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		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Textile_industry&amp;diff=136411</id>
		<title>v0.31:Textile industry</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Textile_industry&amp;diff=136411"/>
		<updated>2011-02-17T19:11:32Z</updated>

		<summary type="html">&lt;p&gt;LemonFrosted: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Exceptional|13:16, 28 May 2010 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
This article is a quick guide to running a self-sufficient '''textile industry''', which includes making {{L|thread}} and {{L|cloth}} of both {{L|plant fiber}} and {{L|silk}}, {{L|dye}}ing that material, manufacturing {{L|clothing}}, {{L|bag}}s, {{L|rope}}s and plant fiber or silk {{L|craft|crafts}}, and {{L|decoration|decorating}} with thread.&lt;br /&gt;
&lt;br /&gt;
A textile industry can be a very lucrative option for the creation of trade goods, especially if the goods are dyed and sewed with images as well. Common choices for textile trade goods are gloves, mittens, boots and socks and a {{l|clothier's shop}} because they are made in pairs or cloth crafts at a craftdwarf's workshop. A textile industry is also important for healthcare because cloth and thread are needed for bandages and suturing respectively. Another useful cloth product is ropes which can be used as restraints or as a part of a well or traction bench, both of which are important items. Bags are also useful for compact storage of seeds and are needed to mill dyes and certain food products. Clothing may also provide some protection against cold and damage.{{verify}} &lt;br /&gt;
&lt;br /&gt;
==Plants, Wool, or Silk==&lt;br /&gt;
''Requires: A {{L|farm}}, a {{L|farmer}}, and the appropriate {{L|seed|seeds}}''&amp;lt;br /&amp;gt;&lt;br /&gt;
and/or: ''A shearer, a {{L|farmer's workshop}}, and an appropriate animal''&amp;lt;br /&amp;gt;&lt;br /&gt;
and/or: ''A {{L|weaver}}, a {{L|loom}}, and spider webs''&lt;br /&gt;
&lt;br /&gt;
There are six {{L|crop|crops}} that you can {{L|Farming|grow}} that are used in the clothing industry (2 for cloth, 4 for dyes), and three types of raw silk that can be harvested with varying degrees of difficulty.  Above-ground crops can be {{L|herbalist|gathered}} rather than farmed, if you don't mind having an unpredictable harvest.  If you are lucky enough to have spiders on your map, or unlucky enough to have {{L|giant cave spider}}s on your map, you can produce silk cloth in addition to plant fiber cloth.  If you would prefer not to worry about creating the raw materials, you can usually {{L|trade}} for thread and dyes.&lt;br /&gt;
&lt;br /&gt;
=====Under ground crops=====&lt;br /&gt;
*{{L|Pig tail}}s are used to make {{L|thread}}, and can be grown in Summer and Autumn.&lt;br /&gt;
*{{L|Dimple cup}}s are used to make {{L|dye}}, and can be grown all year round.&lt;br /&gt;
&lt;br /&gt;
=====Above ground crops=====&lt;br /&gt;
*{{L|Rope reed}} is used to make {{L|thread}}, and can be grown all year round.&lt;br /&gt;
*{{L|Hide root}}, {{L|sliver barb}} and {{L|blade weed}} can be used to make {{L|dye}} of various colour, and can be grown all year round.&lt;br /&gt;
&lt;br /&gt;
=====Wool=====&lt;br /&gt;
* {{L|Wool}} is obtained by shearing a {{L|sheep}}, {{L|llama}}, or {{L|alpaca}}. A {{L|Farmer's Workshop}} is required as well as a dwarf with the Shearing job enabled.&lt;br /&gt;
&lt;br /&gt;
=====Silk=====&lt;br /&gt;
*Raw {{L|silk}} is harvested from spider webs created by {{L|phantom spider}}s, {{L|cave spider}}s, and {{L|giant cave spider}}s.&lt;br /&gt;
&lt;br /&gt;
==Thread==&lt;br /&gt;
''Requires: A {{L|farmer's workshop}}, a {{L|thresher}}, and the appropriate {{L|plant}}''&amp;lt;br /&amp;gt;&lt;br /&gt;
and/or: ''A {{L|spinner}} and wool''&amp;lt;br /&amp;gt;&lt;br /&gt;
and/or: ''A {{L|weaver}}, a {{L|loom}}, and spider webs''&lt;br /&gt;
&lt;br /&gt;
To create thread from harvested plants and wool, you must {{k|q}}uery the {{L|farmer's workshop}} and order it to {{k|p}}rocess the pig tails and/or rope reed, or {{k|S}}pin the wool.  Creating thread from silk is somewhat easier: if there are spider {{L|web}}s available on your map, dwarves with the {{L|weaving}} labor enabled will gather the webs and automatically spin them into {{L|silk}} thread.  You may want to make sure that your dwarves are not trying to gather webs from a {{L|giant cave spider}} without a military escort -- check the {{k|u}}nits list to see if any non-{{L|vermin}} spiders are listed.&lt;br /&gt;
&lt;br /&gt;
==Cloth==&lt;br /&gt;
''Requires: A {{L|loom}}, a {{L|weaver}}, and {{L|thread}} (either spider, livestock, or plant based)''&lt;br /&gt;
&lt;br /&gt;
By default any thread produced will be automatically woven at the {{L|loom}}.  Plant fibers will be queued for weaving into cloth as soon as they are processed at the {{L|farmer's workshop}}.  If you prefer to create dyed cloth by dyeing the thread beforehand, you may want to Set Workshop {{L|Orders}} so that dwarves only weave {{L|dye|dyed}} thread.  Cloth can still be dyed after weaving.&lt;br /&gt;
&lt;br /&gt;
==Clothes==&lt;br /&gt;
''Requires: A {{L|clothier's shop}}, a {{L|clothier}}, and some {{L|cloth}}''&lt;br /&gt;
&lt;br /&gt;
Once the cloth is ready you can sew it into {{L|clothes}}, either for {{L|trading}} or for your own {{L|dwarf|dwarves}} to wear.  The clothier's shop is also where you can {{L|decorate}} cloth items with a sewn image.  Decorating an imported item makes it local for purposes of trade offerings, and depending on the quality of the decoration can add significant value to an item. {{L|Rope}}s and {{L|bag}}s are all also produced at the clothier's shop.  Bags are critical to establishing a {{L|glass industry}}.&lt;br /&gt;
&lt;br /&gt;
==Dyeing==&lt;br /&gt;
Dyeing is very useful because it adds to the {{L|value}} of the finished clothes. You can dye either thread or cloth to increase its value. Cloth created from dyed thread cannot be dyed again.{{verify}}&lt;br /&gt;
&lt;br /&gt;
=====Creating dye=====&lt;br /&gt;
''Requires: A {{L|millstone}} or {{L|quern}}, a {{L|miller}}, an empty {{L|bag}}, and the appropriate {{L|plant}}s''&lt;br /&gt;
&lt;br /&gt;
Once you have harvested or bought the plants, you can mill them into dye.&lt;br /&gt;
&lt;br /&gt;
=====Using dye=====&lt;br /&gt;
''Requires: A {{L|dyer's shop}}, a {{L|dyer}}, and some dye''&lt;br /&gt;
&lt;br /&gt;
Having the dye, you can dip the cloth or thread into it to increase its value.&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
=====Required worker / labor=====&lt;br /&gt;
*{{L|Grower}} / Field working&lt;br /&gt;
*{{L|Thresher}} / Plant processor&lt;br /&gt;
*{{L|Shearer}} / Shearing&lt;br /&gt;
*{{L|Spinner}} / Spinning&lt;br /&gt;
*{{L|Weaver}} / Weaving&lt;br /&gt;
*{{L|Clothier}} / Clothes making&lt;br /&gt;
*{{L|Miller}} / {{L|Milling}}&lt;br /&gt;
*{{L|Dyer}} / Dyeing&lt;br /&gt;
&lt;br /&gt;
=====Required buildings=====&lt;br /&gt;
*{{L|Farm}}&lt;br /&gt;
*{{L|Farmer's workshop}}&lt;br /&gt;
*{{L|Loom}}&lt;br /&gt;
*{{L|Clothier's shop}}&lt;br /&gt;
*Either a {{L|millstone}} or a {{L|quern}}&lt;br /&gt;
**A Millstone requires {{L|power}}, while a quern does not.&lt;br /&gt;
*{{L|Dyer's shop}} which also requires&lt;br /&gt;
**{{L|Barrel}}&lt;br /&gt;
**{{L|Bucket}}&lt;br /&gt;
&lt;br /&gt;
=====Quality Modifiers Applied=====&lt;br /&gt;
In these areas, the quality of your worker will effect not only the speed or the amount produced but also the {{L|quality}} of the product.&lt;br /&gt;
*Weaver&lt;br /&gt;
*Dyer&lt;br /&gt;
*Clothier&lt;br /&gt;
&lt;br /&gt;
==Sample Industry Plan==&lt;br /&gt;
&lt;br /&gt;
If your intent is to produce equal volumes of thread and dye (so that all of your thread can be dyed) then you could establish a year-round growing cycle with two equally-sized plots above and below ground as follows:&lt;br /&gt;
::{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
! Spring&lt;br /&gt;
! Summer&lt;br /&gt;
! Autumn&lt;br /&gt;
! Winter&lt;br /&gt;
|-&lt;br /&gt;
| '''Underground'''&lt;br /&gt;
| {{L|Dimple cup}}&lt;br /&gt;
| {{L|Pig tail}}&lt;br /&gt;
| {{L|Pig tail}}&lt;br /&gt;
| {{L|Dimple cup}}&lt;br /&gt;
|-&lt;br /&gt;
| '''Above ground'''&lt;br /&gt;
| {{L|Rope reed}}&lt;br /&gt;
| {{L|Sliver barb}}&lt;br /&gt;
| {{L|Blade weed}}&lt;br /&gt;
| {{L|Rope reed}}&lt;br /&gt;
|}&lt;br /&gt;
This will give you one cloth crop and one dye crop each harvest.  This is not the only way to do it, and the above-ground and dimple cups lose any extra growth that comes by growing the same crop in the same plot over consecutive seasons{{verify}}, but it is an example of a growing plan that will keep a {{L|miller}}, a {{L|thresher}}, a {{L|dyer}}, a {{L|weaver}}, and some {{L|grower}}s employed evenly year-round and provide high-value materials for any tailors in your fort.  If you have access to {{L|silk}} on your map, you may prefer to substitute a food crop for one of the fiber crops, or brew the excess {{L|pig tail}} into {{L|dwarven ale}}.&lt;br /&gt;
&lt;br /&gt;
Large fields, {{L|fertilizer}}, and skilled {{L|grower}}s will produce more raw materials; skilled craftsdwarves will use up the materials faster.  Choose the largest plot size you can sustainably plant and harvest, because eventually your craftsdwarves will be able to go through materials faster than you can grow them and you'll find yourself queueing up new orders each season.  To boost profits, set your workshop {{L|orders}} to use only dyed thread, leave out {{L|hide root}} from your growing plan because of its lower {{L|item value}}, and keep the supply channels full of plant products so that you've always got materials to support standing (repeat) work orders.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''See Also'''&lt;br /&gt;
*{{L|Clothing}}&lt;br /&gt;
*{{L|Leather industry}}&lt;br /&gt;
*{{L|Farming}}&lt;br /&gt;
&lt;br /&gt;
{{Farming FAQ}}&lt;br /&gt;
{{Workshops FAQ}}&lt;br /&gt;
{{Category|Guides}}&lt;br /&gt;
{{Category|Materials}}&lt;br /&gt;
{{Category|Industry}}&lt;/div&gt;</summary>
		<author><name>LemonFrosted</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Textile_industry&amp;diff=136410</id>
		<title>v0.31:Textile industry</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Textile_industry&amp;diff=136410"/>
		<updated>2011-02-17T19:10:55Z</updated>

		<summary type="html">&lt;p&gt;LemonFrosted: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Exceptional|13:16, 28 May 2010 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
This article is a quick guide to running a self-sufficient '''textile industry''', which includes making {{L|thread}} and {{L|cloth}} of both {{L|plant fiber}} and {{L|silk}}, {{L|dye}}ing that material, manufacturing {{L|clothing}}, {{L|bag}}s, {{L|rope}}s and plant fiber or silk {{L|craft|crafts}}, and {{L|decoration|decorating}} with thread.&lt;br /&gt;
&lt;br /&gt;
A textile industry can be a very lucrative option for the creation of trade goods, especially if the goods are dyed and sewed with images as well. Common choices for textile trade goods are gloves, mittens, boots and socks and a {{l|clothier's shop}} because they are made in pairs or cloth crafts at a craftdwarf's workshop. A textile industry is also important for healthcare because cloth and thread are needed for bandages and suturing respectively. Another useful cloth product is ropes which can be used as restraints or as a part of a well or traction bench, both of which are important items. Bags are also useful for compact storage of seeds and are needed to mill dyes and certain food products. Clothing may also provide some protection against cold and damage.{{verify}} &lt;br /&gt;
&lt;br /&gt;
==Plants, Wool, or Silk==&lt;br /&gt;
''Requires: A {{L|farm}}, a {{L|farmer}}, and the appropriate {{L|seed|seeds}}''&amp;lt;br /&amp;gt;&lt;br /&gt;
and/or: ''A shearer, a {{L|farmer's workshop}}, and an appropriate animal''&amp;lt;br /&amp;gt;&lt;br /&gt;
and/or: ''A {{L|weaver}}, a {{L|loom}}, and spider webs''&lt;br /&gt;
&lt;br /&gt;
There are six {{L|crop|crops}} that you can {{L|Farming|grow}} that are used in the clothing industry (2 for cloth, 4 for dyes), and three types of raw silk that can be harvested with varying degrees of difficulty.  Above-ground crops can be {{L|herbalist|gathered}} rather than farmed, if you don't mind having an unpredictable harvest.  If you are lucky enough to have spiders on your map, or unlucky enough to have {{L|giant cave spider}}s on your map, you can produce silk cloth in addition to plant fiber cloth.  If you would prefer not to worry about creating the raw materials, you can usually {{L|trade}} for thread and dyes.&lt;br /&gt;
&lt;br /&gt;
=====Under ground crops=====&lt;br /&gt;
*{{L|Pig tail}}s are used to make {{L|thread}}, and can be grown in Summer and Autumn.&lt;br /&gt;
*{{L|Dimple cup}}s are used to make {{L|dye}}, and can be grown all year round.&lt;br /&gt;
&lt;br /&gt;
=====Above ground crops=====&lt;br /&gt;
*{{L|Rope reed}} is used to make {{L|thread}}, and can be grown all year round.&lt;br /&gt;
*{{L|Hide root}}, {{L|sliver barb}} and {{L|blade weed}} can be used to make {{L|dye}} of various colour, and can be grown all year round.&lt;br /&gt;
&lt;br /&gt;
=====Wool=====&lt;br /&gt;
* {{L|Wool} is obtained by shearing a {{L|sheep}}, {{L|llama}}, or {{L|alpaca}}. A {{L|Farmer's Workshop}} is required as well as a dwarf with the Shearing job enabled.&lt;br /&gt;
&lt;br /&gt;
=====Silk=====&lt;br /&gt;
*Raw {{L|silk}} is harvested from spider webs created by {{L|phantom spider}}s, {{L|cave spider}}s, and {{L|giant cave spider}}s.&lt;br /&gt;
&lt;br /&gt;
==Thread==&lt;br /&gt;
''Requires: A {{L|farmer's workshop}}, a {{L|thresher}}, and the appropriate {{L|plant}}''&amp;lt;br /&amp;gt;&lt;br /&gt;
and/or: ''A {{L|spinner}} and wool''&amp;lt;br /&amp;gt;&lt;br /&gt;
and/or: ''A {{L|weaver}}, a {{L|loom}}, and spider webs''&lt;br /&gt;
&lt;br /&gt;
To create thread from harvested plants and wool, you must {{k|q}}uery the {{L|farmer's workshop}} and order it to {{k|p}}rocess the pig tails and/or rope reed, or {{k|S}}pin the wool.  Creating thread from silk is somewhat easier: if there are spider {{L|web}}s available on your map, dwarves with the {{L|weaving}} labor enabled will gather the webs and automatically spin them into {{L|silk}} thread.  You may want to make sure that your dwarves are not trying to gather webs from a {{L|giant cave spider}} without a military escort -- check the {{k|u}}nits list to see if any non-{{L|vermin}} spiders are listed.&lt;br /&gt;
&lt;br /&gt;
==Cloth==&lt;br /&gt;
''Requires: A {{L|loom}}, a {{L|weaver}}, and {{L|thread}} (either spider, livestock, or plant based)''&lt;br /&gt;
&lt;br /&gt;
By default any thread produced will be automatically woven at the {{L|loom}}.  Plant fibers will be queued for weaving into cloth as soon as they are processed at the {{L|farmer's workshop}}.  If you prefer to create dyed cloth by dyeing the thread beforehand, you may want to Set Workshop {{L|Orders}} so that dwarves only weave {{L|dye|dyed}} thread.  Cloth can still be dyed after weaving.&lt;br /&gt;
&lt;br /&gt;
==Clothes==&lt;br /&gt;
''Requires: A {{L|clothier's shop}}, a {{L|clothier}}, and some {{L|cloth}}''&lt;br /&gt;
&lt;br /&gt;
Once the cloth is ready you can sew it into {{L|clothes}}, either for {{L|trading}} or for your own {{L|dwarf|dwarves}} to wear.  The clothier's shop is also where you can {{L|decorate}} cloth items with a sewn image.  Decorating an imported item makes it local for purposes of trade offerings, and depending on the quality of the decoration can add significant value to an item. {{L|Rope}}s and {{L|bag}}s are all also produced at the clothier's shop.  Bags are critical to establishing a {{L|glass industry}}.&lt;br /&gt;
&lt;br /&gt;
==Dyeing==&lt;br /&gt;
Dyeing is very useful because it adds to the {{L|value}} of the finished clothes. You can dye either thread or cloth to increase its value. Cloth created from dyed thread cannot be dyed again.{{verify}}&lt;br /&gt;
&lt;br /&gt;
=====Creating dye=====&lt;br /&gt;
''Requires: A {{L|millstone}} or {{L|quern}}, a {{L|miller}}, an empty {{L|bag}}, and the appropriate {{L|plant}}s''&lt;br /&gt;
&lt;br /&gt;
Once you have harvested or bought the plants, you can mill them into dye.&lt;br /&gt;
&lt;br /&gt;
=====Using dye=====&lt;br /&gt;
''Requires: A {{L|dyer's shop}}, a {{L|dyer}}, and some dye''&lt;br /&gt;
&lt;br /&gt;
Having the dye, you can dip the cloth or thread into it to increase its value.&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
=====Required worker / labor=====&lt;br /&gt;
*{{L|Grower}} / Field working&lt;br /&gt;
*{{L|Thresher}} / Plant processor&lt;br /&gt;
*{{L|Shearer}} / Shearing&lt;br /&gt;
*{{L|Spinner}} / Spinning&lt;br /&gt;
*{{L|Weaver}} / Weaving&lt;br /&gt;
*{{L|Clothier}} / Clothes making&lt;br /&gt;
*{{L|Miller}} / {{L|Milling}}&lt;br /&gt;
*{{L|Dyer}} / Dyeing&lt;br /&gt;
&lt;br /&gt;
=====Required buildings=====&lt;br /&gt;
*{{L|Farm}}&lt;br /&gt;
*{{L|Farmer's workshop}}&lt;br /&gt;
*{{L|Loom}}&lt;br /&gt;
*{{L|Clothier's shop}}&lt;br /&gt;
*Either a {{L|millstone}} or a {{L|quern}}&lt;br /&gt;
**A Millstone requires {{L|power}}, while a quern does not.&lt;br /&gt;
*{{L|Dyer's shop}} which also requires&lt;br /&gt;
**{{L|Barrel}}&lt;br /&gt;
**{{L|Bucket}}&lt;br /&gt;
&lt;br /&gt;
=====Quality Modifiers Applied=====&lt;br /&gt;
In these areas, the quality of your worker will effect not only the speed or the amount produced but also the {{L|quality}} of the product.&lt;br /&gt;
*Weaver&lt;br /&gt;
*Dyer&lt;br /&gt;
*Clothier&lt;br /&gt;
&lt;br /&gt;
==Sample Industry Plan==&lt;br /&gt;
&lt;br /&gt;
If your intent is to produce equal volumes of thread and dye (so that all of your thread can be dyed) then you could establish a year-round growing cycle with two equally-sized plots above and below ground as follows:&lt;br /&gt;
::{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
! Spring&lt;br /&gt;
! Summer&lt;br /&gt;
! Autumn&lt;br /&gt;
! Winter&lt;br /&gt;
|-&lt;br /&gt;
| '''Underground'''&lt;br /&gt;
| {{L|Dimple cup}}&lt;br /&gt;
| {{L|Pig tail}}&lt;br /&gt;
| {{L|Pig tail}}&lt;br /&gt;
| {{L|Dimple cup}}&lt;br /&gt;
|-&lt;br /&gt;
| '''Above ground'''&lt;br /&gt;
| {{L|Rope reed}}&lt;br /&gt;
| {{L|Sliver barb}}&lt;br /&gt;
| {{L|Blade weed}}&lt;br /&gt;
| {{L|Rope reed}}&lt;br /&gt;
|}&lt;br /&gt;
This will give you one cloth crop and one dye crop each harvest.  This is not the only way to do it, and the above-ground and dimple cups lose any extra growth that comes by growing the same crop in the same plot over consecutive seasons{{verify}}, but it is an example of a growing plan that will keep a {{L|miller}}, a {{L|thresher}}, a {{L|dyer}}, a {{L|weaver}}, and some {{L|grower}}s employed evenly year-round and provide high-value materials for any tailors in your fort.  If you have access to {{L|silk}} on your map, you may prefer to substitute a food crop for one of the fiber crops, or brew the excess {{L|pig tail}} into {{L|dwarven ale}}.&lt;br /&gt;
&lt;br /&gt;
Large fields, {{L|fertilizer}}, and skilled {{L|grower}}s will produce more raw materials; skilled craftsdwarves will use up the materials faster.  Choose the largest plot size you can sustainably plant and harvest, because eventually your craftsdwarves will be able to go through materials faster than you can grow them and you'll find yourself queueing up new orders each season.  To boost profits, set your workshop {{L|orders}} to use only dyed thread, leave out {{L|hide root}} from your growing plan because of its lower {{L|item value}}, and keep the supply channels full of plant products so that you've always got materials to support standing (repeat) work orders.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''See Also'''&lt;br /&gt;
*{{L|Clothing}}&lt;br /&gt;
*{{L|Leather industry}}&lt;br /&gt;
*{{L|Farming}}&lt;br /&gt;
&lt;br /&gt;
{{Farming FAQ}}&lt;br /&gt;
{{Workshops FAQ}}&lt;br /&gt;
{{Category|Guides}}&lt;br /&gt;
{{Category|Materials}}&lt;br /&gt;
{{Category|Industry}}&lt;/div&gt;</summary>
		<author><name>LemonFrosted</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Industry&amp;diff=136376</id>
		<title>v0.31:Industry</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Industry&amp;diff=136376"/>
		<updated>2011-02-17T09:28:38Z</updated>

		<summary type="html">&lt;p&gt;LemonFrosted: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|20:11, 26 December 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
All dwarfs love money, and a complete industry in all its glory is the easiest way to make lots and lots of money.&lt;br /&gt;
&lt;br /&gt;
Traditionally industries have been broken into primary (resource extraction), secondary (the refining and reprocessing of these resources into goods), and tertiary (further improvement of these goods).&lt;br /&gt;
&lt;br /&gt;
Industries in Dwarf Fortress can be broken into the following categories. These categories are based on [http://geography.about.com/od/urbaneconomicgeography/a/sectorseconomy.htm Economy Sectors]. Note that the end products of one industry are often the inputs to another, and some industries can fit into more than one category.&lt;br /&gt;
===Primary Industries===&lt;br /&gt;
*{{L|Wood Industry}}: Growing and cutting wood to produce items including furniture and fuel.&lt;br /&gt;
*{{L|Food}} Industry: The production of food and alcohol to keep those dwarves alive and happy.&lt;br /&gt;
*{{L|Fuel Industry}}: The production of fuel to support the glass industry and all industries that use metal.&lt;br /&gt;
*{{L|Fishing Industry}}: Fish are harvested and processed into food and shells.&lt;br /&gt;
*{{L|Meat Industry}}: Animals are processed into meat and leather.&lt;br /&gt;
*{{L|Metal Industry}}: Raw ore is refined into both pure metals and alloys.&lt;br /&gt;
&lt;br /&gt;
===Secondary Industries===&lt;br /&gt;
*{{L|Armor}} Industry: Metal, wood, leather, and bone are used to produce armor to keep your dwarves safe.&lt;br /&gt;
*{{L|Weapon}} Industry: Metal, wood, stone, and bone are used to produce weapons to keep the goblins away.&lt;br /&gt;
*{{L|Finished goods}} Industry: Almost all materials can be used to produce crafts for export.&lt;br /&gt;
*{{L|Furniture Industry}}: Using stone, wood, and metal to produce furniture primarily for installation in your outpost.&lt;br /&gt;
*{{L|Soap}} Industry: The production of soap to be used in healthcare.&lt;br /&gt;
*{{L|Glass Industry}}: Sand is used to create low quality gems, plus an assortment of other goods.&lt;br /&gt;
*{{L|Ceramic_industry|Ceramic Industry}}: Clay is used to create moderate quality containers, bricks, and crafts.&lt;br /&gt;
&lt;br /&gt;
===Tertiary Industries===&lt;br /&gt;
*{{L|Gem industry}}: Raw gems are cut, some into finished goods, while most are then used to decorate (&amp;quot;encrust&amp;quot;) a multitude of items.&lt;br /&gt;
*{{L|Textile industry}}: Thread is woven into cloth to produce clothing, rope, bags, and decorate crafts.&lt;br /&gt;
*{{L|Healthcare}} Industry: Patching up your inevitably-wounded dwarves.&lt;/div&gt;</summary>
		<author><name>LemonFrosted</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Industry&amp;diff=136375</id>
		<title>v0.31:Industry</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Industry&amp;diff=136375"/>
		<updated>2011-02-17T09:28:15Z</updated>

		<summary type="html">&lt;p&gt;LemonFrosted: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|20:11, 26 December 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
All dwarfs love money, and a complete industry in all its glory is the easiest way to make lots and lots of money.&lt;br /&gt;
&lt;br /&gt;
Traditionally industries have been broken into primary (resource extraction), secondary (the refining and reprocessing of these resources into goods), and tertiary (further improvement of these goods).&lt;br /&gt;
&lt;br /&gt;
Industries in Dwarf Fortress can be broken into the following categories. These categories are based on [http://geography.about.com/od/urbaneconomicgeography/a/sectorseconomy.htm Economy Sectors]. Note that the end products of one industry are often the inputs to another, and some industries can fit into more than one category.&lt;br /&gt;
===Primary Industries===&lt;br /&gt;
*{{L|Wood Industry}}: Growing and cutting wood to produce items including furniture and fuel.&lt;br /&gt;
*{{L|Food}} Industry: The production of food and alcohol to keep those dwarves alive and happy.&lt;br /&gt;
*{{L|Fuel Industry}}: The production of fuel to support the glass industry and all industries that use metal.&lt;br /&gt;
*{{L|Fishing Industry}}: Fish are harvested and processed into food and shells.&lt;br /&gt;
*{{L|Meat Industry}}: Animals are processed into meat and leather.&lt;br /&gt;
*{{L|Metal Industry}}: Raw ore is refined into both pure metals and alloys.&lt;br /&gt;
&lt;br /&gt;
===Secondary Industries===&lt;br /&gt;
*{{L|Armor}} Industry: Metal, wood, leather, and bone are used to produce armor to keep your dwarves safe.&lt;br /&gt;
*{{L|Weapon}} Industry: Metal, wood, stone, and bone are used to produce weapons to keep the goblins away.&lt;br /&gt;
*{{L|Finished goods}} Industry: Almost all materials can be used to produce crafts for export.&lt;br /&gt;
*{{L|Furniture Industry}}: Using stone, wood, and metal to produce furniture primarily for installation in your outpost.&lt;br /&gt;
*{{L|Soap}} Industry: The production of soap to be used in healthcare.&lt;br /&gt;
*{{L|Glass Industry}}: Sand is used to create low quality gems, plus an assortment of other goods.&lt;br /&gt;
*{{L|Ceramic_industry}}: Clay is used to create moderate quality containers, bricks, and crafts.&lt;br /&gt;
&lt;br /&gt;
===Tertiary Industries===&lt;br /&gt;
*{{L|Gem industry}}: Raw gems are cut, some into finished goods, while most are then used to decorate (&amp;quot;encrust&amp;quot;) a multitude of items.&lt;br /&gt;
*{{L|Textile industry}}: Thread is woven into cloth to produce clothing, rope, bags, and decorate crafts.&lt;br /&gt;
*{{L|Healthcare}} Industry: Patching up your inevitably-wounded dwarves.&lt;/div&gt;</summary>
		<author><name>LemonFrosted</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Industry&amp;diff=136374</id>
		<title>v0.31:Industry</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Industry&amp;diff=136374"/>
		<updated>2011-02-17T09:27:19Z</updated>

		<summary type="html">&lt;p&gt;LemonFrosted: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|20:11, 26 December 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
All dwarfs love money, and a complete industry in all its glory is the easiest way to make lots and lots of money.&lt;br /&gt;
&lt;br /&gt;
Traditionally industries have been broken into primary (resource extraction), secondary (the refining and reprocessing of these resources into goods), and tertiary (further improvement of these goods).&lt;br /&gt;
&lt;br /&gt;
Industries in Dwarf Fortress can be broken into the following categories. These categories are based on [http://geography.about.com/od/urbaneconomicgeography/a/sectorseconomy.htm Economy Sectors]. Note that the end products of one industry are often the inputs to another, and some industries can fit into more than one category.&lt;br /&gt;
===Primary Industries===&lt;br /&gt;
*{{L|Wood Industry}}: Growing and cutting wood to produce items including furniture and fuel.&lt;br /&gt;
*{{L|Food}} Industry: The production of food and alcohol to keep those dwarves alive and happy.&lt;br /&gt;
*{{L|Fuel Industry}}: The production of fuel to support the glass industry and all industries that use metal.&lt;br /&gt;
*{{L|Fishing Industry}}: Fish are harvested and processed into food and shells.&lt;br /&gt;
*{{L|Meat Industry}}: Animals are processed into meat and leather.&lt;br /&gt;
*{{L|Metal Industry}}: Raw ore is refined into both pure metals and alloys.&lt;br /&gt;
&lt;br /&gt;
===Secondary Industries===&lt;br /&gt;
*{{L|Armor}} Industry: Metal, wood, leather, and bone are used to produce armor to keep your dwarves safe.&lt;br /&gt;
*{{L|Weapon}} Industry: Metal, wood, stone, and bone are used to produce weapons to keep the goblins away.&lt;br /&gt;
*{{L|Finished goods}} Industry: Almost all materials can be used to produce crafts for export.&lt;br /&gt;
*{{L|Furniture Industry}}: Using stone, wood, and metal to produce furniture primarily for installation in your outpost.&lt;br /&gt;
*{{L|Soap}} Industry: The production of soap to be used in healthcare.&lt;br /&gt;
*{{L|Glass Industry}}: Sand is used to create low quality gems, plus an assortment of other goods.&lt;br /&gt;
*{{L|Ceramic Industry}}: Clay is used to create moderate quality containers, bricks, and crafts.&lt;br /&gt;
&lt;br /&gt;
===Tertiary Industries===&lt;br /&gt;
*{{L|Gem industry}}: Raw gems are cut, some into finished goods, while most are then used to decorate (&amp;quot;encrust&amp;quot;) a multitude of items.&lt;br /&gt;
*{{L|Textile industry}}: Thread is woven into cloth to produce clothing, rope, bags, and decorate crafts.&lt;br /&gt;
*{{L|Healthcare}} Industry: Patching up your inevitably-wounded dwarves.&lt;/div&gt;</summary>
		<author><name>LemonFrosted</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Clay&amp;diff=136373</id>
		<title>v0.31:Clay</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Clay&amp;diff=136373"/>
		<updated>2011-02-17T09:22:32Z</updated>

		<summary type="html">&lt;p&gt;LemonFrosted: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|22:18, 10 November 2010 (UTC)}}{{soillookup/0}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Clay''' is one of the many types of {{L|soil}} that can be found in Dwarf Fortress. {{L|Aquifer}}s are never present in clay layers.&lt;br /&gt;
&lt;br /&gt;
Clay can be gathered for use in {{L|Ceramic_industry|Ceramics}}.&lt;br /&gt;
&lt;br /&gt;
The gathering and use of clay is done from a {{L|Kiln}} and behaves similar to most material production, but includes elements similar to {{L|glass}} production. In order to gather clay a gathering zone must first be designated, much like with {{L|sand}}, however unlike sand gathering clay creates a Clay object similar to raw stone and does not require a bag. These clay objects are stored in a Stone stockpile with Economic stone enabled (though there is no way to exclude Clay.)  As with sand, clay can be gathered indefinitely from a single tile.&lt;br /&gt;
&lt;br /&gt;
Clay can be made into pots, {{L|block|bricks}}, {{L|statue}}s, {{L|beehive}}s and {{L|craft}}s. Small pots, called jugs, function similar to bags and waterskins, while large pots are treated like barrels. Before a pot (large or small) can hold liquids it must be '''Glazed'''. Creating any object from clay requires a unit of fuel.&lt;br /&gt;
&lt;br /&gt;
'''Glazing''' is performed at a {{L|kiln}} and requires either a unit of {{L|ash}} or a unit of {{L|cassiterite}} (tin ore), and a unit of fuel.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;/div&gt;</summary>
		<author><name>LemonFrosted</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Clay&amp;diff=136372</id>
		<title>v0.31:Clay</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Clay&amp;diff=136372"/>
		<updated>2011-02-17T09:20:57Z</updated>

		<summary type="html">&lt;p&gt;LemonFrosted: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|22:18, 10 November 2010 (UTC)}}{{soillookup/0}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Clay''' is one of the many types of {{L|soil}} that can be found in Dwarf Fortress. {{L|Aquifer}}s are never present in clay layers.&lt;br /&gt;
&lt;br /&gt;
Clay can be gathered for use in Pottery.&lt;br /&gt;
&lt;br /&gt;
The gathering and use of clay is done from a {{L|Kiln}} and behaves similar to most material production, but includes elements similar to {{L|glass}} production. In order to gather clay a gathering zone must first be designated, much like with {{L|sand}}, however unlike sand gathering clay creates a Clay object similar to raw stone and does not require a bag. These clay objects are stored in a Stone stockpile with Economic stone enabled (though there is no way to exclude Clay.)  As with sand, clay can be gathered indefinitely from a single tile.&lt;br /&gt;
&lt;br /&gt;
Clay can be made into pots, {{L|block|bricks}}, {{L|statue}}s, {{L|beehive}}s and {{L|craft}}s. Small pots, called jugs, function similar to bags and waterskins, while large pots are treated like barrels. Before a pot (large or small) can hold liquids it must be '''Glazed'''. Creating any object from clay requires a unit of fuel.&lt;br /&gt;
&lt;br /&gt;
'''Glazing''' is performed at a {{L|kiln}} and requires either a unit of {{L|ash}} or a unit of {{L|cassiterite}} (tin ore), and a unit of fuel.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;/div&gt;</summary>
		<author><name>LemonFrosted</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Children&amp;diff=93460</id>
		<title>v0.31:Children</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Children&amp;diff=93460"/>
		<updated>2010-04-15T23:24:59Z</updated>

		<summary type="html">&lt;p&gt;LemonFrosted: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
[[File:BabyClean.jpg|right|300px]]&lt;/div&gt;</summary>
		<author><name>LemonFrosted</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:BabyClean.jpg&amp;diff=93459</id>
		<title>File:BabyClean.jpg</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:BabyClean.jpg&amp;diff=93459"/>
		<updated>2010-04-15T23:17:44Z</updated>

		<summary type="html">&lt;p&gt;LemonFrosted: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>LemonFrosted</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Embark&amp;diff=92975</id>
		<title>v0.31:Embark</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Embark&amp;diff=92975"/>
		<updated>2010-04-15T02:38:07Z</updated>

		<summary type="html">&lt;p&gt;LemonFrosted: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Human}}&lt;br /&gt;
{{buggy|bugsection=Bugs}}&lt;br /&gt;
'''Embark''' is the moment at the very beginning of the game, before actual game play begins (but after {{L|World generation|generating a world}}), when you and your initial 7 dwarves:&lt;br /&gt;
# Choose a site.&lt;br /&gt;
# Assign starting {{L|skill|skills}} to each dwarf.&lt;br /&gt;
# Select an initial load of {{L|supplies|supplies and equipment}}.&lt;br /&gt;
# Arrive at the site with your wagon full of supplies.&lt;br /&gt;
&lt;br /&gt;
== Choosing a Site ==&lt;br /&gt;
The process of choosing a site in DF2010 is much less involved than prior versions due to the ubiquitous presence of magma, gems, and ore, but that said there are still several considerations to keep in mind, namely aquifers, ore types, wood, climate, and neighbors.&lt;br /&gt;
&lt;br /&gt;
[[File:Embark.jpg]]&amp;lt;br /&amp;gt;&lt;br /&gt;
The Choose Fortress Location screen shows three views of the land at three different levels of magnification: Local, Region, and World. A section of lit tiles in the Local view indicates the current embark location within the region. The arrow keys control the X cursor in the center &amp;quot;Region&amp;quot; view while {{K|u}}, {{K|m}}, {{K|k}}, and {{K|h}} move the embark location around within the Local view. {{K|Shift}}-{{K|u}}, {{K|m}}, {{K|k}}, and {{K|h}} will resize the embark location, though it should be noted that larger embark areas will be more demanding on the computer's processor.&lt;br /&gt;
&lt;br /&gt;
To the right of the views is a list of local features in the dominant biome. Individual biomes, which form at least one map-tile of your embark location, can be cycled with the {{Key|F#}}-keys; for example, an area with 3 biomes present can be cycled using {{Key|F1}}, {{Key|F2}} and {{Key|F3}}. The selected biome will be highlighted with flashing Xs on the Local Map, and the biome's information will be displayed on the right side of the screen. The list at the bottom of the biome information indicates the dominant soil/stone composition from top to bottom for the first eight layers.&lt;br /&gt;
&lt;br /&gt;
Pressing {{K|Tab}} will cycle the presented information through a variety of different views and panels.&lt;br /&gt;
*Neighbors - other civilizations that are closest to your current location. Proximity increases the chance of interaction, though at present this largely means &amp;quot;nearby goblins are more likely to attack you.&amp;quot;&lt;br /&gt;
*Your Civilization - indicates all Dwarven civilizations in the world. {{K|*}} and {{K|-}} will cycle through the civilizations allowing you to choose which your settlers will be embarking from. This will change the specifics of what goods will be available to embark with (e.g. what types of meat), but not the overall function.&lt;br /&gt;
*Relative Elevation - Shows the land height relative to the lowest point in the region.&lt;br /&gt;
*Cliff Indicator - Shows the severity of cliffs.&lt;br /&gt;
 &lt;br /&gt;
=== Biomes ===&lt;br /&gt;
&amp;lt;small&amp;gt;Main article: {{L|Biome|biome}}&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A '''biome''' is a biotic area with homogeneous features, characterized by distinctive {{L|plant|plants}}, {{L|creatures|animal species}} and {{L|climate|climate}}. A biome will also contain only one set of stone layers, though these usually expand beyond a single biome. Your {{L|dwarves|dwarves}} will find different resources depending on which biomes they select when starting a fort.&lt;br /&gt;
&lt;br /&gt;
Biomes are important when choosing a fortress location in order to understand your {{L|surroundings|surroundings}}.&lt;br /&gt;
&lt;br /&gt;
==== Aquifer ====&lt;br /&gt;
&amp;lt;small&amp;gt;Main article: {{L|aquifer|aquifer}}&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
An aquifer is a layer of soil or stone saturated with water, and a biome may contain upwards of 3 aquifer layers (theoretically more, but such would be rare to say the least). Embarking on an aquifer brings up a warning before embark as an aquifer can significantly raise the difficulty of starting a fort. For specific tactics on working with an aquifer see the main page.&lt;br /&gt;
&lt;br /&gt;
==== Climate ====&lt;br /&gt;
&amp;lt;small&amp;gt;Main article: {{L|climate|climate}}&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Climate determines the maximum temperature range of the region, which in turn impacts the severity of exposure to the outside, wether water will freeze in winter, and how quickly water evaporates. Very hot and very cold biomes bring their own challenges which may be further compounded with overlapping features, such as a glacier being frozen for half the year, and being devoid of trees, and lacking a river.&lt;br /&gt;
&lt;br /&gt;
Note also that there is presently a bug in Hot or hotter climates where rain ''may'' superheat and melt dwarves and pets that are outside.&lt;br /&gt;
&lt;br /&gt;
==== Ore and Stone Types ====&lt;br /&gt;
&amp;lt;small&amp;gt;Main articles: {{L|Ore|ore}} and {{L|Stone|stone}}&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The types of stone available will determine the types of ore and gems available, but regardless of the specifics plenty of both will be available. Ore will determine what metals are available for use, which will in turn have significant impacts on your weapons and armour. Note that steel requires both an Iron ore and {{L|Flux|flux stone}} making {{L|chalk|chalk}}, {{L|dolomite|dolomite}}, and {{L|Limetone|limestone}} frequently preferred stone layers.&lt;br /&gt;
&lt;br /&gt;
==== Plant Life ====&lt;br /&gt;
&amp;lt;small&amp;gt;Main article: {{L|Trees|trees}} and {{L|Shrub|shrub}}&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Wood is the only substance {{L|Bed|beds}} can be made of and producing wooden bins and barrels is far faster and easier in the early game than producing metal versions. Most forts will require at least a nominal number of trees, though trees can be farmed underground in any biome.&lt;br /&gt;
&lt;br /&gt;
Shrubs can provide some quick food, brewable materials, and seeds for some very helpful above-ground {{L|Crops|crops}} which are generally only available through trading with Elves.&lt;br /&gt;
&lt;br /&gt;
==== Surroundings ====&lt;br /&gt;
&lt;br /&gt;
Any biome can have any set of surroundings; for example a glacier could be haunted, wilderness or mirthful. However, a named region (which is a contiguous area of one category of biomes, such as forests or wetlands) will be either good, neutral, or evil. Surroundings affect the types of plant life, wild animals and creatures which will appear in play within a given biome. It is possible to start a fortress that overlaps multiple alignment types (for example good, evil, savage, and benign). Some players consider this desirable, as it provides diversity in your little corner of the world, but it also has its dangers in the form of more ferocious wildlife.&lt;br /&gt;
&lt;br /&gt;
== Creating Your Settlers ==&lt;br /&gt;
=== Play Now! ===&lt;br /&gt;
You can forgo the process of assigning skills and supplies and instead select '''Play Now!''' This option will give you a selection of Dwarves with the following profiles:&lt;br /&gt;
&lt;br /&gt;
* Miner: Adequate Miner&lt;br /&gt;
* Woodworker: Novice Carpenter and Bowyer&lt;br /&gt;
* Stoneworker: Novice Engraver, Mason, Mechanic, and Building Designer&lt;br /&gt;
* Jeweler: Novice Gem Cutter, Gem Setter, Wood Crafter, Stone Crafter, and Bone Crafter&lt;br /&gt;
* Fisherdwarf: Novice Fisherdwarf&lt;br /&gt;
* Fish Cleaner: Novice Fish Cleaner, Butcher, Tanner, Weaver, Clothier, and Leatherworker&lt;br /&gt;
* Doctor&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;: Novice Wood Cutter, Brewer, Cook, Grower, Herbalist, Furnace Operator, Wood Burner, Lye Maker, and Potash Maker; Competent Wound Dresser, Diagnostician, Surgeon, Bone Doctor, and Suturer.&lt;br /&gt;
&lt;br /&gt;
One of these will be randomly flagged as Expedition Leader at the start. However all these Dwarves are selected from the surrounding civilizations and as a result it is possible to get Dwarves with honorary titles such as Law Giver or War Leader{{verify}}. These titles do not change the Dwarf's {{L|job|job}} but indicate that they are important in some way within the world history.&lt;br /&gt;
&lt;br /&gt;
The default embark value for a custom embark is 1274: 974 in pre-chosen goods and 300 unassigned. The Play Now! embark only uses 1038 points. While a Play Now! embark is no more doomed than any other embark, it is always better to Prepare Carefully once you know what you're doing with the set up of an early fort since Novice Butcher is hardly better than a Dwarf you manually flagged for the job. The only good reason is if you really want the Super Doctor, given the hazards of learning medical skills on-the-job.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;The doctor here is impossible to create in a custom embark, having 24 skill points (135 embark points) out of the usual possible 10.&amp;lt;br /&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Prepare Carefully ===&lt;br /&gt;
Preparing allows the player to customize their embarking party and supplies by spending a pool of points which is shared between skills and equipment, with each skill rank and equipment item having a set value. The total value of embarking is set at 1,274 points, though all but 300 of these are pre-spent on an array of basic equipment (the same equipment Play Now! uses.) It stands that one should try to maximize the value of their embark by spending all available points.&lt;br /&gt;
&lt;br /&gt;
==== Skills ====&lt;br /&gt;
&amp;lt;small&amp;gt;Main article: {{L|Skills|skills}}&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The seven settlers you begin with can be assigned up to ten skill ranks picked from the entire Dwarven skill list, including military, though only a maximum of 5 ranks (giving them a rank of &amp;quot;Proficient&amp;quot;) can be bought in any one skill. Skill ranks are bought from the shared pool at a cost of 5 for the first rank, 6 for the second, 7 for the third, and so on. Maxing out a skill thus costs a total of 35 points. Although this is already fairly involved, between the long skill list and the floating cost, the value of a rank is subject to further scrutiny given the early-game value, or lack thereof, of certain skills as well as the relative ease or difficulty of training ranks in a given skill. Many skills are performed just as well (or with little functional difference) by a Novice or even a Dabbler as they are by a Legendary. A Novice Furnace Operator won't produce Coke as fast as a Legendary Furnace Operator, but they will produce it fast enough to keep their neighbour smelting hematite until the cows come home.&lt;br /&gt;
&lt;br /&gt;
For a more complex example there is much overlap between what can be produced out of wood and what can be produced out of metal, but wood is plentiful in the early game (often throughout if a tree farm is established, and caravans will bring in several pages worth of wood if you request it) while metalworking can take much longer to establish, or would take several times longer to produce a given product in early game due to the multiple steps required, especially without a magma smelter. Metalworking also skills up slower than woodworking and metal products have a longer base production time than wood products. &lt;br /&gt;
&lt;br /&gt;
From one point of view Woodworking skills would be of more immediate use in producing quick goods of higher value in the early game, especially given the high volume needed; however furniture quality is of little concern in the early game, and the high volume of value-independent goods (such as barrels which you won't be trading away on their own or using to furnish chambers) will cause your carpenter to skill up fairly quickly. Even on a strictly functional level even a Novice carpenter can produce beds, barrels, and bins fast enough to keep up with a fledgeling base. Lastly once metal production is up and running it can be agonizingly slow if a Farmer or Peasant has to be re-assigned to learn from scratch, thus a Proficient Metalsmith stands to pay off much more in the run of the game than starting with a Proficient Carpenter.&lt;br /&gt;
&lt;br /&gt;
==== Supplies ====&lt;br /&gt;
&lt;br /&gt;
The default array of supplies covers a broad range of foodstuffs, seeds, drink, tools, and medical equipment, and is reasonable, though extra food and drink never hurt anyone. Lower forest embark sites should definitely consider bringing extra logs to cover the early demand for beds, &amp;amp;c. Also do not overlook the value of bringing animals. Dogs in particular can provide an excellent early warning system, good fighters against kobolds and other thieves, and a healthy supply of meat and bones.&lt;br /&gt;
&lt;br /&gt;
(To be inserted: list of default supplies - currently found on {{L|starting build}}.)&lt;br /&gt;
&lt;br /&gt;
=== Embark Strategies ===&lt;br /&gt;
The strategies below are suggestions. They are not universal, and many are even contradictory. This is because there is no One True Way to play Dwarf Fortress. Some may not work for you because of unstated assumptions about priority, value, fun, or procedure. However, since Losing is Fun, it's always worth it to try something out, even if it doesn't go well.&lt;br /&gt;
&lt;br /&gt;
==== Picking the Right Location ====&lt;br /&gt;
&lt;br /&gt;
'''Need More Dirt''' - three layers of soil before the stone layers begin provides a very large area that can be used to quickly carve out efficient storage rooms and large tree farms of the colorful underground trees without the need to flood/muddy large areas of stone.&lt;br /&gt;
&lt;br /&gt;
'''Flowing Water (and Its Inverse)''' - flowing water (river or stream) is a must have for the infinite power it supplies for working machinery and because underground water supplies are too dangerous to tap into. Alternately flowing water is nothing but a FPS killer given that infinite water is available underground.&lt;br /&gt;
&lt;br /&gt;
==== Preparation Strategies ====&lt;br /&gt;
&lt;br /&gt;
'''Free Barrels''' - many products are stored in bins, barrels, or bags and do not stack with other items even if they're in the same broad classification. Plump Helmets and Horse Meat come in separate barrels even though they're both food. Purchasing a single item of food (or increasing the number to one above the storage limit of the barrel i.e. 11, 21, 31) will also produce a free barrel for it to be stored in. As barrels have a cost of 3 to buy empty buying a single unit of cost 2 foodstuffs gets you a value of 5. Anything above cost 2 bought for the express purpose of getting barrels would be better off just buying barrels empty or raw logs. This concept can be extended to many different goods and for any stored good you were &amp;quot;going to buy anyway&amp;quot; you should avoid buying exactly a container's worth of. Do not get 20, get 21.&lt;br /&gt;
* Note that meat products from the same animal will store in the same barrel, thus 1 unit of Horse Meat and 1 unit of Horse Tripe will only get you 1  barrel, not 2.&lt;br /&gt;
&lt;br /&gt;
'''Cheap Bags''' - while even the cheapest bags (made from cave spider silk and low-value leather) cost 10 points each, you can instead simply bring several units of {{L|sand}} costing 1 point each, as each unit of sand will be stored in its own bag made from a randomly selected material (including giant cave spider silk and valuable creature leather).&lt;br /&gt;
&lt;br /&gt;
'''Don't Really Need That''' - unless you have tailored your embark for metal production quick and early, an anvil is unnecessary and the 100 points you get from refunding it can be better spent on skills or additional foodstuffs (can't really have enough foodstuffs). By the time the Dwarven caravan arrives in the fall, a 100☼ iron anvil, or even a 300☼ steel anvil, should be little more than an inconvenience. The same train of thought can be extended to the second copper battle axe, though weapons tend to cost much much more from caravans due to quality multipliers. This strategy was much more prevalent in prior versions where an anvil was worth 1,000☼ (close to 50% of the total embark value of 2,060) and a 300☼ steel battle axe could buy 100 logs, but is still fairly valid.&lt;br /&gt;
&lt;br /&gt;
'''REALLY Don't Need That''' - bring no pre-constructed goods (weapons, buckets, &amp;amp;c.), just the materials to make them with. This requires several (3-10, though you're likely to bring way more) logs, 4 bars of copper, and an anvil. When first arriving build a Wood Furnace and a Forge, make charcoal, then three picks and an axe. Also medical supplies are a waste to start with because if you need them you're screwed.&lt;br /&gt;
&lt;br /&gt;
'''Yes, I Do Need That''' - never leave without an anvil, since nothing guarantees the first caravan will even have one for sale.&lt;br /&gt;
&lt;br /&gt;
==== Skill Sets ====&lt;br /&gt;
Here are some sample skill distribution sets.&lt;br /&gt;
&lt;br /&gt;
'''Ashery'''&lt;br /&gt;
*Military: 5 armor use, 5 dodge. Possibly a mix of dodge and shield use instead of max dodge, but that's up in the air. Set to start training the moment goods are hauled inside the fort's entrance. Also does woodcutting as needed.&lt;br /&gt;
*Doctor/Leader: 1 appraise, 2 diagnose, 2 bone doctor, 2 surgeon, 2 wood dresser, 1 suture. Also serves as one of my primary miners and, once replacement miners come, the fort's first bookkeeper as well.&lt;br /&gt;
*Farmer/Cook: 4 farming, 5 cooking, 1 armorsmith. Does most of the early hauling grunt work, but eventually is restricted only to food related activites. No mining is done in order to keep armorsmithing as the highest moodable skill.&lt;br /&gt;
*Farmer/Brewer: 4 farming, 5 brewing, 1 armorsmith. Same as the cook.&lt;br /&gt;
*Weapon/Armorsmith: 5 armorsmith, 5 weaponsmith. Does a sizable amount of the early mining, but is removed from duty before the mining skill gets too high.&lt;br /&gt;
*Mason: 5 mason, 5 building design. Can help out with mining if necessary, but is usually busy constructing buildings or helping the farmers haul goods.&lt;br /&gt;
*Carpenter/Mechanic: 5 carpentry, 5 mechanic. An odd mix, but mechanisms are my primary export.&lt;br /&gt;
&lt;br /&gt;
'''Tarran'''&lt;br /&gt;
*(every skill has five points put into it)&lt;br /&gt;
*2 miners/engravers (when they are not mining they are engraving)&lt;br /&gt;
*1 mason/carpenter (deals with all that stuff)&lt;br /&gt;
*1 mechanic/stone crafter (when he is not making mechanisms he is making crafts)&lt;br /&gt;
*1 woodcutter/architect (when not cutting wood he is designing buildings)&lt;br /&gt;
*1 grower/brewer (deals with all my needs this early in the game)&lt;br /&gt;
*1 adequate armorsmith, weaponsmith, and metalcrafter. novice furnace operator, and woodburner (remove wood burner if you have magma)&lt;br /&gt;
&lt;br /&gt;
'''Ancient Enemy'''&lt;br /&gt;
*Leader with all his points distributed through negotiation/bookeeper/appraiser/etc&lt;br /&gt;
*3 dwarves with proficient mining&lt;br /&gt;
*1 proficient grower&lt;br /&gt;
*1 proficient brewer&lt;br /&gt;
*1 proficient cook&lt;br /&gt;
&lt;br /&gt;
'''Proteus'''&lt;br /&gt;
*Leader/Miner: 6-7 points into things important to become leader and broker (appraisal, negotiation, judge of intent, organizing and others, all at least with 1 pt), rest into mining&lt;br /&gt;
*Doc/Recordkeeper +at least another productive job: 1-2pts into diagnostics, 1pt in each other medical skill, 1pt in Recordkeeping, rest into 1-2 jobs&lt;br /&gt;
*Cook: 4-5pts in cooking,  2-4pts  in brewing,  rest in fish cleaning and butchery&lt;br /&gt;
*Farmer: around 3-4pts in Growing, at least 1pt in milling, Plant processing and Brewing&lt;br /&gt;
*Crafter: Usually 5pts in stone crafting,  rest in other crafting jobs (although that  might change,  as now bone carving has become next to worthless)&lt;br /&gt;
*Clothier: 2-4pts in leatherworking and clothier, rest into weavingand tanning&lt;br /&gt;
*Builder: Most of  his points into Masonry, Engraving and Mechanics, as well as a few  points into Carpenter  (if no other dwarf already has pts in this job)&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
{{version|31.02}}&lt;br /&gt;
* Once you choose &amp;quot;dwarf fortress&amp;quot; from the start new game menu, you cannot go back to the main menu without embarking or force-quitting the game. Unless you use Task manager, though you will have to start dwarf fortress again.&lt;br /&gt;
* Once you choose a location to embark, you likewise cannot go back.&lt;/div&gt;</summary>
		<author><name>LemonFrosted</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Dwarf_fortress_mode&amp;diff=88249</id>
		<title>v0.31:Dwarf fortress mode</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Dwarf_fortress_mode&amp;diff=88249"/>
		<updated>2010-04-09T20:06:24Z</updated>

		<summary type="html">&lt;p&gt;LemonFrosted: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
'''Fortress mode''': where the game gets its name! This option is available from the main menu after creating a world. In fortress mode, you pick a {{L|location|location}}, then assign your seven initial {{L|dwarves}} some starting {{L|skills}}, equipment, provisions, and {{L|animals}} to bring along.  After preparations are complete and your hardy explorers {{L|embark}}, they'll be faced with the fortress site you picked down to every detail, from geologically appropriate stone types to roaring waterfalls to ornery hippopotamuses.&lt;br /&gt;
&lt;br /&gt;
=== Playing ===&lt;br /&gt;
Your view of the in game world is that of a multi-layered environment which you can move north, south, east, and west, as well as up and down. Dwarves are represented by little faces, rocks by blackness and open space by blueness. There is a command menu that lets you set commands that your dutiful dwarves will attempt to follow. The rest of this wiki is dedicated to helping you with these commands. If you need help starting out, see {{L|Your first fortress}}.&lt;br /&gt;
&lt;br /&gt;
=== Goals ===&lt;br /&gt;
As an alpha version and sandbox game, there are few goals imposed upon the player by the programming. Survive, accumulate wealth, and build, build build! (Or at least try to make sure your inevitable death is entertaining). Some more specific challenges are available here, compiled by fun-loving players from all around: {{L|Challenges|List of Fun Goals}}&lt;br /&gt;
&lt;br /&gt;
[[category:Fortress mode]]&lt;/div&gt;</summary>
		<author><name>LemonFrosted</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Embark&amp;diff=88236</id>
		<title>v0.31:Embark</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Embark&amp;diff=88236"/>
		<updated>2010-04-09T18:26:39Z</updated>

		<summary type="html">&lt;p&gt;LemonFrosted: /* Choosing a Site */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{buggy|Bugs}}&lt;br /&gt;
'''Embark''' is the moment at the very beginning of the game, before actual game play begins (but after [[World generation|generating a world]]), when you and your initial 7 dwarves:&lt;br /&gt;
# Choose a site.&lt;br /&gt;
# Assign starting {{L|skill|skills}} to each dwarf.&lt;br /&gt;
# Select an initial load of {{L|supplies|supplies and equipment}}.&lt;br /&gt;
# Arrive at the site with your wagon full of supplies.&lt;br /&gt;
&lt;br /&gt;
== Choosing a Site ==&lt;br /&gt;
The process of choosing a site in DF2010 is much less involved than prior versions due to the ubiquitous presence of magma, gems, and ore, but that said there are still several considerations to keep in mind, namely aquifers, ore types, wood, climate, and neighbors.&lt;br /&gt;
&lt;br /&gt;
[[File:Embark.jpg]]&amp;lt;br /&amp;gt;&lt;br /&gt;
The Choose Fortress Location screen shows three views of the land at three different levels of magnification: Local, Region, and World. A section of lit tiles in the Local view indicates the current embark location within the region. The arrow keys control the X cursor in the center &amp;quot;Region&amp;quot; view while {{K|u}}, {{K|m}}, {{K|k}}, and {{K|h}} move the embark location around within the Local view. {{K|Shift}}-{{K|u}}, {{K|m}}, {{K|k}}, and {{K|h}} will resize the embark location, though it should be noted that larger embark areas will be more demanding on the computer's processor.&lt;br /&gt;
&lt;br /&gt;
To the right of the views is a list of local features in the dominant biome. Individual biomes, which form at least one map-tile of your embark location, can be cycled with the {{Key|F#}}-keys; for example, an area with 3 biomes present can be cycled using {{Key|F1}}, {{Key|F2}} and {{Key|F3}}. The selected biome will be highlighted with flashing Xs on the Local Map, and the biome's information will be displayed on the right side of the screen. The list at the bottom of the biome information indicates the dominant soil/stone composition from top to bottom for the first eight layers.&lt;br /&gt;
&lt;br /&gt;
Pressing {{K|Tab}} will cycle the presented information through a variety of different views and panels.&lt;br /&gt;
*Neighbors - other civilizations that are closest to your current location. Proximity increases the chance of interaction, though at present this largely means &amp;quot;nearby goblins are more likely to attack you.&amp;quot;&lt;br /&gt;
*Your Civilization - indicates all Dwarven civilizations in the world. {{K|*}} and {{K|-}} will cycle through the civilizations allowing you to choose which your settlers will be embarking from. This will change the specifics of what goods will be available to embark with (e.g. what types of meat), but not the overall function.&lt;br /&gt;
*Relative Elevation - Shows the land height relative to the lowest point in the region.&lt;br /&gt;
*Cliff Indicator - Shows the severity of cliffs.&lt;br /&gt;
 &lt;br /&gt;
=== Biomes ===&lt;br /&gt;
&amp;lt;small&amp;gt;Main article: {{L|Biome|biome}}&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A '''biome''' is a biotic area with homogeneous features, characterized by distinctive {{L|plant|plants}}, {{L|creatures|animal species}} and {{L|climate|climate}}. A biome will also contain only one set of stone layers, though these usually expand beyond a single biome. Your {{L|dwarves|dwarves}} will find different resources depending on which biomes they select when starting a fort.&lt;br /&gt;
&lt;br /&gt;
Biomes are important when choosing a fortress location in order to understand your {{L|surroundings|surroundings}}.&lt;br /&gt;
&lt;br /&gt;
==== Aquifer ====&lt;br /&gt;
&amp;lt;small&amp;gt;Main article: {{L|aquifer|aquifer}}&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
An aquifer is a layer of soil or stone saturated with water, and a biome may contain upwards of 3 aquifer layers (theoretically more, but such would be rare to say the least). Embarking on an aquifer brings up a warning before embark as an aquifer can significantly raise the difficulty of starting a fort. For specific tactics on working with an aquifer see the main page.&lt;br /&gt;
&lt;br /&gt;
==== Climate ====&lt;br /&gt;
&amp;lt;small&amp;gt;Main article: {{L|climate|climate}}&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Climate determines the maximum temperature range of the region, which in turn impacts the severity of exposure to the outside, wether water will freeze in winter, and how quickly water evaporates. Very hot and very cold biomes bring their own challenges which may be further compounded with overlapping features, such as a glacier being frozen for half the year, and being devoid of trees, and lacking a river.&lt;br /&gt;
&lt;br /&gt;
Note also that there is presently a bug in Hot or hotter climates where rain ''may'' superheat and melt dwarves and pets that are outside.&lt;br /&gt;
&lt;br /&gt;
==== Ore and Stone Types ====&lt;br /&gt;
&amp;lt;small&amp;gt;Main articles: {{L|Ore|ore}} and {{L|Stone|stone}}&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The types of stone available will determine the types of ore and gems available, but regardless of the specifics plenty of both will be available. Ore will determine what metals are available for use, which will in turn have significant impacts on your weapons and armour. Note that steel requires both an Iron ore and {{L|Flux|flux stone}} making {{L|chalk|chalk}}, {{L|dolomite|dolomite}}, and {{L|Limetone|limestone}} frequently preferred stone layers.&lt;br /&gt;
&lt;br /&gt;
==== Plant Life ====&lt;br /&gt;
&amp;lt;small&amp;gt;Main article: {{L|Trees|trees}} and {{L|Shrub|shrub}}&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Wood is the only substance {{L|Bed|beds}} can be made of and producing wooden bins and barrels is far faster and easier in the early game than producing metal versions. Most forts will require at least a nominal number of trees, though trees can be farmed underground in any biome.&lt;br /&gt;
&lt;br /&gt;
Shrubs can provide some quick food, brewable materials, and seeds for some very helpful above-ground {{L|Crops|crops}} which are generally only available through trading with Elves.&lt;br /&gt;
&lt;br /&gt;
==== Surroundings ====&lt;br /&gt;
&lt;br /&gt;
Any biome can have any set of surroundings; for example a glacier could be haunted, wilderness or mirthful. However, a named region (which is a contiguous area of one category of biomes, such as forests or wetlands) will be either good, neutral, or evil. Surroundings affect the types of plant life, wild animals and creatures which will appear in play within a given biome. It is possible to start a fortress that overlaps multiple alignment types (for example good, evil, savage, and benign). Some players consider this desirable, as it provides diversity in your little corner of the world, but it also has its dangers in the form of more ferocious wildlife.&lt;br /&gt;
&lt;br /&gt;
== Creating Your Settlers ==&lt;br /&gt;
=== Play Now! ===&lt;br /&gt;
You can forgo the process of assigning skills and supplies and instead select '''Play Now!''' This option will give you a selection of Dwarves with the following profiles:&lt;br /&gt;
&lt;br /&gt;
* Miner: Adequate Miner&lt;br /&gt;
* Woodworker: Novice Carpenter and Bowyer&lt;br /&gt;
* Stoneworker: Novice Engraver, Mason, Mechanic, and Building Designer&lt;br /&gt;
* Jeweler: Novice Gem Cutter, Gem Setter, Wood Crafter, Stone Crafter, and Bone Crafter&lt;br /&gt;
* Fisherdwarf: Novice Fisherdwarf&lt;br /&gt;
* Fish Cleaner: Novice Fish Cleaner, Butcher, Tanner, Weaver, Clothier, and Leatherworker&lt;br /&gt;
* Doctor&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;: Novice Wood Cutter, Brewer, Cook, Grower, Herbalist, Furnace Operator, Wood Burner, Lye Maker, and Potash Maker; Competent Wound Dresser, Diagnostician, Surgeon, Bone Doctor, and Suturer.&lt;br /&gt;
&lt;br /&gt;
One of these will be randomly flagged as Expedition Leader at the start. However all these Dwarves are selected from the surrounding civilizations and as a result it is possible to get Dwarves with honorary titles such as Law Giver or War Leader{{verify}}. These titles do not change the Dwarf's {{L|job|job}} but indicate that they are important in some way within the world history.&lt;br /&gt;
&lt;br /&gt;
The default embark value for a custom embark is 1274: 974 in pre-chosen goods and 300 unassigned. The Play Now! embark only uses 1038 points. While a Play Now! embark is no more doomed than any other embark, it is always better to Prepare Carefully once you know what you're doing with the set up of an early fort since Novice Butcher is hardly better than a Dwarf you manually flagged for the job. The only good reason is if you really want the Super Doctor, given the hazards of learning medical skills on-the-job.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;The doctor here is impossible to create in a custom embark, having 24 skill points (135 embark points) out of the usual possible 10.&amp;lt;br /&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Prepare Carefully ===&lt;br /&gt;
Preparing allows the player to customize their embarking party and supplies by spending a pool of points which is shared between skills and equipment, with each skill rank and equipment item having a set value. The total value of embarking is set at 1,274 points, though all but 300 of these are pre-spent on an array of basic equipment (the same equipment Play Now! uses.) It stands that one should try to maximize the value of their embark by spending all available points.&lt;br /&gt;
&lt;br /&gt;
==== Skills ====&lt;br /&gt;
&amp;lt;small&amp;gt;Main article: {{L|Skills|skills}}&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The seven settlers you begin with can be assigned up to ten skill ranks picked from the entire Dwarven skill list, including military, though only a maximum of 5 ranks (giving them a rank of &amp;quot;Proficient&amp;quot;) can be bought in any one skill. Skill ranks are bought from the shared pool at a cost of 5 for the first rank, 6 for the second, 7 for the third, and so on. Maxing out a skill thus costs a total of 35 points. Although this is already fairly involved, between the long skill list and the floating cost, the value of a rank is subject to further scrutiny given the early-game value, or lack thereof, of certain skills as well as the relative ease or difficulty of training ranks in a given skill. Many skills are performed just as well (or with little functional difference) by a Novice or even a Dabbler as they are by a Legendary. A Novice Furnace Operator won't produce Coke as fast as a Legendary Furnace Operator, but they will produce it fast enough to keep their neighbour smelting hematite until the cows come home.&lt;br /&gt;
&lt;br /&gt;
For a more complex example there is much overlap between what can be produced out of wood and what can be produced out of metal, but wood is plentiful in the early game (often throughout if a tree farm is established, and caravans will bring in several pages worth of wood if you request it) while metalworking can take much longer to establish, or would take several times longer to produce a given product in early game due to the multiple steps required, especially without a magma smelter. Metalworking also skills up slower than woodworking and metal products have a longer base production time than wood products. &lt;br /&gt;
&lt;br /&gt;
From one point of view Woodworking skills would be of more immediate use in producing quick goods of higher value in the early game, especially given the high volume needed; however furniture quality is of little concern in the early game, and the high volume of value-independent goods (such as barrels which you won't be trading away on their own or using to furnish chambers) will cause your carpenter to skill up fairly quickly. Even on a strictly functional level even a Novice carpenter can produce beds, barrels, and bins fast enough to keep up with a fledgeling base. Lastly once metal production is up and running it can be agonizingly slow if a Farmer or Peasant has to be re-assigned to learn from scratch, thus a Proficient Metalsmith stands to pay off much more in the run of the game than starting with a Proficient Carpenter.&lt;br /&gt;
&lt;br /&gt;
==== Supplies ====&lt;br /&gt;
&lt;br /&gt;
The default array of supplies covers a broad range of foodstuffs, seeds, drink, tools, and medical equipment, and is reasonable, though extra food and drink never hurt anyone. Lower forest embark sites should definitely consider bringing extra logs to cover the early demand for beds, &amp;amp;c. Also do not overlook the value of bringing animals. Dogs in particular can provide an excellent early warning system, good fighters against kobolds and other thieves, and a healthy supply of meat and bones.&lt;br /&gt;
&lt;br /&gt;
(To be inserted: list of default supplies).&lt;br /&gt;
&lt;br /&gt;
=== Embark Strategies ===&lt;br /&gt;
The strategies below are suggestions. They are not universal, and many are even contradictory. This is because there is no One True Way to play Dwarf Fortress. Some may not work for you because of unstated assumptions about priority, value, fun, or procedure. However, since Losing is Fun, it's always worth it to try something out, even if it doesn't go well.&lt;br /&gt;
&lt;br /&gt;
==== Picking the Right Location ====&lt;br /&gt;
&lt;br /&gt;
'''Need More Dirt''' - three layers of soil before the stone layers begin provides a very large area that can be used to quickly carve out efficient storage rooms and large tree farms of the colorful underground trees without the need to flood/muddy large areas of stone.&lt;br /&gt;
&lt;br /&gt;
'''Flowing Water (and Its Inverse)''' - flowing water (river or stream) is a must have for the infinite power it supplies for working machinery and because underground water supplies are too dangerous to tap into. Alternately flowing water is nothing but a FPS killer given that infinite water is available underground.&lt;br /&gt;
&lt;br /&gt;
==== Preparation Strategies ====&lt;br /&gt;
&lt;br /&gt;
'''Free Barrels''' - many products are stored in bins, barrels, or bags and do not stack with other items even if they're in the same broad classification. Plump Helmets and Horse Meat come in separate barrels even though they're both food. Purchasing a single item of food (or increasing the number to one above the storage limit of the barrel i.e. 11, 21, 31) will also produce a free barrel for it to be stored in. As barrels have a cost of 3 to buy empty buying a single unit of cost 2 foodstuffs gets you a value of 5. Anything above cost 2 bought for the express purpose of getting barrels would be better off just buying barrels empty or raw logs. This concept can be extended to many different goods and for any stored good you were &amp;quot;going to buy anyway&amp;quot; you should avoid buying exactly a container's worth of. Do not get 20, get 21.&lt;br /&gt;
* Note that meat products from the same animal will store in the same barrel, thus 1 unit of Horse Meat and 1 unit of Horse Tripe will only get you 1  barrel, not 2.&lt;br /&gt;
&lt;br /&gt;
'''Cheap Bags''' - while even the cheapest bags (made from cave spider silk and low-value leather) cost 10 points each, you can instead simply bring several units of {{L|sand}} costing 1 point each, as each unit of sand will be stored in its own bag made from a randomly selected material (including giant cave spider silk and valuable creature leather).&lt;br /&gt;
&lt;br /&gt;
'''Don't Really Need That''' - unless you have tailored your embark for metal production quick and early, an anvil is unnecessary and the 100 points you get from refunding it can be better spent on skills or additional foodstuffs (can't really have enough foodstuffs). By the time the Dwarven caravan arrives in the fall, a 100☼ iron anvil, or even a 300☼ steel anvil, should be little more than an inconvenience. The same train of thought can be extended to the second copper battle axe, though weapons tend to cost much much more from caravans due to quality multipliers. This strategy was much more prevalent in prior versions where an anvil was worth 1,000☼ (close to 50% of the total embark value of 2,060) and a 300☼ steel battle axe could buy 100 logs, but is still fairly valid.&lt;br /&gt;
&lt;br /&gt;
'''REALLY Don't Need That''' - bring no pre-constructed goods (weapons, buckets, &amp;amp;c.), just the materials to make them with. This requires several (3-10, though you're likely to bring way more) logs, 4 bars of copper, and an anvil. When first arriving build a Wood Furnace and a Forge, make charcoal, then three picks and an axe. Also medical supplies are a waste to start with because if you need them you're screwed.&lt;br /&gt;
&lt;br /&gt;
'''Yes, I Do Need That''' - never leave without an anvil, since nothing guarantees the first caravan will even have one for sale.&lt;br /&gt;
&lt;br /&gt;
==== Skill Sets ====&lt;br /&gt;
Here are some sample skill distribution sets.&lt;br /&gt;
&lt;br /&gt;
'''Ashery'''&lt;br /&gt;
*Military: 5 armor use, 5 dodge. Possibly a mix of dodge and shield use instead of max dodge, but that's up in the air. Set to start training the moment goods are hauled inside the fort's entrance. Also does woodcutting as needed.&lt;br /&gt;
*Doctor/Leader: 1 appraise, 2 diagnose, 2 bone doctor, 2 surgeon, 2 wood dresser, 1 suture. Also serves as one of my primary miners and, once replacement miners come, the fort's first bookkeeper as well.&lt;br /&gt;
*Farmer/Cook: 4 farming, 5 cooking, 1 armorsmith. Does most of the early hauling grunt work, but eventually is restricted only to food related activites. No mining is done in order to keep armorsmithing as the highest moodable skill.&lt;br /&gt;
*Farmer/Brewer: 4 farming, 5 brewing, 1 armorsmith. Same as the cook.&lt;br /&gt;
*Weapon/Armorsmith: 5 armorsmith, 5 weaponsmith. Does a sizable amount of the early mining, but is removed from duty before the mining skill gets too high.&lt;br /&gt;
*Mason: 5 mason, 5 building design. Can help out with mining if necessary, but is usually busy constructing buildings or helping the farmers haul goods.&lt;br /&gt;
*Carpenter/Mechanic: 5 carpentry, 5 mechanic. An odd mix, but mechanisms are my primary export.&lt;br /&gt;
&lt;br /&gt;
'''Tarran'''&lt;br /&gt;
*(every skill has five points put into it)&lt;br /&gt;
*2 miners/engravers (when they are not mining they are engraving)&lt;br /&gt;
*1 mason/carpenter (deals with all that stuff)&lt;br /&gt;
*1 mechanic/stone crafter (when he is not making mechanisms he is making crafts)&lt;br /&gt;
*1 woodcutter/architect (when not cutting wood he is designing buildings)&lt;br /&gt;
*1 grower/brewer (deals with all my needs this early in the game)&lt;br /&gt;
&lt;br /&gt;
'''Ancient Enemy'''&lt;br /&gt;
*Leader with all his points distributed through negotiation/bookeeper/appraiser/etc&lt;br /&gt;
*3 dwarves with proficient mining&lt;br /&gt;
*1 proficient grower&lt;br /&gt;
*1 proficient brewer&lt;br /&gt;
*1 proficient cook&lt;br /&gt;
&lt;br /&gt;
'''Proteus'''&lt;br /&gt;
*Leader/Miner: 6-7 points into things important to become leader and broker (appraisal, negotiation, judge of intent, organizing and others, all at least with 1 pt), rest into mining&lt;br /&gt;
*Doc/Recordkeeper +at least another productive job: 1-2pts into diagnostics, 1pt in each other medical skill, 1pt in Recordkeeping, rest into 1-2 jobs&lt;br /&gt;
*Cook: 4-5pts in cooking,  2-4pts  in brewing,  rest in fish cleaning and butchery&lt;br /&gt;
*Farmer: around 3-4pts in Growing, at least 1pt in milling, Plant processing and Brewing&lt;br /&gt;
*Crafter: Usually 5pts in stone crafting,  rest in other crafting jobs (although that  might change,  as now bone carving has become next to worthless)&lt;br /&gt;
*Clothier: 2-4pts in leatherworking and clothier, rest into weavingand tanning&lt;br /&gt;
*Builder: Most of  his points into Masonry, Engraving and Mechanics, as well as a few  points into Carpenter  (if no other dwarf already has pts in this job)&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
{{version|31.02}}&lt;br /&gt;
* Once you choose &amp;quot;dwarf fortress&amp;quot; from the start new game menu, you cannot go back to the main menu without embarking or force-quitting the game.&lt;br /&gt;
* Once you choose a location to embark, you likewise cannot go back.&lt;/div&gt;</summary>
		<author><name>LemonFrosted</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Embark&amp;diff=88234</id>
		<title>v0.31:Embark</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Embark&amp;diff=88234"/>
		<updated>2010-04-09T18:26:01Z</updated>

		<summary type="html">&lt;p&gt;LemonFrosted: /* Choosing a Site */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{buggy|Bugs}}&lt;br /&gt;
'''Embark''' is the moment at the very beginning of the game, before actual game play begins (but after [[World generation|generating a world]]), when you and your initial 7 dwarves:&lt;br /&gt;
# Choose a site.&lt;br /&gt;
# Assign starting {{L|skill|skills}} to each dwarf.&lt;br /&gt;
# Select an initial load of {{L|supplies|supplies and equipment}}.&lt;br /&gt;
# Arrive at the site with your wagon full of supplies.&lt;br /&gt;
&lt;br /&gt;
== Choosing a Site ==&lt;br /&gt;
The process of choosing a site in DF2010 is much less involved than prior versions due to the ubiquitous presence of magma, gems, and ore, but that said there are still several considerations to keep in mind, namely aquifers, ore types, wood, climate, and neighbors.&lt;br /&gt;
&lt;br /&gt;
[[File:Embark.jpg]]&lt;br /&gt;
The Choose Fortress Location screen shows three views of the land at three different levels of magnification: Local, Region, and World. A section of lit tiles in the Local view indicates the current embark location within the region. The arrow keys control the X cursor in the center &amp;quot;Region&amp;quot; view while {{K|u}}, {{K|m}}, {{K|k}}, and {{K|h}} move the embark location around within the Local view. {{K|Shift}}-{{K|u}}, {{K|m}}, {{K|k}}, and {{K|h}} will resize the embark location, though it should be noted that larger embark areas will be more demanding on the computer's processor.&lt;br /&gt;
&lt;br /&gt;
To the right of the views is a list of local features in the dominant biome. Individual biomes, which form at least one map-tile of your embark location, can be cycled with the {{Key|F#}}-keys; for example, an area with 3 biomes present can be cycled using {{Key|F1}}, {{Key|F2}} and {{Key|F3}}. The selected biome will be highlighted with flashing Xs on the Local Map, and the biome's information will be displayed on the right side of the screen. The list at the bottom of the biome information indicates the dominant soil/stone composition from top to bottom for the first eight layers.&lt;br /&gt;
&lt;br /&gt;
Pressing {{K|Tab}} will cycle the presented information through a variety of different views and panels.&lt;br /&gt;
*Neighbors - other civilizations that are closest to your current location. Proximity increases the chance of interaction, though at present this largely means &amp;quot;nearby goblins are more likely to attack you.&amp;quot;&lt;br /&gt;
*Your Civilization - indicates all Dwarven civilizations in the world. {{K|*}} and {{K|-}} will cycle through the civilizations allowing you to choose which your settlers will be embarking from. This will change the specifics of what goods will be available to embark with (e.g. what types of meat), but not the overall function.&lt;br /&gt;
*Relative Elevation - Shows the land height relative to the lowest point in the region.&lt;br /&gt;
*Cliff Indicator - Shows the severity of cliffs.&lt;br /&gt;
 &lt;br /&gt;
=== Biomes ===&lt;br /&gt;
&amp;lt;small&amp;gt;Main article: {{L|Biome|biome}}&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A '''biome''' is a biotic area with homogeneous features, characterized by distinctive {{L|plant|plants}}, {{L|creatures|animal species}} and {{L|climate|climate}}. A biome will also contain only one set of stone layers, though these usually expand beyond a single biome. Your {{L|dwarves|dwarves}} will find different resources depending on which biomes they select when starting a fort.&lt;br /&gt;
&lt;br /&gt;
Biomes are important when choosing a fortress location in order to understand your {{L|surroundings|surroundings}}.&lt;br /&gt;
&lt;br /&gt;
==== Aquifer ====&lt;br /&gt;
&amp;lt;small&amp;gt;Main article: {{L|aquifer|aquifer}}&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
An aquifer is a layer of soil or stone saturated with water, and a biome may contain upwards of 3 aquifer layers (theoretically more, but such would be rare to say the least). Embarking on an aquifer brings up a warning before embark as an aquifer can significantly raise the difficulty of starting a fort. For specific tactics on working with an aquifer see the main page.&lt;br /&gt;
&lt;br /&gt;
==== Climate ====&lt;br /&gt;
&amp;lt;small&amp;gt;Main article: {{L|climate|climate}}&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Climate determines the maximum temperature range of the region, which in turn impacts the severity of exposure to the outside, wether water will freeze in winter, and how quickly water evaporates. Very hot and very cold biomes bring their own challenges which may be further compounded with overlapping features, such as a glacier being frozen for half the year, and being devoid of trees, and lacking a river.&lt;br /&gt;
&lt;br /&gt;
Note also that there is presently a bug in Hot or hotter climates where rain ''may'' superheat and melt dwarves and pets that are outside.&lt;br /&gt;
&lt;br /&gt;
==== Ore and Stone Types ====&lt;br /&gt;
&amp;lt;small&amp;gt;Main articles: {{L|Ore|ore}} and {{L|Stone|stone}}&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The types of stone available will determine the types of ore and gems available, but regardless of the specifics plenty of both will be available. Ore will determine what metals are available for use, which will in turn have significant impacts on your weapons and armour. Note that steel requires both an Iron ore and {{L|Flux|flux stone}} making {{L|chalk|chalk}}, {{L|dolomite|dolomite}}, and {{L|Limetone|limestone}} frequently preferred stone layers.&lt;br /&gt;
&lt;br /&gt;
==== Plant Life ====&lt;br /&gt;
&amp;lt;small&amp;gt;Main article: {{L|Trees|trees}} and {{L|Shrub|shrub}}&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Wood is the only substance {{L|Bed|beds}} can be made of and producing wooden bins and barrels is far faster and easier in the early game than producing metal versions. Most forts will require at least a nominal number of trees, though trees can be farmed underground in any biome.&lt;br /&gt;
&lt;br /&gt;
Shrubs can provide some quick food, brewable materials, and seeds for some very helpful above-ground {{L|Crops|crops}} which are generally only available through trading with Elves.&lt;br /&gt;
&lt;br /&gt;
==== Surroundings ====&lt;br /&gt;
&lt;br /&gt;
Any biome can have any set of surroundings; for example a glacier could be haunted, wilderness or mirthful. However, a named region (which is a contiguous area of one category of biomes, such as forests or wetlands) will be either good, neutral, or evil. Surroundings affect the types of plant life, wild animals and creatures which will appear in play within a given biome. It is possible to start a fortress that overlaps multiple alignment types (for example good, evil, savage, and benign). Some players consider this desirable, as it provides diversity in your little corner of the world, but it also has its dangers in the form of more ferocious wildlife.&lt;br /&gt;
&lt;br /&gt;
== Creating Your Settlers ==&lt;br /&gt;
=== Play Now! ===&lt;br /&gt;
You can forgo the process of assigning skills and supplies and instead select '''Play Now!''' This option will give you a selection of Dwarves with the following profiles:&lt;br /&gt;
&lt;br /&gt;
* Miner: Adequate Miner&lt;br /&gt;
* Woodworker: Novice Carpenter and Bowyer&lt;br /&gt;
* Stoneworker: Novice Engraver, Mason, Mechanic, and Building Designer&lt;br /&gt;
* Jeweler: Novice Gem Cutter, Gem Setter, Wood Crafter, Stone Crafter, and Bone Crafter&lt;br /&gt;
* Fisherdwarf: Novice Fisherdwarf&lt;br /&gt;
* Fish Cleaner: Novice Fish Cleaner, Butcher, Tanner, Weaver, Clothier, and Leatherworker&lt;br /&gt;
* Doctor&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;: Novice Wood Cutter, Brewer, Cook, Grower, Herbalist, Furnace Operator, Wood Burner, Lye Maker, and Potash Maker; Competent Wound Dresser, Diagnostician, Surgeon, Bone Doctor, and Suturer.&lt;br /&gt;
&lt;br /&gt;
One of these will be randomly flagged as Expedition Leader at the start. However all these Dwarves are selected from the surrounding civilizations and as a result it is possible to get Dwarves with honorary titles such as Law Giver or War Leader{{verify}}. These titles do not change the Dwarf's {{L|job|job}} but indicate that they are important in some way within the world history.&lt;br /&gt;
&lt;br /&gt;
The default embark value for a custom embark is 1274: 974 in pre-chosen goods and 300 unassigned. The Play Now! embark only uses 1038 points. While a Play Now! embark is no more doomed than any other embark, it is always better to Prepare Carefully once you know what you're doing with the set up of an early fort since Novice Butcher is hardly better than a Dwarf you manually flagged for the job. The only good reason is if you really want the Super Doctor, given the hazards of learning medical skills on-the-job.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;The doctor here is impossible to create in a custom embark, having 24 skill points (135 embark points) out of the usual possible 10.&amp;lt;br /&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Prepare Carefully ===&lt;br /&gt;
Preparing allows the player to customize their embarking party and supplies by spending a pool of points which is shared between skills and equipment, with each skill rank and equipment item having a set value. The total value of embarking is set at 1,274 points, though all but 300 of these are pre-spent on an array of basic equipment (the same equipment Play Now! uses.) It stands that one should try to maximize the value of their embark by spending all available points.&lt;br /&gt;
&lt;br /&gt;
==== Skills ====&lt;br /&gt;
&amp;lt;small&amp;gt;Main article: {{L|Skills|skills}}&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The seven settlers you begin with can be assigned up to ten skill ranks picked from the entire Dwarven skill list, including military, though only a maximum of 5 ranks (giving them a rank of &amp;quot;Proficient&amp;quot;) can be bought in any one skill. Skill ranks are bought from the shared pool at a cost of 5 for the first rank, 6 for the second, 7 for the third, and so on. Maxing out a skill thus costs a total of 35 points. Although this is already fairly involved, between the long skill list and the floating cost, the value of a rank is subject to further scrutiny given the early-game value, or lack thereof, of certain skills as well as the relative ease or difficulty of training ranks in a given skill. Many skills are performed just as well (or with little functional difference) by a Novice or even a Dabbler as they are by a Legendary. A Novice Furnace Operator won't produce Coke as fast as a Legendary Furnace Operator, but they will produce it fast enough to keep their neighbour smelting hematite until the cows come home.&lt;br /&gt;
&lt;br /&gt;
For a more complex example there is much overlap between what can be produced out of wood and what can be produced out of metal, but wood is plentiful in the early game (often throughout if a tree farm is established, and caravans will bring in several pages worth of wood if you request it) while metalworking can take much longer to establish, or would take several times longer to produce a given product in early game due to the multiple steps required, especially without a magma smelter. Metalworking also skills up slower than woodworking and metal products have a longer base production time than wood products. &lt;br /&gt;
&lt;br /&gt;
From one point of view Woodworking skills would be of more immediate use in producing quick goods of higher value in the early game, especially given the high volume needed; however furniture quality is of little concern in the early game, and the high volume of value-independent goods (such as barrels which you won't be trading away on their own or using to furnish chambers) will cause your carpenter to skill up fairly quickly. Even on a strictly functional level even a Novice carpenter can produce beds, barrels, and bins fast enough to keep up with a fledgeling base. Lastly once metal production is up and running it can be agonizingly slow if a Farmer or Peasant has to be re-assigned to learn from scratch, thus a Proficient Metalsmith stands to pay off much more in the run of the game than starting with a Proficient Carpenter.&lt;br /&gt;
&lt;br /&gt;
==== Supplies ====&lt;br /&gt;
&lt;br /&gt;
The default array of supplies covers a broad range of foodstuffs, seeds, drink, tools, and medical equipment, and is reasonable, though extra food and drink never hurt anyone. Lower forest embark sites should definitely consider bringing extra logs to cover the early demand for beds, &amp;amp;c. Also do not overlook the value of bringing animals. Dogs in particular can provide an excellent early warning system, good fighters against kobolds and other thieves, and a healthy supply of meat and bones.&lt;br /&gt;
&lt;br /&gt;
(To be inserted: list of default supplies).&lt;br /&gt;
&lt;br /&gt;
=== Embark Strategies ===&lt;br /&gt;
The strategies below are suggestions. They are not universal, and many are even contradictory. This is because there is no One True Way to play Dwarf Fortress. Some may not work for you because of unstated assumptions about priority, value, fun, or procedure. However, since Losing is Fun, it's always worth it to try something out, even if it doesn't go well.&lt;br /&gt;
&lt;br /&gt;
==== Picking the Right Location ====&lt;br /&gt;
&lt;br /&gt;
'''Need More Dirt''' - three layers of soil before the stone layers begin provides a very large area that can be used to quickly carve out efficient storage rooms and large tree farms of the colorful underground trees without the need to flood/muddy large areas of stone.&lt;br /&gt;
&lt;br /&gt;
'''Flowing Water (and Its Inverse)''' - flowing water (river or stream) is a must have for the infinite power it supplies for working machinery and because underground water supplies are too dangerous to tap into. Alternately flowing water is nothing but a FPS killer given that infinite water is available underground.&lt;br /&gt;
&lt;br /&gt;
==== Preparation Strategies ====&lt;br /&gt;
&lt;br /&gt;
'''Free Barrels''' - many products are stored in bins, barrels, or bags and do not stack with other items even if they're in the same broad classification. Plump Helmets and Horse Meat come in separate barrels even though they're both food. Purchasing a single item of food (or increasing the number to one above the storage limit of the barrel i.e. 11, 21, 31) will also produce a free barrel for it to be stored in. As barrels have a cost of 3 to buy empty buying a single unit of cost 2 foodstuffs gets you a value of 5. Anything above cost 2 bought for the express purpose of getting barrels would be better off just buying barrels empty or raw logs. This concept can be extended to many different goods and for any stored good you were &amp;quot;going to buy anyway&amp;quot; you should avoid buying exactly a container's worth of. Do not get 20, get 21.&lt;br /&gt;
* Note that meat products from the same animal will store in the same barrel, thus 1 unit of Horse Meat and 1 unit of Horse Tripe will only get you 1  barrel, not 2.&lt;br /&gt;
&lt;br /&gt;
'''Cheap Bags''' - while even the cheapest bags (made from cave spider silk and low-value leather) cost 10 points each, you can instead simply bring several units of {{L|sand}} costing 1 point each, as each unit of sand will be stored in its own bag made from a randomly selected material (including giant cave spider silk and valuable creature leather).&lt;br /&gt;
&lt;br /&gt;
'''Don't Really Need That''' - unless you have tailored your embark for metal production quick and early, an anvil is unnecessary and the 100 points you get from refunding it can be better spent on skills or additional foodstuffs (can't really have enough foodstuffs). By the time the Dwarven caravan arrives in the fall, a 100☼ iron anvil, or even a 300☼ steel anvil, should be little more than an inconvenience. The same train of thought can be extended to the second copper battle axe, though weapons tend to cost much much more from caravans due to quality multipliers. This strategy was much more prevalent in prior versions where an anvil was worth 1,000☼ (close to 50% of the total embark value of 2,060) and a 300☼ steel battle axe could buy 100 logs, but is still fairly valid.&lt;br /&gt;
&lt;br /&gt;
'''REALLY Don't Need That''' - bring no pre-constructed goods (weapons, buckets, &amp;amp;c.), just the materials to make them with. This requires several (3-10, though you're likely to bring way more) logs, 4 bars of copper, and an anvil. When first arriving build a Wood Furnace and a Forge, make charcoal, then three picks and an axe. Also medical supplies are a waste to start with because if you need them you're screwed.&lt;br /&gt;
&lt;br /&gt;
'''Yes, I Do Need That''' - never leave without an anvil, since nothing guarantees the first caravan will even have one for sale.&lt;br /&gt;
&lt;br /&gt;
==== Skill Sets ====&lt;br /&gt;
Here are some sample skill distribution sets.&lt;br /&gt;
&lt;br /&gt;
'''Ashery'''&lt;br /&gt;
*Military: 5 armor use, 5 dodge. Possibly a mix of dodge and shield use instead of max dodge, but that's up in the air. Set to start training the moment goods are hauled inside the fort's entrance. Also does woodcutting as needed.&lt;br /&gt;
*Doctor/Leader: 1 appraise, 2 diagnose, 2 bone doctor, 2 surgeon, 2 wood dresser, 1 suture. Also serves as one of my primary miners and, once replacement miners come, the fort's first bookkeeper as well.&lt;br /&gt;
*Farmer/Cook: 4 farming, 5 cooking, 1 armorsmith. Does most of the early hauling grunt work, but eventually is restricted only to food related activites. No mining is done in order to keep armorsmithing as the highest moodable skill.&lt;br /&gt;
*Farmer/Brewer: 4 farming, 5 brewing, 1 armorsmith. Same as the cook.&lt;br /&gt;
*Weapon/Armorsmith: 5 armorsmith, 5 weaponsmith. Does a sizable amount of the early mining, but is removed from duty before the mining skill gets too high.&lt;br /&gt;
*Mason: 5 mason, 5 building design. Can help out with mining if necessary, but is usually busy constructing buildings or helping the farmers haul goods.&lt;br /&gt;
*Carpenter/Mechanic: 5 carpentry, 5 mechanic. An odd mix, but mechanisms are my primary export.&lt;br /&gt;
&lt;br /&gt;
'''Tarran'''&lt;br /&gt;
*(every skill has five points put into it)&lt;br /&gt;
*2 miners/engravers (when they are not mining they are engraving)&lt;br /&gt;
*1 mason/carpenter (deals with all that stuff)&lt;br /&gt;
*1 mechanic/stone crafter (when he is not making mechanisms he is making crafts)&lt;br /&gt;
*1 woodcutter/architect (when not cutting wood he is designing buildings)&lt;br /&gt;
*1 grower/brewer (deals with all my needs this early in the game)&lt;br /&gt;
&lt;br /&gt;
'''Ancient Enemy'''&lt;br /&gt;
*Leader with all his points distributed through negotiation/bookeeper/appraiser/etc&lt;br /&gt;
*3 dwarves with proficient mining&lt;br /&gt;
*1 proficient grower&lt;br /&gt;
*1 proficient brewer&lt;br /&gt;
*1 proficient cook&lt;br /&gt;
&lt;br /&gt;
'''Proteus'''&lt;br /&gt;
*Leader/Miner: 6-7 points into things important to become leader and broker (appraisal, negotiation, judge of intent, organizing and others, all at least with 1 pt), rest into mining&lt;br /&gt;
*Doc/Recordkeeper +at least another productive job: 1-2pts into diagnostics, 1pt in each other medical skill, 1pt in Recordkeeping, rest into 1-2 jobs&lt;br /&gt;
*Cook: 4-5pts in cooking,  2-4pts  in brewing,  rest in fish cleaning and butchery&lt;br /&gt;
*Farmer: around 3-4pts in Growing, at least 1pt in milling, Plant processing and Brewing&lt;br /&gt;
*Crafter: Usually 5pts in stone crafting,  rest in other crafting jobs (although that  might change,  as now bone carving has become next to worthless)&lt;br /&gt;
*Clothier: 2-4pts in leatherworking and clothier, rest into weavingand tanning&lt;br /&gt;
*Builder: Most of  his points into Masonry, Engraving and Mechanics, as well as a few  points into Carpenter  (if no other dwarf already has pts in this job)&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
{{version|31.02}}&lt;br /&gt;
* Once you choose &amp;quot;dwarf fortress&amp;quot; from the start new game menu, you cannot go back to the main menu without embarking or force-quitting the game.&lt;br /&gt;
* Once you choose a location to embark, you likewise cannot go back.&lt;/div&gt;</summary>
		<author><name>LemonFrosted</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Embark.jpg&amp;diff=88218</id>
		<title>File:Embark.jpg</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Embark.jpg&amp;diff=88218"/>
		<updated>2010-04-09T17:58:14Z</updated>

		<summary type="html">&lt;p&gt;LemonFrosted: The Embark Screen&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Embark Screen&lt;/div&gt;</summary>
		<author><name>LemonFrosted</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Embark&amp;diff=88212</id>
		<title>v0.31:Embark</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Embark&amp;diff=88212"/>
		<updated>2010-04-09T17:50:12Z</updated>

		<summary type="html">&lt;p&gt;LemonFrosted: /* Skill Sets */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{buggy|Bugs}}&lt;br /&gt;
'''Embark''' is the moment at the very beginning of the game, before actual game play begins (but after [[World generation|generating a world]]), when you and your initial 7 dwarves:&lt;br /&gt;
# Choose a site.&lt;br /&gt;
# Assign starting {{L|skill|skills}} to each dwarf.&lt;br /&gt;
# Select an initial load of {{L|supplies|supplies and equipment}}.&lt;br /&gt;
# Arrive at the site with your wagon full of supplies.&lt;br /&gt;
&lt;br /&gt;
== Choosing a Site ==&lt;br /&gt;
The process of choosing a site in DF2010 is much less involved than prior versions due to the ubiquitous presence of magma, gems, and ore. That said there are still several considerations to keep in mind, namely aquifers, ore types, wood, climate, and neighbours.&lt;br /&gt;
&lt;br /&gt;
=== Biomes ===&lt;br /&gt;
&amp;lt;small&amp;gt;Main article: {{L|Biome|biome}}&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A '''biome''' is a biotic area with homogeneous features, characterized by distinctive {{L|plant|plants}}, {{L|creatures|animal species}} and {{L|climate|climate}}. A biome will also contain only one set of stone layers, though these usually expand beyond a single biome. Your {{L|dwarves|dwarves}} will find different resources depending on which biomes they select when starting a fort.&lt;br /&gt;
&lt;br /&gt;
Biomes are important when choosing a fortress location in order to understand your {{L|surroundings|surroundings}}. Individual biomes, which form at least one map-tile of your embark location, can be cycled with the {{Key|F#}}-keys; for example, an area with 3 biomes present can be cycled using {{Key|F1}}, {{Key|F2}} and {{Key|F3}}. The selected biome will be highlighted with flashing Xs on the Local Map, and the biome's information will be displayed on the right side of the screen.&lt;br /&gt;
&lt;br /&gt;
==== Aquifer ====&lt;br /&gt;
&amp;lt;small&amp;gt;Main article: {{L|aquifer|aquifer}}&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
An aquifer is a layer of soil or stone saturated with water, and a biome may contain upwards of 3 aquifer layers (theoretically more, but such would be rare to say the least). Embarking on an aquifer brings up a warning before embark as an aquifer can significantly raise the difficulty of starting a fort. For specific tactics on working with an aquifer see the main page.&lt;br /&gt;
&lt;br /&gt;
==== Climate ====&lt;br /&gt;
&amp;lt;small&amp;gt;Main article: {{L|climate|climate}}&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Climate determines the maximum temperature range of the region, which in turn impacts the severity of exposure to the outside, wether water will freeze in winter, and how quickly water evaporates. Very hot and very cold biomes bring their own challenges which may be further compounded with overlapping features, such as a glacier being frozen for half the year, and being devoid of trees, and lacking a river.&lt;br /&gt;
&lt;br /&gt;
Note also that there is presently a bug in Hot or hotter climates where rain ''may'' superheat and melt dwarves and pets that are outside.&lt;br /&gt;
&lt;br /&gt;
==== Ore and Stone Types ====&lt;br /&gt;
&amp;lt;small&amp;gt;Main articles: {{L|Ore|ore}} and {{L|Stone|stone}}&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The types of stone available will determine the types of ore and gems available, but regardless of the specifics plenty of both will be available. Ore will determine what metals are available for use, which will in turn have significant impacts on your weapons and armour. Note that steel requires both an Iron ore and {{L|Flux|flux stone}} making {{L|chalk|chalk}}, {{L|dolomite|dolomite}}, and {{L|Limetone|limestone}} frequently preferred stone layers.&lt;br /&gt;
&lt;br /&gt;
==== Plant Life ====&lt;br /&gt;
&amp;lt;small&amp;gt;Main article: {{L|Trees|trees}} and {{L|Shrub|shrub}}&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Wood is the only substance {{L|Bed|beds}} can be made of and producing wooden bins and barrels is far faster and easier in the early game than producing metal versions. Most forts will require at least a nominal number of trees, though trees can be farmed underground in any biome.&lt;br /&gt;
&lt;br /&gt;
Shrubs can provide some quick food, brewable materials, and seeds for some very helpful above-ground {{L|Crops|crops}} which are generally only available through trading with Elves.&lt;br /&gt;
&lt;br /&gt;
==== Surroundings ====&lt;br /&gt;
&lt;br /&gt;
Any biome can have any set of surroundings; for example a glacier could be haunted, wilderness or mirthful. However, a named region (which is a contiguous area of one category of biomes, such as forests or wetlands) will be either good, neutral, or evil. Surroundings affect the types of plant life, wild animals and creatures which will appear in play within a given biome. It is possible to start a fortress that overlaps multiple alignment types (for example good, evil, savage, and benign). Some players consider this desirable, as it provides diversity in your little corner of the world, but it also has its dangers in the form of more ferocious wildlife.&lt;br /&gt;
&lt;br /&gt;
== Creating Your Settlers ==&lt;br /&gt;
=== Play Now! ===&lt;br /&gt;
You can forgo the process of assigning skills and supplies and instead select '''Play Now!''' This option will give you a selection of Dwarves with the following profiles:&lt;br /&gt;
&lt;br /&gt;
* Miner: Adequate Miner&lt;br /&gt;
* Woodworker: Novice Carpenter and Bowyer&lt;br /&gt;
* Stoneworker: Novice Engraver, Mason, Mechanic, and Building Designer&lt;br /&gt;
* Jeweler: Novice Gem Cutter, Gem Setter, Wood Crafter, Stone Crafter, and Bone Crafter&lt;br /&gt;
* Fisherdwarf: Novice Fisherdwarf&lt;br /&gt;
* Fish Cleaner: Novice Fish Cleaner, Butcher, Tanner, Weaver, Clothier, and Leatherworker&lt;br /&gt;
* Doctor&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;: Novice Wood Cutter, Brewer, Cook, Grower, Herbalist, Furnace Operator, Wood Burner, Lye Maker, and Potash Maker; Competent Wound Dresser, Diagnostician, Surgeon, Bone Doctor, and Suturer.&lt;br /&gt;
&lt;br /&gt;
One of these will be randomly flagged as Expedition Leader at the start. However all these Dwarves are selected from the surrounding civilizations and as a result it is possible to get Dwarves with honorary titles such as Law Giver or War Leader{{verify}}. These titles do not change the Dwarf's {{L|job|job}} but indicate that they are important in some way within the world history.&lt;br /&gt;
&lt;br /&gt;
The default embark value for a custom embark is 1274: 974 in pre-chosen goods and 300 unassigned. The Play Now! embark only uses 1038 points. While a Play Now! embark is no more doomed than any other embark, it is always better to Prepare Carefully once you know what you're doing with the set up of an early fort since Novice Butcher is hardly better than a Dwarf you manually flagged for the job. The only good reason is if you really want the Super Doctor, given the hazards of learning medical skills on-the-job.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;The doctor here is impossible to create in a custom embark, having 24 skill points (135 embark points) out of the usual possible 10.&amp;lt;br /&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Prepare Carefully ===&lt;br /&gt;
Preparing allows the player to customize their embarking party and supplies by spending a pool of points which is shared between skills and equipment, with each skill rank and equipment item having a set value. The total value of embarking is set at 1,274 points, though all but 300 of these are pre-spent on an array of basic equipment (the same equipment Play Now! uses.) It stands that one should try to maximize the value of their embark by spending all available points.&lt;br /&gt;
&lt;br /&gt;
==== Skills ====&lt;br /&gt;
&amp;lt;small&amp;gt;Main article: {{L|Skills|skills}}&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The seven settlers you begin with can be assigned up to ten skill ranks picked from the entire Dwarven skill list, including military, though only a maximum of 5 ranks (giving them a rank of &amp;quot;Proficient&amp;quot;) can be bought in any one skill. Skill ranks are bought from the shared pool at a cost of 5 for the first rank, 6 for the second, 7 for the third, and so on. Maxing out a skill thus costs a total of 35 points. Although this is already fairly involved, between the long skill list and the floating cost, the value of a rank is subject to further scrutiny given the early-game value, or lack thereof, of certain skills as well as the relative ease or difficulty of training ranks in a given skill. Many skills are performed just as well (or with little functional difference) by a Novice or even a Dabbler as they are by a Legendary. A Novice Furnace Operator won't produce Coke as fast as a Legendary Furnace Operator, but they will produce it fast enough to keep their neighbour smelting hematite until the cows come home.&lt;br /&gt;
&lt;br /&gt;
For a more complex example there is much overlap between what can be produced out of wood and what can be produced out of metal, but wood is plentiful in the early game (often throughout if a tree farm is established, and caravans will bring in several pages worth of wood if you request it) while metalworking can take much longer to establish, or would take several times longer to produce a given product in early game due to the multiple steps required, especially without a magma smelter. Metalworking also skills up slower than woodworking and metal products have a longer base production time than wood products. &lt;br /&gt;
&lt;br /&gt;
From one point of view Woodworking skills would be of more immediate use in producing quick goods of higher value in the early game, especially given the high volume needed; however furniture quality is of little concern in the early game, and the high volume of value-independent goods (such as barrels which you won't be trading away on their own or using to furnish chambers) will cause your carpenter to skill up fairly quickly. Even on a strictly functional level even a Novice carpenter can produce beds, barrels, and bins fast enough to keep up with a fledgeling base. Lastly once metal production is up and running it can be agonizingly slow if a Farmer or Peasant has to be re-assigned to learn from scratch, thus a Proficient Metalsmith stands to pay off much more in the run of the game than starting with a Proficient Carpenter.&lt;br /&gt;
&lt;br /&gt;
==== Supplies ====&lt;br /&gt;
&lt;br /&gt;
The default array of supplies covers a broad range of foodstuffs, seeds, drink, tools, and medical equipment, and is reasonable, though extra food and drink never hurt anyone. Lower forest embark sites should definitely consider bringing extra logs to cover the early demand for beds, &amp;amp;c. Also do not overlook the value of bringing animals. Dogs in particular can provide an excellent early warning system, good fighters against kobolds and other thieves, and a healthy supply of meat and bones.&lt;br /&gt;
&lt;br /&gt;
(To be inserted: list of default supplies).&lt;br /&gt;
&lt;br /&gt;
=== Embark Strategies ===&lt;br /&gt;
The strategies below are suggestions. They are not universal, and many are even contradictory. This is because there is no One True Way to play Dwarf Fortress. Some may not work for you because of unstated assumptions about priority, value, fun, or procedure. However, since Losing is Fun, it's always worth it to try something out, even if it doesn't go well.&lt;br /&gt;
&lt;br /&gt;
==== Picking the Right Location ====&lt;br /&gt;
&lt;br /&gt;
'''Need More Dirt''' - three layers of soil before the stone layers begin provides a very large area that can be used to quickly carve out efficient storage rooms and large tree farms of the colorful underground trees without the need to flood/muddy large areas of stone.&lt;br /&gt;
&lt;br /&gt;
'''Flowing Water (and Its Inverse)''' - flowing water (river or stream) is a must have for the infinite power it supplies for working machinery and because underground water supplies are too dangerous to tap into. Alternately flowing water is nothing but a FPS killer given that infinite water is available underground.&lt;br /&gt;
&lt;br /&gt;
==== Preparation Strategies ====&lt;br /&gt;
&lt;br /&gt;
'''Free Barrels''' - many products are stored in bins, barrels, or bags and do not stack with other items even if they're in the same broad classification. Plump Helmets and Horse Meat come in separate barrels even though they're both food. Purchasing a single item of food (or increasing the number to one above the storage limit of the barrel i.e. 11, 21, 31) will also produce a free barrel for it to be stored in. As barrels have a cost of 3 to buy empty buying a single unit of cost 2 foodstuffs gets you a value of 5. Anything above cost 2 bought for the express purpose of getting barrels would be better off just buying barrels empty or raw logs. This concept can be extended to many different goods and for any stored good you were &amp;quot;going to buy anyway&amp;quot; you should avoid buying exactly a container's worth of. Do not get 20, get 21.&lt;br /&gt;
* Note that meat products from the same animal will store in the same barrel, thus 1 unit of Horse Meat and 1 unit of Horse Tripe will only get you 1  barrel, not 2.&lt;br /&gt;
&lt;br /&gt;
'''Don't Really Need That''' - unless you have tailored your embark for metal production quick and early an anvil is unnecessary and the 100 points you get from refunding it can be better spent on skills or additional foodstuffs (can't really have enough foodstuffs.) By the time the Dwarven caravan arrives in the fall a cost 100 Iron anvil, or even a cost 300 Steel anvil, should be little more than an inconvenience. The same train of thought can be extended to the second Copper Battle Axe, though weapons tend to cost much much more from caravans due to quality multipliers. This strategy was much more prevalent in prior editions where an anvil was worth close to 50% of the total embark value (2,060) at cost 1,000 and an axe could buy 100 logs, but is still fairly valid.&lt;br /&gt;
&lt;br /&gt;
'''REALLY Don't Need That''' - bring no pre-constructed goods (weapons, buckets, &amp;amp;c.), just the materials to make them with. This requires several (3-10, though you're likely to bring way more) logs, 4 bars of copper, and an anvil. When first arriving build a Wood Furnace and a Forge, make charcoal, then three picks and an axe. Also medical supplies are a waste to start with because if you need them you're screwed.&lt;br /&gt;
&lt;br /&gt;
'''Yes, I Do Need That''' - never leave without an anvil, since nothing guarantees the first caravan will even have one for sale.&lt;br /&gt;
&lt;br /&gt;
==== Skill Sets ====&lt;br /&gt;
Here are some sample skill distribution sets.&lt;br /&gt;
&lt;br /&gt;
'''Ashery'''&lt;br /&gt;
*Military: 5 armor use, 5 dodge. Possibly a mix of dodge and shield use instead of max dodge, but that's up in the air. Set to start training the moment goods are hauled inside the fort's entrance. Also does woodcutting as needed.&lt;br /&gt;
*Doctor/Leader: 1 appraise, 2 diagnose, 2 bone doctor, 2 surgeon, 2 wood dresser, 1 suture. Also serves as one of my primary miners and, once replacement miners come, the fort's first bookkeeper as well.&lt;br /&gt;
*Farmer/Cook: 4 farming, 5 cooking, 1 armorsmith. Does most of the early hauling grunt work, but eventually is restricted only to food related activites. No mining is done in order to keep armorsmithing as the highest moodable skill.&lt;br /&gt;
*Farmer/Brewer: 4 farming, 5 brewing, 1 armorsmith. Same as the cook.&lt;br /&gt;
*Weapon/Armorsmith: 5 armorsmith, 5 weaponsmith. Does a sizable amount of the early mining, but is removed from duty before the mining skill gets too high.&lt;br /&gt;
*Mason: 5 mason, 5 building design. Can help out with mining if necessary, but is usually busy constructing buildings or helping the farmers haul goods.&lt;br /&gt;
*Carpenter/Mechanic: 5 carpentry, 5 mechanic. An odd mix, but mechanisms are my primary export.&lt;br /&gt;
&lt;br /&gt;
'''Tarran'''&lt;br /&gt;
*(every skill has five points put into it)&lt;br /&gt;
*2 miners/engravers (when they are not mining they are engraving)&lt;br /&gt;
*1 mason/carpenter (deals with all that stuff)&lt;br /&gt;
*1 mechanic/stone crafter (when he is not making mechanisms he is making crafts)&lt;br /&gt;
*1 woodcutter/architect (when not cutting wood he is designing buildings)&lt;br /&gt;
*1 grower/brewer (deals with all my needs this early in the game)&lt;br /&gt;
&lt;br /&gt;
'''Ancient Enemy'''&lt;br /&gt;
*Leader with all his points distributed through negotiation/bookeeper/appraiser/etc&lt;br /&gt;
*3 dwarves with proficient mining&lt;br /&gt;
*1 proficient grower&lt;br /&gt;
*1 proficient brewer&lt;br /&gt;
*1 proficient cook&lt;br /&gt;
&lt;br /&gt;
'''Proteus'''&lt;br /&gt;
*Leader/Miner: 6-7 points into things important to become leader and broker (appraisal, negotiation, judge of intent, organizing and others, all at least with 1 pt), rest into mining&lt;br /&gt;
*Doc/Recordkeeper +at least another productive job: 1-2pts into diagnostics, 1pt in each other medical skill, 1pt in Recordkeeping, rest into 1-2 jobs&lt;br /&gt;
*Cook: 4-5pts in cooking,  2-4pts  in brewing,  rest in fish cleaning and butchery&lt;br /&gt;
*Farmer: around 3-4pts in Growing, at least 1pt in milling, Plant processing and Brewing&lt;br /&gt;
*Crafter: Usually 5pts in stone crafting,  rest in other crafting jobs (although that  might change,  as now bone carving has become next to worthless)&lt;br /&gt;
*Clothier: 2-4pts in leatherworking and clothier, rest into weavingand tanning&lt;br /&gt;
*Builder: Most of  his points into Masonry, Engraving and Mechanics, as well as a few  points into Carpenter  (if no other dwarf already has pts in this job)&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
{{version|31.02}}&lt;br /&gt;
* Once you choose &amp;quot;dwarf fortress&amp;quot; from the start new game menu, you cannot go back to the main menu without embarking or force-quitting the game.&lt;br /&gt;
* Once you choose a location to embark, you likewise cannot go back.&lt;br /&gt;
* Fish are double-listed in the embark items screen. If you choose both fish the game will crash. {{verify}}&lt;/div&gt;</summary>
		<author><name>LemonFrosted</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Embark&amp;diff=88210</id>
		<title>v0.31:Embark</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Embark&amp;diff=88210"/>
		<updated>2010-04-09T17:48:53Z</updated>

		<summary type="html">&lt;p&gt;LemonFrosted: /* Embark Strategies */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{buggy|Bugs}}&lt;br /&gt;
'''Embark''' is the moment at the very beginning of the game, before actual game play begins (but after [[World generation|generating a world]]), when you and your initial 7 dwarves:&lt;br /&gt;
# Choose a site.&lt;br /&gt;
# Assign starting {{L|skill|skills}} to each dwarf.&lt;br /&gt;
# Select an initial load of {{L|supplies|supplies and equipment}}.&lt;br /&gt;
# Arrive at the site with your wagon full of supplies.&lt;br /&gt;
&lt;br /&gt;
== Choosing a Site ==&lt;br /&gt;
The process of choosing a site in DF2010 is much less involved than prior versions due to the ubiquitous presence of magma, gems, and ore. That said there are still several considerations to keep in mind, namely aquifers, ore types, wood, climate, and neighbours.&lt;br /&gt;
&lt;br /&gt;
=== Biomes ===&lt;br /&gt;
&amp;lt;small&amp;gt;Main article: {{L|Biome|biome}}&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A '''biome''' is a biotic area with homogeneous features, characterized by distinctive {{L|plant|plants}}, {{L|creatures|animal species}} and {{L|climate|climate}}. A biome will also contain only one set of stone layers, though these usually expand beyond a single biome. Your {{L|dwarves|dwarves}} will find different resources depending on which biomes they select when starting a fort.&lt;br /&gt;
&lt;br /&gt;
Biomes are important when choosing a fortress location in order to understand your {{L|surroundings|surroundings}}. Individual biomes, which form at least one map-tile of your embark location, can be cycled with the {{Key|F#}}-keys; for example, an area with 3 biomes present can be cycled using {{Key|F1}}, {{Key|F2}} and {{Key|F3}}. The selected biome will be highlighted with flashing Xs on the Local Map, and the biome's information will be displayed on the right side of the screen.&lt;br /&gt;
&lt;br /&gt;
==== Aquifer ====&lt;br /&gt;
&amp;lt;small&amp;gt;Main article: {{L|aquifer|aquifer}}&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
An aquifer is a layer of soil or stone saturated with water, and a biome may contain upwards of 3 aquifer layers (theoretically more, but such would be rare to say the least). Embarking on an aquifer brings up a warning before embark as an aquifer can significantly raise the difficulty of starting a fort. For specific tactics on working with an aquifer see the main page.&lt;br /&gt;
&lt;br /&gt;
==== Climate ====&lt;br /&gt;
&amp;lt;small&amp;gt;Main article: {{L|climate|climate}}&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Climate determines the maximum temperature range of the region, which in turn impacts the severity of exposure to the outside, wether water will freeze in winter, and how quickly water evaporates. Very hot and very cold biomes bring their own challenges which may be further compounded with overlapping features, such as a glacier being frozen for half the year, and being devoid of trees, and lacking a river.&lt;br /&gt;
&lt;br /&gt;
Note also that there is presently a bug in Hot or hotter climates where rain ''may'' superheat and melt dwarves and pets that are outside.&lt;br /&gt;
&lt;br /&gt;
==== Ore and Stone Types ====&lt;br /&gt;
&amp;lt;small&amp;gt;Main articles: {{L|Ore|ore}} and {{L|Stone|stone}}&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The types of stone available will determine the types of ore and gems available, but regardless of the specifics plenty of both will be available. Ore will determine what metals are available for use, which will in turn have significant impacts on your weapons and armour. Note that steel requires both an Iron ore and {{L|Flux|flux stone}} making {{L|chalk|chalk}}, {{L|dolomite|dolomite}}, and {{L|Limetone|limestone}} frequently preferred stone layers.&lt;br /&gt;
&lt;br /&gt;
==== Plant Life ====&lt;br /&gt;
&amp;lt;small&amp;gt;Main article: {{L|Trees|trees}} and {{L|Shrub|shrub}}&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Wood is the only substance {{L|Bed|beds}} can be made of and producing wooden bins and barrels is far faster and easier in the early game than producing metal versions. Most forts will require at least a nominal number of trees, though trees can be farmed underground in any biome.&lt;br /&gt;
&lt;br /&gt;
Shrubs can provide some quick food, brewable materials, and seeds for some very helpful above-ground {{L|Crops|crops}} which are generally only available through trading with Elves.&lt;br /&gt;
&lt;br /&gt;
==== Surroundings ====&lt;br /&gt;
&lt;br /&gt;
Any biome can have any set of surroundings; for example a glacier could be haunted, wilderness or mirthful. However, a named region (which is a contiguous area of one category of biomes, such as forests or wetlands) will be either good, neutral, or evil. Surroundings affect the types of plant life, wild animals and creatures which will appear in play within a given biome. It is possible to start a fortress that overlaps multiple alignment types (for example good, evil, savage, and benign). Some players consider this desirable, as it provides diversity in your little corner of the world, but it also has its dangers in the form of more ferocious wildlife.&lt;br /&gt;
&lt;br /&gt;
== Creating Your Settlers ==&lt;br /&gt;
=== Play Now! ===&lt;br /&gt;
You can forgo the process of assigning skills and supplies and instead select '''Play Now!''' This option will give you a selection of Dwarves with the following profiles:&lt;br /&gt;
&lt;br /&gt;
* Miner: Adequate Miner&lt;br /&gt;
* Woodworker: Novice Carpenter and Bowyer&lt;br /&gt;
* Stoneworker: Novice Engraver, Mason, Mechanic, and Building Designer&lt;br /&gt;
* Jeweler: Novice Gem Cutter, Gem Setter, Wood Crafter, Stone Crafter, and Bone Crafter&lt;br /&gt;
* Fisherdwarf: Novice Fisherdwarf&lt;br /&gt;
* Fish Cleaner: Novice Fish Cleaner, Butcher, Tanner, Weaver, Clothier, and Leatherworker&lt;br /&gt;
* Doctor&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;: Novice Wood Cutter, Brewer, Cook, Grower, Herbalist, Furnace Operator, Wood Burner, Lye Maker, and Potash Maker; Competent Wound Dresser, Diagnostician, Surgeon, Bone Doctor, and Suturer.&lt;br /&gt;
&lt;br /&gt;
One of these will be randomly flagged as Expedition Leader at the start. However all these Dwarves are selected from the surrounding civilizations and as a result it is possible to get Dwarves with honorary titles such as Law Giver or War Leader{{verify}}. These titles do not change the Dwarf's {{L|job|job}} but indicate that they are important in some way within the world history.&lt;br /&gt;
&lt;br /&gt;
The default embark value for a custom embark is 1274: 974 in pre-chosen goods and 300 unassigned. The Play Now! embark only uses 1038 points. While a Play Now! embark is no more doomed than any other embark, it is always better to Prepare Carefully once you know what you're doing with the set up of an early fort since Novice Butcher is hardly better than a Dwarf you manually flagged for the job. The only good reason is if you really want the Super Doctor, given the hazards of learning medical skills on-the-job.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;The doctor here is impossible to create in a custom embark, having 24 skill points (135 embark points) out of the usual possible 10.&amp;lt;br /&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Prepare Carefully ===&lt;br /&gt;
Preparing allows the player to customize their embarking party and supplies by spending a pool of points which is shared between skills and equipment, with each skill rank and equipment item having a set value. The total value of embarking is set at 1,274 points, though all but 300 of these are pre-spent on an array of basic equipment (the same equipment Play Now! uses.) It stands that one should try to maximize the value of their embark by spending all available points.&lt;br /&gt;
&lt;br /&gt;
==== Skills ====&lt;br /&gt;
&amp;lt;small&amp;gt;Main article: {{L|Skills|skills}}&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The seven settlers you begin with can be assigned up to ten skill ranks picked from the entire Dwarven skill list, including military, though only a maximum of 5 ranks (giving them a rank of &amp;quot;Proficient&amp;quot;) can be bought in any one skill. Skill ranks are bought from the shared pool at a cost of 5 for the first rank, 6 for the second, 7 for the third, and so on. Maxing out a skill thus costs a total of 35 points. Although this is already fairly involved, between the long skill list and the floating cost, the value of a rank is subject to further scrutiny given the early-game value, or lack thereof, of certain skills as well as the relative ease or difficulty of training ranks in a given skill. Many skills are performed just as well (or with little functional difference) by a Novice or even a Dabbler as they are by a Legendary. A Novice Furnace Operator won't produce Coke as fast as a Legendary Furnace Operator, but they will produce it fast enough to keep their neighbour smelting hematite until the cows come home.&lt;br /&gt;
&lt;br /&gt;
For a more complex example there is much overlap between what can be produced out of wood and what can be produced out of metal, but wood is plentiful in the early game (often throughout if a tree farm is established, and caravans will bring in several pages worth of wood if you request it) while metalworking can take much longer to establish, or would take several times longer to produce a given product in early game due to the multiple steps required, especially without a magma smelter. Metalworking also skills up slower than woodworking and metal products have a longer base production time than wood products. &lt;br /&gt;
&lt;br /&gt;
From one point of view Woodworking skills would be of more immediate use in producing quick goods of higher value in the early game, especially given the high volume needed; however furniture quality is of little concern in the early game, and the high volume of value-independent goods (such as barrels which you won't be trading away on their own or using to furnish chambers) will cause your carpenter to skill up fairly quickly. Even on a strictly functional level even a Novice carpenter can produce beds, barrels, and bins fast enough to keep up with a fledgeling base. Lastly once metal production is up and running it can be agonizingly slow if a Farmer or Peasant has to be re-assigned to learn from scratch, thus a Proficient Metalsmith stands to pay off much more in the run of the game than starting with a Proficient Carpenter.&lt;br /&gt;
&lt;br /&gt;
==== Supplies ====&lt;br /&gt;
&lt;br /&gt;
The default array of supplies covers a broad range of foodstuffs, seeds, drink, tools, and medical equipment, and is reasonable, though extra food and drink never hurt anyone. Lower forest embark sites should definitely consider bringing extra logs to cover the early demand for beds, &amp;amp;c. Also do not overlook the value of bringing animals. Dogs in particular can provide an excellent early warning system, good fighters against kobolds and other thieves, and a healthy supply of meat and bones.&lt;br /&gt;
&lt;br /&gt;
(To be inserted: list of default supplies).&lt;br /&gt;
&lt;br /&gt;
=== Embark Strategies ===&lt;br /&gt;
The strategies below are suggestions. They are not universal, and many are even contradictory. This is because there is no One True Way to play Dwarf Fortress. Some may not work for you because of unstated assumptions about priority, value, fun, or procedure. However, since Losing is Fun, it's always worth it to try something out, even if it doesn't go well.&lt;br /&gt;
&lt;br /&gt;
==== Picking the Right Location ====&lt;br /&gt;
&lt;br /&gt;
'''Need More Dirt''' - three layers of soil before the stone layers begin provides a very large area that can be used to quickly carve out efficient storage rooms and large tree farms of the colorful underground trees without the need to flood/muddy large areas of stone.&lt;br /&gt;
&lt;br /&gt;
'''Flowing Water (and Its Inverse)''' - flowing water (river or stream) is a must have for the infinite power it supplies for working machinery and because underground water supplies are too dangerous to tap into. Alternately flowing water is nothing but a FPS killer given that infinite water is available underground.&lt;br /&gt;
&lt;br /&gt;
==== Preparation Strategies ====&lt;br /&gt;
&lt;br /&gt;
'''Free Barrels''' - many products are stored in bins, barrels, or bags and do not stack with other items even if they're in the same broad classification. Plump Helmets and Horse Meat come in separate barrels even though they're both food. Purchasing a single item of food (or increasing the number to one above the storage limit of the barrel i.e. 11, 21, 31) will also produce a free barrel for it to be stored in. As barrels have a cost of 3 to buy empty buying a single unit of cost 2 foodstuffs gets you a value of 5. Anything above cost 2 bought for the express purpose of getting barrels would be better off just buying barrels empty or raw logs. This concept can be extended to many different goods and for any stored good you were &amp;quot;going to buy anyway&amp;quot; you should avoid buying exactly a container's worth of. Do not get 20, get 21.&lt;br /&gt;
* Note that meat products from the same animal will store in the same barrel, thus 1 unit of Horse Meat and 1 unit of Horse Tripe will only get you 1  barrel, not 2.&lt;br /&gt;
&lt;br /&gt;
'''Don't Really Need That''' - unless you have tailored your embark for metal production quick and early an anvil is unnecessary and the 100 points you get from refunding it can be better spent on skills or additional foodstuffs (can't really have enough foodstuffs.) By the time the Dwarven caravan arrives in the fall a cost 100 Iron anvil, or even a cost 300 Steel anvil, should be little more than an inconvenience. The same train of thought can be extended to the second Copper Battle Axe, though weapons tend to cost much much more from caravans due to quality multipliers. This strategy was much more prevalent in prior editions where an anvil was worth close to 50% of the total embark value (2,060) at cost 1,000 and an axe could buy 100 logs, but is still fairly valid.&lt;br /&gt;
&lt;br /&gt;
'''REALLY Don't Need That''' - bring no pre-constructed goods (weapons, buckets, &amp;amp;c.), just the materials to make them with. This requires several (3-10, though you're likely to bring way more) logs, 4 bars of copper, and an anvil. When first arriving build a Wood Furnace and a Forge, make charcoal, then three picks and an axe. Also medical supplies are a waste to start with because if you need them you're screwed.&lt;br /&gt;
&lt;br /&gt;
'''Yes, I Do Need That''' - never leave without an anvil, since nothing guarantees the first caravan will even have one for sale.&lt;br /&gt;
&lt;br /&gt;
==== Skill Sets ====&lt;br /&gt;
Here are some sample skill distribution sets.&lt;br /&gt;
&lt;br /&gt;
[[Ashery]]&lt;br /&gt;
*Military: 5 armor use, 5 dodge. Possibly a mix of dodge and shield use instead of max dodge, but that's up in the air. Set to start training the moment goods are hauled inside the fort's entrance. Also does woodcutting as needed.&lt;br /&gt;
*Doctor/Leader: 1 appraise, 2 diagnose, 2 bone doctor, 2 surgeon, 2 wood dresser, 1 suture. Also serves as one of my primary miners and, once replacement miners come, the fort's first bookkeeper as well.&lt;br /&gt;
*Farmer/Cook: 4 farming, 5 cooking, 1 armorsmith. Does most of the early hauling grunt work, but eventually is restricted only to food related activites. No mining is done in order to keep armorsmithing as the highest moodable skill.&lt;br /&gt;
*Farmer/Brewer: 4 farming, 5 brewing, 1 armorsmith. Same as the cook.&lt;br /&gt;
*Weapon/Armorsmith: 5 armorsmith, 5 weaponsmith. Does a sizable amount of the early mining, but is removed from duty before the mining skill gets too high.&lt;br /&gt;
*Mason: 5 mason, 5 building design. Can help out with mining if necessary, but is usually busy constructing buildings or helping the farmers haul goods.&lt;br /&gt;
*Carpenter/Mechanic: 5 carpentry, 5 mechanic. An odd mix, but mechanisms are my primary export.&lt;br /&gt;
&lt;br /&gt;
[[Tarran]]&lt;br /&gt;
*(every skill has five points put into it)&lt;br /&gt;
*2 miners/engravers (when they are not mining they are engraving)&lt;br /&gt;
*1 mason/carpenter (deals with all that stuff)&lt;br /&gt;
*1 mechanic/stone crafter (when he is not making mechanisms he is making crafts)&lt;br /&gt;
*1 woodcutter/architect (when not cutting wood he is designing buildings)&lt;br /&gt;
*1 grower/brewer (deals with all my needs this early in the game)&lt;br /&gt;
&lt;br /&gt;
[[Ancient Enemy]]&lt;br /&gt;
*Leader with all his points distributed through negotiation/bookeeper/appraiser/etc&lt;br /&gt;
*3 dwarves with proficient mining&lt;br /&gt;
*1 proficient grower&lt;br /&gt;
*1 proficient brewer&lt;br /&gt;
*1 proficient cook&lt;br /&gt;
&lt;br /&gt;
[[Proteus]]&lt;br /&gt;
*Leader/Miner: 6-7 points into things important to become leader and broker (appraisal, negotiation, judge of intent, organizing and others, all at least with 1 pt), rest into mining&lt;br /&gt;
*Doc/Recordkeeper +at least another productive job: 1-2pts into diagnostics, 1pt in each other medical skill, 1pt in Recordkeeping, rest into 1-2 jobs&lt;br /&gt;
*Cook: 4-5pts in cooking,  2-4pts  in brewing,  rest in fish cleaning and butchery&lt;br /&gt;
*Farmer: around 3-4pts in Growing, at least 1pt in milling, Plant processing and Brewing&lt;br /&gt;
*Crafter: Usually 5pts in stone crafting,  rest in other crafting jobs (although that  might change,  as now bone carving has become next to worthless)&lt;br /&gt;
*Clothier: 2-4pts in leatherworking and clothier, rest into weavingand tanning&lt;br /&gt;
*Builder: Most of  his points into Masonry, Engraving and Mechanics, as well as a few  points into Carpenter  (if no other dwarf already has pts in this job)&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
{{version|31.02}}&lt;br /&gt;
* Once you choose &amp;quot;dwarf fortress&amp;quot; from the start new game menu, you cannot go back to the main menu without embarking or force-quitting the game.&lt;br /&gt;
* Once you choose a location to embark, you likewise cannot go back.&lt;br /&gt;
* Fish are double-listed in the embark items screen. If you choose both fish the game will crash. {{verify}}&lt;/div&gt;</summary>
		<author><name>LemonFrosted</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Embark&amp;diff=88197</id>
		<title>v0.31 Talk:Embark</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Embark&amp;diff=88197"/>
		<updated>2010-04-09T17:22:18Z</updated>

		<summary type="html">&lt;p&gt;LemonFrosted: Created page with '* could not replicate the &amp;quot;double fish crash&amp;quot;'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* could not replicate the &amp;quot;double fish crash&amp;quot;&lt;/div&gt;</summary>
		<author><name>LemonFrosted</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Embark&amp;diff=87929</id>
		<title>v0.31:Embark</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Embark&amp;diff=87929"/>
		<updated>2010-04-09T08:07:53Z</updated>

		<summary type="html">&lt;p&gt;LemonFrosted: /* Embark Strategies */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
'''Embark''' is the moment at the very beginning of the game, before actual game play begins (but after [[World generation|generating a world]]), when you and your initial 7 dwarves:&lt;br /&gt;
# Choose a site.&lt;br /&gt;
# Assign starting {{L|skill|skills}} to each dwarf.&lt;br /&gt;
# Select an initial load of {{L|supplies|supplies and equipment}}.&lt;br /&gt;
# Arrive at the site with your wagon full of supplies.&lt;br /&gt;
&lt;br /&gt;
== Choosing a Site ==&lt;br /&gt;
The process of choosing a site in DF2010 is much less involved than prior versions due to the ubiquitous presence of magma, gems, and ore. That said there are still several considerations to keep in mind, namely aquifers, ore types, wood, climate, and neighbours.&lt;br /&gt;
&lt;br /&gt;
=== Biomes ===&lt;br /&gt;
&amp;lt;small&amp;gt;Main article: {{L|Biome|biome}}&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A '''biome''' is a biotic area with homogeneous features, characterized by distinctive {{L|plant|plants}}, {{L|creatures|animal species}} and {{L|climate|climate}}. A biome will also contain only one set of stone layers, though these usually expand beyond a single biome. Your {{L|dwarves|dwarves}} will find different resources depending on which biomes they select when starting a fort.&lt;br /&gt;
&lt;br /&gt;
Biomes are important when choosing a fortress location in order to understand your {{L|surroundings|surroundings}}. Individual biomes, which form at least one map-tile of your embark location, can be cycled with the {{Key|F#}}-keys; for example, an area with 3 biomes present can be cycled using {{Key|F1}}, {{Key|F2}} and {{Key|F3}}. The selected biome will be highlighted with flashing Xs on the Local Map, and the biome's information will be displayed on the right side of the screen.&lt;br /&gt;
&lt;br /&gt;
==== Aquifer ====&lt;br /&gt;
&amp;lt;small&amp;gt;Main article: {{L|aquifer|aquifer}}&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
An aquifer is a layer of soil or stone saturated with water, and a biome may contain upwards of 3 aquifer layers (theoretically more, but such would be rare to say the least). Embarking on an aquifer brings up a warning before embark as an aquifer can significantly raise the difficulty of starting a fort. For specific tactics on working with an aquifer see the main page.&lt;br /&gt;
&lt;br /&gt;
==== Climate ====&lt;br /&gt;
&amp;lt;small&amp;gt;Main article: {{L|climate|climate}}&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Climate determines the maximum temperature range of the region, which in turn impacts the severity of exposure to the outside, wether water will freeze in winter, and how quickly water evaporates. Very hot and very cold biomes bring their own challenges which may be further compounded with overlapping features, such as a glacier being frozen for half the year, and being devoid of trees, and lacking a river.&lt;br /&gt;
&lt;br /&gt;
Note also that there is presently a bug in Hot or hotter climates where rain ''may'' superheat and melt dwarves and pets that are outside.&lt;br /&gt;
&lt;br /&gt;
==== Ore and Stone Types ====&lt;br /&gt;
&amp;lt;small&amp;gt;Main articles: {{L|Ore|ore}} and {{L|Stone|stone}}&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The types of stone available will determine the types of ore and gems available, but regardless of the specifics plenty of both will be available. Ore will determine what metals are available for use, which will in turn have significant impacts on your weapons and armour. Note that steel requires both an Iron ore and {{L|Flux|flux stone}} making {{L|chalk|chalk}}, {{L|dolomite|dolomite}}, and {{L|Limetone|limestone}} frequently preferred stone layers.&lt;br /&gt;
&lt;br /&gt;
==== Plant Life ====&lt;br /&gt;
&amp;lt;small&amp;gt;Main article: {{L|Trees|trees}} and {{L|Shrub|shrub}}&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Wood is the only substance {{L|Bed|beds}} can be made of and producing wooden bins and barrels is far faster and easier in the early game than producing metal versions. Most forts will require at least a nominal number of trees, though trees can be farmed underground in any biome.&lt;br /&gt;
&lt;br /&gt;
Shrubs can provide some quick food, brewable materials, and seeds for some very helpful above-ground {{L|Crops|crops}} which are generally only available through trading with Elves.&lt;br /&gt;
&lt;br /&gt;
==== Surroundings ====&lt;br /&gt;
&lt;br /&gt;
Any biome can have any set of surroundings; for example a glacier could be haunted, wilderness or mirthful. However, a named region (which is a contiguous area of one category of biomes, such as forests or wetlands) will be either good, neutral, or evil. Surroundings affect the types of plant life, wild animals and creatures which will appear in play within a given biome. It is possible to start a fortress that overlaps multiple alignment types (for example good, evil, savage, and benign). Some players consider this desirable, as it provides diversity in your little corner of the world, but it also has its dangers in the form of more ferocious wildlife.&lt;br /&gt;
&lt;br /&gt;
== Creating Your Settlers ==&lt;br /&gt;
=== Play Now! ===&lt;br /&gt;
You can forgo the process of assigning skills and supplies and instead select '''Play Now!''' This option will give you a selection of Dwarves with the following profiles:&lt;br /&gt;
&lt;br /&gt;
* Miner: Adequate Miner&lt;br /&gt;
* Woodworker: Novice Carpenter and Bowyer&lt;br /&gt;
* Stoneworker: Novice Engraver, Mason, Mechanic, and Building Designer&lt;br /&gt;
* Jeweler: Novice Gem Cutter, Gem Setter, Wood Crafter, Stone Crafter, and Bone Crafter&lt;br /&gt;
* Fisherdwarf&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;: Novice Fisherdwarf, and Negotiator; Dabbling Judge of Intent, Conversationalist, Comedian, and Flatterer&lt;br /&gt;
* Fish Cleaner: Novice Fish Cleaner, Butcher, Tanner, Weaver, Clothier, and Leatherworker&lt;br /&gt;
* Doctor&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;: Novice Wood Cutter, Brewer, Cook, Grower, Herbalist, Furnace Operator, Wood Burner, Lye Maker, and Potash Maker; Competent Wound Dresser, Diagnostician, Surgeon, Bone Doctor, and Suturer.&lt;br /&gt;
&lt;br /&gt;
None of these will be flagged as Expedition Leader at the start due to the lack of an Adequate Negotiator. However all these Dwarves are selected from the surrounding civilizations and as a result it is possible to get Dwarves with honorary titles such as Law Giver or War Leader. These titles do not change the Dwarf's {{L|job|job}} but indicate that they are important in some way within the world history.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;It is possible that this dwarf ''will not'' have Negotiator or the other social skills. A Novice Negotiator is required to be able to flag dwarves for any jobs besides mining, hauling, cleaning, and Other. The presence or lack of these skills on this dwarf does not seem to be reflected in the overall point value of the embark, though this value is functionally only 5 since it's impossible to buy a skill at the Dabbling value.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;The doctor here is impossible to create in the custom embark, having 24 skill points (135 embark points).&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;The default embark value for a custom embark is 1274: 974 in pre-chosen goods and 300 unassigned. The Play Now! embark only uses 1038 points. While a Play Now! embark is no more doomed than any other embark, it is always better to Prepare Carefully once you know what you're doing with the set up of an early fort since Novice Butcher is hardly better than a Dwarf you manually flagged for the job. The only good reason is if you really want the Super Doctor, given the hazards of learning medical skills on-the-job.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Prepare Carefully ===&lt;br /&gt;
Preparing allows the player to customize their embarking party and supplies by spending a pool of points which is shared between skills and equipment, with each skill rank and equipment item having a set value. The total value of embarking is set at 1,274 points, though all but 300 of these are pre-spent on an array of basic equipment (the same equipment Play Now! uses.) It stands that one should try to maximize the value of their embark by spending all available points.&lt;br /&gt;
&lt;br /&gt;
==== Skills ====&lt;br /&gt;
&amp;lt;small&amp;gt;Main article: {{L|Skills|skills}}&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The seven settlers you begin with can be assigned up to ten skill ranks picked from the entire Dwarven skill list, including military, though only a maximum of 5 ranks (giving them a rank of &amp;quot;Proficient&amp;quot;) can be bought in any one skill. Skill ranks are bought from the shared pool at a cost of 5 for the first rank, 6 for the second, 7 for the third, and so on. Maxing out a skill thus costs a total of 35 points. Although this is already fairly involved, between the long skill list and the floating cost, the value of a rank is subject to further scrutiny given the early-game value, or lack thereof, of certain skills as well as the relative ease or difficulty of training ranks in a given skill. Many skills are performed just as well (or with little functional difference) by a Novice or even a Dabbler as they are by a Legendary. A Novice Furnace Operator won't produce Coke as fast as a Legendary Furnace Operator, but they will produce it fast enough to keep their neighbour smelting hematite until the cows come home.&lt;br /&gt;
&lt;br /&gt;
For a more complex example there is much overlap between what can be produced out of wood and what can be produced out of metal, but wood is plentiful in the early game (often throughout if a tree farm is established, and caravans will bring in several pages worth of wood if you request it) while metalworking can take much longer to establish, or would take several times longer to produce a given product in early game due to the multiple steps required, especially without a magma smelter. Metalworking also skills up slower than woodworking and metal products have a longer base production time than wood products. &lt;br /&gt;
&lt;br /&gt;
From one point of view Woodworking skills would be of more immediate use in producing quick goods of higher value in the early game, especially given the high volume needed; however furniture quality is of little concern in the early game, and the high volume of value-independent goods (such as barrels which you won't be trading away on their own or using to furnish chambers) will cause your carpenter to skill up fairly quickly. Even on a strictly functional level even a Novice carpenter can produce beds, barrels, and bins fast enough to keep up with a fledgeling base. Lastly once metal production is up and running it can be agonizingly slow if a Farmer or Peasant has to be re-assigned to learn from scratch, thus a Proficient Metalsmith stands to pay off much more in the run of the game than starting with a Proficient Carpenter.&lt;br /&gt;
&lt;br /&gt;
==== Supplies ====&lt;br /&gt;
&lt;br /&gt;
The default array of supplies covers a broad range of foodstuffs, seeds, drink, tools, and medical equipment, and is reasonable, though extra food and drink never hurt anyone. Lower forest embark sites should definitely consider bringing extra logs to cover the early demand for beds, &amp;amp;c. Also do not overlook the value of bringing animals. Dogs in particular can provide an excellent early warning system, good fighters against kobolds and other thieves, and a healthy supply of meat and bones.&lt;br /&gt;
&lt;br /&gt;
(To be inserted: list of default supplies).&lt;br /&gt;
&lt;br /&gt;
=== Embark Strategies ===&lt;br /&gt;
The strategies below are suggestions. Some may not work for you because of unstated assumptions about priority, value, fun, or procedure. However, since Losing is Fun, it's always worth it to try something out, even if it doesn't go well.&lt;br /&gt;
&lt;br /&gt;
==== Picking the Right Location ====&lt;br /&gt;
&lt;br /&gt;
==== Preparation Strategies ====&lt;br /&gt;
&lt;br /&gt;
'''Free Barrels''' - many products are stored in bins, barrels, or bags and do not stack with other items even if they're in the same broad classification. Plump Helmets and Horse Meat come in separate barrels even though they're both food. Purchasing a single item of food (or increasing the number to one above the storage limit of the barrel i.e. 11, 21, 31) will also produce a free barrel for it to be stored in. As barrels have a cost of 3 to buy empty buying a single unit of cost 2 foodstuffs gets you a value of 5. Anything above cost 2 bought for the express purpose of getting barrels would be better off just buying barrels empty or raw logs. This concept can be extended to many different goods and for any stored good you were &amp;quot;going to buy anyway&amp;quot; you should avoid buying exactly a container's worth of. Do not get 20, get 21.&lt;br /&gt;
* Note that meat products from the same animal will store in the same barrel, thus 1 unit of Horse Meat and 1 unit of Horse Tripe will only get you 1 extra barrel, not 2.&lt;br /&gt;
&lt;br /&gt;
'''Don't Really Need That''' - unless you have tailored your embark for metal production quick and early an anvil is unnecessary and the 100 points you get from refunding it can be better spent on skills or additional foodstuffs (really can't hav enough foodstuffs.) By the time the Dwarven caravan arrives in the fall a cost 100 Iron anvil, or even a cost 300 Steel anvil, should be little more than an inconvenience. The same train of thought can be extended to the second Copper Battle Axe, though weapons tend to cost much much more from caravans due to quality multipliers. This strategy was much more prevalent in prior editions where an anvil was worth close to 50% of the total embark value (2,060) at cost 1,000 and an axe could buy 100 logs, but is still fairly valid.&lt;/div&gt;</summary>
		<author><name>LemonFrosted</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Shrub&amp;diff=87927</id>
		<title>v0.31:Shrub</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Shrub&amp;diff=87927"/>
		<updated>2010-04-09T07:59:48Z</updated>

		<summary type="html">&lt;p&gt;LemonFrosted: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
A '''shrub''' is a small {{L|plant|plant}} that grows naturally, as opposed to a domesticated {{L|farm|farm}} crop.  They can be found all over the world in {{L|grass|grassy}} areas, {{L|savanna|savannas}}, {{L|forest|forests}}, and {{L|desert|deserts}}.  They will also sprout on soil and muddy stone underground if the Underground has been breeched.  Shrubs are instrumental for {{L|plant gathering|plant gathering}}, and in environments with a significant amount of {{L|vegetation|vegetation}} they can be an excellent supply of food.  Gathering shrubs also serves to provide a supply of {{L|seed|seeds}} for use in planting surface {{L|crops|crops}}, such as {{L|longland grass|longland grass}} and {{L|wild strawberry|wild strawberry}}.&lt;br /&gt;
&lt;br /&gt;
==Harvesting==&lt;br /&gt;
Shrubs can be collected by dwarves with the {{L|herbalist|herbalist}} labor enabled in order to produce plant items. Early on, shrubs are an important source of seeds for growing an above ground {{L|farm plot|farm plot}}. Harvesting subterranean shrubs grown on a smoothed floor will make the floor rough.&lt;br /&gt;
&lt;br /&gt;
To collect plants, find green, healthy bushes &amp;amp;ndash; {{tile|&amp;quot;|#0f0|#000}} &amp;amp;ndash; rather than the dead or dried up brown ones &amp;amp;ndash; {{tile|&amp;quot;|#770|#000}} &amp;amp;ndash; and {{Key|d}}esignate them for {{Key|p}}lant gathering. Dwarves with the herbalist labor enabled and little else to do will rush out and start trying to gather plants. When an herbalist attempts to collect plants from an aboveground shrub, there is a high probability that he or she will fail to glean anything usable from it, regardless of their skill; underground shrubs, however, will always yield usable plants. There is usually plenty of available vegetation however, so designate a wide area and leave them to it.  &lt;br /&gt;
&lt;br /&gt;
Most plants collected from bushes can be brewed or cooked, and some can be used as [[40d:dye|dye]]s. Brewing or eating (but not cooking) plants will produce seeds, which can then be planted on outdoor farms in the proper {{L|biome|biome}}. A {{L|stockpile|stockpile}} should be created for storing the collected plants, or they will just be left outside to shrivel up in the sun. A general food stockpile will do, but a custom {{L|stockpile|stockpile}} for specific plants will prevent the stockpile filling up with other junk.&lt;br /&gt;
&lt;br /&gt;
==Extra information==&lt;br /&gt;
&lt;br /&gt;
A shrub is a type of map tile, similar to {{L|tree|trees}} and {{L|wall|walls}} in that they are a state that can be designated for action, such as to be dug out or removed. They only occur naturally but tend to grow up very frequently during the year. &lt;br /&gt;
&lt;br /&gt;
In {{L|Dwarf Fortress mode|fortress mode}}, it is not possible to know what type of plant a shrub will produce until it has been harvested.  In {{L|adventure mode|adventure mode}}, however, all shrubs are clearly identifiable upon examination.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* {{L|List of crops|List of crops}}&lt;br /&gt;
* {{L|Farming|Farming}}&lt;br /&gt;
* {{L|Tree|Tree}}&lt;/div&gt;</summary>
		<author><name>LemonFrosted</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Shrub&amp;diff=87926</id>
		<title>v0.31:Shrub</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Shrub&amp;diff=87926"/>
		<updated>2010-04-09T07:59:24Z</updated>

		<summary type="html">&lt;p&gt;LemonFrosted: Created page with '{av}} A '''shrub''' is a small {{L|plant|plant}} that grows naturally, as opposed to a domesticated {{L|farm|farm}} crop.  They can be found all over the world in {{L|grass|grass…'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{av}}&lt;br /&gt;
A '''shrub''' is a small {{L|plant|plant}} that grows naturally, as opposed to a domesticated {{L|farm|farm}} crop.  They can be found all over the world in {{L|grass|grassy}} areas, {{L|savanna|savannas}}, {{L|forest|forests}}, and {{L|desert|deserts}}.  They will also sprout on soil and muddy stone underground if the Underground has been breeched.  Shrubs are instrumental for {{L|plant gathering|plant gathering}}, and in environments with a significant amount of {{L|vegetation|vegetation}} they can be an excellent supply of food.  Gathering shrubs also serves to provide a supply of {{L|seed|seeds}} for use in planting surface {{L|crops|crops}}, such as {{L|longland grass|longland grass}} and {{L|wild strawberry|wild strawberry}}.&lt;br /&gt;
&lt;br /&gt;
==Harvesting==&lt;br /&gt;
Shrubs can be collected by dwarves with the {{L|herbalist|herbalist}} labor enabled in order to produce plant items. Early on, shrubs are an important source of seeds for growing an above ground {{L|farm plot|farm plot}}. Harvesting subterranean shrubs grown on a smoothed floor will make the floor rough.&lt;br /&gt;
&lt;br /&gt;
To collect plants, find green, healthy bushes &amp;amp;ndash; {{tile|&amp;quot;|#0f0|#000}} &amp;amp;ndash; rather than the dead or dried up brown ones &amp;amp;ndash; {{tile|&amp;quot;|#770|#000}} &amp;amp;ndash; and {{Key|d}}esignate them for {{Key|p}}lant gathering. Dwarves with the herbalist labor enabled and little else to do will rush out and start trying to gather plants. When an herbalist attempts to collect plants from an aboveground shrub, there is a high probability that he or she will fail to glean anything usable from it, regardless of their skill; underground shrubs, however, will always yield usable plants. There is usually plenty of available vegetation however, so designate a wide area and leave them to it.  &lt;br /&gt;
&lt;br /&gt;
Most plants collected from bushes can be brewed or cooked, and some can be used as [[40d:dye|dye]]s. Brewing or eating (but not cooking) plants will produce seeds, which can then be planted on outdoor farms in the proper {{L|biome|biome}}. A {{L|stockpile|stockpile}} should be created for storing the collected plants, or they will just be left outside to shrivel up in the sun. A general food stockpile will do, but a custom {{L|stockpile|stockpile}} for specific plants will prevent the stockpile filling up with other junk.&lt;br /&gt;
&lt;br /&gt;
==Extra information==&lt;br /&gt;
&lt;br /&gt;
A shrub is a type of map tile, similar to {{L|tree|trees}} and {{L|wall|walls}} in that they are a state that can be designated for action, such as to be dug out or removed. They only occur naturally but tend to grow up very frequently during the year. &lt;br /&gt;
&lt;br /&gt;
In {{L|Dwarf Fortress mode|fortress mode}}, it is not possible to know what type of plant a shrub will produce until it has been harvested.  In {{L|adventure mode|adventure mode}}, however, all shrubs are clearly identifiable upon examination.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* {{L|List of crops|List of crops}}&lt;br /&gt;
* {{L|Farming|Farming}}&lt;br /&gt;
* {{L|Tree|Tree}}&lt;/div&gt;</summary>
		<author><name>LemonFrosted</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Embark&amp;diff=87780</id>
		<title>v0.31:Embark</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Embark&amp;diff=87780"/>
		<updated>2010-04-09T03:53:33Z</updated>

		<summary type="html">&lt;p&gt;LemonFrosted: /* Choosing a Site */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
'''Embark''' is the moment at the very beginning of the game, before actual game play begins (but after [[World generation|generating a world]]), when you and your initial 7 dwarves:&lt;br /&gt;
# Choose a site.&lt;br /&gt;
# Assign starting {{L|skill|skills}} to each dwarf.&lt;br /&gt;
# Select an initial load of {{L|supplies|supplies and equipment}}.&lt;br /&gt;
# Arrive at the site with your wagon full of supplies.&lt;br /&gt;
&lt;br /&gt;
== Choosing a Site ==&lt;br /&gt;
The process of choosing a site in DF2010 is much less involved than prior versions due to the ubiquitous presence of magma, gems, and ore. That said there are still several considerations to keep in mind, namely aquifers, ore types, wood, climate, and neighbours.&lt;br /&gt;
&lt;br /&gt;
=== Biomes ===&lt;br /&gt;
&amp;lt;small&amp;gt;Main article: {{L|Biome|biome}}&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A '''biome''' is a biotic area with homogeneous features, characterized by distinctive {{L|plant|plants}}, {{L|creatures|animal species}} and {{L|climate|climate}}. A biome will also contain only one set of stone layers, though these usually expand beyond a single biome. Your {{L|dwarves|dwarves}} will find different resources depending on which biomes they select when starting a fort.&lt;br /&gt;
&lt;br /&gt;
Biomes are important when choosing a fortress location in order to understand your {{L|surroundings|surroundings}}. Individual biomes, which form at least one map-tile of your embark location, can be cycled with the {{Key|F#}}-keys; for example, an area with 3 biomes present can be cycled using {{Key|F1}}, {{Key|F2}} and {{Key|F3}}. The selected biome will be highlighted with flashing Xs on the Local Map, and the biome's information will be displayed on the right side of the screen.&lt;br /&gt;
&lt;br /&gt;
==== Aquifer ====&lt;br /&gt;
&amp;lt;small&amp;gt;Main article: {{L|aquifer|aquifer}}&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
An aquifer is a layer of soil or stone saturated with water, and a biome may contain upwards of 3 aquifer layers (theoretically more, but such would be rare to say the least). Embarking on an aquifer brings up a warning before embark as an aquifer can significantly raise the difficulty of starting a fort. For specific tactics on working with an aquifer see the main page.&lt;br /&gt;
&lt;br /&gt;
==== Climate ====&lt;br /&gt;
&amp;lt;small&amp;gt;Main article: {{L|climate|climate}}&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Climate determines the maximum temperature range of the region, which in turn impacts the severity of exposure to the outside, wether water will freeze in winter, and how quickly water evaporates. Very hot and very cold biomes bring their own challenges which may be further compounded with overlapping features, such as a glacier being frozen for half the year, and being devoid of trees, and lacking a river.&lt;br /&gt;
&lt;br /&gt;
Note also that there is presently a bug in Hot or hotter climates where rain ''may'' superheat and melt dwarves and pets that are outside.&lt;br /&gt;
&lt;br /&gt;
==== Ore and Stone Types ====&lt;br /&gt;
&amp;lt;small&amp;gt;Main articles: {{L|Ore|ore}} and {{L|Stone|stone}}&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The types of stone available will determine the types of ore and gems available, but regardless of the specifics plenty of both will be available. Ore will determine what metals are available for use, which will in turn have significant impacts on your weapons and armour. Note that steel requires both an Iron ore and {{L|Flux|flux stone}} making {{L|chalk|chalk}}, {{L|dolomite|dolomite}}, and {{L|Limetone|limestone}} frequently preferred stone layers.&lt;br /&gt;
&lt;br /&gt;
==== Plant Life ====&lt;br /&gt;
&amp;lt;small&amp;gt;Main article: {{L|Trees|trees}} and {{L|Shrub|shrub}}&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Wood is the only substance {{L|Bed|beds}} can be made of and producing wooden bins and barrels is far faster and easier in the early game than producing metal versions. Most forts will require at least a nominal number of trees, though trees can be farmed underground in any biome.&lt;br /&gt;
&lt;br /&gt;
Shrubs can provide some quick food, brewable materials, and seeds for some very helpful above-ground {{L|Crops|crops}} which are generally only available through trading with Elves.&lt;br /&gt;
&lt;br /&gt;
==== Surroundings ====&lt;br /&gt;
&lt;br /&gt;
Any biome can have any set of surroundings; for example a glacier could be haunted, wilderness or mirthful. However, a named region (which is a contiguous area of one category of biomes, such as forests or wetlands) will be either good, neutral, or evil. Surroundings affect the types of plant life, wild animals and creatures which will appear in play within a given biome. It is possible to start a fortress that overlaps multiple alignment types (for example good, evil, savage, and benign). Some players consider this desirable, as it provides diversity in your little corner of the world, but it also has its dangers in the form of more ferocious wildlife.&lt;br /&gt;
&lt;br /&gt;
== Creating Your Settlers ==&lt;br /&gt;
=== Play Now! ===&lt;br /&gt;
You can forgo the process of assigning skills and supplies and instead select '''Play Now!''' This option will give you a selection of Dwarves with the following profiles:&lt;br /&gt;
&lt;br /&gt;
# Miner: Adequate Miner&lt;br /&gt;
# Woodworker: Novice Carpenter and Bowyer&lt;br /&gt;
# Stoneworker: Novice Engraver, Mason, Mechanic, and Building Designer&lt;br /&gt;
# Jeweler: Novice Gem Cutter, Gem Setter, Wood Crafter, Stone Crafter, and Bone Crafter&lt;br /&gt;
# Fisherdwarf&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;: Novice Fisherdwarf, and Negotiator; Dabbling Judge of Intent, Conversationalist, Comedian, and Flatterer&lt;br /&gt;
# Fish Cleaner: Novice Fish Cleaner, Butcher, Tanner, Weaver, Clothier, and Leatherworker&lt;br /&gt;
# Doctor&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;: Novice Wood Cutter, Brewer, Cook, Grower, Herbalist, Furnace Operator, Wood Burner, Lye Maker, and Potash Maker; Competent Wound Dresser, Diagnostician, Surgeon, Bone Doctor, and Suturer.&lt;br /&gt;
&lt;br /&gt;
None of these will be flagged as Expedition Leader at the start due to the lack of an Adequate Negotiator. However all these Dwarves are selected from the surrounding civilizations and as a result it is possible to get Dwarves with honorary titles such as Law Giver or War Leader. These titles do not change the Dwarf's {{L|job|job}} but indicate that they are important in some way within the world history.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;It is possible that this dwarf ''will not'' have Negotiator or the other social skills. A Novice Negotiator is required to be able to flag dwarves for any jobs besides mining, hauling, cleaning, and Other. The presence or lack of these skills on this dwarf does not seem to be reflected in the overall point value of the embark, though this value is functionally only 5 since it's impossible to buy a skill at the Dabbling value.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;The doctor here is impossible to create in the custom embark, having 24 skill points (135 embark points).&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;The default embark value for a custom embark is 1274: 974 in pre-chosen goods and 300 unassigned. The Play Now! embark only uses 1038 points. While a Play Now! embark is no more doomed than any other embark, it is always better to Prepare Carefully once you know what you're doing with the set up of an early fort since Novice Butcher is hardly better than a Dwarf you manually flagged for the job. The only good reason is if you really want the Super Doctor, given the hazards of learning medical skills on-the-job.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Prepare Carefully ===&lt;/div&gt;</summary>
		<author><name>LemonFrosted</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Embark&amp;diff=87746</id>
		<title>v0.31:Embark</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Embark&amp;diff=87746"/>
		<updated>2010-04-09T03:33:53Z</updated>

		<summary type="html">&lt;p&gt;LemonFrosted: /* Plant Life */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
'''Embark''' is the moment at the very beginning of the game, before actual game play begins (but after [[World generation|generating a world]]), when you and your initial 7 dwarves:&lt;br /&gt;
# Choose a site.&lt;br /&gt;
# Assign starting {{L|skill|skills}} to each dwarf.&lt;br /&gt;
# Select an initial load of {{L|supplies|supplies and equipment}}.&lt;br /&gt;
# Arrive at the site with your wagon full of supplies.&lt;br /&gt;
&lt;br /&gt;
== Choosing a Site ==&lt;br /&gt;
The process of choosing a site in DF2010 is much less involved than prior versions due to the ubiquitous presence of magma, gems, and ore. That said there are still several considerations to keep in mind, namely aquifers, ore types, wood, climate, and neighbours.&lt;br /&gt;
&lt;br /&gt;
=== Biomes ===&lt;br /&gt;
&amp;lt;small&amp;gt;Main article: {{L|Biome|biome}}&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A '''biome''' is a biotic area with homogeneous features, characterized by distinctive {{L|plant|plants}}, {{L|creatures|animal species}} and {{L|climate|climate}}. A biome will also contain only one set of stone layers, though these usually expand beyond a single biome. Your {{L|dwarves|dwarves}} will find different resources depending on which biomes they select when starting a fort.&lt;br /&gt;
&lt;br /&gt;
Biomes are important when choosing a fortress location in order to understand your {{L|surroundings|surroundings}}. Individual biomes, which form at least one map-tile of your embark location, can be cycled with the {{Key|F#}}-keys; for example, an area with 3 biomes present can be cycled using {{Key|F1}}, {{Key|F2}} and {{Key|F3}}. The selected biome will be highlighted with flashing Xs on the Local Map, and the biome's information will be displayed on the right side of the screen.&lt;br /&gt;
&lt;br /&gt;
==== Aquifer ====&lt;br /&gt;
&amp;lt;small&amp;gt;Main article: {{L|aquifer|aquifer}}&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
An aquifer is a layer of soil or stone saturated with water, and a biome may contain upwards of 3 aquifer layers (theoretically more, but such would be rare to say the least). Embarking on an aquifer brings up a warning before embark as an aquifer can significantly raise the difficulty of starting a fort. For specific tactics on working with an aquifer see the main page.&lt;br /&gt;
&lt;br /&gt;
==== Climate ====&lt;br /&gt;
&amp;lt;small&amp;gt;Main article: {{L|climate|climate}}&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Climate determines the maximum temperature range of the region, which in turn impacts the severity of exposure to the outside, wether water will freeze in winter, and how quickly water evaporates. Very hot and very cold biomes bring their own challenges which may be further compounded with overlapping features, such as a glacier being frozen for half the year, and being devoid of trees, and lacking a river.&lt;br /&gt;
&lt;br /&gt;
Note also that there is presently a bug in Hot or hotter climates where rain ''may'' superheat and melt dwarves and pets that are outside.&lt;br /&gt;
&lt;br /&gt;
==== Ore and Stone Types ====&lt;br /&gt;
&amp;lt;small&amp;gt;Main articles: {{L|Ore|ore}} and {{L|Stone|stone}}&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The types of stone available will determine the types of ore and gems available, but regardless of the specifics plenty of both will be available. Ore will determine what metals are available for use, which will in turn have significant impacts on your weapons and armour. Note that steel requires both an Iron ore and {{L|Flux|flux stone}} making {{L|chalk|chalk}}, {{L|dolomite|dolomite}}, and {{L|Limetone|limestone}} frequently preferred stone layers.&lt;br /&gt;
&lt;br /&gt;
==== Plant Life ====&lt;br /&gt;
&amp;lt;small&amp;gt;Main article: {{L|Trees|trees}} and {{L|Shrub|shrub}}&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Wood is the only substance {{L|Bed|beds}} can be made of and producing wooden bins and barrels is far faster and easier in the early game than producing metal versions. Most forts will require at least a nominal number of trees, though trees can be farmed underground in any biome.&lt;br /&gt;
&lt;br /&gt;
Shrubs can provide some quick food, brewable materials, and seeds for some very helpful above-ground {{L|Crops|crops}} which are generally only available through trading with Elves.&lt;br /&gt;
&lt;br /&gt;
== Creating Your Settlers ==&lt;br /&gt;
=== Play Now! ===&lt;br /&gt;
You can forgo the process of assigning skills and supplies and instead select '''Play Now!''' This option will give you a selection of Dwarves with the following profiles:&lt;br /&gt;
&lt;br /&gt;
# Miner: Adequate Miner&lt;br /&gt;
# Woodworker: Novice Carpenter and Bowyer&lt;br /&gt;
# Stoneworker: Novice Engraver, Mason, Mechanic, and Building Designer&lt;br /&gt;
# Jeweler: Novice Gem Cutter, Gem Setter, Wood Crafter, Stone Crafter, and Bone Crafter&lt;br /&gt;
# Fisherdwarf&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;: Novice Fisherdwarf, and Negotiator; Dabbling Judge of Intent, Conversationalist, Comedian, and Flatterer&lt;br /&gt;
# Fish Cleaner: Novice Fish Cleaner, Butcher, Tanner, Weaver, Clothier, and Leatherworker&lt;br /&gt;
# Doctor&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;: Novice Wood Cutter, Brewer, Cook, Grower, Herbalist, Furnace Operator, Wood Burner, Lye Maker, and Potash Maker; Competent Wound Dresser, Diagnostician, Surgeon, Bone Doctor, and Suturer.&lt;br /&gt;
&lt;br /&gt;
None of these will be flagged as Expedition Leader at the start due to the lack of an Adequate Negotiator. However all these Dwarves are selected from the surrounding civilizations and as a result it is possible to get Dwarves with honorary titles such as Law Giver or War Leader. These titles do not change the Dwarf's {{L|job|job}} but indicate that they are important in some way within the world history.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;It is possible that this dwarf ''will not'' have Negotiator or the other social skills. A Novice Negotiator is required to be able to flag dwarves for any jobs besides mining, hauling, cleaning, and Other. The presence or lack of these skills on this dwarf does not seem to be reflected in the overall point value of the embark, though this value is functionally only 5 since it's impossible to buy a skill at the Dabbling value.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;The doctor here is impossible to create in the custom embark, having 24 skill points (135 embark points).&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;The default embark value for a custom embark is 1274: 974 in pre-chosen goods and 300 unassigned. The Play Now! embark only uses 1038 points. While a Play Now! embark is no more doomed than any other embark, it is always better to Prepare Carefully once you know what you're doing with the set up of an early fort since Novice Butcher is hardly better than a Dwarf you manually flagged for the job. The only good reason is if you really want the Super Doctor, given the hazards of learning medical skills on-the-job.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Prepare Carefully ===&lt;/div&gt;</summary>
		<author><name>LemonFrosted</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Embark&amp;diff=87745</id>
		<title>v0.31:Embark</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Embark&amp;diff=87745"/>
		<updated>2010-04-09T03:32:46Z</updated>

		<summary type="html">&lt;p&gt;LemonFrosted: /* Plant Life */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
'''Embark''' is the moment at the very beginning of the game, before actual game play begins (but after [[World generation|generating a world]]), when you and your initial 7 dwarves:&lt;br /&gt;
# Choose a site.&lt;br /&gt;
# Assign starting {{L|skill|skills}} to each dwarf.&lt;br /&gt;
# Select an initial load of {{L|supplies|supplies and equipment}}.&lt;br /&gt;
# Arrive at the site with your wagon full of supplies.&lt;br /&gt;
&lt;br /&gt;
== Choosing a Site ==&lt;br /&gt;
The process of choosing a site in DF2010 is much less involved than prior versions due to the ubiquitous presence of magma, gems, and ore. That said there are still several considerations to keep in mind, namely aquifers, ore types, wood, climate, and neighbours.&lt;br /&gt;
&lt;br /&gt;
=== Biomes ===&lt;br /&gt;
&amp;lt;small&amp;gt;Main article: {{L|Biome|biome}}&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A '''biome''' is a biotic area with homogeneous features, characterized by distinctive {{L|plant|plants}}, {{L|creatures|animal species}} and {{L|climate|climate}}. A biome will also contain only one set of stone layers, though these usually expand beyond a single biome. Your {{L|dwarves|dwarves}} will find different resources depending on which biomes they select when starting a fort.&lt;br /&gt;
&lt;br /&gt;
Biomes are important when choosing a fortress location in order to understand your {{L|surroundings|surroundings}}. Individual biomes, which form at least one map-tile of your embark location, can be cycled with the {{Key|F#}}-keys; for example, an area with 3 biomes present can be cycled using {{Key|F1}}, {{Key|F2}} and {{Key|F3}}. The selected biome will be highlighted with flashing Xs on the Local Map, and the biome's information will be displayed on the right side of the screen.&lt;br /&gt;
&lt;br /&gt;
==== Aquifer ====&lt;br /&gt;
&amp;lt;small&amp;gt;Main article: {{L|aquifer|aquifer}}&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
An aquifer is a layer of soil or stone saturated with water, and a biome may contain upwards of 3 aquifer layers (theoretically more, but such would be rare to say the least). Embarking on an aquifer brings up a warning before embark as an aquifer can significantly raise the difficulty of starting a fort. For specific tactics on working with an aquifer see the main page.&lt;br /&gt;
&lt;br /&gt;
==== Climate ====&lt;br /&gt;
&amp;lt;small&amp;gt;Main article: {{L|climate|climate}}&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Climate determines the maximum temperature range of the region, which in turn impacts the severity of exposure to the outside, wether water will freeze in winter, and how quickly water evaporates. Very hot and very cold biomes bring their own challenges which may be further compounded with overlapping features, such as a glacier being frozen for half the year, and being devoid of trees, and lacking a river.&lt;br /&gt;
&lt;br /&gt;
Note also that there is presently a bug in Hot or hotter climates where rain ''may'' superheat and melt dwarves and pets that are outside.&lt;br /&gt;
&lt;br /&gt;
==== Ore and Stone Types ====&lt;br /&gt;
&amp;lt;small&amp;gt;Main articles: {{L|Ore|ore}} and {{L|Stone|stone}}&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The types of stone available will determine the types of ore and gems available, but regardless of the specifics plenty of both will be available. Ore will determine what metals are available for use, which will in turn have significant impacts on your weapons and armour. Note that steel requires both an Iron ore and {{L|Flux|flux stone}} making {{L|chalk|chalk}}, {{L|dolomite|dolomite}}, and {{L|Limetone|limestone}} frequently preferred stone layers.&lt;br /&gt;
&lt;br /&gt;
==== Plant Life ====&lt;br /&gt;
&amp;lt;small&amp;gt;Main article: {{L|Trees|trees}} and {{L|Shrub|shrub}}&lt;br /&gt;
&lt;br /&gt;
Wood is the only substance {{L|Bed|beds}} can be made of and producing wooden bins and barrels is far faster and easier in the early game than producing metal versions. Most forts will require at least a nominal number of trees, though trees can be farmed underground in any biome.&lt;br /&gt;
&lt;br /&gt;
Shrubs can provide some quick food, brewable materials, and seeds for some very helpful above-ground {{L|Crops|crops}} which are generally only available through trading with Elves.&lt;br /&gt;
&lt;br /&gt;
== Creating Your Settlers ==&lt;br /&gt;
=== Play Now! ===&lt;br /&gt;
You can forgo the process of assigning skills and supplies and instead select '''Play Now!''' This option will give you a selection of Dwarves with the following profiles:&lt;br /&gt;
&lt;br /&gt;
# Miner: Adequate Miner&lt;br /&gt;
# Woodworker: Novice Carpenter and Bowyer&lt;br /&gt;
# Stoneworker: Novice Engraver, Mason, Mechanic, and Building Designer&lt;br /&gt;
# Jeweler: Novice Gem Cutter, Gem Setter, Wood Crafter, Stone Crafter, and Bone Crafter&lt;br /&gt;
# Fisherdwarf&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;: Novice Fisherdwarf, and Negotiator; Dabbling Judge of Intent, Conversationalist, Comedian, and Flatterer&lt;br /&gt;
# Fish Cleaner: Novice Fish Cleaner, Butcher, Tanner, Weaver, Clothier, and Leatherworker&lt;br /&gt;
# Doctor&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;: Novice Wood Cutter, Brewer, Cook, Grower, Herbalist, Furnace Operator, Wood Burner, Lye Maker, and Potash Maker; Competent Wound Dresser, Diagnostician, Surgeon, Bone Doctor, and Suturer.&lt;br /&gt;
&lt;br /&gt;
None of these will be flagged as Expedition Leader at the start due to the lack of an Adequate Negotiator. However all these Dwarves are selected from the surrounding civilizations and as a result it is possible to get Dwarves with honorary titles such as Law Giver or War Leader. These titles do not change the Dwarf's {{L|job|job}} but indicate that they are important in some way within the world history.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;It is possible that this dwarf ''will not'' have Negotiator or the other social skills. A Novice Negotiator is required to be able to flag dwarves for any jobs besides mining, hauling, cleaning, and Other. The presence or lack of these skills on this dwarf does not seem to be reflected in the overall point value of the embark, though this value is functionally only 5 since it's impossible to buy a skill at the Dabbling value.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;The doctor here is impossible to create in the custom embark, having 24 skill points (135 embark points).&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;The default embark value for a custom embark is 1274: 974 in pre-chosen goods and 300 unassigned. The Play Now! embark only uses 1038 points. While a Play Now! embark is no more doomed than any other embark, it is always better to Prepare Carefully once you know what you're doing with the set up of an early fort since Novice Butcher is hardly better than a Dwarf you manually flagged for the job. The only good reason is if you really want the Super Doctor, given the hazards of learning medical skills on-the-job.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Prepare Carefully ===&lt;/div&gt;</summary>
		<author><name>LemonFrosted</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Embark&amp;diff=87742</id>
		<title>v0.31:Embark</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Embark&amp;diff=87742"/>
		<updated>2010-04-09T03:30:59Z</updated>

		<summary type="html">&lt;p&gt;LemonFrosted: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
'''Embark''' is the moment at the very beginning of the game, before actual game play begins (but after [[World generation|generating a world]]), when you and your initial 7 dwarves:&lt;br /&gt;
# Choose a site.&lt;br /&gt;
# Assign starting {{L|skill|skills}} to each dwarf.&lt;br /&gt;
# Select an initial load of {{L|supplies|supplies and equipment}}.&lt;br /&gt;
# Arrive at the site with your wagon full of supplies.&lt;br /&gt;
&lt;br /&gt;
== Choosing a Site ==&lt;br /&gt;
The process of choosing a site in DF2010 is much less involved than prior versions due to the ubiquitous presence of magma, gems, and ore. That said there are still several considerations to keep in mind, namely aquifers, ore types, wood, climate, and neighbours.&lt;br /&gt;
&lt;br /&gt;
=== Biomes ===&lt;br /&gt;
&amp;lt;small&amp;gt;Main article: {{L|Biome|biome}}&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A '''biome''' is a biotic area with homogeneous features, characterized by distinctive {{L|plant|plants}}, {{L|creatures|animal species}} and {{L|climate|climate}}. A biome will also contain only one set of stone layers, though these usually expand beyond a single biome. Your {{L|dwarves|dwarves}} will find different resources depending on which biomes they select when starting a fort.&lt;br /&gt;
&lt;br /&gt;
Biomes are important when choosing a fortress location in order to understand your {{L|surroundings|surroundings}}. Individual biomes, which form at least one map-tile of your embark location, can be cycled with the {{Key|F#}}-keys; for example, an area with 3 biomes present can be cycled using {{Key|F1}}, {{Key|F2}} and {{Key|F3}}. The selected biome will be highlighted with flashing Xs on the Local Map, and the biome's information will be displayed on the right side of the screen.&lt;br /&gt;
&lt;br /&gt;
==== Aquifer ====&lt;br /&gt;
&amp;lt;small&amp;gt;Main article: {{L|aquifer|aquifer}}&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
An aquifer is a layer of soil or stone saturated with water, and a biome may contain upwards of 3 aquifer layers (theoretically more, but such would be rare to say the least). Embarking on an aquifer brings up a warning before embark as an aquifer can significantly raise the difficulty of starting a fort. For specific tactics on working with an aquifer see the main page.&lt;br /&gt;
&lt;br /&gt;
==== Climate ====&lt;br /&gt;
&amp;lt;small&amp;gt;Main article: {{L|climate|climate}}&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Climate determines the maximum temperature range of the region, which in turn impacts the severity of exposure to the outside, wether water will freeze in winter, and how quickly water evaporates. Very hot and very cold biomes bring their own challenges which may be further compounded with overlapping features, such as a glacier being frozen for half the year, and being devoid of trees, and lacking a river.&lt;br /&gt;
&lt;br /&gt;
Note also that there is presently a bug in Hot or hotter climates where rain ''may'' superheat and melt dwarves and pets that are outside.&lt;br /&gt;
&lt;br /&gt;
==== Ore and Stone Types ====&lt;br /&gt;
&amp;lt;small&amp;gt;Main articles: {{L|Ore|ore}} and {{L|Stone|stone}}&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The types of stone available will determine the types of ore and gems available, but regardless of the specifics plenty of both will be available. Ore will determine what metals are available for use, which will in turn have significant impacts on your weapons and armour. Note that steel requires both an Iron ore and {{L|Flux|flux stone}} making {{L|chalk|chalk}}, {{L|dolomite|dolomite}}, and {{L|Limetone|limestone}} frequently preferred stone layers.&lt;br /&gt;
&lt;br /&gt;
==== Plant Life ====&lt;br /&gt;
&amp;lt;small&amp;gt;Main article: {{L|Trees|trees} and {{L|Shrub|shrub}}&lt;br /&gt;
&lt;br /&gt;
Wood is the only substance {{L|Bed|beds}} can be made of and producing wooden bins and barrels is far faster and easier in the early game than producing metal versions. Most forts will require at least a nominal number of trees, though trees can be farmed underground in any biome.&lt;br /&gt;
&lt;br /&gt;
Shrubs can provide some quick food, brewable materials, and seeds for some very helpful above-ground {{L|Crops|crops}} which are generally only available through trading with Elves.&lt;br /&gt;
&lt;br /&gt;
== Creating Your Settlers ==&lt;br /&gt;
=== Play Now! ===&lt;br /&gt;
You can forgo the process of assigning skills and supplies and instead select '''Play Now!''' This option will give you a selection of Dwarves with the following profiles:&lt;br /&gt;
&lt;br /&gt;
# Miner: Adequate Miner&lt;br /&gt;
# Woodworker: Novice Carpenter and Bowyer&lt;br /&gt;
# Stoneworker: Novice Engraver, Mason, Mechanic, and Building Designer&lt;br /&gt;
# Jeweler: Novice Gem Cutter, Gem Setter, Wood Crafter, Stone Crafter, and Bone Crafter&lt;br /&gt;
# Fisherdwarf&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;: Novice Fisherdwarf, and Negotiator; Dabbling Judge of Intent, Conversationalist, Comedian, and Flatterer&lt;br /&gt;
# Fish Cleaner: Novice Fish Cleaner, Butcher, Tanner, Weaver, Clothier, and Leatherworker&lt;br /&gt;
# Doctor&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;: Novice Wood Cutter, Brewer, Cook, Grower, Herbalist, Furnace Operator, Wood Burner, Lye Maker, and Potash Maker; Competent Wound Dresser, Diagnostician, Surgeon, Bone Doctor, and Suturer.&lt;br /&gt;
&lt;br /&gt;
None of these will be flagged as Expedition Leader at the start due to the lack of an Adequate Negotiator. However all these Dwarves are selected from the surrounding civilizations and as a result it is possible to get Dwarves with honorary titles such as Law Giver or War Leader. These titles do not change the Dwarf's {{L|job|job}} but indicate that they are important in some way within the world history.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;It is possible that this dwarf ''will not'' have Negotiator or the other social skills. A Novice Negotiator is required to be able to flag dwarves for any jobs besides mining, hauling, cleaning, and Other. The presence or lack of these skills on this dwarf does not seem to be reflected in the overall point value of the embark, though this value is functionally only 5 since it's impossible to buy a skill at the Dabbling value.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;The doctor here is impossible to create in the custom embark, having 24 skill points (135 embark points).&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;The default embark value for a custom embark is 1274: 974 in pre-chosen goods and 300 unassigned. The Play Now! embark only uses 1038 points. While a Play Now! embark is no more doomed than any other embark, it is always better to Prepare Carefully once you know what you're doing with the set up of an early fort since Novice Butcher is hardly better than a Dwarf you manually flagged for the job. The only good reason is if you really want the Super Doctor, given the hazards of learning medical skills on-the-job.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Prepare Carefully ===&lt;/div&gt;</summary>
		<author><name>LemonFrosted</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Embark&amp;diff=87578</id>
		<title>v0.31:Embark</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Embark&amp;diff=87578"/>
		<updated>2010-04-09T00:06:11Z</updated>

		<summary type="html">&lt;p&gt;LemonFrosted: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
'''Embark''' is the moment at the very beginning of the game, before actual game play begins (but after [[World generation|generating a world]]), when you and your initial 7 dwarves:&lt;br /&gt;
# Choose a site.&lt;br /&gt;
# Assign starting {{L|skill|skills}} to each dwarf.&lt;br /&gt;
# Select an initial load of {{L|supplies|supplies and equipment}}.&lt;br /&gt;
# Arrive at the site with your wagon full of supplies.&lt;br /&gt;
&lt;br /&gt;
== Creating Your Settlers ==&lt;br /&gt;
=== Play Now! ===&lt;br /&gt;
You can forgo the process of assigning skills and supplies and instead select '''Play Now!''' This option will give you a selection of Dwarves with the following profiles:&lt;br /&gt;
&lt;br /&gt;
# Miner: Adequate Miner&lt;br /&gt;
# Woodworker: Novice Carpenter and Bowyer&lt;br /&gt;
# Stoneworker: Novice Engraver, Mason, Mechanic, and Building Designer&lt;br /&gt;
# Jeweler: Novice Gem Cutter, Gem Setter, Wood Crafter, Stone Crafter, and Bone Crafter&lt;br /&gt;
# Fisherdwarf&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;: Novice Fisherdwarf, and Negotiator; Dabbling Judge of Intent, Conversationalist, Comedian, and Flatterer&lt;br /&gt;
# Fish Cleaner: Novice Fish Cleaner, Butcher, Tanner, Weaver, Clothier, and Leatherworker&lt;br /&gt;
# Doctor&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;: Novice Wood Cutter, Brewer, Cook, Grower, Herbalist, Furnace Operator, Wood Burner, Lye Maker, and Potash Maker; Competent Wound Dresser, Diagnostician, Surgeon, Bone Doctor, and Suturer.&lt;br /&gt;
&lt;br /&gt;
None of these will be flagged as Expedition Leader at the start due to the lack of an Adequate Negotiator. However all these Dwarves are selected from the surrounding civilizations and as a result it is possible to get Dwarves with honorary titles such as Law Giver or War Leader. These titles do not change the Dwarf's {{L|job|job}} but indicate that they are important in some way within the world history.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;It is possible that this dwarf ''will not'' have Negotiator or the other social skills. A Novice Negotiator is required to be able to flag dwarves for any jobs besides mining, hauling, cleaning, and Other. The presence or lack of these skills on this dwarf does not seem to be reflected in the overall point value of the embark, though this value is functionally only 5 since it's impossible to buy a skill at the Dabbling value.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;The doctor here is impossible to create in the custom embark, having 24 skill points (135 embark points).&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;The default embark value for a custom embark is 1274: 974 in pre-chosen goods and 300 unassigned. The Play Now! embark only uses 1038 points. While a Play Now! embark is no more doomed than any other embark, it is always better to Prepare Carefully once you know what you're doing with the set up of an early fort since Novice Butcher is hardly better than a Dwarf you manually flagged for the job. The only good reason is if you really want the Super Doctor, given the hazards of learning medical skills on-the-job.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Prepare Carefully ===&lt;/div&gt;</summary>
		<author><name>LemonFrosted</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Embark&amp;diff=87572</id>
		<title>v0.31:Embark</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Embark&amp;diff=87572"/>
		<updated>2010-04-09T00:02:35Z</updated>

		<summary type="html">&lt;p&gt;LemonFrosted: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
'''Embark''' is the moment at the very beginning of the game, before actual game play begins (but after [[World generation|generating a world]]), when you and your initial 7 dwarves:&lt;br /&gt;
# Choose a site.&lt;br /&gt;
# Assign starting {{L|skill|skills}} to each dwarf.&lt;br /&gt;
# Select an initial load of {{L|supplies|supplies and equipment}}.&lt;br /&gt;
# Arrive at the site with your wagon full of supplies.&lt;br /&gt;
&lt;br /&gt;
== Play Now! ==&lt;br /&gt;
You can forgo the process of assigning skills and supplies and instead select '''Play Now!''' This option will give you a selection of Dwarves with the following profiles:&lt;br /&gt;
&lt;br /&gt;
# Miner: Adequate Miner&lt;br /&gt;
# Woodworker: Novice Carpenter and Bowyer&lt;br /&gt;
# Stoneworker: Novice Engraver, Mason, Mechanic, and Building Designer&lt;br /&gt;
# Jeweler: Novice Gem Cutter, Gem Setter, Wood Crafter, Stone Crafter, and Bone Crafter&lt;br /&gt;
# Fisherdwarf&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;: Novice Fisherdwarf, and Negotiator; Dabbling Judge of Intent, Conversationalist, Comedian, and Flatterer&lt;br /&gt;
# Fish Cleaner: Novice Fish Cleaner, Butcher, Tanner, Weaver, Clothier, and Leatherworker&lt;br /&gt;
# Doctor&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;: Novice Wood Cutter, Brewer, Cook, Grower, Herbalist, Furnace Operator, Wood Burner, Lye Maker, and Potash Maker; Competent Wound Dresser, Diagnostician, Surgeon, Bone Doctor, and Suturer.&lt;br /&gt;
&lt;br /&gt;
None of these will be flagged as Expedition Leader at the start due to the lack of an Adequate Negotiator. However all these Dwarves are selected from the surrounding civilizations and as a result it is possible to get Dwarves with honorary titles such as Law Giver or War Leader. These titles do not change the Dwarf's {{L|job|job}} but indicate that they are important in some way within the world history.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;It is possible that this dwarf ''will not'' have Negotiator or the other social skills. A Novice Negotiator is required to be able to flag dwarves for any jobs besides mining, hauling, cleaning, and Other. The presence or lack of these skills on this dwarf does not seem to be reflected in the overall point value of the embark, though this value is functionally only 5 since it's impossible to buy a skill at the Dabbling value.&lt;br /&gt;
&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;The doctor here is impossible to create in the custom embark, having 24 skill points (135 embark points).&lt;br /&gt;
&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;The default embark value for a custom embark is 1274: 974 in pre-chosen goods and 300 unassigned. The Play Now! embark only uses 1038 points. While a Play Now! embark is no more doomed than any other embark, it is always better to Prepare Carefully once you know what you're doing with the set up of an early fort since Novice Butcher is hardly better than a Dwarf you manually flagged for the job. The only good reason is if you really want the Super Doctor, given the hazards of learning medical skills on-the-job.&lt;/div&gt;</summary>
		<author><name>LemonFrosted</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Mechanism&amp;diff=87248</id>
		<title>v0.31:Mechanism</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Mechanism&amp;diff=87248"/>
		<updated>2010-04-08T21:30:19Z</updated>

		<summary type="html">&lt;p&gt;LemonFrosted: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
'''Mechanisms''' are created by a {{L|mechanic|mechanic} at a {{L|mechanic's workshop|mechanic's workshop}} out of a stone. They can also be forged from 3 [[40d:Adamantine|adamantine wafers]] at a {{L|Forge|Forge}}. Building {{L|trap|traps}}, {{L|lever|levers}}, {{L|pressure plate|pressure plates}}, and {{L|Gear_assembly|gear assemblies}} requires one mechanism. Linking objects to a lever or pressure plate requires two mechanisms per linked item (one for the object, one for the lever). If you want to ever recover those mechanisms you need to deconstruct both the linked object and the lever.&lt;br /&gt;
&lt;br /&gt;
It is a {{L|mechanic|mechanic's}} job to install mechanisms. Mechanisms can be linked to objects at any distance. &lt;br /&gt;
&lt;br /&gt;
Mechanisms make surprisingly good {{L|trade|trade}} items, due to their high {{L|item_value|base value}} of 30, but are heavy compared to {{L|craft|crafts}} and so may not be a good trade good if {{L|wagon|wagons}} can't access your {{L|trade_depot|trade depot}}, though this remains moot at the moment as caravans currently don't come with a wagon (confirmed bug). Since their value is higher than that of a {{L|statue|statue}}, {{L|lever|levers}} and {{L|Gear_assembly|gear assemblies}} make good alternative room decorations.&lt;br /&gt;
&lt;br /&gt;
Since mechanisms count as furniture, the jeweler's workshop action ''encrust furniture with [gem]'' can encrust mechanisms with gems instead of actual furniture.&lt;br /&gt;
&lt;br /&gt;
High-quality mechanisms improve the accuracy of their traps, as stated by Toady [http://www.bay12games.com/forum/index.php?topic=14461.msg131214#msg131214 here].  This means traps with more than one weapon or weapons that strike multiple times (namely the {{L|large_serrated_disc|large serrated disc}} and {{L|spiked ball|spiked ball}}) will benefit more from high-quality mechanisms. This is increasingly important due to the reduced damage dealt by traps in 0.31.&lt;br /&gt;
&lt;br /&gt;
A mechanism's quality has no effect on how quickly it operates.&lt;br /&gt;
&lt;br /&gt;
Mechanisms for use with magma must be {{L|Magma_safe|magma safe}}.&lt;/div&gt;</summary>
		<author><name>LemonFrosted</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Mechanism&amp;diff=87246</id>
		<title>v0.31:Mechanism</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Mechanism&amp;diff=87246"/>
		<updated>2010-04-08T21:23:20Z</updated>

		<summary type="html">&lt;p&gt;LemonFrosted: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
'''Mechanisms''' are created by a [[40d:mechanic|mechanic]] at a [[40d:mechanic's workshop|mechanic's workshop]] out of a stone. They can also be forged from 3 [[40d:Adamantine|adamantine wafers]] at a [[40d:Forge|Forge]]. Building [[40d:trap|trap]]s, [[40d:lever|lever]]s, [[40d:pressure plate|pressure plate]]s, and [[40d:gear assembly|gear assemblies]] requires one mechanism. Linking objects to a lever or pressure plate requires two mechanisms per linked item (one for the object, one for the lever). If you want to ever recover those mechanisms you need to deconstruct both the linked object and the lever.&lt;br /&gt;
&lt;br /&gt;
It is a [[40d:mechanic|mechanic]]'s job to install mechanisms. Mechanisms can be linked to objects at any distance. &lt;br /&gt;
&lt;br /&gt;
Mechanisms make surprisingly good [[40d:trade|trade]] items, due to their high [[40d:item value|base value]] of 30, but are heavy compared to [[40d:craft|craft]]s and so may not be a good trade good if [[40d:wagon|wagon]]s can't access your [[40d:trade depot|trade depot]]. Since their value is higher than that of a [[40d:statue|statue]], [[40d:lever|lever]]s and [[40d:gear assembly|gear assemblies]] make good alternative room decorations.&lt;br /&gt;
&lt;br /&gt;
Since mechanisms count as furniture, the jeweler's workshop action ''encrust furniture with [gem]'' can encrust mechanisms with gems instead of actual furniture.&lt;br /&gt;
&lt;br /&gt;
High-quality mechanisms improve the accuracy of their traps, as stated by Toady [http://www.bay12games.com/forum/index.php?topic=14461.msg131214#msg131214 here].  This means traps with more than one weapon or weapons that strike multiple times (namely the [[40d:large, serrated disc|large, serrated disc]] and [[40d:spiked ball|spiked ball]]) will benefit more from high-quality mechanisms.&lt;br /&gt;
&lt;br /&gt;
A mechanism's quality has no effect on how quickly it operates.&lt;br /&gt;
&lt;br /&gt;
Mechanisms for use with magma must be {{L|Magma_safe|magma safe}}.&lt;/div&gt;</summary>
		<author><name>LemonFrosted</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Gear_assembly&amp;diff=87242</id>
		<title>v0.31:Gear assembly</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Gear_assembly&amp;diff=87242"/>
		<updated>2010-04-08T21:20:15Z</updated>

		<summary type="html">&lt;p&gt;LemonFrosted: Created page with 'Gear Assemblies are a Mechanical Component, {{k|b}}-{{k|M}}-{{k|g}}, made from a single {{L|Mechanism|mechanism}}. They are installed by a {{L|Mechanic|mechanic}}.'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Gear Assemblies are a Mechanical Component, {{k|b}}-{{k|M}}-{{k|g}}, made from a single {{L|Mechanism|mechanism}}. They are installed by a {{L|Mechanic|mechanic}}.&lt;/div&gt;</summary>
		<author><name>LemonFrosted</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Z-level&amp;diff=87150</id>
		<title>v0.31:Z-level</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Z-level&amp;diff=87150"/>
		<updated>2010-04-08T19:26:34Z</updated>

		<summary type="html">&lt;p&gt;LemonFrosted: added image&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Z-level.jpg|right|'''The z-level indicator.'''&amp;lt;br /&amp;gt; The number is relative to the bottom of the map space. In this case the embark site is 142 levels above 0.]]Z-Level describes the vertical space within Dwarf Fortress, analogous to the Z-axis in geometry which extends out of the page towards the viewer. Each layer of view is a discrete z-level with a value relative to the bottom of the map space, indicated in the lower right corner of the screen. The player moves their view from one z-level to another by using {{k|&amp;lt;}} to move up and {{k|&amp;gt;}} to move down.&lt;br /&gt;
&lt;br /&gt;
In DF2010 the number of available z-levels has ballooned dramatically from prior version with the addition of the Underground cavern systems, from a few dozen to potentially hundreds. The default settings produce levels with around 150 z-levels of land (for a embark with average elevation changes) with an additional 15 z-levels of empty sky space above the highest point of land.&lt;br /&gt;
&lt;br /&gt;
Numerous factors available in {{L|World_generation|world generation}} impact the available z-levels, and can alter the depth of the map to a minimum of 6 and a maximum well in excess of 600.&lt;br /&gt;
&lt;br /&gt;
Reducing the number of z-levels, especially cavern levels, can reduce processor demand and boost {{L|Frame_rate|frame rate}}.&lt;/div&gt;</summary>
		<author><name>LemonFrosted</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Z-level&amp;diff=87148</id>
		<title>v0.31:Z-level</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Z-level&amp;diff=87148"/>
		<updated>2010-04-08T19:25:19Z</updated>

		<summary type="html">&lt;p&gt;LemonFrosted: added image&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Z-level.jpg|thumb|right|200px'''The z-level indicator.'''&amp;lt;br /&amp;gt; The number is relative to the bottom of the map space. In this case the embark site is 142 levels above 0.]]Z-Level describes the vertical space within Dwarf Fortress, analogous to the Z-axis in geometry which extends out of the page towards the viewer. Each layer of view is a discrete z-level with a value relative to the bottom of the map space, indicated in the lower right corner of the screen. The player moves their view from one z-level to another by using {{k|&amp;lt;}} to move up and {{k|&amp;gt;}} to move down.&lt;br /&gt;
&lt;br /&gt;
In DF2010 the number of available z-levels has ballooned dramatically from prior version with the addition of the Underground cavern systems, from a few dozen to potentially hundreds. The default settings produce levels with around 150 z-levels of land (for a embark with average elevation changes) with an additional 15 z-levels of empty sky space above the highest point of land.&lt;br /&gt;
&lt;br /&gt;
Numerous factors available in {{L|World_generation|world generation}} impact the available z-levels, and can alter the depth of the map to a minimum of 6 and a maximum well in excess of 600.&lt;br /&gt;
&lt;br /&gt;
Reducing the number of z-levels, especially cavern levels, can reduce processor demand and boost {{L|Frame_rate|frame rate}}.&lt;/div&gt;</summary>
		<author><name>LemonFrosted</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Z-level.jpg&amp;diff=87145</id>
		<title>File:Z-level.jpg</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Z-level.jpg&amp;diff=87145"/>
		<updated>2010-04-08T19:16:17Z</updated>

		<summary type="html">&lt;p&gt;LemonFrosted: The z-level indicator in the interface&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The z-level indicator in the interface&lt;/div&gt;</summary>
		<author><name>LemonFrosted</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Z-level&amp;diff=87144</id>
		<title>v0.31:Z-level</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Z-level&amp;diff=87144"/>
		<updated>2010-04-08T19:15:09Z</updated>

		<summary type="html">&lt;p&gt;LemonFrosted: Basic info.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Z-Level describes the vertical space within Dwarf Fortress, analogous to the Z-axis in geometry which extends out of the page towards the viewer. Each layer of view is a discrete z-level with a value relative to the bottom of the map space, indicated in the lower right corner of the screen. The player moves their view from one z-level to another by using {{k|&amp;lt;}} to move up and {{k|&amp;gt;}} to move down.&lt;br /&gt;
&lt;br /&gt;
In DF2010 the number of available z-levels has ballooned dramatically from prior version with the addition of the Underground cavern systems, from a few dozen to potentially hundreds. The default settings produce levels with around 150 z-levels of land (for a embark with average elevation changes) with an additional 15 z-levels of empty sky space above the highest point of land.&lt;br /&gt;
&lt;br /&gt;
Numerous factors available in {{L|World_generation|world generation}} impact the available z-levels, and can alter the depth of the map to a minimum of 6 and a maximum well in excess of 600.&lt;br /&gt;
&lt;br /&gt;
Reducing the number of z-levels, especially cavern levels, can reduce processor demand and boost {{L|Frame_rate|frame rate}}.&lt;/div&gt;</summary>
		<author><name>LemonFrosted</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Screw_pump&amp;diff=87067</id>
		<title>v0.31:Screw pump</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Screw_pump&amp;diff=87067"/>
		<updated>2010-04-08T16:55:12Z</updated>

		<summary type="html">&lt;p&gt;LemonFrosted: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
Note: Pumps will transfer power vertically as they did in 40d. It is confirmed they function in all respects as they did in the previous version. For information on vertical power transfer see Pump Stack below.&lt;br /&gt;
&lt;br /&gt;
{{Machine_component|name=Screw pump|key=s|job=[[40d:Pump operator|Pump operator]]&lt;br /&gt;
|construction=&lt;br /&gt;
* [[DF2010:Enormous corkscrew|Enormous corkscrew]]&lt;br /&gt;
* [[DF2010:Pipe|Pipe]]&lt;br /&gt;
* [[DF2010:Block|Block]]&lt;br /&gt;
|construction_job=&lt;br /&gt;
* [[DF2010:Architecture|Architecture]]&lt;br /&gt;
* 1 of&lt;br /&gt;
** [[DF2010:Carpentry|Carpentry]]&lt;br /&gt;
** [[DF2010:Masonry|Masonry]]&lt;br /&gt;
|power=Needs 10 power.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A '''screw pump''' is a small [[DF2010:building|building]] that can lift liquids ([[DF2010:water|water]] or [[DF2010:magma|magma]]) from one level below onto the same [[DF2010:Z-level|Z-level]] as the pump. It is two tiles by one tile in size, and it can be either manually operated by a [[DF2010:dwarf|dwarf]] with the [[40d:pump operator|pump operator]] job or by using [[DF2010:gear assembly|gear assemblies]] connected to [[DF2010:water wheel|water wheel]]s and/or [[DF2010:windmill|windmill]]s. &lt;br /&gt;
&lt;br /&gt;
The direction you want the fluid to travel must be chosen at the time of construction.  Pumping only occurs in a straight line, and involves a total of 4 tiles in a row - the liquid source, two for the pump, and the output. The &amp;quot;rise&amp;quot; in levels occurs on the first tile, the intake side, from one level below up to the level of the pump*.  Pumped fluids can and will flow immediately after being pumped, as normal for that fluid.  Pumped fluids will have a [[DF2010:pressure|pressure]] equal to the exit [[DF2010:z-level|z-level]] - a pump never &amp;quot;forces&amp;quot; water to a higher [[DF2010:z-level|z-level]] than the output tile.&lt;br /&gt;
&lt;br /&gt;
:''(* A DF pump can best be imagined as a simple [http://en.wikipedia.org/wiki/Archimedes%27_screw archimedes screw].)''&lt;br /&gt;
&lt;br /&gt;
Salt water pumped through a pump will become drinkable if then kept separate from natural walls, natural floors, other salt water or an aquifer.&lt;br /&gt;
&lt;br /&gt;
''For a basic overview of how the different machine parts work and work together, see [[DF2010:machinery|machinery]].''&lt;br /&gt;
&lt;br /&gt;
== Construction ==&lt;br /&gt;
&lt;br /&gt;
Building a screw pump requires an [[DF2010:enormous corkscrew|enormous corkscrew]], a [[DF2010:block|block]], and a [[DF2010:pipe|pipe]] section. The construction itself is completed in two stages. First a dwarf with the [[DF2010:architect|architect]] labor must design it. Then a dwarf (the same or a different one) with the appropriate labor must complete the building. This could be [[DF2010:carpentry|carpentry]], [[DF2010:metalsmithing|metalsmithing]], or [[DF2010:masonry|masonry]], depending on the material of the block.&lt;br /&gt;
&lt;br /&gt;
It's important to choose the proper orientation for your pump, where it will draw water from and where it will deliver the water.  This is determined before placement with the {{k|u}}, {{k|k}}, {{k|m}}, or {{k|h}} keys, and the text at the top of the sub-menu will change to confirm your choice.  The default (as shown above in the sidebar), &amp;quot;pumps from the north&amp;quot; (top).  The ''light'' green X must be next to the liquid source and the ''dark'' green X is where the liquid exits the pump. [[Image:Small pump.jpg|thumb|right|300px|'''Basic Side View of a Pump'''. &amp;lt;br /&amp;gt; This pump &amp;quot;pumps from the west&amp;quot;, from left to right.  The area to the right may fill to the top of that level, but no more  (See [[DF2010:pressure|pressure]]; see [[DF2010:Screw_pump#Pump_Stack|Pump stack]]). Note that the entire space required is 4 tiles long by 1 tile wide, not including any retaining walls for the outflow.   If pumped manually, the [[DF2010:pump operator|pump operator]] stands in the light-colored area, as the dark-colored is impassable to both fluid and movement.&amp;lt;br /&amp;gt;&lt;br /&gt;
''(Altho' the &amp;quot;liquid&amp;quot; is shown as blue, this can work for [[40d:magma|magma]] as well, with the [[40d:magma-safe|appropriate precautions]].)'']]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
:{|style=&amp;quot;font-family: monospace; font-weight: bold; font-size: 135%; border: 1px solid #0b0; background: #dfd&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;color: #0f0; padding: 0&amp;quot;|X||style=&amp;quot;color: #070; padding: 0&amp;quot;|X&lt;br /&gt;
|}&lt;br /&gt;
This example &amp;quot;pumps from the west&amp;quot; (left) to the east (right), the {{k|h}} option.  If pumped manually, the dwarf stands on the light-colored tile, as the dark-colored is impassable.&lt;br /&gt;
&lt;br /&gt;
The orientation is visible after placement only by using {{k|q}}uery over or near that pump.  Orientation of a pump cannot be changed after being constructed, but, as with any building, it can be deconstructed into its component parts and rebuilt as and where desired.&lt;br /&gt;
&lt;br /&gt;
Having specified the direction of travel, you must ensure that the source side of the pump is placed adjacent to and above (in the [[DF2010:z-axis|z-axis]]) a liquid. The screw pump will draw the liquid up from below its level, and distribute it out of the other side of the pump.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
* The source of the pump must be directionally adjacent to &amp;quot;Open Space&amp;quot; that is directly above a source of liquid. The adjacent space cannot be a floor, stairway or wall suspended over water. Screw pumps can pull water through a grate, floor bars, or a [[DF2010:construction|constructed]] fortification on the Z-level below.&lt;br /&gt;
* The light pump tile is where a pump operator will stand (if the pump is not powered mechanically).  Liquids to be pumped must be 1 level below the (empty) area adjacent to this tile.  &lt;br /&gt;
* Dwarves must be able to access and stand on the light tile of the pump in order to build the pump and then to be able to operate the pump manually.&lt;br /&gt;
* The dark pump tile is on the output side.  Liquids will appear in the tile adjacent to this.&lt;br /&gt;
* The dark pump tile blocks liquids flow and creature movement, and can be built into a wall to create a solid barrier.  The light tile of the pump does not block flow or movement.&lt;br /&gt;
* Pumps can also be used in conjunction with a [[DF2010:water wheel|water wheel]] or a [[DF2010:windmill|windmill]] to become self-powered.&lt;br /&gt;
* Active mechanisms connected to the pump will automatically start the pump; to prevent this either restrict liquid flow using floodgates or hatches, or put in a [[DF2010:gear assembly|gear assembly]] linked to a [[DF2010:lever|lever]] to disconnect the [[DF2010:power|power]].&lt;br /&gt;
* Adjacent pumps ''automatically'' transfer mechanical power to any other adjacent pump(s), no [[DF2010:axle|axle]] or [[DF2010:mechanism|mechanism]] is required.  If too many pumps are adjacent, there may be insufficient power to power them.&lt;br /&gt;
* A hatch above the input tile (on the same level as the pump) that is linked to a trigger (a [[DF2010:lever|lever]] or [[DF2010:pressure plate|pressure plate]]) makes an effective on/off switch for that pump.&lt;br /&gt;
* In order to build pumps in a &amp;quot;hanging&amp;quot; state, as in the stacked screw pump example (below), one of its tiles must be able to connect to a nearby machine, either already existing or designated to be built. If, when the screw pump's construction is completed, the supporting mechanism has not yet been completed, it will promptly collapse into its component parts.&lt;br /&gt;
* Pumps do '''not''' push liquids '''up''' additional Z-levels above them.  They only deliver water to their own level.  That is, if you direct the output of a screw pump into a 1-square space surrounded by walls, the water will not &amp;quot;overflow&amp;quot; the walls. Consequently, a pump will refuse to move liquid if the level it is pumping to is completely filled.  Higher levels can be achieved using a &amp;quot;pump stack&amp;quot; (below). (See [[DF2010:Pressure|Pressure]])&lt;br /&gt;
* In order to safely pump magma, you do not need to build a pump out of [[DF2010:magma-safe|magma-safe]] materials, unless the open tile is going to be submerged in magma. &lt;br /&gt;
** Exception: Wooden parts [[DF2010:wear|wear]] out fairly quickly when used to pump magma, eventually causing the pump to break down into the non-wooden parts.  This is due to the magma heating the adjacent tiles to a temperature at which wood takes heat damage.{{verify}}&lt;br /&gt;
* Magma, which normally has no pressure, will behave like pressurized when pumped. For example, when pumped into an U-turn, magma will come out at the other end. Normal (non-pumped) magma would just pool at the lowest level. This may be either very useful (can be used to build pressure towers for magma) or deadly (forge level flooded with magma, because someone tried to pump magma into a volcano).&lt;br /&gt;
* Pump's pseudo-pressure doesn't work across diagonals. If there is a diagonal-only passage in your tunnel, liquids will seep slowly through it, instead of bursting through above their normal maximal speed, like they would if there was good passage.&lt;br /&gt;
&lt;br /&gt;
====Common mistakes====&lt;br /&gt;
* Orienting a pump incorrectly, and/or not having a proper open liquid source.&lt;br /&gt;
* Pumping water into an area with a path to other parts of your fortress. (The pump may work perfectly - the fortress quickly [[40d:flood|flood]]s.)&lt;br /&gt;
* Expecting water to rise up above the same level of a pump.&lt;br /&gt;
* Building a wall attached only to the light tile - this leaves a diagonal leak between the wall and the dark tile unless sealed there.  (If that's not a problem, don't worry about it.)&lt;br /&gt;
* Having stairs as input tile. Stairs block input tile, thus rendering the pump useless, even though liquids usually ignore stairs. Output tile can be any liquid-passable tile.&lt;br /&gt;
&lt;br /&gt;
== Example layouts ==&lt;br /&gt;
=== Single Pump ===&lt;br /&gt;
&lt;br /&gt;
[[Image:jt_screwpump.png|frame|left|A screw pump delivers from the level below to the tile in front. This pump pumps from the right to the left.  The &amp;quot;dark tile&amp;quot; would be on the left - that entire tile is impassible to movement and fluids.]]&amp;lt;br style=&amp;quot;clear: both&amp;quot;/&amp;gt;&lt;br /&gt;
=== Pump Stack ===&lt;br /&gt;
[[File:PumpStack2010.png|thumb|right|300px|'''Illustrated Side View of a Pump Stack'''.]]&lt;br /&gt;
[[File:PumpStackTopView.png|thumb|right|300px|'''Illustrated Top View of a Pump Stack Layer'''.]]&lt;br /&gt;
A Pump Stack is a method used to draw water or magma vertically across multiple z-levels requiring a minimum of parts. The basic functionality is possible because the Output (dark) side of the pump can be built over open space with a machine component located directly below, in this case another Screw Pump. Note that for power to properly transfer the intake (light) side of the pump must line up with the output (dark) side of the pump on the floor above it through a space in the floor, as in the illustration.&lt;br /&gt;
&lt;br /&gt;
A pump stack minimizes the amount of machinery required to lift water or magma by allowing for power to be supplied directly to only the most accessible pump (typically the topmost) which in turn allows the player to operate a stack limited only by how many windmills/water wheels they can fit into the area.&lt;br /&gt;
&lt;br /&gt;
Typical applications for a pump stack include moving magma from a lower level up to a convenient level for forges and furnaces, extracting water from a flooded fort, raising water for a decorative waterfall (and extracting it afterwards), or any other purpose that requires water/magma on a z-level significantly above its current location.&lt;br /&gt;
&lt;br /&gt;
The Illustrated Top View of a Pump Stack Layer shows a basic section of a pump stack. Only the door (or a floodgate) on the Containment side is strictly necessary in order to prevent flooding. Two doorways are used here, each lining up with the solid ground within the pump assembly, in order to prevent workers from trapping themselves after digging channels or assembling the pump.&lt;/div&gt;</summary>
		<author><name>LemonFrosted</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Screw_pump&amp;diff=87064</id>
		<title>v0.31:Screw pump</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Screw_pump&amp;diff=87064"/>
		<updated>2010-04-08T16:49:36Z</updated>

		<summary type="html">&lt;p&gt;LemonFrosted: Added section on Pump Stack and re-instated the old summary information.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
Note: Pumps will transfer power vertically as they did in 40d. It is confirmed they function in all respects as they did in the previous version. For information on vertical power transfer see Pump Stack below.&lt;br /&gt;
&lt;br /&gt;
{{Machine_component|name=Screw pump|key=s|job=[[40d:Pump operator|Pump operator]]&lt;br /&gt;
|construction=&lt;br /&gt;
* [[DF2010:Enormous corkscrew|Enormous corkscrew]]&lt;br /&gt;
* [[DF2010:Pipe|Pipe]]&lt;br /&gt;
* [[DF2010:Block|Block]]&lt;br /&gt;
|construction_job=&lt;br /&gt;
* [[DF2010:Architecture|Architecture]]&lt;br /&gt;
* 1 of&lt;br /&gt;
** [[DF2010:Carpentry|Carpentry]]&lt;br /&gt;
** [[DF2010:Masonry|Masonry]]&lt;br /&gt;
|power=Needs 10 power.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A '''screw pump''' is a small [[DF2010:building|building]] that can lift liquids ([[DF2010:water|water]] or [[DF2010:magma|magma]]) from one level below onto the same [[DF2010:Z-level|Z-level]] as the pump. It is two tiles by one tile in size, and it can be either manually operated by a [[DF2010:dwarf|dwarf]] with the [[40d:pump operator|pump operator]] job or by using [[DF2010:gear assembly|gear assemblies]] connected to [[DF2010:water wheel|water wheel]]s and/or [[DF2010:windmill|windmill]]s. &lt;br /&gt;
&lt;br /&gt;
The direction you want the fluid to travel must be chosen at the time of construction.  Pumping only occurs in a straight line, and involves a total of 4 tiles in a row - the liquid source, two for the pump, and the output. The &amp;quot;rise&amp;quot; in levels occurs on the first tile, the intake side, from one level below up to the level of the pump*.  Pumped fluids can and will flow immediately after being pumped, as normal for that fluid.  Pumped fluids will have a [[DF2010:pressure|pressure]] equal to the exit [[DF2010:z-level|z-level]] - a pump never &amp;quot;forces&amp;quot; water to a higher [[DF2010:z-level|z-level]] than the output tile.&lt;br /&gt;
&lt;br /&gt;
:''(* A DF pump can best be imagined as a simple [http://en.wikipedia.org/wiki/Archimedes%27_screw archimedes screw].)''&lt;br /&gt;
&lt;br /&gt;
Salt water pumped through a pump will become drinkable if then kept separate from natural walls, natural floors, other salt water or an aquifer.&lt;br /&gt;
&lt;br /&gt;
''For a basic overview of how the different machine parts work and work together, see [[DF2010:machinery|machinery]].''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Pump Stack==&lt;br /&gt;
[[File:PumpStack2010.png|thumb|right|300px|'''Illustrated Side View of a Pump Stack'''.]]&lt;br /&gt;
[[File:PumpStackTopView.png|thumb|right|300px|'''Illustrated Top View of a Pump Stack Layer'''.]]&lt;br /&gt;
A Pump Stack is a method used to draw water or magma vertically across multiple z-levels requiring a minimum of parts. The basic functionality is possible because the Output (dark) side of the pump can be built over open space with a machine component located directly below, in this case another Screw Pump. Note that for power to properly transfer the intake (light) side of the pump must line up with the output (dark) side of the pump on the floor above it through a space in the floor, as in the illustration.&lt;br /&gt;
&lt;br /&gt;
A pump stack minimizes the amount of machinery required to lift water or magma by allowing for power to be supplied directly to only the most accessible pump (typically the topmost) which in turn allows the player to operate a stack limited only by how many windmills/water wheels they can fit into the area.&lt;br /&gt;
&lt;br /&gt;
Typical applications for a pump stack include moving magma from a lower level up to a convenient level for forges and furnaces, extracting water from a flooded fort, raising water for a decorative waterfall (and extracting it afterwards), or any other purpose that requires water/magma on a z-level significantly above its current location.&lt;br /&gt;
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The Illustrated Top View of a Pump Stack Layer shows a basic section of a pump stack. Only the door (or a floodgate) on the Containment side is strictly necessary in order to prevent flooding. Two doorways are used here, each lining up with the solid ground within the pump assembly, in order to prevent workers from trapping themselves after digging channels or assembling the pump.&lt;/div&gt;</summary>
		<author><name>LemonFrosted</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:PumpStackTopView.png&amp;diff=87042</id>
		<title>File:PumpStackTopView.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:PumpStackTopView.png&amp;diff=87042"/>
		<updated>2010-04-08T16:16:53Z</updated>

		<summary type="html">&lt;p&gt;LemonFrosted: Top view of a single floor of a screw pump stack, including stairs and service area. Each level would alternate direction. The doorways line up with the un-channeled ground to prevent workers from trapping themselves.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Top view of a single floor of a screw pump stack, including stairs and service area. Each level would alternate direction. The doorways line up with the un-channeled ground to prevent workers from trapping themselves.&lt;/div&gt;</summary>
		<author><name>LemonFrosted</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Screw_pump&amp;diff=86168</id>
		<title>v0.31:Screw pump</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Screw_pump&amp;diff=86168"/>
		<updated>2010-04-07T17:09:28Z</updated>

		<summary type="html">&lt;p&gt;LemonFrosted: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
&amp;lt;s&amp;gt;Pumps no longer transfer power vertically, so pump stacking is more awkward as now have to build adjcent stack of gear assemblys.&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
^^This is not true; pumps will transfer power vertically as they did in 40d. It is confirmed they function in all respects as they did in the previous version. Note that for power to properly transfer the intake (light) side of the pump must line up with the output (dark) side of the pump on the floor above it through a space in the floor (channel or ramp.)&lt;br /&gt;
&lt;br /&gt;
[[File:PumpStack2010.png|thumb|right|300px|'''Illustrated Side View of a Pump Stack'''.]]&lt;/div&gt;</summary>
		<author><name>LemonFrosted</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Screw_pump&amp;diff=86166</id>
		<title>v0.31:Screw pump</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Screw_pump&amp;diff=86166"/>
		<updated>2010-04-07T17:08:14Z</updated>

		<summary type="html">&lt;p&gt;LemonFrosted: Corrected false information, added image.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
&amp;lt;s&amp;gt;Pumps no longer transfer power vertically, so pump stacking is more awkward as now have to build adjcent stack of gear assemblys.&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
^^This is not true; pumps will transfer power vertically as they did in 40d. It is confirmed they function in all respects as they did in the previous version. Note that for power to properly transfer the intake (light) side of the pump must line up with the output (dark) side of the pump on the floor above it through a space in the floor (channel or ramp.)[[File:PumpStack2010.png]]&lt;/div&gt;</summary>
		<author><name>LemonFrosted</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:PumpStack2010.png&amp;diff=86145</id>
		<title>File:PumpStack2010.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:PumpStack2010.png&amp;diff=86145"/>
		<updated>2010-04-07T17:04:52Z</updated>

		<summary type="html">&lt;p&gt;LemonFrosted: An illustrated profile of a pump stack, indicating the path of water travel through the stack and power transfer from one pump to another through channels in the floor.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;An illustrated profile of a pump stack, indicating the path of water travel through the stack and power transfer from one pump to another through channels in the floor.&lt;/div&gt;</summary>
		<author><name>LemonFrosted</name></author>
	</entry>
</feed>