<?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=Gehirn</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=Gehirn"/>
	<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php/Special:Contributions/Gehirn"/>
	<updated>2026-06-27T04:40:24Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.11</generator>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Wood&amp;diff=2967</id>
		<title>40d:Wood</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Wood&amp;diff=2967"/>
		<updated>2008-08-21T03:23:07Z</updated>

		<summary type="html">&lt;p&gt;Gehirn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Wood''' is produced by [[designations|{{Key|d}}esignating]] {{Key|t}}rees to be chopped down.  Any dwarf with the [[Wood Cutting]] [[labor]] enabled and access to a [[battle axe]] will cut down the trees (which will turn them into '''logs''', the raw form of wood).&lt;br /&gt;
&lt;br /&gt;
Wood can be bought off of the [[elf|elven]], [[dwarf|dwarven]] and [[human]] [[caravans]].  Often these caravans have useful goods made of wood, such as barrels.  The wagon you start the game with can be dismantled for three tower-cap logs. It should also be noted that wood costs only 3☼ when embarking. It may be wise to take anywhere from 50-100 logs with you in order to jumpstart your [[wood industry]].&lt;br /&gt;
&lt;br /&gt;
[[Tree]]s start their lives as saplings.  Saplings cannot be cut down until they mature into full-grown trees, which takes three years.  Saplings will randomly appear in appropriate outdoors soil to provide a slow (but steady) supply of wood. If you have found certain underground cave features (ie [[Cave Pool|cave pool]], or [[cave river]]), muddy, [[smoothing|unsmoothed]] areas underground will spawn [[tower-cap]] mushrooms, which can also be harvested for wood.  Fully-grown trees will impede units' movement, so be sure to clear them out of active corridors.&lt;br /&gt;
&lt;br /&gt;
Every different type of log (chestnut, ash, maple, etc.) is functionally the same except for their weights.  Feather tree wood is particularly light. Glumprong tree wood is particularly heavy.&lt;br /&gt;
&lt;br /&gt;
== Biomes ==&lt;br /&gt;
*[[Temperate Forest]]&amp;lt;br /&amp;gt;&lt;br /&gt;
*[[Tropical Forest]]&amp;lt;br /&amp;gt;&lt;br /&gt;
*[[Taiga]]&amp;lt;br /&amp;gt;&lt;br /&gt;
*[[Flatland]]&amp;lt;br /&amp;gt;&lt;br /&gt;
*[[Swamp]]&amp;lt;br /&amp;gt;&lt;br /&gt;
*[[Desert]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Wood FAQ}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Materials]]&lt;/div&gt;</summary>
		<author><name>Gehirn</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Dragon&amp;diff=20573</id>
		<title>40d:Dragon</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Dragon&amp;diff=20573"/>
		<updated>2008-08-13T21:42:23Z</updated>

		<summary type="html">&lt;p&gt;Gehirn: /* Taming dragons with a dungeon master */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CreatureInfo|name=Dragon|symbol=D|color=rgb(0, 128, 0)|&lt;br /&gt;
bones=20|chunks=20|meat=20|fat=10|skulls=1|skin=Yes|&lt;br /&gt;
biome=&lt;br /&gt;
* Any land&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Dragons''' are ferocious predatory [[:Category:Megabeasts|megabeasts]] which are extremely hostile, larger than elephants, and quite resistant to damage. In addition to bite and claw attacks, they can breathe [[fire]] over a considerable area, which can cause things such as grass, equipment and people to ignite. This fire is apparently magical in nature, and can hurt many creatures who are otherwise comfortable in the fire.&lt;br /&gt;
&lt;br /&gt;
When a dragon enters your area, the game will announce its presence and its name.  It will then attempt to eat you.  Quickly.&lt;br /&gt;
&lt;br /&gt;
==Dealing with Dragons==&lt;br /&gt;
&lt;br /&gt;
Despite all its advantages, it is possible for relatively small groups of [[dwarves]] (even as few as 8) to take down dragons, especially if there are high proportions of relatively well trained [[marksdwarf|marksdwarves]] available.&lt;br /&gt;
&lt;br /&gt;
Additionally, dragons can be caught in [[traps]] and then tamed or sold to traders. This is probably the safest way to manage this creature.&lt;br /&gt;
&lt;br /&gt;
While the dragon itself is usually fairly easy to deal with, if you are not quick in doing so, it will likely set a large number of objects (and dwarves) on fire.  Given that dwarven AI doesn't understand being on fire very well, this can quickly lead to dwarves inadvertantly spreading the fire throughout your fortress.  Be sure to quickly forbid burning objects that dwarves might want to pick up, and also draft burning dwarves so you can order them to take a bath before spreading the burning horror around.&lt;br /&gt;
&lt;br /&gt;
==Dragon Irregularities, Bugs, and Planned Features==&lt;br /&gt;
&lt;br /&gt;
Note that, as of the current version, Dragons cannot actually fly, which contributes towards the ease of killing them.  Certain dev_notes indicate that in eventual future releases, dragons will not only be able to fly, but will use their flight to a terrifying level of efficiency, strafing your troops with fire from above, as well as picking them up and dropping them from a great height.  Unfortunately (fortunately?) these enhancements may not show up in the game for many months.&lt;br /&gt;
&lt;br /&gt;
Dragons are apparently immune to dragonfire, but not immune to any other kind of fire.  Unfortunately, the dragon AI seems to believe that it is, in fact, immune to all fire, and so they will gleefully go swimming in lava-- and hence get burned to a crisp.  Their dragonfire can also ignite many objects on the ground, and if the dragon then walks over these objects, they will sometimes ignite themselves in the process.  These factors are all likely bugs, and are liable to be fixed at some time in the future.&lt;br /&gt;
==Taming dragons with a dungeon master==&lt;br /&gt;
Dragons which have tasted dwarven blood can not be tamed, otherwise, beware that dragonfire does not discriminate between dwarves and goblins&lt;br /&gt;
{{Game_Data|[CREATURE:DRAGON]&lt;br /&gt;
	[NAME:dragon:dragons:draconic]&lt;br /&gt;
	[TILE:'D'][COLOR:2:0:0]&lt;br /&gt;
	[MODVALUE:50]&lt;br /&gt;
	[DRAGONFIREBREATH][FIREIMMUNE_SUPER]&lt;br /&gt;
	[FANCIFUL]&lt;br /&gt;
	[MEGABEAST]&lt;br /&gt;
	[GENPOWER:5]&lt;br /&gt;
	[FREQUENCY:5]&lt;br /&gt;
	[PETVALUE:10000]&lt;br /&gt;
	[GRASSTRAMPLE:50]&lt;br /&gt;
	[BONECARN][PET_EXOTIC]&lt;br /&gt;
	[BUILDINGDESTROYER:2]&lt;br /&gt;
	[NOFEAR]&lt;br /&gt;
	[LIKES_FIGHTING]&lt;br /&gt;
	[PREFSTRING:terrible majesty]&lt;br /&gt;
	[BODY:QUADRUPED:TAIL:2EYES:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:MOUTH]&lt;br /&gt;
	[BODYGLOSS:CLAW_FOOT]&lt;br /&gt;
	[SIZE:20]&lt;br /&gt;
	[ATTACK:MAIN:BYTYPE:MOUTH:bite:bites:1:6:GORE][ATTACKFLAG_CANLATCH]&lt;br /&gt;
	[FAT:10]&lt;br /&gt;
	[ALL_ACTIVE]&lt;br /&gt;
	[BIOME_ANY_LAND]&lt;br /&gt;
	[STANDARD_FLESH]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
	[HOMEOTHERM:10040]&lt;br /&gt;
}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:Megabeasts]]&lt;/div&gt;</summary>
		<author><name>Gehirn</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Mega_construction&amp;diff=41576</id>
		<title>40d:Mega construction</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Mega_construction&amp;diff=41576"/>
		<updated>2008-08-03T03:29:50Z</updated>

		<summary type="html">&lt;p&gt;Gehirn: /* Construction Techniques */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There comes a time in every dwarfs life when he says to himself- why not? Be it magma waterfalls, huge castles, skyscrapers, great cathedrals, you can build anything!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Construction Techniques==&lt;br /&gt;
&lt;br /&gt;
Building a large number of anything can be a real pain, to speed up the process it is recommended that you create a stockpile filled with only the correct stone/block type either inside or as close to as possible to your construction. This way the material will always be at the top of the list when you're constructing.&lt;br /&gt;
&lt;br /&gt;
It is also important to remember that you cannot build on top of a constructed floor.&lt;br /&gt;
&lt;br /&gt;
===Towers===&lt;br /&gt;
&lt;br /&gt;
It is easy to make costly mistakes when constructing towers- generally because they are built from the inside and dwarfs cannot build walls diagonally.&lt;br /&gt;
&lt;br /&gt;
It is recommended that you complete two opposing walls first and then add in the other two- this avoids the problem of the corner walls becoming inaccessible.&lt;br /&gt;
&lt;br /&gt;
Step 1- Central Staircase:&lt;br /&gt;
&lt;br /&gt;
     X&lt;br /&gt;
&lt;br /&gt;
Step 2- Surrounding floor:&lt;br /&gt;
&lt;br /&gt;
   ...&lt;br /&gt;
   .X.&lt;br /&gt;
   ...&lt;br /&gt;
&lt;br /&gt;
(repeat until the required width is attained)&lt;br /&gt;
&lt;br /&gt;
Step 3- First two walls:&lt;br /&gt;
&lt;br /&gt;
  #####&lt;br /&gt;
   ...&lt;br /&gt;
   .X.&lt;br /&gt;
   ...&lt;br /&gt;
  #####&lt;br /&gt;
&lt;br /&gt;
Step 4- Second walls:&lt;br /&gt;
&lt;br /&gt;
  #####&lt;br /&gt;
  #...#&lt;br /&gt;
  #.X.#&lt;br /&gt;
  #...#&lt;br /&gt;
  #####&lt;br /&gt;
&lt;br /&gt;
This assumes that you have walls in the same pattern on the z-level below. If you don't, say if your building an inverted pyramid or widening a tower half way up, the corner walls will be inaccessible. To get around this you can build a few squares of free standing floor, construct the corner walls, and then disassemble the floor. Ensure that the corner walls are supported before removing the extra floor or else they will collapse. &lt;br /&gt;
&lt;br /&gt;
Step 1 - build stairway and floor as above:&lt;br /&gt;
&lt;br /&gt;
   ...&lt;br /&gt;
   .X.&lt;br /&gt;
   ...&lt;br /&gt;
&lt;br /&gt;
Step 2 - Add extra floor:&lt;br /&gt;
&lt;br /&gt;
  .....&lt;br /&gt;
   .X.&lt;br /&gt;
  .....&lt;br /&gt;
&lt;br /&gt;
Step 3 - Build first two walls:&lt;br /&gt;
&lt;br /&gt;
  #####&lt;br /&gt;
  .....&lt;br /&gt;
   .X.&lt;br /&gt;
  .....&lt;br /&gt;
  #####&lt;br /&gt;
&lt;br /&gt;
Step 4 - Remove excess floor:&lt;br /&gt;
&lt;br /&gt;
  #####&lt;br /&gt;
   ...&lt;br /&gt;
   .X.&lt;br /&gt;
   ...&lt;br /&gt;
  #####&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Scaffolding===&lt;br /&gt;
&lt;br /&gt;
Building rows and rows of up/down stairs will allow you to build large walls without having to worry about getting the workers and materials up there.&lt;br /&gt;
&lt;br /&gt;
Be careful when you're dismantling them that each row is removed one at a time, starting from the top!&lt;br /&gt;
&lt;br /&gt;
You may also consider building the scaffolding ''inside'' the building you are constructing, ensuring that the entire ground floor wall is constructed. Then you wont create any surprise back doors into your fortress.&lt;br /&gt;
&lt;br /&gt;
===Sloped Roofs===&lt;br /&gt;
&lt;br /&gt;
Sloped roofs can be created by building a row of walls adjacent to the top of a wall, a row of ramps can then be built directly on top of the wall giving access to the top of the adjacent wall. Now just build a second wall adjacent to this one and repeat.&lt;br /&gt;
&lt;br /&gt;
==Viewing==&lt;br /&gt;
&lt;br /&gt;
Most mega structures look best when using a 3D tool, there are however some restrictions involved.&lt;br /&gt;
&lt;br /&gt;
===3Dwarf===&lt;br /&gt;
&lt;br /&gt;
All walls regardless of material will show up the same, the only difference is fortifications which will show up a lighter shade of blue.&lt;br /&gt;
&lt;br /&gt;
All ramps and stairs regardless of materials will show up as wood.&lt;br /&gt;
&lt;br /&gt;
Single ramps will show up as square pyramids but ''only'' if there are no adjacent walls that are one z-level higher than them.&lt;br /&gt;
&lt;br /&gt;
A row of single ramps will not join together as a 'toblerone' shape, instead they will show up as a row of square pyramids.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Examples==&lt;br /&gt;
&lt;br /&gt;
===Cathedral to the Blood God===&lt;br /&gt;
&lt;br /&gt;
[[Image:Cathedral-Cutaway.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[Image:Cathedral-Tower.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[Image:Cathedral.jpg]]&lt;/div&gt;</summary>
		<author><name>Gehirn</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Orangutan&amp;diff=38682</id>
		<title>40d:Orangutan</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Orangutan&amp;diff=38682"/>
		<updated>2008-07-26T07:09:12Z</updated>

		<summary type="html">&lt;p&gt;Gehirn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CreatureInfo|name=Orangutan|symbol=O|color={{COLOR:6:0:0}}|bones=7|chunks=7|meat=7|fat=2|skulls=1|skin=Yes|biome=* [[Tropical]] moist [[broadleaf]] [[forest]]}}&lt;br /&gt;
&lt;br /&gt;
'''Orangutan''' (''Malay'' and ''Indonesian'' phrase ''orang hutan'', &amp;quot;man of the forest&amp;quot;) is one of the big apes, although not as big as [[gorilla]]. It is strong and can tear apart your civilian [[dwarves]]. It can also swim, so your [[moat]] won't be so effective warding off roaming packs of them. Dwarves value them highly as [[pet]]s. &lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:ORANGUTAN]&lt;br /&gt;
 	[NAME:orangutan:orangutans:orangutan]&lt;br /&gt;
 	[TILE:'O'][COLOR:6:0:0]&lt;br /&gt;
 	[LARGE_ROAMING][FREQUENCY:5]&lt;br /&gt;
 	[POPULATION_NUMBER:20:50]&lt;br /&gt;
 	[PETVALUE:500]&lt;br /&gt;
 	[BENIGN][MEANDERER]&lt;br /&gt;
 	[GRASSTRAMPLE:0][NATURAL][PET]&lt;br /&gt;
 	[PREFSTRING:colorful hair]&lt;br /&gt;
 	[PREFSTRING:long arms]&lt;br /&gt;
 	[PREFSTRING:antics]&lt;br /&gt;
 	[BODY:QUADRUPED:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:MOUTH:5FINGERS:5TOES]&lt;br /&gt;
 	[SIZE:7]&lt;br /&gt;
 	[MAXAGE:40:80]&lt;br /&gt;
 	[ATTACK:MAIN:BYTYPE:MOUTH:bite:bites:1:6:GORE][ATTACKFLAG_CANLATCH]&lt;br /&gt;
 	[CHILD:10]&lt;br /&gt;
 	[FAT:2]&lt;br /&gt;
 	[DIURNAL]&lt;br /&gt;
 	[BIOME:FOREST_TROPICAL_MOIST_BROADLEAF]&lt;br /&gt;
 	[STANDARD_FLESH]&lt;br /&gt;
 	[HOMEOTHERM:10067]&lt;br /&gt;
 	[LAYERING:100]&lt;br /&gt;
 	[SWIMS_LEARNED][SWIM_SPEED:2500]&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:Animals]]&lt;/div&gt;</summary>
		<author><name>Gehirn</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Fortification&amp;diff=20110</id>
		<title>40d:Fortification</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Fortification&amp;diff=20110"/>
		<updated>2008-07-23T22:36:18Z</updated>

		<summary type="html">&lt;p&gt;Gehirn: /* Uses and strategies */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Fortifications''' are arrow slits used in the defense of your fortress. They are probably most commonly used along the outside walls of your fortress and on the upper levels of constructed watchtowers so that [[Marksdwarf|marksdwarves]] and [[siege engine]]s can fire at enemies from within your walls. Much like real world embrasures on battlements, their utility is limited if the enemy is close and at the same height; their true power lies in shooting from above and at distance, as it is possible to shoot at targets on other z-levels.&lt;br /&gt;
&lt;br /&gt;
Fortifications allow ranged attacks (including [[siege weapon]]s), fireballs/breath, [[water]], [[magma]], [[steam]], etc. to pass through. Archers firing through fortifications must pass a skill test of some sort if they are not standing directly next to the fortification.{{verify}} This test is more difficult from further distances.{{verify}}&lt;br /&gt;
&lt;br /&gt;
==Building fortifications==&lt;br /&gt;
Fortifications can be [[Carve fortifications|carved]] from wood or stone walls or built like any other [[construction]].&lt;br /&gt;
&lt;br /&gt;
=== Carving ===&lt;br /&gt;
Once you have chosen the wall you want to carve, smooth the stone along its length using {{K|d}} -&amp;gt; {{K|s}}.  After it has been smoothed, re-designate the same wall for fortifications using {{K|d}} -&amp;gt; {{K|a}}.  Stone smoothing and fortification require a dwarf with the [[Engraver]] labor.  &lt;br /&gt;
&lt;br /&gt;
Built walls do not require smoothing before carving fortifications, regardless if they are smooth block walls (built from stone blocks) or rough block walls (build from raw stone).&lt;br /&gt;
&lt;br /&gt;
Damaged rock cannot be used for fortifications. &lt;br /&gt;
&lt;br /&gt;
=== Construction ===&lt;br /&gt;
Fortifications can also be constructed from [[metal]], [[wood]], or [[stone]] (in lump or block form) using {{K|b}} -&amp;gt; {{K|C}} -&amp;gt; {{K|F}}.  They must be built tile by tile as there is no way to build more than one at a time.  Construction of wooden fortifications require the [[Carpenter|Carpentry]] skill, fortifications made of stone require the [[Mason|Masonry]] skill, and those made of metal require [[Metalsmith|Metalsmithing]].&lt;br /&gt;
&lt;br /&gt;
As of version 38c, building fortifications does not include the floor on the level above. Constructing a wall and carving fortifications out of it does, however.&lt;br /&gt;
&lt;br /&gt;
==Uses and strategies==&lt;br /&gt;
Fortifications are designed to allow your marksdwarves to make pincushions of your enemies without exposing themselves to the dangers of melee, and providing them with cover from return fire. Obviously, their utility is derived entirely from their placement. It's a good idea to place fortifications above the Z-level that they will be defending, because otherwise ranged enemies could conceivably stand directly outside them and receive no penalty from them. Raising them above ground makes them inaccessible to enemies. &lt;br /&gt;
&lt;br /&gt;
It's helpful to make the room that the fortifications look out of a [[barracks]] or [[archery range]], along with an [[ammo]] [[stockpile]], to ensure that there are always military dwarves milling about at all times, ready to fire upon any attackers that threaten the fortress.&lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Military]]&lt;br /&gt;
[[Category:Fortress defense]]&lt;/div&gt;</summary>
		<author><name>Gehirn</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Entity_token&amp;diff=36994</id>
		<title>40d:Entity token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Entity_token&amp;diff=36994"/>
		<updated>2008-07-23T21:00:47Z</updated>

		<summary type="html">&lt;p&gt;Gehirn: /* Gameplay */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These tokens define entities, or [[civilizations]], in entity_*.txt files.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ADVENTURE_TIER&lt;br /&gt;
| order&lt;br /&gt;
| Allows adventure mode.  Dwarfs, Elves, and Humans take up tier 3, 2, and 1 respectively.  It seems that the best way to use this is to put your entity in the same order as the other tiers. The tiers go upward.  So you should put a new adventure entity above the Dwarves.  Not at the end of the file.&lt;br /&gt;
[ADVENTURE_TIER:4]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| INDIV_CONTROLLABLE&lt;br /&gt;
| &lt;br /&gt;
| Allows the &amp;quot;Play Now!&amp;quot; option adventure mode.  The entity must have a ADVENTURE_TIER token for this to work.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CIV_CONTROLLABLE&lt;br /&gt;
| &lt;br /&gt;
| Allows fortress mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CREATURE&lt;br /&gt;
| creature&lt;br /&gt;
| If there is more then one CREATURE token the entity will pick one of them at random to populate when generated.{{verify}}&lt;br /&gt;
[CREATURE:DWARF]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Placement ==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BIOME_SUPPORT&lt;br /&gt;
|&lt;br /&gt;
* biome&lt;br /&gt;
* frequency&lt;br /&gt;
| Frequency goes from 0 to 10.  Higher numbers make the entity more likely to settle there.&lt;br /&gt;
[BIOME_SUPPORT:ANY_GRASSLAND:4]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| START_BIOME&lt;br /&gt;
| biome&lt;br /&gt;
| Birth of the civilization can be performed on this biome.&lt;br /&gt;
[START_BIOME:MOUNTAIN]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DEFAULT_SITE_TYPE&lt;br /&gt;
| site type&lt;br /&gt;
| Options are: CITY, TREE_CITY, DARK_FORTRESS, CAVE, CAVE_DETAILED, RUIN&lt;br /&gt;
[DEFAULT_SITE_TYPE:CAVE_DETAILED]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LIKES_SITE&lt;br /&gt;
| site type&lt;br /&gt;
| Most residents will try to move to this site type, unless already at one.&lt;br /&gt;
[LIKES_SITE:CAVE_DETAILED]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TOLERATES_SITE&lt;br /&gt;
| site type&lt;br /&gt;
| Some residents will try to move to this site type, unless already at one.&lt;br /&gt;
[TOLERATES_SITE:CITY]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| WORLD_CONSTRUCTION&lt;br /&gt;
| construction&lt;br /&gt;
| Controls which constructions the civ will build on the world map.&lt;br /&gt;
[WORLD_CONSTRUCTION:BRIDGE]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Population ==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| START_GROUP_NUMBER&lt;br /&gt;
| number&lt;br /&gt;
| Number of breeding couples to start with per entity.&lt;br /&gt;
[START_GROUP_NUMBER:10]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAX_POP_NUMBER&lt;br /&gt;
| number&lt;br /&gt;
| Max population *per entity*, multiply this by max starting civ to get the total population of the species.&lt;br /&gt;
[MAX_POP_NUMBER:500]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAX_SITE_POP_NUMBER&lt;br /&gt;
| number &lt;br /&gt;
| Max population per individual site.&lt;br /&gt;
[MAX_SITE_POP_NUMBER:200]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAX_STARTING_CIV_NUMBER&lt;br /&gt;
| number&lt;br /&gt;
| Max number of entities to spawn at world generation.&lt;br /&gt;
[MAX_STARTING_CIV_NUMBER:3]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Flavor ==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PERMITTED_JOB&lt;br /&gt;
| [[Profession tokens|profession]]&lt;br /&gt;
| Allows this job type to be selected by worldgen creatures.&lt;br /&gt;
[PERMITTED_JOB:MINER]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CURRENCY&lt;br /&gt;
|&lt;br /&gt;
* metal token&lt;br /&gt;
* value&lt;br /&gt;
| What kind of metals the civ uses for coin minting.&lt;br /&gt;
[CURRENCY:SILVER:5]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ART_FACET_MODIFIER&lt;br /&gt;
|&lt;br /&gt;
* type&lt;br /&gt;
* number&lt;br /&gt;
| OWN_RACE, FANCIFUL, EVIL, GOOD&lt;br /&gt;
Number goes from 0 to 25600 where 256 is the default.&lt;br /&gt;
[ART_FACET_MODIFIER:OWN_RACE:512]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ART_IMAGE_ELEMENT_MODIFIER&lt;br /&gt;
|&lt;br /&gt;
* item&lt;br /&gt;
* number&lt;br /&gt;
| CREATURE, PLANT, TREE, SHAPE, ITEM&lt;br /&gt;
0-25600&lt;br /&gt;
[ART_IMAGE_ELEMENT_MODIFIER:TREE:512]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ITEM_IMPROVEMENT_MODIFIER&lt;br /&gt;
|&lt;br /&gt;
* item&lt;br /&gt;
* number&lt;br /&gt;
| ART_IMAGE, COVERED, RINGS_HANGING, BANDS, SPIKES, ITEMSPECIFIC, THREAD, CLOTH, SEWN_IMAGE:0-25600&lt;br /&gt;
[ITEM_IMPROVEMENT_MODIFIER:SPIKES:0]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TRANSLATION&lt;br /&gt;
| language&lt;br /&gt;
| What language raw the entity uses.&lt;br /&gt;
[TRANSLATION:DWARF]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CULL_SYMBOL&lt;br /&gt;
|&lt;br /&gt;
* noun&lt;br /&gt;
* symbol&lt;br /&gt;
| ALL, CIV, SITE&lt;br /&gt;
Causes the entity to not use the words in these SYM sets.&lt;br /&gt;
[CULL_SYMBOL:ALL:UGLY]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SELECT_SYMBOL&lt;br /&gt;
|&lt;br /&gt;
* noun&lt;br /&gt;
* symbol&lt;br /&gt;
| Causes the entity to always use the words in these SYM sets.&lt;br /&gt;
[SELECT_SYMBOL:ALL:PEACE]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FRIENDLY_COLOR&lt;br /&gt;
| see [[color]]&lt;br /&gt;
|&lt;br /&gt;
[FRIENDLY_COLOR:1:0:1]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| METAL_PREF&lt;br /&gt;
|&lt;br /&gt;
| Enables creatures of this entity to have a preference for one or more metals.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| STONE_PREF&lt;br /&gt;
|&lt;br /&gt;
| Enables creatures of this entity to have a preference for one or more stones.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| WOOD_PREF&lt;br /&gt;
|&lt;br /&gt;
| Enables creatures of this entity to have a preference for one or more types of wood.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GEM_PREF&lt;br /&gt;
|&lt;br /&gt;
| Enables creatures of this entity to have a preference for one or more gems.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| UNDEAD_CANDIDATE&lt;br /&gt;
|&lt;br /&gt;
| Entity can be used to make the undead in ruins.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Religion ==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| RELIGION&lt;br /&gt;
| type&lt;br /&gt;
| REGIONAL_FORCE, PANTHEON or ANY_AVAILABLE_POWER&lt;br /&gt;
[RELIGION:PANTHEON]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| RELIGION_SPHERE&lt;br /&gt;
| sphere&lt;br /&gt;
| Can by any available [[Sphere]]. Multiple entries are possible.&lt;br /&gt;
[RELIGION_SPHERE:FORTRESSES]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPHERE_ALIGNMENT&lt;br /&gt;
|&lt;br /&gt;
* type&lt;br /&gt;
* number&lt;br /&gt;
|&lt;br /&gt;
[SPHERE_ALIGNMENT:TREES:512]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Leadership ==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CAN_HAVE_MILITARY_LEADER&lt;br /&gt;
|&lt;br /&gt;
| Allows the entity to have a military leader.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CAN_HAVE_MILITARY_SITE_LEADER&lt;br /&gt;
|&lt;br /&gt;
| Allow the entity to have military minor leaders.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEADER_TYPE&lt;br /&gt;
| [[Profession tokens|profession]]&lt;br /&gt;
| Makes the leader this profession, uses tileset professions.&lt;br /&gt;
[LEADER_TYPE:MASTER_THIEF]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SITE_LEADER_TYPE&lt;br /&gt;
| [[Profession tokens|profession]]&lt;br /&gt;
| Makes the minor leaders this profession, uses tileset professions.&lt;br /&gt;
[SITE_LEADER_TYPE:MASTER_THIEF]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAYOR&lt;br /&gt;
|&lt;br /&gt;
| Settlements have a mayor.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Behavior ==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[ETHIC]]&lt;br /&gt;
| &lt;br /&gt;
*behavior&lt;br /&gt;
*reaction&lt;br /&gt;
| sets the civ's view of certain behaviors, from capital punishment to completely acceptable&lt;br /&gt;
[ETHIC:EAT_SAPIENT_KILL:ACCEPTABLE]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| WILL_ACCEPT_TRIBUTE&lt;br /&gt;
| &lt;br /&gt;
| makes the civ accept tribute from conquered sites?&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| WANDERER, BEAST_HUNTER, SCOUT&lt;br /&gt;
| &lt;br /&gt;
| the civ will send out these sorts of adventurers in worldgen&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ABUSE_BODIES&lt;br /&gt;
| &lt;br /&gt;
| Heads on pikes, possible others?&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ACTIVE_SEASON&lt;br /&gt;
| season&lt;br /&gt;
| the season the civ is most active and will trade, interact with you, and/or invade. While only one friendly non-dwarven civ can be active per season, both dwarves and another civ can be active in autumn. Including the dwarves, you can have five active civs trading with you.&lt;br /&gt;
[ACTIVE_SEASON:AUTUMN]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| AMBUSHER&lt;br /&gt;
| &lt;br /&gt;
| When invading sneaks around and shoots at straggling members of your society.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| AT_PEACE_WITH_WILDLIFE&lt;br /&gt;
|&lt;br /&gt;
| will not attack wildlife.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BABYSNATCHER&lt;br /&gt;
|&lt;br /&gt;
| Sends thieves to steal babies. Also sends ambush parties to harass your civilization. Without this tag enemy civs will only siege, and will siege as early as they would otherwise babysnatch. This can happen as early as the first year of the fort!&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DIPLOMAT&lt;br /&gt;
|&lt;br /&gt;
| Sends diplomats to come and talk to you.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DIPLOMAT_BODYGUARDS&lt;br /&gt;
|&lt;br /&gt;
| Diplomats have bodyguards.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ENTITY_GROUPING&lt;br /&gt;
| alignment (obsolete)&lt;br /&gt;
| FRIENDLY, EVIL, or NUISANCE&lt;br /&gt;
[ENTITY_GROUPING:FRIENDLY]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| INVADERS_IGNORE_NEUTRALS&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ITEM_THIEF&lt;br /&gt;
|&lt;br /&gt;
| Sends thieves to steal items.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MERCHANT_BODYGUARDS&lt;br /&gt;
|&lt;br /&gt;
| Merchants have bodyguards.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MERCHANT_NOBILITY&lt;br /&gt;
|&lt;br /&gt;
| Civ has a merchant prince.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PROGRESS_TRIGGER_POPULATION&lt;br /&gt;
| level&lt;br /&gt;
| 0 to 5, civ will come to site once population at site has reached that level&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PROGRESS_TRIGGER_PRODUCTION&lt;br /&gt;
| level&lt;br /&gt;
| 0 to 5, civ will come to site once created wealth has reached that level&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PROGRESS_TRIGGER_TRADE&lt;br /&gt;
| level&lt;br /&gt;
| 0 to 5, civ will come to site once exported goods has reached that level&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| RESPECT_ANIMALS&lt;br /&gt;
|&lt;br /&gt;
| Will not buy animal based items and is angered at the attempt.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| RESPECT_TREES&lt;br /&gt;
|&lt;br /&gt;
| Will not buy wooden items and is angered at the attempt.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SIEGER&lt;br /&gt;
|&lt;br /&gt;
| Allows the entity to invade your fortress if angered.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SKULKING&lt;br /&gt;
|&lt;br /&gt;
| This makes the severity of attacks depend on the extent of item/baby thievery rather than the passage of time.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TREE_CAP_DIPLOMACY&lt;br /&gt;
|&lt;br /&gt;
| Makes the entity angry if you cut down too many trees.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Items and Animals Used ==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| AMMO&lt;br /&gt;
| item token&lt;br /&gt;
| &lt;br /&gt;
[AMMO:ITEM_AMMO_BOLTS]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ARMOR&lt;br /&gt;
|&lt;br /&gt;
* item token&lt;br /&gt;
* rarity&lt;br /&gt;
| Rarity is optional.&lt;br /&gt;
[ARMOR:ITEM_ARMOR_PLATEMAIL:COMMON]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DIGGER&lt;br /&gt;
| item token&lt;br /&gt;
| &lt;br /&gt;
[DIGGER:ITEM_WEAPON_PICK]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GLOVES&lt;br /&gt;
|&lt;br /&gt;
* item token&lt;br /&gt;
* rarity&lt;br /&gt;
| Rarity is optional.&lt;br /&gt;
[GLOVES:ITEM_GLOVES_GLOVES:COMMON]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HELM&lt;br /&gt;
|&lt;br /&gt;
* item token&lt;br /&gt;
* rarity&lt;br /&gt;
| Rarity is optional.&lt;br /&gt;
[HELM:ITEM_HELM_HELM:COMMON]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| INSTRUMENT&lt;br /&gt;
| item token&lt;br /&gt;
| &lt;br /&gt;
[INSTRUMENT:ITEM_INSTRUMENT_FLUTE]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PANTS&lt;br /&gt;
|&lt;br /&gt;
* item token&lt;br /&gt;
* rarity&lt;br /&gt;
| Rarity is optional.&lt;br /&gt;
[PANTS:ITEM_PANTS_PANTS:COMMON]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SHIELD&lt;br /&gt;
| item token&lt;br /&gt;
| &lt;br /&gt;
[SHIELD:ITEM_SHIELD_SHIELD]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SHOES&lt;br /&gt;
|&lt;br /&gt;
* item token&lt;br /&gt;
* rarity&lt;br /&gt;
| Rarity is optional.&lt;br /&gt;
[SHOES:ITEM_SHOES_SHOES:COMMON]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SIEGEAMMO&lt;br /&gt;
| item token&lt;br /&gt;
| &lt;br /&gt;
[SIEGEAMMO:ITEM_SIEGEAMMO_BALLISTA]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TOY&lt;br /&gt;
| item token&lt;br /&gt;
| &lt;br /&gt;
[TOY:ITEM_TOY_PUZZLEBOX]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TRAPCOMP&lt;br /&gt;
| item token&lt;br /&gt;
| &lt;br /&gt;
[TRAPCOMP:ITEM_TRAPCOMP_GIANTAXEBLADE]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| WEAPON&lt;br /&gt;
| item token&lt;br /&gt;
| &lt;br /&gt;
[WEAPON:ITEM_WEAPON_AXE_BATTLE]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| USE_ANIMAL_PRODUCTS&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| USE_ANY_PET_RACE&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| USE_CAVE_ANIMALS&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| USE_EVIL_ANIMALS&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| USE_EVIL_PLANTS&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| USE_EVIL_WOOD&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| USE_GOOD_ANIMALS&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| USE_GOOD_PLANTS&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| USE_GOOD_WOOD&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| USE_MISC_PROCESSED_WOOD_PRODUCTS&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COMMON_DOMESTIC_MOUNT&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COMMON_DOMESTIC_PACK&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COMMON_DOMESTIC_PET&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COMMON_DOMESTIC_PULL&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| RIVER_PRODUCTS&lt;br /&gt;
|&lt;br /&gt;
| Allow civ to use river products in the goods it has available for trade.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| OCEAN_PRODUCTS&lt;br /&gt;
|&lt;br /&gt;
| Allow civ to use ocean products in the goods it has available for trade.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| INDOOR_FARMING&lt;br /&gt;
| &lt;br /&gt;
| Determines if inside farms will be generated for civ towns.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| OUTDOOR_FARMING&lt;br /&gt;
|&lt;br /&gt;
| Determines if outside farms will be generated for civ towns.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CLOTHING&lt;br /&gt;
|&lt;br /&gt;
| Civ members will attempt to wear clothing.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SUBTERRANEAN_CLOTHING&lt;br /&gt;
|&lt;br /&gt;
| Will wear things made of spider silk and other subterranean materials. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EQUIPMENT_IMPROVEMENTS&lt;br /&gt;
|&lt;br /&gt;
| Allows items to be improved.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IMPROVED_BOWS&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MINOR_METAL&lt;br /&gt;
|&lt;br /&gt;
| Has a preference for weak metals. (copper)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LOW_SKILL&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;br /&gt;
[[Category:Tokens]]&lt;/div&gt;</summary>
		<author><name>Gehirn</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Food&amp;diff=7900</id>
		<title>40d:Food</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Food&amp;diff=7900"/>
		<updated>2008-07-15T04:08:12Z</updated>

		<summary type="html">&lt;p&gt;Gehirn: /* Food is important */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Food''' is anything [[dwarves]] eat to ward off starvation, but if they are not able to attain sustenance then they will eventually die.  The most common foods are [[butcher|meat]], [[fishing|fish]], [[farming|crops]], and [[plant gathering|gathered shrubs]].  Each dwarf has a [[preference]] for certain foods.&lt;br /&gt;
&lt;br /&gt;
==Types of Food==&lt;br /&gt;
&lt;br /&gt;
Food comes in two main varieties: meat and [[plants]], with cooked food possibly mixing the two.&lt;br /&gt;
&lt;br /&gt;
Plants can be grown [[underground]] or on the surface, and a single dedicated [[grower]]/harvester can produce enough food for all but the largest of fortresses.  The advantages of plants are the infinite and readily available supply, and the versatility; plants can be [[alcohol|brewed]], made into [[cloth]]ing and [[dye]], and also used as further ingredients for [[cooking]].  Further processing plants leads to greater amount delivered as an end product. The disadvantage is it's exponential growth; without control, [[seed]]/plant [[stockpile]]s will envelop all available space.&lt;br /&gt;
&lt;br /&gt;
Meat can be obtained from [[hunting]] and [[fishing]], as well as raising livestock. Uncooked meat and fish is subject to [[wear]] and will eventually rot if it is not cooked, even in [[barrel]]s. The advantages are the additional skills raised during hunting, and there is less mass labor required for [[butchering]] meat than planting a seed, waiting for it to grow, eating it, moving the seed back, etc.  [[Turtle]]s leave behind [[bone]]s and [[shell]]s when consumed raw, and [[animal]]s, when butchered, leave behind large stacks of [[bone]]s, and usually [[raw hide]]s and [[skull]]s.  An export industry devoted to bone [[craft]]s can be profitable, and [[marksdwarf|marksdwarves]] always benefit from a cheap supply of [[bolt]]s.  The disadvantages are a limited supply of food; in the current version, animals are eventually depleted from a map, and even though aquatic life restocks, there are limited numbers present at a particular time, so larger fortresses usually cannot be supported with hunting alone.  There is also no way to make alcohol from animals, so without trading some plants are necessary.  Finally, even though livestock breeding can be unlimited, the additional units on the map required for this to work put additional strain on the CPU, slowing the game down.&lt;br /&gt;
&lt;br /&gt;
On occasion, if you have a trapper that has captured a [[vermin]] creature in an [[animal trap]], a [[dwarf]] may eat that creature instead of other food.&lt;br /&gt;
&lt;br /&gt;
==Eating==&lt;br /&gt;
&lt;br /&gt;
A dwarf with the &amp;quot;Eat&amp;quot; task will pick up a unit of food, often according to his or her dietary preferences, then bring it to an available [[table]] or [[chair]] for consumption.  A private [[room]] will normally be chosen over a public room; for this reason, note that a dwarf who owns a table-less [[office]] but no [[dining room]] will [[thought|complain]] about the lack of tables, even if a high-quality public dining room is available. This problem is easily solved by adding a table next to such an office-chair (like you would in a dining room). Also note that eating in a high-quality dining room does wonders for a dwarf's mood.&lt;br /&gt;
&lt;br /&gt;
==Storage==&lt;br /&gt;
&lt;br /&gt;
Food is stored in food [[stockpile]]s and can be placed in barrels and, in the case of [[seed]]s, [[bags]].  Food should be stored indoors, as it will rot if left outside for too long, rendering it inedible and your dwarves hungry.&lt;br /&gt;
&lt;br /&gt;
==Cooked food==&lt;br /&gt;
&lt;br /&gt;
Raw food can be [[cook]]ed into meals at a [[kitchen]]. The wider the variety of ingredients that a meal contains, the greater the number of dwarves who will have a preference for that meal.  Additionally, some foods must be cooked before they can be eaten.&lt;br /&gt;
&lt;br /&gt;
==Obtaining food==&lt;br /&gt;
&lt;br /&gt;
The possible sources of food are [[farming]], [[plant gathering|foraging]], [[fishing]], [[caravan|trading]], [[butcher's shop|butchering animals]], [[hunting]], and a few exotic [[cheese|processes]].  Farming is by far the most reliable, foraging is perhaps the easiest to manage, and fishing is good early in a fortresses' life.  If you are constantly experiencing problems with starvation, you are well advised to look into alternate means of procuring food.&lt;br /&gt;
&lt;br /&gt;
==Processing food==&lt;br /&gt;
&lt;br /&gt;
Some food is inedible raw, and needs processing first.  For example:&lt;br /&gt;
* [[Fat]] must be rendered ([[kitchen]]) into [[tallow]] and then cooked ([[kitchen]])&lt;br /&gt;
* Raw [[fish]] must be [[fish cleaner|cleaned]] ([[fishery]])&lt;br /&gt;
* [[Sweet pod]]s must be either milled into [[dwarven sugar]] ([[mill]]/[[quern]]), processed to barrels of [[dwarven syrup]] ([[farmer's workshop]]), or brewed into barrels of [[dwarven rum]] ([[brewery]]) before they can finally be cooked ([[kitchen]])&lt;br /&gt;
&lt;br /&gt;
Unprocessed food and non-food [[crop]]s will be stored in a food stockpile and take up barrel space, the [[bookkeeper]] can tell you how much of each type of &amp;quot;food&amp;quot; you have in the [[stocks]] screen.&lt;br /&gt;
[[Category:Food]]&lt;br /&gt;
&lt;br /&gt;
==Food is important==&lt;br /&gt;
&lt;br /&gt;
Food is crucial to the survival of your fortress. Before you know it your 200 population will dive-bomb right down to 10 or even lower. Your population will go on a downward spiral because of all the Miasma and dead bodies, and of course you'll have fewer farmers/hunters to generate new food. If you're very lucky you can start again in another area, or you can get some helpful migrants.&lt;br /&gt;
&lt;br /&gt;
Remember to keep a large stockpile of food. If you do not have food;&lt;br /&gt;
*Dwarves will become unhappy and generate bad thoughts&lt;br /&gt;
*Dwarves will start hunting for vermin instead of doing important jobs&lt;br /&gt;
*Dwarves will get upset and start breaking things&lt;br /&gt;
*Dwarves will get mad and start trying to kill each other&lt;br /&gt;
*Dwarves will die from starvation&lt;br /&gt;
*The new dead bodies will only make everyone even more depressed&lt;/div&gt;</summary>
		<author><name>Gehirn</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Immigration&amp;diff=9356</id>
		<title>40d:Immigration</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Immigration&amp;diff=9356"/>
		<updated>2008-07-14T23:45:19Z</updated>

		<summary type="html">&lt;p&gt;Gehirn: /* How to influence the types of dwarves that immigrate */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Immigration''' can occur during any season.&lt;br /&gt;
&lt;br /&gt;
Migrants will spawn at the edge of your local zone and move towards any meeting area that you have designated. If there is no meeting zone they will simply sit at the edge of the map until their &amp;quot;migrant&amp;quot; status fades and they find a job. Keep in mind that they can spawn on '''any''' open edge of the map, on any Z-axis; if there is no available path to your fortress, they will sit and wait until one is opened up or until they go crazy and die. Some players have reported that their migrants spawn in the middle of nowhere. This behaviour is a bug, though an entertaining one.&lt;br /&gt;
&lt;br /&gt;
The total number of dwarves in your fort is limited to 200, but you can change this in the init file. It will take several years to reach this number, assuming you want to reach it at all. Once you reach the immigration limit, normal immigration will cease.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== When does Immigration usually occur? ==&lt;br /&gt;
If your dwarves are very industrious &amp;lt;small&amp;gt;numbers would be helpful here&amp;lt;/small&amp;gt;, you can expect to receive ten or more migrants in the first immigration wave, which can occur in autumn or even in summer of your first year. Immigration does usually occur from mid-spring of the second year on.&lt;br /&gt;
&lt;br /&gt;
Migrants seem to have a tendency to arrive in spring but can arrive in any season.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== How immigration is calculated ==&lt;br /&gt;
Immigration figures are based on your fortress's total &amp;quot;Created [[Wealth]]&amp;quot; (visible on the Status (['''z''']) screen once you get a [[bookkeeper]] with the [[appraiser]] skill). All objects with any value (including mined-out areas, bridges, and just about every kind of created good) will be included in the total. [[Artifact]]s are one of the largest influences of fortress wealth. Artifacts made of precious resources and heavily decorated can potentially double fortress wealth early in the game. Forbidden items however are not added to your wealth; it is unclear if they still influence immigration.&lt;br /&gt;
&lt;br /&gt;
This created wealth will be witnessed and reported back to the world by the yearly dwarven [[caravan]].{{verify}} If the caravan dies before making it back to the dwarven capital (if they fail to make it off your map), then the previous caravan's report is used to determine this year's figures.{{verify}}. This is not the only factor that influences immigration though. &lt;br /&gt;
&lt;br /&gt;
Immigration is rarely greater than 24 dwarves per wave, not including pets, kids and spouses.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== How to influence the types of dwarves that immigrate ===&lt;br /&gt;
You can't, really, although it is believed that the immigrants' skills/careers might be influenced by the type and number of workshops available.&lt;br /&gt;
&lt;br /&gt;
[[Soldiers]] will only arrive if you have made their type of weapon; if you make one battle axe, you will only get axedwarves. If you make a crossbow and a war hammer, you will get marksdwarves and hammerdwarves. This is not affected by weapons brought to your fort; getting immigrant carpenters won't let you get immigrant axedwarves. It is not known if the number of weapons created matters.&lt;br /&gt;
&lt;br /&gt;
When you meet certain requirements in your outpost, like population or created wealth, some [[nobles]] will immigrate, like the [[Dungeon master]].&lt;br /&gt;
&lt;br /&gt;
== What are the drawbacks to immigration? ==&lt;br /&gt;
Most of the time, immigration is a ''Good Thing,'' and the more, the merrier. More dwarves means more work gets done (especially hauling, since immigrants are basically peasants), more dwarves can be given &amp;quot;luxury&amp;quot; tasks like defending the fortress or making dyed cloth, and some nobles require a certain number of dwarves before they arrive. However, more dwarves also means more CPU cycles eaten up, especially if your fortress is already taxing on your computer.&lt;br /&gt;
&lt;br /&gt;
Of course, additional dwarves also require additional bedrooms, workshops, and booze before they can be properly productive, and some players prefer to increase their population slowly to allow them to add the extra infrastructure at a more sedate pace.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== How can I curb immigration? ==&lt;br /&gt;
The easiest method to handle immigration is to alter the population cap in init.txt. You can first set it low and raise it as you see fit. Note that you may consider this to be cheating, and it also requires exiting the game each time you want more immigrants.&lt;br /&gt;
&lt;br /&gt;
You can also make sure your fort does not produce or build much. Of course, this is not an especially interesting way to play the game. Since artifacts often account for most of your fortress' wealth, killing dwarves that enter [[strange mood]]s, or turning the moods off entirely in the init file, may be a better option. This can often be accomplished by making sure all your [[workshop]]s are in enclosed rooms, then locking the door on them until they go [[insane]], then starve to death. This has a drawback in that dwarves that do manage to produce an artifact often gain a desirable [[legendary]] [[skill]].&lt;br /&gt;
&lt;br /&gt;
You can also kill the immigrants themselves, deliberately or otherwise. Very large numbers of deaths at a fortress, from any cause, (exact number unknown) can cause all immigration (except nobles) to cease for a while: your fortress has gained a reputation as a deathtrap!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Migrant=&lt;br /&gt;
A '''migrant''' is a member of a wave of immigration.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Migrants in [[Fortress Mode]] ==&lt;br /&gt;
Migrants will enter at the edge of the map, in waves, heralded by an announcement. They will travel single file from this one location until the last one of this wave has arrived. The number in a wave has not been known to exceed 24. Migrants can arrive as early as summer of your first year. They seem to have a tendency to arrive in spring but can arrive in any season.&lt;br /&gt;
&lt;br /&gt;
Migrants come with no skills at all (peasants), novice level of two or three skills from a single profession,or a (no adjective) level of a single [[skill]]. Migrants will sometimes bring their spouses, [[child]]ren, and even their [[pet]] [[animal]]s. Spouses may come as unskilled peasants.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Migrants in [[Adventure Mode]] ==&lt;br /&gt;
Roving bands of migrants may be found on the world map. These migrants can be linked to any of the major civilizations found on the world. This includes [[goblin]]s and [[kobold]]s. Such bands will consist of non-specialized adults and children.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Migration Effects on the World ==&lt;br /&gt;
It is possible for migration to change the population levels of settlements on the map over time, and to cause factions of a civilization to merge. This can be discovered through talking to individuals in Adventurer mode, and will subsequently show up in [[Legends mode]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Dwarves]]&lt;/div&gt;</summary>
		<author><name>Gehirn</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Mega_construction&amp;diff=41574</id>
		<title>40d:Mega construction</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Mega_construction&amp;diff=41574"/>
		<updated>2008-07-07T19:19:31Z</updated>

		<summary type="html">&lt;p&gt;Gehirn: /* Scaffolding */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There comes a time in every dwarfs life when he says to himself- why not? Be it magma waterfalls, huge castles, skyscrapers, great cathedrals, you can build anything!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Construction Techniques==&lt;br /&gt;
&lt;br /&gt;
Building a large number of anything can be a real pain, to speed up the process it is recommended that you create a stockpile filled with only the correct stone/block type either inside or as close to as possible to your construction. This way the material will always be at the top of the list when your constructing.&lt;br /&gt;
&lt;br /&gt;
It is also important to remember that you cannot build on top of a constructed floor.&lt;br /&gt;
&lt;br /&gt;
===Towers===&lt;br /&gt;
&lt;br /&gt;
It is easy to make costly mistakes when constructing towers- generally because they are built from the inside and dwarfs cannot build walls diagonally.&lt;br /&gt;
&lt;br /&gt;
It is recommended that you complete two opposing walls first and then add in the other two- this avoids the problem of the corner walls becoming inaccessible.&lt;br /&gt;
&lt;br /&gt;
Step 1- Central Staircase:&lt;br /&gt;
&lt;br /&gt;
     X&lt;br /&gt;
&lt;br /&gt;
Step 2- Surrounding floor:&lt;br /&gt;
&lt;br /&gt;
   ...&lt;br /&gt;
   .X.&lt;br /&gt;
   ...&lt;br /&gt;
&lt;br /&gt;
(repeat until the required width is attained)&lt;br /&gt;
&lt;br /&gt;
Step 3- First two walls:&lt;br /&gt;
&lt;br /&gt;
  #####&lt;br /&gt;
   ...&lt;br /&gt;
   .X.&lt;br /&gt;
   ...&lt;br /&gt;
  #####&lt;br /&gt;
&lt;br /&gt;
Step 4- Second walls:&lt;br /&gt;
&lt;br /&gt;
  #####&lt;br /&gt;
  #...#&lt;br /&gt;
  #.X.#&lt;br /&gt;
  #...#&lt;br /&gt;
  #####&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Scaffolding===&lt;br /&gt;
&lt;br /&gt;
Building rows and rows of up/down stairs will allow you to build large walls without having to worry about getting the workers and materials up there.&lt;br /&gt;
&lt;br /&gt;
Be careful when you're dismantling them that each row is removed one at a time, starting from the top!&lt;br /&gt;
&lt;br /&gt;
You may also consider building the scaffolding ''inside'' the building you are constructing, ensuring that the entire ground floor wall is constructed. Then you wont create any surprise back doors into your fortress.&lt;br /&gt;
&lt;br /&gt;
===Sloped Roofs===&lt;br /&gt;
&lt;br /&gt;
Sloped roofs can be created by building a row of walls adjacent to the top of a wall, a row of ramps can then be built directly on top of the wall giving access to the top of the adjacent wall. Now just build a second wall adjacent to this one and repeat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Viewing==&lt;br /&gt;
&lt;br /&gt;
Most mega structures look best when using a 3D tool, there are however some restrictions involved.&lt;br /&gt;
&lt;br /&gt;
===3Dwarf===&lt;br /&gt;
&lt;br /&gt;
All walls regardless of material will show up the same, the only difference is fortifications which will show up a lighter shade of blue.&lt;br /&gt;
&lt;br /&gt;
All ramps and stairs regardless of materials will show up as wood.&lt;br /&gt;
&lt;br /&gt;
Single ramps will show up as square pyramids but ''only'' if there are no adjacent walls that are one z-level higher than them.&lt;br /&gt;
&lt;br /&gt;
A row of single ramps will not join together as a 'toblerone' shape, instead they will show up as a row of square pyramids.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Examples==&lt;br /&gt;
&lt;br /&gt;
===Cathedral to the Blood God===&lt;br /&gt;
&lt;br /&gt;
[[Image:Cathedral-Cutaway.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[Image:Cathedral-Tower.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[Image:Cathedral.jpg]]&lt;/div&gt;</summary>
		<author><name>Gehirn</name></author>
	</entry>
</feed>