;br /&gt;
 Adventure: Log, Zoom to Current Location&lt;br /&gt;
 Adventure: Log, Zoom to Selected&lt;br /&gt;
 Adventure: Log, Toggle Line&lt;br /&gt;
 Adventure: Log, Toggle Map/Info&lt;br /&gt;
 Orders: Forbid&lt;br /&gt;
 Orders: Forbid Projectiles&lt;br /&gt;
 Orders: Forbid Your Corpse&lt;br /&gt;
 Orders: Forbid Your Items&lt;br /&gt;
 Orders: Forbid Other Corpse&lt;br /&gt;
 Orders: Forbid Other Items&lt;br /&gt;
 Orders: Gather Refuse&lt;br /&gt;
 Orders: Gather Outside&lt;br /&gt;
 Orders: Dump Corpse&lt;br /&gt;
 Orders: Dump Skull&lt;br /&gt;
 Orders: Dump Skin&lt;br /&gt;
 Orders: Dump Bone&lt;br /&gt;
 Orders: Dump Shell&lt;br /&gt;
 Orders: Dump Other&lt;br /&gt;
 Orders: Gather Furniture&lt;br /&gt;
 Orders: Gather Animals&lt;br /&gt;
 Orders: Gather Food&lt;br /&gt;
 Orders: Gather Bodies&lt;br /&gt;
 Orders: Refuse&lt;br /&gt;
 Orders: Gather Stone&lt;br /&gt;
 Orders: Gather Wood&lt;br /&gt;
 Orders: All Harvest&lt;br /&gt;
 Orders: Stay Indoors&lt;br /&gt;
 Orders: Piles Same&lt;br /&gt;
 Orders: Mix Foods&lt;br /&gt;
 Orders: Exceptions&lt;br /&gt;
 Orders: Loom&lt;br /&gt;
 Orders: Dyed Cloth&lt;br /&gt;
 Orders: Workshop&lt;br /&gt;
 Orders: Collect Web&lt;br /&gt;
 Orders: Slaughter&lt;br /&gt;
 Orders: Butcher&lt;br /&gt;
 Orders: Tan&lt;br /&gt;
 Orders: Zone&lt;br /&gt;
 Orders: Zone, Drinking&lt;br /&gt;
 Orders: Zone, Fishing&lt;br /&gt;
 Destroy Building&lt;br /&gt;
 Suspend Building&lt;br /&gt;
 Menu Confirm&lt;br /&gt;
 Save Bindings&lt;br /&gt;
 Change Bindings&lt;br /&gt;
 Hotkey: Alchemist, Soap&lt;br /&gt;
 Hotkey: Still, Brew&lt;br /&gt;
 Hotkey: Still, Extract&lt;br /&gt;
 Hotkey: Loom, Collect Silk&lt;br /&gt;
 Hotkey: Loom, Weave Cloth&lt;br /&gt;
 Hotkey: Loom, Weave Silk&lt;br /&gt;
 Hotkey: Loom, Metal&lt;br /&gt;
 Hotkey: Kitchen, Meal 1&lt;br /&gt;
 Hotkey: Kitchen, Meal 2&lt;br /&gt;
 Hotkey: Kitchen, Meal 3&lt;br /&gt;
 Hotkey: Kitchen, Render Fat&lt;br /&gt;
 Hotkey: Farmer, Process&lt;br /&gt;
 Hotkey: Farmer, Vial&lt;br /&gt;
 Hotkey: Farmer, Bag&lt;br /&gt;
 Hotkey: Farmer, Barrel&lt;br /&gt;
 Hotkey: Farmer, Cheese&lt;br /&gt;
 Hotkey: Farmer, Milk&lt;br /&gt;
 Hotkey: Mill, Mill&lt;br /&gt;
 Hotkey: Kennel, Hunt&lt;br /&gt;
 Hotkey: Kennel, Catch&lt;br /&gt;
 Hotkey: Kennel, Tame Small&lt;br /&gt;
 Hotkey: Kennel, Tame Large&lt;br /&gt;
 Hotkey: Kennel, War&lt;br /&gt;
 Hotkey: Fishery, Process&lt;br /&gt;
 Hotkey: Fishery, Extract&lt;br /&gt;
 Hotkey: Fishery, Catch&lt;br /&gt;
 Hotkey: Butcher, Butcher&lt;br /&gt;
 Hotkey: Butcher, Extract&lt;br /&gt;
 Hotkey: Butcher, Catch&lt;br /&gt;
 Hotkey: Tanner, Tan&lt;br /&gt;
 Hotkey: Dyer, Thread&lt;br /&gt;
 Hotkey: Dyer, Cloth&lt;br /&gt;
 Hotkey: Jeweler, Furniture&lt;br /&gt;
 Hotkey: Jeweler, Finished&lt;br /&gt;
 Hotkey: Jeweler, Ammo&lt;br /&gt;
 Hotkey: Jeweler, Cut&lt;br /&gt;
 Hotkey: Jeweler, Encrust&lt;br /&gt;
 Hotkey: Mechanic, Mechanisms&lt;br /&gt;
 Hotkey: Mason, Armorstand&lt;br /&gt;
 Hotkey: Mason, Blocks&lt;br /&gt;
 Hotkey: Mason, Chair&lt;br /&gt;
 Hotkey: Mason, Coffin&lt;br /&gt;
 Hotkey: Mason, Door&lt;br /&gt;
 Hotkey: Mason, Floodgate&lt;br /&gt;
 Hotkey: Mason, Hatch Cover&lt;br /&gt;
 Hotkey: Mason, Grate&lt;br /&gt;
 Hotkey: Mason, Cabinet&lt;br /&gt;
 Hotkey: Mason, Box&lt;br /&gt;
 Hotkey: Mason, Statue&lt;br /&gt;
 Hotkey: Mason, Quern&lt;br /&gt;
 Hotkey: Mason, Millstone&lt;br /&gt;
 Hotkey: Mason, Table&lt;br /&gt;
 Hotkey: Mason, Weaponrack&lt;br /&gt;
 Hotkey: Trap, Bridge&lt;br /&gt;
 Hotkey: Trap, Gear Assembly&lt;br /&gt;
 Hotkey: Trap, Door&lt;br /&gt;
 Hotkey: Trap, Floodgate&lt;br /&gt;
 Hotkey: Trap, Spike&lt;br /&gt;
 Hotkey: Trap, Hatch&lt;br /&gt;
 Hotkey: Trap, Wall Grate&lt;br /&gt;
 Hotkey: Trap, Floor Grate&lt;br /&gt;
 Hotkey: Trap, Vertical Bars&lt;br /&gt;
 Hotkey: Trap, Floor Bars&lt;br /&gt;
 Hotkey: Trap, Support&lt;br /&gt;
 Hotkey: Trap, Chain&lt;br /&gt;
 Hotkey: Trap, Cage&lt;br /&gt;
 Hotkey: Trap, Lever&lt;br /&gt;
 Buildjob: Add&lt;br /&gt;
 Buildjob: Cancel&lt;br /&gt;
 Buildjob: Promote&lt;br /&gt;
 Buildjob: Repeat&lt;br /&gt;
 Buildjob: Suspend&lt;br /&gt;
 Buildjob: Workshop Profile&lt;br /&gt;
 Buildjob: Well, Free&lt;br /&gt;
 Buildjob: Well, Size&lt;br /&gt;
 Buildjob: Target, Free&lt;br /&gt;
 Buildjob: Target, Size&lt;br /&gt;
 Buildjob: Target, Down&lt;br /&gt;
 Buildjob: Target, Up&lt;br /&gt;
 Buildjob: Target, Right&lt;br /&gt;
 Buildjob: Target, Left&lt;br /&gt;
 Buildjob: Statue, Assign&lt;br /&gt;
 Buildjob: Statue, Free&lt;br /&gt;
 Buildjob: Statue, Size&lt;br /&gt;
 Buildjob: Cage, Justice&lt;br /&gt;
 Buildjob: Cage, Free&lt;br /&gt;
 Buildjob: Cage, Size&lt;br /&gt;
 Buildjob: Cage, Assign Occ&lt;br /&gt;
 Buildjob: Cage, Water&lt;br /&gt;
 Buildjob: Cage, Assign Owner&lt;br /&gt;
 Buildjob: Chain, Assign Occ&lt;br /&gt;
 Buildjob: Chain, Justice&lt;br /&gt;
 Buildjob: Chain, Assign Owner&lt;br /&gt;
 Buildjob: Chain, Free&lt;br /&gt;
 Buildjob: Chain, Size&lt;br /&gt;
 Buildjob: Siege, Fire&lt;br /&gt;
 Buildjob: Siege, Orient&lt;br /&gt;
 Buildjob: Door, Internal&lt;br /&gt;
 Buildjob: Door, Forbid&lt;br /&gt;
 Buildjob: Door, Pet-passable&lt;br /&gt;
 Buildjob: Coffin, Assign&lt;br /&gt;
 Buildjob: Coffin, Free&lt;br /&gt;
 Buildjob: Coffin, Size&lt;br /&gt;
 Buildjob: Coffin, Gen. Burial&lt;br /&gt;
 Buildjob: Coffing, Allow Citizens&lt;br /&gt;
 Buildjob: Coffing, Allow Pets&lt;br /&gt;
 Buildjob: Chair, Assign&lt;br /&gt;
 Buildjob: Chair, Free&lt;br /&gt;
 Buildjob: Chair, Size&lt;br /&gt;
 Buildjob: Table, Assign&lt;br /&gt;
 Buildjob: Table, Hall&lt;br /&gt;
 Buildjob: Table, Free&lt;br /&gt;
 Buildjob: Table, Size&lt;br /&gt;
 Buildjob: Bed, Assign&lt;br /&gt;
 Buildjob: Bed, Free&lt;br /&gt;
 Buildjob: Bed, Barracks&lt;br /&gt;
 Buildjob: Bed, Rent&lt;br /&gt;
 Buildjob: Bed, Size&lt;br /&gt;
 Buildjob: Depot, Bring&lt;br /&gt;
 Buildjob: Depot, Trade&lt;br /&gt;
 Buildjob: Depot, Request Trader&lt;br /&gt;
 Buildjob: Depot, Broker Only&lt;br /&gt;
 Buildjob: Animal Trap, No Bait&lt;br /&gt;
 Buildjob: Animal Trap, Meat Bait&lt;br /&gt;
 Buildjob: Animal Trap, Fish Bait&lt;br /&gt;
 Buildjob: Animal Trap, Gem Bait&lt;br /&gt;
 Buildjob: Farm, Fallow&lt;br /&gt;
 Buildjob: Farm, Fertilize&lt;br /&gt;
 Buildjob: Farm, Seas Fert&lt;br /&gt;
 Buildjob: Farm, Spring&lt;br /&gt;
 Buildjob: Farm, Summer&lt;br /&gt;
 Buildjob: Farm, Autumn&lt;br /&gt;
 Buildjob: Farm, Winter&lt;br /&gt;
 Buildjob: Stockpile, Master&lt;br /&gt;
 Buildjob: Stockpile, Delete Child&lt;br /&gt;
 Buildjob: Stockpile, Settings&lt;br /&gt;
 Buildjob: Stockpile, Barrel Up&lt;br /&gt;
 Buildjob: Stockpile, Barrel Down&lt;br /&gt;
 Buildjob: Stockpile, Barrel Zero&lt;br /&gt;
 Buildjob: Stockpile, Barrel Max&lt;br /&gt;
 Buildjob: Stockpile, Bin Up&lt;br /&gt;
 Buildjob: Stockpile, Bin Down&lt;br /&gt;
 Buildjob: Stockpile, Bin Zero&lt;br /&gt;
 Buildjob: Stockpile, Bin Max&lt;br /&gt;
 Buildjob: Rack, Mat, Bone&lt;br /&gt;
 Buildjob: Rack, Mat, Bronze&lt;br /&gt;
 Buildjob: Rack, Mat, Copper&lt;br /&gt;
 Buildjob: Rack, Mat, Iron&lt;br /&gt;
 Buildjob: Rack, Mat, Steel&lt;br /&gt;
 Buildjob: Rack, Mat, Wood&lt;br /&gt;
 Buildjob: Rack, Mat, Special Metal&lt;br /&gt;
 Buildjob: Stand, Mat, Bone&lt;br /&gt;
 Buildjob: Stand, Mat, Leather&lt;br /&gt;
 Buildjob: Stand, Mat, Copper&lt;br /&gt;
 Buildjob: Stand, Mat, Bronze&lt;br /&gt;
 Buildjob: Stand, Mat, Steel&lt;br /&gt;
 Buildjob: Stand, Mat, Iron&lt;br /&gt;
 Buildjob: Stand, Mat, Wood&lt;br /&gt;
 Buildjob: Stand, Mat, Special Metal&lt;br /&gt;
 Buildjob: Rackstand, Assign&lt;br /&gt;
 Buildjob: Rackstand, Free&lt;br /&gt;
 Buildjob: Rackstand, Size&lt;br /&gt;
 Buildjob: Rackstand, Item&lt;br /&gt;
 Buildjob: Rackstand, Mat&lt;br /&gt;
 Buildjob: Rackstand, All Items&lt;br /&gt;
 Buildjob: Rackstand, No Items&lt;br /&gt;
 Buildjob: Rackstand, All Mats&lt;br /&gt;
 Buildjob: Rackstand, No Mats&lt;br /&gt;
 Stockpile Settings: Enable&lt;br /&gt;
 Stockpile Settings: Disable&lt;br /&gt;
 Stockpile Settings: Permit All&lt;br /&gt;
 Stockpile Settings: Forbid All&lt;br /&gt;
 Stockpile Settings: Permit Sub&lt;br /&gt;
 Stockpile Settings: Forbit Sub&lt;br /&gt;
 Stockpile Settings: Specific 1&lt;br /&gt;
 Stockpile Settings: Specific 2&lt;br /&gt;
 Squad: Lock&lt;br /&gt;
 Squad: Station&lt;br /&gt;
 Squad: Clear Patrol&lt;br /&gt;
 Squad: Patrol&lt;br /&gt;
 Squad: Zoom&lt;br /&gt;
 Movie: Record&lt;br /&gt;
 Movie: Play&lt;br /&gt;
 Movie: Save&lt;br /&gt;
 Movie: Load&lt;br /&gt;
 Assign Trade: View&lt;br /&gt;
 Assign Trade: String&lt;br /&gt;
 Assign Trade: Exclude Prohibited&lt;br /&gt;
 Assign Trade: Pending&lt;br /&gt;
 Assign Trade: Sort&lt;br /&gt;
 Noble List: Replace&lt;br /&gt;
 Noble List: Settings&lt;br /&gt;
 Noble List: View Candidate&lt;br /&gt;
 Adventure: Barter, View&lt;br /&gt;
 Adventure: Barter, Currency 1&lt;br /&gt;
 Adventure: Barter, Currency 2&lt;br /&gt;
 Adventure: Barter, Currency 3&lt;br /&gt;
 Adventure: Barter, Currency 4&lt;br /&gt;
 Adventure: Barter, Currency 5&lt;br /&gt;
 Adventure: Barter, Currency 6&lt;br /&gt;
 Adventure: Barter, Currency 7&lt;br /&gt;
 Adventure: Barter, Currency 8&lt;br /&gt;
 Adventure: Barter, Currency 9&lt;br /&gt;
 Adventure: Barter, Trade&lt;br /&gt;
 Trade, View&lt;br /&gt;
 Trade, Trade&lt;br /&gt;
 Trade, Offer&lt;br /&gt;
 Trade, Seize&lt;br /&gt;
 Stores, View&lt;br /&gt;
 Stores, Forbid&lt;br /&gt;
 Stores, Melt&lt;br /&gt;
 Stores, Dump&lt;br /&gt;
 Stores, Zoom&lt;br /&gt;
 Stores, Hide&lt;br /&gt;
 Military, Activate&lt;br /&gt;
 Military, View&lt;br /&gt;
 Military, Weapon&lt;br /&gt;
 Military, Zoom&lt;br /&gt;
 Squad Info, Food&lt;br /&gt;
 Squad Info, Sleep&lt;br /&gt;
 Squad Info, Water&lt;br /&gt;
 Squad Info, Stay Close&lt;br /&gt;
 Squad Info, Attack Wilderness&lt;br /&gt;
 Squad Info, Stand Down&lt;br /&gt;
 Squad Info, Zoom&lt;br /&gt;
 Unitjob, Remove Unit&lt;br /&gt;
 Unitjob, Zoom Unit&lt;br /&gt;
 Unitjob, Zoom Building&lt;br /&gt;
 Unitjob, View&lt;br /&gt;
 Unitjob, Manager&lt;br /&gt;
 Manager, New Order&lt;br /&gt;
 Manager, Remove&lt;br /&gt;
 Manager, Promote&lt;br /&gt;
 Manager, Max&lt;br /&gt;
 Manager, Wages&lt;br /&gt;
 Animals, Slaughter&lt;br /&gt;
 Kitchen, Cook&lt;br /&gt;
 Kitchen, Brew&lt;br /&gt;
 Setup, New&lt;br /&gt;
 Setup, View&lt;br /&gt;
 Setup, Customize Unit&lt;br /&gt;
 Setup, Save Profile&lt;br /&gt;
 Setup, Save Profile, Abort&lt;br /&gt;
 Setup, Save Profile, Go&lt;br /&gt;
 Setup, View Profile Problems&lt;br /&gt;
 Main: Activity Zone, Remove&lt;br /&gt;
 Main: Activity Zone, Water Source&lt;br /&gt;
 Main: Activity Zone, Garbage Dump&lt;br /&gt;
 Main: Activity Zone, Pond&lt;br /&gt;
 Main: Activity Zone, Sand Collect&lt;br /&gt;
 Main: Activity Zone, Active&lt;br /&gt;
 Main: Activity Zone, Fish&lt;br /&gt;
 Main: Activity Zone, Meeting&lt;br /&gt;
 Main: Activity Zone, Pond Options&lt;br /&gt;
 Main: Activity Zone: Pond, Water&lt;br /&gt;
 Stockpile, Animal&lt;br /&gt;
 Stockpile, Food&lt;br /&gt;
 Stockpile, Weapon&lt;br /&gt;
 Stockpile, Armor&lt;br /&gt;
 Stockpile, Custom&lt;br /&gt;
 Stockpile, Custom Settings&lt;br /&gt;
 Stockpile, Furniture&lt;br /&gt;
 Stockpile, Graveyard&lt;br /&gt;
 Stockpile, Refuse&lt;br /&gt;
 Stockpile, Wood&lt;br /&gt;
 Stockpile, Stone&lt;br /&gt;
 Stockpile, Gem&lt;br /&gt;
 Stockpile, Bar/Block&lt;br /&gt;
 Stockpile, Cloth&lt;br /&gt;
 Stockpile, Leather&lt;br /&gt;
 Stockpile, Ammo&lt;br /&gt;
 Stockpile, Coins&lt;br /&gt;
 Stockpile, Finished&lt;br /&gt;
 Stockpile, None&lt;br /&gt;
 Designate, Building/Item&lt;br /&gt;
 Designate, Reclaim&lt;br /&gt;
 Designate, Forbid&lt;br /&gt;
 Designate, Melt&lt;br /&gt;
 Designate, No Melt&lt;br /&gt;
 Designate, Dump&lt;br /&gt;
 Designate, No Dump&lt;br /&gt;
 Designate, Hide&lt;br /&gt;
 Designate, No Hide&lt;br /&gt;
 Designate, Traffic&lt;br /&gt;
 Designate, High Traffic&lt;br /&gt;
 Designate, Normal Traffic&lt;br /&gt;
 Designate, Low Traffic&lt;br /&gt;
 Designate, Restricted Traffic&lt;br /&gt;
 Designate, Increase Weight&lt;br /&gt;
 Designate, Decrease Weight&lt;br /&gt;
 Designate, Increase Weight More&lt;br /&gt;
 Designate, Decrease Weight More&lt;br /&gt;
 Designate, Dig&lt;br /&gt;
 Designate, Dig Remove Stairs Ramps&lt;br /&gt;
 Designate, U Stair&lt;br /&gt;
 Designate, D Stair&lt;br /&gt;
 Designate, UD Stair&lt;br /&gt;
 Designate, Ramp&lt;br /&gt;
 Designate, Channel&lt;br /&gt;
 Designate, Chop&lt;br /&gt;
 Designate, Plants&lt;br /&gt;
 Designate, Smooth&lt;br /&gt;
 Designate, Engrave&lt;br /&gt;
 Designate, Fortify&lt;br /&gt;
 Designate, Toggle Engraving&lt;br /&gt;
 Designate, Undo&lt;br /&gt;
 Designate, Remove Construction&lt;br /&gt;
 Building, Change Height +&lt;br /&gt;
 Building, Change Height -&lt;br /&gt;
 Building, Change Width +&lt;br /&gt;
 Building, Change Width -&lt;br /&gt;
 Building, Orient Up&lt;br /&gt;
 Building, Orient Left&lt;br /&gt;
 Building, Orient Right&lt;br /&gt;
 Building, Orient Down&lt;br /&gt;
 Building, Orient None&lt;br /&gt;
 Building, View Item&lt;br /&gt;
 Building, Done Selecting&lt;br /&gt;
 Building, Expand/Contract&lt;br /&gt;
 Building, Trigger, Enable Water&lt;br /&gt;
 Building, Trigger, Min Water Up&lt;br /&gt;
 Building, Trigger, Min Water Down&lt;br /&gt;
 Building, Trigger, Max Water Up&lt;br /&gt;
 Building, Trigger, Max Water Down&lt;br /&gt;
 Building, Trigger, Enabler Magma&lt;br /&gt;
 Building, Trigger, Min Magma Up&lt;br /&gt;
 Building, Trigger, Min Magma Down&lt;br /&gt;
 Building, Trigger, Max Magma Up&lt;br /&gt;
 Building, Trigger, Max Magma Down&lt;br /&gt;
 Building, Trigger, Enable Creature&lt;br /&gt;
 Building, Trigger, Enable Locals&lt;br /&gt;
 Building, Trigger, Resets&lt;br /&gt;
 Building, Trigger, Min Size Up&lt;br /&gt;
 Building, Trigger, Min Size Down&lt;br /&gt;
 Building, Trigger, Max Size Up&lt;br /&gt;
 Building, Trigger, Max Size Down&lt;br /&gt;
 Unitview, General&lt;br /&gt;
 Unitview, Inventory&lt;br /&gt;
 Unitview, Prefs&lt;br /&gt;
 Unitview, Wounds&lt;br /&gt;
 Unitview, Next Unit&lt;br /&gt;
 Unitview, Slaughter&lt;br /&gt;
 Unitview, Prefs, Labor&lt;br /&gt;
 Unitview, Prefs, Pets&lt;br /&gt;
 Unitview, Prefs, Soldier&lt;br /&gt;
 Unitview, Prefs, Fortress Guard&lt;br /&gt;
 Unitview, Prefs, Royal Guard&lt;br /&gt;
 Unitview, Prefs, Toggle Activation&lt;br /&gt;
 Unitview, Prefs, Pets, Hunting&lt;br /&gt;
 Unitview, Prefs, Pets, War&lt;br /&gt;
 Unitview, Prefs, Soldier, Unarmed&lt;br /&gt;
 Unitview, Prefs, Soldier, Axe&lt;br /&gt;
 Unitview, Prefs, Soldier, Crossbow&lt;br /&gt;
 Unitview, Prefs, Soldier, Hammer&lt;br /&gt;
 Unitview, Prefs, Soldier, Mace&lt;br /&gt;
 Unitview, Prefs, Soldier, Spear&lt;br /&gt;
 Unitview, Prefs, Soldier, Sword&lt;br /&gt;
 Unitview, Prefs, Soldier, Weapon Num&lt;br /&gt;
 Unitview, Prefs, Soldier, Armor&lt;br /&gt;
 Unitview, Prefs, Soldier, Shield&lt;br /&gt;
 Unitview, Prefs, Profile&lt;br /&gt;
 String: Backspace&lt;br /&gt;
 String: Character 001&lt;br /&gt;
 String: Character 002&lt;br /&gt;
 String: Character 003&lt;br /&gt;
 String: Character 004&lt;br /&gt;
 String: Character 005&lt;br /&gt;
 String: Character 006&lt;br /&gt;
 String: Character 007&lt;br /&gt;
 String: Character 008&lt;br /&gt;
 String: Character 009&lt;br /&gt;
 String: Character 010&lt;br /&gt;
 String: Character 011&lt;br /&gt;
 String: Character 012&lt;br /&gt;
 String: Character 013&lt;br /&gt;
 String: Character 014&lt;br /&gt;
 String: Character 015&lt;br /&gt;
 String: Character 016&lt;br /&gt;
 String: Character 017&lt;br /&gt;
 String: Character 018&lt;br /&gt;
 String: Character 019&lt;br /&gt;
 String: Character 020&lt;br /&gt;
 String: Character 021&lt;br /&gt;
 String: Character 022&lt;br /&gt;
 String: Character 023&lt;br /&gt;
 String: Character 024&lt;br /&gt;
 String: Character 025&lt;br /&gt;
 String: Character 026&lt;br /&gt;
 String: Character 027&lt;br /&gt;
 String: Character 028&lt;br /&gt;
 String: Character 029&lt;br /&gt;
 String: Character 030&lt;br /&gt;
 String: Character 031&lt;br /&gt;
 String: Character 032&lt;br /&gt;
 String: Character 033&lt;br /&gt;
 String: Character 034&lt;br /&gt;
 String: Character 035&lt;br /&gt;
 String: Character 036&lt;br /&gt;
 String: Character 037&lt;br /&gt;
 String: Character 038&lt;br /&gt;
 String: Character 039&lt;br /&gt;
 String: Character 040&lt;br /&gt;
 String: Character 041&lt;br /&gt;
 String: Character 042&lt;br /&gt;
 String: Character 043&lt;br /&gt;
 String: Character 044&lt;br /&gt;
 String: Character 045&lt;br /&gt;
 String: Character 046&lt;br /&gt;
 String: Character 047&lt;br /&gt;
 String: Character 048&lt;br /&gt;
 String: Character 049&lt;br /&gt;
 String: Character 050&lt;br /&gt;
 String: Character 051&lt;br /&gt;
 String: Character 052&lt;br /&gt;
 String: Character 053&lt;br /&gt;
 String: Character 054&lt;br /&gt;
 String: Character 055&lt;br /&gt;
 String: Character 056&lt;br /&gt;
 String: Character 057&lt;br /&gt;
 String: Character 058&lt;br /&gt;
 String: Character 059&lt;br /&gt;
 String: Character 060&lt;br /&gt;
 String: Character 061&lt;br /&gt;
 String: Character 062&lt;br /&gt;
 String: Character 063&lt;br /&gt;
 String: Character 064&lt;br /&gt;
 String: Character 065&lt;br /&gt;
 String: Character 066&lt;br /&gt;
 String: Character 067&lt;br /&gt;
 String: Character 068&lt;br /&gt;
 String: Character 069&lt;br /&gt;
 String: Character 070&lt;br /&gt;
 String: Character 071&lt;br /&gt;
 String: Character 072&lt;br /&gt;
 String: Character 073&lt;br /&gt;
 String: Character 074&lt;br /&gt;
 String: Character 075&lt;br /&gt;
 String: Character 076&lt;br /&gt;
 String: Character 077&lt;br /&gt;
 String: Character 078&lt;br /&gt;
 String: Character 079&lt;br /&gt;
 String: Character 080&lt;br /&gt;
 String: Character 081&lt;br /&gt;
 String: Character 082&lt;br /&gt;
 String: Character 083&lt;br /&gt;
 String: Character 084&lt;br /&gt;
 String: Character 085&lt;br /&gt;
 String: Character 086&lt;br /&gt;
 String: Character 087&lt;br /&gt;
 String: Character 088&lt;br /&gt;
 String: Character 089&lt;br /&gt;
 String: Character 090&lt;br /&gt;
 String: Character 091&lt;br /&gt;
 String: Character 092&lt;br /&gt;
 String: Character 093&lt;br /&gt;
 String: Character 094&lt;br /&gt;
 String: Character 095&lt;br /&gt;
 String: Character 096&lt;br /&gt;
 String: Character 097&lt;br /&gt;
 String: Character 098&lt;br /&gt;
 String: Character 099&lt;br /&gt;
 String: Character 100&lt;br /&gt;
 String: Character 101&lt;br /&gt;
 String: Character 102&lt;br /&gt;
 String: Character 103&lt;br /&gt;
 String: Character 104&lt;br /&gt;
 String: Character 105&lt;br /&gt;
 String: Character 106&lt;br /&gt;
 String: Character 107&lt;br /&gt;
 String: Character 108&lt;br /&gt;
 String: Character 109&lt;br /&gt;
 String: Character 110&lt;br /&gt;
 String: Character 111&lt;br /&gt;
 String: Character 112&lt;br /&gt;
 String: Character 113&lt;br /&gt;
 String: Character 114&lt;br /&gt;
 String: Character 115&lt;br /&gt;
 String: Character 116&lt;br /&gt;
 String: Character 117&lt;br /&gt;
 String: Character 118&lt;br /&gt;
 String: Character 119&lt;br /&gt;
 String: Character 120&lt;br /&gt;
 String: Character 121&lt;br /&gt;
 String: Character 122&lt;br /&gt;
 String: Character 123&lt;br /&gt;
 String: Character 124&lt;br /&gt;
 String: Character 125&lt;br /&gt;
 String: Character 126&lt;br /&gt;
 String: Character 127&lt;br /&gt;
 String: Character 128&lt;br /&gt;
 String: Character 129&lt;br /&gt;
 String: Character 130&lt;br /&gt;
 String: Character 131&lt;br /&gt;
 String: Character 132&lt;br /&gt;
 String: Character 133&lt;br /&gt;
 String: Character 134&lt;br /&gt;
 String: Character 135&lt;br /&gt;
 String: Character 136&lt;br /&gt;
 String: Character 137&lt;br /&gt;
 String: Character 138&lt;br /&gt;
 String: Character 139&lt;br /&gt;
 String: Character 140&lt;br /&gt;
 String: Character 141&lt;br /&gt;
 String: Character 142&lt;br /&gt;
 String: Character 143&lt;br /&gt;
 String: Character 144&lt;br /&gt;
 String: Character 145&lt;br /&gt;
 String: Character 146&lt;br /&gt;
 String: Character 147&lt;br /&gt;
 String: Character 148&lt;br /&gt;
 String: Character 149&lt;br /&gt;
 String: Character 150&lt;br /&gt;
 String: Character 151&lt;br /&gt;
 String: Character 152&lt;br /&gt;
 String: Character 153&lt;br /&gt;
 String: Character 154&lt;br /&gt;
 String: Character 155&lt;br /&gt;
 String: Character 156&lt;br /&gt;
 String: Character 157&lt;br /&gt;
 String: Character 158&lt;br /&gt;
 String: Character 159&lt;br /&gt;
 String: Character 160&lt;br /&gt;
 String: Character 161&lt;br /&gt;
 String: Character 162&lt;br /&gt;
 String: Character 163&lt;br /&gt;
 String: Character 164&lt;br /&gt;
 String: Character 165&lt;br /&gt;
 String: Character 166&lt;br /&gt;
 String: Character 167&lt;br /&gt;
 String: Character 168&lt;br /&gt;
 String: Character 169&lt;br /&gt;
 String: Character 170&lt;br /&gt;
 String: Character 171&lt;br /&gt;
 String: Character 172&lt;br /&gt;
 String: Character 173&lt;br /&gt;
 String: Character 174&lt;br /&gt;
 String: Character 175&lt;br /&gt;
 String: Character 176&lt;br /&gt;
 String: Character 177&lt;br /&gt;
 String: Character 178&lt;br /&gt;
 String: Character 179&lt;br /&gt;
 String: Character 180&lt;br /&gt;
 String: Character 181&lt;br /&gt;
 String: Character 182&lt;br /&gt;
 String: Character 183&lt;br /&gt;
 String: Character 184&lt;br /&gt;
 String: Character 185&lt;br /&gt;
 String: Character 186&lt;br /&gt;
 String: Character 187&lt;br /&gt;
 String: Character 188&lt;br /&gt;
 String: Character 189&lt;br /&gt;
 String: Character 190&lt;br /&gt;
 String: Character 191&lt;br /&gt;
 String: Character 192&lt;br /&gt;
 String: Character 193&lt;br /&gt;
 String: Character 194&lt;br /&gt;
 String: Character 195&lt;br /&gt;
 String: Character 196&lt;br /&gt;
 String: Character 197&lt;br /&gt;
 String: Character 198&lt;br /&gt;
 String: Character 199&lt;br /&gt;
 String: Character 200&lt;br /&gt;
 String: Character 201&lt;br /&gt;
 String: Character 202&lt;br /&gt;
 String: Character 203&lt;br /&gt;
 String: Character 204&lt;br /&gt;
 String: Character 205&lt;br /&gt;
 String: Character 206&lt;br /&gt;
 String: Character 207&lt;br /&gt;
 String: Character 208&lt;br /&gt;
 String: Character 209&lt;br /&gt;
 String: Character 210&lt;br /&gt;
 String: Character 211&lt;br /&gt;
 String: Character 212&lt;br /&gt;
 String: Character 213&lt;br /&gt;
 String: Character 214&lt;br /&gt;
 String: Character 215&lt;br /&gt;
 String: Character 216&lt;br /&gt;
 String: Character 217&lt;br /&gt;
 String: Character 218&lt;br /&gt;
 String: Character 219&lt;br /&gt;
 String: Character 220&lt;br /&gt;
 String: Character 221&lt;br /&gt;
 String: Character 222&lt;br /&gt;
 String: Character 223&lt;br /&gt;
 String: Character 224&lt;br /&gt;
 String: Character 225&lt;br /&gt;
 String: Character 226&lt;br /&gt;
 String: Character 227&lt;br /&gt;
 String: Character 228&lt;br /&gt;
 String: Character 229&lt;br /&gt;
 String: Character 230&lt;br /&gt;
 String: Character 231&lt;br /&gt;
 String: Character 232&lt;br /&gt;
 String: Character 233&lt;br /&gt;
 String: Character 234&lt;br /&gt;
 String: Character 235&lt;br /&gt;
 String: Character 236&lt;br /&gt;
 String: Character 237&lt;br /&gt;
 String: Character 238&lt;br /&gt;
 String: Character 239&lt;br /&gt;
 String: Character 240&lt;br /&gt;
 String: Character 241&lt;br /&gt;
 String: Character 242&lt;br /&gt;
 String: Character 243&lt;br /&gt;
 String: Character 244&lt;br /&gt;
 String: Character 245&lt;br /&gt;
 String: Character 246&lt;br /&gt;
 String: Character 247&lt;br /&gt;
 String: Character 248&lt;br /&gt;
 String: Character 249&lt;br /&gt;
 String: Character 250&lt;br /&gt;
 String: Character 251&lt;br /&gt;
 String: Character 252&lt;br /&gt;
 String: Character 253&lt;br /&gt;
 String: Character 254&lt;br /&gt;
 String: Character 255&lt;br /&gt;
 SELECT&lt;br /&gt;
 DESELECT&lt;br /&gt;
 SELECT_ALL&lt;br /&gt;
 DESELECT_ALL&lt;br /&gt;
 LEAVESCREEN&lt;br /&gt;
 LEAVESCREEN_TEXT&lt;br /&gt;
 LEAVESCREEN_ALL&lt;br /&gt;
 CLOSE_MEGA_ANNOUNCEMENT&lt;br /&gt;
 TOGGLE_FULLSCREEN&lt;br /&gt;
 WORLD_PARAM_ADD&lt;br /&gt;
 WORLD_PARAM_COPY&lt;br /&gt;
 WORLD_PARAM_DELETE&lt;br /&gt;
 WORLD_PARAM_TITLE&lt;br /&gt;
 WORLD_PARAM_NAME_RANDOM&lt;br /&gt;
 WORLD_PARAM_NAME_ENTER&lt;br /&gt;
 WORLD_PARAM_SEED_RANDOM&lt;br /&gt;
 WORLD_PARAM_SEED_ENTER&lt;br /&gt;
 WORLD_PARAM_LOAD&lt;br /&gt;
 WORLD_PARAM_SAVE&lt;br /&gt;
 WORLD_PARAM_DIM_X_UP&lt;br /&gt;
 WORLD_PARAM_DIM_X_DOWN&lt;br /&gt;
 WORLD_PARAM_DIM_Y_UP&lt;br /&gt;
 WORLD_PARAM_DIM_Y_DOWN&lt;br /&gt;
 WORLD_PARAM_SET&lt;br /&gt;
 WORLD_PARAM_INCREASE&lt;br /&gt;
 WORLD_PARAM_DECREASE&lt;br /&gt;
 WORLD_PARAM_ENTER_VALUE&lt;br /&gt;
 WORLD_PARAM_NULLIFY&lt;br /&gt;
 WORLD_PARAM_PRESET&lt;br /&gt;
 WORLD_PARAM_REJECT_CONTINUE&lt;br /&gt;
 WORLD_PARAM_REJECT_ABORT&lt;br /&gt;
 WORLD_PARAM_REJECT_ALLOW_THIS&lt;br /&gt;
 WORLD_PARAM_REJECT_ALLOW_ALL&lt;br /&gt;
 WORLD_GEN_CONTINUE&lt;br /&gt;
 WORLD_GEN_USE&lt;br /&gt;
 WORLD_GEN_ABORT&lt;br /&gt;
 SETUP_EMBARK&lt;br /&gt;
 SETUP_NAME_FORT&lt;br /&gt;
 SETUP_NAME_GROUP&lt;br /&gt;
 SETUP_RECLAIM&lt;br /&gt;
 SETUP_FIND&lt;br /&gt;
 SETUP_NOTES&lt;br /&gt;
 SETUP_NOTES_TAKE_NOTES&lt;br /&gt;
 SETUP_NOTES_DELETE_NOTE&lt;br /&gt;
 SETUP_NOTES_CHANGE_SYMBOL_SELECTION&lt;br /&gt;
 SETUP_NOTES_ADOPT_SYMBOL&lt;br /&gt;
 SETUP_LOCAL_Y_UP&lt;br /&gt;
 SETUP_LOCAL_Y_DOWN&lt;br /&gt;
 SETUP_LOCAL_X_UP&lt;br /&gt;
 SETUP_LOCAL_X_DOWN&lt;br /&gt;
 SETUP_LOCAL_Y_MUP&lt;br /&gt;
 SETUP_LOCAL_Y_MDOWN&lt;br /&gt;
 SETUP_LOCAL_X_MUP&lt;br /&gt;
 SETUP_LOCAL_X_MDOWN&lt;br /&gt;
 SETUP_BIOME_1&lt;br /&gt;
 SETUP_BIOME_2&lt;br /&gt;
 SETUP_BIOME_3&lt;br /&gt;
 SETUP_BIOME_4&lt;br /&gt;
 SETUP_BIOME_5&lt;br /&gt;
 SETUP_BIOME_6&lt;br /&gt;
 SETUP_BIOME_7&lt;br /&gt;
 SETUP_BIOME_8&lt;br /&gt;
 SETUP_BIOME_9&lt;br /&gt;
 CHOOSE_NAME_RANDOM&lt;br /&gt;
 CHOOSE_NAME_CLEAR&lt;br /&gt;
 CHOOSE_NAME_TYPE&lt;br /&gt;
 ITEM_DESCRIPTION&lt;br /&gt;
 ITEM_FORBID&lt;br /&gt;
 ITEM_MELT&lt;br /&gt;
 ITEM_DUMP&lt;br /&gt;
 ITEM_HIDE&lt;br /&gt;
 HELP&lt;br /&gt;
 MOVIES&lt;br /&gt;
 OPTIONS&lt;br /&gt;
 OPTION_EXPORT&lt;br /&gt;
 CHANGETAB&lt;br /&gt;
 STANDARDSCROLL_LEFT&lt;br /&gt;
 STANDARDSCROLL_RIGHT&lt;br /&gt;
 STANDARDSCROLL_UP&lt;br /&gt;
 STANDARDSCROLL_DOWN&lt;br /&gt;
 STANDARDSCROLL_PAGEUP&lt;br /&gt;
 STANDARDSCROLL_PAGEDOWN&lt;br /&gt;
 SECONDSCROLL_UP&lt;br /&gt;
 SECONDSCROLL_DOWN&lt;br /&gt;
 SECONDSCROLL_PAGEUP&lt;br /&gt;
 SECONDSCROLL_PAGEDOWN&lt;br /&gt;
 CURSOR_UP&lt;br /&gt;
 CURSOR_DOWN&lt;br /&gt;
 CURSOR_LEFT&lt;br /&gt;
 CURSOR_RIGHT&lt;br /&gt;
 CURSOR_UPLEFT&lt;br /&gt;
 CURSOR_UPRIGHT&lt;br /&gt;
 CURSOR_DOWNLEFT&lt;br /&gt;
 CURSOR_DOWNRIGHT&lt;br /&gt;
 CURSOR_UP_FAST&lt;br /&gt;
 CURSOR_DOWN_FAST&lt;br /&gt;
 CURSOR_LEFT_FAST&lt;br /&gt;
 CURSOR_RIGHT_FAST&lt;br /&gt;
 CURSOR_UPLEFT_FAST&lt;br /&gt;
 CURSOR_UPRIGHT_FAST&lt;br /&gt;
 CURSOR_DOWNLEFT_FAST&lt;br /&gt;
 CURSOR_DOWNRIGHT_FAST&lt;br /&gt;
 CURSOR_UP_Z&lt;br /&gt;
 CURSOR_DOWN_Z&lt;br /&gt;
 CURSOR_UP_Z_AUX&lt;br /&gt;
 CURSOR_DOWN_Z_AUX&lt;br /&gt;
 A_MOVE_N&lt;br /&gt;
 A_MOVE_S&lt;br /&gt;
 A_MOVE_E&lt;br /&gt;
 A_MOVE_W&lt;br /&gt;
 A_MOVE_NW&lt;br /&gt;
 A_MOVE_NE&lt;br /&gt;
 A_MOVE_SW&lt;br /&gt;
 A_MOVE_SE&lt;br /&gt;
 A_MOVE_WAIT&lt;br /&gt;
 A_CARE_MOVE_N&lt;br /&gt;
 A_CARE_MOVE_S&lt;br /&gt;
 A_CARE_MOVE_E&lt;br /&gt;
 A_CARE_MOVE_W&lt;br /&gt;
 A_CARE_MOVE_NW&lt;br /&gt;
 A_CARE_MOVE_NE&lt;br /&gt;
 A_CARE_MOVE_SW&lt;br /&gt;
 A_CARE_MOVE_SE&lt;br /&gt;
 A_CARE_MOVE_UPDOWN&lt;br /&gt;
 A_MOVE_N_UP&lt;br /&gt;
 A_MOVE_S_UP&lt;br /&gt;
 A_MOVE_E_UP&lt;br /&gt;
 A_MOVE_W_UP&lt;br /&gt;
 A_MOVE_NW_UP&lt;br /&gt;
 A_MOVE_NE_UP&lt;br /&gt;
 A_MOVE_SW_UP&lt;br /&gt;
 A_MOVE_SE_UP&lt;br /&gt;
 A_MOVE_UP&lt;br /&gt;
 A_MOVE_N_DOWN&lt;br /&gt;
 A_MOVE_S_DOWN&lt;br /&gt;
 A_MOVE_E_DOWN&lt;br /&gt;
 A_MOVE_W_DOWN&lt;br /&gt;
 A_MOVE_NW_DOWN&lt;br /&gt;
 A_MOVE_NE_DOWN&lt;br /&gt;
 A_MOVE_SW_DOWN&lt;br /&gt;
 A_MOVE_SE_DOWN&lt;br /&gt;
 A_MOVE_DOWN&lt;br /&gt;
 A_MOVE_UP_AUX&lt;br /&gt;
 A_MOVE_DOWN_AUX&lt;br /&gt;
 WORLDGEN_EXPORT_MAP&lt;br /&gt;
 LEGENDS_EXPORT_MAP&lt;br /&gt;
 LEGENDS_EXPORT_DETAILED_MAP&lt;br /&gt;
 LEGENDS_TOGGLE_CIVSITE&lt;br /&gt;
 LEGENDS_STRING_FILTER&lt;br /&gt;
 A_COMBAT_ATTACK&lt;br /&gt;
 A_COMBAT_DODGE&lt;br /&gt;
 A_COMBAT_CHARGEDEF&lt;br /&gt;
 A_STATUS&lt;br /&gt;
 A_STATUS_WRESTLE&lt;br /&gt;
 A_STATUS_CUSTOMIZE&lt;br /&gt;
 A_STATUS_KILLS&lt;br /&gt;
 UNITVIEW_CUSTOMIZE&lt;br /&gt;
 UNITVIEW_RELATIONSHIPS&lt;br /&gt;
 UNITVIEW_RELATIONSHIPS_ZOOM&lt;br /&gt;
 UNITVIEW_RELATIONSHIPS_VIEW&lt;br /&gt;
 UNITVIEW_KILLS&lt;br /&gt;
 CUSTOMIZE_UNIT_NICKNAME&lt;br /&gt;
 CUSTOMIZE_UNIT_PROFNAME&lt;br /&gt;
 A_SLEEP&lt;br /&gt;
 A_WAIT&lt;br /&gt;
 A_ATTACK&lt;br /&gt;
 A_LOOK&lt;br /&gt;
 A_SEARCH&lt;br /&gt;
 A_TALK&lt;br /&gt;
 A_INTERACT&lt;br /&gt;
 A_INV_LOOK&lt;br /&gt;
 A_INV_REMOVE&lt;br /&gt;
 A_INV_WEAR&lt;br /&gt;
 A_INV_EATDRINK&lt;br /&gt;
 A_INV_PUTIN&lt;br /&gt;
 A_INV_DROP&lt;br /&gt;
 A_GROUND&lt;br /&gt;
 A_THROW&lt;br /&gt;
 A_SHOOT&lt;br /&gt;
 A_ANNOUNCEMENTS&lt;br /&gt;
 A_COMBAT&lt;br /&gt;
 A_MOVEMENT&lt;br /&gt;
 A_MOVEMENT_SWIM&lt;br /&gt;
 A_SNEAK&lt;br /&gt;
 A_CENTER&lt;br /&gt;
 A_BUILDING&lt;br /&gt;
 A_TRAVEL&lt;br /&gt;
 A_DATE&lt;br /&gt;
 A_WEATHER&lt;br /&gt;
 A_TEMPERATURE&lt;br /&gt;
 A_STANCE&lt;br /&gt;
 A_OPTION1&lt;br /&gt;
 A_OPTION2&lt;br /&gt;
 A_OPTION3&lt;br /&gt;
 A_OPTION4&lt;br /&gt;
 A_OPTION5&lt;br /&gt;
 A_OPTION6&lt;br /&gt;
 A_OPTION7&lt;br /&gt;
 A_OPTION8&lt;br /&gt;
 A_OPTION9&lt;br /&gt;
 A_OPTION10&lt;br /&gt;
 A_OPTION11&lt;br /&gt;
 A_OPTION12&lt;br /&gt;
 A_OPTION13&lt;br /&gt;
 A_OPTION14&lt;br /&gt;
 A_OPTION15&lt;br /&gt;
 A_OPTION16&lt;br /&gt;
 A_OPTION17&lt;br /&gt;
 A_OPTION18&lt;br /&gt;
 A_OPTION19&lt;br /&gt;
 A_OPTION20&lt;br /&gt;
 HOTKEY_MAKE_ASH&lt;br /&gt;
 HOTKEY_MAKE_CHARCOAL&lt;br /&gt;
 HOTKEY_MELT_OBJECT&lt;br /&gt;
 HOTKEY_GLASS_GREEN&lt;br /&gt;
 HOTKEY_GLASS_CLEAR&lt;br /&gt;
 HOTKEY_GLASS_CRYSTAL&lt;br /&gt;
 HOTKEY_COLLECT_SAND&lt;br /&gt;
 HOTKEY_GLASS_ROUGH&lt;br /&gt;
 HOTKEY_GLASS_ARMORSTAND&lt;br /&gt;
 HOTKEY_GLASS_BOX&lt;br /&gt;
 HOTKEY_GLASS_CABINET&lt;br /&gt;
 HOTKEY_GLASS_COFFIN&lt;br /&gt;
 HOTKEY_GLASS_FLOODGATE&lt;br /&gt;
 HOTKEY_GLASS_HATCH_COVER&lt;br /&gt;
 HOTKEY_GLASS_GRATE&lt;br /&gt;
 HOTKEY_GLASS_GOBLET&lt;br /&gt;
 HOTKEY_GLASS_TOY&lt;br /&gt;
 HOTKEY_GLASS_INSTRUMENT&lt;br /&gt;
 HOTKEY_GLASS_DOOR&lt;br /&gt;
 HOTKEY_GLASS_STATUE&lt;br /&gt;
 HOTKEY_GLASS_TABLE&lt;br /&gt;
 HOTKEY_GLASS_CAGE&lt;br /&gt;
 HOTKEY_GLASS_CHAIR&lt;br /&gt;
 HOTKEY_GLASS_BLOCKS&lt;br /&gt;
 HOTKEY_GLASS_FLASK&lt;br /&gt;
 HOTKEY_GLASS_WEAPONRACK&lt;br /&gt;
 HOTKEY_GLASS_WINDOW&lt;br /&gt;
 HOTKEY_MAKE_PEARLASH&lt;br /&gt;
 HOTKEY_ASHERY_LYE&lt;br /&gt;
 HOTKEY_ASHERY_POTASH&lt;br /&gt;
 HOTKEY_ASHERY_POTASH_DIRECT&lt;br /&gt;
 HOTKEY_CARPENTER_BARREL&lt;br /&gt;
 HOTKEY_CARPENTER_BLOCKS&lt;br /&gt;
 HOTKEY_CARPENTER_BUCKET&lt;br /&gt;
 HOTKEY_CARPENTER_TRAP_ANIMAL&lt;br /&gt;
 HOTKEY_CARPENTER_CAGE&lt;br /&gt;
 HOTKEY_CARPENTER_ARMORSTAND&lt;br /&gt;
 HOTKEY_CARPENTER_BED&lt;br /&gt;
 HOTKEY_CARPENTER_CHAIR&lt;br /&gt;
 HOTKEY_CARPENTER_COFFIN&lt;br /&gt;
 HOTKEY_CARPENTER_DOOR&lt;br /&gt;
 HOTKEY_CARPENTER_FLOODGATE&lt;br /&gt;
 HOTKEY_CARPENTER_HATCH_COVER&lt;br /&gt;
 HOTKEY_CARPENTER_GRATE&lt;br /&gt;
 HOTKEY_CARPENTER_CABINET&lt;br /&gt;
 HOTKEY_CARPENTER_BIN&lt;br /&gt;
 HOTKEY_CARPENTER_BOX&lt;br /&gt;
 HOTKEY_CARPENTER_WEAPONRACK&lt;br /&gt;
 HOTKEY_CARPENTER_TABLE&lt;br /&gt;
 HOTKEY_SIEGE_BALLISTA&lt;br /&gt;
 HOTKEY_SIEGE_CATAPULT&lt;br /&gt;
 HOTKEY_LEATHER_BOX&lt;br /&gt;
 HOTKEY_LEATHER_FLASK&lt;br /&gt;
 HOTKEY_LEATHER_SHIRT&lt;br /&gt;
 HOTKEY_LEATHER_CLOAK&lt;br /&gt;
 HOTKEY_LEATHER_BACKPACK&lt;br /&gt;
 HOTKEY_LEATHER_QUIVER&lt;br /&gt;
 HOTKEY_LEATHER_IMAGE&lt;br /&gt;
 HOTKEY_CLOTHES_MAT_PLANT&lt;br /&gt;
 HOTKEY_CLOTHES_MAT_SILK&lt;br /&gt;
 HOTKEY_CLOTHES_SHIRT&lt;br /&gt;
 HOTKEY_CLOTHES_CLOAK&lt;br /&gt;
 HOTKEY_CLOTHES_BOX&lt;br /&gt;
 HOTKEY_CLOTHES_CHAIN&lt;br /&gt;
 HOTKEY_CLOTHES_IMAGE&lt;br /&gt;
 HOTKEY_CRAFTS_MAT_STONE&lt;br /&gt;
 HOTKEY_CRAFTS_MAT_WOOD&lt;br /&gt;
 HOTKEY_CRAFTS_DEC_BONE&lt;br /&gt;
 HOTKEY_CRAFTS_DEC_SHELL&lt;br /&gt;
 HOTKEY_CRAFTS_TOTEM&lt;br /&gt;
 HOTKEY_CRAFTS_CLOTH&lt;br /&gt;
 HOTKEY_CRAFTS_SILK&lt;br /&gt;
 HOTKEY_CRAFTS_SHELL&lt;br /&gt;
 HOTKEY_CRAFTS_BONE&lt;br /&gt;
 HOTKEY_CRAFTS_LEATHER&lt;br /&gt;
 HOTKEY_CRAFTS_MAT_CRAFTS&lt;br /&gt;
 HOTKEY_CRAFTS_MAT_GOBLET&lt;br /&gt;
 HOTKEY_CRAFTS_MAT_INSTRUMENT&lt;br /&gt;
 HOTKEY_CRAFTS_MAT_TOY&lt;br /&gt;
 HOTKEY_SMITH_WEAPON&lt;br /&gt;
 HOTKEY_SMITH_ARMOR&lt;br /&gt;
 HOTKEY_SMITH_FURNITURE&lt;br /&gt;
 HOTKEY_SMITH_SIEGE&lt;br /&gt;
 HOTKEY_SMITH_TRAP&lt;br /&gt;
 HOTKEY_SMITH_OTHER&lt;br /&gt;
 HOTKEY_SMITH_METAL&lt;br /&gt;
 HOTKEY_BUILDING_ARMORSTAND&lt;br /&gt;
 HOTKEY_BUILDING_BED&lt;br /&gt;
 HOTKEY_BUILDING_CHAIR&lt;br /&gt;
 HOTKEY_BUILDING_COFFIN&lt;br /&gt;
 HOTKEY_BUILDING_DOOR&lt;br /&gt;
 HOTKEY_BUILDING_FLOODGATE&lt;br /&gt;
 HOTKEY_BUILDING_HATCH&lt;br /&gt;
 HOTKEY_BUILDING_GRATE_WALL&lt;br /&gt;
 HOTKEY_BUILDING_GRATE_FLOOR&lt;br /&gt;
 HOTKEY_BUILDING_BARS_VERTICAL&lt;br /&gt;
 HOTKEY_BUILDING_BARS_FLOOR&lt;br /&gt;
 HOTKEY_BUILDING_CABINET&lt;br /&gt;
 HOTKEY_BUILDING_BOX&lt;br /&gt;
 HOTKEY_BUILDING_KENNEL&lt;br /&gt;
 HOTKEY_BUILDING_FARMPLOT&lt;br /&gt;
 HOTKEY_BUILDING_WEAPONRACK&lt;br /&gt;
 HOTKEY_BUILDING_STATUE&lt;br /&gt;
 HOTKEY_BUILDING_TABLE&lt;br /&gt;
 HOTKEY_BUILDING_ROAD_DIRT&lt;br /&gt;
 HOTKEY_BUILDING_ROAD_PAVED&lt;br /&gt;
 HOTKEY_BUILDING_BRIDGE&lt;br /&gt;
 HOTKEY_BUILDING_WELL&lt;br /&gt;
 HOTKEY_BUILDING_SIEGEENGINE&lt;br /&gt;
 HOTKEY_BUILDING_WORKSHOP&lt;br /&gt;
 HOTKEY_BUILDING_FURNACE&lt;br /&gt;
 HOTKEY_BUILDING_WINDOW_GLASS&lt;br /&gt;
 HOTKEY_BUILDING_WINDOW_GEM&lt;br /&gt;
 HOTKEY_BUILDING_SHOP&lt;br /&gt;
 HOTKEY_BUILDING_ANIMALTRAP&lt;br /&gt;
 HOTKEY_BUILDING_CHAIN&lt;br /&gt;
 HOTKEY_BUILDING_CAGE&lt;br /&gt;
 HOTKEY_BUILDING_TRADEDEPOT&lt;br /&gt;
 HOTKEY_BUILDING_TRAP&lt;br /&gt;
 HOTKEY_BUILDING_MACHINE&lt;br /&gt;
 HOTKEY_BUILDING_SUPPORT&lt;br /&gt;
 HOTKEY_BUILDING_ARCHERYTARGET&lt;br /&gt;
 HOTKEY_BUILDING_MACHINE_SCREW_PUMP&lt;br /&gt;
 HOTKEY_BUILDING_MACHINE_WATER_WHEEL&lt;br /&gt;
 HOTKEY_BUILDING_MACHINE_WINDMILL&lt;br /&gt;
 HOTKEY_BUILDING_MACHINE_GEAR_ASSEMBLY&lt;br /&gt;
 HOTKEY_BUILDING_MACHINE_AXLE_HORIZONTAL&lt;br /&gt;
 HOTKEY_BUILDING_MACHINE_AXLE_VERTICAL&lt;br /&gt;
 HOTKEY_BUILDING_SIEGEENGINE_BALLISTA&lt;br /&gt;
 HOTKEY_BUILDING_SIEGEENGINE_CATAPULT&lt;br /&gt;
 HOTKEY_BUILDING_TRAP_STONE&lt;br /&gt;
 HOTKEY_BUILDING_TRAP_WEAPON&lt;br /&gt;
 HOTKEY_BUILDING_TRAP_LEVER&lt;br /&gt;
 HOTKEY_BUILDING_TRAP_TRIGGER&lt;br /&gt;
 HOTKEY_BUILDING_TRAP_CAGE&lt;br /&gt;
 HOTKEY_BUILDING_TRAP_SPIKE&lt;br /&gt;
 HOTKEY_BUILDING_CONSTRUCTION&lt;br /&gt;
 HOTKEY_BUILDING_CONSTRUCTION_FORTIFICATION&lt;br /&gt;
 HOTKEY_BUILDING_CONSTRUCTION_WALL&lt;br /&gt;
 HOTKEY_BUILDING_CONSTRUCTION_FLOOR&lt;br /&gt;
 HOTKEY_BUILDING_CONSTRUCTION_RAMP&lt;br /&gt;
 HOTKEY_BUILDING_CONSTRUCTION_STAIR_UP&lt;br /&gt;
 HOTKEY_BUILDING_CONSTRUCTION_STAIR_DOWN&lt;br /&gt;
 HOTKEY_BUILDING_CONSTRUCTION_STAIR_UPDOWN&lt;br /&gt;
 HOTKEY_BUILDING_WORKSHOP_LEATHER&lt;br /&gt;
 HOTKEY_BUILDING_WORKSHOP_QUERN&lt;br /&gt;
 HOTKEY_BUILDING_WORKSHOP_MILLSTONE&lt;br /&gt;
 HOTKEY_BUILDING_WORKSHOP_LOOM&lt;br /&gt;
 HOTKEY_BUILDING_WORKSHOP_CLOTHES&lt;br /&gt;
 HOTKEY_BUILDING_WORKSHOP_BOWYER&lt;br /&gt;
 HOTKEY_BUILDING_WORKSHOP_CARPENTER&lt;br /&gt;
 HOTKEY_BUILDING_WORKSHOP_METALSMITH&lt;br /&gt;
 HOTKEY_BUILDING_WORKSHOP_LAVAMILL&lt;br /&gt;
 HOTKEY_BUILDING_WORKSHOP_JEWELER&lt;br /&gt;
 HOTKEY_BUILDING_WORKSHOP_MASON&lt;br /&gt;
 HOTKEY_BUILDING_WORKSHOP_BUTCHER&lt;br /&gt;
 HOTKEY_BUILDING_WORKSHOP_TANNER&lt;br /&gt;
 HOTKEY_BUILDING_WORKSHOP_DYER&lt;br /&gt;
 HOTKEY_BUILDING_WORKSHOP_CRAFTSMAN&lt;br /&gt;
 HOTKEY_BUILDING_WORKSHOP_SIEGE&lt;br /&gt;
 HOTKEY_BUILDING_WORKSHOP_MECHANIC&lt;br /&gt;
 HOTKEY_BUILDING_WORKSHOP_STILL&lt;br /&gt;
 HOTKEY_BUILDING_WORKSHOP_FARMER&lt;br /&gt;
 HOTKEY_BUILDING_WORKSHOP_KITCHEN&lt;br /&gt;
 HOTKEY_BUILDING_WORKSHOP_FISHERY&lt;br /&gt;
 HOTKEY_BUILDING_WORKSHOP_LAB&lt;br /&gt;
 HOTKEY_BUILDING_WORKSHOP_ASHERY&lt;br /&gt;
 HOTKEY_BUILDING_FURNACE_WOOD&lt;br /&gt;
 HOTKEY_BUILDING_FURNACE_SMELTER&lt;br /&gt;
 HOTKEY_BUILDING_FURNACE_GLASS&lt;br /&gt;
 HOTKEY_BUILDING_FURNACE_KILN&lt;br /&gt;
 HOTKEY_BUILDING_FURNACE_SMELTER_LAVA&lt;br /&gt;
 HOTKEY_BUILDING_FURNACE_GLASS_LAVA&lt;br /&gt;
 HOTKEY_BUILDING_FURNACE_KILN_LAVA&lt;br /&gt;
 D_ONESTEP&lt;br /&gt;
 D_PAUSE&lt;br /&gt;
 D_DEPOT&lt;br /&gt;
 D_HOT_KEYS&lt;br /&gt;
 D_HOTKEY1&lt;br /&gt;
 D_HOTKEY2&lt;br /&gt;
 D_HOTKEY3&lt;br /&gt;
 D_HOTKEY4&lt;br /&gt;
 D_HOTKEY5&lt;br /&gt;
 D_HOTKEY6&lt;br /&gt;
 D_HOTKEY7&lt;br /&gt;
 D_HOTKEY8&lt;br /&gt;
 D_HOTKEY9&lt;br /&gt;
 D_HOTKEY10&lt;br /&gt;
 D_HOTKEY11&lt;br /&gt;
 D_HOTKEY12&lt;br /&gt;
 D_HOTKEY13&lt;br /&gt;
 D_HOTKEY14&lt;br /&gt;
 D_HOTKEY15&lt;br /&gt;
 D_HOTKEY16&lt;br /&gt;
 D_HOTKEY_CHANGE_NAME&lt;br /&gt;
 D_HOTKEY_ZOOM&lt;br /&gt;
 D_ANNOUNCE&lt;br /&gt;
 D_BUILDING&lt;br /&gt;
 D_CIVLIST&lt;br /&gt;
 D_DESIGNATE&lt;br /&gt;
 D_ARTLIST&lt;br /&gt;
 D_NOBLES&lt;br /&gt;
 D_ORDERS&lt;br /&gt;
 D_MILITARY&lt;br /&gt;
 D_ROOMS&lt;br /&gt;
 BUILDINGLIST_ZOOM_T&lt;br /&gt;
 BUILDINGLIST_ZOOM_Q&lt;br /&gt;
 D_SQUADS&lt;br /&gt;
 D_STOCKPILES&lt;br /&gt;
 D_CIVZONE&lt;br /&gt;
 D_VIEWUNIT&lt;br /&gt;
 D_JOBLIST&lt;br /&gt;
 D_UNITLIST&lt;br /&gt;
 D_LOOK&lt;br /&gt;
 D_NOTE&lt;br /&gt;
 D_NOTE_PLACE&lt;br /&gt;
 D_NOTE_DELETE&lt;br /&gt;
 D_NOTE_ENTER&lt;br /&gt;
 D_NOTE_ADOPT_SYMBOL&lt;br /&gt;
 D_NOTE_CHANGE_SELECTION&lt;br /&gt;
 D_BUILDJOB&lt;br /&gt;
 D_STATUS&lt;br /&gt;
 D_BUILDITEM&lt;br /&gt;
 D_VISUALIZE&lt;br /&gt;
 D_BITEM_FORBID&lt;br /&gt;
 D_BITEM_DUMP&lt;br /&gt;
 D_BITEM_HIDE&lt;br /&gt;
 D_BITEM_MELT&lt;br /&gt;
 D_LOOK_FORBID&lt;br /&gt;
 D_LOOK_DUMP&lt;br /&gt;
 D_LOOK_MELT&lt;br /&gt;
 D_LOOK_HIDE&lt;br /&gt;
 A_ENTER_NAME&lt;br /&gt;
 A_CUST_NAME&lt;br /&gt;
 A_RANDOM_NAME&lt;br /&gt;
 A_CHANGE_GENDER&lt;br /&gt;
 A_END_TRAVEL&lt;br /&gt;
 A_TRAVEL_CLOUDS&lt;br /&gt;
 A_LOG&lt;br /&gt;
 A_TRAVEL_LOG&lt;br /&gt;
 A_LOG_TASKS&lt;br /&gt;
 A_LOG_ENTITIES&lt;br /&gt;
 A_LOG_SITES&lt;br /&gt;
 A_LOG_SUBREGIONS&lt;br /&gt;
 A_LOG_ZOOM_CURRENT_LOCATION&lt;br /&gt;
 A_LOG_ZOOM_SELECTED&lt;br /&gt;
 A_LOG_LINE&lt;br /&gt;
 A_LOG_MAP&lt;br /&gt;
 ORDERS_AUTOFORBID&lt;br /&gt;
 ORDERS_FORBID_PROJECTILE&lt;br /&gt;
 ORDERS_FORBID_YOUR_CORPSE&lt;br /&gt;
 ORDERS_FORBID_YOUR_ITEMS&lt;br /&gt;
 ORDERS_FORBID_OTHER_CORPSE&lt;br /&gt;
 ORDERS_FORBID_OTHER_ITEMS&lt;br /&gt;
 ORDERS_REFUSE_GATHER&lt;br /&gt;
 ORDERS_REFUSE_OUTSIDE&lt;br /&gt;
 ORDERS_REFUSE_DUMP_CORPSE&lt;br /&gt;
 ORDERS_REFUSE_DUMP_SKULL&lt;br /&gt;
 ORDERS_REFUSE_DUMP_SKIN&lt;br /&gt;
 ORDERS_REFUSE_DUMP_BONE&lt;br /&gt;
 ORDERS_REFUSE_DUMP_SHELL&lt;br /&gt;
 ORDERS_REFUSE_DUMP_OTHER&lt;br /&gt;
 ORDERS_GATHER_FURNITURE&lt;br /&gt;
 ORDERS_GATHER_ANIMALS&lt;br /&gt;
 ORDERS_GATHER_FOOD&lt;br /&gt;
 ORDERS_GATHER_BODIES&lt;br /&gt;
 ORDERS_REFUSE&lt;br /&gt;
 ORDERS_GATHER_STONE&lt;br /&gt;
 ORDERS_GATHER_WOOD&lt;br /&gt;
 ORDERS_ALL_HARVEST&lt;br /&gt;
 ORDERS_INDOORS&lt;br /&gt;
 ORDERS_SAMEPILE&lt;br /&gt;
 ORDERS_MIXFOODS&lt;br /&gt;
 ORDERS_EXCEPTIONS&lt;br /&gt;
 ORDERS_LOOM&lt;br /&gt;
 ORDERS_DYED_CLOTH&lt;br /&gt;
 ORDERS_WORKSHOP&lt;br /&gt;
 ORDERS_COLLECT_WEB&lt;br /&gt;
 ORDERS_SLAUGHTER&lt;br /&gt;
 ORDERS_BUTCHER&lt;br /&gt;
 ORDERS_TAN&lt;br /&gt;
 ORDERS_ZONE&lt;br /&gt;
 ORDERS_ZONE_DRINKING&lt;br /&gt;
 ORDERS_ZONE_FISHING&lt;br /&gt;
 DESTROYBUILDING&lt;br /&gt;
 SUSPENDBUILDING&lt;br /&gt;
 MENU_CONFIRM&lt;br /&gt;
 SAVE_BINDINGS&lt;br /&gt;
 CHANGE_BINDINGS&lt;br /&gt;
 HOTKEY_ALCHEMIST_SOAP&lt;br /&gt;
 HOTKEY_STILL_BREW&lt;br /&gt;
 HOTKEY_STILL_EXTRACT&lt;br /&gt;
 HOTKEY_LOOM_COLLECT_SILK&lt;br /&gt;
 HOTKEY_LOOM_WEAVE_CLOTH&lt;br /&gt;
 HOTKEY_LOOM_WEAVE_SILK&lt;br /&gt;
 HOTKEY_LOOM_WEAVE_METAL&lt;br /&gt;
 HOTKEY_KITCHEN_COOK_2&lt;br /&gt;
 HOTKEY_KITCHEN_COOK_3&lt;br /&gt;
 HOTKEY_KITCHEN_COOK_4&lt;br /&gt;
 HOTKEY_KITCHEN_RENDER_FAT&lt;br /&gt;
 HOTKEY_FARMER_PROCESS&lt;br /&gt;
 HOTKEY_FARMER_PROCESS_VIAL&lt;br /&gt;
 HOTKEY_FARMER_PROCESS_BAG&lt;br /&gt;
 HOTKEY_FARMER_PROCESS_BARREL&lt;br /&gt;
 HOTKEY_FARMER_CHEESE&lt;br /&gt;
 HOTKEY_FARMER_MILK&lt;br /&gt;
 HOTKEY_MILL_MILL&lt;br /&gt;
 HOTKEY_KENNEL_TRAIN_HUNT&lt;br /&gt;
 HOTKEY_KENNEL_CATCH_VERMIN&lt;br /&gt;
 HOTKEY_KENNEL_TAME_VERMIN&lt;br /&gt;
 HOTKEY_KENNEL_TAME_UNIT&lt;br /&gt;
 HOTKEY_KENNEL_TRAIN_WAR&lt;br /&gt;
 HOTKEY_FISHERY_PROCESS&lt;br /&gt;
 HOTKEY_FISHERY_EXTRACT&lt;br /&gt;
 HOTKEY_FISHERY_CATCH&lt;br /&gt;
 HOTKEY_BUTCHER_BUTCHER&lt;br /&gt;
 HOTKEY_BUTCHER_EXTRACT&lt;br /&gt;
 HOTKEY_BUTCHER_CATCH&lt;br /&gt;
 HOTKEY_TANNER_TAN&lt;br /&gt;
 HOTKEY_DYER_THREAD&lt;br /&gt;
 HOTKEY_DYER_CLOTH&lt;br /&gt;
 HOTKEY_JEWELER_FURNITURE&lt;br /&gt;
 HOTKEY_JEWELER_FINISHED&lt;br /&gt;
 HOTKEY_JEWELER_AMMO&lt;br /&gt;
 HOTKEY_JEWELER_CUT&lt;br /&gt;
 HOTKEY_JEWELER_ENCRUST&lt;br /&gt;
 HOTKEY_MECHANIC_PARTS&lt;br /&gt;
 HOTKEY_MASON_ARMORSTAND&lt;br /&gt;
 HOTKEY_MASON_BLOCKS&lt;br /&gt;
 HOTKEY_MASON_CHAIR&lt;br /&gt;
 HOTKEY_MASON_COFFIN&lt;br /&gt;
 HOTKEY_MASON_DOOR&lt;br /&gt;
 HOTKEY_MASON_FLOODGATE&lt;br /&gt;
 HOTKEY_MASON_HATCH_COVER&lt;br /&gt;
 HOTKEY_MASON_GRATE&lt;br /&gt;
 HOTKEY_MASON_CABINET&lt;br /&gt;
 HOTKEY_MASON_BOX&lt;br /&gt;
 HOTKEY_MASON_STATUE&lt;br /&gt;
 HOTKEY_MASON_QUERN&lt;br /&gt;
 HOTKEY_MASON_MILLSTONE&lt;br /&gt;
 HOTKEY_MASON_TABLE&lt;br /&gt;
 HOTKEY_MASON_WEAPONRACK&lt;br /&gt;
 HOTKEY_TRAP_BRIDGE&lt;br /&gt;
 HOTKEY_TRAP_GEAR_ASSEMBLY&lt;br /&gt;
 HOTKEY_TRAP_DOOR&lt;br /&gt;
 HOTKEY_TRAP_FLOODGATE&lt;br /&gt;
 HOTKEY_TRAP_SPIKE&lt;br /&gt;
 HOTKEY_TRAP_HATCH&lt;br /&gt;
 HOTKEY_TRAP_GRATE_WALL&lt;br /&gt;
 HOTKEY_TRAP_GRATE_FLOOR&lt;br /&gt;
 HOTKEY_TRAP_BARS_VERTICAL&lt;br /&gt;
 HOTKEY_TRAP_BARS_FLOOR&lt;br /&gt;
 HOTKEY_TRAP_SUPPORT&lt;br /&gt;
 HOTKEY_TRAP_CHAIN&lt;br /&gt;
 HOTKEY_TRAP_CAGE&lt;br /&gt;
 HOTKEY_TRAP_PULL_LEVER&lt;br /&gt;
 BUILDJOB_ADD&lt;br /&gt;
 BUILDJOB_CANCEL&lt;br /&gt;
 BUILDJOB_PROMOTE&lt;br /&gt;
 BUILDJOB_REPEAT&lt;br /&gt;
 BUILDJOB_SUSPEND&lt;br /&gt;
 BUILDJOB_WORKSHOP_PROFILE&lt;br /&gt;
 BUILDJOB_WELL_FREE&lt;br /&gt;
 BUILDJOB_WELL_SIZE&lt;br /&gt;
 BUILDJOB_TARGET_FREE&lt;br /&gt;
 BUILDJOB_TARGET_SIZE&lt;br /&gt;
 BUILDJOB_TARGET_DOWN&lt;br /&gt;
 BUILDJOB_TARGET_UP&lt;br /&gt;
 BUILDJOB_TARGET_RIGHT&lt;br /&gt;
 BUILDJOB_TARGET_LEFT&lt;br /&gt;
 BUILDJOB_STATUE_ASSIGN&lt;br /&gt;
 BUILDJOB_STATUE_FREE&lt;br /&gt;
 BUILDJOB_STATUE_SIZE&lt;br /&gt;
 BUILDJOB_CAGE_JUSTICE&lt;br /&gt;
 BUILDJOB_CAGE_FREE&lt;br /&gt;
 BUILDJOB_CAGE_SIZE&lt;br /&gt;
 BUILDJOB_CAGE_ASSIGN_OCC&lt;br /&gt;
 BUILDJOB_CAGE_WATER&lt;br /&gt;
 BUILDJOB_CAGE_ASSIGN&lt;br /&gt;
 BUILDJOB_CHAIN_ASSIGN_OCC&lt;br /&gt;
 BUILDJOB_CHAIN_JUSTICE&lt;br /&gt;
 BUILDJOB_CHAIN_ASSIGN&lt;br /&gt;
 BUILDJOB_CHAIN_FREE&lt;br /&gt;
 BUILDJOB_CHAIN_SIZE&lt;br /&gt;
 BUILDJOB_SIEGE_FIRING&lt;br /&gt;
 BUILDJOB_SIEGE_ORIENT&lt;br /&gt;
 BUILDJOB_DOOR_INTERNAL&lt;br /&gt;
 BUILDJOB_DOOR_LOCK&lt;br /&gt;
 BUILDJOB_DOOR_AJAR&lt;br /&gt;
 BUILDJOB_COFFIN_ASSIGN&lt;br /&gt;
 BUILDJOB_COFFIN_FREE&lt;br /&gt;
 BUILDJOB_COFFIN_SIZE&lt;br /&gt;
 BUILDJOB_COFFIN_BURIAL&lt;br /&gt;
 BUILDJOB_COFFIN_CIV&lt;br /&gt;
 BUILDJOB_COFFIN_PET&lt;br /&gt;
 BUILDJOB_CHAIR_ASSIGN&lt;br /&gt;
 BUILDJOB_CHAIR_FREE&lt;br /&gt;
 BUILDJOB_CHAIR_SIZE&lt;br /&gt;
 BUILDJOB_TABLE_ASSIGN&lt;br /&gt;
 BUILDJOB_TABLE_HALL&lt;br /&gt;
 BUILDJOB_TABLE_FREE&lt;br /&gt;
 BUILDJOB_TABLE_SIZE&lt;br /&gt;
 BUILDJOB_BED_ASSIGN&lt;br /&gt;
 BUILDJOB_BED_FREE&lt;br /&gt;
 BUILDJOB_BED_BARRACKS&lt;br /&gt;
 BUILDJOB_BED_RENT&lt;br /&gt;
 BUILDJOB_BED_SIZE&lt;br /&gt;
 BUILDJOB_DEPOT_BRING&lt;br /&gt;
 BUILDJOB_DEPOT_TRADE&lt;br /&gt;
 BUILDJOB_DEPOT_REQUEST_TRADER&lt;br /&gt;
 BUILDJOB_DEPOT_BROKER_ONLY&lt;br /&gt;
 BUILDJOB_ANIMALTRAP_BAIT_NONE&lt;br /&gt;
 BUILDJOB_ANIMALTRAP_BAIT_MEAT&lt;br /&gt;
 BUILDJOB_ANIMALTRAP_BAIT_FISH&lt;br /&gt;
 BUILDJOB_ANIMALTRAP_BAIT_GEM&lt;br /&gt;
 BUILDJOB_FARM_FALLOW&lt;br /&gt;
 BUILDJOB_FARM_FERTILIZE&lt;br /&gt;
 BUILDJOB_FARM_SEASFERT&lt;br /&gt;
 BUILDJOB_FARM_SPRING&lt;br /&gt;
 BUILDJOB_FARM_SUMMER&lt;br /&gt;
 BUILDJOB_FARM_AUTUMN&lt;br /&gt;
 BUILDJOB_FARM_WINTER&lt;br /&gt;
 BUILDJOB_STOCKPILE_MASTER&lt;br /&gt;
 BUILDJOB_STOCKPILE_DELETE_CHILD&lt;br /&gt;
 BUILDJOB_STOCKPILE_SETTINGS&lt;br /&gt;
 BUILDJOB_STOCKPILE_BARREL_UP&lt;br /&gt;
 BUILDJOB_STOCKPILE_BARREL_DOWN&lt;br /&gt;
 BUILDJOB_STOCKPILE_BARREL_ZERO&lt;br /&gt;
 BUILDJOB_STOCKPILE_BARREL_MAX&lt;br /&gt;
 BUILDJOB_STOCKPILE_BIN_UP&lt;br /&gt;
 BUILDJOB_STOCKPILE_BIN_DOWN&lt;br /&gt;
 BUILDJOB_STOCKPILE_BIN_ZERO&lt;br /&gt;
 BUILDJOB_STOCKPILE_BIN_MAX&lt;br /&gt;
 BUILDJOB_RACK_MAT_BONE&lt;br /&gt;
 BUILDJOB_RACK_MAT_BRONZE&lt;br /&gt;
 BUILDJOB_RACK_MAT_COPPER&lt;br /&gt;
 BUILDJOB_RACK_MAT_IRON&lt;br /&gt;
 BUILDJOB_RACK_MAT_STEEL&lt;br /&gt;
 BUILDJOB_RACK_MAT_WOOD&lt;br /&gt;
 BUILDJOB_RACK_MAT_METAL&lt;br /&gt;
 BUILDJOB_STAND_MAT_BONE&lt;br /&gt;
 BUILDJOB_STAND_MAT_LEATHER&lt;br /&gt;
 BUILDJOB_STAND_MAT_COPPER&lt;br /&gt;
 BUILDJOB_STAND_MAT_BRONZE&lt;br /&gt;
 BUILDJOB_STAND_MAT_STEEL&lt;br /&gt;
 BUILDJOB_STAND_MAT_IRON&lt;br /&gt;
 BUILDJOB_STAND_MAT_WOOD&lt;br /&gt;
 BUILDJOB_STAND_MAT_METAL&lt;br /&gt;
 BUILDJOB_RACKSTAND_ASSIGN&lt;br /&gt;
 BUILDJOB_RACKSTAND_FREE&lt;br /&gt;
 BUILDJOB_RACKSTAND_SIZE&lt;br /&gt;
 BUILDJOB_RACKSTAND_ITEM&lt;br /&gt;
 BUILDJOB_RACKSTAND_MAT&lt;br /&gt;
 BUILDJOB_RACKSTAND_DEFAULTS1&lt;br /&gt;
 BUILDJOB_RACKSTAND_KILL1&lt;br /&gt;
 BUILDJOB_RACKSTAND_DEFAULTS2&lt;br /&gt;
 BUILDJOB_RACKSTAND_KILL2&lt;br /&gt;
 STOCKPILE_SETTINGS_ENABLE&lt;br /&gt;
 STOCKPILE_SETTINGS_DISABLE&lt;br /&gt;
 STOCKPILE_SETTINGS_PERMIT_ALL&lt;br /&gt;
 STOCKPILE_SETTINGS_FORBID_ALL&lt;br /&gt;
 STOCKPILE_SETTINGS_PERMIT_SUB&lt;br /&gt;
 STOCKPILE_SETTINGS_FORBID_SUB&lt;br /&gt;
 STOCKPILE_SETTINGS_SPECIFIC1&lt;br /&gt;
 STOCKPILE_SETTINGS_SPECIFIC2&lt;br /&gt;
 SQUAD_LOCK&lt;br /&gt;
 SQUAD_STATION&lt;br /&gt;
 SQUAD_CLEAR_PATROL&lt;br /&gt;
 SQUAD_PATROL&lt;br /&gt;
 SQUAD_ZOOM&lt;br /&gt;
 MOVIE_RECORD&lt;br /&gt;
 MOVIE_PLAY&lt;br /&gt;
 MOVIE_SAVE&lt;br /&gt;
 MOVIE_LOAD&lt;br /&gt;
 ASSIGNTRADE_VIEW&lt;br /&gt;
 ASSIGNTRADE_STRING&lt;br /&gt;
 ASSIGNTRADE_EXCLUDE_PROHIBITED&lt;br /&gt;
 ASSIGNTRADE_PENDING&lt;br /&gt;
 ASSIGNTRADE_SORT&lt;br /&gt;
 NOBLELIST_REPLACE&lt;br /&gt;
 NOBLELIST_SETTINGS&lt;br /&gt;
 NOBLELIST_VIEW_CANDIDATE&lt;br /&gt;
 A_BARTER_VIEW&lt;br /&gt;
 A_BARTER_CURRENCY_1&lt;br /&gt;
 A_BARTER_CURRENCY_2&lt;br /&gt;
 A_BARTER_CURRENCY_3&lt;br /&gt;
 A_BARTER_CURRENCY_4&lt;br /&gt;
 A_BARTER_CURRENCY_5&lt;br /&gt;
 A_BARTER_CURRENCY_6&lt;br /&gt;
 A_BARTER_CURRENCY_7&lt;br /&gt;
 A_BARTER_CURRENCY_8&lt;br /&gt;
 A_BARTER_CURRENCY_9&lt;br /&gt;
 A_BARTER_TRADE&lt;br /&gt;
 TRADE_VIEW&lt;br /&gt;
 TRADE_TRADE&lt;br /&gt;
 TRADE_OFFER&lt;br /&gt;
 TRADE_SEIZE&lt;br /&gt;
 STORES_VIEW&lt;br /&gt;
 STORES_ZOOM&lt;br /&gt;
 STORES_FORBID&lt;br /&gt;
 STORES_MELT&lt;br /&gt;
 STORES_DUMP&lt;br /&gt;
 STORES_HIDE&lt;br /&gt;
 MILITARY_ACTIVATE&lt;br /&gt;
 MILITARY_VIEW&lt;br /&gt;
 MILITARY_WEAPON&lt;br /&gt;
 MILITARY_ZOOM&lt;br /&gt;
 SQUADINFO_FOOD&lt;br /&gt;
 SQUADINFO_SLEEP&lt;br /&gt;
 SQUADINFO_WATER&lt;br /&gt;
 SQUADINFO_STAYCLOSE&lt;br /&gt;
 SQUADINFO_ATTACKWILDS&lt;br /&gt;
 SQUADINFO_STANDDOWN&lt;br /&gt;
 SQUADINFO_ZOOM&lt;br /&gt;
 UNITJOB_REMOVE_CRE&lt;br /&gt;
 UNITJOB_ZOOM_CRE&lt;br /&gt;
 UNITJOB_ZOOM_BUILD&lt;br /&gt;
 UNITJOB_VIEW&lt;br /&gt;
 UNITJOB_MANAGER&lt;br /&gt;
 MANAGER_NEW_ORDER&lt;br /&gt;
 MANAGER_REMOVE&lt;br /&gt;
 MANAGER_PROMOTE&lt;br /&gt;
 MANAGER_MAX&lt;br /&gt;
 MANAGER_WAGES&lt;br /&gt;
 PET_BUTCHER&lt;br /&gt;
 KITCHEN_COOK&lt;br /&gt;
 KITCHEN_BREW&lt;br /&gt;
 SETUPGAME_NEW&lt;br /&gt;
 SETUPGAME_VIEW&lt;br /&gt;
 SETUPGAME_CUSTOMIZE_UNIT&lt;br /&gt;
 SETUPGAME_SAVE_PROFILE&lt;br /&gt;
 SETUPGAME_SAVE_PROFILE_ABORT&lt;br /&gt;
 SETUPGAME_SAVE_PROFILE_GO&lt;br /&gt;
 SETUPGAME_VIEW_PROFILE_PROBLEMS&lt;br /&gt;
 CIVZONE_REMOVE&lt;br /&gt;
 CIVZONE_POND_OPTIONS&lt;br /&gt;
 CIVZONE_WATER_SOURCE&lt;br /&gt;
 CIVZONE_FISH&lt;br /&gt;
 CIVZONE_DUMP&lt;br /&gt;
 CIVZONE_POND&lt;br /&gt;
 CIVZONE_SAND_COLLECT&lt;br /&gt;
 CIVZONE_ACTIVE&lt;br /&gt;
 CIVZONE_MEETING&lt;br /&gt;
 CIVZONE_POND_WATER&lt;br /&gt;
 STOCKPILE_ANIMAL&lt;br /&gt;
 STOCKPILE_FOOD&lt;br /&gt;
 STOCKPILE_WEAPON&lt;br /&gt;
 STOCKPILE_ARMOR&lt;br /&gt;
 STOCKPILE_CUSTOM&lt;br /&gt;
 STOCKPILE_CUSTOM_SETTINGS&lt;br /&gt;
 STOCKPILE_FURNITURE&lt;br /&gt;
 STOCKPILE_GRAVEYARD&lt;br /&gt;
 STOCKPILE_REFUSE&lt;br /&gt;
 STOCKPILE_WOOD&lt;br /&gt;
 STOCKPILE_STONE&lt;br /&gt;
 STOCKPILE_GEM&lt;br /&gt;
 STOCKPILE_BARBLOCK&lt;br /&gt;
 STOCKPILE_CLOTH&lt;br /&gt;
 STOCKPILE_LEATHER&lt;br /&gt;
 STOCKPILE_AMMO&lt;br /&gt;
 STOCKPILE_COINS&lt;br /&gt;
 STOCKPILE_FINISHED&lt;br /&gt;
 STOCKPILE_NONE&lt;br /&gt;
 DESIGNATE_BITEM&lt;br /&gt;
 DESIGNATE_CLAIM&lt;br /&gt;
 DESIGNATE_UNCLAIM&lt;br /&gt;
 DESIGNATE_MELT&lt;br /&gt;
 DESIGNATE_NO_MELT&lt;br /&gt;
 DESIGNATE_DUMP&lt;br /&gt;
 DESIGNATE_NO_DUMP&lt;br /&gt;
 DESIGNATE_HIDE&lt;br /&gt;
 DESIGNATE_NO_HIDE&lt;br /&gt;
 DESIGNATE_TRAFFIC&lt;br /&gt;
 DESIGNATE_TRAFFIC_HIGH&lt;br /&gt;
 DESIGNATE_TRAFFIC_NORMAL&lt;br /&gt;
 DESIGNATE_TRAFFIC_LOW&lt;br /&gt;
 DESIGNATE_TRAFFIC_RESTRICTED&lt;br /&gt;
 DESIGNATE_TRAFFIC_INCREASE_WEIGHT&lt;br /&gt;
 DESIGNATE_TRAFFIC_DECREASE_WEIGHT&lt;br /&gt;
 DESIGNATE_TRAFFIC_INCREASE_WEIGHT_MORE&lt;br /&gt;
 DESIGNATE_TRAFFIC_DECREASE_WEIGHT_MORE&lt;br /&gt;
 DESIGNATE_DIG&lt;br /&gt;
 DESIGNATE_DIG_REMOVE_STAIRS_RAMPS&lt;br /&gt;
 DESIGNATE_STAIR_UP&lt;br /&gt;
 DESIGNATE_STAIR_DOWN&lt;br /&gt;
 DESIGNATE_STAIR_UPDOWN&lt;br /&gt;
 DESIGNATE_RAMP&lt;br /&gt;
 DESIGNATE_CHANNEL&lt;br /&gt;
 DESIGNATE_CHOP&lt;br /&gt;
 DESIGNATE_PLANTS&lt;br /&gt;
 DESIGNATE_SMOOTH&lt;br /&gt;
 DESIGNATE_ENGRAVE&lt;br /&gt;
 DESIGNATE_FORTIFY&lt;br /&gt;
 DESIGNATE_TOGGLE_ENGRAVING&lt;br /&gt;
 DESIGNATE_UNDO&lt;br /&gt;
 DESIGNATE_REMOVE_CONSTRUCTION&lt;br /&gt;
 BUILDING_DIM_Y_UP&lt;br /&gt;
 BUILDING_DIM_Y_DOWN&lt;br /&gt;
 BUILDING_DIM_X_UP&lt;br /&gt;
 BUILDING_DIM_X_DOWN&lt;br /&gt;
 BUILDING_ORIENT_UP&lt;br /&gt;
 BUILDING_ORIENT_LEFT&lt;br /&gt;
 BUILDING_ORIENT_RIGHT&lt;br /&gt;
 BUILDING_ORIENT_DOWN&lt;br /&gt;
 BUILDING_ORIENT_NONE&lt;br /&gt;
 BUILDING_VIEW_ITEM&lt;br /&gt;
 BUILDING_ADVANCE_STAGE&lt;br /&gt;
 BUILDING_EXPAND_CONTRACT&lt;br /&gt;
 BUILDING_TRIGGER_ENABLE_WATER&lt;br /&gt;
 BUILDING_TRIGGER_MIN_WATER_UP&lt;br /&gt;
 BUILDING_TRIGGER_MIN_WATER_DOWN&lt;br /&gt;
 BUILDING_TRIGGER_MAX_WATER_UP&lt;br /&gt;
 BUILDING_TRIGGER_MAX_WATER_DOWN&lt;br /&gt;
 BUILDING_TRIGGER_ENABLE_MAGMA&lt;br /&gt;
 BUILDING_TRIGGER_MIN_MAGMA_UP&lt;br /&gt;
 BUILDING_TRIGGER_MIN_MAGMA_DOWN&lt;br /&gt;
 BUILDING_TRIGGER_MAX_MAGMA_UP&lt;br /&gt;
 BUILDING_TRIGGER_MAX_MAGMA_DOWN&lt;br /&gt;
 BUILDING_TRIGGER_ENABLE_CREATURE&lt;br /&gt;
 BUILDING_TRIGGER_ENABLE_LOCALS&lt;br /&gt;
 BUILDING_TRIGGER_RESETS&lt;br /&gt;
 BUILDING_TRIGGER_MIN_SIZE_UP&lt;br /&gt;
 BUILDING_TRIGGER_MIN_SIZE_DOWN&lt;br /&gt;
 BUILDING_TRIGGER_MAX_SIZE_UP&lt;br /&gt;
 BUILDING_TRIGGER_MAX_SIZE_DOWN&lt;br /&gt;
 UNITVIEW_GEN&lt;br /&gt;
 UNITVIEW_INV&lt;br /&gt;
 UNITVIEW_PRF&lt;br /&gt;
 UNITVIEW_WND&lt;br /&gt;
 UNITVIEW_NEXT&lt;br /&gt;
 UNITVIEW_SLAUGHTER&lt;br /&gt;
 UNITVIEW_PRF_PROF&lt;br /&gt;
 UNITVIEW_PRF_PET&lt;br /&gt;
 UNITVIEW_PRF_SOLDIER&lt;br /&gt;
 UNITVIEW_PRF_CASTLE&lt;br /&gt;
 UNITVIEW_PRF_ROYAL&lt;br /&gt;
 UNITVIEW_PRF_TOGGLESQUAD&lt;br /&gt;
 UNITVIEW_PRF_PET_HUNT&lt;br /&gt;
 UNITVIEW_PRF_PET_WAR&lt;br /&gt;
 UNITVIEW_PRF_SOLDIER_UNARMED&lt;br /&gt;
 UNITVIEW_PRF_SOLDIER_AXE&lt;br /&gt;
 UNITVIEW_PRF_SOLDIER_CROSSBOW&lt;br /&gt;
 UNITVIEW_PRF_SOLDIER_HAMMER&lt;br /&gt;
 UNITVIEW_PRF_SOLDIER_MACE&lt;br /&gt;
 UNITVIEW_PRF_SOLDIER_SPEAR&lt;br /&gt;
 UNITVIEW_PRF_SOLDIER_SWORD&lt;br /&gt;
 UNITVIEW_PRF_SOLDIER_WEAPONNUM&lt;br /&gt;
 UNITVIEW_PRF_SOLDIER_ARMOR&lt;br /&gt;
 UNITVIEW_PRF_SOLDIER_SHIELD&lt;br /&gt;
 UNITVIEW_PRF_VIEW&lt;br /&gt;
 STRING_A000&lt;br /&gt;
 STRING_A001&lt;br /&gt;
 STRING_A002&lt;br /&gt;
 STRING_A003&lt;br /&gt;
 STRING_A004&lt;br /&gt;
 STRING_A005&lt;br /&gt;
 STRING_A006&lt;br /&gt;
 STRING_A007&lt;br /&gt;
 STRING_A008&lt;br /&gt;
 STRING_A009&lt;br /&gt;
 STRING_A010&lt;br /&gt;
 STRING_A011&lt;br /&gt;
 STRING_A012&lt;br /&gt;
 STRING_A013&lt;br /&gt;
 STRING_A014&lt;br /&gt;
 STRING_A015&lt;br /&gt;
 STRING_A016&lt;br /&gt;
 STRING_A017&lt;br /&gt;
 STRING_A018&lt;br /&gt;
 STRING_A019&lt;br /&gt;
 STRING_A020&lt;br /&gt;
 STRING_A021&lt;br /&gt;
 STRING_A022&lt;br /&gt;
 STRING_A023&lt;br /&gt;
 STRING_A024&lt;br /&gt;
 STRING_A025&lt;br /&gt;
 STRING_A026&lt;br /&gt;
 STRING_A027&lt;br /&gt;
 STRING_A028&lt;br /&gt;
 STRING_A029&lt;br /&gt;
 STRING_A030&lt;br /&gt;
 STRING_A031&lt;br /&gt;
 STRING_A032&lt;br /&gt;
 STRING_A033&lt;br /&gt;
 STRING_A034&lt;br /&gt;
 STRING_A035&lt;br /&gt;
 STRING_A036&lt;br /&gt;
 STRING_A037&lt;br /&gt;
 STRING_A038&lt;br /&gt;
 STRING_A039&lt;br /&gt;
 STRING_A040&lt;br /&gt;
 STRING_A041&lt;br /&gt;
 STRING_A042&lt;br /&gt;
 STRING_A043&lt;br /&gt;
 STRING_A044&lt;br /&gt;
 STRING_A045&lt;br /&gt;
 STRING_A046&lt;br /&gt;
 STRING_A047&lt;br /&gt;
 STRING_A048&lt;br /&gt;
 STRING_A049&lt;br /&gt;
 STRING_A050&lt;br /&gt;
 STRING_A051&lt;br /&gt;
 STRING_A052&lt;br /&gt;
 STRING_A053&lt;br /&gt;
 STRING_A054&lt;br /&gt;
 STRING_A055&lt;br /&gt;
 STRING_A056&lt;br /&gt;
 STRING_A057&lt;br /&gt;
 STRING_A058&lt;br /&gt;
 STRING_A059&lt;br /&gt;
 STRING_A060&lt;br /&gt;
 STRING_A061&lt;br /&gt;
 STRING_A062&lt;br /&gt;
 STRING_A063&lt;br /&gt;
 STRING_A064&lt;br /&gt;
 STRING_A065&lt;br /&gt;
 STRING_A066&lt;br /&gt;
 STRING_A067&lt;br /&gt;
 STRING_A068&lt;br /&gt;
 STRING_A069&lt;br /&gt;
 STRING_A070&lt;br /&gt;
 STRING_A071&lt;br /&gt;
 STRING_A072&lt;br /&gt;
 STRING_A073&lt;br /&gt;
 STRING_A074&lt;br /&gt;
 STRING_A075&lt;br /&gt;
 STRING_A076&lt;br /&gt;
 STRING_A077&lt;br /&gt;
 STRING_A078&lt;br /&gt;
 STRING_A079&lt;br /&gt;
 STRING_A080&lt;br /&gt;
 STRING_A081&lt;br /&gt;
 STRING_A082&lt;br /&gt;
 STRING_A083&lt;br /&gt;
 STRING_A084&lt;br /&gt;
 STRING_A085&lt;br /&gt;
 STRING_A086&lt;br /&gt;
 STRING_A087&lt;br /&gt;
 STRING_A088&lt;br /&gt;
 STRING_A089&lt;br /&gt;
 STRING_A090&lt;br /&gt;
 STRING_A091&lt;br /&gt;
 STRING_A092&lt;br /&gt;
 STRING_A093&lt;br /&gt;
 STRING_A094&lt;br /&gt;
 STRING_A095&lt;br /&gt;
 STRING_A096&lt;br /&gt;
 STRING_A097&lt;br /&gt;
 STRING_A098&lt;br /&gt;
 STRING_A099&lt;br /&gt;
 STRING_A100&lt;br /&gt;
 STRING_A101&lt;br /&gt;
 STRING_A102&lt;br /&gt;
 STRING_A103&lt;br /&gt;
 STRING_A104&lt;br /&gt;
 STRING_A105&lt;br /&gt;
 STRING_A106&lt;br /&gt;
 STRING_A107&lt;br /&gt;
 STRING_A108&lt;br /&gt;
 STRING_A109&lt;br /&gt;
 STRING_A110&lt;br /&gt;
 STRING_A111&lt;br /&gt;
 STRING_A112&lt;br /&gt;
 STRING_A113&lt;br /&gt;
 STRING_A114&lt;br /&gt;
 STRING_A115&lt;br /&gt;
 STRING_A116&lt;br /&gt;
 STRING_A117&lt;br /&gt;
 STRING_A118&lt;br /&gt;
 STRING_A119&lt;br /&gt;
 STRING_A120&lt;br /&gt;
 STRING_A121&lt;br /&gt;
 STRING_A122&lt;br /&gt;
 STRING_A123&lt;br /&gt;
 STRING_A124&lt;br /&gt;
 STRING_A125&lt;br /&gt;
 STRING_A126&lt;br /&gt;
 STRING_A127&lt;br /&gt;
 STRING_A128&lt;br /&gt;
 STRING_A129&lt;br /&gt;
 STRING_A130&lt;br /&gt;
 STRING_A131&lt;br /&gt;
 STRING_A132&lt;br /&gt;
 STRING_A133&lt;br /&gt;
 STRING_A134&lt;br /&gt;
 STRING_A135&lt;br /&gt;
 STRING_A136&lt;br /&gt;
 STRING_A137&lt;br /&gt;
 STRING_A138&lt;br /&gt;
 STRING_A139&lt;br /&gt;
 STRING_A140&lt;br /&gt;
 STRING_A141&lt;br /&gt;
 STRING_A142&lt;br /&gt;
 STRING_A143&lt;br /&gt;
 STRING_A144&lt;br /&gt;
 STRING_A145&lt;br /&gt;
 STRING_A146&lt;br /&gt;
 STRING_A147&lt;br /&gt;
 STRING_A148&lt;br /&gt;
 STRING_A149&lt;br /&gt;
 STRING_A150&lt;br /&gt;
 STRING_A151&lt;br /&gt;
 STRING_A152&lt;br /&gt;
 STRING_A153&lt;br /&gt;
 STRING_A154&lt;br /&gt;
 STRING_A155&lt;br /&gt;
 STRING_A156&lt;br /&gt;
 STRING_A157&lt;br /&gt;
 STRING_A158&lt;br /&gt;
 STRING_A159&lt;br /&gt;
 STRING_A160&lt;br /&gt;
 STRING_A161&lt;br /&gt;
 STRING_A162&lt;br /&gt;
 STRING_A163&lt;br /&gt;
 STRING_A164&lt;br /&gt;
 STRING_A165&lt;br /&gt;
 STRING_A166&lt;br /&gt;
 STRING_A167&lt;br /&gt;
 STRING_A168&lt;br /&gt;
 STRING_A169&lt;br /&gt;
 STRING_A170&lt;br /&gt;
 STRING_A171&lt;br /&gt;
 STRING_A172&lt;br /&gt;
 STRING_A173&lt;br /&gt;
 STRING_A174&lt;br /&gt;
 STRING_A175&lt;br /&gt;
 STRING_A176&lt;br /&gt;
 STRING_A177&lt;br /&gt;
 STRING_A178&lt;br /&gt;
 STRING_A179&lt;br /&gt;
 STRING_A180&lt;br /&gt;
 STRING_A181&lt;br /&gt;
 STRING_A182&lt;br /&gt;
 STRING_A183&lt;br /&gt;
 STRING_A184&lt;br /&gt;
 STRING_A185&lt;br /&gt;
 STRING_A186&lt;br /&gt;
 STRING_A187&lt;br /&gt;
 STRING_A188&lt;br /&gt;
 STRING_A189&lt;br /&gt;
 STRING_A190&lt;br /&gt;
 STRING_A191&lt;br /&gt;
 STRING_A192&lt;br /&gt;
 STRING_A193&lt;br /&gt;
 STRING_A194&lt;br /&gt;
 STRING_A195&lt;br /&gt;
 STRING_A196&lt;br /&gt;
 STRING_A197&lt;br /&gt;
 STRING_A198&lt;br /&gt;
 STRING_A199&lt;br /&gt;
 STRING_A200&lt;br /&gt;
 STRING_A201&lt;br /&gt;
 STRING_A202&lt;br /&gt;
 STRING_A203&lt;br /&gt;
 STRING_A204&lt;br /&gt;
 STRING_A205&lt;br /&gt;
 STRING_A206&lt;br /&gt;
 STRING_A207&lt;br /&gt;
 STRING_A208&lt;br /&gt;
 STRING_A209&lt;br /&gt;
 STRING_A210&lt;br /&gt;
 STRING_A211&lt;br /&gt;
 STRING_A212&lt;br /&gt;
 STRING_A213&lt;br /&gt;
 STRING_A214&lt;br /&gt;
 STRING_A215&lt;br /&gt;
 STRING_A216&lt;br /&gt;
 STRING_A217&lt;br /&gt;
 STRING_A218&lt;br /&gt;
 STRING_A219&lt;br /&gt;
 STRING_A220&lt;br /&gt;
 STRING_A221&lt;br /&gt;
 STRING_A222&lt;br /&gt;
 STRING_A223&lt;br /&gt;
 STRING_A224&lt;br /&gt;
 STRING_A225&lt;br /&gt;
 STRING_A226&lt;br /&gt;
 STRING_A227&lt;br /&gt;
 STRING_A228&lt;br /&gt;
 STRING_A229&lt;br /&gt;
 STRING_A230&lt;br /&gt;
 STRING_A231&lt;br /&gt;
 STRING_A232&lt;br /&gt;
 STRING_A233&lt;br /&gt;
 STRING_A234&lt;br /&gt;
 STRING_A235&lt;br /&gt;
 STRING_A236&lt;br /&gt;
 STRING_A237&lt;br /&gt;
 STRING_A238&lt;br /&gt;
 STRING_A239&lt;br /&gt;
 STRING_A240&lt;br /&gt;
 STRING_A241&lt;br /&gt;
 STRING_A242&lt;br /&gt;
 STRING_A243&lt;br /&gt;
 STRING_A244&lt;br /&gt;
 STRING_A245&lt;br /&gt;
 STRING_A246&lt;br /&gt;
 STRING_A247&lt;br /&gt;
 STRING_A248&lt;br /&gt;
 STRING_A249&lt;br /&gt;
 STRING_A250&lt;br /&gt;
 STRING_A251&lt;br /&gt;
 STRING_A252&lt;br /&gt;
 STRING_A253&lt;br /&gt;
 STRING_A254&lt;br /&gt;
 STRING_A255&lt;br /&gt;
 Not Supported&lt;br /&gt;
 Ctrl+&lt;br /&gt;
 Alt+&lt;br /&gt;
 Shft+&lt;br /&gt;
 Backspace&lt;br /&gt;
 Tab&lt;br /&gt;
 Clear&lt;br /&gt;
 Enter&lt;br /&gt;
 Shift&lt;br /&gt;
 Ctrl&lt;br /&gt;
 Alt&lt;br /&gt;
 Pause&lt;br /&gt;
 Caps&lt;br /&gt;
 Escape&lt;br /&gt;
 Space&lt;br /&gt;
 Page Up&lt;br /&gt;
 Page Down&lt;br /&gt;
 End&lt;br /&gt;
 Up&lt;br /&gt;
 Right&lt;br /&gt;
 Down&lt;br /&gt;
 Print&lt;br /&gt;
 Execute&lt;br /&gt;
 Print Screen&lt;br /&gt;
 Insert&lt;br /&gt;
 Delete&lt;br /&gt;
 Numpad 0&lt;br /&gt;
 Numpad 1&lt;br /&gt;
 Numpad 2&lt;br /&gt;
 Numpad 3&lt;br /&gt;
 Numpad 4&lt;br /&gt;
 Numpad 5&lt;br /&gt;
 Numpad 6&lt;br /&gt;
 Numpad 7&lt;br /&gt;
 Numpad 8&lt;br /&gt;
 Numpad 9&lt;br /&gt;
 Separator&lt;br /&gt;
 Subtract&lt;br /&gt;
 Add&lt;br /&gt;
 Multiply&lt;br /&gt;
 Decimal&lt;br /&gt;
 Divide&lt;br /&gt;
 F1&lt;br /&gt;
 F2&lt;br /&gt;
 F3&lt;br /&gt;
 F4&lt;br /&gt;
 F5&lt;br /&gt;
 F6&lt;br /&gt;
 F7&lt;br /&gt;
 F8&lt;br /&gt;
 F9&lt;br /&gt;
 F10&lt;br /&gt;
 F11&lt;br /&gt;
 F12&lt;br /&gt;
 F13&lt;br /&gt;
 F14&lt;br /&gt;
 F15&lt;br /&gt;
 F16&lt;br /&gt;
 F17&lt;br /&gt;
 F18&lt;br /&gt;
 F19&lt;br /&gt;
 F20&lt;br /&gt;
 F21&lt;br /&gt;
 F22&lt;br /&gt;
 F23&lt;br /&gt;
 F24&lt;br /&gt;
 Numlock&lt;br /&gt;
 Scroll&lt;br /&gt;
 L Shift&lt;br /&gt;
 R Shift&lt;br /&gt;
 L Control&lt;br /&gt;
 R Control&lt;br /&gt;
 L Menu&lt;br /&gt;
 R Menu&lt;br /&gt;
 Key BA&lt;br /&gt;
 Plus&lt;br /&gt;
 Comma&lt;br /&gt;
 Minus&lt;br /&gt;
 Period&lt;br /&gt;
 Key BF&lt;br /&gt;
 Key C0&lt;br /&gt;
 Key DB&lt;br /&gt;
 Key DC&lt;br /&gt;
 Key DD&lt;br /&gt;
 Key DE&lt;br /&gt;
 Key DF&lt;br /&gt;
 Key E1&lt;br /&gt;
 Key E2&lt;br /&gt;
 Key E3&lt;br /&gt;
 Key E4&lt;br /&gt;
 Key E9&lt;br /&gt;
 Key EA&lt;br /&gt;
 Key EB&lt;br /&gt;
 Key EC&lt;br /&gt;
 Key ED&lt;br /&gt;
 Key EE&lt;br /&gt;
 Key EF&lt;br /&gt;
 Key F1&lt;br /&gt;
 Key F2&lt;br /&gt;
 Key F3&lt;br /&gt;
 Key F4&lt;br /&gt;
 Key F5&lt;br /&gt;
 Key Hangul/Kana&lt;br /&gt;
 Key Junja&lt;br /&gt;
 Key Final&lt;br /&gt;
 Key Hanja/Kanji&lt;br /&gt;
 Key Convert&lt;br /&gt;
 Key Nonconvert&lt;br /&gt;
 Key Accept&lt;br /&gt;
 Key Mode Change&lt;br /&gt;
 Key 92&lt;br /&gt;
 Key 93&lt;br /&gt;
 Key 94&lt;br /&gt;
 Key 95&lt;br /&gt;
 Key 96&lt;br /&gt;
 NOT_SUPPORTED&lt;br /&gt;
 CTRL+&lt;br /&gt;
 ALT+&lt;br /&gt;
 SHIFT+&lt;br /&gt;
 BACKSPACE&lt;br /&gt;
 TAB&lt;br /&gt;
 CLEAR&lt;br /&gt;
 ENTER&lt;br /&gt;
 SHIFT&lt;br /&gt;
 CTRL&lt;br /&gt;
 ALT&lt;br /&gt;
 PAUSE&lt;br /&gt;
 CAPS&lt;br /&gt;
 ESCAPE&lt;br /&gt;
 SPACE&lt;br /&gt;
 PAGEUP&lt;br /&gt;
 PAGEDOWN&lt;br /&gt;
 END&lt;br /&gt;
 HOME&lt;br /&gt;
 UP&lt;br /&gt;
 DOWN&lt;br /&gt;
 PRINT&lt;br /&gt;
 EXECUTE&lt;br /&gt;
 PRINTSCREEN&lt;br /&gt;
 INSERT&lt;br /&gt;
 DELETE&lt;br /&gt;
 NUMPAD0&lt;br /&gt;
 NUMPAD1&lt;br /&gt;
 NUMPAD2&lt;br /&gt;
 NUMPAD3&lt;br /&gt;
 NUMPAD4&lt;br /&gt;
 NUMPAD5&lt;br /&gt;
 NUMPAD6&lt;br /&gt;
 NUMPAD7&lt;br /&gt;
 NUMPAD8&lt;br /&gt;
 NUMPAD9&lt;br /&gt;
 SEPARATOR&lt;br /&gt;
 SUBTRACT&lt;br /&gt;
 ADD&lt;br /&gt;
 MULTIPLY&lt;br /&gt;
 DECIMAL&lt;br /&gt;
 DIVIDE&lt;br /&gt;
 NUMLOCK&lt;br /&gt;
 SCROLL&lt;br /&gt;
 LSHIFT&lt;br /&gt;
 RSHIFT&lt;br /&gt;
 LCTRL&lt;br /&gt;
 RCTRL&lt;br /&gt;
 LMENU&lt;br /&gt;
 RMENU&lt;br /&gt;
 KEYBA&lt;br /&gt;
 PLUS&lt;br /&gt;
 COMMA&lt;br /&gt;
 MINUS&lt;br /&gt;
 PERIOD&lt;br /&gt;
 KEYBF&lt;br /&gt;
 KEYC0&lt;br /&gt;
 KEYDB&lt;br /&gt;
 KEYDC&lt;br /&gt;
 KEYDD&lt;br /&gt;
 KEYDE&lt;br /&gt;
 KEYDF&lt;br /&gt;
 KEYE1&lt;br /&gt;
 KEYE2&lt;br /&gt;
 KEYE3&lt;br /&gt;
 KEYE4&lt;br /&gt;
 KEYE9&lt;br /&gt;
 KEYEA&lt;br /&gt;
 KEYEB&lt;br /&gt;
 KEYEC&lt;br /&gt;
 KEYED&lt;br /&gt;
 KEYEE&lt;br /&gt;
 KEYEF&lt;br /&gt;
 KEYF1&lt;br /&gt;
 KEYF2&lt;br /&gt;
 KEYF3&lt;br /&gt;
 KEYF4&lt;br /&gt;
 KEYF5&lt;br /&gt;
 KEYHANGULKANA&lt;br /&gt;
 KEYJUNJA&lt;br /&gt;
 KEYFINAL&lt;br /&gt;
 KEYHANJAKANJI&lt;br /&gt;
 KEYCONVERT&lt;br /&gt;
 KEYNONCONVERT&lt;br /&gt;
 KEYACCEPT&lt;br /&gt;
 KEYMODECHANGE&lt;br /&gt;
 KEY92&lt;br /&gt;
 KEY93&lt;br /&gt;
 KEY94&lt;br /&gt;
 KEY95&lt;br /&gt;
 KEY96&lt;br /&gt;
   Dwarf Fortress Options  &lt;br /&gt;
 Ending game...&lt;br /&gt;
 Really retire?  All active saves will be deleted.  (&lt;br /&gt;
  = yes, other = no)&lt;br /&gt;
 You will be saved for later use in the region.&lt;br /&gt;
 Really quit?  All active saves will be deleted.  (&lt;br /&gt;
 The region will be saved for later use.&lt;br /&gt;
 Return to Title Screen&lt;br /&gt;
 Return to Game&lt;br /&gt;
 Save Game&lt;br /&gt;
 Key Bindings&lt;br /&gt;
 Export Local Image&lt;br /&gt;
 Music and Sound&lt;br /&gt;
 Abort Game&lt;br /&gt;
 Succumb to the Invasion&lt;br /&gt;
 Abandon the Fortress&lt;br /&gt;
 Retire (or Rest a while) as a Peasant&lt;br /&gt;
 Finish Game&lt;br /&gt;
 Give in to Starvation&lt;br /&gt;
  (holding another's goods)&lt;br /&gt;
 NULL unit pointer on load&lt;br /&gt;
 NULL play unit on load: id #&lt;br /&gt;
 NULL item pointer on load&lt;br /&gt;
 NULL play item on load: id #&lt;br /&gt;
 NULL job pointer on load&lt;br /&gt;
 NULL building pointer on load&lt;br /&gt;
 NULL play building on load: id #&lt;br /&gt;
 Site&lt;br /&gt;
 Error 1&lt;br /&gt;
 Error 2&lt;br /&gt;
 Nuked Activity Reference&lt;br /&gt;
 Nuked Job Reference&lt;br /&gt;
 Nuked Unit Reference (Worker/Inventory)&lt;br /&gt;
 Nuked Building Reference (Party)&lt;br /&gt;
 Nuked Item Reference (General)&lt;br /&gt;
 Nuked Effect Reference&lt;br /&gt;
 Nuked Pet Info Reference (Pet)&lt;br /&gt;
 Nuked Pet Info Reference (Owner)&lt;br /&gt;
 Nuked Vermin Event Reference&lt;br /&gt;
 Nuked Vermin Reference (Escaped Pet)&lt;br /&gt;
 Nuked Entity Reference&lt;br /&gt;
 Nuked Plot Info Reference&lt;br /&gt;
 Nuked Viewscreen Reference&lt;br /&gt;
 Nuked Unit Reference (Item Wrestle)&lt;br /&gt;
 Nuked Hist Fig Reference&lt;br /&gt;
 Nuked Site Reference&lt;br /&gt;
 Nuked Artifact Reference&lt;br /&gt;
 Nuked Item Improvement Reference&lt;br /&gt;
 Nuked Coin Front Reference&lt;br /&gt;
 Nuked Coin Back Reference&lt;br /&gt;
 Nuked Detail Event Reference&lt;br /&gt;
 Nuked Subregion Reference&lt;br /&gt;
 Nuked Art Image Reference&lt;br /&gt;
 Nuked Creature Def Reference&lt;br /&gt;
 NULL JOB ITEM (1): &lt;br /&gt;
 NULL JOB ITEM (2): &lt;br /&gt;
 NULL item projectile loaded&lt;br /&gt;
 NULL unit projectile loaded&lt;br /&gt;
 Civ Zone &lt;br /&gt;
 : Null Unit Assignment (Id &lt;br /&gt;
 : Null Item Assignment (Id &lt;br /&gt;
 Cage: Null Unit Assignment&lt;br /&gt;
 Cage: Null Item Assignment&lt;br /&gt;
 NULL Aid Requester&lt;br /&gt;
 NULL Royal Guard&lt;br /&gt;
 NULL Fortress Guard&lt;br /&gt;
 current&lt;br /&gt;
 /world.sav&lt;br /&gt;
   Dwarf Fortress Options: Save Game  &lt;br /&gt;
 Saving...&lt;br /&gt;
   Dwarf Fortress Options: Key Bindings  &lt;br /&gt;
  - Export to txt&lt;br /&gt;
  and a key&lt;br /&gt;
 to change a key binding.&lt;br /&gt;
 [DISPLAY_STRING:&lt;br /&gt;
 NO_FILE&lt;br /&gt;
 data/help/&lt;br /&gt;
 : Customize Nickname&lt;br /&gt;
 , `&lt;br /&gt;
 '&lt;br /&gt;
 : Customize Profession Name&lt;br /&gt;
 : Done with string entry&lt;br /&gt;
 : Abort string entry&lt;br /&gt;
 This creature&lt;br /&gt;
  is non-hostile.&lt;br /&gt;
  is a skulking perpetrator of mischief.&lt;br /&gt;
  is a minion of evil.&lt;br /&gt;
  is a brutal enemy of your kind.&lt;br /&gt;
  is of the wilderness.&lt;br /&gt;
  is of the walking dead.&lt;br /&gt;
  is crazed!&lt;br /&gt;
  is an invader.&lt;br /&gt;
  is from the depths of the underworld.&lt;br /&gt;
  is an uninvited guest.&lt;br /&gt;
  is a current resident.&lt;br /&gt;
  is from the river.&lt;br /&gt;
  is from the underground river.&lt;br /&gt;
  is from the underground pool.&lt;br /&gt;
  is from the magma pool.&lt;br /&gt;
  is from the magma pipe.&lt;br /&gt;
  is from the chasm.&lt;br /&gt;
  is from the deep pit.&lt;br /&gt;
  is from the underworld.&lt;br /&gt;
  is from a mysterious place.&lt;br /&gt;
 Account:&lt;br /&gt;
 Owned Objects:&lt;br /&gt;
 Holdings:&lt;br /&gt;
 Needs: &lt;br /&gt;
 No&lt;br /&gt;
 Chest&lt;br /&gt;
 Demands:&lt;br /&gt;
 Throne Room/Office&lt;br /&gt;
 Bedroom&lt;br /&gt;
 Mandates:&lt;br /&gt;
 Export of &lt;br /&gt;
 Make &lt;br /&gt;
 Complete &lt;br /&gt;
  Jobs&lt;br /&gt;
  Prohibited&lt;br /&gt;
 : View thoughts and preferences.&lt;br /&gt;
 : View relationships.&lt;br /&gt;
 : View kills.&lt;br /&gt;
 : Customize.&lt;br /&gt;
 data/sound/&lt;br /&gt;
 .ogg&lt;br /&gt;
   Moving Records  &lt;br /&gt;
 : Start recording (active record is erased, stops when you return here)&lt;br /&gt;
 : Play the active moving record&lt;br /&gt;
 : Save the active moving record (you will be prompted for a name)&lt;br /&gt;
 : Load a moving record&lt;br /&gt;
 data/movies/&lt;br /&gt;
 .cmv&lt;br /&gt;
 data/movies/*.cmv&lt;br /&gt;
 ecwe&lt;br /&gt;
 hlaas&lt;br /&gt;
 ** Loading Fortress **&lt;br /&gt;
 ** Loading Adventurer **&lt;br /&gt;
 stalled activity removed&lt;br /&gt;
 duplicate activity removed&lt;br /&gt;
   Dwarf Fortress Options: Load Game  &lt;br /&gt;
 Unknown Type Error&lt;br /&gt;
 Folder: &lt;br /&gt;
 There are no active games.&lt;br /&gt;
 Loading game...&lt;br /&gt;
 Mine&lt;br /&gt;
 Channel&lt;br /&gt;
 Remove Up Stairs/Ramps&lt;br /&gt;
 Upward Stairway&lt;br /&gt;
 Downward Stairway&lt;br /&gt;
 Up/Down Stairway&lt;br /&gt;
 Upward Ramp&lt;br /&gt;
 Chop Down Trees&lt;br /&gt;
 Gather Plants&lt;br /&gt;
 Smooth Stone&lt;br /&gt;
 Engrave Stone&lt;br /&gt;
 Carve Fortifications&lt;br /&gt;
 Toggle Engravings&lt;br /&gt;
 Remove Designation&lt;br /&gt;
 unprepared &lt;br /&gt;
 Standard&lt;br /&gt;
 Well-crafted&lt;br /&gt;
 Finely-crafted&lt;br /&gt;
 Superior Quality&lt;br /&gt;
 Exceptional&lt;br /&gt;
 Masterwork&lt;br /&gt;
 Artifact&lt;br /&gt;
 Fresh Raw Hide&lt;br /&gt;
 Rotten Raw Hide&lt;br /&gt;
  chitin&lt;br /&gt;
  leather&lt;br /&gt;
  silk&lt;br /&gt;
 Allow Plant/Animal&lt;br /&gt;
 Allow Non-Plant/Animal&lt;br /&gt;
 Use Seed&lt;br /&gt;
 Yes&lt;br /&gt;
  Seed&lt;br /&gt;
 Use History Seed&lt;br /&gt;
 Use Name Seed&lt;br /&gt;
 End Year&lt;br /&gt;
 Population Cap After Civ Creation&lt;br /&gt;
 No Cap&lt;br /&gt;
 Percentage Beasts Dead For Stoppage&lt;br /&gt;
 Ignore&lt;br /&gt;
 Year to Begin Checking Megabeast Percentage&lt;br /&gt;
 Cull Unimportant Historical Figures&lt;br /&gt;
 Reveal All Historical Events&lt;br /&gt;
 Minimum &lt;br /&gt;
 Maximum &lt;br /&gt;
  X-Variance&lt;br /&gt;
  Y-Variance&lt;br /&gt;
 Elevation Mesh Size&lt;br /&gt;
 2 x 2&lt;br /&gt;
 4 x 4&lt;br /&gt;
 8 x 8&lt;br /&gt;
 16 x 16&lt;br /&gt;
 32 x 32&lt;br /&gt;
  Elevation Weighted Range (&lt;br /&gt;
 Rain Mesh Size&lt;br /&gt;
  Rain Weighted Range (&lt;br /&gt;
 Drainage Mesh Size&lt;br /&gt;
  Drainage Weighted Range (&lt;br /&gt;
 Savagery Mesh Size&lt;br /&gt;
  Savagery Weighted Range (&lt;br /&gt;
 Temperature Mesh Size&lt;br /&gt;
  Temperature Weighted Range (&lt;br /&gt;
 Volcanism Mesh Size&lt;br /&gt;
  Volcanism Weighted Range (&lt;br /&gt;
 Minimum Mountain Peak Number&lt;br /&gt;
 Minimum Edge Oceans&lt;br /&gt;
 Minimum Volcano Number&lt;br /&gt;
 Desired Good Square Count in Small Subregions&lt;br /&gt;
 Desired Good Square Count in Medium Subregions&lt;br /&gt;
 Desired Good Square Count in Large Subregions&lt;br /&gt;
 Desired Evil Square Count in Small Subregions&lt;br /&gt;
 Desired Evil Square Count in Medium Subregions&lt;br /&gt;
 Desired Evil Square Count in Large Subregions&lt;br /&gt;
 Minimum Initial &lt;br /&gt;
  Square Count&lt;br /&gt;
  Region Count&lt;br /&gt;
 Minimum Final &lt;br /&gt;
 Erosion Cycle Count&lt;br /&gt;
 Minimum River Start Locations (Pre-Erosion)&lt;br /&gt;
 Desired River Start Locations (Post-Erosion)&lt;br /&gt;
 Periodically Erode Extreme Cliffs&lt;br /&gt;
 Do Orographic Precipitation and Rain Shadows&lt;br /&gt;
 Maximum Number of Subregions&lt;br /&gt;
 Minimum Natural Cave Size&lt;br /&gt;
 Maximum Natural Cave Size&lt;br /&gt;
 Number of Mountain Caves&lt;br /&gt;
 Number of Non-Mountain Caves&lt;br /&gt;
 Make Caves Visible&lt;br /&gt;
 Allow Init Embark Options to Show Underground Rivers&lt;br /&gt;
 Always&lt;br /&gt;
 Only in Finder&lt;br /&gt;
 Allow Init Embark Options to Show Underground Pools&lt;br /&gt;
 Allow Init Embark Options to Show Magma Pools&lt;br /&gt;
 Allow Init Embark Options to Show All Magma Pipes&lt;br /&gt;
 Allow Init Embark Options to Show Chasms&lt;br /&gt;
 Allow Init Embark Options to Show Bottomless Pits&lt;br /&gt;
 Allow Init Embark Options to Show Other Map Features&lt;br /&gt;
 Allow Init Embark Options to Show Tunnels&lt;br /&gt;
 Number of Civilizations&lt;br /&gt;
 Playable Civilization Required&lt;br /&gt;
 Minimum Number of Mid-Elevation Squares&lt;br /&gt;
 Minimum Number of Low-Elevation Squares&lt;br /&gt;
 Minimum Number of High-Elevation Squares&lt;br /&gt;
 Minimum Number of Mid-Rain Squares&lt;br /&gt;
 Minimum Number of Low-Rain Squares&lt;br /&gt;
 Minimum Number of High-Rain Squares&lt;br /&gt;
 Minimum Number of Mid-Drainage Squares&lt;br /&gt;
 Minimum Number of Low-Drainage Squares&lt;br /&gt;
 Minimum Number of High-Drainage Squares&lt;br /&gt;
 Minimum Number of Mid-Savagery Squares&lt;br /&gt;
 Minimum Number of Low-Savagery Squares&lt;br /&gt;
 Minimum Number of High-Savagery Squares&lt;br /&gt;
 Minimum Number of Mid-Volcanism Squares&lt;br /&gt;
 Minimum Number of Low-Volcanism Squares&lt;br /&gt;
 Minimum Number of High-Volcanism Squares&lt;br /&gt;
   Stockpile Settings  &lt;br /&gt;
 Food&lt;br /&gt;
 Furniture/Siege Ammo&lt;br /&gt;
 Graveyard&lt;br /&gt;
 Refuse&lt;br /&gt;
 Coins&lt;br /&gt;
 Bars/Blocks&lt;br /&gt;
 Gems&lt;br /&gt;
 Finished Goods&lt;br /&gt;
 Weapons/Trap Comps&lt;br /&gt;
 Additional Options&lt;br /&gt;
 Unprepared Fish&lt;br /&gt;
 Drink (Plant)&lt;br /&gt;
 Drink (Animal)&lt;br /&gt;
 Cheese (Plant)&lt;br /&gt;
 Cheese (Animal)&lt;br /&gt;
 Leaves&lt;br /&gt;
 Milled Plant&lt;br /&gt;
 Bone Meal&lt;br /&gt;
 Fat&lt;br /&gt;
 Extract (Plant)&lt;br /&gt;
 Extract (Animal)&lt;br /&gt;
 Misc. Liquid&lt;br /&gt;
 Item Types&lt;br /&gt;
 Corpses&lt;br /&gt;
 Body Parts&lt;br /&gt;
 Type&lt;br /&gt;
 Material&lt;br /&gt;
 Metals&lt;br /&gt;
 Other Materials&lt;br /&gt;
 Bars&lt;br /&gt;
 Bars: Metal&lt;br /&gt;
 Blocks&lt;br /&gt;
 Blocks: Metal&lt;br /&gt;
 Metal Ores&lt;br /&gt;
 Economic&lt;br /&gt;
 Rough Glass&lt;br /&gt;
 Cut Glass&lt;br /&gt;
 Rough Gem&lt;br /&gt;
 Cut Gem&lt;br /&gt;
 Body&lt;br /&gt;
 Head&lt;br /&gt;
 Feet&lt;br /&gt;
 Hands&lt;br /&gt;
 Legs&lt;br /&gt;
 Shield&lt;br /&gt;
 Core Quality&lt;br /&gt;
 Total Quality&lt;br /&gt;
 : Toggle&lt;br /&gt;
 : Enable&lt;br /&gt;
 : Disable&lt;br /&gt;
 Mill Products&lt;br /&gt;
 Fats&lt;br /&gt;
 Liquids&lt;br /&gt;
 Types&lt;br /&gt;
 Corpse&lt;br /&gt;
 Silk Thread&lt;br /&gt;
 Plant Thread&lt;br /&gt;
 Silk Cloth&lt;br /&gt;
 Plant Cloth&lt;br /&gt;
 Trap Comps&lt;br /&gt;
 Qualities&lt;br /&gt;
 Empty Cages&lt;br /&gt;
 Empty Animals Traps&lt;br /&gt;
 Sand Bag&lt;br /&gt;
 Usable&lt;br /&gt;
 Unusable&lt;br /&gt;
 : Allow All&lt;br /&gt;
 : Block All&lt;br /&gt;
 : Permit &lt;br /&gt;
 : Forbid &lt;br /&gt;
 : View Biomes&lt;br /&gt;
  x &lt;br /&gt;
 Brush Radius &lt;br /&gt;
 Smoothing Brush&lt;br /&gt;
 Normal Brush&lt;br /&gt;
 ELEV&lt;br /&gt;
 TEMP&lt;br /&gt;
 DRAIN&lt;br /&gt;
 SAV&lt;br /&gt;
 VOLC&lt;br /&gt;
 (View)&lt;br /&gt;
 Brush = &lt;br /&gt;
 Painting&lt;br /&gt;
 Not painting&lt;br /&gt;
 Will be saved&lt;br /&gt;
 Randomize at gen&lt;br /&gt;
 : Type Value&lt;br /&gt;
 : Nullify Value&lt;br /&gt;
 : Decrease Value&lt;br /&gt;
 : Increase Value&lt;br /&gt;
 Range: &lt;br /&gt;
 : Set Preset Field Values&lt;br /&gt;
   Export Local Image  &lt;br /&gt;
 Your Units&lt;br /&gt;
 Buildings&lt;br /&gt;
 : Export Image&lt;br /&gt;
 local_map&lt;br /&gt;
 -param-&lt;br /&gt;
 Created in DF &lt;br /&gt;
   Music and Sound Options  &lt;br /&gt;
 Volume: &lt;br /&gt;
 /255&lt;br /&gt;
 =========&lt;br /&gt;
 ---------&lt;br /&gt;
  or left-click: Change volume.  &lt;br /&gt;
 : Done.&lt;br /&gt;
   Relationships of &lt;br /&gt;
 Pet&lt;br /&gt;
 Spouse&lt;br /&gt;
 Mother&lt;br /&gt;
 Father&lt;br /&gt;
 Lover&lt;br /&gt;
 Child&lt;br /&gt;
 Friend&lt;br /&gt;
 Grudge&lt;br /&gt;
 Deity&lt;br /&gt;
 Force&lt;br /&gt;
 Object of Worship&lt;br /&gt;
 Long-term Acquaintance&lt;br /&gt;
 Passing Acquaintance&lt;br /&gt;
 : Back to Main&lt;br /&gt;
   Workshop Profile  &lt;br /&gt;
 Permitted Workers&lt;br /&gt;
 : Permit All&lt;br /&gt;
 : Min - &lt;br /&gt;
 : Max - &lt;br /&gt;
  for more&lt;br /&gt;
  to close window&lt;br /&gt;
&lt;br /&gt;
  has created a masterpiece!&lt;br /&gt;
 [P]&lt;br /&gt;
 This is&lt;br /&gt;
  a&lt;br /&gt;
 n&lt;br /&gt;
 This is a stack of&lt;br /&gt;
 These are &lt;br /&gt;
  bundles of&lt;br /&gt;
 This is a bundle of&lt;br /&gt;
  well-prepared&lt;br /&gt;
  finely-prepared&lt;br /&gt;
  superiorly prepared&lt;br /&gt;
  exceptional prepared&lt;br /&gt;
  masterfully prepared&lt;br /&gt;
  well-crafted&lt;br /&gt;
  finely-crafted&lt;br /&gt;
  superior quality&lt;br /&gt;
  exceptional&lt;br /&gt;
  masterful&lt;br /&gt;
  created by an unknown artisan&lt;br /&gt;
 All &lt;br /&gt;
 craftsman&lt;br /&gt;
 ship is of the highest quality.  &lt;br /&gt;
 The ingredients are &lt;br /&gt;
 well-&lt;br /&gt;
 finely &lt;br /&gt;
 superiorly &lt;br /&gt;
 exceptionally &lt;br /&gt;
 masterfully &lt;br /&gt;
 minced &lt;br /&gt;
 cooked &lt;br /&gt;
 It is &lt;br /&gt;
 encrusted with&lt;br /&gt;
 studded with&lt;br /&gt;
 decorated with&lt;br /&gt;
 well-crafted &lt;br /&gt;
 finely-crafted &lt;br /&gt;
 superior quality &lt;br /&gt;
 exceptionally worked &lt;br /&gt;
 masterfully worked &lt;br /&gt;
  by an unknown artist&lt;br /&gt;
 encircled with bands of &lt;br /&gt;
 The handle is made from &lt;br /&gt;
 This object &lt;br /&gt;
 is adorned with hanging rings of &lt;br /&gt;
 menaces with spikes of &lt;br /&gt;
 It is made from &lt;br /&gt;
 The thread is &lt;br /&gt;
 gray&lt;br /&gt;
 superbly &lt;br /&gt;
 colored&lt;br /&gt;
 This object is showing some wear.  &lt;br /&gt;
 This object is threadbare.  &lt;br /&gt;
 This object is in tatters.  &lt;br /&gt;
 This object is heavily worn.  &lt;br /&gt;
 This object is mangled.  &lt;br /&gt;
 &amp;amp;r&lt;br /&gt;
 You gain possession of the &lt;br /&gt;
  remains stuck in your &lt;br /&gt;
 You maintain possession of the &lt;br /&gt;
  is torn from your &lt;br /&gt;
 You've lost possession of the &lt;br /&gt;
 null item load -- type: &lt;br /&gt;
 your &lt;br /&gt;
 's &lt;br /&gt;
 Seed&lt;br /&gt;
 Cheese&lt;br /&gt;
 Spice&lt;br /&gt;
 Mill&lt;br /&gt;
 Rendered Fat&lt;br /&gt;
  Barrel&lt;br /&gt;
  &amp;lt;#&lt;br /&gt;
 &amp;gt;&lt;br /&gt;
 Coin&lt;br /&gt;
 Bar/Block&lt;br /&gt;
  Bin&lt;br /&gt;
 aquarium&lt;br /&gt;
 exceptional &lt;br /&gt;
 masterful &lt;br /&gt;
  cloth&lt;br /&gt;
  woven by &lt;br /&gt;
&lt;br /&gt;
 BOLT&lt;br /&gt;
 ITEM_WEAPON&lt;br /&gt;
 ITEM_TOY&lt;br /&gt;
 ITEM_INSTRUMENT&lt;br /&gt;
 ITEM_TRAPCOMP&lt;br /&gt;
 ITEM_ARMOR&lt;br /&gt;
 ITEM_AMMO&lt;br /&gt;
 ITEM_SIEGEAMMO&lt;br /&gt;
 ITEM_GLOVES&lt;br /&gt;
 ITEM_SHOES&lt;br /&gt;
 ITEM_SHIELD&lt;br /&gt;
 ITEM_HELM&lt;br /&gt;
 ITEM_PANTS&lt;br /&gt;
 ITEM_FOOD&lt;br /&gt;
 Unrecognized Item Definition Token: &lt;br /&gt;
 ADJECTIVE&lt;br /&gt;
 DAMAGE&lt;br /&gt;
 WEIGHT&lt;br /&gt;
 STICK_CHANCE&lt;br /&gt;
 SKILL&lt;br /&gt;
 RANGED&lt;br /&gt;
 CRIT_BOOST&lt;br /&gt;
 TWO_HANDED&lt;br /&gt;
 MINIMUM_SIZE&lt;br /&gt;
 CAN_STONE&lt;br /&gt;
 MATERIAL_SIZE&lt;br /&gt;
 Unrecognized Item Definition (Weapon) Token: &lt;br /&gt;
 HARD_MAT&lt;br /&gt;
 Unrecognized Item Definition (Toy) Token: &lt;br /&gt;
 Unrecognized Item Definition (Instrument) Token: &lt;br /&gt;
 HITS&lt;br /&gt;
 IS_SCREW&lt;br /&gt;
 IS_SPIKE&lt;br /&gt;
 Unrecognized Item Definition (Trap Component) Token: &lt;br /&gt;
 SOFT&lt;br /&gt;
 HARD&lt;br /&gt;
 BARRED&lt;br /&gt;
 SCALED&lt;br /&gt;
 SHAPED&lt;br /&gt;
 LAYER_SIZE&lt;br /&gt;
 LAYER_PERMIT&lt;br /&gt;
 LAYER&lt;br /&gt;
 OVER&lt;br /&gt;
 UNDER&lt;br /&gt;
 COVER&lt;br /&gt;
 COVERAGE&lt;br /&gt;
 PREPLURAL&lt;br /&gt;
 MATERIAL_PLACEHOLDER&lt;br /&gt;
 VALUE&lt;br /&gt;
 ARMORLEVEL&lt;br /&gt;
 UBSTEP&lt;br /&gt;
 MAX&lt;br /&gt;
 LBSTEP&lt;br /&gt;
 METAL_ARMOR_LEVELS&lt;br /&gt;
 MAINBLOCK&lt;br /&gt;
 SECONDBLOCK&lt;br /&gt;
 Unrecognized Item Definition (Armor) Token: &lt;br /&gt;
 CLASS&lt;br /&gt;
 Unrecognized Item Definition (Ammo) Token: &lt;br /&gt;
 Unrecognized Item Definition (Siege Ammo) Token: &lt;br /&gt;
 BLOCKPOWER&lt;br /&gt;
 UPSTEP&lt;br /&gt;
 Unrecognized Item Definition (Gloves) Token: &lt;br /&gt;
 Unrecognized Item Definition (Shoes) Token: &lt;br /&gt;
 BLOCKCHANCE&lt;br /&gt;
 Unrecognized Item Definition (Shield) Token: &lt;br /&gt;
 Unrecognized Item Definition (Helm) Token: &lt;br /&gt;
 CHAIN_METAL&lt;br /&gt;
 Unrecognized Item Definition (Pants) Token: &lt;br /&gt;
 LEVEL&lt;br /&gt;
 Unrecognized Item Definition (Food) Token: &lt;br /&gt;
&lt;br /&gt;
 DOUBLE TAGGED ITEM: &lt;br /&gt;
 Construct Building&lt;br /&gt;
 Butcher an Animal&lt;br /&gt;
 Catch Live Fish&lt;br /&gt;
 Catch Live Land Animal&lt;br /&gt;
 Prepare a Raw Fish&lt;br /&gt;
 Mill Plants&lt;br /&gt;
 Process Plants&lt;br /&gt;
 Milk Creature&lt;br /&gt;
 Make Cheese&lt;br /&gt;
 Process Plants (Vial)&lt;br /&gt;
 Process Plants (Bag)&lt;br /&gt;
 Process Plants (Barrel)&lt;br /&gt;
 Make Lye&lt;br /&gt;
 Make Potash From Lye&lt;br /&gt;
 Make Potash From Ash&lt;br /&gt;
 Make Soap&lt;br /&gt;
 Make Pearlash&lt;br /&gt;
 Prepare Easy Meal&lt;br /&gt;
 Prepare Fine Meal&lt;br /&gt;
 Prepare Lavish Meal&lt;br /&gt;
 Brew Drink&lt;br /&gt;
 Extract from Plants&lt;br /&gt;
 Extract from Raw Fish&lt;br /&gt;
 Extract from Land Animal&lt;br /&gt;
 Unchain Pet&lt;br /&gt;
 Releasing Pet&lt;br /&gt;
 Recover Pet&lt;br /&gt;
 Pit/Pond Large Animal&lt;br /&gt;
 Pit/Pond Small Animal&lt;br /&gt;
 Drain Aquarium&lt;br /&gt;
 Fill Aquarium&lt;br /&gt;
 Fill Pond&lt;br /&gt;
 Trade at Depot&lt;br /&gt;
 Chain Animal&lt;br /&gt;
 Slaughter Animal&lt;br /&gt;
 Unchain Animal&lt;br /&gt;
 Tame &lt;br /&gt;
 a Large Animal&lt;br /&gt;
 Tame a Small Animal&lt;br /&gt;
 Mint &lt;br /&gt;
  Coins&lt;br /&gt;
 Cut &lt;br /&gt;
 Decorate With &lt;br /&gt;
 Stud With &lt;br /&gt;
 Encrust &lt;br /&gt;
  With &lt;br /&gt;
 Collect Sand&lt;br /&gt;
 Construct &lt;br /&gt;
  Blocks&lt;br /&gt;
 Make Raw &lt;br /&gt;
  Portal&lt;br /&gt;
  Hatch Cover&lt;br /&gt;
  Grate&lt;br /&gt;
  Box&lt;br /&gt;
 Forge &lt;br /&gt;
 Make Totem&lt;br /&gt;
  Terrarium&lt;br /&gt;
  Cage&lt;br /&gt;
  Waterskin&lt;br /&gt;
  Vial&lt;br /&gt;
  Flask&lt;br /&gt;
  Cup&lt;br /&gt;
  Mug&lt;br /&gt;
  Goblet&lt;br /&gt;
  Instrument&lt;br /&gt;
  Toy&lt;br /&gt;
  Tube&lt;br /&gt;
  Pipe Section&lt;br /&gt;
  Bucket&lt;br /&gt;
  Backpack&lt;br /&gt;
  Quiver&lt;br /&gt;
 Bait Trap with &lt;br /&gt;
  Ballista Arrow Head&lt;br /&gt;
 Assemble &lt;br /&gt;
 Construct&lt;br /&gt;
  Catapult Parts&lt;br /&gt;
  Mechanisms&lt;br /&gt;
  Ballista Parts&lt;br /&gt;
  Anvil&lt;br /&gt;
  Bed&lt;br /&gt;
  Quern&lt;br /&gt;
  Millstone&lt;br /&gt;
 Train Hunting Animal&lt;br /&gt;
 Train War Animal&lt;br /&gt;
 Make Charcoal&lt;br /&gt;
 Make Ash&lt;br /&gt;
 Smelt&lt;br /&gt;
 Smelt &lt;br /&gt;
  Ore&lt;br /&gt;
 Melt a Metal Object&lt;br /&gt;
 Extract Metal Strands&lt;br /&gt;
 Dye Thread&lt;br /&gt;
 Dye Cloth&lt;br /&gt;
 Sew &lt;br /&gt;
  Image&lt;br /&gt;
 Tan a Hide&lt;br /&gt;
 Render Fat&lt;br /&gt;
 Collect Webs&lt;br /&gt;
 Weave Metal Cloth&lt;br /&gt;
 Weave Thread into Silk&lt;br /&gt;
 Weave Thread into Cloth&lt;br /&gt;
  (Dyed Only)&lt;br /&gt;
 Harvest Plants&lt;br /&gt;
 Plant Seeds&lt;br /&gt;
 Fertilize Field&lt;br /&gt;
 Pull the Lever&lt;br /&gt;
 Link a Building to Trigger&lt;br /&gt;
 Carve Fortification&lt;br /&gt;
 Detail Wall&lt;br /&gt;
 Detail Floor&lt;br /&gt;
 Remove Stairs/Ramps&lt;br /&gt;
 Carve Upward Staircase&lt;br /&gt;
 Carve Downward Staircase&lt;br /&gt;
 Carve Up/Down Staircase&lt;br /&gt;
 Carve Ramp&lt;br /&gt;
 Dig Channel&lt;br /&gt;
 Fell Tree&lt;br /&gt;
 Bring Item to Shop&lt;br /&gt;
 Bring Item to Depot&lt;br /&gt;
 Eat&lt;br /&gt;
 Get Provisions&lt;br /&gt;
 Fill Waterskin&lt;br /&gt;
 Sleep&lt;br /&gt;
 Kidnap&lt;br /&gt;
 Hunt&lt;br /&gt;
 Starting Fist Fight&lt;br /&gt;
 Hunt for Small Creature&lt;br /&gt;
 Collect Taxes&lt;br /&gt;
 Guard Tax Collector&lt;br /&gt;
 Return Kill&lt;br /&gt;
 Go Shopping&lt;br /&gt;
 Shooting at Archery Range&lt;br /&gt;
 Sparring in Barracks&lt;br /&gt;
 Store Owned Item&lt;br /&gt;
 Pickup Equipment&lt;br /&gt;
 Strange Mood&lt;br /&gt;
 Clean Trap&lt;br /&gt;
 Load Catapult&lt;br /&gt;
 Load Ballista&lt;br /&gt;
 Fire Catapult&lt;br /&gt;
 Fire Ballista&lt;br /&gt;
 Load Cage Trap&lt;br /&gt;
 Load Stone Trap&lt;br /&gt;
 Load Weapon Trap&lt;br /&gt;
 Cast Spell&lt;br /&gt;
 SYMBOL&lt;br /&gt;
 NOUN&lt;br /&gt;
 PREFIX&lt;br /&gt;
 VERB&lt;br /&gt;
 ADJ_DIST&lt;br /&gt;
 THE_NOUN_SING&lt;br /&gt;
 THE_NOUN_PLUR&lt;br /&gt;
 THE_COMPOUND_NOUN_SING&lt;br /&gt;
 THE_COMPOUND_NOUN_PLUR&lt;br /&gt;
 THE_COMPOUND_ADJ&lt;br /&gt;
 OF_NOUN_SING&lt;br /&gt;
 OF_NOUN_PLUR&lt;br /&gt;
 FRONT_COMPOUND_NOUN_SING&lt;br /&gt;
 FRONT_COMPOUND_NOUN_PLUR&lt;br /&gt;
 REAR_COMPOUND_NOUN_SING&lt;br /&gt;
 REAR_COMPOUND_NOUN_PLUR&lt;br /&gt;
 FRONT_COMPOUND_ADJ&lt;br /&gt;
 REAR_COMPOUND_ADJ&lt;br /&gt;
 FRONT_COMPOUND_PREFIX&lt;br /&gt;
 THE_COMPOUND_PREFIX&lt;br /&gt;
 STANDARD_VERB&lt;br /&gt;
 Unrecognized Word Token: &lt;br /&gt;
 S_WORD&lt;br /&gt;
 Unrecognized Symbol Token: &lt;br /&gt;
 T_WORD&lt;br /&gt;
 Unrecognized Translation Token: &lt;br /&gt;
 HOLY&lt;br /&gt;
 NAME_SWAMP&lt;br /&gt;
 NAME_DESERT&lt;br /&gt;
 NAME_GLACIER&lt;br /&gt;
 NAME_TUNDRA&lt;br /&gt;
 NAME_GRASSLAND&lt;br /&gt;
 NAME_HILLS&lt;br /&gt;
 NAME_REGION&lt;br /&gt;
 NAME_PEAK&lt;br /&gt;
 NAME_ISLAND_SMALL&lt;br /&gt;
 NAME_ISLAND&lt;br /&gt;
 NAME_CONTINENT&lt;br /&gt;
 NAME_WAR&lt;br /&gt;
 NAME_BATTLE&lt;br /&gt;
 NAME_SIEGE&lt;br /&gt;
 NAME_COMMON_RELIGION&lt;br /&gt;
 NAME_BUILDING_TEMPLE&lt;br /&gt;
 NAME_ROAD&lt;br /&gt;
 NAME_BRIDGE&lt;br /&gt;
 NAME_TUNNEL&lt;br /&gt;
 NAME_WALL&lt;br /&gt;
 NAME_BUILDING_KEEP&lt;br /&gt;
 Impoverished Word Selector&lt;br /&gt;
 Machine node out of bounds on split&lt;br /&gt;
 Failed to find machine node frontier on split&lt;br /&gt;
 Unreachable machine node on split&lt;br /&gt;
&lt;br /&gt;
 silk&lt;br /&gt;
 filth&lt;br /&gt;
 grime&lt;br /&gt;
 unknown substance&lt;br /&gt;
 ivory&lt;br /&gt;
 horn&lt;br /&gt;
 amber&lt;br /&gt;
 coral&lt;br /&gt;
 pearl&lt;br /&gt;
 bone&lt;br /&gt;
 fat&lt;br /&gt;
 tallow&lt;br /&gt;
 plant fiber&lt;br /&gt;
 drinking alcohol&lt;br /&gt;
 chitin&lt;br /&gt;
 leather&lt;br /&gt;
 wooden&lt;br /&gt;
 metallic&lt;br /&gt;
 metal&lt;br /&gt;
 coal&lt;br /&gt;
 ash&lt;br /&gt;
 lye&lt;br /&gt;
 green glass&lt;br /&gt;
 clear glass&lt;br /&gt;
 crystal glass&lt;br /&gt;
 sand&lt;br /&gt;
 mud&lt;br /&gt;
 MATGLOSS_WOOD&lt;br /&gt;
 MATGLOSS_STONE&lt;br /&gt;
 MATGLOSS_METAL&lt;br /&gt;
 MATGLOSS_PLANT&lt;br /&gt;
 AUTUMNCOLOR&lt;br /&gt;
 DEAD_TILE&lt;br /&gt;
 SAPLING_TILE&lt;br /&gt;
 DEAD_SAPLING_TILE&lt;br /&gt;
 DEAD_COLOR&lt;br /&gt;
 SAPLING_COLOR&lt;br /&gt;
 DEAD_SAPLING_COLOR&lt;br /&gt;
 SAPLING_DROWN_LEVEL&lt;br /&gt;
 TREE_DROWN_LEVEL&lt;br /&gt;
 WET&lt;br /&gt;
 DRY&lt;br /&gt;
 SAPLING&lt;br /&gt;
 SOLID_DENSITY&lt;br /&gt;
 LIQUID_DENSITY&lt;br /&gt;
 BUILD_COLOR&lt;br /&gt;
 BASIC_COLOR&lt;br /&gt;
 DAMAGE_PERC&lt;br /&gt;
 WEAPON_RANGED&lt;br /&gt;
 BRITTLE&lt;br /&gt;
 WAFERS&lt;br /&gt;
 ANY_USE&lt;br /&gt;
 DEEP&lt;br /&gt;
 BLOCK_PERC&lt;br /&gt;
 STONE_NAME&lt;br /&gt;
 METAL_ORE&lt;br /&gt;
 THREAD_METAL&lt;br /&gt;
 REACTION_CLASS&lt;br /&gt;
 ITEM_SYMBOL&lt;br /&gt;
 TILE_COLOR&lt;br /&gt;
 AQUIFER&lt;br /&gt;
 METAMORPHIC&lt;br /&gt;
 SEDIMENTARY&lt;br /&gt;
 SOIL&lt;br /&gt;
 SOIL_OCEAN&lt;br /&gt;
 SOIL_SAND&lt;br /&gt;
 SEDIMENTARY_OCEAN_SHALLOW&lt;br /&gt;
 SEDIMENTARY_OCEAN_DEEP&lt;br /&gt;
 IGNEOUS_INTRUSIVE&lt;br /&gt;
 IGNEOUS_EXTRUSIVE&lt;br /&gt;
 ENVIRONMENT&lt;br /&gt;
 Missing Stone Environment Token: &lt;br /&gt;
 Missing Stone Environment Inclusion Type Token: &lt;br /&gt;
 Missing Frequency for Stone Environment: &lt;br /&gt;
 ALL_STONE&lt;br /&gt;
 IGNEOUS_ALL&lt;br /&gt;
 ALLUVIAL&lt;br /&gt;
 Unrecognized Stone Environment Token: &lt;br /&gt;
 ENVIRONMENT_SPEC&lt;br /&gt;
 Missing Stone Environment Spec Token: &lt;br /&gt;
 Missing Stone Environment Spec Inclusion Type Token: &lt;br /&gt;
 Missing Frequency for Stone Environment Spec: &lt;br /&gt;
 LAVA&lt;br /&gt;
 SHARP&lt;br /&gt;
 GLASS&lt;br /&gt;
 NAME_PLURAL&lt;br /&gt;
 SEEDNAME&lt;br /&gt;
 GROWDUR&lt;br /&gt;
 SHRUB_TILE&lt;br /&gt;
 DEAD_SHRUB_TILE&lt;br /&gt;
 CLUSTERSIZE&lt;br /&gt;
 SHRUB_COLOR&lt;br /&gt;
 DEAD_SHRUB_COLOR&lt;br /&gt;
 DRINKVALUE&lt;br /&gt;
 MILL&lt;br /&gt;
 MILL_VALUE&lt;br /&gt;
 COOKABLE_WHEN_MILLED&lt;br /&gt;
 MILL_DYE&lt;br /&gt;
 EDIBLE_VERMIN&lt;br /&gt;
 EDIBLE_RAW&lt;br /&gt;
 EDIBLE_WHENCOOKED&lt;br /&gt;
 DROWN_LEVEL&lt;br /&gt;
 EXTRACT_VIAL&lt;br /&gt;
 EXTRACT_BAG&lt;br /&gt;
 EXTRACT_BARREL&lt;br /&gt;
 EXTRACT_STILL_VIAL&lt;br /&gt;
 EXTRACTVALUE&lt;br /&gt;
 CLOTH_SPEC_HEAT&lt;br /&gt;
 CLOTH_HEATDAM_POINT&lt;br /&gt;
 CLOTH_COLDDAM_POINT&lt;br /&gt;
 CLOTH_IGNITE_POINT&lt;br /&gt;
 CLOTH_MELTING_POINT&lt;br /&gt;
 CLOTH_BOILING_POINT&lt;br /&gt;
 CLOTH_FIXED_TEMP&lt;br /&gt;
 CLOTH_SOLID_DENSITY&lt;br /&gt;
 CLOTH_LIQUID_DENSITY&lt;br /&gt;
 Unrecognized Matgloss Token: &lt;br /&gt;
 : Smelt Metal Ore Not Found, Token - &lt;br /&gt;
 : Thread Metal Ore Not Found, Token - &lt;br /&gt;
 : Environment Spec Stone Not Found, Token - &lt;br /&gt;
 Sharp blades&lt;br /&gt;
 Extract &lt;br /&gt;
  strands&lt;br /&gt;
 %)&lt;br /&gt;
 Ore of &lt;br /&gt;
  spits out &lt;br /&gt;
  drops &lt;br /&gt;
  has moved out of range!&lt;br /&gt;
  has become entangled in a hidden web!&lt;br /&gt;
  caught up in a web!&lt;br /&gt;
  has claimed a &lt;br /&gt;
  has begun a mysterious construction!&lt;br /&gt;
 Your mason has defaced a &lt;br /&gt;
  destroyed&lt;br /&gt;
  toppled&lt;br /&gt;
 loop path fail: &lt;br /&gt;
 &amp;lt;same square&amp;gt; &lt;br /&gt;
 &amp;lt;invalid start&amp;gt; &lt;br /&gt;
 &amp;lt;invalid goal&amp;gt; &lt;br /&gt;
 ,&lt;br /&gt;
  -&amp;gt; &lt;br /&gt;
 : Id #&lt;br /&gt;
 :Path Goal &lt;br /&gt;
 :Station &lt;br /&gt;
&lt;br /&gt;
 High Priest&lt;br /&gt;
 Mayor&lt;br /&gt;
 Ruler&lt;br /&gt;
 Local Leader&lt;br /&gt;
 Leader&lt;br /&gt;
 Nemesis Unit Load Failed&lt;br /&gt;
 ANXIETY&lt;br /&gt;
 ANGER&lt;br /&gt;
 DEPRESSION&lt;br /&gt;
 SELF_CONSCIOUSNESS&lt;br /&gt;
 IMMODERATION&lt;br /&gt;
 VULNERABILITY&lt;br /&gt;
 FRIENDLINESS&lt;br /&gt;
 GREGARIOUSNESS&lt;br /&gt;
 ASSERTIVENESS&lt;br /&gt;
 ACTIVITY_LEVEL&lt;br /&gt;
 EXCITEMENT_SEEKING&lt;br /&gt;
 CHEERFULNESS&lt;br /&gt;
 IMAGINATION&lt;br /&gt;
 ARTISTIC_INTEREST&lt;br /&gt;
 EMOTIONALITY&lt;br /&gt;
 ADVENTUROUSNESS&lt;br /&gt;
 INTELLECTUAL_CURIOSITY&lt;br /&gt;
 LIBERALISM&lt;br /&gt;
 TRUST&lt;br /&gt;
 STRAIGHTFORWARDNESS&lt;br /&gt;
 ALTRUISM&lt;br /&gt;
 COOPERATION&lt;br /&gt;
 MODESTY&lt;br /&gt;
 SYMPATHY&lt;br /&gt;
 SELF_EFFICACY&lt;br /&gt;
 ORDERLINESS&lt;br /&gt;
 DUTIFULNESS&lt;br /&gt;
 ACHIEVEMENT_STRIVING&lt;br /&gt;
 SELF_DISCIPLINE&lt;br /&gt;
 CAUTIOUSNESS&lt;br /&gt;
 Unrecognized Personality Facet Token: &lt;br /&gt;
 text_viewer&lt;br /&gt;
  has ended a mandate.&lt;br /&gt;
 A mandate has ended.&lt;br /&gt;
 The work slowdown by the &lt;br /&gt;
  is over.&lt;br /&gt;
 Wagon Pathing Catastrophe&lt;br /&gt;
 caravan from &lt;br /&gt;
  has arrived.&lt;br /&gt;
 Their wagons have bypassed your inaccessible site.&lt;br /&gt;
  and the surrounding lands have been made a &lt;br /&gt;
 duchy&lt;br /&gt;
 county&lt;br /&gt;
 barony&lt;br /&gt;
 Some migrants have decided to brave this terrifying place, knowing it may be their tomb.&lt;br /&gt;
 Some migrants have arrived, despite the danger.&lt;br /&gt;
 Some migrants have arrived.&lt;br /&gt;
 A migrant has decided to brave this terrifying place.&lt;br /&gt;
 A migrant has arrived, despite the danger.&lt;br /&gt;
 A migrant has arrived.&lt;br /&gt;
 No one else even considered making the journey to this cursed death-trap.&lt;br /&gt;
 Others refused to journey to this dangerous fortress.&lt;br /&gt;
 Others were too nervous to make the journey.&lt;br /&gt;
 No one even considered making the journey to such a cursed death-trap this season.&lt;br /&gt;
 Migrants refused to journey to such a dangerous fortress this season.&lt;br /&gt;
 Migrants were too nervous to make the journey this season.&lt;br /&gt;
 The fortress attracted no migrants this season.&lt;br /&gt;
   Trade Goods Available to be Moved  &lt;br /&gt;
 Inaccessible&lt;br /&gt;
 Distance: &lt;br /&gt;
 [TRADING]&lt;br /&gt;
 [PENDING]&lt;br /&gt;
 : Sorting by distance&lt;br /&gt;
 : Sorting by value&lt;br /&gt;
 Sorting by distance&lt;br /&gt;
 : Pending on top&lt;br /&gt;
 : Pending mixed in&lt;br /&gt;
 : Culling on mandates&lt;br /&gt;
 : Ignoring mandates&lt;br /&gt;
 : Move good&lt;br /&gt;
 : View good&lt;br /&gt;
 : Select &lt;br /&gt;
  to stop typing.&lt;br /&gt;
 Merchants Present&lt;br /&gt;
 Trading with &lt;br /&gt;
  (Owes you &lt;br /&gt;
 :  &lt;br /&gt;
 Greetings.  Let's trade.&lt;br /&gt;
 I cannot take so much -- and at such cost!&lt;br /&gt;
 I wish I could take so much, but my animals...&lt;br /&gt;
 I won't trade at a loss.&lt;br /&gt;
 Ah, wonderful.  Thank you for your business.&lt;br /&gt;
 Yes, and trade we will!  Simply tell me&lt;br /&gt;
 what interests you and what you're prepared to offer in exchange.&lt;br /&gt;
 These _are_ fine items, aren't they?  Now,&lt;br /&gt;
 what do offer for them?&lt;br /&gt;
 Are these gifts?  Do you wish to trade?&lt;br /&gt;
 You truly despise life, don't you?&lt;br /&gt;
 I am beside myself with grief.  Perhaps we will show you how they suffered.&lt;br /&gt;
 Once a beautiful tree, and now?&lt;br /&gt;
 It is a rude bauble, fit only for your kind.&lt;br /&gt;
 I see your low race still revels in death.&lt;br /&gt;
 That poor, gentle creature...&lt;br /&gt;
 If it were in a cage of some kind...&lt;br /&gt;
 As it stands, I can't accept something that wriggles and writhes so.&lt;br /&gt;
 I simply cannot afford this trade.&lt;br /&gt;
 Perhaps if you throw in some more goods I can make an offer.&lt;br /&gt;
 I can't possibly accept, but how about this?  A true bargain.&lt;br /&gt;
 [T]&lt;br /&gt;
 : View good, &lt;br /&gt;
 : Mark for trade&lt;br /&gt;
 : Trade     &lt;br /&gt;
 : Set currency trade&lt;br /&gt;
 Asking for &lt;br /&gt;
 Offering &lt;br /&gt;
 Not trading currency&lt;br /&gt;
   Merchants from &lt;br /&gt;
 :  My apologies, but we're still unloading.&lt;br /&gt;
 We'll be ready soon!&lt;br /&gt;
 There are no merchants present with which to trade.&lt;br /&gt;
 Greetings from the outer lands.  &lt;br /&gt;
 Greetings from the Mountainhomes.  &lt;br /&gt;
 Your efforts are legend there.  Let us trade!&lt;br /&gt;
 Greetings.  We are enchanted by &lt;br /&gt;
 your more ethical works.  We've come to trade.&lt;br /&gt;
 Greetings.  The &lt;br /&gt;
 ship of the &lt;br /&gt;
  is unparalleled.  Let's make a deal!&lt;br /&gt;
 A hairy drunkard has come hither to once more disrespect the sanctity of life, I see.&lt;br /&gt;
 What do you want?&lt;br /&gt;
 Perhaps you'd consider this superior proposal?&lt;br /&gt;
 Leave it to the besotted dullard to miss the finer points of discourse.  I'm leaving.  Do reflect.&lt;br /&gt;
 Your childish games have made me tired.  Perhaps next time I visit you'll take this seriously.&lt;br /&gt;
 With your trade goods such as they are, I can't &lt;br /&gt;
 fathom you ending up with all of those items.&lt;br /&gt;
 You are too kind.  The druids will be overjoyed.&lt;br /&gt;
 I will see that our leader gets this offering.&lt;br /&gt;
 Take what you wish.  I can't stop you.&lt;br /&gt;
 You wish to make an offering to the druids?  &lt;br /&gt;
 They love gifts.  What do you offer?&lt;br /&gt;
 You wish to make an offering to our leader?  &lt;br /&gt;
 This would please us greatly.  What do you offer?&lt;br /&gt;
 [Chuckles]  How droll.&lt;br /&gt;
 [Laughs uproariously]  You had me &lt;br /&gt;
 going there.  Obviously, your copious wit is matched only by your industry!&lt;br /&gt;
 Yes, and trade we will!  Simply tell me &lt;br /&gt;
 These _are_ fine items, aren't they?  Now, &lt;br /&gt;
 My stones, are you giving me those?  Do you &lt;br /&gt;
 wish to trade or to make an offering to our leader?&lt;br /&gt;
 You truely despise life, don't you?  &lt;br /&gt;
 Once a beautiful tree, and now?  &lt;br /&gt;
 I see your low race still revels in death.  &lt;br /&gt;
  seems &lt;br /&gt;
 ecstatic with the trading&lt;br /&gt;
 very happy about the trading&lt;br /&gt;
 pleased with the trading&lt;br /&gt;
 willing to trade&lt;br /&gt;
 to be rapidly losing patience&lt;br /&gt;
 not going to take much more of this&lt;br /&gt;
 unwilling to trade&lt;br /&gt;
 : Seize marked, &lt;br /&gt;
 : Trade&lt;br /&gt;
 : Offer marked to &lt;br /&gt;
 Allowed Weight: &lt;br /&gt;
 Excess Weight: &lt;br /&gt;
 Value: &lt;br /&gt;
 Trader Profit: &lt;br /&gt;
 Trader Loss: &lt;br /&gt;
 The following fortress goods were added for the counteroffer:&lt;br /&gt;
 : Consider the offer&lt;br /&gt;
  diplomat from &lt;br /&gt;
  Liaison from &lt;br /&gt;
  meets with &lt;br /&gt;
   Trade Agreement with &lt;br /&gt;
 Good&lt;br /&gt;
 Priority&lt;br /&gt;
 O|---&lt;br /&gt;
 |O|--&lt;br /&gt;
 -|O|-&lt;br /&gt;
 --|O|&lt;br /&gt;
 ---|O&lt;br /&gt;
 : View stockpile.&lt;br /&gt;
 : Scroll.&lt;br /&gt;
 Peace is calling out to us.  How do you respond?&lt;br /&gt;
 :&lt;br /&gt;
  - I hear her voice.  Let us stop this war.&lt;br /&gt;
  - We will drown her out with the screams of your dying.  Begone.&lt;br /&gt;
 It's such a pleasant place you've carved out for yourselves...&lt;br /&gt;
 Let's discuss the state of our current agreements...&lt;br /&gt;
 Well then, we have finalized the export agreement.&lt;br /&gt;
 Feel free to go over the documents.&lt;br /&gt;
 I see.  Perhaps we'll make an export agreement next year.&lt;br /&gt;
 Let's discuss what we are willing to offer for your &lt;br /&gt;
 ship...&lt;br /&gt;
 Well then, we have finalized the import agreement.&lt;br /&gt;
 Remember, trade agreements strengthen bonds.  Please consider an import&lt;br /&gt;
 agreement next year.&lt;br /&gt;
 What requests do you have of our merchants?&lt;br /&gt;
 We can part with at most &lt;br /&gt;
  trees, butcher.&lt;br /&gt;
  - We can abide by this.  Let us work toward mutual co-existence.&lt;br /&gt;
  - Our needs exceed your allowances.  Relax.  They're only trees.&lt;br /&gt;
 We elves are partial in particular to the trees in the forests&lt;br /&gt;
 surrounding your lands.  Although we are loathe to spare a&lt;br /&gt;
 single branch to your senseless slaughter, we are willing to ask&lt;br /&gt;
 that you cap your tree-fells at one hundred until we next meet.&lt;br /&gt;
 I will try to return next year as I am able.&lt;br /&gt;
  - We can grant this request.  Let's discuss the specifics, though...&lt;br /&gt;
  - We cannot stop production just because of your quaint sensibilities.&lt;br /&gt;
 : Select.&lt;br /&gt;
 : Scroll left.&lt;br /&gt;
  has come!&lt;br /&gt;
 Miners Guild&lt;br /&gt;
 Carpenters Guild&lt;br /&gt;
 Masons Guild&lt;br /&gt;
 Metalsmiths Guild&lt;br /&gt;
 Jewelers Guild&lt;br /&gt;
 Craftsmen&lt;br /&gt;
  Guild&lt;br /&gt;
 Guild&lt;br /&gt;
 Metalsmithing&lt;br /&gt;
 The merchants from &lt;br /&gt;
  will be leaving soon.&lt;br /&gt;
  have embarked on their journey.&lt;br /&gt;
 : Scroll right.&lt;br /&gt;
 Text generation failed: &lt;br /&gt;
 GLOBAL&lt;br /&gt;
 CHAR&lt;br /&gt;
 IKEY&lt;br /&gt;
 CHOICE&lt;br /&gt;
 /CHOICE&lt;br /&gt;
 LOCX&lt;br /&gt;
 VAR&lt;br /&gt;
 LINK&lt;br /&gt;
 P&lt;br /&gt;
 R&lt;br /&gt;
     &lt;br /&gt;
 /TITLE&lt;br /&gt;
 /LINK&lt;br /&gt;
 TREESREMOVED&lt;br /&gt;
 DIPLOMACYFLAG_SUCCESS&lt;br /&gt;
 DIPLOMACYFLAG_FAILURE&lt;br /&gt;
 YOURCIV&lt;br /&gt;
 YOURFORT&lt;br /&gt;
 NULL&lt;br /&gt;
 LOCAL_LARGE_PREDATOR&lt;br /&gt;
 RANGE&lt;br /&gt;
 ASSOCIATE&lt;br /&gt;
 ACTOR&lt;br /&gt;
 NOBLE&lt;br /&gt;
 ADD_FLAG&lt;br /&gt;
 REMOVE_FLAG&lt;br /&gt;
  bids you farewell!&lt;br /&gt;
 NATIVENAME&lt;br /&gt;
 TRANSLATEDNAME&lt;br /&gt;
 TITLENAME&lt;br /&gt;
 HISTNAME&lt;br /&gt;
 beasts&lt;br /&gt;
 Gate&lt;br /&gt;
 Expedition Leader&lt;br /&gt;
  Manager&lt;br /&gt;
 Hoardmaster&lt;br /&gt;
 Grand Treasurer&lt;br /&gt;
 Treasurer&lt;br /&gt;
 Bookkeeper&lt;br /&gt;
  Broker&lt;br /&gt;
 Captain of the Guard&lt;br /&gt;
 Sheriff&lt;br /&gt;
  has been elected mayor.&lt;br /&gt;
  has been re-elected.&lt;br /&gt;
  has been chosen as the new expedition leader.&lt;br /&gt;
  and the surrounding lands have been made a duchy.&lt;br /&gt;
  and the surrounding lands have been made a county.&lt;br /&gt;
  has become the first Mayor of &lt;br /&gt;
 The Fortress Guard has been created, headed by the Sheriff.  Now seeking recruits!&lt;br /&gt;
 Your community can now support a sheriff.&lt;br /&gt;
&lt;br /&gt;
 : Move.  This isn't designed to be useful at this point.&lt;br /&gt;
 No Buildings Nearby&lt;br /&gt;
 This building has&lt;br /&gt;
 been claimed by&lt;br /&gt;
 works&lt;br /&gt;
 furiously!&lt;br /&gt;
 keeps&lt;br /&gt;
 muttering &lt;br /&gt;
 secretly...&lt;br /&gt;
 works,&lt;br /&gt;
 darkly brooding...&lt;br /&gt;
 with menacing fury!&lt;br /&gt;
 broods&lt;br /&gt;
 &amp;quot;Yes.  I need &lt;br /&gt;
 &amp;quot;Leave me.  I need... &lt;br /&gt;
 things...  certain things&lt;br /&gt;
 .&amp;quot;&lt;br /&gt;
 screams&lt;br /&gt;
 &amp;quot;I must have &lt;br /&gt;
 !&amp;quot;&lt;br /&gt;
 mutters&lt;br /&gt;
  needs&lt;br /&gt;
 tree... life&lt;br /&gt;
 raw... green&lt;br /&gt;
 raw... clear&lt;br /&gt;
 raw... crystal&lt;br /&gt;
 rough... color&lt;br /&gt;
 stone... rock&lt;br /&gt;
 bars... metal&lt;br /&gt;
 gems... shining&lt;br /&gt;
 blocks... bricks...&lt;br /&gt;
 bones...  yes&lt;br /&gt;
 a shell&lt;br /&gt;
 leather... skin&lt;br /&gt;
 cloth... thread&lt;br /&gt;
 ...&amp;quot;&lt;br /&gt;
 sketches&lt;br /&gt;
 pictures of &lt;br /&gt;
 a forest&lt;br /&gt;
 glass&lt;br /&gt;
 glass and burning wood&lt;br /&gt;
 rough gems and glass&lt;br /&gt;
 a quarry&lt;br /&gt;
 shining bars&lt;br /&gt;
 of metal&lt;br /&gt;
 square blocks&lt;br /&gt;
 skeletons&lt;br /&gt;
 stacked leather&lt;br /&gt;
 stacked cloth&lt;br /&gt;
 : Make Soap&lt;br /&gt;
 : Brew a Drink&lt;br /&gt;
 : Extract Plant Essence&lt;br /&gt;
 : Collect Webs&lt;br /&gt;
 : Weave Cloth (Plant Thread)&lt;br /&gt;
 : Weave Silk Cloth&lt;br /&gt;
 : Weave Metal Cloth&lt;br /&gt;
 : Mill Plants&lt;br /&gt;
 Needs to be powered&lt;br /&gt;
 : Process Plants&lt;br /&gt;
 : Process Plants (to Bag)&lt;br /&gt;
 : Process Plants (to Barrel)&lt;br /&gt;
 : Process Plants (to Vial)&lt;br /&gt;
 : Milk Creature&lt;br /&gt;
 : Make Cheese&lt;br /&gt;
 : Prepare Easy Meal&lt;br /&gt;
 : Prepare Fine Meal&lt;br /&gt;
 : Prepare Lavish Meal&lt;br /&gt;
 : Render Fat&lt;br /&gt;
 Nobody&lt;br /&gt;
 : Tame&lt;br /&gt;
 : Train a Hunting Dog&lt;br /&gt;
 : Train a War Dog&lt;br /&gt;
 : Capture a Live Land Animal&lt;br /&gt;
 : Tame a Small Animal&lt;br /&gt;
 : Tame a Large Animal&lt;br /&gt;
 : Make Rock Mechanisms&lt;br /&gt;
 : Process a Raw Fish&lt;br /&gt;
 : Extract from a Raw Fish&lt;br /&gt;
 : Capture a Live Fish&lt;br /&gt;
 : Butcher a dead animal&lt;br /&gt;
 : Extract from a dead animal&lt;br /&gt;
 : Capture a live land animal&lt;br /&gt;
 : Dye Thread&lt;br /&gt;
 : Dye Cloth&lt;br /&gt;
 : Tan a Hide&lt;br /&gt;
 : Encrust Finished Goods&lt;br /&gt;
 : Encrust Furniture&lt;br /&gt;
 : Encrust Ammo&lt;br /&gt;
 : Cut Gems&lt;br /&gt;
 : Encrust with Gems&lt;br /&gt;
 Must have magma accessible&lt;br /&gt;
 from below one of the 8&lt;br /&gt;
 boundary tiles&lt;br /&gt;
 Must have coal fuel&lt;br /&gt;
 : Use in Lever&lt;br /&gt;
 : Use in Trigger&lt;br /&gt;
 You don't have enough&lt;br /&gt;
 mechanisms.&lt;br /&gt;
 : Use in Target&lt;br /&gt;
 : Assign&lt;br /&gt;
 There is nothing that&lt;br /&gt;
 can be linked up.&lt;br /&gt;
 : Link up a Bridge&lt;br /&gt;
 : Link up a Cage&lt;br /&gt;
 : Link up a Chain&lt;br /&gt;
 : Link up a Door&lt;br /&gt;
 : Link up a Floodgate&lt;br /&gt;
 : Link up a Hatch&lt;br /&gt;
 : Link up a Wall Grate&lt;br /&gt;
 : Link up a Floor Grate&lt;br /&gt;
 : Link up Vertical Bars&lt;br /&gt;
 : Link up Floor Bars&lt;br /&gt;
 : Link up a Support&lt;br /&gt;
 : Link up Spears/Spikes&lt;br /&gt;
 : Link up a Gear Assembly&lt;br /&gt;
 : Pull the Lever&lt;br /&gt;
 : Add new task&lt;br /&gt;
 : Cancel Current Task&lt;br /&gt;
 : Promote Current Task&lt;br /&gt;
 : Repeat&lt;br /&gt;
 : Suspend&lt;br /&gt;
 : Workshop Profile&lt;br /&gt;
 No bucket&lt;br /&gt;
 Bucket full&lt;br /&gt;
 Active&lt;br /&gt;
 Dry&lt;br /&gt;
 : Size Room&lt;br /&gt;
 : Free Room&lt;br /&gt;
 : Resize Room&lt;br /&gt;
 : Make Meeting Hall&lt;br /&gt;
 Frozen Here&lt;br /&gt;
 Frozen Elsewhere&lt;br /&gt;
 Total Power: &lt;br /&gt;
 Total Power Needed: &lt;br /&gt;
 Stable Foundation&lt;br /&gt;
 Hanging&lt;br /&gt;
 : Stop Pumping Manually&lt;br /&gt;
 : Start Pump Manually&lt;br /&gt;
 Pumps from the north&lt;br /&gt;
 Pumps from the east&lt;br /&gt;
 Pumps from the south&lt;br /&gt;
 Pumps from the west&lt;br /&gt;
 : Choose Shooting Dir&lt;br /&gt;
 Shoot: &lt;br /&gt;
 From Top to Bottom&lt;br /&gt;
 From Bottom to Top&lt;br /&gt;
 From Left to Right&lt;br /&gt;
 From Right to Left&lt;br /&gt;
 : Make Archery Range&lt;br /&gt;
 : Assign Room&lt;br /&gt;
 Current Owner:&lt;br /&gt;
 : Make Sculpture Garden&lt;br /&gt;
 [&lt;br /&gt;
 Occupants:&lt;br /&gt;
 : Do Not Use For Justice&lt;br /&gt;
 : Terrarium&lt;br /&gt;
 : Aquarium&lt;br /&gt;
 : Justice&lt;br /&gt;
 : Make Room&lt;br /&gt;
 : Owner&lt;br /&gt;
 : Free&lt;br /&gt;
 : Assign Animal to Chain&lt;br /&gt;
 : Used by Justice (&lt;br /&gt;
 : Set Owner&lt;br /&gt;
 Assigned: &lt;br /&gt;
 Chained: &lt;br /&gt;
 Fire at Will&lt;br /&gt;
 Prepare to Fire&lt;br /&gt;
 Not in Use&lt;br /&gt;
 , Facing &lt;br /&gt;
 : Change Action&lt;br /&gt;
 : Change Orientation&lt;br /&gt;
 Operated by Mechanisms&lt;br /&gt;
 Forbidden&lt;br /&gt;
 Passable&lt;br /&gt;
 , Internal&lt;br /&gt;
 Pet-passable&lt;br /&gt;
 Open&lt;br /&gt;
 DOOR TAKEN BY INVADERS&lt;br /&gt;
 Retake door to forbid it.&lt;br /&gt;
 DOOR USED BY INTRUDER&lt;br /&gt;
 : Forbid Passage&lt;br /&gt;
 : Permit Passage&lt;br /&gt;
 : Make Pet-passable&lt;br /&gt;
 : Keep Tightly Closed&lt;br /&gt;
 : Set as Internal&lt;br /&gt;
 : Set as External&lt;br /&gt;
 HATCH TAKEN BY INVADERS&lt;br /&gt;
 Retake hatch to forbid it.&lt;br /&gt;
 HATCH USED BY INTRUDER&lt;br /&gt;
 This is the resting&lt;br /&gt;
 place of&lt;br /&gt;
 : Assign Tomb&lt;br /&gt;
 : Free Tomb&lt;br /&gt;
 : Resize Tomb&lt;br /&gt;
 : Use for Burial (Y)&lt;br /&gt;
 : Use for Burial (N)&lt;br /&gt;
 : Allow Citizens (N)&lt;br /&gt;
 : Allow Citizens (Y)&lt;br /&gt;
 : Allow Pets (N)&lt;br /&gt;
 : Allow Pets (Y)&lt;br /&gt;
 : Make Tomb&lt;br /&gt;
 : Assign Chair&lt;br /&gt;
 : Free Chair&lt;br /&gt;
 : Make Throne Room or Study&lt;br /&gt;
 : Assign Table&lt;br /&gt;
 : Free Table&lt;br /&gt;
 : Meeting Hall (&lt;br /&gt;
 : Make Dining Room&lt;br /&gt;
 Move the cursor to the pile&lt;br /&gt;
 you want to take from.&lt;br /&gt;
 : Select Pile&lt;br /&gt;
 : Change Settings&lt;br /&gt;
 : Max Barrel - &lt;br /&gt;
 : Max Bin - &lt;br /&gt;
 : Take From A Pile&lt;br /&gt;
 : Delete Selected&lt;br /&gt;
 : Assign Bed&lt;br /&gt;
 : Free Bed&lt;br /&gt;
 : Barracks (&lt;br /&gt;
 T: Stop rental (&lt;br /&gt;
 * Eviction Underway *&lt;br /&gt;
 * Move Underway *&lt;br /&gt;
 : Rent this room&lt;br /&gt;
 : Make Bedroom&lt;br /&gt;
 Shopkeeper:&lt;br /&gt;
 For Sale at &lt;br /&gt;
 : Move Goods to/from Depot&lt;br /&gt;
 There are no merchants&lt;br /&gt;
 trading right now.&lt;br /&gt;
 : Trader requested at depot&lt;br /&gt;
 : No trader needed at depot&lt;br /&gt;
 : Anyone may trade&lt;br /&gt;
 : Only broker may trade&lt;br /&gt;
 Broker:&lt;br /&gt;
 Broker can access depot&lt;br /&gt;
 Broker cannot access depot&lt;br /&gt;
 You do not have a broker.&lt;br /&gt;
 : Nothing for Now&lt;br /&gt;
 : Meat&lt;br /&gt;
 : Fish&lt;br /&gt;
 : Large Gem&lt;br /&gt;
 Trap Occupied:&lt;br /&gt;
 Trap Baited:&lt;br /&gt;
 No seeds available&lt;br /&gt;
 for this location&lt;br /&gt;
 : Fallow&lt;br /&gt;
 : Cancel Fert&lt;br /&gt;
 : Fertilize&lt;br /&gt;
 Ft &lt;br /&gt;
 : Seas Fert (&lt;br /&gt;
 : Spring&lt;br /&gt;
 : Summer&lt;br /&gt;
 : Autumn&lt;br /&gt;
 : Winter&lt;br /&gt;
 Disengaged&lt;br /&gt;
 : Make Barracks/Armory&lt;br /&gt;
 : Remove Building&lt;br /&gt;
 Cancel&lt;br /&gt;
 Done&lt;br /&gt;
 [A]&lt;br /&gt;
 [L]&lt;br /&gt;
 No Squads Nearby&lt;br /&gt;
 Commanded By:&lt;br /&gt;
  Active Dwar&lt;br /&gt;
 ves&lt;br /&gt;
 : Locked on squad&lt;br /&gt;
 : Not locked on squad&lt;br /&gt;
 : Add a patrol point&lt;br /&gt;
 : Delete patrol route&lt;br /&gt;
 : Station squad&lt;br /&gt;
 : Zoom to commander&lt;br /&gt;
 : Lock on another squad&lt;br /&gt;
 /100&lt;br /&gt;
 : Place&lt;br /&gt;
 : Enter note text&lt;br /&gt;
 : Change symbol selector&lt;br /&gt;
 : Adopt selected symbol&lt;br /&gt;
 Outside&lt;br /&gt;
 Inside&lt;br /&gt;
 Light&lt;br /&gt;
 Dark&lt;br /&gt;
 Subterranean&lt;br /&gt;
 Above Ground&lt;br /&gt;
 No Units Nearby&lt;br /&gt;
 Corrupt Soldier Mood: &lt;br /&gt;
 Has a horrible fell look!&lt;br /&gt;
 Brooding darkly...&lt;br /&gt;
 Has the aspect of one fey!&lt;br /&gt;
 Peculiarly secretive...&lt;br /&gt;
 Possessed by unknown forces!&lt;br /&gt;
 Stricken by melancholy...&lt;br /&gt;
 Crawling around babbling!&lt;br /&gt;
 Running around babbling!&lt;br /&gt;
 Crawling around crazed!&lt;br /&gt;
 Running around crazed!&lt;br /&gt;
 In a berserk rage!&lt;br /&gt;
 Staring off into space...&lt;br /&gt;
 Corrupt Strange Mood: &lt;br /&gt;
 Pet of &lt;br /&gt;
 Somebody&lt;br /&gt;
 Creator of &lt;br /&gt;
 Over-Exerted&lt;br /&gt;
 Very Drowsy&lt;br /&gt;
 Miserable&lt;br /&gt;
 Very Unhappy&lt;br /&gt;
 Unhappy&lt;br /&gt;
 This animal is waiting for&lt;br /&gt;
 conflict.&lt;br /&gt;
 This animal hunts at will.&lt;br /&gt;
 This adorable animal&lt;br /&gt;
 can't work.&lt;br /&gt;
 This animal isn't interested&lt;br /&gt;
 in your wishes.&lt;br /&gt;
 This animal is waiting to be&lt;br /&gt;
 trained.&lt;br /&gt;
 This animal can't work.&lt;br /&gt;
 : Ready for Slaughter (Y)&lt;br /&gt;
 : Ready for Slaughter (N)&lt;br /&gt;
 : Labor&lt;br /&gt;
 : Work Dogs&lt;br /&gt;
 : Soldiering and Hunting&lt;br /&gt;
 : Relieve from Royal Guard&lt;br /&gt;
 : Relieve from Fortress Guard&lt;br /&gt;
 : Fortress Guard&lt;br /&gt;
 : Royal Guard&lt;br /&gt;
 Deactivate&lt;br /&gt;
 Activate&lt;br /&gt;
  Under&lt;br /&gt;
 This &lt;br /&gt;
 Just This &lt;br /&gt;
 Royal Guards do not work.&lt;br /&gt;
 Fortress Guards do not work.&lt;br /&gt;
 Assign a trained animal:&lt;br /&gt;
 There are no animals left.&lt;br /&gt;
 : Hunting (&lt;br /&gt;
  Left)&lt;br /&gt;
 : War (&lt;br /&gt;
  hunting beast&lt;br /&gt;
  assigned&lt;br /&gt;
  war beast&lt;br /&gt;
 : Fight Unarmed&lt;br /&gt;
 : Fight with Axe&lt;br /&gt;
 : Fight with Crossbow&lt;br /&gt;
 : Fight with Hammer&lt;br /&gt;
 : Fight with Mace&lt;br /&gt;
 : Fight with Spear&lt;br /&gt;
 : Fight with Sword&lt;br /&gt;
 : Number of Weapons (&lt;br /&gt;
 : Armor Level (&lt;br /&gt;
 Clothes&lt;br /&gt;
 Chain&lt;br /&gt;
 Plate&lt;br /&gt;
 : Shield Level (&lt;br /&gt;
 Buckler&lt;br /&gt;
 The king will not work.&lt;br /&gt;
 The queen will not work.&lt;br /&gt;
 The dungeon master ponders&lt;br /&gt;
 fell beasts and treasure.&lt;br /&gt;
 The hammerer lives only to&lt;br /&gt;
 dispense &lt;br /&gt;
  justice.&lt;br /&gt;
 The king consort will not work.&lt;br /&gt;
 The queen consort will not work.&lt;br /&gt;
 The baby can't work yet.&lt;br /&gt;
 A child does as it pleases!&lt;br /&gt;
 This hero need not work.&lt;br /&gt;
 The champion need not work.&lt;br /&gt;
 The noble will not work.&lt;br /&gt;
 : View profile&lt;br /&gt;
 :Gen &lt;br /&gt;
 :Inv &lt;br /&gt;
 :Pref &lt;br /&gt;
 :Wnd&lt;br /&gt;
 : Next&lt;br /&gt;
 Horizontal Axle &lt;br /&gt;
 (N/S)&lt;br /&gt;
 (E/W)&lt;br /&gt;
 Upright Weapon&lt;br /&gt;
 Pump from north&lt;br /&gt;
 Pump from east&lt;br /&gt;
 Pump from south&lt;br /&gt;
 Pump from west&lt;br /&gt;
 Chair or Throne&lt;br /&gt;
  (Raises &lt;br /&gt;
  (Retracts)&lt;br /&gt;
 Placement&lt;br /&gt;
 : Change Height&lt;br /&gt;
 : Change Width&lt;br /&gt;
 : Resets&lt;br /&gt;
 : One use only&lt;br /&gt;
 : Water from &lt;br /&gt;
  (Full)&lt;br /&gt;
 : Min, &lt;br /&gt;
 : Max&lt;br /&gt;
 : Water does not trigger&lt;br /&gt;
 : Magma from &lt;br /&gt;
 : Magma does not trigger&lt;br /&gt;
 : Creatures trigger&lt;br /&gt;
 : Citizens trigger&lt;br /&gt;
 : Citizens do not trigger&lt;br /&gt;
 : Min (&lt;br /&gt;
 : Max (&lt;br /&gt;
 any&lt;br /&gt;
 : Creatures do not trigger&lt;br /&gt;
 Raise Dir&lt;br /&gt;
 Item&lt;br /&gt;
  Needed)&lt;br /&gt;
  Max)&lt;br /&gt;
 Dist&lt;br /&gt;
 Num&lt;br /&gt;
 : Done Selecting&lt;br /&gt;
 : View Item&lt;br /&gt;
 : Sel All&lt;br /&gt;
 : Deselect&lt;br /&gt;
 : Desel All&lt;br /&gt;
 : Expand/Contract&lt;br /&gt;
 Current Refuse Orders:&lt;br /&gt;
  Gather Refuse&lt;br /&gt;
  Ignore Refuse&lt;br /&gt;
    From Outside&lt;br /&gt;
  Dump Corpses&lt;br /&gt;
  Save Corpses&lt;br /&gt;
  Dump Skulls&lt;br /&gt;
  Save Skulls&lt;br /&gt;
  Dump Bones&lt;br /&gt;
  Save Bones&lt;br /&gt;
  Dump Shells&lt;br /&gt;
  Save Shells&lt;br /&gt;
  Dump Skins&lt;br /&gt;
  Save Skins&lt;br /&gt;
  Dump Other&lt;br /&gt;
  Save Other&lt;br /&gt;
 Current Workshop Orders:&lt;br /&gt;
 : Auto Loom All Thread&lt;br /&gt;
 : Auto Loom Dyed Thread&lt;br /&gt;
 : No Auto Loom&lt;br /&gt;
 : Use Dyed Cloth&lt;br /&gt;
 : Use Any Cloth&lt;br /&gt;
 : Auto Collect Webs&lt;br /&gt;
 : No Auto Collect Webs&lt;br /&gt;
 : Auto Slaughter&lt;br /&gt;
 : No Auto Slaughter&lt;br /&gt;
 : Auto Butcher&lt;br /&gt;
 : No Auto Butcher&lt;br /&gt;
 : Auto Tan&lt;br /&gt;
 : No Auto Tan&lt;br /&gt;
 Current Zone Orders:&lt;br /&gt;
 : Zone-Only Drinking&lt;br /&gt;
 : Prefer Zone Drinking&lt;br /&gt;
 : Zone-Only Fishing&lt;br /&gt;
 : Prefer Zone Fishing&lt;br /&gt;
 Current Forbid Orders:&lt;br /&gt;
 : Forbid used ammunition&lt;br /&gt;
 : Claim used ammunition&lt;br /&gt;
 : Forbid your dead&lt;br /&gt;
 : Claim your dead&lt;br /&gt;
 : Forbid your death items&lt;br /&gt;
 : Claim your death items&lt;br /&gt;
 : Forbid other non-hunted dead&lt;br /&gt;
 : Claim other dead&lt;br /&gt;
 : Forbid other death items&lt;br /&gt;
 : Claim other death items&lt;br /&gt;
 Forbidding of death objects&lt;br /&gt;
 occurs at time of death.&lt;br /&gt;
 Current Standing Orders:&lt;br /&gt;
  Stay Indoors&lt;br /&gt;
 : Soldiers Can Go Outdoors&lt;br /&gt;
  Can Go Outdoors&lt;br /&gt;
 : Announce all job cancellations.&lt;br /&gt;
 : Announce most job cancellations.&lt;br /&gt;
 : Announce some job cancellations.&lt;br /&gt;
 : Announce no job cancellations.&lt;br /&gt;
  Gather Animals&lt;br /&gt;
  Ignore Animals&lt;br /&gt;
  Gather Food&lt;br /&gt;
  Ignore Food&lt;br /&gt;
  Gather Furniture&lt;br /&gt;
  Ignore Furniture&lt;br /&gt;
  Gather Bodies&lt;br /&gt;
  Ignore Bodies&lt;br /&gt;
 : Refuse&lt;br /&gt;
  Gather Minerals&lt;br /&gt;
  Ignore Minerals&lt;br /&gt;
  Gather Wood&lt;br /&gt;
  Ignore Wood&lt;br /&gt;
  All Harvest&lt;br /&gt;
 : Only Farmers Harvest&lt;br /&gt;
 : Mix Food&lt;br /&gt;
 : No Mix&lt;br /&gt;
 : Workshop Orders&lt;br /&gt;
 : Activity Zone Orders&lt;br /&gt;
 These orders are superceded&lt;br /&gt;
 by negative preferences.&lt;br /&gt;
 Hotkey &lt;br /&gt;
 Zoom&lt;br /&gt;
 : Change Name&lt;br /&gt;
 : Zoom Here&lt;br /&gt;
 : Is Pond&lt;br /&gt;
 : Is Pit&lt;br /&gt;
  (Half Full)&lt;br /&gt;
  (Not Full)&lt;br /&gt;
 Remove Activity Zone&lt;br /&gt;
 New Activity Zone&lt;br /&gt;
 Water Source (&lt;br /&gt;
 Fishing (&lt;br /&gt;
 Garbage Dump (&lt;br /&gt;
 Pit/Pond (&lt;br /&gt;
 Sand Collection (&lt;br /&gt;
 Meeting Area (&lt;br /&gt;
 Hot&lt;br /&gt;
 Cold&lt;br /&gt;
 Activity Zone #&lt;br /&gt;
 : Water Source (&lt;br /&gt;
 : Fishing (&lt;br /&gt;
 : Garbage Dump (&lt;br /&gt;
 : Pit/Pond (&lt;br /&gt;
 : Sand Collection (&lt;br /&gt;
 : Meeting Area (&lt;br /&gt;
 : Active&lt;br /&gt;
 : Set Pit/Pond Information&lt;br /&gt;
 : Stop Removing Zones&lt;br /&gt;
 : Remove Zones&lt;br /&gt;
 : Animal&lt;br /&gt;
 : Food&lt;br /&gt;
 : Furniture Storage&lt;br /&gt;
 : Graveyard&lt;br /&gt;
 : Wood&lt;br /&gt;
 : Stone&lt;br /&gt;
 : Gem&lt;br /&gt;
 : Bar/Block&lt;br /&gt;
 : Cloth&lt;br /&gt;
 : Leather&lt;br /&gt;
 : Ammo&lt;br /&gt;
 : Coins&lt;br /&gt;
 : Finished Goods&lt;br /&gt;
 : Weapons&lt;br /&gt;
 : Armor&lt;br /&gt;
 : Custom Stockpile&lt;br /&gt;
 : Custom Settings&lt;br /&gt;
 : Reserved Barrels - &lt;br /&gt;
 : Reserved Bins - &lt;br /&gt;
 : Remove Designation&lt;br /&gt;
 : Reclaim Items/Buildings&lt;br /&gt;
 : Forbid Items/Buildings&lt;br /&gt;
 : Melt Items&lt;br /&gt;
 : Remove Melt&lt;br /&gt;
 : Dump Items&lt;br /&gt;
 : Remove Dump&lt;br /&gt;
 : Hide Items/Buildings&lt;br /&gt;
 : Unhide Items/Buildings&lt;br /&gt;
 : High Traffic Area&lt;br /&gt;
 : Normal Traffic Area&lt;br /&gt;
 : Low Traffic Area&lt;br /&gt;
 : Restricted Traffic Area&lt;br /&gt;
 High Traffic Cost: &lt;br /&gt;
 Normal Traffic Cost: &lt;br /&gt;
 Low Traffic Cost: &lt;br /&gt;
 Restricted Traffic Cost: &lt;br /&gt;
 : Change Cost&lt;br /&gt;
 : Choose Area&lt;br /&gt;
  Wagon Access&lt;br /&gt;
  No Wagon Access&lt;br /&gt;
  Accessible Depot&lt;br /&gt;
  Inaccessible Depot&lt;br /&gt;
 Depot accessible&lt;br /&gt;
 Depot inaccessible&lt;br /&gt;
 All depots inaccessible&lt;br /&gt;
 All depots accessible&lt;br /&gt;
  depots accessible&lt;br /&gt;
 : View Announcements&lt;br /&gt;
 : Site a Building&lt;br /&gt;
 : View Civilizations&lt;br /&gt;
 : Designations&lt;br /&gt;
 : Unit List    &lt;br /&gt;
 : Job List&lt;br /&gt;
 : Look Around&lt;br /&gt;
 : Note&lt;br /&gt;
 : Military     &lt;br /&gt;
 : Squads&lt;br /&gt;
 : Set Orders and Options&lt;br /&gt;
 : Stockpiles&lt;br /&gt;
 : Zones&lt;br /&gt;
 : Set Building Tasks/Prefs&lt;br /&gt;
 : View Rooms/Buildings&lt;br /&gt;
 : View Items in Buildings&lt;br /&gt;
 : View Units&lt;br /&gt;
 : Hot Keys&lt;br /&gt;
 : Artifacts&lt;br /&gt;
 : Nobles and Administrators&lt;br /&gt;
 : Status&lt;br /&gt;
 : Visualize&lt;br /&gt;
 : Move this menu/map&lt;br /&gt;
 : Help&lt;br /&gt;
 : Options&lt;br /&gt;
 : Movies&lt;br /&gt;
 : Depot Access&lt;br /&gt;
 Resume&lt;br /&gt;
 : One-Step&lt;br /&gt;
 Warm &lt;br /&gt;
 Damp &lt;br /&gt;
 Muddy &lt;br /&gt;
 Snow-covered &lt;br /&gt;
 Mossy &lt;br /&gt;
 Sculpted&lt;br /&gt;
 Detailed&lt;br /&gt;
 Rough-hewn &lt;br /&gt;
 Straight &lt;br /&gt;
 Smooth &lt;br /&gt;
 Exposed &lt;br /&gt;
 Ice&lt;br /&gt;
 Pillar&lt;br /&gt;
 Cluster&lt;br /&gt;
 Burning &lt;br /&gt;
 Dead &lt;br /&gt;
 Tree&lt;br /&gt;
 Grass&lt;br /&gt;
 Dry Grass&lt;br /&gt;
 Dead Grass&lt;br /&gt;
 Level&lt;br /&gt;
  Ice Floor&lt;br /&gt;
  Floor&lt;br /&gt;
  Boulder&lt;br /&gt;
 Driftwood&lt;br /&gt;
  Pebbles&lt;br /&gt;
  Cavern Floor&lt;br /&gt;
 Wet &lt;br /&gt;
 Young &lt;br /&gt;
  Sapling&lt;br /&gt;
 Sapling&lt;br /&gt;
 Shrub&lt;br /&gt;
 Furrowed &lt;br /&gt;
 Ashes&lt;br /&gt;
 Waterfall&lt;br /&gt;
 River Source&lt;br /&gt;
 Chasm&lt;br /&gt;
 Eerie Glowing Pit&lt;br /&gt;
 Lava Flow&lt;br /&gt;
 Magma Flow&lt;br /&gt;
 Murky Pool&lt;br /&gt;
 River&lt;br /&gt;
 Brook&lt;br /&gt;
 Grassy Upward Stairway&lt;br /&gt;
 Grassy Up/Down Stairway&lt;br /&gt;
 Grassy Downward Stairway&lt;br /&gt;
  Up/Down Stairway&lt;br /&gt;
  Downward Stairway&lt;br /&gt;
  Upward Stairway&lt;br /&gt;
 Ice Up/Down Stairway&lt;br /&gt;
 Ice Downward Stairway&lt;br /&gt;
 Ice Upward Stairway&lt;br /&gt;
 Grassy Upward Slope&lt;br /&gt;
 Dry Grass Upward Slope&lt;br /&gt;
 Dead Grass Upward Slope&lt;br /&gt;
 Glacial Upward Slope&lt;br /&gt;
  Upward Slope&lt;br /&gt;
 Glacial Downward Slope&lt;br /&gt;
 Grassy Downward Slope&lt;br /&gt;
 Dry Grass Downward Slope&lt;br /&gt;
 Dead Grass Downward Slope&lt;br /&gt;
  Downward Slope&lt;br /&gt;
 Downward Slope&lt;br /&gt;
 Open Space&lt;br /&gt;
 Dabbling&lt;br /&gt;
 Novice&lt;br /&gt;
 Normal&lt;br /&gt;
 Competent&lt;br /&gt;
 Skilled&lt;br /&gt;
 Proficient&lt;br /&gt;
 Talented&lt;br /&gt;
 Adept&lt;br /&gt;
 Expert&lt;br /&gt;
 Professional&lt;br /&gt;
 Accomplished&lt;br /&gt;
 Great&lt;br /&gt;
 Master&lt;br /&gt;
 High Master&lt;br /&gt;
 Grand Master&lt;br /&gt;
 Legendary&lt;br /&gt;
 Miner&lt;br /&gt;
 Wood Cutter&lt;br /&gt;
 Carpenter&lt;br /&gt;
 Bowyer&lt;br /&gt;
 Engraver&lt;br /&gt;
 Mason&lt;br /&gt;
 Animal Trainer&lt;br /&gt;
 Animal Caretaker&lt;br /&gt;
 Fish Dissector&lt;br /&gt;
 Animal Dissector&lt;br /&gt;
 Fish Cleaner&lt;br /&gt;
 Butcher&lt;br /&gt;
 Trapper&lt;br /&gt;
 Grower&lt;br /&gt;
 Herbalist&lt;br /&gt;
 Ambusher&lt;br /&gt;
 Swimmer&lt;br /&gt;
 Persuader&lt;br /&gt;
 Negotiator&lt;br /&gt;
 Judge of Intent&lt;br /&gt;
 Appraiser&lt;br /&gt;
 Organizer&lt;br /&gt;
 Record Keeper&lt;br /&gt;
 Liar&lt;br /&gt;
 Intimidator&lt;br /&gt;
 Conversationalist&lt;br /&gt;
 Comedian&lt;br /&gt;
 Flatterer&lt;br /&gt;
 Consoler&lt;br /&gt;
 Pacifier&lt;br /&gt;
 Tracker&lt;br /&gt;
 Fisherman&lt;br /&gt;
 Furnace Operator&lt;br /&gt;
 Strand Extractor&lt;br /&gt;
 Soaper&lt;br /&gt;
 Potash Maker&lt;br /&gt;
 Lye Maker&lt;br /&gt;
 Wood Burner&lt;br /&gt;
 Weaponsmith&lt;br /&gt;
 Armorsmith&lt;br /&gt;
 Metalsmith&lt;br /&gt;
 Gem Cutter&lt;br /&gt;
 Gem Setter&lt;br /&gt;
 Wood Crafter&lt;br /&gt;
 Stone Crafter&lt;br /&gt;
 Metal Crafter&lt;br /&gt;
 Glassmaker&lt;br /&gt;
 Wrestler&lt;br /&gt;
 Axeman&lt;br /&gt;
 Swordsman&lt;br /&gt;
 Maceman&lt;br /&gt;
 Hammerman&lt;br /&gt;
 Spearman&lt;br /&gt;
 Crossbowman&lt;br /&gt;
 Shield User&lt;br /&gt;
 Armor User&lt;br /&gt;
 Siege Engineer&lt;br /&gt;
 Siege Operator&lt;br /&gt;
 Pump Operator&lt;br /&gt;
 Leatherworker&lt;br /&gt;
 Tanner&lt;br /&gt;
 Dyer&lt;br /&gt;
 Bone Carver&lt;br /&gt;
 Weaver&lt;br /&gt;
 Brewer&lt;br /&gt;
 Clothier&lt;br /&gt;
 Miller&lt;br /&gt;
 Thresher&lt;br /&gt;
 Pikeman&lt;br /&gt;
 Bowman&lt;br /&gt;
 Blowgunner&lt;br /&gt;
 Thrower&lt;br /&gt;
 Mechanic&lt;br /&gt;
 Druid&lt;br /&gt;
 Knife User&lt;br /&gt;
 Lasher&lt;br /&gt;
 Alchemist&lt;br /&gt;
 Building Designer&lt;br /&gt;
 Cheese Maker&lt;br /&gt;
 Milker&lt;br /&gt;
 SLATED FOR REMOVAL&lt;br /&gt;
 Waiting for construction...&lt;br /&gt;
 Waiting for architect...&lt;br /&gt;
 Designed...&lt;br /&gt;
 Construction initiated.&lt;br /&gt;
 Partially constructed.&lt;br /&gt;
 Construction nearly done.&lt;br /&gt;
 Construction suspended.&lt;br /&gt;
 Construction inactive.&lt;br /&gt;
 : Stop Removal&lt;br /&gt;
 : Suspend Construction&lt;br /&gt;
 No Special Profession&lt;br /&gt;
 Any Metalsmithing&lt;br /&gt;
  Or &lt;br /&gt;
 Any Workshop Farming&lt;br /&gt;
 Wood/Stone/Boneworking&lt;br /&gt;
 Any Fishing&lt;br /&gt;
 Null&lt;br /&gt;
 Here we have &lt;br /&gt;
 prone &lt;br /&gt;
 swimming &lt;br /&gt;
  lying&lt;br /&gt;
  standing&lt;br /&gt;
  own &lt;br /&gt;
 guts&lt;br /&gt;
 deep in &lt;br /&gt;
 various&lt;br /&gt;
  rotten&lt;br /&gt;
  guts&lt;br /&gt;
 many corpses&lt;br /&gt;
 some corpses&lt;br /&gt;
 a few corpses&lt;br /&gt;
 much gore&lt;br /&gt;
 some gore&lt;br /&gt;
 a few corpse chunks&lt;br /&gt;
 many skulls&lt;br /&gt;
 some skulls&lt;br /&gt;
 a few skulls&lt;br /&gt;
 many bones&lt;br /&gt;
 some bones&lt;br /&gt;
 a few bones&lt;br /&gt;
 many objects&lt;br /&gt;
 some objects&lt;br /&gt;
 a few objects&lt;br /&gt;
  stuck to &lt;br /&gt;
 warm &lt;br /&gt;
 damp &lt;br /&gt;
 vomit-covered &lt;br /&gt;
 blood-stained &lt;br /&gt;
 pus-spattered &lt;br /&gt;
 ichor-drenched &lt;br /&gt;
 mossy &lt;br /&gt;
 sculpted &lt;br /&gt;
 detailed &lt;br /&gt;
 rough-hewn &lt;br /&gt;
 straight &lt;br /&gt;
 smooth &lt;br /&gt;
 exposed &lt;br /&gt;
 pillar&lt;br /&gt;
 fortification&lt;br /&gt;
 cluster&lt;br /&gt;
 wall&lt;br /&gt;
  all&lt;br /&gt;
  amidst &lt;br /&gt;
 pus-spattered&lt;br /&gt;
 ichor-flecked&lt;br /&gt;
 a pool of &lt;br /&gt;
 chunky &lt;br /&gt;
 a slurry of &lt;br /&gt;
 a pile of &lt;br /&gt;
  vomit&lt;br /&gt;
 a spattering of &lt;br /&gt;
 a pile of vomit&lt;br /&gt;
 You slam&lt;br /&gt;
  into an obstacle and &lt;br /&gt;
 blow&lt;br /&gt;
 blows&lt;br /&gt;
  apart!&lt;br /&gt;
  into an obstacle!&lt;br /&gt;
 you&lt;br /&gt;
  struck by a ball of flames!&lt;br /&gt;
&lt;br /&gt;
 Random Buffer Overload&lt;br /&gt;
 SMELTER&lt;br /&gt;
 FUEL&lt;br /&gt;
 REAGENT&lt;br /&gt;
 PRODUCT&lt;br /&gt;
 Unrecognized Reaction Token: &lt;br /&gt;
 Unrecognized Metal Ore Token &lt;br /&gt;
  In Reaction Reagent&lt;br /&gt;
  ore&lt;br /&gt;
&lt;br /&gt;
 Set Region Information Overflow&lt;br /&gt;
 *START REGION SAVE*&lt;br /&gt;
 *START REGION DIM SAVE*&lt;br /&gt;
 *START REGION MAP SAVE*&lt;br /&gt;
 *START REGION GEOLOGY SAVE*&lt;br /&gt;
 *START REGION SUBREGION SAVE*&lt;br /&gt;
 Not enough peaks&lt;br /&gt;
 Not enough medium altitudes&lt;br /&gt;
 Not enough medium altitudes after shift down&lt;br /&gt;
 Not enough low altitudes after shift down&lt;br /&gt;
 Not enough medium altitudes after shift up&lt;br /&gt;
 Not enough high altitudes after shift up&lt;br /&gt;
 Not enough edge oceans&lt;br /&gt;
 Rainfall not evenly distributed: &lt;br /&gt;
 Flat/rough areas not evenly distributed: &lt;br /&gt;
 Savagery not evenly distributed&lt;br /&gt;
 Volcanism not evenly distributed&lt;br /&gt;
 Initial swamp square count fails by &lt;br /&gt;
 Initial desert square count fails by &lt;br /&gt;
 Initial forest square count fails by &lt;br /&gt;
 Initial mountain square count fails by &lt;br /&gt;
 Initial ocean square count fails by &lt;br /&gt;
 Initial glacier square count fails by &lt;br /&gt;
 Initial tundra square count fails by &lt;br /&gt;
 Initial grassland square count fails by &lt;br /&gt;
 Initial hill square count fails by &lt;br /&gt;
 Not enough volcanos&lt;br /&gt;
 Swamp region count fails by &lt;br /&gt;
 Desert region count fails by &lt;br /&gt;
 Forest region count fails by &lt;br /&gt;
 Mountain region count fails by &lt;br /&gt;
 Ocean region count fails by &lt;br /&gt;
 Glacier region count fails by &lt;br /&gt;
 Tundra region count fails by &lt;br /&gt;
 Grassland region count fails by &lt;br /&gt;
 Hill region count fails by &lt;br /&gt;
 Not enough river start points before erosion&lt;br /&gt;
 Not enough river start points after erosion&lt;br /&gt;
 Too many distinct subregions (over by &lt;br /&gt;
  will be logged after parameter dump.&lt;br /&gt;
 A world gen error from DF &lt;br /&gt;
 Error sorting rivers: working with &lt;br /&gt;
  ran into &lt;br /&gt;
 Not enough medium altitude locations after erosion&lt;br /&gt;
 Not enough low altitude locations after erosion&lt;br /&gt;
 Not enough high altitude locations after erosion&lt;br /&gt;
 Not enough mountain cave locations&lt;br /&gt;
 Not enough mountain cave locations after location check&lt;br /&gt;
 Not enough low-lying cave locations&lt;br /&gt;
 Not enough low-lying cave locations after location check&lt;br /&gt;
 Not enough entity placement locations&lt;br /&gt;
 No entity definitions available&lt;br /&gt;
 No controllable entity definitions available&lt;br /&gt;
 Did not place controllable entity&lt;br /&gt;
 Final swamp region count fails by &lt;br /&gt;
 Final desert region count fails by &lt;br /&gt;
 Final forest region count fails by &lt;br /&gt;
 Final mountain region count fails by &lt;br /&gt;
 Final ocean region count fails by &lt;br /&gt;
 Final glacier region count fails by &lt;br /&gt;
 Final tundra region count fails by &lt;br /&gt;
 Final grassland region count fails by &lt;br /&gt;
 Final hill region count fails by &lt;br /&gt;
 It is raining outside.&lt;br /&gt;
 It is snowing outside.&lt;br /&gt;
 There is thick fog outside.&lt;br /&gt;
 There is fog outside.&lt;br /&gt;
 There is a thin mist outside.&lt;br /&gt;
 You cannot see the sky clearly from here, but the available sunlight indicates &lt;br /&gt;
 the night&lt;br /&gt;
 the dawn&lt;br /&gt;
 the day&lt;br /&gt;
 the sunset&lt;br /&gt;
 It is raining.&lt;br /&gt;
 It is snowing.&lt;br /&gt;
 There is a heavy blanket of fog enveloping everything.&lt;br /&gt;
 Fog enshrouds the area.&lt;br /&gt;
 There is a thin mist here.&lt;br /&gt;
 The sky above you is nearly black, ripped through with towering clouds.&lt;br /&gt;
 The sky above you is completely gray, with dark pillars of pressing through it.&lt;br /&gt;
 A towering gray cloud descends from the white sky above you.&lt;br /&gt;
 The sky above you is a uniform and dark gray.&lt;br /&gt;
 The sky above you is gray.&lt;br /&gt;
 The sky above you is hazy and white.&lt;br /&gt;
 A dark, towering cloud rises into a striped sky.&lt;br /&gt;
 Mounds of clouds are clustered through a striped sky.&lt;br /&gt;
 There are scattered clouds underneath a striped sky.&lt;br /&gt;
 The sky is striped with thin clouds.&lt;br /&gt;
 A dark, menacing cloud towers above you, crowned by an anvil.&lt;br /&gt;
 There are mounds of clouds above you, smooth on the bottom with prominent upward bulges.&lt;br /&gt;
 There are scattered puffy clouds above you.&lt;br /&gt;
 The sky is clear above you.&lt;br /&gt;
 The sun is rising&lt;br /&gt;
  in the west&lt;br /&gt;
  in the east&lt;br /&gt;
 The sun is&lt;br /&gt;
  low&lt;br /&gt;
  high&lt;br /&gt;
 western&lt;br /&gt;
 eastern&lt;br /&gt;
  sky&lt;br /&gt;
 The sun is directly above you&lt;br /&gt;
 The sun is setting&lt;br /&gt;
  to the east&lt;br /&gt;
  to the west&lt;br /&gt;
  behind the clouds&lt;br /&gt;
 full moon&lt;br /&gt;
 waxing gibbous moon&lt;br /&gt;
 waxing half moon&lt;br /&gt;
 waxing crecent moon&lt;br /&gt;
 waning gibbous moon&lt;br /&gt;
 waning half moon&lt;br /&gt;
 waning crescent moon&lt;br /&gt;
  is rising&lt;br /&gt;
  is directly above you&lt;br /&gt;
  is setting&lt;br /&gt;
  bright behind the clouds&lt;br /&gt;
  pale behind the clouds&lt;br /&gt;
  hardly visible behind the clouds&lt;br /&gt;
 The stars are out.&lt;br /&gt;
 There is a strong breeze blowing from the &lt;br /&gt;
 There is a cool breeze blowing from the &lt;br /&gt;
 There is a gentle breeze blowing from the &lt;br /&gt;
 south&lt;br /&gt;
 north&lt;br /&gt;
 east&lt;br /&gt;
 west&lt;br /&gt;
 Loop Erase River Overflow&lt;br /&gt;
 Loop Erase River Placement Overflow&lt;br /&gt;
 Loop Erase River Temp River Placement Overflow&lt;br /&gt;
 territory_map-&lt;br /&gt;
 historical_map-&lt;br /&gt;
 world_map-&lt;br /&gt;
 -world_gen_param&lt;br /&gt;
 Inappropriate Waterlevel Biome Choice (2)&lt;br /&gt;
 Inappropriate Waterlevel Biome Choice (4)&lt;br /&gt;
 Midmap effective coordinate check out of bounds&lt;br /&gt;
 [WORLD_GEN]&lt;br /&gt;
 CUSTOM_NAME:&lt;br /&gt;
 SEED:&lt;br /&gt;
 HISTORY_SEED:&lt;br /&gt;
 NAME_SEED:&lt;br /&gt;
 DIM:&lt;br /&gt;
 END_YEAR:&lt;br /&gt;
 BEAST_END_YEAR:&lt;br /&gt;
 REVEAL_ALL_HISTORY:&lt;br /&gt;
 CULL_HISTORICAL_FIGURES:&lt;br /&gt;
 [ELEVATION_FREQUENCY:&lt;br /&gt;
 [RAIN_FREQUENCY:&lt;br /&gt;
 [DRAINAGE_FREQUENCY:&lt;br /&gt;
 [TEMPERATURE_FREQUENCY:&lt;br /&gt;
 [SAVAGERY_FREQUENCY:&lt;br /&gt;
 [VOLCANISM_FREQUENCY:&lt;br /&gt;
 GOOD_SQ_COUNTS:&lt;br /&gt;
 EVIL_SQ_COUNTS:&lt;br /&gt;
 PEAK_NUMBER_MIN:&lt;br /&gt;
 OCEAN_EDGE_MIN:&lt;br /&gt;
 VOLCANO_MIN:&lt;br /&gt;
 [REGION_COUNTS:&lt;br /&gt;
 EROSION_CYCLE_COUNT:&lt;br /&gt;
 RIVER_MINS:&lt;br /&gt;
 PERIODICALLY_ERODE_EXTREMES:&lt;br /&gt;
 OROGRAPHIC_PRECIPITATION:&lt;br /&gt;
 SUBREGION_MAX:&lt;br /&gt;
 CAVE_MIN_SIZE:&lt;br /&gt;
 CAVE_MAX_SIZE:&lt;br /&gt;
 MOUNTAIN_CAVE_MIN:&lt;br /&gt;
 NON_MOUNTAIN_CAVE_MIN:&lt;br /&gt;
 ALL_CAVES_VISIBLE:&lt;br /&gt;
 SHOW_EMBARK_RIVER:&lt;br /&gt;
 SHOW_EMBARK_POOL:&lt;br /&gt;
 SHOW_EMBARK_M_POOL:&lt;br /&gt;
 SHOW_EMBARK_M_PIPE:&lt;br /&gt;
 SHOW_EMBARK_CHASM:&lt;br /&gt;
 SHOW_EMBARK_PIT:&lt;br /&gt;
 SHOW_EMBARK_OTHER:&lt;br /&gt;
 SHOW_EMBARK_TUNNEL:&lt;br /&gt;
 TOTAL_CIV_NUMBER:&lt;br /&gt;
 TOTAL_CIV_POPULATION:&lt;br /&gt;
 PLAYABLE_CIVILIZATION_REQUIRED:&lt;br /&gt;
 ELEVATION_RANGES:&lt;br /&gt;
 RAIN_RANGES:&lt;br /&gt;
 DRAINAGE_RANGES:&lt;br /&gt;
 SAVAGERY_RANGES:&lt;br /&gt;
 VOLCANISM_RANGES:&lt;br /&gt;
 feature-&lt;br /&gt;
 data/save/current/feature-&lt;br /&gt;
 Mountain-Slope Overflow&lt;br /&gt;
 : Null Pop Num&lt;br /&gt;
 Non-feature related elevation hole&lt;br /&gt;
 You have located &lt;br /&gt;
 &amp;quot;, a &lt;br /&gt;
 fortress&lt;br /&gt;
 dark tower&lt;br /&gt;
 ruin&lt;br /&gt;
 cave&lt;br /&gt;
 forest retreat&lt;br /&gt;
 town&lt;br /&gt;
 /site-&lt;br /&gt;
 , Region Pop: Null Square Count&lt;br /&gt;
 -world_history&lt;br /&gt;
 Worship List&lt;br /&gt;
 Ruler List&lt;br /&gt;
 [*] &lt;br /&gt;
  (b.&lt;br /&gt;
 ???&lt;br /&gt;
  d. &lt;br /&gt;
 , Reign Began: &lt;br /&gt;
 , Inherited&lt;br /&gt;
  from mother&lt;br /&gt;
  from father&lt;br /&gt;
  from paternal grandmother&lt;br /&gt;
  from paternal grandfather&lt;br /&gt;
  from maternal grandmother&lt;br /&gt;
  from maternal grandfather&lt;br /&gt;
 , *** New Line&lt;br /&gt;
 , *** Original Line&lt;br /&gt;
 Married&lt;br /&gt;
  (d. &lt;br /&gt;
 Never Married&lt;br /&gt;
 No Children&lt;br /&gt;
  Child&lt;br /&gt;
  (out-lived)&lt;br /&gt;
  (out-lived &lt;br /&gt;
  of them)&lt;br /&gt;
  -- Ages&lt;br /&gt;
  at death&lt;br /&gt;
 (d. &lt;br /&gt;
       &lt;br /&gt;
 Worshipped &lt;br /&gt;
 Worships &lt;br /&gt;
 -world_sites_and_pops&lt;br /&gt;
 Parent Civ: &lt;br /&gt;
 Leader: &lt;br /&gt;
 Unnumbered &lt;br /&gt;
 Unnumbered&lt;br /&gt;
 Outdoor Animal Populations (Including Undead)&lt;br /&gt;
 data/save/current/region_snapshot-&lt;br /&gt;
 region_snapshot-&lt;br /&gt;
 Midmap creation failure on graphical map export: &lt;br /&gt;
 Elevation negative on graphical map export (main)&lt;br /&gt;
 Elevation negative on graphical map export (midmap)&lt;br /&gt;
 Empty biased index vector&lt;br /&gt;
 Biased index vector computation error&lt;br /&gt;
 ==&lt;br /&gt;
 &amp;lt;&lt;br /&gt;
 !=&lt;br /&gt;
 &amp;gt;=&lt;br /&gt;
 &amp;lt;=&lt;br /&gt;
 DREAM&lt;br /&gt;
 UNDEAD_ARMY&lt;br /&gt;
 DIPEV&lt;br /&gt;
 MEETING&lt;br /&gt;
 DIPSCRIPT&lt;br /&gt;
 SETVAR&lt;br /&gt;
 UNIT&lt;br /&gt;
 LONG&lt;br /&gt;
 ACTION&lt;br /&gt;
 IF&lt;br /&gt;
 ELSE&lt;br /&gt;
 ENDIF&lt;br /&gt;
 TEXTVIEWER&lt;br /&gt;
 HISTORY_DIPEV&lt;br /&gt;
 DISCUSS&lt;br /&gt;
 TOPICDISCUSSION&lt;br /&gt;
 CONSTRUCTTOPICLIST&lt;br /&gt;
 DIPEVENT&lt;br /&gt;
 INVASION&lt;br /&gt;
 data/dipscript/text/&lt;br /&gt;
 FIRSTCONTACT&lt;br /&gt;
&lt;br /&gt;
 Connectivity Overflow&lt;br /&gt;
 Connectivity Placement Overflow&lt;br /&gt;
 Update Connectivity Placement Overflow&lt;br /&gt;
 FLUX&lt;br /&gt;
   Choose Fortress Location  &lt;br /&gt;
 Local&lt;br /&gt;
 Region&lt;br /&gt;
 World&lt;br /&gt;
 Temperate Conifer Forest&lt;br /&gt;
 Tropical Dry Brdlf Forest&lt;br /&gt;
 Tropical Moist Brdlf Forst&lt;br /&gt;
 Temperature: &lt;br /&gt;
 Freezing&lt;br /&gt;
 Temperate&lt;br /&gt;
 Warm&lt;br /&gt;
 Scorching&lt;br /&gt;
 Trees: &lt;br /&gt;
 Scarce&lt;br /&gt;
 Sparse&lt;br /&gt;
 Woodland&lt;br /&gt;
 Heavily Forested&lt;br /&gt;
 Other Vegetation: &lt;br /&gt;
 Moderate&lt;br /&gt;
 Thick&lt;br /&gt;
 Surroundings: &lt;br /&gt;
 Serene&lt;br /&gt;
 Calm&lt;br /&gt;
 Sinister&lt;br /&gt;
 Mirthful&lt;br /&gt;
 Wilderness&lt;br /&gt;
 Haunted&lt;br /&gt;
 Joyous Wilds&lt;br /&gt;
 Untamed Wilds&lt;br /&gt;
 Terrifying&lt;br /&gt;
 Multiple Constructions&lt;br /&gt;
 Major River: &lt;br /&gt;
 River: &lt;br /&gt;
 Minor River: &lt;br /&gt;
 Stream: &lt;br /&gt;
 Brook: &lt;br /&gt;
 Volcano: &lt;br /&gt;
 Mountain: &lt;br /&gt;
 Neighbors&lt;br /&gt;
 War&lt;br /&gt;
 --------&lt;br /&gt;
 No Trade&lt;br /&gt;
 Your Civilization&lt;br /&gt;
 Relative Elevation&lt;br /&gt;
 High&lt;br /&gt;
 Low&lt;br /&gt;
 Cliff Indicator&lt;br /&gt;
 Flat&lt;br /&gt;
 Slopes&lt;br /&gt;
 Low Cliffs&lt;br /&gt;
 Medium Cliffs&lt;br /&gt;
 High Cliffs&lt;br /&gt;
 Very High Cliffs (10+)&lt;br /&gt;
 Extreme Cliffs (20+)&lt;br /&gt;
 Reclaim &lt;br /&gt;
 Searching &lt;br /&gt;
 Find Desired Location&lt;br /&gt;
 No Suitable Site&lt;br /&gt;
 Partial Candidate&lt;br /&gt;
 Suitable Site&lt;br /&gt;
 X Dimension&lt;br /&gt;
 Y Dimension&lt;br /&gt;
 Rain&lt;br /&gt;
 Flux Stone&lt;br /&gt;
 Aquifer&lt;br /&gt;
 Underground River&lt;br /&gt;
 Underground Pool&lt;br /&gt;
 Magma Pool&lt;br /&gt;
 Magma Pipe&lt;br /&gt;
 Bottomless Pit&lt;br /&gt;
 Other Features&lt;br /&gt;
 Medium&lt;br /&gt;
 Reclaim a Fortress&lt;br /&gt;
 : Change Mode&lt;br /&gt;
 : Text Done&lt;br /&gt;
 : Enter Text&lt;br /&gt;
 : Move Local Area&lt;br /&gt;
 : Resize Local Area&lt;br /&gt;
 : Symbol Select&lt;br /&gt;
 : Adopt Symbol&lt;br /&gt;
 : List&lt;br /&gt;
 Movement keys control region cursor.&lt;br /&gt;
 : Add Note&lt;br /&gt;
 : View Note&lt;br /&gt;
 : Delete Note&lt;br /&gt;
 NOTICE: Notes are saved only when you save/lose your fort.&lt;br /&gt;
 : Change Selection&lt;br /&gt;
 : Do Search&lt;br /&gt;
 : Reclaim!&lt;br /&gt;
 : Cancel Reclaim&lt;br /&gt;
 : Embark!&lt;br /&gt;
 : Reclaim&lt;br /&gt;
 : Find Desired Location&lt;br /&gt;
 : Notes&lt;br /&gt;
 : View Biome&lt;br /&gt;
 Are you sure you want to embark here?&lt;br /&gt;
 This is your only warning!&lt;br /&gt;
 You have selected the largest possible area.&lt;br /&gt;
 You have selected a very large area.&lt;br /&gt;
 You have selected a large area.&lt;br /&gt;
 Choose a smaller area if you experience lags.&lt;br /&gt;
 You have selected an area with salt water.&lt;br /&gt;
 It might be very difficult to survive here.&lt;br /&gt;
 You have selected an area with an aquifer.&lt;br /&gt;
 It might be very difficult to obtain stone here.&lt;br /&gt;
   Choose Name  &lt;br /&gt;
 Singular Noun&lt;br /&gt;
 Plural Noun&lt;br /&gt;
 Adjective&lt;br /&gt;
 Prefix&lt;br /&gt;
 Present (1st)&lt;br /&gt;
 Present (3rd)&lt;br /&gt;
 Preterite&lt;br /&gt;
 Past Participle&lt;br /&gt;
 Present Participle&lt;br /&gt;
 : Clear&lt;br /&gt;
  to move.  &lt;br /&gt;
  to use selected word.  You can also use the mouse.&lt;br /&gt;
 Front Compound&lt;br /&gt;
 Rear Compound&lt;br /&gt;
 First Adjective&lt;br /&gt;
 Second Adjective&lt;br /&gt;
 Hyphen Compound&lt;br /&gt;
 The X&lt;br /&gt;
 Of X&lt;br /&gt;
 Could not give dwarf &lt;br /&gt;
  skill: &lt;br /&gt;
 No dwarf in position &lt;br /&gt;
 Cannot afford &lt;br /&gt;
 No &lt;br /&gt;
  available&lt;br /&gt;
   Prepare for the Expedition to &lt;br /&gt;
   Prepare for the Journey to &lt;br /&gt;
 Play Now!&lt;br /&gt;
 Prepare for the journey carefully&lt;br /&gt;
 Use &lt;br /&gt;
 : Prepare to embark!&lt;br /&gt;
 : Change selection&lt;br /&gt;
 Profile &lt;br /&gt;
 : Change Mode  &lt;br /&gt;
 : Embark!    &lt;br /&gt;
 : Choose&lt;br /&gt;
 : Add  &lt;br /&gt;
 : New&lt;br /&gt;
 : Customize&lt;br /&gt;
 Pts: &lt;br /&gt;
 : Save&lt;br /&gt;
 : Problems&lt;br /&gt;
 : Name Group&lt;br /&gt;
 : Items&lt;br /&gt;
 : Name Fortress&lt;br /&gt;
 : Add&lt;br /&gt;
 Warning!  The following embark profile name is already in use:&lt;br /&gt;
 : Overwrite&lt;br /&gt;
 : Go back&lt;br /&gt;
 To save these settings, choose a name for this embark profile:&lt;br /&gt;
 Embark preparations were not completed.&lt;br /&gt;
 ** Starting Reclaim **&lt;br /&gt;
 ** Starting New Outpost **&lt;br /&gt;
 data/init/embark_profiles.txt&lt;br /&gt;
 PROFILE&lt;br /&gt;
 RECLAIM_SKILL&lt;br /&gt;
 Unrecognized Embark Profile Token: &lt;br /&gt;
   Unintelligible!  &lt;br /&gt;
 This strange language cannot be translated.&lt;br /&gt;
&lt;br /&gt;
 Report Death of &lt;br /&gt;
 Kill &lt;br /&gt;
 [INITIAL_LOAD]&lt;br /&gt;
  cancels &lt;br /&gt;
 Unscheduled&lt;br /&gt;
 Cannot reach site&lt;br /&gt;
 Getting married&lt;br /&gt;
 Interrupted by &lt;br /&gt;
 combat&lt;br /&gt;
 Inappropriate dig square&lt;br /&gt;
 Area became inappropriate&lt;br /&gt;
 Moved&lt;br /&gt;
 Need empty bucket&lt;br /&gt;
 Need empty trap&lt;br /&gt;
 Need empty bag&lt;br /&gt;
 Need empty cage&lt;br /&gt;
 Need valid, active sand collection zone&lt;br /&gt;
 Sand vanished&lt;br /&gt;
 Incapable of carrying&lt;br /&gt;
 Too injured&lt;br /&gt;
 Resting injury&lt;br /&gt;
 Animal inaccessible&lt;br /&gt;
 Patient inaccessible&lt;br /&gt;
 Infant inaccessible&lt;br /&gt;
 No partner&lt;br /&gt;
 Item inaccessible&lt;br /&gt;
 Drop-off inaccessible&lt;br /&gt;
 Building inaccessible&lt;br /&gt;
 Area inaccessible&lt;br /&gt;
 Nothing in cage&lt;br /&gt;
 Nothing to cage&lt;br /&gt;
 Nothing to catch&lt;br /&gt;
 No patient&lt;br /&gt;
 No infant&lt;br /&gt;
 Already leading creature&lt;br /&gt;
 No food available&lt;br /&gt;
 Water source vanished&lt;br /&gt;
 No water source&lt;br /&gt;
 Water source contaminated&lt;br /&gt;
 Creature occupying site&lt;br /&gt;
 No bucket at well&lt;br /&gt;
 Bucket full of extraneous material&lt;br /&gt;
 Well dry&lt;br /&gt;
 Need office&lt;br /&gt;
 No weapon&lt;br /&gt;
 Wrong ammunition&lt;br /&gt;
 Ammunition inaccessible&lt;br /&gt;
 No ammunition&lt;br /&gt;
 No item&lt;br /&gt;
 Item blocking site&lt;br /&gt;
 Building site submerged&lt;br /&gt;
 Animal not restrained&lt;br /&gt;
 No creature&lt;br /&gt;
 Inappropriate building&lt;br /&gt;
 No building&lt;br /&gt;
 No floor space&lt;br /&gt;
 No designated area&lt;br /&gt;
 No party&lt;br /&gt;
 Wrong justice state&lt;br /&gt;
 Nothing in building&lt;br /&gt;
 Relieved&lt;br /&gt;
 Water is frozen&lt;br /&gt;
 Too insane&lt;br /&gt;
 Taken by mood&lt;br /&gt;
 Went insane&lt;br /&gt;
 Throwing tantrum&lt;br /&gt;
 Could not find path&lt;br /&gt;
 Path blocked&lt;br /&gt;
 Seeking artifact&lt;br /&gt;
 Handling dangerous creature&lt;br /&gt;
 Going to bed&lt;br /&gt;
 Seeking Infant&lt;br /&gt;
 Dangerous terrain&lt;br /&gt;
 Forbidden area&lt;br /&gt;
 Job item misplaced&lt;br /&gt;
 Job item lost or destroyed&lt;br /&gt;
 Getting food&lt;br /&gt;
 Getting water&lt;br /&gt;
 Hunting vermin for food&lt;br /&gt;
 Target inaccessible&lt;br /&gt;
 Target too injured&lt;br /&gt;
 No target&lt;br /&gt;
 No mechanism for target&lt;br /&gt;
 No target building&lt;br /&gt;
 No mechanism for trigger&lt;br /&gt;
 No trigger&lt;br /&gt;
 Attacking building&lt;br /&gt;
 Lost pick&lt;br /&gt;
 Invalid officer&lt;br /&gt;
 &amp;quot;Farewell!&amp;quot;  Leaving&lt;br /&gt;
 Removed from guard&lt;br /&gt;
 Equipment mismatch&lt;br /&gt;
 Caged&lt;br /&gt;
 Getting something to drink&lt;br /&gt;
 Using well&lt;br /&gt;
 Lost axe&lt;br /&gt;
 Not broker&lt;br /&gt;
  suspended the construction of &lt;br /&gt;
  suspended a linkage from &lt;br /&gt;
 ) has been completed.&lt;br /&gt;
 OVERWROTE JOB: &lt;br /&gt;
  BY &lt;br /&gt;
  lose&lt;br /&gt;
  loses&lt;br /&gt;
  hold of the &lt;br /&gt;
 miner&lt;br /&gt;
 woodworker&lt;br /&gt;
 carpenter&lt;br /&gt;
 bowyer&lt;br /&gt;
 woodcutter&lt;br /&gt;
 stoneworker&lt;br /&gt;
 engraver&lt;br /&gt;
 mason&lt;br /&gt;
 ranger&lt;br /&gt;
 animal caretaker&lt;br /&gt;
 animal trainer&lt;br /&gt;
 hunter&lt;br /&gt;
 trapper&lt;br /&gt;
 animal dissector&lt;br /&gt;
 metalsmith&lt;br /&gt;
 furnace operator&lt;br /&gt;
 weaponsmith&lt;br /&gt;
 armorer&lt;br /&gt;
 blacksmith&lt;br /&gt;
 metalcrafter&lt;br /&gt;
 jeweler&lt;br /&gt;
 gem cutter&lt;br /&gt;
 gem setter&lt;br /&gt;
 woodcrafter&lt;br /&gt;
 stonecrafter&lt;br /&gt;
 leatherworker&lt;br /&gt;
 bone carver&lt;br /&gt;
 weaver&lt;br /&gt;
 clothier&lt;br /&gt;
 glassmaker&lt;br /&gt;
 strand extractor&lt;br /&gt;
 King&lt;br /&gt;
 Queen&lt;br /&gt;
 King Consort&lt;br /&gt;
 Queen Consort&lt;br /&gt;
 fishery worker&lt;br /&gt;
 fisherman&lt;br /&gt;
 fish dissector&lt;br /&gt;
 fish cleaner&lt;br /&gt;
 farmer&lt;br /&gt;
 cheese maker&lt;br /&gt;
 milker&lt;br /&gt;
 cook&lt;br /&gt;
 thresher&lt;br /&gt;
 miller&lt;br /&gt;
 butcher&lt;br /&gt;
 tanner&lt;br /&gt;
 dyer&lt;br /&gt;
 planter&lt;br /&gt;
 herbalist&lt;br /&gt;
 brewer&lt;br /&gt;
 soap maker&lt;br /&gt;
 potash maker&lt;br /&gt;
 lye maker&lt;br /&gt;
 wood burner&lt;br /&gt;
 engineer&lt;br /&gt;
 mechanic&lt;br /&gt;
 siege engineer&lt;br /&gt;
 siege operator&lt;br /&gt;
 pump operator&lt;br /&gt;
 clerk&lt;br /&gt;
 administrator&lt;br /&gt;
 trader&lt;br /&gt;
 architect&lt;br /&gt;
 tax collector&lt;br /&gt;
 hammerer&lt;br /&gt;
 Baron&lt;br /&gt;
 Baroness&lt;br /&gt;
 Count&lt;br /&gt;
 Countess&lt;br /&gt;
 Duke&lt;br /&gt;
 Duchess&lt;br /&gt;
 Baron Consort&lt;br /&gt;
 Baroness Consort&lt;br /&gt;
 Count Consort&lt;br /&gt;
 Countess Consort&lt;br /&gt;
 Duke Consort&lt;br /&gt;
 Duchess Consort&lt;br /&gt;
 philosopher&lt;br /&gt;
 advisor&lt;br /&gt;
 alchemist&lt;br /&gt;
 Dungeon Master&lt;br /&gt;
 merchant&lt;br /&gt;
 drunk&lt;br /&gt;
 guild representative&lt;br /&gt;
 merchant baron&lt;br /&gt;
 merchant baroness&lt;br /&gt;
 merchant prince&lt;br /&gt;
 merchant princess&lt;br /&gt;
  Liaison&lt;br /&gt;
 druid&lt;br /&gt;
 champion&lt;br /&gt;
 hammerman&lt;br /&gt;
 Hammer Lord&lt;br /&gt;
 spearman&lt;br /&gt;
 Spearmaster&lt;br /&gt;
 crossbowman&lt;br /&gt;
 Elite &lt;br /&gt;
 wrestler&lt;br /&gt;
 Elite Wrestler&lt;br /&gt;
 axeman&lt;br /&gt;
 Axe Lord&lt;br /&gt;
 swordsman&lt;br /&gt;
 Swordmaster&lt;br /&gt;
 maceman&lt;br /&gt;
 Mace Lord&lt;br /&gt;
 pikeman&lt;br /&gt;
 Pikemaster&lt;br /&gt;
 bowman&lt;br /&gt;
 blowgunner&lt;br /&gt;
 Master Blowgunner&lt;br /&gt;
 lasher&lt;br /&gt;
 Master Lasher&lt;br /&gt;
 recruit&lt;br /&gt;
 Master Thief&lt;br /&gt;
 thief&lt;br /&gt;
 babies&lt;br /&gt;
 baby&lt;br /&gt;
 Peasant&lt;br /&gt;
 peasant&lt;br /&gt;
 Guard&lt;br /&gt;
 Priestess&lt;br /&gt;
 Priest&lt;br /&gt;
 Shopkeeper&lt;br /&gt;
 High Priestess&lt;br /&gt;
 Stray &lt;br /&gt;
 Zombie&lt;br /&gt;
 Zombie &lt;br /&gt;
 Skeleton&lt;br /&gt;
 Skeletal &lt;br /&gt;
  (Tame)&lt;br /&gt;
 Woodworker&lt;br /&gt;
 Woodcutter&lt;br /&gt;
 Stoneworker&lt;br /&gt;
 Ranger&lt;br /&gt;
 Hunter&lt;br /&gt;
 Armorer&lt;br /&gt;
 Blacksmith&lt;br /&gt;
 Metalcrafter&lt;br /&gt;
 Jeweler&lt;br /&gt;
 Woodcrafter&lt;br /&gt;
 Stonecrafter&lt;br /&gt;
 Fishery Worker&lt;br /&gt;
 Farmer&lt;br /&gt;
 Planter&lt;br /&gt;
 Engineer&lt;br /&gt;
 Clerk&lt;br /&gt;
 Administrator&lt;br /&gt;
 Trader&lt;br /&gt;
 Architect&lt;br /&gt;
 Tax Collector&lt;br /&gt;
 Hammerer&lt;br /&gt;
 Wise&lt;br /&gt;
 Royal Advisor&lt;br /&gt;
 Drunk&lt;br /&gt;
 Guild Representative&lt;br /&gt;
 Merchant Baron&lt;br /&gt;
 Merchant Baroness&lt;br /&gt;
 Merchant Prince&lt;br /&gt;
 Merchant Princess&lt;br /&gt;
 Champion&lt;br /&gt;
 Recruit&lt;br /&gt;
 Thief&lt;br /&gt;
 Baby&lt;br /&gt;
  Zombie&lt;br /&gt;
  Skeleton&lt;br /&gt;
 COPPER&lt;br /&gt;
 SILVER&lt;br /&gt;
 ELECTRUM&lt;br /&gt;
 GOLD&lt;br /&gt;
 PLATINUM&lt;br /&gt;
 DIAMOND&lt;br /&gt;
 EMERALD&lt;br /&gt;
 RUBY&lt;br /&gt;
 SAPPHIRE&lt;br /&gt;
 DRAGON&lt;br /&gt;
 ITEM_WEAPON_SWORD_2H&lt;br /&gt;
 ITEM_ARMOR_PLATEMAIL&lt;br /&gt;
 ITEM_ARMOR_CLOAK&lt;br /&gt;
 CAVE WHEAT&lt;br /&gt;
  is more experienced.&lt;br /&gt;
  has become a legendary champion!  Hail &lt;br /&gt;
 There is nothing to catch in the river.&lt;br /&gt;
 There is nothing to catch in the cave river.&lt;br /&gt;
 There is nothing to catch in the underground pool.&lt;br /&gt;
 There is nothing to catch in the magma pool.&lt;br /&gt;
 There is nothing to catch in the magma pipe.&lt;br /&gt;
 There is nothing to catch in the chasm.&lt;br /&gt;
 There is nothing to catch in the pit.&lt;br /&gt;
 There is nothing to catch in the underworld.&lt;br /&gt;
 There is nothing to catch in the &lt;br /&gt;
 northwestern&lt;br /&gt;
 southwestern&lt;br /&gt;
 northeastern&lt;br /&gt;
 southeastern&lt;br /&gt;
 northern&lt;br /&gt;
 southern&lt;br /&gt;
 central&lt;br /&gt;
 ocean&lt;br /&gt;
 lake&lt;br /&gt;
 swamps&lt;br /&gt;
  is stricken by melancholy!&lt;br /&gt;
  has gone stark raving mad!&lt;br /&gt;
  has gone berserk!&lt;br /&gt;
  has forgotten a demand.&lt;br /&gt;
  has a new demand.&lt;br /&gt;
  has imposed a ban on certain exports.&lt;br /&gt;
  has mandated the construction of certain goods.&lt;br /&gt;
  has altered the prices of goods.&lt;br /&gt;
  caught in a cloud of boiling &lt;br /&gt;
  caught in a lava mist!&lt;br /&gt;
  caught in dragonfire!&lt;br /&gt;
  caught in a pool of lava!&lt;br /&gt;
  caught in a pool of magma!&lt;br /&gt;
  over.&lt;br /&gt;
  regain&lt;br /&gt;
  regains&lt;br /&gt;
  consciousness.&lt;br /&gt;
  partially free of the web.&lt;br /&gt;
  completely free of the web.&lt;br /&gt;
  feel&lt;br /&gt;
  looks&lt;br /&gt;
  numb!&lt;br /&gt;
  have&lt;br /&gt;
  has&lt;br /&gt;
  fully overcome the paralysis.&lt;br /&gt;
  partially overcome the paralysis.&lt;br /&gt;
  completely paralyzed!&lt;br /&gt;
  feeling sluggish!&lt;br /&gt;
  partially paralyzed!&lt;br /&gt;
  vomits&lt;br /&gt;
  into the ocean wave&lt;br /&gt;
  into the boiling &lt;br /&gt;
  into the lava mist&lt;br /&gt;
  into the dragonfire&lt;br /&gt;
  into the flames&lt;br /&gt;
  and bits of it get stuck in the web&lt;br /&gt;
  into the sea foam&lt;br /&gt;
 The rest of the vomit burns away in the lava.&lt;br /&gt;
 The vomit burns away in the lava.&lt;br /&gt;
 The rest of the vomit burns away in the magma.&lt;br /&gt;
 The vomit burns away in the magma.&lt;br /&gt;
 The rest of the vomit disappears into the water.&lt;br /&gt;
 The vomit disappears into the water.&lt;br /&gt;
 The rest of the vomit falls away into the chasm.&lt;br /&gt;
 The vomit falls away into the chasm.&lt;br /&gt;
 The rest of the vomit falls away into the underworld.&lt;br /&gt;
 The vomit falls away into the underworld.&lt;br /&gt;
 The rest of the vomit splatters into the shallow puddle of water.&lt;br /&gt;
 The vomit splatters into the shallow puddle of water.&lt;br /&gt;
  stunned!&lt;br /&gt;
  no longer stunned.&lt;br /&gt;
  out from exhaustion.&lt;br /&gt;
  collapse and fall&lt;br /&gt;
  collapses and falls&lt;br /&gt;
  to the ground from over-exertion.&lt;br /&gt;
  give&lt;br /&gt;
  gives&lt;br /&gt;
  in to pain.&lt;br /&gt;
  is throwing a tantrum!&lt;br /&gt;
  have given a resident &lt;br /&gt;
  the name &lt;br /&gt;
  has grown to become a &lt;br /&gt;
  is no longer enraged.&lt;br /&gt;
  has left the martial trance.&lt;br /&gt;
  has calmed down.&lt;br /&gt;
  has given birth to &lt;br /&gt;
  are unable to break&lt;br /&gt;
  is unable to break&lt;br /&gt;
  flies off in an arc!&lt;br /&gt;
  flies off in a bloody arc!&lt;br /&gt;
  is torn away!&lt;br /&gt;
 smashed into the body, an unrecognizable mass&lt;br /&gt;
 split in half from the crown to the chin&lt;br /&gt;
 torn apart&lt;br /&gt;
 pierced through entirely&lt;br /&gt;
 incinerated&lt;br /&gt;
 is shattered&lt;br /&gt;
 collapses into a lump of gore&lt;br /&gt;
 is cloven asunder&lt;br /&gt;
 is torn into pieces&lt;br /&gt;
 is pierced through completely&lt;br /&gt;
 is incinerated&lt;br /&gt;
 explodes in gore&lt;br /&gt;
 is mostly cut away from the rest of the torso&lt;br /&gt;
 is ripped into loose shreds&lt;br /&gt;
 is run through&lt;br /&gt;
 damaged&lt;br /&gt;
 bruised&lt;br /&gt;
 cut&lt;br /&gt;
 torn&lt;br /&gt;
 pierced&lt;br /&gt;
 singed&lt;br /&gt;
 blistered&lt;br /&gt;
 chilled&lt;br /&gt;
 badly damaged&lt;br /&gt;
 battered&lt;br /&gt;
 badly gashed&lt;br /&gt;
 badly ripped&lt;br /&gt;
 badly pierced&lt;br /&gt;
 charred&lt;br /&gt;
 frostbitten&lt;br /&gt;
 very badly damaged!&lt;br /&gt;
 cracked by the heat!&lt;br /&gt;
 cracked by the cold!&lt;br /&gt;
 broken!&lt;br /&gt;
 nearly shattered!&lt;br /&gt;
 partially incinerated!&lt;br /&gt;
 frozen through!&lt;br /&gt;
 mangled!&lt;br /&gt;
 Horrors!  Demons in the deep!&lt;br /&gt;
 An ambush!  Drive them out!&lt;br /&gt;
 Thief!  Protect the hoard from skulking filth!&lt;br /&gt;
 An ambush!  Skulking vermin!&lt;br /&gt;
 An ambush!  Curse all friends of nature!&lt;br /&gt;
 An ambush!  Curse them!&lt;br /&gt;
 !  Drive it away!&lt;br /&gt;
 Snatcher!  Protect the children!&lt;br /&gt;
 An injured &lt;br /&gt;
  has sprung from ambush!&lt;br /&gt;
  hidden away here.&lt;br /&gt;
 You've spotted a &lt;br /&gt;
 You spring from ambush!&lt;br /&gt;
 You've been spotted!&lt;br /&gt;
  have been knocked unconscious!&lt;br /&gt;
  has been knocked unconscious!&lt;br /&gt;
  have been stunned!&lt;br /&gt;
  has been stunned!&lt;br /&gt;
  have been stunned again!&lt;br /&gt;
  has been stunned again!&lt;br /&gt;
  are having trouble breathing!&lt;br /&gt;
  is having trouble breathing!&lt;br /&gt;
  are having more trouble breathing!&lt;br /&gt;
  is having more trouble breathing!&lt;br /&gt;
  feel sick!&lt;br /&gt;
  looks sick!&lt;br /&gt;
  feel even more sick!&lt;br /&gt;
  looks even more sick!&lt;br /&gt;
  has been pierced&lt;br /&gt;
  entrails shoot out through the wound!&lt;br /&gt;
  has been &lt;br /&gt;
 charred to a cinder&lt;br /&gt;
 frozen completely&lt;br /&gt;
 smashed apart&lt;br /&gt;
 sprained&lt;br /&gt;
 burned again&lt;br /&gt;
 charred again&lt;br /&gt;
 frostbitten again&lt;br /&gt;
 sprained again&lt;br /&gt;
 badly burned&lt;br /&gt;
 badly charred&lt;br /&gt;
 badly frostbitten&lt;br /&gt;
 badly sprained&lt;br /&gt;
 badly burned again&lt;br /&gt;
 badly charred again&lt;br /&gt;
 badly frostbitten again&lt;br /&gt;
 badly sprained again&lt;br /&gt;
 cracked by the heat&lt;br /&gt;
 cracked by the cold&lt;br /&gt;
 broken&lt;br /&gt;
 broken again&lt;br /&gt;
 crippled&lt;br /&gt;
 crippled again&lt;br /&gt;
 badly cut&lt;br /&gt;
 badly torn&lt;br /&gt;
 badly bruised&lt;br /&gt;
 blackened by the heat&lt;br /&gt;
 blackened by the cold&lt;br /&gt;
 mangled&lt;br /&gt;
 mangled again&lt;br /&gt;
 You feel your blood being sucked through the wound!&lt;br /&gt;
  even more numb!&lt;br /&gt;
  light-headed!&lt;br /&gt;
  even more light-headed!&lt;br /&gt;
  blocks&lt;br /&gt;
  the dragonfire.&lt;br /&gt;
  the fire.&lt;br /&gt;
  breathe&lt;br /&gt;
  breathes&lt;br /&gt;
  fire!&lt;br /&gt;
  shoot&lt;br /&gt;
  shoots&lt;br /&gt;
  out thick strands of webbing!&lt;br /&gt;
 unit contained in unit&lt;br /&gt;
 Double Caged Unit&lt;br /&gt;
 Receive job pay: NULL JOB&lt;br /&gt;
  has taken a request from the &lt;br /&gt;
  has changed the guild wages.&lt;br /&gt;
  has mandated that certain jobs be completed.&lt;br /&gt;
  now commands &lt;br /&gt;
  renames &lt;br /&gt;
 They have organized a wedding reception&lt;br /&gt;
  has organized a party&lt;br /&gt;
 You are &lt;br /&gt;
 blistering&lt;br /&gt;
 being incinerated&lt;br /&gt;
 being frozen solid&lt;br /&gt;
 freezing to death&lt;br /&gt;
 on fire&lt;br /&gt;
 burning alive&lt;br /&gt;
 burning to death&lt;br /&gt;
 You are melting!&lt;br /&gt;
 You are boiling!&lt;br /&gt;
 ecstatic&lt;br /&gt;
 happy&lt;br /&gt;
 quite content&lt;br /&gt;
 fine&lt;br /&gt;
 unhappy&lt;br /&gt;
 very unhappy&lt;br /&gt;
 miserable&lt;br /&gt;
  lately.  &lt;br /&gt;
 gave birth to &lt;br /&gt;
  recently&lt;br /&gt;
 got married recently&lt;br /&gt;
 became caught up in a new romance recently&lt;br /&gt;
 gained siblings&lt;br /&gt;
 gained a sibling&lt;br /&gt;
 became a parent&lt;br /&gt;
 slept uneasily due to noise lately&lt;br /&gt;
 slept very uneasily due to noise lately&lt;br /&gt;
 was woken by noise while sleeping lately&lt;br /&gt;
 has been evicted lately&lt;br /&gt;
 has been tired lately&lt;br /&gt;
 had a miscarriage recently&lt;br /&gt;
 has been exhausted lately&lt;br /&gt;
 has complained of hunger lately&lt;br /&gt;
 has complained of thirst lately&lt;br /&gt;
 has been starving lately&lt;br /&gt;
 has been dehydrated lately&lt;br /&gt;
 was worried by the scarcity of royal guards lately&lt;br /&gt;
 was worried by the scarcity of fortress guards lately&lt;br /&gt;
 was worried by the scarcity of cages and chains lately&lt;br /&gt;
 was unable to reach a room for tax collection lately&lt;br /&gt;
 was misinformed about a room for tax collection lately&lt;br /&gt;
 was upset that the tax collection didn't go smoothly lately&lt;br /&gt;
 has been taxed recently&lt;br /&gt;
 has lost property to the Royal Guard recently&lt;br /&gt;
 was upset to have disappointed a noble lately&lt;br /&gt;
 has been attacked lately&lt;br /&gt;
 has been attacked by a dead pet lately&lt;br /&gt;
 has been attacked by a dead spouse lately&lt;br /&gt;
 has been attacked by a dead lover lately&lt;br /&gt;
 has been attacked by a dead sibling lately&lt;br /&gt;
 has been attacked by own dead mother lately&lt;br /&gt;
 has been attacked by own dead father lately&lt;br /&gt;
 has been attacked by own dead child lately&lt;br /&gt;
 has been attacked by a dead friend lately&lt;br /&gt;
 has been attacked by a dead and still annoying acquaintance lately&lt;br /&gt;
 has been attacked by the dead lately&lt;br /&gt;
 was forced to eat vermin to survive lately&lt;br /&gt;
 was forced to eat a beloved creature to survive lately&lt;br /&gt;
 was forced to eat a treasured pet to survive lately&lt;br /&gt;
 has complained of the lack of chairs lately&lt;br /&gt;
 has complained of the crowded tables lately&lt;br /&gt;
 has complained of the lack of dining tables lately&lt;br /&gt;
 has complained of the lack of a well lately&lt;br /&gt;
 has complained of the nasty water lately&lt;br /&gt;
 was forced to drink &lt;br /&gt;
  water lately&lt;br /&gt;
 was forced to drink slime lately&lt;br /&gt;
 was forced to drink vomit lately&lt;br /&gt;
 has suffered the travesty of art defacement&lt;br /&gt;
 has been annoyed by flies&lt;br /&gt;
 has witnessed death&lt;br /&gt;
 has lost a pet recently&lt;br /&gt;
 is happy to be free&lt;br /&gt;
 had a satisfying sparring session recently&lt;br /&gt;
 killed somebody by accident while sparring recently&lt;br /&gt;
 enjoyed starting a fist fight recently&lt;br /&gt;
 enjoyed smashing up a building recently&lt;br /&gt;
 enjoyed toppling something over recently&lt;br /&gt;
 enjoyed throwing something recently&lt;br /&gt;
 accidentally killed somebody in a fit of rage recently&lt;br /&gt;
 has lost a spouse to tragedy recently&lt;br /&gt;
 has lost a lover to tragedy recently&lt;br /&gt;
 had a terrifying nightmare about an army of the dead&lt;br /&gt;
 has lost an annoying acquaintance to tragedy recently&lt;br /&gt;
 was just a little happy to lose an annoying acquaintance to tragedy recently&lt;br /&gt;
 was happy to lose an annoying acquaintance to tragedy recently&lt;br /&gt;
 was thrilled to lose an annoying acquaintance to tragedy recently&lt;br /&gt;
 has lost a friend to tragedy recently&lt;br /&gt;
 has lost a sibling to tragedy recently&lt;br /&gt;
 has lost a child to tragedy recently&lt;br /&gt;
 has lost a mother to tragedy recently&lt;br /&gt;
 has lost a father to tragedy recently&lt;br /&gt;
 was forced to endure the decay of a pet&lt;br /&gt;
 was forced to endure the decay of a spouse&lt;br /&gt;
 was forced to endure the decay of a lover&lt;br /&gt;
 was forced to endure the decay of a sibling&lt;br /&gt;
 was forced to endure the decay of a mother&lt;br /&gt;
 was forced to endure the decay of a father&lt;br /&gt;
 was forced to endure the decay of a child&lt;br /&gt;
 was forced to endure the decay of a friend&lt;br /&gt;
 was forced to endure the decay of an annoying acquaintance&lt;br /&gt;
 has been accosted by terrible vermin&lt;br /&gt;
 saw something unpleasant in a cage recently&lt;br /&gt;
 was comforted by a wonderful creature in a cage recently&lt;br /&gt;
 saw something unpleasant in a pond recently&lt;br /&gt;
 was comforted by a wonderful creature in a pond recently&lt;br /&gt;
 was able to rest and recuperate lately&lt;br /&gt;
 received water recently&lt;br /&gt;
 received food recently&lt;br /&gt;
 was rescued recently&lt;br /&gt;
 was overjoyed to be able to give somebody water lately&lt;br /&gt;
 was happy to have been able to give somebody water lately&lt;br /&gt;
 was pleased to have been able to give somebody water lately&lt;br /&gt;
 gave somebody water lately&lt;br /&gt;
 was irritated at having to give somebody water lately&lt;br /&gt;
 was unhappy at having to give somebody water lately&lt;br /&gt;
 has suffered the pain of having to give somebody water lately&lt;br /&gt;
 was overjoyed to be able to give somebody food lately&lt;br /&gt;
 was happy to have been able to give somebody food lately&lt;br /&gt;
 was pleased to have been able to give somebody food lately&lt;br /&gt;
 gave somebody food lately&lt;br /&gt;
 was irritated at having to give somebody food lately&lt;br /&gt;
 was unhappy at having to give somebody food lately&lt;br /&gt;
 has suffered the pain of having to give somebody food lately&lt;br /&gt;
 was overjoyed to be able to help somebody to bed lately&lt;br /&gt;
 was happy to have been able to help somebody to bed lately&lt;br /&gt;
 was pleased to have been able to help somebody to bed lately&lt;br /&gt;
 brought somebody to bed lately&lt;br /&gt;
 was irritated at having to haul somebody to bed lately&lt;br /&gt;
 was unhappy at having to haul somebody to bed lately&lt;br /&gt;
 has suffered the pain of having to haul somebody to bed lately&lt;br /&gt;
 has complained about the draft lately&lt;br /&gt;
 was worried not to have adequate protection lately&lt;br /&gt;
 was upset about being relieved from duty&lt;br /&gt;
 was honored to join the Royal Guard&lt;br /&gt;
 was upset about being expelled from the Royal Guard&lt;br /&gt;
 was honored to join the Fortress Guard&lt;br /&gt;
 was upset about being expelled from the Fortress Guard&lt;br /&gt;
 has been satisfied at work lately&lt;br /&gt;
 was happy to have pleased a noble lately&lt;br /&gt;
 was pleased that the tax collection went smoothly lately&lt;br /&gt;
 is quite pleased with making an artifact&lt;br /&gt;
 was upset that a criminal could not be properly punished&lt;br /&gt;
 was glad to have punishment reduced recently&lt;br /&gt;
 was upset by the delayed punishment of a criminal&lt;br /&gt;
 was glad to have punishment delayed recently&lt;br /&gt;
 beat somebody recently&lt;br /&gt;
 beat somebody with a hammer recently&lt;br /&gt;
 was beaten recently&lt;br /&gt;
 was beaten with a hammer recently&lt;br /&gt;
 is depressed about being confined&lt;br /&gt;
 made a satisfying acquisition lately&lt;br /&gt;
 talked with a pet lately&lt;br /&gt;
 talked with the spouse lately&lt;br /&gt;
 talked with a lover lately&lt;br /&gt;
 talked with a sibling lately&lt;br /&gt;
 talked with mother lately&lt;br /&gt;
 talked with father lately&lt;br /&gt;
 talked with a child lately&lt;br /&gt;
 talked with a friend lately&lt;br /&gt;
 was forced to talk to somebody annoying lately&lt;br /&gt;
 talked with somebody lately&lt;br /&gt;
 made a friend recently&lt;br /&gt;
 formed a grudge recently&lt;br /&gt;
 adopted a new pet recently&lt;br /&gt;
 was unhappy with the lack of work last season&lt;br /&gt;
 was caught in the rain recently&lt;br /&gt;
 was caught in a snow storm recently&lt;br /&gt;
 has been tired of eating the same old food lately&lt;br /&gt;
 has been tired of drinking the same old booze lately&lt;br /&gt;
 ate rotten food lately&lt;br /&gt;
 drank something spoiled lately&lt;br /&gt;
 took joy in slaughter lately&lt;br /&gt;
 ate a pretty decent meal lately&lt;br /&gt;
 ate a fine dish lately&lt;br /&gt;
 ate a wonderful dish lately&lt;br /&gt;
 ate a truly decadent dish lately&lt;br /&gt;
 ate a legendary meal lately&lt;br /&gt;
 had a pretty decent drink lately&lt;br /&gt;
 had a fine drink lately&lt;br /&gt;
 had a wonderful drink lately&lt;br /&gt;
 had a truly decadent drink lately&lt;br /&gt;
 had a legendary drink lately&lt;br /&gt;
 was comforted by a pet lately&lt;br /&gt;
 saw a beloved creature lately&lt;br /&gt;
 was pleased to have a mandate deadline met lately&lt;br /&gt;
 was angered that nobody could be punished for a recent failure&lt;br /&gt;
 was upset by having a request ignored lately&lt;br /&gt;
 was pleased by having a request approved lately&lt;br /&gt;
 was upset by having a mandate ignored lately&lt;br /&gt;
 was upset by having a mandate deadline missed lately&lt;br /&gt;
 was comforted by a lovely waterfall lately&lt;br /&gt;
 was disgusted by a bloody mist lately&lt;br /&gt;
 was disgusted by a miasma lately&lt;br /&gt;
 choked on dust underground lately&lt;br /&gt;
 choked on smoke underground lately&lt;br /&gt;
 was knocked out during a cave-in lately&lt;br /&gt;
 was embarrassed to have to conduct an official meeting in a dining room&lt;br /&gt;
 was very embarrassed to have to conduct an official meeting in a bedroom&lt;br /&gt;
 was incredibly embarrassed not to have any rooms lately&lt;br /&gt;
 was very happy to be elected mayor recently&lt;br /&gt;
 was very happy to be re-elected mayor recently&lt;br /&gt;
 was very satisfied to be chosen as the expedition leader recently&lt;br /&gt;
 was very pleased to receive a higher rank of nobility recently&lt;br /&gt;
 was proud to have become a mayor recently&lt;br /&gt;
 sustained major injuries recently&lt;br /&gt;
 sustained minor injuries recently&lt;br /&gt;
 slept in the mud recently&lt;br /&gt;
 slept in the grass recently&lt;br /&gt;
 slept in the dirt recently&lt;br /&gt;
 slept on rocks recently&lt;br /&gt;
 slept on ice recently&lt;br /&gt;
 slept on a pile of driftwood recently&lt;br /&gt;
 slept on a rough cave floor recently&lt;br /&gt;
 slept on the floor recently&lt;br /&gt;
 slept in a bedroom like a personal palace recently&lt;br /&gt;
 slept in a fantastic bedroom recently&lt;br /&gt;
 slept in a great bedroom recently&lt;br /&gt;
 slept in a very good bedroom recently&lt;br /&gt;
 slept in a good bedroom recently&lt;br /&gt;
 slept in a horribly substandard bedroom recently&lt;br /&gt;
 slept in a horrible bedroom recently&lt;br /&gt;
 slept in an awful bedroom recently&lt;br /&gt;
 slept in a very poor bedroom recently&lt;br /&gt;
 slept in a poor bedroom recently&lt;br /&gt;
 slept without a proper room recently&lt;br /&gt;
 conducted a meeting in a setting worthy of legends recently&lt;br /&gt;
 conducted a meeting in a fantastic setting recently&lt;br /&gt;
 conducted a meeting in a great setting recently&lt;br /&gt;
 conducted a meeting in a very good setting recently&lt;br /&gt;
 conducted a meeting in a good setting recently&lt;br /&gt;
 conducted a meeting in a horribly substandard setting recently&lt;br /&gt;
 conducted a meeting in a horrible setting recently&lt;br /&gt;
 conducted a meeting in an awful setting recently&lt;br /&gt;
 conducted a meeting in a very poor setting recently&lt;br /&gt;
 conducted a meeting in a poor setting recently&lt;br /&gt;
 dined in a legendary dining room recently&lt;br /&gt;
 dined in a fantastic dining room recently&lt;br /&gt;
 dined in a great dining room recently&lt;br /&gt;
 dined in a very good dining room recently&lt;br /&gt;
 dined in a good dining room recently&lt;br /&gt;
 dined in a horribly substandard dining room recently&lt;br /&gt;
 dined in a horrible dining room recently&lt;br /&gt;
 dined in an awful dining room recently&lt;br /&gt;
 dined in a very poor dining room recently&lt;br /&gt;
 dined in a poor dining room recently&lt;br /&gt;
 dined without a proper dining room recently&lt;br /&gt;
 worried greatly about not having a tomb after gaining another year&lt;br /&gt;
 celebrated having a legendary tomb after gaining another year&lt;br /&gt;
 celebrated having a fantastic tomb after gaining another year&lt;br /&gt;
 celebrated having a great tomb after gaining another year&lt;br /&gt;
 celebrated having a very good tomb after gaining another year&lt;br /&gt;
 celebrated having a good tomb after gaining another year&lt;br /&gt;
 worried about having a horribly substandard tomb after gaining another year&lt;br /&gt;
 worried about having a horrible tomb after gaining another year&lt;br /&gt;
 worried about having an awful tomb after gaining another year&lt;br /&gt;
 worried about having a very poor tomb after gaining another year&lt;br /&gt;
 worried about having a poor tomb after gaining another year&lt;br /&gt;
 was greatly pleased at the state of demands recently&lt;br /&gt;
 was very pleased at the state of demands recently&lt;br /&gt;
 was pleased at the state of demands recently&lt;br /&gt;
 was greatly angered at the state of demands recently&lt;br /&gt;
 was very angered at the state of demands recently&lt;br /&gt;
 was angered at the state of demands recently&lt;br /&gt;
 was upset by not having enough chests lately&lt;br /&gt;
 was upset by not having enough cabinets lately&lt;br /&gt;
 was upset by not having enough armor stands lately&lt;br /&gt;
 was upset by not having enough weapon racks lately&lt;br /&gt;
 was upset to be wearing old clothing lately&lt;br /&gt;
 was upset to be wearing tattered clothing lately&lt;br /&gt;
 was very upset to have worn clothes rot away lately&lt;br /&gt;
 was very embarrassed to be uncovered lately&lt;br /&gt;
 was embarrassed to have no shirt lately&lt;br /&gt;
 was embarrassed to have no shoes lately&lt;br /&gt;
 was very embarrassed to be uncloaked lately&lt;br /&gt;
 was unable to find an available hammer lately&lt;br /&gt;
 was nauseated by the sun lately&lt;br /&gt;
 was irritated by the sun lately&lt;br /&gt;
 was &lt;br /&gt;
 grumbling about&lt;br /&gt;
 depressed by&lt;br /&gt;
 angered by&lt;br /&gt;
 enraged by&lt;br /&gt;
  long patrol duty lately&lt;br /&gt;
 was yelled at by an unhappy citizen recently&lt;br /&gt;
 was cried on by an unhappy citizen recently&lt;br /&gt;
 was satisfied to bring up job scarcity in a meeting lately&lt;br /&gt;
 was able to make suggestions about work allocations lately&lt;br /&gt;
 was glad to request weapon production lately&lt;br /&gt;
 had a cathartic experience yelling at somebody in charge lately&lt;br /&gt;
 yelled at somebody in charge lately and felt fantastic afterward&lt;br /&gt;
 yelled at somebody in charge lately and felt great afterward&lt;br /&gt;
 yelled at somebody in charge lately and felt a lot better afterward&lt;br /&gt;
 yelled at somebody in charge lately and felt better afterward&lt;br /&gt;
 yelled at somebody in charge lately and felt a little better afterward&lt;br /&gt;
 yelled at somebody in charge lately&lt;br /&gt;
 yelled at somebody in charge lately but only got angrier&lt;br /&gt;
 had a cathartic experience crying on somebody in charge lately&lt;br /&gt;
 cried on somebody in charge lately and felt fantastic afterward&lt;br /&gt;
 cried on somebody in charge lately and felt great afterward&lt;br /&gt;
 cried on somebody in charge lately and felt a lot better afterward&lt;br /&gt;
 cried on somebody in charge lately and felt better afterward&lt;br /&gt;
 cried on somebody in charge lately and felt a little better afterward&lt;br /&gt;
 cried on somebody in charge lately&lt;br /&gt;
 cried on somebody in charge lately but only felt more depressed&lt;br /&gt;
 was unable to find somebody to complain to about job scarcity lately&lt;br /&gt;
 was unable to make suggestions about work allocations lately&lt;br /&gt;
 was unable to request weapon production lately&lt;br /&gt;
 was unable to find somebody in charge to yell at lately&lt;br /&gt;
 was unable to find somebody in charge to cry on lately&lt;br /&gt;
 put off&lt;br /&gt;
 flustered&lt;br /&gt;
 upset&lt;br /&gt;
 very upset&lt;br /&gt;
 greatly upset&lt;br /&gt;
 angered&lt;br /&gt;
 enraged&lt;br /&gt;
 traumatized&lt;br /&gt;
 utterly traumatized&lt;br /&gt;
  by a lesser's pretentious &lt;br /&gt;
 burial&lt;br /&gt;
 office&lt;br /&gt;
 dining&lt;br /&gt;
 sleeping&lt;br /&gt;
  arrangements lately&lt;br /&gt;
 admired &lt;br /&gt;
 own&lt;br /&gt;
 very fine&lt;br /&gt;
 splendid&lt;br /&gt;
 wonderful&lt;br /&gt;
 completely sublime&lt;br /&gt;
 tastefully arranged &lt;br /&gt;
  lately&lt;br /&gt;
 [C:3:0:1]&lt;br /&gt;
  is married to &lt;br /&gt;
  is romantically involved with &lt;br /&gt;
 an ardent worshipper&lt;br /&gt;
 a faithful worshipper&lt;br /&gt;
 a worshipper&lt;br /&gt;
 a casual worshipper&lt;br /&gt;
 a dubious worshipper&lt;br /&gt;
 [C:1:0:1]&lt;br /&gt;
 the leader&lt;br /&gt;
 the high priest&lt;br /&gt;
 the mayor&lt;br /&gt;
 a guard&lt;br /&gt;
 a royal guard&lt;br /&gt;
 a mercenary&lt;br /&gt;
 a former mercenary&lt;br /&gt;
 an enemy&lt;br /&gt;
 a criminal to&lt;br /&gt;
 a citizen&lt;br /&gt;
 a member&lt;br /&gt;
 a former member&lt;br /&gt;
 the manager&lt;br /&gt;
 the bookkeeper&lt;br /&gt;
 the broker&lt;br /&gt;
 the sheriff&lt;br /&gt;
 the captain of the guard&lt;br /&gt;
 a member of the merchant nobility&lt;br /&gt;
 the outpost liaison&lt;br /&gt;
 a diplomat&lt;br /&gt;
 a slave&lt;br /&gt;
 a former slave&lt;br /&gt;
 a prisoner&lt;br /&gt;
 a former prisoner&lt;br /&gt;
 [C:2:0:1]&lt;br /&gt;
  likes &lt;br /&gt;
  Fabric&lt;br /&gt;
  for their &lt;br /&gt;
  trees for their &lt;br /&gt;
 the color &lt;br /&gt;
 When possible, &lt;br /&gt;
  prefers to consume &lt;br /&gt;
  absolutely detests &lt;br /&gt;
  needs alcohol to get through the working day&lt;br /&gt;
  and can't even remember the last time &lt;br /&gt;
  had some&lt;br /&gt;
  and has gone without a drink for far, far too long&lt;br /&gt;
  and really wants a drink&lt;br /&gt;
  and is starting to work slowly due to its scarcity&lt;br /&gt;
  does not mind being outdoors, at least for a time.  &lt;br /&gt;
  likes working outdoors and grumbles only mildly at inclement weather.  &lt;br /&gt;
  doesn't really care about anything anymore.  &lt;br /&gt;
  is a hardened individual.  &lt;br /&gt;
  is getting used to tragedy.  &lt;br /&gt;
 poked out&lt;br /&gt;
 frozen solid&lt;br /&gt;
 smashed again!&lt;br /&gt;
 blackened!&lt;br /&gt;
 Conduct Meeting&lt;br /&gt;
 Attend Meeting&lt;br /&gt;
 On Break&lt;br /&gt;
 Soldier&lt;br /&gt;
 Noble&lt;br /&gt;
 No Job&lt;br /&gt;
 Null Precise Civ Equipment Link: &lt;br /&gt;
 Null Precise Civ Equipment Priest Link: &lt;br /&gt;
 In Mouth&lt;br /&gt;
 Hauled&lt;br /&gt;
 Multigrasp&lt;br /&gt;
 Stuck in &lt;br /&gt;
 Right shoulder&lt;br /&gt;
 Left shoulder&lt;br /&gt;
 On head&lt;br /&gt;
  pulls out and &lt;br /&gt;
 releases&lt;br /&gt;
 drops&lt;br /&gt;
 NULL inventory item on load: id #&lt;br /&gt;
 NULL inventory pointer on load: slot #&lt;br /&gt;
  stands up.&lt;br /&gt;
 , has decided to leave.&lt;br /&gt;
 Your miners have defaced a &lt;br /&gt;
  has entered a martial trance!&lt;br /&gt;
 Acceptable Liquid Flood Overflow&lt;br /&gt;
 Acceptable Fish Liquid Flood Overflow&lt;br /&gt;
 is a nervous wreck&lt;br /&gt;
 is always tense and jittery&lt;br /&gt;
 is often nervous&lt;br /&gt;
 has a calm demeanor&lt;br /&gt;
 has a very calm demeanor&lt;br /&gt;
 has an incredibly calm demeanor&lt;br /&gt;
 is in a constant state of internal rage&lt;br /&gt;
 is very quick to anger&lt;br /&gt;
 is quick to anger&lt;br /&gt;
 is slow to anger&lt;br /&gt;
 is very slow to anger&lt;br /&gt;
 never becomes angry&lt;br /&gt;
 is frequently depressed&lt;br /&gt;
 is often sad and dejected&lt;br /&gt;
 often feels discouraged&lt;br /&gt;
 rarely feels discouraged&lt;br /&gt;
 almost never feels discouraged&lt;br /&gt;
 never feels discouraged&lt;br /&gt;
 is socially crippled by thoughts that everyone is watching and judging &lt;br /&gt;
 is concerned about rejection and ridicule&lt;br /&gt;
 is self-conscious&lt;br /&gt;
 is comfortable in social situations&lt;br /&gt;
 is very comfortable in social situations&lt;br /&gt;
 is absolutely unfazed by the opinions of others&lt;br /&gt;
 is ruled by irresistible cravings and urges&lt;br /&gt;
 feels strong urges and seeks short-term rewards&lt;br /&gt;
 occasionally overindulges&lt;br /&gt;
 doesn't often experience strong cravings or urges&lt;br /&gt;
 only rarely feels strong cravings or urges&lt;br /&gt;
 never feels tempted to overindulge in anything&lt;br /&gt;
 becomes completely helpless in stressful situations&lt;br /&gt;
 cracks easily under pressure&lt;br /&gt;
 doesn't handle stress well&lt;br /&gt;
 can handle stress&lt;br /&gt;
 is confident under pressure&lt;br /&gt;
 is impervious to the effects of stress&lt;br /&gt;
 genuinely likes others and openly expresses positive feelings toward them&lt;br /&gt;
 makes friends quickly&lt;br /&gt;
 is very friendly&lt;br /&gt;
 is somewhat reserved&lt;br /&gt;
 is very distant and reserved&lt;br /&gt;
 does not actively seek friendships and is incredibly distant and reserved&lt;br /&gt;
 truly treasures the company of others&lt;br /&gt;
 enjoys being in crowds&lt;br /&gt;
 enjoys the company of others&lt;br /&gt;
 tends to avoid crowds&lt;br /&gt;
 prefers to be alone&lt;br /&gt;
 considers spending time alone much more important than associating with others&lt;br /&gt;
 loves to take charge and direct activities&lt;br /&gt;
 is very assertive&lt;br /&gt;
 is assertive&lt;br /&gt;
 is unassertive&lt;br /&gt;
 prefers that others handle the leadership roles&lt;br /&gt;
 never speaks out or attempts to direct activities&lt;br /&gt;
 is constantly active and energetic&lt;br /&gt;
 is very energetic and active&lt;br /&gt;
 is very active&lt;br /&gt;
 is relaxed&lt;br /&gt;
 lives life at a leisurely pace&lt;br /&gt;
 can't be bothered with frantic, fast-paced living&lt;br /&gt;
 lives for risk and excitement&lt;br /&gt;
 is a risk-taker and a thrill-seeker&lt;br /&gt;
 loves a good thrill&lt;br /&gt;
 is not a risk-taker&lt;br /&gt;
 doesn't need thrills or risks in life&lt;br /&gt;
 is entirely averse to risk and excitement&lt;br /&gt;
 often feels filled with joy&lt;br /&gt;
 can be very happy and optimistic&lt;br /&gt;
 is often cheerful&lt;br /&gt;
 is rarely happy or enthusiastic&lt;br /&gt;
 is a pessimist&lt;br /&gt;
 is never optimistic or enthusiastic about anything&lt;br /&gt;
 is bored by reality and has a wonderful imagination&lt;br /&gt;
 is incredibly creative&lt;br /&gt;
 has a fertile imagination&lt;br /&gt;
 isn't given to flights of fancy&lt;br /&gt;
 is grounded in reality&lt;br /&gt;
 is interested only in facts and the real world&lt;br /&gt;
 can easily become absorbed in art and the beauty of the natural world&lt;br /&gt;
 greatly appreciates art and natural beauty&lt;br /&gt;
 appreciates art and natural beauty&lt;br /&gt;
 does not have a great aesthetic sensitivity&lt;br /&gt;
 is not interested in art&lt;br /&gt;
 is completely uninterested in art&lt;br /&gt;
  own feelings&lt;br /&gt;
 has a profound understanding of &lt;br /&gt;
  own emotions&lt;br /&gt;
 has a great awareness of &lt;br /&gt;
 has a good awareness of &lt;br /&gt;
 tends not to openly express emotions&lt;br /&gt;
  own emotions and rarely expresses them&lt;br /&gt;
 is mostly unaware of &lt;br /&gt;
  own emotions and has no awareness of them&lt;br /&gt;
 does not display &lt;br /&gt;
 is highly adventurous and loves fresh experiences&lt;br /&gt;
 is eager for new experiences&lt;br /&gt;
 likes to try new things&lt;br /&gt;
 prefers familiar routines&lt;br /&gt;
 is uncomfortable with change&lt;br /&gt;
 is resistant to change&lt;br /&gt;
 is entranced by riddles and puzzles and loves to debate issues and ideas&lt;br /&gt;
 loves new and fresh ideas&lt;br /&gt;
 is open-minded to new ideas&lt;br /&gt;
 dislikes intellectual discussions&lt;br /&gt;
 regards intellectual exercises as a waste of energy&lt;br /&gt;
 is completely uninterested in ideas and debates over intellectual issues&lt;br /&gt;
 revels in chaos and disorder&lt;br /&gt;
 loves to defy convention&lt;br /&gt;
 is put off by authority and tradition&lt;br /&gt;
 admires tradition&lt;br /&gt;
 prefers stability and security to ambiguity and disorder&lt;br /&gt;
 is an ardent believer in convention and traditional society&lt;br /&gt;
 is naturally trustful of everybody&lt;br /&gt;
 is very trusting&lt;br /&gt;
 is trusting&lt;br /&gt;
 is slow to trust others&lt;br /&gt;
 does not trust others&lt;br /&gt;
 sees others as selfish and conniving&lt;br /&gt;
 is incredibly frank and candid in dealings with others&lt;br /&gt;
 is very straightforward with others&lt;br /&gt;
 is candid and sincere in dealings with others&lt;br /&gt;
 is guarded in relationships with others&lt;br /&gt;
 is not straightforward when dealing with others&lt;br /&gt;
 believes that some deception is necessary in relationships with others&lt;br /&gt;
 is truly fulfilled by assisting those in need&lt;br /&gt;
 finds helping others very rewarding&lt;br /&gt;
 finds helping others rewarding&lt;br /&gt;
  way to help others&lt;br /&gt;
 does not go out of &lt;br /&gt;
 dislikes helping others&lt;br /&gt;
  time&lt;br /&gt;
 views helping others as an imposition on &lt;br /&gt;
  own needs to get along with others&lt;br /&gt;
 sacrifices &lt;br /&gt;
 dislikes confrontations&lt;br /&gt;
 is willing to compromise with others&lt;br /&gt;
 doesn't like to compromise with others&lt;br /&gt;
 would rather intimidate others than compromise with them&lt;br /&gt;
  own needs just to compromise with somebody else&lt;br /&gt;
 would never deny &lt;br /&gt;
 would never claim to be better than somebody else&lt;br /&gt;
 finds immodesty distasteful&lt;br /&gt;
 is modest&lt;br /&gt;
 is immodest&lt;br /&gt;
  favorably with others&lt;br /&gt;
 is very willing to compare &lt;br /&gt;
  is better than somebody else&lt;br /&gt;
 would never shy away from an opportunity to say &lt;br /&gt;
 is incredibly compassionate and feels the pain of others&lt;br /&gt;
 is easily moved to pity&lt;br /&gt;
 is compassionate&lt;br /&gt;
 is not easily moved to pity&lt;br /&gt;
 is not affected by the suffering of others&lt;br /&gt;
 would never let an objective judgement be tempered by mercy or pity&lt;br /&gt;
 is incredibly confident&lt;br /&gt;
 is very confident&lt;br /&gt;
 is confident&lt;br /&gt;
 lacks confidence&lt;br /&gt;
 does not feel effective in life&lt;br /&gt;
  life&lt;br /&gt;
  is not in control of &lt;br /&gt;
 always feels as if &lt;br /&gt;
 loves to make lists and keep schedules&lt;br /&gt;
 tries to live a well-organized life&lt;br /&gt;
 is organized&lt;br /&gt;
 is disorganized&lt;br /&gt;
 is very disorganized&lt;br /&gt;
 is completely disorganized&lt;br /&gt;
 has a profound sense of duty and obligation&lt;br /&gt;
 has a strong sense of duty&lt;br /&gt;
 has a sense of duty&lt;br /&gt;
 finds rules confining&lt;br /&gt;
 dislikes contracts and regulations&lt;br /&gt;
 hates rules, contracts and other confining elements in &lt;br /&gt;
 constantly strives for perfection&lt;br /&gt;
 thinks it is incredibly important to strive for excellence&lt;br /&gt;
 strives for excellence&lt;br /&gt;
  way to do more work than necessary&lt;br /&gt;
 doesn't go out of &lt;br /&gt;
 very rarely does more work than necessary&lt;br /&gt;
 does the bare minimum necessary to accomplish the task at hand&lt;br /&gt;
 will persist in the face of any difficulty until the task is complete&lt;br /&gt;
 possesses great willpower&lt;br /&gt;
 is self-disciplined&lt;br /&gt;
 is occasionally given to procrastination&lt;br /&gt;
 has very little self-discipline&lt;br /&gt;
 rarely completes tasks and is often overcome by distractions&lt;br /&gt;
 thinks through every alternative and its consequences before acting&lt;br /&gt;
 is extremely cautious&lt;br /&gt;
 takes time when making decisions&lt;br /&gt;
 often does the first thing that comes to mind&lt;br /&gt;
 acts impulsively&lt;br /&gt;
 always acts without considering alternatives or thinking through possibilities&lt;br /&gt;
 's mandate has ended.&lt;br /&gt;
 's mandates have ended.&lt;br /&gt;
 path fail: &lt;br /&gt;
 data/save/current/unit-&lt;br /&gt;
 unit-&lt;br /&gt;
 Duplicate Object: &lt;br /&gt;
 matgloss_wood&lt;br /&gt;
 matgloss_stone&lt;br /&gt;
 matgloss_metal&lt;br /&gt;
 matgloss_plant&lt;br /&gt;
 creaturebody&lt;br /&gt;
 creaturebodygloss&lt;br /&gt;
 entity&lt;br /&gt;
 word&lt;br /&gt;
 symbol&lt;br /&gt;
 translation&lt;br /&gt;
 color&lt;br /&gt;
 shape&lt;br /&gt;
 reaction&lt;br /&gt;
 failed vermin colony deletion&lt;br /&gt;
 Generating world using parameter set &lt;br /&gt;
  Seed: &lt;br /&gt;
  History Seed: &lt;br /&gt;
  Name Seed: &lt;br /&gt;
 Null unit chunk on export&lt;br /&gt;
 The wet season has arrived!&lt;br /&gt;
 Spring has arrived!&lt;br /&gt;
 Spring has arrived on the calendar.&lt;br /&gt;
 It is now summer.&lt;br /&gt;
 Summer has arrived on the calendar.&lt;br /&gt;
 The dry season has come.&lt;br /&gt;
 Autumn has come.&lt;br /&gt;
 Autumn has arrived on the calendar.&lt;br /&gt;
 Winter is upon you.&lt;br /&gt;
 Winter has arrived on the calendar.&lt;br /&gt;
 This artwork appears on &lt;br /&gt;
 .[B]&lt;br /&gt;
 This artwork appears on a &lt;br /&gt;
  and was crafted in &lt;br /&gt;
 This artwork appears &lt;br /&gt;
 on the front of &lt;br /&gt;
 on the back of &lt;br /&gt;
 This engraving appears on a floor &lt;br /&gt;
 This engraving appears on a wall &lt;br /&gt;
  somewhere&lt;br /&gt;
 This artwork is a&lt;br /&gt;
 It is a&lt;br /&gt;
 On the item &lt;br /&gt;
 On the front of the coin &lt;br /&gt;
 On the coin's back &lt;br /&gt;
 Engraved &lt;br /&gt;
 on the floor &lt;br /&gt;
 on the wall &lt;br /&gt;
 is a&lt;br /&gt;
  fine&lt;br /&gt;
  superior&lt;br /&gt;
 n exceptional&lt;br /&gt;
  rendition of a&lt;br /&gt;
  well-designed &lt;br /&gt;
  finely-designed &lt;br /&gt;
  superiorly designed &lt;br /&gt;
 n exceptionally designed &lt;br /&gt;
  masterfully designed &lt;br /&gt;
 n &lt;br /&gt;
  image&lt;br /&gt;
 The artwork relates to &lt;br /&gt;
  during &lt;br /&gt;
 The image is &lt;br /&gt;
 the symbol of&lt;br /&gt;
 migrating &lt;br /&gt;
 nomadic &lt;br /&gt;
 local &lt;br /&gt;
 civilization&lt;br /&gt;
 group&lt;br /&gt;
 government&lt;br /&gt;
 vessel&lt;br /&gt;
 religion&lt;br /&gt;
 data/objects/matgloss_*.*&lt;br /&gt;
 data/objects/language_*.*&lt;br /&gt;
 data/objects/descriptor_*.*&lt;br /&gt;
 data/objects/item_*.*&lt;br /&gt;
 data/objects/body_*.*&lt;br /&gt;
 data/objects/creature_*.*&lt;br /&gt;
 data/objects/entity_*.*&lt;br /&gt;
 data/objects/reaction_*.*&lt;br /&gt;
 data/objects/&lt;br /&gt;
 Missing Wood Gloss: &lt;br /&gt;
 Missing Stone Gloss: &lt;br /&gt;
 Missing Metal Gloss: &lt;br /&gt;
 Missing Plant Gloss: &lt;br /&gt;
 Missing Item Definition: &lt;br /&gt;
 Missing Creature Body Definition: &lt;br /&gt;
 Missing Creature Body Gloss Definition&lt;br /&gt;
 Missing Creature Definition: &lt;br /&gt;
 Missing Entity Definition&lt;br /&gt;
 Missing Word Definition&lt;br /&gt;
 Missing Symbol Definition&lt;br /&gt;
 Missing Translation Definition&lt;br /&gt;
 Missing Color Definition&lt;br /&gt;
 Missing Shape Definition&lt;br /&gt;
 Missing Reaction Definition&lt;br /&gt;
 : NULL job on building load&lt;br /&gt;
 : NULL master on building load&lt;br /&gt;
 : NULL subord on building load&lt;br /&gt;
 Site Map:  Extra Item Occupancy &lt;br /&gt;
 A section of the cavern has collapsed!&lt;br /&gt;
 very near&lt;br /&gt;
 far&lt;br /&gt;
 a day's travel&lt;br /&gt;
 nearly a day's travel&lt;br /&gt;
 a half day's travel&lt;br /&gt;
 a short walk&lt;br /&gt;
 inaccessible from here&lt;br /&gt;
  to the &lt;br /&gt;
 northwest&lt;br /&gt;
 northeast&lt;br /&gt;
 southwest&lt;br /&gt;
 southeast&lt;br /&gt;
 The weather has cleared.&lt;br /&gt;
 A snow storm has come.&lt;br /&gt;
 It has started raining.&lt;br /&gt;
 Load Game: Invalid Job ID Number, &lt;br /&gt;
 Load Game: Invalid Unit ID Number, &lt;br /&gt;
 Load Game: Invalid Item ID Number, &lt;br /&gt;
 Load Game: Invalid Entity ID Number&lt;br /&gt;
 Load Game: Invalid Nemesis ID Number, &lt;br /&gt;
 Load Game: Invalid Building ID Number, &lt;br /&gt;
 Load Game: Invalid Machine ID Number&lt;br /&gt;
 Load Game: Invalid Artifact ID Number, &lt;br /&gt;
 Unloaded&lt;br /&gt;
 Load Game: Invalid Proj ID Number&lt;br /&gt;
 Load Game: Invalid Schedule ID Number&lt;br /&gt;
 Load Game: Invalid Task ID Number&lt;br /&gt;
 Load Game: Invalid Unit Chunk ID Number&lt;br /&gt;
 Load Game: Invalid Art Image Chunk ID Number&lt;br /&gt;
 Load Game: Invalid Hist Figure ID Number&lt;br /&gt;
 Load Game: Invalid Hist Event ID Number&lt;br /&gt;
 Load Game: Invalid Hist Event Collection ID Number&lt;br /&gt;
  has engraved a masterpiece!&lt;br /&gt;
 data/save/current/site-&lt;br /&gt;
 site-&lt;br /&gt;
 You have discovered a river.&lt;br /&gt;
 You have discovered an underground river.&lt;br /&gt;
 You have discovered an underground pool.&lt;br /&gt;
 You have discovered a magma pool.&lt;br /&gt;
 You have discovered a magma pipe.&lt;br /&gt;
 You have discovered a large chasm cleft through the mountain.&lt;br /&gt;
 You have discovered a deep pit in the mountain.&lt;br /&gt;
 You have broken into a peculiar chamber through the base of the mountain.&lt;br /&gt;
 You have struck &lt;br /&gt;
 !  Praise the miners!&lt;br /&gt;
 Evaluate Wagon Edge Access Overflow&lt;br /&gt;
 The falling debris has defaced a &lt;br /&gt;
 Sizing Flow... Overflow&lt;br /&gt;
 Dungeon Floodfill Overflow&lt;br /&gt;
 Dungeon Floodfill Overflow 3&lt;br /&gt;
 Dungeon Floodfill Overflow 4&lt;br /&gt;
 Dungeon Flood Fill Overflow 2&lt;br /&gt;
 The impertinent vegetation has defaced a &lt;br /&gt;
 A careless farmer has defaced a &lt;br /&gt;
 A foolish builder defaced a &lt;br /&gt;
  have married.  Congratulations!&lt;br /&gt;
 They have decided to forego any formal celebrations.&lt;br /&gt;
&lt;br /&gt;
 e+000&lt;br /&gt;
 KERNEL32&lt;br /&gt;
 1#QNAN&lt;br /&gt;
 1#INF&lt;br /&gt;
 1#IND&lt;br /&gt;
 1#SNAN&lt;br /&gt;
 _nextafter&lt;br /&gt;
 _logb&lt;br /&gt;
 _yn&lt;br /&gt;
 _y1&lt;br /&gt;
 _y0&lt;br /&gt;
 frexp&lt;br /&gt;
 fmod&lt;br /&gt;
 _hypot&lt;br /&gt;
 _cabs&lt;br /&gt;
 ldexp&lt;br /&gt;
 modf&lt;br /&gt;
 fabs&lt;br /&gt;
 floor&lt;br /&gt;
 ceil&lt;br /&gt;
 tan&lt;br /&gt;
 cos&lt;br /&gt;
 sin&lt;br /&gt;
 sqrt&lt;br /&gt;
 atan2&lt;br /&gt;
 atan&lt;br /&gt;
 acos&lt;br /&gt;
 asin&lt;br /&gt;
 tanh&lt;br /&gt;
 cosh&lt;br /&gt;
 sinh&lt;br /&gt;
 log10&lt;br /&gt;
 log&lt;br /&gt;
 pow&lt;br /&gt;
 exp&lt;br /&gt;
&lt;br /&gt;
 _FSOUND_GetCurrentSample@4&lt;br /&gt;
 _FSOUND_Sample_Load@20&lt;br /&gt;
 _FSOUND_Sample_SetDefaults@20&lt;br /&gt;
 _FSOUND_StopSound@4&lt;br /&gt;
 _FSOUND_Sample_GetDefaults@20&lt;br /&gt;
 _FSOUND_Sample_Free@4&lt;br /&gt;
 _FSOUND_Init@12&lt;br /&gt;
 _FSOUND_SetSFXMasterVolume@4&lt;br /&gt;
 _FSOUND_SetOutput@4&lt;br /&gt;
 _FSOUND_SetDriver@4&lt;br /&gt;
 _FSOUND_Close@0&lt;br /&gt;
 _FSOUND_PlaySound@8&lt;br /&gt;
 _FSOUND_GetNumHWChannels@12&lt;br /&gt;
 _FSOUND_SetPriority@8&lt;br /&gt;
 _FSOUND_Sample_SetMode@8&lt;br /&gt;
 fmod.dll&lt;br /&gt;
 CreateDirectoryA&lt;br /&gt;
 GetTickCount&lt;br /&gt;
 QueryPerformanceCounter&lt;br /&gt;
 QueryPerformanceFrequency&lt;br /&gt;
 Sleep&lt;br /&gt;
 FindFirstFileA&lt;br /&gt;
 FindClose&lt;br /&gt;
 FindNextFileA&lt;br /&gt;
 SetPriorityClass&lt;br /&gt;
 GetCurrentProcess&lt;br /&gt;
 KERNEL32.dll&lt;br /&gt;
 MessageBoxA&lt;br /&gt;
 GetWindowLongA&lt;br /&gt;
 LoadCursorA&lt;br /&gt;
 ShowWindow&lt;br /&gt;
 UnregisterClassA&lt;br /&gt;
 GetDC&lt;br /&gt;
 WaitMessage&lt;br /&gt;
 DestroyWindow&lt;br /&gt;
 CloseWindow&lt;br /&gt;
 LoadImageA&lt;br /&gt;
 RegisterClassExA&lt;br /&gt;
 DefWindowProcA&lt;br /&gt;
 SetWindowLongA&lt;br /&gt;
 TrackMouseEvent&lt;br /&gt;
 ReleaseDC&lt;br /&gt;
 PeekMessageA&lt;br /&gt;
 AdjustWindowRectEx&lt;br /&gt;
 CreateWindowExA&lt;br /&gt;
 DispatchMessageA&lt;br /&gt;
 ChangeDisplaySettingsA&lt;br /&gt;
 GetKeyState&lt;br /&gt;
 PostMessageA&lt;br /&gt;
 ShowCursor&lt;br /&gt;
 USER32.dll&lt;br /&gt;
 SetPixelFormat&lt;br /&gt;
 ChoosePixelFormat&lt;br /&gt;
 SwapBuffers&lt;br /&gt;
 GDI32.dll&lt;br /&gt;
 glVertex3fv&lt;br /&gt;
 glGenTextures&lt;br /&gt;
 glEnd&lt;br /&gt;
 glColor3f&lt;br /&gt;
 glTranslatef&lt;br /&gt;
 glAlphaFunc&lt;br /&gt;
 glGetString&lt;br /&gt;
 glVertex2f&lt;br /&gt;
 glColor4fv&lt;br /&gt;
 glBegin&lt;br /&gt;
 glShadeModel&lt;br /&gt;
 glVertex3f&lt;br /&gt;
 glReadBuffer&lt;br /&gt;
 wglDeleteContext&lt;br /&gt;
 glBindTexture&lt;br /&gt;
 glPushMatrix&lt;br /&gt;
 glEnable&lt;br /&gt;
 glLoadIdentity&lt;br /&gt;
 wglGetProcAddress&lt;br /&gt;
 glOrtho&lt;br /&gt;
 glMatrixMode&lt;br /&gt;
 glFogfv&lt;br /&gt;
 glViewport&lt;br /&gt;
 glTexImage2D&lt;br /&gt;
 glColor4f&lt;br /&gt;
 wglMakeCurrent&lt;br /&gt;
 glBlendFunc&lt;br /&gt;
 glPixelTransferi&lt;br /&gt;
 glFogf&lt;br /&gt;
 glTexCoord2f&lt;br /&gt;
 glTexParameteri&lt;br /&gt;
 glPopMatrix&lt;br /&gt;
 glDeleteTextures&lt;br /&gt;
 glDisable&lt;br /&gt;
 wglCreateContext&lt;br /&gt;
 glReadPixels&lt;br /&gt;
 glClearColor&lt;br /&gt;
 glClear&lt;br /&gt;
 OPENGL32.dll&lt;br /&gt;
 gluPerspective&lt;br /&gt;
 gluLookAt&lt;br /&gt;
 GLU32.dll&lt;br /&gt;
 GetLastError&lt;br /&gt;
 HeapFree&lt;br /&gt;
 HeapAlloc&lt;br /&gt;
 TerminateProcess&lt;br /&gt;
 UnhandledExceptionFilter&lt;br /&gt;
 SetUnhandledExceptionFilter&lt;br /&gt;
 IsDebuggerPresent&lt;br /&gt;
 GetProcAddress&lt;br /&gt;
 GetModuleHandleA&lt;br /&gt;
 ExitProcess&lt;br /&gt;
 GetCommandLineA&lt;br /&gt;
 GetVersionExA&lt;br /&gt;
 GetProcessHeap&lt;br /&gt;
 GetStartupInfoA&lt;br /&gt;
 EnterCriticalSection&lt;br /&gt;
 LeaveCriticalSection&lt;br /&gt;
 SetHandleCount&lt;br /&gt;
 GetStdHandle&lt;br /&gt;
 GetFileType&lt;br /&gt;
 DeleteCriticalSection&lt;br /&gt;
 HeapDestroy&lt;br /&gt;
 HeapCreate&lt;br /&gt;
 VirtualFree&lt;br /&gt;
 VirtualAlloc&lt;br /&gt;
 HeapReAlloc&lt;br /&gt;
 WriteFile&lt;br /&gt;
 GetModuleFileNameA&lt;br /&gt;
 WideCharToMultiByte&lt;br /&gt;
 GetConsoleCP&lt;br /&gt;
 GetConsoleMode&lt;br /&gt;
 FlushFileBuffers&lt;br /&gt;
 TlsGetValue&lt;br /&gt;
 TlsAlloc&lt;br /&gt;
 TlsSetValue&lt;br /&gt;
 TlsFree&lt;br /&gt;
 InterlockedIncrement&lt;br /&gt;
 SetLastError&lt;br /&gt;
 GetCurrentThreadId&lt;br /&gt;
 InterlockedDecrement&lt;br /&gt;
 RtlUnwind&lt;br /&gt;
 MultiByteToWideChar&lt;br /&gt;
 ReadFile&lt;br /&gt;
 SetFilePointer&lt;br /&gt;
&lt;br /&gt;
 CloseHandle&lt;br /&gt;
 RaiseException&lt;br /&gt;
 GetCPInfo&lt;br /&gt;
&lt;br /&gt;
 GetACP&lt;br /&gt;
 GetOEMCP&lt;br /&gt;
 IsValidCodePage&lt;br /&gt;
 InterlockedExchange&lt;br /&gt;
 LoadLibraryA&lt;br /&gt;
 InitializeCriticalSection&lt;br /&gt;
 HeapSize&lt;br /&gt;
&lt;br /&gt;
 FreeEnvironmentStringsA&lt;br /&gt;
 GetEnvironmentStrings&lt;br /&gt;
&lt;br /&gt;
 FreeEnvironmentStringsW&lt;br /&gt;
 GetEnvironmentStringsW&lt;br /&gt;
 GetCurrentProcessId&lt;br /&gt;
 GetSystemTimeAsFileTime&lt;br /&gt;
 WriteConsoleA&lt;br /&gt;
 GetConsoleOutputCP&lt;br /&gt;
 WriteConsoleW&lt;br /&gt;
 SetStdHandle&lt;br /&gt;
&lt;br /&gt;
 CreateFileA&lt;br /&gt;
 GetUserDefaultLCID&lt;br /&gt;
 GetLocaleInfoA&lt;br /&gt;
&lt;br /&gt;
 EnumSystemLocalesA&lt;br /&gt;
 IsValidLocale&lt;br /&gt;
 GetStringTypeA&lt;br /&gt;
 GetStringTypeW&lt;br /&gt;
 LCMapStringA&lt;br /&gt;
 LCMapStringW&lt;br /&gt;
 GetLocaleInfoW&lt;br /&gt;
 SetEndOfFile&lt;br /&gt;
&lt;br /&gt;
 DeleteFileA&lt;br /&gt;
&lt;br /&gt;
 CreateFileW&lt;br /&gt;
&lt;br /&gt;
 .?AVtype_info@@&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 abcdefghijklmnopqrstuvwxyz&lt;br /&gt;
 ABCDEFGHIJKLMNOPQRSTUVWXYZ&lt;br /&gt;
                           &lt;br /&gt;
 abcdefghijklmnopqrstuvwxyz&lt;br /&gt;
 ABCDEFGHIJKLMNOPQRSTUVWXYZ&lt;br /&gt;
&lt;br /&gt;
 .?AVout_of_range@std@@&lt;br /&gt;
 .?AV_Locimp@locale@std@@&lt;br /&gt;
&lt;br /&gt;
 Copyright (c) 1992-2004 by P.J. Plauger, licensed by Dinkumware, Ltd. ALL RIGHTS RESERVED.&lt;br /&gt;
&lt;br /&gt;
 .?AVbad_exception@std@@&lt;br /&gt;
 .?AVabstract_building_templest@@&lt;br /&gt;
 .?AVabstract_building_dark_towerst@@&lt;br /&gt;
 .?AVabstract_building_home_apartment_roomst@@&lt;br /&gt;
 .?AVabstract_building_home_apartmentst@@&lt;br /&gt;
 .?AVabstract_building_home_singlest@@&lt;br /&gt;
 .?AVabstract_building_keepst@@&lt;br /&gt;
 .?AVabstract_building_mead_hallst@@&lt;br /&gt;
 .?AVabstract_building_storest@@&lt;br /&gt;
 .?AVabstract_buildingst@@&lt;br /&gt;
 .?AVexception@std@@&lt;br /&gt;
 .?AVlogic_error@std@@&lt;br /&gt;
 .?AVlength_error@std@@&lt;br /&gt;
 .?AVbad_alloc@std@@&lt;br /&gt;
 .?AVart_image_property_intransitive_verbst@@&lt;br /&gt;
 .?AVart_image_property_transitive_verbst@@&lt;br /&gt;
 .?AVart_image_propertyst@@&lt;br /&gt;
 .?AVart_image_element_shapest@@&lt;br /&gt;
 .?AVart_image_element_treest@@&lt;br /&gt;
 .?AVart_image_element_plantst@@&lt;br /&gt;
 .?AVart_image_element_itemst@@&lt;br /&gt;
 .?AVart_image_element_creaturest@@&lt;br /&gt;
 .?AVart_image_elementst@@&lt;br /&gt;
 .?AV?$codecvt@DDH@std@@&lt;br /&gt;
 .?AVcodecvt_base@std@@&lt;br /&gt;
 .?AVfacet@locale@std@@&lt;br /&gt;
 .?AV?$basic_fstream@DU?$char_traits@D@std@@@std@@&lt;br /&gt;
 .?AV?$basic_filebuf@DU?$char_traits@D@std@@@std@@&lt;br /&gt;
 .?AV?$basic_iostream@DU?$char_traits@D@std@@@std@@&lt;br /&gt;
 .?AV?$basic_ostream@DU?$char_traits@D@std@@@std@@&lt;br /&gt;
 .?AV?$basic_istream@DU?$char_traits@D@std@@@std@@&lt;br /&gt;
 .?AV?$basic_streambuf@DU?$char_traits@D@std@@@std@@&lt;br /&gt;
 .?AV?$basic_ios@DU?$char_traits@D@std@@@std@@&lt;br /&gt;
 .?AV?$_Iosb@H@std@@&lt;br /&gt;
 .?AVios_base@std@@&lt;br /&gt;
 .?AVruntime_error@std@@&lt;br /&gt;
 .?AVbad_cast@std@@&lt;br /&gt;
 .?AV?$num_put@DV?$ostreambuf_iterator@DU?$char_traits@D@std@@@std@@@std@@&lt;br /&gt;
 .?AV?$numpunct@D@std@@&lt;br /&gt;
 .?AV?$ctype@D@std@@&lt;br /&gt;
 .?AUctype_base@std@@&lt;br /&gt;
 .?AV?$basic_ofstream@DU?$char_traits@D@std@@@std@@&lt;br /&gt;
 .?AV?$basic_ostringstream@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@&lt;br /&gt;
 .?AV?$basic_stringbuf@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@&lt;br /&gt;
 .?AVfailure@ios_base@std@@&lt;br /&gt;
 .?AVhistory_eventst@@&lt;br /&gt;
 .?AVhistory_event_masterpiece_lostst@@&lt;br /&gt;
 .?AUcave_column_rectanglest@@&lt;br /&gt;
 .?AUcave_columnst@@&lt;br /&gt;
 .?AVblock_square_event_world_constructionst@@&lt;br /&gt;
 .?AVblock_square_event_frozen_liquidst@@&lt;br /&gt;
 .?AVblock_square_event_mineralst@@&lt;br /&gt;
 .?AVblock_square_eventst@@&lt;br /&gt;
 .?AVhistory_event_masterpiece_created_arch_constructst@@&lt;br /&gt;
 .?AVhistory_event_masterpiece_created_arch_designst@@&lt;br /&gt;
 .?AVhistory_event_masterpiece_createdst@@&lt;br /&gt;
 .?AVbuilding_constructionst@@&lt;br /&gt;
 .?AVbuilding_road_pavedst@@&lt;br /&gt;
 .?AVbuilding_road_dirtst@@&lt;br /&gt;
 .?AVbuilding_roadst@@&lt;br /&gt;
 .?AVbuilding_wagonst@@&lt;br /&gt;
 .?AVbuilding_tradedepotst@@&lt;br /&gt;
 .?AVbuilding_workshopst@@&lt;br /&gt;
 .?AVbuilding_furnacest@@&lt;br /&gt;
 .?AVbuilding_animaltrapst@@&lt;br /&gt;
 .?AVbuilding_farmplotst@@&lt;br /&gt;
 .?AVbuilding_window_glassst@@&lt;br /&gt;
 .?AVbuilding_window_gemst@@&lt;br /&gt;
 .?AVbuilding_windowst@@&lt;br /&gt;
 .?AVbuilding_statuest@@&lt;br /&gt;
 .?AVbuilding_coffinst@@&lt;br /&gt;
 .?AVbuilding_shopst@@&lt;br /&gt;
 .?AVbuilding_chairst@@&lt;br /&gt;
 .?AVbuilding_tablest@@&lt;br /&gt;
 .?AVbuilding_bedst@@&lt;br /&gt;
 .?AVbuilding_siegeenginest@@&lt;br /&gt;
 .?AVbuilding_cagest@@&lt;br /&gt;
 .?AVbuilding_chainst@@&lt;br /&gt;
 .?AVbuilding_windmillst@@&lt;br /&gt;
 .?AVbuilding_water_wheelst@@&lt;br /&gt;
 .?AVbuilding_screw_pumpst@@&lt;br /&gt;
 .?AVbuilding_archerytargetst@@&lt;br /&gt;
 .?AVbuilding_weaponst@@&lt;br /&gt;
 .?AVbuilding_supportst@@&lt;br /&gt;
 .?AVbuilding_axle_verticalst@@&lt;br /&gt;
 .?AVbuilding_axle_horizontalst@@&lt;br /&gt;
 .?AVbuilding_gear_assemblyst@@&lt;br /&gt;
 .?AVbuilding_trapst@@&lt;br /&gt;
 .?AVbuilding_bars_floorst@@&lt;br /&gt;
 .?AVbuilding_bars_verticalst@@&lt;br /&gt;
 .?AVbuilding_grate_floorst@@&lt;br /&gt;
 .?AVbuilding_grate_wallst@@&lt;br /&gt;
 .?AVbuilding_floodgatest@@&lt;br /&gt;
 .?AVbuilding_bridgest@@&lt;br /&gt;
 .?AVbuilding_hatchst@@&lt;br /&gt;
 .?AVbuilding_doorst@@&lt;br /&gt;
 .?AVbuilding_armorstandst@@&lt;br /&gt;
 .?AVbuilding_weaponrackst@@&lt;br /&gt;
 .?AVbuilding_cabinetst@@&lt;br /&gt;
 .?AVbuilding_boxst@@&lt;br /&gt;
 .?AVproj_itemst@@&lt;br /&gt;
 .?AVitem_plantst@@&lt;br /&gt;
 .?AVitem_verminst@@&lt;br /&gt;
 .?AVitem_critterst@@&lt;br /&gt;
 .?AVitem_remainsst@@&lt;br /&gt;
 .?AVitem_liquid_miscst@@&lt;br /&gt;
 .?AVitem_liquidst@@&lt;br /&gt;
 .?AVitem_liquipowderst@@&lt;br /&gt;
 .?AVitemst@@&lt;br /&gt;
 .?AVitem_actualst@@&lt;br /&gt;
 .?AVbuilding_stockpilest@@&lt;br /&gt;
 .?AVbuilding_wellst@@&lt;br /&gt;
 .?AVbuilding_civzonest@@&lt;br /&gt;
 .?AVbuilding_actualst@@&lt;br /&gt;
 .?AVbuildingst@@&lt;br /&gt;
 .?AVprojst@@&lt;br /&gt;
 .?AVproj_unitst@@&lt;br /&gt;
 .?AVtask_kill_nemesisst@@&lt;br /&gt;
 .?AVtaskst@@&lt;br /&gt;
 .?AVviewscreenst@@&lt;br /&gt;
 .?AVviewscreen_conversationst@@&lt;br /&gt;
 .?AVviewscreen_setupadventurest@@&lt;br /&gt;
 .?AVviewscreen_dungeon_announcest@@&lt;br /&gt;
 .?AVviewscreen_dungeon_monsterstatusst@@&lt;br /&gt;
 .?AVviewscreen_dungeon_wrestlest@@&lt;br /&gt;
 .?AVviewscreen_adventure_logst@@&lt;br /&gt;
 .?AVviewscreen_adventure_travelst@@&lt;br /&gt;
 .?AVviewscreen_dungeonmodest@@&lt;br /&gt;
 .?AVadventure_movement_movest@@&lt;br /&gt;
 .?AVadventure_movement_building_interactst@@&lt;br /&gt;
 .?AVadventure_movement_attack_creaturest@@&lt;br /&gt;
 .?AVadventure_movement_optionst@@&lt;br /&gt;
 .?AVadventure_environment_pickup_ignite_vegst@@&lt;br /&gt;
 .?AVadventure_environment_pickup_vermin_eventst@@&lt;br /&gt;
 .?AVadventure_environment_eat_vomitst@@&lt;br /&gt;
 .?AVadventure_environment_drink_bloodst@@&lt;br /&gt;
 .?AVadventure_environment_eat_slimest@@&lt;br /&gt;
 .?AVadventure_environment_drink_waterst@@&lt;br /&gt;
 .?AVadventure_environment_eat_mudst@@&lt;br /&gt;
 .?AVadventure_environment_optionst@@&lt;br /&gt;
 .?AVadventure_option_view_contaminantst@@&lt;br /&gt;
 .?AVadventure_option_eat_item_contaminantst@@&lt;br /&gt;
 .?AVadventure_option_eat_unit_contaminantst@@&lt;br /&gt;
 .?AVadventure_optionst@@&lt;br /&gt;
 .?AVadventure_item_interact_fill_with_slimest@@&lt;br /&gt;
 .?AVadventure_item_interact_fill_with_mudst@@&lt;br /&gt;
 .?AVadventure_item_interact_fill_with_vomitst@@&lt;br /&gt;
 .?AVadventure_item_interact_fill_with_bloodst@@&lt;br /&gt;
 .?AVadventure_item_interact_fill_with_waterst@@&lt;br /&gt;
 .?AVadventure_item_interact_fillst@@&lt;br /&gt;
 .?AVadventure_item_interact_pull_outst@@&lt;br /&gt;
 .?AVadventure_item_interact_strugglest@@&lt;br /&gt;
 .?AVadventure_item_interact_choicest@@&lt;br /&gt;
 .?AVhistory_event_hist_figure_reach_summitst@@&lt;br /&gt;
 .?AVitem_globst@@&lt;br /&gt;
 .?AVviewscreen_selectitemst@@&lt;br /&gt;
 .?AVviewscreen_dwarfmodest@@&lt;br /&gt;
 .?AVinterface_button_building_permit_foreign_armorst@@&lt;br /&gt;
 .?AVinterface_button_building_permit_itemst@@&lt;br /&gt;
 .?AVinterface_button_building_permit_foreign_siegeammost@@&lt;br /&gt;
 .?AVinterface_button_building_permit_foreign_weaponst@@&lt;br /&gt;
 .?AVinterface_button_building_permit_trapcompst@@&lt;br /&gt;
 .?AVinterface_button_building_new_jobst@@&lt;br /&gt;
 .?AVinterface_button_building_category_selectorst@@&lt;br /&gt;
 .?AVinterface_button_buildingst@@&lt;br /&gt;
 .?AVinterface_button_building_material_selectorst@@&lt;br /&gt;
 .?AVinterface_buttonst@@&lt;br /&gt;
 .?AVhistory_event_hist_figure_diedst@@&lt;br /&gt;
 .?AVbuild_req_choice_specst@@&lt;br /&gt;
 .?AVbuild_req_choice_genst@@&lt;br /&gt;
 .?AVbuild_req_choicest@@&lt;br /&gt;
 .?AVtext_info_element_longst@@&lt;br /&gt;
 .?AVtext_info_element_stringst@@&lt;br /&gt;
 .?AVtext_info_elementst@@&lt;br /&gt;
 .?AV?$basic_ifstream@DU?$char_traits@D@std@@@std@@&lt;br /&gt;
 .?AVhistory_event_entity_incorporatedst@@&lt;br /&gt;
 .?AVhistory_event_entity_createdst@@&lt;br /&gt;
 .?AVhistory_event_war_peace_rejectedst@@&lt;br /&gt;
 .?AVhistory_event_war_peace_acceptedst@@&lt;br /&gt;
 .?AVhistory_event_reclaim_sitest@@&lt;br /&gt;
 .?AVhistory_event_created_world_constructionst@@&lt;br /&gt;
 .?AVhistory_event_entity_razed_buildingst@@&lt;br /&gt;
 .?AVhistory_event_replaced_buildingst@@&lt;br /&gt;
 .?AVhistory_event_created_buildingst@@&lt;br /&gt;
 .?AVhistory_event_created_sitest@@&lt;br /&gt;
 .?AVitem_coinst@@&lt;br /&gt;
 .?AVitem_quiverst@@&lt;br /&gt;
 .?AVitem_backpackst@@&lt;br /&gt;
 .?AVitem_pantsst@@&lt;br /&gt;
 .?AVitem_ammost@@&lt;br /&gt;
 .?AVitem_boxst@@&lt;br /&gt;
 .?AVitem_glovesst@@&lt;br /&gt;
 .?AVitem_helmst@@&lt;br /&gt;
 .?AVitem_shieldst@@&lt;br /&gt;
 .?AVitem_shoesst@@&lt;br /&gt;
 .?AVitem_armorst@@&lt;br /&gt;
 .?AVitem_weaponst@@&lt;br /&gt;
 .?AVitem_tablest@@&lt;br /&gt;
 .?AVitem_barrelst@@&lt;br /&gt;
 .?AVitem_flaskst@@&lt;br /&gt;
 .?AVitem_chairst@@&lt;br /&gt;
 .?AVitem_bedst@@&lt;br /&gt;
 .?AVitem_doorst@@&lt;br /&gt;
 .?AVitem_constructedst@@&lt;br /&gt;
 .?AVitem_craftedst@@&lt;br /&gt;
 .?AVitem_fishst@@&lt;br /&gt;
 .?AVitem_meatst@@&lt;br /&gt;
 .?AVgeneral_ref_entity_art_imagest@@&lt;br /&gt;
 .?AVgeneral_ref_mapsquarest@@&lt;br /&gt;
 .?AVgeneral_refst@@&lt;br /&gt;
 .?AVhistory_event_collection_theftst@@&lt;br /&gt;
 .?AVhistory_event_collection_abductionst@@&lt;br /&gt;
 .?AVhistory_event_collectionst@@&lt;br /&gt;
 .?AVhistory_event_collection_warst@@&lt;br /&gt;
 .?AVitem_powder_miscst@@&lt;br /&gt;
 .?AVitem_powderst@@&lt;br /&gt;
 .?AVgeneral_ref_building_well_tagst@@&lt;br /&gt;
 .?AVgeneral_ref_buildingst@@&lt;br /&gt;
 .?AVhistory_event_demon_releasedst@@&lt;br /&gt;
 .?AVfeature_specinfo_cave_lava_shaftst@@&lt;br /&gt;
 .?AVfeature_specinfo_cave_underworld_spikest@@&lt;br /&gt;
 .?AVfeature_specinfost@@&lt;br /&gt;
 .?AVfeature_alteration_spec_info_underworld_spike_level_infost@@&lt;br /&gt;
 .?AVfeature_alteration_spec_infost@@&lt;br /&gt;
 .?AVitem_cagest@@&lt;br /&gt;
 .?AVitem_chainst@@&lt;br /&gt;
 .?AVitem_corpsepiecest@@&lt;br /&gt;
 .?AVitem_corpsest@@&lt;br /&gt;
 .?AVviewscreen_layer_currencyst@@&lt;br /&gt;
 .?AVviewscreen_layer_reactionst@@&lt;br /&gt;
 .?AVviewscreen_layer_stone_restrictionst@@&lt;br /&gt;
 .?AVviewscreen_layer_noblelistst@@&lt;br /&gt;
 .?AVviewscreen_layerst@@&lt;br /&gt;
 .?AVlayer_object_listst@@&lt;br /&gt;
 .?AVlayer_object_buttonst@@&lt;br /&gt;
 .?AVlayer_objectst@@&lt;br /&gt;
 .?AVviewscreen_jobst@@&lt;br /&gt;
 .?AVviewscreen_buildingst@@&lt;br /&gt;
 .?AVviewscreen_itemst@@&lt;br /&gt;
 .?AVviewscreen_noblest@@&lt;br /&gt;
 .?AVviewscreen_buildinglistst@@&lt;br /&gt;
 .?AVviewscreen_commandchainst@@&lt;br /&gt;
 .?AVviewscreen_squadst@@&lt;br /&gt;
 .?AVviewscreen_civlistst@@&lt;br /&gt;
 .?AVviewscreen_entityst@@&lt;br /&gt;
 .?AVviewscreen_treasurelistst@@&lt;br /&gt;
 .?AVviewscreen_unitjobsst@@&lt;br /&gt;
 .?AVviewscreen_createquotast@@&lt;br /&gt;
 .?AVviewscreen_jobmanagementst@@&lt;br /&gt;
 .?AVviewscreen_wagesst@@&lt;br /&gt;
 .?AVviewscreen_storesst@@&lt;br /&gt;
 .?AVviewscreen_overallstatusst@@&lt;br /&gt;
 .?AVviewscreen_justicest@@&lt;br /&gt;
 .?AVviewscreen_pricest@@&lt;br /&gt;
 .?AVviewscreen_petst@@&lt;br /&gt;
 .?AVviewscreen_kitchenprefst@@&lt;br /&gt;
 .?AVviewscreen_announcelistst@@&lt;br /&gt;
 .?AVviewscreen_game_cleanerst@@&lt;br /&gt;
 .?AVviewscreen_titlest@@&lt;br /&gt;
 .?AVviewscreen_legendsst@@&lt;br /&gt;
 .?AVviewscreen_new_regionst@@&lt;br /&gt;
 .?AVviewscreen_export_regionst@@&lt;br /&gt;
 .?AVviewscreen_export_graphical_mapst@@&lt;br /&gt;
 .?AVhistory_event_item_stolenst@@&lt;br /&gt;
 .?AVhistory_event_artifact_lostst@@&lt;br /&gt;
 .?AVhistory_event_artifact_createdst@@&lt;br /&gt;
 .?AVhistory_event_agreements_voidedst@@&lt;br /&gt;
 .?AVhistory_event_diplomat_lostst@@&lt;br /&gt;
 .?AVhistory_event_topicagreement_madest@@&lt;br /&gt;
 .?AVhistory_event_topicagreement_rejectedst@@&lt;br /&gt;
 .?AVhistory_event_topicagreement_concludedst@@&lt;br /&gt;
 .?AVhistory_event_first_contact_failedst@@&lt;br /&gt;
 .?AVhistory_event_first_contactst@@&lt;br /&gt;
 .?AVhistory_event_hist_figure_abductedst@@&lt;br /&gt;
 .?AVitem_threadst@@&lt;br /&gt;
 .?AVitem_skullst@@&lt;br /&gt;
 .?AVitem_bonesst@@&lt;br /&gt;
 .?AVitem_skin_rawst@@&lt;br /&gt;
 .?AVitem_seedsst@@&lt;br /&gt;
 .?AVhistory_event_masterpiece_created_engravingst@@&lt;br /&gt;
 .?AVhistory_event_masterpiece_created_foodst@@&lt;br /&gt;
 .?AVhistory_event_masterpiece_created_item_improvementst@@&lt;br /&gt;
 .?AVhistory_event_masterpiece_created_dye_itemst@@&lt;br /&gt;
 .?AVhistory_event_masterpiece_created_itemst@@&lt;br /&gt;
 .?AVhistory_event_demon_encasedst@@&lt;br /&gt;
 .?AVhistory_event_artifact_droppedst@@&lt;br /&gt;
 .?AVhistory_event_artifact_recoveredst@@&lt;br /&gt;
 .?AVhistory_event_artifact_foundst@@&lt;br /&gt;
 .?AVhistory_event_artifact_possessedst@@&lt;br /&gt;
 .?AVhistory_event_artifact_hiddenst@@&lt;br /&gt;
 .?AVhistory_event_merchantst@@&lt;br /&gt;
 .?AVhistory_event_body_abusedst@@&lt;br /&gt;
 .?AVhistory_event_remove_hf_site_linkst@@&lt;br /&gt;
 .?AVhistory_event_add_hf_site_linkst@@&lt;br /&gt;
 .?AVhistory_event_remove_hf_hf_linkst@@&lt;br /&gt;
 .?AVhistory_event_add_hf_hf_linkst@@&lt;br /&gt;
 .?AVhistory_event_change_hf_jobst@@&lt;br /&gt;
 .?AVhistory_event_change_hf_statest@@&lt;br /&gt;
 .?AVhistory_event_remove_hf_entity_linkst@@&lt;br /&gt;
 .?AVhistory_event_add_hf_entity_linkst@@&lt;br /&gt;
 .?AVhistory_event_hist_figure_reunionst@@&lt;br /&gt;
 .?AVhistory_event_hist_figure_simple_battle_eventst@@&lt;br /&gt;
 .?AVhistory_event_hist_figure_woundedst@@&lt;br /&gt;
 .?AVhistory_event_creature_devouredst@@&lt;br /&gt;
 .?AVhistory_event_hf_razed_buildingst@@&lt;br /&gt;
 .?AVhistory_event_site_abandonedst@@&lt;br /&gt;
 .?AVhistory_event_site_diedst@@&lt;br /&gt;
 .?AVhistory_event_hf_destroyed_sitest@@&lt;br /&gt;
 .?AVhistory_event_war_site_taken_overst@@&lt;br /&gt;
 .?AVhistory_event_war_site_new_leaderst@@&lt;br /&gt;
 .?AVhistory_event_war_site_tribute_forcedst@@&lt;br /&gt;
 .?AVhistory_event_war_plundered_sitest@@&lt;br /&gt;
 .?AVhistory_event_war_destroyed_sitest@@&lt;br /&gt;
 .?AVhistory_event_war_attacked_sitest@@&lt;br /&gt;
 .?AVhistory_event_war_field_battlest@@&lt;br /&gt;
 .?AVhistory_event_collection_beast_attackst@@&lt;br /&gt;
 .?AVhistory_event_collection_site_conqueredst@@&lt;br /&gt;
 .?AVhistory_event_collection_duelst@@&lt;br /&gt;
 .?AVhistory_event_collection_battlest@@&lt;br /&gt;
 .?AV?$interface_button_button_light_up_selectorst@F@@&lt;br /&gt;
 .?AVviewscreen_movieplayerst@@&lt;br /&gt;
 .?AVviewscreen_layer_stockpilest@@&lt;br /&gt;
 .?AVviewscreen_layer_world_gen_param_presetst@@&lt;br /&gt;
 .?AVviewscreen_layer_world_gen_paramst@@&lt;br /&gt;
 .?AUworld_gen_param_seedst@@&lt;br /&gt;
 .?AUworld_gen_param_charst@@&lt;br /&gt;
 .?AUworld_gen_param_memberst@@&lt;br /&gt;
 .?AUworld_gen_param_valuest@@&lt;br /&gt;
 .?AUworld_gen_param_basest@@&lt;br /&gt;
 .?AVviewscreen_layer_export_play_mapst@@&lt;br /&gt;
 .?AVviewscreen_layer_musicsoundst@@&lt;br /&gt;
 .?AVviewscreen_layer_unit_relationshipst@@&lt;br /&gt;
 .?AVviewscreen_layer_workshop_profilest@@&lt;br /&gt;
 .?AVviewscreen_unitst@@&lt;br /&gt;
 .?AVviewscreen_customize_unitst@@&lt;br /&gt;
 .?AVviewscreen_keybindingsst@@&lt;br /&gt;
 .?AVviewscreen_savegamest@@&lt;br /&gt;
 .?AVviewscreen_loadgamest@@&lt;br /&gt;
 .?AVviewscreen_optionst@@&lt;br /&gt;
 .?AVinterface_button_button_open_traffic_designationst@@&lt;br /&gt;
 .?AVinterface_button_button_open_bitem_designationst@@&lt;br /&gt;
 .?AVinterface_button_button_donest@@&lt;br /&gt;
 .?AVinterface_button_button_designate_selectst@@&lt;br /&gt;
 .?AVinterface_button_buttonst@@&lt;br /&gt;
 .?AVinterface_button_construction_donest@@&lt;br /&gt;
 .?AVinterface_button_construction_building_selectorst@@&lt;br /&gt;
 .?AVinterface_button_construction_category_selectorst@@&lt;br /&gt;
 .?AVinterface_button_constructionst@@&lt;br /&gt;
 .?AVactive_script_var_longst@@&lt;br /&gt;
 .?AVactive_script_var_unitst@@&lt;br /&gt;
 .?AVactive_script_varst@@&lt;br /&gt;
 .?AVitem_trapcompst@@&lt;br /&gt;
 .?AVitem_trappartsst@@&lt;br /&gt;
 .?AVitem_pipe_sectionst@@&lt;br /&gt;
 .?AVitem_siegeammost@@&lt;br /&gt;
 .?AVitem_ballistapartsst@@&lt;br /&gt;
 .?AVitem_catapultpartsst@@&lt;br /&gt;
 .?AVitem_totemst@@&lt;br /&gt;
 .?AVitem_anvilst@@&lt;br /&gt;
 .?AVitem_gemst@@&lt;br /&gt;
 .?AVitem_braceletst@@&lt;br /&gt;
 .?AVitem_earringst@@&lt;br /&gt;
 .?AVitem_ringst@@&lt;br /&gt;
 .?AVitem_crownst@@&lt;br /&gt;
 .?AVitem_scepterst@@&lt;br /&gt;
 .?AVitem_amuletst@@&lt;br /&gt;
 .?AVitem_figurinest@@&lt;br /&gt;
 .?AVitem_cabinetst@@&lt;br /&gt;
 .?AVitem_weaponrackst@@&lt;br /&gt;
 .?AVitem_armorstandst@@&lt;br /&gt;
 .?AVitem_binst@@&lt;br /&gt;
 .?AVitem_millstonest@@&lt;br /&gt;
 .?AVitem_quernst@@&lt;br /&gt;
 .?AVitem_statuest@@&lt;br /&gt;
 .?AVitem_coffinst@@&lt;br /&gt;
 .?AVitem_animaltrapst@@&lt;br /&gt;
 .?AVitem_bucketst@@&lt;br /&gt;
 .?AVitem_windowst@@&lt;br /&gt;
 .?AVitem_toyst@@&lt;br /&gt;
 .?AVitem_instrumentst@@&lt;br /&gt;
 .?AVitem_gobletst@@&lt;br /&gt;
 .?AVitem_gratest@@&lt;br /&gt;
 .?AVitem_hatch_coverst@@&lt;br /&gt;
 .?AVitem_floodgatest@@&lt;br /&gt;
 .?AVitem_clothst@@&lt;br /&gt;
 .?AVitem_foodst@@&lt;br /&gt;
 .?AVitem_cheesest@@&lt;br /&gt;
 .?AVitem_ballistaarrowheadst@@&lt;br /&gt;
 .?AVitem_leavesst@@&lt;br /&gt;
 .?AVitem_shellst@@&lt;br /&gt;
 .?AVitem_skin_tannedst@@&lt;br /&gt;
 .?AVitem_petst@@&lt;br /&gt;
 .?AVitem_fish_rawst@@&lt;br /&gt;
 .?AVitem_drinkst@@&lt;br /&gt;
 .?AVitem_potionst@@&lt;br /&gt;
 .?AVitem_extractst@@&lt;br /&gt;
 .?AVitem_woodst@@&lt;br /&gt;
 .?AVitem_rockst@@&lt;br /&gt;
 .?AVitem_stonest@@&lt;br /&gt;
 .?AVitem_roughst@@&lt;br /&gt;
 .?AVitem_blocksst@@&lt;br /&gt;
 .?AVitem_smallgemst@@&lt;br /&gt;
 .?AVitem_barst@@&lt;br /&gt;
 .?AVitemimprovement_sewn_imagest@@&lt;br /&gt;
 .?AVitemimprovement_clothst@@&lt;br /&gt;
 .?AVitemimprovement_threadst@@&lt;br /&gt;
 .?AVitemimprovement_itemspecificst@@&lt;br /&gt;
 .?AVitemimprovement_spikesst@@&lt;br /&gt;
 .?AVitemimprovement_bandsst@@&lt;br /&gt;
 .?AVitemimprovement_rings_hangingst@@&lt;br /&gt;
 .?AVitemimprovement_coveredst@@&lt;br /&gt;
 .?AVitemimprovement_art_imagest@@&lt;br /&gt;
 .?AVitemimprovementst@@&lt;br /&gt;
 .?AVgeneral_ref_coinbatchst@@&lt;br /&gt;
 .?AVitemdef_foodst@@&lt;br /&gt;
 .?AVitemdef_pantsst@@&lt;br /&gt;
 .?AVitemdef_helmst@@&lt;br /&gt;
 .?AVitemdef_shieldst@@&lt;br /&gt;
 .?AVitemdef_shoesst@@&lt;br /&gt;
 .?AVitemdef_glovesst@@&lt;br /&gt;
 .?AVitemdef_siegeammost@@&lt;br /&gt;
 .?AVitemdef_ammost@@&lt;br /&gt;
 .?AVitemdef_armorst@@&lt;br /&gt;
 .?AVitemdef_instrumentst@@&lt;br /&gt;
 .?AVitemdef_toyst@@&lt;br /&gt;
 .?AVitemdef_trapcompst@@&lt;br /&gt;
 .?AVitemdef_weaponst@@&lt;br /&gt;
 .?AVitemdefst@@&lt;br /&gt;
 .?AVmachine_standardst@@&lt;br /&gt;
 .?AVmachinest@@&lt;br /&gt;
 .?AVgeneral_ref_item_typest@@&lt;br /&gt;
 .?AVgeneral_ref_artifactst@@&lt;br /&gt;
 .?AVviewscreen_layer_assigntradest@@&lt;br /&gt;
 .?AVviewscreen_requestagreementst@@&lt;br /&gt;
 .?AVviewscreen_tradeagreementst@@&lt;br /&gt;
 .?AVviewscreen_topicmeeting_takerequestsst@@&lt;br /&gt;
 .?AVviewscreen_topicmeetingst@@&lt;br /&gt;
 .?AVviewscreen_meetingst@@&lt;br /&gt;
 .?AVviewscreen_barterst@@&lt;br /&gt;
 .?AVviewscreen_tradegoodsst@@&lt;br /&gt;
 .?AVviewscreen_tradelistst@@&lt;br /&gt;
 .?AVviewscreen_textviewerst@@&lt;br /&gt;
 .?AVproj_magicst@@&lt;br /&gt;
 .?AVreaction_product_itemst@@&lt;br /&gt;
 .?AVreaction_productst@@&lt;br /&gt;
 .?AVreaction_reagent_classst@@&lt;br /&gt;
 .?AVreaction_reagent_metal_orest@@&lt;br /&gt;
 .?AVreaction_reagent_itemst@@&lt;br /&gt;
 .?AVreaction_reagentst@@&lt;br /&gt;
 .?AVgeneral_ref_entity_itemownerst@@&lt;br /&gt;
 .?AVgeneral_ref_entity_offeredst@@&lt;br /&gt;
 .?AVgeneral_ref_entity_stolenst@@&lt;br /&gt;
 .?AVgeneral_ref_entityst@@&lt;br /&gt;
 .?AVgeneral_ref_building_holderst@@&lt;br /&gt;
 .?AVgeneral_ref_building_cagedst@@&lt;br /&gt;
 .?AVgeneral_ref_building_chainst@@&lt;br /&gt;
 .?AVgeneral_ref_building_triggertargetst@@&lt;br /&gt;
 .?AVgeneral_ref_building_triggerst@@&lt;br /&gt;
 .?AVgeneral_ref_building_civzone_assignedst@@&lt;br /&gt;
 .?AVgeneral_ref_projectilest@@&lt;br /&gt;
 .?AVgeneral_ref_contained_in_itemst@@&lt;br /&gt;
 .?AVgeneral_ref_contains_itemst@@&lt;br /&gt;
 .?AVgeneral_ref_itemst@@&lt;br /&gt;
 .?AVgeneral_ref_unit_workerst@@&lt;br /&gt;
 .?AVgeneral_ref_unit_holderst@@&lt;br /&gt;
 .?AVgeneral_ref_unit_tradebringerst@@&lt;br /&gt;
 .?AVgeneral_ref_unit_itemownerst@@&lt;br /&gt;
 .?AVgeneral_ref_unit_slaughtereest@@&lt;br /&gt;
 .?AVgeneral_ref_unit_infantst@@&lt;br /&gt;
 .?AVgeneral_ref_unit_patientst@@&lt;br /&gt;
 .?AVgeneral_ref_unit_kidnapeest@@&lt;br /&gt;
 .?AVgeneral_ref_unit_foodreceiverst@@&lt;br /&gt;
 .?AVgeneral_ref_unit_beateest@@&lt;br /&gt;
 .?AVgeneral_ref_unit_cageest@@&lt;br /&gt;
 .?AVgeneral_ref_unit_traineest@@&lt;br /&gt;
 .?AVgeneral_ref_contains_unitst@@&lt;br /&gt;
 .?AVgeneral_ref_unitst@@&lt;br /&gt;
 .?AVgeneral_ref_is_nemesisst@@&lt;br /&gt;
 .?AVgeneral_ref_nemesisst@@&lt;br /&gt;
 .?AVgeneral_ref_is_artifactst@@&lt;br /&gt;
 .?AVscript_step_invasionst@@&lt;br /&gt;
 .?AVscript_step_dipeventst@@&lt;br /&gt;
 .?AVscript_step_eventst@@&lt;br /&gt;
 .?AVscript_step_diphistoryst@@&lt;br /&gt;
 .?AVscript_step_textviewerst@@&lt;br /&gt;
 .?AVscript_step_discussst@@&lt;br /&gt;
 .?AVscript_step_constructtopiclistst@@&lt;br /&gt;
 .?AVscript_step_topicdiscussionst@@&lt;br /&gt;
 .?AVscript_step_setvarst@@&lt;br /&gt;
 .?AVscript_step_simpleactionst@@&lt;br /&gt;
 .?AVscript_step_conditionalst@@&lt;br /&gt;
 .?AVscript_stepst@@&lt;br /&gt;
 .?AVscript_var_longst@@&lt;br /&gt;
 .?AVscript_var_unitst@@&lt;br /&gt;
 .?AVscript_varst@@&lt;br /&gt;
 .?AVviewscreen_layer_choose_language_namest@@&lt;br /&gt;
 .?AVviewscreen_setupdwarfgamest@@&lt;br /&gt;
 .?AVviewscreen_choose_start_sitest@@&lt;br /&gt;
 .?AVvegst@@&lt;br /&gt;
 .?AVworld_construction_bridgest@@&lt;br /&gt;
 .?AVworld_construction_wallst@@&lt;br /&gt;
 .?AVworld_construction_tunnelst@@&lt;br /&gt;
 .?AVworld_construction_roadst@@&lt;br /&gt;
 .?AVworld_constructionst@@&lt;br /&gt;
 .?AVworld_construction_square_wallst@@&lt;br /&gt;
 .?AVworld_construction_square_bridgest@@&lt;br /&gt;
 .?AVworld_construction_square_tunnelst@@&lt;br /&gt;
 .?AVworld_construction_square_roadst@@&lt;br /&gt;
 .?AVworld_construction_squarest@@&lt;br /&gt;
 sqrt&lt;br /&gt;
 sin&lt;br /&gt;
 cos&lt;br /&gt;
 atan2&lt;br /&gt;
&lt;br /&gt;
[[Category:Hacking]]&lt;/div&gt;</summary>
		<author><name>EFrisby67</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:String_dump&amp;diff=153475</id>
		<title>v0.31:String dump</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:String_dump&amp;diff=153475"/>
		<updated>2011-10-04T09:33:48Z</updated>

		<summary type="html">&lt;p&gt;EFrisby67: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|18:02, 28 April 2011 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
Second pass on the string dump - this one's been processed by hand, and is divided into sections based on apparent divisions in the layout within the exe. Some uninteresting strings (C++ runtime stuff etc not related to DF) has been cut out.:&lt;br /&gt;
&lt;br /&gt;
'''READ BEFORE EDITING''': Do not remove lines from the actual lists of strings. Do not move &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[http://xstretchmarks.com &amp;lt;span style=&amp;quot;color:black;font-weight:normal;text-decoration:none!important;background:none!important; text-decoration:none;/*CITATION*/&amp;quot;&amp;gt;how to get rid of stretch marks&amp;lt;/span&amp;gt;]&amp;lt;/span&amp;gt; any subsection to == top level ==. The divisions between the top-level sections are important, since no string is repeated in a top-level section (so if the same token is used for more than one thing for instance it will only appear in one of the 'lists'. (don't try to be helpful and copy it to the other one either, that's what the modding help pages are for.)&lt;br /&gt;
&lt;br /&gt;
Adding or rearranging ===subsection=== divisions is fine, as is adding commentary (outside the &amp;lt;pre&amp;gt; tags, though this page might be a bit long for it)&lt;br /&gt;
&lt;br /&gt;
(This page is very long - you can click [{{fullurl:{{FULLPAGENAME}}|action=edit&amp;amp;section=0}} this elegant and finely-crafted link] to edit just this top section.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Section ==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
TRANS_NAME&lt;br /&gt;
FIRST_NAME&lt;br /&gt;
PRO_POS&lt;br /&gt;
PRO_OBJ&lt;br /&gt;
PRO_SUB&lt;br /&gt;
PRO_REF&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Combat Training Activity Strings ==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Activity&lt;br /&gt;
Training Session&lt;br /&gt;
Activity Event&lt;br /&gt;
  LD&lt;br /&gt;
  CAN'T MOVE&lt;br /&gt;
Go to Combat Training&lt;br /&gt;
Organize Combat Training&lt;br /&gt;
Lead Combat Training&lt;br /&gt;
Wait for Combat Training&lt;br /&gt;
Go to &lt;br /&gt;
 Demonstration&lt;br /&gt;
Organize &lt;br /&gt;
Lead &lt;br /&gt;
Wait for &lt;br /&gt;
Watch &lt;br /&gt;
Individual Combat Drill&lt;br /&gt;
Go to Sparring Match&lt;br /&gt;
Spar&lt;br /&gt;
Go to Sparring Practice&lt;br /&gt;
Watch Sparring Practice&lt;br /&gt;
Archery Practice&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Combat Attack and Engraving Description Strings ==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
x&lt;br /&gt;
You&lt;br /&gt;
The &lt;br /&gt;
Your&lt;br /&gt;
's&lt;br /&gt;
spinning &lt;br /&gt;
flying &lt;br /&gt;
its&lt;br /&gt;
It&lt;br /&gt;
 &lt;br /&gt;
 by the &lt;br /&gt;
 in the &lt;br /&gt;
 from behind&lt;br /&gt;
 from the side&lt;br /&gt;
 with &lt;br /&gt;
, but the attack is deflected by &lt;br /&gt;
!&lt;br /&gt;
, but the attack has no force!&lt;br /&gt;
, but the attack passes right through!&lt;br /&gt;
, but the attack glances away!&lt;br /&gt;
 and the severed part sails off in an arc!&lt;br /&gt;
 and &lt;br /&gt;
, &lt;br /&gt;
passing through a hole in the &lt;br /&gt;
's &lt;br /&gt;
main part&lt;br /&gt;
jamming the&lt;br /&gt;
 part&lt;br /&gt;
out of the wound&lt;br /&gt;
through the &lt;br /&gt;
tearing&lt;br /&gt;
tearing apart&lt;br /&gt;
shattering&lt;br /&gt;
fracturing&lt;br /&gt;
denting&lt;br /&gt;
bruising&lt;br /&gt;
 the &lt;br /&gt;
 it&lt;br /&gt;
 apart&lt;br /&gt;
 and&lt;br /&gt;
 tearing apart&lt;br /&gt;
 shattering&lt;br /&gt;
 tearing&lt;br /&gt;
 fracturing&lt;br /&gt;
 denting&lt;br /&gt;
 bruising&lt;br /&gt;
breaking away&lt;br /&gt;
 most of&lt;br /&gt;
 half of&lt;br /&gt;
 a piece of&lt;br /&gt;
 the rest of&lt;br /&gt;
 through a hole in the &lt;br /&gt;
 through the &lt;br /&gt;
a major artery&lt;br /&gt;
an artery&lt;br /&gt;
 has been opened by the strike&lt;br /&gt;
many nerves&lt;br /&gt;
a motor nerve&lt;br /&gt;
a sensory nerve&lt;br /&gt;
have&lt;br /&gt;
has&lt;br /&gt;
 been severed&lt;br /&gt;
a ligament&lt;br /&gt;
 has been &lt;br /&gt;
torn&lt;br /&gt;
sprained&lt;br /&gt;
bruised&lt;br /&gt;
a tendon&lt;br /&gt;
strained&lt;br /&gt;
 have&lt;br /&gt;
 has&lt;br /&gt;
 become enraged!&lt;br /&gt;
 has lodged firmly in the wound!&lt;br /&gt;
 latch on firmly&lt;br /&gt;
 latches on firmly&lt;br /&gt;
 to &lt;br /&gt;
 latch on firmly!&lt;br /&gt;
 latches on firmly!&lt;br /&gt;
 are&lt;br /&gt;
 is&lt;br /&gt;
 propelled away by the force of the blow!&lt;br /&gt;
 been knocked unconscious!&lt;br /&gt;
 been stunned again!&lt;br /&gt;
 been stunned!&lt;br /&gt;
 having more trouble breathing!&lt;br /&gt;
 having trouble breathing!&lt;br /&gt;
 feel&lt;br /&gt;
 looks&lt;br /&gt;
 even more sick!&lt;br /&gt;
 sick!&lt;br /&gt;
 pops out of the wound!&lt;br /&gt;
 is injected into the &lt;br /&gt;
 crumbles over the &lt;br /&gt;
 splatters over the &lt;br /&gt;
 flows over the &lt;br /&gt;
 pours over the &lt;br /&gt;
 is sucked out of the wound!&lt;br /&gt;
A group of &lt;br /&gt;
migrants, &lt;br /&gt;
, has arrived.&lt;br /&gt;
migrants has arrived.&lt;br /&gt;
ios_base::badbit set&lt;br /&gt;
ios_base::failbit set&lt;br /&gt;
ios_base::eofbit set&lt;br /&gt;
data&lt;br /&gt;
data/save&lt;br /&gt;
data/save/current&lt;br /&gt;
data/save/current/art_image-&lt;br /&gt;
.dat&lt;br /&gt;
art_image-&lt;br /&gt;
data/save/current/&lt;br /&gt;
/&lt;br /&gt;
data/save/&lt;br /&gt;
 is &lt;br /&gt;
 are &lt;br /&gt;
 prostrating &lt;br /&gt;
themselves&lt;br /&gt;
 before &lt;br /&gt;
 torturing &lt;br /&gt;
 committing a depraved act upon &lt;br /&gt;
 devouring &lt;br /&gt;
 admiring &lt;br /&gt;
 burning &lt;br /&gt;
 shooting &lt;br /&gt;
 surrounded by &lt;br /&gt;
 massacring &lt;br /&gt;
 fighting with &lt;br /&gt;
 greeting &lt;br /&gt;
 refusing &lt;br /&gt;
 speaking with &lt;br /&gt;
 embracing &lt;br /&gt;
 striking down &lt;br /&gt;
 raising &lt;br /&gt;
 hiding &lt;br /&gt;
 praying to &lt;br /&gt;
 contemplating &lt;br /&gt;
 cooking &lt;br /&gt;
 engraving &lt;br /&gt;
 impaled on &lt;br /&gt;
 being flayed by &lt;br /&gt;
 hanging from &lt;br /&gt;
 being mutilated by &lt;br /&gt;
.  &lt;br /&gt;
 praying&lt;br /&gt;
 weeping&lt;br /&gt;
 cringing&lt;br /&gt;
 screaming&lt;br /&gt;
 being tortured&lt;br /&gt;
 committing a depraved act&lt;br /&gt;
 making a submissive gesture&lt;br /&gt;
 in a fetal position&lt;br /&gt;
 smeared out into a spiral&lt;br /&gt;
 falling&lt;br /&gt;
 dead&lt;br /&gt;
 laughing&lt;br /&gt;
 being shot&lt;br /&gt;
 making a plaintive gesture&lt;br /&gt;
 melting&lt;br /&gt;
 burning&lt;br /&gt;
looks&lt;br /&gt;
look&lt;br /&gt;
 dejected&lt;br /&gt;
 terrified&lt;br /&gt;
 offended&lt;br /&gt;
 confused&lt;br /&gt;
 suffering&lt;br /&gt;
 withering away&lt;br /&gt;
 striking a menacing pose&lt;br /&gt;
 striking a triumphant pose&lt;br /&gt;
 laboring&lt;br /&gt;
 traveling&lt;br /&gt;
 contemplating&lt;br /&gt;
 cooking&lt;br /&gt;
 engraving&lt;br /&gt;
 unnaturally contorted&lt;br /&gt;
 being flayed&lt;br /&gt;
 being mutilated&lt;br /&gt;
the &lt;br /&gt;
a &lt;br /&gt;
two &lt;br /&gt;
three &lt;br /&gt;
four &lt;br /&gt;
five &lt;br /&gt;
 the deity of &lt;br /&gt;
, depicted as a &lt;br /&gt;
female &lt;br /&gt;
male &lt;br /&gt;
bad cast&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Section with all the tokens in it ==&lt;br /&gt;
=== true/false strings ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
false&lt;br /&gt;
true&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
=== Material States ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
SOLID&lt;br /&gt;
LIQUID&lt;br /&gt;
GAS&lt;br /&gt;
POWDER&lt;br /&gt;
SOLID_POWDER&lt;br /&gt;
ALL_SOLID&lt;br /&gt;
ALL&lt;br /&gt;
Unrecognized Material State Token: &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
=== Breath Attack Tokens ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
TRAILING_DUST_FLOW&lt;br /&gt;
TRAILING_VAPOR_FLOW&lt;br /&gt;
TRAILING_GAS_FLOW&lt;br /&gt;
SOLID_GLOB&lt;br /&gt;
LIQUID_GLOB&lt;br /&gt;
UNDIRECTED_GAS&lt;br /&gt;
UNDIRECTED_VAPOR&lt;br /&gt;
UNDIRECTED_DUST&lt;br /&gt;
Unrecognized Breath Attack Token: &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
=== Position Responsibility Tokens ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
LAW_MAKING&lt;br /&gt;
LAW_ENFORCEMENT&lt;br /&gt;
RECEIVE_DIPLOMATS&lt;br /&gt;
MEET_WORKERS&lt;br /&gt;
MANAGE_PRODUCTION&lt;br /&gt;
TRADE&lt;br /&gt;
ACCOUNTING&lt;br /&gt;
ESTABLISH_COLONY_TRADE_AGREEMENTS&lt;br /&gt;
MAKE_INTRODUCTIONS&lt;br /&gt;
MAKE_PEACE_AGREEMENTS&lt;br /&gt;
MAKE_TOPIC_AGREEMENTS&lt;br /&gt;
COLLECT_TAXES&lt;br /&gt;
ESCORT_TAX_COLLECTOR&lt;br /&gt;
EXECUTIONS&lt;br /&gt;
TAME_EXOTICS&lt;br /&gt;
RELIGION&lt;br /&gt;
ATTACK_ENEMIES&lt;br /&gt;
PATROL_TERRITORY&lt;br /&gt;
MILITARY_GOALS&lt;br /&gt;
MILITARY_STRATEGY&lt;br /&gt;
UPGRADE_SQUAD_EQUIPMENT&lt;br /&gt;
EQUIPMENT_MANIFESTS&lt;br /&gt;
SORT_AMMUNITION&lt;br /&gt;
BUILD_MORALE&lt;br /&gt;
HEALTH_MANAGEMENT&lt;br /&gt;
Unrecognized Position Responsibility Token: &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
=== Ethic Action Tokens ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
KILL_ENTITY_MEMBER&lt;br /&gt;
KILL_NEUTRAL&lt;br /&gt;
KILL_ENEMY&lt;br /&gt;
KILL_ANIMAL&lt;br /&gt;
EAT_SAPIENT_OTHER&lt;br /&gt;
EAT_SAPIENT_KILL&lt;br /&gt;
MAKE_TROPHY_SAME_RACE&lt;br /&gt;
MAKE_TROPHY_SAPIENT&lt;br /&gt;
MAKE_TROPHY_ANIMAL&lt;br /&gt;
KILL_PLANT&lt;br /&gt;
TORTURE_AS_EXAMPLE&lt;br /&gt;
TORTURE_FOR_INFORMATION&lt;br /&gt;
TORTURE_FOR_FUN&lt;br /&gt;
TORTURE_ANIMALS&lt;br /&gt;
TREASON&lt;br /&gt;
OATH_BREAKING&lt;br /&gt;
LYING&lt;br /&gt;
VANDALISM&lt;br /&gt;
TRESPASSING&lt;br /&gt;
THEFT&lt;br /&gt;
ASSAULT&lt;br /&gt;
SLAVERY&lt;br /&gt;
Unrecognized Ethic Action Token: &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
=== Ethic Response Tokens ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
NOT_APPLICABLE&lt;br /&gt;
ACCEPTABLE&lt;br /&gt;
PERSONAL_MATTER&lt;br /&gt;
JUSTIFIED_IF_NO_REPERCUSSIONS&lt;br /&gt;
JUSTIFIED_IF_GOOD_REASON&lt;br /&gt;
JUSTIFIED_IF_EXTREME_REASON&lt;br /&gt;
JUSTIFIED_IF_SELF_DEFENSE&lt;br /&gt;
ONLY_IF_SANCTIONED&lt;br /&gt;
MISGUIDED&lt;br /&gt;
SHUN&lt;br /&gt;
APPALLING&lt;br /&gt;
PUNISH_REPRIMAND&lt;br /&gt;
PUNISH_SERIOUS&lt;br /&gt;
PUNISH_EXILE&lt;br /&gt;
PUNISH_CAPITAL&lt;br /&gt;
UNTHINKABLE&lt;br /&gt;
Unrecognized Ethic Response Token: &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
=== World Construction Tokens ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
ROAD&lt;br /&gt;
TUNNEL&lt;br /&gt;
BRIDGE&lt;br /&gt;
WALL&lt;br /&gt;
Unrecognized World Construction Token: &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
=== Religion Tokens ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
PANTHEON&lt;br /&gt;
REGIONAL_FORCE&lt;br /&gt;
Unrecognized Religion Token: &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
=== Season Tokens ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
SPRING&lt;br /&gt;
SUMMER&lt;br /&gt;
AUTUMN&lt;br /&gt;
WINTER&lt;br /&gt;
Unrecognized Season Token: &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
=== Sphere Tokens ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
AGRICULTURE&lt;br /&gt;
ANIMALS&lt;br /&gt;
ART&lt;br /&gt;
BALANCE&lt;br /&gt;
BEAUTY&lt;br /&gt;
BIRTH&lt;br /&gt;
BLIGHT&lt;br /&gt;
BOUNDARIES&lt;br /&gt;
CAVERNS&lt;br /&gt;
CHAOS&lt;br /&gt;
CHARITY&lt;br /&gt;
CHILDREN&lt;br /&gt;
COASTS&lt;br /&gt;
CONSOLATION&lt;br /&gt;
COURAGE&lt;br /&gt;
CRAFTS&lt;br /&gt;
CREATION&lt;br /&gt;
DANCE&lt;br /&gt;
DARKNESS&lt;br /&gt;
DAWN&lt;br /&gt;
DAY&lt;br /&gt;
DEATH&lt;br /&gt;
DEFORMITY&lt;br /&gt;
DEPRAVITY&lt;br /&gt;
DISCIPLINE&lt;br /&gt;
DISEASE&lt;br /&gt;
DREAMS&lt;br /&gt;
DUSK&lt;br /&gt;
DUTY&lt;br /&gt;
EARTH&lt;br /&gt;
FAMILY&lt;br /&gt;
FAME&lt;br /&gt;
FATE&lt;br /&gt;
FERTILITY&lt;br /&gt;
FESTIVALS&lt;br /&gt;
FIRE&lt;br /&gt;
FISH&lt;br /&gt;
FISHING&lt;br /&gt;
FOOD&lt;br /&gt;
FORGIVENESS&lt;br /&gt;
FORTRESSES&lt;br /&gt;
FREEDOM&lt;br /&gt;
GAMBLING&lt;br /&gt;
GAMES&lt;br /&gt;
GENEROSITY&lt;br /&gt;
HAPPINESS&lt;br /&gt;
HEALING&lt;br /&gt;
HOSPITALITY&lt;br /&gt;
HUNTING&lt;br /&gt;
INSPIRATION&lt;br /&gt;
JEALOUSY&lt;br /&gt;
JEWELS&lt;br /&gt;
JUSTICE&lt;br /&gt;
LABOR&lt;br /&gt;
LAKES&lt;br /&gt;
LAWS&lt;br /&gt;
LIES&lt;br /&gt;
LIGHT&lt;br /&gt;
LIGHTNING&lt;br /&gt;
LONGEVITY&lt;br /&gt;
LOVE&lt;br /&gt;
LOYALTY&lt;br /&gt;
LUCK&lt;br /&gt;
LUST&lt;br /&gt;
MARRIAGE&lt;br /&gt;
MERCY&lt;br /&gt;
METALS&lt;br /&gt;
MINERALS&lt;br /&gt;
MISERY&lt;br /&gt;
MIST&lt;br /&gt;
MOON&lt;br /&gt;
MOUNTAINS&lt;br /&gt;
MUCK&lt;br /&gt;
MURDER&lt;br /&gt;
MUSIC&lt;br /&gt;
NATURE&lt;br /&gt;
NIGHT&lt;br /&gt;
NIGHTMARES&lt;br /&gt;
OATHS&lt;br /&gt;
OCEANS&lt;br /&gt;
ORDER&lt;br /&gt;
PAINTING&lt;br /&gt;
PEACE&lt;br /&gt;
PERSUASION&lt;br /&gt;
PLANTS&lt;br /&gt;
POETRY&lt;br /&gt;
PREGNANCY&lt;br /&gt;
RAIN&lt;br /&gt;
RAINBOWS&lt;br /&gt;
REBIRTH&lt;br /&gt;
REVELRY&lt;br /&gt;
REVENGE&lt;br /&gt;
RIVERS&lt;br /&gt;
RULERSHIP&lt;br /&gt;
RUMORS&lt;br /&gt;
SACRIFICE&lt;br /&gt;
SALT&lt;br /&gt;
SCHOLARSHIP&lt;br /&gt;
SEASONS&lt;br /&gt;
SILENCE&lt;br /&gt;
SKY&lt;br /&gt;
SONG&lt;br /&gt;
SPEECH&lt;br /&gt;
STARS&lt;br /&gt;
STORMS&lt;br /&gt;
STRENGTH&lt;br /&gt;
SUICIDE&lt;br /&gt;
SUN&lt;br /&gt;
THRALLDOM&lt;br /&gt;
THUNDER&lt;br /&gt;
TORTURE&lt;br /&gt;
TRAVELERS&lt;br /&gt;
TREACHERY&lt;br /&gt;
TREES&lt;br /&gt;
TRICKERY&lt;br /&gt;
TRUTH&lt;br /&gt;
TWILIGHT&lt;br /&gt;
VALOR&lt;br /&gt;
VICTORY&lt;br /&gt;
VOLCANOS&lt;br /&gt;
WAR&lt;br /&gt;
WATER&lt;br /&gt;
WEALTH&lt;br /&gt;
WEATHER&lt;br /&gt;
WIND&lt;br /&gt;
WISDOM&lt;br /&gt;
WRITING&lt;br /&gt;
YOUTH&lt;br /&gt;
Unrecognized Sphere Token: &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
=== Art Facet Tokens ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
OWN_RACE&lt;br /&gt;
FANCIFUL&lt;br /&gt;
EVIL&lt;br /&gt;
GOOD&lt;br /&gt;
Unrecognized Art Facet Token: &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
=== Art Image Element Tokens ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
CREATURE&lt;br /&gt;
PLANT&lt;br /&gt;
TREE&lt;br /&gt;
SHAPE&lt;br /&gt;
ITEM&lt;br /&gt;
Unrecognized Art Image Element Token: &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
=== Item Improvement Tokens ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
ART_IMAGE&lt;br /&gt;
COVERED&lt;br /&gt;
RINGS_HANGING&lt;br /&gt;
BANDS&lt;br /&gt;
SPIKES&lt;br /&gt;
ITEMSPECIFIC&lt;br /&gt;
THREAD&lt;br /&gt;
CLOTH&lt;br /&gt;
SEWN_IMAGE&lt;br /&gt;
Unrecognized Item Improvement Token: &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
=== Site Tokens ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
PLAYER_FORTRESS&lt;br /&gt;
DARK_FORTRESS&lt;br /&gt;
CAVE&lt;br /&gt;
CAVE_DETAILED&lt;br /&gt;
TREE_CITY&lt;br /&gt;
CITY&lt;br /&gt;
Unrecognized Site Token: &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
=== Creature Texture Tokens ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
DEFAULT&lt;br /&gt;
LAW_ENFORCE&lt;br /&gt;
TAX_ESCORT&lt;br /&gt;
ZOMBIE&lt;br /&gt;
SKELETON&lt;br /&gt;
ADVENTURER&lt;br /&gt;
Unrecognized Creature Texture Token: &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
=== Historical Figure Hist Fig Link Tokens ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
MOTHER&lt;br /&gt;
FATHER&lt;br /&gt;
SPOUSE&lt;br /&gt;
CHILD&lt;br /&gt;
DEITY&lt;br /&gt;
LOVER&lt;br /&gt;
Unrecognized Historical Figure Hist Fig Link Token: &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Labor and Unit Type Tokens ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
MERCENARY&lt;br /&gt;
FORMER_MERCENARY&lt;br /&gt;
ENEMY&lt;br /&gt;
CRIMINAL&lt;br /&gt;
MEMBER&lt;br /&gt;
FORMER_MEMBER&lt;br /&gt;
SLAVE&lt;br /&gt;
FORMER_SLAVE&lt;br /&gt;
PRISONER&lt;br /&gt;
FORMER_PRISONER&lt;br /&gt;
SHOPKEEPER&lt;br /&gt;
MINER&lt;br /&gt;
WOODWORKER&lt;br /&gt;
CARPENTER&lt;br /&gt;
BOWYER&lt;br /&gt;
WOODCUTTER&lt;br /&gt;
STONEWORKER&lt;br /&gt;
ENGRAVER&lt;br /&gt;
MASON&lt;br /&gt;
RANGER&lt;br /&gt;
ANIMAL_CARETAKER&lt;br /&gt;
ANIMAL_TRAINER&lt;br /&gt;
HUNTER&lt;br /&gt;
TRAPPER&lt;br /&gt;
ANIMAL_DISSECTOR&lt;br /&gt;
METALSMITH&lt;br /&gt;
FURNACE_OPERATOR&lt;br /&gt;
WEAPONSMITH&lt;br /&gt;
ARMORER&lt;br /&gt;
BLACKSMITH&lt;br /&gt;
METALCRAFTER&lt;br /&gt;
JEWELER&lt;br /&gt;
GEM_CUTTER&lt;br /&gt;
GEM_SETTER&lt;br /&gt;
CRAFTSMAN&lt;br /&gt;
WOODCRAFTER&lt;br /&gt;
STONECRAFTER&lt;br /&gt;
LEATHERWORKER&lt;br /&gt;
BONE_CARVER&lt;br /&gt;
WEAVER&lt;br /&gt;
CLOTHIER&lt;br /&gt;
GLASSMAKER&lt;br /&gt;
STRAND_EXTRACTOR&lt;br /&gt;
FISHERY_WORKER&lt;br /&gt;
FISHERMAN&lt;br /&gt;
FISH_DISSECTOR&lt;br /&gt;
FISH_CLEANER&lt;br /&gt;
FARMER&lt;br /&gt;
CHEESE_MAKER&lt;br /&gt;
MILKER&lt;br /&gt;
COOK&lt;br /&gt;
THRESHER&lt;br /&gt;
MILLER&lt;br /&gt;
BUTCHER&lt;br /&gt;
TANNER&lt;br /&gt;
DYER&lt;br /&gt;
PLANTER&lt;br /&gt;
HERBALIST&lt;br /&gt;
BREWER&lt;br /&gt;
SOAP_MAKER&lt;br /&gt;
POTASH_MAKER&lt;br /&gt;
LYE_MAKER&lt;br /&gt;
WOOD_BURNER&lt;br /&gt;
ENGINEER&lt;br /&gt;
MECHANIC&lt;br /&gt;
SIEGE_ENGINEER&lt;br /&gt;
SIEGE_OPERATOR&lt;br /&gt;
PUMP_OPERATOR&lt;br /&gt;
CLERK&lt;br /&gt;
ARCHITECT&lt;br /&gt;
DOCTOR&lt;br /&gt;
DIAGNOSER&lt;br /&gt;
BONE_SETTER&lt;br /&gt;
SUTURER&lt;br /&gt;
SURGEON&lt;br /&gt;
ADMINISTRATOR&lt;br /&gt;
TRADER&lt;br /&gt;
ALCHEMIST&lt;br /&gt;
MERCHANT&lt;br /&gt;
HAMMERMAN&lt;br /&gt;
MASTER_HAMMERMAN&lt;br /&gt;
SPEARMAN&lt;br /&gt;
MASTER_SPEARMAN&lt;br /&gt;
CROSSBOWMAN&lt;br /&gt;
MASTER_CROSSBOWMAN&lt;br /&gt;
WRESTLER&lt;br /&gt;
MASTER_WRESTLER&lt;br /&gt;
AXEMAN&lt;br /&gt;
MASTER_AXEMAN&lt;br /&gt;
SWORDSMAN&lt;br /&gt;
MASTER_SWORDSMAN&lt;br /&gt;
MACEMAN&lt;br /&gt;
MASTER_MACEMAN&lt;br /&gt;
PIKEMAN&lt;br /&gt;
MASTER_PIKEMAN&lt;br /&gt;
BOWMAN&lt;br /&gt;
MASTER_BOWMAN&lt;br /&gt;
BLOWGUNMAN&lt;br /&gt;
MASTER_BLOWGUNMAN&lt;br /&gt;
RECRUIT&lt;br /&gt;
TRAINED_HUNTER&lt;br /&gt;
TRAINED_WAR&lt;br /&gt;
MASTER_THIEF&lt;br /&gt;
THIEF&lt;br /&gt;
STANDARD&lt;br /&gt;
BABY&lt;br /&gt;
DRUNK&lt;br /&gt;
LASHER&lt;br /&gt;
MASTER_LASHER&lt;br /&gt;
NONE&lt;br /&gt;
MINE&lt;br /&gt;
HAUL_STONE&lt;br /&gt;
HAUL_WOOD&lt;br /&gt;
HAUL_BODY&lt;br /&gt;
HAUL_FOOD&lt;br /&gt;
HAUL_REFUSE&lt;br /&gt;
HAUL_ITEM&lt;br /&gt;
HAUL_FURNITURE&lt;br /&gt;
HAUL_ANIMALS&lt;br /&gt;
CLEAN&lt;br /&gt;
CUTWOOD&lt;br /&gt;
DETAIL&lt;br /&gt;
ANIMALTRAIN&lt;br /&gt;
ANIMALCARE&lt;br /&gt;
DIAGNOSE&lt;br /&gt;
SURGERY&lt;br /&gt;
BONE_SETTING&lt;br /&gt;
SUTURING&lt;br /&gt;
DRESSING_WOUNDS&lt;br /&gt;
FEED_WATER_CIVILIANS&lt;br /&gt;
RECOVER_WOUNDED&lt;br /&gt;
DISSECT_VERMIN&lt;br /&gt;
LEATHER&lt;br /&gt;
CLOTHESMAKER&lt;br /&gt;
PROCESS_PLANT&lt;br /&gt;
MAKE_CHEESE&lt;br /&gt;
MILK&lt;br /&gt;
CLEAN_FISH&lt;br /&gt;
DISSECT_FISH&lt;br /&gt;
HUNT&lt;br /&gt;
SMELT&lt;br /&gt;
FORGE_WEAPON&lt;br /&gt;
FORGE_ARMOR&lt;br /&gt;
FORGE_FURNITURE&lt;br /&gt;
METAL_CRAFT&lt;br /&gt;
CUT_GEM&lt;br /&gt;
ENCRUST_GEM&lt;br /&gt;
WOOD_CRAFT&lt;br /&gt;
STONE_CRAFT&lt;br /&gt;
BONE_CARVE&lt;br /&gt;
EXTRACT_STRAND&lt;br /&gt;
SIEGECRAFT&lt;br /&gt;
SIEGEOPERATE&lt;br /&gt;
POTASH_MAKING&lt;br /&gt;
LYE_MAKING&lt;br /&gt;
BURN_WOOD&lt;br /&gt;
OPERATE_PUMP&lt;br /&gt;
Unrecognized Labor Token: &lt;br /&gt;
Unrecognized Unit Type Token: &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
=== Skill Tokens ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
MINING&lt;br /&gt;
WOODCUTTING&lt;br /&gt;
CARPENTRY&lt;br /&gt;
DETAILSTONE&lt;br /&gt;
MASONRY&lt;br /&gt;
PROCESSFISH&lt;br /&gt;
TRAPPING&lt;br /&gt;
WEAVING&lt;br /&gt;
BREWING&lt;br /&gt;
ALCHEMY&lt;br /&gt;
CLOTHESMAKING&lt;br /&gt;
MILLING&lt;br /&gt;
PROCESSPLANTS&lt;br /&gt;
CHEESEMAKING&lt;br /&gt;
HERBALISM&lt;br /&gt;
CUTGEM&lt;br /&gt;
ENCRUSTGEM&lt;br /&gt;
WOODCRAFT&lt;br /&gt;
STONECRAFT&lt;br /&gt;
METALCRAFT&lt;br /&gt;
LEATHERWORK&lt;br /&gt;
BONECARVE&lt;br /&gt;
AXE&lt;br /&gt;
SWORD&lt;br /&gt;
MISC_WEAPON&lt;br /&gt;
DAGGER&lt;br /&gt;
MACE&lt;br /&gt;
HAMMER&lt;br /&gt;
SPEAR&lt;br /&gt;
CROSSBOW&lt;br /&gt;
SHIELD&lt;br /&gt;
ARMOR&lt;br /&gt;
PIKE&lt;br /&gt;
WHIP&lt;br /&gt;
BOW&lt;br /&gt;
BLOWGUN&lt;br /&gt;
THROW&lt;br /&gt;
MECHANICS&lt;br /&gt;
MAGIC_NATURE&lt;br /&gt;
SNEAK&lt;br /&gt;
DESIGNBUILDING&lt;br /&gt;
DRESS_WOUNDS&lt;br /&gt;
SET_BONE&lt;br /&gt;
SUTURE&lt;br /&gt;
CRUTCH_WALK&lt;br /&gt;
WOOD_BURNING&lt;br /&gt;
SOAP_MAKING&lt;br /&gt;
SWIMMING&lt;br /&gt;
NEGOTIATION&lt;br /&gt;
JUDGING_INTENT&lt;br /&gt;
APPRAISAL&lt;br /&gt;
ORGANIZATION&lt;br /&gt;
RECORD_KEEPING&lt;br /&gt;
INTIMIDATION&lt;br /&gt;
CONVERSATION&lt;br /&gt;
COMEDY&lt;br /&gt;
FLATTERY&lt;br /&gt;
CONSOLE&lt;br /&gt;
PACIFY&lt;br /&gt;
TRACKING&lt;br /&gt;
KNOWLEDGE_ACQUISITION&lt;br /&gt;
CONCENTRATION&lt;br /&gt;
SITUATIONAL_AWARENESS&lt;br /&gt;
PROSE&lt;br /&gt;
READING&lt;br /&gt;
SPEAKING&lt;br /&gt;
COORDINATION&lt;br /&gt;
LEADERSHIP&lt;br /&gt;
TEACHING&lt;br /&gt;
MELEE_COMBAT&lt;br /&gt;
RANGED_COMBAT&lt;br /&gt;
WRESTLING&lt;br /&gt;
BITE&lt;br /&gt;
GRASP_STRIKE&lt;br /&gt;
STANCE_STRIKE&lt;br /&gt;
DODGING&lt;br /&gt;
Unrecognized Skill Token: &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
=== Material Tokens ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
AMBER&lt;br /&gt;
CORAL&lt;br /&gt;
GLASS_GREEN&lt;br /&gt;
GLASS_CLEAR&lt;br /&gt;
GLASS_CRYSTAL&lt;br /&gt;
POTASH&lt;br /&gt;
ASH&lt;br /&gt;
PEARLASH&lt;br /&gt;
LYE&lt;br /&gt;
MUD&lt;br /&gt;
VOMIT&lt;br /&gt;
FILTH_B&lt;br /&gt;
FILTH_Y&lt;br /&gt;
UNKNOWN_SUBSTANCE&lt;br /&gt;
GRIME&lt;br /&gt;
STONE&lt;br /&gt;
METAL&lt;br /&gt;
INORGANIC&lt;br /&gt;
COAL&lt;br /&gt;
GET_MATERIAL_FROM_REAGENT&lt;br /&gt;
:&lt;br /&gt;
Unrecognized Material Token: &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
=== Item Availability Tokens (Entity) ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
FORCED&lt;br /&gt;
UNCOMMON&lt;br /&gt;
RARE&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
=== Item Tokens ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
BAR&lt;br /&gt;
SMALLGEM&lt;br /&gt;
BLOCKS&lt;br /&gt;
ROUGH&lt;br /&gt;
BOULDER&lt;br /&gt;
WOOD&lt;br /&gt;
DOOR&lt;br /&gt;
FLOODGATE&lt;br /&gt;
HATCH_COVER&lt;br /&gt;
GRATE&lt;br /&gt;
BED&lt;br /&gt;
TRACTION_BENCH&lt;br /&gt;
CHAIR&lt;br /&gt;
CHAIN&lt;br /&gt;
FLASK&lt;br /&gt;
GOBLET&lt;br /&gt;
INSTRUMENT&lt;br /&gt;
TOY&lt;br /&gt;
WINDOW&lt;br /&gt;
CAGE&lt;br /&gt;
BARREL&lt;br /&gt;
BUCKET&lt;br /&gt;
ANIMALTRAP&lt;br /&gt;
TABLE&lt;br /&gt;
COFFIN&lt;br /&gt;
STATUE&lt;br /&gt;
QUERN&lt;br /&gt;
MILLSTONE&lt;br /&gt;
CORPSE&lt;br /&gt;
WEAPON&lt;br /&gt;
SHOES&lt;br /&gt;
HELM&lt;br /&gt;
GLOVES&lt;br /&gt;
BOX&lt;br /&gt;
BIN&lt;br /&gt;
ARMORSTAND&lt;br /&gt;
WEAPONRACK&lt;br /&gt;
CABINET&lt;br /&gt;
FIGURINE&lt;br /&gt;
AMULET&lt;br /&gt;
SCEPTER&lt;br /&gt;
AMMO&lt;br /&gt;
CROWN&lt;br /&gt;
RING&lt;br /&gt;
EARRING&lt;br /&gt;
BRACELET&lt;br /&gt;
GEM&lt;br /&gt;
ANVIL&lt;br /&gt;
CORPSEPIECE&lt;br /&gt;
REMAINS&lt;br /&gt;
MEAT&lt;br /&gt;
FISH_RAW&lt;br /&gt;
VERMIN&lt;br /&gt;
PET&lt;br /&gt;
SEEDS&lt;br /&gt;
SKIN_TANNED&lt;br /&gt;
LEAVES&lt;br /&gt;
TOTEM&lt;br /&gt;
PANTS&lt;br /&gt;
BACKPACK&lt;br /&gt;
QUIVER&lt;br /&gt;
SPLINT&lt;br /&gt;
ORTHOPEDIC_CAST&lt;br /&gt;
CRUTCH&lt;br /&gt;
CATAPULTPARTS&lt;br /&gt;
BALLISTAPARTS&lt;br /&gt;
SIEGEAMMO&lt;br /&gt;
BALLISTAARROWHEAD&lt;br /&gt;
TRAPPARTS&lt;br /&gt;
TRAPCOMP&lt;br /&gt;
DRINK&lt;br /&gt;
POWDER_MISC&lt;br /&gt;
CHEESE&lt;br /&gt;
LIQUID_MISC&lt;br /&gt;
COIN&lt;br /&gt;
GLOB&lt;br /&gt;
ROCK&lt;br /&gt;
PIPE_SECTION&lt;br /&gt;
Unrecognized Item Token: &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
=== Entity Naming Tokens ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
CIV&lt;br /&gt;
SITE&lt;br /&gt;
VESSEL&lt;br /&gt;
MILITARY_UNIT&lt;br /&gt;
TEMPLE&lt;br /&gt;
BATTLE&lt;br /&gt;
SIEGE&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Output File Names ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
errorlog.txt&lt;br /&gt;
map_rejection_log.txt&lt;br /&gt;
gamelog.txt&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Inorganic and Coal Tokens ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
PLANT_MAT&lt;br /&gt;
CREATURE_MAT&lt;br /&gt;
COKE&lt;br /&gt;
CHARCOAL&lt;br /&gt;
USE_LAVA_STONE&lt;br /&gt;
NO_MATGLOSS&lt;br /&gt;
Unrecognized Inorganic Token: &lt;br /&gt;
Unrecognized Coal Token: &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
=== Inclusion Type Tokens ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
VEIN&lt;br /&gt;
CLUSTER&lt;br /&gt;
CLUSTER_SMALL&lt;br /&gt;
CLUSTER_ONE&lt;br /&gt;
Unrecognized Inclusion Type Token:&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Directions ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
NW&lt;br /&gt;
NE&lt;br /&gt;
SW&lt;br /&gt;
SE&lt;br /&gt;
West&lt;br /&gt;
East&lt;br /&gt;
North&lt;br /&gt;
South&lt;br /&gt;
Below&lt;br /&gt;
Above&lt;br /&gt;
Here&lt;br /&gt;
/Below&lt;br /&gt;
/Above&lt;br /&gt;
All&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
=== Item Categories ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Leather&lt;br /&gt;
Cloth (Plant)&lt;br /&gt;
Cloth (Silk)&lt;br /&gt;
Crafts&lt;br /&gt;
Wood&lt;br /&gt;
Pets&lt;br /&gt;
Drinks&lt;br /&gt;
Cheeses&lt;br /&gt;
Powders&lt;br /&gt;
Extracts&lt;br /&gt;
Meat&lt;br /&gt;
Fish&lt;br /&gt;
Plants&lt;br /&gt;
Meat/Fish Recipes&lt;br /&gt;
Other Recipes&lt;br /&gt;
Metal Bars&lt;br /&gt;
Small Cut Gems&lt;br /&gt;
Large Cut Gems&lt;br /&gt;
Stone Blocks&lt;br /&gt;
Seeds&lt;br /&gt;
Anvils&lt;br /&gt;
Weapons&lt;br /&gt;
Training Weapons&lt;br /&gt;
Bodywear&lt;br /&gt;
Ammo&lt;br /&gt;
Trap Components&lt;br /&gt;
Digging Implements&lt;br /&gt;
Headwear&lt;br /&gt;
Handwear&lt;br /&gt;
Footwear&lt;br /&gt;
Legwear&lt;br /&gt;
Shields&lt;br /&gt;
Toys&lt;br /&gt;
Instruments&lt;br /&gt;
Stone&lt;br /&gt;
Sand&lt;br /&gt;
Glass&lt;br /&gt;
Cages&lt;br /&gt;
Bags (Leather)&lt;br /&gt;
Bags (Plant)&lt;br /&gt;
Bags (Silk)&lt;br /&gt;
Thread (Plant)&lt;br /&gt;
Thread (Silk)&lt;br /&gt;
Ropes (Plant)&lt;br /&gt;
Ropes (Silk)&lt;br /&gt;
Barrels&lt;br /&gt;
Miscellaneous&lt;br /&gt;
Flasks/Waterskins&lt;br /&gt;
Quivers&lt;br /&gt;
Backpacks&lt;br /&gt;
Buckets&lt;br /&gt;
Splints&lt;br /&gt;
Crutches&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
=== Tasks? ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
None&lt;br /&gt;
Dungeon Commander&lt;br /&gt;
Insane Mood&lt;br /&gt;
Undead Hunt&lt;br /&gt;
Sieger Patrol&lt;br /&gt;
Maraude Target&lt;br /&gt;
Sieger Basepoint&lt;br /&gt;
Sieger Mill&lt;br /&gt;
Ambush Patrol&lt;br /&gt;
Marauder Mill&lt;br /&gt;
Wilderness Curious Wander&lt;br /&gt;
Wilderness Curious Steal Target&lt;br /&gt;
Wilderness Roamer&lt;br /&gt;
Pattern Patrol&lt;br /&gt;
Inactive Marauder&lt;br /&gt;
Owner&lt;br /&gt;
Commander&lt;br /&gt;
Chained Animal&lt;br /&gt;
Meeting Location&lt;br /&gt;
Meeting Location Building&lt;br /&gt;
Depot&lt;br /&gt;
Vermin Hunting&lt;br /&gt;
Seek Commander&lt;br /&gt;
Return to Base&lt;br /&gt;
Mill Anywhere&lt;br /&gt;
Wagon&lt;br /&gt;
Mill Building&lt;br /&gt;
Head for Edge&lt;br /&gt;
Milling Flood&lt;br /&gt;
Milling Burrow&lt;br /&gt;
Squad Move&lt;br /&gt;
Squad Kill List&lt;br /&gt;
Squad Patrol&lt;br /&gt;
Squad Defend Burrow&lt;br /&gt;
Squad Defend Burrow From Target&lt;br /&gt;
Nonsense&lt;br /&gt;
Come to Job Building&lt;br /&gt;
Valid Pond Dump Unit&lt;br /&gt;
Valid Pond Dump&lt;br /&gt;
Conflict Defense&lt;br /&gt;
Adventure Move&lt;br /&gt;
Thief Target&lt;br /&gt;
Check Chest&lt;br /&gt;
Sleep Bed&lt;br /&gt;
Sleep Barracks&lt;br /&gt;
Sleep Ground&lt;br /&gt;
Leave Wall&lt;br /&gt;
Flee Terrain&lt;br /&gt;
Tax Room&lt;br /&gt;
Guard Taxes&lt;br /&gt;
Ransack Taxes&lt;br /&gt;
Get Empty Sand Bag&lt;br /&gt;
Sand Zone&lt;br /&gt;
Grab Cage&lt;br /&gt;
Uncage Animal&lt;br /&gt;
Capture Small Pet&lt;br /&gt;
Grab Cage Unit&lt;br /&gt;
Grab Milk Unit&lt;br /&gt;
Go to Milk Station&lt;br /&gt;
Go to Cage&lt;br /&gt;
Grab Animal Trap&lt;br /&gt;
Cage Vermin&lt;br /&gt;
Grab Unfill Bucket&lt;br /&gt;
Seek Fill Bucket&lt;br /&gt;
Seek Patient for Carry&lt;br /&gt;
Seek Patient for Diagnosis&lt;br /&gt;
Seek Patient for Immobilize Break&lt;br /&gt;
Seek Patient for Crutch&lt;br /&gt;
Seek Patient for Suturing&lt;br /&gt;
Seek Surgery Site&lt;br /&gt;
Carry Patient to Bed&lt;br /&gt;
Seek Give Water Bucket&lt;br /&gt;
Seek Job Item&lt;br /&gt;
Seek Unit For Item Drop&lt;br /&gt;
Seek Unit For Job&lt;br /&gt;
Seek Building For Item Drop&lt;br /&gt;
Seek Building For Job&lt;br /&gt;
Seek Splint&lt;br /&gt;
Seek Crutch&lt;br /&gt;
Seek Suture Thread&lt;br /&gt;
Seek Dressing Cloth&lt;br /&gt;
Go to Give Water Target&lt;br /&gt;
Seek Food for Target&lt;br /&gt;
Seek Target for Food&lt;br /&gt;
Seek Animal for Slaughter&lt;br /&gt;
Seek Slaughter Building&lt;br /&gt;
Seek Animal for Chain&lt;br /&gt;
Seek Chain for Animal&lt;br /&gt;
Seek Cage for Unchain&lt;br /&gt;
Seek Animal for Unchain&lt;br /&gt;
Grab Food for Taming&lt;br /&gt;
Seek Animal for Taming&lt;br /&gt;
Seek Drink Item&lt;br /&gt;
Seek Food Item&lt;br /&gt;
Seek Eating Chair&lt;br /&gt;
Seek Eating Chair 2&lt;br /&gt;
Seek Bad Mood Building&lt;br /&gt;
Set Glass Mood Building&lt;br /&gt;
Set Mood Building&lt;br /&gt;
Seek Fell Victim&lt;br /&gt;
Clean Building Site&lt;br /&gt;
Reset Priority Goal&lt;br /&gt;
Main Job Building&lt;br /&gt;
Drop Off Job Items&lt;br /&gt;
Grab Job Resources&lt;br /&gt;
Work at Building&lt;br /&gt;
Grab Uniform&lt;br /&gt;
Grab Clothing&lt;br /&gt;
Grab Weapon&lt;br /&gt;
Grab Ammunition&lt;br /&gt;
Grab Shield&lt;br /&gt;
Grab Armor&lt;br /&gt;
Grab Helm&lt;br /&gt;
Grab Boots&lt;br /&gt;
Grab Gloves&lt;br /&gt;
Grab Pants&lt;br /&gt;
Grab Quiver&lt;br /&gt;
Grab Backpack&lt;br /&gt;
Grab Waterskin&lt;br /&gt;
Start Hunt&lt;br /&gt;
Start Fish&lt;br /&gt;
Clean&lt;br /&gt;
Hunt Vermin&lt;br /&gt;
Patrol&lt;br /&gt;
Squad Station&lt;br /&gt;
Seek Infant&lt;br /&gt;
Shop Specific&lt;br /&gt;
Mill in Shop&lt;br /&gt;
Go to Shop&lt;br /&gt;
Seek Training Ammunition&lt;br /&gt;
Archery Training Site&lt;br /&gt;
Sparring Partner&lt;br /&gt;
Sparring Site&lt;br /&gt;
Attend Party&lt;br /&gt;
Seek Artifact&lt;br /&gt;
Grab Ammunition for Building&lt;br /&gt;
Seek Building for Ammunition&lt;br /&gt;
Seek Item for Storage&lt;br /&gt;
Store Item&lt;br /&gt;
Grab Kill&lt;br /&gt;
Drop Kill at Butcher&lt;br /&gt;
Drop Kill out Front&lt;br /&gt;
Go to Beating Target&lt;br /&gt;
Seek Kidnap Victim&lt;br /&gt;
Seek Hunting Target&lt;br /&gt;
Seek Target Mechanism&lt;br /&gt;
Seek Target for Mechanism&lt;br /&gt;
Seek Mechanism for Trigger&lt;br /&gt;
Seek Trigger for Mechanism&lt;br /&gt;
Seek Trap for Vermin Catch&lt;br /&gt;
Seek Vermin for Catching&lt;br /&gt;
Seek Vermin Catch Location&lt;br /&gt;
Wander Vermin Catch Location&lt;br /&gt;
Seek Vermin for Hunting&lt;br /&gt;
Seek Vermin Hunting Spot&lt;br /&gt;
Wander Vermin Hunting Spot&lt;br /&gt;
Seek Fish Trap&lt;br /&gt;
Seek Fish Catch Location&lt;br /&gt;
Seek Well for Water&lt;br /&gt;
Seek Drink Area for Water&lt;br /&gt;
Manage Work Orders&lt;br /&gt;
Update Stockpile Records&lt;br /&gt;
Upgrade Squad Equipment&lt;br /&gt;
Prepare Equipment Manifests&lt;br /&gt;
Wander Depot&lt;br /&gt;
Seek Update Office&lt;br /&gt;
Seek Manage Office&lt;br /&gt;
Assigned Building Job&lt;br /&gt;
Chase Opponent&lt;br /&gt;
Chase Opponent (Same Square)&lt;br /&gt;
Flee from Opponent&lt;br /&gt;
Attack Building&lt;br /&gt;
Start Bed Carry&lt;br /&gt;
Start Give Food Water&lt;br /&gt;
Start Medical Aid&lt;br /&gt;
Seek Station Flood&lt;br /&gt;
Seek Station&lt;br /&gt;
Start Water Job Well&lt;br /&gt;
Start Water Job Drink Area&lt;br /&gt;
Start Eat Job&lt;br /&gt;
Scheduled Meal&lt;br /&gt;
Scheduled Sleep Bed&lt;br /&gt;
Scheduled Sleep Ground&lt;br /&gt;
Rest&lt;br /&gt;
Remove Construction&lt;br /&gt;
Chop&lt;br /&gt;
Detail&lt;br /&gt;
Gather Plant&lt;br /&gt;
Dig&lt;br /&gt;
Mischief&lt;br /&gt;
Rest (Recovered)&lt;br /&gt;
Rest (Reset)&lt;br /&gt;
Combat Training&lt;br /&gt;
Skill Demonstration&lt;br /&gt;
Individual Skill Drill&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
=== Symbolic word groups ===&lt;br /&gt;
This appears to be the hardcoded counterpart to language_SYM.txt&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
PRIMITIVE&lt;br /&gt;
FLOWERY&lt;br /&gt;
THOUGHT&lt;br /&gt;
NEW&lt;br /&gt;
UGLY&lt;br /&gt;
BOUNDARY&lt;br /&gt;
NAME_CAVE&lt;br /&gt;
VIOLENT&lt;br /&gt;
WILD&lt;br /&gt;
AQUATIC&lt;br /&gt;
ASSERTIVE&lt;br /&gt;
ARTIFICE&lt;br /&gt;
MYSTERY&lt;br /&gt;
COLOR&lt;br /&gt;
UNTOWARD&lt;br /&gt;
LEADER&lt;br /&gt;
DOMESTIC&lt;br /&gt;
MYTHIC&lt;br /&gt;
FESTIVAL&lt;br /&gt;
SUBORDINATE&lt;br /&gt;
NEGATIVE&lt;br /&gt;
NEGATOR&lt;br /&gt;
PROTECT&lt;br /&gt;
NAME_LAKE&lt;br /&gt;
RESTRAIN&lt;br /&gt;
OLD&lt;br /&gt;
ROMANTIC&lt;br /&gt;
NAME_MOUNTAINS&lt;br /&gt;
NAME_OCEAN&lt;br /&gt;
TRAVEL&lt;br /&gt;
NAME_FOREST&lt;br /&gt;
NAME_VOLCANO&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Sphere names ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
agriculture&lt;br /&gt;
animals&lt;br /&gt;
art&lt;br /&gt;
balance&lt;br /&gt;
beauty&lt;br /&gt;
birth&lt;br /&gt;
blight&lt;br /&gt;
boundaries&lt;br /&gt;
caverns&lt;br /&gt;
chaos&lt;br /&gt;
charity&lt;br /&gt;
children&lt;br /&gt;
coasts&lt;br /&gt;
consolation&lt;br /&gt;
courage&lt;br /&gt;
crafts&lt;br /&gt;
creation&lt;br /&gt;
dance&lt;br /&gt;
darkness&lt;br /&gt;
dawn&lt;br /&gt;
day&lt;br /&gt;
death&lt;br /&gt;
deformity&lt;br /&gt;
depravity&lt;br /&gt;
discipline&lt;br /&gt;
disease&lt;br /&gt;
dreams&lt;br /&gt;
dusk&lt;br /&gt;
duty&lt;br /&gt;
earth&lt;br /&gt;
family&lt;br /&gt;
fame&lt;br /&gt;
fate&lt;br /&gt;
fertility&lt;br /&gt;
festivals&lt;br /&gt;
fire&lt;br /&gt;
fish&lt;br /&gt;
fishing&lt;br /&gt;
food&lt;br /&gt;
forgiveness&lt;br /&gt;
fortresses&lt;br /&gt;
freedom&lt;br /&gt;
gambling&lt;br /&gt;
games&lt;br /&gt;
generosity&lt;br /&gt;
happiness&lt;br /&gt;
healing&lt;br /&gt;
hospitality&lt;br /&gt;
hunting&lt;br /&gt;
inspiration&lt;br /&gt;
jealousy&lt;br /&gt;
jewels&lt;br /&gt;
justice&lt;br /&gt;
labor&lt;br /&gt;
lakes&lt;br /&gt;
laws&lt;br /&gt;
lies&lt;br /&gt;
light&lt;br /&gt;
lightning&lt;br /&gt;
longevity&lt;br /&gt;
love&lt;br /&gt;
loyalty&lt;br /&gt;
luck&lt;br /&gt;
lust&lt;br /&gt;
marriage&lt;br /&gt;
mercy&lt;br /&gt;
metals&lt;br /&gt;
minerals&lt;br /&gt;
misery&lt;br /&gt;
mist&lt;br /&gt;
moon&lt;br /&gt;
mountains&lt;br /&gt;
muck&lt;br /&gt;
murder&lt;br /&gt;
music&lt;br /&gt;
nature&lt;br /&gt;
night&lt;br /&gt;
nightmares&lt;br /&gt;
oaths&lt;br /&gt;
oceans&lt;br /&gt;
order&lt;br /&gt;
painting&lt;br /&gt;
peace&lt;br /&gt;
persuasion&lt;br /&gt;
plants&lt;br /&gt;
poetry&lt;br /&gt;
pregnancy&lt;br /&gt;
rain&lt;br /&gt;
rainbows&lt;br /&gt;
rebirth&lt;br /&gt;
revelry&lt;br /&gt;
revenge&lt;br /&gt;
rivers&lt;br /&gt;
rulership&lt;br /&gt;
rumors&lt;br /&gt;
sacrifice&lt;br /&gt;
salt&lt;br /&gt;
scholarship&lt;br /&gt;
seasons&lt;br /&gt;
silence&lt;br /&gt;
sky&lt;br /&gt;
song&lt;br /&gt;
speech&lt;br /&gt;
stars&lt;br /&gt;
storms&lt;br /&gt;
strength&lt;br /&gt;
suicide&lt;br /&gt;
sun&lt;br /&gt;
theft&lt;br /&gt;
thralldom&lt;br /&gt;
thunder&lt;br /&gt;
torture&lt;br /&gt;
trade&lt;br /&gt;
travelers&lt;br /&gt;
treachery&lt;br /&gt;
trees&lt;br /&gt;
trickery&lt;br /&gt;
truth&lt;br /&gt;
twilight&lt;br /&gt;
valor&lt;br /&gt;
victory&lt;br /&gt;
volcanos&lt;br /&gt;
war&lt;br /&gt;
water&lt;br /&gt;
wealth&lt;br /&gt;
weather&lt;br /&gt;
wind&lt;br /&gt;
wisdom&lt;br /&gt;
writing&lt;br /&gt;
youth&lt;br /&gt;
no sphere&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
=== Temple decorations ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
paved outdoor area&lt;br /&gt;
uneven pillars&lt;br /&gt;
square of pillars&lt;br /&gt;
pillars on the perimeter&lt;br /&gt;
upper floors&lt;br /&gt;
lower floors&lt;br /&gt;
water pool&lt;br /&gt;
lava pool&lt;br /&gt;
stagnant pool&lt;br /&gt;
open structure&lt;br /&gt;
paved indoor areas&lt;br /&gt;
detailed surfaces&lt;br /&gt;
no architectural element&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
=== Biome Tokens ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
MOUNTAIN&lt;br /&gt;
GLACIER&lt;br /&gt;
TUNDRA&lt;br /&gt;
SWAMP_TEMPERATE_FRESHWATER&lt;br /&gt;
SWAMP_TEMPERATE_SALTWATER&lt;br /&gt;
MARSH_TEMPERATE_FRESHWATER&lt;br /&gt;
MARSH_TEMPERATE_SALTWATER&lt;br /&gt;
SWAMP_TROPICAL_FRESHWATER&lt;br /&gt;
SWAMP_TROPICAL_SALTWATER&lt;br /&gt;
SWAMP_MANGROVE&lt;br /&gt;
MARSH_TROPICAL_FRESHWATER&lt;br /&gt;
MARSH_TROPICAL_SALTWATER&lt;br /&gt;
FOREST_TAIGA&lt;br /&gt;
FOREST_TEMPERATE_CONIFER&lt;br /&gt;
FOREST_TEMPERATE_BROADLEAF&lt;br /&gt;
FOREST_TROPICAL_CONIFER&lt;br /&gt;
FOREST_TROPICAL_DRY_BROADLEAF&lt;br /&gt;
FOREST_TROPICAL_MOIST_BROADLEAF&lt;br /&gt;
GRASSLAND_TEMPERATE&lt;br /&gt;
SAVANNA_TEMPERATE&lt;br /&gt;
SHRUBLAND_TEMPERATE&lt;br /&gt;
GRASSLAND_TROPICAL&lt;br /&gt;
SAVANNA_TROPICAL&lt;br /&gt;
SHRUBLAND_TROPICAL&lt;br /&gt;
DESERT_BADLAND&lt;br /&gt;
DESERT_ROCK&lt;br /&gt;
DESERT_SAND&lt;br /&gt;
OCEAN_TROPICAL&lt;br /&gt;
OCEAN_TEMPERATE&lt;br /&gt;
OCEAN_ARCTIC&lt;br /&gt;
POOL_TEMPERATE_FRESHWATER&lt;br /&gt;
POOL_TEMPERATE_BRACKISHWATER&lt;br /&gt;
POOL_TEMPERATE_SALTWATER&lt;br /&gt;
POOL_TROPICAL_FRESHWATER&lt;br /&gt;
POOL_TROPICAL_BRACKISHWATER&lt;br /&gt;
POOL_TROPICAL_SALTWATER&lt;br /&gt;
LAKE_TEMPERATE_FRESHWATER&lt;br /&gt;
LAKE_TEMPERATE_BRACKISHWATER&lt;br /&gt;
LAKE_TEMPERATE_SALTWATER&lt;br /&gt;
LAKE_TROPICAL_FRESHWATER&lt;br /&gt;
LAKE_TROPICAL_BRACKISHWATER&lt;br /&gt;
LAKE_TROPICAL_SALTWATER&lt;br /&gt;
RIVER_TEMPERATE_FRESHWATER&lt;br /&gt;
RIVER_TEMPERATE_BRACKISHWATER&lt;br /&gt;
RIVER_TEMPERATE_SALTWATER&lt;br /&gt;
RIVER_TROPICAL_FRESHWATER&lt;br /&gt;
RIVER_TROPICAL_BRACKISHWATER&lt;br /&gt;
RIVER_TROPICAL_SALTWATER&lt;br /&gt;
SUBTERRANEAN_WATER&lt;br /&gt;
SUBTERRANEAN_CHASM&lt;br /&gt;
SUBTERRANEAN_LAVA&lt;br /&gt;
ALL_MAIN&lt;br /&gt;
ANY_LAND&lt;br /&gt;
ANY_OCEAN&lt;br /&gt;
ANY_LAKE&lt;br /&gt;
ANY_RIVER&lt;br /&gt;
ANY_POOL&lt;br /&gt;
NOT_FREEZING&lt;br /&gt;
ANY_TEMPERATE&lt;br /&gt;
ANY_TROPICAL&lt;br /&gt;
ANY_FOREST&lt;br /&gt;
ANY_SHRUBLAND&lt;br /&gt;
ANY_GRASSLAND&lt;br /&gt;
ANY_SAVANNA&lt;br /&gt;
ANY_TEMPERATE_FOREST&lt;br /&gt;
ANY_TROPICAL_FOREST&lt;br /&gt;
ANY_TEMPERATE_BROADLEAF&lt;br /&gt;
ANY_TROPICAL_BROADLEAF&lt;br /&gt;
ANY_WETLAND&lt;br /&gt;
ANY_DESERT&lt;br /&gt;
Unrecognized Biome Token: &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
=== Relations ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
an &lt;br /&gt;
mother&lt;br /&gt;
father&lt;br /&gt;
parent&lt;br /&gt;
husband&lt;br /&gt;
wives&lt;br /&gt;
wife&lt;br /&gt;
spouse&lt;br /&gt;
eldest son&lt;br /&gt;
second eldest son&lt;br /&gt;
third eldest son&lt;br /&gt;
fourth eldest son&lt;br /&gt;
fifth eldest son&lt;br /&gt;
sixth eldest son&lt;br /&gt;
seventh eldest son&lt;br /&gt;
eighth eldest son&lt;br /&gt;
ninth eldest son&lt;br /&gt;
tenth eldest son&lt;br /&gt;
son&lt;br /&gt;
youngest son&lt;br /&gt;
only son&lt;br /&gt;
eldest daughter&lt;br /&gt;
second eldest daughter&lt;br /&gt;
third eldest daughter&lt;br /&gt;
fourth eldest daughter&lt;br /&gt;
fifth eldest daughter&lt;br /&gt;
sixth eldest daughter&lt;br /&gt;
seventh eldest daughter&lt;br /&gt;
eighth eldest daughter&lt;br /&gt;
ninth eldest daughter&lt;br /&gt;
tenth eldest daughter&lt;br /&gt;
daughter&lt;br /&gt;
only daughter&lt;br /&gt;
youngest daughter&lt;br /&gt;
eldest child&lt;br /&gt;
second eldest child&lt;br /&gt;
third eldest child&lt;br /&gt;
fourth eldest child&lt;br /&gt;
fifth eldest child&lt;br /&gt;
sixth eldest child&lt;br /&gt;
seventh eldest child&lt;br /&gt;
eighth eldest child&lt;br /&gt;
ninth eldest child&lt;br /&gt;
tenth eldest child&lt;br /&gt;
child&lt;br /&gt;
youngest child&lt;br /&gt;
only child&lt;br /&gt;
paternal grandmother&lt;br /&gt;
paternal grandfather&lt;br /&gt;
maternal grandmother&lt;br /&gt;
maternal grandfather&lt;br /&gt;
grandmother&lt;br /&gt;
grandfather&lt;br /&gt;
grandparent&lt;br /&gt;
older brother&lt;br /&gt;
older sister&lt;br /&gt;
older sibling&lt;br /&gt;
younger brother&lt;br /&gt;
younger sister&lt;br /&gt;
younger sibling&lt;br /&gt;
cousin&lt;br /&gt;
aunt&lt;br /&gt;
uncle&lt;br /&gt;
no relationship&lt;br /&gt;
ren&lt;br /&gt;
s&lt;br /&gt;
negative &lt;br /&gt;
zero&lt;br /&gt;
one&lt;br /&gt;
two&lt;br /&gt;
three&lt;br /&gt;
four&lt;br /&gt;
five&lt;br /&gt;
six&lt;br /&gt;
seven&lt;br /&gt;
eight&lt;br /&gt;
nine&lt;br /&gt;
ten&lt;br /&gt;
eleven&lt;br /&gt;
twelve&lt;br /&gt;
thirteen&lt;br /&gt;
fourteen&lt;br /&gt;
fifteen&lt;br /&gt;
sixteen&lt;br /&gt;
seventeen&lt;br /&gt;
eighteen&lt;br /&gt;
nineteen&lt;br /&gt;
 billion&lt;br /&gt;
 million&lt;br /&gt;
 thousand&lt;br /&gt;
 hundred&lt;br /&gt;
twenty&lt;br /&gt;
thirty&lt;br /&gt;
forty&lt;br /&gt;
fifty&lt;br /&gt;
sixty&lt;br /&gt;
seventy&lt;br /&gt;
eighty&lt;br /&gt;
ninety&lt;br /&gt;
-&lt;br /&gt;
th&lt;br /&gt;
st&lt;br /&gt;
nd&lt;br /&gt;
rd&lt;br /&gt;
Negative &lt;br /&gt;
Zeroth&lt;br /&gt;
First&lt;br /&gt;
Second&lt;br /&gt;
Third&lt;br /&gt;
Fourth&lt;br /&gt;
Fifth&lt;br /&gt;
Sixth&lt;br /&gt;
Seventh&lt;br /&gt;
Eighth&lt;br /&gt;
Ninth&lt;br /&gt;
Tenth&lt;br /&gt;
Eleventh&lt;br /&gt;
Twelfth&lt;br /&gt;
Thirteenth&lt;br /&gt;
Fourteenth&lt;br /&gt;
Fifteenth&lt;br /&gt;
Sixteenth&lt;br /&gt;
Seventeenth&lt;br /&gt;
Eighteenth&lt;br /&gt;
Nineteenth&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
=== Region Types ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
SWAMP&lt;br /&gt;
DESERT&lt;br /&gt;
FOREST&lt;br /&gt;
OCEAN&lt;br /&gt;
LAKE&lt;br /&gt;
GRASSLAND&lt;br /&gt;
HILLS&lt;br /&gt;
Unrecognized Region Type Token: &lt;br /&gt;
Wetland&lt;br /&gt;
Desert&lt;br /&gt;
Forest&lt;br /&gt;
Mountains&lt;br /&gt;
Ocean&lt;br /&gt;
Lake&lt;br /&gt;
Glacier&lt;br /&gt;
Tundra&lt;br /&gt;
Grassland&lt;br /&gt;
Hills&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
=== ?????? ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
LOCAL_CREATURE_MAT&lt;br /&gt;
LOCAL_PLANT_MAT&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
=== Attribute Tokens ===&lt;br /&gt;
==== Physical Attribute Tokens ====&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
AGILITY&lt;br /&gt;
TOUGHNESS&lt;br /&gt;
ENDURANCE&lt;br /&gt;
RECUPERATION&lt;br /&gt;
DISEASE_RESISTANCE&lt;br /&gt;
Unrecognized Physical Attribute Token: &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
==== Mental Attribute Tokens ====&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
ANALYTICAL_ABILITY&lt;br /&gt;
FOCUS&lt;br /&gt;
WILLPOWER&lt;br /&gt;
CREATIVITY&lt;br /&gt;
INTUITION&lt;br /&gt;
PATIENCE&lt;br /&gt;
MEMORY&lt;br /&gt;
LINGUISTIC_ABILITY&lt;br /&gt;
SPATIAL_SENSE&lt;br /&gt;
MUSICALITY&lt;br /&gt;
KINESTHETIC_SENSE&lt;br /&gt;
EMPATHY&lt;br /&gt;
SOCIAL_AWARENESS&lt;br /&gt;
Unrecognized Mental Attribute Token: &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
=== Body Part Tokens ===&lt;br /&gt;
==== Body Part Type Tokens ====&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
HEAD&lt;br /&gt;
UPPERBODY&lt;br /&gt;
LOWERBODY&lt;br /&gt;
SIGHT&lt;br /&gt;
EMBEDDED&lt;br /&gt;
INTERNAL&lt;br /&gt;
CIRCULATION&lt;br /&gt;
LIMB&lt;br /&gt;
GRASP&lt;br /&gt;
STANCE&lt;br /&gt;
GUTS&lt;br /&gt;
BREATHE&lt;br /&gt;
SMALL&lt;br /&gt;
THROAT&lt;br /&gt;
JOINT&lt;br /&gt;
NERVOUS&lt;br /&gt;
RIGHT&lt;br /&gt;
LEFT&lt;br /&gt;
HEAR&lt;br /&gt;
SMELL&lt;br /&gt;
FLIER&lt;br /&gt;
DIGIT&lt;br /&gt;
MOUTH&lt;br /&gt;
APERTURE&lt;br /&gt;
SOCKET&lt;br /&gt;
TOTEMABLE&lt;br /&gt;
UNDER_PRESSURE&lt;br /&gt;
VERMIN_BUTCHER_ITEM&lt;br /&gt;
Unrecognized Body Part Flag Token: &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Body Part Position Tokens ====&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
FRONT&lt;br /&gt;
BACK&lt;br /&gt;
SIDES&lt;br /&gt;
TOP&lt;br /&gt;
BOTTOM&lt;br /&gt;
Unrecognized Body Part Position Token: &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
==== Body Part Relation Tokens ====&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
AROUND&lt;br /&gt;
SURROUNDED_BY&lt;br /&gt;
ABOVE&lt;br /&gt;
BELOW&lt;br /&gt;
IN_FRONT&lt;br /&gt;
BEHIND&lt;br /&gt;
CLEANS&lt;br /&gt;
CLEANED_BY&lt;br /&gt;
Unrecognized Body Part Relation Token: &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
==== Body Part Group Tokens ====&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
TYPE&lt;br /&gt;
TOKEN&lt;br /&gt;
CATEGORY&lt;br /&gt;
BY_TYPE&lt;br /&gt;
BY_TOKEN&lt;br /&gt;
BY_CATEGORY&lt;br /&gt;
BYTYPE&lt;br /&gt;
BYTOKEN&lt;br /&gt;
BYCATEGORY&lt;br /&gt;
Unrecognized Body Part Group Token: &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
=== Appearance Tokens ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
HEIGHT&lt;br /&gt;
BROADNESS&lt;br /&gt;
LENGTH&lt;br /&gt;
CLOSE_SET&lt;br /&gt;
DEEP_SET&lt;br /&gt;
HIGH_POSITION&lt;br /&gt;
LARGE_IRIS&lt;br /&gt;
WRINKLY&lt;br /&gt;
CURLY&lt;br /&gt;
CONVEX&lt;br /&gt;
DENSE&lt;br /&gt;
THICKNESS&lt;br /&gt;
UPTURNED&lt;br /&gt;
SPLAYED_OUT&lt;br /&gt;
HANGING_LOBES&lt;br /&gt;
GAPS&lt;br /&gt;
HIGH_CHEEKBONES&lt;br /&gt;
BROAD_CHIN&lt;br /&gt;
JUTTING_CHIN&lt;br /&gt;
SQUARE_CHIN&lt;br /&gt;
ROUND_VS_NARROW&lt;br /&gt;
GREASY&lt;br /&gt;
DEEP_VOICE&lt;br /&gt;
RASPY_VOICE&lt;br /&gt;
Unrecognized Appearance Modifier Token: &lt;br /&gt;
DAILY&lt;br /&gt;
WEEKLY&lt;br /&gt;
MONTHLY&lt;br /&gt;
YEARLY&lt;br /&gt;
Unrecognized Appearance Modifier Rate Scale Token: &lt;br /&gt;
FADE&lt;br /&gt;
ROOT&lt;br /&gt;
Unrecognized Replacement Method Token: &lt;br /&gt;
MONOTONE&lt;br /&gt;
STRIPES&lt;br /&gt;
IRIS_EYE&lt;br /&gt;
SPOTS&lt;br /&gt;
PUPIL_EYE&lt;br /&gt;
Unrecognized Pattern Token: &lt;br /&gt;
LAYER&lt;br /&gt;
STRANDS&lt;br /&gt;
FEATHERS&lt;br /&gt;
SCALES&lt;br /&gt;
CUSTOM&lt;br /&gt;
Unrecognized Tissue Shape Token: &lt;br /&gt;
MIX&lt;br /&gt;
DOMINANT_LESS&lt;br /&gt;
DOMINANT_MORE&lt;br /&gt;
Unrecognized Genetic Model Token: &lt;br /&gt;
REACHED_PEAK&lt;br /&gt;
ERA_CHANGE&lt;br /&gt;
ENDGAME_EVENT_1&lt;br /&gt;
ENDGAME_EVENT_2&lt;br /&gt;
FEATURE_DISCOVERY&lt;br /&gt;
STRUCK_DEEP_METAL&lt;br /&gt;
STRUCK_MINERAL&lt;br /&gt;
STRUCK_ECONOMIC_MINERAL&lt;br /&gt;
COMBAT_TWIST_WEAPON&lt;br /&gt;
COMBAT_LET_ITEM_DROP&lt;br /&gt;
COMBAT_START_CHARGE&lt;br /&gt;
COMBAT_SURPRISE_CHARGE&lt;br /&gt;
COMBAT_JUMP_DODGE_PROJ&lt;br /&gt;
COMBAT_JUMP_DODGE_STRIKE&lt;br /&gt;
COMBAT_DODGE&lt;br /&gt;
COMBAT_COUNTERSTRIKE&lt;br /&gt;
COMBAT_BLOCK&lt;br /&gt;
COMBAT_PARRY&lt;br /&gt;
COMBAT_CHARGE_COLLISION&lt;br /&gt;
COMBAT_CHARGE_DEFENDER_TUMBLES&lt;br /&gt;
COMBAT_CHARGE_DEFENDER_KNOCKED_OVER&lt;br /&gt;
COMBAT_CHARGE_ATTACKER_TUMBLES&lt;br /&gt;
COMBAT_CHARGE_ATTACKER_BOUNCE_BACK&lt;br /&gt;
COMBAT_CHARGE_TANGLE_TOGETHER&lt;br /&gt;
COMBAT_CHARGE_TANGLE_TUMBLE&lt;br /&gt;
COMBAT_CHARGE_RUSH_BY&lt;br /&gt;
COMBAT_CHARGE_MANAGE_STOP&lt;br /&gt;
COMBAT_CHARGE_OBSTACLE_SLAM&lt;br /&gt;
COMBAT_WRESTLE_LOCK&lt;br /&gt;
COMBAT_WRESTLE_CHOKEHOLD&lt;br /&gt;
COMBAT_WRESTLE_TAKEDOWN&lt;br /&gt;
COMBAT_WRESTLE_THROW&lt;br /&gt;
COMBAT_WRESTLE_PINCH&lt;br /&gt;
COMBAT_WRESTLE_GOUGE&lt;br /&gt;
COMBAT_WRESTLE_RELEASE_LOCK&lt;br /&gt;
COMBAT_WRESTLE_RELEASE_CHOKE&lt;br /&gt;
COMBAT_WRESTLE_RELEASE_GRIP&lt;br /&gt;
COMBAT_WRESTLE_STRUGGLE&lt;br /&gt;
COMBAT_WRESTLE_RELEASE_LATCH&lt;br /&gt;
COMBAT_WRESTLE_STRANGLE&lt;br /&gt;
COMBAT_WRESTLE_STRANGLE_KO&lt;br /&gt;
COMBAT_WRESTLE_ADJUST_GRIP&lt;br /&gt;
COMBAT_SHAKE&lt;br /&gt;
COMBAT_GRAB_TEAR&lt;br /&gt;
COMBAT_STRIKE_DETAILS&lt;br /&gt;
COMBAT_STRIKE_DETAILS_2&lt;br /&gt;
COMBAT_EVENT_ENRAGED&lt;br /&gt;
COMBAT_EVENT_STUCKIN&lt;br /&gt;
COMBAT_EVENT_LATCH_BP&lt;br /&gt;
COMBAT_EVENT_LATCH_GENERAL&lt;br /&gt;
COMBAT_EVENT_PROPELLED_AWAY&lt;br /&gt;
COMBAT_EVENT_KNOCKED_OUT&lt;br /&gt;
COMBAT_EVENT_STUNNED&lt;br /&gt;
COMBAT_EVENT_WINDED&lt;br /&gt;
COMBAT_EVENT_NAUSEATED&lt;br /&gt;
MIGRANT_ARRIVAL_NAMED&lt;br /&gt;
MIGRANT_ARRIVAL&lt;br /&gt;
DIG_CANCEL_WARM&lt;br /&gt;
DIG_CANCEL_DAMP&lt;br /&gt;
AMBUSH_DEFENDER&lt;br /&gt;
AMBUSH_RESIDENT&lt;br /&gt;
AMBUSH_THIEF&lt;br /&gt;
AMBUSH_THIEF_SUPPORT_SKULKING&lt;br /&gt;
AMBUSH_THIEF_SUPPORT_NATURE&lt;br /&gt;
AMBUSH_THIEF_SUPPORT&lt;br /&gt;
AMBUSH_MISCHIEVIOUS&lt;br /&gt;
AMBUSH_SNATCHER&lt;br /&gt;
AMBUSH_SNATCHER_SUPPORT&lt;br /&gt;
AMBUSH_AMBUSHER_NATURE&lt;br /&gt;
AMBUSH_AMBUSHER&lt;br /&gt;
AMBUSH_INJURED&lt;br /&gt;
AMBUSH_OTHER&lt;br /&gt;
AMBUSH_INCAPACITATED&lt;br /&gt;
CARAVAN_ARRIVAL&lt;br /&gt;
NOBLE_ARRIVAL&lt;br /&gt;
D_MIGRANTS_ARRIVAL&lt;br /&gt;
D_MIGRANT_ARRIVAL&lt;br /&gt;
D_MIGRANT_ARRIVAL_DISCOURAGED&lt;br /&gt;
D_NO_MIGRANT_ARRIVAL&lt;br /&gt;
ANIMAL_TRAP_CATCH&lt;br /&gt;
ANIMAL_TRAP_ROBBED&lt;br /&gt;
MISCHIEF_LEVER&lt;br /&gt;
MISCHIEF_PLATE&lt;br /&gt;
MISCHIEF_CAGE&lt;br /&gt;
MISCHIEF_CHAIN&lt;br /&gt;
DIPLOMAT_ARRIVAL&lt;br /&gt;
LIAISON_ARRIVAL&lt;br /&gt;
TRADE_DIPLOMAT_ARRIVAL&lt;br /&gt;
CAVE_COLLAPSE&lt;br /&gt;
BIRTH_CITIZEN&lt;br /&gt;
BIRTH_ANIMAL&lt;br /&gt;
STRANGE_MOOD&lt;br /&gt;
MADE_ARTIFACT&lt;br /&gt;
NAMED_ARTIFACT&lt;br /&gt;
ITEM_ATTACHMENT&lt;br /&gt;
VERMIN_CAGE_ESCAPE&lt;br /&gt;
TRIGGER_WEB&lt;br /&gt;
MOOD_BUILDING_CLAIMED&lt;br /&gt;
ARTIFACT_BEGUN&lt;br /&gt;
MEGABEAST_ARRIVAL&lt;br /&gt;
BERSERK_CITIZEN&lt;br /&gt;
MAGMA_DEFACES_ENGRAVING&lt;br /&gt;
ENGRAVING_MELTS&lt;br /&gt;
MASTERPIECE_ARCHITECTURE&lt;br /&gt;
MASTERPIECE_CONSTRUCTION&lt;br /&gt;
MASTER_ARCHITECTURE_LOST&lt;br /&gt;
MASTER_CONSTRUCTION_LOST&lt;br /&gt;
ADV_AWAKEN&lt;br /&gt;
ADV_SLEEP_INTERRUPTED&lt;br /&gt;
CANCEL_JOB&lt;br /&gt;
ADV_CREATURE_DEATH&lt;br /&gt;
CITIZEN_DEATH&lt;br /&gt;
PET_DEATH&lt;br /&gt;
FALL_OVER&lt;br /&gt;
CAUGHT_IN_FLAMES&lt;br /&gt;
CAUGHT_IN_WEB&lt;br /&gt;
UNIT_PROJECTILE_SLAM_BLOW_APART&lt;br /&gt;
UNIT_PROJECTILE_SLAM&lt;br /&gt;
UNIT_PROJECTILE_SLAM_INTO_UNIT&lt;br /&gt;
LOSE_HOLD_OF_ITEM&lt;br /&gt;
REGAIN_CONSCIOUSNESS&lt;br /&gt;
FREE_FROM_WEB&lt;br /&gt;
PARALYZED&lt;br /&gt;
OVERCOME_PARALYSIS&lt;br /&gt;
NOT_STUNNED&lt;br /&gt;
EXHAUSTION&lt;br /&gt;
PAIN_KO&lt;br /&gt;
BREAK_GRIP&lt;br /&gt;
NO_BREAK_GRIP&lt;br /&gt;
BLOCK_FIRE&lt;br /&gt;
BREATHE_FIRE&lt;br /&gt;
SHOOT_WEB&lt;br /&gt;
PULL_OUT_DROP&lt;br /&gt;
STAND_UP&lt;br /&gt;
MARTIAL_TRANCE&lt;br /&gt;
MAT_BREATH&lt;br /&gt;
Unrecognized Announcement Token: &lt;br /&gt;
SINGULAR&lt;br /&gt;
PLURAL&lt;br /&gt;
Unrecognized Word Property Token: &lt;br /&gt;
NEATLY_COMBED&lt;br /&gt;
BRAIDED&lt;br /&gt;
DOUBLE_BRAIDS&lt;br /&gt;
PONY_TAILS&lt;br /&gt;
CLEAN_SHAVEN&lt;br /&gt;
STANDARD_HAIR_SHAPINGS&lt;br /&gt;
STANDARD_BEARD_SHAPINGS&lt;br /&gt;
STANDARD_MOUSTACHE_SHAPINGS&lt;br /&gt;
STANDARD_SIDEBURNS_SHAPINGS&lt;br /&gt;
Unrecognized Tissue Layer Shapings Token: &lt;br /&gt;
blob&lt;br /&gt;
quadruped&lt;br /&gt;
humanoid&lt;br /&gt;
silverfish&lt;br /&gt;
mayfly&lt;br /&gt;
dragonfly&lt;br /&gt;
damselfly&lt;br /&gt;
stonefly&lt;br /&gt;
earwig&lt;br /&gt;
grasshopper&lt;br /&gt;
cricket&lt;br /&gt;
stick insect&lt;br /&gt;
cockroach&lt;br /&gt;
termite&lt;br /&gt;
mantis&lt;br /&gt;
louse&lt;br /&gt;
thrips&lt;br /&gt;
aphid&lt;br /&gt;
cicada&lt;br /&gt;
assassin bug&lt;br /&gt;
wasp&lt;br /&gt;
bee&lt;br /&gt;
hornet&lt;br /&gt;
ant&lt;br /&gt;
tiger beetle&lt;br /&gt;
ladybug&lt;br /&gt;
weevil&lt;br /&gt;
darkling beetle&lt;br /&gt;
click beetle&lt;br /&gt;
firefly&lt;br /&gt;
scarab beetle&lt;br /&gt;
stag beetle&lt;br /&gt;
dung beetle&lt;br /&gt;
rhinoceros beetle&lt;br /&gt;
rove beetle&lt;br /&gt;
snakefly&lt;br /&gt;
lacewing&lt;br /&gt;
antlion larva&lt;br /&gt;
fly&lt;br /&gt;
mosquito&lt;br /&gt;
flea&lt;br /&gt;
scorpionfly&lt;br /&gt;
caddisfly&lt;br /&gt;
butterfly&lt;br /&gt;
moth&lt;br /&gt;
caterpillar&lt;br /&gt;
maggot&lt;br /&gt;
spider&lt;br /&gt;
tarantula&lt;br /&gt;
scorpion&lt;br /&gt;
tick&lt;br /&gt;
mite&lt;br /&gt;
shrimp&lt;br /&gt;
lobster&lt;br /&gt;
crab&lt;br /&gt;
nematode&lt;br /&gt;
snail&lt;br /&gt;
slug&lt;br /&gt;
earthworm&lt;br /&gt;
leech&lt;br /&gt;
bristleworm&lt;br /&gt;
ribbon worm&lt;br /&gt;
flat worm&lt;br /&gt;
toad&lt;br /&gt;
frog&lt;br /&gt;
salamander&lt;br /&gt;
newt&lt;br /&gt;
alligator&lt;br /&gt;
crocodile&lt;br /&gt;
lizard&lt;br /&gt;
chameleon&lt;br /&gt;
iguana&lt;br /&gt;
gecko&lt;br /&gt;
skink&lt;br /&gt;
gila monster&lt;br /&gt;
monitor&lt;br /&gt;
serpent&lt;br /&gt;
viper&lt;br /&gt;
rattlesnake&lt;br /&gt;
cobra&lt;br /&gt;
python&lt;br /&gt;
anaconda&lt;br /&gt;
turtle&lt;br /&gt;
tortoise&lt;br /&gt;
pterosaur&lt;br /&gt;
dimetrodon&lt;br /&gt;
sauropod&lt;br /&gt;
theropod&lt;br /&gt;
iguanodont&lt;br /&gt;
hadrosaurid&lt;br /&gt;
stegosaurid&lt;br /&gt;
ceratopsid&lt;br /&gt;
ankylosaurid&lt;br /&gt;
duck&lt;br /&gt;
goose&lt;br /&gt;
swan&lt;br /&gt;
turkey&lt;br /&gt;
grouse&lt;br /&gt;
chicken&lt;br /&gt;
quail&lt;br /&gt;
pheasant&lt;br /&gt;
gull&lt;br /&gt;
loon&lt;br /&gt;
grebe&lt;br /&gt;
albatross&lt;br /&gt;
petrel&lt;br /&gt;
penguin&lt;br /&gt;
pelican&lt;br /&gt;
stork&lt;br /&gt;
vulture&lt;br /&gt;
flamingo&lt;br /&gt;
falcon&lt;br /&gt;
kestrel&lt;br /&gt;
condor&lt;br /&gt;
osprey&lt;br /&gt;
buzzard&lt;br /&gt;
eagle&lt;br /&gt;
harrier&lt;br /&gt;
hawk&lt;br /&gt;
kite&lt;br /&gt;
crane&lt;br /&gt;
dove&lt;br /&gt;
pigeon&lt;br /&gt;
parrot&lt;br /&gt;
cockatoo&lt;br /&gt;
cuckoo&lt;br /&gt;
owl&lt;br /&gt;
nightjar&lt;br /&gt;
swift&lt;br /&gt;
hummingbird&lt;br /&gt;
kingfisher&lt;br /&gt;
hornbill&lt;br /&gt;
quetzal&lt;br /&gt;
toucan&lt;br /&gt;
woodpecker&lt;br /&gt;
lyrebird&lt;br /&gt;
thornbill&lt;br /&gt;
honeyeater&lt;br /&gt;
oriole&lt;br /&gt;
fantail&lt;br /&gt;
shrike&lt;br /&gt;
crow&lt;br /&gt;
raven&lt;br /&gt;
jay&lt;br /&gt;
magpie&lt;br /&gt;
kinglet&lt;br /&gt;
lark&lt;br /&gt;
swallow&lt;br /&gt;
martin&lt;br /&gt;
bushtit&lt;br /&gt;
warbler&lt;br /&gt;
thrush&lt;br /&gt;
oxpecker&lt;br /&gt;
starling&lt;br /&gt;
mockingbird&lt;br /&gt;
wren&lt;br /&gt;
nuthatch&lt;br /&gt;
sparrow&lt;br /&gt;
tanager&lt;br /&gt;
cardinal&lt;br /&gt;
bunting&lt;br /&gt;
finch&lt;br /&gt;
titmouse&lt;br /&gt;
chickadee&lt;br /&gt;
waxwing&lt;br /&gt;
flycatcher&lt;br /&gt;
opossum&lt;br /&gt;
koala&lt;br /&gt;
wombat&lt;br /&gt;
kangaroo&lt;br /&gt;
sloth&lt;br /&gt;
anteater&lt;br /&gt;
armadillo&lt;br /&gt;
squirrel&lt;br /&gt;
marmot&lt;br /&gt;
beaver&lt;br /&gt;
gopher&lt;br /&gt;
rat&lt;br /&gt;
mouse&lt;br /&gt;
porcupine&lt;br /&gt;
chincilla&lt;br /&gt;
cavy&lt;br /&gt;
capybara&lt;br /&gt;
rabbit&lt;br /&gt;
hare&lt;br /&gt;
lemur&lt;br /&gt;
loris&lt;br /&gt;
monkey&lt;br /&gt;
ape&lt;br /&gt;
hedgehog&lt;br /&gt;
shrew&lt;br /&gt;
mole&lt;br /&gt;
fruit bat&lt;br /&gt;
bat&lt;br /&gt;
wolf&lt;br /&gt;
coyote&lt;br /&gt;
fox&lt;br /&gt;
jackal&lt;br /&gt;
raccoon&lt;br /&gt;
coati&lt;br /&gt;
weasel&lt;br /&gt;
otter&lt;br /&gt;
badger&lt;br /&gt;
skunk&lt;br /&gt;
bear&lt;br /&gt;
panda&lt;br /&gt;
cat&lt;br /&gt;
panther&lt;br /&gt;
mongoose&lt;br /&gt;
hyena&lt;br /&gt;
civet&lt;br /&gt;
walrus&lt;br /&gt;
pangolin&lt;br /&gt;
elephant&lt;br /&gt;
mammoth&lt;br /&gt;
horse&lt;br /&gt;
ass&lt;br /&gt;
zebra&lt;br /&gt;
tapir&lt;br /&gt;
rhinoceros&lt;br /&gt;
pig&lt;br /&gt;
warthog&lt;br /&gt;
hippopotamus&lt;br /&gt;
camel&lt;br /&gt;
llama&lt;br /&gt;
giraffe&lt;br /&gt;
deer&lt;br /&gt;
elk&lt;br /&gt;
moose&lt;br /&gt;
antelope&lt;br /&gt;
sheep&lt;br /&gt;
goat&lt;br /&gt;
bison&lt;br /&gt;
buffalo&lt;br /&gt;
bull&lt;br /&gt;
Granite&lt;br /&gt;
Slate&lt;br /&gt;
Felsite&lt;br /&gt;
Hematite&lt;br /&gt;
Malachite&lt;br /&gt;
Galena&lt;br /&gt;
Limestone&lt;br /&gt;
Sandstone&lt;br /&gt;
Timber&lt;br /&gt;
Moonstone&lt;br /&gt;
Opal&lt;br /&gt;
Obsidian&lt;br /&gt;
Dabbling&lt;br /&gt;
Novice&lt;br /&gt;
Adequate&lt;br /&gt;
Competent&lt;br /&gt;
Skilled&lt;br /&gt;
Proficient&lt;br /&gt;
Talented&lt;br /&gt;
Adept&lt;br /&gt;
Expert&lt;br /&gt;
Professional&lt;br /&gt;
Accomplished&lt;br /&gt;
Great&lt;br /&gt;
Master&lt;br /&gt;
High Master&lt;br /&gt;
Grand Master&lt;br /&gt;
Legendary&lt;br /&gt;
Mining&lt;br /&gt;
Wood Cutting&lt;br /&gt;
Carpentry&lt;br /&gt;
Bowmaking&lt;br /&gt;
Engraving&lt;br /&gt;
Masonry&lt;br /&gt;
Animal Training&lt;br /&gt;
Animal Caretaking&lt;br /&gt;
Fish Dissection&lt;br /&gt;
Animal Dissection&lt;br /&gt;
Fish Cleaning&lt;br /&gt;
Butchery&lt;br /&gt;
Trapping&lt;br /&gt;
Growing&lt;br /&gt;
Herbalism&lt;br /&gt;
Ambush&lt;br /&gt;
Swimming&lt;br /&gt;
Persuasion&lt;br /&gt;
Negotiation&lt;br /&gt;
Judging Intent&lt;br /&gt;
Appraisal&lt;br /&gt;
Organization&lt;br /&gt;
Record Keeping&lt;br /&gt;
Lying&lt;br /&gt;
Intimidation&lt;br /&gt;
Conversation&lt;br /&gt;
Comedy&lt;br /&gt;
Flattery&lt;br /&gt;
Consoling&lt;br /&gt;
Pacification&lt;br /&gt;
Tracking&lt;br /&gt;
Fishing&lt;br /&gt;
Furnace Operation&lt;br /&gt;
Strand Extraction&lt;br /&gt;
Soap Making&lt;br /&gt;
Potash Making&lt;br /&gt;
Lye Making&lt;br /&gt;
Wood Burning&lt;br /&gt;
Weaponsmithing&lt;br /&gt;
Armorsmithing&lt;br /&gt;
Metalsmithing&lt;br /&gt;
Gem Cutting&lt;br /&gt;
Gem Setting&lt;br /&gt;
Wood Crafting&lt;br /&gt;
Stone Crafting&lt;br /&gt;
Metal Crafting&lt;br /&gt;
Glassmaking&lt;br /&gt;
Studying&lt;br /&gt;
Concentration&lt;br /&gt;
Discipline&lt;br /&gt;
Observation&lt;br /&gt;
Writing&lt;br /&gt;
Prose&lt;br /&gt;
Poetry&lt;br /&gt;
Reading&lt;br /&gt;
Speaking&lt;br /&gt;
Coordination&lt;br /&gt;
Balance&lt;br /&gt;
Leadership&lt;br /&gt;
Teaching&lt;br /&gt;
Fighting&lt;br /&gt;
Archery&lt;br /&gt;
Wrestling&lt;br /&gt;
Biting&lt;br /&gt;
Striking&lt;br /&gt;
Kicking&lt;br /&gt;
Dodging&lt;br /&gt;
Axe&lt;br /&gt;
Sword&lt;br /&gt;
Mace&lt;br /&gt;
Hammer&lt;br /&gt;
Spear&lt;br /&gt;
Crossbow&lt;br /&gt;
Pike&lt;br /&gt;
Bow&lt;br /&gt;
Shield&lt;br /&gt;
Armor&lt;br /&gt;
Siege Engineering&lt;br /&gt;
Siege Operation&lt;br /&gt;
Pump Operation&lt;br /&gt;
Leatherworkering&lt;br /&gt;
Tanning&lt;br /&gt;
Dyeing&lt;br /&gt;
Bone Carving&lt;br /&gt;
Weaving&lt;br /&gt;
Brewing&lt;br /&gt;
Clothes Making&lt;br /&gt;
Milling&lt;br /&gt;
Threshing&lt;br /&gt;
Blowgun&lt;br /&gt;
Throwing&lt;br /&gt;
Machinery&lt;br /&gt;
Nature&lt;br /&gt;
Knife&lt;br /&gt;
Lash&lt;br /&gt;
Cooking&lt;br /&gt;
Alchemy&lt;br /&gt;
Building Design&lt;br /&gt;
Cheese Making&lt;br /&gt;
Milking&lt;br /&gt;
Misc. Object&lt;br /&gt;
Wound Dressing&lt;br /&gt;
Diagnostics&lt;br /&gt;
Surgery&lt;br /&gt;
Bone Setting&lt;br /&gt;
Suturing&lt;br /&gt;
Crutch-walking&lt;br /&gt;
Miner&lt;br /&gt;
Wood Cutter&lt;br /&gt;
Carpenter&lt;br /&gt;
Bowyer&lt;br /&gt;
Engraver&lt;br /&gt;
Mason&lt;br /&gt;
Animal Trainer&lt;br /&gt;
Animal Caretaker&lt;br /&gt;
Fish Dissector&lt;br /&gt;
Animal Dissector&lt;br /&gt;
Fish Cleaner&lt;br /&gt;
Butcher&lt;br /&gt;
Trapper&lt;br /&gt;
Grower&lt;br /&gt;
Herbalist&lt;br /&gt;
Ambusher&lt;br /&gt;
Swimmer&lt;br /&gt;
Persuader&lt;br /&gt;
Negotiator&lt;br /&gt;
Judge of Intent&lt;br /&gt;
Appraiser&lt;br /&gt;
Organizer&lt;br /&gt;
Record Keeper&lt;br /&gt;
Liar&lt;br /&gt;
Intimidator&lt;br /&gt;
Conversationalist&lt;br /&gt;
Comedian&lt;br /&gt;
Flatterer&lt;br /&gt;
Consoler&lt;br /&gt;
Pacifier&lt;br /&gt;
Tracker&lt;br /&gt;
Fisherman&lt;br /&gt;
Furnace Operator&lt;br /&gt;
Strand Extractor&lt;br /&gt;
Soaper&lt;br /&gt;
Potash Maker&lt;br /&gt;
Lye Maker&lt;br /&gt;
Wood Burner&lt;br /&gt;
Weaponsmith&lt;br /&gt;
Armorsmith&lt;br /&gt;
Metalsmith&lt;br /&gt;
Gem Cutter&lt;br /&gt;
Gem Setter&lt;br /&gt;
Wood Crafter&lt;br /&gt;
Stone Crafter&lt;br /&gt;
Metal Crafter&lt;br /&gt;
Glassmaker&lt;br /&gt;
Student&lt;br /&gt;
Observer&lt;br /&gt;
Wordsmith&lt;br /&gt;
Writer&lt;br /&gt;
Poet&lt;br /&gt;
Reader&lt;br /&gt;
Speaker&lt;br /&gt;
Leader&lt;br /&gt;
Teacher&lt;br /&gt;
Fighter&lt;br /&gt;
Archer&lt;br /&gt;
Wrestler&lt;br /&gt;
Biter&lt;br /&gt;
Striker&lt;br /&gt;
Kicker&lt;br /&gt;
Dodger&lt;br /&gt;
Axeman&lt;br /&gt;
Swordsman&lt;br /&gt;
Maceman&lt;br /&gt;
Hammerman&lt;br /&gt;
Spearman&lt;br /&gt;
Crossbowman&lt;br /&gt;
Pikeman&lt;br /&gt;
Bowman&lt;br /&gt;
Shield User&lt;br /&gt;
Armor User&lt;br /&gt;
Siege Engineer&lt;br /&gt;
Siege Operator&lt;br /&gt;
Pump Operator&lt;br /&gt;
Leatherworker&lt;br /&gt;
Tanner&lt;br /&gt;
Dyer&lt;br /&gt;
Bone Carver&lt;br /&gt;
Weaver&lt;br /&gt;
Brewer&lt;br /&gt;
Clothier&lt;br /&gt;
Miller&lt;br /&gt;
Thresher&lt;br /&gt;
Blowgunner&lt;br /&gt;
Thrower&lt;br /&gt;
Mechanic&lt;br /&gt;
Druid&lt;br /&gt;
Knife User&lt;br /&gt;
Lasher&lt;br /&gt;
Cook&lt;br /&gt;
Alchemist&lt;br /&gt;
Building Designer&lt;br /&gt;
Cheese Maker&lt;br /&gt;
Milker&lt;br /&gt;
Misc. Object User&lt;br /&gt;
Wound Dresser&lt;br /&gt;
Diagnostician&lt;br /&gt;
Surgeon&lt;br /&gt;
Bone Doctor&lt;br /&gt;
Suturer&lt;br /&gt;
Crutch-walker&lt;br /&gt;
&amp;lt;1&lt;br /&gt;
ld&lt;br /&gt;
lu&lt;br /&gt;
Ld&lt;br /&gt;
Lu&lt;br /&gt;
%p&lt;br /&gt;
E&lt;br /&gt;
e&lt;br /&gt;
Empty biased index vector&lt;br /&gt;
Biased index vector computation error&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Section ==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
The impertinent lava has defaced a &lt;br /&gt;
The impertinent magma has defaced a &lt;br /&gt;
A &lt;br /&gt;
 sculpture has melted!&lt;br /&gt;
Digging designation cancelled: warm stone located.&lt;br /&gt;
Digging designation cancelled: damp stone located.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
== Section ==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
---------&lt;br /&gt;
TAN_MAT&lt;br /&gt;
Shop&lt;br /&gt;
Trade Depot&lt;br /&gt;
Carpenter's Workshop&lt;br /&gt;
Farmer's Workshop&lt;br /&gt;
Ashery&lt;br /&gt;
Mason's Workshop&lt;br /&gt;
Craftsman&lt;br /&gt;
's Workshop&lt;br /&gt;
Jeweler's Workshop&lt;br /&gt;
Metalsmith's Forge&lt;br /&gt;
Magma Forge&lt;br /&gt;
Bowyer's Workshop&lt;br /&gt;
Mechanic's Workshop&lt;br /&gt;
Siege Workshop&lt;br /&gt;
Butcher's Shop&lt;br /&gt;
Leather Works&lt;br /&gt;
Tanner's Shop&lt;br /&gt;
Dyer's Shop&lt;br /&gt;
Clothier's Shop&lt;br /&gt;
Fishery&lt;br /&gt;
Still&lt;br /&gt;
Loom&lt;br /&gt;
Quern&lt;br /&gt;
Millstone&lt;br /&gt;
Kennels&lt;br /&gt;
Kitchen&lt;br /&gt;
Workshop&lt;br /&gt;
Zone&lt;br /&gt;
Farm Plot&lt;br /&gt;
Smelter&lt;br /&gt;
Glass Furnace&lt;br /&gt;
Wood Furnace&lt;br /&gt;
Kiln&lt;br /&gt;
Magma Smelter&lt;br /&gt;
Magma Glass Furnace&lt;br /&gt;
Magma Kiln&lt;br /&gt;
Furnace&lt;br /&gt;
Lever&lt;br /&gt;
Pressure Plate&lt;br /&gt;
Cage Trap&lt;br /&gt;
Stone-Fall Trap&lt;br /&gt;
Weapon Trap&lt;br /&gt;
Trap&lt;br /&gt;
Catapult&lt;br /&gt;
Ballista&lt;br /&gt;
Siege Engine&lt;br /&gt;
Door&lt;br /&gt;
Floor Hatch&lt;br /&gt;
Wall Grate&lt;br /&gt;
Floor Grate&lt;br /&gt;
Vertical Bars&lt;br /&gt;
Floor Bars&lt;br /&gt;
Floodgate&lt;br /&gt;
Restraint&lt;br /&gt;
Cage&lt;br /&gt;
Support&lt;br /&gt;
Gear Assembly&lt;br /&gt;
Horizontal Axle&lt;br /&gt;
Vertical Axle&lt;br /&gt;
Upright Spear/Spike&lt;br /&gt;
Archery Target&lt;br /&gt;
Screw Pump&lt;br /&gt;
Water Wheel&lt;br /&gt;
Windmill&lt;br /&gt;
Burial Receptacle&lt;br /&gt;
Seat&lt;br /&gt;
Animal Trap&lt;br /&gt;
Table&lt;br /&gt;
Cabinet&lt;br /&gt;
Weapon Rack&lt;br /&gt;
Armor Stand&lt;br /&gt;
Container&lt;br /&gt;
Bed&lt;br /&gt;
Traction Bench&lt;br /&gt;
Dirt Road&lt;br /&gt;
Paved Road&lt;br /&gt;
Bridge&lt;br /&gt;
Well&lt;br /&gt;
Statue&lt;br /&gt;
Glass Window&lt;br /&gt;
Gem Window&lt;br /&gt;
Stockpile&lt;br /&gt;
Wall&lt;br /&gt;
Floor&lt;br /&gt;
Up Stair&lt;br /&gt;
Down Stair&lt;br /&gt;
Up/Down Stair&lt;br /&gt;
Ramp&lt;br /&gt;
Fortification&lt;br /&gt;
Construction&lt;br /&gt;
Vacant Shop&lt;br /&gt;
General Store&lt;br /&gt;
Crafts Market&lt;br /&gt;
Clothing Shop&lt;br /&gt;
Exotic Clothing Shop&lt;br /&gt;
 Lever&lt;br /&gt;
Custom Workshop&lt;br /&gt;
 Door&lt;br /&gt;
 Floor Hatch&lt;br /&gt;
 Wall Grate&lt;br /&gt;
 Floor Grate&lt;br /&gt;
Vertical &lt;br /&gt;
 Bars&lt;br /&gt;
 Floor Bars&lt;br /&gt;
 Floodgate&lt;br /&gt;
 Rope&lt;br /&gt;
 Chain&lt;br /&gt;
Aquarium&lt;br /&gt;
Terrarium&lt;br /&gt;
Shared&lt;br /&gt;
)&lt;br /&gt;
 (&lt;br /&gt;
Rough &lt;br /&gt;
 Archery Target&lt;br /&gt;
 Gear Assembly&lt;br /&gt;
Horizontal &lt;br /&gt;
 Axle&lt;br /&gt;
 Pillar&lt;br /&gt;
 Support&lt;br /&gt;
Retracted &lt;br /&gt;
Upright &lt;br /&gt;
Spikes&lt;br /&gt;
Spears&lt;br /&gt;
Spears/Spikes&lt;br /&gt;
Weapon&lt;br /&gt;
 Casket&lt;br /&gt;
 Sarcophagus&lt;br /&gt;
 Coffin&lt;br /&gt;
 Chair&lt;br /&gt;
 Throne&lt;br /&gt;
 Animal Trap&lt;br /&gt;
 Table&lt;br /&gt;
 Cabinet&lt;br /&gt;
 Weapon Rack&lt;br /&gt;
 Armor Stand&lt;br /&gt;
 Chest&lt;br /&gt;
 Coffer&lt;br /&gt;
 Bag&lt;br /&gt;
Dirt&lt;br /&gt;
 Road&lt;br /&gt;
 Bridge&lt;br /&gt;
 Statue&lt;br /&gt;
Gem&lt;br /&gt;
 Window&lt;br /&gt;
Armor &lt;br /&gt;
Weapon &lt;br /&gt;
Animal &lt;br /&gt;
Food &lt;br /&gt;
Furniture &lt;br /&gt;
Graveyard &lt;br /&gt;
Refuse &lt;br /&gt;
Stone &lt;br /&gt;
Ammo &lt;br /&gt;
Coins &lt;br /&gt;
Bar/Block &lt;br /&gt;
Gem &lt;br /&gt;
Finished Goods &lt;br /&gt;
Leather &lt;br /&gt;
Cloth &lt;br /&gt;
Wood &lt;br /&gt;
Stockpile #&lt;br /&gt;
(CLT)&lt;br /&gt;
*CLT*&lt;br /&gt;
CLT&lt;br /&gt;
You've caught a &lt;br /&gt;
Your trap was robbed of the &lt;br /&gt;
BALLISTA&lt;br /&gt;
 has designed a masterpiece!&lt;br /&gt;
 has constructed a masterpiece!&lt;br /&gt;
preparetomb() HAS NULL owner&lt;br /&gt;
preparetomb() HAS LIVE owner&lt;br /&gt;
A masterwork of &lt;br /&gt;
 has been lost!&lt;br /&gt;
Home&lt;br /&gt;
Craft Store&lt;br /&gt;
Basement&lt;br /&gt;
Weapon Store&lt;br /&gt;
Armor Store&lt;br /&gt;
Clothing Store&lt;br /&gt;
Food Store&lt;br /&gt;
Mead Hall&lt;br /&gt;
Temple&lt;br /&gt;
Throneroom&lt;br /&gt;
Activity Zone&lt;br /&gt;
Invalid Type&lt;br /&gt;
Building Level Map Overflow&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
== Section ==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
OBJECT&lt;br /&gt;
BUILDING_WORKSHOP&lt;br /&gt;
BUILDING_FURNACE&lt;br /&gt;
Unrecognized Building Definition Type: &lt;br /&gt;
REACTION_CLASS&lt;br /&gt;
HAS_MATERIAL_REACTION_PRODUCT&lt;br /&gt;
UNROTTEN&lt;br /&gt;
CONTAINS_LYE&lt;br /&gt;
POTASHABLE&lt;br /&gt;
NOT_WEB&lt;br /&gt;
WEB_ONLY&lt;br /&gt;
EMPTY&lt;br /&gt;
NOT_CONTAIN_BARREL_ITEM&lt;br /&gt;
BAG&lt;br /&gt;
GLASS_MATERIAL&lt;br /&gt;
BUILDMAT&lt;br /&gt;
FIRE_BUILD_SAFE&lt;br /&gt;
MAGMA_BUILD_SAFE&lt;br /&gt;
CAN_USE_ARTIFACT&lt;br /&gt;
WORTHLESS_STONE_ONLY&lt;br /&gt;
ANY_PLANT_MATERIAL&lt;br /&gt;
ANY_SILK_MATERIAL&lt;br /&gt;
ANY_SOAP_MATERIAL&lt;br /&gt;
ANY_LEATHER_MATERIAL&lt;br /&gt;
ANY_BONE_MATERIAL&lt;br /&gt;
ANY_SHELL_MATERIAL&lt;br /&gt;
ANY_TOOTH_MATERIAL&lt;br /&gt;
ANY_HORN_MATERIAL&lt;br /&gt;
ANY_PEARL_MATERIAL&lt;br /&gt;
USE_BODY_COMPONENT&lt;br /&gt;
METAL_ORE&lt;br /&gt;
MIN_DIMENSION&lt;br /&gt;
BUILD_ITEM&lt;br /&gt;
NAME&lt;br /&gt;
NAME_COLOR&lt;br /&gt;
BUILD_LABOR&lt;br /&gt;
DIM&lt;br /&gt;
WORK_LOCATION&lt;br /&gt;
BUILD_KEY&lt;br /&gt;
NEEDS_MAGMA&lt;br /&gt;
BLOCK&lt;br /&gt;
TILE&lt;br /&gt;
Unrecognized Building Definition (Workshop) Token: &lt;br /&gt;
Unrecognized Building Definition (Furnace) Token: &lt;br /&gt;
 Or &lt;br /&gt;
, Etc.&lt;br /&gt;
Any Labor&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
== Section ==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
This is the &lt;br /&gt;
 currency of &lt;br /&gt;
 from the year &lt;br /&gt;
 from an unknown year&lt;br /&gt;
 under &lt;br /&gt;
 under an obscure ruler&lt;br /&gt;
 from a period of no rule&lt;br /&gt;
gen&lt;br /&gt;
RANDOM&lt;br /&gt;
strike&lt;br /&gt;
strikes&lt;br /&gt;
NO_SUB&lt;br /&gt;
 twist&lt;br /&gt;
 twists&lt;br /&gt;
 the embedded &lt;br /&gt;
 around in &lt;br /&gt;
 let&lt;br /&gt;
 lets&lt;br /&gt;
 drop away as &lt;br /&gt;
attack&lt;br /&gt;
attacks&lt;br /&gt;
.&lt;br /&gt;
 leap at &lt;br /&gt;
 leaps at &lt;br /&gt;
 charge at &lt;br /&gt;
 charges at &lt;br /&gt;
 looks &lt;br /&gt;
surprised by the ferocity of &lt;br /&gt;
 onslaught!&lt;br /&gt;
 jump&lt;br /&gt;
 jumps&lt;br /&gt;
 away from &lt;br /&gt;
 attack &lt;br /&gt;
 attacks &lt;br /&gt;
 but &lt;br /&gt;
 away&lt;br /&gt;
 miss &lt;br /&gt;
 misses &lt;br /&gt;
 counterstrike&lt;br /&gt;
 counterstrikes&lt;br /&gt;
 strike at &lt;br /&gt;
 strikes at &lt;br /&gt;
 but the shot is blocked!&lt;br /&gt;
 block &lt;br /&gt;
 blocks &lt;br /&gt;
 but the shot is parried!&lt;br /&gt;
 bat &lt;br /&gt;
 bats &lt;br /&gt;
 out of the air!&lt;br /&gt;
 collide&lt;br /&gt;
 collides&lt;br /&gt;
 knocked over&lt;br /&gt;
 and tumble&lt;br /&gt;
 and tumbles&lt;br /&gt;
 backward&lt;br /&gt;
 bounce&lt;br /&gt;
 bounces&lt;br /&gt;
You tangle together and fall over!&lt;br /&gt;
They tangle together and fall over!&lt;br /&gt;
You tangle together and tumble forward!&lt;br /&gt;
They tangle together and tumble forward!&lt;br /&gt;
 rush&lt;br /&gt;
 rushes&lt;br /&gt;
 by &lt;br /&gt;
 manage&lt;br /&gt;
 manages&lt;br /&gt;
 to stop where &lt;br /&gt;
 used to be.&lt;br /&gt;
 slam&lt;br /&gt;
 slams&lt;br /&gt;
 into an obstacle&lt;br /&gt;
 fall&lt;br /&gt;
 falls&lt;br /&gt;
 over&lt;br /&gt;
 of &lt;br /&gt;
your&lt;br /&gt;
 lock&lt;br /&gt;
 locks&lt;br /&gt;
 place&lt;br /&gt;
 places&lt;br /&gt;
 a chokehold on &lt;br /&gt;
 take&lt;br /&gt;
 takes&lt;br /&gt;
 down by the &lt;br /&gt;
 throw&lt;br /&gt;
 throws&lt;br /&gt;
 pinch&lt;br /&gt;
 pinches&lt;br /&gt;
 gouge&lt;br /&gt;
 gouges&lt;br /&gt;
 release&lt;br /&gt;
 releases&lt;br /&gt;
 loosen&lt;br /&gt;
 loosens&lt;br /&gt;
 the joint lock of &lt;br /&gt;
 on &lt;br /&gt;
 the choke hold of &lt;br /&gt;
 break&lt;br /&gt;
 breaks&lt;br /&gt;
 the grip of &lt;br /&gt;
 struggle&lt;br /&gt;
 struggles&lt;br /&gt;
 in vain against the grip of &lt;br /&gt;
 shake&lt;br /&gt;
 shakes&lt;br /&gt;
 around by the &lt;br /&gt;
 is ripped away and remains in &lt;br /&gt;
 mouth&lt;br /&gt;
 grip&lt;br /&gt;
 lose&lt;br /&gt;
 loses&lt;br /&gt;
 hold of the &lt;br /&gt;
strangle&lt;br /&gt;
 pass&lt;br /&gt;
 passes&lt;br /&gt;
 out.&lt;br /&gt;
 adjust&lt;br /&gt;
 adjusts&lt;br /&gt;
grab&lt;br /&gt;
grabs&lt;br /&gt;
push&lt;br /&gt;
pushes&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
== Section ==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
corrected null contaminant&lt;br /&gt;
specks&lt;br /&gt;
dusting&lt;br /&gt;
coating&lt;br /&gt;
spatter&lt;br /&gt;
smear&lt;br /&gt;
covering&lt;br /&gt;
Don't talk to me.&lt;br /&gt;
Welcome to &lt;br /&gt;
Welcome home, my child.&lt;br /&gt;
Welcome to the &lt;br /&gt;
Let's trade.&lt;br /&gt;
Fantastic!  Please come closer and ask again.&lt;br /&gt;
You do business.&lt;br /&gt;
Come see me in my store sometime.&lt;br /&gt;
You should probably try a shopkeeper.&lt;br /&gt;
Join me on my adventures!&lt;br /&gt;
Yes, let's continue onward!&lt;br /&gt;
Hey...  that sounds like a great idea!&lt;br /&gt;
Surely any place is better than this.  Let's set off immediately!&lt;br /&gt;
I've always wanted to travel the world.  Let us be off!&lt;br /&gt;
Excitement!  Adventure!  I am thrilled to join you.&lt;br /&gt;
I will agree to travel with you if you lead me to glory and death.&lt;br /&gt;
Take me away from here.&lt;br /&gt;
I'm sorry.  My duty is here.&lt;br /&gt;
I'm sorry.  I can't go with you.&lt;br /&gt;
It is I that would lead you, but I have no need of your protection.&lt;br /&gt;
Ha!  Such enthusiasm from one such as yourself.&lt;br /&gt;
With a band so large, what share of the glory would I have?&lt;br /&gt;
I would...  rather not.&lt;br /&gt;
Tell me about this area.&lt;br /&gt;
Ask me when I've returned to my home!&lt;br /&gt;
Tell me about &lt;br /&gt;
You look like a mighty warrior indeed.&lt;br /&gt;
I am &lt;br /&gt;
I am a slave of &lt;br /&gt;
I am a prisoner of &lt;br /&gt;
I am a shopkeeper&lt;br /&gt;
 at &lt;br /&gt;
 here&lt;br /&gt;
 in &lt;br /&gt;
Please help me to escape from this place.&lt;br /&gt;
But mostly I just like to drink.&lt;br /&gt;
How I long for some excitement in my life...&lt;br /&gt;
I've always dreamed of seeing far-away places.&lt;br /&gt;
I would give anything to be away from here.  I can't stand the boredom!&lt;br /&gt;
Can you lead me to battle and a warrior's death?&lt;br /&gt;
Tell me about your family.&lt;br /&gt;
I seek the capital.&lt;br /&gt;
I am here to discuss serving your cause.&lt;br /&gt;
Ah, of course.  Please come closer and ask again.&lt;br /&gt;
I'm flattered, but I have no need of you.&lt;br /&gt;
Goodbye.&lt;br /&gt;
Press &lt;br /&gt;
 to continue.&lt;br /&gt;
 when finished.&lt;br /&gt;
Greet&lt;br /&gt;
Nevermind&lt;br /&gt;
Trade&lt;br /&gt;
Join&lt;br /&gt;
Profession&lt;br /&gt;
Family&lt;br /&gt;
Capital&lt;br /&gt;
Surroundings&lt;br /&gt;
Service&lt;br /&gt;
Goodbye&lt;br /&gt;
 to select choices.&lt;br /&gt;
 to scroll text.&lt;br /&gt;
Talking to &lt;br /&gt;
You begin a conversation with &lt;br /&gt;
 lies before&lt;br /&gt;
 stands before&lt;br /&gt;
 calls out to&lt;br /&gt;
 you.&lt;br /&gt;
S&lt;br /&gt;
([LIP])&lt;br /&gt;
([lip])&lt;br /&gt;
...&lt;br /&gt;
 STRANGUS &lt;br /&gt;
 AUGIS &lt;br /&gt;
 STORKIS &lt;br /&gt;
... (slew &lt;br /&gt;
[PRO_SUB]&lt;br /&gt;
[PRO_OBJ]&lt;br /&gt;
[PRO_POS]&lt;br /&gt;
I am speaking for &lt;br /&gt;
.  Thank you for your offer of service.&lt;br /&gt;
Our people have been pestered by a skulking villian.&lt;br /&gt;
Our people have been tormented by a fearsome foe.&lt;br /&gt;
As you know, we are at war.  You might be able to strike our enemies where our armies cannot reach.&lt;br /&gt;
Vanquishing a great beast on our behalf would bring us all much glory.&lt;br /&gt;
Seek this place and kill &lt;br /&gt;
Seek and kill &lt;br /&gt;
Knowing no mercy, &lt;br /&gt;
devoured &lt;br /&gt;
devoured our livestock&lt;br /&gt;
stole &lt;br /&gt;
stole our treasures&lt;br /&gt;
destroyed &lt;br /&gt;
a craft store&lt;br /&gt;
a weapon store&lt;br /&gt;
an armor store&lt;br /&gt;
a clothing store&lt;br /&gt;
a food store&lt;br /&gt;
a mead hall&lt;br /&gt;
a keep&lt;br /&gt;
a home&lt;br /&gt;
a collection of homes&lt;br /&gt;
an apartment room&lt;br /&gt;
a temple&lt;br /&gt;
a tower&lt;br /&gt;
destroyed our homes&lt;br /&gt;
This vile fiend &lt;br /&gt;
even &lt;br /&gt;
murdered &lt;br /&gt;
my &lt;br /&gt;
has even killed &lt;br /&gt;
has killed &lt;br /&gt;
 lust for murder&lt;br /&gt;
, among them &lt;br /&gt;
Ah, well...  we are quite untroubled here.&lt;br /&gt;
You succeeded!  Amazing.  You are a champion.&lt;br /&gt;
It looks like somebody got there first.  In any case, thank you for your dedication.&lt;br /&gt;
Keep up the good work.  Let me know when the deed is done.&lt;br /&gt;
Capital of what?&lt;br /&gt;
This is all there is.&lt;br /&gt;
There is no capital.&lt;br /&gt;
There's absolutely nothing interesting around here.&lt;br /&gt;
We are in &lt;br /&gt;
There is a great keep there&lt;br /&gt;
 named &lt;br /&gt;
There is a temple&lt;br /&gt;
 there&lt;br /&gt;
 is there.&lt;br /&gt;
It is a place of great evil.&lt;br /&gt;
 looks around nervously and leans forward, speaking quietly.&lt;br /&gt;
It is rumored that the dead rise and stalk the living!&lt;br /&gt;
That place is blessed.&lt;br /&gt;
Savage beasts call it their home.&lt;br /&gt;
!  It's terrifying.&lt;br /&gt;
 have been known to hunt out there.&lt;br /&gt;
 roam freely out there.&lt;br /&gt;
I don't know very much about it.&lt;br /&gt;
The surrounding area is called &lt;br /&gt;
PLACE&lt;br /&gt;
the wilds&lt;br /&gt;
something&lt;br /&gt;
CONTEXT&lt;br /&gt;
ANY&lt;br /&gt;
ENTITY&lt;br /&gt;
HIST_FIG&lt;br /&gt;
ABSTRACT_BUILDING&lt;br /&gt;
SUBREGION&lt;br /&gt;
FAMILY_RELATIONSHIP&lt;br /&gt;
NUMBER&lt;br /&gt;
ORDINAL&lt;br /&gt;
UNIT_NAME&lt;br /&gt;
RACE&lt;br /&gt;
INDEF_FAMILY_RELATIONSHIP&lt;br /&gt;
SPHERE&lt;br /&gt;
DEF_SPHERE&lt;br /&gt;
ARCH_ELEMENT&lt;br /&gt;
JUSTIFICATION&lt;br /&gt;
SQUAD&lt;br /&gt;
FORMATION&lt;br /&gt;
ACTIVITY&lt;br /&gt;
SPEAKER&lt;br /&gt;
AUDIENCE&lt;br /&gt;
is&lt;br /&gt;
us&lt;br /&gt;
er&lt;br /&gt;
in&lt;br /&gt;
as&lt;br /&gt;
 remains silent.&lt;br /&gt;
The Void&lt;br /&gt;
, Deity&lt;br /&gt;
, Force&lt;br /&gt;
vector&amp;lt;bool&amp;gt; too long&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
== Section ==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
]&lt;br /&gt;
&amp;lt;SWAP&amp;gt;&lt;br /&gt;
[&lt;br /&gt;
MATERIAL&lt;br /&gt;
USE_MATERIAL&lt;br /&gt;
USE_MATERIAL_TEMPLATE&lt;br /&gt;
Unrecognized Material Template: &lt;br /&gt;
SELECT_MATERIAL&lt;br /&gt;
PLUS_MATERIAL&lt;br /&gt;
REMOVE_MATERIAL&lt;br /&gt;
TISSUE&lt;br /&gt;
USE_TISSUE&lt;br /&gt;
USE_TISSUE_TEMPLATE&lt;br /&gt;
Unrecognized Tissue Template: &lt;br /&gt;
SELECT_TISSUE&lt;br /&gt;
REMOVE_TISSUE&lt;br /&gt;
CASTE&lt;br /&gt;
USE_CASTE&lt;br /&gt;
SELECT_CASTE&lt;br /&gt;
SELECT_ADDITIONAL_CASTE&lt;br /&gt;
BIOME&lt;br /&gt;
PROFESSION_NAME&lt;br /&gt;
STP&lt;br /&gt;
DOES_NOT_EXIST&lt;br /&gt;
LARGE_ROAMING&lt;br /&gt;
LOOSE_CLUSTERS&lt;br /&gt;
VERMIN_FISH&lt;br /&gt;
VERMIN_SOIL&lt;br /&gt;
VERMIN_SOIL_COLONY&lt;br /&gt;
VERMIN_EATER&lt;br /&gt;
VERMIN_GROUNDER&lt;br /&gt;
VERMIN_ROTTER&lt;br /&gt;
MUNDANE&lt;br /&gt;
FREQUENCY&lt;br /&gt;
UNDERGROUND_DEPTH&lt;br /&gt;
POPULATION_NUMBER&lt;br /&gt;
CLUSTER_NUMBER&lt;br /&gt;
TRIGGERABLE_GROUP&lt;br /&gt;
GENERAL_BABY_NAME&lt;br /&gt;
GENERAL_CHILD_NAME&lt;br /&gt;
GLOWCOLOR&lt;br /&gt;
CREATURE_TILE&lt;br /&gt;
GLOWTILE&lt;br /&gt;
ALTTILE&lt;br /&gt;
SAVAGE&lt;br /&gt;
EQUIPMENT_WAGON&lt;br /&gt;
PREFSTRING&lt;br /&gt;
SPEECH_MALE&lt;br /&gt;
SPEECH_FEMALE&lt;br /&gt;
GENERATED&lt;br /&gt;
Unrecognized Creature Token: &lt;br /&gt;
COPY_TAGS_FROM&lt;br /&gt;
Unrecognized Creature Copy (Order is important!): &lt;br /&gt;
APPLY_CREATURE_VARIATION&lt;br /&gt;
APPLY_CURRENT_CREATURE_VARIATION&lt;br /&gt;
GO_TO_START&lt;br /&gt;
GO_TO_END&lt;br /&gt;
GO_TO_TAG&lt;br /&gt;
*** Error(s) finalizing the creature &lt;br /&gt;
Creature Tissue Material Failure: &lt;br /&gt;
(empty tissue)&lt;br /&gt;
(no mat1)&lt;br /&gt;
(no mat3)&lt;br /&gt;
 : &lt;br /&gt;
 : Numbered body parts cannot have children -- number set to 1 (make individual parts if possible)&lt;br /&gt;
 : Special attack material missing state -- set to liquid&lt;br /&gt;
, layer &lt;br /&gt;
 was not found, using first tissue instead&lt;br /&gt;
: Tissue &lt;br /&gt;
: No tissue thickness&lt;br /&gt;
data/speech/&lt;br /&gt;
ADD_COLOR&lt;br /&gt;
a girl&lt;br /&gt;
a boy&lt;br /&gt;
a child&lt;br /&gt;
twins&lt;br /&gt;
triplets&lt;br /&gt;
quadruplets&lt;br /&gt;
quintuplets&lt;br /&gt;
sextuplets&lt;br /&gt;
septuplets&lt;br /&gt;
octuplets&lt;br /&gt;
nonuplets&lt;br /&gt;
decaplets&lt;br /&gt;
undecaplets&lt;br /&gt;
duodecaplets&lt;br /&gt;
tredecaplets&lt;br /&gt;
quattuordecaplets&lt;br /&gt;
quindecaplets&lt;br /&gt;
many babies&lt;br /&gt;
creature&lt;br /&gt;
NUMBERED_NAME&lt;br /&gt;
skeletal &lt;br /&gt;
zombie &lt;br /&gt;
BODY_APPEARANCE_MODIFIER&lt;br /&gt;
SET_BP_GROUP&lt;br /&gt;
PLUS_BP_GROUP&lt;br /&gt;
SET_TL_GROUP&lt;br /&gt;
PLUS_TL_GROUP&lt;br /&gt;
TISSUE_STYLE_UNIT&lt;br /&gt;
TSU_NOUN&lt;br /&gt;
TISSUE_LAYER_APPEARANCE_MODIFIER&lt;br /&gt;
BP_APPEARANCE_MODIFIER&lt;br /&gt;
 BP Mod &lt;br /&gt;
 Was Not Used&lt;br /&gt;
APP_MOD_NOUN&lt;br /&gt;
APP_MOD_IMPORTANCE&lt;br /&gt;
APP_MOD_RATE&lt;br /&gt;
NO_END&lt;br /&gt;
TL_COLOR_MODIFIER&lt;br /&gt;
 Color Mod Ending With (&lt;br /&gt;
,&lt;br /&gt;
) Was Not Used&lt;br /&gt;
TLCM_TIMING&lt;br /&gt;
TLCM_NOUN&lt;br /&gt;
TLCM_IMPORTANCE&lt;br /&gt;
APP_MOD_GENETIC_MODEL&lt;br /&gt;
TLCM_GENETIC_MODEL&lt;br /&gt;
CASTE_SPEECH&lt;br /&gt;
POP_RATIO&lt;br /&gt;
FEATURE_ATTACK_GROUP&lt;br /&gt;
CASTE_PROFESSION_NAME&lt;br /&gt;
CHILDNAME&lt;br /&gt;
BABYNAME&lt;br /&gt;
AMPHIBIOUS&lt;br /&gt;
MOUNT&lt;br /&gt;
MOUNT_EXOTIC&lt;br /&gt;
LIKES_FIGHTING&lt;br /&gt;
PEARL&lt;br /&gt;
VEGETATION&lt;br /&gt;
MAGICAL&lt;br /&gt;
NATURAL&lt;br /&gt;
VERMIN_HATEABLE&lt;br /&gt;
REMAINS_UNDETERMINED&lt;br /&gt;
BODY&lt;br /&gt;
Unrecognized Creature Caste Body Token: &lt;br /&gt;
Body Token Recognized But Could Not Connect: &lt;br /&gt;
BODYGLOSS&lt;br /&gt;
Unrecognized Creature Caste Body Gloss Token: &lt;br /&gt;
RELSIZE&lt;br /&gt;
ATTACK&lt;br /&gt;
BODYPART&lt;br /&gt;
TISSUE_LAYER&lt;br /&gt;
CHILD_BODYPART_GROUP&lt;br /&gt;
CHILD_TISSUE_LAYER_GROUP&lt;br /&gt;
Attack &lt;br /&gt;
 seems to have correct format but could not find proper BPs in any caste, so not added&lt;br /&gt;
ATTACK_SKILL&lt;br /&gt;
ATTACK_VERB&lt;br /&gt;
ATTACK_CONTACT_PERC&lt;br /&gt;
ATTACK_PENETRATION_PERC&lt;br /&gt;
ATTACK_PRIORITY&lt;br /&gt;
MAIN&lt;br /&gt;
ATTACK_VELOCITY_MODIFIER&lt;br /&gt;
ATTACK_FLAG_CANLATCH&lt;br /&gt;
ATTACK_FLAG_WITH&lt;br /&gt;
ATTACK_FLAG_EDGE&lt;br /&gt;
SPECIALATTACK_INJECT_EXTRACT&lt;br /&gt;
SPECIALATTACK_SUCK_BLOOD&lt;br /&gt;
NOSMELLYROT&lt;br /&gt;
ITEMCORPSE&lt;br /&gt;
ITEMCORPSE_QUALITY&lt;br /&gt;
BEACH_FREQUENCY&lt;br /&gt;
UNDERSWIM&lt;br /&gt;
CANOPENDOORS&lt;br /&gt;
GETS_WOUND_INFECTIONS&lt;br /&gt;
GETS_INFECTIONS_FROM_ROT&lt;br /&gt;
NOFEAR&lt;br /&gt;
NOSTUCKINS&lt;br /&gt;
PARALYZEIMMUNE&lt;br /&gt;
NOSKULL&lt;br /&gt;
NOSKIN&lt;br /&gt;
NOBONES&lt;br /&gt;
NOMEAT&lt;br /&gt;
HASSHELL&lt;br /&gt;
NOEXERT&lt;br /&gt;
NOPAIN&lt;br /&gt;
TENDONS&lt;br /&gt;
HAS_NERVES&lt;br /&gt;
LIGAMENTS&lt;br /&gt;
CAVE_ADAPT&lt;br /&gt;
NOTHOUGHT&lt;br /&gt;
ARENA_RESTRICTED&lt;br /&gt;
NO_THOUGHT_CENTER_FOR_MOVEMENT&lt;br /&gt;
NOEMOTION&lt;br /&gt;
TRANCES&lt;br /&gt;
NOSTUN&lt;br /&gt;
NONAUSEA&lt;br /&gt;
NO_DIZZINESS&lt;br /&gt;
NO_FEVERS&lt;br /&gt;
EXTRAVISION&lt;br /&gt;
BONECARN&lt;br /&gt;
CARNIVORE&lt;br /&gt;
CREATURE_CLASS&lt;br /&gt;
PERSONALITY&lt;br /&gt;
LISP&lt;br /&gt;
INTELLIGENT&lt;br /&gt;
CAN_LEARN&lt;br /&gt;
SLOW_LEARNER&lt;br /&gt;
CAN_SPEAK&lt;br /&gt;
UTTERANCES&lt;br /&gt;
EQUIPS&lt;br /&gt;
ALL_ACTIVE&lt;br /&gt;
DIURNAL&lt;br /&gt;
NOCTURNAL&lt;br /&gt;
CREPUSCULAR&lt;br /&gt;
MATUTINAL&lt;br /&gt;
VESPERTINE&lt;br /&gt;
ENDING&lt;br /&gt;
POWER&lt;br /&gt;
MEGABEAST&lt;br /&gt;
SEMIMEGABEAST&lt;br /&gt;
FEATURE_BEAST&lt;br /&gt;
TITAN&lt;br /&gt;
DEMON&lt;br /&gt;
UNIQUE_DEMON&lt;br /&gt;
DEFENDER&lt;br /&gt;
MEANDERER&lt;br /&gt;
ALCOHOL_DEPENDENT&lt;br /&gt;
NOBREATHE&lt;br /&gt;
AMBUSHPREDATOR&lt;br /&gt;
LOCKPICKER&lt;br /&gt;
TRAPAVOID&lt;br /&gt;
NOT_BUTCHERABLE&lt;br /&gt;
MISCHIEVIOUS&lt;br /&gt;
COOKABLE_LIVE&lt;br /&gt;
PATTERNFLIER&lt;br /&gt;
CURIOUSBEAST_EATER&lt;br /&gt;
CURIOUSBEAST_ITEM&lt;br /&gt;
CURIOUSBEAST_GUZZLER&lt;br /&gt;
FLEEQUICK&lt;br /&gt;
VERMINHUNTER&lt;br /&gt;
IMMOLATE&lt;br /&gt;
NO_SPRING&lt;br /&gt;
NO_SUMMER&lt;br /&gt;
NO_AUTUMN&lt;br /&gt;
NO_WINTER&lt;br /&gt;
LARGE_PREDATOR&lt;br /&gt;
BENIGN&lt;br /&gt;
SMALL_REMAINS&lt;br /&gt;
remains&lt;br /&gt;
CASTE_NAME&lt;br /&gt;
CASTE_COLOR&lt;br /&gt;
CASTE_GLOWCOLOR&lt;br /&gt;
REMAINS_COLOR&lt;br /&gt;
IMMOBILE_LAND&lt;br /&gt;
LIGHT_GEN&lt;br /&gt;
VERMIN_MICRO&lt;br /&gt;
CANNOT_UNDEAD&lt;br /&gt;
NO_EAT&lt;br /&gt;
NO_DRINK&lt;br /&gt;
NO_SLEEP&lt;br /&gt;
COMMON_DOMESTIC&lt;br /&gt;
WAGON_PULLER&lt;br /&gt;
PACK_ANIMAL&lt;br /&gt;
PET_EXOTIC&lt;br /&gt;
TRAINABLE&lt;br /&gt;
TRAINABLE_HUNTING&lt;br /&gt;
TRAINABLE_WAR&lt;br /&gt;
WEBBER&lt;br /&gt;
THICKWEB&lt;br /&gt;
WEBIMMUNE&lt;br /&gt;
FIREBREATH&lt;br /&gt;
MULTIPLE_LITTER_RARE&lt;br /&gt;
DRAGONFIREBREATH&lt;br /&gt;
MAGMA_VISION&lt;br /&gt;
FIREIMMUNE&lt;br /&gt;
FIREIMMUNE_SUPER&lt;br /&gt;
FEMALE&lt;br /&gt;
MALE&lt;br /&gt;
NO_GENDER&lt;br /&gt;
LITTERSIZE&lt;br /&gt;
MAXAGE&lt;br /&gt;
GNAWER&lt;br /&gt;
DESCRIPTION&lt;br /&gt;
PETVALUE&lt;br /&gt;
BODY_SIZE&lt;br /&gt;
GRAVITATE_BODY_SIZE&lt;br /&gt;
CHANGE_BODY_SIZE_PERC&lt;br /&gt;
ATTACK_TRIGGER&lt;br /&gt;
MODVALUE&lt;br /&gt;
VIEWRANGE&lt;br /&gt;
BUILDINGDESTROYER&lt;br /&gt;
DIFFICULTY&lt;br /&gt;
GRASSTRAMPLE&lt;br /&gt;
SPEED&lt;br /&gt;
SWIMS_LEARNED&lt;br /&gt;
SWIMS_INNATE&lt;br /&gt;
SWIM_SPEED&lt;br /&gt;
TRADE_CAPACITY&lt;br /&gt;
BLOOD&lt;br /&gt;
PUS&lt;br /&gt;
SECRETION&lt;br /&gt;
MATERIAL_BREATH_ATTACK&lt;br /&gt;
CASTE_TILE&lt;br /&gt;
CASTE_GLOWTILE&lt;br /&gt;
CASTE_ALTTILE&lt;br /&gt;
EXTRACT&lt;br /&gt;
MILKABLE&lt;br /&gt;
MANNERISM_LAUGH&lt;br /&gt;
MANNERISM_SMILE&lt;br /&gt;
MANNERISM_WALK&lt;br /&gt;
MANNERISM_SIT&lt;br /&gt;
MANNERISM_BREATH&lt;br /&gt;
MANNERISM_POSTURE&lt;br /&gt;
MANNERISM_STRETCH&lt;br /&gt;
MANNERISM_EYELIDS&lt;br /&gt;
MANNERISM_FINGERS&lt;br /&gt;
MANNERISM_NOSE&lt;br /&gt;
MANNERISM_EAR&lt;br /&gt;
MANNERISM_HEAD&lt;br /&gt;
MANNERISM_EYES&lt;br /&gt;
MANNERISM_MOUTH&lt;br /&gt;
MANNERISM_HAIR&lt;br /&gt;
MANNERISM_KNUCKLES&lt;br /&gt;
MANNERISM_LIPS&lt;br /&gt;
MANNERISM_CHEEK&lt;br /&gt;
MANNERISM_NAILS&lt;br /&gt;
MANNERISM_FEET&lt;br /&gt;
MANNERISM_ARMS&lt;br /&gt;
MANNERISM_HANDS&lt;br /&gt;
MANNERISM_TONGUE&lt;br /&gt;
MANNERISM_LEG&lt;br /&gt;
VERMIN_BITE&lt;br /&gt;
PENETRATEPOWER&lt;br /&gt;
FISHITEM&lt;br /&gt;
VERMIN_NOROAM&lt;br /&gt;
VERMIN_NOFISH&lt;br /&gt;
VERMIN_NOTRAP&lt;br /&gt;
HOMEOTHERM&lt;br /&gt;
FIXED_TEMP&lt;br /&gt;
SKILL_RATES&lt;br /&gt;
PHYS_ATT_RANGE&lt;br /&gt;
Attribute range not in increasing order, repaired&lt;br /&gt;
Attribute range less than &lt;br /&gt;
, repaired&lt;br /&gt;
Attribute range greater than &lt;br /&gt;
PHYS_ATT_RATES&lt;br /&gt;
PHYS_ATT_CAP_PERC&lt;br /&gt;
Attribute cap perc less than 100, set to 100&lt;br /&gt;
MENT_ATT_RANGE&lt;br /&gt;
MENT_ATT_RATES&lt;br /&gt;
MENT_ATT_CAP_PERC&lt;br /&gt;
TISSUE_LAYER_UNDER&lt;br /&gt;
TISSUE_LAYER_OVER&lt;br /&gt;
NORMAL&lt;br /&gt;
Unknown Body Group/Relation Token(s): &lt;br /&gt;
Unknown Body Part Position Token: &lt;br /&gt;
Tissue layer not added because no BP found: &lt;br /&gt;
SELECT_TISSUE_LAYER&lt;br /&gt;
PLUS_TISSUE_LAYER&lt;br /&gt;
BODY_DETAIL_PLAN&lt;br /&gt;
ARG1&lt;br /&gt;
ARG2&lt;br /&gt;
ARG3&lt;br /&gt;
ARG4&lt;br /&gt;
ARG5&lt;br /&gt;
SET_LAYER_TISSUE&lt;br /&gt;
TL_RELATIVE_THICKNESS&lt;br /&gt;
TL_CONNECTS&lt;br /&gt;
TL_MAJOR_ARTERIES&lt;br /&gt;
TL_HEALING_RATE&lt;br /&gt;
TL_VASCULAR&lt;br /&gt;
TL_PAIN_RECEPTORS&lt;br /&gt;
TISSUE_NAME&lt;br /&gt;
Tissue Definition &lt;br /&gt;
 missing plural string&lt;br /&gt;
NP&lt;br /&gt;
TISSUE_MATERIAL&lt;br /&gt;
RELATIVE_THICKNESS&lt;br /&gt;
HEALING_RATE&lt;br /&gt;
VASCULAR&lt;br /&gt;
PAIN_RECEPTORS&lt;br /&gt;
THICKENS_ON_STRENGTH&lt;br /&gt;
THICKENS_ON_ENERGY_STORAGE&lt;br /&gt;
ARTERIES&lt;br /&gt;
SCARS&lt;br /&gt;
STRUCTURAL&lt;br /&gt;
CONNECTIVE_TISSUE_ANCHOR&lt;br /&gt;
SETTABLE&lt;br /&gt;
SPLINTABLE&lt;br /&gt;
FUNCTIONAL&lt;br /&gt;
MUSCULAR&lt;br /&gt;
FLIGHT&lt;br /&gt;
CONNECTS&lt;br /&gt;
MAJOR_ARTERIES&lt;br /&gt;
INSULATION&lt;br /&gt;
COSMETIC&lt;br /&gt;
STYLEABLE&lt;br /&gt;
TISSUE_SHAPE&lt;br /&gt;
Custom tissue shape not found: &lt;br /&gt;
SUBORDINATE_TO_TISSUE&lt;br /&gt;
TISSUE_MAT_STATE&lt;br /&gt;
TISSUE_LEAKS&lt;br /&gt;
Tissue Template &lt;br /&gt;
TISSUE_TEMPLATE&lt;br /&gt;
Unrecognized Tissue Template Token: &lt;br /&gt;
*** Error(s) finalizing the template &lt;br /&gt;
CV_NEW_TAG&lt;br /&gt;
CV_ADD_TAG&lt;br /&gt;
CV_REMOVE_TAG&lt;br /&gt;
CV_CONVERT_TAG&lt;br /&gt;
CVCT_MASTER&lt;br /&gt;
CVCT_TARGET&lt;br /&gt;
CVCT_REPLACEMENT&lt;br /&gt;
CREATURE_VARIATION&lt;br /&gt;
Unrecognized Creature Variation Token: &lt;br /&gt;
ADD_MATERIAL&lt;br /&gt;
ADD_TISSUE&lt;br /&gt;
BP_POSITION&lt;br /&gt;
BP_RELATION&lt;br /&gt;
BP_RELSIZE&lt;br /&gt;
BP_LAYERS&lt;br /&gt;
BP_LAYERS_UNDER&lt;br /&gt;
BP_LAYERS_OVER&lt;br /&gt;
Unrecognized Body Detail Plan Token: &lt;br /&gt;
nothing&lt;br /&gt;
chunk&lt;br /&gt;
chunks&lt;br /&gt;
creature_layer&lt;br /&gt;
[OBJECT:CREATURE]&lt;br /&gt;
[CREATURE:&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
== Section ==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
BP&lt;br /&gt;
CON&lt;br /&gt;
CON_CAT&lt;br /&gt;
CONTYPE&lt;br /&gt;
Unrecognized Creature Bodypart CONTYPE Token: &lt;br /&gt;
DEFAULT_RELSIZE&lt;br /&gt;
: number capped at 32&lt;br /&gt;
INDIVIDUAL_NAME&lt;br /&gt;
Unrecognized Creature Bodypart Token: &lt;br /&gt;
Unrecognized Creature Body Token: &lt;br /&gt;
COLOR_PATTERN&lt;br /&gt;
CP_COLOR&lt;br /&gt;
PATTERN&lt;br /&gt;
Unrecognized Colored Pattern Token: &lt;br /&gt;
WORD&lt;br /&gt;
RGB&lt;br /&gt;
Unrecognized Color Token: &lt;br /&gt;
ADJ&lt;br /&gt;
Unrecognized Shape Token: &lt;br /&gt;
Gain possession&lt;br /&gt;
Pull it out&lt;br /&gt;
FATAL ERROR&lt;br /&gt;
Adventure Starting Site Files Missing/Corrupted&lt;br /&gt;
Could not locate adventure start square&lt;br /&gt;
Where would you like to go?&lt;br /&gt;
Nowhere&lt;br /&gt;
Mountain Halls&lt;br /&gt;
Dark Fortress&lt;br /&gt;
Cave&lt;br /&gt;
Forest Retreat&lt;br /&gt;
Town&lt;br /&gt;
Important Location&lt;br /&gt;
Civilization &lt;br /&gt;
Site &lt;br /&gt;
Vessel &lt;br /&gt;
Migrating &lt;br /&gt;
Nomadic &lt;br /&gt;
Religion &lt;br /&gt;
Military Unit &lt;br /&gt;
Creature&lt;br /&gt;
Group&lt;br /&gt;
Do Not Travel&lt;br /&gt;
You awaken from your slumber.&lt;br /&gt;
Your sleep has been interrupted!&lt;br /&gt;
Select your combat preferences.&lt;br /&gt;
 - Current Attack Preference: &lt;br /&gt;
Strike&lt;br /&gt;
Charge&lt;br /&gt;
Close Combat&lt;br /&gt;
According to Opponent&lt;br /&gt;
 - Current Dodge Preference: &lt;br /&gt;
Move Around&lt;br /&gt;
Stand Ground&lt;br /&gt;
 - Current Charge Defense: &lt;br /&gt;
Dodge Away&lt;br /&gt;
Select your movement preferences.&lt;br /&gt;
 - Current Swimming Preference: &lt;br /&gt;
When Possible&lt;br /&gt;
When Necessary&lt;br /&gt;
What would you like to do with the &lt;br /&gt;
?&lt;br /&gt;
  (&lt;br /&gt;
 to view other pages)&lt;br /&gt;
 - &lt;br /&gt;
Where would you like to move?&lt;br /&gt;
What would you like to pick up?&lt;br /&gt;
. &lt;br /&gt;
Who will you talk to?&lt;br /&gt;
 to view other pages&lt;br /&gt;
 -  &lt;br /&gt;
a colony of &lt;br /&gt;
many &lt;br /&gt;
a swarm of &lt;br /&gt;
Miasma&lt;br /&gt;
Steam&lt;br /&gt;
Mist&lt;br /&gt;
An Ocean Wave&lt;br /&gt;
Sea Foam&lt;br /&gt;
Lava Mist&lt;br /&gt;
Magma Mist&lt;br /&gt;
 Vapor&lt;br /&gt;
Smoke&lt;br /&gt;
Dragonfire&lt;br /&gt;
Fire&lt;br /&gt;
A Web&lt;br /&gt;
A Fire&lt;br /&gt;
A Campfire&lt;br /&gt;
Water [&lt;br /&gt;
/7]&lt;br /&gt;
Lava [&lt;br /&gt;
Magma [&lt;br /&gt;
A spattering of &lt;br /&gt;
A smear of &lt;br /&gt;
A pool of &lt;br /&gt;
A thin layer of &lt;br /&gt;
A small pile of &lt;br /&gt;
A pile of &lt;br /&gt;
A dusting of &lt;br /&gt;
Untitled&lt;br /&gt;
, &amp;quot;&lt;br /&gt;
&amp;quot;&lt;br /&gt;
Really attack &lt;br /&gt;
Really wrestle &lt;br /&gt;
 confirms.  &lt;br /&gt;
 aborts.&lt;br /&gt;
Which creature will you attack?  &lt;br /&gt;
Which creature will you wrestle?  &lt;br /&gt;
 changes mode.&lt;br /&gt;
 pages)&lt;br /&gt;
Really sleep?  Your character will rest for eight hours.&lt;br /&gt;
You sleep.&lt;br /&gt;
You can't rest because you are drowning.&lt;br /&gt;
You can't rest because you are swimming.&lt;br /&gt;
You can't rest because somebody can see you.&lt;br /&gt;
You've already searched this area recently.&lt;br /&gt;
You've found a colony of &lt;br /&gt;
 and another small creature.&lt;br /&gt;
 and some other small creatures.&lt;br /&gt;
You've found a small creature.&lt;br /&gt;
You've found some small creatures.&lt;br /&gt;
Your intense search turns up nothing.&lt;br /&gt;
You have nothing with which to interact.&lt;br /&gt;
You have nothing to examine.&lt;br /&gt;
You have nothing left to remove.&lt;br /&gt;
You have nothing left to wear.&lt;br /&gt;
You have nothing left to eat or drink.&lt;br /&gt;
You have nothing to put inside a container.&lt;br /&gt;
You have nothing left to drop.&lt;br /&gt;
There is nothing to pick up here.&lt;br /&gt;
You have nothing left to throw.&lt;br /&gt;
You have nothing to fire with.&lt;br /&gt;
You have nothing left to fire.&lt;br /&gt;
You are no longer in hiding.&lt;br /&gt;
You begin sneaking.&lt;br /&gt;
You can't sneak because somebody can see you.&lt;br /&gt;
There is no sunlight when you are dead.&lt;br /&gt;
There are no traces of sunlight here.&lt;br /&gt;
Being dead is cold and clammy.&lt;br /&gt;
The temperature is as it has been and always will be.&lt;br /&gt;
The temperature cannot be judged.&lt;br /&gt;
It is burning.&lt;br /&gt;
It is deathly cold.&lt;br /&gt;
The temperature is pleasant.&lt;br /&gt;
It is scorching.&lt;br /&gt;
It is hot.&lt;br /&gt;
It is warm.&lt;br /&gt;
It is cool.&lt;br /&gt;
It is freezing.&lt;br /&gt;
It is cold.&lt;br /&gt;
You've lost track of time since your death.&lt;br /&gt;
It is the &lt;br /&gt;
You can't travel because somebody can see you.&lt;br /&gt;
You can't travel because you are carrying someone else's goods.  Purchase them or put some distance between yourself and the site.&lt;br /&gt;
You can't travel until you've stopped the bleeding.&lt;br /&gt;
You can't travel because you can't breathe.&lt;br /&gt;
You can't travel because you are swimming.&lt;br /&gt;
You can't travel because you are journeying underground.&lt;br /&gt;
You must survive the ambush.&lt;br /&gt;
You cannot travel until you leave this site.&lt;br /&gt;
You stand up.&lt;br /&gt;
You lie on the ground.&lt;br /&gt;
The webs make it impossible to stand.&lt;br /&gt;
You can't stand up -- somebody is in the way.&lt;br /&gt;
 to return to arena.&lt;br /&gt;
You have reached the summit of &lt;br /&gt;
You are deceased.  Press &lt;br /&gt;
 to finish.&lt;br /&gt;
Unconscious&lt;br /&gt;
Stunned&lt;br /&gt;
Dizzy&lt;br /&gt;
Exhausted&lt;br /&gt;
Over-Exert&lt;br /&gt;
Tired&lt;br /&gt;
V Drowsy&lt;br /&gt;
Drowsy&lt;br /&gt;
Drowning&lt;br /&gt;
Winded&lt;br /&gt;
Flying&lt;br /&gt;
Nauseous&lt;br /&gt;
Dhyd&lt;br /&gt;
Thir&lt;br /&gt;
Stvg&lt;br /&gt;
Hung&lt;br /&gt;
W: &lt;br /&gt;
A: &lt;br /&gt;
Mortal Wound&lt;br /&gt;
In Flight&lt;br /&gt;
Paralyzed&lt;br /&gt;
Webbed&lt;br /&gt;
On Ground&lt;br /&gt;
Numb&lt;br /&gt;
Bleeding!&lt;br /&gt;
Bleeding&lt;br /&gt;
Pale&lt;br /&gt;
Faint&lt;br /&gt;
Fever&lt;br /&gt;
Pain&lt;br /&gt;
Speed: &lt;br /&gt;
 [DONE]&lt;br /&gt;
 [MORE]&lt;br /&gt;
                                                                                &lt;br /&gt;
Adventure Log: NULL task&lt;br /&gt;
Adventure Log: NULL site&lt;br /&gt;
Adventure Log: NULL subregion&lt;br /&gt;
Adventure Log: NULL entity&lt;br /&gt;
Adventure Log: NULL feature_layer&lt;br /&gt;
Adventure Log&lt;br /&gt;
&amp;quot;, &lt;br /&gt;
 for destination.&lt;br /&gt;
Civilization&lt;br /&gt;
Site Government&lt;br /&gt;
Vessel Crew&lt;br /&gt;
Migrating Group&lt;br /&gt;
Nomadic Group&lt;br /&gt;
Religion&lt;br /&gt;
Military Unit&lt;br /&gt;
, Dead&lt;br /&gt;
Unaligned&lt;br /&gt;
Enemy&lt;br /&gt;
Criminal&lt;br /&gt;
Prisoner&lt;br /&gt;
Devoted&lt;br /&gt;
Loyal&lt;br /&gt;
Aligned&lt;br /&gt;
Affiliated&lt;br /&gt;
Associated&lt;br /&gt;
 Member&lt;br /&gt;
 Mercenary&lt;br /&gt;
 Slave&lt;br /&gt;
Former &lt;br /&gt;
Member&lt;br /&gt;
Mercenary&lt;br /&gt;
Slave&lt;br /&gt;
Mountain&lt;br /&gt;
Temperate Freshwater Swamp&lt;br /&gt;
Temperate Saltwater Swamp&lt;br /&gt;
Temperate Freshwater Marsh&lt;br /&gt;
Temperate Saltwater Marsh&lt;br /&gt;
Tropical Freshwater Swamp&lt;br /&gt;
Tropical Saltwater Swamp&lt;br /&gt;
Mangrove Swamp&lt;br /&gt;
Tropical Freshwater Marsh&lt;br /&gt;
Tropical Saltwater Marsh&lt;br /&gt;
Taiga&lt;br /&gt;
Temperate Coniferous Forest&lt;br /&gt;
Temperate Broadleaf Forest&lt;br /&gt;
Tropical Coniferous Forest&lt;br /&gt;
Tropical Dry Broadleaf Forest&lt;br /&gt;
Tropical Moist Broadleaf Forest&lt;br /&gt;
Temperate Grassland&lt;br /&gt;
Temperate Savanna&lt;br /&gt;
Temperate Shrubland&lt;br /&gt;
Tropical Grassland&lt;br /&gt;
Tropical Savanna&lt;br /&gt;
Tropical Shrubland&lt;br /&gt;
Badlands&lt;br /&gt;
Rocky Wasteland&lt;br /&gt;
Sand Desert&lt;br /&gt;
Tropical Ocean&lt;br /&gt;
Temperate Ocean&lt;br /&gt;
Arctic Ocean&lt;br /&gt;
Temperate Freshwater Pool&lt;br /&gt;
Temperate Brackish Pool&lt;br /&gt;
Temperate Saltwater Pool&lt;br /&gt;
Tropical Freshwater Pool&lt;br /&gt;
Tropical Brackish Pool&lt;br /&gt;
Tropical Saltwater Pool&lt;br /&gt;
Temperate Freshwater Lake&lt;br /&gt;
Temperate Brackish Lake&lt;br /&gt;
Temperate Saltwater Lake&lt;br /&gt;
Tropical Freshwater Lake&lt;br /&gt;
Tropical Brackish Lake&lt;br /&gt;
Tropical Saltwater Lake&lt;br /&gt;
Temperate Freshwater River&lt;br /&gt;
Temperate Brackish River&lt;br /&gt;
Temperate Saltwater River&lt;br /&gt;
Tropical Freshwater River&lt;br /&gt;
Tropical Brackish River&lt;br /&gt;
Tropical Saltwater River&lt;br /&gt;
Subterranean Water&lt;br /&gt;
Subterranean Chasm&lt;br /&gt;
Subterranean Magma&lt;br /&gt;
the depths of the world&lt;br /&gt;
the magma sea&lt;br /&gt;
the Underworld&lt;br /&gt;
 - Tasks&lt;br /&gt;
 - Entities&lt;br /&gt;
 - Sites&lt;br /&gt;
 - Regions&lt;br /&gt;
 - Scroll&lt;br /&gt;
 - Underground&lt;br /&gt;
 - Zoom to Selected&lt;br /&gt;
 - Zoom to Current Location&lt;br /&gt;
 - Toggle Line&lt;br /&gt;
 - Toggle Map/Info&lt;br /&gt;
Wrestle &lt;br /&gt;
The Wrestling of &lt;br /&gt;
&amp;gt;-&lt;br /&gt;
--&lt;br /&gt;
&amp;lt;-&lt;br /&gt;
Latch&lt;br /&gt;
Grasp&lt;br /&gt;
JLock&lt;br /&gt;
Choke&lt;br /&gt;
-&amp;gt;&lt;br /&gt;
-&amp;lt;&lt;br /&gt;
 to scroll&lt;br /&gt;
Lock &lt;br /&gt;
Choke &lt;br /&gt;
Take-down by &lt;br /&gt;
Throw by &lt;br /&gt;
Pinch &lt;br /&gt;
Gouge &lt;br /&gt;
Break &lt;br /&gt;
Release joint lock of &lt;br /&gt;
Release choke of &lt;br /&gt;
Release grip of &lt;br /&gt;
Loosen joint lock of &lt;br /&gt;
Loosen choke of &lt;br /&gt;
Break grip of &lt;br /&gt;
Shake &lt;br /&gt;
Strangle &lt;br /&gt;
Grab &lt;br /&gt;
Deceased&lt;br /&gt;
Abysmal&lt;br /&gt;
Very Low&lt;br /&gt;
Low&lt;br /&gt;
Below Average&lt;br /&gt;
Average&lt;br /&gt;
Above Average&lt;br /&gt;
High&lt;br /&gt;
Superior&lt;br /&gt;
Super&lt;br /&gt;
Strength&lt;br /&gt;
Agility&lt;br /&gt;
Toughness&lt;br /&gt;
Endurance&lt;br /&gt;
Recuperation&lt;br /&gt;
Disease Resistance&lt;br /&gt;
Analytical Ability&lt;br /&gt;
Focus&lt;br /&gt;
Willpower&lt;br /&gt;
Creativity&lt;br /&gt;
Intuition&lt;br /&gt;
Patience&lt;br /&gt;
Memory&lt;br /&gt;
Linguistic Ability&lt;br /&gt;
Spatial Sense&lt;br /&gt;
Musicality&lt;br /&gt;
Kinesthetic Sense&lt;br /&gt;
Empathy&lt;br /&gt;
Social Awareness&lt;br /&gt;
Very small&lt;br /&gt;
Small&lt;br /&gt;
Average-sized&lt;br /&gt;
Large&lt;br /&gt;
Very large&lt;br /&gt;
 for a &lt;br /&gt;
Enraged at all enemies!&lt;br /&gt;
In a martial trance!&lt;br /&gt;
Throwing a tantrum!&lt;br /&gt;
On the Ground&lt;br /&gt;
Partially Webbed&lt;br /&gt;
Partially Paralyzed&lt;br /&gt;
Sluggish&lt;br /&gt;
Completely Numb&lt;br /&gt;
Partially Numb&lt;br /&gt;
Slightly Numb&lt;br /&gt;
Heavy Bleeding&lt;br /&gt;
Extreme Pain&lt;br /&gt;
Very Drowsy&lt;br /&gt;
Dehydrated&lt;br /&gt;
Thirsty&lt;br /&gt;
Starving&lt;br /&gt;
Hungry&lt;br /&gt;
: View Attributes&lt;br /&gt;
: View Skills&lt;br /&gt;
: Health&lt;br /&gt;
: Kills&lt;br /&gt;
: Select&lt;br /&gt;
: View&lt;br /&gt;
: Desc&lt;br /&gt;
: Scroll&lt;br /&gt;
: View Wr&lt;br /&gt;
: Cust&lt;br /&gt;
[C:7:0:1]&lt;br /&gt;
The Kills of &lt;br /&gt;
[P]&lt;br /&gt;
[B]&lt;br /&gt;
  &lt;br /&gt;
What would you like to wear?&lt;br /&gt;
What would you like to remove?&lt;br /&gt;
What would you like to drop?&lt;br /&gt;
What would you like to throw?&lt;br /&gt;
With what would you like to interact?&lt;br /&gt;
With what would you like to eat or drink?&lt;br /&gt;
What would you like to put inside a container?&lt;br /&gt;
Where would you like to put the &lt;br /&gt;
Your Inventory&lt;br /&gt;
 to view other pages.  &lt;br /&gt;
 when done.&lt;br /&gt;
There is nothing to do with the &lt;br /&gt;
You empty the &lt;br /&gt;
You take out the &lt;br /&gt;
You don't have a suitable container.&lt;br /&gt;
You put the &lt;br /&gt;
 into the &lt;br /&gt;
You eat the &lt;br /&gt;
You drink the &lt;br /&gt;
 is too salty.&lt;br /&gt;
 is too hot.&lt;br /&gt;
 is too cold.&lt;br /&gt;
You lick the &lt;br /&gt;
No.  That's disgusting.&lt;br /&gt;
You are too full.&lt;br /&gt;
You drop &lt;br /&gt;
You pick&lt;br /&gt;
 picks&lt;br /&gt;
 up the &lt;br /&gt;
 and put it in &lt;br /&gt;
 and puts it in &lt;br /&gt;
You do not have a free grasp and your quivers and packs are full.&lt;br /&gt;
You do not have a free grasp and your quiver and packs are full.&lt;br /&gt;
You do not have a free grasp and your quivers and pack are full.&lt;br /&gt;
You do not have a free grasp and your quiver and pack are full.&lt;br /&gt;
You do not have a free grasp and your quivers are full.&lt;br /&gt;
You do not have a free grasp and your quiver is full.&lt;br /&gt;
You do not have a free grasp and your packs are full.&lt;br /&gt;
You do not have a free grasp and your pack is full.&lt;br /&gt;
You do not have a free grasp.&lt;br /&gt;
No recent announcements.&lt;br /&gt;
Announcements &lt;br /&gt;
Offloading site...&lt;br /&gt;
There is a &lt;br /&gt;
 here.&lt;br /&gt;
 - Pull it&lt;br /&gt;
You pull the lever.&lt;br /&gt;
There is a locked &lt;br /&gt;
 - Break it in&lt;br /&gt;
 - Pick the lock&lt;br /&gt;
You break the hatch in!&lt;br /&gt;
You pick the lock!&lt;br /&gt;
 - Bash it down&lt;br /&gt;
You bash the door down!&lt;br /&gt;
Create Your Character&lt;br /&gt;
Race: &lt;br /&gt;
 from &lt;br /&gt;
: Play Now!&lt;br /&gt;
: Select   &lt;br /&gt;
: Back&lt;br /&gt;
Remaining: &lt;br /&gt;
Not&lt;br /&gt;
: Done     &lt;br /&gt;
 to change&lt;br /&gt;
Name: &lt;br /&gt;
: Done&lt;br /&gt;
: Abort&lt;br /&gt;
: Enter First Name&lt;br /&gt;
: Customize Name&lt;br /&gt;
: Random Name&lt;br /&gt;
: Become &lt;br /&gt;
: Go!&lt;br /&gt;
** Unretiring Adventurer **&lt;br /&gt;
** Starting Adventurer **&lt;br /&gt;
Dawn is breaking.&lt;br /&gt;
It is noon.&lt;br /&gt;
Night is falling.&lt;br /&gt;
You struggle for &lt;br /&gt;
You pull out &lt;br /&gt;
Fill &lt;br /&gt;
stagnant &lt;br /&gt;
salt &lt;br /&gt;
You fill your &lt;br /&gt;
Your &lt;br /&gt;
 is already full.&lt;br /&gt;
Drink &lt;br /&gt;
Eat &lt;br /&gt;
Ignite &lt;br /&gt;
The steam around the vegetation stops you from setting the fire.&lt;br /&gt;
The vegetation is submerged.&lt;br /&gt;
The vegetation is too wet.&lt;br /&gt;
You set a fire.&lt;br /&gt;
Attack error&lt;br /&gt;
creatures&lt;br /&gt;
Interact with &lt;br /&gt;
building&lt;br /&gt;
Move to &lt;br /&gt;
N&lt;br /&gt;
NNE&lt;br /&gt;
ENE&lt;br /&gt;
ESE&lt;br /&gt;
SSE&lt;br /&gt;
SSW&lt;br /&gt;
WSW&lt;br /&gt;
W&lt;br /&gt;
WNW&lt;br /&gt;
NNW&lt;br /&gt;
---&lt;br /&gt;
TSK&lt;br /&gt;
Site Center Flood Overflow&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
== Section ==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
 fP&lt;br /&gt;
Squad Order&lt;br /&gt;
Button&lt;br /&gt;
  Saving...  &lt;br /&gt;
REC&lt;br /&gt;
Disconnected Build Overflow&lt;br /&gt;
SOAP&lt;br /&gt;
  Select Item: &lt;br /&gt;
 Points Remaining  &lt;br /&gt;
  Select Item  &lt;br /&gt;
 to select.  &lt;br /&gt;
 to abort.&lt;br /&gt;
 scroll.  Type in parts of the name to narrow your search.&lt;br /&gt;
 P&lt;br /&gt;
Weapons and Ammunition&lt;br /&gt;
Furniture&lt;br /&gt;
Siege Equipment&lt;br /&gt;
Other Objects&lt;br /&gt;
Metal Clothing&lt;br /&gt;
Main&lt;br /&gt;
Siege Engines&lt;br /&gt;
Traps/Levers&lt;br /&gt;
Workshops&lt;br /&gt;
Furnaces&lt;br /&gt;
Wall/Floor/Stairs&lt;br /&gt;
Machine Components&lt;br /&gt;
Building Placement Distance Overflow&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
== Section ==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
CHEESE_MAT&lt;br /&gt;
 Crafts&lt;br /&gt;
 Logs&lt;br /&gt;
TISSUE_STYLE&lt;br /&gt;
TS_MAINTAIN_LENGTH&lt;br /&gt;
TS_PREFERRED_SHAPING&lt;br /&gt;
DIGGER&lt;br /&gt;
TRANSLATION&lt;br /&gt;
CIV_CONTROLLABLE&lt;br /&gt;
INDIV_CONTROLLABLE&lt;br /&gt;
SIEGER&lt;br /&gt;
AMBUSHER&lt;br /&gt;
LAYER_LINKED&lt;br /&gt;
BABYSNATCHER&lt;br /&gt;
ITEM_THIEF&lt;br /&gt;
SUBTERRANEAN_CLOTHING&lt;br /&gt;
CLOTHING&lt;br /&gt;
CURRENCY_BY_YEAR&lt;br /&gt;
METAL_PREF&lt;br /&gt;
GEM_PREF&lt;br /&gt;
STONE_PREF&lt;br /&gt;
WOOD_WEAPONS&lt;br /&gt;
WOOD_ARMOR&lt;br /&gt;
RIVER_PRODUCTS&lt;br /&gt;
OCEAN_PRODUCTS&lt;br /&gt;
INDOOR_WOOD&lt;br /&gt;
OUTDOOR_WOOD&lt;br /&gt;
INDOOR_FARMING&lt;br /&gt;
OUTDOOR_FARMING&lt;br /&gt;
UNDEAD_CANDIDATE&lt;br /&gt;
USE_CAVE_ANIMALS&lt;br /&gt;
USE_EVIL_ANIMALS&lt;br /&gt;
USE_GOOD_ANIMALS&lt;br /&gt;
USE_EVIL_WOOD&lt;br /&gt;
USE_GOOD_WOOD&lt;br /&gt;
USE_EVIL_PLANTS&lt;br /&gt;
USE_GOOD_PLANTS&lt;br /&gt;
START_BIOME&lt;br /&gt;
BIOME_SUPPORT&lt;br /&gt;
MERCHANT_NOBILITY&lt;br /&gt;
SKULKING&lt;br /&gt;
PERMITTED_JOB&lt;br /&gt;
PERMITTED_BUILDING&lt;br /&gt;
PERMITTED_REACTION&lt;br /&gt;
WORLD_CONSTRUCTION&lt;br /&gt;
WILL_ACCEPT_TRIBUTE&lt;br /&gt;
ETHIC&lt;br /&gt;
WANDERER&lt;br /&gt;
BEAST_HUNTER&lt;br /&gt;
SCOUT&lt;br /&gt;
MAX_STARTING_CIV_NUMBER&lt;br /&gt;
START_GROUP_NUMBER&lt;br /&gt;
MAX_SITE_POP_NUMBER&lt;br /&gt;
MAX_POP_NUMBER&lt;br /&gt;
RELIGION_SPHERE&lt;br /&gt;
TREE_CAP_DIPLOMACY&lt;br /&gt;
DIPLOMAT_BODYGUARDS&lt;br /&gt;
MERCHANT_BODYGUARDS&lt;br /&gt;
ACTIVE_SEASON&lt;br /&gt;
PROGRESS_TRIGGER_POPULATION&lt;br /&gt;
PROGRESS_TRIGGER_PRODUCTION&lt;br /&gt;
PROGRESS_TRIGGER_TRADE&lt;br /&gt;
PROGRESS_TRIGGER_POP_SIEGE&lt;br /&gt;
PROGRESS_TRIGGER_PROD_SIEGE&lt;br /&gt;
PROGRESS_TRIGGER_TRADE_SIEGE&lt;br /&gt;
DEFAULT_SITE_TYPE&lt;br /&gt;
LIKES_SITE&lt;br /&gt;
TOLERATES_SITE&lt;br /&gt;
USE_ANY_PET_RACE&lt;br /&gt;
USE_MISC_PROCESSED_WOOD_PRODUCTS&lt;br /&gt;
IMPROVED_BOWS&lt;br /&gt;
INVADERS_IGNORE_NEUTRALS&lt;br /&gt;
AT_PEACE_WITH_WILDLIFE&lt;br /&gt;
EQUIPMENT_IMPROVEMENTS&lt;br /&gt;
ABUSE_BODIES&lt;br /&gt;
USE_ANIMAL_PRODUCTS&lt;br /&gt;
COMMON_DOMESTIC_PACK&lt;br /&gt;
COMMON_DOMESTIC_PULL&lt;br /&gt;
COMMON_DOMESTIC_MOUNT&lt;br /&gt;
COMMON_DOMESTIC_PET&lt;br /&gt;
SPHERE_ALIGNMENT&lt;br /&gt;
ART_FACET_MODIFIER&lt;br /&gt;
ART_IMAGE_ELEMENT_MODIFIER&lt;br /&gt;
ITEM_IMPROVEMENT_MODIFIER&lt;br /&gt;
CURRENCY&lt;br /&gt;
ADVENTURE_TIER&lt;br /&gt;
SELECT_SYMBOL&lt;br /&gt;
REMAINING&lt;br /&gt;
SUBSELECT_SYMBOL&lt;br /&gt;
CULL_SYMBOL&lt;br /&gt;
FRIENDLY_COLOR&lt;br /&gt;
VARIABLE_POSITIONS&lt;br /&gt;
LAND_HOLDER_TRIGGER&lt;br /&gt;
POSITION&lt;br /&gt;
CONQUERED_SITE&lt;br /&gt;
ELECTED&lt;br /&gt;
has negative foreground color, set to 7&lt;br /&gt;
has foreground color &amp;gt; 7, set to 7&lt;br /&gt;
has negative background color, set to 0&lt;br /&gt;
has background color &amp;gt; 7, set to 0&lt;br /&gt;
has invalid brightness value (must be 0 or 1), set to 0&lt;br /&gt;
has equal foreground/background colors without brightness, background set to 0&lt;br /&gt;
FLASHES&lt;br /&gt;
BRAG_ON_KILL&lt;br /&gt;
CHAT_WORTHY&lt;br /&gt;
DO_NOT_CULL&lt;br /&gt;
RULES_FROM_LOCATION&lt;br /&gt;
MENIAL_WORK_EXEMPTION&lt;br /&gt;
MENIAL_WORK_EXEMPTION_SPOUSE&lt;br /&gt;
SLEEP_PRETENSION&lt;br /&gt;
PUNISHMENT_EXEMPTION&lt;br /&gt;
KILL_QUEST&lt;br /&gt;
ALLOWED_CREATURE&lt;br /&gt;
ALLOWED_CLASS&lt;br /&gt;
REJECTED_CREATURE&lt;br /&gt;
REJECTED_CLASS&lt;br /&gt;
GENDER&lt;br /&gt;
MILITARY_SCREEN_ONLY&lt;br /&gt;
EXPORTED_IN_LEGENDS&lt;br /&gt;
DETERMINES_COIN_DESIGN&lt;br /&gt;
SUCCESSION&lt;br /&gt;
BY_HEIR&lt;br /&gt;
BY_POSITION&lt;br /&gt;
APPOINTED_BY&lt;br /&gt;
REPLACED_BY&lt;br /&gt;
REQUIRES_POPULATION&lt;br /&gt;
PRECEDENCE&lt;br /&gt;
: Negative precedence changed to zero&lt;br /&gt;
: Precedence exceeding &lt;br /&gt;
 capped&lt;br /&gt;
LAND_HOLDER&lt;br /&gt;
RESPONSIBILITY&lt;br /&gt;
COMMANDER&lt;br /&gt;
AS_NEEDED&lt;br /&gt;
LAND_NAME&lt;br /&gt;
NAME_MALE&lt;br /&gt;
NAME_FEMALE&lt;br /&gt;
SPOUSE_MALE&lt;br /&gt;
SPOUSE_FEMALE&lt;br /&gt;
REQUIRED_BOXES&lt;br /&gt;
: REQUIRED_BOXES negative, set to 0&lt;br /&gt;
: REQUIRED_BOXES exceeds 100, capped&lt;br /&gt;
REQUIRED_CABINETS&lt;br /&gt;
: REQUIRED_CABINETS negative, set to 0&lt;br /&gt;
: REQUIRED_CABINETS exceeds 100, capped&lt;br /&gt;
REQUIRED_RACKS&lt;br /&gt;
: REQUIRED_RACKS negative, set to 0&lt;br /&gt;
: REQUIRED_RACKS exceeds 100, capped&lt;br /&gt;
REQUIRED_STANDS&lt;br /&gt;
: REQUIRED_STANDS negative, set to 0&lt;br /&gt;
: REQUIRED_STANDS exceeds 100, capped&lt;br /&gt;
REQUIRED_OFFICE&lt;br /&gt;
: REQUIRED_OFFICE negative, set to 0&lt;br /&gt;
: REQUIRED_OFFICE exceeds 1000000, capped&lt;br /&gt;
REQUIRED_BEDROOM&lt;br /&gt;
: REQUIRED_BEDROOM negative, set to 0&lt;br /&gt;
: REQUIRED_BEDROOM exceeds 1000000, capped&lt;br /&gt;
REQUIRED_DINING&lt;br /&gt;
: REQUIRED_DINING negative, set to 0&lt;br /&gt;
: REQUIRED_DINING exceeds 1000000, capped&lt;br /&gt;
REQUIRED_TOMB&lt;br /&gt;
: REQUIRED_TOMB negative, set to 0&lt;br /&gt;
: REQUIRED_TOMB exceeds 1000000, capped&lt;br /&gt;
MANDATE_MAX&lt;br /&gt;
: MANDATE_MAX negative, set to 0&lt;br /&gt;
: MANDATE_MAX exceeds 100, capped&lt;br /&gt;
DEMAND_MAX&lt;br /&gt;
: DEMAND_MAX negative, set to 0&lt;br /&gt;
: DEMAND_MAX exceeds 100, capped&lt;br /&gt;
ACCOUNT_EXEMPT&lt;br /&gt;
DUTY_BOUND&lt;br /&gt;
:Unrecognized Entity Token: &lt;br /&gt;
a&lt;br /&gt;
i&lt;br /&gt;
o&lt;br /&gt;
u&lt;br /&gt;
ay&lt;br /&gt;
ee&lt;br /&gt;
b&lt;br /&gt;
br&lt;br /&gt;
bl&lt;br /&gt;
d&lt;br /&gt;
dr&lt;br /&gt;
dl&lt;br /&gt;
str&lt;br /&gt;
stl&lt;br /&gt;
sh&lt;br /&gt;
shr&lt;br /&gt;
shl&lt;br /&gt;
sr&lt;br /&gt;
sl&lt;br /&gt;
t&lt;br /&gt;
tr&lt;br /&gt;
tl&lt;br /&gt;
thr&lt;br /&gt;
thl&lt;br /&gt;
ch&lt;br /&gt;
chr&lt;br /&gt;
chl&lt;br /&gt;
l&lt;br /&gt;
lr&lt;br /&gt;
f&lt;br /&gt;
fr&lt;br /&gt;
fl&lt;br /&gt;
g&lt;br /&gt;
gr&lt;br /&gt;
gl&lt;br /&gt;
k&lt;br /&gt;
kr&lt;br /&gt;
kl&lt;br /&gt;
p&lt;br /&gt;
pr&lt;br /&gt;
pl&lt;br /&gt;
j&lt;br /&gt;
jr&lt;br /&gt;
jl&lt;br /&gt;
m&lt;br /&gt;
r&lt;br /&gt;
ng&lt;br /&gt;
mb&lt;br /&gt;
lg&lt;br /&gt;
lb&lt;br /&gt;
lm&lt;br /&gt;
nk&lt;br /&gt;
rsn&lt;br /&gt;
*** Error(s) finalizing the entity &lt;br /&gt;
Unrecognized entity digger token: &lt;br /&gt;
Unrecognized entity weapon token: &lt;br /&gt;
Unrecognized entity armor token: &lt;br /&gt;
Unrecognized entity ammo token: &lt;br /&gt;
Unrecognized entity helm token: &lt;br /&gt;
Unrecognized entity gloves token: &lt;br /&gt;
Unrecognized entity shoes token: &lt;br /&gt;
Unrecognized entity pants token: &lt;br /&gt;
Unrecognized entity shield token: &lt;br /&gt;
Unrecognized entity trapcomp token: &lt;br /&gt;
Unrecognized entity toy token: &lt;br /&gt;
Unrecognized entity instrument token: &lt;br /&gt;
Unrecognized entity siege ammo token: &lt;br /&gt;
Unrecognized entity position allowed caste token: &lt;br /&gt;
Unrecognized entity position allowed creature token: &lt;br /&gt;
Unrecognized entity position rejected caste token: &lt;br /&gt;
Unrecognized entity position rejected creature token: &lt;br /&gt;
Migrating group coordinates out of bounds during goal check&lt;br /&gt;
(&lt;br /&gt;
),&lt;br /&gt;
) &lt;br /&gt;
Invalid Nem&lt;br /&gt;
Invalid ID&lt;br /&gt;
Empty&lt;br /&gt;
, has decided to stay.&lt;br /&gt;
CUSTOM_LAW_MAKER&lt;br /&gt;
law-giver&lt;br /&gt;
law-givers&lt;br /&gt;
CUSTOM_MILITARY_GOALS&lt;br /&gt;
war leader&lt;br /&gt;
war leaders&lt;br /&gt;
CUSTOM_MILITARY_STRATEGY&lt;br /&gt;
general&lt;br /&gt;
generals&lt;br /&gt;
HIGH_PRIEST&lt;br /&gt;
high &lt;br /&gt;
first &lt;br /&gt;
exalted &lt;br /&gt;
holy &lt;br /&gt;
sacred &lt;br /&gt;
high priest&lt;br /&gt;
high priests&lt;br /&gt;
PRIEST&lt;br /&gt;
priest&lt;br /&gt;
priests&lt;br /&gt;
WORSHIP_HF&lt;br /&gt;
failure to get start square construction for transport link&lt;br /&gt;
failure to get end square construction for transport link&lt;br /&gt;
midmap construction path build failure&lt;br /&gt;
Entity &lt;br /&gt;
 has self-referential diplomacy state&lt;br /&gt;
[PROFILE]&lt;br /&gt;
TITLE:&lt;br /&gt;
[SKILL:&lt;br /&gt;
[RECLAIM_SKILL:&lt;br /&gt;
[ITEM:&lt;br /&gt;
[PET:&lt;br /&gt;
FORCED_ADMINISTRATOR&lt;br /&gt;
administrator&lt;br /&gt;
administrators&lt;br /&gt;
Leather armor&lt;br /&gt;
Metal armor&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
== Section ==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
 has guzzled some &lt;br /&gt;
Miner destination wiped&lt;br /&gt;
body&lt;br /&gt;
Merchants have arrived and are unloading their goods.&lt;br /&gt;
The merchants need a trade depot to unload their goods.&lt;br /&gt;
An animal&lt;br /&gt;
 has become a &lt;br /&gt;
 has adopted &lt;br /&gt;
Something has pulled a lever!&lt;br /&gt;
Something has triggered a pressure plate!&lt;br /&gt;
Something has emptied a cage!&lt;br /&gt;
Something has unchained a creature!&lt;br /&gt;
improvable &lt;br /&gt;
butcherable &lt;br /&gt;
millable &lt;br /&gt;
possibly buryable &lt;br /&gt;
unrotten &lt;br /&gt;
undisturbed &lt;br /&gt;
collected &lt;br /&gt;
sharpenable &lt;br /&gt;
distillable &lt;br /&gt;
empty &lt;br /&gt;
processable &lt;br /&gt;
cookable &lt;br /&gt;
extract-bearing plant &lt;br /&gt;
extract-bearing fish &lt;br /&gt;
extract-bearing small creature &lt;br /&gt;
processable (to vial) &lt;br /&gt;
processable (to bag) &lt;br /&gt;
processable (to barrel) &lt;br /&gt;
tameable small creature &lt;br /&gt;
nearby &lt;br /&gt;
sand-bearing &lt;br /&gt;
glass &lt;br /&gt;
lye-bearing &lt;br /&gt;
milk &lt;br /&gt;
milkable &lt;br /&gt;
finished good &lt;br /&gt;
ammo &lt;br /&gt;
furniture &lt;br /&gt;
dye &lt;br /&gt;
dyeable &lt;br /&gt;
totemable &lt;br /&gt;
glass-making &lt;br /&gt;
dyed &lt;br /&gt;
melt-designated &lt;br /&gt;
deep material &lt;br /&gt;
sewn-imageless &lt;br /&gt;
screw &lt;br /&gt;
fire-safe &lt;br /&gt;
magma-safe &lt;br /&gt;
building material &lt;br /&gt;
non-economic &lt;br /&gt;
plant &lt;br /&gt;
silk &lt;br /&gt;
leather &lt;br /&gt;
bone &lt;br /&gt;
shell &lt;br /&gt;
horn &lt;br /&gt;
pearl &lt;br /&gt;
plaster-containing &lt;br /&gt;
soap &lt;br /&gt;
ivory/tooth &lt;br /&gt;
lye/milk-free &lt;br /&gt;
-bearing &lt;br /&gt;
-producing &lt;br /&gt;
bag&lt;br /&gt;
body part&lt;br /&gt;
 that isn't a bin&lt;br /&gt;
Short Pathing Flood Overflow&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
== Section ==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
 been &lt;br /&gt;
 by a &lt;br /&gt;
burned&lt;br /&gt;
flown&lt;br /&gt;
rough &lt;br /&gt;
 log&lt;br /&gt;
 block&lt;br /&gt;
the river&lt;br /&gt;
the cave&lt;br /&gt;
the pit&lt;br /&gt;
the magma pool&lt;br /&gt;
the volcano&lt;br /&gt;
the underworld portal&lt;br /&gt;
the subterranean water&lt;br /&gt;
the underworld&lt;br /&gt;
 deposit&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
== Section ==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
One of the compressed files on disk has errors in it.  Restore from backup if you are able.&lt;br /&gt;
\&lt;br /&gt;
..&lt;br /&gt;
The glowing barrier has disappeared, replaced by terrible shrieks from the underworld!&lt;br /&gt;
The glowing barrier has disappeared!&lt;br /&gt;
Horrifying screams come from the darkness below!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
== World Gen / World History Strings ==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Year &lt;br /&gt;
 was waged by &lt;br /&gt;
One of the most significant causes of the conflict was &lt;br /&gt;
The most significant cause of the conflict was &lt;br /&gt;
 disgust with the adversary's godlessness&lt;br /&gt;
 religious opposition to the adversary's worship of &lt;br /&gt;
 religious opposition to the adversary's inherent association with &lt;br /&gt;
 natural aversion to the adversary's worship of &lt;br /&gt;
 natural aversion to the adversary's inherent association with &lt;br /&gt;
a dispute over &lt;br /&gt;
the treatment of animals&lt;br /&gt;
the treatment of plants&lt;br /&gt;
a formalized agreement&lt;br /&gt;
truthfulness&lt;br /&gt;
the devouring of the bodies of sapient beings&lt;br /&gt;
the display of war and hunting trophies&lt;br /&gt;
the adversary's inability to communicate and form treaties&lt;br /&gt;
prior aggression by the adversary&lt;br /&gt;
a first contact that went horribly wrong&lt;br /&gt;
the adversary's refusal to form treaties&lt;br /&gt;
the adversary's abuse of the aggressor's fallen&lt;br /&gt;
an incident involving a lost diplomat&lt;br /&gt;
a disagreement over prior treaties&lt;br /&gt;
an incident involving a trade caravan&lt;br /&gt;
general ill feelings over past historical events&lt;br /&gt;
a previous war&lt;br /&gt;
a previous battle&lt;br /&gt;
a previous duel&lt;br /&gt;
a previous conquest&lt;br /&gt;
an abduction&lt;br /&gt;
an act of theft&lt;br /&gt;
an attack by a beast&lt;br /&gt;
a journey&lt;br /&gt;
The causes of the conflict are debated by scholars and very little is truly known.&lt;br /&gt;
 unknown&lt;br /&gt;
 creature&lt;br /&gt;
, lost&lt;br /&gt;
, all lost&lt;br /&gt;
 losses&lt;br /&gt;
, one loss&lt;br /&gt;
, no losses&lt;br /&gt;
, mostly &lt;br /&gt;
 creatures&lt;br /&gt;
D: &lt;br /&gt;
Attacker was uncontested.&lt;br /&gt;
Attacker was victorious.&lt;br /&gt;
Defender was victorious.&lt;br /&gt;
A fearsome&lt;br /&gt;
beast&lt;br /&gt;
 attack&lt;br /&gt;
 was a time when the &lt;br /&gt;
, the &lt;br /&gt;
 and the &lt;br /&gt;
 were the only great powers in the world.&lt;br /&gt;
 was a time when &lt;br /&gt;
yet &lt;br /&gt;
again &lt;br /&gt;
 was the only great power in the world.&lt;br /&gt;
living gods and mighty beasts &lt;br /&gt;
still &lt;br /&gt;
held sway.&lt;br /&gt;
the powers of the world were fading&lt;br /&gt;
great powers had returned to the world&lt;br /&gt;
there were still great powers in the world&lt;br /&gt;
fantastic creatures no longer lived in great numbers.&lt;br /&gt;
fantastic creatures were few and far between, and some even doubted their existence.&lt;br /&gt;
 ruled the world.&lt;br /&gt;
the last of the &lt;br /&gt;
ancient &lt;br /&gt;
powers fought their final battles.&lt;br /&gt;
various civilized races peopled the world.&lt;br /&gt;
 was a time after civilization had&lt;br /&gt;
 yet&lt;br /&gt;
 again&lt;br /&gt;
 crumbled completely.&lt;br /&gt;
fantastic creatures were but mere stories told by travelers.&lt;br /&gt;
only simple creatures inhabited&lt;br /&gt;
no civilized peoples existed in&lt;br /&gt;
 the world.&lt;br /&gt;
Part of &lt;br /&gt;
In &lt;br /&gt;
ended.&lt;br /&gt;
occurred.&lt;br /&gt;
began.&lt;br /&gt;
Legends&lt;br /&gt;
Sorting&lt;br /&gt;
Initialization complete...&lt;br /&gt;
Historical events &lt;br /&gt;
 completed&lt;br /&gt;
Check for culled historical figures &lt;br /&gt;
Historical figures &lt;br /&gt;
Artifacts completed&lt;br /&gt;
Structures completed&lt;br /&gt;
 event sort &lt;br /&gt;
Historical events left to discover: &lt;br /&gt;
Historical Figures&lt;br /&gt;
Sites&lt;br /&gt;
Artifacts&lt;br /&gt;
Regions&lt;br /&gt;
Civilizations and other entities&lt;br /&gt;
Art&lt;br /&gt;
Structures&lt;br /&gt;
Historical Maps&lt;br /&gt;
Underground Regions&lt;br /&gt;
goddess&lt;br /&gt;
god&lt;br /&gt;
deity&lt;br /&gt;
, force&lt;br /&gt;
b. &lt;br /&gt;
d. &lt;br /&gt;
Civilizations and Other Entities&lt;br /&gt;
Keep&lt;br /&gt;
Hovel&lt;br /&gt;
Apartment Complex&lt;br /&gt;
Apartment Room&lt;br /&gt;
Dark Tower&lt;br /&gt;
Slain&lt;br /&gt;
Received &lt;br /&gt;
a wound&lt;br /&gt;
 wounds&lt;br /&gt;
fled&lt;br /&gt;
Fled&lt;br /&gt;
 yet emerged &lt;br /&gt;
victorious&lt;br /&gt;
Victorious&lt;br /&gt;
 yet &lt;br /&gt;
drove forward&lt;br /&gt;
Drove forward&lt;br /&gt;
 and was &lt;br /&gt;
repelled&lt;br /&gt;
Repelled&lt;br /&gt;
stood fast&lt;br /&gt;
Stood fast&lt;br /&gt;
beaten back&lt;br /&gt;
Beaten back&lt;br /&gt;
Populations&lt;br /&gt;
: Filter on string&lt;br /&gt;
_&lt;br /&gt;
: Done filtering.&lt;br /&gt;
Movement keys to view.&lt;br /&gt;
: civ/site&lt;br /&gt;
 to change year.&lt;br /&gt;
: view top event&lt;br /&gt;
: toggle territories.  &lt;br /&gt;
: select an option.  &lt;br /&gt;
: done.  &lt;br /&gt;
: export current map.  &lt;br /&gt;
: show only important events.  &lt;br /&gt;
: show all events.  &lt;br /&gt;
: back to age.  &lt;br /&gt;
: XML dump (incomplete)&lt;br /&gt;
: export map/gen info.&lt;br /&gt;
: export detailed map.&lt;br /&gt;
Standard biome+site map&lt;br /&gt;
Elevations including lake and ocean floors (lowest 25 black)&lt;br /&gt;
Elevations respecting water level&lt;br /&gt;
Temperature&lt;br /&gt;
Rainfall&lt;br /&gt;
Drainage&lt;br /&gt;
Savagery&lt;br /&gt;
Volcanism&lt;br /&gt;
Current vegetation&lt;br /&gt;
Evil&lt;br /&gt;
Salinity&lt;br /&gt;
 to export&lt;br /&gt;
 to cancel&lt;br /&gt;
Export of column &lt;br /&gt;
 complete&lt;br /&gt;
Saving world...&lt;br /&gt;
Offloading units... &lt;br /&gt;
Offloading art images...&lt;br /&gt;
Sorting historical figures...&lt;br /&gt;
Saving world information...&lt;br /&gt;
Synchronizing folders...&lt;br /&gt;
data/save/current/world.dat&lt;br /&gt;
Command Line: World exported.&lt;br /&gt;
data/init/world_gen.txt&lt;br /&gt;
WORLD_GEN&lt;br /&gt;
TITLE&lt;br /&gt;
SEED&lt;br /&gt;
HISTORY_SEED&lt;br /&gt;
NAME_SEED&lt;br /&gt;
CREATURE_SEED&lt;br /&gt;
CUSTOM_NAME&lt;br /&gt;
EMBARK_POINTS&lt;br /&gt;
PEAK_NUMBER_MIN&lt;br /&gt;
PARTIAL_OCEAN_EDGE_MIN&lt;br /&gt;
OCEAN_EDGE_MIN&lt;br /&gt;
COMPLETE_OCEAN_EDGE_MIN&lt;br /&gt;
REVEAL_ALL_HISTORY&lt;br /&gt;
CULL_HISTORICAL_FIGURES&lt;br /&gt;
EROSION_CYCLE_COUNT&lt;br /&gt;
PERIODICALLY_ERODE_EXTREMES&lt;br /&gt;
OROGRAPHIC_PRECIPITATION&lt;br /&gt;
ALL_CAVES_VISIBLE&lt;br /&gt;
SHOW_EMBARK_TUNNEL&lt;br /&gt;
PLAYABLE_CIVILIZATION_REQUIRED&lt;br /&gt;
VOLCANO_MIN&lt;br /&gt;
END_YEAR&lt;br /&gt;
BEAST_END_YEAR&lt;br /&gt;
ELEVATION&lt;br /&gt;
RAINFALL&lt;br /&gt;
TEMPERATURE&lt;br /&gt;
DRAINAGE&lt;br /&gt;
VOLCANISM&lt;br /&gt;
SAVAGERY&lt;br /&gt;
PS_EL&lt;br /&gt;
PS_RF&lt;br /&gt;
PS_TP&lt;br /&gt;
PS_DR&lt;br /&gt;
PS_VL&lt;br /&gt;
PS_SV&lt;br /&gt;
Attempted to set world gen presets prior to dimensions&lt;br /&gt;
Elevation&lt;br /&gt;
 preset attempted beyond Y range&lt;br /&gt;
 preset failed to load X value at Y = &lt;br /&gt;
ELEVATION_FREQUENCY&lt;br /&gt;
RAIN_FREQUENCY&lt;br /&gt;
DRAINAGE_FREQUENCY&lt;br /&gt;
TEMPERATURE_FREQUENCY&lt;br /&gt;
SAVAGERY_FREQUENCY&lt;br /&gt;
VOLCANISM_FREQUENCY&lt;br /&gt;
TITAN_NUMBER&lt;br /&gt;
TITAN_ATTACK_TRIGGER&lt;br /&gt;
DEMON_NUMBER&lt;br /&gt;
GOOD_SQ_COUNTS&lt;br /&gt;
EVIL_SQ_COUNTS&lt;br /&gt;
REGION_COUNTS&lt;br /&gt;
RIVER_MINS&lt;br /&gt;
SUBREGION_MAX&lt;br /&gt;
CAVERN_LAYER_COUNT&lt;br /&gt;
CAVERN_LAYER_OPENNESS_MIN&lt;br /&gt;
CAVERN_LAYER_OPENNESS_MAX&lt;br /&gt;
CAVERN_LAYER_PASSAGE_DENSITY_MIN&lt;br /&gt;
CAVERN_LAYER_PASSAGE_DENSITY_MAX&lt;br /&gt;
CAVERN_LAYER_WATER_MIN&lt;br /&gt;
CAVERN_LAYER_WATER_MAX&lt;br /&gt;
HAVE_BOTTOM_LAYER_1&lt;br /&gt;
HAVE_BOTTOM_LAYER_2&lt;br /&gt;
LEVELS_ABOVE_GROUND&lt;br /&gt;
LEVELS_ABOVE_LAYER_1&lt;br /&gt;
LEVELS_ABOVE_LAYER_2&lt;br /&gt;
LEVELS_ABOVE_LAYER_3&lt;br /&gt;
LEVELS_ABOVE_LAYER_4&lt;br /&gt;
LEVELS_ABOVE_LAYER_5&lt;br /&gt;
LEVELS_AT_BOTTOM&lt;br /&gt;
CAVE_MIN_SIZE&lt;br /&gt;
CAVE_MAX_SIZE&lt;br /&gt;
MOUNTAIN_CAVE_MIN&lt;br /&gt;
NON_MOUNTAIN_CAVE_MIN&lt;br /&gt;
TOTAL_CIV_NUMBER&lt;br /&gt;
TOTAL_CIV_POPULATION&lt;br /&gt;
ELEVATION_RANGES&lt;br /&gt;
RAIN_RANGES&lt;br /&gt;
DRAINAGE_RANGES&lt;br /&gt;
SAVAGERY_RANGES&lt;br /&gt;
VOLCANISM_RANGES&lt;br /&gt;
Unrecognized World Gen Token: &lt;br /&gt;
LARGE ISLAND&lt;br /&gt;
LARGE REGION&lt;br /&gt;
MEDIUM ISLAND&lt;br /&gt;
MEDIUM REGION&lt;br /&gt;
SMALL ISLAND&lt;br /&gt;
SMALL REGION&lt;br /&gt;
SMALLER ISLAND&lt;br /&gt;
SMALLER REGION&lt;br /&gt;
POCKET ISLAND&lt;br /&gt;
POCKET REGION&lt;br /&gt;
Command Line: World generation manually aborted.&lt;br /&gt;
The world generator is having trouble placing enough mountain peaks.  &lt;br /&gt;
You might want to check your maximum elevation value and other elevation parameters.  &lt;br /&gt;
Can the elevation 400 be placed enough times to provide space for your peaks?  &lt;br /&gt;
You might want to check your preset elevations for the elevation 400.  &lt;br /&gt;
You must have at least as many of these highest elevation points as you are requiring peaks.  &lt;br /&gt;
Alternatively, you can reduce the number of peaks required by the parameters.&lt;br /&gt;
The world generator is having trouble placing enough mid-level elevations.  &lt;br /&gt;
Can your parameters achieve elevations between 100 and 299?  &lt;br /&gt;
You might want to adjust the parameters governing elevation frequencies.  &lt;br /&gt;
Alternatively, you can reduce the number of mid-level elevation squares required.&lt;br /&gt;
The world generator is having trouble placing enough low elevations.  &lt;br /&gt;
Can your parameters achieve elevations between 0 and 99?  &lt;br /&gt;
The world generator is having trouble placing enough high elevations.  &lt;br /&gt;
Can your parameters achieve elevations between 300 and 400?  &lt;br /&gt;
The world generator is having trouble placing enough ocean squares along the edges.  &lt;br /&gt;
Can your parameters achieve elevations between 0 and 99 frequently?  &lt;br /&gt;
You might want to adjust the parameters governing elevation.  &lt;br /&gt;
Alternatively, you can reduce the number of edge oceans required.&lt;br /&gt;
The world generator is having trouble placing rainfall in the manner specified by the parameters.  &lt;br /&gt;
You might want to adjust the parameters governing rainfall.  &lt;br /&gt;
Alternatively, you can reduce the number of high, medium or low rainfall squares required.&lt;br /&gt;
The world generator is having trouble setting drainage in the manner specified by the parameters.  &lt;br /&gt;
You might want to adjust the parameters governing drainage.  &lt;br /&gt;
Alternatively, you can reduce the number of high, medium or low drainage squares required.&lt;br /&gt;
The world generator is having trouble placing savagery in the manner specified by the parameters.  &lt;br /&gt;
You might want to adjust the parameters governing savagery.  &lt;br /&gt;
Alternatively, you can reduce the number of high, medium or low savagery squares required.&lt;br /&gt;
The world generator is having trouble setting volcanism in the manner specified by the parameters.  &lt;br /&gt;
You might want to adjust the parameters governing volcanism.  &lt;br /&gt;
Alternatively, you can reduce the number of high, medium or low volcanism squares required.&lt;br /&gt;
The world generator is having trouble placing enough volcanos.  &lt;br /&gt;
You might want to check your maximum volcanism value.  &lt;br /&gt;
Can volcanism be placed at the value 100 enough times to provide space for each of your volcanos?  &lt;br /&gt;
You might want to check your preset volcanism for the value 100.  &lt;br /&gt;
You must have at least as many of these highest volcanism points as you are requiring volcanos.  &lt;br /&gt;
Alternatively, you can reduce the number of volcanos required by the parameters.&lt;br /&gt;
The world generator is having trouble placing swamps and marshes.  &lt;br /&gt;
Make sure your parameters and presets can support mid-elevation, mid-to-high rainfall, low drainage, non-freezing areas.  &lt;br /&gt;
Alternatively, you can reduce the number of swamp squares and regions required by the parameters.&lt;br /&gt;
The world generator is having trouble placing deserts and badlands.  &lt;br /&gt;
Make sure your parameters and presets can support mid-elevation, very low rainfall, non-freezing areas.  &lt;br /&gt;
Alternatively, you can reduce the number of desert squares and regions required by the parameters.&lt;br /&gt;
The world generator is having trouble placing forests.  &lt;br /&gt;
Make sure your parameters and presets can support mid-elevation, high rainfall, high drainage, non-freezing areas.  &lt;br /&gt;
Alternatively, you can reduce the number of forest squares and regions required by the parameters.&lt;br /&gt;
The world generator is having trouble placing mountains.  &lt;br /&gt;
Make sure your parameters and presets can support high elevation areas.  &lt;br /&gt;
Alternatively, you can reduce the number of mountain squares and regions required by the parameters.&lt;br /&gt;
The world generator is having trouble placing oceans.  &lt;br /&gt;
Make sure your parameters and presets can support low elevation areas.  &lt;br /&gt;
Alternatively, you can reduce the number of ocean squares and regions required by the parameters.&lt;br /&gt;
The world generator is having trouble placing glaciers.  &lt;br /&gt;
Make sure your parameters and presets can support mid-elevation, very high drainage, freezing areas.  &lt;br /&gt;
Alternatively, you can reduce the number of glacial squares and regions required by the parameters.&lt;br /&gt;
The world generator is having trouble placing tundra regions.  &lt;br /&gt;
Make sure your parameters and presets can support mid-elevation, low-to-mid drainage, freezing areas.  &lt;br /&gt;
Alternatively, you can reduce the number of tundra squares and regions required by the parameters.&lt;br /&gt;
The world generator is having trouble placing grasslands.  &lt;br /&gt;
Make sure your parameters and presets can support mid-elevation, low-to-mid rainfall, low-to-mid drainage, non-freezing areas.  &lt;br /&gt;
The world generator is having trouble placing hills.  &lt;br /&gt;
Make sure your parameters and presets can support mid-elevation, low-to-mid rainfall, high drainage, non-freezing areas.  &lt;br /&gt;
The world generator is having trouble placing rivers.  &lt;br /&gt;
Make sure your parameters and presets allow as many mountain squares as you are requiring river start points.  &lt;br /&gt;
Alternatively, you can reduce the number of rivers required by the parameters.&lt;br /&gt;
The world generator is placing too many subregions.  &lt;br /&gt;
Make sure your parameters and presets aren't so variable that biomes change frequently.  &lt;br /&gt;
Alternatively, you can increase the number of subregions permitted by the parameters, up to the cap.&lt;br /&gt;
The world generator is having trouble placing mountain caves.  &lt;br /&gt;
Make sure your parameters and presets allow as many border mountain squares as you are requiring mountain caves.  &lt;br /&gt;
Alternatively, you can reduce the number of mountain caves required by the parameters.&lt;br /&gt;
The world generator is having trouble placing low-lying caves.  &lt;br /&gt;
Make sure your parameters and presets allow as many mid-elevation squares as you are requiring low-lying caves.  &lt;br /&gt;
Alternatively, you can reduce the number of non-mountain caves required by the parameters.&lt;br /&gt;
The world generator is having trouble placing enough civilizations.  &lt;br /&gt;
Make sure your parameters and presets offer enough low-to-mid savagery, evil/good appropriate, biome appropriate squares to establish sites.  &lt;br /&gt;
High savagery (66+) blocks civilization placement -- make sure your parameters and presets offer at least small pockets of low-to-mid savagery areas.  &lt;br /&gt;
If you have very few biome types and are placing good or evil regions, they'll often crowd out the civilizations as well.  &lt;br /&gt;
Alternatively, you can reduce the number of civilizations required by the parameters.&lt;br /&gt;
The world generator is couldn't find any civilization definitions.  &lt;br /&gt;
This problem cannot be resolved by continuing, so you should either abort or skip all rejects for a legends-only game.  &lt;br /&gt;
The world generator is having trouble placing a controllable civilization.  &lt;br /&gt;
Dwarves, for example, require non-evil, non-good, unsavage mountain squares that aren't surrounded by the ocean.  &lt;br /&gt;
Make sure your parameters and presets have adequate squares of this kind.  &lt;br /&gt;
Alternatively, you can remove the requirement of a controllable civilization from the parameters, which will restrict you to adventurers (assuming an appropriate civilization is placed).&lt;br /&gt;
 TO CREATE THE WORLD.&lt;br /&gt;
Title: &lt;br /&gt;
Seed: &lt;br /&gt;
Various&lt;br /&gt;
Random&lt;br /&gt;
Dimensions: &lt;br /&gt;
Custom Name: &lt;br /&gt;
Random Name&lt;br /&gt;
: Enter advanced parameters&lt;br /&gt;
: New param set&lt;br /&gt;
: Copy param set&lt;br /&gt;
: Delete param set&lt;br /&gt;
: Enter title&lt;br /&gt;
: Use random name&lt;br /&gt;
: Enter custom name&lt;br /&gt;
: Use random seed&lt;br /&gt;
: Enter custom seed&lt;br /&gt;
: Change dimensions&lt;br /&gt;
 to load the world params.&lt;br /&gt;
 to save the world params.&lt;br /&gt;
Last Param Set: &lt;br /&gt;
Last Seed: &lt;br /&gt;
Last History Seed: &lt;br /&gt;
Last Name Seed: &lt;br /&gt;
Last Creature Seed: &lt;br /&gt;
Really delete this parameter set?&lt;br /&gt;
: Delete&lt;br /&gt;
: Cancel&lt;br /&gt;
Really change the dimensions?&lt;br /&gt;
This parameter set will be reset.&lt;br /&gt;
: Change&lt;br /&gt;
Are you sure you want to abort?&lt;br /&gt;
You haven't saved your changes.&lt;br /&gt;
: Yes&lt;br /&gt;
Are you sure you want to go on?&lt;br /&gt;
Creating New Region&lt;br /&gt;
 Rejected)&lt;br /&gt;
Preparing elevation...&lt;br /&gt;
Setting temperature...&lt;br /&gt;
Running rivers...&lt;br /&gt;
Forming lakes&lt;br /&gt;
 and minerals...&lt;br /&gt;
Growing vegetation...&lt;br /&gt;
Verifying terrain...&lt;br /&gt;
Importing wildlife...&lt;br /&gt;
Recounting legends...&lt;br /&gt;
Finished prehistory...&lt;br /&gt;
Placing civilizations... (&lt;br /&gt;
Making cave civilizations...&lt;br /&gt;
Making cave pops...&lt;br /&gt;
Placing other beasts...&lt;br /&gt;
Placing megabeasts...&lt;br /&gt;
Placing good/evil...&lt;br /&gt;
Placing caves... (&lt;br /&gt;
Prehistory init...&lt;br /&gt;
Hist Figs: &lt;br /&gt;
     Dead: &lt;br /&gt;
   Events: &lt;br /&gt;
Finalizing civ mats... (&lt;br /&gt;
Finalizing art... (&lt;br /&gt;
Finalizing uniforms... (&lt;br /&gt;
Finalizing sites... (&lt;br /&gt;
 or &lt;br /&gt;
Dark &lt;br /&gt;
Fortress&lt;br /&gt;
LACK OF PEAKS&lt;br /&gt;
MEDIUM ELEVATION REJECTION&lt;br /&gt;
LOW ELEVATION REJECTION&lt;br /&gt;
HIGH ELEVATION REJECTION&lt;br /&gt;
LACK OF EDGE OCEANS&lt;br /&gt;
RAINFALL REJECTION&lt;br /&gt;
DRAINAGE REJECTION&lt;br /&gt;
SAVAGERY REJECTION&lt;br /&gt;
VOLCANISM REJECTION&lt;br /&gt;
LACK OF VOLCANOS&lt;br /&gt;
SWAMP REJECTION&lt;br /&gt;
DESERT REJECTION&lt;br /&gt;
FOREST REJECTION&lt;br /&gt;
MOUNTAIN REJECTION&lt;br /&gt;
OCEAN REJECTION&lt;br /&gt;
GLACIER REJECTION&lt;br /&gt;
TUNDRA REJECTION&lt;br /&gt;
GRASSLAND REJECTION&lt;br /&gt;
HILLS REJECTION&lt;br /&gt;
LACK OF RIVERS&lt;br /&gt;
TOO MANY REGIONS&lt;br /&gt;
LACK OF MOUNTAIN CAVES&lt;br /&gt;
LACK OF LOW-LYING CAVES&lt;br /&gt;
UNABLE TO PLACE ENOUGH CIVILIZATIONS&lt;br /&gt;
NO CIVILIZATIONS AVAILABLE&lt;br /&gt;
UNABLE TO PLACE CONTROLLABLE CIVILIZATION&lt;br /&gt;
Note: If you are using the default parameters in unmodded DF,&lt;br /&gt;
and it doesn't work after continuing a few times, please report&lt;br /&gt;
the issue at the B12 forum.&lt;br /&gt;
: CONTINUE until you give me another warning.&lt;br /&gt;
: ABORT NOW and I'll look over my parameters.&lt;br /&gt;
: ALLOW THIS REJECTION TYPE and continue reporting others.&lt;br /&gt;
: ALLOW ALL REJECTS, even if I end up with a legends-only world!&lt;br /&gt;
 has been created.&lt;br /&gt;
: Accept&lt;br /&gt;
: Export image/info&lt;br /&gt;
: Use the world as it currently exists&lt;br /&gt;
: Continue&lt;br /&gt;
LARGE&lt;br /&gt;
Command Line: World image, detailed image and info exported.&lt;br /&gt;
Cleaning game objects...&lt;br /&gt;
Cleaning stranded objects...&lt;br /&gt;
Cleaning play objects...&lt;br /&gt;
raw/&lt;br /&gt;
/raw/&lt;br /&gt;
** Starting New Arena **&lt;br /&gt;
/world.dat&lt;br /&gt;
Continue Playing&lt;br /&gt;
Start Playing&lt;br /&gt;
Create New World Now!&lt;br /&gt;
Design New World With Parameters&lt;br /&gt;
Object Testing Arena&lt;br /&gt;
Quit&lt;br /&gt;
 to select an option.   &lt;br /&gt;
 scroll.&lt;br /&gt;
 at any time for options, including key bindings.&lt;br /&gt;
 at any time for the manual.&lt;br /&gt;
, Folder: &lt;br /&gt;
Select a source for your arena objects:&lt;br /&gt;
Folder: &lt;br /&gt;
raw (Default)&lt;br /&gt;
/raw&lt;br /&gt;
Preparing Arena...&lt;br /&gt;
Importing world...&lt;br /&gt;
world_graphic-&lt;br /&gt;
el-&lt;br /&gt;
elw-&lt;br /&gt;
tmp-&lt;br /&gt;
rain-&lt;br /&gt;
drn-&lt;br /&gt;
sav-&lt;br /&gt;
vol-&lt;br /&gt;
veg-&lt;br /&gt;
evil-&lt;br /&gt;
sal-&lt;br /&gt;
.bmp&lt;br /&gt;
Histories of &lt;br /&gt;
Greed&lt;br /&gt;
Avarice&lt;br /&gt;
Jealousy&lt;br /&gt;
Cupidity&lt;br /&gt;
Gluttony&lt;br /&gt;
Industry&lt;br /&gt;
Enterprise&lt;br /&gt;
Resourcefulness&lt;br /&gt;
Determination&lt;br /&gt;
Mettle&lt;br /&gt;
Dynamism&lt;br /&gt;
Labor&lt;br /&gt;
Toil&lt;br /&gt;
Diligence&lt;br /&gt;
Exertion&lt;br /&gt;
Tenacity&lt;br /&gt;
Perseverance&lt;br /&gt;
*** STARTING NEW GAME ***&lt;br /&gt;
Command Line: &lt;br /&gt;
data/art/curses.bmp&lt;br /&gt;
data/init/init.txt&lt;br /&gt;
FONT&lt;br /&gt;
data/art/&lt;br /&gt;
FULLFONT&lt;br /&gt;
WINDOWEDX&lt;br /&gt;
WINDOWEDY&lt;br /&gt;
FULLSCREENX&lt;br /&gt;
FULLSCREENY&lt;br /&gt;
PARTIAL_PRINT&lt;br /&gt;
YES&lt;br /&gt;
GRAPHICS_FONT&lt;br /&gt;
GRAPHICS_FULLFONT&lt;br /&gt;
GRAPHICS_WINDOWEDX&lt;br /&gt;
GRAPHICS_WINDOWEDY&lt;br /&gt;
GRAPHICS_FULLSCREENX&lt;br /&gt;
GRAPHICS_FULLSCREENY&lt;br /&gt;
GRAPHICS_BLACK_SPACE&lt;br /&gt;
GRAPHICS&lt;br /&gt;
BLACK_SPACE&lt;br /&gt;
SHOW_ALL_HISTORY_IN_DWARF_MODE&lt;br /&gt;
ALWAYS&lt;br /&gt;
FINDER&lt;br /&gt;
NO&lt;br /&gt;
SHOW_FLOW_AMOUNTS&lt;br /&gt;
SHOW_IMP_QUALITY&lt;br /&gt;
ENGRAVINGS_START_OBSCURED&lt;br /&gt;
MOUSE&lt;br /&gt;
VSYNC&lt;br /&gt;
ON&lt;br /&gt;
OFF&lt;br /&gt;
PRIORITY&lt;br /&gt;
REALTIME&lt;br /&gt;
HIGH&lt;br /&gt;
ABOVE_NORMAL&lt;br /&gt;
BELOW_NORMAL&lt;br /&gt;
IDLE&lt;br /&gt;
COMPRESSED_SAVES&lt;br /&gt;
TEXTURE_PARAM&lt;br /&gt;
LINEAR&lt;br /&gt;
TOPMOST&lt;br /&gt;
FPS&lt;br /&gt;
AUTOSAVE_PAUSE&lt;br /&gt;
EMBARK_WARNING_ALWAYS&lt;br /&gt;
INITIAL_SAVE&lt;br /&gt;
AUTOSAVE&lt;br /&gt;
SEASONAL&lt;br /&gt;
AUTOBACKUP&lt;br /&gt;
PATH_COST&lt;br /&gt;
CAVEINS&lt;br /&gt;
ARTIFACTS&lt;br /&gt;
ECONOMY&lt;br /&gt;
ZERO_RENT&lt;br /&gt;
TESTING_ARENA&lt;br /&gt;
EMBARK_RECTANGLE&lt;br /&gt;
PAUSE_ON_LOAD&lt;br /&gt;
LOG_MAP_REJECTS&lt;br /&gt;
INVADERS&lt;br /&gt;
MOUSE_PICTURE&lt;br /&gt;
VARIED_GROUND_TILES&lt;br /&gt;
NICKNAME_DWARF&lt;br /&gt;
REPLACE_FIRST&lt;br /&gt;
CENTRALIZE&lt;br /&gt;
REPLACE_ALL&lt;br /&gt;
NICKNAME_ADVENTURE&lt;br /&gt;
NICKNAME_LEGENDS&lt;br /&gt;
FPS_CAP&lt;br /&gt;
G_FPS_CAP&lt;br /&gt;
CHASM&lt;br /&gt;
WOUND_COLOR_NONE&lt;br /&gt;
WOUND_COLOR_MINOR&lt;br /&gt;
WOUND_COLOR_INHIBITED&lt;br /&gt;
WOUND_COLOR_FUNCTION_LOSS&lt;br /&gt;
WOUND_COLOR_BROKEN&lt;br /&gt;
WOUND_COLOR_MISSING&lt;br /&gt;
WINDOWED&lt;br /&gt;
PROMPT&lt;br /&gt;
GRID&lt;br /&gt;
FULLGRID&lt;br /&gt;
IDLERS&lt;br /&gt;
MORE&lt;br /&gt;
ADVENTURER_TRAPS&lt;br /&gt;
ADVENTURER_ALWAYS_CENTER&lt;br /&gt;
ADVENTURER_Z_VIEWS&lt;br /&gt;
UNHIDDEN&lt;br /&gt;
DISPLAY_LENGTH&lt;br /&gt;
COFFIN_NO_PETS_DEFAULT&lt;br /&gt;
STORE_DIST_ITEM_DECREASE&lt;br /&gt;
STORE_DIST_SEED_COMBINE&lt;br /&gt;
STORE_DIST_BUCKET_COMBINE&lt;br /&gt;
STORE_DIST_BARREL_COMBINE&lt;br /&gt;
STORE_DIST_BIN_COMBINE&lt;br /&gt;
BABY_CHILD_CAP&lt;br /&gt;
POPULATION_CAP&lt;br /&gt;
BLACK_R&lt;br /&gt;
BLACK_G&lt;br /&gt;
BLACK_B&lt;br /&gt;
BLUE_R&lt;br /&gt;
BLUE_G&lt;br /&gt;
BLUE_B&lt;br /&gt;
GREEN_R&lt;br /&gt;
GREEN_G&lt;br /&gt;
GREEN_B&lt;br /&gt;
CYAN_R&lt;br /&gt;
CYAN_G&lt;br /&gt;
CYAN_B&lt;br /&gt;
RED_R&lt;br /&gt;
RED_G&lt;br /&gt;
RED_B&lt;br /&gt;
MAGENTA_R&lt;br /&gt;
MAGENTA_G&lt;br /&gt;
MAGENTA_B&lt;br /&gt;
BROWN_R&lt;br /&gt;
BROWN_G&lt;br /&gt;
BROWN_B&lt;br /&gt;
LGRAY_R&lt;br /&gt;
LGRAY_G&lt;br /&gt;
LGRAY_B&lt;br /&gt;
DGRAY_R&lt;br /&gt;
DGRAY_G&lt;br /&gt;
DGRAY_B&lt;br /&gt;
LBLUE_R&lt;br /&gt;
LBLUE_G&lt;br /&gt;
LBLUE_B&lt;br /&gt;
LGREEN_R&lt;br /&gt;
LGREEN_G&lt;br /&gt;
LGREEN_B&lt;br /&gt;
LCYAN_R&lt;br /&gt;
LCYAN_G&lt;br /&gt;
LCYAN_B&lt;br /&gt;
LRED_R&lt;br /&gt;
LRED_G&lt;br /&gt;
LRED_B&lt;br /&gt;
LMAGENTA_R&lt;br /&gt;
LMAGENTA_G&lt;br /&gt;
LMAGENTA_B&lt;br /&gt;
YELLOW_R&lt;br /&gt;
YELLOW_G&lt;br /&gt;
YELLOW_B&lt;br /&gt;
WHITE_R&lt;br /&gt;
WHITE_G&lt;br /&gt;
WHITE_B&lt;br /&gt;
SOUND&lt;br /&gt;
INTRO&lt;br /&gt;
VOLUME&lt;br /&gt;
KEY_HOLD_MS&lt;br /&gt;
RECENTER_INTERFACE_SHUTDOWN_MS&lt;br /&gt;
Unrecognized Init Option: &lt;br /&gt;
data/init/announcements.txt&lt;br /&gt;
DO_MEGA&lt;br /&gt;
PAUSE&lt;br /&gt;
P&lt;br /&gt;
RECENTER&lt;br /&gt;
R&lt;br /&gt;
A_DISPLAY&lt;br /&gt;
A_D&lt;br /&gt;
D_DISPLAY&lt;br /&gt;
D_D&lt;br /&gt;
UNIT_COMBAT_REPORT&lt;br /&gt;
UCR&lt;br /&gt;
UNIT_COMBAT_REPORT_ALL_ACTIVE&lt;br /&gt;
UCR_A&lt;br /&gt;
Start FullScreen?&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Section ==&lt;br /&gt;
=== Subsection ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
data/sound/song_title.ogg&lt;br /&gt;
data/sound/song_game.ogg&lt;br /&gt;
data/art/mouse.bmp&lt;br /&gt;
data/movies&lt;br /&gt;
text&lt;br /&gt;
data/dipscript/*.*&lt;br /&gt;
data/dipscript/&lt;br /&gt;
region&lt;br /&gt;
Command Line: World generation initiated.&lt;br /&gt;
Command Line: World generation aborted because world exists.&lt;br /&gt;
data/speech/general.txt&lt;br /&gt;
data/speech/male.txt&lt;br /&gt;
data/speech/female.txt&lt;br /&gt;
data/speech/slayer.txt&lt;br /&gt;
data/speech/threat.txt&lt;br /&gt;
data/speech/greet.txt&lt;br /&gt;
data/speech/greet_reply.txt&lt;br /&gt;
data/speech/greet_reply_diff_language.txt&lt;br /&gt;
data/speech/greet_reply_unusual_first.txt&lt;br /&gt;
data/speech/greet_worship.txt&lt;br /&gt;
data/speech/greet_baby.txt&lt;br /&gt;
data/speech/goodbye_worship_1.txt&lt;br /&gt;
data/speech/goodbye_worship_2.txt&lt;br /&gt;
data/speech/goodbye_worship_3.txt&lt;br /&gt;
data/speech/temple_already_member.txt&lt;br /&gt;
data/speech/temple_become_member.txt&lt;br /&gt;
data/speech/positive.txt&lt;br /&gt;
data/speech/task_recommendation.txt&lt;br /&gt;
data/speech/unknown_hf_seeker.txt&lt;br /&gt;
data/speech/ab_specific_hf_seeker.txt&lt;br /&gt;
data/speech/site_specific_hf_seeker.txt&lt;br /&gt;
data/speech/same_site_ab_specific_hf_seeker.txt&lt;br /&gt;
data/speech/same_site_specific_hf_seeker.txt&lt;br /&gt;
data/speech/arch_info_justification.txt&lt;br /&gt;
data/speech/justification_representation.txt&lt;br /&gt;
data/speech/justification_proximity.txt&lt;br /&gt;
data/speech/justification_experience.txt&lt;br /&gt;
data/speech/justification_reminder.txt&lt;br /&gt;
data/speech/justification_antithetical.txt&lt;br /&gt;
data/speech/no_family.txt&lt;br /&gt;
data/speech/family_relationship_spec.txt&lt;br /&gt;
data/speech/family_relationship_no_spec.txt&lt;br /&gt;
data/speech/family_relationship_additional.txt&lt;br /&gt;
data/speech/family_relationship_spec_dead.txt&lt;br /&gt;
data/speech/family_relationship_no_spec_dead.txt&lt;br /&gt;
data/speech/family_relationship_additional_dead.txt&lt;br /&gt;
data/speech/child_age_proclamation.txt&lt;br /&gt;
data/speech/wandering_profession.txt&lt;br /&gt;
data/speech/scouting_profession.txt&lt;br /&gt;
data/speech/hunting_profession.txt&lt;br /&gt;
data/speech/snatcher_profession.txt&lt;br /&gt;
data/speech/thief_profession.txt&lt;br /&gt;
data/speech/wandering_profession_year.txt&lt;br /&gt;
data/speech/scouting_profession_year.txt&lt;br /&gt;
data/speech/hunting_profession_year.txt&lt;br /&gt;
data/speech/snatcher_profession_year.txt&lt;br /&gt;
data/speech/thief_profession_year.txt&lt;br /&gt;
data/speech/past_wandering_profession.txt&lt;br /&gt;
data/speech/past_scouting_profession.txt&lt;br /&gt;
data/speech/past_hunting_profession.txt&lt;br /&gt;
data/speech/past_snatcher_profession.txt&lt;br /&gt;
data/speech/past_thief_profession.txt&lt;br /&gt;
data/speech/guard_profession.txt&lt;br /&gt;
data/speech/guard_warning.txt&lt;br /&gt;
data/speech/soldier_profession.txt&lt;br /&gt;
data/speech/past_profession_no_year.txt&lt;br /&gt;
data/speech/past_profession_year.txt&lt;br /&gt;
data/speech/current_profession_no_year.txt&lt;br /&gt;
data/speech/current_profession_year.txt&lt;br /&gt;
data/speech/hist_fig_slayer.txt&lt;br /&gt;
data/speech/animal_slayer.txt&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
=== Subsection ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
 were unable to complete the &lt;br /&gt;
Jobs removed from unpowered &lt;br /&gt;
small&lt;br /&gt;
large&lt;br /&gt;
logs&lt;br /&gt;
rough gems&lt;br /&gt;
raw green glass&lt;br /&gt;
raw clear glass&lt;br /&gt;
raw crystal glass&lt;br /&gt;
small &lt;br /&gt;
rock&lt;br /&gt;
stones&lt;br /&gt;
 wafers&lt;br /&gt;
 bars&lt;br /&gt;
charcoal&lt;br /&gt;
coke&lt;br /&gt;
refined coal&lt;br /&gt;
bars&lt;br /&gt;
cut gems&lt;br /&gt;
cut green glass gems&lt;br /&gt;
cut clear glass gems&lt;br /&gt;
cut crystal glass gems&lt;br /&gt;
gems&lt;br /&gt;
blocks&lt;br /&gt;
portal&lt;br /&gt;
door&lt;br /&gt;
floodgate&lt;br /&gt;
hatch cover&lt;br /&gt;
grate&lt;br /&gt;
table&lt;br /&gt;
cabinet&lt;br /&gt;
weapon rack&lt;br /&gt;
armor stand&lt;br /&gt;
bin&lt;br /&gt;
box&lt;br /&gt;
coffer&lt;br /&gt;
chest&lt;br /&gt;
boxes and bag&lt;br /&gt;
backpack&lt;br /&gt;
limb/body &lt;br /&gt;
cast&lt;br /&gt;
splint&lt;br /&gt;
crutch&lt;br /&gt;
es&lt;br /&gt;
quiver&lt;br /&gt;
casket&lt;br /&gt;
sarcophag&lt;br /&gt;
coffin&lt;br /&gt;
rope&lt;br /&gt;
chain&lt;br /&gt;
waterskin&lt;br /&gt;
vial&lt;br /&gt;
flask&lt;br /&gt;
musical instrument&lt;br /&gt;
toy&lt;br /&gt;
cup&lt;br /&gt;
mug&lt;br /&gt;
goblet&lt;br /&gt;
window&lt;br /&gt;
terrarium&lt;br /&gt;
cage&lt;br /&gt;
barrel&lt;br /&gt;
bucket&lt;br /&gt;
animal trap&lt;br /&gt;
chair&lt;br /&gt;
throne&lt;br /&gt;
web&lt;br /&gt;
strands&lt;br /&gt;
thread&lt;br /&gt;
cloth&lt;br /&gt;
tanned hide&lt;br /&gt;
totem&lt;br /&gt;
figurine&lt;br /&gt;
rotten &lt;br /&gt;
drink&lt;br /&gt;
filthy &lt;br /&gt;
sticky &lt;br /&gt;
vomitous &lt;br /&gt;
slimy &lt;br /&gt;
dirty &lt;br /&gt;
gooey &lt;br /&gt;
purulent &lt;br /&gt;
ichorous &lt;br /&gt;
bloody &lt;br /&gt;
liquid&lt;br /&gt;
glob&lt;br /&gt;
 laced with &lt;br /&gt;
powder&lt;br /&gt;
cheese&lt;br /&gt;
catapult parts&lt;br /&gt;
mechanisms&lt;br /&gt;
tube&lt;br /&gt;
pipe section&lt;br /&gt;
trap component&lt;br /&gt;
ballista parts&lt;br /&gt;
anvil&lt;br /&gt;
amulet&lt;br /&gt;
ballista arrow head&lt;br /&gt;
siege ammo&lt;br /&gt;
ammunition&lt;br /&gt;
scepter&lt;br /&gt;
crown&lt;br /&gt;
coin&lt;br /&gt;
perfect &lt;br /&gt;
large &lt;br /&gt;
green glass &lt;br /&gt;
clear glass &lt;br /&gt;
crystal glass &lt;br /&gt;
gem&lt;br /&gt;
 gem&lt;br /&gt;
ring&lt;br /&gt;
earring&lt;br /&gt;
bracelet&lt;br /&gt;
bed&lt;br /&gt;
traction bench&lt;br /&gt;
quern&lt;br /&gt;
millstone&lt;br /&gt;
statue&lt;br /&gt;
corpse&lt;br /&gt;
Rotten &lt;br /&gt;
seeds&lt;br /&gt;
withered &lt;br /&gt;
leaves&lt;br /&gt;
raw &lt;br /&gt;
live &lt;br /&gt;
small live animal&lt;br /&gt;
tame &lt;br /&gt;
small tame animal&lt;br /&gt;
prepared meal&lt;br /&gt;
preserved &lt;br /&gt;
 chops&lt;br /&gt;
 chop&lt;br /&gt;
meat&lt;br /&gt;
weapon&lt;br /&gt;
chain &lt;br /&gt;
suits of &lt;br /&gt;
armor&lt;br /&gt;
right &lt;br /&gt;
left &lt;br /&gt;
handwear&lt;br /&gt;
shield&lt;br /&gt;
/buckler&lt;br /&gt;
footwear&lt;br /&gt;
headwear&lt;br /&gt;
legwear&lt;br /&gt;
item&lt;br /&gt;
 [&lt;br /&gt;
A kidnapper has made off with &lt;br /&gt;
 has stolen &lt;br /&gt;
A thief has stolen &lt;br /&gt;
 has &lt;br /&gt;
You have &lt;br /&gt;
died in a cage.&lt;br /&gt;
fallen into a deep chasm.&lt;br /&gt;
died of old age.&lt;br /&gt;
starved to death.&lt;br /&gt;
died from thirst.&lt;br /&gt;
drowned.&lt;br /&gt;
burned up in magma.&lt;br /&gt;
burned up in dragon fire.&lt;br /&gt;
boiled.&lt;br /&gt;
melted.&lt;br /&gt;
condensed.&lt;br /&gt;
solidified.&lt;br /&gt;
died in the heat.&lt;br /&gt;
been encased in cooling lava.&lt;br /&gt;
been encased in cooling magma.&lt;br /&gt;
been encased in ice.&lt;br /&gt;
frozen to death.&lt;br /&gt;
burned to death.&lt;br /&gt;
been scalded to death.&lt;br /&gt;
burned up in a magma mist.&lt;br /&gt;
been crushed by a drawbridge.&lt;br /&gt;
been crushed under the collapsing ceiling.&lt;br /&gt;
been killed by falling rocks.&lt;br /&gt;
been shot and killed.&lt;br /&gt;
bled to death.&lt;br /&gt;
succumbed to infection.&lt;br /&gt;
suffocated.&lt;br /&gt;
been struck down.&lt;br /&gt;
been scuttled.&lt;br /&gt;
been hacked to pieces.&lt;br /&gt;
been beheaded.&lt;br /&gt;
been crucified.&lt;br /&gt;
been buried alive.&lt;br /&gt;
been executed by being left out in the air.&lt;br /&gt;
been executed by drowning.&lt;br /&gt;
been burned alive.&lt;br /&gt;
been fed to beasts.&lt;br /&gt;
been murdered by &lt;br /&gt;
somebody&lt;br /&gt;
been killed by a trap.&lt;br /&gt;
collapsed.&lt;br /&gt;
died after colliding with an obstacle.&lt;br /&gt;
been impaled on spikes.&lt;br /&gt;
Of &lt;br /&gt;
of &lt;br /&gt;
 is taken by a fey mood!&lt;br /&gt;
 withdraws from society...&lt;br /&gt;
 has been possessed!&lt;br /&gt;
 looses a roaring laughter, fell and terrible!&lt;br /&gt;
 begins to stalk and brood...&lt;br /&gt;
 has created &lt;br /&gt;
, a &lt;br /&gt;
*PAUSED*&lt;br /&gt;
 SIEGE &lt;br /&gt;
+&lt;br /&gt;
 Idlers: &lt;br /&gt;
Page &lt;br /&gt;
fighting!&lt;br /&gt;
hunting.&lt;br /&gt;
sparring.&lt;br /&gt;
No recent reports.&lt;br /&gt;
: View report&lt;br /&gt;
Last Report Date: &lt;br /&gt;
 x&lt;br /&gt;
Announcement Date: &lt;br /&gt;
: Zoom to location&lt;br /&gt;
Ingredient Type&lt;br /&gt;
Number&lt;br /&gt;
Permissions&lt;br /&gt;
----&lt;br /&gt;
Brew&lt;br /&gt;
: Toggle cook.  &lt;br /&gt;
: Toggle brew.&lt;br /&gt;
You have no appropriate ingredients.&lt;br /&gt;
Price&lt;br /&gt;
N/A&lt;br /&gt;
Uninterested&lt;br /&gt;
For Sale&lt;br /&gt;
Available&lt;br /&gt;
Ready for Slaughter&lt;br /&gt;
Work Animal&lt;br /&gt;
Not For Sale&lt;br /&gt;
Unavailable&lt;br /&gt;
Being Traded&lt;br /&gt;
Not Tame&lt;br /&gt;
: Toggle pet availability.  &lt;br /&gt;
: Slaughter.&lt;br /&gt;
You have no appropriate creatures.&lt;br /&gt;
 Justice  &lt;br /&gt;
  Cages&amp;amp;Chains: &lt;br /&gt;
, Deceased&lt;br /&gt;
There are no criminals.&lt;br /&gt;
No Sentence Pending.&lt;br /&gt;
 Hammerstrike&lt;br /&gt;
Beating.&lt;br /&gt;
 Day&lt;br /&gt;
 in Prison.&lt;br /&gt;
Officer: &lt;br /&gt;
None Assigned&lt;br /&gt;
Violation of Production Order.&lt;br /&gt;
Violation of Export Prohibition.&lt;br /&gt;
Violation of Job Order.&lt;br /&gt;
Conspiracy to Slow Labor.&lt;br /&gt;
Murder.&lt;br /&gt;
Disorderly Conduct.&lt;br /&gt;
Building Destruction.&lt;br /&gt;
Vandalism.&lt;br /&gt;
Injured Party: &lt;br /&gt;
General Items&lt;br /&gt;
Prepared Food&lt;br /&gt;
Thread/Cloth&lt;br /&gt;
Bone&lt;br /&gt;
Tooth&lt;br /&gt;
Horn&lt;br /&gt;
Pearl&lt;br /&gt;
Shell&lt;br /&gt;
Silk&lt;br /&gt;
Stone/Gems/Metals&lt;br /&gt;
Anml Extracts&lt;br /&gt;
Plnt Extracts&lt;br /&gt;
Anml Cheeses&lt;br /&gt;
Plnt Cheeses&lt;br /&gt;
Milled Animal&lt;br /&gt;
Milled Plants&lt;br /&gt;
Item Type&lt;br /&gt;
Setter&lt;br /&gt;
Unknown&lt;br /&gt;
Job&lt;br /&gt;
Wage&lt;br /&gt;
Cleaning&lt;br /&gt;
Place Item in Tomb&lt;br /&gt;
Store Item in Stockpile&lt;br /&gt;
Store Item in Bag&lt;br /&gt;
Store Item in Chest&lt;br /&gt;
Store Item in Cabinet&lt;br /&gt;
Store Weapon&lt;br /&gt;
Store Armor&lt;br /&gt;
Store Item in Barrel&lt;br /&gt;
Store Item in Bin&lt;br /&gt;
Store Item in Hospital&lt;br /&gt;
Dump Item&lt;br /&gt;
Building Construction&lt;br /&gt;
Building Removal&lt;br /&gt;
Door Construction&lt;br /&gt;
Floodgate Construction&lt;br /&gt;
Hatch Cover Construction&lt;br /&gt;
Grate Construction&lt;br /&gt;
Bed Construction&lt;br /&gt;
Chair Construction&lt;br /&gt;
Coffin Construction&lt;br /&gt;
Table Construction&lt;br /&gt;
Bin Construction&lt;br /&gt;
Chest Construction&lt;br /&gt;
Cabinet Construction&lt;br /&gt;
Statue Construction&lt;br /&gt;
Block Construction&lt;br /&gt;
Anvil Construction&lt;br /&gt;
Window Construction&lt;br /&gt;
Pipe Section Construction&lt;br /&gt;
Sand Collection&lt;br /&gt;
Gem Encrusting&lt;br /&gt;
Glass Cutting&lt;br /&gt;
Glass Encrusting&lt;br /&gt;
Basic Ore Smelting&lt;br /&gt;
Object Melting&lt;br /&gt;
Craft Making&lt;br /&gt;
Coin Minting&lt;br /&gt;
Metal Studding&lt;br /&gt;
Metal Strand Extraction&lt;br /&gt;
Totem Construction&lt;br /&gt;
Flask Construction&lt;br /&gt;
Goblet Construction&lt;br /&gt;
Bone/Shell Decoration&lt;br /&gt;
Instrument Construction&lt;br /&gt;
Toy Construction&lt;br /&gt;
Weapon Construction&lt;br /&gt;
Ammo Construction&lt;br /&gt;
Quiver Construction&lt;br /&gt;
Armor Stand Construction&lt;br /&gt;
Weapon Rack Construction&lt;br /&gt;
Armor Construction&lt;br /&gt;
Glove Construction&lt;br /&gt;
Helm Construction&lt;br /&gt;
Shield Construction&lt;br /&gt;
Pants Construction&lt;br /&gt;
Shoe Construction&lt;br /&gt;
Backpack Construction&lt;br /&gt;
Animal Trap Construction&lt;br /&gt;
Trap Baiting&lt;br /&gt;
Mechanism Construction&lt;br /&gt;
Trap Component Construction&lt;br /&gt;
Trap Cleaning&lt;br /&gt;
Trigger Linking&lt;br /&gt;
Cage Trap Loading&lt;br /&gt;
Stone Trap Loading&lt;br /&gt;
Weapon Trap Loading&lt;br /&gt;
Lever Pulling&lt;br /&gt;
Operate Pump&lt;br /&gt;
Construct Quern&lt;br /&gt;
Construct Millstone&lt;br /&gt;
Catapult Loading&lt;br /&gt;
Ballista Loading&lt;br /&gt;
Catapult Firing&lt;br /&gt;
Ballista Firing&lt;br /&gt;
Ballista Arrow Head Construction&lt;br /&gt;
Siege Ammo Construction&lt;br /&gt;
Catapult Part Construction&lt;br /&gt;
Ballista Part Construction&lt;br /&gt;
Fortification Carving&lt;br /&gt;
Wall Detailing&lt;br /&gt;
Floor Detailing&lt;br /&gt;
Stair/Ramp Removal&lt;br /&gt;
Carving Upward Staircase&lt;br /&gt;
Carving Downward Staircase&lt;br /&gt;
Carving Up/Down Staircase&lt;br /&gt;
Carving Ramp&lt;br /&gt;
Digging Channel&lt;br /&gt;
Tree Felling&lt;br /&gt;
Plant Gathering&lt;br /&gt;
Construction Removal&lt;br /&gt;
Hunting&lt;br /&gt;
Returning Kill&lt;br /&gt;
Capturing Land Animals&lt;br /&gt;
Capturing Fish&lt;br /&gt;
Hunting Animal Training&lt;br /&gt;
War Animal Training&lt;br /&gt;
Web Collection&lt;br /&gt;
Cage Construction&lt;br /&gt;
Chain Construction&lt;br /&gt;
Bucket Construction&lt;br /&gt;
Planting&lt;br /&gt;
Harvesting&lt;br /&gt;
Fertilizing&lt;br /&gt;
Thread Dyeing&lt;br /&gt;
Cloth Dyeing&lt;br /&gt;
Image Sewing&lt;br /&gt;
Plant Extraction&lt;br /&gt;
Plant Processing&lt;br /&gt;
Plant Processing/Bag&lt;br /&gt;
Plant Processing/Vial&lt;br /&gt;
Plant Processing/Barrel&lt;br /&gt;
Fish Extraction&lt;br /&gt;
Land Animal Extraction&lt;br /&gt;
Small Creature Taming&lt;br /&gt;
Large Creature Taming&lt;br /&gt;
Butchering&lt;br /&gt;
Slaughtering&lt;br /&gt;
Fish Processing&lt;br /&gt;
Barrel Construction&lt;br /&gt;
Other Jobs&lt;br /&gt;
Animal Chaining&lt;br /&gt;
Animal Unchaining&lt;br /&gt;
Releasing Large Creature&lt;br /&gt;
Releasing Small Creature&lt;br /&gt;
Handling Large Creature&lt;br /&gt;
Handling Small Creature&lt;br /&gt;
Large Creature Caging&lt;br /&gt;
Small Creature Caging&lt;br /&gt;
Aquarium Draining&lt;br /&gt;
Aquarium Filling&lt;br /&gt;
Pond Filling&lt;br /&gt;
Beat Criminal&lt;br /&gt;
Large Creature Pit/Ponding&lt;br /&gt;
Small Creature Pit/Ponding&lt;br /&gt;
Charcoal Making&lt;br /&gt;
Ash Making&lt;br /&gt;
Potash Making (Lye)&lt;br /&gt;
Potash Making (Ash)&lt;br /&gt;
Managing Work Orders&lt;br /&gt;
Updating Stockpile Records&lt;br /&gt;
Trading at Depot&lt;br /&gt;
Upgrading Squad Equipment&lt;br /&gt;
Preparing Equipment Manifests&lt;br /&gt;
Give Water&lt;br /&gt;
Give Food&lt;br /&gt;
Recover Wounded&lt;br /&gt;
Diagnose Patient&lt;br /&gt;
Immobilize Break&lt;br /&gt;
Apply Cast&lt;br /&gt;
Bring Crutch&lt;br /&gt;
Dress Wound&lt;br /&gt;
Clean Patient&lt;br /&gt;
Suture&lt;br /&gt;
Set Bone&lt;br /&gt;
Place In Traction&lt;br /&gt;
Splint Construction&lt;br /&gt;
Crutch Construction&lt;br /&gt;
Traction Bench Construction&lt;br /&gt;
Work Orders&lt;br /&gt;
Left&lt;br /&gt;
Validated&lt;br /&gt;
A manager is required to coordinate work orders.&lt;br /&gt;
All work orders must be validated by the manager before they become active.&lt;br /&gt;
: New Order  &lt;br /&gt;
: Remove  &lt;br /&gt;
: Increase priority  &lt;br /&gt;
: Max priority  &lt;br /&gt;
: Wages&lt;br /&gt;
Quantity: &lt;br /&gt;
Type in parts of the name to narrow your search.  &lt;br /&gt;
/R&lt;br /&gt;
Suspended&lt;br /&gt;
Inactive&lt;br /&gt;
Independent&lt;br /&gt;
#&lt;br /&gt;
Wild Animal&lt;br /&gt;
 (Caged)&lt;br /&gt;
 (Chained)&lt;br /&gt;
Undead&lt;br /&gt;
Berserk&lt;br /&gt;
Caged Prisoner&lt;br /&gt;
Chained Prisoner&lt;br /&gt;
Invader&lt;br /&gt;
Diplomat&lt;br /&gt;
Merchant&lt;br /&gt;
Visitor&lt;br /&gt;
Friendly&lt;br /&gt;
Underworld&lt;br /&gt;
Caged Guest&lt;br /&gt;
Chained Guest&lt;br /&gt;
Uninvited Guest&lt;br /&gt;
Current Resident&lt;br /&gt;
Hostile&lt;br /&gt;
Tame&lt;br /&gt;
You have not created any creatures yet.&lt;br /&gt;
 to return&lt;br /&gt;
There are no idle &lt;br /&gt;
 or jobs.&lt;br /&gt;
 to return, &lt;br /&gt;
: Manager&lt;br /&gt;
: ViewCre, &lt;br /&gt;
: ViewJob, &lt;br /&gt;
: Zoom-Cre, &lt;br /&gt;
: Zoom-Bld, &lt;br /&gt;
: Manager, &lt;br /&gt;
: Remv Cre&lt;br /&gt;
 (Lost)&lt;br /&gt;
No treasures yet.&lt;br /&gt;
This land has no important leaders.&lt;br /&gt;
Exports to &lt;br /&gt;
Petty Annoyance&lt;br /&gt;
Terror&lt;br /&gt;
Imports from &lt;br /&gt;
Offerings from &lt;br /&gt;
Death&lt;br /&gt;
Vengeance&lt;br /&gt;
You can look at trade information once you have a broker&lt;br /&gt;
with appraisal skill.&lt;br /&gt;
Trade Agreement (Exports to &lt;br /&gt;
Trade Agreement (Imports from &lt;br /&gt;
: View Agreement&lt;br /&gt;
You have no agreements with this land.&lt;br /&gt;
 to change modes.&lt;br /&gt;
Unnamed &lt;br /&gt;
 civilization&lt;br /&gt;
  Civilizations  &lt;br /&gt;
[B][P]Active Syndromes[B]&lt;br /&gt;
 phase&lt;br /&gt;
 seconds)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
=== Subsection ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
he&lt;br /&gt;
she&lt;br /&gt;
it&lt;br /&gt;
him&lt;br /&gt;
her&lt;br /&gt;
himself&lt;br /&gt;
herself&lt;br /&gt;
itself&lt;br /&gt;
his&lt;br /&gt;
 caught in a cloud of flames!&lt;br /&gt;
 caught up in the web!&lt;br /&gt;
The item sparkles with a supernatural brillance.&lt;br /&gt;
The air around the object seems warped as if it were very hot, yet the item is cool to the touch.&lt;br /&gt;
The object looks oddly square.&lt;br /&gt;
The item constantly emits a nearly inaudible high-pitched whistle.&lt;br /&gt;
The item is covered with small bumps.&lt;br /&gt;
The item smells like wet earth.&lt;br /&gt;
Tiny streaks of lightning streak quickly over the object's surface.&lt;br /&gt;
Creatures that look at the item cannot think negative thoughts.&lt;br /&gt;
The item is covered with minute gray hairs.&lt;br /&gt;
The item sounds like rustling leaves when moved.&lt;br /&gt;
Needs &lt;br /&gt;
Disconnected&lt;br /&gt;
Need trigger type&lt;br /&gt;
Needs walkable perimeter&lt;br /&gt;
Hidden&lt;br /&gt;
Needs to be anchored on edge&lt;br /&gt;
Blocked&lt;br /&gt;
Surrounded by empty space&lt;br /&gt;
Needs adjacent wall&lt;br /&gt;
Needs open space&lt;br /&gt;
Off map&lt;br /&gt;
Water&lt;br /&gt;
Lava/Magma&lt;br /&gt;
Building present&lt;br /&gt;
Construction present&lt;br /&gt;
Must be inside&lt;br /&gt;
Too close to edge&lt;br /&gt;
Must be outside&lt;br /&gt;
Cannot build at highest level&lt;br /&gt;
Needs soil or mud&lt;br /&gt;
Needs soil&lt;br /&gt;
Needs ground or near machine&lt;br /&gt;
No mud for underground farm&lt;br /&gt;
Mud is left by water&lt;br /&gt;
No access to &lt;br /&gt;
No access&lt;br /&gt;
Null site on overall status&lt;br /&gt;
&amp;quot; &lt;br /&gt;
Early &lt;br /&gt;
Mid-&lt;br /&gt;
Late &lt;br /&gt;
Spring&lt;br /&gt;
Summer&lt;br /&gt;
Autumn&lt;br /&gt;
Winter&lt;br /&gt;
Animals&lt;br /&gt;
Stocks&lt;br /&gt;
Health&lt;br /&gt;
Prices&lt;br /&gt;
Currency&lt;br /&gt;
Justice&lt;br /&gt;
Created Wealth:&lt;br /&gt;
Weapons:&lt;br /&gt;
Armor and Garb:&lt;br /&gt;
Furniture:&lt;br /&gt;
Other Objects:&lt;br /&gt;
Architecture:&lt;br /&gt;
Displayed:&lt;br /&gt;
Held/Worn:&lt;br /&gt;
You need a broker with&lt;br /&gt;
the appraisal skill.&lt;br /&gt;
Imported Wealth:&lt;br /&gt;
Exported Wealth:&lt;br /&gt;
Trade Information:&lt;br /&gt;
Population:&lt;br /&gt;
Nobles/Admins&lt;br /&gt;
Peasants&lt;br /&gt;
Recruit/Others&lt;br /&gt;
Trained Animals&lt;br /&gt;
Other Animals&lt;br /&gt;
Food Stores:&lt;br /&gt;
Plant&lt;br /&gt;
Drink&lt;br /&gt;
Other&lt;br /&gt;
Mountainhome&lt;br /&gt;
Metropolis&lt;br /&gt;
City&lt;br /&gt;
Village&lt;br /&gt;
Hamlet&lt;br /&gt;
Outpost&lt;br /&gt;
Evaluate Depot Access Overflow&lt;br /&gt;
Evaluate Depot Caravan Access Overflow&lt;br /&gt;
  Building List  &lt;br /&gt;
 (S)&lt;br /&gt;
 / Spouse&lt;br /&gt;
No Owner&lt;br /&gt;
You don't have any buildings.&lt;br /&gt;
Evaluation:&lt;br /&gt;
: View building information&lt;br /&gt;
: Zoom to building items&lt;br /&gt;
: Zoom to building tasks&lt;br /&gt;
: Swap right panel&lt;br /&gt;
  The Health of &lt;br /&gt;
Severe Blood Loss&lt;br /&gt;
Moderate Blood Loss&lt;br /&gt;
Serious Fever&lt;br /&gt;
Moderate Fever&lt;br /&gt;
Slight Fever&lt;br /&gt;
Moderate Pain&lt;br /&gt;
Slight Pain&lt;br /&gt;
Cannot breathe&lt;br /&gt;
Trouble breathing&lt;br /&gt;
Vision lost&lt;br /&gt;
Vision impaired&lt;br /&gt;
Vision somewhat impaired&lt;br /&gt;
Ability to stand lost&lt;br /&gt;
Ability to stand somewhat impaired&lt;br /&gt;
Ability to grasp lost&lt;br /&gt;
Ability to grasp somewhat impaired&lt;br /&gt;
Ability to fly lost&lt;br /&gt;
Ability to fly somewhat impaired&lt;br /&gt;
Motor nerve damage&lt;br /&gt;
Sensory nerve damage&lt;br /&gt;
No health problems&lt;br /&gt;
 Popped out&lt;br /&gt;
 Major artery torn&lt;br /&gt;
 Artery torn&lt;br /&gt;
 Heavy bleeding&lt;br /&gt;
 Bleeding&lt;br /&gt;
 Motor nerve severed&lt;br /&gt;
 Sensory nerve severed&lt;br /&gt;
 Torn tendon&lt;br /&gt;
 Strained tendon&lt;br /&gt;
 Bruised tendon&lt;br /&gt;
 Torn ligament&lt;br /&gt;
 Sprained ligament&lt;br /&gt;
 Bruised ligament&lt;br /&gt;
 Compound fracture&lt;br /&gt;
 Overlapping fracture&lt;br /&gt;
 Needs setting&lt;br /&gt;
 Cut apart&lt;br /&gt;
 Smashed apart&lt;br /&gt;
 Broken apart&lt;br /&gt;
 Torn apart&lt;br /&gt;
 Cut open&lt;br /&gt;
 Smashed open&lt;br /&gt;
 Broken open&lt;br /&gt;
 Torn open&lt;br /&gt;
 Dented&lt;br /&gt;
 Heavy bruising&lt;br /&gt;
 Moderate bruising&lt;br /&gt;
 Light bruising&lt;br /&gt;
 Serious burn&lt;br /&gt;
 Moderate burn&lt;br /&gt;
 Minor burn&lt;br /&gt;
 Serious frost-bite&lt;br /&gt;
 Moderate frost-bite&lt;br /&gt;
 Minor frost-bite&lt;br /&gt;
 Serious melting&lt;br /&gt;
 Moderate melting&lt;br /&gt;
 Minor melting&lt;br /&gt;
 Serious boiling&lt;br /&gt;
 Moderate boiling&lt;br /&gt;
 Minor boiling&lt;br /&gt;
 Serious freezing&lt;br /&gt;
 Moderate freezing&lt;br /&gt;
 Minor freezing&lt;br /&gt;
 Serious condensation&lt;br /&gt;
 Moderate condensation&lt;br /&gt;
 Minor condensation&lt;br /&gt;
 Advanced rot&lt;br /&gt;
 Moderate rot&lt;br /&gt;
 Minor rot&lt;br /&gt;
 Serious blistering&lt;br /&gt;
 Moderate blistering&lt;br /&gt;
 Minor blistering&lt;br /&gt;
 Extreme pain&lt;br /&gt;
 Moderate pain&lt;br /&gt;
 Minor pain&lt;br /&gt;
 Nausea&lt;br /&gt;
 Dizziness&lt;br /&gt;
 Paralysis&lt;br /&gt;
 Partial paralysis&lt;br /&gt;
 Some sluggishness&lt;br /&gt;
 Complete numbness&lt;br /&gt;
 Partial numbness&lt;br /&gt;
 Slight numbness&lt;br /&gt;
 Extreme swelling&lt;br /&gt;
 Moderate swelling&lt;br /&gt;
 Minor swelling&lt;br /&gt;
 Function totally impaired&lt;br /&gt;
 Partially impaired function&lt;br /&gt;
 Slightly impaired function&lt;br /&gt;
Has been sutured&lt;br /&gt;
Infection&lt;br /&gt;
No evaluated wounds&lt;br /&gt;
Diagnosis required&lt;br /&gt;
Crutch required&lt;br /&gt;
 Rotten -- inoperable&lt;br /&gt;
 Needs cleaning&lt;br /&gt;
 Needs surgery&lt;br /&gt;
 Needs sutures&lt;br /&gt;
 Needs dressing&lt;br /&gt;
 Needs traction&lt;br /&gt;
 Needs immobilization&lt;br /&gt;
No treatment scheduled&lt;br /&gt;
Diagnosed with &lt;br /&gt;
 cast&lt;br /&gt;
 splint on &lt;br /&gt;
 dressing on &lt;br /&gt;
 sutures on &lt;br /&gt;
Bleeding stopped&lt;br /&gt;
Compound fracture of &lt;br /&gt;
 repaired&lt;br /&gt;
 amputated&lt;br /&gt;
Rotten tissue excised from &lt;br /&gt;
Had &lt;br /&gt;
 set&lt;br /&gt;
Placed in traction&lt;br /&gt;
Evaluated&lt;br /&gt;
Brought to rest&lt;br /&gt;
Cleaned&lt;br /&gt;
                                       - &lt;br /&gt;
No medical history&lt;br /&gt;
  Stone Restrictions  &lt;br /&gt;
Economic stones&lt;br /&gt;
 are reserved for use by the listed tasks.&lt;br /&gt;
: Change status&lt;br /&gt;
: View selected&lt;br /&gt;
Requires fuel&lt;br /&gt;
Takes place at smelter&lt;br /&gt;
REAGENTS&lt;br /&gt;
PRODUCTS&lt;br /&gt;
  Currency Counts  &lt;br /&gt;
The broker recommends keeping &lt;br /&gt;
 of each coin type to match accounts.&lt;br /&gt;
  Overall Health Report  &lt;br /&gt;
__________&lt;br /&gt;
____________&lt;br /&gt;
V&lt;br /&gt;
Sx&lt;br /&gt;
S~&lt;br /&gt;
Gx&lt;br /&gt;
G~&lt;br /&gt;
Fx&lt;br /&gt;
F~&lt;br /&gt;
Mn&lt;br /&gt;
Sn&lt;br /&gt;
B!+&lt;br /&gt;
B!~&lt;br /&gt;
Bl+&lt;br /&gt;
Bl~&lt;br /&gt;
Pal&lt;br /&gt;
Fnt&lt;br /&gt;
Pz+&lt;br /&gt;
Pz~&lt;br /&gt;
Slg&lt;br /&gt;
Nm+&lt;br /&gt;
Nm~&lt;br /&gt;
Nm-&lt;br /&gt;
A!&lt;br /&gt;
A+&lt;br /&gt;
Tn&lt;br /&gt;
Lg&lt;br /&gt;
Cf&lt;br /&gt;
Of&lt;br /&gt;
Ns&lt;br /&gt;
F!&lt;br /&gt;
F+&lt;br /&gt;
Pn!&lt;br /&gt;
Pn+&lt;br /&gt;
Pn~&lt;br /&gt;
Exh&lt;br /&gt;
Ovx&lt;br /&gt;
Tir&lt;br /&gt;
St&lt;br /&gt;
Dz&lt;br /&gt;
X!&lt;br /&gt;
X~&lt;br /&gt;
D!&lt;br /&gt;
D+&lt;br /&gt;
D~&lt;br /&gt;
Pb!&lt;br /&gt;
Pb+&lt;br /&gt;
Pb~&lt;br /&gt;
Sw!&lt;br /&gt;
Sw+&lt;br /&gt;
Sw~&lt;br /&gt;
In&lt;br /&gt;
Dr&lt;br /&gt;
Wd&lt;br /&gt;
Na&lt;br /&gt;
Dw&lt;br /&gt;
T!&lt;br /&gt;
T~&lt;br /&gt;
H!&lt;br /&gt;
H~&lt;br /&gt;
Br&lt;br /&gt;
: Key &lt;br /&gt;
1 &lt;br /&gt;
2 &lt;br /&gt;
3 &lt;br /&gt;
4 &lt;br /&gt;
5 &lt;br /&gt;
6 &lt;br /&gt;
7&lt;br /&gt;
: Diagnosis request  &lt;br /&gt;
: Cleaning req.  &lt;br /&gt;
: Surgery req.  &lt;br /&gt;
: Inoperable rot&lt;br /&gt;
: Heavy bleeding&lt;br /&gt;
: Bleeding&lt;br /&gt;
: Pale&lt;br /&gt;
: Severe blood loss&lt;br /&gt;
: Faint&lt;br /&gt;
: Blood loss&lt;br /&gt;
: Serious fever&lt;br /&gt;
: Moderate fever&lt;br /&gt;
: Slight fever&lt;br /&gt;
: Dizzy&lt;br /&gt;
: Drowning&lt;br /&gt;
: Winded&lt;br /&gt;
: Cannot breathe&lt;br /&gt;
: Trouble breathing&lt;br /&gt;
: Vision lost&lt;br /&gt;
: Vision impaired&lt;br /&gt;
: Vision ~impaired&lt;br /&gt;
: Popped out&lt;br /&gt;
: Major artery torn&lt;br /&gt;
: Artery torn&lt;br /&gt;
: Overlapping fracture&lt;br /&gt;
: Broken tissue&lt;br /&gt;
: Heavy damage&lt;br /&gt;
: Moderate damage&lt;br /&gt;
: Light damage&lt;br /&gt;
: Suture request&lt;br /&gt;
: Setting req.&lt;br /&gt;
: Dressing request&lt;br /&gt;
: Paralyzed&lt;br /&gt;
: Partially paralyzed&lt;br /&gt;
: Sluggish&lt;br /&gt;
: Extreme pain&lt;br /&gt;
: Moderate pain&lt;br /&gt;
: Slight pain&lt;br /&gt;
: Stunned&lt;br /&gt;
: Dehydrated&lt;br /&gt;
: Thirsty&lt;br /&gt;
: Starving&lt;br /&gt;
: Hungry&lt;br /&gt;
: Cannot stand&lt;br /&gt;
: Stand impaired&lt;br /&gt;
: Cannot grasp&lt;br /&gt;
: Grasp impaired&lt;br /&gt;
: Compound fracture&lt;br /&gt;
: Torn tendon&lt;br /&gt;
: Tendon strain&lt;br /&gt;
: Tendon brs.&lt;br /&gt;
: Part brok tis&lt;br /&gt;
: Minor pain&lt;br /&gt;
: Traction request&lt;br /&gt;
: Immobilization request&lt;br /&gt;
: Crutch required&lt;br /&gt;
: Completely numb&lt;br /&gt;
: Partially numb&lt;br /&gt;
: Slightly numb&lt;br /&gt;
: Exhausted&lt;br /&gt;
: Over-exerted&lt;br /&gt;
: Tired&lt;br /&gt;
: Very drowsy&lt;br /&gt;
: Drowsy&lt;br /&gt;
: Nauseous&lt;br /&gt;
: Cannot fly&lt;br /&gt;
: Flight impaired&lt;br /&gt;
: Motor nerve&lt;br /&gt;
: Sensory nerve&lt;br /&gt;
: Torn ligament&lt;br /&gt;
: Lig. sprain&lt;br /&gt;
: Ligament bruise&lt;br /&gt;
: Need setting&lt;br /&gt;
: Extreme swell&lt;br /&gt;
: Medium swell&lt;br /&gt;
: Minor swelling&lt;br /&gt;
: Infection&lt;br /&gt;
: View health&lt;br /&gt;
: Recenter&lt;br /&gt;
Status&lt;br /&gt;
Wounds&lt;br /&gt;
Treatment&lt;br /&gt;
History&lt;br /&gt;
  Create a Creature  &lt;br /&gt;
: Side = &lt;br /&gt;
: Create&lt;br /&gt;
: New item&lt;br /&gt;
: Blank list&lt;br /&gt;
: Remove item&lt;br /&gt;
: Move selector&lt;br /&gt;
: Change value&lt;br /&gt;
: Change amount&lt;br /&gt;
  Squad Schedules: &lt;br /&gt;
Early Wet Season&lt;br /&gt;
Late Wet Season&lt;br /&gt;
Early Dry Season&lt;br /&gt;
Late Dry Season&lt;br /&gt;
First Quarter&lt;br /&gt;
Second Quarter&lt;br /&gt;
Third Quarter&lt;br /&gt;
Fourth Quarter&lt;br /&gt;
Alert State &lt;br /&gt;
Squads  &lt;br /&gt;
Months  &lt;br /&gt;
  Months: &lt;br /&gt;
  Squads: &lt;br /&gt;
 (Cur)&lt;br /&gt;
 (Current)&lt;br /&gt;
(C)&lt;br /&gt;
: Name grid cell&lt;br /&gt;
: Sleep &lt;br /&gt;
in room at will&lt;br /&gt;
in barracks at will&lt;br /&gt;
in barracks at need&lt;br /&gt;
Inactive = Uniformed&lt;br /&gt;
Inactive = Civ clothes&lt;br /&gt;
 minimum&lt;br /&gt;
 #&lt;br /&gt;
 preferred&lt;br /&gt;
: Give order&lt;br /&gt;
: Edit order&lt;br /&gt;
: Cancel order&lt;br /&gt;
: Copy orders&lt;br /&gt;
: Paste orders&lt;br /&gt;
: Schedule grid&lt;br /&gt;
: Order list&lt;br /&gt;
: View alerts&lt;br /&gt;
: Swap squads/months&lt;br /&gt;
: Defend burrows&lt;br /&gt;
Burrow &lt;br /&gt;
: Patrol route&lt;br /&gt;
Route &lt;br /&gt;
: Station&lt;br /&gt;
Point &lt;br /&gt;
: Train&lt;br /&gt;
 soldier&lt;br /&gt;
Position &lt;br /&gt;
  The Military of &lt;br /&gt;
SQUADS/LEADERS&lt;br /&gt;
SQUAD POSITIONS&lt;br /&gt;
CANDIDATES&lt;br /&gt;
VACANT&lt;br /&gt;
AVAILABLE&lt;br /&gt;
 squad&lt;br /&gt;
 active&lt;br /&gt;
Squad: &lt;br /&gt;
No positions&lt;br /&gt;
: Cancel &lt;br /&gt;
move/station order&lt;br /&gt;
kill order&lt;br /&gt;
defend order&lt;br /&gt;
patrol order&lt;br /&gt;
training&lt;br /&gt;
: Create squad&lt;br /&gt;
: Disband squad&lt;br /&gt;
: Create squad appointed by this leader&lt;br /&gt;
: Need commander to appoint sub-commander&lt;br /&gt;
No relevant skills&lt;br /&gt;
Schedule: &lt;br /&gt;
No scheduled order&lt;br /&gt;
: Cannot remove commander with subordinates&lt;br /&gt;
: Remove from squad&lt;br /&gt;
Order: &lt;br /&gt;
No orders&lt;br /&gt;
: Assign to squad&lt;br /&gt;
: Must assign commander first&lt;br /&gt;
: Positions&lt;br /&gt;
: Alerts&lt;br /&gt;
: Equip&lt;br /&gt;
: Uniforms&lt;br /&gt;
: Supplies&lt;br /&gt;
: Ammunition&lt;br /&gt;
: Schedule&lt;br /&gt;
No uniform&lt;br /&gt;
ERROR&lt;br /&gt;
: Use position&lt;br /&gt;
: Select uniform&lt;br /&gt;
ALERTS&lt;br /&gt;
SQUADS&lt;br /&gt;
BURROWS&lt;br /&gt;
[CIV]&lt;br /&gt;
no&lt;br /&gt;
no burrow restrictions&lt;br /&gt;
 burrow&lt;br /&gt;
Civilian alert: &lt;br /&gt;
: Add alert&lt;br /&gt;
: Delete alert&lt;br /&gt;
: Set civilian alert&lt;br /&gt;
: Set squad to alert&lt;br /&gt;
: Restrict civs to burrow&lt;br /&gt;
: Name alert&lt;br /&gt;
: Set squad to alert, retaining orders (&lt;br /&gt;
no orders&lt;br /&gt;
 order&lt;br /&gt;
Are you sure?  Squad alert schedules will be lost!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
=== Subsection ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
POSITION UNIFORM&lt;br /&gt;
&amp;lt;no squads&amp;gt;&lt;br /&gt;
&amp;lt;no positions&amp;gt;&lt;br /&gt;
&amp;lt;no uniform&amp;gt;&lt;br /&gt;
missing item&lt;br /&gt;
 individual choice&lt;br /&gt;
, weapon&lt;br /&gt;
 indiv choice, melee&lt;br /&gt;
 indiv choice, ranged&lt;br /&gt;
leather&lt;br /&gt;
silk&lt;br /&gt;
plant fiber&lt;br /&gt;
metal&lt;br /&gt;
wood&lt;br /&gt;
stone&lt;br /&gt;
bone&lt;br /&gt;
shell&lt;br /&gt;
pearl&lt;br /&gt;
tooth&lt;br /&gt;
horn&lt;br /&gt;
BROKEN&lt;br /&gt;
individual choice&lt;br /&gt;
indiv choice, melee&lt;br /&gt;
indiv choice, ranged&lt;br /&gt;
any color&lt;br /&gt;
 (Dye)&lt;br /&gt;
any material&lt;br /&gt;
specific armor&lt;br /&gt;
specific helm&lt;br /&gt;
specific pants&lt;br /&gt;
specific gloves&lt;br /&gt;
specific shoes&lt;br /&gt;
specific shield&lt;br /&gt;
specific weapon&lt;br /&gt;
 (foreign)&lt;br /&gt;
Uniform &lt;br /&gt;
&amp;lt;no uniforms&amp;gt;&lt;br /&gt;
&amp;lt;no assigned items&amp;gt;&lt;br /&gt;
: View/Customize&lt;br /&gt;
: Assign uniforms&lt;br /&gt;
: Pri/Assignments&lt;br /&gt;
: Armor&lt;br /&gt;
: Legs&lt;br /&gt;
: Helm&lt;br /&gt;
: Gloves&lt;br /&gt;
: Boots&lt;br /&gt;
: Shield&lt;br /&gt;
: Weapon&lt;br /&gt;
: Material&lt;br /&gt;
: Color&lt;br /&gt;
: Replace clthng&lt;br /&gt;
: Over clthng&lt;br /&gt;
: Exact matches&lt;br /&gt;
: Partial matches&lt;br /&gt;
: Add item&lt;br /&gt;
: Use mat&lt;br /&gt;
: Use color&lt;br /&gt;
: Del item&lt;br /&gt;
: Use for position&lt;br /&gt;
: Use for squad&lt;br /&gt;
: Choose squad to reorder&lt;br /&gt;
: Place squad in list&lt;br /&gt;
UNIFORMS&lt;br /&gt;
ITEMS&lt;br /&gt;
SELECTION&lt;br /&gt;
&amp;lt;no items&amp;gt;&lt;br /&gt;
&amp;lt;no materials&amp;gt;&lt;br /&gt;
&amp;lt;no colors&amp;gt;&lt;br /&gt;
: Add uniform&lt;br /&gt;
: Delete uniform&lt;br /&gt;
: Name uniform&lt;br /&gt;
SQUADS/GROUP&lt;br /&gt;
AMMUNITION&lt;br /&gt;
ASSIGNED&lt;br /&gt;
Hunters&lt;br /&gt;
&amp;lt;no ammunition&amp;gt;&lt;br /&gt;
: Use in combat&lt;br /&gt;
: Non-combat&lt;br /&gt;
: Use in training&lt;br /&gt;
: No training&lt;br /&gt;
Do not carry water&lt;br /&gt;
Carry water&lt;br /&gt;
Carry any drink&lt;br /&gt;
Do not carry food&lt;br /&gt;
Carry one food&lt;br /&gt;
Carry two food&lt;br /&gt;
Carry three food&lt;br /&gt;
: Change water amount&lt;br /&gt;
: Change food amount&lt;br /&gt;
  The Nobles and Administrators of &lt;br /&gt;
  Choose the &lt;br /&gt;
 Settings  &lt;br /&gt;
[REQUIRE]&lt;br /&gt;
[DEMAND]&lt;br /&gt;
[MANDATE]&lt;br /&gt;
: Replace&lt;br /&gt;
: View Unit/Fill Vacancy&lt;br /&gt;
: Settings&lt;br /&gt;
: Becoming the Capital&lt;br /&gt;
Leave Vacant&lt;br /&gt;
There are no reasonable candidates.&lt;br /&gt;
: View Unit&lt;br /&gt;
Lowest Precision&lt;br /&gt;
Low Precision&lt;br /&gt;
Medium Precision&lt;br /&gt;
High Precision&lt;br /&gt;
Highest Precision&lt;br /&gt;
77 -&amp;gt; 80   777 -&amp;gt; 800   7777 -&amp;gt; 8000   77777 -&amp;gt; 80000&lt;br /&gt;
77 -&amp;gt; 77   777 -&amp;gt; 780   7777 -&amp;gt; 7800   77777 -&amp;gt; 78000&lt;br /&gt;
77 -&amp;gt; 77   777 -&amp;gt; 777   7777 -&amp;gt; 7780   77777 -&amp;gt; 77800&lt;br /&gt;
77 -&amp;gt; 77   777 -&amp;gt; 777   7777 -&amp;gt; 7777   77777 -&amp;gt; 77780&lt;br /&gt;
All counts accurate&lt;br /&gt;
Your bookkeeper has done enough work to attain &lt;br /&gt;
Your bookkeeper needs to work in an office to improve precision&lt;br /&gt;
low precision&lt;br /&gt;
medium precision&lt;br /&gt;
high precision&lt;br /&gt;
highest precision&lt;br /&gt;
The stockpile records are &lt;br /&gt;
% updated toward the next precision level.&lt;br /&gt;
  Becoming The Capital  &lt;br /&gt;
Architecture&lt;br /&gt;
Desired:&lt;br /&gt;
Current:&lt;br /&gt;
Road Value&lt;br /&gt;
Offerings&lt;br /&gt;
Royal Throne Room&lt;br /&gt;
Opulent Throne Room&lt;br /&gt;
Throne Room&lt;br /&gt;
Splendid Office&lt;br /&gt;
Decent Office&lt;br /&gt;
Office&lt;br /&gt;
Modest Office&lt;br /&gt;
Meager Office&lt;br /&gt;
No Office&lt;br /&gt;
Royal Bedroom&lt;br /&gt;
Grand Bedroom&lt;br /&gt;
Great Bedroom&lt;br /&gt;
Fine Quarters&lt;br /&gt;
Decent Quarters&lt;br /&gt;
Quarters&lt;br /&gt;
Modest Quarters&lt;br /&gt;
Meager Quarters&lt;br /&gt;
No Quarters&lt;br /&gt;
Royal Dining Room&lt;br /&gt;
Grand Dining Room&lt;br /&gt;
Great Dining Room&lt;br /&gt;
Fine Dining Room&lt;br /&gt;
Decent Dining Room&lt;br /&gt;
Dining Room&lt;br /&gt;
Modest Dining Room&lt;br /&gt;
Meager Dining Room&lt;br /&gt;
No Dining Room&lt;br /&gt;
Royal Mausoleum&lt;br /&gt;
Grand Mausoleum&lt;br /&gt;
Mausoleum&lt;br /&gt;
Fine Tomb&lt;br /&gt;
Tomb&lt;br /&gt;
Burial Chamber&lt;br /&gt;
Servant's Burial Chamber&lt;br /&gt;
Grave&lt;br /&gt;
No Tomb&lt;br /&gt;
 has been disturbed.&lt;br /&gt;
group of &lt;br /&gt;
Many &lt;br /&gt;
 have been disturbed.&lt;br /&gt;
swarm of &lt;br /&gt;
 its way out of confinement!&lt;br /&gt;
 caught in a burst of &lt;br /&gt;
an official land of the realm&lt;br /&gt;
 and the surrounding lands have been made &lt;br /&gt;
an even more official land of the realm&lt;br /&gt;
lumber limits&lt;br /&gt;
data/init/interface.txt&lt;br /&gt;
DISPLAY_STRING&lt;br /&gt;
Unknown Interface Token: &lt;br /&gt;
  The Wealth of &lt;br /&gt;
M&lt;br /&gt;
F&lt;br /&gt;
D&lt;br /&gt;
H&lt;br /&gt;
: Mode&lt;br /&gt;
: Zoom&lt;br /&gt;
: Melt&lt;br /&gt;
: Forbid&lt;br /&gt;
: Dump&lt;br /&gt;
: Hide&lt;br /&gt;
Basic Value: &lt;br /&gt;
Weight: &lt;br /&gt;
Price: &lt;br /&gt;
Owner: &lt;br /&gt;
Uses and Contents: &lt;br /&gt;
Uses: &lt;br /&gt;
Contents: &lt;br /&gt;
: Claim&lt;br /&gt;
: Description&lt;br /&gt;
This building &lt;br /&gt;
was designed by&lt;br /&gt;
was well-designed by&lt;br /&gt;
was finely-designed by&lt;br /&gt;
was superiorly designed by&lt;br /&gt;
bears the exceptional design of&lt;br /&gt;
was masterfully designed by&lt;br /&gt;
an unknown architect&lt;br /&gt;
The structure &lt;br /&gt;
was built by&lt;br /&gt;
was solidly built by&lt;br /&gt;
was finely-built by&lt;br /&gt;
was superiorly built by&lt;br /&gt;
was exceptionally built by&lt;br /&gt;
was masterfully built by&lt;br /&gt;
an unknown artisan&lt;br /&gt;
Worker: &lt;br /&gt;
Location: &lt;br /&gt;
Repeating&lt;br /&gt;
Items:&lt;br /&gt;
Stone Hauling&lt;br /&gt;
Wood Hauling&lt;br /&gt;
Burial&lt;br /&gt;
Food Hauling&lt;br /&gt;
Refuse Hauling&lt;br /&gt;
Item Hauling&lt;br /&gt;
Furniture Hauling&lt;br /&gt;
Animal Hauling&lt;br /&gt;
Stone Detailing&lt;br /&gt;
Animal Care&lt;br /&gt;
Diagnosis&lt;br /&gt;
Setting Bones&lt;br /&gt;
Dressing Wounds&lt;br /&gt;
Feed Patients/Prisoners&lt;br /&gt;
Recovering Wounded&lt;br /&gt;
Small Animal Dissection&lt;br /&gt;
Leatherworking&lt;br /&gt;
Soap Maker&lt;br /&gt;
Clothesmaking&lt;br /&gt;
Farming (Fields)&lt;br /&gt;
Furnace Operating&lt;br /&gt;
Armoring&lt;br /&gt;
Blacksmithing&lt;br /&gt;
Metalcrafting&lt;br /&gt;
Woodcrafting&lt;br /&gt;
Stonecrafting&lt;br /&gt;
Siege Operating&lt;br /&gt;
Crossbow-making&lt;br /&gt;
Mechanics&lt;br /&gt;
Pump Operating&lt;br /&gt;
Woodworking&lt;br /&gt;
Stoneworking&lt;br /&gt;
Hunting/Related&lt;br /&gt;
Healthcare&lt;br /&gt;
Farming/Related&lt;br /&gt;
Fishing/Related&lt;br /&gt;
Jewelry&lt;br /&gt;
Engineering&lt;br /&gt;
Hauling&lt;br /&gt;
LANGUAGE&lt;br /&gt;
MATERIAL_TEMPLATE&lt;br /&gt;
BUILDING&lt;br /&gt;
DESCRIPTOR_SHAPE&lt;br /&gt;
DESCRIPTOR_PATTERN&lt;br /&gt;
DESCRIPTOR_COLOR&lt;br /&gt;
REACTION&lt;br /&gt;
/*.*&lt;br /&gt;
data/save/*.*&lt;br /&gt;
spr&lt;br /&gt;
sum&lt;br /&gt;
aut&lt;br /&gt;
win&lt;br /&gt;
*.dat&lt;br /&gt;
*.sav&lt;br /&gt;
raw&lt;br /&gt;
data/save/current/*.dat&lt;br /&gt;
data/save/current/*.sav&lt;br /&gt;
world.dat&lt;br /&gt;
world.sav&lt;br /&gt;
/*&lt;br /&gt;
.*&lt;br /&gt;
data/save/current/world.sav&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Section ==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
FPS: &lt;br /&gt;
TILE_PAGE&lt;br /&gt;
CREATURE_GRAPHICS&lt;br /&gt;
FILE&lt;br /&gt;
TILE_DIM&lt;br /&gt;
PAGE_DIM&lt;br /&gt;
Unrecognized Tile Page Token: &lt;br /&gt;
graphics/graphics_*&lt;br /&gt;
graphics/&lt;br /&gt;
*** Error(s) found in the file &amp;quot;&lt;br /&gt;
/raw/graphics/&lt;br /&gt;
 designed a masterful &lt;br /&gt;
 for &lt;br /&gt;
 constructed a masterful &lt;br /&gt;
 created a masterful &lt;br /&gt;
 masterfully dyed a &lt;br /&gt;
added a masterful image&lt;br /&gt;
added a masterful covering&lt;br /&gt;
added masterful rings&lt;br /&gt;
added masterful bands&lt;br /&gt;
added masterful spikes&lt;br /&gt;
added a masterful handle&lt;br /&gt;
added masterful thread&lt;br /&gt;
added masterful cloth&lt;br /&gt;
wove a masterful sewn image&lt;br /&gt;
 &amp;quot;&lt;br /&gt;
 to a &lt;br /&gt;
 prepared a masterful &lt;br /&gt;
 created a masterful engraving&lt;br /&gt;
 destroyed &lt;br /&gt;
a masterpiece&lt;br /&gt;
 was destroyed&lt;br /&gt;
 by melting&lt;br /&gt;
 by magma&lt;br /&gt;
 during fortification carving&lt;br /&gt;
 during mining&lt;br /&gt;
 by falling debris&lt;br /&gt;
 by growing vegetation&lt;br /&gt;
 masterfully designed by &lt;br /&gt;
 masterfully constructed by &lt;br /&gt;
the masterful &lt;br /&gt;
 created by &lt;br /&gt;
 masterfully dyed with &lt;br /&gt;
addition of a masterful image&lt;br /&gt;
addition of a masterful covering&lt;br /&gt;
addition of masterful rings&lt;br /&gt;
addition of masterful bands&lt;br /&gt;
addition of masterful spikes&lt;br /&gt;
addition of a masterful handle&lt;br /&gt;
addition of masterful thread&lt;br /&gt;
addition of masterful cloth&lt;br /&gt;
weaving of a masterful sewn image&lt;br /&gt;
 prepared by &lt;br /&gt;
the masterful engraving&lt;br /&gt;
the destruction of &lt;br /&gt;
in &lt;br /&gt;
 attacked &lt;br /&gt;
 led the attack&lt;br /&gt;
, and the defenders were led by &lt;br /&gt;
  The defenders were led by &lt;br /&gt;
the attack by &lt;br /&gt;
the attack on &lt;br /&gt;
 defeated &lt;br /&gt;
 and destroyed &lt;br /&gt;
the defeat of &lt;br /&gt;
 and destruction of &lt;br /&gt;
 and pillaged &lt;br /&gt;
 and pillaging of &lt;br /&gt;
 and placed &lt;br /&gt;
 and others&lt;br /&gt;
 in charge of &lt;br /&gt;
The new government was called &lt;br /&gt;
 and lordship of &lt;br /&gt;
 over &lt;br /&gt;
 and demanded tribute from &lt;br /&gt;
 and the demand of tribute from &lt;br /&gt;
 and took over &lt;br /&gt;
 and takeover of &lt;br /&gt;
 routed &lt;br /&gt;
the route of &lt;br /&gt;
their&lt;br /&gt;
 settlement of &lt;br /&gt;
 withered.&lt;br /&gt;
the withering of &lt;br /&gt;
 formed&lt;br /&gt;
 merged with &lt;br /&gt;
 abandoned the settlement of &lt;br /&gt;
the formation of &lt;br /&gt;
the incorporation of &lt;br /&gt;
 into &lt;br /&gt;
the abandonment of the settlement of &lt;br /&gt;
 finished the construction of &lt;br /&gt;
 as a part of &lt;br /&gt;
 connecting &lt;br /&gt;
the completion of &lt;br /&gt;
 constructed &lt;br /&gt;
 replaced &lt;br /&gt;
 razed &lt;br /&gt;
 founded &lt;br /&gt;
the foundation of &lt;br /&gt;
the construction of &lt;br /&gt;
the replacement of &lt;br /&gt;
the razing of &lt;br /&gt;
 launched an expedition to reclaim &lt;br /&gt;
the reclamation of &lt;br /&gt;
 devoured &lt;br /&gt;
the devouring of &lt;br /&gt;
 was &lt;br /&gt;
broken away&lt;br /&gt;
slashed out&lt;br /&gt;
slashed off&lt;br /&gt;
torn out&lt;br /&gt;
torn off&lt;br /&gt;
stabbed out&lt;br /&gt;
ripped off&lt;br /&gt;
burned out&lt;br /&gt;
burned away&lt;br /&gt;
smashed&lt;br /&gt;
slashed&lt;br /&gt;
ripped&lt;br /&gt;
stabbed&lt;br /&gt;
slashing out&lt;br /&gt;
slashing off&lt;br /&gt;
tearing out&lt;br /&gt;
tearing off&lt;br /&gt;
stabbing out&lt;br /&gt;
ripping off&lt;br /&gt;
burning out&lt;br /&gt;
burning away&lt;br /&gt;
smashing&lt;br /&gt;
slashing&lt;br /&gt;
ripping&lt;br /&gt;
stabbing&lt;br /&gt;
burning&lt;br /&gt;
 was&lt;br /&gt;
 were&lt;br /&gt;
 the first to reach the summit of &lt;br /&gt;
an unknown peak&lt;br /&gt;
, which rises above &lt;br /&gt;
the climbing of &lt;br /&gt;
 escaped from &lt;br /&gt;
 returned to &lt;br /&gt;
 made a journey to &lt;br /&gt;
unknown lands&lt;br /&gt;
the escape from &lt;br /&gt;
the return of &lt;br /&gt;
the journey of &lt;br /&gt;
 tamed the &lt;br /&gt;
wild beasts&lt;br /&gt;
the taming of the &lt;br /&gt;
 fought with &lt;br /&gt;
.  While defeated, the latter escaped unscathed&lt;br /&gt;
 managed to escape from &lt;br /&gt;
's onslaught&lt;br /&gt;
 was forced to retreat from &lt;br /&gt;
 despite the latter's wounds&lt;br /&gt;
 eventually prevailed and &lt;br /&gt;
 was forced to make a hasty escape&lt;br /&gt;
 surprised &lt;br /&gt;
 ambushed &lt;br /&gt;
 happened upon &lt;br /&gt;
 cornered &lt;br /&gt;
 confronted &lt;br /&gt;
a scuffle between &lt;br /&gt;
 in which the former emerged victorious&lt;br /&gt;
the escape of &lt;br /&gt;
 after a punishing fight&lt;br /&gt;
 after a horrific combat&lt;br /&gt;
attack on&lt;br /&gt;
surprising of&lt;br /&gt;
ambush of&lt;br /&gt;
happening upon&lt;br /&gt;
cornering of&lt;br /&gt;
confrontation of&lt;br /&gt;
 burned &lt;br /&gt;
 in dragon fire&lt;br /&gt;
 to death&lt;br /&gt;
 shot and killed &lt;br /&gt;
 mortally wounded &lt;br /&gt;
, who bled to death&lt;br /&gt;
, with &lt;br /&gt;
, who suffocated&lt;br /&gt;
 hacked &lt;br /&gt;
 to pieces&lt;br /&gt;
 beheaded &lt;br /&gt;
 crucified &lt;br /&gt;
 buried &lt;br /&gt;
 alive&lt;br /&gt;
 left &lt;br /&gt;
 out in the air&lt;br /&gt;
 drowned &lt;br /&gt;
 fed &lt;br /&gt;
 to beasts&lt;br /&gt;
 struck down &lt;br /&gt;
 murdered &lt;br /&gt;
 threw &lt;br /&gt;
 against an obstacle, causing immediate death&lt;br /&gt;
 into a pit of spikes&lt;br /&gt;
boiled&lt;br /&gt;
melted&lt;br /&gt;
condensed&lt;br /&gt;
solidified&lt;br /&gt;
died in the heat&lt;br /&gt;
was encased in cooling lava&lt;br /&gt;
was encased in cooling magma&lt;br /&gt;
was encased in ice&lt;br /&gt;
froze to death&lt;br /&gt;
died in a cage&lt;br /&gt;
fell into a deep chasm&lt;br /&gt;
died of old age&lt;br /&gt;
starved to death&lt;br /&gt;
died from thirst&lt;br /&gt;
drowned&lt;br /&gt;
burned up in magma&lt;br /&gt;
burned up in &lt;br /&gt;
 dragon fire&lt;br /&gt;
dragon fire&lt;br /&gt;
was burned to death by &lt;br /&gt;
 fire&lt;br /&gt;
burned to death&lt;br /&gt;
was scalded to death&lt;br /&gt;
burned up in a magma mist&lt;br /&gt;
was crushed by a drawbridge&lt;br /&gt;
was crushed under a collapsing ceiling&lt;br /&gt;
was killed by falling rocks&lt;br /&gt;
was shot and killed&lt;br /&gt;
bled to death&lt;br /&gt;
, slain by &lt;br /&gt;
succumbed to infection&lt;br /&gt;
suffocated&lt;br /&gt;
was hacked to pieces&lt;br /&gt;
was beheaded&lt;br /&gt;
was crucified&lt;br /&gt;
was buried alive&lt;br /&gt;
was left out in the air&lt;br /&gt;
was drowned&lt;br /&gt;
was burned alive&lt;br /&gt;
was fed to beasts&lt;br /&gt;
was struck down&lt;br /&gt;
was scuttled&lt;br /&gt;
was murdered by &lt;br /&gt;
was killed by a trap&lt;br /&gt;
collapsed&lt;br /&gt;
died after colliding with an obstacle&lt;br /&gt;
was impaled on spikes&lt;br /&gt;
the death of &lt;br /&gt;
 in a cage&lt;br /&gt;
the fall of &lt;br /&gt;
 into a deep chasm&lt;br /&gt;
the passing of &lt;br /&gt;
the starvation of &lt;br /&gt;
the dehydration of &lt;br /&gt;
the drowning of &lt;br /&gt;
the burning of &lt;br /&gt;
 in magma&lt;br /&gt;
the boiling of &lt;br /&gt;
the melting of &lt;br /&gt;
the condensation of &lt;br /&gt;
the freezing of &lt;br /&gt;
the heat-induced death of &lt;br /&gt;
the encasement of &lt;br /&gt;
 in cooling lava&lt;br /&gt;
 in cooling magma&lt;br /&gt;
 in ice&lt;br /&gt;
the scalding of &lt;br /&gt;
 in a magma mist&lt;br /&gt;
the crushing of &lt;br /&gt;
 under a drawbridge&lt;br /&gt;
 under a collapsing ceiling&lt;br /&gt;
 by falling rocks&lt;br /&gt;
the shooting of &lt;br /&gt;
the mortal wounding of &lt;br /&gt;
the fatal illness of &lt;br /&gt;
the hacking of &lt;br /&gt;
the beheading of &lt;br /&gt;
the crucifixion of &lt;br /&gt;
the burial of &lt;br /&gt;
the leaving of &lt;br /&gt;
the feeding of &lt;br /&gt;
the killing of &lt;br /&gt;
the scuttling of &lt;br /&gt;
the murder of &lt;br /&gt;
 by a trap&lt;br /&gt;
the collapse of &lt;br /&gt;
the collision of &lt;br /&gt;
 with an obstacle&lt;br /&gt;
, after the death strike by &lt;br /&gt;
the impalement of &lt;br /&gt;
 on spikes&lt;br /&gt;
were&lt;br /&gt;
was&lt;br /&gt;
 reunited with &lt;br /&gt;
the reunion of &lt;br /&gt;
 abducted &lt;br /&gt;
 was abducted&lt;br /&gt;
the abduction of &lt;br /&gt;
gave up being a &lt;br /&gt;
 to become a &lt;br /&gt;
became a &lt;br /&gt;
stopped being a &lt;br /&gt;
lost a hist fig entry&lt;br /&gt;
 in&lt;br /&gt;
 the wilds&lt;br /&gt;
the career change from &lt;br /&gt;
the start as a &lt;br /&gt;
the giving up on being a &lt;br /&gt;
the loss of a hist fig entry&lt;br /&gt;
began wandering&lt;br /&gt;
began scouting&lt;br /&gt;
began hunting great beasts in&lt;br /&gt;
settled in&lt;br /&gt;
decided to become a baby-snatcher, operating out of&lt;br /&gt;
decided to become a thief, operating out of&lt;br /&gt;
fled into&lt;br /&gt;
the area around &lt;br /&gt;
wandering&lt;br /&gt;
scouting&lt;br /&gt;
hunting of great beasts&lt;br /&gt;
settling&lt;br /&gt;
baby-snatching&lt;br /&gt;
thievery&lt;br /&gt;
flight&lt;br /&gt;
 into the area around&lt;br /&gt;
 into&lt;br /&gt;
 around&lt;br /&gt;
, based in&lt;br /&gt;
gave birth to&lt;br /&gt;
sired&lt;br /&gt;
married&lt;br /&gt;
was born to&lt;br /&gt;
received the worship of&lt;br /&gt;
became romantically involved with&lt;br /&gt;
was sired by&lt;br /&gt;
became the parent of&lt;br /&gt;
began worshipping&lt;br /&gt;
stopped being the mother of&lt;br /&gt;
stopped being the father of&lt;br /&gt;
divorced&lt;br /&gt;
stopped being the child of&lt;br /&gt;
lost the worship of&lt;br /&gt;
ended the romantic relationship with&lt;br /&gt;
stopped being the parent of&lt;br /&gt;
lost faith in&lt;br /&gt;
became a shopkeeper at&lt;br /&gt;
ruled from&lt;br /&gt;
started hanging out at&lt;br /&gt;
took up residence in&lt;br /&gt;
stopped shopkeeping at&lt;br /&gt;
stopped ruling from&lt;br /&gt;
stopped hanging out at&lt;br /&gt;
moved out of&lt;br /&gt;
 fooled &lt;br /&gt;
 into believing &lt;br /&gt;
 a manifestation of the deity&lt;br /&gt;
the impersonation of&lt;br /&gt;
 the deity &lt;br /&gt;
members of &lt;br /&gt;
created&lt;br /&gt;
compelled the creation of&lt;br /&gt;
collaborated to create&lt;br /&gt;
 the position of &lt;br /&gt;
 within &lt;br /&gt;
 through force of argument&lt;br /&gt;
 with threats of violence&lt;br /&gt;
, pushed by a wave of popular support&lt;br /&gt;
 as a matter of course&lt;br /&gt;
audacious creation&lt;br /&gt;
forcible creation&lt;br /&gt;
collaborative creation&lt;br /&gt;
popularly-supported creation&lt;br /&gt;
 of the position of &lt;br /&gt;
 was enslaved by&lt;br /&gt;
 was imprisoned by&lt;br /&gt;
 became &lt;br /&gt;
 of&lt;br /&gt;
a mercenary for&lt;br /&gt;
an enemy of&lt;br /&gt;
a criminal in the eyes of&lt;br /&gt;
a member of&lt;br /&gt;
a former member of&lt;br /&gt;
a former mercenary of&lt;br /&gt;
a former slave of&lt;br /&gt;
a former prisoner of&lt;br /&gt;
ceased to be &lt;br /&gt;
left the service of&lt;br /&gt;
made peace with&lt;br /&gt;
was brought to the justice of&lt;br /&gt;
left&lt;br /&gt;
escaped from the slavery of&lt;br /&gt;
escaped from the prisons of&lt;br /&gt;
the status of&lt;br /&gt;
the marriage of&lt;br /&gt;
the belief of&lt;br /&gt;
the romantic relationship between&lt;br /&gt;
as the child of&lt;br /&gt;
and&lt;br /&gt;
as the parent of&lt;br /&gt;
the termination of&lt;br /&gt;
the divorce of&lt;br /&gt;
the loss of faith of&lt;br /&gt;
the end of the romantic relationship between&lt;br /&gt;
the shopkeeping of&lt;br /&gt;
the seat of power of&lt;br /&gt;
the hanging-out of&lt;br /&gt;
the residence of&lt;br /&gt;
at&lt;br /&gt;
the close of business of&lt;br /&gt;
the removal of the seat of power of&lt;br /&gt;
the stoppage of hanging-out of&lt;br /&gt;
the moving out of&lt;br /&gt;
from&lt;br /&gt;
the ascension&lt;br /&gt;
the appointment&lt;br /&gt;
the election&lt;br /&gt;
the selection&lt;br /&gt;
the entry&lt;br /&gt;
the rise&lt;br /&gt;
the crimes&lt;br /&gt;
the acceptance&lt;br /&gt;
the status&lt;br /&gt;
the enslavement&lt;br /&gt;
the imprisonment&lt;br /&gt;
to the position of &lt;br /&gt;
into the mercenary service of&lt;br /&gt;
as an enemy of&lt;br /&gt;
in the eyes of&lt;br /&gt;
as a member of&lt;br /&gt;
as a former member of&lt;br /&gt;
as a former mercenary of&lt;br /&gt;
as a former slave of&lt;br /&gt;
as a former prisoner of&lt;br /&gt;
by&lt;br /&gt;
the fall of&lt;br /&gt;
the removal of&lt;br /&gt;
the departure of&lt;br /&gt;
the peace-making of&lt;br /&gt;
the resolution of criminal matters between&lt;br /&gt;
the end of the membership of&lt;br /&gt;
the end of the former membership of&lt;br /&gt;
the end of the former mercenary status of&lt;br /&gt;
the end of the former enslavement of&lt;br /&gt;
the end of the former imprisonment of&lt;br /&gt;
the escape of&lt;br /&gt;
from the position of &lt;br /&gt;
from the mercenary service of&lt;br /&gt;
with&lt;br /&gt;
from the slavery of&lt;br /&gt;
from the prisons of&lt;br /&gt;
 made contact with &lt;br /&gt;
the first contact of &lt;br /&gt;
 rejected contact with &lt;br /&gt;
the rejection of contact by &lt;br /&gt;
 between &lt;br /&gt;
 concluded&lt;br /&gt;
, cementing bonds of mutual trust&lt;br /&gt;
 with a positive outcome&lt;br /&gt;
 fairly&lt;br /&gt;
 in an unsatisfactory fashion&lt;br /&gt;
 in failure&lt;br /&gt;
 with miserable outcome&lt;br /&gt;
the brilliant&lt;br /&gt;
the positive&lt;br /&gt;
the fair conclusion&lt;br /&gt;
the unsatisfactory conclusion&lt;br /&gt;
the failure&lt;br /&gt;
the miserable failure&lt;br /&gt;
 proposed by &lt;br /&gt;
 was rejected by &lt;br /&gt;
the rejection of &lt;br /&gt;
 was accepted by &lt;br /&gt;
the acceptance of &lt;br /&gt;
 accepted an offer of peace from &lt;br /&gt;
the acceptance of an offer of peace from &lt;br /&gt;
 rejected an offer of peace from &lt;br /&gt;
the rejection of an offer of peace from &lt;br /&gt;
the bodies&lt;br /&gt;
the body&lt;br /&gt;
impaled on &lt;br /&gt;
added to a grisly mound&lt;br /&gt;
added to a grotesque pillar&lt;br /&gt;
added to a gruesome sculpture&lt;br /&gt;
flayed and the skin stretched over &lt;br /&gt;
hung from a &lt;br /&gt;
horribly mutilated&lt;br /&gt;
 on behalf of &lt;br /&gt;
impalement on &lt;br /&gt;
construction of a grisly mound from&lt;br /&gt;
construction of a grotesque pillar from&lt;br /&gt;
construction of a gruesome sculpture from&lt;br /&gt;
the display on &lt;br /&gt;
 of the skins of&lt;br /&gt;
hanging from a &lt;br /&gt;
horrible mutilation of&lt;br /&gt;
 lost a diplomat at &lt;br /&gt;
They suspected the involvement of &lt;br /&gt;
the loss of a diplomat of &lt;br /&gt;
 with the possible involvment of &lt;br /&gt;
 voided all agreements with &lt;br /&gt;
the voiding of agreements with &lt;br /&gt;
, merchants from &lt;br /&gt;
 visited &lt;br /&gt;
 and were never heard from again&lt;br /&gt;
 and suffered great hardships&lt;br /&gt;
.  They reported a seizure of goods&lt;br /&gt;
.  They reported irregularities with their goods&lt;br /&gt;
.  They were greatly offended by the locals&lt;br /&gt;
ill-fated&lt;br /&gt;
tragic&lt;br /&gt;
terrible&lt;br /&gt;
costly&lt;br /&gt;
unfortunate&lt;br /&gt;
 visit of merchants from &lt;br /&gt;
 was hidden in &lt;br /&gt;
the concealment of &lt;br /&gt;
 was claimed in &lt;br /&gt;
the acquisition of &lt;br /&gt;
 received its name in &lt;br /&gt;
 was created in &lt;br /&gt;
the naming of &lt;br /&gt;
the creation of &lt;br /&gt;
 was lost in &lt;br /&gt;
the disappearance of &lt;br /&gt;
 was found in &lt;br /&gt;
the discovery of &lt;br /&gt;
 was stolen&lt;br /&gt;
 and brought to &lt;br /&gt;
the theft of &lt;br /&gt;
 was recovered by &lt;br /&gt;
the recovery of &lt;br /&gt;
 was dropped by &lt;br /&gt;
the discardment of &lt;br /&gt;
 is a &lt;br /&gt;
 was a &lt;br /&gt;
 that occurs in the myths of &lt;br /&gt;
force&lt;br /&gt;
 which permeates &lt;br /&gt;
 which was said to permeate &lt;br /&gt;
 born in &lt;br /&gt;
 of unknown parentage&lt;br /&gt;
 is the &lt;br /&gt;
 was the &lt;br /&gt;
The identity of &lt;br /&gt;
 has been lost to time&lt;br /&gt;
 the first of &lt;br /&gt;
 one of the first of &lt;br /&gt;
 the only one of &lt;br /&gt;
 one of the only ones of &lt;br /&gt;
 kind&lt;br /&gt;
Although accounts vary, it is universally agreed that &lt;br /&gt;
guided by forces unknown.  &lt;br /&gt;
 most often takes the form of a &lt;br /&gt;
 was most often depicted as a &lt;br /&gt;
rotting &lt;br /&gt;
associated with &lt;br /&gt;
a mountain fortress&lt;br /&gt;
a dark fortress&lt;br /&gt;
a cave&lt;br /&gt;
a forest retreat&lt;br /&gt;
a town&lt;br /&gt;
an important location&lt;br /&gt;
 was a legendary &lt;br /&gt;
 could be found within &lt;br /&gt;
 were a population within &lt;br /&gt;
 civilization of &lt;br /&gt;
 religion of &lt;br /&gt;
 group from &lt;br /&gt;
 centered around the worship of various beings&lt;br /&gt;
 centered around the worship of &lt;br /&gt;
, a force&lt;br /&gt;
[C:3:0:1]Related Historical Figures[C:7:0:0][B]&lt;br /&gt;
object of &lt;br /&gt;
ardent &lt;br /&gt;
faithful &lt;br /&gt;
casual &lt;br /&gt;
dubious &lt;br /&gt;
worship&lt;br /&gt;
lover&lt;br /&gt;
[R]&lt;br /&gt;
[C:1:0:1]Related Entities[C:7:0:0][B]&lt;br /&gt;
mercenary&lt;br /&gt;
former mercenary&lt;br /&gt;
enemy&lt;br /&gt;
criminal&lt;br /&gt;
member&lt;br /&gt;
former member&lt;br /&gt;
slave&lt;br /&gt;
former slave&lt;br /&gt;
prisoner&lt;br /&gt;
former prisoner&lt;br /&gt;
)[R]&lt;br /&gt;
[C:6:0:1]Related Sites[C:7:0:0][B]&lt;br /&gt;
shopkeeper&lt;br /&gt;
seat of power&lt;br /&gt;
hangout&lt;br /&gt;
home&lt;br /&gt;
late &lt;br /&gt;
early &lt;br /&gt;
mid&lt;br /&gt;
spring&lt;br /&gt;
summer&lt;br /&gt;
autumn&lt;br /&gt;
winter&lt;br /&gt;
a time before time&lt;br /&gt;
an unknown civiliation&lt;br /&gt;
me&lt;br /&gt;
my&lt;br /&gt;
myself&lt;br /&gt;
I&lt;br /&gt;
an unknown creature&lt;br /&gt;
an unknown site&lt;br /&gt;
a road&lt;br /&gt;
a tunnel&lt;br /&gt;
a bridge&lt;br /&gt;
a wall&lt;br /&gt;
an unknown construction&lt;br /&gt;
an unknown store&lt;br /&gt;
a hovel&lt;br /&gt;
an apartment complex&lt;br /&gt;
an apartment&lt;br /&gt;
a dark tower&lt;br /&gt;
an unknown building&lt;br /&gt;
an unknown artifact&lt;br /&gt;
an unknown underground region&lt;br /&gt;
an unknown region&lt;br /&gt;
an empty population&lt;br /&gt;
an unknown population&lt;br /&gt;
a peace agreement&lt;br /&gt;
a lumber agreement&lt;br /&gt;
the establishment of landed nobility&lt;br /&gt;
the elevation of the landed nobility&lt;br /&gt;
a trade agreement&lt;br /&gt;
a vague agreement&lt;br /&gt;
Only the barest fragments of this amazing story have been uncovered.  It is one of the great untold tales of our times.  &lt;br /&gt;
Its nature is still an intriguing puzzle to the learned.  &lt;br /&gt;
It is still shrouded in mystery.  &lt;br /&gt;
Many facts are still unclear to historians.  &lt;br /&gt;
A few issues still trouble scholars, but the picture is fairly clear.  &lt;br /&gt;
HF_LINK&lt;br /&gt;
RANDOM_DEF_SPHERE&lt;br /&gt;
some vague concept&lt;br /&gt;
Age of Three Powers&lt;br /&gt;
Age of &lt;br /&gt;
Two &lt;br /&gt;
Two Powers&lt;br /&gt;
Age of the &lt;br /&gt;
 Age&lt;br /&gt;
Age of One Power&lt;br /&gt;
Age of Myth&lt;br /&gt;
Age of Legends&lt;br /&gt;
Twilight Age&lt;br /&gt;
Age of Fairy Tales&lt;br /&gt;
Age of Heroes&lt;br /&gt;
Golden Age&lt;br /&gt;
Age of Death&lt;br /&gt;
Age of Civilization&lt;br /&gt;
Age of Emptiness&lt;br /&gt;
The world has passed into &lt;br /&gt;
Unknown Age&lt;br /&gt;
[C:4:0:1]&lt;br /&gt;
 Notable Kill&lt;br /&gt;
[C:7:0:0][B]&lt;br /&gt;
 Kill&lt;br /&gt;
Unknown creature in &lt;br /&gt;
Unknown creature[R]&lt;br /&gt;
 Other Kill&lt;br /&gt;
 in the wilds&lt;br /&gt;
Duel of &lt;br /&gt;
Pillaging&lt;br /&gt;
Conquest&lt;br /&gt;
Destruction&lt;br /&gt;
Attempted &lt;br /&gt;
Abduction&lt;br /&gt;
 in the Wilds&lt;br /&gt;
Theft&lt;br /&gt;
Monster&lt;br /&gt;
Rampage&lt;br /&gt;
the Wilds&lt;br /&gt;
Journey&lt;br /&gt;
master&lt;br /&gt;
masters&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
== Section ==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;historical_event&amp;gt;&lt;br /&gt;
&amp;lt;/id&amp;gt;&lt;br /&gt;
&amp;lt;id&amp;gt;&lt;br /&gt;
&amp;lt;/year&amp;gt;&lt;br /&gt;
&amp;lt;year&amp;gt;&lt;br /&gt;
&amp;lt;/seconds72&amp;gt;&lt;br /&gt;
&amp;lt;seconds72&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;field battle&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;/attacker_civ_id&amp;gt;&lt;br /&gt;
&amp;lt;attacker_civ_id&amp;gt;&lt;br /&gt;
&amp;lt;/defender_civ_id&amp;gt;&lt;br /&gt;
&amp;lt;defender_civ_id&amp;gt;&lt;br /&gt;
&amp;lt;/subregion_id&amp;gt;&lt;br /&gt;
&amp;lt;subregion_id&amp;gt;&lt;br /&gt;
&amp;lt;/feature_layer_id&amp;gt;&lt;br /&gt;
&amp;lt;feature_layer_id&amp;gt;&lt;br /&gt;
&amp;lt;/coords&amp;gt;&lt;br /&gt;
&amp;lt;coords&amp;gt;&lt;br /&gt;
&amp;lt;/attacker_general_hfid&amp;gt;&lt;br /&gt;
&amp;lt;attacker_general_hfid&amp;gt;&lt;br /&gt;
&amp;lt;/defender_general_hfid&amp;gt;&lt;br /&gt;
&amp;lt;defender_general_hfid&amp;gt;&lt;br /&gt;
&amp;lt;/historical_event&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;attacked site&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;/site_civ_id&amp;gt;&lt;br /&gt;
&amp;lt;site_civ_id&amp;gt;&lt;br /&gt;
&amp;lt;/site_id&amp;gt;&lt;br /&gt;
&amp;lt;site_id&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;destroyed site&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;plundered site&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;site tribute forced&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;new site leader&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;/new_site_civ_id&amp;gt;&lt;br /&gt;
&amp;lt;new_site_civ_id&amp;gt;&lt;br /&gt;
&amp;lt;/new_leader_hfid&amp;gt;&lt;br /&gt;
&amp;lt;new_leader_hfid&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;site taken over&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;hf destroyed site&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;/attacker_hfid&amp;gt;&lt;br /&gt;
&amp;lt;attacker_hfid&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;site died&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;/civ_id&amp;gt;&lt;br /&gt;
&amp;lt;civ_id&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;site abandoned&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;created site&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;created structure&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;/structure_id&amp;gt;&lt;br /&gt;
&amp;lt;structure_id&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;replaced structure&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;/old_ab_id&amp;gt;&lt;br /&gt;
&amp;lt;old_ab_id&amp;gt;&lt;br /&gt;
&amp;lt;/new_ab_id&amp;gt;&lt;br /&gt;
&amp;lt;new_ab_id&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;razed structure&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;hf razed structure&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;/hist_fig_id&amp;gt;&lt;br /&gt;
&amp;lt;hist_fig_id&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;created world construction&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;/wcid&amp;gt;&lt;br /&gt;
&amp;lt;wcid&amp;gt;&lt;br /&gt;
&amp;lt;/master_wcid&amp;gt;&lt;br /&gt;
&amp;lt;master_wcid&amp;gt;&lt;br /&gt;
&amp;lt;/site_id1&amp;gt;&lt;br /&gt;
&amp;lt;site_id1&amp;gt;&lt;br /&gt;
&amp;lt;/site_id2&amp;gt;&lt;br /&gt;
&amp;lt;site_id2&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;reclaim site&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;creature devoured&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;hf wounded&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;/woundee_hfid&amp;gt;&lt;br /&gt;
&amp;lt;woundee_hfid&amp;gt;&lt;br /&gt;
&amp;lt;/wounder_hfid&amp;gt;&lt;br /&gt;
&amp;lt;wounder_hfid&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;hf simple battle event&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;subtype&amp;gt;&lt;br /&gt;
scuffle&lt;br /&gt;
attacked&lt;br /&gt;
surprised&lt;br /&gt;
ambushed&lt;br /&gt;
happen upon&lt;br /&gt;
corner&lt;br /&gt;
confront&lt;br /&gt;
2 lost after receiving wounds&lt;br /&gt;
2 lost after giving wounds&lt;br /&gt;
2 lost after mutual wounds&lt;br /&gt;
&amp;lt;/subtype&amp;gt;&lt;br /&gt;
&amp;lt;/group_1_hfid&amp;gt;&lt;br /&gt;
&amp;lt;group_1_hfid&amp;gt;&lt;br /&gt;
&amp;lt;/group_2_hfid&amp;gt;&lt;br /&gt;
&amp;lt;group_2_hfid&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;hf reach summit&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;/group_hfid&amp;gt;&lt;br /&gt;
&amp;lt;group_hfid&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;hf travel&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;return/&amp;gt;&lt;br /&gt;
&amp;lt;escape/&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;hf new pet&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;hf reunion&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;hf died&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;/hfid&amp;gt;&lt;br /&gt;
&amp;lt;hfid&amp;gt;&lt;br /&gt;
&amp;lt;/slayer_hfid&amp;gt;&lt;br /&gt;
&amp;lt;slayer_hfid&amp;gt;&lt;br /&gt;
&amp;lt;/slayer_item_id&amp;gt;&lt;br /&gt;
&amp;lt;slayer_item_id&amp;gt;&lt;br /&gt;
&amp;lt;/slayer_shooter_item_id&amp;gt;&lt;br /&gt;
&amp;lt;slayer_shooter_item_id&amp;gt;&lt;br /&gt;
&amp;lt;cause&amp;gt;&lt;br /&gt;
old age&lt;br /&gt;
hunger&lt;br /&gt;
thirst&lt;br /&gt;
shot&lt;br /&gt;
blood&lt;br /&gt;
drown&lt;br /&gt;
air&lt;br /&gt;
struck&lt;br /&gt;
scuttled&lt;br /&gt;
obstacle&lt;br /&gt;
lava&lt;br /&gt;
lava mist&lt;br /&gt;
dragonfire&lt;br /&gt;
steam&lt;br /&gt;
crushed&lt;br /&gt;
crushed bridge&lt;br /&gt;
chasm&lt;br /&gt;
cage blasted&lt;br /&gt;
murdered&lt;br /&gt;
trap&lt;br /&gt;
summon&lt;br /&gt;
quitdead&lt;br /&gt;
abandon&lt;br /&gt;
heat&lt;br /&gt;
cold&lt;br /&gt;
spikes&lt;br /&gt;
cooling lava&lt;br /&gt;
cooling magma&lt;br /&gt;
freezing water&lt;br /&gt;
exec beheaded&lt;br /&gt;
exec crucified&lt;br /&gt;
exec buried alive&lt;br /&gt;
exec drowned&lt;br /&gt;
exec burned alive&lt;br /&gt;
exec fed to beasts&lt;br /&gt;
exec hacked to pieces&lt;br /&gt;
exec left out in air&lt;br /&gt;
boil&lt;br /&gt;
melt&lt;br /&gt;
condense&lt;br /&gt;
solid&lt;br /&gt;
infection&lt;br /&gt;
&amp;lt;/cause&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;hf abducted&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;/target_hfid&amp;gt;&lt;br /&gt;
&amp;lt;target_hfid&amp;gt;&lt;br /&gt;
&amp;lt;/snatcher_hfid&amp;gt;&lt;br /&gt;
&amp;lt;snatcher_hfid&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;add hf entity link&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;remove hf entity link&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;change hf state&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;state&amp;gt;&lt;br /&gt;
settled&lt;br /&gt;
snatcher&lt;br /&gt;
thief&lt;br /&gt;
refugee&lt;br /&gt;
&amp;lt;/state&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;change hf job&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;add hf hf link&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;/hfid_target&amp;gt;&lt;br /&gt;
&amp;lt;hfid_target&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;remove hf hf link&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;add hf site link&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;remove hf site link&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;first contact&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;/contactor_enid&amp;gt;&lt;br /&gt;
&amp;lt;contactor_enid&amp;gt;&lt;br /&gt;
&amp;lt;/contacted_enid&amp;gt;&lt;br /&gt;
&amp;lt;contacted_enid&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;first contact failed&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;/rejector_enid&amp;gt;&lt;br /&gt;
&amp;lt;rejector_enid&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;agreement concluded&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;agreement rejected&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;agreement made&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;peace accepted&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;peace rejected&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;diplomat lost&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;body abused&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;agreement void&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;merchant&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;artifact hidden&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;/artifact_id&amp;gt;&lt;br /&gt;
&amp;lt;artifact_id&amp;gt;&lt;br /&gt;
&amp;lt;/unit_id&amp;gt;&lt;br /&gt;
&amp;lt;unit_id&amp;gt;&lt;br /&gt;
&amp;lt;/hist_figure_id&amp;gt;&lt;br /&gt;
&amp;lt;hist_figure_id&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;artifact possessed&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;artifact created&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;name_only/&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;artifact lost&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;artifact found&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;item stolen&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;artifact recovered&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;artifact dropped&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;injury/&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;entity created&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;/entity_id&amp;gt;&lt;br /&gt;
&amp;lt;entity_id&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;entity incorporated&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;/migrant_entity_id&amp;gt;&lt;br /&gt;
&amp;lt;migrant_entity_id&amp;gt;&lt;br /&gt;
&amp;lt;/join_entity_id&amp;gt;&lt;br /&gt;
&amp;lt;join_entity_id&amp;gt;&lt;br /&gt;
&amp;lt;/skill_at_time&amp;gt;&lt;br /&gt;
&amp;lt;skill_at_time&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;masterpiece arch design&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;masterpiece arch constructed&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;masterpiece item&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;masterpiece dye&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;masterpiece item improvement&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;masterpiece food&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;masterpiece engraving&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;masterpiece lost&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;impersonate hf&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;/trickster_hfid&amp;gt;&lt;br /&gt;
&amp;lt;trickster_hfid&amp;gt;&lt;br /&gt;
&amp;lt;/cover_hfid&amp;gt;&lt;br /&gt;
&amp;lt;cover_hfid&amp;gt;&lt;br /&gt;
&amp;lt;/target_enid&amp;gt;&lt;br /&gt;
&amp;lt;target_enid&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;create entity position&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;historical_event_collection&amp;gt;&lt;br /&gt;
&amp;lt;/start_year&amp;gt;&lt;br /&gt;
&amp;lt;start_year&amp;gt;&lt;br /&gt;
&amp;lt;/start_seconds72&amp;gt;&lt;br /&gt;
&amp;lt;start_seconds72&amp;gt;&lt;br /&gt;
&amp;lt;/end_year&amp;gt;&lt;br /&gt;
&amp;lt;end_year&amp;gt;&lt;br /&gt;
&amp;lt;/end_seconds72&amp;gt;&lt;br /&gt;
&amp;lt;end_seconds72&amp;gt;&lt;br /&gt;
&amp;lt;/eventcol&amp;gt;&lt;br /&gt;
&amp;lt;eventcol&amp;gt;&lt;br /&gt;
&amp;lt;/event&amp;gt;&lt;br /&gt;
&amp;lt;event&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;war&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;/name&amp;gt;&lt;br /&gt;
&amp;lt;name&amp;gt;&lt;br /&gt;
&amp;lt;/aggressor_ent_id&amp;gt;&lt;br /&gt;
&amp;lt;aggressor_ent_id&amp;gt;&lt;br /&gt;
&amp;lt;/defender_ent_id&amp;gt;&lt;br /&gt;
&amp;lt;defender_ent_id&amp;gt;&lt;br /&gt;
&amp;lt;/historical_event_collection&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;battle&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;/war_eventcol&amp;gt;&lt;br /&gt;
&amp;lt;war_eventcol&amp;gt;&lt;br /&gt;
&amp;lt;/attacking_ent_id&amp;gt;&lt;br /&gt;
&amp;lt;attacking_ent_id&amp;gt;&lt;br /&gt;
&amp;lt;/defending_ent_id&amp;gt;&lt;br /&gt;
&amp;lt;defending_ent_id&amp;gt;&lt;br /&gt;
&amp;lt;/attacking_hfid&amp;gt;&lt;br /&gt;
&amp;lt;attacking_hfid&amp;gt;&lt;br /&gt;
&amp;lt;/defending_hfid&amp;gt;&lt;br /&gt;
&amp;lt;defending_hfid&amp;gt;&lt;br /&gt;
&amp;lt;/noncom_hfid&amp;gt;&lt;br /&gt;
&amp;lt;noncom_hfid&amp;gt;&lt;br /&gt;
&amp;lt;outcome&amp;gt;&lt;br /&gt;
attacker won&lt;br /&gt;
defender won&lt;br /&gt;
&amp;lt;/outcome&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;duel&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;/parent_eventcol&amp;gt;&lt;br /&gt;
&amp;lt;parent_eventcol&amp;gt;&lt;br /&gt;
&amp;lt;/ordinal&amp;gt;&lt;br /&gt;
&amp;lt;ordinal&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;site conquered&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;/attacking_enid&amp;gt;&lt;br /&gt;
&amp;lt;attacking_enid&amp;gt;&lt;br /&gt;
&amp;lt;/defending_enid&amp;gt;&lt;br /&gt;
&amp;lt;defending_enid&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;abduction&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;theft&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;beast attack&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;journey&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
== Section ==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Set Building/Item Properties&lt;br /&gt;
Set Traffic Areas&lt;br /&gt;
Select&lt;br /&gt;
Secondary Select&lt;br /&gt;
Deselect&lt;br /&gt;
Select all&lt;br /&gt;
Deselect All&lt;br /&gt;
Leave screen&lt;br /&gt;
Leave all screens&lt;br /&gt;
Close mega announcement&lt;br /&gt;
Toggle Fullscreen&lt;br /&gt;
World Param: Add&lt;br /&gt;
World Param: Copy&lt;br /&gt;
World Param: Delete&lt;br /&gt;
World Param: Title&lt;br /&gt;
World Param: Name, Random&lt;br /&gt;
World Param: Name, Enter&lt;br /&gt;
World Param: Seed, Random&lt;br /&gt;
World Param: Seed, Enter&lt;br /&gt;
World Param: Load&lt;br /&gt;
World Param: Save&lt;br /&gt;
World Param: Dim X, Up&lt;br /&gt;
World Param: Dim X, Down&lt;br /&gt;
World Param: Dim Y, Up&lt;br /&gt;
World Param: Dim Y, Down&lt;br /&gt;
World Param: Enter Advanced Parameters&lt;br /&gt;
World Param: Increase Parameter&lt;br /&gt;
World Param: Decrease Parameter&lt;br /&gt;
World Param: Enter Value&lt;br /&gt;
World Param: Nullify Parameter&lt;br /&gt;
World Param: Set Presets&lt;br /&gt;
World Param: Reject, Continue&lt;br /&gt;
World Param: Reject, Abort&lt;br /&gt;
World Param: Reject, Allow This&lt;br /&gt;
World Param: Reject, Allow All&lt;br /&gt;
World Generation: Continue&lt;br /&gt;
World Generation: Use&lt;br /&gt;
World Generation: Abort&lt;br /&gt;
Setup game: Embark&lt;br /&gt;
Setup game: Name Fort&lt;br /&gt;
Setup game: Name Group&lt;br /&gt;
Setup game: Reclaim&lt;br /&gt;
Setup game: Find&lt;br /&gt;
Setup game: Notes&lt;br /&gt;
Setup game: Notes, New Note&lt;br /&gt;
Setup game: Notes, Delete Note&lt;br /&gt;
Setup game: Notes, Change Symbol Selection&lt;br /&gt;
Setup game: Notes, Adopt Symbol&lt;br /&gt;
Setup game: Resize Local Y Up&lt;br /&gt;
Setup game: Resize Local Y Down&lt;br /&gt;
Setup game: Resize Local X Up&lt;br /&gt;
Setup game: Resize Local X Down&lt;br /&gt;
Setup game: Move Local Y Up&lt;br /&gt;
Setup game: Move Local Y Down&lt;br /&gt;
Setup game: Move Local X Up&lt;br /&gt;
Setup game: Move Local X Down&lt;br /&gt;
Setup game: View Biome 1&lt;br /&gt;
Setup game: View Biome 2&lt;br /&gt;
Setup game: View Biome 3&lt;br /&gt;
Setup game: View Biome 4&lt;br /&gt;
Setup game: View Biome 5&lt;br /&gt;
Setup game: View Biome 6&lt;br /&gt;
Setup game: View Biome 7&lt;br /&gt;
Setup game: View Biome 8&lt;br /&gt;
Setup game: View Biome 9&lt;br /&gt;
Choose name: Random&lt;br /&gt;
Choose name: Clear&lt;br /&gt;
Choose name: Type&lt;br /&gt;
View item: Description&lt;br /&gt;
View item: Forbid&lt;br /&gt;
View item: Melt&lt;br /&gt;
View item: Dump&lt;br /&gt;
View item: Hide&lt;br /&gt;
Main menu&lt;br /&gt;
Options, Export Local Image&lt;br /&gt;
Help&lt;br /&gt;
Movies&lt;br /&gt;
Change tab or highlight selection&lt;br /&gt;
Change tab or highlight selection, secondary&lt;br /&gt;
Move selector up&lt;br /&gt;
Move selector down&lt;br /&gt;
Move selector left&lt;br /&gt;
Move selector right&lt;br /&gt;
Page selector up&lt;br /&gt;
Page selector down&lt;br /&gt;
Move secondary selector up&lt;br /&gt;
Move secondary selector down&lt;br /&gt;
Page secondary selector up&lt;br /&gt;
Page secondary selector down&lt;br /&gt;
Move view/cursor up&lt;br /&gt;
Move view/cursor down&lt;br /&gt;
Move view/cursor left&lt;br /&gt;
Move view/cursor right&lt;br /&gt;
Move view/cursor up and left&lt;br /&gt;
Move view/cursor up and right&lt;br /&gt;
Move view/cursor down and left&lt;br /&gt;
Move view/cursor down and right&lt;br /&gt;
Move view/cursor up, fast&lt;br /&gt;
Move view/cursor down, fast&lt;br /&gt;
Move view/cursor left, fast&lt;br /&gt;
Move view/cursor right, fast&lt;br /&gt;
Move view/cursor up and left, fast&lt;br /&gt;
Move view/cursor up and right, fast&lt;br /&gt;
Move view/cursor down and left, fast&lt;br /&gt;
Move view/cursor down and right, fast&lt;br /&gt;
Move view/cursor up (z)&lt;br /&gt;
Move view/cursor down (z)&lt;br /&gt;
Move view/cursor up (z), aux&lt;br /&gt;
Move view/cursor down (z), aux&lt;br /&gt;
Adventure: return to arena&lt;br /&gt;
Adventure: move north&lt;br /&gt;
Adventure: move south&lt;br /&gt;
Adventure: move east&lt;br /&gt;
Adventure: move west&lt;br /&gt;
Adventure: move northwest&lt;br /&gt;
Adventure: move northeast&lt;br /&gt;
Adventure: move southwest&lt;br /&gt;
Adventure: move southeast&lt;br /&gt;
Adventure: move wait&lt;br /&gt;
Adventure: careful move north up/down&lt;br /&gt;
Adventure: careful move south up/down&lt;br /&gt;
Adventure: careful move east up/down&lt;br /&gt;
Adventure: careful move west up/down&lt;br /&gt;
Adventure: careful move northwest up/down&lt;br /&gt;
Adventure: careful move northeast up/down&lt;br /&gt;
Adventure: careful move southwest up/down&lt;br /&gt;
Adventure: careful move southeast up/down&lt;br /&gt;
Adventure: careful move up/down&lt;br /&gt;
Adventure: move north/up&lt;br /&gt;
Adventure: move south/up&lt;br /&gt;
Adventure: move east/up&lt;br /&gt;
Adventure: move west/up&lt;br /&gt;
Adventure: move northwest/up&lt;br /&gt;
Adventure: move northeast/up&lt;br /&gt;
Adventure: move southwest/up&lt;br /&gt;
Adventure: move southeast/up&lt;br /&gt;
Adventure: move up&lt;br /&gt;
Adventure: move north/down&lt;br /&gt;
Adventure: move south/down&lt;br /&gt;
Adventure: move east/down&lt;br /&gt;
Adventure: move west/down&lt;br /&gt;
Adventure: move northwest/down&lt;br /&gt;
Adventure: move northeast/down&lt;br /&gt;
Adventure: move southwest/down&lt;br /&gt;
Adventure: move southeast/down&lt;br /&gt;
Adventure: move down&lt;br /&gt;
Adventure: move up, aux&lt;br /&gt;
Adventure: move down, aux&lt;br /&gt;
World Gen: Export Map&lt;br /&gt;
Legends: Export Map&lt;br /&gt;
Legends: Export XML&lt;br /&gt;
Legends: Export Detailed Map&lt;br /&gt;
Legends: Civ/Site&lt;br /&gt;
Legends: String filter&lt;br /&gt;
Adventure: Combat, Attack Mode&lt;br /&gt;
Adventure: Combat, Dodge Mode&lt;br /&gt;
Adventure: Combat, Charge Defend Mode&lt;br /&gt;
Adventure: Status&lt;br /&gt;
Adventure: Status, Close Combat&lt;br /&gt;
Adventure: Status, Customize&lt;br /&gt;
Adventure: Status, Kills&lt;br /&gt;
Adventure: Status, Health&lt;br /&gt;
Adventure: Status, Att/Skills&lt;br /&gt;
Adventure: Status, Desc&lt;br /&gt;
Unit View, Customize&lt;br /&gt;
Unit View, Health&lt;br /&gt;
Unit View, Relationships&lt;br /&gt;
Unit View, Relationships, Zoom&lt;br /&gt;
Unit View, Relationships, View&lt;br /&gt;
Unit View, Kills&lt;br /&gt;
Customize Unit, Nickname&lt;br /&gt;
Customize Unit, Profession&lt;br /&gt;
Adventure: Clear announcements&lt;br /&gt;
Adventure: Sleep&lt;br /&gt;
Adventure: Wait&lt;br /&gt;
Adventure: Attack&lt;br /&gt;
Adventure: Look&lt;br /&gt;
Adventure: Search&lt;br /&gt;
Adventure: Talk&lt;br /&gt;
Adventure: Inv. Interact&lt;br /&gt;
Adventure: Inv. Look&lt;br /&gt;
Adventure: Inv. Remove&lt;br /&gt;
Adventure: Inv. Wear&lt;br /&gt;
Adventure: Inv. Eat/Drink&lt;br /&gt;
Adventure: Inv. Put In&lt;br /&gt;
Adventure: Inv. Drop&lt;br /&gt;
Adventure: Get/Ground&lt;br /&gt;
Adventure: Throw&lt;br /&gt;
Adventure: Fire&lt;br /&gt;
Adventure: Announcements&lt;br /&gt;
Adventure: Combat Options&lt;br /&gt;
Adventure: Movement Options&lt;br /&gt;
Adventure: Movement Options, Swim&lt;br /&gt;
Adventure: Sneak&lt;br /&gt;
Adventure: Center&lt;br /&gt;
Adventure: Building Interact&lt;br /&gt;
Adventure: Travel&lt;br /&gt;
Adventure: Get Date&lt;br /&gt;
Adventure: Get Weather&lt;br /&gt;
Adventure: Get Temperature&lt;br /&gt;
Adventure: Change Stance&lt;br /&gt;
Option 1&lt;br /&gt;
Option 2&lt;br /&gt;
Option 3&lt;br /&gt;
Option 4&lt;br /&gt;
Option 5&lt;br /&gt;
Option 6&lt;br /&gt;
Option 7&lt;br /&gt;
Option 8&lt;br /&gt;
Option 9&lt;br /&gt;
Option 10&lt;br /&gt;
Option 11&lt;br /&gt;
Option 12&lt;br /&gt;
Option 13&lt;br /&gt;
Option 14&lt;br /&gt;
Option 15&lt;br /&gt;
Option 16&lt;br /&gt;
Option 17&lt;br /&gt;
Option 18&lt;br /&gt;
Option 19&lt;br /&gt;
Option 20&lt;br /&gt;
Secondary Option 1&lt;br /&gt;
Secondary Option 2&lt;br /&gt;
Secondary Option 3&lt;br /&gt;
Secondary Option 4&lt;br /&gt;
Secondary Option 5&lt;br /&gt;
Secondary Option 6&lt;br /&gt;
Secondary Option 7&lt;br /&gt;
Secondary Option 8&lt;br /&gt;
Secondary Option 9&lt;br /&gt;
Secondary Option 10&lt;br /&gt;
Secondary Option 11&lt;br /&gt;
Secondary Option 12&lt;br /&gt;
Secondary Option 13&lt;br /&gt;
Secondary Option 14&lt;br /&gt;
Secondary Option 15&lt;br /&gt;
Secondary Option 16&lt;br /&gt;
Secondary Option 17&lt;br /&gt;
Secondary Option 18&lt;br /&gt;
Secondary Option 19&lt;br /&gt;
Secondary Option 20&lt;br /&gt;
Hotkey: Make Ash&lt;br /&gt;
Hotkey: Make Charcoal&lt;br /&gt;
Hotkey: Melt Object&lt;br /&gt;
Hotkey: Green Glass&lt;br /&gt;
Hotkey: Clear Glass&lt;br /&gt;
Hotkey: Crystal Glass&lt;br /&gt;
Hotkey: Collect Sand&lt;br /&gt;
Hotkey: Raw Glass&lt;br /&gt;
Hotkey: Glass Armorstand&lt;br /&gt;
Hotkey: Glass Box&lt;br /&gt;
Hotkey: Glass Cabinet&lt;br /&gt;
Hotkey: Glass Coffin&lt;br /&gt;
Hotkey: Glass Floodgate&lt;br /&gt;
Hotkey: Glass Hatch Cover&lt;br /&gt;
Hotkey: Glass Grate&lt;br /&gt;
Hotkey: Glass Goblet&lt;br /&gt;
Hotkey: Glass Toy&lt;br /&gt;
Hotkey: Glass Instrument&lt;br /&gt;
Hotkey: Glass Portal&lt;br /&gt;
Hotkey: Glass Statue&lt;br /&gt;
Hotkey: Glass Table&lt;br /&gt;
Hotkey: Glass Cage&lt;br /&gt;
Hotkey: Glass Chair&lt;br /&gt;
Hotkey: Glass Blocks&lt;br /&gt;
Hotkey: Glass Vial&lt;br /&gt;
Hotkey: Glass Weaponrack&lt;br /&gt;
Hotkey: Glass Window&lt;br /&gt;
Hotkey: Ashery, Lye&lt;br /&gt;
Hotkey: Ashery, Potash (Lye)&lt;br /&gt;
Hotkey: Ashery, Potash (Ash)&lt;br /&gt;
Hotkey: Carpenter, Barrel&lt;br /&gt;
Hotkey: Carpenter, Blocks&lt;br /&gt;
Hotkey: Carpenter, Bucket&lt;br /&gt;
Hotkey: Carpenter, Animal Trap&lt;br /&gt;
Hotkey: Carpenter, Cage&lt;br /&gt;
Hotkey: Carpenter, Armorstand&lt;br /&gt;
Hotkey: Carpenter, Bed&lt;br /&gt;
Hotkey: Carpenter, Chair&lt;br /&gt;
Hotkey: Carpenter, Coffin&lt;br /&gt;
Hotkey: Carpenter, Door&lt;br /&gt;
Hotkey: Carpenter, Floodgate&lt;br /&gt;
Hotkey: Carpenter, Hatch Cover&lt;br /&gt;
Hotkey: Carpenter, Grate&lt;br /&gt;
Hotkey: Carpenter, Cabinet&lt;br /&gt;
Hotkey: Carpenter, Bin&lt;br /&gt;
Hotkey: Carpenter, Box&lt;br /&gt;
Hotkey: Carpenter, Weaponrack&lt;br /&gt;
Hotkey: Carpenter, Table&lt;br /&gt;
Hotkey: Siege Shop, Ballista&lt;br /&gt;
Hotkey: Siege Shop, Catapult&lt;br /&gt;
Hotkey: Leather, Bag&lt;br /&gt;
Hotkey: Leather, Flask&lt;br /&gt;
Hotkey: Leather, Shirt&lt;br /&gt;
Hotkey: Leather, Cloak&lt;br /&gt;
Hotkey: Leather, Backpack&lt;br /&gt;
Hotkey: Leather, Quiver&lt;br /&gt;
Hotkey: Leather, Image&lt;br /&gt;
Hotkey: Clothes, Cloth&lt;br /&gt;
Hotkey: Clothes, Silk&lt;br /&gt;
Hotkey: Clothes, Shirt&lt;br /&gt;
Hotkey: Clothes, Cloak&lt;br /&gt;
Hotkey: Clothes, Box&lt;br /&gt;
Hotkey: Clothes, Rope&lt;br /&gt;
Hotkey: Clothes, Image&lt;br /&gt;
Hotkey: Crafts, Mat Stone&lt;br /&gt;
Hotkey: Crafts, Mat Wood&lt;br /&gt;
Hotkey: Crafts, Dec Bone&lt;br /&gt;
Hotkey: Crafts, Dec Shell&lt;br /&gt;
Hotkey: Crafts, Dec Tooth&lt;br /&gt;
Hotkey: Crafts, Dec Horn&lt;br /&gt;
Hotkey: Crafts, Dec Pearl&lt;br /&gt;
Hotkey: Crafts, Totem&lt;br /&gt;
Hotkey: Crafts, Cloth&lt;br /&gt;
Hotkey: Crafts, Silk&lt;br /&gt;
Hotkey: Crafts, Shell&lt;br /&gt;
Hotkey: Crafts, Tooth&lt;br /&gt;
Hotkey: Crafts, Horn&lt;br /&gt;
Hotkey: Crafts, Pearl&lt;br /&gt;
Hotkey: Crafts, Bone&lt;br /&gt;
Hotkey: Crafts, Leather&lt;br /&gt;
Hotkey: Crafts, Mat Crafts&lt;br /&gt;
Hotkey: Crafts, Mat Goblet&lt;br /&gt;
Hotkey: Crafts, Mat Instrument&lt;br /&gt;
Hotkey: Crafts, Mat Toy&lt;br /&gt;
Hotkey: Forge, Weapon&lt;br /&gt;
Hotkey: Forge, Armor&lt;br /&gt;
Hotkey: Forge, Furniture&lt;br /&gt;
Hotkey: Forge, Siege&lt;br /&gt;
Hotkey: Forge, Trap&lt;br /&gt;
Hotkey: Forge, Other&lt;br /&gt;
Hotkey: Forge, Metal Clothing&lt;br /&gt;
Hotkey: Building, Armorstand&lt;br /&gt;
Hotkey: Building, Bed&lt;br /&gt;
Hotkey: Building, Traction Bench&lt;br /&gt;
Hotkey: Building, Chair&lt;br /&gt;
Hotkey: Building, Coffin&lt;br /&gt;
Hotkey: Building, Door&lt;br /&gt;
Hotkey: Building, Floodgate&lt;br /&gt;
Hotkey: Building, Hatch&lt;br /&gt;
Hotkey: Building, Wall Grate&lt;br /&gt;
Hotkey: Building, Floor Grate&lt;br /&gt;
Hotkey: Building, Vertical Bars&lt;br /&gt;
Hotkey: Building, Floor Bars&lt;br /&gt;
Hotkey: Building, Cabinet&lt;br /&gt;
Hotkey: Building, Chest&lt;br /&gt;
Hotkey: Building, Kennel&lt;br /&gt;
Hotkey: Building, Farm Plot&lt;br /&gt;
Hotkey: Building, Weaponrack&lt;br /&gt;
Hotkey: Building, Statue&lt;br /&gt;
Hotkey: Building, Table&lt;br /&gt;
Hotkey: Building, Dirt Road&lt;br /&gt;
Hotkey: Building, Paved Road&lt;br /&gt;
Hotkey: Building, Bridge&lt;br /&gt;
Hotkey: Building, Well&lt;br /&gt;
Hotkey: Building, Siege&lt;br /&gt;
Hotkey: Building, Workshop&lt;br /&gt;
Hotkey: Building, Furnace&lt;br /&gt;
Hotkey: Building, Glass Window&lt;br /&gt;
Hotkey: Building, Gem Window&lt;br /&gt;
Hotkey: Building, Shop&lt;br /&gt;
Hotkey: Building, Animal Trap&lt;br /&gt;
Hotkey: Building, Chain&lt;br /&gt;
Hotkey: Building, Cage&lt;br /&gt;
Hotkey: Building, Trade Depot&lt;br /&gt;
Hotkey: Building, Trap&lt;br /&gt;
Hotkey: Building, Machine Component&lt;br /&gt;
Hotkey: Building, Support&lt;br /&gt;
Hotkey: Building, Archery Target&lt;br /&gt;
Hotkey: Building, Machine Component, Screw Pump&lt;br /&gt;
Hotkey: Building, Machine Component, Water Wheel&lt;br /&gt;
Hotkey: Building, Machine Component, Windmill&lt;br /&gt;
Hotkey: Building, Machine Component, Gear Assembly&lt;br /&gt;
Hotkey: Building, Machine Component, Horizontal Axle&lt;br /&gt;
Hotkey: Building, Machine Component, Vertical Axle&lt;br /&gt;
Hotkey: Building, Siege, Ballista&lt;br /&gt;
Hotkey: Building, Siege, Catapult&lt;br /&gt;
Hotkey: Building, Trap, Stone&lt;br /&gt;
Hotkey: Building, Trap, Weapon&lt;br /&gt;
Hotkey: Building, Trap, Lever&lt;br /&gt;
Hotkey: Building, Trap, Trigger&lt;br /&gt;
Hotkey: Building, Trap, Cage&lt;br /&gt;
Hotkey: Building, Trap, Upright Spear/Spike&lt;br /&gt;
Hotkey: Building, Wall/Floor/Stairs&lt;br /&gt;
Hotkey: Building, Construction, Fortification&lt;br /&gt;
Hotkey: Building, Construction, Wall&lt;br /&gt;
Hotkey: Building, Construction, Floor&lt;br /&gt;
Hotkey: Building, Construction, Ramp&lt;br /&gt;
Hotkey: Building, Construction, Upward Stair&lt;br /&gt;
Hotkey: Building, Construction, Downward Stair&lt;br /&gt;
Hotkey: Building, Construction, Up/Down Stair&lt;br /&gt;
Hotkey: Building, Wksp, Leather&lt;br /&gt;
Hotkey: Building, Wksp, Quern&lt;br /&gt;
Hotkey: Building, Wksp, Millstone&lt;br /&gt;
Hotkey: Building, Wksp, Loom&lt;br /&gt;
Hotkey: Building, Wksp, Clothes&lt;br /&gt;
Hotkey: Building, Wksp, Bowyer&lt;br /&gt;
Hotkey: Building, Wksp, Carpenter&lt;br /&gt;
Hotkey: Building, Wksp, Metalsmith&lt;br /&gt;
Hotkey: Building, Wksp, Lavamill&lt;br /&gt;
Hotkey: Building, Wksp, Jeweler&lt;br /&gt;
Hotkey: Building, Wksp, Mason&lt;br /&gt;
Hotkey: Building, Wksp, Butcher&lt;br /&gt;
Hotkey: Building, Wksp, Tanner&lt;br /&gt;
Hotkey: Building, Wksp, Dyer&lt;br /&gt;
Hotkey: Building, Wksp, Craftsman&lt;br /&gt;
Hotkey: Building, Wksp, Siege&lt;br /&gt;
Hotkey: Building, Wksp, Mechanic&lt;br /&gt;
Hotkey: Building, Wksp, Still&lt;br /&gt;
Hotkey: Building, Wksp, Farmer&lt;br /&gt;
Hotkey: Building, Wksp, Kitchen&lt;br /&gt;
Hotkey: Building, Wksp, Fishery&lt;br /&gt;
Hotkey: Building, Wksp, Ashery&lt;br /&gt;
Hotkey: Building, Furn, Wood&lt;br /&gt;
Hotkey: Building, Furn, Smelter&lt;br /&gt;
Hotkey: Building, Furn, Glass&lt;br /&gt;
Hotkey: Building, Furn, Kiln&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
===Subsection===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Main: One-Step&lt;br /&gt;
Main: Pause/Resume&lt;br /&gt;
Depot Access&lt;br /&gt;
Main: Hot Keys&lt;br /&gt;
Main: Hot Key 1&lt;br /&gt;
Main: Hot Key 2&lt;br /&gt;
Main: Hot Key 3&lt;br /&gt;
Main: Hot Key 4&lt;br /&gt;
Main: Hot Key 5&lt;br /&gt;
Main: Hot Key 6&lt;br /&gt;
Main: Hot Key 7&lt;br /&gt;
Main: Hot Key 8&lt;br /&gt;
Main: Hot Key 9&lt;br /&gt;
Main: Hot Key 10&lt;br /&gt;
Main: Hot Key 11&lt;br /&gt;
Main: Hot Key 12&lt;br /&gt;
Main: Hot Key 13&lt;br /&gt;
Main: Hot Key 14&lt;br /&gt;
Main: Hot Key 15&lt;br /&gt;
Main: Hot Key 16&lt;br /&gt;
Hot Keys: Change Name&lt;br /&gt;
Hot Keys: Zoom&lt;br /&gt;
Main: Announcements&lt;br /&gt;
Main: Reports&lt;br /&gt;
Main: Place Building&lt;br /&gt;
Main: Civilizations&lt;br /&gt;
Main: Designations&lt;br /&gt;
Main: Artifacts&lt;br /&gt;
Main: Nobles&lt;br /&gt;
Main: Standing Orders&lt;br /&gt;
Main: Military&lt;br /&gt;
Main: Military, Create Squad&lt;br /&gt;
Main: Military, Disband Squad&lt;br /&gt;
Main: Military, Create Sub-Squad&lt;br /&gt;
Main: Military, Cancel Orders&lt;br /&gt;
Main: Military, Positions&lt;br /&gt;
Main: Military, Alerts&lt;br /&gt;
Main: Military, Alerts, Add&lt;br /&gt;
Main: Military, Alerts, Delete&lt;br /&gt;
Main: Military, Alerts, Set&lt;br /&gt;
Main: Military, Alerts, Name&lt;br /&gt;
Main: Military, Alerts, Set/Retain&lt;br /&gt;
Main: Military, Equip&lt;br /&gt;
Main: Military, Equip, Customize&lt;br /&gt;
Main: Military, Equip, Uniform&lt;br /&gt;
Main: Military, Equip, Priority&lt;br /&gt;
Main: Military, Uniforms&lt;br /&gt;
Main: Military, Supplies&lt;br /&gt;
Main: Military, Supplies, Water Down&lt;br /&gt;
Main: Military, Supplies, Water Up&lt;br /&gt;
Main: Military, Supplies, Food Down&lt;br /&gt;
Main: Military, Supplies, Food Up&lt;br /&gt;
Main: Military, Ammunition&lt;br /&gt;
Main: Military, Ammunition, Add Item&lt;br /&gt;
Main: Military, Ammunition, Remove Item&lt;br /&gt;
Main: Military, Ammunition, Lower Amount&lt;br /&gt;
Main: Military, Ammunition, Raise Amount&lt;br /&gt;
Main: Military, Ammunition, Lower Amount Lots&lt;br /&gt;
Main: Military, Ammunition, Raise Amount Lots&lt;br /&gt;
Main: Military, Ammunition, Material&lt;br /&gt;
Main: Military, Ammunition, Combat&lt;br /&gt;
Main: Military, Ammunition, Training&lt;br /&gt;
Main: Military, Training&lt;br /&gt;
Main: Military, Schedule&lt;br /&gt;
Main: Military, Add Uniform&lt;br /&gt;
Main: Military, Delete Uniform&lt;br /&gt;
Main: Military, Name Uniform&lt;br /&gt;
Main: Military, Add Armor&lt;br /&gt;
Main: Military, Add Pants&lt;br /&gt;
Main: Military, Add Helm&lt;br /&gt;
Main: Military, Add Gloves&lt;br /&gt;
Main: Military, Add Boots&lt;br /&gt;
Main: Military, Add Shield&lt;br /&gt;
Main: Military, Add Weapon&lt;br /&gt;
Main: Military, Add Material&lt;br /&gt;
Main: Military, Add Color&lt;br /&gt;
Main: Military, Replace Clothing&lt;br /&gt;
Main: Military, Exact Match&lt;br /&gt;
Main: Rooms&lt;br /&gt;
Building List: Zoom T&lt;br /&gt;
Building List: Zoom Q&lt;br /&gt;
Main: Control Squads&lt;br /&gt;
Main: Control Squads, Move&lt;br /&gt;
Main: Control Squads, Kill&lt;br /&gt;
Main: Control Squads, Kill List&lt;br /&gt;
Main: Control Squads, Kill Rect&lt;br /&gt;
Main: Control Squads, Schedule&lt;br /&gt;
Main: Control Squads, Cancel Order&lt;br /&gt;
Main: Control Squads, Alert&lt;br /&gt;
Main: Control Squads, Select Individuals&lt;br /&gt;
Main: Control Squads, Center&lt;br /&gt;
Squad Schedule: Sleep&lt;br /&gt;
Squad Schedule: Civilian Uniform&lt;br /&gt;
Squad Schedule: Give Order&lt;br /&gt;
Squad Schedule: Edit Order&lt;br /&gt;
Squad Schedule: Cancel Order&lt;br /&gt;
Squad Schedule: Copy Orders&lt;br /&gt;
Squad Schedule: Paste Orders&lt;br /&gt;
Squad Schedule: Name Grid Cell&lt;br /&gt;
Main: Stockpiles&lt;br /&gt;
Main: Activity Zone&lt;br /&gt;
Main: View Units&lt;br /&gt;
Main: Job List&lt;br /&gt;
Main: Unit List&lt;br /&gt;
Main: Look&lt;br /&gt;
Main: Burrows&lt;br /&gt;
Main: Burrows, Add&lt;br /&gt;
Main: Burrows, Delete&lt;br /&gt;
Main: Burrows, Define&lt;br /&gt;
Main: Burrows, Add Citizen&lt;br /&gt;
Main: Burrows, Center&lt;br /&gt;
Main: Burrows, Name&lt;br /&gt;
Main: Burrows, Change Selector&lt;br /&gt;
Main: Burrows, Brush&lt;br /&gt;
Main: Burrows, Paint/Erase&lt;br /&gt;
Main: Note&lt;br /&gt;
Main: Note, Place&lt;br /&gt;
Main: Note, Delete&lt;br /&gt;
Main: Note, Enter Name&lt;br /&gt;
Main: Note, Enter Text&lt;br /&gt;
Main: Note, Adopt Symbol&lt;br /&gt;
Main: Note, Change Selection&lt;br /&gt;
Main: Note, Route, Done&lt;br /&gt;
Main: Note, Routes&lt;br /&gt;
Main: Note, Route, Add&lt;br /&gt;
Main: Note, Route, Edit&lt;br /&gt;
Main: Note, Route, Delete&lt;br /&gt;
Main: Note, Route, Center&lt;br /&gt;
Main: Note, Route, Name&lt;br /&gt;
Main: Building Jobs&lt;br /&gt;
Main: Overall Status&lt;br /&gt;
Main: Status, Overall Health, Recenter&lt;br /&gt;
Main: Building Items&lt;br /&gt;
Building Items: Forbid&lt;br /&gt;
Building Items: Dump&lt;br /&gt;
Building Items: Melt&lt;br /&gt;
Building Items: Hide&lt;br /&gt;
Dwf Look: Forbid&lt;br /&gt;
Dwf Look: Dump&lt;br /&gt;
Dwf Look: Melt&lt;br /&gt;
Dwf Look: Hide&lt;br /&gt;
Dwf Look: Arena Creature&lt;br /&gt;
Dwf Look: Arena Adv Mode&lt;br /&gt;
Dwf Look: Arena Water&lt;br /&gt;
Dwf Look: Arena Magma&lt;br /&gt;
Arena Creature: Side Down&lt;br /&gt;
Arena Creature: Side Up&lt;br /&gt;
Arena Creature: New Item&lt;br /&gt;
Arena Creature: Blank List&lt;br /&gt;
Arena Creature: Remove Item&lt;br /&gt;
Adventure: Creation, Name Entry&lt;br /&gt;
Adventure: Creation, Customize Name&lt;br /&gt;
Adventure: Creation, Random Name&lt;br /&gt;
Adventure: Creation, Change Gender&lt;br /&gt;
Adventure: Travel, Visit Site&lt;br /&gt;
Adventure: Travel, Clouds&lt;br /&gt;
Adventure: Log&lt;br /&gt;
Adventure: Travel, Log&lt;br /&gt;
Adventure: Log, Tasks&lt;br /&gt;
Adventure: Log, Entities&lt;br /&gt;
Adventure: Log, Sites&lt;br /&gt;
Adventure: Log, Regions&lt;br /&gt;
Adventure: Log, Feature Layers&lt;br /&gt;
Adventure: Log, Zoom to Current Location&lt;br /&gt;
Adventure: Log, Zoom to Selected&lt;br /&gt;
Adventure: Log, Toggle Line&lt;br /&gt;
Adventure: Log, Toggle Map/Info&lt;br /&gt;
Orders: Forbid&lt;br /&gt;
Orders: Forbid Projectiles&lt;br /&gt;
Orders: Forbid Your Corpse&lt;br /&gt;
Orders: Forbid Your Items&lt;br /&gt;
Orders: Forbid Other Corpse&lt;br /&gt;
Orders: Forbid Other Items&lt;br /&gt;
Orders: Gather Refuse&lt;br /&gt;
Orders: Gather Outside&lt;br /&gt;
Orders: Dump Corpse&lt;br /&gt;
Orders: Dump Skull&lt;br /&gt;
Orders: Dump Skin&lt;br /&gt;
Orders: Dump Bone&lt;br /&gt;
Orders: Dump Shell&lt;br /&gt;
Orders: Dump Other&lt;br /&gt;
Orders: Gather Furniture&lt;br /&gt;
Orders: Gather Animals&lt;br /&gt;
Orders: Gather Food&lt;br /&gt;
Orders: Gather Bodies&lt;br /&gt;
Orders: Refuse&lt;br /&gt;
Orders: Gather Stone&lt;br /&gt;
Orders: Gather Wood&lt;br /&gt;
Orders: All Harvest&lt;br /&gt;
Orders: Piles Same&lt;br /&gt;
Orders: Mix Foods&lt;br /&gt;
Orders: Exceptions&lt;br /&gt;
Orders: Loom&lt;br /&gt;
Orders: Dyed Cloth&lt;br /&gt;
Orders: Workshop&lt;br /&gt;
Orders: Auto-Collect Web&lt;br /&gt;
Orders: Auto-Slaughter&lt;br /&gt;
Orders: Auto-Butcher&lt;br /&gt;
Orders: Auto-Tan&lt;br /&gt;
Orders: Auto-Fishery&lt;br /&gt;
Orders: Auto-Kitchen&lt;br /&gt;
Orders: Auto-Kiln&lt;br /&gt;
Orders: Auto-Smelter&lt;br /&gt;
Orders: Auto-Other&lt;br /&gt;
Orders: Zone&lt;br /&gt;
Orders: Zone, Drinking&lt;br /&gt;
Orders: Zone, Fishing&lt;br /&gt;
Destroy Building&lt;br /&gt;
Suspend Building&lt;br /&gt;
Menu Confirm&lt;br /&gt;
Save Bindings&lt;br /&gt;
Change Bindings&lt;br /&gt;
Hotkey: Alchemist, Soap&lt;br /&gt;
Hotkey: Still, Brew&lt;br /&gt;
Hotkey: Still, Extract&lt;br /&gt;
Hotkey: Loom, Collect Silk&lt;br /&gt;
Hotkey: Loom, Weave Cloth&lt;br /&gt;
Hotkey: Loom, Weave Silk&lt;br /&gt;
Hotkey: Loom, Metal&lt;br /&gt;
Hotkey: Kitchen, Meal 1&lt;br /&gt;
Hotkey: Kitchen, Meal 2&lt;br /&gt;
Hotkey: Kitchen, Meal 3&lt;br /&gt;
Hotkey: Kitchen, Render Fat&lt;br /&gt;
Hotkey: Farmer, Process&lt;br /&gt;
Hotkey: Farmer, Vial&lt;br /&gt;
Hotkey: Farmer, Bag&lt;br /&gt;
Hotkey: Farmer, Barrel&lt;br /&gt;
Hotkey: Farmer, Cheese&lt;br /&gt;
Hotkey: Farmer, Milk&lt;br /&gt;
Hotkey: Mill, Mill&lt;br /&gt;
Hotkey: Kennel, Hunt&lt;br /&gt;
Hotkey: Kennel, Catch&lt;br /&gt;
Hotkey: Kennel, Tame Small&lt;br /&gt;
Hotkey: Kennel, Tame Large&lt;br /&gt;
Hotkey: Kennel, War&lt;br /&gt;
Hotkey: Fishery, Process&lt;br /&gt;
Hotkey: Fishery, Extract&lt;br /&gt;
Hotkey: Fishery, Catch&lt;br /&gt;
Hotkey: Butcher, Butcher&lt;br /&gt;
Hotkey: Butcher, Extract&lt;br /&gt;
Hotkey: Butcher, Catch&lt;br /&gt;
Hotkey: Tanner, Tan&lt;br /&gt;
Hotkey: Dyer, Thread&lt;br /&gt;
Hotkey: Dyer, Cloth&lt;br /&gt;
Hotkey: Jeweler, Furniture&lt;br /&gt;
Hotkey: Jeweler, Finished&lt;br /&gt;
Hotkey: Jeweler, Ammo&lt;br /&gt;
Hotkey: Jeweler, Cut&lt;br /&gt;
Hotkey: Jeweler, Encrust&lt;br /&gt;
Hotkey: Mechanic, Mechanisms&lt;br /&gt;
Hotkey: Mechanic, Traction Bench&lt;br /&gt;
Hotkey: Mason, Armorstand&lt;br /&gt;
Hotkey: Mason, Blocks&lt;br /&gt;
Hotkey: Mason, Chair&lt;br /&gt;
Hotkey: Mason, Coffin&lt;br /&gt;
Hotkey: Mason, Door&lt;br /&gt;
Hotkey: Mason, Floodgate&lt;br /&gt;
Hotkey: Mason, Hatch Cover&lt;br /&gt;
Hotkey: Mason, Grate&lt;br /&gt;
Hotkey: Mason, Cabinet&lt;br /&gt;
Hotkey: Mason, Box&lt;br /&gt;
Hotkey: Mason, Statue&lt;br /&gt;
Hotkey: Mason, Quern&lt;br /&gt;
Hotkey: Mason, Millstone&lt;br /&gt;
Hotkey: Mason, Table&lt;br /&gt;
Hotkey: Mason, Weaponrack&lt;br /&gt;
Hotkey: Trap, Bridge&lt;br /&gt;
Hotkey: Trap, Gear Assembly&lt;br /&gt;
Hotkey: Trap, Door&lt;br /&gt;
Hotkey: Trap, Floodgate&lt;br /&gt;
Hotkey: Trap, Spike&lt;br /&gt;
Hotkey: Trap, Hatch&lt;br /&gt;
Hotkey: Trap, Wall Grate&lt;br /&gt;
Hotkey: Trap, Floor Grate&lt;br /&gt;
Hotkey: Trap, Vertical Bars&lt;br /&gt;
Hotkey: Trap, Floor Bars&lt;br /&gt;
Hotkey: Trap, Support&lt;br /&gt;
Hotkey: Trap, Chain&lt;br /&gt;
Hotkey: Trap, Cage&lt;br /&gt;
Hotkey: Trap, Lever&lt;br /&gt;
Buildjob: Add&lt;br /&gt;
Buildjob: Cancel&lt;br /&gt;
Buildjob: Promote&lt;br /&gt;
Buildjob: Repeat&lt;br /&gt;
Buildjob: Suspend&lt;br /&gt;
Buildjob: Workshop Profile&lt;br /&gt;
Buildjob: Well, Free&lt;br /&gt;
Buildjob: Well, Size&lt;br /&gt;
Buildjob: Target, Free&lt;br /&gt;
Buildjob: Target, Size&lt;br /&gt;
Buildjob: Target, Down&lt;br /&gt;
Buildjob: Target, Up&lt;br /&gt;
Buildjob: Target, Right&lt;br /&gt;
Buildjob: Target, Left&lt;br /&gt;
Buildjob: Statue, Assign&lt;br /&gt;
Buildjob: Statue, Free&lt;br /&gt;
Buildjob: Statue, Size&lt;br /&gt;
Buildjob: Cage, Justice&lt;br /&gt;
Buildjob: Cage, Free&lt;br /&gt;
Buildjob: Cage, Size&lt;br /&gt;
Buildjob: Cage, Assign Occ&lt;br /&gt;
Buildjob: Cage, Water&lt;br /&gt;
Buildjob: Cage, Assign Owner&lt;br /&gt;
Buildjob: Chain, Assign Occ&lt;br /&gt;
Buildjob: Chain, Justice&lt;br /&gt;
Buildjob: Chain, Assign Owner&lt;br /&gt;
Buildjob: Chain, Free&lt;br /&gt;
Buildjob: Chain, Size&lt;br /&gt;
Buildjob: Siege, Fire&lt;br /&gt;
Buildjob: Siege, Orient&lt;br /&gt;
Buildjob: Door, Internal&lt;br /&gt;
Buildjob: Door, Forbid&lt;br /&gt;
Buildjob: Door, Pet-passable&lt;br /&gt;
Buildjob: Coffin, Assign&lt;br /&gt;
Buildjob: Coffin, Free&lt;br /&gt;
Buildjob: Coffin, Size&lt;br /&gt;
Buildjob: Coffin, Gen. Burial&lt;br /&gt;
Buildjob: Coffing, Allow Citizens&lt;br /&gt;
Buildjob: Coffing, Allow Pets&lt;br /&gt;
Buildjob: Chair, Assign&lt;br /&gt;
Buildjob: Chair, Free&lt;br /&gt;
Buildjob: Chair, Size&lt;br /&gt;
Buildjob: Table, Assign&lt;br /&gt;
Buildjob: Table, Hall&lt;br /&gt;
Buildjob: Table, Free&lt;br /&gt;
Buildjob: Table, Size&lt;br /&gt;
Buildjob: Bed, Assign&lt;br /&gt;
Buildjob: Bed, Free&lt;br /&gt;
Buildjob: Bed, Barracks&lt;br /&gt;
Buildjob: Bed, Dormitory&lt;br /&gt;
Buildjob: Bed, Rent&lt;br /&gt;
Buildjob: Bed, Size&lt;br /&gt;
Buildjob: Bed, Name&lt;br /&gt;
Buildjob: Bed, Sleep&lt;br /&gt;
Buildjob: Bed, Train&lt;br /&gt;
Buildjob: Bed, Indiv Eq&lt;br /&gt;
Buildjob: Bed, Squad Eq&lt;br /&gt;
Buildjob: Bed, Position&lt;br /&gt;
Buildjob: Depot, Bring&lt;br /&gt;
Buildjob: Depot, Trade&lt;br /&gt;
Buildjob: Depot, Request Trader&lt;br /&gt;
Buildjob: Depot, Broker Only&lt;br /&gt;
Buildjob: Animal Trap, No Bait&lt;br /&gt;
Buildjob: Animal Trap, Meat Bait&lt;br /&gt;
Buildjob: Animal Trap, Fish Bait&lt;br /&gt;
Buildjob: Animal Trap, Gem Bait&lt;br /&gt;
Buildjob: Farm, Fallow&lt;br /&gt;
Buildjob: Farm, Fertilize&lt;br /&gt;
Buildjob: Farm, Seas Fert&lt;br /&gt;
Buildjob: Farm, Spring&lt;br /&gt;
Buildjob: Farm, Summer&lt;br /&gt;
Buildjob: Farm, Autumn&lt;br /&gt;
Buildjob: Farm, Winter&lt;br /&gt;
Buildjob: Stockpile, Master&lt;br /&gt;
Buildjob: Stockpile, Delete Child&lt;br /&gt;
Buildjob: Stockpile, Settings&lt;br /&gt;
Buildjob: Stockpile, Barrel Up&lt;br /&gt;
Buildjob: Stockpile, Barrel Down&lt;br /&gt;
Buildjob: Stockpile, Barrel Zero&lt;br /&gt;
Buildjob: Stockpile, Barrel Max&lt;br /&gt;
Buildjob: Stockpile, Bin Up&lt;br /&gt;
Buildjob: Stockpile, Bin Down&lt;br /&gt;
Buildjob: Stockpile, Bin Zero&lt;br /&gt;
Buildjob: Stockpile, Bin Max&lt;br /&gt;
Buildjob: Rack, Mat, Bone&lt;br /&gt;
Buildjob: Rack, Mat, Bronze&lt;br /&gt;
Buildjob: Rack, Mat, Copper&lt;br /&gt;
Buildjob: Rack, Mat, Iron&lt;br /&gt;
Buildjob: Rack, Mat, Steel&lt;br /&gt;
Buildjob: Rack, Mat, Wood&lt;br /&gt;
Buildjob: Rack, Mat, Special Metal&lt;br /&gt;
Buildjob: Stand, Mat, Bone&lt;br /&gt;
Buildjob: Stand, Mat, Leather&lt;br /&gt;
Buildjob: Stand, Mat, Copper&lt;br /&gt;
Buildjob: Stand, Mat, Bronze&lt;br /&gt;
Buildjob: Stand, Mat, Steel&lt;br /&gt;
Buildjob: Stand, Mat, Iron&lt;br /&gt;
Buildjob: Stand, Mat, Wood&lt;br /&gt;
Buildjob: Stand, Mat, Special Metal&lt;br /&gt;
Buildjob: Rackstand, Assign&lt;br /&gt;
Buildjob: Rackstand, Free&lt;br /&gt;
Buildjob: Rackstand, Size&lt;br /&gt;
Buildjob: Rackstand, Item&lt;br /&gt;
Buildjob: Rackstand, Mat&lt;br /&gt;
Buildjob: Rackstand, All Items&lt;br /&gt;
Buildjob: Rackstand, No Items&lt;br /&gt;
Buildjob: Rackstand, All Mats&lt;br /&gt;
Buildjob: Rackstand, No Mats&lt;br /&gt;
Stockpile Settings: Enable&lt;br /&gt;
Stockpile Settings: Disable&lt;br /&gt;
Stockpile Settings: Permit All&lt;br /&gt;
Stockpile Settings: Forbid All&lt;br /&gt;
Stockpile Settings: Permit Sub&lt;br /&gt;
Stockpile Settings: Forbit Sub&lt;br /&gt;
Stockpile Settings: Specific 1&lt;br /&gt;
Stockpile Settings: Specific 2&lt;br /&gt;
Movie: Record&lt;br /&gt;
Movie: Play&lt;br /&gt;
Movie: Save&lt;br /&gt;
Movie: Load&lt;br /&gt;
Assign Trade: View&lt;br /&gt;
Assign Trade: String&lt;br /&gt;
Assign Trade: Exclude Prohibited&lt;br /&gt;
Assign Trade: Pending&lt;br /&gt;
Assign Trade: Sort&lt;br /&gt;
Noble List: Replace&lt;br /&gt;
Noble List: Settings&lt;br /&gt;
Noble List: Capital&lt;br /&gt;
Noble List: View Candidate&lt;br /&gt;
Adventure: Barter, View&lt;br /&gt;
Adventure: Barter, Currency 1&lt;br /&gt;
Adventure: Barter, Currency 2&lt;br /&gt;
Adventure: Barter, Currency 3&lt;br /&gt;
Adventure: Barter, Currency 4&lt;br /&gt;
Adventure: Barter, Currency 5&lt;br /&gt;
Adventure: Barter, Currency 6&lt;br /&gt;
Adventure: Barter, Currency 7&lt;br /&gt;
Adventure: Barter, Currency 8&lt;br /&gt;
Adventure: Barter, Currency 9&lt;br /&gt;
Adventure: Barter, Trade&lt;br /&gt;
Trade, View&lt;br /&gt;
Trade, Trade&lt;br /&gt;
Trade, Offer&lt;br /&gt;
Trade, Seize&lt;br /&gt;
Stores, View&lt;br /&gt;
Stores, Forbid&lt;br /&gt;
Stores, Melt&lt;br /&gt;
Stores, Dump&lt;br /&gt;
Stores, Zoom&lt;br /&gt;
Stores, Hide&lt;br /&gt;
Military, Activate&lt;br /&gt;
Military, View&lt;br /&gt;
Military, Weapon&lt;br /&gt;
Military, Zoom&lt;br /&gt;
Announcements, Zoom&lt;br /&gt;
Unitjob, Remove Unit&lt;br /&gt;
Unitjob, Zoom Unit&lt;br /&gt;
Unitjob, Zoom Building&lt;br /&gt;
Unitjob, View&lt;br /&gt;
Unitjob, Manager&lt;br /&gt;
Manager, New Order&lt;br /&gt;
Manager, Remove&lt;br /&gt;
Manager, Promote&lt;br /&gt;
Manager, Max&lt;br /&gt;
Manager, Wages&lt;br /&gt;
Animals, Slaughter&lt;br /&gt;
Kitchen, Cook&lt;br /&gt;
Kitchen, Brew&lt;br /&gt;
Setup, New&lt;br /&gt;
Setup, View&lt;br /&gt;
Setup, Customize Unit&lt;br /&gt;
Setup, Save Profile&lt;br /&gt;
Setup, Save Profile, Abort&lt;br /&gt;
Setup, Save Profile, Go&lt;br /&gt;
Setup, View Profile Problems&lt;br /&gt;
Main: Activity Zone, Remove&lt;br /&gt;
Main: Activity Zone, Remove Zone&lt;br /&gt;
Main: Activity Zone, Shape&lt;br /&gt;
Main: Activity Zone, Next&lt;br /&gt;
Main: Activity Zone, Water Source&lt;br /&gt;
Main: Activity Zone, Garbage Dump&lt;br /&gt;
Main: Activity Zone, Pond&lt;br /&gt;
Main: Activity Zone, Hospital&lt;br /&gt;
Main: Activity Zone, Sand Collect&lt;br /&gt;
Main: Activity Zone, Active&lt;br /&gt;
Main: Activity Zone, Fish&lt;br /&gt;
Main: Activity Zone, Meeting&lt;br /&gt;
Main: Activity Zone, Pond Options&lt;br /&gt;
Main: Activity Zone: Pond, Water&lt;br /&gt;
Main: Activity Zone, Hospital Options&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
===Subsection===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Stockpile, Animal&lt;br /&gt;
Stockpile, Food&lt;br /&gt;
Stockpile, Weapon&lt;br /&gt;
Stockpile, Armor&lt;br /&gt;
Stockpile, Custom&lt;br /&gt;
Stockpile, Custom Settings&lt;br /&gt;
Stockpile, Furniture&lt;br /&gt;
Stockpile, Graveyard&lt;br /&gt;
Stockpile, Refuse&lt;br /&gt;
Stockpile, Wood&lt;br /&gt;
Stockpile, Stone&lt;br /&gt;
Stockpile, Gem&lt;br /&gt;
Stockpile, Bar/Block&lt;br /&gt;
Stockpile, Cloth&lt;br /&gt;
Stockpile, Leather&lt;br /&gt;
Stockpile, Ammo&lt;br /&gt;
Stockpile, Coins&lt;br /&gt;
Stockpile, Finished&lt;br /&gt;
Stockpile, None&lt;br /&gt;
Designate, Building/Item&lt;br /&gt;
Designate, Reclaim&lt;br /&gt;
Designate, Forbid&lt;br /&gt;
Designate, Melt&lt;br /&gt;
Designate, No Melt&lt;br /&gt;
Designate, Dump&lt;br /&gt;
Designate, No Dump&lt;br /&gt;
Designate, Hide&lt;br /&gt;
Designate, No Hide&lt;br /&gt;
Designate, Traffic&lt;br /&gt;
Designate, High Traffic&lt;br /&gt;
Designate, Normal Traffic&lt;br /&gt;
Designate, Low Traffic&lt;br /&gt;
Designate, Restricted Traffic&lt;br /&gt;
Designate, Increase Weight&lt;br /&gt;
Designate, Decrease Weight&lt;br /&gt;
Designate, Increase Weight More&lt;br /&gt;
Designate, Decrease Weight More&lt;br /&gt;
Designate, Dig&lt;br /&gt;
Designate, Dig Remove Stairs Ramps&lt;br /&gt;
Designate, U Stair&lt;br /&gt;
Designate, D Stair&lt;br /&gt;
Designate, UD Stair&lt;br /&gt;
Designate, Ramp&lt;br /&gt;
Designate, Channel&lt;br /&gt;
Designate, Chop&lt;br /&gt;
Designate, Plants&lt;br /&gt;
Designate, Smooth&lt;br /&gt;
Designate, Engrave&lt;br /&gt;
Designate, Fortify&lt;br /&gt;
Designate, Toggle Engraving&lt;br /&gt;
Designate, Undo&lt;br /&gt;
Designate, Remove Construction&lt;br /&gt;
Building, Change Height +&lt;br /&gt;
Building, Change Height -&lt;br /&gt;
Building, Change Width +&lt;br /&gt;
Building, Change Width -&lt;br /&gt;
Building, Orient Up&lt;br /&gt;
Building, Orient Left&lt;br /&gt;
Building, Orient Right&lt;br /&gt;
Building, Orient Down&lt;br /&gt;
Building, Orient None&lt;br /&gt;
Building, View Item&lt;br /&gt;
Building, Done Selecting&lt;br /&gt;
Building, Expand/Contract&lt;br /&gt;
Building, Trigger, Enable Water&lt;br /&gt;
Building, Trigger, Min Water Up&lt;br /&gt;
Building, Trigger, Min Water Down&lt;br /&gt;
Building, Trigger, Max Water Up&lt;br /&gt;
Building, Trigger, Max Water Down&lt;br /&gt;
Building, Trigger, Enabler Magma&lt;br /&gt;
Building, Trigger, Min Magma Up&lt;br /&gt;
Building, Trigger, Min Magma Down&lt;br /&gt;
Building, Trigger, Max Magma Up&lt;br /&gt;
Building, Trigger, Max Magma Down&lt;br /&gt;
Building, Trigger, Enable Creature&lt;br /&gt;
Building, Trigger, Enable Locals&lt;br /&gt;
Building, Trigger, Resets&lt;br /&gt;
Building, Trigger, Min Size Up&lt;br /&gt;
Building, Trigger, Min Size Down&lt;br /&gt;
Building, Trigger, Max Size Up&lt;br /&gt;
Building, Trigger, Max Size Down&lt;br /&gt;
Unitview, General&lt;br /&gt;
Unitview, Inventory&lt;br /&gt;
Unitview, Prefs&lt;br /&gt;
Unitview, Wounds&lt;br /&gt;
Unitview, Next Unit&lt;br /&gt;
Unitview, Slaughter&lt;br /&gt;
Unitview, General, Combat&lt;br /&gt;
Unitview, General, Labor&lt;br /&gt;
Unitview, General, Misc&lt;br /&gt;
Unitview, Prefs, Labor&lt;br /&gt;
Unitview, Prefs, Pets&lt;br /&gt;
Unitview, Prefs, Pets, Hunting&lt;br /&gt;
Unitview, Prefs, Pets, War&lt;br /&gt;
Unitview, Prefs, Profile&lt;br /&gt;
String: Backspace&lt;br /&gt;
String: Character 001&lt;br /&gt;
String: Character 002&lt;br /&gt;
String: Character 003&lt;br /&gt;
String: Character 004&lt;br /&gt;
String: Character 005&lt;br /&gt;
String: Character 006&lt;br /&gt;
String: Character 007&lt;br /&gt;
String: Character 008&lt;br /&gt;
String: Character 009&lt;br /&gt;
String: Character 010&lt;br /&gt;
String: Character 011&lt;br /&gt;
String: Character 012&lt;br /&gt;
String: Character 013&lt;br /&gt;
String: Character 014&lt;br /&gt;
String: Character 015&lt;br /&gt;
String: Character 016&lt;br /&gt;
String: Character 017&lt;br /&gt;
String: Character 018&lt;br /&gt;
String: Character 019&lt;br /&gt;
String: Character 020&lt;br /&gt;
String: Character 021&lt;br /&gt;
String: Character 022&lt;br /&gt;
String: Character 023&lt;br /&gt;
String: Character 024&lt;br /&gt;
String: Character 025&lt;br /&gt;
String: Character 026&lt;br /&gt;
String: Character 027&lt;br /&gt;
String: Character 028&lt;br /&gt;
String: Character 029&lt;br /&gt;
String: Character 030&lt;br /&gt;
String: Character 031&lt;br /&gt;
String: Character 032&lt;br /&gt;
String: Character 033&lt;br /&gt;
String: Character 034&lt;br /&gt;
String: Character 035&lt;br /&gt;
String: Character 036&lt;br /&gt;
String: Character 037&lt;br /&gt;
String: Character 038&lt;br /&gt;
String: Character 039&lt;br /&gt;
String: Character 040&lt;br /&gt;
String: Character 041&lt;br /&gt;
String: Character 042&lt;br /&gt;
String: Character 043&lt;br /&gt;
String: Character 044&lt;br /&gt;
String: Character 045&lt;br /&gt;
String: Character 046&lt;br /&gt;
String: Character 047&lt;br /&gt;
String: Character 048&lt;br /&gt;
String: Character 049&lt;br /&gt;
String: Character 050&lt;br /&gt;
String: Character 051&lt;br /&gt;
String: Character 052&lt;br /&gt;
String: Character 053&lt;br /&gt;
String: Character 054&lt;br /&gt;
String: Character 055&lt;br /&gt;
String: Character 056&lt;br /&gt;
String: Character 057&lt;br /&gt;
String: Character 058&lt;br /&gt;
String: Character 059&lt;br /&gt;
String: Character 060&lt;br /&gt;
String: Character 061&lt;br /&gt;
String: Character 062&lt;br /&gt;
String: Character 063&lt;br /&gt;
String: Character 064&lt;br /&gt;
String: Character 065&lt;br /&gt;
String: Character 066&lt;br /&gt;
String: Character 067&lt;br /&gt;
String: Character 068&lt;br /&gt;
String: Character 069&lt;br /&gt;
String: Character 070&lt;br /&gt;
String: Character 071&lt;br /&gt;
String: Character 072&lt;br /&gt;
String: Character 073&lt;br /&gt;
String: Character 074&lt;br /&gt;
String: Character 075&lt;br /&gt;
String: Character 076&lt;br /&gt;
String: Character 077&lt;br /&gt;
String: Character 078&lt;br /&gt;
String: Character 079&lt;br /&gt;
String: Character 080&lt;br /&gt;
String: Character 081&lt;br /&gt;
String: Character 082&lt;br /&gt;
String: Character 083&lt;br /&gt;
String: Character 084&lt;br /&gt;
String: Character 085&lt;br /&gt;
String: Character 086&lt;br /&gt;
String: Character 087&lt;br /&gt;
String: Character 088&lt;br /&gt;
String: Character 089&lt;br /&gt;
String: Character 090&lt;br /&gt;
String: Character 091&lt;br /&gt;
String: Character 092&lt;br /&gt;
String: Character 093&lt;br /&gt;
String: Character 094&lt;br /&gt;
String: Character 095&lt;br /&gt;
String: Character 096&lt;br /&gt;
String: Character 097&lt;br /&gt;
String: Character 098&lt;br /&gt;
String: Character 099&lt;br /&gt;
String: Character 100&lt;br /&gt;
String: Character 101&lt;br /&gt;
String: Character 102&lt;br /&gt;
String: Character 103&lt;br /&gt;
String: Character 104&lt;br /&gt;
String: Character 105&lt;br /&gt;
String: Character 106&lt;br /&gt;
String: Character 107&lt;br /&gt;
String: Character 108&lt;br /&gt;
String: Character 109&lt;br /&gt;
String: Character 110&lt;br /&gt;
String: Character 111&lt;br /&gt;
String: Character 112&lt;br /&gt;
String: Character 113&lt;br /&gt;
String: Character 114&lt;br /&gt;
String: Character 115&lt;br /&gt;
String: Character 116&lt;br /&gt;
String: Character 117&lt;br /&gt;
String: Character 118&lt;br /&gt;
String: Character 119&lt;br /&gt;
String: Character 120&lt;br /&gt;
String: Character 121&lt;br /&gt;
String: Character 122&lt;br /&gt;
String: Character 123&lt;br /&gt;
String: Character 124&lt;br /&gt;
String: Character 125&lt;br /&gt;
String: Character 126&lt;br /&gt;
String: Character 127&lt;br /&gt;
String: Character 128&lt;br /&gt;
String: Character 129&lt;br /&gt;
String: Character 130&lt;br /&gt;
String: Character 131&lt;br /&gt;
String: Character 132&lt;br /&gt;
String: Character 133&lt;br /&gt;
String: Character 134&lt;br /&gt;
String: Character 135&lt;br /&gt;
String: Character 136&lt;br /&gt;
String: Character 137&lt;br /&gt;
String: Character 138&lt;br /&gt;
String: Character 139&lt;br /&gt;
String: Character 140&lt;br /&gt;
String: Character 141&lt;br /&gt;
String: Character 142&lt;br /&gt;
String: Character 143&lt;br /&gt;
String: Character 144&lt;br /&gt;
String: Character 145&lt;br /&gt;
String: Character 146&lt;br /&gt;
String: Character 147&lt;br /&gt;
String: Character 148&lt;br /&gt;
String: Character 149&lt;br /&gt;
String: Character 150&lt;br /&gt;
String: Character 151&lt;br /&gt;
String: Character 152&lt;br /&gt;
String: Character 153&lt;br /&gt;
String: Character 154&lt;br /&gt;
String: Character 155&lt;br /&gt;
String: Character 156&lt;br /&gt;
String: Character 157&lt;br /&gt;
String: Character 158&lt;br /&gt;
String: Character 159&lt;br /&gt;
String: Character 160&lt;br /&gt;
String: Character 161&lt;br /&gt;
String: Character 162&lt;br /&gt;
String: Character 163&lt;br /&gt;
String: Character 164&lt;br /&gt;
String: Character 165&lt;br /&gt;
String: Character 166&lt;br /&gt;
String: Character 167&lt;br /&gt;
String: Character 168&lt;br /&gt;
String: Character 169&lt;br /&gt;
String: Character 170&lt;br /&gt;
String: Character 171&lt;br /&gt;
String: Character 172&lt;br /&gt;
String: Character 173&lt;br /&gt;
String: Character 174&lt;br /&gt;
String: Character 175&lt;br /&gt;
String: Character 176&lt;br /&gt;
String: Character 177&lt;br /&gt;
String: Character 178&lt;br /&gt;
String: Character 179&lt;br /&gt;
String: Character 180&lt;br /&gt;
String: Character 181&lt;br /&gt;
String: Character 182&lt;br /&gt;
String: Character 183&lt;br /&gt;
String: Character 184&lt;br /&gt;
String: Character 185&lt;br /&gt;
String: Character 186&lt;br /&gt;
String: Character 187&lt;br /&gt;
String: Character 188&lt;br /&gt;
String: Character 189&lt;br /&gt;
String: Character 190&lt;br /&gt;
String: Character 191&lt;br /&gt;
String: Character 192&lt;br /&gt;
String: Character 193&lt;br /&gt;
String: Character 194&lt;br /&gt;
String: Character 195&lt;br /&gt;
String: Character 196&lt;br /&gt;
String: Character 197&lt;br /&gt;
String: Character 198&lt;br /&gt;
String: Character 199&lt;br /&gt;
String: Character 200&lt;br /&gt;
String: Character 201&lt;br /&gt;
String: Character 202&lt;br /&gt;
String: Character 203&lt;br /&gt;
String: Character 204&lt;br /&gt;
String: Character 205&lt;br /&gt;
String: Character 206&lt;br /&gt;
String: Character 207&lt;br /&gt;
String: Character 208&lt;br /&gt;
String: Character 209&lt;br /&gt;
String: Character 210&lt;br /&gt;
String: Character 211&lt;br /&gt;
String: Character 212&lt;br /&gt;
String: Character 213&lt;br /&gt;
String: Character 214&lt;br /&gt;
String: Character 215&lt;br /&gt;
String: Character 216&lt;br /&gt;
String: Character 217&lt;br /&gt;
String: Character 218&lt;br /&gt;
String: Character 219&lt;br /&gt;
String: Character 220&lt;br /&gt;
String: Character 221&lt;br /&gt;
String: Character 222&lt;br /&gt;
String: Character 223&lt;br /&gt;
String: Character 224&lt;br /&gt;
String: Character 225&lt;br /&gt;
String: Character 226&lt;br /&gt;
String: Character 227&lt;br /&gt;
String: Character 228&lt;br /&gt;
String: Character 229&lt;br /&gt;
String: Character 230&lt;br /&gt;
String: Character 231&lt;br /&gt;
String: Character 232&lt;br /&gt;
String: Character 233&lt;br /&gt;
String: Character 234&lt;br /&gt;
String: Character 235&lt;br /&gt;
String: Character 236&lt;br /&gt;
String: Character 237&lt;br /&gt;
String: Character 238&lt;br /&gt;
String: Character 239&lt;br /&gt;
String: Character 240&lt;br /&gt;
String: Character 241&lt;br /&gt;
String: Character 242&lt;br /&gt;
String: Character 243&lt;br /&gt;
String: Character 244&lt;br /&gt;
String: Character 245&lt;br /&gt;
String: Character 246&lt;br /&gt;
String: Character 247&lt;br /&gt;
String: Character 248&lt;br /&gt;
String: Character 249&lt;br /&gt;
String: Character 250&lt;br /&gt;
String: Character 251&lt;br /&gt;
String: Character 252&lt;br /&gt;
String: Character 253&lt;br /&gt;
String: Character 254&lt;br /&gt;
String: Character 255&lt;br /&gt;
Custom: A&lt;br /&gt;
Custom: B&lt;br /&gt;
Custom: C&lt;br /&gt;
Custom: D&lt;br /&gt;
Custom: E&lt;br /&gt;
Custom: F&lt;br /&gt;
Custom: G&lt;br /&gt;
Custom: H&lt;br /&gt;
Custom: I&lt;br /&gt;
Custom: J&lt;br /&gt;
Custom: K&lt;br /&gt;
Custom: L&lt;br /&gt;
Custom: M&lt;br /&gt;
Custom: N&lt;br /&gt;
Custom: O&lt;br /&gt;
Custom: P&lt;br /&gt;
Custom: Q&lt;br /&gt;
Custom: R&lt;br /&gt;
Custom: S&lt;br /&gt;
Custom: T&lt;br /&gt;
Custom: U&lt;br /&gt;
Custom: V&lt;br /&gt;
Custom: W&lt;br /&gt;
Custom: X&lt;br /&gt;
Custom: Y&lt;br /&gt;
Custom: Z&lt;br /&gt;
Custom: Shift + A&lt;br /&gt;
Custom: Shift + B&lt;br /&gt;
Custom: Shift + C&lt;br /&gt;
Custom: Shift + D&lt;br /&gt;
Custom: Shift + E&lt;br /&gt;
Custom: Shift + F&lt;br /&gt;
Custom: Shift + G&lt;br /&gt;
Custom: Shift + H&lt;br /&gt;
Custom: Shift + I&lt;br /&gt;
Custom: Shift + J&lt;br /&gt;
Custom: Shift + K&lt;br /&gt;
Custom: Shift + L&lt;br /&gt;
Custom: Shift + M&lt;br /&gt;
Custom: Shift + N&lt;br /&gt;
Custom: Shift + O&lt;br /&gt;
Custom: Shift + P&lt;br /&gt;
Custom: Shift + Q&lt;br /&gt;
Custom: Shift + R&lt;br /&gt;
Custom: Shift + S&lt;br /&gt;
Custom: Shift + T&lt;br /&gt;
Custom: Shift + U&lt;br /&gt;
Custom: Shift + V&lt;br /&gt;
Custom: Shift + W&lt;br /&gt;
Custom: Shift + X&lt;br /&gt;
Custom: Shift + Y&lt;br /&gt;
Custom: Shift + Z&lt;br /&gt;
Custom: Ctrl + A&lt;br /&gt;
Custom: Ctrl + B&lt;br /&gt;
Custom: Ctrl + C&lt;br /&gt;
Custom: Ctrl + D&lt;br /&gt;
Custom: Ctrl + E&lt;br /&gt;
Custom: Ctrl + F&lt;br /&gt;
Custom: Ctrl + G&lt;br /&gt;
Custom: Ctrl + H&lt;br /&gt;
Custom: Ctrl + I&lt;br /&gt;
Custom: Ctrl + J&lt;br /&gt;
Custom: Ctrl + K&lt;br /&gt;
Custom: Ctrl + L&lt;br /&gt;
Custom: Ctrl + M&lt;br /&gt;
Custom: Ctrl + N&lt;br /&gt;
Custom: Ctrl + O&lt;br /&gt;
Custom: Ctrl + P&lt;br /&gt;
Custom: Ctrl + Q&lt;br /&gt;
Custom: Ctrl + R&lt;br /&gt;
Custom: Ctrl + S&lt;br /&gt;
Custom: Ctrl + T&lt;br /&gt;
Custom: Ctrl + U&lt;br /&gt;
Custom: Ctrl + V&lt;br /&gt;
Custom: Ctrl + W&lt;br /&gt;
Custom: Ctrl + X&lt;br /&gt;
Custom: Ctrl + Y&lt;br /&gt;
Custom: Ctrl + Z&lt;br /&gt;
Custom: Alt + A&lt;br /&gt;
Custom: Alt + B&lt;br /&gt;
Custom: Alt + C&lt;br /&gt;
Custom: Alt + D&lt;br /&gt;
Custom: Alt + E&lt;br /&gt;
Custom: Alt + F&lt;br /&gt;
Custom: Alt + G&lt;br /&gt;
Custom: Alt + H&lt;br /&gt;
Custom: Alt + I&lt;br /&gt;
Custom: Alt + J&lt;br /&gt;
Custom: Alt + K&lt;br /&gt;
Custom: Alt + L&lt;br /&gt;
Custom: Alt + M&lt;br /&gt;
Custom: Alt + N&lt;br /&gt;
Custom: Alt + O&lt;br /&gt;
Custom: Alt + P&lt;br /&gt;
Custom: Alt + Q&lt;br /&gt;
Custom: Alt + R&lt;br /&gt;
Custom: Alt + S&lt;br /&gt;
Custom: Alt + T&lt;br /&gt;
Custom: Alt + U&lt;br /&gt;
Custom: Alt + V&lt;br /&gt;
Custom: Alt + W&lt;br /&gt;
Custom: Alt + X&lt;br /&gt;
Custom: Alt + Y&lt;br /&gt;
Custom: Alt + Z&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
===Subsection===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
SELECT&lt;br /&gt;
SEC_SELECT&lt;br /&gt;
DESELECT&lt;br /&gt;
SELECT_ALL&lt;br /&gt;
DESELECT_ALL&lt;br /&gt;
LEAVESCREEN&lt;br /&gt;
LEAVESCREEN_ALL&lt;br /&gt;
CLOSE_MEGA_ANNOUNCEMENT&lt;br /&gt;
TOGGLE_FULLSCREEN&lt;br /&gt;
WORLD_PARAM_ADD&lt;br /&gt;
WORLD_PARAM_COPY&lt;br /&gt;
WORLD_PARAM_DELETE&lt;br /&gt;
WORLD_PARAM_TITLE&lt;br /&gt;
WORLD_PARAM_NAME_RANDOM&lt;br /&gt;
WORLD_PARAM_NAME_ENTER&lt;br /&gt;
WORLD_PARAM_SEED_RANDOM&lt;br /&gt;
WORLD_PARAM_SEED_ENTER&lt;br /&gt;
WORLD_PARAM_LOAD&lt;br /&gt;
WORLD_PARAM_SAVE&lt;br /&gt;
WORLD_PARAM_DIM_X_UP&lt;br /&gt;
WORLD_PARAM_DIM_X_DOWN&lt;br /&gt;
WORLD_PARAM_DIM_Y_UP&lt;br /&gt;
WORLD_PARAM_DIM_Y_DOWN&lt;br /&gt;
WORLD_PARAM_SET&lt;br /&gt;
WORLD_PARAM_INCREASE&lt;br /&gt;
WORLD_PARAM_DECREASE&lt;br /&gt;
WORLD_PARAM_ENTER_VALUE&lt;br /&gt;
WORLD_PARAM_NULLIFY&lt;br /&gt;
WORLD_PARAM_PRESET&lt;br /&gt;
WORLD_PARAM_REJECT_CONTINUE&lt;br /&gt;
WORLD_PARAM_REJECT_ABORT&lt;br /&gt;
WORLD_PARAM_REJECT_ALLOW_THIS&lt;br /&gt;
WORLD_PARAM_REJECT_ALLOW_ALL&lt;br /&gt;
WORLD_GEN_CONTINUE&lt;br /&gt;
WORLD_GEN_USE&lt;br /&gt;
WORLD_GEN_ABORT&lt;br /&gt;
SETUP_EMBARK&lt;br /&gt;
SETUP_NAME_FORT&lt;br /&gt;
SETUP_NAME_GROUP&lt;br /&gt;
SETUP_RECLAIM&lt;br /&gt;
SETUP_FIND&lt;br /&gt;
SETUP_NOTES&lt;br /&gt;
SETUP_NOTES_TAKE_NOTES&lt;br /&gt;
SETUP_NOTES_DELETE_NOTE&lt;br /&gt;
SETUP_NOTES_CHANGE_SYMBOL_SELECTION&lt;br /&gt;
SETUP_NOTES_ADOPT_SYMBOL&lt;br /&gt;
SETUP_LOCAL_Y_UP&lt;br /&gt;
SETUP_LOCAL_Y_DOWN&lt;br /&gt;
SETUP_LOCAL_X_UP&lt;br /&gt;
SETUP_LOCAL_X_DOWN&lt;br /&gt;
SETUP_LOCAL_Y_MUP&lt;br /&gt;
SETUP_LOCAL_Y_MDOWN&lt;br /&gt;
SETUP_LOCAL_X_MUP&lt;br /&gt;
SETUP_LOCAL_X_MDOWN&lt;br /&gt;
SETUP_BIOME_1&lt;br /&gt;
SETUP_BIOME_2&lt;br /&gt;
SETUP_BIOME_3&lt;br /&gt;
SETUP_BIOME_4&lt;br /&gt;
SETUP_BIOME_5&lt;br /&gt;
SETUP_BIOME_6&lt;br /&gt;
SETUP_BIOME_7&lt;br /&gt;
SETUP_BIOME_8&lt;br /&gt;
SETUP_BIOME_9&lt;br /&gt;
CHOOSE_NAME_RANDOM&lt;br /&gt;
CHOOSE_NAME_CLEAR&lt;br /&gt;
CHOOSE_NAME_TYPE&lt;br /&gt;
ITEM_DESCRIPTION&lt;br /&gt;
ITEM_FORBID&lt;br /&gt;
ITEM_MELT&lt;br /&gt;
ITEM_DUMP&lt;br /&gt;
ITEM_HIDE&lt;br /&gt;
HELP&lt;br /&gt;
MOVIES&lt;br /&gt;
OPTIONS&lt;br /&gt;
OPTION_EXPORT&lt;br /&gt;
CHANGETAB&lt;br /&gt;
SEC_CHANGETAB&lt;br /&gt;
STANDARDSCROLL_LEFT&lt;br /&gt;
STANDARDSCROLL_RIGHT&lt;br /&gt;
STANDARDSCROLL_UP&lt;br /&gt;
STANDARDSCROLL_DOWN&lt;br /&gt;
STANDARDSCROLL_PAGEUP&lt;br /&gt;
STANDARDSCROLL_PAGEDOWN&lt;br /&gt;
SECONDSCROLL_UP&lt;br /&gt;
SECONDSCROLL_DOWN&lt;br /&gt;
SECONDSCROLL_PAGEUP&lt;br /&gt;
SECONDSCROLL_PAGEDOWN&lt;br /&gt;
CURSOR_UP&lt;br /&gt;
CURSOR_DOWN&lt;br /&gt;
CURSOR_LEFT&lt;br /&gt;
CURSOR_RIGHT&lt;br /&gt;
CURSOR_UPLEFT&lt;br /&gt;
CURSOR_UPRIGHT&lt;br /&gt;
CURSOR_DOWNLEFT&lt;br /&gt;
CURSOR_DOWNRIGHT&lt;br /&gt;
CURSOR_UP_FAST&lt;br /&gt;
CURSOR_DOWN_FAST&lt;br /&gt;
CURSOR_LEFT_FAST&lt;br /&gt;
CURSOR_RIGHT_FAST&lt;br /&gt;
CURSOR_UPLEFT_FAST&lt;br /&gt;
CURSOR_UPRIGHT_FAST&lt;br /&gt;
CURSOR_DOWNLEFT_FAST&lt;br /&gt;
CURSOR_DOWNRIGHT_FAST&lt;br /&gt;
CURSOR_UP_Z&lt;br /&gt;
CURSOR_DOWN_Z&lt;br /&gt;
CURSOR_UP_Z_AUX&lt;br /&gt;
CURSOR_DOWN_Z_AUX&lt;br /&gt;
A_RETURN_TO_ARENA&lt;br /&gt;
A_MOVE_N&lt;br /&gt;
A_MOVE_S&lt;br /&gt;
A_MOVE_E&lt;br /&gt;
A_MOVE_W&lt;br /&gt;
A_MOVE_NW&lt;br /&gt;
A_MOVE_NE&lt;br /&gt;
A_MOVE_SW&lt;br /&gt;
A_MOVE_SE&lt;br /&gt;
A_MOVE_WAIT&lt;br /&gt;
A_CARE_MOVE_N&lt;br /&gt;
A_CARE_MOVE_S&lt;br /&gt;
A_CARE_MOVE_E&lt;br /&gt;
A_CARE_MOVE_W&lt;br /&gt;
A_CARE_MOVE_NW&lt;br /&gt;
A_CARE_MOVE_NE&lt;br /&gt;
A_CARE_MOVE_SW&lt;br /&gt;
A_CARE_MOVE_SE&lt;br /&gt;
A_CARE_MOVE_UPDOWN&lt;br /&gt;
A_MOVE_N_UP&lt;br /&gt;
A_MOVE_S_UP&lt;br /&gt;
A_MOVE_E_UP&lt;br /&gt;
A_MOVE_W_UP&lt;br /&gt;
A_MOVE_NW_UP&lt;br /&gt;
A_MOVE_NE_UP&lt;br /&gt;
A_MOVE_SW_UP&lt;br /&gt;
A_MOVE_SE_UP&lt;br /&gt;
A_MOVE_UP&lt;br /&gt;
A_MOVE_N_DOWN&lt;br /&gt;
A_MOVE_S_DOWN&lt;br /&gt;
A_MOVE_E_DOWN&lt;br /&gt;
A_MOVE_W_DOWN&lt;br /&gt;
A_MOVE_NW_DOWN&lt;br /&gt;
A_MOVE_NE_DOWN&lt;br /&gt;
A_MOVE_SW_DOWN&lt;br /&gt;
A_MOVE_SE_DOWN&lt;br /&gt;
A_MOVE_DOWN&lt;br /&gt;
A_MOVE_UP_AUX&lt;br /&gt;
A_MOVE_DOWN_AUX&lt;br /&gt;
WORLDGEN_EXPORT_MAP&lt;br /&gt;
LEGENDS_EXPORT_MAP&lt;br /&gt;
LEGENDS_EXPORT_XML&lt;br /&gt;
LEGENDS_EXPORT_DETAILED_MAP&lt;br /&gt;
LEGENDS_TOGGLE_CIVSITE&lt;br /&gt;
LEGENDS_STRING_FILTER&lt;br /&gt;
A_COMBAT_ATTACK&lt;br /&gt;
A_COMBAT_DODGE&lt;br /&gt;
A_COMBAT_CHARGEDEF&lt;br /&gt;
A_STATUS&lt;br /&gt;
A_STATUS_WRESTLE&lt;br /&gt;
A_STATUS_CUSTOMIZE&lt;br /&gt;
A_STATUS_KILLS&lt;br /&gt;
A_STATUS_HEALTH&lt;br /&gt;
A_STATUS_ATT_SKILL&lt;br /&gt;
A_STATUS_DESC&lt;br /&gt;
UNITVIEW_CUSTOMIZE&lt;br /&gt;
UNITVIEW_HEALTH&lt;br /&gt;
UNITVIEW_RELATIONSHIPS&lt;br /&gt;
UNITVIEW_RELATIONSHIPS_ZOOM&lt;br /&gt;
UNITVIEW_RELATIONSHIPS_VIEW&lt;br /&gt;
UNITVIEW_KILLS&lt;br /&gt;
CUSTOMIZE_UNIT_NICKNAME&lt;br /&gt;
CUSTOMIZE_UNIT_PROFNAME&lt;br /&gt;
A_CLEAR_ANNOUNCEMENTS&lt;br /&gt;
A_SLEEP&lt;br /&gt;
A_WAIT&lt;br /&gt;
A_ATTACK&lt;br /&gt;
A_LOOK&lt;br /&gt;
A_SEARCH&lt;br /&gt;
A_TALK&lt;br /&gt;
A_INTERACT&lt;br /&gt;
A_INV_LOOK&lt;br /&gt;
A_INV_REMOVE&lt;br /&gt;
A_INV_WEAR&lt;br /&gt;
A_INV_EATDRINK&lt;br /&gt;
A_INV_PUTIN&lt;br /&gt;
A_INV_DROP&lt;br /&gt;
A_GROUND&lt;br /&gt;
A_THROW&lt;br /&gt;
A_SHOOT&lt;br /&gt;
A_ANNOUNCEMENTS&lt;br /&gt;
A_COMBAT&lt;br /&gt;
A_MOVEMENT&lt;br /&gt;
A_MOVEMENT_SWIM&lt;br /&gt;
A_SNEAK&lt;br /&gt;
A_CENTER&lt;br /&gt;
A_BUILDING&lt;br /&gt;
A_TRAVEL&lt;br /&gt;
A_DATE&lt;br /&gt;
A_WEATHER&lt;br /&gt;
A_TEMPERATURE&lt;br /&gt;
A_STANCE&lt;br /&gt;
OPTION1&lt;br /&gt;
OPTION2&lt;br /&gt;
OPTION3&lt;br /&gt;
OPTION4&lt;br /&gt;
OPTION5&lt;br /&gt;
OPTION6&lt;br /&gt;
OPTION7&lt;br /&gt;
OPTION8&lt;br /&gt;
OPTION9&lt;br /&gt;
OPTION10&lt;br /&gt;
OPTION11&lt;br /&gt;
OPTION12&lt;br /&gt;
OPTION13&lt;br /&gt;
OPTION14&lt;br /&gt;
OPTION15&lt;br /&gt;
OPTION16&lt;br /&gt;
OPTION17&lt;br /&gt;
OPTION18&lt;br /&gt;
OPTION19&lt;br /&gt;
OPTION20&lt;br /&gt;
SEC_OPTION1&lt;br /&gt;
SEC_OPTION2&lt;br /&gt;
SEC_OPTION3&lt;br /&gt;
SEC_OPTION4&lt;br /&gt;
SEC_OPTION5&lt;br /&gt;
SEC_OPTION6&lt;br /&gt;
SEC_OPTION7&lt;br /&gt;
SEC_OPTION8&lt;br /&gt;
SEC_OPTION9&lt;br /&gt;
SEC_OPTION10&lt;br /&gt;
SEC_OPTION11&lt;br /&gt;
SEC_OPTION12&lt;br /&gt;
SEC_OPTION13&lt;br /&gt;
SEC_OPTION14&lt;br /&gt;
SEC_OPTION15&lt;br /&gt;
SEC_OPTION16&lt;br /&gt;
SEC_OPTION17&lt;br /&gt;
SEC_OPTION18&lt;br /&gt;
SEC_OPTION19&lt;br /&gt;
SEC_OPTION20&lt;br /&gt;
HOTKEY_MAKE_ASH&lt;br /&gt;
HOTKEY_MAKE_CHARCOAL&lt;br /&gt;
HOTKEY_MELT_OBJECT&lt;br /&gt;
HOTKEY_GLASS_GREEN&lt;br /&gt;
HOTKEY_GLASS_CLEAR&lt;br /&gt;
HOTKEY_GLASS_CRYSTAL&lt;br /&gt;
HOTKEY_COLLECT_SAND&lt;br /&gt;
HOTKEY_GLASS_ROUGH&lt;br /&gt;
HOTKEY_GLASS_ARMORSTAND&lt;br /&gt;
HOTKEY_GLASS_BOX&lt;br /&gt;
HOTKEY_GLASS_CABINET&lt;br /&gt;
HOTKEY_GLASS_COFFIN&lt;br /&gt;
HOTKEY_GLASS_FLOODGATE&lt;br /&gt;
HOTKEY_GLASS_HATCH_COVER&lt;br /&gt;
HOTKEY_GLASS_GRATE&lt;br /&gt;
HOTKEY_GLASS_GOBLET&lt;br /&gt;
HOTKEY_GLASS_TOY&lt;br /&gt;
HOTKEY_GLASS_INSTRUMENT&lt;br /&gt;
HOTKEY_GLASS_DOOR&lt;br /&gt;
HOTKEY_GLASS_STATUE&lt;br /&gt;
HOTKEY_GLASS_TABLE&lt;br /&gt;
HOTKEY_GLASS_CAGE&lt;br /&gt;
HOTKEY_GLASS_CHAIR&lt;br /&gt;
HOTKEY_GLASS_BLOCKS&lt;br /&gt;
HOTKEY_GLASS_FLASK&lt;br /&gt;
HOTKEY_GLASS_WEAPONRACK&lt;br /&gt;
HOTKEY_GLASS_WINDOW&lt;br /&gt;
HOTKEY_ASHERY_LYE&lt;br /&gt;
HOTKEY_ASHERY_POTASH&lt;br /&gt;
HOTKEY_ASHERY_POTASH_DIRECT&lt;br /&gt;
HOTKEY_CARPENTER_BARREL&lt;br /&gt;
HOTKEY_CARPENTER_BLOCKS&lt;br /&gt;
HOTKEY_CARPENTER_BUCKET&lt;br /&gt;
HOTKEY_CARPENTER_TRAP_ANIMAL&lt;br /&gt;
HOTKEY_CARPENTER_CAGE&lt;br /&gt;
HOTKEY_CARPENTER_ARMORSTAND&lt;br /&gt;
HOTKEY_CARPENTER_BED&lt;br /&gt;
HOTKEY_CARPENTER_CHAIR&lt;br /&gt;
HOTKEY_CARPENTER_COFFIN&lt;br /&gt;
HOTKEY_CARPENTER_DOOR&lt;br /&gt;
HOTKEY_CARPENTER_FLOODGATE&lt;br /&gt;
HOTKEY_CARPENTER_HATCH_COVER&lt;br /&gt;
HOTKEY_CARPENTER_GRATE&lt;br /&gt;
HOTKEY_CARPENTER_CABINET&lt;br /&gt;
HOTKEY_CARPENTER_BIN&lt;br /&gt;
HOTKEY_CARPENTER_BOX&lt;br /&gt;
HOTKEY_CARPENTER_WEAPONRACK&lt;br /&gt;
HOTKEY_CARPENTER_TABLE&lt;br /&gt;
HOTKEY_SIEGE_BALLISTA&lt;br /&gt;
HOTKEY_SIEGE_CATAPULT&lt;br /&gt;
HOTKEY_LEATHER_BOX&lt;br /&gt;
HOTKEY_LEATHER_FLASK&lt;br /&gt;
HOTKEY_LEATHER_SHIRT&lt;br /&gt;
HOTKEY_LEATHER_CLOAK&lt;br /&gt;
HOTKEY_LEATHER_BACKPACK&lt;br /&gt;
HOTKEY_LEATHER_QUIVER&lt;br /&gt;
HOTKEY_LEATHER_IMAGE&lt;br /&gt;
HOTKEY_CLOTHES_MAT_PLANT&lt;br /&gt;
HOTKEY_CLOTHES_MAT_SILK&lt;br /&gt;
HOTKEY_CLOTHES_SHIRT&lt;br /&gt;
HOTKEY_CLOTHES_CLOAK&lt;br /&gt;
HOTKEY_CLOTHES_BOX&lt;br /&gt;
HOTKEY_CLOTHES_CHAIN&lt;br /&gt;
HOTKEY_CLOTHES_IMAGE&lt;br /&gt;
HOTKEY_CRAFTS_MAT_STONE&lt;br /&gt;
HOTKEY_CRAFTS_MAT_WOOD&lt;br /&gt;
HOTKEY_CRAFTS_DEC_BONE&lt;br /&gt;
HOTKEY_CRAFTS_DEC_SHELL&lt;br /&gt;
HOTKEY_CRAFTS_DEC_TOOTH&lt;br /&gt;
HOTKEY_CRAFTS_DEC_HORN&lt;br /&gt;
HOTKEY_CRAFTS_DEC_PEARL&lt;br /&gt;
HOTKEY_CRAFTS_TOTEM&lt;br /&gt;
HOTKEY_CRAFTS_CLOTH&lt;br /&gt;
HOTKEY_CRAFTS_SILK&lt;br /&gt;
HOTKEY_CRAFTS_SHELL&lt;br /&gt;
HOTKEY_CRAFTS_TOOTH&lt;br /&gt;
HOTKEY_CRAFTS_HORN&lt;br /&gt;
HOTKEY_CRAFTS_PEARL&lt;br /&gt;
HOTKEY_CRAFTS_BONE&lt;br /&gt;
HOTKEY_CRAFTS_LEATHER&lt;br /&gt;
HOTKEY_CRAFTS_MAT_CRAFTS&lt;br /&gt;
HOTKEY_CRAFTS_MAT_GOBLET&lt;br /&gt;
HOTKEY_CRAFTS_MAT_INSTRUMENT&lt;br /&gt;
HOTKEY_CRAFTS_MAT_TOY&lt;br /&gt;
HOTKEY_SMITH_WEAPON&lt;br /&gt;
HOTKEY_SMITH_ARMOR&lt;br /&gt;
HOTKEY_SMITH_FURNITURE&lt;br /&gt;
HOTKEY_SMITH_SIEGE&lt;br /&gt;
HOTKEY_SMITH_TRAP&lt;br /&gt;
HOTKEY_SMITH_OTHER&lt;br /&gt;
HOTKEY_SMITH_METAL&lt;br /&gt;
HOTKEY_BUILDING_ARMORSTAND&lt;br /&gt;
HOTKEY_BUILDING_BED&lt;br /&gt;
HOTKEY_BUILDING_TRACTION_BENCH&lt;br /&gt;
HOTKEY_BUILDING_CHAIR&lt;br /&gt;
HOTKEY_BUILDING_COFFIN&lt;br /&gt;
HOTKEY_BUILDING_DOOR&lt;br /&gt;
HOTKEY_BUILDING_FLOODGATE&lt;br /&gt;
HOTKEY_BUILDING_HATCH&lt;br /&gt;
HOTKEY_BUILDING_GRATE_WALL&lt;br /&gt;
HOTKEY_BUILDING_GRATE_FLOOR&lt;br /&gt;
HOTKEY_BUILDING_BARS_VERTICAL&lt;br /&gt;
HOTKEY_BUILDING_BARS_FLOOR&lt;br /&gt;
HOTKEY_BUILDING_CABINET&lt;br /&gt;
HOTKEY_BUILDING_BOX&lt;br /&gt;
HOTKEY_BUILDING_KENNEL&lt;br /&gt;
HOTKEY_BUILDING_FARMPLOT&lt;br /&gt;
HOTKEY_BUILDING_WEAPONRACK&lt;br /&gt;
HOTKEY_BUILDING_STATUE&lt;br /&gt;
HOTKEY_BUILDING_TABLE&lt;br /&gt;
HOTKEY_BUILDING_ROAD_DIRT&lt;br /&gt;
HOTKEY_BUILDING_ROAD_PAVED&lt;br /&gt;
HOTKEY_BUILDING_BRIDGE&lt;br /&gt;
HOTKEY_BUILDING_WELL&lt;br /&gt;
HOTKEY_BUILDING_SIEGEENGINE&lt;br /&gt;
HOTKEY_BUILDING_WORKSHOP&lt;br /&gt;
HOTKEY_BUILDING_FURNACE&lt;br /&gt;
HOTKEY_BUILDING_WINDOW_GLASS&lt;br /&gt;
HOTKEY_BUILDING_WINDOW_GEM&lt;br /&gt;
HOTKEY_BUILDING_SHOP&lt;br /&gt;
HOTKEY_BUILDING_ANIMALTRAP&lt;br /&gt;
HOTKEY_BUILDING_CHAIN&lt;br /&gt;
HOTKEY_BUILDING_CAGE&lt;br /&gt;
HOTKEY_BUILDING_TRADEDEPOT&lt;br /&gt;
HOTKEY_BUILDING_TRAP&lt;br /&gt;
HOTKEY_BUILDING_MACHINE&lt;br /&gt;
HOTKEY_BUILDING_SUPPORT&lt;br /&gt;
HOTKEY_BUILDING_ARCHERYTARGET&lt;br /&gt;
HOTKEY_BUILDING_MACHINE_SCREW_PUMP&lt;br /&gt;
HOTKEY_BUILDING_MACHINE_WATER_WHEEL&lt;br /&gt;
HOTKEY_BUILDING_MACHINE_WINDMILL&lt;br /&gt;
HOTKEY_BUILDING_MACHINE_GEAR_ASSEMBLY&lt;br /&gt;
HOTKEY_BUILDING_MACHINE_AXLE_HORIZONTAL&lt;br /&gt;
HOTKEY_BUILDING_MACHINE_AXLE_VERTICAL&lt;br /&gt;
HOTKEY_BUILDING_SIEGEENGINE_BALLISTA&lt;br /&gt;
HOTKEY_BUILDING_SIEGEENGINE_CATAPULT&lt;br /&gt;
HOTKEY_BUILDING_TRAP_STONE&lt;br /&gt;
HOTKEY_BUILDING_TRAP_WEAPON&lt;br /&gt;
HOTKEY_BUILDING_TRAP_LEVER&lt;br /&gt;
HOTKEY_BUILDING_TRAP_TRIGGER&lt;br /&gt;
HOTKEY_BUILDING_TRAP_CAGE&lt;br /&gt;
HOTKEY_BUILDING_TRAP_SPIKE&lt;br /&gt;
HOTKEY_BUILDING_CONSTRUCTION&lt;br /&gt;
HOTKEY_BUILDING_CONSTRUCTION_FORTIFICATION&lt;br /&gt;
HOTKEY_BUILDING_CONSTRUCTION_WALL&lt;br /&gt;
HOTKEY_BUILDING_CONSTRUCTION_FLOOR&lt;br /&gt;
HOTKEY_BUILDING_CONSTRUCTION_RAMP&lt;br /&gt;
HOTKEY_BUILDING_CONSTRUCTION_STAIR_UP&lt;br /&gt;
HOTKEY_BUILDING_CONSTRUCTION_STAIR_DOWN&lt;br /&gt;
HOTKEY_BUILDING_CONSTRUCTION_STAIR_UPDOWN&lt;br /&gt;
HOTKEY_BUILDING_WORKSHOP_LEATHER&lt;br /&gt;
HOTKEY_BUILDING_WORKSHOP_QUERN&lt;br /&gt;
HOTKEY_BUILDING_WORKSHOP_MILLSTONE&lt;br /&gt;
HOTKEY_BUILDING_WORKSHOP_LOOM&lt;br /&gt;
HOTKEY_BUILDING_WORKSHOP_CLOTHES&lt;br /&gt;
HOTKEY_BUILDING_WORKSHOP_BOWYER&lt;br /&gt;
HOTKEY_BUILDING_WORKSHOP_CARPENTER&lt;br /&gt;
HOTKEY_BUILDING_WORKSHOP_METALSMITH&lt;br /&gt;
HOTKEY_BUILDING_WORKSHOP_LAVAMILL&lt;br /&gt;
HOTKEY_BUILDING_WORKSHOP_JEWELER&lt;br /&gt;
HOTKEY_BUILDING_WORKSHOP_MASON&lt;br /&gt;
HOTKEY_BUILDING_WORKSHOP_BUTCHER&lt;br /&gt;
HOTKEY_BUILDING_WORKSHOP_TANNER&lt;br /&gt;
HOTKEY_BUILDING_WORKSHOP_DYER&lt;br /&gt;
HOTKEY_BUILDING_WORKSHOP_CRAFTSMAN&lt;br /&gt;
HOTKEY_BUILDING_WORKSHOP_SIEGE&lt;br /&gt;
HOTKEY_BUILDING_WORKSHOP_MECHANIC&lt;br /&gt;
HOTKEY_BUILDING_WORKSHOP_STILL&lt;br /&gt;
HOTKEY_BUILDING_WORKSHOP_FARMER&lt;br /&gt;
HOTKEY_BUILDING_WORKSHOP_KITCHEN&lt;br /&gt;
HOTKEY_BUILDING_WORKSHOP_FISHERY&lt;br /&gt;
HOTKEY_BUILDING_WORKSHOP_ASHERY&lt;br /&gt;
HOTKEY_BUILDING_FURNACE_WOOD&lt;br /&gt;
HOTKEY_BUILDING_FURNACE_SMELTER&lt;br /&gt;
HOTKEY_BUILDING_FURNACE_GLASS&lt;br /&gt;
HOTKEY_BUILDING_FURNACE_KILN&lt;br /&gt;
HOTKEY_BUILDING_FURNACE_SMELTER_LAVA&lt;br /&gt;
HOTKEY_BUILDING_FURNACE_GLASS_LAVA&lt;br /&gt;
HOTKEY_BUILDING_FURNACE_KILN_LAVA&lt;br /&gt;
D_ONESTEP&lt;br /&gt;
D_PAUSE&lt;br /&gt;
D_DEPOT&lt;br /&gt;
D_HOT_KEYS&lt;br /&gt;
D_HOTKEY1&lt;br /&gt;
D_HOTKEY2&lt;br /&gt;
D_HOTKEY3&lt;br /&gt;
D_HOTKEY4&lt;br /&gt;
D_HOTKEY5&lt;br /&gt;
D_HOTKEY6&lt;br /&gt;
D_HOTKEY7&lt;br /&gt;
D_HOTKEY8&lt;br /&gt;
D_HOTKEY9&lt;br /&gt;
D_HOTKEY10&lt;br /&gt;
D_HOTKEY11&lt;br /&gt;
D_HOTKEY12&lt;br /&gt;
D_HOTKEY13&lt;br /&gt;
D_HOTKEY14&lt;br /&gt;
D_HOTKEY15&lt;br /&gt;
D_HOTKEY16&lt;br /&gt;
D_HOTKEY_CHANGE_NAME&lt;br /&gt;
D_HOTKEY_ZOOM&lt;br /&gt;
D_ANNOUNCE&lt;br /&gt;
D_REPORTS&lt;br /&gt;
D_BUILDING&lt;br /&gt;
D_CIVLIST&lt;br /&gt;
D_DESIGNATE&lt;br /&gt;
D_ARTLIST&lt;br /&gt;
D_NOBLES&lt;br /&gt;
D_ORDERS&lt;br /&gt;
D_MILITARY&lt;br /&gt;
D_MILITARY_CREATE_SQUAD&lt;br /&gt;
D_MILITARY_DISBAND_SQUAD&lt;br /&gt;
D_MILITARY_CREATE_SUB_SQUAD&lt;br /&gt;
D_MILITARY_CANCEL_ORDERS&lt;br /&gt;
D_MILITARY_POSITIONS&lt;br /&gt;
D_MILITARY_ALERTS&lt;br /&gt;
D_MILITARY_ALERTS_ADD&lt;br /&gt;
D_MILITARY_ALERTS_DELETE&lt;br /&gt;
D_MILITARY_ALERTS_SET&lt;br /&gt;
D_MILITARY_ALERTS_NAME&lt;br /&gt;
D_MILITARY_ALERTS_SET_RETAIN&lt;br /&gt;
D_MILITARY_EQUIP&lt;br /&gt;
D_MILITARY_EQUIP_CUSTOMIZE&lt;br /&gt;
D_MILITARY_EQUIP_UNIFORM&lt;br /&gt;
D_MILITARY_EQUIP_PRIORITY&lt;br /&gt;
D_MILITARY_UNIFORMS&lt;br /&gt;
D_MILITARY_SUPPLIES&lt;br /&gt;
D_MILITARY_SUPPLIES_WATER_DOWN&lt;br /&gt;
D_MILITARY_SUPPLIES_WATER_UP&lt;br /&gt;
D_MILITARY_SUPPLIES_FOOD_DOWN&lt;br /&gt;
D_MILITARY_SUPPLIES_FOOD_UP&lt;br /&gt;
D_MILITARY_AMMUNITION&lt;br /&gt;
D_MILITARY_AMMUNITION_ADD_ITEM&lt;br /&gt;
D_MILITARY_AMMUNITION_REMOVE_ITEM&lt;br /&gt;
D_MILITARY_AMMUNITION_LOWER_AMOUNT&lt;br /&gt;
D_MILITARY_AMMUNITION_RAISE_AMOUNT&lt;br /&gt;
D_MILITARY_AMMUNITION_LOWER_AMOUNT_LOTS&lt;br /&gt;
D_MILITARY_AMMUNITION_RAISE_AMOUNT_LOTS&lt;br /&gt;
D_MILITARY_AMMUNITION_MATERIAL&lt;br /&gt;
D_MILITARY_AMMUNITION_COMBAT&lt;br /&gt;
D_MILITARY_AMMUNITION_TRAINING&lt;br /&gt;
D_MILITARY_TRAINING&lt;br /&gt;
D_MILITARY_SCHEDULE&lt;br /&gt;
D_MILITARY_ADD_UNIFORM&lt;br /&gt;
D_MILITARY_DELETE_UNIFORM&lt;br /&gt;
D_MILITARY_NAME_UNIFORM&lt;br /&gt;
D_MILITARY_ADD_ARMOR&lt;br /&gt;
D_MILITARY_ADD_PANTS&lt;br /&gt;
D_MILITARY_ADD_HELM&lt;br /&gt;
D_MILITARY_ADD_GLOVES&lt;br /&gt;
D_MILITARY_ADD_BOOTS&lt;br /&gt;
D_MILITARY_ADD_SHIELD&lt;br /&gt;
D_MILITARY_ADD_WEAPON&lt;br /&gt;
D_MILITARY_ADD_MATERIAL&lt;br /&gt;
D_MILITARY_ADD_COLOR&lt;br /&gt;
D_MILITARY_REPLACE_CLOTHING&lt;br /&gt;
D_MILITARY_EXACT_MATCH&lt;br /&gt;
D_ROOMS&lt;br /&gt;
BUILDINGLIST_ZOOM_T&lt;br /&gt;
BUILDINGLIST_ZOOM_Q&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
===Subsection===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
D_SQUADS&lt;br /&gt;
D_SQUADS_MOVE&lt;br /&gt;
D_SQUADS_KILL&lt;br /&gt;
D_SQUADS_KILL_LIST&lt;br /&gt;
D_SQUADS_KILL_RECT&lt;br /&gt;
D_SQUADS_SCHEDULE&lt;br /&gt;
D_SQUADS_CANCEL_ORDER&lt;br /&gt;
D_SQUADS_ALERT&lt;br /&gt;
D_SQUADS_SELECT_INDIVIDUALS&lt;br /&gt;
D_SQUADS_CENTER&lt;br /&gt;
D_SQUAD_SCH_SLEEP&lt;br /&gt;
D_SQUAD_SCH_CIVILIAN_UNIFORM&lt;br /&gt;
D_SQUAD_SCH_GIVE_ORDER&lt;br /&gt;
D_SQUAD_SCH_EDIT_ORDER&lt;br /&gt;
D_SQUAD_SCH_CANCEL_ORDER&lt;br /&gt;
D_SQUAD_SCH_COPY_ORDERS&lt;br /&gt;
D_SQUAD_SCH_PASTE_ORDERS&lt;br /&gt;
D_SQUAD_SCH_MS_NAME&lt;br /&gt;
D_STOCKPILES&lt;br /&gt;
D_CIVZONE&lt;br /&gt;
D_VIEWUNIT&lt;br /&gt;
D_JOBLIST&lt;br /&gt;
D_UNITLIST&lt;br /&gt;
D_LOOK&lt;br /&gt;
D_BURROWS&lt;br /&gt;
D_BURROWS_ADD&lt;br /&gt;
D_BURROWS_DELETE&lt;br /&gt;
D_BURROWS_DEFINE&lt;br /&gt;
D_BURROWS_ADD_UNIT&lt;br /&gt;
D_BURROWS_CENTER&lt;br /&gt;
D_BURROWS_NAME&lt;br /&gt;
D_BURROWS_CHANGE_SELECTION&lt;br /&gt;
D_BURROWS_BRUSH&lt;br /&gt;
D_BURROWS_REMOVE&lt;br /&gt;
D_NOTE&lt;br /&gt;
D_NOTE_PLACE&lt;br /&gt;
D_NOTE_DELETE&lt;br /&gt;
D_NOTE_NAME&lt;br /&gt;
D_NOTE_ENTER&lt;br /&gt;
D_NOTE_ADOPT_SYMBOL&lt;br /&gt;
D_NOTE_CHANGE_SELECTION&lt;br /&gt;
D_NOTE_POINTS&lt;br /&gt;
D_NOTE_ROUTE&lt;br /&gt;
D_NOTE_ROUTE_ADD&lt;br /&gt;
D_NOTE_ROUTE_EDIT&lt;br /&gt;
D_NOTE_ROUTE_DELETE&lt;br /&gt;
D_NOTE_ROUTE_CENTER&lt;br /&gt;
D_NOTE_ROUTE_NAME&lt;br /&gt;
D_BUILDJOB&lt;br /&gt;
D_STATUS&lt;br /&gt;
D_STATUS_OVERALL_HEALTH_RECENTER&lt;br /&gt;
D_BUILDITEM&lt;br /&gt;
D_BITEM_FORBID&lt;br /&gt;
D_BITEM_DUMP&lt;br /&gt;
D_BITEM_HIDE&lt;br /&gt;
D_BITEM_MELT&lt;br /&gt;
D_LOOK_FORBID&lt;br /&gt;
D_LOOK_DUMP&lt;br /&gt;
D_LOOK_MELT&lt;br /&gt;
D_LOOK_HIDE&lt;br /&gt;
D_LOOK_ARENA_CREATURE&lt;br /&gt;
D_LOOK_ARENA_ADV_MODE&lt;br /&gt;
D_LOOK_ARENA_WATER&lt;br /&gt;
D_LOOK_ARENA_MAGMA&lt;br /&gt;
ARENA_CREATURE_SIDE_DOWN&lt;br /&gt;
ARENA_CREATURE_SIDE_UP&lt;br /&gt;
ARENA_CREATURE_NEW_ITEM&lt;br /&gt;
ARENA_CREATURE_BLANK_LIST&lt;br /&gt;
ARENA_CREATURE_REMOVE_ITEM&lt;br /&gt;
A_ENTER_NAME&lt;br /&gt;
A_CUST_NAME&lt;br /&gt;
A_RANDOM_NAME&lt;br /&gt;
A_CHANGE_GENDER&lt;br /&gt;
A_END_TRAVEL&lt;br /&gt;
A_TRAVEL_CLOUDS&lt;br /&gt;
A_LOG&lt;br /&gt;
A_TRAVEL_LOG&lt;br /&gt;
A_LOG_TASKS&lt;br /&gt;
A_LOG_ENTITIES&lt;br /&gt;
A_LOG_SITES&lt;br /&gt;
A_LOG_SUBREGIONS&lt;br /&gt;
A_LOG_FEATURE_LAYERS&lt;br /&gt;
A_LOG_ZOOM_CURRENT_LOCATION&lt;br /&gt;
A_LOG_ZOOM_SELECTED&lt;br /&gt;
A_LOG_LINE&lt;br /&gt;
A_LOG_MAP&lt;br /&gt;
ORDERS_AUTOFORBID&lt;br /&gt;
ORDERS_FORBID_PROJECTILE&lt;br /&gt;
ORDERS_FORBID_YOUR_CORPSE&lt;br /&gt;
ORDERS_FORBID_YOUR_ITEMS&lt;br /&gt;
ORDERS_FORBID_OTHER_CORPSE&lt;br /&gt;
ORDERS_FORBID_OTHER_ITEMS&lt;br /&gt;
ORDERS_REFUSE_GATHER&lt;br /&gt;
ORDERS_REFUSE_OUTSIDE&lt;br /&gt;
ORDERS_REFUSE_DUMP_CORPSE&lt;br /&gt;
ORDERS_REFUSE_DUMP_SKULL&lt;br /&gt;
ORDERS_REFUSE_DUMP_SKIN&lt;br /&gt;
ORDERS_REFUSE_DUMP_BONE&lt;br /&gt;
ORDERS_REFUSE_DUMP_SHELL&lt;br /&gt;
ORDERS_REFUSE_DUMP_OTHER&lt;br /&gt;
ORDERS_GATHER_FURNITURE&lt;br /&gt;
ORDERS_GATHER_ANIMALS&lt;br /&gt;
ORDERS_GATHER_FOOD&lt;br /&gt;
ORDERS_GATHER_BODIES&lt;br /&gt;
ORDERS_REFUSE&lt;br /&gt;
ORDERS_GATHER_STONE&lt;br /&gt;
ORDERS_GATHER_WOOD&lt;br /&gt;
ORDERS_ALL_HARVEST&lt;br /&gt;
ORDERS_SAMEPILE&lt;br /&gt;
ORDERS_MIXFOODS&lt;br /&gt;
ORDERS_EXCEPTIONS&lt;br /&gt;
ORDERS_LOOM&lt;br /&gt;
ORDERS_DYED_CLOTH&lt;br /&gt;
ORDERS_WORKSHOP&lt;br /&gt;
ORDERS_COLLECT_WEB&lt;br /&gt;
ORDERS_SLAUGHTER&lt;br /&gt;
ORDERS_BUTCHER&lt;br /&gt;
ORDERS_TAN&lt;br /&gt;
ORDERS_AUTO_FISHERY&lt;br /&gt;
ORDERS_AUTO_KITCHEN&lt;br /&gt;
ORDERS_AUTO_KILN&lt;br /&gt;
ORDERS_AUTO_SMELTER&lt;br /&gt;
ORDERS_AUTO_OTHER&lt;br /&gt;
ORDERS_ZONE&lt;br /&gt;
ORDERS_ZONE_DRINKING&lt;br /&gt;
ORDERS_ZONE_FISHING&lt;br /&gt;
DESTROYBUILDING&lt;br /&gt;
SUSPENDBUILDING&lt;br /&gt;
MENU_CONFIRM&lt;br /&gt;
SAVE_BINDINGS&lt;br /&gt;
CHANGE_BINDINGS&lt;br /&gt;
HOTKEY_ALCHEMIST_SOAP&lt;br /&gt;
HOTKEY_STILL_BREW&lt;br /&gt;
HOTKEY_STILL_EXTRACT&lt;br /&gt;
HOTKEY_LOOM_COLLECT_SILK&lt;br /&gt;
HOTKEY_LOOM_WEAVE_CLOTH&lt;br /&gt;
HOTKEY_LOOM_WEAVE_SILK&lt;br /&gt;
HOTKEY_LOOM_WEAVE_METAL&lt;br /&gt;
HOTKEY_KITCHEN_COOK_2&lt;br /&gt;
HOTKEY_KITCHEN_COOK_3&lt;br /&gt;
HOTKEY_KITCHEN_COOK_4&lt;br /&gt;
HOTKEY_KITCHEN_RENDER_FAT&lt;br /&gt;
HOTKEY_FARMER_PROCESS&lt;br /&gt;
HOTKEY_FARMER_PROCESS_VIAL&lt;br /&gt;
HOTKEY_FARMER_PROCESS_BAG&lt;br /&gt;
HOTKEY_FARMER_PROCESS_BARREL&lt;br /&gt;
HOTKEY_FARMER_CHEESE&lt;br /&gt;
HOTKEY_FARMER_MILK&lt;br /&gt;
HOTKEY_MILL_MILL&lt;br /&gt;
HOTKEY_KENNEL_TRAIN_HUNT&lt;br /&gt;
HOTKEY_KENNEL_CATCH_VERMIN&lt;br /&gt;
HOTKEY_KENNEL_TAME_VERMIN&lt;br /&gt;
HOTKEY_KENNEL_TAME_UNIT&lt;br /&gt;
HOTKEY_KENNEL_TRAIN_WAR&lt;br /&gt;
HOTKEY_FISHERY_PROCESS&lt;br /&gt;
HOTKEY_FISHERY_EXTRACT&lt;br /&gt;
HOTKEY_FISHERY_CATCH&lt;br /&gt;
HOTKEY_BUTCHER_BUTCHER&lt;br /&gt;
HOTKEY_BUTCHER_EXTRACT&lt;br /&gt;
HOTKEY_BUTCHER_CATCH&lt;br /&gt;
HOTKEY_TANNER_TAN&lt;br /&gt;
HOTKEY_DYER_THREAD&lt;br /&gt;
HOTKEY_DYER_CLOTH&lt;br /&gt;
HOTKEY_JEWELER_FURNITURE&lt;br /&gt;
HOTKEY_JEWELER_FINISHED&lt;br /&gt;
HOTKEY_JEWELER_AMMO&lt;br /&gt;
HOTKEY_JEWELER_CUT&lt;br /&gt;
HOTKEY_JEWELER_ENCRUST&lt;br /&gt;
HOTKEY_MECHANIC_PARTS&lt;br /&gt;
HOTKEY_MECHANIC_TRACTION_BENCH&lt;br /&gt;
HOTKEY_MASON_ARMORSTAND&lt;br /&gt;
HOTKEY_MASON_BLOCKS&lt;br /&gt;
HOTKEY_MASON_CHAIR&lt;br /&gt;
HOTKEY_MASON_COFFIN&lt;br /&gt;
HOTKEY_MASON_DOOR&lt;br /&gt;
HOTKEY_MASON_FLOODGATE&lt;br /&gt;
HOTKEY_MASON_HATCH_COVER&lt;br /&gt;
HOTKEY_MASON_GRATE&lt;br /&gt;
HOTKEY_MASON_CABINET&lt;br /&gt;
HOTKEY_MASON_BOX&lt;br /&gt;
HOTKEY_MASON_STATUE&lt;br /&gt;
HOTKEY_MASON_QUERN&lt;br /&gt;
HOTKEY_MASON_MILLSTONE&lt;br /&gt;
HOTKEY_MASON_TABLE&lt;br /&gt;
HOTKEY_MASON_WEAPONRACK&lt;br /&gt;
HOTKEY_TRAP_BRIDGE&lt;br /&gt;
HOTKEY_TRAP_GEAR_ASSEMBLY&lt;br /&gt;
HOTKEY_TRAP_DOOR&lt;br /&gt;
HOTKEY_TRAP_FLOODGATE&lt;br /&gt;
HOTKEY_TRAP_SPIKE&lt;br /&gt;
HOTKEY_TRAP_HATCH&lt;br /&gt;
HOTKEY_TRAP_GRATE_WALL&lt;br /&gt;
HOTKEY_TRAP_GRATE_FLOOR&lt;br /&gt;
HOTKEY_TRAP_BARS_VERTICAL&lt;br /&gt;
HOTKEY_TRAP_BARS_FLOOR&lt;br /&gt;
HOTKEY_TRAP_SUPPORT&lt;br /&gt;
HOTKEY_TRAP_CHAIN&lt;br /&gt;
HOTKEY_TRAP_CAGE&lt;br /&gt;
HOTKEY_TRAP_PULL_LEVER&lt;br /&gt;
BUILDJOB_ADD&lt;br /&gt;
BUILDJOB_CANCEL&lt;br /&gt;
BUILDJOB_PROMOTE&lt;br /&gt;
BUILDJOB_REPEAT&lt;br /&gt;
BUILDJOB_SUSPEND&lt;br /&gt;
BUILDJOB_WORKSHOP_PROFILE&lt;br /&gt;
BUILDJOB_WELL_FREE&lt;br /&gt;
BUILDJOB_WELL_SIZE&lt;br /&gt;
BUILDJOB_TARGET_FREE&lt;br /&gt;
BUILDJOB_TARGET_SIZE&lt;br /&gt;
BUILDJOB_TARGET_DOWN&lt;br /&gt;
BUILDJOB_TARGET_UP&lt;br /&gt;
BUILDJOB_TARGET_RIGHT&lt;br /&gt;
BUILDJOB_TARGET_LEFT&lt;br /&gt;
BUILDJOB_STATUE_ASSIGN&lt;br /&gt;
BUILDJOB_STATUE_FREE&lt;br /&gt;
BUILDJOB_STATUE_SIZE&lt;br /&gt;
BUILDJOB_CAGE_JUSTICE&lt;br /&gt;
BUILDJOB_CAGE_FREE&lt;br /&gt;
BUILDJOB_CAGE_SIZE&lt;br /&gt;
BUILDJOB_CAGE_ASSIGN_OCC&lt;br /&gt;
BUILDJOB_CAGE_WATER&lt;br /&gt;
BUILDJOB_CAGE_ASSIGN&lt;br /&gt;
BUILDJOB_CHAIN_ASSIGN_OCC&lt;br /&gt;
BUILDJOB_CHAIN_JUSTICE&lt;br /&gt;
BUILDJOB_CHAIN_ASSIGN&lt;br /&gt;
BUILDJOB_CHAIN_FREE&lt;br /&gt;
BUILDJOB_CHAIN_SIZE&lt;br /&gt;
BUILDJOB_SIEGE_FIRING&lt;br /&gt;
BUILDJOB_SIEGE_ORIENT&lt;br /&gt;
BUILDJOB_DOOR_INTERNAL&lt;br /&gt;
BUILDJOB_DOOR_LOCK&lt;br /&gt;
BUILDJOB_DOOR_AJAR&lt;br /&gt;
BUILDJOB_COFFIN_ASSIGN&lt;br /&gt;
BUILDJOB_COFFIN_FREE&lt;br /&gt;
BUILDJOB_COFFIN_SIZE&lt;br /&gt;
BUILDJOB_COFFIN_BURIAL&lt;br /&gt;
BUILDJOB_COFFIN_CIV&lt;br /&gt;
BUILDJOB_COFFIN_PET&lt;br /&gt;
BUILDJOB_CHAIR_ASSIGN&lt;br /&gt;
BUILDJOB_CHAIR_FREE&lt;br /&gt;
BUILDJOB_CHAIR_SIZE&lt;br /&gt;
BUILDJOB_TABLE_ASSIGN&lt;br /&gt;
BUILDJOB_TABLE_HALL&lt;br /&gt;
BUILDJOB_TABLE_FREE&lt;br /&gt;
BUILDJOB_TABLE_SIZE&lt;br /&gt;
BUILDJOB_BED_ASSIGN&lt;br /&gt;
BUILDJOB_BED_FREE&lt;br /&gt;
BUILDJOB_BED_BARRACKS&lt;br /&gt;
BUILDJOB_BED_DORMITORY&lt;br /&gt;
BUILDJOB_BED_RENT&lt;br /&gt;
BUILDJOB_BED_SIZE&lt;br /&gt;
BUILDJOB_BED_NAME&lt;br /&gt;
BUILDJOB_BED_SLEEP&lt;br /&gt;
BUILDJOB_BED_TRAIN&lt;br /&gt;
BUILDJOB_BED_INDIV_EQ&lt;br /&gt;
BUILDJOB_BED_SQUAD_EQ&lt;br /&gt;
BUILDJOB_BED_POSITION&lt;br /&gt;
BUILDJOB_DEPOT_BRING&lt;br /&gt;
BUILDJOB_DEPOT_TRADE&lt;br /&gt;
BUILDJOB_DEPOT_REQUEST_TRADER&lt;br /&gt;
BUILDJOB_DEPOT_BROKER_ONLY&lt;br /&gt;
BUILDJOB_ANIMALTRAP_BAIT_NONE&lt;br /&gt;
BUILDJOB_ANIMALTRAP_BAIT_MEAT&lt;br /&gt;
BUILDJOB_ANIMALTRAP_BAIT_FISH&lt;br /&gt;
BUILDJOB_ANIMALTRAP_BAIT_GEM&lt;br /&gt;
BUILDJOB_FARM_FALLOW&lt;br /&gt;
BUILDJOB_FARM_FERTILIZE&lt;br /&gt;
BUILDJOB_FARM_SEASFERT&lt;br /&gt;
BUILDJOB_FARM_SPRING&lt;br /&gt;
BUILDJOB_FARM_SUMMER&lt;br /&gt;
BUILDJOB_FARM_AUTUMN&lt;br /&gt;
BUILDJOB_FARM_WINTER&lt;br /&gt;
BUILDJOB_STOCKPILE_MASTER&lt;br /&gt;
BUILDJOB_STOCKPILE_DELETE_CHILD&lt;br /&gt;
BUILDJOB_STOCKPILE_SETTINGS&lt;br /&gt;
BUILDJOB_STOCKPILE_BARREL_UP&lt;br /&gt;
BUILDJOB_STOCKPILE_BARREL_DOWN&lt;br /&gt;
BUILDJOB_STOCKPILE_BARREL_ZERO&lt;br /&gt;
BUILDJOB_STOCKPILE_BARREL_MAX&lt;br /&gt;
BUILDJOB_STOCKPILE_BIN_UP&lt;br /&gt;
BUILDJOB_STOCKPILE_BIN_DOWN&lt;br /&gt;
BUILDJOB_STOCKPILE_BIN_ZERO&lt;br /&gt;
BUILDJOB_STOCKPILE_BIN_MAX&lt;br /&gt;
BUILDJOB_RACK_MAT_BONE&lt;br /&gt;
BUILDJOB_RACK_MAT_BRONZE&lt;br /&gt;
BUILDJOB_RACK_MAT_COPPER&lt;br /&gt;
BUILDJOB_RACK_MAT_IRON&lt;br /&gt;
BUILDJOB_RACK_MAT_STEEL&lt;br /&gt;
BUILDJOB_RACK_MAT_WOOD&lt;br /&gt;
BUILDJOB_RACK_MAT_METAL&lt;br /&gt;
BUILDJOB_STAND_MAT_BONE&lt;br /&gt;
BUILDJOB_STAND_MAT_LEATHER&lt;br /&gt;
BUILDJOB_STAND_MAT_COPPER&lt;br /&gt;
BUILDJOB_STAND_MAT_BRONZE&lt;br /&gt;
BUILDJOB_STAND_MAT_STEEL&lt;br /&gt;
BUILDJOB_STAND_MAT_IRON&lt;br /&gt;
BUILDJOB_STAND_MAT_WOOD&lt;br /&gt;
BUILDJOB_STAND_MAT_METAL&lt;br /&gt;
BUILDJOB_RACKSTAND_ASSIGN&lt;br /&gt;
BUILDJOB_RACKSTAND_FREE&lt;br /&gt;
BUILDJOB_RACKSTAND_SIZE&lt;br /&gt;
BUILDJOB_RACKSTAND_ITEM&lt;br /&gt;
BUILDJOB_RACKSTAND_MAT&lt;br /&gt;
BUILDJOB_RACKSTAND_DEFAULTS1&lt;br /&gt;
BUILDJOB_RACKSTAND_KILL1&lt;br /&gt;
BUILDJOB_RACKSTAND_DEFAULTS2&lt;br /&gt;
BUILDJOB_RACKSTAND_KILL2&lt;br /&gt;
STOCKPILE_SETTINGS_ENABLE&lt;br /&gt;
STOCKPILE_SETTINGS_DISABLE&lt;br /&gt;
STOCKPILE_SETTINGS_PERMIT_ALL&lt;br /&gt;
STOCKPILE_SETTINGS_FORBID_ALL&lt;br /&gt;
STOCKPILE_SETTINGS_PERMIT_SUB&lt;br /&gt;
STOCKPILE_SETTINGS_FORBID_SUB&lt;br /&gt;
STOCKPILE_SETTINGS_SPECIFIC1&lt;br /&gt;
STOCKPILE_SETTINGS_SPECIFIC2&lt;br /&gt;
MOVIE_RECORD&lt;br /&gt;
MOVIE_PLAY&lt;br /&gt;
MOVIE_SAVE&lt;br /&gt;
MOVIE_LOAD&lt;br /&gt;
ASSIGNTRADE_VIEW&lt;br /&gt;
ASSIGNTRADE_STRING&lt;br /&gt;
ASSIGNTRADE_EXCLUDE_PROHIBITED&lt;br /&gt;
ASSIGNTRADE_PENDING&lt;br /&gt;
ASSIGNTRADE_SORT&lt;br /&gt;
NOBLELIST_REPLACE&lt;br /&gt;
NOBLELIST_SETTINGS&lt;br /&gt;
NOBLELIST_CAPITAL&lt;br /&gt;
NOBLELIST_VIEW_CANDIDATE&lt;br /&gt;
A_BARTER_VIEW&lt;br /&gt;
A_BARTER_CURRENCY_1&lt;br /&gt;
A_BARTER_CURRENCY_2&lt;br /&gt;
A_BARTER_CURRENCY_3&lt;br /&gt;
A_BARTER_CURRENCY_4&lt;br /&gt;
A_BARTER_CURRENCY_5&lt;br /&gt;
A_BARTER_CURRENCY_6&lt;br /&gt;
A_BARTER_CURRENCY_7&lt;br /&gt;
A_BARTER_CURRENCY_8&lt;br /&gt;
A_BARTER_CURRENCY_9&lt;br /&gt;
A_BARTER_TRADE&lt;br /&gt;
TRADE_VIEW&lt;br /&gt;
TRADE_TRADE&lt;br /&gt;
TRADE_OFFER&lt;br /&gt;
TRADE_SEIZE&lt;br /&gt;
STORES_VIEW&lt;br /&gt;
STORES_ZOOM&lt;br /&gt;
STORES_FORBID&lt;br /&gt;
STORES_MELT&lt;br /&gt;
STORES_DUMP&lt;br /&gt;
STORES_HIDE&lt;br /&gt;
MILITARY_ACTIVATE&lt;br /&gt;
MILITARY_VIEW&lt;br /&gt;
MILITARY_WEAPON&lt;br /&gt;
MILITARY_ZOOM&lt;br /&gt;
ANNOUNCE_ZOOM&lt;br /&gt;
UNITJOB_REMOVE_CRE&lt;br /&gt;
UNITJOB_ZOOM_CRE&lt;br /&gt;
UNITJOB_ZOOM_BUILD&lt;br /&gt;
UNITJOB_VIEW&lt;br /&gt;
UNITJOB_MANAGER&lt;br /&gt;
MANAGER_NEW_ORDER&lt;br /&gt;
MANAGER_REMOVE&lt;br /&gt;
MANAGER_PROMOTE&lt;br /&gt;
MANAGER_MAX&lt;br /&gt;
MANAGER_WAGES&lt;br /&gt;
PET_BUTCHER&lt;br /&gt;
KITCHEN_COOK&lt;br /&gt;
KITCHEN_BREW&lt;br /&gt;
SETUPGAME_NEW&lt;br /&gt;
SETUPGAME_VIEW&lt;br /&gt;
SETUPGAME_CUSTOMIZE_UNIT&lt;br /&gt;
SETUPGAME_SAVE_PROFILE&lt;br /&gt;
SETUPGAME_SAVE_PROFILE_ABORT&lt;br /&gt;
SETUPGAME_SAVE_PROFILE_GO&lt;br /&gt;
SETUPGAME_VIEW_PROFILE_PROBLEMS&lt;br /&gt;
CIVZONE_REMOVE&lt;br /&gt;
CIVZONE_REMOVE_ZONE&lt;br /&gt;
CIVZONE_SHAPE&lt;br /&gt;
CIVZONE_NEXT&lt;br /&gt;
CIVZONE_POND_OPTIONS&lt;br /&gt;
CIVZONE_HOSPITAL_OPTIONS&lt;br /&gt;
CIVZONE_WATER_SOURCE&lt;br /&gt;
CIVZONE_FISH&lt;br /&gt;
CIVZONE_DUMP&lt;br /&gt;
CIVZONE_POND&lt;br /&gt;
CIVZONE_HOSPITAL&lt;br /&gt;
CIVZONE_SAND_COLLECT&lt;br /&gt;
CIVZONE_ACTIVE&lt;br /&gt;
CIVZONE_MEETING&lt;br /&gt;
CIVZONE_POND_WATER&lt;br /&gt;
STOCKPILE_ANIMAL&lt;br /&gt;
STOCKPILE_FOOD&lt;br /&gt;
STOCKPILE_WEAPON&lt;br /&gt;
STOCKPILE_ARMOR&lt;br /&gt;
STOCKPILE_CUSTOM&lt;br /&gt;
STOCKPILE_CUSTOM_SETTINGS&lt;br /&gt;
STOCKPILE_FURNITURE&lt;br /&gt;
STOCKPILE_GRAVEYARD&lt;br /&gt;
STOCKPILE_REFUSE&lt;br /&gt;
STOCKPILE_WOOD&lt;br /&gt;
STOCKPILE_STONE&lt;br /&gt;
STOCKPILE_GEM&lt;br /&gt;
STOCKPILE_BARBLOCK&lt;br /&gt;
STOCKPILE_CLOTH&lt;br /&gt;
STOCKPILE_LEATHER&lt;br /&gt;
STOCKPILE_AMMO&lt;br /&gt;
STOCKPILE_COINS&lt;br /&gt;
STOCKPILE_FINISHED&lt;br /&gt;
STOCKPILE_NONE&lt;br /&gt;
DESIGNATE_BITEM&lt;br /&gt;
DESIGNATE_CLAIM&lt;br /&gt;
DESIGNATE_UNCLAIM&lt;br /&gt;
DESIGNATE_MELT&lt;br /&gt;
DESIGNATE_NO_MELT&lt;br /&gt;
DESIGNATE_DUMP&lt;br /&gt;
DESIGNATE_NO_DUMP&lt;br /&gt;
DESIGNATE_HIDE&lt;br /&gt;
DESIGNATE_NO_HIDE&lt;br /&gt;
DESIGNATE_TRAFFIC&lt;br /&gt;
DESIGNATE_TRAFFIC_HIGH&lt;br /&gt;
DESIGNATE_TRAFFIC_NORMAL&lt;br /&gt;
DESIGNATE_TRAFFIC_LOW&lt;br /&gt;
DESIGNATE_TRAFFIC_RESTRICTED&lt;br /&gt;
DESIGNATE_TRAFFIC_INCREASE_WEIGHT&lt;br /&gt;
DESIGNATE_TRAFFIC_DECREASE_WEIGHT&lt;br /&gt;
DESIGNATE_TRAFFIC_INCREASE_WEIGHT_MORE&lt;br /&gt;
DESIGNATE_TRAFFIC_DECREASE_WEIGHT_MORE&lt;br /&gt;
DESIGNATE_DIG&lt;br /&gt;
DESIGNATE_DIG_REMOVE_STAIRS_RAMPS&lt;br /&gt;
DESIGNATE_STAIR_UP&lt;br /&gt;
DESIGNATE_STAIR_DOWN&lt;br /&gt;
DESIGNATE_STAIR_UPDOWN&lt;br /&gt;
DESIGNATE_RAMP&lt;br /&gt;
DESIGNATE_CHANNEL&lt;br /&gt;
DESIGNATE_CHOP&lt;br /&gt;
DESIGNATE_PLANTS&lt;br /&gt;
DESIGNATE_SMOOTH&lt;br /&gt;
DESIGNATE_ENGRAVE&lt;br /&gt;
DESIGNATE_FORTIFY&lt;br /&gt;
DESIGNATE_TOGGLE_ENGRAVING&lt;br /&gt;
DESIGNATE_UNDO&lt;br /&gt;
DESIGNATE_REMOVE_CONSTRUCTION&lt;br /&gt;
BUILDING_DIM_Y_UP&lt;br /&gt;
BUILDING_DIM_Y_DOWN&lt;br /&gt;
BUILDING_DIM_X_UP&lt;br /&gt;
BUILDING_DIM_X_DOWN&lt;br /&gt;
BUILDING_ORIENT_UP&lt;br /&gt;
BUILDING_ORIENT_LEFT&lt;br /&gt;
BUILDING_ORIENT_RIGHT&lt;br /&gt;
BUILDING_ORIENT_DOWN&lt;br /&gt;
BUILDING_ORIENT_NONE&lt;br /&gt;
BUILDING_VIEW_ITEM&lt;br /&gt;
BUILDING_ADVANCE_STAGE&lt;br /&gt;
BUILDING_EXPAND_CONTRACT&lt;br /&gt;
BUILDING_TRIGGER_ENABLE_WATER&lt;br /&gt;
BUILDING_TRIGGER_MIN_WATER_UP&lt;br /&gt;
BUILDING_TRIGGER_MIN_WATER_DOWN&lt;br /&gt;
BUILDING_TRIGGER_MAX_WATER_UP&lt;br /&gt;
BUILDING_TRIGGER_MAX_WATER_DOWN&lt;br /&gt;
BUILDING_TRIGGER_ENABLE_MAGMA&lt;br /&gt;
BUILDING_TRIGGER_MIN_MAGMA_UP&lt;br /&gt;
BUILDING_TRIGGER_MIN_MAGMA_DOWN&lt;br /&gt;
BUILDING_TRIGGER_MAX_MAGMA_UP&lt;br /&gt;
BUILDING_TRIGGER_MAX_MAGMA_DOWN&lt;br /&gt;
BUILDING_TRIGGER_ENABLE_CREATURE&lt;br /&gt;
BUILDING_TRIGGER_ENABLE_LOCALS&lt;br /&gt;
BUILDING_TRIGGER_RESETS&lt;br /&gt;
BUILDING_TRIGGER_MIN_SIZE_UP&lt;br /&gt;
BUILDING_TRIGGER_MIN_SIZE_DOWN&lt;br /&gt;
BUILDING_TRIGGER_MAX_SIZE_UP&lt;br /&gt;
BUILDING_TRIGGER_MAX_SIZE_DOWN&lt;br /&gt;
UNITVIEW_GEN&lt;br /&gt;
UNITVIEW_INV&lt;br /&gt;
UNITVIEW_PRF&lt;br /&gt;
UNITVIEW_WND&lt;br /&gt;
UNITVIEW_NEXT&lt;br /&gt;
UNITVIEW_SLAUGHTER&lt;br /&gt;
UNITVIEW_GEN_COMBAT&lt;br /&gt;
UNITVIEW_GEN_LABOR&lt;br /&gt;
UNITVIEW_GEN_MISC&lt;br /&gt;
UNITVIEW_PRF_PROF&lt;br /&gt;
UNITVIEW_PRF_PET&lt;br /&gt;
UNITVIEW_PRF_PET_HUNT&lt;br /&gt;
UNITVIEW_PRF_PET_WAR&lt;br /&gt;
UNITVIEW_PRF_VIEW&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
===Subsection===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
STRING_A000&lt;br /&gt;
STRING_A001&lt;br /&gt;
STRING_A002&lt;br /&gt;
STRING_A003&lt;br /&gt;
STRING_A004&lt;br /&gt;
STRING_A005&lt;br /&gt;
STRING_A006&lt;br /&gt;
STRING_A007&lt;br /&gt;
STRING_A008&lt;br /&gt;
STRING_A009&lt;br /&gt;
STRING_A010&lt;br /&gt;
STRING_A011&lt;br /&gt;
STRING_A012&lt;br /&gt;
STRING_A013&lt;br /&gt;
STRING_A014&lt;br /&gt;
STRING_A015&lt;br /&gt;
STRING_A016&lt;br /&gt;
STRING_A017&lt;br /&gt;
STRING_A018&lt;br /&gt;
STRING_A019&lt;br /&gt;
STRING_A020&lt;br /&gt;
STRING_A021&lt;br /&gt;
STRING_A022&lt;br /&gt;
STRING_A023&lt;br /&gt;
STRING_A024&lt;br /&gt;
STRING_A025&lt;br /&gt;
STRING_A026&lt;br /&gt;
STRING_A027&lt;br /&gt;
STRING_A028&lt;br /&gt;
STRING_A029&lt;br /&gt;
STRING_A030&lt;br /&gt;
STRING_A031&lt;br /&gt;
STRING_A032&lt;br /&gt;
STRING_A033&lt;br /&gt;
STRING_A034&lt;br /&gt;
STRING_A035&lt;br /&gt;
STRING_A036&lt;br /&gt;
STRING_A037&lt;br /&gt;
STRING_A038&lt;br /&gt;
STRING_A039&lt;br /&gt;
STRING_A040&lt;br /&gt;
STRING_A041&lt;br /&gt;
STRING_A042&lt;br /&gt;
STRING_A043&lt;br /&gt;
STRING_A044&lt;br /&gt;
STRING_A045&lt;br /&gt;
STRING_A046&lt;br /&gt;
STRING_A047&lt;br /&gt;
STRING_A048&lt;br /&gt;
STRING_A049&lt;br /&gt;
STRING_A050&lt;br /&gt;
STRING_A051&lt;br /&gt;
STRING_A052&lt;br /&gt;
STRING_A053&lt;br /&gt;
STRING_A054&lt;br /&gt;
STRING_A055&lt;br /&gt;
STRING_A056&lt;br /&gt;
STRING_A057&lt;br /&gt;
STRING_A058&lt;br /&gt;
STRING_A059&lt;br /&gt;
STRING_A060&lt;br /&gt;
STRING_A061&lt;br /&gt;
STRING_A062&lt;br /&gt;
STRING_A063&lt;br /&gt;
STRING_A064&lt;br /&gt;
STRING_A065&lt;br /&gt;
STRING_A066&lt;br /&gt;
STRING_A067&lt;br /&gt;
STRING_A068&lt;br /&gt;
STRING_A069&lt;br /&gt;
STRING_A070&lt;br /&gt;
STRING_A071&lt;br /&gt;
STRING_A072&lt;br /&gt;
STRING_A073&lt;br /&gt;
STRING_A074&lt;br /&gt;
STRING_A075&lt;br /&gt;
STRING_A076&lt;br /&gt;
STRING_A077&lt;br /&gt;
STRING_A078&lt;br /&gt;
STRING_A079&lt;br /&gt;
STRING_A080&lt;br /&gt;
STRING_A081&lt;br /&gt;
STRING_A082&lt;br /&gt;
STRING_A083&lt;br /&gt;
STRING_A084&lt;br /&gt;
STRING_A085&lt;br /&gt;
STRING_A086&lt;br /&gt;
STRING_A087&lt;br /&gt;
STRING_A088&lt;br /&gt;
STRING_A089&lt;br /&gt;
STRING_A090&lt;br /&gt;
STRING_A091&lt;br /&gt;
STRING_A092&lt;br /&gt;
STRING_A093&lt;br /&gt;
STRING_A094&lt;br /&gt;
STRING_A095&lt;br /&gt;
STRING_A096&lt;br /&gt;
STRING_A097&lt;br /&gt;
STRING_A098&lt;br /&gt;
STRING_A099&lt;br /&gt;
STRING_A100&lt;br /&gt;
STRING_A101&lt;br /&gt;
STRING_A102&lt;br /&gt;
STRING_A103&lt;br /&gt;
STRING_A104&lt;br /&gt;
STRING_A105&lt;br /&gt;
STRING_A106&lt;br /&gt;
STRING_A107&lt;br /&gt;
STRING_A108&lt;br /&gt;
STRING_A109&lt;br /&gt;
STRING_A110&lt;br /&gt;
STRING_A111&lt;br /&gt;
STRING_A112&lt;br /&gt;
STRING_A113&lt;br /&gt;
STRING_A114&lt;br /&gt;
STRING_A115&lt;br /&gt;
STRING_A116&lt;br /&gt;
STRING_A117&lt;br /&gt;
STRING_A118&lt;br /&gt;
STRING_A119&lt;br /&gt;
STRING_A120&lt;br /&gt;
STRING_A121&lt;br /&gt;
STRING_A122&lt;br /&gt;
STRING_A123&lt;br /&gt;
STRING_A124&lt;br /&gt;
STRING_A125&lt;br /&gt;
STRING_A126&lt;br /&gt;
STRING_A127&lt;br /&gt;
STRING_A128&lt;br /&gt;
STRING_A129&lt;br /&gt;
STRING_A130&lt;br /&gt;
STRING_A131&lt;br /&gt;
STRING_A132&lt;br /&gt;
STRING_A133&lt;br /&gt;
STRING_A134&lt;br /&gt;
STRING_A135&lt;br /&gt;
STRING_A136&lt;br /&gt;
STRING_A137&lt;br /&gt;
STRING_A138&lt;br /&gt;
STRING_A139&lt;br /&gt;
STRING_A140&lt;br /&gt;
STRING_A141&lt;br /&gt;
STRING_A142&lt;br /&gt;
STRING_A143&lt;br /&gt;
STRING_A144&lt;br /&gt;
STRING_A145&lt;br /&gt;
STRING_A146&lt;br /&gt;
STRING_A147&lt;br /&gt;
STRING_A148&lt;br /&gt;
STRING_A149&lt;br /&gt;
STRING_A150&lt;br /&gt;
STRING_A151&lt;br /&gt;
STRING_A152&lt;br /&gt;
STRING_A153&lt;br /&gt;
STRING_A154&lt;br /&gt;
STRING_A155&lt;br /&gt;
STRING_A156&lt;br /&gt;
STRING_A157&lt;br /&gt;
STRING_A158&lt;br /&gt;
STRING_A159&lt;br /&gt;
STRING_A160&lt;br /&gt;
STRING_A161&lt;br /&gt;
STRING_A162&lt;br /&gt;
STRING_A163&lt;br /&gt;
STRING_A164&lt;br /&gt;
STRING_A165&lt;br /&gt;
STRING_A166&lt;br /&gt;
STRING_A167&lt;br /&gt;
STRING_A168&lt;br /&gt;
STRING_A169&lt;br /&gt;
STRING_A170&lt;br /&gt;
STRING_A171&lt;br /&gt;
STRING_A172&lt;br /&gt;
STRING_A173&lt;br /&gt;
STRING_A174&lt;br /&gt;
STRING_A175&lt;br /&gt;
STRING_A176&lt;br /&gt;
STRING_A177&lt;br /&gt;
STRING_A178&lt;br /&gt;
STRING_A179&lt;br /&gt;
STRING_A180&lt;br /&gt;
STRING_A181&lt;br /&gt;
STRING_A182&lt;br /&gt;
STRING_A183&lt;br /&gt;
STRING_A184&lt;br /&gt;
STRING_A185&lt;br /&gt;
STRING_A186&lt;br /&gt;
STRING_A187&lt;br /&gt;
STRING_A188&lt;br /&gt;
STRING_A189&lt;br /&gt;
STRING_A190&lt;br /&gt;
STRING_A191&lt;br /&gt;
STRING_A192&lt;br /&gt;
STRING_A193&lt;br /&gt;
STRING_A194&lt;br /&gt;
STRING_A195&lt;br /&gt;
STRING_A196&lt;br /&gt;
STRING_A197&lt;br /&gt;
STRING_A198&lt;br /&gt;
STRING_A199&lt;br /&gt;
STRING_A200&lt;br /&gt;
STRING_A201&lt;br /&gt;
STRING_A202&lt;br /&gt;
STRING_A203&lt;br /&gt;
STRING_A204&lt;br /&gt;
STRING_A205&lt;br /&gt;
STRING_A206&lt;br /&gt;
STRING_A207&lt;br /&gt;
STRING_A208&lt;br /&gt;
STRING_A209&lt;br /&gt;
STRING_A210&lt;br /&gt;
STRING_A211&lt;br /&gt;
STRING_A212&lt;br /&gt;
STRING_A213&lt;br /&gt;
STRING_A214&lt;br /&gt;
STRING_A215&lt;br /&gt;
STRING_A216&lt;br /&gt;
STRING_A217&lt;br /&gt;
STRING_A218&lt;br /&gt;
STRING_A219&lt;br /&gt;
STRING_A220&lt;br /&gt;
STRING_A221&lt;br /&gt;
STRING_A222&lt;br /&gt;
STRING_A223&lt;br /&gt;
STRING_A224&lt;br /&gt;
STRING_A225&lt;br /&gt;
STRING_A226&lt;br /&gt;
STRING_A227&lt;br /&gt;
STRING_A228&lt;br /&gt;
STRING_A229&lt;br /&gt;
STRING_A230&lt;br /&gt;
STRING_A231&lt;br /&gt;
STRING_A232&lt;br /&gt;
STRING_A233&lt;br /&gt;
STRING_A234&lt;br /&gt;
STRING_A235&lt;br /&gt;
STRING_A236&lt;br /&gt;
STRING_A237&lt;br /&gt;
STRING_A238&lt;br /&gt;
STRING_A239&lt;br /&gt;
STRING_A240&lt;br /&gt;
STRING_A241&lt;br /&gt;
STRING_A242&lt;br /&gt;
STRING_A243&lt;br /&gt;
STRING_A244&lt;br /&gt;
STRING_A245&lt;br /&gt;
STRING_A246&lt;br /&gt;
STRING_A247&lt;br /&gt;
STRING_A248&lt;br /&gt;
STRING_A249&lt;br /&gt;
STRING_A250&lt;br /&gt;
STRING_A251&lt;br /&gt;
STRING_A252&lt;br /&gt;
STRING_A253&lt;br /&gt;
STRING_A254&lt;br /&gt;
STRING_A255&lt;br /&gt;
CUSTOM_A&lt;br /&gt;
CUSTOM_B&lt;br /&gt;
CUSTOM_C&lt;br /&gt;
CUSTOM_D&lt;br /&gt;
CUSTOM_E&lt;br /&gt;
CUSTOM_F&lt;br /&gt;
CUSTOM_G&lt;br /&gt;
CUSTOM_H&lt;br /&gt;
CUSTOM_I&lt;br /&gt;
CUSTOM_J&lt;br /&gt;
CUSTOM_K&lt;br /&gt;
CUSTOM_L&lt;br /&gt;
CUSTOM_M&lt;br /&gt;
CUSTOM_N&lt;br /&gt;
CUSTOM_O&lt;br /&gt;
CUSTOM_P&lt;br /&gt;
CUSTOM_Q&lt;br /&gt;
CUSTOM_R&lt;br /&gt;
CUSTOM_S&lt;br /&gt;
CUSTOM_T&lt;br /&gt;
CUSTOM_U&lt;br /&gt;
CUSTOM_V&lt;br /&gt;
CUSTOM_W&lt;br /&gt;
CUSTOM_X&lt;br /&gt;
CUSTOM_Y&lt;br /&gt;
CUSTOM_Z&lt;br /&gt;
CUSTOM_SHIFT_A&lt;br /&gt;
CUSTOM_SHIFT_B&lt;br /&gt;
CUSTOM_SHIFT_C&lt;br /&gt;
CUSTOM_SHIFT_D&lt;br /&gt;
CUSTOM_SHIFT_E&lt;br /&gt;
CUSTOM_SHIFT_F&lt;br /&gt;
CUSTOM_SHIFT_G&lt;br /&gt;
CUSTOM_SHIFT_H&lt;br /&gt;
CUSTOM_SHIFT_I&lt;br /&gt;
CUSTOM_SHIFT_J&lt;br /&gt;
CUSTOM_SHIFT_K&lt;br /&gt;
CUSTOM_SHIFT_L&lt;br /&gt;
CUSTOM_SHIFT_M&lt;br /&gt;
CUSTOM_SHIFT_N&lt;br /&gt;
CUSTOM_SHIFT_O&lt;br /&gt;
CUSTOM_SHIFT_P&lt;br /&gt;
CUSTOM_SHIFT_Q&lt;br /&gt;
CUSTOM_SHIFT_R&lt;br /&gt;
CUSTOM_SHIFT_S&lt;br /&gt;
CUSTOM_SHIFT_T&lt;br /&gt;
CUSTOM_SHIFT_U&lt;br /&gt;
CUSTOM_SHIFT_V&lt;br /&gt;
CUSTOM_SHIFT_W&lt;br /&gt;
CUSTOM_SHIFT_X&lt;br /&gt;
CUSTOM_SHIFT_Y&lt;br /&gt;
CUSTOM_SHIFT_Z&lt;br /&gt;
CUSTOM_CTRL_A&lt;br /&gt;
CUSTOM_CTRL_B&lt;br /&gt;
CUSTOM_CTRL_C&lt;br /&gt;
CUSTOM_CTRL_D&lt;br /&gt;
CUSTOM_CTRL_E&lt;br /&gt;
CUSTOM_CTRL_F&lt;br /&gt;
CUSTOM_CTRL_G&lt;br /&gt;
CUSTOM_CTRL_H&lt;br /&gt;
CUSTOM_CTRL_I&lt;br /&gt;
CUSTOM_CTRL_J&lt;br /&gt;
CUSTOM_CTRL_K&lt;br /&gt;
CUSTOM_CTRL_L&lt;br /&gt;
CUSTOM_CTRL_M&lt;br /&gt;
CUSTOM_CTRL_N&lt;br /&gt;
CUSTOM_CTRL_O&lt;br /&gt;
CUSTOM_CTRL_P&lt;br /&gt;
CUSTOM_CTRL_Q&lt;br /&gt;
CUSTOM_CTRL_R&lt;br /&gt;
CUSTOM_CTRL_S&lt;br /&gt;
CUSTOM_CTRL_T&lt;br /&gt;
CUSTOM_CTRL_U&lt;br /&gt;
CUSTOM_CTRL_V&lt;br /&gt;
CUSTOM_CTRL_W&lt;br /&gt;
CUSTOM_CTRL_X&lt;br /&gt;
CUSTOM_CTRL_Y&lt;br /&gt;
CUSTOM_CTRL_Z&lt;br /&gt;
CUSTOM_ALT_A&lt;br /&gt;
CUSTOM_ALT_B&lt;br /&gt;
CUSTOM_ALT_C&lt;br /&gt;
CUSTOM_ALT_D&lt;br /&gt;
CUSTOM_ALT_E&lt;br /&gt;
CUSTOM_ALT_F&lt;br /&gt;
CUSTOM_ALT_G&lt;br /&gt;
CUSTOM_ALT_H&lt;br /&gt;
CUSTOM_ALT_I&lt;br /&gt;
CUSTOM_ALT_J&lt;br /&gt;
CUSTOM_ALT_K&lt;br /&gt;
CUSTOM_ALT_L&lt;br /&gt;
CUSTOM_ALT_M&lt;br /&gt;
CUSTOM_ALT_N&lt;br /&gt;
CUSTOM_ALT_O&lt;br /&gt;
CUSTOM_ALT_P&lt;br /&gt;
CUSTOM_ALT_Q&lt;br /&gt;
CUSTOM_ALT_R&lt;br /&gt;
CUSTOM_ALT_S&lt;br /&gt;
CUSTOM_ALT_T&lt;br /&gt;
CUSTOM_ALT_U&lt;br /&gt;
CUSTOM_ALT_V&lt;br /&gt;
CUSTOM_ALT_W&lt;br /&gt;
CUSTOM_ALT_X&lt;br /&gt;
CUSTOM_ALT_Y&lt;br /&gt;
CUSTOM_ALT_Z&lt;br /&gt;
Not Supported&lt;br /&gt;
Ctrl+&lt;br /&gt;
Alt+&lt;br /&gt;
Shft+&lt;br /&gt;
Backspace&lt;br /&gt;
Tab&lt;br /&gt;
Clear&lt;br /&gt;
Enter&lt;br /&gt;
Shift&lt;br /&gt;
Ctrl&lt;br /&gt;
Alt&lt;br /&gt;
Pause&lt;br /&gt;
Caps&lt;br /&gt;
Escape&lt;br /&gt;
Space&lt;br /&gt;
Page Up&lt;br /&gt;
Page Down&lt;br /&gt;
End&lt;br /&gt;
Up&lt;br /&gt;
Right&lt;br /&gt;
Down&lt;br /&gt;
Print&lt;br /&gt;
Execute&lt;br /&gt;
Print Screen&lt;br /&gt;
Insert&lt;br /&gt;
Delete&lt;br /&gt;
Numpad 0&lt;br /&gt;
Numpad 1&lt;br /&gt;
Numpad 2&lt;br /&gt;
Numpad 3&lt;br /&gt;
Numpad 4&lt;br /&gt;
Numpad 5&lt;br /&gt;
Numpad 6&lt;br /&gt;
Numpad 7&lt;br /&gt;
Numpad 8&lt;br /&gt;
Numpad 9&lt;br /&gt;
Separator&lt;br /&gt;
Subtract&lt;br /&gt;
Add&lt;br /&gt;
Multiply&lt;br /&gt;
Decimal&lt;br /&gt;
Divide&lt;br /&gt;
F1&lt;br /&gt;
F2&lt;br /&gt;
F3&lt;br /&gt;
F4&lt;br /&gt;
F5&lt;br /&gt;
F6&lt;br /&gt;
F7&lt;br /&gt;
F8&lt;br /&gt;
F9&lt;br /&gt;
F10&lt;br /&gt;
F11&lt;br /&gt;
F12&lt;br /&gt;
F13&lt;br /&gt;
F14&lt;br /&gt;
F15&lt;br /&gt;
F16&lt;br /&gt;
F17&lt;br /&gt;
F18&lt;br /&gt;
F19&lt;br /&gt;
F20&lt;br /&gt;
F21&lt;br /&gt;
F22&lt;br /&gt;
F23&lt;br /&gt;
F24&lt;br /&gt;
Numlock&lt;br /&gt;
Scroll&lt;br /&gt;
L Shift&lt;br /&gt;
R Shift&lt;br /&gt;
L Control&lt;br /&gt;
R Control&lt;br /&gt;
L Menu&lt;br /&gt;
R Menu&lt;br /&gt;
Key BA&lt;br /&gt;
Plus&lt;br /&gt;
Comma&lt;br /&gt;
Minus&lt;br /&gt;
Period&lt;br /&gt;
Key BF&lt;br /&gt;
Key C0&lt;br /&gt;
Key DB&lt;br /&gt;
Key DC&lt;br /&gt;
Key DD&lt;br /&gt;
Key DE&lt;br /&gt;
Key DF&lt;br /&gt;
Key E1&lt;br /&gt;
Key E2&lt;br /&gt;
Key E3&lt;br /&gt;
Key E4&lt;br /&gt;
Key E9&lt;br /&gt;
Key EA&lt;br /&gt;
Key EB&lt;br /&gt;
Key EC&lt;br /&gt;
Key ED&lt;br /&gt;
Key EE&lt;br /&gt;
Key EF&lt;br /&gt;
Key F1&lt;br /&gt;
Key F2&lt;br /&gt;
Key F3&lt;br /&gt;
Key F4&lt;br /&gt;
Key F5&lt;br /&gt;
Key Hangul/Kana&lt;br /&gt;
Key Junja&lt;br /&gt;
Key Final&lt;br /&gt;
Key Hanja/Kanji&lt;br /&gt;
Key Convert&lt;br /&gt;
Key Nonconvert&lt;br /&gt;
Key Accept&lt;br /&gt;
Key Mode Change&lt;br /&gt;
Key 92&lt;br /&gt;
Key 93&lt;br /&gt;
Key 94&lt;br /&gt;
Key 95&lt;br /&gt;
Key 96&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
===Subsection===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
NOT_SUPPORTED&lt;br /&gt;
CTRL+&lt;br /&gt;
ALT+&lt;br /&gt;
SHIFT+&lt;br /&gt;
BACKSPACE&lt;br /&gt;
TAB&lt;br /&gt;
CLEAR&lt;br /&gt;
ENTER&lt;br /&gt;
SHIFT&lt;br /&gt;
CTRL&lt;br /&gt;
ALT&lt;br /&gt;
CAPS&lt;br /&gt;
ESCAPE&lt;br /&gt;
SPACE&lt;br /&gt;
PAGEUP&lt;br /&gt;
PAGEDOWN&lt;br /&gt;
END&lt;br /&gt;
HOME&lt;br /&gt;
UP&lt;br /&gt;
DOWN&lt;br /&gt;
PRINT&lt;br /&gt;
EXECUTE&lt;br /&gt;
PRINTSCREEN&lt;br /&gt;
INSERT&lt;br /&gt;
DELETE&lt;br /&gt;
NUMPAD0&lt;br /&gt;
NUMPAD1&lt;br /&gt;
NUMPAD2&lt;br /&gt;
NUMPAD3&lt;br /&gt;
NUMPAD4&lt;br /&gt;
NUMPAD5&lt;br /&gt;
NUMPAD6&lt;br /&gt;
NUMPAD7&lt;br /&gt;
NUMPAD8&lt;br /&gt;
NUMPAD9&lt;br /&gt;
SEPARATOR&lt;br /&gt;
SUBTRACT&lt;br /&gt;
ADD&lt;br /&gt;
MULTIPLY&lt;br /&gt;
DECIMAL&lt;br /&gt;
DIVIDE&lt;br /&gt;
NUMLOCK&lt;br /&gt;
SCROLL&lt;br /&gt;
LSHIFT&lt;br /&gt;
RSHIFT&lt;br /&gt;
LCTRL&lt;br /&gt;
RCTRL&lt;br /&gt;
LMENU&lt;br /&gt;
RMENU&lt;br /&gt;
KEYBA&lt;br /&gt;
PLUS&lt;br /&gt;
COMMA&lt;br /&gt;
MINUS&lt;br /&gt;
PERIOD&lt;br /&gt;
KEYBF&lt;br /&gt;
KEYC0&lt;br /&gt;
KEYDB&lt;br /&gt;
KEYDC&lt;br /&gt;
KEYDD&lt;br /&gt;
KEYDE&lt;br /&gt;
KEYDF&lt;br /&gt;
KEYE1&lt;br /&gt;
KEYE2&lt;br /&gt;
KEYE3&lt;br /&gt;
KEYE4&lt;br /&gt;
KEYE9&lt;br /&gt;
KEYEA&lt;br /&gt;
KEYEB&lt;br /&gt;
KEYEC&lt;br /&gt;
KEYED&lt;br /&gt;
KEYEE&lt;br /&gt;
KEYEF&lt;br /&gt;
KEYF1&lt;br /&gt;
KEYF2&lt;br /&gt;
KEYF3&lt;br /&gt;
KEYF4&lt;br /&gt;
KEYF5&lt;br /&gt;
KEYHANGULKANA&lt;br /&gt;
KEYJUNJA&lt;br /&gt;
KEYFINAL&lt;br /&gt;
KEYHANJAKANJI&lt;br /&gt;
KEYCONVERT&lt;br /&gt;
KEYNONCONVERT&lt;br /&gt;
KEYACCEPT&lt;br /&gt;
KEYMODECHANGE&lt;br /&gt;
KEY92&lt;br /&gt;
KEY93&lt;br /&gt;
KEY94&lt;br /&gt;
KEY95&lt;br /&gt;
KEY96&lt;br /&gt;
  Dwarf Fortress Options  &lt;br /&gt;
Ending game...&lt;br /&gt;
Really retire?  All active saves will be deleted.  (&lt;br /&gt;
 = yes, other = no)&lt;br /&gt;
You will be saved for later use in the region.&lt;br /&gt;
Really quit?  All active saves will be deleted.  (&lt;br /&gt;
The region will be saved for later use.&lt;br /&gt;
Return to Title Screen&lt;br /&gt;
Return to Game&lt;br /&gt;
Save Game&lt;br /&gt;
Key Bindings&lt;br /&gt;
Export Local Image&lt;br /&gt;
Music and Sound&lt;br /&gt;
Abort Game&lt;br /&gt;
Succumb to the Invasion&lt;br /&gt;
Abandon the Fortress&lt;br /&gt;
Retire (or Rest a while) as a Peasant&lt;br /&gt;
Finish Game&lt;br /&gt;
Give in to Starvation&lt;br /&gt;
 (holding another's goods)&lt;br /&gt;
NULL unit pointer on load&lt;br /&gt;
NULL play unit on load: id #&lt;br /&gt;
NULL item pointer on load&lt;br /&gt;
NULL play item on load: id #&lt;br /&gt;
NULL job pointer on load&lt;br /&gt;
NULL building pointer on load&lt;br /&gt;
NULL play building on load: id #&lt;br /&gt;
NULL displayed announcement&lt;br /&gt;
Site&lt;br /&gt;
Error 1&lt;br /&gt;
Error 2&lt;br /&gt;
Nuked Activity Reference&lt;br /&gt;
Nuked Job Reference&lt;br /&gt;
Nuked Unit Reference (Worker/Inventory)&lt;br /&gt;
Nuked Building Reference (Party)&lt;br /&gt;
Nuked Item Reference (General)&lt;br /&gt;
Nuked Effect Reference&lt;br /&gt;
Nuked Pet Info Reference (Pet)&lt;br /&gt;
Nuked Pet Info Reference (Owner)&lt;br /&gt;
Nuked Vermin Event Reference&lt;br /&gt;
Nuked Vermin Reference (Escaped Pet)&lt;br /&gt;
Nuked Entity Reference&lt;br /&gt;
Nuked Plot Info Reference&lt;br /&gt;
Nuked Viewscreen Reference&lt;br /&gt;
Nuked Unit Reference (Item Wrestle)&lt;br /&gt;
Nuked Hist Fig Reference&lt;br /&gt;
Nuked Site Reference&lt;br /&gt;
Nuked Artifact Reference&lt;br /&gt;
Nuked Item Improvement Reference&lt;br /&gt;
Nuked Coin Front Reference&lt;br /&gt;
Nuked Coin Back Reference&lt;br /&gt;
Nuked Detail Event Reference&lt;br /&gt;
Nuked Subregion Reference&lt;br /&gt;
Nuked Feature Layer Reference&lt;br /&gt;
Nuked Entity Population Reference&lt;br /&gt;
Nuked Art Image Reference&lt;br /&gt;
Nuked Creature Def Reference&lt;br /&gt;
NULL JOB ITEM (1): &lt;br /&gt;
NULL JOB ITEM (2): &lt;br /&gt;
NULL item projectile loaded&lt;br /&gt;
NULL unit projectile loaded&lt;br /&gt;
Civ Zone &lt;br /&gt;
: Null Unit Assignment (Id &lt;br /&gt;
: Null Item Assignment (Id &lt;br /&gt;
Cage: Null Unit Assignment&lt;br /&gt;
Cage: Null Item Assignment&lt;br /&gt;
NULL Aid Requester&lt;br /&gt;
current&lt;br /&gt;
/world.sav&lt;br /&gt;
  Dwarf Fortress Options: Save Game  &lt;br /&gt;
Saving...&lt;br /&gt;
  Dwarf Fortress Options: Key Bindings  &lt;br /&gt;
 - Export to txt&lt;br /&gt;
 and a key&lt;br /&gt;
to change a key binding.&lt;br /&gt;
[DISPLAY_STRING:&lt;br /&gt;
NO_FILE&lt;br /&gt;
data/help/&lt;br /&gt;
: Customize Nickname&lt;br /&gt;
, `&lt;br /&gt;
'&lt;br /&gt;
: Customize Profession Name&lt;br /&gt;
: Done with string entry&lt;br /&gt;
: Abort string entry&lt;br /&gt;
This creature&lt;br /&gt;
 is non-hostile.&lt;br /&gt;
 is a skulking perpetrator of mischief.&lt;br /&gt;
 is a minion of evil.&lt;br /&gt;
 is a brutal enemy of your kind.&lt;br /&gt;
 is of the wilderness.&lt;br /&gt;
 is of the walking dead.&lt;br /&gt;
 is crazed!&lt;br /&gt;
 is an invader.&lt;br /&gt;
 is from the depths of the underworld.&lt;br /&gt;
 is an uninvited guest.&lt;br /&gt;
 is a current resident.&lt;br /&gt;
 is from &lt;br /&gt;
 is from a mysterious place.&lt;br /&gt;
Account:&lt;br /&gt;
Owned Objects:&lt;br /&gt;
Holdings:&lt;br /&gt;
Needs: &lt;br /&gt;
No&lt;br /&gt;
Chest&lt;br /&gt;
Demands:&lt;br /&gt;
Throne Room/Office&lt;br /&gt;
Bedroom&lt;br /&gt;
Mandates:&lt;br /&gt;
Export of &lt;br /&gt;
Make &lt;br /&gt;
Complete &lt;br /&gt;
 Jobs&lt;br /&gt;
 Prohibited&lt;br /&gt;
: Thoughts and preferences&lt;br /&gt;
: Relationships&lt;br /&gt;
: Customize&lt;br /&gt;
data/sound/&lt;br /&gt;
.ogg&lt;br /&gt;
  Moving Records  &lt;br /&gt;
: Start recording (active record is erased, stops when you return here)&lt;br /&gt;
: Play the active moving record&lt;br /&gt;
: Save the active moving record (you will be prompted for a name)&lt;br /&gt;
: Load a moving record&lt;br /&gt;
data/movies/&lt;br /&gt;
.cmv&lt;br /&gt;
data/movies/*.cmv&lt;br /&gt;
ecwe&lt;br /&gt;
hlaas&lt;br /&gt;
** Loading Fortress **&lt;br /&gt;
** Loading Adventurer **&lt;br /&gt;
  Dwarf Fortress Options: Load Game  &lt;br /&gt;
Unknown Type Error&lt;br /&gt;
There are no active games.&lt;br /&gt;
Loading game...&lt;br /&gt;
Mine&lt;br /&gt;
Channel&lt;br /&gt;
Remove Up Stairs/Ramps&lt;br /&gt;
Upward Stairway&lt;br /&gt;
Downward Stairway&lt;br /&gt;
Up/Down Stairway&lt;br /&gt;
Upward Ramp&lt;br /&gt;
Chop Down Trees&lt;br /&gt;
Gather Plants&lt;br /&gt;
Smooth Stone&lt;br /&gt;
Engrave Stone&lt;br /&gt;
Carve Fortifications&lt;br /&gt;
Toggle Engravings&lt;br /&gt;
Remove Designation&lt;br /&gt;
unprepared &lt;br /&gt;
Plant Cloth&lt;br /&gt;
Amber&lt;br /&gt;
Coral&lt;br /&gt;
Green Glass&lt;br /&gt;
Clear Glass&lt;br /&gt;
Crystal Glass&lt;br /&gt;
Standard&lt;br /&gt;
Well-crafted&lt;br /&gt;
Finely-crafted&lt;br /&gt;
Superior Quality&lt;br /&gt;
Exceptional&lt;br /&gt;
Masterwork&lt;br /&gt;
Artifact&lt;br /&gt;
Fresh Raw Hide&lt;br /&gt;
Rotten Raw Hide&lt;br /&gt;
Coal&lt;br /&gt;
Potash&lt;br /&gt;
Ash&lt;br /&gt;
Pearlash&lt;br /&gt;
Soap&lt;br /&gt;
Allow Plant/Animal&lt;br /&gt;
Allow Non-Plant/Animal&lt;br /&gt;
Use Seed&lt;br /&gt;
Yes&lt;br /&gt;
 Seed&lt;br /&gt;
Use History Seed&lt;br /&gt;
Use Name Seed&lt;br /&gt;
Use Creature Seed&lt;br /&gt;
Embark Points&lt;br /&gt;
End Year&lt;br /&gt;
Population Cap After Civ Creation&lt;br /&gt;
No Cap&lt;br /&gt;
Percentage Beasts Dead For Stoppage&lt;br /&gt;
Ignore&lt;br /&gt;
Year to Begin Checking Megabeast Percentage&lt;br /&gt;
Cull Unimportant Historical Figures&lt;br /&gt;
Reveal All Historical Events&lt;br /&gt;
Minimum &lt;br /&gt;
Maximum &lt;br /&gt;
 X-Variance&lt;br /&gt;
 Y-Variance&lt;br /&gt;
Elevation Mesh Size&lt;br /&gt;
2 x 2&lt;br /&gt;
4 x 4&lt;br /&gt;
8 x 8&lt;br /&gt;
16 x 16&lt;br /&gt;
32 x 32&lt;br /&gt;
 Elevation Weighted Range (&lt;br /&gt;
Rain Mesh Size&lt;br /&gt;
 Rain Weighted Range (&lt;br /&gt;
Drainage Mesh Size&lt;br /&gt;
 Drainage Weighted Range (&lt;br /&gt;
Savagery Mesh Size&lt;br /&gt;
 Savagery Weighted Range (&lt;br /&gt;
Temperature Mesh Size&lt;br /&gt;
 Temperature Weighted Range (&lt;br /&gt;
Volcanism Mesh Size&lt;br /&gt;
 Volcanism Weighted Range (&lt;br /&gt;
Minimum Mountain Peak Number&lt;br /&gt;
Minimum Partial Edge Oceans&lt;br /&gt;
Minimum Complete Edge Oceans&lt;br /&gt;
Minimum Volcano Number&lt;br /&gt;
Titan Number&lt;br /&gt;
Titan Attack Population Requirement&lt;br /&gt;
Titan Attack Exported Wealth Requirement&lt;br /&gt;
Titan Attack Created Wealth Requirement&lt;br /&gt;
Number of Demon Types&lt;br /&gt;
Desired Good Square Count in Small Subregions&lt;br /&gt;
Desired Good Square Count in Medium Subregions&lt;br /&gt;
Desired Good Square Count in Large Subregions&lt;br /&gt;
Desired Evil Square Count in Small Subregions&lt;br /&gt;
Desired Evil Square Count in Medium Subregions&lt;br /&gt;
Desired Evil Square Count in Large Subregions&lt;br /&gt;
Minimum Initial &lt;br /&gt;
 Square Count&lt;br /&gt;
 Region Count&lt;br /&gt;
Minimum Final &lt;br /&gt;
Erosion Cycle Count&lt;br /&gt;
Minimum River Start Locations (Pre-Erosion)&lt;br /&gt;
Desired River Start Locations (Post-Erosion)&lt;br /&gt;
Periodically Erode Extreme Cliffs&lt;br /&gt;
Do Orographic Precipitation and Rain Shadows&lt;br /&gt;
Maximum Number of Subregions&lt;br /&gt;
Cavern Layer Number&lt;br /&gt;
Cavern Layer Openness Min&lt;br /&gt;
Cavern Layer Openness Max&lt;br /&gt;
Cavern Layer Passage Density Min&lt;br /&gt;
Cavern Layer Passage Density Max&lt;br /&gt;
Cavern Layer Water Min&lt;br /&gt;
Cavern Layer Water Max&lt;br /&gt;
Magma Layer&lt;br /&gt;
Bottom Layer (Forces Magma)&lt;br /&gt;
Z Levels Above Ground&lt;br /&gt;
Z Levels Above Layer 1&lt;br /&gt;
Z Levels Above Layer 2&lt;br /&gt;
Z Levels Above Layer 3&lt;br /&gt;
Z Levels Above Layer 4&lt;br /&gt;
Z Levels Above Layer 5&lt;br /&gt;
Z Levels At Bottom&lt;br /&gt;
Minimum Natural Cave Size&lt;br /&gt;
Maximum Natural Cave Size&lt;br /&gt;
Number of Mountain Caves&lt;br /&gt;
Number of Non-Mountain Caves&lt;br /&gt;
Make Caves Visible&lt;br /&gt;
Allow Init Embark Options to Show Tunnels&lt;br /&gt;
Always&lt;br /&gt;
Only in Finder&lt;br /&gt;
Number of Civilizations&lt;br /&gt;
Playable Civilization Required&lt;br /&gt;
Minimum Number of Mid-Elevation Squares&lt;br /&gt;
Minimum Number of Low-Elevation Squares&lt;br /&gt;
Minimum Number of High-Elevation Squares&lt;br /&gt;
Minimum Number of Mid-Rain Squares&lt;br /&gt;
Minimum Number of Low-Rain Squares&lt;br /&gt;
Minimum Number of High-Rain Squares&lt;br /&gt;
Minimum Number of Mid-Drainage Squares&lt;br /&gt;
Minimum Number of Low-Drainage Squares&lt;br /&gt;
Minimum Number of High-Drainage Squares&lt;br /&gt;
Minimum Number of Mid-Savagery Squares&lt;br /&gt;
Minimum Number of Low-Savagery Squares&lt;br /&gt;
Minimum Number of High-Savagery Squares&lt;br /&gt;
Minimum Number of Mid-Volcanism Squares&lt;br /&gt;
Minimum Number of Low-Volcanism Squares&lt;br /&gt;
Minimum Number of High-Volcanism Squares&lt;br /&gt;
  Stockpile Settings  &lt;br /&gt;
Food&lt;br /&gt;
Furniture/Siege Ammo&lt;br /&gt;
Graveyard&lt;br /&gt;
Refuse&lt;br /&gt;
Coins&lt;br /&gt;
Bars/Blocks&lt;br /&gt;
Gems&lt;br /&gt;
Finished Goods&lt;br /&gt;
Cloth&lt;br /&gt;
Weapons/Trap Comps&lt;br /&gt;
Additional Options&lt;br /&gt;
Unprepared Fish&lt;br /&gt;
Drink (Plant)&lt;br /&gt;
Drink (Animal)&lt;br /&gt;
Cheese (Plant)&lt;br /&gt;
Cheese (Animal)&lt;br /&gt;
Leaves&lt;br /&gt;
Milled Plant&lt;br /&gt;
Bone Meal&lt;br /&gt;
Fat&lt;br /&gt;
Extract (Plant)&lt;br /&gt;
Extract (Animal)&lt;br /&gt;
Misc. Liquid&lt;br /&gt;
Item Types&lt;br /&gt;
Corpses&lt;br /&gt;
Body Parts&lt;br /&gt;
Type&lt;br /&gt;
Material&lt;br /&gt;
Metals&lt;br /&gt;
Other Materials&lt;br /&gt;
Bars&lt;br /&gt;
Bars: Metal&lt;br /&gt;
Blocks&lt;br /&gt;
Blocks: Metal&lt;br /&gt;
Metal Ores&lt;br /&gt;
Economic&lt;br /&gt;
Rough Glass&lt;br /&gt;
Cut Glass&lt;br /&gt;
Rough Gem&lt;br /&gt;
Cut Gem&lt;br /&gt;
Body&lt;br /&gt;
Head&lt;br /&gt;
Feet&lt;br /&gt;
Hands&lt;br /&gt;
Legs&lt;br /&gt;
Core Quality&lt;br /&gt;
Total Quality&lt;br /&gt;
: Toggle&lt;br /&gt;
: Enable&lt;br /&gt;
: Disable&lt;br /&gt;
Mill Products&lt;br /&gt;
Fats&lt;br /&gt;
Liquids&lt;br /&gt;
Types&lt;br /&gt;
Corpse&lt;br /&gt;
Materials&lt;br /&gt;
Silk Thread&lt;br /&gt;
Plant Thread&lt;br /&gt;
Silk Cloth&lt;br /&gt;
Trap Comps&lt;br /&gt;
Qualities&lt;br /&gt;
Empty Cages&lt;br /&gt;
Empty Animals Traps&lt;br /&gt;
Sand Bag&lt;br /&gt;
Usable&lt;br /&gt;
Unusable&lt;br /&gt;
: Allow All&lt;br /&gt;
: Block All&lt;br /&gt;
: Permit &lt;br /&gt;
: Forbid &lt;br /&gt;
: View Biomes&lt;br /&gt;
 x &lt;br /&gt;
Brush Radius &lt;br /&gt;
Smoothing Brush&lt;br /&gt;
Normal Brush&lt;br /&gt;
ELEV&lt;br /&gt;
TEMP&lt;br /&gt;
DRAIN&lt;br /&gt;
SAV&lt;br /&gt;
VOLC&lt;br /&gt;
(View)&lt;br /&gt;
Brush = &lt;br /&gt;
Painting&lt;br /&gt;
Not painting&lt;br /&gt;
Will be saved&lt;br /&gt;
Randomize at gen&lt;br /&gt;
: Type Value&lt;br /&gt;
: Nullify Value&lt;br /&gt;
: Decrease Value&lt;br /&gt;
: Increase Value&lt;br /&gt;
Range: &lt;br /&gt;
: Set Preset Field Values&lt;br /&gt;
  Export Local Image  &lt;br /&gt;
Your Units&lt;br /&gt;
Buildings&lt;br /&gt;
: Export Image&lt;br /&gt;
local_map&lt;br /&gt;
-param-&lt;br /&gt;
.txt&lt;br /&gt;
Created in DF &lt;br /&gt;
  Music and Sound Options  &lt;br /&gt;
Volume: &lt;br /&gt;
/255&lt;br /&gt;
=========&lt;br /&gt;
 or left-click: Change volume.  &lt;br /&gt;
: Done.&lt;br /&gt;
  Relationships of &lt;br /&gt;
Pet&lt;br /&gt;
Spouse&lt;br /&gt;
Mother&lt;br /&gt;
Father&lt;br /&gt;
Lover&lt;br /&gt;
Child&lt;br /&gt;
Friend&lt;br /&gt;
Grudge&lt;br /&gt;
Deity&lt;br /&gt;
Force&lt;br /&gt;
Object of Worship&lt;br /&gt;
Long-term Acquaintance&lt;br /&gt;
Passing Acquaintance&lt;br /&gt;
: Back to Main&lt;br /&gt;
  Workshop Profile  &lt;br /&gt;
Permitted Workers&lt;br /&gt;
: Permit All&lt;br /&gt;
: Min - &lt;br /&gt;
: Max - &lt;br /&gt;
 for more&lt;br /&gt;
 to close window&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Section ==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
FAT&lt;br /&gt;
TALLOW&lt;br /&gt;
 has created a masterpiece!&lt;br /&gt;
This is&lt;br /&gt;
 a&lt;br /&gt;
n&lt;br /&gt;
This is a stack of&lt;br /&gt;
These are &lt;br /&gt;
 bundles of&lt;br /&gt;
This is a bundle of&lt;br /&gt;
 well-prepared&lt;br /&gt;
 finely-prepared&lt;br /&gt;
 superiorly prepared&lt;br /&gt;
 exceptional prepared&lt;br /&gt;
 masterfully prepared&lt;br /&gt;
 well-crafted&lt;br /&gt;
 finely-crafted&lt;br /&gt;
 superior quality&lt;br /&gt;
 exceptional&lt;br /&gt;
 masterful&lt;br /&gt;
 created by an unknown artisan&lt;br /&gt;
All &lt;br /&gt;
craftsman&lt;br /&gt;
ship is of the highest quality.  &lt;br /&gt;
The ingredients are &lt;br /&gt;
well-&lt;br /&gt;
finely &lt;br /&gt;
superiorly &lt;br /&gt;
exceptionally &lt;br /&gt;
masterfully &lt;br /&gt;
minced &lt;br /&gt;
cooked &lt;br /&gt;
It is &lt;br /&gt;
encrusted with&lt;br /&gt;
studded with&lt;br /&gt;
decorated with&lt;br /&gt;
well-crafted &lt;br /&gt;
finely-crafted &lt;br /&gt;
superior quality &lt;br /&gt;
exceptionally worked &lt;br /&gt;
masterfully worked &lt;br /&gt;
 by an unknown artist&lt;br /&gt;
encircled with bands of &lt;br /&gt;
The handle is made from &lt;br /&gt;
This object &lt;br /&gt;
is adorned with hanging rings of &lt;br /&gt;
menaces with spikes of &lt;br /&gt;
It is made from &lt;br /&gt;
The thread is &lt;br /&gt;
gray&lt;br /&gt;
superbly &lt;br /&gt;
colored&lt;br /&gt;
This object is showing some wear.  &lt;br /&gt;
This object is threadbare.  &lt;br /&gt;
This object is in tatters.  &lt;br /&gt;
This object is heavily worn.  &lt;br /&gt;
This object is mangled.  &lt;br /&gt;
&amp;amp;r&lt;br /&gt;
You gain possession of the &lt;br /&gt;
 remains stuck in your &lt;br /&gt;
You maintain possession of the &lt;br /&gt;
 is torn from your &lt;br /&gt;
You've lost possession of the &lt;br /&gt;
null item load -- type: &lt;br /&gt;
your &lt;br /&gt;
material&lt;br /&gt;
partial &lt;br /&gt;
skeleton&lt;br /&gt;
partial remains&lt;br /&gt;
mutilated &lt;br /&gt;
Seed&lt;br /&gt;
Cheese&lt;br /&gt;
Spice&lt;br /&gt;
Mill&lt;br /&gt;
Rendered Fat&lt;br /&gt;
 Barrel&lt;br /&gt;
 &amp;lt;#&lt;br /&gt;
&amp;gt;&lt;br /&gt;
Coin&lt;br /&gt;
Bar/Block&lt;br /&gt;
 Bin&lt;br /&gt;
aquarium&lt;br /&gt;
exceptional &lt;br /&gt;
masterful &lt;br /&gt;
 cloth&lt;br /&gt;
 woven by &lt;br /&gt;
NULL inventory item on load: id #&lt;br /&gt;
NULL inventory pointer on load&lt;br /&gt;
[C:5:0:1]&lt;br /&gt;
Slayer&lt;br /&gt;
Unknown creature&lt;br /&gt;
 kill&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
== Weapon and Armor tokens ==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
BOLT&lt;br /&gt;
ITEM_WEAPON&lt;br /&gt;
ITEM_TOY&lt;br /&gt;
ITEM_INSTRUMENT&lt;br /&gt;
ITEM_TRAPCOMP&lt;br /&gt;
ITEM_ARMOR&lt;br /&gt;
ITEM_AMMO&lt;br /&gt;
ITEM_SIEGEAMMO&lt;br /&gt;
ITEM_GLOVES&lt;br /&gt;
ITEM_SHOES&lt;br /&gt;
ITEM_SHIELD&lt;br /&gt;
ITEM_HELM&lt;br /&gt;
ITEM_PANTS&lt;br /&gt;
ITEM_FOOD&lt;br /&gt;
Unrecognized Item Definition Type: &lt;br /&gt;
ADJECTIVE&lt;br /&gt;
SIZE&lt;br /&gt;
WEIGHT&lt;br /&gt;
SHOOT_FORCE&lt;br /&gt;
SHOOT_MAXVEL&lt;br /&gt;
SKILL&lt;br /&gt;
RANGED&lt;br /&gt;
TWO_HANDED&lt;br /&gt;
MINIMUM_SIZE&lt;br /&gt;
CAN_STONE&lt;br /&gt;
TRAINING&lt;br /&gt;
MATERIAL_SIZE&lt;br /&gt;
EDGE&lt;br /&gt;
Unrecognized Item Definition (Weapon) Token: &lt;br /&gt;
HARD_MAT&lt;br /&gt;
Unrecognized Item Definition (Toy) Token: &lt;br /&gt;
Unrecognized Item Definition (Instrument) Token: &lt;br /&gt;
HITS&lt;br /&gt;
IS_SCREW&lt;br /&gt;
IS_SPIKE&lt;br /&gt;
Unrecognized Item Definition (Trap Component) Token: &lt;br /&gt;
SOFT&lt;br /&gt;
HARD&lt;br /&gt;
BARRED&lt;br /&gt;
SCALED&lt;br /&gt;
SHAPED&lt;br /&gt;
CHAIN_METAL_TEXT&lt;br /&gt;
STRUCTURAL_ELASTICITY_WOVEN_THREAD&lt;br /&gt;
STRUCTURAL_ELASTICITY_CHAIN_METAL&lt;br /&gt;
STRUCTURAL_ELASTICITY_CHAIN_ALL&lt;br /&gt;
LAYER_SIZE&lt;br /&gt;
LAYER_PERMIT&lt;br /&gt;
OVER&lt;br /&gt;
UNDER&lt;br /&gt;
COVER&lt;br /&gt;
COVERAGE&lt;br /&gt;
PREPLURAL&lt;br /&gt;
MATERIAL_PLACEHOLDER&lt;br /&gt;
VALUE&lt;br /&gt;
ARMORLEVEL&lt;br /&gt;
UBSTEP&lt;br /&gt;
MAX&lt;br /&gt;
LBSTEP&lt;br /&gt;
METAL_ARMOR_LEVELS&lt;br /&gt;
Unrecognized Item Definition (Armor) Token: &lt;br /&gt;
CLASS&lt;br /&gt;
Unrecognized Item Definition (Ammo) Token: &lt;br /&gt;
Unrecognized Item Definition (Siege Ammo) Token: &lt;br /&gt;
UPSTEP&lt;br /&gt;
Unrecognized Item Definition (Gloves) Token: &lt;br /&gt;
Unrecognized Item Definition (Shoes) Token: &lt;br /&gt;
BLOCKCHANCE&lt;br /&gt;
Unrecognized Item Definition (Shield) Token: &lt;br /&gt;
Unrecognized Item Definition (Helm) Token: &lt;br /&gt;
Unrecognized Item Definition (Pants) Token: &lt;br /&gt;
LEVEL&lt;br /&gt;
Unrecognized Item Definition (Food) Token: &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Section ==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
DOUBLE TAGGED ITEM: &lt;br /&gt;
Stop Bleeding&lt;br /&gt;
Repair Compound Fracture&lt;br /&gt;
Remove Rotten Tissue&lt;br /&gt;
Construct Building&lt;br /&gt;
Butcher an Animal&lt;br /&gt;
Catch Live Fish&lt;br /&gt;
Catch Live Land Animal&lt;br /&gt;
Prepare a Raw Fish&lt;br /&gt;
Mill Plants&lt;br /&gt;
Process Plants&lt;br /&gt;
Milk Creature&lt;br /&gt;
Make Cheese&lt;br /&gt;
Process Plants (Vial)&lt;br /&gt;
Process Plants (Bag)&lt;br /&gt;
Process Plants (Barrel)&lt;br /&gt;
Make Lye&lt;br /&gt;
Make Potash From Lye&lt;br /&gt;
Make Potash From Ash&lt;br /&gt;
Prepare Easy Meal&lt;br /&gt;
Prepare Fine Meal&lt;br /&gt;
Prepare Lavish Meal&lt;br /&gt;
Brew Drink&lt;br /&gt;
Extract from Plants&lt;br /&gt;
Extract from Raw Fish&lt;br /&gt;
Extract from Land Animal&lt;br /&gt;
Handle Large Creature&lt;br /&gt;
Unchain Pet&lt;br /&gt;
Release Large Creature&lt;br /&gt;
Release Pet&lt;br /&gt;
Release Small Creature&lt;br /&gt;
Handle Small Creature&lt;br /&gt;
Recover Pet&lt;br /&gt;
Cage Large Creature&lt;br /&gt;
Cage Small Creature&lt;br /&gt;
Pit/Pond Large Animal&lt;br /&gt;
Pit/Pond Small Animal&lt;br /&gt;
Drain Aquarium&lt;br /&gt;
Fill Aquarium&lt;br /&gt;
Fill Pond&lt;br /&gt;
Trade at Depot&lt;br /&gt;
Chain Animal&lt;br /&gt;
Slaughter Animal&lt;br /&gt;
Unchain Animal&lt;br /&gt;
Tame &lt;br /&gt;
a Large Animal&lt;br /&gt;
Tame a Small Animal&lt;br /&gt;
Mint &lt;br /&gt;
 Coins&lt;br /&gt;
Cut &lt;br /&gt;
Decorate With &lt;br /&gt;
Stud With &lt;br /&gt;
Encrust &lt;br /&gt;
 With &lt;br /&gt;
Collect Sand&lt;br /&gt;
Construct &lt;br /&gt;
 Blocks&lt;br /&gt;
Make Raw &lt;br /&gt;
 Portal&lt;br /&gt;
 Hatch Cover&lt;br /&gt;
 Grate&lt;br /&gt;
Construct Traction Bench&lt;br /&gt;
 Splint&lt;br /&gt;
 Crutch&lt;br /&gt;
 Box&lt;br /&gt;
Forge &lt;br /&gt;
Make Totem&lt;br /&gt;
 Terrarium&lt;br /&gt;
 Cage&lt;br /&gt;
 Waterskin&lt;br /&gt;
 Vial&lt;br /&gt;
 Flask&lt;br /&gt;
 Cup&lt;br /&gt;
 Mug&lt;br /&gt;
 Goblet&lt;br /&gt;
 Instrument&lt;br /&gt;
 Toy&lt;br /&gt;
 Tube&lt;br /&gt;
 Pipe Section&lt;br /&gt;
 Bucket&lt;br /&gt;
 Backpack&lt;br /&gt;
 Quiver&lt;br /&gt;
Bait Trap with &lt;br /&gt;
 Ballista Arrow Head&lt;br /&gt;
Assemble &lt;br /&gt;
Construct&lt;br /&gt;
 Catapult Parts&lt;br /&gt;
 Mechanisms&lt;br /&gt;
 Ballista Parts&lt;br /&gt;
 Anvil&lt;br /&gt;
 Bed&lt;br /&gt;
 Quern&lt;br /&gt;
 Millstone&lt;br /&gt;
Train Hunting Animal&lt;br /&gt;
Train War Animal&lt;br /&gt;
Make Charcoal&lt;br /&gt;
Make Ash&lt;br /&gt;
Reaction&lt;br /&gt;
Smelt &lt;br /&gt;
 Ore&lt;br /&gt;
Melt a Metal Object&lt;br /&gt;
Extract Metal Strands&lt;br /&gt;
Dye Thread&lt;br /&gt;
Dye Cloth&lt;br /&gt;
Sew &lt;br /&gt;
 Image&lt;br /&gt;
Collect Webs&lt;br /&gt;
Weave Metal Cloth&lt;br /&gt;
Weave Thread into Silk&lt;br /&gt;
Weave Thread into Cloth&lt;br /&gt;
 (Dyed Only)&lt;br /&gt;
Harvest Plants&lt;br /&gt;
Plant Seeds&lt;br /&gt;
Fertilize Field&lt;br /&gt;
Pull the Lever&lt;br /&gt;
Link a Building to Trigger&lt;br /&gt;
Carve Fortification&lt;br /&gt;
Detail Wall&lt;br /&gt;
Detail Floor&lt;br /&gt;
Remove Stairs/Ramps&lt;br /&gt;
Carve Upward Staircase&lt;br /&gt;
Carve Downward Staircase&lt;br /&gt;
Carve Up/Down Staircase&lt;br /&gt;
Carve Ramp&lt;br /&gt;
Dig Channel&lt;br /&gt;
Fell Tree&lt;br /&gt;
Bring Item to Shop&lt;br /&gt;
Bring Item to Depot&lt;br /&gt;
Eat&lt;br /&gt;
Get Provisions&lt;br /&gt;
Clean Self&lt;br /&gt;
Fill Waterskin&lt;br /&gt;
Sleep&lt;br /&gt;
Kidnap&lt;br /&gt;
Hunt&lt;br /&gt;
Starting Fist Fight&lt;br /&gt;
Hunt for Small Creature&lt;br /&gt;
Collect Taxes&lt;br /&gt;
Guard Tax Collector&lt;br /&gt;
Return Kill&lt;br /&gt;
Go Shopping&lt;br /&gt;
Store Owned Item&lt;br /&gt;
Pickup Equipment&lt;br /&gt;
Strange Mood&lt;br /&gt;
Clean Trap&lt;br /&gt;
Load Catapult&lt;br /&gt;
Load Ballista&lt;br /&gt;
Fire Catapult&lt;br /&gt;
Fire Ballista&lt;br /&gt;
Load Cage Trap&lt;br /&gt;
Load Stone Trap&lt;br /&gt;
Load Weapon Trap&lt;br /&gt;
Cast Spell&lt;br /&gt;
SYMBOL&lt;br /&gt;
NOUN&lt;br /&gt;
PREFIX&lt;br /&gt;
VERB&lt;br /&gt;
ADJ_DIST&lt;br /&gt;
THE_NOUN_SING&lt;br /&gt;
THE_NOUN_PLUR&lt;br /&gt;
THE_COMPOUND_NOUN_SING&lt;br /&gt;
THE_COMPOUND_NOUN_PLUR&lt;br /&gt;
THE_COMPOUND_ADJ&lt;br /&gt;
OF_NOUN_SING&lt;br /&gt;
OF_NOUN_PLUR&lt;br /&gt;
FRONT_COMPOUND_NOUN_SING&lt;br /&gt;
FRONT_COMPOUND_NOUN_PLUR&lt;br /&gt;
REAR_COMPOUND_NOUN_SING&lt;br /&gt;
REAR_COMPOUND_NOUN_PLUR&lt;br /&gt;
FRONT_COMPOUND_ADJ&lt;br /&gt;
REAR_COMPOUND_ADJ&lt;br /&gt;
FRONT_COMPOUND_PREFIX&lt;br /&gt;
THE_COMPOUND_PREFIX&lt;br /&gt;
STANDARD_VERB&lt;br /&gt;
Unrecognized Word Token: &lt;br /&gt;
S_WORD&lt;br /&gt;
Unrecognized Symbol Token: &lt;br /&gt;
T_WORD&lt;br /&gt;
Unrecognized Translation Token: &lt;br /&gt;
HOLY&lt;br /&gt;
NAME_SWAMP&lt;br /&gt;
NAME_DESERT&lt;br /&gt;
NAME_GLACIER&lt;br /&gt;
NAME_TUNDRA&lt;br /&gt;
NAME_GRASSLAND&lt;br /&gt;
NAME_HILLS&lt;br /&gt;
NAME_REGION&lt;br /&gt;
NAME_PEAK&lt;br /&gt;
NAME_ISLAND_SMALL&lt;br /&gt;
NAME_ISLAND&lt;br /&gt;
NAME_CONTINENT&lt;br /&gt;
NAME_WAR&lt;br /&gt;
NAME_BATTLE&lt;br /&gt;
NAME_SIEGE&lt;br /&gt;
NAME_COMMON_RELIGION&lt;br /&gt;
NAME_BUILDING_TEMPLE&lt;br /&gt;
NAME_ROAD&lt;br /&gt;
NAME_BRIDGE&lt;br /&gt;
NAME_TUNNEL&lt;br /&gt;
NAME_WALL&lt;br /&gt;
NAME_BUILDING_KEEP&lt;br /&gt;
*** Error(s) finalizing the symbol &lt;br /&gt;
Unrecognized word token: &lt;br /&gt;
*** Error(s) finalizing the translation &lt;br /&gt;
Impoverished Word Selector&lt;br /&gt;
Machine node out of bounds on split&lt;br /&gt;
Failed to find machine node frontier on split&lt;br /&gt;
Unreachable machine node on split&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
== Section ==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Unrecognized Material Template Token: &lt;br /&gt;
*** Error(s) finalizing the material template &lt;br /&gt;
IMPLIES_ANIMAL_KILL&lt;br /&gt;
ALCOHOL_PLANT&lt;br /&gt;
ALCOHOL_CREATURE&lt;br /&gt;
CHEESE_PLANT&lt;br /&gt;
CHEESE_CREATURE&lt;br /&gt;
POWDER_MISC_PLANT&lt;br /&gt;
POWDER_MISC_CREATURE&lt;br /&gt;
STOCKPILE_GLOB&lt;br /&gt;
LIQUID_MISC_PLANT&lt;br /&gt;
LIQUID_MISC_CREATURE&lt;br /&gt;
LIQUID_MISC_OTHER&lt;br /&gt;
STRUCTURAL_PLANT_MAT&lt;br /&gt;
SEED_MAT&lt;br /&gt;
LEAF_MAT&lt;br /&gt;
BONE&lt;br /&gt;
THREAD_PLANT&lt;br /&gt;
TOOTH&lt;br /&gt;
HORN&lt;br /&gt;
SHELL&lt;br /&gt;
SILK&lt;br /&gt;
GENERATES_MIASMA&lt;br /&gt;
ROTS&lt;br /&gt;
BLOOD_MAP_DESCRIPTOR&lt;br /&gt;
ICHOR_MAP_DESCRIPTOR&lt;br /&gt;
GOO_MAP_DESCRIPTOR&lt;br /&gt;
SLIME_MAP_DESCRIPTOR&lt;br /&gt;
PUS_MAP_DESCRIPTOR&lt;br /&gt;
ENTERS_BLOOD&lt;br /&gt;
ALCOHOL&lt;br /&gt;
EDIBLE_VERMIN&lt;br /&gt;
EDIBLE_RAW&lt;br /&gt;
EDIBLE_COOKED&lt;br /&gt;
ITEMS_METAL&lt;br /&gt;
ITEMS_BARRED&lt;br /&gt;
ITEMS_SCALED&lt;br /&gt;
ITEMS_LEATHER&lt;br /&gt;
ITEMS_SOFT&lt;br /&gt;
ITEMS_HARD&lt;br /&gt;
IS_STONE&lt;br /&gt;
IS_METAL&lt;br /&gt;
IS_GLASS&lt;br /&gt;
CRYSTAL_GLASSABLE&lt;br /&gt;
ITEMS_WEAPON&lt;br /&gt;
ITEMS_WEAPON_RANGED&lt;br /&gt;
ITEMS_ANVIL&lt;br /&gt;
ITEMS_AMMO&lt;br /&gt;
ITEMS_DIGGER&lt;br /&gt;
ITEMS_ARMOR&lt;br /&gt;
ITEMS_DELICATE&lt;br /&gt;
ITEMS_SIEGE_ENGINE&lt;br /&gt;
ITEMS_QUERN&lt;br /&gt;
STONE_NAME&lt;br /&gt;
IS_GEM&lt;br /&gt;
OVERWRITE_SOLID&lt;br /&gt;
TEMP_DIET_INFO&lt;br /&gt;
SLIME&lt;br /&gt;
ICHOR&lt;br /&gt;
GOO&lt;br /&gt;
FILTH&lt;br /&gt;
POWDER_DYE&lt;br /&gt;
ITEM_SYMBOL&lt;br /&gt;
DISPLAY_COLOR&lt;br /&gt;
BUILD_COLOR&lt;br /&gt;
TILE_COLOR&lt;br /&gt;
BASIC_COLOR&lt;br /&gt;
STATE_COLOR&lt;br /&gt;
Unrecognized Color Token in Material Template: &lt;br /&gt;
STATE_NAME&lt;br /&gt;
STATE_NAME_ADJ&lt;br /&gt;
STATE_ADJ&lt;br /&gt;
ABSORPTION&lt;br /&gt;
IMPACT_YIELD&lt;br /&gt;
IMPACT_FRACTURE&lt;br /&gt;
IMPACT_ELASTICITY&lt;br /&gt;
COMPRESSIVE_YIELD&lt;br /&gt;
COMPRESSIVE_FRACTURE&lt;br /&gt;
COMPRESSIVE_ELASTICITY&lt;br /&gt;
TENSILE_YIELD&lt;br /&gt;
TENSILE_FRACTURE&lt;br /&gt;
TENSILE_ELASTICITY&lt;br /&gt;
TORSION_YIELD&lt;br /&gt;
TORSION_FRACTURE&lt;br /&gt;
TORSION_ELASTICITY&lt;br /&gt;
SHEAR_YIELD&lt;br /&gt;
SHEAR_FRACTURE&lt;br /&gt;
SHEAR_ELASTICITY&lt;br /&gt;
BENDING_YIELD&lt;br /&gt;
BENDING_FRACTURE&lt;br /&gt;
BENDING_ELASTICITY&lt;br /&gt;
MAX_EDGE&lt;br /&gt;
MATERIAL_VALUE&lt;br /&gt;
SPEC_HEAT&lt;br /&gt;
HEATDAM_POINT&lt;br /&gt;
COLDDAM_POINT&lt;br /&gt;
IGNITE_POINT&lt;br /&gt;
MELTING_POINT&lt;br /&gt;
BOILING_POINT&lt;br /&gt;
MAT_FIXED_TEMP&lt;br /&gt;
IF_EXISTS_SET_HEATDAM_POINT&lt;br /&gt;
IF_EXISTS_SET_COLDDAM_POINT&lt;br /&gt;
IF_EXISTS_SET_IGNITE_POINT&lt;br /&gt;
IF_EXISTS_SET_MELTING_POINT&lt;br /&gt;
IF_EXISTS_SET_BOILING_POINT&lt;br /&gt;
IF_EXISTS_SET_MAT_FIXED_TEMP&lt;br /&gt;
SOLID_DENSITY&lt;br /&gt;
LIQUID_DENSITY&lt;br /&gt;
MOLAR_MASS&lt;br /&gt;
EXTRACT_STORAGE&lt;br /&gt;
BUTCHER_SPECIAL&lt;br /&gt;
MEAT_NAME&lt;br /&gt;
MATERIAL_REACTION_PRODUCT&lt;br /&gt;
HARDENS_WITH_WATER&lt;br /&gt;
SOAP_LEVEL&lt;br /&gt;
MULTIPLY_VALUE&lt;br /&gt;
magma&lt;br /&gt;
boiling magma&lt;br /&gt;
GRAY&lt;br /&gt;
RED&lt;br /&gt;
amber&lt;br /&gt;
ground amber&lt;br /&gt;
coral&lt;br /&gt;
ground coral&lt;br /&gt;
WHITE&lt;br /&gt;
green glass&lt;br /&gt;
ground green glass&lt;br /&gt;
molten green glass&lt;br /&gt;
boiling green glass&lt;br /&gt;
DARK_GREEN&lt;br /&gt;
clear glass&lt;br /&gt;
ground clear glass&lt;br /&gt;
molten clear glass&lt;br /&gt;
boiling clear glass&lt;br /&gt;
crystal glass&lt;br /&gt;
ground crystal glass&lt;br /&gt;
molten crystal glass&lt;br /&gt;
boiling crystal glass&lt;br /&gt;
ice&lt;br /&gt;
snow&lt;br /&gt;
coal&lt;br /&gt;
coal powder&lt;br /&gt;
BLACK&lt;br /&gt;
potash&lt;br /&gt;
ash&lt;br /&gt;
pearlash&lt;br /&gt;
frozen lye&lt;br /&gt;
frozen lye powder&lt;br /&gt;
lye&lt;br /&gt;
boiling lye&lt;br /&gt;
mud&lt;br /&gt;
dirt&lt;br /&gt;
BROWN&lt;br /&gt;
vomit&lt;br /&gt;
molten salt&lt;br /&gt;
boiling salt&lt;br /&gt;
filth&lt;br /&gt;
frozen filth&lt;br /&gt;
frozen filth powder&lt;br /&gt;
boiling filth&lt;br /&gt;
YELLOW&lt;br /&gt;
unknown frozen substance&lt;br /&gt;
unknown frozen powder&lt;br /&gt;
unknown substance&lt;br /&gt;
unknown boiling substance&lt;br /&gt;
grime&lt;br /&gt;
CREATURE_1&lt;br /&gt;
unknown frozen creature substance&lt;br /&gt;
unknown frozen creature powder&lt;br /&gt;
unknown creature substance&lt;br /&gt;
unknown boiling creature substance&lt;br /&gt;
PLANT_1&lt;br /&gt;
unknown frozen plant substance&lt;br /&gt;
unknown frozen plant powder&lt;br /&gt;
unknown plant substance&lt;br /&gt;
unknown boiling plant substance&lt;br /&gt;
SYNDROME&lt;br /&gt;
SYN_NAME&lt;br /&gt;
SYN_INJECTED&lt;br /&gt;
SYN_CONTACT&lt;br /&gt;
SYN_INHALED&lt;br /&gt;
SYN_AFFECTED_CLASS&lt;br /&gt;
SYN_IMMUNE_CLASS&lt;br /&gt;
SYN_AFFECTED_CREATURE&lt;br /&gt;
SYN_IMMUNE_CREATURE&lt;br /&gt;
CE_PAIN&lt;br /&gt;
SEV&lt;br /&gt;
:BP missing body part group token&lt;br /&gt;
:BP missing body part token&lt;br /&gt;
:BP missing tissue token&lt;br /&gt;
CE_SWELLING&lt;br /&gt;
CE_OOZING&lt;br /&gt;
CE_BRUISING&lt;br /&gt;
CE_BLISTERS&lt;br /&gt;
CE_NUMBNESS&lt;br /&gt;
CE_PARALYSIS&lt;br /&gt;
CE_FEVER&lt;br /&gt;
CE_BLEEDING&lt;br /&gt;
CE_COUGH_BLOOD&lt;br /&gt;
CE_VOMIT_BLOOD&lt;br /&gt;
CE_NAUSEA&lt;br /&gt;
CE_UNCONSCIOUSNESS&lt;br /&gt;
CE_NECROSIS&lt;br /&gt;
CE_IMPAIR_FUNCTION&lt;br /&gt;
CE_DROWSINESS&lt;br /&gt;
CE_DIZZINESS&lt;br /&gt;
PROB&lt;br /&gt;
LOCALIZED&lt;br /&gt;
RESISTABLE&lt;br /&gt;
SIZE_DELAYS&lt;br /&gt;
SIZE_DILUTES&lt;br /&gt;
VASCULAR_ONLY&lt;br /&gt;
MUSCULAR_ONLY&lt;br /&gt;
START&lt;br /&gt;
PEAK&lt;br /&gt;
 cough&lt;br /&gt;
 coughs&lt;br /&gt;
 up blood.&lt;br /&gt;
 vomit&lt;br /&gt;
 blood.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
== Section ==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
: Could not locate material template &lt;br /&gt;
WAFERS&lt;br /&gt;
DEEP_SPECIAL&lt;br /&gt;
THREAD_METAL&lt;br /&gt;
DEEP_SURFACE&lt;br /&gt;
AQUIFER&lt;br /&gt;
METAMORPHIC&lt;br /&gt;
SEDIMENTARY&lt;br /&gt;
SOIL&lt;br /&gt;
SOIL_OCEAN&lt;br /&gt;
SOIL_SAND&lt;br /&gt;
SEDIMENTARY_OCEAN_SHALLOW&lt;br /&gt;
SEDIMENTARY_OCEAN_DEEP&lt;br /&gt;
IGNEOUS_INTRUSIVE&lt;br /&gt;
IGNEOUS_EXTRUSIVE&lt;br /&gt;
ENVIRONMENT&lt;br /&gt;
Missing Stone Environment Token: &lt;br /&gt;
Missing Stone Environment Inclusion Type Token: &lt;br /&gt;
Missing Frequency for Stone Environment: &lt;br /&gt;
ALL_STONE&lt;br /&gt;
IGNEOUS_ALL&lt;br /&gt;
ALLUVIAL&lt;br /&gt;
Unrecognized Stone Environment Token: &lt;br /&gt;
ENVIRONMENT_SPEC&lt;br /&gt;
Missing Stone Environment Spec Token: &lt;br /&gt;
Missing Stone Environment Spec Inclusion Type Token: &lt;br /&gt;
Missing Frequency for Stone Environment Spec: &lt;br /&gt;
LAVA&lt;br /&gt;
Unrecognized Inorganic Material Definition Token: &lt;br /&gt;
NAME_PLURAL&lt;br /&gt;
AUTUMNCOLOR&lt;br /&gt;
TREE_TILE&lt;br /&gt;
DEAD_TREE_TILE&lt;br /&gt;
SAPLING_TILE&lt;br /&gt;
DEAD_SAPLING_TILE&lt;br /&gt;
TREE_COLOR&lt;br /&gt;
DEAD_TREE_COLOR&lt;br /&gt;
SAPLING_COLOR&lt;br /&gt;
DEAD_SAPLING_COLOR&lt;br /&gt;
SAPLING_DROWN_LEVEL&lt;br /&gt;
TREE_DROWN_LEVEL&lt;br /&gt;
SAPLING&lt;br /&gt;
GROWDUR&lt;br /&gt;
PICKED_TILE&lt;br /&gt;
DEAD_PICKED_TILE&lt;br /&gt;
SHRUB_TILE&lt;br /&gt;
DEAD_SHRUB_TILE&lt;br /&gt;
CLUSTERSIZE&lt;br /&gt;
PICKED_COLOR&lt;br /&gt;
DEAD_PICKED_COLOR&lt;br /&gt;
SHRUB_COLOR&lt;br /&gt;
DEAD_SHRUB_COLOR&lt;br /&gt;
BASIC_MAT&lt;br /&gt;
MILL&lt;br /&gt;
SHRUB_DROWN_LEVEL&lt;br /&gt;
EXTRACT_STILL_VIAL&lt;br /&gt;
EXTRACT_VIAL&lt;br /&gt;
EXTRACT_BARREL&lt;br /&gt;
WET&lt;br /&gt;
DRY&lt;br /&gt;
Unrecognized Plant Token: &lt;br /&gt;
: Smelt Ore Not Found, Token - &lt;br /&gt;
: Thread Metal Ore Not Found, Token - &lt;br /&gt;
: Environment Spec Stone Not Found, Token - &lt;br /&gt;
Sharp blades&lt;br /&gt;
Extract &lt;br /&gt;
 strands&lt;br /&gt;
%)&lt;br /&gt;
Ore of &lt;br /&gt;
 spits out &lt;br /&gt;
 drops &lt;br /&gt;
 has moved out of range!&lt;br /&gt;
 has become entangled in a hidden web!&lt;br /&gt;
 caught up in a web!&lt;br /&gt;
 has claimed a &lt;br /&gt;
 has begun a mysterious construction!&lt;br /&gt;
Your mason has defaced a &lt;br /&gt;
 destroyed&lt;br /&gt;
 toppled&lt;br /&gt;
loop path fail: &lt;br /&gt;
&amp;lt;same square&amp;gt; &lt;br /&gt;
&amp;lt;invalid start&amp;gt; &lt;br /&gt;
&amp;lt;invalid goal&amp;gt; &lt;br /&gt;
 -&amp;gt; &lt;br /&gt;
: Id #&lt;br /&gt;
:Path Goal &lt;br /&gt;
:Station &lt;br /&gt;
Nemesis Unit Load Failed&lt;br /&gt;
ANXIETY&lt;br /&gt;
ANGER&lt;br /&gt;
DEPRESSION&lt;br /&gt;
SELF_CONSCIOUSNESS&lt;br /&gt;
IMMODERATION&lt;br /&gt;
VULNERABILITY&lt;br /&gt;
FRIENDLINESS&lt;br /&gt;
GREGARIOUSNESS&lt;br /&gt;
ASSERTIVENESS&lt;br /&gt;
ACTIVITY_LEVEL&lt;br /&gt;
EXCITEMENT_SEEKING&lt;br /&gt;
CHEERFULNESS&lt;br /&gt;
IMAGINATION&lt;br /&gt;
ARTISTIC_INTEREST&lt;br /&gt;
EMOTIONALITY&lt;br /&gt;
ADVENTUROUSNESS&lt;br /&gt;
INTELLECTUAL_CURIOSITY&lt;br /&gt;
LIBERALISM&lt;br /&gt;
TRUST&lt;br /&gt;
STRAIGHTFORWARDNESS&lt;br /&gt;
ALTRUISM&lt;br /&gt;
COOPERATION&lt;br /&gt;
MODESTY&lt;br /&gt;
SYMPATHY&lt;br /&gt;
SELF_EFFICACY&lt;br /&gt;
ORDERLINESS&lt;br /&gt;
DUTIFULNESS&lt;br /&gt;
ACHIEVEMENT_STRIVING&lt;br /&gt;
SELF_DISCIPLINE&lt;br /&gt;
CAUTIOUSNESS&lt;br /&gt;
Unrecognized Personality Facet Token: &lt;br /&gt;
C&lt;br /&gt;
text_viewer&lt;br /&gt;
 has ended a mandate.&lt;br /&gt;
A mandate has ended.&lt;br /&gt;
The work slowdown by the &lt;br /&gt;
 is over.&lt;br /&gt;
Wagon Pathing Catastrophe&lt;br /&gt;
caravan from &lt;br /&gt;
 has arrived.&lt;br /&gt;
Their wagons have bypassed your inaccessible site.&lt;br /&gt;
Some migrants have decided to brave this terrifying place, knowing it may be their tomb.&lt;br /&gt;
Some migrants have arrived, despite the danger.&lt;br /&gt;
Some migrants have arrived.&lt;br /&gt;
A migrant has decided to brave this terrifying place.&lt;br /&gt;
A migrant has arrived, despite the danger.&lt;br /&gt;
A migrant has arrived.&lt;br /&gt;
No one else even considered making the journey to this cursed death-trap.&lt;br /&gt;
Others refused to journey to this dangerous fortress.&lt;br /&gt;
Others were too nervous to make the journey.&lt;br /&gt;
No one even considered making the journey to such a cursed death-trap this season.&lt;br /&gt;
Migrants refused to journey to such a dangerous fortress this season.&lt;br /&gt;
Migrants were too nervous to make the journey this season.&lt;br /&gt;
The fortress attracted no migrants this season.&lt;br /&gt;
  Trade Goods Available to be Moved  &lt;br /&gt;
Inaccessible&lt;br /&gt;
Distance: &lt;br /&gt;
[TRADING]&lt;br /&gt;
[PENDING]&lt;br /&gt;
: Sorting by distance&lt;br /&gt;
: Sorting by value&lt;br /&gt;
Sorting by distance&lt;br /&gt;
: Pending on top&lt;br /&gt;
: Pending mixed in&lt;br /&gt;
: Culling on mandates&lt;br /&gt;
: Ignoring mandates&lt;br /&gt;
: Move good&lt;br /&gt;
: View good&lt;br /&gt;
: Select &lt;br /&gt;
 to stop typing.&lt;br /&gt;
Merchants Present&lt;br /&gt;
Trading with &lt;br /&gt;
 (Owes you &lt;br /&gt;
:  &lt;br /&gt;
Greetings.  Let's trade.&lt;br /&gt;
I cannot take so much -- and at such cost!&lt;br /&gt;
I wish I could take so much, but my animals...&lt;br /&gt;
I won't trade at a loss.&lt;br /&gt;
Ah, wonderful.  Thank you for your business.&lt;br /&gt;
Yes, and trade we will!  Simply tell me&lt;br /&gt;
what interests you and what you're prepared to offer in exchange.&lt;br /&gt;
These _are_ fine items, aren't they?  Now,&lt;br /&gt;
what do offer for them?&lt;br /&gt;
Are these gifts?  Do you wish to trade?&lt;br /&gt;
You truly despise life, don't you?&lt;br /&gt;
I am beside myself with grief.  Perhaps we will show you how they suffered.&lt;br /&gt;
Once a beautiful tree, and now?&lt;br /&gt;
It is a rude bauble, fit only for your kind.&lt;br /&gt;
I see your low race still revels in death.&lt;br /&gt;
That poor, gentle creature...&lt;br /&gt;
If it were in a cage of some kind...&lt;br /&gt;
As it stands, I can't accept something that wriggles and writhes so.&lt;br /&gt;
I simply cannot afford this trade.&lt;br /&gt;
Perhaps if you throw in some more goods I can make an offer.&lt;br /&gt;
I can't possibly accept, but how about this?  A true bargain.&lt;br /&gt;
[T]&lt;br /&gt;
: View good, &lt;br /&gt;
: Mark for trade&lt;br /&gt;
: Trade     &lt;br /&gt;
: Set currency trade&lt;br /&gt;
Asking for &lt;br /&gt;
Offering &lt;br /&gt;
Not trading currency&lt;br /&gt;
  Merchants from &lt;br /&gt;
:  My apologies, but we're still unloading.&lt;br /&gt;
We'll be ready soon!&lt;br /&gt;
There are no merchants present with which to trade.&lt;br /&gt;
Greetings from the outer lands.  &lt;br /&gt;
Greetings from the Mountainhomes.  &lt;br /&gt;
Your efforts are legend there.  Let us trade!&lt;br /&gt;
Greetings.  We are enchanted by &lt;br /&gt;
your more ethical works.  We've come to trade.&lt;br /&gt;
Greetings.  The &lt;br /&gt;
ship of the &lt;br /&gt;
 is unparalleled.  Let's make a deal!&lt;br /&gt;
A hairy drunkard has come hither to once more disrespect the sanctity of life, I see.&lt;br /&gt;
What do you want?&lt;br /&gt;
Perhaps you'd consider this superior proposal?&lt;br /&gt;
Leave it to the besotted dullard to miss the finer points of discourse.  I'm leaving.  Do reflect.&lt;br /&gt;
Your childish games have made me tired.  Perhaps next time I visit you'll take this seriously.&lt;br /&gt;
With your trade goods such as they are, I can't &lt;br /&gt;
fathom you ending up with all of those items.&lt;br /&gt;
You are too kind.&lt;br /&gt;
I will see that our leader gets this offering.&lt;br /&gt;
Take what you wish.  I can't stop you.&lt;br /&gt;
You wish to make an offering?  We love gifts.&lt;br /&gt;
You wish to make an offering to our leader?  &lt;br /&gt;
This would please us greatly.  What do you offer?&lt;br /&gt;
[Chuckles]  How droll.&lt;br /&gt;
[Laughs uproariously]  You had me &lt;br /&gt;
going there.  Obviously, your copious wit is matched only by your industry!&lt;br /&gt;
Yes, and trade we will!  Simply tell me &lt;br /&gt;
These _are_ fine items, aren't they?  Now, &lt;br /&gt;
My stones, are you giving me those?  Do you &lt;br /&gt;
wish to trade or to make an offering to our leader?&lt;br /&gt;
You truely despise life, don't you?  &lt;br /&gt;
Once a beautiful tree, and now?  &lt;br /&gt;
I see your low race still revels in death.  &lt;br /&gt;
 seems &lt;br /&gt;
ecstatic with the trading&lt;br /&gt;
very happy about the trading&lt;br /&gt;
pleased with the trading&lt;br /&gt;
willing to trade&lt;br /&gt;
to be rapidly losing patience&lt;br /&gt;
not going to take much more of this&lt;br /&gt;
unwilling to trade&lt;br /&gt;
: Seize marked, &lt;br /&gt;
: Trade&lt;br /&gt;
: Offer marked to &lt;br /&gt;
Allowed Weight: &lt;br /&gt;
Excess Weight: &lt;br /&gt;
Value: &lt;br /&gt;
Trader Profit: &lt;br /&gt;
Trader Loss: &lt;br /&gt;
The following fortress goods were added for the counteroffer:&lt;br /&gt;
: Consider the offer&lt;br /&gt;
 diplomat from &lt;br /&gt;
 meets with &lt;br /&gt;
  Trade Agreement with &lt;br /&gt;
Good&lt;br /&gt;
Priority&lt;br /&gt;
O|---&lt;br /&gt;
|O|--&lt;br /&gt;
-|O|-&lt;br /&gt;
--|O|&lt;br /&gt;
---|O&lt;br /&gt;
: View stockpile.&lt;br /&gt;
: Scroll.&lt;br /&gt;
Peace is calling out to us.  How do you respond?&lt;br /&gt;
 - I hear her voice.  Let us stop this war.&lt;br /&gt;
 - We will drown her out with the screams of your dying.  Begone.&lt;br /&gt;
It's such a pleasant place you've carved out for yourselves...&lt;br /&gt;
 - Finish peeking in on conversation.&lt;br /&gt;
Let's discuss the state of our current agreements...&lt;br /&gt;
Well then, we have finalized the export agreement.&lt;br /&gt;
Feel free to go over the documents.&lt;br /&gt;
I see.  Perhaps we'll make an export agreement next year.&lt;br /&gt;
 - Look over documents.&lt;br /&gt;
Let's discuss what we are willing to offer for your &lt;br /&gt;
ship...&lt;br /&gt;
Well then, we have finalized the import agreement.&lt;br /&gt;
Remember, trade agreements strengthen bonds.  Please consider an import&lt;br /&gt;
agreement next year.&lt;br /&gt;
What requests do you have of our merchants?&lt;br /&gt;
 - Begin discussion.&lt;br /&gt;
Merit deserves a reward, and I come empowered to establish this colony as an&lt;br /&gt;
official land of our realm.&lt;br /&gt;
Do you have any &lt;br /&gt;
 to recommend for elevation?&lt;br /&gt;
 - I can scarcely believe this good news!  I have some recommendations.&lt;br /&gt;
 - Flattering, but we'd rather maintain our distance from the homeland.&lt;br /&gt;
You continue to impress!  I have come empowered to elevate this land in the&lt;br /&gt;
eyes of our realm.&lt;br /&gt;
We can part with at most &lt;br /&gt;
 trees, butcher.&lt;br /&gt;
 - We can abide by this.  Let us work toward mutual co-existence.&lt;br /&gt;
 - Our needs exceed your allowances.  Relax.  They're only trees.&lt;br /&gt;
We elves are partial in particular to the trees in the forests&lt;br /&gt;
surrounding your lands.  Although we are loathe to spare a&lt;br /&gt;
single branch to your senseless slaughter, we are willing to ask&lt;br /&gt;
that you cap your tree-fells at one hundred until we next meet.&lt;br /&gt;
I will try to return next year as I am able.&lt;br /&gt;
 - We can grant this request.  Let's discuss the specifics, though...&lt;br /&gt;
 - We cannot stop production just because of your quaint sensibilities.&lt;br /&gt;
No positions available&lt;br /&gt;
No recommendations available&lt;br /&gt;
: Select position&lt;br /&gt;
: Recommend&lt;br /&gt;
: Scroll recommendations&lt;br /&gt;
: Abort (you must fill all)&lt;br /&gt;
: Select.&lt;br /&gt;
: Scroll left.&lt;br /&gt;
 has come!&lt;br /&gt;
Miners Guild&lt;br /&gt;
Carpenters Guild&lt;br /&gt;
Masons Guild&lt;br /&gt;
Metalsmiths Guild&lt;br /&gt;
Jewelers Guild&lt;br /&gt;
Craftsmen&lt;br /&gt;
 Guild&lt;br /&gt;
Guild&lt;br /&gt;
The merchants from &lt;br /&gt;
 will be leaving soon.&lt;br /&gt;
 have embarked on their journey.&lt;br /&gt;
: Scroll right.&lt;br /&gt;
Text generation failed: &lt;br /&gt;
GLOBAL&lt;br /&gt;
CHAR&lt;br /&gt;
IKEY&lt;br /&gt;
CHOICE&lt;br /&gt;
/CHOICE&lt;br /&gt;
LOCX&lt;br /&gt;
VAR&lt;br /&gt;
LINK&lt;br /&gt;
B&lt;br /&gt;
    &lt;br /&gt;
/TITLE&lt;br /&gt;
/LINK&lt;br /&gt;
TREESREMOVED&lt;br /&gt;
DIPLOMACYFLAG_SUCCESS&lt;br /&gt;
DIPLOMACYFLAG_FAILURE&lt;br /&gt;
YOURCIV&lt;br /&gt;
YOURFORT&lt;br /&gt;
NULL&lt;br /&gt;
LOCAL_LARGE_PREDATOR&lt;br /&gt;
RANGE&lt;br /&gt;
DIPLOMAT&lt;br /&gt;
ASSOCIATE&lt;br /&gt;
ACTOR&lt;br /&gt;
NOBLE&lt;br /&gt;
ADD_FLAG&lt;br /&gt;
REMOVE_FLAG&lt;br /&gt;
 bids you farewell!&lt;br /&gt;
NATIVENAME&lt;br /&gt;
TRANSLATEDNAME&lt;br /&gt;
TITLENAME&lt;br /&gt;
HISTNAME&lt;br /&gt;
beasts&lt;br /&gt;
Gate&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
== Section ==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
No Buildings Nearby&lt;br /&gt;
This building has&lt;br /&gt;
been claimed by&lt;br /&gt;
works&lt;br /&gt;
furiously!&lt;br /&gt;
keeps&lt;br /&gt;
muttering &lt;br /&gt;
secretly...&lt;br /&gt;
works,&lt;br /&gt;
darkly brooding...&lt;br /&gt;
with menacing fury!&lt;br /&gt;
broods&lt;br /&gt;
&amp;quot;Yes.  I need &lt;br /&gt;
&amp;quot;Leave me.  I need... &lt;br /&gt;
things...  certain things&lt;br /&gt;
.&amp;quot;&lt;br /&gt;
screams&lt;br /&gt;
&amp;quot;I must have &lt;br /&gt;
!&amp;quot;&lt;br /&gt;
mutters&lt;br /&gt;
 needs&lt;br /&gt;
bones...  yes&lt;br /&gt;
a shell&lt;br /&gt;
a corpse&lt;br /&gt;
tree... life&lt;br /&gt;
raw... green&lt;br /&gt;
raw... clear&lt;br /&gt;
raw... crystal&lt;br /&gt;
rough... color&lt;br /&gt;
stone... rock&lt;br /&gt;
bars... metal&lt;br /&gt;
gems... shining&lt;br /&gt;
blocks... bricks...&lt;br /&gt;
leather... skin&lt;br /&gt;
cloth... thread&lt;br /&gt;
...&amp;quot;&lt;br /&gt;
sketches&lt;br /&gt;
pictures of &lt;br /&gt;
skeletons&lt;br /&gt;
shells&lt;br /&gt;
a forest&lt;br /&gt;
glass&lt;br /&gt;
glass and burning wood&lt;br /&gt;
rough gems and glass&lt;br /&gt;
a quarry&lt;br /&gt;
shining bars&lt;br /&gt;
of metal&lt;br /&gt;
square blocks&lt;br /&gt;
stacked leather&lt;br /&gt;
stacked cloth&lt;br /&gt;
: Brew a Drink&lt;br /&gt;
: Extract Plant Essence&lt;br /&gt;
: Collect Webs&lt;br /&gt;
: Weave Cloth (Plant Thread)&lt;br /&gt;
: Weave Silk Cloth&lt;br /&gt;
: Weave Metal Cloth&lt;br /&gt;
: Mill Plants&lt;br /&gt;
Needs to be powered&lt;br /&gt;
: Process Plants&lt;br /&gt;
: Process Plants (to Bag)&lt;br /&gt;
: Process Plants (to Barrel)&lt;br /&gt;
: Process Plants (to Vial)&lt;br /&gt;
: Milk Creature&lt;br /&gt;
: Make Cheese&lt;br /&gt;
Nobody&lt;br /&gt;
: Tame&lt;br /&gt;
: Train a Hunting Dog&lt;br /&gt;
: Train a War Dog&lt;br /&gt;
: Capture a Live Land Animal&lt;br /&gt;
: Tame a Small Animal&lt;br /&gt;
: Tame a Large Animal&lt;br /&gt;
: Make Rock Mechanisms&lt;br /&gt;
: Make Traction Bench&lt;br /&gt;
: Process a Raw Fish&lt;br /&gt;
: Extract from a Raw Fish&lt;br /&gt;
: Capture a Live Fish&lt;br /&gt;
: Butcher a dead animal&lt;br /&gt;
: Extract from a dead animal&lt;br /&gt;
: Capture a live land animal&lt;br /&gt;
: Dye Thread&lt;br /&gt;
: Dye Cloth&lt;br /&gt;
: Encrust Finished Goods&lt;br /&gt;
: Encrust Furniture&lt;br /&gt;
: Encrust Ammo&lt;br /&gt;
: Cut Gems&lt;br /&gt;
: Encrust with Gems&lt;br /&gt;
Must have magma accessible&lt;br /&gt;
from below one of the 8&lt;br /&gt;
boundary tiles&lt;br /&gt;
No tasks available&lt;br /&gt;
Check for raw material access&lt;br /&gt;
and fuel if necessary&lt;br /&gt;
: Use in Lever&lt;br /&gt;
: Use in Trigger&lt;br /&gt;
You don't have enough&lt;br /&gt;
mechanisms.&lt;br /&gt;
: Use in Target&lt;br /&gt;
: Assign&lt;br /&gt;
There is nothing that&lt;br /&gt;
can be linked up.&lt;br /&gt;
: Link up a Bridge&lt;br /&gt;
: Link up a Cage&lt;br /&gt;
: Link up a Chain&lt;br /&gt;
: Link up a Door&lt;br /&gt;
: Link up a Floodgate&lt;br /&gt;
: Link up a Hatch&lt;br /&gt;
: Link up a Wall Grate&lt;br /&gt;
: Link up a Floor Grate&lt;br /&gt;
: Link up Vertical Bars&lt;br /&gt;
: Link up Floor Bars&lt;br /&gt;
: Link up a Support&lt;br /&gt;
: Link up Spears/Spikes&lt;br /&gt;
: Link up a Gear Assembly&lt;br /&gt;
: Pull the Lever&lt;br /&gt;
: Add new task&lt;br /&gt;
: Cancel Current Task&lt;br /&gt;
: Promote Current Task&lt;br /&gt;
: Repeat&lt;br /&gt;
: Suspend&lt;br /&gt;
: Workshop Profile&lt;br /&gt;
Profile requires manager&lt;br /&gt;
No bucket&lt;br /&gt;
Bucket full&lt;br /&gt;
Active&lt;br /&gt;
Dry&lt;br /&gt;
: Size Room&lt;br /&gt;
: Free Room&lt;br /&gt;
: Resize Room&lt;br /&gt;
: Make Meeting Hall&lt;br /&gt;
Frozen Here&lt;br /&gt;
Frozen Elsewhere&lt;br /&gt;
Total Power: &lt;br /&gt;
Total Power Needed: &lt;br /&gt;
Stable Foundation&lt;br /&gt;
Hanging&lt;br /&gt;
: Stop Pumping Manually&lt;br /&gt;
: Start Pump Manually&lt;br /&gt;
Pumps from the north&lt;br /&gt;
Pumps from the east&lt;br /&gt;
Pumps from the south&lt;br /&gt;
Pumps from the west&lt;br /&gt;
: Choose Shooting Dir&lt;br /&gt;
Shoot: &lt;br /&gt;
From Top to Bottom&lt;br /&gt;
From Bottom to Top&lt;br /&gt;
From Left to Right&lt;br /&gt;
From Right to Left&lt;br /&gt;
Give name&lt;br /&gt;
: Sleep&lt;br /&gt;
: Indiv Eq&lt;br /&gt;
: Squad Eq&lt;br /&gt;
: Make Archery Range&lt;br /&gt;
: Assign Room&lt;br /&gt;
Current Owner:&lt;br /&gt;
: Make Sculpture Garden&lt;br /&gt;
Occupants:&lt;br /&gt;
: Do Not Use For Justice&lt;br /&gt;
: Terrarium&lt;br /&gt;
: Aquarium&lt;br /&gt;
: Justice&lt;br /&gt;
: Make Room&lt;br /&gt;
: Owner&lt;br /&gt;
: Free&lt;br /&gt;
: Assign Animal to Chain&lt;br /&gt;
: Used by Justice (&lt;br /&gt;
Y&lt;br /&gt;
: Set Owner&lt;br /&gt;
Assigned: &lt;br /&gt;
Chained: &lt;br /&gt;
Fire at Will&lt;br /&gt;
Prepare to Fire&lt;br /&gt;
Not in Use&lt;br /&gt;
, Facing &lt;br /&gt;
: Change Action&lt;br /&gt;
: Change Orientation&lt;br /&gt;
Operated by Mechanisms&lt;br /&gt;
Forbidden&lt;br /&gt;
Passable&lt;br /&gt;
, Internal&lt;br /&gt;
Pet-passable&lt;br /&gt;
Open&lt;br /&gt;
DOOR TAKEN BY INVADERS&lt;br /&gt;
Retake door to forbid it.&lt;br /&gt;
DOOR USED BY INTRUDER&lt;br /&gt;
: Forbid Passage&lt;br /&gt;
: Permit Passage&lt;br /&gt;
: Make Pet-passable&lt;br /&gt;
: Keep Tightly Closed&lt;br /&gt;
: Set as Internal&lt;br /&gt;
: Set as External&lt;br /&gt;
HATCH TAKEN BY INVADERS&lt;br /&gt;
Retake hatch to forbid it.&lt;br /&gt;
HATCH USED BY INTRUDER&lt;br /&gt;
This is the resting&lt;br /&gt;
place of&lt;br /&gt;
: Assign Tomb&lt;br /&gt;
: Free Tomb&lt;br /&gt;
: Resize Tomb&lt;br /&gt;
: Use for Burial (Y)&lt;br /&gt;
: Use for Burial (N)&lt;br /&gt;
: Allow Citizens (N)&lt;br /&gt;
: Allow Citizens (Y)&lt;br /&gt;
: Allow Pets (N)&lt;br /&gt;
: Allow Pets (Y)&lt;br /&gt;
: Make Tomb&lt;br /&gt;
: Assign Chair&lt;br /&gt;
: Free Chair&lt;br /&gt;
: Make Throne Room or Study&lt;br /&gt;
: Assign Table&lt;br /&gt;
: Free Table&lt;br /&gt;
: Meeting Hall (&lt;br /&gt;
: Make Dining Room&lt;br /&gt;
Move the cursor to the pile&lt;br /&gt;
you want to take from.&lt;br /&gt;
: Select Pile&lt;br /&gt;
: Change Settings&lt;br /&gt;
: Max Barrel - &lt;br /&gt;
: Max Bin - &lt;br /&gt;
: Take From A Pile&lt;br /&gt;
: Delete Selected&lt;br /&gt;
: Vacant&lt;br /&gt;
: Assign Bed&lt;br /&gt;
: Free Bed&lt;br /&gt;
: Barracks (&lt;br /&gt;
: Dormitory (&lt;br /&gt;
T: Stop rental (&lt;br /&gt;
* Eviction Underway *&lt;br /&gt;
* Move Underway *&lt;br /&gt;
: Rent this room&lt;br /&gt;
: Position&lt;br /&gt;
: Make Bedroom&lt;br /&gt;
Shopkeeper:&lt;br /&gt;
For Sale at &lt;br /&gt;
: Move Goods to/from Depot&lt;br /&gt;
There are no merchants&lt;br /&gt;
trading right now.&lt;br /&gt;
: Trader requested at depot&lt;br /&gt;
: No trader needed at depot&lt;br /&gt;
: Anyone may trade&lt;br /&gt;
: Only broker may trade&lt;br /&gt;
Broker:&lt;br /&gt;
Broker can access depot&lt;br /&gt;
Broker cannot access depot&lt;br /&gt;
You do not have a broker.&lt;br /&gt;
: Nothing for Now&lt;br /&gt;
: Meat&lt;br /&gt;
: Fish&lt;br /&gt;
: Large Gem&lt;br /&gt;
Trap Occupied:&lt;br /&gt;
Trap Baited:&lt;br /&gt;
No seeds available&lt;br /&gt;
for this location&lt;br /&gt;
: Fallow&lt;br /&gt;
: Cancel Fert&lt;br /&gt;
: Fertilize&lt;br /&gt;
Ft &lt;br /&gt;
: Seas Fert (&lt;br /&gt;
: Spring&lt;br /&gt;
: Summer&lt;br /&gt;
: Autumn&lt;br /&gt;
: Winter&lt;br /&gt;
Disengaged&lt;br /&gt;
: Make Barracks/Armory&lt;br /&gt;
: Remove Building&lt;br /&gt;
Cancel&lt;br /&gt;
Done&lt;br /&gt;
[A]&lt;br /&gt;
[L]&lt;br /&gt;
First, you need to create a&lt;br /&gt;
squad in the military&lt;br /&gt;
screen.  The military screen&lt;br /&gt;
is accessible from the main&lt;br /&gt;
view or you can press &lt;br /&gt;
 now.&lt;br /&gt;
: Military screen&lt;br /&gt;
 etc.: Select exclusively&lt;br /&gt;
 etc.: Select multiple&lt;br /&gt;
: Scroll list&lt;br /&gt;
: Place opposite corner&lt;br /&gt;
: Place first corner&lt;br /&gt;
: Kill creatures at cursor&lt;br /&gt;
: Select from list&lt;br /&gt;
: Select in rectangle&lt;br /&gt;
: Back to squads&lt;br /&gt;
 etc.: Move to a point&lt;br /&gt;
 etc.: Center on a point&lt;br /&gt;
: Move to the cursor&lt;br /&gt;
Orders&lt;br /&gt;
 (squad)&lt;br /&gt;
: Attack&lt;br /&gt;
: Move&lt;br /&gt;
: Cancel orders&lt;br /&gt;
: Center on this squad&lt;br /&gt;
: View schedule&lt;br /&gt;
Sched - &lt;br /&gt;
Near sq: &lt;br /&gt;
 etc.: Choose squad&lt;br /&gt;
: Center on selected squad&lt;br /&gt;
: Active&lt;br /&gt;
: Select squads&lt;br /&gt;
: Select individuals&lt;br /&gt;
Resume&lt;br /&gt;
: One-Step&lt;br /&gt;
 route&lt;br /&gt;
: Add waypt&lt;br /&gt;
: Edit routes&lt;br /&gt;
: Del waypt&lt;br /&gt;
: Add route&lt;br /&gt;
: Edit waypts&lt;br /&gt;
: Del route&lt;br /&gt;
: Name route&lt;br /&gt;
: Center&lt;br /&gt;
: Back to points/notes&lt;br /&gt;
/100&lt;br /&gt;
: Place&lt;br /&gt;
: Name&lt;br /&gt;
: Note text&lt;br /&gt;
: Change symbol selector&lt;br /&gt;
: Adopt selected symbol&lt;br /&gt;
: Routes&lt;br /&gt;
: Remove from burrow&lt;br /&gt;
: Add to burrow&lt;br /&gt;
: Change selection&lt;br /&gt;
: Done naming&lt;br /&gt;
: Name burrow&lt;br /&gt;
: Select symbol/color&lt;br /&gt;
: Finish rectangle&lt;br /&gt;
: Start rectangle&lt;br /&gt;
: Mouse brush is &lt;br /&gt;
one tile&lt;br /&gt;
3x3&lt;br /&gt;
round 5x5&lt;br /&gt;
: Currently painting&lt;br /&gt;
: Currently erasing&lt;br /&gt;
: Center on burrow&lt;br /&gt;
: Add new burrow&lt;br /&gt;
: Define this burrow&lt;br /&gt;
: Add citizens to burrow&lt;br /&gt;
: Create creature&lt;br /&gt;
: Place water&lt;br /&gt;
: Place magma&lt;br /&gt;
: Butcher&lt;br /&gt;
: Assume control&lt;br /&gt;
Outside&lt;br /&gt;
Inside&lt;br /&gt;
Light&lt;br /&gt;
Dark&lt;br /&gt;
Subterranean&lt;br /&gt;
Above Ground&lt;br /&gt;
No Units Nearby&lt;br /&gt;
Corrupt Soldier Mood: &lt;br /&gt;
Has a horrible fell look!&lt;br /&gt;
Brooding darkly...&lt;br /&gt;
Has the aspect of one fey!&lt;br /&gt;
Peculiarly secretive...&lt;br /&gt;
Possessed by unknown forces!&lt;br /&gt;
Stricken by melancholy...&lt;br /&gt;
Crawling around babbling!&lt;br /&gt;
Running around babbling!&lt;br /&gt;
Crawling around crazed!&lt;br /&gt;
Running around crazed!&lt;br /&gt;
In a berserk rage!&lt;br /&gt;
Staring off into space...&lt;br /&gt;
Corrupt Strange Mood: &lt;br /&gt;
Pet of &lt;br /&gt;
Somebody&lt;br /&gt;
Creator of &lt;br /&gt;
: Combat&lt;br /&gt;
: Labor&lt;br /&gt;
: Misc&lt;br /&gt;
Over-Exerted&lt;br /&gt;
Miserable&lt;br /&gt;
Very Unhappy&lt;br /&gt;
Unhappy&lt;br /&gt;
This animal is waiting for&lt;br /&gt;
conflict.&lt;br /&gt;
This animal hunts at will.&lt;br /&gt;
This adorable animal&lt;br /&gt;
can't work.&lt;br /&gt;
This animal isn't interested&lt;br /&gt;
in your wishes.&lt;br /&gt;
This animal is waiting to be&lt;br /&gt;
trained.&lt;br /&gt;
This animal can't work.&lt;br /&gt;
: Ready for Slaughter (Y)&lt;br /&gt;
: Ready for Slaughter (N)&lt;br /&gt;
: Work Dogs&lt;br /&gt;
Assign a trained animal:&lt;br /&gt;
There are no animals left.&lt;br /&gt;
: Hunting (&lt;br /&gt;
 Left)&lt;br /&gt;
: War (&lt;br /&gt;
 hunting beast&lt;br /&gt;
 assigned&lt;br /&gt;
 war beast&lt;br /&gt;
The baby can't work yet.&lt;br /&gt;
A child does as it pleases!&lt;br /&gt;
The noble will not work.&lt;br /&gt;
:Gen &lt;br /&gt;
:Inv &lt;br /&gt;
:Prf &lt;br /&gt;
:Wnd &lt;br /&gt;
:St&lt;br /&gt;
: Next&lt;br /&gt;
Horizontal Axle &lt;br /&gt;
(N/S)&lt;br /&gt;
(E/W)&lt;br /&gt;
Upright Weapon&lt;br /&gt;
Pump from north&lt;br /&gt;
Pump from east&lt;br /&gt;
Pump from south&lt;br /&gt;
Pump from west&lt;br /&gt;
Chain&lt;br /&gt;
Chair or Throne&lt;br /&gt;
 (Raises &lt;br /&gt;
 (Retracts)&lt;br /&gt;
Placement&lt;br /&gt;
: Change Height&lt;br /&gt;
: Change Width&lt;br /&gt;
: Resets&lt;br /&gt;
: One use only&lt;br /&gt;
: Water from &lt;br /&gt;
 (Full)&lt;br /&gt;
: Min, &lt;br /&gt;
: Max&lt;br /&gt;
: Water does not trigger&lt;br /&gt;
: Magma from &lt;br /&gt;
: Magma does not trigger&lt;br /&gt;
: Creatures trigger&lt;br /&gt;
: Citizens trigger&lt;br /&gt;
: Citizens do not trigger&lt;br /&gt;
: Min (&lt;br /&gt;
: Max (&lt;br /&gt;
any&lt;br /&gt;
: Creatures do not trigger&lt;br /&gt;
Raise Dir&lt;br /&gt;
Item&lt;br /&gt;
 Needed)&lt;br /&gt;
 Max)&lt;br /&gt;
Dist&lt;br /&gt;
Num&lt;br /&gt;
: Done Selecting&lt;br /&gt;
: View Item&lt;br /&gt;
: Sel All&lt;br /&gt;
: Deselect&lt;br /&gt;
: Desel All&lt;br /&gt;
: Expand/Contract&lt;br /&gt;
Current Refuse Orders:&lt;br /&gt;
 Gather Refuse&lt;br /&gt;
 Ignore Refuse&lt;br /&gt;
   From Outside&lt;br /&gt;
 Dump Corpses&lt;br /&gt;
 Save Corpses&lt;br /&gt;
 Dump Skulls&lt;br /&gt;
 Save Skulls&lt;br /&gt;
 Dump Bones&lt;br /&gt;
 Save Bones&lt;br /&gt;
 Dump Shells&lt;br /&gt;
 Save Shells&lt;br /&gt;
 Dump Skins&lt;br /&gt;
 Save Skins&lt;br /&gt;
 Dump Other&lt;br /&gt;
 Save Other&lt;br /&gt;
Current Workshop Orders:&lt;br /&gt;
: Auto Loom All Thread&lt;br /&gt;
: Auto Loom Dyed Thread&lt;br /&gt;
: No Auto Loom&lt;br /&gt;
: Use Dyed Cloth&lt;br /&gt;
: Use Any Cloth&lt;br /&gt;
: Auto Collect Webs&lt;br /&gt;
: No Auto Collect Webs&lt;br /&gt;
: Auto Slaughter&lt;br /&gt;
: No Auto Slaughter&lt;br /&gt;
: Auto Butcher&lt;br /&gt;
: No Auto Butcher&lt;br /&gt;
: Auto Fishery&lt;br /&gt;
: No Auto Fishery&lt;br /&gt;
: Auto Kitchen&lt;br /&gt;
: No Auto Kitchen&lt;br /&gt;
: Auto Tan&lt;br /&gt;
: No Auto Tan&lt;br /&gt;
: Auto Kiln&lt;br /&gt;
: No Auto Kiln&lt;br /&gt;
: Auto Smelter&lt;br /&gt;
: No Auto Smelter&lt;br /&gt;
: Auto Other&lt;br /&gt;
: No Auto Other&lt;br /&gt;
Current Zone Orders:&lt;br /&gt;
: Zone-Only Drinking&lt;br /&gt;
: Prefer Zone Drinking&lt;br /&gt;
: Zone-Only Fishing&lt;br /&gt;
: Prefer Zone Fishing&lt;br /&gt;
Current Forbid Orders:&lt;br /&gt;
: Forbid used ammunition&lt;br /&gt;
: Claim used ammunition&lt;br /&gt;
: Forbid your dead&lt;br /&gt;
: Claim your dead&lt;br /&gt;
: Forbid your death items&lt;br /&gt;
: Claim your death items&lt;br /&gt;
: Forbid other non-hunted dead&lt;br /&gt;
: Claim other dead&lt;br /&gt;
: Forbid other death items&lt;br /&gt;
: Claim other death items&lt;br /&gt;
Forbidding of death objects&lt;br /&gt;
occurs at time of death.&lt;br /&gt;
Current Standing Orders:&lt;br /&gt;
: Announce all job cancellations.&lt;br /&gt;
: Announce most job cancellations.&lt;br /&gt;
: Announce some job cancellations.&lt;br /&gt;
: Announce no job cancellations.&lt;br /&gt;
 Gather Animals&lt;br /&gt;
 Ignore Animals&lt;br /&gt;
 Gather Food&lt;br /&gt;
 Ignore Food&lt;br /&gt;
 Gather Furniture&lt;br /&gt;
 Ignore Furniture&lt;br /&gt;
 Gather Bodies&lt;br /&gt;
 Ignore Bodies&lt;br /&gt;
: Refuse&lt;br /&gt;
 Gather Minerals&lt;br /&gt;
 Ignore Minerals&lt;br /&gt;
 Gather Wood&lt;br /&gt;
 Ignore Wood&lt;br /&gt;
 All Harvest&lt;br /&gt;
: Only Farmers Harvest&lt;br /&gt;
: Mix Food&lt;br /&gt;
: No Mix&lt;br /&gt;
: Workshop Orders&lt;br /&gt;
: Activity Zone Orders&lt;br /&gt;
These orders are superceded&lt;br /&gt;
by negative preferences.&lt;br /&gt;
Hotkey &lt;br /&gt;
Zoom&lt;br /&gt;
: Change Name&lt;br /&gt;
: Zoom Here&lt;br /&gt;
Beds: &lt;br /&gt;
Tables: &lt;br /&gt;
Traction Benches: &lt;br /&gt;
Boxes/bags: &lt;br /&gt;
Thread: &lt;br /&gt;
Cloth: &lt;br /&gt;
Splints: &lt;br /&gt;
Crutches: &lt;br /&gt;
Powder for casts: &lt;br /&gt;
Buckets: &lt;br /&gt;
Soap: &lt;br /&gt;
: Is Pond&lt;br /&gt;
: Is Pit&lt;br /&gt;
 (Half Full)&lt;br /&gt;
 (Not Full)&lt;br /&gt;
: Larger zone&lt;br /&gt;
: Smaller zone&lt;br /&gt;
Remove Activity Zone&lt;br /&gt;
New Activity Zone&lt;br /&gt;
Water Source (&lt;br /&gt;
Fishing (&lt;br /&gt;
Garbage Dump (&lt;br /&gt;
Pit/Pond (&lt;br /&gt;
Sand Collection (&lt;br /&gt;
Meeting Area (&lt;br /&gt;
Hot&lt;br /&gt;
Cold&lt;br /&gt;
Hospital (&lt;br /&gt;
Activity Zone #&lt;br /&gt;
: Water Source (&lt;br /&gt;
: Fishing (&lt;br /&gt;
: Garbage Dump (&lt;br /&gt;
: Pit/Pond (&lt;br /&gt;
: Sand Collection (&lt;br /&gt;
: Meeting Area (&lt;br /&gt;
: Hospital (&lt;br /&gt;
: Remove this zone&lt;br /&gt;
: Set Hospital Information&lt;br /&gt;
: Set Pit/Pond Information&lt;br /&gt;
: Stop Removing Zones&lt;br /&gt;
: Remove Zones&lt;br /&gt;
: Remove rectangle&lt;br /&gt;
Rectangle&lt;br /&gt;
Flow&lt;br /&gt;
Floor Flow&lt;br /&gt;
: Animal&lt;br /&gt;
: Food&lt;br /&gt;
: Furniture Storage&lt;br /&gt;
: Graveyard&lt;br /&gt;
: Wood&lt;br /&gt;
: Stone&lt;br /&gt;
: Gem&lt;br /&gt;
: Bar/Block&lt;br /&gt;
: Cloth&lt;br /&gt;
: Leather&lt;br /&gt;
: Ammo&lt;br /&gt;
: Coins&lt;br /&gt;
: Finished Goods&lt;br /&gt;
: Weapons&lt;br /&gt;
: Custom Stockpile&lt;br /&gt;
: Custom Settings&lt;br /&gt;
: Reserved Barrels - &lt;br /&gt;
: Reserved Bins - &lt;br /&gt;
: Remove Designation&lt;br /&gt;
: Reclaim Items/Buildings&lt;br /&gt;
: Forbid Items/Buildings&lt;br /&gt;
: Melt Items&lt;br /&gt;
: Remove Melt&lt;br /&gt;
: Dump Items&lt;br /&gt;
: Remove Dump&lt;br /&gt;
: Hide Items/Buildings&lt;br /&gt;
: Unhide Items/Buildings&lt;br /&gt;
: High Traffic Area&lt;br /&gt;
: Normal Traffic Area&lt;br /&gt;
: Low Traffic Area&lt;br /&gt;
: Restricted Traffic Area&lt;br /&gt;
High Traffic Cost: &lt;br /&gt;
Normal Traffic Cost: &lt;br /&gt;
Low Traffic Cost: &lt;br /&gt;
Restricted Traffic Cost: &lt;br /&gt;
: Change Cost&lt;br /&gt;
: Choose Area&lt;br /&gt;
 Wagon Access&lt;br /&gt;
 No Wagon Access&lt;br /&gt;
 Accessible Depot&lt;br /&gt;
 Inaccessible Depot&lt;br /&gt;
Depot accessible&lt;br /&gt;
Depot inaccessible&lt;br /&gt;
All depots inaccessible&lt;br /&gt;
All depots accessible&lt;br /&gt;
 depots accessible&lt;br /&gt;
: View Announcements&lt;br /&gt;
: Reports&lt;br /&gt;
: Unit List&lt;br /&gt;
: Look Around / Create&lt;br /&gt;
: View Units&lt;br /&gt;
: Hot Keys&lt;br /&gt;
: Move this menu/map&lt;br /&gt;
: Help&lt;br /&gt;
: Options&lt;br /&gt;
: Movies&lt;br /&gt;
: Building&lt;br /&gt;
: View Civilizations&lt;br /&gt;
: Designations&lt;br /&gt;
: Set Orders&lt;br /&gt;
: Job List&lt;br /&gt;
: Look Around&lt;br /&gt;
: Military&lt;br /&gt;
: Squads&lt;br /&gt;
: Points/Routes/Notes&lt;br /&gt;
: Define Burrows&lt;br /&gt;
: Stockpiles&lt;br /&gt;
: Zones&lt;br /&gt;
: Set Building Tasks/Prefs&lt;br /&gt;
: View Rooms/Buildings&lt;br /&gt;
: View Items in Buildings&lt;br /&gt;
: Nobles and Administrators&lt;br /&gt;
: Status&lt;br /&gt;
: Depot Access&lt;br /&gt;
: Artifacts&lt;br /&gt;
Warm &lt;br /&gt;
Damp &lt;br /&gt;
Muddy &lt;br /&gt;
Snow-covered &lt;br /&gt;
Mossy &lt;br /&gt;
Sculpted&lt;br /&gt;
Detailed&lt;br /&gt;
Rough-hewn &lt;br /&gt;
Straight &lt;br /&gt;
Smooth &lt;br /&gt;
Exposed &lt;br /&gt;
Ice&lt;br /&gt;
Pillar&lt;br /&gt;
Cluster&lt;br /&gt;
Burning &lt;br /&gt;
Dead &lt;br /&gt;
Tree&lt;br /&gt;
Grass&lt;br /&gt;
Dry Grass&lt;br /&gt;
Dead Grass&lt;br /&gt;
Level&lt;br /&gt;
 Ice Floor&lt;br /&gt;
 Floor&lt;br /&gt;
 Boulder&lt;br /&gt;
Driftwood&lt;br /&gt;
 Pebbles&lt;br /&gt;
 Cavern Floor&lt;br /&gt;
Wet &lt;br /&gt;
Young &lt;br /&gt;
 Sapling&lt;br /&gt;
Sapling&lt;br /&gt;
Shrub&lt;br /&gt;
Furrowed &lt;br /&gt;
Ashes&lt;br /&gt;
Waterfall&lt;br /&gt;
River Source&lt;br /&gt;
Chasm&lt;br /&gt;
Eerie Glowing Pit&lt;br /&gt;
Glowing Floor&lt;br /&gt;
Glowing Barrier&lt;br /&gt;
Semi-molten Rock&lt;br /&gt;
Lava Flow&lt;br /&gt;
Magma Flow&lt;br /&gt;
Murky Pool&lt;br /&gt;
River&lt;br /&gt;
Brook&lt;br /&gt;
Grassy Upward Stairway&lt;br /&gt;
Grassy Up/Down Stairway&lt;br /&gt;
Grassy Downward Stairway&lt;br /&gt;
 Up/Down Stairway&lt;br /&gt;
 Downward Stairway&lt;br /&gt;
 Upward Stairway&lt;br /&gt;
Ice Up/Down Stairway&lt;br /&gt;
Ice Downward Stairway&lt;br /&gt;
Ice Upward Stairway&lt;br /&gt;
Grassy Upward Slope&lt;br /&gt;
Dry Grass Upward Slope&lt;br /&gt;
Dead Grass Upward Slope&lt;br /&gt;
Glacial Upward Slope&lt;br /&gt;
 Upward Slope&lt;br /&gt;
Glacial Downward Slope&lt;br /&gt;
Grassy Downward Slope&lt;br /&gt;
Dry Grass Downward Slope&lt;br /&gt;
Dead Grass Downward Slope&lt;br /&gt;
 Downward Slope&lt;br /&gt;
Downward Slope&lt;br /&gt;
Open Space&lt;br /&gt;
SLATED FOR REMOVAL&lt;br /&gt;
Waiting for construction...&lt;br /&gt;
Waiting for architect...&lt;br /&gt;
Designed...&lt;br /&gt;
Construction initiated.&lt;br /&gt;
Partially constructed.&lt;br /&gt;
Construction nearly done.&lt;br /&gt;
Construction suspended.&lt;br /&gt;
Construction inactive.&lt;br /&gt;
: Stop Removal&lt;br /&gt;
: Suspend Construction&lt;br /&gt;
No Special Profession&lt;br /&gt;
Any Metalsmithing&lt;br /&gt;
Any Workshop Farming&lt;br /&gt;
Wood/Stone/Boneworking&lt;br /&gt;
Any Fishing&lt;br /&gt;
Null&lt;br /&gt;
Here we have &lt;br /&gt;
prone &lt;br /&gt;
swimming &lt;br /&gt;
 lying&lt;br /&gt;
 standing&lt;br /&gt;
 own &lt;br /&gt;
guts&lt;br /&gt;
deep in &lt;br /&gt;
various&lt;br /&gt;
 rotten&lt;br /&gt;
 guts&lt;br /&gt;
many corpses&lt;br /&gt;
some corpses&lt;br /&gt;
a few corpses&lt;br /&gt;
much gore&lt;br /&gt;
some gore&lt;br /&gt;
a few corpse chunks&lt;br /&gt;
many bones&lt;br /&gt;
some bones&lt;br /&gt;
a few bones&lt;br /&gt;
many objects&lt;br /&gt;
some objects&lt;br /&gt;
a few objects&lt;br /&gt;
 stuck to &lt;br /&gt;
warm &lt;br /&gt;
damp &lt;br /&gt;
vomit-covered &lt;br /&gt;
blood-stained &lt;br /&gt;
pus-spattered &lt;br /&gt;
ichor-drenched &lt;br /&gt;
mossy &lt;br /&gt;
sculpted &lt;br /&gt;
detailed &lt;br /&gt;
rough-hewn &lt;br /&gt;
straight &lt;br /&gt;
smooth &lt;br /&gt;
exposed &lt;br /&gt;
pillar&lt;br /&gt;
fortification&lt;br /&gt;
cluster&lt;br /&gt;
wall&lt;br /&gt;
 all&lt;br /&gt;
 amidst &lt;br /&gt;
bloody&lt;br /&gt;
pus&lt;br /&gt;
pus-spattered&lt;br /&gt;
ichor&lt;br /&gt;
ichor-flecked&lt;br /&gt;
goo&lt;br /&gt;
gooey&lt;br /&gt;
slime&lt;br /&gt;
slimy&lt;br /&gt;
a pool of &lt;br /&gt;
chunky &lt;br /&gt;
a slurry of &lt;br /&gt;
a pile of &lt;br /&gt;
a spattering of &lt;br /&gt;
a pile of vomit&lt;br /&gt;
You slam&lt;br /&gt;
 into an obstacle and &lt;br /&gt;
blow&lt;br /&gt;
blows&lt;br /&gt;
 apart!&lt;br /&gt;
 into an obstacle!&lt;br /&gt;
you&lt;br /&gt;
 struck by a ball of flames!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
== Section ==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Random Buffer Overload&lt;br /&gt;
FUEL&lt;br /&gt;
AUTOMATIC&lt;br /&gt;
REAGENT&lt;br /&gt;
PRODUCT&lt;br /&gt;
PRODUCT_DIMENSION&lt;br /&gt;
PRODUCT_TO_CONTAINER&lt;br /&gt;
PRESERVE_REAGENT&lt;br /&gt;
: Unrecognized Reaction Token: &lt;br /&gt;
*** Error(s) finalizing the reaction &lt;br /&gt;
KILN&lt;br /&gt;
SMELTER&lt;br /&gt;
KITCHEN&lt;br /&gt;
 ore&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
== Worldgen Strings ==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Set Region Information Overflow&lt;br /&gt;
*START REGION SAVE*&lt;br /&gt;
*START REGION DIM SAVE*&lt;br /&gt;
*START REGION MAP SAVE*&lt;br /&gt;
*START REGION GEOLOGY SAVE*&lt;br /&gt;
*START REGION SUBREGION SAVE*&lt;br /&gt;
Not enough peaks: &lt;br /&gt;
&amp;lt;&lt;br /&gt;
Not enough medium altitudes&lt;br /&gt;
Not enough medium altitudes after shift down&lt;br /&gt;
Not enough low altitudes after shift down: &lt;br /&gt;
Not enough medium altitudes after shift up&lt;br /&gt;
Not enough high altitudes after shift up&lt;br /&gt;
Not enough partial edge oceans&lt;br /&gt;
Not enough complete edge oceans&lt;br /&gt;
Rainfall not evenly distributed: &lt;br /&gt;
Flat/rough areas not evenly distributed: &lt;br /&gt;
Savagery not evenly distributed&lt;br /&gt;
Volcanism not evenly distributed&lt;br /&gt;
Initial swamp square count fails by &lt;br /&gt;
Initial desert square count fails by &lt;br /&gt;
Initial forest square count fails by &lt;br /&gt;
Initial mountain square count fails by &lt;br /&gt;
Initial ocean square count fails by &lt;br /&gt;
Initial glacier square count fails by &lt;br /&gt;
Initial tundra square count fails by &lt;br /&gt;
Initial grassland square count fails by &lt;br /&gt;
Initial hill square count fails by &lt;br /&gt;
Not enough volcanos&lt;br /&gt;
Swamp region count fails by &lt;br /&gt;
Desert region count fails by &lt;br /&gt;
Forest region count fails by &lt;br /&gt;
Mountain region count fails by &lt;br /&gt;
Ocean region count fails by &lt;br /&gt;
Glacier region count fails by &lt;br /&gt;
Tundra region count fails by &lt;br /&gt;
Grassland region count fails by &lt;br /&gt;
Hill region count fails by &lt;br /&gt;
Not enough river start points before erosion&lt;br /&gt;
Not enough river start points after erosion&lt;br /&gt;
Too many distinct subregions (over by &lt;br /&gt;
 will be logged after parameter dump.&lt;br /&gt;
A world gen error from DF &lt;br /&gt;
Error sorting rivers: working with &lt;br /&gt;
 ran into &lt;br /&gt;
Not enough medium altitude locations after erosion&lt;br /&gt;
Not enough low altitude locations after erosion: &lt;br /&gt;
Not enough high altitude locations after erosion&lt;br /&gt;
Not enough mountain cave locations&lt;br /&gt;
Not enough mountain cave locations after location check&lt;br /&gt;
Not enough low-lying cave locations&lt;br /&gt;
Not enough low-lying cave locations after location check&lt;br /&gt;
Not enough entity placement locations&lt;br /&gt;
No entity definitions available&lt;br /&gt;
No controllable entity definitions available&lt;br /&gt;
Did not place controllable entity&lt;br /&gt;
Final swamp region count fails by &lt;br /&gt;
Final desert region count fails by &lt;br /&gt;
Final forest region count fails by &lt;br /&gt;
Final mountain region count fails by &lt;br /&gt;
Final ocean region count fails by &lt;br /&gt;
Final glacier region count fails by &lt;br /&gt;
Final tundra region count fails by &lt;br /&gt;
Final grassland region count fails by &lt;br /&gt;
Final hill region count fails by &lt;br /&gt;
It is raining outside.&lt;br /&gt;
It is snowing outside.&lt;br /&gt;
There is thick fog outside.&lt;br /&gt;
There is fog outside.&lt;br /&gt;
There is a thin mist outside.&lt;br /&gt;
You cannot see the sky clearly from here, but the available sunlight indicates &lt;br /&gt;
the night&lt;br /&gt;
the dawn&lt;br /&gt;
the day&lt;br /&gt;
the sunset&lt;br /&gt;
It is raining.&lt;br /&gt;
It is snowing.&lt;br /&gt;
There is a heavy blanket of fog enveloping everything.&lt;br /&gt;
Fog enshrouds the area.&lt;br /&gt;
There is a thin mist here.&lt;br /&gt;
The sky above you is nearly black, ripped through with towering clouds.&lt;br /&gt;
The sky above you is completely gray, with dark cloud pillars pressing through it.&lt;br /&gt;
A towering gray cloud descends from the white sky above you.&lt;br /&gt;
The sky above you is a uniform and dark gray.&lt;br /&gt;
The sky above you is gray.&lt;br /&gt;
The sky above you is hazy and white.&lt;br /&gt;
A dark, towering cloud rises into a striped sky.&lt;br /&gt;
Mounds of clouds are clustered through a striped sky.&lt;br /&gt;
There are scattered clouds underneath a striped sky.&lt;br /&gt;
The sky is striped with thin clouds.&lt;br /&gt;
A dark, menacing cloud towers above you, crowned by an anvil.&lt;br /&gt;
There are mounds of clouds above you, smooth on the bottom with prominent upward bulges.&lt;br /&gt;
There are scattered puffy clouds above you.&lt;br /&gt;
The sky is clear above you.&lt;br /&gt;
The sun is rising&lt;br /&gt;
 in the west&lt;br /&gt;
 in the east&lt;br /&gt;
The sun is&lt;br /&gt;
 low&lt;br /&gt;
 high&lt;br /&gt;
western&lt;br /&gt;
eastern&lt;br /&gt;
 sky&lt;br /&gt;
The sun is directly above you&lt;br /&gt;
The sun is setting&lt;br /&gt;
 to the east&lt;br /&gt;
 to the west&lt;br /&gt;
 behind the clouds&lt;br /&gt;
full moon&lt;br /&gt;
waxing gibbous moon&lt;br /&gt;
waxing half moon&lt;br /&gt;
waxing crecent moon&lt;br /&gt;
waning gibbous moon&lt;br /&gt;
waning half moon&lt;br /&gt;
waning crescent moon&lt;br /&gt;
 is rising&lt;br /&gt;
 is directly above you&lt;br /&gt;
 is setting&lt;br /&gt;
 bright behind the clouds&lt;br /&gt;
 pale behind the clouds&lt;br /&gt;
 hardly visible behind the clouds&lt;br /&gt;
The stars are out.&lt;br /&gt;
There is a strong breeze blowing from the &lt;br /&gt;
There is a cool breeze blowing from the &lt;br /&gt;
There is a gentle breeze blowing from the &lt;br /&gt;
south&lt;br /&gt;
north&lt;br /&gt;
east&lt;br /&gt;
west&lt;br /&gt;
Loop Erase River Overflow&lt;br /&gt;
Loop Erase River Placement Overflow&lt;br /&gt;
Loop Erase River Temp River Placement Overflow&lt;br /&gt;
territory_map-&lt;br /&gt;
historical_map-&lt;br /&gt;
world_map-&lt;br /&gt;
-world_gen_param&lt;br /&gt;
Inappropriate Waterlevel Biome Choice (2)&lt;br /&gt;
Inappropriate Waterlevel Biome Choice (4)&lt;br /&gt;
Midmap effective coordinate check out of bounds&lt;br /&gt;
[WORLD_GEN]&lt;br /&gt;
CUSTOM_NAME:&lt;br /&gt;
SEED:&lt;br /&gt;
HISTORY_SEED:&lt;br /&gt;
NAME_SEED:&lt;br /&gt;
CREATURE_SEED:&lt;br /&gt;
DIM:&lt;br /&gt;
EMBARK_POINTS:&lt;br /&gt;
END_YEAR:&lt;br /&gt;
BEAST_END_YEAR:&lt;br /&gt;
REVEAL_ALL_HISTORY:&lt;br /&gt;
CULL_HISTORICAL_FIGURES:&lt;br /&gt;
[ELEVATION_FREQUENCY:&lt;br /&gt;
[RAIN_FREQUENCY:&lt;br /&gt;
[DRAINAGE_FREQUENCY:&lt;br /&gt;
[TEMPERATURE_FREQUENCY:&lt;br /&gt;
[SAVAGERY_FREQUENCY:&lt;br /&gt;
[VOLCANISM_FREQUENCY:&lt;br /&gt;
TITAN_NUMBER:&lt;br /&gt;
TITAN_ATTACK_TRIGGER:&lt;br /&gt;
DEMON_NUMBER:&lt;br /&gt;
GOOD_SQ_COUNTS:&lt;br /&gt;
EVIL_SQ_COUNTS:&lt;br /&gt;
PEAK_NUMBER_MIN:&lt;br /&gt;
PARTIAL_OCEAN_EDGE_MIN:&lt;br /&gt;
COMPLETE_OCEAN_EDGE_MIN:&lt;br /&gt;
VOLCANO_MIN:&lt;br /&gt;
[REGION_COUNTS:&lt;br /&gt;
EROSION_CYCLE_COUNT:&lt;br /&gt;
RIVER_MINS:&lt;br /&gt;
PERIODICALLY_ERODE_EXTREMES:&lt;br /&gt;
OROGRAPHIC_PRECIPITATION:&lt;br /&gt;
SUBREGION_MAX:&lt;br /&gt;
CAVERN_LAYER_COUNT:&lt;br /&gt;
CAVERN_LAYER_OPENNESS_MIN:&lt;br /&gt;
CAVERN_LAYER_OPENNESS_MAX:&lt;br /&gt;
CAVERN_LAYER_PASSAGE_DENSITY_MIN:&lt;br /&gt;
CAVERN_LAYER_PASSAGE_DENSITY_MAX:&lt;br /&gt;
CAVERN_LAYER_WATER_MIN:&lt;br /&gt;
CAVERN_LAYER_WATER_MAX:&lt;br /&gt;
HAVE_BOTTOM_LAYER_1:&lt;br /&gt;
HAVE_BOTTOM_LAYER_2:&lt;br /&gt;
LEVELS_ABOVE_GROUND:&lt;br /&gt;
LEVELS_ABOVE_LAYER_1:&lt;br /&gt;
LEVELS_ABOVE_LAYER_2:&lt;br /&gt;
LEVELS_ABOVE_LAYER_3:&lt;br /&gt;
LEVELS_ABOVE_LAYER_4:&lt;br /&gt;
LEVELS_ABOVE_LAYER_5:&lt;br /&gt;
LEVELS_AT_BOTTOM:&lt;br /&gt;
CAVE_MIN_SIZE:&lt;br /&gt;
CAVE_MAX_SIZE:&lt;br /&gt;
MOUNTAIN_CAVE_MIN:&lt;br /&gt;
NON_MOUNTAIN_CAVE_MIN:&lt;br /&gt;
ALL_CAVES_VISIBLE:&lt;br /&gt;
SHOW_EMBARK_TUNNEL:&lt;br /&gt;
TOTAL_CIV_NUMBER:&lt;br /&gt;
TOTAL_CIV_POPULATION:&lt;br /&gt;
PLAYABLE_CIVILIZATION_REQUIRED:&lt;br /&gt;
ELEVATION_RANGES:&lt;br /&gt;
RAIN_RANGES:&lt;br /&gt;
DRAINAGE_RANGES:&lt;br /&gt;
SAVAGERY_RANGES:&lt;br /&gt;
VOLCANISM_RANGES:&lt;br /&gt;
feature-&lt;br /&gt;
data/save/current/feature-&lt;br /&gt;
Mountain-Slope Overflow&lt;br /&gt;
: Null Pop Num&lt;br /&gt;
Non-feature related elevation hole&lt;br /&gt;
You have located &lt;br /&gt;
&amp;quot;, a &lt;br /&gt;
fortress&lt;br /&gt;
dark tower&lt;br /&gt;
cave&lt;br /&gt;
forest retreat&lt;br /&gt;
town&lt;br /&gt;
important location&lt;br /&gt;
/site-&lt;br /&gt;
, Region Pop: Null Square Count&lt;br /&gt;
-world_history&lt;br /&gt;
: nomadic population of &lt;br /&gt;
Worship List&lt;br /&gt;
 List&lt;br /&gt;
[*] &lt;br /&gt;
 (b.&lt;br /&gt;
???&lt;br /&gt;
 d. &lt;br /&gt;
, Reign Began: &lt;br /&gt;
, Inherited&lt;br /&gt;
 from mother&lt;br /&gt;
 from father&lt;br /&gt;
 from paternal grandmother&lt;br /&gt;
 from paternal grandfather&lt;br /&gt;
 from maternal grandmother&lt;br /&gt;
 from maternal grandfather&lt;br /&gt;
, *** New Line&lt;br /&gt;
, *** Original Line&lt;br /&gt;
Married&lt;br /&gt;
 (d. &lt;br /&gt;
Never Married&lt;br /&gt;
No Children&lt;br /&gt;
 Child&lt;br /&gt;
 (out-lived)&lt;br /&gt;
 (out-lived &lt;br /&gt;
 of them)&lt;br /&gt;
 -- Ages&lt;br /&gt;
 at death&lt;br /&gt;
(d. &lt;br /&gt;
      &lt;br /&gt;
Worshipped &lt;br /&gt;
Worships &lt;br /&gt;
-world_sites_and_pops&lt;br /&gt;
Parent Civ: &lt;br /&gt;
Unnumbered &lt;br /&gt;
Unnumbered&lt;br /&gt;
Outdoor Animal Populations (Including Undead)&lt;br /&gt;
Underground Animal Populations (Including Undead)&lt;br /&gt;
data/save/current/region_snapshot-&lt;br /&gt;
region_snapshot-&lt;br /&gt;
Midmap creation failure on graphical map export: &lt;br /&gt;
Elevation negative on graphical map export (main)&lt;br /&gt;
Elevation negative on graphical map export (midmap)&lt;br /&gt;
RCP_BASIC_BODY&lt;br /&gt;
RCP_BASIC_BODY_STANCE&lt;br /&gt;
RCP_BASIC_BODY_STANCE_WITH_HEAD_FLAG&lt;br /&gt;
RCP_UPPER_BODY&lt;br /&gt;
RCP_LOWER_BODY&lt;br /&gt;
RCP_THORAX&lt;br /&gt;
RCP_ABDOMEN&lt;br /&gt;
RCP_CEPHALOTHORAX&lt;br /&gt;
RCP_HEAD&lt;br /&gt;
RCP_TWO_PART_ARMS&lt;br /&gt;
RCP_PINCERS&lt;br /&gt;
RCP_CLAW_ARMS&lt;br /&gt;
RCP_FIRST_SIMPLE_LEGS&lt;br /&gt;
RCP_SECOND_SIMPLE_LEGS&lt;br /&gt;
RCP_THIRD_SIMPLE_LEGS&lt;br /&gt;
RCP_FOURTH_SIMPLE_LEGS&lt;br /&gt;
RCP_FIFTH_SIMPLE_LEGS&lt;br /&gt;
RCP_SIMPLE_FRONT_LEGS&lt;br /&gt;
RCP_SIMPLE_REAR_LEGS&lt;br /&gt;
RCP_TWO_PART_LEGS&lt;br /&gt;
RCP_FRONT_FLIPPER&lt;br /&gt;
RCP_REAR_FLIPPER&lt;br /&gt;
RCP_TWO_FLIGHTLESS_WINGS&lt;br /&gt;
RCP_TWO_WINGS&lt;br /&gt;
RCP_TAIL&lt;br /&gt;
RCP_2_TAILS&lt;br /&gt;
RCP_3_TAILS&lt;br /&gt;
RCP_TAIL_STINGER&lt;br /&gt;
RCP_LOWER_BODY_STINGER&lt;br /&gt;
RCP_PROBOSCIS&lt;br /&gt;
RCP_TRUNK&lt;br /&gt;
RCP_SHELL&lt;br /&gt;
RCP_ANTENNAE&lt;br /&gt;
RCP_1_HEAD_HORN&lt;br /&gt;
RCP_2_HEAD_HORNS&lt;br /&gt;
RCP_3_HEAD_HORNS&lt;br /&gt;
RCP_4_HEAD_HORNS&lt;br /&gt;
RCP_LARGE_MANDIBLES&lt;br /&gt;
RCP_5_FINGERS&lt;br /&gt;
RCP_4_FINGERS&lt;br /&gt;
RCP_3_FINGERS&lt;br /&gt;
RCP_2_FINGERS&lt;br /&gt;
RCP_5_TOES&lt;br /&gt;
RCP_4_TOES&lt;br /&gt;
RCP_3_TOES&lt;br /&gt;
RCP_2_TOES&lt;br /&gt;
RCP_5_FRONT_TOES&lt;br /&gt;
RCP_4_FRONT_TOES&lt;br /&gt;
RCP_3_FRONT_TOES&lt;br /&gt;
RCP_2_FRONT_TOES&lt;br /&gt;
RCP_5_REAR_TOES&lt;br /&gt;
RCP_4_REAR_TOES&lt;br /&gt;
RCP_3_REAR_TOES&lt;br /&gt;
RCP_2_REAR_TOES&lt;br /&gt;
RCP_1_EYE&lt;br /&gt;
RCP_2_EYES&lt;br /&gt;
RCP_3_EYES&lt;br /&gt;
RCP_BEAK&lt;br /&gt;
RCP_NOSE&lt;br /&gt;
RCP_CHEEKS&lt;br /&gt;
RCP_LUNGS&lt;br /&gt;
RCP_HEART&lt;br /&gt;
RCP_GUTS&lt;br /&gt;
RCP_THROAT&lt;br /&gt;
RCP_SPINE&lt;br /&gt;
RCP_NECK&lt;br /&gt;
RCP_BRAIN&lt;br /&gt;
RCP_SKULL&lt;br /&gt;
RCP_MOUTH&lt;br /&gt;
RCP_TEETH&lt;br /&gt;
RCP_RIBS&lt;br /&gt;
RCP_RIBS_EXTERNAL&lt;br /&gt;
RCP_LIPS&lt;br /&gt;
RCP_EYELIDS&lt;br /&gt;
RCP_GLOSS_HOOF&lt;br /&gt;
RCP_GLOSS_PAW&lt;br /&gt;
Cannot generate random creatures -- missing body &lt;br /&gt;
Cannot generate random creatures -- missing body gloss &lt;br /&gt;
STANDARD_MATERIALS&lt;br /&gt;
STANDARD_TISSUES&lt;br /&gt;
CHITIN_MATERIALS&lt;br /&gt;
CHITIN_TISSUES&lt;br /&gt;
FACIAL_HAIR_TISSUES&lt;br /&gt;
HEAD_HAIR_TISSUE_LAYERS&lt;br /&gt;
FACIAL_HAIR_TISSUE_LAYERS&lt;br /&gt;
BODY_HAIR_TISSUE_LAYERS&lt;br /&gt;
VERTEBRATE_TISSUE_LAYERS&lt;br /&gt;
EXOSKELETON_TISSUE_LAYERS&lt;br /&gt;
STANDARD_HEAD_POSITIONS&lt;br /&gt;
HUMANOID_HEAD_POSITIONS&lt;br /&gt;
HUMANOID_RIBCAGE_POSITIONS&lt;br /&gt;
SHELL_POSITIONS&lt;br /&gt;
HUMANOID_RELSIZES&lt;br /&gt;
Cannot generate random creatures -- missing body detail plan &lt;br /&gt;
SKIN_TEMPLATE&lt;br /&gt;
FAT_TEMPLATE&lt;br /&gt;
MUSCLE_TEMPLATE&lt;br /&gt;
SINEW_TEMPLATE&lt;br /&gt;
BONE_TEMPLATE&lt;br /&gt;
CARTILAGE_TEMPLATE&lt;br /&gt;
HAIR_TEMPLATE&lt;br /&gt;
FEATHER_TEMPLATE&lt;br /&gt;
SCALE_TEMPLATE&lt;br /&gt;
NAIL_TEMPLATE&lt;br /&gt;
TOOTH_TEMPLATE&lt;br /&gt;
EYE_TEMPLATE&lt;br /&gt;
NERVE_TEMPLATE&lt;br /&gt;
BRAIN_TEMPLATE&lt;br /&gt;
LUNG_TEMPLATE&lt;br /&gt;
HEART_TEMPLATE&lt;br /&gt;
LIVER_TEMPLATE&lt;br /&gt;
GUT_TEMPLATE&lt;br /&gt;
STOMACH_TEMPLATE&lt;br /&gt;
PANCREAS_TEMPLATE&lt;br /&gt;
SPLEEN_TEMPLATE&lt;br /&gt;
KIDNEY_TEMPLATE&lt;br /&gt;
LEATHER_TEMPLATE&lt;br /&gt;
HORN_TEMPLATE&lt;br /&gt;
PEARL_TEMPLATE&lt;br /&gt;
SILK_TEMPLATE&lt;br /&gt;
BLOOD_TEMPLATE&lt;br /&gt;
ICHOR_TEMPLATE&lt;br /&gt;
GOO_TEMPLATE&lt;br /&gt;
SLIME_TEMPLATE&lt;br /&gt;
SHELL_TEMPLATE&lt;br /&gt;
SOAP_TEMPLATE&lt;br /&gt;
TALLOW_TEMPLATE&lt;br /&gt;
CHITIN_TEMPLATE&lt;br /&gt;
MILK_TEMPLATE&lt;br /&gt;
CREATURE_CHEESE_TEMPLATE&lt;br /&gt;
STRUCTURAL_PLANT_TEMPLATE&lt;br /&gt;
SEED_TEMPLATE&lt;br /&gt;
LEAF_TEMPLATE&lt;br /&gt;
THREAD_PLANT_TEMPLATE&lt;br /&gt;
PLANT_ALCOHOL_TEMPLATE&lt;br /&gt;
PLANT_POWDER_TEMPLATE&lt;br /&gt;
PLANT_EXTRACT_TEMPLATE&lt;br /&gt;
CREATURE_EXTRACT_TEMPLATE&lt;br /&gt;
FLAME_TEMPLATE&lt;br /&gt;
Cannot generate random creatures -- missing material template &lt;br /&gt;
CHEEK_WHISKERS_TEMPLATE&lt;br /&gt;
CHIN_WHISKERS_TEMPLATE&lt;br /&gt;
MOUSTACHE_TEMPLATE&lt;br /&gt;
SIDEBURNS_TEMPLATE&lt;br /&gt;
EYEBROW_TEMPLATE&lt;br /&gt;
EYELASH_TEMPLATE&lt;br /&gt;
CLAW_TEMPLATE&lt;br /&gt;
TALON_TEMPLATE&lt;br /&gt;
Cannot generate random creatures -- missing tissue template &lt;br /&gt;
*** Error(s) found in Random Creature Generation&lt;br /&gt;
FORGOTTEN_BEAST_&lt;br /&gt;
TITAN_&lt;br /&gt;
DEMON_&lt;br /&gt;
[GENERATED]&lt;br /&gt;
[FEATURE_BEAST]&lt;br /&gt;
[ATTACK_TRIGGER:0:0:50000]&lt;br /&gt;
[NAME:forgotten beast:forgotten beasts:forgotten beast]&lt;br /&gt;
[CASTE_NAME:forgotten beast:forgotten beasts:forgotten beast]&lt;br /&gt;
[NO_GENDER]&lt;br /&gt;
[CARNIVORE]&lt;br /&gt;
[NATURAL]&lt;br /&gt;
[TITAN]&lt;br /&gt;
[ATTACK_TRIGGER:&lt;br /&gt;
[NO_DRINK][NO_EAT][NO_SLEEP]&lt;br /&gt;
[UNIQUE_DEMON]&lt;br /&gt;
[CAN_LEARN][CAN_SPEAK]&lt;br /&gt;
[CASTE:FEMALE]&lt;br /&gt;
[FEMALE]&lt;br /&gt;
[CASTE:MALE]&lt;br /&gt;
[MALE]&lt;br /&gt;
[SELECT_CASTE:ALL]&lt;br /&gt;
[DEMON]&lt;br /&gt;
[LARGE_ROAMING]&lt;br /&gt;
[LARGE_PREDATOR]&lt;br /&gt;
[BIOME:SUBTERRANEAN_CHASM]&lt;br /&gt;
[UNDERGROUND_DEPTH:5:5]&lt;br /&gt;
[POPULATION_NUMBER:5:10]&lt;br /&gt;
[CLUSTER_NUMBER:1:5]&lt;br /&gt;
[PHYS_ATT_RANGE:STRENGTH:450:1050:1150:1250:1350:1550:2250]&lt;br /&gt;
[PHYS_ATT_RANGE:TOUGHNESS:450:1050:1150:1250:1350:1550:2250]&lt;br /&gt;
[PHYS_ATT_RANGE:ENDURANCE:450:1050:1150:1250:1350:1550:2250]&lt;br /&gt;
[PHYS_ATT_RANGE:RECUPERATION:450:1050:1150:1250:1350:1550:2250]&lt;br /&gt;
[PHYS_ATT_RANGE:DISEASE_RESISTANCE:700:1300:1400:1500:1600:1800:2500]&lt;br /&gt;
[MENT_ATT_RANGE:ANALYTICAL_ABILITY:1250:1500:1750:2000:2500:3000:5000]&lt;br /&gt;
[MENT_ATT_RANGE:FOCUS:1250:1500:1750:2000:2500:3000:5000]&lt;br /&gt;
[MENT_ATT_RANGE:WILLPOWER:1250:1500:1750:2000:2500:3000:5000]&lt;br /&gt;
[MENT_ATT_RANGE:PATIENCE:0:333:666:1000:2333:3666:5000]&lt;br /&gt;
[MENT_ATT_RANGE:MEMORY:1250:1500:1750:2000:2500:3000:5000]&lt;br /&gt;
[MENT_ATT_RANGE:LINGUISTIC_ABILITY:450:1050:1150:1250:1350:1550:2250]&lt;br /&gt;
[MENT_ATT_RANGE:MUSICALITY:0:333:666:1000:2333:3666:5000]&lt;br /&gt;
[MENT_ATT_RANGE:SOCIAL_AWARENESS:700:1300:1400:1500:1600:1800:2500]&lt;br /&gt;
[PERSONALITY:ANXIETY:0:0:0]&lt;br /&gt;
[PERSONALITY:DEPRESSION:0:0:0]&lt;br /&gt;
[PERSONALITY:SELF_CONSCIOUSNESS:0:0:0]&lt;br /&gt;
[PERSONALITY:VULNERABILITY:0:0:0]&lt;br /&gt;
[PERSONALITY:FRIENDLINESS:0:0:0]&lt;br /&gt;
[PERSONALITY:ASSERTIVENESS:100:100:100]&lt;br /&gt;
[PERSONALITY:CHEERFULNESS:0:0:0]&lt;br /&gt;
[PERSONALITY:TRUST:0:0:0]&lt;br /&gt;
[PERSONALITY:STRAIGHTFORWARDNESS:0:0:0]&lt;br /&gt;
[PERSONALITY:ALTRUISM:0:0:0]&lt;br /&gt;
[PERSONALITY:COOPERATION:0:0:0]&lt;br /&gt;
[PERSONALITY:SYMPATHY:0:0:0]&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;
[LIKES_FIGHTING][MAGMA_VISION]&lt;br /&gt;
[EVIL]&lt;br /&gt;
[FANCIFUL]&lt;br /&gt;
[AMPHIBIOUS]&lt;br /&gt;
[BIOME:SUBTERRANEAN_WATER]&lt;br /&gt;
[PETVALUE:2000]&lt;br /&gt;
[GRASSTRAMPLE:20]&lt;br /&gt;
[BUILDINGDESTROYER:2]&lt;br /&gt;
[ALL_ACTIVE]&lt;br /&gt;
[SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
[TRAPAVOID]&lt;br /&gt;
[NOPAIN]&lt;br /&gt;
[NOSTUN]&lt;br /&gt;
[NONAUSEA]&lt;br /&gt;
[NOFEAR]&lt;br /&gt;
[NOEXERT]&lt;br /&gt;
[NO_DIZZINESS]&lt;br /&gt;
[NO_FEVERS]&lt;br /&gt;
[BENIGN]&lt;br /&gt;
[SPHERE:&lt;br /&gt;
[BODY_SIZE:0:0:&lt;br /&gt;
[CREATURE_TILE:&lt;br /&gt;
'&amp;amp;'&lt;br /&gt;
[NO_THOUGHT_CENTER_FOR_MOVEMENT]&lt;br /&gt;
[BODY&lt;br /&gt;
[BODYGLOSS&lt;br /&gt;
[FLIER]&lt;br /&gt;
[CANOPENDOORS]&lt;br /&gt;
[EQUIPS]&lt;br /&gt;
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:CHITIN:CHITIN_TEMPLATE]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:SCALE:SCALE_TEMPLATE]&lt;br /&gt;
[BODY_DETAIL_PLAN:STANDARD_TISSUES]&lt;br /&gt;
	[USE_TISSUE_TEMPLATE:CHITIN:CHITIN_TEMPLATE]&lt;br /&gt;
	[USE_TISSUE_TEMPLATE:SCALE:SCALE_TEMPLATE]&lt;br /&gt;
	[REMOVE_MATERIAL:HAIR]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:FEATHER:FEATHER_TEMPLATE]&lt;br /&gt;
	[REMOVE_TISSUE:HAIR]&lt;br /&gt;
	[USE_TISSUE_TEMPLATE:FEATHER:FEATHER_TEMPLATE]&lt;br /&gt;
	[REMOVE_MATERIAL:SKIN]&lt;br /&gt;
	[REMOVE_TISSUE:SKIN]&lt;br /&gt;
	[REMOVE_MATERIAL:BONE]&lt;br /&gt;
	[REMOVE_TISSUE:BONE]&lt;br /&gt;
[USE_MATERIAL_TEMPLATE:HORN:HORN_TEMPLATE]&lt;br /&gt;
[USE_TISSUE_TEMPLATE:HORN:HORN_TEMPLATE]&lt;br /&gt;
[USE_MATERIAL_TEMPLATE:SHELL:SHELL_TEMPLATE]&lt;br /&gt;
[USE_TISSUE_TEMPLATE:SHELL:SHELL_TEMPLATE]&lt;br /&gt;
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:NONE:FAT:MUSCLE:BONE:CARTILAGE]&lt;br /&gt;
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SCALE:FAT:MUSCLE:BONE:CARTILAGE]&lt;br /&gt;
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]&lt;br /&gt;
[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]&lt;br /&gt;
[BODY_DETAIL_PLAN:HUMANOID_HEAD_POSITIONS]&lt;br /&gt;
[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]&lt;br /&gt;
[BODY_DETAIL_PLAN:HUMANOID_RELSIZES]&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;
[BODY_DETAIL_PLAN:EXOSKELETON_TISSUE_LAYERS:CHITIN:FAT:MUSCLE]&lt;br /&gt;
[BODY_DETAIL_PLAN:EXOSKELETON_TISSUE_LAYERS:SKIN:FAT:MUSCLE]&lt;br /&gt;
shadow&lt;br /&gt;
soot&lt;br /&gt;
embers&lt;br /&gt;
cinders&lt;br /&gt;
composed of ash&lt;br /&gt;
shade&lt;br /&gt;
sludge&lt;br /&gt;
composed of mud&lt;br /&gt;
brown&lt;br /&gt;
slick&lt;br /&gt;
quagmire&lt;br /&gt;
composed of vomit&lt;br /&gt;
green&lt;br /&gt;
disgusting appearance&lt;br /&gt;
brine&lt;br /&gt;
composed of salt&lt;br /&gt;
white&lt;br /&gt;
composed of grime and filth&lt;br /&gt;
waste&lt;br /&gt;
composed of snow&lt;br /&gt;
blizzard&lt;br /&gt;
slush&lt;br /&gt;
sleet&lt;br /&gt;
composed of water&lt;br /&gt;
flood&lt;br /&gt;
tear&lt;br /&gt;
composed of steam&lt;br /&gt;
boiling&lt;br /&gt;
FLAME&lt;br /&gt;
flame&lt;br /&gt;
composed of flame&lt;br /&gt;
red&lt;br /&gt;
inferno&lt;br /&gt;
flare&lt;br /&gt;
flash&lt;br /&gt;
flaming&lt;br /&gt;
scorching&lt;br /&gt;
composed of amber&lt;br /&gt;
composed of coral&lt;br /&gt;
composed of green glass&lt;br /&gt;
composed of clear glass&lt;br /&gt;
composed of crystal glass&lt;br /&gt;
composed of coke&lt;br /&gt;
composed of charcoal&lt;br /&gt;
black&lt;br /&gt;
composed of solid salt&lt;br /&gt;
composed of ice&lt;br /&gt;
composed of &lt;br /&gt;
[USE_MATERIAL_TEMPLATE:&lt;br /&gt;
[MAT_FIXED_TEMP:&lt;br /&gt;
[TISSUE:UNIFORM_TIS]&lt;br /&gt;
[TISSUE_NAME:tissue:NP]&lt;br /&gt;
[TISSUE_MATERIAL:&lt;br /&gt;
[TISSUE_MAT_STATE:&lt;br /&gt;
[MUSCULAR]&lt;br /&gt;
[FUNCTIONAL]&lt;br /&gt;
[STRUCTURAL]&lt;br /&gt;
[RELATIVE_THICKNESS:1]&lt;br /&gt;
[CONNECTS]&lt;br /&gt;
[TISSUE_SHAPE:LAYER]&lt;br /&gt;
[TISSUE_LAYER:BY_CATEGORY:ALL:UNIFORM_TIS]&lt;br /&gt;
[EXTRAVISION]&lt;br /&gt;
[CANNOT_UNDEAD]&lt;br /&gt;
[NOT_BUTCHERABLE]&lt;br /&gt;
[FIREBREATH]&lt;br /&gt;
[COLOR:&lt;br /&gt;
[NOBREATHE]&lt;br /&gt;
[FIXED_TEMP:&lt;br /&gt;
[HOMEOTHERM:10040]&lt;br /&gt;
[BODY_DETAIL_PLAN:BODY_HAIR_TISSUE_LAYERS:HAIR]&lt;br /&gt;
[BODY_DETAIL_PLAN:BODY_HAIR_TISSUE_LAYERS:FEATHER]&lt;br /&gt;
[BODY_DETAIL_PLAN:BODY_HAIR_TISSUE_LAYERS:SCALE]&lt;br /&gt;
	[STATE_COLOR:ALL_SOLID:&lt;br /&gt;
[SELECT_MATERIAL:HAIR]&lt;br /&gt;
[SELECT_MATERIAL:HAIR]&lt;br /&gt;
[SELECT_MATERIAL:FEATHER]&lt;br /&gt;
[SELECT_MATERIAL:SCALE]&lt;br /&gt;
[SELECT_MATERIAL:CHITIN]&lt;br /&gt;
[SELECT_MATERIAL:SKIN]&lt;br /&gt;
[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]&lt;br /&gt;
 [PLUS_TISSUE_LAYER:SCALE:BY_CATEGORY:THROAT]&lt;br /&gt;
	[TL_MAJOR_ARTERIES]&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;
[USE_MATERIAL_TEMPLATE:ICHOR:ICHOR_TEMPLATE]&lt;br /&gt;
[BLOOD:LOCAL_CREATURE_MAT:ICHOR:LIQUID]&lt;br /&gt;
[USE_MATERIAL_TEMPLATE:GOO:GOO_TEMPLATE]&lt;br /&gt;
[BLOOD:LOCAL_CREATURE_MAT:GOO:LIQUID]&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:FINGER:CLAW:FRONT]&lt;br /&gt;
[TISSUE_LAYER:BY_CATEGORY:TOE:CLAW:FRONT]&lt;br /&gt;
[USE_MATERIAL_TEMPLATE:NAIL:NAIL_TEMPLATE]&lt;br /&gt;
[USE_TISSUE_TEMPLATE:NAIL:NAIL_TEMPLATE]&lt;br /&gt;
[TISSUE_LAYER:BY_CATEGORY:FINGER:NAIL:FRONT]&lt;br /&gt;
[TISSUE_LAYER:BY_CATEGORY:TOE:NAIL:FRONT]&lt;br /&gt;
[USE_MATERIAL_TEMPLATE:TALON:NAIL_TEMPLATE]&lt;br /&gt;
[USE_TISSUE_TEMPLATE:TALON:TALON_TEMPLATE]&lt;br /&gt;
[TISSUE_LAYER:BY_CATEGORY:FINGER:TALON:FRONT]&lt;br /&gt;
[TISSUE_LAYER:BY_CATEGORY:TOE:TALON:FRONT]&lt;br /&gt;
[SELECT_MATERIAL:BLOOD]&lt;br /&gt;
[SELECT_MATERIAL:ICHOR]&lt;br /&gt;
[SELECT_MATERIAL:GOO]&lt;br /&gt;
[USE_MATERIAL_TEMPLATE:POISON:CREATURE_EXTRACT_TEMPLATE]&lt;br /&gt;
	[MELTING_POINT:9800]&lt;br /&gt;
	[BOILING_POINT:9900]&lt;br /&gt;
	[MELTING_POINT:10200]&lt;br /&gt;
	[BOILING_POINT:10400]&lt;br /&gt;
	[ENTERS_BLOOD]&lt;br /&gt;
	[SYNDROME]&lt;br /&gt;
		[SYN_NAME:beast sickness]&lt;br /&gt;
		[SYN_NAME:titan sickness]&lt;br /&gt;
		[SYN_NAME:demon sickness]&lt;br /&gt;
		[SYN_AFFECTED_CLASS:GENERAL_POISON]&lt;br /&gt;
		[SYN_IMMUNE_CREATURE:&lt;br /&gt;
:ALL]&lt;br /&gt;
		[SYN_INJECTED][SYN_CONTACT][SYN_INHALED]&lt;br /&gt;
		[&lt;br /&gt;
:SEV:100:PROB:100&lt;br /&gt;
:START:&lt;br /&gt;
:PEAK:&lt;br /&gt;
:END:&lt;br /&gt;
:LOCALIZED&lt;br /&gt;
:BP:BY_CATEGORY:ALL:ALL&lt;br /&gt;
:VASCULAR_ONLY&lt;br /&gt;
:MUSCULAR_ONLY&lt;br /&gt;
:BP:BY_CATEGORY:ALL:SKIN&lt;br /&gt;
:BP:BY_CATEGORY:ALL:FAT&lt;br /&gt;
:BP:BY_CATEGORY:ALL:MUSCLE&lt;br /&gt;
:BP:BY_CATEGORY:ALL:EYE&lt;br /&gt;
:BP:BY_CATEGORY:ALL:NERVE&lt;br /&gt;
:BP:BY_CATEGORY:ALL:BRAIN&lt;br /&gt;
:BP:BY_CATEGORY:ALL:LUNG&lt;br /&gt;
:BP:BY_CATEGORY:ALL:HEART&lt;br /&gt;
:BP:BY_CATEGORY:ALL:LIVER&lt;br /&gt;
:BP:BY_CATEGORY:ALL:GUT&lt;br /&gt;
:BP:BY_CATEGORY:ALL:STOMACH&lt;br /&gt;
:BP:BY_CATEGORY:ALL:PANCREAS&lt;br /&gt;
:BP:BY_CATEGORY:ALL:SPLEEN&lt;br /&gt;
:BP:BY_CATEGORY:ALL:KIDNEY&lt;br /&gt;
:RESISTABLE&lt;br /&gt;
:SIZE_DELAYS&lt;br /&gt;
:SIZE_DILUTES&lt;br /&gt;
[WEBBER]&lt;br /&gt;
[SECRETION:LOCAL_CREATURE_MAT:POISON:&lt;br /&gt;
:BY_CATEGORY:ALL:&lt;br /&gt;
SKIN&lt;br /&gt;
SCALE&lt;br /&gt;
CHITIN&lt;br /&gt;
[MATERIAL_BREATH_ATTACK:LOCAL_CREATURE_MAT:POISON:TRAILING_DUST_FLOW]&lt;br /&gt;
[MATERIAL_BREATH_ATTACK:LOCAL_CREATURE_MAT:POISON:TRAILING_VAPOR_FLOW]&lt;br /&gt;
[MATERIAL_BREATH_ATTACK:LOCAL_CREATURE_MAT:POISON:TRAILING_GAS_FLOW]&lt;br /&gt;
[MATERIAL_BREATH_ATTACK:LOCAL_CREATURE_MAT:POISON:SOLID_GLOB]&lt;br /&gt;
[MATERIAL_BREATH_ATTACK:LOCAL_CREATURE_MAT:POISON:LIQUID_GLOB]&lt;br /&gt;
[MATERIAL_BREATH_ATTACK:LOCAL_CREATURE_MAT:POISON:UNDIRECTED_DUST]&lt;br /&gt;
[MATERIAL_BREATH_ATTACK:LOCAL_CREATURE_MAT:POISON:UNDIRECTED_VAPOR]&lt;br /&gt;
[MATERIAL_BREATH_ATTACK:LOCAL_CREATURE_MAT:POISON:UNDIRECTED_GAS]&lt;br /&gt;
[FIREIMMUNE]&lt;br /&gt;
[ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP]&lt;br /&gt;
	[ATTACK_SKILL:GRASP_STRIKE]&lt;br /&gt;
	[ATTACK_VERB:punch:punches]&lt;br /&gt;
	[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
	[ATTACK_FLAG_WITH]&lt;br /&gt;
	[ATTACK_PRIORITY:MAIN]&lt;br /&gt;
[ATTACK:PINCER:BODYPART:BY_CATEGORY:PINCER]&lt;br /&gt;
	[ATTACK_VERB:snatch:snatches]&lt;br /&gt;
	[ATTACK_PENETRATION_PERC:100]&lt;br /&gt;
	[ATTACK_FLAG_EDGE]&lt;br /&gt;
	[ATTACK_FLAG_CANLATCH]&lt;br /&gt;
[ATTACK:KICK:BODYPART:BY_TYPE:STANCE]&lt;br /&gt;
	[ATTACK_SKILL:STANCE_STRIKE]&lt;br /&gt;
	[ATTACK_VERB:kick:kicks]&lt;br /&gt;
[ATTACK:STING:BODYPART:BY_CATEGORY:STINGER]&lt;br /&gt;
	[ATTACK_VERB:sting:stings]&lt;br /&gt;
	[ATTACK_CONTACT_PERC:5]&lt;br /&gt;
	[SPECIALATTACK_INJECT_EXTRACT:LOCAL_CREATURE_MAT:POISON:LIQUID:100:100]&lt;br /&gt;
[ATTACK:SUCK:BODYPART:BY_CATEGORY:PROBOSCIS]&lt;br /&gt;
	[ATTACK_SKILL:BITE]&lt;br /&gt;
	[ATTACK_VERB:stab:stabs]&lt;br /&gt;
	[SPECIALATTACK_SUCK_BLOOD:50:100]&lt;br /&gt;
[ATTACK:HORN:BODYPART:BY_CATEGORY:HORN]&lt;br /&gt;
	[ATTACK_VERB:gore:gores]&lt;br /&gt;
[ATTACK:BITE:BODYPART:BY_CATEGORY:MANDIBLE]&lt;br /&gt;
	[ATTACK_VERB:bite:bites]&lt;br /&gt;
[ATTACK:BITE:BODYPART:BY_CATEGORY:BEAK]&lt;br /&gt;
[ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH]&lt;br /&gt;
[ATTACK:BITE:BODYPART:BY_CATEGORY:MOUTH]&lt;br /&gt;
[ATTACK:FSCRATCH:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:GRASP:BY_CATEGORY:ALL:CLAW]&lt;br /&gt;
	[ATTACK_VERB:scratch:scratches]&lt;br /&gt;
[ATTACK:TSCRATCH:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:STANCE:BY_CATEGORY:ALL:CLAW]&lt;br /&gt;
[ATTACK:FSCRATCH:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:GRASP:BY_CATEGORY:ALL:NAIL]&lt;br /&gt;
	[ATTACK_PRIORITY:SECOND]&lt;br /&gt;
[ATTACK:TSCRATCH:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:STANCE:BY_CATEGORY:ALL:NAIL]&lt;br /&gt;
[ATTACK:FSCRATCH:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:GRASP:BY_CATEGORY:ALL:TALON]&lt;br /&gt;
[ATTACK:TSCRATCH:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:STANCE:BY_CATEGORY:ALL:TALON]&lt;br /&gt;
[SELECT_MATERIAL:ALL]&lt;br /&gt;
	[MAT_FIXED_TEMP:&lt;br /&gt;
	[HEATDAM_POINT:NONE]&lt;br /&gt;
	[COLDDAM_POINT:NONE]&lt;br /&gt;
	[IGNITE_POINT:NONE]&lt;br /&gt;
[DESCRIPTION:A&lt;br /&gt;
 great&lt;br /&gt;
 gigantic&lt;br /&gt;
 towering&lt;br /&gt;
n enormous&lt;br /&gt;
 huge&lt;br /&gt;
hairy &lt;br /&gt;
feathered &lt;br /&gt;
scaly &lt;br /&gt;
armored &lt;br /&gt;
fleshy &lt;br /&gt;
eyeless &lt;br /&gt;
one-eyed &lt;br /&gt;
three-eyed &lt;br /&gt;
beakless &lt;br /&gt;
noseless &lt;br /&gt;
skinless &lt;br /&gt;
six-legged &lt;br /&gt;
eight-legged &lt;br /&gt;
 twisted into humanoid form&lt;br /&gt;
 in humanoid form&lt;br /&gt;
 with external ribs&lt;br /&gt;
 with lidless eyes&lt;br /&gt;
  It has &lt;br /&gt;
thin wings of stretched skin&lt;br /&gt;
wings&lt;br /&gt;
feathered wings&lt;br /&gt;
lacy wings&lt;br /&gt;
  It has two &lt;br /&gt;
  It has three &lt;br /&gt;
  It has a &lt;br /&gt;
long, hanging&lt;br /&gt;
long, straight&lt;br /&gt;
long, curly&lt;br /&gt;
short&lt;br /&gt;
stubby&lt;br /&gt;
narrow&lt;br /&gt;
 tails&lt;br /&gt;
 tail&lt;br /&gt;
  It has a proboscis&lt;br /&gt;
  It has a long, swinging trunk&lt;br /&gt;
  It has a short trunk&lt;br /&gt;
  It has a fat, bulging trunk&lt;br /&gt;
  It has a twisting, jointed trunk&lt;br /&gt;
  It has a curling trunk&lt;br /&gt;
  It has a knobby trunk&lt;br /&gt;
  It has a round shell&lt;br /&gt;
  It has a spiral shell&lt;br /&gt;
  It has a square shell&lt;br /&gt;
  It has a knobby shell&lt;br /&gt;
  It has an enormous shell&lt;br /&gt;
  It has a broad shell&lt;br /&gt;
  It has a pair of long antennae&lt;br /&gt;
  It has a pair of fan-like antennae&lt;br /&gt;
  It has a pair of spindly antennae&lt;br /&gt;
  It has a pair of squat antennae&lt;br /&gt;
  It has a pair of branching antennae&lt;br /&gt;
  It has a pair of knobby antennae&lt;br /&gt;
  It has four &lt;br /&gt;
long, spiral&lt;br /&gt;
long, curving&lt;br /&gt;
broad&lt;br /&gt;
 horns&lt;br /&gt;
 horn&lt;br /&gt;
  It has large mandibles&lt;br /&gt;
it bears a look of unbelievable peace&lt;br /&gt;
peaceful nature&lt;br /&gt;
it emanates an aura of giving and kindness&lt;br /&gt;
kind nature&lt;br /&gt;
joy marks its every movement&lt;br /&gt;
joyful nature&lt;br /&gt;
it moves its will in accordance with the truth of things&lt;br /&gt;
it is ravening&lt;br /&gt;
it is slavering&lt;br /&gt;
it belches and croaks&lt;br /&gt;
it undulates rhythmically&lt;br /&gt;
rhythmic undulations&lt;br /&gt;
it squirms and fidgets&lt;br /&gt;
it has a bloated body&lt;br /&gt;
bloated appearance&lt;br /&gt;
it has a gaunt appearance&lt;br /&gt;
it appears to be emaciated&lt;br /&gt;
it chants ceaselessly&lt;br /&gt;
it murmurs horrible curses&lt;br /&gt;
it spouts gibberish periodically&lt;br /&gt;
it knows and intones the names of all it encounters&lt;br /&gt;
it repeatedly makes threats of torture and death&lt;br /&gt;
it has a regal bearing&lt;br /&gt;
it has an austere look about it&lt;br /&gt;
it moves deliberately&lt;br /&gt;
it moves about carelessly&lt;br /&gt;
.  Its &lt;br /&gt;
 hair is &lt;br /&gt;
long and shaggy&lt;br /&gt;
very curly&lt;br /&gt;
short and even&lt;br /&gt;
patchy&lt;br /&gt;
unkempt&lt;br /&gt;
long and straight&lt;br /&gt;
long and wavy&lt;br /&gt;
 feathers are &lt;br /&gt;
fluffed-out&lt;br /&gt;
downy&lt;br /&gt;
long and broad&lt;br /&gt;
long and sparse&lt;br /&gt;
long and narrow&lt;br /&gt;
 scales are &lt;br /&gt;
round&lt;br /&gt;
blocky&lt;br /&gt;
jagged&lt;br /&gt;
oval-shaped&lt;br /&gt;
overlapping&lt;br /&gt;
set far apart&lt;br /&gt;
close-set&lt;br /&gt;
 exoskeleton is &lt;br /&gt;
waxy&lt;br /&gt;
leathery&lt;br /&gt;
warty&lt;br /&gt;
sleek and smooth&lt;br /&gt;
rough and cracked&lt;br /&gt;
wrinkled&lt;br /&gt;
 skin is &lt;br /&gt;
  Beware its poisonous sting!&lt;br /&gt;
  Beware its poisonous bite!&lt;br /&gt;
  Beware its hunger for warm blood!&lt;br /&gt;
  Beware its fire!&lt;br /&gt;
  Beware its webs!&lt;br /&gt;
  Beware its deadly dust!&lt;br /&gt;
  Beware its poisonous vapors!&lt;br /&gt;
  Beware its poisonous gas!&lt;br /&gt;
  Beware its deadly spittle!&lt;br /&gt;
  Beware its noxious secretions!&lt;br /&gt;
  Beware its deadly blood!&lt;br /&gt;
horrifying features&lt;br /&gt;
[PREFSTRING:&lt;br /&gt;
swamp&lt;br /&gt;
marsh&lt;br /&gt;
sand&lt;br /&gt;
desert&lt;br /&gt;
taiga&lt;br /&gt;
jungle&lt;br /&gt;
forest&lt;br /&gt;
mountain&lt;br /&gt;
ocean&lt;br /&gt;
lake&lt;br /&gt;
glacier&lt;br /&gt;
tundra&lt;br /&gt;
brush&lt;br /&gt;
savanna&lt;br /&gt;
plains&lt;br /&gt;
hill&lt;br /&gt;
 titan:&lt;br /&gt;
 titans:&lt;br /&gt;
-titan]&lt;br /&gt;
[GO_TO_START]&lt;br /&gt;
[NAME:&lt;br /&gt;
[CASTE_NAME:&lt;br /&gt;
winged&lt;br /&gt;
horned&lt;br /&gt;
skinless&lt;br /&gt;
three-eyed&lt;br /&gt;
one-eyed&lt;br /&gt;
eyeless&lt;br /&gt;
blind&lt;br /&gt;
demon&lt;br /&gt;
demons&lt;br /&gt;
demonic&lt;br /&gt;
devil&lt;br /&gt;
devils&lt;br /&gt;
devilish&lt;br /&gt;
fiend&lt;br /&gt;
fiends&lt;br /&gt;
brute&lt;br /&gt;
brutes&lt;br /&gt;
monster&lt;br /&gt;
monsters&lt;br /&gt;
spirit&lt;br /&gt;
spirits&lt;br /&gt;
ghost&lt;br /&gt;
ghosts&lt;br /&gt;
banshee&lt;br /&gt;
banshees&lt;br /&gt;
haunt&lt;br /&gt;
haunts&lt;br /&gt;
phantom&lt;br /&gt;
phantoms&lt;br /&gt;
specter&lt;br /&gt;
specters&lt;br /&gt;
wraith&lt;br /&gt;
wraiths&lt;br /&gt;
The Arena&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Section ==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
==&lt;br /&gt;
!=&lt;br /&gt;
&amp;gt;=&lt;br /&gt;
&amp;lt;=&lt;br /&gt;
DREAM&lt;br /&gt;
UNDEAD_ARMY&lt;br /&gt;
DIPEV&lt;br /&gt;
MEETING&lt;br /&gt;
DIPSCRIPT&lt;br /&gt;
SETVAR&lt;br /&gt;
UNIT&lt;br /&gt;
LONG&lt;br /&gt;
ACTION&lt;br /&gt;
IF&lt;br /&gt;
ELSE&lt;br /&gt;
ENDIF&lt;br /&gt;
TEXTVIEWER&lt;br /&gt;
HISTORY_DIPEV&lt;br /&gt;
DISCUSS&lt;br /&gt;
TOPICDISCUSSION&lt;br /&gt;
CONSTRUCTTOPICLIST&lt;br /&gt;
DIPEVENT&lt;br /&gt;
INVASION&lt;br /&gt;
data/dipscript/text/&lt;br /&gt;
FIRSTCONTACT&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
== World / Biome Strings ==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Connectivity Overflow&lt;br /&gt;
Connectivity Placement Overflow&lt;br /&gt;
Update Connectivity Placement Overflow&lt;br /&gt;
FLUX&lt;br /&gt;
  Choose Fortress Location  &lt;br /&gt;
Local&lt;br /&gt;
Region&lt;br /&gt;
World&lt;br /&gt;
Temperate Conifer Forest&lt;br /&gt;
Tropical Dry Brdlf Forest&lt;br /&gt;
Tropical Moist Brdlf Forst&lt;br /&gt;
Temperature: &lt;br /&gt;
Freezing&lt;br /&gt;
Temperate&lt;br /&gt;
Warm&lt;br /&gt;
Scorching&lt;br /&gt;
Trees: &lt;br /&gt;
Scarce&lt;br /&gt;
Sparse&lt;br /&gt;
Woodland&lt;br /&gt;
Heavily Forested&lt;br /&gt;
Other Vegetation: &lt;br /&gt;
Moderate&lt;br /&gt;
Thick&lt;br /&gt;
Surroundings: &lt;br /&gt;
Serene&lt;br /&gt;
Calm&lt;br /&gt;
Sinister&lt;br /&gt;
Mirthful&lt;br /&gt;
Wilderness&lt;br /&gt;
Haunted&lt;br /&gt;
Joyous Wilds&lt;br /&gt;
Untamed Wilds&lt;br /&gt;
Terrifying&lt;br /&gt;
Multiple Constructions&lt;br /&gt;
Major River: &lt;br /&gt;
River: &lt;br /&gt;
Minor River: &lt;br /&gt;
Stream: &lt;br /&gt;
Brook: &lt;br /&gt;
Volcano: &lt;br /&gt;
Mountain: &lt;br /&gt;
Neighbors&lt;br /&gt;
War&lt;br /&gt;
--------&lt;br /&gt;
No Trade&lt;br /&gt;
Your Civilization&lt;br /&gt;
Relative Elevation&lt;br /&gt;
Cliff Indicator&lt;br /&gt;
Flat&lt;br /&gt;
Slopes&lt;br /&gt;
Low Cliffs&lt;br /&gt;
Medium Cliffs&lt;br /&gt;
High Cliffs&lt;br /&gt;
Very High Cliffs (10+)&lt;br /&gt;
Extreme Cliffs (20+)&lt;br /&gt;
Reclaim &lt;br /&gt;
Searching &lt;br /&gt;
Find Desired Location&lt;br /&gt;
No Suitable Site&lt;br /&gt;
Partial Candidate&lt;br /&gt;
Suitable Site&lt;br /&gt;
X Dimension&lt;br /&gt;
Y Dimension&lt;br /&gt;
Rain&lt;br /&gt;
Flux Stone&lt;br /&gt;
Aquifer&lt;br /&gt;
Underground River&lt;br /&gt;
Underground Pool&lt;br /&gt;
Magma Pool&lt;br /&gt;
Magma Pipe&lt;br /&gt;
Bottomless Pit&lt;br /&gt;
Other Features&lt;br /&gt;
Medium&lt;br /&gt;
Reclaim a Fortress&lt;br /&gt;
: Change Mode&lt;br /&gt;
: Text Done&lt;br /&gt;
: Enter Text&lt;br /&gt;
: Move Local Area&lt;br /&gt;
: Resize Local Area&lt;br /&gt;
: Symbol Select&lt;br /&gt;
: Adopt Symbol&lt;br /&gt;
: List&lt;br /&gt;
Movement keys control region cursor.&lt;br /&gt;
: Add Note&lt;br /&gt;
: View Note&lt;br /&gt;
: Delete Note&lt;br /&gt;
NOTICE: Notes are saved only when you save/lose your fort.&lt;br /&gt;
: Change Selection&lt;br /&gt;
: Do Search&lt;br /&gt;
: Reclaim!&lt;br /&gt;
: Cancel Reclaim&lt;br /&gt;
: Embark!&lt;br /&gt;
: Reclaim&lt;br /&gt;
: Find Desired Location&lt;br /&gt;
: Notes&lt;br /&gt;
: View Biome&lt;br /&gt;
Are you sure you want to embark here?&lt;br /&gt;
This is your only warning!&lt;br /&gt;
You have selected the largest possible area.&lt;br /&gt;
You have selected a very large area.&lt;br /&gt;
You have selected a large area.&lt;br /&gt;
Choose a smaller area if you experience lags.&lt;br /&gt;
You have selected an area with salt water.&lt;br /&gt;
It might be very difficult to survive here.&lt;br /&gt;
You have selected an area with an aquifer.&lt;br /&gt;
It might be very difficult to obtain stone here.&lt;br /&gt;
  Choose Name  &lt;br /&gt;
Singular Noun&lt;br /&gt;
Plural Noun&lt;br /&gt;
Adjective&lt;br /&gt;
Prefix&lt;br /&gt;
Present (1st)&lt;br /&gt;
Present (3rd)&lt;br /&gt;
Preterite&lt;br /&gt;
Past Participle&lt;br /&gt;
Present Participle&lt;br /&gt;
: Clear&lt;br /&gt;
 to move.  &lt;br /&gt;
 to use selected word.  You can also use the mouse.&lt;br /&gt;
Front Compound&lt;br /&gt;
Rear Compound&lt;br /&gt;
First Adjective&lt;br /&gt;
Second Adjective&lt;br /&gt;
Hyphen Compound&lt;br /&gt;
The X&lt;br /&gt;
Of X&lt;br /&gt;
Could not give dwarf &lt;br /&gt;
 skill: &lt;br /&gt;
No dwarf in position &lt;br /&gt;
Cannot afford &lt;br /&gt;
No &lt;br /&gt;
 available&lt;br /&gt;
  Prepare for the Expedition to &lt;br /&gt;
  Prepare for the Journey to &lt;br /&gt;
Play Now!&lt;br /&gt;
Prepare for the journey carefully&lt;br /&gt;
Use &lt;br /&gt;
: Prepare to embark!&lt;br /&gt;
Profile &lt;br /&gt;
: Items&lt;br /&gt;
: Name Fortress&lt;br /&gt;
: Name Group&lt;br /&gt;
: Add&lt;br /&gt;
: New&lt;br /&gt;
Pts: &lt;br /&gt;
: Save&lt;br /&gt;
: Problems&lt;br /&gt;
Warning!  The following embark profile name is already in use:&lt;br /&gt;
: Overwrite&lt;br /&gt;
: Go back&lt;br /&gt;
To save these settings, choose a name for this embark profile:&lt;br /&gt;
Embark preparations were not completed.&lt;br /&gt;
Active/Training&lt;br /&gt;
** Starting New Outpost **&lt;br /&gt;
** Starting Reclaim **&lt;br /&gt;
data/init/embark_profiles.txt&lt;br /&gt;
PROFILE&lt;br /&gt;
RECLAIM_SKILL&lt;br /&gt;
Unrecognized Embark Profile Token: &lt;br /&gt;
  Unintelligible!  &lt;br /&gt;
This strange language cannot be translated.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Mannerism Text ==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
begins to talk in a hushed whisper when &lt;br /&gt;
 is angry&lt;br /&gt;
starts to whisper when &lt;br /&gt;
 is trying to remember something&lt;br /&gt;
whispers when &lt;br /&gt;
's nervous&lt;br /&gt;
 is thinking hard about something&lt;br /&gt;
usually speaks in a whisper&lt;br /&gt;
talks very quietly when &lt;br /&gt;
keeps &lt;br /&gt;
 voice very quiet when &lt;br /&gt;
 is nervous&lt;br /&gt;
speaks very quietly&lt;br /&gt;
starts yelling whenever &lt;br /&gt;
 gets angry&lt;br /&gt;
beings to talk louder when &lt;br /&gt;
talks very loudly when &lt;br /&gt;
 is excited&lt;br /&gt;
shouts when he is &lt;br /&gt;
 surprised&lt;br /&gt;
talks very loudly whenever &lt;br /&gt;
 is exasperated&lt;br /&gt;
greets others very loudly&lt;br /&gt;
 is annoyed&lt;br /&gt;
speaks very loudly&lt;br /&gt;
begins speaking in a monotone whenever &lt;br /&gt;
 is angered&lt;br /&gt;
starts to drone when &lt;br /&gt;
begins to talk in a monotone when &lt;br /&gt;
 is bored&lt;br /&gt;
speaks in a monotone when &lt;br /&gt;
has a very monotonous way of speaking&lt;br /&gt;
 voice trails off whenever &lt;br /&gt;
 tries to remember something&lt;br /&gt;
 voice trails off when &lt;br /&gt;
 is thinking about something&lt;br /&gt;
 voice has a tendency to trail off when &lt;br /&gt;
's speaking&lt;br /&gt;
begins to talk more slowly when &lt;br /&gt;
's angry&lt;br /&gt;
begins to talk much more slowly when &lt;br /&gt;
's exasperated&lt;br /&gt;
When &lt;br /&gt;
's annoyed, &lt;br /&gt;
 starts to talk slowly&lt;br /&gt;
 generally speaks very slowly&lt;br /&gt;
begins to talk rapidly when &lt;br /&gt;
talks very quickly when &lt;br /&gt;
speaks rapidly when &lt;br /&gt;
's excited&lt;br /&gt;
talks very rapidly after &lt;br /&gt;
's been surprised&lt;br /&gt;
 usually talks very quickly&lt;br /&gt;
speaks very deliberately when &lt;br /&gt;
 becomes exasperated, &lt;br /&gt;
 begins to speak very deliberately&lt;br /&gt;
's annoyed&lt;br /&gt;
tends to speak very deliberately&lt;br /&gt;
mutters under &lt;br /&gt;
 breath when &lt;br /&gt;
's trying to remember something&lt;br /&gt;
starts to mutter under &lt;br /&gt;
 gets excited&lt;br /&gt;
's thinking&lt;br /&gt;
 starts to mutter under &lt;br /&gt;
 breath&lt;br /&gt;
Whenever there's a pause in a conversation, &lt;br /&gt;
's bored&lt;br /&gt;
constantly mutters under &lt;br /&gt;
starts to stutter when &lt;br /&gt;
always stutters when &lt;br /&gt;
stammers when &lt;br /&gt;
's surprised&lt;br /&gt;
begins to stammer when &lt;br /&gt;
 becomes exasperated&lt;br /&gt;
stutters occasionally&lt;br /&gt;
talks to inanimate objects when &lt;br /&gt;
often talks to inanimate objects when &lt;br /&gt;
 talks to inanimate objects when there is a lull in the conversation&lt;br /&gt;
 gets bored, &lt;br /&gt;
 starts talking to inanimate objects&lt;br /&gt;
has a tendency to talk to inanimate objects&lt;br /&gt;
talks to &lt;br /&gt;
 when &lt;br /&gt;
 gets excited, &lt;br /&gt;
 often starts talking to &lt;br /&gt;
starts talking to &lt;br /&gt;
 he becomes exasperated&lt;br /&gt;
When there's a pause in a conversation, &lt;br /&gt;
 whenever &lt;br /&gt;
 gets bored&lt;br /&gt;
 all of the time&lt;br /&gt;
gets distracted from conversations easily when &lt;br /&gt;
is distracted from conversations easily when &lt;br /&gt;
gets distracted during conversations when &lt;br /&gt;
is easily distracted during conversations when &lt;br /&gt;
gets easily distracted during conversations when &lt;br /&gt;
tends to be easily distracted during conversations&lt;br /&gt;
often tells pointless stories when &lt;br /&gt;
's nervous.&lt;br /&gt;
 he often tells stories without any real point&lt;br /&gt;
quite often tells pointless stories when &lt;br /&gt;
's bored.&lt;br /&gt;
will frequently ramble on with stories that don't any point or even conclusion&lt;br /&gt;
becomes very focused during conversations when &lt;br /&gt;
tends to be very focused during conversations&lt;br /&gt;
will often pause in conversation to look for the right word&lt;br /&gt;
often touches others during conversations when &lt;br /&gt;
will often touch others when greeting them&lt;br /&gt;
often touches those to whom he is speaking&lt;br /&gt;
has a way of arguing with those that are in agreement with &lt;br /&gt;
 is nervous, &lt;br /&gt;
 never allows pauses to occur in conversation&lt;br /&gt;
can't stand quiet pauses in conversations and always finds something to say&lt;br /&gt;
pauses before speaking&lt;br /&gt;
talks about others behind their backs&lt;br /&gt;
interrupts others during conversations when &lt;br /&gt;
tends to interrupts others during conversations when &lt;br /&gt;
 often interrupts others during conversations&lt;br /&gt;
 is excited during conversations, &lt;br /&gt;
 often can't help interrupting others&lt;br /&gt;
has a habit of interrupting speakers&lt;br /&gt;
gives incredibly vague answers to questions&lt;br /&gt;
will without fail turn any conversation to &lt;br /&gt;
rarely speaks when &lt;br /&gt;
's nervous, &lt;br /&gt;
 rarely talks&lt;br /&gt;
has trouble speaking when &lt;br /&gt;
rarely speaks&lt;br /&gt;
rarely starts conversations&lt;br /&gt;
has the habit of answering questions with questions&lt;br /&gt;
repeatedly snaps &lt;br /&gt;
often snaps &lt;br /&gt;
snaps &lt;br /&gt;
 repeatedly when &lt;br /&gt;
always snaps &lt;br /&gt;
's greeting somebody&lt;br /&gt;
has a habit of snapping &lt;br /&gt;
drums &lt;br /&gt;
 often drums &lt;br /&gt;
 gets excited, it's easy to tell because &lt;br /&gt;
 drums &lt;br /&gt;
's sitting down&lt;br /&gt;
has a habit of drumming &lt;br /&gt;
scratches &lt;br /&gt;
's bored, &lt;br /&gt;
 often scratches &lt;br /&gt;
has a habit of scratching &lt;br /&gt;
tends to scratch &lt;br /&gt;
 quite often&lt;br /&gt;
always scratches &lt;br /&gt;
 a lot&lt;br /&gt;
often rubs &lt;br /&gt;
points and shakes &lt;br /&gt;
shakes &lt;br /&gt;
 up and down when &lt;br /&gt;
 gets exasperated, &lt;br /&gt;
 often points and shakes &lt;br /&gt;
 always points at others when greeting them&lt;br /&gt;
runs &lt;br /&gt;
 through &lt;br /&gt;
has a habit of running &lt;br /&gt;
cracks &lt;br /&gt;
 sometimes cracks &lt;br /&gt;
often gives &lt;br /&gt;
 a good crack when &lt;br /&gt;
's thinking hard&lt;br /&gt;
occasionally cracks &lt;br /&gt;
laughs in a unique way when &lt;br /&gt;
has a very distinct laugh for when &lt;br /&gt;
's surprised, &lt;br /&gt;
 has a very unique laugh&lt;br /&gt;
laughs in a distinct fashion when &lt;br /&gt;
's exasperateed&lt;br /&gt;
laughs in a unique way whenever &lt;br /&gt;
has a very distinct laugh&lt;br /&gt;
 cackles when &lt;br /&gt;
 has more a cackle than a laugh&lt;br /&gt;
 laughs very loudly whenever &lt;br /&gt;
 laughs loudly when &lt;br /&gt;
 laughs very loudly&lt;br /&gt;
laughs silently&lt;br /&gt;
has a nervous laugh&lt;br /&gt;
laughs at &lt;br /&gt;
 own jokes&lt;br /&gt;
walks as if in a terrible hurry whenever &lt;br /&gt;
 goes anywhere&lt;br /&gt;
skips around when &lt;br /&gt;
skips over to others when &lt;br /&gt;
 meets them&lt;br /&gt;
skips wherever &lt;br /&gt;
 goes&lt;br /&gt;
walks with a confident stride&lt;br /&gt;
 becomes very rigid when &lt;br /&gt;
 tenses up when &lt;br /&gt;
 stiffens up when &lt;br /&gt;
's thinking, &lt;br /&gt;
 body becomes very still&lt;br /&gt;
holds &lt;br /&gt;
 in a rigid posture&lt;br /&gt;
slouches when &lt;br /&gt;
 has a slouching posture&lt;br /&gt;
chews &lt;br /&gt;
's trying to remember something, &lt;br /&gt;
 often starts chewing on &lt;br /&gt;
 intently when &lt;br /&gt;
idly chews &lt;br /&gt;
gnaws &lt;br /&gt;
tends to chew &lt;br /&gt;
 tends to chew on &lt;br /&gt;
 has a habit of chewing on &lt;br /&gt;
gnaws on &lt;br /&gt;
 has a tendency to chew on &lt;br /&gt;
has a habit of chewing on &lt;br /&gt;
often bites &lt;br /&gt;
bites &lt;br /&gt;
 often greets others with a hug&lt;br /&gt;
gives hugs out freely&lt;br /&gt;
When greeting others, &lt;br /&gt;
 always smiles nervously&lt;br /&gt;
has a nervous smile&lt;br /&gt;
 become animated when &lt;br /&gt;
 move frantically when &lt;br /&gt;
 jump all over the place when &lt;br /&gt;
 are animated when &lt;br /&gt;
 begin moving when &lt;br /&gt;
 speaks&lt;br /&gt;
stomps &lt;br /&gt;
 repeatedly when he's angry&lt;br /&gt;
 usually starts tapping &lt;br /&gt;
taps &lt;br /&gt;
 constantly when &lt;br /&gt;
 when there's a lull in conversation&lt;br /&gt;
has a habit of tapping &lt;br /&gt;
lowers &lt;br /&gt;
 when he's angry&lt;br /&gt;
 when he's trying to remember something&lt;br /&gt;
 when he's nervous&lt;br /&gt;
often lowers &lt;br /&gt;
 when he's thinking&lt;br /&gt;
When he is speaking, &lt;br /&gt;
 usually lowers &lt;br /&gt;
 when he's annoyed&lt;br /&gt;
often has &lt;br /&gt;
 lowered to the ground&lt;br /&gt;
has a menacing stare when &lt;br /&gt;
stares intently when &lt;br /&gt;
tends to stare unwaveringly when &lt;br /&gt;
's speaking to somebody&lt;br /&gt;
has a certain stare for when &lt;br /&gt;
 gets annoyed&lt;br /&gt;
has a habit of staring at others&lt;br /&gt;
winks when &lt;br /&gt;
winks during conversations&lt;br /&gt;
commonly winks as a form of greeting&lt;br /&gt;
is quick to wink at others&lt;br /&gt;
 rolls &lt;br /&gt;
 constantly rolls &lt;br /&gt;
 has a habit of rolling &lt;br /&gt;
exhales sharply when &lt;br /&gt;
exhales slowly and deliberately when &lt;br /&gt;
 starts getting bored&lt;br /&gt;
blows &lt;br /&gt;
 breath out when &lt;br /&gt;
inhales sharply when &lt;br /&gt;
always takes a deep breath whenever &lt;br /&gt;
 is surprised&lt;br /&gt;
clicks &lt;br /&gt;
 clicks &lt;br /&gt;
 repeatedly&lt;br /&gt;
 occasionally when &lt;br /&gt;
has a habit of clicking &lt;br /&gt;
 sticks out when &lt;br /&gt;
 sticks out &lt;br /&gt;
licks &lt;br /&gt;
's thinking hard, &lt;br /&gt;
 has a habit of licking &lt;br /&gt;
 frequently&lt;br /&gt;
 tends to stretch &lt;br /&gt;
 body&lt;br /&gt;
tends to stretch &lt;br /&gt;
 body when &lt;br /&gt;
has a habit of stretching &lt;br /&gt;
 body during pauses in conversation&lt;br /&gt;
tends to stretch out when &lt;br /&gt;
 body after &lt;br /&gt;
 stands up&lt;br /&gt;
likes to stretch &lt;br /&gt;
 out frequently&lt;br /&gt;
bounces &lt;br /&gt;
 is sitting down&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Personality Text ==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
is a nervous wreck&lt;br /&gt;
is always tense and jittery&lt;br /&gt;
is often nervous&lt;br /&gt;
has a calm demeanor&lt;br /&gt;
has a very calm demeanor&lt;br /&gt;
has an incredibly calm demeanor&lt;br /&gt;
is in a constant state of internal rage&lt;br /&gt;
is very quick to anger&lt;br /&gt;
is quick to anger&lt;br /&gt;
is slow to anger&lt;br /&gt;
is very slow to anger&lt;br /&gt;
never becomes angry&lt;br /&gt;
is frequently depressed&lt;br /&gt;
is often sad and dejected&lt;br /&gt;
often feels discouraged&lt;br /&gt;
rarely feels discouraged&lt;br /&gt;
almost never feels discouraged&lt;br /&gt;
never feels discouraged&lt;br /&gt;
is socially crippled by thoughts that everyone is watching and judging &lt;br /&gt;
is concerned about rejection and ridicule&lt;br /&gt;
is self-conscious&lt;br /&gt;
is comfortable in social situations&lt;br /&gt;
is very comfortable in social situations&lt;br /&gt;
is absolutely unfazed by the opinions of others&lt;br /&gt;
is ruled by irresistible cravings and urges&lt;br /&gt;
feels strong urges and seeks short-term rewards&lt;br /&gt;
occasionally overindulges&lt;br /&gt;
doesn't often experience strong cravings or urges&lt;br /&gt;
only rarely feels strong cravings or urges&lt;br /&gt;
never feels tempted to overindulge in anything&lt;br /&gt;
becomes completely helpless in stressful situations&lt;br /&gt;
cracks easily under pressure&lt;br /&gt;
doesn't handle stress well&lt;br /&gt;
can handle stress&lt;br /&gt;
is confident under pressure&lt;br /&gt;
is impervious to the effects of stress&lt;br /&gt;
genuinely likes others and openly expresses positive feelings toward them&lt;br /&gt;
makes friends quickly&lt;br /&gt;
is very friendly&lt;br /&gt;
is somewhat reserved&lt;br /&gt;
is very distant and reserved&lt;br /&gt;
does not actively seek friendships and is incredibly distant and reserved&lt;br /&gt;
truly treasures the company of others&lt;br /&gt;
enjoys being in crowds&lt;br /&gt;
enjoys the company of others&lt;br /&gt;
tends to avoid crowds&lt;br /&gt;
prefers to be alone&lt;br /&gt;
considers spending time alone much more important than associating with others&lt;br /&gt;
loves to take charge and direct activities&lt;br /&gt;
is very assertive&lt;br /&gt;
is assertive&lt;br /&gt;
is unassertive&lt;br /&gt;
prefers that others handle the leadership roles&lt;br /&gt;
never speaks out or attempts to direct activities&lt;br /&gt;
is constantly active and energetic&lt;br /&gt;
is very energetic and active&lt;br /&gt;
is very active&lt;br /&gt;
is relaxed&lt;br /&gt;
lives life at a leisurely pace&lt;br /&gt;
can't be bothered with frantic, fast-paced living&lt;br /&gt;
lives for risk and excitement&lt;br /&gt;
is a risk-taker and a thrill-seeker&lt;br /&gt;
loves a good thrill&lt;br /&gt;
is not a risk-taker&lt;br /&gt;
doesn't need thrills or risks in life&lt;br /&gt;
is entirely averse to risk and excitement&lt;br /&gt;
often feels filled with joy&lt;br /&gt;
can be very happy and optimistic&lt;br /&gt;
is often cheerful&lt;br /&gt;
is rarely happy or enthusiastic&lt;br /&gt;
is a pessimist&lt;br /&gt;
is never optimistic or enthusiastic about anything&lt;br /&gt;
is bored by reality and has a wonderful imagination&lt;br /&gt;
is incredibly creative&lt;br /&gt;
has a fertile imagination&lt;br /&gt;
isn't given to flights of fancy&lt;br /&gt;
is grounded in reality&lt;br /&gt;
is interested only in facts and the real world&lt;br /&gt;
can easily become absorbed in art and the beauty of the natural world&lt;br /&gt;
greatly appreciates art and natural beauty&lt;br /&gt;
appreciates art and natural beauty&lt;br /&gt;
does not have a great aesthetic sensitivity&lt;br /&gt;
is not interested in art&lt;br /&gt;
is completely uninterested in art&lt;br /&gt;
 own feelings&lt;br /&gt;
has a profound understanding of &lt;br /&gt;
 own emotions&lt;br /&gt;
has a great awareness of &lt;br /&gt;
has a good awareness of &lt;br /&gt;
tends not to openly express emotions&lt;br /&gt;
 own emotions and rarely expresses them&lt;br /&gt;
is mostly unaware of &lt;br /&gt;
 own emotions and has no awareness of them&lt;br /&gt;
does not display &lt;br /&gt;
is highly adventurous and loves fresh experiences&lt;br /&gt;
is eager for new experiences&lt;br /&gt;
likes to try new things&lt;br /&gt;
prefers familiar routines&lt;br /&gt;
is uncomfortable with change&lt;br /&gt;
is resistant to change&lt;br /&gt;
is entranced by riddles and puzzles and loves to debate issues and ideas&lt;br /&gt;
loves new and fresh ideas&lt;br /&gt;
is open-minded to new ideas&lt;br /&gt;
dislikes intellectual discussions&lt;br /&gt;
regards intellectual exercises as a waste of energy&lt;br /&gt;
is completely uninterested in ideas and debates over intellectual issues&lt;br /&gt;
revels in chaos and disorder&lt;br /&gt;
loves to defy convention&lt;br /&gt;
is put off by authority and tradition&lt;br /&gt;
admires tradition&lt;br /&gt;
prefers stability and security to ambiguity and disorder&lt;br /&gt;
is an ardent believer in convention and traditional society&lt;br /&gt;
is naturally trustful of everybody&lt;br /&gt;
is very trusting&lt;br /&gt;
is trusting&lt;br /&gt;
is slow to trust others&lt;br /&gt;
does not trust others&lt;br /&gt;
sees others as selfish and conniving&lt;br /&gt;
is incredibly frank and candid in dealings with others&lt;br /&gt;
is very straightforward with others&lt;br /&gt;
is candid and sincere in dealings with others&lt;br /&gt;
is guarded in relationships with others&lt;br /&gt;
is not straightforward when dealing with others&lt;br /&gt;
believes that some deception is necessary in relationships with others&lt;br /&gt;
is truly fulfilled by assisting those in need&lt;br /&gt;
finds helping others very rewarding&lt;br /&gt;
finds helping others rewarding&lt;br /&gt;
 way to help others&lt;br /&gt;
does not go out of &lt;br /&gt;
dislikes helping others&lt;br /&gt;
 time&lt;br /&gt;
views helping others as an imposition on &lt;br /&gt;
 own needs to get along with others&lt;br /&gt;
sacrifices &lt;br /&gt;
dislikes confrontations&lt;br /&gt;
is willing to compromise with others&lt;br /&gt;
doesn't like to compromise with others&lt;br /&gt;
would rather intimidate others than compromise with them&lt;br /&gt;
 own needs just to compromise with somebody else&lt;br /&gt;
would never deny &lt;br /&gt;
would never claim to be better than somebody else&lt;br /&gt;
finds immodesty distasteful&lt;br /&gt;
is modest&lt;br /&gt;
is immodest&lt;br /&gt;
 favorably with others&lt;br /&gt;
is very willing to compare &lt;br /&gt;
 is better than somebody else&lt;br /&gt;
would never shy away from an opportunity to say &lt;br /&gt;
is incredibly compassionate and feels the pain of others&lt;br /&gt;
is easily moved to pity&lt;br /&gt;
is compassionate&lt;br /&gt;
is not easily moved to pity&lt;br /&gt;
is not affected by the suffering of others&lt;br /&gt;
would never let an objective judgement be tempered by mercy or pity&lt;br /&gt;
is incredibly confident&lt;br /&gt;
is very confident&lt;br /&gt;
is confident&lt;br /&gt;
lacks confidence&lt;br /&gt;
does not feel effective in life&lt;br /&gt;
 life&lt;br /&gt;
 is not in control of &lt;br /&gt;
always feels as if &lt;br /&gt;
loves to make lists and keep schedules&lt;br /&gt;
tries to live a well-organized life&lt;br /&gt;
is organized&lt;br /&gt;
is disorganized&lt;br /&gt;
is very disorganized&lt;br /&gt;
is completely disorganized&lt;br /&gt;
has a profound sense of duty and obligation&lt;br /&gt;
has a strong sense of duty&lt;br /&gt;
has a sense of duty&lt;br /&gt;
finds rules confining&lt;br /&gt;
dislikes contracts and regulations&lt;br /&gt;
hates rules, contracts and other confining elements in &lt;br /&gt;
constantly strives for perfection&lt;br /&gt;
thinks it is incredibly important to strive for excellence&lt;br /&gt;
strives for excellence&lt;br /&gt;
 way to do more work than necessary&lt;br /&gt;
doesn't go out of &lt;br /&gt;
very rarely does more work than necessary&lt;br /&gt;
does the bare minimum necessary to accomplish the task at hand&lt;br /&gt;
will persist in the face of any difficulty until the task is complete&lt;br /&gt;
possesses great willpower&lt;br /&gt;
is self-disciplined&lt;br /&gt;
is occasionally given to procrastination&lt;br /&gt;
has very little self-discipline&lt;br /&gt;
rarely completes tasks and is often overcome by distractions&lt;br /&gt;
thinks through every alternative and its consequences before acting&lt;br /&gt;
is extremely cautious&lt;br /&gt;
takes time when making decisions&lt;br /&gt;
often does the first thing that comes to mind&lt;br /&gt;
acts impulsively&lt;br /&gt;
always acts without considering alternatives or thinking through possibilities&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Section ==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Mixed&lt;br /&gt;
Station&lt;br /&gt;
Kill&lt;br /&gt;
Defend Burrows&lt;br /&gt;
Patrol Route&lt;br /&gt;
Train&lt;br /&gt;
 various&lt;br /&gt;
Defend &lt;br /&gt;
 etc.&lt;br /&gt;
Patrol &lt;br /&gt;
Report Death of &lt;br /&gt;
Kill &lt;br /&gt;
[INITIAL_LOAD]&lt;br /&gt;
 cancels &lt;br /&gt;
Unscheduled&lt;br /&gt;
Cannot reach site&lt;br /&gt;
Getting married&lt;br /&gt;
Interrupted by &lt;br /&gt;
combat&lt;br /&gt;
Inappropriate dig square&lt;br /&gt;
Area became inappropriate&lt;br /&gt;
Moved&lt;br /&gt;
Need empty bucket&lt;br /&gt;
Need empty trap&lt;br /&gt;
Need empty bag&lt;br /&gt;
Need empty cage&lt;br /&gt;
Need valid, active sand collection zone&lt;br /&gt;
Sand vanished&lt;br /&gt;
Incapable of carrying&lt;br /&gt;
Too injured&lt;br /&gt;
Resting injury&lt;br /&gt;
Animal inaccessible&lt;br /&gt;
Patient inaccessible&lt;br /&gt;
Infant inaccessible&lt;br /&gt;
No partner&lt;br /&gt;
Item inaccessible&lt;br /&gt;
Drop-off inaccessible&lt;br /&gt;
Building inaccessible&lt;br /&gt;
Area inaccessible&lt;br /&gt;
Nothing in cage&lt;br /&gt;
Nothing to cage&lt;br /&gt;
Nothing to catch&lt;br /&gt;
No patient&lt;br /&gt;
Patient not resting&lt;br /&gt;
No infant&lt;br /&gt;
Already leading creature&lt;br /&gt;
No food available&lt;br /&gt;
Water source vanished&lt;br /&gt;
No water source&lt;br /&gt;
Water source contaminated&lt;br /&gt;
Creature occupying site&lt;br /&gt;
No bucket at well&lt;br /&gt;
Bucket full of extraneous material&lt;br /&gt;
Well dry&lt;br /&gt;
Need office&lt;br /&gt;
No weapon&lt;br /&gt;
Wrong ammunition&lt;br /&gt;
Ammunition inaccessible&lt;br /&gt;
No ammunition&lt;br /&gt;
No item&lt;br /&gt;
Item blocking site&lt;br /&gt;
Building site submerged&lt;br /&gt;
Animal not restrained&lt;br /&gt;
No creature&lt;br /&gt;
Inappropriate building&lt;br /&gt;
No building&lt;br /&gt;
No floor space&lt;br /&gt;
No designated area&lt;br /&gt;
No party&lt;br /&gt;
Wrong justice state&lt;br /&gt;
Nothing in building&lt;br /&gt;
Relieved&lt;br /&gt;
Water is frozen&lt;br /&gt;
Too insane&lt;br /&gt;
Taken by mood&lt;br /&gt;
Went insane&lt;br /&gt;
Throwing tantrum&lt;br /&gt;
Could not find path&lt;br /&gt;
Path blocked&lt;br /&gt;
Seeking artifact&lt;br /&gt;
Handling dangerous creature&lt;br /&gt;
Going to bed&lt;br /&gt;
Seeking Infant&lt;br /&gt;
Dangerous terrain&lt;br /&gt;
Forbidden area&lt;br /&gt;
Job item misplaced&lt;br /&gt;
Job item lost or destroyed&lt;br /&gt;
Getting food&lt;br /&gt;
Getting water&lt;br /&gt;
Hunting vermin for food&lt;br /&gt;
Target inaccessible&lt;br /&gt;
Target too injured&lt;br /&gt;
No target&lt;br /&gt;
No mechanism for target&lt;br /&gt;
No target building&lt;br /&gt;
No mechanism for trigger&lt;br /&gt;
No trigger&lt;br /&gt;
Attacking building&lt;br /&gt;
Lost pick&lt;br /&gt;
Invalid officer&lt;br /&gt;
&amp;quot;Farewell!&amp;quot;  Leaving&lt;br /&gt;
Removed from guard&lt;br /&gt;
Equipment mismatch&lt;br /&gt;
Caged&lt;br /&gt;
Getting something to drink&lt;br /&gt;
Using well&lt;br /&gt;
Lost axe&lt;br /&gt;
Not responsible for trade&lt;br /&gt;
No available traction bench&lt;br /&gt;
Need splint&lt;br /&gt;
Need thread&lt;br /&gt;
Need cloth&lt;br /&gt;
Need crutch&lt;br /&gt;
Bad script! #1&lt;br /&gt;
Bad script! #2&lt;br /&gt;
Bad script! #3&lt;br /&gt;
Need bag containing powder suitable for cast application&lt;br /&gt;
No appropriate ammunition&lt;br /&gt;
 suspended the construction of &lt;br /&gt;
 suspended a linkage from &lt;br /&gt;
) has been completed.&lt;br /&gt;
OVERWROTE JOB: &lt;br /&gt;
 BY &lt;br /&gt;
miner&lt;br /&gt;
woodworker&lt;br /&gt;
carpenter&lt;br /&gt;
bowyer&lt;br /&gt;
woodcutter&lt;br /&gt;
stoneworker&lt;br /&gt;
engraver&lt;br /&gt;
mason&lt;br /&gt;
ranger&lt;br /&gt;
animal caretaker&lt;br /&gt;
animal trainer&lt;br /&gt;
hunter&lt;br /&gt;
trapper&lt;br /&gt;
animal dissector&lt;br /&gt;
metalsmith&lt;br /&gt;
furnace operator&lt;br /&gt;
weaponsmith&lt;br /&gt;
armorer&lt;br /&gt;
blacksmith&lt;br /&gt;
metalcrafter&lt;br /&gt;
jeweler&lt;br /&gt;
gem cutter&lt;br /&gt;
gem setter&lt;br /&gt;
woodcrafter&lt;br /&gt;
stonecrafter&lt;br /&gt;
leatherworker&lt;br /&gt;
bone carver&lt;br /&gt;
weaver&lt;br /&gt;
clothier&lt;br /&gt;
glassmaker&lt;br /&gt;
strand extractor&lt;br /&gt;
fishery worker&lt;br /&gt;
fisherman&lt;br /&gt;
fish dissector&lt;br /&gt;
fish cleaner&lt;br /&gt;
farmer&lt;br /&gt;
cheese maker&lt;br /&gt;
milker&lt;br /&gt;
cook&lt;br /&gt;
thresher&lt;br /&gt;
miller&lt;br /&gt;
butcher&lt;br /&gt;
tanner&lt;br /&gt;
dyer&lt;br /&gt;
planter&lt;br /&gt;
herbalist&lt;br /&gt;
brewer&lt;br /&gt;
soap maker&lt;br /&gt;
potash maker&lt;br /&gt;
lye maker&lt;br /&gt;
wood burner&lt;br /&gt;
engineer&lt;br /&gt;
mechanic&lt;br /&gt;
siege engineer&lt;br /&gt;
siege operator&lt;br /&gt;
pump operator&lt;br /&gt;
clerk&lt;br /&gt;
trader&lt;br /&gt;
architect&lt;br /&gt;
doctor&lt;br /&gt;
diagnoser&lt;br /&gt;
bone doctor&lt;br /&gt;
suturer&lt;br /&gt;
surgeon&lt;br /&gt;
alchemist&lt;br /&gt;
merchant&lt;br /&gt;
drunk&lt;br /&gt;
hammerman&lt;br /&gt;
Hammer Lord&lt;br /&gt;
spearman&lt;br /&gt;
Spearmaster&lt;br /&gt;
crossbowman&lt;br /&gt;
Elite Crossbowman&lt;br /&gt;
wrestler&lt;br /&gt;
Elite Wrestler&lt;br /&gt;
axeman&lt;br /&gt;
Axe Lord&lt;br /&gt;
swordsman&lt;br /&gt;
Swordmaster&lt;br /&gt;
maceman&lt;br /&gt;
Mace Lord&lt;br /&gt;
pikeman&lt;br /&gt;
Pikemaster&lt;br /&gt;
bowman&lt;br /&gt;
Elite Bowman&lt;br /&gt;
blowgunner&lt;br /&gt;
Master Blowgunner&lt;br /&gt;
lasher&lt;br /&gt;
Master Lasher&lt;br /&gt;
recruit&lt;br /&gt;
Master Thief&lt;br /&gt;
babies&lt;br /&gt;
baby&lt;br /&gt;
Peasant&lt;br /&gt;
peasant&lt;br /&gt;
Stray &lt;br /&gt;
Zombie&lt;br /&gt;
Zombie &lt;br /&gt;
Skeleton&lt;br /&gt;
Skeletal &lt;br /&gt;
 (Tame)&lt;br /&gt;
Woodworker&lt;br /&gt;
Woodcutter&lt;br /&gt;
Stoneworker&lt;br /&gt;
Ranger&lt;br /&gt;
Hunter&lt;br /&gt;
Armorer&lt;br /&gt;
Blacksmith&lt;br /&gt;
Metalcrafter&lt;br /&gt;
Jeweler&lt;br /&gt;
Woodcrafter&lt;br /&gt;
Stonecrafter&lt;br /&gt;
Fishery Worker&lt;br /&gt;
Farmer&lt;br /&gt;
Planter&lt;br /&gt;
Engineer&lt;br /&gt;
Clerk&lt;br /&gt;
Administrator&lt;br /&gt;
Trader&lt;br /&gt;
Architect&lt;br /&gt;
Doctor&lt;br /&gt;
Diagnoser&lt;br /&gt;
Drunk&lt;br /&gt;
Recruit&lt;br /&gt;
Thief&lt;br /&gt;
Baby&lt;br /&gt;
 Zombie&lt;br /&gt;
 Skeleton&lt;br /&gt;
There is nothing to catch in &lt;br /&gt;
There is nothing to catch in the &lt;br /&gt;
northwestern&lt;br /&gt;
southwestern&lt;br /&gt;
northeastern&lt;br /&gt;
southeastern&lt;br /&gt;
northern&lt;br /&gt;
southern&lt;br /&gt;
central&lt;br /&gt;
cavern&lt;br /&gt;
magma sea&lt;br /&gt;
eerie cavern&lt;br /&gt;
swamps&lt;br /&gt;
 is stricken by melancholy!&lt;br /&gt;
 has gone stark raving mad!&lt;br /&gt;
 has gone berserk!&lt;br /&gt;
 has forgotten a demand.&lt;br /&gt;
 has a new demand.&lt;br /&gt;
 has imposed a ban on certain exports.&lt;br /&gt;
 has mandated the construction of certain goods.&lt;br /&gt;
 has altered the prices of goods.&lt;br /&gt;
 caught in a cloud of &lt;br /&gt;
 caught in a lava mist!&lt;br /&gt;
 caught in dragonfire!&lt;br /&gt;
 caught in a burst of steam!&lt;br /&gt;
 caught in a pool of lava!&lt;br /&gt;
 caught in a pool of magma!&lt;br /&gt;
 over.&lt;br /&gt;
 regain&lt;br /&gt;
 regains&lt;br /&gt;
 consciousness.&lt;br /&gt;
 partially free of the web.&lt;br /&gt;
 completely free of the web.&lt;br /&gt;
 completely paralyzed!&lt;br /&gt;
 fully overcome the paralysis.&lt;br /&gt;
 partially paralyzed!&lt;br /&gt;
 feeling sluggish!&lt;br /&gt;
 numb!&lt;br /&gt;
 partially overcome the paralysis.&lt;br /&gt;
 vomits&lt;br /&gt;
 into the ocean wave&lt;br /&gt;
 into the lava mist&lt;br /&gt;
 into the dragonfire&lt;br /&gt;
 into the flames&lt;br /&gt;
 and bits of it get stuck in the web&lt;br /&gt;
 into the sea foam&lt;br /&gt;
The rest of the vomit burns away in the lava.&lt;br /&gt;
The vomit burns away in the lava.&lt;br /&gt;
The rest of the vomit burns away in the magma.&lt;br /&gt;
The vomit burns away in the magma.&lt;br /&gt;
The rest of the vomit disappears into the water.&lt;br /&gt;
The vomit disappears into the water.&lt;br /&gt;
The rest of the vomit falls away into the chasm.&lt;br /&gt;
The vomit falls away into the chasm.&lt;br /&gt;
The rest of the vomit falls away into the underworld.&lt;br /&gt;
The vomit falls away into the underworld.&lt;br /&gt;
The rest of the vomit splatters into the shallow puddle of water.&lt;br /&gt;
The vomit splatters into the shallow puddle of water.&lt;br /&gt;
 no longer stunned.&lt;br /&gt;
 out from exhaustion.&lt;br /&gt;
 collapse and fall&lt;br /&gt;
 collapses and falls&lt;br /&gt;
 to the ground from over-exertion.&lt;br /&gt;
 give&lt;br /&gt;
 gives&lt;br /&gt;
 in to pain.&lt;br /&gt;
 is throwing a tantrum!&lt;br /&gt;
 have given a resident &lt;br /&gt;
 the name &lt;br /&gt;
 has grown to become a &lt;br /&gt;
 is no longer enraged.&lt;br /&gt;
 has left the martial trance.&lt;br /&gt;
 has calmed down.&lt;br /&gt;
 has given birth to &lt;br /&gt;
 are unable to break&lt;br /&gt;
 is unable to break&lt;br /&gt;
Horrors!  Demons in the deep!&lt;br /&gt;
An ambush!  Drive them out!&lt;br /&gt;
Thief!  Protect the hoard from skulking filth!&lt;br /&gt;
An ambush!  Skulking vermin!&lt;br /&gt;
An ambush!  Curse all friends of nature!&lt;br /&gt;
An ambush!  Curse them!&lt;br /&gt;
!  Drive it away!&lt;br /&gt;
Snatcher!  Protect the children!&lt;br /&gt;
An injured &lt;br /&gt;
 has sprung from ambush!&lt;br /&gt;
 hidden away here.&lt;br /&gt;
You've spotted a &lt;br /&gt;
You spring from ambush!&lt;br /&gt;
You've been spotted!&lt;br /&gt;
 blocks&lt;br /&gt;
 the dragonfire.&lt;br /&gt;
 the fire.&lt;br /&gt;
 the breath.&lt;br /&gt;
 breathe&lt;br /&gt;
 breathes&lt;br /&gt;
 fire!&lt;br /&gt;
 shoot&lt;br /&gt;
 shoots&lt;br /&gt;
 out thick strands of webbing!&lt;br /&gt;
unit contained in unit&lt;br /&gt;
Double Caged Unit&lt;br /&gt;
Receive job pay: NULL JOB&lt;br /&gt;
 has taken a request from the &lt;br /&gt;
 has changed the guild wages.&lt;br /&gt;
 has mandated that certain jobs be completed.&lt;br /&gt;
They have organized a wedding reception&lt;br /&gt;
 has organized a party&lt;br /&gt;
You are &lt;br /&gt;
blistering&lt;br /&gt;
being incinerated&lt;br /&gt;
freezing&lt;br /&gt;
being frozen solid&lt;br /&gt;
freezing to death&lt;br /&gt;
on fire&lt;br /&gt;
burning alive&lt;br /&gt;
burning to death&lt;br /&gt;
You are melting!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Thought Text ==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
ecstatic&lt;br /&gt;
happy&lt;br /&gt;
quite content&lt;br /&gt;
fine&lt;br /&gt;
unhappy&lt;br /&gt;
very unhappy&lt;br /&gt;
miserable&lt;br /&gt;
 lately.  &lt;br /&gt;
gave birth to &lt;br /&gt;
 recently&lt;br /&gt;
got married recently&lt;br /&gt;
became caught up in a new romance recently&lt;br /&gt;
gained siblings&lt;br /&gt;
gained a sibling&lt;br /&gt;
became a parent&lt;br /&gt;
was disgusted to be forced to talk to a pillar of society recently&lt;br /&gt;
was upset to be forced to talk to a pillar of society recently&lt;br /&gt;
was irritated to be forced to talk to a pillar of society recently&lt;br /&gt;
was pleased to be able to talk to a pillar of society recently&lt;br /&gt;
was ecstatic to be able to talk to a pillar of society recently&lt;br /&gt;
was still bathing in awe after talking to a pillar of society recently&lt;br /&gt;
slept uneasily due to noise lately&lt;br /&gt;
slept very uneasily due to noise lately&lt;br /&gt;
was woken by noise while sleeping lately&lt;br /&gt;
has been evicted lately&lt;br /&gt;
has been tired lately&lt;br /&gt;
had a miscarriage recently&lt;br /&gt;
has been exhausted lately&lt;br /&gt;
has complained of hunger lately&lt;br /&gt;
has complained of thirst lately&lt;br /&gt;
has been starving lately&lt;br /&gt;
has been dehydrated lately&lt;br /&gt;
was worried by the scarcity of tax collection escorts lately&lt;br /&gt;
was worried by the scarcity of guards lately&lt;br /&gt;
was worried by the scarcity of cages and chains lately&lt;br /&gt;
was unable to reach a room for tax collection lately&lt;br /&gt;
was misinformed about a room for tax collection lately&lt;br /&gt;
was upset that the tax collection didn't go smoothly lately&lt;br /&gt;
has been taxed recently&lt;br /&gt;
has lost property to the tax collector's escorts recently&lt;br /&gt;
was upset to have disappointed a noble lately&lt;br /&gt;
has been attacked lately&lt;br /&gt;
has been attacked by a dead pet lately&lt;br /&gt;
has been attacked by a dead spouse lately&lt;br /&gt;
has been attacked by a dead lover lately&lt;br /&gt;
has been attacked by a dead sibling lately&lt;br /&gt;
has been attacked by own dead mother lately&lt;br /&gt;
has been attacked by own dead father lately&lt;br /&gt;
has been attacked by own dead child lately&lt;br /&gt;
has been attacked by a dead friend lately&lt;br /&gt;
has been attacked by a dead and still annoying acquaintance lately&lt;br /&gt;
has been attacked by the dead lately&lt;br /&gt;
had a wonderful soapy bath recently&lt;br /&gt;
had a nice bath recently&lt;br /&gt;
was forced to eat vermin to survive lately&lt;br /&gt;
was forced to eat a beloved creature to survive lately&lt;br /&gt;
was forced to eat a treasured pet to survive lately&lt;br /&gt;
has complained of the lack of chairs lately&lt;br /&gt;
has complained of the crowded tables lately&lt;br /&gt;
has complained of the lack of dining tables lately&lt;br /&gt;
has complained of the lack of a well lately&lt;br /&gt;
has complained of the nasty water lately&lt;br /&gt;
was forced to drink bloody water lately&lt;br /&gt;
was forced to drink gooey water lately&lt;br /&gt;
was forced to drink ichorous water lately&lt;br /&gt;
was forced to drink purulent water lately&lt;br /&gt;
was forced to drink slime lately&lt;br /&gt;
was forced to drink vomit lately&lt;br /&gt;
has suffered the travesty of art defacement&lt;br /&gt;
has been annoyed by flies&lt;br /&gt;
has witnessed death&lt;br /&gt;
has lost a pet recently&lt;br /&gt;
is happy to be free&lt;br /&gt;
had a satisfying sparring session recently&lt;br /&gt;
killed somebody by accident while sparring recently&lt;br /&gt;
enjoyed starting a fist fight recently&lt;br /&gt;
enjoyed smashing up a building recently&lt;br /&gt;
enjoyed toppling something over recently&lt;br /&gt;
enjoyed throwing something recently&lt;br /&gt;
accidentally killed somebody in a fit of rage recently&lt;br /&gt;
has lost a spouse to tragedy recently&lt;br /&gt;
has lost a lover to tragedy recently&lt;br /&gt;
had a terrifying nightmare about an army of the dead&lt;br /&gt;
has lost an annoying acquaintance to tragedy recently&lt;br /&gt;
was just a little happy to lose an annoying acquaintance to tragedy recently&lt;br /&gt;
was happy to lose an annoying acquaintance to tragedy recently&lt;br /&gt;
was thrilled to lose an annoying acquaintance to tragedy recently&lt;br /&gt;
has lost a friend to tragedy recently&lt;br /&gt;
has lost a sibling to tragedy recently&lt;br /&gt;
has lost a child to tragedy recently&lt;br /&gt;
has lost a mother to tragedy recently&lt;br /&gt;
has lost a father to tragedy recently&lt;br /&gt;
was forced to endure the decay of a pet&lt;br /&gt;
was forced to endure the decay of a spouse&lt;br /&gt;
was forced to endure the decay of a lover&lt;br /&gt;
was forced to endure the decay of a sibling&lt;br /&gt;
was forced to endure the decay of a mother&lt;br /&gt;
was forced to endure the decay of a father&lt;br /&gt;
was forced to endure the decay of a child&lt;br /&gt;
was forced to endure the decay of a friend&lt;br /&gt;
was forced to endure the decay of an annoying acquaintance&lt;br /&gt;
has been accosted by terrible vermin&lt;br /&gt;
saw something unpleasant in a cage recently&lt;br /&gt;
was comforted by a wonderful creature in a cage recently&lt;br /&gt;
saw something unpleasant in a pond recently&lt;br /&gt;
was comforted by a wonderful creature in a pond recently&lt;br /&gt;
was able to rest and recuperate lately&lt;br /&gt;
received water recently&lt;br /&gt;
received food recently&lt;br /&gt;
was rescued recently&lt;br /&gt;
was overjoyed to be able to give somebody water lately&lt;br /&gt;
was happy to have been able to give somebody water lately&lt;br /&gt;
was pleased to have been able to give somebody water lately&lt;br /&gt;
gave somebody water lately&lt;br /&gt;
was irritated at having to give somebody water lately&lt;br /&gt;
was unhappy at having to give somebody water lately&lt;br /&gt;
has suffered the pain of having to give somebody water lately&lt;br /&gt;
was overjoyed to be able to give somebody food lately&lt;br /&gt;
was happy to have been able to give somebody food lately&lt;br /&gt;
was pleased to have been able to give somebody food lately&lt;br /&gt;
gave somebody food lately&lt;br /&gt;
was irritated at having to give somebody food lately&lt;br /&gt;
was unhappy at having to give somebody food lately&lt;br /&gt;
has suffered the pain of having to give somebody food lately&lt;br /&gt;
was overjoyed to be able to help somebody to bed lately&lt;br /&gt;
was happy to have been able to help somebody to bed lately&lt;br /&gt;
was pleased to have been able to help somebody to bed lately&lt;br /&gt;
brought somebody to bed lately&lt;br /&gt;
was irritated at having to haul somebody to bed lately&lt;br /&gt;
was unhappy at having to haul somebody to bed lately&lt;br /&gt;
has suffered the pain of having to haul somebody to bed lately&lt;br /&gt;
has complained about the draft lately&lt;br /&gt;
was worried not to have adequate protection lately&lt;br /&gt;
was upset about being relieved from duty&lt;br /&gt;
has been satisfied at work lately&lt;br /&gt;
was happy to have pleased a noble lately&lt;br /&gt;
was pleased that the tax collection went smoothly lately&lt;br /&gt;
is quite pleased with making an artifact&lt;br /&gt;
was upset that a criminal could not be properly punished&lt;br /&gt;
was glad to have punishment reduced recently&lt;br /&gt;
was upset by the delayed punishment of a criminal&lt;br /&gt;
was glad to have punishment delayed recently&lt;br /&gt;
beat somebody recently&lt;br /&gt;
beat somebody with a hammer recently&lt;br /&gt;
was beaten recently&lt;br /&gt;
was beaten with a hammer recently&lt;br /&gt;
is depressed about being confined&lt;br /&gt;
made a satisfying acquisition lately&lt;br /&gt;
talked with a pet lately&lt;br /&gt;
talked with the spouse lately&lt;br /&gt;
talked with a lover lately&lt;br /&gt;
talked with a sibling lately&lt;br /&gt;
talked with mother lately&lt;br /&gt;
talked with father lately&lt;br /&gt;
talked with a child lately&lt;br /&gt;
talked with a friend lately&lt;br /&gt;
was forced to talk to somebody annoying lately&lt;br /&gt;
talked with somebody lately&lt;br /&gt;
made a friend recently&lt;br /&gt;
formed a grudge recently&lt;br /&gt;
adopted a new pet recently&lt;br /&gt;
was unhappy with the lack of work last season&lt;br /&gt;
was caught in the rain recently&lt;br /&gt;
was caught in a snow storm recently&lt;br /&gt;
has been tired of eating the same old food lately&lt;br /&gt;
has been tired of drinking the same old booze lately&lt;br /&gt;
ate rotten food lately&lt;br /&gt;
drank something spoiled lately&lt;br /&gt;
took joy in slaughter lately&lt;br /&gt;
ate a pretty decent meal lately&lt;br /&gt;
ate a fine dish lately&lt;br /&gt;
ate a wonderful dish lately&lt;br /&gt;
ate a truly decadent dish lately&lt;br /&gt;
ate a legendary meal lately&lt;br /&gt;
had a pretty decent drink lately&lt;br /&gt;
had a fine drink lately&lt;br /&gt;
had a wonderful drink lately&lt;br /&gt;
had a truly decadent drink lately&lt;br /&gt;
had a legendary drink lately&lt;br /&gt;
was comforted by a pet lately&lt;br /&gt;
saw a beloved creature lately&lt;br /&gt;
was pleased to have a mandate deadline met lately&lt;br /&gt;
was angered that nobody could be punished for a recent failure&lt;br /&gt;
was upset by having a request ignored lately&lt;br /&gt;
was pleased by having a request approved lately&lt;br /&gt;
was upset by having a mandate ignored lately&lt;br /&gt;
was upset by having a mandate deadline missed lately&lt;br /&gt;
was comforted by a lovely waterfall lately&lt;br /&gt;
was disgusted by a miasma lately&lt;br /&gt;
choked on dust underground lately&lt;br /&gt;
choked on smoke underground lately&lt;br /&gt;
was knocked out during a cave-in lately&lt;br /&gt;
was embarrassed to have to conduct an official meeting in a dining room&lt;br /&gt;
was very embarrassed to have to conduct an official meeting in a bedroom&lt;br /&gt;
was incredibly embarrassed not to have any rooms lately&lt;br /&gt;
was very happy to be elected mayor recently&lt;br /&gt;
was very happy to be re-elected mayor recently&lt;br /&gt;
was very satisfied to be chosen as the expedition leader recently&lt;br /&gt;
was greatly pleased to enter the nobility recently&lt;br /&gt;
was very pleased to receive a higher rank of nobility recently&lt;br /&gt;
was proud to have become a mayor recently&lt;br /&gt;
sustained major injuries recently&lt;br /&gt;
sustained minor injuries recently&lt;br /&gt;
slept in the mud recently&lt;br /&gt;
slept in the grass recently&lt;br /&gt;
slept in the dirt recently&lt;br /&gt;
slept on rocks recently&lt;br /&gt;
slept on ice recently&lt;br /&gt;
slept on a pile of driftwood recently&lt;br /&gt;
slept on a rough cave floor recently&lt;br /&gt;
slept on the floor recently&lt;br /&gt;
slept in a bedroom like a personal palace recently&lt;br /&gt;
slept in a fantastic bedroom recently&lt;br /&gt;
slept in a great bedroom recently&lt;br /&gt;
slept in a very good bedroom recently&lt;br /&gt;
slept in a good bedroom recently&lt;br /&gt;
slept in a horribly substandard bedroom recently&lt;br /&gt;
slept in a horrible bedroom recently&lt;br /&gt;
slept in an awful bedroom recently&lt;br /&gt;
slept in a very poor bedroom recently&lt;br /&gt;
slept in a poor bedroom recently&lt;br /&gt;
slept without a proper room recently&lt;br /&gt;
conducted a meeting in a setting worthy of legends recently&lt;br /&gt;
conducted a meeting in a fantastic setting recently&lt;br /&gt;
conducted a meeting in a great setting recently&lt;br /&gt;
conducted a meeting in a very good setting recently&lt;br /&gt;
conducted a meeting in a good setting recently&lt;br /&gt;
conducted a meeting in a horribly substandard setting recently&lt;br /&gt;
conducted a meeting in a horrible setting recently&lt;br /&gt;
conducted a meeting in an awful setting recently&lt;br /&gt;
conducted a meeting in a very poor setting recently&lt;br /&gt;
conducted a meeting in a poor setting recently&lt;br /&gt;
dined in a legendary dining room recently&lt;br /&gt;
dined in a fantastic dining room recently&lt;br /&gt;
dined in a great dining room recently&lt;br /&gt;
dined in a very good dining room recently&lt;br /&gt;
dined in a good dining room recently&lt;br /&gt;
dined in a horribly substandard dining room recently&lt;br /&gt;
dined in a horrible dining room recently&lt;br /&gt;
dined in an awful dining room recently&lt;br /&gt;
dined in a very poor dining room recently&lt;br /&gt;
dined in a poor dining room recently&lt;br /&gt;
dined without a proper dining room recently&lt;br /&gt;
worried greatly about not having a tomb after gaining another year&lt;br /&gt;
celebrated having a legendary tomb after gaining another year&lt;br /&gt;
celebrated having a fantastic tomb after gaining another year&lt;br /&gt;
celebrated having a great tomb after gaining another year&lt;br /&gt;
celebrated having a very good tomb after gaining another year&lt;br /&gt;
celebrated having a good tomb after gaining another year&lt;br /&gt;
worried about having a horribly substandard tomb after gaining another year&lt;br /&gt;
worried about having a horrible tomb after gaining another year&lt;br /&gt;
worried about having an awful tomb after gaining another year&lt;br /&gt;
worried about having a very poor tomb after gaining another year&lt;br /&gt;
worried about having a poor tomb after gaining another year&lt;br /&gt;
was greatly pleased at the state of demands recently&lt;br /&gt;
was very pleased at the state of demands recently&lt;br /&gt;
was pleased at the state of demands recently&lt;br /&gt;
was greatly angered at the state of demands recently&lt;br /&gt;
was very angered at the state of demands recently&lt;br /&gt;
was angered at the state of demands recently&lt;br /&gt;
was upset by not having enough chests lately&lt;br /&gt;
was upset by not having enough cabinets lately&lt;br /&gt;
was upset by not having enough armor stands lately&lt;br /&gt;
was upset by not having enough weapon racks lately&lt;br /&gt;
was upset to be wearing old clothing lately&lt;br /&gt;
was upset to be wearing tattered clothing lately&lt;br /&gt;
was very upset to have worn clothes rot away lately&lt;br /&gt;
was very embarrassed to be uncovered lately&lt;br /&gt;
was embarrassed to have no shirt lately&lt;br /&gt;
was embarrassed to have no shoes lately&lt;br /&gt;
was very embarrassed to be uncloaked lately&lt;br /&gt;
was unable to find an available hammer lately&lt;br /&gt;
was nauseated by the sun lately&lt;br /&gt;
was irritated by the sun lately&lt;br /&gt;
was &lt;br /&gt;
grumbling about&lt;br /&gt;
depressed by&lt;br /&gt;
angered by&lt;br /&gt;
enraged by&lt;br /&gt;
 long patrol duty lately&lt;br /&gt;
was yelled at by an unhappy citizen recently&lt;br /&gt;
was cried on by an unhappy citizen recently&lt;br /&gt;
was satisfied to bring up job scarcity in a meeting lately&lt;br /&gt;
was able to make suggestions about work allocations lately&lt;br /&gt;
was glad to request weapon production lately&lt;br /&gt;
had a cathartic experience yelling at somebody in charge lately&lt;br /&gt;
yelled at somebody in charge lately and felt fantastic afterward&lt;br /&gt;
yelled at somebody in charge lately and felt great afterward&lt;br /&gt;
yelled at somebody in charge lately and felt a lot better afterward&lt;br /&gt;
yelled at somebody in charge lately and felt better afterward&lt;br /&gt;
yelled at somebody in charge lately and felt a little better afterward&lt;br /&gt;
yelled at somebody in charge lately&lt;br /&gt;
yelled at somebody in charge lately but only got angrier&lt;br /&gt;
had a cathartic experience crying on somebody in charge lately&lt;br /&gt;
cried on somebody in charge lately and felt fantastic afterward&lt;br /&gt;
cried on somebody in charge lately and felt great afterward&lt;br /&gt;
cried on somebody in charge lately and felt a lot better afterward&lt;br /&gt;
cried on somebody in charge lately and felt better afterward&lt;br /&gt;
cried on somebody in charge lately and felt a little better afterward&lt;br /&gt;
cried on somebody in charge lately&lt;br /&gt;
cried on somebody in charge lately but only felt more depressed&lt;br /&gt;
was unable to find somebody to complain to about job scarcity lately&lt;br /&gt;
was unable to make suggestions about work allocations lately&lt;br /&gt;
was unable to request weapon production lately&lt;br /&gt;
was unable to find somebody in charge to yell at lately&lt;br /&gt;
was unable to find somebody in charge to cry on lately&lt;br /&gt;
put off&lt;br /&gt;
flustered&lt;br /&gt;
upset&lt;br /&gt;
very upset&lt;br /&gt;
greatly upset&lt;br /&gt;
angered&lt;br /&gt;
enraged&lt;br /&gt;
shattered&lt;br /&gt;
traumatized&lt;br /&gt;
utterly traumatized&lt;br /&gt;
 by a lesser's pretentious &lt;br /&gt;
burial&lt;br /&gt;
office&lt;br /&gt;
dining&lt;br /&gt;
sleeping&lt;br /&gt;
 arrangements lately&lt;br /&gt;
admired &lt;br /&gt;
own&lt;br /&gt;
very fine&lt;br /&gt;
splendid&lt;br /&gt;
wonderful&lt;br /&gt;
completely sublime&lt;br /&gt;
tastefully arranged &lt;br /&gt;
 lately&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Relationship/Affiliation Text ==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[C:3:0:1]&lt;br /&gt;
 is married to &lt;br /&gt;
 is romantically involved with &lt;br /&gt;
an ardent worshipper&lt;br /&gt;
a faithful worshipper&lt;br /&gt;
a worshipper&lt;br /&gt;
a casual worshipper&lt;br /&gt;
a dubious worshipper&lt;br /&gt;
[C:1:0:1]&lt;br /&gt;
a mercenary&lt;br /&gt;
a former mercenary&lt;br /&gt;
an enemy&lt;br /&gt;
a criminal to&lt;br /&gt;
a citizen&lt;br /&gt;
a member&lt;br /&gt;
a former member&lt;br /&gt;
a slave&lt;br /&gt;
a former slave&lt;br /&gt;
a prisoner&lt;br /&gt;
a former prisoner&lt;br /&gt;
[C:6:0:1]&lt;br /&gt;
[C:2:0:1]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Misc Description Text ==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
 likes &lt;br /&gt;
 wood&lt;br /&gt;
 fabric&lt;br /&gt;
 for their &lt;br /&gt;
the color &lt;br /&gt;
When possible, &lt;br /&gt;
 prefers to consume &lt;br /&gt;
 absolutely detests &lt;br /&gt;
 needs alcohol to get through the working day&lt;br /&gt;
 and can't even remember the last time &lt;br /&gt;
 had some&lt;br /&gt;
 and has gone without a drink for far, far too long&lt;br /&gt;
 and really wants a drink&lt;br /&gt;
 and is starting to work slowly due to its scarcity&lt;br /&gt;
 does not mind being outdoors, at least for a time.  &lt;br /&gt;
 likes working outdoors and grumbles only mildly at inclement weather.  &lt;br /&gt;
 doesn't really care about anything anymore.  &lt;br /&gt;
 is a hardened individual.  &lt;br /&gt;
 is getting used to tragedy.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Physical Attribute Text ==&lt;br /&gt;
&amp;lt;pre&amp;gt;  &lt;br /&gt;
unbelievably strong&lt;br /&gt;
mighty&lt;br /&gt;
very strong&lt;br /&gt;
strong&lt;br /&gt;
unfathomably weak&lt;br /&gt;
unquestionably weak&lt;br /&gt;
very weak&lt;br /&gt;
weak&lt;br /&gt;
amazingly agile&lt;br /&gt;
extremely agile&lt;br /&gt;
very agile&lt;br /&gt;
agile&lt;br /&gt;
abysmally clumsy&lt;br /&gt;
totally clumsy&lt;br /&gt;
quite clumsy&lt;br /&gt;
clumsy&lt;br /&gt;
basically unbreakable&lt;br /&gt;
incredibly tough&lt;br /&gt;
quite durable&lt;br /&gt;
tough&lt;br /&gt;
shockingly fragile&lt;br /&gt;
remarkably flimsy&lt;br /&gt;
very flimsy&lt;br /&gt;
flimsy&lt;br /&gt;
absolutely inexhaustible&lt;br /&gt;
indefatigable&lt;br /&gt;
very slow to tire&lt;br /&gt;
slow to tire&lt;br /&gt;
truly quick to tire&lt;br /&gt;
extremely quick to tire&lt;br /&gt;
very quick to tire&lt;br /&gt;
quick to tire&lt;br /&gt;
possessed of amazing recuperative powers&lt;br /&gt;
incredibly quick to heal&lt;br /&gt;
quite quick to heal&lt;br /&gt;
quick to heal&lt;br /&gt;
shockingly slow to heal&lt;br /&gt;
really slow to heal&lt;br /&gt;
very slow to heal&lt;br /&gt;
slow to heal&lt;br /&gt;
virtually never sick&lt;br /&gt;
almost never sick&lt;br /&gt;
very rarely sick&lt;br /&gt;
rarely sick&lt;br /&gt;
stunningly susceptible to disease&lt;br /&gt;
really susceptible to disease&lt;br /&gt;
quite susceptible to disease&lt;br /&gt;
susceptible to disease&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Mental Attribute Text ==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[C:2:0:0]&lt;br /&gt;
[C:4:0:0]&lt;br /&gt;
but &lt;br /&gt;
awesome intellectual powers&lt;br /&gt;
great analytical abilities&lt;br /&gt;
a sharp intellect&lt;br /&gt;
a good intellect&lt;br /&gt;
a stunning lack of analytical ability&lt;br /&gt;
a lousy intellect&lt;br /&gt;
very bad analytical abilities&lt;br /&gt;
poor analytical abilities&lt;br /&gt;
unbreakable focus&lt;br /&gt;
a great ability to focus&lt;br /&gt;
very good focus&lt;br /&gt;
the ability to focus&lt;br /&gt;
the absolute inability to focus&lt;br /&gt;
really poor focus&lt;br /&gt;
quite poor focus&lt;br /&gt;
poor focus&lt;br /&gt;
an unbreakable will&lt;br /&gt;
an iron will&lt;br /&gt;
a lot of willpower&lt;br /&gt;
willpower&lt;br /&gt;
absolutely no willpower&lt;br /&gt;
next to no willpower&lt;br /&gt;
a large deficit of willpower&lt;br /&gt;
little willpower&lt;br /&gt;
a boundless creative imagination&lt;br /&gt;
great creativity&lt;br /&gt;
very good creativity&lt;br /&gt;
good creativity&lt;br /&gt;
next to no creative talent&lt;br /&gt;
lousy creativity&lt;br /&gt;
poor creativity&lt;br /&gt;
meager creativity&lt;br /&gt;
uncanny intuition&lt;br /&gt;
great intuition&lt;br /&gt;
very good intuition&lt;br /&gt;
good intuition&lt;br /&gt;
horrible intuition&lt;br /&gt;
lousy intuition&lt;br /&gt;
very bad intuition&lt;br /&gt;
bad intuition&lt;br /&gt;
absolutely boundless patience&lt;br /&gt;
a deep well of patience&lt;br /&gt;
a great deal of patience&lt;br /&gt;
a sum of patience&lt;br /&gt;
no patience at all&lt;br /&gt;
very little patience&lt;br /&gt;
little patience&lt;br /&gt;
a shortage of patience&lt;br /&gt;
an astonishing memory&lt;br /&gt;
an amazing memory&lt;br /&gt;
a great memory&lt;br /&gt;
a good memory&lt;br /&gt;
little memory to speak of&lt;br /&gt;
a really bad memory&lt;br /&gt;
a poor memory&lt;br /&gt;
an iffy memory&lt;br /&gt;
an astonishing ability with languages and words&lt;br /&gt;
a great affinity for language&lt;br /&gt;
a natural inclination toward language&lt;br /&gt;
a way with words&lt;br /&gt;
difficulty with words and language&lt;br /&gt;
very little linguistic ability&lt;br /&gt;
little linguistic ability&lt;br /&gt;
a little difficulty with words&lt;br /&gt;
a stunning feel for spatial relationships&lt;br /&gt;
an amazing spatial sense&lt;br /&gt;
a great feel for the surrounding space&lt;br /&gt;
a good spatial sense&lt;br /&gt;
no sense for spatial relationships&lt;br /&gt;
an atrocious spatial sense&lt;br /&gt;
poor spatial senses&lt;br /&gt;
a questionable spatial sense&lt;br /&gt;
an astonishing knack for music&lt;br /&gt;
a great musical sense&lt;br /&gt;
a natural ability with music&lt;br /&gt;
a feel for music&lt;br /&gt;
absolutely no feel for music at all&lt;br /&gt;
next to no natural musical ability&lt;br /&gt;
little natural inclination toward music&lt;br /&gt;
an iffy sense for music&lt;br /&gt;
an astounding feel for the position of &lt;br /&gt;
 own body&lt;br /&gt;
a great kinesthetic sense&lt;br /&gt;
a very good sense of the position of &lt;br /&gt;
a good kinesthetic sense&lt;br /&gt;
an unbelievably atrocious sense of the position of &lt;br /&gt;
a very clumsy kinesthetic sense&lt;br /&gt;
a poor kinesthetic sense&lt;br /&gt;
a meager kinesthetic sense&lt;br /&gt;
an absolutely remarkable sense of others' emotions&lt;br /&gt;
a great sense of empathy&lt;br /&gt;
a very good sense of empathy&lt;br /&gt;
an ability to read emotions fairly well&lt;br /&gt;
the utter inability to judge others' emotions&lt;br /&gt;
next to no empathy&lt;br /&gt;
a very bad sense of empathy&lt;br /&gt;
poor empathy&lt;br /&gt;
a shockingly profound feel for social relationships&lt;br /&gt;
a great feel for social relationships&lt;br /&gt;
a very good feel for social relationships&lt;br /&gt;
a good feel for social relationships&lt;br /&gt;
an absolute inability to understand social relationships&lt;br /&gt;
a lack of understanding of social relationships&lt;br /&gt;
a poor ability to manage or understand social relationships&lt;br /&gt;
a meager ability with social relationships&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Section ==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Conduct Meeting&lt;br /&gt;
Attend Meeting&lt;br /&gt;
On Break&lt;br /&gt;
Soldier&lt;br /&gt;
Noble&lt;br /&gt;
No Job&lt;br /&gt;
Chained&lt;br /&gt;
Null Precise Civ Equipment Link: &lt;br /&gt;
In Mouth&lt;br /&gt;
Hauled&lt;br /&gt;
Multigrasp&lt;br /&gt;
Wrapped around &lt;br /&gt;
Stuck in &lt;br /&gt;
Sewn into &lt;br /&gt;
Right shoulder&lt;br /&gt;
Left shoulder&lt;br /&gt;
On head&lt;br /&gt;
 pulls out and &lt;br /&gt;
releases&lt;br /&gt;
drops&lt;br /&gt;
 stands up.&lt;br /&gt;
, has decided to leave.&lt;br /&gt;
Your miners have defaced a &lt;br /&gt;
 has entered a martial trance!&lt;br /&gt;
Acceptable Liquid Flood Overflow&lt;br /&gt;
Acceptable Fish Liquid Flood Overflow&lt;br /&gt;
's mandate has ended.&lt;br /&gt;
's mandates have ended.&lt;br /&gt;
path fail: &lt;br /&gt;
 a cloud of &lt;br /&gt;
 vapor&lt;br /&gt;
 was born today, which makes &lt;br /&gt;
 very young indeed.  &lt;br /&gt;
 month&lt;br /&gt;
 day&lt;br /&gt;
 old, born on the &lt;br /&gt;
 in the year &lt;br /&gt;
 year&lt;br /&gt;
 was created today, which makes the world very young indeed.  &lt;br /&gt;
 has the appearance of somebody that is &lt;br /&gt;
 old and is&lt;br /&gt;
 kind.  &lt;br /&gt;
 is very young.&lt;br /&gt;
 is about &lt;br /&gt;
old. &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Appearance Text ==&lt;br /&gt;
&amp;lt;pre&amp;gt; &lt;br /&gt;
is gigantic with huge muscles and hanging rolls of lard&lt;br /&gt;
is huge, muscular and fat&lt;br /&gt;
is gigantic but incredibly skinny with virtually no muscles to speak of&lt;br /&gt;
is gigantic yet weak and skinny&lt;br /&gt;
is gigantic with incredible muscles&lt;br /&gt;
is very muscular and just gigantic overall&lt;br /&gt;
is gigantic and muscular&lt;br /&gt;
is gigantic yet incredibly weak&lt;br /&gt;
is enormous yet very weak&lt;br /&gt;
isn't very muscular but has a gigantic build&lt;br /&gt;
bears untold amounts of fat over a gigantic frame&lt;br /&gt;
is very fat and enormous overall&lt;br /&gt;
is gigantic and quite fat&lt;br /&gt;
is incredibly skinny yet gigantic overall&lt;br /&gt;
has an enormous build but is very skinny&lt;br /&gt;
is enormous yet skinny&lt;br /&gt;
is gigantic&lt;br /&gt;
is very large and bears great lard rolls and impressive muscles&lt;br /&gt;
is very large, fat and muscular&lt;br /&gt;
is very large yet also very weak and incredibly skinny&lt;br /&gt;
is weak and skinny yet has a large build overall&lt;br /&gt;
is incredibly muscular and very large&lt;br /&gt;
is very large and very muscular&lt;br /&gt;
is very large with strong muscles&lt;br /&gt;
is very weak despite being very large overall&lt;br /&gt;
is very large yet weak&lt;br /&gt;
isn't strong but is very large&lt;br /&gt;
is very large and just incredibly fat&lt;br /&gt;
has a very large body with quite a bit of fat on it&lt;br /&gt;
is fat and has a very large body overall&lt;br /&gt;
has a very large frame but is incredibly skinny&lt;br /&gt;
is very large yet quite skinny as well&lt;br /&gt;
is skinny but with a very large body overall&lt;br /&gt;
is very large&lt;br /&gt;
is incredibly muscular and fat, with a large build overall&lt;br /&gt;
is large, muscular and fat&lt;br /&gt;
has a large body but it is very skinny and frail&lt;br /&gt;
is weak and skinny yet has a reasonably large body overall&lt;br /&gt;
has bulky muscles on a large body&lt;br /&gt;
is very muscular with a large body&lt;br /&gt;
is large and muscular&lt;br /&gt;
is large yet frail&lt;br /&gt;
has a large body but is quite weak&lt;br /&gt;
has ill-defined muscles but is large overall&lt;br /&gt;
has a large body made larger still by mounds of fat&lt;br /&gt;
has a large body and is very fat&lt;br /&gt;
is large and fat&lt;br /&gt;
has a large body but is incredibly skinny&lt;br /&gt;
is large yet very skinny&lt;br /&gt;
is large yet skinny&lt;br /&gt;
is large&lt;br /&gt;
would be lanky were it not for the massive muscles and slabs of lard&lt;br /&gt;
is lanky, with strong muscles and some fat&lt;br /&gt;
has a tall, skinny body that is very frail&lt;br /&gt;
is tall and thin, weak with few traces of fat&lt;br /&gt;
is tall and thin with incredible muscles&lt;br /&gt;
is tall, thin and very muscular&lt;br /&gt;
is muscular, tall and thin&lt;br /&gt;
is lanky and frail&lt;br /&gt;
is lanky and weak&lt;br /&gt;
is lanky with ill-defined muscles&lt;br /&gt;
packs extraordinary obesity on to what was once a tall and thin body&lt;br /&gt;
has a tall, thin frame but manages to be very fat&lt;br /&gt;
has a tall, thin body layered with some fat&lt;br /&gt;
has a tall, narrow body that is just incredibly skinny&lt;br /&gt;
has a tall, thin frame with very little fat on it&lt;br /&gt;
has a tall, thin body with little fat&lt;br /&gt;
is lanky&lt;br /&gt;
has a short, broad body stacked thick with muscles and lard&lt;br /&gt;
is stout, muscular and fat&lt;br /&gt;
has a short body that is broad yet with few traces of muscle or fat&lt;br /&gt;
has a short broad body but is kind of weak and skinny at the same time&lt;br /&gt;
is stout and incredibly muscular&lt;br /&gt;
is stout and very muscular&lt;br /&gt;
has a stout muscular body&lt;br /&gt;
has a short broad body but is very frail&lt;br /&gt;
has a short broad body with little in the way of muscles&lt;br /&gt;
has a short broad body with ill-defined muscles&lt;br /&gt;
is short, broad and morbidly obese&lt;br /&gt;
has a short broad body with a lot of fat on it&lt;br /&gt;
is short, broad and fat&lt;br /&gt;
has a short, broad frame with almost no fat on it&lt;br /&gt;
has a short, broad body with very little fat&lt;br /&gt;
has a short, broad build overall but is somewhat skinny&lt;br /&gt;
is stout&lt;br /&gt;
has a massive broad body, highly muscular, with thick rolls of lard hanging from it&lt;br /&gt;
has an incredibly broad body with some muscle and fat on it&lt;br /&gt;
has an extremely broad frame with few traces of either muscle or fat&lt;br /&gt;
has an incredibly broad body that is somewhat weak with only a little fat on it&lt;br /&gt;
is incredibly muscular and broad-bodied&lt;br /&gt;
is has large muscles on a incredibly broad body&lt;br /&gt;
is muscular with an extremely broad body&lt;br /&gt;
has an incredibly broad body but is very frail&lt;br /&gt;
has an extremely broad body but is weak&lt;br /&gt;
is somewhat weak and has a body that is incredibly broad&lt;br /&gt;
has an incredibly broad body hung with curtains of lard&lt;br /&gt;
has an extremely broad body with lots of fat on it&lt;br /&gt;
is fat with an extremely broad body&lt;br /&gt;
has an incredibly broad body with almost no fat on it&lt;br /&gt;
has an extremely broad body with very little fat&lt;br /&gt;
has an extremely broad body with little fat&lt;br /&gt;
is incredibly broad-bodied&lt;br /&gt;
has a very broad body, with enormous lard pockets packed in with the giant muscles&lt;br /&gt;
has a very broad, muscular, fat body&lt;br /&gt;
has a very broad body but it is frail with very little fat on it&lt;br /&gt;
has a very broad body overall but it is weak with little fat on it&lt;br /&gt;
is incredibly muscular and has a very broad body&lt;br /&gt;
is very muscular and broad&lt;br /&gt;
is muscular and very broad&lt;br /&gt;
has a very broad body but it is frail&lt;br /&gt;
has ill-defined muscles on an otherwise broad body&lt;br /&gt;
has a broad body that is somewhat weak&lt;br /&gt;
has a very broad body and is incredibly fat&lt;br /&gt;
is very broad and fat&lt;br /&gt;
is fat and very broad&lt;br /&gt;
has a very broad body but almost no fat&lt;br /&gt;
has a very broad frame with very little fat on it&lt;br /&gt;
has a very broad body with little fat&lt;br /&gt;
is very broad-bodied&lt;br /&gt;
has a broad body bearing impressive muscles and a great load of fat&lt;br /&gt;
is broad-bodied, muscular and fat&lt;br /&gt;
is frail and very skinny yet with an overall broad body&lt;br /&gt;
is broad-bodied, though weak and skinny&lt;br /&gt;
has incredible muscles stretched over a broad body&lt;br /&gt;
is very muscular with a broad body&lt;br /&gt;
is broad and muscular&lt;br /&gt;
has a broad body but it is very frail&lt;br /&gt;
is broad yet weak&lt;br /&gt;
is broad with little muscle&lt;br /&gt;
has a broad body made broader still by no shortage of surrounding lard&lt;br /&gt;
is broad-bodied and very fat&lt;br /&gt;
is broad and fat&lt;br /&gt;
has a broad body with almost no fat on it&lt;br /&gt;
has a broad body with very little fat&lt;br /&gt;
has a broad body with little fat&lt;br /&gt;
has a broad body&lt;br /&gt;
has a long body and would be slim were it not for the massive layers of lard over equally gigantic muscles&lt;br /&gt;
has a long, thin body, thickened by muscle and fat&lt;br /&gt;
has a long, thin frame, frail with very little fat&lt;br /&gt;
has a long, thin body that is somewhat weak with little fat&lt;br /&gt;
has a long, thin frame strapped with incredible muscles&lt;br /&gt;
is long and thin with strong muscles&lt;br /&gt;
is long, thin and muscular&lt;br /&gt;
is long and thin but very weak&lt;br /&gt;
is long, weak and thin&lt;br /&gt;
is long, thin and somewhat weak&lt;br /&gt;
has a long, thin frame hidden beneath copious rolls of lard&lt;br /&gt;
has a long, thin body with a lot of fat on it&lt;br /&gt;
has a long, thin body with some fat on it&lt;br /&gt;
has a long, thin body with almost no fat on it&lt;br /&gt;
has a long, thin body with very little fat&lt;br /&gt;
has a long, thin frame with little fat&lt;br /&gt;
is long and slim&lt;br /&gt;
could be incredibly thin but has massive lardy rolls and enormous muscles&lt;br /&gt;
has managed to put some muscle and fat on an extremely thin frame&lt;br /&gt;
is a frail, extremely skinny thing&lt;br /&gt;
is weak with little fat and just incredibly thin overall&lt;br /&gt;
has an extremely thin body packed with huge muscles&lt;br /&gt;
is very muscular and incredibly thin&lt;br /&gt;
is muscular and extremely thin&lt;br /&gt;
is extremely thin and frail&lt;br /&gt;
is very weak and extremely thin&lt;br /&gt;
is extremely thin with ill-defined muscles&lt;br /&gt;
has an extremely thin frame underlying a massive lardy edifice&lt;br /&gt;
has an extremely thin frame with a lot of fat on it&lt;br /&gt;
has an incredibly thin frame with some fat on it&lt;br /&gt;
has an extremely thin body with almost no fat on it&lt;br /&gt;
has an extremely thin body with very litte fat on it&lt;br /&gt;
has an incredibly thin body with little fat&lt;br /&gt;
is incredibly thin&lt;br /&gt;
has a very thin build buried underneath endless muscles and fat&lt;br /&gt;
would be very thin but has opted for some muscle and fat&lt;br /&gt;
has a very thin, frail body without visible traces of fat&lt;br /&gt;
is weak and has a very thin body with very little fat&lt;br /&gt;
is incredibly muscular and very thin&lt;br /&gt;
is very muscular and thin&lt;br /&gt;
is muscular and very thin&lt;br /&gt;
is very thin and weak&lt;br /&gt;
is weak and very thin&lt;br /&gt;
is somewhat scrawny and very thin&lt;br /&gt;
would be very thin but bears an enormous lardy burden&lt;br /&gt;
has much fat on a very thin frame&lt;br /&gt;
has a very thin frame with a bit of fat on it&lt;br /&gt;
has a very thin body with almost no fat on it&lt;br /&gt;
has a very thin frame with very little fat&lt;br /&gt;
has a very thin body with little fat&lt;br /&gt;
is very thin&lt;br /&gt;
has a thin frame but it is loaded with muscles and great layers of fat&lt;br /&gt;
has a generally thin build with some muscle and fat on it&lt;br /&gt;
is thin, frail and incredibly skinny&lt;br /&gt;
is thin, skinny and weak&lt;br /&gt;
is thin but has incredible muscles&lt;br /&gt;
is thin and very muscular&lt;br /&gt;
is wiry&lt;br /&gt;
is thin and frail&lt;br /&gt;
is thin and weak&lt;br /&gt;
is thin and scrawny&lt;br /&gt;
has what was once a thin frame, now bearing enormous, thick layers of fat&lt;br /&gt;
has a once-thin frame, now belarded&lt;br /&gt;
has a thin frame with some fat on it&lt;br /&gt;
has a thin body with almost no fat on it&lt;br /&gt;
has a thin body with very little fat&lt;br /&gt;
has a thin body with little fat&lt;br /&gt;
is thin&lt;br /&gt;
is incredibly tall, layered with massive muscles and hanging sacks of lard&lt;br /&gt;
is incredibly tall with strong muscles and some fat&lt;br /&gt;
is very frail with an extremely tall and skinny body&lt;br /&gt;
is incredibly tall and a bit skinny, with ill-defined muscles&lt;br /&gt;
is incredibly tall and muscular&lt;br /&gt;
is very muscular and extremely tall&lt;br /&gt;
is muscular and incredibly tall&lt;br /&gt;
is incredibly tall but has a frail body&lt;br /&gt;
is incredibly tall yet weak&lt;br /&gt;
is scrawny yet extremely tall&lt;br /&gt;
is incredibly tall and fat&lt;br /&gt;
is very fat and extremely tall&lt;br /&gt;
is fat and extremely tall&lt;br /&gt;
is incredibly tall and skinny&lt;br /&gt;
is very skinny and even more tall&lt;br /&gt;
is skinny and extremely tall&lt;br /&gt;
is incredibly tall&lt;br /&gt;
is very tall with huge muscles and great lardy rolls&lt;br /&gt;
is very tall with plenty of muscle and fat&lt;br /&gt;
is very tall and skinny but also very weak&lt;br /&gt;
is weak and skinny but very tall overall&lt;br /&gt;
is very tall with huge muscles&lt;br /&gt;
is very tall and muscular&lt;br /&gt;
is muscular and very tall&lt;br /&gt;
is very tall yet frail&lt;br /&gt;
is very tall yet weak&lt;br /&gt;
is very tall yet somewhat weak&lt;br /&gt;
is very tall with a hanging apron of lard&lt;br /&gt;
is very tall and fat&lt;br /&gt;
is fat and very tall&lt;br /&gt;
is very tall and incredibly skinny&lt;br /&gt;
is very tall and skinny&lt;br /&gt;
is skinny and very tall&lt;br /&gt;
is very tall&lt;br /&gt;
is very muscular, tall and obese&lt;br /&gt;
is tall, muscular and fat&lt;br /&gt;
is tall, extremely skinny and frail&lt;br /&gt;
is tall, weak and skinny&lt;br /&gt;
has loaded a tall body with incredible muscles&lt;br /&gt;
is tall and very muscular&lt;br /&gt;
is tall and muscular&lt;br /&gt;
is pretty tall but also very frail&lt;br /&gt;
is tall but has quite ill-defined muscles&lt;br /&gt;
is tall and scrawny&lt;br /&gt;
is tall and belarded by great hanging sacks of fat&lt;br /&gt;
is tall and very fat&lt;br /&gt;
is tall and fat&lt;br /&gt;
is tall and incredibly skinny&lt;br /&gt;
is tall and very skinny&lt;br /&gt;
is tall and skinny&lt;br /&gt;
is tall&lt;br /&gt;
is incredibly long with impressive muscles and great sacks of lard&lt;br /&gt;
is extremely long with muscle and fat in equal measure&lt;br /&gt;
is frail and really skinny but also extremely long&lt;br /&gt;
is incredibly long yet is also weak and skinny&lt;br /&gt;
is incredibly long and muscular&lt;br /&gt;
is very muscular and incredibly long&lt;br /&gt;
is muscular and extremely long&lt;br /&gt;
is very frail and incredibly long&lt;br /&gt;
is weak and extremely long&lt;br /&gt;
is somewhat weak and extremely long&lt;br /&gt;
is incredibly long, encapsulated in massive layers of lard&lt;br /&gt;
is extremely long and very fat&lt;br /&gt;
is fat and incredibly long&lt;br /&gt;
is incredibly long and skinny&lt;br /&gt;
is very skinny and extremely long&lt;br /&gt;
is skinny and incredibly long&lt;br /&gt;
is incredibly long&lt;br /&gt;
is extremely muscular and lardy and also very long&lt;br /&gt;
is very long, muscular and fat&lt;br /&gt;
has a very long body, frail and skinny&lt;br /&gt;
is weak and skinny with a very long body overall&lt;br /&gt;
is very long and incredibly muscular&lt;br /&gt;
is very long and muscular&lt;br /&gt;
is muscular and very long&lt;br /&gt;
is very long and frail&lt;br /&gt;
is weak and very long&lt;br /&gt;
is somewhat weak and very long&lt;br /&gt;
has a very long body that is beset by a morbid corpulence&lt;br /&gt;
is very long and fat&lt;br /&gt;
is fat and very long&lt;br /&gt;
is very long and incredibly skinny&lt;br /&gt;
is very long and skinny&lt;br /&gt;
is skinny and very long&lt;br /&gt;
is very long&lt;br /&gt;
is extremely muscular, obese and long&lt;br /&gt;
is long, muscular and fat&lt;br /&gt;
has a frail body, long and incredibly skinny&lt;br /&gt;
is long, weak and skinny&lt;br /&gt;
has an incredibly muscular, long body&lt;br /&gt;
is very muscular with a long body&lt;br /&gt;
is long and muscular&lt;br /&gt;
is long with a frail body&lt;br /&gt;
is long but weak&lt;br /&gt;
is long and scrawny&lt;br /&gt;
is long and incredibly fat&lt;br /&gt;
is long and very fat&lt;br /&gt;
is fat and long&lt;br /&gt;
is long and incredibly skinny&lt;br /&gt;
is long and very skinny&lt;br /&gt;
is long and skinny&lt;br /&gt;
is long&lt;br /&gt;
is incredibly short yet has extremely strong muscles hidden under massive lardy rolls&lt;br /&gt;
is muscular and fat yet at the same time incredibly short&lt;br /&gt;
is extremely short, weak and thin&lt;br /&gt;
is weak, skinny and incredibly short&lt;br /&gt;
has put on an extreme amount of muscle, especially for one so short&lt;br /&gt;
is very muscular and incredibly short&lt;br /&gt;
is muscular and extremely short&lt;br /&gt;
is incredibly short and frail&lt;br /&gt;
is weak and extremely short&lt;br /&gt;
is extremely short with little muscle&lt;br /&gt;
is incredibly short but somehow packs in an enormous amount of fat&lt;br /&gt;
is very fat and extremely short&lt;br /&gt;
is fat and incredibly short&lt;br /&gt;
is incredibly short and skinny&lt;br /&gt;
is very skinny and extremely short&lt;br /&gt;
is skinny and incredibly short&lt;br /&gt;
is incredibly short&lt;br /&gt;
is very short but covered with great amounts of lard and with huge muscles&lt;br /&gt;
is very short yet muscular and fat&lt;br /&gt;
is very short, very weak and very skinny&lt;br /&gt;
is weak, skinny and very short&lt;br /&gt;
packs enormous muscles on to a very short body&lt;br /&gt;
is very muscular and very short&lt;br /&gt;
is very short with well-defined muscular&lt;br /&gt;
is very weak and very short&lt;br /&gt;
is weak and really short&lt;br /&gt;
is somewhat weak and very short&lt;br /&gt;
carries massive amounts of fat, especially for one so short&lt;br /&gt;
is very short and fat&lt;br /&gt;
is fat and very short&lt;br /&gt;
is very short and incredibly skinny&lt;br /&gt;
is very short and skinny&lt;br /&gt;
is skinny and very short&lt;br /&gt;
is very short&lt;br /&gt;
is short yet layered with equal parts of giant muscles and lardy slabs&lt;br /&gt;
isn't very tall but makes up for it with muscle and fat&lt;br /&gt;
is short, very weak and incredibly skinny&lt;br /&gt;
is weak, short and skinny&lt;br /&gt;
isn't tall but has incredible muscles&lt;br /&gt;
is short with well-defined muscles&lt;br /&gt;
is short and muscular&lt;br /&gt;
is short and very weak&lt;br /&gt;
is weak and short&lt;br /&gt;
is short and not very strong&lt;br /&gt;
is short and just incredibly fat&lt;br /&gt;
is short and obese&lt;br /&gt;
is short and fat&lt;br /&gt;
is short and incredibly skinny&lt;br /&gt;
is short and very skinny&lt;br /&gt;
is short and skinny&lt;br /&gt;
is short&lt;br /&gt;
is as short as can be yet has great muscles and rolls of lard&lt;br /&gt;
is incredibly short, if muscular and fat&lt;br /&gt;
is incredibly short, skinny and frail&lt;br /&gt;
is weak and skinny as well as incredibly short&lt;br /&gt;
has an extremely short body that is incredibly muscular&lt;br /&gt;
is very muscular if incredibly short&lt;br /&gt;
is as short as they come and very frail on top of that&lt;br /&gt;
is weak as well as incredibly short&lt;br /&gt;
is scrawny and extremely short&lt;br /&gt;
is incredibly short and bears massive lardy rolls&lt;br /&gt;
has an incredibly short body but still manages to be very fat&lt;br /&gt;
is very skinny and even more short&lt;br /&gt;
is skinny and extremely short&lt;br /&gt;
is very short yet impressively muscular and enormously fat&lt;br /&gt;
is very short in length but muscular and fat as well&lt;br /&gt;
is very short, weak and skinny&lt;br /&gt;
is weak and skinny and also very short&lt;br /&gt;
carries great muscles on a very short body&lt;br /&gt;
is very short and muscular&lt;br /&gt;
is muscular and very short&lt;br /&gt;
is very short and frail&lt;br /&gt;
is very short and quite weak&lt;br /&gt;
is very short with ill-defined muscles&lt;br /&gt;
has a very short body buttressed by rolls of lard&lt;br /&gt;
is short with great muscles and copious amounts of lard&lt;br /&gt;
is short in length but muscular and fat&lt;br /&gt;
is weak, skinny and short&lt;br /&gt;
is incredibly muscular if a little short&lt;br /&gt;
is very muscular with a short body&lt;br /&gt;
is short and weak&lt;br /&gt;
is short and scrawny&lt;br /&gt;
is short and incredibly fat&lt;br /&gt;
is short and very fat&lt;br /&gt;
is strapped with massive amounts of muscle and lard&lt;br /&gt;
is muscular and fat&lt;br /&gt;
is very weak and incredibly skinny&lt;br /&gt;
is weak and skinny&lt;br /&gt;
is incredibly muscular&lt;br /&gt;
is very muscular&lt;br /&gt;
is muscular&lt;br /&gt;
is very weak&lt;br /&gt;
is weak&lt;br /&gt;
is scrawny&lt;br /&gt;
is corpulent&lt;br /&gt;
is very fat&lt;br /&gt;
is fat&lt;br /&gt;
is incredibly skinny&lt;br /&gt;
is very skinny&lt;br /&gt;
is skinny&lt;br /&gt;
is average in size&lt;br /&gt;
has a small build yet is strapped with massive amounts of muscle and lard&lt;br /&gt;
has a small build but is muscular and fat&lt;br /&gt;
has a small build and is very weak and incredibly skinny&lt;br /&gt;
has a small build and is weak and skinny&lt;br /&gt;
has incredible muscles over a small build&lt;br /&gt;
is very muscular yet has a small build&lt;br /&gt;
is small yet muscular&lt;br /&gt;
is very weak and small&lt;br /&gt;
is weak and small&lt;br /&gt;
is small and scrawny&lt;br /&gt;
packs massive amounts of fat on to a small build&lt;br /&gt;
has a small build but is very fat&lt;br /&gt;
is small and fat&lt;br /&gt;
is incredibly skinny with a small build&lt;br /&gt;
is very skinny with a small build&lt;br /&gt;
is skinny with a small build&lt;br /&gt;
is small&lt;br /&gt;
is very small yet with huge slabs of lard and muscle&lt;br /&gt;
is muscular and fat yet has a very small overall build&lt;br /&gt;
is very weak, skinny and small&lt;br /&gt;
is weak, skinny and very small&lt;br /&gt;
is incredibly muscular for one so small&lt;br /&gt;
is very small yet very muscular&lt;br /&gt;
is muscular and very small&lt;br /&gt;
is weak and very small&lt;br /&gt;
is very small with ill-defined muscles&lt;br /&gt;
has a very small body bedecked with lardy rolls&lt;br /&gt;
is very small and fat&lt;br /&gt;
is fat and very small&lt;br /&gt;
is incredibly skinny and very small&lt;br /&gt;
is very small and skinny&lt;br /&gt;
is skinny and very small&lt;br /&gt;
is very small&lt;br /&gt;
is tiny yet incredibly muscular and lardy&lt;br /&gt;
is muscular and fat and very, very small&lt;br /&gt;
is incredibly small, weak and skinny, so as to be almost nothing&lt;br /&gt;
is tiny, skinny and weak&lt;br /&gt;
is a minuscule bundle of muscles&lt;br /&gt;
has an extremely small body but it is very muscular&lt;br /&gt;
is muscular yet with a incredibly small body overall&lt;br /&gt;
is tiny and utterly weak&lt;br /&gt;
is tiny and weak&lt;br /&gt;
is tiny with ill-defined muscles&lt;br /&gt;
bears an enormous amount of fat for one so tiny&lt;br /&gt;
is tiny yet very fat&lt;br /&gt;
is fat yet tiny&lt;br /&gt;
is tiny overall and in particular incredibly skinny&lt;br /&gt;
is very skinny with an overall minuscule build&lt;br /&gt;
is incredibly small and skinny&lt;br /&gt;
is tiny&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Section ==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
 popped out.  &lt;br /&gt;
 broken.  &lt;br /&gt;
 fractured.  &lt;br /&gt;
 has a compound fracture&lt;br /&gt;
 have compound fractures&lt;br /&gt;
cut open&lt;br /&gt;
smashed open&lt;br /&gt;
broken open&lt;br /&gt;
torn open&lt;br /&gt;
gouting&lt;br /&gt;
gushing&lt;br /&gt;
spraying&lt;br /&gt;
running with&lt;br /&gt;
dripping&lt;br /&gt;
oozing&lt;br /&gt;
 dented.  &lt;br /&gt;
frost-bitten&lt;br /&gt;
frozen&lt;br /&gt;
rotten&lt;br /&gt;
blistered&lt;br /&gt;
completely swollen&lt;br /&gt;
heavily swollen&lt;br /&gt;
very swollen&lt;br /&gt;
quite swollen&lt;br /&gt;
swollen&lt;br /&gt;
slightly swollen&lt;br /&gt;
tall&lt;br /&gt;
long&lt;br /&gt;
high&lt;br /&gt;
low&lt;br /&gt;
wide-set&lt;br /&gt;
large-irised&lt;br /&gt;
small-irised&lt;br /&gt;
sunken&lt;br /&gt;
protruding&lt;br /&gt;
smooth&lt;br /&gt;
convex&lt;br /&gt;
concave&lt;br /&gt;
curly&lt;br /&gt;
straight&lt;br /&gt;
dense&lt;br /&gt;
sparse&lt;br /&gt;
thick&lt;br /&gt;
thin&lt;br /&gt;
upturned&lt;br /&gt;
hooked&lt;br /&gt;
splayed out&lt;br /&gt;
flattened&lt;br /&gt;
great-lobed&lt;br /&gt;
fuse-lobed&lt;br /&gt;
gapped&lt;br /&gt;
crowded&lt;br /&gt;
high-cheekboned&lt;br /&gt;
low-cheekboned&lt;br /&gt;
broad-chinned&lt;br /&gt;
narrow-chinned&lt;br /&gt;
jutting-chinned&lt;br /&gt;
recess-chinned&lt;br /&gt;
square-chinned&lt;br /&gt;
round-chinned&lt;br /&gt;
greasy&lt;br /&gt;
dry&lt;br /&gt;
deep-voiced&lt;br /&gt;
high-voiced&lt;br /&gt;
raspy-voiced&lt;br /&gt;
clear-voiced&lt;br /&gt;
body is &lt;br /&gt;
 is gone.  &lt;br /&gt;
extremely tall&lt;br /&gt;
somewhat tall&lt;br /&gt;
very short&lt;br /&gt;
somewhat short&lt;br /&gt;
extraordinarily broad&lt;br /&gt;
somewhat broad&lt;br /&gt;
extremely narrow&lt;br /&gt;
somewhat narrow&lt;br /&gt;
extremely long&lt;br /&gt;
quite long&lt;br /&gt;
somewhat long&lt;br /&gt;
extremely short&lt;br /&gt;
incredibly high&lt;br /&gt;
somewhat high&lt;br /&gt;
extremely low&lt;br /&gt;
slightly low&lt;br /&gt;
incredibly close-set&lt;br /&gt;
slightly close-set&lt;br /&gt;
very wide-set&lt;br /&gt;
slightly wide-set&lt;br /&gt;
deeply sunken&lt;br /&gt;
slightly sunken&lt;br /&gt;
bulging&lt;br /&gt;
slightly protruding&lt;br /&gt;
have very large irises&lt;br /&gt;
have large irises&lt;br /&gt;
have slightly large irises&lt;br /&gt;
have very thin irises&lt;br /&gt;
have thin irises&lt;br /&gt;
have slightly thin irises&lt;br /&gt;
very large-irised&lt;br /&gt;
slightly large-irised&lt;br /&gt;
very thin-irised&lt;br /&gt;
thin-irised&lt;br /&gt;
slightly thin-irised&lt;br /&gt;
extremely wrinkled&lt;br /&gt;
slightly wrinkled&lt;br /&gt;
very smooth&lt;br /&gt;
slightly smooth&lt;br /&gt;
wavy&lt;br /&gt;
incredibly straight&lt;br /&gt;
very convex&lt;br /&gt;
slightly convex&lt;br /&gt;
incredibly concave&lt;br /&gt;
somewhat concave&lt;br /&gt;
extremely dense&lt;br /&gt;
quite dense&lt;br /&gt;
slightly dense&lt;br /&gt;
extremely sparse&lt;br /&gt;
quite sparse&lt;br /&gt;
slightly sparse&lt;br /&gt;
very thick&lt;br /&gt;
slightly thick&lt;br /&gt;
very thin&lt;br /&gt;
somewhat thin&lt;br /&gt;
incredibly upturned&lt;br /&gt;
slightly upturned&lt;br /&gt;
sharply hooked&lt;br /&gt;
slightly hooked&lt;br /&gt;
very splayed out&lt;br /&gt;
somewhat splayed out&lt;br /&gt;
very flattened&lt;br /&gt;
slightly flattened&lt;br /&gt;
have great swinging lobes&lt;br /&gt;
have large hanging lobes&lt;br /&gt;
are free-lobed&lt;br /&gt;
are fuse-lobed&lt;br /&gt;
have nearly fused lobes&lt;br /&gt;
have small lobes&lt;br /&gt;
hanging-lobed&lt;br /&gt;
free-lobed&lt;br /&gt;
nearly fuse-lobed&lt;br /&gt;
small-lobed&lt;br /&gt;
widely-spaced&lt;br /&gt;
tangled&lt;br /&gt;
very round&lt;br /&gt;
slightly rounded&lt;br /&gt;
slit&lt;br /&gt;
somewhat greasy&lt;br /&gt;
crinkly&lt;br /&gt;
striped &lt;br /&gt;
 spots&lt;br /&gt;
with a touch of&lt;br /&gt;
with flecks of&lt;br /&gt;
with some&lt;br /&gt;
mixed with&lt;br /&gt;
 stripes&lt;br /&gt;
is &lt;br /&gt;
are &lt;br /&gt;
has a deep, guttural voice&lt;br /&gt;
has a high-pitched, clear voice&lt;br /&gt;
has a high-pitched, grating voice&lt;br /&gt;
has a clear, deep voice&lt;br /&gt;
has a fairly deep and raspy voice&lt;br /&gt;
has a high squeaky voice&lt;br /&gt;
has a low, clear voice&lt;br /&gt;
has a high, clear voice&lt;br /&gt;
has a very clear voice&lt;br /&gt;
has a clear voice&lt;br /&gt;
has a grating, raspy voice&lt;br /&gt;
has a scratchy voice&lt;br /&gt;
has a very high-pitched voice&lt;br /&gt;
has a high voice&lt;br /&gt;
has a very deep voice&lt;br /&gt;
has a low voice&lt;br /&gt;
has very high cheekbones&lt;br /&gt;
has high cheekbones&lt;br /&gt;
has low cheekbones&lt;br /&gt;
has very low cheekbones&lt;br /&gt;
square chin&lt;br /&gt;
round chin&lt;br /&gt;
chin&lt;br /&gt;
has a massive&lt;br /&gt;
has a deeply recessed, broad&lt;br /&gt;
has a narrow, jutting&lt;br /&gt;
has a deeply recessed, narrow&lt;br /&gt;
has a broad, prominent&lt;br /&gt;
has a broad, recessed&lt;br /&gt;
has a narrow, prominent&lt;br /&gt;
has a narrow, recessed&lt;br /&gt;
has a very broad&lt;br /&gt;
has a broad&lt;br /&gt;
has a very narrow&lt;br /&gt;
has a narrow&lt;br /&gt;
has a jutting&lt;br /&gt;
has a prominent&lt;br /&gt;
has a recessed&lt;br /&gt;
has a deeply recessed&lt;br /&gt;
has a square chin&lt;br /&gt;
has an angular chin&lt;br /&gt;
has very round chin&lt;br /&gt;
has a round chin&lt;br /&gt;
, and &lt;br /&gt;
very long&lt;br /&gt;
medium-length&lt;br /&gt;
clean-shaven&lt;br /&gt;
stubble&lt;br /&gt;
neatly combed&lt;br /&gt;
braided&lt;br /&gt;
arranged in double braids&lt;br /&gt;
tied in a pony tail&lt;br /&gt;
[C:7:0:0]&lt;br /&gt;
 bears&lt;br /&gt;
 bear&lt;br /&gt;
 the marks of numerous old wounds, the chief among them&lt;br /&gt;
 the marks of old wounds, including&lt;br /&gt;
 a &lt;br /&gt;
massive &lt;br /&gt;
very long &lt;br /&gt;
long &lt;br /&gt;
short &lt;br /&gt;
very short &lt;br /&gt;
tiny &lt;br /&gt;
curving scar.  &lt;br /&gt;
straight scar.  &lt;br /&gt;
huge &lt;br /&gt;
very large &lt;br /&gt;
very small &lt;br /&gt;
dent.  &lt;br /&gt;
jagged scar.  &lt;br /&gt;
 has bestowed the name &lt;br /&gt;
 upon a &lt;br /&gt;
 has grown attached to a &lt;br /&gt;
data/save/current/unit-&lt;br /&gt;
unit-&lt;br /&gt;
Duplicate Object: &lt;br /&gt;
inorganic&lt;br /&gt;
plant&lt;br /&gt;
creaturebody&lt;br /&gt;
creaturebodygloss&lt;br /&gt;
entity&lt;br /&gt;
word&lt;br /&gt;
symbol&lt;br /&gt;
translation&lt;br /&gt;
color&lt;br /&gt;
shape&lt;br /&gt;
color_pattern&lt;br /&gt;
reaction&lt;br /&gt;
material_template&lt;br /&gt;
tissue_template&lt;br /&gt;
body_detail_plan&lt;br /&gt;
creature_variation&lt;br /&gt;
failed vermin colony deletion&lt;br /&gt;
Generating world using parameter set &lt;br /&gt;
 Seed: &lt;br /&gt;
 History Seed: &lt;br /&gt;
 Name Seed: &lt;br /&gt;
 Creature Seed: &lt;br /&gt;
Null unit chunk on export&lt;br /&gt;
The wet season has arrived!&lt;br /&gt;
Spring has arrived!&lt;br /&gt;
Spring has arrived on the calendar.&lt;br /&gt;
It is now summer.&lt;br /&gt;
Summer has arrived on the calendar.&lt;br /&gt;
The dry season has come.&lt;br /&gt;
Autumn has come.&lt;br /&gt;
Autumn has arrived on the calendar.&lt;br /&gt;
Winter is upon you.&lt;br /&gt;
Winter has arrived on the calendar.&lt;br /&gt;
This artwork appears on &lt;br /&gt;
.[B]&lt;br /&gt;
This work of art is a &lt;br /&gt;
This artwork appears on a &lt;br /&gt;
 and was crafted in &lt;br /&gt;
This artwork appears &lt;br /&gt;
on the front of &lt;br /&gt;
on the back of &lt;br /&gt;
This engraving appears on a floor &lt;br /&gt;
This engraving appears on a wall &lt;br /&gt;
 somewhere&lt;br /&gt;
This artwork is a&lt;br /&gt;
It is a&lt;br /&gt;
The item &lt;br /&gt;
On the item &lt;br /&gt;
On the front of the coin &lt;br /&gt;
On the coin's back &lt;br /&gt;
Engraved &lt;br /&gt;
on the floor &lt;br /&gt;
on the wall &lt;br /&gt;
is a&lt;br /&gt;
 fine&lt;br /&gt;
 superior&lt;br /&gt;
n exceptional&lt;br /&gt;
 rendition of a&lt;br /&gt;
 well-designed &lt;br /&gt;
 finely-designed &lt;br /&gt;
 superiorly designed &lt;br /&gt;
n exceptionally designed &lt;br /&gt;
 masterfully designed &lt;br /&gt;
n &lt;br /&gt;
 image&lt;br /&gt;
The artwork relates to &lt;br /&gt;
 during &lt;br /&gt;
The image is &lt;br /&gt;
the symbol of&lt;br /&gt;
migrating &lt;br /&gt;
nomadic &lt;br /&gt;
local &lt;br /&gt;
civilization&lt;br /&gt;
group&lt;br /&gt;
government&lt;br /&gt;
vessel&lt;br /&gt;
religion&lt;br /&gt;
miltary unit&lt;br /&gt;
objects/language_*&lt;br /&gt;
objects/descriptor_shape_*&lt;br /&gt;
objects/descriptor_color_*&lt;br /&gt;
objects/descriptor_pattern_*&lt;br /&gt;
objects/material_template_*&lt;br /&gt;
objects/inorganic_*&lt;br /&gt;
objects/plant_*&lt;br /&gt;
objects/tissue_template_*&lt;br /&gt;
objects/item_*&lt;br /&gt;
objects/building_*&lt;br /&gt;
objects/b_detail_plan_*&lt;br /&gt;
objects/body_*&lt;br /&gt;
objects/c_variation_*&lt;br /&gt;
objects/creature_*&lt;br /&gt;
objects/entity_*&lt;br /&gt;
objects/reaction_*&lt;br /&gt;
objects/&lt;br /&gt;
Missing Material Template: &lt;br /&gt;
Missing Inorganic Gloss: &lt;br /&gt;
Missing Plant Gloss: &lt;br /&gt;
Missing Tissue Template: &lt;br /&gt;
Missing Item Definition: &lt;br /&gt;
Missing Building Definition: &lt;br /&gt;
Missing Body Detail Plan: &lt;br /&gt;
Missing Creature Body Definition: &lt;br /&gt;
Missing Creature Body Gloss Definition&lt;br /&gt;
Missing Creature Variation: &lt;br /&gt;
Missing Creature Definition: &lt;br /&gt;
Missing Entity Definition&lt;br /&gt;
Missing Word Definition&lt;br /&gt;
Missing Symbol Definition&lt;br /&gt;
Missing Translation Definition&lt;br /&gt;
Missing Color Definition&lt;br /&gt;
Missing Shape Definition&lt;br /&gt;
Missing Color Pattern Definition&lt;br /&gt;
Missing Reaction Definition&lt;br /&gt;
: NULL job on building load&lt;br /&gt;
: NULL master on building load&lt;br /&gt;
: NULL subord on building load&lt;br /&gt;
Site Map:  Extra Item Occupancy &lt;br /&gt;
A section of the cavern has collapsed!&lt;br /&gt;
very near&lt;br /&gt;
far&lt;br /&gt;
a day's travel&lt;br /&gt;
nearly a day's travel&lt;br /&gt;
a half day's travel&lt;br /&gt;
a short walk&lt;br /&gt;
inaccessible from here&lt;br /&gt;
 to the &lt;br /&gt;
northwest&lt;br /&gt;
northeast&lt;br /&gt;
southwest&lt;br /&gt;
southeast&lt;br /&gt;
The weather has cleared.&lt;br /&gt;
A snow storm has come.&lt;br /&gt;
It has started raining.&lt;br /&gt;
Load Game: Invalid Job ID Number, &lt;br /&gt;
Load Game: Invalid Unit ID Number, &lt;br /&gt;
Load Game: Invalid Item ID Number, &lt;br /&gt;
Load Game: Invalid Entity ID Number&lt;br /&gt;
Load Game: Invalid Nemesis ID Number, &lt;br /&gt;
Load Game: Invalid Building ID Number, &lt;br /&gt;
Load Game: Invalid Machine ID Number&lt;br /&gt;
Load Game: Invalid Flow Guide ID Number&lt;br /&gt;
Load Game: Invalid Artifact ID Number, &lt;br /&gt;
Unloaded&lt;br /&gt;
Load Game: Invalid Proj ID Number&lt;br /&gt;
Load Game: Invalid Schedule ID Number&lt;br /&gt;
Load Game: Invalid Task ID Number&lt;br /&gt;
Load Game: Invalid Unit Chunk ID Number&lt;br /&gt;
Load Game: Invalid Art Image Chunk ID Number&lt;br /&gt;
Load Game: Invalid Hist Figure ID Number&lt;br /&gt;
Load Game: Invalid Hist Event ID Number&lt;br /&gt;
Load Game: Invalid Hist Event Collection ID Number&lt;br /&gt;
Load Game: Invalid Squad ID Number&lt;br /&gt;
Load Game: Invalid Formation ID Number&lt;br /&gt;
Load Game: Invalid Activity ID Number&lt;br /&gt;
 has engraved a masterpiece!&lt;br /&gt;
data/save/current/site-&lt;br /&gt;
site-&lt;br /&gt;
You have discovered a river.&lt;br /&gt;
You have discovered an expansive cavern deep underground.&lt;br /&gt;
You have discovered a great magma sea.&lt;br /&gt;
You have discovered an eerie cavern.  The air above the dark stone floor is alive with vortices of purple light and dark, boiling clouds.  Seemingly bottomless glowing pits mark the surface.&lt;br /&gt;
You have discovered a cave entrance.&lt;br /&gt;
You have discovered a downward passage.&lt;br /&gt;
You have discovered a deep pit.&lt;br /&gt;
You have discovered a magma pool.&lt;br /&gt;
You have discovered a volcano.&lt;br /&gt;
!  Praise the miners!&lt;br /&gt;
You have found a curious underground structure.&lt;br /&gt;
You have struck &lt;br /&gt;
Evaluate Wagon Edge Access Overflow&lt;br /&gt;
The falling debris has defaced a &lt;br /&gt;
Sizing Flow... Overflow&lt;br /&gt;
Dungeon Floodfill Overflow&lt;br /&gt;
Dungeon Floodfill Overflow 3&lt;br /&gt;
Dungeon Floodfill Overflow 4&lt;br /&gt;
Dungeon Flood Fill Overflow 2&lt;br /&gt;
The impertinent vegetation has defaced a &lt;br /&gt;
A careless farmer has defaced a &lt;br /&gt;
A foolish builder defaced a &lt;br /&gt;
 have married.  Congratulations!&lt;br /&gt;
They have decided to forego any formal celebrations.&lt;br /&gt;
wooden&lt;br /&gt;
soap&lt;br /&gt;
ivory/tooth&lt;br /&gt;
unknown material&lt;br /&gt;
data/init/arena.txt&lt;br /&gt;
-legends&lt;br /&gt;
.xml&lt;br /&gt;
&amp;lt;?xml version=&amp;quot;1.0&amp;quot; encoding='UTF-8'?&amp;gt;&lt;br /&gt;
&amp;lt;regions&amp;gt;&lt;br /&gt;
&amp;lt;region&amp;gt;&lt;br /&gt;
&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;&lt;br /&gt;
&amp;lt;/region&amp;gt;&lt;br /&gt;
&amp;lt;/regions&amp;gt;&lt;br /&gt;
&amp;lt;underground_regions&amp;gt;&lt;br /&gt;
&amp;lt;underground_region&amp;gt;&lt;br /&gt;
underworld&lt;br /&gt;
&amp;lt;/depth&amp;gt;&lt;br /&gt;
&amp;lt;depth&amp;gt;&lt;br /&gt;
&amp;lt;/underground_region&amp;gt;&lt;br /&gt;
&amp;lt;/underground_regions&amp;gt;&lt;br /&gt;
&amp;lt;sites&amp;gt;&lt;br /&gt;
&amp;lt;site&amp;gt;&lt;br /&gt;
player fortress&lt;br /&gt;
dark fortress&lt;br /&gt;
dwarf fortress&lt;br /&gt;
tree city&lt;br /&gt;
city&lt;br /&gt;
unknown&lt;br /&gt;
&amp;lt;structures&amp;gt;&lt;br /&gt;
&amp;lt;/structures&amp;gt;&lt;br /&gt;
&amp;lt;/site&amp;gt;&lt;br /&gt;
&amp;lt;/sites&amp;gt;&lt;br /&gt;
&amp;lt;world_constructions&amp;gt;&lt;br /&gt;
&amp;lt;/world_constructions&amp;gt;&lt;br /&gt;
&amp;lt;artifacts&amp;gt;&lt;br /&gt;
&amp;lt;artifact&amp;gt;&lt;br /&gt;
&amp;lt;/item&amp;gt;&lt;br /&gt;
&amp;lt;item&amp;gt;&lt;br /&gt;
&amp;lt;/artifact&amp;gt;&lt;br /&gt;
&amp;lt;/artifacts&amp;gt;&lt;br /&gt;
&amp;lt;historical_figures&amp;gt;&lt;br /&gt;
&amp;lt;historical_figure&amp;gt;&lt;br /&gt;
&amp;lt;/historical_figure&amp;gt;&lt;br /&gt;
&amp;lt;/historical_figures&amp;gt;&lt;br /&gt;
&amp;lt;entity_populations&amp;gt;&lt;br /&gt;
&amp;lt;entity_population&amp;gt;&lt;br /&gt;
&amp;lt;/entity_population&amp;gt;&lt;br /&gt;
&amp;lt;/entity_populations&amp;gt;&lt;br /&gt;
&amp;lt;entities&amp;gt;&lt;br /&gt;
&amp;lt;entity&amp;gt;&lt;br /&gt;
&amp;lt;/entity&amp;gt;&lt;br /&gt;
&amp;lt;/entities&amp;gt;&lt;br /&gt;
&amp;lt;historical_events&amp;gt;&lt;br /&gt;
&amp;lt;/historical_events&amp;gt;&lt;br /&gt;
&amp;lt;historical_event_collections&amp;gt;&lt;br /&gt;
&amp;lt;/historical_event_collections&amp;gt;&lt;br /&gt;
&amp;lt;historical_eras&amp;gt;&lt;br /&gt;
&amp;lt;historical_era&amp;gt;&lt;br /&gt;
&amp;lt;/historical_era&amp;gt;&lt;br /&gt;
&amp;lt;/historical_eras&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== C++ Debug Symbols ==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
.?AVabstract_building_templest@@&lt;br /&gt;
.?AVabstract_building_dark_towerst@@&lt;br /&gt;
.?AVabstract_building_home_apartment_roomst@@&lt;br /&gt;
.?AVabstract_building_home_apartmentst@@&lt;br /&gt;
.?AVabstract_building_home_singlest@@&lt;br /&gt;
.?AVabstract_building_keepst@@&lt;br /&gt;
.?AVabstract_building_mead_hallst@@&lt;br /&gt;
.?AVabstract_building_storest@@&lt;br /&gt;
.?AVabstract_buildingst@@&lt;br /&gt;
.?AVexception@std@@&lt;br /&gt;
.?AVlogic_error@std@@&lt;br /&gt;
.?AVlength_error@std@@&lt;br /&gt;
.?AVbad_alloc@std@@&lt;br /&gt;
.?AVactivity_event_ranged_practicest@@&lt;br /&gt;
.?AVactivity_event_sparringst@@&lt;br /&gt;
.?AVactivity_event_individual_skill_drillst@@&lt;br /&gt;
.?AVactivity_event_skill_demonstrationst@@&lt;br /&gt;
.?AVactivity_event_combat_trainingst@@&lt;br /&gt;
.?AVactivity_event_training_sessionst@@&lt;br /&gt;
.?AVactivity_eventst@@&lt;br /&gt;
.?AVart_image_property_intransitive_verbst@@&lt;br /&gt;
.?AVart_image_property_transitive_verbst@@&lt;br /&gt;
.?AVart_image_propertyst@@&lt;br /&gt;
.?AVart_image_element_shapest@@&lt;br /&gt;
.?AVart_image_element_treest@@&lt;br /&gt;
.?AVart_image_element_plantst@@&lt;br /&gt;
.?AVart_image_element_itemst@@&lt;br /&gt;
.?AVart_image_element_creaturest@@&lt;br /&gt;
.?AVart_image_elementst@@&lt;br /&gt;
.?AV?$codecvt@DDH@std@@&lt;br /&gt;
.?AV?$ctype@D@std@@&lt;br /&gt;
.?AUctype_base@std@@&lt;br /&gt;
.?AVcodecvt_base@std@@&lt;br /&gt;
.?AVfacet@locale@std@@&lt;br /&gt;
.?AV?$basic_fstream@DU?$char_traits@D@std@@@std@@&lt;br /&gt;
.?AV?$basic_filebuf@DU?$char_traits@D@std@@@std@@&lt;br /&gt;
.?AV?$basic_iostream@DU?$char_traits@D@std@@@std@@&lt;br /&gt;
.?AV?$basic_ostream@DU?$char_traits@D@std@@@std@@&lt;br /&gt;
.?AV?$basic_istream@DU?$char_traits@D@std@@@std@@&lt;br /&gt;
.?AV?$basic_streambuf@DU?$char_traits@D@std@@@std@@&lt;br /&gt;
.?AV?$basic_ios@DU?$char_traits@D@std@@@std@@&lt;br /&gt;
.?AV?$_Iosb@H@std@@&lt;br /&gt;
.?AVios_base@std@@&lt;br /&gt;
.?AVruntime_error@std@@&lt;br /&gt;
.?AVfailure@ios_base@std@@&lt;br /&gt;
.?AVbad_cast@std@@&lt;br /&gt;
.?AV?$numpunct@D@std@@&lt;br /&gt;
.?AV?$num_put@DV?$ostreambuf_iterator@DU?$char_traits@D@std@@@std@@@std@@&lt;br /&gt;
.?AV?$basic_ofstream@DU?$char_traits@D@std@@@std@@&lt;br /&gt;
.?AV?$basic_ostringstream@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@&lt;br /&gt;
.?AV?$basic_stringbuf@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@&lt;br /&gt;
.?AVhistory_eventst@@&lt;br /&gt;
.?AVhistory_event_masterpiece_lostst@@&lt;br /&gt;
.?AUcave_column_rectanglest@@&lt;br /&gt;
.?AUcave_columnst@@&lt;br /&gt;
.?AVblock_square_event_world_constructionst@@&lt;br /&gt;
.?AVblock_square_event_material_spatterst@@&lt;br /&gt;
.?AVblock_square_event_frozen_liquidst@@&lt;br /&gt;
.?AVblock_square_event_mineralst@@&lt;br /&gt;
.?AVblock_square_eventst@@&lt;br /&gt;
.?AVhistory_event_masterpiece_created_arch_constructst@@&lt;br /&gt;
.?AVhistory_event_masterpiece_created_arch_designst@@&lt;br /&gt;
.?AVhistory_event_masterpiece_createdst@@&lt;br /&gt;
.?AVbuilding_constructionst@@&lt;br /&gt;
.?AVbuilding_road_pavedst@@&lt;br /&gt;
.?AVbuilding_road_dirtst@@&lt;br /&gt;
.?AVbuilding_roadst@@&lt;br /&gt;
.?AVbuilding_wagonst@@&lt;br /&gt;
.?AVbuilding_tradedepotst@@&lt;br /&gt;
.?AVbuilding_workshopst@@&lt;br /&gt;
.?AVbuilding_furnacest@@&lt;br /&gt;
.?AVbuilding_animaltrapst@@&lt;br /&gt;
.?AVbuilding_farmplotst@@&lt;br /&gt;
.?AVbuilding_window_glassst@@&lt;br /&gt;
.?AVbuilding_window_gemst@@&lt;br /&gt;
.?AVbuilding_windowst@@&lt;br /&gt;
.?AVbuilding_statuest@@&lt;br /&gt;
.?AVbuilding_coffinst@@&lt;br /&gt;
.?AVbuilding_shopst@@&lt;br /&gt;
.?AVbuilding_chairst@@&lt;br /&gt;
.?AVbuilding_tablest@@&lt;br /&gt;
.?AVbuilding_bedst@@&lt;br /&gt;
.?AVbuilding_traction_benchst@@&lt;br /&gt;
.?AVbuilding_siegeenginest@@&lt;br /&gt;
.?AVbuilding_cagest@@&lt;br /&gt;
.?AVbuilding_chainst@@&lt;br /&gt;
.?AVbuilding_windmillst@@&lt;br /&gt;
.?AVbuilding_water_wheelst@@&lt;br /&gt;
.?AVbuilding_screw_pumpst@@&lt;br /&gt;
.?AVbuilding_archerytargetst@@&lt;br /&gt;
.?AVbuilding_weaponst@@&lt;br /&gt;
.?AVbuilding_supportst@@&lt;br /&gt;
.?AVbuilding_axle_verticalst@@&lt;br /&gt;
.?AVbuilding_axle_horizontalst@@&lt;br /&gt;
.?AVbuilding_gear_assemblyst@@&lt;br /&gt;
.?AVbuilding_trapst@@&lt;br /&gt;
.?AVbuilding_bars_floorst@@&lt;br /&gt;
.?AVbuilding_bars_verticalst@@&lt;br /&gt;
.?AVbuilding_grate_floorst@@&lt;br /&gt;
.?AVbuilding_grate_wallst@@&lt;br /&gt;
.?AVbuilding_floodgatest@@&lt;br /&gt;
.?AVbuilding_bridgest@@&lt;br /&gt;
.?AVbuilding_hatchst@@&lt;br /&gt;
.?AVbuilding_doorst@@&lt;br /&gt;
.?AVbuilding_armorstandst@@&lt;br /&gt;
.?AVbuilding_weaponrackst@@&lt;br /&gt;
.?AVbuilding_cabinetst@@&lt;br /&gt;
.?AVbuilding_boxst@@&lt;br /&gt;
.?AVproj_itemst@@&lt;br /&gt;
.?AVitem_plantst@@&lt;br /&gt;
.?AVitem_verminst@@&lt;br /&gt;
.?AVitem_critterst@@&lt;br /&gt;
.?AVitem_remainsst@@&lt;br /&gt;
.?AVitem_liquid_miscst@@&lt;br /&gt;
.?AVitem_liquidst@@&lt;br /&gt;
.?AVitem_liquipowderst@@&lt;br /&gt;
.?AVbuilding_stockpilest@@&lt;br /&gt;
.?AVbuilding_wellst@@&lt;br /&gt;
.?AVbuilding_civzonest@@&lt;br /&gt;
.?AVbuilding_actualst@@&lt;br /&gt;
.?AVbuildingst@@&lt;br /&gt;
.?AVprojst@@&lt;br /&gt;
.?AVitemst@@&lt;br /&gt;
.?AVitem_actualst@@&lt;br /&gt;
.?AVbuilding_def_furnacest@@&lt;br /&gt;
.?AVbuilding_def_workshopst@@&lt;br /&gt;
.?AVbuilding_defst@@&lt;br /&gt;
.?AVproj_unitst@@&lt;br /&gt;
.?AVtask_kill_nemesisst@@&lt;br /&gt;
.?AVtaskst@@&lt;br /&gt;
.?AVviewscreenst@@&lt;br /&gt;
.?AVviewscreen_conversationst@@&lt;br /&gt;
.?AVitem_meatst@@&lt;br /&gt;
.?AVitem_corpsepiecest@@&lt;br /&gt;
.?AVitem_body_componentst@@&lt;br /&gt;
.?AVviewscreen_setupadventurest@@&lt;br /&gt;
.?AVviewscreen_dungeon_announcest@@&lt;br /&gt;
.?AVviewscreen_dungeon_monsterstatusst@@&lt;br /&gt;
.?AVviewscreen_dungeon_wrestlest@@&lt;br /&gt;
.?AVviewscreen_adventure_logst@@&lt;br /&gt;
.?AVviewscreen_adventure_travelst@@&lt;br /&gt;
.?AVviewscreen_dungeonmodest@@&lt;br /&gt;
.?AVadventure_movement_movest@@&lt;br /&gt;
.?AVadventure_movement_building_interactst@@&lt;br /&gt;
.?AVadventure_movement_attack_creaturest@@&lt;br /&gt;
.?AVadventure_movement_optionst@@&lt;br /&gt;
.?AVadventure_environment_pickup_ignite_vegst@@&lt;br /&gt;
.?AVadventure_environment_pickup_vermin_eventst@@&lt;br /&gt;
.?AVadventure_environment_ingest_materialst@@&lt;br /&gt;
.?AVadventure_environment_optionst@@&lt;br /&gt;
.?AVadventure_option_view_contaminantst@@&lt;br /&gt;
.?AVadventure_option_eat_item_contaminantst@@&lt;br /&gt;
.?AVadventure_option_eat_unit_contaminantst@@&lt;br /&gt;
.?AVadventure_optionst@@&lt;br /&gt;
.?AVadventure_item_interact_fill_with_materialst@@&lt;br /&gt;
.?AVadventure_item_interact_pull_outst@@&lt;br /&gt;
.?AVadventure_item_interact_strugglest@@&lt;br /&gt;
.?AVadventure_item_interact_choicest@@&lt;br /&gt;
.?AVhistory_event_hist_figure_reach_summitst@@&lt;br /&gt;
.?AVitem_globst@@&lt;br /&gt;
.?AVitem_powder_miscst@@&lt;br /&gt;
.?AVitem_powderst@@&lt;br /&gt;
.?AVviewscreen_selectitemst@@&lt;br /&gt;
.?AVviewscreen_dwarfmodest@@&lt;br /&gt;
.?AVinterface_button_building_new_jobst@@&lt;br /&gt;
.?AVinterface_button_building_category_selectorst@@&lt;br /&gt;
.?AVinterface_button_buildingst@@&lt;br /&gt;
.?AVinterface_button_building_material_selectorst@@&lt;br /&gt;
.?AVinterface_buttonst@@&lt;br /&gt;
.?AVhistory_event_hist_figure_diedst@@&lt;br /&gt;
.?AVsquad_order_kill_listst@@&lt;br /&gt;
.?AVsquad_order_movest@@&lt;br /&gt;
.?AVbuild_req_choice_specst@@&lt;br /&gt;
.?AVbuild_req_choice_genst@@&lt;br /&gt;
.?AVbuild_req_choicest@@&lt;br /&gt;
.?AVsquad_orderst@@&lt;br /&gt;
.?AVtext_info_element_longst@@&lt;br /&gt;
.?AVtext_info_element_stringst@@&lt;br /&gt;
.?AVtext_info_elementst@@&lt;br /&gt;
.?AV?$basic_ifstream@DU?$char_traits@D@std@@@std@@&lt;br /&gt;
.?AVhistory_event_create_entity_positionst@@&lt;br /&gt;
.?AVhistory_event_entity_incorporatedst@@&lt;br /&gt;
.?AVhistory_event_entity_createdst@@&lt;br /&gt;
.?AVhistory_event_war_peace_rejectedst@@&lt;br /&gt;
.?AVhistory_event_war_peace_acceptedst@@&lt;br /&gt;
.?AVhistory_event_hist_figure_new_petst@@&lt;br /&gt;
.?AVhistory_event_hist_figure_travelst@@&lt;br /&gt;
.?AVhistory_event_reclaim_sitest@@&lt;br /&gt;
.?AVhistory_event_created_world_constructionst@@&lt;br /&gt;
.?AVhistory_event_entity_razed_buildingst@@&lt;br /&gt;
.?AVhistory_event_replaced_buildingst@@&lt;br /&gt;
.?AVhistory_event_created_buildingst@@&lt;br /&gt;
.?AVhistory_event_created_sitest@@&lt;br /&gt;
.?AVitem_coinst@@&lt;br /&gt;
.?AVitem_quiverst@@&lt;br /&gt;
.?AVitem_backpackst@@&lt;br /&gt;
.?AVitem_pantsst@@&lt;br /&gt;
.?AVitem_ammost@@&lt;br /&gt;
.?AVitem_boxst@@&lt;br /&gt;
.?AVitem_glovesst@@&lt;br /&gt;
.?AVitem_helmst@@&lt;br /&gt;
.?AVitem_shieldst@@&lt;br /&gt;
.?AVitem_shoesst@@&lt;br /&gt;
.?AVitem_armorst@@&lt;br /&gt;
.?AVitem_weaponst@@&lt;br /&gt;
.?AVitem_tablest@@&lt;br /&gt;
.?AVitem_barrelst@@&lt;br /&gt;
.?AVitem_flaskst@@&lt;br /&gt;
.?AVitem_chairst@@&lt;br /&gt;
.?AVitem_traction_benchst@@&lt;br /&gt;
.?AVitem_bedst@@&lt;br /&gt;
.?AVitem_doorst@@&lt;br /&gt;
.?AVitem_constructedst@@&lt;br /&gt;
.?AVitem_craftedst@@&lt;br /&gt;
.?AVitem_fishst@@&lt;br /&gt;
.?AVgeneral_ref_entity_art_imagest@@&lt;br /&gt;
.?AVgeneral_ref_mapsquarest@@&lt;br /&gt;
.?AVgeneral_refst@@&lt;br /&gt;
.?AVhistory_event_collection_journeyst@@&lt;br /&gt;
.?AVhistory_event_collection_theftst@@&lt;br /&gt;
.?AVhistory_event_collection_abductionst@@&lt;br /&gt;
.?AVhistory_event_collectionst@@&lt;br /&gt;
.?AVhistory_event_collection_warst@@&lt;br /&gt;
.?AVgeneral_ref_building_well_tagst@@&lt;br /&gt;
.?AVgeneral_ref_buildingst@@&lt;br /&gt;
.?AVfeature_init_underworld_from_layerst@@&lt;br /&gt;
.?AVfeature_init_magma_core_from_layerst@@&lt;br /&gt;
.?AVfeature_init_subterranean_from_layerst@@&lt;br /&gt;
.?AVfeature_init_deep_surface_portalst@@&lt;br /&gt;
.?AVfeature_init_deep_special_tubest@@&lt;br /&gt;
.?AVfeature_init_volcanost@@&lt;br /&gt;
.?AVfeature_init_magma_poolst@@&lt;br /&gt;
.?AVfeature_init_pitst@@&lt;br /&gt;
.?AVfeature_init_cavest@@&lt;br /&gt;
.?AVfeature_init_outdoor_riverst@@&lt;br /&gt;
.?AVfeature_underworld_from_layerst@@&lt;br /&gt;
.?AVfeature_magma_core_from_layerst@@&lt;br /&gt;
.?AVfeature_subterranean_from_layerst@@&lt;br /&gt;
.?AVfeature_deep_surface_portalst@@&lt;br /&gt;
.?AVfeature_deep_special_tubest@@&lt;br /&gt;
.?AVfeature_volcanost@@&lt;br /&gt;
.?AVfeature_magma_poolst@@&lt;br /&gt;
.?AVfeature_pitst@@&lt;br /&gt;
.?AVfeature_cavest@@&lt;br /&gt;
.?AVfeature_outdoor_riverst@@&lt;br /&gt;
.?AVfeaturest@@&lt;br /&gt;
.?AVfeature_alteration_new_lava_fill_zst@@&lt;br /&gt;
.?AVfeature_alteration_new_pop_maxst@@&lt;br /&gt;
.?AVfeature_alterationst@@&lt;br /&gt;
.?AVfeature_initst@@&lt;br /&gt;
.?AVflow_guide_trailing_flowst@@&lt;br /&gt;
.?AVflow_guidest@@&lt;br /&gt;
.?AVviewscreen_layer_currencyst@@&lt;br /&gt;
.?AVviewscreen_layer_reactionst@@&lt;br /&gt;
.?AVviewscreen_layer_stone_restrictionst@@&lt;br /&gt;
.?AVviewscreen_layer_noblelistst@@&lt;br /&gt;
.?AVviewscreen_layer_militaryst@@&lt;br /&gt;
.?AVviewscreen_layer_overall_healthst@@&lt;br /&gt;
.?AVviewscreen_layer_unit_healthst@@&lt;br /&gt;
.?AVviewscreen_layer_arena_creaturest@@&lt;br /&gt;
.?AVviewscreen_layer_squad_schedulest@@&lt;br /&gt;
.?AVviewscreen_layerst@@&lt;br /&gt;
.?AVlayer_object_listst@@&lt;br /&gt;
.?AVlayer_object_buttonst@@&lt;br /&gt;
.?AVlayer_objectst@@&lt;br /&gt;
.?AVviewscreen_jobst@@&lt;br /&gt;
.?AVviewscreen_buildingst@@&lt;br /&gt;
.?AVviewscreen_itemst@@&lt;br /&gt;
.?AVviewscreen_noblest@@&lt;br /&gt;
.?AVviewscreen_buildinglistst@@&lt;br /&gt;
.?AVviewscreen_civlistst@@&lt;br /&gt;
.?AVviewscreen_entityst@@&lt;br /&gt;
.?AVviewscreen_treasurelistst@@&lt;br /&gt;
.?AVviewscreen_unitjobsst@@&lt;br /&gt;
.?AVviewscreen_createquotast@@&lt;br /&gt;
.?AVviewscreen_jobmanagementst@@&lt;br /&gt;
.?AVviewscreen_wagesst@@&lt;br /&gt;
.?AVviewscreen_storesst@@&lt;br /&gt;
.?AVviewscreen_overallstatusst@@&lt;br /&gt;
.?AVviewscreen_justicest@@&lt;br /&gt;
.?AVviewscreen_pricest@@&lt;br /&gt;
.?AVviewscreen_petst@@&lt;br /&gt;
.?AVviewscreen_kitchenprefst@@&lt;br /&gt;
.?AVviewscreen_announcelistst@@&lt;br /&gt;
.?AVviewscreen_reportlistst@@&lt;br /&gt;
.?AVviewscreen_game_cleanerst@@&lt;br /&gt;
.?AVviewscreen_titlest@@&lt;br /&gt;
.?AVviewscreen_legendsst@@&lt;br /&gt;
.?AVviewscreen_new_regionst@@&lt;br /&gt;
.?AVviewscreen_export_regionst@@&lt;br /&gt;
.?AVviewscreen_export_graphical_mapst@@&lt;br /&gt;
.?AVhistory_event_item_stolenst@@&lt;br /&gt;
.?AVhistory_event_artifact_lostst@@&lt;br /&gt;
.?AVhistory_event_artifact_createdst@@&lt;br /&gt;
.?AVhistory_event_agreements_voidedst@@&lt;br /&gt;
.?AVhistory_event_diplomat_lostst@@&lt;br /&gt;
.?AVhistory_event_topicagreement_madest@@&lt;br /&gt;
.?AVhistory_event_topicagreement_rejectedst@@&lt;br /&gt;
.?AVhistory_event_topicagreement_concludedst@@&lt;br /&gt;
.?AVhistory_event_first_contact_failedst@@&lt;br /&gt;
.?AVhistory_event_first_contactst@@&lt;br /&gt;
.?AVhistory_event_hist_figure_abductedst@@&lt;br /&gt;
.?AVsquad_order_trainst@@&lt;br /&gt;
.?AVsquad_order_patrol_routest@@&lt;br /&gt;
.?AVsquad_order_defend_burrowsst@@&lt;br /&gt;
.?AVitem_threadst@@&lt;br /&gt;
.?AVitem_seedsst@@&lt;br /&gt;
.?AVitem_corpsest@@&lt;br /&gt;
.?AVhistory_event_impersonate_hfst@@&lt;br /&gt;
.?AVhistory_event_masterpiece_created_engravingst@@&lt;br /&gt;
.?AVhistory_event_masterpiece_created_foodst@@&lt;br /&gt;
.?AVhistory_event_masterpiece_created_item_improvementst@@&lt;br /&gt;
.?AVhistory_event_masterpiece_created_dye_itemst@@&lt;br /&gt;
.?AVhistory_event_masterpiece_created_itemst@@&lt;br /&gt;
.?AVhistory_event_artifact_droppedst@@&lt;br /&gt;
.?AVhistory_event_artifact_recoveredst@@&lt;br /&gt;
.?AVhistory_event_artifact_foundst@@&lt;br /&gt;
.?AVhistory_event_artifact_possessedst@@&lt;br /&gt;
.?AVhistory_event_artifact_hiddenst@@&lt;br /&gt;
.?AVhistory_event_merchantst@@&lt;br /&gt;
.?AVhistory_event_body_abusedst@@&lt;br /&gt;
.?AVhistory_event_remove_hf_site_linkst@@&lt;br /&gt;
.?AVhistory_event_add_hf_site_linkst@@&lt;br /&gt;
.?AVhistory_event_remove_hf_hf_linkst@@&lt;br /&gt;
.?AVhistory_event_add_hf_hf_linkst@@&lt;br /&gt;
.?AVhistory_event_change_hf_jobst@@&lt;br /&gt;
.?AVhistory_event_change_hf_statest@@&lt;br /&gt;
.?AVhistory_event_remove_hf_entity_linkst@@&lt;br /&gt;
.?AVhistory_event_add_hf_entity_linkst@@&lt;br /&gt;
.?AVhistory_event_hist_figure_reunionst@@&lt;br /&gt;
.?AVhistory_event_hist_figure_simple_battle_eventst@@&lt;br /&gt;
.?AVhistory_event_hist_figure_woundedst@@&lt;br /&gt;
.?AVhistory_event_creature_devouredst@@&lt;br /&gt;
.?AVhistory_event_hf_razed_buildingst@@&lt;br /&gt;
.?AVhistory_event_site_abandonedst@@&lt;br /&gt;
.?AVhistory_event_site_diedst@@&lt;br /&gt;
.?AVhistory_event_hf_destroyed_sitest@@&lt;br /&gt;
.?AVhistory_event_war_site_taken_overst@@&lt;br /&gt;
.?AVhistory_event_war_site_new_leaderst@@&lt;br /&gt;
.?AVhistory_event_war_site_tribute_forcedst@@&lt;br /&gt;
.?AVhistory_event_war_plundered_sitest@@&lt;br /&gt;
.?AVhistory_event_war_destroyed_sitest@@&lt;br /&gt;
.?AVhistory_event_war_attacked_sitest@@&lt;br /&gt;
.?AVhistory_event_war_field_battlest@@&lt;br /&gt;
.?AVhistfig_hf_link_loverst@@&lt;br /&gt;
.?AVhistfig_hf_link_deityst@@&lt;br /&gt;
.?AVhistfig_hf_link_childst@@&lt;br /&gt;
.?AVhistfig_hf_link_spousest@@&lt;br /&gt;
.?AVhistfig_hf_link_fatherst@@&lt;br /&gt;
.?AVhistfig_hf_link_motherst@@&lt;br /&gt;
.?AVhistfig_hf_linkst@@&lt;br /&gt;
.?AVhistfig_site_link_homest@@&lt;br /&gt;
.?AVhistfig_site_link_hangoutst@@&lt;br /&gt;
.?AVhistfig_site_link_seat_of_powerst@@&lt;br /&gt;
.?AVhistfig_site_link_shopkeeperst@@&lt;br /&gt;
.?AVhistfig_site_linkst@@&lt;br /&gt;
.?AVhistfig_entity_link_positionst@@&lt;br /&gt;
.?AVhistfig_entity_link_criminalst@@&lt;br /&gt;
.?AVhistfig_entity_link_enemyst@@&lt;br /&gt;
.?AVhistfig_entity_link_former_prisonerst@@&lt;br /&gt;
.?AVhistfig_entity_link_prisonerst@@&lt;br /&gt;
.?AVhistfig_entity_link_former_slavest@@&lt;br /&gt;
.?AVhistfig_entity_link_slavest@@&lt;br /&gt;
.?AVhistfig_entity_link_former_mercenaryst@@&lt;br /&gt;
.?AVhistfig_entity_link_mercenaryst@@&lt;br /&gt;
.?AVhistfig_entity_link_former_memberst@@&lt;br /&gt;
.?AVhistfig_entity_link_memberst@@&lt;br /&gt;
.?AVhistfig_entity_linkst@@&lt;br /&gt;
.?AVhistory_event_collection_beast_attackst@@&lt;br /&gt;
.?AVhistory_event_collection_site_conqueredst@@&lt;br /&gt;
.?AVhistory_event_collection_duelst@@&lt;br /&gt;
.?AVhistory_event_collection_battlest@@&lt;br /&gt;
.?AV?$interface_button_button_light_up_selectorst@F@@&lt;br /&gt;
.?AVviewscreen_movieplayerst@@&lt;br /&gt;
.?AVviewscreen_layer_stockpilest@@&lt;br /&gt;
.?AVviewscreen_layer_world_gen_param_presetst@@&lt;br /&gt;
.?AVviewscreen_layer_world_gen_paramst@@&lt;br /&gt;
.?AUworld_gen_param_seedst@@&lt;br /&gt;
.?AUworld_gen_param_charst@@&lt;br /&gt;
.?AUworld_gen_param_memberst@@&lt;br /&gt;
.?AUworld_gen_param_valuest@@&lt;br /&gt;
.?AUworld_gen_param_basest@@&lt;br /&gt;
.?AVviewscreen_layer_export_play_mapst@@&lt;br /&gt;
.?AVviewscreen_layer_musicsoundst@@&lt;br /&gt;
.?AVviewscreen_layer_unit_relationshipst@@&lt;br /&gt;
.?AVviewscreen_layer_workshop_profilest@@&lt;br /&gt;
.?AVviewscreen_unitst@@&lt;br /&gt;
.?AVviewscreen_customize_unitst@@&lt;br /&gt;
.?AVviewscreen_keybindingsst@@&lt;br /&gt;
.?AVviewscreen_savegamest@@&lt;br /&gt;
.?AVviewscreen_loadgamest@@&lt;br /&gt;
.?AVviewscreen_optionst@@&lt;br /&gt;
.?AVinterface_button_button_open_traffic_designationst@@&lt;br /&gt;
.?AVinterface_button_button_open_bitem_designationst@@&lt;br /&gt;
.?AVinterface_button_button_donest@@&lt;br /&gt;
.?AVinterface_button_button_designate_selectst@@&lt;br /&gt;
.?AVinterface_button_buttonst@@&lt;br /&gt;
.?AVinterface_button_construction_donest@@&lt;br /&gt;
.?AVinterface_button_construction_building_selectorst@@&lt;br /&gt;
.?AVinterface_button_construction_category_selectorst@@&lt;br /&gt;
.?AVinterface_button_constructionst@@&lt;br /&gt;
.?AVactive_script_var_longst@@&lt;br /&gt;
.?AVactive_script_var_unitst@@&lt;br /&gt;
.?AVactive_script_varst@@&lt;br /&gt;
.?AVitem_trapcompst@@&lt;br /&gt;
.?AVitem_trappartsst@@&lt;br /&gt;
.?AVitem_pipe_sectionst@@&lt;br /&gt;
.?AVitem_siegeammost@@&lt;br /&gt;
.?AVitem_ballistapartsst@@&lt;br /&gt;
.?AVitem_catapultpartsst@@&lt;br /&gt;
.?AVitem_crutchst@@&lt;br /&gt;
.?AVitem_orthopedic_castst@@&lt;br /&gt;
.?AVitem_splintst@@&lt;br /&gt;
.?AVitem_totemst@@&lt;br /&gt;
.?AVitem_anvilst@@&lt;br /&gt;
.?AVitem_gemst@@&lt;br /&gt;
.?AVitem_braceletst@@&lt;br /&gt;
.?AVitem_earringst@@&lt;br /&gt;
.?AVitem_ringst@@&lt;br /&gt;
.?AVitem_crownst@@&lt;br /&gt;
.?AVitem_scepterst@@&lt;br /&gt;
.?AVitem_amuletst@@&lt;br /&gt;
.?AVitem_figurinest@@&lt;br /&gt;
.?AVitem_cabinetst@@&lt;br /&gt;
.?AVitem_weaponrackst@@&lt;br /&gt;
.?AVitem_armorstandst@@&lt;br /&gt;
.?AVitem_binst@@&lt;br /&gt;
.?AVitem_millstonest@@&lt;br /&gt;
.?AVitem_quernst@@&lt;br /&gt;
.?AVitem_statuest@@&lt;br /&gt;
.?AVitem_coffinst@@&lt;br /&gt;
.?AVitem_animaltrapst@@&lt;br /&gt;
.?AVitem_bucketst@@&lt;br /&gt;
.?AVitem_cagest@@&lt;br /&gt;
.?AVitem_windowst@@&lt;br /&gt;
.?AVitem_toyst@@&lt;br /&gt;
.?AVitem_instrumentst@@&lt;br /&gt;
.?AVitem_gobletst@@&lt;br /&gt;
.?AVitem_chainst@@&lt;br /&gt;
.?AVitem_gratest@@&lt;br /&gt;
.?AVitem_hatch_coverst@@&lt;br /&gt;
.?AVitem_floodgatest@@&lt;br /&gt;
.?AVitem_clothst@@&lt;br /&gt;
.?AVitem_foodst@@&lt;br /&gt;
.?AVitem_cheesest@@&lt;br /&gt;
.?AVitem_ballistaarrowheadst@@&lt;br /&gt;
.?AVitem_leavesst@@&lt;br /&gt;
.?AVitem_skin_tannedst@@&lt;br /&gt;
.?AVitem_petst@@&lt;br /&gt;
.?AVitem_fish_rawst@@&lt;br /&gt;
.?AVitem_drinkst@@&lt;br /&gt;
.?AVitem_woodst@@&lt;br /&gt;
.?AVitem_rockst@@&lt;br /&gt;
.?AVitem_boulderst@@&lt;br /&gt;
.?AVitem_roughst@@&lt;br /&gt;
.?AVitem_blocksst@@&lt;br /&gt;
.?AVitem_smallgemst@@&lt;br /&gt;
.?AVitem_barst@@&lt;br /&gt;
.?AVitemimprovement_sewn_imagest@@&lt;br /&gt;
.?AVitemimprovement_clothst@@&lt;br /&gt;
.?AVitemimprovement_threadst@@&lt;br /&gt;
.?AVitemimprovement_itemspecificst@@&lt;br /&gt;
.?AVitemimprovement_spikesst@@&lt;br /&gt;
.?AVitemimprovement_bandsst@@&lt;br /&gt;
.?AVitemimprovement_rings_hangingst@@&lt;br /&gt;
.?AVitemimprovement_coveredst@@&lt;br /&gt;
.?AVitemimprovement_art_imagest@@&lt;br /&gt;
.?AVitemimprovementst@@&lt;br /&gt;
.?AVgeneral_ref_coinbatchst@@&lt;br /&gt;
.?AVgeneral_ref_item_typest@@&lt;br /&gt;
.?AVgeneral_ref_artifactst@@&lt;br /&gt;
.?AVitemdef_foodst@@&lt;br /&gt;
.?AVitemdef_pantsst@@&lt;br /&gt;
.?AVitemdef_helmst@@&lt;br /&gt;
.?AVitemdef_shieldst@@&lt;br /&gt;
.?AVitemdef_shoesst@@&lt;br /&gt;
.?AVitemdef_glovesst@@&lt;br /&gt;
.?AVitemdef_siegeammost@@&lt;br /&gt;
.?AVitemdef_ammost@@&lt;br /&gt;
.?AVitemdef_armorst@@&lt;br /&gt;
.?AVitemdef_instrumentst@@&lt;br /&gt;
.?AVitemdef_toyst@@&lt;br /&gt;
.?AVitemdef_trapcompst@@&lt;br /&gt;
.?AVitemdef_weaponst@@&lt;br /&gt;
.?AVitemdefst@@&lt;br /&gt;
.?AVmachine_standardst@@&lt;br /&gt;
.?AVmachinest@@&lt;br /&gt;
.?AVcreature_interaction_effect_dizzinessst@@&lt;br /&gt;
.?AVcreature_interaction_effect_drowsinessst@@&lt;br /&gt;
.?AVcreature_interaction_effect_impair_functionst@@&lt;br /&gt;
.?AVcreature_interaction_effect_necrosisst@@&lt;br /&gt;
.?AVcreature_interaction_effect_unconsciousnessst@@&lt;br /&gt;
.?AVcreature_interaction_effect_nauseast@@&lt;br /&gt;
.?AVcreature_interaction_effect_vomit_bloodst@@&lt;br /&gt;
.?AVcreature_interaction_effect_cough_bloodst@@&lt;br /&gt;
.?AVcreature_interaction_effect_bleedingst@@&lt;br /&gt;
.?AVcreature_interaction_effect_feverst@@&lt;br /&gt;
.?AVcreature_interaction_effect_paralysisst@@&lt;br /&gt;
.?AVcreature_interaction_effect_numbnessst@@&lt;br /&gt;
.?AVcreature_interaction_effect_blistersst@@&lt;br /&gt;
.?AVcreature_interaction_effect_bruisingst@@&lt;br /&gt;
.?AVcreature_interaction_effect_oozingst@@&lt;br /&gt;
.?AVcreature_interaction_effect_swellingst@@&lt;br /&gt;
.?AVcreature_interaction_effect_painst@@&lt;br /&gt;
.?AVcreature_interaction_effectst@@&lt;br /&gt;
.?AVviewscreen_layer_assigntradest@@&lt;br /&gt;
.?AVviewscreen_requestagreementst@@&lt;br /&gt;
.?AVviewscreen_tradeagreementst@@&lt;br /&gt;
.?AVviewscreen_topicmeeting_fill_land_holder_positionsst@@&lt;br /&gt;
.?AVviewscreen_topicmeeting_takerequestsst@@&lt;br /&gt;
.?AVviewscreen_topicmeetingst@@&lt;br /&gt;
.?AVviewscreen_meetingst@@&lt;br /&gt;
.?AVviewscreen_barterst@@&lt;br /&gt;
.?AVviewscreen_tradegoodsst@@&lt;br /&gt;
.?AVviewscreen_tradelistst@@&lt;br /&gt;
.?AVviewscreen_textviewerst@@&lt;br /&gt;
.?AVproj_magicst@@&lt;br /&gt;
.?AVreaction_product_itemst@@&lt;br /&gt;
.?AVreaction_productst@@&lt;br /&gt;
.?AVreaction_reagent_itemst@@&lt;br /&gt;
.?AVreaction_reagentst@@&lt;br /&gt;
.?AVgeneral_ref_entity_itemownerst@@&lt;br /&gt;
.?AVgeneral_ref_entity_offeredst@@&lt;br /&gt;
.?AVgeneral_ref_entity_stolenst@@&lt;br /&gt;
.?AVgeneral_ref_entityst@@&lt;br /&gt;
.?AVgeneral_ref_building_destinationst@@&lt;br /&gt;
.?AVgeneral_ref_building_holderst@@&lt;br /&gt;
.?AVgeneral_ref_building_cagedst@@&lt;br /&gt;
.?AVgeneral_ref_building_chainst@@&lt;br /&gt;
.?AVgeneral_ref_building_use_target_2st@@&lt;br /&gt;
.?AVgeneral_ref_building_use_target_1st@@&lt;br /&gt;
.?AVgeneral_ref_building_triggertargetst@@&lt;br /&gt;
.?AVgeneral_ref_building_triggerst@@&lt;br /&gt;
.?AVgeneral_ref_building_civzone_assignedst@@&lt;br /&gt;
.?AVgeneral_ref_projectilest@@&lt;br /&gt;
.?AVgeneral_ref_contained_in_itemst@@&lt;br /&gt;
.?AVgeneral_ref_contains_itemst@@&lt;br /&gt;
.?AVgeneral_ref_itemst@@&lt;br /&gt;
.?AVgeneral_ref_unit_workerst@@&lt;br /&gt;
.?AVgeneral_ref_unit_holderst@@&lt;br /&gt;
.?AVgeneral_ref_unit_tradebringerst@@&lt;br /&gt;
.?AVgeneral_ref_unit_itemownerst@@&lt;br /&gt;
.?AVgeneral_ref_unit_slaughtereest@@&lt;br /&gt;
.?AVgeneral_ref_unit_infantst@@&lt;br /&gt;
.?AVgeneral_ref_unit_patientst@@&lt;br /&gt;
.?AVgeneral_ref_unit_kidnapeest@@&lt;br /&gt;
.?AVgeneral_ref_unit_foodreceiverst@@&lt;br /&gt;
.?AVgeneral_ref_unit_beateest@@&lt;br /&gt;
.?AVgeneral_ref_unit_cageest@@&lt;br /&gt;
.?AVgeneral_ref_unit_traineest@@&lt;br /&gt;
.?AVgeneral_ref_unit_milkeest@@&lt;br /&gt;
.?AVgeneral_ref_contains_unitst@@&lt;br /&gt;
.?AVgeneral_ref_unitst@@&lt;br /&gt;
.?AVgeneral_ref_is_nemesisst@@&lt;br /&gt;
.?AVgeneral_ref_nemesisst@@&lt;br /&gt;
.?AVgeneral_ref_is_artifactst@@&lt;br /&gt;
.?AVregion_block_event_sphere_fieldst@@&lt;br /&gt;
.?AVregion_block_eventst@@&lt;br /&gt;
.?AVscript_step_invasionst@@&lt;br /&gt;
.?AVscript_step_dipeventst@@&lt;br /&gt;
.?AVscript_step_eventst@@&lt;br /&gt;
.?AVscript_step_diphistoryst@@&lt;br /&gt;
.?AVscript_step_textviewerst@@&lt;br /&gt;
.?AVscript_step_discussst@@&lt;br /&gt;
.?AVscript_step_constructtopiclistst@@&lt;br /&gt;
.?AVscript_step_topicdiscussionst@@&lt;br /&gt;
.?AVscript_step_setvarst@@&lt;br /&gt;
.?AVscript_step_simpleactionst@@&lt;br /&gt;
.?AVscript_step_conditionalst@@&lt;br /&gt;
.?AVscript_stepst@@&lt;br /&gt;
.?AVscript_var_longst@@&lt;br /&gt;
.?AVscript_var_unitst@@&lt;br /&gt;
.?AVscript_varst@@&lt;br /&gt;
.?AVviewscreen_layer_choose_language_namest@@&lt;br /&gt;
.?AVviewscreen_setupdwarfgamest@@&lt;br /&gt;
.?AVviewscreen_choose_start_sitest@@&lt;br /&gt;
.?AVworld_construction_bridgest@@&lt;br /&gt;
.?AVworld_construction_wallst@@&lt;br /&gt;
.?AVworld_construction_tunnelst@@&lt;br /&gt;
.?AVworld_construction_roadst@@&lt;br /&gt;
.?AVworld_constructionst@@&lt;br /&gt;
.?AVworld_construction_square_wallst@@&lt;br /&gt;
.?AVworld_construction_square_bridgest@@&lt;br /&gt;
.?AVworld_construction_square_tunnelst@@&lt;br /&gt;
.?AVworld_construction_square_roadst@@&lt;br /&gt;
.?AVworld_construction_squarest@@&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Hacking]]&lt;/div&gt;</summary>
		<author><name>EFrisby67</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Miasma&amp;diff=153474</id>
		<title>v0.31:Miasma</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Miasma&amp;diff=153474"/>
		<updated>2011-10-04T09:33:14Z</updated>

		<summary type="html">&lt;p&gt;EFrisby67: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|06:14, 1 April 2011 (UTC)}}&lt;br /&gt;
[[File:Dwarf fort tut miasma.jpg|500px|right]]&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Miasma''' is a cloud of purple stench that makes your {{l|dwarves}} unhappy. It only occurs in subterranean areas, and is caused by rotting items. It does not pass through dwarves.{{verify}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Rotten Items ==&lt;br /&gt;
&lt;br /&gt;
A '''rotten''' item is a corpse, body part or an item of food that has spoiled, either from not being in a stockpile (if food) or just over time (if a corpse/body part).&lt;br /&gt;
&lt;br /&gt;
Often a job in a {{L|kitchen}}, {{L|still}} or {{L|farmer's workshop}} will be canceled with the announcement &amp;quot;''...needs '''unrotten''' (item)''&amp;quot;.  That doesn't mean you only have rotten ones, it means there is not an appropriate item that is available. Items that are {{L|forbid}}den, marked for {{L|dump}}ing, or that have no {{L|path}} will be disregarded for workshop tasks.&lt;br /&gt;
&lt;br /&gt;
Body parts of living dwarves may also be marked as &amp;quot;rotten&amp;quot;.  This has been observed to occur after exposure to the blood of certain forgotten beasts.  The afflicted body part produces miasma from time to time.&lt;br /&gt;
&lt;br /&gt;
== Avoiding Miasma ==&lt;br /&gt;
&lt;br /&gt;
To avoid miasma, either keep anything rotten outside or alternatively have an inside {{l|refuse}} pile on its own in a room with several {{l|door}}s; this should halt the miasma's advance (although the room itself will still stink up). It will also not spread diagonally, so one possible solution is to have the only entrance be diagonal.&lt;br /&gt;
&lt;br /&gt;
Another option is to have a long garbage chute where refuse is {{l|dump}}ed down. If it is long enough the miasma will not be able to reach all the way to the top, preventing your dwarves from getting unhappy thoughts.&lt;br /&gt;
&lt;br /&gt;
A creative way of constructing garbage chutes is to separate the garbage area and dumping area (where dwarves are) with {{l|hatch}}es linked to a {{l|pressure plate}}. That way garbage will land on the hatch, which will open (triggered by dwarf returning to his duties stepping on a plate), letting it fall down and then close, keeping all the miasma inside. This allows one to construct a short, yet non-smelly chute.&lt;br /&gt;
&lt;br /&gt;
Another option for a short non-smelly chute is to let the chute be seperated diagonally from the dumping square(s). Since miasma does not travel &lt;br /&gt;
across corners, this allows a chute stretching across 2 z-levels to be completly miasma free, without needing additional mechanisms.&lt;br /&gt;
&lt;br /&gt;
 Example #1&lt;br /&gt;
 &lt;br /&gt;
 WWWWWWW   W=Wall&lt;br /&gt;
 WWWWWOW   .=Floor&lt;br /&gt;
 ....-WW   O=Channel&lt;br /&gt;
 WWWWWWW   -=Floor with dumping zone&lt;br /&gt;
&lt;br /&gt;
 Example #2&lt;br /&gt;
 &lt;br /&gt;
 WWWWWWW   W=Regular Wall                         .=Regular floor&lt;br /&gt;
 WWWWMQW   M=Wall with dumping zone&lt;br /&gt;
 ....--W   Q=Channel with dumping zone&lt;br /&gt;
 WWWWWWW   -=Floor with dumping zone&lt;br /&gt;
&lt;br /&gt;
== Related Bugs ==&lt;br /&gt;
&lt;br /&gt;
Note that dwarves interrupted in the middle of a meal will abandon their food. Food abandoned in this manner can never be interacted with (picked &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[http://xstretchmarks.com &amp;lt;span style=&amp;quot;color:black;font-weight:normal;text-decoration:none!important;background:none!important; text-decoration:none;/*CITATION*/&amp;quot;&amp;gt;stretch marks&amp;lt;/span&amp;gt;]&amp;lt;/span&amp;gt; up, stored, or dumped) by any dwarf ever again, including the dwarf who abandoned it. {{Bug|1299}} If the food is abandoned underground, it will eventually rot and generate miasma. This is an especially frequent occurrence with soldiers, who will often be interrupted while consuming their rations when a training class begins. One workaround for soldiers is to use the military supplies tab to prevent them from carrying food.&lt;br /&gt;
&lt;br /&gt;
The utility {{L|Utilities#DFHack|DFHack}} includes a command line tool, dfcleanowned, to clear ownership and dump all owned items that are on the floor or rotting. This can help if you're dealing with miasma from this bug.&lt;/div&gt;</summary>
		<author><name>EFrisby67</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Tilesets&amp;diff=153473</id>
		<title>40d:Tilesets</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Tilesets&amp;diff=153473"/>
		<updated>2011-10-04T09:32:49Z</updated>

		<summary type="html">&lt;p&gt;EFrisby67: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Stretch Marks ==&lt;br /&gt;
&lt;br /&gt;
Stretch marks can be a standard part of adolescence for the majority of women and fellas. Every time a man or woman grows or even gains pounds really quickly (such as throughout teenage life), see your face gets face lines on the body referred to as stretch-marks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Stretch marks happen in the event the skin color will be taken simply by speedy growth as well as stretching out. Even though the epidermis is generally rather supple, when it's overstretched, the traditional creation of bovine collagen (the most important protein that makes inside the connective tissue with your skin) is actually disturbed. As a result, scar problems called scars might kind.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In case you are realizing scars in your system, individuals are. Most girls and women get stretchmarks, which usually usually be visible on the chest, thighs, body, and buttocks. Women buy them while pregnant. Even though they may be more common in young ladies, men can get stretch marks, also.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
People who find themselves obese frequently have stretch-marks. Muscle builders are given to obtaining stretch-marks as a result of speedy body modifications that bodybuilding may produce. Stretch-marks may also arise when someone employs steroid-containing epidermis products or perhaps gels (such as hydrocortisone) for over a few weeks, or perhaps has got to take higher doses regarding mouth adrenal cortical steroids with regard to several weeks as well as longer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To start with, stretch-marks might show up as reddish or even purplish outlines which could seem indented and also have a distinct structure through the around pores and skin. Thankfully, scars frequently change lighter in weight along with practically vanish after a while.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Nevertheless the proven fact that stretch marks generally fade and turn into significantly less visible with time could be minor comfort and ease if you are planning to pay most of your summer time in a bathing suit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here are several points to consider if you need to help to make stretchmarks a smaller amount obvious:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Some people realize that self-tanners as well as self tanning treatment options (the two over-the-counter products as well as sprays and also in-salon types of treatments) might help hide stretch-marks. This won't work with typical tanning or perhaps suntanning furniture, though, due to the fact stretchmarks themselves are unlikely to be able to bronze. And as everyone knows, sunlight and tanning bedrooms accomplish more harm than good when it comes to the actual long-term wellness of your skin.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Additionally you can buy entire body cosmetics coordinated on the tone of the epidermis that could help to make stretch marks just about hidden. Although some suppliers make these types of cover-up items water-resistant, make-up is probably not the very best remedy if you'll be investing considerable time in water.&lt;br /&gt;
&lt;br /&gt;
While we're talking about swimming pool or even beach front period, the good news is in which present style mementos many varieties of bikinis which also just happen to disguise stretch-marks. &amp;quot;Boy short&amp;quot; type matches (favored by numerous sportsmen as they do not journey upwards when a person movements) are very effective regarding concealing scars about the buttocks and legs. And because many bathers like high-neck bikinis, that may disguise scars inside upper body location, you can find normally lots of types to pick from.&lt;br /&gt;
&lt;br /&gt;
Nevertheless, there are a lot of products along with other skin products out there claiming to reduce stretch marks, the reality is that most are unproductive and sometimes costly. You simply can't help &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[http://xstretchmarks.com &amp;lt;span style=&amp;quot;color:black;font-weight:normal;text-decoration:none!important;background:none!important; text-decoration:none;/*CITATION*/&amp;quot;&amp;gt;stretch marks&amp;lt;/span&amp;gt;]&amp;lt;/span&amp;gt; make stretch marks disappear totally without the physician (your doctor whom focuses primarily on dealing with epidermis difficulties) or cosmetic surgeon. These kind of medical professionals could use one of many types of treatments - coming from genuine surgical treatment for you to strategies including microderm and laser skin treatment : that will slow up the appearance of stretchmarks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
They are expensive and so are certainly not usually suited to people in their teenager many years as they are not necessarily completed expanding and stretchmarks will most likely diminish as time passes in any case.&lt;/div&gt;</summary>
		<author><name>EFrisby67</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=23a:Surviving_your_first_winter&amp;diff=153472</id>
		<title>23a:Surviving your first winter</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=23a:Surviving_your_first_winter&amp;diff=153472"/>
		<updated>2011-10-04T09:32:34Z</updated>

		<summary type="html">&lt;p&gt;EFrisby67: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|21:20, 28 April 2011 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
This guide aims to get you started with the game, and to survive the first {{L|winter}} with happy, fed dwarves. Note: this is not the one and only build, but it is very well rounded and sets you up with all you need. See {{L|starting build}} for several other initial party designs.&lt;br /&gt;
&lt;br /&gt;
You may start the game by pressing {{k|Enter}} to get a reasonably balanced loadout, or hit {{k|Space}} to select your own starting goods and skills. A build that seems to work is to set your initial party to have the following skills:&lt;br /&gt;
&lt;br /&gt;
* Two {{L|Miner}}s&lt;br /&gt;
* One {{L|Wood cutter}} / {{L|Carpenter}}&lt;br /&gt;
* One {{L|Mason}} / Novice {{L|Engraver}}&lt;br /&gt;
* One Novice {{L|Craftsdwarf}} (Stone Crafting) / Novice {{L|Mechanic}}&lt;br /&gt;
* One {{L|Fisherdwarf}} / Novice {{L|Fish cleaner|Fish Cleaner}}&lt;br /&gt;
* One {{L|Grower}}&lt;br /&gt;
&lt;br /&gt;
Regarding pets and food, you should add the following (hit {{k|Tab}} to change the menu/mode):&lt;br /&gt;
&lt;br /&gt;
* Two {{L|dog}}s&lt;br /&gt;
* Optionally one {{L|cat}}&lt;br /&gt;
* As much extra {{L|food}} ({{L|meat}}) as possible. Turtles are a good choice, as they also supply extra shell and bone for your craftsdwarf.&lt;br /&gt;
* Any leftover points should go to {{L|plump helmet}} spawns&lt;br /&gt;
* It is usually enough to take only one {{L|battle axe}}, although two {{L|pick}}s (and two miners) are recommended.&lt;br /&gt;
&lt;br /&gt;
Next, select a starting site (hit {{k|Tab}} once more then use either {{k|+}} or {{k|-}} to pick an area):&lt;br /&gt;
&lt;br /&gt;
* Temperature: find an environment marked 'Temperate', 'Cold', or 'Warm'. If at all possible, avoid 'Freezing', 'Hot', and 'Scorching' climates.&lt;br /&gt;
* Trees: for beginners, 'Woodland' or 'Heavily Forested' are advised. Avoid 'Scarce' and 'None' environments.&lt;br /&gt;
* Vegetation: go with 'Thick' or 'Moderate'. Avoid 'Scarce' and 'None'.&lt;br /&gt;
* Surroundings: ideally, 'Peaceful' or 'Calm' are decent. 'Untamed Wilds', 'Protected Wilds', and 'Wilderness' are also OK, but animals may be tougher and more aggressive. Avoid 'Terrifying', 'Sinister' and 'Haunted'. Tropical climates, particularly tropical forests, may harbor the dreaded {{L|elephant}}s, but are otherwise hospitable.&lt;br /&gt;
&lt;br /&gt;
With all this done you can strike the earth by hitting {{k|e}} for Embark!&lt;br /&gt;
&lt;br /&gt;
==Infrastructure==&lt;br /&gt;
&lt;br /&gt;
First, concentrate on infrastructure building. Your dwarves can satisfy their hunger and thirst from the supplies they brought with them, but they will not last long.&lt;br /&gt;
&lt;br /&gt;
* Hit {{k|d}} for designations, then {{k|d}} for mining. Select an area extending into the mountain face. Initially, there are two objectives to mining: find the {{L|cave river}} to begin {{L|farming}}, and clear enough space for workshops and stockpiles.&lt;br /&gt;
* Avoid digging rooms 7x7 or larger, as they will {{L|cave-in|collapse}}.&lt;br /&gt;
* In your first few rooms, start making workshops. Hit {{k|b}} to build and {{k|w}} for workshops. The first few critical workshops are mason, carpenter and mechanic. Depending whether you want to start with {{L|hunting}} or {{L|fishing}}, set up a fishery or a butcher's workshop.&lt;br /&gt;
* If you haven't, now is the time to send your workers to work. Use {{k|d}} and {{k|t}} to designate an area containing trees for woodcutting.&lt;br /&gt;
* To set specific dwarves to do certain jobs, use {{k|v}} to choose a dwarf, {{k|p}} for preferences and {{k|l}} to activate the labor menu. Here you can specify which activities they will engage in.&lt;br /&gt;
* To use your mason or carpenter, hit {{k|q}} and move the cursor over the building. Then hit {{k|a}} to add tasks.&lt;br /&gt;
* You will need stockpiles ({{k|p}}) for your products. Set up stockpiles for {{L|food}}, {{L|refuse}}, {{L|furniture}}, {{L|wood}} and {{L|finished goods}}. Place the refuse and wood areas outside and all the rest inside. You want to avoid creatures stealing your food or goods.&lt;br /&gt;
* A craftdwarf's workshop will allow you to make goods to trade for the supply caravan which arrives in the first fall.&lt;br /&gt;
&lt;br /&gt;
What should you have by now? What should you be making?&lt;br /&gt;
&lt;br /&gt;
* A small fort with a few rooms.&lt;br /&gt;
* Basic {{L|workshop}}s and {{L|stockpile}}s.&lt;br /&gt;
* A long straight tunnel east looking for water.&lt;br /&gt;
&lt;br /&gt;
Focus on building these:&lt;br /&gt;
&lt;br /&gt;
* {{L|Bed}}s. You can set up a single room with seven beds to act as a {{L|barracks}}; better yet, make a {{L|room}} for each dwarf.&lt;br /&gt;
* Stone {{L|door}}s. These are used to enclose {{L|room}}s and to contain flooding, and can be locked to curtail invasions by creatures from outside or the underground river.&lt;br /&gt;
* {{L|Table}}s (masonry) and chairs/thrones (masonry) for each dwarf and your future dining room.&lt;br /&gt;
* {{L|Barrel}}s. Make as many as needed to store food, then keep a few spare ones.&lt;br /&gt;
* {{L|Bin}}s. These will make it much easier to store things in your fortress, so that you can have lots of items stored in just one bin.&lt;br /&gt;
&lt;br /&gt;
==Getting your dwarves to do what you want==&lt;br /&gt;
&lt;br /&gt;
Sometimes, you see your dwarves doing useless things (like lugging stone through your whole fortress) instead of what you want them to do.&lt;br /&gt;
&lt;br /&gt;
Using the {{L|standing orders|orders}} menu can at times be critical, for instance to disable hauling of stones and wood, in order to make sure food and such gets collected and used. Otherwise, you might have food lying around that your dwarves are not using because it's been scheduled to be stored somewhere.&lt;br /&gt;
&lt;br /&gt;
Another important feature is the individual orders menu, which allows you to issue specific orders to each dwarf. Using this feature, you can give unskilled dwarves new jobs or stop certain dwarves from performing labors like hauling. This menu is accessed by the following procedure : Push {{k|v}}, select a dwarf, push {{k|p}} for Preferences, then push {{k|l}} for Labor. Simply highlight a labor and hit {{k|Enter}} to select/deselect a job.&lt;br /&gt;
&lt;br /&gt;
==Expansion==&lt;br /&gt;
&lt;br /&gt;
Now, with production underway you can focus on building more rooms and features in the fortress.&lt;br /&gt;
&lt;br /&gt;
* {{L|Farm plot}}s. Setting up farms is complicated and easy to mess up. You may need to start and abandon a few games before you get the hang of it without flooding your entire fortress. See {{L|farming}} for extensive details.&lt;br /&gt;
* {{L|Well}} or {{L|still}}. The outside river will freeze during winter, so you will either need to reach the underground river or set up a well so your dwarves don't get dehydrated. Dwarves prefer to drink from {{L|well}}s than from the river, but like {{L|alcohol}} best of all. If you manage to get your farms churning out lots of plants, you can set up a brewing operation and never need a well.&lt;br /&gt;
* {{L|Dining room}}. Place tables and seats here, and define one of the tables (via the {{k|q}} menu) as both a dining room and a {{L|meeting hall}}. The other tables and chairs will become part of the dining room.&lt;br /&gt;
* {{L|Bedroom}}s. Dwarves don't need a lot of space, but prefer having a room to themselves. 1x2 is adequate, and 2x3 is usually plenty. Once beds are placed, turn each into a bedroom via the {{k|q}} menu. Use doors to enclose the rooms.&lt;br /&gt;
&lt;br /&gt;
{{L|Farming}} is important. You will want a miner looking for the river as soon as possible. Farming will prove the most reliable and renewable food source up until winter and again in the spring. For the effort, farming will provide by far the most food, not to mention it is fun to build a floodgate system for an underground river.&lt;br /&gt;
&lt;br /&gt;
Once the river is found it may flood all or part of your fortress. (You should be able to use a door to contain the flooding.) Wait until the waters recede and proceed in planting seeds in the muddy ground.&lt;br /&gt;
&lt;br /&gt;
* The river will flood seasonally, and the ten tiles closest to it will function as a Nile farm. (The flood itself can be much longer than ten tiles, ten tiles are given simply because thats the maximum width a farm plot can be)&lt;br /&gt;
* If you want, you can build a {{L|floodgate}} connected to the river while it is not flooding. Then build a canal, and finally build a second floodgate to a room you wish to flood on command. Build a lever and link to the floodgates to flood the room on command. Check the in-game help page on floodgates for a visual demonstration of how to use them and how to avoid drowning your fortress in the process.&lt;br /&gt;
* Either method will give you more muddy tiles to work with. In the beginning, the Nile farms should be enough, but eventually you'll want as many muddy tiles as you can get.&lt;br /&gt;
* Plant, harvest, flood if needed, rinse and repeat - the winter will soon be on you.&lt;br /&gt;
* Do not forget to mark a {{L|stockpile}} dedicated to {{L|food}}! If you fail to do this, your dwarves will not harvest your plants, and they will eventually wilt. Once food is safely in your stockpile, it will never wilt or rot (although it can be eaten by vermin; this type of food loss is not reported in any way).&lt;br /&gt;
&lt;br /&gt;
The trade caravan will arrive during autumn. Trade your craftsdwarves goods for food and whatever you find necessary. This is the last chance to prepare for the hardships ahead.&lt;br /&gt;
&lt;br /&gt;
What makes the winter so taxing?&lt;br /&gt;
&lt;br /&gt;
* You cannot fish outside, nor farm for {{L|food}}.&lt;br /&gt;
* Dwarves get hungry faster in Winter.&lt;br /&gt;
* A wave of 8-12 immigrant dwarves may arrive just before Winter begins. Your game may end in 21 dwarves starving to death, or killing each other in berserk rages.&lt;br /&gt;
* By now you will need to take at least minimal steps to keep your dwarves happy.&lt;br /&gt;
&lt;br /&gt;
What should I do just before the winter or during it?&lt;br /&gt;
&lt;br /&gt;
* '''{{L|Hunting|Hunt}}'''. Some say that hunting is inefficient, while others argue it is a great way to bring home the bacon. A skilled hunter with a crossbow on a map with a good wild game population can bring in a lot of meat, fat, bones, and skin. Unlike farming, you can hunt and trap season-round. If your map harbors dangerous game such as {{L|elephant}}s, hunting is not recommended.&lt;br /&gt;
* '''{{L|Butcher's shop|Butchery}}'''. You should butcher your mules anytime you can get the food to a stockpile to prevent rotting. They don't do anything, even reproduce. If you see yourself getting into a tight spot, you can butcher your horses as well for a good supply of meat. However, horses will reproduce and make more meat, if you don't eat them right away. If you're truly desperate, you can butcher your cats and dogs as well.&lt;br /&gt;
* '''Care'''. Take care to promptly butcher your hunter's returned corpses before they rot, to prepare your raw fish and have it packed into barrels before Winter arrives, and to have some wine made. The wine will make your dwarves work faster and, more importantly, keep them happy throughout the winter.&lt;br /&gt;
* '''{{L|Military}}'''. If the immigrants did not arrive, or did not come with soldiers, you need some form of defense. Training your soldiers &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[http://xstretchmarks.com &amp;lt;span style=&amp;quot;color:black;font-weight:normal;text-decoration:none!important;background:none!important; text-decoration:none;/*CITATION*/&amp;quot;&amp;gt;stretch marks&amp;lt;/span&amp;gt;]&amp;lt;/span&amp;gt; to fight with hand weapons is very dangerous until you have armor (they are liable to hurt themselves). Crossbows can be produced from wood and are much easier to train with than swords and axes. A few basic traps near your fortress entrance and other danger spots such as the river will help as well. Lastly, if you are under attack and don't have any skilled military dwarves, draft your miners - when they use their picks as a weapon (which will happen if you do not assign them any other weapon), they use their mining skill in combat.&lt;br /&gt;
* '''{{L|Plant gathering}}'''. You can set one or two dwarves to gather shrubs from inside or outside the cave. Plant Gathering can be done during the winter, so it is a good way to stretch a dwindling food supply until spring. Furthermore, brewing the plants then cooking the alcohol will quintuple the amount of food produced. The effectiveness of plant gathering is greatly enhanced by skill in herbalism.&lt;br /&gt;
&lt;br /&gt;
As spring arrives, you should continue producing food, digging deeper and fortifying your mountain! A dwarf who refuses to dig deep is no true dwarf.&lt;/div&gt;</summary>
		<author><name>EFrisby67</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Release_information&amp;diff=153471</id>
		<title>v0.31:Release information</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Release_information&amp;diff=153471"/>
		<updated>2011-10-04T09:32:11Z</updated>

		<summary type="html">&lt;p&gt;EFrisby67: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Masterwork|08:00, 22 May 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
This version, '''DF 0.31.01''', was released on '''April 1st, 2010'''. The latest version is '''v{{current/version}}''', released on '''{{current/lastupdate}}'''.&lt;br /&gt;
This page lists the changes in the current [[version]] of [[Dwarf]] [[Fort]]ress.  The page links to currently existing pages which either have been or will need to be modified to list new details from the new version.  It also lists to pages about entirely new subjects introduced in this version, such as [[Burrows]], articles created or completely changed based off of this version are marked in '''bold'''.&lt;br /&gt;
&lt;br /&gt;
Adapted from the [http://docs.google.com/Doc?docid=0AT8EQVUjrv96ZGc5cnBwOHZfMjgyY3FzZHFtanA&amp;amp;hl=en&amp;amp;pli=1 google docs file] by SirPenguin about the upcoming release.&lt;br /&gt;
&lt;br /&gt;
== Newer Release informations ==&lt;br /&gt;
&lt;br /&gt;
For Bug Fixes of newer Versions please follow the links below.&lt;br /&gt;
* {{L|Release information/0.31.02}}&lt;br /&gt;
* {{L|Release information/0.31.03}}&lt;br /&gt;
* {{L|Release information/0.31.04}}&lt;br /&gt;
* {{L|Release information/0.31.05}}&lt;br /&gt;
* {{L|Release information/0.31.06}}&lt;br /&gt;
* {{L|Release information/0.31.07}}&lt;br /&gt;
* {{L|Release information/0.31.08}}&lt;br /&gt;
* {{L|Release information/0.31.09}}&lt;br /&gt;
* {{L|Release information/0.31.10}}&lt;br /&gt;
* {{L|Release information/0.31.11}}&lt;br /&gt;
* {{L|Release information/0.31.12}}&lt;br /&gt;
* {{L|Release information/0.31.13}}&lt;br /&gt;
* {{L|Release information/0.31.14}}&lt;br /&gt;
* {{L|Release information/0.31.15}}&lt;br /&gt;
* {{L|Release information/0.31.16}}&lt;br /&gt;
* {{L|Release information/0.31.17}}&lt;br /&gt;
* {{L|Release information/0.31.18}}&lt;br /&gt;
* {{L|Release information/0.31.19}}&lt;br /&gt;
* {{L|Release information/0.31.20}}&lt;br /&gt;
* {{L|Release information/0.31.21}}&lt;br /&gt;
* {{L|Release information/0.31.22}}&lt;br /&gt;
* {{L|Release information/0.31.23}}&lt;br /&gt;
* {{L|Release information/0.31.24}}&lt;br /&gt;
* {{L|Release information/0.31.25}}&lt;br /&gt;
&lt;br /&gt;
== Behind the scenes ==&lt;br /&gt;
&lt;br /&gt;
===  Materials ===&lt;br /&gt;
* The {{l|material}} system has been rewritten, and just about everything is made from a material now.&lt;br /&gt;
* It is now possible to track the identity of certain materials, such as {{l|blood}} spatter.&lt;br /&gt;
* The {{l|color}} of a base {{l|material}} will now have more effects - a [[wagon]] made out of featherwood will reflect the color of the wood.&lt;br /&gt;
* Material breath {{L|weapon}}s are possible, and can be made of any material. These are mainly linked with poisons, and when inhaled by a creature, they will become poisoned.&lt;br /&gt;
* Small amounts of certain {{l|material}}s ({{l|blood}}, snow, etc.) can accumulate in a tile.&lt;br /&gt;
** For example, if enough liquid [[gold]] accumulates in a tile, it will cool into a [[glob]] of gold.&lt;br /&gt;
** This also works for {{l|material}}s such as liquid (molten) {{l|metal}}, which will cool into a [[glob]] which can then be used to [[melt]] down into a bar.&lt;br /&gt;
* {{l|Weapon}}s and {{l|armor}} now use various &amp;quot;real world&amp;quot; {{l|attribute}}s to calculate their effectiveness. Each {{l|material}} (rock, {{l|metal}}) uses the following:&lt;br /&gt;
** '''{{l|Density}}'''&lt;br /&gt;
** '''{{l|Impact/shear yield}}'''&lt;br /&gt;
** '''{{l|Impact/shear fracture}}'''&lt;br /&gt;
** '''{{l|Impact/shear elasticity}}'''&lt;br /&gt;
** '''{{l|Edge}}'''&lt;br /&gt;
&lt;br /&gt;
see '''{{L|Material science}}''' for an explanation of what the yield/fracture/elasticity terminology means.&lt;br /&gt;
&lt;br /&gt;
* {{l|Mechanism}}s can be constructed out of more than stone, and more materials are {{l|magma-safe}}, resulting in {{l|magma}} being easier to handle.&lt;br /&gt;
&lt;br /&gt;
===  {{l|raw file|Raws}} ===&lt;br /&gt;
* Entity positions are now stored in the raw folders, allowing for custom positions through modding, as well as editing existing positions as you see fit.&lt;br /&gt;
** These include the {{l|Noble|new military positions}} (General/Lieutenant/Captain/Militia Commander/Militia Captain).&lt;br /&gt;
* {{l|Attribute}}s have also moved into the {{l|raw file|raws}}, allowing you set all sorts of values such as how fast an attribute increases.&lt;br /&gt;
* Many objects - trees, plants, {{l|stone}}s, etc. - now have {{l|material}} lists in the {{l|raw file|raws}}.&lt;br /&gt;
** Some {{l|raw file|raws}} have been merged, such as trees/plants, and {{l|stone}}s/{{l|metal}}s.&lt;br /&gt;
* A {{l|region}}'s raw files are now stored in their respective [[Saved game folder|save]] folder.&lt;br /&gt;
&lt;br /&gt;
===  The d# series (Not implemented in first release)=== &lt;br /&gt;
* Translucent {{l|tilesets}} are supported, using PNG.&lt;br /&gt;
* The DF window can be resized on the fly.&lt;br /&gt;
* The grid size is autogenerated on startup; such {{l|init.txt|init.txt settings}} are ignored.&lt;br /&gt;
* Current desktop size is used for fullscreen size if fullscreen resolution is set to 0x0.&lt;br /&gt;
* The DF window can be zoomed on the fly using the mouse wheel. There are two modes, it defaults to mode 1. Pressing mouse wheel switches modes. Pressing F12 resets mode 1, not 2. In mode 1, the zoom from mode 2 is not visible. (And yes, you can use both at once.)&lt;br /&gt;
* The keyboard input system has been totally rewritten:&lt;br /&gt;
** You can bind multiple {{l|Key bindings|keys}} to one command.&lt;br /&gt;
** You can create keyboard {{l|Macros and Keymaps|macros}}.&lt;br /&gt;
** Input bindings are divided into sections.&lt;br /&gt;
* Lots of bugfixes and performance improvements.&lt;br /&gt;
&lt;br /&gt;
===  Arenas ===&lt;br /&gt;
* Arenas allow the player to set up battles with any kind of creatures with any type of equipment and have them face off.&lt;br /&gt;
*  The Arena is accessed via the main menu screen.&lt;br /&gt;
* You can make as many [[creatures]] of any type a you want, equip them with any [[items]] you want, etc.&lt;br /&gt;
** [[Items]] can be made out of any of the current logical [[materials]]&lt;br /&gt;
* You can also assign them to teams or have them go at it solo&lt;br /&gt;
* The [[arena]] itself contains a flat fighting place as well as a pool of [[magma]] or [[water]]&lt;br /&gt;
* You can also edit the layout of the arena by adding or removing water and magma and so on.&lt;br /&gt;
&lt;br /&gt;
=== World Generation ===&lt;br /&gt;
* Island-type worlds are now the default choice&lt;br /&gt;
* An (incomplete) XML dump option of a world is now available.&lt;br /&gt;
&lt;br /&gt;
=== Controlling which announcements pause and recenter ===&lt;br /&gt;
&lt;br /&gt;
The file '''announcements.txt''' (at Dwarf Fortress/data/init/announcements.txt) can be used to control which {{L|announcement}}s do or don't cause the game to recenter and/or pause.  For example, you can make the game pause and recenter when ores and economic stones are uncovered, but not when ordinary stone like microcline is uncovered.&lt;br /&gt;
&lt;br /&gt;
== [[Combat]] ==&lt;br /&gt;
&lt;br /&gt;
===  [[Squads]] ===&lt;br /&gt;
* The [[fortress guard]] is considered a squad under the [[sheriff]], and the [[royal guard]] is considered a squad under the [[Hammerer]].&lt;br /&gt;
* '''[[Captains]]''' can be appointed under your '''[[General]]''' and lead [[squads]].&lt;br /&gt;
* There is a system in place that will try its best to keep your [[schedules]] staffed, going so far as finding replacements when [[soldier]]s get hungry/tired, as well as forcing soldiers to stay on duty if no replacements are found.&lt;br /&gt;
* You have complete control over how [[squads]] handle rations - [[food]] and [[drink]] stored in backpacks and flasks - and [[alcohol]] can now be stored as a [[drink]] option.&lt;br /&gt;
* [[Champions#Heroes_and_Champions|Champions]] as heavily trained soldiers are no more. Rather, a single '''[[Champion]]''' is an appointed position that your [[duke]]/[[count]]/[[baron]] appoints.&lt;br /&gt;
* &amp;quot;Lord&amp;quot; [[soldier]]s aren't restricted in their weapon choice, and can be made into [[civilian]]s again.&lt;br /&gt;
* Beds, racks, stands, boxes/chests and [[cabinets]] can now be assigned to squad positions.&lt;br /&gt;
* You can now use the [[note]] making system to lay out stations and patrol routes for your [[squads]].&lt;br /&gt;
* [[Sparring]] has been redone.  One such change is the addition of [[Combat Drills]].&lt;br /&gt;
* A [[dwarf]] skilled in one [[skill]] can teach students via demonstrations of how to fight. This is set up in a classroom environment, so no actual [[sparring]] takes place (less dangerous).&lt;br /&gt;
** Even slightly skilled [[dwarves]] can teach people below them.&lt;br /&gt;
** There are also instructor monitored drill and [[sparring]] sessions.&lt;br /&gt;
** &amp;quot;They can currently teach weapon [[skill]]s, [[wrestling]], dodging, punching (grasp strikes), kicking (stance strikes), shield and [[armor]] use, yeah.  They can also teach general close-quarters/ranged [[combat]] principles.&amp;quot;&lt;br /&gt;
* [[Personalities]] play a role in these lessons. Naturally lazy [[dwarves]] will have a harder time learning and concentrating, though they can overcome them with [[skill]]/attribute increases.&lt;br /&gt;
** An instructor's [[personality]] is also taken into account, as a naturally reckless instructor is more willing to send green recruits into [[sparring]] sessions.&lt;br /&gt;
* Squad selection/[[orders]] now can occur in real time.&lt;br /&gt;
* The [[military]] menu has been entirely redone.&lt;br /&gt;
* You can issue [[orders]] to several [[squads]] at once or several individuals across different squads.&lt;br /&gt;
* Kill [[orders]] are now possible. You can select any creature your [[fort]] does not control to be killed.&lt;br /&gt;
* You can give [[squads]] nicknames if you wish.&lt;br /&gt;
** You can also give your [[barracks]] nicknames to help keep them separated.&lt;br /&gt;
&lt;br /&gt;
===  Squad [[Equipment]] ===&lt;br /&gt;
* Prior to .31.9 a position called the '''[[Arsenal dwarf]]''' existed who handled various [[equipment]] delegation. Toady One has removed the position for the time being (.9 onward)to make the equipment handling run smoother, it will reappear in later releases but not until it has some better uses.&lt;br /&gt;
* You can now establish &amp;quot;'''[[uniforms]]'''&amp;quot; for your [[soldier]]s. With it, you can assign specific [[armor]], [[weapons]], and other such [[equipment]] that you want all soldiers in a squad to wear.&lt;br /&gt;
** This allows for you to establish either [[equipment]] protocols (I want this squad to carry a [[sword]] and a shield) or literal uniforms, such as all guards wearing dyed blue cloaks.&lt;br /&gt;
* [[Soldier]]s know the difference between [[training]], battle, and [[civilian]] [[equipment]], and when/how to switch between them, as well as how to store them, which is usually done in [[barracks]] via boxes (which can be assigned to [[squads]]).&lt;br /&gt;
** The above also extends to [[Wood cutter|woodcutters]]/[[Miner|miners]], who know how to properly retrieve/store their picks and axes.&lt;br /&gt;
** [[Equipment]] can be stored in squad boxes.&lt;br /&gt;
* You can now handle [[ammo]] allocation by [[material]], so you can set aside [[metal]] [[bolts]] for battle and [[wood]]en bolts for [[training]]. [[Squads]] will maintain such ammo counts on their own.&lt;br /&gt;
** You can also handle [[ammo]] by type, so that you can have a squad that only uses [[bolts]]/arrows left over by invaders, etc.&lt;br /&gt;
** You have similar control over [[Hunter]] [[ammo]].&lt;br /&gt;
* [[Training]] [[weapons]] are in now, made at the carpenter's shop. Due to the nature of the [[material]] rewrite, these [[weapons]] lack edges, making them far less dangerous.&lt;br /&gt;
* [[Dwarves]] can handle any [[weapon|weapons]] now (they are not limited to the 6 weapons allowed in previous versions). &lt;br /&gt;
** [[Blowdart]] [[squads]] confirmed.&lt;br /&gt;
* [[Critter]]s now become familiar/accustomed to [[items]] they use often, such as [[armor]] and [[weapons]]. Being familiar with an item gives them better rolls during [[combat]].&lt;br /&gt;
** They can also become attached to [[items]] and will refuse upgrades.&lt;br /&gt;
* [[Items]] keep track of [[creatures]] they kill now, and that will show up in the [[legends mode]].&lt;br /&gt;
* [[Items]] can become &amp;quot;named&amp;quot; - raised to a semi-[[artifact]] level - if they have seen a lot of battles or have killed someone of a historical figure era-level of importance.&lt;br /&gt;
* [[Dwarves]] will now fill up their [[Quiver|quivers]] properly - they will not go into [[combat]] with 1 bolt in their quiver if they can help it.&lt;br /&gt;
* You can assign specific [[items]] to units (useful for cases such as [[artifact]]s).&lt;br /&gt;
* [[Dwarves]] assigned to [[squads]] will go train in their free time if they have self-discipline. This includes individual drilling practice.&lt;br /&gt;
* 1/3 of [[dwarves]] have a &amp;quot;favored&amp;quot; weapon.&lt;br /&gt;
&lt;br /&gt;
===  [[Weapons]] and [[Armor]] ===&lt;br /&gt;
[[Image:DF2010_1.png|thumb|400px|The new [[combat report]]s. [[Note]] the date, ability to zoom on location, and more flavorful descriptions.]]&lt;br /&gt;
* All [[weapons]] now have multiple '''[[attack types]]''' (a [[sword]] can use a thrusting attack, or with the blade itself, or even the pommel) and each attack can do a different type of [[damage]].&lt;br /&gt;
* Armor [[skill]] and quality of the [[armor]] increases your &amp;quot;deflection&amp;quot; roll, which alters the effective force of an attack.&lt;br /&gt;
* [[Weapons]] don't use hard-coded percentage [[damage]] anymore, but rather, use their [[material]]'s various properties in order to determine damage.&lt;br /&gt;
* The swing velocity of a [[hammer]] is determined by the strength and weight of the hammer itself, among other things.&lt;br /&gt;
* Woven/Chain [[items]] have a &amp;quot;structural elasticity&amp;quot; property (compared to [[plate]]/scale).&lt;br /&gt;
&lt;br /&gt;
===  Attacks ===&lt;br /&gt;
* [[Combat]] has been entirely rebalanced due to the new [[material]] and body changes.&lt;br /&gt;
* Small [[creatures]] are now able to take on larger creatures by pecking away at their bodies, something which was impossible in the old [[version]].&lt;br /&gt;
** Thanks to the [[material]] rewrite, though, a well [[armor]]ed knight will fare without many problems against 20 groundhogs.&lt;br /&gt;
** Multiple small attacks will have a cumulative effect.&lt;br /&gt;
* &amp;quot;I had a [[dragon]] fight some lions, and after a little bit of dragonfire and close [[combat]], I ended up with a dragon covered with the grammatically-in-progress &amp;quot;lion [[melted]] [[fat]] spatter&amp;quot;.&amp;quot;&lt;br /&gt;
* Attacks take into account the position and relative nature of the body. Attacks won't &amp;quot;loopity-loop&amp;quot; through the body.&lt;br /&gt;
* Temperature transfer between wrestlers is now possible, so think twice before [[wrestling]] that [[spirit of fire]].&lt;br /&gt;
** Stuck-ins also transfer temperature.&lt;br /&gt;
* Ranged damage has been nerfed, in addition to [[bolts]] making &amp;quot;logical&amp;quot; paths now. The firing rate remains the same.&lt;br /&gt;
* There's now a notion of a &amp;quot;squared shot&amp;quot;, in that your attack could hit someone's arm full force, but if you didn't hit in in the right area, the [[bone]] would not break. This helps many problems, such as with [[bolts]], as well as [[axe]]s/[[sword]]s not lopping everything off every time you swing.&lt;br /&gt;
* Twisting your weapon in a [[wound]] has been balanced, and won't just amplify [[damage]] forever.&lt;br /&gt;
* [[Toady]] on the path of the force of an attack: &amp;quot;The [[armor]] is all checked in order from outer to inner, then it gets at the tissue [[layer]]s, altering the character of the attack as it goes.&amp;quot;&lt;br /&gt;
* Attacks can pass through a [[wound]] sufficiently large enough.&lt;br /&gt;
* Force from blunt [[weapons]] can transcend [[layer]]s. For instance, a [[hammer]] can bruise the [[skin]] while breaking the [[bone]] underneath.&lt;br /&gt;
** As such, [[plate]] [[armor]]'s benefits are generally ignored by blunt attacks, and [[leather]] armor would prove to be more effective.&lt;br /&gt;
* &amp;quot;Solid breath can take the form of a forward moving dust puff that accidentally knocks people out due to some code. When I fix that, &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[http://xstretchmarks.com &amp;lt;span style=&amp;quot;color:black;font-weight:normal;text-decoration:none!important;background:none!important; text-decoration:none;/*CITATION*/&amp;quot;&amp;gt;stretch mark removal&amp;lt;/span&amp;gt;]&amp;lt;/span&amp;gt; KOs may or may not be a parameter. Solid breath can also take the form of a solid (a small one right now) that is hurled like a . It might as well be a thrown stone of the solid. Solid breath can also be an undirected dust puff (also accidental knockouts).&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== [[Creatures]] (general) ==&lt;br /&gt;
&lt;br /&gt;
===  [[Attributes]]/[[Skill]]s ===&lt;br /&gt;
* The attribute system has received an overhaul. There are now 19 [[attributes]] split across physical and mental. They are:&lt;br /&gt;
** Body:&lt;br /&gt;
*** '''[[strength]]'''&lt;br /&gt;
*** '''[[agility]]'''&lt;br /&gt;
*** '''[[toughness]]'''&lt;br /&gt;
*** '''[[endurance]]''' - this'll take some of the weight off of [[toughness]] and control your exertion.&lt;br /&gt;
*** '''[[recuperation]]''' - somebody suggested &amp;quot;resilience&amp;quot;. i don't really like any of the names... in any case, this will control the [[healing]] of your physical [[wound]]s.&lt;br /&gt;
*** '''[[disease resistance]]''' - the more time i spend on infection and venom, the more this will matter for this release. there will also likely be a notion of specific immunities, some of which you could gain with exposure or whatever ends up making the most sense.&lt;br /&gt;
** '''[[soul]]''':&lt;br /&gt;
*** '''[[analytical ability]]''' - thinky stuff.&lt;br /&gt;
*** '''[[memory]]''' - remembery stuff.&lt;br /&gt;
*** '''[[creativity]]''' - being able to make up neat stuff.&lt;br /&gt;
*** '''[[intuition]]''' - being able to get stuff.&lt;br /&gt;
*** '''[[focus]]''' - being able to get into stuff.&lt;br /&gt;
*** '''[[willpower]]''' - being able to keep on with and cope with stuff.&lt;br /&gt;
*** '''[[patience]]''' - being able to handle not doing stuff.&lt;br /&gt;
*** '''[[spatial sense]]''' - sense of surrounding stuff.&lt;br /&gt;
*** '''[[kinesthetic sense]]''' - sense of own stuff.&lt;br /&gt;
*** '''[[linguistic ability]]''' - all of the wordsy stuff.&lt;br /&gt;
*** '''[[musicality]]''' - musicky stuff.&lt;br /&gt;
*** '''[[empathy]]''' - being able to feel other peoples' stuff.&lt;br /&gt;
*** '''[[social awareness]]''' - being able to manage and handle social stuff.&lt;br /&gt;
&lt;br /&gt;
* [[Creatures]] now have '''[[souls]]''', and these souls serve as storage for a creature's mental [[attributes]] and [[skill]]s.&lt;br /&gt;
** [[Creatures]] can have multiple souls, though there is no such use in the current [[version]].&lt;br /&gt;
* [[Attributes]] and [[skill]]s can now &amp;quot;'''[[Skill rust|rust]]'''&amp;quot; if the attribute/skill is unused for a long period of time. The more rust the skill or attribute has, the less effective it is, and high enough rust will actually &amp;quot;delevel&amp;quot; the ability. Rust can be worked off by simply using the attribute or skill in question.&lt;br /&gt;
* Attribute/[[skill]] display system has been redone so as to not overwhelm the player.&lt;br /&gt;
** [[Skill]]s have been split up into '''[[Labor#Viewing labors|logical groups]]''' to make assigning skills easier.&lt;br /&gt;
* [[Creatures]] now have a &amp;quot;'''[[situational awareness]]'''&amp;quot; [[skill]], which handles a creature's ability to deal with surprise attacks and ambushes.&lt;br /&gt;
* The [[wrestling]] [[skill]] has been split into the following skills:&lt;br /&gt;
** '''[[Wrestling]]'''&lt;br /&gt;
** '''[[Dodging]]'''&lt;br /&gt;
** '''[[Grasp strikes]]'''&lt;br /&gt;
** '''[[Stance strikes]]'''&lt;br /&gt;
* There are also general '''melee''' and '''range attack''' [[skill]]s (which help with [[combat]] rolls but are separate from &amp;quot;axe mastery&amp;quot;, etc.)&lt;br /&gt;
* [[Attributes]] and rust rates are linked to specific castes, so you could have brutes intermixed with brainy [[creatures]] of a single race.&lt;br /&gt;
* &amp;quot;Ceilings of [[attributes]] are a percentage of the starting value.  So a strength 1000 [[dwarf]] might attain 2000, and a strength 750 dwarf might attain 1500.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===  Appearances ===&lt;br /&gt;
[[Image:DF2010_2.png|thumb|400px|The new description window]]&lt;br /&gt;
* [[Creatures]] are now unique to each other with different appearances, including hair [[color]], facial features, etc.&lt;br /&gt;
** These are visible in [[adventurer]] mode as well.&lt;br /&gt;
** Different [[color]] patterns are also available, like striped or mottled.&lt;br /&gt;
* [[Creatures]] can also be fatter/taller/etc. than usual. This affects their [[size]]. Fatter creatures can last without [[food]] longer.&lt;br /&gt;
** [[Creatures]] have a '''[[metabolism]]''' now, which deals with how fast they heal and how fast they burn [[fat]].&lt;br /&gt;
** [[Fat]] [[creatures]] also move slower.&lt;br /&gt;
* The trimming of hair/nails is also possible for civilized [[creatures]], and they will grow long and unkempt without such activities.&lt;br /&gt;
* [[Creatures]] '''[[genetics|inherit appearances from their parents]]'''. This includes dominant/recessive genes.&lt;br /&gt;
** As one example, you can use this system to breed your dogs to a certain [[color]]/[[size]].&lt;br /&gt;
* [[Layer]] trimming/caring uses style definitions from a culture. Some cultures may grow beards, others may shave them. Prisoners, etc. may be forced to adopt these new styles.&lt;br /&gt;
* Speaking of beards, as if it wasn't obvious by now, but this means [[dwarves]] finally have [[Beard|beards]]!&lt;br /&gt;
** On a more startling note - so do [[elves]]!&lt;br /&gt;
* [[Creatures]] can now be part of a '''[[caste]]''', and this may govern many things, such as their profession, appearance, etc.&lt;br /&gt;
&lt;br /&gt;
===  Bodies ===&lt;br /&gt;
* Tissues now come in [[layer]]s. You must bypass a layer to reach one below it. Some layers are dependent on others (hair can only exist if there's [[skin]] underneath it, etc.)&lt;br /&gt;
* '''[[Hair]]''' acts as a [[layer]] on [[skin]]. It can come in many different styles (sparse, strands, etc.)&lt;br /&gt;
*  '''[[Hair]]''' grows and eventually grays over time. It can be trimmed, and if left alone it will become shaggy and unkempt.&lt;br /&gt;
* Body parts and tissue [[layer]]s can be made out of any [[material]] you want, such as for logical [[creatures]] like [[Iron man|Iron Men]], and illogical abominations like [[Dwarf]] Lung Men.&lt;br /&gt;
* It's now possible for some [[creatures]] to be made out of solid [[material]], such as [[Iron man|Iron Men]], who are much harder to fight.&lt;br /&gt;
* You can also have hollow body parts, perhaps filled with air or other [[materials]].&lt;br /&gt;
* Some [[layer]]s can serve as protection, such as [[Chitin|chitin layer]]s. [[Bone|Bone layer]]s also protect organs, such as the [[skull]] protecting the brain.&lt;br /&gt;
* [[Creatures]] now have teeth, rib, cheeks, eyelids, nails, and lips. Teeth and ribs are not individualized, but rather are tracked by groups (i.e., top left molars, etc.)&lt;br /&gt;
* [[Creatures]] also now have tendons and ligaments, and are made from the &amp;quot;sinew&amp;quot; [[material]].&lt;br /&gt;
* [[Creatures]] store energy from their [[food]], getting [[fat]]ter and more muscular.&lt;br /&gt;
** [[Fat]] affects such things as insulation, speed, etc.&lt;br /&gt;
** Strength also increases muscle [[size]]. Both have an effect on a creature's total size.&lt;br /&gt;
* Guts are realistically [[color]]ed - crazy stuff!&lt;br /&gt;
* It is now possible to &amp;quot;flay&amp;quot; a creature. Have fun!&lt;br /&gt;
* We've also got [[water]] freezing into frosty stuffs on people if they get [[wet]] and then step out into the cold, and [[steam]] coming off of spirits of fire in the rain. &lt;br /&gt;
* [[Skeletal]] [[critter]]s now have their [[bone]]s held together by rotted ligaments.&lt;br /&gt;
&lt;br /&gt;
===  [[Thoughts]] ===&lt;br /&gt;
* &amp;quot;[[Thoughts]]&amp;quot; of a [[dwarf]] have been redone. The new screen includes their current thoughts, age/birthday, physical description paragraph, a description of their [[attributes]], their likes/dislikes, and their mannerisms. Also included are descriptions for their [[wound]]s/scars.&lt;br /&gt;
* A [[dwarf]]'s birthday and age are stored in their [[profile]] now.&lt;br /&gt;
* [[Dwarves]] now have '''[[mannerisms]]''', such as &amp;quot;always scratches his head when he's trying to remember something&amp;quot;, &amp;quot;laughs at his own jokes&amp;quot; or &amp;quot;talks to herself whenever she's bored&amp;quot;. There are 65 types with 3-5 situation qualifiers.&lt;br /&gt;
&lt;br /&gt;
== [[Fortress Mode]] ==&lt;br /&gt;
&lt;br /&gt;
===  Organization ===&lt;br /&gt;
* '''[[Burrows]]'''! Burrows are areas in your [[fort]] where [[dwarves]] live and work in. You can assign these areas like [[zones]] and assign dwarves to them. Dwarves will only use [[workshops]], rooms, etc. in burrows they are assigned to.&lt;br /&gt;
* There are a significant number of ways to utilize burrows, from restricting certain [[mining]] expeditions to [[skill]]ed [[dwarves]], to making noble districts, to setting &amp;quot;emergency&amp;quot; [[zones]] for [[civilian]]s to flee to, etc.&lt;br /&gt;
* You can set [[soldier]]s so that they defend certain [[burrow]]s. If an enemy enters a burrow they know enough to stop what they're doing and head towards it to defend it.&lt;br /&gt;
* You may choose and appoint someone as your [[baron]] when you reach [[barony]] status. You can elect not to have one as well.&lt;br /&gt;
* There are now &amp;quot;code generated&amp;quot; positions, such as '''[[priests]]''' who are named after the [[god]] they worship (Priest of Ciramore, etc.)&lt;br /&gt;
* [[Dwarves]] won't immediately drop everything if they find themselves hungry or tired, and will try to finish their current [[job]] first.&lt;br /&gt;
* There's a difference between sleeping [[barracks]] (known as a [[Dormitory]]) and squad barracks.&lt;br /&gt;
* Liaisons will be generated from scratch if they die.&lt;br /&gt;
&lt;br /&gt;
===  [[Workshops]] ===&lt;br /&gt;
[[Image:DF2010_3.png|thumb|400px|[[Statues]] now have art associated with them.]]&lt;br /&gt;
[[Image:DF2010_4.png|thumb|400px|Some new [[crafts]] you can make.]]&lt;br /&gt;
* [[Statues]] and figurines now have art associated with them.&lt;br /&gt;
** &amp;quot;[[Statues]] of specific [[dwarves]] get the dwarf's name right in the item name.&amp;quot;&lt;br /&gt;
* Custom [[workshops]] are now able to be modded in, allowing you to set up custom [[reactions]].&lt;br /&gt;
** These can support [[corpse]] harvested [[items]], like shells/horns, and might use barrels/other [[containers]].&lt;br /&gt;
* You can now make [[crafts]] out of horn, ivory, teeth, and other new body parts.&lt;br /&gt;
** These include dragon tooth [[rings]] and ivory [[crown]]s.&lt;br /&gt;
* [[Butchery]] has been overhauled due to the new body part systems, with [[creatures]] yielding many more parts for consumption.&lt;br /&gt;
* It is now possible to have automated [[fishing]] [[cleaning]] and [[fat]] rendering.&lt;br /&gt;
&lt;br /&gt;
===  [[Alerts]] and [[Announcements]] ===&lt;br /&gt;
* The alert statuses (i.e., &amp;quot;Stay Indoors&amp;quot;) has been entirely redone. You may set several custom alerts with a user defined behavior. For instance, you could set a &amp;quot;[[Underground]] Attack&amp;quot; alert where you force [[soldier]]s to equip melee [[weapons]] and head to a predefined location.&lt;br /&gt;
* These alerts can also be assigned to [[civilian]]s, such as telling them to flee to the great hall.&lt;br /&gt;
* The [[Alerts]] system is also a part of how you get your Dwarves to [[Train]] (the new way to [[Spar]]).&lt;br /&gt;
* {{L|Reports|Combat reports}} have been redone in hopes of consolidating sentences and making it more interesting to read.&lt;br /&gt;
* Combat reports are separated into [[combat]], [[sparring]], and hunting reports. You'll see a notification on the side of the screen letting you know a {{L|Reports|combat report}} has been generated.&lt;br /&gt;
** They are also timestamped.&lt;br /&gt;
* You can choose different options for each announcement, like whether you want it to pause the game or recenter your view.&lt;br /&gt;
&lt;br /&gt;
=== Trading ===&lt;br /&gt;
* Caravans can now bring sand and glass!&lt;br /&gt;
* Also flasks, waterskins, quivers and backpacks.&lt;br /&gt;
* But wagons are gone, for the time being. Everything is carried by pack animals.&lt;br /&gt;
&lt;br /&gt;
== [[Healthcare]] ==&lt;br /&gt;
&lt;br /&gt;
===  Doctors, hospitals, and how to cure what ails you ===&lt;br /&gt;
[[Image:DF2010_5.png|thumb|400px|The new [[wound]] [[color]]ing system.]]&lt;br /&gt;
* '''[[Hospitals]]''' are used like [[zones]]. [[Items]] used within these zones (beds, tables, boxes) allow for hospital use.&lt;br /&gt;
** They also use a new item, called a '''[[traction bench]].'''&lt;br /&gt;
* '''[[Doctors]]''' can &amp;quot;prescribe&amp;quot; treatment, such as bed rest, using splints for broken [[bone]]s, amputation for infected limbs, and surgery.&lt;br /&gt;
** Doctors will set [[bone]]s for simple fractures, use traction for difficult overlapping fractures and use surgery for disgusting compound fractures. They also excise [[rotting]] tissue and amputate limbs too rotted off to save.&lt;br /&gt;
** The system where [[dwarves]] heal on the [[season]] change is gone.&lt;br /&gt;
* [[Wound]]s are dressed with '''[[bandages]]''', which speeds [[healing]] and slows bleeding.&lt;br /&gt;
** '''[[Sutures]]''' make [[wound]]s heal faster.&lt;br /&gt;
** Sutures can be ripped out in [[combat]], causing pain/bleeding.&lt;br /&gt;
* '''[[Crutches]]''' are now in the game, allowing one legged [[dwarves]]/injured people to walk normally (as opposed to crawl). They will move faster as they get comfortable with their new crutch.&lt;br /&gt;
** '''[[Casts]]''' are also in.&lt;br /&gt;
* [[Creatures]] can now clean the filth they acquire due to various [[materials]], like mud, [[blood]], [[vomit]], etc.&lt;br /&gt;
** As such, [[soap]] has a use now, which deserves its own bullet point.&lt;br /&gt;
* You can appoint a &amp;quot;'''[[Chief medical dwarf]]'''&amp;quot; to handle the various medical information, which requires the &amp;quot;'''[[Diagnosis]]'''&amp;quot; [[skill]].&lt;br /&gt;
** What type of various medical information? &amp;quot;unit [[wound]]s/status/required treatments/medical history, etc.&amp;quot; - Think of it like the [[bookkeeper]].&lt;br /&gt;
* [[Dwarves]] are more proactive in saving [[wound]]ed people, and will do what they can in regards to bleeding on the way to the hospital.&lt;br /&gt;
* &amp;quot;Eyelids clean the eyes so you don't have to [[soap]] them off, but if an eyelid is torn off, I think they might [[soap]] the eyes.&amp;quot;&lt;br /&gt;
* Patients can use [[soap]]/[[water]] to clean [[wound]]s and grime to reduce infections. Sutures, casts, etc. will reduce infection as well.&lt;br /&gt;
* All cloth and thread [[items]] have associated lengths/areas now. Threads are use for sutures (thus, one &amp;quot;thread&amp;quot; item could be used for multiple sutures) and cloth is used for bandages. [[Items]] in this way aren't split (a la coins or [[bolts]]), but rather, they're consumed in pieces.&lt;br /&gt;
* Unskilled or apprentice doctors can make mistakes when treating a patient or doing surgery.&lt;br /&gt;
* &amp;quot;[[Healthcare]]&amp;quot; as a [[skill]] is gone. It's been replaced by 7 new labor [[settings]], 5 unit types, and 6 new skills.&lt;br /&gt;
** There are different type of doctors associated with the [[skill]]s.&lt;br /&gt;
** Dressing [[wound]]s, diagnosis, surgery, setting [[bone]]s, suturing and walking with crutches appear to be the new [[skill]]s.&lt;br /&gt;
&lt;br /&gt;
===  [[Wound]]s and [[injuries]] ===&lt;br /&gt;
* The current 15HP-per-body-part system has been dropped in favor of individual [[wound]] tracking.&lt;br /&gt;
** The above also allows for scars.&lt;br /&gt;
* Open [[wound]]s can get simple infections, which results in oozing pus, slow [[healing]], and can even kill.&lt;br /&gt;
** [[Rotting]] [[wound]]s smell and contribute to infection levels, as does grime buildup.&lt;br /&gt;
* Tissue [[layer]]s can boil off when exposed to extreme heat.&lt;br /&gt;
* Phantom pains are gone.&lt;br /&gt;
* You can [[damage]] a creature's motor and sensitivity nerves. Motor damage prevents that part from working, and sensory nerve damage makes you lose feeling in that body part.&lt;br /&gt;
* Partial and compound fractures are now possible.&lt;br /&gt;
* Fractured [[bone]] can be knocked inwards to cause [[damage]] to organs, like forcing a jagged piece of [[skull]] into the brain. Bones can also [[pierce]] [[layer]]s, like having bone sticking out of your [[skin]].&lt;br /&gt;
* Guts are under [[pressure]] and can pop out of a [[wound]].&lt;br /&gt;
* Injured [[creatures]] can continue to work if they are treated. A miner who breaks his left hand will go back to [[mining]] with his right hand (after his broken hand is set in a cast).&lt;br /&gt;
* &amp;quot;There are lots of [[wound]]s that won't heal now if they aren't treated (aside from the nerve stuff, the three kinds of bad breaks won't heal if not treated), and infected wounds heal very slowly.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===  Poisons ===&lt;br /&gt;
* Types of poison effects: pain, swelling, oozing [[wound]]s, bruising, blisters, numbness, paralysis, fever, bleeding, coughing/[[vomit]]ing [[blood]], nausea, vomiting, unconsciousness, necrosis, impaired vision, drowsiness, and dizziness.&lt;br /&gt;
* Poisons can be contacted, injected, or inhaled.&lt;br /&gt;
* You can be immune to poisons; [[creatures]] seem immune to their own poisons.&lt;br /&gt;
* Severs transfer containment, so that a ripped off venom fang from a [[Giant Cave Spider]] will remain venomous. As of now you cannot use it as a [[weapon]].&lt;br /&gt;
&lt;br /&gt;
== The Underground ==&lt;br /&gt;
 &lt;br /&gt;
[[Image:DF2010_6.png|thumb|400px|An example of the new caverns. Here you can see open areas and [[underground]] lakes, as well as passages linking them together]]&lt;br /&gt;
&lt;br /&gt;
=== Underground Features ===&lt;br /&gt;
* Underground [[layer]]s have been entirely revamped, allowing for more diverse [[underground]] with new [[creatures]], features, and other interesting goodies, such as Mushroom Forests.&lt;br /&gt;
* The standard amount of [[layer]]s (around 15) has been scrapped and increased dramatically; upwards of 50-100 layers.&lt;br /&gt;
* Each cave [[layer]] [[region]] (which is a certain depth and portion of the world map) has its own name, animal populations, [[civilizations]], etc.&lt;br /&gt;
** They also show up on the legends screen.&lt;br /&gt;
* '''[[Caverns]]''' now exist [[underground]]. Caverns are open areas underneath the earth, and are home to [[creatures]], [[underground]] lakes, and other interesting features.&lt;br /&gt;
* Features are much more easy to discover, and almost every site is guaranteed to have SOMETHING interesting in it.&lt;br /&gt;
** For instance, [[magma]] is almost always guaranteed to be near the very bottom [[layer]] (ex:-150z tiles).&lt;br /&gt;
* Features can span multiple world tiles, and can be explored via adventure mode and [[dwarf]] [[fortress]] mode.&lt;br /&gt;
* You can use [[world gen]] parameters to get rid of [[underground]] features. The default [[settings]] are set for cavernous so you're guaranteed to find cool stuff.&lt;br /&gt;
* Features are not instantly revealed anymore. [[Underground]] areas must be explored by [[dwarves]] prior to revealing features. &lt;br /&gt;
** So yeah, the new system is to have a 60 or so tile [[flood]] out from your [[dwarves]] as they go [[underground]], and any time they get within 30 tiles of the 60 tile flood (flags are kept when the flood got out to 30, roughly), it'll flood out again, picking up those flags and placing new ones, so it moves out in a kind of chunky way.&lt;br /&gt;
** [[Squads]] can't take [[orders]] to walk into hidden [[zones]] (must reveal first).&lt;br /&gt;
* It's possible for an [[adventurer]] to enter a massive [[underground]] cavern on one side of the world and journey all the way to the other.&lt;br /&gt;
* Chasms as they were in 40d are gone for the time being, replaced by finite caverns.&lt;br /&gt;
&lt;br /&gt;
===  [[Critter]]s (normal and animalman-y) ===&lt;br /&gt;
* Underground [[animal-people]] can use crude [[weapons]] and mounts now.&lt;br /&gt;
** [[Batmen]] could ride giant bats and shoot poison darts at you with makeshift blowguns made from [[giant cave spider]] legs - whoa!&lt;br /&gt;
** Their goal is to cause as much havoc as they can before sneaking back home.&lt;br /&gt;
* Underground [[critter]]s are &amp;quot;drawn&amp;quot; from a large population that is off site. They will replenish their population so long as a cavern has an open &amp;quot;edge&amp;quot; allowing them to spawn in.&lt;br /&gt;
* The above, coupled with other changes, allows for the possibility of never-ending attacks.&lt;br /&gt;
* [[Antmen]] now have creature castes which separate them, including queens.&lt;br /&gt;
** There are also [[antmen]] nests to worry about.&lt;br /&gt;
* '''[[Gremlins]]''' are back. These sneaky dudes are invisible until spotted, and will step on [[pressure]] [[plate]]s, pull levers, and open cages.&lt;br /&gt;
* There are many new (toadyOne mentioned around 40) [[underground]] [[critter]]s.&lt;br /&gt;
&lt;br /&gt;
===  [[Critter]]s (random beasts) ===&lt;br /&gt;
* Random [[critter]]s are now possible. They come in two flavors: &amp;quot;'''[[Titans]]'''&amp;quot;, which are above ground and serve as megabeasts, and &amp;quot;'''[[Forgotten Beasts]]'''&amp;quot;, who live [[underground]]&lt;br /&gt;
* Random [[creatures]] are just that - random. The can have unique attacks, like firebreath or poison, as well as a random number of body modifiers like legs, wings, etc.&lt;br /&gt;
** Some examples: a ribbon worm with wings made of stretched [[skin]]. An eyeless antenna lizard. A [[glob]] of [[vomit]] inside a round shell. &lt;br /&gt;
* They pull from certain base types (blob, quadruped, humanoid) as well as various animal/creature features. &lt;br /&gt;
** Dinosaur types (?!) are also now possible&lt;br /&gt;
*** They have feathers to boot&lt;br /&gt;
* These are seen as the ultimate challenge of the game&lt;br /&gt;
&lt;br /&gt;
===  [[Hidden Fun Stuff]] ===&lt;br /&gt;
* The old [[HFS]] that we know of is gone, replaced by a [[eerie cavern|larger area]] that is both hard to get to and present on every map. The specific [[critter]]s of the old HFS did not survive [[version]] change and have been replaced with procedurally-generated beasties in greater numbers and strength.&lt;br /&gt;
* A secondary feature of the new HFS is the rarer [[curious structure]], of which there are one per map tile (as frequent as the old HFS).&lt;br /&gt;
&lt;br /&gt;
== The World ==&lt;br /&gt;
&lt;br /&gt;
===  [[Civilizations]] ===&lt;br /&gt;
* There is now the notion of a '''[[split leadership]]'''. Some leaders may prefer to be &amp;quot;traditional&amp;quot; rulers, hanging back in their cities while appointing generals to command their armies. Others may prefer to lead battles and wars themselves.&lt;br /&gt;
* [[Goblin]] society is more violent than ever. They respect those with power, and [[demons]] will be forced to kill for their loyalty. Other [[goblin]]s, however, can do the same.&lt;br /&gt;
** [[Goblin]]s obtain their structure over the course of world generation. For instance, [[demons]] are not hard-coded as leaders, and must earn their position.&lt;br /&gt;
* Forgotten beasts can escape from the [[underground]] and try and pass themselves off as [[god]]s, gaining worshipers and taking control of [[civilizations]].&lt;br /&gt;
* Leaders of [[civilizations]] can now own &amp;quot;pets&amp;quot; - and by that, I mean they can [[tame]] wild animals and use them in war. [[Giant eagle]]s, [[tiger]]s, everything is fair game.&lt;br /&gt;
** [[Elves]] have a great advantage here for obvious reasons, but [[dwarves]] will be able to make use of [[underground]] beasts.&lt;br /&gt;
* '''[[Priests]]''' are back.&lt;br /&gt;
&lt;br /&gt;
===  [[World Generation]] ===&lt;br /&gt;
* &amp;quot;I've added the ability to specify in the [[world gen]] parameters the number of sky z-levels, the number of z-levels minimum between each [[layer]] (it'll often be more because of elevation changes), and the number of extra z-levels down at the bottom.&amp;quot;&lt;br /&gt;
* Much of the map feature code was rewritten to be more flexible in future expansions and updates.&lt;br /&gt;
&lt;br /&gt;
=== [[Megabeasts]] (general and [[Titans]]) ===&lt;br /&gt;
* [[Megabeasts]] aren't pushovers in worldgen anymore, and have been toughed up a bit too much (bug). Don't expect to leave the Age of Myth.&lt;br /&gt;
* [[Titans]] in good areas will be benign/neutral to [[creatures]].&lt;br /&gt;
&lt;br /&gt;
==  Bugs ==&lt;br /&gt;
Please add bugs to {{L|Known bugs and issues}}.  Please do not add them to this page.&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12games.com/dwarves/mantisbt/view_all_bug_page.php Official DF2010 bug tracker]&lt;/div&gt;</summary>
		<author><name>EFrisby67</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Consolidated_development&amp;diff=153470</id>
		<title>Consolidated development</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Consolidated_development&amp;diff=153470"/>
		<updated>2011-10-04T09:31:39Z</updated>

		<summary type="html">&lt;p&gt;EFrisby67: &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;
=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;&lt;br /&gt;
{| border = 0 cellspacing=&amp;quot;3&amp;quot; cellpadding=&amp;quot;5&amp;quot; valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:#efefef;width:20%;&amp;quot;|Arc&lt;br /&gt;
! style=&amp;quot;background:#efefef;width:40%;&amp;quot;|Description&lt;br /&gt;
! style=&amp;quot;background:#efefef;width:40%;&amp;quot;|Requirements&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot; &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;
|- valign=&amp;quot;top&amp;quot; &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;
|- valign=&amp;quot;top&amp;quot; &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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
| , , , , , , , , , , , , , , , , , , , , , &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[http://xstretchmarks.com &amp;lt;span style=&amp;quot;color:black;font-weight:normal;text-decoration:none!important;background:none!important; text-decoration:none;/*CITATION*/&amp;quot;&amp;gt;stretch mark removal&amp;lt;/span&amp;gt;]&amp;lt;/span&amp;gt; , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , and .&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;&lt;br /&gt;
{| border = 0 cellspacing=&amp;quot;3&amp;quot; cellpadding=&amp;quot;5&amp;quot; -valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:#efefef;width:20%;&amp;quot;|Arc&lt;br /&gt;
! style=&amp;quot;background:#efefef;width:40%;&amp;quot;|Description&lt;br /&gt;
! style=&amp;quot;background:#efefef;width:40%;&amp;quot;|Requirements&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;    &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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;&lt;br /&gt;
{| border = 0 cellspacing=&amp;quot;3&amp;quot; cellpadding=&amp;quot;5&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:15%&amp;quot;| Status&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;
|- valign=&amp;quot;top&amp;quot; &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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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.,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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
| Complete (partially)&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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,professions, trade and resources.&lt;br /&gt;
|&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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,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;
|- valign=&amp;quot;top&amp;quot;&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 replace,| 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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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,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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
=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;&lt;br /&gt;
{| border = 0 cellspacing=&amp;quot;3&amp;quot; cellpadding=&amp;quot;5&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:15%&amp;quot;| Status&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;
|- valign=&amp;quot;top&amp;quot; &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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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, grabs, 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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
|- valign=&amp;quot;top&amp;quot;&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;
=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;
&lt;br /&gt;
==Reqs 1 - 50==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
{| border = 0 cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;7&amp;quot; -valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:100%;&amp;quot;| &amp;lt;div id=&amp;quot;Req1&amp;quot;&amp;gt;Req1, PILE MASTERY AND TYPES, (Future): Ability to have specific item types in a pile, ability to move a specific number of items from one pile to another, etc.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req2&amp;quot;&amp;gt;Req2, IMPROVED WORK ORDERS, (Future): Allow deletion of work orders, allow work orders to have different priorities and try for a balance rather than just doing them in order.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req3&amp;quot;&amp;gt;Req3, TWEAK PRODUCTS OF WOOD BURNING, Completed.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req4&amp;quot;&amp;gt;Req4, PAYMENT FOR STORAGE JOBS, Completed.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req5&amp;quot;&amp;gt;Req5, STOP TREES FROM BEING ADJACENT, Completed.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req6&amp;quot;&amp;gt;Req6, CHECK CONTAINER CONTENTS FOR EXPORT MANDATE VIOLATIONS, Completed.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req7&amp;quot;&amp;gt;Req7, PARTY NOTIFICATION OPTION, (Future): Option to turn off notification about dwarves organizing parties.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req8&amp;quot;&amp;gt;Req8, RIVER ACTIVITY AND ATTACKS, (Future): 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.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req9&amp;quot;&amp;gt;Req9, RESTRAINED SLEEP, (Future): People don't sleep/rest when they are chained/caged.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req10&amp;quot;&amp;gt;Req10, CARETAKER WELL USE, Completed: Caretakers seeking water should be able to use wells.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req11&amp;quot;&amp;gt;Req11, IMPROVED RESCUE, (Future): People should try to recover the wounded with more zeal, rather than just stopping to eat when they are a little hungry.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req12&amp;quot;&amp;gt;Req12, WRESTLE TARGET PROBLEMS, Completed: A creature normally targets anybody wrestling with it, but this should be toned down properly for melee training.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req13&amp;quot;&amp;gt;Req13, WINTER CAVE RIVER, Completed: (Obsolete) The cave water should dry up during the winter to allow you to repair your floodgate systems and so on.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req14&amp;quot;&amp;gt;Req14, OUTSIDE LAVA BLOCKING, Completed: Units shouldn't attempt to enter the map if you've blocked it off with lava.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req15&amp;quot;&amp;gt;Req15, LAVA AND TREES, Completed: Lava flow should destroy trees, although this might wait for fire and the tree could catch fire first.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req16&amp;quot;&amp;gt;Req16, REMOVE PUBLIC CHEST/CABINETS, Completed: This is part of the swap over to the bin system.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req17&amp;quot;&amp;gt;Req17, AJAR DEFAULT DOOR SETTING, Completed.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req18&amp;quot;&amp;gt;Req18, ARMOR-CLOTHING CONFLICTS, RACK/STAND USE/PILES, (Future): 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.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req19&amp;quot;&amp;gt;Req19, TARGETING PROBLEM, Completed: Champions didn't seem to want to target anything.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req20&amp;quot;&amp;gt;Req20, PILE CHECKING, (Future): 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.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req21&amp;quot;&amp;gt;Req21, BODYGUARDS LEAVING, (Future): Sometimes merchant bodyguards will wait a long time to leave after everybody else in the caravan has already departed. They should just leave.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req22&amp;quot;&amp;gt;Req22, HAULING PROFESSION, (Future): 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.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req23&amp;quot;&amp;gt;Req23, USE GROUNDING TO CURE TRAFFIC JAMS, Completed.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req24&amp;quot;&amp;gt;Req24, TRANSFER PILES, (Future): 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.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req25&amp;quot;&amp;gt;Req25, TANTRUM THROWS, Completed: Thrown tantrum objects don't hit other friendlies, but they should.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req26&amp;quot;&amp;gt;Req26, SLEEPING THROUGH TANTRUMS, Completed: Tantrums/berserking are maintained while the dwarf sleeps. This is inappropriate. Berserk dwarves shouldn't even be able to sleep.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req27&amp;quot;&amp;gt;Req27, IMPROVED WORKSHOP INTERFACES, (Future): 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.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req28&amp;quot;&amp;gt;Req28, CHASMING REFUSE, Completed: They used to throw refuse in the chasm. Now they don't. They should.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req29&amp;quot;&amp;gt;Req29, SOLDIER PROFILES, (Future): 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.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req30&amp;quot;&amp;gt;Req30, MORE TRADE GOODS, Completed: Access to more items during trading, including weapons, armor, clothing, toys, instruments, lumber (for no-tree sites) and so on.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req31&amp;quot;&amp;gt;Req31, EXPAND AVAILABLE EQUIPMENT FOR SETTLERS, Completed.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req32&amp;quot;&amp;gt;Req32, SKILL SYNERGY, (Future): Have some skills give bonuses to other skills.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req33&amp;quot;&amp;gt;Req33, SMARTER ENGRAVER, Completed: Make engraver use the dig code to select the next square to detail. They currently do this after wall jobs, but not floor jobs.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req34&amp;quot;&amp;gt;Req34, SHODDY ITEMS, (Future): Shoddy items from low skill craftsdwarves. These can have various malfunctions and so on, especially things like crossbows.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req35&amp;quot;&amp;gt;Req35, SHODDY START ITEMS, (Future): Shoddy items for low skill settlers. Requires Req34.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req36&amp;quot;&amp;gt;Req36, INIT BUG, Completed: Potential initialization problem for dwarf mode if previous games have been played.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req37&amp;quot;&amp;gt;Req37, TRIGGER LINK INTERFACE, (Future): It could be more clear about what you are linking to and what it will do.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req38&amp;quot;&amp;gt;Req38, JOB INFORMATION RETENTION, (Future): 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.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req39&amp;quot;&amp;gt;Req39, AXES FOR WOODCUTTERS, Completed.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req40&amp;quot;&amp;gt;Req40, IMPROVED OUTPOST LIAISON, Completed: Liaison should come earlier and be more useful.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req41&amp;quot;&amp;gt;Req41, BUILDING CONSTRUCTION ITEM SELECTION, Completed: 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.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req42&amp;quot;&amp;gt;Req42, STOP JOB RESUME WHEN UNDER ATTACK, Completed.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req43&amp;quot;&amp;gt;Req43, MOVIE MAKER INTERFACE, (Future): Put fast-forward back in, some other tweaks.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req44&amp;quot;&amp;gt;Req44, JOB ASSIGN OPTIMIZATION, Completed.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req45&amp;quot;&amp;gt;Req45, TARGET OPTIMIZATION, Completed: (Obsolete) There are some ways to make this code faster. The overall impact would be slight.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req46&amp;quot;&amp;gt;Req46, JOB AMOUNT ABUSE, (Future): Make sure jobs don't abuse the amount of resource vs. amount of output. This problem used to be worse, but it still exists.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req47&amp;quot;&amp;gt;Req47, GENERAL CHASMING OF ITEMS, Completed: Once they throw refuse in the chasm again, you should be able to designate any object for disposal.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req48&amp;quot;&amp;gt;Req48, NO RECORD, Completed.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req49&amp;quot;&amp;gt;Req49, POUR BUCKETS INTO BARRELS, Completed.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req50&amp;quot;&amp;gt;Req50, ERRANT BLOOD PLACEMENT, Completed: In adventure mode, when in a dwarf fortress, blood can get added to squares off your viewable level sometimes.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Reqs 51 - 100==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
{| border = 0 cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;7&amp;quot; -valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:100%;&amp;quot;|  &amp;lt;div id=&amp;quot;Req51&amp;quot;&amp;gt;Req51, OVER-POWERED TANTRUMS, (Future): Damaging certain buildings is too easy.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req52&amp;quot;&amp;gt;Req52, NO RECORD, Completed.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req53&amp;quot;&amp;gt;Req53, NO RECORD, Completed.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req54&amp;quot;&amp;gt;Req54, FOCUS 3D, (Future): Focus should respect z-coord. Focus is what tells the game you can be hit from behind.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req55&amp;quot;&amp;gt;Req55, NO RECORD, Completed.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req56&amp;quot;&amp;gt;Req56, NO RECORD, Completed.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req57&amp;quot;&amp;gt;Req57, NO RECORD, Completed.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req58&amp;quot;&amp;gt;Req58, SOLDIERS ON TOP OF MILITARY SCREEN, Completed.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req59&amp;quot;&amp;gt;Req59, COLOR ON UNIT SCREEN, Completed.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req60&amp;quot;&amp;gt;Req60, BLOCK EXPLANATIONS, Completed: Can't tell what's blocking you when are blocked going down dwarf stairs.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req61&amp;quot;&amp;gt;Req61, INVASION AFTER-EFFECTS, (Future): If your fortress is attacked and overcome, it could be looted. The way in which the invading army stays is currently very haphazard.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req62&amp;quot;&amp;gt;Req62, SITE CLIFF DEFINITION, Completed: 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.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req63&amp;quot;&amp;gt;Req63, SMALL PET ATTACHMENTS, (Future): People don't care when their smaller pets die.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req64&amp;quot;&amp;gt;Req64, ACCESSIBILITY ISSUES, (Future): 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.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req65&amp;quot;&amp;gt;Req65, CRASH BUG WITH BOWS, Completed.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req66&amp;quot;&amp;gt;Req66, PROBLEM WITH POPULATION CREATION, Completed.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req67&amp;quot;&amp;gt;Req67, MONSTER BURIAL, Completed: They didn't put a kobold body in refuse, but they put the bones there after it rotted. This problem might be fixed.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req68&amp;quot;&amp;gt;Req68, HUNTING ARMOR, (Future): Aside from the other concerns with armor/clothing conflicts, the hunting profession seemed to determine whether a dwarf chose to wear leather.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req69&amp;quot;&amp;gt;Req69, IMPROPER BURIAL, Completed: They put a corpse in a coffin that wasn't flagged &amp;quot;Use for Burial&amp;quot;.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req70&amp;quot;&amp;gt;Req70, BREAKUP ITEM STACKS, (Future): 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.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req71&amp;quot;&amp;gt;Req71, ARMY PROFILES, (Future): 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.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req72&amp;quot;&amp;gt;Req72, WILD BEASTS POPULATING SITES, Completed.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req73&amp;quot;&amp;gt;Req73, SOME CODE CLEANING, Completed.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req74&amp;quot;&amp;gt;Req74, MINING DESIGNATIONS, (Future): A mining designation that makes the resulting stone and other products remain on the ground invisible to haulers until you say otherwise.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req75&amp;quot;&amp;gt;Req75, REWALL, Completed: Option to re-wall or fill in channels, using some stone.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req76&amp;quot;&amp;gt;Req76, INTELLIGENT HUNTING, (Future): Crossbow hunters should be more intelligent about their ammo.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req77&amp;quot;&amp;gt;Req77, SOME NEW WILDERNESS CREATURE TYPES, Completed.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req78&amp;quot;&amp;gt;Req78, TWEAK FOR PILES, Completed.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req79&amp;quot;&amp;gt;Req79, JOB CANCEL NOTICES, (Future): 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.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req80&amp;quot;&amp;gt;Req80, WILDERNESS INTERACTIONS, (Future): Wilderness creatures should interact with each other, rather than being like the Peaceable Kingdom.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req81&amp;quot;&amp;gt;Req81, ARTISANS WEARING ARMOR, (Future): Option to let dwarves always wear armor, but they won't like to do it unless they feel threatened.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req82&amp;quot;&amp;gt;Req82, NUMBERED JOB REPEAT, (Future): Option to have numeric repeats for a job.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req83&amp;quot;&amp;gt;Req83, INTELLIGENT JOB HANDLING, (Future): More job suspensions rather than complete cancellations.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req84&amp;quot;&amp;gt;Req84, SKILL ROLL CONSISTENCY, (Future): 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.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req85&amp;quot;&amp;gt;Req85, PAIN DEADENING AND SCARS, (Future): 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.).&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req86&amp;quot;&amp;gt;Req86, JOB PRIORITIZING, (Future): 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).&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req87&amp;quot;&amp;gt;Req87, IMPROVE DROWNING, (Future): 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.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req88&amp;quot;&amp;gt;Req88, STOCKS AND CORPSES, Completed: Problem with corpses/body parts in the stockpile screen.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req89&amp;quot;&amp;gt;Req89, DIG INTERFACE PROBLEM, Completed.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req90&amp;quot;&amp;gt;Req90, MULTIPLE AUTOMATED SHOP, (Future): Must be more careful about how it handles multiple automated shops (e.g. butcher) of the same kind. They might fight over jobs.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req91&amp;quot;&amp;gt;Req91, LEATHER COUNTING, (Future): 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.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req92&amp;quot;&amp;gt;Req92, BETTER SHOOTING INTERFACE, (Future): Archery can neglect same square and grounded targets, need to have choice if many are in same square.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req93&amp;quot;&amp;gt;Req93, NO RECORD, Completed.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req94&amp;quot;&amp;gt;Req94, ABANDONMENT FIX, Completed.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req95&amp;quot;&amp;gt;Req95, BETTER TRAP TEXT, (Future): Better trap text in adventure mode, flesh them out a bit, more variables, respect their glory.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req96&amp;quot;&amp;gt;Req96, LIGHTING, (Future): 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.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req97&amp;quot;&amp;gt;Req97, VERMIN SWARMS IN ADVENTURE MODE, Completed.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req98&amp;quot;&amp;gt;Req98, ART IMAGES, Completed.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req99&amp;quot;&amp;gt;Req99, BURYING THINGS, (Future): Allow items to be buried under the soil.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req100&amp;quot;&amp;gt;Req100, COIN STORES, (Future): 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.&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Reqs 101 - 150==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
{| border = 0 cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;7&amp;quot; -valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:100%;&amp;quot;| &amp;lt;div id=&amp;quot;Req101&amp;quot;&amp;gt;Req101, HAPPINESS UPON RELEASE FROM CONFINEMENT, Completed.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req102&amp;quot;&amp;gt;Req102, SOME WAGE ADJUSTMENTS, (Future): Jeweler and mechanic jobs should take a little longer but pay more.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req103&amp;quot;&amp;gt;Req103, NO RECORD, Completed.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req104&amp;quot;&amp;gt;Req104, SLAYER ANNOUNCEMENT, (Future): In dwarf mode, it could include the slayer in some of the death announcements if it is warranted.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req105&amp;quot;&amp;gt;Req105, SOME BUILDING INTERACTIONS, Completed.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req106&amp;quot;&amp;gt;Req106, FINALIZING THE STATE OF ACTIVE FLOWS, (Future): If flows are active when the player quits, their effects need to be handled.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req107&amp;quot;&amp;gt;Req107, PRIMITIVE WEAPONS, (Future): Primitive item making in both dwarf mode and adventure mode. This includes use of primitive weapons by primitive entities.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req108&amp;quot;&amp;gt;Req108, INTERFACE BINDINGS, Completed.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req109&amp;quot;&amp;gt;Req109, FINISH TRAP BAITING, (Future): It's very sparse right now. Gems aren't actually used.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req110&amp;quot;&amp;gt;Req110, NEMESIS TRADES, (Future): If you trade a historical figure in a cage, it is currently released outside and stranded. There are many ways this can be upgraded.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req111&amp;quot;&amp;gt;Req111, FILE I/O CHECKING, (Future): It could give more feedback about save/load errors.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req112&amp;quot;&amp;gt;Req112, ITEM AGGREGATES, (Future): 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.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req113&amp;quot;&amp;gt;Req113, RACE SPECIFIC PROFESSION NAMES, Completed.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req114&amp;quot;&amp;gt;Req114, DWARF LEVEL TWISTING ISSUES, Completed: Can see/shoot through dwarf twisted areas improperly sometimes.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req115&amp;quot;&amp;gt;Req115, NO RECORD, Completed.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req116&amp;quot;&amp;gt;Req116, PROBLEM WITH LEAVES TEXT, Completed.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req117&amp;quot;&amp;gt;Req117, PET CAGE ASSIGNMENT PROBLEM, (Future): Purchased pets retain their old cage assignments improperly. You can also reassign small pets that are owned.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req118&amp;quot;&amp;gt;Req118, SOLDIER STATIONING LOAD PROBLEM, Completed: Bug with soldier stationing after load.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req119&amp;quot;&amp;gt;Req119, LOSS OF THREAD PLANT RESOURCES, Completed: It still gives you one thread from pig tail(5).&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req120&amp;quot;&amp;gt;Req120, OFF DUTY SOLDIER STORES, (Future): Off-duty soldiers don't store their belongings, but they should.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req121&amp;quot;&amp;gt;Req121, BACKPACK AND QUIVER USE, Completed: Problem with quivers and backpacks conflicting in dwarf mode especially.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req122&amp;quot;&amp;gt;Req122, RESPECT BELT SLOT, Completed: The belt inventory slot is created by pants, but this is only partially respected.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req123&amp;quot;&amp;gt;Req123, NO RECORD, Completed.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req124&amp;quot;&amp;gt;Req124, CAVE-IN RAMIFICATIONS, (Future): There are a few jobs that don't handle cave-ins effects properly. Possibly engraving.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req125&amp;quot;&amp;gt;Req125, BUILDING DAMAGE AND INVADERS, (Future): Invaders currently ignore buildings they can destroy. It should either make them ineffective against these buildings, or they should go after them.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req126&amp;quot;&amp;gt;Req126, INVADERS AND WELLS, Completed: (Obsolete) Invaders are blocked by wells, but they don't destroy them.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req127&amp;quot;&amp;gt;Req127, CLARIFY DOOR DESIGNATIONS, Completed: The door designations are very confusing right now.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req128&amp;quot;&amp;gt;Req128, TRAFFIC JAMS, Completed: The creatures need to make minor path adjustments to reduce traffic before attempting to crawl.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req129&amp;quot;&amp;gt;Req129, IMPROVE COOKING, (Future): 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.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req130&amp;quot;&amp;gt;Req130, SOME MORE END GAME STUFF, (Future).&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req131&amp;quot;&amp;gt;Req131, RECEIVING OFFERINGS, (Future): When you get king, you should receive offerings.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req132&amp;quot;&amp;gt;Req132, ELF CHECK DEFICIENCIES, (Future): Elves should be angered if your depot is wood. The animal check is not as thorough as it should be for item improvements.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req133&amp;quot;&amp;gt;Req133, ELVEN TRADE GOODS, (Future): Elf trade items should be more interesting. This can be accomplished by a general extension of the entity definitions.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req134&amp;quot;&amp;gt;Req134, FORTIFICATION OBJECT PROBLEMS, (Future): Lost projectiles in fortified squares can cause complications. You should be able to retrieve them somehow.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req135&amp;quot;&amp;gt;Req135, HIDDEN REQUIRED FUN STUFF, (Future).&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req136&amp;quot;&amp;gt;Req136, ADVANCED STEALTH, (Future): 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.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req137&amp;quot;&amp;gt;Req137, ORPHANED BABIES, (Future): 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.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req138&amp;quot;&amp;gt;Req138, ALCHEMY AND HEALING, (Future): 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.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req139&amp;quot;&amp;gt;Req139, POSSIBLE KO BUG, Completed: Repeated KOs cause you to stay out longer, but the variable that causes this might never clear in your lifetime.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req140&amp;quot;&amp;gt;Req140, BETTER JOB CANCELLATION, (Future): If you are a few steps from completing your job and get a little hungry, you should stick it out.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req141&amp;quot;&amp;gt;Req141, HANDLE DISCONNECTED COMPONENTS, Completed: Sometimes needs to deal with disconnected caves on loss.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req142&amp;quot;&amp;gt;Req142, WEIGHT/INJURY INTERFACE, (Future): 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.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req143&amp;quot;&amp;gt;Req143, ADVENTURE WEAR ISSUES, (Future): The wearing things in adventure mode should take time and be interruptable.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req144&amp;quot;&amp;gt;Req144, NAME ENTRY, Completed: Ability to enter name manually, at least your first name (which is never translated).&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req145&amp;quot;&amp;gt;Req145, CHANNEL INTERFACE PROBLEMS, Completed: Sometimes channels can display several times because of the way it links them. This can be changed.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req146&amp;quot;&amp;gt;Req146, PILE ISSUES, (Future): Hunter should bring corpses to refuse pile if no available butcher's shop and clean up the pile mastery interface.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req147&amp;quot;&amp;gt;Req147, BUILD PATH VIOLATION, Completed.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req148&amp;quot;&amp;gt;Req148, EXPANDED DUNGEON AI, (Future): 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.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req149&amp;quot;&amp;gt;Req149, FINISH ITEM DAMAGE, (Future): 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.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req150&amp;quot;&amp;gt;Req150, SAFE-CAGING ISSUES, Completed: Possible problem with caging dangerous animals.&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
==Reqs 151 - 200==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
{| border = 0 cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;7&amp;quot; -valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;width:100%;&amp;quot; |&amp;lt;div id=&amp;quot;Req151&amp;quot;&amp;gt;Req151, LEGENDS SCREEN, Completed.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req152&amp;quot;&amp;gt;Req152, GRAMMAR PROBLEMS, (Future): There are various grammar problems.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req153&amp;quot;&amp;gt;Req153, LINE DRAWING, Completed: Basic problem with how line code treats adjacent squares.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req154&amp;quot;&amp;gt;Req154, PROBLEM WITH SECONDARY SCROLLING, Completed.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req155&amp;quot;&amp;gt;Req155, NO RECORD, Completed.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req156&amp;quot;&amp;gt;Req156, PROJECTILE UNIT KILL CAUSES, (Future): 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.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req157&amp;quot;&amp;gt;Req157, PROBLEM WITH DISTANCE CALCULATION, Completed.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req158&amp;quot;&amp;gt;Req158, THEFT WEIGHT LIMITS, (Future): Fix up theft weight limits. They are currently arbitrary.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req159&amp;quot;&amp;gt;Req159, ANIMAL MISCHIEF BROKEN, Completed.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req160&amp;quot;&amp;gt;Req160, INVENTORY PROBLEMS, Completed.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req161&amp;quot;&amp;gt;Req161, LEADER TITLES, (Future): Civilization leaders need proper titles.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req162&amp;quot;&amp;gt;Req162, ENTITY RECIPES, (Future): Civilization initial recipes. This also includes some food management for civs so food items can be created more easily. Requires Req129.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req163&amp;quot;&amp;gt;Req163, NEMESIS SAVE BUG, Completed.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req164&amp;quot;&amp;gt;Req164, ITEM DAMAGE ISSUES, (Future): Handle projectile damage for odd objects. There are also problems with projectile damage being used when ammo is used in close combat.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req165&amp;quot;&amp;gt;Req165, REFINE POISONING, (Future): Refine unit contamination amounts and levels.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req166&amp;quot;&amp;gt;Req166, REFINE WAGON AI, Completed: Improve wagon scuttling code. They shouldn't just die immediately if they can't find their way.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req167&amp;quot;&amp;gt;Req167, NO RECORD, Completed.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req168&amp;quot;&amp;gt;Req168, ADVENTURER RIDERS, (Future): Your adventurer should be able to ride creatures. There are some issues that need to be resolved before this is possible.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req169&amp;quot;&amp;gt;Req169, RAMP USAGE, Completed.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req170&amp;quot;&amp;gt;Req170, PROBLEM WITH ANIMAL TRAINING AND 3D, Completed.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req171&amp;quot;&amp;gt;Req171, TARGETING AND MOVEMENT ISSUES, (Future): Some adventure mode melee targeting and movement code issues.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req172&amp;quot;&amp;gt;Req172, PROBLEM WITH MULTIPLE HUMAN CIVS, (Future): It only checks one human civ per season, so some of the update code can work too slowly.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req173&amp;quot;&amp;gt;Req173, CULLING, (Future): Cull things when there are too many. It needs to pick the things that are less likely to be missed.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req174&amp;quot;&amp;gt;Req174, REASON FOR OFFERING, (Future): There's no point of offering goods to your own king right now.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req175&amp;quot;&amp;gt;Req175, TRADE OPTIMIZATION, (Future): Improve trading code.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req176&amp;quot;&amp;gt;Req176, PET TRADE PROBLEM, Completed.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req177&amp;quot;&amp;gt;Req177, KING ENTOURAGE, (Future): Handle offering inventory concerns with these migrants, and line them up nicely perhaps.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req178&amp;quot;&amp;gt;Req178, NO RECORD, Completed.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req179&amp;quot;&amp;gt;Req179, SMALL PET INVENTORY DESCRIPTIONS, (Future): Pet-in-inventory descriptions need to respect the body of the holder.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req180&amp;quot;&amp;gt;Req180, ENGRAVING LOOK PROBLEMS, (Future): You can see engraving descriptions even if you are off of the facing level.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req181&amp;quot;&amp;gt;Req181, MOUNT PROJECTILE ISSUES, (Future): There are potential problems with riders when mount becomes projectile.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req182&amp;quot;&amp;gt;Req182, BUILDING PLACEMENT INTERFACE, Completed: Need to explain why red X appears.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req183&amp;quot;&amp;gt;Req183, LOOK/SHOOT INTERFACE, (Future): Improve look interface code a bit. Let you choose targets in shoot/throw.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req184&amp;quot;&amp;gt;Req184, FLOORS IN LOOK SENTENCES, Completed: In the look sentence in adventure mode, it could include information about the floor type.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req185&amp;quot;&amp;gt;Req185, NO RECORD, Completed.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req186&amp;quot;&amp;gt;Req186, PROPER CIV NEIGHBORS, (Future): 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.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req187&amp;quot;&amp;gt;Req187, SEVER EFFECTS, Completed: 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.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req188&amp;quot;&amp;gt;Req188, SPEED REFINEMENT, (Future): Differentiate attack and move speed. This has many ramifications and associated difficulties.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req189&amp;quot;&amp;gt;Req189, ARCHER ARMOR START SKILLS, (Future): Starting skills for archers are a bit off. They should have some armor skill if they use light armor.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req190&amp;quot;&amp;gt;Req190, CREATURE KNOWLEDGE, (Future): Need to diversify likes/dislikes beyond dwarves, and they need to apply to creatures in adventure mode.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req191&amp;quot;&amp;gt;Req191, TREE PREFERENCES, (Future): Tree preferences are fairly arbitrary right now.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req192&amp;quot;&amp;gt;Req192, TRANCE BONUSES, (Future): Consolidate trance bonuses. Right now, they are spread out somewhat haphazardly.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req193&amp;quot;&amp;gt;Req193, CHANGE ITEM ACQUISITION, (Future): When people choose inventory items they like, they don't consider dropping what they are already wearing.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req194&amp;quot;&amp;gt;Req194, STARTING BELT OBJECTS, (Future): Rarely a creature can be given a belt object but no pants. The belt object is dropped immediately.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req195&amp;quot;&amp;gt;Req195, ITEM MATERIAL PROBLEM, Completed.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req196&amp;quot;&amp;gt;Req196, DRINK APPRECIATION PROBLEM, (Future): Liking drinks is flawed, since they like the drink more if the entire drink stack is larger.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req197&amp;quot;&amp;gt;Req197, BUTCHERY OPTIMIZATION, (Future): The butchery code can be consolidated with some other sections of the program.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req198&amp;quot;&amp;gt;Req198, KO VOMIT CHOKE, (Future): If you are knocked out, you should choke if you vomit sometimes.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req199&amp;quot;&amp;gt;Req199, VOMIT TEXT ISSUE WITH WEBS, AND SOLUTION, (Future): There's some undisplayable text that can only be salvaged by adding projectile vomit, so there you go.&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
==Reqs 201 - 250==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
{| border = 0 cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;7&amp;quot; -valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;width:100%;&amp;quot; | &amp;lt;div id=&amp;quot;Req200&amp;quot;&amp;gt;Req200, ARCHER ISSUES, (Future): Range penalties for throw/shoot aren't applied properly for grounded targets. Throwing needs some weight and strength modifiers.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req201&amp;quot;&amp;gt;Req201, POTENTIAL PROJECTILE PROBLEM, (Future): No symptoms, just a code-check.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req202&amp;quot;&amp;gt;Req202, DRESS/ROBE PROBLEM, Completed: If dresses/robes are added, there is a problem with how armor would work that needs to be addressed.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req203&amp;quot;&amp;gt;Req203, PROPER HEALING, (Future): Nemeses should not just heal on travel, it needs to use the amount of time passed. This is related to infections and scarring.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req204&amp;quot;&amp;gt;Req204, MID-TRADE GAME ENDINGS, (Future): If the game ends in the midst of a trade, the world might have some issues making that caravan continue on properly.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req205&amp;quot;&amp;gt;Req205, NO RECORD, Completed.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req206&amp;quot;&amp;gt;Req206, ITEM WRESTLING, (Future): Disarms, user-interface twists (rather than the current methods), struggling over items more explicitly.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req207&amp;quot;&amp;gt;Req207, CONSOLIDATE MISS ANNOUNCEMENTS, (Future): Consolidate repeated miss announcements. A few other announcements could also be collapsed.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req208&amp;quot;&amp;gt;Req208, DEAL WITH POTASH VS ASH, Completed.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req209&amp;quot;&amp;gt;Req209, ENTITY DEF ITEM TYPES, Completed.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req210&amp;quot;&amp;gt;Req210, GROUP SKILLS IN STARTUP, Completed.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req211&amp;quot;&amp;gt;Req211, TOMB STORAGE AND ACCESSIBILITY, (Future): Problem storing inaccessible body in tomb. The job was repeatedly created.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req212&amp;quot;&amp;gt;Req212, RE-EVALUATE HAUL LOCATIONS, Completed: 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.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req213&amp;quot;&amp;gt;Req213, BABY SEARCHER PROBLEM, Completed: Thirsty mothers cannot seek lost babies effectively.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req214&amp;quot;&amp;gt;Req214, START SCENARIOS, (Future): See the scenarios arc in the dev section, this is part of that, and could be upgraded to a core component in the future.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req215&amp;quot;&amp;gt;Req215, NEMESIS SAVE BUG, Completed.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req216&amp;quot;&amp;gt;Req216, SOME DISPLAY RATE ISSUES, Completed.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req217&amp;quot;&amp;gt;Req217, BUILDING CONSTRUCTION PROBLEM, (Future): Suspend building constructions if item blocking the build site are unreachable.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req218&amp;quot;&amp;gt;Req218, MERCHANT ANNOUNCEMENTS, (Future): Notification when merchants are done unloading.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req219&amp;quot;&amp;gt;Req219, VERMIN PROBLEM, (Future): Possibly issue when cleaning vermin references.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req220&amp;quot;&amp;gt;Req220, MULTIPLE DEPOTS, (Future): Randomize the incoming merchant path for multiple depots, or else the wagons can get mixed up and scuttle.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req221&amp;quot;&amp;gt;Req221, HISTORY GENERATION, Completed: 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.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req222&amp;quot;&amp;gt;Req222, SAVE COIN BATCHES GLOBALLY, Completed.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req223&amp;quot;&amp;gt;Req223, SET RACE MAKER PROPERLY ON ITEMS, Completed.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req224&amp;quot;&amp;gt;Req224, PARRYING AND ITEMS, (Future): Refine parrying chances, based on item type.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req225&amp;quot;&amp;gt;Req225, BUILD PATH VIOLATION, Completed.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req226&amp;quot;&amp;gt;Req226, BUILDING ADMIRATION BUG, (Future): A metalsmith was able to admire &amp;quot;own furnace&amp;quot; even though ownership shouldn't apply to such buildings.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req227&amp;quot;&amp;gt;Req227, PEAKS AND VOLCANOS, Completed: 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.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req228&amp;quot;&amp;gt;Req228, ALLOW MULTIPLE SITES IN A SQUARE, Completed.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req229&amp;quot;&amp;gt;Req229, PROBLEM WITH SUBREGION TYPING, Completed.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req230&amp;quot;&amp;gt;Req230, AIMED SHOTS AND BODYPART SIZES, (Future): 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.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req231&amp;quot;&amp;gt;Req231, NO RECORD, Completed.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req232&amp;quot;&amp;gt;Req232, CAVE RIVER ENTITIES, (Future): Realize certain cave dwellers as entities, with all that implies about items and persistent historical figures, etc.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req233&amp;quot;&amp;gt;Req233, ISSUES WITH ITEM SHARING, Completed: There are some potential problems with shared items that need to be addressed.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req234&amp;quot;&amp;gt;Req234, MULTIGRASP WEAPON PROBLEM, (Future): It might be screwing the multi-grasp check when it does skill penalities. And somebody shot a bow with one arm.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req235&amp;quot;&amp;gt;Req235, ENTITY ARMOR ISSUES, Completed: For incoming units -- specific armor materials based on desired armor level. Right now it isn't exact enough.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req236&amp;quot;&amp;gt;Req236, ADVENTURE MODE BUILDING INTERACTIONS, (Future): 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.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req237&amp;quot;&amp;gt;Req237, ASKING ABOUT SURROUNDINGS, Completed.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req238&amp;quot;&amp;gt;Req238, IMPROVE SMELTING, Completed.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req239&amp;quot;&amp;gt;Req239, REMOVE STRANGE NOBLE REQUESTS, Completed.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req240&amp;quot;&amp;gt;Req240, HAVE CONTENTS CHECKED FOR BAD TRADES, Completed.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req241&amp;quot;&amp;gt;Req241, PROBLEM WITH PROJECTILES FALLING THROUGH FLOORS, Completed.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req242&amp;quot;&amp;gt;Req242, HIDE TRAPS FROM ADVENTURER, Completed.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req243&amp;quot;&amp;gt;Req243, PROBLEM WITH GRAB-TEARS, Completed.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req244&amp;quot;&amp;gt;Req244, PLACE CREATURES IN LARGE COMPONENTS, Completed.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req245&amp;quot;&amp;gt;Req245, PROBLEM WITH FULLSCREEN FONTS, Completed.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req246&amp;quot;&amp;gt;Req246, FINISH USING ENTITY ITEMS, Completed.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req247&amp;quot;&amp;gt;Req247, IMPROVE END GAME, Completed.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req248&amp;quot;&amp;gt;Req248, IMPROVED CAVE POPULATIONS, Completed.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req249&amp;quot;&amp;gt;Req249, ADVENTURE STORE RESTOCKING, (Future): 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. Requires Core3.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req250&amp;quot;&amp;gt;Req250, DEAL WITH HIRING RETIREES, Completed.&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
==Reqs 251 - 300==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
{| border = 0 cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;7&amp;quot; -valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;width:100%;&amp;quot; | &amp;lt;div id=&amp;quot;Req251&amp;quot;&amp;gt;Req251, PATH BLOCK MESSAGES, Completed: On a hunt job, path block message was issued repeatedly.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req252&amp;quot;&amp;gt;Req252, USE BARRACKS BEDS, (Future): People should use the barracks beds when they don't have their own rooms, but they don't do this properly.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req253&amp;quot;&amp;gt;Req253, JUSTICE MANDATE NUMBERS, (Future): The amount of guards and cages can be treated as a permanent mandate attached to a noble rather than the current vague system.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req254&amp;quot;&amp;gt;Req254, ASSIGN WEAPON PREFS FROM MIL SCREEN, Completed.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req255&amp;quot;&amp;gt;Req255, IMPROVE SQUAD SELECTION, Completed.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req256&amp;quot;&amp;gt;Req256, BUTCHERY ISSUES, (Future): Butchery should not be instant. Should be able to butcher the small creatures too. Need to mix this with extraction properly.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req257&amp;quot;&amp;gt;Req257, TYPES OF EATERS, (Future): It's not clear whether deer and other herbivores are actually playing that role or if they behave as omnivores.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req258&amp;quot;&amp;gt;Req258, STRANGE MOOD HELP, (Future): 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.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req259&amp;quot;&amp;gt;Req259, PROBLEM WITH SLAYER NAMES, Completed.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req260&amp;quot;&amp;gt;Req260, DEGREES OF BARTERING, (Future): Merchants need to tell you the extent to which your offer failed.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req261&amp;quot;&amp;gt;Req261, BARTER CONTAINER PROBLEMS, (Future): In adventure mode, container contents mess up bartering in a number of ways.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req262&amp;quot;&amp;gt;Req262, PROBLEMS WITH WATER, Completed: Water currently rots and should be value zero.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req263&amp;quot;&amp;gt;Req263, INAPPROPRIATE CONTAINERS, (Future): Some containers can hold too much. With certain mixes, the items should interact as they should, possibly ruining them.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req264&amp;quot;&amp;gt;Req264, STOP SPEAKING TO UNINTELLIGENT CREATURES, Completed.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req265&amp;quot;&amp;gt;Req265, RETIREMENT ISSUES, (Future): Shouldn't be able to retire while you are talking or otherwise in the middle of something.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req266&amp;quot;&amp;gt;Req266, SITE LOOTING, (Future): 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.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req267&amp;quot;&amp;gt;Req267, PERSISTENCE OF CORPSE ASSOCIATIONS, Completed.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req268&amp;quot;&amp;gt;Req268, ADVENTURE MODE TWEAK, Completed.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req269&amp;quot;&amp;gt;Req269, PROBLEM WITH CAVE POPULATIONS BEING IN TOWN, Completed.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req270&amp;quot;&amp;gt;Req270, AUTOSAVE, Completed: 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.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req271&amp;quot;&amp;gt;Req271, SAND ISSUES, Completed: Need to define the sand object more broadly, as a miscellaneous powder (this is a technical issue that will allow easier expansions later).&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req272&amp;quot;&amp;gt;Req272, CLARIFY COIN QUOTAS, Completed: When the economy starts up, you have to produce coins. The bookkeeper tells you what is needed, but it could be further clarified.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req273&amp;quot;&amp;gt;Req273, STATE OF EMERGENCY, (Future): 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.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req274&amp;quot;&amp;gt;Req274, ABORTING WORLD GENERATION, Completed: Ability to leave history generation in the middle.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req275&amp;quot;&amp;gt;Req275, KIDNAPPING ISSUES, Completed: Check some technical stuff with kidnapping. It seems to generate a &amp;quot;(kidnapped unit) has died in a cage&amp;quot; message sometimes.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req276&amp;quot;&amp;gt;Req276, STOPPED GUARDS FROM BEING UPSET ABOUT LONG PATROLS, Completed.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req277&amp;quot;&amp;gt;Req277, STRANDED NEMESES, (Future): Making regional creatures go home properly instead of being assigned to fairly random places after a game ends.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req278&amp;quot;&amp;gt;Req278, COIN STACKS, Completed: Adjust the size of minted coin stacks upward to make the economy easier to manage. Might need to make coins worth less.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req279&amp;quot;&amp;gt;Req279, MERCHANT COUNTER-OFFERS, Completed: 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.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req280&amp;quot;&amp;gt;Req280, STAIRWAY BLOCKAGE INFORMATION, Completed: Needs to tell you why stairways are blocked when you fail to move.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req281&amp;quot;&amp;gt;Req281, RESPECT NEMESIS INVENTORIES, Completed.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req282&amp;quot;&amp;gt;Req282, ERRONEOUS COMBAT MESSAGES, Completed.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req283&amp;quot;&amp;gt;Req283, CHANGED SOME END GAME PARAMETERS, Completed.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req284&amp;quot;&amp;gt;Req284, CONTAINER PLACEMENT, (Future): Containers should be placed deeper in the dungeon if the contents are valuable, or the contents could be removed.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req285&amp;quot;&amp;gt;Req285, OLD BLOODY WALLS, (Future): Need to handle bloody river walls in dwarf mode.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req286&amp;quot;&amp;gt;Req286, HUNTER SLEEP PREFS, (Future): Make hunters sleep on the ground only while hunting.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req287&amp;quot;&amp;gt;Req287, SPECIFIC MATERIAL USE, (Future): Need to be able to choose specific rocks or logs to process sometimes, since this is important for noble demands.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req288&amp;quot;&amp;gt;Req288, FLOODGATE PLACEMENT ISSUES, (Future): It's very common for people to get blocked off by floodgates while placing them.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req289&amp;quot;&amp;gt;Req289, MORE CLEANING, (Future): Make cleaning jobs more wide ranging. Some areas that are just out of range leave the fortress bloody forever. Allow designation of cleaning areas.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req290&amp;quot;&amp;gt;Req290, WIELD ISSUES, (Future): It can be confused about which object is wielded, and there are some issues about the primary hand.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req291&amp;quot;&amp;gt;Req291, NOBLE DEATH, (Future): 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.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req292&amp;quot;&amp;gt;Req292, NO RECORD, Completed.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req293&amp;quot;&amp;gt;Req293, STORAGE OPTIMIZATION, Completed: 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.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req294&amp;quot;&amp;gt;Req294, NO SILK ROPE SKILLS, Completed: Does clothesmaking skill go up when silk ropes are made?&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req295&amp;quot;&amp;gt;Req295, DROWNING ISSUES, Completed: Although drowning is generally harsh, there was a case of people just swimming around in the river.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req296&amp;quot;&amp;gt;Req296, INDOOR PLANT DEATH, Completed: Some indoor bushes would die and disappear quickly.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req297&amp;quot;&amp;gt;Req297, INNER DEFENDERS, Completed: The inside defenders need to occasionally go on forays or you can just pick them off at range.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req298&amp;quot;&amp;gt;Req298, SLIDING UNDER ENEMIES, (Future): 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.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req299&amp;quot;&amp;gt;Req299, RIVER SITE UPDATE, Completed: If you've found an underground feature in a fortress, it should receive the same abstract building designation as other sites.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req300&amp;quot;&amp;gt;Req300, TREE DISPLAY PROBLEM, (Future): Snow covered leafless deciduous trees aren't white.&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
==Reqs 301 - 350==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
{| border = 0 cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;7&amp;quot; -valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;width:100%;&amp;quot; |&amp;lt;div id=&amp;quot;Req301&amp;quot;&amp;gt;Req301, TRAP AVOIDANCE, (Future): Invaders shouldn't fall for traps if they've seen them used.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req302&amp;quot;&amp;gt;Req302, ADVENTURER PROFESSIONS, (Future): Need to be able to tame the lizards you find, wood work, make clothes, whatever.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req303&amp;quot;&amp;gt;Req303, ENTITY ENEMY LEGEND, (Future): If you become a town's enemy, it needs a legend event for it.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req304&amp;quot;&amp;gt;Req304, STRANGE FOOD OWNERSHIP, (Future): 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.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req305&amp;quot;&amp;gt;Req305, CHEAP BARRELS, (Future): 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.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req306&amp;quot;&amp;gt;Req306, UNIT NAME ISSUE, (Future): Technical problem with unit name display.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req307&amp;quot;&amp;gt;Req307, BLANK TANTRUM MESSAGE, Completed: &amp;quot;(blank) is destroyed by Aliz, craftsdwarf.&amp;quot;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req308&amp;quot;&amp;gt;Req308, FARM FERTILIZER DISPLAY, Completed: Show fertilizer amount for farms where it has happened.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req309&amp;quot;&amp;gt;Req309, CHANNEL/AQUEDUCT INTERACTIONS, Completed: Water should go from channels to aqueducts or you should be able to place floodgates on channels.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req310&amp;quot;&amp;gt;Req310, ITEM NAME ISSUE, Completed: Technical problem with item name display.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req311&amp;quot;&amp;gt;Req311, MELEE TRAINING ISSUE, Completed: Melee training seems to be deadly again.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req312&amp;quot;&amp;gt;Req312, DOUBLE IMPROVEMENTS, (Future): Artifact was studded with gold and gold.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req313&amp;quot;&amp;gt;Req313, ROAD BUILDING, (Future): Need an easier way to build roads, rather than just picking out items from long lists and placing them section by section.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req314&amp;quot;&amp;gt;Req314, LEGEND DISPLAY PROBLEM, (Future): Long history names busted -- it should instead place it on two lines if possible.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req315&amp;quot;&amp;gt;Req315, REPEAT ATTACK BUTTON, (Future): Repeat attack button, esp. for specific wrestling.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req316&amp;quot;&amp;gt;Req316, WAIT KEY, Completed: Wait key in adventure mode.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req317&amp;quot;&amp;gt;Req317, CORRECT AGING, (Future): Need creatures to age properly when reloaded, incl. retirees.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req318&amp;quot;&amp;gt;Req318, ALCHEMY PILE, (Future): Alchemical pile filled with lye, vials and so on.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req319&amp;quot;&amp;gt;Req319, WAKE UP!, Completed: Adventure mode sleep needs to clear upon being attacked.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req320&amp;quot;&amp;gt;Req320, NAMING ISSUE, (Future): There's an issue with some unit names&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req321&amp;quot;&amp;gt;Req321, ARCHERY PRACTICE GROUNDING, Completed: While doing archery practice, people that were grounded don't stand up until it's over.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req322&amp;quot;&amp;gt;Req322, COIN BATCH ISSUE, Completed: Potential problems with coin batches for non-currencies. Need to check.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req323&amp;quot;&amp;gt;Req323, BREAK EXPLOIT, (Future): Can draft then undraft to end breaks.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req324&amp;quot;&amp;gt;Req324, PROACTIVE BEAST ATTACKERS, (Future): The large beasts could afford to be slightly more aggressive.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req325&amp;quot;&amp;gt;Req325, PUNGENT BUGS, (Future): Dead insects and really small things shouldn't create miasma. But dead rodents should still stink.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req326&amp;quot;&amp;gt;Req326, HARDER FISHING, (Future): Fishing is a little too easy, maybe.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req327&amp;quot;&amp;gt;Req327, CORPSE PROCESSING, (Future): Can process corpse to eat etc if you have a sharp object.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req328&amp;quot;&amp;gt;Req328, NAMING ISSUE, (Future): Issue with some unit names.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req329&amp;quot;&amp;gt;Req329, STRANGE POPULATION ISSUES, Completed: Every region currently makes 2 oceanfish populations. This is to simulate fishing for seaside civs, but it should be handled properly instead.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req330&amp;quot;&amp;gt;Req330, CHARGE CHANGE, (Future): Knock-backs without people falling on the ground should be more common in charging.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req331&amp;quot;&amp;gt;Req331, ATTACK OPPORTUNITY NUMBERS, (Future): 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.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req332&amp;quot;&amp;gt;Req332, SHORT JOB NAMES, (Future): 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.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req333&amp;quot;&amp;gt;Req333, RESPECT CONTAINER CAPACITY ON PICKUP, (Future): Container capacity needs to be respected on pickup as it is with the put command.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req334&amp;quot;&amp;gt;Req334, CRASHING ISSUE I, Completed: 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.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req335&amp;quot;&amp;gt;Req335, INFESTATION FREQUENCIES, Completed: The creatures selected to infest caves don't respect their population frequencies.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req336&amp;quot;&amp;gt;Req336, GOOD/EVIL/SAVAGERY VERMIN CHECKS, (Future): 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.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req337&amp;quot;&amp;gt;Req337, IN-GAME SNAPSHOTS, Completed: Just as you can export an image of the world map, you could also export an image of the entire fortress or adventure area.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req338&amp;quot;&amp;gt;Req338, MEMMAP ISSUES, (Future): 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.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req339&amp;quot;&amp;gt;Req339, MYSTERY WEB, Completed: 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.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req340&amp;quot;&amp;gt;Req340, FIRE FLOW SLAYER CREDIT, (Future): Creatures don't get credit for killing creatures directly with flows.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req341&amp;quot;&amp;gt;Req341, RIVER LOOPS, Completed: The world map generator doesn't completely loop erase the rivers. At least I think it's done. They always seem to come back.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req342&amp;quot;&amp;gt;Req342, FROZEN WATER DISAGREEMENT, Completed: The out-of-play river squares sometimes display as frozen when the in-play river is not frozen.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req343&amp;quot;&amp;gt;Req343, CORNER DOOR DETAILING, Completed: 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.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req344&amp;quot;&amp;gt;Req344, TOWN ANIMALS UNDER THREAT, (Future): Attacking stray animals in town should still anger the entities, or at least be a misdemeanor or something.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req345&amp;quot;&amp;gt;Req345, REST/SLEEP CONFLICT, Completed: When somebody is healing, they don't always take time off to sleep, so they can become drowsy when resting.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req346&amp;quot;&amp;gt;Req346, PROJECTILES FALLING THROUGH FLOORS, Completed: Corpse pieces have occasionally been observed falling through the floor.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req347&amp;quot;&amp;gt;Req347, ERRONEOUS FOOD OWNERSHIP, (Future): 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.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req348&amp;quot;&amp;gt;Req348, SURROUNDING CHAT BIOME VERIFICATION, (Future): 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.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req349&amp;quot;&amp;gt;Req349, PATH FIND ALTERATIONS, (Future): 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.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req350&amp;quot;&amp;gt;Req350, CRASH ISSUE ON BODY PART VIEW, Completed: During a fight with some zombies in dwarf mode, crashed while viewing body parts after moving the cursor.&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
==Reqs 351 - 400==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
{| border = 0 cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;7&amp;quot; -valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;width:100%;&amp;quot; |&amp;lt;div id=&amp;quot;Req351&amp;quot;&amp;gt;Req351, PET INFO CRASH, Completed: There was a crash related to null pet and owner pointers inside some pet info.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req352&amp;quot;&amp;gt;Req352, TEMPERATURE FLOW SLAYERS, (Future): Dragons and other flow-creating creatures aren't credited properly for kills via temperature.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req353&amp;quot;&amp;gt;Req353, PROJECTILES AND FLOWS, (Future): Some projectiles survive environmental effects unaffected.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req354&amp;quot;&amp;gt;Req354, DIAGONAL FLOW PATHS, (Future): Diagonal-tending dragonfire has a tendency to wrap backward.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req355&amp;quot;&amp;gt;Req355, LIQUID CREATURE SUPPORT, (Future): Some creatures like magma men need better support for extreme temperature effects to work properly for them.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req356&amp;quot;&amp;gt;Req356, GRASS-TREE BURN SPEEDS, (Future): Grass and trees undergo different burn-speed transformations between dwarf mode and adventure mode, leading to unwarranted mode differences.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req357&amp;quot;&amp;gt;Req357, FIRE AND TEMPERATURE, (Future): In some flow and map square situations, items are still burned away immediately instead of using temperature to affect them.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req358&amp;quot;&amp;gt;Req358, CONTAMINANT MATERIALS, (Future): Contaminant materials need to be tracked more carefully.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req359&amp;quot;&amp;gt;Req359, CONTAMINANT TEMPERATURE EFFECTS, (Future): Most importantly, metals that melt over creatures should have an effect, but the temperature of contaminants isn't currently stored.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req360&amp;quot;&amp;gt;Req360, TEMPERATURE AND ROTTING, (Future): 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.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req361&amp;quot;&amp;gt;Req361, CORE TEMPERATURE VS EXTREMITIES, (Future): Frostbite doesn't work properly now, because temperatures are fairly uniform, even in homeotherms.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req362&amp;quot;&amp;gt;Req362, CREATURE SUBTYPES AND TEMPERATURE, (Future): 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.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req363&amp;quot;&amp;gt;Req363, VERMIN AND TEMPERATURE, (Future): Vermin are currently unaffected by temperature and flows.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req364&amp;quot;&amp;gt;Req364, VENOM... BARRELS?, (Future): Traders bring venom in barrels instead of vials. This might be excessive.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req365&amp;quot;&amp;gt;Req365, AGGRESSIVE SAPLING GROWTH, (Future): Saplings seem to show up all over the place, including under lava or water. Might be handled.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req366&amp;quot;&amp;gt;Req366, DISTANT OFFICERS, (Future): It will often select the worst possible officer for a case. It should consider distance issues, for example.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req367&amp;quot;&amp;gt;Req367, LOST FOOD, (Future): The eat job sometimes loses control over the munchy's location.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req368&amp;quot;&amp;gt;Req368, THE WELL BUCKET AND MAGMA, (Future): The well bucket is not affected by local temperatures as it should be when it descends.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req369&amp;quot;&amp;gt;Req369, MISSING UNIFORM, (Future): When resetting clothing for temperature conditions, it can destroy guard uniforms.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req370&amp;quot;&amp;gt;Req370, EATING IN STRANGE ROOMS, (Future): The dwarves exhibit a propensity for eating in odd rooms when more appropriate rooms are available.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req371&amp;quot;&amp;gt;Req371, AXE USE DEACTIVATED, (Future): Deactivating squads can do strange things to axe use preference.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req372&amp;quot;&amp;gt;Req372, TANTRUM EXHAUSTION, (Future): 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.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req373&amp;quot;&amp;gt;Req373, RAMP WALLS, Completed: There are some inconsistencies with ramp use regarding whether or not an adjacent wall is needed.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req374&amp;quot;&amp;gt;Req374, PET CAP, (Future): Evaluate alternatives to the 50 per type animal cap.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req375&amp;quot;&amp;gt;Req375, OTHER CAVES, (Future): Need to use some rock outcrops to add caves to soil heavy environments (or tighten soil with roots).&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req376&amp;quot;&amp;gt;Req376, ADV MODE LIGHTING PROBLEMS, (Future): There are some problems with adventure mode lighting versus lower fluids and the memory map in open spaces.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req377&amp;quot;&amp;gt;Req377, AMAZING VERMIN ENTRY, (Future): Eater vermin from map features can get into things that are impossible to get into.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req378&amp;quot;&amp;gt;Req378, LACK OF FLUID MIXING IN CONTAINERS, (Future): 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.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req379&amp;quot;&amp;gt;Req379, TRAILS AND ROADS, (Future): There should be trails and roads all over the place in civilized areas.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req380&amp;quot;&amp;gt;Req380, AREA DIFFICULTIES, (Future): There need to be some more additions to challenging areas and perhaps a little more work on making calm areas calm.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req381&amp;quot;&amp;gt;Req381, MOOD WORKSHOP, (Future): There should be additional indicators of which workshop has been taken over by a mood dwarf.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req382&amp;quot;&amp;gt;Req382, OFFER CONFIRMATION, (Future): A confirmation might be helpful for making offerings in the depot.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req383&amp;quot;&amp;gt;Req383, RAW FISH NAME, (Future): Raw fish might need to be renamed for clarity&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req384&amp;quot;&amp;gt;Req384, BUILDING JOB CHECKS, (Future): Need to look into how often buildings do job checks and when they reset their counters.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req385&amp;quot;&amp;gt;Req385, HAUL JOB OVERRIDES, (Future): Workshop jobs should remove haul tasks from items within them if the item is applicable for the job.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req386&amp;quot;&amp;gt;Req386, PERSISTENT CURSOR POSITION, (Future): There are some mode changes in dwarf mode where the cursor position should persist.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req387&amp;quot;&amp;gt;Req387, TOTAL PROFESSION NUMBERS, (Future): There should be a way to view the total numbers enabled for each labor list item.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req388&amp;quot;&amp;gt;Req388, ROOM QUALITY DISPLAY, (Future): There should be an easier way to view the quality of a room.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req389&amp;quot;&amp;gt;Req389, PERSONAL ROOM TRAFFIC, (Future): Dwarves should probably get upset if a bunch of dwarves walk through their rooms while they are around to notice.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req390&amp;quot;&amp;gt;Req390, JOB INFORMATION, (Future): 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.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req391&amp;quot;&amp;gt;Req391, WOUNDED BABY CARE, (Future): Mothers don't care if their babies are wounded, even if they are being carried at the time.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req392&amp;quot;&amp;gt;Req392, HAULING ORDERS, (Future): More ways to control hauling orders, so important corpses can be picked up and lone bolts can be ignored.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req393&amp;quot;&amp;gt;Req393, MINING SKILL SETTINGS, (Future): There are situations where it would be nice to have the ability to set skill threshholds for gem/ore mining jobs.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req394&amp;quot;&amp;gt;Req394, VARIOUS COMPENSATION METHODS, (Future): Certain jobs should pay by the hour instead of by the job (or by other factors). Examples include hauling and pump operation.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req395&amp;quot;&amp;gt;Req395, HOLDING ARTIFACTS, (Future): 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.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req396&amp;quot;&amp;gt;Req396, OBSTACLE HANDLING FOR BUILDERS AND MINERS, (Future): 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.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req397&amp;quot;&amp;gt;Req397, ERRONEOUS CAGED UNIT DEATHS, (Future): 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).&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req398&amp;quot;&amp;gt;Req398, PLATE/CHAIN LAYERING VS. ARMOR LEVEL, (Future): Wearing mail under plate is permissible, but it can be confusing to see when you select plate as the armor level.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req399&amp;quot;&amp;gt;Req399, DIRT ROADS ON ICE, (Future): When roads are built over ice, trampled dirt can be created spontaneously.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req400&amp;quot;&amp;gt;Req400, DYED CLOTH STOCKPILE SEPARATION, (Future): The ability to separate dyed and undyed cloth in stockpiles can be useful for speeding up production.&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
==Reqs 401 - 450==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
{| border = 0 cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;7&amp;quot; -valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;width:100%;&amp;quot; |&amp;lt;div id=&amp;quot;Req401&amp;quot;&amp;gt;Req401, PREMATURE TRADE SCREEN EXITS, (Future): It's easy to skip out of the trade agreement screens without knowing what happened.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req402&amp;quot;&amp;gt;Req402, SAVE TO MAIN MENU TRANSITION, (Future): Need a prompt after save has completely successfully, and it should finish cleaning before asking you to press the key.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req403&amp;quot;&amp;gt;Req403, DAMBLOCK OPTS, (Future): There are some optimizations that can be made to the damage blocking calculations.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req404&amp;quot;&amp;gt;Req404, STILL BARRELS, (Future): If a booze stockpile contains empty barrels, a brewing job should be able to use them for storage.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req405&amp;quot;&amp;gt;Req405, VERMIN TRACKING, (Future): There are some problems with the accounting of vermin populations.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req406&amp;quot;&amp;gt;Req406, PUT ON YOUR MASK BEFORE ASSISTING THE CHILD NEXT TO YOU, (Future): Parents can die from thirst seeking their infants. It might help them to prioritize if they are dehydrated.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req407&amp;quot;&amp;gt;Req407, RECLAIM STACKS, (Future): On reclaim, some of the container emptying procedures can be very annoying, especially if there are tons of coin piles.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req408&amp;quot;&amp;gt;Req408, DOMESTICATION AND ENTITY DEFS, (Future): The &amp;quot;common domestic&amp;quot; state of animals should be in part an entity property, rather than solely a creature property.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req409&amp;quot;&amp;gt;Req409, BAG RESERVES, (Future): The ability to reserve bags for uses other than seed storage would be useful.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req410&amp;quot;&amp;gt;Req410, KITCHEN ISSUES, (Future): 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.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req411&amp;quot;&amp;gt;Req411, ZOOMING AROUND, (Future): It would be useful to have more ways to get between object screens and zooming to objects between all of the views.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req412&amp;quot;&amp;gt;Req412, DROWSINESS VS. KNOCKOUTS, (Future): Dwarves can having drowsiness problems if they are KO'd for long periods of time.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req413&amp;quot;&amp;gt;Req413, PAIRED ITEMS ON ARMOR STANDS, (Future): Armor stands need to be able to hold 2 gloves and shoes, rather than just one item.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req414&amp;quot;&amp;gt;Req414, EQUIPMENT STORAGE, (Future): Need to salvage some armor stand/weapon rack storage code for use by soldiers.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req415&amp;quot;&amp;gt;Req415, SCHEDULING ISSUES, (Future): There are some minor adventure mode town schedule issues that need addressing.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req416&amp;quot;&amp;gt;Req416, PAIRED IMPROVEMENTS, (Future): For the most part, improvements on pregenerated paired items should be made identical.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req417&amp;quot;&amp;gt;Req417, &amp;quot;WATER&amp;quot;SKINS?, (Future): Military dwarves should be apt to carry booze instead of water.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req418&amp;quot;&amp;gt;Req418, WEIGHT AND VALUE PROBLEMS, (Future): There are a lot of inconsistencies with weight and value numbers in the raws.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req419&amp;quot;&amp;gt;Req419, PRICE SETTER STORAGE, (Future): Technical issue with price setter storage.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req420&amp;quot;&amp;gt;Req420, DRINK JOB CONNECTION CHECKS, (Future): Some drink jobs don't check connectivity correctly.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req421&amp;quot;&amp;gt;Req421, BUILDING NAMES, (Future): Custom names for buildings. For stockpiles they can be inherited by containers.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req422&amp;quot;&amp;gt;Req422, ROCKY ROAD, (Future): Road building can be annoying on rocky maps.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req423&amp;quot;&amp;gt;Req423, WEALTH OVERCOUNTS, (Future): Held/worn items are counted too much toward fortress wealth.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req424&amp;quot;&amp;gt;Req424, PLANTING CANCELLATIONS, (Future): 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.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req425&amp;quot;&amp;gt;Req425, DWARVEN WAGONS, Completed: Dwarves have wagons, so they should use them to trade.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req426&amp;quot;&amp;gt;Req426, WATERFALL EDGES, (Future): Waterfalls have an issue where water at the bottom can potentially flow up off the edge into the unallocated void.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req427&amp;quot;&amp;gt;Req427, ELITE SOLDIER SETTINGS, (Future): You should be able to set soldier preferences for elite soldiers, though they should be unhappy to part with their favorite weapons.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req428&amp;quot;&amp;gt;Req428, TASK PRIORITIES, (Future): 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.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req429&amp;quot;&amp;gt;Req429, FARM SETTINGS LOST, (Future): It can destroy preset crop selections for future seasons when there's a problem with the current season.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req430&amp;quot;&amp;gt;Req430, JOB POSSIBILITIES DISPLAYED, (Future): When adding jobs to workshops, it should be more clear which jobs could actually be completed at that time.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req431&amp;quot;&amp;gt;Req431, EQUIPMENT CLEANING, (Future): 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.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req432&amp;quot;&amp;gt;Req432, SETUP SCREEN CHANGES, (Future): 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.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req433&amp;quot;&amp;gt;Req433, FLOATING, (Future): Objects with proper densities should float in liquids. This should also apply to swimming creatures.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req434&amp;quot;&amp;gt;Req434, MESSAGE CONTROL, (Future): All messages should be optional with optional pause-zooming. There should be optional building completion announcements.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req435&amp;quot;&amp;gt;Req435, SETTINGS FOR BASIC JOBS, (Future): There should be specific labor list settings for jobs like harvesting, level pulling and depot hauls that all dwarves do.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req436&amp;quot;&amp;gt;Req436, EQUIPMENT DISPOSAL, (Future): 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.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req437&amp;quot;&amp;gt;Req437, ASHERY SKILLS, (Future): 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.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req438&amp;quot;&amp;gt;Req438, REFERENCE UPDATE, (Future): Some internal references should be stored differently.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req439&amp;quot;&amp;gt;Req439, FISHERY AUTOMATION, (Future): The fishery (and other workshops) should have automation features.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req440&amp;quot;&amp;gt;Req440, TRAVELER OUTFITS, (Future): Sometimes it fails to update the clothing of people that have traveled to another town to account for temperature.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req441&amp;quot;&amp;gt;Req441, CHILDREN AND GROWTH, (Future): 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.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req442&amp;quot;&amp;gt;Req442, SHOPKEEPERS AND THEIR INVENTORY, (Future): Owners of dwarf mode shops aren't tied closely enough to their wares, even though they pay for them.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req443&amp;quot;&amp;gt;Req443, UNIT-JOB SCREEN IMPROVEMENTS, (Future): 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.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req444&amp;quot;&amp;gt;Req444, FLEEING SOLDIER AI, (Future): Fleeing soldiers don't cope well with not being able to reach their exit location.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req445&amp;quot;&amp;gt;Req445, INJURED HUNTERS, (Future): Injured hunters should not attempt to hunt in general.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req446&amp;quot;&amp;gt;Req446, COOKING SELECTION ISSUE, (Future): Cooking had an issue where it selected a barrel and the object inside of it.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req447&amp;quot;&amp;gt;Req447, PRESERVING VALUABLE STONES, Completed: There should be a way to stop valuable stones like obsidian from being used in general stoneworking jobs.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req448&amp;quot;&amp;gt;Req448, INTERRUPTED JOB DURATIONS, (Future): Issue with job durations versus interruptions.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req449&amp;quot;&amp;gt;Req449, BARRACKS ASSIGNMENTS, (Future): Allow barracks assignments for squads, including specific assignments (possibly automated within the barracks) for weapon racks and armor stands for soldiers.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req450&amp;quot;&amp;gt;Req450, USEFUL BREAKS, (Future): Dwarves should actively pursue non-work related activities while they are taking breaks.&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
==Reqs 451 - 500==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
{| border = 0 cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;7&amp;quot; -valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;width:100%;&amp;quot; |&amp;lt;div id=&amp;quot;Req451&amp;quot;&amp;gt;Req451, LIAISON AND WORKERS, (Future): You should be able to request specific workers and worker types from your outpost liaison.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req452&amp;quot;&amp;gt;Req452, IMPROVE LOCAL MATERIAL TABULATION, (Future): The game doesn't quite have a handle on which materials are available locally. This would make demands more reasonable.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req453&amp;quot;&amp;gt;Req453, COFFIN OBJECT ISSUES, (Future): Issues with the items in coffins versus building destruction and rotting.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req454&amp;quot;&amp;gt;Req454, FOOD SELECTION, (Future): There are some issues with food choice relative to value and distance.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req455&amp;quot;&amp;gt;Req455, RAMPS ON BOUNDARIES, (Future): Some ramps were omitted on block splits.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req456&amp;quot;&amp;gt;Req456, KIDNAP INFO HANDLING, (Future): Kidnapped dwarves need to have more game info removed.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req457&amp;quot;&amp;gt;Req457, STEAM EFFECTS, (Future): There are currently problems with steam temperature damage, and the effects of walking through a forest fire.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req458&amp;quot;&amp;gt;Req458, ZOMBIE BODIES, (Future): 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.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req459&amp;quot;&amp;gt;Req459, CAVE-IN COLUMN WEIGHTS, (Future): Cave-in columns need more careful weight calculations.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req460&amp;quot;&amp;gt;Req460, INITIAL RIVER DISPLAY, (Future): It needs to initialize river flow directions before the rivers are initially displayed.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req461&amp;quot;&amp;gt;Req461, FLOWS AND DIRECTIONAL CALCULATIONS, (Future): Certain flow calculations still only run in 4 directions.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req462&amp;quot;&amp;gt;Req462, CONTAMINANT TEMPERATURE AND MOISTURE, (Future): 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.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req463&amp;quot;&amp;gt;Req463, FORBIDDEN WARES, (Future): 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.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req464&amp;quot;&amp;gt;Req464, EXCESSIVE BAIT, (Future): Dwarves should not use entire stacks of meat or fish to bait traps.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req465&amp;quot;&amp;gt;Req465, METAL BLOCK/BAR WEIGHTS, (Future): Need to watch out for the weight of metal objects versus metal bars.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req466&amp;quot;&amp;gt;Req466, WRESTLING GRASPS VERSUS OTHER ACTIONS, (Future): It should be more difficult or impossible to use the grasps you are using for wrestling in other tasks at the same time.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req467&amp;quot;&amp;gt;Req467, UNDEAD HEALING, (Future): Undead and construct-type creatures tend to heal when they shouldn't.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req468&amp;quot;&amp;gt;Req468, EXTRACT MATERIALS, (Future): The extract system needs to be overhauled to support more robust material definitions and more potential extracts from a given creature or plant.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req469&amp;quot;&amp;gt;Req469, HUMAN MIGRANT ISSUES, (Future): 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.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req470&amp;quot;&amp;gt;Req470, UNDEAD POPULATIONS, (Future): Undead populations aren't tracked properly.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req471&amp;quot;&amp;gt;Req471, ASKING DIRECTIONS, (Future): 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.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req472&amp;quot;&amp;gt;Req472, MIXING LIQUID CONTAMINANTS, (Future): Liquid contaminants should mix so that you can't just act on one of them, assuming they overlap on the object in question.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req473&amp;quot;&amp;gt;Req473, MATERIAL REWRITE, (Future): There's a technical rewrite required to support things like object materials which are, for instance, the blood of a specific creature.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req474&amp;quot;&amp;gt;Req474, PATH BUFFER CLEARING, (Future): There's a bit of an optimization that can be done to the periodic path buffer clearing.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req475&amp;quot;&amp;gt;Req475, SIEGE ENGINES AND THE Z AXIS, (Future): Siege engines need to respect the z axis.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req476&amp;quot;&amp;gt;Req476, DEEP OBJECT PLACEMENT ISSUE, (Future): There's an issue with object placement in one of the deep areas.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req477&amp;quot;&amp;gt;Req477, CONNECTED SITE COMPONENTS, (Future): 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.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req478&amp;quot;&amp;gt;Req478, LOCAL ARMY MOVEMENT, (Future): There are some issue with army movement in adventure mode, especially related to armies you are visiting that would like to move.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req479&amp;quot;&amp;gt;Req479, GOBLIN TOWER ISSUES, (Future): There are some issues with swamps, vegetation and subterranean areas in goblin towers.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req480&amp;quot;&amp;gt;Req480, DWARVES ON FIRE, (Future): 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.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req481&amp;quot;&amp;gt;Req481, HATCH OPENING FOR DIAGONAL FLIERS, (Future): It needs to be more specific about how fliers moving diagonally and up interact with multiple hatches.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req482&amp;quot;&amp;gt;Req482, FISH CLEANING IMPROVEMENTS, (Future): You should be able to remove relevant portions (shell/bones) of fish during cleaning.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req483&amp;quot;&amp;gt;Req483, BLOOD VISIBILITY, (Future): Blood of all types should be visible on whatever color stone it falls on.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req484&amp;quot;&amp;gt;Req484, WIND, (Future): Local wind patterns need to be more interesting.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req485&amp;quot;&amp;gt;Req485, GROUNDED/SWIMMING, (Future): Need to square the commonly-used notion of being on the ground with swimming.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req486&amp;quot;&amp;gt;Req486, VISION AND SWIMMING, (Future): Need to work out what should be visible when you are swimming, especially if you are breathing up at the surface.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req487&amp;quot;&amp;gt;Req487, WATER PRESERVATION, (Future): There are some cases where water is deleted when it might be pushed away to other tiles instead.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req488&amp;quot;&amp;gt;Req488, WARM STONE PROBLEM, (Future): There are some rare cases where warm stone next to lava gets its temperature reset.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req489&amp;quot;&amp;gt;Req489, MIGRANT CHILDREN AGES, (Future): The ages of migrant children are not based on the raws.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req490&amp;quot;&amp;gt;Req490, MATERIAL DEMANDS AND MANDATES, (Future): Local materials lists for demands aren't compiled properly now.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req491&amp;quot;&amp;gt;Req491, ADVENTURE MODE TRADE SKILLS, (Future): Some of the features from dwarf mode trade can be moved over to adventure mode.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req492&amp;quot;&amp;gt;Req492, MELTED OBJECT SIZE, (Future): When objects change states, their sizes need to be tracked more carefully.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req493&amp;quot;&amp;gt;Req493, MISSING MIGRANT TYPES, (Future): A few professions don't occur as migrant types.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req494&amp;quot;&amp;gt;Req494, INITIALIZING PREFERENCES ISSUE, (Future): There's a minor issue with unit preferences and which ones it knows about at which times.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req495&amp;quot;&amp;gt;Req495, FISH SEARCH, (Future): Fisherdwarves don't make the same efforts to find locations as thirsty dwarves.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req496&amp;quot;&amp;gt;Req496, WORLD MIGRANT LINKS, (Future): Migrants joining towns on the world map don't get proper entity links.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req497&amp;quot;&amp;gt;Req497, RIVER STONES FOR ENTITIES, (Future): Civilizations don't use alluvial deposits properly.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req498&amp;quot;&amp;gt;Req498, SAME-SQUARE MOVEMENT, (Future): There are some adventure mode issues with same-square interactions.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req499&amp;quot;&amp;gt;Req499, BETTER PRESSURE, Completed: Water should avoid upward paths when there is a good downward route, though this taxes the CPU slightly.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req500&amp;quot;&amp;gt;Req500, SITE POPULATIONS, (Future): There are various little issues with site animal populations that need to be cleaned up.&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
==Reqs 501 - 550==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
{| border = 0 cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;7&amp;quot; -valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;width:100%;&amp;quot; |&amp;lt;div id=&amp;quot;Req501&amp;quot;&amp;gt;Req501, MINOR WILDERNESS POP ISSUES, (Future): There are some minor issues with the distributions of local wilderness populations.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req502&amp;quot;&amp;gt;Req502, FROZEN WATER CONTAMINANTS, (Future): Contaminants for frozen liquids aren't tracked carefully enough.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req503&amp;quot;&amp;gt;Req503, FLIERS/SWIMMERS AND BUILDING TARGETING, (Future): Creatures with unusual movement types can't target buildings properly.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req504&amp;quot;&amp;gt;Req504, RUIN PLACEMENT, (Future): Ruin placement is disabled in sites that become crowded with buildings, but it should adapt instead.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req505&amp;quot;&amp;gt;Req505, CAVE-IN DUST, (Future): Dust flows from cave-ins need to be generated more carefully.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req506&amp;quot;&amp;gt;Req506, IMPROVED CAVE-IN MECHANICS, (Future): The cave-in framework isn't being used for much. There should be more requirements for supports again.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req507&amp;quot;&amp;gt;Req507, SOIL CAVE-INS, (Future): Certain rock/ground types shouldn't support anything by themselves.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req508&amp;quot;&amp;gt;Req508, WALKING ON BUILDINGS, (Future): 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.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req509&amp;quot;&amp;gt;Req509, CASTRATING ANIMALS, (Future): Dwarves should be able to castrate male animals. Spaying female animals might be beyond the ability of dwarves to do reliably.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req510&amp;quot;&amp;gt;Req510, FIRES IN CONTAINERS, (Future): Fires should not be able to burn in sealed containers.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req511&amp;quot;&amp;gt;Req511, ARMORED AGAINST JUSTICE, (Future): 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.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req512&amp;quot;&amp;gt;Req512, PERSONAL HYGIENE, (Future): 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.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req513&amp;quot;&amp;gt;Req513, FOOD PLURALS, (Future): Food items need plurals (for the description screen for example).&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req514&amp;quot;&amp;gt;Req514, MAP GENERATION BIAS, (Future): The mid-level square maps never use the bottom right corner if all biome priorities are the same.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req515&amp;quot;&amp;gt;Req515, CONSTRUCTION BUILDING PLACEMENT, (Future): 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.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req516&amp;quot;&amp;gt;Req516, ELVES TRADING ANIMALS, (Future): Elves should be reluctant to trade animals to dwarves they haven't built up a relationship with.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req517&amp;quot;&amp;gt;Req517, KIDNAP THOUGHT, (Future): Children should have some kind of thought about being kidnapped.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req518&amp;quot;&amp;gt;Req518, OFFICE WORK, (Future): Proper office work should require a table by the chair.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req519&amp;quot;&amp;gt;Req519, BEAST INTERRUPTIONS, (Future): Beasts should not constantly interrupt workers that aren't actual under threat.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req520&amp;quot;&amp;gt;Req520, EASY-TO-SKIP MEETING SCREENS, (Future): It's too easy to skip passed important meeting screens by pressing space.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req521&amp;quot;&amp;gt;Req521, WATERY RAMPS, (Future): Rivers and pools need ramps for the most part, so you can move in and out of them. Seashores too.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req522&amp;quot;&amp;gt;Req522, FLYING UP, (Future): In adventure mode, it needs to allocate sky for you if you try to fly up into unallocated areas.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req523&amp;quot;&amp;gt;Req523, STREAM WATER FEET, (Future): Stance points need to get water covers when walking over wet streams.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req524&amp;quot;&amp;gt;Req524, SALT WATER PONDS, (Future): You can't designate salt water as a water source, so you can't make salt water ponds from the ocean for example.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req525&amp;quot;&amp;gt;Req525, MORE RIVERS, (Future): 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.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req526&amp;quot;&amp;gt;Req526, WOOD RAW TOKENS, (Future): Wood raws are missing a lot of customizable properties that other materials have.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req527&amp;quot;&amp;gt;Req527, PROMPT MEETINGS, (Future): People that have meetings should take care of them promptly. The broker should get to the trade depot when called.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req528&amp;quot;&amp;gt;Req528, SOME NEW STOCKPILE SETTINGS, (Future): People wanted stockpiles of meltables, stockpiles that exclude meltables, and stockpiles that distinguish dyed and undyed objects.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req529&amp;quot;&amp;gt;Req529, CONSTRUCTION WEAR, (Future): Constructions don't wear down in the same way that regular smoothed walls do.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req530&amp;quot;&amp;gt;Req530, ORE/ALLOY AMOUNT PROBLEMS, (Future): Some of the alloy smelting reaction numbers don't match up with the amount of bar smelting reactions when they meet certain ores.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req531&amp;quot;&amp;gt;Req531, IMPROVED WORLD MAP DURING EMBARK, (Future): The tiles on the world map should be more representative of what's actually there.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req532&amp;quot;&amp;gt;Req532, EDGE PROJECTILES, (Future): Ammunition fired at the edge of the play area shouldn't bounce against it.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req533&amp;quot;&amp;gt;Req533, BUILDING CONSTRUCTION INCONSISTENCIES, (Future): There are some issues about diagonal access and so on with building constructions.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req534&amp;quot;&amp;gt;Req534, MINING SIDES, (Future): Dwarves sometimes go on a long detour to mine a wall from a particular side.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req535&amp;quot;&amp;gt;Req535, WATER CONTAMINANT CONTROLS, (Future): 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.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req536&amp;quot;&amp;gt;Req536, MAP BOULDER, (Future): Should be able to pull up a stone object from boulder tiles.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req537&amp;quot;&amp;gt;Req537, MASTER RECORD KEEPER, (Future): Record keepers gain skill too quickly.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req538&amp;quot;&amp;gt;Req538, MORE VEGETATION CONTROL, (Future): Should be able to designation permanent zones for plant gathering and wood chopping and suspend all of these jobs as well.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req539&amp;quot;&amp;gt;Req539, UNDIGNIFIED DIGGING, (Future): Somebody wanted to dig in the dirt without picks. It's not very dwarven, but I suppose it could be allowed.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req540&amp;quot;&amp;gt;Req540, FULL REACTION CLASSES, (Future): 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.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req541&amp;quot;&amp;gt;Req541, WATERPROOF AXLES, (Future): Somebody wanted to stick an axle through a wall without it leaking everywhere.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req542&amp;quot;&amp;gt;Req542, NOBLE QUEUE ISSUES, (Future): The queue for meetings is updated sort of haphazardly. It could afford to be more organized.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req543&amp;quot;&amp;gt;Req543, MEETING/CONVERSATION/GAME/PARTY LINKS, (Future): Many social activities in the game should be further organized and consolidated.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req544&amp;quot;&amp;gt;Req544, WORK ANIMAL ASSIGNMENT, (Future): There are various issues with work animal assignment. It needs to be updated.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req545&amp;quot;&amp;gt;Req545, LAZY COMMANDERS, (Future): In addition to whatever else is keeping soldiers from there stations and patrols, they should not hang out with their eating/sleeping/wounded commander.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req546&amp;quot;&amp;gt;Req546, MORE FARM FAILURE INFORMATION, (Future): 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.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req547&amp;quot;&amp;gt;Req547, AUTOSAVE NAME CONFUSION, (Future): Autosaves that are loaded can generating somewhat confusing save names that have multiple seasons.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req548&amp;quot;&amp;gt;Req548, IN-GAME INIT OPTION ACCESS, (Future): You should be able to change any reasonable init option within the game (flows as numbers, etc.).&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req549&amp;quot;&amp;gt;Req549, PERSONALITY VS. PROFESSION, (Future): 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.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req550&amp;quot;&amp;gt;Req550, CEILING INFORMATION, (Future): You should be given at least some information about the ceiling above a tile in certain circumstances.&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
==Reqs 551 - 589==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
{| border = 0 cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;7&amp;quot; -valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;width:100%;&amp;quot; | &amp;lt;div id=&amp;quot;Req551&amp;quot;&amp;gt;Req551, LOADED AREA IN OCEAN, (Future): It keeps track of too many Z levels when you swim deep out into the ocean.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req552&amp;quot;&amp;gt;Req552, STUCK AND CAN'T DIG, (Future): Dwarves that get stranded in a pit can't dig out the floor, even if that's the best option.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req553&amp;quot;&amp;gt;Req553, FLOWS VERSUS TREES, (Future): Water and magma should be able to flow passed (and burn for magma) trees.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req554&amp;quot;&amp;gt;Req554, WALLS VERSUS MAGMA, (Future): 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).&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req555&amp;quot;&amp;gt;Req555, MORE EFFECTIVE TRADE AGREEMENTS, (Future): Traders should bring more of your high priority requests. In general, trade agreements can be more specific and interesting.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req556&amp;quot;&amp;gt;Req556, SAVING SOUND OPTIONS, (Future): You should be able to save sound options back to the init file from the sound options menu.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req557&amp;quot;&amp;gt;Req557, FROZEN RIVER SOURCES, (Future): River source squares that are just going to stack water on ice squares shouldn't make water.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req558&amp;quot;&amp;gt;Req558, MORE INFORMATION ABOUT ITEMS IN USE, (Future): 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.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req559&amp;quot;&amp;gt;Req559, POST-EMBARK LOAD INDICATOR, (Future): After getting through the final embark screen, it can leave you hanging for quite a while.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req560&amp;quot;&amp;gt;Req560, WORKSHOP PROFILE CHANGE, (Future): 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).&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req561&amp;quot;&amp;gt;Req561, LOCAL WILDERNESS POPULATION REPLENISHMENT, (Future): Local wilderness populations don't replenish like they used to over the course of a dwarf mode game.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req562&amp;quot;&amp;gt;Req562, ROOMS FOR APPOINTEES, (Future): Assigning rooms to appointees would help alleviate problems that come up after the mayor's election.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req563&amp;quot;&amp;gt;Req563, CONSORT POSITION, (Future): Need to handle the position of consorts in the case that their spouses die.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req564&amp;quot;&amp;gt;Req564, MORE CUSTOMIZATION FOR UNITS, (Future): You can set their type names, but being able to set colors or custom tiles should also be possible.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req565&amp;quot;&amp;gt;Req565, CAGE CLEANING, (Future): You need to be able to free cages of all the various filth that collects there.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req566&amp;quot;&amp;gt;Req566, SKY AND ICE, (Future): Need to make ice and sky look different, since there are conflicts at night.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req567&amp;quot;&amp;gt;Req567, SMOOTHING AND ENGRAVING SKILLS, (Future): 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.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req568&amp;quot;&amp;gt;Req568, LIMB BLOOD DROPPING, (Future): Bloody limbs that fly up in the air don't drop blood.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req569&amp;quot;&amp;gt;Req569, BETTER TERRAIN ESCAPE, (Future): 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.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req570&amp;quot;&amp;gt;Req570, VEGETATION TEMPERATURE TOLERANCE AND EMBARK READOUT, (Future): It needs to check temperature tolerances for local vegetation in embark, or else the tree/shrub density could be misleading.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req571&amp;quot;&amp;gt;Req571, STANDING IS GOOD, Completed: If a passing cat or something forces a training marksdwarf to the ground, they'll stay on the ground throughout archery practice.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req572&amp;quot;&amp;gt;Req572, PLEASE FORM A LINE, (Future): 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.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req573&amp;quot;&amp;gt;Req573, BOOZE THE WOUNDED, (Future): Wounded dwarves should be brought booze in the absence of or even instead of water.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req574&amp;quot;&amp;gt;Req574, BUILDING MECHANISM LOSS, (Future): Triggered buildings that lose mechanisms (via melting etc.) shouldn't collapse, but it should let you know.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req575&amp;quot;&amp;gt;Req575, UNDERWATER PROJECTILES, (Future): Throwing/shooting underwater are currently unrestricted, and projectiles in general should be handled.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req576&amp;quot;&amp;gt;Req576, WANDERING FEATURE POPULATIONS, (Future): Creatures that reside in features and sites (such as subterranean creatures) should probably start and stay in their favored habitat, mostly.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req577&amp;quot;&amp;gt;Req577, AMMO PRICES, (Future): All prices have problems, but improved ammo is especially ridiculous.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req578&amp;quot;&amp;gt;Req578, SAME SQUARE DRINKING, (Future): 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.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req579&amp;quot;&amp;gt;Req579, CAGE TRAP CONTROLS, (Future): Need to have more control over cage trap loading to control spam. The load job should suspend if it can't find anything.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req580&amp;quot;&amp;gt;Req580, FLUID TEMPERATURE TRANSFER, (Future): 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.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req581&amp;quot;&amp;gt;Req581, CONTAMINANTS WITH CONTAMINANTS, (Future): It needs to track whether you are covered with salt/filthy water for example.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req582&amp;quot;&amp;gt;Req582, UPWARD DIAGONAL MOVEMENT RATES, (Future): It only applies a speed modifier to horizontal diagonal movement.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req583&amp;quot;&amp;gt;Req583, REWALLING IN WATER, (Future): You should be able to drop some simple constructions down into the water, as long as it's reasonable.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req584&amp;quot;&amp;gt;Req584, MORE CONTROL OVER ROOMS, (Future): 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.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req585&amp;quot;&amp;gt;Req585, SNOWY WORLD GEN MAP, (Future): The map in world generation is always covered with a lot of snow as it thinks it is the beginning of Spring.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req586&amp;quot;&amp;gt;Req586, FORMER ENTITY MEMBER STATUS, (Future): Former entity members need to have that status tracked more explicitly.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req587&amp;quot;&amp;gt;Req587, SUCCESSION, (Future): 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.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req588&amp;quot;&amp;gt;Req588, ADVENTURE MODE TOWN BED USE, (Future): 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.&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Req589&amp;quot;&amp;gt;Req589, CONSORT HANDLING, (Future): 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.&amp;lt;/div&amp;gt;&lt;br /&gt;
&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;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
{| border = 0 cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;7&amp;quot; -valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:100%;&amp;quot;| &amp;lt;div id=&amp;quot;PowerGoal 1&amp;quot;&amp;gt;PowerGoal 1, MIGHTY ARMIES, (Future): Mighty one-square armies burning villages or reeducating people to their entity.&amp;lt;/div&amp;gt;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal 2&amp;quot;&amp;gt;PowerGoal 2, DWARVEN ARMIES, (Future): Organize dwarven armies and use them to attack villages and caves on the overland map.&amp;lt;/div&amp;gt;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal 3&amp;quot;&amp;gt;PowerGoal 3, SIEGE DEFENSE, (Future): Armies torment enemy soldiers from the safety of a castle.&amp;lt;/div&amp;gt;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal 4&amp;quot;&amp;gt;PowerGoal 4, SIEGE PRESSURE, (Future): After a long siege, starving citizens eat the dead and whatever else they might fancy.&amp;lt;/div&amp;gt;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal 5&amp;quot;&amp;gt;PowerGoal 5, SIEGE POWER, (Future): Your armies totally obliterate and overcome the strength of a fortified position with the power of siegecraft.&amp;lt;/div&amp;gt;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal 6&amp;quot;&amp;gt;PowerGoal 6, FIGHT AND DIE IN ELONGATED WARS, (Future): You join up with an army and follow it around.&amp;lt;/div&amp;gt;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal 7&amp;quot;&amp;gt;PowerGoal 7, THE ONE LEFT BEHIND, (Future): You have a conversation with somebody whose parent died in a war.&amp;lt;/div&amp;gt;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal 8&amp;quot;&amp;gt;PowerGoal 8, NEW SOLDIERS, (Future): You conquer a city and take prisoners back to home, pressing them into service.&amp;lt;/div&amp;gt;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal 9&amp;quot;&amp;gt;PowerGoal 9, BETTIN' ON FORGETTIN', (Future): 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.&amp;lt;/div&amp;gt;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal 10&amp;quot;&amp;gt;PowerGoal 10, HELP US!, (Future): A human or elf civilization pleads for help from your outpost, and you graciously respond and actually do something useful.&amp;lt;/div&amp;gt;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal 11&amp;quot;&amp;gt;PowerGoal 11, GHOST TOWN, (Future): A village that was razed becomes peopled by zombies of the dead.&amp;lt;/div&amp;gt;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal 12&amp;quot;&amp;gt;PowerGoal 12, CLAIM THE THRONE, (Future): You prove your worth to the meadhall's warriors through repeated daring tasks until you can take the throne for yourself.&amp;lt;/div&amp;gt;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal 13&amp;quot;&amp;gt;PowerGoal 13, ARTIFACT QUEST, (Future): You pledge to the human king that you will recover a lost artifact that is in the willful possession of a monster.&amp;lt;/div&amp;gt;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal 14&amp;quot;&amp;gt;PowerGoal 14, THE SYSTEM, (Future): 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.&amp;lt;/div&amp;gt;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal 15&amp;quot;&amp;gt;PowerGoal 15, REVENGE AND THE WILDERNESS, (Future): 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.&amp;lt;/div&amp;gt;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal 16&amp;quot;&amp;gt;PowerGoal 16, CARE FOR YOUR STEEDS!, (Future): You watch as a knight strikes down one of his lieutenants because he whips his horses too hard.&amp;lt;/div&amp;gt;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal 17&amp;quot;&amp;gt;PowerGoal 17, THE AFTERMATH, (Future): Numerous scavengers pick through the remains on a recent battlefield, squabbling.&amp;lt;/div&amp;gt;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal 18&amp;quot;&amp;gt;PowerGoal 18, THE WILY USURPER, (Future): The evil advisor usurps the throne from the rightful heir.&amp;lt;/div&amp;gt;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal 19&amp;quot;&amp;gt;PowerGoal 19, I HAVE PROOF!, (Future): You walk into a town and shout &amp;quot;Behold! The left head of the ettin which I slew!&amp;quot;&amp;lt;/div&amp;gt;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal 20&amp;quot;&amp;gt;PowerGoal 20, SETTLING DOWN, (Future): After proving yourself in battle, you accept a gift and the hand of your spouse.&amp;lt;/div&amp;gt;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal 21&amp;quot;&amp;gt;PowerGoal 21, THERE ARE WOMEN UPRIVER!, (Future): 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.&amp;lt;/div&amp;gt;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal 22&amp;quot;&amp;gt;PowerGoal 22, MIDNIGHT SAPPER, (Future): 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.&amp;lt;/div&amp;gt;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal 23&amp;quot;&amp;gt;PowerGoal 23, SO YOU CAN FEEL IT, (Future): 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.&amp;lt;/div&amp;gt;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal 24&amp;quot;&amp;gt;PowerGoal 24, MERCHANT TRAITOR, (Future): 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.&amp;lt;/div&amp;gt;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal 25&amp;quot;&amp;gt;PowerGoal 25, STRONG ARM ROBBERY, (Future): 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;.&amp;lt;/div&amp;gt;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal 26&amp;quot;&amp;gt;PowerGoal 26, THE INTIMIDATOR, (Future): 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.&amp;lt;/div&amp;gt;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal 27&amp;quot;&amp;gt;PowerGoal 27, HUNT THE CYCLOPS, (Future): 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.&amp;lt;/div&amp;gt;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal 28&amp;quot;&amp;gt;PowerGoal 28, RELEASE THE HOUNDS, (Future): You shoot somebody in the leg, and he starts limping. Then you release the hounds.&amp;lt;/div&amp;gt;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal 29&amp;quot;&amp;gt;PowerGoal 29, EVIDENCE OF SHAME, (Future): The wound of a kobold's contaminated spear begins to fester, but with the aid of magic herbs it heals, leaving a horrible scar.&amp;lt;/div&amp;gt;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal 30&amp;quot;&amp;gt;PowerGoal 30, DECLAWED SNACK, (Future): 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.&amp;lt;/div&amp;gt;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal 31&amp;quot;&amp;gt;PowerGoal 31, YOUR DAD AND JUSTICE, (Future): 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.&amp;lt;/div&amp;gt;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal 32&amp;quot;&amp;gt;PowerGoal 32, IT MUST BE POSSIBLE!, (Future): 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.&amp;lt;/div&amp;gt;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal 33&amp;quot;&amp;gt;PowerGoal 33, CARAVAN CONSPIRACY, (Future): The outlaws meet in the tavern to plot the robbery of the next caravan.&amp;lt;/div&amp;gt;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal 34&amp;quot;&amp;gt;PowerGoal 34, BLESS OUR HERO ON THE QUEST, (Future): Peasants gather at the church to pray for you before your quest to rescue the villager from the cyclops.&amp;lt;/div&amp;gt;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal 35&amp;quot;&amp;gt;PowerGoal 35, LEG BREAKER, (Future): You make your rounds from shopkeeper to shopkeeper, demanding payments for the protection of the prince of thieves.&amp;lt;/div&amp;gt;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal 36&amp;quot;&amp;gt;PowerGoal 36, NOT WELCOME HERE, (Future): You - &amp;quot;How do I find the capital?&amp;quot; Peasant - (spits on the ground)&amp;lt;/div&amp;gt;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal 37&amp;quot;&amp;gt;PowerGoal 37, BLOOD IN BLOOD OUT, (Future): All the warriors come together and toast you into their band after you kill one of their compatriots.&amp;lt;/div&amp;gt;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal 38&amp;quot;&amp;gt;PowerGoal 38, MORNING TEMPERANCE, (Future): You are banished from the town for drinking before noon.&amp;lt;/div&amp;gt;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal 39&amp;quot;&amp;gt;PowerGoal 39, RESPECTING AUTHORITY, (Future): After the ruler orders you to sweep the stables and you refuse, you are ordered to kill the dragon.&amp;lt;/div&amp;gt;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal 40&amp;quot;&amp;gt;PowerGoal 40, THE MARKS OF A WARRIOR, (Future): You tattoo yourself with the fresh marks of a warrior in a ceremony before the war season begins.&amp;lt;/div&amp;gt;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal 41&amp;quot;&amp;gt;PowerGoal 41, THE ARENA, (Future): You read the schedule of the stadium's coming attractions, including wrestling, spear-throwing, full-armored combat and man versus beast.&amp;lt;/div&amp;gt;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal 42&amp;quot;&amp;gt;PowerGoal 42, THE BLACK CAPS, (Future): 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.&amp;lt;/div&amp;gt;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal 43&amp;quot;&amp;gt;PowerGoal 43, LET'S HAVE A DRINK!, (Future): You get your opponent drunk the night before a game of Tacticus, crucial for the tournament.&amp;lt;/div&amp;gt;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal 44&amp;quot;&amp;gt;PowerGoal 44, PATIENT PRIEST, (Future): 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.&amp;lt;/div&amp;gt;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal 45&amp;quot;&amp;gt;PowerGoal 45, MEET THE CYBERFIST, (Future): You use your iron geared prosthetic hand to crush a piece of stone in front of the cowering goblin, and it passes out.&amp;lt;/div&amp;gt;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal 46&amp;quot;&amp;gt;PowerGoal 46, THE GIANT ASS BOOK, (Future): You go to a dwarf fortress and see a giant unliftable tome filled with maps of the Underworld. You sketch a copy and depart.&amp;lt;/div&amp;gt;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal 47&amp;quot;&amp;gt;PowerGoal 47, PLEA BARGAIN, (Future): A former tyrant is overthrown, but in exchange for his life he swears an oath never to enter the realm again and is banished.&amp;lt;/div&amp;gt;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal 48&amp;quot;&amp;gt;PowerGoal 48, ROAD HOUSE, (Future): Onlookers led by you stop a fight, and somebody demands to see the manager. The manager appoints you official bar bouncer.&amp;lt;/div&amp;gt;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal 49&amp;quot;&amp;gt;PowerGoal 49, SCREAM BALL, (Future): Trolls take the captives and see if they can throw them all the way over the chasm to each other.&amp;lt;/div&amp;gt;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal 50&amp;quot;&amp;gt;PowerGoal 50, SKULL GAMES, (Future): Trolls stack skulls to see how high the piles can get, bowl with skulls and play catch with skulls.&amp;lt;/div&amp;gt;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal 51&amp;quot;&amp;gt;PowerGoal 51, BAD GOBLINS, (Future): Goblins play &amp;quot;who can make the prisoner scream the loudest&amp;quot;.&amp;lt;/div&amp;gt;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal 52&amp;quot;&amp;gt;PowerGoal 52, BEAST OF BURDEN, (Future): 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.&amp;lt;/div&amp;gt;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal 53&amp;quot;&amp;gt;PowerGoal 53, MESSALA, (Future): 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.&amp;lt;/div&amp;gt;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal 54&amp;quot;&amp;gt;PowerGoal 54, OFFICIAL CATTLE RUSTLER, (Future): You are appointed the tax collector and given a squad of enforcers. You order them to collect livestock from the peasants.&amp;lt;/div&amp;gt;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal 55&amp;quot;&amp;gt;PowerGoal 55, THE CORRUPT CAPTAIN, (Future): The captain orders his subordinates to seize the possessions of the wealthy merchant so that he can have them for himself.&amp;lt;/div&amp;gt;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal 56&amp;quot;&amp;gt;PowerGoal 56, AN UNFORTUNATE DECISION, (Future): 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.&amp;lt;/div&amp;gt;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal 57&amp;quot;&amp;gt;PowerGoal 57, NICE AND CLEAN, (Future): 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.&amp;lt;/div&amp;gt;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal 58&amp;quot;&amp;gt;PowerGoal 58, WHAT WERE WE THINKING, (Future): 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.&amp;lt;/div&amp;gt;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal 59&amp;quot;&amp;gt;PowerGoal 59, FOOLHARDY, (Future): 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.&amp;lt;/div&amp;gt;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal 60&amp;quot;&amp;gt;PowerGoal 60, HUNGRY LIKE THE WOLF, (Future): 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.&amp;lt;/div&amp;gt;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal 61&amp;quot;&amp;gt;PowerGoal 61, REVERSE COMPOUND FRACTURE, (Future): 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.&amp;lt;/div&amp;gt;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal 62&amp;quot;&amp;gt;PowerGoal 62, THE EVIL PLAYER MEETS THE GOBLINS, (Future): 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.&amp;lt;/div&amp;gt;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal 63&amp;quot;&amp;gt;PowerGoal 63, INEXPERTLY AND REPEATEDLY, (Future): 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.&amp;lt;/div&amp;gt;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal 64&amp;quot;&amp;gt;PowerGoal 64, THE LOCAL SPIRIT, (Future): 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.&amp;lt;/div&amp;gt;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal 65&amp;quot;&amp;gt;PowerGoal 65, KINDA LIKE SNOW WHITE OR SOMETHING, (Future): 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.&amp;lt;/div&amp;gt;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal 66&amp;quot;&amp;gt;PowerGoal 66, IT WAS WORTH THE TIME, (Future): 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.&amp;lt;/div&amp;gt;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal 67&amp;quot;&amp;gt;PowerGoal 67, THE LOCAL ARENA, (Future): 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.&amp;lt;/div&amp;gt;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal 68&amp;quot;&amp;gt;PowerGoal 68, MAGICAL IDIOT PEEPER, (Future): 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.&amp;lt;/div&amp;gt;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal 69&amp;quot;&amp;gt;PowerGoal 69, THE LEGEND OF THE HORAK PART I, (Future): 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.&amp;lt;/div&amp;gt;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal 70&amp;quot;&amp;gt;PowerGoal 70, MUDSLIDE, (Future): 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.&amp;lt;/div&amp;gt;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal 71&amp;quot;&amp;gt;PowerGoal 71, YOUR PLATFORM, (Future): 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.&amp;lt;/div&amp;gt;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal 72&amp;quot;&amp;gt;PowerGoal 72, YEAH!, (Future): 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.&amp;lt;/div&amp;gt;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal 73&amp;quot;&amp;gt;PowerGoal 73, WHERE'S MY MONEY?, (Future): 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.&amp;lt;/div&amp;gt;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal 74&amp;quot;&amp;gt;PowerGoal 74, A PAINFUL MEMORY, (Future): 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.&amp;lt;/div&amp;gt;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal 75&amp;quot;&amp;gt;PowerGoal 75, SONG OF DREAD, (Future): 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.&amp;lt;/div&amp;gt;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal 76&amp;quot;&amp;gt;PowerGoal 76, THE GENERAL'S RING, (Future): 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.&amp;lt;/div&amp;gt;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal 77&amp;quot;&amp;gt;PowerGoal 77, YUCK!, (Future): 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.&amp;lt;/div&amp;gt;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal 78&amp;quot;&amp;gt;PowerGoal 78, WEREWOLF HUNTER, (Future): 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.&amp;lt;/div&amp;gt;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal 79&amp;quot;&amp;gt;PowerGoal 79, THE LEGEND OF THE HORAK PART II, (Future): 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.&amp;lt;/div&amp;gt;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal 80&amp;quot;&amp;gt;PowerGoal 80, BUT HOW DID HE DIE?, (Future): 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.&amp;lt;/div&amp;gt;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal 81&amp;quot;&amp;gt;PowerGoal 81, JOURNEY TO THE UNDERWORLD, (Future): 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.&amp;lt;/div&amp;gt;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal 82&amp;quot;&amp;gt;PowerGoal 82, ON KARNAK'S GOOD SIDE, (Future): 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.&amp;lt;/div&amp;gt;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal 83&amp;quot;&amp;gt;PowerGoal 83, DENIED ENTRY - THE PROPHECY!, (Future): 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.&amp;lt;/div&amp;gt;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal 84&amp;quot;&amp;gt;PowerGoal 84, KILL THE WITCH!, (Future): 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.&amp;lt;/div&amp;gt;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal 85&amp;quot;&amp;gt;PowerGoal 85, RETIRE AS A PEASANT, (Future): 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.&amp;lt;/div&amp;gt;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal 86&amp;quot;&amp;gt;PowerGoal 86, THE PROPHET OF AA, (Future): 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.&amp;lt;/div&amp;gt;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal 87&amp;quot;&amp;gt;PowerGoal 87, DO NOT MOVE FROM THAT SPOT, (Future): 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.&amp;lt;/div&amp;gt;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal 88&amp;quot;&amp;gt;PowerGoal 88, YOUR NAUGHTY CHILD, (Future): 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.&amp;lt;/div&amp;gt;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal 89&amp;quot;&amp;gt;PowerGoal 89, DIGESTIVE TRACT LESSON, (Future): 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.&amp;lt;/div&amp;gt;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal 90&amp;quot;&amp;gt;PowerGoal 90, BY THE POWER OF MOTHRA, (Future): 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.&amp;lt;/div&amp;gt;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal 91&amp;quot;&amp;gt;PowerGoal 91, STREET ALTERCATION, (Future): 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.&amp;lt;/div&amp;gt;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal 92&amp;quot;&amp;gt;PowerGoal 92, ZOMBIES AND REPERCUSSIONS, (Future): 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.&amp;lt;/div&amp;gt;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal 93&amp;quot;&amp;gt;PowerGoal 93, IT IS LIKELY A PREDATORY ATTACK; FIGHT BACK VIGOROUSLY, (Future): 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.&amp;lt;/div&amp;gt;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal 94&amp;quot;&amp;gt;PowerGoal 94, STICK AROUND!, (Future): The giant lifts you up by your spear and stabs it high up a tall wooden wall, leaving you dangling far above the ground.&amp;lt;/div&amp;gt;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal 95&amp;quot;&amp;gt;PowerGoal 95, THE CROWN IS MINE!, (Future): 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.&amp;lt;/div&amp;gt;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal 96&amp;quot;&amp;gt;PowerGoal 96, BODY SHIELD, (Future): You stab the goblin through the ribs simultaneously with two daggers and wheel the dying creature around to block incoming arrows.&amp;lt;/div&amp;gt;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal 97&amp;quot;&amp;gt;PowerGoal 97, THE ROYAL CURSE, (Future): 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.&amp;lt;/div&amp;gt;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal 98&amp;quot;&amp;gt;PowerGoal 98, THE MIGHTY HAVE FALLEN, (Future): 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.&amp;lt;/div&amp;gt;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal 99&amp;quot;&amp;gt;PowerGoal 99, IMPENDING JAIL BREAK, (Future): 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.&amp;lt;/div&amp;gt;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal 100&amp;quot;&amp;gt;PowerGoal 100, THE DEATH PIT, (Future): 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.&amp;lt;/div&amp;gt;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal 101&amp;quot;&amp;gt;PowerGoal 101, SHAVED EVIL, (Future): 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.&amp;lt;/div&amp;gt;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal 102&amp;quot;&amp;gt;PowerGoal 102, SAVE MY DOG, (Future): 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.&amp;lt;/div&amp;gt;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal 103&amp;quot;&amp;gt;PowerGoal 103, THE LEGEND OF THE HORAK PART II (ALTERNATE), (Future): 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.&amp;lt;/div&amp;gt;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal 104&amp;quot;&amp;gt;PowerGoal 104, WHERE IS THE OBJECT?!, (Future): 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.&amp;lt;/div&amp;gt;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal 105&amp;quot;&amp;gt;PowerGoal 105, MONUMENT TO DESTRUCTION, (Future): 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.&amp;lt;/div&amp;gt;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal 106&amp;quot;&amp;gt;PowerGoal 106, BOOK LEARNIN', (Future): 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.&amp;lt;/div&amp;gt;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal 107&amp;quot;&amp;gt;PowerGoal 107, ZOMBIE JUICE, (Future): 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.&amp;lt;/div&amp;gt;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal 108&amp;quot;&amp;gt;PowerGoal 108, ATTACK OF THE VERMIN, (Future): 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.&amp;lt;/div&amp;gt;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal 109&amp;quot;&amp;gt;PowerGoal 109, LOVE OR WAR?, (Future): 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.&amp;lt;/div&amp;gt;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal 110&amp;quot;&amp;gt;PowerGoal 110, LEGENDARY LIAR, (Future): 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.&amp;lt;/div&amp;gt;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal 111&amp;quot;&amp;gt;PowerGoal 111, OFF TO THE LARDER, (Future): 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.&amp;lt;/div&amp;gt;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal 112&amp;quot;&amp;gt;PowerGoal 112, THE LOCAL BREW, (Future): 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.&amp;lt;/div&amp;gt;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal 113&amp;quot;&amp;gt;PowerGoal 113, DIVINE INTERVENTION, (Future): 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.&amp;lt;/div&amp;gt;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal 114&amp;quot;&amp;gt;PowerGoal 114, IS THAT A POWER GOAL?, (Future): 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.&amp;lt;/div&amp;gt;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal 115&amp;quot;&amp;gt;PowerGoal 115, THE DEATH DRIVE, (Future): 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.&amp;lt;/div&amp;gt;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal 116&amp;quot;&amp;gt;PowerGoal 116, THE MIGHTY WYRM, (Future): 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.&amp;lt;/div&amp;gt;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal 117&amp;quot;&amp;gt;PowerGoal 117, ROW TO FREEDOM!, (Future): 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!&amp;lt;/div&amp;gt;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal 118&amp;quot;&amp;gt;PowerGoal 118, THE TREE OF LIFE, (Future): 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.&amp;lt;/div&amp;gt;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal 119&amp;quot;&amp;gt;PowerGoal 119, WINE FOR VICTORY, (Future): 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.&amp;lt;/div&amp;gt;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal 120&amp;quot;&amp;gt;PowerGoal 120, ENTRANCE DENIED, (Future): 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.&amp;lt;/div&amp;gt;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal 121&amp;quot;&amp;gt;PowerGoal 121, GET THE COW, (Future): 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.&amp;lt;/div&amp;gt;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal 122&amp;quot;&amp;gt;PowerGoal 122, KILLER CURSE, (Future): 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.&amp;lt;/div&amp;gt;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal 123&amp;quot;&amp;gt;PowerGoal 123, THE EVIL PLAYER AND THE TWILIGHT OF THE GNOMES, (Future): 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.&amp;lt;/div&amp;gt;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal 124&amp;quot;&amp;gt;PowerGoal 124, A BAD REPUTATION, (Future): 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.&amp;lt;/div&amp;gt;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal 125&amp;quot;&amp;gt;PowerGoal 125, SPEAR OF THE GODS, (Future): 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.&amp;lt;/div&amp;gt;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal 126&amp;quot;&amp;gt;PowerGoal 126, CAN I SPEAK TO THE OWNER?, (Future): 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.&amp;lt;/div&amp;gt;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal 127&amp;quot;&amp;gt;PowerGoal 127, TREE SAVIOR, (Future): 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.&amp;lt;/div&amp;gt;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal 128&amp;quot;&amp;gt;PowerGoal 128, WAND OF THE WIZARD, (Future): 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.&amp;lt;/div&amp;gt;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal 129&amp;quot;&amp;gt;PowerGoal 129, DAGGER DELIVERY, (Future): 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.&amp;lt;/div&amp;gt;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal 130&amp;quot;&amp;gt;PowerGoal 130, YOU ARE THE MOST INCOMPETENT, (Future): 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.&amp;lt;/div&amp;gt;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal 131&amp;quot;&amp;gt;PowerGoal 131, THE INTRIGUING PLAYER, (Future): 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.&amp;lt;/div&amp;gt;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal 132&amp;quot;&amp;gt;PowerGoal 132, EVERYTHING IN ITS PROPER PLACE, (Future): You sheathe your sword in the scabbard that hangs from your belt.&amp;lt;/div&amp;gt;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal 133&amp;quot;&amp;gt;PowerGoal 133, PERSONALIZED ACCESORIES, (Future): &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;&amp;lt;/div&amp;gt;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal 134&amp;quot;&amp;gt;PowerGoal 134, AND WHEN YOU FIND IT, WHAT WILL YOU DO WITH IT?, (Future): 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.&amp;lt;/div&amp;gt;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal 135&amp;quot;&amp;gt;PowerGoal 135, JUST IN CASE, (Future): 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.&amp;lt;/div&amp;gt;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal 136&amp;quot;&amp;gt;PowerGoal 136, PEOPLE SAY I LOOK LIKE A CRIMINAL, (Future): 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.&amp;lt;/div&amp;gt;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal 137&amp;quot;&amp;gt;PowerGoal 137, YOUR CASTLE WAS EASY TO FIND, (Future): 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.&amp;lt;/div&amp;gt;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal 138&amp;quot;&amp;gt;PowerGoal 138, THEY MADE FUN OF HIS NAME, (Future): 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.&amp;lt;/div&amp;gt;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal 139&amp;quot;&amp;gt;PowerGoal 139, A BATTERY OF AA MECHANICS, (Future): 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.&amp;lt;/div&amp;gt;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal 140&amp;quot;&amp;gt;PowerGoal 140, I JOINED THE TEAM WITH THE BEST UNIFORM, (Future): 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.&amp;lt;/div&amp;gt;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal 141&amp;quot;&amp;gt;PowerGoal 141, BROTHER BATTLE, (Future): 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.&amp;lt;/div&amp;gt;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal 142&amp;quot;&amp;gt;PowerGoal 142, GO KING GO!, (Future): 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.&amp;lt;/div&amp;gt;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal 143&amp;quot;&amp;gt;PowerGoal 143, HARD TIMES FOR THE DARTOKS, (Future): 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.&amp;lt;/div&amp;gt;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal 144&amp;quot;&amp;gt;PowerGoal 144, &amp;quot;THE GREEDY BARON&amp;quot;, (Future): 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.&amp;lt;/div&amp;gt;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal 145&amp;quot;&amp;gt;PowerGoal 145, ULOK ONLY CONSUMES THE SPIRITUAL PORTION OF THE OFFERING, (Future): 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.&amp;lt;/div&amp;gt;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal 146&amp;quot;&amp;gt;PowerGoal 146, WALKING INTO THE WRONG BAR, (Future): 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.&amp;lt;/div&amp;gt;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal 147&amp;quot;&amp;gt;PowerGoal 147, READY ON THE FIRING LINE!, (Future): 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.&amp;lt;/div&amp;gt;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal 148&amp;quot;&amp;gt;PowerGoal 148, THE FOOD RIOT, (Future): 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.&amp;lt;/div&amp;gt;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal 149&amp;quot;&amp;gt;PowerGoal 149, GERBIS, A HERO'S TALE, (Future): 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.&amp;lt;/div&amp;gt;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal 150&amp;quot;&amp;gt;PowerGoal 150, I SAW A BRIGHT LIGHT, THEN EVERYTHING WENT DARK, (Future): 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.&amp;lt;/div&amp;gt;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal 151&amp;quot;&amp;gt;PowerGoal 151, HE FELL FOR IT, (Future): 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.&amp;lt;/div&amp;gt;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal 152&amp;quot;&amp;gt;PowerGoal 152, HUFFING DARKNESS, (Future): 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.&amp;lt;/div&amp;gt;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal 153&amp;quot;&amp;gt;PowerGoal 153, THE CRACKS OF DOOM, (Future): 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.&amp;lt;/div&amp;gt;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal 154&amp;quot;&amp;gt;PowerGoal 154, AMONG THE BARBARIANS, (Future): 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.&amp;lt;/div&amp;gt;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal 155&amp;quot;&amp;gt;PowerGoal 155, SHINING ARMOR IS IMPORTANT, (Future): 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.&amp;lt;/div&amp;gt;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal 156&amp;quot;&amp;gt;PowerGoal 156, ANNOYING RELATIVES, (Future): While visiting another town during the Autumn celebration, your distant cousin swings his club at you, barely missing, and laughs at you.&amp;lt;/div&amp;gt;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal 157&amp;quot;&amp;gt;PowerGoal 157, A GOBLIN'S DEPTH-FIRST SEARCH AT LEVEL FOUR, (Future): 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.&amp;lt;/div&amp;gt;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal 158&amp;quot;&amp;gt;PowerGoal 158, NEVER THE SAME FOREVER AFTER, (Future): 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.&amp;lt;/div&amp;gt;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal 159&amp;quot;&amp;gt;PowerGoal 159, THAT SHIT'LL KILL YOU, (Future): 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.&amp;lt;/div&amp;gt;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal 160&amp;quot;&amp;gt;PowerGoal 160, SINCE THE BEGINNING OF TIME, (Future): 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.&amp;lt;/div&amp;gt;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal 161&amp;quot;&amp;gt;PowerGoal 161, BUT WHY WAS THE LEADER POINTING THERE?, (Future): 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.&amp;lt;/div&amp;gt;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal 162&amp;quot;&amp;gt;PowerGoal 162, SPARED THE DETAILS, (Future): 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.&amp;lt;/div&amp;gt;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal 163&amp;quot;&amp;gt;PowerGoal 163, &amp;quot;OH, BY THE WAY...&amp;quot;, (Future): 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.&amp;lt;/div&amp;gt;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal 164&amp;quot;&amp;gt;PowerGoal 164, IT DIDN'T HELP MUCH, (Future): Your enemy holds up his hand to shield his face as you bring your axe down upon him.&amp;lt;/div&amp;gt;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal 165&amp;quot;&amp;gt;PowerGoal 165, &amp;quot;IT WAS A DESPERATE BATTLE...&amp;quot;, (Future): 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.&amp;lt;/div&amp;gt;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal 166&amp;quot;&amp;gt;PowerGoal 166, GRACE IN VICTORY, (Future): After your rival bests you in a duel, he mockingly offer to help you out of the muddy puddle into which you fell.&amp;lt;/div&amp;gt;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal 167&amp;quot;&amp;gt;PowerGoal 167, THE EVIL SWAMP, (Future): 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.&amp;lt;/div&amp;gt;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal 168&amp;quot;&amp;gt;PowerGoal 168, CONTEMPLATION, CONCERN, CONFUSION AND CONSTERNATION, (Future): 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.&amp;lt;/div&amp;gt;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal 169&amp;quot;&amp;gt;PowerGoal 169, MAN-BRANDED, (Future): 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.&amp;lt;/div&amp;gt;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal 170&amp;quot;&amp;gt;PowerGoal 170, AS LONG AS THEY DON'T DO IT TOO OFTEN, (Future): With a foot atop the slain alligator, the barbarian warrior cries &amp;quot;I name you Dragon Sword!&amp;quot; at his raised blade.&amp;lt;/div&amp;gt;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal 171&amp;quot;&amp;gt;PowerGoal 171, THE MIGHTY ROCKNOR, (Future): 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.&amp;lt;/div&amp;gt;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal 172&amp;quot;&amp;gt;PowerGoal 172, WHAT ARE YOU DOING AFTER WORK?, (Future): 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.&amp;lt;/div&amp;gt;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal 173&amp;quot;&amp;gt;PowerGoal 173, THEY ARE SENSITIVE CREATURES, (Future): 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.&amp;lt;/div&amp;gt;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal 174&amp;quot;&amp;gt;PowerGoal 174, IT'S A BAD PLACE, (Future): 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.&amp;lt;/div&amp;gt;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal 175&amp;quot;&amp;gt;PowerGoal 175, THE POWER OF FRIENDSHIP, (Future): The dwarf stumbles out of the whiskey stockpile and falls flat on his face. Finding him there, his companions haul him to bed.&amp;lt;/div&amp;gt;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal 176&amp;quot;&amp;gt;PowerGoal 176, NOT SO STEALTHY THIS TIME!, (Future): A twig snaps and the adventurer bolts upright from his bedroll, reaching for his sword, knowing that the kobolds were close.&amp;lt;/div&amp;gt;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal 177&amp;quot;&amp;gt;PowerGoal 177, VERY FOUL, (Future): 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!&amp;lt;/div&amp;gt;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal 178&amp;quot;&amp;gt;PowerGoal 178, WHY DO YOU HANG OUT WITH THOSE GUYS?, (Future): 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.&amp;lt;/div&amp;gt;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal 179&amp;quot;&amp;gt;PowerGoal 179, A STRONG LEADER, (Future): 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;&amp;lt;/div&amp;gt;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal 180&amp;quot;&amp;gt;PowerGoal 180, BATTLE BUFFET, (Future): 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.&amp;lt;/div&amp;gt;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal 181&amp;quot;&amp;gt;PowerGoal 181, I MAKE ALL MY OWN CLOTHES, (Future): You follow the stench of death to the corpse of a corpulent goblin. You flay it and wear its foul skin as a jumpsuit.&amp;lt;/div&amp;gt;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal 182&amp;quot;&amp;gt;PowerGoal 182, PLAY DEAD. IF THE ATTACK CONTINUES, IT IS LIKELY PREDATORY. FIGHT BACK VIGOROUSLY., (Future): The great wolf folds its ears back and growls, ready to pounce on the hapless adventurer.&amp;lt;/div&amp;gt;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| &amp;lt;div id=&amp;quot;PowerGoal 183&amp;quot;&amp;gt;PowerGoal 183, JUST A LITTLE MORE!, (Future): 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.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Game_development]]&lt;/div&gt;</summary>
		<author><name>EFrisby67</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Challenges&amp;diff=153469</id>
		<title>40d:Challenges</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Challenges&amp;diff=153469"/>
		<updated>2011-10-04T09:31:04Z</updated>

		<summary type="html">&lt;p&gt;EFrisby67: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== How To Get Rid Of Stretch Marks ==&lt;br /&gt;
&lt;br /&gt;
Scars can be a regular section of age of puberty for many ladies as well as men. When a particular person expands or even gains fat very quickly (just like during teenage life), that person could get wrinkles on our bodies called stretchmarks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Stretch marks come about in the event the pores and skin will be pulled through quick expansion or even stretching out. Even though the pores and skin is often relatively elastic, when it is overstretched, the conventional production of collagen (the major necessary protein that creates in the ligament in your pores and skin) will be disrupted. As a result, scarring named stretch-marks may well form.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In case you are realizing stretch-marks on your own physique, you're not alone. Nearly all women and some women possess stretchmarks, which usually often display on the chest, upper thighs, , as well as bottom. A lot of women have them during pregnancy. And even though they may be more common within ladies, folks can get stretch marks, as well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
People who are obese frequently have stretch-marks. Muscle builders are prone to getting stretch marks due to the fast body modifications that bodybuilding can easily create. Stretchmarks may also arise if an individual uses steroid-containing epidermis creams as well as creams (such as hydrocortisone) for over a few weeks, or perhaps has got to get higher doses of oral adrenal cortical steroids pertaining to several weeks or longer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In the beginning, stretchmarks might appear while red or perhaps purplish lines that may show up indented this will let you diverse texture from your encompassing skin. Luckily, stretch marks frequently change brighter along with almost vanish with time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Nevertheless the idea that stretch-marks generally diminish and become a smaller amount obvious after a while may be tiny comfort and ease if you're going to pay much of your summer time in a bathing suit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here are a few things to consider in order to help to make stretch marks significantly less noticeable:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Some individuals discover that self-tanners along with sunless tanning remedies (each over-the-counter lotions and also sprays and in-salon programs) will help cover up stretch-marks. This won't work with normal getting brownish naturally as well as getting brownish naturally bedrooms, even though, due to the fact stretch-marks can be less likely for you to brown. So when everyone knows, the sun and getting brownish naturally mattresses carry out more harm than good in relation to the actual long-term wellbeing on the epidermis.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In addition, you can purchase physique make-up matched for the sculpt of the epidermis that could create stretch marks all but unseen. Even though some companies help to make these kinds of cover-up goods water-resistant, cosmetics will not be the best answer if you will end up spending considerable time within the water.&lt;br /&gt;
&lt;br /&gt;
These are swimming pool as well as seashore time, thankfully that will present style party favors many forms of swimwear which also only get lucky and disguise stretch-marks. &amp;quot;Boy short&amp;quot; fashion fits (well-liked by several athletes they do not experience way up whenever a particular person techniques) are very effective regarding hiding stretchmarks about the rear as well as upper thighs. Also, since numerous swimmers prefer high-neck bikinis, which can cover scars within the torso region, you will find typically plenty of designs to choose from.&lt;br /&gt;
&lt;br /&gt;
However, there are usually a great deal of products along with other products on the market which claim to eliminate stretch marks, in fact nearly all are inadequate &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[http://xstretchmarks.com &amp;lt;span style=&amp;quot;color:black;font-weight:normal;text-decoration:none!important;background:none!important; text-decoration:none;/*CITATION*/&amp;quot;&amp;gt;how to get rid of stretch marks&amp;lt;/span&amp;gt;]&amp;lt;/span&amp;gt; and quite often high priced. You cannot create stretchmarks disappear entirely without the help of a health-care professional (a health care provider which focuses primarily on treating skin color troubles) or perhaps chicago plastic surgeon. These kinds of medical doctors might use one of several types of treatments * via real surgery to strategies for instance microderm and laser skin treatment : that will reduce the appearance associated with stretch-marks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
These techniques are costly and so are not necessarily usually appropriate for individuals in their adolescent years since they're not finished growing as well as their scars will most likely reduce as time passes in any case.&lt;/div&gt;</summary>
		<author><name>EFrisby67</name></author>
	</entry>
</feed>